BuGS/BuGS/gameSound.s

406 lines
7.1 KiB
ArmAsm

;
; gameSound.s
; BuGS
;
; Created by Jeremy Rand on 2020-12-16.
;Copyright © 2020 Jeremy Rand. All rights reserved.
;
case on
mcopy gameSound.macros
keep gameSound
gameSound start
using globalData
using tileData
SOUND_REG_FREQ_LOW equ $0000
SOUND_REG_FREQ_HIGH equ $0020
SOUND_REG_VOLUME equ $0040
SOUND_REG_POINTER equ $0080
SOUND_REG_CONTROL equ $00a0
SOUND_REG_SIZE equ $00c0
SOUND_HALTED equ 1
SOUND_STARTED equ 0
SPIDER_SOUND_ADDR equ $0000
SPIDER_SOUND_SIZE equ 6
DEATH_SOUND_ADDR equ $4000
DEATH_OSC_NUM equ 5
DEATH_FREQ_HIGH equ 0
DEATH_FREQ_LOW equ 214
DEATH_VOLUME equ 255
DEATH_CONTROL equ 2
DEATH_SIZE equ $36
SEGMENTS_SOUND_ADDR equ $7000
SEGMENTS_SOUND_SIZE equ 4
BONUS_SOUND_ADDR equ $8000
BONUS_OSC_NUM equ 0
BONUS_FREQ_HIGH equ 0
BONUS_FREQ_LOW equ 214
BONUS_VOLUME equ 255
BONUS_CONTROL equ 2
BONUS_SIZE equ $24
KILL_SOUND_ADDR equ $9000
KILL_OSC_NUM equ 4
KILL_FREQ_HIGH equ 0
KILL_FREQ_LOW equ 214
KILL_VOLUME equ 255
KILL_CONTROL equ 2
KILL_SIZE equ $24
FIRE_SOUND_ADDR equ $a000
FIRE_OSC_NUM equ 3
FIRE_FREQ_HIGH equ 0
FIRE_FREQ_LOW equ 214
FIRE_VOLUME equ 255
FIRE_CONTROL equ 2
FIRE_SIZE equ $1b
; X register has the address of the register to read
; Accumulator contains the result of the read
readSoundReg entry
short m
readSoundReg_jslInst anop
jsl readSoundReg
long m
and #$ff
rtl
; X register has the address of the register to write
; Accumulator has the value to write
writeSoundReg entry
and #$ff
short m
writeSoundReg_jslInst anop
jsl writeSoundReg
long m
rtl
soundInit entry
; jsl loadSounds
pha
pha
~GetTableAddress
pla
sta soundInit_readRegLow+1
inc a
inc a
sta soundInit_readRegHigh+1
inc a
inc a
sta soundInit_writeRegLow+1
inc a
inc a
sta soundInit_writeRegHigh+1
pla
and #$ff
short m
sta soundTableAddr+2
sta soundInit_readRegLow+3
sta soundInit_readRegHigh+3
sta soundInit_writeRegLow+3
sta soundInit_writeRegHigh+3
soundInit_readRegHigh anop
lda >soundInit
sta readSoundReg_jslInst+3
soundInit_writeRegHigh anop
lda >soundInit
sta writeSoundReg_jslInst+3
long m
soundInit_readRegLow anop
lda >soundInit
sta readSoundReg_jslInst+1
soundInit_writeRegLow anop
lda >soundInit
sta writeSoundReg_jslInst+1
; Spider sound
pea SPIDER_SOUND_ADDR
jsl loadSpiderSound
; Death sound
pea DEATH_SOUND_ADDR
jsl loadDeathSound
lda #DEATH_FREQ_LOW
ldx #SOUND_REG_FREQ_LOW+DEATH_OSC_NUM
jsl writeSoundReg
lda #DEATH_FREQ_HIGH
ldx #SOUND_REG_FREQ_HIGH+DEATH_OSC_NUM
jsl writeSoundReg
lda #DEATH_VOLUME
ldx #SOUND_REG_VOLUME+DEATH_OSC_NUM
jsl writeSoundReg
lda #DEATH_SIZE
ldx #SOUND_REG_SIZE+DEATH_OSC_NUM
jsl writeSoundReg
lda #DEATH_SOUND_ADDR/256
ldx #SOUND_REG_POINTER+DEATH_OSC_NUM
jsl writeSoundReg
lda #DEATH_CONTROL+SOUND_HALTED
ldx #SOUND_REG_CONTROL+DEATH_OSC_NUM
jsl writeSoundReg
; Segments sound
pea SEGMENTS_SOUND_ADDR
jsl loadSegmentsSound
; Bonus sound
pea BONUS_SOUND_ADDR
jsl loadBonusSound
lda #BONUS_FREQ_LOW
ldx #SOUND_REG_FREQ_LOW+BONUS_OSC_NUM
jsl writeSoundReg
lda #BONUS_FREQ_HIGH
ldx #SOUND_REG_FREQ_HIGH+BONUS_OSC_NUM
jsl writeSoundReg
lda #BONUS_VOLUME
ldx #SOUND_REG_VOLUME+BONUS_OSC_NUM
jsl writeSoundReg
lda #BONUS_SIZE
ldx #SOUND_REG_SIZE+BONUS_OSC_NUM
jsl writeSoundReg
lda #BONUS_SOUND_ADDR/256
ldx #SOUND_REG_POINTER+BONUS_OSC_NUM
jsl writeSoundReg
lda #BONUS_CONTROL+SOUND_HALTED
ldx #SOUND_REG_CONTROL+BONUS_OSC_NUM
jsl writeSoundReg
lda #BONUS_FREQ_LOW
ldx #SOUND_REG_FREQ_LOW+BONUS_OSC_NUM+1
jsl writeSoundReg
lda #BONUS_FREQ_HIGH
ldx #SOUND_REG_FREQ_HIGH+BONUS_OSC_NUM+1
jsl writeSoundReg
lda #BONUS_VOLUME
ldx #SOUND_REG_VOLUME+BONUS_OSC_NUM+1
jsl writeSoundReg
lda #BONUS_SIZE
ldx #SOUND_REG_SIZE+BONUS_OSC_NUM+1
jsl writeSoundReg
lda #BONUS_SOUND_ADDR/256
ldx #SOUND_REG_POINTER+BONUS_OSC_NUM+1
jsl writeSoundReg
lda #BONUS_CONTROL+SOUND_HALTED
ldx #SOUND_REG_CONTROL+BONUS_OSC_NUM+1
jsl writeSoundReg
lda #BONUS_FREQ_LOW
ldx #SOUND_REG_FREQ_LOW+BONUS_OSC_NUM+2
jsl writeSoundReg
lda #BONUS_FREQ_HIGH
ldx #SOUND_REG_FREQ_HIGH+BONUS_OSC_NUM+2
jsl writeSoundReg
lda #BONUS_VOLUME
ldx #SOUND_REG_VOLUME+BONUS_OSC_NUM+2
jsl writeSoundReg
lda #BONUS_SIZE
ldx #SOUND_REG_SIZE+BONUS_OSC_NUM+2
jsl writeSoundReg
lda #BONUS_SOUND_ADDR/256
ldx #SOUND_REG_POINTER+BONUS_OSC_NUM+2
jsl writeSoundReg
lda #BONUS_CONTROL+SOUND_HALTED
ldx #SOUND_REG_CONTROL+BONUS_OSC_NUM+2
jsl writeSoundReg
; Kill sound
pea KILL_SOUND_ADDR
jsl loadKillSound
lda #KILL_FREQ_LOW
ldx #SOUND_REG_FREQ_LOW+KILL_OSC_NUM
jsl writeSoundReg
lda #KILL_FREQ_HIGH
ldx #SOUND_REG_FREQ_HIGH+KILL_OSC_NUM
jsl writeSoundReg
lda #KILL_VOLUME
ldx #SOUND_REG_VOLUME+KILL_OSC_NUM
jsl writeSoundReg
lda #KILL_SIZE
ldx #SOUND_REG_SIZE+KILL_OSC_NUM
jsl writeSoundReg
lda #KILL_SOUND_ADDR/256
ldx #SOUND_REG_POINTER+KILL_OSC_NUM
jsl writeSoundReg
lda #KILL_CONTROL+SOUND_HALTED
ldx #SOUND_REG_CONTROL+KILL_OSC_NUM
jsl writeSoundReg
; Fire sound
pea FIRE_SOUND_ADDR
jsl loadFireSound
lda #FIRE_FREQ_LOW
ldx #SOUND_REG_FREQ_LOW+FIRE_OSC_NUM
jsl writeSoundReg
lda #FIRE_FREQ_HIGH
ldx #SOUND_REG_FREQ_HIGH+FIRE_OSC_NUM
jsl writeSoundReg
lda #FIRE_VOLUME
ldx #SOUND_REG_VOLUME+FIRE_OSC_NUM
jsl writeSoundReg
lda #FIRE_SIZE
ldx #SOUND_REG_SIZE+FIRE_OSC_NUM
jsl writeSoundReg
lda #FIRE_SOUND_ADDR/256
ldx #SOUND_REG_POINTER+FIRE_OSC_NUM
jsl writeSoundReg
lda #FIRE_CONTROL+SOUND_HALTED
ldx #SOUND_REG_CONTROL+FIRE_OSC_NUM
jsl writeSoundReg
rtl
updateSounds entry
; Write this code...
rtl
playBonusSound entry
lda #BONUS_CONTROL+SOUND_HALTED
ldx bonusSoundOscReg
jsl writeSoundReg
lda #BONUS_CONTROL
ldx bonusSoundOscReg
jsl writeSoundReg
lda bonusSoundOscReg
inc a
cmp #SOUND_REG_CONTROL+BONUS_OSC_NUM+3
blt playBonusSound_noWrap
lda #SOUND_REG_CONTROL+BONUS_OSC_NUM
playBonusSound_noWrap anop
sta bonusSoundOscReg
rtl
playDeathSound entry
lda #DEATH_CONTROL+SOUND_HALTED
ldx #SOUND_REG_CONTROL+DEATH_OSC_NUM
jsl writeSoundReg
lda #DEATH_CONTROL
ldx #SOUND_REG_CONTROL+DEATH_OSC_NUM
jsl writeSoundReg
rtl
playKillSound entry
lda #KILL_CONTROL+SOUND_HALTED
ldx #SOUND_REG_CONTROL+KILL_OSC_NUM
jsl writeSoundReg
lda #KILL_CONTROL
ldx #SOUND_REG_CONTROL+KILL_OSC_NUM
jsl writeSoundReg
rtl
playExtraLifeSound entry
; Write this code...
rtl
playFireSound entry
lda #FIRE_CONTROL+SOUND_HALTED
ldx #SOUND_REG_CONTROL+FIRE_OSC_NUM
jsl writeSoundReg
lda #FIRE_CONTROL
ldx #SOUND_REG_CONTROL+FIRE_OSC_NUM
jsl writeSoundReg
rtl
startSpiderSound entry
; Write this code...
rtl
stopSpiderSound entry
; Write this code...
rtl
startScorpionSound entry
; Write this code...
rtl
stopScorpionSound entry
; Write this code...
rtl
startFleaSound entry
; Write this code...
rtl
stopFleaSound entry
; Write this code...
rtl
bonusSoundOscReg dc i2'SOUND_REG_CONTROL+BONUS_OSC_NUM'
soundTableAddr dc i4'0'
end