460 lines
13 KiB
NASM
460 lines
13 KiB
NASM
.MLIB "TROGMACS.LIB"
|
||
.FILE 'TROGSND.ASM'
|
||
.TITLE 'GSP SOUND PROCESSOR VER. 3.0 2/9/90'
|
||
.WIDTH 132
|
||
.OPTION B,D,L,T
|
||
.MNOLIST
|
||
|
||
**************************************************************************
|
||
* *
|
||
* COPYRIGHT (C) 1990 MIDWAY MANUFACTURING COMPANY, *
|
||
* MANUFACTURERS OF BALLY/MIDWAY AMUSEMENT GAMES. *
|
||
* ALL RIGHTS RESERVED. *
|
||
* *
|
||
**************************************************************************
|
||
|
||
.INCLUDE "MPROCEQU.ASM" ;MPROC equates
|
||
.INCLUDE "GSPINC.ASM" ;GSP assembler equates
|
||
.INCLUDE "SYSINC.ASM" ;Zunit system equates
|
||
.INCLUDE "TROGEQU.ASM" ;AAH TROG
|
||
|
||
.TEXT
|
||
*
|
||
*SOUND PROCESSOR MAKES SOUNDS FOR N-CHANNELS (CURRENTLY 4):
|
||
*
|
||
* CHANNEL #0 CVSD SOUNDS
|
||
* CHANNEL #1 DAC A
|
||
* CHANNEL #2 DAC B
|
||
* CHANNEL #3 MUSIC
|
||
*
|
||
*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:
|
||
* .WORD 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 EQU 4 ;DECLARE NUMBER OF ALLOWED CHANNELS
|
||
MUSICHAN EQU 3 ;THIS CHANNEL IS FOR THE TUNES
|
||
|
||
*THESE STROBE EQUATES ARE FOR THE PINBALL SOUND CARD
|
||
RESETBIT EQU 0FE00H ;THIS IS THE ^RESET BIT
|
||
MUSICBIT EQU 0FD00H ;THIS IS THE YAMAHA SIDE STROBE
|
||
SOUNDBIT EQU 0FD00H ;THIS IS THE SOUND SIDE STROBE
|
||
|
||
*THESE STROBE EQUATES ARE FOR THE NARC SOUND CARD
|
||
***RESETBIT EQU 0FB00H ;THIS IS THE ^RESET BIT
|
||
***MUSICBIT EQU 0FD00H ;THIS IS THE YAMAHA SIDE STROBE
|
||
***SOUNDBIT EQU 0FE00H ;THIS IS THE SOUND SIDE STROBE
|
||
|
||
.BSS SNDSTR,NCHAN*SNDSIZ ;RESERVE STORAGE AREA
|
||
.BSS SNDEND,0 ;END OF SOUND PROCESSOR RAM
|
||
|
||
**************************************************************************
|
||
* *
|
||
* CLRSNDDB - CLEAR THE SOUND PROCESSOR DATA BASE *
|
||
* *
|
||
**************************************************************************
|
||
CLRSNDDB
|
||
MMTM SP,A0,A1
|
||
MOVI SNDSTR,A1
|
||
CLR A0
|
||
CLRSDBL
|
||
MOVE A0,*A1+,W
|
||
CMPI SNDEND,A1
|
||
JRLO CLRSDBL
|
||
MMFM SP,A0,A1
|
||
RETS
|
||
|
||
**************************************************************************
|
||
* *
|
||
* ONESND - MAKE ONE SOUND *
|
||
* A0 = PTR TO SOUND SCRIPT (0 = NO SOUND, JUST RETURN) *
|
||
* RETURNS: *
|
||
* A0 = SAME *
|
||
* *
|
||
**************************************************************************
|
||
ONESND:
|
||
PUSH A1
|
||
MOVE A0,A0 ;DID HE CALL WITH A NULL?
|
||
JRZ ONESND_X ;BR = YES
|
||
.IF DEBUG
|
||
MOVE A0,A1
|
||
SLL 28,A1
|
||
SRL 28,A1
|
||
JRNZ $
|
||
.ENDIF
|
||
MOVK 1,A1
|
||
CALLR SNDLD
|
||
ONESND_X:
|
||
PULL A1
|
||
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 8,A0 ;SLOW DOWN FOR GRANNER & C0.
|
||
DSJS A0,$
|
||
SLL 24,A3
|
||
SRL 24,A3 ;STRIP OFF BITS
|
||
CMPI MUSICHAN,A5
|
||
JRNE SNDSND1
|
||
ADDI MUSICBIT,A3 ;PULL MUSIC SECTION INTERRUPT
|
||
JRUC SNDSND2
|
||
SNDSND1
|
||
ADDI SOUNDBIT,A3 ;PULL SOUND SECTION INTERRUPT
|
||
SNDSND2
|
||
MOVE A3,@SOUND ;HIT SOUND
|
||
MOVI 8,A0
|
||
DSJS A0,$ ;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 RESETBIT,A0 ;HIT RESET BIT
|
||
MOVE A0,@SOUND
|
||
MOVI 100,A0 ;WAIT FOR IT TO CATCH
|
||
DSJS A0,$
|
||
MOVI 0FFFFh,A0 ;LET IT GO
|
||
MOVE A0,@SOUND
|
||
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
|
||
MMTM SP,A3,A5
|
||
CALLR SNDRES ;RESET THE BOARD
|
||
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 >F2FF|>800,>01,>807E,0 ;TURN JUST MUSIC OFF
|
||
MUSITOFF .WORD >F2FF|>800,>01,>8040,0 ;MUSIC TRANSITION OFF
|
||
YAMOFF .WORD >F3FF|>800,>01,>807F,0 ;YAMAHA EFFECT OFF
|
||
|
||
VOLUME0 .WORD >F3FE,>1,>402F,>806F,0
|
||
VOLUME1 .WORD >F3FE,>1,>402E,>806E,0
|
||
VOLUME2 .WORD >F3FE,>1,>402D,>806D,0
|
||
VOLUME3 .WORD >F3FE,>1,>402C,>806C,0
|
||
VOLUME4 .WORD >F3FE,>1,>402B,>806B,0
|
||
VOLUME5 .WORD >F3FE,>1,>402A,>806A,0
|
||
VOLUME6 .WORD >F3FE,>1,>4029,>8069,0
|
||
VOLUME7 .WORD >F3FE,>1,>4028,>8068,0
|
||
VOLUME8 .WORD >F3FE,>1,>4027,>8067,0
|
||
VOLUME9 .WORD >F3FE,>1,>4026,>8066,0
|
||
VOLUMEA .WORD >F3FE,>1,>4025,>8065,0
|
||
VOLUMEB .WORD >F3FE,>1,>4024,>8064,0
|
||
VOLUMEC .WORD >F3FE,>1,>4023,>8063,0
|
||
VOLUMED .WORD >F3FE,>1,>4022,>8062,0
|
||
VOLUMEE .WORD >F3FE,>1,>4021,>8061,0
|
||
VOLUMEF .WORD >F3FE,>1,>4020,>8060,0
|
||
|
||
TEMPO_UP
|
||
.WORD >F2FE,>1,>8080,0
|
||
TEMPO_DOWN
|
||
.WORD >F2FE,>1,>8081,0
|
||
|
||
.END
|
||
|