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Download Advanced 6502 Programming by Rodnay Zaks PDF

By Rodnay Zaks

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Extra resources for Advanced 6502 Programming

Example text

Let us follow what happens when PLRl wins, for example. Player l's right-most three LEDs (LEDs 13 through 15) are lit up: PLRl LOA#% 11110000 STAPORTlB The other LEDs on the Games Board are cleared: LOA #0 STA PORTIA A DELAY is then implemented, and we get ready to play another game, up to a total of 10: LOA #$40 JSR DELAY The score for player 1 is incremented: INC PLYRl 52 PSEUDO RANDOM NUMBER GENERATOR It is compared to 10. If it is less than 10, a return occurs to the main MOVE routine: LOA #10 CMP PLYRl BNEMOVE Otherwise, the maximum score of 10 has been reached and the game is over.

Low Memory Area Memory locations Oto lD are used to store the temporary variables and the NUMTAB table. The functions of the variables are: TEMP CNTHI,CNTLO Storage for random delay-length Time used by a player to make his or her move CNTlH,CNTlL Time used by player 1 to make his or her move (permanent storage) PLYRl Score for Player l(number of games won so far, up to a maximum of ten) Same for player 2 PLYR2 NUMBER Random number to be guessed SCR and following Scratch area used by the random number generator In the assembler listing, the method used to reserve memory locations in this program is different from the method used in the program in Chapter 2.

55 ADVANCED 6502 PROGRAMMING BLINK Subroutine The LEDs specified by the accumulator contents are blinked (turned on and off) ten times by this subroutine. It uses memory location CNTHI and CNTLO as scratch registers, and destroys their previous contents. Since the LEDs must alternately be turned on and off, an exclusive-OR instruction is used to provide the automatic on/ off feature by performing a complementation. Because two complementations of the LED status must be done to blink the LEDs once, the loop is executed 20 times.

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