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xpeter



Joined: 26 Mar 2009
Posts: 12
Location: Germany
xpeter
Hi,

update version of puzzle game is done.
The same rules as the old version.
You can type your name now.
Once you have written your name, press the return key !
With the Back Space key you can delete your name again, if
it would incorrect written.

best regards
Peter


Description:
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Filename: FullPuzzleGame.rar
Filesize: 320.01 KB
Downloaded: 732 Time(s)

Description:
Download
Filename: Puzzle.rar
Filesize: 308.61 KB
Downloaded: 654 Time(s)



Last edited by xpeter on 15 Apr 2009, 17:40; edited 2 times in total
Post 07 Apr 2009, 22:12
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LocoDelAssembly
Your code has a bug


Joined: 06 May 2005
Posts: 4633
Location: Argentina
LocoDelAssembly
I liked it very much Very Happy Petty I can't play it for more time now Sad

Would be possible for you to upload the source code too?

Thanks and welcome Smile
Post 07 Apr 2009, 22:44
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buzzkill



Joined: 15 Mar 2009
Posts: 111
Location: the nether lands
buzzkill
Looks very good xpeter, I just played it on linux under wine (works great, in case other linux users want to try it). Like LocoDelAssembly said, if you'd be willing to share the source, other people could learn from it. Maybe somebody could even help you write the high score table?

How long did it take you to write this? Did you learn assembly programming with fasm, or did you have prior experience? Anyway, great job Smile
Post 07 Apr 2009, 23:05
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vid
Verbosity in development


Joined: 05 Sep 2003
Posts: 7105
Location: Slovakia
vid
Looks nice, just a little slow action, and window placement should be in the middle of screen.

Nothing beats Supaplex, though...
Post 08 Apr 2009, 00:03
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rCX



Joined: 29 Jul 2007
Posts: 166
Location: Maryland, USA
rCX
Great work. It's a little difficult but fun Smile
Post 08 Apr 2009, 01:38
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Picnic



Joined: 05 May 2007
Posts: 1288
Location: Paradise Falls
Picnic
Looks very nice game xpeter congratulations.
Unfortunately it runs very slow on my machine and i can't enjoy it.
Post 08 Apr 2009, 15:16
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Madis731



Joined: 25 Sep 2003
Posts: 2140
Location: Estonia
Madis731
On my machine its right in the middle of the screen. I've got 2003 Server, what have you got, vid?

The process runs too high I think. I wish to see the main loop, I guess there are no sleeps/waits there.

I'm very glad to see someone FINISH a project.

I am famous for starting many, but not finishing any Wink Sounds like a moto Razz
Post 08 Apr 2009, 17:32
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xpeter



Joined: 26 Mar 2009
Posts: 12
Location: Germany
xpeter
Hi ,

the puzzle game has a delay from 16 msec's.
it runs very fine here on my computer ! [AMD ATHLON 300+].
i must still work on a adjustable framerate routine.
if all was done with my work, i will send the game
with high score table again to the forum!

best regards
peter
Post 08 Apr 2009, 18:01
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Coddy41



Joined: 18 Jan 2009
Posts: 384
Location: Ohio, USA
Coddy41
Cool Cool
Post 09 Apr 2009, 00:02
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SFeLi



Joined: 03 Nov 2004
Posts: 140
SFeLi
xpeter, is it possible to get rid of GdiTransparentBlt making it work in 98?
Post 09 Apr 2009, 12:18
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xpeter



Joined: 26 Mar 2009
Posts: 12
Location: Germany
xpeter
Hi SFeli,

that's not possible.
Post 09 Apr 2009, 16:24
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LocoDelAssembly
Your code has a bug


Joined: 06 May 2005
Posts: 4633
Location: Argentina
LocoDelAssembly
It is actually, but it is not straightforward.

http://web.archive.org/web/20080105000448/http://msdn.microsoft.com/archive/en-us/dnargdi/html/msdn_transblt.asp

I have used the "black source method" and worked.

I'll paste some of the code but not all since I plan to do so when I finish it (I'm not currently working on it now but I'll do in the future).

Code:
; Bitmaps.asm

  robotBitmap         BITMAPINFOHEADER sizeof.BITMAPINFOHEADER,\ ; DWORD  biSize
                                       ROBOT_SIZE,\              ; LONG   biWidth
                                       -9*ROBOT_SIZE,\           ; LONG   biHeight
                                       1,\                       ; WORD   biPlanes
                                       8,\                       ; WORD   biBitCount
                                       BI_RGB,\                  ; DWORD  biCompression
                                       0,\ ; DWORD  biSizeImage
                                       0,\                       ; LONG   biXPelsPerMeter
                                       0,\                       ; LONG   biYPelsPerMeter
                                       4,\                       ; DWORD  biClrUsed
                                       0                         ; DWORD  biClrImportant
db 255,255,255,0
db 0,   0, 255, 0
db 0,   0, 192, 0
db 0,   0,  96, 0
db 0,   0,   0, 0

align 4
  robotBitmap.bits:
;;;; NORTH
                   db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,\
                      4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,\
                      4, 2, 2, 4, 4, 4, 4, 4, 4, 2, 2, 4,\
                      4, 3, 3, 1, 4, 4, 4, 4, 1, 3, 3, 4,\
                      4, 2, 2, 1, 4, 4, 4, 4, 1, 2, 2, 4,\
                      4, 3, 3, 1, 4, 4, 4, 4, 1, 3, 3, 4,\
                      4, 2, 2, 1, 1, 1, 1, 1, 1, 2, 2, 4,\
                      4, 3, 3, 1, 1, 1, 1, 1, 1, 3, 3, 4,\
                      4, 2, 2, 1, 1, 1, 1, 1, 1, 2, 2, 4,\
                      4, 3, 3, 4, 4, 4, 4, 4, 4, 3, 3, 4,\
                      4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,\
                      4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4
;;;; MASK
                   db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,\
                      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,\
                      0, 4, 4, 0, 0, 0, 0, 0, 0, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 0, 0, 0, 0, 0, 0, 4, 4, 0,\
                      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,\
                      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;;;; EAST
                   db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,\
                      4, 4, 3, 2, 3, 2, 3, 2, 3, 2, 4, 4,\
                      4, 4, 3, 2, 3, 2, 3, 2, 3, 2, 4, 4,\
                      4, 4, 4, 1, 1, 1, 1, 1, 1, 4, 4, 4,\
                      4, 4, 4, 1, 1, 1, 4, 4, 4, 4, 4, 4,\
                      4, 4, 4, 1, 1, 1, 4, 4, 4, 4, 4, 4,\
                      4, 4, 4, 1, 1, 1, 4, 4, 4, 4, 4, 4,\
                      4, 4, 4, 1, 1, 1, 4, 4, 4, 4, 4, 4,\
                      4, 4, 4, 1, 1, 1, 1, 1, 1, 4, 4, 4,\
                      4, 4, 3, 2, 3, 2, 3, 2, 3, 2, 4, 4,\
                      4, 4, 3, 2, 3, 2, 3, 2, 3, 2, 4, 4,\
                      4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4
;;;; MASK
                   db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,\
                      0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0,\
                      0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0,\
                      0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0,\
                      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;;;; SOUTH
                   db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,\
                      4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,\
                      4, 3, 3, 4, 4, 4, 4, 4, 4, 3, 3, 4,\
                      4, 2, 2, 1, 1, 1, 1, 1, 1, 2, 2, 4,\
                      4, 3, 3, 1, 1, 1, 1, 1, 1, 3, 3, 4,\
                      4, 2, 2, 1, 1, 1, 1, 1, 1, 2, 2, 4,\
                      4, 3, 3, 1, 4, 4, 4, 4, 1, 3, 3, 4,\
                      4, 2, 2, 1, 4, 4, 4, 4, 1, 2, 2, 4,\
                      4, 3, 3, 1, 4, 4, 4, 4, 1, 3, 3, 4,\
                      4, 2, 2, 4, 4, 4, 4, 4, 4, 2, 2, 4,\
                      4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,\
                      4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4
;;;; MASK
                   db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,\
                      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,\
                      0, 4, 4, 0, 0, 0, 0, 0, 0, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0,\
                      0, 4, 4, 0, 0, 0, 0, 0, 0, 4, 4, 0,\
                      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,\
                      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;;;; WEST
                   db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,\
                      4, 4, 2, 3, 2, 3, 2, 3, 2, 3, 4, 4,\
                      4, 4, 2, 3, 2, 3, 2, 3, 2, 3, 4, 4,\
                      4, 4, 4, 1, 1, 1, 1, 1, 1, 4, 4, 4,\
                      4, 4, 4, 4, 4, 4, 1, 1, 1, 4, 4, 4,\
                      4, 4, 4, 4, 4, 4, 1, 1, 1, 4, 4, 4,\
                      4, 4, 4, 4, 4, 4, 1, 1, 1, 4, 4, 4,\
                      4, 4, 4, 4, 4, 4, 1, 1, 1, 4, 4, 4,\
                      4, 4, 4, 1, 1, 1, 1, 1, 1, 4, 4, 4,\
                      4, 4, 2, 3, 2, 3, 2, 3, 2, 3, 4, 4,\
                      4, 4, 2, 3, 2, 3, 2, 3, 2, 3, 4, 4,\
                      4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4
;;;; MASK
                   db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,\
                      0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0,\
                      0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0,\
                      0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0,\
                      0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0,\
                      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0      


Code:
; city.asm

enterRobot:; EBX = Robot
  invoke  CreateCompatibleDC, [globals.windowDC]
  mov     [ebx+CityRobot.backBuffer], eax
  test    eax, eax
  jz      leonardoThreadProc.fail

  CBM_INIT = 4
  invoke  CreateDIBitmap, [globals.windowDC],\
                          robotBitmap,\
                          CBM_INIT,\
                          robotBitmap.bits,\
                          robotBitmap,\
                          DIB_RGB_COLORS
  test    eax, eax
  jz      leonardoThreadProc.fail

  invoke  SelectObject, [ebx+CityRobot.backBuffer], eax
  test    eax, eax
  jz      leonardoThreadProc.fail

  mov     [ebx+CityRobot.x], 0
  mov     [ebx+CityRobot.y], 0
  call    saveCity
  call    paintRobot

  ret

paintRobot:; EBX = Robot
  push    esi
  movzx   esi, [ebx+CityRobot.orientation]
  imul    esi, ROBOT_SIZE*2

  invoke  BitBlt, [globals.backBufferDC], [ebx+CityRobot.x], [ebx+CityRobot.y], ROBOT_SIZE, ROBOT_SIZE,\
                      [ebx+CityRobot.backBuffer], 0, addr esi + ROBOT_SIZE, SRCAND
  invoke  BitBlt, [globals.backBufferDC], [ebx+CityRobot.x], [ebx+CityRobot.y], ROBOT_SIZE, ROBOT_SIZE,\
                      [ebx+CityRobot.backBuffer], 0, esi, SRCPAINT
  pop     esi
  ret             


And of course also exists the chance of just using a DIBSection and do all the work yourself.
Post 09 Apr 2009, 19:22
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xpeter



Joined: 26 Mar 2009
Posts: 12
Location: Germany
xpeter
Hi LocoDelAssembly,

a bitmap creating in such manner is unusable for me. i have 400 bitmaps a. 32x32 ! what are you thinking when i am ready therewith ?
your showing methode is no solution for a game !

i think, when your robot bitmap has an animation,
let's say, sixteen phases
then your pleasure will fall into a deep cellar !

best regards
peter
Post 09 Apr 2009, 20:21
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LocoDelAssembly
Your code has a bug


Joined: 06 May 2005
Posts: 4633
Location: Argentina
LocoDelAssembly
It would be as simple as having two sets of bitmaps, those that are colorful and those that are just black and white.

My code was just to show how to blit, but you are not forced to have the bitmaps the same way I do, I posted just to show the color and monochrome mask thing. In the link I posted you'll see a method that can construct the masks from your bitmaps, I haven't used that because my bitmaps were too simple and I haven't got those bitmaps generated with Paint or whatever, just that assembly file.
Post 09 Apr 2009, 20:46
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xpeter



Joined: 26 Mar 2009
Posts: 12
Location: Germany
xpeter
yes i know,
it was only a reflection about the kind of
making bitmaps.
sorry, for the misunderstanding.
Post 09 Apr 2009, 22:03
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xpeter



Joined: 26 Mar 2009
Posts: 12
Location: Germany
xpeter
Hi,

new entry here!
Peter
Post 15 Apr 2009, 18:11
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rCX



Joined: 29 Jul 2007
Posts: 166
Location: Maryland, USA
rCX
@xpeter
Thanks, this new version works much better on my XP system. The hourglass would always visible in the older version.

@Loco
hmm a city with robots sounds fun. I'm looking forward to its release!
Post 17 Apr 2009, 02:26
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LocoDelAssembly
Your code has a bug


Joined: 06 May 2005
Posts: 4633
Location: Argentina
LocoDelAssembly
I think I'll kill your expectations right now.

As you can see the graphics wont gonna be a big thing, the only improvement will be a different color for each robot, but not much else. Also not that it wont be a game neither, it is supposed to be an educative tool but I'll tell details later. (This is not Heap, this thread is for discussing xpeter's game Wink)


Description:
Filesize: 11.38 KB
Viewed: 13131 Time(s)

screenshot.PNG


Post 17 Apr 2009, 03:12
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revolution
When all else fails, read the source


Joined: 24 Aug 2004
Posts: 17665
Location: In your JS exploiting you and your system
revolution
LocoDelAssembly wrote:
I think I'll kill your expectations right now.
Oh, were we supposed to have some expectation from you? I don't understand what you are trying to say in the picture. Is that a program you are working on now?
Post 17 Apr 2009, 03:16
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AnonyZhang



Joined: 19 Mar 2010
Posts: 2
Location: China
AnonyZhang
It seems that it can't exit normally. but it's really good.
I'm a chinese, i want to make friends with you.
I use the google e-mail usually, I've installed Gtalk on my computer. so i invite you all...
Post 19 Mar 2010, 14:05
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