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https://github.com/tebl/RC-Project-Board.git
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220 lines
14 KiB
Plaintext
220 lines
14 KiB
Plaintext
0000- 4 ;
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0000- 5 ; BINARY TRANSLATION GAME FOR THE BE6502 USING '6502 GAMES' HARDWARE. BOARD
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0000- 6 ; SHOULD BE JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. CODE
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0000- 7 ; IS MOSTLY UNCHANGED FROM THE BOOK, LOOKUP TABLE 'NUMTAB' WAS MOVED OUT OF
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0000- 8 ; ZERO PAGE TO MAKE LOADING A BIT EASIER.
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0000- 9 ;
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0000- 10 ; NOTE THAT ALL OF THE PARTS BELONGING TO THE GAME BOARD ASSUMES A TIMING OF
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0000- 11 ; 1 MHZ, SO ANY MANUAL CLOCKING AND SLOW CLOCKS ARE NOT APPLICABLE.
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0000- 12 ;
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4000- 13 VIA1 .EQ $4000 ; GAME BOARD (VIA #1)
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4C00- 14 VIA3 .EQ $4C00 ; GAME BOARD (VIA #3)
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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- 18 .IN ../../common/CH03-Translate/game.asm
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8000- I 1 ; 'TRANSLATE'
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8000- I 2 ; PROGRAM TO TEST 2 PLAYERS SPEED IN TRANSLATING A BINARY NUMBER TO A SINGLE
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8000- I 3 ; HEXADECIMAL DIGIT. EACH PLAYER IS GIVEN A TURN, AS SHOWN BY A LIGHTED LEFT
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8000- I 4 ; OR RIGHT POINTER. THE NUMBER WILL SUDDENLY FLASH ON LEDS 12-15, ACCOMPANIED
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8000- I 5 ; BY THE LIGHTING OF LED #10. THE PLAYER MUST THEN PUSH THE CORRESPONDING
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8000- I 6 ; BUTTON. AFTER BOTH PLAYERS TAKE TURNS, RESULTS ARE SHOWN ON BOTTOM ROW. AFTER
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8000- I 7 ; 10 WINS, A PLAYERS RESULT WILL FLASH, SHOWING THE BETTER PLAYER. THEN THE
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8000- I 8 ; GAME RESTARTS.
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8000- I 9 ;
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4000- I 10 PORT1B .EQ VIA1 ; LEDS 9-15
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4001- I 11 PORT1A .EQ VIA1+1 ; LEDS 1-8
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4002- I 12 DDR1B .EQ VIA1+2
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4003- I 13 DDR1A .EQ VIA1+3
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4C00- I 14 PORT3B .EQ VIA3 ; KEY # OUTPUT
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4C01- I 15 PORT3A .EQ VIA3+1 ; KEY STROBE INPUT.
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4C02- I 16 DDR3B .EQ VIA3+2
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4C03- I 17 DDR3A .EQ VIA3+3
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8000- I 18 ;
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8000- I 19 ; VARIABLE STORAGE:
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8000- I 20 ;
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0000- I 21 ZP .EQ $00
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0000- I 22 TEMP .EQ ZP ; TEMPORARY STORAGE FOR AMOUNT OF TIME PLAYER
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8000- I 23 ; USES TO GUESS.
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0001- I 24 CNTHI .EQ ZP+1
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0002- I 25 CNTLO .EQ ZP+2
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0003- I 26 CNT1H .EQ ZP+3 ; AMOUNT OF TIME PLYR1 USES TO GUESS.
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0004- I 27 CNT1L .EQ ZP+4
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0005- I 28 PLYR1 .EQ ZP+5 ; SCORE OF # WON FOR PLAYER 1.
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0006- I 29 PLYR2 .EQ ZP+6 ; PLAYER 2 SCORE.
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0007- I 30 NUMBER .EQ ZP+7 ; STORES NUMBER TO BE GUESSED.
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0008- I 31 SCR .EQ ZP+8 ; SCRATCHPAD FOR RND # GEN.
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8000- I 32 ;
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8000- I 33 ; MAIN PROGRAM
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8000- I 34 ;
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8000-A9 FF I 35 ( 2) START LDA #$FF : SET UP PORTS
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8002-8D 03 40 I 36 ( 4) STA DDR1A
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8005-8D 02 40 I 37 ( 4) STA DDR1B
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8008-8D 02 4C I 38 ( 4) STA DDR3B
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800B-A9 00 I 39 ( 2) LDA #0
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800D-8D 03 4C I 40 ( 4) STA DDR3A
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8010-85 05 I 41 ( 3) STA PLYR1 ; CLEAR NUMBER OF WINS.
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8012-85 06 I 42 ( 3) STA PLYR2
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8014-A9 79 I 43 ( 2) MOVE LDA #%01111001
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8016-8D 01 40 I 44 ( 4) STA PORT1A ; SHOW RIGHT ARROW
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8019-A9 00 I 45 ( 2) LDA #0
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801B-8D 00 40 I 46 ( 4) STA PORT1B
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801E-85 02 I 47 ( 3) STA CNTLO ; CLEAR COUNTERS
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8020-85 01 I 48 ( 3) STA CNTHI
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8022-20 8C 80 I 49 ( 6) JSR PLAY ; GET PLAYER 1S TIME.
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8025-A5 02 I 50 ( 3) LDA CNTLO ; TRANSFER TEMP COUNT TO PERMANENT STORAGE
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8027-85 04 I 51 ( 3) STA CNT1L
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8029-A5 01 I 52 ( 3) LDA CNTHI
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802B-85 03 I 53 ( 3) STA CNT1H
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802D-A9 3C I 54 ( 2) LDA #%00111100 ; SHOW LEFT ARROW
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802F-8D 01 40 I 55 ( 4) STA PORT1A
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8032-A9 01 I 56 ( 2) LDA #1
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8034-8D 00 40 I 57 ( 4) STA PORT1B
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8037-A9 00 I 58 ( 2) LDA #0
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8039-85 02 I 59 ( 3) STA CNTLO ; CLEAR COUNTERS
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803B-85 01 I 60 ( 3) STA CNTHI
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803D-20 8C 80 I 61 ( 6) JSR PLAY ; GET PLAYER 2S TIME.
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8040-A5 01 I 62 ( 3) LDA CNTHI ; GET PLAYER 2S COUNT AND...
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8042-C5 03 I 63 ( 3) CMP CNT1H ; COMPARE TO PLAYER 1S.
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8044-F0 04 I 64 (2**) BEQ EQUAL ; CHECK LOW ORDER BYTES TO RESOLVE WINNER.
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8046-90 27 I 65 (2**) BCC PLR2 ; PLAYER 2 HAS SMALLER COUNT, SHOW IT.
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8048-B0 08 I 66 (2**) BCS PLR1 ; PLAYER 1 HAS SMALLER COUNT, SHOW IT.
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804A-A5 02 I 67 ( 3) EQUAL LDA CNTLO ; HI BYTES WERE EQUAL, SO CHECK LOW BYTES.
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804C-C5 04 I 68 ( 3) CMP CNT1L ; COMPARE SCORES.
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804E-90 1F I 69 (2**) BCC PLR2 ; PLAYER 2 WINS, SHOW IT.
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8050-B0 00 I 70 (2**) BCS PLR1 ; PLAYER 1 WINS, SHOW IT.
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8052-A9 F0 I 71 ( 2) PLR1 LDA #%11110000 ; LIGTH RIGHT SIDE OF BOTTOM ROW
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8054-8D 00 40 I 72 ( 4) STA PORT1B ; TO SHOW WIN.
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8057-A9 00 I 73 ( 2) LDA #0
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8059-8D 01 40 I 74 ( 4) STA PORT1A ; CLEAR LOW LEDS.
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805C-A9 40 I 75 ( 2) LDA #$40 ; WAIT A WHILE TO SHOW WIN.
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805E-20 E4 80 I 76 ( 6) JSR DELAY
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8061-E6 05 I 77 ( 5) INC PLYR1 ; PLAYER 1 WINS ONE MORE...
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8063-A9 0A I 78 ( 2) LDA #10 ; ... HAS HE WON 10?
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8065-C5 05 I 79 ( 3) CMP PLYR1
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8067-D0 AB I 80 (2**) BNE MOVE ; IF NOT, PLAY ANOTHER ROUND
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8069-A9 F0 I 81 ( 2) LDA #%11110000 ; YES - GET BLINK PATTERN.
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806B-20 CC 80 I 82 ( 6) JSR BLINK ; BLINK WINNING SIDE.
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806E-60 I 83 ( 6) RTS ; END OF GAME: RETURN TO MONITOR.
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806F-A9 0E I 84 ( 2) PLR2 LDA #%1110 ; LIGHT LEFT SIDE OF BOTTOM.
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8071-8D 00 40 I 85 ( 4) STA PORT1B
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8074-A9 00 I 86 ( 2) LDA #0
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8076-8D 01 40 I 87 ( 4) STA PORT1A ; CLEAR LOW LEDS.
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8079-A9 40 I 88 ( 2) LDA #$40 ; WAIT A WHILE TO SHOW WIN.
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807B-20 E4 80 I 89 ( 6) JSR DELAY
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807E-E6 06 I 90 ( 5) INC PLYR2 ; PLAYER 2 HAS WON ANOTHER ROUND...
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8080-A9 0A I 91 ( 2) LDA #10 ; ... HAS HE WON 10?
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8082-C5 06 I 92 ( 3) CMP PLYR2
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8084-D0 8E I 93 (2**) BNE MOVE ; IF NOT, PLAY ANOTHER ROUND.
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8086-A9 0E I 94 ( 2) LDA #%1110 ; YES - GET PATTERN TO BLINK LEDS.
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8088-20 CC 80 I 95 ( 6) JSR BLINK ; BLINK THEM
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808B-60 I 96 ( 6) RTS ; END.
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808C- I 97 ;
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808C- I 98 ; SUBROUTINE 'PLAY'
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808C- I 99 ; GETS TIME COUNT OF EACH PLAYER, AND IF BAD GUESSES ARE MADE, THE PLAYER IS
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808C- I 100 ; GIVEN ANOTHER CHANCE. THE NEW TIME ADDED TO THE OLD.
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808C- I 101 ;
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808C-20 F5 80 I 102 ( 6) PLAY JSR RANDOM ; GET RANDOM NUMBER.
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808F-20 E4 80 I 103 ( 6) JSR DELAY ; RANDOM - LENGTH DELAY.
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8092-20 F5 80 I 104 ( 6) JSR RANDOM ; GET ANOTHER
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8095-29 0F I 105 ( 2) AND #$0F ; KEEP UNDER 16 FOR USE AS
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8097-85 07 I 106 ( 3) STA NUMBER ; NUMBER TO GUESS.
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8099-AA I 107 ( 2) TAX ; USE AS INDEX TO ...
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809A-BD 08 81 I 108 ( 4*) LDA NUMTAB,X ; GET REVERSED PATTERN FROM TABLE
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809D-0D 00 40 I 109 ( 4) ORA PORT1B ; TO DISPLAY IN LEDS 12-15.
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80A0-8D 00 40 I 110 ( 4) STA PORT1B
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80A3-20 B6 80 I 111 ( 6) JSR CNTSUB ; GET KEYSTROKE 1 DURATION COUNT.
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80A6-C4 07 I 112 ( 3) CPY NUMBER ; IS KEYSTROKE CORRECT GUESS?
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80A8-F0 0B I 113 (2**) BEQ DONE ; IF SO, DONE.
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80AA-A9 01 I 114 ( 2) LDA #01 ; NO: CLEAR OLD GUESS FROM LEDS.
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80AC-2D 00 40 I 115 ( 4) AND PORT1B
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80AF-8D 00 40 I 116 ( 4) STA PORT1B
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80B2-4C 8C 80 I 117 ( 3) JMP PLAY ; TRY AGAIN W/ANOTHER NUMBER.
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80B5-60 I 118 ( 6) DONE RTS ; RETURN WITH DURATION IN CNTLO+CNTHI
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80B6- I 119 ;
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80B6- I 120 ; SUBROUTINE 'COUNTER'
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80B6- I 121 ; GETS KEYSTROKE WHILE KEEPING TRACK OF AMOUNT OF TIME BEFORE KEYPRESS.
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80B6- I 122 ;
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80B6-A0 0F I 123 ( 2) CNTSUB LDY #$0F ; SET UP KEY # COUNTER.
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80B8-8C 00 4C I 124 ( 4) KEYLP STY PORT3B ; OUTPUT KEY # TO KEYBOARD MPXR
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80BB-2C 01 4C I 125 ( 4) BIT PORT3A ; KEY DOWN?
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80BE-10 0B I 126 (2**) BPL FINISH ; IF YES, DONE.
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80C0-88 I 127 ( 2) DEY ; COUNT DOWN KEY #.
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80C1-10 F5 I 128 (2**) BPL KEYLP ; TRY NEXT KEY.
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80C3-E6 02 I 129 ( 5) INC CNTLO ; ALL KEYS TRIED, INCREMENT COUNT.
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80C5-D0 EF I 130 (2**) BNE CNTSUB ; TRY KEYS AGAIN IF NO OVERFLOW.
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80C7-E6 01 I 131 ( 5) INC CNTHI ; OVERFLOW, INCREMENT HIGH BYTE.
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80C9-D0 EB I 132 (2**) BNE CNTSUB ; TRY KEYS AGAIN.
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80CB-60 I 133 ( 6) FINISH RTS ; DONE: TIME RAN OUT OR KEY PRESSED.
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80CC- I 134 ;
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80CC- I 135 ; SUBROUTINE 'BLINK'
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80CC- I 136 ; BLINKS LEDS WHOSE BITS ARE SET IN ACCUMULATOR ON ENTRY.
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80CC- I 137 ;
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80CC-A2 14 I 138 ( 2) BLINK LDX #20 ; 20 BLINKS.
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80CE-86 01 I 139 ( 3) STX CNTHI ; SET BLINK COUNTER.
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80D0-85 02 I 140 ( 3) STA CNTLO ; BLINK REGISTER
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80D2-A5 02 I 141 ( 3) BLOOP LDA CNTLO ; GET BLINK PATTERN
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80D4-4D 00 40 I 142 ( 4) EOR PORT1B ; BLINK LEDS.
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80D7-8D 00 40 I 143 ( 4) STA PORT1B
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80DA-A9 0A I 144 ( 2) LDA #10 ; SHORT DELAY
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80DC-20 E4 80 I 145 ( 6) JSR DELAY
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80DF-C6 01 I 146 ( 5) DEC CNTHI
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80E1-D0 EF I 147 (2**) BNE BLOOP ; LOOP IF NOT DONE.
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80E3-60 I 148 ( 6) RTS
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80E4- I 149 ;
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80E4- I 150 ; SUBROUTINE 'DELAY'
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80E4- I 151 ; CONTENTS OF ACCUMULATOR DETERMINES DELAY LENGTH.
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80E4- I 152 ;
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80E4-85 00 I 153 ( 3) DELAY STA TEMP
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80E6-A0 10 I 154 ( 2) DL1 LDY #$10
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80E8-A2 FF I 155 ( 2) DL2 LDX #$FF
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80EA-CA I 156 ( 2) DL3 DEX
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80EB-D0 FD I 157 (2**) BNE DL3
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80ED-88 I 158 ( 2) DEY
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80EE-D0 F8 I 159 (2**) BNE DL2
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80F0-C6 00 I 160 ( 5) DEC TEMP
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80F2-D0 F2 I 161 (2**) BNE DL1
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80F4-60 I 162 ( 6) RTS
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80F5- I 163 ;
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80F5- I 164 ; SUBROUTINE 'RANDOM'
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80F5- I 165 ; RANDOM NUMBER GENERATOR, RETURNS RANDOM NUMBER IN ACCUMULATOR.
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80F5- I 166 ;
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80F5-38 I 167 ( 2) RANDOM SEC
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80F6-A5 09 I 168 ( 3) LDA SCR+1
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80F8-65 0C I 169 ( 3) ADC SCR+4
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80FA-65 0D I 170 ( 3) ADC SCR+5
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80FC-85 08 I 171 ( 3) STA SCR
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80FE-A2 04 I 172 ( 2) LDX #4
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8100-B5 08 I 173 ( 4) RNDLP LDA SCR,X
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8102-95 09 I 174 ( 4) STA SCR+1,X
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8104-CA I 175 ( 2) DEX
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8105-10 F9 I 176 (2**) BPL RNDLP
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8107-60 I 177 ( 6) RTS
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8108- I 178 ;
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8108- I 179 ; TABLE OF 'REVERSED' NUMBERS FOR DISPLAY
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8108- I 180 ; IN BITS 3-8 OF PORT1B, OR LEDS 12-15.
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8108- I 181 ;
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8108-02 I 182 NUMTAB .DA #%00000010
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8109-82 I 183 .DA #%10000010
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810A-22 I 184 .DA #%00100010
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810B-A2 I 185 .DA #%10100010
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810C-12 I 186 .DA #%00010010
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810D-92 I 187 .DA #%10010010
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810E-32 I 188 .DA #%00110010
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810F-B2 I 189 .DA #%10110010
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8110-0A I 190 .DA #%00001010
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8111-8A I 191 .DA #%10001010
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8112-2A I 192 .DA #%00101010
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8113-AA I 193 .DA #%10101010
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8114-1A I 194 .DA #%00011010
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8115-9A I 195 .DA #%10011010
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8116-3A I 196 .DA #%00111010
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8117-BA I 197 .DA #%10111010
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8118- 19 ;
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8118- 20 ; STORE CPU INITIALIZATION VECTORS AT THE END OF THE EEPROM.
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8118- 21 ;
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FFFA 22 .NO $FFFA,$FF
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FFFA-00 80 23 .DA START ; NMI VECTOR
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FFFC-00 80 24 .DA START ; RESET VECTOR
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FFFE-00 80 25 .DA START ; IRQ VECTOR
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