-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathconway-tiny.asm
825 lines (825 loc) · 11.1 KB
/
conway-tiny.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
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
// Conway's Game of Life
// By: Michael K. Pellegrino
// Hand-optimized ASM Code
// for the Kick Assembler
// Variable Labels
.label shadow = $0334
.label board = $0336
.label colour = $0338
.label n = $033A
.label alive = $033B
.label i = $033C
.label arg0 = $033E
.label arg1 = $0340
.label k = $0342
.label a = $0343
.label oldD020 = $0344
.label oldD021 = $0345
.label oldChar = $0346
* = $0801
BasicUpstart($0834)
* = $0834
lda #$00
ldx #$C0
sta shadow
stx shadow+1
ldx #$04
sta board
stx board+1
ldx #$D8
sta colour
stx colour+1
jsr saveregs
jsr SIDRND // initialize random number generator
sei
lda $01
and #$F8
ora #$06
sta $01
cli
lda #$0C
sta $D020
sta $D021
jsr clearShadowAndBoard
lda #$9B
jsr $FFD2
clc
ldy #$00
ldx #$18
jsr $FFF0
lda #<STRLBL0
sta $02
lda #>STRLBL0
sta $03
jsr PRN
jsr randomizeBoard
ldy #$00
LBL1L0:
lda $C028,Y
sta $0428,Y
iny
cpy #$FF
beq LBL1L1
jmp LBL1L0
LBL1L1:
ldy #$00
LBL1L2:
lda $C127,Y
sta $0527,Y
iny
cpy #$FF
beq LBL1L3
jmp LBL1L2
LBL1L3:
ldy #$00
LBL1L4:
lda $C226,Y
sta $0626,Y
iny
cpy #$FF
beq LBL1L5
jmp LBL1L4
LBL1L5:
ldy #$00
LBL1L6:
lda $C325,Y
sta $0725,Y
iny
cpy #$9A
beq LBL1L7
jmp LBL1L6
LBL1L7:
lda $CB
sta k
lda $02
pha
lda $03
pha
php
clc
LBL1L9: // Top of WHILE Loop
lda k // $0342
cmp #$3E
.byte $D0, $03 // BNE +3
jmp LBL1L11 // if z==1 jump to ELSE
LBL1L10:
lda $02
pha
lda $03
pha
php
clc
LBL2L0:
lda #$28
ldx #$00
sta i
stx i+1
LBL2L1: // Top of FOR Loop
lda i+1
cmp #$03
.byte $D0, $05 // BNE +5
lda i
cmp #$98
.byte $B0, $03 // BCS +3
jmp LBL2L3 // if c==0 jump to BODY
jmp LBL2L4 // jump out of FOR
LBL2L2:
clc
lda #$01
adc i
pha
lda #$00
adc i+1
tax
pla
sta i
stx i+1
jmp LBL2L1 // jump to top of FOR loop
LBL2L3:
lda #$00
sta n // 033A
clc
lda i
adc #$00
tay
lda i+1
adc #$04
tax
tya
sta arg0
stx arg0+1
clc
lda i
adc #$00
tay
lda i+1
adc #$C0
tax
tya
sta arg1
stx arg1+1
lda $02
pha
lda $03
pha
php
LBL3L0:
sec
lda $033E
sbc #$29
pha
lda $033F
sbc #$00
tax
pla
sta $02
ldy #$00
stx $03
lda ($02),Y
LBL3L1: // Top of IF statement
cmp #$20
.byte $D0, $03 // BNE +3
jmp LBL3L3 // if z==1 jump to ELSE
LBL3L2:
inc n
LBL3L3:
LBL3L4:
LBL3L5:
sec
lda $033E
sbc #$28
pha
lda $033F
sbc #$00
tax
pla
sta $02
ldy #$00
stx $03
lda ($02),Y
LBL3L6: // Top of IF statement
cmp #$20
.byte $D0, $03 // BNE +3
jmp LBL3L8 // if z==1 jump to ELSE
LBL3L7:
inc n
LBL3L8:
LBL3L9:
LBL3L10:
sec
lda $033E
sbc #$27
pha
lda $033F
sbc #$00
tax
pla
sta $02
ldy #$00
stx $03
lda ($02),Y
LBL3L11: // Top of IF statement
cmp #$20
.byte $D0, $03 // BNE +3
jmp LBL3L13 // if z==1 jump to ELSE
LBL3L12:
inc n
LBL3L13:
LBL3L14:
LBL3L15:
sec
lda $033E
sbc #$01
pha
lda $033F
sbc #$00
tax
pla
sta $02
ldy #$00
stx $03
lda ($02),Y
LBL3L16: // Top of IF statement
cmp #$20
.byte $D0, $03 // BNE +3
jmp LBL3L18 // if z==1 jump to ELSE
LBL3L17:
inc n
LBL3L18:
LBL3L19:
LBL3L20:
clc
lda #$01
adc arg0
pha
lda #$00
adc arg0+1
tax
pla
sta $02
ldy #$00
stx $03
lda ($02),Y
LBL3L21: // Top of IF statement
cmp #$20
.byte $D0, $03 // BNE +3
jmp LBL3L23 // if z==1 jump to ELSE
LBL3L22:
inc n
LBL3L23:
LBL3L24:
LBL3L25:
clc
lda #$27
adc arg0
pha
lda #$00
adc arg0+1
tax
pla
sta $02
ldy #$00
stx $03
lda ($02),Y
LBL3L26: // Top of IF statement
cmp #$20
.byte $D0, $03 // BNE +3
jmp LBL3L28 // if z==1 jump to ELSE
LBL3L27:
inc n
LBL3L28:
LBL3L29:
LBL3L30:
clc
lda #$28
adc arg0
pha
lda #$00
adc arg0+1
tax
pla
sta $02
ldy #$00
stx $03
lda ($02),Y
LBL3L31: // Top of IF statement
cmp #$20
.byte $D0, $03 // BNE +3
jmp LBL3L33 // if z==1 jump to ELSE
LBL3L32:
inc n
LBL3L33:
LBL3L34:
LBL3L35:
clc
lda #$29
adc arg0
pha
lda #$00
adc arg0+1
tax
pla
sta $02
ldy #$00
stx $03
lda ($02),Y
LBL3L36: // Top of IF statement
cmp #$20
.byte $D0, $03 // BNE +3
jmp LBL3L38 // if z==1 jump to ELSE
LBL3L37:
inc n
LBL3L38:
LBL3L39:
clc
LBL3L40:
ldy #$00
lda arg0
ldx arg0+1
sta $02
stx $03
lda ($02),Y
LBL3L41: // Top of IF statement
cmp #$20
.byte $F0, $03 // BEQ +3
jmp LBL3L43 // jump to ELSE
LBL3L42:
lda $02
pha
lda $03
pha
php
clc
LBL4L0:
LBL4L1: // Top of IF statement
lda n // $033A
cmp #$03
.byte $F0, $03 // BEQ +3
jmp LBL4L3 // jump to ELSE
LBL4L2:
lda arg1
sta LBL5L0
lda arg1+1
sta LBL5L1
lda #$51
.byte $8D // <-- STA absolute
LBL5L0: // <-- low byte
.byte $00
LBL5L1: // <-- hi byte
.byte $00
LBL4L3:
LBL4L4:
plp
pla
sta $03
pla
sta $02
jmp LBL3L44
LBL3L43:
lda $02
pha
lda $03
pha
php
clc
LBL4L5:
LBL4L6: // Top of IF statement
lda n // $033A
cmp #$02
.byte $90, $03 // BCC +3
jmp LBL4L8 // jump to ELSE
LBL4L7:
lda arg1
sta LBL5L2
lda arg1+1
sta LBL5L3
lda #$20
.byte $8D // <-- STA absolute
LBL5L2: // <-- low byte
.byte $00
LBL5L3: // <-- hi byte
.byte $00
LBL4L8:
LBL4L9:
clc
LBL4L10:
LBL4L11: // Top of IF statement
lda n // $033A
cmp #$03
.byte $B0, $03 // BCS +3
jmp LBL4L13 // if c==0 jump to ELSE
.byte $D0, $03 // BNE +3
jmp LBL4L13 // if z==1 jump to ELSE
LBL4L12:
lda arg1
sta LBL5L4
lda arg1+1
sta LBL5L5
lda #$20
.byte $8D // <-- STA absolute
LBL5L4: // <-- low byte
.byte $00
LBL5L5: // <-- hi byte
.byte $00
LBL4L13:
LBL4L14:
plp
pla
sta $03
pla
sta $02
LBL3L44:
plp
pla
sta $03
pla
sta $02
jmp LBL2L2 // jump to iterator
LBL2L4:
plp
pla
sta $03
pla
sta $02
ldy #$00
LBL2L5:
lda $C028,Y
sta $0428,Y
iny
cpy #$FF
beq LBL2L6
jmp LBL2L5
LBL2L6:
ldy #$00
LBL2L7:
lda $C127,Y
sta $0527,Y
iny
cpy #$FF
beq LBL2L8
jmp LBL2L7
LBL2L8:
ldy #$00
LBL2L9:
lda $C226,Y
sta $0626,Y
iny
cpy #$FF
beq LBL2L10
jmp LBL2L9
LBL2L10:
ldy #$00
LBL2L11:
lda $C325,Y
sta $0725,Y
iny
cpy #$9A
beq LBL2L12
jmp LBL2L11
LBL2L12:
lda $CB
sta k // 0342
lda $02
pha
lda $03
pha
php
clc
LBL2L13:
LBL2L14: // Top of IF statement
lda k // $0342
cmp #$11
.byte $F0, $03 // BEQ +3
jmp LBL2L16 // jump to ELSE
LBL2L15:
jsr randomizeBoard
LBL2L16:
LBL2L17:
clc
LBL2L18:
LBL2L19: // Top of IF statement
lda k // $0342
cmp #$1D
.byte $F0, $03 // BEQ +3
jmp LBL2L21 // jump to ELSE
LBL2L20:
clc
ldy #$00
ldx #$18
jsr $FFF0
lda $02
pha
lda $03
pha
lda #<STRLBL1
sta $02
lda #>STRLBL1
sta $03
jsr PRN
pla
sta $03
pla
sta $02
LBL2L21:
LBL2L22:
plp
pla
sta $03
pla
sta $02
jmp LBL1L9 // jump to top of WHILE loop
LBL1L11:
plp
pla
sta $03
pla
sta $02
lda #$00
sta $C6
jsr $FFE4
jsr clearShadowAndBoard
jsr restoreregs
clc
ldy #$0A
ldx #$0A
jsr $FFF0
lda #$05
jsr $FFD2
lda $02
pha
lda $03
pha
lda #<STRLBL2
sta $02
lda #>STRLBL2
sta $03
jsr PRN
pla
sta $03
pla
sta $02
lda #$9A
jsr $FFD2
lda $02
pha
lda $03
pha
lda #<STRLBL3
sta $02
lda #>STRLBL3
sta $03
jsr PRN
pla
sta $03
pla
sta $02
sei
lda #$37 // Default Value
sta $01
cli
rts
LBL0L0:
randomizeBoard:
lda $02
pha
lda $03
pha
php
clc
LBL1L12:
lda #$28
ldx #$00
sta i
stx i+1
LBL1L13: // Top of FOR Loop
lda i+1
cmp #$03
.byte $D0, $05 // BNE +5
lda i
cmp #$98
.byte $B0, $03 // BCS +3
jmp LBL1L15 // if c==0 jump to BODY
jmp LBL1L16 // jump out of FOR
LBL1L14:
clc
lda #$01
adc i
pha
lda #$00
adc i+1
tax
pla
sta i
stx i+1
jmp LBL1L13 // jump to top of FOR loop
LBL1L15:
lda $D41B
sta a
lda $02
pha
lda $03
pha
php
clc
LBL2L23:
LBL2L24: // Top of IF statement
lda a // $0343
cmp #$7F
.byte $B0, $03 // BCS +3
jmp LBL2L26 // if c==0 jump to ELSE
.byte $D0, $03 // BNE +3
jmp LBL2L26 // if z==1 jump to ELSE
LBL2L25:
lda #$51
sta a // 0343
jmp LBL2L27
LBL2L26:
lda #$20
sta a // 0343
LBL2L27:
plp
pla
sta $03
pla
sta $02
clc
lda board
adc i
tay
lda board+1
adc i+1
tax
tya
sta LBL2L28
stx LBL2L29
lda a
.byte $8D // <-- STA absolute
LBL2L28: // <-- low byte
.byte $00
LBL2L29: // <-- hi byte
.byte $00
clc
lda shadow
adc i
tay
lda shadow+1
adc i+1
tax
tya
sta LBL2L30
stx LBL2L31
lda a
.byte $8D // <-- STA absolute
LBL2L30: // <-- low byte
.byte $00
LBL2L31: // <-- hi byte
.byte $00
jmp LBL1L14 // jump to iterator
LBL1L16:
plp
pla
sta $03
pla
sta $02
rts
LBL0L1:
clearShadowAndBoard:
lda $02
pha
lda $03
pha
php
clc
LBL1L17:
lda #$00
//tax
sta i
//stx i+1
sta i+1
LBL1L18: // Top of FOR Loop
lda i+1
cmp #$03
.byte $D0, $05 // BNE +5
lda i
cmp #$E8
.byte $B0, $03 // BCS +3
jmp LBL1L20 // if c==0 jump to BODY
jmp LBL1L21 // jump out of FOR
LBL1L19:
clc
lda #$01
adc i
pha
lda #$00
adc i+1
tax
pla
sta i
stx i+1
jmp LBL1L18 // jump to top of FOR loop
LBL1L20:
clc
lda board
adc i
tay
lda board+1
adc i+1
tax
tya
sta LBL2L32
stx LBL2L33
lda #$20
.byte $8D // <-- STA absolute
LBL2L32: // <-- low byte
.byte $00
LBL2L33: // <-- hi byte
.byte $00
clc
lda shadow
adc i
tay
lda shadow+1
adc i+1
tax
tya
sta LBL2L34
stx LBL2L35
lda #$20
.byte $8D // <-- STA absolute
LBL2L34: // <-- low byte
.byte $00
LBL2L35: // <-- hi byte
.byte $00
clc
lda colour
adc i
tay
lda colour+1
adc i+1
tax
tya
sta LBL2L36
stx LBL2L37
lda #$01
.byte $8D // <-- STA absolute
LBL2L36: // <-- low byte
.byte $00
LBL2L37: // <-- hi byte
.byte $00
jmp LBL1L19 // jump to iterator
LBL1L21:
plp
pla
sta $03
pla
sta $02
rts
LBL0L2:
saveregs:
lda $D020
sta oldD020
lda $D021
sta oldD021
lda $0286
sta oldChar
rts
LBL0L3:
restoreregs:
lda oldD020
sta $D020
lda oldD021
sta $D021
lda oldChar
sta $0286
rts
SIDRND:
pha
lda #$FF
sta $D40E
sta $D40F
lda #$80
sta $D412
pla
rts
PRN:
ldy #$00
PRN_LOOP:
lda ($02),Y
beq PRN_END
jsr $FFD2
iny
jmp PRN_LOOP
PRN_END:
rts
// ; $df3 " CONWAYS GAME OF LIFE HOLD H, R OR Q"
STRLBL0:
.byte $20, $43, $4F, $4E, $57, $41, $59, $53, $20, $47, $41, $4D, $45, $20, $4F, $46, $20, $4C, $49, $46, $45, $20, $20, $20, $20, $48, $4F, $4C, $44, $20, $48, $2C, $20, $52, $20, $4F, $52, $20, $51, $00
// ; $e1b " "
STRLBL1:
.byte $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $20, $00
// ; $e43 "CONWAYS GAME OF LIFE\n\n"
STRLBL2:
.byte $43, $4F, $4E, $57, $41, $59, $53, $20, $47, $41, $4D, $45, $20, $4F, $46, $20, $4C, $49, $46, $45, $0D, $0D, $00
// ; $e5a " PROGRAMMED BY: MICHAEL K. PELLEGRINO\n USING HIS 6502 C COMPILER 2023 04 07\n\n GITHUB.COM/MKPELLEGRINO\n"
STRLBL3:
.byte $20, $20, $50, $52, $4F, $47, $52, $41, $4D, $4D, $45, $44, $20, $42, $59, $3A, $20, $4D, $49, $43, $48, $41, $45, $4C, $20, $4B, $2E, $20, $50, $45, $4C, $4C, $45, $47, $52, $49, $4E, $4F, $0D, $20, $55, $53, $49, $4E, $47, $20, $48, $49, $53, $20, $36, $35, $30, $32, $20, $43, $20, $43, $4F, $4D, $50, $49, $4C, $45, $52, $20, $20, $20, $32, $30, $32, $33, $20, $30, $34, $20, $30, $37, $0D, $0D, $20, $20, $20, $20, $20, $20, $20, $20, $20, $47, $49, $54, $48, $55, $42, $2E, $43, $4F, $4D, $2F, $4D, $4B, $50, $45, $4C, $4C, $45, $47, $52, $49, $4E, $4F, $0D, $00