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Advanced 6502 Programming by Rodnay Zaks

By Rodnay Zaks

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THE PLAYER HUST THEN ;pusH THE CORRESPONDING BUTTON. AFTER ;BOTH PLAYERS TAKE TURNS, RESULTS ARE ;SHOWN ON BOTTOM ROW+ AFTER 10 WINS, ;A PLAYER'S RESULTS WILL FLASH, ;SHOWING THE BETTER PLAYER. THEN ;THE GAME RESTARTS. ; ;i;o: PORT1A PORTlB DDRlA DDRlB PORT3A PORT3B DDR3A DDR3B $A001 $AOOO tA003 $A002 $AC01 $ACOO $AC03 $AC02 ;LEDS 1-8 ;LEDS 9-15 ;KEY STROBE INPUT. ;KEY + OUTPUT. ; ;vARIABLE STORAGE! *= TEMP CNTHI $0 *=*+1 ; TEMPORARY STORAGE FOR AMT• OF *=*+1 ;TIME PL YR USES TO GUESS• CNTLO ;AMT.

IF YES, DONE. ; COUNT DOWN KEY t. ; TRY NEXT KEY. ;ALL KEYS TRIED, INCREMENT COUNT. ' - - - - - - - - - Fig. 6: Translate Program (Continued 50 PSEUDO RANDOM NUMBER GENERATOR 0166 0167 0168 0169 0170 0171 0172 0173 0174 0175 0176 0177 0178 0179 0180 0181 0182 0183 0184 0185 0186 0197 0188 0189 0190 0191 0192 0193 0194 0195 0196 0197 0198 0199 0200 0201 0202 0203 0204 0205 0206 0207 0208 0209 0210 0211 0212 0213 0214 021S 0216 02C4 02C6 02C8 02CA 02CB 02CB 02CB 02CB 02CB 02CB 02CD 02CF 02Dl 02D3 02D6 02D9 02DB 02DE 02EO 02E2 02E3 02E3 02E3 02E3 02E3 02ES 02E7 02E9 02EA 02EC 02ED DO EF E6 01 DO EB 60 02EF 02F1 02F3 02F4 02F4 02F4 02F4 02F4 02F4 02F5 02F7 02F9 02FB 02FD 02FF 0301 0303 0304 0306 0307 ;TRY KEYS AGAIN IF NO OVERFLOW• ;OVERFLOW, INCREMENT HIGH BYTE, HRY KEYS AGAIN.

The player on the right will be signaled first to initiate the game. 1. A random period of time will elapse after this prompt, then the bottom row of LEDs on the Games Board will light up. The left-most LED (LED #10) signals to the player to proceed. The four right-most LEDs (LEDs 12, 13, 14, and 15) display the coded binary number. 2. In this case, player 1 should clearly press key number 5. If the player guesses correctly, the program switches to player 2. Otherwise, player 1 will be given another chance until his or her turn (17 seconds) is up.

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