Question: Write a function called obj_draw_all in mips Make obj_draw_all. You really only need one s reg this time. Inside that function Make a loop like

Write a function called obj_draw_all in mips

Make obj_draw_all. You really only need one s reg this time.

Inside that function

Make a loop like for(s0 = cur_num_objs - 1; s0 >= 0; s0--). Notice the starting value, direction, and increment are backwards from a normal for loop! This is important, because it will cause the player object (object 0) to be drawn last and therefore on top of any other objects.

Inside that loop, you will be calling your friend display_blit_5x5_trans once again. The X argument will be object_x[s0]. The Y argument will be object_y[s0]. The pattern argument will be obj_textures[object_type[s0] * 4]. This is very similar to what you did for the tilemap, but youre just accessing a 1D array (object_type) this time.Write a function called obj_draw_all in mips Make obj_draw_all. You really only

3. Drawing the objects (and how objects work) There are actually many objects in the game world right now, but you just can't see any of them because they aren't being drawn! Let's talk about the object system for a bit. At the top of the program you will see this variable and these arrays

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To implement the objdrawall function in MIPS assembly language lets follow the provided instructions and utilize the given arrays effectively Here is ... View full answer

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