Josh
How was the original Zelda created anyway?
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"Apollo is the kind of guy who can...no, will create a video game in Visual Basic."
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"Apollo is the kind of guy who can...no, will create a video game in Visual Basic."
mov EAX, y_pos
imul screenY
add EAX, x_pos
shl EAX, 2
mov EDI, EAX
mov EAX, color
repnz STOSD
This doesn't really do much, but it just shows how it looks, I recommend reading xxxembly Language Step by Step
(Jeff Dunteman)
It's a good book, and learning Assembly really helps in certain situations
(if I can't do something in C++, I just use the inline Assembly...problem solved-I MAKE IT do what I want, heheh).
Oh yeah, it's super fast too.
*sorry if some of the words come up as "xxxembly", stupid NetNanny here at school automatically takes out the 'a-s-s'
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When life hands you lemons, throw them at God's head.
What is Assembly? My question isn't yet answered.
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"Apollo is the kind of guy who can...no, will create a video game in Visual Basic."
So, (assembly codes) == (binary codes).
Why does net nanny think xxx is so much better than ass?
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- mallen22@concentric.net
- http://members.tripod.com/mxf_entertainment/
"0x89D8" means "mov AX, BX"
this is a 16-bit piece I just pulled from DEBUG...the instruction is encoded(packed) in a binary number sort of like this:
1000 1001 1101 1000
mov ax bx
this IS NOT accurate(so don't complain that I'm an idiot), it's just a sample showing that the binary digits are broken down to mean "do this" or "add these numbers".
Run DEBUG and try different but similar operations(e.g. "mov ax, bx" - "mov ax, cx")
You'll see that only part of the number representing the opcode changed to reflect your use of a different register.
Alternatively, you could download the Intel Architecture Guide from intel to see EXACTLY how the opcodes are broken down.
[This message has been edited by asmLOCK (edited November 18, 1999).]