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773 lines (642 loc) · 19.6 KB
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#-------------------------------------------------------------------------------
# MUSIC RELEASE 'timeCS' (PART 1 'TITLE') 6-channel (2AY) music only!
# BY VLADIMIR 'KUVO' KUTYAKOV/CSI
#
# CONVERSION FOR Elektronika MS0511 (UKNC)
# BY ABERRANTHACKER
#
# SOUND DEVICE: Aberrant Sound Module
# PLATFORM: Elektronika MS0511
# COMPILER: GNU Assembler
#-------------------------------------------------------------------------------
.nolist
.include "hwdefs.s"
.include "macros.s"
.include "defs.s"
.global start
.global f7001.lzsa
.global f7002.lzsa
.global f7003.lzsa
.global f7004.lzsa
.global w3.raw.lzsa
.global Title.PLAY_NOW
.=TITLE_START
start:
# INIT ----------------------------------------------------------------------{{{
MTPS $PR0
CALL PROGRESS_BAR_DISPLAY
#:bpt
MOV $f7001.lzsa,R0
MOV $0100000,@$CBPADR
CALL LoadPSGP
MOV $f7002.lzsa,R0
CALL LoadPSGP
MOV $f7003.lzsa,R0
MOV $0100000,@$CBPADR
MOV $CBP2DT,@$LoadPSGP.DataReg
CALL LoadPSGP
MOV $f7004.lzsa,R0
CALL LoadPSGP
MOV $w3.raw.lzsa,R0
CALL LoadDiskFile
CALL PROGRESS_BAR_DISPLAY
MOV $GFX_W3, R1
MOV $FB1, R2
CALL LZSA_UNPACK
CALL PROGRESS_BAR_DISPLAY
CALL CLOCKHANDS_GFX_PREP
CALL GFX_timeCS_PREP
MOV $TIKTAK, @$0100
CALL PROGRESS_BAR_DISPLAY
MOV $(FB_SIZE_WORDS + 4) >> 2,R1
MOV $FB0-8,R5
100$:
.rept 4
CLR (R5)+
.endr
SOB R1,100$
.ppudo_ensure $PPU.SetPalette, $title_palette
.ppudo_ensure $PPU.SetPaletteFB1, $bw_palette
CALL MOSAIC
MOV $PIC_OFFSET_SCRIPT, R5
3$: MOV (R5)+, R0
BZE PREP_MAIN_LOOP
MOV (R5)+, R1
MOV (R5)+, R2
4$:
MOV R0, R3
MOV R1, R4
5$:
MOV (R3)+, -4(R3)
SOB R4, 5$
ADD $64+8, R0
SOB R2, 4$
BR 3$
PIC_OFFSET_SCRIPT:
# src, inner loop count, outer loop count
.word FB1 + ( 32 >> 2) + (216 * LINE_WIDTHB), 72 >> 3, 40
.word FB1 + ( 32 >> 2) + (200 * LINE_WIDTHB), 40 >> 3, 16
.word FB1 + ( 32 >> 2) + (184 * LINE_WIDTHB), 24 >> 3, 16
.word FB1 + ( 8 >> 2) + ( 0 * LINE_WIDTHB), 24 >> 3, 48
.word FB1 + (200 >> 2) + ( 0 * LINE_WIDTHB), 40 >> 3, 40
.word FB1 + (200 >> 2) + (205 * LINE_WIDTHB), 32 >> 3, 47
.word 0
PREP_MAIN_LOOP:
WAIT
.ppudo_ensure $PPU.PSGP_Player.Init
WAIT
.ppudo_ensure $PPU.PSGP_Player.Play
WAIT
# INIT ----------------------------------------------------------------------}}}
MAIN_LOOP:
TST Title.PLAY_NOW
BNZ 10$
100$:JMP END_OF_PART
10$:CMP FRAME_NUMBER, $9858
BGE 100$
TST @$KeyboardScanner # is a key was pressed?
BZE 1$ # no, continue
CLR Title.PLAY_NOW # yes, stop playing
1$: CALL DISPLAY_timeCS
CALL DISPLAY_CLOCK
CMP FRAME_NUMBER, $768
BLO 2$
MOV $2, DUMMY1 # increment
MOV $044, DUMMY1 + 4 # max value
MOV $2, DUMMY2 # replace end of table marker with increment
.equiv DOTS_OFFSET, .+2
2$: MOV $0, R0
ADD $020, R0
.equiv DOTS_SIZE, DOTS_END - DOTS
CMP R0, $DOTS_SIZE # at the end of the DOTS?
BLO 3$ # no, continue
CLR R0 # yes, reset the offset
3$: MOV R0, DOTS_OFFSET
ADD $DOTS, R0
MOV R0, DOTS_ADDR_PLUS_OFFSET
DISPLAY_CIRCLES:
MOV $TUNNEL, R4
100$:MOV (R4)+, R0 # increment -> R0
BZE MAIN_LOOP
ADD R0, (R4) # current_value += increment
MOV (R4)+, R1 # current_value -> R1
CMP R1, (R4)+ # current_value reached max_value?
BLO 1$ # no, continue
MOV (R4), R1 # yes, max_value -> R1
1$: TST (R4)+ # advance pointer to FB offset
MOV R1, -6(R4) # store update current_value
MOV (R4)+, CIRCLE_FORMER # FB offset -> CIRCLE_FORMER
CALL DRAW_CIRCLE_OPER
BR 100$
TUNNEL:
DUMMY1:# increment, current_value, max_value, value_reset, FB offset
.word 3, 026, 040, 026, LINE_WIDTHB * 40
DUMMY2:
.word 0, 032, 040, 032, LINE_WIDTHB * 36
.word 3, 040, 052, 040, LINE_WIDTHB * 32
.word 5, 046, 062, 046, LINE_WIDTHB * 32
TUNNEL_END:
.word 0 # end of data marker
DRAW_CIRCLE_OPER: #----------------------------------------------------------{{{
PUSH R4
PUSH R5
CALL DRAW_CIRCLE
POP R5
POP R4
RETURN
DRAW_CIRCLE:
CLR R0
CLR R4
MOV R1, R3
ASL R3
MOV R3, R5
CIRCLE_LOOP:
.equiv CIRCLE_FORMER, .+2
SUB $LINE_WIDTHB * 36, R4 # 04400
ADD R4, R3
BCS 10$
TST -(R5)
ADD R5, R3
DEC R1
10$:PUSH R0
PUSH R1
COM $0
BZE 1$
CALL DRAW_DOTS
BR 2$
1$: MOV R0, R2
MOV R1, R0
MOV R2, R1
CALL DRAW_DOTS
2$: POP R1
POP R0
INC R0
MOV R0, R2
INC R2
CMP R2, R1
BLE CIRCLE_LOOP
DRAW_DOTS:
CALL DRAW_DOT
NEG R1
CALL DRAW_DOT
NEG R0
CALL DRAW_DOT
NEG R1
DRAW_DOT:
PUSH R3
MOV $64, R2 # X
MOV R2, R3 # Y
ADD R1, R3
MUL $LINE_WIDTHW * 8, R3
ADD R0, R2
ADD R2, R3
ASR R3
ADD $FB0 + LINE_WIDTHB * 8, R3 # 041000
SCREEN_ADDER:
BR 1$ # will be replaced with NOP by END_OF_PART
MOV FB_SIZE + FIRST_LINE_OFFSET(R3), (R3)
.set offset, LINE_WIDTHB * 2
MOV FB_SIZE + FIRST_LINE_OFFSET + offset(R3), offset(R3)
MOV FB_SIZE + FIRST_LINE_OFFSET - offset(R3), -offset(R3)
MOV FB_SIZE + FIRST_LINE_OFFSET + 2(R3), 2(R3)
BR DRAW_DOT_EXIT
1$: BIC $0177770, R2
ASL R2
.equiv DOTS_ADDR_PLUS_OFFSET, .+2
MOV DOTS(R2), R2
XOR R2, (R3)
XOR R2, 2(R3)
DRAW_DOT_EXIT:
POP R3
RETURN
DOTS:
.word 0b0000000000000001
.word 0b0000000000000010
.word 0b0000000000000100
.word 0b0000000000001000
.word 0b0000000000010000
.word 0b0000000000100000
.word 0b0000000001000000
.word 0b0000000010000000
.word 0b0000000100000000
.word 0b0000001000000000
.word 0b0000010000000000
.word 0b0000100000000000
.word 0b0001000000000000
.word 0b0010000000000000
.word 0b0100000000000000
.word 0b1000000000000000
.word 0b0000000100000001
.word 0b0000001000000010
.word 0b0000010000000100
.word 0b0000100000001000
.word 0b0001000000010000
.word 0b0010000000100000
.word 0b0100000001000000
.word 0b1000000010000000
DOTS_END: #------------------------------------------------------------------}}}
MOSAIC: #--------------------------------------------------------------------{{{
MOV $FB0-8,R5
MOV $GFX_W3, R4
MOV $BLOCKS_SCRIPT, R3
MOV $64,R2
10$:MOV (R3)+, R0
BZE 4$
1$:
WAIT
ADD (R3), R5
PUSH R5
MOV $32,R1
3$:
.rept 4
MOV FB1_OFFSET(R5),(R5)+
.endr
ADD R2,R5
SOB R1,3$
POP R5
SOB R0,1$
INC R3
INC R3
BR 10$
4$: RETURN
BLOCKS_SCRIPT:
.word 8, 8
.word 7, 2048 + 32 * 8
.word 7, -8
.word 6, -2048 - 32 * 8
.word 6, 8
.word 5, 2048 + 32 * 8
.word 5, -8
.word 4, -2048 - 32 * 8
.word 4, 8
.word 3, 2048 + 32 * 8
.word 3, -8
.word 2, -2048 - 32 * 8
.word 2, 8
.word 1, 2048 + 32 * 8
.word 1, -8
.word 0
# MOSAIC --------------------------------------------------------------------}}}
DISPLAY_timeCS: #------------------------------------------------------------{{{
.equiv NEXT_FRAME_NUMBER_A, .+4
CMP FRAME_NUMBER, $384 >> 1
BLT 1237$
CMP FRAME_NUMBER, $9792
BGE 1237$
.equiv SCREEN_LOCATION_timeCS_IDX, .+2
MOV $SCREEN_LOCATION_timeCS, R5
.equiv NEXT_FRAME_NUMBER_B, .+4
CMP FRAME_NUMBER, $384 >> 1
BLT 1237$
ADD $12, NEXT_FRAME_NUMBER_B
MOV (R5)+, R0
BNZ 1$
ADD $192, NEXT_FRAME_NUMBER_A
MOV $SCREEN_LOCATION_timeCS, SCREEN_LOCATION_timeCS_IDX
1237$: RETURN
1$: MOV (R5)+, R2
MOV (R5)+, R3
MOV R5, SCREEN_LOCATION_timeCS_IDX
.equiv COLOR_timeCS_ADDR, .+2
MOV $BLUE_timeCS, R1
CMP R1, $BLUE_timeCS + GFX_timeCS_SIZE
BLO 2$
MOV $RED_timeCS, R1
.equiv COLOR_timeCS_MASK_ADDR, .+2
2$: MOV $GFX_timeCS_MASK, R4
CMP R4, $GFX_timeCS_MASK + GFX_timeCS_SIZE
BLO 3$
MOV $GFX_timeCS_MASK, R4
3$:
PUSH R0
MOV R2, R5
4$:
BIC (R4)+, (R0)
BIS (R1)+, (R0)+
SOB R5, 4$
POP R0
ADD $LINE_WIDTHB, R0
SOB R3, 3$
CMP FRAME_NUMBER, $768-192
BGE 5$
CMP R1, $BLUE_timeCS + GFX_timeCS_SIZE
BLO 5$
MOV $BLUE_timeCS, R1
5$: MOV R4, COLOR_timeCS_MASK_ADDR
MOV R1, COLOR_timeCS_ADDR
RETURN
SCREEN_LOCATION_timeCS:
.word FB0 + 0 + (LINE_WIDTHB * 109), 32 >> 3, 16
.word FB0 + 0 + (LINE_WIDTHB * 99), 32 >> 3, 18
.word FB0 + 2 + (LINE_WIDTHB * 81), 32 >> 3, 27
.word FB0 + 4 + (LINE_WIDTHB * 66), 24 >> 3, 19
.word FB0 + 2 + (LINE_WIDTHB * 32), 48 >> 3, 43
.word FB0 + 6 + (LINE_WIDTHB * 8), 40 >> 3, 46
.word 0
# DISPLAY_timeCS ------------------------------------------------------------}}}
DISPLAY_CLOCK: #-------------------------------------------------------------{{{
.equiv DISPLAY_CLOCK.next_frame_number, .+4
CMP FRAME_NUMBER, $6
BLO 1237$
ADD $6, DISPLAY_CLOCK.next_frame_number
MOV $CLOCKHANDS_DATA, R5
10$:MOV (R5)+, R1
BZE 3$
1$: ADD $64, R1
CMP R1, (R5)+
BLO 2$
MOV (R5)+, -6(R5)
BR 10$
2$: MOV R1, -4(R5)
3$: MOV $FB1 + (224 >> 2) + (LINE_WIDTHB * 210), R1
MOV $CLOCKHAND_BUFFER, R0
MOV $020, R2
MOV $LINE_WIDTHB - 4, R3
4$:
MOV (R1)+, (R0)+
MOV (R1)+, (R0)+
ADD R3, R1
SOB R2, 4$
MOV $CLOCKHANDS_DATA, R5
5$: MOV (R5), R1
BEQ 7$
MOV $CLOCKHAND_BUFFER, R0
MOV $040, R2
6$:
BIC (R1)+, (R0)+
SOB R2, 6$
ADD $6, R5
BR 5$
7$: MOV $FB0 + (224 >> 2) + (LINE_WIDTHB * 210), R0
MOV $CLOCKHAND_BUFFER, R1
MOV $020, R2
8$:
MOV (R1)+, (R0)+
MOV (R1)+, (R0)+
ADD R3, R0
SOB R2, 8$
1237$: RETURN
CLOCKHANDS_DATA:
.word CLOCKHAND_SEC + 0500, CLOCKHAND_SEC + CLOCKHAND_SIZE, CLOCKHAND_SEC
.word CLOCKHAND_MIN + 01400 - 0500, CLOCKHAND_MIN + CLOCKHAND_SIZE, CLOCKHAND_MIN
.word CLOCKHAND_HOUR, CLOCKHAND_HOUR + CLOCKHAND_SIZE, CLOCKHAND_HOUR
.word 0
# DISPLAY_CLOCK -------------------------------------------------------------}}}
END_OF_PART: #---------------------------------------------------------------{{{
TST Title.PLAY_NOW
BNZ 100$
.ppudo_ensure $PPU.PSGP_Player.Stop
100$:
MOV $NOP_OPCODE, SCREEN_ADDER
MOV $061, R5
MOV $LINE_WIDTHB * 36, R4 # 04400
TST DUMMY2
BNE 10$
MOV $042, R5
10$:MOV R5, R1
MOV R4, CIRCLE_FORMER
CALL DRAW_CIRCLE_OPER
SUB $020, R4
DEC R5
DEC R5
BMI 1$
BNE 10$
1$:
MOV $FB1, R0
MOV $FB_SIZE, R1
2$:
ASLB (R0)
CLRB (R0)+
SOB R1, 2$
CALL MOSAIC
3$: TST Title.PLAY_NOW
BNZ 3$
MOV $DUMMY_INTERRUPT_HANDLER, @$0100
.ppudo_ensure $PPU.PT3Play.Stop
RETURN
# END_OF_PART ---------------------------------------------------------------}}}
# Vblank int handler
TIKTAK: #--------------------------------------------------------------------{{{
.equiv Title.PLAY_NOW, .+2 # updated by PPU, at least supposed to
TST $0
BZE 1237$
.equiv FRAME_NUMBER, .+2
INC $-1
1237$: RTI
# TIKTAK --------------------------------------------------------------------}}}
# Creates three sets of 2-bit sprites from a set of 1-bit sprites
GFX_timeCS_PREP: #-----------------------------------------------------------{{{
MOV $RED_timeCS, R3
MOV $GREEN_timeCS, R4
MOV $BLUE_timeCS, R5
MOV $GFX_timeCS,R2
MOV $GFX_timeCS_SIZE_WORDS, R1
100$:
CLR R0
BISB (R2),R0
MOV R0,(R5)+ # color number 1
SWAB R0
MOV R0,(R4)+ # color number 2
BISB (R2)+,R0
MOV R0,(R3)+ # color number 3
SOB R1,100$
RETURN #-------------------------------------------------------------}}}
CLOCKHANDS_GFX_PREP: #-------------------------------------------------------{{{
MOV $CLOCKHAND_GFX_END, R1
MOV $CLOCKHANDS + CLOCKHAND_SIZE, R0
MOV $CLOCKHAND_SIZE_WORDS, R2
1$:
MOVB -(R1),R3
MOVB R3,-(R0)
MOVB R3,-(R0)
SOB R2, 1$
MOV $CLOCKHAND_SIZE_WORDS, R2
MOV $CLOCKHAND_MIN, R3
MOV $CLOCKHAND_HOUR, R4
10$:
MOV (R0), (R3)+
MOV (R0)+, (R4)+
SOB R2, 10$
MOV $0x0303, R4 # 0b0000_0011_0000_0011
MOV $0x8080, R5 # 0b1000_0000_1000_0000
CALL CLOCKHAND_REDUCE
INC @$count_a
INC @$count_b
MOV $0x0707, R4 # 0b0000_0111_0000_0111
MOV $0xC0C0, R5 # 0b1100_0000_1100_0000
CLOCKHAND_REDUCE:
MOV $16, R1
SUB @$count_a, R1
SUB @$count_b, R1
MOV $12, R3 # CLOCKHAND_COUNT
NEXT_CLOCKHAND_PHASE:
.equiv count_a, .+2
MOV $2, R2
10$:
CLR (R0)+
CLR (R0)+
SOB R2, 10$
MOV R1, R2
1$:
BIC R4, (R0)+
BIC R5, (R0)+
SOB R2, 1$
.equiv count_b, .+2
MOV $3, R2
2$:
CLR (R0)+
CLR (R0)+
SOB R2, 2$
DEC R3 # CLOCKHAND_COUNT
BNE NEXT_CLOCKHAND_PHASE
RETURN #-------------------------------------------------------------}}}
PROGRESS_BAR_DISPLAY:
PUSH R0
PUSH R1
PUSH R2
PUSH R3
PUSH R4
PUSH R5
# | 3 | x | 36408 | 36408 |
# | 3 | 4 | 36408 | 7280 |
#MOV $progress_bar_arg, R4
#ADD (R4)+, (R4)
#MOV (R4)+, R1
#ADD (R4)+, (R4)
#ADC R1
#MOV R1, -4(R4)
MOV @$pb_arg0, R1
MUL $2,R1
INC @$pb_arg0
.set X_OFFSET, 64 >> 2
.set Y_OFFSET, 160 * LINE_WIDTHB
MOV $FB0 + X_OFFSET + Y_OFFSET, R0
MOV $4, R2 # height of progress bar elements
0$: # lines loop
PUSH R0
MOV R1, R3 # R1 - number of elements to draw
CLR R5
1$:
#TST R5
BPL 2$
BIS $0x0070,(R0)+
COM R5
SOB R3, 1$
BR 3$
2$:
BIS $0x0007,(R0)
COM R5
SOB R3, 1$
3$:
POP R0
ADD $LINE_WIDTHB, R0
SOB R2, 0$
POP R5
POP R4
POP R3
POP R2
POP R1
POP R0
RETURN
progress_bar_arg:
pb_arg0: .word 1
pb_arg1: .word 0
pb_arg2: .word 0
pb_arg3: .word 0
# files related data --------------------------------------------------------{{{
# each record is 3 words:
# .word address for the data from a disk
# .word size in words
# .word starting block of a file
f7001.lzsa:
.word GFX_W3
.word 0
.word 0
f7002.lzsa:
.word GFX_W3
.word 0
.word 0
f7003.lzsa:
.word GFX_W3
.word 0
.word 0
f7004.lzsa:
.word GFX_W3
.word 0
.word 0
w3.raw.lzsa:
.word GFX_W3
.word 0
.word 0
#----------------------------------------------------------------------------}}}
title_palette: #----------------------------------------------------------------
.word 0, setCursorScalePalette, cursorGraphic, scale320 | RGB
.word 1, setColors; .byte Black, brRed, brGreen, White
.word untilEndOfScreen
#-------------------------------------------------------------------------------
bw_palette: #-------------------------------------------------------------------
.word 0, setCursorScalePalette, cursorGraphic, scale320 | RGB
.word 1, setColors; .byte Black, Gray, Cyan, White
.word untilEndOfScreen
#-------------------------------------------------------------------------------
GFX_timeCS_MASK:
.incbin "build/timecs_t_mask.raw"
.incbin "build/timecs_i_mask.raw"
.incbin "build/timecs_m_mask.raw"
.incbin "build/timecs_e_mask.raw"
.incbin "build/timecs_C_mask.raw"
.incbin "build/timecs_S_mask.raw"
GFX_timeCS:
.incbin "build/timecs_t.raw"
.incbin "build/timecs_i.raw"
.incbin "build/timecs_m.raw"
.incbin "build/timecs_e.raw"
.incbin "build/timecs_C.raw"
.incbin "build/timecs_S.raw"
.even
RED_timeCS:
.equiv GFX_timeCS_SIZE, GFX_timeCS - GFX_timeCS_MASK
.equiv GFX_timeCS_SIZE_WORDS, GFX_timeCS_SIZE >> 1
.equiv GREEN_timeCS, RED_timeCS + GFX_timeCS_SIZE
.equiv BLUE_timeCS, GREEN_timeCS + GFX_timeCS_SIZE
CLOCKHAND_GFX:
.incbin "build/clockhand.raw"
CLOCKHAND_GFX_END:
.equiv CLOCKHANDS, BLUE_timeCS + GFX_timeCS_SIZE
.equiv CLOCKHAND_SIZE, (CLOCKHAND_GFX_END - CLOCKHAND_GFX) * 2
.equiv CLOCKHAND_SIZE_WORDS, CLOCKHAND_SIZE >> 1
.equiv CLOCKHAND_SEC, CLOCKHANDS
.equiv CLOCKHAND_MIN, CLOCKHAND_SEC + CLOCKHAND_SIZE
.equiv CLOCKHAND_HOUR, CLOCKHAND_MIN + CLOCKHAND_SIZE
.equiv CLOCKHAND_BUFFER, CLOCKHAND_HOUR + CLOCKHAND_SIZE
LoadPSGP:
CALL LoadDiskFile
CALL PROGRESS_BAR_DISPLAY
MOV $GFX_W3,R1
MOV $FB1,R2
CALL LZSA_UNPACK
CALL PROGRESS_BAR_DISPLAY
MOV $CBPADR,R5
.equiv LoadPSGP.DataReg, .+2
MOV $CBP1DT,R4
MOV $FB1,R3
SUB R3,R2
ASR R2
100$:
MOVB (R3)+,(R4)
INC (R5)
MOVB (R3)+,(R4)
INC (R5)
SOB R2,100$
CALL PROGRESS_BAR_DISPLAY
RETURN
LZSA_UNPACK: .include "unlzsa3.s"
GFX_W3:
.ifdef DEBUG
.skip 10870+128
.endif
# f7001.lzsa 7 880 -> 16384
# f7002.lzsa 2 894 -> 3862
# f7003.lzsa 10 870 -> 16384
# f7004.lzsa 7 642 -> 14928
end: