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mario.asm
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mario.asm
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.MODEL LARGE
.STACK 16384
.data
ENEMYCLR BYTE 9,9,9,9,9,9,6,6,6,6,9,9,9,9,9,9 ;ENEMY COLORS
BYTE 9,9,9,9,9,6,6,6,6,6,6,6,9,9,9,9
BYTE 9,9,9,9,6,6,6,6,6,6,6,6,6,9,9,9
BYTE 9,9,9,6,6,6,6,6,6,6,6,6,6,6,9,9
BYTE 9,9,6,0,0,6,6,6,6,6,6,6,0,0,6,9
BYTE 9,6,6,6,15,0,6,6,6,6,0,15,6,6,6,9
BYTE 9,6,6,6,15,0,6,6,6,6,0,15,6,6,6,9
BYTE 6,6,6,6,15,0,15,6,6,15,0,15,6,6,6,6
BYTE 6,6,6,6,15,15,15,6,6,15,15,15,6,6,6,6
BYTE 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
BYTE 9,6,6,6,6,15,15,15,15,15,15,6,6,6,6,9
BYTE 9,9,9,9,15,15,15,15,15,15,15,15,9,9,9,9
BYTE 9,9,0,0,15,15,15,15,15,15,15,15,0,0,9,9
BYTE 9,0,0,0,0,0,15,15,15,15,0,0,0,0,0,9
BYTE 9,0,0,0,0,0,0,15,15,0,0,0,0,0,0,9
BYTE 9,9,0,0,0,0,0,9,9,0,0,0,0,0,9,9
CLRARR BYTE 9,9,9,4,4,4,4,4,9,9,9,9 ;MARIO COLORS
BYTE 9,9,4,4,4,4,4,4,4,4,4,9
BYTE 9,9,0,0,0,15,15,0,15,9,9,9
BYTE 9,0,15,0,15,15,15,0,15,15,15,9
BYTE 9,0,15,0,0,15,15,15,0,15,15,15
BYTE 9,0,0,15,15,15,15,0,0,0,0,9
BYTE 9,9,15,15,15,15,15,15,15,15,9,9
BYTE 9,9,0,0,4,0,0,0,9,9,9,9
BYTE 9,0,0,0,4,0,0,4,0,0,0,9
BYTE 0,0,0,0,4,4,4,4,0,0,0,0
BYTE 15,15,0,4,14,4,4,14,4,0,15,15
BYTE 15,15,15,4,4,4,4,4,4,15,15,15
BYTE 15,15,4,4,4,4,4,4,4,4,15,15
BYTE 9,9,4,4,4,9,9,4,4,4,15,15
BYTE 9,9,4,4,4,9,9,4,4,4,9,9
BYTE 9,0,0,0,9,9,9,9,0,0,0,9
BYTE 0,0,0,0,9,9,9,9,0,0,0,0
BOWSERCLR BYTE 9,9,9,9,9,9,9,0,0,0,0,9,9,9,9,9,9,9
BYTE 9,9,9,9,9,9,0,4,4,4,4,0,9,9,9,9,9,9
BYTE 0,0,9,9,0,0,4,4,4,4,4,4,0,0,9,9,0,0
BYTE 0,14,0,0,4,0,4,4,4,4,4,4,0,4,0,0,14,0
BYTE 0,14,14,14,14,14,0,4,4,4,4,0,14,14,14,14,14,0
BYTE 9,0,14,14,4,4,4,2,2,2,2,4,4,4,14,14,0,9
BYTE 9,9,0,0,0,15,4,4,2,2,4,4,15,0,0,0,9,9
BYTE 9,9,9,0,2,15,15,15,2,2,15,15,15,2,0,9,9,9
BYTE 9,9,9,0,0,15,0,15,2,2,15,0,15,0,0,9,9,9
BYTE 9,9,0,14,14,14,2,14,14,14,14,2,14,14,14,0,9,9
BYTE 9,9,0,14,14,14,14,0,14,14,0,14,14,14,14,0,9,9
BYTE 9,9,0,14,14,14,14,14,14,14,14,14,14,14,14,0,9,9
BYTE 9,9,0,14,14,14,14,14,4,4,14,14,14,14,14,0,9,9
BYTE 9,9,0,0,14,4,15,4,4,4,4,15,4,14,0,0,9,9
BYTE 9,9,9,0,14,4,4,4,4,4,4,4,4,14,0,9,9,9
BYTE 9,9,9,0,14,14,14,14,14,14,14,14,14,14,0,9,9,9
BYTE 9,9,9,0,14,14,14,0,0,0,0,14,14,14,0,9,9,9
BYTE 9,9,9,0,0,0,0,0,9,9,0,0,0,0,0,9,9,9
CASTLECLR BYTE 9,9,9,9,0,9,9,9,9,9,9,0,12,12,12,12
BYTE 9,9,9,9,0,9,9,9,9,9,9,0,12,12,9,9
BYTE 9,9,9,0,12,0,9,9,9,9,9,0,9,9,9,9
BYTE 9,9,0,12,12,12,0,0,9,0,9,0,0,0,0,9
BYTE 9,9,0,12,12,12,0,15,0,15,0,15,0,15,0,9
BYTE 9,9,0,0,0,0,0,15,15,15,15,15,15,15,0,9
BYTE 9,9,0,15,15,15,0,15,0,15,0,15,0,15,0,15,0,9
BYTE 9,9,0,15,0,15,0,15,15,15,15,15,15,15,0,9
BYTE 9,9,0,15,15,15,0,12,12,12,12,12,12,12,0,9
BYTE 9,0,0,0,15,0,0,15,15,0,0,15,15,15,0,9
BYTE 9,0,12,0,0,15,15,0,0,15,15,0,15,15,0,9
BYTE 0,12,12,12,0,15,15,15,15,15,15,0,15,15,0,9
BYTE 0,12,12,12,0,15,0,15,15,0,15,0,15,0,0,9
BYTE 0,0,0,0,0,15,0,15,15,0,15,0,0,12,0,0
BYTE 0,15,15,15,0,15,15,15,15,15,15,0,12,12,12,0
BYTE 0,15,0,0,0,15,0,0,0,0,15,0,0,0,12,0
BYTE 0,15,0,15,0,0,0,15,15,0,0,0,15,0,12,0
BYTE 0,15,0,15,15,15,15,15,15,15,15,15,15,0,12,0
BYTE 0,15,0,15,15,15,15,0,0,15,15,15,15,0,0,0
BYTE 0,15,0,15,15,15,0,0,0,0,15,15,15,0,15,0
BYTE 0,15,0,15,15,15,0,0,0,0,15,15,15,0,15,0
BYTE 0,15,0,15,15,15,0,0,0,0,15,15,15,0,15,0
BYTE 0,15,0,15,15,15,0,0,0,0,15,15,15,0,15,0
BYTE 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
CIRCLE BYTE 9,9,9,9,4,9,9,9,9
BYTE 9,9,9,9,4,9,9,9,9
BYTE 9,9,9,4,4,4,9,9,9
BYTE 9,9,9,4,4,4,9,9,9
BYTE 9,9,4,4,12,4,4,9,9
BYTE 9,9,4,4,12,4,4,9,9
BYTE 9,4,4,12,14,12,4,4,9
BYTE 9,4,4,12,14,12,4,4,9
BYTE 4,4,12,14,14,14,12,4,4
BYTE 4,4,12,14,14,14,12,4,4
BYTE 9,4,4,12,14,12,4,4,9
BYTE 9,4,4,4,12,4,4,4,9
BYTE 9,9,4,4,4,4,4,9,9
COIN BYTE 9,9,9,9,9,14,14,14,9,9,9,9,9
BYTE 9,9,9,14,14,14,14,14,14,14,9,9,9
BYTE 9,9,14,14,14,14,14,14,14,14,14,9,9
BYTE 9,14,14,14,14,14,14,14,14,14,14,14,9
BYTE 9,14,14,0,0,0,0,0,0,0,14,14,9
BYTE 14,14,14,0,14,14,14,14,14,14,14,14,14
BYTE 14,14,14,0,14,14,14,14,14,14,14,14,14
BYTE 14,14,14,0,14,14,14,14,14,14,14,14,14
BYTE 9,14,14,0,0,0,0,0,0,0,14,14,9
BYTE 9,14,14,14,14,14,14,14,14,14,14,14,9
BYTE 9,9,14,14,14,14,14,14,14,14,14,9,9
BYTE 9,9,9,14,14,14,14,14,14,14,9,9,9
BYTE 9,9,9,9,9,14,14,14,9,9,9,9,9
MOONSTARCLR BYTE 15,15,15,15,15,15,2,2,2
BYTE 2,2,2,2,2,2,15,2,2
BYTE 2,2,2,2,2,2,2,15,2
BYTE 2,2,2,2,15,2,2,2,15
BYTE 2,2,15,15,15,15,15,2,15
BYTE 2,2,2,15,15,15,2,2,15
BYTE 2,2,15,15,15,15,15,2,15
BYTE 2,2,2,2,2,2,2,15,2
BYTE 2,2,2,2,2,2,15,2,2
BYTE 15,15,15,15,15,15,2,2,2
SCOREARR BYTE 'S','C','O','R','E', ':', ' '
LIVESARR BYTE 'L','I','V','E','S', ':', ' '
WORLDARR BYTE 'W','O','R','L','D', '-', ' '
GAMEOVERARR BYTE 'G', 'A', 'M', 'E', ' ', 'O', 'V', 'E', 'R', '!'
WIN BYTE 'Y', 'O', 'U', ' ', 'L', 'O', 'S', 'E'
LOSE BYTE 'Y', 'O', 'U', ' ', 'W', 'I', 'N', '!'
SMARIO BYTE 'S','U','P','E','R', ' ', 'M', 'A', 'R', 'I', 'O', '!'
USER DB 10 DUP ('$')
WINLOSE WORD 1585
MSG1 DB " ENTER USERNAME: ",'$'
Xaxis WORD 20
Yaxis WORD 270
XE WORD 210
YE WORD 289
XE1 WORD 340
YE1 WORD 289
REFLECT1 WORD 2
CE WORD ?
CY WORD ?
BOX WORD 200
BOY WORD 10
REFLECTB WORD 5
BSI WORD 460
XFLOOR WORD 0
YFLOOR WORD 320
XTMP WORD ?
TMP WORD ?
SHOOT WORD 1
REFLECT WORD 2
TEMPX WORD ?
SAVEY WORD ?
WDH WORD 30
HGT WORD 30
COLOUR BYTE ?
GETCLR BYTE ?
BALLCLR BYTE ?
BALLVAR WORD ?
ECLR BYTE ?
MARIOADD WORD ?
GCLR BYTE ?
LEVEL WORD 0
ENDCORD WORD 590
SWITCH WORD 1
SCORE WORD 0
COLOR BYTE 0
LIVES WORD 3
.code
MAIN PROC
MOV AX, @DATA
MOV DS, AX
LEA DX, MSG1 ;PRINT MSG1
MOV AH,9
INT 21H
MOV AH, 0AH ;SERVICE TO CAPTURE STRING FROM KEYBOARD.
MOV DX, OFFSET USER
INT 21H
MOV AH,0 ;set video mode
MOV AL,10H ;choose mode 3
INT 10H
CALL CLS
CALL SETBGD
CALL DRAWFLOOR
CALL HURDLES
CALL FLAG
CALL DRAWCOIN
CALL NEXTLEVEL
MOV BX, BOX
MOV CE, BX
MOV BX, BOY
MOV CY, BX
MOV CX, 5
DISPLAY:
CALL DRAWMARIO ;DRAW MARIO
CALL DISPLAYSTR
CALL PRINTLIVES
AGAIN:
CALL FLOW
CALL GRAVITY
CALL GRAVITY
MOV AX,0
MOV AH, 01H
INT 16H
JZ AGAIN
MOV AH, 00H
INT 16H
CALL MOVEMENT
JMP DISPLAY
J1:
JMP AGAIN
MOV CX, 5
LOOP DISPLAY
MOV AH, 4CH
INT 21H
MAIN ENDP
FLOW PROC
CMP LEVEL, 1
JE LEVEL1
CMP LEVEL, 2
JE LEVEL2
CALL DRAWBOWSER
CALL MOVEBOWSER
LEVEL2:
CALL MOVEENEMY
CALL DRAWENEMY
CALL MOVEENEMY1
CALL DRAWENEMY1
LEVEL1:
CMP SWITCH, 1
JNE G0
G0:
RET
FLOW ENDP
DRAWLINECLR PROC USES AX BX CX DX ; DRAW LINE FUNCION (X TO WIDTH)
MOV CX, XFLOOR
MOV XTMP, CX
MOV CX, WDH
L1:
MOV TEMPX, CX
MOV CX, XFLOOR
MOV DX, YFLOOR
MOV AL, COLOUR; COLOR
MOV BH, 0 ;PAGE NUMBER
MOV AH, 0Ch
INT 10H
MOV AX, XFLOOR
INC AX
MOV XFLOOR, AX
MOV CX, TEMPX
LOOP L1
MOV CX, XTMP
MOV XFLOOR, CX
RET
DRAWLINECLR ENDP
DRAWSQUARECLR PROC USES AX BX CX DX
MOV CX, YFLOOR
MOV SAVEY, CX
MOV CX, HGT ;Height (NO.OF LINES)
L2:
CALL DRAWLINECLR ;draws straight line
MOV BX, YFLOOR
INC BX
MOV YFLOOR, BX ;shifts line one pixel below
LOOP L2
MOV AX, SAVEY
MOV YFLOOR, AX
RET
DRAWSQUARECLR ENDP
CLS PROC
MOV AL,10H
MOV AH,0
INT 10H
RET
CLS ENDP
DRAWFLOOR PROC
MOV XFLOOR, 0
MOV YFLOOR, 321
MOV HGT, 30
MOV WDH, 640
MOV COLOUR, 6
CALL DRAWSQUARECLR
RET
DRAWFLOOR ENDP
SETBGD PROC
MOV AH, 06h ; Scroll up function
XOR AL, AL ; Clear entire screen
XOR CX, CX ; Upper left corner CH=row, CL=column
MOV DX, 184FH ; lower right corner DH=row, DL=column
MOV BH, 9
INT 10H
RET
SETBGD ENDP
MOVEMENT PROC USES AX BX CX DX
CALL DELETEMARIO
;CHECKING RIGHT KEY
CMP AH,4DH
JNE N1
CALL COLLISION_RIGHT
CMP GETCLR, 2
JE DONTMOV
MOV DX,Xaxis
ADD DX,10
MOV Xaxis ,DX
CALL CHECKEND
JMP DONTMOV
;CHECKING LEFT KEY
N1:
CMP AH,4BH
JNE N2
CALL CHECKEND
CALL COLLISION_LEFT
CMP GETCLR ,2
JE DONTMOV
CMP Xaxis, 10
JL DONTMOV
MOV DX,Xaxis
SUB DX, 10
MOV Xaxis,DX
JMP DONTMOV
;CHECKING UP KEY
N2:
CMP AH,48H
JNE N3
MOV SWITCH, 1
.if Yaxis>150
MOV DX, Yaxis
SUB DX, 90
MOV Yaxis, DX
.endif
CALL DRAWMARIO
CALL DELETEMARIO
; CALL CHECKNEXT
JMP DONTMOV
;CHECKING ESC KEY
N3:
CMP AH,01H
JNE DONTMOV
.EXIT
JMP DONTMOV
KMARIO:
CALL KILLMARIO
DONTMOV:
RET
MOVEMENT ENDP
GRAVITY PROC USES AX BX CX DX
MOV MARIOADD, 0
CALL COLLISION_DOWN
CMP GCLR , 6
JE G0
MOV MARIOADD, 0
CALL COLLISION_DOWN
CMP GCLR , 2
JE G1
MOV MARIOADD, 36
CALL COLLISION_DOWN
CMP GCLR , 2
JE G2
CALL DRAWMARIO
CALL DELETEMARIO
CALL FLOW
MOV BX, Yaxis
ADD BX, 10
MOV Yaxis, BX
JMP G1
G0:
MOV SWITCH, 0
JMP G1
G2:
.IF Yaxis>320
CALL DELETEENEMY
CALL KILLENEMY
.ENDIF
G1:
CALL DRAWMARIO
RET
GRAVITY ENDP
HURDLES PROC
;HURDLE 1
MOV XFLOOR, 100
MOV YFLOOR, 296
MOV HGT, 25
MOV WDH, 30
MOV COLOUR, 2
CALL DRAWSQUARECLR
MOV XFLOOR, 96
MOV YFLOOR, 270
MOV HGT, 25
MOV WDH, 38
MOV COLOUR, 2
CALL DRAWSQUARECLR
;HURDLE 2
MOV XFLOOR, 300
MOV YFLOOR, 256
MOV HGT, 65
MOV WDH, 30
MOV COLOUR, 2
CALL DRAWSQUARECLR
MOV XFLOOR, 296
MOV YFLOOR, 230
MOV HGT, 25
MOV WDH, 38
MOV COLOUR, 2
CALL DRAWSQUARECLR
;HURDLE 3
MOV XFLOOR, 470
MOV YFLOOR, 276
MOV HGT, 45
MOV WDH, 30
MOV COLOUR, 2
CALL DRAWSQUARECLR
MOV XFLOOR, 466
MOV YFLOOR, 250
MOV HGT, 25
MOV WDH, 38
MOV COLOUR, 2
CALL DRAWSQUARECLR
RET
HURDLES ENDP
FLAG PROC
MOV XFLOOR, 620
MOV YFLOOR, 70
MOV HGT, 250
MOV WDH, 10
MOV COLOUR, 15
CALL DRAWSQUARECLR
MOV XFLOOR, 540
MOV YFLOOR, 70
MOV HGT, 75
MOV WDH, 80
MOV COLOUR, 2
CALL DRAWSQUARECLR
CALL MOONSTAR
RET
FLAG ENDP
DELETEMARIO PROC USES AX BX CX DX
MOV CX, Xaxis
MOV XFLOOR, CX
MOV CX, Yaxis
MOV YFLOOR, CX
MOV WDH, 36
MOV HGT, 51
MOV COLOUR,9
CALL DRAWSQUARECLR
RET
DELETEMARIO ENDP
DRAWMARIO PROC USES AX BX CX DX
MOV WDH, 3
MOV HGT, 3
MOV BX, Xaxis
MOV XFLOOR, BX
MOV BX, Yaxis
MOV YFLOOR, BX
MOV BX, 256
MOV CX, 17
COOKIE:
MOV DX, CX
MOV CX, 12
COOKIE0:
MOV AL, ENEMYCLR[BX]
MOV COLOUR, AL
CALL DRAWSQUARECLR
MOV AX, XFLOOR
ADD AX, 3
MOV XFLOOR, AX
INC BX
LOOP COOKIE0
MOV AX, YFLOOR
ADD AX, 3
MOV YFLOOR, AX
MOV AX, Xaxis
MOV XFLOOR, AX
MOV CX, DX
LOOP COOKIE
RET
DRAWMARIO ENDP
DRAWENEMY PROC USES AX BX CX DX
MOV WDH, 2
MOV HGT, 2
MOV BX, XE
MOV XFLOOR, BX
MOV BX, YE
MOV YFLOOR, BX
MOV BX, 0;
MOV CX, 16
COOKIE1:
MOV DX, CX
MOV CX, 16
COOKIE2:
MOV AL, ENEMYCLR[BX]
MOV COLOUR, AL
CALL DRAWSQUARECLR
MOV AX, XFLOOR
ADD AX, 2
MOV XFLOOR, AX
INC BX
LOOP COOKIE2
MOV AX, YFLOOR
ADD AX, 2
MOV YFLOOR, AX
MOV AX, XE
MOV XFLOOR, AX
MOV CX, DX
LOOP COOKIE1
RET
DRAWENEMY ENDP
DELETEENEMY PROC USES AX BX CX DX
MOV CX, XE
MOV XFLOOR, CX
MOV CX, YE
MOV YFLOOR, CX
MOV WDH, 32
MOV HGT, 32
MOV COLOUR,9
CALL DRAWSQUARECLR
RET
DELETEENEMY ENDP
MOVEENEMY PROC USES BX
CALL DELETEENEMY
CALL ENEMY_UP
CMP ECLR, 9
JE L0
CALL KILLENEMY
L0:
CALL ENEMY_LEFT
CMP ECLR, 15
JNE L1
CALL KILLMARIO
L1:
CALL ENEMY_RIGHT
CMP ECLR, 15
JNE L2
CALL KILLMARIO
L2:
CMP XE, 142
JE E1
CMP XE, 268
JE E2
JMP E3
E1:
MOV REFLECT, 2
JMP E3
E2:
MOV REFLECT, -2
E3:
MOV BX, XE
ADD BX, REFLECT
MOV XE, BX
RET
MOVEENEMY ENDP
DRAWENEMY1 PROC USES AX BX CX DX
MOV WDH, 2
MOV HGT, 2
MOV BX, XE1
MOV XFLOOR, BX
MOV BX, YE1
MOV YFLOOR, BX
MOV BX, 0;
MOV CX, 16
COOKIE1:
MOV DX, CX
MOV CX, 16
COOKIE2:
MOV AL, ENEMYCLR[BX]
MOV COLOUR, AL
CALL DRAWSQUARECLR
MOV AX, XFLOOR
ADD AX, 2
MOV XFLOOR, AX
INC BX
LOOP COOKIE2
MOV AX, YFLOOR
ADD AX, 2
MOV YFLOOR, AX
MOV AX, XE1
MOV XFLOOR, AX
MOV CX, DX
LOOP COOKIE1
RET
DRAWENEMY1 ENDP
DELETEENEMY1 PROC USES AX BX CX DX
MOV CX, XE1
MOV XFLOOR, CX
MOV CX, YE1
MOV YFLOOR, CX
MOV WDH, 32
MOV HGT, 32
MOV COLOUR,9
CALL DRAWSQUARECLR
RET
DELETEENEMY1 ENDP
MOVEENEMY1 PROC USES BX
CALL DELETEENEMY1
CALL ENEMY_UP1
CMP ECLR, 9
JE L0
CALL KILLENEMY1
L0:
CALL ENEMY_LEFT1
CMP ECLR, 15
JNE L1
CALL KILLMARIO
L1:
CALL ENEMY_RIGHT1
CMP ECLR, 15
JNE L2
CALL KILLMARIO
L2:
CMP XE1, 340
JE E1
CMP XE1, 430
JE E2
JMP E3
E1:
MOV REFLECT1, 2
JMP E3
E2:
MOV REFLECT1, -2
E3:
MOV BX, XE1
ADD BX, REFLECT1
MOV XE1, BX
RET
MOVEENEMY1 ENDP
DRAWBOWSER PROC USES AX BX CX DX
MOV WDH, 3
MOV HGT, 3
MOV BX, BOX
MOV XFLOOR, BX
MOV BX, BOY
MOV YFLOOR, BX
MOV BX, 460
MOV CX, 18
COOKIE:
MOV DX, CX
MOV CX, 18
COOKIE0:
MOV AL, ENEMYCLR[BX]
MOV COLOUR, AL
CALL DRAWSQUARECLR
MOV AX, XFLOOR
ADD AX, 3
MOV XFLOOR, AX
INC BX
LOOP COOKIE0
MOV AX, YFLOOR
ADD AX, 3
MOV YFLOOR, AX
MOV AX, BOX
MOV XFLOOR, AX
MOV CX, DX
LOOP COOKIE
RET
DRAWBOWSER ENDP
CASTLE PROC USES AX BX CX DX
MOV WDH, 6
MOV HGT, 10
MOV BX, 540
MOV XFLOOR, BX
MOV BX, 81
MOV YFLOOR, BX
MOV BX, 786
MOV CX, 24
COOKIE:
MOV DX, CX
MOV CX, 16
COOKIE0:
MOV AL, ENEMYCLR[BX]
MOV COLOUR, AL
CALL DRAWSQUARECLR
MOV AX, XFLOOR
ADD AX, 6
MOV XFLOOR, AX
INC BX
LOOP COOKIE0
MOV AX, YFLOOR
ADD AX, 10
MOV YFLOOR, AX
MOV AX, 540
MOV XFLOOR, AX
MOV CX, DX
LOOP COOKIE
RET
CASTLE ENDP
MOVEBOWSER PROC USES BX
CALL DELETEBOWSER
CALL MOVEBALL
CMP BOX, 100
JE E1
CMP BOX, 450
JE E2
JMP E3
E1:
MOV REFLECTB, 5
JMP E3
E2:
MOV REFLECTB, -5
E3:
MOV BX, BOX
ADD BX, REFLECTB
MOV BOX, BX
RET
MOVEBOWSER ENDP
DELETEBOWSER PROC USES CX
MOV CX, BOX
SUB CX, 5
MOV XFLOOR, CX
MOV CX, BOY
ADD CX, 5
MOV YFLOOR, CX
MOV WDH, 10
MOV HGT, 15
MOV COLOUR,9
CALL DRAWSQUARECLR
MOV CX, BOX
ADD CX, 54
MOV XFLOOR, CX
MOV CX, BOY
ADD CX, 5
MOV YFLOOR, CX
MOV WDH, 10
MOV HGT, 15
MOV COLOUR,9
CALL DRAWSQUARECLR
RET
DELETEBOWSER ENDP
DRAWCIRCLE PROC USES AX BX CX DX
MOV CX, CE
MOV XFLOOR, CX
MOV CX, CY
MOV YFLOOR, CX
MOV HGT, 2
MOV WDH, 2
MOV BX, 1170
MOV CX, 13
COOKIE1:
MOV DX, CX
MOV CX, 9
COOKIE2:
MOV AL, ENEMYCLR[BX]
MOV COLOUR, AL
CALL DRAWSQUARECLR
MOV AX, XFLOOR
ADD AX, 2
MOV XFLOOR, AX
INC BX
LOOP COOKIE2
MOV AX, YFLOOR
ADD AX, 2
MOV YFLOOR, AX
MOV AX, CE
MOV XFLOOR, AX
MOV CX, DX
LOOP COOKIE1
RET
DRAWCIRCLE ENDP
DELETECIRCLE PROC USES CX
MOV CX, CE
MOV XFLOOR, CX
MOV CX, CY
SUB CX, 10
MOV YFLOOR, CX
MOV WDH, 18
MOV HGT, 26
MOV COLOUR,9
CALL DRAWSQUARECLR
RET
DELETECIRCLE ENDP
COLLISION_RIGHT PROC USES AX BX CX DX
MOV AH , 0Dh
MOV BH ,0
MOV CX , Xaxis
ADD CX , 37
ADD CX, 10 ; CHANGE IN PC
MOV DX , Yaxis
ADD DX , 33
INT 10H
MOV GETCLR, AL
RET
COLLISION_RIGHT ENDP
COLLISION_LEFT PROC USES AX BX CX DX
MOV AH , 0Dh
MOV BH ,0
MOV CX , Xaxis
SUB CX, 20 ; CHANGE IN PC
MOV DX , Yaxis
ADD DX , 33
INT 10H
MOV GETCLR, AL
RET
COLLISION_LEFT ENDP
COLLISION_DOWN PROC USES AX BX CX DX
MOV AH , 0Dh
MOV BH ,0
MOV CX , Xaxis
ADD CX , MARIOADD
MOV DX , Yaxis
ADD DX, 1
ADD DX , 54
INT 10H
MOV GCLR, AL
RET
COLLISION_DOWN ENDP
ENEMY_RIGHT PROC USES AX BX CX DX
MOV AH , 0Dh
MOV BH ,0
MOV CX , XE
ADD CX, 32
ADD CX, 2
MOV DX , YE
ADD DX , 16
INT 10H