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Programs
Assembly:
bgcol1
bgcol2
charset
ciao
fill1
fill2
gamekeys
idummy
iload
ipnggen1
ipnggen2
irawrgba
keypad
loop1
loop2
loop3
maze
resize
setpal
sprites
stdpal
tiles
vintage
C:
bounce
cciao
clock
cpubm
dpyinfo
fps
gperf
hello
mandelbrot
newline
pngtest
rand
time
Support Files
c64jb.c
cgetc.s
chline.s
clock.s
clrscr.s
color.s
cputc.s
crt0.s
ctype.s
cvline.s
gotox.s
gotoxy.s
gotoy.s
header.s
jbit.cfg
jbit.h
jbit.inc
kbhit.s
mainargs.s
randomize.s
vsync.s
wherex.s
wherey.s
_scrsize.s
_systime.s
; Browse the charset (2=Up, 8=Down and 0=Exit). ; CPU: CLC (CLear Carry), SEC (SEt Carry), ADC (ADd with Carry), \ ; SBC (SuBtract with Carry), BCS (Branch on Carry Set), \ ; BCC (Branch on Carry Clear). ; Style: This is "spaghetti" code; note how difficult it is \ ; to understand how it works. A few tricks have also been \ ; used to keep it in 64 bytes (BCC/BCS instead of JMP and \ ; branching to 3:1). .include "jbit.inc" .code quit: lda #0 show: tax ldy #0 L1: sta CONVIDEO,y clc adc #1 iny cpy #40 bne L1 txa ldy #0 wait: sty FRMDRAW ldy KEYBUF beq wait cpy #'2' beq up cpy #'8' beq down cpy #'0' beq quit+1 next: ldy #1 sty KEYBUF bne show up: cmp #0 beq next sec sbc #10 bcs next down: cmp #220 beq next clc adc #10 bcc next |