-
Notifications
You must be signed in to change notification settings - Fork 2
/
breakout6502.asm
558 lines (544 loc) · 8.51 KB
/
breakout6502.asm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
; ___ ___ ____ ___ __ __ ____ __ __ ______
; / _ ) / _ \ / __/ / _ | / //_/ / __ \ / / / //_ __/
; / _ | / , _/ / _/ / __ | / ,< / /_/ // /_/ / / /
;/____/ /_/|_| /___/ /_/ |_|/_/|_| \____/ \____/ /_/
;
;"Breakout" clone for 6502asm.com , the 6502 CPU vm from https://github.com/skilldrick/easy6502
;by Lucas de Almeida a.k.a. drnick
;github: https://github.com/lucasdealmeidasm
;Blog: http://gameprogrammersnotebook.blogspot.com.br/
;
;Thanks to Jedi a.k.a. coderTrevor @ https://github.com/coderTrevor for helping me with some issues during development
;
;"License":
;-Do not misrepresent the authorship of this code
;-Do not remove or modify this header
;
;HOW TO PLAY:
;-Press A to move paddle to the left
;-Press D to move paddle to the right
;-Press any other key to stop the paddle from moving (this is due to the way input is done in easy6502, not my fault)
;-Press P to pause the game
;Address Variable
;0 ballX
;1 ballY
;2 ballDx, ballDy and ballAngle
;3 pointer for pixelAddress routine, lower byte
;4 pointer for pixelAddress routine, higher byte
;5 frame counter
;6 paddleX
;7 Gameover and victory flags
;8 rngCounter
;9 Pause flag
;SETUP_BLOCKS "routine"
;This is the first part I wrote so the code here is quite different and of lower quality
;please do not mind
SETUP_BLOCKS:
LDY #2
SETUP_BLOCKS_DO_ROW:
TYA
STA $200,X
STA $201,X
STA $202,X
STA $203,X
STA $220,X
STA $221,X
STA $222,X
STA $223,X
INX
INX
INX
INX
INY
TYA
AND #14
CMP #0
BNE SETUP_BLOCKS_SKIPPED_BW
INY
INY
SETUP_BLOCKS_SKIPPED_BW:
TXA
AND #32
CMP #32
BEQ SETUP_BLOCKS_NEXT_ROW
JMP SETUP_BLOCKS_DO_ROW
SETUP_BLOCKS_NEXT_ROW:
TXA
CLC
ADC #32
TAX
BEQ SETUP_BLOCKS_END
JMP SETUP_BLOCKS_DO_ROW
SETUP_BLOCKS_END:
LDY #16
LDX #16
STX 0 ;ballX = 16;
STY 1 ;ballY = 16;
LDA #12
STA 2 ;ballAngle = 3; ballDx = 0; ballDy = 0;
STA 6 ;paddleX = 12;
LDA #0
STA 7 ;gameOver = false; victory = false;
STA 9 ;paused = false;
GAMELOOP:
LDA #255 ; Change this value if the game is too slow or too fast
WAIT: ; Slow down so it isn't unplayable
SEC
SBC #1
BCS WAIT
JSR CHECKBLOCKS ; Calls victory checker
LDA 7
CMP #1 ; Checks failure flag
BEQ GAMEOVER
CMP #2 ; Checks victory flag
BEQ VICTORY
LDA $FF
CMP #$70 ; Check if P is pressed, and if it is, change the paused flag
BNE DONOTCHANGEPAUSE
LDA #0
STA $FF ; Overwrite the readkey byte
LDA 9
EOR #1
STA 9
DONOTCHANGEPAUSE:
LDA 9
CMP #1 ; Check paused flag
BEQ GAMELOOP
INC 8
INC 8 ; Increase RNG counter
INC 5 ; Increase frame counter
JSR UPDATEPADDLE ; Updates the paddle (both movement and graphics)
JSR PIXELADDRESS
LDX #0
LDA #0
STA ($3,X) ; Clean ball
LDA 2
AND #4
LSR
LSR
AND 5
CMP #1 ; Check angle (see RANDOMANGLE for explanation)
BEQ HORIZONTAL
LDA 2
AND #1
CMP #1 ; Check DY
BEQ POSITIVE_DY
JSR MOVEBALLUP
JMP HORIZONTAL
POSITIVE_DY:
JSR MOVEBALLDOWN
HORIZONTAL:
LDA 2
AND #8
LSR
LSR
LSR
AND 5
CMP #1 ; Check angle again
BEQ DRAWBALL
LDA 2
AND #2
CMP #2 ; Check DX
BEQ POSITIVE_DX
JSR MOVEBALLLEFT
JMP DRAWBALL
JMP GAMELOOP
POSITIVE_DX:
JSR MOVEBALLRIGHT
DRAWBALL:
JSR PIXELADDRESS
LDX #0
LDA #1
STA ($3,X) ; Draw ball
JMP GAMELOOP
GAMEOVER:
VICTORY:
JMP END ; Branches have a reach limit, jumps don't
;PIXELADDRESS routine
;Equivalent C:
;pointer = (((y & 7) << 5) + x) & ((((y >> 3) + 2) & 3) << 8); // Equivalent to (x + (y % 8) * 32) + ((y / 8) + 2) << 8;
PIXELADDRESS:
LDA 1
AND #7
ASL
ASL
ASL
ASL
ASL
CLC
ADC 0
STA 3
LDA 1
LSR
LSR
LSR
AND #3
CLC
ADC #2
STA 4
RTS
;CLEARBLOCK routine
;Equivalent C:
;offset = (x - (x % 4)) + (y - (y % 2)) * 32;
;*((byte *)(offset)) = 0;
;*((byte *)(offset + 1)) = 0;
;*((byte *)(offset + 2)) = 0;
;*((byte *)(offset + 3)) = 0;
;*((byte *)(offset + 32)) = 0;
;*((byte *)(offset + 33)) = 0;
;*((byte *)(offset + 34)) = 0;
;*((byte *)(offset + 35)) = 0;
CLEARBLOCK:
LDA 1
AND #6
ASL
ASL
ASL
ASL
ASL
CLC
ADC 0
AND #252
TAX
LDA #0
STA $200,X
STA $201,X
STA $202,X
STA $203,X
STA $220,X
STA $221,X
STA $222,X
STA $223,X
RTS
;MOVEBALLUP routine
;Equivalent C:
;y--;
;if(y < 0) goto collision;
;if(y >= 8) return;
;if(*(PixelAddress()) == 0) return;
;else
;{
;clearBlock();
;goto collision;
;}
;collision:
;dy != dy;
;y++;
MOVEBALLUP:
LDA 1
SEC
SBC #1
STA 1
BCC MOVEBALLUP_COLLISION
CMP #8
BCS MOVEBALLUP_END
JSR PIXELADDRESS
LDX #0
LDA ($3,X)
CMP #0
BEQ MOVEBALLUP_END
JSR CLEARBLOCK
MOVEBALLUP_COLLISION:
LDA 2
EOR #1
STA 2
INC 1
MOVEBALLUP_END:
RTS
;MOVEBALLDOWN routine
;Equivalent C:
;y++;
;if(y == 31)
;{
;if(x < paddleX) goto gameOver;
;if(x >= paddleX + 8) goto gameOver;
;randomAngle();
;goto collision;
;}
;if(y >= 8) return;
;if(*(PixelAddress()) == 0) return;
;else
;{
;clearBlock();
;goto collision;
;}
;collision:
;dy != dy;
;y--;
;return;
;gameOver:
;gameOverFlag = true;
MOVEBALLDOWN:
LDA 1
CLC
ADC #1
STA 1
CMP #31
BEQ MOVEBALLDOWN_CHECKPADDLE
CMP #8
BCS MOVEBALLUP_END
JSR PIXELADDRESS
LDX #0
LDA ($3,X)
CMP #0
BEQ MOVEBALLDOWN_END
JSR CLEARBLOCK
JMP MOVEBALLDOWN_COLLISION
MOVEBALLDOWN_CHECKPADDLE:
LDA 0
CMP 6
BCC MOVEBALLDOWN_GAMEOVER
INC 6
INC 6
INC 6
INC 6
INC 6
INC 6
INC 6
INC 6
CMP 6
DEC 6
DEC 6
DEC 6
DEC 6
DEC 6
DEC 6
DEC 6
DEC 6
BCS MOVEBALLDOWN_GAMEOVER
JSR RANDOMANGLE
MOVEBALLDOWN_COLLISION:
LDA 2
EOR #1
STA 2
DEC 1
MOVEBALLDOWN_END:
RTS
MOVEBALLDOWN_GAMEOVER:
LDA #1
STA 7
RTS
;MOVEBALLLEFT routine
;Equivalent C:
;x--;
;if(x < 0) goto collision;
;if(y >= 8) return;
;if(*(PixelAddress()) == 0) return;
;else
;{
;clearBlock();
;goto collision;
;}
;collision:
;dx != dx;
;x++;
MOVEBALLLEFT:
LDA 0
SEC
SBC #1
STA 0
BCC MOVEBALLLEFT_COLLISION
LDA 1
CMP #8
BCS MOVEBALLLEFT_END
JSR PIXELADDRESS
LDX #0
LDA ($3,X)
CMP #0
BEQ MOVEBALLLEFT_END
JSR CLEARBLOCK
MOVEBALLLEFT_COLLISION:
LDA 2
EOR #2
STA 2
INC 0
MOVEBALLLEFT_END:
RTS
;MOVEBALLRIGHT routine
;Equivalent C:
;x++;
;if(x == 32) goto collision;
;if(y >= 8) return;
;if(*(PixelAddress()) == 0) return;
;else
;{
;clearBlock();
;goto collision;
;}
;collision:
;dx != dx;
;x--;
MOVEBALLRIGHT:
LDA 0
CLC
ADC #1
STA 0
CMP #32
BEQ MOVEBALLRIGHT_COLLISION
LDA 1
CMP #8
BCS MOVEBALLRIGHT_END
JSR PIXELADDRESS
LDX #0
LDA ($3,X)
CMP #0
BEQ MOVEBALLRIGHT_END
JSR CLEARBLOCK
MOVEBALLRIGHT_COLLISION:
LDA 2
EOR #2
STA 2
DEC 0
MOVEBALLRIGHT_END:
RTS
;UPDATEPADDLE routine
;Equivalent C code (actually approximate, also in the ASM I made the paddle larger):
;if(keyPressed == 0x61)
;{
;rngCounter += 3;
;if(paddleX > 0)
;{
;paddleX--;
;*((byte *) 0x5e1 + paddleX) = 1;
;goto draw;
;}
;}
;else if(keyPressed == 0x64)
;{
;rngCounter += 5;
;if(paddleX < 26)
;{
;paddleX++;
;*((byte *) 0x5df + paddleX) = 0;
;}
;}
;draw:
;*((byte *) 0x5e0 + paddleX) = 1;
;*((byte *) 0x5e1 + paddleX) = 1;
;*((byte *) 0x5e2 + paddleX) = 1;
;*((byte *) 0x5e3 + paddleX) = 1;
;*((byte *) 0x5e4 + paddleX) = 1;
UPDATEPADDLE:
LDA $FF
CMP #$61
BNE UPDATEPADDLE_CHECKD
INC 8
INC 8
INC 8
LDA 6
SEC
SBC #1
BCC UPDATEPADDLE_REDRAW
STA 6
TAX
LDA #0
STA $5E8,X
JMP UPDATEPADDLE_REDRAW
UPDATEPADDLE_CHECKD:
CMP #$64
BNE UPDATEPADDLE_REDRAW
INC 8
INC 8
INC 8
INC 8
INC 8
LDA 6
CLC
ADC #1
CMP #25
BCS UPDATEPADDLE_REDRAW
STA 6
TAX
LDA #0
STA $5DF,X
UPDATEPADDLE_REDRAW:
LDA 6
TAX
LDA #1
STA $5E0,X
STA $5E1,X
STA $5E2,X
STA $5E3,X
STA $5E4,X
STA $5E5,X
STA $5E6,X
STA $5E7,X
RTS
;CHECKBLOCKS routine
;Checks all 4 rows at the same loop iteration, for speed
;Equivalent C:
;for(int i = 0; !(i >= 8 * 4); i += 4)
;{
;if(*((byte *) 0x200 + i) != 0) return;
;if(*((byte *) 0x240 + i) != 0) return;
;if(*((byte *) 0x280 + i) != 0) return;
;if(*((byte *) 0x2C0 + i) != 0) return;
;}
;victory = true;
;return;
CHECKBLOCKS:
LDX #0
CHECKBLOCKS_LOOP:
LDA $200,X
CMP #0
BNE CHECKBLOCKS_GAMEISNOTOVER
LDA $240,X
CMP #0
BNE CHECKBLOCKS_GAMEISNOTOVER
LDA $280,X
CMP #0
BNE CHECKBLOCKS_GAMEISNOTOVER
LDA $2C0,X
CMP #0
BNE CHECKBLOCKS_GAMEISNOTOVER
INX
INX
INX
INX
CPX #$20
BCS CHECKBLOCKS_VICTORY
JMP CHECKBLOCKS_LOOP
CHECKBLOCKS_GAMEISNOTOVER:
RTS
CHECKBLOCKS_VICTORY:
LDA #2
STA 7
RTS
;RANDOMANGLE routine
;Changes the ball's angle "randomly"
;Explanation on ball angle:
;XXXXABCDE
;If E is set: ball will move down
;If E is clear: ball will move up
;If D is set: ball will move left
;If D is clear: ball will move right
;If A is set: the ball will skip horizontal movement one out of two frames
;if B is set: the ball will skip vertical movement one out of two frames
;X: unused
;This function sets AB to 01, 10 or 11, effectively, a random number from 1 to 3
;Equivalent C:
;ballAngle = (ballAngle & 3) | (((rngCounter & 1) + ((rngCounter & 2) >> 1) + 1) << 2);
;Alternatively:
;temp = ballAngle & 3;
;ballAngle = rngCounter & 1;
;ballAngle = ((((rngCounter & 2) >> 1) + ballAngle + 1) << 2) | temp;
RANDOMANGLE:
LDA 2
AND #3
TAX
LDA 8
AND #1
STA 2
LDA 8
AND #2
LSR
CLC
ADC 2
ADC #1
ASL
ASL
STX 2
ORA 2
STA 2
RTS
END: