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452 lines
22 KiB
NASM
452 lines
22 KiB
NASM
; ___ _ __ ___ __ ___
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; / __|_ _ __ _| |_____ / /| __|/ \_ )
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; \__ \ ' \/ _` | / / -_) _ \__ \ () / /
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; |___/_||_\__,_|_\_\___\___/___/\__/___|
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; An annotated version of the snake example from Nick Morgan's 6502 assembly tutorial
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; on http://skilldrick.github.io/easy6502/ that I created as an exercise for myself
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; to learn a little bit about assembly. I **think** I understood everything, but I may
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; also be completely wrong :-)
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; Change direction with keys: W A S D
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; $00-01 => screen location of apple, stored as two bytes, where the first
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; byte is the least significant.
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; $10-11 => screen location of snake head stored as two bytes
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; $12-?? => snake body (in byte pairs)
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; $02 => direction ; 1 => up (bin 0001)
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; 2 => right (bin 0010)
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; 4 => down (bin 0100)
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; 8 => left (bin 1000)
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; $03 => snake length, in number of bytes, not segments
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;The screens is divided in 8 strips of 8x32 "pixels". Each strip
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;is stored in a page, having their own most significant byte. Each
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;page has 256 bytes, starting at $00 and ending at $ff.
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; ------------------------------------------------------------
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;1 | $0200 - $02ff |
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;2 | |
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;3 | |
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;4 | |
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;5 | |
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;6 | |
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;7 | |
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;8 | |
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; ------------------------------------------------------------
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;9 | $03 - $03ff |
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;10 | |
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;11 | |
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;12 | |
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;13 | |
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;14 | |
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;15 | |
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;16 | |
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; ------------------------------------------------------------
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;17 | $04 - $03ff |
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;18 | |
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;19 | |
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;20 | |
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;21 | |
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;22 | |
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;23 | |
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;24 | |
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; ------------------------------------------------------------
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;25 | $05 - $03ff |
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;26 | |
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;27 | |
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;28 | |
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;29 | |
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;30 | |
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;31 | |
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;32 | |
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; ------------------------------------------------------------
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jsr init ;jump to subroutine init
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jsr loop ;jump to subroutine loop
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init:
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jsr initSnake ;jump to subroutine initSnake
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jsr generateApplePosition ;jump to subroutine generateApplePosition
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rts ;return
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initSnake:
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;start the snake in a horizontal position in the middle of the game field
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;having a total length of one head and 4 bytes for the segments, meaning a
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;total length of 3: the head and two segments.
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;The head is looking right, and the snaking moving to the right.
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;initial snake direction (2 => right)
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lda #2 ;start direction, put the dec number 2 in register A
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sta $02 ;store value of register A at address $02
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;initial snake length of 4
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lda #4 ;start length, put the dec number 4 (the snake is 4 bytes long)
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;in register A
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sta $03 ;store value of register A at address $03
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;Initial snake head's location's least significant byte to determine
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;where in a 8x32 strip the head will start. hex $11 is just right
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;of the center of the first row of a strip
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lda #$11 ;put the hex number $11 (dec 17) in register A
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sta $10 ;store value of register A at address hex 10
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;Initial snake body, two least significant bytes set to hex $10
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;and hex $0f, one and two places left of the head respectively
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lda #$10 ;put the hex number $10 (dec 16) in register A
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sta $12 ;store value of register A at address hex $12
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lda #$0f ;put the hex number $0f (dec 15) in register A
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sta $14 ;store value of register A at address hex $14
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;the most significant bytes of the head and body of the snake
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;are all set to hex $04, which is the third 8x32 strip.
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lda #$04 ;put the hex number $04 in register A
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sta $11 ;store value of register A at address hex 11
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sta $13 ;store value of register A at address hex 13
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sta $15 ;store value of register A at address hex 15
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rts ;return
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generateApplePosition:
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;Th least significant byte of the apple position will determine where
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;in a 8x32 strip the apple is placed. This number can be any one byte value because
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;the size of one 8x32 strip fits exactly in one out of 256 bytes
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lda $fe ;load a random number between 0 and 255 from address $fe into register A
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sta $00 ;store value of register A at address hex 00
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;load a new random number from 2 to 5 into $01 for the most significant byte of
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;the apple position. This will determine in which 8x32 strip the apple is placed
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lda $fe ;load a random number from address $fe into register A
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;AND: logical AND with accumulator. Apply logical AND with hex $03 to value in
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;register A. Hex 03 is binary 00000011, so only the two least significant bits
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;are kept, resulting in a value between 0 (bin 00000000) and 3 (bin 00000011).
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;Add 2 to the result, giving a random value between 2 and 5
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and #$03 ;mask out lowest 2 bits
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clc ;clear carry flag
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adc #2 ;add to register A, using carry bit for overflow.
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sta $01 ;store value of y coordinate from register A into address $01
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rts ;return
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loop:
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;the main game loop
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jsr readKeys ;jump to subroutine readKeys
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jsr checkCollision ;jump to subroutine checkCollision
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jsr updateSnake ;jump to subroutine updateSnake
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jsr drawApple ;jump to subroutine drawApple
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jsr drawSnake ;jump to subroutine drawSnake
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jsr spinWheels ;jump to subroutine spinWheels
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jmp loop ;jump to loop (this is what makes it loop)
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readKeys:
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;for getting keypresses, the last address ($ff) in the zero page contains
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;the hex code of the last pressed key
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lda $ff ;load the value of the latest keypress from address $ff into register A
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cmp #$77 ;compare value in register A to hex $77 (W)
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beq upKey ;Branch On Equal, to upKey
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cmp #$64 ;compare value in register A to hex $64 (D)
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beq rightKey ;Branch On Equal, to rightKey
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cmp #$73 ;compare value in register A to hex $73 (S)
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beq downKey ;Branch On Equal, to downKey
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cmp #$61 ;compare value in register A to hex $61 (A)
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beq leftKey ;Branch On Equal, to leftKey
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rts ;return
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upKey:
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lda #4 ;load value 4 into register A, correspoding to the value for DOWN
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bit $02 ;AND with value at address $02 (the current direction),
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;setting the zero flag if the result of ANDing the two values
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;is 0. So comparing to 4 (bin 0100) only sets zero flag if
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;current direction is 4 (DOWN). So for an illegal move (current
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;direction is DOWN), the result of an AND would be a non zero value
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;so the zero flag would not be set. For a legal move the bit in the
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;new direction should not be the same as the one set for DOWN,
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;so the zero flag needs to be set
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bne illegalMove ;Branch If Not Equal: meaning the zero flag is not set.
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lda #1 ;Ending up here means the move is legal, load the value 1 (UP) into
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;register A
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sta $02 ;Store the value of A (the new direction) into register A
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rts ;return
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rightKey:
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lda #8 ;load value 8 into register A, corresponding to the value for LEFT
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bit $02 ;AND with current direction at address $02 and check if result
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;is zero
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bne illegalMove ;Branch If Not Equal: meaning the zero flag is not set.
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lda #2 ;Ending up here means the move is legal, load the value 2 (RIGHT) into
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;register A
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sta $02 ;Store the value of A (the new direction) into register A
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rts ;return
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downKey:
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lda #1 ;load value 1 into register A, correspoding to the value for UP
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bit $02 ;AND with current direction at address $02 and check if result
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;is zero
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bne illegalMove ;Branch If Not Equal: meaning the zero flag is not set.
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lda #4 ;Ending up here means the move is legal, load the value 4 (DOWN) into
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;register A
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sta $02 ;Store the value of A (the new direction) into register A
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rts ;return
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leftKey:
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lda #2 ;load value 1 into register A, correspoding to the value for RIGHT
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bit $02 ;AND with current direction at address $02 and check if result
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;is zero
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bne illegalMove ;Branch If Not Equal: meaning the zero flag is not set.
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lda #8 ;Ending up here means the move is legal, load the value 8 (LEFT) into
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;register A
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sta $02 ;Store the value of A (the new direction) into register A
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rts ;return
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illegalMove:
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;for an illegal move, just return, so the keypress is ignored
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rts ;return
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checkCollision:
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jsr checkAppleCollision ;jump to subroutine checkAppleCollision
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jsr checkSnakeCollision ;jump to subroutine checkSnakeCollision
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rts ;return
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checkAppleCollision:
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;check if the snake collided with the apple by comparing the least significant
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;and most significant byte of the position of the snake's head and the apple.
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lda $00 ;load value at address $00 (the least significant
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;byte of the apple's position) into register A
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cmp $10 ;compare to the value stored at address $10
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;(the least significant byte of the position of the snake's head)
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bne doneCheckingAppleCollision ;if different, branch to doneCheckingAppleCollision
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lda $01 ;load value of address $01 (the most significant byte
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;of the apple's position) into register A
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cmp $11 ;compare the value stored at address $11 (the most
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;significant byte of the position of the snake's head)
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bne doneCheckingAppleCollision ;if different, branch to doneCheckingAppleCollision
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;Ending up here means the coordinates of the snake head are equal to that of
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;the apple: eat apple
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inc $03 ;increment the value held in memory $03 (snake length)
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inc $03 ;twice because we're adding two bytes for one segment
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;create a new apple
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jsr generateApplePosition ;jump to subroutine generateApplePosition
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doneCheckingAppleCollision:
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;the snake head was not on the apple. Don't do anything with the apple
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rts ;return
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checkSnakeCollision:
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ldx #2 ;Load the value 2 into the X register, so we start with the first segment
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snakeCollisionLoop:
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lda $10,x ;load the value stored at address $10 (the least significant byte of
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;the location of the snake's head) plus the value of the x register
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;(2 in the first iteration) to get the least significant byte of the
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;position of the next snake segment
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cmp $10 ;compare to the value at address $10 (the least significant
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;byte of the position of the snake's head
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bne continueCollisionLoop ;if not equals, we haven't found a collision yet,
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;branch to continueCollisionLoop to continue the loop
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maybeCollided:
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;ending up here means we found a segment of the snake's body that
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;has a least significant byte that's equal to that of the snake's head.
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lda $11,x ;load the value stored at address $11 (most significant byte of
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;the location of the snake's head) plus the value of the x register
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;(2 in the first iteration) to get the most significant byte
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;of the position of the next snake segment
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cmp $11 ;compare to the value at address $11 (the most significant
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;byte of the position of the snake head)
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beq didCollide ;both position bytes of the compared segment of the snake body
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;are equal to those of the head, so we have a collision of the
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;snake's head with its own body.
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continueCollisionLoop:
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;increment the value in the x register twice because we use two bytes to store
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;the coordinates for snake head and body segments
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inx ;increment the value of the x register
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inx ;increment the value of the x register
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cpx $03 ;compare the value in the x register to the value stored at
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;address $03 (snake length).
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beq didntCollide ;if equals, we got to last section with no collision: branch
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;to didntCollide
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;ending up here means we haven't checked all snake body segments yet
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jmp snakeCollisionLoop;jump to snakeCollisionLoop to continue the loop
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didCollide:
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;there was a collision
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jmp gameOver ;jump to gameOver
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didntCollide:
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;there was no collision, continue the game
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rts ;return
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updateSnake:
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;collision checks have been done, update the snake. Load the length of the snake
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;minus one into the A register
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ldx $03 ;load the value stored at address $03 (snake length) into register X
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dex ;decrement the value in the X register
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txa ;transfer the value stored in the X register into the A register. WHY?
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updateloop:
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;Example: the length of the snake is 4 bytes (two segments). In the lines above
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;the X register has been set to 3. The snake coordinates are now stored as follows:
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;$10,$11 : the snake head
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;$12,$13,$14,$15: the snake body segments (two bytes for each of the 2 segments)
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;
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;The loop shifts all coordinates of the snake two places further in memory,
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;calculating the offset of the origin from $10 and place it in memory offset to
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;$12, effectively shifting each of the snake's segments one place further:
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;
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;from: x===
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;to: ===
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lda $10,x ;load the value stored at address $10 + x into register A
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sta $12,x ;store the value of register A into address $12
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;plus the value of register X
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dex ;decrement X, and set negative flag if value becomes negative
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bpl updateloop ;branch to updateLoop if positive (negative flag not set)
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;now determine where to move the head, based on the direction of the snake
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;lsr: Logical Shift Right. Shift all bits in register A one bit to the right
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;the bit that "falls off" is stored in the carry flag
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lda $02 ;load the value from address $02 (direction) into register A
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lsr ;shift to right
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bcs up ;if a 1 "fell off", we started with bin 0001, so the snakes needs to go up
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lsr ;shift to right
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bcs right ;if a 1 "fell off", we started with bin 0010, so the snakes needs to go right
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lsr ;shift to right
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bcs down ;if a 1 "fell off", we started with bin 0100, so the snakes needs to go down
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lsr ;shift to right
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bcs left ;if a 1 "fell off", we started with bin 1000, so the snakes needs to go left
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up:
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lda $10 ;put value stored at address $10 (the least significant byte, meaning the
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;position in a 8x32 strip) in register A
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sec ;set carry flag
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sbc #$20 ;Subtract with Carry: subtract hex $20 (dec 32) together with the NOT of the
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;carry bit from value in register A. If overflow occurs the carry bit is clear.
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;This moves the snake up one row in its strip and checks for overflow
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sta $10 ;store value of register A at address $10 (the least significant byte
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;of the head's position)
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bcc upup ;If the carry flag is clear, we had an overflow because of the subtraction,
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;so we need to move to the strip above the current one
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rts ;return
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upup:
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;An overflow occurred when subtracting 20 from the least significant byte
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dec $11 ;decrement the most significant byte of the snake's head's position to
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;move the snake's head to the next up 8x32 strip
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lda #$1 ;load hex value $1 (dec 1) into register A
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cmp $11 ;compare the value at address $11 (snake head's most significant
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;byte, determining which strip it's in). If it's 1, we're one strip too
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;(the first one has a most significant byte of $02), which means the snake
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;hit the top of the screen
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beq collision ;branch if equal to collision
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rts ;return
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right:
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inc $10 ;increment the value at address $10 (snake head's least
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;significant byte, determining where in the 8x32 strip the head is
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;located) to move the head to the right
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lda #$1f ;load value hex $1f (dec 31) into register A
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bit $10 ;the value stored at address $10 (the snake head coordinate) is ANDed
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;with hex $1f (bin 11111), meaning all multiples of hex $20 (dec 32)
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;will be zero (because they all end with bit patterns ending in 5 zeros)
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;if it's zero, it means we hit the right of the screen
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beq collision ;branch to collision if zero flag is set
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rts ;return
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down:
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lda $10 ;put value from address $10 (the least significant byte, meaning the
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;position in a 8x32 strip) in register A
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clc ;clear carry flag
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adc #$20 ;add hex $20 (dec 32) to the value in register A and set the carry flag
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;if overflow occurs
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sta $10 ;store the result at address $10
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bcs downdown ;if the carry flag is set, an overflow occurred when adding hex $20 to the
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;least significant byte of the location of the snake's head, so we need to move
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;the next 8x3 strip
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rts ;return
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downdown:
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inc $11 ;increment the value in location hex $11, holding the most significatnt byte
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;of the location of the snake's head.
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lda #$6 ;load the value hex $6 into the A register
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cmp $11 ;if the most significant byte of the head's location is equals to 6, we're
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;one strip to far down (the last one was hex $05)
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beq collision ;if equals to 6, the snake collided with the bottom of the screen
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rts ;return
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left:
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;A collision with the left side of the screen happens if the head wraps around to
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;the previous row, on the right most side of the screen, where, because the screen
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;is 32 wide, the right most positions always have a least significant byte that ends
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;in 11111 in binary form (hex $1f). ANDing with hex $1f in this column will always
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;return hex $1f, so comparing the result of the AND with hex $1f will determine if
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;the snake collided with the left side of the screen.
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dec $10 ;subtract one from the value held in memory position $10 (least significant
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;byte of the snake head position) to make it move left.
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lda $10 ;load value held in memory position $10 (least significant byte of the
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;snake head position) into register A
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and #$1f ;AND the value hex $1f (bin 11111) with the value in register A
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cmp #$1f ;compare the ANDed value above with bin 11111.
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beq collision ;branch to collision if equals
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rts ;return
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collision:
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jmp gameOver ;jump to gameOver
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drawApple:
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ldy #0 ;load the value 0 into the Y register
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lda $fe ;load the value stored at address $fe (the random number generator)
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;into register A
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sta ($00),y ;dereference to the address stored at address $00 and $01
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;(the address of the apple on the screen) and set the value to
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;the value of register A and add the value of Y (0) to it. This results
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;in the apple getting a random color
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rts ;return
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drawSnake:
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ldx #0 ;set the value of the X register to 0
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lda #1 ;set the value of the A register to 1
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sta ($10,x) ;dereference to the memory address that's stored at address
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;$10 (the two bytes for the location of the head of the snake) and
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;set its value to the one stored in register A
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ldx $03 ;set the value of the x register to the value stored in memory at
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;location $03 (the length of the snake)
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lda #0 ;set the value of the a register to 0
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sta ($10,x) ;dereference to the memory address that's stored at address
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;$10, add the length of the snake to it, and store the value of
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;register A (0) in the resulting address. This draws a black pixel on the
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;tail. Because the snake is moving, the head "draws" on the screen in
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;white as it moves, and the tail works as an eraser, erasing the white trail
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;using black pixels
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rts ;return
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spinWheels:
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;slow the game down by wasting cycles
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ldx #0 ;load zero in the X register
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spinloop:
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nop ;no operation, just skip a cycle
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nop ;no operation, just skip a cycle
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dex ;subtract one from the value stored in register x
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bne spinloop ;if the zero flag is clear, loop. The first dex above wrapped the
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;value of x to hex $ff, so the next zero value is 255 (hex $ff)
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;loops later.
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rts ;return
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gameOver: ;game over is literally the end of the program |