RC-Project-Board/projects/GB-001 Game Board/software/RC-ONE/CH02-Music/music.list
Tor-Eirik Bakke Lunde 8a4310ad55 Chapter 5
2020-03-02 20:05:09 +01:00

219 lines
14 KiB
Plaintext

0000- 4 ;
0000- 5 ; MUSIC PLAYER FOR THE KIM-1 USING '6502 GAMES' HARDWARE. BOARD SHOULD BE
0000- 6 ; JUMPERED WITH VIA CHIPS AT THE ADDRESSES SPECIFIED BELOW. OTHER THAN THAT
0000- 7 ; THE CODE IS UNCHANGED FROM THE BOOK.
0000- 8 ;
C000- 9 VIA1 .EQ $C000
CC00- 10 VIA3 .EQ $CC00
0000- 11
0200- 12 .OR $0200
0200- 13 .TA $0200
0200-20 06 03 14 ( 6) RCONE JSR INITKEY
0203- 15 .IN ../../common/CH02-Music/player.asm
0203- I 1 ; MUSIC PLAYER PROGRAM
0203- I 2 ; USES 16-KEY KEYBOARD AND BUFFERED SPEAKER
0203- I 3 ; PROGRAM PLAYS STORED MUSICAL NOTES. THERE ARE TWO MODES OF OPERATION: INPUT
0203- I 4 ; AND PLAY. INPUT MODE IS THE DEFAULT, AND ALL NON-COMMAND KEYS PRESSED PRESSED
0203- I 5 ; (0-D) ARE STORED FOR REPLAY. IF AN OVERFLOW OCCURS, THE USER IS WARNED WITH
0203- I 6 ; A THREE-TONE WARNING. THE SAME WARBLING TONE IS ALSO USED TO SIGNAL A RESTART
0203- I 7 ; OF THE PROGRAM.
0203- I 8 ;
0000- I 9 PILEN .EQ $00 ; LENGTH OF NOTE LIST
0001- I 10 TEMP .EQ $01 ; TEMPORARY STORAGE
0002- I 11 PTR .EQ $02 ; CURRENT LOCATION IN LIST
0003- I 12 FREQ .EQ $03 ; TEMPORARY STORAGE FOR FREQUENCY
0004- I 13 DUR .EQ $04 ; TEMP STORAGE FOR DURATION
0300- I 14 TABEG .EQ $0300 ; TABLE TO STORE MUSIC
CC00- I 15 PORT3B .EQ VIA3 ; VIA OUTPUT PORT B
CC02- I 16 DDR3B .EQ VIA3+2 ; VIA PORT B DIRECTION REGISTER
CC03- I 17 DDR3A .EQ VIA3+3
CC01- I 18 PORT3A .EQ VIA3+1
CC00- I 19 PORT3B .EQ VIA3
0203- I 20
0203- I 21 ;
0203- I 22 ; COMMAND LINE INTERPRETER
0203- I 23 ; $F AS INPUT MEANS RESET POINTERS, START OVER.
0203- I 24 ; $E MEANS PLAY CURRENTLY STORED NOTES
0203- I 25 ; ANYTHING ELSE IS STORED FOR REPLAY.
0203- I 26 ;
0203-A9 00 I 27 ( 2) START LDA #0 ; CLEAR NOTE LIST LENGTH
0205-85 00 I 28 ( 2) STA PILEN
0207-18 I 29 ( 2) CLC ; CLEAR NIBBLE MARKER
0208-20 E1 02 I 30 ( 6) NXKEY JSR GETKEY
020B-C9 0F I 31 ( 2) CMP #15 ; IS KEY #15?
020D-D0 05 I 32 (2**) BNE NXTST ; NO, DO NEXT TEST
020F-20 8A 02 I 33 ( 6) JSR BEEP3 ; TELL USER OF CLEARING
0212-90 EF I 34 (2**) BCC START ; CLEAR POINTERS AND START OVER
0214-C9 0E I 35 ( 2) NXTST CMP #14 ; IS KEY #14?
0216-D0 06 I 36 (2**) BNE NUMKEY ; NO, KEY IS NOTE NUMBER
0218-20 4B 02 I 37 ( 6) JSR PLAYEM ; PLAY NOTES
021B-18 I 38 ( 2) CLC
021C-90 EA I 39 (2**) BCC NXKEY ; GET NEXT COMMAND
021E- I 40 ;
021E- I 41 ; ROUTINE TO LOAD NOT LIST WITH NOTES
021E- I 42 ;
021E-85 01 I 43 ( 2) NUMKEY STA TEMP ; SAVE KEY, FREE A
0220-20 73 02 I 44 ( 6) JSR PLAYIT ; PLAY NOTE
0223-A5 00 I 45 ( 3) LDA PILEN ; GET LIST LENGTH
0225-C9 FF I 46 ( 2) CMP #$FF ; OVERFLOW?
0227-D0 05 I 47 (2**) BNE OK ; NO, ADD NOTE TO LIST
0229-20 8A 02 I 48 ( 6) JSR BEEP3 ; YES, WARN USER
022C-90 DA I 49 (2**) BCC NXKEY ; RETURN TO INPUT MODE
022E-4A I 50 ( 2) OK LSR A ; SHIFT LOW BIT INTO NIBBLE POINTER
022F-A8 I 51 ( 2) TAY ; USE SHIFTED NIBBLE POINTER AS BYTE INDEX
0230-A5 01 I 52 ( 3) LDA TEMP ; RESTORE KEY#
0232-B0 09 I 53 (2**) BCS FINBYT ; IF BYTE ALREADY HAS A NIBBLE, FINISH IT AND STORE
0234-29 0F I 54 ( 2) AND #%00001111 ; 1ST NIBBLE. MASK HIGH NIBBLE
0236-99 00 03 I 55 ( 5) STA TABEG,Y ; SAVE UNFINISHED 1/2 BYTE
0239-E6 00 I 56 ( 5) INC PILEN ; POINT TO NEXT NIBBLE
023B-90 CB I 57 (2**) BCC NXKEY ; GET NEXT KEYSTROKE
023D-0A I 58 ( 2) FINBYT ASL A ; SHIFT NIBBLE 2 TO HIGH ORDER
023E-0A I 59 ( 2) ASL A
023F-0A I 60 ( 2) ASL A
0240-0A I 61 ( 2) ASL A
0241-19 00 03 I 62 ( 4*) ORA TABEG,Y ; JOIN 2 NIBBLES AS BYTE
0244-99 00 03 I 63 ( 5) STA TABEG,Y ; ... AND STORE.
0247-E6 00 I 64 ( 5) INC PILEN ; POINT TO NEXT NIBBLE IN NEXT BYTE
0249-90 BD I 65 (2**) BCC NXKEY ; RETURN
024B- I 66 ;
024B- I 67 ; ROUTINE TO PLAY NOTES
024B- I 68 ;
024B-A2 00 I 69 ( 2) PLAYEM LDX #0 ; CLEAR POINTER
024D-86 02 I 70 ( 3) STX PTR
024F-A5 02 I 71 ( 3) LDA PTR ; LOAD ACCUMULATOR WITH CURRENT POINTER VALUE
0251-4A I 72 ( 2) LOOP LSR A ; SHIFT NIBBLE INDICATOR INTO CARRY
0252-AA I 73 ( 2) TAX ; USE SHIFTED NIBBLE POINTER AS BYTE POINTER
0253-BD 00 03 I 74 ( 4*) LDA TABEG,X ; LOAD NOTE TO PLAY
0256-B0 04 I 75 (2**) BCS ENDBYT ; LOW NIBBLE USED, GET HIGH
0258-29 0F I 76 ( 2) AND #%00001111 ; MASK OUT HIGH BITS
025A-90 06 I 77 (2**) BCC FINISH ; PLAY NOTE
025C-29 F0 I 78 ( 2) ENDBYT AND #%11110000 ; THROW AWAY LOW NIBBLE
025E-4A I 79 ( 2) LSR A ; SHIFT INTO LOW
025F-4A I 80 ( 2) LSR A
0260-4A I 81 ( 2) LSR A
0261-4A I 82 ( 2) LSR A
0262-20 73 02 I 83 ( 6) FINISH JSR PLAYIT ; CALCULATE CONSTANTS & PLAY
0265-A2 20 I 84 ( 2) LDX #$20 ; BETWEEN-NOTE DELAY
0267-20 9F 02 I 85 ( 6) JSR DELAY
026A-E6 02 I 86 ( 5) INC PTR ; ONE NIBBLE USED
026C-A5 02 I 87 ( 3) LDA PTR
026E-C5 00 I 88 ( 3) CMP PILEN ; END OF LIST?
0270-90 DF I 89 (2**) BCC LOOP ; NO, GET NEXT NOTE
0272-60 I 90 ( 6) RTS ; DONE
0273- I 91 ;
0273- I 92 ; ROUTINE TO DO TABLE LOOK UP, SEPARATE REST
0273- I 93 ;
0273-C9 0D I 94 ( 2) PLAYIT CMP #13 ; REST?
0275-D0 06 I 95 (2**) BNE SOUND ; NO.
0277-A2 54 I 96 ( 2) LDX #$54 ; DELAY = NOTE LENGTH = .21SEC
0279-20 9F 02 I 97 ( 6) JSR DELAY
027C-60 I 98 ( 6) RTS
027D-AA I 99 ( 2) SOUND TAX ; USE KEYS AS INDEX..
027E-BD D4 02 I 100 ( 4*) LDA DURTAB,X ; ... TO FIND DURATION.
0281-85 04 I 101 ( 2) STA DUR ; STORE DURATION FOR USE
0283-BD C7 02 I 102 ( 4*) LDA NOTAB,X ; LOAD NOTE VALUE
0286-20 AB 02 I 103 ( 6) JSR TONE
0289-60 I 104 ( 6) RTS
028A- I 105 ;
028A- I 106 ; ROUTINE TO MAKE 3 TONE SIGNAL
028A- I 107 ;
028A-A9 FF I 108 ( 2) BEEP3 LDA #$FF ; DURATION FOR BEEPS
028C-85 04 I 109 ( 2) STA DUR
028E-A9 4B I 110 ( 2) LDA #$4B ; CODE FOR E2
0290-20 AB 02 I 111 ( 6) JSR TONE ; 1ST NOTE
0293-A9 38 I 112 ( 2) LDA #$38 ; CODE FOR D2
0295-20 AB 02 I 113 ( 6) JSR TONE
0298-A9 4B I 114 ( 2) LDA #$4B
029A-20 AB 02 I 115 ( 6) JSR TONE
029D-18 I 116 ( 2) CLC
029E-60 I 117 ( 6) RTS
029F- I 118 ;
029F- I 119 ; VARIABLE-LENGTH DELAY
029F- I 120 ;
029F-A0 FF I 121 ( 2) DELAY LDY #$FF
02A1-EA I 122 ( 2) DLY NOP
02A2-D0 00 I 123 (2**) BNE DL0 ; (.+2 IN BOOK)
02A4-88 I 124 ( 2) DL0 DEY
02A5-D0 FA I 125 (2**) BNE DLY ; 10 US. LOOP
02A7-CA I 126 ( 2) DEX
02A8-D0 F5 I 127 (2**) BNE DELAY ; LOOP TIME = 2556*[X]
02AA-60 I 128 ( 6) RTS
02AB- I 129 ;
02AB- I 130 ; ROUTINE TO MAKE TONE: # OF 1/2 CYCLES IS IN 'DUR', AND 1/2 CYCLE TIME IS IN
02AB- I 131 ; ACCUMULATOR. LOOP TIME = 20*[A]+26 US SINCE TWO RUNS THROUGH THE OUTER LOOP
02AB- I 132 ; MAKES ONE CYCLE OF THE TONE.
02AB- I 133 ;
02AB-85 03 I 134 ( 2) TONE STA FREQ ; FREQ IS TEMP FOR # OF CYCLES
02AD-A9 FF I 135 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTER
02AF-8D 02 CC I 136 ( 4) STA DDR3B
02B2-A9 00 I 137 ( 2) LDA #$00 ; A IS SENT TO PORT, START HI
02B4-A6 04 I 138 ( 3) LDX DUR
02B6-A4 03 I 139 ( 3) FL2 LDY FREQ
02B8-88 I 140 ( 2) FL1 DEY
02B9-18 I 141 ( 2) CLC
02BA-90 00 I 142 (2**) BCC FL0 ; (.+2 IN BOOK)
02BC-D0 FA I 143 (2**) FL0 BNE FL1 ; INNER, 10 US LOOP.
02BE-49 FF I 144 ( 2) EOR #$FF ; COMPLEMENT I/O PORT
02C0-8D 00 CC I 145 ( 4) STA PORT3B ; ... AND SET IT
02C3-CA I 146 ( 2) DEX
02C4-D0 F0 I 147 (2**) BNE FL2 ; OUTER LOOP
02C6-60 I 148 ( 6) RTS
02C7- I 149 ;
02C7- I 150 ; TABLE OF NOTE CONSTANTS
02C7- I 151 ; CONTAINS:
02C7- I 152 ; [OCTAVE BELOW MIDDLE C] : G,A,BCC
02C7- I 153 ; [OCTAVE OF MIDDLE C] : C,D,E,F,F#,G,G#,A,B
02C7- I 154 ; [OCTAVE ABOVE MIDDLE C] : C
02C7- I 155 ;
02C7-FE E2 C9 BE
A9 96 8E 86
7E 77 70 64
5E I 156 NOTAB .HS FE.E2.C9.BE.A9.96.8E.86.7E.77.70.64.5E
02D4- I 157 ;
02D4- I 158 ; TABLE OF NOTE DURATIONS IN # OF 1/2 CYCLES SET FOR A NOTE LENGTH OF
02D4- I 159 ; ABOUT .21 SEC.
02D4- I 160 ;
02D4-55 60 6B 72
80 8F 94 A1
AA B5 BF D7
E4 I 161 DURTAB .HS 55.60.6B.72.80.8F.94.A1.AA.B5.BF.D7.E4
02E1- 16 .IN ../../common/CH01-Getkey/getkey_routine.asm
02E1- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
02E1- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
02E1- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
02E1- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE
02E1- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE
02E1- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE.
02E1- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT.
02E1- I 8 ;
02E1-2C 01 CC I 9 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE:
02E4- I 10 ; KEYSTROBE IN 'N' STATUS BIT.
02E4-10 FB I 11 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE
02E6-A2 0F I 12 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15
02E8-8E 00 CC I 13 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154
02EB-2C 01 CC I 14 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N'
02EE-10 05 I 15 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE
02F0-CA I 16 ( 2) DEX ; DECREMENT KEY #
02F1-10 F5 I 17 (2**) BPL NXTKEY ; NO, DO NEXT KEY
02F3-30 F1 I 18 (2**) BMI RSTART ; START OVER
02F5-8A I 19 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A
02F6-A0 12 I 20 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS.
02F8-A2 FF I 21 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP
02FA-2C 01 CC I 22 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
02FD-30 E7 I 23 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART
02FF-CA I 24 ( 2) DEX
0300-D0 F8 I 25 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US.
0302-88 I 26 ( 2) DEY
0303-D0 F3 I 27 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS.
0305-60 I 28 ( 6) RTS ; DONE: KEY IN A.
0306- I 29 ;
0306- I 30 ; SUBROUTINE 'INITKEY'
0306- I 31 ; TAKES CARE OF INITIALIZING VIA #3 FOR USING WITH THE GETKEY ROUTINE FROM
0306- I 32 ; THE CODE.
0306- I 33 ;
0306-A9 00 I 34 ( 2) INITKEY LDA #0
0308-8D 03 CC I 35 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
030B-A9 FF I 36 ( 2) LDA #$FF
030D-8D 02 CC I 37 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
0310-60 I 38 ( 6) RTS