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please.asm
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please.asm
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.data
dooAddressBottom: .word 0x10008f64
dooAddressMid: .word 0x10008ee4
dooAddressTop: .word 0x10008e68
dooAddressBottomRight: .word 0x10008f6c
platform1: .word 0x10008f58
platform2: .word 0x10008f58
platform3: .word 0x10008f58
platform4: .word 0x10008f58
boardAddressStartBB: .word 0x10008fd8
topLeftAddress: .word 0x10008000
bottomRightAddress: .word 0x10008ffc
doodlerColor: .word 0xfd3a69
boardColor: .word 0xfecd1a
overColor1: .word 0xfa7d09
overColor2: .word 0xff4301
backColor: .word 0xffffff
pressColor: .word 0x111d5e
jumpCounter: .word 0
moveCounter: .word 0
chordCounter: .word 0
horizontalInd: .word 0
score: .word 0
sleep_t: .word 0
enteringLoopCounterD: .word 0
enteringLoopCounterU: .word 0
colorArray: .word 0x6fb1ff:1024 # the color array all initialized to royal blue
chordArray: .word 64, 64, 64, 60, 64, 68, 56
# the first elements for all rows of the sign "GAME OVER"
row1: .word 0x10008218
row2: .word 0x10008298
row3: .word 0x10008318
row4: .word 0x10008398
row5: .word 0x10008418
row6: .word 0x10008498
row7: .word 0x10008518
row8: .word 0x10008598
row9: .word 0x10008618
row10: .word 0x10008698
row11: .word 0x10008718
row12: .word 0x10008798
row14: .word 0x10008898
row15: .word 0x10008918
row16: .word 0x10008998
row17: .word 0x10008a18
row18: .word 0x10008a98
.text
# features of this game
# milestones 1-3 completed
# milestone 4: b.Game Over(RETRY) + d. dynamic increase in difficulty (speed)
# milestone 5: a.Realistic Physics(speed up/slow down mimicing gravity) + b. i. Moving Blocks when the score is higher than 5
# iii. other types of blocks + e. dynamic notification
# Also, I understand how to play background music and the code is shown below, but somehow it does not work
main:
li $v0, 42 # tell system to generate a random number within the specified range
li $a1, 100
lw $s0, platform2
lw $s1, platform3
lw $s3, platform4
li $s2, 4
subi $s0, $s0, 728 # start position of the first random board with fixed height
subi $s1, $s1, 1880 # start position of the second random board with fixed height
subi $s3, $s3, 2776 # start position of the third random board with fixed height
# generate two random address for platform2, 3, 4
syscall
div $a0, $a0, $s2
mul $a0, $a0, $s2
add $s0, $s0, $a0
syscall
div $a0, $a0, $s2
mul $a0, $a0, $s2
add $s1, $s1, $a0
div $a0, $a0, $s2
mul $a0, $a0, $s2
add $s3, $s3, $a0
sw $s0, platform2
sw $s1, platform3
sw $s3, platform4
CentralLoop:
# reset the background (fill the bitmap with the color array)
SetUp:
la $t8, colorArray # $t8 holds address of the colorArray
lw $t9, topLeftAddress # $t9 holds address of the bitmap display array
add $t0, $zero, $zero # $t0 holds 4*i; initially 0
addi $t1, $zero, 4096 # $t1 holds the size of the color array
FillDisplay:
bge $t0, $t1, CheckUserInput # branch if $t0 >= 4096
add $t2, $t8, $t0 # $t2 holds address of colorArray[i]
add $t3, $t9, $t0 # $t3 holds address of bitmapDisplay[i]
lw $t5, 0($t2) # $t5 = colorArray[i]
sw $t5, 0($t3) # bitmapDisplay[i] = $t5
addi $t0, $t0, 4 # update offset in $t0
j FillDisplay
CheckUserInput:
# check user input
lw $t8, 0xffff0000
beq $t8, 1 , keyboard_input
j continue1
keyboard_input:
lw $t9, 0xffff0004
beq $t9, 0x6a, respond_to_j
j checkIfK
checkIfK:
beq $t9, 0x6b, respond_to_k
j continue1
respond_to_j:
li $t0, -4
addi $sp, $sp, -4 # push the shift amount $t0 to stack
sw $t0, 0($sp)
jal ShiftDoo
j continue1
respond_to_k:
li $t0, 4
addi $sp, $sp, -4 # push the shift amount $t0 to stack
sw $t0, 0($sp)
jal ShiftDoo
j continue1
continue1:
# check whether the distance between doo's feet adress and
# the address of 'previous at' platform (make a check distance subrountine) is within a range
addi $sp, $sp, -4 # push the leftmost unit of the platform1
lw $t0, platform1
sw $t0, 0($sp)
jal checkWithinRange
lw $t1, 0($sp) # pop the return value of checkWithinRange
addi $sp, $sp, 4
addi $sp, $sp, -4 # push the leftmost unit of the platform2
lw $t0, platform2
sw $t0, 0($sp)
jal checkWithinRange
lw $t2, 0($sp) # pop the return value of checkWithinRange
addi $sp, $sp, 4
# check which platform did the doo land on
beqz $t1, checkSecond
bne $t7, 1, exitChecking # check whether the doo is falling
re_jump1:
li $t4, 0 # make jumpCounter 0 so that doodler can re-jump
sw $t4, jumpCounter
li $t7, 0 # make the indicator 0 and push it to stack
addi $sp, $sp, -4
sw $t7, 0($sp)
jal shiftPlatformsDown # shift down all the platforms and do not change any reference
lw $t7, 0($sp) # pop off the indicator of whether the doo should jump or fall from the stack
addi $sp, $sp, 4
j continue2
checkSecond:
beqz $t2, exitChecking
bne $t7, 1, exitChecking # check whether the doo is falling
re_jump2:
lw $k0, score # make the score increment by one
addi $k0, $k0, 1
sw $k0, score
li $t4, 0 # make jumpCounter 0 so that doodler can re-jump
sw $t4, jumpCounter
li $t7, 0 # make the indicator 0 and push it to stack
addi $sp, $sp, -4
sw $t7, 0($sp)
jal shiftPlatformsDown # shift down all the platforms and change references for pl1, pl2 and generate a new pl3
lw $t7, 0($sp) # pop off the indicator of whether the doo should jump or fall from the stack
addi $sp, $sp, 4
lw $t6, platform2
sw $t6, platform1
lw $t6, platform3
sw $t6, platform2
lw $t6, platform4
sw $t6, platform3
# generate a new pl4
li $v0, 42 # tell system to generate a random number within the specified range
li $a1, 100
lw $s0, platform1
li $s2, 4
subi $s0, $s0, 2776 # start position of the third random board with fixed height
# generate two random address for platform 4
syscall
div $a0, $a0, $s2
mul $a0, $a0, $s2
add $s0, $s0, $a0
sw $s0, platform4
j continue2
exitChecking:
# addi $sp, $sp, -4 # push the original counter to the stack so that doodler finish the leftover movement
# sw $t4, 0($sp)
addi $sp, $sp, -4 # push the indicator of whether the doo should jump or fall to stack
sw $t7, 0($sp)
jal shiftPlatformsDown
lw $s0, boardColor
li $s1, 0xb6eb7a
bne $s0, $s1, continue2
jal shiftPlatformsRight
j continue2
continue2:
# redraw the screen
jal RedrawTheDoo # redraw the doo
# check whether the score is 5
bne $k0, 5, changeColor
jal DrawNotifications
j sleep
changeColor:
ble $k0, 5, sleep
li $t0, 0xb6eb7a
sw $t0, boardColor
j sleep
#play music
#Set:
#la $t8, chordArray # $t8 holds address of the colorArray
#lw $t0, chordCounter # $t0 holds 4*i; initially 0
#li $t1, 28 # $t1 holds the size of the color array
#Play:
#bgt $t0, $t1, sleep # branch if $t0 >= 4096
#li $t2, 0
#add $t2, $t8, $t0 # $t2 holds address of colorArray[i]
#lw $t5, 0($t2)
#lw $a0, 0($t5) # $t5 = chordArray[i]
#li, $a1, 1000
#li, $a2, 0
#li $a3, 90
#addi $t0, $t0, 4 # update offset in $t0
#beq $t0, 28, refill
#sw $t0, chordCounter
#j sleep
#refill:
#li $t0, 0
#sw $t0, chordCounter
#j sleep
sleep:
li $v0, 32 # involke the sleep instruction
lw $t0, score
lw $t1, sleep_t
sub $t0, $t0, $t1
sw $t0, sleep_t
lw $a0, sleep_t
syscall
j CentralLoop # repeat the central loop
ShiftDoo:
lw $t0, 0($sp) # pop the shift amount off the stack
addi $sp, $sp, 4
lw $t1, dooAddressBottom # $t1 stores the bottom address for doo
lw $t2, dooAddressMid # $t2 stores the mid address for doo
lw $t3, dooAddressTop # $t3 stores the top address for doo
lw $t5, dooAddressBottomRight
add $t1, $t1, $t0 # shift the bottom left with the amount of $t0
add $t2, $t2, $t0 # shift the middle left with the amount of $t0
add $t3, $t3, $t0 # shift the top with the amount of $t0
add $t5, $t5, $t0
sw $t1, dooAddressBottom # update the bottom address for doo
sw $t2, dooAddressMid # update the mid address for doo
sw $t3, dooAddressTop # update the top address for doo
sw $t5, dooAddressBottomRight
jr $ra # jump back to the central loop
shiftPlatformsDown:
lw $t7, 0($sp) # pop the indicator off the stack
addi $sp, $sp, 4
lw $t4, jumpCounter # pop the counter off the stack
# addi $sp, $sp, 4
ble $t4, 1280, shiftUpCondition
shiftUpCondition:
beq $t7, 1, shiftPlatformsUp
li, $t7, 0 # make the indicator 0
lw $t1, platform1 # $t1 stores the leftmost address for platform1
lw $t2, platform2 # $t2 stores the leftmost address for platform2
lw $t3, platform3 # $t3 stores the leftmost address for platform3
lw $t5, platform4 # $t5 stores the leftmost address for platform4
addi $sp, $sp, -4
sw $ra, 0($sp)
lw $t9, 0($sp)
check_loop_entering:
# check the loop entering counter to determine how far will the platforms shift -- realistic physics
lw $s1, enteringLoopCounterD
addi $s1, $s1, 1
sw $s1, enteringLoopCounterD
check_one_d:
bne $s1, 1, check_two_d
li $s2, 70 # store the shift amount
sw $s2, sleep_t
j keepStoring
check_two_d:
bne $s1, 2, check_three_d
li $s2, 90 # store the shift amount
sw $s2, sleep_t
j keepStoring
check_three_d:
bne $s1, 3, check_four_d
li $s2, 110 # store the shift amount
sw $s2, sleep_t
j keepStoring
check_four_d:
bne $s1, 4, keepStoring
li $s2, 130 # store the shift amount
sw $s2, sleep_t
j keepStoring
keepStoring:
addi $t1, $t1, 128 # shift down the leftmost address for platform1
addi $t2, $t2, 128 # shift down the leftmost address for platform2
addi $t3, $t3, 128 # shift down the leftmost address for platform3
addi $t5, $t5, 128
sw $t1, platform1
sw $t2, platform2
sw $t3, platform3
sw $t5, platform4
addi $sp, $sp, -4
sw $ra, 0($sp)
lw $s7, 0($sp)
lw $s0, platform1 # push the address of platform1 to the stack to redraw plt1
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
lw $s0, platform2 # push the address of platform2 to the stack to redraw plt2
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
lw $s0, platform3 # push the address of platform3 to the stack to redraw plt3
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
lw $s0, platform4 # push the address of platform4 to the stack to redraw plt4
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
sw $s7, 0($sp)
lw $ra, 0($sp)
add $t4, $t4, 128 # increment the counter
sw $t4, jumpCounter
beq $t4, 1280, changeIndicator1 # make the indicator 1
j exitDown
changeIndicator1:
li, $t7, 1
li $s1, 0
sw $s1, enteringLoopCounterD # make loop-entering time 0
exitDown:
jr $ra # jump back to the central loop
shiftPlatformsUp:
lw $t4, jumpCounter
li, $t7, 1 # make the indicator 1
# check time
check_loop_entering_u:
# check the loop entering counter to determine how far will the platforms shift -- realistic physics
lw $s1, enteringLoopCounterU
addi $s1, $s1, 1
sw $s1, enteringLoopCounterU
check_one_u:
bne $s1, 1, check_two_u
li $s2, 130 # store the shift amount
sw $s2, sleep_t
j keepStoringu
check_two_u:
bne $s1, 2, check_three_u
li $s2, 110 # store the shift amount
sw $s2, sleep_t
j keepStoringu
check_three_u:
bne $s1, 3, check_four_u
li $s2, 90 # store the shift amount
sw $s2, sleep_t
j keepStoringu
check_four_u:
bne $s1, 4, keepStoringu
li $s2, 70 # store the shift amount
sw $s2, sleep_t
j keepStoringu
keepStoringu:
lw $t1, platform1 # $t1 stores the leftmost address for platform1
lw $t2, platform2 # $t2 stores the leftmost address for platform2
lw $t3, platform3 # $t3 stores the leftmost address for platform3
lw $t5, platform4 # $t5 stores the leftmost address for platform4
addi $t1, $t1, -128 # shift down the leftmost address for platform1 for -128 units
addi $t2, $t2, -128 # shift down the leftmost address for platform2 for -128 units
addi $t3, $t3, -128 # shift down the leftmost address for platform3 for -128 units
addi $t5, $t5, -128
sw $t1, platform1
sw $t2, platform2
sw $t3, platform3
sw $t5, platform4
addi $sp, $sp, -4
sw $ra, 0($sp)
lw $t9, 0($sp)
lw $s0, platform1 # push the address of platform1 to the stack to redraw plt1
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
lw $s0, platform2 # push the address of platform2 to the stack to redraw plt2
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
lw $s0, platform3 # push the address of platform3 to the stack to redraw plt3
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
lw $s0, platform4 # push the address of platform4 to the stack to redraw plt4
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
sw $t9, 0($sp)
lw $ra, 0($sp)
addi $t4, $t4, -128 # decrease the counter
sw $t4, jumpCounter
beq $t4, 0, changeIndicator2 # whether to make the indicator 0
j exitUp
changeIndicator2:
li, $t7, 0 # make the indicator 0
li $s1, 0
sw $s1, enteringLoopCounterU
addi $sp, $sp, -4
sw $ra, 0($sp)
j checkAlive
exitUp:
bne $s7, 1, exitUpUltimate
lw $ra, 0($sp)
addi $sp, $sp, 4
li $s7, 0
jr $ra
exitUpUltimate:
jr $ra # jump back to the central loop
checkAlive:
lw $t6, 0($sp)
addi $sp, $sp, 4
lw $t5, dooAddressBottomRight
lw $t8, dooAddressBottom
lw $s5, bottomRightAddress
lw $s4, 128($t8)
lw $s2, 128($t5)
lw $s3, boardColor
sub $s5, $s5, $t5
bge $s5, 128, checkFootStart
j NotAlive
checkFootStart:
bne $s2, $s3, checkAnotherFoot
addi $sp, $sp, -4
sw $t6, 0($sp)
li $s7, 1
j exitUp
checkAnotherFoot:
bne $s4, $s3, NotAlive
j exitUp # alive checked and jump back to shiftup
NotAlive:
li $ra, 0
j GameOver
checkWithinRange:
lw $t0, 0($sp) # pop off the leftmost unit of the platform
addi $sp, $sp, 4
lw $t2, dooAddressBottomRight
sub $t3, $t0, $t2 # get the distance in byte
bgt $t3, 128, OutRange # check if the right foot is on the leftmost unit of this platform
blt $t3, 92, OutRange # check if the left foot is on the rightmost unit of this platform
li, $t0, 0 # clear up $t0
addi $sp, $sp, -4 # push the return value 1
addi $t0, $zero, 1
sw $t0, 0($sp)
jr $ra
OutRange:
li, $t0, 0 # clear up $t0
addi $sp, $sp, -4 # push the return value 0
sw $t0, 0($sp)
jr $ra
shiftPlatformsRight:
lw $s6, horizontalInd # pop the indicator off the stack
# addi $sp, $sp, 4
lw $t5, moveCounter # pop the counter off the stack
# addi $sp, $sp, 4
ble $t5, 12, shiftLeftCondition
shiftLeftCondition:
beq $s6, 1, shiftPlatformsLeft
li, $s6, 0 # make the indicator 0
lw $t2, platform2 # $t2 stores the leftmost address for platform2
lw $t3, platform3 # $t3 stores the leftmost address for platform3
lw $t5, platform4 # $t5 stores the leftmost address for platform4
addi $t2, $t2, 4 # shift down the leftmost address for platform2
addi $t3, $t3, 4 # shift down the leftmost address for platform3
addi $t5, $t5, 4
sw $t2, platform2
sw $t3, platform3
sw $t5, platform4
addi $sp, $sp, -4
sw $ra, 0($sp)
lw $s7, 0($sp)
lw $s0, platform2 # push the address of platform2 to the stack to redraw plt2
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
lw $s0, platform3 # push the address of platform3 to the stack to redraw plt3
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
lw $s0, platform4 # push the address of platform4 to the stack to redraw plt4
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
sw $s7, 0($sp)
lw $ra, 0($sp)
add $t5, $t5, 4 # increment the counter
sw $t5, moveCounter
sw $s6, horizontalInd
beq $t5, 12, changeInd # make the indicator 1
j exitRight
changeInd:
li, $s6, 1
sw $s6, horizontalInd
exitRight:
jr $ra # jump back to the central loop
shiftPlatformsLeft:
lw $t5, moveCounter
lw $s6, horizontalInd
li, $s6, 1 # make the indicator 1
lw $t2, platform2 # $t2 stores the leftmost address for platform2
lw $t3, platform3 # $t3 stores the leftmost address for platform3
lw $t5, platform4 # $t5 stores the leftmost address for platform4
addi $t2, $t2, -4 # shift down the leftmost address for platform2 for -128 units
addi $t3, $t3, -4 # shift down the leftmost address for platform3 for -128 units
addi $t5, $t5, -4
sw $t2, platform2
sw $t3, platform3
sw $t5, platform4
addi $sp, $sp, -4
sw $ra, 0($sp)
lw $t9, 0($sp)
lw $s0, platform2 # push the address of platform2 to the stack to redraw plt2
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
lw $s0, platform3 # push the address of platform3 to the stack to redraw plt3
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
lw $s0, platform4 # push the address of platform4 to the stack to redraw plt4
addi $sp, $sp, -4
sw $s0, 0($sp)
jal RedrawPlatform
sw $t9, 0($sp)
lw $ra, 0($sp)
addi $t5, $t5, -4 # decrease the counter
sw $t5, moveCounter
sw $s6, horizontalInd
beq $t5, 0, changeInd2 # whether to make the indicator 0
j exitLeft
changeInd2:
li, $s6, 0
sw $s6, horizontalInd
exitLeft:
jr $ra # jump back to the central loop
RedrawTheDoo:
lw $t0, doodlerColor # $t0 stores the color for doo
lw $t1, dooAddressBottom # $t1 stores the bottom address for doo
lw $t2, dooAddressMid # $t2 stores the mid address for doo
lw $t3, dooAddressTop # $t3 stores the top address for doo
sw $t0, 0($t3) # paint the top
sw $t0, 0($t2) # paint the left trunk
sw $t0, 4($t2) # paint the mid trunk
sw $t0, 8($t2) # paint the right trunk
sw $t0, 0($t1) # paint the left foot of doo
sw $t0, 8($t1) # paint the right foot of doo
jr $ra # jump back to the centrl loop
RedrawPlatform:
lw $t2, boardColor # $t2 stores the color for the platform
lw $t0, 0($sp) # pop off the leftmost unit of the platform
addi $sp, $sp, 4
sw $t2, 4($t0) # paint the leftmost unit of the random board
sw $t2, 8($t0)
sw $t2, 12($t0)
sw $t2, 16($t0)
sw $t2, 20($t0)
sw $t2, 24($t0)
sw $t2, 28($t0)
jr $ra # jump back to the centrl loop
DrawNotifications:
lw $t2,backColor
# pop off which notification to draw from the stack
lw $t0, 0($sp)
addi $sp, $sp, 4
j draw_five
draw_five:
ble $t0, 5, draw_ten
# draw the first row for "wow"
lw $s0, row2
sw $t2, 0($s0)
sw $t2, 28($s0)
sw $t2, 36($s0)
sw $t2, 40($s0)
sw $t2, 44($s0)
sw $t2, 48($s0)
sw $t2, 56($s0)
sw $t2, 84($s0)
lw $s0, row3
sw $t2, 0($s0)
sw $t2, 28($s0)
sw $t2, 36($s0)
sw $t2, 48($s0)
sw $t2, 56($s0)
sw $t2, 84($s0)
lw $s0, row4
sw $t2, 4($s0)
sw $t2, 24($s0)
sw $t2, 36($s0)
sw $t2, 48($s0)
sw $t2, 60($s0)
sw $t2, 80($s0)
lw $s0, row5
sw $t2, 4($s0)
sw $t2, 12($s0)
sw $t2, 16($s0)
sw $t2, 24($s0)
sw $t2, 36($s0)
sw $t2, 48($s0)
sw $t2, 60($s0)
sw $t2, 68($s0)
sw $t2, 72($s0)
sw $t2, 80($s0)
lw $s0, row6
sw $t2, 8($s0)
sw $t2, 20($s0)
sw $t2, 36($s0)
sw $t2, 40($s0)
sw $t2, 44($s0)
sw $t2, 48($s0)
sw $t2, 64($s0)
sw $t2, 76($s0)
jr $ra
draw_ten:
bne $t0, 10, draw_fifteen
jr $ra
draw_fifteen:
bne $t0, 10, exitDrawNotification
jr $ra
exitDrawNotification:
jr $ra
OverDraw:
lw $t0, overColor1
lw $t1, overColor2
lw $t2,backColor
lw $t3, pressColor
# draw first row
lw $s0, row1
sw $t2, 0($s0)
sw $t2, 4($s0)
sw $t2, 8($s0)
sw $t2, 12($s0)
sw $t2, 20($s0)
sw $t2, 24($s0)
sw $t2, 28($s0)
sw $t2, 32($s0)
sw $t2, 40($s0)
sw $t2, 56($s0)
sw $t2, 64($s0)
sw $t2, 68($s0)
sw $t2, 72($s0)
sw $t2, 76($s0)
lw $s0, row2
sw $t2, 0($s0)
sw $t0, 4($s0)
sw $t0, 8($s0)
sw $t0, 12($s0)
sw $t0, 16($s0)
sw $t2, 20($s0)
sw $t0, 24($s0)
sw $t0, 28($s0)
sw $t0, 32($s0)
sw $t0, 36($s0)
sw $t2, 40($s0)
sw $t0, 44($s0)
sw $t2, 52($s0)
sw $t2, 56($s0)
sw $t0, 60($s0)
sw $t2, 64($s0)
sw $t0, 68($s0)
sw $t0, 72($s0)
sw $t0, 76($s0)
sw $t0, 80($s0)
lw $s0, row3
sw $t2, 0($s0)
sw $t0, 4($s0)
sw $t2, 8($s0)
sw $t2, 12($s0)
sw $t2, 20($s0)
sw $t0, 24($s0)
sw $t2, 28($s0)
sw $t2, 32($s0)
sw $t0, 36($s0)
sw $t2, 40($s0)
sw $t0, 44($s0)
sw $t0, 48($s0)
sw $t0, 56($s0)
sw $t0, 60($s0)
sw $t2, 64($s0)
sw $t0, 68($s0)
sw $t2, 72($s0)
sw $t2, 76($s0)
lw $s0, row4
sw $t2, 0($s0)
sw $t0, 4($s0)
sw $t0, 12($s0)
sw $t0, 16($s0)
sw $t2, 20($s0)
sw $t0, 24($s0)
sw $t0, 28($s0)
sw $t0, 32($s0)
sw $t0, 36($s0)
sw $t2, 40($s0)
sw $t0, 44($s0)
sw $t0, 52($s0)
sw $t2, 56($s0)
sw $t0, 60($s0)
sw $t2, 64($s0)
sw $t0, 68($s0)
sw $t0, 72($s0)
sw $t0, 76($s0)
sw $t0, 80($s0)
lw $s0, row5
sw $t2, 0($s0)
sw $t1, 4($s0)
sw $t2, 8($s0)
sw $t2, 12($s0)
sw $t1, 16($s0)
sw $t2, 20($s0)
sw $t1, 24($s0)
sw $t2, 32($s0)
sw $t1, 36($s0)
sw $t2, 40($s0)
sw $t1, 44($s0)
sw $t2, 56($s0)
sw $t1, 60($s0)
sw $t2, 64($s0)
sw $t1, 68($s0)
sw $t2, 72($s0)
sw $t2, 76($s0)
lw $s0, row6
sw $t1, 4($s0)
sw $t1, 8($s0)
sw $t1, 12($s0)
sw $t1, 16($s0)
sw $t1, 24($s0)
sw $t1, 36($s0)
sw $t1, 44($s0)
sw $t1, 60($s0)
sw $t1, 68($s0)
sw $t1, 72($s0)
sw $t1, 76($s0)
sw $t1, 80($s0)
lw $s0, row7
sw $t2, 0($s0)
sw $t2, 4($s0)
sw $t2, 8($s0)
sw $t2, 12($s0)
sw $t2, 20($s0)
sw $t2, 36($s0)
sw $t2, 44($s0)
sw $t2, 48($s0)
sw $t2, 52($s0)
sw $t2, 56($s0)
sw $t2, 64($s0)
sw $t2, 68($s0)
sw $t2, 72($s0)
sw $t2, 76($s0)
lw $s0, row8
sw $t2, 0($s0)
sw $t0, 4($s0)
sw $t0, 8($s0)
sw $t0, 12($s0)
sw $t0, 16($s0)
sw $t2, 20($s0)
sw $t0, 24($s0)
sw $t2, 36($s0)
sw $t0, 40($s0)
sw $t2, 44($s0)
sw $t0, 48($s0)
sw $t0, 52($s0)
sw $t0, 56($s0)
sw $t0, 60($s0)
sw $t2, 64($s0)
sw $t0, 68($s0)
sw $t0, 72($s0)
sw $t0, 76($s0)
sw $t0, 80($s0)
lw $s0, row9
sw $t2, 0($s0)
sw $t0, 4($s0)
sw $t2, 12($s0)
sw $t0, 16($s0)
sw $t0, 24($s0)
sw $t2, 32($s0)
sw $t0, 40($s0)
sw $t2, 44($s0)
sw $t0, 48($s0)
sw $t2, 52($s0)
sw $t2, 56($s0)
sw $t2, 64($s0)
sw $t0, 68($s0)
sw $t2, 72($s0)
sw $t2, 76($s0)
sw $t0, 80($s0)
lw $s0, row10
sw $t2, 0($s0)
sw $t0, 4($s0)
sw $t2, 12($s0)
sw $t0, 16($s0)
sw $t2, 24($s0)
sw $t0, 28($s0)
sw $t2, 32($s0)
sw $t0, 36($s0)
sw $t2, 44($s0)
sw $t0, 48($s0)
sw $t0, 52($s0)
sw $t0, 56($s0)
sw $t0, 60($s0)
sw $t2, 64($s0)
sw $t0, 68($s0)
sw $t0, 72($s0)
sw $t0, 76($s0)
sw $t0, 80($s0)
lw $s0, row11
sw $t2, 0($s0)
sw $t1, 4($s0)
sw $t2, 8($s0)
sw $t2, 12($s0)
sw $t1, 16($s0)
sw $t1, 28($s0)
sw $t1, 36($s0)
sw $t2, 44($s0)
sw $t1, 48($s0)
sw $t2, 52($s0)
sw $t2, 56($s0)
sw $t2, 64($s0)
sw $t1, 68($s0)
sw $t1, 76($s0)
lw $s0, row12
sw $t1, 4($s0)
sw $t1, 8($s0)
sw $t1, 12($s0)
sw $t1, 16($s0)