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steve.asm
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; ___ _ __ ___ __ ___
; / __|_ _ __ _| |_____ / /| __|/ \_ )
; \__ \ ' \/ _` | / / -_) _ \__ \ () / /
; |___/_||_\__,_|_\_\___\___/___/\__/___|
; Modifications to the snake6502 done by Willem van der Jagt:
; https://gist.github.com/wgt/9043907
; Can be played on Nick Morgan's 6502 emulator:
; http://skilldrick.github.io/easy6502/
; Change direction: W A S D
define appleL $00 ; screen location of apple, low byte
define appleH $01 ; screen location of apple, high byte
define snakeHeadL $10 ; screen location of snake head, low byte
define snakeHeadH $11 ; screen location of snake head, high byte
define snakeBodyStart $12 ; start of snake body byte pairs
define snakeDirection $02 ; direction (possible values are below)
define snakeLength $03 ; snake length, in bytes
define startLength $04 ; start lengh of the snake, in bytes
define snakeGrow $05; how much the snake grows in this loop
define appleType $06; what is the type of the current apple
; Apple types
define greenApple 1 ; add 1 to growth
define redApple 2 ; add 3 to growth
define goldApple 3 ; add 5 to growth
; Colors
define colorGreen 5
define colorWhite 1
define colorBlack 0
define colorRed 2
define colorGold 7
; Directions (each using a separate bit)
define movingUp 1
define movingRight 2
define movingDown 4
define movingLeft 8
; ASCII values of keys controlling the snake
define ASCII_w $77
define ASCII_a $61
define ASCII_s $73
define ASCII_d $64
; System variables
define sysRandom $fe ; random byte address
define sysLastKey $ff ; last key ASCII code address
jsr init
jsr loop
init:
jsr initSnake
jsr generateApple
rts
initSnake:
lda #$00 ; initialize the snake growth
sta snakeGrow
lda #movingRight ; set initial direction
sta snakeDirection
lda #startLength ; set initial length
sta snakeLength
lda #$01 ; update screen location of the head
sta snakeHeadL
lda #$0f
sta $14 ; body segment 1
lda #$02
sta snakeHeadH
sta $13 ; body segment 1
sta $15 ; body segment 2
rts
generateApple:
jsr generateAppleType
jsr generateApplePosition
rts
generateAppleType:
lda sysRandom
tax
and #$c0
cmp #$c0
beq generateRedApple
txa
and #$32
cmp #$32
beq generateGoldApple
generateGreenApple:
lda #greenApple
sta appleType
rts
generateRedApple:
lda #redApple
sta appleType
rts
generateGoldApple:
lda #goldApple
sta appleType
rts
generateApplePosition:
;load a new random byte into $00
lda sysRandom
sta appleL
;load a new random number from 2 to 5 into $01
lda sysRandom
and #$03 ;mask out lowest 2 bits
clc
adc #2
sta appleH
rts
loop:
jsr readKeys
jsr checkCollision
jsr updateSnake
jsr drawApple
jsr drawSnake
jsr spinWheels
jmp loop
readKeys:
lda sysLastKey
cmp #ASCII_w
beq upKey
cmp #ASCII_d
beq rightKey
cmp #ASCII_s
beq downKey
cmp #ASCII_a
beq leftKey
rts
upKey:
lda #movingDown
bit snakeDirection
bne illegalMove
lda #movingUp
sta snakeDirection
rts
rightKey:
lda #movingLeft
bit snakeDirection
bne illegalMove
lda #movingRight
sta snakeDirection
rts
downKey:
lda #movingUp
bit snakeDirection
bne illegalMove
lda #movingDown
sta snakeDirection
rts
leftKey:
lda #movingRight
bit snakeDirection
bne illegalMove
lda #movingLeft
sta snakeDirection
rts
illegalMove:
rts
checkCollision:
jsr checkAppleCollision
jsr checkSnakeCollision
rts
checkAppleCollision:
lda appleL
cmp snakeHeadL
bne doneCheckingAppleCollision
lda appleH
cmp snakeHeadH
bne doneCheckingAppleCollision
jsr eatApple
doneCheckingAppleCollision:
rts
eatApple:
lda appleType
cmp #redApple
beq eatRedApple
cmp #greenApple
beq eatGreenApple
inc snakeGrow
inc snakeGrow
eatRedApple:
inc snakeGrow
inc snakeGrow
eatGreenApple:
inc snakeGrow
jsr generateApple
rts
checkSnakeCollision:
ldx #2 ;start with second segment
snakeCollisionLoop:
lda snakeHeadL,x
cmp snakeHeadL
bne continueCollisionLoop
maybeCollided:
lda snakeHeadH,x
cmp snakeHeadH
beq didCollide
continueCollisionLoop:
inx
inx
cpx snakeLength ;got to last section with no collision
beq didntCollide
jmp snakeCollisionLoop
didCollide:
jmp gameOver
didntCollide:
rts
updateSnake:
lda snakeGrow
cmp #0
beq startLoop
inc snakeLength
inc snakeLength
dec snakeGrow
startLoop:
ldx snakeLength
dex
updateloop:
lda snakeHeadL,x
sta snakeBodyStart,x
dex
bpl updateloop
lda snakeDirection
lsr
bcs up
lsr
bcs right
lsr
bcs down
lsr
bcs left
up: ; move the head up
lda snakeHeadL
sec
sbc #$20
sta snakeHeadL
bcc upup
rts
upup:
dec snakeHeadH
lda #$1 ; the minimum high byte is $02
cmp snakeHeadH
beq collision
rts
right: ; move the head to the right
inc snakeHeadL
lda #$1f
bit snakeHeadL
beq collision
rts
down: ; move the head down
lda snakeHeadL
clc
adc #$20
sta snakeHeadL
bcs downdown
rts
downdown:
inc snakeHeadH
lda #$6 ; the maximum high byte is $05
cmp snakeHeadH
beq collision
rts
left: ; move the head to the left
dec snakeHeadL
lda snakeHeadL
and #$1f
cmp #$1f
beq collision
rts
collision:
jmp gameOver
drawApple:
ldy #0
lda appleType
cmp #redApple
beq drawRedApple
cmp #goldApple
beq drawGoldApple
drawGreenApple:
lda #colorGreen
sta (appleL),y
rts
drawRedApple:
lda #colorRed
sta (appleL),y
rts
drawGoldApple:
lda #colorGold
sta (appleL),y
rts
drawSnake:
; here, when snakeLength is >= $82, we have a bug where the tail never goes
; black. find out why ($82+$10=$92)
ldx snakeLength
lda #colorBlack
sta (snakeHeadL,x) ; erase end of tail (paint black)
ldy #0
lda #colorWhite
sta (snakeHeadL),y ; paint head
rts
spinWheels:
ldx #99
spinloop:
nop
nop
dex
bne spinloop
rts
gameOver: