Score Display
Collecting a coin increments a score variable. The NMI handler writes the digit to the nametable every frame — the first VBlank update.
The coins vanish on contact — but nothing records it. There’s no feedback, no progress. This unit adds a score. Collect a coin and a digit changes on screen. The nametable becomes a HUD.
The score introduces two new techniques: storing game state in zero page (a score variable that persists across frames) and updating the nametable during VBlank (the NMI handler writes the digit every frame).
The Score Variable
One new byte in zero page:
score: .res 1 ; Current score (0-255)
It starts at zero. When a coin is collected, the check_collect subroutine increments it:
; Collected! Hide the sprite and add to score
lda #$EF
sta oam_buffer, x
inc score
One instruction — INC score — adds 1 to the byte at that address. The score ticks up every time a coin disappears. With three coins, the maximum score is 3.
Digit Tiles
The score needs to appear on screen. Background tiles are the only way to draw fixed text on the NES — sprites flicker and have per-scanline limits. A score display belongs on the nametable.
Each digit 0–9 gets its own tile in CHR-ROM. The digit tiles start at tile index 5 (tiles 0–4 are already used for empty, player, obstacle, ground, and coin):
DIGIT_ZERO = 5 ; First digit tile (0-9 are tiles 5-14)
Each tile has both bit planes set identically. When both planes are 1, the colour index is 3. On background palette 0, colour 3 is $20 — white. The digits appear as white pixels on the black sky.
Here’s digit “0” — a 5-pixel-wide oval:
; Tile 5: Digit 0
.byte $70,$88,$88,$88,$88,$88,$70,$00 ; Plane 0
.byte $70,$88,$88,$88,$88,$88,$70,$00 ; Plane 1
$70 is %01110000 — three pixels across the top. $88 is %10001000 — left and right edges. The same bytes in both planes make every lit pixel colour 3. The pattern repeats for all ten digits, each 16 bytes (8 per plane).
VBlank Nametable Updates
During gameplay, the PPU is busy drawing the screen. You can’t write to VRAM while the PPU is rendering — the writes would corrupt the display. The safe window is VBlank: the brief pause between frames when the PPU has finished one frame and hasn’t started the next.
The NMI fires at the start of every VBlank. The NMI handler already runs OAM DMA. Now it also writes the score digit to the nametable:
; =============================================================================
; NMI Handler — with score display update
; =============================================================================
; After OAM DMA, the handler writes the current score digit to the nametable.
; PPUADDR sets the write position; PPUDATA writes the tile. Afterward,
; PPUSCROLL must be reset — any PPUADDR write corrupts the scroll position.
; =============================================================================
nmi:
pha
txa
pha
tya
pha
; --- OAM DMA (sprites) ---
lda #0
sta OAMADDR
lda #>oam_buffer
sta OAMDMA
; --- Update score display on nametable ---
bit PPUSTATUS ; Reset address latch
lda #$20
sta PPUADDR
lda #$22
sta PPUADDR ; PPU address $2022 (row 1, col 2)
lda score
clc
adc #DIGIT_ZERO ; Convert score to tile index
sta PPUDATA
; --- Reset scroll (required after PPUADDR writes) ---
lda #0
sta PPUSCROLL
sta PPUSCROLL
lda #1
sta nmi_flag
pla
tay
pla
tax
pla
rti
The sequence: bit PPUSTATUS resets the address latch. Two writes to PPUADDR set the target — $2022 is row 1, column 2 of the nametable. One write to PPUDATA places the tile. The score value plus DIGIT_ZERO converts the number to a tile index: score 0 becomes tile 5 (“0”), score 3 becomes tile 8 (“3”).
PPUSCROLL Reset
Any write to PPUADDR corrupts the scroll position. The PPU uses the same internal register for both the VRAM address and scroll position. After the nametable update, PPUSCROLL must be reset to 0,0 — otherwise the screen shifts to wherever PPUADDR was pointing.
; Reset scroll (required after PPUADDR writes)
lda #0
sta PPUSCROLL
sta PPUSCROLL
Two writes: first sets horizontal scroll, second sets vertical scroll. Both zero — no scrolling. This is the pattern you’ll use every time the NMI handler writes to the nametable.
Initial Score Display
During setup (before rendering is enabled), the nametable position is written with the initial “0”:
; Write initial score display
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$22
sta PPUADDR ; PPU address $2022 (row 1, col 2)
lda #DIGIT_ZERO ; Tile for "0"
sta PPUDATA
This ensures the score is visible from the first frame. Without it, the tile at that position would be 0 (empty) until the first NMI fires.
The Complete Code
; =============================================================================
; DASH - Unit 10: Score Display
; =============================================================================
; Collecting a coin increments a score variable. The NMI handler writes the
; digit to the nametable every frame — the first VBlank update.
; =============================================================================
; -----------------------------------------------------------------------------
; NES Hardware Addresses
; -----------------------------------------------------------------------------
PPUCTRL = $2000
PPUMASK = $2001
PPUSTATUS = $2002
OAMADDR = $2003
PPUSCROLL = $2005
PPUADDR = $2006
PPUDATA = $2007
OAMDMA = $4014
JOYPAD1 = $4016
; -----------------------------------------------------------------------------
; APU Registers
; -----------------------------------------------------------------------------
SQ1_VOL = $4000
SQ1_SWEEP = $4001
SQ1_LO = $4002
SQ1_HI = $4003
APU_STATUS = $4015
; -----------------------------------------------------------------------------
; Button Masks
; -----------------------------------------------------------------------------
BTN_A = %10000000
BTN_B = %01000000
BTN_SELECT = %00100000
BTN_START = %00010000
BTN_UP = %00001000
BTN_DOWN = %00000100
BTN_LEFT = %00000010
BTN_RIGHT = %00000001
; -----------------------------------------------------------------------------
; Game Constants
; -----------------------------------------------------------------------------
PLAYER_X = 60
PLAYER_Y = 200
PLAYER_TILE = 1
RIGHT_WALL = 248
FLOOR_Y = 200 ; Obstacle Y position (ground level)
GRAVITY = 1
JUMP_VEL = $F6
OBSTACLE_TILE = 2
OBSTACLE_SPEED = 2
GROUND_TILE = 3
COIN_TILE = 4
DIGIT_ZERO = 5 ; First digit tile (0-9 are tiles 5-14)
; -----------------------------------------------------------------------------
; Memory
; -----------------------------------------------------------------------------
.segment "ZEROPAGE"
player_x: .res 1
player_y: .res 1
vel_y: .res 1
buttons: .res 1
nmi_flag: .res 1
on_ground: .res 1
obstacle_x: .res 1
tile_ptr: .res 2 ; Pointer for level data lookup
score: .res 1 ; Current score (0-255)
.segment "OAM"
oam_buffer: .res 256
.segment "BSS"
; =============================================================================
; iNES Header
; =============================================================================
.segment "HEADER"
.byte "NES", $1A
.byte 2
.byte 1
.byte $01
.byte $00
.byte 0,0,0,0,0,0,0,0
; =============================================================================
; Code
; =============================================================================
.segment "CODE"
; --- Reset ---
reset:
sei
cld
ldx #$40
stx $4017
ldx #$FF
txs
inx
stx PPUCTRL
stx PPUMASK
stx $4010
stx APU_STATUS
@vblank1:
bit PPUSTATUS
bpl @vblank1
lda #0
@clear_ram:
sta $0000, x
sta $0100, x
sta $0200, x
sta $0300, x
sta $0400, x
sta $0500, x
sta $0600, x
sta $0700, x
inx
bne @clear_ram
@vblank2:
bit PPUSTATUS
bpl @vblank2
; --- Load palette ---
bit PPUSTATUS
lda #$3F
sta PPUADDR
lda #$00
sta PPUADDR
ldx #0
@load_palette:
lda palette_data, x
sta PPUDATA
inx
cpx #32
bne @load_palette
; --- Clear nametable 0 ---
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$00
sta PPUADDR
lda #0
ldy #4
ldx #0
@clear_nt:
sta PPUDATA
dex
bne @clear_nt
dey
bne @clear_nt
; --- Write ground tiles (rows 26-29) ---
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$40
sta PPUADDR ; PPU address $2340 (row 26)
lda #GROUND_TILE
ldx #128 ; 4 rows × 32 tiles
@write_ground:
sta PPUDATA
dex
bne @write_ground
; --- Write platform tiles (row 20, columns 12-19) ---
bit PPUSTATUS
lda #$22
sta PPUADDR
lda #$8C
sta PPUADDR ; PPU address $228C (row 20, col 12)
lda #GROUND_TILE
ldx #8 ; 8 tiles wide
@write_platform:
sta PPUDATA
dex
bne @write_platform
; --- Write wall tiles (rows 24-25, columns 22-23) ---
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$16
sta PPUADDR ; PPU address $2316 (row 24, col 22)
lda #GROUND_TILE
sta PPUDATA
sta PPUDATA ; Cols 22-23
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$36
sta PPUADDR ; PPU address $2336 (row 25, col 22)
lda #GROUND_TILE
sta PPUDATA
sta PPUDATA ; Cols 22-23
; --- Write initial score display ---
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$22
sta PPUADDR ; PPU address $2022 (row 1, col 2)
lda #DIGIT_ZERO ; Tile for "0"
sta PPUDATA
; --- Set attributes (platform + wall + ground palettes) ---
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$E8
sta PPUADDR ; PPU address $23E8 (attribute row 5)
ldx #0
@write_attrs:
lda attr_data, x
sta PPUDATA
inx
cpx #24
bne @write_attrs
; --- Set up player sprite (OAM entry 0) ---
lda #PLAYER_Y
sta oam_buffer+0
lda #PLAYER_TILE
sta oam_buffer+1
lda #0
sta oam_buffer+2
lda #PLAYER_X
sta oam_buffer+3
; Set up obstacle sprite (OAM entry 1)
lda #FLOOR_Y
sta oam_buffer+4
lda #OBSTACLE_TILE
sta oam_buffer+5
lda #1
sta oam_buffer+6
lda #255
sta oam_buffer+7
; Set up collectible sprites (OAM entries 2-4)
; Coin 0: on the platform
lda #152 ; Y = 152 (sits on row 20 platform)
sta oam_buffer+8
lda #COIN_TILE
sta oam_buffer+9
lda #2 ; Sprite palette 2 (yellow)
sta oam_buffer+10
lda #128 ; X = 128 (centre of platform)
sta oam_buffer+11
; Coin 1: past the wall on the ground
lda #FLOOR_Y
sta oam_buffer+12
lda #COIN_TILE
sta oam_buffer+13
lda #2
sta oam_buffer+14
lda #200 ; X = 200
sta oam_buffer+15
; Coin 2: in the air (jump to collect)
lda #168 ; Y = 168 (above ground, reachable by jumping)
sta oam_buffer+16
lda #COIN_TILE
sta oam_buffer+17
lda #2
sta oam_buffer+18
lda #32 ; X = 32 (left side)
sta oam_buffer+19
; Initialise game state
lda #PLAYER_X
sta player_x
lda #PLAYER_Y
sta player_y
lda #0
sta vel_y
sta score ; Score starts at 0
lda #1
sta on_ground
lda #255
sta obstacle_x
; Hide other sprites (entries 5-63)
lda #$EF
ldx #20
@hide_sprites:
sta oam_buffer, x
inx
bne @hide_sprites
; Enable APU pulse channel 1
lda #%00000001
sta APU_STATUS
; Reset scroll position
bit PPUSTATUS
lda #0
sta PPUSCROLL
sta PPUSCROLL
; Enable rendering
lda #%10000000
sta PPUCTRL
lda #%00011110
sta PPUMASK
; =============================================================================
; Main Loop
; =============================================================================
main_loop:
lda nmi_flag
beq main_loop
lda #0
sta nmi_flag
; --- Read controller ---
lda #1
sta JOYPAD1
lda #0
sta JOYPAD1
ldx #8
@read_pad:
lda JOYPAD1
lsr a
rol buttons
dex
bne @read_pad
; --- Jump check ---
lda buttons
and #BTN_A
beq @no_jump
lda on_ground
beq @no_jump
lda #JUMP_VEL
sta vel_y
lda #0
sta on_ground
; Play jump sound
lda #%10111000
sta SQ1_VOL
lda #%10111001
sta SQ1_SWEEP
lda #$C8
sta SQ1_LO
lda #$00
sta SQ1_HI
@no_jump:
; --- Move left (with wall check) ---
lda buttons
and #BTN_LEFT
beq @not_left
lda player_x
beq @not_left
lda player_y
clc
adc #4
lsr
lsr
lsr
tax
lda level_rows_lo, x
sta tile_ptr
lda level_rows_hi, x
sta tile_ptr+1
lda player_x
sec
sbc #1
lsr
lsr
lsr
tay
lda (tile_ptr), y
bne @not_left
dec player_x
@not_left:
; --- Move right (with wall check) ---
lda buttons
and #BTN_RIGHT
beq @not_right
lda player_x
cmp #RIGHT_WALL
bcs @not_right
lda player_y
clc
adc #4
lsr
lsr
lsr
tax
lda level_rows_lo, x
sta tile_ptr
lda level_rows_hi, x
sta tile_ptr+1
lda player_x
clc
adc #8
lsr
lsr
lsr
tay
lda (tile_ptr), y
bne @not_right
inc player_x
@not_right:
; --- Apply gravity ---
lda vel_y
clc
adc #GRAVITY
sta vel_y
; --- Apply velocity to Y position ---
lda player_y
clc
adc vel_y
sta player_y
; --- Tile collision (vertical) ---
lda vel_y
bmi @no_floor
lda player_y
clc
adc #8
lsr
lsr
lsr
tax
cpx #30
bcs @on_solid
lda level_rows_lo, x
sta tile_ptr
lda level_rows_hi, x
sta tile_ptr+1
lda player_x
clc
adc #4
lsr
lsr
lsr
tay
lda (tile_ptr), y
beq @no_floor
@on_solid:
lda player_y
clc
adc #8
and #%11111000
sec
sbc #8
sta player_y
lda #0
sta vel_y
lda #1
sta on_ground
jmp @done_floor
@no_floor:
lda #0
sta on_ground
@done_floor:
; --- Check collectibles ---
ldx #8 ; OAM entry 2 (coin 0)
jsr check_collect
ldx #12 ; OAM entry 3 (coin 1)
jsr check_collect
ldx #16 ; OAM entry 4 (coin 2)
jsr check_collect
; --- Move obstacle ---
lda obstacle_x
sec
sbc #OBSTACLE_SPEED
sta obstacle_x
; --- Collision with obstacle ---
lda on_ground
beq @no_collide
lda player_y
cmp #(FLOOR_Y - 7)
bcc @no_collide
lda obstacle_x
cmp #240
bcs @no_collide
lda player_x
clc
adc #8
cmp obstacle_x
bcc @no_collide
beq @no_collide
lda obstacle_x
clc
adc #8
cmp player_x
bcc @no_collide
beq @no_collide
lda #PLAYER_X
sta player_x
@no_collide:
; --- Update sprite positions ---
lda player_y
sta oam_buffer+0
lda player_x
sta oam_buffer+3
lda #FLOOR_Y
sta oam_buffer+4
lda obstacle_x
sta oam_buffer+7
jmp main_loop
; =============================================================================
; Subroutines
; =============================================================================
; -----------------------------------------------------------------------------
; check_collect: Check if the player overlaps a collectible sprite
; Input: X = OAM buffer offset (8, 12, or 16)
; Effect: If overlapping, hides the sprite and increments score
; -----------------------------------------------------------------------------
check_collect:
; Skip if already collected
lda oam_buffer, x ; Sprite Y position
cmp #$EF
beq @done
; --- Y overlap ---
; Player bottom vs item top
lda player_y
clc
adc #8
cmp oam_buffer, x
bcc @done
beq @done
; Item bottom vs player top
lda oam_buffer, x
clc
adc #8
cmp player_y
bcc @done
beq @done
; --- X overlap ---
; Player right vs item left
lda player_x
clc
adc #8
cmp oam_buffer+3, x
bcc @done
beq @done
; Item right vs player left
lda oam_buffer+3, x
clc
adc #8
cmp player_x
bcc @done
beq @done
; Collected! Hide the sprite and add to score
lda #$EF
sta oam_buffer, x
inc score
@done:
rts
; =============================================================================
; NMI Handler
; =============================================================================
nmi:
pha
txa
pha
tya
pha
; --- OAM DMA ---
lda #0
sta OAMADDR
lda #>oam_buffer
sta OAMDMA
; --- Update score display on nametable ---
bit PPUSTATUS ; Reset address latch
lda #$20
sta PPUADDR
lda #$22
sta PPUADDR ; PPU address $2022 (row 1, col 2)
lda score
clc
adc #DIGIT_ZERO ; Convert score to tile index
sta PPUDATA
; --- Reset scroll (required after PPUADDR writes) ---
lda #0
sta PPUSCROLL
sta PPUSCROLL
lda #1
sta nmi_flag
pla
tay
pla
tax
pla
rti
irq:
rti
; =============================================================================
; Data
; =============================================================================
palette_data:
; Background palettes
.byte $0F, $00, $10, $20 ; Palette 0: greys (sky)
.byte $0F, $09, $19, $29 ; Palette 1: greens (ground)
.byte $0F, $00, $10, $20
.byte $0F, $00, $10, $20
; Sprite palettes
.byte $0F, $30, $16, $27 ; Palette 0: white (player)
.byte $0F, $16, $27, $30 ; Palette 1: red (obstacle)
.byte $0F, $28, $38, $30 ; Palette 2: yellow (coins)
.byte $0F, $30, $16, $27
attr_data:
; Attribute row 5 ($23E8) — platform
.byte $00, $00, $00, $05, $05, $00, $00, $00
; Attribute row 6 ($23F0) — wall + ground
.byte $50, $50, $50, $50, $50, $54, $50, $50
; Attribute row 7 ($23F8) — ground (top quadrants)
.byte $05, $05, $05, $05, $05, $05, $05, $05
; -----------------------------------------------------------------------------
; Level Data
; -----------------------------------------------------------------------------
level_empty_row:
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0
level_platform_row:
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 3,3,3,3
.byte 3,3,3,3, 0,0,0,0, 0,0,0,0, 0,0,0,0
level_wall_row:
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0
.byte 0,0,0,0, 0,0,3,3, 0,0,0,0, 0,0,0,0
level_ground_row:
.byte 3,3,3,3, 3,3,3,3, 3,3,3,3, 3,3,3,3
.byte 3,3,3,3, 3,3,3,3, 3,3,3,3, 3,3,3,3
; Row pointer tables (30 entries — one per nametable row)
level_rows_lo:
.byte <level_empty_row ; Row 0
.byte <level_empty_row ; Row 1
.byte <level_empty_row ; Row 2
.byte <level_empty_row ; Row 3
.byte <level_empty_row ; Row 4
.byte <level_empty_row ; Row 5
.byte <level_empty_row ; Row 6
.byte <level_empty_row ; Row 7
.byte <level_empty_row ; Row 8
.byte <level_empty_row ; Row 9
.byte <level_empty_row ; Row 10
.byte <level_empty_row ; Row 11
.byte <level_empty_row ; Row 12
.byte <level_empty_row ; Row 13
.byte <level_empty_row ; Row 14
.byte <level_empty_row ; Row 15
.byte <level_empty_row ; Row 16
.byte <level_empty_row ; Row 17
.byte <level_empty_row ; Row 18
.byte <level_empty_row ; Row 19
.byte <level_platform_row ; Row 20: floating platform
.byte <level_empty_row ; Row 21
.byte <level_empty_row ; Row 22
.byte <level_empty_row ; Row 23
.byte <level_wall_row ; Row 24: wall
.byte <level_wall_row ; Row 25: wall
.byte <level_ground_row ; Row 26
.byte <level_ground_row ; Row 27
.byte <level_ground_row ; Row 28
.byte <level_ground_row ; Row 29
level_rows_hi:
.byte >level_empty_row ; Row 0
.byte >level_empty_row ; Row 1
.byte >level_empty_row ; Row 2
.byte >level_empty_row ; Row 3
.byte >level_empty_row ; Row 4
.byte >level_empty_row ; Row 5
.byte >level_empty_row ; Row 6
.byte >level_empty_row ; Row 7
.byte >level_empty_row ; Row 8
.byte >level_empty_row ; Row 9
.byte >level_empty_row ; Row 10
.byte >level_empty_row ; Row 11
.byte >level_empty_row ; Row 12
.byte >level_empty_row ; Row 13
.byte >level_empty_row ; Row 14
.byte >level_empty_row ; Row 15
.byte >level_empty_row ; Row 16
.byte >level_empty_row ; Row 17
.byte >level_empty_row ; Row 18
.byte >level_empty_row ; Row 19
.byte >level_platform_row ; Row 20: floating platform
.byte >level_empty_row ; Row 21
.byte >level_empty_row ; Row 22
.byte >level_empty_row ; Row 23
.byte >level_wall_row ; Row 24: wall
.byte >level_wall_row ; Row 25: wall
.byte >level_ground_row ; Row 26
.byte >level_ground_row ; Row 27
.byte >level_ground_row ; Row 28
.byte >level_ground_row ; Row 29
; =============================================================================
; Vectors
; =============================================================================
.segment "VECTORS"
.word nmi
.word reset
.word irq
; =============================================================================
; CHR-ROM
; =============================================================================
.segment "CHARS"
; Tile 0: Empty
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
; Tile 1: Running figure
.byte %00110000
.byte %00110000
.byte %01111000
.byte %00110000
.byte %00110000
.byte %00101000
.byte %01000100
.byte %01000100
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
; Tile 2: Diamond obstacle
.byte %00011000
.byte %00111100
.byte %01111110
.byte %11111111
.byte %11111111
.byte %01111110
.byte %00111100
.byte %00011000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
; Tile 3: Ground block (light top edge, solid body)
.byte %11111111 ; Plane 0
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111 ; Plane 1 (row 0: colour 3 = highlight)
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
; Tile 4: Coin
.byte %00111100 ; Plane 0
.byte %01111110
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111
.byte %01111110
.byte %00111100
.byte %00000000 ; Plane 1 (all zero = colour 1 only)
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
; Tiles 5-14: Digits 0-9
; Both planes identical = colour 3 (white on BG palette 0)
; Tile 5: Digit 0
.byte $70,$88,$88,$88,$88,$88,$70,$00 ; Plane 0
.byte $70,$88,$88,$88,$88,$88,$70,$00 ; Plane 1
; Tile 6: Digit 1
.byte $20,$60,$20,$20,$20,$20,$70,$00 ; Plane 0
.byte $20,$60,$20,$20,$20,$20,$70,$00 ; Plane 1
; Tile 7: Digit 2
.byte $70,$88,$08,$30,$40,$80,$F8,$00 ; Plane 0
.byte $70,$88,$08,$30,$40,$80,$F8,$00 ; Plane 1
; Tile 8: Digit 3
.byte $70,$88,$08,$30,$08,$88,$70,$00 ; Plane 0
.byte $70,$88,$08,$30,$08,$88,$70,$00 ; Plane 1
; Tile 9: Digit 4
.byte $10,$30,$50,$90,$F8,$10,$10,$00 ; Plane 0
.byte $10,$30,$50,$90,$F8,$10,$10,$00 ; Plane 1
; Tile 10: Digit 5
.byte $F8,$80,$F0,$08,$08,$88,$70,$00 ; Plane 0
.byte $F8,$80,$F0,$08,$08,$88,$70,$00 ; Plane 1
; Tile 11: Digit 6
.byte $30,$40,$80,$F0,$88,$88,$70,$00 ; Plane 0
.byte $30,$40,$80,$F0,$88,$88,$70,$00 ; Plane 1
; Tile 12: Digit 7
.byte $F8,$08,$10,$20,$20,$20,$20,$00 ; Plane 0
.byte $F8,$08,$10,$20,$20,$20,$20,$00 ; Plane 1
; Tile 13: Digit 8
.byte $70,$88,$88,$70,$88,$88,$70,$00 ; Plane 0
.byte $70,$88,$88,$70,$88,$88,$70,$00 ; Plane 1
; Tile 14: Digit 9
.byte $70,$88,$88,$78,$08,$10,$60,$00 ; Plane 0
.byte $70,$88,$88,$78,$08,$10,$60,$00 ; Plane 1
.res 8192 - 240, $00

A white “0” appears near the top-left corner of the screen. The level is the same — ground, platform, wall, three coins, the obstacle. Collect a coin and the digit changes: 1, 2, 3. The nametable now serves as a HUD.
Try This: Two-Digit Score
Display the score as two digits. Divide by 10 to get the tens digit, use the remainder as the ones digit. The 6502 has no division instruction, so use repeated subtraction:
lda score
ldx #0
@div10:
cmp #10
bcc @div_done
sec
sbc #10
inx
jmp @div10
@div_done:
; X = tens digit, A = ones digit
Write both digits to the nametable: the tens at $2022, the ones at $2023. Two PPUDATA writes in sequence — the PPU auto-increments the address after each write.
Try This: High Score
Add a high_score variable. After each collection, compare score with high_score:
lda score
cmp high_score
bcc @not_high
sta high_score
@not_high:
Display the high score at a different nametable position (e.g. $203C — row 1, column 28, right side). The high score persists until the console is powered off.
Try This: Score at Collection Point
Instead of a fixed HUD position, briefly display the score digit at the coin’s location using a sprite. Set an OAM entry’s tile to the digit tile and position it where the coin was. After 30 frames, hide it. This creates a floating number effect.
If It Doesn’t Work
- No digit appears? Check that the digit tiles exist in CHR-ROM at tiles 5–14. Both planes must be set — if only one plane has data, the colour is 1 or 2 (dark grey or light grey), hard to see against black.
- Score doesn’t change? Make sure
inc scoreis insidecheck_collect, after the line that hides the sprite. If it’s outside the subroutine, it runs every frame regardless of collection. - Screen jumps or shakes? The
PPUSCROLLreset is missing or in the wrong place. It must come after allPPUADDR/PPUDATAwrites in the NMI handler, before the handler returns. - Digit is in the wrong position?
$2022is row 1, column 2. Each row is 32 tiles ($20 bytes). Row 1 starts at$2020. Column 2 is offset$02. To move the digit, adjust the low byte of the PPUADDR write. - Digit shows the wrong character? The tile index must be
score + DIGIT_ZERO. IfDIGIT_ZEROis wrong (not matching where the digit tiles actually start in CHR-ROM), the display shows the wrong tile. - Score keeps going up? The
check_collectsubroutine checks for$EF(already collected) before doing the overlap test. If that check is missing, the subroutine collects the same coin every frame.
What You’ve Learnt
- VBlank nametable updates — the NMI handler is the safe window for writing to VRAM.
PPUADDRsets the position,PPUDATAwrites the tile. - PPUSCROLL reset — any
PPUADDRwrite corrupts the scroll. Always resetPPUSCROLLafter nametable updates in the NMI handler. - Score tracking — a zero-page variable incremented by
INC. Simple, fast, and persistent across frames. - Digit tiles — both CHR-ROM bit planes set identically produce colour index 3. Ten tiles (0–9) starting at a known offset let you convert numbers to tile indices with a single
ADC. - HUD on the nametable — background tiles are the right tool for fixed UI elements. Sprites are for moving objects; tiles are for the interface.
What’s Next
The score changes silently. In Unit 11, collecting a coin plays a sound — a short note on the APU triangle channel. The game starts to feel responsive.