sd:part_ii_writing_games_in_assembly_language
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| sd:part_ii_writing_games_in_assembly_language [2026/04/02 13:06] – appledog | sd:part_ii_writing_games_in_assembly_language [2026/04/03 05:30] (current) – appledog | ||
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| == Introduction | == Introduction | ||
| - | At the end of [[SD-8516 Stellar BASIC]] we wrote a game called [[sdb: | + | At the end of [[SD-8516 Stellar BASIC]] we wrote a game called [[sdb: |
| == Part 1: Assembling and Running a Program | == Part 1: Assembling and Running a Program | ||
| - | An assembly language program | + | Just like BASIC programs have line numbers, or C programs have #include statements, an assembly language program |
| <codify armasm> | <codify armasm> | ||
| Line 25: | Line 25: | ||
| as robots.asm robots | as robots.asm robots | ||
| - | To run the program, just DLOAD (or LOAD) it and type "sys 256". This can be a bit confusing; why 256? Without instructions, | + | To run the program, just DLOAD (or LOAD) it and type "SYS 256". This can be a bit confusing; why 256? Without instructions, |
| - | * 1. Tell people they have to type SYS and a number. | + | * 1. Tell people they have to type SYS and a number. Mysterious. |
| - | * 2. .address | + | * 2. use '' |
| - | * 3. Include a BASIC stub. | + | * 3. Include a BASIC stub so people can type '' |
| For this program I will demonstrate option #3, although #2 is probably just as common. Our program now becomes: | For this program I will demonstrate option #3, although #2 is probably just as common. Our program now becomes: | ||
| Line 52: | Line 52: | ||
| </ | </ | ||
| - | Enter this into ed and then save it; then assemble: | + | === Step 1: ED |
| + | Enter this into ed by typing: | ||
| + | |||
| + | f robots.asm | ||
| + | a | ||
| + | |||
| + | Enter the program | ||
| + | |||
| + | === Step 2: Assembly | ||
| + | To assemble | ||
| as robots.asm r | as robots.asm r | ||
| - | when you dload r, now you can type LIST. It will show: | + | |
| + | === Step 3: LOAD and RUN | ||
| + | Finally, enter | ||
| + | |||
| + | dload r | ||
| + | |||
| + | After you '' | ||
| 10 SYS 269 | 10 SYS 269 | ||
| Line 63: | Line 78: | ||
| == Part 2: Program Structure | == Part 2: Program Structure | ||
| - | Now that we understand how to assemble and run a program, we can talk about our game -- robots. Just like in BASIC, we will have: | + | Now that we understand how to assemble and run a program, we can talk about our game '' |
| * A game loop | * A game loop | ||
| Line 71: | Line 86: | ||
| * Collision detection | * Collision detection | ||
| + | === Initialization | ||
| Just like in the BASIC version, we can start by drawing the map. First, let's define our variables and then the map drawing function. We will include a simple main loop whose only job is to call draw_map once. | Just like in the BASIC version, we can start by drawing the map. First, let's define our variables and then the map drawing function. We will include a simple main loop whose only job is to call draw_map once. | ||
| - | |||
| - | Our complete listing now becomes: | ||
| <codify armasm> | <codify armasm> | ||
| + | ; Define variables. | ||
| + | ; This section uses memory-location variables. $00 is memory location $00. | ||
| .equ PX $00 ; player x | .equ PX $00 ; player x | ||
| .equ PY $01 ; player y | .equ PY $01 ; player y | ||
| Line 100: | Line 116: | ||
| main_loop: | main_loop: | ||
| CALL @draw_map | CALL @draw_map | ||
| - | RET | ||
| - | |||
| - | draw_map: | ||
| - | ; VSTOP | ||
| - | LDAL $81 | ||
| - | STAL [@VIDEO_MODE] | ||
| - | |||
| - | ; CLS | ||
| - | LDAH $10 ; CLS | ||
| - | INT $10 | ||
| - | |||
| - | ; Draw top/bottom border: ' | ||
| - | LDBL #' | ||
| - | LDXL #0 | ||
| - | |||
| - | dm_top_bottom: | ||
| - | LDYL #0 | ||
| - | LDAH $11 ; write char AL at XL, YL | ||
| - | INT $10 | ||
| - | |||
| - | LDYL #24 | ||
| - | LDAH $11 ; write char | ||
| - | INT $10 | ||
| - | INC XL | ||
| - | CMP XL, #40 | ||
| - | JNC @dm_top_bottom | ||
| - | |||
| - | ; Draw left/right border: ' | ||
| - | LDBL #' | ||
| - | LDYL #0 | ||
| - | dm_left_right: | ||
| - | LDXL #0 | ||
| - | LDAH $11 ; write char | ||
| - | INT $10 | ||
| - | |||
| - | LDXL #39 | ||
| - | LDAH $11 ; write char | ||
| - | INT $10 | ||
| - | |||
| - | INC YL | ||
| - | CMP YL, #25 | ||
| - | JNC @dm_left_right | ||
| - | |||
| - | ; Draw player ' | ||
| - | LDBL #' | ||
| - | LDXL [@PX] | ||
| - | LDYL [@PY] | ||
| - | LDAH $11 ; write char | ||
| - | INT $10 | ||
| - | |||
| - | ; Draw robot ' | ||
| - | LDBL #' | ||
| - | LDXL [@RX] | ||
| - | LDYL [@RY] | ||
| - | LDAH $11 ; write char | ||
| - | INT $10 | ||
| - | |||
| - | ; VSTART | ||
| - | LDAL #1 | ||
| - | STAL [@VIDEO_MODE] | ||
| - | |||
| RET | RET | ||
| </ | </ | ||
| - | Let's go over the draw_map subroutine. | + | Now that we have initialized our main variables and set up a program loop we are ready for the '' |
| - | The first two things we do are we replicate VSTOP and CLS from BASIC. | + | === draw_map |
| + | Like in the BASIC version, the '' | ||
| - | .equ VIDEO_MODE $01EF00 ; Current video mode (1 byte) | + | <codify armasm> |
| + | | ||
| + | draw_map: | ||
| ; VSTOP | ; VSTOP | ||
| LDAL $81 | LDAL $81 | ||
| Line 177: | Line 135: | ||
| LDAH $10 ; CLS | LDAH $10 ; CLS | ||
| INT $10 | INT $10 | ||
| + | </ | ||
| In assembly, we can't easily call a BASIC command, so we do things slightly differently. Setting video mode to $81 sets us up in mode 1 but stops video updates (because bit 7 is set). So $81 means "mode 1, but set bit 7 so we don't update the screen" | In assembly, we can't easily call a BASIC command, so we do things slightly differently. Setting video mode to $81 sets us up in mode 1 but stops video updates (because bit 7 is set). So $81 means "mode 1, but set bit 7 so we don't update the screen" | ||
| Line 182: | Line 141: | ||
| Secondly, INT $10 AH=$10 is the clear screen function. We can call that as an interrupt helper here. | Secondly, INT $10 AH=$10 is the clear screen function. We can call that as an interrupt helper here. | ||
| - | === Drawing the border | + | ==== Drawing the border |
| To draw the border we need to set up a loop that draws stars on the top and bottom, left and right, just like in BASIC. Here we will examine the top and bottom loop: | To draw the border we need to set up a loop that draws stars on the top and bottom, left and right, just like in BASIC. Here we will examine the top and bottom loop: | ||
| Line 207: | Line 166: | ||
| </ | </ | ||
| - | Here's the loop: After the top and bottom characters are drawn, we INC XL (which is the column marker). Then we CMP XL, #40. This means "check if it's under 40"-- i.e. 0-39. If we are on 39, we need to draw again. If we just drew on column 39 and then we INC XL to 40, that means don't continue the loop, and we fall-through to the next function; drawing on the left and right sides: | + | Here's the loop: After the top and bottom characters are drawn, we INC XL (which is the column marker). Then we CMP XL, #40. This means "check if it's under 40"-- i.e. 0-39. If we are on 39, we need to draw again. If we just drew on column 39 and then we INC XL to 40, that means don't continue the loop, and we fall-through to the next function; drawing on the left and right sides. |
| <codify armasm> | <codify armasm> | ||
| Line 229: | Line 188: | ||
| This code works just like the top and bottom but on the left and right sides. Instead of looping from 0 to 39 on XL, we will loop from 0 to 24 on YL. As before, we CMP to see if YL is 25. If it is, we fall through. A simple loop, in essence the exact same loop technique we used to draw the map in BASIC. | This code works just like the top and bottom but on the left and right sides. Instead of looping from 0 to 39 on XL, we will loop from 0 to 24 on YL. As before, we CMP to see if YL is 25. If it is, we fall through. A simple loop, in essence the exact same loop technique we used to draw the map in BASIC. | ||
| + | ==== Draw the player and robots | ||
| <codify armasm> | <codify armasm> | ||
| ; Draw player ' | ; Draw player ' | ||
| Line 256: | Line 216: | ||
| more to come... | more to come... | ||
| + | |||
| + | == Part 3: Player Input | ||
| + | Let's begin part 3 by adding a new subroutine to our main loop. Our main loop now becomes: | ||
| + | |||
| + | <codify armasm> | ||
| + | main_loop: | ||
| + | CALL @draw_map | ||
| + | CALL @get_input | ||
| + | RET | ||
| + | </ | ||
| + | |||
| + | === get_input | ||
| + | The primary goal of this section is to get input from the player and deal with it. We can do this by using the getkey function: | ||
| + | |||
| + | <codify armasm> | ||
| + | get_input: | ||
| + | LDAH $02 ; getkey() | ||
| + | INT $10 | ||
| + | </ | ||
| + | |||
| + | In this case, the function specification for AH=$02, INT 0x10 is: | ||
| + | |||
| + | ; ============================================================================ | ||
| + | ; AH=02h - Read Character (Blocking) | ||
| + | ; Input: | ||
| + | ; Output: AL = ASCII character | ||
| + | ; | ||
| + | ; | ||
| + | ; Note: X, Y preserved for cursor position | ||
| + | ; This function BLOCKS until a key is pressed | ||
| + | ; ============================================================================ | ||
| + | |||
| + | As we can see, this function returns the ASCII code of the key the player will press in '' | ||
| + | |||
| + | === uppercase or lowercase? | ||
| + | The player might type an uppercase command or a lowercase command. Let's normalize the keys to uppercase before processing them: | ||
| + | |||
| + | <codify armasm> | ||
| + | |||
| + | ; Uppercase: if AL >= ' | ||
| + | CMP AL, #97 | ||
| + | JNC @gi_check_keys | ||
| + | |||
| + | CMP AL, #123 | ||
| + | JC @gi_check_keys | ||
| + | | ||
| + | SUB AL, #32 | ||
| + | | ||
| + | gi_check_keys: | ||
| + | ... | ||
| + | </ | ||
| + | |||
| + | CMP works as follows: | ||
| + | |||
| + | CMP A, B ; if A >= B, then set carry | ||
| + | |||
| + | Therefore, | ||
| + | |||
| + | CMP AL, #97 ; if AL is greater or equal to #97 (' | ||
| + | |||
| + | So therefore if carry is NOT set, skip past the SUB command. Or else (if it's a lowercase ASCII) subtract 32 to convert from lowercase to uppercase. | ||
| + | |||
| + | The second compare has a protective function. | ||
| + | |||
| + | CMP AL, #123 ; if AL >= 123, set carry. | ||
| + | | ||
| + | ; If it's ' | ||
| + | JC @gi_check_keys | ||
| + | |||
| + | |||
| + | So after these two checks, the only values that reach SUB AL, #32 are exactly the bytes from 97 to 122 inclusive; i.e. ' | ||
| + | |||
| + | Visual summary: | ||
| + | ^ AL Value ^ Meaning ^ What Happens ^ | ||
| + | | < 97 | before '' | ||
| + | | 97-122 | '' | ||
| + | | >= 123 | after ' | ||
| + | |||
| + | === Processing player input | ||
| + | We will use the HJKL convention: | ||
| + | |||
| + | <codify armasm> | ||
| + | gi_check_keys: | ||
| + | CMP AL, #' | ||
| + | JZ @move_left | ||
| + | |||
| + | CMP AL, #' | ||
| + | JZ @move_down | ||
| + | |||
| + | CMP AL, #' | ||
| + | JZ @move_up | ||
| + | |||
| + | CMP AL, #' | ||
| + | JZ @move_right | ||
| + | |||
| + | CMP AL, #' | ||
| + | JZ @quit_game | ||
| + | |||
| + | RET | ||
| + | </ | ||
| + | |||
| + | This is easy enough; after a CMP, if the values are equal then the zero flag is set. We will use JZ (jump if zero flag is set) to go to the correct routine. | ||
| + | |||
| + | === processing each command | ||
| + | <codify armasm> | ||
| + | move_left: | ||
| + | LDAL [@PX] ; load variable PX into register AL. | ||
| + | DEC AL ; X = X - 1 (move to the left!) | ||
| + | | ||
| + | CMP AL, #1 ; bounds check. Is the player on the border? | ||
| + | JC @ml_ok | ||
| + | | ||
| + | LDAL #1 ; If we reach here the player was on the border; set position to 1. | ||
| + | | ||
| + | ml_ok: | ||
| + | STAL [@PX] ; pass! Save the player' | ||
| + | RET | ||
| + | </ | ||
| + | |||
| + | This is the move_left command. We begin by loading the player' | ||
sd/part_ii_writing_games_in_assembly_language.1775135179.txt.gz · Last modified: by appledog
