diff --git a/projects/GB-001 Game Board/software/BE6502/CH01-Getkey/readkey.list b/projects/GB-001 Game Board/software/BE6502/CH01-Getkey/readkey.list index 22d825e..ec87800 100644 --- a/projects/GB-001 Game Board/software/BE6502/CH01-Getkey/readkey.list +++ b/projects/GB-001 Game Board/software/BE6502/CH01-Getkey/readkey.list @@ -13,10 +13,10 @@ 4C00- 16 VIA3 .EQ $4C00 ; GAME BOARD (VIA #3) 6000- 17 PORT0B .EQ VIA0 6002- 18 DDR0B .EQ VIA0+2 -4C03- 19 DDR3A .EQ VIA3+3 ; USING RC-ONE ADDRESS DECODING SCHEME, PLACING -4C02- 20 DDR3B .EQ VIA3+2 ; VIA3 AT $CC00 BY DEFAULT (INSTEAD OF $AC00) -4C01- 21 PORT3A .EQ VIA3+1 ; TO FIT RC-ONE ADDRESS DECODING THOUGH ORIGINAL -4C00- 22 PORT3B .EQ VIA3 ; CAN BE JUMPERED IF NEEDED/WANTED. +4C03- 19 DDR3A .EQ VIA3+3 +4C02- 20 DDR3B .EQ VIA3+2 +4C01- 21 PORT3A .EQ VIA3+1 +4C00- 22 PORT3B .EQ VIA3 0000- 23 8000- 24 .OR $8000 8000- 25 .TA $0000 @@ -60,11 +60,12 @@ 8036- I 30 ; SUBROUTINE 'INITKEY' 8036- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM 8036- I 32 ; THE CODE. -8036-A9 00 I 33 ( 2) INITKEY LDA #0 -8038-8D 03 4C I 34 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT -803B-A9 FF I 35 ( 2) LDA #$FF -803D-8D 02 4C I 36 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT -8040-60 I 37 ( 6) RTS +8036- I 33 ; +8036-A9 00 I 34 ( 2) INITKEY LDA #0 +8038-8D 03 4C I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT +803B-A9 FF I 36 ( 2) LDA #$FF +803D-8D 02 4C I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT +8040-60 I 38 ( 6) RTS 8041- 34 ; 8041- 35 ; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM. 8041- 36 ; diff --git a/projects/GB-001 Game Board/software/BE6502/CH02-Music/music.asm b/projects/GB-001 Game Board/software/BE6502/CH02-Music/music.asm index 5928bd3..08b5080 100644 --- a/projects/GB-001 Game Board/software/BE6502/CH02-Music/music.asm +++ b/projects/GB-001 Game Board/software/BE6502/CH02-Music/music.asm @@ -1,4 +1,4 @@ - .CR 6502 + .CR 65C02 .TF music.hex,hex .LF music.list ; @@ -8,10 +8,6 @@ ; VIA1 .EQ $4000 ; GAME BOARD (VIA #1) VIA3 .EQ $4C00 ; GAME BOARD (VIA #3) -DDR3A .EQ VIA3+3 -DDR3B .EQ VIA3+2 -PORT3A .EQ VIA3+1 -PORT3B .EQ VIA3 .OR $8000 .TA $0000 diff --git a/projects/GB-001 Game Board/software/BE6502/CH02-Music/music.list b/projects/GB-001 Game Board/software/BE6502/CH02-Music/music.list index 42c8a91..dd04bc6 100644 --- a/projects/GB-001 Game Board/software/BE6502/CH02-Music/music.list +++ b/projects/GB-001 Game Board/software/BE6502/CH02-Music/music.list @@ -5,15 +5,11 @@ 0000- 8 ; 4000- 9 VIA1 .EQ $4000 ; GAME BOARD (VIA #1) 4C00- 10 VIA3 .EQ $4C00 ; GAME BOARD (VIA #3) -4C03- 11 DDR3A .EQ VIA3+3 -4C02- 12 DDR3B .EQ VIA3+2 -4C01- 13 PORT3A .EQ VIA3+1 -4C00- 14 PORT3B .EQ VIA3 -0000- 15 -8000- 16 .OR $8000 -8000- 17 .TA $0000 -8000-20 06 81 18 ( 6) BE6502 JSR INITKEY -8003- 19 .IN ../../common/CH02-Music/player.asm +0000- 11 +8000- 12 .OR $8000 +8000- 13 .TA $0000 +8000-20 06 81 14 ( 6) BE6502 JSR INITKEY +8003- 15 .IN ../../common/CH02-Music/player.asm 8003- I 1 ; MUSIC PLAYER PROGRAM 8003- I 2 ; USES 16-KEY KEYBOARD AND BUFFERED SPEAKER 8003- I 3 ; PROGRAM PLAYS STORED MUSICAL NOTES. THERE ARE TWO MODES OF OPERATION: INPUT @@ -30,154 +26,158 @@ 0300- I 14 TABEG .EQ $0300 ; TABLE TO STORE MUSIC 4C00- I 15 PORT3B .EQ VIA3 ; VIA OUTPUT PORT B 4C02- I 16 DDR3B .EQ VIA3+2 ; VIA PORT B DIRECTION REGISTER -8003- I 17 ; -8003- I 18 ; COMMAND LINE INTERPRETER -8003- I 19 ; $F AS INPUT MEANS RESET POINTERS, START OVER. -8003- I 20 ; $E MEANS PLAY CURRENTLY STORED NOTES -8003- I 21 ; ANYTHING ELSE IS STORED FOR REPLAY. -8003- I 22 ; -8003-A9 00 I 23 ( 2) START LDA #0 ; CLEAR NOTE LIST LENGTH -8005-85 00 I 24 ( 2) STA PILEN -8007-18 I 25 ( 2) CLC ; CLEAR NIBBLE MARKER -8008-20 E1 80 I 26 ( 6) NXKEY JSR GETKEY -800B-C9 0F I 27 ( 2) CMP #15 ; IS KEY #15? -800D-D0 05 I 28 (2**) BNE NXTST ; NO, DO NEXT TEST -800F-20 8A 80 I 29 ( 6) JSR BEEP3 ; TELL USER OF CLEARING -8012-90 EF I 30 (2**) BCC START ; CLEAR POINTERS AND START OVER -8014-C9 0E I 31 ( 2) NXTST CMP #14 ; IS KEY #14? -8016-D0 06 I 32 (2**) BNE NUMKEY ; NO, KEY IS NOTE NUMBER -8018-20 4B 80 I 33 ( 6) JSR PLAYEM ; PLAY NOTES -801B-18 I 34 ( 2) CLC -801C-90 EA I 35 (2**) BCC NXKEY ; GET NEXT COMMAND -801E- I 36 ; -801E- I 37 ; ROUTINE TO LOAD NOT LIST WITH NOTES -801E- I 38 ; -801E-85 01 I 39 ( 2) NUMKEY STA TEMP ; SAVE KEY, FREE A -8020-20 73 80 I 40 ( 6) JSR PLAYIT ; PLAY NOTE -8023-A5 00 I 41 ( 3) LDA PILEN ; GET LIST LENGTH -8025-C9 FF I 42 ( 2) CMP #$FF ; OVERFLOW? -8027-D0 05 I 43 (2**) BNE OK ; NO, ADD NOTE TO LIST -8029-20 8A 80 I 44 ( 6) JSR BEEP3 ; YES, WARN USER -802C-90 DA I 45 (2**) BCC NXKEY ; RETURN TO INPUT MODE -802E-4A I 46 ( 2) OK LSR A ; SHIFT LOW BIT INTO NIBBLE POINTER -802F-A8 I 47 ( 2) TAY ; USE SHIFTED NIBBLE POINTER AS BYTE INDEX -8030-A5 01 I 48 ( 3) LDA TEMP ; RESTORE KEY# -8032-B0 09 I 49 (2**) BCS FINBYT ; IF BYTE ALREADY HAS A NIBBLE, FINISH IT AND STORE -8034-29 0F I 50 ( 2) AND #%00001111 ; 1ST NIBBLE. MASK HIGH NIBBLE -8036-99 00 03 I 51 ( 5) STA TABEG,Y ; SAVE UNFINISHED 1/2 BYTE -8039-E6 00 I 52 ( 5) INC PILEN ; POINT TO NEXT NIBBLE -803B-90 CB I 53 (2**) BCC NXKEY ; GET NEXT KEYSTROKE -803D-0A I 54 ( 2) FINBYT ASL A ; SHIFT NIBBLE 2 TO HIGH ORDER -803E-0A I 55 ( 2) ASL A -803F-0A I 56 ( 2) ASL A -8040-0A I 57 ( 2) ASL A -8041-19 00 03 I 58 ( 4*) ORA TABEG,Y ; JOIN 2 NIBBLES AS BYTE -8044-99 00 03 I 59 ( 5) STA TABEG,Y ; ... AND STORE. -8047-E6 00 I 60 ( 5) INC PILEN ; POINT TO NEXT NIBBLE IN NEXT BYTE -8049-90 BD I 61 (2**) BCC NXKEY ; RETURN -804B- I 62 ; -804B- I 63 ; ROUTINE TO PLAY NOTES -804B- I 64 ; -804B-A2 00 I 65 ( 2) PLAYEM LDX #0 ; CLEAR POINTER -804D-86 02 I 66 ( 3) STX PTR -804F-A5 02 I 67 ( 3) LDA PTR ; LOAD ACCUMULATOR WITH CURRENT POINTER VALUE -8051-4A I 68 ( 2) LOOP LSR A ; SHIFT NIBBLE INDICATOR INTO CARRY -8052-AA I 69 ( 2) TAX ; USE SHIFTED NIBBLE POINTER AS BYTE POINTER -8053-BD 00 03 I 70 ( 4*) LDA TABEG,X ; LOAD NOTE TO PLAY -8056-B0 04 I 71 (2**) BCS ENDBYT ; LOW NIBBLE USED, GET HIGH -8058-29 0F I 72 ( 2) AND #%00001111 ; MASK OUT HIGH BITS -805A-90 06 I 73 (2**) BCC FINISH ; PLAY NOTE -805C-29 F0 I 74 ( 2) ENDBYT AND #%11110000 ; THROW AWAY LOW NIBBLE -805E-4A I 75 ( 2) LSR A ; SHIFT INTO LOW -805F-4A I 76 ( 2) LSR A -8060-4A I 77 ( 2) LSR A -8061-4A I 78 ( 2) LSR A -8062-20 73 80 I 79 ( 6) FINISH JSR PLAYIT ; CALCULATE CONSTANTS & PLAY -8065-A2 20 I 80 ( 2) LDX #$20 ; BETWEEN-NOTE DELAY -8067-20 9F 80 I 81 ( 6) JSR DELAY -806A-E6 02 I 82 ( 5) INC PTR ; ONE NIBBLE USED -806C-A5 02 I 83 ( 3) LDA PTR -806E-C5 00 I 84 ( 3) CMP PILEN ; END OF LIST? -8070-90 DF I 85 (2**) BCC LOOP ; NO, GET NEXT NOTE -8072-60 I 86 ( 6) RTS ; DONE -8073- I 87 ; -8073- I 88 ; ROUTINE TO DO TABLE LOOK UP, SEPARATE REST -8073- I 89 ; -8073-C9 0D I 90 ( 2) PLAYIT CMP #13 ; REST? -8075-D0 06 I 91 (2**) BNE SOUND ; NO. -8077-A2 54 I 92 ( 2) LDX #$54 ; DELAY = NOTE LENGTH = .21SEC -8079-20 9F 80 I 93 ( 6) JSR DELAY -807C-60 I 94 ( 6) RTS -807D-AA I 95 ( 2) SOUND TAX ; USE KEYS AS INDEX.. -807E-BD D4 80 I 96 ( 4*) LDA DURTAB,X ; ... TO FIND DURATION. -8081-85 04 I 97 ( 2) STA DUR ; STORE DURATION FOR USE -8083-BD C7 80 I 98 ( 4*) LDA NOTAB,X ; LOAD NOTE VALUE -8086-20 AB 80 I 99 ( 6) JSR TONE -8089-60 I 100 ( 6) RTS -808A- I 101 ; -808A- I 102 ; ROUTINE TO MAKE 3 TONE SIGNAL -808A- I 103 ; -808A-A9 FF I 104 ( 2) BEEP3 LDA #$FF ; DURATION FOR BEEPS -808C-85 04 I 105 ( 2) STA DUR -808E-A9 4B I 106 ( 2) LDA #$4B ; CODE FOR E2 -8090-20 AB 80 I 107 ( 6) JSR TONE ; 1ST NOTE -8093-A9 38 I 108 ( 2) LDA #$38 ; CODE FOR D2 -8095-20 AB 80 I 109 ( 6) JSR TONE -8098-A9 4B I 110 ( 2) LDA #$4B -809A-20 AB 80 I 111 ( 6) JSR TONE -809D-18 I 112 ( 2) CLC -809E-60 I 113 ( 6) RTS -809F- I 114 ; -809F- I 115 ; VARIABLE-LENGTH DELAY -809F- I 116 ; -809F-A0 FF I 117 ( 2) DELAY LDY #$FF -80A1-EA I 118 ( 2) DLY NOP -80A2-D0 00 I 119 (2**) BNE DL0 ; (.+2 IN BOOK) -80A4-88 I 120 ( 2) DL0 DEY -80A5-D0 FA I 121 (2**) BNE DLY ; 10 US. LOOP -80A7-CA I 122 ( 2) DEX -80A8-D0 F5 I 123 (2**) BNE DELAY ; LOOP TIME = 2556*[X] -80AA-60 I 124 ( 6) RTS -80AB- I 125 ; -80AB- I 126 ; ROUTINE TO MAKE TONE: # OF 1/2 CYCLES IS IN 'DUR', AND 1/2 CYCLE TIME IS IN -80AB- I 127 ; ACCUMULATOR. LOOP TIME = 20*[A]+26 US SINCE TWO RUNS THROUGH THE OUTER LOOP -80AB- I 128 ; MAKES ONE CYCLE OF THE TONE. +4C03- I 17 DDR3A .EQ VIA3+3 +4C01- I 18 PORT3A .EQ VIA3+1 +4C00- I 19 PORT3B .EQ VIA3 +8003- I 20 +8003- I 21 ; +8003- I 22 ; COMMAND LINE INTERPRETER +8003- I 23 ; $F AS INPUT MEANS RESET POINTERS, START OVER. +8003- I 24 ; $E MEANS PLAY CURRENTLY STORED NOTES +8003- I 25 ; ANYTHING ELSE IS STORED FOR REPLAY. +8003- I 26 ; +8003-A9 00 I 27 ( 2) START LDA #0 ; CLEAR NOTE LIST LENGTH +8005-85 00 I 28 ( 3) STA PILEN +8007-18 I 29 ( 2) CLC ; CLEAR NIBBLE MARKER +8008-20 E1 80 I 30 ( 6) NXKEY JSR GETKEY +800B-C9 0F I 31 ( 2) CMP #15 ; IS KEY #15? +800D-D0 05 I 32 (2**) BNE NXTST ; NO, DO NEXT TEST +800F-20 8A 80 I 33 ( 6) JSR BEEP3 ; TELL USER OF CLEARING +8012-90 EF I 34 (2**) BCC START ; CLEAR POINTERS AND START OVER +8014-C9 0E I 35 ( 2) NXTST CMP #14 ; IS KEY #14? +8016-D0 06 I 36 (2**) BNE NUMKEY ; NO, KEY IS NOTE NUMBER +8018-20 4B 80 I 37 ( 6) JSR PLAYEM ; PLAY NOTES +801B-18 I 38 ( 2) CLC +801C-90 EA I 39 (2**) BCC NXKEY ; GET NEXT COMMAND +801E- I 40 ; +801E- I 41 ; ROUTINE TO LOAD NOT LIST WITH NOTES +801E- I 42 ; +801E-85 01 I 43 ( 3) NUMKEY STA TEMP ; SAVE KEY, FREE A +8020-20 73 80 I 44 ( 6) JSR PLAYIT ; PLAY NOTE +8023-A5 00 I 45 ( 3) LDA PILEN ; GET LIST LENGTH +8025-C9 FF I 46 ( 2) CMP #$FF ; OVERFLOW? +8027-D0 05 I 47 (2**) BNE OK ; NO, ADD NOTE TO LIST +8029-20 8A 80 I 48 ( 6) JSR BEEP3 ; YES, WARN USER +802C-90 DA I 49 (2**) BCC NXKEY ; RETURN TO INPUT MODE +802E-4A I 50 ( 2) OK LSR A ; SHIFT LOW BIT INTO NIBBLE POINTER +802F-A8 I 51 ( 2) TAY ; USE SHIFTED NIBBLE POINTER AS BYTE INDEX +8030-A5 01 I 52 ( 3) LDA TEMP ; RESTORE KEY# +8032-B0 09 I 53 (2**) BCS FINBYT ; IF BYTE ALREADY HAS A NIBBLE, FINISH IT AND STORE +8034-29 0F I 54 ( 2) AND #%00001111 ; 1ST NIBBLE. MASK HIGH NIBBLE +8036-99 00 03 I 55 ( 5) STA TABEG,Y ; SAVE UNFINISHED 1/2 BYTE +8039-E6 00 I 56 ( 5) INC PILEN ; POINT TO NEXT NIBBLE +803B-90 CB I 57 (2**) BCC NXKEY ; GET NEXT KEYSTROKE +803D-0A I 58 ( 2) FINBYT ASL A ; SHIFT NIBBLE 2 TO HIGH ORDER +803E-0A I 59 ( 2) ASL A +803F-0A I 60 ( 2) ASL A +8040-0A I 61 ( 2) ASL A +8041-19 00 03 I 62 ( 4*) ORA TABEG,Y ; JOIN 2 NIBBLES AS BYTE +8044-99 00 03 I 63 ( 5) STA TABEG,Y ; ... AND STORE. +8047-E6 00 I 64 ( 5) INC PILEN ; POINT TO NEXT NIBBLE IN NEXT BYTE +8049-90 BD I 65 (2**) BCC NXKEY ; RETURN +804B- I 66 ; +804B- I 67 ; ROUTINE TO PLAY NOTES +804B- I 68 ; +804B-A2 00 I 69 ( 2) PLAYEM LDX #0 ; CLEAR POINTER +804D-86 02 I 70 ( 3) STX PTR +804F-A5 02 I 71 ( 3) LDA PTR ; LOAD ACCUMULATOR WITH CURRENT POINTER VALUE +8051-4A I 72 ( 2) LOOP LSR A ; SHIFT NIBBLE INDICATOR INTO CARRY +8052-AA I 73 ( 2) TAX ; USE SHIFTED NIBBLE POINTER AS BYTE POINTER +8053-BD 00 03 I 74 ( 4*) LDA TABEG,X ; LOAD NOTE TO PLAY +8056-B0 04 I 75 (2**) BCS ENDBYT ; LOW NIBBLE USED, GET HIGH +8058-29 0F I 76 ( 2) AND #%00001111 ; MASK OUT HIGH BITS +805A-90 06 I 77 (2**) BCC FINISH ; PLAY NOTE +805C-29 F0 I 78 ( 2) ENDBYT AND #%11110000 ; THROW AWAY LOW NIBBLE +805E-4A I 79 ( 2) LSR A ; SHIFT INTO LOW +805F-4A I 80 ( 2) LSR A +8060-4A I 81 ( 2) LSR A +8061-4A I 82 ( 2) LSR A +8062-20 73 80 I 83 ( 6) FINISH JSR PLAYIT ; CALCULATE CONSTANTS & PLAY +8065-A2 20 I 84 ( 2) LDX #$20 ; BETWEEN-NOTE DELAY +8067-20 9F 80 I 85 ( 6) JSR DELAY +806A-E6 02 I 86 ( 5) INC PTR ; ONE NIBBLE USED +806C-A5 02 I 87 ( 3) LDA PTR +806E-C5 00 I 88 ( 3) CMP PILEN ; END OF LIST? +8070-90 DF I 89 (2**) BCC LOOP ; NO, GET NEXT NOTE +8072-60 I 90 ( 6) RTS ; DONE +8073- I 91 ; +8073- I 92 ; ROUTINE TO DO TABLE LOOK UP, SEPARATE REST +8073- I 93 ; +8073-C9 0D I 94 ( 2) PLAYIT CMP #13 ; REST? +8075-D0 06 I 95 (2**) BNE SOUND ; NO. +8077-A2 54 I 96 ( 2) LDX #$54 ; DELAY = NOTE LENGTH = .21SEC +8079-20 9F 80 I 97 ( 6) JSR DELAY +807C-60 I 98 ( 6) RTS +807D-AA I 99 ( 2) SOUND TAX ; USE KEYS AS INDEX.. +807E-BD D4 80 I 100 ( 4*) LDA DURTAB,X ; ... TO FIND DURATION. +8081-85 04 I 101 ( 3) STA DUR ; STORE DURATION FOR USE +8083-BD C7 80 I 102 ( 4*) LDA NOTAB,X ; LOAD NOTE VALUE +8086-20 AB 80 I 103 ( 6) JSR TONE +8089-60 I 104 ( 6) RTS +808A- I 105 ; +808A- I 106 ; ROUTINE TO MAKE 3 TONE SIGNAL +808A- I 107 ; +808A-A9 FF I 108 ( 2) BEEP3 LDA #$FF ; DURATION FOR BEEPS +808C-85 04 I 109 ( 3) STA DUR +808E-A9 4B I 110 ( 2) LDA #$4B ; CODE FOR E2 +8090-20 AB 80 I 111 ( 6) JSR TONE ; 1ST NOTE +8093-A9 38 I 112 ( 2) LDA #$38 ; CODE FOR D2 +8095-20 AB 80 I 113 ( 6) JSR TONE +8098-A9 4B I 114 ( 2) LDA #$4B +809A-20 AB 80 I 115 ( 6) JSR TONE +809D-18 I 116 ( 2) CLC +809E-60 I 117 ( 6) RTS +809F- I 118 ; +809F- I 119 ; VARIABLE-LENGTH DELAY +809F- I 120 ; +809F-A0 FF I 121 ( 2) DELAY LDY #$FF +80A1-EA I 122 ( 2) DLY NOP +80A2-D0 00 I 123 (2**) BNE DL0 ; (.+2 IN BOOK) +80A4-88 I 124 ( 2) DL0 DEY +80A5-D0 FA I 125 (2**) BNE DLY ; 10 US. LOOP +80A7-CA I 126 ( 2) DEX +80A8-D0 F5 I 127 (2**) BNE DELAY ; LOOP TIME = 2556*[X] +80AA-60 I 128 ( 6) RTS 80AB- I 129 ; -80AB-85 03 I 130 ( 2) TONE STA FREQ ; FREQ IS TEMP FOR # OF CYCLES -80AD-A9 FF I 131 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTER -80AF-8D 02 4C I 132 ( 4) STA DDR3B -80B2-A9 00 I 133 ( 2) LDA #$00 ; A IS SENT TO PORT, START HI -80B4-A6 04 I 134 ( 3) LDX DUR -80B6-A4 03 I 135 ( 3) FL2 LDY FREQ -80B8-88 I 136 ( 2) FL1 DEY -80B9-18 I 137 ( 2) CLC -80BA-90 00 I 138 (2**) BCC FL0 ; (.+2 IN BOOK) -80BC-D0 FA I 139 (2**) FL0 BNE FL1 ; INNER, 10 US LOOP. -80BE-49 FF I 140 ( 2) EOR #$FF ; COMPLEMENT I/O PORT -80C0-8D 00 4C I 141 ( 4) STA PORT3B ; ... AND SET IT -80C3-CA I 142 ( 2) DEX -80C4-D0 F0 I 143 (2**) BNE FL2 ; OUTER LOOP -80C6-60 I 144 ( 6) RTS -80C7- I 145 ; -80C7- I 146 ; TABLE OF NOTE CONSTANTS -80C7- I 147 ; CONTAINS: -80C7- I 148 ; [OCTAVE BELOW MIDDLE C] : G,A,BCC -80C7- I 149 ; [OCTAVE OF MIDDLE C] : C,D,E,F,F#,G,G#,A,B -80C7- I 150 ; [OCTAVE ABOVE MIDDLE C] : C -80C7- I 151 ; +80AB- I 130 ; ROUTINE TO MAKE TONE: # OF 1/2 CYCLES IS IN 'DUR', AND 1/2 CYCLE TIME IS IN +80AB- I 131 ; ACCUMULATOR. LOOP TIME = 20*[A]+26 US SINCE TWO RUNS THROUGH THE OUTER LOOP +80AB- I 132 ; MAKES ONE CYCLE OF THE TONE. +80AB- I 133 ; +80AB-85 03 I 134 ( 3) TONE STA FREQ ; FREQ IS TEMP FOR # OF CYCLES +80AD-A9 FF I 135 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTER +80AF-8D 02 4C I 136 ( 4) STA DDR3B +80B2-A9 00 I 137 ( 2) LDA #$00 ; A IS SENT TO PORT, START HI +80B4-A6 04 I 138 ( 3) LDX DUR +80B6-A4 03 I 139 ( 3) FL2 LDY FREQ +80B8-88 I 140 ( 2) FL1 DEY +80B9-18 I 141 ( 2) CLC +80BA-90 00 I 142 (2**) BCC FL0 ; (.+2 IN BOOK) +80BC-D0 FA I 143 (2**) FL0 BNE FL1 ; INNER, 10 US LOOP. +80BE-49 FF I 144 ( 2) EOR #$FF ; COMPLEMENT I/O PORT +80C0-8D 00 4C I 145 ( 4) STA PORT3B ; ... AND SET IT +80C3-CA I 146 ( 2) DEX +80C4-D0 F0 I 147 (2**) BNE FL2 ; OUTER LOOP +80C6-60 I 148 ( 6) RTS +80C7- I 149 ; +80C7- I 150 ; TABLE OF NOTE CONSTANTS +80C7- I 151 ; CONTAINS: +80C7- I 152 ; [OCTAVE BELOW MIDDLE C] : G,A,BCC +80C7- I 153 ; [OCTAVE OF MIDDLE C] : C,D,E,F,F#,G,G#,A,B +80C7- I 154 ; [OCTAVE ABOVE MIDDLE C] : C +80C7- I 155 ; 80C7-FE E2 C9 BE A9 96 8E 86 7E 77 70 64 - 5E I 152 NOTAB .HS FE.E2.C9.BE.A9.96.8E.86.7E.77.70.64.5E -80D4- I 153 ; -80D4- I 154 ; TABLE OF NOTE DURATIONS IN # OF 1/2 CYCLES SET FOR A NOTE LENGTH OF -80D4- I 155 ; ABOUT .21 SEC. -80D4- I 156 ; + 5E I 156 NOTAB .HS FE.E2.C9.BE.A9.96.8E.86.7E.77.70.64.5E +80D4- I 157 ; +80D4- I 158 ; TABLE OF NOTE DURATIONS IN # OF 1/2 CYCLES SET FOR A NOTE LENGTH OF +80D4- I 159 ; ABOUT .21 SEC. +80D4- I 160 ; 80D4-55 60 6B 72 80 8F 94 A1 AA B5 BF D7 - E4 I 157 DURTAB .HS 55.60.6B.72.80.8F.94.A1.AA.B5.BF.D7.E4 -80E1- 20 .IN ../../common/CH01-Getkey/getkey_routine.asm + E4 I 161 DURTAB .HS 55.60.6B.72.80.8F.94.A1.AA.B5.BF.D7.E4 +80E1- 16 .IN ../../common/CH01-Getkey/getkey_routine.asm 80E1- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH 80E1- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154 80E1- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME. @@ -210,15 +210,16 @@ 8106- I 30 ; SUBROUTINE 'INITKEY' 8106- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM 8106- I 32 ; THE CODE. -8106-A9 00 I 33 ( 2) INITKEY LDA #0 -8108-8D 03 4C I 34 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT -810B-A9 FF I 35 ( 2) LDA #$FF -810D-8D 02 4C I 36 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT -8110-60 I 37 ( 6) RTS -8111- 21 ; -8111- 22 ; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM. -8111- 23 ; -FFFA 24 .NO $FFFA,$FF -FFFA-00 80 25 .DA BE6502 ; NMI VECTOR -FFFC-00 80 26 .DA BE6502 ; RESET VECTOR -FFFE-00 80 27 .DA BE6502 ; IRQ VECTOR +8106- I 33 ; +8106-A9 00 I 34 ( 2) INITKEY LDA #0 +8108-8D 03 4C I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT +810B-A9 FF I 36 ( 2) LDA #$FF +810D-8D 02 4C I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT +8110-60 I 38 ( 6) RTS +8111- 17 ; +8111- 18 ; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM. +8111- 19 ; +FFFA 20 .NO $FFFA,$FF +FFFA-00 80 21 .DA BE6502 ; NMI VECTOR +FFFC-00 80 22 .DA BE6502 ; RESET VECTOR +FFFE-00 80 23 .DA BE6502 ; IRQ VECTOR diff --git a/projects/GB-001 Game Board/software/BE6502/CH04-Hexguess/assemble.bat b/projects/GB-001 Game Board/software/BE6502/CH04-Hexguess/assemble.bat new file mode 100644 index 0000000..974fa2b --- /dev/null +++ b/projects/GB-001 Game Board/software/BE6502/CH04-Hexguess/assemble.bat @@ -0,0 +1,4 @@ +@echo off +sbasm.py hexguess.asm +type hexguess.list +pause \ No newline at end of file diff --git a/projects/GB-001 Game Board/software/BE6502/CH04-Hexguess/hexguess.asm b/projects/GB-001 Game Board/software/BE6502/CH04-Hexguess/hexguess.asm new file mode 100644 index 0000000..5e7e4fe --- /dev/null +++ b/projects/GB-001 Game Board/software/BE6502/CH04-Hexguess/hexguess.asm @@ -0,0 +1,23 @@ + .CR 65C02 + .TF hexguess.hex,hex + .LF hexguess.list +; +; MUSIC PLAYER FOR THE BE6502 USING '6502 GAMES' HARDWARE. BOARD SHOULD BE +; JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. 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BOARD SHOULD BE +0000- 6 ; JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT +0000- 7 ; THE CODE IS UNCHANGED FROM THE BOOK. +0000- 8 ; +4000- 9 VIA1 .EQ $4000 ; GAME BOARD (VIA #1) +4C00- 10 VIA3 .EQ $4C00 ; GAME BOARD (VIA #3) +0000- 11 +8000- 12 .OR $8000 +8000- 13 .TA $0000 +8000-20 DE 80 14 ( 6) BE6502 JSR INITKEY +8003- 15 .IN ../../common/CH04-Hexguess/game.asm +8003- I 1 ; 'HEXGUESS' +8003- I 2 ; HEXADECIMAL NUMBER GUESSING GAME. +8003- I 3 ; THE OBJECT OF THE GAME IS TO GUESS A HEXADECIMAL NUMBER THAT THE COMPUTER HAS +8003- I 4 ; THOUGHT UP. WHEN THE COMPUTER 'BEEPS', A GUESS SHOULD BE ENTERED. GUESSES ARE +8003- I 5 ; TWO DIGIT HEXADECIMAL NUMBERS, WHEN TWO DIGITS HAVE BEEN RECEIVED THE +8003- I 6 ; COMPUTER WILL DISPLAY THE NEARNESS OF THE GUESS BY LIGHTING A NUMBER OF LEDS +8003- I 7 ; PROPORTIONAL TO THE CLOSENESS OF THE GUESS. TEN GUESSES ARE ALLOWED. IF A +8003- I 8 ; GUESS IS CORRECT, THEN THE COMPUTER WILL FLASH THE LEDS AND MAKE A WARBLING +8003- I 9 ; TONE. +8003- I 10 ; +8003- I 11 ; +8003- I 12 ; 6522 VIA #1 ADDRESSES: +4004- I 13 TIMER .EQ VIA1+4 ; LOW LATCH OF TIMER 1 +4003- I 14 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER +4003- I 15 DDR1B .EQ VIA1+3 ; PORT B DATA DIRECTION REGISTER +4001- I 16 PORT1A .EQ VIA1+1 ; PORT A +4000- I 17 PORT1B .EQ VIA1 ; PORT B +8003- I 18 ; 6522 VIA #3 ADDRESSES: +4C01- I 19 DDR3A .EQ VIA3+1 ; PORT A DATA DIRECTION REGISTER +4C02- I 20 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER +4C00- I 21 PORT3B .EQ VIA3 ; PORT B +4C01- I 22 PORT3A .EQ VIA3+1 ; PORT A +8003- I 23 ; STORAGES: +0000- I 24 ZP .EQ $00 +0000- I 25 GUESS .EQ ZP +0001- I 26 GUESSN .EQ ZP+1 +0002- I 27 DUR .EQ ZP+2 +0003- I 28 FREQ .EQ ZP+3 +0004- I 29 NUMBER .EQ ZP+4 +8003- I 30 +8003-A9 FF I 31 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTERS +8005-8D 03 40 I 32 ( 4) STA DDR1A +8008-8D 03 40 I 33 ( 4) STA DDR1B +800B-8D 02 4C I 34 ( 4) STA DDR3B +800E-85 02 I 35 ( 3) STA DUR ; SET UP TONE DURATIONS. +8010-A9 0A I 36 ( 2) START LDA #$0A ; 10 GUESSES ALLOWED +8012-85 01 I 37 ( 3) STA GUESSN +8014-A9 00 I 38 ( 2) LDA #0 ; BLANK LEDS +8016-8D 01 40 I 39 ( 4) STA PORT1A +8019-8D 00 40 I 40 ( 4) STA PORT1B +801C-AD 04 40 I 41 ( 4) LDA TIMER ; GET RANDOM NUMBER TO GUESS +801F-85 04 I 42 ( 3) STA NUMBER ; ... AND SAVE. +8021-A9 20 I 43 ( 2) GETGES LDA #$20 ; SET UP SHORT HIGH TONE TO SIGNAL USER TO +8023- I 44 ; INPUT GUESS. +8023-20 99 80 I 45 ( 6) JSR TONE ; MAKE BEEP. +8026-20 B9 80 I 46 ( 6) JSR GETKEY ; GET HIGH ORDER USER GUESS +8029-0A I 47 ( 2) ASL A ; SHIFT INTO HIGH ORDER POSITION +802A-0A I 48 ( 2) ASL A +802B-0A I 49 ( 2) ASL A +802C-0A I 50 ( 2) ASL A +802D-85 00 I 51 ( 3) STA GUESS ; SAVE +802F-20 B9 80 I 52 ( 6) JSR GETKEY ; GET LOW ORDER USER GUESS +8032-29 0F I 53 ( 2) AND #%00001111 ; MASK HIGH ORDER BITS. +8034-05 00 I 54 ( 3) ORA GUESS ; ADD HIGH ORDER NIBBLE. +8036-85 00 I 55 ( 3) STA GUESS ; FINAL PRODUCT SAVED. +8038-A5 04 I 56 ( 3) LDA NUMBER ; GET NUMBER FOR COMPARE +803A-38 I 57 ( 2) SEC ; SUBTRACT GUESS FROM NUMBER TO DETERMINE THE +803B-E5 00 I 58 ( 3) SBC GUESS ; NEARNESS OF THE GUESS. +803D-B0 05 I 59 (2**) BCS ALRIGHT ; POSITIVE VALUE NEEDS NO FIX. +803F-49 FF I 60 ( 2) EOR #%11111111 ; MAKE DISTANCE ABSOLUTE +8041-38 I 61 ( 2) SEC ; MAKE IT A TWO'S COMPLEMENT +8042-69 00 I 62 ( 2) ADC #00 ; ... NOT JUST A ONE'S COMPLEMENT. +8044-A2 00 I 63 ( 2) ALRIGHT LDX #00 ; SET CLOSENESS COUNTER TO DISTANT +8046-DD B0 80 I 64 ( 4*) LOOP CMP LIMITS,X ; COMPARE NEARNESS OF GUESS TO TABLE OF LIMITS +8049- I 65 ; TO SEE HOW MANY LIGHTS TO LIGHT. +8049-B0 27 I 66 (2**) BCS SIGNAL ; NEARNESS IS BIGGER THAN LIMIT, SO GO +804B- I 67 ; LIGHT INDICATOR INSTEAD. +804B-E8 I 68 ( 2) INX ; LOOK AT NEXT CLOSENESS LEVEL. +804C-E0 09 I 69 ( 2) CPX #9 ; ALL NINE LEVELS TRIED? +804E-D0 F6 I 70 (2**) BNE LOOP ; NO, TRY NEXT LEVEL. +8050-A9 0B I 71 ( 2) WIN LDA #11 ; YES; WIN! LOAD NUMBER OF BLINKS +8052-85 00 I 72 ( 3) STA GUESS ; USE GUESS AS TEMP +8054-A9 FF I 73 ( 2) LDA #$FF ; LIGHT LEDS +8056-8D 01 40 I 74 ( 4) STA PORT1A +8059-8D 00 40 I 75 ( 4) STA PORT1B +805C-A9 32 I 76 ( 2) WOW LDA #50 ; TONE VALUE +805E-20 99 80 I 77 ( 6) JSR TONE ; MAKE WIN SIGNAL +8061-A9 FF I 78 ( 2) LDA #$FF +8063-4D 01 40 I 79 ( 4) EOR PORT1A ; COMPLEMENT PORTS +8066-8D 01 40 I 80 ( 4) STA PORT1A +8069-8D 00 40 I 81 ( 4) STA PORT1B +806C-C6 00 I 82 ( 5) DEC GUESS ; BLINKS/TONES DONE? +806E-D0 EC I 83 (2**) BNE WOW ; NO, DO AGAIN. +8070-F0 9E I 84 (2**) BEQ START ; YES, START NEW GAME. +8072-E8 I 85 ( 2) SIGNAL INX ; INCREMENT CLOSENESS LEVEL COUNTER SO AT +8073- I 86 ; LEAST 1 LED IS LIT. +8073-A9 00 I 87 ( 2) LDA #0 ; CLEAR HIGH LED PORT +8075-8D 00 40 I 88 ( 4) STA PORT1B +8078-20 91 80 I 89 ( 6) JSR LITE ; GET LED PATTERN +807B-8D 01 40 I 90 ( 4) STA PORT1A ; SET LEDS +807E-90 05 I 91 (2**) BCC CC ; IF CARRY SET PB0 = 1 +8080-A9 01 I 92 ( 2) LDA #01 +8082-8D 00 40 I 93 ( 4) STA PORT1B +8085-C6 01 I 94 ( 5) CC DEC GUESSN ; ONE GUESS USED +8087-D0 98 I 95 (2**) BNE GETGES ; SOME LEFT, GET NEXT. +8089-A9 BE I 96 ( 2) LDA #$BE ; LOW TONE SIGNALS LOSE +808B-20 99 80 I 97 ( 6) JSR TONE +808E-4C 10 80 I 98 ( 3) JMP START ; NEW GAME +8091- I 99 ; +8091- I 100 ; SUBROUTINE 'LITE' +8091- I 101 ; ROUTINE TO MAKE PATTERN OF LIT LEDS BY SHIFTING A STRING OF ONES TO THE +8091- I 102 ; LEFT IN THE ACCUMULATOR UNTIL THE BIT POSITION CORRESPONDING TO THE NUMBER +8091- I 103 ; IN X IS REACHED. +8091- I 104 ; +8091-A9 00 I 105 ( 2) LITE LDA #0 ; CLEAR ACCUMULATOR FOR PATTERN +8093-38 I 106 ( 2) SHIFT SEC ; MAKE LOW BIT HIGH. +8094-2A I 107 ( 2) ROL A ; SHIFT IT IN +8095-CA I 108 ( 2) DEX ; ONE BIT DONE... +8096-D0 FB I 109 (2**) BNE SHIFT ; LOOP IF NOT DONE. +8098-60 I 110 ( 6) RTS ; RETURN +8099- I 111 ; +8099- I 112 ; SUBROUTINE 'TONE' +8099- I 113 ; TONE GENERATION ROUTINE. +8099- I 114 ; +8099-85 03 I 115 ( 3) TONE STA FREQ +809B-A9 00 I 116 ( 2) LDA #0 +809D-A6 02 I 117 ( 3) LDX DUR +809F-A4 03 I 118 ( 3) FL2 LDY FREQ +80A1-88 I 119 ( 2) FL1 DEY +80A2-18 I 120 ( 2) CLC +80A3-90 00 I 121 (2**) BCC FL0 ; (.+2 IN BOOK) +80A5-D0 FA I 122 (2**) FL0 BNE FL1 +80A7-49 FF I 123 ( 2) EOR #$FF +80A9-8D 00 4C I 124 ( 4) STA PORT3B +80AC-CA I 125 ( 2) DEX +80AD-D0 F0 I 126 (2**) BNE FL2 +80AF-60 I 127 ( 6) RTS +80B0- I 128 ; +80B0- I 129 ; TABLE OF LIMITS FOR CLOSENESS LEVELS. +80B0- I 130 ; +80B0-C8 80 40 20 + 10 08 04 02 + 01 I 131 LIMITS .HS C8.80.40.20.10.08.04.02.01 +80B9- 16 .IN ../../common/CH01-Getkey/getkey_routine.asm +80B9- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH +80B9- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154 +80B9- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME. +80B9- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE +80B9- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE +80B9- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE. +80B9- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT. +80B9- I 8 ; +80B9-2C 01 4C I 9 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE: +80BC- I 10 ; KEYSTROBE IN 'N' STATUS BIT. +80BC-10 FB I 11 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE +80BE-A2 0F I 12 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15 +80C0-8E 00 4C I 13 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154 +80C3-2C 01 4C I 14 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N' +80C6-10 05 I 15 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE +80C8-CA I 16 ( 2) DEX ; DECREMENT KEY # +80C9-10 F5 I 17 (2**) BPL NXTKEY ; NO, DO NEXT KEY +80CB-30 F1 I 18 (2**) BMI RSTART ; START OVER +80CD-8A I 19 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A +80CE-A0 12 I 20 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS. +80D0-A2 FF I 21 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP +80D2-2C 01 4C I 22 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN +80D5-30 E7 I 23 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART +80D7-CA I 24 ( 2) DEX +80D8-D0 F8 I 25 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US. +80DA-88 I 26 ( 2) DEY +80DB-D0 F3 I 27 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS. +80DD-60 I 28 ( 6) RTS ; DONE: KEY IN A. +80DE- I 29 ; +80DE- I 30 ; SUBROUTINE 'INITKEY' +80DE- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM +80DE- I 32 ; THE CODE. +80DE- I 33 ; +80DE-A9 00 I 34 ( 2) INITKEY LDA #0 +80E0-8D 01 4C I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT +80E3-A9 FF I 36 ( 2) LDA #$FF +80E5-8D 02 4C I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT +80E8-60 I 38 ( 6) RTS +80E9- 17 ; +80E9- 18 ; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM. +80E9- 19 ; +FFFA 20 .NO $FFFA,$FF +FFFA-00 80 21 .DA BE6502 ; NMI VECTOR +FFFC-00 80 22 .DA BE6502 ; RESET VECTOR +FFFE-00 80 23 .DA BE6502 ; IRQ VECTOR diff --git a/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/assemble.bat b/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/assemble.bat new file mode 100644 index 0000000..974fa2b --- /dev/null +++ b/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/assemble.bat @@ -0,0 +1,4 @@ +@echo off +sbasm.py hexguess.asm +type hexguess.list +pause \ No newline at end of file diff --git a/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/hexguess.asm b/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/hexguess.asm new file mode 100644 index 0000000..7361aac --- /dev/null +++ b/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/hexguess.asm @@ -0,0 +1,15 @@ + .CR 6502 + .TF hexguess.hex,hex + .LF hexguess.list +; +; HEX GUESSING GAME FOR THE KIM-1 USING '6502 GAMES' HARDWARE. BOARD SHOULD BE +; JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT +; THE CODE IS UNCHANGED FROM THE BOOK. +; +VIA1 .EQ $C000 +VIA3 .EQ $CC00 + + .OR $0200 + .TA $0200 + .IN ../../common/CH04-Hexguess/game.asm + .IN ../../common/CH01-Getkey/getkey_routine.asm \ No newline at end of file diff --git a/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/hexguess.hex b/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/hexguess.hex new file mode 100644 index 0000000..a69d66f --- /dev/null +++ b/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/hexguess.hex @@ -0,0 +1,15 @@ +A9FF8D03C08D03C08D02CC8502A90A85 +01A9008D01C08D00C0AD04C08504A920 +20960220B6020A0A0A0A850020B60229 +0F05008500A50438E500B00549FF3869 +00A200DDAD02B027E8E009D0F6A90B85 +00A9FF8D01C08D00C0A932209602A9FF +4D01C08D01C08D00C0C600D0ECF09EE8 +A9008D00C0208E028D01C09005A9018D +00C0C601D098A9BE2096024C0D02A900 +382ACAD0FB608503A900A602A4038818 +9000D0FA49FF8D00CCCAD0F060C88040 +2010080402012C01CC10FBA20F8E00CC +2C01CC1005CA10F530F18AA012A2FF2C +01CC30E7CAD0F888D0F360A9008D01CC +A9FF8D02CC60 diff --git a/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/hexguess.list b/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/hexguess.list new file mode 100644 index 0000000..62c04f2 --- /dev/null +++ b/projects/GB-001 Game Board/software/RC-ONE/CH04-Hexguess/hexguess.list @@ -0,0 +1,183 @@ +0000- 4 ; +0000- 5 ; HEX GUESSING GAME FOR THE KIM-1 USING '6502 GAMES' HARDWARE. BOARD SHOULD BE +0000- 6 ; JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT +0000- 7 ; THE CODE IS UNCHANGED FROM THE BOOK. +0000- 8 ; +C000- 9 VIA1 .EQ $C000 +CC00- 10 VIA3 .EQ $CC00 +0000- 11 +0200- 12 .OR $0200 +0200- 13 .TA $0200 +0200- 14 .IN ../../common/CH04-Hexguess/game.asm +0200- I 1 ; 'HEXGUESS' +0200- I 2 ; HEXADECIMAL NUMBER GUESSING GAME. +0200- I 3 ; THE OBJECT OF THE GAME IS TO GUESS A HEXADECIMAL NUMBER THAT THE COMPUTER HAS +0200- I 4 ; THOUGHT UP. WHEN THE COMPUTER 'BEEPS', A GUESS SHOULD BE ENTERED. GUESSES ARE +0200- I 5 ; TWO DIGIT HEXADECIMAL NUMBERS, WHEN TWO DIGITS HAVE BEEN RECEIVED THE +0200- I 6 ; COMPUTER WILL DISPLAY THE NEARNESS OF THE GUESS BY LIGHTING A NUMBER OF LEDS +0200- I 7 ; PROPORTIONAL TO THE CLOSENESS OF THE GUESS. TEN GUESSES ARE ALLOWED. IF A +0200- I 8 ; GUESS IS CORRECT, THEN THE COMPUTER WILL FLASH THE LEDS AND MAKE A WARBLING +0200- I 9 ; TONE. +0200- I 10 ; +0200- I 11 ; +0200- I 12 ; 6522 VIA #1 ADDRESSES: +C004- I 13 TIMER .EQ VIA1+4 ; LOW LATCH OF TIMER 1 +C003- I 14 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER +C003- I 15 DDR1B .EQ VIA1+3 ; PORT B DATA DIRECTION REGISTER +C001- I 16 PORT1A .EQ VIA1+1 ; PORT A +C000- I 17 PORT1B .EQ VIA1 ; PORT B +0200- I 18 ; 6522 VIA #3 ADDRESSES: +CC01- I 19 DDR3A .EQ VIA3+1 ; PORT A DATA DIRECTION REGISTER +CC02- I 20 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER +CC00- I 21 PORT3B .EQ VIA3 ; PORT B +CC01- I 22 PORT3A .EQ VIA3+1 ; PORT A +0200- I 23 ; STORAGES: +0000- I 24 ZP .EQ $00 +0000- I 25 GUESS .EQ ZP +0001- I 26 GUESSN .EQ ZP+1 +0002- I 27 DUR .EQ ZP+2 +0003- I 28 FREQ .EQ ZP+3 +0004- I 29 NUMBER .EQ ZP+4 +0200- I 30 +0200-A9 FF I 31 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTERS +0202-8D 03 C0 I 32 ( 4) STA DDR1A +0205-8D 03 C0 I 33 ( 4) STA DDR1B +0208-8D 02 CC I 34 ( 4) STA DDR3B +020B-85 02 I 35 ( 2) STA DUR ; SET UP TONE DURATIONS. +020D-A9 0A I 36 ( 2) START LDA #$0A ; 10 GUESSES ALLOWED +020F-85 01 I 37 ( 2) STA GUESSN +0211-A9 00 I 38 ( 2) LDA #0 ; BLANK LEDS +0213-8D 01 C0 I 39 ( 4) STA PORT1A +0216-8D 00 C0 I 40 ( 4) STA PORT1B +0219-AD 04 C0 I 41 ( 4) LDA TIMER ; GET RANDOM NUMBER TO GUESS +021C-85 04 I 42 ( 2) STA NUMBER ; ... AND SAVE. +021E-A9 20 I 43 ( 2) GETGES LDA #$20 ; SET UP SHORT HIGH TONE TO SIGNAL USER TO +0220- I 44 ; INPUT GUESS. +0220-20 96 02 I 45 ( 6) JSR TONE ; MAKE BEEP. +0223-20 B6 02 I 46 ( 6) JSR GETKEY ; GET HIGH ORDER USER GUESS +0226-0A I 47 ( 2) ASL A ; SHIFT INTO HIGH ORDER POSITION +0227-0A I 48 ( 2) ASL A +0228-0A I 49 ( 2) ASL A +0229-0A I 50 ( 2) ASL A +022A-85 00 I 51 ( 2) STA GUESS ; SAVE +022C-20 B6 02 I 52 ( 6) JSR GETKEY ; GET LOW ORDER USER GUESS +022F-29 0F I 53 ( 2) AND #%00001111 ; MASK HIGH ORDER BITS. +0231-05 00 I 54 ( 3) ORA GUESS ; ADD HIGH ORDER NIBBLE. +0233-85 00 I 55 ( 2) STA GUESS ; FINAL PRODUCT SAVED. +0235-A5 04 I 56 ( 3) LDA NUMBER ; GET NUMBER FOR COMPARE +0237-38 I 57 ( 2) SEC ; SUBTRACT GUESS FROM NUMBER TO DETERMINE THE +0238-E5 00 I 58 ( 3) SBC GUESS ; NEARNESS OF THE GUESS. +023A-B0 05 I 59 (2**) BCS ALRIGHT ; POSITIVE VALUE NEEDS NO FIX. +023C-49 FF I 60 ( 2) EOR #%11111111 ; MAKE DISTANCE ABSOLUTE +023E-38 I 61 ( 2) SEC ; MAKE IT A TWO'S COMPLEMENT +023F-69 00 I 62 ( 2) ADC #00 ; ... NOT JUST A ONE'S COMPLEMENT. +0241-A2 00 I 63 ( 2) ALRIGHT LDX #00 ; SET CLOSENESS COUNTER TO DISTANT +0243-DD AD 02 I 64 ( 4*) LOOP CMP LIMITS,X ; COMPARE NEARNESS OF GUESS TO TABLE OF LIMITS +0246- I 65 ; TO SEE HOW MANY LIGHTS TO LIGHT. +0246-B0 27 I 66 (2**) BCS SIGNAL ; NEARNESS IS BIGGER THAN LIMIT, SO GO +0248- I 67 ; LIGHT INDICATOR INSTEAD. +0248-E8 I 68 ( 2) INX ; LOOK AT NEXT CLOSENESS LEVEL. +0249-E0 09 I 69 ( 2) CPX #9 ; ALL NINE LEVELS TRIED? +024B-D0 F6 I 70 (2**) BNE LOOP ; NO, TRY NEXT LEVEL. +024D-A9 0B I 71 ( 2) WIN LDA #11 ; YES; WIN! LOAD NUMBER OF BLINKS +024F-85 00 I 72 ( 2) STA GUESS ; USE GUESS AS TEMP +0251-A9 FF I 73 ( 2) LDA #$FF ; LIGHT LEDS +0253-8D 01 C0 I 74 ( 4) STA PORT1A +0256-8D 00 C0 I 75 ( 4) STA PORT1B +0259-A9 32 I 76 ( 2) WOW LDA #50 ; TONE VALUE +025B-20 96 02 I 77 ( 6) JSR TONE ; MAKE WIN SIGNAL +025E-A9 FF I 78 ( 2) LDA #$FF +0260-4D 01 C0 I 79 ( 4) EOR PORT1A ; COMPLEMENT PORTS +0263-8D 01 C0 I 80 ( 4) STA PORT1A +0266-8D 00 C0 I 81 ( 4) STA PORT1B +0269-C6 00 I 82 ( 5) DEC GUESS ; BLINKS/TONES DONE? +026B-D0 EC I 83 (2**) BNE WOW ; NO, DO AGAIN. +026D-F0 9E I 84 (2**) BEQ START ; YES, START NEW GAME. +026F-E8 I 85 ( 2) SIGNAL INX ; INCREMENT CLOSENESS LEVEL COUNTER SO AT +0270- I 86 ; LEAST 1 LED IS LIT. +0270-A9 00 I 87 ( 2) LDA #0 ; CLEAR HIGH LED PORT +0272-8D 00 C0 I 88 ( 4) STA PORT1B +0275-20 8E 02 I 89 ( 6) JSR LITE ; GET LED PATTERN +0278-8D 01 C0 I 90 ( 4) STA PORT1A ; SET LEDS +027B-90 05 I 91 (2**) BCC CC ; IF CARRY SET PB0 = 1 +027D-A9 01 I 92 ( 2) LDA #01 +027F-8D 00 C0 I 93 ( 4) STA PORT1B +0282-C6 01 I 94 ( 5) CC DEC GUESSN ; ONE GUESS USED +0284-D0 98 I 95 (2**) BNE GETGES ; SOME LEFT, GET NEXT. +0286-A9 BE I 96 ( 2) LDA #$BE ; LOW TONE SIGNALS LOSE +0288-20 96 02 I 97 ( 6) JSR TONE +028B-4C 0D 02 I 98 ( 3) JMP START ; NEW GAME +028E- I 99 ; +028E- I 100 ; SUBROUTINE 'LITE' +028E- I 101 ; ROUTINE TO MAKE PATTERN OF LIT LEDS BY SHIFTING A STRING OF ONES TO THE +028E- I 102 ; LEFT IN THE ACCUMULATOR UNTIL THE BIT POSITION CORRESPONDING TO THE NUMBER +028E- I 103 ; IN X IS REACHED. +028E- I 104 ; +028E-A9 00 I 105 ( 2) LITE LDA #0 ; CLEAR ACCUMULATOR FOR PATTERN +0290-38 I 106 ( 2) SHIFT SEC ; MAKE LOW BIT HIGH. +0291-2A I 107 ( 2) ROL A ; SHIFT IT IN +0292-CA I 108 ( 2) DEX ; ONE BIT DONE... +0293-D0 FB I 109 (2**) BNE SHIFT ; LOOP IF NOT DONE. +0295-60 I 110 ( 6) RTS ; RETURN +0296- I 111 ; +0296- I 112 ; SUBROUTINE 'TONE' +0296- I 113 ; TONE GENERATION ROUTINE. +0296- I 114 ; +0296-85 03 I 115 ( 2) TONE STA FREQ +0298-A9 00 I 116 ( 2) LDA #0 +029A-A6 02 I 117 ( 3) LDX DUR +029C-A4 03 I 118 ( 3) FL2 LDY FREQ +029E-88 I 119 ( 2) FL1 DEY +029F-18 I 120 ( 2) CLC +02A0-90 00 I 121 (2**) BCC FL0 ; (.+2 IN BOOK) +02A2-D0 FA I 122 (2**) FL0 BNE FL1 +02A4-49 FF I 123 ( 2) EOR #$FF +02A6-8D 00 CC I 124 ( 4) STA PORT3B +02A9-CA I 125 ( 2) DEX +02AA-D0 F0 I 126 (2**) BNE FL2 +02AC-60 I 127 ( 6) RTS +02AD- I 128 ; +02AD- I 129 ; TABLE OF LIMITS FOR CLOSENESS LEVELS. +02AD- I 130 ; +02AD-C8 80 40 20 + 10 08 04 02 + 01 I 131 LIMITS .HS C8.80.40.20.10.08.04.02.01 +02B6- 15 .IN ../../common/CH01-Getkey/getkey_routine.asm +02B6- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH +02B6- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154 +02B6- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME. +02B6- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE +02B6- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE +02B6- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE. +02B6- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT. +02B6- I 8 ; +02B6-2C 01 CC I 9 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE: +02B9- I 10 ; KEYSTROBE IN 'N' STATUS BIT. +02B9-10 FB I 11 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE +02BB-A2 0F I 12 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15 +02BD-8E 00 CC I 13 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154 +02C0-2C 01 CC I 14 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N' +02C3-10 05 I 15 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE +02C5-CA I 16 ( 2) DEX ; DECREMENT KEY # +02C6-10 F5 I 17 (2**) BPL NXTKEY ; NO, DO NEXT KEY +02C8-30 F1 I 18 (2**) BMI RSTART ; START OVER +02CA-8A I 19 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A +02CB-A0 12 I 20 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS. +02CD-A2 FF I 21 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP +02CF-2C 01 CC I 22 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN +02D2-30 E7 I 23 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART +02D4-CA I 24 ( 2) DEX +02D5-D0 F8 I 25 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US. +02D7-88 I 26 ( 2) DEY +02D8-D0 F3 I 27 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS. +02DA-60 I 28 ( 6) RTS ; DONE: KEY IN A. +02DB- I 29 ; +02DB- I 30 ; SUBROUTINE 'INITKEY' +02DB- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM +02DB- I 32 ; THE CODE. +02DB- I 33 ; +02DB-A9 00 I 34 ( 2) INITKEY LDA #0 +02DD-8D 01 CC I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT +02E0-A9 FF I 36 ( 2) LDA #$FF +02E2-8D 02 CC I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT +02E5-60 I 38 ( 6) RTS diff --git a/projects/GB-001 Game Board/software/common/CH01-Getkey/getkey_routine.asm b/projects/GB-001 Game Board/software/common/CH01-Getkey/getkey_routine.asm index 5509ccc..84bd991 100644 --- a/projects/GB-001 Game Board/software/common/CH01-Getkey/getkey_routine.asm +++ b/projects/GB-001 Game Board/software/common/CH01-Getkey/getkey_routine.asm @@ -30,6 +30,7 @@ LP2 BIT PORT3A ; SEE IF KEY STILL DOWN ; SUBROUTINE 'INITKEY' ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM ; THE CODE. +; INITKEY LDA #0 STA DDR3A ; SET KEY STROBE PORT FOR INPUT LDA #$FF diff --git a/projects/GB-001 Game Board/software/common/CH02-Music/player.asm b/projects/GB-001 Game Board/software/common/CH02-Music/player.asm index 4ab65f8..bc189e1 100644 --- a/projects/GB-001 Game Board/software/common/CH02-Music/player.asm +++ b/projects/GB-001 Game Board/software/common/CH02-Music/player.asm @@ -14,6 +14,10 @@ DUR .EQ $04 ; TEMP STORAGE FOR DURATION TABEG .EQ $0300 ; TABLE TO STORE MUSIC PORT3B .EQ VIA3 ; VIA OUTPUT PORT B DDR3B .EQ VIA3+2 ; VIA PORT B DIRECTION REGISTER +DDR3A .EQ VIA3+3 +PORT3A .EQ VIA3+1 +PORT3B .EQ VIA3 + ; ; COMMAND LINE INTERPRETER ; $F AS INPUT MEANS RESET POINTERS, START OVER. diff --git a/projects/GB-001 Game Board/software/common/CH04-Hexguess/assemble.bat b/projects/GB-001 Game Board/software/common/CH04-Hexguess/assemble.bat new file mode 100644 index 0000000..974fa2b --- /dev/null +++ b/projects/GB-001 Game Board/software/common/CH04-Hexguess/assemble.bat @@ -0,0 +1,4 @@ +@echo off +sbasm.py hexguess.asm +type hexguess.list +pause \ No newline at end of file diff --git a/projects/GB-001 Game Board/software/common/CH04-Hexguess/game.asm b/projects/GB-001 Game Board/software/common/CH04-Hexguess/game.asm new file mode 100644 index 0000000..01182ee --- /dev/null +++ b/projects/GB-001 Game Board/software/common/CH04-Hexguess/game.asm @@ -0,0 +1,131 @@ +; 'HEXGUESS' +; HEXADECIMAL NUMBER GUESSING GAME. +; THE OBJECT OF THE GAME IS TO GUESS A HEXADECIMAL NUMBER THAT THE COMPUTER HAS +; THOUGHT UP. WHEN THE COMPUTER 'BEEPS', A GUESS SHOULD BE ENTERED. GUESSES ARE +; TWO DIGIT HEXADECIMAL NUMBERS, WHEN TWO DIGITS HAVE BEEN RECEIVED THE +; COMPUTER WILL DISPLAY THE NEARNESS OF THE GUESS BY LIGHTING A NUMBER OF LEDS +; PROPORTIONAL TO THE CLOSENESS OF THE GUESS. TEN GUESSES ARE ALLOWED. IF A +; GUESS IS CORRECT, THEN THE COMPUTER WILL FLASH THE LEDS AND MAKE A WARBLING +; TONE. +; +; +; 6522 VIA #1 ADDRESSES: +TIMER .EQ VIA1+4 ; LOW LATCH OF TIMER 1 +DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER +DDR1B .EQ VIA1+3 ; PORT B DATA DIRECTION REGISTER +PORT1A .EQ VIA1+1 ; PORT A +PORT1B .EQ VIA1 ; PORT B +; 6522 VIA #3 ADDRESSES: +DDR3A .EQ VIA3+1 ; PORT A DATA DIRECTION REGISTER +DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER +PORT3B .EQ VIA3 ; PORT B +PORT3A .EQ VIA3+1 ; PORT A +; STORAGES: +ZP .EQ $00 +GUESS .EQ ZP +GUESSN .EQ ZP+1 +DUR .EQ ZP+2 +FREQ .EQ ZP+3 +NUMBER .EQ ZP+4 + + LDA #$FF ; SET UP DATA DIRECTION REGISTERS + STA DDR1A + STA DDR1B + STA DDR3B + STA DUR ; SET UP TONE DURATIONS. +START LDA #$0A ; 10 GUESSES ALLOWED + STA GUESSN + LDA #0 ; BLANK LEDS + STA PORT1A + STA PORT1B + LDA TIMER ; GET RANDOM NUMBER TO GUESS + STA NUMBER ; ... AND SAVE. +GETGES LDA #$20 ; SET UP SHORT HIGH TONE TO SIGNAL USER TO + ; INPUT GUESS. + JSR TONE ; MAKE BEEP. + JSR GETKEY ; GET HIGH ORDER USER GUESS + ASL A ; SHIFT INTO HIGH ORDER POSITION + ASL A + ASL A + ASL A + STA GUESS ; SAVE + JSR GETKEY ; GET LOW ORDER USER GUESS + AND #%00001111 ; MASK HIGH ORDER BITS. + ORA GUESS ; ADD HIGH ORDER NIBBLE. + STA GUESS ; FINAL PRODUCT SAVED. + LDA NUMBER ; GET NUMBER FOR COMPARE + SEC ; SUBTRACT GUESS FROM NUMBER TO DETERMINE THE + SBC GUESS ; NEARNESS OF THE GUESS. + BCS ALRIGHT ; POSITIVE VALUE NEEDS NO FIX. + EOR #%11111111 ; MAKE DISTANCE ABSOLUTE + SEC ; MAKE IT A TWO'S COMPLEMENT + ADC #00 ; ... NOT JUST A ONE'S COMPLEMENT. +ALRIGHT LDX #00 ; SET CLOSENESS COUNTER TO DISTANT +LOOP CMP LIMITS,X ; COMPARE NEARNESS OF GUESS TO TABLE OF LIMITS + ; TO SEE HOW MANY LIGHTS TO LIGHT. + BCS SIGNAL ; NEARNESS IS BIGGER THAN LIMIT, SO GO + ; LIGHT INDICATOR INSTEAD. + INX ; LOOK AT NEXT CLOSENESS LEVEL. + CPX #9 ; ALL NINE LEVELS TRIED? + BNE LOOP ; NO, TRY NEXT LEVEL. +WIN LDA #11 ; YES; WIN! LOAD NUMBER OF BLINKS + STA GUESS ; USE GUESS AS TEMP + LDA #$FF ; LIGHT LEDS + STA PORT1A + STA PORT1B +WOW LDA #50 ; TONE VALUE + JSR TONE ; MAKE WIN SIGNAL + LDA #$FF + EOR PORT1A ; COMPLEMENT PORTS + STA PORT1A + STA PORT1B + DEC GUESS ; BLINKS/TONES DONE? + BNE WOW ; NO, DO AGAIN. + BEQ START ; YES, START NEW GAME. +SIGNAL INX ; INCREMENT CLOSENESS LEVEL COUNTER SO AT + ; LEAST 1 LED IS LIT. + LDA #0 ; CLEAR HIGH LED PORT + STA PORT1B + JSR LITE ; GET LED PATTERN + STA PORT1A ; SET LEDS + BCC CC ; IF CARRY SET PB0 = 1 + LDA #01 + STA PORT1B +CC DEC GUESSN ; ONE GUESS USED + BNE GETGES ; SOME LEFT, GET NEXT. + LDA #$BE ; LOW TONE SIGNALS LOSE + JSR TONE + JMP START ; NEW GAME +; +; SUBROUTINE 'LITE' +; ROUTINE TO MAKE PATTERN OF LIT LEDS BY SHIFTING A STRING OF ONES TO THE +; LEFT IN THE ACCUMULATOR UNTIL THE BIT POSITION CORRESPONDING TO THE NUMBER +; IN X IS REACHED. +; +LITE LDA #0 ; CLEAR ACCUMULATOR FOR PATTERN +SHIFT SEC ; MAKE LOW BIT HIGH. + ROL A ; SHIFT IT IN + DEX ; ONE BIT DONE... + BNE SHIFT ; LOOP IF NOT DONE. + RTS ; RETURN +; +; SUBROUTINE 'TONE' +; TONE GENERATION ROUTINE. +; +TONE STA FREQ + LDA #0 + LDX DUR +FL2 LDY FREQ +FL1 DEY + CLC + BCC FL0 ; (.+2 IN BOOK) +FL0 BNE FL1 + EOR #$FF + STA PORT3B + DEX + BNE FL2 + RTS +; +; TABLE OF LIMITS FOR CLOSENESS LEVELS. +; +LIMITS .HS C8.80.40.20.10.08.04.02.01 \ No newline at end of file diff --git a/projects/GB-001 Game Board/software/common/CH04-Hexguess/hexguess.asm b/projects/GB-001 Game Board/software/common/CH04-Hexguess/hexguess.asm new file mode 100644 index 0000000..c5aceaa --- /dev/null +++ b/projects/GB-001 Game Board/software/common/CH04-Hexguess/hexguess.asm @@ -0,0 +1,17 @@ + .CR 6502 + .TF hexguess.hex,hex + .LF hexguess.list +; +; HEX GUESSING GAME USING '6502 GAMES' HARDWARE. BOARD SHOULD BE JUMPERED WITH +; VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT THE CODE IS SHOULD +; BE UNCHANGED FROM THE BOOK THOUGH THERE WILL BE SOME DIFFERENCES DUE TO +; ASSEMBLER USED. +; +VIA1 .EQ $C000 +VIA3 .EQ $CC00 + + .OR $0200 + .TA $0200 +BEGIN JSR INITKEY + .IN game.asm + .IN ../CH01-Getkey/getkey_routine.asm \ No newline at end of file diff --git a/projects/GB-001 Game Board/software/common/CH04-Hexguess/hexguess.hex b/projects/GB-001 Game Board/software/common/CH04-Hexguess/hexguess.hex new file mode 100644 index 0000000..6f698a3 --- /dev/null +++ b/projects/GB-001 Game Board/software/common/CH04-Hexguess/hexguess.hex @@ -0,0 +1,15 @@ +20DE02A9FF8D03C08D03C08D02CC8502 +A90A8501A9008D01C08D00C0AD04C085 +04A92020990220B9020A0A0A0A850020 +B902290F05008500A50438E500B00549 +FF386900A200DDB002B027E8E009D0F6 +A90B8500A9FF8D01C08D00C0A9322099 +02A9FF4D01C08D01C08D00C0C600D0EC +F09EE8A9008D00C02091028D01C09005 +A9018D00C0C601D098A9BE2099024C10 +02A900382ACAD0FB608503A900A602A4 +0388189000D0FA49FF8D00CCCAD0F060 +C880402010080402012C01CC10FBA20F +8E00CC2C01CC1005CA10F530F18AA012 +A2FF2C01CC30E7CAD0F888D0F360A900 +8D01CCA9FF8D02CC60 diff --git a/projects/GB-001 Game Board/software/common/CH04-Hexguess/hexguess.list b/projects/GB-001 Game Board/software/common/CH04-Hexguess/hexguess.list new file mode 100644 index 0000000..101eeb6 --- /dev/null +++ b/projects/GB-001 Game Board/software/common/CH04-Hexguess/hexguess.list @@ -0,0 +1,185 @@ +0000- 4 ; +0000- 5 ; HEX GUESSING GAME USING '6502 GAMES' HARDWARE. BOARD SHOULD BE JUMPERED WITH +0000- 6 ; VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT THE CODE IS SHOULD +0000- 7 ; BE UNCHANGED FROM THE BOOK THOUGH THERE WILL BE SOME DIFFERENCES DUE TO +0000- 8 ; ASSEMBLER USED. +0000- 9 ; +C000- 10 VIA1 .EQ $C000 +CC00- 11 VIA3 .EQ $CC00 +0000- 12 +0200- 13 .OR $0200 +0200- 14 .TA $0200 +0200-20 DE 02 15 ( 6) BEGIN JSR INITKEY +0203- 16 .IN game.asm +0203- I 1 ; 'HEXGUESS' +0203- I 2 ; HEXADECIMAL NUMBER GUESSING GAME. +0203- I 3 ; THE OBJECT OF THE GAME IS TO GUESS A HEXADECIMAL NUMBER THAT THE COMPUTER HAS +0203- I 4 ; THOUGHT UP. WHEN THE COMPUTER 'BEEPS', A GUESS SHOULD BE ENTERED. GUESSES ARE +0203- I 5 ; TWO DIGIT HEXADECIMAL NUMBERS, WHEN TWO DIGITS HAVE BEEN RECEIVED THE +0203- I 6 ; COMPUTER WILL DISPLAY THE NEARNESS OF THE GUESS BY LIGHTING A NUMBER OF LEDS +0203- I 7 ; PROPORTIONAL TO THE CLOSENESS OF THE GUESS. TEN GUESSES ARE ALLOWED. IF A +0203- I 8 ; GUESS IS CORRECT, THEN THE COMPUTER WILL FLASH THE LEDS AND MAKE A WARBLING +0203- I 9 ; TONE. +0203- I 10 ; +0203- I 11 ; +0203- I 12 ; 6522 VIA #1 ADDRESSES: +C004- I 13 TIMER .EQ VIA1+4 ; LOW LATCH OF TIMER 1 +C003- I 14 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER +C003- I 15 DDR1B .EQ VIA1+3 ; PORT B DATA DIRECTION REGISTER +C001- I 16 PORT1A .EQ VIA1+1 ; PORT A +C000- I 17 PORT1B .EQ VIA1 ; PORT B +0203- I 18 ; 6522 VIA #3 ADDRESSES: +CC01- I 19 DDR3A .EQ VIA3+1 ; PORT A DATA DIRECTION REGISTER +CC02- I 20 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER +CC00- I 21 PORT3B .EQ VIA3 ; PORT B +CC01- I 22 PORT3A .EQ VIA3+1 ; PORT A +0203- I 23 ; STORAGES: +0000- I 24 ZP .EQ $00 +0000- I 25 GUESS .EQ ZP +0001- I 26 GUESSN .EQ ZP+1 +0002- I 27 DUR .EQ ZP+2 +0003- I 28 FREQ .EQ ZP+3 +0004- I 29 NUMBER .EQ ZP+4 +0203- I 30 +0203-A9 FF I 31 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTERS +0205-8D 03 C0 I 32 ( 4) STA DDR1A +0208-8D 03 C0 I 33 ( 4) STA DDR1B +020B-8D 02 CC I 34 ( 4) STA DDR3B +020E-85 02 I 35 ( 2) STA DUR ; SET UP TONE DURATIONS. +0210-A9 0A I 36 ( 2) START LDA #$0A ; 10 GUESSES ALLOWED +0212-85 01 I 37 ( 2) STA GUESSN +0214-A9 00 I 38 ( 2) LDA #0 ; BLANK LEDS +0216-8D 01 C0 I 39 ( 4) STA PORT1A +0219-8D 00 C0 I 40 ( 4) STA PORT1B +021C-AD 04 C0 I 41 ( 4) LDA TIMER ; GET RANDOM NUMBER TO GUESS +021F-85 04 I 42 ( 2) STA NUMBER ; ... AND SAVE. +0221-A9 20 I 43 ( 2) GETGES LDA #$20 ; SET UP SHORT HIGH TONE TO SIGNAL USER TO +0223- I 44 ; INPUT GUESS. +0223-20 99 02 I 45 ( 6) JSR TONE ; MAKE BEEP. +0226-20 B9 02 I 46 ( 6) JSR GETKEY ; GET HIGH ORDER USER GUESS +0229-0A I 47 ( 2) ASL A ; SHIFT INTO HIGH ORDER POSITION +022A-0A I 48 ( 2) ASL A +022B-0A I 49 ( 2) ASL A +022C-0A I 50 ( 2) ASL A +022D-85 00 I 51 ( 2) STA GUESS ; SAVE +022F-20 B9 02 I 52 ( 6) JSR GETKEY ; GET LOW ORDER USER GUESS +0232-29 0F I 53 ( 2) AND #%00001111 ; MASK HIGH ORDER BITS. +0234-05 00 I 54 ( 3) ORA GUESS ; ADD HIGH ORDER NIBBLE. +0236-85 00 I 55 ( 2) STA GUESS ; FINAL PRODUCT SAVED. +0238-A5 04 I 56 ( 3) LDA NUMBER ; GET NUMBER FOR COMPARE +023A-38 I 57 ( 2) SEC ; SUBTRACT GUESS FROM NUMBER TO DETERMINE THE +023B-E5 00 I 58 ( 3) SBC GUESS ; NEARNESS OF THE GUESS. +023D-B0 05 I 59 (2**) BCS ALRIGHT ; POSITIVE VALUE NEEDS NO FIX. +023F-49 FF I 60 ( 2) EOR #%11111111 ; MAKE DISTANCE ABSOLUTE +0241-38 I 61 ( 2) SEC ; MAKE IT A TWO'S COMPLEMENT +0242-69 00 I 62 ( 2) ADC #00 ; ... NOT JUST A ONE'S COMPLEMENT. +0244-A2 00 I 63 ( 2) ALRIGHT LDX #00 ; SET CLOSENESS COUNTER TO DISTANT +0246-DD B0 02 I 64 ( 4*) LOOP CMP LIMITS,X ; COMPARE NEARNESS OF GUESS TO TABLE OF LIMITS +0249- I 65 ; TO SEE HOW MANY LIGHTS TO LIGHT. +0249-B0 27 I 66 (2**) BCS SIGNAL ; NEARNESS IS BIGGER THAN LIMIT, SO GO +024B- I 67 ; LIGHT INDICATOR INSTEAD. +024B-E8 I 68 ( 2) INX ; LOOK AT NEXT CLOSENESS LEVEL. +024C-E0 09 I 69 ( 2) CPX #9 ; ALL NINE LEVELS TRIED? +024E-D0 F6 I 70 (2**) BNE LOOP ; NO, TRY NEXT LEVEL. +0250-A9 0B I 71 ( 2) WIN LDA #11 ; YES; WIN! LOAD NUMBER OF BLINKS +0252-85 00 I 72 ( 2) STA GUESS ; USE GUESS AS TEMP +0254-A9 FF I 73 ( 2) LDA #$FF ; LIGHT LEDS +0256-8D 01 C0 I 74 ( 4) STA PORT1A +0259-8D 00 C0 I 75 ( 4) STA PORT1B +025C-A9 32 I 76 ( 2) WOW LDA #50 ; TONE VALUE +025E-20 99 02 I 77 ( 6) JSR TONE ; MAKE WIN SIGNAL +0261-A9 FF I 78 ( 2) LDA #$FF +0263-4D 01 C0 I 79 ( 4) EOR PORT1A ; COMPLEMENT PORTS +0266-8D 01 C0 I 80 ( 4) STA PORT1A +0269-8D 00 C0 I 81 ( 4) STA PORT1B +026C-C6 00 I 82 ( 5) DEC GUESS ; BLINKS/TONES DONE? +026E-D0 EC I 83 (2**) BNE WOW ; NO, DO AGAIN. +0270-F0 9E I 84 (2**) BEQ START ; YES, START NEW GAME. +0272-E8 I 85 ( 2) SIGNAL INX ; INCREMENT CLOSENESS LEVEL COUNTER SO AT +0273- I 86 ; LEAST 1 LED IS LIT. +0273-A9 00 I 87 ( 2) LDA #0 ; CLEAR HIGH LED PORT +0275-8D 00 C0 I 88 ( 4) STA PORT1B +0278-20 91 02 I 89 ( 6) JSR LITE ; GET LED PATTERN +027B-8D 01 C0 I 90 ( 4) STA PORT1A ; SET LEDS +027E-90 05 I 91 (2**) BCC CC ; IF CARRY SET PB0 = 1 +0280-A9 01 I 92 ( 2) LDA #01 +0282-8D 00 C0 I 93 ( 4) STA PORT1B +0285-C6 01 I 94 ( 5) CC DEC GUESSN ; ONE GUESS USED +0287-D0 98 I 95 (2**) BNE GETGES ; SOME LEFT, GET NEXT. +0289-A9 BE I 96 ( 2) LDA #$BE ; LOW TONE SIGNALS LOSE +028B-20 99 02 I 97 ( 6) JSR TONE +028E-4C 10 02 I 98 ( 3) JMP START ; NEW GAME +0291- I 99 ; +0291- I 100 ; SUBROUTINE 'LITE' +0291- I 101 ; ROUTINE TO MAKE PATTERN OF LIT LEDS BY SHIFTING A STRING OF ONES TO THE +0291- I 102 ; LEFT IN THE ACCUMULATOR UNTIL THE BIT POSITION CORRESPONDING TO THE NUMBER +0291- I 103 ; IN X IS REACHED. +0291- I 104 ; +0291-A9 00 I 105 ( 2) LITE LDA #0 ; CLEAR ACCUMULATOR FOR PATTERN +0293-38 I 106 ( 2) SHIFT SEC ; MAKE LOW BIT HIGH. +0294-2A I 107 ( 2) ROL A ; SHIFT IT IN +0295-CA I 108 ( 2) DEX ; ONE BIT DONE... +0296-D0 FB I 109 (2**) BNE SHIFT ; LOOP IF NOT DONE. +0298-60 I 110 ( 6) RTS ; RETURN +0299- I 111 ; +0299- I 112 ; SUBROUTINE 'TONE' +0299- I 113 ; TONE GENERATION ROUTINE. +0299- I 114 ; +0299-85 03 I 115 ( 2) TONE STA FREQ +029B-A9 00 I 116 ( 2) LDA #0 +029D-A6 02 I 117 ( 3) LDX DUR +029F-A4 03 I 118 ( 3) FL2 LDY FREQ +02A1-88 I 119 ( 2) FL1 DEY +02A2-18 I 120 ( 2) CLC +02A3-90 00 I 121 (2**) BCC FL0 ; (.+2 IN BOOK) +02A5-D0 FA I 122 (2**) FL0 BNE FL1 +02A7-49 FF I 123 ( 2) EOR #$FF +02A9-8D 00 CC I 124 ( 4) STA PORT3B +02AC-CA I 125 ( 2) DEX +02AD-D0 F0 I 126 (2**) BNE FL2 +02AF-60 I 127 ( 6) RTS +02B0- I 128 ; +02B0- I 129 ; TABLE OF LIMITS FOR CLOSENESS LEVELS. +02B0- I 130 ; +02B0-C8 80 40 20 + 10 08 04 02 + 01 I 131 LIMITS .HS C8.80.40.20.10.08.04.02.01 +02B9- 17 .IN ../CH01-Getkey/getkey_routine.asm +02B9- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH +02B9- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154 +02B9- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME. +02B9- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE +02B9- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE +02B9- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE. +02B9- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT. +02B9- I 8 ; +02B9-2C 01 CC I 9 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE: +02BC- I 10 ; KEYSTROBE IN 'N' STATUS BIT. +02BC-10 FB I 11 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE +02BE-A2 0F I 12 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15 +02C0-8E 00 CC I 13 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154 +02C3-2C 01 CC I 14 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N' +02C6-10 05 I 15 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE +02C8-CA I 16 ( 2) DEX ; DECREMENT KEY # +02C9-10 F5 I 17 (2**) BPL NXTKEY ; NO, DO NEXT KEY +02CB-30 F1 I 18 (2**) BMI RSTART ; START OVER +02CD-8A I 19 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A +02CE-A0 12 I 20 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS. +02D0-A2 FF I 21 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP +02D2-2C 01 CC I 22 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN +02D5-30 E7 I 23 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART +02D7-CA I 24 ( 2) DEX +02D8-D0 F8 I 25 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US. +02DA-88 I 26 ( 2) DEY +02DB-D0 F3 I 27 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS. +02DD-60 I 28 ( 6) RTS ; DONE: KEY IN A. +02DE- I 29 ; +02DE- I 30 ; SUBROUTINE 'INITKEY' +02DE- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM +02DE- I 32 ; THE CODE. +02DE- I 33 ; +02DE-A9 00 I 34 ( 2) INITKEY LDA #0 +02E0-8D 01 CC I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT +02E3-A9 FF I 36 ( 2) LDA #$FF +02E5-8D 02 CC I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT +02E8-60 I 38 ( 6) RTS