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QuizGame_withRNG.asm
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QuizGame_withRNG.asm
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$NOLIST
$MODLP51
$LIST
CLK EQU 22118400 ; crystal frequency (Hz)
TIMER0_RATE0 EQU ((2048*2)+100)
TIMER0_RATE1 EQU ((2048*2)-100)
TIMER0_RELOAD0 EQU ((65536-(CLK/TIMER0_RATE0)))
TIMER0_RELOAD1 EQU ((65536-(CLK/TIMER0_RATE1)))
TIMER0_HIGH_FREQUENCY EQU 2600 ;frequency to compliment square wave to generate 1300hz signal
TIMER0_MEDIUM_FREQUENCY EQU 2000 ;to generate 1000hz signal
TIMER0_LOW_FREQUENCY EQU 1400 ;to generate 700hz signal
TIMER0_HIGH EQU (65536-(CLK/TIMER0_HIGH_FREQUENCY))
TIMER0_MEDIUM EQU (65536-(CLK/TIMER0_MEDIUM_FREQUENCY))
TIMER0_LOW EQU (65536-(CLK/TIMER0_LOW_FREQUENCY))
;65536 is the default overflow value
; so count clock cycles up to 65536 then overflow
SOUND_OUT equ P1.1
START_BUTTON equ P2.0
INC_BUTTON equ P2.2
org 0000H
ljmp MyProgram
; Timer/Counter 0 overflow interrupt vector
org 0x000B
ljmp Timer0_ISR
; Timer/Counter 2 overflow interrupt vector
org 0x002B
ljmp Timer2_ISR
; These register definitions needed by 'math32.inc'
DSEG at 30H
x: ds 4
y: ds 4
bcd: ds 5
overflow_counter: ds 2
p1_points: ds 1
p2_points: ds 1
Qnum: ds 1
q_total: ds 1
qstep: ds 1
seed_num: ds 1
BSEG
mf: dbit 1 ;comparison flag for the 32-bit library
pf_flag: dbit 1
nf_flag: dbit 1 ;flags to choose which units to display
uf_flag: dbit 1
P1T: dbit 1
P1F: dbit 1
P2T: dbit 1
P2F: dbit 1
;flags indicating that questions were visited
question1_flag: dbit 1
question2_flag: dbit 1
question3_flag: dbit 1
question4_flag: dbit 1
question5_flag: dbit 1
question6_flag: dbit 1
question7_flag: dbit 1
question8_flag: dbit 1
$NOLIST
$include(math32.inc)
$LIST
cseg
; These 'equ' must match the hardware wiring
LCD_RS equ P3.2
LCD_E equ P3.3
LCD_D4 equ P3.4
LCD_D5 equ P3.5
LCD_D6 equ P3.6
LCD_D7 equ P3.7
$NOLIST
$include(LCD_4bit.inc) ; A library of LCD related functions and utility macros
$LIST
Initial_Message: db 'Capacitance:( )', 0
No_Signal_Str: db 'No signal ', 0
pf_string: db 'pf',0
nf_string: db 'nf',0
uf_string: db 'uf',0
p1_correct: db 'P1 Correct!', 0
p2_correct: db 'P2 Correct!', 0
p1_incorrect: db 'P1 Incorrect!', 0
p2_incorrect: db 'P2 Incorrect!', 0
clear_screen: db ' ', 0
point_display: db 'p1 p2 ',0
draw_string: db 'Its a draw!!!!!!!!',0
p1_winner_string: db 'Player 1 wins!!!',0
p2_winner_string: db 'Player 2 wins!!!',0
seed_prompt: db 'Seed RNG: ', 0
GAME_START: db 'Starts in: ', 0
GAME_GO: db 'GO! ', 0
clear_string: db ' ',0
question1_line1: db 'Is the sky blue?',0
question2_line1: db '9+10=21? ',0
question3_line1: db 'Canadas national',0
question3_line2: db 'sport is hockey?',0
question4_line1: db 'Heat increases ',0
question4_line2: db 'heart rate? ',0
question5_line1: db 'Do neutrinos ',0
question5_line2: db 'have mass? ',0
question6_line1: db 'Does GABA ',0
question6_line2: db 'excite neurons? ',0
question7_line1: db 'Can you overdose',0
question7_line2: db 'on coffee? ',0
question8_line1: db 'Are male cows ',0
question8_line2: db 'called Bison? ',0
question9_line1: db '',0
question9_line2: db '',0
countdown3: db '3 ',0
countdown2: db '2 ',0
countdown1: db '1 ',0
;---------------------------------;
; Initialization subroutine ;
;---------------------------------;
MyProgram:
; Initialize the hardware:
mov SP, #7FH
lcall Initialize_All
setb P0.0 ; Pin is used as input
setb P0.1 ;to measure a second capacitence
setb P0.2 ;third cap
setb P0.3 ;4th cap
setb INC_BUTTON
setb START_BUTTON
setb SOUND_OUT
clr SOUND_OUT
clr P1T
clr P2T
clr P1F
clr P2F ;start off saying no questions have been visited
clr question1_flag
clr question2_flag
clr question3_flag
clr question4_flag
clr question5_flag
clr question6_flag
clr question7_flag
;question 8 is not used
clr question8_flag
MOV P1_points,#0 ;both players start off with 0 points
MOV P2_points,#0
MOV Qnum,#1 ;start with question number 1, and step forward by a randomized amount
mov seed_num, #0 ;initializing RNG seed
;initialize timer 0 for the buzzer
mov a, TMOD
anl a, #0xf0 ; 11110000 Clear the bits for timer 0
orl a, #0x01 ; 00000001 Configure timer 0 as 16-timer
mov TMOD, a
mov TH0, #high(TIMER0_RELOAD1)
mov TL0, #low(TIMER0_RELOAD1)
; Set autoreload value
mov RH0, #high(TIMER0_RELOAD1) ;putting values into these registers sets the frequency
mov RL0, #low(TIMER0_RELOAD1) ;some default values to start with
; Enable the timer and interrupts
setb ET0 ; Enable timer 0 interrupt
setb TR0
clr TR0 ;timer 0 starts off as off
ljmp seed ;seed the RNG after initialization
;---------------------------------;
; RNG subroutines ;
;---------------------------------;
;allows the player to pick a seed to generate qstep with the RNG
Seed:
Set_Cursor(1,1)
Send_constant_string(#seed_prompt)
Set_Cursor(2,1)
DISPLAY_BCD(seed_num)
;look for a button press to incriment seed
jb INC_BUTTON, DONT_INCRIMENT
Wait_Milli_Seconds(#50)
jb INC_BUTTON, DONT_INCRIMENT
INCRIMENT: jnb INC_BUTTON, INCRIMENT
inc seed_num
DONT_INCRIMENT:
;look for a button press to start the game
jb START_BUTTON, DONT_START
Wait_Milli_Seconds(#50)
jb START_BUTTON, DONT_START
START: jnb START_BUTTON, START
ljmp Countdown
DONT_START:
;loop back awaiting input
ljmp Seed
RNG:
;seed = 214013*seed + 2531011
mov x+0,seed_num
mov x+1,#0
mov x+2,#0
mov x+3,#0
Load_y(214013)
lcall mul32
Load_y(2531011)
lcall add32
loop:
;dividing by 2 until number is less than 7
Load_y(7)
clr mf
lcall x_lt_y
jb mf,skip_div2
Load_y(2)
lcall div32
ljmp loop
skip_div2:
mov qstep,x+0
ljmp Qsel
qnum_update:
;this algorithim performs linear probing across the 7(prime number) questions and steps qnum forward by
;randomized number qstep until it lands on a question that has not been asked
mov a,qnum
add a,qstep
mov qnum,a
mov x+0,qnum
mov x+1,#0
mov x+2,#0
mov x+3,#0
Load_y(7)
clr mf
lcall x_gt_y
;mf stores bool value of (x>y)
jb mf,qnummod7
sjmp skip_qnummod7
qnummod7:
lcall sub32 ;now X stores qnum-7
skip_qnummod7:
mov qnum,x+0
;repeat this process if the qnum-7th flag is set
mov a,qnum
set_cursor(1,1)
send_constant_string(#countdown1)
;if on question 1
cjne a,#1,ignore1
;if question 1 was already visited
jnb question1_flag,ignore1
;step forward again
ljmp qnum_update
ignore1:
;if on question 2
cjne a,#2,ignore2
;if question 2 was already visited
jnb question2_flag,ignore2
;step forward again
ljmp qnum_update
ignore2:
;if on question 3
cjne a,#3,ignore3
;if question 3 was already visited
jnb question3_flag,ignore3
;step forward again
ljmp qnum_update
ignore3:
;if on question 4
cjne a,#4,ignore4
;if question 1 was already visited
jnb question4_flag,ignore4
;step forward again
ljmp qnum_update
ignore4:
;if on question 5
cjne a,#5,ignore5
;if question 5 was already visited
jnb question5_flag,ignore5
;step forward again
ljmp qnum_update
ignore5:
;if on question 6
cjne a,#6,ignore6
;if question 6 was already visited
jnb question6_flag,ignore6
;step forward again
ljmp qnum_update
ignore6:
;if on question 7
cjne a,#7,ignore7
;if question 7 was already visited
jnb question7_flag,ignore7
;step forward again
ljmp qnum_update
ignore7:
;since this subroutine is being called in Qsel
ljmp qnum_updated
Countdown:
;A COUNTDOWN TO BE DISPLAYED AT THE START OF THE GAME
Set_Cursor(1,1)
send_constant_string(#GAME_START)
Set_Cursor(2,1)
send_constant_string(#countdown3)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Set_Cursor(2,1)
send_constant_string(#countdown2)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Set_Cursor(2,1)
send_constant_string(#countdown1)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Set_Cursor(2,1)
send_constant_string(#clear_string)
Set_Cursor(1,1)
send_constant_string(#GAME_GO)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
ljmp RNG
;for creating a square wave to generate the buzzer tone
Timer0_ISR:
cpl SOUND_OUT
reti
;NOTE THESE SUBROUTINES WERE NOT USED, THE CODE INSIDE THEM WAS USED THOUGH
;---------------------------------;
; buzzer subroutines ;
;---------------------------------;
;INDIVIDUAL BUZZ SUBROUTINES WILL RUN FOR ABOUT 0.33S
;generate a 1300hz signal for 0.33 seconds
new_high_buzz:
clr TR0
mov RH0, #high(TIMER0_HIGH) ;how many clock cycles to interrupt at
mov RL0, #low(TIMER0_HIGH)
setb TR0 ;timer is on
;keep the timer running for 0.33 seconds
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#133)
clr TR0
ret
;generate 1000hz signal for 0.33s
new_medium_buzz:
clr TR0
mov RH0, #high(TIMER0_MEDIUM) ;how many clock cycles to interrupt at
mov RL0, #low(TIMER0_MEDIUM)
setb TR0 ;timer is on
;keep the timer running for 0.33 seconds
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#133)
clr TR0
ret
;generate 700hz signal for 0.33s
new_low_buzz:
clr TR0
mov RH0, #high(TIMER0_LOW) ;how many clock cycles to interrupt at
mov RL0, #low(TIMER0_LOW)
setb TR0 ;timer is on
;keep the timer running for 0.33 seconds
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#133)
clr TR0
ret
winning_buzz:
set_cursor(2,1)
send_constant_string(#point_display)
;display the actual score
set_cursor(2,5)
display_bcd(p1_points)
set_cursor(2,13)
display_bcd(p2_points)
;clear flags to not trigger an answer to next question
clr P1T
clr P1F
clr P2T
clr P2F
;GENERATE A LOW,MEDIUM,then HIGH buzz
;generate a low tone for 0.33s
clr TR0
mov RH0, #high(TIMER0_LOW) ;how many clock cycles to interrupt at
mov RL0, #low(TIMER0_LOW)
setb TR0 ;timer is on
;keep the timer running for 0.33 seconds
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#133)
clr TR0
;generate a medium tone for 0.33s
clr TR0
mov RH0, #high(TIMER0_MEDIUM) ;how many clock cycles to interrupt at
mov RL0, #low(TIMER0_MEDIUM)
setb TR0 ;timer is on
;keep the timer running for 0.33 seconds
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#133)
clr TR0
;generate a high tone for 0.33s
clr TR0
mov RH0, #high(TIMER0_HIGH) ;how many clock cycles to interrupt at
mov RL0, #low(TIMER0_HIGH)
setb TR0 ;timer is on
;keep the timer running for 0.33 seconds
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#133)
clr TR0
;ljmp new_low_buzz
;ljmp new_medium_buzz
;ljmp new_high_buzz
;wait for 3 more seconds so 15*200ms
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
ljmp Qsel
losing_buzz:
set_cursor(2,1)
send_constant_string(#point_display)
;display the actual score
set_cursor(2,5)
display_bcd(p1_points)
set_cursor(2,13)
display_bcd(p2_points)
;clear flags to not trigger next question
clr P1T
clr P1F
clr P2T
clr P2F
;GENERATE A HIGH,MEDIUM,then LOW buzz, this should take 1s
;generate a high tone for 0.33s
clr TR0
mov RH0, #high(TIMER0_HIGH) ;how many clock cycles to interrupt at
mov RL0, #low(TIMER0_HIGH)
setb TR0 ;timer is on
;keep the timer running for 0.33 seconds
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#133)
clr TR0
;generate a medium tone for 0.33s
clr TR0
mov RH0, #high(TIMER0_MEDIUM) ;how many clock cycles to interrupt at
mov RL0, #low(TIMER0_MEDIUM)
setb TR0 ;timer is on
;keep the timer running for 0.33 seconds
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#133)
clr TR0
;generate a low tone for 0.33s
clr TR0
mov RH0, #high(TIMER0_LOW) ;how many clock cycles to interrupt at
mov RL0, #low(TIMER0_LOW)
setb TR0 ;timer is on
;keep the timer running for 0.33 seconds
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#133)
clr TR0
;wait for 3 more seconds so 15*200ms
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
Wait_Milli_Seconds(#200)
ljmp Qsel
Timer2_ISR:
clr TF2 ;no more overflow after we have gone into the ISR
push acc
inc overflow_counter+0 ; count one overflow
mov a, overflow_counter+0
jnz dont_inc_ofc1
;if the code got here then oeverflow_counter+0 was 0 meaning that overflow_counter+1 must be incrimented
inc overflow_counter+1
dont_inc_ofc1:;to skip over incrimenting bit 1 of overflow counter
pop acc
reti
; Sends 10-digit BCD number in bcd to the LCD
Display_10_digit_BCD:
Display_BCD(bcd+4)
Display_BCD(bcd+3)
Display_BCD(bcd+2)
Display_BCD(bcd+1)
Display_BCD(bcd+0)
ret
;Initializes timer/counter 2 as a 16-bit timer
InitTimer2:
mov T2CON, #0 ; Stop timer/counter. Set as timer (clock input is pin 22.1184MHz).
; Set the reload value on overflow to zero (just in case is not zero)
mov RCAP2H, #0
mov RCAP2L, #0
setb ET2
ret
;---------------------------------;
; question subroutines ;
;---------------------------------;
question_1:
set_cursor(1,1)
Send_Constant_String(#question1_line1)
set_cursor(2,1)
send_constant_string(#clear_string)
;check flags to determine right answer
;player 1 gets a point if they say sky blue
jb P1T,p1_q1_point
sjmp avoid_p1_q1_point
p1_q1_point:
setb question1_flag
ljmp p1_right
avoid_p1_q1_point:
;player 2 gets a point if they say sky blue
jb P2T,p2_q1_point
sjmp avoid_p2_q1_point
p2_q1_point:
setb question1_flag
ljmp p2_right
avoid_p2_q1_point:
;player 1 loses a point if they say sky not blue
jb P1f,p1_q1_lose
sjmp avoid_p1_q1_lose
p1_q1_lose:
setb question1_flag
ljmp p1_wrong
avoid_p1_q1_lose:
;player 2 lose a point if they say sky not blue
jb P2F,p2_q1_lose
sjmp avoid_p2_q1_lose
p2_q1_lose:
setb question1_flag
ljmp p2_wrong
avoid_p2_q1_lose:
ljmp measure_caps ;look for any button presses
;keep looping awaiting answer
ljmp question_1
ret
question_2:
set_cursor(1,1)
Send_Constant_String(#question2_line1)
set_cursor(2,1)
send_constant_string(#clear_string)
;check flags to determine right answer
;player 1 lose a point if they say 9+10=21
jb p1t,p1_q2_lose
sjmp avoid_p1_q2_lose
p1_q2_lose:
setb question2_flag
ljmp p1_wrong
avoid_p1_q2_lose:
;player 2 lose a point if they say 9+10=21
jb p2t,p2_q2_lose
sjmp avoid_p2_q2_lose
p2_q2_lose:
setb question2_flag
ljmp p2_wrong
avoid_p2_q2_lose:
;player 1 gain a point if they say 9+10!=21
jb p1f,p1_q2_win
sjmp avoid_p1_q2_win
p1_q2_win:
setb question2_flag
ljmp p1_right
avoid_p1_q2_win:
;player 2 gain a point if they say 9+10!=21
jb p2f,p2_q2_win
sjmp avoid_p2_q2_win
p2_q2_win:
setb question2_flag
ljmp p2_right
avoid_p2_q2_win:
ljmp measure_caps ;look for any button presses
;keep looping awaiting answer
ljmp question_2
ret
question_3:
set_cursor(1,1)
Send_Constant_String(#question3_line1)
set_cursor(2,1)
Send_constant_string(#question3_line2)
;check flags to determine right answer
;canadas national sport is not hockey so players will gain a point for saying F and lose a point for saying T
jb p1t,p1_q3_lose
sjmp avoid_p1_q3_lose
p1_q3_lose:
setb question3_flag
ljmp p1_wrong
avoid_p1_q3_lose:
jb p2t,p2_q3_lose
sjmp avoid_p2_q3_lose
p2_q3_lose:
setb question3_flag
ljmp p2_wrong
avoid_p2_q3_lose:
jb p1f,p1_q3_win
sjmp avoid_p1_q3_win
p1_q3_win:
setb question3_flag
ljmp p1_right
avoid_p1_q3_win:
jb p2f,p2_q3_win
sjmp avoid_p2_q3_win
p2_q3_win:
setb question3_flag
ljmp p2_right
avoid_p2_q3_win:
ljmp measure_caps ;look for any button presses
;keep looping awaiting answer
ljmp question_3
ret
question_4:
set_cursor(1,1)
Send_Constant_String(#question4_line1)
set_cursor(2,1)
send_constant_string(#question4_line2)
;check flags to determine right answer
;player 1 gets a point if they say heat increases heart rate
jb p1t,p1_q4_point
sjmp avoid_p1_q4_point
p1_q4_point:
setb question4_flag
ljmp p1_right
avoid_p1_q4_point:
;player 2 gets a point if they say heat raises BPM
jb p2t,p2_q4_point
sjmp avoid_p2_q4_point
p2_q4_point:
setb question4_flag
ljmp p2_right
avoid_p2_q4_point:
;player 1 loses a point if they heat no raise BPM
jb p1f,p1_q4_lose
sjmp avoid_p1_q4_lose
p1_q4_lose:
setb question4_flag
ljmp p1_wrong
avoid_p1_q4_lose:
;player 2 lose a point if they say heat no raise BPM
jb p2f,p2_q4_lose
sjmp avoid_p2_q4_lose
p2_q4_lose:
setb question4_flag
ljmp p2_wrong
avoid_p2_q4_lose:
ljmp measure_caps ;look for any button presses
;keep looping awaiting answer
ljmp question_4
ret
question_5:
set_cursor(1,1)
Send_Constant_String(#question5_line1)
set_cursor(2,1)
send_constant_string(#question5_line2)
;check flags to determine right answer
;player 1 gets a point if they say neutrino have mass
jb p1t,p1_q5_point
sjmp avoid_p1_q5_point
p1_q5_point:
setb question5_flag
ljmp p1_right
avoid_p1_q5_point:
;player 2 gets a point if they say neutrino have mass
jb p2t,p2_q5_point
sjmp avoid_p2_q5_point
p2_q5_point:
setb question5_flag
ljmp p2_right
avoid_p2_q5_point:
;player 1 loses a point if they say neutrino massless
jb p1f,p1_q5_lose
sjmp avoid_p1_q5_lose
p1_q5_lose:
setb question5_flag
ljmp p1_wrong
avoid_p1_q5_lose:
;player 2 lose a point if they say neutrino massless
jb p2f,p2_q5_lose
sjmp avoid_p2_q5_lose
p2_q5_lose:
setb question5_flag
ljmp p2_wrong
avoid_p2_q5_lose:
ljmp measure_caps ;look for any button presses
;keep looping awaiting answer
ljmp question_5
ret
question_6:
set_cursor(1,1)
Send_Constant_String(#question6_line1)
set_cursor(2,1)
Send_constant_string(#question6_line2)
;check flags to determine right answer
;GABA inhibits neurons so players lose points for answering true
jb p1t,p1_q6_lose
sjmp avoid_p1_q6_lose
p1_q6_lose:
setb question6_flag
ljmp p1_wrong
avoid_p1_q6_lose:
jb p2t,p2_q6_lose
sjmp avoid_p2_q6_lose
p2_q6_lose:
setb question6_flag
ljmp p2_wrong
avoid_p2_q6_lose:
jb p1f,p1_q6_win
sjmp avoid_p1_q6_win
p1_q6_win:
setb question6_flag
ljmp p1_right
avoid_p1_q6_win:
jb p2f,p2_q6_win
sjmp avoid_p2_q6_win
p2_q6_win:
setb question6_flag
ljmp p2_right
avoid_p2_q6_win:
ljmp measure_caps ;look for any button presses
;keep looping awaiting answer
ljmp question_6
ret
question_7:
set_cursor(1,1)
Send_Constant_String(#question7_line1)
set_cursor(2,1)
send_constant_string(#question7_line2)
;check flags to determine right answer
;player gets a point if they say you can OD on coffee
jb p1t,p1_q7_point
sjmp avoid_p1_q7_point
p1_q7_point:
setb question7_flag
ljmp p1_right
avoid_p1_q7_point:
jb p2t,p2_q7_point
sjmp avoid_p2_q7_point
p2_q7_point:
setb question7_flag
ljmp p2_right
avoid_p2_q7_point:
jb p1f,p1_q7_lose
sjmp avoid_p1_q7_lose
p1_q7_lose:
setb question7_flag
ljmp p1_wrong
avoid_p1_q7_lose:
jb p2f,p2_q7_lose
sjmp avoid_p2_q7_lose
p2_q7_lose:
setb question7_flag
ljmp p2_wrong
avoid_p2_q7_lose:
ljmp measure_caps ;look for any button presses
;keep looping awaiting answer
ljmp question_7
ret
;THIS QUESTION WAS NOT USED