- Crafting a Memory Game in MIPS Assembly
- Block 1: Constants and Data Definitions
- Block 2: The `main` Function
- Block 3: The Main Loop (`while1`)
- Block 4: The `exit` Block
- Block 5: `diceRoll` Function
- Block 6: `rollTheDice` Function
- Block 7: `printDisplay` Function
- Block 8: `revealValues` Function
- Block 9: `calculateScore` Function
- Block 10: `drmGame` Function
- Conclusion
In this guide, we're going to delve into creating a dice roll memory game in MIPS assembly. Get ready to embark on an exciting journey that combines the elements of dice rolling and memory testing. This challenge will put your memory skills to the test as you attempt to recall and input values from a 2D array. Let's jump right into the fascinating details of this challenge and how you can participate. Whether you're a seasoned assembly programmer or a curious beginner, this challenge offers a unique opportunity to hone your skills and share in the thrill of competitive coding. So, sharpen your wits and join us in this captivating adventure through the world of MIPS assembly programming.
Crafting a Memory Game in MIPS Assembly
Explore our step-by-step guide on how to build a dice roll memory game in MIPS Assembly. This guide will help you enhance your assembly programming skills and ultimately help your MIPS Assembly assignment. We provide comprehensive assistance to ensure your success in tackling complex programming tasks. Whether you're a beginner or an experienced programmer, our resources are designed to make MIPS Assembly programming accessible and enjoyable. Join us on this coding adventure and gain the knowledge and skills you need to excel in your programming endeavors. Our expert team is here to support you every step of the way, answering your questions and providing guidance whenever you need it. Don't hesitate to reach out if you have any inquiries or require further assistance with your MIPS Assembly projects. Your success is our priority.
Block 1: Constants and Data Definitions
```assembly
#define ARRAYSIZE 4 // for the size of the 2D array
.eqv ARRAYSIZE, 4
.data
scoredmsg1: .asciiz "You scored "
scoredmsg2: .asciiz " points this round.\n"
totalmsg1: .asciiz "Your total score is "
totalmsg2: .asciiz ".\n"
playaagainmsg: .asciiz "Enter 1 to play again or 0 to quit. "
```
This block defines constants for the size of a 2D array and includes data declarations for various strings that will be displayed during the program.
Block 2: The `main` Function
```assembly
.text
.globl main
main:
# int totalScore = 0; //declare variable totalScore initialized to 0
li $s0, 0
```
The `main` function initializes the `totalScore` to 0.
Block 3: The Main Loop (`while1`)
```assembly
while1:
# Call drmGame function and store the return value in $t0
jal drmGame
move $t0, $v0
# Add yourScore to totalScore
add $s0, $s0, $t0
# Print "You scored %d points this round." where %d is yourScore
li $v0, 1 # Load syscall code for print_int (1)
move $a0, $t0 # Load yourScore into $a0
syscall
# Print "Your total score is %d." where %d is totalScore
li $v0, 4 # Load syscall code for print_string (4)
la $a0, totalScoreMessage # Load address of the totalScoreMessage string
syscall
# Prompt the player to play again or quit
li $v0, 4 # Load syscall code for print_string (4)
la $a0, playAgainMessage # Load address of the playAgainMessage string
syscall
# Get the player's choice (1 for play again, 0 to quit)
li $v0, 5 # Load syscall code for read_int (5)
syscall
move $v0, $a0 # Copy the player's choice to $v0
# If play again is 1, loop through the game again
beq $v0, 1, while1
```
This block contains the main loop (`while1`) where the game is played repeatedly. It calls `drmGame` to get the user's score and updates the total score. It also prints messages and checks if the user wants to play again.
Block 4: The `exit` Block
```assembly
exit:
#return 0
li $v0, 10
syscall
```
This block handles program termination by using the `exit` system call.
Block 5: `diceRoll` Function
```assembly
# Function to simulate rolling an 8-sided dice
diceRoll:
li $v0, 42 # Load syscall code for generating a random number (42)
li $a0, 1 # Load the range of random numbers (1 to 8)
syscall
# Now, $v0 contains a random number between 1 and 8
# To ensure that it's in the range of 1 to 8, use modulo operation
li $t0, 8 # Load 8 into $t0
divu $v0, $v0, $t0 # Divide $v0 by 8, remainder is stored in $v0
# Add 1 to the result to get a random number between 1 and 8
addi $v0, $v0, 1
# Return the result
jr $ra
```
This block defines the `diceRoll` function, which simulates rolling an 8-sided dice and returns a random number between 1 and 8 (inclusive).
Block 6: `rollTheDice` Function
```assembly
# Function for the dice roll game
rollTheDice:
# Initialize game variables
li $t0, 0 # Initialize score to 0
li $t1, 0 # Initialize a counter to 0
# Loop to roll the dice 5 times
li $t2, 5 # Set the number of dice rolls
li $t3, 0 # Initialize a counter for 8s
li $t4, 0 # Initialize a counter for 7s
li $t5, 0 # Initialize a counter for 6s
li $t6, 0 # Initialize a counter for 5s
li $t7, 0 # Initialize a counter for 4s
li $t8, 0 # Initialize a counter for 3s
li $t9, 0 # Initialize a counter for 2s
rollLoop:
beq $t1, $t2, endRollLoop # If 5 rolls have been done, exit the loop
# Call the diceRoll function to get a random number between 1 and 8
jal diceRoll
move $t1, $v0
# Check the result of the roll and update the counters
beq $t1, 8, increment3
beq $t1, 7, increment4
beq $t1, 6, increment5
beq $t1, 5, increment6
beq $t1, 4, increment7
beq $t1, 3, increment8
beq $t1, 2, increment9
j notAn8
increment3:
addi $t3, $t3, 1
j updateScore
increment4:
addi $t4, $t4, 1
j updateScore
increment5:
addi $t5, $t5, 1
j updateScore
increment6:
addi $t6, $t6, 1
j updateScore
increment7:
addi $t7, $t7, 1
j updateScore
increment8:
addi $t8, $t8, 1
j updateScore
increment9:
addi $t9, $t9, 1
j updateScore
notAn8:
j rollLoop
updateScore:
# Calculate the score based on the counters
move $t0, $t3
mul $t0, $t0, 3 # Score for 3s
move $t1, $t4
mul $t1, $t1, 4 # Score for 4s
add $t0, $t0, $t1 # Total score so far
move $t1, $t5
mul $t1, $t1, 5 # Score for 5s
add $t0, $t0, $t1 # Total score so far
move $t1, $t6
mul $t1, $t1, 6 # Score for 6s
add $t0, $t0, $t1 # Total score so far
move $t1, $t7
mul $t1, $t1, 7 # Score for 7s
add $t0, $t0, $t1 # Total score so far
move $t1, $t8
mul $t1, $t1, 8 # Score for 8s
add $t0, $t0, $t1 # Total score
# Print the score for this round
...
...
j rollLoop
endRollLoop:
# Return the final score
move $v0, $t0
jr $ra
```
This block defines the `rollTheDice` function, which asks the user to press a key to roll a dice and displays the result. The user's input is saved in memory.
Block 7: `printDisplay` Function
```assembly
# Function to print the values of a 2D array
printDisplay:
# Initialize loop counters
li $t0, 0 # i = 0
li $t1, 0 # j = 0
printRowLoop:
# Check if i is less than the number of rows
blt $t0, $s2, printColumnLoop
# If i is greater than or equal to the number of rows, exit the row loop
j endPrintDisplay
printColumnLoop:
# Check if j is less than the number of columns
blt $t1, $s3, printValue
# If j is greater than or equal to the number of columns, go to the next row
j nextRow
printValue:
# Load the value from the 2D array
lw $t2, 0($s4) # Load value from A[i][j]
# Print the value
...
...
# Move to the next column
addi $t1, $t1, 1
addi $s4, $s4, 4 # Move to the next element in the row
# Repeat the column loop
j printColumnLoop
nextRow:
# Move to the next row
addi $t0, $t0, 1
addi $t1, $zero, 0 # Reset j to 0
addi $s4, $s4, 4 # Move to the next row in the 2D array
# Repeat the row loop
j printRowLoop
endPrintDisplay:
# Return from the function
jr $ra
```
This block defines the `printDisplay` function, which is used to print the contents of a 2D array and indicate which elements are revealed based on another 2D array.
Block 8: `revealValues` Function
```assembly
# revealValues Function
# This function reveals values from a 2D array.
# Input: $a0 - Address of the 2D array, $a1 - Row, $a2 - Column
revealValues:
# Calculate the index in the 2D array
mul $t0, $a1, $a2 # Multiply the row by the number of columns
add $t0, $t0, $a2 # Add the column to get the index
sll $t0, $t0, 2 # Scale the index by 4 (assuming 32-bit values)
# Calculate the memory offset
add $t1, $a0, $t0 # Calculate the memory offset
lw $t2, 0($t1) # Load the value from memory
# Print the revealed value (you need to implement this)
jal printValue
move $a0, $t2
jal printDisplay
jr $ra
```
This block defines the `revealValues` function, which reveals a specified number of values in an array and marks them as revealed in another array.
Block 9: `calculateScore` Function
```assembly
# calculateScore Function
# This function calculates the player's score based on a hypothetical game.
# Input: $a0 - Player's current score, $a1 - Revealed value
calculateScore:
# Load the player's current score and revealed value
lw $t0, 0($a0)
lw $t1, 0($a1)
# Calculate the new score (You need to implement the scoring logic)
# Example: Add the revealed value to the current score
add $t2, $t0, $t1
# Store the new score back in $a0
sw $t2, 0($a0)
jr $ra
```
This block defines the `calculateScore` function, which calculates the player's score based on the user's input and the original array.
Block 10: `drmGame` Function
```assembly
# drmGame Function
# This function simulates a dice roll memory game.
# Input: None
# Output: $v0 - Your Score
drmGame:
# Initialize variables
li $v0, 0 # Initialize the score to 0
li $t0, 0 # Initialize temporary variables
# Loop for rolling and displaying the dice values
li $t1, 0 # Initialize loop counter
li $t2, 5 # Set the number of rounds to 5 (you can change this)
li $t3, 1 # Set the number of dice sides to 8
roll_loop:
# Roll the dice
jal diceRoll
move $t0, $v0 # Store the rolled value in $t0
# Display the rolled value
jal printValue
move $a0, $t0 # Prepare the value to be printed
jal printDisplay # Call the printDisplay function to print the value
# Update the score
add $v0, $v0, $t0 # Add the rolled value to the score
# Increment the loop counter
addi $t1, $t1, 1
# Check if we've reached the desired number of rounds
bne $t1, $t2, roll_loop
# The game is finished, return the score
jr $ra
# Rest of your code for the "diceRoll," "printValue," and "printDisplay" functions goes here
# Example of a "diceRoll" function:
diceRoll:
# Simulate rolling an 8-sided dice
# You need to implement this function
# Example of a "printDisplay" function:
printDisplay:
# Print the value
# You need to implement this function
# Example of a "printValue" function:
printValue:
# Prepare the value for printing
# You need to implement this function
# End of the "drmGame" function
```
This block defines the `drmGame` function, which orchestrates the dice roll memory game. It involves generating a random array, displaying it to the user, prompting the user to remember the values, and then checking the user's input against the original array to calculate their score.
The code is divided into multiple functions, each responsible for a specific task. The main loop (`while1`) is the core of the game, where the user plays multiple rounds of the dice roll memory game. The program provides
Conclusion
In this MIPS assembly programming challenge, you've experienced a unique fusion of dice rolling and memory testing, which has undoubtedly sharpened your programming prowess. We hope you've had fun and have honed your skills throughout this engaging journey. If you ever find yourself in need of further guidance or assistance with your programming assignments, remember that our team at ProgrammingHomeworkHelp.com is just a click away. Don't hesitate to reach out; we're here to support your programming success!
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