1. Write and test a function to draw a box on the bitmap display. The box should be roughly in the center of the screen. Draw the box one pixel at a time. Use 4 loops, one for the top, one for the right side, one for the bottom, one for the left side. Each loop writes 7 pixels per side. To make debugging easier, make the box a solid color first, then go on to step 2. Make sure that your code uses these settings: ✪ Bitmap Display, Version 1.0 Bitmap Display Unit Width in Pixels Unit Height in Pixels Display Width in Pixels Display Height in Pixels Base address for display 0x10008000 ($gp) Disconnect from MIPS Reset 4 256 256 Tool Control #colors .eqv RED Ox00FF0000 .eqv GREEN 0x0000FF00 .eqv BLUE 0x000000FF .eqv WHITE Ox00FFFFFF .eqv YELLOW Ox00FFFF00 .eqv CYAN 0x0000FFFF .eqv MAGENTA Ox00FF00FF ********* Help 2. Modify the draw box function to have the marquee effect by drawing each pixel in a color from an array of colors. You can use colors similar to the following: Close .data colors: .word MAGENTA, CYAN, YELLOW, BLUE, GREEN, RED 3. Slow the marqee appearance down by adding a pause function between pixel writes, using syscall 32. Make the delay 5 ms. 4. Add keyboard functionality. You can see similar code in the bitmap sample program 2 in the GitHub. The w, a, s, and d keys should move the box up, left, right, or down one pixel. The space key should terminate the program.
1. Write and test a function to draw a box on the bitmap display. The box should be roughly in the center of the screen. Draw the box one pixel at a time. Use 4 loops, one for the top, one for the right side, one for the bottom, one for the left side. Each loop writes 7 pixels per side. To make debugging easier, make the box a solid color first, then go on to step 2. Make sure that your code uses these settings: ✪ Bitmap Display, Version 1.0 Bitmap Display Unit Width in Pixels Unit Height in Pixels Display Width in Pixels Display Height in Pixels Base address for display 0x10008000 ($gp) Disconnect from MIPS Reset 4 256 256 Tool Control #colors .eqv RED Ox00FF0000 .eqv GREEN 0x0000FF00 .eqv BLUE 0x000000FF .eqv WHITE Ox00FFFFFF .eqv YELLOW Ox00FFFF00 .eqv CYAN 0x0000FFFF .eqv MAGENTA Ox00FF00FF ********* Help 2. Modify the draw box function to have the marquee effect by drawing each pixel in a color from an array of colors. You can use colors similar to the following: Close .data colors: .word MAGENTA, CYAN, YELLOW, BLUE, GREEN, RED 3. Slow the marqee appearance down by adding a pause function between pixel writes, using syscall 32. Make the delay 5 ms. 4. Add keyboard functionality. You can see similar code in the bitmap sample program 2 in the GitHub. The w, a, s, and d keys should move the box up, left, right, or down one pixel. The space key should terminate the program.
Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
Problem 1PE
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