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puzzle_test.s
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puzzle_test.s
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.data
# syscall constants
PRINT_STRING = 4
PRINT_CHAR = 11
PRINT_INT = 1
# memory-mapped I/O
VELOCITY = 0xffff0010
ANGLE = 0xffff0014
ANGLE_CONTROL = 0xffff0018
BOT_X = 0xffff0020
BOT_Y = 0xffff0024
TIMER = 0xffff001c
SUBMIT_ORDER = 0xffff00b0
DROPOFF = 0xffff00c0
PICKUP = 0xffff00e0
GET_TILE_INFO = 0xffff0050
SET_TILE = 0xffff0058
REQUEST_PUZZLE = 0xffff00d0
SUBMIT_SOLUTION = 0xffff00d4
BONK_INT_MASK = 0x1000
BONK_ACK = 0xffff0060
TIMER_INT_MASK = 0x8000
TIMER_ACK = 0xffff006c
REQUEST_PUZZLE_INT_MASK = 0x800
REQUEST_PUZZLE_ACK = 0xffff00d8
GET_MONEY = 0xffff00e4
GET_LAYOUT = 0xffff00ec
SET_REQUEST = 0xffff00f0
GET_REQUEST = 0xffff00f4
GET_INVENTORY = 0xffff0040
GET_TURNIN_ORDER = 0xffff0044
GET_TURNIN_USERS = 0xffff0048
GET_SHARED = 0xffff004c
GET_BOOST = 0xffff0070
GET_INGREDIENT_INSTANT = 0xffff0074
FINISH_APPLIANCE_INSTANT = 0xffff0078
PRINT_INT_ADDR =0xffff0080
MAX_ITERATION = 6
MAX_TIME = 9250000
bitboard_jump:
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 3 2 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 4 2 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 3 3 0
.byte 2 3 3 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 4 2 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 3 2 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 5 2 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 4 3 0
.byte 1 4 3 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 5 2 0
.byte 1 3 4 0
.byte 1 3 4 0
.byte 1 3 4 0
.byte 1 3 4 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 5 2 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 4 3 0
.byte 1 4 3 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 5 2 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 1 7 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 3 2 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 4 2 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 3 3 0
.byte 2 3 3 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 4 2 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 2 6 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 3 2 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 3 5 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 4 4 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 5 3 0 0
.byte 5 3 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 6 2 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
.byte 8 0 0 0
puzzle: .word 0:452
appliance0: .byte 1
appliance1: .byte 1
layout: .byte 0:225
shared: .word 0:2
order: .word 6
score: .word 2
request: .word 2
.text
j main
get_appliance:
la $t0 layout
sw $t0 GET_LAYOUT
lw $t1 BOT_X
bgt $t1 150 search_right
lb $t1 32($t0)
la $t2 appliance1
sb $t1 0($t2)
lb $t1 35($t0)
la $t2 appliance0
sb $t1 0($t2)
jr $ra
search_right:
lb $t1 39($t0)
la $t2 appliance0
sb $t1 0($t2)
lb $t1 42($t0)
la $t2 appliance1
sb $t1 0($t2)
jr $ra
main:
# Construct interrupt mask
li $t4, 0
or $t4, $t4, BONK_INT_MASK # request bonk
or $t4, $t4, TIMER_INT_MASK # timer interrupt bit
or $t4, $t4, REQUEST_PUZZLE_INT_MASK # puzzle interrupt bit
or $t4, $t4, 1 # global enable
mtc0 $t4, $12
#Fill in your code here
la $t1 request
li $t0 1764173471
sw $t0 4($t1)
li $t0 35636716367
sw $t0 0($t1)
sw $t1 SET_REQUEST
# lw $t0, BOT_X
# blt $t0, 150, run_left
# # run_right:
# li $t0, 10
# sw $t0, VELOCITY
# li $t0, 101
# sw $t0, ANGLE
# li $t0, 1
# sw $t0, ANGLE_CONTROL
# la $t0, puzzle
# sw $t0, REQUEST_PUZZLE
# j start
# run_left:
# li $t0, 10
# sw $t0, VELOCITY
# li $t0, 79
# sw $t0, ANGLE
# li $t0, 1
# sw $t0, ANGLE_CONTROL
# la $t0, puzzle
# sw $t0, REQUEST_PUZZLE
start:
jal get_appliance
li $t7, MAX_ITERATION ### reserve t7!!!
li $t9, '#' #!!!!!!!warning: don't use t9
li $s7, 0 ### reserve s7!!!
li $s6, 0 ### reserve s6!!!
li $s5, 0 ### RESERVE S5!!!
la $s4, bitboard_jump
li $s3, 0
li $s2, 0
la $t0, puzzle
sw $t0, REQUEST_PUZZLE
infinite:
j infinite
.kdata
chunkIH: .space 48
non_intrpt_str: .asciiz "Non-interrupt exception\n"
unhandled_str: .asciiz "Unhandled interrupt type\n"
.ktext 0x80000180
interrupt_handler:
.set noat
move $k1, $at # Save $at
.set at
la $k0, chunkIH
sw $a0, 0($k0) # Get some free registers
sw $v0, 4($k0) # by storing them to a global variable
sw $t0, 8($k0)
sw $t1, 12($k0)
sw $t2, 16($k0)
sw $t3, 20($k0)
sw $t4, 24($k0)
sw $t5, 28($k0)
sw $ra, 32($k0)
sw $a1, 36($k0)
sw $a2, 40($k0)
sw $a3, 44($k0) # can be deleted if not used
###warning: reserve $t0-$t5 for solving puzzle!!!!!!
mfc0 $k0, $13 # Get Cause register
srl $a0, $k0, 2
and $a0, $a0, 0xf # ExcCode field
bne $a0, 0, non_intrpt
interrupt_dispatch: # Interrupt:
mfc0 $k0, $13 # Get Cause register, again
beq $k0, 0, done # handled all outstanding interrupts
and $a0, $k0, BONK_INT_MASK # is there a bonk interrupt?
bne $a0, 0, bonk_interrupt
and $a0, $k0, TIMER_INT_MASK # is there a timer interrupt?
bne $a0, 0, timer_interrupt
and $a0, $k0, REQUEST_PUZZLE_INT_MASK
bne $a0, 0, request_puzzle_interrupt
# li $v0, PRINT_STRING # Unhandled interrupt types
# la $a0, unhandled_str
# syscall
j done
bonk_interrupt:
sw $0, BONK_ACK
#Fill in your code here
lw $t0, BOT_Y
bge $t0, 275, bonk_submit
lw $t0, BOT_X
blt $t0, 150, bonk_left
bonk_right:
lw $a0, BOT_X # X coordinate @a0
beq $a0, 160, right_counter
beq $t7, -1, right_start_work
bge $a0, 280, right_first_bonk
right_bins:
sw $0, PICKUP
sw $0, PICKUP
sw $0, PICKUP
sw $0, PICKUP
##move west to start
li $t0, 180
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
j interrupt_dispatch # see if other interrupts are waiting
right_first_bonk:
li $t0, 90
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
sw $0, PICKUP
sw $0, PICKUP
sw $0, PICKUP
sw $0, PICKUP
li $t0, 180
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
li $t0, 500
right_first_bonk_loop:
add $t0, $t0, -1
bnez $t0, right_first_bonk_loop
li $t0, 175
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
j interrupt_dispatch # see if other interrupts are waiting
right_counter:
sw $0, DROPOFF
li $t0, 1
sw $t0, DROPOFF
li $t0, 2
sw $t0, DROPOFF
li $t0, 3
sw $t0, DROPOFF
lw $t0, TIMER
blt $t0, MAX_TIME, right_continue_work
li $t0, 90
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
# sw $0, GET_BOOST
j interrupt_dispatch
right_continue_work:
bltz $t7, right_return_work
addi $t7, -1
beqz $t7, right_go_next_bin
##move east
sw $0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
j interrupt_dispatch # see if other interrupts are waiting
right_go_next_bin:
lw $a1, BOT_Y # Y coordinate @a0
bge $a1, 170, right_return_appliance
li $t0, 33
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
li $t7, MAX_ITERATION
j interrupt_dispatch # see if other interrupts are waiting
right_return_work:
xor $s7, $s7, 1
move $a0, $s7
jal fetch_item
bnez $s7, right_return_work_long
li $t0, 0x00020009
sw $t0, SET_TILE
li $t0, 342
j right_return_work_endif
right_return_work_long:
li $t0, 0x0002000c
sw $t0, SET_TILE
li $t0, 354
right_return_work_endif:
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
li $t7, -1
# sw $0, GET_BOOST
j interrupt_dispatch # see if other interrupts are waiting
right_return_appliance:
#### get INGREDIENT first
li $a0, 0
jal fetch_item
li $t0, 280
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
li $t7, -1
li $t0, 0x00020009
sw $t0, SET_TILE
j interrupt_dispatch # see if other interrupts are waiting
right_start_work:
li $t0, 270
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
add $t0, $t7, 4
sw $t0, DROPOFF
lw $s5, GET_TILE_INFO
sw $0, TIMER
j interrupt_dispatch # see if other interrupts are waiting
#### left
bonk_left:
lw $a0, BOT_X # X coordinate @a0
beq $a0, 139, left_counter
beq $t7, -1, left_start_work
blt $a0, 20, left_first_bonk
left_bins:
sw $0, PICKUP
sw $0, PICKUP
sw $0, PICKUP
sw $0, PICKUP
##move east to start
sw $0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
j interrupt_dispatch # see if other interrupts are waiting
left_first_bonk:
li $t0, 90
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
sw $0, PICKUP
sw $0, PICKUP
sw $0, PICKUP
sw $0, PICKUP
sw $0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
li $t0, 500
left_first_bonk_loop:
add $t0, $t0, -1
bnez $t0, left_first_bonk_loop
li $t0, 5
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
j interrupt_dispatch # see if other interrupts are waiting
left_counter:
sw $0, DROPOFF
li $t0, 1
sw $t0, DROPOFF
li $t0, 2
sw $t0, DROPOFF
li $t0, 3
sw $t0, DROPOFF
lw $t0, TIMER
blt $t0, MAX_TIME, left_continue_work
li $t0, 90
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
# sw $0, GET_BOOST
j interrupt_dispatch
left_continue_work:
bltz $t7, left_return_work
addi $t7, -1
beqz $t7, left_go_next_bin
##move west
li $t0, 180
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
j interrupt_dispatch # see if other interrupts are waiting
left_go_next_bin:
lw $a1, BOT_Y # Y coordinate @a0
bge $a1, 170, left_return_appliance
li $t0, 147
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
li $t7, MAX_ITERATION
j interrupt_dispatch # see if other interrupts are waiting
left_return_work:
xor $s7, $s7, 1
move $a0, $s7
jal fetch_item
bnez $s7, left_return_work_long
li $t0, 0x00020005
sw $t0, SET_TILE
li $t0, 198
j left_return_work_endif
left_return_work_long:
li $t0, 0x00020002
sw $t0, SET_TILE
li $t0, 186
left_return_work_endif:
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
li $t7, -1
# sw $0, GET_BOOST
j interrupt_dispatch # see if other interrupts are waiting
left_return_appliance:
#### get INGREDIENT first
li $a0, 0
jal fetch_item
li $t0, 260
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
li $t0, 10
sw $t0, VELOCITY
li $t7, -1
li $t0, 0x00020005
sw $t0, SET_TILE
j interrupt_dispatch # see if other interrupts are waiting
left_start_work:
li $t0, 270
sw $t0, ANGLE
li $t0, 1
sw $t0, ANGLE_CONTROL
add $t0, $t7, 4
sw $t0, DROPOFF
# sw $t0, FINISH_APPLIANCE_INSTANT
lw $s5, GET_TILE_INFO
sw $0, TIMER
j interrupt_dispatch # see if other interrupts are waiting
bonk_submit:
li $s6, 1
jal submit
j interrupt_dispatch
request_puzzle_interrupt:
sw $0, REQUEST_PUZZLE_ACK
#Fill in your code here
# lw $t0, GET_MONEY
# bge $t0, 100, interrupt_dispatch
la $a0, puzzle
sw $a0, REQUEST_PUZZLE
#############################resolving process starts############################
li $a1, 'A' #marker
lw $t4, 0($a0) #row
lw $t5, 4($a0) #col
mul $t8, $t4, $t5 #size
add $t8, $t8, $a0 #base address - 8 for bitboard
li $a2, 0 #a2 = i
bne $t5, 32, i_outer_loop
move $t8, $a0 #warning: reserve $t8!!!
i_outer_loop_32:
beq $a2, $t4, i_outer_end
li $a3, 0
i_inner_loop_32:
beq $a3, $t5, i_inner_end_32
lb $t0, 8($t8)
bne $t0, $t9, else1_32
# marker = floodfill(puzzle,marker,i,j);
add $t2, $t8, 0
jal floodfill_real
add $a1, $a1, 1
add $a3, $a3, 1
beq $a3, $t5, i_inner_end_32_long_32
j else2_32
else1_32:
add $a3, $a3, 1
# unrolling
beq $a3, $t5, i_inner_end_32_long_32
lb $t0, 9($t8)
bne $t0, $t9, else2_32
# marker = floodfill(puzzle,marker,i,j);
add $t2, $t8, 1
jal floodfill_real
add $a1, $a1, 1
else2_32:
add $t8, $t8, 2
add $a3, $a3, 1
j i_inner_loop_32
i_inner_end_32_long_32:
add $t8, $t8, 1
i_inner_end_32:
add $a2, $a2, 1
j i_outer_loop_32
i_outer_loop:
beq $a2, $t4, i_outer_end
mul $t0, $a2, $t5
add $t6, $t0, $a0 #puzzle address - 8 for each row
li $a3, 0 #a3 = j
li $s2, 8 #start of each block
######block 0 starts
puzzle_block0:
######prepare jumptable
lbu $t0, 8($t8)
sll $t0, $t0, 2
add $s3, $s4, $t0 #s4 : jumpboard base address
######
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump0_0
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######jump 0 0 starts
puzzle_jump0_0:
lb $t1, 0($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block1
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump0_1
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######jump 0 1 starts
puzzle_jump0_1:
lb $t1, 1($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block1
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump0_2
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######jump 0 2 starts
puzzle_jump0_2:
lb $t1, 2($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block1
lb $t0, 8($t6)
bne $t0, $t9, puzzle_block1
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######
######block 1 starts
puzzle_block1:
add $s2, $s2, 8
######prepare jumptable
lbu $t0, 9($t8)
sll $t0, $t0, 2
add $s3, $s4, $t0 #s4 : jumpboard base address
######
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump1_0
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######jump 1 0 starts
puzzle_jump1_0:
lb $t1, 0($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block2
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump1_1
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######jump 1 1 starts
puzzle_jump1_1:
lb $t1, 1($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block2
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump1_2
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######jump 1 2 starts
puzzle_jump1_2:
lb $t1, 2($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block2
lb $t0, 8($t6)
bne $t0, $t9, puzzle_block2
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######
######block 2 starts
puzzle_block2:
add $s2, $s2, 8
######prepare jumptable
lbu $t0, 10($t8)
sll $t0, $t0, 2
add $s3, $s4, $t0 #s4 : jumpboard base address
######
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump2_0
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######jump 2 0 starts
puzzle_jump2_0:
lb $t1, 0($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block3
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump2_1
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######jump 2 1 starts
puzzle_jump2_1:
lb $t1, 1($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block3
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump2_2
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######jump 2 2 starts
puzzle_jump2_2:
lb $t1, 2($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block3
lb $t0, 8($t6)
bne $t0, $t9, puzzle_block3
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######
######block 3 starts
puzzle_block3:
add $s2, $s2, 8
######prepare jumptable
lbu $t0, 11($t8)
sll $t0, $t0, 2
add $s3, $s4, $t0 #s4 : jumpboard base address
######
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump3_0
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######jump 3 0 starts
puzzle_jump3_0:
lb $t1, 0($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block4
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump3_1
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######jump 3 1 starts
puzzle_jump3_1:
lb $t1, 1($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block4
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump3_2
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######jump 3 2 starts
puzzle_jump3_2:
lb $t1, 2($s3)
add $a3, $a3, $t1
add $t6, $t6, $t1
beq $a3, $s2, puzzle_block4
lb $t0, 8($t6)
bne $t0, $t9, puzzle_block4
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1
######
######
######block 4 starts
puzzle_block4:
add $s2, $s2, 8
######prepare jumptable
lbu $t0, 12($t8)
sll $t0, $t0, 2
add $s3, $s4, $t0 #s4 : jumpboard base address
######
lb $t0, 8($t6)
bne $t0, $t9, puzzle_jump4_0
move $t2, $t6
jal floodfill_real
add $a1, $a1, 1