# How to Create Dice Roll Memory Game in MIPS Assembly

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

### 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!