updated blackjack example
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1 5 1 0 50
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45 1 2 60 128
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61 6 1 2 63
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62 6 0 64 99
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64 7 2 50 63
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65 9 62 51 5
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65 10 5 0 5
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66 10 5 0 5
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84 7 2 51 63
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95 1 6 0 40
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95 1 0 9 69
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96 1 0 9 70
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97 6 1 3 72
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97 5 0 0 9
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98 5 0 0 9
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98 6 1 62 1
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99 6 1 62 1
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99 6 0 101 99
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100 6 0 102 99
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100 1 6 0 19
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101 1 6 0 20
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102 8 2 55 5
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103 8 3 54 6
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103 1 1 5 106
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104 1 1 5 107
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105 1 1 6 107
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105 1 6 0 107
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106 1 6 0 108
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106 1 6 0 111
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107 1 6 0 112
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107 6 0 109 99
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108 6 0 110 99
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108 1 6 0 13
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109 1 6 0 14
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109 7 2 51 62
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110 7 2 51 62
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110 1 0 9 98
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111 1 0 9 99
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111 3 62 63 0
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112 3 62 63 0
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113 8 63 80 1
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114 1 0 1 123
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115 8 63 81 1
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115 1 0 1 122
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116 1 0 1 123
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117 8 3 72 1
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117 1 0 1 125
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118 1 0 1 126
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119 1 2 1 125
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120 8 2 55 1
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121 1 1 1 125
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121 1 6 0 39
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122 1 6 0 40
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123 9 61 57 1
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123 7 1 127 60
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124 7 1 50 60
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124 7 61 127 60
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125 7 61 50 60
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125 7 61 127 60
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126 7 61 50 60
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126 1 6 0 39
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127 1 6 0 40
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127 0 0 0 0
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128 0 0 0 0
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+115
-116
@@ -15,7 +15,6 @@
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; Created by Luxferre in 2025, released into public domain
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; Created by Luxferre in 2025, released into public domain
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; constants section
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; constants section
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set 1 0 50 ; set constant 1 to loc 50
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set 10 0 51 ; set constant 10 to loc 51
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set 10 0 51 ; set constant 10 to loc 51
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set 100 0 52 ; set constant 100 to loc 52
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set 100 0 52 ; set constant 100 to loc 52
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set 13 0 53 ; upper RNG limit to loc 53
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set 13 0 53 ; upper RNG limit to loc 53
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@@ -31,125 +30,125 @@ juc :main ; jump to the main code
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; subroutines section (return address is in loc 99)
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; subroutines section (return address is in loc 99)
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; random card pulling procedure (result is in loc 2, from 0 to 9)
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; random card pulling procedure (result is in loc 2, from 0 to 9)
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:gcard rnd 50 53 1 ; set loc 1 to random integer between 1 and 13
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:gcard rnd 127 53 1 ; set loc 1 to random integer between 1 and 13
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div 1 51 2 ; divide it by 10 into loc 2
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div 1 51 2 ; divide it by 10 into loc 2
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mdf 2 0 2 ; get the floor part of the result into the same loc 2
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mdf 2 0 2 ; get the floor part of the result into the same loc 2
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sub 50 2 2 ; subtract it from 1
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sub 127 2 2 ; subtract it from 1
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fma 0 1 2 ; multiply by the random choice itself, result is in loc 2
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mul 1 2 ; multiply by the random choice itself, result is in loc 2
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iuc 99 ; jump to the return address in loc 99
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iuc 99 ; jump to the return address in loc 99
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; score evaluation procedure
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; score evaluation procedure
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; param is in loc 1, resulting scores are in locs 2 and 3
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; param is in loc 1, resulting scores are in locs 2 and 3
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:score set 0 0 2 ; set score1 to 0
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:score set 0 0 2 ; set score1 to 0
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set 0 0 8 ; set aces to 0
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set 0 0 8 ; set aces to 0
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:slp mdf 1 51 4 ; get the current digit n of val
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:slp mdf 1 51 4 ; get the current digit n of val
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div 1 51 1 ; divide val by 10
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div 1 51 1 ; divide val by 10
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mdf 1 0 1 ; get the floor part into the same loc
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mdf 1 0 1 ; get the floor part into the same loc
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jgt 4 :scn ; skip if n > 0
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jgt 4 :scn ; skip if n > 0
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fma 51 50 4 ; add 10 to n
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fma 51 127 4 ; add 10 to n
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:scn fma 4 50 2 ; add n to score1 at loc 2
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:scn fma 4 127 2 ; add n to score1 at loc 2
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sub 4 50 5 ; subtract 1 from n to loc 5
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sub 4 127 5 ; subtract 1 from n to loc 5
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jne 5 :sc2 ; skip if n != 1
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jne 5 :sc2 ; skip if n != 1
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fma 50 50 8 ; increment aces count at loc 8
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inc 8 ; increment aces count at loc 8
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:sc2 sub 1 50 5 ; subtract 1 from val to loc 5
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:sc2 sub 1 127 5 ; subtract 1 from val to loc 5
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jgt 5 :slp ; go to loop start if val > 1
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jgt 5 :slp ; go to loop start if val > 1
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cpy 1 2 3 ; assign score2 (at loc 3) = score1 (at loc 2)
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dva 2 3 ; assign score2 (at loc 3) = score1 (at loc 2)
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sub 8 50 5 ; subtract 1 from aces (loc 8)
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sub 8 127 5 ; subtract 1 from aces (loc 8)
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jne 5 :send ; go to procedure end if aces != 1
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jne 5 :send ; go to procedure end if aces != 1
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sub 2 56 5 ; subtract 12 from the score1 value
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sub 2 56 5 ; subtract 12 from the score1 value
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jge 5 :send ; go to procedure end if score1 >= 12
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jge 5 :send ; go to procedure end if score1 >= 12
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fma 51 50 3 ; add 10 to score2 if there was exactly one non-busting ace
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fma 51 127 3 ; add 10 to score2 if there was exactly one non-busting ace
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:send iuc 99 ; jump to the return address in loc 99
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:send iuc 99 ; jump to the return address in loc 99
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; main code section
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; main code section
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; variables:
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; variables:
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; 60 - balance, 61 - bet, 62 - dealer's hand, 63 - player's hand, 64 - round
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; 60 - balance, 61 - bet, 62 - dealer's hand, 63 - player's hand, 64 - round
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:main out 58 58 1 ; output the dollar sign (if supported)
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:main out 58 58 1 ; output the dollar sign (if supported)
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out 60 60 0 ; output the current balance
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out 60 60 0 ; output the current balance
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jeq 60 :end ; game over if it's zero
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jeq 60 :end ; game over if it's zero
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inp 61 61 0 ; input your bet
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inp 61 61 0 ; input your bet
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sub 60 61 60 ; subtract the bet from the balance
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sub 60 61 60 ; subtract the bet from the balance
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jlt 60 :end ; game over if over balance
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jlt 60 :end ; game over if over balance
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cpy 0 :r1 99 ; set the return address
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dca :r1 99 ; set the return address
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juc :gcard ; call the card generation procedure
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juc :gcard ; call the card generation procedure
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:r1 fma 52 51 2 ; loc 2 <- 100 + 10 * card in loc 2
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:r1 fma 52 51 2 ; loc 2 <- 100 + 10 * card in loc 2
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cpy 1 2 62 ; copy the result into loc 62
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dva 2 62 ; copy the result into loc 62
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cpy 0 :r2 99 ; set the return address
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dca :r2 99 ; set the return address
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juc :gcard ; call the card generation procedure again (in loc 2)
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juc :gcard ; call the card generation procedure again (in loc 2)
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:r2 fma 2 50 62 ; add this result into loc 62 (dealer's hand)
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:r2 fma 2 127 62 ; add this result into loc 62 (dealer's hand)
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cpy 1 62 1 ; copy the dealer's hand as the proc parameter
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dva 62 1 ; copy the dealer's hand as the proc parameter
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cpy 0 :r3 99 ; set the return address
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dca :r3 99 ; set the return address
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juc :score ; call the scoring procedure
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juc :score ; call the scoring procedure
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:r3 sub 3 55 5 ; we only have to compare score 2 to 21
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:r3 sub 3 55 5 ; we only have to compare score 2 to 21
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jeq 5 :main ; start the loop over if we have dealer's blackjack
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jeq 5 :main ; start the loop over if we have dealer's blackjack
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cpy 0 :r4 99 ; set the return address
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dca :r4 99 ; set the return address
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juc :gcard ; call the card generation procedure
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juc :gcard ; call the card generation procedure
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:r4 fma 52 51 2 ; loc 2 <- 100 + 10 * card in loc 2
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:r4 fma 52 51 2 ; loc 2 <- 100 + 10 * card in loc 2
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cpy 1 2 63 ; copy the result into loc 63 (player's hand)
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dva 2 63 ; copy the result into loc 63 (player's hand)
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cpy 0 :r5 99 ; set the return address
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dca :r5 99 ; set the return address
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juc :gcard ; call the card generation procedure again (in loc 2)
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juc :gcard ; call the card generation procedure again (in loc 2)
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:r5 fma 2 50 63 ; add this result into loc 63 (player's hand)
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:r5 fma 2 127 63 ; add this result into loc 63 (player's hand)
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div 62 51 5 ; get the start of the dealer's hand by dividing it by 10...
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div 62 51 5 ; get the start of the dealer's hand by dividing it by 10...
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mdf 5 0 5 ; and getting the floor part
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mdf 5 0 5 ; and getting the floor part
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out 5 5 0 ; display the start of the dealer's hand
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out 5 5 0 ; display the start of the dealer's hand
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set 0 0 64 ; set the round index to 0
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set 0 0 64 ; set the round index to 0
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set 0 0 9 ; set the stand flag to 0
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set 0 0 9 ; set the stand flag to 0
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:rnl out 63 63 0 ; start of the inner player loop, display the player's hand
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:rnl out 63 63 0 ; start of the inner player loop, display the player's hand
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inp 6 6 0 ; input the action into loc 6
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inp 6 6 0 ; input the action into loc 6
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jeq 6 :std ; jump to stand action if 0
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jeq 6 :std ; jump to stand action if 0
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sub 6 50 5 ; check if 1
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sub 6 127 5 ; check if 1
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jeq 5 :hit ; jump to hit action if 1
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jeq 5 :hit ; jump to hit action if 1
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sub 5 50 5 ; check if 2
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sub 5 127 5 ; check if 2
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jeq 5 :dbl ; jump to double action if 2
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jeq 5 :dbl ; jump to double action if 2
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juc :skp ; jump to skip otherwise
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juc :skp ; jump to skip otherwise
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:dbl jne 64 :skp ; skip double if not the first round
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:dbl jne 64 :skp ; skip double if not the first round
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sub 60 61 60 ; subtract more balance
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sub 60 61 60 ; subtract more balance
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fma 61 50 61 ; double the bet
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mul 57 61 ; double the bet
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set 1 0 9 ; set the stand flag, proceed to the hit section next
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set 1 0 9 ; set the stand flag, proceed to the hit section next
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:hit cpy 0 :r6 99 ; set the return address
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:hit dca :r6 99 ; set the return address
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juc :gcard ; call the card generation procedure
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juc :gcard ; call the card generation procedure
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:r6 fma 2 51 63 ; loc 63 <- loc 63 * 10 + card in loc 2
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:r6 fma 2 51 63 ; loc 63 <- loc 63 * 10 + card in loc 2
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fma 50 50 64 ; increment the round index
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inc 64 ; increment the round index
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juc :skp ; jump to skip afterwards
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juc :skp ; jump to skip afterwards
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:std set 1 0 9 ; set the stand flag
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:std set 1 0 9 ; set the stand flag
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fma 50 50 64 ; increment the round index
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inc 64 ; increment the round index
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:skp cpy 1 63 1 ; copy the current player's hand to loc 1 as a parameter
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:skp dva 63 1 ; copy the current player's hand to loc 1 as a parameter
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cpy 0 :r7 99 ; set the return address
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dca :r7 99 ; set the return address
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juc :score ; call the scoring procedure
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juc :score ; call the scoring procedure
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:r7 sub 2 55 5 ; we only have to compare score 1 to 21
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:r7 sub 2 55 5 ; we only have to compare score 1 to 21
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jle 5 :nob ; reloop to beginning if the player is bust
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jle 5 :nob ; reloop to beginning if the player is bust
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out 63 63 0 ; output the player's hand
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out 63 63 0 ; output the player's hand
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juc :main ; reloop
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juc :main ; reloop
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:nob jeq 9 :rnl ; repeat the inner player loop if the stand flag is 0
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:nob jeq 9 :rnl ; repeat the inner player loop if the stand flag is 0
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cpy 1 3 72 ; copy the player score 2 to loc 72
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dva 3 72 ; copy the player score 2 to loc 72
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set 0 0 9 ; set the stand flag to 0
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set 0 0 9 ; set the stand flag to 0
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:rnd cpy 1 62 1 ; start the inner dealer's loop, set the scoring procedure param
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:rnd dva 62 1 ; start the inner dealer's loop, set the scoring procedure param
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cpy 0 :r9 99 ; set the return address
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dca :r9 99 ; set the return address
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juc :score ; call the scoring procedure
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juc :score ; call the scoring procedure
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:r9 sub 2 55 5 ; we need to compare score 1 to 21 => loc 5
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:r9 sub 2 55 5 ; we need to compare score 1 to 21 => loc 5
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sub 3 54 6 ; we need to compare score 2 to 16 => loc 6
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sub 3 54 6 ; we need to compare score 2 to 16 => loc 6
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jgt 5 :s3 ; go to stand if score1 > 21
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jgt 5 :s3 ; go to stand if score1 > 21
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jgt 6 :s3 ; go to stand if score2 > 16
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jgt 6 :s3 ; go to stand if score2 > 16
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juc :s4 ; skip if neither
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juc :s4 ; skip if neither
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:s3 juc :s5 ; jump outside to stand
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:s3 juc :s5 ; jump outside to stand
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:s4 cpy 0 :r8 99 ; set the return address
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:s4 dca :r8 99 ; set the return address
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juc :gcard ; call the card generation procedure
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juc :gcard ; call the card generation procedure
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:r8 fma 2 51 62 ; loc 62 <- loc 62 * 10 + card in loc 2
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:r8 fma 2 51 62 ; loc 62 <- loc 62 * 10 + card in loc 2
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jeq 9 :rnd ; repeat the inner dealer loop if the stand flag is 0
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jeq 9 :rnd ; repeat the inner dealer loop if the stand flag is 0
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:s5 out 62 63 0 ; output both hands (dealer's first)
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:s5 out 62 63 0 ; output both hands (dealer's first)
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sub 63 80 1 ; compare player hand with 101
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sub 63 80 1 ; compare player hand with 101
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jeq 1 :bjk ; jump to the blackjack condition if equal
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jeq 1 :bjk ; jump to the blackjack condition if equal
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sub 63 81 1 ; compare player hand with 110
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sub 63 81 1 ; compare player hand with 110
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jeq 1 :bjk ; jump to the blackjack condition if equal
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jeq 1 :bjk ; jump to the blackjack condition if equal
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sub 3 72 1 ; compare dealer score 2 and player score 2
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sub 3 72 1 ; compare dealer score 2 and player score 2
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jeq 1 :push ; push condition
|
jeq 1 :push ; push condition
|
||||||
jlt 1 :win ; player win condition
|
jlt 1 :win ; player win condition
|
||||||
sub 2 55 1 ; compare dealer score 1 with 21
|
sub 2 55 1 ; compare dealer score 1 with 21
|
||||||
jgt 1 :win ; player win condition
|
jgt 1 :win ; player win condition
|
||||||
juc :main ; reloop to beginning
|
juc :main ; reloop to beginning
|
||||||
:bjk div 61 57 1 ; halve the bet
|
:bjk div 61 57 1 ; halve the bet
|
||||||
fma 1 50 60 ; add half the bet (for blackjack calc)
|
fma 1 127 60 ; add half the bet (for blackjack calc)
|
||||||
:win fma 61 50 60 ; add bet first time
|
:win fma 61 127 60 ; add bet first time
|
||||||
:push fma 61 50 60 ; add bet second time
|
:push fma 61 127 60 ; add bet second time
|
||||||
juc :main ; reloop to beginning
|
juc :main ; reloop to beginning
|
||||||
:end nop 0 0 0 ; just a nop label for the program end
|
:end nop 0 0 0 ; just a nop label for the program end
|
||||||
|
|||||||
Reference in New Issue
Block a user