dos33fsprogs/music/ksp_theme/ksp_theme_interrupt.s

508 lines
8.3 KiB
ArmAsm

; Play the KSP theme, but compressed a bit (only write registers that change)
; Still 3-channel
; The KSP theme is fairly small, will need to compress more
.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
;==========================
; Graphics
;==========================
uncompress_graphics:
jsr lzss_init ; init R to zero
;==========================
;==========================
; Loading Sequence
;==========================
;==========================
jsr clear_bottom
;==========================
; Squad Logo
;==========================
lda #>squad_logo ; load logo pointer
sta BASH
lda #<squad_logo
sta BASL
lda #>squad_logo_end ; load logo end pointer
sta LZSS_ENDH
lda #<squad_logo_end
sta LZSS_ENDL
; HGR page 2
lda #>$2000
sta OUTH
lda #<$2000
sta OUTL
jsr lzss_decompress
lda #<load_quotes
sta NAMEL
lda #>load_quotes
sta NAMEH
lda #$54 ; HTAB 4 : VTAB 21
sta OUTL
lda #$6
sta OUTH
ldy #31
lda #('.'+$80) ; '.'
dot_loop:
sta (OUTL),Y
dey
bpl dot_loop
ldx #$0
progress_bar_loop:
ldy #$0
lda #$6
sta OUTH
clc
txa
adc #$54 ; HTAB 4 : VTAB 21
sta OUTL
lda #' ' ; inverse space
sta (OUTL),Y
; Halfway, change logo
cpx #16
bne no_change_logo
txa
pha
jsr lzss_init ; init R to zero
lda #>loading_logo ; load logo pointer
sta BASH
lda #<loading_logo
sta BASL
lda #>loading_logo_end ; load logo end pointer
sta LZSS_ENDH
lda #<loading_logo_end
sta LZSS_ENDL
; HGR page 2
lda #>$2000
sta OUTH
lda #<$2000
sta OUTL
jsr lzss_decompress
pla
tax
no_change_logo:
; Update message
txa
and #$3
bne no_quotes
; clear line
lda #$D0 ; VTAB 22
sta OUTL
lda #$6
sta OUTH
ldy #40
lda #(' '+$80) ; ' '
clear_line:
sta (OUTL),Y
dey
bpl clear_line
ldy #0
lda (NAMEL),Y
adc #$CE ; -1 because we inc Y once
; and another because HTAB starts at 1
sta OUTL
iny
print_quote_loop:
lda (NAMEL),Y
beq done_quote
ora #$80 ; make non-inverse
sta (OUTL),Y
iny
jmp print_quote_loop
done_quote:
iny
clc
tya
adc NAMEL
sta NAMEL
lda #0
adc NAMEH
sta NAMEH
no_quotes:
lda #$f0
jsr WAIT
lda #$f0
jsr WAIT
lda #$f0
jsr WAIT
lda #$f0
jsr WAIT
inx
cpx #32
bpl done_progress_bar
jmp progress_bar_loop
done_progress_bar:
jsr clear_bottom
lda #>ksp_title ; load logo pointer
sta BASH
lda #<ksp_title
sta BASL
lda #>ksp_title_end ; load logo end pointer
sta LZSS_ENDH
lda #<ksp_title_end
sta LZSS_ENDL
; HGR page 2
lda #>$2000
sta OUTH
lda #<$2000
sta OUTL
jsr lzss_decompress
;============================
; 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 ; firmware saves A to $45 for us
txa ; save X
pha
tya
pha ; save Y
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
tay ; restore y
pla
tax ; restore X
lda $45 ; restore A
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"
load_quotes:
.byte 10
.asciiz "Adding Extraneous Ks"
.byte 14
.asciiz "Locating Jeb"
.byte 11
.asciiz "Breaking Quicksaves"
.byte 12
.asciiz "Patching Conics"
.byte 12
.asciiz "Spinning up Duna"
.byte 11
.asciiz "Warming up the 6502"
.byte 10
.asciiz "Preparing Explosions"
.byte 10
.asciiz "Unleashing the Kraken"
;=============
; Grahpics
; Must be at end as get over-written
;=============
.include "ksp_title.inc"
.include "ksp_squad.inc"
.include "ksp_loading.inc"