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my nand2tetris progress

projects/04/fill/Fill-unrolled.asm

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// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/04/Fill.asm

// Runs an infinite loop that listens to the keyboard input.
// When a key is pressed (any key), the program blackens the screen,
// i.e. writes "black" in every pixel;
// the screen should remain fully black as long as the key is pressed. 
// When no key is pressed, the program clears the screen, i.e. writes
// "white" in every pixel;
// the screen should remain fully clear as long as no key is pressed.

// Put your code here.

// Fill: for length of screen, checks keypress. If keypress is nonzero, set
// R2 to -1 (black), otherwise set R2 to 0 (white). Do 8 times: set two 16-bit
// words in screen to R2 ("coloring white or black").

// Point to next 16
// pixels and repeat to enf of screen, then restart at start of screen.
// 
// R0 - current screen pointer (to-be incremented until end of screen is hit)
// R1 - DRAW_SCREEN_LOOP local loop counter (for optimized drawing of 2 rows)
// R2 - 0 or -1 (white or black), stored 16-pixel pattern to draw

// zero initialize local variables
@R1
M=0
@R2
M=0

(SET_SCREEN_PTR)
    // R0 = SCREEN pointer
    @SCREEN
    D=A
    @R0
    M=D

(IS_KEYPRESSED)
    // end of screen: 0x5fff (dec 24575)
    // if R0 >= (24575 - 8); goto SET_SCREEN_PTR
    @R0
    D=M
    @24567
    D=D-A
    @SET_SCREEN_PTR
    D;JGE

    // D=KBD, goto WHITE_SCREEN if D == 0
    @KBD
    D=M
    @WHITE_SCREEN
    D;JEQ

(BLACK_SCREEN)
    @R2
    M=-1
    @DRAW_SCREEN_LOOP
    0;JMP

(WHITE_SCREEN)
    @R2
    M=0

(DRAW_SCREEN_LOOP)
    // D = <16-bit pixel pattern to draw>
    @R2
    D=M
    // *R0++ = -1; *R0++ = -1 (unrolled and optimized)
    @R0
    A=M
    M=D
    A=A+1
    M=D
    D=A+1
    @R0
    M=D

      // *R0++ = -1 (unrolled and unoptimized, old)
    //@R0
    //A=M
    //M=D
    //@R0
    //M=M+1
      // *R0++ = -1
    //@R0
    //A=M
    //M=D
    //@R0
    //M=M+1

    // increment local loop counter
    @R1
    M=M+1
    
    // if (R1 - 8) > 0, then exit local loop, otherwise loop back
    @R1
    D=M
    @7
    D=D-A
    @DRAW_SCREEN_LOOP
    D;JLE

    // set local loop count to zero, return to test if key is pressed
    @R1
    M=0
    @IS_KEYPRESSED
    0;JMP

// should never reach here, but just in case...
(END)
    @END
    0;JMP