; DixMille.asm - a Z80 assembly implementation of the dice game Dixe Mille. ; Copyright (C) 2023 William R. Moore ; ; This program is free software: you can redistribute it and/or modify ; it under the terms of the GNU General Public License as published by ; the Free Software Foundation, either version 3 of the License, or ; (at your option) any later version. ; ; This program is distributed in the hope that it will be useful, ; but WITHOUT ANY WARRANTY; without even the implied warranty of ; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ; GNU General Public License for more details. ; ; You should have received a copy of the GNU General Public License ; along with this program. If not, see . ORG 100H ; Driver logic START ; LD SP, STACK LD DE, CLS CALL PRINTS LD DE, HOME CALL PRINTS LD DE, WELCOME CALL PRINTS LD DE, NEWLINE CALL PRINTS ROLLUNHELD LD DE, STOPROLL CALL PRINTS LD DE, NEWLINE CALL PRINTS CALL ROLLTHEMBONES CALL HOLDDICE CALL OUTPUT CALL COUNTHELD CP 6 JP Z, DONE CALL ROLLUNHELD DONE JP 00H COUNTHELD LD HL, HELD_DICE ADD A, (HL) INC L ADD A, (HL) INC L ADD A, (HL) INC L ADD A, (HL) INC L ADD A, (HL) INC L ADD A, (HL) LD L, 0 RET ROLLTHEMBONES LD HL, DICE PUSH HL LD HL, HELD_DICE LD A, (HL) POP HL CP 1 JP Z, ROLL2 CALL ROLL LD DE, DIE1 CALL PRINTS LD A, (HL) CALL PRINTFACE LD DE, NEWLINE CALL PRINTS ROLL2 INC L PUSH HL LD HL, HELD_DICE INC L LD A, (HL) POP HL CP 1 JP Z, ROLL3 CALL ROLL LD DE, DIE2 CALL PRINTS LD A, (HL) CALL PRINTFACE LD DE, NEWLINE CALL PRINTS ROLL3 INC L PUSH HL LD HL, HELD_DICE INC L INC L LD A, (HL) POP HL CP 1 JP Z, ROLL4 CALL ROLL LD DE, DIE3 CALL PRINTS LD A, (HL) CALL PRINTFACE LD DE, NEWLINE CALL PRINTS ROLL4 INC L PUSH HL LD HL, HELD_DICE INC L INC L INC L LD A, (HL) POP HL CP 1 JP Z, ROLL5 CALL ROLL LD DE, DIE4 CALL PRINTS LD A, (HL) CALL PRINTFACE LD DE, NEWLINE CALL PRINTS ROLL5 INC L PUSH HL LD HL, HELD_DICE INC L INC L INC L INC L LD A, (HL) POP HL CP 1 JP Z, ROLL6 CALL ROLL LD DE, DIE5 CALL PRINTS LD A, (HL) CALL PRINTFACE LD DE, NEWLINE CALL PRINTS ROLL6 INC L PUSH HL LD HL, HELD_DICE INC L INC L INC L INC L INC L LD A, (HL) POP HL CP 1 JP Z, ROLLEND CALL ROLL LD DE, DIE6 CALL PRINTS LD A, (HL) CALL PRINTFACE LD DE, NEWLINE CALL PRINTS ; Return back to original position ROLLEND DEC L DEC L DEC L DEC L DEC L RET HOLDDIE CALL INPUTC CP 00H JP Z, HOLDDIE CP 121 JP Z, HOLDDIE_FINISH CP 89 JP Z, HOLDDIE_FINISH CP 110 JP Z, HOLDDIE_END CP 78 JP Z, HOLDDIE_END CALL HOLDDIE HOLDDIE_FINISH LD (HL), 1 HOLDDIE_END RET ; Ask player to hold any dice HOLDDICE LD HL, HELD_DICE LD A, (HL) CP 1 JP Z, HD2 LD DE, DYWTH CALL PRINTS LD DE, DIE1 CALL PRINTS CALL HOLDDIE LD DE, NEWLINE CALL PRINTS HD2 INC L LD A, (HL) CP 1 JP Z, HD3 LD DE, DYWTH CALL PRINTS LD DE, DIE2 CALL PRINTS CALL HOLDDIE LD DE, NEWLINE CALL PRINTS HD3 INC L LD A, (HL) CP 1 JP Z, HD4 LD DE, DYWTH CALL PRINTS LD DE, DIE3 CALL PRINTS CALL HOLDDIE LD DE, NEWLINE CALL PRINTS HD4 INC L LD A, (HL) CP 1 JP Z, HD5 LD DE, DYWTH CALL PRINTS LD DE, DIE4 CALL PRINTS CALL HOLDDIE LD DE, NEWLINE CALL PRINTS HD5 INC L LD A, (HL) CP 1 JP Z, HD6 LD DE, DYWTH CALL PRINTS LD DE, DIE5 CALL PRINTS CALL HOLDDIE LD DE, NEWLINE CALL PRINTS HD6 INC L LD A, (HL) CP 1 JP Z, HD_DONE LD DE, DYWTH CALL PRINTS LD DE, DIE6 CALL PRINTS CALL HOLDDIE LD DE, NEWLINE CALL PRINTS HD_DONE ; Return back to original position LD L, 0 RET ; Roll the different dice ROLL PUSH BC ROLL_START LD C, 0 ROLL_DIE INC C LD A, C CP 7H JP Z, ROLL_START CALL INPUTC CP 00H JP NZ, ROLL_END JP ROLL_DIE ROLL_END LD (HL), C POP BC RET ; Output the dice results OUTPUT LD HL, DICE LD DE, YOUROLLED CALL PRINTS LD DE, NEWLINE CALL PRINTS LD DE, DIE1 CALL PRINTS LD A, (HL) CALL PRINTFACE PUSH HL LD HL, HELD_DICE LD A, (HL) CP 1 JP Z, MARK_1 JP END_1 MARK_1 LD DE, MARKED CALL PRINTS END_1 POP HL LD DE, NEWLINE CALL PRINTS O2 LD DE, DIE2 CALL PRINTS INC L LD A, (HL) CALL PRINTFACE PUSH HL LD HL, HELD_DICE INC L LD A, (HL) CP 1 JP Z, MARK_2 JP END_2 MARK_2 LD DE, MARKED CALL PRINTS END_2 DEC L POP HL LD DE, NEWLINE CALL PRINTS O3 LD DE, DIE3 CALL PRINTS INC L LD A, (HL) CALL PRINTFACE PUSH HL LD HL, HELD_DICE INC L INC L LD A, (HL) CP 1 JP Z, MARK_3 JP END_3 MARK_3 LD DE, MARKED CALL PRINTS END_3 DEC L DEC L POP HL LD DE, NEWLINE CALL PRINTS O4 LD DE, DIE4 CALL PRINTS INC L LD A, (HL) CALL PRINTFACE PUSH HL LD HL, HELD_DICE INC L INC L INC L LD A, (HL) CP 1 JP Z, MARK_4 JP END_4 MARK_4 LD DE, MARKED CALL PRINTS END_4 DEC L DEC L DEC L POP HL LD DE, NEWLINE CALL PRINTS O5 LD DE, DIE5 CALL PRINTS INC L LD A, (HL) CALL PRINTFACE PUSH HL LD HL, HELD_DICE INC L INC L INC L INC L LD A, (HL) CP 1 JP Z, MARK_5 JP END_5 MARK_5 LD DE, MARKED CALL PRINTS END_5 DEC L DEC L DEC L DEC L POP HL LD DE, NEWLINE CALL PRINTS O6 LD DE, DIE6 CALL PRINTS INC L LD A, (HL) CALL PRINTFACE PUSH HL LD HL, HELD_DICE INC L INC L INC L INC L INC L LD A, (HL) CP 1 JP Z, MARK_6 JP END_6 MARK_6 LD DE, MARKED CALL PRINTS END_6 DEC L DEC L DEC L DEC L DEC L POP HL LD DE, NEWLINE CALL PRINTS DEC L DEC L DEC L DEC L DEC L RET ; Read 1 character when one is ready ; A is 00H if none are available INPUTC PUSH HL PUSH BC PUSH DE LD C, CONST CALL BDOS CP 00H JP Z, INPUTCEND ; LD C, CONST ; CALL BDOS ; CP FFH ; JR Z, INPUTCEND ; LD C, CONIN ; CALL BDOS LD C, CONIN CALL BDOS POP DE POP BC POP HL RET INPUTCEND POP DE POP BC POP HL ; LD A, 00H ; POP BC ; POP HL RET ; Print a string PRINTS ; preserve BC register. ; preserve HL register. PUSH HL PUSH BC LD C, WRITESTR CALL BDOS POP BC POP HL RET PRINTFACE CP 1 JP NZ, CHECKTWO LD DE, ONE CALL PRINTS JP PRINTFACE_END CHECKTWO CP 2 JP NZ, CHECKTHREE LD DE, TWO CALL PRINTS JP PRINTFACE_END CHECKTHREE CP 3 JP NZ, CHECKFOUR LD DE, THREE CALL PRINTS JP PRINTFACE_END CHECKFOUR CP 4 JP NZ, CHECKFIVE LD DE, FOUR CALL PRINTS JP PRINTFACE_END CHECKFIVE CP 5 JP NZ, CHECKSIX LD DE, FIVE CALL PRINTS JP PRINTFACE_END CHECKSIX CP 6 JP NZ, CHECKBADVALUE LD DE, SIX CALL PRINTS JP PRINTFACE_END CHECKBADVALUE LD DE, BADVALUE CALL PRINTS PRINTFACE_END RET EOS DB "$" WELCOME DB "WELCOME TO DIX MILLE FOR CP/M!$" STOPROLL DB "PRESS ANY KEY AT ANY TIME TO STOP ROLLING A DIE!$" DYWTH DB "DO YOU WANT TO HOLD (Y/N) $" OPTIMAL DB "NOW, DETERMINING OPTIMAL SCORE: $" YOUROLLED DB "RESULTS:$" NEWLINE DB CR, LF, "$" DIE1 DB "DIE 1: $" DIE2 DB "DIE 2: $" DIE3 DB "DIE 3: $" DIE4 DB "DIE 4: $" DIE5 DB "DIE 5: $" DIE6 DB "DIE 6: $" ONE DB "ONE$" TWO DB "TWO$" THREE DB "THREE$" FOUR DB "FOUR$" FIVE DB "FIVE$" SIX DB "SIX$" MARKED DB " *$" CLS DB 1bh, '[2J$' ; ANSI clear screen: ESC [ 2 J HOME DB 1bh, '[H$' ; ANSI go to screen home: ESC [ H BADVALUE DB "BAD VALUE$" TOTALHELD DB 0 DICE DB 0, 0, 0, 0, 0, 0 HELD_DICE DB 0, 0, 0, 0, 0, 0 CR equ 0DH LF equ 0AH STACK equ 2000H CONST EQU 0BH CONIN EQU 01H BDOS EQU 05H PRTCHR EQU 02H WRITESTR EQU 09H END