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Evil-Seaman

Avatar: Code (Blue)
3

[The TI-Nspire is a ****ty calculator]

Level 17 Hacker

“Packet Sniffer ”

;bumembled with ORG

#include “ti83plus.inc”

#define progStart $9D95

lvm .equ AppBackUpScreen

xr .equ AppBackUpScreen+1

xc .equ AppBackUpScreen+2

zr .equ AppBackUpScreen+3

zc .equ AppBackUpScreen+4

moves .equ AppBackUpScreen+5

addr .equ AppBackUpScreen+7

k .equ AppBackUpScreen+9

maxLvl .equ 1

.org progStart-2

.db $BB,$6D

bcall(_ClrLCDFull)

ld HL, 0

ld (PenCol), HL

ld HL, Title

bcall(_PutS) ; Displays the string

xor a

ld (lvm),a

ld (moves),a

ld (moves+1),a

Main:

bcall(_ClrLCDFull)

ld a,3

ld (CurRow),a

ld a,0

ld (CurCol),a

ld hl,Lvl

bcall(_PutS)

ld h,0

ld a,(lvm)

ld l,a

bcall(_DispHL)

call KeyLoop

bcall(_ClrLCDFull)

ld hl,(lvm)

call Mult132

ld bc,Lv0

add hl,bc

ld (addr),hl

;draw map

push hl

ld hl,(addr)+4

bcall(_PutS)

pop hl

push hl

ld a,(hl)

ld (xr),a

inc hl

ld a,(hl)

ld (xc),a

inc hl

ld a,(hl)

ld (zr),a

inc hl

ld a,(hl)

ld (zc),a

pop hl

Play:

call KeyLoop

ld Log in to see images!,a

cp skUP

jr nz,pbumU

ld h,0

ld a,(xr)

ld l,a

dec hl

call Mult16

ld a,(xc)\ld b,0\ld c,a

add hl,bc

ld bc,(addr)+4

add hl,bc

ld a,(hl)

cp ’ ’

jr nz,PbumU

call EraseX

ld a,(xr)

dec a

ld (xr),a

call DrawX

ld a,Log in to see images!

PbumU:

cp skDown

jr nz,PbumD

ld h,0

ld a,(xr)

ld l,a

inc hl

call Mult16

ld a,(xc)\ld b,0\ld c,a

add hl,bc

ld bc,(addr)+4

add hl,bc

ld a,(hl)

cp ’ ’

jr nz,PbumD

call EraseX

ld a,(xr)

inc a

ld (xr),a

call DrawX

ld a,Log in to see images!

PbumD:

cp skLeft

jr nz,PbumL

ld h,0

ld a,(xr)

ld l,a

call Mult16

ld a,(xc)\ld b,0\ld c,a

dec bc

add hl,bc

ld bc,(addr)+4

add hl,bc

ld a,(hl)

cp ’ ’

jr nz,PbumL

call EraseX

ld a,(xc)

dec a

ld (xc),a

call DrawX

ld a,Log in to see images!

PbumL:

cp skRight

jr nz,PbumR

ld h,0

ld a,(xr)

ld l,a

call Mult16

ld a,(xc)\ld b,0\ld c,a

inc bc

add hl,bc

ld bc,(addr)+4

add hl,bc

ld a,(hl)

cp ’ ’

jr nz,PbumR

call EraseX

ld a,(xc)

inc a

ld (xc),a

call DrawX

ld a,Log in to see images!

PbumR:

;now mov0 and cmp

call ZeroMove

ld a,(zc)

ld b,a

ld a,(xc)

cp b

jp nz,Play

ld a,(zr)

ld b,a

ld a,(xr)

cp b

jp nz,Play

;if we got here we caught the zero

ld a,(lvm)

inc a

ld (lvm),a

cp maxLvl

jp nz,Main

ret

KeyLoop: ;gets current key

bcall(_GetCSC)

cp 0

jr z,KeyLoop

ret

Mult132: ;132=128+4

;in: hl=input

;out: hl=output

;destroys: bc, hl

add hl,hl ;2

add hl,hl ;4

ld b,h

ld c,l

add hl,hl ;8

add hl,hl ;16

add hl,hl ;32

add hl,hl ;64

add hl,hl ;128

add hl,bc

ret

Mult16: ;hl=input

add hl,hl

add hl,hl

add hl,hl

add hl,hl

ret

EraseX:

ld a,(xr)

ld (CurRow),a

ld a,(xc)

ld (CurCol),a

ld a,’ ’

bcall(_PutC)

ret

DrawX:

ld a,(xr)

ld (CurRow),a

ld a,(xc)

ld (CurCol),a

ld a,’X’

ld hl,(moves)

inc hl

ld (moves),hl

bcall(_PutC)

ret

Erase0:

ld a,d

ld (CurRow),a

ld a,e

ld (CurCol),a

ld a,’ ’

bcall(_PutC)

ret

Draw0:

ld a,d

ld (CurRow),a

ld a,e

ld (CurCol),a

ld a,’0’

bcall(_PutC)

ret

ZeroMove:

ld a,(zr)

ld d,a

ld a,(zc)

ld e,a

ld a,(xr)

ld b,a

ld a,(xc)

ld c,a

call Erase0

ld a,d

cp b

jr z,rdmr ;if xr=zr, then choose random lr

;a<d, c is set, a>d, c is reset

jr c,MovR

jr MovL

rdmr:

call Random

jr c,MovR

MovL:

ld h,0

ld a,(zr)

ld l,a

call Mult16

ld a,(zc)\ld b,0\ld c,a

dec bc

add hl,bc

ld bc,(addr)+4

add hl,bc

ld a,(hl)

cp ’ ’

jr nz,Junc

ld a,(zr)

dec a

ld (zr),a

jr Junc

MovR:

ld h,0

ld a,(zr)

ld l,a

call Mult16

ld a,(zc)\ld b,0\ld c,a

inc bc

add hl,bc

ld bc,(addr)+4

add hl,bc

ld a,(hl)

cp ’ ’

jr nz,Junc

ld a,(zr)

inc a

ld (zr),a

jr Junc

Junc:

ld a,e

cp c

jr z,rdmd ;if xr=zr, then choose random ud

;a<e, c is set, a>e, c is reset

jr c,MovD

jr MovU

rdmd:

call Random

jr c,MovU

MovU:

ld h,0

ld a,(zr)

ld l,a

dec hl

call Mult16

ld a,(zc)\ld b,0\ld c,a

add hl,bc

ld bc,(addr)+4

add hl,bc

ld a,(hl)

cp ’ ’

jr nz,Junc2

ld a,(zc)

dec a

ld (zc),a

jr Junc

MovD:

ld h,0

ld a,(zr)

ld l,a

inc hl

call Mult16

ld a,(zc)\ld b,0\ld c,a

add hl,bc

ld bc,(addr)+4

add hl,bc

ld a,(hl)

cp ’ ’

jr nz,Junc2

ld a,(zc)

inc a

ld (zc),a

jr Junc2

Junc2:

call Draw0

ret

Random: ;random bit in carry flag

ld a,r

rra

Title:

.db “Catch the Zero!!”,0

Lvl:

.db “Level ”,0

Win:

.db “You win! Moves so far: ”,0

;first, the coords of the X

;and next, those of the 0

;and then, the map

;finally, a null

;needs to be all in a row

Lv0:

.db 1,1

.db 4,6

.db “LLLLLLLLLLLLLLLL”

.db “L L L L L L”

.db “L LLL L L L”

.db “L L L LLLLL L L”

.db “L L L L LL L”

.db “L L L L L”

.db “L L L L”

.db “LLLLLLLLLLLLLLLL”,0


Death to TI-Nspires!

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