2018-02-16 05:12:53 +00:00
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; VMW Chiptune Player
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.include "zp.inc"
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;=============================
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; Print message
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;=============================
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jsr HOME
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jsr TEXT
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lda #0
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sta DRAW_PAGE
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sta CH
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sta CV
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sta DONE_PLAYING
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sta XPOS
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lda #1
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sta MB_FRAME_DIFF
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2018-02-16 05:13:34 +00:00
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lda #<mocking_message ; load loading message
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2018-02-16 05:12:53 +00:00
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sta OUTL
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lda #>mocking_message
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sta OUTH
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2018-02-16 05:13:34 +00:00
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jsr move_and_print ; print it
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2018-02-16 05:12:53 +00:00
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2018-02-16 05:13:34 +00:00
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jsr mockingboard_detect_slot4 ; call detection routine
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2018-02-16 05:12:53 +00:00
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cpx #$1
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beq mockingboard_found
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2018-02-16 05:13:34 +00:00
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lda #<not_message ; if not found, print that
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2018-02-16 05:12:53 +00:00
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sta OUTL
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lda #>not_message
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sta OUTH
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inc CV
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jsr move_and_print
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2018-02-16 05:13:34 +00:00
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jmp forever_loop ; and wait forever
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2018-02-16 05:12:53 +00:00
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mockingboard_found:
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2018-02-16 05:13:34 +00:00
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lda #<found_message ; print found message
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2018-02-16 05:12:53 +00:00
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sta OUTL
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lda #>found_message
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sta OUTH
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inc CV
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jsr move_and_print
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;============================
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; Init the Mockingboard
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;============================
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jsr mockingboard_init
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jsr reset_ay_left
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jsr reset_ay_right
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jsr clear_ay_left
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jsr clear_ay_right
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;===========================
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; load pointer to the music
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;===========================
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; lda #<ksp_theme
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; sta INL
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; lda #>ksp_theme
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; sta INH
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; lda (INL),Y ; read in frame delay
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; sta MB_FRAME_DIFF
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; inc INL ; FIXME: should check if we oflowed
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;=========================
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; Setup Interrupt Handler
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;=========================
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; Vector address goes to 0x3fe/0x3ff
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; FIXME: should chain any existing handler
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lda #<interrupt_handler
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sta $03fe
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lda #>interrupt_handler
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sta $03ff
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;============================
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; Enable 50Hz clock on 6522
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;============================
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lda #$40 ; Generate continuous interrupts, don't touch PB7
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sta $C40B ; ACR register
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lda #$7F ; clear all interrupt flags
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sta $C40E ; IER register (interrupt enable)
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lda #$C0
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sta $C40D ; IFR: 1100, enable interrupt on timer one oflow
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sta $C40E ; IER: 1100, enable timer one interrupt
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lda #$E7
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sta $C404 ; write into low-order latch
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lda #$4f
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sta $C405 ; write into high-order latch,
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; load both values into counter
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; clear interrupt and start counting
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; 4fe7 / 1e6 = .020s, 50Hz
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;============================
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; Enable 6502 interrupts
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;============================
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;
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2018-02-16 05:13:34 +00:00
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; cli ; clear interrupt mask
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;============================
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; Setup Graphics
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;============================
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jsr set_gr_page0
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lda #$4
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sta DRAW_PAGE
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jsr clear_screens
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lda #<chip_title
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sta GBASL
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lda #>chip_title
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sta GBASH
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2018-02-16 05:12:53 +00:00
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2018-02-16 05:13:34 +00:00
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; Load offscreen
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lda #<$400
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sta BASL
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lda #>$400
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sta BASH
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2018-02-16 05:12:53 +00:00
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2018-02-16 05:13:34 +00:00
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jsr load_rle_gr
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2018-02-16 05:12:53 +00:00
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;============================
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; Loop forever
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;============================
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playing_loop:
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lda DONE_PLAYING
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beq playing_loop
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done_play:
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; FIXME: disable timer on 6522
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; FIXME: unhook interrupt handler
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sei ; disable interrupts
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jsr clear_ay_left
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jsr clear_ay_right
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lda #0
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sta CH
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lda #21
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sta CV
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lda #<done_message
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sta OUTL
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lda #>done_message
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sta OUTH
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jsr move_and_print
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forever_loop:
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jmp forever_loop
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;=============================
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;=============================
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; simple interrupt handler
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;=============================
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;=============================
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; On Apple II/6502 the interrupt handler jumps to address in 0xfffe
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; This is in the ROM, which saves the registers
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; on older IIe it saved A to $45 (which could mess with DISK II)
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; newer IIe doesn't do that.
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; It then calculates if it is a BRK or not (which trashes A)
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; Then it sets up the stack like an interrupt and calls 0x3fe
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interrupt_handler:
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pha ; save A
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; Should we save X and Y too?
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bit $C404 ; can clear 6522 interrupt by reading T1C-L
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inc $0401 ; DEBUG: increment text char
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dec MB_FRAME_DIFF
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bne done_interrupt
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ldy #0
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bottom_regs:
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lda (INL),Y ; load low reg bitmask
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sta MASK
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ldx #$ff ; init to -1
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bottom_regs_loop:
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inx ; increment X
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cpx #$8 ; if we reach 8, done
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beq top_regs ; move on to top
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ror MASK
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bcc bottom_regs_loop ; if bit not set in mask, skip reg
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stx XX ; save X
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iny ; get next output value
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lda (INL),Y ; read in value
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sty YY ; save Y
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tax ; value in X
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ldy XX ; register# in Y
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; reg in Y, value in X
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jsr write_ay_left ; assume 3 channel (not six)
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jsr write_ay_right ; so write same to both left/write
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ldx XX ; restore X
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ldy YY ; restore Y
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jmp bottom_regs_loop ; loop
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top_regs:
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iny ; point to next value
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lda (INL),Y ; load top reg bitmask
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sta MASK
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ldx #$7 ; load X as 7 (we increment first)
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top_regs_loop:
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inx ; increment
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cpx #16
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beq done_with_masks ; exit if done
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ror MASK
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bcc top_regs_loop ; loop if not set
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stx XX ; save X value
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iny ; point to value
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lda (INL),Y ; read in output value
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sty YY ; save Y value
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tax ; value in X
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ldy XX ; register in Y
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; reg in Y, value in X
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jsr write_ay_left ; assume 3 channel (not six)
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jsr write_ay_right ; so write same to both left/write
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ldx XX
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ldy YY
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jmp top_regs_loop
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done_with_masks:
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new_frame_diff:
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iny
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lda (INL),Y ; read in frame delay
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cmp #$ff ; see if end
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bne not_done ; if so, done
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inc DONE_PLAYING ; set done playing flag
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jmp done_interrupt
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not_done:
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sta MB_FRAME_DIFF
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iny
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clc
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tya
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adc INL
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sta INL
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lda #0
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adc INH
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sta INH
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done_interrupt:
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pla
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rti
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;=========
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;routines
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;=========
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.include "../asm_routines/gr_offsets.s"
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.include "../asm_routines/text_print.s"
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.include "../asm_routines/mockingboard.s"
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.include "../asm_routines/lzss_decompress.s"
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.include "../asm_routines/gr_fast_clear.s"
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2018-02-16 05:13:34 +00:00
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.include "../asm_routines/pageflip.s"
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.include "../asm_routines/gr_unrle.s"
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.include "../asm_routines/gr_setpage.s"
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2018-02-16 05:12:53 +00:00
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;=======
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; music
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;=======
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2018-02-16 05:13:34 +00:00
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;.include "ksp_theme_compressed.inc"
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2018-02-16 05:12:53 +00:00
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;=========
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; strings
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;=========
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mocking_message: .asciiz "LOOKING FOR MOCKINGBOARD IN SLOT #4"
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not_message: .byte "NOT "
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found_message: .asciiz "FOUND"
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done_message: .asciiz "DONE PLAYING"
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2018-02-16 05:13:34 +00:00
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;============
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; graphics
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;============
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.include "chip_title.inc"
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