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# name: ZHAO Yu Xuan
# email: [email protected]
.data
# player instruction
input_key: .word 0 # input key from the player
#game setting
game_status: .word 0 #the status of the game
game_pause: .word 0 #the state of game pause
auto_down_count: .word 0 #the index to indicate whether auto down
#Block properties
current_block_id: .word 0 #the id of current block
block_x_loc: .word 0 #the current x_loc of current block's typical location
block_y_loc: .word 0 #the current y_loc of current block's typical location
block_mode: .word 0 #the current mode of current block
inital_x_loc: .word 4 5 4 4 5 5 6 #the intial x_loc of all 7 types of block
inital_y_loc: .word 1:7 #the intial y_loc of all 7 types of block
mode_x_loc: .byte #the x_loc of all 4 modes for all 7 types of block
-1 0 1 2 0 0 0 0 -1 0 1 2 0 0 0 0
-1 -1 0 1 -1 0 0 0 -1 0 1 1 0 0 0 1
-1 0 1 1 -1 0 0 0 -1 -1 0 1 0 0 0 1
0 0 1 1 0 0 1 1 0 0 1 1 0 0 1 1
-1 0 0 1 -1 -1 0 0 -1 0 0 1 -1 -1 0 0
-1 0 0 1 -1 0 0 0 -1 0 1 0 0 0 0 1
-1 0 0 1 1 1 0 0 -1 0 0 1 1 1 0 0
mode_y_loc: .byte #the y_loc of all 4 modes for all 7 types of block
0 0 0 0 1 0 -1 -2 0 0 0 0 1 0 -1 -2
-1 0 0 0 0 0 -1 -2 -1 -1 -1 0 -2 -1 0 -2
0 0 0 -1 -2 -2 -1 0 -1 0 -1 -1 -2 -1 0 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
0 0 -1 -1 -2 -1 -1 0 0 0 -1 -1 -2 -1 -1 0
0 -1 0 0 -1 -2 -1 0 -1 -1 -1 0 -2 -1 0 -1
-1 -1 0 0 -2 -1 -1 0 -1 -1 0 0 -2 -1 -1 0
#Basic matrix
matrix_size: .word 10 23 # width and height of the matrix
basic_matrix_bitmap: .byte 0:220
.byte 1:10
.text
main:
# Initialize the game
init_game:
li $v0, 100 #syscall 100: create the game
syscall
la $s0,current_block_id #load the address of current_block_id
sw $v0,0($s0) #load the id of the current block
sll $v0,$v0,2
la $t0,inital_x_loc # load the x_loc of current block
add $t0,$t0,$v0
lw $t1,0($t0)
la $s1,block_x_loc #load the address of x_loc of current block
sw $t1,0($s1)
la $t0,inital_y_loc # load the y_loc of current block
add $t0,$t0,$v0
lw $t1,0($t0)
la $s2,block_y_loc #load the address of y_loc of current block
sw $t1,0($s2)
la $s3,block_mode #load the address of block_mode
la $s4,basic_matrix_bitmap #load the address of basic_matrix_bitmap
#syscall 102: turn on the background music
li $a0, 0
li $a1, 1
li $v0, 102
syscall
game_loop:
jal get_time
add $s6, $v0, $zero # $s6: starting time of the game
check_game_status:
la $t0,game_status
lw $t0,0($t0)
bne $t0,$zero,game_over #whether game over
game_player_instruction:
jal get_keyboard_input
jal process_player_input
auto_down:
jal check_auto_down
game_refresh: #refresh game
li $v0, 101 # Refresh the screen
syscall
add $a0, $s6, $zero
addi $a1, $zero, 50 # iteration gap: 100 milliseconds
jal have_a_nap
j game_loop
game_over:
# Update the game status
li $v0,106
syscall
# Refresh the screen
li $v0, 101
syscall
#syscall 102: play the sound of lose
li $a0, 3
li $a1, 0
li $v0, 102
syscall
#syscall 102: turn off the background music
li $a0, 0
li $a1, 2
li $v0, 102
syscall
# Terminate the program
li $v0, 10
syscall
#--------------------------------------------------------------------
# procedure: get_time
# Get the current time
# $v0 = current time
#--------------------------------------------------------------------
get_time: li $v0, 30
syscall # this syscall also changes the value of $a1
andi $v0, $a0, 0x3FFFFFFF # truncated to milliseconds from some years ago
jr $ra
#--------------------------------------------------------------------
# procedure: have_a_nap(last_iteration_time, nap_time)
#--------------------------------------------------------------------
have_a_nap:
addi $sp, $sp, -8
sw $ra, 4($sp)
sw $s0, 0($sp)
add $s0, $a0, $a1
jal get_time
sub $a0, $s0, $v0
slt $t0, $zero, $a0
bne $t0, $zero, han_p
li $a0, 1 # sleep for at least 1ms
han_p: li $v0, 32 # syscall: let mars java thread sleep $a0 milliseconds
syscall
lw $ra, 4($sp)
lw $s0, 0($sp)
addi $sp, $sp, 8
jr $ra
#--------------------------------------------------------------------
# procedure: get_keyboard_input
# If an input is available, save its ASCII value in the array input_key,
# otherwise save the value 0 in input_key.
#--------------------------------------------------------------------
get_keyboard_input:
add $t2, $zero, $zero
lui $t0, 0xFFFF
lw $t1, 0($t0)
andi $t1, $t1, 1
beq $t1, $zero, gki_exit
lw $t2, 4($t0)
gki_exit:
la $t0, input_key
sw $t2, 0($t0) # save input key
jr $ra
#--------------------------------------------------------------------
# procedure: process_player_input
# Check the the data store in the address of "input_key",
# If there is any latest movement input key, check it whether a valid player input.
# If so, perform the action of the new keyboard input input_key.
# Otherwise, do nothing.
# If an input is processed but it cannot actually move the block
# due to some restrictions (e.g. wall), no more movements will be made in later
# iterations for this input.
#--------------------------------------------------------------------
process_player_input:
addi $sp, $sp, -4
sw $ra, 0($sp)
la $t0, input_key
lw $t1, 0($t0) # new input key
li $t0, 119 # corresponds to key 'w'
beq $t1, $t0, ppi_move_up
li $t0, 115 # corresponds to key 's'
beq $t1, $t0, ppi_move_down
li $t0, 97 # corresponds to key 'a'
beq $t1, $t0, ppi_move_left
li $t0, 100 # corresponds to key 'd'
beq $t1, $t0, ppi_move_right
li $t0, 112 # corresponds to key 'p'
beq $t1, $t0, ppi_pause
j ppi_exit
ppi_move_left:
#syscall 102: play sound of action
li $a0, 1
li $a1, 0
li $v0, 102
syscall
jal block_move_left
j ppi_exit
ppi_move_right:
#syscall 102: play sound of action
li $a0, 1
li $a1, 0
li $v0, 102
syscall
jal block_move_right
j ppi_exit
ppi_move_up:
#syscall 102: play sound of action
li $a0, 1
li $a1, 0
li $v0, 102
syscall
jal block_rotate
j ppi_exit
ppi_move_down:
#syscall 102: play sound of action
li $a0, 1
li $a1, 0
li $v0, 102
syscall
jal block_move_down
j ppi_exit
ppi_pause:
#syscall 102: play sound of action
li $a0, 1
li $a1, 0
li $v0, 102
syscall
jal set_game_pause
j ppi_exit
ppi_exit:
lw $ra, 0($sp)
addi $sp, $sp, 4
jr $ra
#--------------------------------------------------------------------
# procedure: block_move_left
# Move the block leftward by one step.
# Move the object only when the object will not overlap with a wall or already fixed blocks.
# This function has no return value
#--------------------------------------------------------------------
block_move_left:
addi $sp, $sp, -20
sw $ra, 0($sp)
sw $s0, 4($sp)
sw $s1, 8($sp)
sw $s2, 12($sp)
sw $s3, 16($sp)
lw $t0,0($s1) #load the x_loc of the current block
addi $a0,$t0,-1 #assume block moving left is valid
lw $a1,0($s2) #load the y_loc of the current block
lw $a2,0($s3) #load the mode of the current block
lw $a3,0($s0) #load the id of the current block
jal check_movement_valid
beq $v0,$zero,bml_exit
bml_after_move:
sw $a0,0($s1) #update the x_loc of the current block
lw $a0,0($s1) #load the x_loc of the current block
lw $a1,0($s2) #load the y_loc of the current block
lw $a2,0($s3) #load the mode of the current block
li $v0,104
syscall
bml_exit:
li $v0,101 #refresh the screen
syscall
lw $ra, 0($sp)
lw $s0, 4($sp)
lw $s1, 8($sp)
lw $s2, 12($sp)
lw $s3, 16($sp)
addi $sp, $sp, 20
jr $ra
#--------------------------------------------------------------------
# procedure: block_move_right
# Move the block rightward by one step.
# Move the object only when the object will not overlap with a wall or already fixed blocks.
# This function has no return value
#--------------------------------------------------------------------
block_move_right:
# *****Task1: you need to complete this procedure block_move_right to perform its operations as described in comments above.
# Hints:
# Procedure procedure check_movement_valid (Task3) is one of the callees. Read its description before you start coding here.
# Firstly, preserve values $ra, $s0, $s1, $s2, $s3 with stack
# Then, use the registers as described below:
# The address of id of the current block is in $s0
# The address of x_loc of the current block is in $s1
# The address of y_loc of the current block is in $s2
# The address of the mode of current block is in $s3
# Calculate new x_loc of the block.
# Check whether this movement is valid (using procedure check_movement_valid),
# If it is invalid, don't update the value.
# If it is valid, then save the new x_loc for the current block and update this movement to the GUI in java code.
# Lastly, pop and restore values in $ra, $s0, $s1, $s2, $s3 and return
# Hint: you can refer to block_move_left to get some clues and pause "p" is very useful to debug.
# *****Your codes start here
addi $sp, $sp, -20 # push for preserve of 20 words data
sw $ra, 0($sp)
sw $s0, 4($sp)
sw $s1, 8($sp)
sw $s2, 12($sp)
sw $s3, 16($sp)
lw $t0,0($s1) #load the x_loc of the current block
addi $a0,$t0,1 #assume block moving right is valid
lw $a1,0($s2) #load the y_loc of the current block
lw $a2,0($s3) #load the mode of the current block
lw $a3,0($s0) #load the id of the current block
jal check_movement_valid # if invalid, change $a0 back to original x_loc value
beq $v0,$zero,bmr_exit # if $v0 = 0 -> exit the user instruction due to the invalid input
bmr_after_move:
sw $a0,0($s1) #update the x_loc of the current block
lw $a0,0($s1) #load the x_loc of the current block
lw $a1,0($s2) #load the y_loc of the current block
lw $a2,0($s3) #load the mode of the current block
li $v0,104
syscall
bmr_exit:
li $v0,101 #refresh the screen
syscall
lw $ra, 0($sp) # push for preserve of 20 words data
lw $s0, 4($sp)
lw $s1, 8($sp)
lw $s2, 12($sp)
lw $s3, 16($sp)
addi $sp, $sp, 20
jr $ra
# *****Your codes end here
#--------------------------------------------------------------------
# procedure: block_rotate
# Rotate the block by 90 degrees counterclockwise
# Rotate the object only when the object will not overlap with a wall or already fixed blocks.
# This function has no return value
#--------------------------------------------------------------------
block_rotate:
# *****Task2: you need to complete this procedure block_rotate to perform its operations as described in comments above.
# Hints:
# Procedure procedure check_movement_valid (Task3) is one of the callees. Read its description before you start coding here.
# Firstly, preserve values $ra, $s0, $s1, $s2, $s3 with stack
# Then, use the registers as described below:
# The address of id of the current block is in $s0
# The address of x_loc of the current block is in $s1
# The address of y_loc of the current block is in $s2
# The address of the mode of current block is in $s3
# Calculate new mode of the current block.
# Check whether this rotation is valid (using procedure check_movement_valid),
# If it is invalid, don't update new mode of the current block.
# If it is valid, then save the new mode for the current block and update this movement to the GUI in java code.
# Lastly, pop and restore values in $ra, $s0, $s1, $s2, $s3 and return
# Hint: you can refer to block_move_left to get some clues and pause "p" is very useful to debug.
# *****Your codes start here
addi $sp, $sp, -20 # push for preserve of 20 words data
sw $ra, 0($sp)
sw $s0, 4($sp)
sw $s1, 8($sp)
sw $s2, 12($sp)
sw $s3, 16($sp)
lw $a0,0($s1) #load the x_loc of the current block
lw $a1,0($s2) #load the y_loc of the current block
lw $a2,0($s3) #load the mode of the current block
lw $a3,0($s0) #load the id of the current block
# assume the block rotation is valid, assign the mode to a2
addi $t0, $a2, -3
beq $t0, $zero, mode_overflow
addi $a2, $a2, 1
j finish_assign_potential_mode
mode_overflow:
li $a2, 0
finish_assign_potential_mode:
jal check_movement_valid # if invalid, change $a0 back to original x_loc value
beq $v0,$zero,br_exit # if $v0 = 0 -> exit the user instruction due to the invalid input
br_after_move:
sw $a2,0($s3) #update the mode of the current block
lw $a0,0($s1) #load the x_loc of the current block
lw $a1,0($s2) #load the y_loc of the current block
lw $a2,0($s3) #load the mode of the current block
li $v0,104
syscall
br_exit:
li $v0,101 #refresh the screen
syscall
lw $ra, 0($sp) # push for preserve of 20 words data
lw $s0, 4($sp)
lw $s1, 8($sp)
lw $s2, 12($sp)
lw $s3, 16($sp)
addi $sp, $sp, 20
jr $ra
# *****Your codes end here
#--------------------------------------------------------------------
# procedure: block_move_down
# Move the block downward by one step.
# Move the object only when the object will not overlap with a wall or already fixed blocks.
# If this downward movement is invalid, it indicates the block gets the bottom of game space.
# If so, this block becomes fixed and update the basic matrix.
# Then, check whether the game is over.
# Next, check whether this block leads to a new full row.
# At Last, use syscall 103 to create a new block.
# This function has no return value
#--------------------------------------------------------------------
block_move_down:
addi $sp, $sp, -20
sw $ra, 0($sp)
sw $s0, 4($sp)
sw $s1, 8($sp)
sw $s2, 12($sp)
sw $s3, 16($sp)
lw $a0,0($s1) #load the x_loc of the current block
lw $t0,0($s2) #load the y_loc of the current block
addi $a1,$t0,1 #assume block moving down is valid
lw $a2,0($s3) #load the mode of the current block
lw $a3,0($s0) #load the id of the current block
jal check_movement_valid
bne $v0,$zero,bmd_after_move
bmd_get_bottom:
addi $a1,$a1,-1 #block moving down is invalid
lw $a0,0($s1) #load the x_loc of the current block
lw $a1,0($s2) #load the y_loc of the current block
lw $a2,0($s3) #load the mode of the current block
lw $a3,0($s0) #load the id of the current block
jal update_basic_matrix
# check_game_over
addi $a0,$zero,2
la $t0,matrix_size
lw $a1,0($t0)
jal check_game_over
bne $v0,$zero,bmd_update_status
#check_full_row
la $t0,matrix_size
lw $a0,4($t0) #the height of basic_matrix
lw $a1,0($t0) #the width of basic_matrix
jal check_full_row
bmd_create_new_block:
li $v0,103 # create new block
syscall
sw $v0,0($s0) #load the id of the current block
sll $v0,$v0,2
la $t0,inital_x_loc # load the x_loc of current block
add $t0,$t0,$v0
lw $t1,0($t0)
sw $t1,0($s1) #update the current x_loc of new block
la $t0,inital_y_loc # load the y_loc of current block
add $t0,$t0,$v0
lw $t1,0($t0)
sw $t1,0($s2) #update the current y_loc of new block
sw $zero,0($s3) #reset the block_mode of new block
j bmd_exit
bmd_update_status:
la $t0,game_status
sw $v0,0($t0)
j bmd_exit
bmd_after_move:
sw $a1,0($s2) #update the y_loc of the current block
bmd_exit:
lw $a0,0($s1) #load the x_loc of the current block
lw $a1,0($s2) #load the y_loc of the current block
lw $a2,0($s3) #load the mode of the current block
li $v0,104
syscall
li $v0,101 #refresh the screen
syscall
lw $ra, 0($sp)
lw $s0, 4($sp)
lw $s1, 8($sp)
lw $s2, 12($sp)
lw $s3, 16($sp)
addi $sp, $sp, 20
jr $ra
#--------------------------------------------------------------------
# Procedure: check_movement_valid
# Check whether the potential movement is valid.
# This function is used to check the validity of all types of actions.
# Input parameter: $a0: potential x_loc
# $a1: potential y_loc
# $a2: potential block_mode
# $a3: current block id
# Output: $v0,1 means the movement is valid, 0 means the movement is invalid
#--------------------------------------------------------------------
check_movement_valid:
#*****Task3: you need to complete this procedure check_movement_valid to perform its operations as described in comments above.
# Hints:
# Firstly, preserve values $ra, $s4 with stack
# Then, use the registers as described below:
# The base address of basic_matrix_bitmap is in $s4
# Secondly, use the these four input parameters, mode_x_loc and mode_y_loc to calculate the absolute corrdinate of every 4 squares in a block.
# Thirdly, check whether the corrdinate of all four squares is valid with loop.
# Note that this procedure is used to check the validity of all types of actions, so it have to consider all situations.
# All situations includes crossing horizontal_boundary, crossing vertical_boundary and overlapping with fixed squares.
# At last, set the value of $v0 based on the check result ,and pop and restore values in $ra, $s4 and return.
#*****Your codes start here
addi $sp, $sp, -8
sw $ra 0($sp)
sw $s4 4($sp)
li $v0, 0
# get the data for the mode_x_loc, mode_y_loc
la $t0, mode_x_loc
la $t1, mode_y_loc
# la $s4, basic_matrix_bitmap
# get four sqaures coordinate and check valid
square_loop_check:
# loop condition checking
li $t2, 4
slt $t2, $v0, $t2 # $t2 = i < 4 , v0 is the iterator of i
beq $t2, $zero, suqre_loop_check_exit
sll $t6, $a3, 4 # $t6 = id * 16
sll $t5, $a2, 2 # $t5 = mode * 4
add $t6, $t6, $t5
add $t6, $t6, $t0
add $t6, $t6, $v0
lb $t2, 0($t6) # $t2 = mode_x_loc[id][mode][i] + x
add $t2, $t2, $a0 # first square x coordinate
sll $t5, $a3, 4 # $t5 = id * 16
sll $t6, $a2, 2 # $t6 = mode * 4
add $t5, $t5, $t6
add $t5, $t5, $t1
add $t5, $t5, $v0
lb $t3, 0($t5)
add $t3, $t3, $a1 # $t3 = mode_y_loc[id][mode][i] + y
# checking
li $t4, 10 # for x
slt $t4, $t2, $t4 # $t4 = x < 10
beq $t4, $zero, invalid_movement
li $t4, -1
slt $t4, $t4, $t2 # $t4 = -1 < x
beq $t4, $zero, invalid_movement
li $t4, 22 # for y
slt $t4, $t3, $t4 # $t4 = y < 22
beq $t4, $zero, invalid_movement
li $t4, -1
slt $t4, $t4, $t3 # $t4 = -1 < y
beq $t4, $zero, invalid_movement
li $t5, 10
mul $t5, $t5, $t3 # $t5 = 10 * y
add $t5, $t5, $t2 # $t5 = y * 10 + x
add $t5, $t5, $s4
lb $t5, 0($t5) # $t5 = bit_map[x][y]
bne $t5, $zero, invalid_movement # overlapping
addi $v0, $v0, 1 # i++
j square_loop_check
suqre_loop_check_exit:
li $v0 1,
j Exit
invalid_movement:
li $v0, 0
Exit:
lw $ra 0($sp)
lw $s4 4($sp)
addi $sp, $sp, 8
jr $ra
# *****Your codes end here
#--------------------------------------------------------------------
# Procedure: update_basic_matrix
# Update data of the basic matrix when a block is going to be fixed
# Input parameter: $a0: x_loc of block to be fixed
# $a1: y_loc of block to be fixed
# $a2: mode of block to be fixed
# $a3: id of block to be fixed
# This function has no return value.
#--------------------------------------------------------------------
update_basic_matrix:
#*****Task4: you need to complete this procedure update_basic_matrix to perform its operations as described in comments above.
# Hints:
# Firstly, preserve values $ra, $s4 with stack
# Then, use the registers as described below:
# The base address of basic_matrix_bitmap is in $s4
# Secondly, use the these four input parameters, mode_x_loc and mode_y_loc to calculate the absolute corrdinate of every 4 squares in a block.
# Thirdly, increment the corresponding coordinate in basic_matrix_bitmap by 1.
# At last, pop and restore values in $ra, $s4 and return.
#*****Your codes start here
addi $sp, $sp, -12 # stack push
sw $ra, 0($sp)
sw $s4, 4($sp)
sw $v0, 8($sp)
# get the data for the mode_x_loc, mode_y_loc
la $t0, mode_x_loc
la $t1, mode_y_loc
# la $s4, basic_matrix_bitmap
# get four sqaures coordinate and check valid
square_loop_update:
# loop condition checking
li $t2, 4
slt $t2, $v0, $t2 # $t2 = i < 4 , v0 is the iterator of i
beq $t2, $zero, square_loop_update_exit
sll $t6, $a3, 4 # $t6 = id * 16
sll $t5, $a2, 2 # $t5 = mode * 4
add $t6, $t6, $t5
add $t6, $t6, $t0
add $t6, $t6, $v0
lb $t2, 0($t6) # $t2 = mode_x_loc[id][mode][i] + x
add $t2, $t2, $a0 # first square x coordinate
sll $t5, $a3, 4 # $t5 = id * 16
sll $t6, $a2, 2 # $t6 = mode * 4
add $t5, $t5, $t6
add $t5, $t5, $t1
add $t5, $t5, $v0
lb $t3, 0($t5)
add $t3, $t3, $a1 # $t3 = mode_y_loc[id][mode][i] + y
li $t5, 10
mul $t5, $t5, $t3 # $t5 = 10 * y
add $t5, $t5, $t2 # $t5 = y * 10 + x
add $t5, $t5, $s4
lb $t2, 0($t5)
addi $t2, $t2, 1
sb $t2, 0($t5) # update the bit map
addi $v0, $v0, 1
j square_loop_update
square_loop_update_exit:
add $a0, $a0, $zero
add $a1, $a1, $zero
add $a2, $a2, $zero
li $v0, 105 # update the basic martix map in java code
syscall
lw $ra 0($sp) # stack pop
lw $s4 4($sp)
lw $v0, 8($sp)
addi $sp, $sp, 12
jr $ra
# *****Your codes end here
#--------------------------------------------------------------------
# Procedure: check_game_over
# Check whether the fixed blocks prevent the arrival of a new block
# The logic is that If a value in the first two row of basic matrix is larger than 1,
# then game over.
# Input parameter: $a0: 2, $a1: the width of matrix
# Output: $v0,0 means the game is still going, 1 means game over
#--------------------------------------------------------------------
check_game_over:
addi $sp, $sp, -8
sw $ra, 0($sp)
sw $s4, 4($sp)
move $v0,$zero
addi $t0,$zero,0 #$t0 = 0, iterator i
addi $t1,$zero,0 #$t1 = 0, iterator j
cgo_loop1:
slt $t2,$t0,$a0
beq $t2,$zero,cgo_exit
addi $t1,$zero,0
mul $t3,$t0,$a1 #$t3 = i times the width of matrix
cgo_loop2:
slt $t2,$t1,$a1
beq $t2,$zero,cgo_loop2_exit
add $t4,$t3,$t1 #$t4 = i times the width of matrix + j
add $t4,$t4,$s4 #$t4 = i times the width of matrix + j + base address of of basic matrix
lb $t5,0($t4)
addi $t6,$zero,1
slt $t7,$t6,$t5 # if basicmatrix[i][j] > 1
bne $t7,$zero,cgo_game_over
addi $t1,$t1,1
j cgo_loop2
cgo_loop2_exit:
addi $t0,$t0,1
j cgo_loop1
cgo_game_over:
addi $v0,$v0,1
cgo_exit:
lw $ra, 0($sp)
lw $s4, 4($sp)
addi $sp, $sp, 8
jr $ra
#--------------------------------------------------------------------
# Procedure: check_full_row
# Check whether there is full row in current basic matrix.
# If so, for each full row, let it disappear and the blocks placed above fall one rank.
# input parameter: $a0: the height of matrix, $a1: the width of matrix
# This function has no return value.
#--------------------------------------------------------------------
check_full_row:
addi $sp, $sp, -8
sw $ra, 0($sp)
sw $s4, 4($sp)
addi $t0,$zero,0 #$t0 = 0, iterator i
addi $t1,$zero,0 #$t1 = 0, iterator j
addi $a0,$a0,-1 #the height of matrix - 1
cfr_loop1:
slt $t3,$t0,$a0
beq $t3,$zero,cfr_exit
addi $t1,$zero,0 #reset iterator j
addi $t2,$zero,1 #boolean(true) indicates whether there is a full row
mul $t4,$t0,$a1 #$t4 = i times the width of matrix
cfr_loop2:
slt $t3,$t1,$a1
beq $t3,$zero,cfr_loop2_exit
add $t5,$t4,$t1 #$t5 = i times the width of matrix + j
add $t5,$t5,$s4 #$t5 = i times the width of matrix + j + base address of of basic matrix
lb $t5,0($t5)
beq $t5,$zero,cfr_not_full_row # this row can't be a full row
addi $t1,$t1,1
j cfr_loop2
cfr_not_full_row:
move $t2,$zero # boolean = false
cfr_loop2_exit:
bne $t2,$zero,cfr_process_full_row
addi $t0,$t0,1 # i = i + 1
j cfr_loop1
cfr_process_full_row:
addi $sp, $sp, -20
sw $ra, 0($sp)
sw $a0, 4($sp)
sw $a1, 8($sp)
sw $t0, 12($sp)
sw $t1, 16($sp)
move $a0,$t0
la $t2,matrix_size
lw $a1,0($t2)
jal process_full_row
lw $ra, 0($sp)
lw $a0, 4($sp)
lw $a1, 8($sp)
lw $t0, 12($sp)
lw $t1, 16($sp)
addi $sp, $sp, 20
j cfr_loop1
cfr_exit:
lw $ra, 0($sp)
lw $s4, 4($sp)
addi $sp, $sp, 8
jr $ra
#--------------------------------------------------------------------
# Procedure: process_full_row
# Remove the specific row and let the blocks placed above fall one rank.
# Use syscall 107 to inform java program and score ++
# Use syscall 102 to play the sound effect of removing the full row
# input parameter: $a0: the full row number
# $a1: the width of matrix
# This function has no return value.
#--------------------------------------------------------------------
process_full_row:
#*****Task5: you need to complete this procedure process_full_row to perform its operations as described in comments above.
# Hints:
# Firstly, preserve values $ra, $s4 with stack
# Then, use the registers as described below:
# The base address of basic_matrix_bitmap is in $s4
# Secondly, delete row $a0 and use loop to move all rows above $a0 downside by one row.
# Logic for reference: for all k (rows above row $a0 and row $a0), for all l (elements in this row), let basicMatrix[k][l][0] = basicMatrix[k - 1][l][0];
# Thirdly, let the first row of basic matrix equal to zero.
# At last, use syscall 107 and 102, then pop and restore values in $ra, $s4 and return.
#*****Your codes start here
addi $sp, $sp, -8 # stack pop
sw $ra 0($sp)
sw $s4, 4($sp)
# la $s4, basic_matrix_bitmap
add $t0, $a0, $zero # $t0 = i, loop iterator for row, cur_y
li $t1, 0 # $t1 = j, loop iterator for column, cur_x
# loop over the bit map to update
loop1:
li $t2, 1
slt $t2, $t0, $t2 # $t2 = i < 1
bne $t2, $zero, exit_loop1
loop2:
slt $t2, $t1, $a1 # $t2 = j < 10(width)
beq $t2, $zero, exit_loop2
addi $t3, $t0, -1
mul $t3, $t3, $a1 # $t3 = (i - 1) * row_width
add $t3, $t3, $t1 # $t3 = (i - 1) * row_width + j
add $t3, $t3, $s4
lb $t2, 0($t3) # $t2 = bit_map[i-1][j]
add $t3, $t3, $a1
sb $t2, 0($t3) # bit_map[i][j] = bit_map[i-1][j]
addi $t1, $t1, 1
j loop2
exit_loop2:
addi $t0, $t0, -1
add $t1, $zero, $zero
j loop1
exit_loop1:
# update basic matrix
# li $v0, 105
# syscall
li $t6, 0
first_row:
li $t5, 10
slt $t5, $t6, $t5
beq $t5, $zero, exit_first_row
add $t5, $t6, $s4
li $t4, 0
sb $t4, 0($t5)
addi $t6, $t6, 1
j first_row
exit_first_row:
# remove the full row of a0
li $v0, 107
syscall
# play music for removing one full row
add $t0, $a0, $zero
addi $a0, $zero, 2
add $t1, $a1, $zero
li $a1, 0
li $v0, 102
syscall
add $a0, $t0, $zero
add $a1, $t1, $zero
lw $ra 0($sp) # stack pop
lw $s4, 4($sp)
addi $sp, $sp 8
jr $ra
# *****Your codes end here
#--------------------------------------------------------------------
# Procedure: check_auto_down
# Check whether the game pauses, If not,then
# Check whether the block needs to go downside by one step automatically in this game iteration.
# If so, the block go down one step.
# This function has no input parameters and return value.
#--------------------------------------------------------------------
check_auto_down:
addi $sp, $sp, -4
sw $ra, 0($sp)
cad_check_pause:
la $t0,game_pause
lw $t1,0($t0)
bne $t1,$zero,cad_exit
cad_check_autodown_count:
la $t0,auto_down_count
lw $t1,0($t0)
addi $t1,$t1,1
sw $t1,0($t0)
addi $t2,$zero,20
slt $t3,$t1,$t2
bne $t3,$zero,cad_exit
cad_auto_down:
jal block_move_down
la $t0,auto_down_count
sw $zero,0($t0)
cad_exit:
#sw $t1,0($t0)
lw $ra, 0($sp)
addi $sp, $sp, 4
jr $ra
#--------------------------------------------------------------------
# Procedure: set_game_pause
# Switch the state of game_pause.
# This function has no input parameters and return value.
#--------------------------------------------------------------------
set_game_pause:
addi $sp, $sp, -4
sw $ra, 0($sp)
la $t0,game_pause
lw $t1,0($t0)
addi $t1,$t1,1
addi $t2,$zero,2
slt $t3,$t1,$t2
bne $t3,$zero,sgp_exit
spg_mod2:
move $t1,$zero
sgp_exit:
sw $t1,0($t0)
lw $ra, 0($sp)
addi $sp, $sp, 4
jr $ra