music fw
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@@ -38,6 +38,8 @@
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start:
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sei ; no KERNAL IRQ - raster polling must not jitter
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jsr music_init ; set up SID and start the music
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lda #0
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sta framectr
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sta slide
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@@ -73,6 +75,19 @@ p_done:
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sta COLRAM+39
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no_pdraw:
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jsr scan_m ; 'm' toggles mute - edge detected
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bne m_up
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lda mheld
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bne m_done
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lda #1
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sta mheld
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jsr toggle_mute
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jmp m_done
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m_up:
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lda #0
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sta mheld
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m_done:
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jsr scan_del ; backspace: one slide back
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beq go_back
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@@ -157,6 +172,23 @@ scan_del: ; inst/del: column 0, row 0
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ldy #$01
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jmp scan_key
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scan_m: ; 'm': column 4, row 4
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lda #$ef
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ldy #$10
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jmp scan_key
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; ---- flip the mute state ----
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toggle_mute:
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lda mus_muted
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eor #1
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sta mus_muted
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bne tm_off
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jsr music_unmute ; was muted, now unmute
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rts
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tm_off:
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jsr music_mute ; was playing, now mute
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rts
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call_update:
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jmp (updvec) ; each update runs exactly one frame, ends with rts
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@@ -191,6 +223,7 @@ slide_setup:
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!src "slide3.asm"
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!src "slide4.asm"
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!src "slide5.asm"
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!src "music.asm"
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; ---- slide table: init vector, update vector, duration ----
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slide_init_lo:
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@@ -218,3 +251,4 @@ durlo: !byte 0 ; frames left on this slide (16 bit)
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durhi: !byte 0
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paused: !byte 0 ; 1 = slide countdown frozen
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pheld: !byte 0 ; 'p' key edge detection state
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mheld: !byte 0 ; 'm' key edge detection state
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@@ -0,0 +1,83 @@
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; -----------------------------------------------------------
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; music.asm - SID music driver skeleton
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; called once per frame from wait_frame
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; music_init: clear SID registers
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; music_play: placeholder (currently silent)
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; music_mute / music_unmute: volume control
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;
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; To add music: replace music_play with a real SID player
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; routine (e.g. GoatTracker export), or write patterns into
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; this file using the SID register definitions below.
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; -----------------------------------------------------------
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; ---- SID registers ----
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SID_BASE = $d400
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SID_V1_FL = SID_BASE+0 ; voice 1 frequency low
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SID_V1_FH = SID_BASE+1 ; voice 1 frequency high
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SID_V1_PL = SID_BASE+2 ; voice 1 pulse width low
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SID_V1_PH = SID_BASE+3 ; voice 1 pulse width high
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SID_V1_CR = SID_BASE+4 ; voice 1 control (gate, waveform)
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SID_V1_AD = SID_BASE+5 ; voice 1 attack/decay
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SID_V1_SR = SID_BASE+6 ; voice 1 sustain/release
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SID_V2_FL = SID_BASE+7 ; voice 2 frequency low
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SID_V2_FH = SID_BASE+8 ; voice 2 frequency high
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SID_V2_PL = SID_BASE+9 ; voice 2 pulse width low
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SID_V2_PH = SID_BASE+10 ; voice 2 pulse width high
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SID_V2_CR = SID_BASE+11 ; voice 2 control
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SID_V2_AD = SID_BASE+12 ; voice 2 attack/decay
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SID_V2_SR = SID_BASE+13 ; voice 2 sustain/release
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SID_V3_FL = SID_BASE+14 ; voice 3 frequency low
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SID_V3_FH = SID_BASE+15 ; voice 3 frequency high
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SID_V3_PL = SID_BASE+16 ; voice 3 pulse width low
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SID_V3_PH = SID_BASE+17 ; voice 3 pulse width high
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SID_V3_CR = SID_BASE+18 ; voice 3 control
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SID_V3_AD = SID_BASE+19 ; voice 3 attack/decay
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SID_V3_SR = SID_BASE+20 ; voice 3 sustain/release
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SID_FC_LO = SID_BASE+21 ; filter cutoff low (bits 0-2)
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SID_FC_HI = SID_BASE+22 ; filter cutoff high
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SID_FCTL = SID_BASE+23 ; filter resonance + voice routing
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SID_VOL = SID_BASE+24 ; filter mode (hi nibble) + master volume (lo nibble)
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; ---- initialize SID ----
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music_init:
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ldx #24
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lda #0
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mi_clr:
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sta SID_BASE,x
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dex
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bpl mi_clr
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lda #$0f ; master volume = 15
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sta SID_VOL
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lda #0
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sta mus_muted
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rts
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; ---- play one tick: called once per frame ----
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; Replace this with a real music player routine.
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music_play:
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lda mus_muted
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bne mp_silent
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; --- insert SID player call here ---
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mp_silent:
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rts
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; ---- mute: silence SID ----
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music_mute:
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lda #$00
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sta SID_VOL
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rts
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; ---- unmute: restore volume ----
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music_unmute:
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lda #$0f
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sta SID_VOL
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rts
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; ---- state ----
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mus_muted: !byte 0 ; 1 = muted
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@@ -334,6 +334,7 @@ wf_reach:
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lda RASTER
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cmp #RAS_BOTTOM
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bne wf_reach
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jsr music_play ; advance the music once per frame
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rts
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; ---- copy color RAM to FADEBUF, then blacken color RAM ----
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