mirror of
https://github.com/option8/minesweeper.git
synced 2024-12-05 18:49:29 +00:00
2df271c118
also properly increases difficulty on winning, decreases upon losing.
1183 lines
28 KiB
ArmAsm
1183 lines
28 KiB
ArmAsm
DSK MS
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**************************************************
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*
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* TO DO: end-of-game state, so you can't keep marking cells after you lose
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* elegant quit to prodos?
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*
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**************************************************
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**************************************************
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* Variables
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**************************************************
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BOMBLOC EQU $FC
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ROWBYTE EQU $FD
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ROW EQU $FA ; row/col in board
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COLUMN EQU $FB
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PLOTROW EQU $FE ; row/col in text page
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PLOTCOLUMN EQU $FF
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CHAR EQU $FC ; char to plot
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STRLO EQU $EB ; string lo/hi for printing
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STRHI EQU $EC
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SCORE EQU $ED ; bombs found
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PROGRESS EQU $EE ; cells cleared
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BOMBS EQU $EF ; total bombs
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PLAYERLEVEL EQU $EA ; increase level, increase number of bombs.
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LEVELTARGET EQU $E9 ;
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**************************************************
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* Apple Standard Memory Locations
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**************************************************
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CLRLORES EQU $F832
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LORES EQU $C050
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TXTSET EQU $C051
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MIXCLR EQU $C052
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MIXSET EQU $C053
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TXTPAGE1 EQU $C054
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TXTPAGE2 EQU $C055
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KEY EQU $C000
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C80STOREOFF EQU $C000
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C80STOREON EQU $C001
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STROBE EQU $C010
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SPEAKER EQU $C030
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VBL EQU $C02E
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RDVBLBAR EQU $C019 ;not VBL (VBL signal low
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WAIT EQU $FCA8
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RAMWRTAUX EQU $C005
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RAMWRTMAIN EQU $C004
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SETAN3 EQU $C05E ;Set annunciator-3 output to 0
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SET80VID EQU $C00D ;enable 80-column display mode (WR-only)
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HOME EQU $FC58 ; clear the text screen
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CH EQU $24 ; cursor Horiz
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CV EQU $25 ; cursor Vert
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VTAB EQU $FC22 ; Sets the cursor vertical position (from CV)
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COUT EQU $FDED ; Calls the output routine whose address is stored in CSW,
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; normally COUTI
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STROUT EQU $DB3A ;Y=String ptr high, A=String ptr low
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ROMINIT EQU $FB2F
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ROMSETKBD EQU $FE89
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ROMSETVID EQU $FE93
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ALTCHAR EQU $C00F ; enables alternative character set - mousetext
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BLINK EQU $F3
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SPEED EQU $F1
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**************************************************
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* START - sets up various fiddly zero page bits
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**************************************************
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ORG $2000 ; PROGRAM DATA STARTS AT $2000
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JSR ROMSETVID ;Init char output hook at $36/$37
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JSR ROMSETKBD ;Init key input hook at $38/$39
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JSR ROMINIT ;GR/HGR off, Text page 1
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LDA #$01
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STA SPEED ; string/char output speed
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STA ALTCHAR ; enable mousetext
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STA PLAYERLEVEL
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LDA #$00
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STA BLINK ; blinking text? no thanks.
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DRAWBOARD JSR HOME
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JSR RNDINIT
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**************************************************
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* Draws the blank board borders, corners, borders
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**************************************************
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HLINES LDA #$01 ; start at column 2
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STA PLOTCOLUMN
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HLINESLOOP LDA #$4C ; -
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STA CHAR
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LDA #$01 ; row 1
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STA PLOTROW
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JSR PLOTCHAR
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LDA #$12
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STA PLOTROW
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LDA #$4C
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STA CHAR
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JSR PLOTCHAR
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INC PLOTCOLUMN
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LDA PLOTCOLUMN
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CMP #$12 ; goes to 16
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BMI HLINESLOOP
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;/HLINES
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VLINES LDA #$01 ; start at row 2
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STA PLOTROW
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VLINESLOOP LDA #$5A ; :
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STA CHAR
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LDA #$00 ; row 1 - left border
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STA PLOTCOLUMN
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JSR PLOTCHAR
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LDA #$12
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STA PLOTCOLUMN
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LDA #$5F ; right box border
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STA CHAR
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JSR PLOTCHAR
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INC PLOTROW
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LDA PLOTROW
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CMP #$12 ; goes to 16
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BMI VLINESLOOP
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;/VLINES
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**************************************************
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* sets up solving matrix, resets scoreboard
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* each cell = 1 byte
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**************************************************
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SETUP LDX #$0
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STX BOMBS
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STX PROGRESS
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STX SCORE
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SETUPLOOP LDA #$0
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STA SOLVEORIGIN,X ; set byte at origin + x = 0
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LDA #$FF
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STA PROGRESSORIGIN,X ; progress reset - FF = unsolved
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INX
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CPX #$40 ; $#40 = hex 64 = 8x8
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BNE SETUPLOOP
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;/setuploop
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SETUPBOARD
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LDX #$8 ; X = 8
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ROWLOOP3 ; (ROW 7 to 0)
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DEX
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LDA #$0
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STA BOARDORIGIN,X ; set byte at BOARDORIGIN,x 0
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LDY #$8 ; start columnloop (COLUMN 0 to 7)
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COLUMNLOOP3
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DEY
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LDA PLAYERLEVEL
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STA LEVELTARGET
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ROL LEVELTARGET ;x2
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ROL LEVELTARGET ;x4
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ROL LEVELTARGET ;x8
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ROL LEVELTARGET ;x16
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LDA #$FF
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SBC LEVELTARGET
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STA LEVELTARGET ; FF - 16xLEVEL = target
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JSR RND ; random byte
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CMP LEVELTARGET ; greater than target=carry true (1/16 * level=chance)
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ROL BOARDORIGIN,X ; random bit into row byte
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TYA ; last COLUMN?
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BNE COLUMNLOOP3 ; loop
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; /columnloop3
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TXA ; current row into Accumulator
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; last ROW?
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BNE ROWLOOP3 ; loop
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;/rowloop3
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;/SETUPBOARD
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**************************************************
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* solves the board
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**************************************************
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SOLVEBOARD
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LDX #$8 ; X = 8
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ROWLOOP ; (ROW 8 to 0)
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DEX
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STX ROW
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LDA BOARDORIGIN,X ; puts byte at ROW into accumulator
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STA ROWBYTE ; byte is in ROWBYTE
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; start columnloop (COLUMN 0 to 7)
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LDY #$8
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COLUMNLOOP CLC ; clear CARRY to 0
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DEY
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STY COLUMN ; store column for later retrieval
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ROL ROWBYTE ; rotate accumulator bit into CARRY
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BCC NOBOMB ; if CARRY = 0
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JSR FOUNDBOMB ; if CARRY > 0
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NOBOMB ; do nothing.
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TYA ; last COLUMN?
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BNE COLUMNLOOP ; loop
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; /columnloop
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TXA ; current row into Accumulator
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; last ROW?
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BNE ROWLOOP ; loop
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;/rowloop
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CHECKBOMBS LDA BOMBS ; on the off chance the random has come up all zeros
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BEQ SETUP
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**************************************************
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* draws the blank squares to be solved
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*
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**************************************************
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; FOR EACH ROW/COLUMN
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LDA #$8 ; X = 8
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STA ROW
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ROWLOOP2 ; (ROW 8 to 0)
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DEC ROW
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; start columnloop (COLUMN 0 to 7)
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LDA #$8
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STA COLUMN
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COLUMNLOOP2 DEC COLUMN
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JSR DRAWSQUARE
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LDA COLUMN ; last COLUMN?
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BNE COLUMNLOOP2 ; loop
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; /columnloop2
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LDA ROW ; last ROW?
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BNE ROWLOOP2 ; loop
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;/rowloop2
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**************************************************
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* writes instructions, scoreboard
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**************************************************
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JSR INSTRUCTIONS
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JSR PRINTSCORE
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JSR PRINTBOMBS
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JSR PRINTPROGRESS
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**************************************************
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* MAIN LOOP
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* waits for keyboard input, moves cursor, etc
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**************************************************
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MAIN LDA #$0 ; highlight 0,0 to start with
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STA ROW
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STA COLUMN ; set row/column
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JSR HILITESQUARE ;
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MAINLOOP LDA KEY ; check for keydown
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CMP #$A0 ; space bar
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BEQ GOTSPACE
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CMP #$C9 ; I
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BEQ GOTUP
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CMP #$CB ; K
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BEQ GOTDOWN
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CMP #$CA ; J
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BEQ GOTLEFT
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CMP #$CC ; L
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BEQ GOTRIGHT
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CMP #$CD ; M
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BEQ GOTMINE
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CMP #$D2 ; R
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BEQ GOTRESET
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CMP #$9B ; ESC
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BEQ END ; exit on ESC?
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BNE MAINLOOP ; loop until a key
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GOTSPACE JSR SPACE
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JMP MAINLOOP ; back to waiting for a key
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GOTUP JSR UP
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JMP MAINLOOP ; back to waiting for a key
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GOTDOWN JSR DOWN
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JMP MAINLOOP ; back to waiting for a key
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GOTLEFT JSR LEFT
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JMP MAINLOOP ; back to waiting for a key
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GOTRIGHT JSR RIGHT
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JMP MAINLOOP ; back to waiting for a key
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GOTMINE JSR MARKMINE
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JMP MAINLOOP
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GOTRESET STA STROBE
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JSR RESET
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JMP MAINLOOP
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END JSR HOME
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RTS ; END
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MARKMINE STA STROBE ; solve current square and move to next space
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; if current square is already solved, ignore
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LDA ROW ; get ROW and COLUMN
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CLC
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ROL
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ROL ; offset = ROW * 8 + COLUMN
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ROL
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CLC
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ADC COLUMN
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TAX
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LDA PROGRESSORIGIN,X ; is progress already marked?
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CLC
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CMP #$FF
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BEQ GOMARKMINE ; STILL UNMARKED
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JSR BONK ; ignore the mark, keep as solved.
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RTS
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GOMARKMINE JSR DRAWMINE ; solve square
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JMP NEXTSQUARE
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;/MARKMINE
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SPACE STA STROBE ; solve current square and move to next space
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JSR DRAWSOLVEDSQUARE ; solve square if not already solved
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; highlight next square
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NEXTSQUARE INC COLUMN ; increment column
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LDA COLUMN
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CMP #$8
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BMI HILITENEXTSQUARE
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INC ROW ; if column = 8, column = 0, row ++
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LDA #$0
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STA COLUMN
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LDA ROW ; if row = 8, row = 0
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CMP #$8
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BMI HILITENEXTSQUARE
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LDA #$0
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STA ROW
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HILITENEXTSQUARE
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JSR HILITESQUARE ;
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RTS
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;/GOTSPACE
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UP STA STROBE ;
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JSR DESELECTSQUARE ; resolve current square from progress
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LDA ROW ; if row = 0, then row = 7
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BNE GOTUPROW
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LDA #$08
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STA ROW
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GOTUPROW DEC ROW ; else, DEC ROW
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; highlight current square
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JSR HILITESQUARE ;
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RTS
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;/GOTUP
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DOWN STA STROBE ;
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JSR DESELECTSQUARE ; resolve current square from progress
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LDA ROW ; if row = 7, then row = 0
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CMP #$07
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BMI GOTDOWNROW
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LDA #$FF
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STA ROW
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GOTDOWNROW INC ROW ; else, INC ROW
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; highlight current square
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JSR HILITESQUARE ;
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RTS
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;/GOTDOWN
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LEFT STA STROBE ; solve current square and move to previous space
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JSR DESELECTSQUARE ; resolve current square from progress
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; highlight prev square
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DEC COLUMN ; decrement column
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LDA COLUMN
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CMP #$FF
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BNE LEFTNEXTSQUARE
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DEC ROW ; if column = 0, column = 7, row ++
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LDA #$7
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STA COLUMN
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LDA ROW ; if row = 0, row = 8
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CMP #$FF
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BNE LEFTNEXTSQUARE
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LDA #$7
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STA ROW
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LEFTNEXTSQUARE
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JSR HILITESQUARE ;
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RTS
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;/GOTLEFT
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RIGHT STA STROBE ; solve current square and move to next space
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JSR DESELECTSQUARE ; resolve current square from progress
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; highlight next square
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INC COLUMN ; increment column
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LDA COLUMN
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CMP #$8
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BMI RIGHTNEXTSQUARE
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INC ROW ; if column = 8, column = 0, row ++
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LDA #$0
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STA COLUMN
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LDA ROW ; if row = 8, row = 0
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CMP #$8
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BMI RIGHTNEXTSQUARE
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LDA #$0
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STA ROW
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RIGHTNEXTSQUARE
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JSR HILITESQUARE ;
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RTS
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;/GOTRIGHT
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**************************************************
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* subroutines
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*
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**************************************************
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**************************************************
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* writes number of bombs to find, etc
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**************************************************
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PRINTBOMBS ; move cursor to 0x14,0x15, VTAB, LDA BOMBS, JSR FDDA
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LDA #$14
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STA CV
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LDA #$15
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STA CH
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JSR VTAB
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LDA BOMBS
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JSR $FDDA ; prints HEX of Accumulator
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RTS
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PRINTSCORE ; prints number of bombs marked
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LDA #$14
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STA CV
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LDA #$0F
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STA CH
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JSR VTAB
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LDA SCORE
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JSR $FDDA ; prints HEX of Accumulator
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RTS
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PRINTPROGRESS ; prints number of bombs marked
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LDA #$15
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STA CV
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LDA #$11
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STA CH
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JSR VTAB
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LDA PROGRESS
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CMP #$64
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BNE PROGRESSGO
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JMP YOUWIN
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PROGRESSGO JSR $FDDA ; prints HEX of Accumulator
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RTS
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**************************************************
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* writes instructions and scoreboard
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**************************************************
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HELLOWORLD ASC "MINESWEEPER",00 ; set to ascii for message
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LINE1 ASC "By Charles Mangin", 00
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LINE2 ASC "I, J, K, L to move",00
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LINE3 ASC "SPC to clear cell",00
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LINE4 ASC "M to mark a mine",00
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LINE5 ASC "ESC=QUIT R=RESET",00
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LINE6 ASC "Mines found: 0 of",00
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LINE7 ASC "Cells cleared: 0 of 64",00
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INSTRUCTIONS LDA #$1
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STA CV ; get screen address at row 2, column 20
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JSR RIGHTCOLUMN
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LDY #>HELLOWORLD
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LDA #<HELLOWORLD
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JSR STROUT ;Y=String ptr high, A=String ptr low
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JSR RIGHTCOLUMN
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LDY #>LINE1
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LDA #<LINE1
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JSR STROUT ;Y=String ptr high, A=String ptr low
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INC CV
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JSR RIGHTCOLUMN
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LDY #>LINE2
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LDA #<LINE2
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JSR STROUT ;Y=String ptr high, A=String ptr low
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JSR RIGHTCOLUMN
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LDY #>LINE3
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LDA #<LINE3
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JSR STROUT ;Y=String ptr high, A=String ptr low
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JSR RIGHTCOLUMN
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LDY #>LINE4
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LDA #<LINE4
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JSR STROUT ;Y=String ptr high, A=String ptr low
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JSR RIGHTCOLUMN
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LDY #>LINE5
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LDA #<LINE5
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JSR STROUT ;Y=String ptr high, A=String ptr low
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LDA #$13
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STA CV ; jump down
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JSR LEFTCOLUMN
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LDY #>LINE6
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LDA #<LINE6
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JSR STROUT ;Y=String ptr high, A=String ptr low
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JSR LEFTCOLUMN
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LDY #>LINE7
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LDA #<LINE7
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JSR STROUT ;Y=String ptr high, A=String ptr low
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RTS
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;/INSTRUCTIONS
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RIGHTCOLUMN INC CV
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JSR VTAB
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LDA #$14
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STA CH
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RTS
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LEFTCOLUMN INC CV
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JSR VTAB
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LDA #$02
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STA CH
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RTS
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**************************************************
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* puts ? in unsolved square by ROW, COLUMN
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**************************************************
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DRAWSQUARE ; puts ? in unsolved square
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LDA #$5E ; "?"
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STA CHAR ; store as CHAR
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LDA ROW
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CLC
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ADC #$01 ; zero-based to 1-based
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ROL ; ROW * 2, COLUMN * 2
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STA PLOTROW
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LDA COLUMN
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CLC
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ADC #$01 ; zero-based to 1-based
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ROL ; ROW * 2, COLUMN * 2
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STA PLOTCOLUMN
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JSR PLOTCHAR
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RTS
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;/DRAWSQUARE
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**************************************************
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* puts _ in selected square by ROW, COLUMN
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**************************************************
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HILITESQUARE ; puts _ in selected square
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LDA #$5D ; "+"
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STA CHAR ; store as CHAR
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LDA ROW
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CLC
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ADC #$01 ; zero-based to 1-based
|
|
ROL ; ROW * 2, COLUMN * 2
|
|
STA PLOTROW
|
|
LDA COLUMN
|
|
CLC
|
|
ADC #$01 ; zero-based to 1-based
|
|
ROL ; ROW * 2, COLUMN * 2
|
|
STA PLOTCOLUMN
|
|
JSR PLOTCHAR
|
|
RTS
|
|
;/HILITESQUARE
|
|
|
|
|
|
**************************************************
|
|
* restores progress or ? to selected square by ROW, COLUMN
|
|
**************************************************
|
|
DESELECTSQUARE ; puts number/? in deselected square
|
|
LDA ROW ; get ROW and COLUMN
|
|
CLC
|
|
ROL
|
|
ROL
|
|
ROL
|
|
CLC
|
|
ADC COLUMN ; offset = ROW * 8 + COLUMN
|
|
TAX
|
|
LDA PROGRESSORIGIN,X ; get SOLVEORIGIN + offset
|
|
BEQ SHOWSOLVEDZERO ; solved and zero, show space
|
|
CMP #$FF
|
|
BNE SHOWSOLVED ; if == FF , not yet solved. CHAR = ?
|
|
LDA #$2E ; add 30 to get mousetext...
|
|
STA CHAR ; store as CHAR
|
|
SHOWSOLVED CLC
|
|
ADC #$10 ; add #$30 (becomes #)
|
|
SHOWSOLVEDZERO CLC
|
|
ADC #$20 ; add #$30 (becomes #)
|
|
STA CHAR ; store as CHAR
|
|
LDA ROW
|
|
CLC
|
|
ADC #$01 ; zero-based to 1-based
|
|
ROL ; ROW * 2, COLUMN * 2
|
|
STA PLOTROW
|
|
LDA COLUMN
|
|
CLC
|
|
ADC #$01 ; zero-based to 1-based
|
|
ROL ; ROW * 2, COLUMN * 2
|
|
STA PLOTCOLUMN
|
|
JSR PLOTCHAR
|
|
RTS
|
|
;/DESELECTSQUARE
|
|
|
|
|
|
**************************************************
|
|
* puts * in selected square by ROW, COLUMN, increments score
|
|
**************************************************
|
|
|
|
DRAWMINE JSR BEEP ; puts * in selected square
|
|
LDA ROW ; get ROW and COLUMN
|
|
CLC
|
|
ROL
|
|
ROL ; offset = ROW * 8 + COLUMN
|
|
ROL
|
|
CLC
|
|
ADC COLUMN
|
|
TAX
|
|
LDA #$2B ; * for mine
|
|
STA PROGRESSORIGIN,X ; store marker in progress
|
|
CLC
|
|
ADC #$30 ; add #$30 (becomes *)
|
|
STA CHAR ; store as CHAR
|
|
LDA ROW
|
|
CLC
|
|
ADC #$01 ; zero-based to 1-based
|
|
ROL ; ROW * 2, COLUMN * 2
|
|
STA PLOTROW
|
|
LDA COLUMN
|
|
CLC
|
|
ADC #$01 ; zero-based to 1-based
|
|
ROL ; ROW * 2, COLUMN * 2
|
|
STA PLOTCOLUMN
|
|
JSR PLOTCHAR
|
|
; update score
|
|
LDA SCORE ; inc as decimal for printy printy.
|
|
SED
|
|
CLC
|
|
ADC #1
|
|
CLD
|
|
STA SCORE
|
|
JSR PRINTSCORE
|
|
; mark a mine, increment "cleared" as well
|
|
LDA PROGRESS ; inc as decimal for printy printy.
|
|
SED
|
|
CLC
|
|
ADC #1
|
|
CLD
|
|
STA PROGRESS
|
|
JSR PRINTPROGRESS
|
|
|
|
RTS
|
|
;/DRAWMINE
|
|
|
|
**************************************************
|
|
* puts # of adjacent bombs in selected square by ROW, COLUMN, increments progress
|
|
**************************************************
|
|
DRAWSOLVEDSQUARE ; puts number in selected/solved square
|
|
JSR CLICK ; little sound clicks
|
|
LDA ROW ; get ROW and COLUMN
|
|
CLC
|
|
ROL
|
|
ROL ; offset = ROW * 8 + COLUMN
|
|
ROL
|
|
CLC
|
|
ADC COLUMN
|
|
TAX
|
|
LDA PROGRESSORIGIN,X ; check if it hasn't been solved yet,
|
|
BEQ SOLVECLEAR ; found zero, mark as space instead of 0
|
|
CMP #$2B ; if it's already been marked as a mine
|
|
BEQ SOLVEBOMB ; mark it unsolved
|
|
CLC
|
|
CMP #$FF ; put the solution in the square,
|
|
BNE SOLVENOBOMB ; increment the progress
|
|
|
|
LDA PROGRESS ; inc as decimal for printy printy.
|
|
SED
|
|
CLC
|
|
ADC #1
|
|
CLD
|
|
STA PROGRESS
|
|
JSR PRINTPROGRESS
|
|
|
|
LDA SOLVEORIGIN,X ; get SOLVEORIGIN + offset
|
|
STA PROGRESSORIGIN,X ; store progress
|
|
BEQ SOLVECLEAR ; found zero, mark as space instead of 0
|
|
CMP #$08 ; IF >= F0, found a bomb
|
|
BMI SOLVENOBOMB
|
|
JSR BONK ; BONK!
|
|
LDA #$52 ; FOUND BOMB. YOU LOSE.
|
|
JSR YOULOSE
|
|
RTS ; stop solving and return to waiting for key
|
|
|
|
SOLVENOBOMB CLC
|
|
ADC #$10 ; add #$30 (becomes #)
|
|
SOLVECLEAR CLC
|
|
ADC #$20
|
|
STA CHAR ; store as CHAR
|
|
LDA ROW
|
|
CLC
|
|
ADC #$01 ; zero-based to 1-based
|
|
ROL ; ROW * 2, COLUMN * 2
|
|
STA PLOTROW
|
|
LDA COLUMN
|
|
CLC
|
|
ADC #$01 ; zero-based to 1-based
|
|
ROL ; ROW * 2, COLUMN * 2
|
|
STA PLOTCOLUMN
|
|
JSR PLOTCHAR
|
|
|
|
LDA SOLVEORIGIN,X ; if solution is zero
|
|
BNE SOLVEDADJACENT ; mark adjacent squares as solved as well
|
|
JSR SOLVEADJACENTSQUARES
|
|
SOLVEDADJACENT RTS
|
|
|
|
|
|
|
|
SOLVEBOMB LDA #$FF ; unmark as bomb
|
|
STA PROGRESSORIGIN,X ;
|
|
; decrement bombs found
|
|
LDA SCORE ; decrement as decimal for printy printy.
|
|
SED
|
|
SEC
|
|
SBC #1
|
|
CLD
|
|
STA SCORE
|
|
JSR PRINTSCORE
|
|
|
|
LDA PROGRESS ; decrement progress as well, so it will increment properly on jump
|
|
SED
|
|
SEC
|
|
SBC #1
|
|
CLD
|
|
STA PROGRESS
|
|
JSR PRINTPROGRESS
|
|
|
|
JMP DRAWSOLVEDSQUARE ; go back and solve it as normal
|
|
|
|
|
|
;/DRAWSOLVEDSQUARE
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
SOLVEADJACENTSQUARE ; puts number in adjacent squares
|
|
JSR CLICK ; little sound clicks
|
|
LDA ROW ; get ROW and COLUMN
|
|
CLC
|
|
ROL
|
|
ROL ; offset = ROW * 8 + COLUMN
|
|
ROL
|
|
CLC
|
|
ADC COLUMN
|
|
TAX
|
|
LDA PROGRESSORIGIN,X ; check if it hasn't been solved yet,
|
|
CLC
|
|
BEQ SOLVECLEAR2
|
|
CMP #$FF ; put the solution in the square,
|
|
BNE SOLVENOBOMB2 ; increment the progress
|
|
|
|
LDA PROGRESS ; inc as decimal for printy printy.
|
|
SED
|
|
CLC
|
|
ADC #1
|
|
CLD
|
|
STA PROGRESS
|
|
JSR PRINTPROGRESS
|
|
|
|
LDA SOLVEORIGIN,X ; get SOLVEORIGIN + offset
|
|
STA PROGRESSORIGIN,X ; store progress
|
|
BEQ SOLVECLEAR2
|
|
|
|
SOLVENOBOMB2 CLC
|
|
ADC #$10 ; add #$30 (becomes #)
|
|
SOLVECLEAR2 CLC
|
|
ADC #$20
|
|
STA CHAR ; store as CHAR
|
|
LDA ROW
|
|
CLC
|
|
ADC #$01 ; zero-based to 1-based
|
|
ROL ; ROW * 2, COLUMN * 2
|
|
STA PLOTROW
|
|
LDA COLUMN
|
|
CLC
|
|
ADC #$01 ; zero-based to 1-based
|
|
ROL ; ROW * 2, COLUMN * 2
|
|
STA PLOTCOLUMN
|
|
JSR PLOTCHAR
|
|
RTS
|
|
|
|
;/SOLVEADJACENTSQUARE
|
|
|
|
|
|
|
|
|
|
**************************************************
|
|
* solves adjacent squares if solved square is 0
|
|
**************************************************
|
|
SOLVEADJACENTSQUARES
|
|
|
|
SOLVERIGHT LDA COLUMN ; column + 1 unless col=7
|
|
CLC
|
|
CMP #$07
|
|
BEQ SOLVELEFT ; = 7 skip ahead
|
|
INC COLUMN
|
|
JSR SOLVEADJACENTSQUARE ; solve with col + 1
|
|
|
|
LDA ROW ; solve lower right
|
|
CMP #$07
|
|
BEQ SOLVEUR
|
|
INC ROW
|
|
JSR SOLVEADJACENTSQUARE ; solve with col + 1, row + 1
|
|
DEC ROW
|
|
SOLVEUR LDA ROW ; solve upper right
|
|
BEQ SOLVERIGHTDONE ; if ROW = 0, skip ahead
|
|
DEC ROW
|
|
JSR SOLVEADJACENTSQUARE ; solve with col + 1, row - 1
|
|
INC ROW
|
|
|
|
SOLVERIGHTDONE DEC COLUMN ; reset column
|
|
|
|
SOLVELEFT LDA COLUMN
|
|
BEQ SOLVEDOWN ; if column = 0, skip ahead
|
|
DEC COLUMN ; solve with col - 1
|
|
JSR SOLVEADJACENTSQUARE
|
|
|
|
LDA ROW ; solve lower left
|
|
CMP #$07
|
|
BEQ SOLVEUL
|
|
INC ROW
|
|
JSR SOLVEADJACENTSQUARE ; solve with col - 1, row + 1
|
|
DEC ROW
|
|
SOLVEUL LDA ROW ; solve upper right
|
|
BEQ SOLVELEFTDONE ; if ROW = 0, skip ahead
|
|
DEC ROW
|
|
JSR SOLVEADJACENTSQUARE ; solve with col - 1, row - 1
|
|
INC ROW
|
|
|
|
SOLVELEFTDONE INC COLUMN ; reset column
|
|
|
|
SOLVEDOWN LDA ROW
|
|
CLC
|
|
CMP #$07
|
|
BEQ SOLVEUP
|
|
INC ROW
|
|
JSR SOLVEADJACENTSQUARE ; solve with row + 1
|
|
DEC ROW ; reset row
|
|
SOLVEUP LDA ROW
|
|
BEQ ADJDONE ; if row = 0, skip ahead
|
|
DEC ROW ; solve with row - 1
|
|
JSR SOLVEADJACENTSQUARE
|
|
INC ROW ; reset column
|
|
|
|
ADJDONE
|
|
RTS
|
|
;/SOLVEADJACENTSQUARES
|
|
|
|
|
|
|
|
**************************************************
|
|
* WIN or LOSE?
|
|
**************************************************
|
|
|
|
WINNER ASC "YOU WIN! ",00
|
|
LOSER ASC "YOU LOSE! ",00
|
|
RESETLINE ASC "Press R to Reset. ",00
|
|
|
|
|
|
YOUWIN LDA #$13
|
|
STA CV ; jump down
|
|
JSR LEFTCOLUMN
|
|
LDY #>WINNER
|
|
LDA #<WINNER
|
|
JSR STROUT ;Y=String ptr high, A=String ptr low
|
|
INC PLAYERLEVEL ; increase difficulty for next round, unless they lose
|
|
JMP RTORESET
|
|
|
|
YOULOSE LDA #$13
|
|
STA CV ; jump down
|
|
JSR LEFTCOLUMN
|
|
LDY #>LOSER
|
|
LDA #<LOSER
|
|
JSR STROUT ;Y=String ptr high, A=String ptr low
|
|
LDA PLAYERLEVEL
|
|
CMP #$01
|
|
BEQ RTORESET
|
|
DEC PLAYERLEVEL ; make easier next round
|
|
|
|
RTORESET JSR LEFTCOLUMN
|
|
LDY #>RESETLINE
|
|
LDA #<RESETLINE
|
|
JSR STROUT ;Y=String ptr high, A=String ptr low
|
|
RTS
|
|
;/YOUWIN
|
|
|
|
**************************************************
|
|
* processes squares for adjacent bombs, updates solved map, increments bomb count
|
|
**************************************************
|
|
FOUNDBOMB ; how many have we found?
|
|
LDA BOMBS ; inc as decimal for printy printy.
|
|
SED
|
|
CLC
|
|
ADC #1
|
|
CLD
|
|
STA BOMBS
|
|
|
|
CLC ; clear the carry in case we found a bomb
|
|
TXA ; accum = ROW
|
|
ROL ;
|
|
ROL ;
|
|
ROL ; accum = ROW * 8
|
|
CLC
|
|
STY BOMBLOC ; BOMBLOC = COLUMN
|
|
ADC BOMBLOC ; accum += COLUMN
|
|
STA BOMBLOC ; BOMBLOC = (row*8) + column = offset from origin
|
|
|
|
LDA #$0F ; F0 doesn't want to work?
|
|
LDX BOMBLOC ; X = bomb offset
|
|
STA SOLVEORIGIN,X ;
|
|
|
|
DEX
|
|
|
|
TYA ; Does Y = 0
|
|
CLC
|
|
BEQ MINUSSONE ; if == 0, then skip the - 1
|
|
|
|
INC SOLVEORIGIN,X ; INC (byte at BOMBBYTE - 1)
|
|
|
|
MINUSSONE INX
|
|
INX
|
|
|
|
SEC
|
|
SBC #$7 ; does y = 8
|
|
BEQ PLUSONE
|
|
|
|
INC SOLVEORIGIN,X ; INC (byte at BOMBBYTE + 1)
|
|
|
|
PLUSONE TXA ; accumulator holds offset + 1
|
|
SEC
|
|
SBC #$A ; subtract 10 from offset
|
|
TAX ; back to X
|
|
|
|
TYA ; Does Y = 0
|
|
CLC
|
|
BEQ MINUSNINE ; if == 0, then skip the - 9
|
|
|
|
INC SOLVEORIGIN,X ; INC (byte at BOMBBYTE - 9)
|
|
MINUSNINE INX
|
|
INC SOLVEORIGIN,X ; INC (byte at BOMBBYTE - 8)
|
|
INX
|
|
|
|
SEC
|
|
SBC #$7 ; does y = 8
|
|
BEQ MINUSSEVEN
|
|
|
|
INC SOLVEORIGIN,X ; INC (byte at BOMBBYTE - 7)
|
|
|
|
MINUSSEVEN TXA ; accumulator holds offset - 7
|
|
CLC
|
|
ADC #$E ; add 15
|
|
TAX ; back to X
|
|
|
|
TYA ; Does Y = 0
|
|
CLC
|
|
BEQ PLUSSEVEN ; if == 0, then skip the + 7
|
|
|
|
INC SOLVEORIGIN,X ; INC (byte at BOMBBYTE + 7)
|
|
PLUSSEVEN INX
|
|
INC SOLVEORIGIN,X ; INC (byte at BOMBBYTE + 8)
|
|
|
|
TYA
|
|
SEC
|
|
SBC #$7 ; does y = 8
|
|
BEQ PLUSNINE
|
|
|
|
INX
|
|
INC SOLVEORIGIN,X ; INC (byte at BOMBBYTE + 9)
|
|
|
|
PLUSNINE LDY COLUMN
|
|
LDX ROW
|
|
RTS
|
|
|
|
;/FOUNDBOMB
|
|
|
|
|
|
**************************************************
|
|
* prints one CHAR at PLOTROW,PLOTCOLUMN - clobbers A,Y
|
|
**************************************************
|
|
PLOTCHAR
|
|
LDY PLOTROW
|
|
LDA LoLineTableL,Y
|
|
STA $0
|
|
LDA LoLineTableH,Y
|
|
STA $1 ; now word/pointer at $0+$1 points to line
|
|
LDY PLOTCOLUMN
|
|
LDA CHAR ; this would be a byte with two pixels
|
|
STA ($0),Y
|
|
RTS
|
|
;/PLOTCHAR
|
|
|
|
|
|
RESET JMP DRAWBOARD
|
|
|
|
**************************************************
|
|
* CLICKS and BEEPS
|
|
**************************************************
|
|
CLICK LDX #$06
|
|
CLICKLOOP LDA #$10 ; SLIGHT DELAY
|
|
JSR WAIT
|
|
LDA SPEAKER
|
|
DEX
|
|
BNE CLICKLOOP
|
|
RTS
|
|
;/CLICK
|
|
|
|
BEEP LDX #$30
|
|
BEEPLOOP LDA #$08 ; short DELAY
|
|
JSR WAIT
|
|
LDA SPEAKER
|
|
DEX
|
|
BNE BEEPLOOP
|
|
RTS
|
|
;/BEEP
|
|
|
|
|
|
BONK LDX #$50
|
|
BONKLOOP LDA #$20 ; longer DELAY
|
|
JSR WAIT
|
|
LDA SPEAKER
|
|
DEX
|
|
BNE BONKLOOP
|
|
RTS
|
|
;/BONK
|
|
|
|
|
|
|
|
**************************************************
|
|
* Data Tables
|
|
*
|
|
**************************************************
|
|
|
|
BOARDORIGIN HEX 80,00,00,10,08,00,00,01 ; sets up the default board
|
|
|
|
SOLVEORIGIN DS 256
|
|
PROGRESSORIGIN DS 256
|
|
|
|
|
|
**************************************************
|
|
* Lores/Text lines
|
|
**************************************************
|
|
Lo01 equ $400
|
|
Lo02 equ $480
|
|
Lo03 equ $500
|
|
Lo04 equ $580
|
|
Lo05 equ $600
|
|
Lo06 equ $680
|
|
Lo07 equ $700
|
|
Lo08 equ $780
|
|
Lo09 equ $428
|
|
Lo10 equ $4a8
|
|
Lo11 equ $528
|
|
Lo12 equ $5a8
|
|
Lo13 equ $628
|
|
Lo14 equ $6a8
|
|
Lo15 equ $728
|
|
Lo16 equ $7a8
|
|
Lo17 equ $450
|
|
Lo18 equ $4d0
|
|
Lo19 equ $550
|
|
Lo20 equ $5d0
|
|
* the "plus four" lines
|
|
Lo21 equ $650
|
|
Lo22 equ $6d0
|
|
Lo23 equ $750
|
|
Lo24 equ $7d0
|
|
|
|
LoLineTable da Lo01,Lo02,Lo03,Lo04
|
|
da Lo05,Lo06,Lo07,Lo08
|
|
da Lo09,Lo10,Lo11,Lo12
|
|
da Lo13,Lo14,Lo15,Lo16
|
|
da Lo17,Lo18,Lo19,Lo20
|
|
da Lo21,Lo22,Lo23,Lo24
|
|
** Here we split the table for an optimization
|
|
** We can directly get our line numbers now
|
|
** Without using ASL
|
|
LoLineTableH db >Lo01,>Lo02,>Lo03
|
|
db >Lo04,>Lo05,>Lo06
|
|
db >Lo07,>Lo08,>Lo09
|
|
db >Lo10,>Lo11,>Lo12
|
|
db >Lo13,>Lo14,>Lo15
|
|
db >Lo16,>Lo17,>Lo18
|
|
db >Lo19,>Lo20,>Lo21
|
|
db >Lo22,>Lo23,>Lo24
|
|
LoLineTableL db <Lo01,<Lo02,<Lo03
|
|
db <Lo04,<Lo05,<Lo06
|
|
db <Lo07,<Lo08,<Lo09
|
|
db <Lo10,<Lo11,<Lo12
|
|
db <Lo13,<Lo14,<Lo15
|
|
db <Lo16,<Lo17,<Lo18
|
|
db <Lo19,<Lo20,<Lo21
|
|
db <Lo22,<Lo23,<Lo24
|
|
|
|
**************************************************
|
|
* DATASOFT RND 6502
|
|
* BY JAMES GARON
|
|
* 10/02/86
|
|
* Thanks to John Brooks for this. I modified it slightly.
|
|
*
|
|
* returns a randomish number in Accumulator.
|
|
**************************************************
|
|
RNDSEED DS 3
|
|
|
|
RNDINIT
|
|
LDA $C030 ; #$AB
|
|
STA RNDSEED
|
|
LDA RDVBLBAR ; $4E ; #$55
|
|
STA RNDSEED+1
|
|
LDA $C060 ; #$7E
|
|
STA RNDSEED+2
|
|
RTS
|
|
|
|
* RESULT IN ACC
|
|
RND LDA RNDSEED
|
|
ROL RNDSEED
|
|
EOR RNDSEED
|
|
ROR RNDSEED
|
|
INC RNDSEED+1
|
|
BNE RND10
|
|
LDA RNDSEED+2
|
|
INC RNDSEED+2
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RND10 ADC RNDSEED+1
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BVC RND20
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INC RNDSEED+1
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BNE RND20
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LDA RNDSEED+2
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INC RNDSEED+2
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RND20 STA RNDSEED
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RTS
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RND16 JSR RND ; limits RND output to 0-F
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AND #$0F ; strips high nibble
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RTS
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