I want to draw a Pacman in assembly

3 min read 04-10-2024
I want to draw a Pacman in assembly


Chomp Your Way Through Assembly: Drawing Pac-Man

Ever wanted to bring the classic video game icon, Pac-Man, to life using assembly language? It's a fun and challenging way to dive into the fundamentals of computer graphics and low-level programming. This article will guide you through the process, step-by-step, and help you chomp your way through the world of assembly.

The Problem

Drawing Pac-Man in assembly involves understanding how graphics are rendered on a display, manipulating pixels at their most basic level, and using assembly language to control the hardware.

The Code

Let's start with a simple example using the x86 assembly language, assuming we're working with a graphics environment like VGA or SDL:

.model small
.stack 100h

.data
    pacman_color db 0fh ; Yellow
    pacman_center dw 160, 100 ; Center coordinates

.code
main proc
    mov ax, @data
    mov ds, ax

    ; Set graphics mode
    mov ah, 0h
    mov al, 13h ; 320x200, 256 colors
    int 10h

    ; Draw Pac-Man
    mov bx, pacman_center
    mov cx, 10 ; Radius

    ; Draw a circle (Simplified example)
    mov si, 0
    mov di, 0
    mov dx, 0
    mov bp, cx
    
    circle_loop:
        ; Calculate x and y coordinates
        ; ... (See example implementation below)

        ; Draw pixel at calculated coordinates
        mov ah, 0ch
        mov al, pacman_color
        int 10h

        ; Increment loop variables
        inc si
        inc di

        cmp si, cx
        jl circle_loop

    ; ... (Further logic for mouth, etc.)

    ; Wait for a key press
    mov ah, 0h
    int 16h

    ; Exit to DOS
    mov ah, 4ch
    int 21h

main endp
end main

Analysis and Clarification

The code above outlines a basic approach. Let's break down the key concepts:

  • Graphics Mode: The int 10h instruction is used to set the graphics mode. In this case, we're setting it to 320x200 pixels with 256 colors.
  • Circle Drawing: The circle_loop is a simplified example of drawing a circle using the parametric equation. You would need to implement the actual calculation for x and y coordinates based on the angle, radius, and center point.
  • Drawing Pixels: The int 10h instruction with ah = 0ch is used to draw pixels at specific coordinates with the desired color.
  • Mouth Implementation: You would need to add logic to draw the Pac-Man's mouth, possibly using a line drawing function or a set of specific pixels.

Example Implementation for Circle Drawing

Here's an example of how you might calculate the x and y coordinates for drawing a circle using the parametric equation:

; Inside the circle_loop
    mov ax, cx
    mul si ; ax = cx * si
    mov dx, 0
    div bp ; dx:ax = cx * si / cx = si (angle)
    
    ; Calculate x and y coordinates using sine and cosine
    mov ax, si
    mov bx, cx
    mov cx, dx
    ; ... (You would need to implement sine and cosine functions)
    ; Calculate x and y coordinates using sine and cosine
    ; ...
    mov bx, [pacman_center] ; bx = address of pacman_center
    mov [bx], ax ; x-coordinate
    mov bx, [pacman_center + 2] ; bx = address of pacman_center + 2 bytes
    mov [bx], cx ; y-coordinate

Additional Value

To create a more complete Pac-Man, you would need to:

  • Add mouth: Implement logic to draw Pac-Man's open mouth.
  • Animation: Create multiple frames of Pac-Man, including different mouth openings and directions.
  • Movement: Allow Pac-Man to move around the screen.
  • Collision Detection: Implement collision detection between Pac-Man and objects like walls and ghosts.

References and Resources

Conclusion

Drawing Pac-Man in assembly is a rewarding project that allows you to explore the fascinating world of low-level programming and graphics manipulation. While the process may seem daunting at first, by breaking it down into manageable steps and using the resources available, you can create your own Pac-Man adventure.