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https://github.com/sehugg/8bitworkshop.git
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557 lines
20 KiB
C
557 lines
20 KiB
C
/* **************************************************
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PSGlib - C programming library for the SEGA PSG
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( part of devkitSMS - github.com/sverx/devkitSMS )
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************************************************** */
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// http://www.smspower.org/forums/16925-PSGToolAVGMToPSGConvertor
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// https://github.com/sverx/PSGlib/blob/master/tools/src/vgm2psg.c
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// http://steveproxna.blogspot.com/2017/11/devkitsms-programming-sample.html
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// http://battleofthebits.org/lyceum/View/Vortex+Tracker+II/
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#include "PSGlib.h"
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#define PSGDataPort #0x7f
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#define PSGLatch #0x80
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#define PSGData #0x40
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#define PSGChannel0 #0b00000000
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#define PSGChannel1 #0b00100000
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#define PSGChannel2 #0b01000000
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#define PSGChannel3 #0b01100000
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#define PSGVolumeData #0b00010000
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#define PSGWait #0x38
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#define PSGSubString #0x08
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#define PSGLoop #0x01
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#define PSGEnd #0x00
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/* define PSGPort (SDCC z80 syntax) */
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__sfr __at 0x7F PSGPort;
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// fundamental vars
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unsigned char PSGMusicStatus; // are we playing a background music?
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void *PSGMusicStart; // the pointer to the beginning of music
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void *PSGMusicPointer; // the pointer to the current
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void *PSGMusicLoopPoint; // the pointer to the loop begin
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unsigned char PSGMusicSkipFrames; // the frames we need to skip
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unsigned char PSGLoopFlag; // the tune should loop or not (flag)
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unsigned char PSGMusicLastLatch; // the last PSG music latch
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unsigned char PSGMusicVolumeAttenuation; // the volume attenuation applied to the tune (0-15)
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// decompression vars
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unsigned char PSGMusicSubstringLen; // lenght of the substring we are playing
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void *PSGMusicSubstringRetAddr; // return to this address when substring is over
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// volume/frequence buffering
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unsigned char PSGChan0Volume; // the volume for channel 0
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unsigned char PSGChan1Volume; // the volume for channel 1
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unsigned char PSGChan2Volume; // the volume for channel 2
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unsigned char PSGChan3Volume; // the volume for channel 3
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unsigned char PSGChan2LowTone; // the low tone bits for channels 2
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unsigned char PSGChan2HighTone; // the high tone bits for channel 2
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unsigned char PSGChan3LowTone; // the tone bits for channels 3
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// flags for channels 2-3 access
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unsigned char PSGChannel2SFX; // !0 means channel 2 is allocated to SFX
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unsigned char PSGChannel3SFX; // !0 means channel 3 is allocated to SFX
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// volume/frequence buffering for SFX
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unsigned char PSGSFXChan2Volume; // the volume for SFX channel 2
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unsigned char PSGSFXChan3Volume; // the volume for SFX channel 3
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// fundamental vars for SFX
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unsigned char PSGSFXStatus; // are we playing a SFX?
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void *PSGSFXStart; // the pointer to the beginning of SFX
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void *PSGSFXPointer; // the pointer to the current address
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void *PSGSFXLoopPoint; // the pointer to the loop begin
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unsigned char PSGSFXSkipFrames; // the frames we need to skip
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unsigned char PSGSFXLoopFlag; // the SFX should loop or not (flag)
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// decompression vars for SFX
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unsigned char PSGSFXSubstringLen; // lenght of the substring we are playing
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void *PSGSFXSubstringRetAddr; // return to this address when substring is over
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void PSGStop (void) {
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/* *********************************************************************
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stops the music (leaving the SFX on, if it's playing)
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*/
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if (PSGMusicStatus) {
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PSGPort=PSGLatch|PSGChannel0|PSGVolumeData|0x0F; // latch channel 0, volume=0xF (silent)
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PSGPort=PSGLatch|PSGChannel1|PSGVolumeData|0x0F; // latch channel 1, volume=0xF (silent)
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if (!PSGChannel2SFX)
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PSGPort=PSGLatch|PSGChannel2|PSGVolumeData|0x0F; // latch channel 2, volume=0xF (silent)
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if (!PSGChannel3SFX)
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PSGPort=PSGLatch|PSGChannel3|PSGVolumeData|0x0F; // latch channel 3, volume=0xF (silent)
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PSGMusicStatus=PSG_STOPPED;
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}
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}
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void PSGResume (void) {
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/* *********************************************************************
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resume the previously playing music
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*/
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if (!PSGMusicStatus) {
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PSGPort=PSGLatch|PSGChannel0|PSGVolumeData|PSGChan0Volume; // restore channel 0 volume
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PSGPort=PSGLatch|PSGChannel1|PSGVolumeData|PSGChan1Volume; // restore channel 1 volume
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if (!PSGChannel2SFX) {
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PSGPort=PSGLatch|PSGChannel2|(PSGChan2LowTone&0x0F); // restore channel 2 frequency
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PSGPort=PSGChan2HighTone&0x3F;
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PSGPort=PSGLatch|PSGChannel2|PSGVolumeData|PSGChan2Volume; // restore channel 2 volume
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}
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if (!PSGChannel3SFX) {
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PSGPort=PSGLatch|PSGChannel3|(PSGChan3LowTone&0x0F); // restore channel 3 frequency
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PSGPort=PSGLatch|PSGChannel3|PSGVolumeData|PSGChan3Volume; // restore channel 3 volume
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}
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PSGMusicStatus=PSG_PLAYING;
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}
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}
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void PSGPlay (void *song) {
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/* *********************************************************************
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receives the address of the PSG to start playing (continuously)
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*/
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PSGStop();
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PSGLoopFlag=1;
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PSGMusicStart=song; // store the begin point of music
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PSGMusicPointer=song; // set music pointer to begin of music
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PSGMusicLoopPoint=song; // looppointer points to begin too
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PSGMusicSkipFrames=0; // reset the skip frames
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PSGMusicSubstringLen=0; // reset the substring len (for compression)
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PSGMusicLastLatch=PSGLatch|PSGChannel0|PSGVolumeData|0x0F; // latch channel 0, volume=0xF (silent)
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PSGMusicStatus=PSG_PLAYING;
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}
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void PSGCancelLoop (void) {
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/* *********************************************************************
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sets the currently looping music to no more loops after the current
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*/
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PSGLoopFlag=0;
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}
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void PSGPlayNoRepeat (void *song) {
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/* *********************************************************************
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receives the address of the PSG to start playing (once)
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*/
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PSGPlay(song);
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PSGLoopFlag=0;
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}
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unsigned char PSGGetStatus (void) {
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/* *********************************************************************
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returns the current status of music
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*/
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return(PSGMusicStatus);
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}
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void PSGSilenceChannels (void) {
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/* *********************************************************************
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silence all the PSG channels
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*/
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PSGPort=PSGLatch|PSGChannel0|PSGVolumeData|0x0F;
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PSGPort=PSGLatch|PSGChannel1|PSGVolumeData|0x0F;
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PSGPort=PSGLatch|PSGChannel2|PSGVolumeData|0x0F;
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PSGPort=PSGLatch|PSGChannel3|PSGVolumeData|0x0F;
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}
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void PSGRestoreVolumes (void) {
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/* *********************************************************************
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restore the PSG channels volumes (if a tune or an SFX uses them!)
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*/
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if (PSGMusicStatus) {
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PSGPort=PSGLatch|PSGChannel0|PSGVolumeData|((PSGChan0Volume+PSGMusicVolumeAttenuation>15)?15:PSGChan0Volume+PSGMusicVolumeAttenuation);
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PSGPort=PSGLatch|PSGChannel1|PSGVolumeData|((PSGChan1Volume+PSGMusicVolumeAttenuation>15)?15:PSGChan1Volume+PSGMusicVolumeAttenuation);
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}
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if (PSGChannel2SFX)
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PSGPort=PSGLatch|PSGChannel2|PSGVolumeData|PSGSFXChan2Volume;
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else if (PSGMusicStatus)
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PSGPort=PSGLatch|PSGChannel2|PSGVolumeData|((PSGChan2Volume+PSGMusicVolumeAttenuation>15)?15:PSGChan2Volume+PSGMusicVolumeAttenuation);
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if (PSGChannel3SFX)
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PSGPort=PSGLatch|PSGChannel3|PSGVolumeData|PSGSFXChan3Volume;
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else if (PSGMusicStatus)
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PSGPort=PSGLatch|PSGChannel3|PSGVolumeData|((PSGChan3Volume+PSGMusicVolumeAttenuation>15)?15:PSGChan3Volume+PSGMusicVolumeAttenuation);
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}
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void PSGSetMusicVolumeAttenuation (unsigned char attenuation) {
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/* *********************************************************************
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sets the volume attenuation for the music (0-15)
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*/
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PSGMusicVolumeAttenuation=attenuation;
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if (PSGMusicStatus) {
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PSGPort=PSGLatch|PSGChannel0|PSGVolumeData|((PSGChan0Volume+PSGMusicVolumeAttenuation>15)?15:PSGChan0Volume+PSGMusicVolumeAttenuation);
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PSGPort=PSGLatch|PSGChannel1|PSGVolumeData|((PSGChan1Volume+PSGMusicVolumeAttenuation>15)?15:PSGChan1Volume+PSGMusicVolumeAttenuation);
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if (!PSGChannel2SFX)
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PSGPort=PSGLatch|PSGChannel2|PSGVolumeData|((PSGChan2Volume+PSGMusicVolumeAttenuation>15)?15:PSGChan2Volume+PSGMusicVolumeAttenuation);
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if (!PSGChannel3SFX)
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PSGPort=PSGLatch|PSGChannel3|PSGVolumeData|((PSGChan3Volume+PSGMusicVolumeAttenuation>15)?15:PSGChan3Volume+PSGMusicVolumeAttenuation);
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}
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}
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void PSGSFXStop (void) {
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/* *********************************************************************
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stops the SFX (leaving the music on, if it's playing)
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*/
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if (PSGSFXStatus) {
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if (PSGChannel2SFX) {
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if (PSGMusicStatus) {
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PSGPort=PSGLatch|PSGChannel2|(PSGChan2LowTone&0x0F);
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PSGPort=PSGChan2HighTone&0x3F;
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PSGPort=PSGLatch|PSGChannel2|PSGVolumeData|(((PSGChan2Volume&0x0F)+PSGMusicVolumeAttenuation>15)?15:(PSGChan2Volume&0x0F)+PSGMusicVolumeAttenuation);
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} else {
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PSGPort=PSGLatch|PSGChannel2|PSGVolumeData|0x0F;
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}
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PSGChannel2SFX=PSG_STOPPED;
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}
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if (PSGChannel3SFX) {
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if (PSGMusicStatus) {
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PSGPort=PSGLatch|PSGChannel3|(PSGChan3LowTone&0x0F);
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PSGPort=PSGLatch|PSGChannel3|PSGVolumeData|(((PSGChan3Volume&0x0F)+PSGMusicVolumeAttenuation>15)?15:(PSGChan3Volume&0x0F)+PSGMusicVolumeAttenuation);
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} else {
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PSGPort=PSGLatch|PSGChannel3|PSGVolumeData|0x0F;
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}
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PSGChannel3SFX=PSG_STOPPED;
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}
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PSGSFXStatus=PSG_STOPPED;
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}
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}
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void PSGSFXPlay (void *sfx, unsigned char channels) {
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/* *********************************************************************
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receives the address of the SFX to start and the mask that indicates
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which channel(s) the SFX will use
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*/
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PSGSFXStop();
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PSGSFXLoopFlag=0;
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PSGSFXStart=sfx; // store begin of SFX
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PSGSFXPointer=sfx; // set the pointer to begin of SFX
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PSGSFXLoopPoint=sfx; // looppointer points to begin too
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PSGSFXSkipFrames=0; // reset the skip frames
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PSGSFXSubstringLen=0; // reset the substring len
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PSGChannel2SFX=(channels&SFX_CHANNEL2)?PSG_PLAYING:PSG_STOPPED;
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PSGChannel3SFX=(channels&SFX_CHANNEL3)?PSG_PLAYING:PSG_STOPPED;
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PSGSFXStatus=PSG_PLAYING;
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}
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void PSGSFXCancelLoop (void) {
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/* *********************************************************************
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sets the currently looping SFX to no more loops after the current
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*/
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PSGSFXLoopFlag=0;
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}
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unsigned char PSGSFXGetStatus (void) {
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/* *********************************************************************
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returns the current SFX status
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*/
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return(PSGSFXStatus);
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}
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void PSGSFXPlayLoop (void *sfx, unsigned char channels) {
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/* *********************************************************************
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receives the address of the SFX to start continuously and the mask
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that indicates which channel(s) the SFX will use
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*/
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PSGSFXPlay(sfx, channels);
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PSGSFXLoopFlag=1;
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}
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void PSGFrame (void) {
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/* *********************************************************************
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processes a music frame
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*/
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__asm
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ld a,(_PSGMusicStatus) ; check if we have got to play a tune
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or a
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ret z
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ld a,(_PSGMusicSkipFrames) ; check if we have got to skip frames
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or a
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jp nz,_skipFrame
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ld hl,(_PSGMusicPointer) ; read current address
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_intLoop:
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ld b,(hl) ; load PSG byte (in B)
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inc hl ; point to next byte
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ld a,(_PSGMusicSubstringLen) ; read substring len
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or a
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jr z,_continue ; check if it is 0 (we are not in a substring)
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dec a ; decrease len
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ld (_PSGMusicSubstringLen),a ; save len
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jr nz,_continue
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ld hl,(_PSGMusicSubstringRetAddr) ; substring is over, retrieve return address
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_continue:
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ld a,b ; copy PSG byte into A
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cp PSGLatch ; is it a latch?
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jr c,_noLatch ; if < $80 then it is NOT a latch
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ld (_PSGMusicLastLatch),a ; it is a latch - save it in "LastLatch"
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; we have got the latch PSG byte both in A and in B
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; and we have to check if the value should pass to PSG or not
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bit 4,a ; test if it is a volume
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jr nz,_latch_Volume ; jump if volume data
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bit 6,a ; test if the latch it is for channels 0-1 or for 2-3
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jp z,_send2PSG_A ; send data to PSG if it is for channels 0-1
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; we have got the latch (tone, chn 2 or 3) PSG byte both in A and in B
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; and we have to check if the value should be passed to PSG or not
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bit 5,a ; test if tone it is for channel 2 or 3
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jr z,_ifchn2 ; jump if channel 2
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ld (_PSGChan3LowTone),a ; save tone LOW data
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ld a,(_PSGChannel3SFX) ; channel 3 free?
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or a
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jp nz,_intLoop
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ld a,(_PSGChan3LowTone)
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and #3 ; test if channel 3 is set to use the frequency of channel 2
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cp #3
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jr nz,_send2PSG_B ; if channel 3 does not use frequency of channel 2 jump
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ld a,(_PSGSFXStatus) ; test if an SFX is playing
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or a
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jr z,_send2PSG_B ; if no SFX is playing jump
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ld (_PSGChannel3SFX),a ; otherwise mark channel 3 as occupied
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ld a,PSGLatch|PSGChannel3|PSGVolumeData|#0x0F ; and silence channel 3
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out (PSGDataPort),a
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jp _intLoop
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_ifchn2:
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ld (_PSGChan2LowTone),a ; save tone LOW data
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ld a,(_PSGChannel2SFX) ; channel 2 free?
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or a
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jr z,_send2PSG_B
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jp _intLoop
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_latch_Volume:
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bit 6,a ; test if the latch it is for channels 0-1 or for 2-3
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jr nz,_latch_Volume_23 ; volume is for channel 2 or 3
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bit 5,a ; test if volume it is for channel 0 or 1
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jr z,_chn0 ; jump for channel 0
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ld (_PSGChan1Volume),a ; save volume data
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jp _sendVolume2PSG_A
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_chn0:
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ld (_PSGChan0Volume),a ; save volume data
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jp _sendVolume2PSG_A
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_latch_Volume_23:
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bit 5,a ; test if volume it is for channel 2 or 3
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jr z,_chn2 ; jump for channel 2
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ld (_PSGChan3Volume),a ; save volume data
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ld a,(_PSGChannel3SFX) ; channel 3 free?
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or a
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jr z,_sendVolume2PSG_B
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jp _intLoop
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_chn2:
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ld (_PSGChan2Volume),a ; save volume data
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ld a,(_PSGChannel2SFX) ; channel 2 free?
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or a
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jr z,_sendVolume2PSG_B
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jp _intLoop
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_skipFrame:
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dec a
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ld (_PSGMusicSkipFrames),a
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ret
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_noLatch:
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cp PSGData
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jr c,_command ; if < $40 then it is a command
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; it is a data
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ld a,(_PSGMusicLastLatch) ; retrieve last latch
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jp _output_NoLatch
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_command:
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cp PSGWait
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jr z,_done ; no additional frames
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jr c,_otherCommands ; other commands?
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and #0x07 ; take only the last 3 bits for skip frames
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ld (_PSGMusicSkipFrames),a ; we got additional frames
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_done:
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ld (_PSGMusicPointer),hl ; save current address
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ret ; frame done
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_otherCommands:
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cp PSGSubString
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jr nc,_substring
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cp PSGEnd
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jr z,_musicLoop
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cp PSGLoop
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jr z,_setLoopPoint
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; ***************************************************************************
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; we should never get here!
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; if we do, it means the PSG file is probably corrupted, so we just RET
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; ***************************************************************************
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ret
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_send2PSG_B:
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ld a,b
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_send2PSG_A:
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out (PSGDataPort),a ; output the byte
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jp _intLoop
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_sendVolume2PSG_B:
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ld a,b
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_sendVolume2PSG_A:
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ld c,a ; save the PSG command byte
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and #0x0F ; keep lower nibble
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ld b,a ; save value
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ld a,(_PSGMusicVolumeAttenuation) ; load volume attenuation
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add a,b ; add value
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cp #0x0F ; check overflow
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jr c,_no_overflow ; if it is <=15 then ok
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ld a,#0x0F ; else, reset to 15
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_no_overflow:
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ld b,a ; save new attenuated volume value
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ld a,c ; retrieve PSG command
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and #0xF0 ; keep upper nibble
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or b ; set attenuated volume
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out (PSGDataPort),a ; output the byte
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jp _intLoop
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_output_NoLatch:
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; we got the last latch in A and the PSG data in B
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; and we have to check if the value should pass to PSG or not
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; note that non-latch commands can be only contain frequencies (no volumes)
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; for channels 0,1,2 only (no noise)
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bit 6,a ; test if the latch it is for channels 0-1 or for chn 2
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jr nz,_high_part_Tone ; it is tone data for channel 2
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jp _send2PSG_B ; otherwise, it is for chn 0 or 1 so we have done!
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_setLoopPoint:
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ld (_PSGMusicLoopPoint),hl
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jp _intLoop
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_musicLoop:
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ld a,(_PSGLoopFlag) ; looping requested?
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or a
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jp z,_PSGStop ; No:stop it! (tail call optimization)
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ld hl,(_PSGMusicLoopPoint)
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jp _intLoop
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_substring:
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sub PSGSubString-4 ; len is value - $08 + 4
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ld (_PSGMusicSubstringLen),a ; save len
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ld c,(hl) ; load substring address (offset)
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inc hl
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ld b,(hl)
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inc hl
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ld (_PSGMusicSubstringRetAddr),hl ; save return address
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ld hl,(_PSGMusicStart)
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add hl,bc ; make substring current
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jp _intLoop
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_high_part_Tone:
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; we got the last latch in A and the PSG data in B
|
|
; and we have to check if the value should pass to PSG or not
|
|
; PSG data can only be for channel 2, here
|
|
ld a,b ; move PSG data in A
|
|
ld (_PSGChan2HighTone),a ; save channel 2 tone HIGH data
|
|
ld a,(_PSGChannel2SFX) ; channel 2 free?
|
|
or a
|
|
jr z,_send2PSG_B
|
|
jp _intLoop
|
|
__endasm;
|
|
}
|
|
|
|
void PSGSFXFrame (void) {
|
|
/* ********************************************************************
|
|
processes a SFX frame
|
|
*/
|
|
__asm
|
|
ld a,(_PSGSFXStatus) ; check if we have got to play SFX
|
|
or a
|
|
ret z
|
|
|
|
ld a,(_PSGSFXSkipFrames) ; check if we have got to skip frames
|
|
or a
|
|
jp nz,_skipSFXFrame
|
|
|
|
ld hl,(_PSGSFXPointer) ; read current SFX address
|
|
|
|
_intSFXLoop:
|
|
ld b,(hl) ; load a byte in B, temporary
|
|
inc hl ; point to next byte
|
|
ld a,(_PSGSFXSubstringLen) ; read substring len
|
|
or a ; check if it is 0 (we are not in a substring)
|
|
jr z,_SFXcontinue
|
|
dec a ; decrease len
|
|
ld (_PSGSFXSubstringLen),a ; save len
|
|
jr nz,_SFXcontinue
|
|
ld hl,(_PSGSFXSubstringRetAddr) ; substring over, retrieve return address
|
|
|
|
_SFXcontinue:
|
|
ld a,b ; restore byte
|
|
cp PSGData
|
|
jp c,_SFXcommand ; if less than $40 then it is a command
|
|
bit 4,a ; check if it is a volume byte
|
|
jr z,_SFXoutbyte ; if not, output it
|
|
bit 5,a ; check if it is volume for channel 2 or channel 3
|
|
jr nz,_SFXvolumechn3
|
|
ld (_PSGSFXChan2Volume),a
|
|
jr _SFXoutbyte
|
|
|
|
_SFXvolumechn3:
|
|
ld (_PSGSFXChan3Volume),a
|
|
|
|
_SFXoutbyte:
|
|
out (PSGDataPort),a ; output the byte
|
|
jp _intSFXLoop
|
|
|
|
_skipSFXFrame:
|
|
dec a
|
|
ld (_PSGSFXSkipFrames),a
|
|
ret
|
|
|
|
_SFXcommand:
|
|
cp PSGWait
|
|
jr z,_SFXdone ; no additional frames
|
|
jr c,_SFXotherCommands ; other commands?
|
|
and #0x07 ; take only the last 3 bits for skip frames
|
|
ld (_PSGSFXSkipFrames),a ; we got additional frames to skip
|
|
_SFXdone:
|
|
ld (_PSGSFXPointer),hl ; save current address
|
|
ret ; frame done
|
|
|
|
_SFXotherCommands:
|
|
cp PSGSubString
|
|
jr nc,_SFXsubstring
|
|
cp PSGEnd
|
|
jr z,_sfxLoop
|
|
cp PSGLoop
|
|
jr z,_SFXsetLoopPoint
|
|
|
|
; ***************************************************************************
|
|
; we should never get here!
|
|
; if we do, it means the PSG SFX file is probably corrupted, so we just RET
|
|
; ***************************************************************************
|
|
|
|
ret
|
|
|
|
_SFXsetLoopPoint:
|
|
ld (_PSGSFXLoopPoint),hl
|
|
jp _intSFXLoop
|
|
|
|
_sfxLoop:
|
|
ld a,(_PSGSFXLoopFlag) ; is it a looping SFX?
|
|
or a
|
|
jp z,_PSGSFXStop ; No:stop it! (tail call optimization)
|
|
ld hl,(_PSGSFXLoopPoint)
|
|
ld (_PSGSFXPointer),hl
|
|
jp _intSFXLoop
|
|
|
|
_SFXsubstring:
|
|
sub PSGSubString-4 ; len is value - $08 + 4
|
|
ld (_PSGSFXSubstringLen),a ; save len
|
|
ld c,(hl) ; load substring address (offset)
|
|
inc hl
|
|
ld b,(hl)
|
|
inc hl
|
|
ld (_PSGSFXSubstringRetAddr),hl ; save return address
|
|
ld hl,(_PSGSFXStart)
|
|
add hl,bc ; make substring current
|
|
jp _intSFXLoop
|
|
__endasm;
|
|
}
|