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Atari Adventure Remake in Assembly

This project is a non-faithful remake of the Atari game Adventure, developed using Assembly language for the MIPS architecture. It was created as a course project for the Computer Architecture class. The project was both challenging and rewarding, as working with a low-level language like Assembly pushed me to improve my problem-solving skills and deepen my understanding of how computers operate at a fundamental level.

Table of Contents

Overview

This project is a simple 2D game inspired by Adventure for the Atari 2600. The game is built for the MIPS Mars simulator using its Bitmap Display feature, and controlled with keyboard inputs. The objective of the game is to move the character through the display using the keyboard.

Features

  • Display resolution: 512 x 256 px
  • Pixel unit size: 4x4
  • Total pixels on screen: 8192
  • Player control using W, A, S, and D keys for movement

Getting Started

Requirements

  • MIPS Mars Simulator: Make sure you have the MARS simulator included in this repository, or download the latest version here.

Running the Game

  1. Open the MARS simulator from the repository.
  2. Go to Settings > Tools and open Bitmap Display.
  3. Configure the Bitmap Display with the following settings:
    • Unit Width in Pixels: 4
    • Unit Height in Pixels: 4
    • Display: 512 x 256
  4. Click Connect to MIPS.
  5. Open the Keyboard and Display MMIO Simulator tool.
  6. Click Connect to MIPS to enable keyboard input.
  7. Load and execute the program.

How to Play

  • Use the following keys to move your character:
    • W: Move up
    • A: Move left
    • S: Move down
    • D: Move right

Navigate through the display, representing the game's environment, and enjoy the challenge of this minimalist adventure.

Technical Details

  • The game leverages the MIPS architecture and is written entirely in assembly language.
  • The graphics are managed via the Bitmap Display tool within the MARS simulator, and keyboard inputs are read through the MMIO Simulator.
  • Due to the low-level nature of the project, efficient memory management and direct control over hardware components are key elements of this program.

Credits

Developed by Anderson as part of the Computer Architecture course in the Análise e Desenvolvimento de Sistemas program.

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Adventure game in assembly using simulator MIPS Mars

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