程序代写代做代考 mips Java MIPS Syscall Code 100 (in our Mars only)
MIPS Syscall Code 100 (in our Mars only)
MIPS Syscall Code 100
(files: mars/mips/instructions/syscalls/SyscallGame.java and mars/MMIOInput.java
inside the Mars .jar zipped file. Unzip the .jar. Run Windows script
compileJavaGame.bat inside the .jar to compile the files and create the updated Mars
.jar with them. SyscallGame.java in Mars…Tester…jar contains the code of a testing
program for the Submarines game. It opens up when the game screen opens up.)
Overview
A MIPS syscall of code 100 is defined in our special Mars package. It is for the
game development using a MIPS program running in Mars.
Game Framework
A game is composed of a number of game objects. It can also have an array of
images stored in it. Each game object created has an unique ID for identification. A
game object can represent one of the following three things (or none of them):
Image – by associating the object with a non-negative index number to an
image in the image array of the game.
Text – by associating the object with a single-line text string. Note that
new-line characters such as “
” inside the string will be removed.
Integer – by associating the object with an integer.
An object can represent only one piece of Image, Text or Integer. Setting an
association of an object will remove any other associations of it. For example,
associating Text with an object will remove the Image or Integer currently associated
with it. To make an object represent nothing, we can associate it with a negative image
index number. That is also the initial association of an object when it is created.
Game Drawing
The game draws each game object (if it does not represent nothing). The objects
are drawn in an ascending order of their IDs. The game screen’s pixels go from left to
right in the x-axis and from top to bottom in the y-axis. Both x and y values start from
0. Each game object is drawn based on its pixel location (x, y), which can be set using
the syscall. For drawing an Image object, the associated image will be drawn with its
top-left corner at the (x, y) pixel of the game screen. For drawing Text or Integer
object, the associated text string or integer will be drawn in such a way that the (x, y)
pixel is the left-most pixel of the baseline of the text or integer. The following
illustration shows where the baseline is.
If an object is Text or Integer, the color and font used for drawing it can also be set
using the syscall.
Game Input
Any keystrokes on the game screen will be stored as the input on the MIPS
program using Memory-Mapped Input Output (MMIO). Thus, the MIPS program
should check or read the input according to the MMIO specification. In this game
every keystroke generates an input. But the ASCII code stored in the input for a
non-character keystroke is undefined. Also, the game does not support pressing or
holding down multiple keys at the same time.
Syscall Usage
For this syscall of code 100, $v0 is set to 100. $a0 is the action code set to indicate
what action the syscall should do. The parameters for an action will be passed using
some other registers (see the table below). Any errors generated during the syscall’s
action will terminate the MIPS program immediately. But the game screen, if any, will
not be closed for debugging purpose. It can always be closed by clicking its window’s
Close button (the ‘x’ icon on the top-right corner).
Action Action
code
($a0)
Parameters Example
Create game 1 $a1 = game screen width.
$a2 = game screen height.
$a3 = base address of a string
for game’s title.
.data
title .asciiz “Star Wars”
.text
li $v0, 100
li $a0, 1
li $a1, 800
li $a2, 600
la $a3, title
syscall
Create game
objects (any
existing ones
will be
2 $a1 = number of objects (at
most 231) to create.
All the objects initially
represent “nothing” and are
li $v0, 100
li $a0, 2
li $a1, 20
syscall
removed first) assigned the IDs 0, 1, 2, …,
$a1 – 1, respectively.
Set the image
array in game
3 $a1 = base address of a string
of the images’ file paths (see
the Note below) delimited by
semi-colons. The images will
be stored in an array in the
game.
The order of the images in the
string is preserved in the array
with the array index no.
starting from 0.
.data
images .asciiz
“background.gif;
tank.gif;gun.gif”
.text
li $v0, 100
li $a0, 3
li $a1, images
syscall
Create and
show the game
screen
4 li $v0, 100
li $a0, 4
syscall
Set the game
background
image
5 $a1 = index no. to the
background image in the
game’s image array, or a
negative number for filling the
background with a black color.
li $v0, 100
li $a0, 5
li $a1, 47
syscall
Redraw the
game screen
showing any
updates of the
game objects
since the last
call of Redraw
6 li $v0, 100
li $a0, 6
syscall
Close the game
window and
destroy the
game
7 li $v0, 100
li $a0, 7
syscall
Set game
object to
represent
Image
11 $a1 = object ID
$a2 = index no. to an image in
the game’s image array, or a
negative number for resetting
this object to represent nothing.
li $v0, 100
li $a0, 11
li $a1, 17
li $a2, 0
syscall
or
li $v0, 100
li $a0, 11
li $a1, 17
li $a1, -1
syscall
Set game
object’s
location
12 $a1 = object ID
$a2 = x-coordinate
$a3 = y-coordinate
li $v0, 100
li $a0, 12
li $a1, 4
li $a2, 220
li $a3, 342
syscall
Set game
object to
represent Text
(single-line
text only)
13 $a1 = object ID
$a2 = base address of the text
string.
Any new-line characters such
as “
” inside the string will be
removed.
.data
scoreText .asciiz “Score: ”
.text
li $v0, 100
li $a0, 13
li $a1, 56
la $a2, scoreText
syscall
Set game
object to
represent
Integer
14 $a1 = object ID
$a2 = the integer
li $v0, 100
li $a0, 14
li $a1, 56
li $a2, 970 # i.e. a score
syscall
Set game
object’s color
for drawing
Text or Integer
15 $a1 = object ID
$a2 = integer for a color that is
a combination of red, green
and blue components (byte 0
for blue, byte 1 for green, byte
2 for red, byte 3 is not used).
An object has a black color set
initially.
li $v0, 100
li $a0, 15
li $a1, 56
li $a2, 0xff00ff # purple
syscall
Set game
object’s font
for drawing
Text or Integer
16 $a1 = object ID
$a2 = font size
$a3 = non-zero for using Bold
font, or else 0.
$t0 = non-zero for using Italic
font, or else 0.
An object has a font of size 16
and Plain style set initially.
li $v0, 100
li $a0, 16
li $a1, 56
li $a2, 32
li $a3, 1
li $t0, 0
syscall
Play sound in
loop
17 $a1 = sound ID li $v0, 100
li $a0, 17
li $a1, 0
syscall
Play sound for
once
18 $a1 = sound ID li $v0, 100
li $a0, 18
li $a1, 0
syscall
Note: Use only GIF, PNG or JPG images. The file path of an image can be specified
using Relative path (e.g., “back.gif” or “img/car.jpg”) or Absolute path (e.g.,
“c:/img/car.jpg” on Windows or “/img/tank.png” on Unix). A Relative path is relative
to the current user folder of running Mars (by default, the folder of the Mars .jar
program file). “/” not “” should always be used to separate folders in specifying the
path, even when running Mars on Windows.