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PacMan.mips
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2331 lines (2070 loc) · 57.2 KB
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# addr const init
lui $k0, 0xC000 # disp
lui $k1, 0xE000 # seg
# TOGGLE
# lui $fp, 0xD000 # kbd
lui $fp, 0xB000 # btn
la $gp, data
addi $sp, $zero, 0x4000 # stack seg at 16384
# other const init
addi $t8, $zero, 0x1 # const 1, used in beq to compare with flag
lui $t9, 0x1 # higher 1
main:
addi $a3, $zero, 1
jal hard_reset
lui $t4, 0x000F
read_in_loop:
lw $a0, 0($fp)
addi $t4, $t4, -1
bne $t4, $zero, read_in_loop
jal state
add $t0, $s5, $zero
add $t1, $zero, $zero
digit0_loop:
slti $at, $t0, 100
beq $at, $t8, digit1_loop
addi $t0, $t0, -100
addi $t1, $t1, 0x0100
j digit0_loop
digit1_loop:
slti $at, $t0, 10
beq $at, $t8, digit2
addi $t0, $t0, -10
addi $t1, $t1, 0x010
j digit1_loop
digit2:
add $t1, $t1, $t0
sll $at, $a2, 16
add $t1, $t1, $at
sw $t1, 0($k1)
lui $t4, 0x000F
j read_in_loop
dead:
j dead
# function: overall state control flow
# state stored in a3
state:
addi $sp, $sp, -16
sw $ra, 0($sp)
sw $t4, 4($sp)
sw $t0, 8($sp)
sw $t1, 12($sp)
beq $a3, $zero, state_frame
addi $at, $zero, 1
beq $a3, $at, state_start
addi $at, $zero, 2
beq $a3, $at, state_win
addi $at, $zero, 3
beq $a3, $at, state_died
addi $at, $zero, 4
beq $a3, $at, state_lose
addi $at, $zero, 5
beq $a3, $at, state_pause
state_frame:
# TOGGLE
andi $t0, $a0, 0xF
addi $at, $zero, 6
bne $t0, $at, state_frame_not_pause # pause
addi $a3, $zero, 5 # pause
j state_pause
state_frame_not_pause:
jal frame
addi $at, $zero, 1
bne $v0, $at, state_frame_not_died
addi $a3, $zero, 3 # died
j state_died
state_frame_not_died:
addi $at, $zero, 2
bne $v0, $at, state_frame_not_lose
addi $a3, $zero, 4 # lose
j state_lose
state_frame_not_lose:
addi $at, $zero, 0x0120
andi $t0, $s5, 0x7FFF
bne $t0, $at, state_frame_not_win
addi $a3, $zero, 2 # win
j state_win
state_frame_not_win:
j state_end
state_start:
# TOGGLE
andi $t0, $a0, 0xF
addi $at, $zero, 0x9
bne $t0, $at, state_start_not_frame
add $a3, $zero, $zero # frame
addi $a0, $zero, 0x110b
jal reset_block
addi $a0, $zero, 0x110c
jal reset_block
addi $a0, $zero, 0x110d
jal reset_block
addi $a0, $zero, 0x110e
jal reset_block
addi $a0, $zero, 0x110f
jal reset_block
addi $a0, $zero, 0x1110
jal reset_block
addi $a3, $zero, 0 # frame
j state_frame
state_start_not_frame:
addi $a0, $zero, 0x110b
addi $a1, $zero, 0x90
jal display_block
addi $a0, $zero, 0x110c
addi $a1, $zero, 0x91
jal display_block
addi $a0, $zero, 0x110d
addi $a1, $zero, 0x92
jal display_block
addi $a0, $zero, 0x110e
addi $a1, $zero, 0x93
jal display_block
addi $a0, $zero, 0x110f
addi $a1, $zero, 0x94
jal display_block
addi $a0, $zero, 0x1110
addi $a1, $zero, 0x95
jal display_block
j state_end
state_win:
# TOGGLE
andi $t0, $a0, 0xF
addi $at, $zero, 0xE
bne $t0, $at, state_win_not_start
jal hard_reset
addi $a3, $zero, 1 # start
j state_start
state_win_not_start:
addi $a0, $zero, 0x110a
addi $a1, $zero, 0xb0
jal display_block
addi $a0, $zero, 0x110b
addi $a1, $zero, 0xb1
jal display_block
addi $a0, $zero, 0x110c
addi $a1, $zero, 0xb2
jal display_block
addi $a0, $zero, 0x110d
addi $a1, $zero, 0xb3
jal display_block
addi $a0, $zero, 0x110e
addi $a1, $zero, 0xb4
jal display_block
addi $a0, $zero, 0x110f
addi $a1, $zero, 0xb5
jal display_block
addi $a0, $zero, 0x1110
addi $a1, $zero, 0xb6
jal display_block
addi $a0, $zero, 0x1111
addi $a1, $zero, 0xb7
jal display_block
andi $a0, $s0, 0x7FFF
addi $a1, $zero, 0x30
jal display_block
j state_end
state_died:
# TOGGLE
andi $t0, $a0, 0xF
addi $at, $zero, 0xE
bne $t0, $at, state_died_not_start
jal reset
addi $a3, $zero, 1 # start
j state_start
state_died_not_start:
addi $a0, $zero, 0x1109
addi $a1, $zero, 0x9c
jal display_block
addi $a0, $zero, 0x110a
addi $a1, $zero, 0x9d
jal display_block
addi $a0, $zero, 0x110b
addi $a1, $zero, 0x9e
jal display_block
addi $a0, $zero, 0x110c
addi $a1, $zero, 0x9f
jal display_block
addi $a0, $zero, 0x110d
addi $a1, $zero, 0xa0
jal display_block
addi $a0, $zero, 0x110e
addi $a1, $zero, 0xa1
jal display_block
addi $a0, $zero, 0x110f
addi $a1, $zero, 0xa2
jal display_block
addi $a0, $zero, 0x1110
addi $a1, $zero, 0xa3
jal display_block
addi $a0, $zero, 0x1111
addi $a1, $zero, 0xa4
jal display_block
addi $a0, $zero, 0x1112
addi $a1, $zero, 0xa5
jal display_block
andi $a0, $s0, 0x7FFF
addi $a1, $zero, 0x39
jal display_block
j state_end
state_lose:
# TOGGLE
andi $t0, $a0, 0xF
addi $at, $zero, 0xE
bne $t0, $at, state_lose_not_start
jal hard_reset
addi $a3, $zero, 1 # start
j state_start
state_lose_not_start:
addi $a0, $zero, 0x1109
addi $a1, $zero, 0xa6
jal display_block
addi $a0, $zero, 0x110a
addi $a1, $zero, 0xa7
jal display_block
addi $a0, $zero, 0x110b
addi $a1, $zero, 0xa8
jal display_block
addi $a0, $zero, 0x110c
addi $a1, $zero, 0xa9
jal display_block
addi $a0, $zero, 0x110d
addi $a1, $zero, 0xaa
jal display_block
addi $a0, $zero, 0x110e
addi $a1, $zero, 0xab
jal display_block
addi $a0, $zero, 0x110f
addi $a1, $zero, 0xac
jal display_block
addi $a0, $zero, 0x1110
addi $a1, $zero, 0xad
jal display_block
addi $a0, $zero, 0x1111
addi $a1, $zero, 0xae
jal display_block
addi $a0, $zero, 0x1112
addi $a1, $zero, 0xaf
jal display_block
andi $a0, $s0, 0x7FFF
addi $a1, $zero, 0x39
jal display_block
j state_end
state_pause:
# TOGGLE
andi $t0, $a0, 0xF
addi $at, $zero, 9
bne $t0, $at, state_pause_not_frame
addi $a0, $zero, 0x110b
jal reset_block
addi $a0, $zero, 0x110c
jal reset_block
addi $a0, $zero, 0x110d
jal reset_block
addi $a0, $zero, 0x110e
jal reset_block
addi $a0, $zero, 0x110f
jal reset_block
addi $a0, $zero, 0x1110
jal reset_block
addi $a3, $zero, 0 # frame
j state_frame
state_pause_not_frame:
addi $a0, $zero, 0x110b
addi $a1, $zero, 0x96
jal display_block
addi $a0, $zero, 0x110c
addi $a1, $zero, 0x97
jal display_block
addi $a0, $zero, 0x110d
addi $a1, $zero, 0x98
jal display_block
addi $a0, $zero, 0x110e
addi $a1, $zero, 0x99
jal display_block
addi $a0, $zero, 0x110f
addi $a1, $zero, 0x9A
jal display_block
addi $a0, $zero, 0x1110
addi $a1, $zero, 0x9B
jal display_block
j state_end
state_end:
lw $ra, 0($sp)
lw $t4, 4($sp)
lw $t0, 8($sp)
lw $t1, 12($sp)
addi $sp, $sp, 16
jr $ra
# function: reset the life and beans
hard_reset:
addi $sp, $sp, -16
sw $ra, 0($sp)
sw $a0, 4($sp)
sw $a1, 8($sp)
sw $t0, 12($sp)
addi $a0, $gp, 0xE2C
addi $a1, $gp, 0x11AC
addi $t0, $zero, 224
hard_reset_bean_loop:
lw $at, 0($a1)
sw $at, 0($a0)
addi $a1, $a1, 4
addi $a0, $a0, 4
addi $t0, $t0, -1
bne $t0, $zero, hard_reset_bean_loop
jal reset
addi $a2, $zero, 3
addi $s5, $zero, 1
lw $ra, 0($sp)
lw $a0, 4($sp)
lw $a1, 8($sp)
lw $t0, 12($sp)
addi $sp, $sp, 16
jr $ra
# function: reset the pos and dir of spirits, display the maze
# don't reset the bean
reset:
addi $sp, $sp, -12
sw $ra, 0($sp)
sw $a0, 4($sp)
sw $a1, 8($sp)
# game const init
# pacman position and direction
jal maze_init
lui $s0, 0x1 # direction 0 1 2 3 -> u r d l
addi $s0, $s0, 0x170e # position y:x
lui $s1, 0x1
addi $s1, $s1, 0x0e0c
lui $s2, 0x0
addi $s2, $s2, 0x0e0d
lui $s3, 0x0
addi $s3, $s3, 0x0e0e
lui $s4, 0x3
addi $s4, $s4, 0x0e0f
addi $a0, $zero, 0x170e
addi $a1, $zero, 0x30
jal display_block
addi $a0, $zero, 0x0e0c
addi $a1, $zero, 0x44
jal display_block
addi $a0, $zero, 0x0e0d
addi $a1, $zero, 0x50
jal display_block
addi $a0, $zero, 0x0e0e
addi $a1, $zero, 0x60
jal display_block
addi $a0, $zero, 0x0e0f
addi $a1, $zero, 0x72
jal display_block
lw $ra, 0($sp)
lw $a0, 4($sp)
lw $a1, 8($sp)
addi $sp, $sp, 12
jr $ra
# function: displat next frame according to current state, input and maze
frame:
addi $sp, $sp, -24
sw $ra, 0($sp)
sw $t0, 4($sp)
sw $t1, 8($sp)
sw $t2, 12($sp)
sw $t3, 16($sp)
sw $s6, 20($sp)
add $s6, $a0, $zero
add $s7, $s1, $zero # inky uses blinky's position
# spirit reset
# blinky
andi $a0, $s1, 0x7FFF
jal reset_block
# pinky
andi $a0, $s2, 0x7FFF
jal reset_block
# inky
andi $a0, $s3, 0x7FFF
jal reset_block
# clyde
andi $a0, $s4, 0x7FFF
jal reset_block
# pacman
add $a0, $s6, $zero
add $s6, $s0, $zero
# TOGGLE
#
lui $at, 0x3
addi $at, $at, 0x0E00
beq $s0, $at, frame_penetrate_left
lui $at, 0x1
addi $at, $at, 0x0E1B
beq $s0, $at, frame_penetrate_right
andi $a0, $a0, 0xF
addi $at, $zero, 0x0
beq $a0, $at, frame_pacman_not_change
addi $at, $zero, 0x5
beq $a0, $at, frame_kbd_up
addi $at, $zero, 0x8
beq $a0, $at, frame_kbd_left
addi $at, $zero, 0xA
beq $a0, $at, frame_kbd_right
addi $at, $zero, 0xD
beq $a0, $at, frame_kbd_down
j frame_pacman_not_change
frame_kbd_up:
andi $a0, $s0, 0x7FFF
addi $a0, $a0, -0x0100 # y -= 1
jal is_blocked
bne $v0, $zero, frame_pacman_not_change
addi $a0, $a0, 0x0100
jal reset_block
addi $a0, $a0, -0x0100
addi $a1, $zero, 0x31
jal eat_bean
jal display_block
andi $at, $s0, 0x7FFF
lui $s0, 0x0
add $s0, $s0, $at
addi $s0, $s0, -0x100
j frame_end
frame_kbd_right:
andi $a0, $s0, 0x7FFF
addi $a0, $a0, 1 # x += 1
jal is_blocked
bne $v0, $zero, frame_pacman_not_change
addi $a0, $a0, -1
jal reset_block
addi $a0, $a0, 1
addi $a1, $zero, 0x35
jal eat_bean
jal display_block
andi $at, $s0, 0x7FFF
lui $s0, 0x1
add $s0, $s0, $at
addi $s0, $s0, 1
j frame_end
frame_kbd_down:
andi $a0, $s0, 0x7FFF
addi $a0, $a0, 0x0100 # y += 1
jal is_blocked
bne $v0, $zero, frame_pacman_not_change
addi $a0, $a0, -0x0100
jal reset_block
addi $a0, $a0, 0x0100
addi $a1, $zero, 0x37
jal eat_bean
jal display_block
andi $at, $s0, 0x7FFF
lui $s0, 0x2
add $s0, $s0, $at
addi $s0, $s0, 0x100
j frame_end
frame_kbd_left:
andi $a0, $s0, 0x7FFF
addi $a0, $a0, -1 # x -= 1
jal is_blocked
bne $v0, $zero, frame_pacman_not_change
addi $a0, $a0, 1
jal reset_block
addi $a0, $a0, -1
addi $a1, $zero, 0x33
jal eat_bean
jal display_block
andi $at, $s0, 0x7FFF
lui $s0, 0x3
add $s0, $s0, $at
addi $s0, $s0, -1
j frame_end
frame_pacman_not_change:
srl $a0, $s0, 16
addi $at, $zero, 0x0
beq $a0, $at, frame_still_up
addi $at, $zero, 0x1
beq $a0, $at, frame_still_right
addi $at, $zero, 0x2
beq $a0, $at, frame_still_down
addi $at, $zero, 0x3
beq $a0, $at, frame_still_left
j frame_end
frame_still_left:
andi $a0, $s0, 0x7FFF
addi $a0, $a0, -1 # x -= 1
jal is_blocked
bne $v0, $zero, frame_end
addi $a0, $a0, 1
jal reset_block
addi $a0, $a0, -1
addi $a1, $zero, 0x33
jal eat_bean
jal display_block
andi $at, $s0, 0x7FFF
lui $s0, 0x3
add $s0, $s0, $at
addi $s0, $s0, -1 # x -= 1
j frame_end
frame_still_up:
andi $a0, $s0, 0x7FFF
addi $a0, $a0, -0x0100 # y -= 1
jal is_blocked
bne $v0, $zero, frame_end
addi $a0, $a0, 0x0100
jal reset_block
addi $a0, $a0, -0x0100
addi $a1, $zero, 0x31
jal eat_bean
jal display_block
andi $at, $s0, 0x7FFF
lui $s0, 0x0
add $s0, $s0, $at
addi $s0, $s0, -0x100
j frame_end
frame_still_down:
andi $a0, $s0, 0x7FFF
addi $a0, $a0, 0x0100 # y += 1
jal is_blocked
bne $v0, $zero, frame_end
addi $a0, $a0, -0x0100
jal reset_block
addi $a0, $a0, 0x0100
addi $a1, $zero, 0x37
jal eat_bean
jal display_block
andi $at, $s0, 0x7FFF
lui $s0, 0x2
add $s0, $s0, $at
addi $s0, $s0, 0x100
j frame_end
frame_still_right:
andi $a0, $s0, 0x7FFF
addi $a0, $a0, 1 # x += 1
jal is_blocked
bne $v0, $zero, frame_end
addi $a0, $a0, -1
jal reset_block
addi $a0, $a0, 1
addi $a1, $zero, 0x35
jal eat_bean
jal display_block
andi $at, $s0, 0x7FFF
lui $s0, 0x1
add $s0, $s0, $at
addi $s0, $s0, 1 # x += 1
j frame_end
frame_penetrate_left:
addi $a0, $zero, 0x0E00
jal reset_block
addi $a0, $a0, 0x1B
addi $a1, $zero, 0x33
jal display_block
lui $s0, 0x3
addi $s0, $s0, 0x0E1B
j frame_end
frame_penetrate_right:
addi $a0, $zero, 0x0E00
addi $a0, $a0, 0x1B
jal reset_block
addi $a0, $zero, 0x0E00
addi $a1, $zero, 0x33
jal display_block
lui $s0, 0x1
addi $s0, $s0, 0x0E00
j frame_end
frame_end:
# spirit next
# blinky
# target: pacman
add $a0, $s1, $zero
andi $a1, $s6, 0x7FFF
jal spirit_next_dir
beq $v1, $zero, blinky_common_move
# 2 penetrate position at the edge of the maze
add $s1, $v0, $zero
beq $v1, $t8, blinky_penetrate_1
addi $a0, $zero, 0x0e00
addi $a1, $zero, 0x44
jal display_block
j blinky_done
blinky_penetrate_1:
addi $a0, $zero, 0x0e1b
addi $a1, $zero, 0x42
jal display_block
j blinky_done
# common trace
blinky_common_move:
addi $at, $zero, 0x0
beq $v0, $at, frame_blinky_up
addi $at, $zero, 0x1
beq $v0, $at, frame_blinky_right
addi $at, $zero, 0x2
beq $v0, $at, frame_blinky_down
addi $at, $zero, 0x3
beq $v0, $at, frame_blinky_left
frame_blinky_up:
andi $at, $s1, 0x7FFF
lui $s1, 0x0
add $s1, $s1, $at
addi $s1, $s1, -0x100
andi $a0, $s1, 0x7FFF
addi $a1, $zero, 0x40
jal display_block
j blinky_done
frame_blinky_right:
andi $at, $s1, 0x7FFF
lui $s1, 0x1
add $s1, $s1, $at
addi $s1, $s1, 1
andi $a0, $s1, 0x7FFF
addi $a1, $zero, 0x44
jal display_block
j blinky_done
frame_blinky_down:
andi $at, $s1, 0x7FFF
lui $s1, 0x2
add $s1, $s1, $at
addi $s1, $s1, 0x100
andi $a0, $s1, 0x7FFF
addi $a1, $zero, 0x46
jal display_block
j blinky_done
frame_blinky_left:
andi $at, $s1, 0x7FFF
lui $s1, 0x3
add $s1, $s1, $at
addi $s1, $s1, -1
andi $a0, $s1, 0x7FFF
addi $a1, $zero, 0x42
jal display_block
blinky_done:
# pinky
# target: 4 blocks ahead pacman
add $a0, $s2, $zero
andi $a1, $s6, 0x7FFF
# get the direction and consider the delta
srl $t0, $s6, 16
addi $at, $zero, 0x0
beq $t0, $at, pinky_target_up
addi $at, $zero, 0x1
beq $t0, $at, pinky_target_right
addi $at, $zero, 0x2
beq $t0, $at, pinky_target_down
# target left
andi $t0, $s6, 0xFF
slti $at, $t0, 0x4
beq $at, $zero, pinky_left_not_out
sub $a1, $a1, $t0
j pinky_target_end
pinky_left_not_out:
addi $a1, $a1, -0x4
j pinky_target_end
pinky_target_up:
srl $t0, $s6, 8
andi $t0, $t0, 0xFF
slti $at, $t0, 0x4
beq $at, $zero, pinky_up_not_out
sll $t0, $t0, 8
sub $a1, $a1, $t0
j pinky_target_end
pinky_up_not_out:
addi $a1, $a1, -0x0400
j pinky_target_end
pinky_target_right:
addi $a1, $a1, 0x4
j pinky_target_end
pinky_target_down:
addi $a1, $a1, 0x0400
pinky_target_end:
jal spirit_next_dir
beq $v1, $zero, pinky_common_move
add $s2, $v0, $zero
beq $v1, $t8, pinky_penetrate_1
addi $a0, $zero, 0x0e00
addi $a1, $zero, 0x54
jal display_block
j pinky_done
pinky_penetrate_1:
addi $a0, $zero, 0x0e1b
addi $a1, $zero, 0x52
jal display_block
j pinky_done
pinky_common_move:
addi $at, $zero, 0x0
beq $v0, $at, frame_pinky_up
addi $at, $zero, 0x1
beq $v0, $at, frame_pinky_right
addi $at, $zero, 0x2
beq $v0, $at, frame_pinky_down
addi $at, $zero, 0x3
beq $v0, $at, frame_pinky_left
frame_pinky_up:
andi $at, $s2, 0x7FFF
lui $s2, 0x0
add $s2, $s2, $at
addi $s2, $s2, -0x100
andi $a0, $s2, 0x7FFF
addi $a1, $zero, 0x50
jal display_block
j pinky_done
frame_pinky_right:
andi $at, $s2, 0x7FFF
lui $s2, 0x1
add $s2, $s2, $at
addi $s2, $s2, 1
andi $a0, $s2, 0x7FFF
addi $a1, $zero, 0x54
jal display_block
j pinky_done
frame_pinky_down:
andi $at, $s2, 0x7FFF
lui $s2, 0x2
add $s2, $s2, $at
addi $s2, $s2, 0x100
andi $a0, $s2, 0x7FFF
addi $a1, $zero, 0x56
jal display_block
j pinky_done
frame_pinky_left:
andi $at, $s2, 0x7FFF
lui $s2, 0x3
add $s2, $s2, $at
addi $s2, $s2, -1
andi $a0, $s2, 0x7FFF
addi $a1, $zero, 0x52
jal display_block
pinky_done:
# inky
# target: mirror position of blinky with '2 blocks ahead pacman' as the center
andi $a1, $s6, 0x7FFF
srl $t0, $s6, 16
addi $at, $zero, 0x0
beq $t0, $at, inky_target_up
addi $at, $zero, 0x1
beq $t0, $at, inky_target_right
addi $at, $zero, 0x2
beq $t0, $at, inky_target_down
# target left
andi $t0, $s6, 0xFF
slti $at, $t0, 0x2
beq $at, $zero, inky_left_not_out
sub $a1, $a1, $t0
j inky_target_end
inky_left_not_out:
addi $a1, $a1, -0x2
j inky_target_end
inky_target_up:
srl $t0, $s6, 8
andi $t0, $t0, 0xFF
slti $at, $t0, 0x2
beq $at, $zero, inky_up_not_out
sll $t0, $t0, 8
sub $a1, $a1, $t0
j inky_target_end
inky_up_not_out:
addi $a1, $a1, -0x0200
j inky_target_end
inky_target_right:
addi $a1, $a1, 0x2
j inky_target_end
inky_target_down:
addi $a1, $a1, 0x0200
inky_target_end:
# a1 now 2 blocks ahead pacman, with >0 bound
andi $a0, $s7, 0x7FFF
jal lnky_target
add $a0, $s3, $zero
add $a1, $v0, $zero
jal spirit_next_dir
beq $v1, $zero, inky_common_move
add $s3, $v0, $zero
beq $v1, $t8, inky_penetrate_1
addi $a0, $zero, 0x0e00
addi $a1, $zero, 0x64
jal display_block
j inky_done
inky_penetrate_1:
addi $a0, $zero, 0x0e1b
addi $a1, $zero, 0x62
jal display_block
j inky_done
inky_common_move:
addi $at, $zero, 0x0
beq $v0, $at, frame_inky_up
addi $at, $zero, 0x1
beq $v0, $at, frame_inky_right
addi $at, $zero, 0x2
beq $v0, $at, frame_inky_down
addi $at, $zero, 0x3
beq $v0, $at, frame_inky_left
frame_inky_up:
andi $at, $s3, 0x7FFF
lui $s3, 0x0
add $s3, $s3, $at
addi $s3, $s3, -0x100
andi $a0, $s3, 0x7FFF
addi $a1, $zero, 0x60
jal display_block
j inky_done
frame_inky_right:
andi $at, $s3, 0x7FFF
lui $s3, 0x1
add $s3, $s3, $at
addi $s3, $s3, 1
andi $a0, $s3, 0x7FFF
addi $a1, $zero, 0x64
jal display_block
j inky_done
frame_inky_down:
andi $at, $s3, 0x7FFF
lui $s3, 0x2
add $s3, $s3, $at
addi $s3, $s3, 0x100
andi $a0, $s3, 0x7FFF
addi $a1, $zero, 0x66
jal display_block
j inky_done
frame_inky_left:
andi $at, $s3, 0x7FFF
lui $s3, 0x3
add $s3, $s3, $at
addi $s3, $s3, -1
andi $a0, $s3, 0x7FFF
addi $a1, $zero, 0x62
jal display_block
inky_done:
# clyde
add $a0, $s4, $zero
andi $a1, $s6, 0x7FFF
jal distance2_a0_a1
slti $at, $v0, 64
beq $at, $zero, clyde_chase
addi $a1, $zero, 0x1f00
clyde_chase:
jal spirit_next_dir
beq $v1, $zero, clyde_common_move
add $s4, $v0, $zero
beq $v1, $t8, clyde_penetrate_1
addi $a0, $zero, 0x0e00
addi $a1, $zero, 0x74
jal display_block
j clyde_done
clyde_penetrate_1:
addi $a0, $zero, 0x0e1b
addi $a1, $zero, 0x72
jal display_block
j clyde_done
clyde_common_move:
addi $at, $zero, 0x0
beq $v0, $at, frame_clyde_up
addi $at, $zero, 0x1
beq $v0, $at, frame_clyde_right
addi $at, $zero, 0x2
beq $v0, $at, frame_clyde_down
addi $at, $zero, 0x3
beq $v0, $at, frame_clyde_left
frame_clyde_up:
andi $at, $s4, 0x7FFF
lui $s4, 0x0
add $s4, $s4, $at
addi $s4, $s4, -0x100
andi $a0, $s4, 0x7FFF
addi $a1, $zero, 0x70
jal display_block
j clyde_done
frame_clyde_right:
andi $at, $s4, 0x7FFF
lui $s4, 0x1
add $s4, $s4, $at
addi $s4, $s4, 1
andi $a0, $s4, 0x7FFF
addi $a1, $zero, 0x74
jal display_block
j clyde_done
frame_clyde_down:
andi $at, $s4, 0x7FFF
lui $s4, 0x2
add $s4, $s4, $at
addi $s4, $s4, 0x100
andi $a0, $s4, 0x7FFF
addi $a1, $zero, 0x76
jal display_block
j clyde_done
frame_clyde_left: