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6502 games chapter 01 and 02
This commit is contained in:
parent
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commit
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@echo off
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sbasm.py readkey.asm
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type readkey.list
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pause
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@ -0,0 +1,3 @@
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A9008D03CCA9FF8D02CC2C01CC10FBA2
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0F8E00CC2C01CC1005CA10F530F18AA0
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12A2FF2C01CC30E7CAD0F888D0F360
|
@ -0,0 +1,40 @@
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0400- I 4 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
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0400- I 5 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
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0400- I 6 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
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0400- I 7 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE
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0400- I 8 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE
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0400- I 9 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE.
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0400- I 10 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT.
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0400- I 11 ;
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0400- I 12 .OR $0400 ; NOTE: BOOK PLACES $0100 INSIDE STACK, BUT WE HAVE
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0400- I 13 .TA $0400 ; MORE MEMORY SO WE ASSEMBLE AT 0400 INSTEAD.
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0400- I 14
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CC03- I 15 DDR3A .EQ $CC03 ; USING RC-ONE ADDRESS DECODING SCHEME, PLACING
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CC02- I 16 DDR3B .EQ $CC02 ; VIA3 AT $CC00 BY DEFAULT (INSTEAD OF $AC00)
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CC01- I 17 PORT3A .EQ $CC01 ; TO FIT RC-ONE ADDRESS DECODING THOUGH ORIGINAL
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CC00- I 18 PORT3B .EQ $CC00 ; CAN BE JUMPERED IF NEEDED/WANTED.
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0400- I 19
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0400-A9 00 I 20 ( 2) LDA #0
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0402-8D 03 CC I 21 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
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0405-A9 FF I 22 ( 2) LDA #$FF
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0407-8D 02 CC I 23 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
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040A-2C 01 CC I 24 ( 4) START BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE:
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040D- I 25 ; KEYSTROBE IN 'N' STATUS BIT.
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040D-10 FB I 26 (2**) BPL START ; IF YES, WAIT FOR KEY RELEASE
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040F-A2 0F I 27 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15
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0411-8E 00 CC I 28 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154
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0414-2C 01 CC I 29 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N'
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0417-10 05 I 30 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE
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0419-CA I 31 ( 2) DEX ; DECREMENT KEY #
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041A-10 F5 I 32 (2**) BPL NXTKEY ; NO, DO NEXT KEY
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041C-30 F1 I 33 (2**) BMI RSTART ; START OVER
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041E-8A I 34 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A
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041F-A0 12 I 35 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS.
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0421-A2 FF I 36 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP
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0423-2C 01 CC I 37 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
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0426-30 E7 I 38 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART
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0428-CA I 39 ( 2) DEX
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0429-D0 F8 I 40 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US.
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042B-88 I 41 ( 2) DEY
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042C-D0 F3 I 42 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS.
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042E-60 I 43 ( 6) RTS ; DONE: KEY IN A.
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@ -0,0 +1,32 @@
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.CR 6502
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.TF readkey.hex,hex
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.LF readkey.list
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;
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; SMALL PROGRAM FOR THE KIM-1 COMPUTER THAT SEEKS TO DEMONSTRATE THE GET KEY
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; ROUTINE FROM CH1 - ESSENTIALLY WE ATTEMPT TO READ THE KEY AND JUST OUTPUT
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; IT ONTO THE DISPLAYS. THE BOOK DETAILS THE USE OF A SYM-1 COMPUTER, SO
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; WHATEVER BUGS YOU MAY FIND CAN BE BLAMED ON ME AND NOT THE AUTHOR OF THE
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; BOOK.
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;
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.OR $0200
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.TA $0200
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POINTL .EQ $FA ; ADDRESS LO ON DISPLAY
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POINTH .EQ $FB ; ADDRESS HI ON DISPLAY
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INH .EQ $F9 ; INPUTBUFFER HI
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SCANDS .EQ $1F1F ; MONITOR FUNCTION TO OUTPUT A DIGIT
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RC_ONE LDA #0
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STA DDR3A ; SET KEY STROBE PORT FOR INPUT
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LDA #$FF
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STA DDR3B ; SET KEYS FOR OUTPUT
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LDA #0
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STA POINTH
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STA POINTL
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STA INH
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LOOP JSR GETKEY ; GET THE KEY USING THE SUB-ROUTINE FROM THE BOOK,
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STA INH ; WE'LL HAVE IT IN A SO STORE IT TO DATA DIGITS.
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JSR SCANDS ; HAVE THE MONITOR OUTPUT THE VALUE
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JMP LOOP ; DO IT ALL AGAIN
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.IN ../../common/CH01-Getkey/getkey_routine.asm
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@ -0,0 +1,5 @@
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A9008D03CCA9FF8D02CCA90085FB85FA
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85F920270285F9201F1F4C1202A9008D
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03CCA9FF8D02CC2C01CC10FBA20F8E00
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CC2C01CC1005CA10F530F18AA012A2FF
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2C01CC30E7CAD0F888D0F360
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@ -0,0 +1,66 @@
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0000- 4 ;
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0000- 5 ; SMALL PROGRAM FOR THE KIM-1 COMPUTER THAT SEEKS TO DEMONSTRATE THE GET KEY
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0000- 6 ; ROUTINE FROM CH1 - ESSENTIALLY WE ATTEMPT TO READ THE KEY AND JUST OUTPUT
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0000- 7 ; IT ONTO THE DISPLAYS. THE BOOK DETAILS THE USE OF A SYM-1 COMPUTER, SO
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0000- 8 ; WHATEVER BUGS YOU MAY FIND CAN BE BLAMED ON ME AND NOT THE AUTHOR OF THE
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0000- 9 ; BOOK.
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0000- 10 ;
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0200- 11 .OR $0200
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0200- 12 .TA $0200
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00FA- 13 POINTL .EQ $FA ; ADDRESS LO ON DISPLAY
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00FB- 14 POINTH .EQ $FB ; ADDRESS HI ON DISPLAY
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00F9- 15 INH .EQ $F9 ; INPUTBUFFER HI
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1F1F- 16 SCANDS .EQ $1F1F ; MONITOR FUNCTION TO OUTPUT A DIGIT
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0200- 17
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0200-A9 00 18 ( 2) RC_ONE LDA #0
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0202-8D 03 CC 19 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
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0205-A9 FF 20 ( 2) LDA #$FF
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0207-8D 02 CC 21 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
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020A-A9 00 22 ( 2) LDA #0
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020C-85 FB 23 ( 2) STA POINTH
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020E-85 FA 24 ( 2) STA POINTL
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0210-85 F9 25 ( 2) STA INH
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0212-20 27 02 26 ( 6) LOOP JSR GETKEY ; GET THE KEY USING THE SUB-ROUTINE FROM THE BOOK,
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0215-85 F9 27 ( 2) STA INH ; WE'LL HAVE IT IN A SO STORE IT TO DATA DIGITS.
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0217-20 1F 1F 28 ( 6) JSR SCANDS ; HAVE THE MONITOR OUTPUT THE VALUE
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021A-4C 12 02 29 ( 3) JMP LOOP ; DO IT ALL AGAIN
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021D- 30
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021D- 31 .IN ../../common/CH01-Getkey/getkey_routine.asm
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021D- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
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021D- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
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021D- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
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021D- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE
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021D- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE
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021D- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE.
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021D- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT.
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021D- I 8 ;
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CC03- I 9 DDR3A .EQ $CC03 ; USING RC-ONE ADDRESS DECODING SCHEME, PLACING
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CC02- I 10 DDR3B .EQ $CC02 ; VIA3 AT $CC00 BY DEFAULT (INSTEAD OF $AC00)
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CC01- I 11 PORT3A .EQ $CC01 ; TO FIT RC-ONE ADDRESS DECODING THOUGH ORIGINAL
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CC00- I 12 PORT3B .EQ $CC00 ; CAN BE JUMPERED IF NEEDED/WANTED.
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021D- I 13
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021D-A9 00 I 14 ( 2) LDA #0
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021F-8D 03 CC I 15 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
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0222-A9 FF I 16 ( 2) LDA #$FF
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0224-8D 02 CC I 17 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
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0227-2C 01 CC I 18 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE:
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022A- I 19 ; KEYSTROBE IN 'N' STATUS BIT.
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022A-10 FB I 20 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE
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022C-A2 0F I 21 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15
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022E-8E 00 CC I 22 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154
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0231-2C 01 CC I 23 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N'
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0234-10 05 I 24 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE
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0236-CA I 25 ( 2) DEX ; DECREMENT KEY #
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0237-10 F5 I 26 (2**) BPL NXTKEY ; NO, DO NEXT KEY
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0239-30 F1 I 27 (2**) BMI RSTART ; START OVER
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023B-8A I 28 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A
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023C-A0 12 I 29 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS.
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023E-A2 FF I 30 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP
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0240-2C 01 CC I 31 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
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0243-30 E7 I 32 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART
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0245-CA I 33 ( 2) DEX
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0246-D0 F8 I 34 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US.
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0248-88 I 35 ( 2) DEY
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0249-D0 F3 I 36 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS.
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024B-60 I 37 ( 6) RTS ; DONE: KEY IN A.
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024C- 32
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@ -0,0 +1,4 @@
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@echo off
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sbasm.py music.asm
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type music.list
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pause
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@ -0,0 +1,12 @@
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.CR 6502
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.TF music.hex,hex
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.LF music.list
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;
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; MUSIC PLAYER FOR THE KIM-1 USING '6502 GAMES' HARDWARE, THIS ASSUMES THE
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; BOARD IS JUMPERED FOR ADDRESSES $C000 AND $CC00 FOR VIA CHIPS. OTHER THAN
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; THAT THE CODE IS UNCHANGED FROM THE BOOK.
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;
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.OR $0200
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.TA $0200
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.IN ../../common/CH02-Music/player.asm
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.IN ../../common/CH01-Getkey/getkey_routine.asm
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@ -0,0 +1,17 @@
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A90085001820E802C90FD00520870290
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EFC90ED0062048021890EA8501207002
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A500C9FFD00520870290DA4AA8A501B0
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09290F990003E60090CB0A0A0A0A1900
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03990003E60090BDA2008602A5024AAA
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BD0003B004290F900629F04A4A4A4A20
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7002A220209C02E602A502C50090DF60
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C90DD006A254209C0260AABDD1028504
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BDC40220A80260A9FF8504A94B20A802
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A93820A802A94B20A8021860A0FFEAD0
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0088D0FACAD0F5608503A9FF8D02CCA9
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00A604A40388189000D0FA49FF8D00CC
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CAD0F060FEE2C9BEA9968E867E777064
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5E55606B72808F94A1AAB5BFD7E4A900
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8D03CCA9FF8D02CC2C01CC10FBA20F8E
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00CC2C01CC1005CA10F530F18AA012A2
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FF2C01CC30E7CAD0F888D0F360
|
209
projects/GB-001 Game Board/software/RC-ONE/CH02-Music/music.list
Normal file
209
projects/GB-001 Game Board/software/RC-ONE/CH02-Music/music.list
Normal file
@ -0,0 +1,209 @@
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0000- 4 ;
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0000- 5 ; MUSIC PLAYER FOR THE KIM-1 USING '6502 GAMES' HARDWARE, THIS ASSUMES THE
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0000- 6 ; BOARD IS JUMPERED FOR ADDRESSES $C000 AND $CC00 FOR VIA CHIPS. OTHER THAN
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0000- 7 ; THAT THE CODE IS UNCHANGED FROM THE BOOK.
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0000- 8 ;
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0200- 9 .OR $0200
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0200- 10 .TA $0200
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0200- 11 .IN ../../common/CH02-Music/player.asm
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0200- I 1 ; MUSIC PLAYER PROGRAM
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0200- I 2 ; USES 16-KEY KEYBOARD AND BUFFERED SPEAKER
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0200- I 3 ; PROGRAM PLAYS STORED MUSICAL NOTES. THERE ARE TWO MODES OF OPERATION: INPUT
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0200- I 4 ; AND PLAY. INPUT MODE IS THE DEFAULT, AND ALL NON-COMMAND KEYS PRESSED PRESSED
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0200- I 5 ; (0-D) ARE STORED FOR REPLAY. IF AN OVERFLOW OCCURS, THE USER IS WARMED WITH
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0200- I 6 ; A THREE-TONE WARNING. THE SAME WARBLING TONE IS ALSO USED TO SIGNAL A RESTART
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0200- I 7 ; OF THE PROGRAM.
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0200- I 8 ;
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0000- I 9 PILEN .EQ $00 ; LENGTH OF NOTE LIST
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0001- I 10 TEMP .EQ $01 ; TEMPORARY STORAGE
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0002- I 11 PTR .EQ $02 ; CURRENT LOCATION IN LIST
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0003- I 12 FREQ .EQ $03 ; TEMPORARY STORAGE FOR FREQUENCY
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0004- I 13 DUR .EQ $04 ; TEMP STORAGE FOR DURATION
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0300- I 14 TABEG .EQ $0300 ; TABLE TO STORE MUSIC
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CC00- I 15 PORT3B .EQ $CC00 ; VIA OUTPUT PORT B
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CC02- I 16 DDR3B .EQ $CC02 ; VIA PORT B DIRECTION REGISTER
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0200- I 17 ;
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0200- I 18 ; COMMAND LINE INTERPRETER
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0200- I 19 ; $F AS INPUT MEANS RESET POINTERS, START OVER.
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0200- I 20 ; $E MEANS PLAY CURRENTLY STORED NOTES
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0200- I 21 ; ANYTHING ELSE IS STORED FOR REPLAY.
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0200- I 22 ;
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0200-A9 00 I 23 ( 2) START LDA #0 ; CLEAR NOTE LIST LENGTH
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0202-85 00 I 24 ( 2) STA PILEN
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0204-18 I 25 ( 2) CLC ; CLEAR NIBBLE MARKER
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0205-20 E8 02 I 26 ( 6) NXKEY JSR GETKEY
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0208-C9 0F I 27 ( 2) CMP #15 ; IS KEY #15?
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020A-D0 05 I 28 (2**) BNE NXTST ; NO, DO NEXT TEST
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020C-20 87 02 I 29 ( 6) JSR BEEP3 ; TELL USER OF CLEARING
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020F-90 EF I 30 (2**) BCC START ; CLEAR POINTERS AND START OVER
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0211-C9 0E I 31 ( 2) NXTST CMP #14 ; IS KEY #14?
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0213-D0 06 I 32 (2**) BNE NUMKEY ; NO, KEY IS NOTE NUMBER
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0215-20 48 02 I 33 ( 6) JSR PLAYEM ; PLAY NOTES
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0218-18 I 34 ( 2) CLC
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0219-90 EA I 35 (2**) BCC NXKEY ; GET NEXT COMMAND
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021B- I 36 ;
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021B- I 37 ; ROUTINE TO LOAD NOT LIST WITH NOTES
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021B- I 38 ;
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021B-85 01 I 39 ( 2) NUMKEY STA TEMP ; SAVE KEY, FREE A
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021D-20 70 02 I 40 ( 6) JSR PLAYIT ; PLAY NOTE
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0220-A5 00 I 41 ( 3) LDA PILEN ; GET LIST LENGTH
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0222-C9 FF I 42 ( 2) CMP #$FF ; OVERFLOW?
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0224-D0 05 I 43 (2**) BNE OK ; NO, ADD NOTE TO LIST
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0226-20 87 02 I 44 ( 6) JSR BEEP3 ; YES, WARN USER
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0229-90 DA I 45 (2**) BCC NXKEY ; RETURN TO INPUT MODE
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022B-4A I 46 ( 2) OK LSR A ; SHIFT LOW BIT INTO NIBBLE POINTER
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022C-A8 I 47 ( 2) TAY ; USE SHIFTED NIBBLE POINTER AS BYTE INDEX
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022D-A5 01 I 48 ( 3) LDA TEMP ; RESTORE KEY#
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022F-B0 09 I 49 (2**) BCS FINBYT ; IF BYTE ALREADY HAS A NIBBLE, FINISH IT AND STORE
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0231-29 0F I 50 ( 2) AND #%00001111 ; 1ST NIBBLE. MASK HIGH NIBBLE
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0233-99 00 03 I 51 ( 5) STA TABEG,Y ; SAVE UNFINISHED 1/2 BYTE
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0236-E6 00 I 52 ( 5) INC PILEN ; POINT TO NEXT NIBBLE
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0238-90 CB I 53 (2**) BCC NXKEY ; GET NEXT KEYSTROKE
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023A-0A I 54 ( 2) FINBYT ASL A ; SHIFT NIBBLE 2 TO HIGH ORDER
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023B-0A I 55 ( 2) ASL A
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023C-0A I 56 ( 2) ASL A
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023D-0A I 57 ( 2) ASL A
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023E-19 00 03 I 58 ( 4*) ORA TABEG,Y ; JOIN 2 NIBBLES AS BYTE
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0241-99 00 03 I 59 ( 5) STA TABEG,Y ; ... AND STORE.
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0244-E6 00 I 60 ( 5) INC PILEN ; POINT TO NEXT NIBBLE IN NEXT BYTE
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0246-90 BD I 61 (2**) BCC NXKEY ; RETURN
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0248- I 62 ;
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0248- I 63 ; ROUTINE TO PLAY NOTES
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0248- I 64 ;
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0248-A2 00 I 65 ( 2) PLAYEM LDX #0 ; CLEAR POINTER
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024A-86 02 I 66 ( 3) STX PTR
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024C-A5 02 I 67 ( 3) LDA PTR ; LOAD ACCUMULATOR WITH CURRENT POINTER VALUE
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024E-4A I 68 ( 2) LOOP LSR A ; SHIFT NIBBLE INDICATOR INTO CARRY
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024F-AA I 69 ( 2) TAX ; USE SHIFTED NIBBLE POINTER AS BYTE POINTER
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0250-BD 00 03 I 70 ( 4*) LDA TABEG,X ; LOAD NOTE TO PLAY
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0253-B0 04 I 71 (2**) BCS ENDBYT ; LOW NIBBLE USED, GET HIGH
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0255-29 0F I 72 ( 2) AND #%00001111 ; MASK OUT HIGH BITS
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0257-90 06 I 73 (2**) BCC FINISH ; PLAY NOTE
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0259-29 F0 I 74 ( 2) ENDBYT AND #%11110000 ; THROW AWAY LOW NIBBLE
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025B-4A I 75 ( 2) LSR A ; SHIFT INTO LOW
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025C-4A I 76 ( 2) LSR A
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025D-4A I 77 ( 2) LSR A
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025E-4A I 78 ( 2) LSR A
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025F-20 70 02 I 79 ( 6) FINISH JSR PLAYIT ; CALCULATE CONSTANTS & PLAY
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0262-A2 20 I 80 ( 2) LDX #$20 ; BETWEEN-NOTE DELAY
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0264-20 9C 02 I 81 ( 6) JSR DELAY
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0267-E6 02 I 82 ( 5) INC PTR ; ONE NIBBLE USED
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0269-A5 02 I 83 ( 3) LDA PTR
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026B-C5 00 I 84 ( 3) CMP PILEN ; END OF LIST?
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026D-90 DF I 85 (2**) BCC LOOP ; NO, GET NEXT NOTE
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026F-60 I 86 ( 6) RTS ; DONE
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0270- I 87 ;
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||||
0270- I 88 ; ROUTINE TO DO TABLE LOOK UP, SEPARATE REST
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0270- I 89 ;
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0270-C9 0D I 90 ( 2) PLAYIT CMP #13 ; REST?
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0272-D0 06 I 91 (2**) BNE SOUND ; NO.
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||||
0274-A2 54 I 92 ( 2) LDX #$54 ; DELAY = NOTE LENGTH = .21SEC
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||||
0276-20 9C 02 I 93 ( 6) JSR DELAY
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0279-60 I 94 ( 6) RTS
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027A-AA I 95 ( 2) SOUND TAX ; USE KEYS AS INDEX..
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027B-BD D1 02 I 96 ( 4*) LDA DURTAB,X ; ... TO FIND DURATION.
|
||||
027E-85 04 I 97 ( 2) STA DUR ; STORE DURATION FOR USE
|
||||
0280-BD C4 02 I 98 ( 4*) LDA NOTAB,X ; LOAD NOTE VALUE
|
||||
0283-20 A8 02 I 99 ( 6) JSR TONE
|
||||
0286-60 I 100 ( 6) RTS
|
||||
0287- I 101 ;
|
||||
0287- I 102 ; ROUTINE TO MAKE 3 TONE SIGNAL
|
||||
0287- I 103 ;
|
||||
0287-A9 FF I 104 ( 2) BEEP3 LDA #$FF ; DURATION FOR BEEPS
|
||||
0289-85 04 I 105 ( 2) STA DUR
|
||||
028B-A9 4B I 106 ( 2) LDA #$4B ; CODE FOR E2
|
||||
028D-20 A8 02 I 107 ( 6) JSR TONE ; 1ST NOTE
|
||||
0290-A9 38 I 108 ( 2) LDA #$38 ; CODE FOR D2
|
||||
0292-20 A8 02 I 109 ( 6) JSR TONE
|
||||
0295-A9 4B I 110 ( 2) LDA #$4B
|
||||
0297-20 A8 02 I 111 ( 6) JSR TONE
|
||||
029A-18 I 112 ( 2) CLC
|
||||
029B-60 I 113 ( 6) RTS
|
||||
029C- I 114 ;
|
||||
029C- I 115 ; VARIABLE-LENGTH DELAY
|
||||
029C- I 116 ;
|
||||
029C-A0 FF I 117 ( 2) DELAY LDY #$FF
|
||||
029E-EA I 118 ( 2) DLY NOP
|
||||
029F-D0 00 I 119 (2**) BNE DL0 ; (.+2 IN BOOK)
|
||||
02A1-88 I 120 ( 2) DL0 DEY
|
||||
02A2-D0 FA I 121 (2**) BNE DLY ; 10 US. LOOP
|
||||
02A4-CA I 122 ( 2) DEX
|
||||
02A5-D0 F5 I 123 (2**) BNE DELAY ; LOOP TIME = 2556*[X]
|
||||
02A7-60 I 124 ( 6) RTS
|
||||
02A8- I 125 ;
|
||||
02A8- I 126 ; ROUTINE TO MAKE TONE: # OF 1/2 CYCLES IS IN 'DUR', AND 1/2 CYCLE TIME IS IN
|
||||
02A8- I 127 ; ACCUMULATOR. LOOP TIME = 20*[A]+26 US SINCE TWO RUNS THROUGH THE OUTER LOOP
|
||||
02A8- I 128 ; MAKES ONE CYCLE OF THE TONE.
|
||||
02A8- I 129 ;
|
||||
02A8-85 03 I 130 ( 2) TONE STA FREQ ; FREQ IS TEMP FOR # OF CYCLES
|
||||
02AA-A9 FF I 131 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTER
|
||||
02AC-8D 02 CC I 132 ( 4) STA DDR3B
|
||||
02AF-A9 00 I 133 ( 2) LDA #$00 ; A IS SENT TO PORT, START HI
|
||||
02B1-A6 04 I 134 ( 3) LDX DUR
|
||||
02B3-A4 03 I 135 ( 3) FL2 LDY FREQ
|
||||
02B5-88 I 136 ( 2) FL1 DEY
|
||||
02B6-18 I 137 ( 2) CLC
|
||||
02B7-90 00 I 138 (2**) BCC FL0 ; (.+2 IN BOOK)
|
||||
02B9-D0 FA I 139 (2**) FL0 BNE FL1 ; INNER, 10 US LOOP.
|
||||
02BB-49 FF I 140 ( 2) EOR #$FF ; COMPLEMENT I/O PORT
|
||||
02BD-8D 00 CC I 141 ( 4) STA PORT3B ; ... AND SET IT
|
||||
02C0-CA I 142 ( 2) DEX
|
||||
02C1-D0 F0 I 143 (2**) BNE FL2 ; OUTER LOOP
|
||||
02C3-60 I 144 ( 6) RTS
|
||||
02C4- I 145 ;
|
||||
02C4- I 146 ; TABLE OF NOTE CONSTANTS
|
||||
02C4- I 147 ; CONTAINS:
|
||||
02C4- I 148 ; [OCTAVE BELOW MIDDLE C] : G,A,BCC
|
||||
02C4- I 149 ; [OCTAVE OF MIDDLE C] : C,D,E,F,F#,G,G#,A,B
|
||||
02C4- I 150 ; [OCTAVE ABOVE MIDDLE C] : C
|
||||
02C4- I 151 ;
|
||||
02C4-FE E2 C9 BE
|
||||
A9 96 8E 86
|
||||
7E 77 70 64
|
||||
5E I 152 NOTAB .HS FE.E2.C9.BE.A9.96.8E.86.7E.77.70.64.5E
|
||||
02D1- I 153 ;
|
||||
02D1- I 154 ; TABLE OF NOTE DURATIONS IN # OF 1/2 CYCLES SET FOR A NOTE LENGTH OF
|
||||
02D1- I 155 ; ABOUT .21 SEC.
|
||||
02D1- I 156 ;
|
||||
02D1-55 60 6B 72
|
||||
80 8F 94 A1
|
||||
AA B5 BF D7
|
||||
E4 I 157 DURTAB .HS 55.60.6B.72.80.8F.94.A1.AA.B5.BF.D7.E4
|
||||
02DE- 12 .IN ../../common/CH01-Getkey/getkey_routine.asm
|
||||
02DE- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
|
||||
02DE- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
|
||||
02DE- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
|
||||
02DE- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE
|
||||
02DE- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE
|
||||
02DE- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE.
|
||||
02DE- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT.
|
||||
02DE- I 8 ;
|
||||
CC03- I 9 DDR3A .EQ $CC03 ; USING RC-ONE ADDRESS DECODING SCHEME, PLACING
|
||||
CC02- I 10 DDR3B .EQ $CC02 ; VIA3 AT $CC00 BY DEFAULT (INSTEAD OF $AC00)
|
||||
CC01- I 11 PORT3A .EQ $CC01 ; TO FIT RC-ONE ADDRESS DECODING THOUGH ORIGINAL
|
||||
CC00- I 12 PORT3B .EQ $CC00 ; CAN BE JUMPERED IF NEEDED/WANTED.
|
||||
02DE- I 13
|
||||
02DE-A9 00 I 14 ( 2) LDA #0
|
||||
02E0-8D 03 CC I 15 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
|
||||
02E3-A9 FF I 16 ( 2) LDA #$FF
|
||||
02E5-8D 02 CC I 17 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
|
||||
02E8-2C 01 CC I 18 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE:
|
||||
02EB- I 19 ; KEYSTROBE IN 'N' STATUS BIT.
|
||||
02EB-10 FB I 20 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE
|
||||
02ED-A2 0F I 21 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15
|
||||
02EF-8E 00 CC I 22 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154
|
||||
02F2-2C 01 CC I 23 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N'
|
||||
02F5-10 05 I 24 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE
|
||||
02F7-CA I 25 ( 2) DEX ; DECREMENT KEY #
|
||||
02F8-10 F5 I 26 (2**) BPL NXTKEY ; NO, DO NEXT KEY
|
||||
02FA-30 F1 I 27 (2**) BMI RSTART ; START OVER
|
||||
02FC-8A I 28 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A
|
||||
02FD-A0 12 I 29 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS.
|
||||
02FF-A2 FF I 30 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP
|
||||
0301-2C 01 CC I 31 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
|
||||
0304-30 E7 I 32 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART
|
||||
0306-CA I 33 ( 2) DEX
|
||||
0307-D0 F8 I 34 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US.
|
||||
0309-88 I 35 ( 2) DEY
|
||||
030A-D0 F3 I 36 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS.
|
||||
030C-60 I 37 ( 6) RTS ; DONE: KEY IN A.
|
@ -0,0 +1,4 @@
|
||||
@echo off
|
||||
sbasm.py getkey.asm
|
||||
type getkey.list
|
||||
pause
|
@ -0,0 +1,7 @@
|
||||
.CR 6502
|
||||
.TF getkey.hex,hex
|
||||
.LF getkey.list
|
||||
|
||||
.OR $0100 ; NOTE: BOOK PLACES $0100 INSIDE STACK, MEANING
|
||||
.TA $0100 ; THAT ROUTINE MAY EASILY GET OVERWRITTEN.
|
||||
.IN getkey_routine.asm
|
@ -0,0 +1,3 @@
|
||||
A9008D03CCA9FF8D02CC2C01CC10FBA2
|
||||
0F8E00CC2C01CC1005CA10F530F18AA0
|
||||
12A2FF2C01CC30E7CAD0F888D0F360
|
@ -0,0 +1,41 @@
|
||||
0000- 4
|
||||
0400- 5 .OR $0400 ; NOTE: BOOK PLACES $0100 INSIDE STACK, BUT WE HAVE
|
||||
0400- 6 .TA $0400 ; MORE MEMORY SO WE ASSEMBLE AT 0400 INSTEAD.
|
||||
0400- 7 .IN getkey_routine.asm
|
||||
0400- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
|
||||
0400- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
|
||||
0400- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
|
||||
0400- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE
|
||||
0400- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE
|
||||
0400- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE.
|
||||
0400- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT.
|
||||
0400- I 8 ;
|
||||
CC03- I 9 DDR3A .EQ $CC03 ; USING RC-ONE ADDRESS DECODING SCHEME, PLACING
|
||||
CC02- I 10 DDR3B .EQ $CC02 ; VIA3 AT $CC00 BY DEFAULT (INSTEAD OF $AC00)
|
||||
CC01- I 11 PORT3A .EQ $CC01 ; TO FIT RC-ONE ADDRESS DECODING THOUGH ORIGINAL
|
||||
CC00- I 12 PORT3B .EQ $CC00 ; CAN BE JUMPERED IF NEEDED/WANTED.
|
||||
0400- I 13
|
||||
0400-A9 00 I 14 ( 2) LDA #0
|
||||
0402-8D 03 CC I 15 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
|
||||
0405-A9 FF I 16 ( 2) LDA #$FF
|
||||
0407-8D 02 CC I 17 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
|
||||
040A-2C 01 CC I 18 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE:
|
||||
040D- I 19 ; KEYSTROBE IN 'N' STATUS BIT.
|
||||
040D-10 FB I 20 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE
|
||||
040F-A2 0F I 21 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15
|
||||
0411-8E 00 CC I 22 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154
|
||||
0414-2C 01 CC I 23 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N'
|
||||
0417-10 05 I 24 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE
|
||||
0419-CA I 25 ( 2) DEX ; DECREMENT KEY #
|
||||
041A-10 F5 I 26 (2**) BPL NXTKEY ; NO, DO NEXT KEY
|
||||
041C-30 F1 I 27 (2**) BMI RSTART ; START OVER
|
||||
041E-8A I 28 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A
|
||||
041F-A0 12 I 29 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS.
|
||||
0421-A2 FF I 30 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP
|
||||
0423-2C 01 CC I 31 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
|
||||
0426-30 E7 I 32 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART
|
||||
0428-CA I 33 ( 2) DEX
|
||||
0429-D0 F8 I 34 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US.
|
||||
042B-88 I 35 ( 2) DEY
|
||||
042C-D0 F3 I 36 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS.
|
||||
042E-60 I 37 ( 6) RTS ; DONE: KEY IN A.
|
@ -0,0 +1,37 @@
|
||||
; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
|
||||
; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
|
||||
; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
|
||||
; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE
|
||||
; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE
|
||||
; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE.
|
||||
; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT.
|
||||
;
|
||||
DDR3A .EQ $CC03 ; USING RC-ONE ADDRESS DECODING SCHEME, PLACING
|
||||
DDR3B .EQ $CC02 ; VIA3 AT $CC00 BY DEFAULT (INSTEAD OF $AC00)
|
||||
PORT3A .EQ $CC01 ; TO FIT RC-ONE ADDRESS DECODING THOUGH ORIGINAL
|
||||
PORT3B .EQ $CC00 ; CAN BE JUMPERED IF NEEDED/WANTED.
|
||||
|
||||
LDA #0
|
||||
STA DDR3A ; SET KEY STROBE PORT FOR INPUT
|
||||
LDA #$FF
|
||||
STA DDR3B ; SET KEYS FOR OUTPUT
|
||||
GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE:
|
||||
; KEYSTROBE IN 'N' STATUS BIT.
|
||||
BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE
|
||||
RSTART LDX #15 ; SET KEY COUNTER TO 15
|
||||
NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154
|
||||
BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N'
|
||||
BPL BOUNCE ; IF YES, GO DEBOUNCE
|
||||
DEX ; DECREMENT KEY #
|
||||
BPL NXTKEY ; NO, DO NEXT KEY
|
||||
BMI RSTART ; START OVER
|
||||
BOUNCE TXA ; SAVE KEY NUMBER IN A
|
||||
LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS.
|
||||
LP1 LDX #$FF ; INNER 11 US. LOOP
|
||||
LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
|
||||
BMI RSTART ; IF NOT, KEY NOT VALID, RESTART
|
||||
DEX
|
||||
BNE LP2 ; THIS LOOP USES 2115*5 US.
|
||||
DEY
|
||||
BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS.
|
||||
RTS ; DONE: KEY IN A.
|
@ -0,0 +1,4 @@
|
||||
@echo off
|
||||
sbasm.py music.asm
|
||||
type music.list
|
||||
pause
|
@ -0,0 +1,8 @@
|
||||
.CR 6502
|
||||
.TF music.hex,hex
|
||||
.LF music.list
|
||||
|
||||
.OR $0200
|
||||
.TA $0200
|
||||
.IN player.asm
|
||||
.IN ../CH01-Getkey/getkey_routine.asm
|
@ -0,0 +1,17 @@
|
||||
A90085001820E802C90FD00520870290
|
||||
EFC90ED0062048021890EA8501207002
|
||||
A500C9FFD00520870290DA4AA8A501B0
|
||||
09290F990003E60090CB0A0A0A0A1900
|
||||
03990003E60090BDA2008602A5024AAA
|
||||
BD0003B004290F900629F04A4A4A4A20
|
||||
7002A220209C02E602A502C50090DF60
|
||||
C90DD006A254209C0260AABDD1028504
|
||||
BDC40220A80260A9FF8504A94B20A802
|
||||
A93820A802A94B20A8021860A0FFEAD0
|
||||
0088D0FACAD0F5608503A9FF8D02CCA9
|
||||
00A604A40388189000D0FA49FF8D00CC
|
||||
CAD0F060FEE2C9BEA9968E867E777064
|
||||
5E55606B72808F94A1AAB5BFD7E4A900
|
||||
8D03CCA9FF8D02CC2C01CC10FBA20F8E
|
||||
00CC2C01CC1005CA10F530F18AA012A2
|
||||
FF2C01CC30E7CAD0F888D0F360
|
205
projects/GB-001 Game Board/software/common/CH02-Music/music.list
Normal file
205
projects/GB-001 Game Board/software/common/CH02-Music/music.list
Normal file
@ -0,0 +1,205 @@
|
||||
0000- 4
|
||||
0200- 5 .OR $0200
|
||||
0200- 6 .TA $0200
|
||||
0200- 7 .IN player.asm
|
||||
0200- I 1 ; MUSIC PLAYER PROGRAM
|
||||
0200- I 2 ; USES 16-KEY KEYBOARD AND BUFFERED SPEAKER
|
||||
0200- I 3 ; PROGRAM PLAYS STORED MUSICAL NOTES. THERE ARE TWO MODES OF OPERATION: INPUT
|
||||
0200- I 4 ; AND PLAY. INPUT MODE IS THE DEFAULT, AND ALL NON-COMMAND KEYS PRESSED PRESSED
|
||||
0200- I 5 ; (0-D) ARE STORED FOR REPLAY. IF AN OVERFLOW OCCURS, THE USER IS WARMED WITH
|
||||
0200- I 6 ; A THREE-TONE WARNING. THE SAME WARBLING TONE IS ALSO USED TO SIGNAL A RESTART
|
||||
0200- I 7 ; OF THE PROGRAM.
|
||||
0200- I 8 ;
|
||||
0000- I 9 PILEN .EQ $00 ; LENGTH OF NOTE LIST
|
||||
0001- I 10 TEMP .EQ $01 ; TEMPORARY STORAGE
|
||||
0002- I 11 PTR .EQ $02 ; CURRENT LOCATION IN LIST
|
||||
0003- I 12 FREQ .EQ $03 ; TEMPORARY STORAGE FOR FREQUENCY
|
||||
0004- I 13 DUR .EQ $04 ; TEMP STORAGE FOR DURATION
|
||||
0300- I 14 TABEG .EQ $0300 ; TABLE TO STORE MUSIC
|
||||
CC00- I 15 PORT3B .EQ $CC00 ; VIA OUTPUT PORT B
|
||||
CC02- I 16 DDR3B .EQ $CC02 ; VIA PORT B DIRECTION REGISTER
|
||||
0200- I 17 ;
|
||||
0200- I 18 ; COMMAND LINE INTERPRETER
|
||||
0200- I 19 ; $F AS INPUT MEANS RESET POINTERS, START OVER.
|
||||
0200- I 20 ; $E MEANS PLAY CURRENTLY STORED NOTES
|
||||
0200- I 21 ; ANYTHING ELSE IS STORED FOR REPLAY.
|
||||
0200- I 22 ;
|
||||
0200-A9 00 I 23 ( 2) START LDA #0 ; CLEAR NOTE LIST LENGTH
|
||||
0202-85 00 I 24 ( 2) STA PILEN
|
||||
0204-18 I 25 ( 2) CLC ; CLEAR NIBBLE MARKER
|
||||
0205-20 E8 02 I 26 ( 6) NXKEY JSR GETKEY
|
||||
0208-C9 0F I 27 ( 2) CMP #15 ; IS KEY #15?
|
||||
020A-D0 05 I 28 (2**) BNE NXTST ; NO, DO NEXT TEST
|
||||
020C-20 87 02 I 29 ( 6) JSR BEEP3 ; TELL USER OF CLEARING
|
||||
020F-90 EF I 30 (2**) BCC START ; CLEAR POINTERS AND START OVER
|
||||
0211-C9 0E I 31 ( 2) NXTST CMP #14 ; IS KEY #14?
|
||||
0213-D0 06 I 32 (2**) BNE NUMKEY ; NO, KEY IS NOTE NUMBER
|
||||
0215-20 48 02 I 33 ( 6) JSR PLAYEM ; PLAY NOTES
|
||||
0218-18 I 34 ( 2) CLC
|
||||
0219-90 EA I 35 (2**) BCC NXKEY ; GET NEXT COMMAND
|
||||
021B- I 36 ;
|
||||
021B- I 37 ; ROUTINE TO LOAD NOT LIST WITH NOTES
|
||||
021B- I 38 ;
|
||||
021B-85 01 I 39 ( 2) NUMKEY STA TEMP ; SAVE KEY, FREE A
|
||||
021D-20 70 02 I 40 ( 6) JSR PLAYIT ; PLAY NOTE
|
||||
0220-A5 00 I 41 ( 3) LDA PILEN ; GET LIST LENGTH
|
||||
0222-C9 FF I 42 ( 2) CMP #$FF ; OVERFLOW?
|
||||
0224-D0 05 I 43 (2**) BNE OK ; NO, ADD NOTE TO LIST
|
||||
0226-20 87 02 I 44 ( 6) JSR BEEP3 ; YES, WARN USER
|
||||
0229-90 DA I 45 (2**) BCC NXKEY ; RETURN TO INPUT MODE
|
||||
022B-4A I 46 ( 2) OK LSR A ; SHIFT LOW BIT INTO NIBBLE POINTER
|
||||
022C-A8 I 47 ( 2) TAY ; USE SHIFTED NIBBLE POINTER AS BYTE INDEX
|
||||
022D-A5 01 I 48 ( 3) LDA TEMP ; RESTORE KEY#
|
||||
022F-B0 09 I 49 (2**) BCS FINBYT ; IF BYTE ALREADY HAS A NIBBLE, FINISH IT AND STORE
|
||||
0231-29 0F I 50 ( 2) AND #%00001111 ; 1ST NIBBLE. MASK HIGH NIBBLE
|
||||
0233-99 00 03 I 51 ( 5) STA TABEG,Y ; SAVE UNFINISHED 1/2 BYTE
|
||||
0236-E6 00 I 52 ( 5) INC PILEN ; POINT TO NEXT NIBBLE
|
||||
0238-90 CB I 53 (2**) BCC NXKEY ; GET NEXT KEYSTROKE
|
||||
023A-0A I 54 ( 2) FINBYT ASL A ; SHIFT NIBBLE 2 TO HIGH ORDER
|
||||
023B-0A I 55 ( 2) ASL A
|
||||
023C-0A I 56 ( 2) ASL A
|
||||
023D-0A I 57 ( 2) ASL A
|
||||
023E-19 00 03 I 58 ( 4*) ORA TABEG,Y ; JOIN 2 NIBBLES AS BYTE
|
||||
0241-99 00 03 I 59 ( 5) STA TABEG,Y ; ... AND STORE.
|
||||
0244-E6 00 I 60 ( 5) INC PILEN ; POINT TO NEXT NIBBLE IN NEXT BYTE
|
||||
0246-90 BD I 61 (2**) BCC NXKEY ; RETURN
|
||||
0248- I 62 ;
|
||||
0248- I 63 ; ROUTINE TO PLAY NOTES
|
||||
0248- I 64 ;
|
||||
0248-A2 00 I 65 ( 2) PLAYEM LDX #0 ; CLEAR POINTER
|
||||
024A-86 02 I 66 ( 3) STX PTR
|
||||
024C-A5 02 I 67 ( 3) LDA PTR ; LOAD ACCUMULATOR WITH CURRENT POINTER VALUE
|
||||
024E-4A I 68 ( 2) LOOP LSR A ; SHIFT NIBBLE INDICATOR INTO CARRY
|
||||
024F-AA I 69 ( 2) TAX ; USE SHIFTED NIBBLE POINTER AS BYTE POINTER
|
||||
0250-BD 00 03 I 70 ( 4*) LDA TABEG,X ; LOAD NOTE TO PLAY
|
||||
0253-B0 04 I 71 (2**) BCS ENDBYT ; LOW NIBBLE USED, GET HIGH
|
||||
0255-29 0F I 72 ( 2) AND #%00001111 ; MASK OUT HIGH BITS
|
||||
0257-90 06 I 73 (2**) BCC FINISH ; PLAY NOTE
|
||||
0259-29 F0 I 74 ( 2) ENDBYT AND #%11110000 ; THROW AWAY LOW NIBBLE
|
||||
025B-4A I 75 ( 2) LSR A ; SHIFT INTO LOW
|
||||
025C-4A I 76 ( 2) LSR A
|
||||
025D-4A I 77 ( 2) LSR A
|
||||
025E-4A I 78 ( 2) LSR A
|
||||
025F-20 70 02 I 79 ( 6) FINISH JSR PLAYIT ; CALCULATE CONSTANTS & PLAY
|
||||
0262-A2 20 I 80 ( 2) LDX #$20 ; BETWEEN-NOTE DELAY
|
||||
0264-20 9C 02 I 81 ( 6) JSR DELAY
|
||||
0267-E6 02 I 82 ( 5) INC PTR ; ONE NIBBLE USED
|
||||
0269-A5 02 I 83 ( 3) LDA PTR
|
||||
026B-C5 00 I 84 ( 3) CMP PILEN ; END OF LIST?
|
||||
026D-90 DF I 85 (2**) BCC LOOP ; NO, GET NEXT NOTE
|
||||
026F-60 I 86 ( 6) RTS ; DONE
|
||||
0270- I 87 ;
|
||||
0270- I 88 ; ROUTINE TO DO TABLE LOOK UP, SEPARATE REST
|
||||
0270- I 89 ;
|
||||
0270-C9 0D I 90 ( 2) PLAYIT CMP #13 ; REST?
|
||||
0272-D0 06 I 91 (2**) BNE SOUND ; NO.
|
||||
0274-A2 54 I 92 ( 2) LDX #$54 ; DELAY = NOTE LENGTH = .21SEC
|
||||
0276-20 9C 02 I 93 ( 6) JSR DELAY
|
||||
0279-60 I 94 ( 6) RTS
|
||||
027A-AA I 95 ( 2) SOUND TAX ; USE KEYS AS INDEX..
|
||||
027B-BD D1 02 I 96 ( 4*) LDA DURTAB,X ; ... TO FIND DURATION.
|
||||
027E-85 04 I 97 ( 2) STA DUR ; STORE DURATION FOR USE
|
||||
0280-BD C4 02 I 98 ( 4*) LDA NOTAB,X ; LOAD NOTE VALUE
|
||||
0283-20 A8 02 I 99 ( 6) JSR TONE
|
||||
0286-60 I 100 ( 6) RTS
|
||||
0287- I 101 ;
|
||||
0287- I 102 ; ROUTINE TO MAKE 3 TONE SIGNAL
|
||||
0287- I 103 ;
|
||||
0287-A9 FF I 104 ( 2) BEEP3 LDA #$FF ; DURATION FOR BEEPS
|
||||
0289-85 04 I 105 ( 2) STA DUR
|
||||
028B-A9 4B I 106 ( 2) LDA #$4B ; CODE FOR E2
|
||||
028D-20 A8 02 I 107 ( 6) JSR TONE ; 1ST NOTE
|
||||
0290-A9 38 I 108 ( 2) LDA #$38 ; CODE FOR D2
|
||||
0292-20 A8 02 I 109 ( 6) JSR TONE
|
||||
0295-A9 4B I 110 ( 2) LDA #$4B
|
||||
0297-20 A8 02 I 111 ( 6) JSR TONE
|
||||
029A-18 I 112 ( 2) CLC
|
||||
029B-60 I 113 ( 6) RTS
|
||||
029C- I 114 ;
|
||||
029C- I 115 ; VARIABLE-LENGTH DELAY
|
||||
029C- I 116 ;
|
||||
029C-A0 FF I 117 ( 2) DELAY LDY #$FF
|
||||
029E-EA I 118 ( 2) DLY NOP
|
||||
029F-D0 00 I 119 (2**) BNE DL0 ; (.+2 IN BOOK)
|
||||
02A1-88 I 120 ( 2) DL0 DEY
|
||||
02A2-D0 FA I 121 (2**) BNE DLY ; 10 US. LOOP
|
||||
02A4-CA I 122 ( 2) DEX
|
||||
02A5-D0 F5 I 123 (2**) BNE DELAY ; LOOP TIME = 2556*[X]
|
||||
02A7-60 I 124 ( 6) RTS
|
||||
02A8- I 125 ;
|
||||
02A8- I 126 ; ROUTINE TO MAKE TONE: # OF 1/2 CYCLES IS IN 'DUR', AND 1/2 CYCLE TIME IS IN
|
||||
02A8- I 127 ; ACCUMULATOR. LOOP TIME = 20*[A]+26 US SINCE TWO RUNS THROUGH THE OUTER LOOP
|
||||
02A8- I 128 ; MAKES ONE CYCLE OF THE TONE.
|
||||
02A8- I 129 ;
|
||||
02A8-85 03 I 130 ( 2) TONE STA FREQ ; FREQ IS TEMP FOR # OF CYCLES
|
||||
02AA-A9 FF I 131 ( 2) LDA #$FF ; SET UP DATA DIRECTION REGISTER
|
||||
02AC-8D 02 CC I 132 ( 4) STA DDR3B
|
||||
02AF-A9 00 I 133 ( 2) LDA #$00 ; A IS SENT TO PORT, START HI
|
||||
02B1-A6 04 I 134 ( 3) LDX DUR
|
||||
02B3-A4 03 I 135 ( 3) FL2 LDY FREQ
|
||||
02B5-88 I 136 ( 2) FL1 DEY
|
||||
02B6-18 I 137 ( 2) CLC
|
||||
02B7-90 00 I 138 (2**) BCC FL0 ; (.+2 IN BOOK)
|
||||
02B9-D0 FA I 139 (2**) FL0 BNE FL1 ; INNER, 10 US LOOP.
|
||||
02BB-49 FF I 140 ( 2) EOR #$FF ; COMPLEMENT I/O PORT
|
||||
02BD-8D 00 CC I 141 ( 4) STA PORT3B ; ... AND SET IT
|
||||
02C0-CA I 142 ( 2) DEX
|
||||
02C1-D0 F0 I 143 (2**) BNE FL2 ; OUTER LOOP
|
||||
02C3-60 I 144 ( 6) RTS
|
||||
02C4- I 145 ;
|
||||
02C4- I 146 ; TABLE OF NOTE CONSTANTS
|
||||
02C4- I 147 ; CONTAINS:
|
||||
02C4- I 148 ; [OCTAVE BELOW MIDDLE C] : G,A,BCC
|
||||
02C4- I 149 ; [OCTAVE OF MIDDLE C] : C,D,E,F,F#,G,G#,A,B
|
||||
02C4- I 150 ; [OCTAVE ABOVE MIDDLE C] : C
|
||||
02C4- I 151 ;
|
||||
02C4-FE E2 C9 BE
|
||||
A9 96 8E 86
|
||||
7E 77 70 64
|
||||
5E I 152 NOTAB .HS FE.E2.C9.BE.A9.96.8E.86.7E.77.70.64.5E
|
||||
02D1- I 153 ;
|
||||
02D1- I 154 ; TABLE OF NOTE DURATIONS IN # OF 1/2 CYCLES SET FOR A NOTE LENGTH OF
|
||||
02D1- I 155 ; ABOUT .21 SEC.
|
||||
02D1- I 156 ;
|
||||
02D1-55 60 6B 72
|
||||
80 8F 94 A1
|
||||
AA B5 BF D7
|
||||
E4 I 157 DURTAB .HS 55.60.6B.72.80.8F.94.A1.AA.B5.BF.D7.E4
|
||||
02DE- 8 .IN ../CH01-Getkey/getkey_routine.asm
|
||||
02DE- I 1 ; 'GETKEY' KEYBOARD INPUT ROUTINE READS AND DEBOUNCES KEYBOARD. RETURNS WITH
|
||||
02DE- I 2 ; KEY NUMBER IN ACCUMULATOR IF KEY DOWN. OPERATION: SENDS NUMBERS 0-F TO 74154
|
||||
02DE- I 3 ; (4 TO 16 LINE DECODER), WHICH GROUNDS ONE SIDE OF KEYSWITCHES ONE AT A TIME.
|
||||
02DE- I 4 ; IF A KEY IS DOWN, PA7 OF VIA #3 WILL BE GROUNDED, AND THE CURRENT VALUE
|
||||
02DE- I 5 ; APPLIED TO THE 74154 BE THE KEY NUMBER. WHEN THE PROGRAM DETECTS A KEY CLOSE
|
||||
02DE- I 6 ; CHECKS FOR KEY CLOSURE FOR 50 MS. TO ELIMINATE BOUNCE.
|
||||
02DE- I 7 ; NOTE: IF NO KEY IS PRESSED, GETKEY WILL WAIT.
|
||||
02DE- I 8 ;
|
||||
CC03- I 9 DDR3A .EQ $CC03 ; USING RC-ONE ADDRESS DECODING SCHEME, PLACING
|
||||
CC02- I 10 DDR3B .EQ $CC02 ; VIA3 AT $CC00 BY DEFAULT (INSTEAD OF $AC00)
|
||||
CC01- I 11 PORT3A .EQ $CC01 ; TO FIT RC-ONE ADDRESS DECODING THOUGH ORIGINAL
|
||||
CC00- I 12 PORT3B .EQ $CC00 ; CAN BE JUMPERED IF NEEDED/WANTED.
|
||||
02DE- I 13
|
||||
02DE-A9 00 I 14 ( 2) LDA #0
|
||||
02E0-8D 03 CC I 15 ( 4) STA DDR3A ; SET KEY STROBE PORT FOR INPUT
|
||||
02E3-A9 FF I 16 ( 2) LDA #$FF
|
||||
02E5-8D 02 CC I 17 ( 4) STA DDR3B ; SET KEYS FOR OUTPUT
|
||||
02E8-2C 01 CC I 18 ( 4) GETKEY BIT PORT3A ; SEE IF KEY IS STILL DOWN FROM LAST KEY CLOSURE:
|
||||
02EB- I 19 ; KEYSTROBE IN 'N' STATUS BIT.
|
||||
02EB-10 FB I 20 (2**) BPL GETKEY ; IF YES, WAIT FOR KEY RELEASE
|
||||
02ED-A2 0F I 21 ( 2) RSTART LDX #15 ; SET KEY COUNTER TO 15
|
||||
02EF-8E 00 CC I 22 ( 4) NXTKEY STX PORT3B ; OUTPUT KEY # TO 74154
|
||||
02F2-2C 01 CC I 23 ( 4) BIT PORT3A ; SEE IF KEY DOWN: STROBE IN 'N'
|
||||
02F5-10 05 I 24 (2**) BPL BOUNCE ; IF YES, GO DEBOUNCE
|
||||
02F7-CA I 25 ( 2) DEX ; DECREMENT KEY #
|
||||
02F8-10 F5 I 26 (2**) BPL NXTKEY ; NO, DO NEXT KEY
|
||||
02FA-30 F1 I 27 (2**) BMI RSTART ; START OVER
|
||||
02FC-8A I 28 ( 2) BOUNCE TXA ; SAVE KEY NUMBER IN A
|
||||
02FD-A0 12 I 29 ( 2) LDY #$12 ; OUTER LOOP CNT LOAD FOR DELAY OF 50 MS.
|
||||
02FF-A2 FF I 30 ( 2) LP1 LDX #$FF ; INNER 11 US. LOOP
|
||||
0301-2C 01 CC I 31 ( 4) LP2 BIT PORT3A ; SEE IF KEY STILL DOWN
|
||||
0304-30 E7 I 32 (2**) BMI RSTART ; IF NOT, KEY NOT VALID, RESTART
|
||||
0306-CA I 33 ( 2) DEX
|
||||
0307-D0 F8 I 34 (2**) BNE LP2 ; THIS LOOP USES 2115*5 US.
|
||||
0309-88 I 35 ( 2) DEY
|
||||
030A-D0 F3 I 36 (2**) BNE LP1 ; OUTER LOOP: TOTAL IS 50 MS.
|
||||
030C-60 I 37 ( 6) RTS ; DONE: KEY IN A.
|
157
projects/GB-001 Game Board/software/common/CH02-Music/player.asm
Normal file
157
projects/GB-001 Game Board/software/common/CH02-Music/player.asm
Normal file
@ -0,0 +1,157 @@
|
||||
; MUSIC PLAYER PROGRAM
|
||||
; USES 16-KEY KEYBOARD AND BUFFERED SPEAKER
|
||||
; PROGRAM PLAYS STORED MUSICAL NOTES. THERE ARE TWO MODES OF OPERATION: INPUT
|
||||
; AND PLAY. INPUT MODE IS THE DEFAULT, AND ALL NON-COMMAND KEYS PRESSED PRESSED
|
||||
; (0-D) ARE STORED FOR REPLAY. IF AN OVERFLOW OCCURS, THE USER IS WARMED WITH
|
||||
; A THREE-TONE WARNING. THE SAME WARBLING TONE IS ALSO USED TO SIGNAL A RESTART
|
||||
; OF THE PROGRAM.
|
||||
;
|
||||
PILEN .EQ $00 ; LENGTH OF NOTE LIST
|
||||
TEMP .EQ $01 ; TEMPORARY STORAGE
|
||||
PTR .EQ $02 ; CURRENT LOCATION IN LIST
|
||||
FREQ .EQ $03 ; TEMPORARY STORAGE FOR FREQUENCY
|
||||
DUR .EQ $04 ; TEMP STORAGE FOR DURATION
|
||||
TABEG .EQ $0300 ; TABLE TO STORE MUSIC
|
||||
PORT3B .EQ $CC00 ; VIA OUTPUT PORT B
|
||||
DDR3B .EQ $CC02 ; VIA PORT B DIRECTION REGISTER
|
||||
;
|
||||
; COMMAND LINE INTERPRETER
|
||||
; $F AS INPUT MEANS RESET POINTERS, START OVER.
|
||||
; $E MEANS PLAY CURRENTLY STORED NOTES
|
||||
; ANYTHING ELSE IS STORED FOR REPLAY.
|
||||
;
|
||||
START LDA #0 ; CLEAR NOTE LIST LENGTH
|
||||
STA PILEN
|
||||
CLC ; CLEAR NIBBLE MARKER
|
||||
NXKEY JSR GETKEY
|
||||
CMP #15 ; IS KEY #15?
|
||||
BNE NXTST ; NO, DO NEXT TEST
|
||||
JSR BEEP3 ; TELL USER OF CLEARING
|
||||
BCC START ; CLEAR POINTERS AND START OVER
|
||||
NXTST CMP #14 ; IS KEY #14?
|
||||
BNE NUMKEY ; NO, KEY IS NOTE NUMBER
|
||||
JSR PLAYEM ; PLAY NOTES
|
||||
CLC
|
||||
BCC NXKEY ; GET NEXT COMMAND
|
||||
;
|
||||
; ROUTINE TO LOAD NOT LIST WITH NOTES
|
||||
;
|
||||
NUMKEY STA TEMP ; SAVE KEY, FREE A
|
||||
JSR PLAYIT ; PLAY NOTE
|
||||
LDA PILEN ; GET LIST LENGTH
|
||||
CMP #$FF ; OVERFLOW?
|
||||
BNE OK ; NO, ADD NOTE TO LIST
|
||||
JSR BEEP3 ; YES, WARN USER
|
||||
BCC NXKEY ; RETURN TO INPUT MODE
|
||||
OK LSR A ; SHIFT LOW BIT INTO NIBBLE POINTER
|
||||
TAY ; USE SHIFTED NIBBLE POINTER AS BYTE INDEX
|
||||
LDA TEMP ; RESTORE KEY#
|
||||
BCS FINBYT ; IF BYTE ALREADY HAS A NIBBLE, FINISH IT AND STORE
|
||||
AND #%00001111 ; 1ST NIBBLE. MASK HIGH NIBBLE
|
||||
STA TABEG,Y ; SAVE UNFINISHED 1/2 BYTE
|
||||
INC PILEN ; POINT TO NEXT NIBBLE
|
||||
BCC NXKEY ; GET NEXT KEYSTROKE
|
||||
FINBYT ASL A ; SHIFT NIBBLE 2 TO HIGH ORDER
|
||||
ASL A
|
||||
ASL A
|
||||
ASL A
|
||||
ORA TABEG,Y ; JOIN 2 NIBBLES AS BYTE
|
||||
STA TABEG,Y ; ... AND STORE.
|
||||
INC PILEN ; POINT TO NEXT NIBBLE IN NEXT BYTE
|
||||
BCC NXKEY ; RETURN
|
||||
;
|
||||
; ROUTINE TO PLAY NOTES
|
||||
;
|
||||
PLAYEM LDX #0 ; CLEAR POINTER
|
||||
STX PTR
|
||||
LDA PTR ; LOAD ACCUMULATOR WITH CURRENT POINTER VALUE
|
||||
LOOP LSR A ; SHIFT NIBBLE INDICATOR INTO CARRY
|
||||
TAX ; USE SHIFTED NIBBLE POINTER AS BYTE POINTER
|
||||
LDA TABEG,X ; LOAD NOTE TO PLAY
|
||||
BCS ENDBYT ; LOW NIBBLE USED, GET HIGH
|
||||
AND #%00001111 ; MASK OUT HIGH BITS
|
||||
BCC FINISH ; PLAY NOTE
|
||||
ENDBYT AND #%11110000 ; THROW AWAY LOW NIBBLE
|
||||
LSR A ; SHIFT INTO LOW
|
||||
LSR A
|
||||
LSR A
|
||||
LSR A
|
||||
FINISH JSR PLAYIT ; CALCULATE CONSTANTS & PLAY
|
||||
LDX #$20 ; BETWEEN-NOTE DELAY
|
||||
JSR DELAY
|
||||
INC PTR ; ONE NIBBLE USED
|
||||
LDA PTR
|
||||
CMP PILEN ; END OF LIST?
|
||||
BCC LOOP ; NO, GET NEXT NOTE
|
||||
RTS ; DONE
|
||||
;
|
||||
; ROUTINE TO DO TABLE LOOK UP, SEPARATE REST
|
||||
;
|
||||
PLAYIT CMP #13 ; REST?
|
||||
BNE SOUND ; NO.
|
||||
LDX #$54 ; DELAY = NOTE LENGTH = .21SEC
|
||||
JSR DELAY
|
||||
RTS
|
||||
SOUND TAX ; USE KEYS AS INDEX..
|
||||
LDA DURTAB,X ; ... TO FIND DURATION.
|
||||
STA DUR ; STORE DURATION FOR USE
|
||||
LDA NOTAB,X ; LOAD NOTE VALUE
|
||||
JSR TONE
|
||||
RTS
|
||||
;
|
||||
; ROUTINE TO MAKE 3 TONE SIGNAL
|
||||
;
|
||||
BEEP3 LDA #$FF ; DURATION FOR BEEPS
|
||||
STA DUR
|
||||
LDA #$4B ; CODE FOR E2
|
||||
JSR TONE ; 1ST NOTE
|
||||
LDA #$38 ; CODE FOR D2
|
||||
JSR TONE
|
||||
LDA #$4B
|
||||
JSR TONE
|
||||
CLC
|
||||
RTS
|
||||
;
|
||||
; VARIABLE-LENGTH DELAY
|
||||
;
|
||||
DELAY LDY #$FF
|
||||
DLY NOP
|
||||
BNE DL0 ; (.+2 IN BOOK)
|
||||
DL0 DEY
|
||||
BNE DLY ; 10 US. LOOP
|
||||
DEX
|
||||
BNE DELAY ; LOOP TIME = 2556*[X]
|
||||
RTS
|
||||
;
|
||||
; ROUTINE TO MAKE TONE: # OF 1/2 CYCLES IS IN 'DUR', AND 1/2 CYCLE TIME IS IN
|
||||
; ACCUMULATOR. LOOP TIME = 20*[A]+26 US SINCE TWO RUNS THROUGH THE OUTER LOOP
|
||||
; MAKES ONE CYCLE OF THE TONE.
|
||||
;
|
||||
TONE STA FREQ ; FREQ IS TEMP FOR # OF CYCLES
|
||||
LDA #$FF ; SET UP DATA DIRECTION REGISTER
|
||||
STA DDR3B
|
||||
LDA #$00 ; A IS SENT TO PORT, START HI
|
||||
LDX DUR
|
||||
FL2 LDY FREQ
|
||||
FL1 DEY
|
||||
CLC
|
||||
BCC FL0 ; (.+2 IN BOOK)
|
||||
FL0 BNE FL1 ; INNER, 10 US LOOP.
|
||||
EOR #$FF ; COMPLEMENT I/O PORT
|
||||
STA PORT3B ; ... AND SET IT
|
||||
DEX
|
||||
BNE FL2 ; OUTER LOOP
|
||||
RTS
|
||||
;
|
||||
; TABLE OF NOTE CONSTANTS
|
||||
; CONTAINS:
|
||||
; [OCTAVE BELOW MIDDLE C] : G,A,BCC
|
||||
; [OCTAVE OF MIDDLE C] : C,D,E,F,F#,G,G#,A,B
|
||||
; [OCTAVE ABOVE MIDDLE C] : C
|
||||
;
|
||||
NOTAB .HS FE.E2.C9.BE.A9.96.8E.86.7E.77.70.64.5E
|
||||
;
|
||||
; TABLE OF NOTE DURATIONS IN # OF 1/2 CYCLES SET FOR A NOTE LENGTH OF
|
||||
; ABOUT .21 SEC.
|
||||
;
|
||||
DURTAB .HS 55.60.6B.72.80.8F.94.A1.AA.B5.BF.D7.E4
|
Loading…
Reference in New Issue
Block a user