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ayfxplay.asm
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ayfxplay.asm
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;--------------------------------------------------------------;
; ;
;The simplest effects player. ;
; ;
;Plays effects on one AY, without music on the background. ;
; ;
;Priority of channel selection: ;
; If there are free channels, one of them is selected. ;
; If there are no free channels, the longest sounding ;
; is selected. ;
; ;
;The playing procedure uses the registers AF, BC, DE, HL, IY. ;
; ;
; Initialization: ;
; ld hl, Effects Bank Address ;
; call AFXINIT ;
; ;
; Start the effect: ;
; ld a, effect number (0..255) ;
; call AFXPLAY ;
; ;
; In the interrupt handler: ;
; call AFXFRAME ;
; ;
;--------------------------------------------------------------;
SFX_EXPLODE = 7
SFX_SONAR = 1
SFX_MINEBREACH = 2
SFX_STALAC = 3
SFX_MINERELEASE = 4
SFX_SHOOTERSHOT = 5
SFX_EXPLODE0 = 6
SFX_EXPLODE1 = 7
SFX_EXPLODE2 = 8
SFX_EXPLODE3 = 9
SFX_ZONEREACH = 10
SFX_ALARM0 = 11
SFX_ALARM1 = 12
SFX_SUBSURFACE = 13
SFX_LECTRIC = 14
SFX_SUBDEAD = 15
SFX_EXTRASUB = 16
SFX_HIGHSCORE = 17
SFX_TORPED0 = 18
SFX_TORPED1 = 19
SFX_TORPED2 = 20
SFX_TORPED3 = 21
SFX_TT = 22
SFX_WALL = 23
SFX_MINEAPP = 24
SFX_BONUS = 16
; channel descriptors, 4 bytes per channel:
; +0 (2) current address (the channel is free if the high byte =$00)
; +2 (2) sound time
; ...
afxChDesc .fill 3*4
;--------------------------------------------------------------;
; Initializing the effects player. ;
; Turns off all channels, sets variables. ;
; Input: HL = bank address with effects ;
;--------------------------------------------------------------;
INIT_AFX:
inc hl
ld (afxBnkAdr+1),hl ;save the address of the table of offsets
ld hl,afxChDesc ;mark all channels as empty
ld de,$00ff
ld bc,$0300
afxInit0
ld (hl),d
inc hl
ld (hl),d
inc hl
ld (hl),e
inc hl
ld (hl),e
inc hl
djnz afxInit0
ld hl,$cf0f ;initialize AY
ld e,15
afxInit1
dec e
ld c,h
out (c),e
ld c,l
out (c),d
jr nz,afxInit1
ld (afxNseMix+1),de ;reset the player variables
ret
;--------------------------------------------------------------;
; Playing the current frame. ;
; No parameters . ;
;--------------------------------------------------------------;
AFXFRAME:
ld bc,$0300
ld iy,afxChDesc
afxFrame0
push bc
ld a,11
ld h,(iy+1) ;the comparison of the high-order byte of the address to <11
cp h
jr nc,afxFrame7 ;the channel does not play, we skip
ld l,(iy+0)
ld e,(hl) ;we take the value of the information byte
inc hl
sub b ;select the volume register:
ld d,b ;(11-3=8, 11-2=9, 11-1=10)
ld c,$cf ;output the volume value
out (c),a
ld a,e
and $0f
ld c,$0f
out (c),a
bit 5,e ;will change the tone?
jr z,afxFrame1 ;tone does not change
ld a,3 ;select the tone registers:
sub d ;3-3=0, 3-2=1, 3-1=2
add a,a ;0*2=0, 1*2=2, 2*2=4
ld c,$cf ;output the tone values
out (c),a
ld d,(hl)
inc hl
ld c,$0f
out (c),d
inc a
ld c,$cf
out (c),a
ld d,(hl)
inc hl
ld c,$0f
out (c),d
afxFrame1
bit 6,e ;will change the noise?
jr z,afxFrame3 ;noise does not change
ld a,(hl) ;read the meaning of noise
sub $20
jr c,afxFrame2 ;less than $ 20, play on
ld h,a ;otherwise the end of the effect
ld b,$ff
ld b,c ;in BC we record the longest time
jr afxFrame6
afxFrame2
inc hl
ld (afxNseMix+1),a ;keep the noise value
afxFrame3
pop bc ;restore the value of the cycle in B
push bc
inc b ;number of shifts for flags TN
ld a,%01101111 ;mask for flags TN
afxFrame4
rrc e ;shift flags and mask
rrca
djnz afxFrame4
ld d,a
ld bc,afxNseMix+2 ;store the values of the flags
ld a,(bc)
xor e
and d
xor e ;E is masked by D
ld (bc),a
afxFrame5
ld c,(iy+2) ;increase the time counter
ld b,(iy+3)
inc bc
afxFrame6
ld (iy+2),c
ld (iy+3),b
ld (iy+0),l ;save the changed address
ld (iy+1),h
afxFrame7
ld bc,4 ;go to the next channel
add iy,bc
pop bc
djnz afxFrame0
ld hl,$cf0f ;output the value of noise and mixer
afxNseMix
ld de,0 ;+1 (E) = noise, +2 (D) = mixer
ld a,6
ld c,h
out (c),a
ld c,l
out (c),e
inc a
ld c,h
out (c),a
ld c,l
out (c),d
ret
;--------------------------------------------------------------;
; Launch the effect on a free channel. Without ;
; free channels is selected the longest sounding. ;
; Input: A = Effect number 1..255 ;
;--------------------------------------------------------------;
AFXPLAY2: ; pre-inc A for wnen sfx number is pre-adjusted
inc a
AFXPLAY:
dec a
ld de,0 ;in DE the longest time in search
ld h,e
ld l,a
add hl,hl
afxBnkAdr
ld bc,0 ;address of the effect offsets table
add hl,bc
ld c,(hl)
inc hl
ld b,(hl)
add hl,bc ;the effect address is obtained in hl
push hl ;save the effect address on the stack
ld hl,afxChDesc ;empty channel search
ld b,3
afxPlay0
inc hl
inc hl
ld a,(hl) ;compare the channel time with the largest
inc hl
cp e
jr c,afxPlay1
ld c,a
ld a,(hl)
cp d
jr c,afxPlay1
ld e,c ;remember the longest time
ld d,a
ld (peet),hl
afxPlay1
inc hl
djnz afxPlay0
pop de ;take the effect address from the stack
ld hl,(peet)
ld (hl),b ;b is 0
dec hl
ld (hl),b
dec hl
ld (hl),d
dec hl
ld (hl),e
ret
peet:
.word 0