6502 Emulator Example Code
Revision as of 12:51, 8 January 2020 by Chris Tyler (talk | contribs) (→Place a Graphic on the Screen)
Fill the Bitmapped Display
lda #$00 ; set pointer at $10 to $0200 sta $10 lda #$02 sta $11 ldx #$06 ; max value for $11 ldy #$00 ; index loop: sta ($10),y ; store colour iny ; increment index bne loop ; branch until overflow inc $11 ; increment hi byte of pointer lda $11 ; load page number as colour cpx $11 ; compare with max value bne loop ; continue if not done rts ; return
Place a Message on the Character Display
define SCREEN $f000 ldy #$00 char: lda text,y beq done sta SCREEN,y iny bne char con e: brk text: dcb "6","5","0","2",32,"w","a","s",32,"h","e","r","e",".",00
Type on the Screen
; let the user type on the first page of character screen ; has blinking cursor! ; backspace works (non-destructive), arrows/ENTER don't next: ldx #$00 idle: inx cpx #$10 bne check lda $f000,y eor #$80 sta $f000,y check: lda $ff beq idle ldx #$00 stx $ff cmp #$08 ; bs bne print lda $f000,y and #$7f sta $f000,y dey jmp next print: sta $f000,y iny jmp next
Place a Graphic on the Screen
define WIDTH 4 ; width of graphic define HEIGHT 4 ; height of graphic lda #$25 ; create a pointer at $10 sta $10 ; which points to where lda #$02 ; the graphic should be drawn sta $11 lda #$00 ; number of rows we've drawn sta $12 ; is stored in $12 ldx #$00 ; index for data ldy #$00 ; index for screen column draw: lda data,x sta ($10),y inx iny cpy #WIDTH bne draw inc $12 ; increment row counter lda #HEIGHT ; are we done yet? cmp $12 beq done ; ...exit if we are lda $10 ; load pointer clc adc #$20 ; add 32 to drop one row sta $10 lda $11 ; carry to high byte if needed adc #$00 sta $11 ldy #$00 beq draw done: brk ; stop when finished data: dcb 00,03,03,00 dcb 07,00,00,07 dcb 07,00,00,07 dcb 00,03,03,00