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|
;; Show "6502" on the screen waving up and down.
;; Jeremy English 29-December-2007
;;
;; Each digit is stored as a pattern of vertical bits.
;; For example:
;;
;; 111111 This is the digit six. We think of the digit
;; 111111 by it's column pattern. The column patterns
;; 110000 are labeled at the bottom of the example.
;; 110000 Pattern B is 1100110011. The basic algorithm
;; 111111 is that we get the pattern, paint the first
;; 111111 bit (1 foreground, 0 background) then dec y
;; 110011 and get the next bit.
;; 110011
;; 111111 The pattern for each digit is:
;; 111111 6 = AABBCC
;; ------ 5 = DDBBCC
;; AABBCC 0 = AAEEAA
;; 2 = CCBBDD
;; Addresses $0 and $1 are used by the paint subroutine.
;; Addresses $2 through $6 are used by the display pattern subroutine
;; Address $7 is used in the main loop
;; Address $8 through $1a are used for the start positions
;; Address $1b is used by the display pattern subroutine
;; Address $1c is used as the color row offset.
;; Addresses $d0 through $ef store the font table
jmp init_font_table
start:
;; Initialize the pointers to the start position.
lda #<y_start_pos1
sta $b
lda #>y_start_pos1
sta $c
lda #<y_start_pos2
sta $d
lda #>y_start_pos2
sta $e
lda #<y_start_pos3
sta $f
lda #>y_start_pos3
sta $10
lda #<y_start_pos4
sta $11
lda #>y_start_pos4
sta $12
lda #<y_start_pos5
sta $13
lda #>y_start_pos5
sta $14
lda #<y_start_pos4
sta $15
lda #>y_start_pos4
sta $16
lda #<y_start_pos3
sta $17
lda #>y_start_pos3
sta $18
lda #<y_start_pos2
sta $19
lda #>y_start_pos2
sta $1a
lda #0 ; start position to use
sta $8
main_loop:
inc $1c ; increment the color offset.
inc $1d ; increment the starting x position
ldy $8 ; load the current start position index
ldx $b,y ; get the lsb from the table
txa
sta $9 ; store the msb of the start position pointer
iny ; move to the next position in the table
ldx $b,y ; get the msb from the table
txa
sta $a ; store the lsb of the start position pointer
iny ; move the index up by one
tya
cmp #$10 ; have we looked at all 16 start positions?
bne store_idx ; if not then keep the index and store it
lda #0 ; set the index back to zero
store_idx:
sta $8 ; save the index back in memory
ldy #0
lda #$ff
sta $4 ; initialize the column to FF
display_loop:
inc $4 ; increment the column
ldx $d0,y ; load the lsb from the font table
stx $2
iny
ldx $d0,y ; load the msb from the font table
stx $3
sty $7 ; save y in memory
jsr dis_pat ; Jump to the display pattern subroutine.
inc $4 ; increment the column
jsr dis_pat ; Each pattern gets painted twice so we have a thicker font
ldy $7 ; get y out of memory
iny ; increment the index
tya
cmp #$20 ; Did we display all of the columns?
bne display_loop ;if not continue
jmp main_loop
rts
init_font_table:
;;Setup a table in the zero page that contains the string "6502"
lda #<pattern_a ;start with digit 6. It's pattern is aabbcc
sta $d0
lda #>pattern_a
sta $d1
lda #<pattern_b
sta $d2
lda #>pattern_b
sta $d3
lda #<pattern_c
sta $d4
lda #>pattern_c
sta $d5
lda #<pattern_null ;We want to space everything out with blanks
sta $d6
lda #>pattern_null
sta $d7
lda #<pattern_d ;load memory for digit 5 ddbbcc
sta $d8
lda #>pattern_d
sta $d9
lda #<pattern_b
sta $da
lda #>pattern_b
sta $db
lda #<pattern_c
sta $dc
lda #>pattern_c
sta $dd
lda #<pattern_null
sta $de
lda #>pattern_null
sta $df
lda #<pattern_a ;load memory for digit 0 aaeeaa
sta $e0
lda #>pattern_a
sta $e1
lda #<pattern_e
sta $e2
lda #>pattern_e
sta $e3
lda #<pattern_a
sta $e4
lda #>pattern_a
sta $e5
lda #<pattern_null
sta $e6
lda #>pattern_null
sta $e7
lda #<pattern_c ;load memory for digit 2 ccbbdd
sta $e8
lda #>pattern_c
sta $e9
lda #<pattern_b
sta $ea
lda #>pattern_b
sta $eb
lda #<pattern_d
sta $ec
lda #>pattern_d
sta $ed
lda #<pattern_null
sta $ee
lda #>pattern_null
sta $ef
jmp start
;; Display a pattern on the screen. The pattern to use is
;; stored at $2 and $3. The current column is stored at $4.
dis_pat:
ldy $4 ; Load the current column into y
lda ($9),y ; Get the start position for y
tay
sty $5 ; Store the starting position in memory
ldy #0 ; We have 12 bits that need to be painted
dis_pat_loop:
lda ($2),y ; get a bit from the pattern
pha ; save the color on the stack
tya ; move the index into the accumulator
clc ; clear the carry
adc $5 ; add the starting position to the index
sty $6 ; store the index
tay ; The calculated y position
ldx $4 ; The x position is the current column
pla ; pop the color off of the stack
beq go_paint ; black just paint it
clc ; get rid of any carry bit
sty $1b ; save the y coordinate
tya
clc
adc $1c ; add the color offset
and #$7 ; make sure the look up is in range
tay ; move the new index into y so we can look up the color
lda color_row,y ; if not black get the row color
ldy $1b ; restore the y coordinate
go_paint:
jsr paint ; paint the pixel on the screen
ldy $6 ; get the index out of memory
iny ; increment the index
tya
cmp #12 ; Have we looked at all of the bits?
bne dis_pat_loop ; if not then continue looking
rts ; else return from the subroutine
;; Paint - Put a pixel on the screen by using the x registry for
;; the x position, the y registry for the y position and
;; the accumulator for the color.
paint:
pha ; Save the color
lda yl,y ; Get the LSB of the memory address for y
sta $0 ; Store it first
lda yh,y ; Get the MSB of the memory address for y
sta $1 ; Store it next
txa ; We want x in the y registry so we transfer it to A
tay ; and then A into y.
pla ; Pop the color off of the stack
sta ($0),y ; Store the color at the correct y + x address.
rts ; return from the subroutine.
;; Paint uses the following two tables to look up the
;; correct address for a y coordinate between
;; 0 and 31.
;; Y cord MSB
yh:
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
;; Y cord LSB
yl:
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
;; A zero is on the end of each pattern to clean up
;; residue left by waving.
pattern_a:
dcb 0,1,1,1,1,1,1,1,1,1,1,0
pattern_b:
dcb 0,1,1,0,0,1,1,0,0,1,1,0
pattern_c:
dcb 0,1,1,0,0,1,1,1,1,1,1,0
pattern_d:
dcb 0,1,1,1,1,1,1,0,0,1,1,0
pattern_e:
dcb 0,1,1,0,0,0,0,0,0,1,1,0
pattern_null:
dcb 0,0,0,0,0,0,0,0,0,0,0,0
;; Table that store the current start position
;; of each y column.
y_start_pos1:
dcb 10,10,9,9,8,8,7,7,6,6,7,7,8,8,9,9,10,10,9,9,8,8,7,7
dcb 6,6,7,7,8,8
y_start_pos2:
dcb 9,9,8,8,8,8,8,8,7,7,8,8,8,8,8,8,9,9,8,8,8,8,8,8
dcb 7,7,8,8,8,8
y_start_pos3:
dcb 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
dcb 8,8,8,8,8,8
y_start_pos4:
dcb 7,7,8,8,8,8,8,8,9,9,8,8,8,8,8,8,7,7,8,8,8,8,8,8
dcb 9,9,8,8,8,8
y_start_pos5:
dcb 6, 6,7,7,8,8,9,9,10,10,9,9,8,8,7,7, 6, 6,7,7,8,8,9,9
dcb 10,10,9,9,8,8
color_row:
dcb $7,$8,$9,$2,$4,$6,$e,$3,$d,$5
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