mirror of
https://github.com/jborza/emu6502.git
synced 2024-11-22 14:32:27 +00:00
274 lines
4.0 KiB
NASM
274 lines
4.0 KiB
NASM
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; ___ _ __ ___ __ ___
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; / __|_ _ __ _| |_____ / /| __|/ \_ )
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; \__ \ ' \/ _` | / / -_) _ \__ \ () / /
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; |___/_||_\__,_|_\_\___\___/___/\__/___|
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; Change direction: W A S D
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define appleL $00 ; screen location of apple, low byte
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define appleH $01 ; screen location of apple, high byte
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define snakeHeadL $10 ; screen location of snake head, low byte
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define snakeHeadH $11 ; screen location of snake head, high byte
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define snakeBodyStart $12 ; start of snake body byte pairs
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define snakeDirection $02 ; direction (possible values are below)
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define snakeLength $03 ; snake length, in bytes
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; Directions (each using a separate bit)
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define movingUp 1
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define movingRight 2
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define movingDown 4
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define movingLeft 8
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; ASCII values of keys controlling the snake
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define ASCII_w $57
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define ASCII_a $41
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define ASCII_s $53
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define ASCII_d $44
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; System variables
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define sysRandom $fe
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define sysLastKey $ff
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jsr init
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jsr loop
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init:
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jsr initSnake
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jsr generateApplePosition
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rts
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initSnake:
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lda #movingRight ;start direction
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sta snakeDirection
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lda #4 ;start length (2 segments)
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sta snakeLength
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lda #$11
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sta snakeHeadL
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lda #$10
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sta snakeBodyStart
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lda #$0f
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sta $14 ; body segment 1
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lda #$04
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sta snakeHeadH
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sta $13 ; body segment 1
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sta $15 ; body segment 2
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rts
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generateApplePosition:
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;load a new random byte into $00
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lda sysRandom
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sta appleL
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;load a new random number from 2 to 5 into $01
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lda sysRandom
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and #$03 ;mask out lowest 2 bits
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clc
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adc #2
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sta appleH
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rts
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loop:
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jsr readKeys
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jsr checkCollision
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jsr updateSnake
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jsr drawApple
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jsr drawSnake
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jsr spinWheels
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jmp loop
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readKeys:
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lda sysLastKey
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cmp #ASCII_w
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beq upKey
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cmp #ASCII_d
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beq rightKey
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cmp #ASCII_s
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beq downKey
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cmp #ASCII_a
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beq leftKey
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rts
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upKey:
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lda #movingDown
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bit snakeDirection
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bne illegalMove
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lda #movingUp
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sta snakeDirection
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rts
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rightKey:
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lda #movingLeft
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bit snakeDirection
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bne illegalMove
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lda #movingRight
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sta snakeDirection
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rts
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downKey:
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lda #movingUp
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bit snakeDirection
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bne illegalMove
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lda #movingDown
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sta snakeDirection
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rts
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leftKey:
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lda #movingRight
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bit snakeDirection
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bne illegalMove
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lda #movingLeft
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sta snakeDirection
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rts
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illegalMove:
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rts
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checkCollision:
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jsr checkAppleCollision
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jsr checkSnakeCollision
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rts
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checkAppleCollision:
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lda appleL
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cmp snakeHeadL
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bne doneCheckingAppleCollision
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lda appleH
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cmp snakeHeadH
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bne doneCheckingAppleCollision
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;eat apple
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inc snakeLength
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inc snakeLength ;increase length
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jsr generateApplePosition
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doneCheckingAppleCollision:
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rts
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checkSnakeCollision:
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ldx #2 ;start with second segment
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snakeCollisionLoop:
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lda snakeHeadL,x
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cmp snakeHeadL
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bne continueCollisionLoop
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maybeCollided:
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lda snakeHeadH,x
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cmp snakeHeadH
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beq didCollide
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continueCollisionLoop:
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inx
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inx
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cpx snakeLength ;got to last section with no collision
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beq didntCollide
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jmp snakeCollisionLoop
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didCollide:
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jmp gameOver
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didntCollide:
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rts
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updateSnake:
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ldx snakeLength
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dex
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txa
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updateloop:
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lda snakeHeadL,x
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sta snakeBodyStart,x
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dex
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bpl updateloop
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lda snakeDirection
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lsr
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bcs up
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lsr
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bcs right
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lsr
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bcs down
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lsr
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bcs left
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up:
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lda snakeHeadL
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sec
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sbc #$20
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sta snakeHeadL
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bcc upup
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rts
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upup:
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dec snakeHeadH
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lda #$1
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cmp snakeHeadH
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beq collision
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rts
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right:
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inc snakeHeadL
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lda #$1f
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bit snakeHeadL
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beq collision
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rts
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down:
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lda snakeHeadL
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clc
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adc #$20
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sta snakeHeadL
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bcs downdown
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rts
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downdown:
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inc snakeHeadH
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lda #$6
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cmp snakeHeadH
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beq collision
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rts
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left:
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dec snakeHeadL
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lda snakeHeadL
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and #$1f
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cmp #$1f
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beq collision
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rts
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collision:
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jmp gameOver
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drawApple:
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ldy #0
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lda sysRandom
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sta (appleL),y
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rts
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drawSnake:
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ldx snakeLength
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lda #0
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sta (snakeHeadL,x) ; erase end of tail
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ldx #0
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lda #1
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sta (snakeHeadL,x) ; paint head
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rts
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spinWheels:
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ldx #1
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spinloop:
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nop
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nop
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dex
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bne spinloop
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rts
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gameOver:
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