MIPS代写:CSC258 Doodle Jump

使用MIPS汇编,实现一个叫Doodle Jump的小游戏。

Doodle Jump


In this project, we will implement the popular mobile game Doodle Jump using MIPS assembly. You may familiarize yourself with the game here.

Since we don’t have access to physical computers with MIPS processors (see MIPS guide here), we will test our implementation in a simulated environment within MARS, i.e., a simulated bitmap display and a simulated keyboard input.

How to Play Doodle Jump

The goal of this game is to see how high the Doodler can get by jumping up from platform to platform. The camera follows the Doodler as it jumps to higher platforms, with new platforms appearing at the top of the screen. The game ends if the Doodler misses the platforms and lands on the bottom edge of the screen.

Game Controls

There are two buttons used to control the Doodler while in midair:

  • The “j” key makes the Doodler move to the left,
  • The “k” key makes the Doodler move to the right.

This project will use the Keyboard and MMIO Simulator to take in these keyboard inputs. In addition to the keys listed above, the “s” key will be used to start and restart the game as needed.

When no key is pressed, the Doodler falls straight down until it hits a platform or the bottom of the screen. If it hits a platform, the Doodler bounces up high into the air, but if the Doodler hits the bottom of the screen, the game ends.

Project Goals

This handout describes the basic contents and behaviours of the game. If you implement something similar, you’ll get part marks for this project. To get full credit, you will need to implement additional features to bring it closer to the actual game. More details on this below.

Technical Background

You will create this game using the MIPS assembly language taught in class. However, there are three concepts that we will need to cover in more depth here to prepare you for the project: displaying pixels, taking keyboard input and system calls (syscall).

Displaying Pixels

The Doodle Jump game will appear on the Bitmap Display in MARS (which you launch by selecting it in the MARS menu: Tools Bitmap Display)

The bitmap display is a 2D array of “units”, where each “unit” is a small box of pixels of a single colour. These units are stored in memory, starting at an address called the “base address of display”. The Bitmap Display window allows you to specify the width and height of these units, the dimension of the overall display and the base address for the image in hexadecimal (see the Bitmap Display window on the right).

The 2D array of units for this bitmap display are stored in a section of memory, starting at the “base address of display” (memory location 0x10008000 in the example above). To colour a single unit in the bitmap, you must write a 4-byte colour value into the corresponding location in memory.

  • The unit at the top-left corner of the bitmap is located at the base address in memory, followed by the rest of the top row in the subsequent locations in memory. This is followed by the units of the second row, the third row and so on (referred to as row major order) .
  • The size of the array in memory is equal to the total number of units in the display, multiplied by 4 (each colour value is 4 bytes long).
    • For example, in the configuration in the above image, each unit is 8 pixels x 8 pixels and there are 32x32 = 1024 units on the display (since 256/8 = 32).
    • This means that the unit in the top-left corner is at address 0x10008000, the first unit in the second row is at address 0x10008080 and the unit in the bottom-right corner is at address 0x10008ffc .
  • Each 4-byte value stored in memory represents a unit’s colour code, similar to the encoding used for pixels in Lab 7. In this case, the first 8 bits aren’t used, but the next 8 bits store the red component, the 8 bits after that store the green component and the final 8 bits store the blue component.
    • For example, 0x000000 is black 0xff0000 is red and 0x00ff00 is green. To paint a specific spot on the display with a specific colour, you need to calculate the correct colour code and store it at the right memory address (perhaps using the sw instruction).

When setting up the Bitmap Display dialog above, you must change the “base location of display” field. If you set it to the default value (static data) provided by the Bitmap
Display dialog, this will refer to the “.data” section of memory and may cause the display data you write to overlap with instructions that define your program, leading to unexpected bugs.

Bitmap Display Starter Code

To get you started, the code below provides a short demo, painting three units at different locations with different colours. Understand this demo and make it work in MARS.

# Demo for painting
# Bitmap Display Configuration:
# - Unit width in pixels: 8
# - Unit height in pixels: 8
# - Display width in pixels: 256
# - Display height in pixels: 256
# - Base Address for Display: 0x10008000 ($gp)
    displayAddress: .word 0x10008000
    lw $t0, displayAddress # $t0 stores the base address for display
    li $t1, 0xff0000 # $t1 stores the red colour code
    li $t2, 0x00ff00 # $t2 stores the green colour code
    li $t3, 0x0000ff # $t3 stores the blue colour code

    sw $t1, 0($t0)   # paint the first (top-left) unit red.
    sw $t2, 4($t0)   # paint the second unit on the first row green. Why $t0+4?
    sw $t3, 128($t0) # paint the first unit on the second row blue. Why +128?
    li $v0, 10 # terminate the program gracefully

Tip: Pick a few key colour values (for sky, Doodler, platform) and consider storing them in specific registers or memory locations so that it’s easy to put the colors into memory.

Fetching Keyboard Input

MARS (and processors in general) uses memory-mapped I/O (MMIO). If a key has been pressed (called a keystroke event), the processor will tell you by setting a location in memory (address 0xffff0000) to a value of 1. To check for a new key press, you first need to check the contents of that memory location:

lw $t8, 0xffff0000
beq $t8, 1, keyboard_input

If that memory location has a value of 1, the ASCII value of the key that was pressed will be found in the next integer in memory. The code below is checking to see if the lowercase ‘a’ was just pressed:

lw $t2, 0xffff0004
beq $t2, 0x61, respond_to_A


In addition to writing the bitmap display through memory, the syscall instruction will be needed to perform special built-in operations, namely invoking the random number generator and the sleep function.

To invoke the random number generator, there are two services you can call:

  • Service 41 produces a random integer (no range)
  • Service 42 produces a random integer within a given range.

To do this, you put the value 41 or 42 into register $v0, then put the ID of the random number generator you want to use into $a0 (since we’re only using one random number generator, just use the value 0 here). If you selected service 42, you also have to enter the maximum value for this random integer into $a1.

Once the syscall instruction is complete, the pseudo-random number will be in $a0.

li $v0, 42
li $a0, 0
li $a1, 28

The other syscall service you will want to use is the sleep operation, which suspends the program for a given number of milliseconds. To invoke this service, the value 32 is placed in $v0 and the number of milliseconds to wait is placed in $a0:

li $v0, 32
li $a0, 1000

More details about these and other syscall functions can be found here.

Getting Started

This project must be completed individually, but you are encouraged to work with others when exploring approaches to your game. Keep in mind that you will be called upon to explain your implementation to your TAs when you demo your final game.

You will create an assembly program named doodlejump.s. There is no starter code; you’ll design your program from scratch.

Quick start: MARS

  1. If you haven’t downloaded it already, get MARS v4.5 here.
  2. Open a new file called doodlejump.s in MARS
  3. Set up display: Tools -> Bitmap display
    • Set parameters like unit width & height (8) and base address for display. Click “Connect to MIPS” once these are set.
  4. Set up keyboard: Tools -> Keyboard and Display MMIO Simulator
    • Click “Connect to MIPS”
  5. Run -> Assemble (see the memory addresses and values, check for bugs)
  6. Run -> Go (to start the run)
  7. Input the character j or k in Keyboard area (bottom white box) in Keyboard and Display MMIO Simulator window

Code Structure

Your code should store the location of the Doodler and all platforms on the screen, ideally in memory (you want to reserve your registers for calculations and other operations). Make sure to determine what values you need to store and label the locations in memory where you’ll be storing them (in the .data section)

Once your code starts, it should have a central processing loop that does the following:

  1. Check for keyboard input
    • a. Update the location of the Doodler accordingly
    • b. Check for collision events (between the Doodler and the screen)
  2. Update the location of all platforms and other objects
  3. Redraw the screen
  4. Sleep.
  5. Go back to Step #1

How long a program sleeps depends on the program, but even the fastest games only update their display 60 times per second. Any faster and the human eye can’t register the updates. So yes, even processors need their sleep.

Make sure to choose your display size and frame rate pragmatically. The simulated MIPS processor isn’t super fast. If you have too many pixels on the display and too high a frame rate, the processor will have trouble keeping up with the computation. If you want to have a large display and fancy graphics in your game, you might consider optimizing your way of repainting the screen so that it does incremental updates instead of redrawing the whole screen; however, that may be quite a challenge.

General Tips

  1. Use memory for your variables. The few registers aren’t going to be enough for allocating all the different variables that you’ll need for keeping track of the state of the game. Use the “.data” section (static data) of your code to declare as many variables as you need.
  2. Create reusable functions. Instead of copy-pasting, write a function. Design the interface of your function (input arguments and return values) so that the function can be reused in a simple way.
  3. Create meaningful labels. Meaningful labels for variables, functions and branch targets will make your code much easier to debug.
  4. Write comments. Without proper comments, assembly programs tend to become incomprehensible quickly even for the author of the program. It would be in your best interest to keep track of stack pointers and registers relevant to different components of your game.
  5. Start small. Don’t try to implement your whole game at once. Assembly programs are notoriously hard to debug, so add each feature one at a time and always save the previous working version before adding the next feature.
  6. Play the game. Use the playable link from the first page to help you make decisions like when to move the platforms, how fast the Doodler should jump, etc.

Marking Scheme

This assignment has 5 milestones worth 20 marks total (4 points each), which are divided in the following way:

  1. Milestone 1: Create animations
    • a. Continually repaint the screen with the appropriate assets
    • b. Draw new location of platforms (3 minimum) and Doodler properly
  2. Milestone 2: Implement movement controls
    • a. With keyboard input, make the Doodler “jump”
    • b. Change animation direction based on input keys
  3. Milestone 3: Basic running version (similar to demo)
    • a. Random platform generator
    • b. Infinite wrapping around screen boundaries
    • c. Terminate program if Doodle jumps to an illegal area
  4. Milestone 4: Game features (at least 2)
    • a. Scoreboard / score count
      • i. Display on the screen
    • b. Game over / retry
    • c. Different levels
      • i. Add more platforms, obstacles types etc.
    • d. Dynamic increase in difficulty (speed, obstacles, shapes etc.) as game progresses
  5. Milestone 5: Additional features (at least 3 of the following 11)
    • a. Realistic physics:
      • i. Speed up / slow down jump rate according to some metric (e.g. gravity)
    • b. More platform types (do all of these):
      • i. Moving blocks
      • ii. “Fragile” blocks (broken when jumped upon)
      • iii. Other types, distinguished by different colours
    • c. Boosting / power-ups (do both of these):
      • i. Rocket suit
      • ii. Springs
    • d. Fancier graphics:
      • i. Make it nicer than the demo (more detailed backgrounds, platforms, Doodler character)
    • e. Dynamic on-screen notifications:
      • i. “Awesome!”, “Poggers!”, “Wow!”
      • ii. Notifications are in response to certain achievements.
    • f. Background music & sound effects
    • g. Player names
      • i. Allow player to input this prior to starting the game
    • h. Two Doodle birds
      • i. Separate keyboard inputs to control different entities
    • i. Opponents / lethal creatures
    • j. Shields (for protection of Doodler)
    • k. Shooting (of Doodler)

If you would like to request a feature that is not on the list, please email the course coordinator. The list will be updated if requested features are approved.

Check-In Demo & Final Demo

The entire project will be evaluated during your demo time on Thursday, December 10th. Before that though, there is a check-in demo on Thursday, December 3rd, at which point you MUST have Milestone #1 completed. Failure to meet this deadline will incur a loss of 20% (4 out of 20) on your final mark for the project.

Required Preamble

The code you submit (doodlejump.s) MUST include a preamble (with the format specified below) at the beginning of the file. The preamble includes information on the submitter, the configuration of the bitmap display, and the features that are implemented.

This is necessary information for the TA to be able to mark your submission.