I'm programming the game "15 puzzle game" in x86 using tasm asm/dosbox. I want to "save" or "preserve" my array called 'a' that is being declared in my data segment, so that after I swap the bytes around using upArrow, downArrow, etc... and then I press 'n' for new game, I can set my array 'a' back to it's original state as it was declared in my data segment. Here is my code:
.MODEL TINY
.386
.DATA
PROMPT DB "Enter q to quit, arrow keys to move, n to restart (new game) HAPPY HOLIDAYS!! :)$"
;this is board preset A
a DB 201,205,205,205,205,203,205,205,205,205,203,205,205,205,205,203,205,205,205,205,203,205,205,205,205,203,205,205,205,205,187,
DB 186,255,48,50,255,186,255,48,49,255,186,255,48,51,255,186,255,48,52,255,186,255,48,53,255,186,255,48,54,255,186,
DB 204,205,205,205,205,206,205,205,205,205,206,205,205,205,205,206,205,205,205,205,206,205,205,205,205,206,205,205,205,205,185,
DB 186,255,48,55,255,186,255,48,56,255,186,255,48,57,255,186,255,49,48,255,186,255,49,49,255,186,255,49,50,255,186,
DB 204,205,205,205,205,206,205,205,205,205,206,205,205,205,205,206,205,205,205,205,206,205,205,205,205,206,205,205,205,205,185,
DB 186,255,49,51,255,186,255,49,52,255,186,255,49,53,255,186,255,49,54,255,186,255,49,55,255,186,255,255,255,255,186,
DB 204,205,205,205,205,206,205,205,205,205,206,205,205,205,205,206,205,205,205,205,206,205,205,205,205,206,205,205,205,205,185,
DB 186,255,49,56,255,186,255,49,57,255,186,255,50,48,255,186,255,50,49,255,186,255,50,50,255,186,255,50,51,255,186,
DB 200,205,205,205,205,202,205,205,205,205,202,205,205,205,205,202,205,205,205,205,202,205,205,205,205,202,205,205,205,205,188,"$"
col DB 0
row DB 0
board DB 0
.CODE
org 100h
MAIN PROC
;initialize display step 0
MOV AH, 00h
MOV AL, 03h
INT 10h
MOV AX, 0B800h
MOV ES, AX
XOR di,di
;initialize configuration and dislay prompt step 1
newGame:
call initConfig
;display board step 2
;wait for key step 3
game:
;print board
call printBoard1
;get cursor x y
call SetCursor
MOV AH, 0
INT 16H
MOV BL, AL
;up arrow
CMP AH, 48h
jz upArrow
;down arrow
CMP AH, 50h
jz downArrow
;right arrow
CMP AH, 4dh
jz rightArrow
;left arrow
CMP AH, 4bh
jz leftArrow
;lowercase q
CMP AL, 71h
jz EXIT
;uppercase q
CMP AL, 51h
jz EXIT
;lowercase n
CMP AL, 6eh
jz newGame
;uppercase n
CMP AL, 4eh
jz newGame
jmp game
MAIN ENDP
EXIT:
MOV AH, 4CH ; return control to DOS
INT 21H
SetCursor:
mov dl, col
mov dh, row
mov bh, 0
mov ah, 02h
int 10h
ret
getStrlen:
lodsb
cmp al, 24h
je strlen_end
inc bx
jmp getStrlen
strlen_end:
ret
loadAndDisplayStr:
lodsb
stosw
dec cx
jne loadAndDisplayStr
ret
printBoard1:
MOV board, 1
xor dx,dx
xor ax,ax
mov cx, 9
myloop1:
push cx
lea si, a
add si, dx
mov cx, 31
mov di, ax
push ax
mov ah, 4
call loadAndDisplayStr
pop ax
add ax, 160
add dx, 32
pop cx
dec cx
jnz myloop1
ret
upArrow:
xor si, si
xor di, di
lea bx, a
mov ax, 32
sub row, 2
mul row
add al, col
mov di, ax
mov ax, 32
add row, 2
mul row
add al, col
mov si, ax
mov dx, [bx+si]
xchg dx, [bx+di]
xchg [bx+si], dx
sub row, 2
jmp game
downArrow:
xor si, si
xor di, di
lea bx, a
mov ax, 32
add row, 2
mul row
add al, col
mov di, ax
mov ax, 32
sub row, 2
mul row
add al, col
mov si, ax
mov dx, [bx+si]
xchg dx, [bx+di]
xchg [bx+si], dx
add row, 2
jmp game
leftArrow:
xor si, si
xor di, di
lea bx, a
mov ax, 32
sub col, 5
mul row
add al, col
mov di, ax
mov ax, 32
add col, 5
mul row
add al, col
mov si, ax
mov dx, [bx+si]
xchg dx, [bx+di]
xchg [bx+si], dx
sub col, 5
jmp game
rightArrow:
xor si, si
xor di, di
lea bx, a
mov ax, 32
add col, 5
mul row
add al, col
mov di, ax
mov ax, 32
sub col, 5
mul row
add al, col
mov si, ax
mov dx, [bx+si]
xchg dx, [bx+di]
xchg [bx+si], dx
add col, 5
jmp game
initConfig:
;put the cursor at 00
mov col, 27
mov row, 5
;gets strlen of prompt and stores it in BX
lea si, PROMPT
xor bx, bx
call getStrlen
;display prompt
lea si, PROMPT
mov cx, bx
mov ah, 2
mov di, 5a0h
call loadAndDisplayStr
ret
END MAIN
The way I see it is there are 2 ways of doing this. One way would be to create an empty array, and every time the user makes a move (up/down/left/right) I can push this to a stack, and then when the user hits 'n' for new game, I just pop through that stack and reverse all the moves.
Another alternative would be to create 2 identical boards (arrays/string) 'a' and 'b', and then the user would manipulate board 'a' till they decide to hit 'n' for a new game, and then I would some how set 'a' = 'b'
rep movsb)