0000- 4 ; 0000- 5 ; BINARY TRANSLATION GAME FOR THE KIM-1 USING '6502 GAMES' HARDWARE. BOARD 0000- 6 ; SHOULD BE JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. CODE 0000- 7 ; IS MOSTLY UNCHANGED FROM THE BOOK, LOOKUP TABLE 'NUMTAB' WAS MOVED OUT OF 0000- 8 ; ZERO PAGE TO MAKE LOADING A BIT EASIER. 0000- 9 ; C000- 10 VIA1 .EQ $C000 CC00- 11 VIA3 .EQ $CC00 0000- 12 0200- 13 .OR $0200 0200- 14 .TA $0200 0200- 15 .IN ../../common/CH03-Translate/game.asm 0200- I 1 ; 'TRANSLATE' 0200- I 2 ; PROGRAM TO TEST 2 PLAYERS SPEED IN TRANSLATING A BINARY NUMBER TO A SINGLE 0200- I 3 ; HEXADECIMAL DIGIT. EACH PLAYER IS GIVEN A TURN, AS SHOWN BY A LIGHTED LEFT 0200- I 4 ; OR RIGHT POINTER. THE NUMBER WILL SUDDENLY FLASH ON LEDS 12-15, ACCOMPANIED 0200- I 5 ; BY THE LIGHTING OF LED #10. THE PLAYER MUST THEN PUSH THE CORRESPONDING 0200- I 6 ; BUTTON. AFTER BOTH PLAYERS TAKE TURNS, RESULTS ARE SHOWN ON BOTTOM ROW. AFTER 0200- I 7 ; 10 WINS, A PLAYERS RESULT WILL FLASH, SHOWING THE BETTER PLAYER. THEN THE 0200- I 8 ; GAME RESTARTS. 0200- I 9 ; C000- I 10 PORT1B .EQ VIA1 ; LEDS 9-15 C001- I 11 PORT1A .EQ VIA1+1 ; LEDS 1-8 C002- I 12 DDR1B .EQ VIA1+2 C003- I 13 DDR1A .EQ VIA1+3 CC00- I 14 PORT3B .EQ VIA3 ; KEY # OUTPUT CC01- I 15 PORT3A .EQ VIA3+1 ; KEY STROBE INPUT. CC02- I 16 DDR3B .EQ VIA3+2 CC03- I 17 DDR3A .EQ VIA3+3 0200- I 18 ; 0200- I 19 ; VARIABLE STORAGE: 0200- I 20 ; 0000- I 21 ZP .EQ $00 0000- I 22 TEMP .EQ ZP ; TEMPORARY STORAGE FOR AMOUNT OF TIME PLAYER 0200- I 23 ; USES TO GUESS. 0001- I 24 CNTHI .EQ ZP+1 0002- I 25 CNTLO .EQ ZP+2 0003- I 26 CNT1H .EQ ZP+3 ; AMOUNT OF TIME PLYR1 USES TO GUESS. 0004- I 27 CNT1L .EQ ZP+4 0005- I 28 PLYR1 .EQ ZP+5 ; SCORE OF # WON FOR PLAYER 1. 0006- I 29 PLYR2 .EQ ZP+6 ; PLAYER 2 SCORE. 0007- I 30 NUMBER .EQ ZP+7 ; STORES NUMBER TO BE GUESSED. 0008- I 31 SCR .EQ ZP+8 ; SCRATCHPAD FOR RND # GEN. 0200- I 32 ; 0200- I 33 ; MAIN PROGRAM 0200- I 34 ; 0200-A9 FF I 35 ( 2) START LDA #$FF : SET UP PORTS 0202-8D 03 C0 I 36 ( 4) STA DDR1A 0205-8D 02 C0 I 37 ( 4) STA DDR1B 0208-8D 02 CC I 38 ( 4) STA DDR3B 020B-A9 00 I 39 ( 2) LDA #0 020D-8D 03 CC I 40 ( 4) STA DDR3A 0210-85 05 I 41 ( 3) STA PLYR1 ; CLEAR NUMBER OF WINS. 0212-85 06 I 42 ( 3) STA PLYR2 0214-A9 79 I 43 ( 2) MOVE LDA #%01111001 0216-8D 01 C0 I 44 ( 4) STA PORT1A ; SHOW RIGHT ARROW 0219-A9 00 I 45 ( 2) LDA #0 021B-8D 00 C0 I 46 ( 4) STA PORT1B 021E-85 02 I 47 ( 3) STA CNTLO ; CLEAR COUNTERS 0220-85 01 I 48 ( 3) STA CNTHI 0222-20 8C 02 I 49 ( 6) JSR PLAY ; GET PLAYER 1S TIME. 0225-A5 02 I 50 ( 3) LDA CNTLO ; TRANSFER TEMP COUNT TO PERMANENT STORAGE 0227-85 04 I 51 ( 3) STA CNT1L 0229-A5 01 I 52 ( 3) LDA CNTHI 022B-85 03 I 53 ( 3) STA CNT1H 022D-A9 3C I 54 ( 2) LDA #%00111100 ; SHOW LEFT ARROW 022F-8D 01 C0 I 55 ( 4) STA PORT1A 0232-A9 01 I 56 ( 2) LDA #1 0234-8D 00 C0 I 57 ( 4) STA PORT1B 0237-A9 00 I 58 ( 2) LDA #0 0239-85 02 I 59 ( 3) STA CNTLO ; CLEAR COUNTERS 023B-85 01 I 60 ( 3) STA CNTHI 023D-20 8C 02 I 61 ( 6) JSR PLAY ; GET PLAYER 2S TIME. 0240-A5 01 I 62 ( 3) LDA CNTHI ; GET PLAYER 2S COUNT AND... 0242-C5 03 I 63 ( 3) CMP CNT1H ; COMPARE TO PLAYER 1S. 0244-F0 04 I 64 (2**) BEQ EQUAL ; CHECK LOW ORDER BYTES TO RESOLVE WINNER. 0246-90 27 I 65 (2**) BCC PLR2 ; PLAYER 2 HAS SMALLER COUNT, SHOW IT. 0248-B0 08 I 66 (2**) BCS PLR1 ; PLAYER 1 HAS SMALLER COUNT, SHOW IT. 024A-A5 02 I 67 ( 3) EQUAL LDA CNTLO ; HI BYTES WERE EQUAL, SO CHECK LOW BYTES. 024C-C5 04 I 68 ( 3) CMP CNT1L ; COMPARE SCORES. 024E-90 1F I 69 (2**) BCC PLR2 ; PLAYER 2 WINS, SHOW IT. 0250-B0 00 I 70 (2**) BCS PLR1 ; PLAYER 1 WINS, SHOW IT. 0252-A9 F0 I 71 ( 2) PLR1 LDA #%11110000 ; LIGTH RIGHT SIDE OF BOTTOM ROW 0254-8D 00 C0 I 72 ( 4) STA PORT1B ; TO SHOW WIN. 0257-A9 00 I 73 ( 2) LDA #0 0259-8D 01 C0 I 74 ( 4) STA PORT1A ; CLEAR LOW LEDS. 025C-A9 40 I 75 ( 2) LDA #$40 ; WAIT A WHILE TO SHOW WIN. 025E-20 E4 02 I 76 ( 6) JSR DELAY 0261-E6 05 I 77 ( 5) INC PLYR1 ; PLAYER 1 WINS ONE MORE... 0263-A9 0A I 78 ( 2) LDA #10 ; ... HAS HE WON 10? 0265-C5 05 I 79 ( 3) CMP PLYR1 0267-D0 AB I 80 (2**) BNE MOVE ; IF NOT, PLAY ANOTHER ROUND 0269-A9 F0 I 81 ( 2) LDA #%11110000 ; YES - GET BLINK PATTERN. 026B-20 CC 02 I 82 ( 6) JSR BLINK ; BLINK WINNING SIDE. 026E-60 I 83 ( 6) RTS ; END OF GAME: RETURN TO MONITOR. 026F-A9 0E I 84 ( 2) PLR2 LDA #%1110 ; LIGHT LEFT SIDE OF BOTTOM. 0271-8D 00 C0 I 85 ( 4) STA PORT1B 0274-A9 00 I 86 ( 2) LDA #0 0276-8D 01 C0 I 87 ( 4) STA PORT1A ; CLEAR LOW LEDS. 0279-A9 40 I 88 ( 2) LDA #$40 ; WAIT A WHILE TO SHOW WIN. 027B-20 E4 02 I 89 ( 6) JSR DELAY 027E-E6 06 I 90 ( 5) INC PLYR2 ; PLAYER 2 HAS WON ANOTHER ROUND... 0280-A9 0A I 91 ( 2) LDA #10 ; ... HAS HE WON 10? 0282-C5 06 I 92 ( 3) CMP PLYR2 0284-D0 8E I 93 (2**) BNE MOVE ; IF NOT, PLAY ANOTHER ROUND. 0286-A9 0E I 94 ( 2) LDA #%1110 ; YES - GET PATTERN TO BLINK LEDS. 0288-20 CC 02 I 95 ( 6) JSR BLINK ; BLINK THEM 028B-60 I 96 ( 6) RTS ; END. 028C- I 97 ; 028C- I 98 ; SUBROUTINE 'PLAY' 028C- I 99 ; GETS TIME COUNT OF EACH PLAYER, AND IF BAD GUESSES ARE MADE, THE PLAYER IS 028C- I 100 ; GIVEN ANOTHER CHANCE. THE NEW TIME ADDED TO THE OLD. 028C- I 101 ; 028C-20 F5 02 I 102 ( 6) PLAY JSR RANDOM ; GET RANDOM NUMBER. 028F-20 E4 02 I 103 ( 6) JSR DELAY ; RANDOM - LENGTH DELAY. 0292-20 F5 02 I 104 ( 6) JSR RANDOM ; GET ANOTHER 0295-29 0F I 105 ( 2) AND #$0F ; KEEP UNDER 16 FOR USE AS 0297-85 07 I 106 ( 3) STA NUMBER ; NUMBER TO GUESS. 0299-AA I 107 ( 2) TAX ; USE AS INDEX TO ... 029A-BD 08 03 I 108 ( 4*) LDA NUMTAB,X ; GET REVERSED PATTERN FROM TABLE 029D-0D 00 C0 I 109 ( 4) ORA PORT1B ; TO DISPLAY IN LEDS 12-15. 02A0-8D 00 C0 I 110 ( 4) STA PORT1B 02A3-20 B6 02 I 111 ( 6) JSR CNTSUB ; GET KEYSTROKE 1 DURATION COUNT. 02A6-C4 07 I 112 ( 3) CPY NUMBER ; IS KEYSTROKE CORRECT GUESS? 02A8-F0 0B I 113 (2**) BEQ DONE ; IF SO, DONE. 02AA-A9 01 I 114 ( 2) LDA #01 ; NO: CLEAR OLD GUESS FROM LEDS. 02AC-2D 00 C0 I 115 ( 4) AND PORT1B 02AF-8D 00 C0 I 116 ( 4) STA PORT1B 02B2-4C 8C 02 I 117 ( 3) JMP PLAY ; TRY AGAIN W/ANOTHER NUMBER. 02B5-60 I 118 ( 6) DONE RTS ; RETURN WITH DURATION IN CNTLO+CNTHI 02B6- I 119 ; 02B6- I 120 ; SUBROUTINE 'COUNTER' 02B6- I 121 ; GETS KEYSTROKE WHILE KEEPING TRACK OF AMOUNT OF TIME BEFORE KEYPRESS. 02B6- I 122 ; 02B6-A0 0F I 123 ( 2) CNTSUB LDY #$0F ; SET UP KEY # COUNTER. 02B8-8C 00 CC I 124 ( 4) KEYLP STY PORT3B ; OUTPUT KEY # TO KEYBOARD MPXR 02BB-2C 01 CC I 125 ( 4) BIT PORT3A ; KEY DOWN? 02BE-10 0B I 126 (2**) BPL FINISH ; IF YES, DONE. 02C0-88 I 127 ( 2) DEY ; COUNT DOWN KEY #. 02C1-10 F5 I 128 (2**) BPL KEYLP ; TRY NEXT KEY. 02C3-E6 02 I 129 ( 5) INC CNTLO ; ALL KEYS TRIED, INCREMENT COUNT. 02C5-D0 EF I 130 (2**) BNE CNTSUB ; TRY KEYS AGAIN IF NO OVERFLOW. 02C7-E6 01 I 131 ( 5) INC CNTHI ; OVERFLOW, INCREMENT HIGH BYTE. 02C9-D0 EB I 132 (2**) BNE CNTSUB ; TRY KEYS AGAIN. 02CB-60 I 133 ( 6) FINISH RTS ; DONE: TIME RAN OUT OR KEY PRESSED. 02CC- I 134 ; 02CC- I 135 ; SUBROUTINE 'BLINK' 02CC- I 136 ; BLINKS LEDS WHOSE BITS ARE SET IN ACCUMULATOR ON ENTRY. 02CC- I 137 ; 02CC-A2 14 I 138 ( 2) BLINK LDX #20 ; 20 BLINKS. 02CE-86 01 I 139 ( 3) STX CNTHI ; SET BLINK COUNTER. 02D0-85 02 I 140 ( 3) STA CNTLO ; BLINK REGISTER 02D2-A5 02 I 141 ( 3) BLOOP LDA CNTLO ; GET BLINK PATTERN 02D4-4D 00 C0 I 142 ( 4) EOR PORT1B ; BLINK LEDS. 02D7-8D 00 C0 I 143 ( 4) STA PORT1B 02DA-A9 0A I 144 ( 2) LDA #10 ; SHORT DELAY 02DC-20 E4 02 I 145 ( 6) JSR DELAY 02DF-C6 01 I 146 ( 5) DEC CNTHI 02E1-D0 EF I 147 (2**) BNE BLOOP ; LOOP IF NOT DONE. 02E3-60 I 148 ( 6) RTS 02E4- I 149 ; 02E4- I 150 ; SUBROUTINE 'DELAY' 02E4- I 151 ; CONTENTS OF ACCUMULATOR DETERMINES DELAY LENGTH. 02E4- I 152 ; 02E4-85 00 I 153 ( 3) DELAY STA TEMP 02E6-A0 10 I 154 ( 2) DL1 LDY #$10 02E8-A2 FF I 155 ( 2) DL2 LDX #$FF 02EA-CA I 156 ( 2) DL3 DEX 02EB-D0 FD I 157 (2**) BNE DL3 02ED-88 I 158 ( 2) DEY 02EE-D0 F8 I 159 (2**) BNE DL2 02F0-C6 00 I 160 ( 5) DEC TEMP 02F2-D0 F2 I 161 (2**) BNE DL1 02F4-60 I 162 ( 6) RTS 02F5- I 163 ; 02F5- I 164 ; SUBROUTINE 'RANDOM' 02F5- I 165 ; RANDOM NUMBER GENERATOR, RETURNS RANDOM NUMBER IN ACCUMULATOR. 02F5- I 166 ; 02F5-38 I 167 ( 2) RANDOM SEC 02F6-A5 09 I 168 ( 3) LDA SCR+1 02F8-65 0C I 169 ( 3) ADC SCR+4 02FA-65 0D I 170 ( 3) ADC SCR+5 02FC-85 08 I 171 ( 3) STA SCR 02FE-A2 04 I 172 ( 2) LDX #4 0300-B5 08 I 173 ( 4) RNDLP LDA SCR,X 0302-95 09 I 174 ( 4) STA SCR+1,X 0304-CA I 175 ( 2) DEX 0305-10 F9 I 176 (2**) BPL RNDLP 0307-60 I 177 ( 6) RTS 0308- I 178 ; 0308- I 179 ; TABLE OF 'REVERSED' NUMBERS FOR DISPLAY 0308- I 180 ; IN BITS 3-8 OF PORT1B, OR LEDS 12-15. 0308- I 181 ; 0308-02 I 182 NUMTAB .DA #%00000010 0309-82 I 183 .DA #%10000010 030A-22 I 184 .DA #%00100010 030B-A2 I 185 .DA #%10100010 030C-12 I 186 .DA #%00010010 030D-92 I 187 .DA #%10010010 030E-32 I 188 .DA #%00110010 030F-B2 I 189 .DA #%10110010 0310-0A I 190 .DA #%00001010 0311-8A I 191 .DA #%10001010 0312-2A I 192 .DA #%00101010 0313-AA I 193 .DA #%10101010 0314-1A I 194 .DA #%00011010 0315-9A I 195 .DA #%10011010 0316-3A I 196 .DA #%00111010 0317-BA I 197 .DA #%10111010