.ORIG x3000 ;This program Runs a game of battleship between two players ;There are Subroutines for Displaying the Board,Checking of player wins ;Getting Input from user,Checking if input is valid and updating board ;The program calls these subroutines whenever required ;R1 is the Flag for Player, if R1=0, ; it is player 1, and its board will be loaded ;If R1=1, it activates all subroutines for Player 2 AND R1,R1,0 ;Initialises R1, the flag LEA R0,PLAYER1 ;Loads R0 with "Player 1" String TRAP x22 ;Prints String JSR display ;Jumps to Display Subroutine(Player 1 Board) LEA R0,PLAYER2 ;Loads R0 with "Player 2" String TRAP x22 ;Prints String ADD R1,R1,1 ;Adds 1 to R1 JSR DISPLAY ;Jumps to Subroutine Display(Player 2 Board) ADD R1,R1,-1 ;Subtracts 1 from R1, makes it 0 JSR CHECK_WIN ;Check win for Player1 ADD R1,R1,1 ;R1<-1 JSR CHECK_WIN ;CheckWin for player1 AND R1,R1,0 ;R1<-0 ;This Subroutine Controls the whole program, Calls Various Subroutines ;And updates value of R1 and decides whose Turn it is MAINPROG ADD R1,R1,0 ;R1<-R1+0 BRp PL2 ;Jumps to PL2 if Positive LEA R0,PLAYER1 ;Loads R0 with "Player 1" String TRAP x22 ;Prints String JSR DISPLAY ;Jumps to Display Subroutine BRnzp INPUT ;Jumps to Input Label PL2 LEA R0,PLAYER2 ;Loads R0 with "Player 1" String TRAP x22 ;Prints String JSR DISPLAY ;Jumps to Display Subroutine INPUT JSR GET_INPUTS ;Jumps to GET_INPUTS Subroutine UPDATE JSR UPDATE_BOARD ;Jumps To Update Board Subroutine AND R5,R5,0 ;Initiliazes R5 LD R5,GUESSED ;Loads r5 with Valid/Invalud guess notice BRnp INPUT ;Branches to Input if Invalid ADD R1,R1,0 ;Add 0 to r1 BRz FST_PLY ;Branches to Nest Player if zero JSR DISPLAY ;Jumps to Display Subroutine JSR CHECK_WIN ;Jump to Check_WIN Subroutine AND R1,R1,0 ;Initializes R1 BRnzp MAINPROG ;Branches back to MAINPROG FST_PLY JSR DISPLAY ;Jumps to Display Subroutine JSR CHECK_WIN ;Jump to Check_WIN Subroutine ADD R1,R1,1 ;R1<-R1+1 BRnzp MAINPROG ;Branches back to MAINPROG ; DISPLAY subroutine ;I have decided to run 2 loops,labelled LOOP1 and LOOP ;LOOP is the inner LOOP and will first check memory address if it is X0000 ;Using z condition code ;If Zero. it jumps to label ELSE3 and prints " " on screen ;If not 0, there may be 3 numbers, x0010,x0011, or x0001 in database address; ;x0001 should print M for Miss,x0002 should print " " space, ;X0011 should print H for Hit ;The program then subtracts 2 from the value stored in memory location, ;after it is put in R1, ;Subtracting 2 from x0001 gives us a negative no, ;using n condition code, we direct it to print "M" ;Subtracting 2 from x0011 gives us a positive no, ;using p condition code, we direct it to print "H" ;Subtracting 2 from x0010, gives us zero, ;using z condition code, we direct it to print a space " " CELL .STRINGZ " |" CELL1 .STRINGZ "|" COLUMN_NUMBERS .STRINGZ "\n 0 1 2 3 4 5 6 7 8 9\n" HORIZONTAL_RULE .STRINGZ " +---+---+---+---+---+---+---+---+---+---+\n" NEWLINE .FILL x0A ; \n CHAR_H .STRINGZ " H" CHAR_M .STRINGZ " M" ; 'M' CHAR_SPACE .STRINGZ " " ; ' ' DOUBLE_SPACE .STRINGZ " " PLAYER1 .STRINGZ "\nPlayer 1" PLAYER2 .STRINGZ "\nPlayer 2" PLAYER1_WIN .STRINGZ "\nPlayer 1 wins\n" PLAYER2_WIN .STRINGZ "\nPlayer 2 wins\n" PLAYER1_BOARD .FILL x4000 ;stores address x4000 for player one's board PLAYER2_BOARD .FILL x5000 ;stores address x5000 for player two's board SAVER0 .BLKW 1 SAVER1 .BLKW 1 SAVER2 .BLKW 1 SAVER3 .BLKW 1 SAVER4 .BLKW 1 SAVER5 .BLKW 1 SAVER7 .BLKW 1 GUESSED .BLKW 1 DISPLAY ST R0, SAVER0 ;Stores Values Of all registers in LaBels ST R6, SAVER1 ST R2, SAVER2 ST R3, SAVER3 ST R4, SAVER4 ST R5, SAVER5 ST R7, SAVER7 ADD R1,R1,0 ;R1<-R1+0 BRp PLAYER_2 ;Branches to Player_2 of positive LD R3, PLAYER1_BOARD ;3 is pointer to memory X4000, PLayer1 Board BRnzp DONE ;Branches to DONE, Skips next line PLAYER_2 LD R3, PLAYER2_BOARD ;3 is pointer to memory X4000, PLayer1 Board DONE LEA R0, COLUMN_NUMBERS ;loads R0 with column nummbers 0 to 9 TRAP x22 ;Prints the string of column numbers on screen LEA R0, HORIZONTAL_RULE ;loads R0 with horizontal rule TRAP x22 ;prints first horizontal rule on string AND R0,R0,0 ;Initializes R0 AND R5,R5,0 ;Initializes R5- Counter for Loop1 ADD R5,R5,10 ;Adds 10 to R5, Loop 1 will run 10 times LD R2, CHAR_LC_A ;Loads r2 with ascii character 'a' ;Will be incremented to show b,c,d and so on LOOP1 AND R4,R4,0 ;R4 is counter for LOOP, Initialized=0 ADD R4,R4,10 ;Sets R4 to 10, Loop will run 10 Times LEA R0, CHAR_SPACE ;Loads R0 with char_space TRAP x22 ;prints a space on screen ADD R0,R2,0 ;Loads R0 with value of R2 ;R2 contains ascii character TRAP x21 ;Displays character on screen ADD R2,R2,1 ;Increments R2 ;next character will be displayed LEA R0, CHAR_SPACE ;loads R0 with space TRAP x22 ;Displays " " on screen LEA R0, CELL1 ;Loads R0 with Cell1 string "| " TRAP x22 ;Displays "| " on screen LOOP AND R6,R6,0 ;R1 is initialized LDR R6,R3,0 ;R1 <-R3(contains address to memory" BRnp ELSE ;If not zero, jump to ELSE conditon ;checks wether the memory contains 0 ELSE3 LEA R0, DOUBLE_SPACE ;Fills R0 with space value TRAP x22 ;Prints space on screen BRnzp PRINTCELL ;Prints " | " for divider ;Skips labels ELSE and ELSE2 ELSE ADD R6,R6,-2 ;Subtracts 2 from R1 BRp ELSE2 ;Jumps to ELSE2 if positive BRz ELSE3 ;Jumps to ELSE3 if Zero LEA R0, CHAR_M ;If negative, Fills with M TRAP x22 ;Prints M for Miss BRnzp PRINTCELL ;Prints " | " for cell divider ;Skips label ELSE2 ELSE2 LEA R0, CHAR_H ;ELSE 2 - Fills R0 with H TRAP x22 ;Prints H for Hit PRINTCELL LEA R0, CELL ;Loads R0 with Cell divider TRAP x22 ;Prints cell string " | " ADD R3,R3,1 ;Increment pointer R3, Address to memory ;Next memory Location is stored in R3 ADD R4,R4,-1 ;Decrements R4 with 1, ;R4 is counter for inner loop BRp LOOP ;If R4 is not zero, Jumps to LOOP, ;LOOP runs again if R4 is not zero ;End of inner labeled LOOP, Horizontal Spaces filled with Hit miss or Space LD R0, NEWLINE ;Loads R0 with new line "\n" TRAP x21 ;Displays next line on screen LEA R0, HORIZONTAL_RULE ;Loads R0 with Horizontal Rule String TRAP x22 ;Prints Horizontal Rule on screen ADD R5,R5,-1 ;Decrements R5, Counter for LOOP1 BRz RETURN ;Jumps to exit if R5=0 BRnp LOOP1 ;Jumps to LOOP1 and runs it again ;If value of R5 is not zero,runs LOOP1 RETURN LD R0, SAVER0 ;Loads Back register Values LD R6, SAVER1 LD R2, SAVER2 LD R3, SAVER3 LD R4, SAVER4 LD R5, SAVER5 LD R7, SAVER7 RET ;return To Program INV_GS_MSG .STRINGZ "\nCell has been guessed already. Choose another cell.\n" CHAR_ZERO .FILL x30 ; '0' CHAR_LC_A .FILL x61 ; 'a' ; CHECK_WIN subroutine SAVER01 .BLKW 1 SAVER11 .BLKW 1 SAVER21 .BLKW 1 SAVER31 .BLKW 1 SAVER41 .BLKW 1 SAVER51 .BLKW 1 SAVER71 .BLKW 1 CHECK_WIN ST R0, SAVER01 ;Stores register values in labels ST R6, SAVER11 ST R2, SAVER21 ST R3, SAVER31 ST R4, SAVER41 ST R5, SAVER51 ST R7, SAVER71 ADD R1,R1,0 ;R1<-R1+0 BRp CHECK_PLAY2 ;Branches To CHECK_PLAY2 if positive LD R2,PLAYER1_BOARD ;Loads Player 1's Board in R2 BRnzp LOAD ;Skips next line, Branches to Load CHECK_PLAY2 LD R2,PLAYER2_BOARD ;Loads Player 2's Board in R2 LOAD LD R6,HUNDRED ;LOADS VALUE OF HUNDRED IN R1,COUNTER WINLOOP AND R4,R4,0 ;INITIALIZES R4 LDR R4,R2,0 ;LOADS VALUE OF R2 ADDRESS IN R4 ADD R4,R4,-2 ;SUBTRACTS 2 FROM VALUE STORED IN ADDRESS BRz NOTWIN ;JUMPS TO NOT WIN, AS IF 10 IS THERE, ADD R2,R2,1 ;SHIP REMAINS UNGUESSED ADD R6,R6,-1 ;DECREMENTS R1(COUNTER) BRp WINLOOP ;RUNS LOOP IF POSITIVE,I.E. NOT ZERO ADD R1,R1,0 ;R1<-R1+0 BRp PLAY2_WIN ;If R1 is +ve, Branches to PLAY2_WIN LEA R0,PLAYER1_WIN ;Loads Player 1 wins Message TRAP x22 ;Prints String TRAP x25 ;Halts Program PLAY2_WIN LEA R0,PLAYER2_WIN ;Loads Player 2 wins message TRAP x22 ;Prints String TRAP x25 ;halts Program NOTWIN LD R0, SAVER01 ;Loads Back Register values LD R6, SAVER11 LD R2, SAVER21 LD R3, SAVER31 LD R4, SAVER41 LD R5, SAVER51 LD R7, SAVER71 RET ;returns to where it was called from ;your code goes here HUNDRED .FILL x64 ROWVAL .BLKW 1 COLVAL .BLKW 1 ; UPDATE_BOARD subroutine ;ROWVAL AND COLVAL CONTAINS INPUTS OF ROW AND COLUMN TAKE FRM USER SAVER72 .BLKW 1 UPDATE_BOARD ST R7, SAVER72 LD R5,COLVAL ;LOADS COLUMN VALUE IN R5 LD R4,ROWVAL ;LOADS ROW VALUE IN R4 LD R6,CHAR_LC_A ;LOADS R1 WITH ASCII CHARACTER a NOT R6,R6 ;PERFORMS NOT ON R1 ADD R6,R6,1 ;ADDS 1, THIS GIVE NEGATIVE VALUE ADD R6,R6,R4 ;SUBTRACTS 'a'VALUE FROM ROWVAL ;THIS IMPLIES THAT WE HAVE VALUES 0-9 CORRESPONDING TO a-j(REDUCED ROW VALUE) ;WE WILL MULTIPLY THIS VALUE BY 10 AND ADD 0-9 CORRESPOINT TO COLUMN VALUE ;I.E. REDUCED COLUMN VALUE ;THIS WOULD GIVE ADDRESS OF SQUARE LD R2,CHAR_ZERO ;LOADS R1 WITH ASCII CHARACTER a NOT R2,R2 ;PERFORMS NOT ON R1 ADD R2,R2,1 ;ADDS 1, THIS GIVE NEGATIVE VALUE ADD R2,R2,R5 ;SUBTRACTS '0'VALUE FROM COLVAL ;THIS IMPLIES THAT WE HAVE VALUES 0-9 CORRESPONDING TO ASCII 0-9 AND R4,R4,0 ;INITIALIZES R4 ADD R4,R4,10 ;R4 IS COUNTER TO MULTIPLY ROWVAL BY 10 AND R5,R5,0 ;WE WILL SAVE MULTIPLIED VALUE IN R5 MULTIPLY ADD R5,R5,R6 ;LOADS REDUCED ROW VALUE IN R5 ADD R4,R4,-1 ;DECREMENTS COUNTER BRp MULTIPLY ;RERUNS MULTIPLY LOOP IF COUNTER +VE ADD R5,R5,R2 ;ADDS REDUCED COLUMN VALUE TO ;10*REDUCED ROWVAL. EG. j,9 WILL GIVE US x63 ADD R1,R1,0 ;R1
Sunday, March 27, 2011
Battleship Code in LC-3 Assembly
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2 comments:
useful code for beginners
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