Table of Contents
Introduction
This post is dedicated to the second lab of the Software Portability and Optimization
course, where I and other three students were practicing Mob Programming.
Mob Programming, also called mobbing
, is a software development approach where the whole team works on the same thing simultaneously. We had a driver
- the person who was typing, and the rest of the group - people who gave directions to the driver
or we could call them instructions.
The lab took place on a Zoom meeting, so our driver had to share his screen, and we had to give him clues on how to solve the problems provided by our professor.
Problem Description
First of all, take a look at the provided code:
;
; draw-image-subroutine.6502
;
; This is a routine that can place an arbitrary
; rectangular image on to the screen at given
; coordinates.
;
; Chris Tyler 2024-09-17
; Licensed under GPLv2+
;
;
; The subroutine is below starting at the
; label "DRAW:"
;
; Test code for our subroutine
; Moves an image diagonally across the screen
; Zero-page variables
define XPOS $20
define YPOS $21
START:
; Set up the width and height elements of the data structure
LDA #$05
STA $12 ; IMAGE WIDTH
STA $13 ; IMAGE HEIGHT
; Set initial position X=Y=0
LDA #$00
STA XPOS
STA YPOS
; Main loop for diagonal animation
MAINLOOP:
; Set pointer to the image
; Use G_O or G_X as desired
; The syntax #<LABEL returns the low byte of LABEL
; The syntax #>LABEL returns the high byte of LABEL
LDA #<G_O
STA $10
LDA #>G_O
STA $11
; Place the image on the screen
LDA #$10 ; Address in zeropage of the data structure
LDX XPOS ; X position
LDY YPOS ; Y position
JSR DRAW ; Call the subroutine
; Delay to show the image
LDY #$00
LDX #$50
DELAY:
DEY
BNE DELAY
DEX
BNE DELAY
; Set pointer to the blank graphic
LDA #<G_BLANK
STA $10
LDA #>G_BLANK
STA $11
; Draw the blank graphic to clear the old image
LDA #$10 ; LOCATION OF DATA STRUCTURE
LDX XPOS
LDY YPOS
JSR DRAW
; Increment the position
INC XPOS
INC YPOS
; Continue for 29 frames of animation
LDA #28
CMP XPOS
BNE MAINLOOP
; Repeat infinitely
JMP START
; ==========================================
;
; DRAW :: Subroutine to draw an image on
; the bitmapped display
;
; Entry conditions:
; A - location in zero page of:
; a pointer to the image (2 bytes)
; followed by the image width (1 byte)
; followed by the image height (1 byte)
; X - horizontal location to put the image
; Y - vertical location to put the image
;
; Exit conditions:
; All registers are undefined
;
; Zero-page memory locations
define IMGPTR $A0
define IMGPTRH $A1
define IMGWIDTH $A2
define IMGHEIGHT $A3
define SCRPTR $A4
define SCRPTRH $A5
define SCRX $A6
define SCRY $A7
DRAW:
; SAVE THE X AND Y REG VALUES
STY SCRY
STX SCRX
; GET THE DATA STRUCTURE
TAY
LDA $0000,Y
STA IMGPTR
LDA $0001,Y
STA IMGPTRH
LDA $0002,Y
STA IMGWIDTH
LDA $0003,Y
STA IMGHEIGHT
; CALCULATE THE START OF THE IMAGE ON
; SCREEN AND PLACE IN SCRPTRH
;
; THIS IS $0200 (START OF SCREEN) +
; SCRX + SCRY * 32
;
; WE'LL DO THE MULTIPLICATION FIRST
; START BY PLACING SCRY INTO SCRPTR
LDA #$00
STA SCRPTRH
LDA SCRY
STA SCRPTR
; NOW DO 5 LEFT SHIFTS TO MULTIPLY BY 32
LDY #$05 ; NUMBER OF SHIFTS
MULT:
ASL SCRPTR ; PERFORM 16-BIT LEFT SHIFT
ROL SCRPTRH
DEY
BNE MULT
; NOW ADD THE X VALUE
LDA SCRX
CLC
ADC SCRPTR
STA SCRPTR
LDA #$00
ADC SCRPTRH
STA SCRPTRH
; NOW ADD THE SCREEN BASE ADDRESS OF $0200
; SINCE THE LOW BYTE IS $00 WE CAN IGNORE IT
LDA #$02
CLC
ADC SCRPTRH
STA SCRPTRH
; NOTE WE COULD HAVE DONE TWO: INC SCRPTRH
; NOW WE HAVE A POINTER TO THE IMAGE IN MEM
; COPY A ROW OF IMAGE DATA
COPYROW:
LDY #$00
ROWLOOP:
LDA (IMGPTR),Y
STA (SCRPTR),Y
INY
CPY IMGWIDTH
BNE ROWLOOP
; NOW WE NEED TO ADVANCE TO THE NEXT ROW
; ADD IMGWIDTH TO THE IMGPTR
LDA IMGWIDTH
CLC
ADC IMGPTR
STA IMGPTR
LDA #$00
ADC IMGPTRH
STA IMGPTRH
; ADD 32 TO THE SCRPTR
LDA #32
CLC
ADC SCRPTR
STA SCRPTR
LDA #$00
ADC SCRPTRH
STA SCRPTRH
; DECREMENT THE LINE COUNT AND SEE IF WE'RE
; DONE
DEC IMGHEIGHT
BNE COPYROW
RTS
; ==========================================
; 5x5 pixel images
; Image of a blue "O" on black background
G_O:
DCB $00,$0e,$0e,$0e,$00
DCB $0e,$00,$00,$00,$0e
DCB $0e,$00,$00,$00,$0e
DCB $0e,$00,$00,$00,$0e
DCB $00,$0e,$0e,$0e,$00
; Image of a yellow "X" on a black background
G_X:
DCB $07,$00,$00,$00,$07
DCB $00,$07,$00,$07,$00
DCB $00,$00,$07,$00,$00
DCB $00,$07,$00,$07,$00
DCB $07,$00,$00,$00,$07
; Image of a black square
G_BLANK:
DCB $00,$00,$00,$00,$00
DCB $00,$00,$00,$00,$00
DCB $00,$00,$00,$00,$00
DCB $00,$00,$00,$00,$00
DCB $00,$00,$00,$00,$00
Result:
As you can see, there's an object going diagonally, eventually hitting an edge, and then appearing in the opposite corner(initial corner). However, it isn't a good result for us, we want to make it bounce back off all edges.
That's what we had to solve collectively in our lab...
Bouncing Graphic
Unfortunately, we couldn't come up with the solution during lab time, so my classmates and I decided to continue working in the chat created right after the class. Honestly, I thought that we wouldn't come up with the solution. However, after some time, our conversation in that chat became really productive; we were sharing thoughts, getting closer and closer. Eventually, we came up with this solution:
; draw-image-subroutine.6502
;
; This is a routine that can place an arbitrary
; rectangular image on to the screen at given
; coordinates.
;
; Chris Tyler 2024-09-17
; Licensed under GPLv2+
;
;
; The subroutine is below starting at the
; label "DRAW:"
;
; Test code for our subroutine
; Moves an image diagonally across the screen
; Zero-page variables
define XPOS $20
define YPOS $21
define XFLAG $22 ; Flag for X direction movement (+1 or -1)
define YFLAG $23 ; Flag for Y direction movement (+1 or -1)
START:
; Set up the width and height elements of the data structure
LDA #$05
STA $12 ; IMAGE WIDTH
STA $13 ; IMAGE HEIGHT
; Set initial position X=2, Y=3
LDA #$02
STA XPOS
LDA #$03
STA YPOS
; Set initial movement direction (X +1, Y +1)
LDA #$01
STA XFLAG
STA YFLAG
; Main loop for diagonal animation
MAINLOOP:
; Set pointer to the image
LDA #<G_O
STA $10
LDA #>G_O
STA $11
; Place the image on the screen
LDA #$10 ; Address in zeropage of the data structure
LDX XPOS ; X position
LDY YPOS ; Y position
JSR DRAW ; Call the subroutine
; Delay to show the image
LDY #$00
LDX #$50
DELAY:
DEY
BNE DELAY
DEX
BNE DELAY
; Set pointer to the blank graphic
LDA #<G_BLANK
STA $10
LDA #>G_BLANK
STA $11
; Draw the blank graphic to clear the old image
LDA #$10 ; LOCATION OF DATA STRUCTURE
LDX XPOS
LDY YPOS
JSR DRAW
; Update X and check boundaries
UPDATE_X:
LDA XPOS
CLC
ADC XFLAG ; Add XFLAG to XPOS
STA XPOS
; Check X boundaries (1 to 28)
CMP #$1C ; If XPOS > 28 (max boundary)
BCC CHECK_X_MIN ; If XPOS <= 28, check lower bound
; Reverse X direction for max boundary
LDA #$FF ; Reverse direction to -1
STA XFLAG
LDA #$1B ; Set XPOS to 27
STA XPOS
CHECK_X_MIN:
CMP #$01 ; If XPOS < 1 (min boundary)
BCS UPDATE_Y ; If XPOS >= 1, update Y position
; Reverse X direction for min boundary
LDA #$01 ; Reverse direction to +1
STA XFLAG
LDA #$02 ; Set XPOS to 2
STA XPOS
; Update Y and check boundaries
UPDATE_Y:
LDA YPOS
CLC
ADC YFLAG ; Add YFLAG to YPOS
STA YPOS
; Check Y boundaries (1 to 27)
CMP #$1B ; If YPOS > 27 (max boundary)
BCC CHECK_Y_MIN ; If YPOS <= 27, check lower bound
; Reverse Y direction for max boundary
LDA #$FF ; Reverse direction to -1
STA YFLAG
LDA #$1A ; Set YPOS to 26
STA YPOS
CHECK_Y_MIN:
CMP #$01 ; If YPOS < 1 (min boundary)
BCS MAINLOOP ; If YPOS >= 1, continue to next frame
; Reverse Y direction for min boundary
LDA #$01 ; Reverse direction to +1
STA YFLAG
LDA #$02 ; Set YPOS to 2
STA YPOS
JMP MAINLOOP
; ==========================================
;
; DRAW :: Subroutine to draw an image on
; the bitmapped display
;
; Entry conditions:
; A - location in zero page of:
; a pointer to the image (2 bytes)
; followed by the image width (1 byte)
; followed by the image height (1 byte)
; X - horizontal location to put the image
; Y - vertical location to put the image
;
; Exit conditions:
; All registers are undefined
;
; Zero-page memory locations
define IMGPTR $A0
define IMGPTRH $A1
define IMGWIDTH $A2
define IMGHEIGHT $A3
define SCRPTR $A4
define SCRPTRH $A5
define SCRX $A6
define SCRY $A7
DRAW:
; SAVE THE X AND Y REG VALUES
STY SCRY
STX SCRX
; GET THE DATA STRUCTURE
TAY
LDA $0000,Y
STA IMGPTR
LDA $0001,Y
STA IMGPTRH
LDA $0002,Y
STA IMGWIDTH
LDA $0003,Y
STA IMGHEIGHT
; CALCULATE THE START OF THE IMAGE ON
; SCREEN AND PLACE IN SCRPTRH
;
; THIS IS $0200 (START OF SCREEN) +
; SCRX + SCRY * 32
;
; WE'LL DO THE MULTIPLICATION FIRST
; START BY PLACING SCRY INTO SCRPTR
LDA #$00
STA SCRPTRH
LDA SCRY
STA SCRPTR
; NOW DO 5 LEFT SHIFTS TO MULTIPLY BY 32
LDY #$05 ; NUMBER OF SHIFTS
MULT:
ASL SCRPTR ; PERFORM 16-BIT LEFT SHIFT
ROL SCRPTRH
DEY
BNE MULT
; NOW ADD THE X VALUE
LDA SCRX
CLC
ADC SCRPTR
STA SCRPTR
LDA #$00
ADC SCRPTRH
STA SCRPTRH
; NOW ADD THE SCREEN BASE ADDRESS OF $0200
; SINCE THE LOW BYTE IS $00 WE CAN IGNORE IT
LDA #$02
CLC
ADC SCRPTRH
STA SCRPTRH
; NOTE WE COULD HAVE DONE TWO: INC SCRPTRH
; NOW WE HAVE A POINTER TO THE IMAGE IN MEM
; COPY A ROW OF IMAGE DATA
COPYROW:
LDY #$00
ROWLOOP:
LDA (IMGPTR),Y
STA (SCRPTR),Y
INY
CPY IMGWIDTH
BNE ROWLOOP
; NOW WE NEED TO ADVANCE TO THE NEXT ROW
; ADD IMGWIDTH TO THE IMGPTR
LDA IMGWIDTH
CLC
ADC IMGPTR
STA IMGPTR
LDA #$00
ADC IMGPTRH
STA IMGPTRH
; ADD 32 TO THE SCRPTR
LDA #32
CLC
ADC SCRPTR
STA SCRPTR
LDA #$00
ADC SCRPTRH
STA SCRPTRH
; DECREMENT THE LINE COUNT AND SEE IF WE'RE
; DONE
DEC IMGHEIGHT
BNE COPYROW
RTS
; ==========================================
; 5x5 pixel images
; Image of a blue "O" on black background
G_O:
DCB $00,$0e,$0e,$0e,$00
DCB $0e,$00,$00,$00,$0e
DCB $0e,$00,$00,$00,$0e
DCB $0e,$00,$00,$00,$0e
DCB $00,$0e,$0e,$0e,$00
; Image of a yellow "X" on a black background
G_X:
DCB $07,$00,$00,$00,$07
DCB $00,$07,$00,$07,$00
DCB $00,$00,$07,$00,$00
DCB $00,$07,$00,$07,$00
DCB $07,$00,$00,$00,$07
; Image of a black square
G_BLANK:
DCB $00,$00,$00,$00,$00
DCB $00,$00,$00,$00,$00
DCB $00,$00,$00,$00,$00
DCB $00,$00,$00,$00,$00
DCB $00,$00,$00,$00,$00
Result:
How It Works?
- Direction Flags:
We introduced two new variables (
XFLAG
andYFLAG
) to track movement direction. A value of$01
(+1) moved the object right/down, while$FF
(-1) moves it left/up in 6502 assembly.
- Position Adjustment:
When a boundary is encountered, the code not only flips the direction flag but also adjusts the position slightly away from the boundary. This prevents the object from getting "stuck" at the edge.
-
Four-Stage Movement Logic:
-
UPDATE_X
: Moves in X direction and checks upper bound -
CHECK_X_MIN
: Checks lower X bound -
UPDATE_Y
: Moves in Y direction and checks upper bound -
CHECK_Y_MIN
: Checks lower Y bound
-
Continuous Animation
Unlike the original code that reset after 29 frames, this implementation loops indefinitely with a
JMP MAINLOOP
instruction, creating a perpetual bouncing effect.
This approach simulates physics-like behavior using minimal code and variables. It behaves as a ball bouncing off a wall.
Conclusion
This lab was unique for me, since I have never practiced Mob-Programming before. My team was so helpful , we were helping each other at every step, without them the solution wouldn't be possible. 6502 Assembly is amazing experience, since we get to learn this language from scratch. Eventually, if we learn this language 100% it would lead us to the level of confidence of learning any language within weeks. I am grateful for this experience!
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