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MED_PLAYROUTINE_TESTS.s
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;*** WORKING PLAY MED MUSIC
;*** MiniStartup by Photon ***
INCDIR "NAS:AMIGA/CODE/octamed_playroutines_amiga/"
SECTION "Code",CODE
INCLUDE "custom-registers.i"
INCLUDE "med/med_feature_control.i" ; MED CFGs
INCLUDE "PhotonsMiniWrapper1.04.S"
IFNE MED_PLAY_ENABLE
INCLUDE "med/MED_PlayRoutine.i"
ENDC
;********** Constants **********
WI EQU 320 ;screen width, height, depth
HE EQU 256
BPLS EQU 1 ;handy values:
BYPL EQU WI/16*2 ;byte-width of 1 bitplane line (40)
BWID EQU BPLS*BYPL ;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,$6C(A4)
;MOVE.W #$C020,INTENA
MOVE.W #$87C0,DMACON
MOVE.W #%1000000000001100,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 #BYPL,d0
LEA Copper\.BplPtrs+2,a1
MOVEQ #BPLS-1,d1
BSR.W PokePtrs
; #### CPU INTENSIVE TASKS BEFORE STARTING MUSIC
IFNE STEP_SEQ
BSR.W __POINT_SPRITES ; #### Point sprites
ENDC
; #### CPU INTENSIVE TASKS BEFORE STARTING MUSIC
IFNE MED_PLAY_ENABLE
; in photon's wrapper comment:;move.w d2,$9a(a6) ;INTENA
JSR _startmusic
ENDC
MOVE.L #Copper\.Palette,COP2LC
MOVE.L #Copper,COP1LC
;******************** main loop ********************
MainLoop:
move.w #$12C,D0 ;No buffering, so wait until raster
bsr.w WaitRaster ;is below the Display Window.
;*--- swap buffers ---*
MOVEM.L DrawBuffer,A2-A3
EXG A2,A3
MOVEM.L A2-A3,DrawBuffer ;draw into a2, show a3
;*--- show one... ---*
MOVE.L A3,A0
MOVE.L #BYPL*HE,D0
LEA Copper\.BplPtrs+2,A1
MOVEQ #BPLS-1,D1
BSR.W PokePtrs
;*--- ...draw into the other(a2) ---*
MOVE.L A2,A1
;bsr.w ClearScreen
;bsr.w WaitBlitter
MOVE.L KONEYBG,DrawBuffer
BSR.W __FILLRNDBG ; SOME DUMMY OPERATION...
; do stuff here :)
;*--- main loop end ---*
;BTST #6,$BFE001
;BNE.S .DontShowRasterTime
;MOVE.W #$0F0,$180(A6) ; show rastertime left down to $12c
;.DontShowRasterTime:
IFNE STEP_SEQ ; MOVED INSIDE PLAYROUTINE
;MOVE.W MED_STEPSEQ_POS,D0 ; UPDATE STEPSEQUENCER
;ANDI.W #$F,D0 ; POSITION (0-15 = 16 LEDS)
;MOVE.W D0,MED_STEPSEQ_POS
ENDC
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 #$71E,D0 ; CH0 INST 07 NOTE F-3 = SNARE ; 0000011100011110
BNE.S .noNote
MOVE.W AUDIOCHLEV_0,$DFF1AE
BRA.S .skip
.noNote:
ENDC
IFNE STEP_SEQ
BSR.W __SET_SEQUENCER_LEDS
ENDC
;## DEBUG VALUES ##
MOVE.L AUDIOCHLEV_0,D0
MOVE.L AUDIOCHLEV_2,D1
IFNE SONG_POS_TRACKING
MOVE.L MED_SONG_POS,D2
ENDC
IFNE INSTR_TRACKING
MOVE.L MED_TRK_0_INST,D3
MOVE.L MED_TRK_2_INST,D4
ENDC
;## DEBUG VALUES ##
; # CODE FOR BUTTON PRESS ##
BTST #6,$BFE001
BNE.S .skip
MOVE.W #$000F,$DFF180 ; show rastertime left down to $12c
IFNE MED_PLAY_ENABLE
;#### TESTS FOR TRANSPOSE ####
;LEA DB,A6 ;don't expect A1 to contain DB ADDress
;MOVEA.L _module-DB(A6),A2
;MOVEA.L mmd_songinfo(A2),A4 ; 03D5 009B 0000 4001 0301 006E 0000 4000
;MOVE.W #$10,D3 ;D3 = instr.num << 2
;MOVE.L 0(A4,D3.W),A0 ;get ADDress of instrument
;MOVE.B inst_strans(A0),D0 ;AND instr. tranSPose
;MOVE.B D0,inst_strans(A0) ;AND instr. tranSPose
ENDC
.skip:
;BTST #6,$BFE001
;BNE.S .DontShowRasterTime
;TST.W LMBUTTON_STATUS
;BNE.S .DontShowRasterTime
;MOVE.W #1,LMBUTTON_STATUS
;ADD.W #16,MED_SONG_POS
;.DontShowRasterTime:
;BTST #6,$BFE001
;BEQ.S .DontResetStatus
;MOVE.W #0,LMBUTTON_STATUS
;.DontResetStatus:
;BSR.S WaitRasterCopper ; is below the Display Window.
BTST #2,$DFF016 ; POTINP - RMB pressed?
BNE.W MainLoop ; then loop
;*--- exit ---*
IFNE MED_PLAY_ENABLE
; --- quit MED code ---
MOVEM.L D0-A6,-(SP)
JSR _endmusic
MOVEM.L (SP)+,D0-A6
ENDC
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 #HE*BPLS*64+BYPL/2,BLTSIZE ; blitter operation size
RTS
VBint: ; Blank template VERTB interrupt
BTST #5,INTREQR+1 ; CHECK IF IT'S OUR VERTB INT.
BEQ.S .notVB
;*--- DO STUFF HERE ---*
MOVE.W #$20,INTREQ ; POLL IRQ BIT
MOVE.W #$20,INTREQ
.notVB:
RTE
__FILLRNDBG:
MOVEM.L D0-A6,-(SP) ; SAVE TO STACK
IFNE SONG_POS_TRACKING
MOVE.W MED_SONG_POS,D2
ENDC
MULU.W #BYPL*2,D2
MOVE.L KONEYBG,A4 ; SOURCE DATA
ADD.L D2,A4
CLR D4
MOVE.B #4-1,D4 ; QUANTE LINEE
.OUTERLOOP: ; NUOVA RIGA
CLR D6
MOVE.B #BYPL/2-1,D6 ; RESET D6
.INNERLOOP:
BSR.S _RandomByte
MOVE.B D5,(A4)+
DBRA D6,.INNERLOOP
DBRA D4,.OUTERLOOP
MOVEM.L (SP)+,D0-A6 ; FETCH FROM STACK
RTS
_RandomWord: BSR _RandomByte
ROL.W #8,D5
_RandomByte: MOVE.B $DFF007,D5 ;$dff00a $dff00b for mouse pos
MOVE.B $BFD800,D3
EOR.B D3,D5
RTS
IFNE STEP_SEQ
__POINT_SPRITES:
LEA Copper\.SpritePointers,A1
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
ENDC
;********** Fastmem Data **********
LMBUTTON_STATUS: DC.W 0
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
*******************************************************************************
SECTION "ChipData",DATA_C ;declared data that must be in chipmem
*******************************************************************************
MED_MODULE: INCBIN "med/mammagamma_SPD.med" ;<<<<< MODULE NAME HERE!
;IFNE SPLIT_RELOCS
_chipzero: DC.L 0
;ENDC
DC.L 0,0 ; DUMMY
BG1: INCBIN "GFX_MEDPLAYER2.raw"
DS.B BYPL*HE
IFNE STEP_SEQ
LED_ON:
.VPOS:
DC.B $9B
.HPOS:
DC.B $47
DC.B $9F
.CTRL:
DC.B $00
DC.W $FF00,$FF00,$FF00,$FF00,$FF00,$FF00
DC.L 0
LED_OFF:
.VPOS:
DC.B $9B
.HPOS:
DC.B $47
DC.B $9F
.CTRL:
DC.B $00
DC.W $FF00,$FF00,$FF00,$FF00,$FF00,$FF00
DC.L 0
ENDC
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-BYPL ;modulos
DC.W $10A,0 ;bwid-BYPL ;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
DC.W $01A0,$0555,$01A2,$0444,$01A4,$0FF0,$01A6,$0EEF
DC.W $01A8,$0BBC,$01AA,$099A,$01AC,$0F0F,$01AE,$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
.STEPSEQWAITS:
DC.W $9A07,$FFFE
DC.W $0182,$0000
DC.W $9F07,$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,$0FFF
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
*******************************************************************************
SECTION "ChipBuffers",BSS_C ;BSS doesn't count toward exe size
*******************************************************************************
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