title: add sound

This commit is contained in:
Vince Weaver 2023-05-31 01:14:56 -04:00
parent abe1dd5bc5
commit 41d7fe69c8
8 changed files with 313 additions and 3 deletions

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@ -78,7 +78,9 @@ TITLE: title.o
title.o: title.s zx02_optim.s \
zp.inc hardware.inc \
hgr_vscroll.s \
hgr_vscroll.s audio.s \
purple.s lc_detect.s \
sound/purple.btc.zx02 \
graphics/czmg4ap_title.hgr.zx02 \
graphics/videlectrix_top.hgr.zx02
ca65 -o title.o title.s -l title.lst

204
games/sb/audio.s Normal file
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@ -0,0 +1,204 @@
; Based on BTC.SYSTEM by Oliver Schmidt
; How to generate proper audio for this:
; -Open MP3 in Audacity
; -Change Project Rate (Hz) to 33,000 (bottom left box)
; -Tracks --> Mix... --> Mix Stereo Down to Mono
; -File --> Export --> Export as WAV
; - Select "WAV (Microsoft) signed 16-bit PCM"
; - Under "Edit Metadata Tags" hit "Clear", then "Okay"
; -Open saved WAV file in BTc Sound Encoder 3.0
; -Change Algorithm to "1 bit" (leave fineness as BTc16)
; -File --> Export binary file .BTC format
spkr = $C030
;****************************************************************
;* Audio playback *
;****************************************************************
; audio file in BTC_L/BTC_H
; pages to play in X
play_audio:
ldy #0
; loop here as long as BITs are [F]alse (aka 0)
F_NX: NOP ; 2 2
NOP ; 2 2
NOP ; 2 2
BIT $00 ; 3 3
F_RD: LDA (BTC_L),y ; 5 5 5
ASL ; 2 2 2
BCS T_1_SW ; 2/3 2
NOP ; 2 2
NOP ; 2 2
NOP ; 2 2
NOP ; 2 2
F_1: JSR delay ; 6 (+13) 19
ASL ; 2 2 = 31
BCS T_2_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_2: JSR delay ; 6 (+13)
ASL ; 2
BCS T_3_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_3: JSR delay ; 6 (+13)
ASL ; 2
BCS T_4_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_4: JSR delay ; 6 (+13)
ASL ; 2
BCS T_5_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_5: JSR delay ; 6 (+13)
ASL ; 2
BCS T_6_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_6: JSR delay ; 6 (+13)
ASL ; 2
BCS T_7_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_7: JSR delay ; 6 (+13)
ASL ; 2
BCS T_8_SW ; 2/3 2 2
NOP ; 2 2 2
NOP ; 2 2 2
NOP ; 2 2 2
NOP ; 2 2 2
F_8: INY ; 2 2 2
BNE F_NX ; 2/3 3 = 31 2
INC BTC_H ; 5 5
DEX ; 2 2
BNE F_RD ; 2/3 3 = 31
RTS
; click speaker on transitions
T_1_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [1]
BCS T_1 ; 3 (always)
T_2_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [2]
BCS T_2 ; 3 (always)
T_3_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [3]
BCS T_3 ; 3 (always)
T_4_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [4]
BCS T_4 ; 3 (always)
T_5_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [5]
BCS T_5 ; 3 (always)
T_6_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [6]
BCS T_6 ; 3 (always)
T_7_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [7]
BCS T_7 ; 3 (always)
T_8_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [8]
BCS T_8 ; 3 (always)
F_1_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [1]
BCC F_1 ; 3 (always)
F_2_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [2]
BCC F_2 ; 3 (always)
F_3_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [3]
BCC F_3 ; 3 (always)
F_4_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [4]
BCC F_4 ; 3 (always)
F_5_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [5]
BCC F_5 ; 3 (always)
F_6_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [6]
BCC F_6 ; 3 (always)
F_7_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [7]
BCC F_7 ; 3 (always)
F_8_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [8]
BCC F_8 ; 3 (always)
; loop here as long as BITs are [T]rue (aka 1)
T_NX: NOP ; 2
NOP ; 2
NOP ; 2
BIT $00 ; 3
T_RD: LDA (BTC_L),y ; 5
ASL ; 2
BCC F_1_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_1: JSR delay ; 6 (+13)
ASL ; 2
BCC F_2_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_2: JSR delay ; 6 (+13)
ASL ; 2
BCC F_3_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_3: JSR delay ; 6 (+13)
ASL ; 2
BCC F_4_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_4: JSR delay ; 6 (+13)
ASL ; 2
BCC F_5_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_5: JSR delay ; 6 (+13)
ASL ; 2
BCC F_6_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_6: JSR delay ; 6 (+13)
ASL ; 2
BCC F_7_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_7: JSR delay ; 6 (+13)
ASL ; 2
BCC F_8_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_8: INY ; 2
BNE T_NX ; 2/3
INC BTC_H ; 5
DEX ; 2
BNE T_RD ; 2/3
RTS
delay:
nop ; 2
nop ; 2
BIT $00 ; 3
RTS ; 6 = 13

40
games/sb/lc_detect.s Normal file
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@ -0,0 +1,40 @@
; Code from TotalReplay by 4am and qkumba
;------------------------------------------------------------------------------
; Has64K
; Checks whether computer has functioning language card (64K)
;
; in: none
; out: C clear if 64K detected
; C set if 64K not detected
; all other flags and registers clobbered
; ROM in memory (not LC RAM bank)
;------------------------------------------------------------------------------
detect_language_card:
; enable language card
; READ_RAM1_WRITE_RAM1
bit $C08B
bit $C08B
lda #$AA ; test #1 for $D0 page
sta $D000
eor $D000
bne no_lc
lsr $D000 ; test #2 for $D0 page
lda #$55
eor $D000
bne no_lc
clc
bcc done_detect
no_lc:
sec
done_detect:
; READ_ROM_NO_WRITE
bit $C08A
rts

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@ -183,7 +183,7 @@ sector_array:
.byte 0, 0, 0, 0 ; LEVEL8, LEVEL9, LEVEL10
length_array:
.byte 16, 16, 16, 32 ; TITLE, DUCK, SB, FN
.byte 32, 16, 16, 32 ; TITLE, DUCK, SB, FN
.byte 46, 46, 46, 46 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte 46, 46, 32, 32 ; LEVEL8, LEVEL9, LEVEL10

6
games/sb/sound/Makefile Normal file
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@ -0,0 +1,6 @@
ZX02 = ~/research/6502_compression/zx02.git/build/zx02 -f
all: purple.btc.zx02
purple.btc.zx02: purple.btc
$(ZX02) purple.btc purple.btc.zx02

BIN
games/sb/sound/purple.btc Normal file

Binary file not shown.

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@ -27,6 +27,47 @@ hires_start:
sta HGR_PAGE
jsr hgr_make_tables
;=========================================
; detect if we have a language card (64k)
; and load sound into it if possible
;===================================
lda #0
sta SOUND_STATUS ; clear out, sound enabled
jsr detect_language_card
bcs no_language_card
yes_language_card:
; update sound status
lda SOUND_STATUS
ora #SOUND_IN_LC
sta SOUND_STATUS
;==================================
; load sound into the language card
; into $D000 set 1
;==================================
; read/write RAM, use $d000 bank1
bit $C083
bit $C083
lda #<purple_data
sta ZX0_src
lda #>purple_data
sta ZX0_src+1
lda #$D0 ; decompress to $D000
jsr full_decomp
no_language_card:
;===================
;===================
; scroll the logo
@ -80,8 +121,11 @@ load_title_image:
jsr full_decomp
; rts
;==========================
; Play sound
;===========================
jsr play_purple
wait_until_keypress:
@ -109,8 +153,14 @@ done:
.include "zx02_optim.s"
.include "hgr_tables.s"
.include "hgr_vscroll.s"
.include "audio.s"
.include "purple.s"
.include "lc_detect.s"
title_data:
.incbin "graphics/czmg4ap_title.hgr.zx02"
vid_top:
.incbin "graphics/videlectrix_top.hgr.zx02"
purple_data:
.incbin "sound/purple.btc.zx02"

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@ -39,6 +39,14 @@ FRAMEH = $61
SCROLL = $62
XSAVE = $63
SCROLL_OFFSET = $64
BTC_L = $65
BTC_H = $66
SOUND_STATUS = $67
SOUND_DISABLED = $80
SOUND_IN_LC = $01 ; $01 sound effects in language card
SOUND_MOCKINGBOARD = $02 ; mockingboard detected
;WAITING = $62
;LETTERL = $63