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861 lines (687 loc) · 19.5 KB
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;------------------------------------------------------------------------------
; ZONA I: Definicao de constantes
; Pseudo-instrucao : EQU
;------------------------------------------------------------------------------
CR EQU 0Ah
FIM_TEXTO EQU '@'
IO_READ EQU FFFFh
IO_WRITE EQU FFFEh
IO_STATUS EQU FFFDh
INITIAL_SP EQU FDFFh
CURSOR EQU FFFCh
CURSOR_INIT EQU FFFFh
LINE_SIZE EQU 80d
COL_SIZE EQU 21d
RIGHT_BORDER EQU 79d
LEFT_BORDER EQU 0d
TOP_BORDER EQU 1d
BOTTOM_BORDER EQU 20d
TIMER_UNIT EQU FFF6h
TIMER_SET EQU FFF7h
TIME_TO_UPDATE EQU 3d
ON EQU 1d
OFF EQU 0d
UP_KEY EQU 0d
RIGHT_KEY EQU 1d
DOWN_KEY EQU 2d
LEFT_KEY EQU 3d
COL_LIMIT EQU 77d
LINE_LIMIT EQU 18d
RND_MASK EQU 8016h ; 1000 0000 0001 0110b
LSB_MASK EQU 0001h ; Mascara para testar o bit menos significativo do Random_Var
PRIME_NUMBER_1 EQU 11d
PRIME_NUMBER_2 EQU 13d
SCORE_U EQU 11d ; Unidade da pontuacao
SCORE_D EQU 10d ; Dezena da pontuacao
SNAKE_BODY_CHAR EQU '0'
FOOD EQU '*'
EMPTY_SPACE EQU ' '
SCORE_ZERO EQU '0'
SCORE_NINE EQU '9'
;------------------------------------------------------------------------------
; ZONA II: definicao de variaveis
; Pseudo-instrucoes : WORD - palavra (16 bits)
; STR - sequencia de caracteres (cada ocupa 1 palavra: 16 bits).
; Cada caracter ocupa 1 palavra
;------------------------------------------------------------------------------
ORIG 8000h
ScoreBoard STR ' Score: 00 | Aluno: Gabriel D Azevedo '
Line1Map STR '################################################################################'
Line2Map STR '# #'
Line3Map STR '# #'
Line4Map STR '# #'
Line5Map STR '# #'
Line6Map STR '# #'
Line7Map STR '# #'
Line8Map STR '# #'
Line9Map STR '# #'
Line10Map STR '# 0 * #'
Line11Map STR '# #'
Line12Map STR '# #'
Line13Map STR '# #'
Line14Map STR '# #'
Line15Map STR '# #'
Line16Map STR '# #'
Line17Map STR '# #'
Line18Map STR '# #'
Line19Map STR '# #'
Line20Map STR '################################################################################', FIM_TEXTO
LineYouLose STR '################################## YOU LOSE ####################################', FIM_TEXTO
LineYouWin STR '################################### YOU WIN! ###################################', FIM_TEXTO
LineLose WORD 0d
LineWin WORD 0d
ScoreU WORD '0' ; Unidade para pontuação
ScoreD WORD '0' ; Dezena para pontuação
; Parâmetros para a rotina PrintLine
NumberLineToPrintLine WORD 0d
CharToPrintLine WORD 0d
; Snake inital position
SnakeHeadLine WORD 10d
SnakeHeadCol WORD 38d
; Food initial position
FoodLine WORD 10d
FoodCol WORD 41d
KeyPressed WORD 1d
; Parameters of PushHead
DequeLineArg WORD 0d
DequeColArg WORD 0d
Random_Var WORD BFBCh ; 1010 0101 1010 0101
RandomState WORD 133d
; Arguments of PrintSnake routine
NewHeadLine WORD 0d
NewHeadCol WORD 0d
; Variables to control the deque
DequeTailAddr WORD 0d ; Stores the address of the deque tail
DequeHead WORD 0d ; Points to one position aftet the actual head
DequeTail WORD 0d ; Stores the values in the last position of the deque
;------------------------------------------------------------------------------
; ZONA II: definicao de tabela de interrupções
;------------------------------------------------------------------------------
ORIG FE00h
INT0 WORD OnUpKeyPressed
INT1 WORD OnRightKeyPressed
INT2 WORD OnDownKeyPressed
INT3 WORD OnLeftKeyPressed
ORIG FE0Fh
INT15 WORD Timer
;------------------------------------------------------------------------------
; ZONA IV: codigo
; conjunto de instrucoes Assembly, ordenadas de forma a realizar
; as funcoes pretendidas
;------------------------------------------------------------------------------
ORIG 0000h
JMP Main
;------------------------------------------------------------------------------------------------------------
; Rotina Timer: Checks from time to time which key the user has pressed and moves the snake to that direction
;------------------------------------------------------------------------------------------------------------
Timer: PUSH R1
PUSH R2
PUSH R3
MOV R1, M[ KeyPressed ]
CMP R1, UP_KEY
CALL.Z MoveSnakeUp
CMP R1, RIGHT_KEY
CALL.Z MoveSnakeToRight
CMP R1, DOWN_KEY
CALL.Z MoveSnakeDown
CMP R1, LEFT_KEY
CALL.Z MoveSnakeToLeft
CALL StartTimer
POP R3
POP R2
POP R1
RTI
;------------------------------------------------------------------------------
; Rotina UpdateScore: Updates the score when the snake eats a food
;------------------------------------------------------------------------------
UpdateScore: PUSH R1
PUSH R2
PUSH R3
MOV R1, M[ ScoreU ]
MOV R2, M[ ScoreD ]
MOV R3, SCORE_NINE
CMP R1, R3
JMP.NZ UpdateUnity
JMP.Z UpdateTen
UpdateTen: MOV R1, SCORE_ZERO
MOV M[ ScoreU ], R1
MOV R3, SCORE_U
MOV R2, R3
MOV M[ CURSOR ], R2
MOV M[ IO_WRITE ], R1
INC M[ ScoreD ]
MOV R1, M[ ScoreD ]
MOV R3, SCORE_D
MOV R2, R3
MOV M[ CURSOR ], R2
MOV M[ IO_WRITE ], R1
MOV R3, SCORE_NINE
CMP R1, R3
JMP.Z CallPrintWin
JMP UpdateScoreEnd
UpdateUnity: INC M[ ScoreU ]
MOV R1, M[ ScoreU ]
MOV R2, SCORE_U
MOV M[ CURSOR ], R2
MOV M[ IO_WRITE ], R1
JMP UpdateScoreEnd
CallPrintWin: CALL PrintWin
UpdateScoreEnd: POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina PrintWin: Prints the win screen
;------------------------------------------------------------------------------
PrintWin: PUSH R1
PUSH R2
PUSH R3
PUSH R4
MOV R1, LineYouWin
MOV M[ LineWin ], R1
MOV R4, M[ LineWin ]
MOV R2, 0d
PrintWinLoop: MOV R1, 12d
MOV R3, M[ R4 ]
SHL R1, 8d
OR R1, R2
MOV M[ CURSOR ], R1
MOV M[ IO_WRITE ], R3
INC R2
INC R4
CMP R2, RIGHT_BORDER
JMP.NZ PrintWinLoop
PrintWinEnd: JMP PrintWinEnd
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina PrintLose: Print the lose screen
;------------------------------------------------------------------------------
PrintLose: PUSH R1
PUSH R2
PUSH R3
PUSH R4
MOV R1, LineYouLose
MOV M[ LineLose ], R1
MOV R4, M[ LineLose ]
MOV R2, 0d
PrintLoseLoop: MOV R1, 12d
MOV R3, M[ R4 ]
SHL R1, 8d
OR R1, R2
MOV M[ CURSOR ], R1
MOV M[ IO_WRITE ], R3
INC R2
INC R4
CMP R2, RIGHT_BORDER
JMP.NZ PrintLoseLoop
PrintLoseEnd: JMP PrintLoseEnd
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina MoveSnakeToRight: Moves snake to the right
;------------------------------------------------------------------------------
MoveSnakeToRight: PUSH R1
PUSH R2
PUSH R3
PUSH R4
MOV R1, M[ SnakeHeadLine ]
MOV R2, M[ SnakeHeadCol ]
MOV R4, M[ SnakeHeadCol ]
INC R4
CMP R4, RIGHT_BORDER
CALL.Z PrintLose
MOV R1, M[ SnakeHeadLine ]
INC M[ SnakeHeadCol ]
MOV R2, M[ SnakeHeadCol ]
MOV M[ DequeLineArg ], R1
MOV M[ DequeColArg ], R2
CALL EraseTail
CALL CheckSnakeCollision
CALL PushHead
CALL SnakeAteFood
CALL PrintSnake
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina MoveSnakeToLeft: Moves the snake to the left
;------------------------------------------------------------------------------
MoveSnakeToLeft: PUSH R1
PUSH R2
PUSH R3
PUSH R4
MOV R4, M[ SnakeHeadCol ]
DEC R4
CMP R4, LEFT_BORDER
CALL.Z PrintLose
MOV R1, M[ SnakeHeadLine ]
DEC M[ SnakeHeadCol ]
MOV R2, M[ SnakeHeadCol ]
MOV M[ DequeLineArg ], R1
MOV M[ DequeColArg ], R2
CALL EraseTail
CALL CheckSnakeCollision
CALL PushHead
CALL SnakeAteFood
CALL PrintSnake
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina MoveSnakeUp: Moves the snake up
;------------------------------------------------------------------------------
MoveSnakeUp: PUSH R1
PUSH R2
PUSH R3
PUSH R4
MOV R1, M[ SnakeHeadLine ]
MOV R2, M[ SnakeHeadCol ]
MOV R4, M[ SnakeHeadLine ]
DEC R4
CMP R4, TOP_BORDER
CALL.Z PrintLose
MOV R1, M[ SnakeHeadLine ]
DEC M[ SnakeHeadLine ]
MOV R2, M[ SnakeHeadCol ]
MOV M[ DequeLineArg ], R1
MOV M[ DequeColArg ], R2
CALL EraseTail
CALL CheckSnakeCollision
CALL PushHead
CALL SnakeAteFood
CALL PrintSnake
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina MoveSnakeDown: Moves the snake down
;------------------------------------------------------------------------------
MoveSnakeDown: PUSH R1
PUSH R2
PUSH R3
PUSH R4
MOV R1, M[ SnakeHeadLine ]
MOV R2, M[ SnakeHeadCol ]
MOV R4, M[ SnakeHeadLine ]
INC R4
CMP R4, BOTTOM_BORDER
CALL.Z PrintLose
MOV R1, M[ SnakeHeadLine ]
INC M[ SnakeHeadLine ]
MOV R2, M[ SnakeHeadCol ]
MOV M[ DequeLineArg ], R1
MOV M[ DequeColArg ], R2
CALL EraseTail
CALL CheckSnakeCollision
CALL PushHead
CALL SnakeAteFood
CALL PrintSnake
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina OnUpKeyPressed: Sets the KeyPressed variable to be UP_KEY
;------------------------------------------------------------------------------
OnUpKeyPressed: PUSH R1
PUSH R2
MOV R2, M[ KeyPressed ]
CMP R2, DOWN_KEY
JMP.Z OnUpKeyPressedEnd
MOV R1, UP_KEY
MOV M[ KeyPressed ], R1
OnUpKeyPressedEnd: POP R2
POP R1
RTI
;------------------------------------------------------------------------------
; Rotina OnRightKeyPressed: Sets the KeyPressed variable to be RIGHT_KEY
;------------------------------------------------------------------------------
OnRightKeyPressed: PUSH R1
PUSH R2
MOV R2, M[ KeyPressed ]
CMP R2, LEFT_KEY
JMP.Z OnRightKeyPressedEnd
MOV R1, RIGHT_KEY
MOV M[ KeyPressed ], R1
OnRightKeyPressedEnd: POP R2
POP R1
RTI
;------------------------------------------------------------------------------
; Rotina OnDownKeyPressed: Sets the KeyPressed variable to be DOWN_KEY
;------------------------------------------------------------------------------
OnDownKeyPressed: PUSH R1
PUSH R2
MOV R2, M[ KeyPressed ]
CMP R2, UP_KEY
JMP.Z OnDownKeyPressedEnd
MOV R1, DOWN_KEY
MOV M[ KeyPressed ], R1
OnDownKeyPressedEnd: POP R2
POP R1
RTI
;------------------------------------------------------------------------------
; Rotina OnLeftKeyPressed: Sets the KeyPressed variable to be LEFT_KEY
;------------------------------------------------------------------------------
OnLeftKeyPressed: PUSH R1
PUSH R2
MOV R2, M[ KeyPressed ]
CMP R2, RIGHT_KEY
JMP.Z OnLeftKeyPressedEnd
MOV R1, LEFT_KEY
MOV M[ KeyPressed ], R1
OnLeftKeyPressedEnd: POP R2
POP R1
RTI
;--------------------------------------------------------------------------------
; Rotina CheckSnakeCollision: Checks if the snake has collided with its own body
;--------------------------------------------------------------------------------
CheckSnakeCollision: PUSH R1
PUSH R2
PUSH R3
PUSH R4
PUSH R5
PUSH R6
MOV R3, M[ DequeHead ] ; Contador
MOV R4, M[ DequeTailAddr ]
DEC R3
DEC R3
DEC R4
MOV R1, M[ SnakeHeadLine ]
MOV R2, M[ SnakeHeadCol ]
CheckSnakeCollisionLoop: DEC R3
CMP R3, R4
JMP.Z CheckSnakeCollisionEnd
MOV R5, M[ R3 ]
DEC R3
CMP R5, R1 ; Compara linha do corpo com a da head
JMP.NZ CheckSnakeCollisionLoop
MOV R6, M[ R3 ]
CMP R6, R2 ; Compara coluna do corpo com a da head
CALL.Z PrintLose
JMP CheckSnakeCollisionLoop
CheckSnakeCollisionEnd: POP R6
POP R5
POP R4
POP R3
POP R2
POP R1
RET
;---------------------------------------------------------------------------------------------------------
; Rotina SnakeAteFood: Checks if the snake ate a food and prints the food in a random position of the grid
;---------------------------------------------------------------------------------------------------------
SnakeAteFood: PUSH R1
PUSH R2
PUSH R3
PUSH R4
PUSH R5
MOV R1, M[ FoodLine ]
MOV R2, M[ SnakeHeadLine ]
CMP R1, R2
JMP.NZ SnakeDidntEat
MOV R1, M[ FoodCol ]
MOV R2, M[ SnakeHeadCol ]
CMP R1, R2
JMP.NZ SnakeDidntEat
CALL UpdateScore
RecalculateFoodPosition: CALL RandomV1
INC M[ Random_Var ]
MOV R1, M[ Random_Var ]
MOV R2, LINE_LIMIT
DIV R1, R2
ADD R2, 2
MOV M[ FoodLine ], R2
CALL RandomV1
INC M[ Random_Var ]
MOV R1, M[ Random_Var ]
MOV R2, COL_LIMIT
DIV R1, R2
ADD R2, 1
MOV M[ FoodCol ], R2
MOV R1, M[ FoodLine ]
MOV R2, M[ FoodCol ]
MOV R4, M[ SnakeHeadLine ]
MOV R5, M[ SnakeHeadCol ]
CMP R1, R4
JMP.NZ EndIf
CMP R2, R5
JMP.Z RecalculateFoodPosition
EndIf: SHL R1, 8d
OR R1, R2
MOV M[ CURSOR ], R1
MOV R3, FOOD
MOV M[ IO_WRITE ], R3
JMP SnakeAteFoodEnd
SnakeDidntEat: CALL PopTail
SnakeAteFoodEnd: POP R5
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina PushHead: Inserts at the head of the deque
;------------------------------------------------------------------------------
PushHead: PUSH R1
PUSH R2
PUSH R3
MOV R1, M[ DequeColArg ]
MOV R2, M[ DequeLineArg ]
MOV R3, M[ DequeHead ]
MOV M[ R3 ], R1
INC R3
MOV M[ R3 ], R2
INC R3
MOV M[ DequeHead ], R3
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina PopBack: Removes the end of the deque and shifts it to the left
;------------------------------------------------------------------------------
PopTail: PUSH R1
PUSH R2
PUSH R3
PUSH R4
PUSH R5
PUSH R6
MOV R1, M[ DequeTailAddr ]
MOV R2, M[ DequeTailAddr ]
; R1 will point to the first line before the tail
INC R1
INC R1
INC R1
; R2 will point to the first column before the tail
INC R2
INC R2
; Loop to copy elements from the head until the tail
PopTailLoop: CMP R2, M[ DequeHead ]
JMP.Z EndPopTailLoop
; Getting the values to copy
MOV R3, M[ R1 ]
MOV R4, M[ R2 ]
; Pointer to where to copy
MOV R5, R1
MOV R6, R2
; Moving pointer to where to copy
DEC R5
DEC R5
DEC R6
DEC R6
; Copying numbers
MOV M[ R5 ], R3
MOV M[ R6 ], R4
; Moving to the next line
INC R1
INC R1
; Moving to the next column
INC R2
INC R2
JMP PopTailLoop
EndPopTailLoop: NOP
; Moving head to the correct position
DEC M[ DequeHead ]
DEC M[ DequeHead ]
POP R6
POP R5
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina EraseTail: Erases the tail of the snake
;------------------------------------------------------------------------------
EraseTail: PUSH R1
PUSH R2
PUSH R3
PUSH R4
MOV R4, M[ DequeTailAddr ]
MOV R2, M[ R4 ] ; Col
INC R4
MOV R1, M[ R4 ] ; Line
SHL R1, 8d
OR R1, R2
MOV M[ CURSOR ], R1
MOV R3, EMPTY_SPACE
MOV M[ IO_WRITE ], R3
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina PrintLine: Print the lines of the grid
;------------------------------------------------------------------------------
PrintLine: PUSH R1
PUSH R2
PUSH R3
PUSH R4
MOV R4, M[ CharToPrintLine ] ; R4 armazena a posição inicial da string a ser printada
PrintLineLoop1: MOV R2, 0d ; controla colunas
PrintLineLoop2: MOV R1, M[ NumberLineToPrintLine ] ; Linha para printar a string
MOV R3, M[ R4 ] ; caracter a ser printado
SHL R1, 8d
OR R1, R2 ; Posição do cursor
MOV M[ CURSOR ], R1
MOV M[ IO_WRITE ], R3
INC R2
INC R4
CMP R2, LINE_SIZE
JMP.NZ PrintLineLoop2
MOV R1, M[ NumberLineToPrintLine ]
INC R1
MOV M[ NumberLineToPrintLine ], R1
CMP R1, COL_SIZE
JMP.NZ PrintLineLoop1
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina PrintMap: Prints the game grid
;------------------------------------------------------------------------------
PrintMap: PUSH R1
MOV R1, ScoreBoard
MOV M[ CharToPrintLine ], R1
MOV R1, 0d
MOV M[ NumberLineToPrintLine ], R1
CALL PrintLine
POP R1
RET
;------------------------------------------------------------------------------
; Rotina PrintSnake: Prints the snake in screen
;------------------------------------------------------------------------------
PrintSnake: PUSH R1
PUSH R2
PUSH R3
PUSH R4
PUSH R5
MOV R4, M[ DequeHead ] ; Address where deque head points
MOV R5, M[ DequeTailAddr ] ; Address where deque tail points
DEC R4
DEC R5
PrintSnakeLoop: CMP R4, R5
JMP.Z PrintSnakeEnd
MOV R1, M[ R4 ] ; Value stored within the address where deque head points Line
DEC R4
MOV R2, M[ R4 ] ; Col
DEC R4
SHL R1, 8d
OR R1, R2
MOV M[ CURSOR ], R1
MOV R3, SNAKE_BODY_CHAR
MOV M[ IO_WRITE ], R3
JMP PrintSnakeLoop
PrintSnakeEnd: POP R5
POP R4
POP R3
POP R2
POP R1
RET
;------------------------------------------------------------------------------
; Rotina StartTimer: Init the timer
;------------------------------------------------------------------------------
StartTimer: PUSH R1
MOV R1, TIME_TO_UPDATE
MOV M[ TIMER_UNIT ], R1
MOV R1, ON
MOV M[ TIMER_SET ], R1
POP R1
RET
;------------------------------------------------------------------------------
; Função: RandomV1 (versão 1)
;
; Random: Rotina que gera um valor aleatório - guardado em M[Random_Var]
; Entradas: M[Random_Var]
; Saidas: M[Random_Var]
;------------------------------------------------------------------------------
RandomV1: PUSH R1
MOV R1, LSB_MASK
AND R1, M[Random_Var] ; R1 = bit menos significativo de M[Random_Var]
BR.Z Rnd_Rotate
MOV R1, RND_MASK
XOR M[Random_Var], R1
Rnd_Rotate: ROR M[Random_Var], 1
POP R1
RET
;------------------------------------------------------------------------------
; Função Main
;------------------------------------------------------------------------------
Main: ENI
MOV R1, INITIAL_SP
MOV SP, R1 ; We need to initialize the stack
MOV R1, CURSOR_INIT ; We need to initialize the cursor
MOV M[ CURSOR ], R1 ; with value CURSOR_INIT
; Init snake head
MOV R1, DequeTail
MOV M[ DequeHead ], R1
; Init Snake Tail
MOV R2, DequeTail
MOV M[ DequeTailAddr ], R2
; Insert head in deque
MOV R1, M[ SnakeHeadLine ]
MOV R2, M[ SnakeHeadCol ]
MOV M[ DequeLineArg ], R1
MOV M[ DequeColArg ], R2
CALL PushHead
; Start Mapper and print the grid
CALL StartTimer
CALL PrintMap
Cycle: BR Cycle
Halt: BR Halt