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MOVE tX11110000 HES - GET BLINK PATTERN. BLINK ;BLINK WINNING SIDE. ;ENDGAME: RETURN TO MONITOR. ;LIGHT LEFT SIDE OF BOTTOM. B tO ; CLEAR LOW LEDS. PORTIA HJAIT A WHILE TO SHOW WIN. O PLYR2 ;JF NOT, PLAY ANOTHER ROUND. HOVE ;YES-GET PATTERN TO BLINK LEDS. U1110 BLINK ;BLINK THEM ;END. ;suBROUTINE 'PLAY' ;GETS TIME COUNT OF EACH PLAYER, AND IF ;BAD GUESSES ARE MADE, THE PLAYER IS ;GIVEN ANOTHER CHANCE, THE NEW TIME ADDED TO ;THE OLD. B PLAY ; GET RANDOM NUMBER. ;RANDOM - LENGTH DELAY• ; GET ANOTHER.
It merely looks up the appropriate duration for the note from table DURTAB, and saves it at address DUR (at memory location 4). 21 sec (note duration) If rest was specified Use key # as index To look up duration TONE Subroutine The TONE subroutine implements the appropriate wave form generation procedure described above, and toggles the speaker at the appropriate frequency to play the specified note. It implements a traditional two-level, nested loop delay, and toggles the speaker by complementing the output port after each specified delay has elapsed: TONE STA FREQ A contains the half-cycle time on entry.
The program resides at memory addresses 200 and up. Note that the program, like most others in this book, assumes the availability of the GETKEY routine described in Chapter 1. The operation of the NXKEY routine is straightforward. The next key closure is obtained by calling the GETKEY routine: START NXKEY LDA #0 STA PILEN CLC JSR GETKEY Initialize length of list to 0 The value read is then compared to the constants "15" and "14" for special action. If no match is found, the constant is stored in the note list using the NUMKEY routine.