.include "\SrcAll\Header.asm" .include "\SrcAll\BasicMacros.asm" .include "\SrcPSX\MemoryMap.asm" .include "\SrcN64\MemoryMap.asm" CursorX equ 0x100 CursorY equ 0x101 main: li t3,5+1 ;outer loop counter li t2,1 ;inner loop counter move a2,t2 ;working copy of inner loop counter loop: li a1,'*' jal PrintChar nop ;needed on PlayStation after branches to prevent out-of-order execution. subiu a2,1 bnez a2,loop nop ;overhead jal NewLine ;this doesn't use t2 so we don't care about out-of-order execution. addiu t2,1 ;increment outer loop counter move a2,t2 ;next time, we'll print one more * than we did last time. bne t2,t3,loop ;are we done yet? If not, loop. nop HALT: j HALT ;halt the CPU - we're done nop ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; MyFont: .ifdef buildn64 .incbin "\ResN64\ChibiAkumas.fnt" .endif .ifdef buildPSX .incbin "\ResPSX\ChibiAkumas.fnt" .endif .include "\SrcALL\graphics.asm" .include "..\\SrcAll\monitor.asm" .include "\SrcN64\Footer.asm"