【正文】
code segment 。所謂關聯(lián),指某一段寄存器使用某一指定的段空間。用“.”表示豆子;首先屏幕上要布滿“.”也就是豆子;然后字符“C”每走一步,此時豆子也要在相應位置減少一個,直到豆子被吃完或者按空格鍵停止游戲。講書本理論知識在現(xiàn)實中得到實際的應用,幫助我進一步的了解匯編語言編程的一些原理關鍵詞:數(shù)據(jù)段 中斷 子程序 代碼段 調(diào)用 主程序Abstract: This assembly language program to achieve through the screen displays multiple lines of beans(with . representation), with a mouth(with the character C that), the program runs, click the box, Mouth line by line starting from left to right or Pacman has always been to beans is finished click the box to stop or pause. This program is in the platform Windows xp MASM5 piled. This program provides a visual game interface, the corresponding operation by keyboard input, then they can execute the game program. When the space or the entire Board again after the game to start the game, you can also define the character keyboard input, exit the program. Through the design of this assembler so I further mastered some of the associated assembler mands. Theoretical knowledge about the book been in the real practical application, to help me better understand some of the principles of assembly language programmingKeywords: Data segment Interrupt Subroutine Code segment The main program一、 課程設計題目(分析)我選擇匯編語言與微機原理課程設計的題目是吃豆子程序。這個程序是在Windows xp的平臺上的MASM5進行編譯的。此程序提供一個可視化游戲界面,通過鍵盤輸入相應的操作后,便可以執(zhí)行整個游戲程序。之所以選擇這個題目,是因為我覺得這個課程設計做出來會比較有意思,對于愛好游戲的廣大學生來說也有一定的實用價值;這個題目相對而言不是很簡單,它不但要運用我們上課所學的知識,還涉及到許多課外的內(nèi)容。二、 設計思想簡述對于這個題目我的設計思想是:首先定義一個字符串,內(nèi)容為字符“C”的ASCⅡ值還有其他的一些相關信息,然后把屏幕設置多行豆子,或