Instruction
Assembly language is a type of low-level programming language that is intended to communicate directly with a computer's hardware. In this lab, there are four options for us to choose:
- Bouncing Graphic
- Numeric Display
- Pong
- Kaleidoscope
This time, I will choose Kaleidoscope because I already know this game when I was young, so I partially have the idea of how it is going to work.
The code I am creating permits user to draw pixels on one-quarter of the screen in any of several different colors. Moreover, the code also allows user to mirror the pixel to the other three quadrants. For instance, a pixel drawn at (0,0) should be mirrored to (31,31), (0,31), and (31, 0). Here is the source code I have create for this game:
; zero-page variable locations
define ROW $20 ; current row
define COL $21 ; current column
define POINTER $10 ; ptr: start of row
define POINTER_H $11
; constants
define DOT $01 ; dot colour location
define CURSOR $04 ; purple colour
setup: lda #$0f ; set initial ROW,COL
sta ROW
sta COL
LDA #$01
STA DOT
draw: jsr draw_cursor
getkey: lda $ff ; get a keystroke
ldx #$00 ; clear out the key buffer
stx $ff
cmp #$30
bmi getkey
cmp #$40
bpl continue
SEC
sbc #$30
tay
lda color_pallete, y
sta DOT
jmp done
continue: cmp #$43 ; handle C or c
beq clear
cmp #$63
beq clear
cmp #$80 ; if not a cursor key, ignore
bmi getkey
cmp #$84
bpl getkey
pha ; save A
lda DOT ; set current position to DOT
sta (POINTER),y
jsr draw_on_quads
pla ; restore A
cmp #$80 ; check key == up
bne check1
dec ROW ; ... if yes, decrement ROW
jmp done
check1: cmp #$81 ; check key == right
bne check2
inc COL ; ... if yes, increment COL
jmp done
check2: cmp #$82 ; check if key == down
bne check3
inc ROW ; ... if yes, increment ROW
jmp done
check3: cmp #$83 ; check if key == left
bne done
dec COL ; ... if yes, decrement COL
clc
bcc done
clear: lda table_low ; clear the screen
sta POINTER
lda table_high
sta POINTER_H
ldy #$00
tya
c_loop: sta (POINTER),y
iny
bne c_loop
inc POINTER_H
ldx POINTER_H
cpx #$06
bne c_loop
done: clc ; repeat
bcc draw
draw_cursor:
lda ROW ; ensure ROW is in range 0:31
and #$0f
sta ROW
lda COL ; ensure COL is in range 0:31
and #$0f
sta COL
ldy ROW ; load POINTER with start-of-row
lda table_low,y
sta POINTER
lda table_high,y
sta POINTER_H
ldy COL ; store CURSOR at POINTER plus COL
lda #CURSOR
sta (POINTER),y
rts
draw_on_quads:
LDA POINTER ;; save the pointer to the
PHA ;; original location in top_left_quad
LDA POINTER_H
PHA
LDA #$10
CLC
SBC COL
CLC
ADC #$10
TAY
LDA DOT
STA (POINTER),y
TYA
PHA ; save the y offset
lda #$10 ; load POINTER with start-of-row
CLC
SBC ROW
CLC
ADC #$10
TAY
lda table_low,y
sta POINTER
lda table_high,y
sta POINTER_H
ldy COL ; store CURSOR at POINTER plus COL
lda DOT
sta (POINTER),y
PLA
TAY
lda DOT
sta (POINTER),y
PLA
STA POINTER_H
PLA
STA POINTER
RTS
; these two tables contain the high and low bytes
; of the addresses of the start of each row
table_high:
dcb $02,$02,$02,$02,$02,$02,$02,$02
dcb $03,$03,$03,$03,$03,$03,$03,$03
dcb $04,$04,$04,$04,$04,$04,$04,$04
dcb $05,$05,$05,$05,$05,$05,$05,$05,
table_low:
dcb $00,$20,$40,$60,$80,$a0,$c0,$e0
dcb $00,$20,$40,$60,$80,$a0,$c0,$e0
dcb $00,$20,$40,$60,$80,$a0,$c0,$e0
dcb $00,$20,$40,$60,$80,$a0,$c0,$e0
color_pallete:
dcb $01,$02,$03,$04,$05,$06,$07,$08,$09,$0a
What I have learned from this lab?
Even though the code is working, but it possibly has some errors. Before writing the code, it is better if we think about which components should be fixed or checked in order to make it work successfully. Also, giving it multiple tests to see where the errors come from.
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