Pacman-style Maze Collision Detection
While this site was down, I did something rather silly:- tried to make a game in DOS assembly language. Worse still, I have practically no experience in assembly language programming... :o
Nevertheless, I managed to get some double-buffering going, drew a maze to the back buffer and got a object moving with the cursor keys. Unfortunately, the detection of where the object is in the maze seems to be a bit messed up, as when you want to turn through a hole in a wall, it doesn't go until it's a tile past it, then you lose control completely and it just flies off the screen.
I've taken the liberty of expanding what code I'd written into Windows C so you people could digest what's going on without scratching your head at Intel instructions. The code is attached.
Can anyone help me with this? :confused: