Question: Each test program except the first one comes in two versions: Prog.asm is an assembly program; ProgL.asm is the very same program, Less the symbols
Each test program except the first one comes in two versions: Prog.asm is an assembly program; ProgL.asm is the very same program, Less the symbols (each symbol is replaced with an explicit memory address). Symbolic Program Add.asm Symbolic Program Max.asm Symbolic Program Rect.asm Symbolic Program Pong.asm Symbolic Program Without Symbols Without Symbols Without Symbols MaxL.asm Without Symbols RectL.asm Without Symbols PongL.asm Description Adds up the constants 2 and 3 and puts the result in R0. Description Computes max(R0,R1) and puts the result in R2. Description Draws a rectangle at the top-left corner of the screen. The rectangle is 16 pixels wide and R0 pixels high. Description A single-player Pong game. A ball bounces off the screen's "walls". The player attempts to hit the ball with a paddle by pressing the left and right arrow keyboard keys. For each successful hit, the player gains one point and the paddle shrinks a little, to make the game slightly more challenging. If the player misses the ball, the game is over. To quit the game, press the ESC key. Description The Pong program supplied above was written in the Java-like high-level Jack language and translated into the Hack assembly language by the Jack compiler (Jack and the Jack compiler are described in Chapter 9 and in Chapters 10-11, respectively). Although the original Jack program is only about 300 lines of Jack code, the executable Pong code is naturally much longer. Running this interactive program in the supplied CPU Emulator is a slow affair, so don't expect a high-powered Pong game. This slowness is actually a virtue, since it enables your eye to track the graphical behavior of the program. And don't worry! as we continue to build the software platform in the next few projects, Pong and and other games will run much faster.
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