uxneria/sketches/audio-prototype0.tal

390 lines
10 KiB
Tal

( a blank file )
%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
%DEBUG { ;print-hex JSR2 #0a .Console/write DEO }
%DEBUG2 { SWP ;print-hex JSR2 ;print-hex JSR2 #0a .Console/write DEO }
%RTN { JMP2r }
%inc-ptr-reg-nib { .ptr-register-nibbles LDZ #01 ADD #7f AND .ptr-register-nibbles STZ }
%inc-ptr-reg-byt { .ptr-register-nibbles LDZ #02 ADD #7f AND .ptr-register-nibbles STZ }
%dec-ptr-reg-nib { .ptr-register-nibbles LDZ #01 SUB #7f AND .ptr-register-nibbles STZ }
%dec-ptr-reg-byt { .ptr-register-nibbles LDZ #02 SUB #7f AND .ptr-register-nibbles STZ }
( devices )
|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 ]
|10 @Console [ &vector $2 &read $1 &pad $5 &write $1 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
|30 @Audio0 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
|40 @Audio1 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
|50 @Audio2 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
|60 @Audio3 [ &vector $2 &position $2 &output $1 &pad $3 &adsr $2 &length $2 &addr $2 &volume $1 &pitch $1 ]
|70 @Midi [ &vector $2 &channel $1 &note $1 &velocity $1 ]
|80 @Controller [ &vector $2 &button $1 &key $1 ]
|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ]
|a0 @File [ &vector $2 &success $2 &offset $2 &pad $2 &name $2 &length $2 &load $2 &save $2 ]
|b0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ]
( constants )
%die-color-normal { #53 } ( #53 )
%die-color-invert { #5b }
%column-size { #08 }
( top left corner of registers column )
%pos-x-registers { #0010 }
%pos-y-registers { #0010 }
( variables )
|0000
( @registers $10 )
@ptr-register-nibbles $1
@framecount0 $1
@framecount1 $1
@beat0 $1
@beat1 $1
( temp variables )
@die-color $1
@high-nibble $1
@low-nibble $1
( program )
|0100 ( -> )
( theme )
#1ec9 .System/r DEO2
#1d83 .System/g DEO2
#1d38 .System/b DEO2
#0f ;registers/count0 STA
#208f ;registers/adsr0 STA2
#1a ;registers/pitch0 STA
#77 ;registers/volume0 STA
#ff ;registers/seq0 STA
#0008 .Audio0/length DEO2
#0f ;registers/count1 STA
#1ff0 ;registers/adsr1 STA2
#4c ;registers/pitch1 STA
#11 ;registers/volume1 STA
#aa ;registers/seq1 STA
#0008 .Audio1/length DEO2
#00 .ptr-register-nibbles STZ
;on-frame .Screen/vector DEO2
;on-controller .Controller/vector DEO2
BRK
@on-frame ( -> )
.framecount0 LDZ #01 ADD DUP .framecount0 STZ
;registers/count0 LDA LTH
,&check-count1 JCN
&play-sound0
#00 .framecount0 STZ
;registers/seq0 LDA
.beat0 LDZ #01 ADD #07 AND DUP .beat0 STZ ( check sequencer )
SFT #01 AND #00 EQU ,&check-count1 JCN
( play if sequencer indicates )
;registers/extra0 LDA #00 EQU ,&play0 JCN
( update note )
#00 .beat0 LDZ ;registers/melody0 ADD2 LDA ;registers/pitch0 STA
&play0
;registers/adsr0 LDA2 .Audio0/adsr DEO2
;registers/volume0 LDA .Audio0/volume DEO
;registers/pitch0 LDA .Audio0/pitch DEO
&check-count1
.framecount1 LDZ #01 ADD DUP .framecount1 STZ
;registers/count1 LDA LTH
,&draw-registers JCN
&play-sound1
#00 .framecount1 STZ
;registers/seq1 LDA
.beat1 LDZ #01 ADD #07 AND DUP .beat1 STZ
SFT #01 AND #00 EQU ,&draw-registers JCN
( play if sequencer indicates )
;registers/extra1 LDA #00 EQU ,&play1 JCN
( update note )
#00 .beat1 LDZ ;registers/melody1 ADD2 LDA ;registers/pitch1 STA
&play1
;registers/adsr1 LDA2 .Audio1/adsr DEO2
;registers/volume1 LDA .Audio1/volume DEO
;registers/pitch1 LDA .Audio1/pitch DEO
&draw-registers
( pos-x-registers pos-y-registers
;draw-registers JSR2 )
#0008 #0010 #00
;draw-bytes JSR2
#0030 #0010 #08
;draw-bytes JSR2
#0058 #0010 #10
;draw-bytes JSR2
#0080 #0010 #18
;draw-bytes JSR2
#00a8 #0010 #20
;draw-bytes JSR2
#00d0 #0010 #28
;draw-bytes JSR2
BRK
@on-controller ( -> )
.Controller/button DEI
DUP #10 AND ,&up JCN
DUP #20 AND ,&down JCN
DUP #40 AND ,&left JCN
DUP #80 AND ,&right JCN
DUP #01 AND ,&inc-nibble JCN
DUP #02 AND ,&dec-nibble JCN
POP
&keys
.Controller/key DEI
DUP LIT 'j EQU ,&down JCN
DUP LIT 'k EQU ,&up JCN
DUP LIT '+ EQU ,&inc-nibble JCN
DUP LIT '- EQU ,&dec-nibble JCN
POP BRK
( registers )
&down
inc-ptr-reg-byt
POP BRK
&up
dec-ptr-reg-byt
POP BRK
&left
inc-ptr-reg-nib
POP BRK
&right
dec-ptr-reg-nib
POP BRK
&inc-nibble ( increment nibble )
#01 ;add-to-nibble JSR2
( ;increment-nibble JSR2 )
POP BRK
&dec-nibble ( dec nibble )
#ff ;add-to-nibble JSR2
POP BRK
BRK
@add-to-nibble ( a -- ) ( add a to nibble pointed by ptr-register-nibbles )
,&num STR
,&start JMP
&num $1
&start
.ptr-register-nibbles LDZ ( get register address )
#01 SFT #00 SWP ;registers ADD2 ( calculate register address+offset )
STH2k ( store and keep address+offset )
LDA ( get register contents )
DUP ( duplicate byte )
#04 SFT #0f AND .high-nibble STZ ( store high nibble )
#0f AND .low-nibble STZ ( store low nibble )
.ptr-register-nibbles LDZ
#01 AND ( are we in high 1 or low 0 nibble? )
,&inc-high-nibble JCN
&inc-low-nibble
.low-nibble LDZ ,&num LDR ADD #0f AND ( increment and mask low nibble )
.low-nibble STZ
,&finish JMP
&inc-high-nibble
.high-nibble LDZ ,&num LDR ADD #0f AND ( increment and mask low nibble )
.high-nibble STZ
&finish
.high-nibble LDZ #40 SFT .low-nibble LDZ ORA ( reassemble byte )
STH2r ( recover byte address )
STA
RTN
@draw-bytes ( x2 y2 ptr-offset -- )
;registers ,&addr STR2 ( starting address of bytes )
,&offset STR ( starting offset of these bytes )
.ptr-register-nibbles ,&ptr-addr STR ( address of pointer to bytes )
,&start JMP
&addr $2
&offset $1
&ptr-addr $1
&start
,&offset LDR
( #00 )
&loop
STH
OVR2 OVR2 ( duplicate x2 y2 )
STHkr ( copy counter )
#00 SWP ,&addr LDR2 ADD2 LDA ( add counter as offset to address )
,&ptr-addr LDR LDZ ( load pointer )
#01 SFT ( shift right to get byte number )
STHkr ( retrieve counter, copying )
NEQ ,&normal-mode JCN
( byte is selected )
,&ptr-addr LDR LDZ ( load pointer )
#01 AND #01 ADD ( get rightmost bit and add one to get mode )
,&draw JMP
&normal-mode
#00 ( mode )
&draw
;draw-byte JSR2
#0010 ADD2 ( increment y )
STHr ( recover counter )
#01 ADD DUP column-size ,&offset LDR ADD NEQ ,&loop JCN
POP POP2 POP2 ( pop counter, x and y )
RTN
@draw-registers ( x2 y2 -- )
#00
&loop
STH
OVR2 OVR2 ( duplicate x2 y2 )
STHkr ( copy counter )
#00 SWP ;registers ADD2 LDA ( add counter as offset to get value )
.ptr-register-nibbles LDZ ( load pointer )
#01 SFT ( shift right to get byte number )
STHr DUP STH ( retrieve, duplicate, store counter )
NEQ ,&normal-mode JCN
( byte is selected )
.ptr-register-nibbles LDZ ( load pointer )
#01 AND #01 ADD ( get rightmost bit and add one to get mode )
,&draw JMP
&normal-mode
#00 ( mode )
&draw
;draw-byte JSR2
#0010 ADD2 ( increment y )
STHr ( recover counter )
#01 ADD DUP column-size NEQ ,&loop JCN
POP POP2 POP2 ( pop counter, x and y )
RTN
@draw-byte ( x2 y2 byte mode -- )
DUP
#01 AND ,&low-nibble-mode STR ( mode 1 )
#01 SFT #01 AND ,&high-nibble-mode STR ( mode 2 )
,&start JMP
&high-nibble-mode $1
&low-nibble-mode $1
&start
STH ( stash byte )
OVR2 OVR2 ( duplicate coordinates )
STHr DUP STH ( restore, duplicate, stash byte )
#04 SFT #0f AND ( get high nibble )
,&high-nibble-mode LDR
;draw-nibble JSR2 ( draw high nibble )
SWP2 #0010 ADD2 SWP2 ( increment x )
STHr ( restore byte )
#0f AND ( get low nibble )
,&low-nibble-mode LDR
;draw-nibble JSR2 ( draw low nibble )
RTN
@draw-nibble ( x2 y2 num mode -- )
,&set-invert JCN ( check mode: 0 is normal, nonzero is inverted )
&set-normal
die-color-normal .die-color STZ
,&start JMP
&set-invert
die-color-invert .die-color STZ
&start
( bit 3 )
STH
.Screen/y DEO2
.Screen/x DEO2
STHr DUP STH
#03 SFT #01 AND ,&bit-3-on JCN
&bit-3-off
;nibble-dice-empty/tl .Screen/addr DEO2
,&bit-3-draw JMP
&bit-3-on
;nibble-dice-dot/tl .Screen/addr DEO2
&bit-3-draw
.die-color LDZ .Screen/color DEO
( bit 2 )
STHr DUP STH
.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2 ( increment x )
#02 SFT #01 AND ,&bit-2-on JCN
&bit-2-off
;nibble-dice-empty/tr .Screen/addr DEO2
,&bit-2-draw JMP
&bit-2-on
;nibble-dice-dot/tr .Screen/addr DEO2
&bit-2-draw
.die-color LDZ .Screen/color DEO
( bit 0 )
STHr DUP STH
.Screen/y DEI2 #0008 ADD2 .Screen/y DEO2 ( increment y )
#01 AND ,&bit-0-on JCN
&bit-0-off
;nibble-dice-empty/br .Screen/addr DEO2
,&bit-0-draw JMP
&bit-0-on
;nibble-dice-dot/br .Screen/addr DEO2
&bit-0-draw
.die-color LDZ .Screen/color DEO
( bit 1 )
STHr
.Screen/x DEI2 #0008 SUB2 .Screen/x DEO2 ( decrement x )
#01 SFT #01 AND ,&bit-1-on JCN
&bit-1-off
;nibble-dice-empty/bl .Screen/addr DEO2
,&bit-1-draw JMP
&bit-1-on
;nibble-dice-dot/bl .Screen/addr DEO2
&bit-1-draw
.die-color LDZ .Screen/color DEO
RTN
@nibble-dice-empty ( top left, top right, bottom left, bottom right )
&tl 00 1f 3f 7f 7f 7f 7f 7f 00 1f 3f 7f 7f 7f 7f 7f
&tr 00 f8 fc fe fe fe fe fe 00 f8 fc fe fe fe fe fe
&bl 7f 7f 7f 7f 7f 3f 1f 00 7f 7f 7f 7f 7f 3f 1f 00
&br fe fe fe fe fe fc f8 00 fe fe fe fe fe fc f8 00
@nibble-dice-dot ( top left, top right, bottom left, bottom right )
&tl 00 1f 3f 7f 7f 7f 7f 7f 00 1f 3f 73 61 61 73 7f
&tr 00 f8 fc fe fe fe fe fe 00 f8 fc ce 86 86 ce fe
&bl 7f 7f 7f 7f 7f 3f 1f 00 7f 73 61 61 73 3f 1f 00
&br fe fe fe fe fe fc f8 00 fe ce 86 86 ce fc f8 00
|ff00
@registers
&count0 $1 &pitch0 $1 &adsr0 $2 &volume0 $1 &seq0 $1 &extra0 $2 ( col 0 )
&melody0 1a1a 1d1d 2121 1d1d
&sample0 ff00 0ff0 000f f000
&count1 $1 &pitch1 $1 &adsr1 $2 &volume1 $1 &seq1 $1 &extra1 $2 ( col 2 )
&melody1 3e41 453e 4145 3e41
&sample1 ffff ffff 0000 0000
&col2 $8
&col3 $8
&col4 $8