-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathSYNTHSOUND_MINIMAL_TESTS.s
487 lines (426 loc) · 10.8 KB
/
SYNTHSOUND_MINIMAL_TESTS.s
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
;*** WORKING PLAY MED MUSIC
;*** MiniStartup by Photon ***
INCDIR "NAS:AMIGA/CODE/octamed_playroutines_amiga/"
SECTION "Code",CODE
INCLUDE "custom-registers.i"
INCLUDE "PhotonsMiniWrapper1.04.S"
INCLUDE "med/med_feature_control.i" ; MED CFGs
;********** Constants **********
w=320 ;screen width, height, depth
h=256
bpls=1 ;handy values:
bpl=w/16*2 ;byte-width of 1 bitplane line (40)
bwid=bpls*bpl ;byte-width of 1 pixel line (all bpls)
;********** Demo ********** ; Demo-specific non-startup code below.
Demo: ;a4=VBR, a6=Custom Registers Base addr
;*--- init ---*
move.l #VBint,$6C(A4)
MOVE.W #%1110000000000000,INTENA ; Master and lev6 ; NO COPPER-IRQ!
MOVE.W #%1000011111100000,DMACON
;*--- clear screens ---*
lea SCREEN1,a1
;bsr.w ClearScreen
lea SCREEN2,a1
;bsr.w ClearScreen
;bsr.w WaitBlitter
;*--- start copper ---*
lea SCREEN1,a0
moveq #bpl,d0
lea Copper\.BplPtrs+2,a1
moveq #bpls-1,d1
bsr.w PokePtrs
; #### CPU INTENSIVE TASKS BEFORE STARTING MUSIC
BSR.W __POINT_SPRITES ; #### Point sprites
; #### CPU INTENSIVE TASKS BEFORE STARTING MUSIC
; in photon's wrapper comment:;move.w d2,$9a(a6) ;INTENA
;MOVE.W #2,MED_START_POS ; skip to pos# after first block
JSR _startmusic
MOVE.L #Copper,COP1LC
;******************** main loop ********************
MainLoop:
move.w #$12C,D0 ;No buffering, so wait until raster
;bsr.w WaitRaster ;is below the Display Window.
;*--- swap buffers ---*
movem.l DrawBuffer,a2-a3
exg a2,a3
movem.l a2-a3,DrawBuffer ;draw into a2, show a3
;*--- show one... ---*
move.l a3,a0
move.l #bpl*h,d0
lea Copper\.BplPtrs+2,a1
moveq #bpls-1,d1
bsr.w PokePtrs
;*--- ...draw into the other(a2) ---*
move.l a2,a1
;bsr.w ClearScreen
;bsr.w WaitBlitter
MOVE.L #MED_MODULE+bpl*40,DrawBuffer
; do stuff here :)
;*--- main loop end ---*
MOVE.W MED_STEPSEQ_POS,D0 ; UPDATE STEPSEQUENCER
ANDI.W #$F,D0 ; POSITION (0-15 = 16 LEDS)
MOVE.W D0,MED_STEPSEQ_POS
IFNE INSTR_TRACKING
LEA MED_TRK_0_COUNT(PC),A0
LEA Copper\.LEVELWAITS+6,A1
LEA AUDIOCHLEV_0,A2
LEA MED_TRK_0_INST,A3
;CLR.L D0
MOVEQ #3,D7
.loop:
MOVEQ #15,D0 ; maxvalue
SUB.W (A0)+,D0 ; -#frames/irqs since instrument trigger
BPL.S .ok ; below minvalue?
MOVEQ #0,D0 ; then set to minvalue
MOVE.W D0,(A3) ; RESET TWO BYTES (INST+NOTE)
.ok:
MOVE.W D0,(A2)+ ; LEVEL VALUE TO USE IN CODE
ROL.L #$4,D0 ; expand bits to green
ROL.L #$4,D0 ; expand bits to green
MOVE.W D0,(A1) ; poke color
LEA 16(A1),A1
LEA 2(A3),A3
DBF D7,.loop
ADDQ.W #1,MED_TRK_0_COUNT ; inc elapsed #calls since last
ADDQ.W #1,MED_TRK_1_COUNT
ADDQ.W #1,MED_TRK_2_COUNT
ADDQ.W #1,MED_TRK_3_COUNT
LEA Copper\.INSTRWAITS+6,A1
CLR.L D0
MOVE.B MED_TRK_0_INST,D0
ROL.L #$2,D0 ; expand bits to green
MOVE.W D0,(A1)
MOVE.L D0,D3
ROL.L #$4,D3 ; expand bits to green
ADD.L D3,D0
ROL.L #$4,D3
ADD.L D3,D0 ; expand bits to red
LEA 16(A1),A1
CLR.L D0
MOVE.B MED_TRK_1_INST,D0
ROL.L #$2,D0 ; expand bits to green
MOVE.W D0,(A1)
MOVE.L D0,D3
ROL.L #$4,D3 ; expand bits to green
ADD.L D3,D0
ROL.L #$4,D3
ADD.L D3,D0 ; expand bits to red
LEA 16(A1),A1
CLR.L D0
MOVE.B MED_TRK_2_INST,D0
ROL.L #$2,D0 ; expand bits to green
MOVE.W D0,(A1)
MOVE.L D0,D3
ROL.L #$4,D3 ; expand bits to green
ADD.L D3,D0
ROL.L #$4,D3
ADD.L D3,D0 ; expand bits to red
LEA 16(A1),A1
CLR.L D0
MOVE.B MED_TRK_3_INST,D0
ROL.L #$2,D0 ; expand bits to green
MOVE.W D0,(A1)
MOVE.L D0,D3
ROL.L #$4,D3 ; expand bits to green
ADD.L D3,D0
ROL.L #$4,D3
ADD.L D3,D0 ; expand bits to red
LEA Copper\.NOTEWAITS+6,A1
CLR.L D0
MOVE.B MED_TRK_0_NOTE,D0
ROL.L #$2,D0 ; expand bits to green
MOVE.W D0,(A1)
MOVE.L D0,D3
ROL.L #$4,D3 ; expand bits to green
ADD.L D3,D0
ROL.L #$4,D3
ADD.L D3,D0 ; expand bits to red
LEA 16(A1),A1
CLR.L D0
MOVE.B MED_TRK_1_NOTE,D0
ROL.L #$2,D0 ; expand bits to green
MOVE.W D0,(A1)
MOVE.L D0,D3
ROL.L #$4,D3 ; expand bits to green
ADD.L D3,D0
ROL.L #$4,D3
ADD.L D3,D0 ; expand bits to red
LEA 16(A1),A1
CLR.L D0
MOVE.B MED_TRK_2_NOTE,D0
ROL.L #$2,D0 ; expand bits to green
MOVE.W D0,(A1)
MOVE.L D0,D3
ROL.L #$4,D3 ; expand bits to green
ADD.L D3,D0
ROL.L #$4,D3
ADD.L D3,D0 ; expand bits to red
LEA 16(A1),A1
CLR.L D0
MOVE.B MED_TRK_3_NOTE,D0
ROL.L #$2,D0 ; expand bits to green
MOVE.W D0,(A1)
MOVE.L D0,D3
ROL.L #$4,D3 ; expand bits to green
ADD.L D3,D0
ROL.L #$4,D3
ADD.L D3,D0 ; expand bits to red
.skip2:
;## CODE TO CHECK FOR SPECIFIC INTSRUMENT+NOTE
MOVE.W MED_TRK_0_INST,D0 ; 1 WORD TO TAKE 2 BYTES FROM CH0
CMP.W #$71E,D0 ; CH0 INST 07 NOTE F-3 = SNARE ; 0000011100011110
BNE.S .noNote
MOVE.W AUDIOCHLEV_0,$DFF182
BRA.S .skip
.noNote:
ENDC
BSR.W __SET_SEQUENCER_LEDS
;## DEBUG VALUES ##
MOVE.L AUDIOCHLEV_0,D0
MOVE.L AUDIOCHLEV_2,D1
MOVE.L MED_SONG_POS,D2
MOVE.L MED_TRK_0_INST,D3
MOVE.L MED_TRK_2_INST,D4
;## DEBUG VALUES ##
.skip:
BSR.S WaitRasterCopper ; is below the Display Window.
BTST #2,$DFF016 ; POTINP - RMB pressed?
BNE.W MainLoop ; then loop
;*--- exit ---*
; --- quit MED code ---
MOVEM.L D0-A6,-(SP)
JSR _endmusic
MOVEM.L (SP)+,D0-A6
RTS
;********** Demo Routines **********
WaitRasterCopper:
MOVE.W #$0223,$DFF180 ; show rastertime left down to $12c
BTST #4,INTENAR+1
BNE.S WaitRasterCopper
;MOVE.W #$0000,$DFF180 ; show rastertime left down to $12c
MOVE.W #$8010,INTENA
RTS
PokePtrs: ; Generic, poke ptrs into copper list
.bpll:
move.l a0,d2
swap d2
move.w d2,(a1) ;high word of address
move.w a0,4(a1) ;low word of address
addq.w #8,a1 ;skip two copper instructions
add.l d0,a0 ;next ptr
dbf d1,.bpll
rts
ClearScreen: ; a1=screen destination address to clear
BSR.W WaitBlitter
CLR.W BLTDMOD ; destination modulo
MOVE.L #$01000000,BLTCON0 ; set operation type in BLTCON0/1
MOVE.L A1,BLTDPTH ; destination address
MOVE.W #h*bpls*64+bpl/2,BLTSIZE ; blitter operation size
RTS
VBint: ; Blank template VERTB interrupt
btst #5,$DFF01F ; check if it's our vertb int.
beq.s .notvb
move.w #$20,$DFF09C ; poll irq bit
move.w #$20,$DFF09C ; KONEY REFACTOR
.notvb:
rte
__POINT_SPRITES: ; #### Point LOGO sprites
LEA Copper\.SpritePointers,A1 ; Puntatori in copperlist
MOVE.L #0,D0 ; sprite 0
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 1
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #LED_OFF,D0 ; sprite 2
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #LED_ON,D0 ; sprite 3
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 4
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 5
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 6
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
ADDQ.W #8,A1
MOVE.L #0,D0 ; sprite 7
MOVE.W D0,6(A1)
SWAP D0
MOVE.W D0,2(A1)
RTS
__SET_SEQUENCER_LEDS:
MOVE.W MED_STEPSEQ_POS,D0 ; UPDATE STEPSEQUENCER
LEA SEQ_POS_ON,A0
MOVE.B (A0,D0.W),LED_ON\.HPOS
LEA SEQ_POS_OFF,A0
MOVE.B (A0,D0.W),LED_OFF\.HPOS
RTS
;********** Fastmem Data **********
LMBUTTON_STATUS: DC.W 0
MED_SONG_POS: DC.W 0 ; Well the position...
MED_BLOCK_LINE: DC.W 0 ; Line of block
AUDIOCHLEV_0: DC.W 0
AUDIOCHLEV_1: DC.W 0
AUDIOCHLEV_2: DC.W 0
AUDIOCHLEV_3: DC.W 0
FRAMESINDEX: DC.W 4
SEQ_POS_ON: DC.B $00,$61,$69,$71,$00,$81,$89,$91,$00,$A1,$A9,$B1,$00,$C1,$C9,$D1
SEQ_POS_OFF: DC.B $59,$00,$00,$00,$79,$00,$00,$00,$99,$00,$00,$00,$B9,$00,$00,$00
KONEYBG: DC.L BG1 ; INIT BG
DrawBuffer: DC.L SCREEN2 ; pointers to buffers to be swapped
ViewBuffer: DC.L SCREEN1
;*******************************************************************************
INCLUDE "med/MED_PlayRoutine.i"
;*******************************************************************************
SECTION "ChipData",DATA_C ;declared data that must be in chipmem
;*******************************************************************************
MED_MODULE: INCBIN "med/SYNTECHNO.med" ;<<<<< MODULE NAME HERE!
;IFNE SPLIT_RELOCS
_chipzero: DC.L 0
;ENDC
DC.L 0,0 ; DUMMY
LED_ON:
.VPOS:
DC.B $EF
.HPOS:
DC.B $47
DC.B $F2
.CTRL:
DC.B $00
DC.W $E000,$E000,$E000,$E000,$E000,$E000
DC.L 0
LED_OFF:
.VPOS:
DC.B $EF
.HPOS:
DC.B $47
DC.B $F2
.CTRL:
DC.B $00
DC.W $E000,$0000,$E000,$0000,$E000,$0000
DC.L 0
Copper:
DC.W $1FC,0 ;Slow fetch mode, remove if AGA demo.
DC.W $8E,$2C81 ;238h display window top, left
DC.W $90,$2CC1 ;and bottom, right.
DC.W $92,$38 ;Standard bitplane dma fetch start
DC.W $94,$D0 ;and stop for standard screen.
DC.W $106,$0C00 ;(AGA compat. if any Dual Playf. mode)
DC.W $108,0 ;bwid-bpl ;modulos
DC.W $10A,0 ;bwid-bpl ;RISULTATO = 80 ?
DC.W $102,0 ;SCROLL REGISTER (AND PLAYFIELD PRI)
.BplPtrs:
DC.W $E0,0
DC.W $E2,0
DC.W $E4,0
DC.W $E6,0
DC.W $E8,0
DC.W $EA,0
DC.W $EC,0
DC.W $EE,0
DC.W $F0,0
DC.W $F2,0
DC.W $F4,0
DC.W $F6,0 ;full 6 ptrs, in case you increase bpls
DC.W $100,BPLS*$1000+$200 ;enable bitplanes
.Palette: ;Some kind of palette (3 bpls=8 colors)
DC.W $0180,$0111,$0182,$0FFF,$0184,$0111,$0186,$0122
DC.W $0188,$0F00,$018A,$0F00,$018C,$0F00,$018E,$0F00
DC.W $0190,$0F00,$0192,$0F00,$0194,$0F00,$0196,$0F00
DC.W $0198,$0F00,$019A,$0F00,$019C,$0F00,$019E,$0F00
.SpritePointers:
DC.W $120,0,$122,0 ; 0
DC.W $124,0,$126,0 ; 1
DC.W $128,0,$12A,0 ; 2
DC.W $12C,0,$12E,0 ; 3
DC.W $130,0,$132,0 ; 4
DC.W $134,0,$136,0 ; 5
DC.W $138,0,$13A,0 ; 6
DC.W $13C,0,$13E,0 ; 7
.NOTEINSTRWAIT:
DC.W $A207,$FFFE
DC.W $0182,$0AAA
DC.W $A407,$FFFE
DC.W $0182,$0FFF
.LEVELWAITS:
DC.W $B207,$FFFE
DC.W $0182,$0000
DC.W $B407,$FFFE
DC.W $0182,$0111
DC.W $B507,$FFFE
DC.W $0182,$0000
DC.W $B707,$FFFE
DC.W $0182,$0111
DC.W $B807,$FFFE
DC.W $0182,$0000
DC.W $BA07,$FFFE
DC.W $0182,$0111
DC.W $BB07,$FFFE
DC.W $0182,$001
DC.W $BD07,$FFFE
DC.W $0182,$0FFF
.INSTRWAITS:
DC.W $D207,$FFFE
DC.W $0182,$0000
DC.W $D407,$FFFE
DC.W $0182,$0111
DC.W $D507,$FFFE
DC.W $0182,$0000
DC.W $D707,$FFFE
DC.W $0182,$0111
DC.W $D807,$FFFE
DC.W $0182,$0000
DC.W $DA07,$FFFE
DC.W $0182,$0111
DC.W $DB07,$FFFE
DC.W $0182,$0000
DC.W $DD07,$FFFE
DC.W $0182,$0FFF
.NOTEWAITS:
DC.W $F207,$FFFE
DC.W $0182,$0000
DC.W $F407,$FFFE
DC.W $0182,$0111
DC.W $F507,$FFFE
DC.W $0182,$0000
DC.W $F707,$FFFE
DC.W $0182,$0111
DC.W $F807,$FFFE
DC.W $0182,$0000
DC.W $FA07,$FFFE
DC.W $0182,$0111
DC.W $FB07,$FFFE
DC.W $0182,$0000
DC.W $FD07,$FFFE
DC.W $0182,$0AAA
DC.W $FFDF,$FFFE ; allow VPOS>$ff
DC.W $3501,$FF00 ; ## RASTER END ## #$12C?
DC.W $009A,$0010 ; CLEAR RASTER BUSY FLAG
DC.W $FFFF,$FFFE ; magic value to end copperlist
_Copper:
;*******************************************************************************
SECTION "ChipBuffers",BSS_C ;BSS doesn't count toward exe size
;*******************************************************************************
BG1: DS.B 0
SCREEN1: DS.W 1 ; Define storage for buffer 1
SCREEN2: DS.W 1 ; two buffers
GLITCHBUFFER: DS.B 0 ; some free space for glitch
END