How to resolve the algorithm Conway's Game of Life step by step in the ARM Assembly programming language
How to resolve the algorithm Conway's Game of Life step by step in the ARM Assembly programming language
Table of Contents
Problem Statement
The Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is the best-known example of a cellular automaton. Conway's game of life is described here: A cell C is represented by a 1 when alive, or 0 when dead, in an m-by-m (or m×m) square array of cells. We calculate N - the sum of live cells in C's eight-location neighbourhood, then cell C is alive or dead in the next generation based on the following table: Assume cells beyond the boundary are always dead. The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players. One interacts with the Game of Life by creating an initial configuration and observing how it evolves.
Although you should test your implementation on more complex examples such as the glider in a larger universe, show the action of the blinker (three adjoining cells in a row all alive), over three generations, in a 3 by 3 grid.
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Conway's Game of Life step by step in the ARM Assembly programming language
Source code in the arm programming language
.string "PRG"
lcd_ptr .req r4
active_fb .req r5
inactive_fb .req r6
offset_r .req r7
backup_fb .req r8
@ start
push {r4-r10, r12, lr}
ldr lcd_ptr, =0xC0000000 @ address of the LCD controller
adr offset_r, offsets
ldrh r0, [offset_r, #6] @ 0xffff is already in memory because -1 is in the offsets table
str r0, [lcd_ptr, #0x200] @ set up paletted colors: 1 is black, 0 is white
ldr r2, [lcd_ptr, #0x18] @ load lcd configuration
bic r2, #14
orr r2, #6 @ Set color mode to 8 bpp, paletted
str r2, [lcd_ptr, #0x18]
ldr backup_fb, [lcd_ptr, #0x10] @ Save address of OS framebuffer
@ allocate a buffer for game state / framebuffer
ldr r0, =153600 @ 320 * 240 * 2
add r0, #8
svc #5 @ malloc
push {r0}
orr inactive_fb, r0, #7
add inactive_fb, #1
add active_fb, inactive_fb, #76800
@ fill buffer with random ones and zeroes
ldr r10, =76800
mov r9, #0
1: subs r10, r10, #1
strb r9, [active_fb, r10] @ zero other framebuffer
svc #206 @ rand syscall
and r0, r0, #1
strb r0, [inactive_fb, r10]
bne 1b
@ set first and last rows to zero
mov r2, #320
mov r1, #0
mov r0, inactive_fb
push {r1,r2}
svc #7 @ memset
pop {r1,r2}
ldr r3, =76480
add r0, r0, r3
svc #7
@ beginning of main loop, swap framebuffers
3: ldr r0, =76480 @ 320 * 239
str inactive_fb, [lcd_ptr, #0x10]
mov inactive_fb, active_fb
ldr active_fb, [lcd_ptr, #0x10]
@ per-pixel loop
2: mov r1, #16 @ 8 * 2
mov r2, #0
sub r0, #1
@ loop to count up neighboring living cells
1: subs r1, #2
ldrsh r3, [offset_r, r1] @ cant use lsl #1
add r3, r3, r0
ldrb r3, [active_fb, r3]
add r2, r2, r3
bne 1b @ at end of loop, r1 and r3 can be discarded
@ decides whether the cell should live or die based on neighbors
ldrb r1, [active_fb, r0]
add r2, r2, r1
teq r2, #3
moveq r1, #1
teqne r2, #4
movne r1, #0
strb r1, [inactive_fb, r0]
teq r0, #320
bne 2b
@ checks if the escape key is pressed
ldr r0, =0x900E001C
ldr r1, [r0]
tst r1, #0x80
beq 3b
str backup_fb, [lcd_ptr, #0x10] @ restores OS framebuffer
pop {r0}
svc #6 @ free buffer
pop {r4-r10, r12, pc}
offsets:
.hword -321, -320, -319, -1, 1, 319, 320, 321
You may also check:How to resolve the algorithm Conway's Game of Life step by step in the 68000 Assembly programming language
You may also check:How to resolve the algorithm Gauss-Jordan matrix inversion step by step in the C programming language
You may also check:How to resolve the algorithm Digital root step by step in the zonnon programming language
You may also check:How to resolve the algorithm Hofstadter Figure-Figure sequences step by step in the Ruby programming language
You may also check:How to resolve the algorithm Command-line arguments step by step in the BQN programming language