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authorJuan J. Martinez <jjm@usebox.net>2023-05-15 12:31:46 +0100
committerJuan J. Martinez <jjm@usebox.net>2023-05-18 12:19:16 +0100
commit06f50ed77949cee495a1d8d98fec16648a5c8ea9 (patch)
tree6a138f6692c32f66cc98b9331dbc7d57e5b35543 /example.asm
parentccf1ea4a34a789da326a321589c2757e5b1d749c (diff)
downloadtr8vm-06f50ed77949cee495a1d8d98fec16648a5c8ea9.tar.gz
tr8vm-06f50ed77949cee495a1d8d98fec16648a5c8ea9.zip
Added OPL3 supportsound-opl3
Diffstat (limited to 'example.asm')
-rw-r--r--example.asm262
1 files changed, 251 insertions, 11 deletions
diff --git a/example.asm b/example.asm
index 992823f..468db3a 100644
--- a/example.asm
+++ b/example.asm
@@ -7,7 +7,8 @@
.equ INT_VECT 0xff00
; setup an int handler so we
- ; can use the frame int to sync
+ ; can use the frame interrupt to sync
+ ; and play sounds in background
ld a, >INT_VECT
ld x, <INT_VECT
ld b, <int_handler
@@ -81,8 +82,10 @@ update_done:
pop b
jmp loop
- ; make the sprite change direction
- ; in: [a : x] inc*
+;
+; Make the sprite change direction and queue a sound
+;
+; in: [a : x] inc*
turn:
; 1 -> -1
; -1 -> 1
@@ -96,11 +99,23 @@ turn:
inc b
and b, 15
ld [sp + 2], b
- ret
+ ; play an effect when we turn
+ ; alternating two sounds
+
+ ld x, <effect
+ ld a, >effect
+ ld y, [a : x]
+ xor y, 3
+ ld [a : x], y
+
+ call sound_queue_effect
+ ret
- ; fill frame-buffer
- ; in: reg b color
+;
+; fill frame-buffer
+;
+; in: reg b color
fill_screen:
ld a, 0xbf
ld x, 0
@@ -116,11 +131,10 @@ fill_loop:
jmp fill_loop
ret
-int_handler:
- iret
-
- ; draw sprite
- ; in: coordinates in px, py
+;
+; Draw the sprite
+;
+; in: coordinates in px, py
draw_sprite:
; blitter in settings mode
ld x, 128
@@ -167,3 +181,229 @@ incy:
py:
.db 64
+effect:
+ .db 1
+
+;
+; Our int handler plays / stops sounds
+;
+int_handler:
+ push a
+ push b
+ push x
+ push y
+ call sound_play
+ pop y
+ pop x
+ pop b
+ pop a
+ iret
+
+;
+; Queue a sound effect to be played
+;
+; in: y sound index (1 based)
+sound_queue_effect:
+ ; can't be interrupted
+ sif
+
+ ld a, >sound_efx
+ ld x, <sound_efx
+ dec y
+ ld b, y
+ add y, y
+ add y, b
+ add x, y
+ bo
+ inc a
+
+ ; effect addr
+ ld b, >sound_queue
+ ld y, <sound_queue
+ push x
+ ld x, [a : x]
+ ld [b : y], x
+ pop x
+ inc x
+ bo
+ inc a
+ inc y
+ bo
+ inc b
+ push x
+ ld x, [a : x]
+ ld [b : y], x
+ pop x
+
+ inc x
+ bo
+ inc a
+ ; x has length
+ ld x, [a : x]
+
+ ; current is 0
+ inc y
+ bo
+ inc b
+ ld a, 0
+ ld [b : y], a
+
+ ; length
+ inc y
+ bo
+ inc b
+ ld [b : y], x
+
+ cif
+ ret
+
+;
+; Plays sound in our queue
+;
+; To be run from the interrupt handler. Can't play effects which data is at 0x0000.
+; It is very simple and uses only channel 0.
+;
+sound_play:
+ ld b, >sound_queue
+ ld y, <sound_queue
+
+ ; check we have a valid addr in the queue (not 0x0000)
+ ld x, [b : y]
+ inc y
+ bo
+ inc b
+ ld a, [b : y]
+ cmp a, 0
+ bnz
+ jmp sound_play_has_addr
+ cmp x, 0
+ bz
+ ret
+
+sound_play_has_addr:
+ push a
+
+ inc y
+ bo
+ inc b
+
+ ; is already playing?
+ ld a, [b : y]
+ cmp a, 0
+ bz
+ jmp sound_play_start
+
+ ; the sound is active
+ pop a
+ ld a, [b : y]
+
+ ; another frame
+ inc a
+ ld [b : y], a
+
+ inc y
+ bo
+ inc b
+
+ ; is the end?
+ ld x, [b : y]
+ cmp x, a
+ bnc
+ ret
+
+ ; no active sound now: set addr to 0x0000
+ ld b, >sound_queue
+ ld y, <sound_queue
+ ld x, 0
+ ld [b : y], x
+ inc y
+ bo
+ inc b
+ ld [b : y], x
+
+ ; stop the sound
+ ld b, 0xc0
+ ld y, 0xb0
+ port b, y
+
+ ld b, 0xc1
+ ld y, 0x11
+ port b, y
+ ret
+
+sound_play_start:
+ ; we start playing
+ inc a
+ ld [b : y], a
+
+ pop a
+ ; a : x has the effect addr
+
+sound_loop:
+ ld y, [a : x]
+ cmp y, 0xff
+ bz
+ ret
+
+ ld b, 0xc0
+ port b, y
+
+ inc x
+ bo
+ inc a
+
+ ld y, [a : x]
+
+ ld b, 0xc1
+ port b, y
+
+ inc x
+ bo
+ inc a
+
+ jmp sound_loop
+
+sound_queue:
+ ; effect addr, current frame count, length
+ .ds 4, 0
+
+sound_efx:
+ ; addr to the instrument data
+ .dw sound_efx_data0
+ ; length in frames
+ .db 2
+ .dw sound_efx_data1
+ .db 2
+
+sound_efx_data0:
+ ; register, value
+ .db 0x20, 0x01
+ .db 0x40, 0x10
+ .db 0x60, 0xF0
+ .db 0x80, 0x77
+ .db 0xA0, 0x81
+ .db 0x23, 0x01
+ .db 0x43, 0x00
+ .db 0x63, 0xF0
+ .db 0x83, 0x77
+ .db 0xe0, 0x03
+ .db 0xB0, 0x31
+ ; end of sequence marker
+ .db 0xff
+
+sound_efx_data1:
+ ; register, value
+ .db 0x20, 0x01
+ .db 0x40, 0x10
+ .db 0x60, 0xF0
+ .db 0x80, 0x77
+ .db 0xA0, 0xb0
+ .db 0x23, 0x01
+ .db 0x43, 0x00
+ .db 0x63, 0xF0
+ .db 0x83, 0x77
+ .db 0xe0, 0x03
+ .db 0xB0, 0x31
+ ; end of sequence marker
+ .db 0xff
+