Chapter 6

This commit is contained in:
Tor-Eirik Bakke Lunde 2020-03-04 17:21:26 +01:00
parent 1d15f7fbf3
commit aa257d22bf
13 changed files with 2655 additions and 0 deletions

View File

@ -0,0 +1,4 @@
@echo off
sbasm.py spinner.asm
type spinner.list
pause

View File

@ -0,0 +1,23 @@
.CR 65C02
.TF spinner.hex,INT
.LF spinner.list
;
; SPINNER IS A REACTION TIMING GAME USING '6502 GAMES' HARDWARE, AN LED CHASES
; AROUND THE LED CUBE AND YOU SHOULD TRY TO HIT THE CORRESPONDING BUTTON.
; 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 $4000 ; GAME BOARD (VIA #1)
VIA3 .EQ $4C00 ; GAME BOARD (VIA #3)
.OR $8000
.TA $0000
BE6502 .IN ../../common/CH06-Spinner/game.asm
;
; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM.
;
.NO $FFFA,$FF
.DA BE6502 ; NMI VECTOR
.DA BE6502 ; RESET VECTOR
.DA BE6502 ; IRQ VECTOR

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,138 @@
0000- 4 ;
0000- 5 ; SPINNER IS A REACTION TIMING GAME USING '6502 GAMES' HARDWARE, AN LED CHASES
0000- 6 ; AROUND THE LED CUBE AND YOU SHOULD TRY TO HIT THE CORRESPONDING BUTTON.
0000- 7 ; BOARD SHOULD ; BE JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW.
0000- 8 ; OTHER THAN THAT THE CODE IS SHOULD BE UNCHANGED FROM THE BOOK THOUGH THERE
0000- 9 ; WILL BE SOME DIFFERENCES DUE TO ASSEMBLER USED.
0000- 10 ;
4000- 11 VIA1 .EQ $4000 ; GAME BOARD (VIA #1)
4C00- 12 VIA3 .EQ $4C00 ; GAME BOARD (VIA #3)
0000- 13
8000- 14 .OR $8000
8000- 15 .TA $0000
8000- 16 BE6502 .IN ../../common/CH06-Spinner/game.asm
8000- I 1 ; 'SPINNER'
8000- I 2 ; PROGRAM TO TEST REACTION TIME OF PLAYER. BLIP OF LIGHT SPINS AROUND EDGE OF
8000- I 3 ; 3X3 LED MATRIX, AND USER MUST PRESS CORRESPONDING KEY. IF, AFTER A NUMBER OF
8000- I 4 ; SPINS, CORRECT KEY HAS NOT BEEN PRESSED, BLIP SPINS SLOWER. IF CORRECT KEY
8000- I 5 ; HAS BEEN PRESSED, BLIP SPINS FASTER. ALL LEDS LIGHT WHEN SUCCESSFUL KEYPRESS
8000- I 6 ; OCCURS ON MAXIMUM SPEED.
8000- I 7 ;
8000- I 8 ; I/O:
8000- I 9 ;
4003- I 10 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
4002- I 11 DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
4001- I 12 PORT1A .EQ VIA1+1 ; PORT A
4000- I 13 PORT2 .EQ VIA1
4000- I 14 PORT1B .EQ VIA1 ; PORT B
4C03- I 15 DDR3A .EQ VIA3+3 ; PORT A DATA DIRECTION REGISTER
4C02- I 16 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
4C00- I 17 PORT3B .EQ VIA3 ; PORT B
4C01- I 18 PORT3A .EQ VIA3+1 ; PORT A
8000- I 19 ;
8000- I 20 ; VARIABLE STORAGE.
8000- I 21 ;
0000- I 22 ZP .EQ $00
0000- I 23 DURAT .EQ ZP ; DURATION OF INTER-MOVEMENT DELAY.
0001- I 24 DIFCLT .EQ ZP+1 ; DIFFICULTY LEVEL.
0002- I 25 DNTST .EQ ZP+2 ; SET TO $01 IF KEY DOWN AT START OF
8000- I 26 ; INTER-MOVEMENT DELAY.
8000- I 27 ;
8000- I 28 ; MAIN PROGRAM
8000- I 29 ;
8000-A9 FF I 30 ( 2) START LDA #$FF ; SET I/O REGISTERS.
8002-8D 03 40 I 31 ( 4) STA DDR1A
8005-8D 02 40 I 32 ( 4) STA DDR1B
8008-8D 02 4C I 33 ( 4) STA DDR3B
800B-A9 08 I 34 ( 2) LDA #8
800D-85 01 I 35 ( 3) STA DIFCLT ; SET DIFFICULTY
800F-8D 03 4C I 36 ( 4) STA DDR3A ; SET KEYSTROBE PORT.
8012-A0 00 I 37 ( 2) NWGME LDY #0 ; RESET LOOP/BLIP COUNTER.
8014-A9 00 I 38 ( 2) LOOP LDA #0
8016-85 02 I 39 ( 3) STA DNTST ; CLEAR KEYDOWN INDICATOR.
8018-8D 00 40 I 40 ( 4) STA PORT1B ; CLEAR HI LED PORT.
801B-98 I 41 ( 2) TYA ; USE LOWER 3 BITS OF MAIN COUNTER
801C-29 07 I 42 ( 2) AND #$07 ; AS INDEX TO FIND LED PATTERN
801E-AA I 43 ( 2) TAX ; IN TABLE OF PATTERNS.
801F-BD 95 80 I 44 ( 4*) LDA LTABLE,X ; GET PATTERN FOR LED TO BE TURNED ON
8022-8D 01 40 I 45 ( 4) STA PORT1A ; STORE IN LED PORT.
8025-D0 05 I 46 (2**) BNE CHECK ; IF PATTERN <> 0, SKIP.
8027-A9 01 I 47 ( 2) LDA #1 ; PATTERN=0, SO SET HI BIT.
8029-8D 00 40 I 48 ( 4) STA PORT1B
802C-BD 9D 80 I 49 ( 4*) CHECK LDA KYTBL,X ; GET KEY# TO TEST FOR.
802F-8D 00 4C I 50 ( 4) STA PORT3B ; STORE IN KEYPORT
8032-2C 01 4C I 51 ( 4) BIT PORT3A ; STROBE HI?
8035-30 04 I 52 (2**) BMI DELAY ; IF NOT, SKIP.
8037-A9 01 I 53 ( 2) INVALD LDA #01 ; STROBE HI; SET KEY DOWN MARKER.
8039-85 02 I 54 ( 3) STA DNTST
803B-A9 80 I 55 ( 2) DELAY LDA #$80 ; GET # OF LOOP CYCLES (DELAY LENGTH)
803D-85 00 I 56 ( 3) STA DURAT
803F-A5 01 I 57 ( 3) DL1 LDA DIFCLT ; MULTIPLY DIFFICULTY COUNTER
8041-0A I 58 ( 2) ASL A ; BY FOUR TO DETERMINE DELAY
8042-0A I 59 ( 2) ASL A ; LENGTH.
8043-AA I 60 ( 2) TAX
8044-26 02 I 61 ( 5) DL2 ROL DNTST ; DELAY ACCORDING TO DIFCLT.
8046-66 02 I 62 ( 5) ROR DNTST
8048-CA I 63 ( 2) DEX
8049-D0 F9 I 64 (2**) BNE DL2 ; LOOP UNTIL COUNT = 0
804B-A5 02 I 65 ( 3) LDA DNTST ; GET KEY DOWN FLAG.
804D-D0 05 I 66 (2**) BNE NOTST ; IF KEY WAS DOWN AT BEGINNING OF
804F- I 67 ; DELAY, DON'T TEST IT.
804F-2C 01 4C I 68 ( 4) BIT PORT3A ; CHECK KEY STROBE
8052-10 19 I 69 (2**) BPL HIT ; KEY HAS CLOSED DURING DELAY: HIT.
8054-C6 00 I 70 ( 5) NOTST DEC DURAT ; COUNT DELAY LOOP DOWN.
8056-D0 E7 I 71 (2**) BNE DL1 ; LOOP IF NOT 0.
8058-C8 I 72 ( 2) INY ; INCREMENT MAIN SPIN COUNTER.
8059-D0 B9 I 73 (2**) BNE LOOP ; IF 32 LOOPS NOT DONE, DO NEXT LOOP EASIER
805B-A6 01 I 74 ( 3) LDX DIFCLT ; NO HITS THIS TIME, MAKE NEXT EASIER.
805D-E8 I 75 ( 2) INX
805E-8A I 76 ( 2) TXA ; MAKE SURE DIFFICULTY DOES NOT
805F-C9 10 I 77 ( 2) CMP #16 ; EXCEED 15.
8061-D0 02 I 78 (2**) BNE OK
8063-A9 0F I 79 ( 2) LDA #15
8065-85 01 I 80 ( 3) OK STA DIFCLT
8067-20 82 80 I 81 ( 6) JSR WAIT ; PAUSE A BIT
806A-4C 12 80 I 82 ( 3) JMP NWGME ; START NEW ROUND.
806D-20 82 80 I 83 ( 6) HIT JSR WAIT ; PAUSE A BIT.
8070-C6 01 I 84 ( 5) DEC DIFCLT ; MAKE NEXT GAME HARDER.
8072-D0 9E I 85 (2**) BNE NWGME ; IF DIFFICULTY NOT 0 (HARDEST), PLAY NEXT GAME.
8074-A9 FF I 86 ( 2) LDA #$FF ; PLAYER HAS MADE IT TO TOP
8076-8D 01 40 I 87 ( 4) STA PORT1A ; DIFFICULTY LEVEL, LIGHT ALL LEDS.
8079-8D 00 40 I 88 ( 4) STA PORT1B
807C-20 82 80 I 89 ( 6) JSR WAIT ; PAUSE A BIT.
807F-4C 00 80 I 90 ( 3) JMP START ; PLAY ANOTHER GAME.
8082- I 91 ;
8082- I 92 ; SUBROUTINE 'WAIT'
8082- I 93 ; SHORT DELAY.
8082- I 94 ;
8082-A0 FF I 95 ( 2) WAIT LDY #$FF
8084-A2 FF I 96 ( 2) LP1 LDX #$FF
8086-66 00 I 97 ( 5) LP2 ROR DURAT
8088-26 00 I 98 ( 5) ROL DURAT
808A-66 00 I 99 ( 5) ROR DURAT
808C-26 00 I 100 ( 5) ROL DURAT
808E-CA I 101 ( 2) DEX
808F-D0 F5 I 102 (2**) BNE LP2
8091-88 I 103 ( 2) DEY
8092-D0 F0 I 104 (2**) BNE LP1
8094-60 I 105 ( 6) RTS
8095- I 106 ;
8095- I 107 ; TABLE OF PATTERNS TO BE SENT TO LED MATRIX AT EACH LOOP COUNTM SET FOR
8095- I 108 ; CLOCKWISE ROTATION STARTING AT LED #1.
8095- I 109 ;
8095-01 02 04 20
00 80 40 08 I 110 LTABLE .HS 01.02.04.20.00.80.40.08
809D- I 111
809D- I 112 ;
809D- I 113 ; TABLE OF PATTERNS TO BE SENT TO KEYBOARD TO TEST IF LEDS ARE ON AT EACH
809D- I 114 ; LOOP COUNT.
809D- I 115 ;
809D-01 02 03 06
09 08 07 04 I 116 KYTBL .HS 01.02.03.06.09.08.07.04
80A5- 17 ;
80A5- 18 ; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM.
80A5- 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

View File

@ -0,0 +1,4 @@
@echo off
sbasm.py spinner.asm
type spinner.list
pause

View File

@ -0,0 +1,16 @@
.CR 6502
.TF spinner.hex,INT
.LF spinner.list
;
; SPINNER IS A REACTION TIMING GAME USING '6502 GAMES' HARDWARE, AN LED CHASES
; AROUND THE LED CUBE AND YOU SHOULD TRY TO HIT THE CORRESPONDING BUTTON.
; 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
RCONE .IN ../../common/CH06-Spinner/game.asm

View File

@ -0,0 +1,12 @@
:10020000A9FF8D03C08D02C08D02CCA90885018D88
:1002100003CCA000A90085028D00C0982907AABDC3
:1002200095028D01C0D005A9018D00C0BD9D028D34
:1002300000CC2C01CC3004A9018502A9808500A541
:10024000010A0AAA26026602CAD0F9A502D0052C24
:1002500001CC1019C600D0E7C8D0B9A601E88AC9F8
:1002600010D002A90F85012082024C1202208202C6
:10027000C601D09EA9FF8D01C08D00C02082024C16
:100280000002A0FFA2FF6600260066002600CAD07A
:10029000F588D0F0600102042000804008010203CC
:0502A000060908070437
:00000001FF

View File

@ -0,0 +1,131 @@
0000- 4 ;
0000- 5 ; SPINNER IS A REACTION TIMING GAME USING '6502 GAMES' HARDWARE, AN LED CHASES
0000- 6 ; AROUND THE LED CUBE AND YOU SHOULD TRY TO HIT THE CORRESPONDING BUTTON.
0000- 7 ; BOARD SHOULD ; BE JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW.
0000- 8 ; OTHER THAN THAT THE CODE IS SHOULD BE UNCHANGED FROM THE BOOK THOUGH THERE
0000- 9 ; WILL BE SOME DIFFERENCES DUE TO ASSEMBLER USED.
0000- 10 ;
C000- 11 VIA1 .EQ $C000
CC00- 12 VIA3 .EQ $CC00
0000- 13
0200- 14 .OR $0200
0200- 15 .TA $0200
0200- 16 RCONE .IN ../../common/CH06-Spinner/game.asm
0200- I 1 ; 'SPINNER'
0200- I 2 ; PROGRAM TO TEST REACTION TIME OF PLAYER. BLIP OF LIGHT SPINS AROUND EDGE OF
0200- I 3 ; 3X3 LED MATRIX, AND USER MUST PRESS CORRESPONDING KEY. IF, AFTER A NUMBER OF
0200- I 4 ; SPINS, CORRECT KEY HAS NOT BEEN PRESSED, BLIP SPINS SLOWER. IF CORRECT KEY
0200- I 5 ; HAS BEEN PRESSED, BLIP SPINS FASTER. ALL LEDS LIGHT WHEN SUCCESSFUL KEYPRESS
0200- I 6 ; OCCURS ON MAXIMUM SPEED.
0200- I 7 ;
0200- I 8 ; I/O:
0200- I 9 ;
C003- I 10 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
C002- I 11 DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
C001- I 12 PORT1A .EQ VIA1+1 ; PORT A
C000- I 13 PORT2 .EQ VIA1
C000- I 14 PORT1B .EQ VIA1 ; PORT B
CC03- I 15 DDR3A .EQ VIA3+3 ; PORT A DATA DIRECTION REGISTER
CC02- I 16 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
CC00- I 17 PORT3B .EQ VIA3 ; PORT B
CC01- I 18 PORT3A .EQ VIA3+1 ; PORT A
0200- I 19 ;
0200- I 20 ; VARIABLE STORAGE.
0200- I 21 ;
0000- I 22 ZP .EQ $00
0000- I 23 DURAT .EQ ZP ; DURATION OF INTER-MOVEMENT DELAY.
0001- I 24 DIFCLT .EQ ZP+1 ; DIFFICULTY LEVEL.
0002- I 25 DNTST .EQ ZP+2 ; SET TO $01 IF KEY DOWN AT START OF
0200- I 26 ; INTER-MOVEMENT DELAY.
0200- I 27 ;
0200- I 28 ; MAIN PROGRAM
0200- I 29 ;
0200-A9 FF I 30 ( 2) START LDA #$FF ; SET I/O REGISTERS.
0202-8D 03 C0 I 31 ( 4) STA DDR1A
0205-8D 02 C0 I 32 ( 4) STA DDR1B
0208-8D 02 CC I 33 ( 4) STA DDR3B
020B-A9 08 I 34 ( 2) LDA #8
020D-85 01 I 35 ( 2) STA DIFCLT ; SET DIFFICULTY
020F-8D 03 CC I 36 ( 4) STA DDR3A ; SET KEYSTROBE PORT.
0212-A0 00 I 37 ( 2) NWGME LDY #0 ; RESET LOOP/BLIP COUNTER.
0214-A9 00 I 38 ( 2) LOOP LDA #0
0216-85 02 I 39 ( 2) STA DNTST ; CLEAR KEYDOWN INDICATOR.
0218-8D 00 C0 I 40 ( 4) STA PORT1B ; CLEAR HI LED PORT.
021B-98 I 41 ( 2) TYA ; USE LOWER 3 BITS OF MAIN COUNTER
021C-29 07 I 42 ( 2) AND #$07 ; AS INDEX TO FIND LED PATTERN
021E-AA I 43 ( 2) TAX ; IN TABLE OF PATTERNS.
021F-BD 95 02 I 44 ( 4*) LDA LTABLE,X ; GET PATTERN FOR LED TO BE TURNED ON
0222-8D 01 C0 I 45 ( 4) STA PORT1A ; STORE IN LED PORT.
0225-D0 05 I 46 (2**) BNE CHECK ; IF PATTERN <> 0, SKIP.
0227-A9 01 I 47 ( 2) LDA #1 ; PATTERN=0, SO SET HI BIT.
0229-8D 00 C0 I 48 ( 4) STA PORT1B
022C-BD 9D 02 I 49 ( 4*) CHECK LDA KYTBL,X ; GET KEY# TO TEST FOR.
022F-8D 00 CC I 50 ( 4) STA PORT3B ; STORE IN KEYPORT
0232-2C 01 CC I 51 ( 4) BIT PORT3A ; STROBE HI?
0235-30 04 I 52 (2**) BMI DELAY ; IF NOT, SKIP.
0237-A9 01 I 53 ( 2) INVALD LDA #01 ; STROBE HI; SET KEY DOWN MARKER.
0239-85 02 I 54 ( 2) STA DNTST
023B-A9 80 I 55 ( 2) DELAY LDA #$80 ; GET # OF LOOP CYCLES (DELAY LENGTH)
023D-85 00 I 56 ( 2) STA DURAT
023F-A5 01 I 57 ( 3) DL1 LDA DIFCLT ; MULTIPLY DIFFICULTY COUNTER
0241-0A I 58 ( 2) ASL A ; BY FOUR TO DETERMINE DELAY
0242-0A I 59 ( 2) ASL A ; LENGTH.
0243-AA I 60 ( 2) TAX
0244-26 02 I 61 ( 5) DL2 ROL DNTST ; DELAY ACCORDING TO DIFCLT.
0246-66 02 I 62 ( 5) ROR DNTST
0248-CA I 63 ( 2) DEX
0249-D0 F9 I 64 (2**) BNE DL2 ; LOOP UNTIL COUNT = 0
024B-A5 02 I 65 ( 3) LDA DNTST ; GET KEY DOWN FLAG.
024D-D0 05 I 66 (2**) BNE NOTST ; IF KEY WAS DOWN AT BEGINNING OF
024F- I 67 ; DELAY, DON'T TEST IT.
024F-2C 01 CC I 68 ( 4) BIT PORT3A ; CHECK KEY STROBE
0252-10 19 I 69 (2**) BPL HIT ; KEY HAS CLOSED DURING DELAY: HIT.
0254-C6 00 I 70 ( 5) NOTST DEC DURAT ; COUNT DELAY LOOP DOWN.
0256-D0 E7 I 71 (2**) BNE DL1 ; LOOP IF NOT 0.
0258-C8 I 72 ( 2) INY ; INCREMENT MAIN SPIN COUNTER.
0259-D0 B9 I 73 (2**) BNE LOOP ; IF 32 LOOPS NOT DONE, DO NEXT LOOP EASIER
025B-A6 01 I 74 ( 3) LDX DIFCLT ; NO HITS THIS TIME, MAKE NEXT EASIER.
025D-E8 I 75 ( 2) INX
025E-8A I 76 ( 2) TXA ; MAKE SURE DIFFICULTY DOES NOT
025F-C9 10 I 77 ( 2) CMP #16 ; EXCEED 15.
0261-D0 02 I 78 (2**) BNE OK
0263-A9 0F I 79 ( 2) LDA #15
0265-85 01 I 80 ( 2) OK STA DIFCLT
0267-20 82 02 I 81 ( 6) JSR WAIT ; PAUSE A BIT
026A-4C 12 02 I 82 ( 3) JMP NWGME ; START NEW ROUND.
026D-20 82 02 I 83 ( 6) HIT JSR WAIT ; PAUSE A BIT.
0270-C6 01 I 84 ( 5) DEC DIFCLT ; MAKE NEXT GAME HARDER.
0272-D0 9E I 85 (2**) BNE NWGME ; IF DIFFICULTY NOT 0 (HARDEST), PLAY NEXT GAME.
0274-A9 FF I 86 ( 2) LDA #$FF ; PLAYER HAS MADE IT TO TOP
0276-8D 01 C0 I 87 ( 4) STA PORT1A ; DIFFICULTY LEVEL, LIGHT ALL LEDS.
0279-8D 00 C0 I 88 ( 4) STA PORT1B
027C-20 82 02 I 89 ( 6) JSR WAIT ; PAUSE A BIT.
027F-4C 00 02 I 90 ( 3) JMP START ; PLAY ANOTHER GAME.
0282- I 91 ;
0282- I 92 ; SUBROUTINE 'WAIT'
0282- I 93 ; SHORT DELAY.
0282- I 94 ;
0282-A0 FF I 95 ( 2) WAIT LDY #$FF
0284-A2 FF I 96 ( 2) LP1 LDX #$FF
0286-66 00 I 97 ( 5) LP2 ROR DURAT
0288-26 00 I 98 ( 5) ROL DURAT
028A-66 00 I 99 ( 5) ROR DURAT
028C-26 00 I 100 ( 5) ROL DURAT
028E-CA I 101 ( 2) DEX
028F-D0 F5 I 102 (2**) BNE LP2
0291-88 I 103 ( 2) DEY
0292-D0 F0 I 104 (2**) BNE LP1
0294-60 I 105 ( 6) RTS
0295- I 106 ;
0295- I 107 ; TABLE OF PATTERNS TO BE SENT TO LED MATRIX AT EACH LOOP COUNTM SET FOR
0295- I 108 ; CLOCKWISE ROTATION STARTING AT LED #1.
0295- I 109 ;
0295-01 02 04 20
00 80 40 08 I 110 LTABLE .HS 01.02.04.20.00.80.40.08
029D- I 111
029D- I 112 ;
029D- I 113 ; TABLE OF PATTERNS TO BE SENT TO KEYBOARD TO TEST IF LEDS ARE ON AT EACH
029D- I 114 ; LOOP COUNT.
029D- I 115 ;
029D-01 02 03 06
09 08 07 04 I 116 KYTBL .HS 01.02.03.06.09.08.07.04

View File

@ -0,0 +1,4 @@
@echo off
sbasm.py spinner.asm
type spinner.list
pause

View File

@ -0,0 +1,116 @@
; 'SPINNER'
; PROGRAM TO TEST REACTION TIME OF PLAYER. BLIP OF LIGHT SPINS AROUND EDGE OF
; 3X3 LED MATRIX, AND USER MUST PRESS CORRESPONDING KEY. IF, AFTER A NUMBER OF
; SPINS, CORRECT KEY HAS NOT BEEN PRESSED, BLIP SPINS SLOWER. IF CORRECT KEY
; HAS BEEN PRESSED, BLIP SPINS FASTER. ALL LEDS LIGHT WHEN SUCCESSFUL KEYPRESS
; OCCURS ON MAXIMUM SPEED.
;
; I/O:
;
DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
PORT1A .EQ VIA1+1 ; PORT A
PORT2 .EQ VIA1
PORT1B .EQ VIA1 ; PORT B
DDR3A .EQ VIA3+3 ; 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
;
; VARIABLE STORAGE.
;
ZP .EQ $00
DURAT .EQ ZP ; DURATION OF INTER-MOVEMENT DELAY.
DIFCLT .EQ ZP+1 ; DIFFICULTY LEVEL.
DNTST .EQ ZP+2 ; SET TO $01 IF KEY DOWN AT START OF
; INTER-MOVEMENT DELAY.
;
; MAIN PROGRAM
;
START LDA #$FF ; SET I/O REGISTERS.
STA DDR1A
STA DDR1B
STA DDR3B
LDA #8
STA DIFCLT ; SET DIFFICULTY
STA DDR3A ; SET KEYSTROBE PORT.
NWGME LDY #0 ; RESET LOOP/BLIP COUNTER.
LOOP LDA #0
STA DNTST ; CLEAR KEYDOWN INDICATOR.
STA PORT1B ; CLEAR HI LED PORT.
TYA ; USE LOWER 3 BITS OF MAIN COUNTER
AND #$07 ; AS INDEX TO FIND LED PATTERN
TAX ; IN TABLE OF PATTERNS.
LDA LTABLE,X ; GET PATTERN FOR LED TO BE TURNED ON
STA PORT1A ; STORE IN LED PORT.
BNE CHECK ; IF PATTERN <> 0, SKIP.
LDA #1 ; PATTERN=0, SO SET HI BIT.
STA PORT1B
CHECK LDA KYTBL,X ; GET KEY# TO TEST FOR.
STA PORT3B ; STORE IN KEYPORT
BIT PORT3A ; STROBE HI?
BMI DELAY ; IF NOT, SKIP.
INVALD LDA #01 ; STROBE HI; SET KEY DOWN MARKER.
STA DNTST
DELAY LDA #$80 ; GET # OF LOOP CYCLES (DELAY LENGTH)
STA DURAT
DL1 LDA DIFCLT ; MULTIPLY DIFFICULTY COUNTER
ASL A ; BY FOUR TO DETERMINE DELAY
ASL A ; LENGTH.
TAX
DL2 ROL DNTST ; DELAY ACCORDING TO DIFCLT.
ROR DNTST
DEX
BNE DL2 ; LOOP UNTIL COUNT = 0
LDA DNTST ; GET KEY DOWN FLAG.
BNE NOTST ; IF KEY WAS DOWN AT BEGINNING OF
; DELAY, DON'T TEST IT.
BIT PORT3A ; CHECK KEY STROBE
BPL HIT ; KEY HAS CLOSED DURING DELAY: HIT.
NOTST DEC DURAT ; COUNT DELAY LOOP DOWN.
BNE DL1 ; LOOP IF NOT 0.
INY ; INCREMENT MAIN SPIN COUNTER.
BNE LOOP ; IF 32 LOOPS NOT DONE, DO NEXT LOOP EASIER
LDX DIFCLT ; NO HITS THIS TIME, MAKE NEXT EASIER.
INX
TXA ; MAKE SURE DIFFICULTY DOES NOT
CMP #16 ; EXCEED 15.
BNE OK
LDA #15
OK STA DIFCLT
JSR WAIT ; PAUSE A BIT
JMP NWGME ; START NEW ROUND.
HIT JSR WAIT ; PAUSE A BIT.
DEC DIFCLT ; MAKE NEXT GAME HARDER.
BNE NWGME ; IF DIFFICULTY NOT 0 (HARDEST), PLAY NEXT GAME.
LDA #$FF ; PLAYER HAS MADE IT TO TOP
STA PORT1A ; DIFFICULTY LEVEL, LIGHT ALL LEDS.
STA PORT1B
JSR WAIT ; PAUSE A BIT.
JMP START ; PLAY ANOTHER GAME.
;
; SUBROUTINE 'WAIT'
; SHORT DELAY.
;
WAIT LDY #$FF
LP1 LDX #$FF
LP2 ROR DURAT
ROL DURAT
ROR DURAT
ROL DURAT
DEX
BNE LP2
DEY
BNE LP1
RTS
;
; TABLE OF PATTERNS TO BE SENT TO LED MATRIX AT EACH LOOP COUNTM SET FOR
; CLOCKWISE ROTATION STARTING AT LED #1.
;
LTABLE .HS 01.02.04.20.00.80.40.08
;
; TABLE OF PATTERNS TO BE SENT TO KEYBOARD TO TEST IF LEDS ARE ON AT EACH
; LOOP COUNT.
;
KYTBL .HS 01.02.03.06.09.08.07.04

View File

@ -0,0 +1,16 @@
.CR 6502
.TF spinner.hex,INT
.LF spinner.list
;
; SPINNER IS A REACTION TIMING GAME USING '6502 GAMES' HARDWARE, AN LED CHASES
; AROUND THE LED CUBE AND YOU SHOULD TRY TO HIT THE CORRESPONDING BUTTON.
; 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 .IN game.asm

View File

@ -0,0 +1,12 @@
:10020000A9FF8D03C08D02C08D02CCA90885018D88
:1002100003CCA000A90085028D00C0982907AABDC3
:1002200095028D01C0D005A9018D00C0BD9D028D34
:1002300000CC2C01CC3004A9018502A9808500A541
:10024000010A0AAA26026602CAD0F9A502D0052C24
:1002500001CC1019C600D0E7C8D0B9A601E88AC9F8
:1002600010D002A90F85012082024C1202208202C6
:10027000C601D09EA9FF8D01C08D00C02082024C16
:100280000002A0FFA2FF6600260066002600CAD07A
:10029000F588D0F0600102042000804008010203CC
:0502A000060908070437
:00000001FF

View File

@ -0,0 +1,130 @@
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- 15 BEGIN .IN game.asm
0200- I 1 ; 'SPINNER'
0200- I 2 ; PROGRAM TO TEST REACTION TIME OF PLAYER. BLIP OF LIGHT SPINS AROUND EDGE OF
0200- I 3 ; 3X3 LED MATRIX, AND USER MUST PRESS CORRESPONDING KEY. IF, AFTER A NUMBER OF
0200- I 4 ; SPINS, CORRECT KEY HAS NOT BEEN PRESSED, BLIP SPINS SLOWER. IF CORRECT KEY
0200- I 5 ; HAS BEEN PRESSED, BLIP SPINS FASTER. ALL LEDS LIGHT WHEN SUCCESSFUL KEYPRESS
0200- I 6 ; OCCURS ON MAXIMUM SPEED.
0200- I 7 ;
0200- I 8 ; I/O:
0200- I 9 ;
C003- I 10 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
C002- I 11 DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
C001- I 12 PORT1A .EQ VIA1+1 ; PORT A
C000- I 13 PORT2 .EQ VIA1
C000- I 14 PORT1B .EQ VIA1 ; PORT B
CC03- I 15 DDR3A .EQ VIA3+3 ; PORT A DATA DIRECTION REGISTER
CC02- I 16 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
CC00- I 17 PORT3B .EQ VIA3 ; PORT B
CC01- I 18 PORT3A .EQ VIA3+1 ; PORT A
0200- I 19 ;
0200- I 20 ; VARIABLE STORAGE.
0200- I 21 ;
0000- I 22 ZP .EQ $00
0000- I 23 DURAT .EQ ZP ; DURATION OF INTER-MOVEMENT DELAY.
0001- I 24 DIFCLT .EQ ZP+1 ; DIFFICULTY LEVEL.
0002- I 25 DNTST .EQ ZP+2 ; SET TO $01 IF KEY DOWN AT START OF
0200- I 26 ; INTER-MOVEMENT DELAY.
0200- I 27 ;
0200- I 28 ; MAIN PROGRAM
0200- I 29 ;
0200-A9 FF I 30 ( 2) START LDA #$FF ; SET I/O REGISTERS.
0202-8D 03 C0 I 31 ( 4) STA DDR1A
0205-8D 02 C0 I 32 ( 4) STA DDR1B
0208-8D 02 CC I 33 ( 4) STA DDR3B
020B-A9 08 I 34 ( 2) LDA #8
020D-85 01 I 35 ( 2) STA DIFCLT ; SET DIFFICULTY
020F-8D 03 CC I 36 ( 4) STA DDR3A ; SET KEYSTROBE PORT.
0212-A0 00 I 37 ( 2) NWGME LDY #0 ; RESET LOOP/BLIP COUNTER.
0214-A9 00 I 38 ( 2) LOOP LDA #0
0216-85 02 I 39 ( 2) STA DNTST ; CLEAR KEYDOWN INDICATOR.
0218-8D 00 C0 I 40 ( 4) STA PORT1B ; CLEAR HI LED PORT.
021B-98 I 41 ( 2) TYA ; USE LOWER 3 BITS OF MAIN COUNTER
021C-29 07 I 42 ( 2) AND #$07 ; AS INDEX TO FIND LED PATTERN
021E-AA I 43 ( 2) TAX ; IN TABLE OF PATTERNS.
021F-BD 95 02 I 44 ( 4*) LDA LTABLE,X ; GET PATTERN FOR LED TO BE TURNED ON
0222-8D 01 C0 I 45 ( 4) STA PORT1A ; STORE IN LED PORT.
0225-D0 05 I 46 (2**) BNE CHECK ; IF PATTERN <> 0, SKIP.
0227-A9 01 I 47 ( 2) LDA #1 ; PATTERN=0, SO SET HI BIT.
0229-8D 00 C0 I 48 ( 4) STA PORT1B
022C-BD 9D 02 I 49 ( 4*) CHECK LDA KYTBL,X ; GET KEY# TO TEST FOR.
022F-8D 00 CC I 50 ( 4) STA PORT3B ; STORE IN KEYPORT
0232-2C 01 CC I 51 ( 4) BIT PORT3A ; STROBE HI?
0235-30 04 I 52 (2**) BMI DELAY ; IF NOT, SKIP.
0237-A9 01 I 53 ( 2) INVALD LDA #01 ; STROBE HI; SET KEY DOWN MARKER.
0239-85 02 I 54 ( 2) STA DNTST
023B-A9 80 I 55 ( 2) DELAY LDA #$80 ; GET # OF LOOP CYCLES (DELAY LENGTH)
023D-85 00 I 56 ( 2) STA DURAT
023F-A5 01 I 57 ( 3) DL1 LDA DIFCLT ; MULTIPLY DIFFICULTY COUNTER
0241-0A I 58 ( 2) ASL A ; BY FOUR TO DETERMINE DELAY
0242-0A I 59 ( 2) ASL A ; LENGTH.
0243-AA I 60 ( 2) TAX
0244-26 02 I 61 ( 5) DL2 ROL DNTST ; DELAY ACCORDING TO DIFCLT.
0246-66 02 I 62 ( 5) ROR DNTST
0248-CA I 63 ( 2) DEX
0249-D0 F9 I 64 (2**) BNE DL2 ; LOOP UNTIL COUNT = 0
024B-A5 02 I 65 ( 3) LDA DNTST ; GET KEY DOWN FLAG.
024D-D0 05 I 66 (2**) BNE NOTST ; IF KEY WAS DOWN AT BEGINNING OF
024F- I 67 ; DELAY, DON'T TEST IT.
024F-2C 01 CC I 68 ( 4) BIT PORT3A ; CHECK KEY STROBE
0252-10 19 I 69 (2**) BPL HIT ; KEY HAS CLOSED DURING DELAY: HIT.
0254-C6 00 I 70 ( 5) NOTST DEC DURAT ; COUNT DELAY LOOP DOWN.
0256-D0 E7 I 71 (2**) BNE DL1 ; LOOP IF NOT 0.
0258-C8 I 72 ( 2) INY ; INCREMENT MAIN SPIN COUNTER.
0259-D0 B9 I 73 (2**) BNE LOOP ; IF 32 LOOPS NOT DONE, DO NEXT LOOP EASIER
025B-A6 01 I 74 ( 3) LDX DIFCLT ; NO HITS THIS TIME, MAKE NEXT EASIER.
025D-E8 I 75 ( 2) INX
025E-8A I 76 ( 2) TXA ; MAKE SURE DIFFICULTY DOES NOT
025F-C9 10 I 77 ( 2) CMP #16 ; EXCEED 15.
0261-D0 02 I 78 (2**) BNE OK
0263-A9 0F I 79 ( 2) LDA #15
0265-85 01 I 80 ( 2) OK STA DIFCLT
0267-20 82 02 I 81 ( 6) JSR WAIT ; PAUSE A BIT
026A-4C 12 02 I 82 ( 3) JMP NWGME ; START NEW ROUND.
026D-20 82 02 I 83 ( 6) HIT JSR WAIT ; PAUSE A BIT.
0270-C6 01 I 84 ( 5) DEC DIFCLT ; MAKE NEXT GAME HARDER.
0272-D0 9E I 85 (2**) BNE NWGME ; IF DIFFICULTY NOT 0 (HARDEST), PLAY NEXT GAME.
0274-A9 FF I 86 ( 2) LDA #$FF ; PLAYER HAS MADE IT TO TOP
0276-8D 01 C0 I 87 ( 4) STA PORT1A ; DIFFICULTY LEVEL, LIGHT ALL LEDS.
0279-8D 00 C0 I 88 ( 4) STA PORT1B
027C-20 82 02 I 89 ( 6) JSR WAIT ; PAUSE A BIT.
027F-4C 00 02 I 90 ( 3) JMP START ; PLAY ANOTHER GAME.
0282- I 91 ;
0282- I 92 ; SUBROUTINE 'WAIT'
0282- I 93 ; SHORT DELAY.
0282- I 94 ;
0282-A0 FF I 95 ( 2) WAIT LDY #$FF
0284-A2 FF I 96 ( 2) LP1 LDX #$FF
0286-66 00 I 97 ( 5) LP2 ROR DURAT
0288-26 00 I 98 ( 5) ROL DURAT
028A-66 00 I 99 ( 5) ROR DURAT
028C-26 00 I 100 ( 5) ROL DURAT
028E-CA I 101 ( 2) DEX
028F-D0 F5 I 102 (2**) BNE LP2
0291-88 I 103 ( 2) DEY
0292-D0 F0 I 104 (2**) BNE LP1
0294-60 I 105 ( 6) RTS
0295- I 106 ;
0295- I 107 ; TABLE OF PATTERNS TO BE SENT TO LED MATRIX AT EACH LOOP COUNTM SET FOR
0295- I 108 ; CLOCKWISE ROTATION STARTING AT LED #1.
0295- I 109 ;
0295-01 02 04 20
00 80 40 08 I 110 LTABLE .HS 01.02.04.20.00.80.40.08
029D- I 111
029D- I 112 ;
029D- I 113 ; TABLE OF PATTERNS TO BE SENT TO KEYBOARD TO TEST IF LEDS ARE ON AT EACH
029D- I 114 ; LOOP COUNT.
029D- I 115 ;
029D-01 02 03 06
09 08 07 04 I 116 KYTBL .HS 01.02.03.06.09.08.07.04