dos33fsprogs/chiptune_player/chiptune_player.s
2018-02-19 00:08:42 -05:00

628 lines
8.7 KiB
ArmAsm

; VMW Chiptune Player
.include "zp.inc"
CHUNK_BUFFER EQU $6000
CHUNKSIZE EQU $3
;=============================
; Setup
;=============================
jsr HOME
jsr TEXT
; init variables
lda #0
sta DRAW_PAGE
sta CH
sta CV
sta DONE_PLAYING
sta XPOS
sta MB_FRAME_DIFF
; print detection message
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_both
jsr clear_ay_both
;=========================
; 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 ; 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
;============================
; Draw title screen
;============================
jsr set_gr_page0
lda #$4
sta DRAW_PAGE
jsr clear_screens
lda #<chip_title
sta GBASL
lda #>chip_title
sta GBASH
; Load image
lda #<$400
sta BASL
lda #>$400
sta BASH
jsr load_rle_gr
;===========================
; load first song
;===========================
jsr new_song
;============================
; Enable 6502 interrupts
;============================
cli ; clear interrupt mask
;============================
; Init Background
;============================
; jsr clear_screens ; clear top/bottom of page 0/1
jsr set_gr_page0
lda #0
sta DRAW_PAGE
sta SCREEN_Y
;============================
; Loop forever
;============================
playing_loop:
;============================
; rasters
;============================
jsr clear_top
jsr draw_rasters
jsr volume_bars
jsr page_flip
lda DONE_PLAYING
beq playing_loop
done_play:
; FIXME: disable timer on 6522
; FIXME: unhook interrupt handler
sei ; disable interrupts
jsr clear_ay_both
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?
inc $0404 ; debug
bit $C404 ; can clear 6522 interrupt by reading T1C-L
ldy MB_FRAME_DIFF
ldx #0
mb_write_loop:
lda (INL),y
cpx #13
bne mb_not_13
cmp #$ff
beq skip_r13
mb_not_13:
sta MB_VALUE
cpx #8
bne mb_not_8
and #$f
sta A_VOLUME
mb_not_8:
cpx #9
bne mb_not_9
and #$f
sta B_VOLUME
mb_not_9:
cpx #10
bne mb_not_10
and #$f
sta C_VOLUME
mb_not_10:
; INLINE?
jsr write_ay_both ; assume 3 channel (not six)
; so write same to both left/write
clc
lda INH
adc #CHUNKSIZE
sta INH
inx
cpx #14
bmi mb_write_loop
skip_r13:
lda MB_CHUNK
clc
adc #>CHUNK_BUFFER
sta INH
inc MB_FRAME_DIFF
bne done_interrupt
wraparound:
inc MB_CHUNK
lda MB_CHUNK
cmp #CHUNKSIZE
bne chunk_good
lda #0
sta MB_CHUNK
chunk_good:
done_interrupt:
pla
rti
;==============================
;==============================
; Draw volume bars
;==============================
;==============================
volume_bars:
; hline Y,V2 at A
; top line
lda #COLOR_BOTH_GREY
sta COLOR ; remove for crazy effect
ldy #12
lda #26
sta V2
lda #6
jsr hlin_double
; middle
lda #8
middle_loop:
pha
cmp #8
beq middle_black
cmp #26
beq middle_black
cmp #10
bne not_top
ldx #$3B ; pink/purple
stx A_COLOR
ldx #$7E ; light-blue/aqua
stx B_COLOR
ldx #$CD ; light-green/yellow
stx C_COLOR
jmp calc_volume
not_top:
ldx #COLOR_BOTH_RED
stx A_COLOR
ldx #COLOR_BOTH_DARKBLUE
stx B_COLOR
ldx #COLOR_BOTH_DARKGREEN
stx C_COLOR
calc_volume:
; 10 14/15 24-x = 14 PLUS=none, zero=bottom, neg=all
; 12 12/13 12
; 14 10/11 10
; 16 8/9 8
; 18 6/7 6
; 20 4/5 4
; 22 2/3 2
; 24 0/1 0
; FIXME: there must be a way to make this faster
mod_a:
pha
sec
eor #$ff ; negate
adc #24 ; 24-A
sec
sbc A_VOLUME
bmi mod_b
beq mod_a_bottom
mod_a_zero:
lda #0
beq done_a
mod_a_bottom:
lda A_COLOR
and #$f0
done_a:
sta A_COLOR
mod_b:
pla
pha
sec
eor #$ff ; negate
adc #24 ; 24-A
sec
sbc B_VOLUME
bmi mod_c
beq mod_b_bottom
mod_b_zero:
lda #0
beq done_b
mod_b_bottom:
lda B_COLOR
and #$f0
done_b:
sta B_COLOR
mod_c:
pla
pha
sec
eor #$ff ; negate
adc #24 ; 24-A
sec
sbc C_VOLUME
bmi mod_d
beq mod_c_bottom
mod_c_zero:
lda #0
beq done_c
mod_c_bottom:
lda C_COLOR
and #$f0
done_c:
sta C_COLOR
mod_d:
pla
jmp middle_color_done
middle_black:
ldx #COLOR_BOTH_BLACK
stx A_COLOR
stx B_COLOR
stx C_COLOR
middle_color_done:
; left border
ldy #COLOR_BOTH_GREY
sty COLOR
ldy #12
sty V2
ldy #12
jsr hlin_double
; border space
lda #COLOR_BOTH_BLACK
sta COLOR
ldx #1
jsr hlin_double_continue
; A volume
lda A_COLOR
sta COLOR
ldx #3
jsr hlin_double_continue
; A space
lda #COLOR_BOTH_BLACK
sta COLOR
ldx #1
jsr hlin_double_continue
; B volume
lda B_COLOR
sta COLOR
ldx #3
jsr hlin_double_continue
; B space
lda #COLOR_BOTH_BLACK
sta COLOR
ldx #1
jsr hlin_double_continue
; C volume
lda C_COLOR
sta COLOR
ldx #3
jsr hlin_double_continue
; C space
lda #COLOR_BOTH_BLACK
sta COLOR
ldx #1
jsr hlin_double_continue
; Right border
lda #COLOR_BOTH_GREY
sta COLOR
ldx #1
jsr hlin_double_continue
pla
clc
adc #2
cmp #28
beq bottom_line
jmp middle_loop
bottom_line:
; bottom line
lda #COLOR_BOTH_GREY
sta COLOR
ldy #12
lda #26
sta V2
lda #28
jsr hlin_double
rts
;=================
; load a new song
;=================
new_song:
lda #0
sta A_VOLUME
lda #0
sta B_VOLUME
lda #0
sta C_VOLUME
;===========================
; init pointer to the music
;===========================
jsr read_file
lda #>CHUNK_BUFFER
sta INH
lda #<CHUNK_BUFFER
sta INL
lda #$0
sta MB_CHUNK
;=========================
; Print Title/Author info
;=========================
jsr clear_screens ; clear top/bottom of page 0/1
lda #<file_info
sta OUTL
lda #>file_info
sta OUTH
ldy #0
; FIXME: optimize
lda #20
sta CV
lda (OUTL),Y
sta CH
inc OUTL
bne bloop1
inc OUTH
bloop1:
jsr print_both_pages
iny
tya
ldy #0
clc
adc OUTL
sta OUTL
lda OUTH
adc #$0
sta OUTH
lda #21
sta CV
lda (OUTL),Y
sta CH
inc OUTL
bne bloop2
inc OUTH
bloop2:
jsr print_both_pages
iny
tya
ldy #0
clc
adc OUTL
sta OUTL
lda OUTH
adc #$0
sta OUTH
lda #23
sta CV
lda (OUTL),Y
sta CH
inc OUTL
bne bloop3
inc OUTH
bloop3:
jsr print_both_pages
rts
;=========
;routines
;=========
.include "../asm_routines/gr_offsets.s"
.include "../asm_routines/text_print.s"
.include "../asm_routines/mockingboard_a.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"
.include "../asm_routines/dos33_routines.s"
.include "../asm_routines/gr_hlin.s"
.include "rasterbars.s"
;===========
; File info
;===========
file_info:
.byte 1
.asciiz "INTRO2: JUNGAR OF BIT WORLD FROM KIEV"
.byte 5
.asciiz "BY: SURGEON (ALEKSEY LUTSENKO)"
.byte 15
.asciiz "0:00 / 0:00"
;=========
; 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"