2022-02-16 20:50:48 +00:00
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//#resource "vcs-ca65.h"
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import "vcslib.ecs"
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component BCDScore2
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digits: 0..0xff
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end
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component BCDScore4
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digits: 0..0xffff
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end
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component BCDScore6
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digits: 0..0xffffff
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end
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system Kernel6Digit
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locals 15
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on preframe do with [BCDScore6]
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---
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Digit0 = {{$0}}
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Digit1 = {{$2}}
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Digit2 = {{$4}}
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Digit3 = {{$6}}
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Digit4 = {{$8}}
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Digit5 = {{$10}}
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@BCD0 = {{$12}}
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@BCD1 = {{$13}}
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@BCD2 = {{$14}}
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lda {{get digits 0}}
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sta @BCD0
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lda {{get digits 8}}
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sta @BCD1
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lda {{get digits 16}}
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sta @BCD2
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ldx #0 ; leftmost bitmap
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ldy #2 ; start from most-sigificant BCD value
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@Loop:
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lda @BCD0,y ; get BCD value
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and #$f0 ; isolate high nibble (* 16)
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lsr ; shift right 1 bit (* 8)
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clc
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adc #<{{^FontTable}}
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sta Digit0,x ; store pointer lo byte
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lda #>{{^FontTable}}
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adc #0
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sta Digit0+1,x ; store pointer hi byte
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inx
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inx ; next bitmap pointer
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lda @BCD0,y ; get BCD value (again)
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and #$f ; isolate low nibble
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asl
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asl
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asl ; * 8
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clc
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adc #<{{^FontTable}}
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sta Digit0,x ; store pointer lo byte
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lda #>{{^FontTable}}
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adc #0
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sta Digit0+1,x ; store pointer hi byte
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inx
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inx ; next bitmap pointer
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dey ; next BCD value
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bpl @Loop ; repeat until < 0
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---
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on kernel do with [BCDScore6,PFColor]
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---
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lda {{<pfcolor}}
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sta COLUP0
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sta COLUP1
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lda #3
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sta NUSIZ0
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sta NUSIZ1
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; set horizontal position of player objects
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sta WSYNC
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sta HMCLR
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SLEEPR 24
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sta RESP0
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sta RESP1
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lda #$10
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sta HMP1
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sta WSYNC
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sta HMOVE
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SLEEPR 24 ; wait 24 cycles between write to HMOVE and HMxxx
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sta HMCLR
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lda #1
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sta VDELP0
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sta VDELP1
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---
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on kernel do with [BCDScore6,BGColor]
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---
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; Display the resulting 48x8 bitmap
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; using the Digit0-5 pointers.
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@LoopCount = {{$12}}
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@Temp = {{$13}}
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lda {{<bgcolor}}
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sta WSYNC
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sta COLUBK
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lda #7
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sta @LoopCount
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SLEEPR 20 ; TODO?
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@BigLoop:
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ldy @LoopCount ; counts backwards
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lda (Digit0),y ; load B0 (1st sprite byte)
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sta GRP0 ; B0 -> [GRP0]
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lda (Digit1),y ; load B1 -> A
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sta GRP1 ; B1 -> [GRP1], B0 -> GRP0
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sta WSYNC ; sync to next scanline
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lda (Digit2),y ; load B2 -> A
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sta GRP0 ; B2 -> [GRP0], B1 -> GRP1
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lda (Digit5),y ; load B5 -> A
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sta @Temp ; B5 -> temp
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lda (Digit4),y ; load B4
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tax ; -> X
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lda (Digit3),y ; load B3 -> A
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ldy @Temp ; load B5 -> Y
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sta GRP1 ; B3 -> [GRP1]; B2 -> GRP0
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stx GRP0 ; B4 -> [GRP0]; B3 -> GRP1
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sty GRP1 ; B5 -> [GRP1]; B4 -> GRP0
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sta GRP0 ; ?? -> [GRP0]; B5 -> GRP1
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dec @LoopCount ; go to next line
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bpl @BigLoop ; repeat until < 0
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lda #0 ; clear the sprite registers
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sta WSYNC
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sta GRP0
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sta GRP1
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sta GRP0
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sta GRP1
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sta COLUBK
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---
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end
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resource FontTable ---
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; Font table for digits 0-9 (8x8 pixels)
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;;{w:8,h:8,count:10,brev:1,flip:1};;
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.byte $00,$3c,$66,$66,$76,$6e,$66,$3c,$00,$7e,$18,$18,$18,$38,$18,$18
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.byte $00,$7e,$60,$30,$0c,$06,$66,$3c,$00,$3c,$66,$06,$1c,$06,$66,$3c
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.byte $00,$06,$06,$7f,$66,$1e,$0e,$06,$00,$3c,$66,$06,$06,$7c,$60,$7e
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.byte $00,$3c,$66,$66,$7c,$60,$66,$3c,$00,$18,$18,$18,$18,$0c,$66,$7e
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.byte $00,$3c,$66,$66,$3c,$66,$66,$3c,$00,$3c,$66,$06,$3e,$66,$66,$3c
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---
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system Kernel2Digit
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locals 3
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on kernel do select [BCDScore2,PFColor]
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---
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lda #$02
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sta CTRLPF
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; TODO: should be constants
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; and it's wrong, too!
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lda {{<PFColor:pfcolor}}+0
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sta COLUP0
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lda {{<PFColor:pfcolor}}+1
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sta COLUP1
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---
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on kernel do select [BCDScore2]
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---
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lda #7
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sta {{$0}}
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@Loop:
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ldx #0
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sta WSYNC
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{{!compute2digit 0}}
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inx
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{{!compute2digit 1}}
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; playfield
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dec {{$0}}
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bpl @Loop
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; dex
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; stx PF1
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---
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on compute2digit do once
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---
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lda {{$1}} ; load 1st pf
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sta PF1 ; store 1st pf
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; first digit
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lda {{<BCDScore2:digits}} + {{#0}}
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pha
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and #$0f
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asl
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asl
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asl
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{{!fetchdigit}}
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and #$0f
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ldy {{$2}} ; load 2nd pf
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sta {{$1}} + {{#0}}
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; second digit
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pla
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and #$f0
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lsr
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sty PF1 ; store 2nd pf
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{{!fetchdigit}}
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and #$f0
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ora {{$1}} + {{#0}}
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sta {{$1}} + {{#0}}
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---
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on fetchdigit do once
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---
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adc {{$0}}
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tay
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; TODO: select your own?
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lda {{^FontTablePF}},y
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---
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end
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resource FontTablePF ---
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; Font table for digits 0-9 (4x8 pixels)
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;;{w:8,h:8,count:10,brev:1,flip:1};;
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.byte $00,$00,$EE,$AA,$AA,$AA,$EE,$00
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.byte $00,$00,$22,$22,$22,$22,$22,$00
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.byte $00,$00,$EE,$88,$EE,$22,$EE,$00
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.byte $00,$00,$EE,$22,$66,$22,$EE,$00
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.byte $00,$00,$22,$22,$EE,$AA,$AA,$00
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.byte $00,$00,$EE,$22,$EE,$88,$EE,$00
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.byte $00,$00,$EE,$AA,$EE,$88,$EE,$00
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.byte $00,$00,$22,$22,$22,$22,$EE,$00
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.byte $00,$00,$EE,$AA,$EE,$AA,$EE,$00
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.byte $00,$00,$EE,$22,$EE,$AA,$EE,$00
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;;
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---
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resource FontTablePFFancy ---
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; Font table for digits 0-9 (4x8 pixels)
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;;{w:8,h:8,count:10,brev:1,flip:1};;
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.byte $00,$44,$AA,$AA,$AA,$AA,$AA,$44
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.byte $00,$EE,$44,$44,$44,$44,$CC,$44
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.byte $00,$EE,$88,$88,$44,$22,$AA,$44
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.byte $00,$CC,$22,$22,$66,$22,$22,$CC
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.byte $00,$22,$22,$22,$EE,$AA,$AA,$88
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.byte $00,$44,$AA,$22,$44,$88,$88,$EE
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.byte $00,$44,$AA,$AA,$CC,$88,$AA,$44
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.byte $00,$22,$22,$22,$22,$22,$AA,$EE
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.byte $00,$44,$AA,$AA,$44,$AA,$AA,$44
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.byte $00,$44,$AA,$22,$66,$AA,$AA,$44
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;;
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---
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system BCDMath
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locals 1
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on AddBCD4 do with [BCDScore6]
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---
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.ifnblank {{arg 0}}
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lda #<{{arg 0}}
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ldy #>{{arg 0}}
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.endif
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; Adds value to 6-BCD-digit score.
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; A = 1st BCD digit
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; Y = 2nd BCD digit
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sed ; enter BCD mode
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clc ; clear carry
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adc {{get digits}}
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sta {{set digits}}
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tya
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adc {{get digits 8}}
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sta {{set digits 8}}
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lda {{get digits 16}}
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adc #0
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sta {{set digits 16}}
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cld ; exit BCD mode
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---
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end
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demo Main
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using FrameLoop
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using Kernel6Digit, FontTable
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using Kernel2Digit, FontTablePF
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using JoyButton, BCDMath
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entity [Player,BCDScore6,PFColor,BGColor]
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init digits = 0x123456
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init pfcolor = $3c
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init bgcolor = $02
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end
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entity [BCDScore2,PFColor]
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init digits = 0x24
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init pfcolor = $ce
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end
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entity [BCDScore2,PFColor]
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init digits = 0x56
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init pfcolor = $3e
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end
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system IncScore
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on joybutton do with [Player,BCDScore6]
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---
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{{!AddBCD4 $0210}}
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---
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end
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2022-02-24 19:30:10 +00:00
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end demo
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