Base 100
Unlike the regular 6502, the 2A03 does not have decimal mode. One workaround for this is to keep numbers in binary, and use a BCD conversion routine to convert to binary-coded decimal as needed. Base 100 is another workaround that simplifies displaying the numbers onscreen.
In base 100, a number consists of a series of bytes that range from 0-99 (or $00-$63 in hexadecimal). Unlike in regular 8-bit math, numbers wrap around at 100 instead of at 256, so $0063 + $0001 is $0100 instead of $0064. Given a base 100 number, you can use a 100-byte table to convert each byte to BCD, which is easy to display.
base_100_to_bcd:
.byte $00, $01, $02, $03, $04, $05, $06, $07, $08, $09, $10, $11, $12, $13, $14, $15, $16, $17, $18, $19
.byte $20, $21, $22, $23, $24, $25, $26, $27, $28, $29, $30, $31, $32, $33, $34, $35, $36, $37, $38, $39
.byte $40, $41, $42, $43, $44, $45, $46, $47, $48, $49, $50, $51, $52, $53, $54, $55, $56, $57, $58, $59
.byte $60, $61, $62, $63, $64, $65, $66, $67, $68, $69, $70, $71, $72, $73, $74, $75, $76, $77, $78, $79
.byte $80, $81, $82, $83, $84, $85, $86, $87, $88, $89, $90, $91, $92, $93, $94, $95, $96, $97, $98, $99
Base 100 is good for numbers that you want to display and do addition and subtraction on, but don’t need for more complicated math. It can be good for things like a score, an amount of currency, or a timer or countdown.
The BCD table above makes it trivial to calculate the decimal digits (div/mod by 10) to be displayed:
ldx base_100_number
lda base_100_to_bcd,x
tay ; alternatively, use a zeropage variable
lsr a
lsr a
lsr a
lsr a
sta PPUDATA ; tens digit
tya
and #%00001111
sta PPUDATA ; ones digit
For even more speed, you can have two tables that separately provide the ones digit and the tens digit of the resulting BCD number:
ldx base_100_number
lda base_100_tens,x
sta PPUDATA ; tens digit
lda base_100_ones,x
sta PPUDATA ; ones digit
Note: These examples write directly to PPUDATA for simplicity. A more robust approach would be to buffer the data to be transferred instead.
This takes in an unsigned 8-bit value in A and returns its base 100 encoding in X (high byte) and A (low byte):
; Parameter: A = byte to encode
; Returns base 100 encoding as: X = high byte, A = low byte
ByteToBase100:
ldx #0 ; Init high byte of result
:
cmp #100 ; 0~99 is valid
bcc @ret
inx
sbc #100 ; Carry already set
bcs :- ; Carry is guaranteed to be set
@ret:
rts
This increments a 16-bit base 100 number by 1, while preventing it from going over 9999:
AddOneCoin:
lda #99 ; Check for cap of 9999
cmp Money+1
bne :+
cmp Money+0
bne :+
rts ; Exit if cap already reached
:
; Otherwise increment the amount
inc Money
lda Money
cmp #100
bcc :+
lda #0 ; Base 100 overflow
sta Money
inc Money+1
:
rts
This decrements a 16-bit base 100 number by 1, while preventing it from going under 0:
SubOneCoin:
lda Money ; Check if amount is 0
ora Money+1
beq :+
; Otherwise decrement the amount
lda #99
dec Money
bpl :+
sta Money ; Base 100 underflow
dec Money+1
:
rts
Here’s an example that demonstrates base 100 addition, using a pair of 16-bit numbers. The result is clamped to 9999:
AddPrizeMoney:
lda Money
clc
adc Prize
cmp #100
bcc :+
; Carry is set if the code ends up in here
sbc #100 ; Guaranteed to set carry
:
sta Money
; Carry will correctly reflect base 100 overflow here
lda Money+1
adc Prize+1
cmp #100
bcc :+
lda #99 ; Cap amount at 9999
sta Money
:
; Write the new amount
sta Money+1
rts
Here’s an example that demonstrates base 100 subtraction, using a pair of 16-bit numbers:
PurchaseItem:
lda Money
sec
sbc Price
bpl :+
; Carry is clear if the code ends up in here
adc #100
clc
:
sta Temp
; Carry will correctly reflect base 100 underflow here
lda Money+1
sbc Price+1
bmi NotEnoughFunds
; Write the new amount
sta Money+1
lda Temp
sta Money
rts
Multiplication and division by powers of 2 are straightforward to do in base 100 through the use of shift and rotate operations.
Multiply a 16-bit base 100 value by 2, clamping the result to 9999:
Mult2:
lda Val ; Double low byte
asl a
cmp #100
bcc :+
; Carry is set if the code ends up in here
sbc #100 ; Guaranteed to set carry
:
; Carry will correctly reflect base 100 overflow here
sta Val
lda Val+1 ; Double high byte while also adding carry
rol a
cmp #100
bcc :+
lda #99 ; Cap amount at 9999
sta Val
:
sta Val+1
rts
Divide a 16-bit base 100 value by 2:
Div2:
lsr Val+1 ; Halve high byte
lda Val
bcc :+
; Carry is set if the code ends up in here
adc #99 ; Add 100 to low byte so it can be halved to 50
:
lsr a ; Halve low byte
sta Val
rts
Multiplication and division by powers of 100 are trivial to do in base 100, analogous to powers of 10 in base 10 (BCD) or powers of 2 in binary - shift the number over by one byte and place a zero at the opposite end for each power of 100.
Multiply an 8-bit base 100 value by 100, storing the result in 16 bits:
Mult100:
lda #0 ; Put a 0 into the low byte of the result
sta Res
lda Value ; Put the input into the high byte of the result to multiply by 100
sta Res+1
rts
Divide a 16-bit base 100 value by 100, storing the result in 16 bits:
Div100:
lda #0 ; Put a 0 into the high byte of the result
sta Res+1
lda Value+1 ; Put the input high byte into the low byte of the result to divide by 100
sta Res
rts
Homebrew games:
Hacks:
- TetrisNESBugfix, in the routines used by
calcAndAddLineClearPoints(optimised multiplication logic for line clear points). Base 100 is also used for variables such as the line clear count and level number.