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level1.asm
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level1.asm
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include 1.inc ;contains a list of constants, macros, and other declarations used in the program.
; ERROR WITH LINE 506
.model large ; 1 MB of memory.
;.MODEL FLAT, STDCALL
.stack 1024h
.data
;PROT32 ; Enable 32-bit addressing mode
;........MENUE PORTION................
timer_1 dw 0 ; variable to store timer value
secondsPassed db 0 ; variable to store result of Check60Seconds macro
textrow db 0
textcol db 0
design1 db "|************************************************|$"
design2 db "************************************************** $"
welcome db "| WELCOME TO AIR XONIX GAME! |$"
enter_name db " PLEASE ENTER YOUR NAME = $"
choose db "| PLEASE CHOOSE FROM THE Given Options |$"
new_game_var db "| NEW GAME |$"
option_var db "| OPTION |$"
high_score_var db "| HIGH SCORE |$"
info_var db "| INFORMATION |$"
str7 db "| EXIT |$"
newline db 0Ah , 0Dh , "$"
info_var2 db "1. Use left '<-', right '->', up '|>', and down '<|' key(s) to move the spaceship around $"
info_var3 db "2. Cut off parts of the playing field by moving the spaceship around the grid and drawing lines $"
info_var4 db "3. Make Space you own color by moving on it"
str11 db " PRESS SPACE TO CONTINUE $"
options db 0 ; to get user input on what he wants to do
username db 15 dup (" ")
nameL dw 0
str_paused db "| GAME IS PAUSED |$"
str_thank db "| THANK YOU FOR PLAYING! |$"
str13 db "| PRESS ESCAPE TO EXIT |$"
str14 db "| PRESS ENTER TO RESTART |$"
str15 db "| PRESS SPACE TO CONTINUE |$"
str_congrats db "| CONGRATULATIONS |$"
str_level2 db "| Welcome to Level 2 |$"
str27 db "| LEVEL 1 COMPLETE |$"
str28 db "| PRESS ESCAPE TO EXIT |$"
str29 db "| PRESS ENTER TO Proceed |$"
str_score db "Score $"
str_per db "percent $"
bin2 db "kingsv.wav",0 ; we will have to change this later -> to save/read data from
temp dw ?
; //**************** Ship decleration Starts Here **************************************//
heroX dw ?
heroY dw ?
shipC db ?
blue db 3
; // **************************** Grid Decleration goes here **************************//
leftBarX1 dw ?
leftBarY1 dw ?
leftBarX2 dw ?
leftBarY2 dw ?
UpBarX1 dw ?
UpBarY1 dw ?
UpBarX2 dw ?
UpBarY2 dw ?
rightBarX1 dw ?
rightBarY1 dw ?
rightBarX2 dw ?
rightBarY2 dw ?
DownBarX1 dw ?
DownBarY1 dw ?
DownBarX2 dw ?
DownBarY2 dw ?
; // **************************** Grid Decleration ends here **************************//
finished db "Game Over",0
strCount byte ?
colno byte ?
nameColor byte ?
win db "You Win, On to Level 2",0
level1 db "LEVEL 1",0
level2 db "LEVEL 2",0
; // **************** Keeping track of no fo frames in x and y direction ********************
frame_Y_counter dw ?
frame_X_counter dw ?
; // **************** Keeping track of no fo frames in x and y direction ends here********************
; pLAYER Lives remainging and place of the icon position
player_life dw 3
life_x dw 0
life_y dw 10
lives_dots db 0Eh ; storing color values
; /**************************** Enemy variables decleration ***********************************/
ball_1x dw 200
ball_1y dw 200
ball_2x dw 100
ball_2y dw 100
ball_3x dw 100
ball_3y dw 100
ball_direction dw 1
ball_direction1 dw 4
ball_direction2 dw 2
; /**************************** Enemy variables decleration ***********************************/
player_death dw 0
restarting dw 0
restarting1 dw 0
restarting2 dw 0
color db ?
prev_x dw 0
prev_y dw 0
total_x dw 600
total_y dw 460
total_pixels dw 0
total_pixels_ dw 12000
findcolor db 3
percent dw 0
percent_counter dw 0
highscore dw 100
block_x dw 110
block_y dw 150
block_2x dw 440
block_2y dw 150
block_3x dw 150
block_3y dw 250
block_4x dw 490
block_4y dw 250
number dw 56
buffer_for_digits dw 5 dup ('$') ; buffer_for_digits to hold the digits
buffer_for_digits1 dw 5 dup ('$') ; buffer_for_digits to hold the digits
digit db ? ; variable to hold each digit
count db 0 ; counter for the number of digits
.code
;...............MENUEPROC.............................
TextPrint proc
T:
mov dl,textCol ;Column which is currently 0
sub dl,cl
mov dh, textRow ;Row
mov bh, 0 ;Display page in case of 13h it is 1 page only
mov ah, 02h ;SetCursorPosition
int 10h
mov bh, 0 ;Display page
mov bl, 1010b ;Color is blue//1011
mov al, [si]
mov ah, 0Eh
int 10h
inc si
loop T
ret
TextPrint endp
main proc
mov ax, @data
mov ds, ax
;....................MENUE1....................
I1:
restart0:
;set video mode
mov ah,00h
mov al,10h
int 10h
mov si,offset design2
mov cx,lengthof design2
sub cx,1 ;s othat it comes to the end
mov textcol,65
mov textrow,5
call TextPrint
;...........................................
mov si,offset welcome
mov cx,lengthof welcome
sub cx,1
mov textcol,65
mov textrow,6
call TextPrint
;........................................... Making Design ****************************************************
mov si,offset design2
mov cx,lengthof design2
sub cx,1
mov textcol,65
mov textrow,7
call TextPrint
;........................................... Making Design Ends Here ****************************************************
;...........................................
mov si,offset enter_name ; WELCOME TO AIR XONIX
mov cx,lengthof enter_name
sub cx,1
mov textcol,55
mov textrow,11
call TextPrint
;...........................................
;...........NAME INPUT......................
mov dx,0 ;.........counter
mov si,offset username ; 30 CHARACTERS MAX
loop1:
mov ah,01
int 21h
mov [si],al
inc si
inc dx
cmp al,13 ; ascii of enter
JNE loop1
mov nameL,dx
menu:
;set video mode
mov ah,00h
mov al,10h
int 10h
; --------- MENU PAGE design starts ---------
mov si,offset design2
mov cx,lengthof design2
sub cx,1
mov textcol,65
mov textrow,7
call TextPrint
;...........................................
mov si,offset choose
mov cx,lengthof choose
sub cx,1
mov textcol,65
mov textrow,8
call TextPrint
;...........................................
mov si,offset design1
mov cx,lengthof design1
sub cx,1
mov textcol,65
mov textrow,9
call TextPrint
;...........................................
mov si,offset new_game_var
mov cx,lengthof new_game_var
sub cx,1
mov textcol,65
mov textrow,10
call TextPrint
;...........................................
mov si,offset option_var
mov cx,lengthof option_var
sub cx,1
mov textcol,65
mov textrow,11
call TextPrint
;...........................................
mov si,offset high_score_var
mov cx,lengthof high_score_var
sub cx,1
mov textcol,65
mov textrow,12
call TextPrint
;...........................................
mov si,offset info_var
mov cx,lengthof info_var
sub cx,1
mov textcol,65
mov textrow,13
call TextPrint
;...........................................
mov si,offset str7
mov cx,lengthof str7
sub cx,1
mov textcol,65
mov textrow,14
call TextPrint
;...........................................
mov si,offset design2
mov cx,lengthof design2
sub cx,1
mov textcol,65
mov textrow,15
call TextPrint
;...........................................
;----------- 1st page design ends ----------
mov dl , newline
mov ah ,02h
int 21h
;...........OPTION INPUT......................
mov ah,00 ; keyboard key press
int 16h
cmp al,'1'
je start2
cmp al,'2'
je opt
cmp al,'3'
je high_score
cmp al,'4'
je I2
cmp al,'5'
je exit
jmp new_game2
opt:
mov ah, 02h
mov dl, 'b'
int 21h
clear
jmp exit
;jmp restart0
high_score:
mov ah, 02h
mov dl, 'c'
int 21h
clear
jmp exit
;jmp restart0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; level 2
;............level1.....................
;.................................
new_game2:
start2:
mov percent ,0
mov player_life,3
mov player_death,0
mov highscore,100
VideoMode
gameBoundary ; declaaring 4 side game boundary
; //****************** Printing Level1 here on mid of screen ***********************************
StringPrinting level1, 15, 35, 2,2 ; 15 , 35 is thee mid 24 rows 80 columnnns
call delay
clear
VideoMode ; calling again for moving to clear screen and drawing game boundary
gameBoundary
; //*************** Printing username on screen *****************************
StringPrinting username, 0, 30, 1, 0Eh
; // starting position of ships
mov heroX, 400
mov heroY, 400
; blocks
draw_block block_x,block_y,2 ; position along with specified color
draw_block block_2x,block_2y,2
draw_block block_3x,block_3y,2
draw_block block_4x,block_4y,2
; main_player
main_player_box heroX,heroY, 9
; //********************* Player Lives being shown here *********************************************//
.if(player_life>0)
add life_x,40
draw_life life_x,life_y,lives_dots ;Players Life icons to be shown here
sub life_x,40
.endif
.if(player_life>1)
add life_x,50
draw_life life_x,life_y,lives_dots ;Players Life icons to be shown here
sub life_x,50
.endif
.if(player_life>2)
add life_x,60
draw_life life_x,life_y,lives_dots ;Players Life icons to be shown here
sub life_x,60
.endif
; //********************* Player Lives being shown here ends here *********************************************//
; Check60Seconds timer_1
; mov [secondsPassed], ax
mov ax,0
.while ah != 1 ;; until escape is entered
resume2:
; .if(percent >= 90 && secondsPassed>=60)
.if(percent >= 50)
clear
jmp winpage
.endif
.if(player_death == 3)
jmp losepage
;jmp exit
.endif
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
mov si, offset buffer_for_digits
;mov ax,highscore
mov ax,highscore
;stores value in buffer_for_digits
CALL PRINT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; hightscore
StringPrinting str_score, 0, 50, 1, 4
StringPrinting buffer_for_digits, 0, 56, 1, 4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
mov si, offset buffer_for_digits1
.if(percent_counter == 13)
inc percent
mov percent_counter,0
.endif
mov ax,percent
;stores value in buffer_for_digits
CALL PRINT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; percentage
StringPrinting str_per, 0, 64, 1, 4
StringPrinting buffer_for_digits1, 0, 72, 1, 4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.if(player_life>0)
add life_x,40
draw_life life_x,life_y,lives_dots ;Players Life icons to be shown here
sub life_x,40
.endif
.if(player_life>1)
add life_x,50
draw_life life_x,life_y,lives_dots ;Players Life icons to be shown here
sub life_x,50
.endif
.if(player_life>2)
add life_x,60
draw_life life_x,life_y,lives_dots ;Players Life icons to be shown here
sub life_x,60
.endif
.if(player_death==3)
add life_x,40
draw_life life_x,life_y,0 ;Players Life icons to be shown here
sub life_x,40
jmp exit
.endif
.if(player_death==2)
add life_x,50
draw_life life_x,life_y,0 ;Players Life icons to be shown here
sub life_x,50
.endif
.if(player_death==1)
add life_x,60
draw_life life_x,life_y,0 ;Players Life icons to be shown here
sub life_x,60
.endif
; /************************ enemies Drawing ******************************************************
main_player_box ball_1x,ball_1y, 4
main_player_box ball_2x,ball_2y, 4
; main_player_box ball_3x,ball_3y, 4
; /************************ enemies Drawing Ends here ******************************************************
; //*********************** Logic for enemies not passing through hurdles ****************************
mov bx,1000
.while(bx>0)
nop ;For Delay in movement of ball
dec bx
.endw
; //*********************** Logic for enemies not passing through hurdles ends here****************************
;enemy1 movement x-axis, y-axis , movement =1 , life , death , restarting
ball_movement ball_1x,ball_1y,ball_direction,player_life,player_death,restarting ; stopping
pop ball_direction
mov bx,ball_direction
cmp bx,1
je dir1_
cmp bx,2
je dir2_
cmp bx,3
je dir3_
cmp bx,4
je dir4_
dir1_:
main_player_box ball_1x,ball_1y, 0
add ball_1x,4
sub ball_1y,4
main_player_box ball_1x,ball_1y, 4
jmp keychecks_;stopping
dir2_:
main_player_box ball_1x,ball_1y, 0
sub ball_1x,4
sub ball_1y,4
main_player_box ball_1x,ball_1y, 4
jmp keychecks_
dir3_:
main_player_box ball_1x,ball_1y, 0
sub ball_1x,4
add ball_1y,4
main_player_box ball_1x,ball_1y, 4
jmp keychecks_
dir4_:
main_player_box ball_1x,ball_1y, 0
add ball_1x,4
add ball_1y,4
main_player_box ball_1x,ball_1y, 4
jmp keychecks_
keychecks_:
ball_movement ball_2x,ball_2y,ball_direction1,player_life,player_death,restarting1
pop ball_direction1
mov bx,ball_direction1
cmp bx,1
je dir11_
cmp bx,2
je dir12_
cmp bx,3
je dir13_
cmp bx,4
je dir14_
dir11_:
main_player_box ball_2x,ball_2y, 0
add ball_2x,2
sub ball_2y,2
main_player_box ball_2x,ball_2y, 4
jmp keychecks1_
dir12_:
main_player_box ball_2x,ball_2y, 0
sub ball_2x,2
sub ball_2y,2
main_player_box ball_2x,ball_2y, 4
jmp keychecks1_
dir13_:
main_player_box ball_2x,ball_2y, 0
sub ball_2x,2
add ball_2y,2
main_player_box ball_2x,ball_2y, 4
jmp keychecks1_
dir14_:
main_player_box ball_2x,ball_2y, 0
add ball_2x,2
add ball_2y,2
main_player_box ball_2x,ball_2y, 4
jmp keychecks1_
keychecks1_:
;*******************************************************************************************************
; ball_movement ball_3x,ball_3y,ball_direction2,player_life,player_death,restarting2
; pop ball_direction2
; mov bx,ball_direction2
; cmp bx,1
; je dir31_
; cmp bx,2
; je dir32_
; cmp bx,3
; je dir33_
; cmp bx,4
; je dir34_
; dir31_:
; main_player_box ball_3x,ball_3y, 0
; add ball_3x,2
; sub ball_3y,2
; main_player_box ball_3x,ball_3y, 4
; jmp keychecks2_
; dir32_:
; main_player_box ball_3x,ball_3y, 0
; sub ball_3x,2
; sub ball_3y,2
; main_player_box ball_3x,ball_3y, 4
; jmp keychecks2_
; dir33_:
; main_player_box ball_3x,ball_3y, 0
; sub ball_3x,2
; add ball_3y,2
; main_player_box ball_3x,ball_3y, 4
; jmp keychecks2_
; dir34_:
; main_player_box ball_3x,ball_3y, 0
; add ball_3x,2
; add ball_3y,2
; main_player_box ball_3x,ball_3y, 4
; jmp keychecks2_
; keychecks2_:
;***********************************************************************************************
mov ah,1
int 16h
jz resume2
mov ah, 00h ;; get keyboard input
int 16h
.IF ah == 1 ;; escape key
clear
jmp exit
.ENDIF
.IF (ah == 57) ;; space key pressed
jmp game_pause2
.ENDIF
.IF (ah == 4DH) ;; right key pressed
main_player_box heroX,heroY, blue
;ship heroX, black
add heroX, 10
inc percent_counter
add highscore,10
.IF (rightBarX2 >= 610)
;mov heroX, 30 ; for passing through walls
sub heroX, 10 ; for stoping at walls
.endif
.ELSEIF (ah == 4BH) ;; left key pressed
main_player_box heroX,heroY, blue
;ship heroX, black
sub heroX, 10
add highscore,10
inc percent_counter
.IF (leftBarX1 <= 40 )
;mov heroX, 600 ; for passing through walls
add heroX,10
.endif
.ELSEIF (ah == 48H) ;; up key pressed
main_player_box heroX,heroY, blue
;ship heroX, black
sub heroY, 10
add highscore,10
inc percent_counter
.IF (UpBarY1 <= 60 )
;mov heroY, 420
add heroY,10
.endif
.ELSEIF (ah == 50H) ;; down key pressed
main_player_box heroX,heroY, blue
;ship heroX, black
add heroY, 10
add highscore,10
inc percent_counter
.IF (DownBarY2 >= 450 )
;mov heroY, 60
sub heroY,10
.endif
.endif
draw2:
;ship heroX, red
main_player_box heroX,heroY, 8
jmp resume2
game_pause2:
mov ah,1
int 16h
jz game_pause2
mov ah,00h
int 16h
cmp al,' '
je resume2
jmp game_pause2
.endw
jmp exit
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;..........................................
;.............INFORMATION PAGE.............
I2:
mov ah,00h
mov al,10h
int 10h
mov si,offset info_var
mov cx,lengthof info_var
sub cx,1
mov textcol,65
mov textrow,5
call TextPrint
;................INSTRUCTION 1............................
mov ah, 02h ; Set cursor position
mov bh, 0 ; Display page number
mov dh, 8 ; Row
mov dl, 10 ; Column
int 10h ; Call ISR
mov si, offset info_var2
mov ah, 09h ; set function code to print string
mov dx, si ; load address of string into dx
mov bl, 01h ; set the attribute to 01h, which is blue text on black background
int 21h ; call interrupt to print string
;call TextPrint
;................INSTRUCTION 2............................
mov ah, 02h ; Set cursor position
mov bh, 0 ; Display page number
mov dh, 11 ; Row
mov dl, 10 ; Column
int 10h ; Call ISR
mov si, offset info_var3
mov ah, 09h ; set function code to print string
mov dx, si ; load address of string into dx
mov bl, 01h ; set the attribute to 01h, which is blue text on black background
int 21h ; call interrupt to print string
;call TextPrint
;................INSTRUCTION 3............................
mov ah, 02h ; Set cursor position
mov bh, 0 ; Display page number
mov dh, 14 ; Row