mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-17 12:22:35 +03:00
247 lines
6.3 KiB
NASM
247 lines
6.3 KiB
NASM
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; SQ_game for MenuetOS
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; Author: Alexei Ershov aka ealex
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; E-mail: e-al[at]yandex[dot]ru
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; Fidonet: 2:469/335.38
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; slightly optimized by diamond
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; english translation by diamond (two strings in end of source)
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BtnSize equ 32 ; ࠧ<><E0A0A7><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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BtnSpace equ 10 ; <20><EFBFBD><E0AEAC><EFBFBD>⮪ <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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NofBtn equ 4 ; ࠧ<><E0A0A7><EFBFBD> <20><><EFBFBD><EFBFBD> (3-15)
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Color1 equ 0xcc0000
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Color2 equ 0x00cc00
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FieldSize = (BtnSize+BtnSpace)*NofBtn + BtnSpace*3
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center = FieldSize / 2
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use32 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 32-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ०<><E0A5A6> <20><>ᥬ<EFBFBD><E1A5AC><EFBFBD><EFBFBD><EFBFBD>
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org 0x0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD>
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db 'MENUET01' ; 8-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>䨪<EFBFBD><E4A8AA><EFBFBD><EFBFBD> MenuetOS
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dd 0x01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28>ᥣ<EFBFBD><E1A5A3> 1)
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dd START ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><>ࢮ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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dd I_END ; ࠧ<><E0A0A7><EFBFBD> <20>ணࠬ<E0AEA3><E0A0AC>
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dd 0x1000 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>⢮ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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dd 0x1000 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>設<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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dd 0x0 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><>ࠬ<EFBFBD><E0A0AC> (<28><> <20>ᯮ<EFBFBD><E1AFAE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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dd 0x0 ; <20><>१<EFBFBD>ࢨ<E0A2A8><E0AEA2><EFBFBD>
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include 'lang.inc'
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include 'MACROS.INC' ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><>ᥬ<EFBFBD><E1A5AC><EFBFBD><EFBFBD>騪<EFBFBD><E9A8AA>!
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START:
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call Game_Init
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red:
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call Draw_Window
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still:
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mcall 10 ; <20>㭪<EFBFBD><E3ADAA><EFBFBD> 10 - <20><><EFBFBD><EFBFBD><EFBFBD> ᮡ<><E1AEA1><EFBFBD><EFBFBD>
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dec eax
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jz red
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dec eax
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jnz button
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key: ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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mov al, 2
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int 0x40
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jmp still
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;---------------------------------------------------------------------
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button:
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mov al, 17 ; 17 - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>䨪<EFBFBD><E4A8AA><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>⮩ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int 0x40
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cmp ah, 1 ; <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> 1, <20><>室<EFBFBD><E5AEA4>
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je .exit
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cmp ah, 2 ; <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 2, <20><>稭<EFBFBD><E7A8AD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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je START
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; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
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inc dword [moves] ; 㢥<><E3A2A5>稢<EFBFBD><E7A8A2><EFBFBD> <20><> 室<><E5AEA4>
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shr eax, 8 ; <20> eax <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>䨪<EFBFBD><E4A8AA><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>⮩ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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mov dh, NofBtn
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div dh ; al = ax(<28><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>) / NofBtn
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; ah = <20><><EFBFBD><EFBFBD>⮪ (<28><>. <20><><EFBFBD>㭮<EFBFBD>)
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mov ebx, eax ; <20><><EFBFBD>࠭<EFBFBD><E0A0AD> <20><><EFBFBD>⭮<EFBFBD> <20> <20><><EFBFBD><EFBFBD>⮪ <20> ebx
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; al\ah 0 1 2 3
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; +-+ +-+ +-+ +-+
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; 1 |4| |5| |6| |7|
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; +-+ +-+ +-+ +-+
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; +-+ +-+ +-+ +-+
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; 2 |8| |9| |10 |11
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; +-+ +-+ +-+ +-+
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; +-+ +-+ +-+ +-+
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; 3 |12 |13 |14 |15
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; +-+ +-+ +-+ +-+
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; +-+ +-+ +-+ +-+
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; 4 |16 |17 |18 |19
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; +-+ +-+ +-+ +-+
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; <20><><EFBFBD>塞 梥<> <20>⮫<EFBFBD><E2AEAB><EFBFBD><EFBFBD>
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shr eax, 8 ; eax = ah
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mov edi, field
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add edi, eax ; edi 㪠<><E3AAA0><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><EFBFBD><E1AAAE><EFBFBD> <20>⫡<EFBFBD><E2ABA1>
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mov ecx, NofBtn
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@@:
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not byte[edi] ; <20><><EFBFBD>塞 梥<> <20><> <20>ᥬ <20>⮫<EFBFBD><E2AEAB><EFBFBD><EFBFBD>
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dec ecx
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add edi, NofBtn
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test ecx, ecx
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jnz @r
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; <20><><EFBFBD>塞 梥<> <20><>ப<EFBFBD>
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mov eax, ebx ; <20><><EFBFBD><EFBFBD>⠭<EFBFBD><E2A0AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> eax
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dec eax
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mov dl, NofBtn
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mul dl ; ax = al * NofBtn
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mov edi, field
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add edi, eax ; edi 㪠<><E3AAA0><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><EFBFBD><E1AAAE><EFBFBD> <20><>ப<EFBFBD>
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mov ecx, NofBtn
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@@:
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not byte [edi] ; <20><><EFBFBD>塞 梥<> <20><> <20>ᥩ <20><>ப<EFBFBD>
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dec ecx
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inc edi
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test ecx, ecx
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jnz @r
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; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>⮩ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 2 ࠧ<> (<28><><EFBFBD><EFBFBD><EFBFBD> <20><>ࠡ<EFBFBD><E0A0A1>뢠<EFBFBD><EBA2A0> <20><>ப<EFBFBD> <20> <20>⮫<EFBFBD><E2AEAB><EFBFBD>),
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; <20>.<2E>. <20><>⠫<EFBFBD><E2A0AB> <20><>ࢮ<EFBFBD><E0A2AE>砫<EFBFBD><E7A0AB><EFBFBD>
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; <20><><EFBFBD>塞 梥<> <20><><EFBFBD><EFBFBD>⮩ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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shr ebx, 8 ; ebx = <20><><EFBFBD><EFBFBD>⮪ (ah <20><> <20><><EFBFBD>㭪<EFBFBD>)
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not byte [field+eax+ebx]
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jmp red
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.exit:
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mcall -1 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20>ணࠬ<E0AEA3><E0A0AC>
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;----------------------------------------------------------------------------
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; Draw_Window
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;----------------------------------------------------------------------------
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Draw_Window:
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mcall 12, 1
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mcall 0, 200*65536+FieldSize,\
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200*65536+FieldSize+20+20+20,\
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0x03AABBCC, 0x805080D0, 0x005080D0
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mcall 4, 8*65536+8, 0x10DDEEFF, header, header_e - header
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mcall 8, BtnSpace*2*65536 + 83,\
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(FieldSize+BtnSpace+20)*65536+ 15, 2
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mcall 4, (BtnSpace*2+3)*65536+(BtnSize+BtnSpace)*NofBtn+BtnSpace*4+20+4,\
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0x10DDEEFF, strNew, strNew_e - strNew
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mcall 4, (center - 25) * 65536 + 30, 0, strMovs, strMovs_e - strMovs
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mcall 47, 4*65536+1, moves, (center + 2 ) * 65536 + 30, 0
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mov ecx, (20+20+BtnSpace-BtnSize)*65536+BtnSize
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mov edx, NofBtn ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>䨪<EFBFBD><E4A8AA><EFBFBD><EFBFBD> <20><>ࢮ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
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; <20><> <20><><EFBFBD>㭮<EFBFBD>
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buttons: ; <20><><EFBFBD>㥬 <20><><EFBFBD><EFBFBD><EFBFBD>窨
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mov eax, edx
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mov dh, NofBtn
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div dh ; al = ax / dh, ah - <20><><EFBFBD><EFBFBD>⮪
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mov dh, 0
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test ah, ah ; <20> ah = 0, <20><>稭<EFBFBD><E7A8AD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
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jnz @f
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add ecx, (BtnSize+BtnSpace)*65536
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mov ebx, BtnSpace*2*65536+BtnSize
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@@:
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mov esi, Color1 ; <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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cmp byte [field-NofBtn+edx], 0 ; field-NofBtn+<2B><><EFBFBD><EFBFBD><EFBFBD>_<EFBFBD><5F><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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jz @f ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><> 梥<><E6A2A5>
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mov esi, Color2
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@@:
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mcall 8,
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add ebx, (BtnSize+BtnSpace)*65536
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inc edx ; <20><><EFBFBD><EFBFBD>室<EFBFBD><E5AEA4> <20> <><E1ABA5><EFBFBD>饩 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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cmp edx, NofBtn*(NofBtn+1)
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jb buttons
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mcall 12, 2 ; <20>㭪<EFBFBD><E3ADAA><EFBFBD> 12: ᮮ<><E1AEAE><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD>ᮢ<EFBFBD><E1AEA2> <20><><EFBFBD><EFBFBD>
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ret
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;----------------------------------------------------------------------------
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; Game_Init
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;----------------------------------------------------------------------------
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Game_Init:
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and [moves], 0 ; <20><><EFBFBD>㫨<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>⢮ 室<><E5AEA4>
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call random ; <20> eax <20><><EFBFBD>砩<EFBFBD><E7A0A9><EFBFBD> <20><>
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mov ecx, NofBtn * NofBtn ; <20> ecx <20><><EFBFBD>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
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mov bh, 0 ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>㤥<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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; 1 <20><><EFBFBD> <20><> eax, bh - <>쪮
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button_init: ; <20><><EFBFBD> 㦥 <20>ᯮ<EFBFBD>짮<EFBFBD><ECA7AE><EFBFBD><EFBFBD>
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shr eax, 1 ; <20><><EFBFBD><EFBFBD>訩 <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> 䫠<> CF
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; <20> <20><><EFBFBD><EFBFBD>ᨬ<EFBFBD><E1A8AC><EFBFBD><EFBFBD> <20><> <20><><EFBFBD> <20><><EFBFBD>祭<EFBFBD><E7A5AD>
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; <20> bl <20><><EFBFBD><EFBFBD><EFBFBD>뢠<EFBFBD><EBA2A0><EFBFBD><EFBFBD> -1 <20><><EFBFBD> 0
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sbb bl, bl
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mov [field + ecx - 1], bl
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inc bh
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cmp bh, 32 ; <20> <20>ᯮ<EFBFBD>짮<EFBFBD><ECA7AE><EFBFBD><EFBFBD> <20><><EFBFBD> 32 <20><><EFBFBD><EFBFBD> <20><> eax
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jb @f ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>砩<EFBFBD><E7A0A9><EFBFBD> <20><>
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call random
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mov bh, 0
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@@:
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loop button_init
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ret
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;----------------------------------------------------------------------------
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; random - <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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;----------------------------------------------------------------------------
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random: mov eax,[generator]
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add eax,-43ab45b5h
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ror eax,1
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xor eax,32c4324fh
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ror eax,1
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mov [generator],eax
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; --- IVAN ---
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mov eax,26
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mov ebx,9
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int 0x40
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xor eax,0xdeadbeef
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add eax,[generator]
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; --- IVAN ---
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ret
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;============================================================================
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field db NofBtn * NofBtn dup(0)
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moves dd 0
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generator dd 0
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if lang eq ru
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header db 'Game'
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header_e:
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strMovs db '<27><><EFBFBD>' ; '<27><><EFBFBD>'
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strMovs_e:
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strNew db '<27><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>' ; '<27><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>'
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strNew_e:
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else
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header db 'Game'
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header_e:
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strMovs db 'MOVE'
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strMovs_e:
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strNew db ' New game'
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strNew_e:
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end if
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I_END: ; <20><>⪠ <20><><EFBFBD><EFBFBD><EFBFBD> <20>ணࠬ<E0AEA3><E0A0AC>
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