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Kingston Crabfight Simulator

This is an assembly puzzler I made during a 6 hour game jam hosted by UMD Game Dev club. The theme is crabs.

There are 5 registers:

  1. A

Deneral purpose accumulator. Default argument for some op codes as documented below.

  1. M

Motor control. Your crab can only crawl sideways. M controls its movement. If it's positive, then it moves to the right and vice versa.

Note: movement is only actuated for every cycle after M register has been set positive.

Example:

MOV 1 M     ; no movement
NOP         ; moves 1 to the right
NOP         ; moves 1 to the right
MOV 0 M     ; moves 1 to the right
NOP         ; stands still
MOV -10 M   ; stands still
NOP         ; moves 1 to the left
  1. V, H

General purpose accumulator. I was gonna build other mechanics such as object detection but it got too complicated.

  1. R

Stores rotation modulo 4. 0 is down, 1 is left, 2 is up, 3 is right.

Instructions

  1. LABEL:

Denotes position in code. Labels cannot be followed by other instructions(unlike zachtronics games).

Example:

MOV 10 A
L:
SUB 1 A
JGZ L
  1. MOV

Example:

MOV 1 A
MOV R A
  1. ADD, SUB

    ADD 1 A ADD A A SUB 1 M

  2. NEG reg

Negates value in register

NEG M
  1. NOP

No operation. Also known as noop

  1. JMP label

Point the instruction pointer to specified label.

  1. JEZ

Jump if A is 0

  1. JNZ

Jump if A is not 0

  1. JGZ

Jump if A > 0

  1. JLZ

Jump if A <> 0

  1. JRO

Unconditional relative jump with immediate value or value from register.

JRO -1      ; jump to previous instruction
JRO 1       ; jump to following instruction
JRO A       ; relative to jump the instruction stored in A
  1. RCW

Rotate clockwise

  1. RCC

Rotate counterclockwise

Example program:

The first level can be solved using this code:

MOV -1 M
L:
JMP L

User interface

Use CTRL+RETURN to step through your code.

Press ESC or CTRL+C to stop debugger.

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