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Low Memory Area Memory locations Oto lD are used to store the temporary variables and the NUMTAB table. The functions of the variables are: TEMP CNTHI,CNTLO Storage for random delay-length Time used by a player to make his or her move CNTlH,CNTlL Time used by player 1 to make his or her move (permanent storage) PLYRl Score for Player l(number of games won so far, up to a maximum of ten) Same for player 2 PLYR2 NUMBER Random number to be guessed SCR and following Scratch area used by the random number generator In the assembler listing, the method used to reserve memory locations in this program is different from the method used in the program in Chapter 2.
In order to obtain the actual table entry from the nibble-pointer, the pointer is simply shifted one bit position to the right. The remaining value becomes a byte-pointer, while the bit shifted into the carry flag specifies the left or the right half of the byte. The two tables called CONSTANTS and NOTE DURATIONS are simply reference tables used to determine the half-frequency of a note and the number of times the speaker should be triggered once a note has been identified or specified. Both of these tables are accessed indirectly using the X register.
Pseudo Random Number Generator (Translate) INTRODUCTION This program will use a pseudo random number generator, display patterns from tables, measure elapsed time, and generate delays. It will check your knowledge of basic input/ output techniques before we proceed to more complex concepts. THE RULES This is a game designed for two competing players. Each player tries to quickly decipher the computer's coded numbers. The players are alternately given a turn to guess. Each player attempts to press the hexadecimal key corresponding to a 4-bit binary number displayed by the program.