Sunday, 1 November 2026

Cosmic Snake - Writing Code Without Using Zero

In the previous post, I looked at Cosmic Snake for the VIC20, a game which was partly written in BASIC, and partly in assembler, with the code hidden in REM statements at the start of the program.

This is a technique used a lot on the ZX81, but rarely in Commodore BASIC as it has one major limitation - you cannot use zero.

If any of the code assembles to a binary $00, it will be seen as the end-of-line marker and the code after will be truncated.

That also means you cannot JSR, JMP, read or write to any addresses containing zero, (i.e. $9600, $1E00, $0042, etc.). There are ways around this, as we will see, but it complicates some things and leads to some convoluted code to avoid it.

If you have any variables or tables in this space, you also need to make sure they will never contain zero.

I guess this must be what it was like to write VMDII assembler for your VIC XX if you were a Roman.

Aiming For Zero

Here are three lines of code just to get A to $00, because you can't do LDA #$00.

Four bytes seems a bit unnecessary.

This is not a Z80, so you can't do XOR A, which would set A to zero.

If it not later 65C02, so we cannot use the nice STZ opcode which stores a zero.

It is going to need at least two bytes, which is what LDA #$00 would have been anyway.

There are many places in memory which will already contain $00.

It is defined that the start of BASIC memory should be zero, so $1000 would always be zero, you could read that

LDA $1000

The first line number is 0, so $00 $00 is stored at $1003 and $1004, you could read one of those

LDA $1003

But those are three bytes (still less that four), so to get down to two bytes needs a read operation from zero page.

There are various unused locations there that could be set to zero, POKE the address from BASIC, set it once to $01 and decrement it, or find one that would always be zero, for example:

  *0099     153      Input device (normally 0)

and then

LDA $99

Although giving that a name would be clearer

LDA ZP_ZERO

would assemble to two bytes, the same size as LDA #$00.

But it seems that none of those are used, instead we have lots of alternative workarounds.

Reverse Engineering

I find this an interesting challenge. Looking at the code as it currently is, there is a whole bunch of bytes. Some are code, some are data, some are BASIC line structure, and some are just padding.

I like working through and finding a variable and trying to work out what it is being used for. Where is is written to? when is it read from? what values will it contain?

The process was just a case of divide and conquer, breaking things down into functions and blocks and trying to work out what each one does.

As the code is a mixture of BASIC line structure, code, possible variables or tables and padding, I can't just run it through a disassembler as a whole.

Instead, I am using the disassembler in Vice.

I start at each REM statement line and look for valid code.

This section looks like a function.

The two bytes before are CLI, $58, the "X" character that fills the REM statements, so I think it is safe to assume that the function starts at $18C8.

The only jump, a BNE is to an address within the function, so I think it finishes at the RTS.

I cut and paste that section into Visual Studio Code, which I am using as an editor.

I don't need all the address and bytes on the left, so I can use the block select, which is quite handy to have in VS Code and is something I used to like about Notepad++.

Hold down SHIFT + ALT and you can select just that block that I need to remove, and then press TAB to set the code in it's normal location 4 characters from the left hand edge.

The *=$18C8 sets the address, so when the file is assembled, this code will overwrite what is currently at $18C8, which is a run of $58, the "X" padding characters. Overwriting the file like this means I don't need to worry about line formatting or padding, just blocks of code.

This is a local label, for local people. There is nothing for you here.

I am starting to split it up into sections, the first being the slightly convoluted way to make A=0.

As mentioned before, the BNE instruction branches back into this function, so I can replace that with a local label.

The - branches back to the nearest - label before the branch instruction, and a + will branch the next + label after the branch. You can do -- and ++ etc. to nest these on some assemblers, but I tend to switch to names at that point to avoid confusion, but for simple loops like this and "skip over the next few lines", they are ideal.

That just cleans things up a bit, my aim is to get rid of as many of the magic numbers as I can, and replace everything with named values or local labels where appropriate, etc.

Don't Keep Asking Me Why Reg

One of those is in the range $900x, which is the VIC chip.

It looks like it is writing A (which is zero) to $9009, which is the paddle Y register? Y Reg? Why?

Ah, but X starts at $01, so the instruction

STA $9009,X

Will actually write $00 to $9009 + 1, which is $900A. This is the register which controls the frequency of oscillator 1, which is more likely to be what we want here.

Then X is incremented, and checked against 6, if it is not 6, it loop back around.

The second time around, X is 2, so it writes to $900B, the frequency of oscillator 2.

Then $900C, the frequency of oscillator 3, then $900D, the frequency of the noise source.

The last time around the loop, it writes to $9009+5 ($900E), setting the VIC volume to 0.

That makes more sense, this is basically a "stop making sounds" function.

To make that clearer, rather than

STA VIC_PADDLE_Y, X

I have written that as

STA VIC_OSC1_FREQ-1,X

$900A-1 is $9009, so the code assembles to the same thing, but it is hopefully clearer what is intended rather than leaving it as just the number $9009 or changing it confusingly to VIC_PADDLE_Y.

Continuing on with the next section, and I can see in there are several calls to $18B6, which can now be updated.

There Has to be Another Way

It is interesting to note that there is no reason for this one-based confusion. It is used throughout the code, in many cases because it is just easier to avoid zero that way. But in this case, it is almost confusing for confusing sake, or maybe just a desire to keep everything one based rather than a mix of zero- and one-based?

The code actually starts by setting X to 0, and then sets it back to 1. It could have been left as zero, and then the function would read more logically.

Or, start with X as 5, and decrement until it gets to 0, we need it to keep going for that last loop, so you can change the branch instruction to BPL -, branch is the number is positive, which will be correct for 5 down to 0, but when it rolls around to $FF, the test will fail and it will move on to the RTS.

Going backwards is not always an option, but in this case, i would actually be better to start by setting the volume to 0 first.

You might also consider using X as an offset to the VIC base address $9000, and run the loop from $09 to $0E.

But the VIC base address is $9000, and that would assemble as $9D, $00, $90, which contains $00 and would cause the rest of this line to be truncated.

For now, I am leaving all the code as is, so I can continue to build a binary identical version.

Line 0

The first line is line 0, ironically you can use zero as a line number. This does not appear to start with valid code?

It seems to be rubbish until $1080 where it looks to be a valid function.

This fits with the BASIC code, which calls SYS 4224, which is $1080.

I worked that out to be a function that copies the data from $1006 onwards into RAM at $1D88, which is later set to be user defined graphics.

It is a little more than a straight copy.

It reads the data, byte by byte, and checks each one to see if it equals $01. If it does, it subtracts $01 to get the otherwise unobtainable $00 value. Presumably there was no need for any $01s in the character data.

You can see the results after the copy, the source first, then the destination, with all the $01 bytes changed to $00.

Fire!

Another short function that shed some light on things was this one.

>C:1150  22 91 60 58  58 58 58 58  58 58 58 58  00 5c 12 02   ".`XXXXXXXXX.\..

>C:1160  00 8f 02 02  58 58 ad 11  91 09 df c9  ff f0 05 a9   ....XX..........

This shows the end of line 1, with the row of XXX padding characters, then the $00 which indicates the end of line (the only time you can use a zero, other than in line numbers and the address of the next line).

$125C is set as the address of the next line, and $0002 as the line number.

There is then the $8F which is the REM token, then some code?

It does not start with valid code, two $02 (invalid op-codes, causing a CPU JAM), then two $58 padding characters, then what looks like a function follows at $1166.

This again ends with an RTS and appears self contains as the only branch, a BEQ will jump to the RTS line.

As before, I split that up, but left space for the two $02 bytes. I used another *= to skip over the padding bytes.

$9111 is the VIA#1 PORT A, and it looks to be masking off bit PA5, which is the joystick fire button.

If that is high, then the button is not pressed, so the function exits via the BEQ and the RTS.

If it does not equal $FF, then the pin must be low, so fire is pressed.

When this happens, it sets address $1162 to $01.

Hang on, that is the address of one of the $02 values above.

OK, so those are used as variables, I added V_ and R_ prefixes to try to track variables and routines (also T_ for tables and L_ for links), and a local label for the branch forward.

V_1162 starts as $02. Elsewhere in the code, in what I think is initialisation, it is set to $02.

The rest of this routine reads from an address which is the IO chip, and based on the bit is is checking, this is looking for fire being pressed. If it is pressed, it sets this flag variable to $01.

Elsewhere, it checks if the value is $01 and starts a process I worked out to be firing the missile.

Once it sets the missile in motion, it sets the value back to $02.

It also sets to back to $02 later during the movement of the missile.

There are no other references I can see to V_1162, so I think that is it's entire job.

From that, I can say that is a "Fire has been pressed" flag, and the other variable here V_1163 is "a missile has been launched" flag.

These are only ever set to $01 or $02, and are only checked for those value.

I think I can conclude the values are being used as

  • TRUE / ACTIVE = $01
  • FALSE / INACTIVE = $02

I am sure the programmer would have liked to use the more standard $00 for false and anything else for true, but of course we can't use $00 here, so the logic here is using $01 and $02.

There is another function buttoned up. I have left the literals for the mask values, I could have changed those to PA5_MASK or FIRE_MASK, but I think it is fine for now, I have added appropriate comments.

Turning the Tables

The third line number 2 started with a block of numbers before the valid code started.

Those were referenced by the following code. Registers A, X and Y were stored in $177E, $1780 and $1781 respectively, and were restored at the end of the function.

There was then a reference to $1778, but this was +X, so $1779,$177A etc.

I worked out this was the "update the score" function, and $1778 was a lookup table for scores.

The scores were of course stored plus one, but I thought it would be better to show those as 50+1 etc.

The temporary A,X and Y register locations were also named and the final byte was a variable used to store the number of points read from the table.

It would then loop around that many times, updating the score digits directly on the screen.

(why not load Y with the number of points and then DEY to avoid the compare, and why use JMP - when BNE - would have been shorter and also protected against infinite loops as it would eventually hit zero and not branch)

Writing to the screen

When I see JSR calls in the range of $B000 - FFFF, these are KERNAL routines, normally well defined and documented, so when I see those I can replace them with the function names.

Likewise, there are defined ares in zero page and $0200-$03FF that can be labelled appropriately to help understand what is going on.

This short function, followed by lots of padding, references two known memory locations.

From those, I could also understand the relevance of the values $07 and $39 in the code.

This is setting the current colour used by the kernal print routines to $07 (yellow) and using the print routine to print a character $39 to the screen.

This is one in the range which was copied over at the start of the code, and I had worked out was the snake graphic.

In order to use that function, there must be a call to set the location on the screen somewhere ...

Found it, a call to $FFF0.

It took me quite a while to work all that out because some of the references were to a variable at $1508, e.g.

LDX $1508

but others were as if $1508 was the start of a table

LDA $1508,X

I need to remember how the author is working here, it makes more sense when that is written as

LDA $1509-1,X

I worked out that $1508 was an index to the current portion of the snake being drawn, and there were several tables this indexed showing X and Y positions and I think direction (or possibly status).

With those defined, the code makes more sense.

This sets the X and Y location to be printed using the PLOT function.

Those are read from a table using an index (stored plus one to avoid containing zero, so the table address is -1)

And of course, the values are also stored plus one as they cannot contain zero.

(there really is a whole lot of work required to avoid using zero here)

But Wait, That's Cheating!

This function started by reading and writing to certain bytes in the $1Dxx region. This is where the user defined graphics are stored in this setup. Is it changing part of a character?

I thought this might have been related to the mushrooms being blasted away by fire, but that is handled by one of four different characters with different states of destruction.

I finally worked out that these were actually being used as variables.

Variables in real RAM!

Variables that can contain zero!!

But that is cheating!!!

If you are going to do that, why not put all the variables in there so we don't have to do this +1, -1 all the time.

Why not put the code there as well, save us all a headache?

I worked out these are being used as player X and Y locations. When the joystick is checked and the player needs to be, the new location is calculated and what is there is checked, using the KERNAL PLOT and the zero page CURSOR_POS and CURSOR_LINE_PTR functions, (which is quite a neat way of doing it)

That all seemed to make sense, following the code through until I hit a line that didn't make sense.

The code is reading in the port which contains several bits which are the joystick directions (3 directions plus fire, the 4th direction is on another port, because VIC20....)

If it detects the joystick is to the right, it increments the player Y position, to the left, decrements Y, etc.

When it comes to checking up, it should skip over the 

DEC NEW_PLAYER_X 

line if the joystick is not held up.

But rather than

BCS $10E9

Which would branch over the next line and continue, it does

BCS $10E7

This branches into the middle of the next instruction.

It just happens that $86 $1D represents a valid bit of code which does not break anything.

It unnecessarily writes X to address $1D, which is some temporary storage for strings in BASIC.

0019-0021 25-33 Stack for temporary strings

All I can say is the author was very lucky, that could easily have been invalid code and broken things, but by a fluke, it works out to be an innocuous instruction and it continues at $10E9 where it was meant to go.


I have not completed the whole disassembly, I will probably return to it at some point. It is an interesting process, and keeps my mind occupied anyway on days when I don't have the energy to do anything else.

I learned a few new tricks, but I suppose the main takeaway is, yes, you can store code in REM statements on a VIC20, but you really, REALLY, shouldn't.

I suppose you could rewrite this as "code at the end of the file" style, I wonder how much better / easier it would be..... No.....

Or even entirely in assembler ....

No.... Must not rewrite it ......

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