That old X,Y coordinates generation using that ugly way was a real sh*t.

Now it is ways better (it simply does `random number` modulo `screen rows`
- or columns, depends).

There also was an error in comparing snakeX,Y with new piece of food's X,Y
Now really fixed (I hope, at least, since the bug is terribly difficult to
reproduce)

Also improved printing routine: now it can print general hexadecimal numbers,
and can locate them everywhere across first line (and beyond also, since it
is not checked, but if you do, you are a moron). Simply put byte to be print
in accumulator, column in Y index, and then jsr.
This commit is contained in:
giomba 2017-12-22 16:21:19 +01:00
parent 61a1c140f4
commit 207cbfd3cf
1 changed files with 60 additions and 44 deletions

104
snake.asm
View File

@ -320,48 +320,69 @@ overEndCheck:
jsr calcTileMem
lda (tileMem),y ; read content of head memory location
cmp foodTile
bne checkSelfEat ; if memory does not contain food, then skip to self-eat test...
beq foodEaten ; if memory does contain food, then perform foodEaten actions,
jmp checkSelfEat ; else just loooong jump to test if I ate myself
foodEaten:
ldx length ; else, increment snake length,
inx
stx length
genFood:
ldx random ; increment random value
ldx random
inx
stx random
txa
sta calcTileX ; use it as tile X-coordinate
lsr ; divide it by 8; maximum expected is 32 (256/8)
lsr
lsr
cmp #18 ; test if it is still > 18
bcc foodNoMod ; value must be < 18,
; because it is the highest value v
; for which v * 40 + 256 < 1000
; this ensures that piece if food will be placed
; within visible screen
sec ; if value is > 18, then subtract 18; now it
sbc #18 ; surely is less than 18
foodNoMod:
cmp #0
bne foodNoLow ; if it is 0, then set 1 (avoid first line)
lda #1
foodNoLow:
sta calcTileY ; use this new value as tile Y-coordinate
genFoodX: ; calculate `random` modulo `screenW`
sec
sbc screenW
cmp screenW
bcs genFoodX
sta calcTileX
txa
genFoodY: ; calculate `random` modulo 22 (22 = screenH - 1)
sec
sbc #22
cmp #22
bcs genFoodY
clc ; add 1 because 1st line can not be used
adc #1
sta calcTileY
; Now I have X and Y coordinate for food stored in calcTileX, calcTileY
; and I must check it is not the location that I am going to overwrite
; with the head in draw snake head...
cmp snakeY
bne foodOK
lda snakeX
lda calcTileX
cmp snakeX
bne foodOK
lda calcTileY
cmp snakeY
beq genFood
foodOK:
; debug -- print choosen X,Y for food
ldy #$18
lda calcTileX
jsr printByte
ldy #$1b
lda calcTileY
jsr printByte
; debug -- print snake head X,Y
ldy #$1f
lda snakeX
jsr printByte
ldy #$22
lda snakeY
jsr printByte
ldy #0
jsr calcTileMem ; calc food address in memory
lda (tileMem),y ; check if memory is empty
cmp #$20 ; is there a space?
bne genFood ; if not, must generate another number
lda foodTile ; else, just put that fucking piece of food there
sta (tileMem),y
lda #$d4
clc
adc tileMem + 1
@ -369,7 +390,9 @@ foodOK:
lda foodColor
sta (tileMem),y
jsr printScore ; print score
ldy #$10
lda length
jsr printByte ; print score
jmp checkEndSelfEat
checkEndFood:
@ -381,6 +404,7 @@ checkSelfEat:
checkEndSelfEat:
; Draw snake head
ldy #0
lda snakeX ; calc char address in video memory, and put snakeTile
sta calcTileX
lda snakeY
@ -423,6 +447,11 @@ irqalways:
inx
stx random
; debug -- print current random value
ldy #$14
lda random
jsr printByte
; Go to original system routine
jmp $ea31
@ -501,17 +530,11 @@ calcTileEnd: ; now multiplication is ended, so add X
rts
; Print score
printScore:
; Push registers on stack (save)
pha
txa
pha
tya
pha
; Take length in A and copy also in X
lda length
; Print a byte in hexadecimal
; A input register for byte to print
; Y input register for printing colum (on first line)
printByte:
; Copy parameter also in X
tax
lsr ; Take most significant nibble
@ -519,19 +542,12 @@ printScore:
lsr
lsr
jsr printDigit
sta $410 ; print msb char at $410
sta $400,y ; print msb char
txa ; Take least significant nibble (use previous copy)
and #$0f
jsr printDigit
sta $411 ; print lsb char at $411
; Pull registers from stack (restore)
pla
tay
pla
tax
pla
sta $401,y ; print lsb char
rts