format MZ ;Specify the .EXE format entry MainSeg:start org 0100h stack $3000 ;org 100h ;specify origin ;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Constants ;;;;;;;;;;;;;;;;;;;;;;;;;;;; COLUMNS = 8 LINES = 8 FIELDX = 02h FIELDY = 02h ;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Code ;;;;;;;;;;;;;;;;;;;;;;;;;;;; segment MainSeg use16 start: mov al,13h ;AX=0000 at program start int 10h ;init mode 13h push word 0A000h ;Requires 80186 or higher to PUSH IMMED pop es ;ES now points to mode 13h screen segment mov ax, DataSeg mov ds, ax ;DS now points to our data segment call createminefield ;Initialize the map with mines call drawfield ;Draw the map jmp mainloop ;Main event and game loop ; Draw the field drawfield: mov cx, 00h mov ax, 00h call getbmp ; mov bx, covercell drawfieldloop: push cx push ax add cx, FIELDY ; Make sure we get the field displaced correctly add ax, FIELDX call drawbox pop ax pop cx inc cx call getbmp cmp cx, 0Ah jne drawfieldloop mov cx, 0'h inc ax call getbmp cmp ax, 0Ah jne drawfieldloop ret getbmp: mov bx, map ; Store the base of the map in BX push ax ; Don't mangle AX mov ax, COLUMNS ; How many columns an AX mul cx ; So we now multiply CX (Y coord) by COLUMNS add bx, cx ; Add it to the pointer pop ax ; Recover AX (X coord) add bx, ax ; Add the X coord to BX, now we can read cmp bx, 0009h ; There's a mine jne nomine mov bx, minebmp ; Point to the mine bitmap ret nomine: mov bx, covercell ; Point to the covered cell ret ;Random subroutines here initseed: mov ah, 02Ch ;Select Get System Time function int 021h ;Call DOS add cx, dx ;Add the seconds and milliseconds to add more randomness mov word [seed], cx ;In CX we have our new seed ret random: mov ax, 25173 ;LCG multiplier mul word [seed] ;DX:AX = LCG multiplier * seed add ax, 13849 ;Add LCG increment value mov word [seed], ax ;Update seed, AX has the random number now ret ;This is thought to pick up from the registers the address of what we need to draw ;Draw it, and return. The params are: ;- AX -> X position ;- CX -> Y position ;- BX -> base memory address of the bitmap drawbox: push ax ;Save the X value for later mov ax, cx ;Prepare for multiplications mov dx, 0A00h mul dx mov cx, ax ;Retrieve the line into CX pop ax ;Retrieve the X value into AX register mov dx, 08h mul dx ;We multiply the X value too for the 8x8 add cx, ax ;Now we've put in AX the pointer value mov si, cx ;Set SI to the correct address we'll draw mov cx, 00 mov ax, 00 mov dx, 00 drawloop: mov al, byte [ds:bx] ;Current address in BX mov byte [es:si], al ;Put the pixel into RAM inc bx inc cx inc dx cmp dx, 08h ;Sort of modulo je jumplinedraw ;Time to increment SI in a more complex way inc si continuecomp: cmp cx, 040h ;Compare CX to hex 64 (8x8) jne drawloop ;Continue ret ;Return jumplinedraw: mov dx, 00h add si, 313 ;Jump a whole line jmp continuecomp ;Continue the routine ;This function populates the minefield with mines createminefield: call initseed ;Make sure we have a good seed mov dx, 00h ;DX will be our pointer mov bx, [map] ;BX our base pointer cmfloop: push dx ;Save our counters before generating random number push bx call random ;This leaves a random num in AX pop bx pop dx cmp al, 0F0h ;Compare if it's greater than 240 jg putmine continuecreateminefield: inc bx inc dx cmp dx, COLUMNS * LINES ; Check we have done the whole map jne cmfloop cmp byte [minecount], 10 ; Check we've put all mines! jne createminefield finishcreateminefield: ret ; All is ok putmine: cmp byte [minecount], 10 je finishcreateminefield cmp word [bx], 00009h ;Check memory for placed mine je continuecreateminefield mov word [bx], 00009h inc byte [minecount] jmp continuecreateminefield ;This routine checks the map and puts numbers down given the ;amount of ;calculateminenumbers: ; mov bx, [map] ; mov dx, 00h mainloop: ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;This is where you do your mega-amazing tiny program. ;Write 8-bit values to A000:0000 to draw some pixels. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Check for user input or wanting to leave by pressing ESC in al,60h ;read whatever is at keyboard port; looking for ESC which is #1 ; cmp al,48h ; je upkey ; cmp al,4bh ; je leftkey ; cmp al,4dh ; je rightkey ; cmp al,50h ; je downkey ; cmp al,39h ; je space ; cmp al,38h ; je lalt ; mov word [lastkeypressed], 0h ;Reset the current key as it is not one we are checking dec al ;if ESC, AL now 0 jnz mainloop ;fall through if 0, jump otherwise exit: mov al,03 ;AX=0000 due to mainloop exit condition int 10h ;Switch back to text mode as a convenience mov ah,4Ch ;Function to exit, now we are an EXE, do it correctly mov al,00 ;Exit code as 0, everything went well int 21h upkey: cmp ax, [lastkeypressed] je mainloop mov [lastkeypressed], ax mov ah,02 mov dl,31h int 21h jmp mainloop leftkey: cmp ax, [lastkeypressed] je mainloop mov [lastkeypressed], ax mov ah,02 mov dl,32h int 21h jmp mainloop rightkey: cmp ax, [lastkeypressed] je mainloop mov [lastkeypressed], ax mov ah,02 mov dl,33h int 21h jmp mainloop downkey: cmp ax, [lastkeypressed] je mainloop mov [lastkeypressed], ax mov ah,02 mov dl,34h int 21h jmp mainloop space: cmp ax, [lastkeypressed] je mainloop mov [lastkeypressed], ax mov ah,02 mov dl,39h int 21h jmp mainloop lalt: cmp ax, [lastkeypressed] je mainloop mov [lastkeypressed], ax mov ah,02 mov dl,38h int 21h jmp mainloop ;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Data segment ;;;;;;;;;;;;;;;;;;;;;;;;;;;;; segment DataSeg use16 lastkeypressed: db 0 seed: dw 0 minecount: db 0 ;Game map. First 8 bytes are for the cell status ;the last 8 bytes are for the cell contents. ; ;Cell status: 0 covered, 1 uncovered, 2 flagged ;Cell content: 0 empty, 1-8 number, 9 mine map: dw COLUMNS * LINES dup ? covercell: db 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh db 0fh, 17h, 17h, 17h, 17h, 17h, 17h, 14h db 0fh, 17h, 17h, 17h, 17h, 17h, 17h, 14h db 0fh, 17h, 17h, 17h, 17h, 17h, 17h, 14h db 0fh, 17h, 17h, 17h, 17h, 17h, 17h, 14h db 0fh, 17h, 17h, 17h, 17h, 17h, 17h, 14h db 0fh, 17h, 17h, 17h, 17h, 17h, 17h, 14h db 14h, 14h, 14h, 14h, 14h, 14h, 14h, 14h emptycell: db 14h, 14h, 14h, 14h, 14h, 14h, 14h, 14h db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh db 14h, 17h, 17h, 17h, 17h, 17h, 17h, 0fh db 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh minebmp: db 14h, 14h, 14h, 14h, 14h, 14h, 14h, 14h db 14h, 10h, 17h, 10h, 17h, 17h, 10h, 0fh db 14h, 17h, 10h, 10h, 10h, 10h, 17h, 0fh db 14h, 17h, 10h, 10h, 0fh, 10h, 10h, 0fh db 14h, 10h, 10h, 10h, 10h, 10h, 17h, 0fh db 14h, 17h, 10h, 10h, 10h, 10h, 17h, 0fh db 14h, 10h, 17h, 17h, 10h, 17h, 10h, 0fh db 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh flagbmp: db 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh, 0fh db 0fh, 17h, 17h, 04h, 10h, 17h, 17h, 14h db 0fh, 17h, 04h, 04h, 10h, 17h, 17h, 14h db 0fh, 04h, 04h, 04h, 10h, 17h, 17h, 14h db 0fh, 17h, 17h, 17h, 10h, 17h, 17h, 14h db 0fh, 17h, 17h, 17h, 10h, 17h, 17h, 14h db 0fh, 17h, 10h, 10h, 10h, 10h, 10h, 14h db 14h, 14h, 14h, 14h, 14h, 14h, 14h, 14h