Game 1 Unit 12 of 64 1 hr learning time
Scoring
Add a score that increases when collecting items.
19% of Neon Nexus
What You’re Building
A score. Collect items, earn points.

Score Variables
A 16-bit score allows values up to 65,535:
score_lo: .res 1 ; Low byte
score_hi: .res 1 ; High byte
Adding Points
When an item is collected, add 100 points:
; Add 100 to score
lda score_lo
clc
adc #100
sta score_lo
lda score_hi
adc #0 ; Add carry to high byte
sta score_hi
The adc #0 adds the carry flag from the low byte addition. If score_lo overflowed (went past 255), the carry is set and score_hi increments.
16-Bit Arithmetic
The 6502 is an 8-bit processor. For numbers larger than 255:
- Add low bytes, storing the result
- Add high bytes with carry (
adc #0uses the carry from step 1)
This extends to any number of bytes.
The Code
; =============================================================================
; NEON NEXUS - Unit 12: Scoring
; =============================================================================
; Add a score that increases when collecting items.
; =============================================================================
PPUCTRL = $2000
PPUMASK = $2001
PPUSTATUS = $2002
OAMADDR = $2003
PPUSCROLL = $2005
PPUADDR = $2006
PPUDATA = $2007
OAMDMA = $4014
JOYPAD1 = $4016
BTN_UP = %00001000
BTN_DOWN = %00000100
BTN_LEFT = %00000010
BTN_RIGHT = %00000001
PLAYER_START_X = 124
PLAYER_START_Y = 116
PLAYER_SPEED = 2
ENEMY_SPEED = 1
NUM_ENEMIES = 4
NUM_ITEMS = 4
STARTING_LIVES = 3
COLLISION_DIST = 6
COLLECT_DIST = 8
INVULN_TIME = 90
TILE_BORDER = 1
TILE_FLOOR = 2
TILE_CORNER_TL = 3
TILE_CORNER_TR = 4
TILE_CORNER_BL = 5
TILE_CORNER_BR = 6
SPRITE_PLAYER = 7
SPRITE_ENEMY = 8
SPRITE_LIFE = 9
SPRITE_ITEM = 10
ARENA_LEFT = 16
ARENA_RIGHT = 232
ARENA_TOP = 24
ARENA_BOTTOM = 208
DIR_RIGHT = 1
DIR_LEFT = $FF
DIR_DOWN = 1
DIR_UP = $FF
BG_COLOUR = $0F
.segment "ZEROPAGE"
player_x: .res 1
player_y: .res 1
buttons: .res 1
temp: .res 1
row_counter: .res 1
frame_count: .res 1
lives: .res 1
invuln_timer: .res 1
game_over: .res 1
items_collected: .res 1
score_lo: .res 1 ; Score low byte
score_hi: .res 1 ; Score high byte (for scores > 255)
enemy_x: .res NUM_ENEMIES
enemy_y: .res NUM_ENEMIES
enemy_dir_x: .res NUM_ENEMIES
enemy_dir_y: .res NUM_ENEMIES
item_x: .res NUM_ITEMS
item_y: .res NUM_ITEMS
item_active: .res NUM_ITEMS ; Non-zero if item exists
.segment "OAM"
oam_buffer: .res 256
.segment "BSS"
.segment "HEADER"
.byte "NES", $1A, 2, 1, $01, $00, 0,0,0,0,0,0,0,0
.segment "CODE"
reset:
sei
cld
ldx #$40
stx $4017
ldx #$FF
txs
inx
stx PPUCTRL
stx PPUMASK
stx $4010
@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 $0700, x
inx
bne @clear_ram
@vblank2:
bit PPUSTATUS
bpl @vblank2
jsr load_palette
jsr draw_arena
jsr set_attributes
jsr init_game
lda #$FF
ldx #0
@hide_all:
sta oam_buffer, x
inx
bne @hide_all
jsr update_all_sprites
lda #0
sta PPUSCROLL
sta PPUSCROLL
lda #%10000000
sta PPUCTRL
lda #%00011110
sta PPUMASK
main_loop:
lda game_over
bne @game_over_loop
jsr read_controller
jsr move_player
jsr move_enemies
jsr check_enemy_collisions
jsr check_item_collisions
jsr update_all_sprites
jmp main_loop
@game_over_loop:
jmp @game_over_loop
init_game:
lda #STARTING_LIVES
sta lives
lda #0
sta game_over
sta invuln_timer
sta items_collected
sta score_lo
sta score_hi
lda #PLAYER_START_X
sta player_x
lda #PLAYER_START_Y
sta player_y
jsr init_enemies
jsr init_items
rts
init_enemies:
lda #48
sta enemy_x+0
sta enemy_y+0
lda #DIR_RIGHT
sta enemy_dir_x+0
lda #DIR_DOWN
sta enemy_dir_y+0
lda #200
sta enemy_x+1
lda #48
sta enemy_y+1
lda #DIR_LEFT
sta enemy_dir_x+1
lda #DIR_DOWN
sta enemy_dir_y+1
lda #48
sta enemy_x+2
lda #176
sta enemy_y+2
lda #DIR_RIGHT
sta enemy_dir_x+2
lda #DIR_UP
sta enemy_dir_y+2
lda #200
sta enemy_x+3
lda #176
sta enemy_y+3
lda #DIR_LEFT
sta enemy_dir_x+3
lda #DIR_UP
sta enemy_dir_y+3
rts
init_items:
; Place 4 items around the arena
lda #80
sta item_x+0
lda #64
sta item_y+0
lda #1
sta item_active+0
lda #168
sta item_x+1
lda #64
sta item_y+1
lda #1
sta item_active+1
lda #80
sta item_x+2
lda #160
sta item_y+2
lda #1
sta item_active+2
lda #168
sta item_x+3
lda #160
sta item_y+3
lda #1
sta item_active+3
rts
check_enemy_collisions:
lda invuln_timer
beq @check
dec invuln_timer
rts
@check:
ldx #0
@check_enemy:
lda player_x
sec
sbc enemy_x, x
bpl @check_x_pos
eor #$FF
clc
adc #1
@check_x_pos:
cmp #COLLISION_DIST
bcs @next_enemy
lda player_y
sec
sbc enemy_y, x
bpl @check_y_pos
eor #$FF
clc
adc #1
@check_y_pos:
cmp #COLLISION_DIST
bcs @next_enemy
jsr player_hit
rts
@next_enemy:
inx
cpx #NUM_ENEMIES
bne @check_enemy
rts
check_item_collisions:
ldx #0
@check_item:
lda item_active, x
beq @next_item
lda player_x
sec
sbc item_x, x
bpl @item_x_pos
eor #$FF
clc
adc #1
@item_x_pos:
cmp #COLLECT_DIST
bcs @next_item
lda player_y
sec
sbc item_y, x
bpl @item_y_pos
eor #$FF
clc
adc #1
@item_y_pos:
cmp #COLLECT_DIST
bcs @next_item
; Collected! Add 100 points
lda #0
sta item_active, x
inc items_collected
; Add 100 to score (100 = $64)
lda score_lo
clc
adc #100
sta score_lo
lda score_hi
adc #0
sta score_hi
@next_item:
inx
cpx #NUM_ITEMS
bne @check_item
rts
player_hit:
dec lives
lda lives
beq @game_over
lda #PLAYER_START_X
sta player_x
lda #PLAYER_START_Y
sta player_y
lda #INVULN_TIME
sta invuln_timer
rts
@game_over:
lda #1
sta game_over
rts
update_all_sprites:
jsr update_player_sprite
jsr update_enemy_sprites
jsr update_item_sprites
jsr update_lives_display
rts
update_player_sprite:
lda game_over
beq @alive
lda #$FF
sta oam_buffer+0
rts
@alive:
lda invuln_timer
beq @show
and #%00000100
beq @show
lda #$FF
sta oam_buffer+0
rts
@show:
lda player_y
sta oam_buffer+0
lda #SPRITE_PLAYER
sta oam_buffer+1
lda #0
sta oam_buffer+2
lda player_x
sta oam_buffer+3
rts
update_enemy_sprites:
ldx #0
ldy #4
@loop:
lda enemy_y, x
sta oam_buffer, y
iny
lda #SPRITE_ENEMY
sta oam_buffer, y
iny
lda #%00000001
sta oam_buffer, y
iny
lda enemy_x, x
sta oam_buffer, y
iny
inx
cpx #NUM_ENEMIES
bne @loop
rts
update_item_sprites:
ldx #0
ldy #20 ; OAM offset after enemies
@loop:
lda item_active, x
beq @hide_item
lda item_y, x
sta oam_buffer, y
iny
lda #SPRITE_ITEM
sta oam_buffer, y
iny
lda #%00000010 ; Palette 2 (green)
sta oam_buffer, y
iny
lda item_x, x
sta oam_buffer, y
iny
jmp @next_item
@hide_item:
lda #$FF
sta oam_buffer, y
iny
iny
iny
iny
@next_item:
inx
cpx #NUM_ITEMS
bne @loop
rts
update_lives_display:
ldy #36 ; OAM offset for lives
ldx lives
beq @hide_all
lda #8
sta oam_buffer, y
iny
lda #SPRITE_LIFE
sta oam_buffer, y
iny
lda #0
sta oam_buffer, y
iny
lda #16
sta oam_buffer, y
iny
cpx #1
beq @hide_rest
lda #8
sta oam_buffer, y
iny
lda #SPRITE_LIFE
sta oam_buffer, y
iny
lda #0
sta oam_buffer, y
iny
lda #26
sta oam_buffer, y
iny
cpx #2
beq @hide_rest
lda #8
sta oam_buffer, y
iny
lda #SPRITE_LIFE
sta oam_buffer, y
iny
lda #0
sta oam_buffer, y
iny
lda #36
sta oam_buffer, y
rts
@hide_rest:
@hide_all:
rts
move_enemies:
ldx #0
@enemy_loop:
lda enemy_x, x
clc
adc enemy_dir_x, x
sta enemy_x, x
cmp #ARENA_LEFT
bcs @check_right
lda #DIR_RIGHT
sta enemy_dir_x, x
lda #ARENA_LEFT
sta enemy_x, x
jmp @move_y
@check_right:
cmp #ARENA_RIGHT
bcc @move_y
lda #DIR_LEFT
sta enemy_dir_x, x
lda #ARENA_RIGHT
sec
sbc #1
sta enemy_x, x
@move_y:
lda enemy_y, x
clc
adc enemy_dir_y, x
sta enemy_y, x
cmp #ARENA_TOP
bcs @check_bottom
lda #DIR_DOWN
sta enemy_dir_y, x
lda #ARENA_TOP
sta enemy_y, x
jmp @next_enemy
@check_bottom:
cmp #ARENA_BOTTOM
bcc @next_enemy
lda #DIR_UP
sta enemy_dir_y, x
lda #ARENA_BOTTOM
sec
sbc #1
sta enemy_y, x
@next_enemy:
inx
cpx #NUM_ENEMIES
bne @enemy_loop
rts
load_palette:
bit PPUSTATUS
lda #$3F
sta PPUADDR
lda #$00
sta PPUADDR
ldx #0
@loop:
lda palette_data, x
sta PPUDATA
inx
cpx #32
bne @loop
rts
draw_arena:
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$00
sta PPUADDR
lda #0
sta row_counter
@draw_row:
lda row_counter
cmp #0
beq @top_row
cmp #1
beq @top_row
cmp #28
beq @bottom_row
cmp #29
beq @bottom_row
jmp @middle_row
@top_row:
lda row_counter
cmp #0
bne @top_row_inner
lda #TILE_CORNER_TL
sta PPUDATA
lda #TILE_BORDER
ldx #30
@top_fill:
sta PPUDATA
dex
bne @top_fill
lda #TILE_CORNER_TR
sta PPUDATA
jmp @next_row
@top_row_inner:
lda #TILE_BORDER
ldx #32
@top_inner_fill:
sta PPUDATA
dex
bne @top_inner_fill
jmp @next_row
@bottom_row:
lda row_counter
cmp #29
bne @bottom_row_inner
lda #TILE_CORNER_BL
sta PPUDATA
lda #TILE_BORDER
ldx #30
@bottom_fill:
sta PPUDATA
dex
bne @bottom_fill
lda #TILE_CORNER_BR
sta PPUDATA
jmp @next_row
@bottom_row_inner:
lda #TILE_BORDER
ldx #32
@bottom_inner_fill:
sta PPUDATA
dex
bne @bottom_inner_fill
jmp @next_row
@middle_row:
lda #TILE_BORDER
sta PPUDATA
sta PPUDATA
lda #TILE_FLOOR
ldx #28
@floor_fill:
sta PPUDATA
dex
bne @floor_fill
lda #TILE_BORDER
sta PPUDATA
sta PPUDATA
@next_row:
inc row_counter
lda row_counter
cmp #30
beq @done_drawing
jmp @draw_row
@done_drawing:
rts
set_attributes:
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$C0
sta PPUADDR
ldx #8
lda #$00
@attr_top:
sta PPUDATA
dex
bne @attr_top
ldx #6
@attr_floor:
lda #$00
sta PPUDATA
lda #%01010101
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
lda #$00
sta PPUDATA
dex
bne @attr_floor
ldx #8
lda #$00
@attr_bottom:
sta PPUDATA
dex
bne @attr_bottom
rts
read_controller:
lda #1
sta JOYPAD1
lda #0
sta JOYPAD1
ldx #8
@read_loop:
lda JOYPAD1
lsr a
rol buttons
dex
bne @read_loop
rts
move_player:
lda buttons
and #BTN_UP
beq @check_down
lda player_y
sec
sbc #PLAYER_SPEED
cmp #ARENA_TOP
bcc @check_down
sta player_y
@check_down:
lda buttons
and #BTN_DOWN
beq @check_left
lda player_y
clc
adc #PLAYER_SPEED
cmp #ARENA_BOTTOM
bcs @check_left
sta player_y
@check_left:
lda buttons
and #BTN_LEFT
beq @check_right
lda player_x
sec
sbc #PLAYER_SPEED
cmp #ARENA_LEFT
bcc @check_right
sta player_x
@check_right:
lda buttons
and #BTN_RIGHT
beq @done
lda player_x
clc
adc #PLAYER_SPEED
cmp #ARENA_RIGHT
bcs @done
sta player_x
@done:
rts
nmi:
pha
txa
pha
tya
pha
lda #0
sta OAMADDR
lda #>oam_buffer
sta OAMDMA
inc frame_count
lda #0
sta PPUSCROLL
sta PPUSCROLL
pla
tay
pla
tax
pla
rti
irq:
rti
palette_data:
.byte BG_COLOUR, $11, $21, $31
.byte BG_COLOUR, $13, $23, $33
.byte BG_COLOUR, $19, $29, $39
.byte BG_COLOUR, $16, $26, $36
.byte BG_COLOUR, $30, $27, $17 ; Player
.byte BG_COLOUR, $16, $26, $36 ; Enemies
.byte BG_COLOUR, $1A, $2A, $3A ; Items (green)
.byte BG_COLOUR, $30, $27, $17
.segment "VECTORS"
.word nmi
.word reset
.word irq
.segment "CHARS"
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte %11111111,%10000001,%10000001,%11111111,%11111111,%00010001,%00010001,%11111111
.byte %00000000,%01111110,%01111110,%00000000,%00000000,%11101110,%11101110,%00000000
.byte %00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%10000001
.byte %00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
.byte %11111111,%11000000,%10100000,%10010000,%10001000,%10000100,%10000010,%10000001
.byte %00000000,%00111111,%01011111,%01101111,%01110111,%01111011,%01111101,%01111110
.byte %11111111,%00000011,%00000101,%00001001,%00010001,%00100001,%01000001,%10000001
.byte %00000000,%11111100,%11111010,%11110110,%11101110,%11011110,%10111110,%01111110
.byte %10000001,%10000010,%10000100,%10001000,%10010000,%10100000,%11000000,%11111111
.byte %01111110,%01111101,%01111011,%01110111,%01101111,%01011111,%00111111,%00000000
.byte %10000001,%01000001,%00100001,%00010001,%00001001,%00000101,%00000011,%11111111
.byte %01111110,%10111110,%11011110,%11101110,%11110110,%11111010,%11111100,%00000000
.byte %00011000,%00011000,%00111100,%01111110,%11111111,%10111101,%00100100,%00100100
.byte %00000000,%00011000,%00011000,%00111100,%01000010,%01000010,%00011000,%00000000
.byte %00011000,%00111100,%01111110,%11111111,%11111111,%01111110,%00111100,%00011000
.byte %00000000,%00011000,%00100100,%01000010,%01000010,%00100100,%00011000,%00000000
.byte %00000000,%00100100,%01111110,%01111110,%00111100,%00011000,%00000000,%00000000
.byte %00000000,%00000000,%00000000,%00100100,%00011000,%00000000,%00000000,%00000000
; Tile 10: Item (data core - diamond)
.byte %00000000,%00011000,%00111100,%01111110,%01111110,%00111100,%00011000,%00000000
.byte %00000000,%00000000,%00011000,%00100100,%00100100,%00011000,%00000000,%00000000
.res 8192 - 176, $00
Build It
ca65 nexus.asm -o nexus.o
ld65 -C nes.cfg nexus.o -o nexus.nes
Score increases when you collect items. The number is tracked internally - a visible HUD display comes later.
Next
The game is silent. Unit 13 adds sound effects to bring it to life.
What Changed
Unit 11 → Unit 12
+15-3
| 1 | 1 | ; ============================================================================= | |
| 2 | - | ; NEON NEXUS - Unit 11: Collectibles | |
| 2 | + | ; NEON NEXUS - Unit 12: Scoring | |
| 3 | 3 | ; ============================================================================= | |
| 4 | - | ; Add data cores that the player can collect. | |
| 4 | + | ; Add a score that increases when collecting items. | |
| 5 | 5 | ; ============================================================================= | |
| 6 | 6 | | |
| 7 | 7 | PPUCTRL = $2000 | |
| ... | |||
| 63 | 63 | invuln_timer: .res 1 | |
| 64 | 64 | game_over: .res 1 | |
| 65 | 65 | items_collected: .res 1 | |
| 66 | + | score_lo: .res 1 ; Score low byte | |
| 67 | + | score_hi: .res 1 ; Score high byte (for scores > 255) | |
| 66 | 68 | | |
| 67 | 69 | enemy_x: .res NUM_ENEMIES | |
| 68 | 70 | enemy_y: .res NUM_ENEMIES | |
| ... | |||
| 160 | 162 | sta game_over | |
| 161 | 163 | sta invuln_timer | |
| 162 | 164 | sta items_collected | |
| 165 | + | sta score_lo | |
| 166 | + | sta score_hi | |
| 163 | 167 | | |
| 164 | 168 | lda #PLAYER_START_X | |
| 165 | 169 | sta player_x | |
| ... | |||
| 306 | 310 | cmp #COLLECT_DIST | |
| 307 | 311 | bcs @next_item | |
| 308 | 312 | | |
| 309 | - | ; Collected! | |
| 313 | + | ; Collected! Add 100 points | |
| 310 | 314 | lda #0 | |
| 311 | 315 | sta item_active, x | |
| 312 | 316 | inc items_collected | |
| 317 | + | ; Add 100 to score (100 = $64) | |
| 318 | + | lda score_lo | |
| 319 | + | clc | |
| 320 | + | adc #100 | |
| 321 | + | sta score_lo | |
| 322 | + | lda score_hi | |
| 323 | + | adc #0 | |
| 324 | + | sta score_hi | |
| 313 | 325 | | |
| 314 | 326 | @next_item: | |
| 315 | 327 | inx |