smashtv/BACKUP/SND.ASM

337 lines
9.1 KiB
NASM
Raw Permalink Normal View History

2021-04-06 15:09:56 -07:00
.FILE 'GSPSND.ASM'
.TITLE 'GSP SOUND PROCESSOR VER. 1.0'
**************************************************************************
* *
* COPYRIGHT (C) 1988 WILLIAMS ELECTRONICS GAMES, INC. *
* ALL RIGHTS RESERVED. *
* *
**************************************************************************
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
.INCLUDE "\VIDEO\SYS\SYS.INC" ;Z UNIT SYSTEM EQUATES
.INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS DEFINITIONS
; .INCLUDE "MACROS.EQU"
.INCLUDE "MPROC.EQU"
.INCLUDE "\VIDEO\SYS\SND.EQU"
.TEXT
*
*SOUND PROCESSOR MAKES SOUNDS FOR N-CHANNELS (CURRENTLY 4)
*THE ROUTINE "SNDRES" MUST BE CALLED TO INITAILIZE SOUND BOARD
*ALSO SCRATCHPAD RAM MUST BE INITIALIZED TO ZERO
*THE ROUTINE "SNDPRC" MUST BE CALLED EVERY 16MSEC. IN THE MAIN PROGRAM LOOP
*(THE SAME PLACE WHERE "PRCDSP" IS NORMALLY CALLED)
*MAKING A SOUND:
*
*SOUND TABLE FORMAT
*
*SOUND DESCRIPTION= PRIORITY,TIME,SOUND CODE,(PRIORITY),(TIME),(SOUND CODE),0
*SOUND ENDS IN 0000.
*PRIORITY WORD = 1111IENNPPPPPPPP; I=1=NON-INTERRUPTABLE, E=1=NON-INT BY EQUAL
*NN=CHANNEL #(0-3);
*PP=PRIORITY (00-FF), FF=HIGHEST.
*TIME WORD =TTTT (0000-7FFF X 16MS).
*SOUND WORD =8SSS SSS=SOUND CODE(000-FFF).
*SOUND WORD =4SSS SSS=SOUND CODE (ZERO TIME SOUND CODE)
*EXAMPLE 1:
*
* MOVI SND1,A0 ;LOAD ABSOLUTE ADDRESS OF SND1 IN A0
* CALLA ONESND ;MAKE ONE SND1
*
*SND1: .WORD >F0FF,>0100,>8088,0
*
*SND1 IS FOR CHANNEL=0, PRIORITY=FF (HIGHEST), TIME = 100H X 16MSEC.
*SOUND CODE = 88H
*SND1 WILL MAKE ONE SOUND 88H, AND NOT ALLOW IT TO BE INTERRUPTED
*FOR 100H X 16MSEC., EXCEPT BY A SOUND OF EQUAL OR GREATER PRIORITY ON
*CHANNEL 0
*
* MOVI SND2,A0 ;LOAD SND2 ADDRESS
* MOVK 3,A1 ;REPEAT IT 3 TIMES
* CALLA SNDLD ;GO DO IT
*SND2: .WORD >F311,>0020,>8044,>8044,0
*
*SND2 IS ON CHANNEL 3, PRIORITY 11H. IT WILL MAKE ONE SOUND 44H, WAIT
*20H X 16 MSEC., THEN MAKE ANOTHER SOUND 44H, WHICH CANNOT BE INTERRUPTED
*FOR 20H X 16 MSEC., EXCEPT BY A SOUND OF EQUAL OR GREATER PRIORITY ON
*CHANNEL 3
*
*SINCE A1 IS LOADED WITH A REPEAT COUNT OF 3, THIS PROCESS WILL BE REPEATED
*THREE TIMES. THE END RESULT WILL BE 6 SOUND 44H SEPERATED BY 20H X 16MSEC.
*
*NOTE: THE CHANNEL SPECIFIED BY "MUSICHAN" WILL CAUSE THE MUSIC SECTION OF
* THE SOUND BOARD TO BE STROBED.
*
SNDPRI .SET 0 ;PRIORITY (00=LOWEST, FF=HIGHEST)
SNDTIM .SET 010h ;TIMER 000-7FFF
SNDTMR .SET 020h ;TIMER COUNTDOWN
SNDST .SET 030h ;ADDRESS OF SOUND TABLE START
SNDPTR .SET 050h ;POINTER TO SOUND TABLE DATA
SNDREP .SET 070h ;REPEAT COUNT OF SOUND
*NOTE: IF YOU CHANGE SNDSIZ, MAKE SURE ANY CODE THAT USES IT AS A DIVISOR
* PERFORMS THE CORRECT OP. CURRENTLY IT IS A POWER OF 2 SO SRL IS USED.
SNDSIZ .SET 080h
NCHAN .SET 4 ;DECLARE CHANNEL NUMBER
MUSICHAN .EQU 3 ;THIS CHANNEL IS FOR THE TUNES
.BSS SNDSTR,NCHAN*SNDSIZ ;RESERVE STORAGE AREA
*
*MAKE ONE SOUND
*A0=SOUND ADDRESS
ONESND: MOVE A1,-*SP,L
MOVK 1,A1
CALLR SNDLD
MOVE *SP+,A1,L
RETS
*
*SOUND LOADER
*A0=SOUND ADDRESS, A1=REPEAT COUNT
*SOUND DESCRIPTION= PRIORITY,TIME,SOUND CODE,(PRIORITY),(TIME),(SOUND CODE),0
*SOUND ENDS IN ZERO
*PRIORITY WORD = 1111IENNPPPPPPPP; I=1=NON-INTERRUPTABLE, E=1=NON-INT BY EQUAL
*NN=CHANNEL #(0-3);
*PP=PRIORITY (00-FF), FF=HIGHEST.
*TIME WORD =TTTT (0000-7FFF X 16MS).
*SOUND WORD =8SSS SSS=SOUND CODE(000-FFF).
*SOUND WORD =4SSS SSS=SOUND CODE (ZERO TIME SOUND CODE)
SNDLD:
MMTM SP,A0,A1,A2,A3,A4,A5
MOVE @SOUNDSUP,A4,W
JRNZ SNDLDX ;SOMEBODY SAYS NO!
MOVE *A0,A5 ;GET PRIORITY BYTE
MOVE A5,A2
MOVI SNDSIZ,A3
SLL 22,A5
SRL 30,A5 ;EXTRACT CHANNEL BITS
MPYU A5,A3
ADDI SNDSTR,A3 ;CALC RAM CHANNEL ADDRESS
MOVE *A3(SNDPRI),A4 ;GET CURRENT PRIORITY
BTST 11,A4 ;CURRENT SOUND NON-INTERRUPTABLE ?
JRNE SNDLDX ;YES, CAN NEW SOUND
MOVE A2,A5 ;EXTRACT PRIORITY
SLL 24,A5
SRL 24,A5
SLL 24,A4
SRL 24,A4
CMP A5,A4 ;NEW ONE GREATER OR EQUAL?
JRHI SNDLDX ;OLD ONE IS GREATER, FORGET NEW SOUND
JRLO SNDLD1 ;NEW ONE IS GREATER, DO IT
MOVE *A3(SNDPRI),A4 ;INTERRUPTABLE BY EQUAL?
BTST 10,A4
JRNE SNDLDX ;NON-INTERRUPTABLE BY EQUAL, CAN NEW GUY
SNDLD1:
MOVE A0,A4
MOVE A3,A0 ;CHANNEL RAM ADDRESS
MOVE A4,*A0(SNDPTR),L ;SETUP SOUND DATA POINTER (ROM)
MOVE A4,*A0(SNDST),L ;SETUP SOUND START POINTER
MOVE A1,*A0(SNDREP) ;REPEAT COUNT
CALLR SNDUPD ;START SOUND GOING
SNDLDX:
MMFM SP,A0,A1,A2,A3,A4,A5
RETS
*
*SOUND PROCESSOR CALLED EVERY 16 MSEC.
*
SNDPRC:
MOVI SNDSTR,A0
MOVK NCHAN,A1
SNDLP0:
MOVE *A0(SNDTMR),A2 ;CHECK TIMER
JREQ SNDPLP ;EQUAL, INACTIVE CHANNEL
DEC A2
MOVE A2,*A0(SNDTMR) ;DEC TIME
JRNE SNDPLP ;NO TIMEOUT
CALLR SNDUPD ;UPDATE SOUND
SNDPLP:
ADDI SNDSIZ,A0
DSJS A1,SNDLP0
RETS
*
*UPDATE SOUND
*A0=POINTER TO SOUND CHANNEL RAM
*
SNDUPD:
SNDUP0:
MOVE *A0(SNDPTR),A2,L ;GET POINTER TO ROM TABLE
SNDUP1:
MOVE *A2+,A3 ;GET NEXT ROM TABLE ENTRY
JREQ SNDUP5 ;END OF SOUND
*CHECK FOR PRIORITY
CMPI ->1000,A3
JRLO SNDUP2 ;NOT PRIORITY CHANGE
MOVE A3,*A0(SNDPRI) ;UPDATE PRIORITY
JRUC SNDUP1 ;GO GET NEXT ONE
*CHECK FOR SOUND CODE
SNDUP2:
CMPI 4000H,A3
JRLO SNDUP3
CMPI ->8000,A3
JRHS SNDUP2A
MOVE A0,A5
SUBI SNDSTR,A5
SRL 7,A5 ;DIVIDE BY 128
CALLR SNDSND ;SEND SOUND CODE
JRUC SNDUP1 ;GET THE NEXT ONE BOYS
SNDUP2A:
MOVE A0,A5
SUBI SNDSTR,A5
SRL 7,A5 ;DIVIDE BY 128
**************************************************************************
* *
* MOVI SNDSIZ,A6 ;IF SNDSIZ IS NOT A POWER OF 2, *
* DIVU A6,A5 ;USE DIVIDE TO CALCULATE SOUND CHANNEL # *
* *
**************************************************************************
CALLR SNDSND ;SEND SOUND CODE
MOVE *A0(SNDTIM),*A0(SNDTMR)
MOVE A2,*A0(SNDPTR),L ;STORE POINTER
RETS
*TIMER VALUE X 16MSEC.
SNDUP3:
MOVE A3,*A0(SNDTIM)
MOVE A3,*A0(SNDTMR)
JRUC SNDUP1 ;SET TIMER VALUE, AND GO GET NEXT
*CHECK FOR REPEATERS
SNDUP5:
MOVE *A0(SNDREP),A3 ;CHECK REPEAT COUNT
DEC A3
MOVE A3,*A0(SNDREP)
JREQ SNDUP6 ;ALL OVER
MOVE *A0(SNDST),*A0(SNDPTR)
JRUC SNDUP0 ;START SOUND OVER
*SOUND IS OVER CLEAR THE CHANNEL
SNDUP6:
CLR A2
MOVE A2,*A0(SNDPRI) ;CLEAR SOUND PRIORITY
SNDUPX: RETS
*
*HARDWARE SOUND CALL
*A3=SOUND CODE B0-B7
*A5=SOUND CHANNEL #
*
SNDSND:
MMTM SP,A0,A3
MOVI 600,A0 ;SLOW DOWN FOR GRANNER & C0.
SNDSND0:
DSJS A0,SNDSND0
SLL 24,A3
SRL 24,A3 ;STRIP OFF BITS
CMPI MUSICHAN,A5
JRNE SNDSND1
ADDI 0FD00H,A3 ;PULL MUSIC SECTION INTERRUPT
JRUC SNDSND2
SNDSND1
ADDI 0FE00h,A3 ;PULL SOUND SECTION INTERRUPT
SNDSND2
MOVE A3,@SOUND ;HIT SOUND
MOVI 8,A0
SNDSND3
DSJS A0,SNDSND3 ;SLOW IT DOWN A BIT
ORI 0FF00h,A3 ;PUT OUT 1'S
MOVE A3,@SOUND
MMFM SP,A0,A3
RETS
*
*RESET SOUND BOARD, FULL RESET, CHECKSUM DINGS AND ALL
*
SNDRES:
MMTM SP,A0
MOVI 0FB00h,A0 ;HIT RESET BIT
MOVE A0,@SOUND
MOVI 6000,A0 ;WAIT FOR IT TO CATCH
SNDRL: DSJS A0,SNDRL
MOVI 0FFFFh,A0 ;LET IT GO
MOVE A0,@SOUND
MMFM SP,A0
RETS
*
*RESET SOUND BOARD, PARTIAL RESET, NO CHECKSUM DINGS
*
SNDRESP:
MMTM SP,A0
MOVI 0FB00h,A0 ;HIT RESET BIT
MOVE A0,@SOUND,W
MOVI 6000,A0 ;WAIT FOR IT TO CATCH
DSJS A0,$
MOVI 0FFFFh,A0 ;LET IT GO
MOVE A0,@SOUND,W
MOVI 0FE00H,A0
MOVE A0,@SOUND,W ;SUPRESS MUSIC SIDE CHECKSUMMER
MOVK 8,A0
DSJS A0,$
MOVI 0FF00H,A0
MOVE A0,@SOUND,W
MOVK 8,A0
DSJS A0,$
MOVI 0FD00H,A0
MOVE A0,@SOUND,W ;SUPRESS SOUND SIDE CHECKSUMMER
MOVK 8,A0
DSJS A0,$
MOVI 0FF00H,A0
MOVE A0,@SOUND,W
MMFM SP,A0
RETS
**************************************************************************
* *
* CKSNDPRI - CHECK SOUND CHANNEL FOR EXISTANCE OF A GIVEN SOUND PRIORITY *
* A0 = CHANNEL # *
* A1 = SOUND PRIORITY *
* RETURNS: *
* CARRY CLEAR = PRIORITY NOT ACTIVE *
* CARRY SET = PRIORITY ACTIVE *
* *
**************************************************************************
CKSNDPRI
MMTM SP,A0,A2
MOVI SNDSTR,A2
SLL 7,A0 ;CHANNEL x 128
ADD A2,A0 ;OFFSET TO CORRECT CHANNEL AREA
MOVB *A0,A0
CMP A0,A1
JRNE CKSPRI1 ;BR = PRIORITY NOT ACTIVE
SETC
MMFM SP,A0,A2
RETS
CKSPRI1
CLRC
MMFM SP,A0,A2
RETS
**************************************************************************
* *
* QSNDRST - QUIET SOUND RESET, NO DIAGNOSTIC DONGERS *
* *
**************************************************************************
QSNDRST
PUSH A0
CALLR SNDRES ;RESET THE BOARD
MOVI DIGOFF,A0 ;PEND ON DIG SIDE
CALLR ONESND
MOVI HYAMOFF,A0 ;PEND ON YAM SIDE
CALLR ONESND
PULL A0
RETS
*HUSH CALLS FOR EACH SOUND SIDE
DIGOFF .WORD >F0FF|>800,>01,>8000,0 ;TURN SOUND SIDE OFF
HYAMOFF .WORD >F3FF|>800,>01,>8000,0 ;MUSIC HARD OFF
.END