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8bitworkshop/test/ecs/sound.txt

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EVENT__start = 1
EVENT__postframe = 1
EVENT__preframe = 1
EVENT__playsound = 1
EVENT__preframeloop = 1
.scope SoundDemo
.zeropage
SoundChannel_sfx_b0:
.res 1
.res 1
SoundChannel_timer_b0:
.res 1
.res 1
TEMP:
SoundEngine__2__tmp:
.res 1
.res 1
.res 1
.code
SoundEffect_duration_b0:
.byte 11
SoundEffect_sounddata_b0:
.byte <SoundEffect_sounddata_e0_b0
SoundEffect_sounddata_b8:
.byte >SoundEffect_sounddata_e0_b0
SoundEffect_sounddata_e0_b0:
.byte 2
.byte 3
.byte 4
.byte 8
.byte 16
.byte 32
.byte 16
.byte 32
.byte 16
.byte 8
.byte 168
SoundDemo__INITDATA:
.byte 0
.byte 0
.byte 0
.byte 0
__Start:
;;; start action Init__main_init__1
.include "vcs-ca65.h"
.macpack longbranch
.define PAL 0
.segment "STARTUP"
__NMI:
__Reset:
__BRK:
CLEAN_START
ldy #4
: lda SoundDemo__INITDATA-1,y
sta SoundChannel_sfx_b0-1,y
dey
bne :-
;;; start action FrameLoop__start__3
;;; start action Test__preframeloop__5
;;; start action SoundEngine__playsound__7
; arg 0 = sound channel
ldy #0
; arg 1 = sound effect #
lda #0
sta SoundChannel_sfx_b0,y
tax
;;; end action SoundEngine__playsound__7
;;; start action SoundEngine__playsound__10
lda SoundEffect_duration_b0,x
;;; end action SoundEngine__playsound__10
;;; start action SoundEngine__playsound__13
sta SoundChannel_timer_b0,y
; arg 2 = base volume
lda #15
sta AUDV0,y
;;; end action SoundEngine__playsound__13
;;; end action Test__preframeloop__5
FrameLoop__start__4__NextFrame:
FRAME_END
FRAME_START
;;; start action SoundEngine__preframe__16
ldy #0
SoundEngine__preframe__17____each:
ldx SoundChannel_sfx_b0,y
lda SoundChannel_timer_b0,y
jeq SoundEngine__preframe__18__nosound
sec
sbc #1
sta SoundChannel_timer_b0,y
pha
lda SoundEffect_sounddata_b0,x
sta SoundEngine__2__tmp+0
lda SoundEffect_sounddata_b8,x
sta SoundEngine__2__tmp+1 ; save pointer to sound data
sty SoundEngine__2__tmp+2 ; save Y (sound channel #)
pla
tay
lda (SoundEngine__2__tmp+0),y ; get sound data
bpl SoundEngine__preframe__18__setfreq ; hi bit clear = just freq
ldy SoundEngine__2__tmp+2
lsr ; right shift (/ 2)
bcs SoundEngine__preframe__18__setvol ; lo bit set = volume
sta AUDC0,y ; lo bit clear = control
lsr ; also set freq (/ 2)
SoundEngine__preframe__18__setfreq:
ldy SoundEngine__2__tmp+2
sta AUDF0,y ; set frequency
jmp SoundEngine__preframe__18__done
SoundEngine__preframe__18__nosound:
lda #0
SoundEngine__preframe__18__setvol:
sta AUDV0,y ; set volume
SoundEngine__preframe__18__done:
iny
cpy #2
jne SoundEngine__preframe__17____each
SoundEngine__preframe__17____exit:
;;; end action SoundEngine__preframe__16
KERNEL_START
KERNEL_END
;;; start action FrameLoop__postframe__19
lsr SWCHB ; test Game Reset switch
bcs FrameLoop__postframe__20__NoStart
FrameLoop__postframe__20__NoStart:
;;; end action FrameLoop__postframe__19
jmp FrameLoop__start__4__NextFrame ; loop to next frame
;;; end action FrameLoop__start__3
; start main routine
.segment "VECTORS"
ZeroByte: .byte $00
Return: .byte $60
VecNMI:
VecReset: .word __Reset
VecBRK: .word __BRK
.code
;;; end action Init__main_init__1
.endscope
SoundDemo__Start = SoundDemo::__Start