4is256 by Řrřola [web]
; * ** %%% ### 4is256 ; * % @@@@ ** % # a 256-byte brick game ; **%% # == @@ by Rrrola ; % ==== ### == @@ <rrrola@gmail.com> ; STORY ; confused bricks fall down the pit of sorrow ; show them the rightful way of flawless rows ; make them complete ; make them disappear in joy ; and get awarded for their redemption ; CONTROLS AND SHIFTS ; left shift ......... move left ; right shift ....... move right ; ctrl .............. rotate ccw ; alt .............. fall faster ; SCORING ; fast falling ........... 1/row ; deleted rows ... 32/96/160/224 ; don't delete too fast ... -256 (punishment for the greedy ;-)) ; LEVEL (FALLING SPEED) ; increases every (1<<level) deletions ; note: needs vertical retrace for timing (fullscreen or pure DOS) ; greets to everyone who JUST WOULDN'T GET THE STRAIGHT ONE OMGWTF HEIGHT equ 24 ; must be a multiple of 4 WIDTH equ 10 ; 4..23 PIT_CHAR equ 'º' BRICK_CHAR equ 'Û' org 100h ; assume ax=0 bl=0 sp=0FFFEh inc ax int 10h mov ah,5 ; textmode 40x25, page 1 (offset 800h) int 10h ; filled with gray spaces on black (0720h) push word 0B800h pop es push es pop ds ; Draw the pit and erase complete rows P: mov di,2178+(HEIGHT-1)*80 mov si,di ;-) si = source row, di = destination row mov cx,HEIGHT+4 E: sub di,byte 80 N: add bl,64 ; score += {0,64,128,192}[erased rows mod 4] sub si,byte 80+WIDTH*2 mov ax,800h+PIT_CHAR stosw sub di,byte WIDTH*2+4 stosw mov dx,WIDTH A: or [di+(HEIGHT+4)*80+1],ah and al,[si+1] movsw ; white score at the bottom of the pit, shift rows dec dx jnz A and al,8 ; brightness all the way? jnz N loop E cmp si,di ; if any rows were deleted, adjust score to +32/96/160/224 je G sub bl,32 dec sp ; sp = 0FFFEh-total deletions ; Generate a new brick G: ; di=6F2h cx=0 in al,40h; could be "rdtsc" for hardcore randomness mov ah,5Ah mul di ; dx:ax=2711400h..277FF0Eh mov bp,dx mov cl,[byte bp-271h+S] mov di,800h-160+48-(WIDTH|1) mov si,es ;-) the highest bits of si need to be "10" ; bp = brick index + 271h ; cx = rotated brick layout (4 bits per row) ; di = brick position ; most significant zero bit in sp = number of frames before dropping ; (si is used for checking that) ; Increase the displayed score by 1 M: or bl,bl jz V push di ; di = behind the last zero mov di,800h+HEIGHT*80+50 dec bx D: dec di ; next digit dec di mov al,'0'; assume overflow xchg al,[di] or al,10h cmp al,'9' je D inc ax stosb ; if the digit wasn't '9', raise it pop di ; Wait for vertical retrace start (70/sec) and erase the brick V: mov dx,3DAh in al,dx and al,8 jz V W: in al,dx and al,8 jnz W ; al=0 call B ; if not erasable (= has no space to appear), GAME OVER jnc near 0 ; Keyboard handler mov ah,2 int 16h and bh,al ; bh = previous shift state xchg al,bh not bh ; if a shift was just pressed, set a bit in al pusha shr al,1 ; RSHIFT: X++ jnc X scasw ; di+=2 X: shr al,1 ; LSHIFT: X-- jnc Y dec di dec di Y: shl ax,15 jnc F ; ALT: Y++, score++ inc bx mov bh,8 ; can be held until landing H: mov si,sp add si,byte 16 add di,byte 80 F: jns C ; CTRL: rotation R: ; ax=8000h, CF=0 rcl cx,13 ; ax = cx rotated 90 degress ccw around [1;1] rcr ax,1 jnc R cmp ah,[byte bp-271h+S] je I ; if we reach the original shape, reload (for O,S,Z) ror ax,12 I: xchg ah,al xchg ax,cx C: ; al=0 ; Test whether changes were OK, drop if it's time call B jnc Q add sp,byte 16 pusha Q: popa ; use [bp-7*16] for black background instead of gray lea ax,[bp+0] rol si,1 ; OF = (CF!=sign(si)) jnc L ; you can't land with alt only (less mistakes) push word M jno B ; doesn't have to fall: draw the brick pop ax ; has to fall: clean the stack xor ax,ax pusha jmp short H L: or al,8 ; draw the fallen brick bright and generate next brick push word P ; Brick drawing (al=color cx=shape di=address) B: push bx xor bx,bx T: ror cx,1 jnc skip ; brightness prevents drawing test byte[bx+di],8 ; CF=0 jnz O mov [bx+di],al mov byte[bx+di-1],BRICK_CHAR skip: inc bx inc bx ; bl:00 02 04 06 08 test bl,8 ; 50 52 54 56 58 jz T ; A0 A2 A4 A6 A8 add bl,72 ; F0 F2 F4 F6 F8 40+CF jnc T O: pop bx ; if the brick could be drawn, CF=1 ret ; .... ##.. ..#. #... .##. .#.. ##.. ; #### .##. ###. ###. ##.. ###. ##.. S: db 0F0h, 63h, 74h, 71h, 36h, 72h, 33h
[ back to the prod ]