Sound (like music and background sound) and detail. The music and background sound is what sets the mood for the game. In horror games, the sound is sometimes uneasy to make the player feel anxious, and when something chases you the music turns into fast-pace and making the player scared and feel that adrenaline. The detail also is a great factor. The more realistic a game is, the more it feels like real life and determines if the player will get a real reaction from the game.
Answer:
Code is given below:
Explanation:
.data
str1: .space 20
str2: .space 20
msg1:.asciiz "Please enter string (max 20 characters): "
msg2: .asciiz "\n Please enter string (max 20 chars): "
msg3:.asciiz "\nSAME"
msg4:.asciiz "\nNOT SAME"
.text
.globl main
main:
li $v0,4 #loads msg1
la $a0,msg1
syscall
li $v0,8
la $a0,str1
addi $a1,$zero,20
syscall #got string to manipulate
li $v0,4 #loads msg2
la $a0,msg2
syscall
li $v0,8
la $a0,str2
addi $a1,$zero,20
syscall #got string
la $a0,str1 #pass address of str1
la $a1,str2 #pass address of str2
jal methodComp #call methodComp
beq $v0,$zero,ok #check result
li $v0,4
la $a0,msg4
syscall
j exit
ok:
li $v0,4
la $a0,msg3
syscall
exit:
li $v0,10
syscall
methodComp:
add $t0,$zero,$zero
add $t1,$zero,$a0
add $t2,$zero,$a1
loop:
lb $t3($t1) #load a byte from each string
lb $t4($t2)
beqz $t3,checkt2 #str1 end
beqz $t4,missmatch
slt $t5,$t3,$t4 #compare two bytes
bnez $t5,missmatch
addi $t1,$t1,1 #t1 points to the next byte of str1
addi $t2,$t2,1
j loop
missmatch:
addi $v0,$zero,1
j endfunction
checkt2:
bnez $t4,missmatch
add $v0,$zero,$zero
endfunction:
jr $ra