dos33fsprogs/chiptune_player/chiptune_player.s

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; VMW Chiptune Player
.include "zp.inc"
;=============================
; Print message
;=============================
jsr HOME
jsr TEXT
lda #0
sta DRAW_PAGE
sta CH
sta CV
sta DONE_PLAYING
sta XPOS
lda #1
sta MB_FRAME_DIFF
lda #<mocking_message ; load loading message
sta OUTL
lda #>mocking_message
sta OUTH
jsr move_and_print ; print it
jsr mockingboard_detect_slot4 ; call detection routine
cpx #$1
beq mockingboard_found
lda #<not_message ; if not found, print that
sta OUTL
lda #>not_message
sta OUTH
inc CV
jsr move_and_print
jmp forever_loop ; and wait forever
mockingboard_found:
lda #<found_message ; print found message
sta OUTL
lda #>found_message
sta OUTH
inc CV
jsr move_and_print
;============================
; Init the Mockingboard
;============================
jsr mockingboard_init
jsr reset_ay_left
jsr reset_ay_right
jsr clear_ay_left
jsr clear_ay_right
;===========================
; load pointer to the music
;===========================
; lda #<ksp_theme
; sta INL
; lda #>ksp_theme
; sta INH
; lda (INL),Y ; read in frame delay
; sta MB_FRAME_DIFF
; inc INL ; FIXME: should check if we oflowed
;=========================
; Setup Interrupt Handler
;=========================
; Vector address goes to 0x3fe/0x3ff
; FIXME: should chain any existing handler
lda #<interrupt_handler
sta $03fe
lda #>interrupt_handler
sta $03ff
;============================
; Enable 50Hz clock on 6522
;============================
lda #$40 ; Generate continuous interrupts, don't touch PB7
sta $C40B ; ACR register
lda #$7F ; clear all interrupt flags
sta $C40E ; IER register (interrupt enable)
lda #$C0
sta $C40D ; IFR: 1100, enable interrupt on timer one oflow
sta $C40E ; IER: 1100, enable timer one interrupt
lda #$E7
sta $C404 ; write into low-order latch
lda #$4f
sta $C405 ; write into high-order latch,
; load both values into counter
; clear interrupt and start counting
; 4fe7 / 1e6 = .020s, 50Hz
;============================
; Enable 6502 interrupts
;============================
;
; cli ; clear interrupt mask
;============================
; Setup Graphics
;============================
jsr set_gr_page0
lda #$4
sta DRAW_PAGE
jsr clear_screens
lda #<chip_title
sta GBASL
lda #>chip_title
sta GBASH
; Load offscreen
lda #<$400
sta BASL
lda #>$400
sta BASH
jsr load_rle_gr
;============================
; Loop forever
;============================
playing_loop:
lda DONE_PLAYING
beq playing_loop
done_play:
; FIXME: disable timer on 6522
; FIXME: unhook interrupt handler
sei ; disable interrupts
jsr clear_ay_left
jsr clear_ay_right
lda #0
sta CH
lda #21
sta CV
lda #<done_message
sta OUTL
lda #>done_message
sta OUTH
jsr move_and_print
forever_loop:
jmp forever_loop
;=============================
;=============================
; simple interrupt handler
;=============================
;=============================
; On Apple II/6502 the interrupt handler jumps to address in 0xfffe
; This is in the ROM, which saves the registers
; on older IIe it saved A to $45 (which could mess with DISK II)
; newer IIe doesn't do that.
; It then calculates if it is a BRK or not (which trashes A)
; Then it sets up the stack like an interrupt and calls 0x3fe
interrupt_handler:
pha ; save A
; Should we save X and Y too?
bit $C404 ; can clear 6522 interrupt by reading T1C-L
inc $0401 ; DEBUG: increment text char
dec MB_FRAME_DIFF
bne done_interrupt
ldy #0
bottom_regs:
lda (INL),Y ; load low reg bitmask
sta MASK
ldx #$ff ; init to -1
bottom_regs_loop:
inx ; increment X
cpx #$8 ; if we reach 8, done
beq top_regs ; move on to top
ror MASK
bcc bottom_regs_loop ; if bit not set in mask, skip reg
stx XX ; save X
iny ; get next output value
lda (INL),Y ; read in value
sty YY ; save Y
tax ; value in X
ldy XX ; register# in Y
; reg in Y, value in X
jsr write_ay_left ; assume 3 channel (not six)
jsr write_ay_right ; so write same to both left/write
ldx XX ; restore X
ldy YY ; restore Y
jmp bottom_regs_loop ; loop
top_regs:
iny ; point to next value
lda (INL),Y ; load top reg bitmask
sta MASK
ldx #$7 ; load X as 7 (we increment first)
top_regs_loop:
inx ; increment
cpx #16
beq done_with_masks ; exit if done
ror MASK
bcc top_regs_loop ; loop if not set
stx XX ; save X value
iny ; point to value
lda (INL),Y ; read in output value
sty YY ; save Y value
tax ; value in X
ldy XX ; register in Y
; reg in Y, value in X
jsr write_ay_left ; assume 3 channel (not six)
jsr write_ay_right ; so write same to both left/write
ldx XX
ldy YY
jmp top_regs_loop
done_with_masks:
new_frame_diff:
iny
lda (INL),Y ; read in frame delay
cmp #$ff ; see if end
bne not_done ; if so, done
inc DONE_PLAYING ; set done playing flag
jmp done_interrupt
not_done:
sta MB_FRAME_DIFF
iny
clc
tya
adc INL
sta INL
lda #0
adc INH
sta INH
done_interrupt:
pla
rti
;=========
;routines
;=========
.include "../asm_routines/gr_offsets.s"
.include "../asm_routines/text_print.s"
.include "../asm_routines/mockingboard.s"
.include "../asm_routines/lzss_decompress.s"
.include "../asm_routines/gr_fast_clear.s"
.include "../asm_routines/pageflip.s"
.include "../asm_routines/gr_unrle.s"
.include "../asm_routines/gr_setpage.s"
;=======
; music
;=======
;.include "ksp_theme_compressed.inc"
;=========
; strings
;=========
mocking_message: .asciiz "LOOKING FOR MOCKINGBOARD IN SLOT #4"
not_message: .byte "NOT "
found_message: .asciiz "FOUND"
done_message: .asciiz "DONE PLAYING"
;============
; graphics
;============
.include "chip_title.inc"