mirror of
https://github.com/tebl/RC-Project-Board.git
synced 2024-06-01 21:41:29 +00:00
324 lines
21 KiB
Plaintext
324 lines
21 KiB
Plaintext
0000- 4 ;
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0000- 5 ; SLOT MACHINE GAME FOR THE '6502 GAMES' HARDWARE, BOARD SHOULD BE JUMPERED
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0000- 6 ; WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT THE CODE
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0000- 7 ; IS SHOULD BE UNCHANGED FROM THE BOOK THOUGH THERE WILL BE SOME DIFFERENCES
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0000- 8 ; DUE TO ASSEMBLER USED.
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0000- 9 ;
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C000- 10 VIA1 .EQ $C000
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CC00- 11 VIA3 .EQ $CC00
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0000- 12
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0200- 13 .OR $0200
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0200- 14 .TA $0200
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0200- 15 BEGIN .IN game.asm
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0200- I 1 ; 'SLOT MACHINE'
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0200- I 2 ; SLOT MACHINE SIMULATOR PROGRAM, PRESS ANY KEY TO START 'SPIN'. SCORE
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0200- I 3 ; DETERMINED BY ARRAY 'SCORTB'. 8 POINTS INITIAL SCORE, ONE POINT PENALTY
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0200- I 4 ; FOR EACH BAD SPIN.
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0200- I 5
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0200- I 6 ;
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0200- I 7 ; I/O:
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0200- I 8 ;
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C000- I 9 PORT1B .EQ VIA1 ; PORT B
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C001- I 10 PORT1A .EQ VIA1+1 ; PORT A
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C002- I 11 DDR1B .EQ VIA1+2 ; PORT B DATA DIRECTION REGISTER
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C003- I 12 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
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C004- I 13 T1CL .EQ VIA1+4
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0200- I 14
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CC00- I 15 PORT3B .EQ VIA3 ; PORT B
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CC01- I 16 PORT3A .EQ VIA3+1 ; PORT A
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CC02- I 17 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
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CC03- I 18 DDR3A .EQ VIA3+3 ; PORT A DATA DIRECTION REGISTER
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0200- I 19
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0200- I 20 ;
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0200- I 21 ; VARIABLE STORAGE.
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0200- I 22 ;
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0000- I 23 ZP .EQ $00
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0000- I 24 TEMP .EQ ZP ; TEMPORARY STORAGE.
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0001- I 25 SCORTP .EQ ZP+1 ; TEMPORARY SCORE STORAGE
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0002- I 26 SCORE .EQ ZP+2 ; SCORE.
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0003- I 27 DUR .EQ ZP+3 ; DURATION OF TONES.
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0004- I 28 FREQ .EQ ZP+4
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0005- I 29 SPEEDS .EQ ZP+5 ; SPEEDS OF REVOLUTION FOR LEDS IN COLUMNS
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0008- I 30 INDX .EQ ZP+8 ; DELAY COUNTERS FOR LED REVOLUTIONS.
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000B- I 31 INCR .EQ ZP+11 ; POINTERS FOR LED POSITIONS:
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0200- I 32 ; USED TO FETCH PATTERNS OUT OF TABLES.
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000E- I 33 LTMSK .EQ ZP+14 ; PATTERNS FOR LIT LEDS
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0011- I 34 VALUES .EQ ZP+17 ; NUMBER OF LIT LEDS IN EACH ROW.
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0014- I 35 RND .EQ ZP+20 ; SCRATCHPAD FOR RND # GENERATOR.
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0200- I 36
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0200- I 37 ;
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0200- I 38 ; MAIN PROGRAM
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0200- I 39 ;
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0100- I 40 GETKEY .EQ $100
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0200- I 41
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0200-A9 FF I 42 ( 2) LDA #$FF ; SET UP PORTS.
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0202-8D 03 C0 I 43 ( 4) STA DDR1A
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0205-8D 02 C0 I 44 ( 4) STA DDR1B
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0208-8D 02 CC I 45 ( 4) STA DDR3B
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020B-AD 04 C0 I 46 ( 4) LDA T1CL ; GET SEED FOR RANDOM # GENERATOR.
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020E-85 15 I 47 ( 2) STA RND+1
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0210-A9 08 I 48 ( 2) START LDA #8 ; INITIAL SCORE IS EIGHT.
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0212-85 02 I 49 ( 2) STA SCORE
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0214-A8 I 50 ( 2) TAY ; SHOW INITIAL SCORE
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0215-20 3D 03 I 51 ( 6) JSR LIGHT
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0218-20 00 01 I 52 ( 6) KEY JSR GETKEY ; ANY KEY PRESSED STARTS PROGRAM.
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021B-20 27 02 I 53 ( 6) JSR DISPLY ; SPIN WHEELS
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021E-20 A7 02 I 54 ( 6) JSR EVAL ; CHECK SCORE AND SHOW IT
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0221-A5 02 I 55 ( 3) LDA SCORE
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0223-D0 F3 I 56 (2**) BNE KEY ; IF SCORE <> 0, GET NEXT PLAY.
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0225-F0 E9 I 57 (2**) BEQ START ; IF SCORE = 0; RESTART.
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0227- I 58
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0227- I 59 ;
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0227- I 60 ; SUBROUTINE 'DISPLY'
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0227- I 61 ; SUBROUTINE TO DISPLAY 'SPINNING' LEDS, FIND COMBINATION USED TO
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0227- I 62 ; DETERMINE SCORE.
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0227- I 63 ;
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005A- I 64 LOLIM = 90
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0087- I 65 HILIM = 135
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0050- I 66 SPDPRM = 80
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0227-A9 00 I 67 ( 2) DISPLY LDA #0 ; RESET POINTERS.
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0229-85 0B I 68 ( 2) STA INCR
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022B-85 0C I 69 ( 2) STA INCR+1
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022D-85 0D I 70 ( 2) STA INCR+2
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022F-A0 02 I 71 ( 2) LDRND LDY #2 ; SET INDEX FOR 3 ITERATIONS.
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0231-20 80 03 I 72 ( 6) GETRND JSR RANDOM ; GET RANDOM #.
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0234-C9 87 I 73 ( 2) CMP #HILIM ; TOO LARGE?
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0236-B0 F9 I 74 (2**) BCS GETRND ; IF SO, GET ANOTHER.
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0238-C9 5A I 75 ( 2) CMP #LOLIM ; TOO SMALL?
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023A-90 F5 I 76 (2**) BCC GETRND ; IF SO, GET ANOTHER.
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023C-99 08 00 I 77 ( 5) STA INDX,Y ; SAVE IN LOOP INDEXES AND
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023F-99 05 00 I 78 ( 5) STA SPEEDS,Y ; LOOP SPEED COUNTERS.
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0242-88 I 79 ( 2) DEY
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0243-10 EC I 80 (2**) BPL GETRND ; GET NEXT RND #.
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0245-A2 02 I 81 ( 2) UPDATE LDX #2 ; SET INDEX FOR THREE ITERATIONS.
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0247-B4 05 I 82 ( 4) UPDTLP LDY SPEEDS,X ; IS SPEED(X) = 0?
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0249-F0 44 I 83 (2**) BEQ NXTUPD ; IF SO, DO NEXT UPDATE.
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024B-D6 08 I 84 ( 6) DEC INDX,X ; DECREMENT LOOP INDEX(X)
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024D-D0 40 I 85 (2**) BNE NXTUPD ; IF LOOPINDEX(X) <> 0, DO NEXT UPDATE.
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024F-B4 0B I 86 ( 4) LDY INCR,X ; INCREMENT POINTER(X).
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0251-C8 I 87 ( 2) INY
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0252-C0 03 I 88 ( 2) CPY #3 ; POINTER = 3?
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0254-D0 02 I 89 (2**) BNE NORST ; IF NOT SKIP...
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0256-A0 00 I 90 ( 2) LDY #0 ; ... RESET OF POINTER TO 0.
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0258-94 0B I 91 ( 4) NORST STY INCR,X ; RESTORE POINTER(X).
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025A-86 00 I 92 ( 3) STX TEMP ; MULTIPLY X BY 3 FOR ARRAY ACCESS.
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025C-8A I 93 ( 2) TXA
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025D-0A I 94 ( 2) ASL A
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025E-18 I 95 ( 2) CLC
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025F-65 00 I 96 ( 3) ADC TEMP
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0261-75 0B I 97 ( 4) ADC INCR,X ; ADD COLUMN # TO PTR(X) FOR ROW#.
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0263-A8 I 98 ( 2) TAY ; TRANSFER TO Y FOR INDEXING.
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0264-B9 93 03 I 99 ( 4*) LDA LTABLE,Y ; GET PATTERN FOR LED.
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0267-95 0E I 100 ( 4) STA LTMSK,X ; STORE IN LIGHT MASK(X).
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0269-B4 05 I 101 ( 4) SPDUPD LDY SPEEDS,X ; INCREMENT SPEED (X).
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026B-C8 I 102 ( 2) INY
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026C-94 05 I 103 ( 4) STY SPEEDS,X ; RESTORE.
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026E-94 08 I 104 ( 4) STY INDX,X ; RESET LOOP INDEX(X).
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0270-A9 00 I 105 ( 2) LEDUPD LDA #0 ; UPDATE LIGHTS.
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0272-8D 00 C0 I 106 ( 4) STA PORT1B ; RESET LED #9
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0275-A5 10 I 107 ( 3) LDA LTMSK+2 ; COMBINE PATTERN FOR OUTPUT.
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0277-D0 07 I 108 (2**) BNE OFFLD9 ; IF MASK#3 <> 0, LED 9 OFF.
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0279-A9 01 I 109 ( 2) LDA #01 ; TURN ON LED 9.
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027B-8D 00 C0 I 110 ( 4) STA PORT1B
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027E-A9 00 I 111 ( 2) LDA #0 ; RESET A SO PATTERN WON'T BE BAD.
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0280-05 0E I 112 ( 3) OFFLD9 ORA LTMSK ; COMBINE REST OF PATTERNS.
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0282-05 0F I 113 ( 3) ORA LTMSK+1
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0284-8D 01 C0 I 114 ( 4) STA PORT1A ; SET LIGHTS.
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0287-AD 00 CC I 115 ( 4) LDA PORT3B ; TOGGLE SPEAKER.
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028A-49 FF I 116 ( 2) EOR #$FF
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028C-8D 00 CC I 117 ( 4) STA PORT3B
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028F-CA I 118 ( 2) NXTUPD DEX ; DECREMENT X FOR NEXT UPDATE.
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0290-10 B5 I 119 (2**) BPL UPDTLP ; IF X >= 0, DO NEXT UPDATE.
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0292-A0 50 I 120 ( 2) LDY #SPDPRM ; DELAY A BIT TO SLOW
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0294-88 I 121 ( 2) WAIT DEY ; FLASHING OF LEDS.
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0295-D0 FD I 122 (2**) BNE WAIT
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0297-A5 05 I 123 ( 3) LDA SPEEDS ; CHECK IF ALL COLUMNS OF LEDS STOPPED.
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0299-05 06 I 124 ( 3) ORA SPEEDS+1
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029B-05 07 I 125 ( 3) ORA SPEEDS+2
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029D-D0 A6 I 126 (2**) BNE UPDATE ; IF NOT, DO NEXT SEQUENCE OF UPDATES.
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029F-A9 FF I 127 ( 2) LDA #$FF
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02A1-85 03 I 128 ( 2) STA DUR ; DELAY TO SHOW USER PATTERN.
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02A3-20 30 03 I 129 ( 6) JSR DELAY
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02A6-60 I 130 ( 6) RTS ; ALL LEDS STOPPED, DONE.
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02A7- I 131
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02A7- I 132 ;
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02A7- I 133 ; SUBROUTINE 'EVAL'
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02A7- I 134 ; SUBROUTINE TO EVALUATE PRODUCT OF SPIN, AND DISPLAY SCORE WITH TONES FOR
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02A7- I 135 ; WIN, LOSE, WIN+ENDGAME AND LOST+ENDGAME.
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02A7- I 136 ;
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0020- I 137 HITONE = $20
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00F0- I 138 LOTONE = $F0
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02A7-A9 00 I 139 ( 2) EVAL LDA #0 ; RESET VARIABLES.
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02A9-85 11 I 140 ( 2) STA VALUES
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02AB-85 12 I 141 ( 2) STA VALUES+1
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02AD-85 13 I 142 ( 2) STA VALUES+2
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02AF-85 01 I 143 ( 2) STA SCORTP
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02B1-A0 02 I 144 ( 2) LDY #2 ; SET INDEX Y FOR 3 ITERATIONS TO COUNT # OF
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02B3- I 145 ; LEDS ON IN EACH ROW.
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02B3-B6 0B I 146 ( 4) CNTLP LDX INCR,Y ; CHECK POINTER(Y), ADDING
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02B5-F6 11 I 147 ( 6) INC VALUES,X ; UP # OF LEDS ON IN EACH ROW.
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02B7-88 I 148 ( 2) DEY
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02B8-10 F9 I 149 (2**) BPL CNTLP ; LOOP IF NOT DONE.
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02BA-A2 02 I 150 ( 2) LDX #2 ; SET INDEX X FOR 3 ITERATIONS
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02BC- I 151 ; OF LOOP TO FIND SCORE.
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02BC-8A I 152 ( 2) SCORLP TXA ; MULTIPLY INDEX BY FOUR FOR ARRAY ROW ACCESS.
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02BD-0A I 153 ( 2) ASL A
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02BE-0A I 154 ( 2) ASL A
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02BF-18 I 155 ( 2) CLC ; ADD # OF LEDS ON IN ROW(X) TO...
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02C0-75 11 I 156 ( 4) ADC VALUES,X ; ... ARRIVE AT COLUMN ADDRESS IN ARRAY.
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02C2-A8 I 157 ( 2) TAY ; USE AS INDEX
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02C3-B9 9C 03 I 158 ( 4*) LDA SCORTB,Y ; GET SCORE FOR THIS SPIN.
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02C6-18 I 159 ( 2) CLC
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02C7-65 01 I 160 ( 3) ADC SCORTP ; ADD TO ANY PREVIOUS SCORES
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02C9- I 161 ; ACCUMULATED IN THIS LOOP.
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02C9-85 01 I 162 ( 2) STA SCORTP ; RESTORE
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02CB-CA I 163 ( 2) DEX
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02CC-10 EE I 164 (2**) BPL SCORLP ; LOOP IF NOT DONE
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02CE-A9 60 I 165 ( 2) LDA #$60 ; SET UP DURATIONS FOR TONES.
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02D0-85 03 I 166 ( 2) STA DUR
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02D2-A5 01 I 167 ( 3) LDA SCORTP ; GET SCORE FOR THIS SPIN.
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02D4-F0 34 I 168 (2**) BEQ LOSE ; IF SCORE IS 0, LOSE A POINT.
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02D6-E6 02 I 169 ( 5) WIN INC SCORE ; RAISE OVERALL SCORE BY ONE.
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02D8-A4 02 I 170 ( 3) LDY SCORE ; GET SCORE
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02DA-C0 10 I 171 ( 2) CPY #16 ; WIN WITH 16 POINTS?
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02DC-F0 10 I 172 (2**) BEQ WINEND ; YES; WIN+ENDGAME.
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02DE-20 3D 03 I 173 ( 6) JSR LIGHT ; SHOW SCORE
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02E1-A9 20 I 174 ( 2) LDA #HITONE ; PLAY HIGH BEEP.
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02E3-20 64 03 I 175 ( 6) JSR TONE
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02E6-20 30 03 I 176 ( 6) JSR DELAY ; SHORT DELAY.
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02E9-C6 01 I 177 ( 5) DEC SCORTP ; DECREMENT SCORE TO BE ADDED TO...
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02EB- I 178 ; OVERALL SCORE BY ONE.
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02EB-D0 E9 I 179 (2**) BNE WIN ; LOOP IF SCORE TRANSFER NOT COMPLETE.
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02ED-60 I 180 ( 6) RTS ; DONE, RETURN TO MAIN PROGRAM.
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02EE-A9 FF I 181 ( 2) WINEND LDA #$FF ; TURN ALL LEDS ON TO SIGNAL WIN.
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02F0-8D 01 C0 I 182 ( 4) STA PORT1A
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02F3-8D 00 C0 I 183 ( 4) STA PORT1B
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02F6-85 00 I 184 ( 2) STA TEMP ; SET FREQ PARAMETER FOR RISING WARBLE.
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02F8-A9 00 I 185 ( 2) LDA #0
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02FA-85 02 I 186 ( 2) STA SCORE ; CLEAR TO FLAG RESTART.
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02FC-A9 04 I 187 ( 2) LDA #4
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02FE-85 03 I 188 ( 2) STA DUR ; SHORT DURATION FOR INDIVIDUAL BEEPS IN WARBLE.
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0300-A5 00 I 189 ( 3) RISE LDA TEMP ; GET FREQUENCY...
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0302-20 64 03 I 190 ( 6) JSR TONE ; ... FOR BEEP.
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0305-C6 00 I 191 ( 5) DEC TEMP ; NEXT BEEP WILL BE HIGHER.
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0307-D0 F7 I 192 (2**) BNE RISE ; DO NEXT BEEP IF NOT DONE.
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0309-60 I 193 ( 6) RTS ; RETURN FOR RESTART.
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030A-C6 02 I 194 ( 5) LOSE DEC SCORE ; IF SPIN BAD, SCORE=SCORE-1
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030C-A4 02 I 195 ( 3) LDY SCORE ; SHOW SCORE
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030E-20 3D 03 I 196 ( 6) JSR LIGHT
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0311-A9 F0 I 197 ( 2) LDA #LOTONE ; PLAY LOW LOSE TONE.
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0313-20 64 03 I 198 ( 6) JSR TONE
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0316-A4 02 I 199 ( 3) LDY SCORE ; GET SCORE TO SEE...
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0318-F0 01 I 200 (2**) BEQ LOSEND ; ... IF GAME IS OVER.
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031A-60 I 201 ( 6) RTS ; IF NOT, RETURN FOR NEXT SPIN.
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031B-A9 00 I 202 ( 2) LOSEND LDA #0 ; SET TEMP FOR USE AS FREQUENCY PARAMETER
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031D-85 00 I 203 ( 2) STA TEMP ; IN FALLING WARBLE.
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031F-8D 01 C0 I 204 ( 4) STA PORT1A ; CLEAR LED #1.
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0322-A9 04 I 205 ( 2) LDA #4
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0324-85 03 I 206 ( 2) STA DUR
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0326-A5 00 I 207 ( 3) FALL LDA TEMP
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0328-20 64 03 I 208 ( 6) JSR TONE ; PLAY BEEP.
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032B-E6 00 I 209 ( 5) INC TEMP ; NEXT TONE WILL BE LOWER.
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032D-D0 F7 I 210 (2**) BNE FALL
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032F-60 I 211 ( 6) RTS ; RETURN FOR RESTART.
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0330- I 212
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0330- I 213 ;
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0330- I 214 ; SUBROUTINE 'DELAY'
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0330- I 215 ; VARIABLE LENGHT DELAY SUBROUTINE
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0330- I 216 ; DELAY LENGTH = (2046*[DUR]+10) US.
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0330- I 217 ;
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0330-A4 03 I 218 ( 3) DELAY LDY DUR ; GET DELAY LENGHT.
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0332-A2 FF I 219 ( 2) DL1 LDX #$FF ; SET COUNTER FOR INNER 2040 US. LOOP TO
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0334-D0 00 I 220 (2**) DL2 BNE DL3 ; WASTE TIME.
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0336-CA I 221 ( 2) DL3 DEX ; DECREMENT INNER LOOP COUNTER.
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0337-D0 FB I 222 (2**) BNE DL2 ; LOOP UNTIL INNER LOOP DONE.
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0339-88 I 223 ( 2) DEY ; DECREMENT OUTER LOOP COUNTER.
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033A-D0 F6 I 224 (2**) BNE DL1 ; LOOP UNTIL DONE.
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033C-60 I 225 ( 6) RTS ; RETURN.
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033D- I 226
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033D- I 227 ;
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033D- I 228 ; SUBROUTINE 'LIGHT'
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033D- I 229 ; SUBROUTINE TO LIGHT LEDS CORRESPONDING TO THE CONTENTS OF REGISTER Y ON
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033D- I 230 ; ENTERING.
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033D- I 231 ;
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033D-A9 00 I 232 ( 2) LIGHT LDA #0 ; CLEAR ACCUMULATOR FOR BIT SHIFT.
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033F-85 00 I 233 ( 2) STA TEMP ; CLEAR OVERFLOW FLAG
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0341-8D 01 C0 I 234 ( 4) STA PORT1A ; CLEAR LOW LEDS
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0344-8D 00 C0 I 235 ( 4) STA PORT1B ; CLEAR HIGH LEDS.
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0347-C0 0F I 236 ( 2) CPY #15 ; CODE FOR UNCONNECTED BIT?
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0349-F0 01 I 237 (2**) BEQ LIGHT0 ; IF SO, NO CHANGE.
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034B-88 I 238 ( 2) DEY ; DECREMENT TO MATCH.
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034C-38 I 239 ( 2) LIGHT0 SEC ; SET BIT TO BE SHIFTED HIGH.
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034D-2A I 240 ( 2) LTSHFT ROL A ; SHIFT BIT LEFT.
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034E-90 05 I 241 (2**) BCC LTCC ; IF CARRY SET, OVERFLOW HAS OCCURRED
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0350- I 242 ; INTO HIGH BYTE.
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0350-A2 FF I 243 ( 2) LDX #$FF ; SET OVERFLOW FLAG.
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0352-86 00 I 244 ( 3) STX TEMP
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0354-2A I 245 ( 2) ROL ; MOVE BIT OUT OF CARRY.
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0355-88 I 246 ( 2) LTCC DEY ; ONE LESS BIT TO BE SHIFTED.
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0356-10 F5 I 247 (2**) BPL LTSHFT ; SHIFT AGAIN IF NOT DONE.
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0358-A6 00 I 248 ( 3) LDX TEMP ; GET OVERFLOW FLAG.
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035A-D0 04 I 249 (2**) BNE HIBYTE ; IF FLAG <> 0, OVERFLOW: A CONTAINS HIGH BYTE.
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035C-8D 01 C0 I 250 ( 4) LOBYTE STA PORT1A ; STORE A IN LOW ORDER LEDS.
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035F-60 I 251 ( 6) RTS ; RETURN.
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0360-8D 00 C0 I 252 ( 4) HIBYTE STA PORT1B ; STORE A IN HIGH ORDER LEDS.
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0363-60 I 253 ( 6) RTS ; RETURN.
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0364- I 254
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0364- I 255 ;
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0364- I 256 ; SUBROUTINE 'TONE'
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0364- I 257 ; TONE GENERATION SUBROUTINE.
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0364- I 258 ;
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0364-85 04 I 259 ( 2) TONE STA FREQ
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0366-A9 FF I 260 ( 2) LDA #$FF
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0368-8D 00 CC I 261 ( 4) STA PORT3B
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036B-A9 00 I 262 ( 2) LDA #0
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036D-A6 03 I 263 ( 3) LDX DUR
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036F-A4 04 I 264 ( 3) FL2 LDY FREQ
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0371-88 I 265 ( 2) FL1 DEY
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0372-18 I 266 ( 2) CLC
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0373-90 00 I 267 (2**) BCC FL0
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0375-D0 FA I 268 (2**) FL0 BNE FL1
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0377-49 FF I 269 ( 2) EOR #$FF
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0379-8D 00 CC I 270 ( 4) STA PORT3B
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037C-CA I 271 ( 2) DEX
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037D-D0 F0 I 272 (2**) BNE FL2
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037F-60 I 273 ( 6) RTS
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0380- I 274
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0380- I 275 ;
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0380- I 276 ; SUBROUTINE 'RANDOM'
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0380- I 277 ; RANDOM NUMBER GENERATOR SUBROUTINE.
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0380- I 278 ;
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0380-38 I 279 ( 2) RANDOM SEC
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0381-A5 15 I 280 ( 3) LDA RND+1
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0383-65 18 I 281 ( 3) ADC RND+4
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0385-65 19 I 282 ( 3) ADC RND+5
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0387-85 14 I 283 ( 2) STA RND
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0389-A2 04 I 284 ( 2) LDX #4
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038B-B5 14 I 285 ( 4) RNDSH LDA RND,X
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038D-95 15 I 286 ( 4) STA RND+1,X
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038F-CA I 287 ( 2) DEX
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0390-10 F9 I 288 (2**) BPL RNDSH
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0392-60 I 289 ( 6) RTS
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0393- I 290
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0393- I 291 ;
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0393- I 292 ; ARRAYS
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0393- I 293 ;
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0393- I 294
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0393- I 295 ;
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0393- I 296 ; ARRAY OF PATTERNS TO LIGHT LEDS, ARRAY ROWS CORRESPOND TO COLUMNS OF LED
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0393- I 297 ; ARRAY, AND COLUMNS TO ROWS, FOR EXAMPLE, THIRD BYTE IN ROW ONE WILL LIGHT
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0393- I 298 ; LED 7.
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0393- I 299 ;
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0393-01 08 40 02
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10 80 04 20
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00 I 300 LTABLE .HS 01.08.40.02.10.80.04.20.00
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039C- I 301
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039C- I 302 ;
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039C- I 303 ; ARRAY OF SCORES RECEIVED FOR CERTAIN PATTERS OF LIT LEDS; ROWS CORRESPOND TO
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039C- I 304 ; ROWS IN LED ARRAY. COLUMNS CORRESPOND TO NUMBER OF LEDS LIT IN THAT ROW.
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039C- I 305 ; I.E. 3 LEDS IN MIDDLE ROW IS 3 PTS.
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039C- I 306 ;
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039C-00 00 00 00
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00 00 01 03
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00 00 00 00 I 307 SCORTB .HS 00.00.00.00.00.00.01.03.00.00.00.00
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