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XO.s
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349 lines (274 loc) · 7.14 KB
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AREA XOCONST,DATA,READONLY
EXPORT BOARD_DIM
EXPORT XO_O_COLOR
EXPORT XO_X_COLOR
EXPORT XO_HOVER_COLOR
EXPORT XO_WALL_COLOR
EXPORT XO_BCK_COLOR
EMPTY_CELL EQU 0x0000
PLAYER_X EQU 0x0001
PLAYER_O EQU 0x0002
BOARD_DIM EQU 0x0140
XO_HOVER_COLOR EQU 0xB59E
XO_WALL_COLOR EQU 0x1C16
XO_BCK_COLOR EQU 0xEF7C
XO_O_COLOR EQU 0x5C49
XO_X_COLOR EQU 0x2066
ALIGN
AREA GameData, DATA, READWRITE
EXPORT GameBoard
EXPORT CurrentPlayer
EXPORT GAME_STATUS
EXPORT ACTIVE_CELL
GameBoard SPACE 9 ; 3x3 game board (1 byte per cell, each cell 0 = free, 1 = X, 2 = O)
CurrentPlayer DCB 0x0 ; Current player (X=1, O=2)
COUNTER DCB 0x0 ; Counter for the number of moves made
GAME_STATUS DCB 0x0 ; Game status (0 =ongoing, 1 = X wins, 2 =O wins, 3 =draw)
ACTIVE_CELL DCB 0x0 ; Active cell (0-8)
WINNER DCB 0x0 ; Winner (1 = X, 2 = O, 0 = none)
ALIGN
AREA MYCODE,CODE,READONLY
EXPORT XO_MAIN
EXPORT XO_INIT_GAME
EXPORT CHECK_DRAW_X
EXPORT CHECK_DRAW_O
EXPORT CHECK_WINNING
ENTRY
XO_MAIN FUNCTION
; DRAW BACKGROUND COLOR
; DRAW ROWS & COLUMNS
BL XO_INIT_GAME
MAIN_LOOP
BL HANDLE_INPUT
;;;;;;;;;;;;;;; CHECK FOR NO ONE HAS WON ;;;;;;;;;;;;;;;;;;
LDR R0, =GAME_STATUS
LDRB R1, [R0]
CMP R1, #0
BEQ MAIN_LOOP
CMP R1, #1
; BEQ X_WINS ; TODO: implement this (Display X Wins)
CMP R1, #2
; BEQ O_WINS ; TODO: implement this (Display O Wins)
CMP R1, #3
; BEQ D_DRAW ; TODO: implement this (Dsplay Draw)
;;;;;;;;;;;;;;;;;;;;;;;;; RESET OR HALT ;;;;;;;;;;;;;;;;;;;;;;
B . ; halt here
ENDFUNC
;;;;;;;;;;;; Clear Data , Set start up Player to X , Set Ongoing Game ;;;;;;;;;;;;
XO_INIT_GAME FUNCTION
push{R0-R12,LR}
LDR R0, =GameBoard
MOV R1, #0
INTI_BOARD_LOOP
CMP R1, #9
BEQ INIT_DONE
LDR R2, =EMPTY_CELL
STRB R2, [R0, R1]
ADD R1, R1, #1
B INTI_BOARD_LOOP
INIT_DONE
;Set player X as starting player
LDR R0, =CurrentPlayer
LDR R1, =PLAYER_X
STRB R1, [R0]
;Set game status to ongoing
LDR R0, =GAME_STATUS
MOV R1, #0
STRB R1, [R0]
LDR R0, =WINNER
MOV R1, #0x0000
STRB R1, [R0]
;INTIALIZE COUNTER
LDR R0, =COUNTER
MOV R1, #0x0000
STRB R1, [R0]
LDR R0, =ACTIVE_CELL
MOV R1, #0
STRB R1, [R0]
pop {R0-R12,LR}
BX LR
ENDFUNC
; TODO: Update this implementation
HANDLE_INPUT FUNCTION
PUSH {R0-R12,LR}
LDR R0, =CurrentPlayer
LDRB R1, [R0]
CMP R1, #1
BEQ CHECK_DRAW_X
LDR R0, =CurrentPlayer
LDRB R1, [R0]
CMP R1, #2
BEQ CHECK_DRAW_O
pop{R0-R12,PC}
ENDFUNC
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
CHECK_DRAW_X FUNCTION
PUSH {R0-R12,LR}
LDR R1, =GameBoard
LDR R2, =ACTIVE_CELL
LDRB R3, [R2] ; R3 = index
MOV R4, #0
ADD R4, R1, R3
LDR R0, =PLAYER_X
STRB R0,[R4]
LDR R0, =CurrentPlayer
MOV R1, #2
STRB R1, [R0]
pop{R0-R12,PC}
ENDFUNC
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
CHECK_DRAW_O FUNCTION
PUSH {R0-R12,LR}
LDR R1, =GameBoard
LDR R2, =ACTIVE_CELL
LDRB R3, [R2] ; R3 = index
MOV R4, #0
ADD R4, R1, R3
LDR R0, =PLAYER_O
STRB R0,[R4]
LDR R0, =CurrentPlayer
MOV R1, #1
STRB R1, [R0]
pop{R0-R12,PC}
ENDFUNC
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
CHECK_WINNING FUNCTION
PUSH{R0-R12,LR}
CHECK_THIRD_ROW
LDR R0, =GameBoard ; Load base address
LDRB R1, [R0, #0] ; Load byte at offset 0
LDRB R2, [R0, #1] ; Load byte at offset 1
LDRB R3, [R0, #2] ; Load byte at offset 2
CMP R1, R2
BNE CHECK_SECOND_ROW
CMP R2, R3
BNE CHECK_SECOND_ROW
CMP R2, #1
BEQ X_IS_WINNING
CMP R2, #2
BEQ O_IS_WINNING
CHECK_SECOND_ROW
LDR R0, =GameBoard ; Load base address
LDRB R1, [R0, #3] ; Load byte at offset 3
LDRB R2, [R0, #4] ; Load byte at offset 4
LDRB R3, [R0, #5] ; Load byte at offset 5
CMP R1, R2
BNE CHECK_FIRST_ROW
CMP R2, R3
BNE CHECK_FIRST_ROW
CMP R2, #1
BEQ X_IS_WINNING
CMP R2, #2
BEQ O_IS_WINNING
CHECK_FIRST_ROW
LDR R0, =GameBoard ; Load base address
LDRB R1, [R0, #6] ; Load byte at offset 6
LDRB R2, [R0, #7] ; Load byte at offset 7
LDRB R3, [R0, #8] ; Load byte at offset 8
CMP R1, R2
BNE CHECK_FIRST_COL
CMP R2, R3
BNE CHECK_FIRST_COL
CMP R2, #1
BEQ X_IS_WINNING
CMP R2, #2
BEQ O_IS_WINNING
CHECK_FIRST_COL
LDR R0, =GameBoard ; Load base address
LDRB R1, [R0, #0] ; Load byte at offset 0
LDRB R2, [R0, #3] ; Load byte at offset 3
LDRB R3, [R0, #6] ; Load byte at offset 6
CMP R1, R2
BNE CHECK_SECOND_COL
CMP R2, R3
BNE CHECK_SECOND_COL
CMP R2, #1
BEQ X_IS_WINNING
CMP R2, #2
BEQ O_IS_WINNING
CHECK_SECOND_COL
LDR R0, =GameBoard ; Load base address
LDRB R1, [R0, #1] ; Load byte at offset 1
LDRB R2, [R0, #4] ; Load byte at offset 4
LDRB R3, [R0, #7] ; Load byte at offset 7
CMP R1, R2
BNE CHECK_THIRD_COL
CMP R2, R3
BNE CHECK_THIRD_COL
CMP R2, #1
BEQ X_IS_WINNING
CMP R2, #2
BEQ O_IS_WINNING
CHECK_THIRD_COL
LDR R0, =GameBoard ; Load base address
LDRB R1, [R0, #2] ; Load byte at offset 2
LDRB R2, [R0, #5] ; Load byte at offset 5
LDRB R3, [R0, #8] ; Load byte at offset 8
CMP R1, R2
BNE CHECK_FIRST_DIAG
CMP R2, R3
BNE CHECK_FIRST_DIAG
CMP R2, #1
BEQ X_IS_WINNING
CMP R2, #2
BEQ O_IS_WINNING
CHECK_FIRST_DIAG
LDR R0, =GameBoard ; Load base address
LDRB R1, [R0, #0] ; Load byte at offset 0
LDRB R2, [R0, #4] ; Load byte at offset 4
LDRB R3, [R0, #8] ; Load byte at offset 8
CMP R1, R2
BNE CHECK_SECOND_DIAG
CMP R3, R2
BNE CHECK_SECOND_DIAG
CMP R2, #1
BEQ X_IS_WINNING
CMP R2, #2
BEQ O_IS_WINNING
CHECK_SECOND_DIAG
LDR R0, =GameBoard ; Load base address
LDRB R1, [R0, #2] ; Load byte at offset 2
LDRB R2, [R0, #4] ; Load byte at offset 4
LDRB R3, [R0, #6] ; Load byte at offset 6
CMP R1, R2
BNE TO_END
CMP R2, R3
BNE TO_END
CMP R2, #1
BEQ X_IS_WINNING
CMP R2, #2
BEQ O_IS_WINNING
B TO_END
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
X_IS_WINNING
LDR R0, =WINNER
MOV R1,#1
STRB R1,[R0]
LDR R0,=GAME_STATUS
MOV R1, #1
STRB R1,[R0]
B TO_END
O_IS_WINNING
LDR R0, =WINNER
MOV R1,#2
LDR R0,=GAME_STATUS
MOV R1, #2
STRB R1,[R0]
B TO_END
TO_END
LDR R0, =COUNTER
LDRB R1, [R0]
ADD R1, R1, #1
STRB R1, [R0]
CMP R1, #9
BNE DRAW_DONE
LDR R0,=GAME_STATUS
LDRB R2, [R0]
CMP R2, #0
BNE DRAW_DONE
MOV R1,#3
STRB R1,[R0]
DRAW_DONE
POP{R0-R12,PC}
ENDFUNC
END