CSC231 Homework 6 2017
--D. Thiebaut (talk) 18:56, 1 April 2017 (EDT)
Contents
Game Of Life Without Loop Instructions
For this assignment, you need to write a game of life program in assembly, and the challenge is to implement it without using the loop instruction, using only the cmp instruction and conditional jumps.
Problem Statement
Write an assembly language program similar to the one with work out in class, but with a few differences, listed below. You can find the program we wrote in class here.
- Your program will use an include file to get the array dish, which contains the initial 1-line generation of cells.
- Your program will not use a single loop instruction, and will implement all the loops using cmp and jump instructions (conditionals and unconditional jumps will be used).
Using an Include File
The concept is simple: you put part of the code into a separate file, and you use an "%include" statement inside the main program to tell nasm that it should read the contents of the include file as part of this program.
The code below illustrates how this is done. We have two files:
- GameOfLifeDemo.asm
- That's the main program. It contains the data section and the code section. In the data section is a statement %include "dishArray.inc that instructs nasm to read this other file
- dishArray.inc
- This file contains the definition of the dish array, and of the constant N.
demo.asm
;;; ; demo.asm ;;; ; Authors: D. Thiebaut and CSC231 Class ;;; ; ;;; ; Demo program illustrating how to ;;; ; use an include file to feed the dish ;;; ; array to the program. ;;; ; ;;; ; to assemble and run: ;;; ; ;;; ; nasm -f elf -F stabs demo.asm ;;; ; ld -melf_i386 -o demo demo.o ;;; ; ./demo ;;; ; ------------------------------------------------------------------- ;;; ------------------------------------------------------------ ;;; data areas ;;; ------------------------------------------------------------ section .data ;;; the current dish with its cells. We use 0 and 1 to ;;; indicate dead and live cells, respectively. %include "dishArray.inc" ;;; the new generation of cells. That's the "future" of the ;;; cells in the dish. We make it the same size as dish, and ;;; fill it with N dead cells. newGen times N db 0 ;;; dishP is a string that will contain ' ' or '!' for ;;; each 0 or 1 in dish. dishP times N db ' ' db 10 ; add a \n at the end ; of dishP generation dd 0 ; save ecx from for generation loop i dd 0 ; used by for loops ;;; ------------------------------------------------------------ ;;; code area ;;; ------------------------------------------------------------ section .text global _start _start: main: ;;; ------------------------------------------------------------- ;;; print( dish ) ;; first we copy dish into dishP and at the same ;; time replace 0 by ' ' and 1 by '!' ;;; for i in range( N ): mov esi, dish mov edi, dishP mov dword[i], 0 forPrint: cmp dword[i], N jge forPrintEnd mov al, byte[esi] add al, ' ' ;0 becomes ' ', 1 becomes '!' mov byte[edi], al inc esi ;esi points to next byte in dish inc edi ;edi points to next byte in dispP ;; i++, loop back inc dword[i] jmp forPrint forPrintEnd: ;; print dishP as a string. mov eax, 4 ;prints dishP to screen mov ebx, 1 mov ecx, dishP ;dishP address mov edx, N+1 ;+1 to include the \n int 0x80 ;;; exit() exit: mov eax,1 mov ebx,0 int 0x80 ; final system call