Programming Exercise I: Showing a Snakes Game


Absolutely no copying others’ works
(Unlike other languages, using others’ assembly code is obvious.)

Development Requirements
When start developing the exercise, follow the two requirements below:

Soft Due Date and Submission Method
On or before Thursday, February 19, 2026 and upload the source code (no documentation needed) to the section of “COVID-19 Exams, Homeworks, & Programming Exercises” of Blackboard.

Since related topics may not be covered completely by the due date, no penalty will be applied if submitted after the due date. However, you may lag behind if you are not able to submit it by then. In addition, the Exam I will cover the materials from the Programming Exercise I.



Objective
Design and implement a MIPS assembly program, which displays a 6×6 snakes game of one player. The final program is less than 200 lines. The purpose of this exercise is to get students ready for assembly programming and the second exercise, playing a snakes game.


The first player, Blue (or top), can not move, and so Red (or bottom) wins.



Rules of a Snakes Game
It is a board game for two players who take turns in drawing segments of a snake. The last player able to move wins. The game is played on a grid; 6×6 is a good size. The above game is played on a matrix of 5×5 dots. The first player, Blue (top), starts in the second row and column, and the other player, Red (bottom), starts in the last but one row and column, as shown by the blue and red squares. The players take turns in growing a snake, extending it a segment at a time by drawing a horizontal or vertical line from the previous dot to an adjacent dot. Each player must avoid touching either his/her opponent’s snake or his/her own snake. The first player unable to move loses.



Requirements
The 6×6 snakes game includes the following requirements:


Programming Hints
The four essential components of software are (i) algorithms, (ii) data structures, (iii) programming languages, and (iv) code, where algorithms are the most critical one. In addition, using appropriate data structures could save a great deal of coding work, especially for assembly coding. The following hints are from the instructor and you do not necessarily have to use them:

Execution Examples
The following list shows some execution examples:

Examples of Exercise I Execution
Start Showing a Snakes Game.

    . . . . . .      0 1 2 3 4 5
    . . . . . .      6 7 8 9 a b
    . . . . . .      c d e f g h
    . . . . . .      i j k l m n
    . . . . . .      o p q r s t
    . . . . . .      u v w x y z

Pick a piece (X|O):  X 
Enter X's next move [/0..z]: 8

    . . . . . .      0 1 2 3 4 5
    . . X . . .      6 7 8 9 a b
    . . . . . .      c d e f g h
    . . . . . .      i j k l m n
    . . . . . .      o p q r s t
    . . . . . .      u v w x y z

Enter O's next move [/0..z]:  v 

    . . . . . .      0 1 2 3 4 5
    . . X . . .      6 7 8 9 a b
    . . . . . .      c d e f g h
    . . . . . .      i j k l m n
    . . . . . .      o p q r s t
    . O . . . .      u v w x y z

Enter X's next move [/0..z]:  / 
New game (y/n)?  y 

Start Showing a Snakes Game.

    . . . . . .      0 1 2 3 4 5
    . . . . . .      6 7 8 9 a b
    . . . . . .      c d e f g h
    . . . . . .      i j k l m n
    . . . . . .      o p q r s t
    . . . . . .      u v w x y z

Pick a piece (X|O):  O 
Enter O's next move [/0..z]:  p 

    . . . . . .      0 1 2 3 4 5
    . . . . . .      6 7 8 9 a b
    . . . . . .      c d e f g h
    . . . . . .      i j k l m n
    . O . . . .      o p q r s t
    . . . . . .      u v w x y z

Enter X's next move [/0..z]:  a 

    . . . . . .      0 1 2 3 4 5
    . . . . X .      6 7 8 9 a b
    . . . . . .      c d e f g h
    . . . . . .      i j k l m n
    . O . . . .      o p q r s t
    . . . . . .      u v w x y z

Enter O's next move [/0..z]:  j 

    . . . . . .      0 1 2 3 4 5
    . . . . X .      6 7 8 9 a b
    . . . . . .      c d e f g h
    . O . . . .      i j k l m n
    . + . . . .      o p q r s t
    . . . . . .      u v w x y z

Enter X's next move [/0..z]:  g 

    . . . . . .      0 1 2 3 4 5
    . . . . $ .      6 7 8 9 a b
    . . . . X .      c d e f g h
    . O . . . .      i j k l m n
    . + . . . .      o p q r s t
    . . . . . .      u v w x y z

Enter O's next move [/0..z]:  k 

    . . . . . .      0 1 2 3 4 5
    . . . . $ .      6 7 8 9 a b
    . . . . X .      c d e f g h
    . + O . . .      i j k l m n
    . + . . . .      o p q r s t
    . . . . . .      u v w x y z

Enter X's next move [/0..z]:  f 

    . . . . . .      0 1 2 3 4 5
    . . . . $ .      6 7 8 9 a b
    . . . X $ .      c d e f g h
    . + O . . .      i j k l m n
    . + . . . .      o p q r s t
    . . . . . .      u v w x y z

Enter O's next move [/0..z]:  l 

    . . . . . .      0 1 2 3 4 5
    . . . . $ .      6 7 8 9 a b
    . . . X $ .      c d e f g h
    . + + O . .      i j k l m n
    . + . . . .      o p q r s t
    . . . . . .      u v w x y z

Enter X's next move [/0..z]:  e 

    . . . . . .      0 1 2 3 4 5
    . . . . $ .      6 7 8 9 a b
    . . X $ $ .      c d e f g h
    . + + O . .      i j k l m n
    . + . . . .      o p q r s t
    . . . . . .      u v w x y z

Enter O's next move [/0..z]:  / 
New game (y/n)?  n 
       
-- program is finished running --


Possible Instructions to Be Used
The following directives and instructions may be used in this exercise, but you are not limited to them. For instruction syntax, check
MIPS Instruction Reference.

No. Directive Description
1 .ascii "string" Allocating space for string
2 .asciiz "string" Allocating space for string, NULL terminated
3 .byte Allocating space for a byte
4 .data Beginning of data section
5 .globl name Making the following name be a global symbol
6 .half Allocating space for a half word (two bytes)
7 .space n Allocating n bytes of space
8 .text Beginning of text section
No. Instruction Operation Description
1 add rd, rs, rt rd = rs + rt Add;
rd: destination register, rs: first source register, and rt: second source register or immediate value.
Check MIPS Registers and Usage Convention.
2 addu rd, rs, rt rd = rs + rt (no overflow) Add unsigned
3 beq rs, rt, label if rs==rt then goto label Branch if equal to
4 bgt rs, rt, label if rs>rt then goto label Branch if greater than
5 blt rs, rt, label if rs<rt then goto label Branch if less than
6 bne rs, rt, label if rs≠rt then goto label Branch if not equal to
7 j label jump to label Jump
8 jal label jump to label and save the return address in $31 or $ra Jump and link
9 jr rs jump to [rs]; [ ]: contents of Jump and link
10 la rd, mem rd = address( mem ) Load address
11 lb rd, mem rd = mem Load byte
12 lh rd, mem rd = mem Load half word
13 li rd, imm rd = imm Load immediate
14 lw rd, mem rd = mem Load word
15 mul rd, rs, rt rd = rs × rt Multiply
16 sb rs, mem mem = rs Store byte
17 sub rd, rs, rt rd = rs - rt Subtract
18 subu rd, rs, rt rd = rs - rt (no overflow) Subtract unsigned
19 sw rs, mem mem = rs Store word
20 syscall   System call; check System Services.

The following table lists some System Services provided by the MARS:

Service Code in $v0 Arguments Result
print_int 1 $a0 = integer to be printed  
print_float 2 $f12 = float to be printed  
print_double 3 $f12 = double to be printed  
print_string 4 $a0 = address of string in memory  
read_int 5   integer returned in $v0
read_float 6   float returned in $v0
read_double 7   double returned in $v0
read_string 8 $a0 = address of string input buffer
$a1 = length of string buffer (n)
 
malloc 9 $a0 = amount address in $v0
exit 10    
print character 11 $a0 = character to be printed  
read character 12   character returned in $v0

Evaluations
The following features will be considered when grading:




      “We used to play spin the bottle when I was a kid,”    
      says comedy writer Gene Perret.    
      “A girl would spin the bottle pointed to you when it stopped,    
      the girl could either kiss you or give you a nickel.    
      By the time I was 14, I owned my own house.”