x86-Maschinencode, 1729 1619 1468 1382 Bytes
So funktioniert es: Kacheln werden durch eine Kombination aus RLE-Komprimierung, 2-Bit-Bildern und Prozedurcode generiert. Sobald die Kacheln im Speicher generiert wurden, erstellt das Programm eine Matrix von Kachelindizes. Dies wird zuerst mit dem sich wiederholenden Hintergrund geladen. Danach werden die Rohre, Schwimmblöcke, Pyramiden und der Fahnenmast prozedural gezogen. Die Rohre, Hügel, Büsche und Pyramiden können sich unter der Erde erstrecken, werden aber verdeckt, wenn die Felsplatten als nächstes geschrieben werden. Zum Schluss werden die Schlossplättchenwerte einfach an die richtige Stelle kopiert. Zum Generieren der Bilddatei werden der BMP-Header und die Palette als Daten in der Datei gespeichert und zuerst geschrieben. Das Programm durchläuft dann die Matrix und schreibt für jede Position die entsprechende Zeile aus der entsprechenden Kachel.
Verwendung: Führen Sie mario.com aus. Es wird "m.bmp", eine Standard-BMP-Image-Datei, generiert. Die Datei wird als versteckte Datei erstellt, da diese weniger Bytes enthält.
Laden Sie eine ZIP-Datei herunter, die den Quellcode und die Binärdatei sowie die Ausgabe enthält.
Assembler-Code zum Generieren der ausführbaren Datei:
org 100h
code_start:
;xor cx,cx
mov cx,12+14+256*3
mov dx,filename
mov ah,0x3c
int 21h
mov bx,ax
push ax
;mov dx,BITMAPFILEHEADER
inc dx
inc dx
mov ah,0x40
int 21h
mov di,tiles
xor ax,ax
mov ch,48
rep stosw
cwd ; load the cloud sprite
mov si,cloud
call DrawSprite
call DrawHill
mov dx,14*256+12*16
PipeTileLoop: ;Pipe
mov si,pipe0
call DrawSprite
sub dh,2
jns PipeTileLoop
mov dx,32+12*16
call DrawSprite
mov dh,13
;mov si,pipe2
call DrawSprite
cwd
xor ax,ax ; move to the tile array
mov cl,6
MoveTileLoop:
call MoveTile
loop MoveTileLoop
mov word [BITMAPFILEHEADER+5+2],0x607 ; bushes
sub dl,3*16
mov cl,13
jnc MoveTileLoop
mov dx,0x1004
mov si,ball
call DrawSprite
mov dl,0
call MoveTile
xor bx,bx ; pole
pole:
mov word[bx+tiles+22*256+7],0x707
add bl,16;
jnc pole
mov word [BITMAPFILEHEADER+5+2],0x805 ; qbrick
mov si,qbrick
call DrawSprite
call MoveTile
mov byte[BITMAPFILEHEADER+5+3],4
mov al,1 ; bricks & castle
call Clear
mov al,23
call MoveTile ; black door
mov dx,0x800+64
BrickLoop:
xor dh,8
mov si,bricks
call DrawSprite
sub dl,dh
jg BrickLoop
cwd
call MoveTile ; left window
call MoveTile ; castle brick
mov al,3
mov di,image+15*256+16
mov cl,16
rep stosb
mov al,26
mov dl,16
call MoveTile ; reg brick
;mov dl,32
;mov si,door
call DrawSprite
;mov dl,32
call MoveTile ; door top
mov dx,48 +8*256
;mov si,cren
call DrawSprite
push si
mov dh,0
call MoveTile ; crenulation 1
mov si,image+48+256 +4
mov di,image+48+256*9+4
mov bl,7
CrenLoop:
mov cl,7
rep movsb
mov dl,256-7
add si,dx
add di,dx
dec bx
jnz CrenLoop
mov dl,3*16
call MoveTile ; crenulation 2
pop si
mov cl,3
jmp skip
LastLoop:
;call MoveTile ; right window
; block
; rocks
call DrawSprite
skip:
call MoveTile
loop LastLoop
xor ax,ax ; Begin drawing world using the tiles
call Clear
mov bl,48*4
BackgroundLoop:
lea di,[bx+image+2*256]
SmallHill:
mov al,10
mov cl,5
HillRow0:
stosb
inc ax
loop HillRow0
mov dword [di+256-4],10+11*256+256*256*14
mov byte [di+512-3],15
sub di,256-10
cmp di,image +256
ja SmallHill
mov si,fluff ; draw clouds, bushes
FluffDrawLoop:
lodsw
add ax,bx
add ax,image
xchg ax,di
lodsb
aam
mov cl,ah
;call DrawFluff;
mov ah,1
FluffLayer2:
stosb
inc ax
push cx
rep stosb
inc ax
stosb
pop cx
add di,256-2
sub di,cx
inc ax
dec ah
jns FluffLayer2
cmp si,pa
jl FluffDrawLoop
sub bl,48
jnc BackgroundLoop
;mov si,pa
mov cl,6
PipePlace:
lodsw
xchg bx,ax
mov di,image
mov word [bx+di],18+19*256
PipeLoop:
dec bh
mov word[bx+di],16+17*256
jnz PipeLoop
loop PipePlace
;mov si,dba ; draw the various floating blocks
mov cl,4
DrawBlockLoop:
lodsw
xchg ax,bx
mov ah,bl
cwd
lodsb
BlockLoop:
mov bl,al
mov byte [bx+di],ah
lodsb
cmp al,dh
mov dh,al
ja BlockLoop
dec si
loop DrawBlockLoop
mov bx,198+256*12
FlagPole: ; Draw flag pole
mov byte [bx+di],22
dec bh
jg FlagPole
inc si
;mov si,pyr ; pyramid blocks
mov cl,8
PyrMainLoop:
lodsw
shr ah,1
cwd
inc dx
jnc NoNeg
neg dx
NoNeg:
mov bx,ax
PyrDrawLoop:
mov byte [bx+di],32
dec bh
jnz PyrDrawLoop
add ax,dx
dec ah
jnz NoNeg
loop PyrMainLoop
;mov si,ground ; ground blocks
;mov di,image
mov bl,4
push di
GroundLoop:
lodsb
xchg ax,cx
mov al,33
rep stosb
lodsb
add di,ax
dec bx
jnz GroundLoop
push si
inc ch
mov si,di
sub si,cx
rep movsb
pop si
pop di
;push di
;mov si,copy ; Draw Castle, flag ball
mov dl,6
CopyLoop:
lodsw
mov cx,ax
shr cx,12
and ah,15
xchg bx,ax
CopyRun:
lodsb
mov [bx+di],al
inc bx
loop CopyRun
dec dx
jnz CopyLoop;
xor ax,ax
xor bx,bx ; image y ; write the image to file
pop dx
WriteTileStep:
WriteRowStep:
mov bl,0 ; image x
WriteStep:
pusha
mov ah,[bx+di]
mov bx,dx
add ax,tiles
xchg ax,dx
mov cl,16
mov ah,0x40
int 21h
popa
inc bx
cmp bl,212
jb WriteStep
add al,16
jnz WriteRowStep
inc bh
cmp bh,14
jl WriteTileStep
;pop bx
;mov ah,0x3e
;int 21h
;ret
DrawSprite: ; dx=x,y, si=data
pusha
mov bp,dx
;cwd
mov di,temp
push di
lodsw ; w, h*2+flag
mov dl,al
shr ah,1
pushf
mul ah
xchg bx,ax
popf
jc BitMapped
RunLoop:
lodsb
mov cl,al
shr cx,2
sub bx,cx
rep stosb
jnz RunLoop
jmp MoveData
BitMapped:
BitMappedLoop:
lodsb
mov cl,4
BitMappedQuad:
stosb
shr ax,2
loop BitMappedQuad
sub bx,4
jg BitMappedLoop
MoveData:
mov bx,sp
mov [bx+4],si
pop si
mov bx,di
lea di,[bp+image]
mov dh,-1
MoveLoop:
mov cl,dl
rep movsb
sub di,dx
cmp si,bx
jl MoveLoop
popa
ret
MoveTile: ; dx =x,y, bx=y,ax=t-1
inc ax
pusha
mov si,dx
xchg al,ah
xchg di,ax
mov ax,16
TileLoop:
mov cl,16
TileTrans:
mov bx,[si+image]
inc si
and bx,3
mov bl,[bx+BITMAPFILEHEADER+5]
mov [di+tiles],bl
inc di
loop TileTrans
add si,256-16
dec ax
jnz TileLoop
popa
add dl,16
ret
Clear: ; al = value
mov di,image
mov ch,48
rep stosb
ret;
DrawHill:
pusha
xor bx,bx
mov al,3
HillLoop:
lea di,[bx+image+6*16]
inc byte [di]
inc di
mov cl,16*5-2
sub cl,bl
sub cl,bl
rep stosb
inc byte [di]
inc bx
inc bh
cmp bl,16
jl HillLoop
mov si,spot
push si
mov dx,32-7+256*8 + 6*16
call DrawSprite
mov dl,32+17 + 6*16
pop si
call DrawSprite
mov dx,5*16 + 6*16
call DrawSprite
popa
ret
filename: db 'm','.'
BITMAPFILEHEADER: db 66,77,'P',0,12,0,1,2,3,0,26,3,0,0
BITMAPCOREHEADER: db 12,0,0,0,64,13,224,0,1,0,8,0
colors: db 252,148,92,0,0,0,252,252,252,252,188,60,176,188,252,12,76,200,0,168,0,16,208,128,56,152,252
;pal: db 0,1,2,3
cloud: db 88,32,224,5,114,5,228,5,122,5,224,5,122,5,228,9,106,5,6,5,240,102,5,4,5,240,5,86,5,10,5,252,5,78,5,4,5,6,5,252,4,13,66,5,8,5,92,13,16,17,136,5,14,7,42,5,100,9,14,5,4,9,18,9,4,9,120,5,14,11,14,7,18,5,96,5,26,5,34,5,10,9,116,5,26,7,22,5,84,13,18,11,18,15,34,9,108,5,38,5,6,5,84,5,22,27,6,23,38,108,5,34,5,4,5,88,5,10,19,14,19,18,7,34,5,108,9,26,5,92,5,10,7,10,7,26,7,54,5,120,5,18,5,92,5,10,7,46,7,46,5,128,17,56
spot: db 6,17,245,95,255,245,93,87,127,245,87,127,245,223
hilltop: db 16,3*2,0x9, 0x33, 0x9, 0x8, 0xD, 0x1B, 0xD, 0x1C, 0x19, 0x14
ball: db 8,17,80,5,244,31,253,127,253,127,249,127,249,127,228,31,80,5
pipe0: db 64,5,0x90,0xFA,0xAA,0xAE,0xFF,0xFF,0xBB,0x06,0xA9,0xAF,0xAA,0xEB,0xFF,0xFF,0xBB,0x6B,0x90,0xFA,0xAA,0xAE,0xFF,0xFF,0xAE,0x06,0xA9,0xAF,0xAA,0xEB,0xFF,0xFF,0xEF,0x6A
pipe1:db 32,4,8,113,8,129
pipe2:db 32,12,5,23,26,79,9,122,133
qbrick: db 16,33,85,85,85,85,254,255,255,127,222,255,245,119,254,191,246,127,254,191,254,127,254,255,245,127,254,191,246,127,254,191,86,127,254,215,106,127,254,218,107,127,254,218,107,127,254,90,233,127,254,171,250,127,222,255,255,119,254,255,255,127,168,170,170,42
bricks: db 8,16,33,14,5,30,5,30,5,18,33,30,5,30,5,30,5
door: db 16,32,0xFD, 0xFD, 0x89, 0x6, 0x39, 0xA, 0x39, 0x6, 0x41, 0xA, 0x31, 0x6, 0x5, 0xE, 0x29, 0xA, 0x5, 0x16, 0x19, 0x12, 0x5
cren: db 16,17,213,255,255,85,234,0,192,170,234,0,192,170,234,0,192,170,234,0,192,170,234,0,192,170,234,0,192,170,255,0,192,255
block: db 16,32,61,6,7,53,6,5,11,45,6,9,15,37,6,13,19,34,17,19,34,17,19,34,17,19,34,17,19,34,17,19,34,17,19,34,17,19,34,17,15,6,35,17,11,6,43,13,7,6,51,9,6,59,5
rocks: db 16,33,86,149,87,149,171,106,171,90,171,127,171,106,251,85,171,106,95,170,173,106,165,170,173,106,171,170,182,106,171,170,182,106,171,170,182,106,171,170,246,127,171,170,102,149,171,170,118,106,171,170,182,106,171,170,182,106,171,170,182,106,254,255,231,191
fluff: db 8,10,11, 19,11,11, 27,10,31, 36,11,21, 11,1,34, 23,1,14, 41,1,24
pa: db 28,3,38,4,46,5,57,5,163,3,179,3
dba:db 21,5
qb: db 16,21,23,78,106,109,112,170, 21,9
qb2: db 22,94,109,129,130, 27,5
ba: db 20,22,24,77,79,94,100,101,118,129,130,168,169,171 , 27,9
ba2: db 80,81,82,83,84,85,86,87,91,92,93,121,122,123,128,131,0
pyr: db 137,5*2+1,140,5*2,151,5*2+1,152,5*2+1,155,5*2,188,9*2+1,189,9*2+1,198,4
ground: db 69,2,86-69-2,3,153-86-3,2,256-153-2,0
copy: db 202,2+5*16,26,26,24,26,26, 202,3+5*16,26,26,28,26,26, 202,4+5*16,29,30,30,30,29, 203,5+3*16,31,26,25, 203,6+3*16,29,29,29, 198,12+16,20
temp: rb 256*48
tiles: rb 34*16*16
image: