mirror of
https://github.com/osmarks/random-stuff
synced 2024-11-08 13:39:53 +00:00
127 lines
2.6 KiB
ArmAsm
127 lines
2.6 KiB
ArmAsm
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setup:
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mov r1, #0x00FF00 // snake color
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mov r2, #0xFFFFFF // background color
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mov r3, #271 // tail pos
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mov r4, #272 // head pos
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mov r5, #0xFF0000 // apple color
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mov r6, #520 // apple position
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mov r7, #767 // wrap location/size of screen
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mov r8, #snake_body // front of queue - tail location location
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add r9, r8, #1 // back of queue - head location location
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mov r10, #68 // movement direction
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str r3, [r8]
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str r4, [r9]
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initial_draw:
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str r1, [r3+256]
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str r1, [r4+256]
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move:
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str r5, [r6+256] // draw apple
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inp r0, 4
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handle_keypresses:
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cmp r0, #83 // S key
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beq go_down
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cmp r0, #65 // A key
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beq go_left
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cmp r0, #68 // D key
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beq go_right
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cmp r0, #87 // W key
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beq go_up
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mov r0, r10
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b handle_keypresses
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go_right:
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cmp r10, #65 // if was left
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beq reset_key
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mov r10, r0
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add r4, r4, #1
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and r0, r4, #31
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cmp r0, #0 // note; change back if wrong
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beq rwrap
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b draw
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rwrap:
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sub r4, r4, #31
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b draw
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go_left:
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cmp r10, #68 // if was right
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beq reset_key
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mov r10, r0
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sub r4, r4, #1
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and r0, r4, #31
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cmp r0, #31
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beq lwrap
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b draw
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lwrap:
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add r4, r4, #32
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b draw
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go_up:
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cmp r10, #83 // if was down
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beq reset_key
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mov r10, r0
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sub r4, r4, #32
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cmp r4, #0
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blt uwrap
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b draw
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uwrap:
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add r4, r4, #736
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b draw
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go_down:
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cmp r10, #87 // if was up
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beq reset_key
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mov r10, r0
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add r4, r4, #32
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cmp r4, r7
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bgt dwrap
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b draw
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dwrap:
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sub r4, r4, #736
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draw:
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cmp r4, r6 // check if in apple location
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beq create_apple // do not move tail - apple attained
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move_tail:
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ldr r0, [r8]
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str r2, [r0+256] // clear tail
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add r8, r8, #1 // inc tail pointer
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cmp r8, #200
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blt move_head
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mov r8, #snake_body
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move_head:
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add r9, r9, #1 // inc head pointer
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cmp r9, #200
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blt actually_move_head
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mov r9, #snake_body
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actually_move_head:
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str r4, [r9]
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ldr r0, [r4+256] // check if snake is self-intersecting via reading screen memory
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cmp r0, r1
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beq game_over
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cmp r8, r9 // check for win condition - head and tail in same spot means it's very long, so you win
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beq game_win
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str r1, [r4+256] // draw head
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b move // loop infinitely
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create_apple:
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inp r6, 8
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mov r0, #1023 // too big for immediate parameter
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and r6, r6, r0
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cmp r6, r7
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bgt create_apple // loop again if out of range
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cmp r6, r4
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beq create_apple
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b move_head
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reset_key:
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mov r0, r10
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b handle_keypresses
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game_over:
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mov r0, #loss_message
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out r0, 8
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halt
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game_win:
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mov r0, #win_message
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out r0, 8
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halt
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loss_message:
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dat 0x20756f59 // "You "
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dat 0x65736f4c // "Lose"
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dat 0 // ␀
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win_message:
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dat 0x20756f59 // "You"
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dat 0x006e6957 // "Win␀"
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snake_body: dat 0
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