541 lines
15 KiB
NASM
541 lines
15 KiB
NASM
.MLIB "T2MACS.LIB"
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||
.FILE 'T2SND.ASM'
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.TITLE "<<< TERMINATOR 2 ---- SOUND PROCESSOR >>>"
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.WIDTH 132
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||
.OPTION B,D,L,T
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.MNOLIST
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||
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**************************************************************************
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* *
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* COPYRIGHT (C) 1991 WILLIAMS ELECTRONICS GAMES, INC. *
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* ALL RIGHTS RESERVED. *
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* *
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**************************************************************************
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.INCLUDE "T2.H" ;Game equates
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.TEXT
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*
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*SOUND PROCESSOR MAKES SOUNDS FOR N-CHANNELS (CURRENTLY 6):
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*
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* CHANNEL #0 OKI CHANNEL 3
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* CHANNEL #1 OKI CHANNEL 4
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* CHANNEL #2 YAMAHA SOUNDS
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* CHANNEL #3 MUSIC
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* CHANNEL #4 OKI CHANNEL 1 (PLAYER 1)
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* CHANNEL #5 OKI CHANNEL 2 (PLAYER 2)
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*
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*THE ROUTINE "SNDRES" MUST BE CALLED TO INITAILIZE SOUND BOARD
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*ALSO SCRATCHPAD RAM MUST BE INITIALIZED TO ZERO
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*THE ROUTINE "SNDPRC" MUST BE CALLED EVERY 16MSEC. IN THE MAIN PROGRAM LOOP
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*(THE SAME PLACE WHERE "PRCDSP" IS NORMALLY CALLED)
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*MAKING A SOUND:
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*
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*SOUND TABLE FORMAT
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*
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*SOUND DESCRIPTION:
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* .WORD PRIORITY, TIME, SOUND CODE, (PRIORITY), (TIME), (SOUND CODE), 0
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*
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*SOUND ENDS IN 0000.
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*PRIORITY WORD = 1111INNNPPPPPPPP; I=1=NON-INTERRUPTABLE
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*NNN=CHANNEL #(0-7);
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*PP=PRIORITY (00-FF), FF=HIGHEST.
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*TIME WORD =TTTT (0000-7FFF X 16MS).
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*SOUND WORD =8SSS SSS=SOUND CODE(000-FFF).
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*SOUND WORD =4SSS SSS=SOUND CODE (ZERO TIME SOUND CODE)
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*EXAMPLE 1:
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*
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* MOVI SND1,A0 ;LOAD ABSOLUTE ADDRESS OF SND1 IN A0
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* CALLA ONESND ;MAKE ONE SND1
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*
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*SND1: .WORD >F0FF,>0100,>8088,0
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*
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*SND1 IS FOR CHANNEL=0, PRIORITY=FF (HIGHEST), TIME = 100H X 16MSEC.
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*SOUND CODE = 88H
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*SND1 WILL MAKE ONE SOUND 88H, AND NOT ALLOW IT TO BE INTERRUPTED
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*FOR 100H X 16MSEC., EXCEPT BY A SOUND OF EQUAL OR GREATER PRIORITY ON
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*CHANNEL 0
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*
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* MOVI SND2,A0 ;LOAD SND2 ADDRESS
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* MOVK 3,A1 ;REPEAT IT 3 TIMES
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* CALLA SNDLD ;GO DO IT
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*SND2: .WORD >F311,>0020,>8044,>8044,0
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*
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*SND2 IS ON CHANNEL 3, PRIORITY 11H. IT WILL MAKE ONE SOUND 44H, WAIT
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*20H X 16 MSEC., THEN MAKE ANOTHER SOUND 44H, WHICH CANNOT BE INTERRUPTED
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*FOR 20H X 16 MSEC., EXCEPT BY A SOUND OF EQUAL OR GREATER PRIORITY ON
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*CHANNEL 3
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*
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*SINCE A1 IS LOADED WITH A REPEAT COUNT OF 3, THIS PROCESS WILL BE REPEATED
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*THREE TIMES. THE END RESULT WILL BE 6 SOUND 44H SEPERATED BY 20H X 16MSEC.
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*
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*NOTE: THE CHANNEL SPECIFIED BY "MUSICHAN" WILL CAUSE THE MUSIC SECTION OF
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* THE SOUND BOARD TO BE STROBED.
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*
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SNDPRI .SET 0 ;PRIORITY (00=LOWEST, FF=HIGHEST)
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SNDTIM .SET 010h ;TIMER 000-7FFF
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SNDTMR .SET 020h ;TIMER COUNTDOWN
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SNDST .SET 030h ;ADDRESS OF SOUND TABLE START
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SNDPTR .SET 050h ;POINTER TO SOUND TABLE DATA
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SNDREP .SET 070h ;REPEAT COUNT OF SOUND
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*NOTE: IF YOU CHANGE SNDSIZ, MAKE SURE ANY CODE THAT USES IT AS A DIVISOR
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* PERFORMS THE CORRECT OP. CURRENTLY IT IS A POWER OF 2 SO SRL IS USED.
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SNDSIZ .SET 080h
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SL_CHANNEL .EQU 21 ;SHIFTS REQUIRED TO ISOLATE CHANNEL NUMBER
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SR_CHANNEL .EQU 29
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NCHAN EQU 6 ;DECLARE NUMBER OF ALLOWED CHANNELS
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MUSICHAN EQU 3 ;THIS CHANNEL IS FOR THE TUNES
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*THESE STROBE EQUATES ARE FOR THE PINBALL SOUND CARD
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RESETBIT EQU 0100H ;THIS IS THE SOUND RESET BIT
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SOUNDBIT EQU 0200H ;THIS IS THE SOUND BOARD STROBE
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EXTENDED_CODE .EQU 7AH ;SEND THIS TO INDICATE EXTENDED SOUND CALL
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.BSS SNDSTR,NCHAN*SNDSIZ ;RESERVE STORAGE AREA
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.BSS SNDEND,0 ;END OF SOUND PROCESSOR RAM
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**************************************************************************
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* *
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* A_SOUND - ANIM FUNC TO MAKE A SOUND CALL *
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* A8 = PTR TO OBJECT *
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* *A8(AnimFrm),L = PTR TO SOUND SCRIPT *
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* NOTE: ANIM FUNCS DO NOT PUSH REGISTERS! *
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* *
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**************************************************************************
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A_SOUND
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CALLA GETAFARG_LONG
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CALLR ONESND
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RETS
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**************************************************************************
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* *
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* CLRSNDDB - CLEAR THE SOUND PROCESSOR DATA BASE *
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* *
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**************************************************************************
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CLRSNDDB
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MMTM SP,A0,A1
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MOVI SNDSTR,A1
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CLR A0
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CLRSDBL
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MOVE A0,*A1+,W
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CMPI SNDEND,A1
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JRLO CLRSDBL
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MMFM SP,A0,A1
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RETS
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**************************************************************************
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* *
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* ONESND - MAKE ONE SOUND *
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* A0 = PTR TO SOUND SCRIPT (0 = NO SOUND, JUST RETURN) *
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* RETURNS: *
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* A0 = SAME *
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* *
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**************************************************************************
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ONESND:
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PUSH A1
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MOVE A0,A0 ;DID HE CALL WITH A NULL?
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JRZ ONESND_X ;BR = YES
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.IF DEBUG
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MOVE A0,A1
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SLL 28,A1
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SRL 28,A1
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JRNZ $
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.ENDIF
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MOVK 1,A1
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CALLR SNDLD
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ONESND_X:
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PULLQ A1
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RETS
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*
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*SOUND LOADER
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*A0=SOUND ADDRESS, A1=REPEAT COUNT
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*SOUND DESCRIPTION= PRIORITY,TIME,SOUND CODE,(PRIORITY),(TIME),(SOUND CODE),0
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*SOUND ENDS IN ZERO
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*PRIORITY WORD = 1111INNNPPPPPPPP; I=1=NON-INTERRUPTABLE
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*NNN=CHANNEL #(0-7);
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*PP=PRIORITY (00-FF), FF=HIGHEST.
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*TIME WORD =TTTT (0000-7FFF X 16MS).
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*SOUND WORD =8SSS SSS=SOUND CODE(000-FFF).
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*SOUND WORD =4SSS SSS=SOUND CODE (ZERO TIME SOUND CODE)
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SNDLD:
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MMTM SP,A0,A1,A2,A3,A4,A5
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MOVE @SOUNDSUP,A4,W
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JRNZ SNDLDX ;SOMEBODY SAYS NO!
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MOVE *A0,A5 ;GET PRIORITY BYTE
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MOVE A5,A2
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MOVI SNDSIZ,A3
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SLL SL_CHANNEL,A5
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SRL SR_CHANNEL,A5 ;EXTRACT CHANNEL BITS
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MPYU A5,A3
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ADDI SNDSTR,A3 ;CALC RAM CHANNEL ADDRESS
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MOVE *A3(SNDPRI),A4 ;GET CURRENT PRIORITY
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BTST 11,A4 ;CURRENT SOUND NON-INTERRUPTABLE ?
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JRNE SNDLDX ;YES, CAN NEW SOUND
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MOVE A2,A5 ;EXTRACT PRIORITY
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SLL 24,A5
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SRL 24,A5
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SLL 24,A4
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SRL 24,A4
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CMP A5,A4 ;NEW ONE GREATER OR EQUAL?
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JRHI SNDLDX ;OLD ONE IS GREATER, FORGET NEW SOUND
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**** JRLO SNDLD1 ;NEW ONE IS GREATER, DO IT
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**** MOVE *A3(SNDPRI),A4 ;INTERRUPTABLE BY EQUAL?
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**** BTST 10,A4
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**** JRNE SNDLDX ;NON-INTERRUPTABLE BY EQUAL, CAN NEW GUY
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****SNDLD1:
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MOVE A0,A4
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MOVE A3,A0 ;CHANNEL RAM ADDRESS
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MOVE A4,*A0(SNDPTR),L ;SETUP SOUND DATA POINTER (ROM)
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MOVE A4,*A0(SNDST),L ;SETUP SOUND START POINTER
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MOVE A1,*A0(SNDREP) ;REPEAT COUNT
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CALLR SNDUPD ;START SOUND GOING
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SNDLDX:
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MMFM SP,A0,A1,A2,A3,A4,A5
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RETS
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*
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*SOUND PROCESSOR CALLED EVERY 16 MSEC.
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*
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SNDPRC:
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MOVI SNDSTR,A0
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MOVK NCHAN,A1
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SNDLP0:
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MOVE *A0(SNDTMR),A2 ;CHECK TIMER
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JREQ SNDPLP ;EQUAL, INACTIVE CHANNEL
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DEC A2
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MOVE A2,*A0(SNDTMR) ;DEC TIME
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JRNE SNDPLP ;NO TIMEOUT
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CALLR SNDUPD ;UPDATE SOUND
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SNDPLP:
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ADDI SNDSIZ,A0
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DSJS A1,SNDLP0
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RETS
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*
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*UPDATE SOUND
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*A0=POINTER TO SOUND CHANNEL RAM
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*
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SNDUPD:
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SNDUP0:
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MOVE *A0(SNDPTR),A2,L ;GET POINTER TO ROM TABLE
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SNDUP1:
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MOVE *A2+,A3 ;GET NEXT ROM TABLE ENTRY
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JREQ SNDUP5 ;END OF SOUND
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*CHECK FOR PRIORITY
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CMPI ->1000,A3
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JRLO SNDUP2 ;NOT PRIORITY CHANGE
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MOVE A3,*A0(SNDPRI) ;UPDATE PRIORITY
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JRUC SNDUP1 ;GO GET NEXT ONE
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*CHECK FOR SOUND CODE
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SNDUP2:
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CMPI 4000H,A3
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JRLO SNDUP3
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CMPI ->8000,A3
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JRHS SNDUP2A
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MOVE A0,A5
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SUBI SNDSTR,A5
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SRL 7,A5 ;DIVIDE BY 128
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CALLR SNDSND ;SEND SOUND CODE
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JRUC SNDUP1 ;GET THE NEXT ONE BOYS
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SNDUP2A:
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MOVE A0,A5
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SUBI SNDSTR,A5
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SRL 7,A5 ;DIVIDE BY 128
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**************************************************************************
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* *
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* MOVI SNDSIZ,A6 ;IF SNDSIZ IS NOT A POWER OF 2, *
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* DIVU A6,A5 ;USE DIVIDE TO CALCULATE SOUND CHANNEL # *
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* *
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**************************************************************************
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CALLR SNDSND ;SEND SOUND CODE
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MOVE *A0(SNDTIM),*A0(SNDTMR)
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MOVE A2,*A0(SNDPTR),L ;STORE POINTER
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RETS
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*TIMER VALUE X 16MSEC.
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SNDUP3:
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MOVE A3,*A0(SNDTIM)
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MOVE A3,*A0(SNDTMR)
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JRUC SNDUP1 ;SET TIMER VALUE, AND GO GET NEXT
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*CHECK FOR REPEATERS
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SNDUP5:
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MOVE *A0(SNDREP),A3 ;CHECK REPEAT COUNT
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DEC A3
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MOVE A3,*A0(SNDREP)
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JREQ SNDUP6 ;ALL OVER
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MOVE *A0(SNDST),*A0(SNDPTR)
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JRUC SNDUP0 ;START SOUND OVER
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*SOUND IS OVER CLEAR THE CHANNEL
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SNDUP6:
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CLR A2
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MOVE A2,*A0(SNDPRI) ;CLEAR SOUND PRIORITY
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MOVE A2,*A0(SNDST),L ;CLEAR SOUND PTR
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SNDUPX:
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RETS
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**************************************************************************
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* *
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* SNDSND - RAW HARDWARE SOUND CALL *
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* A3=SOUND CODE B0-B7 *
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* A5=SOUND CHANNEL # *
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* RETURNS: *
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* NOTHING *
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* NOTE: TRASHES A14 *
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* *
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**************************************************************************
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SNDSND:
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MMTM SP,A0,A3
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SLL 20,A3
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SRL 20,A3 ;STRIP OFF BITS
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CMPI 100H,A3 ;IS THIS AN EXTENDED SOUND CALL?
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JRLO SNDSND_BASE ;BR = NO
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MOVE A3,A0
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MOVI EXTENDED_CODE,A3 ;SEND THE EXTENDED FEATURE
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CALLR SNDSND
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MOVE A0,A3
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SLL 24,A3
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SRL 24,A3
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SNDSND_BASE
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GETST A14
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DINT
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MOVE @SOUND_COPY,A0,W
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SRL 8,A0
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SLL 8,A0
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ADD A3,A0
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ANDNI SOUNDBIT,A0
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MOVE A0,@SOUND_COPY,W
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MOVE A0,@SOUND,W ;HIT SOUND
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PUTST A14
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|
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MOVI 8,A0
|
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DSJS A0,$ ;SLOW IT DOWN A BIT
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|
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GETST A14
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DINT
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MOVE @SOUND_COPY,A0,W
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ORI SOUNDBIT|RESETBIT,A0
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MOVE A0,@SOUND_COPY,W
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MOVE A0,@SOUND,W ;HIT SOUND
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PUTST A14
|
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|
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MOVI 390,A0 ;MAX FIRQ DELAY ON SOUND BOARD IS 180 micros
|
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DSJS A0,$
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|
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MMFM SP,A0,A3
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RETS
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||
|
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**************************************************************************
|
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* *
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* SNDRES - FULL SOUND BOARD RESET, SOUND CHECKSUMS ARE REPORTED. *
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||
* *
|
||
* NOTE: TRASHES A14 *
|
||
* *
|
||
**************************************************************************
|
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SNDRES:
|
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PUSH A0
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GETST A14
|
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DINT
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MOVE @SOUND_COPY,A0,W
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ANDNI RESETBIT,A0
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MOVE A0,@SOUND_COPY,W
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MOVE A0,@SOUND,W
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PUTST A14
|
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MOVI 100,A0 ;WAIT FOR IT TO CATCH
|
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DSJS A0,$
|
||
|
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GETST A14
|
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DINT
|
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MOVE @SOUND_COPY,A0,W
|
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ORI RESETBIT|SOUNDBIT,A0
|
||
MOVE A0,@SOUND_COPY,W
|
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MOVE A0,@SOUND,W
|
||
PUTST A14
|
||
|
||
PULLQ A0
|
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RETS
|
||
|
||
**************************************************************************
|
||
* *
|
||
* IS_SOUND - CHECK SOUND DATA BASE TO SEE IF THE GIVEN SOUND SCRIPT *
|
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* IS CURRENTLY BEING PROCESSED. (I.E. ANOTHER SOUND *
|
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* HAS OR HAS NOT TAKEN OVER.) *
|
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* A0 = PTR TO SOUND SCRIPT *
|
||
* RETURNS *
|
||
* Z = SAME SCRIPT *
|
||
* NZ = SCRIPT NO LONGER ACTIVE *
|
||
* *
|
||
**************************************************************************
|
||
IS_SOUND
|
||
PUSH A3
|
||
MOVE *A0,A14,W ;GET CHANNEL/PRIORITY WORD
|
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MOVI SNDSIZ,A3
|
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SLL SL_CHANNEL,A14
|
||
SRL SR_CHANNEL,A14 ;EXTRACT CHANNEL BITS
|
||
MPYU A14,A3
|
||
ADDI SNDSTR,A3 ;GET THE CORRECT RAM CHANNEL ADDRESS
|
||
MOVE *A3(SNDST),A14,L
|
||
CMP A0,A14 ;SAME SCRIPT ACTIVE?
|
||
PULL A3
|
||
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
|
||
MMTM SP,A3,A5
|
||
CALLR SNDRES ;RESET THE BOARD
|
||
MOVI 100,A0
|
||
DSJS A0,$ ;NEED 30 mics BEFORE SENDING CODE
|
||
CLR A3
|
||
CLR A5
|
||
CALLR SNDSND ;PEND ON DIG SIDE
|
||
MOVK MUSICHAN,A5
|
||
CALLR SNDSND ;PEND ON YAMAHA SIDE
|
||
MMFM SP,A3,A5
|
||
RETS
|
||
|
||
**************************************************************************
|
||
* *
|
||
* FADE_UP - PROCESS TO FADE THE SOUND UP *
|
||
* A11 = FADE RATE *
|
||
* *
|
||
**************************************************************************
|
||
FADE_UP:
|
||
MOVI FADE_UP_TAB,A8
|
||
JRUC FADER
|
||
**************************************************************************
|
||
* *
|
||
* FADE_DOWN - PROCESS TO FADE THE SOUND UP *
|
||
* A11 = FADE RATE *
|
||
* *
|
||
**************************************************************************
|
||
FADE_DOWN:
|
||
MOVI FADE_DOWN_TAB,A8
|
||
JRUC FADER
|
||
|
||
FADER:
|
||
MOVI FADEPID,A0
|
||
CLR A1
|
||
NOT A1
|
||
CALLA KILALL ;WASTE ANY OTHER FADERS
|
||
FADE_LP:
|
||
MOVE *A8+,A0,L
|
||
JRZ FADE_DONE
|
||
CALLR ONESND
|
||
SLOOPR A11,FADE_LP
|
||
FADE_DONE:
|
||
DIE
|
||
|
||
FADE_UP_TAB:
|
||
.LONG VOLUME0
|
||
.LONG VOLUME1
|
||
.LONG VOLUME2
|
||
.LONG VOLUME3
|
||
.LONG VOLUME4
|
||
.LONG VOLUME5
|
||
.LONG VOLUME6
|
||
.LONG VOLUME7
|
||
.LONG VOLUME8
|
||
.LONG VOLUME9
|
||
.LONG VOLUMEA
|
||
.LONG VOLUMEB
|
||
.LONG VOLUMEC
|
||
.LONG VOLUMED
|
||
.LONG VOLUMEE
|
||
.LONG VOLUMEF
|
||
.LONG 0
|
||
|
||
FADE_DOWN_TAB:
|
||
.LONG VOLUMEF
|
||
.LONG VOLUMEE
|
||
.LONG VOLUMED
|
||
.LONG VOLUMEC
|
||
.LONG VOLUMEB
|
||
.LONG VOLUMEA
|
||
.LONG VOLUME9
|
||
.LONG VOLUME8
|
||
.LONG VOLUME7
|
||
.LONG VOLUME6
|
||
.LONG VOLUME5
|
||
.LONG VOLUME4
|
||
.LONG VOLUME3
|
||
.LONG VOLUME2
|
||
.LONG VOLUME1
|
||
.LONG VOLUME0
|
||
.LONG 0
|
||
|
||
**************************************************************************
|
||
* *
|
||
* POPULAR SOUND CALLS *
|
||
* *
|
||
**************************************************************************
|
||
*
|
||
*HIGH PRIORITY OFF CODES, NOTHING SHOULD BEAT THESE
|
||
CVSDOFF .WORD >F0FF|>800,>01,>8000,0 ;CVSD BACKGROUND LOOP OFF
|
||
CVSDFOFF .WORD >F0FF|>800,>01,>8000,0 ;CVSD FOREGROUND LOOP OFF
|
||
SOUNDOFF .WORD >F0FF|>800,>01,>8000,0 ;TURN SOUND SIDE OFF
|
||
ALLOFF .WORD >F3FF|>800,>01,>8000,0 ;MUSIC AND EFFECTS OFF
|
||
MUSICOFF .WORD >F3FF|>800,>01,>807E,0 ;TURN JUST MUSIC OFF
|
||
MUSITOFF .WORD >F3FF|>800,>01,>8040,0 ;MUSIC TRANSITION OFF
|
||
YAMOFF .WORD >F2FF|>800,>01,>807F,0 ;YAMAHA EFFECT OFF
|
||
|
||
VOLUME0 .WORD >F3FE,>1,>802F,0
|
||
VOLUME1 .WORD >F3FE,>1,>802E,0
|
||
VOLUME2 .WORD >F3FE,>1,>802D,0
|
||
VOLUME3 .WORD >F3FE,>1,>802C,0
|
||
VOLUME4 .WORD >F3FE,>1,>802B,0
|
||
VOLUME5 .WORD >F3FE,>1,>802A,0
|
||
VOLUME6 .WORD >F3FE,>1,>8029,0
|
||
VOLUME7 .WORD >F3FE,>1,>8028,0
|
||
VOLUME8 .WORD >F3FE,>1,>8027,0
|
||
VOLUME9 .WORD >F3FE,>1,>8026,0
|
||
VOLUMEA .WORD >F3FE,>1,>8025,0
|
||
VOLUMEB .WORD >F3FE,>1,>8024,0
|
||
VOLUMEC .WORD >F3FE,>1,>8023,0
|
||
VOLUMED .WORD >F3FE,>1,>8022,0
|
||
VOLUMEE .WORD >F3FE,>1,>8021,0
|
||
VOLUMEF .WORD >F3FE,>1,>8020,0
|
||
|
||
TEMPO_UP
|
||
.WORD >F2FE,>1,>8080,0
|
||
TEMPO_DOWN
|
||
.WORD >F2FE,>1,>8081,0
|
||
|
||
.END
|
||
|