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added zsound demo player example (cx16)
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@ -3,6 +3,7 @@ TODO
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For next release
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^^^^^^^^^^^^^^^^
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- don't put main and main.start() at the top, allow other modules to sit in front (zsound)
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- pipe operator: (targets other than 'Virtual'): allow non-unary function calls in the pipe that specify the other argument(s) in the calls. Already working for VM target.
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- add McCarthy evaluation to shortcircuit and/or expressions. First do ifs by splitting them up? Then do expressions that compute a value?
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...
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BIN
examples/cx16/zsound/COLONY.ZSM
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BIN
examples/cx16/zsound/COLONY.ZSM
Normal file
Binary file not shown.
66
examples/cx16/zsound/demoplayer.p8
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66
examples/cx16/zsound/demoplayer.p8
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@ -0,0 +1,66 @@
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%import textio
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%import cx16diskio
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%zeropage basicsafe
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%zpreserved $22,$28 ; zsound lib uses this region
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;; Proof Of Concept ZSM player using a binary blob version of zsound library by ZeroByte relocated to something usable here.
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main $0830 {
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; TODO: don't like to have *main* at a set start address, but otherwise the compiler puts it at the front, overwriting another module that we wanted there
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zsound_lib:
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; this has to be the first statement to make sure it loads at the specified module address $0830
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%asmbinary "zsmplayer-0830.bin"
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; note: jump table is offset by 2 from the load address (because of prg header)
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romsub $0832 = zsm_init() clobbers(A)
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romsub $0835 = zsm_play() clobbers(A, X, Y)
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romsub $0838 = zsm_playIRQ() clobbers(A, X, Y)
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romsub $083b = zsm_start(ubyte bank @A, uword song_address @XY) clobbers(A, X, Y) -> ubyte @Pc
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romsub $083e = zsm_stop()
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romsub $0841 = zsm_setspeed(uword hz @XY) clobbers(A, X, Y)
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romsub $0844 = zsm_setloop(ubyte count @A)
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romsub $0847 = zsm_forceloop(ubyte count @A)
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romsub $084a = zsm_noloop()
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romsub $084d = zsm_setcallback(uword address @XY)
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romsub $0850 = zsm_clearcallback() clobbers(A)
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romsub $0853 = zsm_get_music_speed() clobbers(A) -> uword @XY
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const ubyte song_bank = 1
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const uword song_address = $a000
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sub start() {
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txt.print("zsound demo program!\n")
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if not cx16diskio.load_raw(8, "colony.zsm", song_bank, song_address) {
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txt.print("?can't load song\n")
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return
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}
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cx16.rambank(1) ; ram bank to default
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zsm_init()
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zsm_setcallback(&end_of_song_cb)
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if zsm_start(song_bank, song_address)==0 {
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txt.print("music speed: ")
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txt.print_uw(zsm_get_music_speed())
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txt.print(" hz\nplaying song! hit enter to stop.\n")
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; for IRQ based playback instead: cx16.set_irq(&zsm_playIRQ, true)
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while cx16.joystick_get2(0)==$ffff {
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sys.waitvsync()
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zsm_play()
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}
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zsm_stop()
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} else {
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txt.print("?song start error\n")
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}
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; TODO set Vera back to sane state?
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}
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sub end_of_song_cb() {
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txt.print("end of song!\n")
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}
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}
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195
examples/cx16/zsound/zsmplayer.txt
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195
examples/cx16/zsound/zsmplayer.txt
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@ -0,0 +1,195 @@
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;..............
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; init_player :
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; ===========================================================================
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; Arguments: (none)
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; Returns: (none)
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; Affects: A
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; ---------------------------------------------------------------------------
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; Call this before using any of the other routines.
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;
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; Initializes the memory locations used by ZSM player to a stopped playback
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; state, with the data pointer pointing at a dummy "end-of-data" command frame.
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;............
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; playmusic :
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; ===========================================================================
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; Arguments: none
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; Returns: none
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; Affects: See stepmusic
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; ---------------------------------------------------------------------------
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; 60hz frontend for stepmusic.
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; Call it once per frame to play ZSM music.
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;
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; Playmusic calls stepmusic however many times is determined from the ZSM tick
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; rate header information. This function does not "smooth" time - i.e. it
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; just calls stepmusic N times in a row. For more accurate timing
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; you should generate your own timing source and call stepmusic directly.
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;
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; NOTE: playmusic calls stepmusic, WHICH IS NOT IRQ SAFE! Use playmusic_IRQ instead
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; if you wish to run the music update during the IRQ handler, or else your
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; handler should save and restore the VERA ctrl register and the address
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; registers for the data0 data port.
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;................
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; playmusic_IRQ :
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; ===========================================================================
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; IRQ-safe version of playmusic, which restores VERA registers and the active
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; HiRAM bank.
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;
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; It does NOT save or restore the CPU registers. Your IRQ handler should
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; pull those from the stack prior to RTI as usual if not jumping into the
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; Kernal's once per frame routine.
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;
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; Alternatively, you can use this interface as a VERA-safe call from outside
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; of IRQ handlers. A,X,and Y are still clobbered by stepmusic.
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;............
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; stepmusic :
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; ===========================================================================
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; Arguments: (none)
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; Returns: Carry flag: (currently broken) 0=playing, 1=stopped or looped
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; Affects: A,X,Y, VERA CTRL and data port 0 address registers
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; ---------------------------------------------------------------------------
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; Advances the music by one tick.
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; Music must be initialized by startmusic before this will have any effect.
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;
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; This routine may be removed from the API in future revisions!
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;
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; Call as many times per frame as required by the ZSM's playback rate.
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; (usually 60Hz - once per frame)
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; THIS ROUTINE IS NOT SAFE to call directly during IRQ, as it clobbers VERA
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; registers w/o fixing them (for speed reasons). If your program
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; is designed to run the music player during an IRQ, use one of the IRQ-safe
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; wrapper functions that save and restore VERA before calling this
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; core routine, or else be sure to save the states of the affected VERA registers
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;-----------------------------------------------------[Music Control]--------
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;.............
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; startmusic :
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; ===========================================================================
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; Arguments:
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; A : HIRAM bank of tune
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; XY : Memory address of beginning of ZSM header
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; Returns: Carry flag: 0=success, 1=fail
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; Affects: A,X,Y
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; ---------------------------------------------------------------------------
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; Uses the ZSM header to determine the default playback parameters.
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; Copies them into the active data structures, and adjusts header pointers
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; such as loop and PCM (future) sample bank offsets relative to where the
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; ZSM was actually loaded into memory.
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;
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; Calls setmusicspeed with the song's default play speed from header.
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; Defaults the looping behavior based on the ZSM being played. If the tune
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; contains a loop, the playback is set for infinite loop mode. If it does
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; not, the loop pointer is set to the beginning of the tune, but looping
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; remains disabled.
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; You may call set_loop, force_loop, or disable_loop to modify these defaults
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; afterwards.
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;............
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; stopmusic :
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; ===========================================================================
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; Arguments: (none)
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; Returns: (none)
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; Affects: (none)
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; ---------------------------------------------------------------------------
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; Halts music playback, silences all voices used by the current tune,
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; and clears music channel mask
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; ------------------------------------------------[On-The-Fly Controls]------
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;................
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; setmusicspeed :
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; ===========================================================================
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; Arguments:
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; X/Y : Playback speed in Hz. (x=lo, y=hi)
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; Returns: (none)
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; Affects: A,X,Y
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; ---------------------------------------------------------------------------
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; Converts Hz into ticks/frame, and adjusts playback speed to the new rate.
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; Setting a 60hz song to play back at 120hz will play at double speed and
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; setting it to 30hz will play at 1/2 speed.
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; (I suppose I should make an accessor function to return the native speed
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; of a ZSM so that you don't have to guess in order to make calculated speed
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; changes)
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;.............
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; force_loop :
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; ===========================================================================
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; Arguments: .A = number of times to loop the music. 0 = infinite
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; Returns: none
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; Affects: none
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; ---------------------------------------------------------------------------
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; Note that if the music was intended to be a one-shot playback (i.e. contains
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; no loop), this will force looping play of the entire song. Use set_loop
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; to modify the looper's behavior without forcing looping play of non-looped
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; songs.
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;...........
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; set_loop :
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; ===========================================================================
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; Arguments: .A = number of times to loop the music. 0 = infinite
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; Returns: none
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; Affects: none
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; ---------------------------------------------------------------------------
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; Sets the number of repeats that loopback mode will perform after the current
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; pass through the song is finished. If the playback mode is one-shot (no looping)
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; then this will have no effect.
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;...............
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; disable_loop :
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; ===========================================================================
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; Arguments: none
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; Returns: none
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; Affects: none
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; ---------------------------------------------------------------------------
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; When music reaches EOF, playback will stop, regardless of loops in the tune.
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; Has no effect if looping was not already enabled.
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;-----------------------------------------------------[Information]----------
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;...............
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; set_callback :
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; ===========================================================================
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; Arguments:
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; .XY = address of callback function
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; Returns: none
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; Affects: none
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; ---------------------------------------------------------------------------
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; Sets a notification callback whenever a tune finishes or loops.
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; The callback passes the following parameters:
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; Z=0 if music is stopped, Z=1 if music is playing
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; .A = number of remaining loops
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;.................
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; clear_callback :
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; ===========================================================================
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; Arguments: none
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; Returns: none
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; Affects: A
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; ---------------------------------------------------------------------------
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; Disables the EOF notification callback
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;..................
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; get_music_speed :
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; ===========================================================================
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; Arguments: none
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; Returns: .XY = song's play rate in Hz
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; Affects: none
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; ---------------------------------------------------------------------------
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; This function returns the default playback rate in Hz of the active song.
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; This is NOT the current playback speed, but the speed in the song's header.
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@ -25,10 +25,8 @@ other {
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}
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main $2000 {
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main {
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ubyte x=10
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ubyte y=20
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; sub ands(ubyte arg, ubyte b1, ubyte b2, ubyte b3, ubyte b4) -> ubyte {
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; return arg>b1 and arg>b2 and arg>b3 and arg>b4
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; }
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