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Wave_Compiler100.s
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892 lines (801 loc) · 15 KB
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;Wave Music Compiler for 1.1
;Expand to encompass
;>VRST expansion
;>Pattern Command storage
;>Expanded Pattern Option
;?Fixed Bar issue
CompileDriver
;Reserve 32 zpage locations
sei
ldx #31
.(
loop1 lda $00,x
sta $B800,x
dex
bpl loop1
.)
;twi999 nop
; jmp twi999
;Build main header
lda #00
sta CM_HEADER
lda WVE_TEMPO
sta CM_TEMPO
lda WVE_LLOOP
clc
adc #11
sta CM_LLOOP
lda #<$770B
sta destination
lda #>$770B
sta destination+1
;Compile list
ldx #00
stx HighestPatternID
.(
loop1 lda WVE_LIST,x
;Branch if NOT end of list
bpl skip2
;Compile End of List flag(128)
jsr CompileByte
;jump out of List
jmp skip1
skip2 ;Record Highest PatternID
cmp HighestPatternID
bcc skip3
sta HighestPatternID
skip3
;Compile List Pattern
jsr CompileByte
;Branch on max list
inx
bpl loop1
skip1
.)
;Store Current compile lo address as address of Pattern Address Table (for this program)
lda destination
sta pataddrtable
;Store Offset to Pattern Address Table in Compiled music header
sec
sbc #<CM_HEADER
sta CM_HEADER+2
;Store Current compile hi address as address of Pattern Address Table (for this program)
lda destination+1
sta pataddrtable+1
;Store Offset to Pattern Address Table in Compiled music header
sbc #>CM_HEADER
sta CM_HEADER+3
;Multiply HighestPatternID by 2 and add to Pattern Address Table address to get first
;address of Compiled Pattern memory
lda HighestPatternID
clc
adc #1
asl
adc destination
sta destination
lda destination+1
adc #00
sta destination+1
;Compile Patterns
ldx #00
.(
loop1 jsr StoreCompiledPatternAddress
jsr FetchPatternAddress ;into row
jsr CompilePattern
inx
cpx HighestPatternID
beq loop1
bcc loop1
.)
;Compile Effects
;Store current compiled address lo as address of EffectAddressTable
lda destination
sta effaddrtable
;Store Offset in Compiled Header
sec
sbc #<CM_HEADER
sta CM_HEADER+4
;Store current compiled address hi as address of EffectAddressTable
lda destination+1
sta effaddrtable+1
;Store Offset in Compiled Header
sec
sbc #>CM_HEADER
sta CM_HEADER+5
;Multiply HighestEffectID by 2 and add to EffectAddressTable address to get first
;address of Compiled Effect memory
lda HighestEffectID
clc
adc #1
asl
adc destination
sta destination
lda destination+1
adc #00
sta destination+1
;Compile Effects
ldx #00
.(
loop1 jsr StoreCompiledEffectAddress
jsr FetchEffectAddress ;into row
jsr CompileEffect
inx
cpx HighestEffectID
beq loop1
bcc loop1
.)
;Compile Ornaments
;Store current compiled address lo as address of OrnamentAddressTable
lda destination
sta ornaddrtable
;Store Offset in Compiled Header
sec
sbc #<CM_HEADER
sta CM_HEADER+6
;Store current compiled address hi as address of OrnamentAddressTable
lda destination+1
sta ornaddrtable+1
;Store Offset in Compiled Header
sec
sbc #>CM_HEADER
sta CM_HEADER+7
;Multiply HighestOrnamentID by 2 and add to OrnamentAddressTable address to get first
;address of Compiled Ornament memory
lda HighestOrnamentID
clc
adc #1
asl
adc destination
sta destination
lda destination+1
adc #00
sta destination+1
;Compile Ornaments
ldx #00
.(
loop1 jsr StoreCompiledOrnamentAddress
jsr FetchOrnamentAddress ;into row
jsr CompileOrnament
inx
cpx HighestOrnamentID
beq loop1
bcc loop1
.)
;Compile Samples
;Store current compiled address lo as address of SampleAddressTable
lda destination
sta samaddrtable
;Store Offset in Compiled Header
sec
sbc #<CM_HEADER
sta CM_HEADER+8
;Store current compiled address hi as address of OrnamentAddressTable
lda destination+1
sta samaddrtable+1
;Store Offset in Compiled Header
sec
sbc #>CM_HEADER
sta CM_HEADER+9
;Multiply HighestSampleID by 5 and add to SampleAddressTable address to get first
;address of Compiled Sample memory
;5 rather than 2 because the address table will hold 5 entries rather than 2..
;SampleAddressLo,SampleAddressHi,SampleLoopAddressLo,SampleLoopAddressHi and SampleProperty
lda HighestSampleID
asl
asl
adc HighestSampleID
adc destination
sta destination
lda destination+1
adc #00
sta destination+1
;Compile Samples
ldx #00
.(
loop1 jsr StoreCompiledSampleAddress
inx
cpx HighestSampleID
beq loop1
bcc loop1
.)
; jsr FindHighestSampleAddress
; jsr CompileSampleMemory
;Record destination
lda destination
pha
lda destination+1
pha
;Restore 32 zpage locations
ldx #31
.(
loop1 lda $B800,x
sta $00,x
dex
bpl loop1
.)
;Recall destination and store in 00-01(End of Compilation)
pla
sta $01
pla
sta $00
;All Done!!
cli
rts
StoreCompiledPatternAddress
txa
asl
tay
lda destination
sec
sbc #<CM_HEADER
sta (pataddrtable),y
lda destination+1
iny
sbc #>CM_HEADER
sta (pataddrtable),y
rts
StoreCompiledEffectAddress
txa
asl
tay
lda destination
sec
sbc #<CM_HEADER
sta (effaddrtable),y
lda destination+1
iny
sbc #>CM_HEADER
sta (effaddrtable),y
rts
StoreCompiledOrnamentAddress
txa
asl
tay
lda destination
sec
sbc #<CM_HEADER
sta (ornaddrtable),y
lda destination+1
iny
sbc #>CM_HEADER
sta (ornaddrtable),y
rts
StoreCompiledSampleAddress
txa
sta Temp01
asl
asl
adc Temp01
tay
lda destination
sec
sbc #<CM_HEADER
sta (samaddrtable),y
lda destination+1
iny
sbc #>CM_HEADER
sta (samaddrtable),y
;Also store Sample loop Address Offset ( (LoopAddress - SampleAddress)+(destination - CM_HEADER)
lda SAMPLELOOPADDRESSLO,x
sec
sbc SAMPLEADDRESSTABLELO,x
sta Temp01
lda SAMPLELOOPADDRESSHI,x
sbc SAMPLEADDRESSTABLEHI,x
sta Temp02
;
lda destination
sec
sbc #<CM_HEADER
sta Temp03
lda destination+1
sbc #>CM_HEADER
sta Temp04
;
lda Temp01
clc
adc Temp03
iny
sta (samaddrtable),y
lda Temp02
adc Temp04
iny
sta (samaddrtable),y
;Also store Sample Property
lda SAMPLEPROPERTY,x
iny
sta (samaddrtable),y
rts
FetchPatternAddress
lda PatternAddressTableLo,x
sta row
lda PatternAddressTableHi,x
sta row+1
rts
FetchEffectAddress
lda EffectAddressTableLo,x
sta effect
lda EffectAddressTableHi,x
sta effect+1
rts
FetchOrnamentAddress
lda OrnamentAddressTableLo,x
sta ornament
lda OrnamentAddressTableHi,x
sta ornament+1
rts
FindHighestSampleAddress
ldx #00
stx HighestSampleAddressLo
sta HighestSampleAddressHi
.(
loop1 lda SAMPLEADDRESSTABLEHI,x
cmp HighestSampleAddressHi
beq skip2
bcc skip1
sta HighestSampleAddressHi
lda SAMPLEADDRESSTABLELO,x
sta HighestSampleAddressLo
jmp skip1
skip2 lda SAMPLEADDRESSTABLELO,x
cmp HighestSampleAddressLo
bcc skip1
sta HighestSampleAddressLo
lda SAMPLEADDRESSTABLEHI,x
sta HighestSampleAddressHi
skip1 inx
cpx HighestSampleID
beq loop1
bcc loop1
.)
rts
CompileSampleMemory
lda #<WVE_SAMPLEBANK
sta sample
lda #>WVE_SAMPLEBANK
sta sample
ldy #00
.(
loop1 lda (sample),y
sta Temp01
jsr CompileByte
inc sample
bne skip1
inc sample+1
skip1 lda Temp01
and #%00001111
bne loop1
lda Temp01
and #%11110000
bne loop1
lda sample+1
cmp HighestSampleAddressHi
bcc loop1
bne end
lda sample
cmp HighestSampleAddressLo
bcc loop1
end rts
.)
CompileEffect
;Compile Loop
lda WVE_EFFECTLOOPS,x
.(
bmi skip1
; asl
clc
adc #1
skip1 jsr CompileByte
.)
;Compile Effect
ldy #00
.(
loop1 lda (effect),y
sta Temp01
jsr CompileByte
iny
cpy #32
bcs skip1
lda Temp01
bne loop1
skip1 rts
.)
CompileOrnament
;Compile Loop
lda WVE_ORNAMENTLOOPS,x
.(
bmi skip1
; asl
;Add 1 because oat will always reference first byte of ornament block which is loop index
clc
adc #1
skip1 jsr CompileByte
.)
;Compile Ornament
ldy #00
.(
loop1 lda (ornament),y
sta Temp01
jsr CompileByte
iny
cpy #32
bcs skip1
lda Temp01
bne loop1
skip1 rts
.)
;row == Pattern Address
CompilePattern
ldy #00
lda #64
sta RowCounter
.(
loop1 ;Is Row populated at all?
jsr IsRowPopulated
bcs skip5
;Count Empty Rows then move on to next row
inc EmptyRowCounter
jmp skip6
skip5 ;Check empty row counter in case we need to add it
lda EmptyRowCounter
beq skip7
;Compile Empty Rows count
jsr CompileEmptyRowsCount
skip7 ;Is Cycle used?
ldy #00
lda (row),y
and #3
beq skip1
;Compile Cycle
clc
adc #BR_CYCLE-1
jsr CompileByte
skip1 ;Is EG Period used?
lda (row),y
lsr
lsr
beq skip2
;Compile EGPeriod
clc
adc #BR_EGPERIOD
jsr CompileByte
skip2 ;Proceed to Row Byte 1
iny
;Is Sample used?
lda (row),y
and #7
beq skip3
;Compile Sample
cmp HighestSampleID
bcc skip8
sta HighestSampleID
skip8 clc
adc #BR_SAMPLE
jsr CompileByte
skip3 ;Is Noise Used?
lda (row),y
lsr
lsr
lsr
beq skip4
;Compile Noise
clc
adc #BR_NOISE
jsr CompileByte
skip4 ;Compile Channels Note Groups
jsr CompileNoteGroup
bcs FinishedPattern
jsr CompileNoteGroup
bcs FinishedPattern
jsr CompileNoteGroup
bcs FinishedPattern
skip6 ;proceed to next row
lda row
clc
adc #11
sta row
lda row+1
adc #00
sta row+1
;Count 64 Rows
dec RowCounter
beq skip9
jmp loop1
skip9 lda EmptyRowCounter
beq FinishedPattern
;Compile Empty Rows count
jsr CompileEmptyRowsCount
FinishedPattern
rts
.)
IsRowPopulated
;If a row contains just 1 change we must compile the complete rows Notes
;Check Sample,Noise,EGPeriod and Cycle fields
ldy #1
.(
loop1 lda (row),y
bne PopulatedRow
dey
bpl loop1
;Check Notes A(2),B(5),C(8)
ldy #2
lda (row),y
lsr
lsr
cmp #62
bne PopulatedRow
;Check Zero Volume
lda (row),y
and #3
cmp #3
bcc PopulatedRow
ldy #5
lda (row),y
lsr
lsr
cmp #62
bne PopulatedRow
;Check Zero Volume
lda (row),y
and #3
cmp #3
bcc PopulatedRow
ldy #8
lda (row),y
lsr
lsr
cmp #62
bne PopulatedRow
;Check Zero Volume
lda (row),y
and #3
cmp #3
bcc PopulatedRow
clc
rts
PopulatedRow
.)
sec
rts
CompileEmptyRowsCount
;Decide what code to add based on number of empty rows
cmp #47
.(
bcs CompileLongRow
adc #BR_SHORTROWREST-1
jsr CompileByte
jmp skip8
CompileLongRow
lda #BR_LONGROWREST
jsr CompileByte
lda EmptyRowCounter
sec
sbc #1
jsr CompileByte
skip8 lda #00
.)
sta EmptyRowCounter
rts
CompileNoteGroup
;Always store Note
iny
lda (row),y
lsr
lsr
pha
clc
adc #BR_NOTE
;Ensure Note is last stored field in Note Group
sta NoteByte
;If Note is Note then store Volume directly
pla
cmp #62
.(
bcs skip5
lda (row),y
and #3
adc #BR_VOLUME
jsr CompileByte
jmp skip6
skip5 ;If Note is Rest and Volume is 0,1 or 2 then store Volume
bne skip7
lda (row),y
and #3
cmp #3
bcc skip6
adc #BR_VOLUME-1
jsr CompileByte
jmp skip6
skip7 ;If Note is Bar then store Bar and End Pattern
lda #BR_BAR
jsr CompileByte
sec ;Flag caller to terminate pattern
jmp skip11
skip6 ;Is Effect Used?
iny
lda (row),y
and #15
beq skip8
;Compile Effect
cmp HighestEffectID
bcc skip1
sta HighestEffectID
skip1 clc
adc #BR_EFFECT-1 ;Compensate range 1-15
jsr CompileByte
skip8 ;Is Ornament used?
lda (row),y
lsr
lsr
lsr
lsr
beq skip9
;Compile Ornament
cmp HighestOrnamentID
bcc skip2
sta HighestOrnamentID
skip2 clc
adc #BR_ORNAMENT-1 ;Compensate range 1-15
jsr CompileByte
skip9 ;Is Command Used?
iny
lda (row),y
and #7
clc ;Flag caller to continue pattern row
beq skip10
;Compile Command and Parameter
clc
adc #BR_COMMAND
jsr CompileByte
lda (row),y
lsr
lsr
lsr
;Since Parameter ALWAYS follows Command we can just write it as a direct byte
jsr CompileByte
clc ;Flag caller to continue pattern row
skip10 ;NOW store Note
lda NoteByte
jsr CompileByte
skip11 rts
.)
CompileByte
sty cbTemp01
ldy #00
sta (destination),y
inc destination
.(
bne skip1
inc destination+1
skip1 ldy cbTemp01
.)
rts
HighestPatternID .byt 0
HighestEffectID .byt 0
HighestOrnamentID .byt 0
HighestSampleID .byt 0
HighestSampleAddressLo .byt 0
HighestSampleAddressHi .byt 0
Temp01 .byt 0
Temp02 .byt 0
Temp03 .byt 0
Temp04 .byt 0
cbTemp01 .byt 0
EmptyRowCounter .byt 0
RowCounter .byt 0
PatternAddressTableLo
.byt <WVE_PATTERNMEMORY
.byt <WVE_PATTERNMEMORY+704*1
.byt <WVE_PATTERNMEMORY+704*2
.byt <WVE_PATTERNMEMORY+704*3
.byt <WVE_PATTERNMEMORY+704*4
.byt <WVE_PATTERNMEMORY+704*5
.byt <WVE_PATTERNMEMORY+704*6
.byt <WVE_PATTERNMEMORY+704*7
.byt <WVE_PATTERNMEMORY+704*8
.byt <WVE_PATTERNMEMORY+704*9
.byt <WVE_PATTERNMEMORY+704*0
.byt <WVE_PATTERNMEMORY+704*11
.byt <WVE_PATTERNMEMORY+704*12
.byt <WVE_PATTERNMEMORY+704*13
.byt <WVE_PATTERNMEMORY+704*14
.byt <WVE_PATTERNMEMORY+704*15
.byt <WVE_PATTERNMEMORY+704*16
.byt <WVE_PATTERNMEMORY+704*17
.byt <WVE_PATTERNMEMORY+704*18
.byt <WVE_PATTERNMEMORY+704*19
.byt <WVE_PATTERNMEMORY+704*20
.byt <WVE_PATTERNMEMORY+704*21
.byt <WVE_PATTERNMEMORY+704*22
.byt <WVE_PATTERNMEMORY+704*23
PatternAddressTableHi
.byt >WVE_PATTERNMEMORY
.byt >WVE_PATTERNMEMORY+704*1
.byt >WVE_PATTERNMEMORY+704*2
.byt >WVE_PATTERNMEMORY+704*3
.byt >WVE_PATTERNMEMORY+704*4
.byt >WVE_PATTERNMEMORY+704*5
.byt >WVE_PATTERNMEMORY+704*6
.byt >WVE_PATTERNMEMORY+704*7
.byt >WVE_PATTERNMEMORY+704*8
.byt >WVE_PATTERNMEMORY+704*9
.byt >WVE_PATTERNMEMORY+704*0
.byt >WVE_PATTERNMEMORY+704*11
.byt >WVE_PATTERNMEMORY+704*12
.byt >WVE_PATTERNMEMORY+704*13
.byt >WVE_PATTERNMEMORY+704*14
.byt >WVE_PATTERNMEMORY+704*15
.byt >WVE_PATTERNMEMORY+704*16
.byt >WVE_PATTERNMEMORY+704*17
.byt >WVE_PATTERNMEMORY+704*18
.byt >WVE_PATTERNMEMORY+704*19
.byt >WVE_PATTERNMEMORY+704*20
.byt >WVE_PATTERNMEMORY+704*21
.byt >WVE_PATTERNMEMORY+704*22
.byt >WVE_PATTERNMEMORY+704*23
EffectAddressTableLo
.byt <WVE_EFFECTMEMORY
.byt <WVE_EFFECTMEMORY+32*1
.byt <WVE_EFFECTMEMORY+32*2
.byt <WVE_EFFECTMEMORY+32*3
.byt <WVE_EFFECTMEMORY+32*4
.byt <WVE_EFFECTMEMORY+32*5
.byt <WVE_EFFECTMEMORY+32*6
.byt <WVE_EFFECTMEMORY+32*7
.byt <WVE_EFFECTMEMORY+32*8
.byt <WVE_EFFECTMEMORY+32*9
.byt <WVE_EFFECTMEMORY+32*10
.byt <WVE_EFFECTMEMORY+32*11
.byt <WVE_EFFECTMEMORY+32*12
.byt <WVE_EFFECTMEMORY+32*13
.byt <WVE_EFFECTMEMORY+32*14
EffectAddressTableHi
.byt >WVE_EFFECTMEMORY
.byt >WVE_EFFECTMEMORY+32*1
.byt >WVE_EFFECTMEMORY+32*2
.byt >WVE_EFFECTMEMORY+32*3
.byt >WVE_EFFECTMEMORY+32*4
.byt >WVE_EFFECTMEMORY+32*5
.byt >WVE_EFFECTMEMORY+32*6
.byt >WVE_EFFECTMEMORY+32*7
.byt >WVE_EFFECTMEMORY+32*8
.byt >WVE_EFFECTMEMORY+32*9
.byt >WVE_EFFECTMEMORY+32*10
.byt >WVE_EFFECTMEMORY+32*11
.byt >WVE_EFFECTMEMORY+32*12
.byt >WVE_EFFECTMEMORY+32*13
.byt >WVE_EFFECTMEMORY+32*14
OrnamentAddressTableLo
.byt <WVE_ORNAMENTMEMORY
.byt <WVE_ORNAMENTMEMORY+32*1
.byt <WVE_ORNAMENTMEMORY+32*2
.byt <WVE_ORNAMENTMEMORY+32*3
.byt <WVE_ORNAMENTMEMORY+32*4
.byt <WVE_ORNAMENTMEMORY+32*5
.byt <WVE_ORNAMENTMEMORY+32*6
.byt <WVE_ORNAMENTMEMORY+32*7
.byt <WVE_ORNAMENTMEMORY+32*8
.byt <WVE_ORNAMENTMEMORY+32*9
.byt <WVE_ORNAMENTMEMORY+32*10
.byt <WVE_ORNAMENTMEMORY+32*11
.byt <WVE_ORNAMENTMEMORY+32*12
.byt <WVE_ORNAMENTMEMORY+32*13
.byt <WVE_ORNAMENTMEMORY+32*14
OrnamentAddressTableHi
.byt >WVE_ORNAMENTMEMORY
.byt >WVE_ORNAMENTMEMORY+32*1
.byt >WVE_ORNAMENTMEMORY+32*2
.byt >WVE_ORNAMENTMEMORY+32*3
.byt >WVE_ORNAMENTMEMORY+32*4
.byt >WVE_ORNAMENTMEMORY+32*5
.byt >WVE_ORNAMENTMEMORY+32*6
.byt >WVE_ORNAMENTMEMORY+32*7
.byt >WVE_ORNAMENTMEMORY+32*8
.byt >WVE_ORNAMENTMEMORY+32*9
.byt >WVE_ORNAMENTMEMORY+32*10
.byt >WVE_ORNAMENTMEMORY+32*11
.byt >WVE_ORNAMENTMEMORY+32*12
.byt >WVE_ORNAMENTMEMORY+32*13
.byt >WVE_ORNAMENTMEMORY+32*14
EndOfCompiler
.byt 0