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; ___ _ __ ___ __ ___ | |
; / __|_ _ __ _| |_____ / /| __|/ \_ ) | |
; \__ \ ' \/ _` | / / -_) _ \__ \ () / / | |
; |___/_||_\__,_|_\_\___\___/___/\__/___| | |
; An annotated version of the snake example from Nick Morgan's 6502 assembly tutorial | |
; on http://skilldrick.github.io/easy6502/ that I created as an exercise for myself | |
; to learn a little bit about assembly. I **think** I understood everything, but I may | |
; also be completely wrong :-) | |
; Change direction with keys: W A S D | |
; $00-01 => screen location of apple, stored as two bytes, where the first | |
; byte is the least significant. | |
; $10-11 => screen location of snake head stored as two bytes | |
; $12-?? => snake body (in byte pairs) | |
; $02 => direction ; 1 => up (bin 0001) | |
; 2 => right (bin 0010) | |
; 4 => down (bin 0100) | |
; 8 => left (bin 1000) | |
; $03 => snake length, in number of bytes, not segments | |
;The screens is divided in 8 strips of 8x32 "pixels". Each strip | |
;is stored in a page, having their own most significant byte. Each | |
;page has 256 bytes, starting at $00 and ending at $ff. | |
; ------------------------------------------------------------ | |
;1 | $0200 - $02ff | | |
;2 | | | |
;3 | | | |
;4 | | | |
;5 | | | |
;6 | | | |
;7 | | | |
;8 | | | |
; ------------------------------------------------------------ | |
;9 | $03 - $03ff | | |
;10 | | | |
;11 | | | |
;12 | | | |
;13 | | | |
;14 | | | |
;15 | | | |
;16 | | | |
; ------------------------------------------------------------ | |
;17 | $04 - $03ff | | |
;18 | | | |
;19 | | | |
;20 | | | |
;21 | | | |
;22 | | | |
;23 | | | |
;24 | | | |
; ------------------------------------------------------------ | |
;25 | $05 - $03ff | | |
;26 | | | |
;27 | | | |
;28 | | | |
;29 | | | |
;30 | | | |
;31 | | | |
;32 | | | |
; ------------------------------------------------------------ | |
jsr init ;jump to subroutine init | |
jsr loop ;jump to subroutine loop | |
init: | |
jsr initSnake ;jump to subroutine initSnake | |
jsr generateApplePosition ;jump to subroutine generateApplePosition | |
rts ;return | |
initSnake: | |
;start the snake in a horizontal position in the middle of the game field | |
;having a total length of one head and 4 bytes for the segments, meaning a | |
;total length of 3: the head and two segments. | |
;The head is looking right, and the snaking moving to the right. | |
;initial snake direction (2 => right) | |
lda #2 ;start direction, put the dec number 2 in register A | |
sta $02 ;store value of register A at address $02 | |
;initial snake length of 4 | |
lda #4 ;start length, put the dec number 4 (the snake is 4 bytes long) | |
;in register A | |
sta $03 ;store value of register A at address $03 | |
;Initial snake head's location's least significant byte to determine | |
;where in a 8x32 strip the head will start. hex $11 is just right | |
;of the center of the first row of a strip | |
lda #$11 ;put the hex number $11 (dec 17) in register A | |
sta $10 ;store value of register A at address hex 10 | |
;Initial snake body, two least significant bytes set to hex $10 | |
;and hex $0f, one and two places left of the head respectively | |
lda #$10 ;put the hex number $10 (dec 16) in register A | |
sta $12 ;store value of register A at address hex $12 | |
lda #$0f ;put the hex number $0f (dec 15) in register A | |
sta $14 ;store value of register A at address hex $14 | |
;the most significant bytes of the head and body of the snake | |
;are all set to hex $04, which is the third 8x32 strip. | |
lda #$04 ;put the hex number $04 in register A | |
sta $11 ;store value of register A at address hex 11 | |
sta $13 ;store value of register A at address hex 13 | |
sta $15 ;store value of register A at address hex 15 | |
rts ;return | |
generateApplePosition: | |
;Th least significant byte of the apple position will determine where | |
;in a 8x32 strip the apple is placed. This number can be any one byte value because | |
;the size of one 8x32 strip fits exactly in one out of 256 bytes | |
lda $fe ;load a random number between 0 and 255 from address $fe into register A | |
sta $00 ;store value of register A at address hex 00 | |
;load a new random number from 2 to 5 into $01 for the most significant byte of | |
;the apple position. This will determine in which 8x32 strip the apple is placed | |
lda $fe ;load a random number from address $fe into register A | |
;AND: logical AND with accumulator. Apply logical AND with hex $03 to value in | |
;register A. Hex 03 is binary 00000011, so only the two least significant bits | |
;are kept, resulting in a value between 0 (bin 00000000) and 3 (bin 00000011). | |
;Add 2 to the result, giving a random value between 2 and 5 | |
and #$03 ;mask out lowest 2 bits | |
clc ;clear carry flag | |
adc #2 ;add to register A, using carry bit for overflow. | |
sta $01 ;store value of y coordinate from register A into address $01 | |
rts ;return | |
loop: | |
;the main game loop | |
jsr readKeys ;jump to subroutine readKeys | |
jsr checkCollision ;jump to subroutine checkCollision | |
jsr updateSnake ;jump to subroutine updateSnake | |
jsr drawApple ;jump to subroutine drawApple | |
jsr drawSnake ;jump to subroutine drawSnake | |
jsr spinWheels ;jump to subroutine spinWheels | |
jmp loop ;jump to loop (this is what makes it loop) | |
readKeys: | |
;for getting keypresses, the last address ($ff) in the zero page contains | |
;the hex code of the last pressed key | |
lda $ff ;load the value of the latest keypress from address $ff into register A | |
cmp #$77 ;compare value in register A to hex $77 (W) | |
beq upKey ;Branch On Equal, to upKey | |
cmp #$64 ;compare value in register A to hex $64 (D) | |
beq rightKey ;Branch On Equal, to rightKey | |
cmp #$73 ;compare value in register A to hex $73 (S) | |
beq downKey ;Branch On Equal, to downKey | |
cmp #$61 ;compare value in register A to hex $61 (A) | |
beq leftKey ;Branch On Equal, to leftKey | |
rts ;return | |
upKey: | |
lda #4 ;load value 4 into register A, correspoding to the value for DOWN | |
bit $02 ;AND with value at address $02 (the current direction), | |
;setting the zero flag if the result of ANDing the two values | |
;is 0. So comparing to 4 (bin 0100) only sets zero flag if | |
;current direction is 4 (DOWN). So for an illegal move (current | |
;direction is DOWN), the result of an AND would be a non zero value | |
;so the zero flag would not be set. For a legal move the bit in the | |
;new direction should not be the same as the one set for DOWN, | |
;so the zero flag needs to be set | |
bne illegalMove ;Branch If Not Equal: meaning the zero flag is not set. | |
lda #1 ;Ending up here means the move is legal, load the value 1 (UP) into | |
;register A | |
sta $02 ;Store the value of A (the new direction) into register A | |
rts ;return | |
rightKey: | |
lda #8 ;load value 8 into register A, corresponding to the value for LEFT | |
bit $02 ;AND with current direction at address $02 and check if result | |
;is zero | |
bne illegalMove ;Branch If Not Equal: meaning the zero flag is not set. | |
lda #2 ;Ending up here means the move is legal, load the value 2 (RIGHT) into | |
;register A | |
sta $02 ;Store the value of A (the new direction) into register A | |
rts ;return | |
downKey: | |
lda #1 ;load value 1 into register A, correspoding to the value for UP | |
bit $02 ;AND with current direction at address $02 and check if result | |
;is zero | |
bne illegalMove ;Branch If Not Equal: meaning the zero flag is not set. | |
lda #4 ;Ending up here means the move is legal, load the value 4 (DOWN) into | |
;register A | |
sta $02 ;Store the value of A (the new direction) into register A | |
rts ;return | |
leftKey: | |
lda #2 ;load value 1 into register A, correspoding to the value for RIGHT | |
bit $02 ;AND with current direction at address $02 and check if result | |
;is zero | |
bne illegalMove ;Branch If Not Equal: meaning the zero flag is not set. | |
lda #8 ;Ending up here means the move is legal, load the value 8 (LEFT) into | |
;register A | |
sta $02 ;Store the value of A (the new direction) into register A | |
rts ;return | |
illegalMove: | |
;for an illegal move, just return, so the keypress is ignored | |
rts ;return | |
checkCollision: | |
jsr checkAppleCollision ;jump to subroutine checkAppleCollision | |
jsr checkSnakeCollision ;jump to subroutine checkSnakeCollision | |
rts ;return | |
checkAppleCollision: | |
;check if the snake collided with the apple by comparing the least significant | |
;and most significant byte of the position of the snake's head and the apple. | |
lda $00 ;load value at address $00 (the least significant | |
;byte of the apple's position) into register A | |
cmp $10 ;compare to the value stored at address $10 | |
;(the least significant byte of the position of the snake's head) | |
bne doneCheckingAppleCollision ;if different, branch to doneCheckingAppleCollision | |
lda $01 ;load value of address $01 (the most significant byte | |
;of the apple's position) into register A | |
cmp $11 ;compare the value stored at address $11 (the most | |
;significant byte of the position of the snake's head) | |
bne doneCheckingAppleCollision ;if different, branch to doneCheckingAppleCollision | |
;Ending up here means the coordinates of the snake head are equal to that of | |
;the apple: eat apple | |
inc $03 ;increment the value held in memory $03 (snake length) | |
inc $03 ;twice because we're adding two bytes for one segment | |
;create a new apple | |
jsr generateApplePosition ;jump to subroutine generateApplePosition | |
doneCheckingAppleCollision: | |
;the snake head was not on the apple. Don't do anything with the apple | |
rts ;return | |
checkSnakeCollision: | |
ldx #2 ;Load the value 2 into the X register, so we start with the first segment | |
snakeCollisionLoop: | |
lda $10,x ;load the value stored at address $10 (the least significant byte of | |
;the location of the snake's head) plus the value of the x register | |
;(2 in the first iteration) to get the least significant byte of the | |
;position of the next snake segment | |
cmp $10 ;compare to the value at address $10 (the least significant | |
;byte of the position of the snake's head | |
bne continueCollisionLoop ;if not equals, we haven't found a collision yet, | |
;branch to continueCollisionLoop to continue the loop | |
maybeCollided: | |
;ending up here means we found a segment of the snake's body that | |
;has a least significant byte that's equal to that of the snake's head. | |
lda $11,x ;load the value stored at address $11 (most significant byte of | |
;the location of the snake's head) plus the value of the x register | |
;(2 in the first iteration) to get the most significant byte | |
;of the position of the next snake segment | |
cmp $11 ;compare to the value at address $11 (the most significant | |
;byte of the position of the snake head) | |
beq didCollide ;both position bytes of the compared segment of the snake body | |
;are equal to those of the head, so we have a collision of the | |
;snake's head with its own body. | |
continueCollisionLoop: | |
;increment the value in the x register twice because we use two bytes to store | |
;the coordinates for snake head and body segments | |
inx ;increment the value of the x register | |
inx ;increment the value of the x register | |
cpx $03 ;compare the value in the x register to the value stored at | |
;address $03 (snake length). | |
beq didntCollide ;if equals, we got to last section with no collision: branch | |
;to didntCollide | |
;ending up here means we haven't checked all snake body segments yet | |
jmp snakeCollisionLoop;jump to snakeCollisionLoop to continue the loop | |
didCollide: | |
;there was a collision | |
jmp gameOver ;jump to gameOver | |
didntCollide: | |
;there was no collision, continue the game | |
rts ;return | |
updateSnake: | |
;collision checks have been done, update the snake. Load the length of the snake | |
;minus one into the A register | |
ldx $03 ;load the value stored at address $03 (snake length) into register X | |
dex ;decrement the value in the X register | |
txa ;transfer the value stored in the X register into the A register. WHY? | |
updateloop: | |
;Example: the length of the snake is 4 bytes (two segments). In the lines above | |
;the X register has been set to 3. The snake coordinates are now stored as follows: | |
;$10,$11 : the snake head | |
;$12,$13,$14,$15: the snake body segments (two bytes for each of the 2 segments) | |
; | |
;The loop shifts all coordinates of the snake two places further in memory, | |
;calculating the offset of the origin from $10 and place it in memory offset to | |
;$12, effectively shifting each of the snake's segments one place further: | |
; | |
;from: x=== | |
;to: === | |
lda $10,x ;load the value stored at address $10 + x into register A | |
sta $12,x ;store the value of register A into address $12 | |
;plus the value of register X | |
dex ;decrement X, and set negative flag if value becomes negative | |
bpl updateloop ;branch to updateLoop if positive (negative flag not set) | |
;now determine where to move the head, based on the direction of the snake | |
;lsr: Logical Shift Right. Shift all bits in register A one bit to the right | |
;the bit that "falls off" is stored in the carry flag | |
lda $02 ;load the value from address $02 (direction) into register A | |
lsr ;shift to right | |
bcs up ;if a 1 "fell off", we started with bin 0001, so the snakes needs to go up | |
lsr ;shift to right | |
bcs right ;if a 1 "fell off", we started with bin 0010, so the snakes needs to go right | |
lsr ;shift to right | |
bcs down ;if a 1 "fell off", we started with bin 0100, so the snakes needs to go down | |
lsr ;shift to right | |
bcs left ;if a 1 "fell off", we started with bin 1000, so the snakes needs to go left | |
up: | |
lda $10 ;put value stored at address $10 (the least significant byte, meaning the | |
;position in a 8x32 strip) in register A | |
sec ;set carry flag | |
sbc #$20 ;Subtract with Carry: subtract hex $20 (dec 32) together with the NOT of the | |
;carry bit from value in register A. If overflow occurs the carry bit is clear. | |
;This moves the snake up one row in its strip and checks for overflow | |
sta $10 ;store value of register A at address $10 (the least significant byte | |
;of the head's position) | |
bcc upup ;If the carry flag is clear, we had an overflow because of the subtraction, | |
;so we need to move to the strip above the current one | |
rts ;return | |
upup: | |
;An overflow occurred when subtracting 20 from the least significant byte | |
dec $11 ;decrement the most significant byte of the snake's head's position to | |
;move the snake's head to the next up 8x32 strip | |
lda #$1 ;load hex value $1 (dec 1) into register A | |
cmp $11 ;compare the value at address $11 (snake head's most significant | |
;byte, determining which strip it's in). If it's 1, we're one strip too | |
;(the first one has a most significant byte of $02), which means the snake | |
;hit the top of the screen | |
beq collision ;branch if equal to collision | |
rts ;return | |
right: | |
inc $10 ;increment the value at address $10 (snake head's least | |
;significant byte, determining where in the 8x32 strip the head is | |
;located) to move the head to the right | |
lda #$1f ;load value hex $1f (dec 31) into register A | |
bit $10 ;the value stored at address $10 (the snake head coordinate) is ANDed | |
;with hex $1f (bin 11111), meaning all multiples of hex $20 (dec 32) | |
;will be zero (because they all end with bit patterns ending in 5 zeros) | |
;if it's zero, it means we hit the right of the screen | |
beq collision ;branch to collision if zero flag is set | |
rts ;return | |
down: | |
lda $10 ;put value from address $10 (the least significant byte, meaning the | |
;position in a 8x32 strip) in register A | |
clc ;clear carry flag | |
adc #$20 ;add hex $20 (dec 32) to the value in register A and set the carry flag | |
;if overflow occurs | |
sta $10 ;store the result at address $10 | |
bcs downdown ;if the carry flag is set, an overflow occurred when adding hex $20 to the | |
;least significant byte of the location of the snake's head, so we need to move | |
;the next 8x3 strip | |
rts ;return | |
downdown: | |
inc $11 ;increment the value in location hex $11, holding the most significatnt byte | |
;of the location of the snake's head. | |
lda #$6 ;load the value hex $6 into the A register | |
cmp $11 ;if the most significant byte of the head's location is equals to 6, we're | |
;one strip to far down (the last one was hex $05) | |
beq collision ;if equals to 6, the snake collided with the bottom of the screen | |
rts ;return | |
left: | |
;A collision with the left side of the screen happens if the head wraps around to | |
;the previous row, on the right most side of the screen, where, because the screen | |
;is 32 wide, the right most positions always have a least significant byte that ends | |
;in 11111 in binary form (hex $1f). ANDing with hex $1f in this column will always | |
;return hex $1f, so comparing the result of the AND with hex $1f will determine if | |
;the snake collided with the left side of the screen. | |
dec $10 ;subtract one from the value held in memory position $10 (least significant | |
;byte of the snake head position) to make it move left. | |
lda $10 ;load value held in memory position $10 (least significant byte of the | |
;snake head position) into register A | |
and #$1f ;AND the value hex $1f (bin 11111) with the value in register A | |
cmp #$1f ;compare the ANDed value above with bin 11111. | |
beq collision ;branch to collision if equals | |
rts ;return | |
collision: | |
jmp gameOver ;jump to gameOver | |
drawApple: | |
ldy #0 ;load the value 0 into the Y register | |
lda $fe ;load the value stored at address $fe (the random number generator) | |
;into register A | |
sta ($00),y ;dereference to the address stored at address $00 and $01 | |
;(the address of the apple on the screen) and set the value to | |
;the value of register A and add the value of Y (0) to it. This results | |
;in the apple getting a random color | |
rts ;return | |
drawSnake: | |
ldx #0 ;set the value of the X register to 0 | |
lda #1 ;set the value of the A register to 1 | |
sta ($10,x) ;dereference to the memory address that's stored at address | |
;$10 (the two bytes for the location of the head of the snake) and | |
;set its value to the one stored in register A | |
ldx $03 ;set the value of the x register to the value stored in memory at | |
;location $03 (the length of the snake) | |
lda #0 ;set the value of the a register to 0 | |
sta ($10,x) ;dereference to the memory address that's stored at address | |
;$10, add the length of the snake to it, and store the value of | |
;register A (0) in the resulting address. This draws a black pixel on the | |
;tail. Because the snake is moving, the head "draws" on the screen in | |
;white as it moves, and the tail works as an eraser, erasing the white trail | |
;using black pixels | |
rts ;return | |
spinWheels: | |
;slow the game down by wasting cycles | |
ldx #0 ;load zero in the X register | |
spinloop: | |
nop ;no operation, just skip a cycle | |
nop ;no operation, just skip a cycle | |
dex ;subtract one from the value stored in register x | |
bne spinloop ;if the zero flag is clear, loop. The first dex above wrapped the | |
;value of x to hex $ff, so the next zero value is 255 (hex $ff) | |
;loops later. | |
rts ;return | |
gameOver: ;game over is literally the end of the program |
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