;--------------------------------------------------------------------------- ; * Subject: [stella] 2600 Digital Clock (source code) ; * From: crackers@hwcn.org ; * Date: Sun, 5 Oct 1997 14:31:50 -0400 (EDT) ;--------------------------------------------------------------------------- ; Here's the source code for that final digital clock programme. ; Feel free to employ and distribute this code however you may wish. ; Both the source code and the binary are public domain. ; ----------------------------------------------------------------------------- processor 6502 option output-file,vcs.bin VSYNC equ $00 VBLANK equ $01 WSYNC equ $02 NUSIZ0 equ $04 NUSIZ1 equ $05 COLUPF equ $08 COLUBK equ $09 PF0 equ $0D PF1 equ $0E PF2 equ $0F SWCHA equ $280 INTIM equ $284 TIM64T equ $296 CTRLPF equ $0A COLUP0 equ $06 COLUP1 equ $07 GP0 equ $1B GP1 equ $1C HMOVE equ $2a RESP0 equ $10 RESP1 equ $11 ;RAM TEMP equ $80 ;2 bytes for temporary data SECS equ $82 ;seconds counter MINS equ $83 ;minutes counter HOURS equ $84 ;hours counter JOYDEL equ $85 ;joystick delay variable JOY1ST equ $86 ;joystick first move variable SPRITEA equ $87 ;8 bytes for the first sprite SPRITEB equ $8F ;8 bytes for the second sprite RMINS equ $97 ;real minutes RHOURS equ $98 ;real hours FRAMES equ $99 ;frames counter org $F000 start SEI CLD LDX #$FF TXS LDA #$00 zero STA $00,X ;looks familiar, right? DEX ;typical zeroing routine BNE zero lda #$01 ;now we set up all our variables sta CTRLPF lda #$0C ;set our starting time at 12:00 sta HOURS ;just like a VCR, eh? Except it doesn't blink lda #$3C ;00 minutes sta MINS lda #$ca ;nice pretty green for our sprites sta COLUP0 sta COLUP1 lda #$07 ;make them good and fat sta NUSIZ0 sta NUSIZ1 lda #$3C ;initialize the frame and seconds counters sta FRAMES sta SECS main JSR vertb ;main loop JSR time JSR draw JSR clear JMP main vertb LDX #$00 ;vertical blank, We all know what this is about LDA #$02 STA WSYNC STA WSYNC STA WSYNC STA VSYNC STA WSYNC STA WSYNC LDA #$2C STA TIM64T LDA #$00 STA WSYNC STA VSYNC RTS time ldy #06 ;just load Y ahead of time for #of sprite lines lda #$3C ;60 sec sbc MINS ;subtract the clock minutes from 60 to get the sta RMINS ;real minutes since clock counts down cmp #$00 ;see if it's 00 minutes beq min0 cmp #$32 ;see if it's more than 50 minutes bpl min5 cmp #$28 ;see if it's more than 40 minutes bpl min4 cmp #$1E ;see if it's more than 30 minutes bpl min3 cmp #$14 ;see if it's more than 20 minutes bpl min2 cmp #$0A ;see if it's more than 10 minutes bpl min1 min0 lda zeros,y ;minutes must be less than 10 so load 00 sprite and #$F0 ;strip the first 4 bits sta SPRITEA,y ;store it to sprite A memory dey bpl min0 ;get next sprite line lda #$00 ;less than 10 minutes jmp minload ;go to where we load the first 4 bits of sprite min5 lda fives,y ;minutes must be 50+ so load 55 sprite and #$F0 ;strip 1st four bits sta SPRITEA,y ;store it to sprite A memory dey bpl min5 ;get next sprite line lda #$32 ;50+ minutes - you'll need this number later to jmp minload ;load the second half the sprite data min4 lda fours,y ;minutes must be 40+ and #$F0 sta SPRITEA,y dey bpl min4 lda #$28 ;40+ minutes jmp minload min3 lda threes,y ;minutes must be 30+ and #$F0 sta SPRITEA,y dey bpl min3 lda #$1E ;30+ minutes jmp minload min2 lda twos,y ;minutes must be 20+ and #$F0 sta SPRITEA,y dey bpl min2 lda #$14 jmp minload ;20+ minutes min1 lda ones,y ;minutes must be 10+ and #$F0 sta SPRITEA,y dey bpl min1 lda #$0A ;10+ minutes minload STA TEMP ;the accumulator had the 10s of minutes LDA RMINS ;now we subtract the 10s minutes from the real sec ;minutes to get the 1s minutes to act as a pointer SBC TEMP ;for the data tables for 2nd half of sprite ASL ;double the number TAX LDA numblk,x ;load the first half of the sprite data address sta TEMP lda numblk+1,x ;load the second half of the sprite table address sta TEMP+1 ldy #$06 ;number of lines in the sprite (-1) msload lda (TEMP),y ;get the sprite data and #$0F ;strip off the last 4 bits ora SPRITEA,y ;combine the 1st half with the 2nd half sta SPRITEA,y ;put it back in the sprite memory dey bpl msload ;get the next line of data ldy #$06 ;preload number of sprite lines (-1) lda #$18 ;24 hours sec SBC HOURS ;subtract the counter hours to get STA RHOURS ;the real hours value cmp #$00 ;see if it's 12:00 am beq hour0 cmp #$14 ;see if it's 20+ hours bpl hour2 cmp #$0A ;see if it's 10+ hours bpl hour1 hour0 lda zeros,y ;load the zeros sprite data and #$F0 ;strip the 1st four bits sta SPRITEB,y ;store to the 2nd sprite memory dey bpl hour0 lda #$00 ;same deal as with the minutes jmp loadhrs ;but now we load the second half of the hours data hour1 lda ones,y and #$F0 sta SPRITEB,y dey bpl hour1 lda #$0A jmp loadhrs hour2 lda twos,y and #$F0 sta SPRITEB,y dey bpl hour2 lda #$14 jmp loadhrs loadhrs STA TEMP LDA RHOURS sec SBC TEMP asl tax lda numblk,x sta TEMP lda numblk+1,x sta TEMP+1 ldy #$06 hsload lda (TEMP),y and #$0F ora SPRITEB,y sta SPRITEB,y dey bpl hsload rts numblk .word zeros ;where all the sprites are at .word ones .word twos .word threes .word fours .word fives .word sixes .word sevens .word eights .word nines draw LDA INTIM ;check to see if it's time to draw a frame BNE draw sta WSYNC sta HMOVE sta VBLANK ;turn the screen on! ;insert display kernal ldx #$3F ;okay, this display kernal sucks, but I'm not doing blow1 sta WSYNC ;much here so I didn't go for anything fancy since dex ;this is just a demo. This wouldn't be the way you bpl blow1 ;do things in a game, but it works for this. sta WSYNC nop ;See... you'd never do something weenie like this nop ;in a real programme nop ; nop ; nop ;but when I was experimenting with this programme nop ;I just had a whole bunch of ";nop" lines here nop ;and I removed the ";" until I got the spacing more nop ;or less where I wanted it nop nop nop nop nop nop nop sta RESP0 nop nop nop nop nop nop nop sta RESP1 ldy #$06 sload lda SPRITEB,y sta GP0 lda SPRITEA,y sta GP1 sta WSYNC ;you wouldn't do something weenie like this sta WSYNC ;either in a real programme, but it was an sta WSYNC ;easy way to make each sprite 8 lines high sta WSYNC ;and I was more concerned with making a working sta WSYNC ;and accurate clock than a nice display. sta WSYNC sta WSYNC sta WSYNC dey bpl sload lda #$00 sta GP0 sta GP1 ldx #$48 blow2 sta WSYNC ;now we just blow the rest of the unused scanlines. dex bpl blow2 rts clear LDA #$24 ;set timer for overscan STA TIM64T LDA #$02 ;clear the screen and turn off the video STA WSYNC STA VBLANK LDA #$00 STA PF0 STA PF1 STA PF2 sta COLUPF sta COLUBK LDA #$3C ;this is the clock routine itself. it counts DEC FRAMES ;down from 60 frames, and then decreases the bne joy ;seconds, which count down the minutes and then lda #$3C ;the hours.. etc. For whatever reason my 2600 STA FRAMES ;wasn't running at exactly 60 frames a second DEC SECS ;so there were two lines inserted to correct bne joy ;timing accuracy problems STA SECS DEC SECS ;here's one. Kept me from losing a second every DEC MINS ;minute bne joy STA MINS LDA #$18 INC SECS ;here's the other. It kept me from gaining a DEC HOURS ;second every hour. bne joy STA HOURS ;now my timing inaccuracies may have been caused ;by either my V-blank, V-sync, Overscan, or ;display being a few scanlines too long or short. ;theoretically if all my lines were bang on, ;I wouldn't have needed those two seconds counter ;corrections. But with them inplace, it allows me ;to be a little looser with my code which works for ;me. It may still gain or lose a second every 60 ;hours, but I can live with that. And since I'll ;be employing this clock in a virtual pet game and ;not a swiss made olympic time piece, a little ;inaccuracy won't matter. joy lda SWCHA ;load joysticks ora #$0f ;strip the data for player #2 joystick cmp #$ef ;up beq up cmp #$df ;down beq down cmp #$bf ;left beq left cmp #$7f ;right beq right lda #$00 ;no movement sta JOYDEL ;reset the joystick delay variable lda #$01 ;reset the first move variable sta JOY1ST jmp oscan ;finish off the overscan up lda HOURS ;check to see if we've run out our hours cmp #$01 beq oscan ;yep, then ignore the movement inc JOYDEL ;increase the joystick delay variable lda JOY1ST ;check to see if this is the first move in this cmp #$01 ;direction. beq now1 ;if it is then change the variable now lda #$1E ;nope then see if there's been enough of a delay cmp JOYDEL ;to change the variable yet. bne oscan now1 lda #$00 ;reset the joystick delay and set the first move sta JOY1ST ;indicator to "no" sta JOYDEL dec HOURS ;decrease the hours counter jmp oscan down lda HOURS cmp #$18 beq oscan inc JOYDEL lda JOY1ST cmp #$01 beq now2 lda JOYDEL cmp #$1E bne oscan now2 lda #$00 sta JOY1ST sta JOYDEL inc HOURS ;increase the hours counter jmp oscan left lda MINS cmp #$01 beq oscan inc JOYDEL lda JOY1ST cmp #$01 beq now3 lda #$1E cmp JOYDEL bne oscan now3 lda #$00 sta JOY1ST sta JOYDEL dec MINS ;decrease the minutes counter jmp oscan right lda MINS cmp #$3c beq oscan inc JOYDEL lda JOY1ST cmp #$01 beq now4 lda #$1E cmp JOYDEL bne oscan now4 lda #$00 sta JOY1ST sta JOYDEL inc MINS ;increase the minutes counter oscan lda INTIM ;see if the timer has run out BNE oscan STA WSYNC RTS zeros .byte 11100111b ;sprites are stored upsidedown, and there .byte 10100101b ;are two copies of each number in each sprite .byte 10100101b ;location. The unwanted number is stripped .byte 10100101b ;with the AND command (AND #$0F for the right .byte 10100101b ;number stripped, AND #F0 for the left) .byte 10100101b ;then any two numbers can be combined with an .byte 11100111b ;OR command. Neat huh? ones .byte 11100111b .byte 01000010b .byte 01000010b .byte 01000010b .byte 01000010b .byte 11000110b .byte 01000010b twos .byte 11100111b .byte 10000100b .byte 10000100b .byte 11100111b .byte 00100001b .byte 00100001b .byte 11100111b threes .byte 11100111b .byte 00100001b .byte 00100001b .byte 11100111b .byte 00100001b .byte 00100001b .byte 11100111b fours .byte 00100001b .byte 00100001b .byte 00100001b .byte 11100111b .byte 10100101b .byte 10100101b .byte 10000100b fives .byte 11100111b .byte 00100001b .byte 00100001b .byte 11100111b .byte 10000100b .byte 10000100b .byte 11100111b sixes .byte 11100111b .byte 10100101b .byte 10100101b .byte 11100111b .byte 10000100b .byte 10000100b .byte 11000110b sevens .byte 10000100b .byte 10000100b .byte 10000100b .byte 01000010b .byte 00100001b .byte 00100001b .byte 11100111b eights .byte 11100111b ;This code is (c)1997 by Chris "Crackers" Cracknell .byte 10100101b ;and is placed in the Public Domain by the author. .byte 10100101b ;Anyone is free to employ and distribute this code .byte 11100111b ;as they see fit. .byte 10100101b ; .byte 10100101b ; .byte 11100111b ; ; nines .byte 00100001b ;Well... if you're going to use this code in a .byte 00100001b ;"Doomsday Machine" to destroy the world, then .byte 00100001b ;I would rather you didn't. But otherwise, knock .byte 11100111b ;yourself out with it. .byte 10100101b ; .byte 10100101b ;Actually... if the "Doomsday Machine" is just in .byte 11100111b ;a game, then it's okay to use the code. ; org $FFFC ;Unless it's like the movie "War Games" where the .word start ;computer running the game is hooked up to a real .word start ;"Doomsday Machine" then it wouldn't be a good idea.