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Combat demo: AutoPlayDemo

[NES version, Bank 7]

Name: AutoPlayDemo [Show more] Type: Subroutine Category: Combat demo Summary: Automatically play the demo using the auto-play commands from the autoplayKeys tables Deep dive: Auto-playing the combat demo
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * NMI calls AutoPlayDemo
.AutoPlayDemo LDA controller1A ; If no buttons are being pressed on controller 1, jump ORA controller1B ; to auto1 to continue with the auto-playing of the demo ORA controller1Left ORA controller1Right ORA controller1Up ORA controller1Down ORA controller1Start ORA controller1Select BPL auto1 LDA #0 ; Otherwise a button has been pressed, so we disable STA autoPlayDemo ; auto-play by setting autoPlayDemo to zero RTS ; Return from the subroutine .auto1 LDX autoPlayRepeat ; If autoPlayRepeat is non-zero then this means a BNE auto4 ; previous auto-play step has set a repeat action and ; we still have some repeats to go, so jump to auto4 ; to decrement the repeat counter and press the buttons ; in autoPlayKey for this VBlank LDY #0 ; Set Y = 0 to use as an index when fetching auto-play ; bytes from the relevant autoPlayKeys table LDA (autoPlayKeys),Y ; Set A to byte #1 of this auto-play command BMI auto5 ; If bit 7 of byte #1 is set, jump to auto5 ; If we get here then bit 7 of byte #1 is clear and A ; contains byte #1 STA autoPlayKey ; Set autoPlayKey to byte #1 so we perform the button ; presses in byte #1 INY ; Set A to byte #2 of this auto-play command LDA (autoPlayKeys),Y SEC ; Set the C flag so the addition below adds an extra 1, ; so autoPlayKeys(1 0) gets incremented by 2 (as we have ; just processed two bytes) TAX ; Set X to byte #2, so this gets set as the number of ; repeats in autoPlayRepeat .auto2 LDA #1 ; Set A = 1 so the following adds 1 + C to the address ; in autoPlayKeys(1 0), so we move the pointer to the ; byte we are processing next on by 1 + C bytes .auto3 ADC autoPlayKeys ; Set autoPlayKeys(1 0) = autoPlayKeys(1 0) + 1 + C STA autoPlayKeys BCC auto4 INC autoPlayKeys+1 .auto4 DEX ; Decrement the repeat counter in autoPlayRepeat, as we STX autoPlayRepeat ; are about to press the buttons LDA autoPlayKey ; Set A to the buttons to be pressed in autoPlayKey, ; which has the following format: ; ; * Bit 0 = right button ; * Bit 1 = left button ; * Bit 2 = down button ; * Bit 3 = up button ; * Bit 4 = Select button ; * Bit 5 = B button ; * Bit 6 = A button ; ; Bit 7 is always clear ASL controller1Right ; Set bit 7 of controller1Right to bit 0 of autoPlayKey LSR A ; to "press" the right button ROR controller1Right ASL controller1Left ; Set bit 7 of controller1Left to bit 0 of autoPlayKey LSR A ; to "press" the left button ROR controller1Left ASL controller1Down ; Set bit 7 of controller1Down to bit 0 of autoPlayKey LSR A ; to "press" the down button ROR controller1Down ASL controller1Up ; Set bit 7 of controller1Up to bit 0 of autoPlayKey LSR A ; to "press" the up button ROR controller1Up ASL controller1Select ; Set bit 7 of controller1Select to bit 0 of autoPlayKey LSR A ; to "press" the Select button ROR controller1Select ASL controller1B ; Set bit 7 of controller1B to bit 0 of autoPlayKey LSR A ; to "press" the B button ROR controller1B ASL controller1A ; Set bit 7 of controller1A to bit 0 of autoPlayKey LSR A ; to "press" the A button ROR controller1A RTS ; We have now pressed the correct buttons for this ; VBlank, so return from the subroutine .auto5 ; If we get here then bit 7 of byte #1 is set and A ; contains byte #1 ASL A ; Set A = A << 1, so A contains byte #1 << 1 BEQ auto14 ; If the result is zero then byte #1 must be $80, so ; jump to auto14 with A = 0 to terminate auto-play BMI auto7 ; If bit 6 of byte #1 is set, jump to auto7 ; If we get here then bit 7 of byte #1 is set, bit 6 of ; byte #1 is clear, and A contains byte #1 << 1 ; ; So byte #1 = $C0, which means we do nothing for ; 4 * byte #1 (ignoring bit 7 of byte #1) ASL A ; Set A = A << 1, so A contains byte #1 << 2 TAX ; Set X to byte #1 << 2, so this gets set as the number ; of repeats in autoPlayRepeat when we jump up to auto2 ; below (so this sets the number of repetitions to ; byte #1 << 2, which is 4 * byte #1 (if we ignore bit 7 ; of byte #1) .auto6 LDA #0 ; Set autoPlayKey = 0 so no buttons are pressed in the STA autoPlayKey ; next VBlank BEQ auto2 ; Jump to auto2 to process the button-pressing in this ; VBlank (this BEQ is effectively a JMP as A is always ; zero) .auto7 ; If we get here then bits 6 and 7 of byte #1 are set ; and A contains byte #1 << 1, so byte #1 is of the form ; $Cx, where x is any value ASL A ; Set A = A << 1, so A contains byte #1 << 2 BEQ auto13 ; If the result is zero then byte #1 must be $C0, so ; jump to auto13 to switch to the auto-play commands in ; the autoPlayKeys2 table, which we will start ; processing in the next NMI ; If we get here then bits 6 and 7 of byte #1 are set ; and A contains byte #1 << 1, so byte #1 is of the form ; $Cx where x is non-zero PHA ; Store byte #1 << 2 on the stack INY ; Set A to byte #2 of this auto-play command LDA (autoPlayKeys),Y STA autoPlayKey ; Set autoPlayKey to byte #2 so we perform the button ; presses in byte #2 INY ; Set A to byte #3 of this auto-play command LDA (autoPlayKeys),Y STA addr ; Set the low byte of addr(1 0) to byte #3 INY ; Set A to byte #4 of this auto-play command LDA (autoPlayKeys),Y STA addr+1 ; Set the high byte of addr(1 0) to byte #3, so we now ; have addr(1 0) = (byte #3 byte #4) ; We now process the auto-play commands for when byte #1 ; is $C1 through $C5 LDY #0 ; Set Y = 0 so we can use indirect addressing below (we ; do not change the value of Y, this is just so we can ; implement the non-existent LDA (addr) instruction by ; using LDA (addr),Y instead) LDX #1 ; Set X = 1 this gets set as the number of repeats in ; autoPlayRepeat when we jump up to auto2 below, so the ; command will do each button press just once before ; re-checking the criteria in the next VBlank PLA ; Set A = byte #1 << 2 ; ; In other words A is the low nibble of byte #1 ; multiplied by 4, so we can check this value to ; determine the command in byte #1, as follows: ; ; * If byte #1 = $C1, A = 1 * 4 = 4 ; ; * If byte #1 = $C2, A = 2 * 4 = 8 ; ; * If byte #1 = $C3, A = 3 * 4 = 12 ; ; * If byte #1 = $C4, A = 4 * 4 = 16 ; ; * If byte #1 = $C5, A = 5 * 4 = 20 CMP #8 ; If A >= 8 then byte #1 is not $C1, so jump to auto9 BCS auto9 ; If we get here then byte #1 is $C1, so we repeat the ; button presses in byte #2 while addr(1 0) <> 0 LDA (addr),Y ; Set A = addr(1 0) BNE auto4 ; If addr(1 0) <> 0, jump to auto4 to do the button ; presses in byte #2 (which we put into autoPlayKey ; above), and because we have not updated the pointer ; in autoPlayKeys(1 0), we will come back to this exact ; same check in the next VBlank, and so on until the ; condition changes and addr(1 0) = 0 ; If addr(1 0) = 0 then fall through into auto8 to ; advance the pointer in autoPlayKeys(1 0) by 4, so in ; the next VBlank, we move on to the next command after ; byte #3 .auto8 LDA #4 ; Set A = 4 and clear the C flag, so in the jump to CLC ; auto3, we advance the pointer in autoPlayKeys(1 0) by ; 4 and return from the subroutine BCC auto3 ; Jump to auto3 to advance the pointer and return from ; the subroutine (this BCC is effectively a JMP as we ; just cleared the C flag) .auto9 ; If we get here then byte #1 is $C2 to $C5, we just ; performed a CMP #8, and A = byte #1 << 2 BNE auto10 ; If A <> 8 then byte #1 is not $C2, so jump to auto10 ; If we get here then byte #1 is $C2, so we repeat the ; button presses in byte #2 while addr(1 0) = 0 LDA (addr),Y ; Set A = addr(1 0) BEQ auto4 ; If addr(1 0) = 0, jump to auto4 to do the button ; presses in byte #2 (which we put into autoPlayKey ; above), and because we have not updated the pointer ; in autoPlayKeys(1 0), we will come back to this exact ; same check in the next VBlank, and so on until the ; condition changes and addr(1 0) <> 0 BNE auto8 ; If addr(1 0) <> 0 then jump to auto8 to advance the ; pointer in autoPlayKeys(1 0) by 4, so in the next ; VBlank, we move on to the next command after byte #3 ; (this BNE is effectively a JMP as we just passed ; through a BEQ) .auto10 ; If we get here then byte #1 is $C3 to $C5, and ; A = byte #1 << 2 CMP #16 ; if A >= 16 then byte #1 is not $C3, so jump to auto11 BCS auto11 ; If we get here then byte #1 is $C3, so we repeat the ; button presses in byte #2 while bit 7 of addr(1 0) is ; set LDA (addr),Y ; Set A = addr(1 0) BMI auto4 ; If bit 7 of addr(1 0) is set, jump to auto4 to do the ; button presses in byte #2 (which we put into ; autoPlayKey above), and because we have not updated ; the pointer in autoPlayKeys(1 0), we will come back to ; this exact same check in the next VBlank, and so on ; until the condition changes and bit 7 of addr(1 0) is ; clear BPL auto8 ; If bit 7 of addr(1 0) is clear then jump to auto8 to ; advance the pointer in autoPlayKeys(1 0) by 4, so in ; the next VBlank, we move on to the next command after ; byte #3 (this BPL is effectively a JMP as we just ; passed through a BMI) .auto11 ; If we get here then byte #1 is $C4 to $C5, we just ; performed a CMP #16, and A = byte #1 << 2 BNE auto12 ; If A <> 16 then byte #1 is not $C4, so jump to auto12 ; If we get here then byte #1 is $C4, so we repeat the ; button presses in byte #2 while bit 7 of addr(1 0) is ; clear LDA (addr),Y ; Set A = addr(1 0) BMI auto8 ; If bit 7 of addr(1 0) is set then jump to auto8 to ; advance the pointer in autoPlayKeys(1 0) by 4, so in ; the next VBlank, we move on to the next command after ; byte #3 (this BPL is effectively a JMP as we just ; passed through a BMI) JMP auto4 ; Otherwise bit 7 of addr(1 0) is clear, so jump to ; auto4 to do the button presses in byte #2 (which we ; put into autoPlayKey above), and because we have not ; updated the pointer in autoPlayKeys(1 0), we will come ; back to this exact same check in the next VBlank, and ; so on until the condition changes and bit 7 of ; addr(1 0) is set .auto12 ; If we get here then byte #1 is $C5, so we terminate ; auto-play with the Start button being held down LDA #%11000000 ; Set bits 6 and 7 of controller1Start to simulate the STA controller1Start ; Start button being held down for two VBlanks LDX #22 ; Set X = 22, so this gets set as the number of repeats ; autoPlayRepeat when we jump to auto2 via auto6 below ; (so this ensures we do nothing for 22 VBlanks after ; pressing the Start button) CLC ; Clear the C flag so the jump to auto2 via auto6 only ; adds one to the pointer in autoPlayKeys(1 0), so we ; move on to the command after byte #1 when we have ; completed the 22 VBlanks of inactivity BCC auto6 ; Jump to auto6 to set autoPlayKey = 0 so no buttons are ; pressed in the following VBlanks, and move on to auto2 ; to process the button-pressing in this VBlank (this ; BCC is effectively a JMP as we just cleared the C ; flag) .auto13 ; If we get here then byte #1 is $C0 and we need to ; switch to the auto-play commands in the autoPlayKeys2 ; table, which we will start processing in the next NMI LDA #HI(autoPlayKeys2) ; Set autoPlayKeys(1 0) = autoPlayKeys2 STA autoPlayKeys+1 ; LDA #LO(autoPlayKeys2) ; So the next time we call AutoPlayDemo, in the next STA autoPlayKeys ; call to the NMI handler at the next VBlank, we will ; start pulling auto-play commands from autoPlayKeys2 ; instead of the language-specific table we've been ; using up to this point RTS ; Return from the subroutine .auto14 ; If we get here then byte #1 is $80 and we need to ; terminate auto-play STA autoPlayDemo ; We jump here with A = 0, so this disables auto-play ; by setting autoPlayDemo to zero RTS ; Return from the subroutine