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cc65/libsrc/telestrat/mym.s
jede b5fef66f37 Merge telemon24 and telemon30 into telestrat target.
Cleaning, and replace tab to spaces
Converting hex lowercase value into uppercase char.
Changing := and = when it was needed
2017-01-31 22:09:14 +01:00

627 lines
9.4 KiB
ArmAsm

.export _Mym_MusicStart
.importzp sp,tmp2,tmp3,tmp1,ptr1
.include "telestrat.inc"
; To check: AYC
; http://cpcwiki.eu/index.php/AYC
_DecodedByte :=$D0 ; Byte being currently decoded from the MYM stream
_DecodeBitCounter :=$D2 ; Number of bits we can read in the current byte
_DecodedResult :=$D3 ; What is returned by the 'read bits' function
_CurrentAYRegister :=$D4 ; Contains the number of the register being decoded
_RegisterBufferHigh :=$D5 ; Points to the high byte of the decoded register buffer, increment to move to the next register
_BufferFrameOffset :=$D6 ; From 0 to 127, used when filling the decoded register buffer
_MusicResetCounter :=$D7 ; 2 bytes Contains the number of rows to play before reseting
_CurrentFrame :=$D9 ; From 0 to 255 and then cycles... the index of the frame to play this vbl
_PlayerVbl :=$DA
_FrameLoadBalancer :=$DB ; We depack a new frame every 9 VBLs, this way the 14 registers are evenly depacked over 128 frames
VIA_1 := $30f
VIA_2 := $30c
_MusicData := $c000
; mym(char *buf)
;
; Current PSG values during unpacking
;
.proc _Mym_MusicStart
; The two first bytes of the MYM music is the number of rows in the music
; We decrement that at each frame, and when we reach zero, time to start again.
sta ptr1
stx ptr1+1
ldy #0
lda (ptr1),y
sta _MusicResetCounter+0
iny
lda (ptr1),y
tax
inx
stx _MusicResetCounter+1
;ldx _MusicData+0
;stx _MusicResetCounter+0
;ldx _MusicData+1
;inx
;stx _MusicResetCounter+1
; Initialize the read bit counter
ldy #2 ; should be useless because we can do iny which earn 1 byte
lda ptr1
clc
adc #2
bcc next20
inc ptr1+1
lda ptr1+1
sta __auto_music_ptr+2
next20:
sta ptr1
sta __auto_music_ptr+1
;lda #<(_MusicData+2)
;sta __auto_music_ptr+1
;lda #>(_MusicData+2)
;sta __auto_music_ptr+2
lda #1
sta _DecodeBitCounter
; Clear all data
lda #0
sta _DecodedResult
sta _DecodedByte
sta _PlayerVbl
sta _PlayerRegCurrentValue
sta _BufferFrameOffset
sta _PlayerCount
sta _CurrentAYRegister
sta _CurrentFrame
ldx #14
loop_init:
dex
sta _PlayerRegValues,x
bne loop_init
;
; Unpack the 128 first register frames
;
lda #>_PlayerBuffer
sta _RegisterBufferHigh
ldx #0
unpack_block_loop:
stx _CurrentAYRegister
; Unpack that register
jsr _PlayerUnpackRegister2
; Next register
ldx _CurrentAYRegister
inx
cpx #14
bne unpack_block_loop
lda #128
sta _PlayerVbl+0
lda #0
sta _PlayerCount
sta _CurrentAYRegister
sta _CurrentFrame
lda #9
sta _FrameLoadBalancer
lda #1
sta _MusicPlaying
;
; Install the IRQ
;
php
sei
lda #<_Mym_PlayFrame
sta _InterruptCallBack_3+1
lda #>_Mym_PlayFrame
sta _InterruptCallBack_3+2
plp
rts
_Mym_MusicStop:
; Indicate the main code that the music is finished
lda #0
sta _MusicPlaying
; Disable the IRQ so it does not conflict or cause weird things
php
sei
lda #<_DoNothing
sta _InterruptCallBack_3+1
lda #>_DoNothing
sta _InterruptCallBack_3+2
plp
; Cut the sound so it does not sounds like a dying cat
; y=register number
; x=value to write
ldy #7 ; Control register
ldx #$FF
jsr _PsgPlayRegister
ldy #8 ; Volume A
ldx #0
jsr _PsgPlayRegister
ldy #9 ; Volume B
ldx #0
jsr _PsgPlayRegister
ldy #10 ; Volume C
ldx #0
jsr _PsgPlayRegister
rts
_Mym_PlayFrame:
;
; Check for end of music
; CountZero: $81,$0d
dec _MusicResetCounter+0
bne music_contines
dec _MusicResetCounter+1
bne music_contines
music_resets:
jmp _Mym_MusicStop
music_contines:
;
; Play a frame of 14 registers
;
lda _CurrentFrame
sta _auto_psg_play_read+1
lda #>_PlayerBuffer
sta _auto_psg_play_read+2
ldy #0
register_loop:
_auto_psg_play_read:
ldx _PlayerBuffer
; y=register number
; x=value to write
jsr _PsgPlayRegister
inc _auto_psg_play_read+2
iny
cpy #14
bne register_loop
inc _CurrentFrame
inc _PlayerCount
lda _CurrentAYRegister
cmp #14
bcs end_reg
dec _FrameLoadBalancer
bne end
jsr _PlayerUnpackRegister
inc _CurrentAYRegister
lda #9
sta _FrameLoadBalancer
end:
rts
end_reg:
lda _PlayerCount
cmp #128
bcc skip2
lda #0
sta _CurrentAYRegister
sta _PlayerCount
lda #9
sta _FrameLoadBalancer
clc
lda _PlayerVbl+0
adc #128
sta _PlayerVbl+0
skip2:
rts
; y=register number
; x=value to write
_PsgPlayRegister:
sty VIA_1
txa
pha
lda VIA_2
ora #$EE ; $EE 238 11101110
sta VIA_2
and #$11 ; $11 17 00010001
ora #$CC ; $CC 204 11001100
sta VIA_2
tax
pla
sta VIA_1
txa
ora #$EC ; $EC 236 11101100
sta VIA_2
and #$11 ; $11 17 00010001
ora #$CC ; $CC 204 11001100
sta VIA_2
rts
;
; Initialise X with the number of bits to read
; Y is not modifier
;
_ReadBits:
lda #0
sta _DecodedResult
; Will iterate X times (number of bits to read)
loop_read_bits:
dec _DecodeBitCounter
beq get_next_byte
shift_bit:
asl _DecodedByte
rol _DecodedResult
dex
bne loop_read_bits
rts
get_next_byte:
; reset mask
lda #8
sta _DecodeBitCounter
; fetch a new byte, and increment the adress.
__auto_music_ptr:
lda _MusicData+2
sta _DecodedByte
inc __auto_music_ptr+1
bne shift_bit
inc __auto_music_ptr+2
jmp shift_bit
_PlayerUnpackRegister:
lda #>_PlayerBuffer
clc
adc _CurrentAYRegister
sta _RegisterBufferHigh
_PlayerUnpackRegister2:
;
; Init register bit count and current value
;
ldx _CurrentAYRegister
lda _PlayerRegValues,x
sta _PlayerRegCurrentValue
;
; Check if it's packed or not
; and call adequate routine...
;
ldx #1
jsr _ReadBits
ldx _DecodedResult
bne DecompressFragment
UnchangedFragment:
;
; No change at all, just repeat '_PlayerRegCurrentValue' 128 times
;
lda _RegisterBufferHigh ; highpart of buffer adress + register number
sta __auto_copy_unchanged_write+2
ldx #128 ; 128 iterations
lda _PlayerRegCurrentValue ; Value to write
ldy _PlayerVbl
repeat_loop:
__auto_copy_unchanged_write:
sta _PlayerBuffer,y
iny
dex
bne repeat_loop
jmp player_main_return
player_main_return:
; Write back register current value
ldx _CurrentAYRegister
lda _PlayerRegCurrentValue
sta _PlayerRegValues,x
; Move to the next register buffer
inc _RegisterBufferHigh
rts
DecompressFragment:
lda _PlayerVbl ; Either 0 or 128 at this point else we have a problem...
sta _BufferFrameOffset
decompressFragmentLoop:
player_copy_packed_loop:
; Check packing method
ldx #1
jsr _ReadBits
ldx _DecodedResult
bne PlayerNotCopyLast
UnchangedRegister:
; We just copy the current value 128 times
lda _RegisterBufferHigh ; highpart of buffer adress + register number
sta __auto_player_copy_last+2
ldx _BufferFrameOffset ; Value between 00 and 7f
lda _PlayerRegCurrentValue ; Value to copy
__auto_player_copy_last:
sta _PlayerBuffer,x
inc _BufferFrameOffset
player_return:
; Check end of loop
lda _BufferFrameOffset
and #127
bne decompressFragmentLoop
jmp player_main_return
PlayerNotCopyLast:
; Check packing method
ldx #1
jsr _ReadBits
ldx _DecodedResult
beq DecompressWithOffset
ReadNewRegisterValue:
; Read new register value (variable bit count)
ldx _CurrentAYRegister
lda _PlayerRegBits,x
tax
jsr _ReadBits
ldx _DecodedResult
stx _PlayerRegCurrentValue
; Copy to stream
lda _RegisterBufferHigh ; highpart of buffer adress + register number
sta __auto_player_read_new+2
ldx _BufferFrameOffset ; Value between 00 and 7f
lda _PlayerRegCurrentValue ; New value to write
__auto_player_read_new:
sta _PlayerBuffer,x
inc _BufferFrameOffset
jmp player_return
DecompressWithOffset:
; Read Offset (0 to 127)
ldx #7
jsr _ReadBits
lda _RegisterBufferHigh ; highpart of buffer adress + register number
sta __auto_write+2 ; Write adress
sta __auto_read+2 ; Read adress
; Compute wrap around offset...
lda _BufferFrameOffset ; between 0 and 255
clc
adc _DecodedResult ; + Offset Between 00 and 7f
sec
sbc #128 ; -128
tay
; Read count (7 bits)
ldx #7
jsr _ReadBits
inc _DecodedResult ; 1 to 129
ldx _BufferFrameOffset
player_copy_offset_loop:
__auto_read:
lda _PlayerBuffer,y ; Y for reading
iny
__auto_write:
sta _PlayerBuffer,x ; X for writing
inx
dec _DecodedResult
bne player_copy_offset_loop
stx _BufferFrameOffset
sta _PlayerRegCurrentValue
jmp player_return
;
; Size in bits of each PSG register
;
_PlayerRegBits:
; Chanel A Frequency
.byt 8
.byt 4
; Chanel B Frequency
.byt 8
.byt 4
; Chanel C Frequency
.byt 8
.byt 4
; Chanel sound generator
.byt 5
; select
.byt 8
; Volume A,B,C
.byt 5
.byt 5
.byt 5
; Wave period
.byt 8
.byt 8
; Wave form
.byt 8
_PlayerCount:
.res 1,0 ; must be equal to 0
_MusicPlaying:
.res 1,0 ; must be equal to 0
_PlayerRegValues:
_RegisterChanAFrequency:
; Chanel A Frequency
.res 1,8
.res 1,4
_RegisterChanBFrequency:
; Chanel B Frequency
.res 1,8
.res 1,4
_RegisterChanCFrequency:
; Chanel C Frequency
.res 1,8
.res 1,4
_RegisterChanNoiseFrequency:
; Chanel sound generator
.res 1,5
; select
.res 1,8
; Volume A,B,C
_RegisterChanAVolume:
.res 1,5
_RegisterChanBVolume:
.res 1,5
_RegisterChanCVolume:
.res 1,5
; Wave period
.res 1,8
.res 1,8
; Wave form
.res 1,8
_PlayerRegCurrentValue:
.res 1,0
_DoNothing:
rts
_InterruptCallBack_3: ; Used by the music player
jsr _DoNothing ; Transformed to "jsr _Mym_PlayFrame" -> 12 cycles
; jsr MiniScrollLoading ; -> 338 cycles
pla
tay
pla
tax
pla
rti
_PlayerBuffer:
.res 256*14 ; About 3.5 kilobytes somewhere in memory, we put the music file in overlay memory
.endproc