-
-
Save ypid/73e2172b04147d418d00 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
; ___ _ __ ___ __ ___ | |
; / __|_ _ __ _| |_____ / /| __|/ \_ ) | |
; \__ \ ' \/ _` | / / -_) _ \__ \ () / / | |
; |___/_||_\__,_|_\_\___\___/___/\__/___| | |
; 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: | |
;The 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, corresponding 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, corresponding 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 |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment