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frogger.asm
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#####################################################################
#
# CSC258H5S Fall 2021 Assembly Final Project
# University of Toronto, St. George
#
# Student: Wasee Alam, 1007104928
#
# Bitmap Display Configuration:
# - Unit width in pixels: 8
# - Unit height in pixels: 8
# - Display width in pixels: 256
# - Display height in pixels: 256
# - Base Address for Display: 0x10008000 ($gp)
#
# Which milestone is reached in this submission?
# (See the assignment handout for descriptions of the milestones)
# - Milestone 1/2/3/4/5 (choose the one the applies)
# Milestone 4
#
# Which approved additional features have been implemented?
# (See the assignment handout for the list of additional features)
# 1. Objects like Arcade
# 2. Different log speeds
# 3. Sound
# ... (add more if necessary)
# no more :(
## Any additional information that the TA needs to know:
# - It will be evident in the demo but the frog jumps two units intstead of one.
# This is because it is easier for the player, 1 unit is hard.
# - The black bar on the bottom was intentional, it was space intended to show the score.
#####################################################################
# Demo for painting
#
# Bitmap Display Configuration:
# - Unit width in pixels: 8
# - Unit height in pixels: 8
# - Display width in pixels: 256
# - Display height in pixels: 256
# - Base Address for Display: 0x10008000 ($gp)
#
.data
displayAddress: .word 0x10008000
i: .space 4 # random loop var
frogX: .word 60
frogY: .word 3456
vehicle_space: .space 60 # 5x3 = 15 (5x3 vehicles), 15 * 2 = 30 (2 vehicles) 30 *2 = 60 (2 rows)
log_space: .space 60 # 5x3 = 15 (5x3 vehicles), 15 * 2 = 30 (2 vehicles) 30 *2 = 60 (2 rows)
death_sound: .byte 61
game_over: .byte 95
strings: .byte 40
win_instrument: .byte 107
win_sound: .byte 61
move_sound: .byte 65
move_loudness: .byte 64
win_length: .byte 1000
move_instrument: .byte 58
.text
lw $s7, displayAddress
add $t1, $zero, $zero
add $t5, $zero, $zero
add $t4, $zero, $zero
add $t3, $zero, $zero
add $k1, $zero, $zero # lives
add $s4, $zero, $zero
# temp variable: $s6
# $t2, $t8: keyboard input
# $a0, $a1 used for moving frog
#
keyboard_input:
lw $t2, 0xffff0004
beq $t2, 0x77, respond_to_W
beq $t2, 0x61, respond_to_A
beq $t2, 0x64, respond_to_D
beq $t2, 0x73, respond_to_S
j main # if we don't get a valid input go to main again
respond_to_W:
# increment by 8
add $s6, $a0, $zero
add $t7, $a1, $zero
li $v0, 31 # system call for collision
la $a0, move_sound
la $a2, move_instrument
la $a3, move_loudness
syscall
add $a0, $zero, $s6
add $a1, $zero, $t7
addi $a0, $a0, 0
addi $a1, $a1, -256
addi $s4, $s4 10
beq $a1, $zero, wrap_handler_vertical
j main
respond_to_A:
add $s6, $a0, $zero
add $t7, $a1, $zero
li $v0, 31 # system call for collision
la $a0, move_sound
la $a2, move_instrument
la $a3, move_loudness
syscall
add $a0, $zero, $s6
add $a1, $zero, $t7
beq $a0, -128, wrap_handler_horizontal
# increment by 8
addi $a0, $a0, -8
addi $a1, $a1, 0
j main
respond_to_S:
add $s6, $a0, $zero
add $t7, $a1, $zero
li $v0, 31 # system call for collision
la $a0, move_sound
la $a2, move_instrument
la $a3, move_loudness
syscall
add $a0, $zero, $s6
add $a1, $zero, $t7
addi $s4, $s4 -10
beq $a1, 3456, wrap_handler_vertical
# increment by 8
addi $a0, $a0, 0
addi $a1, $a1, 256
j main
respond_to_D:
add $s6, $a0, $zero
add $t7, $a1, $zero
li $v0, 31 # system call for collision
la $a0, move_sound
la $a2, move_instrument
la $a3, move_loudness
syscall
add $a0, $zero, $s6
add $a1, $zero, $t7
beq $a0, 128, wrap_handler_horizontal
# increment by 8
addi $a0, $a0, 8
addi $a1, $a1, 0
j main
lives:
li $a3, 0xffffff
sw $a3, -4($s7) # draw rect
sw $a3, 0($s7) # draw rect
sw $a3, 4($s7) # draw rect
sw $a3, -132($s7) # draw rect
sw $a3, -128($s7) # draw rect
sw $a3, -124($s7) # draw rect
# sound
li $v0, 31 # system call for open file
la $a0, death_sound # output file name
syscall
# reset frog
lw $s7, displayAddress #reset display addr
la $k0, frogX #load addr of frog_x
la $t9, frogY #load addr of frog_y
# reset position of frog movement
add $a0, $zero, $zero
add $a1, $zero, $zero
jal draw_frog
addi $s5, $s5, 1
beq $s5, 3, death_loop
# Main
main:
# check for keyboard input
lw $t8, 0xffff0000
beq $t8, 1, keyboard_input
### Goal Region
lw $t2, displayAddress #reset display addr
lw $t9, displayAddress #reset display addr
addi $t2, $t2, 0
addi $t9, $t9, 192
li $a3, 0x00ff7f
jal draw_rect_loop
jal draw_square
### Water
lw $t2, displayAddress #reset display addr
lw $t9, displayAddress #reset display addr
addi $t2, $t2, 192
addi $t9, $t9, 384
li $a3, 0x0000ff # blue
jal draw_rect_loop
### Safe
lw $t2, displayAddress #reset display addr
lw $t9, displayAddress #reset display addr
addi $t2, $t2, 384
addi $t9, $t9, 576
li $a3, 0x00ff00
jal draw_rect_loop
### Road
lw $t2, displayAddress #reset display addr
lw $t9, displayAddress #reset display addr
addi $t2, $t2, 576
addi $t9, $t9, 768
li $a3, 0x686868 # grey
jal draw_rect_loop
### Start
la $t0, i #load addr of i
sw $zero, 0($t0)
lw $t2, displayAddress #reset display addr
lw $t9, displayAddress #reset display addr
addi $t2, $t2, 768
addi $t9, $t9, 960
li $a3, 0x00ff00
jal draw_rect_loop
### Draw logs
li $a3, 0xd2b48c # brown
lw $s7, displayAddress #reset display addr
addi $s7, $s7, 768 #increment to the desired spot.
add $t1, $t1, 4
jal draw_log
lw $s7, displayAddress #reset display addr
addi $s7, $s7, 832 #increment to the desired spot.
add $t3, $t3, 4
jal draw_log_indent
li $a3, 0xdeb887
lw $s7, displayAddress #reset display addr
addi $s7, $s7, 1148 #increment to the desired spot.
add $t5, $t5, 4
jal draw_log_reverse
lw $s7, displayAddress #reset display addr
addi $s7, $s7, 1200 #increment to the desired spot.
add $t4, $t4, 4
jal draw_log_indent_reverse
### Draw Vehicles
li $a3, 0x8fce00 # car green
lw $s7, displayAddress #reset display addr
addi $s7, $s7, 2304 #increment to the desired spot.
jal draw_vehicles
lw $s7, displayAddress #reset display addr
addi $s7, $s7, 2368 #increment to the desired spot.
jal draw_vehicles_indent
lw $s7, displayAddress #reset display addr
addi $s7, $s7, 2688 #increment to the desired spot.
add $t5, $t5, 4
jal draw_vehicles_reverse
lw $s7, displayAddress #reset display addr
addi $s7, $s7, 2752 #increment to the desired spot.
add $t4, $t4, 4
jal draw_vehicles_indent_reverse
### Draw Frog
lw $s7, displayAddress #reset display addr
la $k0, frogX #load addr of frog_x
la $t9, frogY #load addr of frog_y
jal draw_frog
### Sleep
add $s6, $a0, $zero # temporarily save a0
li $v0, 32
li $a0, 32 #TODO: use 32 for 60 fps
syscall
add $a0, $s6, $zero # reset a0
j main
#########################################################
check_collision:
# collison event
lw $s6, 0($s7) # load colour into t4
li $a3, 0x0000ff # load blue
beq $s6, $a3, lives # if we touch water exit
# check if we are on a log
addi $sp, $sp, -4
sw $ra, 0($sp)
jal move_frog_with_log
lw $ra, 0($sp)
addi $sp, $sp, 4
li $a3, 0x8fce00 # load green
beq $s6, $a3, lives #
lw $s6, 8($s7) # right corner
beq $s6, $a3, lives # if we touch car exit
lw $s6, 136($s7) # bottom left corner
beq $s6, $a3, lives # if we touch car exit
lw $s6, 264($s7) # bottom right corner
beq $s6, $a3, lives # if we touch car exitexit
li $a3, 0x00ff7f # load red
beq $s6, $a3, Win # if we touch goal exit
jr $ra
#########################################################
draw_rect_loop:
# begin the loop
beq $t2, $t9, draw_rect_exit
sw $a3, 0($s7) # draw rect
addi $s7, $s7, 4 # increment address by 4
addi $t2, $t2, 1 # increment the loop condition
j draw_rect_loop
draw_rect_exit:
jr $ra
draw_square:
addi $t2, $t2, 0
addi $s7, $s7, -64
li $a3, 0x0000ff
sw $a3, -4($s7) # draw rect
sw $a3, 0($s7) # draw rect
sw $a3, 4($s7) # draw rect
addi $s7, $s7, 64
addi $s7, $s7, -32
li $a3, 0x0000ff
sw $a3, -4($s7) # draw rect
sw $a3, 0($s7) # draw rect
sw $a3, 4($s7) # draw rect
addi $s7, $s7, 32
addi $s7, $s7, -96
li $a3, 0x0000ff
sw $a3, -4($s7) # draw rect
sw $a3, 0($s7) # draw rect
sw $a3, 4($s7) # draw rect
addi $s7, $s7, 96
jr $ra
move_frog_with_log:
# top logs
li $a3, 0xd2b48c # load white
beq $s6, $a3, move_frog_with_log_right
# bot logs
li $a3, 0xdeb887 # load white
beq $s6, $a3, move_frog_with_log_left
jr $ra
move_frog_with_log_right:
addi $a0, $a0, 4
jr $ra
move_frog_with_log_left:
addi $a0, $a0, -8
jr $ra
draw_frog:
# get value of frogX and frogY
lw $s0, 0($k0)
lw $s1, 0($t9)
add $s7, $s7, $s0
add $s7, $s7, $s1
# s7 gets changed
add $s7, $s7, $a0
add $s7, $s7, $a1
# stack nonsense (check for a collision)
addi $sp, $sp, -4
sw $ra, 0($sp)
jal check_collision
lw $ra, 0($sp)
addi $sp, $sp, 4
# draw the frog
li $a3, 0x8e7cc3 # purple
sw $a3, 0($s7) # source, offset(destination)
sw $a3, 4($s7)
sw $a3, 8($s7)
# sw $a3, 128($s7)
sw $a3, 132($s7)
# sw $a3, 136($s7)
sw $a3, 256($s7)
sw $a3, 260($s7)
sw $a3, 264($s7)
# reset the display address, since we don't want the bckgrnd to change.
sub $s7, $s7, $a0
sub $s7, $s7, $a1
sub $s7, $s7, $s0
sub $s7, $s7, $s1
jr $ra
draw_vehicles:
# draw car
beq $t1, 128, wrap_handler_vehicle # it checks the left corner so we have to adjust for taht
add $s7, $s7, $t1
sw $a3, 0($s7)
# sw $a3, 4($s7)
sw $a3, 8($s7)
sw $a3, 12($s7)
# sw $a3, 16($s7)
sw $a3, 20($s7)
sw $a3, 128($s7)
sw $a3, 132($s7)
sw $a3, 136($s7)
sw $a3, 140($s7)
sw $a3, 144($s7)
sw $a3, 148($s7)
sw $a3, 256($s7)
# sw $a3, 260($s7)
sw $a3, 264($s7)
sw $a3, 268($s7)
# sw $a3, 272($s7)
sw $a3, 276($s7)
# reset s7
sub $s7, $s7, $t1
jr $ra
draw_vehicles_reverse:
# draw car
beq $t5, 4, wrap_handler_vehicle_reverse # it checks the left corner so we have to adjust for taht
sub $s7, $s7, $t5
sw $a3, 0($s7)
# sw $a3, 4($s7)
sw $a3, 8($s7)
sw $a3, 12($s7)
# sw $a3, 16($s7)
sw $a3, 20($s7)
sw $a3, 128($s7)
sw $a3, 132($s7)
sw $a3, 136($s7)
sw $a3, 140($s7)
sw $a3, 144($s7)
sw $a3, 148($s7)
sw $a3, 256($s7)
# sw $a3, 260($s7)
sw $a3, 264($s7)
sw $a3, 268($s7)
# sw $a3, 272($s7)
sw $a3, 276($s7)
# reset s7
add $s7, $s7, $t5
jr $ra
draw_vehicles_indent:
# draw car
beq $t3, 60, wrap_handler_vehicle_indent # it checks the left corner so we have to adjust for taht
add $s7, $s7, $t3
sw $a3, 0($s7)
# sw $a3, 4($s7)
sw $a3, 8($s7)
sw $a3, 12($s7)
# sw $a3, 16($s7)
sw $a3, 20($s7)
sw $a3, 128($s7)
sw $a3, 132($s7)
sw $a3, 136($s7)
sw $a3, 140($s7)
sw $a3, 144($s7)
sw $a3, 148($s7)
sw $a3, 256($s7)
# sw $a3, 260($s7)
sw $a3, 264($s7)
sw $a3, 268($s7)
# sw $a3, 272($s7)
sw $a3, 276($s7)
# reset s7
sub $s7, $s7, $t3
jr $ra
draw_vehicles_indent_reverse:
# draw car
beq $t4, 72, wrap_handler_vehicle_indent_reverse # it checks the left corner so we have to adjust for taht
sub $s7, $s7, $t4
sw $a3, 0($s7)
# sw $a3, 4($s7)
sw $a3, 8($s7)
sw $a3, 12($s7)
# sw $a3, 16($s7)
sw $a3, 20($s7)
sw $a3, 128($s7)
sw $a3, 132($s7)
sw $a3, 136($s7)
sw $a3, 140($s7)
sw $a3, 144($s7)
sw $a3, 148($s7)
sw $a3, 256($s7)
# sw $a3, 260($s7)
sw $a3, 264($s7)
sw $a3, 268($s7)
# sw $a3, 272($s7)
sw $a3, 276($s7)
# reset s7
add $s7, $s7, $t4
jr $ra
draw_log:
# draw car
beq $t1, 128, wrap_handler_vehicle # it checks the left corner so we have to adjust for taht
add $s7, $s7, $t1
sw $a3, 0($s7)
sw $a3, 4($s7)
sw $a3, 8($s7)
sw $a3, 12($s7)
sw $a3, 16($s7)
sw $a3, 20($s7)
sw $a3, 128($s7)
sw $a3, 132($s7)
sw $a3, 136($s7)
sw $a3, 140($s7)
sw $a3, 144($s7)
sw $a3, 148($s7)
sw $a3, 256($s7)
sw $a3, 260($s7)
sw $a3, 264($s7)
sw $a3, 268($s7)
sw $a3, 272($s7)
sw $a3, 276($s7)
# reset s7
sub $s7, $s7, $t1
jr $ra
draw_log_reverse:
# draw car
beq $t5, 4, wrap_handler_vehicle_reverse # it checks the left corner so we have to adjust for taht
sub $s7, $s7, $t5
sw $a3, 0($s7)
sw $a3, 4($s7)
sw $a3, 8($s7)
sw $a3, 12($s7)
sw $a3, 16($s7)
sw $a3, 20($s7)
sw $a3, 128($s7)
sw $a3, 132($s7)
sw $a3, 136($s7)
sw $a3, 140($s7)
sw $a3, 144($s7)
sw $a3, 148($s7)
sw $a3, 256($s7)
sw $a3, 260($s7)
sw $a3, 264($s7)
sw $a3, 268($s7)
sw $a3, 272($s7)
sw $a3, 276($s7)
# reset s7
add $s7, $s7, $t5
jr $ra
draw_log_indent:
# draw car
beq $t3, 60, wrap_handler_vehicle_indent # it checks the left corner so we have to adjust for taht
add $s7, $s7, $t3
sw $a3, 0($s7)
sw $a3, 4($s7)
sw $a3, 8($s7)
sw $a3, 12($s7)
sw $a3, 16($s7)
sw $a3, 20($s7)
sw $a3, 128($s7)
sw $a3, 132($s7)
sw $a3, 136($s7)
sw $a3, 140($s7)
sw $a3, 144($s7)
sw $a3, 148($s7)
sw $a3, 256($s7)
sw $a3, 260($s7)
sw $a3, 264($s7)
sw $a3, 268($s7)
sw $a3, 272($s7)
sw $a3, 276($s7)
# reset s7
sub $s7, $s7, $t3
jr $ra
draw_log_indent_reverse:
# draw car
beq $t4, 72, wrap_handler_vehicle_indent_reverse # it checks the left corner so we have to adjust for taht
sub $s7, $s7, $t4
sw $a3, 0($s7)
sw $a3, 4($s7)
sw $a3, 8($s7)
sw $a3, 12($s7)
sw $a3, 16($s7)
sw $a3, 20($s7)
sw $a3, 128($s7)
sw $a3, 132($s7)
sw $a3, 136($s7)
sw $a3, 140($s7)
sw $a3, 144($s7)
sw $a3, 148($s7)
sw $a3, 256($s7)
sw $a3, 260($s7)
sw $a3, 264($s7)
sw $a3, 268($s7)
sw $a3, 272($s7)
sw $a3, 276($s7)
# reset s7
add $s7, $s7, $t4
jr $ra
########################################################
wrap_handler_vehicle:
subi $t1, $t1, 128
j draw_vehicles
wrap_handler_vehicle_indent:
subi $t3, $t3, 128
j draw_vehicles_indent
wrap_handler_vehicle_reverse:
subi $t5, $t5, 128
j draw_vehicles_reverse
wrap_handler_vehicle_indent_reverse:
subi $t4, $t4, 128
j draw_vehicles_indent_reverse
wrap_handler_horizontal:
# this will not loop infinitely, since when we jump to frog a0 has changed.
add $a0, $zero, $zero
addi $a0, $zero, -8
addi $a1, $zero, 128
j draw_frog
wrap_handler_vertical:
# do not move if we are trying to escape the bounds
addi $a0, $a0, 0
addi $a1, $a1, 0
j draw_frog
########################################################
# Exit Function
death_loop:
# sleep
li $v0, 32
li $a0, 500 #TODO: use 32 for 60 fps
syscall
# sound
li $v0, 31 # system call for file
la $a0, game_over # output file name
la $a2, strings
syscall
j Exit
Win:
li $v0, 32
li $a0, 500 #TODO: use 32 for 60 fps
syscall
li $v0, 31 # system call for collision
la $a0, win_sound # output file name
la $a1, win_length
la $a2, win_instrument
syscall
j Exit
Exit:
lw $s7, displayAddress
### Goal Region
la $t0, i #load addr of i
sw $zero, 0($t0)
lw $t2, displayAddress #reset display addr
lw $t9, displayAddress #reset display addr
addi $t2, $t2, 0
addi $t9, $t9, 192
li $a3, 0x00ff7f
jal draw_rect_loop
jal draw_square
### Water
la $t0, i #load addr of i
sw $zero, 0($t0)
lw $t2, displayAddress #reset display addr
lw $t9, displayAddress #reset display addr
addi $t2, $t2, 192
addi $t9, $t9, 384
li $a3, 0x0000ff # blue
jal draw_rect_loop
### Safe
la $t0, i #load addr of i
sw $zero, 0($t0)
lw $t2, displayAddress #reset display addr
lw $t9, displayAddress #reset display addr
addi $t2, $t2, 384
addi $t9, $t9, 576
li $a3, 0x00ff00
jal draw_rect_loop
### Road
la $t0, i #load addr of i
sw $zero, 0($t0)
lw $t2, displayAddress #reset display addr
lw $t9, displayAddress #reset display addr
addi $t2, $t2, 576
addi $t9, $t9, 768
li $a3, 0x686868 # grey
jal draw_rect_loop
### Start
la $t0, i #load addr of i
sw $zero, 0($t0)
lw $t2, displayAddress #reset display addr
lw $t9, displayAddress #reset display addr
addi $t2, $t2, 768
addi $t9, $t9, 960
li $a3, 0x00ff00
jal draw_rect_loop
li $v0, 10
syscall