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s1.sounddriver.asm
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s1.sounddriver.asm
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; ---------------------------------------------------------------------------
; Modified (early?) SMPS 68k Type 1b
; ---------------------------------------------------------------------------
; Go_SoundTypes:
Go_SoundPriorities: dc.l SoundPriorities
; Go_SoundD0:
Go_SpecSoundIndex: dc.l SpecSoundIndex
Go_MusicIndex: dc.l MusicIndex
Go_SoundIndex: dc.l SoundIndex
; off_719A0:
Go_SpeedUpIndex: dc.l SpeedUpIndex
Go_PSGIndex: dc.l PSG_Index
; ---------------------------------------------------------------------------
; PSG instruments used in music
; ---------------------------------------------------------------------------
PSG_Index:
dc.l PSG1, PSG2, PSG3
dc.l PSG4, PSG5, PSG6
dc.l PSG7, PSG8, PSG9
PSG1: incbin "sound/psg/psg1.bin"
PSG2: incbin "sound/psg/psg2.bin"
PSG3: incbin "sound/psg/psg3.bin"
PSG4: incbin "sound/psg/psg4.bin"
PSG6: incbin "sound/psg/psg6.bin"
PSG5: incbin "sound/psg/psg5.bin"
PSG7: incbin "sound/psg/psg7.bin"
PSG8: incbin "sound/psg/psg8.bin"
PSG9: incbin "sound/psg/psg9.bin"
; ---------------------------------------------------------------------------
; New tempos for songs during speed shoes
; ---------------------------------------------------------------------------
; DANGER! several songs will use the first few bytes of MusicIndex as their main
; tempos while speed shoes are active. If you don't want that, you should add
; their "correct" sped-up main tempos to the list.
; byte_71A94:
SpeedUpIndex:
dc.b 7 ; GHZ
dc.b $72 ; LZ
dc.b $73 ; MZ
dc.b $26 ; SLZ
dc.b $15 ; SYZ
dc.b 8 ; SBZ
dc.b $FF ; Invincibility
dc.b 5 ; Extra Life
;dc.b ? ; Special Stage
;dc.b ? ; Title Screen
;dc.b ? ; Ending
;dc.b ? ; Boss
;dc.b ? ; FZ
;dc.b ? ; Sonic Got Through
;dc.b ? ; Game Over
;dc.b ? ; Continue Screen
;dc.b ? ; Credits
;dc.b ? ; Drowning
;dc.b ? ; Get Emerald
; ---------------------------------------------------------------------------
; Music Pointers
; ---------------------------------------------------------------------------
MusicIndex:
ptr_mus81: dc.l Music81
ptr_mus82: dc.l Music82
ptr_mus83: dc.l Music83
ptr_mus84: dc.l Music84
ptr_mus85: dc.l Music85
ptr_mus86: dc.l Music86
ptr_mus87: dc.l Music87
ptr_mus88: dc.l Music88
ptr_mus89: dc.l Music89
ptr_mus8A: dc.l Music8A
ptr_mus8B: dc.l Music8B
ptr_mus8C: dc.l Music8C
ptr_mus8D: dc.l Music8D
ptr_mus8E: dc.l Music8E
ptr_mus8F: dc.l Music8F
ptr_mus90: dc.l Music90
ptr_mus91: dc.l Music91
ptr_mus92: dc.l Music92
ptr_mus93: dc.l Music93
ptr_musend
; ---------------------------------------------------------------------------
; Priority of sound. New music or SFX must have a priority higher than or equal
; to what is stored in v_sndprio or it won't play. If bit 7 of new priority is
; set ($80 and up), the new music or SFX will not set its priority -- meaning
; any music or SFX can override it (as long as it can override whatever was
; playing before). Usually, SFX will only override SFX, special SFX ($D0-$DF)
; will only override special SFX and music will only override music.
; ---------------------------------------------------------------------------
; SoundTypes:
SoundPriorities:
dc.b $90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90 ; $81
dc.b $90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90,$90 ; $90
dc.b $80,$70,$70,$70,$70,$70,$70,$70,$70,$70,$68,$70,$70,$70,$60,$70 ; $A0
dc.b $70,$60,$70,$60,$70,$70,$70,$70,$70,$70,$70,$70,$70,$70,$70,$7F ; $B0
dc.b $60,$70,$70,$70,$70,$70,$70,$70,$70,$70,$70,$70,$70,$70,$70,$70 ; $C0
dc.b $80,$80,$80,$80,$80,$80,$80,$80,$80,$80,$80,$80,$80,$80,$80,$80 ; $D0
dc.b $90,$90,$90,$90,$90 ; $E0
; ---------------------------------------------------------------------------
; Subroutine to update music more than once per frame
; (Called by horizontal & vert. interrupts)
; ---------------------------------------------------------------------------
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; sub_71B4C:
UpdateMusic:
stopZ80
nop
nop
nop
; loc_71B5A:
@updateloop:
btst #0,(z80_bus_request).l ; Is the z80 busy?
bne.s @updateloop ; If so, wait
btst #7,(z80_dac_status).l ; Is DAC accepting new samples?
beq.s @driverinput ; Branch if yes
startZ80
nop
nop
nop
nop
nop
bra.s UpdateMusic
; ===========================================================================
; loc_71B82:
@driverinput:
lea (v_snddriver_ram&$FFFFFF).l,a6
clr.b f_voice_selector(a6)
tst.b f_pausemusic(a6) ; is music paused?
bne.w PauseMusic ; if yes, branch
subq.b #1,v_main_tempo_timeout(a6) ; Has main tempo timer expired?
bne.s @skipdelay
jsr TempoWait(pc)
; loc_71B9E:
@skipdelay:
move.b v_fadeout_counter(a6),d0
beq.s @skipfadeout
jsr DoFadeOut(pc)
; loc_71BA8:
@skipfadeout:
tst.b f_fadein_flag(a6)
beq.s @skipfadein
jsr DoFadeIn(pc)
; loc_71BB2:
@skipfadein:
; DANGER! The following line only checks v_soundqueue0 and v_soundqueue1, breaking v_soundqueue2.
tst.w v_soundqueue0(a6) ; is a music or sound queued for played?
beq.s @nosndinput ; if not, branch
jsr CycleSoundQueue(pc)
; loc_71BBC:
@nosndinput:
cmpi.b #$80,v_sound_id(a6) ; is song queue set for silence (empty)?
beq.s @nonewsound ; If yes, branch
jsr PlaySoundID(pc)
; loc_71BC8:
@nonewsound:
lea v_music_dac_track(a6),a5
tst.b (a5) ; Is DAC track playing? (TrackPlaybackControl)
bpl.s @dacdone ; Branch if not
jsr DACUpdateTrack(pc)
; loc_71BD4:
@dacdone:
clr.b f_updating_dac(a6)
moveq #((v_music_fm_tracks_end-v_music_fm_tracks)/TrackSz)-1,d7 ; 6 FM tracks
; loc_71BDA:
@bgmfmloop:
adda.w #TrackSz,a5
tst.b (a5) ; Is track playing? (TrackPlaybackControl)
bpl.s @bgmfmnext ; Branch if not
jsr FMUpdateTrack(pc)
; loc_71BE6:
@bgmfmnext:
dbf d7,@bgmfmloop
moveq #((v_music_psg_tracks_end-v_music_psg_tracks)/TrackSz)-1,d7 ; 3 PSG tracks
; loc_71BEC:
@bgmpsgloop:
adda.w #TrackSz,a5
tst.b (a5) ; Is track playing? (TrackPlaybackControl)
bpl.s @bgmpsgnext ; Branch if not
jsr PSGUpdateTrack(pc)
; loc_71BF8:
@bgmpsgnext:
dbf d7,@bgmpsgloop
move.b #$80,f_voice_selector(a6) ; Now at SFX tracks
moveq #((v_sfx_fm_tracks_end-v_sfx_fm_tracks)/TrackSz)-1,d7 ; 3 FM tracks (SFX)
; loc_71C04:
@sfxfmloop:
adda.w #TrackSz,a5
tst.b (a5) ; Is track playing? (TrackPlaybackControl)
bpl.s @sfxfmnext ; Branch if not
jsr FMUpdateTrack(pc)
; loc_71C10:
@sfxfmnext:
dbf d7,@sfxfmloop
moveq #((v_sfx_psg_tracks_end-v_sfx_psg_tracks)/TrackSz)-1,d7 ; 3 PSG tracks (SFX)
; loc_71C16:
@sfxpsgloop:
adda.w #TrackSz,a5
tst.b (a5) ; Is track playing? (TrackPlaybackControl)
bpl.s @sfxpsgnext ; Branch of not
jsr PSGUpdateTrack(pc)
; loc_71C22:
@sfxpsgnext:
dbf d7,@sfxpsgloop
move.b #$40,f_voice_selector(a6) ; Now at special SFX tracks
adda.w #TrackSz,a5
tst.b (a5) ; Is track playing? (TrackPlaybackControl)
bpl.s @specfmdone ; Branch if not
jsr FMUpdateTrack(pc)
; loc_71C38:
@specfmdone:
adda.w #TrackSz,a5
tst.b (a5) ; Is track playing (TrackPlaybackControl)
bpl.s DoStartZ80 ; Branch if not
jsr PSGUpdateTrack(pc)
; loc_71C44:
DoStartZ80:
startZ80
rts
; End of function UpdateMusic
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; sub_71C4E: UpdateDAC:
DACUpdateTrack:
subq.b #1,TrackDurationTimeout(a5) ; Has DAC sample timeout expired?
bne.s @locret ; Return if not
move.b #$80,f_updating_dac(a6) ; Set flag to indicate this is the DAC
;DACDoNext:
movea.l TrackDataPointer(a5),a4 ; DAC track data pointer
; loc_71C5E:
@sampleloop:
moveq #0,d5
move.b (a4)+,d5 ; Get next SMPS unit
cmpi.b #$E0,d5 ; Is it a coord. flag?
blo.s @notcoord ; Branch if not
jsr CoordFlag(pc)
bra.s @sampleloop
; ===========================================================================
; loc_71C6E:
@notcoord:
tst.b d5 ; Is it a sample?
bpl.s @gotduration ; Branch if not (duration)
move.b d5,TrackSavedDAC(a5) ; Store new sample
move.b (a4)+,d5 ; Get another byte
bpl.s @gotduration ; Branch if it is a duration
subq.w #1,a4 ; Put byte back
move.b TrackSavedDuration(a5),TrackDurationTimeout(a5) ; Use last duration
bra.s @gotsampleduration
; ===========================================================================
; loc_71C84:
@gotduration:
jsr SetDuration(pc)
; loc_71C88:
@gotsampleduration:
move.l a4,TrackDataPointer(a5) ; Save pointer
btst #2,(a5) ; Is track being overridden? (TrackPlaybackControl)
bne.s @locret ; Return if yes
moveq #0,d0
move.b TrackSavedDAC(a5),d0 ; Get sample
cmpi.b #$80,d0 ; Is it a rest?
beq.s @locret ; Return if yes
btst #3,d0 ; Is bit 3 set (samples between $88-$8F)?
bne.s @timpani ; Various timpani
move.b d0,(z80_dac_sample).l
; locret_71CAA:
@locret:
rts
; ===========================================================================
; loc_71CAC:
@timpani:
subi.b #$88,d0 ; Convert into an index
move.b DAC_sample_rate(pc,d0.w),d0
; Warning: this affects the raw pitch of sample $83, meaning it will
; use this value from then on.
move.b d0,(z80_dac3_pitch).l
move.b #$83,(z80_dac_sample).l ; Use timpani
rts
; End of function DACUpdateTrack
; ===========================================================================
; Note: this only defines rates for samples $88-$8D, meaning $8E-$8F are invalid.
; Also, $8C-$8D are so slow you may want to skip them.
; byte_71CC4:
DAC_sample_rate: dc.b $12, $15, $1C, $1D, $FF, $FF
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; sub_71CCA:
FMUpdateTrack:
subq.b #1,TrackDurationTimeout(a5) ; Update duration timeout
bne.s @notegoing ; Branch if it hasn't expired
bclr #4,(a5) ; Clear 'do not attack next note' bit (TrackPlaybackControl)
jsr FMDoNext(pc)
jsr FMPrepareNote(pc)
bra.w FMNoteOn
; ===========================================================================
; loc_71CE0:
@notegoing:
jsr NoteTimeoutUpdate(pc)
jsr DoModulation(pc)
bra.w FMUpdateFreq
; End of function FMUpdateTrack
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; sub_71CEC:
FMDoNext:
movea.l TrackDataPointer(a5),a4 ; Track data pointer
bclr #1,(a5) ; Clear 'track at rest' bit (TrackPlaybackControl)
; loc_71CF4:
@noteloop:
moveq #0,d5
move.b (a4)+,d5 ; Get byte from track
cmpi.b #$E0,d5 ; Is this a coord. flag?
blo.s @gotnote ; Branch if not
jsr CoordFlag(pc)
bra.s @noteloop
; ===========================================================================
; loc_71D04:
@gotnote:
jsr FMNoteOff(pc)
tst.b d5 ; Is this a note?
bpl.s @gotduration ; Branch if not
jsr FMSetFreq(pc)
move.b (a4)+,d5 ; Get another byte
bpl.s @gotduration ; Branch if it is a duration
subq.w #1,a4 ; Otherwise, put it back
bra.w FinishTrackUpdate
; ===========================================================================
; loc_71D1A:
@gotduration:
jsr SetDuration(pc)
bra.w FinishTrackUpdate
; End of function FMDoNext
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; sub_71D22:
FMSetFreq:
subi.b #$80,d5 ; Make it a zero-based index
beq.s TrackSetRest
add.b TrackTranspose(a5),d5 ; Add track transposition
andi.w #$7F,d5 ; Clear high byte and sign bit
lsl.w #1,d5
lea FMFrequencies(pc),a0
move.w (a0,d5.w),d6
move.w d6,TrackFreq(a5) ; Store new frequency
rts
; End of function FMSetFreq
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; sub_71D40:
SetDuration:
move.b d5,d0
move.b TrackTempoDivider(a5),d1 ; Get dividing timing
; loc_71D46:
@multloop:
subq.b #1,d1
beq.s @donemult
add.b d5,d0
bra.s @multloop
; ===========================================================================
; loc_71D4E:
@donemult:
move.b d0,TrackSavedDuration(a5) ; Save duration
move.b d0,TrackDurationTimeout(a5) ; Save duration timeout
rts
; End of function SetDuration
; ===========================================================================
; loc_71D58:
TrackSetRest:
bset #1,(a5) ; Set 'track at rest' bit (TrackPlaybackControl)
clr.w TrackFreq(a5) ; Clear frequency
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; sub_71D60:
FinishTrackUpdate:
move.l a4,TrackDataPointer(a5) ; Store new track position
move.b TrackSavedDuration(a5),TrackDurationTimeout(a5) ; Reset note timeout
btst #4,(a5) ; Is track set to not attack note? (TrackPlaybackControl)
bne.s @locret ; If so, branch
move.b TrackNoteTimeoutMaster(a5),TrackNoteTimeout(a5) ; Reset note fill timeout
clr.b TrackVolEnvIndex(a5) ; Reset PSG volume envelope index (even on FM tracks...)
btst #3,(a5) ; Is modulation on? (TrackPlaybackControl)
beq.s @locret ; If not, return (TrackPlaybackControl)
movea.l TrackModulationPtr(a5),a0 ; Modulation data pointer
move.b (a0)+,TrackModulationWait(a5) ; Reset wait
move.b (a0)+,TrackModulationSpeed(a5) ; Reset speed
move.b (a0)+,TrackModulationDelta(a5) ; Reset delta
move.b (a0)+,d0 ; Get steps
lsr.b #1,d0 ; Halve them
move.b d0,TrackModulationSteps(a5) ; Then store
clr.w TrackModulationVal(a5) ; Reset frequency change
; locret_71D9C:
@locret:
rts
; End of function FinishTrackUpdate
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; sub_71D9E: NoteFillUpdate
NoteTimeoutUpdate:
tst.b TrackNoteTimeout(a5) ; Is note fill on?
beq.s @locret
subq.b #1,TrackNoteTimeout(a5) ; Update note fill timeout
bne.s @locret ; Return if it hasn't expired
bset #1,(a5) ; Put track at rest (TrackPlaybackControl)
tst.b TrackVoiceControl(a5) ; Is this a psg track?
bmi.w @psgnoteoff ; If yes, branch
jsr FMNoteOff(pc)
addq.w #4,sp ; Do not return to caller
rts
; ===========================================================================
; loc_71DBE:
@psgnoteoff:
jsr PSGNoteOff(pc)
addq.w #4,sp ; Do not return to caller
; locret_71DC4:
@locret:
rts
; End of function NoteTimeoutUpdate
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; sub_71DC6:
DoModulation:
addq.w #4,sp ; Do not return to caller (but see below)
btst #3,(a5) ; Is modulation active? (TrackPlaybackControl)
beq.s @locret ; Return if not
tst.b TrackModulationWait(a5) ; Has modulation wait expired?
beq.s @waitdone ; If yes, branch
subq.b #1,TrackModulationWait(a5) ; Update wait timeout
rts
; ===========================================================================
; loc_71DDA:
@waitdone:
subq.b #1,TrackModulationSpeed(a5) ; Update speed
beq.s @updatemodulation ; If it expired, want to update modulation
rts
; ===========================================================================
; loc_71DE2:
@updatemodulation:
movea.l TrackModulationPtr(a5),a0 ; Get modulation data
move.b 1(a0),TrackModulationSpeed(a5) ; Restore modulation speed
tst.b TrackModulationSteps(a5) ; Check number of steps
bne.s @calcfreq ; If nonzero, branch
move.b 3(a0),TrackModulationSteps(a5) ; Restore from modulation data
neg.b TrackModulationDelta(a5) ; Negate modulation delta
rts
; ===========================================================================
; loc_71DFE:
@calcfreq:
subq.b #1,TrackModulationSteps(a5) ; Update modulation steps
move.b TrackModulationDelta(a5),d6 ; Get modulation delta
ext.w d6
add.w TrackModulationVal(a5),d6 ; Add cumulative modulation change
move.w d6,TrackModulationVal(a5) ; Store it
add.w TrackFreq(a5),d6 ; Add note frequency to it
subq.w #4,sp ; In this case, we want to return to caller after all
; locret_71E16:
@locret:
rts
; End of function DoModulation
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; sub_71E18:
FMPrepareNote:
btst #1,(a5) ; Is track resting? (TrackPlaybackControl)
bne.s locret_71E48 ; Return if so
move.w TrackFreq(a5),d6 ; Get current note frequency
beq.s FMSetRest ; Branch if zero
; loc_71E24:
FMUpdateFreq:
move.b TrackDetune(a5),d0 ; Get detune value
ext.w d0
add.w d0,d6 ; Add note frequency
btst #2,(a5) ; Is track being overridden? (TrackPlaybackControl)
bne.s locret_71E48 ; Return if so
move.w d6,d1
lsr.w #8,d1
move.b #$A4,d0 ; Register for upper 6 bits of frequency
jsr WriteFMIorII(pc)
move.b d6,d1
move.b #$A0,d0 ; Register for lower 8 bits of frequency
jsr WriteFMIorII(pc) ; (It would be better if this were a jmp)
; locret_71E48:
locret_71E48:
rts
; ===========================================================================
; loc_71E4A:
FMSetRest:
bset #1,(a5) ; Set 'track at rest' bit (TrackPlaybackControl)
rts
; End of function FMPrepareNote
; ===========================================================================
; loc_71E50:
PauseMusic:
bmi.s @unpausemusic ; Branch if music is being unpaused
cmpi.b #2,f_pausemusic(a6)
beq.w @unpausedallfm
move.b #2,f_pausemusic(a6)
moveq #2,d3
move.b #$B4,d0 ; Command to set AMS/FMS/panning
moveq #0,d1 ; No panning, AMS or FMS
; loc_71E6A:
@killpanloop:
jsr WriteFMI(pc)
jsr WriteFMII(pc)
addq.b #1,d0
dbf d3,@killpanloop
moveq #2,d3
moveq #$28,d0 ; Key on/off register
; loc_71E7C:
@noteoffloop:
move.b d3,d1 ; FM1, FM2, FM3
jsr WriteFMI(pc)
addq.b #4,d1 ; FM4, FM5, FM6
jsr WriteFMI(pc)
dbf d3,@noteoffloop
jsr PSGSilenceAll(pc)
bra.w DoStartZ80
; ===========================================================================
; loc_71E94:
@unpausemusic:
clr.b f_pausemusic(a6)
moveq #TrackSz,d3
lea v_music_fmdac_tracks(a6),a5
moveq #((v_music_fmdac_tracks_end-v_music_fmdac_tracks)/TrackSz)-1,d4 ; 6 FM + 1 DAC tracks
; loc_71EA0:
@bgmfmloop:
btst #7,(a5) ; Is track playing? (TrackPlaybackControl)
beq.s @bgmfmnext ; Branch if not
btst #2,(a5) ; Is track being overridden? (TrackPlaybackControl)
bne.s @bgmfmnext ; Branch if yes
move.b #$B4,d0 ; Command to set AMS/FMS/panning
move.b TrackAMSFMSPan(a5),d1 ; Get value from track RAM
jsr WriteFMIorII(pc)
; loc_71EB8:
@bgmfmnext:
adda.w d3,a5
dbf d4,@bgmfmloop
lea v_sfx_fm_tracks(a6),a5
moveq #((v_sfx_fm_tracks_end-v_sfx_fm_tracks)/TrackSz)-1,d4 ; 3 FM tracks (SFX)
; loc_71EC4:
@sfxfmloop:
btst #7,(a5) ; Is track playing? (TrackPlaybackControl)
beq.s @sfxfmnext ; Branch if not
btst #2,(a5) ; Is track being overridden? (TrackPlaybackControl)
bne.s @sfxfmnext ; Branch if yes
move.b #$B4,d0 ; Command to set AMS/FMS/panning
move.b TrackAMSFMSPan(a5),d1 ; Get value from track RAM
jsr WriteFMIorII(pc)
; loc_71EDC:
@sfxfmnext:
adda.w d3,a5
dbf d4,@sfxfmloop
lea v_spcsfx_track_ram(a6),a5
btst #7,(a5) ; Is track playing? (TrackPlaybackControl)
beq.s @unpausedallfm ; Branch if not
btst #2,(a5) ; Is track being overridden? (TrackPlaybackControl)
bne.s @unpausedallfm ; Branch if yes
move.b #$B4,d0 ; Command to set AMS/FMS/panning
move.b TrackAMSFMSPan(a5),d1 ; Get value from track RAM
jsr WriteFMIorII(pc)
; loc_71EFE:
@unpausedallfm:
bra.w DoStartZ80
; ---------------------------------------------------------------------------
; Subroutine to play a sound or music track
; ---------------------------------------------------------------------------
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; Sound_Play:
CycleSoundQueue:
movea.l (Go_SoundPriorities).l,a0
lea v_soundqueue0(a6),a1 ; load music track number
move.b v_sndprio(a6),d3 ; Get priority of currently playing SFX
moveq #2,d4 ; Number of queues-1 (v_soundqueue0, v_soundqueue1, v_soundqueue2)
; loc_71F12:
@inputloop:
move.b (a1),d0 ; move track number to d0
move.b d0,d1
clr.b (a1)+ ; Clear entry
subi.b #bgm__First,d0 ; Make it into 0-based index
blo.s @nextinput ; If negative (i.e., it was $80 or lower), branch
cmpi.b #$80,v_sound_id(a6) ; Is v_sound_id a $80 (silence/empty)?
beq.s @havesound ; If yes, branch
move.b d1,v_soundqueue0(a6) ; Put sound into v_soundqueue0
bra.s @nextinput
; ===========================================================================
; loc_71F2C:
@havesound:
andi.w #$7F,d0 ; Clear high byte and sign bit
move.b (a0,d0.w),d2 ; Get sound type
cmp.b d3,d2 ; Is it a lower priority sound?
blo.s @nextinput ; Branch if yes
move.b d2,d3 ; Store new priority
move.b d1,v_sound_id(a6) ; Queue sound for play
; loc_71F3E:
@nextinput:
dbf d4,@inputloop
tst.b d3 ; We don't want to change sound priority if it is negative
bmi.s @locret
move.b d3,v_sndprio(a6) ; Set new sound priority
; locret_71F4A:
@locret:
rts
; End of function CycleSoundQueue
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; Sound_ChkValue:
PlaySoundID:
moveq #0,d7
move.b v_sound_id(a6),d7
beq.w StopAllSound
bpl.s @locret ; If >= 0, return (not a valid sound, bgm or command)
move.b #$80,v_sound_id(a6) ; reset music flag
; DANGER! Music ends at $93, yet this checks until $9F; attempting to
; play sounds $94-$9F will cause a crash! Remove the '+$C' to fix this.
; See LevSel_NoCheat for more.
cmpi.b #bgm__Last+$C,d7 ; Is this music ($81-$9F)?
bls.w Sound_PlayBGM ; Branch if yes
cmpi.b #sfx__First,d7 ; Is this after music but before sfx? (redundant check)
blo.w @locret ; Return if yes
cmpi.b #sfx__Last,d7 ; Is this sfx ($A0-$CF)?
bls.w Sound_PlaySFX ; Branch if yes
cmpi.b #spec__First,d7 ; Is this after sfx but before special sfx? (redundant check)
blo.w @locret ; Return if yes
; DANGER! Special SFXes end at $D0, yet this checks until $DF; attempting to
; play sounds $D1-$DF will cause a crash! Remove the '+$10' and change the 'blo' to a 'bls'
; and uncomment the two lines below to fix this.
;cmpi.b #spec__Last+$10,d7 ; Is this special sfx ($D0-$DF)?
cmpi.b #$D1,d7 ; Is this special sfx ($D0)?
blo.w Sound_PlaySpecial ; Branch if yes
cmpi.b #$DF,d7 ; Is this special sfx ($D1-$DF)?
blo.w Sound_D1toDF ; branch if yes --> sound $D1-$DF
;cmpi.b #flg__First,d7 ; Is this after special sfx but before $E0?
;blo.w @locret ; Return if yes
cmpi.b #flg__Last,d7 ; Is this $E0-$E4?
bls.s Sound_E0toE4 ; Branch if yes
; locret_71F8C:
@locret:
rts
; ===========================================================================
Sound_E0toE4:
subi.b #flg__First,d7
lsl.w #2,d7
jmp Sound_ExIndex(pc,d7.w)
; ===========================================================================
Sound_ExIndex:
ptr_flgE0: bra.w FadeOutMusic ; $E0
ptr_flgE1: bra.w PlaySegaSound ; $E1
ptr_flgE2: bra.w SpeedUpMusic ; $E2
ptr_flgE3: bra.w SlowDownMusic ; $E3
ptr_flgE4: bra.w StopAllSound ; $E4
ptr_flgend
; ===========================================================================
; ---------------------------------------------------------------------------
; Play "Say-gaa" PCM sound
; ---------------------------------------------------------------------------
; Sound_E1: PlaySega:
PlaySegaSound:
move.b #$88,(z80_dac_sample).l ; Queue Sega PCM
startZ80
move.w #$11,d1
; loc_71FC0:
@busyloop_outer:
move.w #-1,d0
; loc_71FC4:
@busyloop:
nop
dbf d0,@busyloop
dbf d1,@busyloop_outer
addq.w #4,sp ; Tamper return value so we don't return to caller
rts
; ===========================================================================
; ---------------------------------------------------------------------------
; Play music track $81-$9F
; ---------------------------------------------------------------------------
; Sound_81to9F:
Sound_PlayBGM:
cmpi.b #bgm_ExtraLife,d7 ; is the "extra life" music to be played?
bne.s @bgmnot1up ; if not, branch
tst.b f_1up_playing(a6) ; Is a 1-up music playing?
bne.w @locdblret ; if yes, branch
lea v_music_track_ram(a6),a5
moveq #((v_music_track_ram_end-v_music_track_ram)/TrackSz)-1,d0 ; 1 DAC + 6 FM + 3 PSG tracks
; loc_71FE6:
@clearsfxloop:
bclr #2,(a5) ; Clear 'SFX is overriding' bit (TrackPlaybackControl)
adda.w #TrackSz,a5
dbf d0,@clearsfxloop
lea v_sfx_track_ram(a6),a5
moveq #((v_sfx_track_ram_end-v_sfx_track_ram)/TrackSz)-1,d0 ; 3 FM + 3 PSG tracks (SFX)
; loc_71FF8:
@cleartrackplayloop:
bclr #7,(a5) ; Clear 'track is playing' bit (TrackPlaybackControl)
adda.w #TrackSz,a5
dbf d0,@cleartrackplayloop
clr.b v_sndprio(a6) ; Clear priority
movea.l a6,a0
lea v_1up_ram_copy(a6),a1
move.w #((v_music_track_ram_end-v_startofvariables)/4)-1,d0 ; Backup $220 bytes: all variables and music track data
; loc_72012:
@backupramloop:
move.l (a0)+,(a1)+
dbf d0,@backupramloop
move.b #$80,f_1up_playing(a6)
clr.b v_sndprio(a6) ; Clear priority again (?)
bra.s @bgm_loadMusic
; ===========================================================================
; loc_72024:
@bgmnot1up:
clr.b f_1up_playing(a6)
clr.b v_fadein_counter(a6)
; loc_7202C:
@bgm_loadMusic:
jsr InitMusicPlayback(pc)
movea.l (Go_SpeedUpIndex).l,a4
subi.b #bgm__First,d7
move.b (a4,d7.w),v_speeduptempo(a6)
movea.l (Go_MusicIndex).l,a4
lsl.w #2,d7
movea.l (a4,d7.w),a4 ; a4 now points to (uncompressed) song data
moveq #0,d0
move.w (a4),d0 ; load voice pointer
add.l a4,d0 ; It is a relative pointer
move.l d0,v_voice_ptr(a6)
move.b 5(a4),d0 ; load tempo
move.b d0,v_tempo_mod(a6)
tst.b f_speedup(a6)
beq.s @nospeedshoes
move.b v_speeduptempo(a6),d0
; loc_72068:
@nospeedshoes:
move.b d0,v_main_tempo(a6)
move.b d0,v_main_tempo_timeout(a6)
moveq #0,d1
movea.l a4,a3
addq.w #6,a4 ; Point past header
moveq #0,d7
move.b 2(a3),d7 ; load number of FM+DAC tracks
beq.w @bgm_fmdone ; branch if zero
subq.b #1,d7
move.b #$C0,d1 ; Default AMS+FMS+Panning
move.b 4(a3),d4 ; load tempo dividing timing
moveq #TrackSz,d6
move.b #1,d5 ; Note duration for first "note"
lea v_music_fmdac_tracks(a6),a1
lea FMDACInitBytes(pc),a2
; loc_72098:
@bmg_fmloadloop:
bset #7,(a1) ; Initial playback control: set 'track playing' bit (TrackPlaybackControl)
move.b (a2)+,TrackVoiceControl(a1) ; Voice control bits
move.b d4,TrackTempoDivider(a1)
move.b d6,TrackStackPointer(a1) ; set "gosub" (coord flag F8h) stack init value
move.b d1,TrackAMSFMSPan(a1) ; Set AMS/FMS/Panning
move.b d5,TrackDurationTimeout(a1) ; Set duration of first "note"
moveq #0,d0
move.w (a4)+,d0 ; load DAC/FM pointer
add.l a3,d0 ; Relative pointer
move.l d0,TrackDataPointer(a1) ; Store track pointer
move.w (a4)+,TrackTranspose(a1) ; load FM channel modifier
adda.w d6,a1
dbf d7,@bmg_fmloadloop
cmpi.b #7,2(a3) ; Are 7 FM tracks defined?
bne.s @silencefm6
moveq #$2B,d0 ; DAC enable/disable register
moveq #0,d1 ; Disable DAC
jsr WriteFMI(pc)
bra.w @bgm_fmdone
; ===========================================================================
; loc_720D8:
@silencefm6:
moveq #$28,d0 ; Key on/off register
moveq #6,d1 ; Note off on all operators of channel 6
jsr WriteFMI(pc)
move.b #$42,d0 ; TL for operator 1 of FM6
moveq #$7F,d1 ; Total silence
jsr WriteFMII(pc)
move.b #$4A,d0 ; TL for operator 3 of FM6
moveq #$7F,d1 ; Total silence
jsr WriteFMII(pc)
move.b #$46,d0 ; TL for operator 2 of FM6
moveq #$7F,d1 ; Total silence
jsr WriteFMII(pc)
move.b #$4E,d0 ; TL for operator 4 of FM6
moveq #$7F,d1 ; Total silence
jsr WriteFMII(pc)
move.b #$B6,d0 ; AMS/FMS/panning of FM6
move.b #$C0,d1 ; Stereo
jsr WriteFMII(pc)
; loc_72114:
@bgm_fmdone:
moveq #0,d7
move.b 3(a3),d7 ; Load number of PSG tracks
beq.s @bgm_psgdone ; branch if zero
subq.b #1,d7
lea v_music_psg_tracks(a6),a1
lea PSGInitBytes(pc),a2
; loc_72126:
@bgm_psgloadloop:
bset #7,(a1) ; Initial playback control: set 'track playing' bit (TrackPlaybackControl)
move.b (a2)+,TrackVoiceControl(a1) ; Voice control bits
move.b d4,TrackTempoDivider(a1)
move.b d6,TrackStackPointer(a1) ; set "gosub" (coord flag F8h) stack init value
move.b d5,TrackDurationTimeout(a1) ; Set duration of first "note"
moveq #0,d0
move.w (a4)+,d0 ; load PSG channel pointer
add.l a3,d0 ; Relative pointer
move.l d0,TrackDataPointer(a1) ; Store track pointer
move.w (a4)+,TrackTranspose(a1) ; load PSG modifier
move.b (a4)+,d0 ; load redundant byte
move.b (a4)+,TrackVoiceIndex(a1) ; Initial PSG tone
adda.w d6,a1
dbf d7,@bgm_psgloadloop
; loc_72154:
@bgm_psgdone:
lea v_sfx_track_ram(a6),a1
moveq #((v_sfx_track_ram_end-v_sfx_track_ram)/TrackSz)-1,d7 ; 6 SFX tracks
; loc_7215A:
@sfxstoploop:
tst.b (a1) ; Is SFX playing? (TrackPlaybackControl)
bpl.w @sfxnext ; Branch if not
moveq #0,d0
move.b TrackVoiceControl(a1),d0 ; Get voice control bits
bmi.s @sfxpsgchannel ; Branch if this is a PSG channel
subq.b #2,d0 ; SFX can't have FM1 or FM2
lsl.b #2,d0 ; Convert to index
bra.s @gotchannelindex
; ===========================================================================
; loc_7216E:
@sfxpsgchannel:
lsr.b #3,d0 ; Convert to index
; loc_72170:
@gotchannelindex:
lea SFX_BGMChannelRAM(pc),a0
movea.l (a0,d0.w),a0
bset #2,(a0) ; Set 'SFX is overriding' bit (TrackPlaybackControl)
; loc_7217C:
@sfxnext:
adda.w d6,a1
dbf d7,@sfxstoploop
tst.w v_spcsfx_fm4_track+TrackPlaybackControl(a6) ; Is special SFX being played?
bpl.s @checkspecialpsg ; Branch if not
bset #2,v_music_fm4_track+TrackPlaybackControl(a6) ; Set 'SFX is overriding' bit
; loc_7218E:
@checkspecialpsg:
tst.w v_spcsfx_psg3_track+TrackPlaybackControl(a6) ; Is special SFX being played?
bpl.s @sendfmnoteoff ; Branch if not
bset #2,v_music_psg3_track+TrackPlaybackControl(a6) ; Set 'SFX is overriding' bit
; loc_7219A:
@sendfmnoteoff:
lea v_music_fm_tracks(a6),a5
moveq #((v_music_fm_tracks_end-v_music_fm_tracks)/TrackSz)-1,d4 ; 6 FM tracks
; loc_721A0:
@fmnoteoffloop:
jsr FMNoteOff(pc)
adda.w d6,a5
dbf d4,@fmnoteoffloop ; run all FM tracks
moveq #((v_music_psg_tracks_end-v_music_psg_tracks)/TrackSz)-1,d4 ; 3 PSG tracks
; loc_721AC:
@psgnoteoffloop:
jsr PSGNoteOff(pc)
adda.w d6,a5
dbf d4,@psgnoteoffloop ; run all PSG tracks
; loc_721B6:
@locdblret:
addq.w #4,sp ; Tamper with return value to not return to caller
rts
; ===========================================================================
; byte_721BA:
FMDACInitBytes: dc.b 6, 0, 1, 2, 4, 5, 6 ; first byte is for DAC; then notice the 0, 1, 2 then 4, 5, 6; this is the gap between parts I and II for YM2612 port writes
even
; byte_721C2:
PSGInitBytes: dc.b $80, $A0, $C0 ; Specifically, these configure writes to the PSG port for each channel
even
; ===========================================================================
; ---------------------------------------------------------------------------
; Play normal sound effect
; ---------------------------------------------------------------------------
; Sound_A0toCF:
Sound_PlaySFX:
tst.b f_1up_playing(a6) ; Is 1-up playing?
bne.w @clear_sndprio ; Exit is it is
tst.b v_fadeout_counter(a6) ; Is music being faded out?
bne.w @clear_sndprio ; Exit if it is
tst.b f_fadein_flag(a6) ; Is music being faded in?
bne.w @clear_sndprio ; Exit if it is
cmpi.b #sfx_Ring,d7 ; is ring sound effect played?
bne.s @sfx_notRing ; if not, branch
tst.b v_ring_speaker(a6) ; Is the ring sound playing on right speaker?
bne.s @gotringspeaker ; Branch if not
move.b #sfx_RingLeft,d7 ; play ring sound in left speaker
; loc_721EE:
@gotringspeaker:
bchg #0,v_ring_speaker(a6) ; change speaker
; Sound_notB5:
@sfx_notRing:
cmpi.b #sfx_Push,d7 ; is "pushing" sound played?
bne.s @sfx_notPush ; if not, branch
tst.b f_push_playing(a6) ; Is pushing sound already playing?
bne.w @locret ; Return if not
move.b #$80,f_push_playing(a6) ; Mark it as playing
; Sound_notA7:
@sfx_notPush:
movea.l (Go_SoundIndex).l,a0
subi.b #sfx__First,d7 ; Make it 0-based
lsl.w #2,d7 ; Convert sfx ID into index
movea.l (a0,d7.w),a3 ; SFX data pointer
movea.l a3,a1
moveq #0,d1
move.w (a1)+,d1 ; Voice pointer
add.l a3,d1 ; Relative pointer
move.b (a1)+,d5 ; Dividing timing
; DANGER! there is a missing 'moveq #0,d7' here, without which SFXes whose
; index entry is above $3F will cause a crash. This is actually the same way that
; this bug is fixed in Ristar's driver.
move.b (a1)+,d7 ; Number of tracks (FM + PSG)
subq.b #1,d7
moveq #TrackSz,d6
; loc_72228:
@sfx_loadloop:
moveq #0,d3
move.b 1(a1),d3 ; Channel assignment bits
move.b d3,d4
bmi.s @sfxinitpsg ; Branch if PSG
subq.w #2,d3 ; SFX can only have FM3, FM4 or FM5
lsl.w #2,d3
lea SFX_BGMChannelRAM(pc),a5
movea.l (a5,d3.w),a5
bset #2,(a5) ; Mark music track as being overridden (TrackPlaybackControl)
bra.s @sfxoverridedone
; ===========================================================================
; loc_72244:
@sfxinitpsg:
lsr.w #3,d3
lea SFX_BGMChannelRAM(pc),a5
movea.l (a5,d3.w),a5
bset #2,(a5) ; Mark music track as being overridden (TrackPlaybackControl)
cmpi.b #$C0,d4 ; Is this PSG 3?
bne.s @sfxoverridedone ; Branch if not
move.b d4,d0
ori.b #$1F,d0 ; Command to silence PSG 3
move.b d0,(psg_input).l
bchg #5,d0 ; Command to silence noise channel
move.b d0,(psg_input).l
; loc_7226E:
@sfxoverridedone:
movea.l SFX_SFXChannelRAM(pc,d3.w),a5
movea.l a5,a2
moveq #(TrackSz/4)-1,d0 ; $30 bytes
; loc_72276:
@clearsfxtrackram:
clr.l (a2)+
dbf d0,@clearsfxtrackram
move.w (a1)+,(a5) ; Initial playback control bits (TrackPlaybackControl)
move.b d5,TrackTempoDivider(a5) ; Initial voice control bits
moveq #0,d0
move.w (a1)+,d0 ; Track data pointer
add.l a3,d0 ; Relative pointer
move.l d0,TrackDataPointer(a5) ; Store track pointer