Snake Game for 6502 Emulator
Introduction
This project is a simple Snake game implemented in 6502 assembly language. The game allows the player to control a snake that moves around the screen, eating apples to grow longer. The game ends if the snake collides with itself. The direction of the snake is controlled using the W, A, S, and D keys.
Features
- Random Apple Generation: Apples appear at random positions on the screen.
- Snake Movement: The snake moves in four directions (up, down, left, right) controlled by the
W,A,S, andDkeys. - Collision Detection: The game checks for collisions with apples and the snake’s own body.
- Growing Snake: Each time the snake eats an apple, it grows longer.
- Game Over Condition: The game ends when the snake collides with itself.
Assembly Code
; ___ _ __ ___ __ ___
; / __|_ _ __ _| |_____ / /| __|/ \_ )
; \__ \ ' \/ _` | / / -_) _ \__ \ () / /
; |___/_||_\__,_|_\_\___\___/___/\__/___|
; Change direction: W A S D
define appleL $00 ; screen location of apple, low byte
define appleH $01 ; screen location of apple, high byte
define snakeHeadL $10 ; screen location of snake head, low byte
define snakeHeadH $11 ; screen location of snake head, high byte
define snakeBodyStart $12 ; start of snake body byte pairs
define snakeDirection $02 ; direction (possible values are below)
define snakeLength $03 ; snake length, in bytes
; Directions (each using a separate bit)
define movingUp 1
define movingRight 2
define movingDown 4
define movingLeft 8
; ASCII values of keys controlling the snake
define ASCII_w $77
define ASCII_a $61
define ASCII_s $73
define ASCII_d $64
; System variables
define sysRandom $fe
define sysLastKey $ff
jsr init
jsr loop
init:
jsr initSnake
jsr generateApplePosition
rts
initSnake:
lda #movingRight ; start direction
sta snakeDirection
lda #4 ; start length (2 segments)
sta snakeLength
lda #$11
sta snakeHeadL
lda #$10
sta snakeBodyStart
lda #$0f
sta $14 ; body segment 1
lda #$04
sta snakeHeadH
sta $13 ; body segment 1
sta $15 ; body segment 2
rts
generateApplePosition:
; load a new random byte into $00
lda sysRandom
sta appleL
; load a new random number from 2 to 5 into $01
lda sysRandom
and #$03 ; mask out lowest 2 bits
clc
adc #2
sta appleH
rts
loop:
jsr readKeys
jsr checkCollision
jsr updateSnake
jsr drawApple
jsr drawSnake
jsr spinWheels
jmp loop
readKeys:
lda sysLastKey
cmp #ASCII_w
beq upKey
cmp #ASCII_d
beq rightKey
cmp #ASCII_s
beq downKey
cmp #ASCII_a
beq leftKey
rts
upKey:
lda #movingDown
bit snakeDirection
bne illegalMove
lda #movingUp
sta snakeDirection
rts
rightKey:
lda #movingLeft
bit snakeDirection
bne illegalMove
lda #movingRight
sta snakeDirection
rts
downKey:
lda #movingUp
bit snakeDirection
bne illegalMove
lda #movingDown
sta snakeDirection
rts
leftKey:
lda #movingRight
bit snakeDirection
bne illegalMove
lda #movingLeft
sta snakeDirection
rts
illegalMove:
rts
checkCollision:
jsr checkAppleCollision
jsr checkSnakeCollision
rts
checkAppleCollision:
lda appleL
cmp snakeHeadL
bne doneCheckingAppleCollision
lda appleH
cmp snakeHeadH
bne doneCheckingAppleCollision
; eat apple
inc snakeLength
inc snakeLength ; increase length
jsr generateApplePosition
doneCheckingAppleCollision:
rts
checkSnakeCollision:
ldx #2 ; start with second segment
snakeCollisionLoop:
lda snakeHeadL,x
cmp snakeHeadL
bne continueCollisionLoop
maybeCollided:
lda snakeHeadH,x
cmp snakeHeadH
beq didCollide
continueCollisionLoop:
inx
inx
cpx snakeLength ; got to last section with no collision
beq didntCollide
jmp snakeCollisionLoop
didCollide:
jmp gameOver
didntCollide:
rts
updateSnake:
ldx snakeLength
dex
txa
updateloop:
lda snakeHeadL,x
sta snakeBodyStart,x
dex
bpl updateloop
lda snakeDirection
lsr
bcs up
lsr
bcs right
lsr
bcs down
lsr
bcs left
up:
lda snakeHeadL
sec
sbc #$20
sta snakeHeadL
bcc upup
rts
upup:
dec snakeHeadH
lda #$1
cmp snakeHeadH
beq collision
rts
right:
inc snakeHeadL
lda #$1f
bit snakeHeadL
beq collision
rts
down:
lda snakeHeadL
clc
adc #$20
sta snakeHeadL
bcs downdown
rts
downdown:
inc snakeHeadH
lda #$6
cmp snakeHeadH
beq collision
rts
left:
dec snakeHeadL
lda snakeHeadL
and #$1f
cmp #$1f
beq collision
rts
collision:
jmp gameOver
drawApple:
ldy #0
lda sysRandom
sta (appleL),y
rts
drawSnake:
ldx snakeLength
lda #0
sta (snakeHeadL,x) ; erase end of tail
ldx #0
lda #1
sta (snakeHeadL,x) ; paint head
rts
spinWheels:
ldx #0
spinloop:
nop
nop
dex
bne spinloop
rts
gameOver:


