gr-utils: png2rle, make help a bit more complete

This commit is contained in:
Vince Weaver 2018-02-16 00:12:53 -05:00
parent c20f290275
commit 8c191df655
5 changed files with 360 additions and 3 deletions

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@ -289,6 +289,10 @@ int main(int argc, char **argv) {
if (argc<4) {
fprintf(stderr,"Usage:\t%s type INFILE varname\n\n",argv[0]);
fprintf(stderr,"\ttype: c or asm\n");
fprintf(stderr,"\tvarname: label for graphic\n");
fprintf(stderr,"\n");
exit(-1);
}

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@ -3,9 +3,9 @@ include ../Makefile.inc
DOS33 = ../dos33fs-utils/dos33
PNG2GR = ../gr-utils/png2gr
all: dump_ed mock.dsk lzss_compress
all: dump_ed mock_test.dsk mock_player.dsk lzss_compress
mock.dsk: KSP_THEME_UNCOMPRESSED KSP_THEME_COMPRESSED \
mock_test.dsk: KSP_THEME_UNCOMPRESSED KSP_THEME_COMPRESSED \
KSP_THEME_INTERRUPT INTERRUPT_TEST KSP_THEME_6CH
$(DOS33) -y mock_test.dsk BSAVE -a 0x1000 KSP_THEME_UNCOMPRESSED
$(DOS33) -y mock_test.dsk BSAVE -a 0x1000 KSP_THEME_COMPRESSED
@ -13,6 +13,11 @@ mock.dsk: KSP_THEME_UNCOMPRESSED KSP_THEME_COMPRESSED \
$(DOS33) -y mock_test.dsk BSAVE -a 0x4000 KSP_THEME_6CH
$(DOS33) -y mock_test.dsk BSAVE -a 0x1000 INTERRUPT_TEST
mock_player.dsk: CHIPTUNE_PLAYER
$(DOS33) -y mock_player.dsk BSAVE -a 0x1000 CHIPTUNE_PLAYER
KSP_THEME_COMPRESSED: ksp_theme_compressed.o
ld65 -o KSP_THEME_COMPRESSED ksp_theme_compressed.o -C ../linker_scripts/apple2_1000.inc
@ -32,6 +37,15 @@ ksp_theme_6ch.o: ksp_theme_6ch.s \
ca65 -o ksp_theme_6ch.o ksp_theme_6ch.s -l ksp_theme_6ch.lst
CHIPTUNE_PLAYER: chiptune_player.o
ld65 -o CHIPTUNE_PLAYER chiptune_player.o -C ../linker_scripts/apple2_1000.inc
chiptune_player.o: chiptune_player.s \
../asm_routines/mockingboard.s \
../asm_routines/lzss_decompress.s \
ksp_title.inc
ca65 -o chiptune_player.o chiptune_player.s -l chiptune_player.lst
KSP_THEME_INTERRUPT: ksp_theme_interrupt.o
@ -86,5 +100,6 @@ lzss_compress: lzss_compress.o
clean:
rm -f *~ TITLE.GR *.o *.lst ED KSP_THEME_UNCOMPRESSED \
KSP_THEME_COMPRESSED KSP_THEME_INTERRUPT \
KSP_THEME_6CH INTERRUPT_TEST dump_ed
KSP_THEME_6CH INTERRUPT_TEST dump_ed \
CHIPTUNE_PLAYER

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@ -0,0 +1,51 @@
chip_title: .byte $28 ; ysize=40
.byte $AE,$00, $A3,$10, $40, $A3,$20, $40, $A3,$20, $A0,$14,$00
.byte $A3,$10, $11, $A4,$91, $00, $A3,$11, $44, $A3,$22
.byte $44, $A3,$22, $00, $A4,$91, $11, $A3,$10, $A8,$00
.byte $10, $11, $91,$91, $99, $A3,$D9, $DD, $CD,$CD
.byte $C0, $00, $11, $A3,$44, $22, $A3,$44, $22
.byte $00, $C0, $CD,$CD, $DD, $A3,$D9, $99, $A3,$91
.byte $11, $10, $A3,$00, $10, $91, $D9,$D9, $DD
.byte $CD,$CD, $A3,$6C, $A3,$06, $00, $01, $A3,$04, $02
.byte $A3,$04, $02, $00, $A3,$06, $A3,$6C, $A3,$CD, $DD
.byte $D9,$D9, $91, $10, $00,$00, $11, $A0,$24,$00, $11
.byte $00,$00, $11, $00, $20, $22,$22, $00, $22
.byte $00, $22, $00, $22, $00, $22,$22, $20
.byte $00, $A3,$33, $00, $33, $00, $33, $00
.byte $33, $00,$00, $33, $00, $A3,$33, $00, $A3,$33
.byte $00, $11, $00,$00, $11, $00, $22, $A3,$00
.byte $22, $20, $22, $00, $22, $00, $22
.byte $00, $22, $00,$00, $33, $00,$00, $33, $00
.byte $33, $00, $33,$33, $30, $33, $00, $33
.byte $30, $00,$00, $33, $30,$30, $00, $11, $00,$00
.byte $11, $00, $22, $A3,$00, $22, $02, $22
.byte $00, $22, $00, $22,$22, $02, $00,$00, $33
.byte $00,$00, $33, $00, $33, $00, $33, $00
.byte $33,$33, $00, $33, $03, $00,$00, $03,$03, $33
.byte $00, $11, $00,$00, $11, $00, $02, $22,$22
.byte $00, $22, $00, $22, $00, $22, $00
.byte $22, $A4,$00, $33, $00,$00, $A3,$33, $00, $33
.byte $00,$00, $33, $00, $A3,$33, $00, $A3,$33, $00
.byte $11, $00, $10, $11, $A0,$24,$00, $11, $10
.byte $11, $A8,$00, $A0,$15,$40, $A9,$00, $11,$11, $A4,$00, $C0
.byte $A3,$00, $44, $A3,$55, $44, $A5,$55, $44, $55
.byte $45, $55, $44, $94, $44, $4E, $44
.byte $4E, $44, $A6,$00, $C0, $00,$00, $11,$11, $00,$00
.byte $C0, $CC, $C0,$C0, $00,$00, $44, $A3,$55, $44
.byte $A5,$55, $44, $55, $54, $55, $44, $94
.byte $44, $55, $44, $55, $44, $A4,$00, $C0
.byte $CC, $C0,$C0, $00, $11,$11, $00, $A4,$9D, $A3,$00
.byte $A0,$12,$44, $64, $44, $64, $44, $00,$00, $A4,$9D
.byte $00,$00, $11,$11, $00, $A5,$21, $00,$00, $44, $A3,$55
.byte $44, $A5,$55, $44, $55, $45, $55, $44
.byte $54,$54, $44, $66, $44, $66, $44, $00,$00
.byte $A5,$21, $00, $11,$11, $00,$00, $A3,$06, $A3,$00, $44
.byte $A3,$55, $44, $A5,$55, $44, $55, $54, $55
.byte $44, $45,$45, $44, $46, $44, $46, $44
.byte $A3,$00, $A3,$06, $00,$00, $11,$11, $A8,$00, $A0,$15,$44, $57
.byte $A8,$00, $11,$11, $A8,$00, $05, $AB,$04, $C4, $D4
.byte $C4, $D4, $C4, $D4, $C4, $D4, $04
.byte $05, $A8,$00, $11,$11, $A0,$14,$00, $0C, $0D, $0C
.byte $0D, $0C, $0D, $0C, $0D, $AA,$00, $11,$11
.byte $A0,$26,$10, $11
.byte $A1

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@ -0,0 +1,287 @@
; 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
sta OUTL
lda #>mocking_message
sta OUTH
jsr move_and_print
jsr mockingboard_detect_slot4
cpx #$1
beq mockingboard_found
lda #<not_message
sta OUTL
lda #>not_message
sta OUTH
inc CV
jsr move_and_print
jmp forever_loop
mockingboard_found:
lda #<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
bit SET_GR ; graphics mode
bit HIRES ; hires mode
bit TEXTGR ; mixed text/graphics
bit PAGE0 ; first graphics page
;============================
; 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"
;=======
; 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"