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procs_mars.asm
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#############################################################################################
#
# Montek Singh
# COMP 541 Final Projects
# Nov 2, 2020
#
# This is a collection of helpful procedures for developing your final project demos.
# The procedures for reading the accelerometer, or writing the LEDs are dummies. They don’t
# do anything, but will let your program that uses them to compile.
#
# Use these in your MIPS code ONLY FOR SIMULATION IN MARS.
# (A separate version of these procedures and a few others is available for deployment on the boards.)
#
# pause: implements a pause of specified hundredths of second via busy looping
# putChar_atXY: puts a character at screen location (X, Y)
# getChar_atXY: reads the character from screen location (X, Y)
# get_key: reads keyboard and returns a match index from an array of scancodes
# get_key2: same as get_key but looks up a second array of scancodes (for player 2)
# pause_and_getkey: RESPONSIVE keyboard read + pause combined
# pause_and_getkey_2player: RESPONSIVE keyboard read + pause combined for 2 players
# get_accel: always returns 0 tilt value (i.e., 0x00FF00FF)
# get_accelX: always returns 0 X tilt value (i.e., 0x00FF)
# get_accelY: always returns 0 Y tilt value (i.e., 0x00FF)
# put_sound: sets the sound generator to a specified tone
# sound_off: dummy procedure; sound turns off on its own
# put_leds: dummy procedure
#############################################################################################
.text
#########################################
# pause(N), N is hundredths of a second #
# assuming 12.5 MHz clock. #
# N is placed in $a0. #
#########################################
.globl pause
pause:
addi $sp, $sp, -12
sw $ra, 8($sp)
sw $a0, 4($sp)
sw $v0, 0($sp)
mul $a0, $a0, 10 # $a0*10 (milliseconds)
li $v0, 32
syscall # sleep for $a0 milliseconds
lw $ra, 8($sp)
lw $a0, 4($sp)
lw $v0, 0($sp)
addi $sp, $sp, 12
jr $ra
#####################################
# proc putChar_atXY #
# write one char to (x,y) on screen #
# #
# $a0: char #
# $a1: x (col) #
# $a2: y (row) #
# #
# restores all registers #
# before returning #
#####################################
.data
smem: .space 4800
.eqv screen_ctl 0xFFFF0008 # Control register in MARS for MMIO display tool
.eqv screen_transmit_data 0xFFFF000C # Data to transmit
.text
.globl putChar_atXY
putChar_atXY:
addi $sp, $sp, -16
sw $ra, 12($sp)
sw $t0, 8($sp)
sw $t1, 4($sp)
sw $t2, 0($sp)
li $t1, 1
sw $t1, screen_ctl($0) # makes the transmit data register ready to send to display
sll $t1, $a1, 20 # X goes in bit positions 20-31
sll $t2, $a2, 8 # Y goes in bit positions 8-19
or $t0, $t1, $t2 # OR these together
ori $t0, $t0, 7 # ASCII code 7 is for positioning
sw $t0, screen_transmit_data($0)
# position cursor at (X, Y)
li $t1, 1
sw $t1, screen_ctl($0) # makes the transmit data register ready to send to display
addi $t0, $a0, '0' # convert character code 0 to letter '0', etc.
sw $t0, screen_transmit_data($0) # write at cursor location
li $t1, 1
sw $t1, screen_ctl($0) # makes the transmit data register ready to send to display
la $t0, smem # initialize to start address of screen memory's shadow copy
sll $t1, $a2, 5 # t1 = a2 << 5
sll $t2, $a2, 3 # t2 = a2 << 3
add $t1, $t1, $t2 # t1 = (a2 << 5) + (a2 << 3) = 40*row
add $t1, $t1, $a1 # t1 = 40*row + col
sll $t1, $t1, 2 # (40*row + col) * 4 for memory addressing
add $t0, $t0, $t1 # add offset to screen base address
sw $a0, 0($t0) # store character in the shadow copy of screen memory
lw $ra, 12($sp)
lw $t0, 8($sp)
lw $t1, 4($sp)
lw $t2, 0($sp)
addi $sp, $sp, 16
jr $ra
#####################################
# proc getChar_atXY #
# read char from (x,y) on screen #
# #
# $v0: char read #
# $a1: x (col) #
# $a2: y (row) #
# #
# restores all registers #
# before returning #
#####################################
getChar_atXY:
addi $sp, $sp, -16
sw $ra, 12($sp)
sw $t0, 8($sp)
sw $t1, 4($sp)
sw $t2, 0($sp)
la $t0, smem # initialize to start address of screen: 0x10020000
sll $t1, $a2, 5 # t1 = a2 << 5
sll $t2, $a2, 3 # t2 = a2 << 3
add $t1, $t1, $t2 # t1 = (a2 << 5) + (a2 << 3) = 40*row
add $t1, $t1, $a1 # t1 = 40*row + col
sll $t1, $t1, 2 # (40*row + col) * 4 for memory addressing
add $t0, $t0, $t1 # add offset to screen base address
lw $v0, 0($t0) # read character from screen
lw $ra, 12($sp)
lw $t0, 8($sp)
lw $t1, 4($sp)
lw $t2, 0($sp)
addi $sp, $sp, 16
jr $ra
#####################################
# proc get_key #
# gets a key from the keyboard #
# returns: #
# $v0= 0 if no valid key #
# = index 1 to N if valid key #
# #
# restores all registers #
# before returning #
#####################################
.data
key_array: .word 'a', 's', 'd'
key_array_end:
.eqv keyb_ctl 0xFFFF0000 # Control register in MARS for MMIO display tool
.eqv keyb_receive_data 0xFFFF0004 # Data to transmit
.text
.globl get_key
get_key:
addi $sp, $sp, -16
sw $ra, 12($sp)
sw $t0, 8($sp)
sw $t1, 4($sp)
sw $t2, 0($sp)
lw $v0, keyb_ctl($0)
beq $v0, $0, get_key_exit # return 0 if no key available
lw $t1, keyb_receive_data($0)
li $v0, 0
la $t0, key_array
la $t2, key_array_end
sub $t2, $t2, $t0
get_key_loop: # iterate through key_array to find match
lw $t0, key_array($v0)
addi $v0, $v0, 4 # go to next array element
beq $t0, $t1, get_key_exit
blt $v0, $t2, get_key_loop
li $v0, 0 # key not found in key_array
get_key_exit:
srl $v0, $v0, 2 # index of key found = offset div by 4
lw $ra, 12($sp)
lw $t0, 8($sp)
lw $t1, 4($sp)
lw $t2, 0($sp)
addi $sp, $sp, 16
jr $ra
#####################################
# proc get_key2 #
# gets a key from the kayboard #
# #
# $v0: 0 if no valid key #
# : index 1 to N if valid key #
# #
# restores all registers #
# before returning #
#####################################
.data
key_array2: .word 'j', 'l', 'i', 'k'
key_array_end2: # marks end of key array, so number of keys can be calculated
.text
.globl get_key2
get_key2:
addi $sp, $sp, -16
sw $ra, 12($sp)
sw $t0, 8($sp)
sw $t1, 4($sp)
sw $t2, 0($sp)
lw $v0, keyb_ctl($0)
beq $v0, $0, get_key_exit2 # return 0 if no key available
lw $t1, keyb_receive_data($0)
li $v0, 0
la $t0, key_array2
la $t2, key_array_end2
sub $t2, $t2, $t0
get_key_loop2: # iterate through key_array to find match
lw $t0, key_array2($v0)
addi $v0, $v0, 4 # go to next array element
beq $t0, $t1, get_key_exit2
slt $1, $v0, $t2
bne $1, $0, get_key_loop2
li $v0, 0 # key not found in key_array
get_key_exit2:
srl $v0, $v0, 2 # index of key found = offset div by 4
lw $ra, 12($sp)
lw $t0, 8($sp)
lw $t1, 4($sp)
lw $t2, 0($sp)
addi $sp, $sp, 16
jr $ra
#########################################
# pause_and_getkey(N), #
# N is hundredths of a second #
# assuming 12.5 MHz clock. #
# N is placed in $a0. #
# #
# $v0: value returned by get_key #
# #
# This is not an exact emulation of #
# the same function defined for #
# Nexys board implementation. #
# Instead of a RESPONSIVE key read #
# during a pause, this function #
# simply pauses and then reads a key #
# afterward. #
#########################################
pause_and_getkey:
addi $sp, $sp, -12
sw $ra, 8($sp)
sw $a0, 4($sp)
sw $s0, 0($sp)
jal pause
jal get_key
lw $s0, 0($sp)
lw $a0, 4($sp)
lw $ra, 8($sp)
addi $sp, $sp, 12
jr $ra
#########################################
# pause_and_getkey_2player(N), #
# N is hundredths of a second #
# assuming 12.5 MHz clock. #
# N is placed in $a0. #
# Returns 2 key values (for 2 players) #
# #
# $v0: value returned by get_key #
# if key != 0 at any time #
# during the pause, the latest #
# non-zero key value is returned; #
# else, 0 is returned. #
# #
# $v1: value returned by get_key2 #
# if key != 0 at any time #
# during the pause, the latest #
# non-zero key value is returned; #
# else, 0 is returned. #
#########################################
pause_and_getkey_2player:
addi $sp, $sp, -16
sw $ra, 12($sp)
sw $a0, 8($sp)
sw $s0, 4($sp)
sw $s1, 0($sp)
li $s0, 0
li $s1, 0
jal pause
lw $v0, keyb_ctl($0)
beq $v0, $0, pgk2_done # return 0 if no key available
lw $t1, keyb_receive_data($0)
li $v0, 0
la $t0, key_array
la $t2, key_array_end
sub $t2, $t2, $t0
pgk2_key_loop: # iterate through key_array to find match
lw $t0, key_array($v0)
addi $v0, $v0, 4 # go to next array element
beq $t0, $t1, pgk2_key_loop_done
slt $1, $v0, $t2
bne $1, $0, pgk2_key_loop
li $v0, 0 # key not found in key_array
pgk2_key_loop_done:
srl $v0, $v0, 2 # index of key found = offset div by 4
move $s0, $v0
li $v0, 0
la $t0, key_array2
la $t2, key_array_end2
sub $t2, $t2, $t0
pgk2_key_loop2: # iterate through key_array to find match
lw $t0, key_array2($v0)
addi $v0, $v0, 4 # go to next array element
beq $t0, $t1, pgk2_key_loop_done2
slt $1, $v0, $t2
bne $1, $0, pgk2_key_loop2
li $v0, 0 # key not found in key_array
pgk2_key_loop_done2:
srl $v0, $v0, 2 # index of key found = offset div by 4
move $s1, $v0
pgk2_done:
move $v0, $s0
move $v1, $s1
lw $s1, 0($sp)
lw $s0, 4($sp)
lw $a0, 8($sp)
lw $ra, 12($sp)
addi $sp, $sp, 16
jr $ra
#####################################
# proc get_accel #
# gets value from accelerometer #
# #
# Returns 0x00FF00FF in $v0 #
# These correspond to a perfectly #
# level accelerometer. #
# #
#####################################
.text
get_accel:
li $v0, 0x00FF00FF
jr $ra
get_accelX:
li $v0, 0x00FF
jr $ra
get_accelY:
li $v0, 0x00FF
jr $ra
#####################################
# proc put_sound #
# generates a tone with a specified #
# period #
# #
# #
# #
#####################################
.text
put_sound:
addi $sp, $sp, -16
sw $ra, 16($sp)
sw $a0, 12($sp)
sw $a1, 8($sp)
sw $a2, 4($sp)
sw $a3, 0($sp)
mul $a0, $a0, 12
div $a0, $a0, 19000
li $v0, 84
sub $a0, $v0, $a0
li $a1, 100
li $a2, 0
li $a3, 64
li $v0, 31
syscall
sw $ra, 16($sp)
sw $a0, 12($sp)
sw $a1, 8($sp)
sw $a2, 4($sp)
sw $a3, 0($sp)
lw $a3, 0($sp)
lw $a2, 4($sp)
lw $a1, 8($sp)
lw $a0, 12($sp)
lw $ra, 16($sp)
addi $sp, $sp, 16
jr $ra
# The procedure below does not do anything. But it will help you compile
# a program that calls sound_off
#
sound_off:
jr $ra
#####################################
# proc put_leds #
# lights up a pattern on the #
# 16 LEDs #
# #
# $a0: pattern (lower 16 bits) #
# #
#####################################
.text
# The procedure below does not do anything. But it will help you compile
# a program that calls put_leds
#
put_leds:
jr $ra