flat assembler
Message board for the users of flat assembler.
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bitRAKE 06 May 2008, 03:52
It's a common game I have seen in many forms:
Color Junction PopIt! Started programming this a couple days ago and will post my progress here as it develops. Currently, all I have to show is the game board - next I will add some basic game logic so it will be playable. Then some additional UI features will be added to provide feedback to the user (before, during, after) action has been taken: sound, animation, etc. The display is generated algorithmically and will make adding other visual effects easier for me (and make the file small) - I'm not much of a bitmap artist. Thinking about generating the sound, too. I'll post the source code eventually. History: 2008.05.05 - pre-alpha playfield display (push a key for new game display) 2008.05.06 - first game logic (almost playable) 2008.05.07 - playable game (source included)
Last edited by bitRAKE on 07 May 2008, 14:46; edited 4 times in total |
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penang 06 May 2008, 03:59
Great !
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MHajduk 07 May 2008, 15:29
Good.
![]() I have a question: if board is generated randomly there could exist some games when player isn't able to win, doesn't matter what he do. Am I right? If I guess properly, you have made structure '_PUSHAD' to save values of general purpose registers. Was it really necessary? Or you are preparing to build VM? ![]() |
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bitRAKE 07 May 2008, 15:41
MHajduk wrote: I have a question: if board is generated randomly there could exist some games when player isn't able to win, doesn't matter what he do. Am I right? MHajduk wrote: If I guess properly, you have made structure '_PUSHAD' to save values of general purpose registers. Was it really necessary? Or you are preparing to build VM? Code: pushad ... ; store return value mov [esp+_PUSHAD.EAX],eax popad retn ![]() |
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bitRAKE 07 May 2008, 16:11
I tested different equations in Mathematica prior to coding, and have experimented with animating them:
Last edited by bitRAKE on 08 May 2008, 01:51; edited 1 time in total |
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MHajduk 07 May 2008, 16:15
Idea with '_PUSHAD' structure is interesting because... looks slightly exotic for me (I never used such trick).
![]() Code: (...) GAME.Move: pushad mov [esp+_PUSHAD.ESP],TILE.WIDTH.PIXELS xor edx,edx div [esp+_PUSHAD.ESP] mov [esp+_PUSHAD.ESP],TILE.HEIGHT.PIXELS xor edx,edx xchg eax,ecx div [esp+_PUSHAD.ESP] (...) Code: (...) GAME.Move: pushad mov dword [esp+12],TILE.WIDTH.PIXELS xor edx,edx div dword [esp+12] mov dword [esp+12],TILE.HEIGHT.PIXELS xor edx,edx xchg eax,ecx div dword [esp+12] (...) |
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MHajduk 07 May 2008, 16:18
bitRAKE wrote: I tested different equations in Mathematica prior to coding, and have experimented with animating them: |
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penang 07 May 2008, 16:30
Quote:
I was scratching my head wondering the same thing. |
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bitRAKE 08 May 2008, 01:41
MHajduk wrote:
![]() Buttons can be created with the same (below), lol. (added description to images)
Last edited by bitRAKE on 08 May 2008, 02:46; edited 2 times in total |
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bitRAKE 08 May 2008, 01:44
MHajduk wrote: Idea with '_PUSHAD' structure is interesting because... looks slightly exotic for me (I never used such trick). * three colors is a good beginner level |
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MHajduk 08 May 2008, 10:30
bitRAKE wrote: The display is generated from the same equation - which will be animated in time. ![]() |
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Picnic 11 May 2008, 09:47
Very nice bitRAKE, i'll look inside your 'messy' code, see what i can get/learn/use. Much useful
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asmfan 11 May 2008, 11:41
I like it! but have question: why DLLs are imporded without extensions? e.g. "kernel32" "gdi" "user32" in import without extensions? and it works however!
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revolution 11 May 2008, 12:10
It is a feature of Windows, it will automatically assume you want and extension of .dll
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