mirror of
https://github.com/RevCurtisP/C02.git
synced 2024-11-18 21:07:28 +00:00
77 lines
4.1 KiB
Plaintext
77 lines
4.1 KiB
Plaintext
;Atari 2600 Two Player Score Kernel
|
|
|
|
;Score Routine Variables
|
|
SCORE0 EQU $E8 ;Player One Score
|
|
SCORE1 EQU $E9 ;Player Two Score
|
|
SC0ONE EQU $EA ;One Score Ones Digit Offset
|
|
SC1ONE EQU $EB ;Player Ten Score Ones Digit Offset
|
|
SC0TEN EQU $EC ;Player One Score Ones Digit Offset
|
|
SC1TEN EQU $ED ;Player Ten Score Ones Digit Offset
|
|
SC0GFX EQU $EE ;Player One Score Graphics Data
|
|
SC1GFX EQU $EF ;Player Two Score Graphics Data
|
|
|
|
;Prep Scores For Diplay
|
|
SCPREP: LDX #1 ;Offset into SCORE0/SCORE1
|
|
SCPREL: LDA SCORE0,X ;Get SCORE1 (First Pass) or SCORE0 (Second Pass)
|
|
AND #$0F ;Remove Tens Digit
|
|
STA TEMP0 ;And Save It
|
|
ASL ;Multiply By 4
|
|
ASL ;(Carry will be Clear because of AND/ASL)
|
|
ADC TEMP0 ;Add To Original Value for Multiply by 5
|
|
STA SC0ONE,X ;Store in SC0ONE (First Pass) or SC1ONE (Second Pass)
|
|
LDA SCORE0,X ;Get SCORE1 (First Pass) or SCORE0 (Second Pass)
|
|
AND #$F0 ;Remove Ones Digit
|
|
LSR ;Divide by 4
|
|
LSR ;
|
|
STA TEMP0 ;And Save It
|
|
LSR ;Divide by 4 Again
|
|
LSR ;(Leaving Carry Clear)
|
|
ADC TEMP0 ;Add Saved Value, Resulting in Digit / 16 * 5
|
|
STA SC0TEN,X ;Store in SC0TEN (First Pass) or SC1TEN (Second Pass)
|
|
DEX ;Point to SCORE 1
|
|
BPL SCPREL ;AND Loop if >0
|
|
RTS ;Return
|
|
|
|
;scdisp() - Score Display Kernel - Uses 12 Scanlines Total
|
|
SCDISP: LDA #2 ; - Use Player Colors
|
|
STA CTRLPF ; - Set Playfield Control Register
|
|
LDX #5 ; 43 - cycle after looping
|
|
SCDISL: LDY SC0TEN ; 3 46 - get the tens digit offset for the Score
|
|
LDA DGTGFX,Y ; 5 51 - use it to load the digit graphics
|
|
AND #$F0 ; 2 53 - remove the graphics for the ones digit
|
|
STA SC0GFX ; 3 56 - AND save it
|
|
LDY SC0ONE ; 3 59 - get the ones digit offset for the Score
|
|
LDA DGTGFX,Y ; 5 64 - use it to load the digit graphics
|
|
AND #$0F ; 2 66 - remove the graphics for the tens digit
|
|
ORA SC0GFX ; 3 69 - merge with the tens digit graphics
|
|
STA SC0GFX ; 3 72 - AND save it
|
|
STA WSYNC ; 3 75 - wait for end of scanline
|
|
STA PF1 ; 3 3 - @66-28, update playfield for Score dislay
|
|
LDY SC1TEN ; 3 6 - get the left digit offset for the Timer
|
|
LDA DGTGFX,Y ; 5 11 - use it to load the digit graphics
|
|
AND #$F0 ; 2 13 - remove the graphics for the ones digit
|
|
STA SC1GFX ; 3 16 - AND save it
|
|
LDY SC1ONE ; 3 19 - get the ones digit offset for the Timer
|
|
LDA DGTGFX,Y ; 5 24 - use it to load the digit graphics
|
|
AND #$0F ; 2 26 - remove the graphics for the tens digit
|
|
ORA SC1GFX ; 3 29 - merge with the tens digit graphics
|
|
STA SC1GFX ; 3 32 - AND save it
|
|
JSR SCDISX ;12 44 - waste 12 cycles
|
|
STA PF1 ; 3 47 - @39-54, update playfield for Timer display
|
|
LDY SC0GFX ; 3 50 - preload for next scanline
|
|
STA WSYNC ; 3 53 - wait for end of scanline
|
|
STY PF1 ; 3 3 - @66-28, update playfield for the Score display
|
|
INC SC0TEN ; 5 8 - advance for the next line of graphic data
|
|
INC SC1TEN ; 5 13 - advance for the next line of graphic data
|
|
INC SC0ONE ; 5 18 - advance for the next line of graphic data
|
|
INC SC1ONE ; 5 23 - advance for the next line of graphic data
|
|
JSR SCDISX ;12 35 - waste 12 cycles
|
|
DEX ; 2 37 - decrease the loop counter
|
|
STA PF1 ; 3 40 - @39-54, update playfield for the Timer display
|
|
BNE SCDISL ; 2 42 - (3 43) if dex != 0 then branch to ScoreLoop
|
|
STA WSYNC ; 3 45 - wait for end of scanline
|
|
STX PF1 ; 3 3 - x = 0, so this blanks out playfield
|
|
STA WSYNC ; 3 6 - wait for end of scanline
|
|
SCDISX: RTS ; 6 12 - Return
|
|
|