2018-02-25 18:02:00 +00:00
|
|
|
Challenges found writing an Apple II chiptune player
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
by DEATER (Vince Weaver, vince@deater.net)
|
2018-02-22 17:19:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
http://www.deater.net/weave/vmwprod/chiptune/
|
|
|
|
====================================================
|
2018-02-22 17:19:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
GOAL:
|
|
|
|
~~~~~
|
|
|
|
The goal is to design a chiptune player that can play large
|
|
|
|
(150k+ uncompressed) chiptune files on an Apple II with 48k of RAM
|
|
|
|
and a Mockingboard sound card.
|
2018-02-22 17:19:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
You in theory could have had an Apple II with 48k in 1977 (if you were rich)
|
|
|
|
and Mockingboards came around 1981, so this all predates the Commodore 64.
|
2018-02-22 17:19:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
USING:
|
|
|
|
~~~~~~
|
|
|
|
Boot disk on a real system, or emulator with Mockingboard support.
|
2018-02-22 17:19:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
Applewin works fine (even under Wine on Linux).
|
|
|
|
MESS does too, it's harder to setup (ROMs) but the audio sounds clearer.
|
2018-02-22 17:19:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
Space pauses, Left/Right arrow switches songs.
|
|
|
|
|
|
|
|
You can load up your own YM5 files. Get the "ym5_to_krw" utility found in
|
|
|
|
the repository https://github.com/deater/vmw-meter/
|
|
|
|
Copy the files to the disk image, and edit the filenames in chiptune.s
|
|
|
|
(sorry, don't have code that CATALOGs automatically. TODO?)
|
|
|
|
|
|
|
|
HARDWARE:
|
|
|
|
~~~~~~~~~
|
|
|
|
|
|
|
|
Sound
|
|
|
|
=====
|
|
|
|
|
|
|
|
The Mockingboard card has two AY-3-8910 chips, each interfaced with a
|
|
|
|
VIA 6522 I/O chip. The 6522 more or less acts as a GPIO expander, plus
|
|
|
|
provides programmable timer interrupts (something the Apple II lacks).
|
|
|
|
|
|
|
|
The AY-3-8910 chip provides three channels of square waves, plus noise.
|
|
|
|
There is also a (global) envelope generator (though it's typically
|
|
|
|
not used that much). The Mockingboard has two AY-3-8910s,
|
|
|
|
so you can have up to six channels of sound (3 on right, 3 on left).
|
|
|
|
|
|
|
|
Processor
|
|
|
|
=========
|
|
|
|
|
|
|
|
The Apple II has a 6502 processor running at 1.023 MHz.
|
|
|
|
|
|
|
|
RAM
|
|
|
|
===
|
|
|
|
|
|
|
|
You could get Apple IIs with as little as 4k of RAM. Eventually models
|
|
|
|
with 48k, 64k and 128k were popular, but due to I/O and ROM constraints to
|
|
|
|
access more than 48k you had to do bank switching.
|
2018-02-22 17:19:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
DISK
|
|
|
|
====
|
2018-02-22 17:20:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
The typical 5 1/4" floppy was single sided and by the time of DOS3.3 held
|
|
|
|
140k of data. Roughly 16k was used by DOS though if you wanted a bootable
|
|
|
|
disk. There are all kinds of ways you can cheat and extend this, as well
|
|
|
|
as using a "real" O/S like ProDOS. However growing up all I ever really
|
|
|
|
used was DOS3.3 so I'm using it for the sake of tradition.
|
|
|
|
|
|
|
|
Also if you want to run DOS3.3 then RAM from $9600 up through $C000 is
|
|
|
|
used by the O/S. For this project I use stock DOS3.3 so we lose that
|
|
|
|
amount of RAM (almost 11k).
|
|
|
|
|
|
|
|
SOUND DATA:
|
|
|
|
~~~~~~~~~~~
|
|
|
|
|
|
|
|
The AY-3-8910 chips are very flexible and can be programmed in a wide
|
|
|
|
variety of ways.
|
|
|
|
|
|
|
|
I'm attempting to play YM files, which are chiptune files popular in
|
|
|
|
the Atari and Spectrum communities. These are RAW register dumps;
|
|
|
|
every 50Hz (they tend to be European) the contents of the 14 AY-3-8910
|
|
|
|
registers are written. A raw data stream is 700 bytes (50*14) a second,
|
|
|
|
so 42k per minute. This means holding a raw, uncompressed, data stream
|
|
|
|
in RAM becomes a challenge.
|
|
|
|
|
|
|
|
COMPRESSION:
|
|
|
|
~~~~~~~~~~~~
|
|
|
|
|
|
|
|
The register values tend to be repetitive so they compress well. Especially
|
|
|
|
if you interleave the files (have all of the register 0 data in a row,
|
|
|
|
followed by all the data for register 1, etc. This is a lot harder to play
|
|
|
|
but you can get compression ratios of over 10 times, see the chart
|
|
|
|
at the end of this document).
|
|
|
|
|
|
|
|
In addition, the file data can be compressed even more if you notice unused
|
|
|
|
bits in the data. For example, the register data has many unused bits (the
|
|
|
|
period data is only 12 bits for each channel). Also many songs do not use
|
|
|
|
the envelope feature at all, freeing up 3 bytes. So custom compression that
|
|
|
|
can make assumptions about the sound format can free up many bytes even in
|
|
|
|
a raw register dump format.
|
|
|
|
|
|
|
|
A typical ym5 file is compressed with LHA compression which isn't practical
|
|
|
|
for compression.
|
|
|
|
|
|
|
|
The LZ4 algorithm is nearly as good and has existing 6502 implementations
|
|
|
|
which can be adapted. It isn't really a streaming algorithm though, so
|
|
|
|
it is hard to decompress only a chunk of the file at a time, usually you
|
|
|
|
need to decompress the whole file at once (the format works by referencing
|
|
|
|
bit sequences from earlier decompressed data).
|
|
|
|
|
|
|
|
This is especially troublesome with interleaved files, as although they
|
|
|
|
compress really well, you end up decompressing all of the register-0
|
|
|
|
data before you get to register-1 so with limited RAM you have to
|
|
|
|
change how you deal with things.
|
|
|
|
|
|
|
|
KRW File Format
|
|
|
|
~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
I ended up creating yet another sound file format, and wrote a converter
|
|
|
|
that can convert YM5 files to this KRW format.
|
|
|
|
|
|
|
|
The format assumes you take the raw interleaved data, and then break it
|
|
|
|
up into 768 byte * 14 register (10.5k) chunks. These chunks are compressed
|
|
|
|
independently and concatenated together. The player then decompresses
|
|
|
|
these chunks one by one as it pays through the song. The compression
|
|
|
|
ratio is not as good as compressing the entire file, but it allows most
|
|
|
|
reasonable-length ym5 files to be played.
|
|
|
|
|
|
|
|
The format is as follows:
|
|
|
|
3 bytes Magic Number KRW
|
|
|
|
1 byte Skip Value Bytes to skip to get to first LZ4 data
|
|
|
|
1 byte Title Center Spaces to print to center on 40col
|
|
|
|
X bytes Title String 0-terminated ASCII Title of song
|
|
|
|
1 byte Author Center
|
|
|
|
X bytes Author String
|
|
|
|
1 byte Time Center
|
|
|
|
14 bytes Time String " 0:00 / M:SS\0" with length filled in
|
|
|
|
Repeated block data
|
|
|
|
2 bytes Chunk Length Little Endian size of LZ4 block
|
|
|
|
X bytes LZ4 data
|
|
|
|
|
|
|
|
After last block, a value of 0/0 indicates end
|
|
|
|
|
|
|
|
For proper end-of-song detection, the file data should be interleaved
|
|
|
|
and the data at the end should be padded with all $FF characters.
|
|
|
|
|
|
|
|
End of song is detected by an FF in register[1] which in theory
|
|
|
|
is not possible in a valid register dump.
|
|
|
|
|
|
|
|
|
|
|
|
PLAYING THE SONG
|
|
|
|
~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
An interrupt routine wakes at 50Hz to write the registers and a few other
|
|
|
|
housekeeping things.
|
|
|
|
|
|
|
|
We load the KRW file totally into RAM before playing.
|
|
|
|
|
|
|
|
The Disk II controller designed by Woz is amazing, but it is timing
|
|
|
|
sensitive so interrupts are disabled when loading from disk.
|
|
|
|
|
|
|
|
We have to have room in RAM for the player (4k) the KRW file (16k)
|
|
|
|
and the current uncompressed data (14k). See the memory map diagram
|
|
|
|
at the end.
|
|
|
|
|
|
|
|
We also have some visualization going on that plots the amplitude of
|
|
|
|
the three channels, plus has a rasterbar type thing going on in the
|
|
|
|
background. Originally the graphics was done full speed in a loop outside
|
|
|
|
the interrupt handler, but as we'll see due to glitchy audio we had to
|
|
|
|
do some hackish things.
|
|
|
|
|
|
|
|
The actual player is fairly simple, just reads the interleaved data by
|
|
|
|
striding through memory and writing out to the registers. A frame only
|
|
|
|
takes maybe 2400 or so cycles.
|
|
|
|
|
|
|
|
I ended up creating a 3-phase state machine to handle co-ordinating the
|
|
|
|
three modes
|
|
|
|
A: playing chunk 1 while copying chunk 3 data to extra buffer
|
|
|
|
B: just playing chunk 2
|
|
|
|
C: playing from extra buffer while decoding next LZ4 block to 1-2-3
|
|
|
|
|
|
|
|
I track these in one variable, with the states in the high bits,
|
|
|
|
$80, $40, $20. The BIT instruction lets us easily check for these
|
|
|
|
and a ROL instruction easily switches between the states.
|
|
|
|
|
|
|
|
|
|
|
|
CHALLENGES:
|
|
|
|
~~~~~~~~~~~
|
|
|
|
|
|
|
|
The primary problem is decompression also takes a while, longer than
|
|
|
|
the 50Hz available (20ms). It turns out the default LZ4 algorithm from
|
|
|
|
qkumba can often take upwards of 700ms, leading to a long pause in
|
|
|
|
the playback.
|
|
|
|
|
|
|
|
First Attempt
|
|
|
|
=============
|
2018-02-22 17:20:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
My first attempt to work around this was to load the 3 chunks of data
|
|
|
|
as in the naive approach, but in the background copy chunk 3 in RAM,
|
|
|
|
and then play from the copied RAM while decompressing the next LZ4 in
|
|
|
|
the background.
|
2018-02-22 17:20:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
This first attempt almost worked, but it tried to split up the LZ4
|
|
|
|
decompression into 1/256th chunks to spread across the last chunk being
|
|
|
|
played but the LZ4 is too irregular for that. Some file-chunks decompress
|
|
|
|
in irregular ways that don't split up well.
|
2018-02-22 17:20:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
Second Attempt
|
|
|
|
==============
|
2018-02-22 17:20:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
One 256-interrupt chunk of data being played takes about 5s and no data
|
|
|
|
chunk seems to take more than 1s to decode. So we can just cheat and
|
|
|
|
move the graphics code into the interrupt, and have the decoding happen
|
|
|
|
in non-interrupt space.
|
2018-02-22 17:20:04 +00:00
|
|
|
|
2018-02-25 18:02:00 +00:00
|
|
|
This will work for the chiptune player, but it's not going to work well for
|
|
|
|
something like a video game where you are truly trying to have the music
|
|
|
|
playing unattended in the background (unless your music consists only of
|
|
|
|
15s loops).
|
|
|
|
|
|
|
|
FITTING ONTO DISK
|
|
|
|
~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
Apple II DOS33 filesystem uses 256 byte blocks. Each file has at least
|
|
|
|
one 256 byte Track/Sector list file (and takes an additional one for each
|
|
|
|
28k or so of filesize).
|
|
|
|
|
|
|
|
DOS itself reserves the first 3 tracks (12k) and in theory the catalog
|
|
|
|
reserves an entire track (4k) to hold file info (although you only need
|
|
|
|
on 256 byte sector per 7 files).
|
|
|
|
|
|
|
|
In addition usually you have a "HELLO" BASIC file that runs at boot
|
|
|
|
which is going to take at least 512 bytes.
|
|
|
|
|
|
|
|
So even though the Disk II / DOS3.3 can in theory hold 140k, after
|
|
|
|
DOS (12k), the Catalog track (4k), HELLO(512 bytes), and our chiptune player
|
|
|
|
(4k) we have 24.5k of overhead, with 115.5k free (462 blocks).
|
|
|
|
|
|
|
|
The layout of our disk packed to the max with KRW files can be seen
|
|
|
|
in the Figure at the end. We do manage to fit over 30 minutes of music
|
|
|
|
on one disk. It would fit a lot more if we had simple songs that compressed
|
|
|
|
better rather than the complex chiptune examples I picked.
|
|
|
|
|
|
|
|
MEMORY LAYOUT
|
|
|
|
~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
As can be seen from the memory map below, if we assume our player can fit in 4k
|
|
|
|
we have roughly from $2000 to $9600 for memory. That's $7600 (29.5k).
|
|
|
|
|
|
|
|
If we could have single buffered, we could have had 256*3*14 (10.5k) for
|
|
|
|
decompress and 19k for file size which would let us play most of the
|
|
|
|
reasonable sized songs on our play list (KRW(3) in table at end).
|
|
|
|
|
|
|
|
For double buffer, then we need 256*2*14*2 (14k) for decompress
|
|
|
|
and 16k for file size which still works.
|
2018-02-22 17:20:04 +00:00
|
|
|
|
|
|
|
|
2018-02-22 17:19:04 +00:00
|
|
|
|
|
|
|
Memory Map
|
|
|
|
(not to scale)
|
|
|
|
|
|
|
|
------- $ffff
|
|
|
|
| ROM/IO|
|
|
|
|
------- $c000
|
|
|
|
|DOS3.3 |
|
|
|
|
-------| $9600
|
|
|
|
| |
|
|
|
|
| |
|
|
|
|
| FREE |
|
|
|
|
| |
|
|
|
|
| |
|
|
|
|
|------- $0c00
|
|
|
|
|GR pg 1|
|
|
|
|
|------- $0800
|
|
|
|
|GR pg 0|
|
|
|
|
------- $0400
|
|
|
|
| |
|
|
|
|
------- $0200
|
|
|
|
|stack |
|
|
|
|
------- $0100
|
|
|
|
|zero pg|
|
|
|
|
------- $0000
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Sizes
|
2018-02-22 17:20:04 +00:00
|
|
|
Disk
|
|
|
|
time ym5 KRW(3) KRW(2) Blocks(3)
|
|
|
|
~~~~ ~~~ ~~~~~~ ~~~~~~ ~~~~~~
|
|
|
|
KORO.KRW 0:54 ? 2740 3039 12 12
|
|
|
|
FIGHTING.KRW 1:40 ? 3086 3316 14 14
|
|
|
|
CAMOUFLAGE.KRW 1:32 1162 4054 4972 17 17
|
|
|
|
DEMO4.KRW 2:05 1393 4061 6336 17 17
|
|
|
|
SDEMO.KRW 2:12 1635 5266 7598 22 22
|
|
|
|
CHRISTMAS.KRW 1:32 1751 4975 5811 21 21
|
|
|
|
SPUTNIK.KRW 2:05 2164 8422 10779 34 34
|
|
|
|
DEATH2.KRW 2:27 2560 8064 10295 33 33
|
|
|
|
CRMOROS.KRW 1:29 2566 8045 9565 33 33
|
|
|
|
TECHNO.KRW 2:23 2630 8934 11126 36 36
|
|
|
|
WAVE.KRW 2:52 2655 8368 11318 34 34
|
|
|
|
LYRA2.KRW 3:04 2870 9826 14418 40 40
|
|
|
|
INTRO2.KRW 2:59 3217 9214 9294 37 37
|
|
|
|
ROBOT.KRW 1:26 3448 7724 8337 32 32
|
|
|
|
UNIVERSE.KRW 1:49 4320 9990 11225 41 41
|
|
|
|
NEURO.KRW 3:47 8681 22376 25168 89
|
|
|
|
AXELF.KRW 10:55 9692 47989 54420 189
|
|
|
|
----- -----
|
|
|
|
423 30:29
|
|
|
|
|
|
|
|
Notes: my home-made songs don't have ym5 sizes as I don't have a
|
|
|
|
working LHA encoder to make a real size.
|
|
|
|
|
2018-02-22 17:19:04 +00:00
|
|
|
|
|
|
|
Interesting bugs that were hard to debug:
|
2018-02-25 18:02:00 +00:00
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
2018-02-22 17:19:04 +00:00
|
|
|
|
|
|
|
+ Bug in qkumba's LZ4 decoder, only happened when a copy-block size was
|
|
|
|
exactly a multiple of 256, in which case it would copy
|
|
|
|
an extra time.
|
|
|
|
|
|
|
|
+ Bug where the box-drawing was starting at 0 rather than at Y.
|
|
|
|
Turns out I was padding the filename buffer with A0 but going
|
|
|
|
one too far and it was writing A0 to the first byte of the
|
|
|
|
hlin routine, and A0 is a LDY # instruction.
|
2018-02-25 21:01:01 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Know the current problem, taking longer than 5s to decode file.
|
|
|
|
Thought it only took 1s max? Not in face of interrupts.
|
|
|
|
|
|
|
|
Every 20,000 an interrupt
|
|
|
|
1,500 for music
|
|
|
|
7,500 for volume bars
|
2018-02-26 00:02:00 +00:00
|
|
|
16,200 (!)for raster bars
|
2018-02-25 21:01:01 +00:00
|
|
|
2,000 for misc rest
|
2018-02-26 00:02:00 +00:00
|
|
|
|
2018-02-25 21:01:01 +00:00
|
|
|
Roughly 13,000 cycles, leaving only 7000 to userspace
|
|
|
|
|
|
|
|
If takes 700,000 cycles to decode a block, will take 100
|
|
|
|
Hz cycles, or 2s to finish? that should be doable.
|
|
|
|
why does it instead take 15?
|
|
|
|
Can play fine if I turn the raster bars off.
|
|
|
|
|
|
|
|
TIME_TAKEN ($88) stores how long took to decode
|
|
|
|
INTRO2: 60@19, 60@36, 62@50 61@1:03 61@1:32 60@2:05 61@2:32
|