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game.asm
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game.asm
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; TIC - TAC - TOE
; DEVLOPED BY TANVIR AHMED SOJAL
; LANGUAGE USED: ASSEMBLY (8086)
.MODEL SMALL
.STACK 500H
.DATA
; LINES T1, T2, T3 AND T4 ARE USED TO BUILD THE TIC - TAC - TOE LOGO
T1 DB 4, 4, 4, 4, 4, 32, 4, 32, 4, 4, 4, 4, 32, 32, 32, 4, 4, 4, 4, 4, 32, 32, 4, 4, 32, 32, 4, 4, 4, 4, 32, 32, 32, 4, 4, 4, 4, 4, 32, 32, 4, 4, 32, 32, 4, 4, 4, 4, '$'
T2 DB 32, 32, 4, 32, 32, 32, 4, 32, 4, 32, 32, 32, 32, 32, 32, 32, 32, 4, 32, 32, 32, 4, 32, 32, 4, 32, 4, 32, 32, 32, 32, 32, 32 , 32, 32, 4, 32, 32, 32, 4, 32, 32, 4, 32, 4,'$'
T3 DB 32, 32, 4, 32, 32, 32, 4, 32, 4, 32, 32, 32, 32, 32, 32, 32, 32, 4, 32, 32, 32, 4, 4, 4, 4, 32, 4, 32, 32, 32, 32, 32, 32 , 32, 32, 4, 32, 32, 32, 4, 32, 32, 4, 32, 4, 4, 4, 4,'$'
T4 DB 32, 32, 4, 32, 32, 32, 4, 32, 4, 4, 4, 4, 32, 4, 32, 32, 32, 4, 32, 32, 32, 4, 32, 32, 4, 32, 4, 4, 4, 4, 32, 4, 32 , 32, 32, 4, 32, 32, 32, 32, 4, 4, 32, 32, 4, 4, 4, 4,'$'
;--------------------------------------------------------------------
TAGLINE DB 'Developed by Tanvir Ahmed Sojal$' ; DEVELOPER NAME
; ----------------- IMPORTANT STRINGS USED THROUGHOUT THE GAME -----------------
PAK DB 'Press any key to continue...$'
; GAME RULES
R DB 'Game Rules:$'
R1 DB '1. Players will take turns.$'
R2 DB '2. Player 1 will start the game.$'
R3 DB '3. Player 1 will set "X" and Player 2 will set "O".$'
R4 DB '4. The board is marked with cell numbers.$'
R5 DB '5. Enter CELL NUMBER to place your mark.$'
R6 DB '6. Set 3 of your marks horizontally, vertically or diagonally to win.$'
R7 DB 'Good Luck!$'
; CELL MARK FOR PLAYERS
PC1 DB ' (X)$'
PC2 DB ' (O)$'
; BOARD LINES -------
L1 DB ' | | $'
L2 DB '-----------$'
N1 DB ' | $'
; -------------------
; CELL NUMBERS ------
C1 DB '1$'
C2 DB '2$'
C3 DB '3$'
C4 DB '4$'
C5 DB '5$'
C6 DB '6$'
C7 DB '7$'
C8 DB '8$'
C9 DB '9$'
; -------------------
; PLAYER NO. , MOVES AND CHECK FLAGS FOR IF THE GAME IS WON OR DRAWN
PLAYER DB 50, '$'
MOVES DB 0
DONE DB 0
DR DB 0
; INPUT SECTION PROMTS -------------------------
INP DB 32, ':: Enter cell no. : $'
TKN DB 'This cell is taken! Press any key...$'
; CURRENT MARK (X/O) ---------------------------
CUR DB 88
; FINAL MESSAGES -------------------------------
W1 DB 'Player $'
W2 DB ' won the game!$'
DRW DB 'The game is draw!$'
; TRY AGAIN PROMPT MESSAGES -----------------------------
TRA DB 'Want to play again? (y/n): $'
WI DB 32, 32, 32, 'Wrong input! Press any key... $'
; THIS LINE IS USED TO OVERWIRTE A LINE TO CLEAN THE AREA
EMP DB ' $'
;--------------------------------------------------------
.CODE
MAIN PROC
MOV AX, @DATA
MOV DS, AX
; --------- DISPLAY THE TITLE SCREEN ---------
TITLESCREEN:
; LOGO DISPLAY START -----------------
; SET CURSOR
MOV AH, 2
MOV BH, 0
MOV DH, 6
MOV DL, 14
INT 10H
LEA DX, T1
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 7
MOV DL, 14
INT 10H
LEA DX, T2
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 8
MOV DL, 14
INT 10H
LEA DX, T3
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 9
MOV DL, 14
INT 10H
LEA DX, T2
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 10
MOV DL, 14
INT 10H
LEA DX, T4
MOV AH, 9
INT 21H
; LOGO DISPLAY END -----------------
; SET CURSOR
MOV AH, 2
MOV DH, 12
MOV DL, 22
INT 10H
LEA DX, TAGLINE ; DEVELOPER NAME DISPLAY
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 13
MOV DL, 24
INT 10H
LEA DX, PAK ; PRESS ANY KEY
MOV AH, 9
INT 21H
MOV AH, 7 ; INPUT WITHOUT ECHO
INT 21H
; CLEAR SCREEN
MOV AX,0600H
MOV BH,07H
MOV CX,0000H
MOV DX,184FH
INT 10H
JMP RULES
; ----------- DISPLAY GAME RULES --------------
RULES:
; SET CURSOR
MOV AH, 2
MOV BH, 0
MOV DH, 6
MOV DL, 7
INT 10H
LEA DX, R
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 7
MOV DL, 7
INT 10H
LEA DX, R1 ; RULE 1
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 8
MOV DL, 7
INT 10H
LEA DX, R2 ; RULE 2
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 9
MOV DL, 7
INT 10H
LEA DX, R3 ; RULE 3
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 10
MOV DL, 7
INT 10H
LEA DX, R4 ; RULE 4
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 11
MOV DL, 7
INT 10H
LEA DX, R5 ; RULE 5
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 12
MOV DL, 7
INT 10H
LEA DX, R6
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 13
MOV DL, 7
INT 10H
LEA DX, R7
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 15
MOV DL, 7
INT 10H
LEA DX, PAK ; PRESS ANY KEY
MOV AH, 9
INT 21H
MOV AH, 7 ; INPUT WITHOUT ECHO
INT 21H
; ---------- DISPLAY GAME RULES END ---------
; ---------- INITIALIZE ---------------------
INIT:
MOV PLAYER, 50 ; INITIALIZING ALL VARIABLES
MOV MOVES, 0
MOV DONE, 0
MOV DR, 0
MOV C1, 49
MOV C2, 50
MOV C3, 51
MOV C4, 52
MOV C5, 53
MOV C6, 54
MOV C7, 55
MOV C8, 56
MOV C9, 57
JMP PLRCHANGE
; ---------- INITIALIZATION ENDS --------------
; ------------ VICTORY ------------------------
VICTORY:
LEA DX, W1
MOV AH, 9
INT 21H
LEA DX, PLAYER
MOV AH, 9
INT 21H
LEA DX, W2
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 17
MOV DL, 28
INT 10H
LEA DX, PAK ; PRESS ANY KEY
MOV AH, 9
INT 21H
MOV AH, 7 ; INPUT WITHOUT ECHO
INT 21H
JMP TRYAGAIN
; ------------ DRAW ------------
DRAW:
LEA DX, DRW
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 17
MOV DL, 28
INT 10H
LEA DX, PAK ; PRESS ANY KEY
MOV AH, 9
INT 21H
MOV AH, 7 ; INPUT WITHOUT ECHO
INT 21H
JMP TRYAGAIN
; ------------ CHECK IF WINNING CONDITION IS MET -----------
CHECK: ; THERE ARE 8 POSSIBLE WINNING COMBINATIONS
CHECK1: ; CHECKING 1, 2, 3
MOV AL, C1
MOV BL, C2
MOV CL, C3
CMP AL, BL
JNZ CHECK2
CMP BL, CL
JNZ CHECK2
MOV DONE, 1
JMP BOARD
CHECK2: ; CHECKING 4, 5, 6
MOV AL, C4
MOV BL, C5
MOV CL, C6
CMP AL, BL
JNZ CHECK3
CMP BL, CL
JNZ CHECK3
MOV DONE, 1
JMP BOARD
CHECK3: ; CHECKING 7, 8, 9
MOV AL, C4
MOV BL, C5
MOV CL, C6
CMP AL, BL
JNZ CHECK4
CMP BL, CL
JNZ CHECK4
MOV DONE, 1
JMP BOARD
CHECK4: ; CHECKING 1, 4, 7
MOV AL, C1
MOV BL, C4
MOV CL, C7
CMP AL, BL
JNZ CHECK5
CMP BL, CL
JNZ CHECK5
MOV DONE, 1
JMP BOARD
CHECK5: ; CHECKING 2, 5, 8
MOV AL, C2
MOV BL, C5
MOV CL, C8
CMP AL, BL
JNZ CHECK6
CMP BL, CL
JNZ CHECK6
MOV DONE, 1
JMP BOARD
CHECK6: ; CHECKING 3, 6, 9
MOV AL, C3
MOV BL, C6
MOV CL, C9
CMP AL, BL
JNZ CHECK7
CMP BL, CL
JNZ CHECK7
MOV DONE, 1
JMP BOARD
CHECK7: ; CHECKING 1, 5, 9
MOV AL, C1
MOV BL, C5
MOV CL, C9
CMP AL, BL
JNZ CHECK8
CMP BL, CL
JNZ CHECK8
MOV DONE, 1
JMP BOARD
CHECK8: ; CHECKING 3, 5, 7
MOV AL, C3
MOV BL, C5
MOV CL, C7
CMP AL, BL
JNZ DRAWCHECK
CMP BL, CL
JNZ DRAWCHECK
MOV DONE, 1
JMP BOARD
DRAWCHECK:
MOV AL, MOVES
CMP AL, 9
JB PLRCHANGE
MOV DR, 1
JMP BOARD
JMP EXIT
; ------------ PLAYER ----------
PLRCHANGE:
CMP PLAYER, 49
JZ P2
CMP PLAYER, 50
JZ P1
P1:
MOV PLAYER, 49
MOV CUR, 88
JMP BOARD
P2:
MOV PLAYER, 50
MOV CUR, 79
JMP BOARD
; ------------- BOARD ----------
BOARD:
; CLEAR SCREEN
MOV AX,0600H
MOV BH,07H
MOV CX,0000H
MOV DX,184FH
INT 10H
; SET CURSOR
MOV AH, 2
MOV BH, 0
MOV DH, 6
MOV DL, 30
INT 10H
LEA DX, L1
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 7
MOV DL, 30
INT 10H
MOV AH, 2
MOV DL, 32
INT 21H
; --------------------------------
; CELL 1
LEA DX, C1
MOV AH, 9
INT 21H
LEA DX, N1
MOV AH, 9
INT 21H
; CELL 2
LEA DX, C2
MOV AH, 9
INT 21H
LEA DX, N1
MOV AH, 9
INT 21H
; CELL 3
LEA DX, C3
MOV AH, 9
INT 21H
; ---------------------------------
; SET CURSOR
MOV AH, 2
MOV DH, 8
MOV DL, 30
INT 10H
LEA DX, L2
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 9
MOV DL, 30
INT 10H
LEA DX, L1
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 10
MOV DL, 30
INT 10H
MOV AH, 2
MOV DL, 32
INT 21H
; --------------------------------
; CELL 4
LEA DX, C4
MOV AH, 9
INT 21H
LEA DX, N1
MOV AH, 9
INT 21H
; CELL 5
LEA DX, C5
MOV AH, 9
INT 21H
LEA DX, N1
MOV AH, 9
INT 21H
; CELL 6
LEA DX, C6
MOV AH, 9
INT 21H
; ---------------------------------
; SET CURSOR
MOV AH, 2
MOV DH, 11
MOV DL, 30
INT 10H
LEA DX, L1
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 12
MOV DL, 30
INT 10H
LEA DX, L2
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 13
MOV DL, 30
INT 10H
LEA DX, L1
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 14
MOV DL, 30
INT 10H
MOV AH, 2
MOV DL, 32
INT 21H
; --------------------------------
; CELL 4
LEA DX, C7
MOV AH, 9
INT 21H
LEA DX, N1
MOV AH, 9
INT 21H
; CELL 5
LEA DX, C8
MOV AH, 9
INT 21H
LEA DX, N1
MOV AH, 9
INT 21H
; CELL 6
LEA DX, C9
MOV AH, 9
INT 21H
; ---------------------------------
; SET CURSOR
MOV AH, 2
MOV DH, 15
MOV DL, 30
INT 10H
LEA DX, L1
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 16
MOV DL, 20
INT 10H
CMP DONE, 1
JZ VICTORY
CMP DR, 1
JZ DRAW
; ------------ END OF BOARD -------
; ------------ INPUT --------------
INPUT:
LEA DX, W1
MOV AH, 9
INT 21H
MOV AH, 2
MOV DL, PLAYER
INT 21H
CMP PLAYER, 49
JZ PL1
LEA DX, PC2
MOV AH, 9
INT 21H
JMP TAKEINPUT
PL1:
LEA DX, PC1
MOV AH, 9
INT 21H
TAKEINPUT:
LEA DX, INP
MOV AH, 9
INT 21H
MOV AH, 1
INT 21H
INC MOVES ; INCREMENTING MOVES COUNTER BY 1
MOV BL, AL
SUB BL, 48
MOV CL, CUR
; CHECKING IF INPUT IS BETWEEN 1-9
CMP BL, 1
JZ C1U
CMP BL, 2
JZ C2U
CMP BL, 3
JZ C3U
CMP BL, 4
JZ C4U
CMP BL, 5
JZ C5U
CMP BL, 6
JZ C6U
CMP BL, 7
JZ C7U
CMP BL, 8
JZ C8U
CMP BL, 9
JZ C9U
;---------------------------------
; IF INPUT IS INVALID
DEC MOVES ; DECREMENTING MOVES BY 1, SINCE IT WAS INVALID
; SET CURSOR
MOV AH, 2
MOV DH, 16
MOV DL, 20
INT 10H
LEA DX, WI ; WRONG INPUT MESSAGE
MOV AH, 9
INT 21H
MOV AH, 7 ; INPUT WITHOUT ECHO
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 16
MOV DL, 20
INT 10H
LEA DX, EMP ; CLEARING THAT LINE
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 16
MOV DL, 20
INT 10H
JMP INPUT
TAKEN:
DEC MOVES
; SET CURSOR
MOV AH, 2
MOV DH, 16
MOV DL, 20
INT 10H
LEA DX, TKN ; DISPLAY THAT THE CELL IS TAKEN
MOV AH, 9
INT 21H
MOV AH, 7 ; INPUT WITHOUT ECHO
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 16
MOV DL, 20
INT 10H
LEA DX, EMP ; EMPTY LINE TO OVERWRITE ANOTHER LINE TO CLEAN THE SPACE
MOV AH, 9
INT 21H
; SET CURSOR
MOV AH, 2
MOV DH, 16
MOV DL, 20
INT 10H
JMP INPUT
; ADJUST
; SETTING BOARD POSITION AS INPUT MARK
C1U:
CMP C1, 88 ; CHECKING IF THE CELL IS ALREADY 'X'
JZ TAKEN
CMP C1, 79 ; CHECKING IF THE CELL IS ALREADY 'O'
JZ TAKEN
MOV C1, CL
JMP CHECK
C2U:
CMP C2, 88 ; CHECKING IF THE CELL IS ALREADY 'X'
JZ TAKEN
CMP C2, 79 ; CHECKING IF THE CELL IS ALREADY 'O'
JZ TAKEN
MOV C2, CL
JMP CHECK
C3U:
CMP C3, 88 ; CHECKING IF THE CELL IS ALREADY 'X'
JZ TAKEN
CMP C3, 79 ; CHECKING IF THE CELL IS ALREADY 'O'
JZ TAKEN
MOV C3, CL
JMP CHECK
C4U:
CMP C4, 88 ; CHECKING IF THE CELL IS ALREADY 'X'
JZ TAKEN
CMP C4, 79 ; CHECKING IF THE CELL IS ALREADY 'O'
JZ TAKEN
MOV C4, CL
JMP CHECK
C5U:
CMP C5, 88 ; CHECKING IF THE CELL IS ALREADY 'X'
JZ TAKEN
CMP C5, 79 ; CHECKING IF THE CELL IS ALREADY 'O'
JZ TAKEN
MOV C5, CL
JMP CHECK
C6U:
CMP C6, 88 ; CHECKING IF THE CELL IS ALREADY 'X'
JZ TAKEN
CMP C6, 79 ; CHECKING IF THE CELL IS ALREADY 'O'
JZ TAKEN
MOV C6, CL
JMP CHECK
C7U:
CMP C7, 88 ; CHECKING IF THE CELL IS ALREADY 'X'
JZ TAKEN
CMP C7, 79 ; CHECKING IF THE CELL IS ALREADY 'O'
JZ TAKEN
MOV C7, CL
JMP CHECK
C8U:
CMP C8, 88 ; CHECKING IF THE CELL IS ALREADY 'X'
JZ TAKEN
CMP C8, 79 ; CHECKING IF THE CELL IS ALREADY 'O'
JZ TAKEN
MOV C8, CL
JMP CHECK
C9U:
CMP C9, 88 ; CHECKING IF THE CELL IS ALREADY 'X'
JZ TAKEN
CMP C9, 79 ; CHECKING IF THE CELL IS ALREADY 'O'
JZ TAKEN
MOV C9, CL
JMP CHECK
; --------------------------------
; ----------- TRY AGAIN -----------