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favicon.ico: computerarcheology.com/Arcade/DonkeyKong/Code.html - Donkey Kong.

site address: computerarcheology.com/Arcade/DonkeyKong/Code.html

site title: Donkey Kong

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the base of the tilemap loc_0288 0288 0e 00 ld c 00 loc_028a 028a 77 ld hl a 028b 23 inc hl 028c 0d dec c 028d 20 fb jr nz loc_028a 028f 10 f7 djnz loc_0288 0291 21 c0 60 ld hl 60c0 the base of the 32 slot task ring 0294 06 40 ld b 40 sixty four bytes two per slot 0296 3e ff ld a ff 0xff marks a slot free loc_0298 0298 77 ld hl a 0299 23 inc hl 029a 10 fc djnz loc_0298 029c 3e c0 ld a c0 029e 32 b0 60 ld workram b0 a park the enqueue pointer at the ring base 02a1 32 b1 60 ld workram b1 a and the dequeue pointer an empty queue 02a4 af xor a 02a5 32 83 7d ld spritebank a sprite bank off 02a8 32 86 7d ld palettebank0 a both palette banks off 02ab 32 87 7d ld palettebank1 a 02ae 3c inc a 02af 32 82 7d ld flipscreen a flip screen on 02b2 31 00 6c ld sp 6c00 the first push lands on the last byte of ram 02b5 cd 1c 01 call silencesound silence the audio hardware 02b8 3e 01 ld a 01 02ba 32 84 7d ld nmienable a unmask the vblank nmi from here it can fire the task scheduler main loop and it runs forever each pass reads the current task byte out of the scheduler s small table in page 0x60 indexed by a pointer byte the table itself supplies and tests bit 7 clear dispatch that task then wait for vblank set run the per frame work repaint the player up marker award a bonus life if the score has crossed the threshold bump a frame work counter then compare frame against the last frame this loop handled unchanged means the frame has not turned over yet so wait changed means a new frame arrived record it ramp the difficulty step the fixed hazard animation and its fire release and wait mainloop 02bd 26 60 ld h 60 the scheduler s table lives in page 0x60 02bf 3a b1 60 ld a workram b1 the dequeue pointer 02c2 6f ld l a 02c3 7e ld a hl read the task opcode at the queue head 02c4 87 add a a double for the table bit 7 marks it free 02c5 30 1c jr nc loc_02e3 a real task dispatch it 02c7 cd 15 03 call redrawplayerupindicator blink the player up marker 02ca cd 50 03 call awardbonuslifeatthreshold grant the score bonus life 02cd 21 19 60 ld hl 6019 the spin counter that jitters the seed 02d0 34 inc hl one per pass however long the frame took 02d1 21 83 63 ld hl 6383 the last frame this loop serviced 02d4 3a 1a 60 ld a workram 1a has the vblank moved the frame counter on 02d7 be cp hl 02d8 28 e3 jr z mainloop unchanged this spin is the vblank wait 02da 77 ld hl a a new frame arrived remember it 02db cd 7f 03 call rampdifficulty ramp the difficulty 02de cd a2 03 call animatefixedhazardandreleasefire step the fixed hazard 02e1 18 da jr mainloop loc_02e3 02e3 e6 1f and 1f the doubled opcode as a table offset 02e5 5f ld e a 02e6 16 00 ld d 00 02e8 36 ff ld hl ff mark the opcode slot free again 02ea 2c inc l 02eb 4e ld c hl take the task s argument byte 02ec 36 ff ld hl ff and free that slot too 02ee 2c inc l 02ef 7d ld a l 02f0 fe c0 cp c0 wrap the dequeue pointer to the ring base 02f2 30 02 jr nc loc_02f6 02f4 3e c0 ld a c0 loc_02f6 02f6 32 b1 60 ld workram b1 a store the advanced dequeue pointer 02f9 79 ld a c the handler takes its argument here 02fa 21 bd 02 ld hl 02bd the main loop is the handler s return address 02fd e5 push hl 02fe 21 07 03 ld hl 0307 the table of task handlers 0301 19 add hl de 0302 5e ld e hl 0303 23 inc hl 0304 56 ld d hl 0305 eb ex de hl 0306 e9 jp hl enter the task handler 0307 0314 data 0307 1c 05 9b 05 c6 05 e9 05 11 06 2a 06 b8 06 blink the player up marker column on every sixteenth frame only any other frame returns at once and so does any frame with attract set so no indicator shows during attract bit 4 of frame picks the phase clear paints the current player s three cell column the player number tile currentplayer 1 at the base cell then two fixed tiles one screen row back each set blanks that column and then in a two player game only paints the other player s column instead so two players alternate markers while a lone player s single marker simply blinks redrawplayerupindicator 0315 3a 1a 60 ld a workram 1a read the frame counter 0318 47 ld b a keep it bit 4 is the blink phase 0319 e6 0f and 0f repaint only on every sixteenth frame 031b c0 ret nz 031c cf rst 08 no indicator during attract 031d 3a 0d 60 ld a workram d which player is up 0320 cd 47 03 call selectplayerindicatorcolumnbase that player s column 0323 11 e0 ff ld de ffe0 one tilemap row back between cells 0326 cb 60 bit 4 b the blink phase 0328 28 14 jr z loc_033e clear paint the marker 032a 3e 10 ld a 10 the blank tile 032c 77 ld hl a blank the three cell column 032d 19 add hl de 032e 77 ld hl a 032f 19 add hl de 0330 77 ld hl a 0331 3a 0f 60 ld a workram f a lone player s marker just blinks 0334 a7 and a 0335 c8 ret z 0336 3a 0d 60 ld a workram d two players show the other one instead 0339 ee 01 xor 01 the other player s index 033b cd 47 03 call selectplayerindicatorcolumnbase its column loc_033e 033e 3c inc a the number tile 1 for p1 2 for p2 033f 77 ld hl a 0340 19 add hl de 0341 36 25 ld hl 25 then two fixed tiles up the column 0343 19 add hl de 0344 36 20 ld hl 20 0346 c9 ret a two way selector given a player index 0 player 1 anything else player 2 return the video ram base of that player s on screen indicator column the caller stamps the indicator tiles through it stepping one tilemap row back per cell and calls again with the other index in a two player game pure it reads only its input and writes nothing selectplayerindicatorcolumnbase 0347 21 40 77 ld hl 7740 player 1 s indicator column 034a a7 and a 034b c8 ret z 034c 21 e0 74 ld hl 74e0 player 2 s indicator column 034f c9 ret grant the once per player bonus life the first time the running score reaches the operator set threshold then repaint the lives and level panel bonuslifeawarded latches it so the award happens at most once per player per game dipbonuslife holds the threshold as a single bcd byte in thousands 0x15 15000 and the score s thousands and ten thousands digits are packed into a matching byte to compare against it on a match the latch is set and lives is bumped the score slot is the one for the player up awardbonuslifeatthreshold 0350 3a 2d 62 ld a workram 22d already granted this player 0353 a7 and a 0354 c0 ret nz at most one bonus life per player per game 0355 21 b3 60 ld hl 60b3 player 1 s hundreds thousands digit pair 0358 3a 0d 60 ld a workram d the player up owns the score 035b a7 and a 035c 28 03 jr z loc_0361 035e 21 b6 60 ld hl 60b6 player 2 s instead loc_0361 0361 7e ld a hl 0362 e6 f0 and f0 the thousands digit 0364 47 ld b a 0365 23 inc hl 0366 7e ld a hl 0367 e6 0f and 0f the ten thousands digit 0369 b0 or b pack the score s thousands into one byte 036a 0f rrca 036b 0f rrca 036c 0f rrca 036d 0f rrca line it up with the threshold s format 036e 21 21 60 ld hl 6021 the operator set bonus life threshold 0371 be cp hl 0372 d8 ret c not there yet 0373 3e 01 ld a 01 0375 32 2d 62 ld workram 22d a latch it so it happens only once 0378 21 28 62 ld hl 6228 the player s lives count 037b 34 inc hl award the extra life 037c c3 b8 06 jp drawlivesandlevel repaint the lives panel raise difficulty with the level and with time spent on the board two nested dividers gate the work difficultyprescaler counts every call and the body proceeds only once in 256 difficultyclock then advances one step on each of those ticks and the recompute fires on every 8th of those once per 2048 calls on that beat difficulty min level difficultyclock 3 5 board setup clears the clock which is why difficulty drops back at the start of every board and then ramps up again rampdifficulty 037f 21 84 63 ld hl 6384 the outer rate divider 0382 7e ld a hl 0383 34 inc hl counts every serviced frame 0384 a7 and a 0385 c0 ret nz the body runs once in 256 frames 0386 21 81 63 ld hl 6381 the board s difficulty clock 0389 7e ld a hl 038a 47 ld b a 038b 34 inc hl one step per outer tick 038c e6 07 and 07 038e c0 ret nz recompute only on every eighth step 038f 78 ld a b 0390 0f rrca 0391 0f rrca 0392 0f rrca how far the clock has run this board 0393 47 ld b a 0394 3a 29 62 ld a workram 229 difficulty rises with the level too 0397 80 add a b 0398 fe 05 cp 05 039a 38 02 jr c loc_039e 039c 3e 05 ld a 05 clamped at five loc_039e 039e 32 80 63 ld workram 380 a the barrel and fire behaviour read this 03a1 c9 ret animate the board s fixed hazard and when its counter runs out ask for a new fire three gates first the board mask 0x03 so only 25m and 50m run it at all mario must be alive and an event gate byte s bit 0 must be clear then a 4 frame prescaler so the body runs one pass in four the body needs bit 0 of the hazard s phase byte set the same bit that keeps the drum alight on screen and bit 1 then picks one of two near identical arms both set the hazard record s x hit extent to 2 and store a sprite byte jittered by one on the low bit of spincount they differ in the y extent 0 or 2 and the sprite byte 0x40 or 0x42 the bit 1 arm also counts a second timer down and on its underflow re sets the phase bit and raises eventreq313c which is what makes a fire come out a step later animatefixedhazardandreleasefire 03a2 3e 03 ld a 03 the mask 25m and 50m only 03a4 f7 rst 30 the board gate 75m and 100m skip it all 03a5 d7 rst 10 and mario must be alive 03a6 3a 50 63 ld a workram 350 an event gate bit 0 set suppresses this pass 03a9 0f rrca 03aa d8 ret c 03ab 21 b8 62 ld hl 62b8 a 4 frame prescaler 03ae 35 dec hl 03af c0 ret nz the body runs one pass in four 03b0 36 04 ld hl 04 reload it 03b2 3a b9 62 ld a workram 2b9 the hazard s phase byte 03b5 0f rrca 03b6 d0 ret nc bit 0 clear nothing to animate this pass 03b7 21 29 6a ld hl 6a29 where the jittered sprite byte lands 03ba 06 40 ld b 40 the sprite byte for this arm 03bc dd 21 a0 66 ld ix 66a0 the fixed hazard s object record 03c0 0f rrca bit 1 picks one of two arms 03c1 d2 e4 03 jp nc loc_03e4 03c4 dd 36 09 02 ld ix 09 02 the record s x hit extent 03c8 dd 36 0a 02 ld ix 0a 02 and its y hit extent 03cc 04 inc b 03cd 04 inc b sprite byte 0x42 on this arm 03ce cd f2 03 call loc_03f2 03d1 21 ba 62 ld hl 62ba the release counter 03d4 35 dec hl 03d5 c0 ret nz 03d6 3e 01 ld a 01 03d8 32 b9 62 ld workram 2b9 a re arm the hazard s phase bit 03db 32 a0 63 ld workram 3a0 a ask for a new fire to be released loc_03de 03de 3e 10 ld a 10 03e0 32 ba 62 ld workram 2ba a reload the release counter to sixteen 03e3 c9 ret loc_03e4 03e4 dd 36 09 02 ld ix 09 02 the record s x hit extent 03e8 dd 36 0a 00 ld ix 0a 00 no y extent on this arm 03ec cd f2 03 call loc_03f2 03ef c3 de 03 jp loc_03de loc_03f2 03f2 70 ld hl b store the sprite byte 03f3 3a 19 60 ld a workram 19 jitter it on the spin counter s low bit 03f6 0f rrca 03f7 d8 ret c 03f8 04 inc b nudge the sprite one frame on 03f9 70 ld hl b 03fa c9 ret once a frame service the colour cycle with a 50m only preamble in front of it on any board but the conveyors it simply drives the cycle on 50m it first shifts the x of all ten spriteobjblock records by m50obj1step sliding the whole row of props by that signed delta then takes the now shifted third record s x less a fixed anchor and stores it as m50objrowshift the delta the 50m column painter later adds back into that same column what those ten sprite objects depict is not established the template stamped into the block is the same on every board so it carries no per board identity slide50mspriterowandservicecolorcycle 03fb 3a 27 62 ld a workram 227 the 50m conveyor board has a preamble 03fe fe 02 cp 02 0400 c2 13 04 jp nz servicecolorcycle any other board straight to the cycle 0403 21 08 69 ld hl 6908 the x field of the ten sprite objects 0406 3a a3 63 ld a workram 3a3 the 50m object s signed step this frame 0409 4f ld c a 040a ff rst 38 slide the whole row of props by it 040b 3a 10 69 ld a workram 910 the third record s shifted x 040e d6 3b sub 3b measure it against a fixed anchor 0410 32 b7 63 ld workram 3b7 a the 50m column painter adds this back the once a frame entry to the attract colour cycle picking one of three things to do a sweep already running colourcycleactive set is stepped on and this frame s colour work painted with no sweep and frame not at its wrap only the colour column is repainted with no sweep and frame just wrapped to zero colourcycleactive is set and a fresh sweep advanced at once so a sweep starts once every 256 frames and then runs for its own lifetime setting that flag is the only write made here servicecolorcycle 0413 3a 91 63 ld a workram 391 is a sweep already running 0416 a7 and a 0417 c2 26 04 jp nz advancecolorcyclesweep step it on 041a 3a 1a 60 ld a workram 1a a sweep starts at the frame counter wrap 041d a7 and a 041e c2 86 04 jp nz dispatchcolorcyclepaint not yet repaint only 0421 3e 01 ld a 01 0423 32 91 63 ld workram 391 a arm a fresh sweep the per frame driver of the attract screen colour cycle it bumps the sweep counter by one and routes the frame s colour work four ways on the new value the counter reaching its top ends the sweep clearing the counter and the active flag and paints a non zero reload gate or a frame that is not a 32 frame boundary gives the repaint alone a 32 frame boundary with the gate open reloads the 40 byte sprite object block from a fixed template asserts a 3 frame sound beat and runs the full colour cascade bit 5 of the counter alternates the template so the two swap every 32 frames advancecolorcyclesweep 0426 21 90 63 ld hl 6390 the sweep counter 0429 34 inc hl one step per frame 042a 7e ld a hl 042b fe 80 cp 80 042d ca 64 04 jp z resetcolorcyclesweep the sweep has topped out 0430 3a 93 63 ld a workram 393 a gate that suppresses the reload 0433 a7 and a 0434 c2 86 04 jp nz dispatchcolorcyclepaint gate shut repaint only 0437 7e ld a hl 0438 47 ld b a 0439 e6 1f and 1f act only on a 32 frame boundary 043b c2 86 04 jp nz dispatchcolorcyclepaint in between repaint only 043e 21 cf 39 ld hl 39cf one of two sprite object templates 0441 cb 68 bit 5 b bit 5 alternates them every 32 frames 0443 20 03 jr nz loc_0448 0445 21 f7 39 ld hl 39f7 the other template loc_0448 0448 cd 4e 00 call loadspriteobjectblock reload the ten records 044b 3e 03 ld a 03 a three frame sound beat 044d 32 82 60 ld workram 82 a assert it on the cascade s trigger the per frame colour cascade dispatcher route by the current board into one of the colour cycle arms board bit 0 clear the even boards 50m and 100m takes the even board arm which shifts the sprite object block s x column by a board specific delta before the colour repaint 75m goes straight into the repaint with no sprite shift 25m first nudges the whole ten record block s y column up 4 pixels then repaints this routine writes no memory of its own the sprite and colour writes all belong to the arms dispatchcolorcascadebyboard 0450 3a 27 62 ld a workram 227 route the cascade by board 0453 0f rrca 0454 d2 78 04 jp nc shiftevenboardspritecolumn the even boards shift x 0457 0f rrca 0458 da 86 04 jp c dispatchcolorcyclepaint 75m repaints with no sprite shift 045b 21 0b 69 ld hl 690b 25m the y field of the ten records 045e 0e...
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server IP 69.163.181.130
* all occurrences of the string "http://" have been changed to "htt???/"