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https://github.com/tebl/RC-Project-Board.git
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Hexguess
This commit is contained in:
parent
e4e412d659
commit
a311c252ca
@ -13,10 +13,10 @@
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4C00- 16 VIA3 .EQ $4C00 ; GAME BOARD (VIA #3)
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6000- 17 PORT0B .EQ VIA0
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6002- 18 DDR0B .EQ VIA0+2
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4C03- 19 DDR3A .EQ VIA3+3 ; USING RC-ONE ADDRESS DECODING SCHEME, PLACING
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4C02- 20 DDR3B .EQ VIA3+2 ; VIA3 AT $CC00 BY DEFAULT (INSTEAD OF $AC00)
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4C01- 21 PORT3A .EQ VIA3+1 ; TO FIT RC-ONE ADDRESS DECODING THOUGH ORIGINAL
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4C00- 22 PORT3B .EQ VIA3 ; CAN BE JUMPERED IF NEEDED/WANTED.
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4C03- 19 DDR3A .EQ VIA3+3
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4C02- 20 DDR3B .EQ VIA3+2
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4C01- 21 PORT3A .EQ VIA3+1
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4C00- 22 PORT3B .EQ VIA3
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0000- 23
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8000- 24 .OR $8000
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8000- 25 .TA $0000
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@ -60,11 +60,12 @@
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8036- I 30 ; SUBROUTINE 'INITKEY'
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8036- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM
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8036- I 32 ; THE CODE.
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8036-A9 00 I 33 ( 2) INITKEY LDA #0
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8038-8D 03 4C I 34 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
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803B-A9 FF I 35 ( 2) LDA #$FF
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803D-8D 02 4C I 36 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
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8040-60 I 37 ( 6) RTS
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8036- I 33 ;
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8036-A9 00 I 34 ( 2) INITKEY LDA #0
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8038-8D 03 4C I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
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803B-A9 FF I 36 ( 2) LDA #$FF
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803D-8D 02 4C I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
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8040-60 I 38 ( 6) RTS
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8041- 34 ;
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8041- 35 ; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM.
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8041- 36 ;
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@ -1,4 +1,4 @@
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.CR 6502
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.CR 65C02
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.TF music.hex,hex
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.LF music.list
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;
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@ -8,10 +8,6 @@
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;
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VIA1 .EQ $4000 ; GAME BOARD (VIA #1)
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VIA3 .EQ $4C00 ; GAME BOARD (VIA #3)
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DDR3A .EQ VIA3+3
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DDR3B .EQ VIA3+2
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PORT3A .EQ VIA3+1
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PORT3B .EQ VIA3
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.OR $8000
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.TA $0000
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@ -5,15 +5,11 @@
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0000- 8 ;
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4000- 9 VIA1 .EQ $4000 ; GAME BOARD (VIA #1)
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4C00- 10 VIA3 .EQ $4C00 ; GAME BOARD (VIA #3)
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4C03- 11 DDR3A .EQ VIA3+3
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4C02- 12 DDR3B .EQ VIA3+2
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4C01- 13 PORT3A .EQ VIA3+1
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4C00- 14 PORT3B .EQ VIA3
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0000- 15
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8000- 16 .OR $8000
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8000- 17 .TA $0000
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8000-20 06 81 18 ( 6) BE6502 JSR INITKEY
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8003- 19 .IN ../../common/CH02-Music/player.asm
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0000- 11
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8000- 12 .OR $8000
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8000- 13 .TA $0000
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8000-20 06 81 14 ( 6) BE6502 JSR INITKEY
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8003- 15 .IN ../../common/CH02-Music/player.asm
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8003- I 1 ; MUSIC PLAYER PROGRAM
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8003- I 2 ; USES 16-KEY KEYBOARD AND BUFFERED SPEAKER
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8003- I 3 ; PROGRAM PLAYS STORED MUSICAL NOTES. THERE ARE TWO MODES OF OPERATION: INPUT
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@ -30,154 +26,158 @@
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0300- I 14 TABEG .EQ $0300 ; TABLE TO STORE MUSIC
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4C00- I 15 PORT3B .EQ VIA3 ; VIA OUTPUT PORT B
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4C02- I 16 DDR3B .EQ VIA3+2 ; VIA PORT B DIRECTION REGISTER
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8003- I 17 ;
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8003- I 18 ; COMMAND LINE INTERPRETER
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8003- I 19 ; $F AS INPUT MEANS RESET POINTERS, START OVER.
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8003- I 20 ; $E MEANS PLAY CURRENTLY STORED NOTES
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8003- I 21 ; ANYTHING ELSE IS STORED FOR REPLAY.
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8003- I 22 ;
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8003-A9 00 I 23 ( 2) START LDA #0 ; CLEAR NOTE LIST LENGTH
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8005-85 00 I 24 ( 2) STA PILEN
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8007-18 I 25 ( 2) CLC ; CLEAR NIBBLE MARKER
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8008-20 E1 80 I 26 ( 6) NXKEY JSR GETKEY
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800B-C9 0F I 27 ( 2) CMP #15 ; IS KEY #15?
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800D-D0 05 I 28 (2**) BNE NXTST ; NO, DO NEXT TEST
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800F-20 8A 80 I 29 ( 6) JSR BEEP3 ; TELL USER OF CLEARING
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8012-90 EF I 30 (2**) BCC START ; CLEAR POINTERS AND START OVER
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8014-C9 0E I 31 ( 2) NXTST CMP #14 ; IS KEY #14?
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8016-D0 06 I 32 (2**) BNE NUMKEY ; NO, KEY IS NOTE NUMBER
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8018-20 4B 80 I 33 ( 6) JSR PLAYEM ; PLAY NOTES
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801B-18 I 34 ( 2) CLC
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801C-90 EA I 35 (2**) BCC NXKEY ; GET NEXT COMMAND
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801E- I 36 ;
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801E- I 37 ; ROUTINE TO LOAD NOT LIST WITH NOTES
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801E- I 38 ;
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801E-85 01 I 39 ( 2) NUMKEY STA TEMP ; SAVE KEY, FREE A
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8020-20 73 80 I 40 ( 6) JSR PLAYIT ; PLAY NOTE
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8023-A5 00 I 41 ( 3) LDA PILEN ; GET LIST LENGTH
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8025-C9 FF I 42 ( 2) CMP #$FF ; OVERFLOW?
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8027-D0 05 I 43 (2**) BNE OK ; NO, ADD NOTE TO LIST
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8029-20 8A 80 I 44 ( 6) JSR BEEP3 ; YES, WARN USER
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802C-90 DA I 45 (2**) BCC NXKEY ; RETURN TO INPUT MODE
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802E-4A I 46 ( 2) OK LSR A ; SHIFT LOW BIT INTO NIBBLE POINTER
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802F-A8 I 47 ( 2) TAY ; USE SHIFTED NIBBLE POINTER AS BYTE INDEX
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8030-A5 01 I 48 ( 3) LDA TEMP ; RESTORE KEY#
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8032-B0 09 I 49 (2**) BCS FINBYT ; IF BYTE ALREADY HAS A NIBBLE, FINISH IT AND STORE
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8034-29 0F I 50 ( 2) AND #%00001111 ; 1ST NIBBLE. MASK HIGH NIBBLE
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8036-99 00 03 I 51 ( 5) STA TABEG,Y ; SAVE UNFINISHED 1/2 BYTE
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8039-E6 00 I 52 ( 5) INC PILEN ; POINT TO NEXT NIBBLE
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803B-90 CB I 53 (2**) BCC NXKEY ; GET NEXT KEYSTROKE
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803D-0A I 54 ( 2) FINBYT ASL A ; SHIFT NIBBLE 2 TO HIGH ORDER
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803E-0A I 55 ( 2) ASL A
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803F-0A I 56 ( 2) ASL A
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8040-0A I 57 ( 2) ASL A
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8041-19 00 03 I 58 ( 4*) ORA TABEG,Y ; JOIN 2 NIBBLES AS BYTE
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8044-99 00 03 I 59 ( 5) STA TABEG,Y ; ... AND STORE.
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8047-E6 00 I 60 ( 5) INC PILEN ; POINT TO NEXT NIBBLE IN NEXT BYTE
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8049-90 BD I 61 (2**) BCC NXKEY ; RETURN
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804B- I 62 ;
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804B- I 63 ; ROUTINE TO PLAY NOTES
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804B- I 64 ;
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804B-A2 00 I 65 ( 2) PLAYEM LDX #0 ; CLEAR POINTER
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804D-86 02 I 66 ( 3) STX PTR
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804F-A5 02 I 67 ( 3) LDA PTR ; LOAD ACCUMULATOR WITH CURRENT POINTER VALUE
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8051-4A I 68 ( 2) LOOP LSR A ; SHIFT NIBBLE INDICATOR INTO CARRY
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8052-AA I 69 ( 2) TAX ; USE SHIFTED NIBBLE POINTER AS BYTE POINTER
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8053-BD 00 03 I 70 ( 4*) LDA TABEG,X ; LOAD NOTE TO PLAY
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8056-B0 04 I 71 (2**) BCS ENDBYT ; LOW NIBBLE USED, GET HIGH
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8058-29 0F I 72 ( 2) AND #%00001111 ; MASK OUT HIGH BITS
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805A-90 06 I 73 (2**) BCC FINISH ; PLAY NOTE
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805C-29 F0 I 74 ( 2) ENDBYT AND #%11110000 ; THROW AWAY LOW NIBBLE
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805E-4A I 75 ( 2) LSR A ; SHIFT INTO LOW
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805F-4A I 76 ( 2) LSR A
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8060-4A I 77 ( 2) LSR A
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8061-4A I 78 ( 2) LSR A
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8062-20 73 80 I 79 ( 6) FINISH JSR PLAYIT ; CALCULATE CONSTANTS & PLAY
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8065-A2 20 I 80 ( 2) LDX #$20 ; BETWEEN-NOTE DELAY
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8067-20 9F 80 I 81 ( 6) JSR DELAY
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806A-E6 02 I 82 ( 5) INC PTR ; ONE NIBBLE USED
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806C-A5 02 I 83 ( 3) LDA PTR
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806E-C5 00 I 84 ( 3) CMP PILEN ; END OF LIST?
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8070-90 DF I 85 (2**) BCC LOOP ; NO, GET NEXT NOTE
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8072-60 I 86 ( 6) RTS ; DONE
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8073- I 87 ;
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8073- I 88 ; ROUTINE TO DO TABLE LOOK UP, SEPARATE REST
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8073- I 89 ;
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8073-C9 0D I 90 ( 2) PLAYIT CMP #13 ; REST?
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8075-D0 06 I 91 (2**) BNE SOUND ; NO.
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8077-A2 54 I 92 ( 2) LDX #$54 ; DELAY = NOTE LENGTH = .21SEC
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8079-20 9F 80 I 93 ( 6) JSR DELAY
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807C-60 I 94 ( 6) RTS
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807D-AA I 95 ( 2) SOUND TAX ; USE KEYS AS INDEX..
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807E-BD D4 80 I 96 ( 4*) LDA DURTAB,X ; ... TO FIND DURATION.
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8081-85 04 I 97 ( 2) STA DUR ; STORE DURATION FOR USE
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8083-BD C7 80 I 98 ( 4*) LDA NOTAB,X ; LOAD NOTE VALUE
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8086-20 AB 80 I 99 ( 6) JSR TONE
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8089-60 I 100 ( 6) RTS
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808A- I 101 ;
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808A- I 102 ; ROUTINE TO MAKE 3 TONE SIGNAL
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808A- I 103 ;
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808A-A9 FF I 104 ( 2) BEEP3 LDA #$FF ; DURATION FOR BEEPS
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808C-85 04 I 105 ( 2) STA DUR
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808E-A9 4B I 106 ( 2) LDA #$4B ; CODE FOR E2
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8090-20 AB 80 I 107 ( 6) JSR TONE ; 1ST NOTE
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8093-A9 38 I 108 ( 2) LDA #$38 ; CODE FOR D2
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8095-20 AB 80 I 109 ( 6) JSR TONE
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8098-A9 4B I 110 ( 2) LDA #$4B
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809A-20 AB 80 I 111 ( 6) JSR TONE
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809D-18 I 112 ( 2) CLC
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809E-60 I 113 ( 6) RTS
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809F- I 114 ;
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809F- I 115 ; VARIABLE-LENGTH DELAY
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809F- I 116 ;
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809F-A0 FF I 117 ( 2) DELAY LDY #$FF
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80A1-EA I 118 ( 2) DLY NOP
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80A2-D0 00 I 119 (2**) BNE DL0 ; (.+2 IN BOOK)
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80A4-88 I 120 ( 2) DL0 DEY
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80A5-D0 FA I 121 (2**) BNE DLY ; 10 US. LOOP
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80A7-CA I 122 ( 2) DEX
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80A8-D0 F5 I 123 (2**) BNE DELAY ; LOOP TIME = 2556*[X]
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80AA-60 I 124 ( 6) RTS
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80AB- I 125 ;
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80AB- I 126 ; ROUTINE TO MAKE TONE: # OF 1/2 CYCLES IS IN 'DUR', AND 1/2 CYCLE TIME IS IN
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80AB- I 127 ; ACCUMULATOR. LOOP TIME = 20*[A]+26 US SINCE TWO RUNS THROUGH THE OUTER LOOP
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80AB- I 128 ; MAKES ONE CYCLE OF THE TONE.
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4C03- I 17 DDR3A .EQ VIA3+3
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4C01- I 18 PORT3A .EQ VIA3+1
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4C00- I 19 PORT3B .EQ VIA3
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8003- I 20
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8003- I 21 ;
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8003- I 22 ; COMMAND LINE INTERPRETER
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8003- I 23 ; $F AS INPUT MEANS RESET POINTERS, START OVER.
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8003- I 24 ; $E MEANS PLAY CURRENTLY STORED NOTES
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8003- I 25 ; ANYTHING ELSE IS STORED FOR REPLAY.
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8003- I 26 ;
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8003-A9 00 I 27 ( 2) START LDA #0 ; CLEAR NOTE LIST LENGTH
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8005-85 00 I 28 ( 3) STA PILEN
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8007-18 I 29 ( 2) CLC ; CLEAR NIBBLE MARKER
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8008-20 E1 80 I 30 ( 6) NXKEY JSR GETKEY
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800B-C9 0F I 31 ( 2) CMP #15 ; IS KEY #15?
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800D-D0 05 I 32 (2**) BNE NXTST ; NO, DO NEXT TEST
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800F-20 8A 80 I 33 ( 6) JSR BEEP3 ; TELL USER OF CLEARING
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8012-90 EF I 34 (2**) BCC START ; CLEAR POINTERS AND START OVER
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8014-C9 0E I 35 ( 2) NXTST CMP #14 ; IS KEY #14?
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8016-D0 06 I 36 (2**) BNE NUMKEY ; NO, KEY IS NOTE NUMBER
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8018-20 4B 80 I 37 ( 6) JSR PLAYEM ; PLAY NOTES
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801B-18 I 38 ( 2) CLC
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801C-90 EA I 39 (2**) BCC NXKEY ; GET NEXT COMMAND
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801E- I 40 ;
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801E- I 41 ; ROUTINE TO LOAD NOT LIST WITH NOTES
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801E- I 42 ;
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801E-85 01 I 43 ( 3) NUMKEY STA TEMP ; SAVE KEY, FREE A
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8020-20 73 80 I 44 ( 6) JSR PLAYIT ; PLAY NOTE
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8023-A5 00 I 45 ( 3) LDA PILEN ; GET LIST LENGTH
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8025-C9 FF I 46 ( 2) CMP #$FF ; OVERFLOW?
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8027-D0 05 I 47 (2**) BNE OK ; NO, ADD NOTE TO LIST
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8029-20 8A 80 I 48 ( 6) JSR BEEP3 ; YES, WARN USER
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802C-90 DA I 49 (2**) BCC NXKEY ; RETURN TO INPUT MODE
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802E-4A I 50 ( 2) OK LSR A ; SHIFT LOW BIT INTO NIBBLE POINTER
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802F-A8 I 51 ( 2) TAY ; USE SHIFTED NIBBLE POINTER AS BYTE INDEX
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8030-A5 01 I 52 ( 3) LDA TEMP ; RESTORE KEY#
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8032-B0 09 I 53 (2**) BCS FINBYT ; IF BYTE ALREADY HAS A NIBBLE, FINISH IT AND STORE
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8034-29 0F I 54 ( 2) AND #%00001111 ; 1ST NIBBLE. MASK HIGH NIBBLE
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8036-99 00 03 I 55 ( 5) STA TABEG,Y ; SAVE UNFINISHED 1/2 BYTE
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8039-E6 00 I 56 ( 5) INC PILEN ; POINT TO NEXT NIBBLE
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803B-90 CB I 57 (2**) BCC NXKEY ; GET NEXT KEYSTROKE
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803D-0A I 58 ( 2) FINBYT ASL A ; SHIFT NIBBLE 2 TO HIGH ORDER
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803E-0A I 59 ( 2) ASL A
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803F-0A I 60 ( 2) ASL A
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8040-0A I 61 ( 2) ASL A
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8041-19 00 03 I 62 ( 4*) ORA TABEG,Y ; JOIN 2 NIBBLES AS BYTE
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8044-99 00 03 I 63 ( 5) STA TABEG,Y ; ... AND STORE.
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8047-E6 00 I 64 ( 5) INC PILEN ; POINT TO NEXT NIBBLE IN NEXT BYTE
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8049-90 BD I 65 (2**) BCC NXKEY ; RETURN
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804B- I 66 ;
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804B- I 67 ; ROUTINE TO PLAY NOTES
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804B- I 68 ;
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804B-A2 00 I 69 ( 2) PLAYEM LDX #0 ; CLEAR POINTER
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804D-86 02 I 70 ( 3) STX PTR
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804F-A5 02 I 71 ( 3) LDA PTR ; LOAD ACCUMULATOR WITH CURRENT POINTER VALUE
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8051-4A I 72 ( 2) LOOP LSR A ; SHIFT NIBBLE INDICATOR INTO CARRY
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8052-AA I 73 ( 2) TAX ; USE SHIFTED NIBBLE POINTER AS BYTE POINTER
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8053-BD 00 03 I 74 ( 4*) LDA TABEG,X ; LOAD NOTE TO PLAY
|
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8056-B0 04 I 75 (2**) BCS ENDBYT ; LOW NIBBLE USED, GET HIGH
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8058-29 0F I 76 ( 2) AND #%00001111 ; MASK OUT HIGH BITS
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805A-90 06 I 77 (2**) BCC FINISH ; PLAY NOTE
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805C-29 F0 I 78 ( 2) ENDBYT AND #%11110000 ; THROW AWAY LOW NIBBLE
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805E-4A I 79 ( 2) LSR A ; SHIFT INTO LOW
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805F-4A I 80 ( 2) LSR A
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8060-4A I 81 ( 2) LSR A
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8061-4A I 82 ( 2) LSR A
|
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8062-20 73 80 I 83 ( 6) FINISH JSR PLAYIT ; CALCULATE CONSTANTS & PLAY
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8065-A2 20 I 84 ( 2) LDX #$20 ; BETWEEN-NOTE DELAY
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||||
8067-20 9F 80 I 85 ( 6) JSR DELAY
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||||
806A-E6 02 I 86 ( 5) INC PTR ; ONE NIBBLE USED
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806C-A5 02 I 87 ( 3) LDA PTR
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||||
806E-C5 00 I 88 ( 3) CMP PILEN ; END OF LIST?
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||||
8070-90 DF I 89 (2**) BCC LOOP ; NO, GET NEXT NOTE
|
||||
8072-60 I 90 ( 6) RTS ; DONE
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||||
8073- I 91 ;
|
||||
8073- I 92 ; ROUTINE TO DO TABLE LOOK UP, SEPARATE REST
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8073- I 93 ;
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8073-C9 0D I 94 ( 2) PLAYIT CMP #13 ; REST?
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||||
8075-D0 06 I 95 (2**) BNE SOUND ; NO.
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8077-A2 54 I 96 ( 2) LDX #$54 ; DELAY = NOTE LENGTH = .21SEC
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||||
8079-20 9F 80 I 97 ( 6) JSR DELAY
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||||
807C-60 I 98 ( 6) RTS
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||||
807D-AA I 99 ( 2) SOUND TAX ; USE KEYS AS INDEX..
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807E-BD D4 80 I 100 ( 4*) LDA DURTAB,X ; ... TO FIND DURATION.
|
||||
8081-85 04 I 101 ( 3) STA DUR ; STORE DURATION FOR USE
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||||
8083-BD C7 80 I 102 ( 4*) LDA NOTAB,X ; LOAD NOTE VALUE
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8086-20 AB 80 I 103 ( 6) JSR TONE
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||||
8089-60 I 104 ( 6) RTS
|
||||
808A- I 105 ;
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808A- I 106 ; ROUTINE TO MAKE 3 TONE SIGNAL
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808A- I 107 ;
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||||
808A-A9 FF I 108 ( 2) BEEP3 LDA #$FF ; DURATION FOR BEEPS
|
||||
808C-85 04 I 109 ( 3) STA DUR
|
||||
808E-A9 4B I 110 ( 2) LDA #$4B ; CODE FOR E2
|
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8090-20 AB 80 I 111 ( 6) JSR TONE ; 1ST NOTE
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||||
8093-A9 38 I 112 ( 2) LDA #$38 ; CODE FOR D2
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8095-20 AB 80 I 113 ( 6) JSR TONE
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8098-A9 4B I 114 ( 2) LDA #$4B
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||||
809A-20 AB 80 I 115 ( 6) JSR TONE
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809D-18 I 116 ( 2) CLC
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809E-60 I 117 ( 6) RTS
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809F- I 118 ;
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809F- I 119 ; VARIABLE-LENGTH DELAY
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809F- I 120 ;
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809F-A0 FF I 121 ( 2) DELAY LDY #$FF
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||||
80A1-EA I 122 ( 2) DLY NOP
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||||
80A2-D0 00 I 123 (2**) BNE DL0 ; (.+2 IN BOOK)
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80A4-88 I 124 ( 2) DL0 DEY
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||||
80A5-D0 FA I 125 (2**) BNE DLY ; 10 US. LOOP
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80A7-CA I 126 ( 2) DEX
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80A8-D0 F5 I 127 (2**) BNE DELAY ; LOOP TIME = 2556*[X]
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80AA-60 I 128 ( 6) RTS
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80AB- I 129 ;
|
||||
80AB-85 03 I 130 ( 2) TONE STA FREQ ; FREQ IS TEMP FOR # OF CYCLES
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80AD-A9 FF I 131 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTER
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||||
80AF-8D 02 4C I 132 ( 4) STA DDR3B
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80B2-A9 00 I 133 ( 2) LDA #$00 ; A IS SENT TO PORT, START HI
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80B4-A6 04 I 134 ( 3) LDX DUR
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80B6-A4 03 I 135 ( 3) FL2 LDY FREQ
|
||||
80B8-88 I 136 ( 2) FL1 DEY
|
||||
80B9-18 I 137 ( 2) CLC
|
||||
80BA-90 00 I 138 (2**) BCC FL0 ; (.+2 IN BOOK)
|
||||
80BC-D0 FA I 139 (2**) FL0 BNE FL1 ; INNER, 10 US LOOP.
|
||||
80BE-49 FF I 140 ( 2) EOR #$FF ; COMPLEMENT I/O PORT
|
||||
80C0-8D 00 4C I 141 ( 4) STA PORT3B ; ... AND SET IT
|
||||
80C3-CA I 142 ( 2) DEX
|
||||
80C4-D0 F0 I 143 (2**) BNE FL2 ; OUTER LOOP
|
||||
80C6-60 I 144 ( 6) RTS
|
||||
80C7- I 145 ;
|
||||
80C7- I 146 ; TABLE OF NOTE CONSTANTS
|
||||
80C7- I 147 ; CONTAINS:
|
||||
80C7- I 148 ; [OCTAVE BELOW MIDDLE C] : G,A,BCC
|
||||
80C7- I 149 ; [OCTAVE OF MIDDLE C] : C,D,E,F,F#,G,G#,A,B
|
||||
80C7- I 150 ; [OCTAVE ABOVE MIDDLE C] : C
|
||||
80C7- I 151 ;
|
||||
80AB- I 130 ; ROUTINE TO MAKE TONE: # OF 1/2 CYCLES IS IN 'DUR', AND 1/2 CYCLE TIME IS IN
|
||||
80AB- I 131 ; ACCUMULATOR. LOOP TIME = 20*[A]+26 US SINCE TWO RUNS THROUGH THE OUTER LOOP
|
||||
80AB- I 132 ; MAKES ONE CYCLE OF THE TONE.
|
||||
80AB- I 133 ;
|
||||
80AB-85 03 I 134 ( 3) TONE STA FREQ ; FREQ IS TEMP FOR # OF CYCLES
|
||||
80AD-A9 FF I 135 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTER
|
||||
80AF-8D 02 4C I 136 ( 4) STA DDR3B
|
||||
80B2-A9 00 I 137 ( 2) LDA #$00 ; A IS SENT TO PORT, START HI
|
||||
80B4-A6 04 I 138 ( 3) LDX DUR
|
||||
80B6-A4 03 I 139 ( 3) FL2 LDY FREQ
|
||||
80B8-88 I 140 ( 2) FL1 DEY
|
||||
80B9-18 I 141 ( 2) CLC
|
||||
80BA-90 00 I 142 (2**) BCC FL0 ; (.+2 IN BOOK)
|
||||
80BC-D0 FA I 143 (2**) FL0 BNE FL1 ; INNER, 10 US LOOP.
|
||||
80BE-49 FF I 144 ( 2) EOR #$FF ; COMPLEMENT I/O PORT
|
||||
80C0-8D 00 4C I 145 ( 4) STA PORT3B ; ... AND SET IT
|
||||
80C3-CA I 146 ( 2) DEX
|
||||
80C4-D0 F0 I 147 (2**) BNE FL2 ; OUTER LOOP
|
||||
80C6-60 I 148 ( 6) RTS
|
||||
80C7- I 149 ;
|
||||
80C7- I 150 ; TABLE OF NOTE CONSTANTS
|
||||
80C7- I 151 ; CONTAINS:
|
||||
80C7- I 152 ; [OCTAVE BELOW MIDDLE C] : G,A,BCC
|
||||
80C7- I 153 ; [OCTAVE OF MIDDLE C] : C,D,E,F,F#,G,G#,A,B
|
||||
80C7- I 154 ; [OCTAVE ABOVE MIDDLE C] : C
|
||||
80C7- I 155 ;
|
||||
80C7-FE E2 C9 BE
|
||||
A9 96 8E 86
|
||||
7E 77 70 64
|
||||
5E I 152 NOTAB .HS FE.E2.C9.BE.A9.96.8E.86.7E.77.70.64.5E
|
||||
80D4- I 153 ;
|
||||
80D4- I 154 ; TABLE OF NOTE DURATIONS IN # OF 1/2 CYCLES SET FOR A NOTE LENGTH OF
|
||||
80D4- I 155 ; ABOUT .21 SEC.
|
||||
80D4- I 156 ;
|
||||
5E I 156 NOTAB .HS FE.E2.C9.BE.A9.96.8E.86.7E.77.70.64.5E
|
||||
80D4- I 157 ;
|
||||
80D4- I 158 ; TABLE OF NOTE DURATIONS IN # OF 1/2 CYCLES SET FOR A NOTE LENGTH OF
|
||||
80D4- I 159 ; ABOUT .21 SEC.
|
||||
80D4- I 160 ;
|
||||
80D4-55 60 6B 72
|
||||
80 8F 94 A1
|
||||
AA B5 BF D7
|
||||
E4 I 157 DURTAB .HS 55.60.6B.72.80.8F.94.A1.AA.B5.BF.D7.E4
|
||||
80E1- 20 .IN ../../common/CH01-Getkey/getkey_routine.asm
|
||||
E4 I 161 DURTAB .HS 55.60.6B.72.80.8F.94.A1.AA.B5.BF.D7.E4
|
||||
80E1- 16 .IN ../../common/CH01-Getkey/getkey_routine.asm
|
||||
80E1- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
|
||||
80E1- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
|
||||
80E1- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
|
||||
@ -210,15 +210,16 @@
|
||||
8106- I 30 ; SUBROUTINE 'INITKEY'
|
||||
8106- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM
|
||||
8106- I 32 ; THE CODE.
|
||||
8106-A9 00 I 33 ( 2) INITKEY LDA #0
|
||||
8108-8D 03 4C I 34 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
|
||||
810B-A9 FF I 35 ( 2) LDA #$FF
|
||||
810D-8D 02 4C I 36 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
|
||||
8110-60 I 37 ( 6) RTS
|
||||
8111- 21 ;
|
||||
8111- 22 ; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM.
|
||||
8111- 23 ;
|
||||
FFFA 24 .NO $FFFA,$FF
|
||||
FFFA-00 80 25 .DA BE6502 ; NMI VECTOR
|
||||
FFFC-00 80 26 .DA BE6502 ; RESET VECTOR
|
||||
FFFE-00 80 27 .DA BE6502 ; IRQ VECTOR
|
||||
8106- I 33 ;
|
||||
8106-A9 00 I 34 ( 2) INITKEY LDA #0
|
||||
8108-8D 03 4C I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
|
||||
810B-A9 FF I 36 ( 2) LDA #$FF
|
||||
810D-8D 02 4C I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
|
||||
8110-60 I 38 ( 6) RTS
|
||||
8111- 17 ;
|
||||
8111- 18 ; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM.
|
||||
8111- 19 ;
|
||||
FFFA 20 .NO $FFFA,$FF
|
||||
FFFA-00 80 21 .DA BE6502 ; NMI VECTOR
|
||||
FFFC-00 80 22 .DA BE6502 ; RESET VECTOR
|
||||
FFFE-00 80 23 .DA BE6502 ; IRQ VECTOR
|
||||
|
@ -0,0 +1,4 @@
|
||||
@echo off
|
||||
sbasm.py hexguess.asm
|
||||
type hexguess.list
|
||||
pause
|
@ -0,0 +1,23 @@
|
||||
.CR 65C02
|
||||
.TF hexguess.hex,hex
|
||||
.LF hexguess.list
|
||||
;
|
||||
; MUSIC PLAYER FOR THE BE6502 USING '6502 GAMES' HARDWARE. BOARD SHOULD BE
|
||||
; JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT
|
||||
; THE CODE IS UNCHANGED FROM THE BOOK.
|
||||
;
|
||||
VIA1 .EQ $4000 ; GAME BOARD (VIA #1)
|
||||
VIA3 .EQ $4C00 ; GAME BOARD (VIA #3)
|
||||
|
||||
.OR $8000
|
||||
.TA $0000
|
||||
BE6502 JSR INITKEY
|
||||
.IN ../../common/CH04-Hexguess/game.asm
|
||||
.IN ../../common/CH01-Getkey/getkey_routine.asm
|
||||
;
|
||||
; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM.
|
||||
;
|
||||
.NO $FFFA,$FF
|
||||
.DA BE6502 ; NMI VECTOR
|
||||
.DA BE6502 ; RESET VECTOR
|
||||
.DA BE6502 ; IRQ VECTOR
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,191 @@
|
||||
0000- 4 ;
|
||||
0000- 5 ; MUSIC PLAYER FOR THE BE6502 USING '6502 GAMES' HARDWARE. BOARD SHOULD BE
|
||||
0000- 6 ; JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT
|
||||
0000- 7 ; THE CODE IS UNCHANGED FROM THE BOOK.
|
||||
0000- 8 ;
|
||||
4000- 9 VIA1 .EQ $4000 ; GAME BOARD (VIA #1)
|
||||
4C00- 10 VIA3 .EQ $4C00 ; GAME BOARD (VIA #3)
|
||||
0000- 11
|
||||
8000- 12 .OR $8000
|
||||
8000- 13 .TA $0000
|
||||
8000-20 DE 80 14 ( 6) BE6502 JSR INITKEY
|
||||
8003- 15 .IN ../../common/CH04-Hexguess/game.asm
|
||||
8003- I 1 ; 'HEXGUESS'
|
||||
8003- I 2 ; HEXADECIMAL NUMBER GUESSING GAME.
|
||||
8003- I 3 ; THE OBJECT OF THE GAME IS TO GUESS A HEXADECIMAL NUMBER THAT THE COMPUTER HAS
|
||||
8003- I 4 ; THOUGHT UP. WHEN THE COMPUTER 'BEEPS', A GUESS SHOULD BE ENTERED. GUESSES ARE
|
||||
8003- I 5 ; TWO DIGIT HEXADECIMAL NUMBERS, WHEN TWO DIGITS HAVE BEEN RECEIVED THE
|
||||
8003- I 6 ; COMPUTER WILL DISPLAY THE NEARNESS OF THE GUESS BY LIGHTING A NUMBER OF LEDS
|
||||
8003- I 7 ; PROPORTIONAL TO THE CLOSENESS OF THE GUESS. TEN GUESSES ARE ALLOWED. IF A
|
||||
8003- I 8 ; GUESS IS CORRECT, THEN THE COMPUTER WILL FLASH THE LEDS AND MAKE A WARBLING
|
||||
8003- I 9 ; TONE.
|
||||
8003- I 10 ;
|
||||
8003- I 11 ;
|
||||
8003- I 12 ; 6522 VIA #1 ADDRESSES:
|
||||
4004- I 13 TIMER .EQ VIA1+4 ; LOW LATCH OF TIMER 1
|
||||
4003- I 14 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
|
||||
4003- I 15 DDR1B .EQ VIA1+3 ; PORT B DATA DIRECTION REGISTER
|
||||
4001- I 16 PORT1A .EQ VIA1+1 ; PORT A
|
||||
4000- I 17 PORT1B .EQ VIA1 ; PORT B
|
||||
8003- I 18 ; 6522 VIA #3 ADDRESSES:
|
||||
4C01- I 19 DDR3A .EQ VIA3+1 ; PORT A DATA DIRECTION REGISTER
|
||||
4C02- I 20 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
|
||||
4C00- I 21 PORT3B .EQ VIA3 ; PORT B
|
||||
4C01- I 22 PORT3A .EQ VIA3+1 ; PORT A
|
||||
8003- I 23 ; STORAGES:
|
||||
0000- I 24 ZP .EQ $00
|
||||
0000- I 25 GUESS .EQ ZP
|
||||
0001- I 26 GUESSN .EQ ZP+1
|
||||
0002- I 27 DUR .EQ ZP+2
|
||||
0003- I 28 FREQ .EQ ZP+3
|
||||
0004- I 29 NUMBER .EQ ZP+4
|
||||
8003- I 30
|
||||
8003-A9 FF I 31 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTERS
|
||||
8005-8D 03 40 I 32 ( 4) STA DDR1A
|
||||
8008-8D 03 40 I 33 ( 4) STA DDR1B
|
||||
800B-8D 02 4C I 34 ( 4) STA DDR3B
|
||||
800E-85 02 I 35 ( 3) STA DUR ; SET UP TONE DURATIONS.
|
||||
8010-A9 0A I 36 ( 2) START LDA #$0A ; 10 GUESSES ALLOWED
|
||||
8012-85 01 I 37 ( 3) STA GUESSN
|
||||
8014-A9 00 I 38 ( 2) LDA #0 ; BLANK LEDS
|
||||
8016-8D 01 40 I 39 ( 4) STA PORT1A
|
||||
8019-8D 00 40 I 40 ( 4) STA PORT1B
|
||||
801C-AD 04 40 I 41 ( 4) LDA TIMER ; GET RANDOM NUMBER TO GUESS
|
||||
801F-85 04 I 42 ( 3) STA NUMBER ; ... AND SAVE.
|
||||
8021-A9 20 I 43 ( 2) GETGES LDA #$20 ; SET UP SHORT HIGH TONE TO SIGNAL USER TO
|
||||
8023- I 44 ; INPUT GUESS.
|
||||
8023-20 99 80 I 45 ( 6) JSR TONE ; MAKE BEEP.
|
||||
8026-20 B9 80 I 46 ( 6) JSR GETKEY ; GET HIGH ORDER USER GUESS
|
||||
8029-0A I 47 ( 2) ASL A ; SHIFT INTO HIGH ORDER POSITION
|
||||
802A-0A I 48 ( 2) ASL A
|
||||
802B-0A I 49 ( 2) ASL A
|
||||
802C-0A I 50 ( 2) ASL A
|
||||
802D-85 00 I 51 ( 3) STA GUESS ; SAVE
|
||||
802F-20 B9 80 I 52 ( 6) JSR GETKEY ; GET LOW ORDER USER GUESS
|
||||
8032-29 0F I 53 ( 2) AND #%00001111 ; MASK HIGH ORDER BITS.
|
||||
8034-05 00 I 54 ( 3) ORA GUESS ; ADD HIGH ORDER NIBBLE.
|
||||
8036-85 00 I 55 ( 3) STA GUESS ; FINAL PRODUCT SAVED.
|
||||
8038-A5 04 I 56 ( 3) LDA NUMBER ; GET NUMBER FOR COMPARE
|
||||
803A-38 I 57 ( 2) SEC ; SUBTRACT GUESS FROM NUMBER TO DETERMINE THE
|
||||
803B-E5 00 I 58 ( 3) SBC GUESS ; NEARNESS OF THE GUESS.
|
||||
803D-B0 05 I 59 (2**) BCS ALRIGHT ; POSITIVE VALUE NEEDS NO FIX.
|
||||
803F-49 FF I 60 ( 2) EOR #%11111111 ; MAKE DISTANCE ABSOLUTE
|
||||
8041-38 I 61 ( 2) SEC ; MAKE IT A TWO'S COMPLEMENT
|
||||
8042-69 00 I 62 ( 2) ADC #00 ; ... NOT JUST A ONE'S COMPLEMENT.
|
||||
8044-A2 00 I 63 ( 2) ALRIGHT LDX #00 ; SET CLOSENESS COUNTER TO DISTANT
|
||||
8046-DD B0 80 I 64 ( 4*) LOOP CMP LIMITS,X ; COMPARE NEARNESS OF GUESS TO TABLE OF LIMITS
|
||||
8049- I 65 ; TO SEE HOW MANY LIGHTS TO LIGHT.
|
||||
8049-B0 27 I 66 (2**) BCS SIGNAL ; NEARNESS IS BIGGER THAN LIMIT, SO GO
|
||||
804B- I 67 ; LIGHT INDICATOR INSTEAD.
|
||||
804B-E8 I 68 ( 2) INX ; LOOK AT NEXT CLOSENESS LEVEL.
|
||||
804C-E0 09 I 69 ( 2) CPX #9 ; ALL NINE LEVELS TRIED?
|
||||
804E-D0 F6 I 70 (2**) BNE LOOP ; NO, TRY NEXT LEVEL.
|
||||
8050-A9 0B I 71 ( 2) WIN LDA #11 ; YES; WIN! LOAD NUMBER OF BLINKS
|
||||
8052-85 00 I 72 ( 3) STA GUESS ; USE GUESS AS TEMP
|
||||
8054-A9 FF I 73 ( 2) LDA #$FF ; LIGHT LEDS
|
||||
8056-8D 01 40 I 74 ( 4) STA PORT1A
|
||||
8059-8D 00 40 I 75 ( 4) STA PORT1B
|
||||
805C-A9 32 I 76 ( 2) WOW LDA #50 ; TONE VALUE
|
||||
805E-20 99 80 I 77 ( 6) JSR TONE ; MAKE WIN SIGNAL
|
||||
8061-A9 FF I 78 ( 2) LDA #$FF
|
||||
8063-4D 01 40 I 79 ( 4) EOR PORT1A ; COMPLEMENT PORTS
|
||||
8066-8D 01 40 I 80 ( 4) STA PORT1A
|
||||
8069-8D 00 40 I 81 ( 4) STA PORT1B
|
||||
806C-C6 00 I 82 ( 5) DEC GUESS ; BLINKS/TONES DONE?
|
||||
806E-D0 EC I 83 (2**) BNE WOW ; NO, DO AGAIN.
|
||||
8070-F0 9E I 84 (2**) BEQ START ; YES, START NEW GAME.
|
||||
8072-E8 I 85 ( 2) SIGNAL INX ; INCREMENT CLOSENESS LEVEL COUNTER SO AT
|
||||
8073- I 86 ; LEAST 1 LED IS LIT.
|
||||
8073-A9 00 I 87 ( 2) LDA #0 ; CLEAR HIGH LED PORT
|
||||
8075-8D 00 40 I 88 ( 4) STA PORT1B
|
||||
8078-20 91 80 I 89 ( 6) JSR LITE ; GET LED PATTERN
|
||||
807B-8D 01 40 I 90 ( 4) STA PORT1A ; SET LEDS
|
||||
807E-90 05 I 91 (2**) BCC CC ; IF CARRY SET PB0 = 1
|
||||
8080-A9 01 I 92 ( 2) LDA #01
|
||||
8082-8D 00 40 I 93 ( 4) STA PORT1B
|
||||
8085-C6 01 I 94 ( 5) CC DEC GUESSN ; ONE GUESS USED
|
||||
8087-D0 98 I 95 (2**) BNE GETGES ; SOME LEFT, GET NEXT.
|
||||
8089-A9 BE I 96 ( 2) LDA #$BE ; LOW TONE SIGNALS LOSE
|
||||
808B-20 99 80 I 97 ( 6) JSR TONE
|
||||
808E-4C 10 80 I 98 ( 3) JMP START ; NEW GAME
|
||||
8091- I 99 ;
|
||||
8091- I 100 ; SUBROUTINE 'LITE'
|
||||
8091- I 101 ; ROUTINE TO MAKE PATTERN OF LIT LEDS BY SHIFTING A STRING OF ONES TO THE
|
||||
8091- I 102 ; LEFT IN THE ACCUMULATOR UNTIL THE BIT POSITION CORRESPONDING TO THE NUMBER
|
||||
8091- I 103 ; IN X IS REACHED.
|
||||
8091- I 104 ;
|
||||
8091-A9 00 I 105 ( 2) LITE LDA #0 ; CLEAR ACCUMULATOR FOR PATTERN
|
||||
8093-38 I 106 ( 2) SHIFT SEC ; MAKE LOW BIT HIGH.
|
||||
8094-2A I 107 ( 2) ROL A ; SHIFT IT IN
|
||||
8095-CA I 108 ( 2) DEX ; ONE BIT DONE...
|
||||
8096-D0 FB I 109 (2**) BNE SHIFT ; LOOP IF NOT DONE.
|
||||
8098-60 I 110 ( 6) RTS ; RETURN
|
||||
8099- I 111 ;
|
||||
8099- I 112 ; SUBROUTINE 'TONE'
|
||||
8099- I 113 ; TONE GENERATION ROUTINE.
|
||||
8099- I 114 ;
|
||||
8099-85 03 I 115 ( 3) TONE STA FREQ
|
||||
809B-A9 00 I 116 ( 2) LDA #0
|
||||
809D-A6 02 I 117 ( 3) LDX DUR
|
||||
809F-A4 03 I 118 ( 3) FL2 LDY FREQ
|
||||
80A1-88 I 119 ( 2) FL1 DEY
|
||||
80A2-18 I 120 ( 2) CLC
|
||||
80A3-90 00 I 121 (2**) BCC FL0 ; (.+2 IN BOOK)
|
||||
80A5-D0 FA I 122 (2**) FL0 BNE FL1
|
||||
80A7-49 FF I 123 ( 2) EOR #$FF
|
||||
80A9-8D 00 4C I 124 ( 4) STA PORT3B
|
||||
80AC-CA I 125 ( 2) DEX
|
||||
80AD-D0 F0 I 126 (2**) BNE FL2
|
||||
80AF-60 I 127 ( 6) RTS
|
||||
80B0- I 128 ;
|
||||
80B0- I 129 ; TABLE OF LIMITS FOR CLOSENESS LEVELS.
|
||||
80B0- I 130 ;
|
||||
80B0-C8 80 40 20
|
||||
10 08 04 02
|
||||
01 I 131 LIMITS .HS C8.80.40.20.10.08.04.02.01
|
||||
80B9- 16 .IN ../../common/CH01-Getkey/getkey_routine.asm
|
||||
80B9- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
|
||||
80B9- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
|
||||
80B9- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
|
||||
80B9- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE
|
||||
80B9- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE
|
||||
80B9- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE.
|
||||
80B9- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT.
|
||||
80B9- I 8 ;
|
||||
80B9-2C 01 4C I 9 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE:
|
||||
80BC- I 10 ; KEYSTROBE IN 'N' STATUS BIT.
|
||||
80BC-10 FB I 11 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE
|
||||
80BE-A2 0F I 12 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15
|
||||
80C0-8E 00 4C I 13 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154
|
||||
80C3-2C 01 4C I 14 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N'
|
||||
80C6-10 05 I 15 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE
|
||||
80C8-CA I 16 ( 2) DEX ; DECREMENT KEY #
|
||||
80C9-10 F5 I 17 (2**) BPL NXTKEY ; NO, DO NEXT KEY
|
||||
80CB-30 F1 I 18 (2**) BMI RSTART ; START OVER
|
||||
80CD-8A I 19 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A
|
||||
80CE-A0 12 I 20 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS.
|
||||
80D0-A2 FF I 21 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP
|
||||
80D2-2C 01 4C I 22 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
|
||||
80D5-30 E7 I 23 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART
|
||||
80D7-CA I 24 ( 2) DEX
|
||||
80D8-D0 F8 I 25 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US.
|
||||
80DA-88 I 26 ( 2) DEY
|
||||
80DB-D0 F3 I 27 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS.
|
||||
80DD-60 I 28 ( 6) RTS ; DONE: KEY IN A.
|
||||
80DE- I 29 ;
|
||||
80DE- I 30 ; SUBROUTINE 'INITKEY'
|
||||
80DE- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM
|
||||
80DE- I 32 ; THE CODE.
|
||||
80DE- I 33 ;
|
||||
80DE-A9 00 I 34 ( 2) INITKEY LDA #0
|
||||
80E0-8D 01 4C I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
|
||||
80E3-A9 FF I 36 ( 2) LDA #$FF
|
||||
80E5-8D 02 4C I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
|
||||
80E8-60 I 38 ( 6) RTS
|
||||
80E9- 17 ;
|
||||
80E9- 18 ; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM.
|
||||
80E9- 19 ;
|
||||
FFFA 20 .NO $FFFA,$FF
|
||||
FFFA-00 80 21 .DA BE6502 ; NMI VECTOR
|
||||
FFFC-00 80 22 .DA BE6502 ; RESET VECTOR
|
||||
FFFE-00 80 23 .DA BE6502 ; IRQ VECTOR
|
@ -0,0 +1,4 @@
|
||||
@echo off
|
||||
sbasm.py hexguess.asm
|
||||
type hexguess.list
|
||||
pause
|
@ -0,0 +1,15 @@
|
||||
.CR 6502
|
||||
.TF hexguess.hex,hex
|
||||
.LF hexguess.list
|
||||
;
|
||||
; HEX GUESSING GAME FOR THE KIM-1 USING '6502 GAMES' HARDWARE. BOARD SHOULD BE
|
||||
; JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT
|
||||
; THE CODE IS UNCHANGED FROM THE BOOK.
|
||||
;
|
||||
VIA1 .EQ $C000
|
||||
VIA3 .EQ $CC00
|
||||
|
||||
.OR $0200
|
||||
.TA $0200
|
||||
.IN ../../common/CH04-Hexguess/game.asm
|
||||
.IN ../../common/CH01-Getkey/getkey_routine.asm
|
@ -0,0 +1,15 @@
|
||||
A9FF8D03C08D03C08D02CC8502A90A85
|
||||
01A9008D01C08D00C0AD04C08504A920
|
||||
20960220B6020A0A0A0A850020B60229
|
||||
0F05008500A50438E500B00549FF3869
|
||||
00A200DDAD02B027E8E009D0F6A90B85
|
||||
00A9FF8D01C08D00C0A932209602A9FF
|
||||
4D01C08D01C08D00C0C600D0ECF09EE8
|
||||
A9008D00C0208E028D01C09005A9018D
|
||||
00C0C601D098A9BE2096024C0D02A900
|
||||
382ACAD0FB608503A900A602A4038818
|
||||
9000D0FA49FF8D00CCCAD0F060C88040
|
||||
2010080402012C01CC10FBA20F8E00CC
|
||||
2C01CC1005CA10F530F18AA012A2FF2C
|
||||
01CC30E7CAD0F888D0F360A9008D01CC
|
||||
A9FF8D02CC60
|
@ -0,0 +1,183 @@
|
||||
0000- 4 ;
|
||||
0000- 5 ; HEX GUESSING GAME FOR THE KIM-1 USING '6502 GAMES' HARDWARE. BOARD SHOULD BE
|
||||
0000- 6 ; JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT
|
||||
0000- 7 ; THE CODE IS UNCHANGED FROM THE BOOK.
|
||||
0000- 8 ;
|
||||
C000- 9 VIA1 .EQ $C000
|
||||
CC00- 10 VIA3 .EQ $CC00
|
||||
0000- 11
|
||||
0200- 12 .OR $0200
|
||||
0200- 13 .TA $0200
|
||||
0200- 14 .IN ../../common/CH04-Hexguess/game.asm
|
||||
0200- I 1 ; 'HEXGUESS'
|
||||
0200- I 2 ; HEXADECIMAL NUMBER GUESSING GAME.
|
||||
0200- I 3 ; THE OBJECT OF THE GAME IS TO GUESS A HEXADECIMAL NUMBER THAT THE COMPUTER HAS
|
||||
0200- I 4 ; THOUGHT UP. WHEN THE COMPUTER 'BEEPS', A GUESS SHOULD BE ENTERED. GUESSES ARE
|
||||
0200- I 5 ; TWO DIGIT HEXADECIMAL NUMBERS, WHEN TWO DIGITS HAVE BEEN RECEIVED THE
|
||||
0200- I 6 ; COMPUTER WILL DISPLAY THE NEARNESS OF THE GUESS BY LIGHTING A NUMBER OF LEDS
|
||||
0200- I 7 ; PROPORTIONAL TO THE CLOSENESS OF THE GUESS. TEN GUESSES ARE ALLOWED. IF A
|
||||
0200- I 8 ; GUESS IS CORRECT, THEN THE COMPUTER WILL FLASH THE LEDS AND MAKE A WARBLING
|
||||
0200- I 9 ; TONE.
|
||||
0200- I 10 ;
|
||||
0200- I 11 ;
|
||||
0200- I 12 ; 6522 VIA #1 ADDRESSES:
|
||||
C004- I 13 TIMER .EQ VIA1+4 ; LOW LATCH OF TIMER 1
|
||||
C003- I 14 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
|
||||
C003- I 15 DDR1B .EQ VIA1+3 ; PORT B DATA DIRECTION REGISTER
|
||||
C001- I 16 PORT1A .EQ VIA1+1 ; PORT A
|
||||
C000- I 17 PORT1B .EQ VIA1 ; PORT B
|
||||
0200- I 18 ; 6522 VIA #3 ADDRESSES:
|
||||
CC01- I 19 DDR3A .EQ VIA3+1 ; PORT A DATA DIRECTION REGISTER
|
||||
CC02- I 20 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
|
||||
CC00- I 21 PORT3B .EQ VIA3 ; PORT B
|
||||
CC01- I 22 PORT3A .EQ VIA3+1 ; PORT A
|
||||
0200- I 23 ; STORAGES:
|
||||
0000- I 24 ZP .EQ $00
|
||||
0000- I 25 GUESS .EQ ZP
|
||||
0001- I 26 GUESSN .EQ ZP+1
|
||||
0002- I 27 DUR .EQ ZP+2
|
||||
0003- I 28 FREQ .EQ ZP+3
|
||||
0004- I 29 NUMBER .EQ ZP+4
|
||||
0200- I 30
|
||||
0200-A9 FF I 31 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTERS
|
||||
0202-8D 03 C0 I 32 ( 4) STA DDR1A
|
||||
0205-8D 03 C0 I 33 ( 4) STA DDR1B
|
||||
0208-8D 02 CC I 34 ( 4) STA DDR3B
|
||||
020B-85 02 I 35 ( 2) STA DUR ; SET UP TONE DURATIONS.
|
||||
020D-A9 0A I 36 ( 2) START LDA #$0A ; 10 GUESSES ALLOWED
|
||||
020F-85 01 I 37 ( 2) STA GUESSN
|
||||
0211-A9 00 I 38 ( 2) LDA #0 ; BLANK LEDS
|
||||
0213-8D 01 C0 I 39 ( 4) STA PORT1A
|
||||
0216-8D 00 C0 I 40 ( 4) STA PORT1B
|
||||
0219-AD 04 C0 I 41 ( 4) LDA TIMER ; GET RANDOM NUMBER TO GUESS
|
||||
021C-85 04 I 42 ( 2) STA NUMBER ; ... AND SAVE.
|
||||
021E-A9 20 I 43 ( 2) GETGES LDA #$20 ; SET UP SHORT HIGH TONE TO SIGNAL USER TO
|
||||
0220- I 44 ; INPUT GUESS.
|
||||
0220-20 96 02 I 45 ( 6) JSR TONE ; MAKE BEEP.
|
||||
0223-20 B6 02 I 46 ( 6) JSR GETKEY ; GET HIGH ORDER USER GUESS
|
||||
0226-0A I 47 ( 2) ASL A ; SHIFT INTO HIGH ORDER POSITION
|
||||
0227-0A I 48 ( 2) ASL A
|
||||
0228-0A I 49 ( 2) ASL A
|
||||
0229-0A I 50 ( 2) ASL A
|
||||
022A-85 00 I 51 ( 2) STA GUESS ; SAVE
|
||||
022C-20 B6 02 I 52 ( 6) JSR GETKEY ; GET LOW ORDER USER GUESS
|
||||
022F-29 0F I 53 ( 2) AND #%00001111 ; MASK HIGH ORDER BITS.
|
||||
0231-05 00 I 54 ( 3) ORA GUESS ; ADD HIGH ORDER NIBBLE.
|
||||
0233-85 00 I 55 ( 2) STA GUESS ; FINAL PRODUCT SAVED.
|
||||
0235-A5 04 I 56 ( 3) LDA NUMBER ; GET NUMBER FOR COMPARE
|
||||
0237-38 I 57 ( 2) SEC ; SUBTRACT GUESS FROM NUMBER TO DETERMINE THE
|
||||
0238-E5 00 I 58 ( 3) SBC GUESS ; NEARNESS OF THE GUESS.
|
||||
023A-B0 05 I 59 (2**) BCS ALRIGHT ; POSITIVE VALUE NEEDS NO FIX.
|
||||
023C-49 FF I 60 ( 2) EOR #%11111111 ; MAKE DISTANCE ABSOLUTE
|
||||
023E-38 I 61 ( 2) SEC ; MAKE IT A TWO'S COMPLEMENT
|
||||
023F-69 00 I 62 ( 2) ADC #00 ; ... NOT JUST A ONE'S COMPLEMENT.
|
||||
0241-A2 00 I 63 ( 2) ALRIGHT LDX #00 ; SET CLOSENESS COUNTER TO DISTANT
|
||||
0243-DD AD 02 I 64 ( 4*) LOOP CMP LIMITS,X ; COMPARE NEARNESS OF GUESS TO TABLE OF LIMITS
|
||||
0246- I 65 ; TO SEE HOW MANY LIGHTS TO LIGHT.
|
||||
0246-B0 27 I 66 (2**) BCS SIGNAL ; NEARNESS IS BIGGER THAN LIMIT, SO GO
|
||||
0248- I 67 ; LIGHT INDICATOR INSTEAD.
|
||||
0248-E8 I 68 ( 2) INX ; LOOK AT NEXT CLOSENESS LEVEL.
|
||||
0249-E0 09 I 69 ( 2) CPX #9 ; ALL NINE LEVELS TRIED?
|
||||
024B-D0 F6 I 70 (2**) BNE LOOP ; NO, TRY NEXT LEVEL.
|
||||
024D-A9 0B I 71 ( 2) WIN LDA #11 ; YES; WIN! LOAD NUMBER OF BLINKS
|
||||
024F-85 00 I 72 ( 2) STA GUESS ; USE GUESS AS TEMP
|
||||
0251-A9 FF I 73 ( 2) LDA #$FF ; LIGHT LEDS
|
||||
0253-8D 01 C0 I 74 ( 4) STA PORT1A
|
||||
0256-8D 00 C0 I 75 ( 4) STA PORT1B
|
||||
0259-A9 32 I 76 ( 2) WOW LDA #50 ; TONE VALUE
|
||||
025B-20 96 02 I 77 ( 6) JSR TONE ; MAKE WIN SIGNAL
|
||||
025E-A9 FF I 78 ( 2) LDA #$FF
|
||||
0260-4D 01 C0 I 79 ( 4) EOR PORT1A ; COMPLEMENT PORTS
|
||||
0263-8D 01 C0 I 80 ( 4) STA PORT1A
|
||||
0266-8D 00 C0 I 81 ( 4) STA PORT1B
|
||||
0269-C6 00 I 82 ( 5) DEC GUESS ; BLINKS/TONES DONE?
|
||||
026B-D0 EC I 83 (2**) BNE WOW ; NO, DO AGAIN.
|
||||
026D-F0 9E I 84 (2**) BEQ START ; YES, START NEW GAME.
|
||||
026F-E8 I 85 ( 2) SIGNAL INX ; INCREMENT CLOSENESS LEVEL COUNTER SO AT
|
||||
0270- I 86 ; LEAST 1 LED IS LIT.
|
||||
0270-A9 00 I 87 ( 2) LDA #0 ; CLEAR HIGH LED PORT
|
||||
0272-8D 00 C0 I 88 ( 4) STA PORT1B
|
||||
0275-20 8E 02 I 89 ( 6) JSR LITE ; GET LED PATTERN
|
||||
0278-8D 01 C0 I 90 ( 4) STA PORT1A ; SET LEDS
|
||||
027B-90 05 I 91 (2**) BCC CC ; IF CARRY SET PB0 = 1
|
||||
027D-A9 01 I 92 ( 2) LDA #01
|
||||
027F-8D 00 C0 I 93 ( 4) STA PORT1B
|
||||
0282-C6 01 I 94 ( 5) CC DEC GUESSN ; ONE GUESS USED
|
||||
0284-D0 98 I 95 (2**) BNE GETGES ; SOME LEFT, GET NEXT.
|
||||
0286-A9 BE I 96 ( 2) LDA #$BE ; LOW TONE SIGNALS LOSE
|
||||
0288-20 96 02 I 97 ( 6) JSR TONE
|
||||
028B-4C 0D 02 I 98 ( 3) JMP START ; NEW GAME
|
||||
028E- I 99 ;
|
||||
028E- I 100 ; SUBROUTINE 'LITE'
|
||||
028E- I 101 ; ROUTINE TO MAKE PATTERN OF LIT LEDS BY SHIFTING A STRING OF ONES TO THE
|
||||
028E- I 102 ; LEFT IN THE ACCUMULATOR UNTIL THE BIT POSITION CORRESPONDING TO THE NUMBER
|
||||
028E- I 103 ; IN X IS REACHED.
|
||||
028E- I 104 ;
|
||||
028E-A9 00 I 105 ( 2) LITE LDA #0 ; CLEAR ACCUMULATOR FOR PATTERN
|
||||
0290-38 I 106 ( 2) SHIFT SEC ; MAKE LOW BIT HIGH.
|
||||
0291-2A I 107 ( 2) ROL A ; SHIFT IT IN
|
||||
0292-CA I 108 ( 2) DEX ; ONE BIT DONE...
|
||||
0293-D0 FB I 109 (2**) BNE SHIFT ; LOOP IF NOT DONE.
|
||||
0295-60 I 110 ( 6) RTS ; RETURN
|
||||
0296- I 111 ;
|
||||
0296- I 112 ; SUBROUTINE 'TONE'
|
||||
0296- I 113 ; TONE GENERATION ROUTINE.
|
||||
0296- I 114 ;
|
||||
0296-85 03 I 115 ( 2) TONE STA FREQ
|
||||
0298-A9 00 I 116 ( 2) LDA #0
|
||||
029A-A6 02 I 117 ( 3) LDX DUR
|
||||
029C-A4 03 I 118 ( 3) FL2 LDY FREQ
|
||||
029E-88 I 119 ( 2) FL1 DEY
|
||||
029F-18 I 120 ( 2) CLC
|
||||
02A0-90 00 I 121 (2**) BCC FL0 ; (.+2 IN BOOK)
|
||||
02A2-D0 FA I 122 (2**) FL0 BNE FL1
|
||||
02A4-49 FF I 123 ( 2) EOR #$FF
|
||||
02A6-8D 00 CC I 124 ( 4) STA PORT3B
|
||||
02A9-CA I 125 ( 2) DEX
|
||||
02AA-D0 F0 I 126 (2**) BNE FL2
|
||||
02AC-60 I 127 ( 6) RTS
|
||||
02AD- I 128 ;
|
||||
02AD- I 129 ; TABLE OF LIMITS FOR CLOSENESS LEVELS.
|
||||
02AD- I 130 ;
|
||||
02AD-C8 80 40 20
|
||||
10 08 04 02
|
||||
01 I 131 LIMITS .HS C8.80.40.20.10.08.04.02.01
|
||||
02B6- 15 .IN ../../common/CH01-Getkey/getkey_routine.asm
|
||||
02B6- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
|
||||
02B6- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
|
||||
02B6- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
|
||||
02B6- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE
|
||||
02B6- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE
|
||||
02B6- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE.
|
||||
02B6- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT.
|
||||
02B6- I 8 ;
|
||||
02B6-2C 01 CC I 9 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE:
|
||||
02B9- I 10 ; KEYSTROBE IN 'N' STATUS BIT.
|
||||
02B9-10 FB I 11 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE
|
||||
02BB-A2 0F I 12 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15
|
||||
02BD-8E 00 CC I 13 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154
|
||||
02C0-2C 01 CC I 14 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N'
|
||||
02C3-10 05 I 15 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE
|
||||
02C5-CA I 16 ( 2) DEX ; DECREMENT KEY #
|
||||
02C6-10 F5 I 17 (2**) BPL NXTKEY ; NO, DO NEXT KEY
|
||||
02C8-30 F1 I 18 (2**) BMI RSTART ; START OVER
|
||||
02CA-8A I 19 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A
|
||||
02CB-A0 12 I 20 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS.
|
||||
02CD-A2 FF I 21 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP
|
||||
02CF-2C 01 CC I 22 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
|
||||
02D2-30 E7 I 23 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART
|
||||
02D4-CA I 24 ( 2) DEX
|
||||
02D5-D0 F8 I 25 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US.
|
||||
02D7-88 I 26 ( 2) DEY
|
||||
02D8-D0 F3 I 27 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS.
|
||||
02DA-60 I 28 ( 6) RTS ; DONE: KEY IN A.
|
||||
02DB- I 29 ;
|
||||
02DB- I 30 ; SUBROUTINE 'INITKEY'
|
||||
02DB- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM
|
||||
02DB- I 32 ; THE CODE.
|
||||
02DB- I 33 ;
|
||||
02DB-A9 00 I 34 ( 2) INITKEY LDA #0
|
||||
02DD-8D 01 CC I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
|
||||
02E0-A9 FF I 36 ( 2) LDA #$FF
|
||||
02E2-8D 02 CC I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
|
||||
02E5-60 I 38 ( 6) RTS
|
@ -30,6 +30,7 @@ LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
|
||||
; SUBROUTINE 'INITKEY'
|
||||
; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM
|
||||
; THE CODE.
|
||||
;
|
||||
INITKEY LDA #0
|
||||
STA DDR3A ; SET KEY STROBE PORT FOR INPUT
|
||||
LDA #$FF
|
||||
|
@ -14,6 +14,10 @@ DUR .EQ $04 ; TEMP STORAGE FOR DURATION
|
||||
TABEG .EQ $0300 ; TABLE TO STORE MUSIC
|
||||
PORT3B .EQ VIA3 ; VIA OUTPUT PORT B
|
||||
DDR3B .EQ VIA3+2 ; VIA PORT B DIRECTION REGISTER
|
||||
DDR3A .EQ VIA3+3
|
||||
PORT3A .EQ VIA3+1
|
||||
PORT3B .EQ VIA3
|
||||
|
||||
;
|
||||
; COMMAND LINE INTERPRETER
|
||||
; $F AS INPUT MEANS RESET POINTERS, START OVER.
|
||||
|
@ -0,0 +1,4 @@
|
||||
@echo off
|
||||
sbasm.py hexguess.asm
|
||||
type hexguess.list
|
||||
pause
|
@ -0,0 +1,131 @@
|
||||
; 'HEXGUESS'
|
||||
; HEXADECIMAL NUMBER GUESSING GAME.
|
||||
; THE OBJECT OF THE GAME IS TO GUESS A HEXADECIMAL NUMBER THAT THE COMPUTER HAS
|
||||
; THOUGHT UP. WHEN THE COMPUTER 'BEEPS', A GUESS SHOULD BE ENTERED. GUESSES ARE
|
||||
; TWO DIGIT HEXADECIMAL NUMBERS, WHEN TWO DIGITS HAVE BEEN RECEIVED THE
|
||||
; COMPUTER WILL DISPLAY THE NEARNESS OF THE GUESS BY LIGHTING A NUMBER OF LEDS
|
||||
; PROPORTIONAL TO THE CLOSENESS OF THE GUESS. TEN GUESSES ARE ALLOWED. IF A
|
||||
; GUESS IS CORRECT, THEN THE COMPUTER WILL FLASH THE LEDS AND MAKE A WARBLING
|
||||
; TONE.
|
||||
;
|
||||
;
|
||||
; 6522 VIA #1 ADDRESSES:
|
||||
TIMER .EQ VIA1+4 ; LOW LATCH OF TIMER 1
|
||||
DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
|
||||
DDR1B .EQ VIA1+3 ; PORT B DATA DIRECTION REGISTER
|
||||
PORT1A .EQ VIA1+1 ; PORT A
|
||||
PORT1B .EQ VIA1 ; PORT B
|
||||
; 6522 VIA #3 ADDRESSES:
|
||||
DDR3A .EQ VIA3+1 ; PORT A DATA DIRECTION REGISTER
|
||||
DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
|
||||
PORT3B .EQ VIA3 ; PORT B
|
||||
PORT3A .EQ VIA3+1 ; PORT A
|
||||
; STORAGES:
|
||||
ZP .EQ $00
|
||||
GUESS .EQ ZP
|
||||
GUESSN .EQ ZP+1
|
||||
DUR .EQ ZP+2
|
||||
FREQ .EQ ZP+3
|
||||
NUMBER .EQ ZP+4
|
||||
|
||||
LDA #$FF ; SET UP DATA DIRECTION REGISTERS
|
||||
STA DDR1A
|
||||
STA DDR1B
|
||||
STA DDR3B
|
||||
STA DUR ; SET UP TONE DURATIONS.
|
||||
START LDA #$0A ; 10 GUESSES ALLOWED
|
||||
STA GUESSN
|
||||
LDA #0 ; BLANK LEDS
|
||||
STA PORT1A
|
||||
STA PORT1B
|
||||
LDA TIMER ; GET RANDOM NUMBER TO GUESS
|
||||
STA NUMBER ; ... AND SAVE.
|
||||
GETGES LDA #$20 ; SET UP SHORT HIGH TONE TO SIGNAL USER TO
|
||||
; INPUT GUESS.
|
||||
JSR TONE ; MAKE BEEP.
|
||||
JSR GETKEY ; GET HIGH ORDER USER GUESS
|
||||
ASL A ; SHIFT INTO HIGH ORDER POSITION
|
||||
ASL A
|
||||
ASL A
|
||||
ASL A
|
||||
STA GUESS ; SAVE
|
||||
JSR GETKEY ; GET LOW ORDER USER GUESS
|
||||
AND #%00001111 ; MASK HIGH ORDER BITS.
|
||||
ORA GUESS ; ADD HIGH ORDER NIBBLE.
|
||||
STA GUESS ; FINAL PRODUCT SAVED.
|
||||
LDA NUMBER ; GET NUMBER FOR COMPARE
|
||||
SEC ; SUBTRACT GUESS FROM NUMBER TO DETERMINE THE
|
||||
SBC GUESS ; NEARNESS OF THE GUESS.
|
||||
BCS ALRIGHT ; POSITIVE VALUE NEEDS NO FIX.
|
||||
EOR #%11111111 ; MAKE DISTANCE ABSOLUTE
|
||||
SEC ; MAKE IT A TWO'S COMPLEMENT
|
||||
ADC #00 ; ... NOT JUST A ONE'S COMPLEMENT.
|
||||
ALRIGHT LDX #00 ; SET CLOSENESS COUNTER TO DISTANT
|
||||
LOOP CMP LIMITS,X ; COMPARE NEARNESS OF GUESS TO TABLE OF LIMITS
|
||||
; TO SEE HOW MANY LIGHTS TO LIGHT.
|
||||
BCS SIGNAL ; NEARNESS IS BIGGER THAN LIMIT, SO GO
|
||||
; LIGHT INDICATOR INSTEAD.
|
||||
INX ; LOOK AT NEXT CLOSENESS LEVEL.
|
||||
CPX #9 ; ALL NINE LEVELS TRIED?
|
||||
BNE LOOP ; NO, TRY NEXT LEVEL.
|
||||
WIN LDA #11 ; YES; WIN! LOAD NUMBER OF BLINKS
|
||||
STA GUESS ; USE GUESS AS TEMP
|
||||
LDA #$FF ; LIGHT LEDS
|
||||
STA PORT1A
|
||||
STA PORT1B
|
||||
WOW LDA #50 ; TONE VALUE
|
||||
JSR TONE ; MAKE WIN SIGNAL
|
||||
LDA #$FF
|
||||
EOR PORT1A ; COMPLEMENT PORTS
|
||||
STA PORT1A
|
||||
STA PORT1B
|
||||
DEC GUESS ; BLINKS/TONES DONE?
|
||||
BNE WOW ; NO, DO AGAIN.
|
||||
BEQ START ; YES, START NEW GAME.
|
||||
SIGNAL INX ; INCREMENT CLOSENESS LEVEL COUNTER SO AT
|
||||
; LEAST 1 LED IS LIT.
|
||||
LDA #0 ; CLEAR HIGH LED PORT
|
||||
STA PORT1B
|
||||
JSR LITE ; GET LED PATTERN
|
||||
STA PORT1A ; SET LEDS
|
||||
BCC CC ; IF CARRY SET PB0 = 1
|
||||
LDA #01
|
||||
STA PORT1B
|
||||
CC DEC GUESSN ; ONE GUESS USED
|
||||
BNE GETGES ; SOME LEFT, GET NEXT.
|
||||
LDA #$BE ; LOW TONE SIGNALS LOSE
|
||||
JSR TONE
|
||||
JMP START ; NEW GAME
|
||||
;
|
||||
; SUBROUTINE 'LITE'
|
||||
; ROUTINE TO MAKE PATTERN OF LIT LEDS BY SHIFTING A STRING OF ONES TO THE
|
||||
; LEFT IN THE ACCUMULATOR UNTIL THE BIT POSITION CORRESPONDING TO THE NUMBER
|
||||
; IN X IS REACHED.
|
||||
;
|
||||
LITE LDA #0 ; CLEAR ACCUMULATOR FOR PATTERN
|
||||
SHIFT SEC ; MAKE LOW BIT HIGH.
|
||||
ROL A ; SHIFT IT IN
|
||||
DEX ; ONE BIT DONE...
|
||||
BNE SHIFT ; LOOP IF NOT DONE.
|
||||
RTS ; RETURN
|
||||
;
|
||||
; SUBROUTINE 'TONE'
|
||||
; TONE GENERATION ROUTINE.
|
||||
;
|
||||
TONE STA FREQ
|
||||
LDA #0
|
||||
LDX DUR
|
||||
FL2 LDY FREQ
|
||||
FL1 DEY
|
||||
CLC
|
||||
BCC FL0 ; (.+2 IN BOOK)
|
||||
FL0 BNE FL1
|
||||
EOR #$FF
|
||||
STA PORT3B
|
||||
DEX
|
||||
BNE FL2
|
||||
RTS
|
||||
;
|
||||
; TABLE OF LIMITS FOR CLOSENESS LEVELS.
|
||||
;
|
||||
LIMITS .HS C8.80.40.20.10.08.04.02.01
|
@ -0,0 +1,17 @@
|
||||
.CR 6502
|
||||
.TF hexguess.hex,hex
|
||||
.LF hexguess.list
|
||||
;
|
||||
; HEX GUESSING GAME USING '6502 GAMES' HARDWARE. BOARD SHOULD BE JUMPERED WITH
|
||||
; VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT THE CODE IS SHOULD
|
||||
; BE UNCHANGED FROM THE BOOK THOUGH THERE WILL BE SOME DIFFERENCES DUE TO
|
||||
; ASSEMBLER USED.
|
||||
;
|
||||
VIA1 .EQ $C000
|
||||
VIA3 .EQ $CC00
|
||||
|
||||
.OR $0200
|
||||
.TA $0200
|
||||
BEGIN JSR INITKEY
|
||||
.IN game.asm
|
||||
.IN ../CH01-Getkey/getkey_routine.asm
|
@ -0,0 +1,15 @@
|
||||
20DE02A9FF8D03C08D03C08D02CC8502
|
||||
A90A8501A9008D01C08D00C0AD04C085
|
||||
04A92020990220B9020A0A0A0A850020
|
||||
B902290F05008500A50438E500B00549
|
||||
FF386900A200DDB002B027E8E009D0F6
|
||||
A90B8500A9FF8D01C08D00C0A9322099
|
||||
02A9FF4D01C08D01C08D00C0C600D0EC
|
||||
F09EE8A9008D00C02091028D01C09005
|
||||
A9018D00C0C601D098A9BE2099024C10
|
||||
02A900382ACAD0FB608503A900A602A4
|
||||
0388189000D0FA49FF8D00CCCAD0F060
|
||||
C880402010080402012C01CC10FBA20F
|
||||
8E00CC2C01CC1005CA10F530F18AA012
|
||||
A2FF2C01CC30E7CAD0F888D0F360A900
|
||||
8D01CCA9FF8D02CC60
|
@ -0,0 +1,185 @@
|
||||
0000- 4 ;
|
||||
0000- 5 ; HEX GUESSING GAME USING '6502 GAMES' HARDWARE. BOARD SHOULD BE JUMPERED WITH
|
||||
0000- 6 ; VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT THE CODE IS SHOULD
|
||||
0000- 7 ; BE UNCHANGED FROM THE BOOK THOUGH THERE WILL BE SOME DIFFERENCES DUE TO
|
||||
0000- 8 ; ASSEMBLER USED.
|
||||
0000- 9 ;
|
||||
C000- 10 VIA1 .EQ $C000
|
||||
CC00- 11 VIA3 .EQ $CC00
|
||||
0000- 12
|
||||
0200- 13 .OR $0200
|
||||
0200- 14 .TA $0200
|
||||
0200-20 DE 02 15 ( 6) BEGIN JSR INITKEY
|
||||
0203- 16 .IN game.asm
|
||||
0203- I 1 ; 'HEXGUESS'
|
||||
0203- I 2 ; HEXADECIMAL NUMBER GUESSING GAME.
|
||||
0203- I 3 ; THE OBJECT OF THE GAME IS TO GUESS A HEXADECIMAL NUMBER THAT THE COMPUTER HAS
|
||||
0203- I 4 ; THOUGHT UP. WHEN THE COMPUTER 'BEEPS', A GUESS SHOULD BE ENTERED. GUESSES ARE
|
||||
0203- I 5 ; TWO DIGIT HEXADECIMAL NUMBERS, WHEN TWO DIGITS HAVE BEEN RECEIVED THE
|
||||
0203- I 6 ; COMPUTER WILL DISPLAY THE NEARNESS OF THE GUESS BY LIGHTING A NUMBER OF LEDS
|
||||
0203- I 7 ; PROPORTIONAL TO THE CLOSENESS OF THE GUESS. TEN GUESSES ARE ALLOWED. IF A
|
||||
0203- I 8 ; GUESS IS CORRECT, THEN THE COMPUTER WILL FLASH THE LEDS AND MAKE A WARBLING
|
||||
0203- I 9 ; TONE.
|
||||
0203- I 10 ;
|
||||
0203- I 11 ;
|
||||
0203- I 12 ; 6522 VIA #1 ADDRESSES:
|
||||
C004- I 13 TIMER .EQ VIA1+4 ; LOW LATCH OF TIMER 1
|
||||
C003- I 14 DDR1A .EQ VIA1+3 ; PORT A DATA DIRECTION REGISTER
|
||||
C003- I 15 DDR1B .EQ VIA1+3 ; PORT B DATA DIRECTION REGISTER
|
||||
C001- I 16 PORT1A .EQ VIA1+1 ; PORT A
|
||||
C000- I 17 PORT1B .EQ VIA1 ; PORT B
|
||||
0203- I 18 ; 6522 VIA #3 ADDRESSES:
|
||||
CC01- I 19 DDR3A .EQ VIA3+1 ; PORT A DATA DIRECTION REGISTER
|
||||
CC02- I 20 DDR3B .EQ VIA3+2 ; PORT B DATA DIRECTION REGISTER
|
||||
CC00- I 21 PORT3B .EQ VIA3 ; PORT B
|
||||
CC01- I 22 PORT3A .EQ VIA3+1 ; PORT A
|
||||
0203- I 23 ; STORAGES:
|
||||
0000- I 24 ZP .EQ $00
|
||||
0000- I 25 GUESS .EQ ZP
|
||||
0001- I 26 GUESSN .EQ ZP+1
|
||||
0002- I 27 DUR .EQ ZP+2
|
||||
0003- I 28 FREQ .EQ ZP+3
|
||||
0004- I 29 NUMBER .EQ ZP+4
|
||||
0203- I 30
|
||||
0203-A9 FF I 31 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTERS
|
||||
0205-8D 03 C0 I 32 ( 4) STA DDR1A
|
||||
0208-8D 03 C0 I 33 ( 4) STA DDR1B
|
||||
020B-8D 02 CC I 34 ( 4) STA DDR3B
|
||||
020E-85 02 I 35 ( 2) STA DUR ; SET UP TONE DURATIONS.
|
||||
0210-A9 0A I 36 ( 2) START LDA #$0A ; 10 GUESSES ALLOWED
|
||||
0212-85 01 I 37 ( 2) STA GUESSN
|
||||
0214-A9 00 I 38 ( 2) LDA #0 ; BLANK LEDS
|
||||
0216-8D 01 C0 I 39 ( 4) STA PORT1A
|
||||
0219-8D 00 C0 I 40 ( 4) STA PORT1B
|
||||
021C-AD 04 C0 I 41 ( 4) LDA TIMER ; GET RANDOM NUMBER TO GUESS
|
||||
021F-85 04 I 42 ( 2) STA NUMBER ; ... AND SAVE.
|
||||
0221-A9 20 I 43 ( 2) GETGES LDA #$20 ; SET UP SHORT HIGH TONE TO SIGNAL USER TO
|
||||
0223- I 44 ; INPUT GUESS.
|
||||
0223-20 99 02 I 45 ( 6) JSR TONE ; MAKE BEEP.
|
||||
0226-20 B9 02 I 46 ( 6) JSR GETKEY ; GET HIGH ORDER USER GUESS
|
||||
0229-0A I 47 ( 2) ASL A ; SHIFT INTO HIGH ORDER POSITION
|
||||
022A-0A I 48 ( 2) ASL A
|
||||
022B-0A I 49 ( 2) ASL A
|
||||
022C-0A I 50 ( 2) ASL A
|
||||
022D-85 00 I 51 ( 2) STA GUESS ; SAVE
|
||||
022F-20 B9 02 I 52 ( 6) JSR GETKEY ; GET LOW ORDER USER GUESS
|
||||
0232-29 0F I 53 ( 2) AND #%00001111 ; MASK HIGH ORDER BITS.
|
||||
0234-05 00 I 54 ( 3) ORA GUESS ; ADD HIGH ORDER NIBBLE.
|
||||
0236-85 00 I 55 ( 2) STA GUESS ; FINAL PRODUCT SAVED.
|
||||
0238-A5 04 I 56 ( 3) LDA NUMBER ; GET NUMBER FOR COMPARE
|
||||
023A-38 I 57 ( 2) SEC ; SUBTRACT GUESS FROM NUMBER TO DETERMINE THE
|
||||
023B-E5 00 I 58 ( 3) SBC GUESS ; NEARNESS OF THE GUESS.
|
||||
023D-B0 05 I 59 (2**) BCS ALRIGHT ; POSITIVE VALUE NEEDS NO FIX.
|
||||
023F-49 FF I 60 ( 2) EOR #%11111111 ; MAKE DISTANCE ABSOLUTE
|
||||
0241-38 I 61 ( 2) SEC ; MAKE IT A TWO'S COMPLEMENT
|
||||
0242-69 00 I 62 ( 2) ADC #00 ; ... NOT JUST A ONE'S COMPLEMENT.
|
||||
0244-A2 00 I 63 ( 2) ALRIGHT LDX #00 ; SET CLOSENESS COUNTER TO DISTANT
|
||||
0246-DD B0 02 I 64 ( 4*) LOOP CMP LIMITS,X ; COMPARE NEARNESS OF GUESS TO TABLE OF LIMITS
|
||||
0249- I 65 ; TO SEE HOW MANY LIGHTS TO LIGHT.
|
||||
0249-B0 27 I 66 (2**) BCS SIGNAL ; NEARNESS IS BIGGER THAN LIMIT, SO GO
|
||||
024B- I 67 ; LIGHT INDICATOR INSTEAD.
|
||||
024B-E8 I 68 ( 2) INX ; LOOK AT NEXT CLOSENESS LEVEL.
|
||||
024C-E0 09 I 69 ( 2) CPX #9 ; ALL NINE LEVELS TRIED?
|
||||
024E-D0 F6 I 70 (2**) BNE LOOP ; NO, TRY NEXT LEVEL.
|
||||
0250-A9 0B I 71 ( 2) WIN LDA #11 ; YES; WIN! LOAD NUMBER OF BLINKS
|
||||
0252-85 00 I 72 ( 2) STA GUESS ; USE GUESS AS TEMP
|
||||
0254-A9 FF I 73 ( 2) LDA #$FF ; LIGHT LEDS
|
||||
0256-8D 01 C0 I 74 ( 4) STA PORT1A
|
||||
0259-8D 00 C0 I 75 ( 4) STA PORT1B
|
||||
025C-A9 32 I 76 ( 2) WOW LDA #50 ; TONE VALUE
|
||||
025E-20 99 02 I 77 ( 6) JSR TONE ; MAKE WIN SIGNAL
|
||||
0261-A9 FF I 78 ( 2) LDA #$FF
|
||||
0263-4D 01 C0 I 79 ( 4) EOR PORT1A ; COMPLEMENT PORTS
|
||||
0266-8D 01 C0 I 80 ( 4) STA PORT1A
|
||||
0269-8D 00 C0 I 81 ( 4) STA PORT1B
|
||||
026C-C6 00 I 82 ( 5) DEC GUESS ; BLINKS/TONES DONE?
|
||||
026E-D0 EC I 83 (2**) BNE WOW ; NO, DO AGAIN.
|
||||
0270-F0 9E I 84 (2**) BEQ START ; YES, START NEW GAME.
|
||||
0272-E8 I 85 ( 2) SIGNAL INX ; INCREMENT CLOSENESS LEVEL COUNTER SO AT
|
||||
0273- I 86 ; LEAST 1 LED IS LIT.
|
||||
0273-A9 00 I 87 ( 2) LDA #0 ; CLEAR HIGH LED PORT
|
||||
0275-8D 00 C0 I 88 ( 4) STA PORT1B
|
||||
0278-20 91 02 I 89 ( 6) JSR LITE ; GET LED PATTERN
|
||||
027B-8D 01 C0 I 90 ( 4) STA PORT1A ; SET LEDS
|
||||
027E-90 05 I 91 (2**) BCC CC ; IF CARRY SET PB0 = 1
|
||||
0280-A9 01 I 92 ( 2) LDA #01
|
||||
0282-8D 00 C0 I 93 ( 4) STA PORT1B
|
||||
0285-C6 01 I 94 ( 5) CC DEC GUESSN ; ONE GUESS USED
|
||||
0287-D0 98 I 95 (2**) BNE GETGES ; SOME LEFT, GET NEXT.
|
||||
0289-A9 BE I 96 ( 2) LDA #$BE ; LOW TONE SIGNALS LOSE
|
||||
028B-20 99 02 I 97 ( 6) JSR TONE
|
||||
028E-4C 10 02 I 98 ( 3) JMP START ; NEW GAME
|
||||
0291- I 99 ;
|
||||
0291- I 100 ; SUBROUTINE 'LITE'
|
||||
0291- I 101 ; ROUTINE TO MAKE PATTERN OF LIT LEDS BY SHIFTING A STRING OF ONES TO THE
|
||||
0291- I 102 ; LEFT IN THE ACCUMULATOR UNTIL THE BIT POSITION CORRESPONDING TO THE NUMBER
|
||||
0291- I 103 ; IN X IS REACHED.
|
||||
0291- I 104 ;
|
||||
0291-A9 00 I 105 ( 2) LITE LDA #0 ; CLEAR ACCUMULATOR FOR PATTERN
|
||||
0293-38 I 106 ( 2) SHIFT SEC ; MAKE LOW BIT HIGH.
|
||||
0294-2A I 107 ( 2) ROL A ; SHIFT IT IN
|
||||
0295-CA I 108 ( 2) DEX ; ONE BIT DONE...
|
||||
0296-D0 FB I 109 (2**) BNE SHIFT ; LOOP IF NOT DONE.
|
||||
0298-60 I 110 ( 6) RTS ; RETURN
|
||||
0299- I 111 ;
|
||||
0299- I 112 ; SUBROUTINE 'TONE'
|
||||
0299- I 113 ; TONE GENERATION ROUTINE.
|
||||
0299- I 114 ;
|
||||
0299-85 03 I 115 ( 2) TONE STA FREQ
|
||||
029B-A9 00 I 116 ( 2) LDA #0
|
||||
029D-A6 02 I 117 ( 3) LDX DUR
|
||||
029F-A4 03 I 118 ( 3) FL2 LDY FREQ
|
||||
02A1-88 I 119 ( 2) FL1 DEY
|
||||
02A2-18 I 120 ( 2) CLC
|
||||
02A3-90 00 I 121 (2**) BCC FL0 ; (.+2 IN BOOK)
|
||||
02A5-D0 FA I 122 (2**) FL0 BNE FL1
|
||||
02A7-49 FF I 123 ( 2) EOR #$FF
|
||||
02A9-8D 00 CC I 124 ( 4) STA PORT3B
|
||||
02AC-CA I 125 ( 2) DEX
|
||||
02AD-D0 F0 I 126 (2**) BNE FL2
|
||||
02AF-60 I 127 ( 6) RTS
|
||||
02B0- I 128 ;
|
||||
02B0- I 129 ; TABLE OF LIMITS FOR CLOSENESS LEVELS.
|
||||
02B0- I 130 ;
|
||||
02B0-C8 80 40 20
|
||||
10 08 04 02
|
||||
01 I 131 LIMITS .HS C8.80.40.20.10.08.04.02.01
|
||||
02B9- 17 .IN ../CH01-Getkey/getkey_routine.asm
|
||||
02B9- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
|
||||
02B9- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
|
||||
02B9- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
|
||||
02B9- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE
|
||||
02B9- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE
|
||||
02B9- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE.
|
||||
02B9- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT.
|
||||
02B9- I 8 ;
|
||||
02B9-2C 01 CC I 9 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE:
|
||||
02BC- I 10 ; KEYSTROBE IN 'N' STATUS BIT.
|
||||
02BC-10 FB I 11 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE
|
||||
02BE-A2 0F I 12 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15
|
||||
02C0-8E 00 CC I 13 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154
|
||||
02C3-2C 01 CC I 14 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N'
|
||||
02C6-10 05 I 15 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE
|
||||
02C8-CA I 16 ( 2) DEX ; DECREMENT KEY #
|
||||
02C9-10 F5 I 17 (2**) BPL NXTKEY ; NO, DO NEXT KEY
|
||||
02CB-30 F1 I 18 (2**) BMI RSTART ; START OVER
|
||||
02CD-8A I 19 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A
|
||||
02CE-A0 12 I 20 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS.
|
||||
02D0-A2 FF I 21 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP
|
||||
02D2-2C 01 CC I 22 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
|
||||
02D5-30 E7 I 23 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART
|
||||
02D7-CA I 24 ( 2) DEX
|
||||
02D8-D0 F8 I 25 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US.
|
||||
02DA-88 I 26 ( 2) DEY
|
||||
02DB-D0 F3 I 27 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS.
|
||||
02DD-60 I 28 ( 6) RTS ; DONE: KEY IN A.
|
||||
02DE- I 29 ;
|
||||
02DE- I 30 ; SUBROUTINE 'INITKEY'
|
||||
02DE- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM
|
||||
02DE- I 32 ; THE CODE.
|
||||
02DE- I 33 ;
|
||||
02DE-A9 00 I 34 ( 2) INITKEY LDA #0
|
||||
02E0-8D 01 CC I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
|
||||
02E3-A9 FF I 36 ( 2) LDA #$FF
|
||||
02E5-8D 02 CC I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
|
||||
02E8-60 I 38 ( 6) RTS
|
Loading…
Reference in New Issue
Block a user