mirror of
https://github.com/option8/minesweeper.git
synced 2024-08-31 18:29:13 +00:00
added RND function
also properly increases difficulty on winning, decreases upon losing.
This commit is contained in:
parent
e1ddacf8be
commit
2df271c118
BIN
MINESWEEPER.dsk
BIN
MINESWEEPER.dsk
Binary file not shown.
268
MINESWEEPER.s
268
MINESWEEPER.s
@ -1,36 +1,8 @@
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DSK MS
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**************************************************
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* minesweeper
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*
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* test board
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*
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* 0 0 0 0 0 0 0 0
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* 0 0 0 0 0 0 0 0
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* 0 0 0 0 0 0 0 0
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* 0 0 0 1 0 0 0 0 = 0x10
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* 0 0 0 0 1 0 0 0 = 0x08
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* 0 0 0 0 0 0 0 0
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* 0 0 0 0 0 0 0 0
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* 0 0 0 0 0 0 0 0
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*
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* solve result:
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*
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* 0 0 0 0 0 0 0 0
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* 0 0 0 0 0 0 0 0
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* 0 0 1 1 1 0 0 0
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* 0 0 1 X 2 1 0 0
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* 0 0 1 2 X 1 0 0
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* 0 0 0 1 1 1 0 0
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* 0 0 0 0 0 0 0 0
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* 0 0 0 0 0 0 0 0
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*
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**************************************************
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**************************************************
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*
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* TO DO: end-of-game state, so you can't keep marking cells after you lose
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* draw board with mousetext, if available?
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* elegant quit to prodos?
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*
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**************************************************
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@ -41,22 +13,20 @@
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* Variables
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**************************************************
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SOLVEORIGIN EQU $9100 ; 'solved' board to reveal
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PROGRESSORIGIN EQU $9200 ; revealed squares
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BOMBLOC EQU $FC
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ROWBYTE EQU $FD
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ROW EQU $FA ; row/col in board
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COLUMN EQU $FB
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PLOTROW EQU $FE ; row/col in text page
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PLOTCOLUMN EQU $FF
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]ROWS = #$8
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]COLUMNS = #$8
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CHAR EQU $FC ; char to plot
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STRLO EQU $EB ; string lo/hi for printing
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STRHI EQU $EC
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SCORE EQU $ED ; bombs found
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PROGRESS EQU $EE ; cells cleared
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BOMBS EQU $EF ; total bombs
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PLAYERLEVEL EQU $EA ; increase level, increase number of bombs.
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LEVELTARGET EQU $E9 ;
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**************************************************
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* Apple Standard Memory Locations
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@ -92,6 +62,8 @@ ROMINIT EQU $FB2F
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ROMSETKBD EQU $FE89
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ROMSETVID EQU $FE93
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ALTCHAR EQU $C00F ; enables alternative character set - mousetext
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BLINK EQU $F3
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SPEED EQU $F1
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@ -107,111 +79,68 @@ SPEED EQU $F1
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LDA #$01
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STA SPEED ; string/char output speed
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STA ALTCHAR ; enable mousetext
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STA PLAYERLEVEL
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LDA #$00
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STA BLINK ; blinking text? no thanks.
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DRAWBOARD JSR HOME
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JSR RNDINIT
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**************************************************
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* Draws the blank board borders, corners, borders
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**************************************************
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CORNERS LDA #$01
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STA PLOTROW
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HLINES LDA #$01 ; start at column 2
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STA PLOTCOLUMN
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LDA #$2E ; .
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HLINESLOOP LDA #$4C ; -
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STA CHAR
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LDA #$01 ; row 1
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STA PLOTROW
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JSR PLOTCHAR
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LDA #$12
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STA PLOTROW
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LDA #$4C
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STA CHAR
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JSR PLOTCHAR
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LDA #$11
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STA PLOTCOLUMN
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JSR PLOTCHAR
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LDA #$27
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STA CHAR ; '
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LDA #$11
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STA PLOTROW
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STA PLOTCOLUMN
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JSR PLOTCHAR
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LDA #$01
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STA PLOTCOLUMN
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JSR PLOTCHAR
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;/CORNERS
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HLINES LDA #$02 ; start at column 2
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STA PLOTCOLUMN
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LDA #$2D ; -
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STA CHAR
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HLINESLOOP LDA #$01 ; row 1
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STA PLOTROW
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JSR PLOTCHAR
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HROWSLOOP INC PLOTROW
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INC PLOTROW ; row 3, 5, ...
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JSR PLOTCHAR
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LDA PLOTROW
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CMP #$10 ; goes to 17
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BMI HROWSLOOP
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;/HROWSLOOP
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INC PLOTCOLUMN
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LDA PLOTCOLUMN
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CMP #$11 ; goes to 16
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CMP #$12 ; goes to 16
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BMI HLINESLOOP
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;/HLINES
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VLINES LDA #$02 ; start at column 2
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VLINES LDA #$01 ; start at row 2
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STA PLOTROW
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LDA #$3A ; :
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VLINESLOOP LDA #$5A ; :
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STA CHAR
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VLINESLOOP LDA #$01 ; row 1
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LDA #$00 ; row 1 - left border
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STA PLOTCOLUMN
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JSR PLOTCHAR
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VCOLUMNSLOOP INC PLOTCOLUMN ; row 2, 4, ...
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INC PLOTCOLUMN ; row 3, 5, ...
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LDA #$12
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STA PLOTCOLUMN
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LDA #$5F ; right box border
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STA CHAR
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JSR PLOTCHAR
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LDA PLOTCOLUMN
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CMP #$11 ; goes to 16
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BMI VCOLUMNSLOOP
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;/VCOLUMNSLOOP
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INC PLOTROW
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LDA PLOTROW
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CMP #$11 ; goes to 16
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CMP #$12 ; goes to 16
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BMI VLINESLOOP
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;/VLINES
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* + ROW*2 + 1, COLUMN*2 + 1
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PLUSES
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LDA #$03 ; starts at 3,3
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STA PLOTROW
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LDA #$2B ; +
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STA CHAR
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PLUSLOOP
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LDA #$03 ; starts at 3,3
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STA PLOTCOLUMN
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PLUSCOLS
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JSR PLOTCHAR
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INC PLOTCOLUMN
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INC PLOTCOLUMN
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LDA PLOTCOLUMN
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CMP #$10
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BMI PLUSCOLS
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;/PLUSCOLS
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INC PLOTROW
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INC PLOTROW
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LDA PLOTROW
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CMP #$10
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BMI PLUSLOOP
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;/PLUSLOOP
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**************************************************
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* sets up solving matrix, resets scoreboard
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@ -234,19 +163,26 @@ SETUPBOARD
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LDX #$8 ; X = 8
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ROWLOOP3 ; (ROW 7 to 0)
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DEX
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STX ROW
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LDA #$0
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STA BOARDORIGIN,X ; set byte at BOARDORIGIN,x 0
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LDY #$8 ; start columnloop (COLUMN 0 to 7)
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COLUMNLOOP3 CLC ; clear CARRY to 0
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COLUMNLOOP3
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DEY
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STY COLUMN ; store column for later retrieval
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LDA #$05 ; SLIGHT DELAY
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JSR WAIT
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LDA SPEAKER ; get byte, pseudorandom source?
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ROL ; random bit into Carry
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ROL ; random bit into Carry
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LDA PLAYERLEVEL
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STA LEVELTARGET
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ROL LEVELTARGET ;x2
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ROL LEVELTARGET ;x4
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ROL LEVELTARGET ;x8
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ROL LEVELTARGET ;x16
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LDA #$FF
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SBC LEVELTARGET
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STA LEVELTARGET ; FF - 16xLEVEL = target
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JSR RND ; random byte
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CMP LEVELTARGET ; greater than target=carry true (1/16 * level=chance)
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ROL BOARDORIGIN,X ; random bit into row byte
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TYA ; last COLUMN?
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@ -295,6 +231,10 @@ NOBOMB ; do nothing.
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;/rowloop
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CHECKBOMBS LDA BOMBS ; on the off chance the random has come up all zeros
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BEQ SETUP
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**************************************************
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* draws the blank squares to be solved
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*
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@ -625,7 +565,7 @@ LEFTCOLUMN INC CV
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* puts ? in unsolved square by ROW, COLUMN
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**************************************************
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DRAWSQUARE ; puts ? in unsolved square
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LDA #$BF ; "?"
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LDA #$5E ; "?"
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STA CHAR ; store as CHAR
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LDA ROW
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CLC
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@ -644,7 +584,7 @@ DRAWSQUARE ; puts ? in unsolved square
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* puts _ in selected square by ROW, COLUMN
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**************************************************
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HILITESQUARE ; puts _ in selected square
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LDA #$5F ; "_"
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LDA #$5D ; "+"
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STA CHAR ; store as CHAR
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LDA ROW
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CLC
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@ -674,12 +614,15 @@ DESELECTSQUARE ; puts number/? in deselected square
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ADC COLUMN ; offset = ROW * 8 + COLUMN
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TAX
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LDA PROGRESSORIGIN,X ; get SOLVEORIGIN + offset
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BEQ SHOWSOLVEDZERO ; solved and zero, show space
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CMP #$FF
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BNE SHOWSOLVED ; if == FF , not yet solved. CHAR = ?
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LDA #$8F
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LDA #$2E ; add 30 to get mousetext...
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STA CHAR ; store as CHAR
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SHOWSOLVED CLC
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ADC #$30 ; add #$30 (becomes #)
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ADC #$10 ; add #$30 (becomes #)
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SHOWSOLVEDZERO CLC
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ADC #$20 ; add #$30 (becomes #)
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STA CHAR ; store as CHAR
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LDA ROW
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CLC
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@ -709,7 +652,7 @@ DRAWMINE JSR BEEP ; puts * in selected square
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CLC
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ADC COLUMN
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TAX
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LDA #$7A ; * for mine
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LDA #$2B ; * for mine
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STA PROGRESSORIGIN,X ; store marker in progress
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CLC
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ADC #$30 ; add #$30 (becomes *)
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@ -759,7 +702,8 @@ DRAWSOLVEDSQUARE ; puts number in selected/solved square
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ADC COLUMN
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TAX
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LDA PROGRESSORIGIN,X ; check if it hasn't been solved yet,
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CMP #$7A ; if it's already been marked as a mine
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BEQ SOLVECLEAR ; found zero, mark as space instead of 0
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CMP #$2B ; if it's already been marked as a mine
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BEQ SOLVEBOMB ; mark it unsolved
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CLC
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CMP #$FF ; put the solution in the square,
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@ -775,6 +719,7 @@ DRAWSOLVEDSQUARE ; puts number in selected/solved square
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LDA SOLVEORIGIN,X ; get SOLVEORIGIN + offset
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STA PROGRESSORIGIN,X ; store progress
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BEQ SOLVECLEAR ; found zero, mark as space instead of 0
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CMP #$08 ; IF >= F0, found a bomb
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BMI SOLVENOBOMB
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JSR BONK ; BONK!
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@ -783,7 +728,9 @@ DRAWSOLVEDSQUARE ; puts number in selected/solved square
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RTS ; stop solving and return to waiting for key
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SOLVENOBOMB CLC
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ADC #$30 ; add #$30 (becomes #)
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ADC #$10 ; add #$30 (becomes #)
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SOLVECLEAR CLC
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ADC #$20
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STA CHAR ; store as CHAR
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LDA ROW
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CLC
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@ -847,6 +794,7 @@ SOLVEADJACENTSQUARE ; puts number in adjacent squares
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TAX
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LDA PROGRESSORIGIN,X ; check if it hasn't been solved yet,
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CLC
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BEQ SOLVECLEAR2
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CMP #$FF ; put the solution in the square,
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BNE SOLVENOBOMB2 ; increment the progress
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@ -860,9 +808,12 @@ SOLVEADJACENTSQUARE ; puts number in adjacent squares
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LDA SOLVEORIGIN,X ; get SOLVEORIGIN + offset
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STA PROGRESSORIGIN,X ; store progress
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BEQ SOLVECLEAR2
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SOLVENOBOMB2 CLC
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ADC #$30 ; add #$30 (becomes #)
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ADC #$10 ; add #$30 (becomes #)
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SOLVECLEAR2 CLC
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ADC #$20
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STA CHAR ; store as CHAR
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LDA ROW
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CLC
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@ -961,6 +912,7 @@ YOUWIN LDA #$13
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LDY #>WINNER
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LDA #<WINNER
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JSR STROUT ;Y=String ptr high, A=String ptr low
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INC PLAYERLEVEL ; increase difficulty for next round, unless they lose
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JMP RTORESET
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YOULOSE LDA #$13
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@ -969,6 +921,10 @@ YOULOSE LDA #$13
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LDY #>LOSER
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LDA #<LOSER
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JSR STROUT ;Y=String ptr high, A=String ptr low
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LDA PLAYERLEVEL
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CMP #$01
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BEQ RTORESET
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DEC PLAYERLEVEL ; make easier next round
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RTORESET JSR LEFTCOLUMN
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LDY #>RESETLINE
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@ -1123,8 +1079,10 @@ BONKLOOP LDA #$20 ; longer DELAY
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*
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**************************************************
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BOARDORIGIN HEX 80,00,00,10,08,00,00,01 ; sets up the board
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BOARDORIGIN HEX 80,00,00,10,08,00,00,01 ; sets up the default board
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SOLVEORIGIN DS 256
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PROGRESSORIGIN DS 256
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**************************************************
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@ -1182,33 +1140,43 @@ LoLineTableL db <Lo01,<Lo02,<Lo03
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db <Lo19,<Lo20,<Lo21
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db <Lo22,<Lo23,<Lo24
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* ROW, COLUMN
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**************************************************
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* DATASOFT RND 6502
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* BY JAMES GARON
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* 10/02/86
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* Thanks to John Brooks for this. I modified it slightly.
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*
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* returns a randomish number in Accumulator.
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**************************************************
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RNDSEED DS 3
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* . at 1,1 #$2E
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* . at 1,17
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* ' at 17,1 #$27
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* ' at 17,17
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* - 1,2 to 1,16 #$2D
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* - 17,2 to 17,16
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* : 2,1 to 16,1 #$3A
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* : ROW*2,COLUMN*2 + 1
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* - ROW*2 + 1, COLUMN*2
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* + ROW*2 + 1, COLUMN*2 + 1
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RNDINIT
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LDA $C030 ; #$AB
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STA RNDSEED
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LDA RDVBLBAR ; $4E ; #$55
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STA RNDSEED+1
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LDA $C060 ; #$7E
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STA RNDSEED+2
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RTS
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* .---------------.
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* :1:2:3:4:5:6:7:8:
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* :-+-+-+-+-+-+-+-:
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* :2:2:3:4:5:6:7:8:
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* :-+-+-+-+-+-+-+-:
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* :3:2:3:4:5:6:7:8:
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* :-+-+-+-+-+-+-+-:
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* :4:2:3:4:5:6:7:8:
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* :-+-+-+-+-+-+-+-:
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* :5:2:3:4:5:6:7:8:
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* :-+-+-+-+-+-+-+-:
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* :6:2:3:4:5:6:7:8:
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* :-+-+-+-+-+-+-+-:
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* :7:2:3:4:5:6:7:8:
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* :-+-+-+-+-+-+-+-:
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* :8:2:3:4:5:6:7:8:
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* '---------------'
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* RESULT IN ACC
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RND LDA RNDSEED
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ROL RNDSEED
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EOR RNDSEED
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ROR RNDSEED
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INC RNDSEED+1
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BNE RND10
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LDA RNDSEED+2
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INC RNDSEED+2
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RND10 ADC RNDSEED+1
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BVC RND20
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INC RNDSEED+1
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BNE RND20
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LDA RNDSEED+2
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INC RNDSEED+2
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RND20 STA RNDSEED
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RTS
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RND16 JSR RND ; limits RND output to 0-F
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AND #$0F ; strips high nibble
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RTS
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