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https://github.com/deater/dos33fsprogs.git
synced 2024-11-16 23:20:43 +00:00
lemm: some fixes to music
should handle the song-dong-early case now also bump down to loading at $9000 loading right up against $BF00/$C000 was having bit flips in qboot? still need to investigate that
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@ -89,7 +89,7 @@ lemm.o: lemm.s zp.inc hardware.inc qload.inc \
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hgr_hlin.s hgr_vlin.s update_menu.s \
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interrupt_handler.s keyboard.s draw_pointer.s \
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pointer_sprites.inc particle_hgr.s \
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title.s audio.s letsgo.s
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title.s audio.s letsgo.s load_music.s
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ca65 -o lemm.o lemm.s -l lemm.lst
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@ -131,11 +131,12 @@ lemm.inc: generate_common LEMM
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./generate_common -a 0x6000 -s exit_x2_smc lemm.lst >> lemm.inc
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./generate_common -a 0x6000 -s exit_y1_smc lemm.lst >> lemm.inc
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./generate_common -a 0x6000 -s exit_y2_smc lemm.lst >> lemm.inc
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./generate_common -a 0x6000 -s load_music lemm.lst >> lemm.inc
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####
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LEVEL1: level1.o
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ld65 -o LEVEL1 level1.o -C ../../linker_scripts/apple2_a000.inc
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ld65 -o LEVEL1 level1.o -C ../../linker_scripts/apple2_9000.inc
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level1.o: level1.s zp.inc hardware.inc qload.inc lemm.inc \
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graphics/graphics_level1.inc
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@ -144,7 +145,7 @@ level1.o: level1.s zp.inc hardware.inc qload.inc lemm.inc \
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####
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LEVEL2: level2.o
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ld65 -o LEVEL2 level2.o -C ../../linker_scripts/apple2_a000.inc
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ld65 -o LEVEL2 level2.o -C ../../linker_scripts/apple2_9000.inc
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level2.o: level2.s zp.inc hardware.inc qload.inc lemm.inc \
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graphics/graphics_level2.inc
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@ -153,7 +154,7 @@ level2.o: level2.s zp.inc hardware.inc qload.inc lemm.inc \
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####
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LEVEL4: level4.o
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ld65 -o LEVEL4 level4.o -C ../../linker_scripts/apple2_a000.inc
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ld65 -o LEVEL4 level4.o -C ../../linker_scripts/apple2_9000.inc
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level4.o: level4.s zp.inc hardware.inc qload.inc lemm.inc \
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graphics/graphics_level4.inc
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@ -164,7 +165,7 @@ level4.o: level4.s zp.inc hardware.inc qload.inc lemm.inc \
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####
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LEVEL5: level5.o
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ld65 -o LEVEL5 level5.o -C ../../linker_scripts/apple2_a000.inc
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ld65 -o LEVEL5 level5.o -C ../../linker_scripts/apple2_9000.inc
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level5.o: level5.s zp.inc hardware.inc qload.inc lemm.inc \
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graphics/graphics_level5.inc
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@ -95,11 +95,12 @@ go_next_chunk:
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lda CHUNK_NEXT_PLAY ; toggle $D0/$E8
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eor #$38
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sta CHUNK_NEXT_PLAY
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sta BASE_FRAME_H
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lda #0
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sta BASE_FRAME_L ; in case song ended early
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inc CURRENT_CHUNK
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inc CURRENT_CHUNK ; point to next chunk
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; inc LOAD_NEXT_CHUNK ; defer this until after interrupt
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; jsr load_song_chunk
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@ -277,39 +277,6 @@ level_lost:
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;========================
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; load song chunk
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; CURRENT_CHUNK is which one, 0..N
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; CHUNK_DEST is $D0 or $E8
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load_song_chunk:
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ldx CURRENT_CHUNK
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chunk_l_smc:
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lda $DDDD,X
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sta getsrc_smc+1 ; LZSA_SRC_LO
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chunk_h_smc:
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lda $DDDD,X
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sta getsrc_smc+2 ; LZSA_SRC_HI
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bne load_song_chunk_good
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; $00 in chunk table means we are off the end, so wrap
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lda #$00
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sta CURRENT_CHUNK ; reset chunk to 0
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beq load_song_chunk ; try again
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load_song_chunk_good:
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lda CHUNK_NEXT_LOAD ; decompress to $D0 or $E8
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; eor #$38 ; want the opposite of CHUNK_DEST
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jsr decompress_lzsa2_fast
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lda CHUNK_NEXT_LOAD ; point to next location
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eor #$38
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sta CHUNK_NEXT_LOAD
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rts
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;==========================
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; includes
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;==========================
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@ -352,6 +319,7 @@ load_song_chunk_good:
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.include "letsgo.s"
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.include "particle_hgr.s"
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.include "load_music.s"
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; moved to qload.s
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@ -382,4 +350,4 @@ letsgo:
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.incbin "sounds/letsgo.btc.lz4"
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start_level = $a001
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start_level = $9001
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@ -213,16 +213,14 @@ do_level1:
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;===================
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l1_main_loop:
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lda LOAD_NEXT_CHUNK ; see if we need to load next chunk
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beq l1_no_load_chunk ; outside IRQ to avoid glitch in music
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;=========================
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; load next chunk of music
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; if necessary
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;=========================
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jsr load_song_chunk
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lda #0 ; reset
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sta LOAD_NEXT_CHUNK
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jsr load_music
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l1_no_load_chunk:
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lda DOOR_OPEN
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@ -204,16 +204,14 @@ do_level2:
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;===================
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l2_main_loop:
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lda LOAD_NEXT_CHUNK ; see if we need to load next chunk
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beq l2_no_load_chunk ; outside IRQ to avoid glitch in music
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;=========================
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; load next chunk of music
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; if necessary
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;=========================
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jsr load_song_chunk
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lda #0 ; reset
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sta LOAD_NEXT_CHUNK
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jsr load_music
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l2_no_load_chunk:
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lda DOOR_OPEN
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@ -202,40 +202,40 @@ do_level4:
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; Main Loop
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;===================
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;===================
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l2_main_loop:
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l4_main_loop:
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lda LOAD_NEXT_CHUNK ; see if we need to load next chunk
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beq l2_no_load_chunk ; outside IRQ to avoid glitch in music
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;=========================
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; load next chunk of music
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; if necessary
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;=========================
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jsr load_song_chunk
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lda #0 ; reset
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sta LOAD_NEXT_CHUNK
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jsr load_music
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l2_no_load_chunk:
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l4_no_load_chunk:
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lda DOOR_OPEN
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bne l2_door_is_open
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bne l4_door_is_open
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jsr draw_door
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l2_door_is_open:
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l4_door_is_open:
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;======================
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; release lemmings
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;======================
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lda LEMMINGS_TO_RELEASE
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beq l2_done_release_lemmings
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beq l4_done_release_lemmings
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lda DOOR_OPEN
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beq l2_done_release_lemmings
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beq l4_done_release_lemmings
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lda FRAMEL
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and #$f
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bne l2_done_release_lemmings
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bne l4_done_release_lemmings
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inc LEMMINGS_OUT
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jsr update_lemmings_out
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@ -245,20 +245,20 @@ l2_door_is_open:
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dec LEMMINGS_TO_RELEASE
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l2_done_release_lemmings:
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l4_done_release_lemmings:
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jsr draw_flames
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lda TIMER_COUNT
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cmp #$50
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bcc l2_timer_not_yet
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bcc l4_timer_not_yet
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jsr update_time
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lda #$0
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sta TIMER_COUNT
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l2_timer_not_yet:
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l4_timer_not_yet:
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; main drawing loop
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@ -281,12 +281,12 @@ l2_timer_not_yet:
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inc FRAMEL
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lda LEVEL_OVER
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bne l2_level_over
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bne l4_level_over
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jmp l2_main_loop
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jmp l4_main_loop
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l2_level_over:
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l4_level_over:
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; bit SET_TEXT
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@ -175,16 +175,14 @@ do_level5:
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;===================
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l5_main_loop:
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lda LOAD_NEXT_CHUNK ; see if we need to load next chunk
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beq l5_no_load_chunk ; outside IRQ to avoid glitch in music
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;=========================
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; load next chunk of music
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; if necessary
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;=========================
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jsr load_song_chunk
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lda #0 ; reset
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sta LOAD_NEXT_CHUNK
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jsr load_music
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l5_no_load_chunk:
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lda DOOR_OPEN
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@ -274,13 +272,15 @@ l5_level_over:
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music6_parts_h:
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.byte >lemm6_part1_lzsa,>lemm6_part2_lzsa,>lemm6_part3_lzsa
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.byte >lemm6_part4_lzsa,>lemm6_part5_lzsa,>lemm6_part6_lzsa
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.byte >lemm6_part7_lzsa
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.byte >lemm6_part7_lzsa,>lemm6_part8_lzsa,>lemm6_part9_lzsa
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.byte >lemm6_part10_lzsa
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.byte $00
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music6_parts_l:
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.byte <lemm6_part1_lzsa,<lemm6_part2_lzsa,<lemm6_part3_lzsa
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.byte <lemm6_part4_lzsa,<lemm6_part5_lzsa,<lemm6_part6_lzsa
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.byte <lemm6_part7_lzsa
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.byte <lemm6_part7_lzsa,<lemm6_part8_lzsa,<lemm6_part9_lzsa
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.byte <lemm6_part10_lzsa
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lemm6_part1_lzsa:
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.incbin "music/lemm6.part1.lzsa"
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@ -296,11 +296,11 @@ lemm6_part6_lzsa:
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.incbin "music/lemm6.part6.lzsa"
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lemm6_part7_lzsa:
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.incbin "music/lemm6.part7.lzsa"
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;lemm6_part8_lzsa:
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;.incbin "music/lemm6.part8.lzsa"
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;lemm6_part9_lzsa:
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;.incbin "music/lemm6.part9.lzsa"
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;lemm6_part10_lzsa:
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;.incbin "music/lemm6.part10.lzsa"
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lemm6_part8_lzsa:
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.incbin "music/lemm6.part8.lzsa"
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lemm6_part9_lzsa:
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.incbin "music/lemm6.part9.lzsa"
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lemm6_part10_lzsa:
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.incbin "music/lemm6.part10.lzsa"
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50
games/lemm/load_music.s
Normal file
50
games/lemm/load_music.s
Normal file
@ -0,0 +1,50 @@
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load_music:
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lda LOAD_NEXT_CHUNK ; see if we need to load next chunk
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beq no_load_chunk ; outside IRQ to avoid glitch in music
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jsr load_song_chunk
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lda #0 ; reset
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sta LOAD_NEXT_CHUNK
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no_load_chunk:
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rts
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;========================
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; load song chunk
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; CURRENT_CHUNK is which one, 0..N
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; CHUNK_DEST is $D0 or $E8
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load_song_chunk:
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ldx CURRENT_CHUNK
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chunk_l_smc:
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lda $DDDD,X
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sta getsrc_smc+1 ; LZSA_SRC_LO
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chunk_h_smc:
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lda $DDDD,X
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sta getsrc_smc+2 ; LZSA_SRC_HI
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bne load_song_chunk_good
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; $00 in chunk table means we are off the end, so wrap
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; lda #$00
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sta CURRENT_CHUNK ; reset chunk to 0
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beq load_song_chunk ; try again
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load_song_chunk_good:
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lda CHUNK_NEXT_LOAD ; decompress to $D0 or $E8
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jsr decompress_lzsa2_fast
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lda CHUNK_NEXT_LOAD ; point to next location
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eor #$38
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sta CHUNK_NEXT_LOAD
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rts
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@ -165,8 +165,8 @@ which_disk_array:
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.byte 1,1,1,1 ;
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load_address_array:
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.byte $60,$A0,$A0,$A0 ; LEMM, LEVEL1, LEVEL2, LEVEL3
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.byte $A0,$A0,$A0,$A0 ; LEVEL4, LEVEL5
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.byte $60,$90,$90,$90 ; LEMM, LEVEL1, LEVEL2, LEVEL3
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.byte $90,$90,$A0,$A0 ; LEVEL4, LEVEL5
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.byte $A0,$A0,$A0,$A0 ;
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track_array:
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@ -180,8 +180,8 @@ sector_array:
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.byte 0, 0, 0, 0 ;
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length_array:
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.byte 64, 32, 32, 32 ; LEMM, LEVEL1, LEVEL2, LEVEL3
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.byte 32, 32, 32, 32 ; LEVEL4, LEVEL5
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.byte 48, 46, 46, 46 ; LEMM, LEVEL1, LEVEL2, LEVEL3
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.byte 46, 46, 32, 32 ; LEVEL4, LEVEL5
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.byte 32, 32, 32, 32 ;
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