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sd:part_ii_writing_games_in_assembly_language

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sd:part_ii_writing_games_in_assembly_language [2026/04/02 20:10] appledogsd: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:robots|ROBOTS.BAS]]. This was a fun little take on the classic CHASE or 'robots' game from the bsd games collection. Now, for our study of Assembly Language, let's write a similar game: 'robots.asm'.+At the end of [[SD-8516 Stellar BASIC]] we wrote a game called [[sdb:robots|ROBOTS.BAS]]. This was a fun little take on the classic CHASE or 'robots' game from the bsd games collection. Now, for our study of Assembly Language, let's write a similar game: 'robots.asm'. Don't worry if you're not familiar with the BASIC version of this program; everything will be explained here.
  
 == Part 1: Assembling and Running a Program == Part 1: Assembling and Running a Program
-An assembly language program should start with an .address the bytes will be compiled fromOur program therefore begins:+Just like BASIC programs have line numbers, or C programs have #include statements, an assembly language program should start with an ''.address'' statementThis will tell the assembler where to start assembling the program. This enables us to use labels like ''start:'' and ''message:''. The assembler can calculate the exact address of the label in relative to the ''.address'' when assembling the program.
  
 <codify armasm> <codify armasm>
sd/part_ii_writing_games_in_assembly_language.1775160659.txt.gz · Last modified: by appledog

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