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|
; pokersol.asm
; by B. Watson <urchlay@geocities.com>
; Tested on an NTSC 6-switch Atari 2600
; Tested on z26 v1.46 on a windows machine
; Tested on xstella 1.1 on a linux machine
; To build NTSC version:
; dasm pokersol_027.asm -opokersol_027.bin -v3 -f3
; To build PAL version:
; dasm pokersol_027.asm -DPAL -opokersol_027.bin -v3 -f3
processor 6502
include "vcs.h"
seg.u data.0
org $80
card0ptr ds 50
left_diff_ptr = card0ptr
right_diff_ptr = card0ptr+2
ranks = card0ptr
suits = card0ptr+14
pairs = suits+5
trips = pairs+1
quad = trips+1
flush = quad+1
tmp_cards = flush+1 ; 5 bytes
end_ptrs
tableau ds 25 ; the cards that have been played
stock ds 27 ; the rest of the cards
scoredig0 = stock ; 3 2-byte pointers
deck = tableau ; the whole deck (which gets shuffled, then the
; first 25 cards get overwritten with the
; blank tableau)
current_card ds 1 ; index into stock, points at card being placed
tmp ds 1
tmp2 ds 1
select_debnc ds 1 ; bit 7: 0=game display, 1=cribsheet. bits 0..4=debounce
playerpos ds 1 ; 5*y + x (or else $FF for `game not on'
framectr ds 1
color0 ds 5
random ds 2
score ds 1
score_frame ds 1
sound_type ds 1
sound_ctr ds 1
btn_debnc ds 1
joy_debnc ds 1
last_joy ds 1
bw_mask ds 1 ; $FF for color, $0F for B/W (ANDed with color values)
diff_shadow ds 1 ; shadows SWCHB bits for diff. switches
scroll_ctr ds 1
echo *-$80,"bytes of zero page used."
if (*-$80) > ($7d)
echo "You're out of zero page! (Must be $7D or less bytes used)"
err
endif
; constants:
RAND_SEED = $55 ; goes in random @ powerup, gets asl'd then goes in random+1
ifconst PAL
RED = $62
CARD_COLOR = $0C
YELLOW = $28
GREEN = $38
VBLANK_TIME = 54
OSCAN_TIME = 56
else ; NTSC
RED = $34 ; was $32, looks great in color, crappy in B/W
CARD_COLOR = $0C ; white (don't need to bother with bw_mask for this)
YELLOW = $28 ; used to be $FC
GREEN = $BC ; used to be $B6
VBLANK_TIME = 44
OSCAN_TIME = 37
endif
SND_BZZT = $8A ; hi nyb = D4-D1 of AUDF0, lo nyb = D3-D0 of AUDC0
SND_BZZT_LEN = $06 ; frames to play sound for
;these are OK
SND_PLACE = $22
SND_PLACE_LEN = $03
SND_SCORE = $1A
SND_SCORE_LEN = $20
seg code
org $F000
main_loop
lda #2
sta VSYNC ; start blanking
sta WSYNC
sta WSYNC
lda #VBLANK_TIME
sta TIM64T ; go ahead & set timer
lda #0
sta WSYNC
sta VSYNC ; 3 WSYNC's, then turn off VSYNC
game_calc
inc framectr
lda framectr
and #1
beq pos_miss
inc scroll_ctr
pos_miss
; position missiles...
sta WSYNC
ldx #7
mposloop
dex
bne mposloop
sta RESM0 ; 49
sta RESM1 ; 52
lda #$60
sta HMM0
lda #$F0
sta HMM1
; position players
sta WSYNC
ldx #7
posloop
dex
bne posloop
sta RESP0 ; 49
sta RESP1 ; 52
lda #$F0
sta HMP1
lda #$60
sta HMP0
sta WSYNC
sta HMOVE ; 2
lda #CARD_COLOR ; 2 = 4
sta COLUP0 ; 3 = 7
sta COLUP1 ; 3 = 10
ldy #0 ; 2 = 14
stx color0 ; 3 = 17
stx color0+1 ; 3 = 20
stx color0+2 ; 3 = 23
stx color0+3 ; 3 = 26
stx color0+4 ; 3 = 29
sta HMCLR ; 3 = 32
; setup pointers to card sprite data (25 of them!)
; note to self: saved 50 cycles by swapping roles of X and Y here
; (I had 2 sta zp,y's, which are actually sta.w, since there's no sta zp,y)
; there is still an lda zp,y (same deal), but not much I can do about this
; put it in stelladoc as an example...
; these are already 0 from above
;ldy #0
;ldx #0
card_disp
sty tmp ; 3
lda tableau,y ; 4 = 7
tay ; 2 = 9
lda lo_bytes,y ; 5 = 14
sta card0ptr,x ; 4 = 18
inx ; 2 = 20
lda hi_bytes,y ; 5 = 23
sta card0ptr,x ; 4 = 27
inx ; 2 = 29
ldy tmp ; 2 = 31
iny ; 2 = 31
cpy #25 ; 2 = 33
bne card_disp ; 3 = 36
ldy #$0F
lda SWCHB
and #8
beq bw_on
ldy #$FF
bw_on
sty bw_mask
; set up card color bytes (1 per row)
; card0 thru card0+4 are already 0
ldx #0
cbyte_loop
lda tableau,x
cmp #26
rol color0
lda tableau+5,x
cmp #26
rol color0+1
lda tableau+10,x
cmp #26
rol color0+2
lda tableau+15,x
cmp #26
rol color0+3
lda tableau+20,x
cmp #26
rol color0+4
inx
cpx #5
bne cbyte_loop
; blink cursor
lda framectr
and #8 ; blink 8 frames, then don't blink 8 frames
beq no_blink
lda current_card
cmp #25
beq no_blink ; dont blink if game is over
lda playerpos
asl
tax
lda #<no_card
sta card0ptr,x
lda #>no_card
sta card0ptr+1,x
no_blink
; lda framectr
; and #7
; beq do_stick
; jmp no_stick
do_stick
;sta last_joy
lda INPT4
and #$80
;cmp #$80
bne not_hard
;cmp last_btn
;bne no_btn_debnc
lda btn_debnc
beq no_btn_debnc
dec btn_debnc
bne not_hard
;bmi no_fire
no_btn_debnc
;sta last_btn
lda #16
sta btn_debnc
lda playerpos ; check & see if games is already on ($FF = no)
bpl place_card
lda #0 ; player pressed fire during shuffling
sta playerpos ; so start the game
sta current_card
ldx #24
lda #52 ; blank card
blank_tableau
sta tableau,x
dex
bpl blank_tableau
;bmi no_fire ; always branch
; now the game is ready to begin, let's check left diff. switch
lda diff_shadow
and #64
beq not_hard
lda stock ; if left `pro' difficulty, deal the 1st 5 cards to the
sta tableau+12 ; corners and center. *Damn* this makes the game harder!
lda stock+1 ; (thanks, Glenn!)
sta tableau
lda stock+2
sta tableau+4
lda stock+3
sta tableau+20
lda stock+4
sta tableau+24
lda #5
sta current_card
not_hard
jmp no_fire
place_card ; player pressed fire while game is on
ldx current_card
ldy playerpos
lda #SND_BZZT
sta sound_type
lda #SND_BZZT_LEN
sta sound_ctr
lda tableau,y ; can't place a card where a card already is
cmp #52 ; 52 is `no card placed'
bne no_fire
lda stock,x
sta tableau,y
inc current_card
lda #SND_PLACE
sta sound_type
lda #SND_PLACE_LEN
sta sound_ctr
no_fire
lda playerpos
; bmi no_stick
bpl check_stick
lda SWCHB
and #$C0
sta diff_shadow
jmp no_stick
; read joystick
check_stick
lda SWCHA
and #$F0
cmp #$F0
beq no_stick
cmp last_joy
bne no_joy_debnc
dec joy_debnc
bpl no_stick
no_joy_debnc
sta last_joy
ldx #8
stx joy_debnc
asl
bcs no_right
inc playerpos
no_right
asl
bcs no_left
dec playerpos
no_left
asl
bcs no_down
tax
lda playerpos
adc #5
sta playerpos
txa
no_down
asl
bcs no_up
lda playerpos
sbc #4 ; subtract 5 (carry always clear)
sta playerpos
no_up
lda playerpos
bpl not_minus
clc
adc #25
sta playerpos
not_minus
cmp #25
bcc not_toohigh
sec
sbc #25
sta playerpos
not_toohigh
no_stick
lda SWCHB
and #$01
bne no_reset
jsr deal_deck ; player pressed game reset
lda #$FF ; $FF in playerpos means `game not on, so shuffle'
sta playerpos
no_reset
decode_score
lda current_card
cmp #25
bne no_decode_score
lda #0
sta tmp
sta tmp2
;sta tmp3 ; dont need this
lda #<score_blank
sta scoredig0
sta scoredig0+2
; sta scoredig0+4
lda #>score_blank
sta scoredig0+1
sta scoredig0+3
sta scoredig0+5
lda score
ck_hund
cmp #100
bcc hundreds_done
inc tmp
sec
sbc #100
bcs ck_hund
; adc #100
hundreds_done
ck_tens
cmp #10
bcc tens_done
inc tmp2
sec
sbc #10
bcs ck_tens
; adc #10
tens_done
asl
asl
asl
sta scoredig0+4 ; ones always displayed, even if 0
lda score
cmp #10 ; always draw tens digit if score >= 10
bcc no_tens
lda tmp2
;beq no_tens ; leave tens blank if score < 10 - this caused Jake's bug
asl
asl
asl
sta scoredig0+2
no_tens
lda tmp
beq no_hund ; leave hunds blank if score < 100
asl
asl
asl
sta scoredig0
no_hund
no_decode_score
lda #0
sta COLUBK
sta COLUPF
sta PF0
sta PF1
sta PF2
; play sounds
lda sound_ctr
bne play_sound
; lda #$00
sta AUDV0
sta AUDF0
beq sound_done
play_sound
lda sound_ctr
and #$07
sta AUDV0
lda sound_type
tax
and #$F0
lsr
lsr
lsr
sta AUDF0
stx AUDC0
dec sound_ctr
sound_done
;NEW:
;
; x = select_debnc & 0x7f;
lda select_debnc
and #$7f
tax
; if (x != 0) select_debnc--;
;
beq no_dec_sd
dec select_debnc
no_dec_sd
; if (select_pressed) {
lda SWCHB
and #2
bne sel_not_pressed
; if (x == 0) {
cpx #0
bne sel_not_pressed
; select_debnc ^= 0x80; /* toggle hi bit */
lda select_debnc
eor #$80
; select_debnc |= 0x10; /* set delay to 0x10 frames */
ora #$10
sta select_debnc
; }
; }
sel_not_pressed
wait_timer
lda INTIM
bne wait_timer ; busy-wait for timer to expire
sta WSYNC
sta VBLANK
sta WSYNC ; wby do I need these 2??
lda #6
sta NUSIZ0
lda #2
sta NUSIZ1
sta WSYNC
ifconst PAL
ldx #8
pal_top_loop
sta WSYNC
dex
bne pal_top_loop
endif
;
; if (select_debnc & 0x80)
; inst_kernel();
; else
; kernel();
lda select_debnc
bpl kernel
jmp inst_kernel
kernel
;lda #CARD_COLOR
;sta COLUP0
;ldx #192
mac cardloop
lda #0
sta COLUBK
lda #%11111110
sta GRP0
sta GRP1
lda #2
sta WSYNC
sta ENAM0
sta ENAM1
lda #%11111111
sta GRP0
sta GRP1
sta PF0
sta PF1
sta PF2
ldx color0+{1} ; 3
lda colPF0,x ; +4 = 7
sta PF0 ; +3 = 11
lda colPF1,x ; +4 = 15
sta PF1 ; +3 = 18
lda colPF2,x ; +4 = 22
sta PF2 ; +3 = 25
;lda #$0
;sta PF0
ldy #11
.cardloop0
lda #0 ; 65
sta.w COLUPF ; 70
lda (card0ptr+{1}*10+0),y ; 5
sta WSYNC ; 0
sta GRP0 ; 3
lda (card0ptr+{1}*10+2),y ; 5 = 8
sta GRP1 ; 3 = 11
lda (card0ptr+{1}*10+8),y ; 5 = 16
tax ; 2 = 18
txs ; 2 = 20
lda (card0ptr+{1}*10+6),y ; 5 = 25
tax ; 2 = 32
nop ; 2 = 42
lda #RED ; 2 = 34
and bw_mask ; 3 = 37
sta COLUPF ; 3 = 40
lda (card0ptr+{1}*10+4),y ; 5 = 47
sta GRP0 ; 3 = 50
stx GRP1 ; 3 = 53
tsx ; 2 = 55
stx GRP0 ; 3 = 58
; #define LAME_CUT_AND_PASTE
nop ; 2 = 58
nop ; 2 = 60
nop ; 2 = 62
lda #0 ; 2 = 64
sta.w COLUPF ; 4 = 68
lda (card0ptr+{1}*10+0),y ; 5
sta WSYNC ; 0
sta GRP0 ; 3
lda (card0ptr+{1}*10+2),y ; 5 = 8
sta GRP1 ; 3 = 11
lda (card0ptr+{1}*10+8),y ; 5 = 16
tax ; 2 = 18
txs ; 2 = 20
lda (card0ptr+{1}*10+6),y ; 5 = 25
tax ; 2 = 32
nop ; 2 = 42
lda #RED ; 2 = 34
and bw_mask ; 3 = 37
sta COLUPF ; 3 = 40
lda (card0ptr+{1}*10+4),y ; 5 = 47
sta GRP0 ; 3 = 50
stx GRP1 ; 3 = 53
tsx ; 2 = 55
stx GRP0 ; 3 = 58
dey ; 2 = 60
bpl .cardloop0 ; 2/3
lda #0 ; 65
nop ; 67
sta COLUPF ; 70
sta WSYNC
sta PF0
sta PF1
sta PF2
lda #%11111111
sta GRP0
sta GRP1
sta WSYNC
lda #0
sta ENAM0
sta ENAM1
lda #%11111110
sta GRP0
sta GRP1
sta WSYNC
iny
sty GRP0
sty GRP1
sta WSYNC
sta WSYNC
endm ; end of mac cardloop
cardloop 0
cardloop 1
cardloop 2
cardloop 3
cardloop 4
sta WSYNC
ldx #31
lda playerpos
; bmi kill_rest ; this branch is too far!
bpl k_ok
;jmp kill_rest
jmp scroll_title_or_blank
k_ok
lda current_card
;jmp draw_score ; very temporary!
cmp #25
; beq kill_rest ; this branch is too far!
bne k_ok2
jmp draw_score
k_ok2
sta WSYNC
lda #0
sta NUSIZ0
sta NUSIZ1
lda #%11111110
sta GRP0
lda #2
sta WSYNC
sta ENAM0
lda #%11111111
sta GRP0
ldx current_card
lda stock,x
tax
lda lo_bytes,x
sta tmp
lda hi_bytes,x
sta tmp+1
cpx #26
ldx #$00
bcc last_card_black
ldx #$3
last_card_black
txs
ldy #11
lda #RED ; 2
and bw_mask ; 3
sta COLUPF ; 3
draw_last_card
repeat 2
sta WSYNC ; 3
lda (tmp),y ; 5
sta GRP0 ; 3
tsx ; 2
stx PF2 ; 3
ldx #6
dex
bne *-1
stx PF2
;;; waste 16 cycles (with sta.w below)
; repeat 8 ; sketchy... 2*8=16 bytes total
; nop
; repend
; waste 16 cycles, without the sta.w below
; lda (tmp),y ; this is 7*2=14 bytes total, plus we lose the sta.w below
; lda (tmp),y
; lda (tmp),y
; nop
;
; lda #red
; and bw_mask
; sta colubk ; sta.w colubk
repend
dey
bpl draw_last_card
sta WSYNC
lda #%11111111
sta GRP0
iny
sty PF2
sta WSYNC
sty ENAM0
lda #%11111110
sta GRP0
sta WSYNC
sty GRP0
ldx #2
kill_rest
lda #YELLOW
and bw_mask
sta COLUP0
sta COLUP1
sta WSYNC
dex
bne kill_rest
lda diff_shadow
and #64
bne ld_on
lda #<score_blank
sta left_diff_ptr
lda #>score_blank
sta left_diff_ptr+1
jmp ld_off
ld_on
lda #<left_diff_hard
sta left_diff_ptr
lda #>left_diff_hard
sta left_diff_ptr+1
ld_off
lda diff_shadow
bpl rd_on
lda #<score_blank
sta right_diff_ptr
lda #>score_blank
sta right_diff_ptr+1
jmp rd_off
rd_on
lda #<right_diff_hard
sta right_diff_ptr
lda #>right_diff_hard
sta right_diff_ptr+1
rd_off
lda #0
sta NUSIZ0
sta NUSIZ1
ldy #7
kr_diff_loop
sta WSYNC
lda (left_diff_ptr),y
sta GRP0
lda (right_diff_ptr),y
sta GRP1
dey
bpl kr_diff_loop
sta WSYNC
lda #0
sta GRP0
sta GRP1
jmp end_kernel
draw_score
lda #2
sta NUSIZ0
lda #0
sta NUSIZ1
ldy #7
lda score
cmp #25
bcc lt_25
cmp #40
bcc lt_40
lda #GREEN
bne ds_color
lt_25
lda #RED
bne ds_color
lt_40
lda #YELLOW
ds_color
and bw_mask
sta COLUP1
sta COLUP0
ds_loop
sta WSYNC
lda (scoredig0),y ; 5
sta GRP0 ; 3 = 8
lda (scoredig0+2),y ; 5 = 13
sta GRP1 ; 3 = 16
ldx #4 ; 2 = 18
ds_delay
dex
bne ds_delay ; @ end of loop, 37 cyc.
lda (scoredig0+4),y ; 5 = 42
sta GRP0 ; 3 = 45
sta WSYNC
lda (scoredig0),y ; 5
sta GRP0 ; 3 = 8
lda (scoredig0+2),y ; 5 = 13
sta GRP1 ; 3 = 16
; repeat 16
; nop
; repend ; 48
ldx #4
ds_delay1
dex
bne ds_delay1 ; @ end of loop, 47 cyc.
lda (scoredig0+4),y ; 5 = 52
sta GRP0 ; 3 = 55
dey
bpl ds_loop
sta WSYNC
lda #0
sta GRP0
sta GRP1
ldx #14
jmp kill_rest
scroll_title_or_blank
; X is 31 on entry, always
sta WSYNC
lda scroll_ctr
bpl do_scroll
start_freeze
ldx #0
beq do_freeze
do_scroll
;stx COLUBK
lsr
lsr
;lsr
tax
do_freeze
ldy #13
; sty COLUPF
do_sblank
;ldx #0
scr_loop
tya
;asl
eor bw_mask
sta WSYNC ; 0
sta.w COLUPF
lda #0 ; 2
sta PF0 ; 3
lda t_left_pf1,x ; 4
sta PF1 ; 3
lda t_left_pf2,x ; 4
sta PF2 ; 3
;nop ; 2
;nop ; 2
nop ; 2
nop ; 2
nop ; 2
nop ; 2
lda t_right_pf0,x ; 4
sta PF0 ; 3
nop ; 2
nop ; 2
nop ; 2
lda t_right_pf1,x ; 4
sta PF1 ; 3
lda t_spade,y ; 2
sta PF2 ; 3
;
sta WSYNC ; 0
lda t_left_pf1,x ; 4
sta PF1 ; 3
lda t_left_pf2,x ; 4
sta PF2 ; 3
lda #0
sta PF0
nop
nop
nop
nop
nop
nop
lda t_right_pf0,x
sta PF0
nop
nop
nop
lda t_right_pf1,x
sta PF1
lda t_spade,y ; 2
sta PF2
inx
dey
bpl scr_loop
sta WSYNC
lda #0
sta PF0
sta PF1
sta PF2
ldx #1
jmp kill_rest
echo *-kernel,"bytes of kernel code"
end_kernel
ifconst PAL
ldx #18
pal_bot_loop
sta WSYNC
dex
bne pal_bot_loop
endif
lda #OSCAN_TIME
sta TIM64T
overscan
lda #2
sta VBLANK
ldx #$FF
txs
lda current_card
cmp #25
bne not_score
jsr calc_score
not_score
lda playerpos
bpl finish_overscan
jsr shuffle
finish_overscan
lda INTIM
bne finish_overscan
jmp main_loop
; suits is 5 elements, each element is the suit (0-4) of the card
; ranks is 13 elements, each elem. is how many of that card we have
; this routine only gets called when current_card == 25
calc_score
ldy score_frame
bne no_score_sound
lda #SND_SCORE
sta sound_type
lda #SND_SCORE_LEN
sta sound_ctr
no_score_sound
cpy #12
bne ok_to_score
rts
ok_to_score
lda #0
ldx #28
clear_vars
sta card0ptr,x
dex
bpl clear_vars
; note to self: surely we can eliminate either X or A here..
tya ; Y came from ldy score_frame, above.
tax
;ldx score_frame
cpx #5 ; is this hand #5 or greater?
bcs copy_vert_hands ; if so, it's vertical, otherwise:
; X is 0-4, copy tableau+X*5 thru tableau+X*5+4 to tmp_cards
stx tmp ; in C: y = x*5;
;txa ; a is already == x
asl
asl
adc tmp ; carry already clear
tay
ldx #4
hcc_loop
lda tableau,y
sta tmp_cards,x
iny
dex
bpl hcc_loop
bmi done_copying ; may need to convert to jmp later
copy_vert_hands
cpx #10 ; is X>=10?
bcs copy_diag_hands ; if so, we're done with vert hands
; X is 5-9
; for (int i=0; i<5; i++) { tmp_cards[i] = tableau[ 5*i + (X-5) ]; }
; /* damn, it's easier in C :) */
lda tableau-5,x
sta tmp_cards
lda tableau,x
sta tmp_cards+1
lda tableau+5,x
sta tmp_cards+2
lda tableau+10,x
sta tmp_cards+3
lda tableau+15,x
sta tmp_cards+4
jmp done_copying
copy_diag_hands
lda diff_shadow
bmi no_mo_copying ; don't score diags if right difficulty = pro (a)
;X is 10 or 11
; if X is 10, we need: tableau +0, +6, +12, +18, +24 (offset 0, step 6)
; if X is 11, we need: tableau +4, +8, +12, +16, +20 (offset 4, step 4)
txa
and #1 ; now 0 or 1
asl
asl ; now 0 or 4
tax ; X will hold offset into tableau: 0 for x==10, 4 for x==11
lsr ; now 0 or 2
eor #2 ; now 2 or 0
adc #4 ; now 6 or 4 (don't need to clc, carry always clear)
sta tmp ; step: 6 for x==10, 4 for x==11
ldy #4
diag_loop
;ldx tmp
lda tableau,x
sta tmp_cards,y
txa
clc ; maybe not need
adc tmp ; add offset
;sta tmp
tax
dey
bpl diag_loop
bmi done_copying
no_mo_copying
rts
done_copying
inc score_frame
; this sucks!
ldx #4
split_loop
lda tmp_cards,x
sub_loop
sec
sbc #13
bcc no_subtract
inc suits,x
bne sub_loop ; should always branch
no_subtract
adc #13 ; carry should already be clear
;tay
;inc ranks,y ;arrrgh. illegal addr. mode!
stx tmp
tax
inc ranks,x
ldx tmp
end_split_loop
dex
bpl split_loop
; lda suits+1 ; debug code
; sta score
; rts
; ldx #3
;ck_flush
; lda suits,x
; cmp #5
; beq got_flush
; dex
; bpl ck_flush
; bmi done_flush
lda suits
cmp suits+1
bne done_flush
cmp suits+2
bne done_flush
cmp suits+3
bne done_flush
cmp suits+4
bne done_flush
got_flush
inc flush
bne pre_ck_straight ; if flush, don't bother checking for pairs/trips/etc.
done_flush
ldx #12
ck_quad
lda ranks,x
cmp #4
bne not_quad
lda #16 ; if we got 4 of a kind, that's all we got
jmp add_A_to_score ; so don't check for more stuff
not_quad
dex
bpl ck_quad
ldx #12
ck_trip
lda ranks,x
cmp #3
bne no_trip
inc trips
bne done_trips ; if we got trips, we only got it once
no_trip
dex
bpl ck_trip
done_trips
ldx #12
ck_pair
lda ranks,x
cmp #2
bne no_pair
inc pairs ; might have 2 pair, keep checking
no_pair
dex
bpl ck_pair
pre_ck_straight
lda ranks
sta ranks+13 ; duplicate ace as high card
ldx #9
ck_straight
lda ranks,x
and ranks+1,x
and ranks+2,x
and ranks+3,x
and ranks+4,x
bne got_straight
dex
bpl ck_straight
bmi done_checking
got_straight
and flush ; did we get a straight flush?
bne got_straight_flush ; if so, jump
lda #12 ; otherwise, score 12 for straight
bne add_A_to_score
got_straight_flush
lda #30
bne add_A_to_score
done_checking
; done checking, now total 'em up
lda flush
beq test_trips
lda #5
bne add_A_to_score
; at this point, we have 1 of:
; nothing pair 2pair trips fullhouse
test_trips
lda trips
beq no_trips
and pairs ; should be 0 or 1
bne got_full_house ; if (trips && pairs), we got full house, yay!
lda #6 ; otherwise, 6 points for trips
bne add_A_to_score
got_full_house
lda #10
bne add_A_to_score
no_trips
; at this point, we have 1 of: nothing pair 2pair
test_pairs
lda pairs
beq add_A_to_score
cmp #2
beq score_2_pair
lda #1
bne add_A_to_score
score_2_pair
lda #3
add_A_to_score
clc
adc score
sta score
rts
; tya
; ora #6
; sta.w COLUPF
END_CODE = *
echo END_CODE-$f000,"bytes of code"
org $F900
BEGIN_DATA
echo *-END_CODE , "bytes of code space free"
include "pftitle.inc"
END_TITLE = *
org $Fa00
echo *-END_TITLE, "bytes wasted in TITLE data area:",END_TITLE,"-",*-1
include "pokersol.inc"
; SUBROUTINES
;
; these were moved here because there was a small (132-byte) chunk of space
; wasted by the next `align 256'. There are still 5 bytes of this left.
inst_kernel ; this kernel displays the instructions
sta WSYNC
ldy #pf_bytes
tya
ora #6
and bw_mask
sta COLUPF
ik_draw_pf
lda #2
sta tmp
ik_one_line
sta WSYNC ; 0
lda left_pf0,y ; 4
sta PF0 ; 3 = 7
lda left_pf1,y ; 4 = 11
sta PF1 ; 3 = 14
lda left_pf2,y ; 4 = 15
sta PF2 ; 3 = 18
ldx right_pf2,y ; 4 = 26
tya
ora #6
and bw_mask
sta COLUPF
lda right_pf0,y ; 4 = 41
sta PF0 ; 3 = 44
lda right_pf1,y ; 4 = 22
sta PF1 ; 3 = 37
stx PF2 ; 3 = 47
dec tmp ; 5 = 52
bpl ik_one_line ; 2 = 54
dey ; 2 = 56
bpl ik_draw_pf ; 3 = 59
sta WSYNC
lda #0
sta COLUPF
;sta WSYNC
jmp end_kernel
deal_deck
ldx #0
stx current_card
stx score_frame
stx score
deal_loop
txa
sta deck,x
inx
cpx #52
bne deal_loop
rts
; shuffle deck
shuffle
ldy #50
shuffle_loop
lda random ; 3
lsr ; +2 = 5
lsr ; +2 = 7
sbc random ; +3 = 10
lsr ; +2 = 12
ror random+1 ; +5 = 17
ror random ; +5 = 17
bcs noswap ; +3 = 20
lda deck,y ; +4 = 24 ; if we got a 1 (carry), swap card with the one after it
ldx deck+1,y ; +4 = 28
stx deck,y ; +4 = 32
sta deck+1,y ; +4 = 38
noswap
dey ; +2 = 40
bpl shuffle_loop ; +3 = 43
rts
left_diff_hard
hex 00 c3 c3 18 18 c3 c3 00
END_PF = *
align 256
echo *-END_PF, "bytes wasted in PF data area: ", END_PF, "-", *-1
score_font
sf0
byte %00111100
byte %01111110
byte %11100111
byte %11000011
byte %11000011
byte %11100111
byte %01111110
byte %00111100
sf1
byte %01111110
byte %01111110
byte %00011000
byte %00011000
byte %00011000
byte %01111000
byte %00111000
byte %00011000
sf2
byte %11111111
byte %01111111
byte %00110000
byte %00011100
byte %00000110
byte %01100011
byte %11111111
byte %01111110
sf3
byte %01111110
byte %11111111
byte %01100011
byte %00000110
byte %00011100
byte %00000110
byte %00000011
byte %11111111
sf4
byte %00000110
byte %00000110
byte %11111111
byte %11111111
byte %11000110
byte %11100110
byte %01110110
byte %00110110
sf5
byte %01111100
byte %11111110
byte %01100111
byte %00001110
byte %01111100
byte %01100000
byte %01111111
byte %01111111
sf6
byte %01111110
byte %11111111
byte %11000111
byte %11001110
byte %11111100
byte %11100000
byte %01110011
byte %00111110
sf7
byte %11100000
byte %01110000
byte %00111000
byte %00011100
byte %00001110
byte %00000111
byte %11111111
byte %11111111
sf8
byte %01111110
byte %11100111
byte %11000011
byte %01100110
byte %00111100
byte %01100110
byte %01100110
byte %00111100
sf9
byte %01111100
byte %11001110
byte %00000111
byte %00111111
byte %01110011
byte %11100011
byte %11111111
byte %01111110
no_card
repeat 14
byte 1
repend
; cards are A B C D E from left to right, bits 4 3 2 1 0 in color0+row
; so, RED BLACK BLACK RED RED would be $13, which is used as an offset
; into each of the colPF* tables in turn
; PF2: xxBBxxAA
; PF0: xxCC.... (bottom 4 bits are unused anyway)
; PF1: DDxxEExx (remember, PF1 is forwards!)
; (bits marked xx are 0)
; each colPF* table is a list of what byte to put in that PF
; register, for each of the 32 possible red/black arrangements.
; 1 bits are red (COLUPF), 0 bits are black (COLUBK)
colPF2
repeat 8
byte $00
repend
repeat 8
byte $30
repend
repeat 8
byte $03
repend
repeat 8
byte $33
repend
colPF0
repeat 4
hex 00 00 00 00 30 30 30 30
repend
colPF1
repeat 8
hex 00 0C C0 CC
repend
; jumped to by reset vector (crammed in here to fill up $22 byte wasted space)
initvcs
sei
cld
ldx #$ff
txs
lda #0
iloop
sta 0,x
dex
bne iloop
lda #RAND_SEED
sta random
asl
sta random+1
dex
stx playerpos
; initialize deck
jsr deal_deck
jmp main_loop
score_blank
repeat 10
byte 0
repend
END_MISC = *
align 256
echo *-END_MISC, "bytes wasted in MISC data area: ", END_MISC, "-", *-1
cards
; suit sprite data
mac spade
byte %11000111
byte %01101101
byte %00000001
byte %10000011
byte %11000111
byte %11101111
byte %11111111
endm
mac heart
byte %11101111
byte %11000111
byte %10000011
byte %00000001
byte %00010001
byte %10111011
byte %11111111
endm
mac diam
byte %11101111
byte %11000111
byte %10000011
byte %00000001
byte %10000011
byte %11000111
byte %11101111
endm
mac club
byte %11000111
byte %11101111
byte %00101001
byte %00111001
byte %11000111
byte %11000111
byte %11111111
endm
; rank sprite data
mac rank1
byte %10111011
byte %10000011
byte %10111011
byte %11010111
byte %11101111
endm
mac rank2
byte %10000011
byte %11011111
byte %11100111
byte %10111011
byte %11000111
endm
mac rank3
byte %10000111
byte %11111011
byte %11100111
byte %10111011
byte %11000111
endm
mac rank4
byte %11111011
byte %10000011
byte %10111011
byte %11011011
byte %11101011
endm
mac rank5
byte %11000111
byte %10111011
byte %11100111
byte %11011111
byte %11000011
endm
mac rank6
byte %11000111
byte %10111011
byte %10000111
byte %10111111
byte %11000011
endm
mac rank7
byte %11011111
byte %11101111
byte %11110111
byte %11111011
byte %10000011
endm
mac rank8
byte %11000111
byte %10111011
byte %11000111
byte %10111011
byte %11000111
endm
mac rank9
byte %10000111
byte %11111011
byte %11000011
byte %10111011
byte %11000111
endm
mac rank10
byte %00010011
byte %10101101
byte %10101101
byte %00101101
byte %10110011
endm
mac rankj
byte %11001111
byte %10110111
byte %11110111
byte %11110111
byte %11100011
endm
mac rankq
byte %11001011
byte %10110111
byte %10111011
byte %10111011
byte %11000111
endm
mac rankk
byte %10110111
byte %10101111
byte %10011111
byte %10101111
byte %10110111
endm
spades1
spade
rank1
spades2
spade
rank2
spades3
spade
rank3
spades4
spade
rank4
spades5
spade
rank5
spades6
spade
rank6
spades7
spade
rank7
spades8
spade
rank8
spades9
spade
rank9
spades10
spade
rank10
spadesj
spade
rankj
spadesq
spade
rankq
spadesk
spade
rankk
clubs1
club
rank1
clubs2
club
rank2
clubs3
club
rank3
clubs4
club
rank4
clubs5
club
rank5
clubs6
club
rank6
clubs7
club
rank7
clubs8
club
rank8
align 256
clubs9
club
rank9
clubs10
club
rank10
clubsj
club
rankj
clubsq
club
rankq
clubsk
club
rankk
hearts1
heart
rank1
hearts2
heart
rank2
hearts3
heart
rank3
hearts4
heart
rank4
hearts5
heart
rank5
hearts6
heart
rank6
hearts7
heart
rank7
hearts8
heart
rank8
hearts9
heart
rank9
hearts10
heart
rank10
heartsj
heart
rankj
heartsq
heart
rankq
heartsk
heart
rankk
diam1
diam
rank1
diam2
diam
rank2
diam3
diam
rank3
align 256
diam4
diam
rank4
diam5
diam
rank5
diam6
diam
rank6
diam7
diam
rank7
diam8
diam
rank8
diam9
diam
rank9
diam10
diam
rank10
diamj
diam
rankj
diamq
diam
rankq
diamk
diam
rankk
blank_card
byte %11111111
byte %11111111
byte %11111111
byte %11111111
byte %11111111
byte %11111111
byte %11111111
byte %11111111
byte %11111111
byte %11111111
byte %11111111
byte %11111111
; lookup table of sprite data
; (saves us having to multiply by 12 during vblank & kernel)
lo_bytes
byte <spades1, <spades2, <spades3, <spades4, <spades5
byte <spades6, <spades7, <spades8, <spades9, <spades10
byte <spadesj, <spadesq, <spadesk
byte <clubs1, <clubs2, <clubs3, <clubs4, <clubs5
byte <clubs6, <clubs7, <clubs8, <clubs9, <clubs10
byte <clubsj, <clubsq, <clubsk
byte <hearts1, <hearts2, <hearts3, <hearts4, <hearts5
byte <hearts6, <hearts7, <hearts8, <hearts9, <hearts10
byte <heartsj, <heartsq, <heartsk
byte <diam1, <diam2, <diam3, <diam4, <diam5
byte <diam6, <diam7, <diam8, <diam9, <diam10
byte <diamj, <diamq, <diamk, <blank_card, <no_card
hi_bytes
byte >spades1, >spades2, >spades3, >spades4, >spades5
byte >spades6, >spades7, >spades8, >spades9, >spades10
byte >spadesj, >spadesq, >spadesk
byte >clubs1, >clubs2, >clubs3, >clubs4, >clubs5
byte >clubs6, >clubs7, >clubs8, >clubs9, >clubs10
byte >clubsj, >clubsq, >clubsk
byte >hearts1, >hearts2, >hearts3, >hearts4, >hearts5
byte >hearts6, >hearts7, >hearts8, >hearts9, >hearts10
byte >heartsj, >heartsq, >heartsk
byte >diam1, >diam2, >diam3, >diam4, >diam5
byte >diam6, >diam7, >diam8, >diam9, >diam10
byte >diamj, >diamq, >diamk, >blank_card, >no_card
right_diff_hard
hex 82 44 28 10 28 44 82 00
END_DATA = *
org $FFFC
echo *-END_DATA, "bytes wasted in CARDS data area: ", END_DATA, "-", *-1
word initvcs
word initvcs
echo *-BEGIN_DATA,"bytes of data"
; Changelog
; 12/15/01:
; Fix Q and A in card sprite data
; various font fixes to score_font, looks a little better
; make crib sheet more readable (UPPERCASE, 3x5 font, inverse video numbers)
; make Select act as a toggle for crib sheet
; 12/8/01:
; add scrolling title to shuffle loop (what a pain)
; 12/2/01:
; use missiles for 9-pixel-wide cards
; adjust RED YELLOW GREEN constants for better B/W greys
; fix minor bug: 39 was green, should be 40 & up only (fencepost error)
; 12/1/01:
; color cribsheet
; fix score bug Jake found
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; TODO LIST
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PAL version... probably a compile-time option.
; STARTED ON:
; optimize, optimize, optimize! (specifically, get rid of macros & repeats)
; I now have 482 bytes free in the code area from $F000-$FA00
; update: I now have 604 bytes free, *and* I've added diagonals since then!
; play testing! (by someone other than me!)
; STARTED ON: get rid of `magic numbers', make them constants
; force shuffling at bootup. Possible shuffle 256 times before starting
; main_loop (nobody would ever notice), then shuffle until 10 frames after
; the button is pressed *and released* to avoid would-be cheaters.
; get one random bit per frame, whether we need one or not.
;;;;;
;
; Stuff I may do, if I can free up some more RAM/ROM:
;
;;;;;
; replace the `cursor' with the ball? would give us permanently red cursor,
; would keep the cursor the same color no matter what card
; is under it.
; score each hand as it's completed? means we would have to display the
; card to be played and the score at the same time...
; perhaps we could set up card pointers during the kernel, during the 5 scans
; between cardloops? Have to check the timing on this, but it would free up
; 40 bytes of RAM (!) If we do this, we can then keep track of deck state
; in between hands, instead of starting each shuffling round with an
; ordered deck! This is only going to be do-able if I'm using the ball for
; the cursor...
; perhaps slow down scoring & flash the row/col being scored?
; 2-player mode? (all we really have to do is score vert & horiz separately)
;;;;;
;
; Stuff that was on the TODO list that is mostly or all done:
;
;;;;;
; DONE:
; make Select act like a toggle instead of having to hold it down to see
; the crib sheet.
; DONE: Clean up score font some (3, 5, 8 at least)
; DONE: Use better-looking playfield for crib sheet (now it's in color,
; should I use a 4x5 uppercase-only font too?
; DONE: use missiles for 9-pixel-wide symmetrical cards. It came out OK,
; and changing no_card gave me a border on the right even when the cursor's
; there.
; DONE:
; clean up huge nasty block card shape data: use macros so at least the source
; only has one each of each card/rank. After this is done, center the ranks
; (assume 9-pixel-wide cards, even if I don't actually use them)
; DONE:
; Add scrolling title/copyright during shuffle (in kill_rest). Not sure
; whether to use PF* or GRP* 48-pixel routine.
; DONE: center the cards on the display, ref. Manuel's post 11/22/01
; DONE:
; serious bug: the 10's digit of the score isn't displayed if it's zero,
; even if it needs to be (100 shows up as 1 0). Thanks to Jake Patterson
; for pointing this out.
; (mostly) DONE: Sound
; DONE: Help/Scoring screen (SELECT)
; (I think) DONE: Figure out what caused the glitch (screenshot: graphics_glitch.jpg)
; DONE: joystick debounce
; DONE: Make sure calc_score doesn't eat too many cycles (just test on real hardware
; & see if it glitches)
; DONE: Blank leading zeroes in score
; DONE:
; Decide whether royal flush should be 36 points or 30 like other
; straight flushes (Hoyle says 30, so do online rules, but I like 36... Also
; the best 5x5 grid would then be worth 254 points!).. I haven't decided
; whether or not to do this, but I have decided to hard-code it instead of
; making it optional (so people can compare their scores without having to
; take into account how the scoring was done).
;
; I've decided not to bother with 36-point royal flushes. It doesn't really
; add anything to the game, and adds cycles to the calc_score routine.
; DONE: color the score? (red=below 25, yellow=25 to 40, grn=40 & up?)
; DONE: Make left difficulty actually make the game harder
; DONE: Add some kind of indicator to let the player know whether he's about to play
; the hard or easy game (H or E in 4th card column?)
; DONE: implement color/bw switch
; DONE: Make right difficulty control whether diagonals are scored or not (only
; poll during the shuffle)
; DONE: add an indicator to let the player know whether diags. will be scored.
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