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124 lines
4.4 KiB
Plaintext
124 lines
4.4 KiB
Plaintext
;SoundFX for VIC-20 by chysn
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;Converted to A02 syntax by Curtis F Kaylor
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SUBROUTINE "SOUNDFX"
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;Available Sound Effect
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FXCOIN EQU 0 ;Insert Coin
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FXKLXN EQU 1 ;Klaxon
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FXFALL EQU 2 ;Falling Into Something
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FXPOWR EQU 3 ;Power Up
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FXLASR EQU 4 ;Laser Cannon
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FXCROS EQU 5 ;Command Ship Crossing
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FXDROP EQU 6 ;Dropped Something
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FXEXPL EQU 7 ;Explosion
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;SoundFX Constants
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.VOICE EQU $900C ;$900C=high, $900B=mid, $900A=low, $900D=noise
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.VOLUME EQU $900E
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;Internal Variables
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.FREQ BYTE $00 ;Current effect frequency register
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.LENGTH BYTE $00 ;Effect length for current effect
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.COUNT BYTE $00 ;Effect countdown for current effect
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.DIR BYTE $00 ;Effect direction ($00 if left, $80 is right)
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.SPEED BYTE $00 ;Effect countdown reset value
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.IADDR WORD $00 ;System Interrupt Routine Address
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;fxinit() - Start SoundFX Module
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;Destroys: A
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FXINIT JSR .CLEAR ;Clear Sound Registers
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LDA #15 ;Set Volume to Max
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STA .VOLUME
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PHP ;Disable Interrupts
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SEI
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LDA $0314 ;Save Interrupt Routine Address
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STA .IADDR
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LDA $0315
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STA .IADDR+1
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LDA #<.FXSVC ;Install SoundFX Interrupt Routine
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STA $0314
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LDA #>.FXSVC
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STA $0315
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PLP ;Enable Interrupts
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RTS
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;fxstop() - Stop SoundFX Module
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FXSTOP PHP ;Disable Interrupts
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SEI
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LDA .IADDR ;Restore Interrupt Vector
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STA $0314
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LDA .IADDR+1
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STA $0315
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PLP ;Enable Interrupts
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.CLEAR LDA #0 ;Clear Sound Registers
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LDX #5
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.LOOP STA $9009,X
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DEX
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BNE .LOOP
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RTS
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;Sound Effects Service - Plays next sound effect,
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;rotates the 8-bit sound effect register, and plays the pitch
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.FXSVC LDA .LENGTH ;Has the sound been launched?
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BEQ .DONE ;If unlaunched, kill voice and return
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DEC .LENGTH ;Decrement both length
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DEC .COUNT ; and countdown
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BNE .RETURN ;If countdown has elapsed,
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LDA .SPEED ; reset it with the current effect speed
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STA .COUNT
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BIT .DIR ;Rotate the register, based on the direction
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BMI .RIGHT ; specified by the direction flag
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.LEFT LDA #$00
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ASL .FREQ ;Rotate the register left if flag = $00
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ADC .FREQ ;If carry was set, set bit 0
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JMP .UPDATE ;Update and play the new frequency
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.RIGHT LSR .FREQ ;Rotate the register right if flag = $80
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LDA .FREQ
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BCC .PLAY ;If carry was set, set bit 7
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LDA #%10000000
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ORA .FREQ
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.UPDATE STA .FREQ
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.PLAY ORA #$80 ;Gate the high voice
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.DONE STA .VOICE
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.RETURN JMP (.IADDR) ;Execute System Interrupt Routine
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; Launch Sound Effect
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; Args: A = The sound effect index
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FXPLAY SEI ;Don't play anything while setting up
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ASL ;Each effect has two bytes in the table
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TAX
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LDA .TABLE,X ;Get the register byte
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STA .DIR ;Set the direction (only bit 7 will be used)
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AND #$7F ;Mask away the direction bit to get the 7-bit
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STA .FREQ ; frequency
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LDA .TABLE+1,X ;Get the length byte
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TAX ; and preserve it
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AND #$F0 ;Length is in bits 4-7 of the length byte
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STA .LENGTH
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TXA
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AND #$0F ;Speed (jiffies per rotation) is in the low
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STA .SPEED ;nybble of the length byte
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STA .COUNT
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CLI ;Go!
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RTS
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; Sound effects for the sound effects player
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; Each effect has four parameters (DFFFFFFF LLLLSSSS)
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; (1) Bit 7 (D) of the first byte is the direction
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; * Unset=shift left, or a rising sound
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; * Set=shift right, or a falling sound
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; (2) Bits 0-6 (F) of the first byte is the frequency register
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; (3) High nybble of the second byte (L) is the length in jiffies x 16
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; * Between approx. 1/4 sec and 4 sec in length
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; (4) Low nybble of second byte (S) is speed in jiffies
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.TABLE BYTE $7a,$13 ;0 - Insert Coin
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BYTE $55,$68 ;1 - Klaxon
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BYTE $f0,$26 ;2 - Falling Into Something
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BYTE $07,$13 ;3 - Power Up
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BYTE $3b,$31 ;4 - Laser Cannon
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BYTE $6c,$74 ;5 - Command Ship Crossing
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BYTE $95,$14 ;6 - Dropped Something
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BYTE $92,$11 ;7 - Explosion
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