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Game.6502
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;;;;;;;;; Vars
.rsset $0100
game_token_x .rs 1 ; 50
game_token_y .rs 1 ; 51
game_player .rs 1 ; 52
game_current_token .rs 1 ; 53
game_math_temp1 .rs 1 ; 54
game_math_temp2 .rs 1 ; 55
game_board_addr .rs 1 ; 56
game_board_hi .rs 1 ; 57
game_board_lo .rs 1 ; 58
game_get_token_x .rs 1 ; 59
game_get_token_y .rs 1 ; 60
game_place_token_x .rs 1 ; 61
game_place_token_y .rs 1 ; 61
game_place_token_value .rs 1 ; 61
game_place_token_tile .rs 1
game_remove_iter .rs 1
game_captures .rs 2
game_neighbour_list_count .rs 1 ; 62
game_neighbour_type .rs 1 ; 63
game_neighbour_read_iter .rs 1 ; 64
game_neighbour_current_x .rs 1 ; 65
game_neighbour_current_y .rs 1 ; 66
game_neighbour_start_x .rs 1 ; 67
game_neighbour_start_y .rs 1 ; 68
game_neighbour_list_x .rs 25 ; 113
game_neighbour_list_y .rs 25
game_board .rs 95
;;;;;;;;; Const
GAME_PLAYER_1_SPRITE = $00
GAME_TOKEN_SPRITE = $00
GAME_SPRITE_SIZE = $08
GAME_BOARD_LEFT = $06
GAME_BOARD_RIGHT = $19
GAME_BOARD_TOP = $05
GAME_BOARD_BOTTOM = $18
GAME_WHITE_SCORE_HI = $23
GAME_WHITE_SCORE_LO = $26
GAME_BLACK_SCORE_HI = $23
GAME_BLACK_SCORE_LO = $06
.macro GAME_HANDLE_INPUT
LDA engine_input
AND \1
BEZ GAME_INPUT_DONE\@
LDA engine_prev_input
AND \1
BNZ GAME_INPUT_DONE\@
LDX \2
\3
CPX #$13
BCS GAME_INPUT_DONE\@
STX \2
GAME_INPUT_DONE\@:
.endm
game_Init:
LDA #$00
STA game_token_x
LDA #$00
STA game_token_y
LDA #$00
LDX #$00
ZERO_BOARD:
STA game_board, X
INX
CPX #91
BNE ZERO_BOARD
LDA #$00
STA game_player
; Load Palette
LDA PPU_STATUS_REG ; read PPU status to reset the high/low latch
LDA #PPU_IMAGE_PALETTE_HI
STA PPU_VIDEO_RAM_ADDRESS_REG_2 ; write the high byte of $3F00 address
LDA #PPU_IMAGE_PALETTE_LO
STA PPU_VIDEO_RAM_ADDRESS_REG_2 ; write the low byte of $3F00 address
LDX #$00
LOAD_PALETTE_LOOP:
LDA PALETTE_DATA, X
STA PPU_VIDEO_RAM_IO_REG ; write to PPU
INX
CPX #$20
BNE LOAD_PALETTE_LOOP
LDA PPU_STATUS_REG ; read PPU status to reset the high/low latch
LDA #PPU_ATTRIBUTES_HI
STA PPU_VIDEO_RAM_ADDRESS_REG_2 ; write the high byte of $3F00 address
LDA #PPU_ATTRIBUTES_LO
STA PPU_VIDEO_RAM_ADDRESS_REG_2 ; write the low byte of $3F00 address
LDA #$00
LDX #$FF
LOAD_NAMETABLE_LOOP:
STA PPU_VIDEO_RAM_IO_REG ; Store 4 bytes per loop since we can't loop 1024 times
STA PPU_VIDEO_RAM_IO_REG
STA PPU_VIDEO_RAM_IO_REG
STA PPU_VIDEO_RAM_IO_REG
DEX
BNZ LOAD_NAMETABLE_LOOP
LDA #$00
LDX #$20
LOAD_ATTRIBUTES_LOOP:
STA PPU_VIDEO_RAM_IO_REG
DEX
BNZ LOAD_ATTRIBUTES_LOOP
JSR game_InitFeedBackground
RTS
; game_place_token_y
; game_place_token_x
; game_place_token_value
game_PlaceToken:
LDA game_place_token_y
; Mul by 5
SHL A
SHL A
ADD game_place_token_y
STA game_math_temp1
LDA game_place_token_x
; Div by 4
SHR A
SHR A
; Add our Y to our X
ADD game_math_temp1
TAX
LDA game_board, X
STA game_current_token
STX game_board_addr
LDA game_place_token_x
SHR A
SHR A
SHL A
SHL A
STA game_math_temp1
LDA game_place_token_x
SUB game_math_temp1 ; Get the offset
STA game_math_temp2
TAX
TAY ; Move to Y for later
LDA #$03
CPX #$00
SHIFT_MASK_UP:
BEZ SHIFT_MASK_DONE
SHL A
SHL A
DEX
JMP SHIFT_MASK_UP
SHIFT_MASK_DONE:
EOR #$FF
AND game_current_token
STA game_math_temp1
LDA game_place_token_value
CPY #$00
SHIFT_VALUE_UP:
BEZ SHIFT_VALUE_DONE
SHL A
SHL A
DEY
JMP SHIFT_VALUE_UP
SHIFT_VALUE_DONE:
ORA game_math_temp1
LDX game_board_addr
STA game_board, X
; Update the nametable at the appropriate location
LDA #$20
STA game_board_hi
LDA #$00
STA game_board_lo
LDA game_place_token_y
ADD #GAME_BOARD_TOP
TAX
NAMETABLE_Y_ADD:
LDA game_board_lo
ADD #$20
STA game_board_lo
LDA game_board_hi
ADC #$00
STA game_board_hi
DEX
BNZ NAMETABLE_Y_ADD
LDA game_board_lo
ADD game_place_token_x
ADD #GAME_BOARD_LEFT
STA game_board_lo
LDA game_place_token_tile
LDX game_board_hi
LDY game_board_lo
JSR ppu_AddCommand
RTS
; X, Y = coordinates
; A = result
game_GetToken:
STY game_get_token_y
TYA
; Mul by 5
SHL A
SHL A
ADD game_get_token_y
STA game_math_temp1
STX game_get_token_x
TXA
; Div by 4
SHR A
SHR A
; Add our Y to our X
ADD game_math_temp1
TAX
LDA game_board, X
STA game_current_token
STX game_board_addr
LDA game_get_token_x
SHR A
SHR A
SHL A
SHL A
STA game_math_temp1
LDA game_get_token_x
SUB game_math_temp1 ; Get the offset
STA game_math_temp2
TAX
TAY ; Move to Y for later
LDA #$03
CPX #$00
SHIFT_GET_MASK_UP:
BEZ SHIFT_GET_MASK_DONE
SHL A
SHL A
DEX
JMP SHIFT_GET_MASK_UP
SHIFT_GET_MASK_DONE:
AND game_current_token
CPY #$00
SHIFT_GET_VALUE_DOWN:
BEZ SHIFT_GET_VALUE_DONE
SHR A
SHR A
DEY
JMP SHIFT_GET_VALUE_DOWN
SHIFT_GET_VALUE_DONE:
RTS
; X, Y position of cell to check
; A = Liberty found
game_SearchLiberties:
CPX #$13
BCC SEARCH_X_FINE
LDA #$01
RTS
SEARCH_X_FINE:
CPY #$13
BCC SEARCH_INPUT_FINE
LDA #$01
RTS
SEARCH_INPUT_FINE:
STX game_neighbour_current_x
STY game_neighbour_current_y
TXA
LDX #$00
STA game_neighbour_list_x, X
TYA
STA game_neighbour_list_y, X
INX
STX game_neighbour_list_count
LDX game_neighbour_current_x
LDY game_neighbour_current_y
JSR game_GetToken
STA game_neighbour_type
LDX #$00
STX game_neighbour_read_iter
SEARCH_LIBERTIES_LOOP:
LDX game_neighbour_read_iter
CPX game_neighbour_list_count
BEQ SEARCH_LIBERTIES_LOOP_DONE
LDA game_neighbour_list_x, X
STA game_neighbour_current_x
LDA game_neighbour_list_y, X
STA game_neighbour_current_y
LDX game_neighbour_current_x
LDY game_neighbour_current_y
STX game_neighbour_start_x
STY game_neighbour_start_y
; Look left
DEX
STX game_neighbour_current_x
STY game_neighbour_current_y
JSR game_SearchLibertiesLook
CMP #$00
BNE SEARCH_LIBERTIES_FOUND
; Look right
LDX game_neighbour_start_x
LDY game_neighbour_start_y
INX
STX game_neighbour_current_x
STY game_neighbour_current_y
JSR game_SearchLibertiesLook
CMP #$00
BNE SEARCH_LIBERTIES_FOUND
; Look up
LDX game_neighbour_start_x
LDY game_neighbour_start_y
DEY
STX game_neighbour_current_x
STY game_neighbour_current_y
JSR game_SearchLibertiesLook
CMP #$00
BNE SEARCH_LIBERTIES_FOUND
; Look down
LDX game_neighbour_start_x
LDY game_neighbour_start_y
INY
STX game_neighbour_current_x
STY game_neighbour_current_y
JSR game_SearchLibertiesLook
CMP #$00
BNE SEARCH_LIBERTIES_FOUND
SEARCH_LIBERTIES_JMP:
LDX game_neighbour_read_iter
INX
STX game_neighbour_read_iter
JMP SEARCH_LIBERTIES_LOOP
SEARCH_LIBERTIES_FOUND:
LDA #$01
RTS
SEARCH_LIBERTIES_LOOP_DONE:
LDA #$00
RTS
; Inner jump instead of writing another routine
game_SearchLibertiesLook:
LDX game_neighbour_current_x
LDY game_neighbour_current_y
CPX #$13
BCS SEARCH_LIBERTIES_LOOK_DONE
CPY #$13
BCS SEARCH_LIBERTIES_LOOK_DONE
JSR game_GetToken
CMP #$00
BEQ SEARCH_LIBERTIES_LOOK_FOUND
CMP game_neighbour_type
BNE SEARCH_LIBERTIES_LOOK_DONE
SEARCH_LIBERTIES_ADD:
; Look through the list to make sure it's not in there
LDX #$00
SEARCH_LIST_LOOP:
LDA game_neighbour_list_x, X
CMP game_neighbour_current_x
BNE SEARCH_LIST_KEEP_LOOKING
LDA game_neighbour_list_y, X
CMP game_neighbour_current_y
BEQ SEARCH_LIBERTIES_LOOK_DONE
SEARCH_LIST_KEEP_LOOKING:
INX
CPX game_neighbour_list_count
BNE SEARCH_LIST_LOOP
LDX game_neighbour_list_count
LDA game_neighbour_current_x
STA game_neighbour_list_x, X
LDA game_neighbour_current_y
STA game_neighbour_list_y, X
INX
STX game_neighbour_list_count
SEARCH_LIBERTIES_LOOK_DONE:
LDA #$00
RTS
SEARCH_LIBERTIES_LOOK_FOUND:
LDA #$01
RTS
game_RemoveTokens:
LDX #$00
REMOVE_TOKEN_LOOK:
STX game_remove_iter
LDA game_neighbour_list_x, X
STA game_place_token_x
LDA game_neighbour_list_y, X
STA game_place_token_y
LDA #$03
; Y edges
LDY game_place_token_y
CPY #$00
BEQ REMOVE_EDGE_DONE
CPY #$12
BEQ REMOVE_BOTTOM_EDGE
REMOVE_NO_EDGE:
LDA #$09
JMP REMOVE_EDGE_DONE
REMOVE_BOTTOM_EDGE:
LDA #$06
REMOVE_EDGE_DONE:
; X edges
LDX game_place_token_x
CPX #$00
BEQ REMOVE_LEFT_EDGE
CPX #$12
BEQ REMOVE_RIGHT_EDGE
REMOVE_X_NO_EDGE:
ADD #$01
JMP REMOVE_X_EDGE_DONE
REMOVE_LEFT_EDGE:
JMP REMOVE_X_EDGE_DONE
REMOVE_RIGHT_EDGE:
ADD #$02
REMOVE_X_EDGE_DONE:
STA game_place_token_tile
LDA #$00
STA game_place_token_value
TXA
PHA
LDX game_place_token_x
LDY game_place_token_y
JSR game_GetToken
TAX
DEX
LDA game_captures, X
ADD #$01
STA game_captures, X
JSR game_PlaceToken
PLA
TAX
LDX game_remove_iter
INX
CPX game_neighbour_list_count
BNE REMOVE_TOKEN_LOOK
RTS
game_Input:
GAME_HANDLE_INPUT #BUTTON_LEFT, game_token_x, DEX
GAME_HANDLE_INPUT #BUTTON_RIGHT, game_token_x, INX
GAME_HANDLE_INPUT #BUTTON_UP, game_token_y, DEX
GAME_HANDLE_INPUT #BUTTON_DOWN, game_token_y, INX
GAME_X_BOUNDS_DONE:
GAME_Y_BOUNDS_DONE:
LDA engine_input
AND #BUTTON_A
BNZ A_PRESSED
RTS
A_PRESSED:
LDA engine_prev_input
AND #BUTTON_A
BEZ A_JUST_PRESSED
RTS
A_JUST_PRESSED:
LDX game_token_x
LDY game_token_y
JSR game_GetToken
CMP #$00
BEQ TOKEN_FOUND
RTS
TOKEN_FOUND:
LDA game_player
ADD #$01
STA game_place_token_value
STA game_place_token_tile
LDX game_token_x
LDY game_token_y
STX game_place_token_x
STY game_place_token_y
JSR game_PlaceToken
LDX game_token_x
LDY game_token_y
DEX
JSR game_SearchLiberties
CMP #$00
BNE LEFT_REMOVE_DONE
JSR game_RemoveTokens
LEFT_REMOVE_DONE:
LDX game_token_x
LDY game_token_y
INX
JSR game_SearchLiberties
CMP #$00
BNE RIGHT_REMOVE_DONE
JSR game_RemoveTokens
RIGHT_REMOVE_DONE:
LDX game_token_x
LDY game_token_y
DEY
JSR game_SearchLiberties
CMP #$00
BNE UP_REMOVE_DONE
JSR game_RemoveTokens
UP_REMOVE_DONE:
LDX game_token_x
LDY game_token_y
INY
JSR game_SearchLiberties
CMP #$00
BNE DOWN_REMOVE_DONE
JSR game_RemoveTokens
DOWN_REMOVE_DONE:
LDX game_token_x
LDY game_token_y
JSR game_SearchLiberties
CMP #$00
BNE CENTER_REMOVE_DONE
JSR game_RemoveTokens
CENTER_REMOVE_DONE:
JSR game_FeedScores
LDA game_player
ADD #$01
AND #$01
STA game_player
PLACE_DONE:
RTS
game_FeedScores:
LDX #$00
LDA game_captures, X
JSR help_Div10
TYA
ADD #$10
LDX #GAME_WHITE_SCORE_HI
LDY #GAME_WHITE_SCORE_LO
INY
INY
INY
JSR ppu_AddCommand
LDX #$00
LDA game_captures, X
JSR help_Div10
TXA
JSR help_Div10
TYA
ADD #$10
LDX #GAME_WHITE_SCORE_HI
LDY #GAME_WHITE_SCORE_LO
INY
INY
JSR ppu_AddCommand
LDX #$00
LDA game_captures, X
JSR help_Div10
TXA
JSR help_Div10
TXA
JSR help_Div10
TYA
ADD #$10
LDX #GAME_WHITE_SCORE_HI
LDY #GAME_WHITE_SCORE_LO
INY
JSR ppu_AddCommand
LDX #$01
LDA game_captures, X
JSR help_Div10
TYA
ADD #$10
LDX #GAME_BLACK_SCORE_HI
LDY #GAME_BLACK_SCORE_LO
INY
INY
INY
JSR ppu_AddCommand
LDX #$01
LDA game_captures, X
JSR help_Div10
TXA
JSR help_Div10
TYA
ADD #$10
LDX #GAME_BLACK_SCORE_HI
LDY #GAME_BLACK_SCORE_LO
INY
INY
JSR ppu_AddCommand
LDX #$01
LDA game_captures, X
JSR help_Div10
TXA
JSR help_Div10
TXA
JSR help_Div10
TYA
ADD #$10
LDX #GAME_BLACK_SCORE_HI
LDY #GAME_BLACK_SCORE_LO
INY
JSR ppu_AddCommand
RTS
game_FeedSprites:
LDA game_token_y
ADD #GAME_BOARD_TOP
ASL A
ASL A
ASL A
SUB #$01
STA $0200
LDA game_token_x
ADD #GAME_BOARD_LEFT
ASL A
ASL A
ASL A
STA $0203
LDA #GAME_PLAYER_1_SPRITE
ADD game_player
STA $0201
LDA #$00
STA $0202
RTS
game_InitFeedBackground:
LDA PPU_STATUS_REG ; read PPU status to reset the high/low latch
LDA #PPU_NAMETABLE_HI
STA PPU_VIDEO_RAM_ADDRESS_REG_2 ; write the high byte of $3F00 address
LDA #PPU_NAMETABLE_LO
STA PPU_VIDEO_RAM_ADDRESS_REG_2 ; write the low byte of $3F00 address
LDY #$00
; Loop
BOARD_DRAW_Y:
LDA #$03
CPY #GAME_BOARD_TOP
BEQ BOARD_ROW_DONE ; If we're the top row, we want to just stay at A = $03
CPY #GAME_BOARD_BOTTOM - 1
BEQ BOARD_ADD_ROW
; We're in the middle, move one more so that ADD_ROW will make it to #$09
ADD #$03
BOARD_ADD_ROW:
ADD #$03 ; Bottom tiles
BOARD_ROW_DONE:
STA game_math_temp1
BOARD_DRAW_X_LOOP_START:
LDX #$00
; Loop
BOARD_DRAW_X:
LDA game_math_temp1
CPY #GAME_BOARD_BOTTOM
BCS BOARD_DRAW_BLANK_TILE
CPX #GAME_BOARD_RIGHT
BCS BOARD_DRAW_BLANK_TILE
CPY #GAME_BOARD_TOP
BCC BOARD_DRAW_BLANK_TILE
CPX #GAME_BOARD_LEFT
BCC BOARD_DRAW_BLANK_TILE
JMP BOARD_DRAW_TILE_X
BOARD_DRAW_BLANK_TILE:
LDA #$00
STA PPU_VIDEO_RAM_IO_REG
JMP BOARD_DRAW_INC_X
BOARD_DRAW_TILE_X:
CPX #GAME_BOARD_LEFT
BEQ BOARD_TILE_DONE ; If we're the left side, we do nothing
CPX #GAME_BOARD_RIGHT - 1
BNE BOARD_ADD_TILE
; We're on the right, we want to add 1 to the tile index
ADD #$01
BOARD_ADD_TILE:
ADD #$01
BOARD_TILE_DONE:
STA PPU_VIDEO_RAM_IO_REG
BOARD_DRAW_INC_X:
INX
CPX #$20
BNE BOARD_DRAW_X
BOARD_DRAW_INC_Y:
INY
CPY #$20
BNE BOARD_DRAW_Y
LDA PPU_STATUS_REG ; read PPU status to reset the high/low latch
LDA #GAME_WHITE_SCORE_HI
STA PPU_VIDEO_RAM_ADDRESS_REG_2 ; write the high byte of $3F00 address
LDA #GAME_WHITE_SCORE_LO
STA PPU_VIDEO_RAM_ADDRESS_REG_2 ; write the low byte of $3F00 address
LDA #$02
STA PPU_VIDEO_RAM_IO_REG
LDA PPU_STATUS_REG ; read PPU status to reset the high/low latch
LDA #GAME_BLACK_SCORE_HI
STA PPU_VIDEO_RAM_ADDRESS_REG_2 ; write the high byte of $3F00 address
LDA #GAME_BLACK_SCORE_LO
STA PPU_VIDEO_RAM_ADDRESS_REG_2 ; write the low byte of $3F00 address
LDA #$01
STA PPU_VIDEO_RAM_IO_REG
JSR game_FeedScores
RTS
game_Tick:
JSR game_Input
JSR game_FeedSprites
RTS
; A = Value
; X = Factor, Y = Modulo
help_Div10:
LDX #$00
DIVIDE_LOOP:
CMP #$0A
BCC DIVIDE_DONE
SUB #$0A
INX
JMP DIVIDE_LOOP
DIVIDE_DONE:
TAY
RTS
;;;;;;;
.bank 1
.org $E000
.include "NESGO.palette" ;includes the palettexc
SPRITES:
; vert tile attr horiz
.db $80, $00, $00, $80 ;sprite 0
.db $80, $01, $00, $88 ;sprite 1
.db $88, $10, $00, $80 ;sprite 2
.db $88, $11, $00, $88 ;sprite 3
POSITIONS_X:
.db $80, $30, $05, $20
POSITIONS_Y:
.db $80, $10, $A0, $30