fix(engine): resolve DDA division overflow crash and Pause mnemonic collision

This commit is contained in:
Игорь Федосеев 2026-09-24 22:26:41 +03:00
parent fe4e38140d
commit 99fc93c700
6 changed files with 30379 additions and 30269 deletions

View file

@ -1,14 +1,56 @@
@echo off
set MASM_PATH=D:\MASM32\masm32
setlocal
rem Check standard MASM32 paths first
if exist "D:\MASM32\masm32\bin\ml.exe" (
set "ML_EXE=D:\MASM32\masm32\bin\ml.exe"
set "LINK_EXE=D:\MASM32\masm32\bin\link.exe"
set "LIB_PATHS=/LIBPATH:D:\MASM32\masm32\lib"
set "EXTRA_FLAGS=/SUBSYSTEM:WINDOWS /RELEASE /VERSION:4.0"
goto do_build
)
if exist "C:\masm32\bin\ml.exe" (
set "ML_EXE=C:\masm32\bin\ml.exe"
set "LINK_EXE=C:\masm32\bin\link.exe"
set "LIB_PATHS=/LIBPATH:C:\masm32\lib"
set "EXTRA_FLAGS=/SUBSYSTEM:WINDOWS /RELEASE /VERSION:4.0"
goto do_build
)
rem Fallback to Visual Studio / MSVC BuildTools
set "MSVC_BIN=C:\Program Files (x86)\Microsoft Visual Studio\18\BuildTools\VC\Tools\MSVC\14.50.35717\bin\Hostx64\x86"
set "SDK_LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.26100.0\um\x86"
set "UCRT_LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.26100.0\ucrt\x86"
set "VC_LIB=C:\Program Files (x86)\Microsoft Visual Studio\18\BuildTools\VC\Tools\MSVC\14.50.35717\lib\x86"
if exist "%MSVC_BIN%\ml.exe" (
set "ML_EXE=%MSVC_BIN%\ml.exe"
set "LINK_EXE=%MSVC_BIN%\link.exe"
set LIB_PATHS=/LIBPATH:"%SDK_LIB%" /LIBPATH:"%UCRT_LIB%" /LIBPATH:"%VC_LIB%"
set "EXTRA_FLAGS=/NOLOGO /SUBSYSTEM:WINDOWS"
goto do_build
)
echo [ERROR] No compatible MASM/MSVC assembler found!
goto err
:do_build
echo Assembling poker.asm...
"%MASM_PATH%\bin\ml.exe" /c /coff /Cp /nologo /I. /I"%MASM_PATH%\include" poker.asm
"%ML_EXE%" /c /coff /Cp /nologo /I. poker.asm
if errorlevel 1 goto err
echo Linking poker.obj...
"%MASM_PATH%\bin\link.exe" /SUBSYSTEM:CONSOLE /RELEASE /VERSION:4.0 /LIBPATH:"%MASM_PATH%\lib" /OUT:poker.exe poker.obj kernel32.lib winmm.lib user32.lib ws2_32.lib gdi32.lib
"%LINK_EXE%" %EXTRA_FLAGS% %LIB_PATHS% /OUT:poker.exe poker.obj kernel32.lib winmm.lib user32.lib ws2_32.lib gdi32.lib
if errorlevel 1 goto err
copy /y poker.exe build\graphics\poker.exe >nul 2>&1
echo [SUCCESS] poker.exe built successfully!
goto end
:err
echo [ERROR] Build failed!
pause
exit /b 1
:end
endlocal

View file

@ -146,10 +146,10 @@ sz3DWindowTitle db "Assembler Casino - 2.5D",0
szTexturesRelPath db "assets\textures\casino3d-hd.bin",0
szTexturesFullPath db 260 dup(0)
soundCoin db "assets\audio\Звон падающей монеты.wav",0
soundCoin db "assets\audio\Çâîí ïàäàþùåé ìîíåòû.wav",0
soundCards db "assets\audio\playing_cards_deck_flick_through_001_20485.wav",0
soundRoulette db "assets\audio\roulette-wheel-throw-2.wav",0
soundJackpot db "assets\audio\Джекпот.wav",0
soundJackpot db "assets\audio\Äæåêïîò.wav",0
soundClick db "assets\audio\b05e1ac8be34248.wav",0
playerX dd (16 * FP_1 + FP_HALF)
@ -179,12 +179,12 @@ promptBackroom db "BACKROOM - UNDER CONSTRUCTION",0
promptDurak db "DURAK - UNDER CONSTRUCTION",0
promptHell db "TOWER - UNDER CONSTRUCTION",0
msgDancerTipped db "Вы бросили $100 танцовщице! УДАЧА АКТИВИРОВАНА!",0
msgNeedMoney db "Недостаточно денег в кошельке!",0
statusHUDFormat db "БАНКРОЛЛ: $",0
targetHUDFormat db " ЦЕЛЬ: $",0
luckHUDFormat db " УДАЧА: +",0
controlsHUD db "WASD/Стрелки: Ходьба | E: Действие | ESC: Меню",0
msgDancerTipped db "Âû áðîñèëè $100 òàíöîâùèöå! ÓÄÀ×À ÀÊÒÈÂÈÐÎÂÀÍÀ!",0
msgNeedMoney db "Íåäîñòàòî÷íî äåíåã â êîøåëüêå!",0
statusHUDFormat db "ÁÀÍÊÐÎËË: $",0
targetHUDFormat db " ÖÅËÜ: $",0
luckHUDFormat db " ÓÄÀ×À: +",0
controlsHUD db "WASD/Ñòðåëêè: Õîäüáà | E: Äåéñòâèå | ESC: Ìåíþ",0
NUM_SPRITES equ 13
ALIGN 4
@ -227,12 +227,12 @@ roulOutcomeMsg db 64 dup(0)
shopMsg db 128 dup(0)
atmMsg db 128 dup(0)
strWin db "ПОБЕДА! +$",0
strLose db "ПРОИГРЫШ",0
strJackpot db "ДЖЕКПОТ! +$",0
strPush db "НИЧЬЯ (PUSH)",0
strDealerBust db "ДИЛЕР ПЕРЕБРАЛ! ПОБЕДА! +$",0
strPlayerBust db "ПЕРЕБОР (>21)! ПРОИГРЫШ",0
strWin db "ÏÎÁÅÄÀ! +$",0
strLose db "ÏÐÎÈÃÐÛØ",0
strJackpot db "ÄÆÅÊÏÎÒ! +$",0
strPush db "ÍÈ×Üß (PUSH)",0
strDealerBust db "ÄÈËÅÐ ÏÅÐÅÁÐÀË! ÏÎÁÅÄÀ! +$",0
strPlayerBust db "ÏÅÐÅÁÎÐ (>21)! ÏÐÎÈÃÐÛØ",0
sym7 db " 777 ",0
symBar db " BAR ",0
@ -763,11 +763,15 @@ calc_delta_x:
neg eax
@@:
mov ebx, eax
; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
cmp ebx, 4
jbe delta_x_clamp
xor eax, eax
mov edx, 1
idiv ebx
div ebx
mov deltaDistX, eax
jmp calc_delta_y
delta_x_clamp:
mov deltaDistX, 7FFFFFFFh
calc_delta_y:
mov eax, rayDirY
@ -781,11 +785,15 @@ calc_delta_y_ok:
neg eax
@@:
mov ebx, eax
; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
cmp ebx, 4
jbe delta_y_clamp
xor eax, eax
mov edx, 1
idiv ebx
div ebx
mov deltaDistY, eax
jmp check_step
delta_y_clamp:
mov deltaDistY, 7FFFFFFFh
check_step:
cmp rayDirX, 0
@ -988,6 +996,13 @@ select_tex:
mov drawEnd, SCREEN_H - 1
@@:
mov eax, lineH
cmp eax, 1
jge @F
mov eax, 1
mov lineH, eax
@@:
mov eax, 128 * FP_1
cdq
idiv lineH
@ -1151,13 +1166,22 @@ draw_spr_loop:
; Sample animation by elapsed time. Pausing freezes the clock.
push eax
mov ecx, [casinoSprites + eax].animSpeed
cmp ecx, 0
jg @F
mov ecx, 1
@@:
imul ecx, 40
mov eax, animationClock3D
xor edx, edx
div ecx
pop ebx
mov ecx, [casinoSprites + ebx].frameCount
cmp ecx, 0
jg @F
mov ecx, 1
@@:
xor edx, edx
div [casinoSprites + ebx].frameCount
div ecx
mov [casinoSprites + ebx].curFrame, edx
mov eax, ebx
@ -1181,8 +1205,14 @@ draw_spr_loop:
imul playerPlaneY
shrd eax, edx, 16
sub ebx, eax
test ebx, ebx
jz next_spr
mov eax, ebx
test eax, eax
jns @F
neg eax
@@:
cmp eax, 4
jbe next_spr
; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
xor eax, eax
@ -1238,6 +1268,10 @@ draw_spr_loop:
test eax, eax
jns @F
neg eax
@@:
cmp eax, 1
jge @F
jmp next_spr
@@:
cmp eax, SCREEN_H * 2
jle @F

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@ -763,11 +763,15 @@ calc_delta_x:
neg eax
@@:
mov ebx, eax
; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
cmp ebx, 4
jbe delta_x_clamp
xor eax, eax
mov edx, 1
idiv ebx
div ebx
mov deltaDistX, eax
jmp calc_delta_y
delta_x_clamp:
mov deltaDistX, 7FFFFFFFh
calc_delta_y:
mov eax, rayDirY
@ -781,11 +785,15 @@ calc_delta_y_ok:
neg eax
@@:
mov ebx, eax
; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
cmp ebx, 4
jbe delta_y_clamp
xor eax, eax
mov edx, 1
idiv ebx
div ebx
mov deltaDistY, eax
jmp check_step
delta_y_clamp:
mov deltaDistY, 7FFFFFFFh
check_step:
cmp rayDirX, 0
@ -988,6 +996,13 @@ select_tex:
mov drawEnd, SCREEN_H - 1
@@:
mov eax, lineH
cmp eax, 1
jge @F
mov eax, 1
mov lineH, eax
@@:
mov eax, 128 * FP_1
cdq
idiv lineH
@ -1151,13 +1166,22 @@ draw_spr_loop:
; Sample animation by elapsed time. Pausing freezes the clock.
push eax
mov ecx, [casinoSprites + eax].animSpeed
cmp ecx, 0
jg @F
mov ecx, 1
@@:
imul ecx, 40
mov eax, animationClock3D
xor edx, edx
div ecx
pop ebx
mov ecx, [casinoSprites + ebx].frameCount
cmp ecx, 0
jg @F
mov ecx, 1
@@:
xor edx, edx
div [casinoSprites + ebx].frameCount
div ecx
mov [casinoSprites + ebx].curFrame, edx
mov eax, ebx
@ -1181,8 +1205,14 @@ draw_spr_loop:
imul playerPlaneY
shrd eax, edx, 16
sub ebx, eax
test ebx, ebx
jz next_spr
mov eax, ebx
test eax, eax
jns @F
neg eax
@@:
cmp eax, 4
jbe next_spr
; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
xor eax, eax
@ -1238,6 +1268,10 @@ draw_spr_loop:
test eax, eax
jns @F
neg eax
@@:
cmp eax, 1
jge @F
jmp next_spr
@@:
cmp eax, SCREEN_H * 2
jle @F

30238
poker.asm

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