mirror of https://github.com/jeremysrand/BuGS.git
Move the sound code into a gameSound.s file. This is the first step towards going around the sound toolset for playing sounds.
This commit is contained in:
parent
622f0e5f9f
commit
d201f80c3b
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@ -53,6 +53,7 @@
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9D1553EC257F3E5200657188 /* kill.raw */ = {isa = PBXFileReference; lastKnownFileType = text; path = kill.raw; sourceTree = "<group>"; };
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9D1553ED257F3E5200657188 /* segments.raw */ = {isa = PBXFileReference; lastKnownFileType = text; path = segments.raw; sourceTree = "<group>"; };
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9D1553EE257F3E5200657188 /* spider.raw */ = {isa = PBXFileReference; lastKnownFileType = text; path = spider.raw; sourceTree = "<group>"; };
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9D159805258A6BCB00BA42DF /* gameSound.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = gameSound.s; sourceTree = "<group>"; };
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9D1716842491C49300C83148 /* BuGS */ = {isa = PBXFileReference; explicitFileType = "compiled.mach-o.executable"; includeInIndex = 0; path = BuGS; sourceTree = BUILT_PRODUCTS_DIR; };
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9D1716872491C49300C83148 /* BuGS.2mg */ = {isa = PBXFileReference; explicitFileType = "compiled.mach-o.executable"; includeInIndex = 0; path = BuGS.2mg; sourceTree = BUILT_PRODUCTS_DIR; };
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9D17168C2491C49300C83148 /* doNotBuild */ = {isa = PBXFileReference; explicitFileType = "compiled.mach-o.executable"; includeInIndex = 0; path = doNotBuild; sourceTree = BUILT_PRODUCTS_DIR; };
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@ -87,14 +88,14 @@
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9D47CBE02547BEDB00CDA5CB /* gameMushroom.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = gameMushroom.s; sourceTree = "<group>"; xcLanguageSpecificationIdentifier = xcode.lang.asm.orcam; };
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9D47CC14254A698900CDA5CB /* gamePlayer.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = gamePlayer.s; sourceTree = "<group>"; xcLanguageSpecificationIdentifier = xcode.lang.asm.orcam; };
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9D47CCBA25525C1A00CDA5CB /* genData.pl */ = {isa = PBXFileReference; lastKnownFileType = text.script.perl; path = genData.pl; sourceTree = "<group>"; xcLanguageSpecificationIdentifier = xcode.lang.perl; };
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9D53E5B32562320300E10169 /* gameShot.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = gameShot.s; sourceTree = "<group>"; xcLanguageSpecificationIdentifier = xcode.lang.asm.orcam; };
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9D53E5B32562320300E10169 /* gameShot.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = gameShot.s; sourceTree = "<group>"; };
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9D53E6472565939300E10169 /* BUGS.md */ = {isa = PBXFileReference; lastKnownFileType = net.daringfireball.markdown; path = BUGS.md; sourceTree = "<group>"; };
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9D62AF3B249871A300348F45 /* colour.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = colour.s; sourceTree = "<group>"; };
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9D62AF3F2499CD1E00348F45 /* LICENSE */ = {isa = PBXFileReference; lastKnownFileType = text; path = LICENSE; sourceTree = "<group>"; };
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9D62AF402499CD3A00348F45 /* README.md */ = {isa = PBXFileReference; lastKnownFileType = net.daringfireball.markdown; path = README.md; sourceTree = "<group>"; };
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9D8AF0B72535542400C10E3C /* level.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = level.s; sourceTree = "<group>"; };
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9D8AF0B82535543000C10E3C /* score.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = score.s; sourceTree = "<group>"; xcLanguageSpecificationIdentifier = xcode.lang.asm.orcam; };
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9D8FFC602491CA28005C9327 /* game.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = game.s; sourceTree = "<group>"; xcLanguageSpecificationIdentifier = xcode.lang.asm.orcam; };
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9D8FFC602491CA28005C9327 /* game.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = game.s; sourceTree = "<group>"; };
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9D8FFC612491CAF0005C9327 /* game.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = game.h; sourceTree = "<group>"; };
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9D9F07F92553AB3800875B29 /* TODO.md */ = {isa = PBXFileReference; lastKnownFileType = net.daringfireball.markdown; path = TODO.md; sourceTree = "<group>"; };
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9DB1505024C3801100558B87 /* gameFlea.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = gameFlea.s; sourceTree = "<group>"; xcLanguageSpecificationIdentifier = xcode.lang.asm.orcam; };
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@ -168,6 +169,7 @@
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9D47CBE02547BEDB00CDA5CB /* gameMushroom.s */,
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9D47CC14254A698900CDA5CB /* gamePlayer.s */,
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9D53E5B32562320300E10169 /* gameShot.s */,
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9D159805258A6BCB00BA42DF /* gameSound.s */,
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9D8AF0B72535542400C10E3C /* level.s */,
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9D8AF0B82535543000C10E3C /* score.s */,
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9D62AF3B249871A300348F45 /* colour.s */,
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@ -7,7 +7,7 @@
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<key>Binary.xcscheme_^#shared#^_</key>
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<dict>
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<key>orderHint</key>
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<integer>1</integer>
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<integer>2</integer>
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</dict>
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<key>BuGS.xcscheme_^#shared#^_</key>
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<dict>
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@ -17,12 +17,12 @@
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<key>DiskImage.xcscheme_^#shared#^_</key>
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<dict>
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<key>orderHint</key>
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<integer>3</integer>
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<integer>1</integer>
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</dict>
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<key>doNotBuild.xcscheme_^#shared#^_</key>
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<dict>
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<key>orderHint</key>
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<integer>2</integer>
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<integer>3</integer>
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</dict>
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</dict>
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</dict>
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@ -189,6 +189,7 @@ startGame_notRunning anop
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jsl initPlayer
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jsl spiderInitGame
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jsl levelInit
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jsl soundInit
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; Fall through intentionally here...
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startLevel entry
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jsl segmentsInitLevel
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@ -288,7 +288,7 @@ shootFlea entry
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beq shootFlea_faster
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jsl explodeFlea
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~FFStartPlaying #1|KILL_SOUND_GENERATOR
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jsl playKillSound
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jmp scoreAddTwoHundred
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shootFlea_faster anop
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@ -79,14 +79,7 @@ resetMushrooms_keepChecking anop
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lda #TILE_STATE_DIRTY
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sta tileDirty,x
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jsl scoreAddFive
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~FFStartPlaying mushroomSound
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lda mushroomSound
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asl a
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and #7|BONUS1_SOUND_GENERATOR
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bne resetMushrooms_doneSound
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lda #1|BONUS1_SOUND_GENERATOR
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resetMushrooms_doneSound anop
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sta mushroomSound
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jsl playBonusSound
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ldx mushroomToRefresh
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lda #EXPLOSION_LAST_OFFSET
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sta mushroomExplosionSprite
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@ -166,7 +159,6 @@ shootMushroom_done anop
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mushroomToRefresh dc i2'INVALID_TILE_NUM'
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mushroomExplosionSprite dc i2'0'
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mushroomSound dc i2'1|BONUS1_SOUND_GENERATOR'
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mushroomRefreshWait dc i2'0'
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@ -492,7 +492,7 @@ updatePlayer_contCollision anop
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sta playerFrameCount
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lda #SHIP_EXPLOSION_LAST_OFFSET
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sta playerExplosionOffset
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~FFStartPlaying #1|DEATH_SOUND_GENERATOR
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jsl playDeathSound
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jmp updatePlayer_exploding
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updatePlayer_noCollision anop
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@ -371,7 +371,7 @@ shootScorpion entry
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inc a
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inc a
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sta scorpionScreenOffset
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~FFStartPlaying #1|KILL_SOUND_GENERATOR
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jsl playKillSound
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jmp scoreAddOneThousand
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shootScorpion_done anop
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@ -1781,7 +1781,7 @@ isSegmentCollision_returnTrue anop
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; Call this with the segment num * 2 in the X register
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shootSegment entry
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phx
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~FFStartPlaying #1|KILL_SOUND_GENERATOR
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jsl playKillSound
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lda segmentStates,x
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cmp #SEGMENT_STATE_BODY
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beq shootSegment_body
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@ -75,14 +75,7 @@ updateShot_shifted anop
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updateShot_notNone anop
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cmp #SHOT_STATE_START_SHOOTING
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bne updateShot_shooting
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~FFStartPlaying shotSound
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lda shotSound
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asl a
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and #31|FIRE1_SOUND_GENERATOR
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bne updateShot_doneSound
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lda #1|FIRE1_SOUND_GENERATOR
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updateShot_doneSound anop
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sta shotSound
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jsl playFireSound
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lda SHOT_STATE_SHOOTING
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sta shotState
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lda #1
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@ -0,0 +1,99 @@
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;
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; gameSound.s
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; BuGS
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;
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; Created by Jeremy Rand on 2020-12-16.
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;Copyright © 2020 Jeremy Rand. All rights reserved.
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;
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case on
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mcopy gameSound.macros
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keep gameSound
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gameSound start
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using globalData
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using tileData
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soundInit entry
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; Write this code...
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rtl
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updateSounds entry
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; Write this code...
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rtl
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playBonusSound entry
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~FFStartPlaying bonusSoundGen
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lda bonusSoundGen
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asl a
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and #7|BONUS1_SOUND_GENERATOR
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bne playBonusSound_doneSound
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lda #1|BONUS1_SOUND_GENERATOR
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playBonusSound_doneSound anop
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sta bonusSoundGen
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rtl
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playDeathSound entry
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~FFStartPlaying #1|DEATH_SOUND_GENERATOR
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rtl
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playKillSound entry
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~FFStartPlaying #1|KILL_SOUND_GENERATOR
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rtl
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playExtraLifeSound entry
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; Write this code...
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rtl
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playFireSound entry
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~FFStartPlaying fireSoundGen
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lda fireSoundGen
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asl a
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and #31|FIRE1_SOUND_GENERATOR
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bne playFireSound_doneSound
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lda #1|FIRE1_SOUND_GENERATOR
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playFireSound_doneSound anop
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sta fireSoundGen
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rtl
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startSpiderSound entry
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; Write this code...
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rtl
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stopSpiderSound entry
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; Write this code...
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rtl
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startScorpionSound entry
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; Write this code...
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rtl
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stopScorpionSound entry
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; Write this code...
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rtl
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startFleaSound entry
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; Write this code...
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rtl
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stopFleaSound entry
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; Write this code...
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rtl
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bonusSoundGen dc i2'1|BONUS1_SOUND_GENERATOR'
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fireSoundGen dc i2'1|FIRE1_SOUND_GENERATOR'
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end
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@ -810,7 +810,7 @@ shootSpider entry
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cmp #SPIDER_STATE_LEFT_DIAG_DOWN
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blt shootSpider_done
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~FFStartPlaying #1|KILL_SOUND_GENERATOR
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jsl playKillSound
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jsl explodeSpider
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cmp mouseAddress
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blt shootSpider_playerBelow
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@ -109,6 +109,9 @@ void setupSound(word soundNum, SoundParamBlock * soundParams, word genNum, word
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for (word i = 0; i < numGenerators; i++)
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FFSetUpSound(((genNum + i) << 8) | 1, (Pointer)soundParams);
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HUnlock(handle);
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ReleaseResource(1, rRawSound, soundNum);
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}
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