aPong
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aPong Ranking & Summary
File size:
0.008 MB
Platform:
Any Platform
License:
GPL (GNU General Public License)
Price:
Downloads:
990
Date added:
2007-03-05
Publisher:
Richard Whitty
aPong description
aPong is a Pong game written in x86 Assembly language.
As I run Linux on my own machine, I dont do a lot with intel syntax. I needed to learn this for a lab. After scouring the internet for a few hours, I came across NASM. This looked as though Id be able to just code in this, take it into the Windows computers and have it just work.
No such luck. So, thats beside the point now, but I wrote this in order to get to grips with the syntax (which turned out to be the wrong one.)
Main features:
- 2-player
The left one uses Q/A to go up/down, the second one uses P/L. Escape to quit.
- Uses SDL from assembly language
I quite like SDL. I quite dislike x86. I already know SDL. It was already a learning exercise, I wasnt going to go off learning xlib or something at the same time. This gave me a way to quickly get the code written.
- Avoids the use of frame pointers
Why do you need frame pointers if youre not going to be running it in a debugger. Its not difficult to keep track of the stack frame if youre writing it yourself. You dont need to keep moving the stack pointer inside a function, just once at the start and once at the end. Then all you need is to take offsets from esp (so long as you remember how big the frame is at the time.)
This really gets on my nerves. People dont seem to realise the amount of overhead (in terms of lost cycles) that a function call has. To say global variables are BAD is just plain wrong. Sure, it can lend itself to abuse, but thats like saying you shouldnt code in C or use UNIX because they dont hold your hand.
- The input system isnt great.
Because I was trying to keep the code size down, I went the way of using SDL_GetKeyState and SDL_PumpEvents. These mean that if the key is not actually down at the time of the PumpEvents call, it drops the keypress. (if you want to see how you should do it, look at the events system in STP
As I run Linux on my own machine, I dont do a lot with intel syntax. I needed to learn this for a lab. After scouring the internet for a few hours, I came across NASM. This looked as though Id be able to just code in this, take it into the Windows computers and have it just work.
No such luck. So, thats beside the point now, but I wrote this in order to get to grips with the syntax (which turned out to be the wrong one.)
Main features:
- 2-player
The left one uses Q/A to go up/down, the second one uses P/L. Escape to quit.
- Uses SDL from assembly language
I quite like SDL. I quite dislike x86. I already know SDL. It was already a learning exercise, I wasnt going to go off learning xlib or something at the same time. This gave me a way to quickly get the code written.
- Avoids the use of frame pointers
Why do you need frame pointers if youre not going to be running it in a debugger. Its not difficult to keep track of the stack frame if youre writing it yourself. You dont need to keep moving the stack pointer inside a function, just once at the start and once at the end. Then all you need is to take offsets from esp (so long as you remember how big the frame is at the time.)
This really gets on my nerves. People dont seem to realise the amount of overhead (in terms of lost cycles) that a function call has. To say global variables are BAD is just plain wrong. Sure, it can lend itself to abuse, but thats like saying you shouldnt code in C or use UNIX because they dont hold your hand.
- The input system isnt great.
Because I was trying to keep the code size down, I went the way of using SDL_GetKeyState and SDL_PumpEvents. These mean that if the key is not actually down at the time of the PumpEvents call, it drops the keypress. (if you want to see how you should do it, look at the events system in STP
aPong Screenshot
aPong Keywords
SDL
X86 assembly language
X86 assembly
Written in
pong game
aPong
x86
assembly
written
pong
frame
aPong
Arcade
Games
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aPong Copyright
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