+17
Michy
Ferkles
Piffle
Ridley
Kim Possible
Mike020389
Flicker
Antimony
DanontheMoon
Fire_Fly
PuriPanda
Soul Reaver
Kornephoros
o0Ender0o
warhawk
okainio
DustWing
21 posters
DEAR LEAVEMEBE / SLICKTRICK / DELTADAGGER
Michy- Buttmunch
- Posts : 25
Join date : 2010-06-26
Location : Dunno, really.
okainio- Unicorn
- Posts : 1247
Join date : 2009-12-27
Age : 32
Location : Tenterden. like u know where that is.
lmbftgh wrote:emo rage about my country being dacia back in 82 bc
Yes Burebista was a visionary who came up against another visionary (Traianus) who had a bigger army and Sarmizegetusa (place of the geta in old dacian) got burnt to the ground. \o/ Romans #1 I hope your great-great-great-great-great-great-great-great-grandpa got assfucked by a gay legionare who then porked his mother in front of his eyes.
PS catch squirrel aids and die a painful slow death, hallucinating about purple socks strangling you while you have sex with a morbidly obese woman.
PURPLE SOCK STRANGLING FETISH OMG NOW I'VE HEARD IT ALL
Srs Korne rewrite your dissertation this is
Guest- Guest
warhawk16 wrote:Enjoy sucking cock for college funds faggot.lmbdfgdf wrote:if i wouldn't say anything you'd probably think i'm a coward. and that "i learned my lesson" and walked away in shame! but i got no shame and i didn't learn NOTHING! - because i know all i need to know! and if i don't know something it means it's unimportant. but err?.. i'm busy.. i got to learn for university. i guess maybe we'll talk again for longer after 20 february - just so i can show how retarded you all are
Don't forget to swallow; apparently people pay more for college kids that swallow
warhawk- Purple People Eater
- Posts : 423
Join date : 2010-06-08
awww yeah double troll team from dot hi5
kilew- Gaybaby
- Posts : 176
Join date : 2010-06-17
Age : 30
I do hope you realize this means you learned something.lmbdfgdf wrote: i didn't learn NOTHING!
Also, i read the first 3 3 pages of this thread. Then really started lol'ing as he started to "try" to get psychological.
UMAD?
o0Ender0o- Gaybaby
- Posts : 190
Join date : 2010-06-26
Age : 30
you need to read all of this kilew, it deserves everyones trolling. you do not fully understand untill you have read
kilew- Gaybaby
- Posts : 176
Join date : 2010-06-17
Age : 30
Yes well, quite honestly i don't find him worth all the attention you are all giving him. He's like JulianLuna, the more you troll him, the more he's going to come back. If you tell him to go away, it motivates him to stay. He's just an attention whore. I mean look at his posts, ALL OF THEM talk about how much he hates us, yet he can't help but reply to EVERYTHING we say. Your all just fueling his need for attention.
Kornephoros- Unicorn
- Posts : 1193
Join date : 2009-10-18
Kilew, the intention isn't to drive him off. They want him posting more gold.
kilew- Gaybaby
- Posts : 176
Join date : 2010-06-17
Age : 30
Well fuck that, i find his attempts at understanding human psychology and nature preposterous.
And as i said before, I don't find him worth all that attention.
And as i said before, I don't find him worth all that attention.
Ferkles- Unicorn
- Posts : 1304
Join date : 2010-05-10
Age : 30
Location : Behind you. I am always behind you.
Then don't pay him any attention
okainio- Unicorn
- Posts : 1247
Join date : 2009-12-27
Age : 32
Location : Tenterden. like u know where that is.
I find him worth attention because reading about lmb's new deeper depths of retardation brighten up my day.
It's like watching Borat.
It's like watching Borat.
Ferkles- Unicorn
- Posts : 1304
Join date : 2010-05-10
Age : 30
Location : Behind you. I am always behind you.
More like trolling a pyscho retard who has no concept of normality...
ohwai-
ohwai-
lmbdffgh- Guest
- Post n°113
fghfgh
this is the project for ACS (Architecture of Computing Systems) which i had to present today - i wrote it in TASM a version of ASseMbler. nobody out of the whole serie of 40+ students made a project even half as good as mine! a girl drawn a house but she only used vertical and horizontal lines because she didn't know how to make diagonals using math functions, some dude drawn a little christmas tree, another girl copied her project from the internet but me? i made a little game with this guy inside a labyrinth and you have to control him with w a s d. and the nice thing is that the game detects collisions. so if you push him too much in a direction and he meets a wall, he won't get thru it. and i don't use clear screen which would make the screen blink, i only draw black on the position of your character after which i draw it again in new coordinates. if i'd have taken more time i could complete the labyrinth but it takes too long to put the line coordinates in the position array. i could also use an "or pressed_key 20h" to force keys into lower case because you can't control the man on the screen with uppercase W A S D. only lower case w a s d. i could also use push and pop commands to place and retrieve variables on & from the stack instead of using an auxiliary variable but err?.. i did it very well. besides i got other projects to finish.
so yes whenever it comes to logical thinking, either if it's programming or philosophy, i'm always ahead of you. you're all just some pieces of shit floating in a pool of piss hoping that nobody will come to flush the toilet and install some order in this world. now i don't insult others only because they don't share my talents but let's face it - you're just some fuck farts coming out of your mother's asshole when your dad pulled his cock out of her ass.
title proiect_asc_stefanian_stefan_liviu
.model small
.stack 100h
data segment
x dw 0
y dw 0
go dw 0
a dw 0
b dw 0
c dw 0
d dw 0
px dw 20
py dw 100
aux dw 0
char db ?
margine db ?
xx DW 14
sir DW 1,106,200,45,0,45,100,200,1,100,200,100,0,30,60,215,1,215,270,60,1,230,460,45,0,45,200,460,0,45,80,285,1,230,285,80,0,30,45,106,1,350,460,200,1,335,479,220,0,90,220,335,0,100,200,350
;sir reprezinta coordonatele dreptelor din labirint
mes1 DB 'Program facut de Stefanian Stefan Liviu ',13,10,'$'
mes2 DB 'Controlatzi omuletzul cu butoanele',13,10,'$'
mes3 DB 'w, a, s, d',13,10,'$'
mes4 DB 'sau q pentru ieshire',13,10,'$'
mes5 DB 'La revedere!',13,10,'$'
data ends
code segment
assume cs:code, ds:data, ss:data
start:
mov ax,data
mov ds,ax
mov ax,13h ; seteaza grafica in 13h
int 10h
mov cx, 25
program:
mov go,0
push cx
mov cx,4
line:
push cx
mov cx,40
top:
push cx
mov cx,4
galben:
mov ah, 0Ch ;deseneaza pixel
mov al, 14 ;31 setez culoarea
mov di, 0A000h ;desenez
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al ;am terminat desenat pixelu
inc x
loop galben
mov cx,4
verde:
mov ah, 0Ch
mov al, 10
mov di, 0A000h
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al
inc x
loop verde
pop cx
loop top
mov x,0
pop cx
inc y
loop line
program1:
cmp go,1
je program
mov cx,4
line1:
push cx
mov cx,40
bottom:
push cx
mov cx, 4
verde1:
mov ah, 0Ch
mov al, 10
mov di, 0A000h
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al
inc x
loop verde1
mov cx,4
galben1:
mov ah, 0Ch
mov al, 14
mov di, 0A000h
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al
inc x
loop galben1
pop cx
loop bottom
mov x,0
pop cx
inc y
loop line1
pop cx
mov go,1
loop program1
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,0 ;coordonata x
mov dh,9 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes1
int 21h
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,3 ;coordonata x
mov dh,11 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes2
int 21h
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,15 ;coordonata x
mov dh,13 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes3
int 21h
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,10 ;coordonata x
mov dh,15 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes4
int 21h
mov ah,07h ;ashteapta o tasta
int 21h
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
mov ah,0h ;setez grafica
mov al,12h ;640x480 13h 12h
int 10h
mov ah,0ch
mov bh,0h
mov al,15 ;valoarea pentru culoare
;0 negru
;1 albastru inchis
;2 verde inchis
;3 albastru deschis
;4 roshu deschis
;5 violet
;10 verde deschis
;11 albastru deschis
;14 galben
;15 alb
desenez_marginile:
mov dx,a ;coordonata verticala
mov cx,b ;coordonata orizontala
int 10h ;linia orizontala de sus
mov dx,b
mov cx,a
int 10h ;linia verticala din stanga
mov dx,479 ;linia orizontala de jos
mov cx,b
int 10h
mov cx,639 ;linia verticala din dreapta
mov dx,b
int 10h
cmp b,90
jg acolo
aici:
mov cx,30 ;linia verticala impartzita din stanga
mov dx,b
int 10h
jmp iesi
acolo:
cmp b,120
jg aici
iesi:
inc b
cmp b,640
jne desenez_marginile
mov ah,0dh
mov al,0
mov cx,639 ;x
mov dx,479 ;y
mov bh,0
int 10h
mov margine,al ;salvez culoarea marginii hartzii ca s-o compar
mov ah,0ch
mov al,15 ;am pus la loc ah shi al pentru restul desenului
mov bx,0
mov y,0
j5:
call ini
cmp a,0
jne j1
e1:
mov cx,b
mov dx,d
mov ah,0ch
mov al,15
mov aux,bx
mov bh,0h
mov bl,0
int 10h
mov bx,aux
inc b
mov ax,b
cmp ax,c
jne e1
j1:
cmp a,1
jne j2
e2:
mov dx,b
mov cx,d
mov ah,0ch
mov al,15
mov aux,bx
mov bh,0h
mov bl,0
int 10h
mov bx,aux
inc b
mov ax,b
cmp ax,c
jne e2
j2:
inc y
mov ax,y
cmp ax,xx
jne j5
call desomu
desenez:
mov ah,07h ;ashteapta o tasta
int 21h
mov aux,0
mov char,al
cmp char,'w'
jne maijos1
call apw
cmp aux,1
je desenez
call anuleaza
dec py
call desomu
jmp desenez
maijos1:
cmp char,'a'
jne maijos2
call apa
cmp aux,1
je desenez
call anuleaza
dec px
call desomu
jmp desenez
maijos2:
cmp char,'s'
jne maijos3
call aps
cmp aux,1
je desenez
call anuleaza
inc py
call desomu
jmp desenez
maijos3:
cmp char,'d'
jne maijos4
call apd
cmp aux,1
je desenez
call anuleaza
inc px
call desomu
jmp desenez
maijos4:
cmp char,'q'
jne maijos5
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,30 ;coordonata x
mov dh,14 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes5
int 21h
mov ah,07h ;ashteapta o tasta
int 21h
jmp final
maijos5:
jmp desenez
final:
mov ax,03h ;setez ecranul inapoi in text mode
int 10h
mov ax,4c00h ;ieshire
int 21h
anuleaza proc
;deseneaza cu negru in pozitzia in care
;era omu ca sa-l desenez in alta pozitzie
mov a,0
mov b,0
mov bh,0h
mov al,0 ;negru
mov ah,0ch
reia:
mov cx,px
add cx,a
mov dx,py
add dx,b
int 10h
inc a
cmp a,5
jne reia
mov a,0
inc b
cmp b,9
jne reia
ret
anuleaza endp
desomu proc ;desenez omuletzu pe ecran
mov bh,0h
mov ax,px
mov a,ax ;coordonata x unde desenez
mov ax,py
mov b,ax ;coordonata y unde desenez
mov c,0 ;se aduna la a
mov d,0 ;se aduna la b
mov al,15 ;alb
mov ah,0ch
sari:
inc c
mov cx,a
add cx,c
mov dx,b
add dx,d
int 10h
cmp c,3
jne sari
mov c,0
inc d
cmp d,3
jne sari ;am desenat capu omului
mov dx,py
add dx,4
mov a,0
corp:
mov cx,px
add cx,a
int 10h
inc a
cmp a,5
jne corp ;am desenat bratzele
mov cx,px
add cx,2
mov a,2
co:
mov dx,py
add dx,a
int 10h
inc a
cmp a,7
jne co ;am desenat trunchiul
mov a,6
pi:
mov dx,py
add dx,a
mov cx,px
add cx,1
int 10h
add cx,2
int 10h
inc a
cmp a,9
jne pi ;am desenat picioarele
ret
desomu endp
apa proc
mov ax,px
dec ax
mov x,ax
mov ax,py
mov y,ax
add ax,9
mov b,ax
m1:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m2
mov aux,1
jmp m3
m2:
inc y
mov ax,y
cmp ax,b ;b = y initzial + 9
jne m1
m3:
ret
apa endp
apd proc
mov ax,px
add ax,5
mov x,ax
mov ax,py
mov y,ax
add ax,9
mov b,ax
m4:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m5
mov aux,1
jmp m3
m5:
inc y
mov ax,y
cmp ax,b ;b = y initzial + 9
jne m4
m6:
ret
apd endp
apw proc
mov ax,px
mov x,ax
mov b,ax
add b,5
mov ax,py
dec ax
mov y,ax
m7:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m8
mov aux,1
jmp m9
m8:
inc x
mov ax,x
cmp ax,b ;b = x initzial + 5
jne m7
m9:
ret
apw endp
aps proc
mov ax,px
mov x,ax
mov b,ax
add b,5
mov ax,py
add ax,9
mov y,ax
m10:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m11
mov aux,1
jmp m12
m11:
inc x
mov ax,x
cmp ax,b ;b = x initzial + 5
jne m10
m12:
ret
aps endp
ini proc
mov ax,sir[bx]
mov a,ax ;a reprezinta 0 sau 1
;0 pentru 0,cx_start,cx_stop,dx_constant
;1 pentru 1,dx_start,dx_stop,cx_constant
;adaug 2 in loc de 1 la bx pentru ca
;folosesc valori DW cu 2 bytes nu DB cu 1 byte
add bx,2
mov ax,sir[bx]
mov b,ax
add bx,2
mov ax,sir[bx]
mov c,ax
add bx,2
mov ax,sir[bx]
mov d,ax
add bx,2
ret
ini endp
code ends
end start
so yes whenever it comes to logical thinking, either if it's programming or philosophy, i'm always ahead of you. you're all just some pieces of shit floating in a pool of piss hoping that nobody will come to flush the toilet and install some order in this world. now i don't insult others only because they don't share my talents but let's face it - you're just some fuck farts coming out of your mother's asshole when your dad pulled his cock out of her ass.
title proiect_asc_stefanian_stefan_liviu
.model small
.stack 100h
data segment
x dw 0
y dw 0
go dw 0
a dw 0
b dw 0
c dw 0
d dw 0
px dw 20
py dw 100
aux dw 0
char db ?
margine db ?
xx DW 14
sir DW 1,106,200,45,0,45,100,200,1,100,200,100,0,30,60,215,1,215,270,60,1,230,460,45,0,45,200,460,0,45,80,285,1,230,285,80,0,30,45,106,1,350,460,200,1,335,479,220,0,90,220,335,0,100,200,350
;sir reprezinta coordonatele dreptelor din labirint
mes1 DB 'Program facut de Stefanian Stefan Liviu ',13,10,'$'
mes2 DB 'Controlatzi omuletzul cu butoanele',13,10,'$'
mes3 DB 'w, a, s, d',13,10,'$'
mes4 DB 'sau q pentru ieshire',13,10,'$'
mes5 DB 'La revedere!',13,10,'$'
data ends
code segment
assume cs:code, ds:data, ss:data
start:
mov ax,data
mov ds,ax
mov ax,13h ; seteaza grafica in 13h
int 10h
mov cx, 25
program:
mov go,0
push cx
mov cx,4
line:
push cx
mov cx,40
top:
push cx
mov cx,4
galben:
mov ah, 0Ch ;deseneaza pixel
mov al, 14 ;31 setez culoarea
mov di, 0A000h ;desenez
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al ;am terminat desenat pixelu
inc x
loop galben
mov cx,4
verde:
mov ah, 0Ch
mov al, 10
mov di, 0A000h
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al
inc x
loop verde
pop cx
loop top
mov x,0
pop cx
inc y
loop line
program1:
cmp go,1
je program
mov cx,4
line1:
push cx
mov cx,40
bottom:
push cx
mov cx, 4
verde1:
mov ah, 0Ch
mov al, 10
mov di, 0A000h
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al
inc x
loop verde1
mov cx,4
galben1:
mov ah, 0Ch
mov al, 14
mov di, 0A000h
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al
inc x
loop galben1
pop cx
loop bottom
mov x,0
pop cx
inc y
loop line1
pop cx
mov go,1
loop program1
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,0 ;coordonata x
mov dh,9 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes1
int 21h
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,3 ;coordonata x
mov dh,11 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes2
int 21h
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,15 ;coordonata x
mov dh,13 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes3
int 21h
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,10 ;coordonata x
mov dh,15 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes4
int 21h
mov ah,07h ;ashteapta o tasta
int 21h
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
mov ah,0h ;setez grafica
mov al,12h ;640x480 13h 12h
int 10h
mov ah,0ch
mov bh,0h
mov al,15 ;valoarea pentru culoare
;0 negru
;1 albastru inchis
;2 verde inchis
;3 albastru deschis
;4 roshu deschis
;5 violet
;10 verde deschis
;11 albastru deschis
;14 galben
;15 alb
desenez_marginile:
mov dx,a ;coordonata verticala
mov cx,b ;coordonata orizontala
int 10h ;linia orizontala de sus
mov dx,b
mov cx,a
int 10h ;linia verticala din stanga
mov dx,479 ;linia orizontala de jos
mov cx,b
int 10h
mov cx,639 ;linia verticala din dreapta
mov dx,b
int 10h
cmp b,90
jg acolo
aici:
mov cx,30 ;linia verticala impartzita din stanga
mov dx,b
int 10h
jmp iesi
acolo:
cmp b,120
jg aici
iesi:
inc b
cmp b,640
jne desenez_marginile
mov ah,0dh
mov al,0
mov cx,639 ;x
mov dx,479 ;y
mov bh,0
int 10h
mov margine,al ;salvez culoarea marginii hartzii ca s-o compar
mov ah,0ch
mov al,15 ;am pus la loc ah shi al pentru restul desenului
mov bx,0
mov y,0
j5:
call ini
cmp a,0
jne j1
e1:
mov cx,b
mov dx,d
mov ah,0ch
mov al,15
mov aux,bx
mov bh,0h
mov bl,0
int 10h
mov bx,aux
inc b
mov ax,b
cmp ax,c
jne e1
j1:
cmp a,1
jne j2
e2:
mov dx,b
mov cx,d
mov ah,0ch
mov al,15
mov aux,bx
mov bh,0h
mov bl,0
int 10h
mov bx,aux
inc b
mov ax,b
cmp ax,c
jne e2
j2:
inc y
mov ax,y
cmp ax,xx
jne j5
call desomu
desenez:
mov ah,07h ;ashteapta o tasta
int 21h
mov aux,0
mov char,al
cmp char,'w'
jne maijos1
call apw
cmp aux,1
je desenez
call anuleaza
dec py
call desomu
jmp desenez
maijos1:
cmp char,'a'
jne maijos2
call apa
cmp aux,1
je desenez
call anuleaza
dec px
call desomu
jmp desenez
maijos2:
cmp char,'s'
jne maijos3
call aps
cmp aux,1
je desenez
call anuleaza
inc py
call desomu
jmp desenez
maijos3:
cmp char,'d'
jne maijos4
call apd
cmp aux,1
je desenez
call anuleaza
inc px
call desomu
jmp desenez
maijos4:
cmp char,'q'
jne maijos5
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,30 ;coordonata x
mov dh,14 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes5
int 21h
mov ah,07h ;ashteapta o tasta
int 21h
jmp final
maijos5:
jmp desenez
final:
mov ax,03h ;setez ecranul inapoi in text mode
int 10h
mov ax,4c00h ;ieshire
int 21h
anuleaza proc
;deseneaza cu negru in pozitzia in care
;era omu ca sa-l desenez in alta pozitzie
mov a,0
mov b,0
mov bh,0h
mov al,0 ;negru
mov ah,0ch
reia:
mov cx,px
add cx,a
mov dx,py
add dx,b
int 10h
inc a
cmp a,5
jne reia
mov a,0
inc b
cmp b,9
jne reia
ret
anuleaza endp
desomu proc ;desenez omuletzu pe ecran
mov bh,0h
mov ax,px
mov a,ax ;coordonata x unde desenez
mov ax,py
mov b,ax ;coordonata y unde desenez
mov c,0 ;se aduna la a
mov d,0 ;se aduna la b
mov al,15 ;alb
mov ah,0ch
sari:
inc c
mov cx,a
add cx,c
mov dx,b
add dx,d
int 10h
cmp c,3
jne sari
mov c,0
inc d
cmp d,3
jne sari ;am desenat capu omului
mov dx,py
add dx,4
mov a,0
corp:
mov cx,px
add cx,a
int 10h
inc a
cmp a,5
jne corp ;am desenat bratzele
mov cx,px
add cx,2
mov a,2
co:
mov dx,py
add dx,a
int 10h
inc a
cmp a,7
jne co ;am desenat trunchiul
mov a,6
pi:
mov dx,py
add dx,a
mov cx,px
add cx,1
int 10h
add cx,2
int 10h
inc a
cmp a,9
jne pi ;am desenat picioarele
ret
desomu endp
apa proc
mov ax,px
dec ax
mov x,ax
mov ax,py
mov y,ax
add ax,9
mov b,ax
m1:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m2
mov aux,1
jmp m3
m2:
inc y
mov ax,y
cmp ax,b ;b = y initzial + 9
jne m1
m3:
ret
apa endp
apd proc
mov ax,px
add ax,5
mov x,ax
mov ax,py
mov y,ax
add ax,9
mov b,ax
m4:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m5
mov aux,1
jmp m3
m5:
inc y
mov ax,y
cmp ax,b ;b = y initzial + 9
jne m4
m6:
ret
apd endp
apw proc
mov ax,px
mov x,ax
mov b,ax
add b,5
mov ax,py
dec ax
mov y,ax
m7:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m8
mov aux,1
jmp m9
m8:
inc x
mov ax,x
cmp ax,b ;b = x initzial + 5
jne m7
m9:
ret
apw endp
aps proc
mov ax,px
mov x,ax
mov b,ax
add b,5
mov ax,py
add ax,9
mov y,ax
m10:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m11
mov aux,1
jmp m12
m11:
inc x
mov ax,x
cmp ax,b ;b = x initzial + 5
jne m10
m12:
ret
aps endp
ini proc
mov ax,sir[bx]
mov a,ax ;a reprezinta 0 sau 1
;0 pentru 0,cx_start,cx_stop,dx_constant
;1 pentru 1,dx_start,dx_stop,cx_constant
;adaug 2 in loc de 1 la bx pentru ca
;folosesc valori DW cu 2 bytes nu DB cu 1 byte
add bx,2
mov ax,sir[bx]
mov b,ax
add bx,2
mov ax,sir[bx]
mov c,ax
add bx,2
mov ax,sir[bx]
mov d,ax
add bx,2
ret
ini endp
code ends
end start
kilew- Gaybaby
- Posts : 176
Join date : 2010-06-17
Age : 30
Ok, i find it funny that he has "I dont insult others" and "you're just some fuck farts coming out of your mother's asshole when your dad pulled his cock out of her ass."
In the same sentence.
But nonononono, he's more logical than me right? This must be a logical statement.
In the same sentence.
But nonononono, he's more logical than me right? This must be a logical statement.
Ferkles- Unicorn
- Posts : 1304
Join date : 2010-05-10
Age : 30
Location : Behind you. I am always behind you.
for those tl;dr
I made a game. Therefore I'm better than you.
Sorry LMB, but your 'logic' is just retarded.
I made a game. Therefore I'm better than you.
Sorry LMB, but your 'logic' is just retarded.
warhawk- Purple People Eater
- Posts : 423
Join date : 2010-06-08
NO LMB, I WILL SHIT ON YOUR GRAVE AND WAIT TILL FLOWERS GROW FROM MY SHIT.
Ferkles- Unicorn
- Posts : 1304
Join date : 2010-05-10
Age : 30
Location : Behind you. I am always behind you.
I'll shit on those flowers and wait for flowers to grow out of my shit on your flowers growing out of your shit.
Ferkles- Unicorn
- Posts : 1304
Join date : 2010-05-10
Age : 30
Location : Behind you. I am always behind you.
Alternatively, we can just poop back and forth.
kilew- Gaybaby
- Posts : 176
Join date : 2010-06-17
Age : 30
Might i get in on this shit fest on LMB's grave?
argus- Pteradactyl
- Posts : 663
Join date : 2009-11-18
Location : Bipin Whispering
lmbdffgh wrote:this is the project for ACS (Architecture of Computing Systems) which i had to present today - i wrote it in TASM a version of ASseMbler. nobody out of the whole serie of 40+ students made a project even half as good as mine! a girl drawn a house but she only used vertical and horizontal lines because she didn't know how to make diagonals using math functions, some dude drawn a little christmas tree, another girl copied her project from the internet but me? i made a little game with this guy inside a labyrinth and you have to control him with w a s d. and the nice thing is that the game detects collisions. so if you push him too much in a direction and he meets a wall, he won't get thru it. and i don't use clear screen which would make the screen blink, i only draw black on the position of your character after which i draw it again in new coordinates. if i'd have taken more time i could complete the labyrinth but it takes too long to put the line coordinates in the position array. i could also use an "or pressed_key 20h" to force keys into lower case because you can't control the man on the screen with uppercase W A S D. only lower case w a s d. i could also use push and pop commands to place and retrieve variables on & from the stack instead of using an auxiliary variable but err?.. i did it very well. besides i got other projects to finish.
so yes whenever it comes to logical thinking, either if it's programming or philosophy, i'm always ahead of you. you're all just some pieces of shit floating in a pool of piss hoping that nobody will come to flush the toilet and install some order in this world. now i don't insult others only because they don't share my talents but let's face it - you're just some fuck farts coming out of your mother's asshole when your dad pulled his cock out of her ass.
title proiect_asc_stefanian_stefan_liviu
.model small
.stack 100h
data segment
x dw 0
y dw 0
go dw 0
a dw 0
b dw 0
c dw 0
d dw 0
px dw 20
py dw 100
aux dw 0
char db ?
margine db ?
xx DW 14
sir DW 1,106,200,45,0,45,100,200,1,100,200,100,0,30,60,215,1,215,270,60,1,230,460,45,0,45,200,460,0,45,80,285,1,230,285,80,0,30,45,106,1,350,460,200,1,335,479,220,0,90,220,335,0,100,200,350
;sir reprezinta coordonatele dreptelor din labirint
mes1 DB 'Program facut de Stefanian Stefan Liviu ',13,10,'$'
mes2 DB 'Controlatzi omuletzul cu butoanele',13,10,'$'
mes3 DB 'w, a, s, d',13,10,'$'
mes4 DB 'sau q pentru ieshire',13,10,'$'
mes5 DB 'La revedere!',13,10,'$'
data ends
code segment
assume cs:code, ds:data, ss:data
start:
mov ax,data
mov ds,ax
mov ax,13h ; seteaza grafica in 13h
int 10h
mov cx, 25
program:
mov go,0
push cx
mov cx,4
line:
push cx
mov cx,40
top:
push cx
mov cx,4
galben:
mov ah, 0Ch ;deseneaza pixel
mov al, 14 ;31 setez culoarea
mov di, 0A000h ;desenez
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al ;am terminat desenat pixelu
inc x
loop galben
mov cx,4
verde:
mov ah, 0Ch
mov al, 10
mov di, 0A000h
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al
inc x
loop verde
pop cx
loop top
mov x,0
pop cx
inc y
loop line
program1:
cmp go,1
je program
mov cx,4
line1:
push cx
mov cx,40
bottom:
push cx
mov cx, 4
verde1:
mov ah, 0Ch
mov al, 10
mov di, 0A000h
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al
inc x
loop verde1
mov cx,4
galben1:
mov ah, 0Ch
mov al, 14
mov di, 0A000h
mov es, di
push ax
mov ax, 320
mul y
mov di, ax
pop ax
add di, x
mov es:[di], al
inc x
loop galben1
pop cx
loop bottom
mov x,0
pop cx
inc y
loop line1
pop cx
mov go,1
loop program1
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,0 ;coordonata x
mov dh,9 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes1
int 21h
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,3 ;coordonata x
mov dh,11 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes2
int 21h
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,15 ;coordonata x
mov dh,13 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes3
int 21h
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,10 ;coordonata x
mov dh,15 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes4
int 21h
mov ah,07h ;ashteapta o tasta
int 21h
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
mov ah,0h ;setez grafica
mov al,12h ;640x480 13h 12h
int 10h
mov ah,0ch
mov bh,0h
mov al,15 ;valoarea pentru culoare
;0 negru
;1 albastru inchis
;2 verde inchis
;3 albastru deschis
;4 roshu deschis
;5 violet
;10 verde deschis
;11 albastru deschis
;14 galben
;15 alb
desenez_marginile:
mov dx,a ;coordonata verticala
mov cx,b ;coordonata orizontala
int 10h ;linia orizontala de sus
mov dx,b
mov cx,a
int 10h ;linia verticala din stanga
mov dx,479 ;linia orizontala de jos
mov cx,b
int 10h
mov cx,639 ;linia verticala din dreapta
mov dx,b
int 10h
cmp b,90
jg acolo
aici:
mov cx,30 ;linia verticala impartzita din stanga
mov dx,b
int 10h
jmp iesi
acolo:
cmp b,120
jg aici
iesi:
inc b
cmp b,640
jne desenez_marginile
mov ah,0dh
mov al,0
mov cx,639 ;x
mov dx,479 ;y
mov bh,0
int 10h
mov margine,al ;salvez culoarea marginii hartzii ca s-o compar
mov ah,0ch
mov al,15 ;am pus la loc ah shi al pentru restul desenului
mov bx,0
mov y,0
j5:
call ini
cmp a,0
jne j1
e1:
mov cx,b
mov dx,d
mov ah,0ch
mov al,15
mov aux,bx
mov bh,0h
mov bl,0
int 10h
mov bx,aux
inc b
mov ax,b
cmp ax,c
jne e1
j1:
cmp a,1
jne j2
e2:
mov dx,b
mov cx,d
mov ah,0ch
mov al,15
mov aux,bx
mov bh,0h
mov bl,0
int 10h
mov bx,aux
inc b
mov ax,b
cmp ax,c
jne e2
j2:
inc y
mov ax,y
cmp ax,xx
jne j5
call desomu
desenez:
mov ah,07h ;ashteapta o tasta
int 21h
mov aux,0
mov char,al
cmp char,'w'
jne maijos1
call apw
cmp aux,1
je desenez
call anuleaza
dec py
call desomu
jmp desenez
maijos1:
cmp char,'a'
jne maijos2
call apa
cmp aux,1
je desenez
call anuleaza
dec px
call desomu
jmp desenez
maijos2:
cmp char,'s'
jne maijos3
call aps
cmp aux,1
je desenez
call anuleaza
inc py
call desomu
jmp desenez
maijos3:
cmp char,'d'
jne maijos4
call apd
cmp aux,1
je desenez
call anuleaza
inc px
call desomu
jmp desenez
maijos4:
cmp char,'q'
jne maijos5
mov ah,2 ;mut cursorul unde vreau
mov bh,0
mov dl,30 ;coordonata x
mov dh,14 ;coordonata y
int 10h
mov ah,9h
mov dx,offset mes5
int 21h
mov ah,07h ;ashteapta o tasta
int 21h
jmp final
maijos5:
jmp desenez
final:
mov ax,03h ;setez ecranul inapoi in text mode
int 10h
mov ax,4c00h ;ieshire
int 21h
anuleaza proc
;deseneaza cu negru in pozitzia in care
;era omu ca sa-l desenez in alta pozitzie
mov a,0
mov b,0
mov bh,0h
mov al,0 ;negru
mov ah,0ch
reia:
mov cx,px
add cx,a
mov dx,py
add dx,b
int 10h
inc a
cmp a,5
jne reia
mov a,0
inc b
cmp b,9
jne reia
ret
anuleaza endp
desomu proc ;desenez omuletzu pe ecran
mov bh,0h
mov ax,px
mov a,ax ;coordonata x unde desenez
mov ax,py
mov b,ax ;coordonata y unde desenez
mov c,0 ;se aduna la a
mov d,0 ;se aduna la b
mov al,15 ;alb
mov ah,0ch
sari:
inc c
mov cx,a
add cx,c
mov dx,b
add dx,d
int 10h
cmp c,3
jne sari
mov c,0
inc d
cmp d,3
jne sari ;am desenat capu omului
mov dx,py
add dx,4
mov a,0
corp:
mov cx,px
add cx,a
int 10h
inc a
cmp a,5
jne corp ;am desenat bratzele
mov cx,px
add cx,2
mov a,2
co:
mov dx,py
add dx,a
int 10h
inc a
cmp a,7
jne co ;am desenat trunchiul
mov a,6
pi:
mov dx,py
add dx,a
mov cx,px
add cx,1
int 10h
add cx,2
int 10h
inc a
cmp a,9
jne pi ;am desenat picioarele
ret
desomu endp
apa proc
mov ax,px
dec ax
mov x,ax
mov ax,py
mov y,ax
add ax,9
mov b,ax
m1:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m2
mov aux,1
jmp m3
m2:
inc y
mov ax,y
cmp ax,b ;b = y initzial + 9
jne m1
m3:
ret
apa endp
apd proc
mov ax,px
add ax,5
mov x,ax
mov ax,py
mov y,ax
add ax,9
mov b,ax
m4:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m5
mov aux,1
jmp m3
m5:
inc y
mov ax,y
cmp ax,b ;b = y initzial + 9
jne m4
m6:
ret
apd endp
apw proc
mov ax,px
mov x,ax
mov b,ax
add b,5
mov ax,py
dec ax
mov y,ax
m7:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m8
mov aux,1
jmp m9
m8:
inc x
mov ax,x
cmp ax,b ;b = x initzial + 5
jne m7
m9:
ret
apw endp
aps proc
mov ax,px
mov x,ax
mov b,ax
add b,5
mov ax,py
add ax,9
mov y,ax
m10:
mov ah,0dh
mov al,0
mov cx,x ;x
mov dx,y ;y
mov bh,0
int 10h
cmp margine,al
jne m11
mov aux,1
jmp m12
m11:
inc x
mov ax,x
cmp ax,b ;b = x initzial + 5
jne m10
m12:
ret
aps endp
ini proc
mov ax,sir[bx]
mov a,ax ;a reprezinta 0 sau 1
;0 pentru 0,cx_start,cx_stop,dx_constant
;1 pentru 1,dx_start,dx_stop,cx_constant
;adaug 2 in loc de 1 la bx pentru ca
;folosesc valori DW cu 2 bytes nu DB cu 1 byte
add bx,2
mov ax,sir[bx]
mov b,ax
add bx,2
mov ax,sir[bx]
mov c,ax
add bx,2
mov ax,sir[bx]
mov d,ax
add bx,2
ret
ini endp
code ends
end start
DanontheMoon- Unicorn
- Posts : 2570
Join date : 2009-06-02
Age : 42
Location : Some other game
Is that a program about shitting your pants?
warhawk- Purple People Eater
- Posts : 423
Join date : 2010-06-08
I would do her regardless of her shitting her pants. im hard
o0Ender0o- Gaybaby
- Posts : 190
Join date : 2010-06-26
Age : 30
tbh, really dissapointed with the response. not really worth picking through and trolling..or is this a troll?
DanontheMoon- Unicorn
- Posts : 2570
Join date : 2009-06-02
Age : 42
Location : Some other game
Did you read the last page?
Ferkles- Unicorn
- Posts : 1304
Join date : 2010-05-10
Age : 30
Location : Behind you. I am always behind you.
qftwarhawk16 wrote:I would do her regardless of her shitting her pants. im hard