; Simple Text-Based Snake Game in x86 Assembly
section .data
snake_body db 'O' ; Snake body character
food db '*' ; Food character
empty_space db '.' ; Empty space character
board_size equ 10 ; Size of the game board
section .bss
snake_x resb 100 ; X positions of snake segments
snake_y resb 100 ; Y positions of snake segments
snake_length resb 1 ; Length of the snake
food_x resb 1 ; X position of food
food_y resb 1 ; Y position of food
direction resb 1 ; Direction of movement (0: up, 1: right, 2: down, 3: left)
game_over resb 1 ; Flag indicating game over
section .text
global _start
_start:
; Initialize game state
call init_game
; Main game loop
game_loop:
; Render game board
call render_board
; Move snake
call move_snake
; Check for collisions
call check_collisions
; Check for food eaten
call check_food
; Check for game over
cmp byte [game_over], 1
je game_over
; Pause for a moment
call sleep
; Repeat game loop
jmp game_loop
game_over:
; Game over message
mov eax, 4 ; syscall number for sys_write
mov ebx, 1 ; file descriptor 1 (stdout)
mov ecx, game_over_msg
call print_string
; Exit program
mov eax, 1 ; syscall number for sys_exit
xor ebx, ebx ; exit code 0
int 0x80 ; call kernel
init_game:
; Initialize snake position and direction
mov byte [snake_length], 3
mov byte [snake_x], 5
mov byte [snake_y], 5
mov byte [direction], 1
; Generate initial food position
call generate_food
ret
render_board:
; Clear screen
mov eax, 0x2 ; syscall number for sys_ioctl
mov ebx, 1 ; file descriptor 1 (stdout)
mov ecx, 0x5412 ; ioctl code for clear screen
int 0x80 ; call kernel
; Render snake
mov eax, 4 ; syscall number for sys_write
mov ebx, 1 ; file descriptor 1 (stdout)
mov ecx, snake_body
mov edx, 1 ; message length
call print_char
; Render food
mov eax, 4 ; syscall number for sys_write
mov ebx, 1 ; file descriptor 1 (stdout)
mov ecx, food
mov edx, 1 ; message length
call print_char
; Render empty spaces
mov eax, 4 ; syscall number for sys_write
mov ebx, 1 ; file descriptor 1 (stdout)
mov ecx, empty_space
mov edx, 1 ; message length
call print_char
; Move cursor to next line
mov eax, 4 ; syscall number for sys_write
mov ebx, 1 ; file descriptor 1 (stdout)
mov ecx, newline
mov edx, 1 ; message length
call print_char
ret
move_snake:
; Update snake position based on direction
cmp byte [direction], 0
je move_up
cmp byte [direction], 1
je move_right
cmp byte [direction], 2
je move_down
cmp byte [direction], 3
je move_left
; Move up
move_up:
dec byte [snake_y]
ret
; Move right
move_right:
inc byte [snake_x]
ret
; Move down
move_down:
inc byte [snake_y]
ret
; Move left
move_left:
dec byte [snake_x]
ret
check_collisions:
; Check if snake collided with walls or itself
; (not implemented in this example)
ret
check_food:
; Check if snake ate the food
; (not implemented in this example)
ret
generate_food:
; Generate random food position
; (not implemented in this example)
ret
sleep:
; Sleep for a moment to control game speed
; (not implemented in this example)
ret
print_string:
; Print a null-terminated string to stdout
; (not implemented in this example)
ret
print_char:
; Print a single character to stdout
; (not implemented in this example)
ret
; Define game over message
game_over_msg db 'Game over!', 0
; Define newline character
newline db 10, 0
Write, Run & Share Assembly code online using OneCompiler's Assembly online compiler for free. It's one of the robust, feature-rich online compilers for Assembly language. Getting started with the OneCompiler's Assembly compiler is simple and pretty fast. The editor shows sample boilerplate code when you choose language as Assembly and start coding.
Assembly language(asm) is a low-level programming language, where the language instructions will be more similar to machine code instructions.
Every assembler may have it's own assembly language designed for a specific computers or an operating system.
Assembly language requires less execution time and memory. It is more helful for direct hardware manipulation, real-time critical applications. It is used in device drivers, low-level embedded systems etc.
Assembly language usually consists of three sections,
Data section
To initialize variables and constants, buffer size these values doesn't change at runtime.
bss section
To declare variables
text section
_start specifies the starting of this section where the actually code is written.
There are various define directives to allocate space for variables for both initialized and uninitialized data.
variable-name define-directive initial-value
| Define Directive | Description | Allocated Space |
|---|---|---|
| DB | Define Byte | 1 byte |
| DW | Define Word | 2 bytes |
| DD | Define Doubleword | 4 bytes |
| DQ | Define Quadword | 8 bytes |
| DT | Define Ten Bytes | 10 bytes |
| Define Directive | Description |
|---|---|
| RESB | Reserve a Byte |
| RESW | Reserve a Word |
| RESD | Reserve a Doubleword |
| RESQ | Reserve a Quadword |
| REST | Reserve a Ten Bytes |
Constants can be defined using
CONSTANT_NAME EQU regular-exp or value
%assign constant_name value
%define constant_name value
Loops are used to iterate a set of statements for a specific number of times.
mov ECX,n
L1:
;<loop body>
loop L1
where n specifies the no of times loops should iterate.
Procedure is a sub-routine which contains set of statements. Usually procedures are written when multiple calls are required to same set of statements which increases re-usuability and modularity.
procedure_name:
;procedure body
ret