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Projects => MasmBasic & the RichMasm IDE => Topic started by: LordAdef on May 01, 2017, 03:22:26 PM

Title: my 100% Assembly game development
Post by: LordAdef on May 01, 2017, 03:22:26 PM
I started from scratch in Assembly about 3 month ago here at the Masm32 community. As a way to learn it, I´ve been developing this 2D game.

I´ll keep updating the development history (a kind of personal Journal) in this thread from now on.

The whole thing started here if you want to catch up:
http://masm32.com/board/index.php?topic=5962.0 (http://masm32.com/board/index.php?topic=5962.0)

As usual, any help or contribution will be more than welcomed!

Title: Re: my 100% Assembly game development
Post by: LordAdef on May 04, 2017, 09:18:10 AM
Bullets, we have bullets! Infinite bullets.

Attached, only the exe. I´m still generalizing the function to apply to other actors. The bombers are already using the same bullet principal and not hard coded anymore.

Thanks to everyone that helped me with:

Quote
mov man.bullets[eax].active, TRUE

Code soon.

ps: Keys:

1: Resume game
2: Pause game
3: (for debug in console)
4: Load next level (for debug)

UP_arrow: fast speed
DOWN_arrow: slow speed
RIGHT/LEFT_arrow:  .... left/right
BACKSPACE: =====> shoot bullets!

Title: Re: my 100% Assembly game development
Post by: jj2007 on May 04, 2017, 09:39:46 AM
It has become much faster. What did you change?
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 04, 2017, 10:00:01 AM
I´m optimizing the engine.  I still have some test to try though.
Nice you noticed!
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 08, 2017, 07:32:37 AM
v8.13
A quick and lousy update, exe only.

Introducing ships, helicopters and temporary rivers. Hard coded for tests. I was trying to keep animations to only 2 frames, but helicopters will have to have 3. Working on that.

Next: Submarines and artillery that will shoot back. They will be of a different class.

Hopefully it´s running ok, please let me know. This is only a test.
Cheers Alex
Title: Re: my 100% Assembly game development
Post by: jj2007 on May 08, 2017, 08:22:06 AM
Works like a charm :t

After a while, there are no new red planes or ships, though.

Next: Submarines and artillery that will shoot back. They will be of a different class

I won't test that for you, Alex. Too dangerous for my taste :bgrin:
Title: Re: my 100% Assembly game development
Post by: Siekmanski on May 08, 2017, 09:12:38 AM
Works well here too.  8)
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 08, 2017, 09:27:16 AM
Quote
Works like a charm :t

After a while, there are no new red planes or ships, though.

Thanks for testing JJ. Yep, I hard coded them and they only spawn at the beginning.

Quote
I won't test that for you, Alex. Too dangerous for my taste :bgrin:

Don´t worry, I might screw up the code anyway :icon_redface:
Title: Re: my 100% Assembly game development
Post by: hutch-- on May 08, 2017, 06:34:58 PM
Alex,

I don't know why but it won't run on my win10 64. Tried starting it from the console but I just get a quick flash on the console title bar and nothing else.
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 08, 2017, 07:15:37 PM
Hutch, how about v8.12 I attached a couple of posts above?
Does it run?
Title: Re: my 100% Assembly game development
Post by: hutch-- on May 08, 2017, 07:56:21 PM
Yes, it works correctly.
Title: Re: my 100% Assembly game development
Post by: HSE on May 08, 2017, 10:57:13 PM
The main plane suffer a lot of flickering here. (I think related with other programs cpu use)
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 09, 2017, 06:05:33 AM
The main plane suffer a lot of flickering here. (I think related with other programs cpu use)

This one is rather interesting and might have a quick fix. The main plane and its bullets are being bitblt straight to the screen DC, while the others to the double buffer. This may be causing this issue in you machine.

If you don't mind, let me build a test exe so you could check that for me?
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 09, 2017, 06:27:11 AM
Yes, it works correctly.

Thanks Hutch, this narrows the search a lot. What do you reckon could be so drastically different the prog wont run on win10, any known thing?
Title: Re: my 100% Assembly game development
Post by: jj2007 on May 09, 2017, 07:07:56 AM
Works like a charm on Win7-64, Alex. The "known thing" is that user needs feedback if required files are missing ;)
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 09, 2017, 08:15:53 AM
Quote
The "known thing" is that user needs feedback if required files are missing ;)

Indeed, I only sent the exe.

Hutch, just in case, I attached the Main_v8.13 with the other files.
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 09, 2017, 08:33:47 AM
This one is a solely a test, since HSE found the main plane flickering.

There are 2 planes, can you see any difference in flickering?

The plane on the left is the current one
The one on the right is bitblited to the double buffer instead.

I sense this may solve HSE´s issue, let´s see. I´m curious
Title: Re: my 100% Assembly game development
Post by: Siekmanski on May 09, 2017, 08:42:03 AM
Hi Alex,

The right one doesn't flicker but the left one does.
The ABt text also flickers.
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 09, 2017, 08:56:25 AM
Hi Alex,

The right one doesn't flicker but the left one does.
The ABt text also flickers.

Interesting... here at my machines they look the same. Doing the plane and bullets to the screen would save me some instructions... but this test shows that I must move them to the back buffer and keep them all tight there.

Thanks Marinus

ps: I forgot to clean that ABt from the UI. It´s a really cool feature I´m testing, but not just for me! I´ll post that idea separately soon (it´s going to useful for us too...)
Title: Re: my 100% Assembly game development
Post by: anunitu on May 09, 2017, 10:53:10 AM
I applaud you for doing a game in assembler. I have always heard it is very difficult,but I think it is just you need to be more exact in your programming. I think higher level languages allow a programmer to be less exact and may encourage less stringent methods.

Go for it!!!!   
Title: Re: my 100% Assembly game development
Post by: HSE on May 09, 2017, 11:45:22 AM
Ja, Ja. Fantastic!!

right perfect :t

left flickering. An interesting effect, look like flying under terrain.

Letters ABt also flickering.
Title: Re: my 100% Assembly game development
Post by: hutch-- on May 09, 2017, 12:08:23 PM
Hi Alex,

The version posted in Reply #15 work fine.
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 09, 2017, 05:14:39 PM
HSE,

Thanks again mate. Since it´s not flickering here, I would never know. But I´m glad I quickly spotted the solution, I might be turning into Noob level 2, in the Noob Richter Scale

Hutch,
Quote
The version posted in Reply #15 work fine.
Thanks and it was my fault.

Anunitu,
Quote
I applaud you for doing a game in assembler. I have always heard it is very difficult,but I think it is just you need to be more exact in your programming. I think higher level languages allow a programmer to be less exact and may encourage less stringent methods.

Glad to see you here!
It´s harder on me, since I´m too new to Assembly. A game with levels as I´m making imposes extra difficulties too.
Well, it´s a bit harder. But it´s doable and I´m up for the task. Obviously I´m having the support of you guys, otherwise I would be stuck far behind. Game is a big world. If I can finish this one (and I will) I will be proud and, if people play it, we may say "see, it´s fast, it´s small, it´s all made in Assembly by someone who just started... so let´s bring asm back to the table asap please!".. or something similar.
Title: Re: my 100% Assembly game development
Post by: anunitu on May 09, 2017, 06:50:18 PM
Many of the early games on Nintindo were done in assembler,one reason was less memory and attempting to get every last advantage from those early chips. Some people are still active programming for those old chips,creating new games for the emulators.

See here.
https://www.gamedev.net/topic/343677-what-were-snes-games-programmed-in/ (https://www.gamedev.net/topic/343677-what-were-snes-games-programmed-in/)
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 09, 2017, 07:08:49 PM
Many of the early games on Nintindo were done in assembler,one reason was less memory and attempting to get every last advantage from those early chips. Some people are still active programming for those old chips,creating new games for the emulators.

See here.
https://www.gamedev.net/topic/343677-what-were-snes-games-programmed-in/ (https://www.gamedev.net/topic/343677-what-were-snes-games-programmed-in/)

And many others indeed. I was actually referring to main stream game programming. But you are right, there are many things coming back like chiptunes, arcade games and so on. I like that
Title: Re: my 100% Assembly game development
Post by: jj2007 on May 09, 2017, 09:02:30 PM
Dunny does a good job on SpecBas (http://retrogamecoding.org/board/index.php?topic=575.0). My first "real" computer was a Spectrum :P
Title: Re: my 100% Assembly game development
Post by: anunitu on May 09, 2017, 11:57:30 PM
I started my journey into assembler on a C64,and the 6502 chip. Then I saved enough to by an IBM box,and started on MASM.  Back in the late 80's
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 10, 2017, 04:45:42 AM
Dunny does a good job on SpecBas (http://retrogamecoding.org/board/index.php?topic=575.0). My first "real" computer was a Spectrum :P

Funny, I've started with my father's trs-80 but the first I owned was a computer called TK85, a brazilian machine of the zx Spectrum class, rubber keys etc...
Title: Re: my 100% Assembly game development
Post by: hutch-- on May 10, 2017, 01:53:55 PM
Apart from a HP 11C calculator, the first computer I played with was a z80 in a military style metal case where the lid contained the keyboard. Was busy running a business so I never got a chance to play with it much which was a blessing because when I started on x86 PCs, I did not have pre-conceived ideas about what it should do. Has a 286 for a month before I built a DX486 and its been one toy after another up to the current boat anchor.
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 16, 2017, 06:27:40 PM
Hi guys,

I spent 3 days with this fantastic OOP-ish idea with incredibly Avant-garde design  :dazzled: (for submarine bullets)...
...After nearly killing myself 3 times... I got it right, in a simpler way, in 2 hours. Why do we complicate things?

Now, submarines in game. If you face them they will shoot you back.
Would you test it for me? Exe only, There is a big mess to clean up now  :badgrin:

We are getting there... Now artillery.

Cheers
Alex
Title: Re: my 100% Assembly game development
Post by: hutch-- on May 16, 2017, 07:32:28 PM
Alex,

Works fine here. Is the artillery when you press the space bar ?
Title: Re: my 100% Assembly game development
Post by: Siekmanski on May 16, 2017, 08:21:17 PM
 :t
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 16, 2017, 09:03:22 PM
Alex,

Works fine here. Is the artillery when you press the space bar ?

I mean something like tanks, that will shoot back. Using the same code as subs, but static on land.

Then I have those river patrols as the original game, although I'm far away from the original River Raid, I'm trying to stick to some of the original features.

I'll add constructions later on, something like bridges..
Title: Re: my 100% Assembly game development
Post by: jj2007 on May 16, 2017, 09:23:54 PM
We are getting there... Now artillery.

Works fine, but I couldn't sink the ship :(
Title: Re: my 100% Assembly game development
Post by: HSE on May 16, 2017, 11:23:57 PM
Hi Alex!

Subs travel across terrain!!
Title: Re: my 100% Assembly game development
Post by: anunitu on May 17, 2017, 12:27:53 AM
I always loved that game,"River raid",was one of my favorites on the C64....

Also this game,"Raptor,call of the shadows"
(http://hellopcgames.com/wp-content/uploads/2016/02/Raptor-Call-Of-The-Shadows-Game-Picture.png)
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 17, 2017, 01:57:08 AM
Quote
Works fine, but I couldn't sink the ship :(

Quote
Subs travel across terrain!!

These bastards, we must teach them everything!
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 17, 2017, 01:59:53 AM
Quote
I always loved that game,"River raid",was one of my favorites on the C64....

Me too!
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 30, 2017, 05:13:09 AM
Hi guys,

Busy week at work and couldn´t progress much in the game.

I´ve implemented artillery though (tanks). Now it´s time to 1) create macros to place the actors in game 2) clean the mess

Exe attached.

Please let me know if it works ok.

ps: Good news: I might already have 2 blokes on board to do graphics and soundtrack!

Cheers
Alex
Title: Re: my 100% Assembly game development
Post by: hutch-- on May 30, 2017, 09:19:26 PM
 :biggrin:

Put a volume control on the sound track, DOOM used to drive me NUTZ with the noise so I always turned the noise either down or OFF.  :P
Title: Re: my 100% Assembly game development
Post by: jj2007 on May 30, 2017, 09:40:16 PM
Please let me know if it works ok.

It works fine, but I am a bit worried about my plane: It seems immune against all kind of attacks ::)
Title: Re: my 100% Assembly game development
Post by: Siekmanski on May 30, 2017, 09:59:39 PM
Works fine.
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 31, 2017, 06:36:41 AM
:biggrin:

Put a volume control on the sound track, DOOM used to drive me NUTZ with the noise so I always turned the noise either down or OFF.  :P

Sure!

I am going to be using Marinus audio library for the game!!!!
Title: Re: my 100% Assembly game development
Post by: LordAdef on May 31, 2017, 06:59:09 AM
Please let me know if it works ok.

It works fine, but I am a bit worried about my plane: It seems immune against all kind of attacks ::)

I'm leaving collision detection for later on  :eusa_dance:
Title: Re: my 100% Assembly game development
Post by: LordAdef on June 01, 2017, 10:06:42 AM
Hi,

In order to populate the maps I built a couple of macros. It made life a lot easier.
So I tested the limits and filled the map with items so to taste the waters. I´m glad I did, I realized I undersized my arrays and also spot 1 bug related to a sdword. Easy stuff. The code is rather consistent.

I´m a bit worried about the excessive use of these macros though. It takes a lot to fill a single map. Although I´m not worried about the exe size, I wonder if cache may be compromised somehow.

Anyway, Here is a version with badguys spawning all over the map 1. Collision Detection is off so you can fly over terrain too (this is how I spot the bug).

I loved doing this step. I gives me a lot of ideas for game playing and designing. This may in fact become a fun game to play.
BTW, comments and suggesting are very well welcomed
Cheers
Alex
Title: Re: my 100% Assembly game development
Post by: Siekmanski on June 01, 2017, 11:04:49 AM
 :t
Title: Re: my 100% Assembly game development
Post by: jj2007 on June 01, 2017, 05:10:02 PM
Perfect :t

Now the next step, collision detection: Keep track of all the bullets that you are firing ;)
Title: Re: my 100% Assembly game development
Post by: jiucenglou on July 15, 2017, 11:31:34 PM
Excellent !! Hats off to you ! :t
Title: Re: my 100% Assembly game development
Post by: LordAdef on November 07, 2017, 05:50:06 AM
Excellent !! Hats off to you ! :t

Thanks!

I'm back and soon resuming the development!
Title: Re: my 100% Assembly game development
Post by: anunitu on November 07, 2017, 09:10:02 AM
glad to kear you are on the game still.
Title: Re: my 100% Assembly game development
Post by: LordAdef on December 12, 2017, 06:07:02 AM
I´m glad too!

I didn´t realised how much I was missing masm!

So, slowly coming back. Glad I could easily find myself around the code without much effort, which is a good sign.

New version attached. Collision detection: Now bullets kill you, and crashing onto enemies kill you too (though the code needs some polishing).
... But it still cannot kill anyone though... => next step

Alex
Title: Re: my 100% Assembly game development
Post by: HSE on December 12, 2017, 11:02:49 AM
Impresive  :t

Title: Re: my 100% Assembly game development
Post by: LordAdef on December 18, 2017, 01:47:33 PM
Impresive  :t

Thanks my friend!
Title: Re: my 100% Assembly game development
Post by: LordAdef on December 18, 2017, 01:55:36 PM
version v8.141

Family away, weekend only for Masm!!!

A new version. Finally something to shoot and kill, and with explosions already in place and working. It´s actually happening quite nicely. You also now earn points for killing the flying bastards.

For testing purposes I disabled most of the collision detection codes. So you may try and have some fun shooting the moving things only (the others are still due to be coded, they belong to a different class)

JJ, would you give me a quick friendly help?
I do know I have something wrong (that´s why the first flying guy from the left looks drunk  :dazzled:)
There is a warning when I build it. It´s assuming something is a Byte. I cannot see what it is... Built with Richmasm, of course.

I´m getting there!
I hope it works for you guys
Title: Re: my 100% Assembly game development
Post by: jj2007 on December 18, 2017, 06:49:22 PM
There is a warning when I build it. It´s assuming something is a Byte. I cannot see what it is... Built with Richmasm, of course.

      mov man.bullets[eax].????, FALSE   ; Which element of the structure???
      mov gm.badguys[esi].active, FALSE   ; This tells the assembler which element you mean

Btw: Impressive, this is getting professional :t

P.S.: I see you make good use of the bookmarks feature. Which is the last one you see? For me, it's ------- SHOW EXPLOSIONS -----
There is a limited number, of course. To see the lower ones again, hold Ctrl and click on upper bookmarks that you don't need any more.
Title: Re: my 100% Assembly game development
Post by: felipe on December 19, 2017, 06:30:32 AM

New version attached. Collision detection: Now bullets kill you, and crashing onto enemies kill you too...


This version crashed, in an espectacular way, in my system (The whole system collapsed by a moment).  :biggrin:
Maybe because i was using youtube too and listening music? Maybe too little RAM in the pc for it?  :redface:
It happened after a little time i started to play.  :icon_exclaim:

But looks nice!  :icon14: I guess it will be good to a big game like this to include some basic setting's detection in the pc of the players to see if they can play (requirements to play) and also to adjust the window to the screen. I actually use a netbook and the window don't fit too well in the screen.
Thanks for sharing some code  :t, i will check it and i will try the new version that you attached too.  :icon14:
Title: Re: my 100% Assembly game development
Post by: felipe on December 19, 2017, 06:59:04 AM
I found this macro in one include file (stuff.inc) of the version 814:

Code: [Select]
RGB macro red,green,blue
           xor eax,eax
           shl eax,8
           mov ah,green
           mov al,red
endm

Check that, is not well defined (only a suggestion btw  :icon_mrgreen:).

 :icon14:
Title: Re: my 100% Assembly game development
Post by: felipe on December 19, 2017, 07:22:50 AM
From the same file (stuff.inc):

Code: [Select]
mUnroll9lines MACRO
; 9 lines combo
      invoke TextOut, hBufferDC, 0, ebx, [map.mapLinePtr + edi * 4], cWIDTH       ; prints to buffer   <== find a register
      add ebx, 10
      add edi, 1
invoke TextOut, hBufferDC, 0, ebx, [map.mapLinePtr + edi * 4], cWIDTH       ; prints to buffer   <== find a register
      add ebx, 10
      add edi, 1
invoke TextOut, hBufferDC, 0, ebx, [map.mapLinePtr + edi * 4], cWIDTH       ; prints to buffer   <== find a register
      add ebx, 10
      add edi, 1
invoke TextOut, hBufferDC, 0, ebx, [map.mapLinePtr + edi * 4], cWIDTH       ; prints to buffer   <== find a register
      add ebx, 10
      add edi, 1
invoke TextOut, hBufferDC, 0, ebx, [map.mapLinePtr + edi * 4], cWIDTH       ; prints to buffer   <== find a register
      add ebx, 10
      add edi, 1
invoke TextOut, hBufferDC, 0, ebx, [map.mapLinePtr + edi * 4], cWIDTH       ; prints to buffer   <== find a register
      add ebx, 10
      add edi, 1
invoke TextOut, hBufferDC, 0, ebx, [map.mapLinePtr + edi * 4], cWIDTH       ; prints to buffer   <== find a register
      add ebx, 10
      add edi, 1
invoke TextOut, hBufferDC, 0, ebx, [map.mapLinePtr + edi * 4], cWIDTH       ; prints to buffer   <== find a register
      add ebx, 10
      add edi, 1
invoke TextOut, hBufferDC, 0, ebx, [map.mapLinePtr + edi * 4], cWIDTH       ; prints to buffer   <== find a register
      add ebx, 10
      add edi, 1
endm

Unless you want to use the CF it would be better to use INC edi (just a suggestion).   :icon14:
Btw if you don't want more suggestion from me i can shut up with no problem.  :greensml:
Title: Re: my 100% Assembly game development
Post by: LordAdef on December 19, 2017, 01:04:52 PM
Hey JJ, THANKS!!

Quote
      mov man.bullets[eax].????, FALSE   ; Which element of the structure???
      mov gm.badguys[esi].active, FALSE   ; This tells the assembler which element you mean

How did you find it, Olly? It´s amazing it even built! Yep, missing the "active" element

Quote
Btw: Impressive, this is getting professional :t
I´m flattered! Cheers

Quote
P.S.: I see you make good use of the bookmarks feature. Which is the last one you see? For me, it's ------- SHOW EXPLOSIONS -----
There is a limited number, of course. To see the lower ones again, hold Ctrl and click on upper bookmarks that you don't need any more.

I heavily rely on Bookmarks!!! It´s a great feature and I already use the Ctrl-Click. -- SHOW EXPLOSIONS ----- was indeed my latest one
You should make it infinite! :badgrin: :badgrin:
Title: Re: my 100% Assembly game development
Post by: LordAdef on December 19, 2017, 01:11:40 PM
Hi Felipe,

Quote
This version crashed, in an espectacular way, in my system (The whole system collapsed by a moment).  :biggrin:
Maybe because i was using youtube too and listening music? Maybe too little RAM in the pc for it?  :redface:
It happened after a little time i started to play.  :icon_exclaim:

Would please tell your specs? The program is CPU intensive but not memory intensive.
Funny, It should run without any issue. Would you try it without the youtube + music playing and see if it holds?

Quote
But looks nice!  :icon14: I guess it will be good to a big game like this to include some basic setting's detection in the pc of the players to see if they can play (requirements to play) and also to adjust the window to the screen. I actually use a netbook and the window don't fit too well in the screen.
Thanks for sharing some code  :t, i will check it and i will try the new version that you attached too.  :icon14:

Thanks, I´ll make a note of your suggestions. I´m not familiar if netbooks at all. What´s your screen resolution?
Title: Re: my 100% Assembly game development
Post by: felipe on December 19, 2017, 01:26:20 PM
Would you try it without the youtube + music playing and see if it holds?

I will do it and with the latest version.  :icon14: (btw i was listening music from youtube  :bgrin:).

What´s your screen resolution?

Less than 1200 x 900
Title: Re: my 100% Assembly game development
Post by: LordAdef on December 19, 2017, 01:42:46 PM
Hi Felipe,
Quote
Unless you want to use the CF it would be better to use INC edi (just a suggestion).   :icon14:

This is definitely a very controversial subject Felipe, and there are already loads of open debates about it (including Hutch vs Johen  ::))

Intel actually recommends ADD over INC for performance. Others disagree and my guess is "depends".
Hutch is in favour of ADD. JJ is in favour of INC. Wait and see..

That´s my main game loop, and I need performance. ADD, regardless of the debate, seems to be faster in more modern systems.
I made the choice for ADD following the performance suggestion made by the Intel manual (and Hutch).

I hope that clarifies my option and thank you for raising the subject.

You will surely find this subject here at our forum, with benchmarks, etc..

An interesting read:
http://www.masmforum.com/board/index.php?PHPSESSID=786dd40408172108b65a5a36b09c88c0&topic=4662.0 (http://www.masmforum.com/board/index.php?PHPSESSID=786dd40408172108b65a5a36b09c88c0&topic=4662.0)



Quote
Btw if you don't want more suggestion from me i can shut up with no problem.  :greensml:
Don´t worry, I never mind constructive suggestions. That´s how we learn or double-check things! Just bare in mind that my code is not optimized yet, so you may bump into something I´m still going to change.
But There are already very optimized code in there. If you want, check "decomp.asm". It´s very fast and efficient. Although it´s my algo, credit must be given to our friends here, who helped me optimizing it.

Cheers Alex
Title: Re: my 100% Assembly game development
Post by: felipe on December 19, 2017, 01:56:10 PM
I have tried the last version (without doing anything else with the pc) and didn't crashed.  :icon14:
Title: Re: my 100% Assembly game development
Post by: LordAdef on December 19, 2017, 02:01:52 PM
I have tried the last version (without doing anything else with the pc) and didn't crashed.  :icon14:
Great!!
Title: Re: my 100% Assembly game development
Post by: LordAdef on December 19, 2017, 04:03:00 PM
v8.15

I´ve corrected the missing element and my "drunk badguy" bug. It was an out of boundary array loop....

Now, everything can be shot dead. To be more fun, all collisions detection are on. It´s quite tough!

Title: Re: my 100% Assembly game development
Post by: LordAdef on January 04, 2018, 05:58:21 AM
Small update: v1.853

Gas Pump: fill tank
New assets: civilian cars, bridge
Bonus: reach the bonus point and earn an extra life
Small game logic tweaks, and small bug corrections

ps: Terrain collision detection off.

This time, exe (plus 3 lib files) only.