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space-invaders.asm
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8678 lines (7585 loc) · 202 KB
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jmp main
; ------- DEFINIÇÃO DE CORES -------
branco : var #1
static branco + #0, #0
marrom : var #1
static marrom + #0, #256
verde : var #1
static verde + #0, #512
oliva : var #1
static oliva + #0, #768
azul : var #1
static azul + #0, #1024
roxo : var #1
static roxo + #0, #1280
teal : var #1
static teal + #0, #1536
vermelho : var #1
static vermelho + #0, #2304
amarelo : var #1
static amarelo + #0, #2816
;-----------------------------------
atirador_atual : var #1
input_1 : var #1
score : var #1
original_pos : var #1
m_score : string "SCORE "
tiroAlienPosition : var #1
tiroTanquePosition : var #1
contador_tiro : var #1
alienPosition: var #1
alien_mov_esq : var #1
vidas_restantes : var #1
quant_alien_eliminados : var #1
score0 : string "0000"
score1 : string "0040"
score2 : string "0080"
score3 : string "0120"
score4 : string "0160"
score5 : string "0200"
score6 : string "0240"
score7 : string "0280"
score8 : string "0320"
score9 : string "0360"
score10 : string "0400"
score11 : string "0440"
score12 : string "0480"
score13 : string "0520"
score14 : string "0560"
score15 : string "0600"
score16 : string "0640"
score17 : string "0680"
score18 : string "0720"
score19 : string "0760"
score20 : string "0800"
score21 : string "0840"
score22 : string "0880"
score23 : string "0920"
score24 : string "0960"
score25 : string "1000"
alien1 : var #6
static alien1 + #0, #14 ; alien1_upl
static alien1 + #1, #0 ; bloco
static alien1 + #2, #15 ; alien1_upr
; 38 espacos para o proximo caractere
static alien1 + #3, #12 ; alien1_dwnl
static alien1 + #4, #16 ; alien1_boca
static alien1 + #5, #13 ; alien1_downr
alien1Gaps : var #6
static alien1Gaps + #0, #0
static alien1Gaps + #1, #0
static alien1Gaps + #2, #0
static alien1Gaps + #3, #37
static alien1Gaps + #4, #0
static alien1Gaps + #5, #0
alien2 : var #6
static alien2 + #0, #23 ; alien2_upl
static alien2 + #1, #24 ; alien2_cntr
static alien2 + #2, #25 ; alien2_upr
;38 espacos para o proximo caractere
static alien2 + #3, #26 ; alien2_dwnl
static alien2 + #4, #27 ; alien2_bttm
static alien2 + #5, #28 ; alien2_dwnr
alien2Gaps : var #6
static alien2Gaps + #0, #0
static alien2Gaps + #1, #0
static alien2Gaps + #2, #0
static alien2Gaps + #3, #37
static alien2Gaps + #4, #0
static alien2Gaps + #5, #0
alien3 : var #6
static alien3 + #0, #97 ; alien3_upl
static alien3 + #1, #98 ; alien3_cntr
static alien3 + #2, #99 ; alien3_upr
;38 espacos para o proximo caractere
static alien3 + #3, #100 ; alien3_dwnl
static alien3 + #4, #101 ; alien3_bttm
static alien3 + #5, #102 ; alien3_dwnr
alien3Gaps : var #6
static alien3Gaps + #0, #0
static alien3Gaps + #1, #0
static alien3Gaps + #2, #0
static alien3Gaps + #3, #37
static alien3Gaps + #4, #0
static alien3Gaps + #5, #0
tanquePosition : var #1
tanque : var #11
static tanque + #0, #520 ; canhao
; 38 espacos para o proximo caractere
static tanque + #1, #517 ; tanque_l
static tanque + #2, #519 ; tanque_up
static tanque + #3, #512 ; bloco
static tanque + #4, #519 ; tanque_up
static tanque + #5, #518 ; tanque_r
; 36 espacos para o proximo caractere
static tanque + #6, #512 ; bloco
static tanque + #7, #512 ; bloco
static tanque + #8, #512 ; bloco
static tanque + #9, #512 ; bloco
static tanque + #10, #512 ; bloco
tanqueGaps : var #11
static tanqueGaps + #0, #0
static tanqueGaps + #1, #37
static tanqueGaps + #2, #0
static tanqueGaps + #3, #0
static tanqueGaps + #4, #0
static tanqueGaps + #5, #0
static tanqueGaps + #6, #35
static tanqueGaps + #7, #0
static tanqueGaps + #8, #0
static tanqueGaps + #9, #0
static tanqueGaps + #10, #0
;; posição inicial de cada linha de aliens
alien_pos_0 : var #1
alien_pos_1 : var #1
alien_pos_2 : var #1
alien_pos_3 : var #1
alien_pos_4 : var #1
;; flags para verificar se alien devem ser impressos
alien_0 : var #1
alien_1 : var #1
alien_2 : var #1
alien_3 : var #1
alien_4 : var #1
alien_5 : var #1
alien_6 : var #1
alien_7 : var #1
alien_8 : var #1
alien_9 : var #1
alien_10 : var #1
alien_11 : var #1
alien_12 : var #1
alien_13 : var #1
alien_14 : var #1
alien_15 : var #1
alien_16 : var #1
alien_17 : var #1
alien_18 : var #1
alien_19 : var #1
alien_20 : var #1
alien_21 : var #1
alien_22 : var #1
alien_23 : var #1
alien_24 : var #1
atirador_eh_0 : var #1
atirador_eh_1 : var #1
atirador_eh_2 : var #1
atirador_eh_3 : var #1
atirador_eh_4 : var #1
atirador_eh_5 : var #1
atirador_eh_6 : var #1
atirador_eh_7 : var #1
atirador_eh_8 : var #1
atirador_eh_9 : var #1
atirador_eh_10 : var #1
atirador_eh_11 : var #1
atirador_eh_12 : var #1
atirador_eh_13 : var #1
atirador_eh_14 : var #1
atirador_eh_15 : var #1
atirador_eh_16 : var #1
atirador_eh_17 : var #1
atirador_eh_18 : var #1
atirador_eh_19 : var #1
atirador_eh_20 : var #1
atirador_eh_21 : var #1
atirador_eh_22 : var #1
atirador_eh_23 : var #1
atirador_eh_24 : var #1
atirador_0 : var #1
atirador_1 : var #1
atirador_2 : var #1
atirador_3 : var #1
atirador_4 : var #1
atirador_pos_0 : var #1
atirador_pos_1 : var #1
atirador_pos_2 : var #1
atirador_pos_3 : var #1
atirador_pos_4 : var #1
;---- Inicio do Programa Principal -----
main:
jmp menu
halt
;---- Fim do Programa Principal -----
;---- Inicio das Subrotinas -----
player:
push r0
push r1
push r2
push r3
push r4
push r5
push r6
push r7
; printando tanque
loadn r0, #tanque
loadn r1, #tanqueGaps
load r2, tanquePosition
loadn r3, #11
load r7, branco
call printChar
; guardando infos
load r1, tanquePosition
loadn r4, #1
loadn r5, #1042
loadn r6, #1077
loadn r7, #255
store input_1, r7
loadn r0, #100
call delay
; verifica input
load r2, input_1
loadn r3, #'a' ; esquerda
cmp r2, r3
jeq esquerda
; verifica input
load r2, input_1
loadn r3, #'d' ; direita
cmp r2, r3
jeq direita
jmp fim
esquerda:
cmp r1, r5
jeq fim
push r1
loadn r1, #tanqueGaps
load r2, tanquePosition
loadn r3, #11
call apagarChar
pop r1
sub r1, r1, r4
store tanquePosition, r1
jmp fim
direita:
cmp r1, r6
jeq fim
push r1
load r2, tanquePosition
loadn r1, #tanqueGaps
loadn r3, #11
call apagarChar
pop r1
add r1, r1, r4
store tanquePosition, r1
fim:
pop r7
pop r6
pop r5
pop r4
pop r3
pop r2
pop r1
pop r0
rts
setup_alien_row:
push r0
push r1
push r2
push r3
push r4
push r5
push r6
push r7
loadn r4, #0 ; contador de aliens
loadn r5, #5 ; quantidade de alien por coluna
loadn r6, #0 ; primeiro gap entre alien / parede esquerda
loadn r0, #alien3
loadn r1, #alien3Gaps
load r2, alienPosition
loadn r3, #6
load r7, branco
store alien_pos_0, r2
imprime_alien_0:
add r2, r2, r6
push r0
push r1
push r7
loadn r7, #1
;; verificando em qual iteração do loop estamos
loadn r0, #0
cmp r0, r4
jeq verify_0
loadn r0, #1
cmp r0, r4
jeq verify_1
loadn r0, #2
cmp r0, r4
jeq verify_2
loadn r0, #3
cmp r0, r4
jeq verify_3
loadn r0, #4
cmp r0, r4
jeq verify_4
jmp fim_verify_0
;; verificando se alien existe
verify_0:
load r0, alien_0
load r1, atirador_eh_0
cmp r7, r1
jne fim_verify_0
push r0
load r0, alien_pos_0
store atirador_pos_0, r0
pop r0
jmp fim_verify_0
verify_1:
load r0, alien_1
load r1, atirador_eh_1
cmp r7, r1
jne fim_verify_0
push r0
push r1
loadn r1, #8
load r0, alien_pos_0
add r0, r0, r1
store atirador_pos_1, r0
pop r1
pop r0
store atirador_pos_1, r2
jmp fim_verify_0
verify_2:
load r0, alien_2
load r1, atirador_eh_2
cmp r7, r1
jne fim_verify_0
push r0
push r1
loadn r1, #16
load r0, alien_pos_0
add r0, r0, r1
store atirador_pos_2, r0
pop r1
pop r0
jmp fim_verify_0
verify_3:
load r0, alien_3
load r1, atirador_eh_3
cmp r7, r1
jne fim_verify_0
push r0
push r1
loadn r1, #24
load r0, alien_pos_0
add r0, r0, r1
store atirador_pos_3, r0
pop r1
pop r0
jmp fim_verify_0
verify_4:
load r0, alien_4
load r1, atirador_eh_4
cmp r7, r1
jne fim_verify_0
push r0
push r1
loadn r1, #32
load r0, alien_pos_0
add r0, r0, r1
store atirador_pos_4, r0
pop r1
pop r0
fim_verify_0:
pop r7
loadn r1, #0
cmp r0, r1 ; alien == 0?
pop r1
pop r0
jeq not_print_0 ; se sim, não printar
call printChar
not_print_0:
loadn r6, #8
inc r4
cmp r4, r5
jne imprime_alien_0
loadn r0, #alien2
loadn r4, #0 ; contador de aliens
loadn r6, #128
add r2, r2, r6
loadn r6, #0
store alien_pos_1, r2
imprime_alien_1:
add r2, r2, r6
push r0
push r1
push r7
loadn r7, #1
;; verificando em qual iteração do loop estamos
loadn r0, #0
cmp r0, r4
jeq verify_5
loadn r0, #1
cmp r0, r4
jeq verify_6
loadn r0, #2
cmp r0, r4
jeq verify_7
loadn r0, #3
cmp r0, r4
jeq verify_8
loadn r0, #4
cmp r0, r4
jeq verify_9
jmp fim_verify_1
;; verificando se alien existe
verify_5:
load r0, alien_5
load r1, atirador_eh_5
cmp r7, r1
jne fim_verify_1
push r0
load r0, alien_pos_1
store atirador_pos_0, r0
pop r0
jmp fim_verify_1
verify_6:
load r0, alien_6
load r1, atirador_eh_6
cmp r7, r1
jne fim_verify_1
push r0
push r1
loadn r1, #8
load r0, alien_pos_1
add r0, r0, r1
store atirador_pos_1, r0
pop r1
pop r0
jmp fim_verify_1
verify_7:
load r0, alien_7
load r1, atirador_eh_7
cmp r7, r1
jne fim_verify_1
push r0
push r1
loadn r1, #16
load r0, alien_pos_1
add r0, r0, r1
store atirador_pos_2, r0
pop r1
pop r0
jmp fim_verify_1
verify_8:
load r0, alien_8
load r1, atirador_eh_8
cmp r7, r1
jne fim_verify_1
push r0
push r1
loadn r1, #24
load r0, alien_pos_1
add r0, r0, r1
store atirador_pos_3, r0
pop r1
pop r0
jmp fim_verify_1
verify_9:
load r0, alien_9
load r1, atirador_eh_9
cmp r7, r1
jne fim_verify_1
push r0
push r1
loadn r1, #32
load r0, alien_pos_1
add r0, r0, r1
store atirador_pos_4, r0
pop r1
pop r0
fim_verify_1:
pop r7
loadn r1, #0
cmp r0, r1 ; alien == 0?
pop r1
pop r0
jeq not_print_1 ; se sim, não printar
call printChar
not_print_1:
loadn r6, #8
inc r4
cmp r4, r5
jne imprime_alien_1
loadn r4, #0 ; contador de aliens
loadn r6, #128
add r2, r2, r6
loadn r6, #0
store alien_pos_2, r2
imprime_alien_2:
add r2, r2, r6
push r0
push r1
push r7
loadn r7, #1
;; verificando em qual iteração do loop estamos
loadn r0, #0
cmp r0, r4
jeq verify_10
loadn r0, #1
cmp r0, r4
jeq verify_11
loadn r0, #2
cmp r0, r4
jeq verify_12
loadn r0, #3
cmp r0, r4
jeq verify_13
loadn r0, #4
cmp r0, r4
jeq verify_14
jmp fim_verify_2
;; verificando se alien existe
verify_10:
load r0, alien_10
load r1, atirador_eh_10
cmp r7, r1
jne fim_verify_2
push r0
load r0, alien_pos_2
store atirador_pos_0, r0
pop r0
jmp fim_verify_2
verify_11:
load r0, alien_11
load r1, atirador_eh_11
cmp r7, r1
jne fim_verify_2
push r0
push r1
loadn r1, #8
load r0, alien_pos_2
add r0, r0, r1
store atirador_pos_1, r0
pop r1
pop r0
jmp fim_verify_2
verify_12:
load r0, alien_12
load r1, atirador_eh_12
cmp r7, r1
jne fim_verify_2
push r0
push r1
loadn r1, #16
load r0, alien_pos_2
add r0, r0, r1
store atirador_pos_2, r0
pop r1
pop r0
jmp fim_verify_2
verify_13:
load r0, alien_13
load r1, atirador_eh_13
cmp r7, r1
jne fim_verify_2
push r0
push r1
loadn r1, #24
load r0, alien_pos_2
add r0, r0, r1
store atirador_pos_3, r0
pop r1
pop r0
jmp fim_verify_2
verify_14:
load r0, alien_14
load r1, atirador_eh_14
cmp r7, r1
jne fim_verify_2
push r0
push r1
loadn r1, #32
load r0, alien_pos_2
add r0, r0, r1
store atirador_pos_4, r0
pop r1
pop r0
fim_verify_2:
pop r7
loadn r1, #0
cmp r0, r1 ; alien == 0?
pop r1
pop r0
jeq not_print_2 ; se sim, não printar
call printChar
not_print_2:
loadn r6, #8
inc r4
cmp r4, r5
jne imprime_alien_2
loadn r0, #alien1
loadn r4, #0 ; contador de aliens
loadn r6, #128
add r2, r2, r6
loadn r6, #0
store alien_pos_3, r2
imprime_alien_3:
add r2, r2, r6
push r0
push r1
push r7
loadn r7, #1
;; verificando em qual iteração do loop estamos
loadn r0, #0
cmp r0, r4
jeq verify_15
loadn r0, #1
cmp r0, r4
jeq verify_16
loadn r0, #2
cmp r0, r4
jeq verify_17
loadn r0, #3
cmp r0, r4
jeq verify_18
loadn r0, #4
cmp r0, r4
jeq verify_19
jmp fim_verify_3
;; verificando se alien existe
verify_15:
load r0, alien_15
load r1, atirador_eh_15
cmp r7, r1
jne fim_verify_3
push r0
load r0, alien_pos_3
store atirador_pos_0, r0
pop r0
jmp fim_verify_3
verify_16:
load r0, alien_16
load r1, atirador_eh_16
cmp r7, r1
jne fim_verify_3
push r0
push r1
loadn r1, #8
load r0, alien_pos_3
add r0, r0, r1
store atirador_pos_1, r0
pop r1
pop r0
jmp fim_verify_3
verify_17:
load r0, alien_17
load r1, atirador_eh_17
cmp r7, r1
jne fim_verify_3
push r0
push r1
loadn r1, #16
load r0, alien_pos_3
add r0, r0, r1
store atirador_pos_2, r0
pop r1
pop r0
jmp fim_verify_3
verify_18:
load r0, alien_18
load r1, atirador_eh_18
cmp r7, r1
jne fim_verify_3
push r0
push r1
loadn r1, #24
load r0, alien_pos_3
add r0, r0, r1
store atirador_pos_3, r0
pop r1
pop r0
jmp fim_verify_3
verify_19:
load r0, alien_19
load r1, atirador_eh_19
cmp r7, r1
jne fim_verify_3
push r0
push r1
loadn r1, #32
load r0, alien_pos_3
add r0, r0, r1
store atirador_pos_4, r0
pop r1
pop r0
fim_verify_3:
pop r7
loadn r1, #0
cmp r0, r1 ; alien == 0?
pop r1
pop r0
jeq not_print_3 ; se sim, não printar
call printChar
not_print_3:
loadn r6, #8
inc r4
cmp r4, r5
jne imprime_alien_3
loadn r4, #0 ; contador de aliens
loadn r6, #128
add r2, r2, r6
loadn r6, #0
store alien_pos_4, r2
imprime_alien_4:
add r2, r2, r6
push r0
push r1
push r7
loadn r7, #1
;; verificando em qual iteração do loop estamos
loadn r0, #0
cmp r0, r4
jeq verify_20
loadn r0, #1
cmp r0, r4
jeq verify_21
loadn r0, #2
cmp r0, r4
jeq verify_22
loadn r0, #3
cmp r0, r4
jeq verify_23
loadn r0, #4
cmp r0, r4
jeq verify_24
jmp fim_verify_4
;; verificando se alien existe
verify_20:
load r0, alien_20
load r1, atirador_eh_20
cmp r7, r1
jne fim_verify_4
push r0
load r0, alien_pos_4
store atirador_pos_0, r0
pop r0
jmp fim_verify_4
verify_21:
load r0, alien_21
load r1, atirador_eh_21
cmp r7, r1
jne fim_verify_4
push r0
push r1
loadn r1, #8
load r0, alien_pos_4
add r0, r0, r1
store atirador_pos_1, r0
pop r1
pop r0
jmp fim_verify_4
verify_22:
load r0, alien_22