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* Program : Craps base code
* Written by : Anthony Barranco
* Date : 14-Oct-2012
* Description:
* Implements the base to initialize the pit and shoot dice
ORG $1000
* If manually, scroll down and put a number between 0 & n
* where n is the number of pits. In this base code, n is 6.
* If programmatically, get input from the user with task #4,
* and do the following:
* lea pitno, a1
* move d1, (a1)
* Then you've set the pit number randomly.
* This next statement MUST be invoked PRIOR to using invokig shoot.
* needs to be invoked just ONCE. DO NOT INVOKE multiple times,
* although it wouldn't hurt to do so, it is unecessary to do so.
* bsr diceInit
* Uncomment is next statement ONLY to test the dice. Otherwise leave
* it commented.
; bsr diceTest
*---------- 2. PUT YOUR CODE HERE TO PLAY CRAPS ------------
* The game upon start will print welcome, set the bank to $100 to start, ask for a pit number,
* enter a bet amount, and then the game will ask to either shoot or quit.
* From here, the player will either lose (crapout), win (natural), or enter the point stage.
* If point stage, the dice total becomes the point number and the player will continue to roll
* unless either the point number is made from dice total again (win) or the player rolls a 7 (lose).
* A win or loss at any time will result in the game repeating itself.
* The game will end if the bank hits $0, or the player inputs q to quit the game.
* Key memory registers I have used:
* D3 = die one (after shoot, set by displayDice)
* D4 = die two (after shoot, set by displayDice)
* D5 = player bank
* D6 = player bet
* A7 = stack will have point total (set by pointstart)
lea welcome,a1 ;print the Welcome to Las Vegas Message
move.b #14,d0
trap #15
cmp #0,d5 ;if d5 (bank) is 0, then first time playing
beq firstplay ;if first time playing, go set bank to $100
*----Begin playing craps, program loops back here until bank is 0 or q is entered
bsr pitset ;ask player to set the pit number
bsr diceInit ;initiate the dice AFTER the pit number is set
bsr bank ;display bank
bsr bet ;ask player for a bet
bsr response ;ask player to either shoot or quit, then proceeds to shoot
bsr displayDice ;displays both dice to the player
move d1,d2 ;move second dice # to d2
swap d1 ;swap hi and lo dice memory
add d1,d2 ;add the first dice # to second dice # in d2
*---Win by 7 or 11
cmp #7,d2 ;if dice is 7, then win
beq win
cmp #11,d2 ;if dice is 11, also win
beq win
*---Lose by crapout
cmp #2,d2 ;lose if crap out
beq crapout
cmp #3,d2
beq crapout
cmp #12,d2
beq crapout
*---Point stage
bsr pointstart ;if not win or lose, establish point and start point phase
*---Branch here to GameOver
bsr bank ;print bank statement, should be 0
lea gameover,a1 ;print Game Over
move.b #14,d0
trap #15
move.b #9,d0 ;Halt the simulator
trap #15
*---Branch here to set the pit number
lea pitm,a1 ;print ask for pit number
move.b #14,d0
trap #15
move.l #0,d1 ;clearing d1
move.b #4,d0 ;ask user for number
trap #15
cmp #6,d1 ;make sure number is NOT greater than 6
bhi pitset ;if greater than 6, then repeat
move.w d1, pitno ;setting pit number
*---Gives player $100 bank to start with, only occurs if first execution of program
move.l #100,d5 ;Gives player a starting account of $100
bra craps
*---Display the player's bank amount
lea bankm,a1 ;print bank message
move.b #14,d0
trap #15
move.l d5,d1 ;moving bank from d5 to d1 to print
move.b #3,d0 ;print bank number
trap #15
*---Branch here to ask user for a bet
clr d1 ;clear d1 just incase
lea betm,a1 ;ask player for a bet
move.b #14,d0
trap #15
move.b #4,d0 ;number input
trap #15
cmp d5,d1 ;compare bet to bank account
bgt bethigh ;make sure player doesnt bet too high
move d1,d6 ;bet located in d6 if not too high
*---If bet is too high, continue to ask for bet
lea bet2high,a1 ;inform player bet too high
move.b #14,d0
trap #15
bra bet ;return to bet
*---Branch here to ask player to either shoot the dice or quit the game
lea signIn,a1 ;ask player to either enter to shoot or q to quit
move.b #14,d0
trap #15
move.b #5,d0 ;have player enter a single ASCII char
trap #15
cmp #113,d1 ;if q, then quit and GameOver
beq end
cmp #13,d1 ;if enter (or CR), then shoot
beq shoot
bne response ;if neither, then repeat
*---Branch here to print the outcome of shoot
*---Remember dice numbers are reversed, not critical but helps to know
move.l d1,-(a7) ;push to stack to save
move d1,d4 ;move second dice # to d2
swap d1 ;swap the hi and lo dice
move d1,d3 ;move first die # to d3
move.l d4,d1 ;move second die # to d1 to print
lea die1,a1 ;print die message
move #14,d0
trap #15
move #3,d0 ;print the second die
trap #15
move.l d3,d1 ;move first die # to d1 to print
lea die2,a1 ;print the die 2 message
move #14,d0
trap #15
move #3,d0 ;print the first die #
trap #15
move.l (a7)+,d1 ;pop to d1 to restore original dice numbers
*---If crapout occurs, branch here
lea crapoutm,a1 ;print crapout message
move #14,d0
trap #15
move.l d4,d1 ;moving the first die to d1
add d3,d1 ;adding the second die to the first die, into d1
move #3,d0
trap #15 ;print the dice total number
bra lose ;always continue to lose
*---Branch here to start the point stage, sets the point and continues to point stage
lea pointm,a1 ;print the point message
move #14,d0
trap #15
move.l d4,d1 ;moving the second dice # to d1 to print
add d3,d1 ;adding d3 to d1 to make point
move d1,-(a7) ;pushing point to stack so I dont lose it
move #3,d0 ;printing point total
trap #15
bra point ;always continue to point stage
*---This is the point stage, will loop over until either 7 or point is achieved
bsr response ;shoot or quit
bsr displayDice ;display new dice roll if shoot
move d1,d2 ;move new second die # to d2
swap d1 ;swap hi and lo new dice memory
add d1,d2 ;add the first new die # to second new die # in d2
move.l (a7),d1 ;replace old die point count
swap d1
cmp d1,d2 ;if point equals the new total dice, then win
beq pointwin
cmp #7,d2 ;if new point is 7, then lose
beq crapout
bra point ;otherwise, do it again!
*---If point is achieved, branch here to win
lea pointwinm,a1 ;print point win message
move #14,d0
trap #15
move.l (a7),d1 ;move the point total off the stack, ie:6000000 is point total of 6
swap d1 ;swapping around so it makes sense, ie:000006 is the real point total of 6
move #3,d0 ;print the point total
trap #15
bra win ;always continue to win
*---If any winning condition achieved, branch here
lea winm,a1 ;print win message
move.B #14,d0
trap #15
add d6,d5 ;reward player with bet amount
move.l d6,d1 ;move bet amount to d1 so that it prints
move #3,d0
trap #15 ;print bet amount: you won x amount
bra craps ;always continue the game, it will loop until bank is 0 or q is entered
*---If any losing condition achieved, branch here. Game Over if bank is $0!!!
lea losem,a1 ;print lose message
move.b #14,d0
trap #15
sub d6,d5 ;remove bet from player bank
move.l d6,d1 ;move bet amount to d1 so that it prints
move #3,d0
trap #15 ;print bet amount: you lose x amount
cmp #0,d5 ;make sure bank is not 0, if no, then Game Over!
beq end
bra craps ;always continue the game, it will loop until bank is 0 or q is entered
* Returns dice in upper and lower words of d1.
* NOTE: Returns d1 = 0, when there are not more throws in the sequece
movem.l d2/a1-a2,-(a7)
lea pitptr, a1
move.l (a1), a2
move.w (a2)+, d1
swap d1
move.w (a2)+, d1
move.l a2, (a1)
movem.l (a7)+,d2/a1-a2
* Initializes the dice based on the pit number
movem.l d0/a1-a2, -(a7) ;Save the registers we'll use
lea pitno, a1 ;Get the pit number into d0
move (a1), d0
cmp #0, d0 ;If pitno zero, intialize random dice
beq rand_
sub #1, d0 ;Else use d0 as offset into pit table
lea pittab, a1
mulu #4, d0 ;Convert pit number into to 32-bit offset
add d0, a1 ;Compute <ea> of pit table
move.l (a1), a1 ;get actual pit address into a1
lea pitptr, a2 ;Store pit address into pit pointer variable
move.l a1, (a2)
movem.l (a7)+, d0/a1-a2
* Uses TOD as index into random sequence
move.b #8,d0 ;Get into d1 time in 100s seconds since midnight
trap #15
and.l #$5FFFFF,d1
divu #100, d1
swap d1
and.l #$FFFF, d1 ;Clear the upper words of d1
mulu #2, d1 ;Convert d1 to word-offset
lea pit00, a1 ;Compute <ea> into pit00
add d1, a1
lea pitptr, a2 ;Store <ea> into pit pointer variable
move.l a1, (a2)
bra done
move #100, d5
bsr shoot
sub #1, d5
dbeq d5, loop_
* Pit number: modify this to 0 - 6
* 0: random throws
* >0: test cases with known behaviors (see below)
pitno dc.w 0
* Pit pointer variable DO NOT MODIFY
pitptr dc.l 0
* Pit table DO NOT MODIFY unless additing more pits
pittab dc.l pit01, pit02, pit03, pit04, pit05, pit06
* s on first throw (7) DO NOT MODIFY
pit01 dc.w 3, 4
dc.w 0, 0
* Wins on first throw (11) DO NOT MODIFY
pit02 dc.w 6, 5
dc.w 0, 0
* Craps out on 1st throw (2) DO NOT MODIFY
pit03 dc.w 1, 1 ;snake eyes!
dc.w 0, 0
* Craps out on 1st throw (12) DO NOT MODIFY
pit04 dc.w 6, 6
dc.w 0, 0
* Establishes point 9 and craps out on 3rd throw (7) DO NOT MODIFY
pit05 dc.w 4, 5 ;establishes point of 9
dc.w 2, 4
dc.w 3, 4 ;crap-out here with 7
dc.w 0, 0
; Establishes point 5 and wins on 5th throw DO NOT MODIFY
pit06 dc.w 2, 3
dc.w 5, 4
dc.w 5, 5
dc.w 6, 5
dc.w 1, 4
dc.w 0, 0
* Random throws table DO NOT MODIFY
pit00 dc.w 6,2,6,1,3,1,4,2,6,4,3,2,3,1,6,5,4,4,1,5,3,5,6,6,4,3,5,5,1,1,5,2,5,5,4,5,4,6,1,6,5,4,3,3,2,5,2,2,1,1
dc.w 3,6,1,3,2,1,3,5,6,5,2,3,4,2,3,3,1,5,5,4,3,6,2,3,1,6,1,4,4,6,1,3,6,1,4,2,4,2,2,2,3,3,5,6,2,4,2,2,5,6
dc.w 4,5,3,3,2,2,6,4,2,2,6,4,6,3,2,1,6,2,3,3,4,3,4,4,5,4,4,1,6,3,3,1,3,2,1,2,1,4,6,3,6,4,2,5,2,5,1,1,4,5
dc.w 4,3,6,4,4,6,4,6,4,1,6,3,3,5,6,3,2,1,6,5,5,5,3,2,6,4,5,5,3,3,6,5,1,3,3,2,3,5,6,2,4,4,2,1,4,3,6,5,3,4
dc.w 4,3,3,2,5,1,5,5,2,4,6,5,4,4,1,3,3,4,1,4,1,6,6,1,4,5,2,4,5,6,1,2,2,3,2,1,4,1,3,2,1,5,1,1,6,6,1,5,3,3
dc.w 1,6,6,4,2,1,3,3,2,5,3,1,1,6,2,1,2,3,3,4,5,2,4,1,2,6,2,5,4,4,2,4,3,5,1,6,3,6,2,2,3,4,3,2,5,4,4,4,2,4
dc.w 5,6,4,2,6,6,5,5,1,1,5,3,2,6,4,1,2,2,3,1,1,1,5,4,3,2,2,3,2,6,2,1,5,3,3,3,6,3,2,6,6,6,3,6,2,6,1,6,2,6
dc.w 3,1,5,1,2,2,6,5,3,6,5,6,6,4,1,3,5,1,1,1,3,5,6,6,3,3,4,1,5,3,1,2,2,6,1,3,5,1,2,1,5,5,1,6,1,5,6,6,2,2
dc.w 1,1,6,6,5,4,3,5,1,4,3,5,5,6,3,1,4,5,4,2,3,2,1,2,2,5,2,1,1,2,3,5,5,1,6,2,3,6,2,5,6,6,1,4,6,4,5,2,3,1
dc.w 3,4,2,1,2,4,5,1,3,6,4,3,5,6,4,6,5,4,4,5,3,6,5,4,2,6,1,6,2,1,6,6,2,6,4,2,2,6,3,4,1,3,3,2,2,4,2,2,5,6
dc.w 1,3,2,4,6,4,2,2,2,6,5,4,4,3,3,1,2,2,6,6,1,1,4,2,4,4,5,6,4,6,5,3,5,5,2,3,1,5,5,5,1,4,3,3,1,5,2,6,5,5
dc.w 5,1,1,1,6,1,1,5,4,2,5,1,4,5,3,1,3,4,2,1,3,3,5,1,2,2,6,6,1,3,2,4,1,6,6,3,2,1,3,4,2,5,6,4,6,6,3,2,2,2
dc.w 1,3,3,6,2,1,1,2,6,1,5,3,6,1,2,1,5,6,4,3,3,3,5,5,3,2,4,5,3,1,1,1,2,5,1,2,5,1,2,4,1,5,4,4,5,2,5,6,4,6
dc.w 5,5,3,3,1,3,6,1,4,4,1,6,2,1,3,4,2,6,6,6,2,4,2,3,6,6,1,5,2,6,2,3,2,1,1,4,1,2,2,3,5,2,6,3,6,6,2,5,5,1
dc.w 3,4,5,4,4,1,2,2,1,4,2,2,2,4,1,2,1,5,3,6,5,1,1,5,4,2,5,2,6,1,5,3,2,4,6,4,2,3,3,4,1,3,4,2,5,4,4,4,1,6
dc.w 6,3,3,1,5,3,5,3,1,1,3,5,1,2,5,5,6,6,6,2,3,1,6,4,2,3,3,6,6,4,2,1,4,4,4,1,2,5,4,2,5,6,3,6,5,1,5,5,1,6
dc.w 1,6,5,2,4,1,1,5,3,2,1,2,6,6,5,6,4,6,2,6,3,5,6,6,5,1,2,5,3,4,2,1,2,1,1,5,1,2,4,2,5,5,5,4,1,3,3,3,3,4
dc.w 3,2,4,5,6,4,4,5,2,4,3,4,2,4,3,1,6,4,4,2,4,2,6,3,2,1,6,4,3,4,1,4,3,1,6,1,5,5,6,5,3,6,1,1,2,3,5,4,2,5
dc.w 1,2,2,1,5,1,4,3,6,5,1,3,3,1,2,6,3,5,4,4,4,4,5,5,1,3,5,4,3,1,2,3,4,2,1,1,4,3,1,1,6,2,4,3,2,2,3,3,5,2
dc.w 5,4,1,1,3,2,3,6,1,1,3,2,1,4,5,3,2,5,1,6,6,2,6,1,3,1,1,1,2,2,1,2,6,5,2,1,3,2,6,1,5,6,2,5,1,1,2,1,3,2
dc.w 0,0
CR EQU $0D ASCII Code for Carriage Return
LF EQU $0A ASCII code for Line Feed
welcome DC.B 'Welcome to the world famous Paris Las Vegas on The Strip',CR,LF,0
bankm DC.B CR,LF,'Your bankroll is currently $',0 ;needs CR,LF before next print
pitm DC.B CR,LF,CR,LF,'Please enter a pit number 0 to 6:',CR,LF,0
betm DC.B CR,LF,'Please enter bet amount: ',0
bet2high DC.B 'Your bet was too high! Not enough funds.',0
bet0 DC.B 'You bet 0!',0
signIn DC.B CR,LF,'Press <enter> to shoot or q to quit.',CR,LF,0
die1 DC.B 'You threw: ',0
die2 DC.B ' and ',0 ;needs CR,LF before next print
crapoutm DC.B CR,LF,'You crapped out with ',0
pointm DC.B CR,LF,'The point is ',0
pointwinm DC.B CR,LF,'You made the point ',0
winm DC.B CR,LF,'You won $',0
losem DC.B CR,LF,'You lost $',0
gameover DC.B CR,LF,'Game Over.',0
end start ; last line of source
*~Font name~Courier New~
*~Font size~10~
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