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  Contents

 Introduction
 Why Assembly
 Language?

 Win32 ASM Basics
 The Design
 Document

 Code Framework
 Until Next Time

 Printable version

 


  The Series

 Part 1
 Part 2
 Part 3
 Part 4
 Part 5
 Part 6

 

This is the article that I am sure all of you have been waiting ever so patiently for ... a complete series on the development of a game, in pure Assembly Language of all things. I know all of you are as excited about this article as I am, so I will try and keep this introduction brief. Instead of laying every single thing out to you in black and white, I will try and answer a few questions that are asked most often, and the details will appear as we progress ( I am making this up as I go you know ).

What is this article about?

This article is actually part of a seven article series on the development of a complete game, SPACE-TRIS, in 100% assembly language. We will be covering any aspect of game development that I can think of ... from design and code framework to graphics and sound.

Who is this article for?

This series is meant for anybody who wishes to learn something that they may not have known before. Since the game is a relatively simple Tetris clone it is great for the beginner. Also, given the fact that not many people are even aware that it is completely possible to write for Windows in assembly language, it is great for the more advanced developers out there too.

What do I need?

The only requirement is the ability to read. However, if you wish to assemble the source code, or participate in the challenge at the end of the article series, you need a copy of MASM 6.12+. You can download a package called MASM32 that will have everything that you need, and then some. Here is the link: http://www.pbq.com.au/home/hutch/.





Next : Why Assembly Language