BEDLXX.ASM

Assembly source for Bedlam, 2736 lines. Raw file

;  BEDLAM v0.2
;  <c> LKS 1995.
;  Create: 18\Jun\1995

;  I'm well aware that I don't have a book named after me.
; (Fat and Frantic - Hier soir, ma femme vacuumait ma tete)


.MODEL large

.STACK 8192

.DATA

.CODE
.386

  ;  Segment storage.

_zero_seg	dw 0000h
_psp_seg	dw 0000h
_code_seg	dw 0000h
_data_seg	dw 0000h
_stack_seg	dw 0000h

_alloc_seg	dw 0000h	;  192k allocated (split into 3 x 64k)
_scr_seg	dw 0000h
_sprite_seg	dw 0000h
_level_seg	dw 0000h

_text_seg	dw 0B800h
_graph_seg	dw 0A000h

  ;  Memory allocation.

_code_size	dw 0000h	;  Size of shrunk CS.
_free_size	dw 0000h	;  Free memory after shrink.

  ;  Interrupt vectors.

_int1C_off	dw 0000h	;  Old timer interrupt.
_int1C_seg	dw 0000h
_int09_off	dw 0000h	;  Old keyboard interrupt.
_int09_seg	dw 0000h

  ;  File handling.

_fname		db 'BEDLAM.BED  ', 00h
_handle		dw 0000h



.STARTUP

start:
  mov _psp_seg, es
  mov _code_seg, cs
  mov _data_seg, ds
  mov _stack_seg, ss

  call logon
  call main
  call logoff
.EXIT



;---- LOGON -------------------------------------------------------------------;


;---- Logon.

logon:

    ;  80x50 text mode.
  mov ax, 3
  int 10h
  mov ax, 1112h
  xor bx, bx
  int 10h

    ;  Print logon message.
  mov es, _text_seg
  xor di, di
  call printc
  db 255, 19h, ' þ ', 255, 1Fh, 'Bedlam v0.2', 255, 19h, ' þ ', 255, 1Fh, '<c> LKS 1995', 255, 19h, ' þ ', 255, 1Eh, 'Setting up resources..                       ', 255, 19h, ' þ ', 00h

    ;  Shrink memory.
  call print
  db 0Dh, 0Ah, 0Ah
  db 'þ Setting up memory', 0Dh, 0Ah, 0Ah
  db '  Shrinking CS:', 0Dh, 0Ah
  db '    CS = ', 00h
  mov cx, 1004h
  mov dx, cs
  call printnum
  call print
  db 'h', 0Dh, 0Ah, '    Size = ', 00h

  mov bx, _stack_seg
  sub bx, _psp_seg
  mov ax, sp
  add ax, 15
  shr ax, 4
  add bx, ax
  mov cx, 1004h
  mov _code_size, bx
  mov dx, bx
  call printnum
  call print
  db 'h', 0Dh, 0Ah, 0Ah, 00h
  mov ah, 4Ah
  mov es, _psp_seg
  int 21h

  jnc logon_csok
  call print
  db 0Dh, 0Ah, 'þ ERROR - Cannot shrink CS.', 0Dh, 0Ah, 00h
.EXIT
logon_csok:

  call print
  db '  Allocating buffers:', 0Dh, 0Ah
  db '    FreeMem = ', 00h

  mov ah, 48h
  mov bx, 0FFFFh
  int 21h
  mov _free_size, bx
  mov cx, 1004h
  mov dx, _free_size
  call printnum
  call print
  db 'h', 0Dh, 0Ah, 00h

  cmp _free_size, 3003h
  jae logon_freememok
  call print
  db 0Dh, 0Ah, 'þ ERROR - Cannot allocate 192k buffers.', 0Dh, 0Ah, 00h
.EXIT
logon_freememok:

    ;  Allocate buffers.
  mov ah, 48h
  mov bx, 3000h
  int 21h
  mov _alloc_seg, ax
  mov _scr_seg, ax
  add ax, 1000h
  mov _sprite_seg, ax
  add ax, 1000h
  mov _level_seg, ax

  call print
  db '    ScreenBuf = ', 00h
  mov cx, 1004h
  mov dx, _scr_seg
  call printnum
  call print
  db 'h', 0Dh, 0Ah, '    SpriteSeg = ', 00h
  mov dx, _sprite_seg
  call printnum
  call print
  db 'h', 0Dh, 0Ah, '    LevelSeg = ', 00h
  mov dx, _level_seg
  call printnum
  call print
  db 'h', 0Dh, 0Ah, 0Ah, 00h

    ;  Load data file.

  call print
  db 'þ Loading BEDLAM.BED', 0Dh, 0Ah, 0Ah, 00h

    ;  Open file.
  mov ax, 3D00h
  mov dx, offset _fname
  mov ds, _code_seg
  int 21h
  jnc logon_fileok
  call print
  db 'þ ERROR - Cannot find default data file.', 0Dh, 0Ah
  db '          make sure it is in current directory.', 0Dh, 0Ah, 00h
.EXIT
logon_fileok:

  mov _handle, ax

    ;  Read palette.
  mov ah, 3Fh
  mov bx, _handle
  mov cx, 768
  mov dx, offset _game_pal
  mov ds, _code_seg
  int 21h
  jc logon_read1err
  cmp ax, 768
  jne logon_read1err
    ;  Read sprites.
  mov ah, 3Fh
  mov bx, _handle
  mov cx, 8000h
  xor dx, dx
  mov ds, _sprite_seg
  int 21h
  jc logon_read1err
  cmp ax, 8000h
  je logon_read1ok
logon_read1err:
  call print
  db 'þ ERROR - Cannot read the sprite data in this file.', 0Dh, 0Ah, 00h
.EXIT
logon_read1ok:

    ;  Read levels.
  mov ah, 3Fh
  mov bx, _handle
  mov cx, 8000h
  xor dx, dx
  mov ds, _level_seg
  int 21h
  jc logon_read2err
  cmp ax, 8000h
  jne logon_read2err
  mov ah, 3Fh
  mov bx, _handle
  mov cx, 8000h
  mov dx, 8000h
  mov ds, _sprite_seg
  int 21h
  jc logon_read2err
  cmp ax, 8000h
  je logon_read2ok
logon_read2err:
  call print
  db 'þ ERROR - Cannot read the level data in this file.', 0Dh, 0Ah, 00h
.EXIT
logon_read2ok:

    ;  Close file
  mov ah, 3Eh
  mov bx, _handle
  int 21h

    ;  Set up interrupt hooks.

  call print
  db 'þ Hooking interrupts', 0Dh, 0Ah, 0Ah, 00h

  mov ax, 351Ch
  int 21h
  mov _int1C_off, bx
  mov _int1C_seg, es

  mov ax, 3509h
  int 21h
  mov _int09_off, bx
  mov _int09_seg, es

  call print
  db '  INT 1Ch - System timer IRQ:  OldVect = ', 00h
  mov cx, 1004h
  mov dx, _int1C_seg
  call printnum
  call print
  db 'h:', 00h
  mov dx, _int1C_off
  call printnum
  call print
  db 'h', 0Dh, 0Ah
  db '                               NewVect = ', 00h
  mov dx, cs
  call printnum
  call print
  db 'h:', 00h
  mov dx, offset cs: timer
  call printnum
  call print
  db 'h', 0Dh, 0Ah, 0Ah, 00h

  call print
  db '  INT 09h - Keyboard IRQ:  OldVect = ', 00h
  mov cx, 1004h
  mov dx, _int09_seg
  call printnum
  call print
  db 'h:', 00h
  mov dx, _int09_off
  call printnum
  call print
  db 'h', 0Dh, 0Ah
  db '                           NewVect = ', 00h
  mov dx, cs
  call printnum
  call print
  db 'h:', 00h
  mov dx, offset cs: kbd
  call printnum
  call print
  db 'h', 0Dh, 0Ah, 00h

    ;  Pause for keypress.
  call print
  db 0Ah, 'þ Press a key..', 00h
  mov ah, 7
  int 21h
  cmp al, 27
  jne logon_notesc
  call logoff
.EXIT
logon_notesc:

  mov ax, 251Ch
  mov dx, offset cs: timer
  mov ds, _code_seg
  int 21h

  mov ax, 2509h
  mov dx, offset cs: kbd
  mov ds, _code_seg
  int 21h

    ;  Graphics mode.
  mov ax, 13h
  int 10h

    ;  Set palette.
  mov ax, 1012h
  xor bx, bx
  mov cx, 256
  mov dx, offset cs: _game_pal
  mov es, _code_seg
  int 10h

    ;  Sort out sprite masks.

  mov ds, _sprite_seg
  xor si, si
  mov cx, 32000
logon_maskloop:
  mov al, [si]
  cmp al, 0
  mov al, -1
  je logon_maskok
  mov al, 0
logon_maskok:
  mov [si+32000], al
  inc si
  loop logon_maskloop

    ;  Clear screen buffer.

  mov es, _scr_seg
  xor edi, edi
  mov ecx, 16000
  xor eax, eax
  rep stosd

  ret



;---- LOGOFF ------------------------------------------------------------------;


;---- Logoff.

logoff:
    ;  Free memory
  mov ah, 29h
  mov es, _alloc_seg
  int 21h

    ;  Unhook interrupts.

  mov ax, 251Ch
  mov dx, _int1C_off
  mov ds, _int1C_seg
  int 21h

  mov ax, 2509h
  mov dx, _int09_off
  mov ds, _int09_seg
  int 21h

    ;  Clear screen.
  mov ax, 3
  int 10h
  mov ax, 1112h
  xor bx, bx
  int 10h

  ret



;---- INTERRUPT HANDLERS ------------------------------------------------------;


;---- Int 1Ch

_timer_in	db 00h

_timer_proc	dw offset cs: timer_null	;  Address of timer procedure.

timer:
  cmp _timer_in, 0
  jne timer_end

  mov _timer_in, 1
  push bx

  mov bx, _timer_proc
  cmp word ptr cs: [bx], 9090h
  jne timer_noproc

  call bx

timer_noproc:
  pop bx
  mov _timer_in, 0

timer_end:
  push _int1C_seg
  push _int1C_off
  retf

  ;  Null timer proc.
timer_null:
  nop
  nop
  ret



;---- Int 09h

;  Keyboard IRQ.

_kbd_keys	db 80h dup (00h)

_KBD_ESC	equ _kbd_keys[01h]
_KBD_UP		equ _kbd_keys[48h]
_KBD_DOWN	equ _kbd_keys[50h]
_KBD_LEFT	equ _kbd_keys[4Bh]
_KBD_RIGHT	equ _kbd_keys[4Dh]
_KBD_FIRE	equ _kbd_keys[36h]
_KBD_RSHIFT	equ _kbd_keys[36h]
_KBD_SPACE	equ _kbd_keys[39h]


newint09:

kbd:

  push ax
  push bx

    ;  Store keypress or keyrelease.

  in al, 60h
  xor bh, bh
  mov bl, al
  test al, 80h
  jz kbd_press

    ;  Key released.
  and bl, 7Fh
  mov _kbd_keys[bx], 0
  jmp kbd_after

kbd_press:

    ;  Key pressed.
  mov _kbd_keys[bx], -1

kbd_after:

  pop bx
  pop ax

  cli
  push ax
  mov al, 20h
  out 20h, al
  pop ax
  iret



;---- MAIN --------------------------------------------------------------------;


;---- Main.

main:

  call game

  ret



;---- GAME --------------------------------------------------------------------;


_level		db 00h
_level_curseg	dw 0000h
_score		dd 0000h

_player_x	db 00h
_player_y	db 00h
_player_off	dw 0000h

_corner_x	db 20
_corner_y	db 12
_corner_tx	db 00h
_corner_ty	db 00h
_corner_off	dw (20)+64*(12)

_gameover	db 00h
_playerok	db 00h
_dead		db 00h
_pause		db 00h

_game_pal	db 256 dup (00h, 00h, 00h)

_sprite_table	dd 01010100h,01010101h,01010101h,01010101h	;  Space.
		dd 0B0A0908h,0F0E0D0Ch,0B0A0908h,0F0E0D0Ch	;  Earth.
		dd 40404040h,40404040H,40404040h,40404040h	;  Diamond.
		dd 4B4B4B4Bh,4F4E4D4Ch,4F4E4D4Ch,4F4E4D4Ch	;  Newdia.
		dd 10101010h,10101010h,10101010h,10101010h	;  Bat.
		dd 18181818h,18181818h,18181818h,18181818h	;  Spirit.
		dd 30313233h,34353637h,30313233h,34353637h	;  Rock.
		dd 20202020h,20202020h,20202020h,20202020h	;  Wall.
		dd 23222120h,27262524h,23222120h,27262524h	;  Magic.
		dd 04030201h,04030201h,04030201h,04030201h	;  Bang.
		dd 2E2E2F2Fh,2C2C2D2Dh,2A2A2B2Bh,28282929h	;  Mould.
		dd 38383838h,38383838h,38383838h,38383838h	;  Solid.
		dd 06060707h,06060707h,06060707h,06060707h	;  Door.
		dd 3B3A3938h,3F3E3D3Ch,3B3A3938h,3F3E3D3Ch	;  RSolid.
		dd 06060606h,07070707h,06060606h,07070707h	;  Start.
		dd 50505050h,50505050h,50505050h,50505050h	;  Man.

_level_startx	db 2
_level_starty	db 5
_level_width	db 35
_level_height	db 28
_level_time	db 20
_level_dias	db 20
_level_points	db 157

_level_flags	db 64*64 dup (00h)



;---- Game.

game:
  call game_logon
  call game_main
  call game_logoff
  ret



;---- Game_Logon.

game_logon:

    ;  Randomize sozzle buffer.

  xor bx, bx
game_logon_makesozzle:
  mov cs: _game_sozzle_buf[bx], bl
  inc bx
  cmp bx, 240
  jne game_logon_makesozzle

  xor si, si
  xor bx, bx
game_logon_shuffle:
  in al, 40h
  add ah, ah
  xor ah, al
  sub ah, cs: _game_sozzle_buf[bx]
  cmp ah, 240
  jae game_logon_noshuffle
  mov bl, ah
  mov al, cs: _game_sozzle_buf[si]
  xchg al, cs: _game_sozzle_buf[bx]
  mov cs: _game_sozzle_buf[si], al
game_logon_noshuffle:
  inc si
  cmp si, 240
  jne game_logon_shuffle

    ;  Set up game variables.

  mov _level, 1
  mov ax, _level_seg
  mov _score, 0
  mov _level_curseg, ax
  mov _gameover, 0
  mov al, _level_startx
  mov ah, _level_starty
  mov _player_x, al
  mov _player_y, ah
  mov bl, ah
  xor bh, bh
  xor ah, ah
  shl bx, 6
  or ax, bx
  ret



;---- Game_Logoff.

game_logoff:
  ret



;---- Game_Main.

game_main:
  mov _timer_proc, offset cs: game_start

game_loop:
  cmp _KBD_ESC, 0
  jne game_end

  cmp _gameover, 0
  je game_loop

game_end:

  ret



;---- GAME TIMER PROCEDURES.


_game_sozzle_buf	db 240 dup (00h)
_game_sozzle_frame	db 00h
_game_sozzle_block	db 0D0h



;---- Game_Start.

;  The start of the game loop.

game_start:
  nop
  nop
  mov _game_sozzle_frame, 0
  mov _timer_proc, offset cs: game_start_proc

game_start_proc:
  nop
  nop

  call game_sozzleframe

  call game_status

  call update

  add _game_sozzle_frame, 5
  cmp _game_sozzle_frame, 240
  jna game_start_ok
  mov _game_sozzle_frame, 255
  mov _timer_proc, offset cs: game_play
game_start_ok:
  ret



;---- Game_Play.

;  Moves the game on a frame.

_game_play_time	db 00h
_game_play_bar	db 00h

game_play:
  nop
  nop

  inc _game_play_time
  cmp _game_play_time, 18
  jb game_play_timeok
  mov _game_play_time, 0
  dec _level_time
  inc _game_play_bar
game_play_timeok:

  call game_move

  call game_frame

    ;  Print status or message.

  cmp _playerok, 0
  jne game_play_status

  cmp _KBD_SPACE, 0
  je game_play_lifeoverok
  mov _timer_proc, offset cs: game_finish
game_play_lifeoverok:

  test _game_play_bar, 2
  jz game_play_status
  call game_pressspace
  jmp game_play_nostatus
game_play_status:
  call game_status
game_play_nostatus:

  call update

  ret



;---- Game_Finish.

_game_finish_pause	db 00h

game_finish:
  nop
  nop
  mov _game_sozzle_frame, 240
  mov _timer_proc, offset cs: game_finish_proc
  mov _game_finish_pause, 18*2

game_finish_proc:
  nop
  nop

  call game_sozzleframe

  call game_status

  call update

  sub _game_sozzle_frame, 5
  cmp _game_sozzle_frame, 4
  ja game_finish_ok

  mov _game_sozzle_frame, 0
  mov _timer_proc, offset cs: game_finish_pause

game_finish_ok:
  ret

game_finish_pause:
  nop
  nop

  call game_sozzleframe

  call game_status

  call update

  dec _game_finish_pause
  jnz game_finish_pause_ok
  mov _timer_proc, offset cs: game_start

  mov _corner_x, 20
  mov _corner_y, 12
  mov _corner_tx, 00h
  mov _corner_ty, 00h
  mov _corner_off, (20)+64*(12)

game_finish_pause_ok:
  ret



;---- GAME MISC ROUTINNES.

game_move:
  push ds
  push es
  push eax
  push ecx
  push dx
  push si
  push edi

    ;  Clear moved flags.

  mov es, _code_seg
  xor edi, edi
  xor ecx, ecx
  mov di, offset cs: _level_flags
  mov cx, 64*64/4
  xor eax, eax
  rep stosd

  mov _playerok, 0

    ;  Move each character in turn.

  mov ds, _level_curseg
  xor si, si
  mov dh, 64
game_move_y:

  mov dl, 64
game_move_x:

  cmp _level_flags[si], 0
  jne game_move_no

  mov al, [si]

  cmp al, 10h
  jb move_space_
  cmp al, 20h
  jb move_earth_
  cmp al, 30h
  jb move_diamond_
  cmp al, 40h
  jb move_newdia_
  cmp al, 50h
  jb move_bat_
  cmp al, 60h
  jb move_spirit_
  cmp al, 70h
  jb move_rock_
  cmp al, 80h
  jb move_wall_
  cmp al, 90h
  jb move_magic_
  cmp al, 0A0h
  jb move_bang_
  cmp al, 0B0h
  jb move_mould_
  cmp al, 0C0h
  jb move_solid_
  cmp al, 0D0h
  jb move_door_
  cmp al, 0E0h
  jb move_rsolid_
  cmp al, 0F0h
  jb move_start_
  jmp move_man_

game_move_ok:
game_move_no:

  inc si
  dec dl
  jnz game_move_x

  dec dh
  jnz game_move_y

  pop edi
  pop si
  pop dx
  pop ecx
  pop eax
  pop es
  pop ds
  ret



;---- Individual move routines.

;  Branches.

move_space_:	jmp move_space
move_earth_:	jmp move_earth
move_diamond_:	jmp move_diamond
move_newdia_:	jmp move_newdia
move_bat_:	jmp move_bat
move_spirit_:	jmp move_spirit
move_rock_:	jmp move_rock
move_wall_:	jmp move_wall
move_magic_:	jmp move_magic
move_bang_:	jmp move_bang
move_mould_:	jmp move_mould
move_solid_:	jmp move_solid
move_door_:	jmp move_door
move_rsolid_:	jmp move_rsolid
move_start_:	jmp move_start
move_man_:	jmp move_man


;  These characters don't seem to do much.

move_space:
move_earth:
move_wall:
move_solid:
move_rsolid:
  jmp game_move_ok



;  Characters not yet programmed.

move_door:
move_magic:
move_mould:
  jmp game_move_ok



;  Move newdia.

move_newdia:
  mov byte ptr [si], 20h
  jmp game_move_ok

  push ax

  mov al, [si]
  inc al
  and al, 3
  jz move_newdia_diamond
  or al, 30h
  mov [si], al
  pop ax
  jmp game_move_ok

move_newdia_diamond:
  mov byte ptr [si], 20h
  pop ax
  jmp game_move_ok




;  Move bang.

move_bang:
  push ax

  mov al, [si]
  mov ah, al
  inc al
  and ah, 0FCh
  and al, 3
  jz move_bang_gone
  or al, ah
  mov [si], al
  pop ax
  jmp game_move_ok

move_bang_gone:
  cmp ah, 9Ch
  je move_bang_man

  mov byte ptr [si], 0
  pop ax
  jmp game_move_ok

move_bang_man:
  mov byte ptr [si], 0F0h
  pop ax
  jmp game_move_ok



;  Move start.

move_start:
  push ax
  mov al, [si]
  inc al
  and al, 0Fh
  or al, 0E0h
  cmp al, 0E0h
  jne move_start_ok
  mov al, 9Ch
move_start_ok:
  mov [si], al

  pop ax
  jmp game_move_ok



;  Move fallers.

move_diamond:
move_rock:
  push ax
  push di

    ;  Is there a gap below?
  test byte ptr [si+64], 0F0h
  jnz move_rock_nofall

  lea di, [si+64]
  jmp move_rock_move

move_rock_nofall:

  mov ah, [si+64]
  and ah, 0F0h
  cmp ah, 20h
  je move_rock_slip
  cmp ah, 60h
  je move_rock_slip
  cmp ah, 70h
  je move_rock_slip
  cmp ah, 0A0h
  je move_rock_slip
  jmp move_rock_noslip

move_rock_slip:

  test byte ptr [si+1], 0F0h
  jnz move_rock_noright
  test byte ptr [si+65], 0F0h
  jnz move_rock_noright
  lea di, [si+1]
  jmp move_rock_move

move_rock_noright:

  test byte ptr [si-1], 0F0h
  jnz move_rock_noleft
  test byte ptr [si+63], 0F0h
  jnz move_rock_noleft
  lea di, [si-1]
  jmp move_rock_move

move_rock_noleft:

move_rock_noslip:

  and byte ptr [si], 0F7h
  pop di
  pop ax
  jmp game_move_ok


move_rock_move:

  cmp si, di
  je move_rock_end
  or byte ptr [si], 8
  test al, 8
  jz move_rock_end
  or al, 8
  mov byte ptr [si], 0
  mov [di], al
  mov _level_flags[di], 8

    ;  Check for hits if falling (not slipping).
  sub di, 64
  cmp di, si
  jne move_rock_end

  mov ah, [si+128]
  and ah, 0F0h
  cmp ah, 40h
  je move_rock_hitbat
  cmp ah, 50h
  je move_rock_hitspirit
  cmp ah, 0F0h
  je move_rock_hitman

move_rock_end:

  pop di
  pop ax
  jmp game_move_ok


move_rock_hitbat:
  mov ah, 30h
  lea di, [si+128]
  call move_detonate
  jmp move_rock_end

move_rock_hitspirit:
move_rock_hitman:
  mov ah, 90h
  lea di, [si+128]
  call move_detonate
  jmp move_rock_end



;  Move bat.

_bat_dir	dw -64, 1, 64, -1, -64, 1, 64, -1

move_bat:

  push ax
  push bx
  push di

  mov bl, al
  and bl, 03h
  xor bh, bh
  add bl, bl

    ;  Is there anything to it's left (relative to it's direction)?
  mov di, si
  add di, _bat_dir[bx+6]
  test byte ptr [di], 0F0h
  jnz move_bat_notleft

    ;  If there is nothing left, go that way.
  mov bl, al
  mov ah, al
  add bl, 3
  and ah, 0F0h
  and bl, 3
  mov byte ptr [si], 0
  or ah, bl
  mov _level_flags[di], 1
  mov [di], ah

  jmp move_bat_touch

move_bat_notleft:

    ;  There is something on the left to follow round.
    ;  Check if there is anything forward.
  mov di, si
  add di, _bat_dir[bx]
  test byte ptr ds: [di], 0F0h
  jnz move_bat_noforward

  mov byte ptr [si], 0
  mov _level_flags[di], 1
  mov [di], al

  jmp move_bat_touch

move_bat_noforward:
    ;  Forward blocked so turn right.
  mov di, si
  add di, _bat_dir[bx+2]
  mov bl, al
  mov ah, al
  inc bl
  and ah, 0F0h
  and bl, 3
  or ah, bl
  mov [si], ah

move_bat_touch:

  mov ah, [si-64]
  and ah, 0F0h
  cmp ah, 0A0h
  je move_bat_detonate
  cmp ah, 0F0h
  je move_bat_detonate
  mov ah, [si+64]
  and ah, 0F0h
  cmp ah, 0A0h
  je move_bat_detonate
  cmp ah, 0F0h
  je move_bat_detonate
  mov ah, [si-1]
  and ah, 0F0h
  cmp ah, 0A0h
  je move_bat_detonate
  cmp ah, 0F0h
  je move_bat_detonate
  mov ah, [si+1]
  and ah, 0F0h
  cmp ah, 0A0h
  je move_bat_detonate
  cmp ah, 0F0h
  je move_bat_detonate

  pop di
  pop bx
  pop ax
  jmp game_move_ok


move_bat_detonate:

  mov ah, 30h
  mov di, si
  call move_detonate

  pop di
  pop bx
  pop ax
  jmp game_move_ok



;  Move spirit.

_spirit_dir	dw 64, 1, -64, -1, 64, 1, -64, -1

move_spirit:

  push ax
  push bx
  push di

  mov bl, al
  and bl, 03h
  xor bh, bh
  add bl, bl

    ;  Is there anything to it's left (relative to it's direction)?
  mov di, si
  add di, _spirit_dir[bx+6]
  test byte ptr [di], 0F0h
  jnz move_spirit_notleft

    ;  If there is nothing left, go that way.
  mov bl, al
  mov ah, al
  add bl, 3
  and ah, 0F0h
  and bl, 3
  mov byte ptr [si], 0
  or ah, bl
  mov _level_flags[di], 1
  mov [di], ah

  jmp move_spirit_touch

move_spirit_notleft:

    ;  There is something on the left to follow round.
    ;  Check if there is anything forward.
  mov di, si
  add di, _spirit_dir[bx]
  test byte ptr ds: [di], 0F0h
  jnz move_spirit_noforward

  mov byte ptr [si], 0
  mov _level_flags[di], 1
  mov [di], al

  jmp move_spirit_touch

move_spirit_noforward:
    ;  Forward blocked so turn right.
  mov di, si
  add di, _spirit_dir[bx+2]
  mov bl, al
  mov ah, al
  inc bl
  and ah, 0F0h
  and bl, 3
  or ah, bl
  mov [si], ah

move_spirit_touch:

  mov ah, [si-64]
  and ah, 0F0h
  cmp ah, 0A0h
  je move_spirit_detonate
  cmp ah, 0F0h
  je move_spirit_detonate
  mov ah, [si+64]
  and ah, 0F0h
  cmp ah, 0A0h
  je move_spirit_detonate
  cmp ah, 0F0h
  je move_spirit_detonate
  mov ah, [si-1]
  and ah, 0F0h
  cmp ah, 0A0h
  je move_spirit_detonate
  cmp ah, 0F0h
  je move_spirit_detonate
  mov ah, [si+1]
  and ah, 0F0h
  cmp ah, 0A0h
  je move_spirit_detonate
  cmp ah, 0F0h
  je move_spirit_detonate

  pop di
  pop bx
  pop ax
  jmp game_move_ok


move_spirit_detonate:

  mov ah, 90h
  mov di, si
  call move_detonate

  pop di
  pop bx
  pop ax
  jmp game_move_ok



;  Move man.

_move_man_left	db 58h, 59h, 5Ah, 5Bh, 5Ch, 5Dh, 5Bh, 5Ah, 59h, -1
_move_man_right	db 60h, 61h, 62h, 63h, 64h, 65h, 64h, 63h, 62h, -1
_move_man_ptr	dw offset _move_man_right
_move_man_dir	dw offset _move_man_right
_move_man_push	db 00h


move_man:
  push ax
  mov _playerok, 1
  mov _game_play_bar, 0

  inc _move_man_push
  and _move_man_push, 0Fh
  mov byte ptr [si], 0F0h

    ;  Up?

  xor al, al

  cmp _KBD_UP, 0
  je move_man_noup

  mov byte ptr [si], 0F1h
  cmp byte ptr [si-64], 30h
  jnb move_man_noup
  mov al, [si-64]
  mov cs: _game_man_frame, offset cs: _game_man_anim
  cmp _KBD_FIRE, 0
  je move_man_up_nofire
  mov byte ptr [si-64], 90h
  mov _level_flags[si-64], 1
  jmp move_man_after
move_man_up_nofire:
  dec _player_y
  sub _player_off, 64
  mov byte ptr [si], 0
  mov byte ptr [si-64], 0F1h
  mov _level_flags[si-64], 1
  jmp move_man_after

move_man_noup:

    ;  Down?

  cmp _KBD_DOWN, 0
  je move_man_nodown

  mov byte ptr [si], 0F1h
  cmp byte ptr [si+64], 30h
  jnb move_man_nodown
  mov al, [si+64]
  mov cs: _game_man_frame, offset cs: _game_man_anim
  cmp _KBD_FIRE, 0
  je move_man_down_nofire
  mov byte ptr [si+64], 90h
  mov _level_flags[si+64], 1
  jmp move_man_after
move_man_down_nofire:
  inc _player_y
  add _player_off, 64
  mov byte ptr [si], 0
  mov byte ptr [si+64], 0F1h
  mov _level_flags[si+64], 1
  jmp move_man_after

move_man_nodown:

    ;  Left?

  cmp _KBD_LEFT, 0
  je move_man_noleft

  mov byte ptr [si], 0F1h
  cmp _move_man_dir, offset _move_man_left
  je move_man_leftok
  mov _move_man_dir, offset _move_man_left
  mov _move_man_ptr, offset _move_man_left
move_man_leftok:

  mov ah, [si-1]
  and ah, 0F0h
  cmp ah, 60h
  jne move_man_noleftpush
  cmp _move_man_push, 0
  jne move_man_noleftpush
  test byte ptr [si-2], 0F0h
  jnz move_man_noleftpush
  mov ah, [si-1]
  mov [si-2], ah
  mov byte ptr [si-1], 0
move_man_noleftpush:

  cmp byte ptr [si-1], 30h
  jnb move_man_noleft
  mov al, [si-1]
  mov cs: _game_man_frame, offset cs: _game_man_anim
  cmp _KBD_FIRE, 0
  je move_man_left_nofire
  mov byte ptr [si-1], 90h
  mov _level_flags[si-1], 1
  jmp move_man_after
move_man_left_nofire:
  dec _player_x
  dec _player_off
  mov byte ptr [si], 0
  mov byte ptr [si-1], 0F1h
  mov _level_flags[si-1], 1
  jmp move_man_after

move_man_noleft:

    ;  Right?

  cmp _KBD_RIGHT, 0
  je move_man_noright

  mov ah, [si+1]
  and ah, 0F0h
  cmp ah, 60h
  jne move_man_norightpush
  cmp _move_man_push, 0
  jne move_man_norightpush
  test byte ptr [si+2], 0F0h
  jnz move_man_norightpush
  mov ah, [si+1]
  mov [si+2], ah
  mov byte ptr [si+1], 0
move_man_norightpush:

  mov byte ptr [si], 0F1h
  cmp _move_man_dir, offset _move_man_right
  je move_man_rightok
  mov _move_man_dir, offset _move_man_right
  mov _move_man_ptr, offset _move_man_right
move_man_rightok:

  cmp byte ptr [si+1], 30h
  jnb move_man_noright
  mov al, [si+1]
  mov cs: _game_man_frame, offset cs: _game_man_anim
  cmp _KBD_FIRE, 0
  je move_man_right_nofire
  mov byte ptr [si+1], 90h
  mov _level_flags[si+1], 1
  jmp move_man_after
move_man_right_nofire:
  inc _player_x
  inc _player_off
  mov byte ptr [si], 0
  mov byte ptr [si+1], 0F1h
  mov _level_flags[si+1], 1
  jmp move_man_after

move_man_noright:

move_man_after:

  and al, 0F0h
  cmp al, 20h
  jne move_man_notdia
  xor ah, ah
  mov al, _level_points
  add word ptr _score, ax
  adc word ptr _score[4], 0
  cmp _level_dias, 0
  je move_man_notdia
  dec _level_dias
move_man_notdia:

  pop ax

  jmp game_move_ok



;---- Move_Detonate.

move_detonate:
  push di
  sub di, 65
  call move_detonate_put
  inc di
  call move_detonate_put
  inc di
  call move_detonate_put
  add di, 62
  call move_detonate_put
  inc di
  call move_detonate_put
  inc di
  call move_detonate_put
  add di, 62
  call move_detonate_put
  inc di
  call move_detonate_put
  inc di
  call move_detonate_put
  pop di
  ret

move_detonate_put:
  cmp byte ptr [di], 0B0h
  je move_detonate_put_end
  cmp byte ptr [di], 0D0h
  je move_detonate_put_end
  mov [di], ah
  mov _level_flags[di], 1
move_detonate_put_end:
  ret




;---- BEDLAM GRAPHICS ROUTINES ------------------------------------------------;


;---- Game_Rotate

_game_man_anim	db 36 dup (50h), 51h, 52h, 53h, 52h, 51h
		db 4 dup (50h, 50h, 54h, 54h), 9 dup (55h)
		db 6 dup (50h), 4 dup (55h)
		db 4 dup (50h, 50h, 54h, 54h), 51h, 52h, 53h, 52h, 51h, 50h
		db -1

_game_man_frame	dw offset _game_man_anim


;  Rotate sprites.

game_rotate:
  push ax
  push bx

    ;  Man.

  mov bx, _game_man_frame
  mov al, cs: [bx]
  inc bx
  cmp al, -1
  jne game_rotate_manok
  mov bx, offset cs: _game_man_anim
  mov al, cs: [bx]
game_rotate_manok:
  mov _game_man_frame, bx
  mov byte ptr _sprite_table[0F0h], al

  mov bx, _move_man_ptr
  mov al, cs: [bx]
  inc bx
  cmp al, -1
  jne move_man_frameok
  mov bx, _move_man_dir
  mov al, cs: [bx]
move_man_frameok:
  mov _move_man_ptr, bx
  mov byte ptr _sprite_table[0F1h], al

    ;  Diamond.

  mov al, byte ptr _sprite_table[20h]
  mov bx, 20h
  inc al
  cmp al, 4Ah
  jna game_rotate_diaok
  mov al, 40h
game_rotate_diaok:
  mov ah, al
  call game_rotate_put

    ;  Others.

  mov ah, 10h
  mov bx, 40h
  call game_rotate_one
  mov ah, 18h
  mov bx, 50h
  call game_rotate_one
  mov ah, 20h
  mov bx, 80h
  call game_rotate_one
  mov ah, 38h
  mov bx, 0D0h
  call game_rotate_one

  pop bx
  pop ax
  ret

game_rotate_one:

  mov al, byte ptr _sprite_table[bx]
  inc al
  and al, 7
  or al, ah
  mov ah, al

game_rotate_put:
  mov word ptr _sprite_table[bx], ax
  mov word ptr _sprite_table[bx+2], ax
  mov word ptr _sprite_table[bx+4], ax
  mov word ptr _sprite_table[bx+6], ax
  mov word ptr _sprite_table[bx+8], ax
  mov word ptr _sprite_table[bx+10], ax
  mov word ptr _sprite_table[bx+12], ax
  mov word ptr _sprite_table[bx+14], ax

  ret



;---- Game_Scroll.

game_scroll:
  push ax

    ;  Horizontal movement.

  mov al, _corner_x
  cmp al, _corner_tx
  je game_scroll_nohoriz
  jl game_scroll_right

  cmp _corner_x, 0
  je game_scroll_nohoriz
  dec _corner_x
  dec _corner_off
  call game_back_left
  jmp game_scroll_nohoriz

game_scroll_right:
  mov ah, _level_width
  sub ah, 20
  cmp _corner_x, ah
  jge game_scroll_nohoriz
  inc _corner_x
  inc _corner_off
  call game_back_right

game_scroll_nohoriz:

    ;  Vertical movement.

  mov al, _corner_y
  cmp al, _corner_ty
  je game_scroll_novert
  jl game_scroll_down

  cmp _corner_y, 0
  je game_scroll_novert
  dec _corner_y
  sub _corner_off, 64
  call game_back_up
  jmp game_scroll_novert

game_scroll_down:
  mov ah, _level_height
  sub ah, 12
  cmp _corner_y, ah
  jge game_scroll_novert
  inc _corner_y
  add _corner_off, 64
  call game_back_down

game_scroll_novert:

    ;  Scroll if necessary.

  mov al, _player_x
  sub al, _corner_x
  cmp al, 4
  jl game_scroll_manleft
  cmp al, 14
  jl game_scroll_afterhoriz

  mov al, _player_x
  sub al, 9
  mov _corner_tx, al
  jmp game_scroll_afterhoriz

game_scroll_manleft:

  mov al, _player_x
  sub al, 8
  mov _corner_tx, al

game_scroll_afterhoriz:

  mov al, _player_y
  sub al, _corner_y
  cmp al, 4
  jl game_scroll_manup
  cmp al, 8
  jl game_scroll_aftervert

  mov al, _player_y
  sub al, 5
  mov _corner_ty, al
  jmp game_scroll_aftervert

game_scroll_manup:

  mov al, _player_y
  sub al, 6
  mov _corner_ty, al

game_scroll_aftervert:

  pop ax
  ret


game_back_up:
  push ds
  push es
  push cx
  push si
  push di

  mov ds, _code_seg
  mov es, _code_seg

  cld
  mov cx, 32
  mov si, offset cs: _game_back_data + 32*31
  mov di, offset cs: _game_back_data + 32*32
game_back_up_loop:
  push cx
  mov cx, 16
  rep movsw
  pop cx
  sub si, 64
  sub di, 64
  loop game_back_up_loop

  mov si, offset cs: _game_back_data + 32*32
  mov di, offset cs: _game_back_data
  mov cx, 16
  rep movsw

  pop di
  pop si
  pop cx
  pop es
  pop ds
  ret


game_back_down:
  push ds
  push es
  push cx
  push si
  push di

  mov ds, _code_seg
  mov es, _code_seg

  cld

  mov si, offset cs: _game_back_data
  mov di, offset cs: _game_back_data + 32*32
  mov cx, 16
  rep movsw

  mov cx, 32
  mov si, offset cs: _game_back_data + 32
  mov di, offset cs: _game_back_data
game_back_down_loop:
  push cx
  mov cx, 16
  rep movsw
  pop cx
  loop game_back_down_loop

  pop di
  pop si
  pop cx
  pop es
  pop ds
  ret


game_back_right:
  push ds
  push es
  push cx
  push si
  push di

  cld
  mov ds, _code_seg
  mov es, _code_seg

  mov si, offset cs: _game_back_data
  mov di, offset cs: _game_back_data

  mov cx, 32
game_back_right_loop:
  push cx

  lodsb
  mov cx, 31
  rep movsb
  stosb

  pop cx
  loop game_back_right_loop

  pop di
  pop si
  pop cx
  pop es
  pop ds
  ret


game_back_left:
  push ds
  push es
  push cx
  push si
  push di

  cld
  mov ds, _code_seg
  mov es, _code_seg

  mov si, offset cs: _game_back_data+31

  mov cx, 32
game_back_left_loop:
  push cx

  mov ch, [si]
  mov cl, 31
game_back_left_xloop:

  mov al, [si-1]
  mov [si], al

  dec si
  dec cl
  jnz game_back_left_xloop

  mov [si], ch
  add si, 63
  pop cx
  loop game_back_left_loop

  pop di
  pop si
  pop cx
  pop es
  pop ds
  ret



;---- Game_SozzleFrame.

game_sozzleframe:

  push es
  push ds
  push ax
  push bx
  push dx
  push si
  push di

  call game_scroll

    ;  Rotate animated sprites.
  call game_rotate

  mov ds, _level_seg
  mov es, _scr_seg

  call game_back

  xor bx, bx
  mov dh, 12
  mov si, _corner_off
  mov di, 0
game_sozzleframe_ysozzle:
  mov dl, 20
  push di
game_sozzleframe_xsozzle:

  mov al, _game_sozzle_buf[bx]
  cmp al, _game_sozzle_frame
  jae game_sozzleframe_block

  mov al, [si]
  call blit

  jmp game_sozzleframe_next

game_sozzleframe_block:

  mov al, _game_sozzle_block
  call blit

game_sozzleframe_next:
  inc bx
  inc si
  add di, 16
  dec dl
  jnz game_sozzleframe_xsozzle

  pop di
  add di, 320*16
  add si, 64-20
  dec dh
  jnz game_sozzleframe_ysozzle

  inc _game_sozzle_block
  and _game_sozzle_block, 7
  or _game_sozzle_block, 0D0h

  pop di
  pop si
  pop dx
  pop bx
  pop ax
  pop ds
  pop es

  ret



;---- Game_Frame.

game_frame:

  push es
  push ds
  push ax
  push bx
  push dx
  push si
  push di

  call game_scroll

    ;  Rotate animated sprites.
  call game_rotate

  mov ds, _level_seg
  mov es, _scr_seg

  call game_back

  xor bx, bx
  mov dh, 12
  mov si, _corner_off
  mov di, 0
game_frame_y:
  mov dl, 20
  push si
  push di
game_frame_x:

  mov al, [si]
  call blit

  inc bx
  inc si
  add di, 16
  dec dl
  jnz game_frame_x

  pop di
  pop si
  add di, 320*16
  add si, 64
  dec dh
  jnz game_frame_y

  pop di
  pop si
  pop dx
  pop bx
  pop ax
  pop ds
  pop es

  ret



;---- Game_Back.

_game_back_data	dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 01C1C1C1Ch, 01D1D1D1Ch, 01D1D1D1Dh, 01C1C1C1Ch
		dd 01C1C1C1Ch, 01C1C1C1Ch, 01C1C1C1Ch, 01C1C1C1Ch
		dd 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01F1D1D1Dh, 01D1D1D1Eh, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01F1D1Dh, 01D1D1C00h, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01E1D1Dh, 01D1D1B00h, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01C1D1D1Dh, 01D1D1D1Bh, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh
		dd 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh, 01D1D1D1Dh
		dd 01E1E1E1Eh, 01D1D1D1Dh, 01E1D1D1Dh, 01E1E1E1Eh
		dd 01E1E1E1Eh, 01E1E1E1Eh, 01E1E1E1Eh, 01E1E1E1Eh
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 01D1D1D1Ch, 01E1D1D1Dh, 00h
		dd 00h, 00h, 00h, 00h
		dd 8 dup (00000000h)


game_back:
  push ds
  push ax
  push cx
  push dx
  push esi
  push edi

  cld

  mov ds, _code_seg
  xor esi, esi
  xor edi, edi

  mov dh, 6
game_back_yloop:

  push di
  mov dl, 10
game_back_xloop:

  mov si, offset cs: _game_back_data
  push di
  mov al, 32
game_back_yblit:

  mov cx, 8
  rep movsd

  add di, 320-32
  dec al
  jnz game_back_yblit

  pop di
  add di, 32
  dec dl
  jnz game_back_xloop

  pop di
  add di, 320*32
  dec dh
  jnz game_back_yloop

  pop edi
  pop esi
  pop dx
  pop cx
  pop ax
  pop ds
  ret



;---- Game_Status.

_game_digits	dd 0FFFFFF00h, 0FFFFh, 0FFh, 0FF0000h
		dd 0FFh, 0FFFF00h, 0FFh, 0FF00FFh
		dd 0FF0000FFh, 0FF0000h, 0FF00FFh, 0FF0000h
		dd 0FFFFh, 0FF0000h, 0FFh, 0FF0000h
		dd 0FFFFFF00h, 0FFFFh, 00h, 00h
		dd 0FF000000h, 00h, 0FFFF0000h, 00h
		dd 0FF00FF00h, 00h, 0FF0000FFh, 00h
		dd 0FF000000h, 00h, 0FF000000h, 00h
		dd 0FF000000h, 00h, 0FF000000h, 00h
		dd 0FFFFFFFFh, 0FFFFFFh, 00h, 00h
		dd 0FFFFFF00h, 0FFFFh, 0FFh, 0FF0000h
		dd 00h, 0FF0000h, 00h, 0FF00h
		dd 00h, 0FFh, 0FF000000h, 00h
		dd 0FF0000h, 00h, 0FF00h, 00h
		dd 0FFFFFFFFh, 0FFFFFFh, 00h, 00h
		dd 0FFFFFFFFh, 0FFFFFFh, 00h, 0FF00h
		dd 00h, 0FFh, 0FF000000h, 00h
		dd 00h, 0FFh, 00h, 0FF00h
		dd 00h, 0FF0000h, 0FFh, 0FF0000h
		dd 0FFFFFF00h, 0FFFFh, 00h, 00h
		dd 00h, 0FF00h, 00h, 0FFFFh
		dd 0FF000000h, 0FF00h, 0FF0000h, 0FF00h
		dd 0FF00h, 0FF00h, 0FFFFFFFFh, 0FFFFFFh
		dd 00h, 0FF00h, 00h, 0FF00h
		dd 00h, 0FF00h, 00h, 00h
		dd 0FFFFFFFFh, 0FFFFFFh, 0FFh, 00h
		dd 0FFh, 00h, 0FFFFFFFFh, 0FFFFh
		dd 00h, 0FF0000h, 00h, 0FF0000h
		dd 00h, 0FF0000h, 0FFh, 0FF0000h
		dd 0FFFFFF00h, 0FFFFh, 00h, 00h
		dd 0FFFFFF00h, 0FFFFh, 0FFh, 0FF0000h
		dd 0FFh, 00h, 0FFFFFFFFh, 0FFFFh
		dd 0FFh, 0FF0000h, 0FFh, 0FF0000h
		dd 0FFh, 0FF0000h, 0FFh, 0FF0000h
		dd 0FFFFFF00h, 0FFFFh, 00h, 00h
		dd 0FFFFFFFFh, 0FFFFFFh, 00h, 0FF0000h
		dd 00h, 0FF0000h, 00h, 0FF00h
		dd 00h, 0FFh, 0FF000000h, 00h
		dd 0FF000000h, 00h, 0FF000000h, 00h
		dd 0FF000000h, 00h, 00h, 00h
		dd 0FFFFFF00h, 0FFFFh, 0FFh, 0FF0000h
		dd 0FFh, 0FF0000h, 0FFh, 0FF0000h
		dd 0FFFFFF00h, 0FFFFh, 0FFh, 0FF0000h
		dd 0FFh, 0FF0000h, 0FFh, 0FF0000h
		dd 0FFFFFF00h, 0FFFFh, 00h, 00h
		dd 0FFFFFF00h, 0FFFFh, 0FFh, 0FF0000h
		dd 0FFh, 0FF0000h, 0FFh, 0FF0000h
		dd 0FFFFFF00h, 0FFFFFFh, 00h, 0FF0000h
		dd 00h, 0FF0000h, 0FFh, 0FF0000h
		dd 0FFFFFF00h, 0FFFFh, 00h, 00h
		dd 00h, 049h, 048000000h, 049B9h
		dd 034470000h, 04A0D23h, 048484700h, 04B0D2334h
		dd 068687948h, 023344857h, 087874900h, 04B576879h
		dd 0944A0000h, 04B7987h, 04B000000h, 04BA8h
		dd 00h, 04Ah, 00h, 00h
		dd 0FFFFFF00h, 0FFFFFFh, 0FF00h, 0FF000000h
		dd 0FF00h, 0FF000000h, 0FF00h, 0FF000000h
		dd 0FFFFFF00h, 0FFFFFFh, 0FF00h, 00h
		dd 0FF00h, 00h, 0FF00h, 00h
		dd 0FF00h, 00h, 00h, 00h
		dd 0FFFFFF00h, 0FFFFFFh, 0FF00h, 0FF000000h
		dd 0FF00h, 0FF000000h, 0FF00h, 0FF000000h
		dd 0FFFFFF00h, 0FFFFFFh, 0FF00h, 0FFh
		dd 0FF00h, 0FF00h, 0FF00h, 0FF0000h
		dd 0FF00h, 0FF000000h, 00h, 00h
		dd 0FFFFFF00h, 0FFFFFFFFh, 0FF00h, 00h
		dd 0FF00h, 00h, 0FF00h, 00h
		dd 0FFFFFF00h, 0FFFFFFh, 0FF00h, 00h
		dd 0FF00h, 00h, 0FF00h, 00h
		dd 0FFFFFF00h, 0FFFFFFFFh, 00h, 00h
		dd 0FFFF0000h, 0FFFFFFh, 0FF00h, 0FF000000h
		dd 0FF00h, 00h, 0FF00h, 00h
		dd 0FFFF0000h, 0FFFFFFh, 00h, 0FF000000h
		dd 00h, 0FF000000h, 0FF00h, 0FF000000h
		dd 0FFFF0000h, 0FFFFFFh, 00h, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 00h, 00h, 00h
		dd 00h, 00h, 00h, 00h
		dd 0FFFF0000h, 0FFFFFFh, 0FF00h, 0FF000000h
		dd 0FF00h, 0FF000000h, 0FF00h, 0FF000000h
		dd 0FFFFFF00h, 0FFFFFFFFh, 0FF00h, 0FF000000h
		dd 0FF00h, 0FF000000h, 0FF00h, 0FF000000h
		dd 0FF00h, 0FF000000h, 00h, 00h
		dd 0FFFF0000h, 0FFFFFFh, 0FF00h, 0FF000000h
		dd 0FF00h, 00h, 0FF00h, 00h
		dd 0FF00h, 00h, 0FF00h, 00h
		dd 0FF00h, 00h, 0FF00h, 0FF000000h
		dd 0FFFF0000h, 0FFFFFFh, 00h, 00h


game_status:
  push es
  push eax
  push cx
  push edx
  push ebx
  push si
  push di

  mov es, _scr_seg
  mov di, 64000-8*320
  mov cx, 320*8/2
  xor ax, ax
  rep stosw
  mov di, (160-18*8/2)+190*320

    ;  Score per diamond.

  mov al, _level_points
  call game_3digit

    ;  Diamond icon.

  mov al, 10
  call game_digit
  mov byte ptr es: [di+323], 0
  mov byte ptr es: [di+325], 0
  mov byte ptr es: [di+4], 0
  mov al, byte ptr es: [di+7+4*320]
  mov byte ptr es: [di+8+5*320], al
  add di, 10

    ;  Number of diamonds left.

  mov al, _level_dias
  call game_3digit

    ;  Score.

  mov eax, _score
  mov ebx, 10
  mov cx, 6
game_status_scorecalc:
  xor edx, edx
  div ebx
  push dx
  loop game_status_scorecalc

  mov cx, 6
game_status_scoreblit:
  pop ax
  add di, 8
  call game_digit
  loop game_status_scoreblit
  add di, 8

    ;  Time.

  add di, 8
  mov al, _level_time
  call game_3digit

  pop di
  pop si
  pop ebx
  pop edx
  pop cx
  pop eax
  pop es
  ret


game_3digit:
  mov dl, 10
  xor ah, ah
  div dl
  push ax
  xor ah, ah
  div dl
  push ax
  xor ah, ah
  div dl

  mov al, ah
  call game_digit
  add di, 8
  pop ax
  mov al, ah
  call game_digit
  add di, 8
  pop ax
  mov al, ah
  call game_digit
  add di, 8
  ret


game_pressspace:
  push es
  push ax
  push cx
  push di

  mov es, _scr_seg
  mov di, 64000-8*320
  mov cx, 320*8/2
  xor ax, ax
  rep stosw
  mov di, (160-18*8/2)+190*320

  mov di, (160-11*8/2)+190*320
  mov al, 11
  call game_digit
  add di, 8
  mov al, 12
  call game_digit
  add di, 8
  mov al, 13
  call game_digit
  add di, 8
  mov al, 14
  call game_digit
  add di, 8
  mov al, 14
  call game_digit
  add di, 8
  mov al, 15
  call game_digit
  add di, 8
  mov al, 14
  call game_digit
  add di, 8
  mov al, 11
  call game_digit
  add di, 8
  mov al, 16
  call game_digit
  add di, 8
  mov al, 17
  call game_digit
  add di, 8
  mov al, 13
  call game_digit

  pop di
  pop cx
  pop ax
  pop es
  ret


game_digit:
  push eax
  push cx
  push dx
  push ebx
  push si
  push di

  mov dx, 80
  xor ah, ah
  mul dx
  mov si, ax
  add si, offset _game_digits

    ;  Shadow.
  mov eax, cs: [si]
  mov ebx, cs: [si+4]
  not eax
  not ebx
  and es: [di], eax
  and es: [di+4], ebx
  mov eax, cs: [si+8]
  mov ebx, cs: [si+12]
  not eax
  not ebx
  and es: [di+320], eax
  and es: [di+324], ebx

    ;  Digit.
  mov cx, 10
game_digit_loop:
  mov eax, cs: [si]
  mov ebx, cs: [si+4]
  or es: [di+320], eax
  or es: [di+324], ebx
  add si, 8
  add di, 320
  loop game_digit_loop

  pop di
  pop si
  pop ebx
  pop dx
  pop cx
  pop eax
  ret



;---- Update.

;  Copies SCR_SEG onto screen.

update:
  push ds
  push es
  push ecx
  push esi
  push edi
  mov ds, _scr_seg
  mov es, _graph_seg
  xor esi, esi
  xor edi, edi
  mov ecx, 16000
  cld
  rep movsd
  pop edi
  pop esi
  pop ecx
  pop es
  pop ds
  ret



;---- Blit.

;  AL    - Character.
;  ES:DI - Destination.

blit:
  push ds
  push es
  push eax
  push ebx
  push cx
  push si
  push di

    ;  Convert character to sprite number then to offset.
  xor ah, ah
  mov si, ax
  mov ah, byte ptr _sprite_table[si]
  xor al, al
  mov si, ax

    ;  Blit sprite.

  mov ds, _sprite_seg
  mov es, _scr_seg
  mov ah, al
  mov cx, 16
blit_loop:
    ;  AND mask.
  mov eax, [si+32000]
  mov ebx, [si+32004]
  and es: [di], eax
  and es: [di+4], ebx
  mov eax, [si+32008]
  mov ebx, [si+32012]
  and es: [di+8], eax
  and es: [di+12], ebx
    ;  XOR mask.
  mov eax, [si]
  mov ebx, [si+4]
  xor es: [di], eax
  xor es: [di+4], ebx
  mov eax, [si+8]
  mov ebx, [si+12]
  xor es: [di+8], eax
  xor es: [di+12], ebx

  add si, 16
  add di, 320
  loop blit_loop

  pop di
  pop si
  pop cx
  pop ebx
  pop eax
  pop es
  pop ds
  ret




;---- LIBRARY ROUTINES v0.2 ---------------------------------------------------;


;---- GetKey

;  Returns key pressed in AL, or zero in AL and scan code in AH or zero in AX if
; no key in buffer.

getkey:
  mov ah, 0Bh
  int 21h
  cmp al, 0FFh
  je getkey_get
  xor ax, ax
  ret
getkey_get:
  mov ah, 7
  int 21h
  cmp al, 0
  je getkey_ext
  xor ah, ah
  ret
getkey_ext:
  mov ah, 7
  int 21h
  mov ah, al
  xor al, al
  ret



;---- PrintC

;  AH    = attribute
;  CS:IP = string
;  ES:DI = destination

_printc_si	dw 0000h

printc:
  mov _printc_si, si
  pop si
  push ax

printc_loop:
  mov al, cs: [si]
  inc si
  or al, al
  je printc_end

  cmp al, 255
  jne printc_notattr

  mov ah, cs: [si]
  inc si
  jmp printc_loop
printc_notattr:

  stosw
  jmp printc_loop
printc_end:

  pop ax
  push si
  mov si, _printc_si
  ret



;---- Print

;  CS:IP = text.

_print_si		dw 0000h

print:
  mov _print_si, si
  pop si
  push ax

print_loop:
  mov al, cs: [si]
  inc si
  or al, al
  je print_end
  int 29h
  jmp print_loop

print_end:
  pop ax
  push si
  mov si, _print_si
  ret



;---- PrintNumC

;  AH    = attribute
;  CH    = base
;  CL    = digits
;  EDX   = Number
;  ES:DI = destination

_printnumc_table	db '0123456789ABCDEF'
_printnumc_attr		db 00h
_printnumc_len		db 00h
_printnumc_base		db 00h

printnumc:
    ;  Valiate input.
  cmp ch, 0
  je printnumc_end
  cmp ch, 16
  ja printnumc_end
  cmp cl, 0
  je printnumc_end
  cmp cl, 8
  ja printnumc_end

  push eax
  push ecx
  push edx
  push ebx

  mov _printnumc_attr, ah
  mov _printnumc_len, cl
  mov _printnumc_base, ch

  xor ch, ch
  mov eax, edx

printnumc_calc:
  xor ebx, ebx
  mov bl, _printnumc_base
  xor edx, edx
  div ebx

  xor bh, bh
  mov bl, dl
  mov dh, _printnumc_attr
  mov dl, _printnumc_table[bx]
  push dx
  loop printnumc_calc

  mov cl, _printnumc_len
printnumc_print:
  pop ax
  stosw
  loop printnumc_print

  pop ebx
  pop edx
  pop ecx
  pop eax

printnumc_end:
  ret



;---- PrintNum

;  CH    = base
;  CL    = digits
;  EDX   = Number

_printnum_table	db '0123456789ABCDEF'
_printnum_len	db 00h
_printnum_base	db 00h

printnum:
    ;  Valiate input.
  cmp ch, 0
  je printnum_end
  cmp ch, 16
  ja printnum_end
  cmp cl, 0
  je printnum_end
  cmp cl, 8
  ja printnum_end

  push eax
  push ecx
  push edx
  push ebx

  mov _printnum_len, cl
  mov _printnum_base, ch

  xor ch, ch
  mov eax, edx

printnum_calc:
  xor ebx, ebx
  mov bl, _printnum_base
  xor edx, edx
  div ebx

  xor bh, bh
  mov bl, dl
  xor dh, dh
  mov dl, _printnum_table[bx]
  push dx
  loop printnum_calc

  mov cl, _printnum_len
printnum_print:
  pop ax
  int 29h
  loop printnum_print

  pop ebx
  pop edx
  pop ecx
  pop eax

printnum_end:
  ret



;---- END OF CODE -------------------------------------------------------------;

END