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test.asm
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test.asm
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#####################################################################
#
# CSC258H5S Fall 2020 Assembly Final Project
# University of Toronto, St. George
#
# Student: Ng Bob Shoaun, 1006568992
#
# Bitmap Display Configuration:
# - Unit width in pixels: 16
# - Unit height in pixels: 16
# - Display width in pixels: 512
# - Display height in pixels: 512
# - Base Address for Display: 0x10008000 ($gp)
#
# Which milestone is reached in this submission?
# - Milestone 5
#
# Which approved additional features have been implemented?
# 1. Scoreboard
# 2. Game over/retry
# 3. Different levels
# 4. Dynamic difficulty
# - platform spacing increases
# - capped at a certain point
# 5. More platform types
# - broken platform
# - cloud platform
# - moving platform
# 6. Boosting / power-ups
# - Spring
# - jetpack
# 7. Fancier graphics
# 8. Background music & sound effects
#
# Any additional information that the TA needs to know:
# - I forgot to mention in my demo that i have also added moving platforms.
#
#####################################################################
.data
gameMatrix: .word 0:1536
sleepDuration: .word 40
doodlerColor: .word 0xEEB1D5
doodlerSecondaryColor: .word 0xe58abf
backgroundColor: .word 0x43AA8B
platformColor: .word 0xF9C74F
springColor: .word 0x577590
brokenPlatformColor: .word 0xF3722C
cloudPlatformColor: .word 0xF0F0F0
jetpackColor: .word 0x191923
movingPlatformColor: .word 0x22577A
jumpMeterColor: .word 0xF94144
scoreMeterColor: .word 0x2708A0
gameOverTextColor: .word 0x000000
doodlerInitialPosition: .word 64
doodlerJumpDuration: .word 13 # jump duration in frames
springBoostDuration: .word 25 # spring boost duration in frames
jetpackBoostDuration: .word 70
.text
main:
lw $t0, doodlerInitialPosition # doodler current position
li $t1, 0 # doodler velocity
li $t2, 0 # jump timer
li $t3, 0 # game over flag, 1 means game over
li $t4, 768 # next spawn coord / spawn timer
li $t5, 0 # difficulty / platform spacing
li $t6, -128 # moving platforms move timer
li $t7, 0 # background music timer
jal playRetrySound
li $s0, 0
startLoop:
beq $s0, 32, gameLoop
jal scrollWorld
jal spawnObstacle
jal drawWorld
addi $s0, $s0, 1
j startLoop
gameLoop:
jal playBackgroundMusic
bge $t0, 1536, skipScroll
jal scrollWorld
jal spawnObstacle
addi $t0, $t0, 128 # also scroll player
skipScroll:
jal movePlatforms
beq $t3, 1, skipMoveDoodler
jal moveDoodler
skipMoveDoodler:
jal drawWorld
jal drawDoodler
jal drawJumpMeter
jal drawScoreMeter
ble $t0, 4096, contGameLoop # doodler reaches bottom of screen
jal gameOver
jal drawGameOverText
beq $t3, 1, contGameLoop
li $t3, 1 # set gameOver to true
jal playGameOverSound
contGameLoop:
jal sleep
j gameLoop
endGameLoop:
li $v0, 10 # terminate the program gracefully
syscall
gameOver:
lw $s0, 0xffff0000
beq $s0, 1, gameOverInput
jr $ra
gameOverInput:
lw $s1, 0xffff0004
beq $s1, 0x72, rPressed
beq $s1, 0x71, qPressed
jr $ra
rPressed:
j main
qPressed:
li $v0, 10 # terminate the program gracefully
syscall
drawGameOverText:
addi $sp, $sp, -12
sw $s0, ($sp)
sw $s1, 4($sp)
sw $s2, 8($sp)
lw $s0, gameOverTextColor
addi $s1, $gp, 1960
# o
sw $s0, 0($s1)
sw $s0, 4($s1)
sw $s0, 8($s1)
sw $s0, 128($s1)
sw $s0, 136($s1)
sw $s0, 256($s1)
sw $s0, 260($s1)
sw $s0, 264($s1)
addi $s1, $s1, 16
# o
sw $s0, 0($s1)
sw $s0, 4($s1)
sw $s0, 8($s1)
sw $s0, 128($s1)
sw $s0, 136($s1)
sw $s0, 256($s1)
sw $s0, 260($s1)
sw $s0, 264($s1)
addi $s1, $s1, 16
# f
sw $s0, -252($s1)
sw $s0, -248($s1)
sw $s0, -124($s1)
sw $s0, 0($s1)
sw $s0, 4($s1)
sw $s0, 8($s1)
sw $s0, 132($s1)
sw $s0, 260($s1)
addi $s1, $s1, 1380
# r
sw $s0, 0($s1)
sw $s0, 4($s1)
sw $s0, 128($s1)
sw $s0, 256($s1)
addi $s1, $s1, 16
# |
sw $s0, -128($s1)
sw $s0, 0($s1)
sw $s0, 128($s1)
sw $s0, 256($s1)
sw $s0, 384($s1)
addi $s1, $s1, 12
# q
sw $s0, 4($s1)
sw $s0, 8($s1)
sw $s0, 128($s1)
sw $s0, 136($s1)
sw $s0, 260($s1)
sw $s0, 264($s1)
sw $s0, 392($s1)
sw $s0, 520($s1)
sw $s0, 524($s1)
lw $s2, 8($sp)
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 12
jr $ra
playBackgroundMusic:
addi $sp, $sp, -8
sw $s0, ($sp)
sw $s1, 4($sp)
li $s1, 16
div $t7, $s1
mfhi $s0
bne $s0, 0, endPlayBgMusic
li $v0, 42
li $a0, 0
li $a1, 10
syscall
addi $a0, $a0, 60 # pitch
li $a1, 3000 # duration
li $a2, 0 # instrument
li $a3, 20 # volume
li $v0, 31
syscall
endPlayBgMusic:
addi $t7, $t7, 1
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 8
jr $ra
playGameOverSound:
li $a0, 80 # pitch
li $a1, 2000 # duration
li $a2, 127 # instrument
li $a3, 64 # volume
li $v0, 31
syscall
jr $ra
playRetrySound:
li $a0, 80 # pitch
li $a1, 1500 # duration
li $a2, 125 # instrument
li $a3, 64 # volume
li $v0, 31
syscall
jr $ra
playJumpSound:
li $a0, 100 # pitch
li $a1, 1000 # duration
li $a2, 121 # instrument
li $a3, 64 # volume
li $v0, 31
syscall
jr $ra
playSpringSound:
li $a0, 75 # pitch
li $a1, 1000 # duration
li $a2, 123 # instrument
li $a3, 64 # volume
li $v0, 31
syscall
jr $ra
playCloudSound:
li $a0, 75 # pitch
li $a1, 1000 # duration
li $a2, 126 # instrument
li $a3, 64 # volume
li $v0, 31
syscall
jr $ra
playJetpackSound:
li $a0, 50 # pitch
li $a1, 10000 # duration
li $a2, 123 # instrument
li $a3, 64 # volume
li $v0, 31
syscall
jr $ra
playBrokenSound:
li $a0, 60 # pitch
li $a1, 1000 # duration
li $a2, 121 # instrument
li $a3, 64 # volume
li $v0, 31
syscall
jr $ra
movePlatforms:
addi $sp, $sp, -4
sw $ra, ($sp)
blt $t6, 128, contMovePlatforms
li $t6, -128
contMovePlatforms:
blt $t6, 0, moveRight
jal movePlatsLeft
j endMovePlatforms
moveRight:
jal movePlatsRight
endMovePlatforms:
lw $ra, ($sp)
addi $sp, $sp, 4
jr $ra
movePlatsRight:
addi $sp, $sp, -12
sw $s0, ($sp)
sw $s1, 4($sp)
sw $s2, 8($sp)
addi $t6, $t6, 4
li $s0, 4864
loopMovePlatsRight:
beq $s0, 764, endMovePlatsRight
lw $s1, gameMatrix($s0)
bne $s1, 6, contMovePlatsRight
addi $s2, $s0, 4
sw $zero, gameMatrix($s0)
sw $s1, gameMatrix($s2)
contMovePlatsRight:
addi $s0, $s0, -4
j loopMovePlatsRight
endMovePlatsRight:
lw $s2, 8($sp)
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 12
jr $ra
movePlatsLeft:
addi $sp, $sp, -12
sw $s0, ($sp)
sw $s1, 4($sp)
sw $s2, 8($sp)
addi $t6, $t6, 4
li $s0, 768
loopMovePlatsLeft:
beq $s0, 4864, endMovePlatsLeft
lw $s1, gameMatrix($s0)
bne $s1, 6, contMovePlatsLeft
addi $s2, $s0, -4
sw $zero, gameMatrix($s0)
sw $s1, gameMatrix($s2)
contMovePlatsLeft:
addi $s0, $s0, 4
j loopMovePlatsLeft
endMovePlatsLeft:
lw $s2, 8($sp)
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 12
jr $ra
drawScoreMeter:
addi $sp, $sp, -12
sw $s0, ($sp)
sw $s1, 4($sp)
sw $s2, 8($sp)
lw $s2, scoreMeterColor
div $s0, $t5, 24
drawScoreMeterLoop:
beq $s0, 0, endDrawScoreMeter
mul $s1, $s0, -128
add $s1, $s1, $gp
add $s2, $s2, -5 # gradient
sw $s2, 3972($s1)
addi $s0, $s0, -1
j drawScoreMeterLoop
endDrawScoreMeter:
lw $s2, 8($sp)
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 12
jr $ra
drawJumpMeter:
addi $sp, $sp, -12
sw $s0, ($sp)
sw $s1, 4($sp)
sw $s2, 8($sp)
lw $s2, jumpMeterColor
div $s0, $t2, 3
drawJumpMeterLoop:
beq $s0, 0, endDrawJumpMeter
mul $s1, $s0, -128
add $s1, $s1, $gp
add $s2, $s2, 5 # gradient
sw $s2, 4088($s1)
addi $s0, $s0, -1
j drawJumpMeterLoop
endDrawJumpMeter:
lw $s2, 8($sp)
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 12
jr $ra
spawnJetpack:
addi $sp, $sp, -8
sw $s0, ($sp)
sw $s1, 4($sp)
li $s1, 5 # 5 represents jetpack
addi $s0, $t4, -128
sw $s1, gameMatrix($s0)
addi $s0, $s0, -128
sw $s1, gameMatrix($s0)
addi $s0, $s0, -128
sw $s1, gameMatrix($s0)
addi $s0, $s0, 132
sw $s1, gameMatrix($s0)
addi $s0, $s0, 132
sw $s1, gameMatrix($s0)
addi $s0, $s0, -128
sw $s1, gameMatrix($s0)
addi $s0, $s0, -128
sw $s1, gameMatrix($s0)
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 8
jr $ra
# a0 platform type
spawnPlatform:
addi $sp, $sp, -4
sw $s0, ($sp)
move $s0, $t4
sw $a0, gameMatrix($s0) # spawn platform
addi $s0, $s0, 4
sw $a0, gameMatrix($s0)
addi $s0, $s0, 4
sw $a0, gameMatrix($s0)
addi $s0, $s0, 4
sw $a0, gameMatrix($s0)
addi $s0, $s0, 4
sw $a0, gameMatrix($s0)
lw $s0, ($sp)
addi $sp, $sp, 4
jr $ra
# $a0 random position on platform
spawnSpring:
addi $sp, $sp, -8
sw $s0, ($sp)
sw $s1, 4($sp)
mul $s0, $a0, 4 # multiply random num by 4
add $s0, $s0, $t4 # get coords of platform
addi $s0, $s0, -128 # spawn above platform
li $s1, 2 # 2 represents spring
sw $s1, gameMatrix($s0)
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 8
jr $ra
# $a0 reference in game matrix coord
removePlatform:
addi $sp, $sp, -16
sw $s0, ($sp)
sw $s1, 4($sp)
sw $s2, 8($sp)
sw $s3, 12($sp)
lw $s0, gameMatrix($a0) # load reference pixel to know which platform it is
li $s1, -16 # iterate all possibilities of a 4 wide platform
removeLoop:
beq $s1, 20, finishRemove
add $s3, $a0, $s1 # current coord we are looking at
lw $s4, gameMatrix($s3) # load contents of current pixel
bne $s4, $s0, contRemoveLoop # check if same as reference
sw $zero, gameMatrix($s3)
contRemoveLoop:
addi $s1, $s1, 4
j removeLoop
finishRemove:
lw $s3, 12($sp)
lw $s2, 8($sp)
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 16
jr $ra
spawnObstacle:
addi $sp, $sp, -8
sw $ra, ($sp)
sw $s0, 4($sp)
bge $t4, 768, endSpawnObstacle
# RNG for type of obstacle
li $v0, 42
li $a0, 0
li $a1, 30
syscall
blt $a0, 13, spawnNext1
li $a0, 1 # 1 represents standard platform
jal spawnPlatform
j endSpawn
spawnNext1:
blt $a0, 9, spawnNext2
# spawn standard platform and broken platform below
li $a0, 1 # 1 represents standard platform
jal spawnPlatform
# RNG to spawn broken platform
li $v0, 42
li $a0, 0
li $a1, 64
syscall
move $s0, $a0
mul $s0, $s0, 4 # coord form
addi $s0, $s0, 256 # lower bound
add $t4, $t4, $s0 # set platform spawn pos
li $a0, 3 # 3 represents broken platform
jal spawnPlatform
mul $s0, $s0, -1
add $t4, $t4, $s0 # revert original t4
j endSpawn
spawnNext2:
blt $a0, 6, spawnNext3
li $a0, 4 # 4 represents cloud platform
jal spawnPlatform
j endSpawn
spawnNext3:
blt $a0, 5, spawnNext4
li $a0, 6 # 6 represents moving platform
jal spawnPlatform
j endSpawn
spawnNext4:
blt $a0, 4, spawnNext5
li $a0, 1
jal spawnPlatform
jal spawnJetpack
j endSpawn
spawnNext5:
li $a0, 1
jal spawnPlatform
jal spawnSpring
j endSpawn
endSpawn:
# RNG for next platform
li $v0, 42
li $a0, 0
li $a1, 192
syscall
mul $a0, $a0, 4 # coord form
add $a0, $a0, $t5 # apply difficulty as spacing
addi $t4, $a0, 768 # apply offset for buffer
bgt $t5, 712, endSpawnObstacle # difficulty cap
addi $t5, $t5, 4 # increase difficulty
endSpawnObstacle:
lw $s0, 4($sp)
lw $ra, ($sp)
addi $sp, $sp, 8
jr $ra
scrollWorld:
addi $sp, $sp, -20
sw $ra, ($sp)
sw $s0, 4($sp)
sw $s1, 8($sp)
sw $s2, 12($sp)
sw $s3, 16($sp)
addi $t4, $t4, -128 # update scroll timer
li $s0, 4864
scroll:
blt $s0, $zero, endScrollWorld
lw $s1, gameMatrix($s0)
addi $s2, $s0, 128 # scroll amount
sw $s1, gameMatrix($s2)
addi $s0, $s0, -4
j scroll
endScrollWorld:
lw $s3, 16($sp)
lw $s2, 12($sp)
lw $s1, 8($sp)
lw $s0, 4($sp)
lw $ra, ($sp)
addi $sp, $sp, 20
jr $ra
drawWorld:
addi $sp, $sp, -20
sw $ra, ($sp)
sw $s0, 4($sp)
sw $s1, 8($sp)
sw $s2, 12($sp)
sw $s3, 16($sp)
li $s0, 0
drawLoop:
beq $s0, 4096, endDrawWorld
addi $s2, $s0, 768 # matrix coords by applying offset
lw $s1, gameMatrix($s2) # get value at coords
add $s2, $s0, $gp # get address at coords
beq $s1, 0, dBackground
beq $s1, 1, dPlatform
beq $s1, 2, dSpring
beq $s1, 3, dBrokenPlatform
beq $s1, 4, dCloudPlatform
beq $s1, 5, dJetpack
beq $s1, 6, dMovingPlatform
j contDrawLoop
dBackground:
lw $s3, backgroundColor
div $s1, $s0, 40 # gradient
add $s3, $s3, $s1
j contDrawLoop
dPlatform:
lw $s3, platformColor
j contDrawLoop
dSpring:
lw $s3, springColor
j contDrawLoop
dBrokenPlatform:
lw $s3, brokenPlatformColor
j contDrawLoop
dCloudPlatform:
lw $s3, cloudPlatformColor
j contDrawLoop
dJetpack:
lw $s3, jetpackColor
j contDrawLoop
dMovingPlatform:
lw $s3, movingPlatformColor
j contDrawLoop
contDrawLoop:
sw $s3, ($s2)
addi $s0, $s0, 4
j drawLoop
endDrawWorld:
lw $s3, 16($sp)
lw $s2, 12($sp)
lw $s1, 8($sp)
lw $s0, 4($sp)
lw $ra, ($sp)
addi $sp, $sp, 20
jr $ra
moveDoodler:
addi $sp, $sp, -4
sw $ra, ($sp)
li $t1, 0 # reset velocity
jal checkKeyboardInput
bne $t2, $zero, jumping
addi $t1, $t1, 128 # apply gravity
jal checkDoodlerCollision
j endMoveDoodler
jumping:
addi $t1, $t1, -128
addi $t2, $t2, -1
endMoveDoodler:
add $t0, $t0, $t1 # move doodler based on velocity
lw $ra, ($sp)
addi $sp, $sp, 4
jr $ra
checkDoodlerCollision:
addi $sp, $sp, -20
sw $s0, ($sp)
sw $s1, 4($sp)
sw $s2, 8($sp)
sw $s3, 12($sp)
sw $ra, 16($sp)
addi $s0, $t0, 768 # current pos in game matrix coords
li $s3, 384 # check left, middle and right
checkCollisions:
beq $s3, 396, endCheckCollisions
add $s1, $s0, $s3
lw $s2, gameMatrix($s1)
beq $s2, 1, standardPlatformCollision
beq $s2, 2, springCollision
beq $s2, 3, brokenPlatformCollision
beq $s2, 4, cloudPlatformCollision
beq $s2, 5, jetpackCollision
beq $s2, 6, standardPlatformCollision
addi $s3, $s3, 4 # increase iterator
j checkCollisions
standardPlatformCollision:
addi $t1, $t1, -128 # cancel gravity
lw $t2, doodlerJumpDuration # start jump
jal playJumpSound
j endCheckCollisions
springCollision:
addi $t1, $t1, -128 # cancel gravity
lw $t2, springBoostDuration # start jump with higher duration
jal playSpringSound
j endCheckCollisions
brokenPlatformCollision:
# remove broken platform
move $a0, $s1
jal removePlatform
jal playBrokenSound
j endCheckCollisions
cloudPlatformCollision:
addi $t1, $t1, -128 # cancel gravity
lw $t2, doodlerJumpDuration # start jump
# remove cloud platform
move $a0, $s1
jal removePlatform
jal playCloudSound
j endCheckCollisions
jetpackCollision:
lw $t2, jetpackBoostDuration
jal playJetpackSound
j endCheckCollisions
endCheckCollisions:
lw $ra, 16($sp)
lw $s3, 12($sp)
lw $s2, 8($sp)
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 20
jr $ra
checkKeyboardInput:
addi $sp, $sp, -8
sw $s0, ($sp)
sw $s1, 4($sp)
lw $s0, 0xffff0000
beq $s0, 1, inputDetected
j endCKI
inputDetected:
lw $s1, 0xffff0004
beq $s1, 0x6A, jPressed
beq $s1, 0x6B, kPressed
j endCKI
jPressed:
addi $t1, $t1, -8
j endCKI
kPressed:
addi $t1, $t1, 8
endCKI:
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 8
jr $ra
drawDoodler:
addi $sp, $sp, -8
sw $s0, ($sp)
sw $s1, 4($sp)
lw $s1, doodlerColor
add $s0, $gp, $t0
sw $s1, 128($s0)
sw $s1, 136($s0)
sw $s1, 256($s0)
sw $s1, 264($s0)
lw $s1, doodlerSecondaryColor
sw $s1, 4($s0)
sw $s1, 132($s0)
lw $s1, 4($sp)
lw $s0, ($sp)
addi $sp, $sp, 8
jr $ra
sleep:
li $v0, 32
lw $a0, sleepDuration
syscall
jr $ra