mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-17 14:12:58 +00:00
525 lines
18 KiB
Plaintext
525 lines
18 KiB
Plaintext
Challenges found writing an Apple II chiptune player
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
by DEATER (Vince Weaver, vince@deater.net)
|
|
|
|
http://www.deater.net/weave/vmwprod/chiptune/
|
|
====================================================
|
|
11 March 2018
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
USING:
|
|
~~~~~~
|
|
Boot disk on a real system, or emulator with Mockingboard support.
|
|
|
|
Applewin works fine (even under Wine on Linux).
|
|
MESS does too, it's harder to setup (ROMs) but the audio sounds clearer.
|
|
|
|
Key bindings:
|
|
Spacebar -- pauses
|
|
Left/Right arrow -- switches songs
|
|
R -- enables/disables rasterbars
|
|
|
|
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.
|
|
|
|
DISK
|
|
====
|
|
|
|
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
|
|
=============
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Second Attempt
|
|
==============
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
VISUALIZATION
|
|
~~~~~~~~~~~~~
|
|
|
|
Originally I had the volume bars and rasterbars in userspace running,
|
|
so it didn't matter how long they took to draw (they'd just get a worse
|
|
frame rate if the interrupts were taking a while).
|
|
|
|
But then I had to move the decompression to userspace, and the visualization
|
|
into the interrupt handler.
|
|
|
|
Then things got interesting. The visualization was taking so much time that
|
|
userspace was starved and decompression was not finishing in time, so the
|
|
sound was corrupted and finished early.
|
|
|
|
Thus it was time for some cycle analysis. Here's what I found.
|
|
|
|
Approx max 20,000 cycles in an interrupt
|
|
1,500 used by music decode
|
|
7,500 used by volume bars
|
|
16,200 (!) used by raster bars
|
|
2,000 for misc rest
|
|
|
|
So the problem can be seen here! That 16,200 for raster bars was
|
|
worst-case, it usually would have been a little less.
|
|
|
|
If takes roughly 700,000 cycles to LZ4 decode a block, so even with
|
|
no interrupt can take 35 frames (0.7s) to finish.
|
|
|
|
I added a variable TIME_TAKEN ($88) that you can use to find out how
|
|
long the last LZ4 decode took.
|
|
|
|
With rasterbars turned off:
|
|
INTRO2: 60@19, 60@36, 62@50 61@1:03 61@1:32 60@2:05 61@2:32
|
|
|
|
So roughly $60 (96) frames, or about 2 seconds.
|
|
|
|
I went in and optimized the rasterbars code a lot and got it down to
|
|
about 10k cycles worst case (6k probably average case).
|
|
|
|
So now it takes $A0 (160) frames, or about 3 seconds. This seems to
|
|
be workable.
|
|
|
|
Interesting bugs that were hard to debug:
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
+ 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.
|
|
|
|
+ Our old friend: forgetting the '#' so we're comparing against some random
|
|
zero page value rather than a constant
|
|
|
|
+ Related, the accidentally put in a $ when I meant for it to be decimal.
|
|
I was copying to $14 pages instead of 14, overwriting the DOS buffers
|
|
which I didn't notice until I tried to load the next file.
|
|
|
|
|
|
|
|
FIGURES/TABLES
|
|
~~~~~~~~~~~~~~
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
File Sizes
|
|
==========
|
|
Disk(3)
|
|
time ym5 KRW(3) KRW(2) Blocks On
|
|
~~~~ ~~~ ~~~~~~ ~~~~~~ ~~~~~~~~~~
|
|
KORO.KRW 0:54 ? 2707 3039 12
|
|
FIGHTING.KRW 1:40 ? 3061 3316 13
|
|
CAMOUFLAGE.KRW 1:32 1162 4013 4972 17 17
|
|
DEMO4.KRW 2:05 1393 3824 6336 16 16
|
|
SDEMO.KRW 2:12 1635 5215 7598 22 22
|
|
CHRISTMAS.KRW 1:32 1751 4973 5811 21 21
|
|
HARKONEN.KRW 2:46 1803 7256 ???? 30 30
|
|
HOLIDAYS.KRW 2:10 2119 5863 ???? 24
|
|
SPUTNIK.KRW 2:05 2164 8384 10779 34 34
|
|
DEATH2.KRW 2:27 2560 8056 10295 33 33
|
|
CRMOROS.KRW 1:29 2566 8007 9565 33 33
|
|
TECHNO.KRW 2:23 2630 8896 11126 36 36
|
|
WAVE.KRW 2:52 2655 8365 11318 34 34
|
|
LYRA2.KRW 3:04 2870 9816 14418 40 40
|
|
INTRO2.KRW 2:59 3217 9214 9294 37 37
|
|
MMCM.KRW 2:49 3250 11844 ???? 48
|
|
ROBOT.KRW 1:26 3448 7717 8337 32 32
|
|
UNIVERSE.KRW 1:49 4320 9957 11225 40 40
|
|
RANDOM.KRW 2:33 4814 12415 ???? 50 50
|
|
NEURO.KRW 3:47 8681 22328 25168 89
|
|
AXELF.KRW 10:55 9692 47971 54420 189
|
|
|
|
----- -----
|
|
475 33:14
|
|
Notes: my home-made songs don't have ym5 sizes as I don't have a
|
|
working LHA encoder to make a real size.
|
|
|
|
|
|
Disk Usage
|
|
~~~~~~~~~~
|
|
|
|
Detailed sector bitmap:
|
|
|
|
1111111111111111222
|
|
0123456789ABCDEF0123456789ABCDEF012
|
|
$0: $$$MLLKKKJJJIIHHG#NNOOOPPQQbCDDEEFF
|
|
$1: $$$MLLKKKkJJIIHHG#NNOOpPPQQBCDDEEFF
|
|
$2: $$$MLLKKKKJJIIHHG#NNOOPPPQQBCDDEEFF
|
|
$3: $$$MmLlKKKJJIIHHG#NNOOPPPQQBCDDEEFF
|
|
$4: $$$MMLLKKKJJIIiHG#NNOOPPPQQBCDeEEFF
|
|
$5: $$$MMLLKKKJJIIIHG#NNOOPPPQQBCDEEfFF
|
|
$6: $$$MMLLKKKJJIIIHh#NNOOPPPQQBCDEEFFg
|
|
$7: $$$MMLLKKKJJIIIHH#NNOOPPPQQBCDEEFFG
|
|
$8: $$$MMLLKKKJJIIIHH#NNOOPPPQQBCDEEFFG
|
|
$9: $$$nMLLKKKJJjIIHH#NNOOPPqQQBCDEEFFG
|
|
$A: $$$NMLLKKKJJJIIHH#NNOOPPQQQBCDEEFFG
|
|
$B: $$$NMLLKKKJJJIIHH#NNOOPPQQ.BCDEEFFG
|
|
$C: $$$NMLLKKKJJJIIHH#NNOOPPQQ.BCDEEFFG
|
|
$D: $$$NMLLKKKJJJIIHH@NoOOPPQQ.BCDEEFFG
|
|
$E: $$$NMLLKKKJJJIIHH@AOOOPPQQ.cCDEEFFG
|
|
$F: $$$NMLLKKKJJJIIHH@aOOOPPQQ.CdDEEFFG
|
|
|
|
Key: $=DOS, @=catalog used, #=catalog reserved, .=free
|
|
|
|
As you can see, only 5 sectors (1.25k) free.
|
|
|
|
a HELLO g DEMO4.KRW m SDEMO.KRW
|
|
b CHIPTUNE_PLAYER h HARKONEN.KRW n SPUTNIK.KRW
|
|
c CAMOUFLAGE.KRW i INTRO2.KRW o TECHNO.KRW
|
|
d CHRISTMAS.KRW j LYRA2.KRW p UNIVERSE.KRW
|
|
e CRMOROS.KRW k RANDOM.KRW q WAVE.KRW
|
|
f DEATH2.KRW l ROBOT.KRW
|
|
|
|
|
|
YM5 Compression Study
|
|
=====================
|
|
|
|
For example, intro2.ym5
|
|
|
|
raw: 125440 bytes
|
|
|
|
Compressed, frame at a time (r0..r13, repeat)
|
|
|
|
lzss: 44154 bytes
|
|
gzip: 17119 bytes
|
|
lz4: 14666 bytes (-16) (14685 -9, 21377 default)
|
|
bzip2: 12685 bytes
|
|
lzma (xz) 5312 bytes
|
|
|
|
Interleaved then Compressed (all of r0 in a row, then all of r1, etc).
|
|
|
|
lzss/interleaved: 7981 bytes
|
|
lha/interleaved: 3217 bytes <=== default used by ym5 format
|
|
lz4/interleaved: 3190 bytes (-16) (8914 default, 3209 -9)
|
|
bzip2/interleaved 3017 bytes
|
|
gzip/interleaved: 2759 bytes
|
|
lzma/interleaved: 2129 bytes
|
|
|
|
Split up, Interleaved, LZ4
|
|
lz4,1024*14 chunks 7971 bytes (-16) (14k output buffer)
|
|
lz4,768*14 chunks 9214 bytes (-16) (10.5k output buffer)
|
|
lz4,512*14 chunks 9294 bytes (-16) (7k output buffer)
|
|
|
|
Diff (each frame only update registers that change via bitmask)
|
|
This is method I used in the KSP demo
|
|
simple diff: 69224 bytes
|
|
lzss/diff: 31919 bytes
|
|
lz4/diff: 13669 bytes (11431 -9)
|
|
gzip/diff: 10821 bytes
|
|
bzip2/diff: 10477 bytes
|
|
lzma/diff: 7257 bytes
|
|
|
|
|
|
|
|
|
|
Interrupt Timing / AY write latency:
|
|
====================================
|
|
|
|
Trying to find out why some songs, especially DEMO4 do not sound
|
|
as good as they should compared to my pi-chiptune player and
|
|
also emulation.
|
|
|
|
On DEMO4 one issue shows up with the envelope is enabled
|
|
on Channel A in the first 10s. In some cases the output just
|
|
doesn't happen.
|
|
|
|
I've analyzed the code in memory and as far as I can tell everything
|
|
is being uncompressed and played properly.
|
|
|
|
I thought maybe it was a timing issue (for example, on my Pi player
|
|
it only takes roughly 100us to program all the registers, wheras
|
|
on the Apple II it takes at least 3-6x longer).
|
|
|
|
So it could just be an issue of programming the Envelope register
|
|
values mid-output and so you get a few cycles where it's non-atomic?
|
|
Really though any inconsistency should be < 1ms.
|
|
|
|
|
|
|
|
For the numbers below, we assume 13 regs being written (as it's
|
|
unusual in many YM songs to update R13 very often, and we skip
|
|
it often (0xff) as writing the register (even with the same value)
|
|
apparently resets the counter.
|
|
|
|
|
|
Originally roughly 1500 cycles from start of interrupt
|
|
to all AY registers being written.
|
|
1600
|
|
|
|
Moved clock to after, near the visualization stuff, more like
|
|
1534 = 13+ (117*13)
|
|
|
|
Load frame data for next time at end of IRQ, instead of begin
|
|
1185 = 13+2+(90*13)
|
|
|
|
Inlined the mockingboard write routine
|
|
1029 = 13+2+(78*13)
|
|
|
|
Only write registers that change. Added 6 cycles per loop
|
|
1107 worst case = 13+2+(10+5+62+7)*13
|
|
316 if only one reg changed = 13+2+(18*13)+67
|
|
|
|
Was unnecessarily saving/restoring value to mem, save 2 cycles/loop
|
|
1081 worst case = 13+2+(10+5+60+7)*13
|
|
314 if only one reg changed = 13+2+(18*13)+65
|
|
|
|
Tried unrolling. Just unrolling one channel increased the size
|
|
of the executable by 454 bytes. By unrolling you can shave a few
|
|
cycles off by hard-coding the current reg rather than using X.
|
|
1235 to write both channels
|
|
627 worst case one channel = 13 + (10+37)*13
|
|
360 one reg both channels
|
|
180 one reg = 13 + (10)*13+37
|
|
|