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macro.asm
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macro.asm
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.data
.text
#################################
# #
# PRINT #
# #
#################################
.macro print_background(%label)
li t1,0xFF000000 # endereco inicial da Memoria VGA - Frame 0
li t2,0xFF012C00 # endereco final - Frame 0
li t3,0
bgtz t0, SOMA_PB
j INICIO_PB
SOMA_PB:
li t0, 0x00100000
add t1,t1,t0 # Endereço Inicial - Frame 1 - 0xFF100000
add t2,t2,t0 # Endereço Final - Frame 1 - 0xFF112C00
INICIO_PB:
la s1,%label # endereço dos dados da tela na memoria
addi s1,s1,8 # primeiro pixels depois das informações de nlin ncol
LOOP1_PB: beq t1,t2,FIM_PB # Se for o último endereço então sai do loop
lw t3,0(s1) # le um conjunto de 4 pixels : word
sw t3,0(t1) # escreve a word na memória VGA
addi t1,t1,4 # soma 4 ao endereço
addi s1,s1,4
j LOOP1_PB # volta a verificar
FIM_PB:
.end_macro
#################################
# #
# Frames #
# #
#################################
.macro change_frame()
li s0,0xFF200604 # Escolhe o Frame 0 ou 1
lw t2,0(s0) # inicio Frame
xori t2, t2, 1
sw t2,0(s0)
.end_macro
.macro frame_atual()
li s0, 0xFF200604
lw t0, 0(s0)
.end_macro
.macro next_frame()
li s0, 0xFF200604
lw t2, 0(s0)
xori t0, t2,1
.end_macro
#################################
# #
# Carrega valores #
# pra usar no PRINT_IMAGE #
# #
#################################
.macro load_values(%x,%y,%label)
li s2, %x
li s1, %y
la a1, %label
.end_macro
#################################
# #
# Verifica #
# o caractere da KEYBOARD #
# #
#################################
.macro verify(%char,%label)
li t1, %char
beq t1,t0,PASSOU
j FIM
PASSOU:
j %label
FIM:
.end_macro
#################################
# #
# CLEAN #
# #
#################################
.macro clean_image(%label)
mv s2, t1
mv s1, t2
la a1, %label
.end_macro
#################################
# #
# MOVEMENTS #
# #
#################################
# Armazena X em t1, e Y em t2
.macro load_position(%label)
la a0, %label
lh t1, 0(a0)
lh t2, 2(a0)
.end_macro
.macro movement_y_up(%label)
addi s1,t2, -16
sh s1, 2(a0)
mv s2, t1
la a1,%label
.end_macro
.macro movement_y_down(%label)
addi s1,t2, 16
sh s1, 2(a0)
mv s2, t1
la a1,%label
.end_macro
.macro movement_x_left(%label)
addi s2,t1, -16
sh s2, 0(a0)
mv s1, t2
la a1, %label
.end_macro
.macro movement_x_right(%label)
addi s2,t1, 16
sh s2, 0(a0)
mv s1, t2
la a1, %label
.end_macro
#################################
# #
# #
# COLISÃO #
# #
# #
#################################
.macro verifica_muro(%label)
la a2, MURO
lh t4, 2(a2)
lh t5, 6(a2)
lh t6, 0(a2)
lh s4, 4(a2)
ble s1,t4,%label
bge s1,t5,%label
ble s2,t6,%label
bge s2,s4,%label
.end_macro
#################################
# #
# Colisão de Blocos #
# Borda Lateral = 71 (preto) #
# Borda Superior = 24 (muro) #
# Pixels = 16 #
# (X atual - Borda Lat.)/16 #
# (Y atual - Borda Sup.)/16 #
# Y*11 + X #
# #
#################################
# t0, s2,s1, a1
# Armazena em s7 o bloco atual
.macro bloco_atual()
li s7, 0
li s8, 71
li s9, 24
li s10, 16
li s11, 11
la a5, POSITION
lh s6, 0(a5) # X
lh s4, 2(a5) # Y
sub s6, s6, s8
sub s4, s4, s9
div s6, s6, s10
div s4, s4, s10
mul s7, s4, s11
add s7, s7, s6
.end_macro
#################################
# #
# Macro que verifica qual o #
# próximo bloco #
# comparando com a matriz #
# #
# %Label = Matriz #
# #
# %Condicional = Label que ele #
# vai pular caso for um bloco #
# que não pode passar #
# #
#################################
.macro verifica_bloco(%label, %condicional)
la a5, %label
add a5, a5, s7
lb t5, 0(a5) # Bloco do Mapa que a Sprite está
la s10, BLOCO_ATUAL
sb t5, 0(s10)
la a2, BLOCOS_BLOQUEADOS
li t6, 16 # Tamanho dos BLOCOS_BLOQUEADOS
li s4, 0 # Contador
LOOP:
beq s4, t6, FIM
addi s4, s4, 1
lb s6, 0(a2)
beq t5, s6, %condicional
addi a2, a2, 1
j LOOP
FIM:
.end_macro
#################################
# #
# Macro que vai contar a #
# quantidade de pokebola #
# que o player pegou #
# #
# label = matriz #
# fase = Imediato referente #
# ao número máximo de pokebola #
# por nível (Olhar na memória #
# de dados NUM_POKEBOLA) #
# #
# x e y = Coordenadas do baú #
# que vai ser printado #
# #
#################################
.macro conta_pokebola(%label, %fase, %x,%y) # X e Y , para printar baú após coleta de todas as pokebolas
la a6, NUM_POKEBOLA
lb a5, %fase(a6)
la s8, %label
add s8, s8, s7
lb t5, 0(s8)
li s6, 20
beq t5, s6, SOMA
j FIM
SOMA:
li a0, 80
li a3, 127
li a2, 112
li a1,300
li a7, 31
ecall
la s9, POKEBOLA
lb s10, 0(s9)
addi s10, s10, 1
sb s10, 0(s9)
li s11, 23
sb s11,0(s8)
PRINTAR:
li a4,0
li s4,1
li a6,2
li s6,3
li s7,4
li s8,5
beq s10, a4, PRINT_0
beq s10, s4, PRINT_1
beq s10, a6, PRINT_2
beq s10, s6, PRINT_3
beq s10, s7, PRINT_4
beq s10, s8, PRINT_5
PRINT_0:
frame_atual()
load_values(268,93,ZERO)
call PRINT_IMAGE
j ABRIR_BAU
PRINT_1:
frame_atual()
load_values(268,93,UM)
call PRINT_IMAGE
j ABRIR_BAU
PRINT_2:
frame_atual()
load_values(268,93,DOIS)
call PRINT_IMAGE
j ABRIR_BAU
PRINT_3:
frame_atual()
load_values(268,93,TRES)
call PRINT_IMAGE
j ABRIR_BAU
PRINT_4:
frame_atual()
load_values(268,93,QUATRO)
call PRINT_IMAGE
j ABRIR_BAU
PRINT_5:
frame_atual()
load_values(268,93,CINCO)
call PRINT_IMAGE
j ABRIR_BAU
ABRIR_BAU:
beq s10,a5,PRINTAR_BAU
j FIM
PRINTAR_BAU:
frame_atual()
load_values(%x,%y,BauAbertoChave)
call PRINT_IMAGE
la t3,PEGOU_POKEBOLA
lb t6,0(t3)
addi t6,t6,1
sb t6,0(t3)
FIM:
.end_macro
.macro reseta_pokebola(%label)
la a3, %label
li s4, 121 # Tamanho
li s5, 0 # Contador
li s6, 23 # Bloco de Tijolo auxiliar
li s7, 20 # Valor da Pokebola
LOOP:
beq s5, s4, FIM
addi s5, s5, 1
addi a3, a3, 1
lb s8, 0(a3)
beq s8, s6, BOTA_POKEBOLA
j LOOP
BOTA_POKEBOLA:
sb s7, 0(a3)
j LOOP
FIM:
.end_macro
.macro printa_caterpie()
la s10 , PRINTOU_CATERPIE
la a4, PEGOU_POKEBOLA
lb s5, 0(a4)
bgtz s5, VERIFICAXY
j FIM_PC
VERIFICAXY:
li a6, 88 # coordenada do x da esquerda
li a3, 216 #coordenada do x da direita
li a7, 153 #coordenada do y
la s6 , POSITION
lh s8, 0(s6) # x do pikachu
lh s9, 2(s6) # y do pikachu
beq s8, a6 , PASSOU_X_ESQUERDA
beq s8, a3 , PASSOU_X_DIREITA
j FIM_PC
PASSOU_X_DIREITA:
beq s9,a7,PASSOU_Y_DIREITA
j FIM_PC
PASSOU_Y_DIREITA:
lb s11, 0(s10)
beqz s11, PRINTA_CATERPIE_DIREITA
j FIM_PC
PRINTA_CATERPIE_DIREITA:
la t5, FASE2
li t4, 22
sb t4, 109(t5)
frame_atual()
load_values(232,169,Caterpie)
call PRINT_IMAGE
li s4 , 1
sb s4, 0(s10)
j FIM_PC
PASSOU_X_ESQUERDA:
beq s9,a7, PASSOU_Y_ESQUERDA
j FIM_PC
PASSOU_Y_ESQUERDA:
lb s11, 0(s10)
beqz s11, PRINTA_CATERPIE_ESQUERDA
j FIM_PC
PRINTA_CATERPIE_ESQUERDA:
la t5, FASE2
li t4, 22
sb t4, 100(t5)
frame_atual()
load_values(88,169,Caterpie)
call PRINT_IMAGE
li s4 , 1
sb s4, 0(s10)
j FIM_PC
FIM_PC:
.end_macro
.macro perder_vida(%num, %label)
li a3, %num
la s4, BLOCO_ATUAL
lb s5, 0(s4)
beq s5, a3, SPRITE_MORTE
j FIM
SPRITE_MORTE:
load_position(POSITION)
frame_atual()
clean_image(fase2)
call CLEAN_IMAGE
load_position(POSITION)
mv s2, t1
mv s1, t2
la a1, pikachu_morto
call PRINT_IMAGE
li a7, 31 # Musiquinha quando morre
li a0, 61
li a1, 2000
li a2, 121
li a3, 127
ecall
li a7, 32
li a0, 2000
ecall
la t5, FASE2
li t4, 0
sb t4, 100(t5)
sb t4, 109(t5)
la a5 , VIDAS
lb a6, 0(a5)
addi a6,a6,-1
sb a6,0(a5)
j %label
FIM:
.end_macro
#################################
# #
# Macro que vai verificar #
# se o player pegou a chave #
# do baú #
# #
# %x e %y - Coordenada pra #
# printar o baú #
# #
# %xporta e %yporta -coordenada #
# que vai printar a #
# porta aberta #
# #
#################################
.macro pegou_chave(%x,%y,%xporta,%yporta,%porta) # Coordenadas do baú
li a4,21
la t3,PEGOU_POKEBOLA
lb t6,0(t3)
bgtz t6, PROX_PASSO
j FIM
PROX_PASSO:
beq a4,t5,PRINTA_BAU
j FIM
PRINTA_BAU:
frame_atual()
load_values(%x,%y,BauAberto)
call PRINT_IMAGE
li a7, 31
li a0, 61
li a1, 2000
li a2, 114
li a3, 127
ecall
frame_atual()
load_values(%xporta,%yporta,%porta)
call PRINT_IMAGE
la s4, PEGOU_CHAVE
lb s5, 0(s4)
addi s5, s5,1
sb s5,0(s4)
FIM:
.end_macro
#################################
# #
# Macro que vai detectar #
# se o player pegou a chave #
# do baú, #
# e quando chegar na coordenada #
# x e y, vai para a #
# próxima fase
# #
#################################
.macro proxima_fase(%x,%y,%label)
load_position(POSITION)
li s7, %x
li s6, %y
la s4, PEGOU_CHAVE
lb s5, 0(s4)
bgtz s5,PASSOU_UM
j FIM
PASSOU_UM:
beq s7,t1,PASSOU_DOIS
j FIM
PASSOU_DOIS:
beq s6,t2,PASSOU_TRES
j FIM
PASSOU_TRES:
j %label
FIM:
.end_macro
#################################
# #
# Verifica a última tecla, #
# se for igual, printa #
# uma sprite diferente, #
# usando um contador #
# que diferencia #
# (ímpar ou par) #
# #
#################################
.macro ultima_tecla(%label)
la a2,CONTADOR
lw t3, 0(a2) # Carrega o contador
addi t3,t3,1 # Contador+=1
sw t3, 0(a2) # Atualiza o Contador
li t4, 2
rem t0,t3,t4
beqz t0, %label
.end_macro
#################################
# #
# Carrega a label #
# e a frame para usar #
# no procedimento #
# PRINT_MAPA #
# #
#################################
.macro load_fase(%label)
la a0, %label
.end_macro