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giomba 2017-12-21 15:14:42 +01:00
commit c13a54c266
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.gitignore vendored Normal file
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snake.prg

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BUGS Normal file
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- Fix random-eaten food that prevents from playng
- Search for proper SID song

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Makefile Normal file
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all:
dasm snake.asm -osnake.prg

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snake.asm Normal file
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processor 6502
; Zero page utilities
; ----------------------------------------------------------------------
; Where is the snake head in video memory? Do math to calculate address
; using $a0-$a1
tileMem = $a0
printStatusString = $a3
org $1000
; SID tune (previously properly cleaned, see HVSC)
; ----------------------------------------------------------------------
. = $1000
sidtune:
INCBIN "snake.sid"
; Data section
; ----------------------------------------------------------------------
. = $2100
; Number of interrupt
; Used as counter to be decremented to do some things less frequently
irqn:
BYTE #4
; Direction of the snake (2,4,6,8 as down,left,right,up)
direction:
BYTE #6
; Snake head coordinates in video memory
snakeX:
BYTE #19
snakeY:
BYTE #12
; Parameters for calcTileMem
calcTileX:
BYTE
calcTileY:
BYTE
; List start and length
listStart:
BYTE #5
length:
BYTE #5
; Random value
random:
BYTE
; Costants
; ----------------------------------------------------------------------
; Screen width and height
screenW:
BYTE #40
screenH:
BYTE #24
snakeTile:
BYTE #81
snakeColor:
BYTE #5
foodTile:
BYTE #90
foodColor:
BYTE #15
gameoverString:
BYTE "GAMEOVER"
BYTE #0
; List
; ----------------------------------------------------------------------
. = $2200
listX:
BYTE #19
. = $2300
listY:
BYTE #12
; ENTRY OF PROGRAM
; ----------------------------------------------------------------------
. = $2400
start:
; Clear screen, initialize keyboard, restore interrupts
jsr $ff81
; Set screen colors
; - - - - - - - - -
lda #12
sta $d020 ; overscan
lda #9
sta $d021 ; center
; Upper bar
ldx #39
upperbarLoop:
lda #6
sta $d800,x
lda #160
sta $400,x
dex
bne upperbarLoop
; Scoreboard
lda #7
sta $d810
sta $d811
; Disable all interrupts
sei
; Turn off CIA interrupts and (eventually) flush the pending queue
ldy #$7f
sty $dc0d
sty $dd0d
lda $dc0d
lda $dd0d
; Set Interrupt Request Mask as we want IRQ by raster beam
lda #$1
sta $d01a
; Store in $314 address of our custom interrupt handler
ldx #<irq ; least significant byte
ldy #>irq ; most significant byte
stx $314
sty $315
; Set raster beam to trigger interrupt at row zero
lda #$00
sta $d012
; Bit#0 of $d011 is used as bit#9 of $d012, and must be zero
lda $d011
and #$7f
sta $d011
; Initialize player for first song
lda #0
jsr sidtune
; Put first piece of food
lda foodTile
sta $500
; Enable interrupts
cli
; Endless loop, show that there is enogh time after the interrupt
endless:
ldx $400
inx
stx $400
jmp endless
; Interrupt Handler
; ----------------------------------------------------------------------
irq:
; Acknoweledge IRQ
dec $d019
; Check counter
ldx irqn
dex
stx irqn
beq irqsometime ; if counter is 0, then do these "rare" things
jmp irqalways ; else skip this section, and go to always-do interrupt routine
irqsometime:
; Things that must be done only one in four interrupts (12 Hz)
; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
; If I am here, counter reached 0, so first reset it
ldx #4
stx irqn
; Get pressed key and decide snake direction
jsr $ffe4 ; Kernal routine GETIN
cmp #0
beq keybEndCheck ; if no key pressed, just skip this switch-case
ldx #$7f ; else, if key pressed, reset random variable
stx random
keybCheckA: ; check for press of key `A`
cmp #$41
bne keybCheckS ; if not pressed `A`, just skip to next key to check
lda direction ; else check if current direction is right
cmp #6
beq keybEndCheck ; if yes, you can't turn over yourself, so just skip to next key check
lda #4
sta direction ; else set direction to left and store new value
jmp keybEndCheck ; skip all other key tests
keybCheckS: ; simply re-do for S, D, W and other keys...
cmp #$53
bne keybCheckD
lda direction
cmp #8
beq keybEndCheck
lda #2
sta direction
jmp keybEndCheck
keybCheckD:
cmp #$44
bne keybCheckW
lda direction
cmp #4
beq keybEndCheck
lda #6
sta direction
jmp keybEndCheck
keybCheckW:
cmp #$57
bne keybEndCheck
lda direction
cmp #2
beq keybEndCheck
lda #8
sta direction
jmp keybEndCheck
keybEndCheck:
; Get direction and move head accordingly
lda direction
dirCheck2: ; check if direction is down...
cmp #2
bne dirCheck4 ; if not down, then skip and check next direction,
ldy snakeY ; else, direction is down, so get snakeY
iny ; increment snakeY (keep in mind that screen up/down coordinates are reversed)
sty snakeY ; update snakeY
dirCheck4: ; simply re-do for other directions...
cmp #4
bne dirCheck6
ldx snakeX
dex
stx snakeX
dirCheck6:
cmp #6
bne dirCheck8
ldx snakeX
inx
stx snakeX
dirCheck8:
cmp #8
bne dirEndCheck
ldy snakeY
dey
sty snakeY
dirEndCheck:
; Check screen boundaries overflow
lda snakeX
cmp #40
bne overCheckX0 ; if snakeX is not 40, then all ok, skip to next test
lda #0 ; else, there is an overflow, so trespass screen border
sta snakeX
overCheckX0: ; simply re-do for every side of the screen
lda snakeX
cmp #$ff
bne overCheckY1
lda #39
sta snakeX
overCheckY1:
lda snakeY
cmp #25
bne overCheckY0
lda #1
sta snakeY
overCheckY0
lda snakeY
cmp #0
bne overEndCheck
lda #24
sta snakeY
overEndCheck:
; Put new head coordinates in list
ldy listStart
lda snakeX
sta listX,y
lda snakeY
sta listY,y
iny
sty listStart
ldy #0
; Check for food eat / wall hit (actually doing food check only)
lda snakeX ; calc head location in memory
sta calcTileX
lda snakeY
sta calcTileY
jsr calcTileMem
lda (tileMem),y ; read content of head memory location
cmp foodTile
bne checkSelfEat ; if memory does not contain food, then skip to next test...
ldx length ; else, increment snake length,
inx
stx length
genFood:
ldx random ; increment random value
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:
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
jsr calcTileMem ; calc its 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
sta tileMem + 1
lda foodColor
sta (tileMem),y
jsr printScore ; print score
jmp checkEndSelfEat
checkEndFood:
checkSelfEat:
cmp snakeTile
bne checkEndSelfEat
jmp gameover
checkEndSelfEat:
; Draw snake head
lda snakeX ; calc char address in video memory, and put snakeTile
sta calcTileX
lda snakeY
sta calcTileY
jsr calcTileMem
lda snakeTile
sta (tileMem),y
lda #$d4 ; add #$d400 to previous address (obtain color memory
clc ; correspondent), and put snakeColor
adc tileMem + 1
sta tileMem + 1
lda snakeColor
sta (tileMem),y
; Erase snake tail
lda listStart ; take start of list, and subtract snake length,
sec ; to obtain index of end of list
sbc length
tax ; use previous value as index in list, and calc video memory address
lda listX,x
sta calcTileX
lda listY,x
sta calcTileY
jsr calcTileMem
lda #$20 ; just put a space to erase snake tail tile
sta (tileMem),y
irqalways:
; Things that must be done every interrupt (50Hz)
; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
; Play music
jsr sidtune + 3
; Increase random value
ldx random
inx
stx random
; Go to original system routine
jmp $ea31
brk
; Game is over
; ----------------------------------------------------------------------
gameover:
lda #<gameoverString
sta printStatusString
lda #>gameoverString
sta printStatusString + 1
jsr printStatus
jsr sidtune
gameoverLoop:
sei
jmp gameoverLoop
; Subroutines
; ----------------------------------------------------------------------
; Do some math to calculate tile address in video memory
; using x,y coordinates
; Formula: addr = $400 + y * screenW + x
calcTileMem:
; Save registers
pha
txa
pha
tya
pha
; Set tileMem to $400
lda #$00
sta tileMem
lda #$04
sta tileMem + 1
ldy calcTileY ; Get head Y coordinate
calcTileMult:
tya
beq calcTileEnd ; if Y is equal to zero, nothing to do, just skip moltiplication, else...
dey ; decrement Y
clc
lda screenW ; A = screen width = 40
adc tileMem ; A = screen width + tileMem (low)
sta tileMem ; update tileMem (low)
lda #0 ; do the same with higher byte: A = 0
adc tileMem + 1 ; add (eventual) carry
sta tileMem + 1 ; update tileMem (high)
jmp calcTileMult ; do again until Y == 0
calcTileEnd: ; now multiplication is ended, so add X
lda calcTileX
adc tileMem
sta tileMem
lda #0
adc tileMem + 1
sta tileMem + 1
; Restore old registers
pla
tay
pla
tax
pla
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
tax
lsr ; Take most significant nibble
lsr
lsr
lsr
jsr printDigit
sta $410 ; print msb char at $410
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
rts
; Transform a base-36 digit into a Commodore screen code
; Leave input digit in accumulator; returns output screen code in accumulator
printDigit:
cmp #10
bcs printDigitL ; if it is not a decimal digit, then go to printDigitL
clc ; it is a decimal digit! Just add `0` (48)
adc #48
rts
printDigitL: ; it is not a decimal digit, then...
sec
sbc #10 ; take away 10
clc
adc #1 ; add 1, so you obtain something in [A-F]
rts
; Print null-terminated string on status bar
; address of string is given in input using memory location printStatusString
printStatus:
ldy #0
printStatusLoop:
lda (printStatusString),y
beq printStatusEnd
sec
sbc #$40 ; convert from standard ASCII to Commodore screen code
sta $413,y
iny
jmp printStatusLoop
printStatusEnd:
rts

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snake.sid Normal file

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