How to resolve the algorithm 15 puzzle game step by step in the 68000 Assembly programming language

Published on 12 May 2024 09:40 PM

How to resolve the algorithm 15 puzzle game step by step in the 68000 Assembly programming language

Table of Contents

Problem Statement

Implement the Fifteen Puzzle Game.

The   15-puzzle   is also known as:

Let's start with the solution:

Step by Step solution about How to resolve the algorithm 15 puzzle game step by step in the 68000 Assembly programming language

Source code in the 68000 programming language

;15 PUZZLE GAME
;Ram Variables
Cursor_X equ $00FF0000		;Ram for Cursor Xpos
Cursor_Y equ $00FF0000+1	;Ram for Cursor Ypos
joypad1 equ $00FF0002

GameRam equ $00FF1000		;Ram for where the pieces are
GameRam_End equ $00FF100F	;the last valid slot in the array
;Video Ports
VDP_data	EQU	$C00000	; VDP data, R/W word or longword access only
VDP_ctrl	EQU	$C00004	; VDP control, word or longword writes only

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 					VECTOR TABLE
;org $00000000
	DC.L	$00FFFFFE		;SP register value
	DC.L	ProgramStart	;Start of Program Code
	DC.L	IntReturn		; bus err
	DC.L	IntReturn		; addr err
	DC.L	IntReturn		; illegal inst
	DC.L	IntReturn		; divzero
	DC.L	IntReturn		; CHK
	DC.L	IntReturn		; TRAPV
	DC.L	IntReturn		; privilege viol
	DC.L	IntReturn		; TRACE
	DC.L	IntReturn		; Line A (1010) emulator
	DC.L	IntReturn		; Line F (1111) emulator
	DC.L	IntReturn,IntReturn,IntReturn,IntReturn		; Reserved /Coprocessor/Format err/ Uninit Interrupt
	DC.L	IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn
	DC.L	IntReturn		; spurious interrupt
	DC.L	IntReturn		; IRQ level 1
	DC.L	IntReturn		; IRQ level 2 EXT
	DC.L	IntReturn		; IRQ level 3
	DC.L	IntReturn		; IRQ level 4 Hsync
	DC.L	IntReturn		; IRQ level 5
	DC.L	IntReturn		; IRQ level 6 Vsync
	DC.L	IntReturn		; IRQ level 7 (NMI)
;org $00000080
;TRAPS
	DC.L	IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn
	DC.L	IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn
;org $000000C0
;FP/MMU
	DC.L	IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn
	DC.L	IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn,IntReturn

	

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;					Header
HEADER:
	DC.B	"SEGA GENESIS    "	        ;System Name	MUST TAKE UP 16 BYTES, USE PADDING IF NECESSARY
	DC.B	"(C)PDS  "			;Copyright	MUST TAKE UP 8 BYTES, USE PADDING IF NECESSARY
 	DC.B	"2022.JUN"			;Date		MUST TAKE UP 8 BYTES, USE PADDING IF NECESSARY
CARTNAME:
	DC.B 	"15 PUZZLE"
CARTNAME_END:
	DS.B 48-(CARTNAME_END-CARTNAME)	;ENSURES PROPER SPACING
CARTNAMEALT:
	DC.B	"15 PUZZLE"
CARTNAMEALT_END:
	DS.B 48-(CARTNAMEALT_END-CARTNAMEALT)	;ENSURES PROPER SPACING
gameID:
	DC.B	"GM PUPPY001-00"	        ;TT NNNNNNNN-RR T=Type (GM=Game) N=game Num  R=Revision
	DC.W	$0000				;16-bit Checksum (Address $000200+)
CTRLDATA:
	DC.B	"J               "	        ;Control Data (J=3button K=Keyboard 6=6button C=cdrom) 
                                                ;(MUST TAKE UP 16 BYTES, USE PADDING IF NECESSARY)
ROMSTART:
	DC.L	$00000000			;ROM Start
ROMLEN:
	DC.L	$003FFFFF			;ROM Length
RAMSTART:
	DC.L	$00FF0000
RAMEND:
	DC.L	$00FFFFFF	;RAM start/end (fixed)

	DC.B	"            "		;External RAM Data	(MUST TAKE UP 12 BYTES, USE PADDING IF NECESSARY)
	DC.B	"            "		;Modem Data		(MUST TAKE UP 12 BYTES, USE PADDING IF NECESSARY)
MEMO:
	DC.B	"                                        "      ;(MUST TAKE UP 40 BYTES, USE PADDING IF NECESSARY)
REGION:
	DC.B	"JUE             "	;Regions Allowed        (MUST TAKE UP 16 BYTES, USE PADDING IF NECESSARY)
	even
HEADER_END:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;					Generic Interrupt Handler
IntReturn:
	rte                            ;immediately return to game
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;					Program Start
ProgramStart:
	;initialize TMSS (TradeMark Security System)
	move.b ($A10001),D0		;A10001 test the hardware version
	and.b #$0F,D0
	beq	NoTmss				;branch if no TMSS chip
	move.l #'SEGA',($A14000);A14000 disable TMSS 
NoTmss:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;					Set Up Graphics

	lea VDPSettings,A5		      ;Initialize Screen Registers
	move.l #VDPSettingsEnd-VDPSettings,D1 ;length of Settings
	
	move.w (VDP_ctrl),D0	              ;C00004 read VDP status (interrupt acknowledge?)
	move.l #$00008000,d5	              ;VDP Reg command (%8rvv)
	
NextInitByte:
	move.b (A5)+,D5			      ;get next video control byte
	move.w D5,(VDP_ctrl)	              ;C00004 send write register command to VDP
		;   8RVV - R=Reg V=Value
	add.w #$0100,D5			      ;point to next VDP register
	dbra D1,NextInitByte	              ;loop for rest of block

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;       Set up palette
	
	;Define palette
	move.l #$C0000000,d0	;Color 0 (background)
	move.l d0,VDP_Ctrl
	;        ----BBB-GGG-RRR-
	move.w #%0000011000000000,VDP_data
	
	move.l #$C01E0000,d0	;Color 15 (Font)
	move.l d0,VDP_Ctrl
	move.w #%0000000011101110,VDP_data
	
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;					Set up Font
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; FONT IS 1BPP, THIS ROUTINE CONVERTS IT TO A 4BPP FORMAT.
	lea Font,A1					 ;Font Address in ROM
	move.l #Font_End-Font,d6	                 ;Our font contains 96 letters 8 lines each
	
	move.l #$40000000,(VDP_Ctrl);Start writes to VRAM address $0000
NextFont:
	move.b (A1)+,d0		;Get byte from font
	moveq.l #7,d5		;Bit Count (8 bits)
	clr.l d1		;Reset BuildUp Byte
	
Font_NextBit:			;1 color per nibble = 4 bytes

	rol.l #3,d1		;Shift BuildUp 3 bits left
	roxl.b #1,d0		;Shift a Bit from the 1bpp font into the Pattern
	roxl.l #1,d1		;Shift bit into BuildUp
	dbra D5,Font_NextBit    ;Next Bit from Font
	
	move.l d1,d0		; Make fontfrom Color 1 to color 15
	rol.l #1,d1		;Bit 1
	or.l d0,d1
	rol.l #1,d1		;Bit 2
	or.l d0,d1
	rol.l #1,d1		;Bit 3
	or.l d0,d1
	
	move.l d1,(VDP_Data);Write next Long of char (one line) to VDP
	dbra d6,NextFont	;Loop until done

	

	clr.b Cursor_X		;Clear Cursor XY
	clr.b Cursor_Y
	
	;Turn on screen
	move.w	#$8144,(VDP_Ctrl);C00004 reg 1 = 0x44 unblank display
	
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; all of the above was just the prep work to boot the Sega Genesis, and had nothing to do with a 15 Puzzle.
; That's hardware for you!

	LEA GameRam,A0        
        ;load the initial state of the puzzle. There is no randomization here unfortunately, as creating a sufficient pseudo-RNG
        ;to make the game "believable" is more difficult than programming the game itself!
        ;so instead we'll start in such a manner that the player has to do quite a bit of work to win.
	MOVE.B #'F',(A0)+
	MOVE.B #'E',(A0)+
	MOVE.B #'D',(A0)+
	MOVE.B #'C',(A0)+
	MOVE.B #'B',(A0)+
	MOVE.B #'A',(A0)+
	MOVE.B #'9',(A0)+
	MOVE.B #'8',(A0)+
	MOVE.B #'7',(A0)+
	MOVE.B #'6',(A0)+
	MOVE.B #'5',(A0)+
	MOVE.B #'4',(A0)+
	MOVE.B #'3',(A0)+
	MOVE.B #'2',(A0)+
	MOVE.B #'1',(A0)+
	MOVE.B #' ',(A0)+

       ;puzzle will look like:
       ;FEDC
       ;BA98
       ;7654
       ;321 

main:
	JSR Player_ReadControlsDual     ;get controller input
	move.w d0,(joypad1)


	;adjust the number of these as you see fit.
	;this affects the game's overall speed.
	JSR waitVBlank
	JSR waitVBlank
	JSR waitVBlank
	JSR waitVBlank
	JSR waitVBlank
	JSR waitVBlank
	JSR waitVBlank
	JSR waitVBlank
	JSR waitVBlank
	JSR waitVBlank

        ;find where the blank space is among GameRAM
	LEA GameRAM,a0
	MOVE.B #' ',D0
	JSR REPNE_SCASB
	MOVE.L A0,A1	
	
;;;;;;;;;;;;;;;;;;; check controller presses
JOYPAD_BITFLAG_M equ 2048
JOYPAD_BITFLAG_Z equ 1024
JOYPAD_BITFLAG_Y equ 512
JOYPAD_BITFLAG_X equ 256
JOYPAD_BITFLAG_S equ 128
JOYPAD_BITFLAG_C equ 64
JOYPAD_BITFLAG_B equ 32
JOYPAD_BITFLAG_A equ 16
JOYPAD_BITFLAG_R equ 8
JOYPAD_BITFLAG_L equ 4
JOYPAD_BITFLAG_D equ 2
JOYPAD_BITFLAG_U equ 1

JOYPAD_BITNUM_M equ 11
JOYPAD_BITNUM_Z equ 10
JOYPAD_BITNUM_Y equ 9
JOYPAD_BITNUM_X equ 8
JOYPAD_BITNUM_S equ 7
JOYPAD_BITNUM_C equ 6
JOYPAD_BITNUM_B equ 5
JOYPAD_BITNUM_A equ 4
JOYPAD_BITNUM_R equ 3
JOYPAD_BITNUM_L equ 2
JOYPAD_BITNUM_D equ 1
JOYPAD_BITNUM_U equ 0




	move.w (joypad1),D0

	BTST #JOYPAD_BITNUM_U,D0
	BNE JoyNotUp
		MOVEM.L D0/A1,-(SP)
			ADDA.L #4,A1
			CMPA.L #GameRam_End,A1
			BHI .doNothing
			;OTHERWISE SWAP THE EMPTY SPACE WITH THE BYTE BELOW IT.
				MOVE.B (A1),D7
				MOVE.B (A0),(A1)
				MOVE.B D7,(A0)	
.doNothing
		MOVEM.L (SP)+,D0/A1
		bra vdraw	
JoyNotUp:
	BTST #JOYPAD_BITNUM_D,D0
	BNE JoyNotDown
		MOVEM.L D0/A1,-(SP)

			SUBA.L #4,A1		;CHECK ONE ROW ABOVE WHERE WE ARE
			CMPA.L #GameRam,A1
			BCS .doNothing		;if A1-4 IS BELOW THE START OF GAME RAM, DON'T MOVE
			;OTHERWISE SWAP THE EMPTY SPACE WITH THE BYTE ABOVE IT.
				MOVE.B (A1),D7
				MOVE.B (A0),(A1)
				MOVE.B D7,(A0)				
.doNothing:
		MOVEM.L (SP)+,D0/A1
		bra vdraw
JoyNotDown:
	BTST #JOYPAD_BITNUM_L,D0
	BNE JoyNotLeft
		MOVEM.L D0/A1,-(SP)
			ADDA.L #1,A1
			MOVE.L A1,D4
			MOVE.L A0,D3
			AND.L #3,D4
			AND.L #3,D3
			CMP.L D3,D4	
			BCS .doNothing
			;OTHERWISE SWAP THE EMPTY SPACE WITH THE BYTE TO THE LEFT
				MOVE.B (A1),D7
				MOVE.B (A0),(A1)
				MOVE.B D7,(A0)				
.doNothing:
		MOVEM.L (SP)+,D0/A1
		bra vdraw
JoyNotLeft:
	BTST #JOYPAD_BITNUM_R,D0
	BNE JoyNotRight
		MOVEM.L D0/A1,-(SP)
			SUBA.L #1,A1
			MOVE.L A1,D4
			MOVE.L A0,D3
			AND.L #3,D4
			AND.L #3,D3
			CMP.L D3,D4	
			BHI .doNothing
			;OTHERWISE SWAP THE EMPTY SPACE WITH THE BYTE TO THE RIGHT
				MOVE.B (A1),D7
				MOVE.B (A0),(A1)
				MOVE.B D7,(A0)				
.doNothing:
		MOVEM.L (SP)+,D0/A1
		bra vdraw
JoyNotRight:

vdraw:
	;this actually draws the current state of the puzzle to the screen.
	LEA GameRam,A0
	CLR.B (Cursor_X)   ;reset text cursors to top left of screen
	CLR.B (Cursor_Y)
	
;draw the puzzle

;anything insize a REPT N...ENDR block is in-lined N times, back to back.
       rept 4

	      MOVE.B (A0)+,D0      
	      JSR PrintChar

	      MOVE.B (A0)+,D0
	      JSR PrintChar

	      MOVE.B (A0)+,D0
	      JSR PrintChar

	      MOVE.B (A0)+,D0
	      JSR PrintChar         ;we just finished drawing one row of the puzzle. Now, begin a new line and continue drawing.

              jsr newline
       endr
	
	
checkIfWin:
	;YES THIS IS MESSY, I TRIED IT WITH A LOOP BUT IT WOULDN'T WORK SO I JUST UNROLLED THE LOOP.
	LEA GameRam,a4
	MOVE.B (A4)+,D5
	CMP.B #'1',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'2',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'3',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'4',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'5',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'6',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'7',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'8',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'9',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'A',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'B',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'C',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'D',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'E',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #'F',D5
	BNE .keepGoing

	MOVE.B (A4)+,D5
	CMP.B #' ',D5
	BNE .keepGoing
	
	clr.b (Cursor_X)
	move.b #7,(Cursor_Y)
	LEA victoryMessage,a3
	jsr PrintString
	jmp *  ;game freezes after you win.

.keepGoing:
;it's unlikely that the label "main" is in range of here so I didn't bother checking and just assumed it was out of range.
;Otherwise I would have said "BEQ main" instead of BNE .keepGoing
	jmp main
		

VictoryMessage:
	DC.B "A WINNER IS YOU",255
	EVEN

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
REPNE_SCASB:
	;INPUT: 
	;A0 = POINTER TO START OF MEMORY
	;D0 = THE BYTE TO SEARCH FOR
	;OUTPUT = A0 POINTS TO THE BYTE THAT CONTAINED D0
	MOVE.B (A0),D1
	CMP.B D0,D1
	BEQ .done
	ADDA.L #1,A0
	BRA REPNE_SCASB
.done:
	RTS
	

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



Player_ReadControlsDual:
	
	move.b #%01000000,($A1000B)	; Set direction IOIIIIII (I=In O=Out)
	move.l #$A10003,a0		;RW port for player 1

	move.b  #$40,(a0)	; TH = 1
	nop		;Delay
	nop
	move.b  (a0),d2		; d0.b = --CBRLDU	Store in D2
	
	move.b	#$0,(a0)	; TH = 0
	nop		;Delay
	nop
	move.b	(a0),d1		; d1.b = --SA--DU	Store in D1
	
	move.b  #$40,(a0)	; TH = 1
	nop		;Delay
	nop
	move.b	#$0,(a0)	; TH = 0
	nop		;Delay
	nop
	move.b  #$40,(a0)	; TH = 1
	nop		;Delay
	nop
	move.b	(a0),d3		; d1.b = --CBXYZM	Store in D3
	move.b	#$0,(a0)	; TH = 0
	
	clr.l d0			;Clear buildup byte
	roxr.b d2
	roxr.b d0			;U
	roxr.b d2
	roxr.b d0			;D
	roxr.b d2
	roxr.b d0			;L
	roxr.b d2
	roxr.b d0			;R
	roxr.b #5,d1
	roxr.b d0			;A
	roxr.b d2
	roxr.b d0			;B
	roxr.b d2
	roxr.b d0			;C
	roxr.b d1
	roxr.b d0			;S
	
	move.l d3,d1
	roxl.l #7,d1		;XYZ
	and.l #%0000011100000000,d1
	or.l d1,d0			
	
	move.l d3,d1
	roxl.l #8,d1		;M
	roxl.l #3,d1		
	and.l #%0000100000000000,d1
	or.l d1,d0
	
	or.l #$FFFFF000,d0	;Set unused bits to 1

	
	
	;this returns player 1's buttons into D0 as the following:
	;----MZYXSCBARLDU
	rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
waitVBlank:							;Bit 3 defines if we're in Vblank
	MOVE.L d0,-(sp)
.wait:
		move.w VDP_ctrl,d0
		and.w #%0000000000001000,d0		;See if vblank is running
		bne .wait					;wait until it is
		
waitVBlank2:
		move.w VDP_ctrl,d0
		and.w #%0000000000001000,d0		;See if vblank is running
		beq waitVBlank2					;wait until it isnt
	MOVE.L (SP)+,d0
	rts		
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	
PrintChar:				;Show D0 to screen
	moveM.l d0-d7/a0-a7,-(sp)
		and.l #$FF,d0			;Keep only 1 byte
		sub #32,d0				;No Characters in our font below 32
PrintCharAlt:		
		Move.L  #$40000003,d5	;top 4=write, bottom $3=Cxxx range
		clr.l d4					;Tilemap at $C000+

		Move.B (Cursor_Y),D4	
		rol.L #8,D4				;move $-FFF to $-FFF----
		rol.L #8,D4
		rol.L #7,D4				;2 bytes per tile * 64 tiles per line
		add.L D4,D5				;add $4------3
		
		Move.B (Cursor_X),D4
		rol.L #8,D4				;move $-FFF to $-FFF----
		rol.L #8,D4
		rol.L #1,D4				;2 bytes per tile
		add.L D4,D5				;add $4------3
		
		MOVE.L	D5,(VDP_ctrl)	; C00004 write next character to VDP
		MOVE.W	D0,(VDP_data)	; C00000 store next word of name data

		addq.b #1,(Cursor_X)	;INC Xpos
		move.b (Cursor_X),d0
		cmp.b #39,d0
		bls nextpixel_Xok
		jsr NewLine			;If we're at end of line, start newline
nextpixel_Xok:
	moveM.l (sp)+,d0-d7/a0-a7
	rts
	
PrintString:
		move.b (a3)+,d0			;Read a character in from A3
		cmp.b #255,d0
		beq PrintString_Done	;return on 255
		jsr PrintChar			;Print the Character
		bra PrintString
PrintString_Done:		
	rts
	
NewLine:
	addq.b #1,(Cursor_Y)		;INC Y
	clr.b (Cursor_X)			;Zero X
	rts	
	
Font:							
;1bpp font - 8x8 96 characters
;looks just like your typical "8-bit" font. You'll just have to take my word for it.
     DC.B $00,$00,$00,$00,$00,$00,$00,$00,$18,$3c,$3c,$18,$18,$00,$18,$18
     DC.B $36,$36,$12,$24,$00,$00,$00,$00,$00,$12,$7f,$24,$24,$fe,$48,$00
     DC.B $00,$04,$1e,$28,$1c,$0a,$3c,$10,$00,$62,$64,$08,$10,$26,$46,$00
     DC.B $00,$18,$24,$20,$12,$2c,$44,$3a,$18,$18,$08,$10,$00,$00,$00,$00
     DC.B $08,$10,$20,$20,$20,$20,$10,$08,$10,$08,$04,$04,$04,$04,$08,$10
     DC.B $00,$10,$38,$10,$28,$00,$00,$00,$00,$00,$10,$10,$7c,$10,$10,$00
     DC.B $00,$00,$00,$00,$0c,$0c,$04,$08,$00,$00,$00,$00,$7e,$00,$00,$00
     DC.B $00,$00,$00,$00,$00,$18,$18,$00,$01,$02,$04,$08,$10,$20,$40,$00
     DC.B $1c,$26,$63,$63,$63,$32,$1c,$00,$0c,$1c,$0c,$0c,$0c,$0c,$3f,$00
     DC.B $3e,$63,$07,$1e,$3c,$70,$7f,$00,$3f,$06,$0c,$1e,$03,$63,$3e,$00
     DC.B $0e,$1e,$36,$66,$7f,$06,$06,$00,$7e,$60,$7e,$03,$03,$63,$3e,$00
     DC.B $1e,$30,$60,$7e,$63,$63,$3e,$00,$7f,$63,$06,$0c,$18,$18,$18,$00
     DC.B $3c,$62,$72,$3c,$4f,$43,$3e,$00,$3e,$63,$63,$3f,$03,$06,$3c,$00
     DC.B $00,$18,$18,$00,$18,$18,$00,$00,$00,$0c,$0c,$00,$0c,$0c,$04,$08
     DC.B $00,$00,$06,$18,$60,$18,$06,$00,$00,$00,$00,$7e,$00,$7e,$00,$00
     DC.B $00,$00,$60,$18,$06,$18,$60,$00,$1c,$36,$36,$06,$0c,$00,$0c,$0c
     DC.B $3c,$42,$99,$a1,$a1,$99,$42,$3c,$1c,$36,$63,$63,$7f,$63,$63,$00
     DC.B $7e,$63,$63,$7e,$63,$63,$7e,$00,$1e,$33,$60,$60,$60,$33,$1e,$00
     DC.B $7c,$66,$63,$63,$63,$66,$7c,$00,$3f,$30,$30,$3e,$30,$30,$3f,$00
     DC.B $7f,$60,$60,$7e,$60,$60,$60,$00,$1f,$30,$60,$67,$63,$33,$1f,$00
     DC.B $63,$63,$63,$7f,$63,$63,$63,$00,$3f,$0c,$0c,$0c,$0c,$0c,$3f,$00
     DC.B $03,$03,$03,$03,$03,$63,$3e,$00,$63,$66,$6c,$78,$7c,$6e,$67,$00
     DC.B $30,$30,$30,$30,$30,$30,$3f,$00,$63,$77,$7f,$7f,$6b,$63,$63,$00
     DC.B $63,$73,$7b,$7f,$6f,$67,$63,$00,$3e,$63,$63,$63,$63,$63,$3e,$00
     DC.B $7e,$63,$63,$63,$7e,$60,$60,$00,$3e,$63,$63,$63,$6f,$66,$3d,$00
     DC.B $7e,$63,$63,$67,$7c,$6e,$67,$00,$3c,$66,$60,$3e,$03,$63,$3e,$00
     DC.B $3f,$0c,$0c,$0c,$0c,$0c,$0c,$00,$63,$63,$63,$63,$63,$63,$3e,$00
     DC.B $63,$63,$63,$77,$3e,$1c,$08,$00,$63,$63,$6b,$7f,$7f,$77,$63,$00
     DC.B $63,$77,$3e,$1c,$3e,$77,$63,$00,$33,$33,$33,$1e,$0c,$0c,$0c,$00
     DC.B $7f,$07,$0e,$1c,$38,$70,$7f,$00,$00,$38,$20,$20,$20,$20,$38,$00
     DC.B $80,$40,$20,$10,$08,$04,$02,$00,$00,$1c,$04,$04,$04,$04,$1c,$00
     DC.B $10,$28,$44,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$7e,$00
     DC.B $00,$20,$10,$00,$00,$00,$00,$00,$00,$18,$04,$1c,$24,$2c,$1c,$00
     DC.B $00,$20,$20,$38,$24,$24,$38,$00,$00,$00,$1c,$20,$20,$20,$1c,$00
     DC.B $00,$04,$04,$1c,$24,$24,$1c,$00,$00,$00,$1c,$24,$3c,$20,$1c,$00
     DC.B $00,$18,$24,$20,$30,$20,$20,$00,$00,$1c,$24,$24,$1c,$04,$3c,$00
     DC.B $00,$20,$20,$38,$24,$24,$24,$00,$00,$10,$00,$10,$10,$10,$10,$00
     DC.B $08,$00,$08,$08,$08,$08,$28,$10,$20,$20,$24,$28,$30,$28,$24,$00
     DC.B $10,$10,$10,$10,$10,$10,$18,$00,$00,$00,$40,$68,$54,$54,$54,$00
     DC.B $00,$00,$28,$34,$24,$24,$24,$00,$00,$00,$1c,$22,$22,$22,$1c,$00
     DC.B $00,$00,$38,$24,$24,$38,$20,$20,$00,$00,$1c,$24,$24,$1c,$04,$04
     DC.B $00,$00,$2c,$30,$20,$20,$20,$00,$00,$00,$1c,$20,$1c,$02,$3c,$00
     DC.B $00,$10,$3c,$10,$10,$14,$08,$00,$00,$00,$24,$24,$24,$24,$1a,$00
     DC.B $00,$00,$24,$24,$24,$14,$18,$00,$00,$00,$92,$92,$92,$5a,$6c,$00
     DC.B $00,$00,$22,$14,$08,$14,$22,$00,$00,$00,$24,$24,$1c,$04,$18,$00
     DC.B $00,$00,$3c,$04,$18,$20,$3c,$00,$00,$08,$10,$10,$20,$10,$10,$08
     DC.B $18,$18,$18,$18,$18,$18,$18,$18,$00,$10,$08,$08,$04,$08,$08,$10
     DC.B $00,$00,$00,$30,$4a,$04,$00,$00,$1c,$7f,$00,$7f,$55,$55,$55,$00
Font_End:

VDPSettings:
	DC.B $04 ; 0 mode register 1											---H-1M-
	DC.B $04 ; 1 mode register 2											-DVdP---
	DC.B $30 ; 2 name table base for scroll A (A=top 3 bits)				--AAA--- = $C000
	DC.B $3C ; 3 name table base for window (A=top 4 bits / 5 in H40 Mode)	--AAAAA- = $F000
	DC.B $07 ; 4 name table base for scroll B (A=top 3 bits)				-----AAA = $E000
	DC.B $6C ; 5 sprite attribute table base (A=top 7 bits / 6 in H40)		-AAAAAAA = $D800
	DC.B $00 ; 6 unused register											--------
	DC.B $00 ; 7 background color (P=Palette C=Color)						--PPCCCC
	DC.B $00 ; 8 unused register											--------
	DC.B $00 ; 9 unused register											--------
	DC.B $FF ;10 H interrupt register (L=Number of lines)					LLLLLLLL
	DC.B $00 ;11 mode register 3											----IVHL
	DC.B $81 ;12 mode register 4 (C bits both1 = H40 Cell)					C---SIIC
	DC.B $37 ;13 H scroll table base (A=Top 6 bits)							--AAAAAA = $FC00
	DC.B $00 ;14 unused register											--------
	DC.B $02 ;15 auto increment (After each Read/Write)						NNNNNNNN
	DC.B $01 ;16 scroll size (Horiz & Vert size of ScrollA & B)				--VV--HH = 64x32 tiles
	DC.B $00 ;17 window H position (D=Direction C=Cells)					D--CCCCC
	DC.B $00 ;18 window V position (D=Direction C=Cells)					D--CCCCC
	DC.B $FF ;19 DMA length count low										LLLLLLLL
	DC.B $FF ;20 DMA length count high										HHHHHHHH
	DC.B $00 ;21 DMA source address low										LLLLLLLL
	DC.B $00 ;22 DMA source address mid										MMMMMMMM
	DC.B $80 ;23 DMA source address high (C=CMD)							CCHHHHHH
VDPSettingsEnd:
	even

  

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