Lab 2
6502 Math Lab
Introduction
This lab involved creating a diagonal-moving graphic in the 6502 emulator, ensuring the object bounces when it reaches the edges of the screen.
The provided code initializes a graphic on a bitmapped display and uses subroutines to animate it. The program also detects when the object reaches the screen's boundaries and reverses its direction accordingly. Here's a breakdown:
; ; draw-image-subroutine.6502 ; ; This is a routine that can place an arbitrary ; rectangular image on to the screen at given ; coordinates. ; ; Chris Tyler 2024-09-17 ; Licensed under GPLv2+ ; ; ; The subroutine is below starting at the ; label "DRAW:" ; ; Test code for our subroutine ; Moves an image diagonally across the screen ; Zero-page variables define XPOS $20 define YPOS $21 ; Set up the data structure ; The syntax #<LABEL returns the low byte of LABEL ; The syntax #>LABEL returns the high byte of LABEL LDA #<G_X ; POINTER TO GRAPHIC STA $10 LDA #>G_X STA $11 LDA #$05 STA $12 ; IMAGE WIDTH STA $13 ; IMAGE HEIGHT ; Set initial position X=Y=0 LDA #$00 STA XPOS STA YPOS ; Main loop for diagonal animation MAINLOOP: ; Set pointer to the image ; Use G_O or G_X as desired LDA #<G_O STA $10 LDA #>G_O STA $11 ; Place the image on the screen LDA #$10 ; Address in zeropage of the data structure LDX XPOS ; X position LDY YPOS ; Y position JSR DRAW ; Call the subroutine ; Delay to show the image LDY #$00 LDX #$50 DELAY: DEY BNE DELAY DEX BNE DELAY ; Set pointer to the blank graphic LDA #<G_BLANK STA $10 LDA #>G_BLANK STA $11 ; Draw the blank graphic to clear the old image LDA #$10 ; LOCATION OF DATA STRUCTURE LDX XPOS LDY YPOS JSR DRAW ; Increment the position INC XPOS INC YPOS ; Continue for 29 frames of animation LDA #28 CMP XPOS BNE MAINLOOP ; Repeat infinitely JMP $0600 ; ========================================== ; ; DRAW :: Subroutine to draw an image on ; the bitmapped display ; ; Entry conditions: ; A - location in zero page of: ; a pointer to the image (2 bytes) ; followed by the image width (1 byte) ; followed by the image height (1 byte) ; X - horizontal location to put the image ; Y - vertical location to put the image ; ; Exit conditions: ; All registers are undefined ; ; Zero-page memory locations define IMGPTR $A0 define IMGPTRH $A1 define IMGWIDTH $A2 define IMGHEIGHT $A3 define SCRPTR $A4 define SCRPTRH $A5 define SCRX $A6 define SCRY $A7 DRAW: ; SAVE THE X AND Y REG VALUES STY SCRY STX SCRX ; GET THE DATA STRUCTURE TAY LDA $0000,Y STA IMGPTR LDA $0001,Y STA IMGPTRH LDA $0002,Y STA IMGWIDTH LDA $0003,Y STA IMGHEIGHT ; CALCULATE THE START OF THE IMAGE ON ; SCREEN AND PLACE IN SCRPTRH ; ; THIS IS $0200 (START OF SCREEN) + ; SCRX + SCRY * 32 ; ; WE'LL DO THE MULTIPLICATION FIRST ; START BY PLACING SCRY INTO SCRPTR LDA #$00 STA SCRPTRH LDA SCRY STA SCRPTR ; NOW DO 5 LEFT SHIFTS TO MULTIPLY BY 32 LDY #$05 ; NUMBER OF SHIFTS MULT: ASL SCRPTR ; PERFORM 16-BIT LEFT SHIFT ROL SCRPTRH DEY BNE MULT ; NOW ADD THE X VALUE LDA SCRX CLC ADC SCRPTR STA SCRPTR LDA #$00 ADC SCRPTRH STA SCRPTRH ; NOW ADD THE SCREEN BASE ADDRESS OF $0200 ; SINCE THE LOW BYTE IS $00 WE CAN IGNORE IT LDA #$02 CLC ADC SCRPTRH STA SCRPTRH ; NOTE WE COULD HAVE DONE TWO: INC SCRPTRH ; NOW WE HAVE A POINTER TO THE IMAGE IN MEM ; COPY A ROW OF IMAGE DATA COPYROW: LDY #$00 ROWLOOP: LDA (IMGPTR),Y STA (SCRPTR),Y INY CPY IMGWIDTH BNE ROWLOOP ; NOW WE NEED TO ADVANCE TO THE NEXT ROW ; ADD IMGWIDTH TO THE IMGPTR LDA IMGWIDTH CLC ADC IMGPTR STA IMGPTR LDA #$00 ADC IMGPTRH STA IMGPTRH ; ADD 32 TO THE SCRPTR LDA #32 CLC ADC SCRPTR STA SCRPTR LDA #$00 ADC SCRPTRH STA SCRPTRH ; DECREMENT THE LINE COUNT AND SEE IF WE'RE ; DONE DEC IMGHEIGHT BNE COPYROW RTS ; ========================================== ; 5x5 pixel images ; Image of a blue "O" on black background G_O: DCB $00,$0e,$0e,$0e,$00 DCB $0e,$00,$00,$00,$0e DCB $0e,$00,$00,$00,$0e DCB $0e,$00,$00,$00,$0e DCB $00,$0e,$0e,$0e,$00 ; Image of a yellow "X" on a black background G_X: DCB $07,$00,$00,$00,$07 DCB $00,$07,$00,$07,$00 DCB $00,$00,$07,$00,$00 DCB $00,$07,$00,$07,$00 DCB $07,$00,$00,$00,$07 ; Image of a black square G_BLANK: DCB $00,$00,$00,$00,$00 DCB $00,$00,$00,$00,$00 DCB $00,$00,$00,$00,$00 DCB $00,$00,$00,$00,$00 DCB $00,$00,$00,$00,$00
Initialization:
The graphic's starting position (XPOS and YPOS) and movement directions (XMVT and YMVT) are initialized. A subroutine (DRAW) places the graphic on the screen.
Animation Logic:
- A loop moves the graphic diagonally by adjusting its XPOS and YPOS.
- The graphic is cleared after each step by overwriting it with a blank image.
- Boundary checks reverse movement direction upon collisions.
Bounce Logic:
Horizontal (XMVT) and vertical (YMVT) movements are adjusted dynamically to ensure the graphic bounces within the defined screen area.
Key Features
Horizontal Movement:
- The XMVT variable toggles between moving left (DEC XPOS) and right (INC XPOS) based on the object's position.
Vertical Movement:
- Similarly,
YMVT
toggles between moving up (DEC YPOS
) and down (INC YPOS
).
- Similarly,
Boundary Detection:
- Horizontal boundaries: CMP XPOS with #$00 (left edge) and #$1B (right edge).
- Vertical boundaries: CMP YPOS with #$00 (top edge) and #$1A (bottom edge).
Dynamic Redrawing:
- Each frame redraws the object and erases the previous one using the G_BLANK graphic.
Code Changes from Initial Instructions
Here are the key modifications to the initial code provided in the instructions:
Movement Variables:
- Added XMVT and
YMVT
to control horizontal and vertical movement directions. - Initialized XMVT and YMVT to #$00 (right/down initially).
- Added XMVT and
Boundary Detection and Direction Change:
- Checked for collisions at the edges.
- Reversed XMVT and YMVT when reaching the boundaries.
Vertical Movement Logic
- Similar to horizontal movement, reversed direction when hitting the top or bottom.
- Erasing and Redrawing the Graphic:
- Used G_BLANK to clear the previous position before moving the graphic.
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