One enemy is target practice. A wave — several descending at once, each in its own column — is a game. The naive way to add enemies is to copy the movement code three times with different variables, and it falls apart fast. The real tool is indexed addressing: store each enemy’s state in an array, and write the movement once, with the index doing the work. This is the unit where one becomes many.
Where we start
Unit 9 has a single enemy — one enemy_x, one enemy_y, one flash_timer — and a score. Everything below generalises that “one” into “however many.”
Milestone 1 — many from one loop
Three enemies need three X positions, three Ys, three flash timers. Instead of naming them all, we lay each set out as a parallel array in zero page — consecutive bytes, one per enemy — so the same index reaches the matching slot in every array:
| Index | enemy_x_tbl |
enemy_y_tbl |
flash_tbl |
Sprite |
|---|---|---|---|---|
| 0 | $07 |
$0a |
$0d |
2 |
| 1 | $08 |
$0b |
$0e |
3 |
| 2 | $09 |
$0c |
$0f |
4 |
lda enemy_x_tbl,x reads the byte at enemy_x_tbl + X — enemy 0’s X when X is 0, enemy 1’s when X is 1. So the movement code is written once and run inside a loop: ldx #$00, do the work, inx, cpx #$02, bne back. One body, every enemy.
There’s a second problem the loop creates. While X tracks which enemy, we still need to address the right sprite registers — and those aren’t an array we control, they’re fixed VIC-II locations two bytes apart ($d004 for sprite 2, $d006 for sprite 3…). So we use the Y register as a second index, fed from a small lookup table of offsets: ldy sprite_pos_off,x then sta $d000,y. X indexes our data; Y indexes the hardware.
Finally, the spawn logic — set a position, pick a column, restore the colour, write the registers — is now needed in three places (initial setup and two respawn paths). Copying it three times invites bugs, so it becomes a subroutine: jsr spawn_enemy jumps in, rts returns to just after the call. The 6502’s stack at $0100 remembers the return address for us. We pass it the start Y in A and the enemy index in X.
bullet_y = $03 ; Bullet Y position
laser_timer = $04 ; Frames of laser pitch-sweep remaining (0 = idle)
laser_freq = $05 ; Our copy of the sweep pitch (SID freq regs are write-only)
Removed: enemy_x = $06 ; Enemy X position
Removed: enemy_y = $07 ; Enemy Y position
Removed: flash_timer = $08 ; Frames of hit-flash remaining (0 = idle)
Removed: score = $09 ; Two-digit score, BCD (one decimal digit per nybble)
Added: score = $06 ; Two-digit score, BCD (one decimal digit per nybble)
Added: ; Parallel arrays — index 0,1,2 picks enemy 0,1,2 (sprites 2,3,4)
Added: enemy_x_tbl = $07 ; 3 bytes ($07,$08,$09): each enemy's X
Added: enemy_y_tbl = $0a ; 3 bytes ($0a,$0b,$0c): each enemy's Y
Added: flash_tbl = $0d ; 3 bytes ($0d,$0e,$0f): each enemy's flash timer
; ------------------------------------------------
; BASIC stub
… sta $d001 ; Y position
lda #$01
sta $d027 ; Colour (white)
Removed: lda #%00000101
Removed: sta $d015 ; Enable sprites 0 (ship) and 2 (enemy)
Added: lda #%00001101
Added: sta $d015 ; Enable sprites 0 (ship), 2 and 3 (two enemies)
lda #$00
sta $d010 ; sprite high-X bits clear (ship starts under X=256)
… lda #$07
sta $d028 ; Colour (yellow)
Removed: ; Sprite 2 setup (enemy)
Added: ; Enemy sprites 2 and 3 share the one enemy shape in block 130.
Added: ; Colour and position are set per-enemy by spawn_enemy, below.
lda #130
Removed: sta $07fa ; Data pointer (block 130 = $2080)
Removed: lda #$05
Removed: sta $d029 ; Colour (green)
Removed: lda #100
Removed: sta enemy_x
Removed: sta $d004 ; X position
Removed: lda #$32
Removed: sta enemy_y
Removed: sta $d005 ; Y position (top of the play area)
Added: sta $07fa ; sprite 2 data pointer
Added: sta $07fb ; sprite 3 data pointer
; Bullet starts inactive
lda #$00
… lda #$01
sta $d800 ; colour both digits white
sta $d801
Added:
Added: ; Spawn the wave at staggered heights (A = start Y, X = enemy index)
Added: lda #$32
Added: ldx #$00
Added: jsr spawn_enemy
Added: lda #$82
Added: ldx #$01
Added: jsr spawn_enemy
; ------------------------------------------------
; Game loop — runs once per frame
…
no_bullet:
Removed: ; --- Update enemy ---
Removed: ; While the flash timer runs the enemy is frozen white; otherwise it drifts.
Removed: lda flash_timer
Removed: beq enemy_move ; not flashing -> normal movement
Removed: dec flash_timer
Removed: bne no_respawn ; still flashing -> stay frozen, white
Removed: ; flash just ended -> restore colour and respawn at the top
Removed: lda #$05
Removed: sta $d029 ; back to green
Removed: lda #$32
Removed: sta enemy_y
Removed: sta $d005
Removed: lda $d012
Removed: and #$7f
Removed: clc
Removed: adc #$30
Removed: sta enemy_x
Removed: sta $d004
Removed: jmp no_respawn
Added: ; --- Update every enemy: one indexed loop does all of them ---
Added: ldx #$00
Added: enemy_loop:
Added: lda flash_tbl,x
Added: bne do_flash ; this enemy is mid-flash
Removed: enemy_move:
Removed: ; drift down 1 pixel per frame
Removed: lda enemy_y
Added: ; not flashing: drift down 1 pixel per frame
Added: lda enemy_y_tbl,x
clc
Removed: adc #$01 ; clc before adc, the addition from the Primer
Removed: sta enemy_y
Removed: sta $d005 ; sprite 2 Y
Added: adc #$01 ; clc before adc, the addition from the Primer
Added: sta enemy_y_tbl,x
Added: cmp #$f8 ; off the bottom? (Y >= 248)
Added: bcc update_sprite ; still on screen
Added: lda #$32 ; respawn this enemy at the top, new column
Added: jsr spawn_enemy
Added: jmp next_enemy
Removed: ; Off the bottom? (Y >= 248) -> respawn at the top in a new column
Removed: cmp #$f8
Removed: bcc no_respawn ; Y < 248, still on screen
Removed: lda #$32
Removed: sta enemy_y
Removed: sta $d005 ; back to the top
Removed: lda $d012 ; raster line — changes constantly, our pseudo-random
Removed: and #$7f ; range 0-127
Removed: clc
Removed: adc #$30 ; shift to 48-175, keeping it within the visible width
Removed: sta enemy_x
Removed: sta $d004 ; new X column
Removed: no_respawn:
Added: do_flash:
Added: dec flash_tbl,x
Added: bne update_sprite ; still flashing -> stay frozen, white
Added: lda #$32 ; flash done -> respawn (spawn_enemy restores green)
Added: jsr spawn_enemy
Added: jmp next_enemy
Removed: ; --- Bullet vs enemy: same row AND same column? ---
Added: update_sprite:
Added: ; copy this enemy's position into its VIC-II sprite registers
Added: ldy sprite_pos_off,x
Added: lda enemy_x_tbl,x
Added: sta $d000,y ; sprite X ($d004, $d006, ...)
Added: lda enemy_y_tbl,x
Added: sta $d001,y ; sprite Y ($d005, $d007, ...)
Added:
Added: next_enemy:
Added: inx
Added: cpx #$02 ; two enemies for now
Added: bne enemy_loop
Added:
Added: ; --- Bullet vs the wave: test each enemy until one is hit ---
lda bullet_active
Removed: beq no_hit ; no bullet in flight, nothing to hit
Added: bne check_collision
Added: jmp no_hit
Added: check_collision:
Added: ldx #$00
Added: collision_loop:
Added: lda flash_tbl,x
Added: bne next_collision ; skip an enemy that's already exploding
; Y distance (8-bit subtract wraps, so two ranges count as close)
lda bullet_y
sec
Removed: sbc enemy_y
Added: sbc enemy_y_tbl,x
cmp #$10
Removed: bcc y_close ; 0..15 apart: close
Added: bcc check_x ; 0..15 apart: close
cmp #$f0
Removed: bcc no_hit ; 16..239 apart: too far
Removed: y_close:
Removed: ; Same row — now the columns must match too.
Added: bcc next_collision ; 16..239 apart: too far
Added: check_x:
; A bullet in the right portion (9th bit set) is past X=255, far from
Removed: ; any enemy (they stay under X=176), so rule it out before comparing.
Added: ; any enemy, so rule it out before comparing low bytes.
lda $d010
and #%00000010 ; bullet's 9th X bit (sprite 1)
Removed: bne no_hit
Removed:
Removed: ; X distance (low byte; the bullet's 9th bit is clear here)
Added: bne next_collision
lda $d002
sec
Removed: sbc enemy_x
Added: sbc enemy_x_tbl,x
cmp #$10
bcc hit_enemy ; 0..15 apart: close
cmp #$f0
Removed: bcc no_hit ; 16..239 apart: too far
Removed: ; 240..255: close from the other side -> fall through
Added: bcc next_collision ; 16..239 apart: too far
Added: jmp hit_enemy ; 240..255: close from the other side
Added:
Added: next_collision:
Added: inx
Added: cpx #$02
Added: bne collision_loop
Added: jmp no_hit
hit_enemy:
Removed: ; Remove the bullet
Added: ; X = the enemy that was hit. Remove the bullet.
lda #$00
sta bullet_active
lda $d015
and #%11111101 ; sprite 1 (bullet) off
sta $d015
Removed: ; Flash the enemy white and start an 8-frame timer. The enemy update
Removed: ; freezes it white until the timer runs out, then restores green and
Removed: ; respawns it — so the respawn now waits for the flash instead of
Removed: ; happening instantly.
Removed: lda #$01
Removed: sta $d029 ; sprite 2 colour = white
Added: ; Flash THIS enemy white and start its 8-frame timer. The enemy loop
Added: ; freezes it white until the timer runs out, then respawns it.
lda #$08
Removed: sta flash_timer
Added: sta flash_tbl,x
Added: ldy sprite_colour_off,x
Added: lda #$01
Added: sta $d000,y ; this enemy's colour register = white
; Explosion sound — SID voice 2, noise waveform (voice 1 keeps the laser)
lda #$00
…no_hit:
jmp game_loop
Added:
Added: ; ------------------------------------------------
Added: ; Subroutine: spawn one enemy
Added: ; A = starting Y, X = enemy index (X is preserved)
Added: ; ------------------------------------------------
Added: spawn_enemy:
Added: sta enemy_y_tbl,x
Added: lda $d012 ; raster line -> pseudo-random column
Added: and #$7f
Added: clc
Added: adc #$30 ; 48-175, inside the visible width
Added: sta enemy_x_tbl,x
Added: lda #$00
Added: sta flash_tbl,x ; not flashing
Added: ldy sprite_colour_off,x
Added: lda #$05
Added: sta $d000,y ; this enemy's colour = green
Added: ldy sprite_pos_off,x
Added: lda enemy_x_tbl,x
Added: sta $d000,y ; sprite X
Added: lda enemy_y_tbl,x
Added: sta $d001,y ; sprite Y
Added: rts
Added:
Added: ; Per-enemy VIC-II register offsets (sprites 2, 3, 4)
Added: sprite_pos_off:
Added: !byte $04, $06, $08 ; X offsets: $d004, $d006, $d008
Added: sprite_colour_off:
Added: !byte $29, $2a, $2b ; colour offsets: $d029, $d02a, $d02b
; ------------------------------------------------
; Sprite data at $2000 (block 128) — ship
The complete step 1 program
; Starfield - Unit 10: Enemy Waves
; Cumulative steps: step-00 (one enemy) -> step-01 (+ a second, via indexed tables) -> step-02 (+ a third: the full wave)
; Assemble: acme -f cbm -o <step>.prg <step>.asm
; ------------------------------------------------
; Zero-page variables
; ------------------------------------------------
bullet_active = $02 ; 0 = no bullet, 1 = active
bullet_y = $03 ; Bullet Y position
laser_timer = $04 ; Frames of laser pitch-sweep remaining (0 = idle)
laser_freq = $05 ; Our copy of the sweep pitch (SID freq regs are write-only)
score = $06 ; Two-digit score, BCD (one decimal digit per nybble)
; Parallel arrays — index 0,1,2 picks enemy 0,1,2 (sprites 2,3,4)
enemy_x_tbl = $07 ; 3 bytes ($07,$08,$09): each enemy's X
enemy_y_tbl = $0a ; 3 bytes ($0a,$0b,$0c): each enemy's Y
flash_tbl = $0d ; 3 bytes ($0d,$0e,$0f): each enemy's flash timer
; ------------------------------------------------
; BASIC stub
; ------------------------------------------------
*= $0801
!byte $0c,$08,$0a,$00,$9e,$32,$30,$36,$31,$00,$00,$00
; ------------------------------------------------
; Initialisation
; ------------------------------------------------
*= $080d
; Black screen
lda #$00
sta $d020 ; Border colour
sta $d021 ; Background colour
; Clear the screen
ldx #$00
- lda #$20
sta $0400,x
sta $0500,x
sta $0600,x
sta $0700,x
inx
bne -
; Sprite 0 setup (ship)
lda #128
sta $07f8 ; Data pointer (block 128 = $2000)
lda #172
sta $d000 ; X position
lda #220
sta $d001 ; Y position
lda #$01
sta $d027 ; Colour (white)
lda #%00001101
sta $d015 ; Enable sprites 0 (ship), 2 and 3 (two enemies)
lda #$00
sta $d010 ; sprite high-X bits clear (ship starts under X=256)
; Sprite 1 setup (bullet)
lda #129
sta $07f9 ; Data pointer (block 129 = $2040)
lda #$07
sta $d028 ; Colour (yellow)
; Enemy sprites 2 and 3 share the one enemy shape in block 130.
; Colour and position are set per-enemy by spawn_enemy, below.
lda #130
sta $07fa ; sprite 2 data pointer
sta $07fb ; sprite 3 data pointer
; Bullet starts inactive
lda #$00
sta bullet_active
; SID setup — voice 1 laser sound
lda #$0f
sta $d418 ; Volume to maximum
lda #$00
sta $d400 ; Frequency low byte
lda #$10
sta $d401 ; Frequency high byte ($1000 = mid-high pitch)
lda #$06
sta $d405 ; Attack=0, Decay=6 (a short, snappy fall)
lda #$00
sta $d406 ; Sustain=0, Release=0
; Score readout: "00" in the top-left, white. (We've written to screen
; RAM since Unit 1's clear loop — now we write characters, not spaces.)
lda #$00
sta score
lda #$30 ; screen code for '0'
sta $0400 ; tens digit (row 0, col 0)
sta $0401 ; ones digit (row 0, col 1)
lda #$01
sta $d800 ; colour both digits white
sta $d801
; Spawn the wave at staggered heights (A = start Y, X = enemy index)
lda #$32
ldx #$00
jsr spawn_enemy
lda #$82
ldx #$01
jsr spawn_enemy
; ------------------------------------------------
; Game loop — runs once per frame
; ------------------------------------------------
game_loop:
; Wait for the raster beam to reach line 255
; This syncs our code to the display (~50Hz PAL)
- lda $d012
cmp #$ff
bne -
; --- Read joystick and move ship ---
; UP (bit 0) — clamp to Y >= 50
lda $dc00 ; Read joystick port 2
and #%00000001 ; Isolate bit 0
bne not_up ; Bit is 1 = NOT pressed (active low)
lda $d001
cmp #52 ; 50 + room for a 2-pixel move
bcc not_up ; already at the top — don't move
dec $d001 ; Move ship up (decrease Y)
dec $d001 ; 2 pixels per frame
not_up:
; DOWN (bit 1) — clamp to Y <= 234
lda $dc00
and #%00000010
bne not_down
lda $d001
cmp #233 ; 234 - room for a 2-pixel move
bcs not_down ; already at the bottom — don't move
inc $d001 ; Move ship down (increase Y)
inc $d001
not_down:
; LEFT (bit 2) — 9-bit X, clamp to X >= 24
lda $dc00
and #%00000100
bne not_left
lda $d010
and #$01
bne left_ok ; high bit set: X >= 256, always safe to go left
lda $d000
cmp #26 ; 24 + room for a 2-pixel move
bcc not_left ; already at the left edge — don't move
left_ok:
; before each step, flip the 9th bit when X is about to wrap $00 -> $ff
lda $d000
bne +
lda $d010
eor #$01 ; the eor bit-flip from the Primer, on sprite 0's high X bit
sta $d010
+ dec $d000
lda $d000
bne +
lda $d010
eor #$01
sta $d010
+ dec $d000
not_left:
; RIGHT (bit 3) — 9-bit X, clamp to X <= 320
lda $dc00
and #%00001000
bne not_right
lda $d010
and #$01
beq right_ok ; high bit clear: X < 256, always safe to go right
lda $d000
cmp #63 ; (320 - 256) - room for a 2-pixel move
bcs not_right ; already at the right edge — don't move
right_ok:
; after each step, flip the 9th bit when X wraps $ff -> $00
inc $d000
bne +
lda $d010
eor #$01
sta $d010
+ inc $d000
bne +
lda $d010
eor #$01
sta $d010
+
not_right:
; --- Fire button (bit 4) ---
lda $dc00
and #%00010000
bne no_fire ; Bit is 1 = NOT pressed
; Only spawn if no bullet is already flying
lda bullet_active
bne no_fire
; Spawn the bullet at the ship's position
lda $d000 ; Ship X (low byte) -> bullet X
sta $d002
lda $d001 ; Ship Y -> bullet Y
sta bullet_y
; Copy the ship's 9th X bit (bit 0) to the bullet's (bit 1),
; so a shot fired from the right half spawns under the ship
lda $d010
and #%11111101 ; clear the bullet's 9th bit first
sta $d010
lda $d010
and #$01 ; the ship's 9th bit
asl ; shift it into the bullet's position (bit 1)
ora $d010
sta $d010
; Enable sprite 1 (keep sprite 0 enabled)
lda $d015
ora #%00000010
sta $d015
lda #$01
sta bullet_active
; Trigger laser sound: start the pitch high, gate off then on
lda #$40
sta laser_freq ; start high
sta $d401 ; SID frequency high byte
lda #$20
sta $d404 ; Sawtooth, gate OFF (reset envelope)
lda #$21
sta $d404 ; Sawtooth, gate ON (start sound)
lda #$0a
sta laser_timer ; sweep down over 10 frames
no_fire:
; --- Laser pitch sweep: the 'pew' ---
; Drop the pitch a little each frame while the sweep is running.
; We keep our own copy because SID frequency registers are write-only.
lda laser_timer
beq no_sweep
lda laser_freq
sec
sbc #$06
sta laser_freq
sta $d401 ; write the new pitch to the SID
dec laser_timer
no_sweep:
; --- Update the bullet ---
lda bullet_active
beq no_bullet
; Move it up 4 pixels a frame
lda bullet_y
sec
sbc #$04
sta bullet_y
sta $d003 ; sprite 1 Y
; Gone off the top? (Y < 30) -> remove it
cmp #$1e
bcs no_bullet
lda #$00
sta bullet_active
lda $d015
and #%11111101 ; disable sprite 1, keep sprite 0
sta $d015
lda $d010
and #%11111101 ; clear the bullet's 9th bit
sta $d010
no_bullet:
; --- Update every enemy: one indexed loop does all of them ---
ldx #$00
enemy_loop:
lda flash_tbl,x
bne do_flash ; this enemy is mid-flash
; not flashing: drift down 1 pixel per frame
lda enemy_y_tbl,x
clc
adc #$01 ; clc before adc, the addition from the Primer
sta enemy_y_tbl,x
cmp #$f8 ; off the bottom? (Y >= 248)
bcc update_sprite ; still on screen
lda #$32 ; respawn this enemy at the top, new column
jsr spawn_enemy
jmp next_enemy
do_flash:
dec flash_tbl,x
bne update_sprite ; still flashing -> stay frozen, white
lda #$32 ; flash done -> respawn (spawn_enemy restores green)
jsr spawn_enemy
jmp next_enemy
update_sprite:
; copy this enemy's position into its VIC-II sprite registers
ldy sprite_pos_off,x
lda enemy_x_tbl,x
sta $d000,y ; sprite X ($d004, $d006, ...)
lda enemy_y_tbl,x
sta $d001,y ; sprite Y ($d005, $d007, ...)
next_enemy:
inx
cpx #$02 ; two enemies for now
bne enemy_loop
; --- Bullet vs the wave: test each enemy until one is hit ---
lda bullet_active
bne check_collision
jmp no_hit
check_collision:
ldx #$00
collision_loop:
lda flash_tbl,x
bne next_collision ; skip an enemy that's already exploding
; Y distance (8-bit subtract wraps, so two ranges count as close)
lda bullet_y
sec
sbc enemy_y_tbl,x
cmp #$10
bcc check_x ; 0..15 apart: close
cmp #$f0
bcc next_collision ; 16..239 apart: too far
check_x:
; A bullet in the right portion (9th bit set) is past X=255, far from
; any enemy, so rule it out before comparing low bytes.
lda $d010
and #%00000010 ; bullet's 9th X bit (sprite 1)
bne next_collision
lda $d002
sec
sbc enemy_x_tbl,x
cmp #$10
bcc hit_enemy ; 0..15 apart: close
cmp #$f0
bcc next_collision ; 16..239 apart: too far
jmp hit_enemy ; 240..255: close from the other side
next_collision:
inx
cpx #$02
bne collision_loop
jmp no_hit
hit_enemy:
; X = the enemy that was hit. Remove the bullet.
lda #$00
sta bullet_active
lda $d015
and #%11111101 ; sprite 1 (bullet) off
sta $d015
; Flash THIS enemy white and start its 8-frame timer. The enemy loop
; freezes it white until the timer runs out, then respawns it.
lda #$08
sta flash_tbl,x
ldy sprite_colour_off,x
lda #$01
sta $d000,y ; this enemy's colour register = white
; Explosion sound — SID voice 2, noise waveform (voice 1 keeps the laser)
lda #$00
sta $d407 ; voice 2 frequency low
lda #$08
sta $d408 ; voice 2 frequency high (a low rumble)
lda #$09
sta $d40c ; attack 0, decay 9
lda #$00
sta $d40d ; sustain 0, release 0
lda #$80
sta $d40b ; noise, gate OFF (reset the envelope)
lda #$81
sta $d40b ; noise, gate ON (trigger the burst)
; Score one hit. In decimal mode ADC carries at 10, so the byte stays
; readable as two decimal digits (BCD) — no conversion needed.
sed ; decimal mode on
lda score
clc
adc #$01
sta score
cld ; decimal mode off (every later ADC/SBC needs it off)
; Refresh the two digits: high nybble -> tens, low nybble -> ones
lda score
lsr
lsr
lsr
lsr ; high nybble down to 0-9
clc
adc #$30 ; to screen code
sta $0400 ; tens digit
lda score
and #$0f ; low nybble, 0-9
clc
adc #$30
sta $0401 ; ones digit
no_hit:
jmp game_loop
; ------------------------------------------------
; Subroutine: spawn one enemy
; A = starting Y, X = enemy index (X is preserved)
; ------------------------------------------------
spawn_enemy:
sta enemy_y_tbl,x
lda $d012 ; raster line -> pseudo-random column
and #$7f
clc
adc #$30 ; 48-175, inside the visible width
sta enemy_x_tbl,x
lda #$00
sta flash_tbl,x ; not flashing
ldy sprite_colour_off,x
lda #$05
sta $d000,y ; this enemy's colour = green
ldy sprite_pos_off,x
lda enemy_x_tbl,x
sta $d000,y ; sprite X
lda enemy_y_tbl,x
sta $d001,y ; sprite Y
rts
; Per-enemy VIC-II register offsets (sprites 2, 3, 4)
sprite_pos_off:
!byte $04, $06, $08 ; X offsets: $d004, $d006, $d008
sprite_colour_off:
!byte $29, $2a, $2b ; colour offsets: $d029, $d02a, $d02b
; ------------------------------------------------
; Sprite data at $2000 (block 128) — ship
; ------------------------------------------------
*= $2000
!byte $00,$18,$00 ; ##
!byte $00,$3c,$00 ; ####
!byte $00,$3c,$00 ; ####
!byte $00,$7e,$00 ; ######
!byte $00,$7e,$00 ; ######
!byte $00,$ff,$00 ; ########
!byte $00,$ff,$00 ; ########
!byte $01,$ff,$80 ; ##########
!byte $03,$ff,$c0 ; ############
!byte $07,$ff,$e0 ; ##############
!byte $07,$ff,$e0 ; ##############
!byte $07,$e7,$e0 ; ###..####..###
!byte $03,$c3,$c0 ; ##....##....##
!byte $01,$ff,$80 ; ##########
!byte $00,$ff,$00 ; ########
!byte $00,$ff,$00 ; ########
!byte $00,$db,$00 ; ##.##.##
!byte $00,$db,$00 ; ##.##.##
!byte $00,$66,$00 ; ##..##
!byte $00,$24,$00 ; #..#
!byte $00,$00,$00 ;
; ------------------------------------------------
; Sprite data at $2040 (block 129) — bullet
; ------------------------------------------------
*= $2040
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$18,$00 ; ##
!byte $00,$18,$00 ; ##
!byte $00,$18,$00 ; ##
!byte $00,$18,$00 ; ##
!byte $00,$18,$00 ; ##
!byte $00,$18,$00 ; ##
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
; ------------------------------------------------
; Sprite data at $2080 (block 130) — enemy
; ------------------------------------------------
*= $2080
!byte $00,$66,$00 ; ##..##
!byte $00,$3c,$00 ; ####
!byte $00,$7e,$00 ; ######
!byte $00,$db,$00 ; ##.##.##
!byte $00,$ff,$00 ; ########
!byte $01,$ff,$80 ; ##########
!byte $01,$7e,$80 ; #.######.#
!byte $01,$3c,$80 ; #..####..#
!byte $00,$a5,$00 ; #.#..#.#
!byte $01,$81,$80 ; ##......##
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;It’s a big change, but it buys the whole rest of the game. With two enemies started at different heights, the one loop drives both — each drifting, leaving, and respawning independently:
Milestone 2 — the full wave
Here’s the payoff of writing it indexed: going from two enemies to three is almost no code. One more sprite enabled, one more data pointer, one more spawn_enemy call at init — and the two loop limits change from #$02 to #$03. The movement and collision bodies don’t change at all.
sta $d001 ; Y position
lda #$01
sta $d027 ; Colour (white)
Removed: lda #%00001101
Removed: sta $d015 ; Enable sprites 0 (ship), 2 and 3 (two enemies)
Added: lda #%00011101
Added: sta $d015 ; Enable sprites 0 (ship), 2-4 (three enemies)
lda #$00
sta $d010 ; sprite high-X bits clear (ship starts under X=256)
… lda #$07
sta $d028 ; Colour (yellow)
Removed: ; Enemy sprites 2 and 3 share the one enemy shape in block 130.
Added: ; Enemy sprites 2, 3 and 4 share the one enemy shape in block 130.
; Colour and position are set per-enemy by spawn_enemy, below.
lda #130
sta $07fa ; sprite 2 data pointer
sta $07fb ; sprite 3 data pointer
Added: sta $07fc ; sprite 4 data pointer
; Bullet starts inactive
lda #$00
… jsr spawn_enemy
lda #$82
ldx #$01
Added: jsr spawn_enemy
Added: lda #$d2
Added: ldx #$02
jsr spawn_enemy
; ------------------------------------------------
…
next_enemy:
inx
Removed: cpx #$02 ; two enemies for now
Added: cpx #$03 ; the full wave of three
bne enemy_loop
; --- Bullet vs the wave: test each enemy until one is hit ---
…
next_collision:
inx
Removed: cpx #$02
Added: cpx #$03
bne collision_loop
jmp no_hit
The complete program
; Starfield - Unit 10: Enemy Waves
; Cumulative steps: step-00 (one enemy) -> step-01 (+ a second, via indexed tables) -> step-02 (+ a third: the full wave)
; Assemble: acme -f cbm -o <step>.prg <step>.asm
; ------------------------------------------------
; Zero-page variables
; ------------------------------------------------
bullet_active = $02 ; 0 = no bullet, 1 = active
bullet_y = $03 ; Bullet Y position
laser_timer = $04 ; Frames of laser pitch-sweep remaining (0 = idle)
laser_freq = $05 ; Our copy of the sweep pitch (SID freq regs are write-only)
score = $06 ; Two-digit score, BCD (one decimal digit per nybble)
; Parallel arrays — index 0,1,2 picks enemy 0,1,2 (sprites 2,3,4)
enemy_x_tbl = $07 ; 3 bytes ($07,$08,$09): each enemy's X
enemy_y_tbl = $0a ; 3 bytes ($0a,$0b,$0c): each enemy's Y
flash_tbl = $0d ; 3 bytes ($0d,$0e,$0f): each enemy's flash timer
; ------------------------------------------------
; BASIC stub
; ------------------------------------------------
*= $0801
!byte $0c,$08,$0a,$00,$9e,$32,$30,$36,$31,$00,$00,$00
; ------------------------------------------------
; Initialisation
; ------------------------------------------------
*= $080d
; Black screen
lda #$00
sta $d020 ; Border colour
sta $d021 ; Background colour
; Clear the screen
ldx #$00
- lda #$20
sta $0400,x
sta $0500,x
sta $0600,x
sta $0700,x
inx
bne -
; Sprite 0 setup (ship)
lda #128
sta $07f8 ; Data pointer (block 128 = $2000)
lda #172
sta $d000 ; X position
lda #220
sta $d001 ; Y position
lda #$01
sta $d027 ; Colour (white)
lda #%00011101
sta $d015 ; Enable sprites 0 (ship), 2-4 (three enemies)
lda #$00
sta $d010 ; sprite high-X bits clear (ship starts under X=256)
; Sprite 1 setup (bullet)
lda #129
sta $07f9 ; Data pointer (block 129 = $2040)
lda #$07
sta $d028 ; Colour (yellow)
; Enemy sprites 2, 3 and 4 share the one enemy shape in block 130.
; Colour and position are set per-enemy by spawn_enemy, below.
lda #130
sta $07fa ; sprite 2 data pointer
sta $07fb ; sprite 3 data pointer
sta $07fc ; sprite 4 data pointer
; Bullet starts inactive
lda #$00
sta bullet_active
; SID setup — voice 1 laser sound
lda #$0f
sta $d418 ; Volume to maximum
lda #$00
sta $d400 ; Frequency low byte
lda #$10
sta $d401 ; Frequency high byte ($1000 = mid-high pitch)
lda #$06
sta $d405 ; Attack=0, Decay=6 (a short, snappy fall)
lda #$00
sta $d406 ; Sustain=0, Release=0
; Score readout: "00" in the top-left, white. (We've written to screen
; RAM since Unit 1's clear loop — now we write characters, not spaces.)
lda #$00
sta score
lda #$30 ; screen code for '0'
sta $0400 ; tens digit (row 0, col 0)
sta $0401 ; ones digit (row 0, col 1)
lda #$01
sta $d800 ; colour both digits white
sta $d801
; Spawn the wave at staggered heights (A = start Y, X = enemy index)
lda #$32
ldx #$00
jsr spawn_enemy
lda #$82
ldx #$01
jsr spawn_enemy
lda #$d2
ldx #$02
jsr spawn_enemy
; ------------------------------------------------
; Game loop — runs once per frame
; ------------------------------------------------
game_loop:
; Wait for the raster beam to reach line 255
; This syncs our code to the display (~50Hz PAL)
- lda $d012
cmp #$ff
bne -
; --- Read joystick and move ship ---
; UP (bit 0) — clamp to Y >= 50
lda $dc00 ; Read joystick port 2
and #%00000001 ; Isolate bit 0
bne not_up ; Bit is 1 = NOT pressed (active low)
lda $d001
cmp #52 ; 50 + room for a 2-pixel move
bcc not_up ; already at the top — don't move
dec $d001 ; Move ship up (decrease Y)
dec $d001 ; 2 pixels per frame
not_up:
; DOWN (bit 1) — clamp to Y <= 234
lda $dc00
and #%00000010
bne not_down
lda $d001
cmp #233 ; 234 - room for a 2-pixel move
bcs not_down ; already at the bottom — don't move
inc $d001 ; Move ship down (increase Y)
inc $d001
not_down:
; LEFT (bit 2) — 9-bit X, clamp to X >= 24
lda $dc00
and #%00000100
bne not_left
lda $d010
and #$01
bne left_ok ; high bit set: X >= 256, always safe to go left
lda $d000
cmp #26 ; 24 + room for a 2-pixel move
bcc not_left ; already at the left edge — don't move
left_ok:
; before each step, flip the 9th bit when X is about to wrap $00 -> $ff
lda $d000
bne +
lda $d010
eor #$01 ; the eor bit-flip from the Primer, on sprite 0's high X bit
sta $d010
+ dec $d000
lda $d000
bne +
lda $d010
eor #$01
sta $d010
+ dec $d000
not_left:
; RIGHT (bit 3) — 9-bit X, clamp to X <= 320
lda $dc00
and #%00001000
bne not_right
lda $d010
and #$01
beq right_ok ; high bit clear: X < 256, always safe to go right
lda $d000
cmp #63 ; (320 - 256) - room for a 2-pixel move
bcs not_right ; already at the right edge — don't move
right_ok:
; after each step, flip the 9th bit when X wraps $ff -> $00
inc $d000
bne +
lda $d010
eor #$01
sta $d010
+ inc $d000
bne +
lda $d010
eor #$01
sta $d010
+
not_right:
; --- Fire button (bit 4) ---
lda $dc00
and #%00010000
bne no_fire ; Bit is 1 = NOT pressed
; Only spawn if no bullet is already flying
lda bullet_active
bne no_fire
; Spawn the bullet at the ship's position
lda $d000 ; Ship X (low byte) -> bullet X
sta $d002
lda $d001 ; Ship Y -> bullet Y
sta bullet_y
; Copy the ship's 9th X bit (bit 0) to the bullet's (bit 1),
; so a shot fired from the right half spawns under the ship
lda $d010
and #%11111101 ; clear the bullet's 9th bit first
sta $d010
lda $d010
and #$01 ; the ship's 9th bit
asl ; shift it into the bullet's position (bit 1)
ora $d010
sta $d010
; Enable sprite 1 (keep sprite 0 enabled)
lda $d015
ora #%00000010
sta $d015
lda #$01
sta bullet_active
; Trigger laser sound: start the pitch high, gate off then on
lda #$40
sta laser_freq ; start high
sta $d401 ; SID frequency high byte
lda #$20
sta $d404 ; Sawtooth, gate OFF (reset envelope)
lda #$21
sta $d404 ; Sawtooth, gate ON (start sound)
lda #$0a
sta laser_timer ; sweep down over 10 frames
no_fire:
; --- Laser pitch sweep: the 'pew' ---
; Drop the pitch a little each frame while the sweep is running.
; We keep our own copy because SID frequency registers are write-only.
lda laser_timer
beq no_sweep
lda laser_freq
sec
sbc #$06
sta laser_freq
sta $d401 ; write the new pitch to the SID
dec laser_timer
no_sweep:
; --- Update the bullet ---
lda bullet_active
beq no_bullet
; Move it up 4 pixels a frame
lda bullet_y
sec
sbc #$04
sta bullet_y
sta $d003 ; sprite 1 Y
; Gone off the top? (Y < 30) -> remove it
cmp #$1e
bcs no_bullet
lda #$00
sta bullet_active
lda $d015
and #%11111101 ; disable sprite 1, keep sprite 0
sta $d015
lda $d010
and #%11111101 ; clear the bullet's 9th bit
sta $d010
no_bullet:
; --- Update every enemy: one indexed loop does all of them ---
ldx #$00
enemy_loop:
lda flash_tbl,x
bne do_flash ; this enemy is mid-flash
; not flashing: drift down 1 pixel per frame
lda enemy_y_tbl,x
clc
adc #$01 ; clc before adc, the addition from the Primer
sta enemy_y_tbl,x
cmp #$f8 ; off the bottom? (Y >= 248)
bcc update_sprite ; still on screen
lda #$32 ; respawn this enemy at the top, new column
jsr spawn_enemy
jmp next_enemy
do_flash:
dec flash_tbl,x
bne update_sprite ; still flashing -> stay frozen, white
lda #$32 ; flash done -> respawn (spawn_enemy restores green)
jsr spawn_enemy
jmp next_enemy
update_sprite:
; copy this enemy's position into its VIC-II sprite registers
ldy sprite_pos_off,x
lda enemy_x_tbl,x
sta $d000,y ; sprite X ($d004, $d006, ...)
lda enemy_y_tbl,x
sta $d001,y ; sprite Y ($d005, $d007, ...)
next_enemy:
inx
cpx #$03 ; the full wave of three
bne enemy_loop
; --- Bullet vs the wave: test each enemy until one is hit ---
lda bullet_active
bne check_collision
jmp no_hit
check_collision:
ldx #$00
collision_loop:
lda flash_tbl,x
bne next_collision ; skip an enemy that's already exploding
; Y distance (8-bit subtract wraps, so two ranges count as close)
lda bullet_y
sec
sbc enemy_y_tbl,x
cmp #$10
bcc check_x ; 0..15 apart: close
cmp #$f0
bcc next_collision ; 16..239 apart: too far
check_x:
; A bullet in the right portion (9th bit set) is past X=255, far from
; any enemy, so rule it out before comparing low bytes.
lda $d010
and #%00000010 ; bullet's 9th X bit (sprite 1)
bne next_collision
lda $d002
sec
sbc enemy_x_tbl,x
cmp #$10
bcc hit_enemy ; 0..15 apart: close
cmp #$f0
bcc next_collision ; 16..239 apart: too far
jmp hit_enemy ; 240..255: close from the other side
next_collision:
inx
cpx #$03
bne collision_loop
jmp no_hit
hit_enemy:
; X = the enemy that was hit. Remove the bullet.
lda #$00
sta bullet_active
lda $d015
and #%11111101 ; sprite 1 (bullet) off
sta $d015
; Flash THIS enemy white and start its 8-frame timer. The enemy loop
; freezes it white until the timer runs out, then respawns it.
lda #$08
sta flash_tbl,x
ldy sprite_colour_off,x
lda #$01
sta $d000,y ; this enemy's colour register = white
; Explosion sound — SID voice 2, noise waveform (voice 1 keeps the laser)
lda #$00
sta $d407 ; voice 2 frequency low
lda #$08
sta $d408 ; voice 2 frequency high (a low rumble)
lda #$09
sta $d40c ; attack 0, decay 9
lda #$00
sta $d40d ; sustain 0, release 0
lda #$80
sta $d40b ; noise, gate OFF (reset the envelope)
lda #$81
sta $d40b ; noise, gate ON (trigger the burst)
; Score one hit. In decimal mode ADC carries at 10, so the byte stays
; readable as two decimal digits (BCD) — no conversion needed.
sed ; decimal mode on
lda score
clc
adc #$01
sta score
cld ; decimal mode off (every later ADC/SBC needs it off)
; Refresh the two digits: high nybble -> tens, low nybble -> ones
lda score
lsr
lsr
lsr
lsr ; high nybble down to 0-9
clc
adc #$30 ; to screen code
sta $0400 ; tens digit
lda score
and #$0f ; low nybble, 0-9
clc
adc #$30
sta $0401 ; ones digit
no_hit:
jmp game_loop
; ------------------------------------------------
; Subroutine: spawn one enemy
; A = starting Y, X = enemy index (X is preserved)
; ------------------------------------------------
spawn_enemy:
sta enemy_y_tbl,x
lda $d012 ; raster line -> pseudo-random column
and #$7f
clc
adc #$30 ; 48-175, inside the visible width
sta enemy_x_tbl,x
lda #$00
sta flash_tbl,x ; not flashing
ldy sprite_colour_off,x
lda #$05
sta $d000,y ; this enemy's colour = green
ldy sprite_pos_off,x
lda enemy_x_tbl,x
sta $d000,y ; sprite X
lda enemy_y_tbl,x
sta $d001,y ; sprite Y
rts
; Per-enemy VIC-II register offsets (sprites 2, 3, 4)
sprite_pos_off:
!byte $04, $06, $08 ; X offsets: $d004, $d006, $d008
sprite_colour_off:
!byte $29, $2a, $2b ; colour offsets: $d029, $d02a, $d02b
; ------------------------------------------------
; Sprite data at $2000 (block 128) — ship
; ------------------------------------------------
*= $2000
!byte $00,$18,$00 ; ##
!byte $00,$3c,$00 ; ####
!byte $00,$3c,$00 ; ####
!byte $00,$7e,$00 ; ######
!byte $00,$7e,$00 ; ######
!byte $00,$ff,$00 ; ########
!byte $00,$ff,$00 ; ########
!byte $01,$ff,$80 ; ##########
!byte $03,$ff,$c0 ; ############
!byte $07,$ff,$e0 ; ##############
!byte $07,$ff,$e0 ; ##############
!byte $07,$e7,$e0 ; ###..####..###
!byte $03,$c3,$c0 ; ##....##....##
!byte $01,$ff,$80 ; ##########
!byte $00,$ff,$00 ; ########
!byte $00,$ff,$00 ; ########
!byte $00,$db,$00 ; ##.##.##
!byte $00,$db,$00 ; ##.##.##
!byte $00,$66,$00 ; ##..##
!byte $00,$24,$00 ; #..#
!byte $00,$00,$00 ;
; ------------------------------------------------
; Sprite data at $2040 (block 129) — bullet
; ------------------------------------------------
*= $2040
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$18,$00 ; ##
!byte $00,$18,$00 ; ##
!byte $00,$18,$00 ; ##
!byte $00,$18,$00 ; ##
!byte $00,$18,$00 ; ##
!byte $00,$18,$00 ; ##
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
!byte $00,$00,$00
; ------------------------------------------------
; Sprite data at $2080 (block 130) — enemy
; ------------------------------------------------
*= $2080
!byte $00,$66,$00 ; ##..##
!byte $00,$3c,$00 ; ####
!byte $00,$7e,$00 ; ######
!byte $00,$db,$00 ; ##.##.##
!byte $00,$ff,$00 ; ########
!byte $01,$ff,$80 ; ##########
!byte $01,$7e,$80 ; #.######.#
!byte $01,$3c,$80 ; #..####..#
!byte $00,$a5,$00 ; #.#..#.#
!byte $01,$81,$80 ; ##......##
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;
!byte $00,$00,$00 ;The collision is a loop now too: it walks the wave and stops at the first enemy the bullet overlaps, so the shot picks off whichever one it meets — and the score counts each. Three enemies descend, and any of them can be shot:
When it’s wrong, see why
Indexed bugs usually hit one enemy or all of them — the index is the thing to watch:
- Enemies missing. A pointer or an enable bit. Sprites 2–4 all point to block 130 (
$07fa–$07fc= 130), and$d015must enable bits 2, 3, 4 ($1dfor all three plus the ship). A blank slot is almost always the data pointer. - Only one enemy moves. The loop isn’t looping. Check the tail —
inx, thencpxagainst the count, thenbneback to the top. A wrong count or a missinginxprocesses one and stops. - They all pile into the same spot. The stagger or the spawn. The init calls pass different start Ys;
spawn_enemyreads the raster for a fresh column each time. If they overlap, the start Ys are equal or the raster read is missing. - The score jumps by more than one per hit. The collision loop must stop at the first hit —
jmp hit_enemyleaves the loop. Without it, one bullet can register against several enemies in the same pass. - The wrong enemy flashes. X has been disturbed. The hit handler writes
flash_tbl,xand the colour viasprite_colour_off,x, so X must still hold the index of the enemy that was hit when you get there.
Before and after
We started with a single enemy and the movement written out once for it, and finished with a wave of three driven by the same one loop — the difference between them is a loop count, not three copies of the code. Arrays hold the state, the X register walks them, the Y register reaches the hardware, and a subroutine does the spawning. Adding a fourth enemy is now a five-minute change.
Try this
- Give them different speeds. Add a
speed_tblof three bytes — say 1, 2, 1 — and loadspeed_tbl,xinstead of the constant#$01in the drift. A faster enemy is a harder target, and a mixed wave reads as more alive. - Add a fourth. Sprite 5 (pointer
$07fd, enable bit 5, colour offset$2c), a fourth entry in each array and the offset tables, and#$03becomes#$04. The machinery already scales — prove it to yourself.
What you’ve learnt
- Parallel arrays — one array per attribute, a shared index reaching the matching slot in each; the way to hold many objects’ state.
- Indexed addressing —
lda table,xwrites the body once and lets the index pick the object; a loop runs it for all. - The Y register as a second index — X for your data, Y for hardware registers, fed by a small offset lookup table.
- Subroutines —
jsr/rtsand the stack at$0100, so shared logic (spawning) lives in one place and is called from many.
What’s next
The wave comes at you and you’re untouchable — the enemies pass through the ship with no consequence. Next you’ll detect enemy-on-ship collision, and the game gains its first way to lose.
Run it here
This unit's program, built for you.
- Program
- step-02.prg
- Machine
- Commodore 64 (PAL Breadbin)