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688 lines (589 loc) · 10.8 KB
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IMPORT TFT_Init
IMPORT TFT_FillScreen
IMPORT TFT_WriteCommand
IMPORT TFT_WriteData
IMPORT TFT_DrawImage
IMPORT apple
IMPORT CONFIG
IMPORT GAME_BOY_LOOP
AREA MYDATA, DATA, READWRITE
SNAKE SPACE 48
TAIL SPACE 1
FRUIT_ARRAY SPACE 40
AREA MYCODE, CODE, READONLY
;Colors
Red EQU 0xF800 ; 11111 000000 00000
Green EQU 0x2d20 ; 00000 111111 00000
Blue EQU 0x001F ; 00000 000000 11111
Yellow EQU 0xFFE0 ; 11111 111111 00000
White EQU 0xFFFF ; 11111 111111 11111
Black EQU 0x0000 ; 00000 000000 00000
; Define register base addresses
RCC_BASE EQU 0x40023800
GPIOA_BASE EQU 0x40020000 ; CHANGE THE ADDRESS TO THE CORRECT ONE (FOR: IBRAHIM ABOHOLA)
GPIOB_BASE EQU 0x40020400
; Define register offsets
RCC_AHB1ENR EQU 0x30
GPIO_MODER EQU 0x00
GPIO_OTYPER EQU 0x04
GPIO_OSPEEDR EQU 0x08
GPIO_PUPDR EQU 0x0C
GPIO_IDR EQU 0x10
GPIO_ODR EQU 0x14
; Control Pins on Port E
TFT_RST EQU (1 << 8)
TFT_RD EQU (1 << 10)
TFT_WR EQU (1 << 11)
TFT_DC EQU (1 << 12)
TFT_CS EQU (1 << 15)
DELAY_INTERVAL EQU 0x18604
EXPORT snake
snake FUNCTION
BL CONFIG
; Initialize TFT
BL TFT_Init
; Fill screen with color
MOV R0, #Black
BL TFT_FillScreen
B SKIP_THIS1
LTORG
SKIP_THIS1
FRUIT_INIT
LDR R0, =FRUIT_ARRAY ; R0 = base address of fruit_array
MOV R1, #20 ; (320,240)
MOV R2,#320
STRH R1, [R0,#2]
STRH R2, [R0]
MOV R1, #60 ; (50,50)
MOV R2,#40
STRH R1, [R0,#6]
STRH R2, [R0,#4]
MOV R1, #200 ; (70,200)
MOV R2,#80
STRH R1, [R0,#10]
STRH R2, [R0,#8]
MOV R1, #60 ; (250,60)
MOV R2,#260
STRH R1, [R0,#14]
STRH R2, [R0,#12]
MOV R1, #220 ; (170,229)
MOV R2,#180
STRH R1, [R0,#18]
STRH R2, [R0,#16]
MOV R1, #20 ; (20,20)
MOV R2,#20
STRH R1, [R0,#22]
STRH R2, [R0,#20]
MOV R1, #200 ; (300,200)
MOV R2,#300
STRH R1, [R0,#26]
STRH R2, [R0,#24]
MOV R1, #120 ; (150,120)
MOV R2,#140
STRH R1, [R0,#30]
STRH R2, [R0,#28]
MOV R1, #220 ; (10,220)
MOV R2,#20
STRH R1, [R0,#34]
STRH R2, [R0,#32]
MOV R1, #200 ; (300,200)
MOV R2, #320
STRH R1, [R0,#38]
STRH R2, [R0,#36]
;;;;;;;;;;;;;;;
;; TAIL INIT ;;
;;;;;;;;;;;;;;;
LDR R1, =TAIL
MOV R2,#0
STRB R2,[R1]
;;;;;;;;;;;;;
B SKIP_THIS
LTORG
SKIP_THIS
LDR R0, = FRUIT_ARRAY
LDRB R2,[R1]
MOV R2,R2, LSL #2
ADD R2,R2,#2
MOV R5,#0
LDRH R5,[R0,R2]
SUB R2,R2,#2
MOV R6,#0
LDRH R6,[R0,R2]
SUB R1,R5,#20
SUB R2,R6,#20
LDR R3,=apple
BL TFT_DrawImage
; need to move that to green square
MOV R1,#Yellow
LDR R0, =SNAKE
LDR R2,=0x00140014
STR R2,[R0]
MOV R5, #0
LDRH R5, [R0, #2]
MOV R6, #0
LDRH R6,[R0]
MOV R2,#20 ; LENGTH
BL TFT_DrawSquare
MOV R7,#0
MAIN_LOOP
MOV R3,#Yellow
MOV R1,#Black
BL GET_state
MOV R2,#20
BL TFT_ReDrawSquare
BL delay
BL CHECK_BOUNDRY
BL CHECK_FRUIT
BL delay
WIN_CHECK
LDR R1, =TAIL
MOV R2,#0
LDRB R2,[R1]
CMP R2,#10
BEQ.W WIN
CHECK_LOSE
LDR R1, =TAIL
MOV R2,#0
LDRB R2,[R1]
CMP R2,#2
BLT RETURN
BL GET_HEAD
LDR R0,=SNAKE
CHECK_COLLISION_LOOP
MOV R8,#0
MOV R9,#0
MOV R10,R2
SUB R2,R2,#1
MOV R10,R10,LSL #2
ADD R10,R10,#2
LDRH R8,[R0,R10] ;; Y OF THE CURRENT SQUARE
SUB R10,R10,#2
LDRH R9,[R0,R10] ;; X OF THE CURRENT SQUARE
CMP R5,R8
BNE NOT
CMP R6,R9
BNE NOT
BEQ.W LOSE
NOT
CMP R2,#2
BGT CHECK_COLLISION_LOOP
RETURN
BL delay
B MAIN_LOOP
END_GAME
BL delay
BL delay
BL delay
BL delay
BL delay
BL delay
BL delay
BL delay
BL delay
BL delay
B GAME_BOY_LOOP
B .
; *************************************************************
; Draw Square at (Y=R5, X=R6 ,Color=R1 , LENGTH = R2)
; *************************************************************
TFT_DrawSquare
PUSH {R0-R12, LR}
MOV R8, R1
; Set Column Address (0-239)
MOV R0, #0x2A
SUBS R5,R5,R2
BL TFT_WriteCommand
MOV R0, R5, LSR #8
BL TFT_WriteData
MOV R0, R5
BL TFT_WriteData
ADDS R5,R5,R2
MOV R0, R5, LSR #8
BL TFT_WriteData
MOV R0, R5 ; 239
BL TFT_WriteData
SUBS R6,R6,R2
; Set Page Address (0-319)
MOV R0, #0x2B
BL TFT_WriteCommand
MOV R0, R6, LSR #8
BL TFT_WriteData
MOV R0, R6
BL TFT_WriteData
ADDS R6,R6,R2
MOV R0, R6, LSR #8
BL TFT_WriteData
MOV R0, R6 ; 239
BL TFT_WriteData
; Memory Write
MOV R0, #0x2C
BL TFT_WriteCommand
MOV R3,R2
; Prepare color bytes
MOV R1, R8, LSR #8 ; High byte
AND R4, R8, #0xFF ; Low byte
MUL R3,R3,R3
FillLoop2
; Write high byte
MOV R0, R1
BL TFT_WriteData
; Write low byte
MOV R0, R4
BL TFT_WriteData
SUBS R3, R3, #1
BNE FillLoop2
POP {R0-R12, LR}
BX LR
; *************************************************************
; ReDraw Square Centered at (Y = R5, X = R6, LENGTH = R2 ,ColorBackground=R1, ColorSquare=R3,Direction=R7 (4->Up 3->Down 2->Left 1->right))
; *************************************************************
TFT_ReDrawSquare
PUSH{R0-R3,LR}
MOV R2,#20 ; LENGTH
CMP R7,#0
BEQ.W SKIP
CMP R7,#1
BEQ.W MOVE_RIGHT
CMP R7,#2
BEQ.W MOVE_LEFT
CMP R7,#3
BEQ.W MOVE_DOWN
CMP R7,#4
BEQ.W MOVE_UP
MOVE_RIGHT
BL REMOVE_TAIL
BL delay
BL delay
BL delay
BL delay
BL GET_HEAD
ADD R6,R6,#20
MOV R1,R3
BL MOVE
BL MODIFY_HEAD
BL TFT_DrawSquare
BL delay
BL delay
BL delay
BL delay
B SKIP
MOVE_LEFT
BL REMOVE_TAIL
BL delay
BL delay
BL delay
BL delay
BL GET_HEAD
SUB R6,R6,#20
MOV R1,R3
BL MOVE
BL MODIFY_HEAD
BL TFT_DrawSquare
BL delay
BL delay
BL delay
BL delay
B SKIP
MOVE_DOWN
BL REMOVE_TAIL
BL delay
BL delay
BL delay
BL delay
BL GET_HEAD
SUB R5,R5,#20
MOV R1,R3
BL MOVE
BL MODIFY_HEAD
BL TFT_DrawSquare
BL delay
BL delay
BL delay
BL delay
B SKIP
MOVE_UP
BL REMOVE_TAIL
BL delay
BL delay
BL delay
BL delay
BL GET_HEAD
ADD R5,R5,#20
MOV R1,R3
BL MOVE
BL MODIFY_HEAD
BL TFT_DrawSquare
BL delay
BL delay
BL delay
B SKIP
SKIP
pop{R0-R3,PC}
LTORG
; *************************************************************
; Win screen
; *************************************************************
WIN
MOV R0, #Yellow
BL TFT_FillScreen
B END_GAME
; *************************************************************
; Lose screen with Red Color
; *************************************************************
LOSE
; Fill screen with color
MOV R0, #Red
BL TFT_FillScreen
B END_GAME
REMOVE_TAIL
PUSH{R0,R4,R8,LR}
LDR R4, =TAIL
LDR R0, =SNAKE
MOV R8,#0
LDRB R8,[R4] ; GET THE CURRENT TAIL
MOV R8,R8, LSL #2 ; MULTIPLY THE TAIL BY 4 TO GET ITS LOCATION IN THE SNAKE ARRAY
ADD R8,R8,#2
MOV R5, #0
LDRH R5,[R0,R8]
SUB R8,R8,#2
MOV R6, #0
LDRH R6,[R0,R8]
BL TFT_DrawSquare
POP {R0,R4,R8,PC}
GET_HEAD
PUSH{R0,LR}
LDR R0,=SNAKE
MOV R5, #0
LDRH R5, [R0, #2]
MOV R6, #0
LDRH R6,[R0]
POP {R0,PC}
MODIFY_HEAD
PUSH{R0,LR}
LDR R0,=SNAKE
STRH R5, [R0, #2]
STRH R6,[R0]
POP {R0,PC}
MOVE
PUSH{R0-R12,LR}
LDR R0,=SNAKE
LDR R1,=TAIL
MOV R2,#0
LDRB R2,[R1]
CMP R2,#0
BEQ END_MOVE
MOVE_LOOP
SUB R2,R2,#1
MOV R8,R2
MOV R8,R8,LSL #2
MOV R3,#0
MOV R4,#0
MOV R5,#0
MOV R6,#0
ADD R8,R8,#2
LDRH R3,[R0,R8] ;;; Y OF THE PREVIOUS SQUARE
SUB R8,R8,#2
LDRH R4,[R0,R8] ;;; X OF THE PREVIOUS SQUARE
ADD R8,R8,#6
STRH R3,[R0,R8] ;;; Y OF CURRENT = Y OF PREVIOUS
SUB R8,R8,#2
STRH R4,[R0,R8] ;;; X OF CURRENT = X OF PREVIOUS
CMP R2,#0
BNE MOVE_LOOP
END_MOVE
POP{R0-R12,PC}
; *************************************************************
; GET STATE (4->Up 3->Down 2->Left 1->right) In R7
; *************************************************************
GET_state
PUSH {R0-R2,R8,R9,LR}
LDR R0, =GPIOB_BASE + GPIO_IDR
LDR R1, [R0]
MOV R8,#0
TST R1,#(1 << 5)
MOVNE R8,#1
BNE CHECK_STATE
TST R1,#(1 << 6)
MOVNE R8,#2
BNE CHECK_STATE
TST R1,#(1 << 7)
MOVNE R8,#3
BNE CHECK_STATE
TST R1,#(1 << 8)
MOVNE R8,#4
;;;;;;;;;;;;;;;;
CHECK_STATE
ADD R9,R8,R7
CMP R9,#3
BEQ END_STATE
CMP R9,#7
BEQ END_STATE
CMP R8,#0
BEQ END_STATE
MOV R7,R8
;;;;;;;;;;;;;;;;
END_STATE
POP {R0-R2,R8,R9, PC}
CHECK_BOUNDRY
PUSH {R0-R3,LR}
CMP R5,#20
BLT OUT_Y
CMP R5,#240
BGT OUT_Y2
CMP R6,#20
BLT OUT_X
CMP R6,#320
BGT OUT_X2
B ENDCHECK
OUT_Y
BL TFT_DrawSquare
MOV R5,#240
MOV R1,R3
BL TFT_DrawSquare
B ENDCHECK
OUT_Y2
BL TFT_DrawSquare
MOV R5,#1
MOV R1,R3
BL TFT_DrawSquare
B ENDCHECK
OUT_X
BL TFT_DrawSquare
MOV R6,#320
MOV R1,R3
BL TFT_DrawSquare
B ENDCHECK
OUT_X2
BL TFT_DrawSquare
MOV R6,#1
MOV R1,R3
BL TFT_DrawSquare
ENDCHECK
BL MODIFY_HEAD
POP{R0-R3,LR}
BX LR
ADD_NEWSQUARE
PUSH {R0-R12,LR}
LDR R4, =TAIL
LDR R0, =SNAKE
MOV R8,#0
LDRB R8,[R4] ; GET THE CURRENT TAIL
MOV R9,R4
MOV R10,R8
MOV R8,R8, LSL #2 ; MULTIPLY THE TAIL BY 4 TO GET ITS LOCATION IN THE SNAKE ARRAY
MOV R1, #0
ADDS R8,R8,#2
LDRH R1,[R0,R8] ;;; Y OF TAIL
MOV R2, #0
SUBS R8,R8,#2
LDRH R2,[R0,R8] ;;; X OF TAIL
BL GET_HEAD
MOV R3,R6 ;;; X OF HEAD
MOV R4,R5 ;;; Y OF HEAD
CMP R3,R2
BGT ADD_LEFT
BLT ADD_RIGHT
CMP R4,R1
BGT ADD_DOWN
BLT ADD_UP
SECOND_SQUARE
CMP R7,#1
BEQ ADD_RIGHT
CMP R7,#2
BEQ ADD_LEFT
CMP R7,#3
BEQ ADD_UP
CMP R7,#4
BEQ ADD_DOWN
B END_ADD
ADD_LEFT
MOV R5,R1 ;;; Y = Y OF TAIL
SUBS R6,R2,#20 ;;; X = X OF TAIL - 20
B END_ADD
ADD_RIGHT
MOV R5,R1 ;;; Y = Y OF TAIL
ADDS R6,R2,#20 ;;; X = X OF TAIL - 20
B END_ADD
ADD_UP
MOV R6,R2 ;;; X = X OF TAIL
ADDS R5,R1,#20 ;;; Y = Y OF TAIL + 20
B END_ADD
ADD_DOWN
MOV R6,R2 ;;; X = X OF TAIL
SUBS R5,R1,#20 ;;; Y = Y OF TAIL - 20
B END_ADD
END_ADD
MOV R1,#Yellow
MOV R2,#20
BL TFT_DrawSquare
ADD R10,R10,#1
STRB R10,[R9]
ADD R8,R8,#6
STRH R5, [R0,R8]
SUBS R8,R8,#2
STRH R6, [R0,R8]
POP {R0-R12,PC}
CHECK_FRUIT
PUSH{R0-R12,LR}
;;; R5 = Y OF HEAD
;;; R6 = X OF HEAD
LDR R0,=FRUIT_ARRAY
LDR R1,=TAIL
MOV R2,#0
LDRB R2,[R1]
MOV R2,R2,LSL #2
ADD R2,R2,#2
MOV R3,#0
LDRH R3,[R0,R2] ;;; Y OF THE CURRENT FRUIT
SUB R2,R2,#2
MOV R4,#0
LDRH R4,[R0,R2] ;;; X OF THE CURRENT FRUIT
BL GET_HEAD
SUBS R8,R5,R3
CMP R8,#19
BGT Continue
CMP R8,#-19
BLT Continue
SUBS R9,R6,R4
CMP R9,#19
BGT Continue
CMP R9,#-19
BLT Continue
EAT
MOV R5,R3
MOV R6,R4
MOV R2,#20
MOV R1,#Black
BL TFT_DrawSquare
BL ADD_NEWSQUARE
LDR R0,=FRUIT_ARRAY
LDR R1,=TAIL
MOV R2,#0
LDRB R2,[R1]
MOV R2,R2, LSL #2
ADD R2,R2,#2
MOV R5,#0
LDRH R5,[R0,R2]
SUB R2,R2,#2
MOV R6,#0
LDRH R6,[R0,R2]
SUB R1,R5,#20
SUB R2,R6,#20
LDR R3,=apple
BL TFT_DrawImage
Continue
POP {R0-R12,PC}
; *************************************************************
; *************************************************************
; Delay Functions
; *************************************************************
delay
PUSH {R0, LR}
LDR R0, =DELAY_INTERVAL
delay_loop
SUBS R0, R0, #1
BNE delay_loop
POP {R0, LR}
BX LR
ENDFUNC
END