Variables
Say your game is a racing game. You have to know what speed the car is going
at. You don't want to designate c
to hold the speed because you need
to use it for calculations all over the game code. This is where variables come
in handy.
Temporary Trash
Values that you only need during game play. Once the game is over (player dies or exits), you don't care what happens to that data. An example of this is the coordinates of a ball bouncing on the screen. You usually need the x coordinate and the y coordinate. Those both would be stored in two separate bytes usually.Before you ever begin to start to use game data, you need to define the
address in memory that you are refering to, or else the assembler thinks you're
crazy. This is similiar to the defined addresses for calls in
ti86asm.inc. If you're not familiar with
the equate directive, glance at the
Assembler Directives Section. There are
plenty of areas you can store data to in memory during program execution;
check out the Memory and ROM Pages section for
some of those addresses. After you know all
that stuff, the next example should be clear. We're going to save
the speed of our car already in a
into the byte at car_speed
and exit.
car_speed =_textShadow ;address in memory ($c0f9) save_speed: ld (car_speed),a ;save speed ret ;exit routine
You probably already understood this concept before I ever covered it. Here's
another example of storing the player's current score in a Tetris
type game. We're goint to store the score already in hl
at memory
address current_score
designated in our
program's memory. We need to save the money into 2 bytes (a word) this time
since we know ahead of time that it's possible to get more than 255 (the highest
possible value for a byte).
save_current_score: ;routine to save money ld (current_score),hl ;save score ret ;exit routine high_money: .db 0,0 ;2 bytes to save score value ; in (could have used .dw)
Game Saved
Let's say the player just got a high score in Galaxian by Patrick Davidson. They most definitely want to have it saved so they can come back later and try to beat it.We need to save that high score among our program data like the
last example under Temporary Trash. There's a
difference though. You'll might understand this more once you've gone through
the TI-OS Variables Sections and have
understood how the TI-OS variables work on the calculator. When you
go to run a program, the TI86 gets that program and copies it
to a designated area used only for running assembly programs. The
_asm_exec_ram
is the address ($d748
) where the program
is copied to. The name of the program currently running is
stored in _asapvar
($d6fc
) in
Variable Name Format.
TI-OS will execute your program at _asm_exec_ram
until finished. It will then return the the caller (either the homescreen,
the TI-BASIC program that ran the assembly program, or the assembly
program that called the program). What TI-OS doesn't do is copy
the program back to it's original location in memory, so if you
got a high score and saved it somewhere in the program, that
wouldn't be saved for next time. You have to manually copy that
high score data back the the original program location (or from
whence it came) or it will be overwritten the next time
any assembly program is run.
You have two choices of data storage:
- Resident - The data is stored in memory allocated to the actual program.
- External - The data is specific to that calculator and not be transferable to another calculator.
Resident
Resident data storage is data inside the actual program. My game Addiction is an example of this. Just before exiting, the program copies the data such as cash, drugs, ammunition, bank account, and health back to where they were in the program. This technique is called Write Back. Here's a snippet of the code in Addiction that copies the data._asapvar =$d6fc _set_abs_src_addr =$4647 _set_abs_dest_addr =$5285 _set_mm_num_bytes =$464f _mm_ldir =$52ed save_game: ld hl,_asapvar ;name of current program running rst 20h ;copy to OP1 rst 10h ;_findsym ld a,b ;returns bde as prog data ld hl,data_start-_asm_exec_ram+4 ;offset in this program for start ; of saved game data ;2 bytes for prog length ;2 bytes for asm identifier bytes add hl,de ;hl=pointer to data in original ; prog adc a,$00 ;in case we overlapped pages ;if carry was set in previous ; instruction...this will add 1 to ; a else...it adds 0 to a call _set_abs_dest_addr ;set that as the absolute ; destination address to copy to xor a ;no absolute addressing now ld hl,data_start ;*get data from here call _set_abs_src_addr ;set that as the absolute source ; address to copy from ld hl,data_end-data_start ;*number of bytes to save call _set_mm_num_bytes ;set that as the number of bytes ; to copy call _mm_ldir ;perform absolute address data ; block copy jp _clrScrn ;clear screen and exit data_start: ;start of data to copy saved_game_data: .db 0,0,0,0,0 ;drugs saved_health: .db 5 ;health (start out at 5) saved_ammo: .db 0 ;ammo saved_bank: .dw 0 ;bank account saved_cash: .dw 20 ;cash on hand data_end:
The routine locates where the actual program is in memory, adds the offset of the data to work with to the start of the absolute address of the program, and then performs an absolute address data block copy before exiting.
This routine is adaptable to any program of yours. All you need to change
are the lines of code with the *
in the comments to wherever the start and
finish of your program data is. There one limitation to this method: you
can't copy more than 255 bytes of memory.
External
External data storage is a simple concept: Store the data in a variable other than the program running under a name that TI-OS doesn't pick up in variable searches. For this section, I'll be refering to two programs in the External Zip:- Create.86p - Creates the hidden variable and loads it with the data.
- Access.86p - Accesses the hidden variable and prints the contents in ASCII on the screen.
- %data.86s - Hidden string containing the characters "AB".
Hidden variables are made by placing an invalid variable name
character in the variable's name, such as %
or $
. When TI-OS
is searching for variables to display in the Memory Delete Screen,
it won't detect these hidden variables because they are not valid
names. TI-OS will skip right over them in all of its variable
detection routines, except the Free RAM Screen. These
variables take up memory just as any regular variable would. When
TI-OS calculates how much Free RAM you have left, it takes
the address of the last byte in RAM being used and subtracts
the start of the RAM to get the length of the RAM. These hidden
variables are counted in that space.
The first program to run is Create.86p. It will create a new
string variable named %data.86p
that is hidden because of the
invalid character "%" in the name. I have commented all
the code.
_createstrng =$472f ;all our equates needed in _ex_ahl_bde =$45f3 ; the program _ahl_plus_2_pg3 =$4c3f _set_abs_dest_addr =$5285 _set_abs_src_addr =$4647 _set_mm_num_bytes =$464f _mm_ldiR =$52ed #include "ti86asm.inc" .org _asm_exec_ram ld hl,string-1 ;copy anything before string for ; type byte rst 20h ;call _Mov10toOP1 rst 10h ;call _FindSym to see if variable ; exists call nc,_delvar ;delete variable if it exists ;all necessary info still preserved ld hl,string_end-string_start ;minus start from end of ; string so result is length ; of string call _createstrng ;$472f create string call _ex_ahl_bde ;$45f3 ABS bde & ahl swapped call _ahl_plus_2_pg3 ;$4c3f increase ABS ahl by two call _set_abs_dest_addr ;$5285 set that as destination for ; block copy xor a ;AKA ld a,0 ld hl,string_start ;hl points to string_start ;address of string is in relation ; to 16 bit and ram page call _set_abs_src_addr ;$4647 set that as source for ; block copy xor a ;AKA ld a,0 -it's on already swapped ; in page (0) ld hl,string_end-string_start ;length of string call _set_mm_num_bytes ;$464f set # of bytes to copy in ; block copy jp _mm_ldir ;$52ed ABS block copy ;we jump instead of calling ; and returning this way we just use ; _mm_ldir's ret as ours ;saves 1 byte string: .db 5,"%data" ;length indexed string name string_start: .db "AB" ;two bytes storage string_end:
We now have a string named %data
containing two
characters A
and B
. We need to set up the program that
will access that hidden variable and display the contents.
_ex_ahl_bde =$45f3 ;all our equates needed in _ahl_plus_2_pg3 =$4c3f ; the program _set_abs_dest_addr =$5285 _set_abs_src_addr =$4647 _set_mm_num_bytes =$464f _mm_ldiR =$52ed #include "ti86asm.inc" .org _asm_exec_ram call _homeup ;cursor coordinates at ; top left ld hl,name-1 ; rst 20h ;copy 10 bytes from hl to op1 rst 10h call _ex_ahl_bde call _ahl_plus_2_pg3 ;hl points to start of ;data in program call _set_abs_src_addr ;$5285 set that as destination ; for block copy sub a ;AKA ld a,0 ld hl,data ;hl points to data's start address ;address of string is in ; relation to 16 bit and ram page call _set_abs_dest_addr ;$4647 set that as source for ; block copy xor a ;AKA ld a,0 -it's on already ; swapped in page (0) ld hl,2 ;length of data call _set_mm_num_bytes ;$464f set # of bytes to ; copy in block copy call _mm_ldir ;$52ed ABS block copy ld de,data ld a,(de) call _putc ;print first character inc de ld a,(de) jp _putc ;print second character ; and return data: .dw 0 ;data copied from %data.86s name: .db 5,"%data" ;length indexed string name .end
If you are going to use this routine in a game to save high scores, make sure you have a routine that checks to see if the hidden file is even there. Since the hidden file doesn't travel with the main program, there has to be a routine to create the hidden file for the first time. If the hidden file's not there, everything will go screwy!
The best way
to do this is using _FindSym
which will return with the carry
flag set if the variable doesn't exist. Just use that
condition to jump to a routine to create a new data variable
with defaults.
More from z80 » Intermediate
All the Flags // Debugging // Down-Left Bug // _GetKey Codes // Logical Operators // Memory, ROM, RAM, and Safe Areas // Miscellaneous Instructions // PC and SP // Random Numbers // TI's ROM Calls // Restart Commands // Simulated 16-bit Addition // The Stack // Tables and Arrays // Text Display // Variables