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mirror of https://frontier.innolan.net/github/AmigaExamples.git synced 2026-01-10 03:07:10 +00:00

spiked playing samples

This commit is contained in:
alpine9000
2016-05-02 18:56:03 +10:00
parent 8a78835811
commit 27322a36ad
9 changed files with 124 additions and 35 deletions

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@ -9,7 +9,7 @@ BASE_ADDRESS=4000
# note: this must be high enough not to conflict with MFMbufE
BOOTBLOCK_ASM=alpine_bootblock.s
OBJS=out/init.o out/utils.o out/image.o out/blit.o out/joystick.o out/player.o out/items.o out/blitmtext.o out/blittext.o out/music.o out/P6112-Play.o out/splash.o out/background.o
OBJS=out/init.o out/utils.o out/image.o out/blit.o out/joystick.o out/player.o out/items.o out/blitmtext.o out/blittext.o out/music.o out/P6112-Play.o out/splash.o out/background.o out/sound.o
IMAGES=foreground.png \
background.png \
@ -164,7 +164,13 @@ out/background-map.s: background.tmx
@mv background-map.s out
@rm background-indexes.s
out/main.o: $(IMAGEDATA) out/background-map.s out/foreground-map.s Makefile link.script.x out/playarea_fade.s out/flags_fade.s out/panelFade.s out/tileFade.s
out/falling.raw: assets/falling.wav
sox assets/falling.wav -b 8 -c 1 -r 8000 out/falling.raw
out/jump.raw: assets/jump.wav
sox assets/jump.wav -c 1 -r 13000 -b 8 out/jump.raw
out/main.o: $(IMAGEDATA) out/background-map.s out/foreground-map.s Makefile link.script.x out/playarea_fade.s out/flags_fade.s out/panelFade.s out/tileFade.s out/jump.raw out/falling.raw
setuptiming:
$(eval VASM_EXTRA_ARGS="-DTIMING_TEST=1")

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@ -22,7 +22,7 @@ split4=0 ;Great time gain, but INCOMPATIBLE with F03, F02, and F01
;See ;@@ note for P61_SetPosition.
splitchans=1 ;#channels to be split off to be decrunched at "playtime frame"
splitchans=0 ;#channels to be split off to be decrunched at "playtime frame"
;0=use normal "decrunch all channels in the same frame"
;Experiment to find minimum rastertime, but it should be 1 or 2
;for 3-4 channels songs and 0 or 1 with less channels.
@ -41,7 +41,7 @@ p61exec =0 ;0 if execbase is destroyed, such as in a trackmo.
p61fade =0 ;enable channel volume fading from your demo
channels=4 ;<4 for game sound effects in the higher channels. Incompatible
channels=3 ;<4 for game sound effects in the higher channels. Incompatible
; with splitchans/split4.
playflag=0 ;1=enable music on/off capability (at run-time). .If 0, you can

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028.bs/assets/falling.wav Normal file

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028.bs/assets/jump.wav Normal file

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@ -1,5 +1,5 @@
include "includes.i"
xdef BigBang
xdef pathwayRenderPending
@ -44,12 +44,21 @@ Entry:
move #$7fff,INTENA(a6) ; disable all interrupts
lea Level3InterruptHandler,a3
move.l a3,LVL3_INT_VECTOR
move.l a3,LVL3_INT_VECTOR
if 0
lea Level4InterruptHandler,a3
move.l a3,LVL4_INT_VECTOR
endif
;; move.w #(INTF_SETCLR|INTF_VERTB|INTF_INTEN),INTENA(a6)
jsr StartMusic
jsr ShowSplash
jsr BlueFill
;; d0 - fg bitplane pointer offset
;; d1 - bg bitplane pointer offset
move.l #0,d0
@ -77,8 +86,7 @@ Entry:
jsr Init ; enable the playfield
jsr InstallSpriteColorPalette
move.w #(DMAF_SPRITE|DMAF_BLITTER|DMAF_SETCLR!DMAF_COPPER!DMAF_RASTER!DMAF_MASTER),DMACON(a6)
move.w #(DMAF_SPRITE|DMAF_BLITTER|DMAF_SETCLR|DMAF_COPPER|DMAF_RASTER|DMAF_MASTER),DMACON(a6)
Reset:
@ -181,8 +189,12 @@ GameLoop:
add.l #1,frameCount
move.l frameCount,d6
move.l #FOREGROUND_SCROLL_PIXELS,foregroundScrollPixels
jsr WaitVerticalBlank
MOVE.W #2,AUD3LEN(a6) ;Set length in words
move.l #emptySound,AUD3LCH(a6)
if TIMING_TEST=1
move.l #4000,d0
.looooo:
@ -655,7 +667,16 @@ PostMissedTile:
BigBang:
jsr ResetItems
jsr PlayFalling
move.l #10,d0
.loop:
jsr WaitVerticalBlank
dbra d0,.loop
MOVE.W #2,AUD3LEN(a6) ;Set length in words
move.l #emptySound,AUD3LCH(a6)
jsr ResetItems
move.w #0,moving
move.l #0,frameCount
.bigBangLoop:
@ -789,7 +810,44 @@ Level3InterruptHandler:
.interruptComplete:
movem.l (sp)+,d0-a6
rte
rte
if 0
Level4InterruptHandler:
movem.l d0-a6,-(sp)
lea CUSTOM,a6
.checkVerticalBlank:
move.w INTREQR(a6),d0
and.w #INTF_AUD0,d0
beq .interruptComplete
move.l #1000,d0
.loop:
dbra d0,.loop
move.w #INTF_AUD0,INTREQ(a6) ; clear interrupt bit
MOVE.W #2,AUD0LEN(a6) ;Set length in words
move.l #jump,AUD0LCH(a6)
move.w #INTF_AUD0,INTENA(a6)
if 0
move.w #DMAF_AUD0,DMACON(a6)
lea verticalBlankCounterText,a0
bsr IncrementCounter
if 0
MOVE.W #1,AUD0PER(a6)
MOVE.W #0,AUD0VOL(a6) ;Use maximum volume
MOVE.W #2,AUD0LEN(a6) ;Set length in words
endif
endif
.interruptComplete:
movem.l (sp)+,d0-a6
rte
endif
Message:
;; a0 - bitplane
@ -1479,6 +1537,9 @@ panelFade:
tileFade:
include "out/tileFade.s"
align 2
emptySound:
dc.l 0
section .bss

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@ -5,34 +5,11 @@
;; custom chip base globally in a6
Init:
movem.l d0-a6,-(sp)
;; move #$7ff,DMACON(a6) ; disable all dma
;; move #$7fff,INTENA(a6) ; disable all interrupts
;; lea Level3InterruptHandler,a3
;; move.l a3,LVL3_INT_VECTOR
;; set up playfield
move.w #(RASTER_Y_START<<8)|RASTER_X_START,DIWSTRT(a6)
move.w #((RASTER_Y_STOP-256)<<8)|(RASTER_X_STOP-256),DIWSTOP(a6)
move.w #((RASTER_Y_STOP-256)<<8)|(RASTER_X_STOP-256),DIWSTOP(a6)
;; move.w #(RASTER_X_START/2-SCREEN_RES)-8,DDFSTRT(a6) ; -8 for extra scrolling word
;; move.w #(RASTER_X_START/2-SCREEN_RES)+(8*((SCREEN_WIDTH/16)-1)),DDFSTOP(a6)
;; enabled 2x the bitplanes as 2x playfields
;; move.w #(SCREEN_BIT_DEPTH*2<<12)|COLOR_ON|DBLPF,BPLCON0(a6)
;; move.w #BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH-SCREEN_WIDTH_BYTES-2,BPL1MOD(a6) ; -2 for extra scrolling word
;; move.w #BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH-SCREEN_WIDTH_BYTES-2,BPL2MOD(a6)
;; setup sprites
;; install copper list, then enable dma and selected interrupts
;; move.w #(DMAF_SPRITE|DMAF_BLITTER|DMAF_SETCLR!DMAF_COPPER!DMAF_RASTER!DMAF_MASTER),DMACON(a6)
move.w #(DMAF_BLITTER|DMAF_SETCLR!DMAF_COPPER!DMAF_RASTER!DMAF_MASTER),DMACON(a6)
;; move.w #PF2PRI,BPLCON2(a6)
;; move.w #(INTF_SETCLR|INTF_VERTB|INTF_INTEN),INTENA(a6)
movem.l (sp)+,d0-a6
rts

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@ -157,18 +157,22 @@ ProcessJoystick:
cmp.b #3,joystickpos
bne .notRight
move.w #PLAYER_JUMP_PIXELS+PLAYER_PAUSE_PIXELS,spriteR
jsr PlaySound
.notRight:
cmp.b #1,joystickpos
bne .notUp
move.w #PLAYER_JUMP_PIXELS+PLAYER_PAUSE_PIXELS,spriteU
jsr PlaySound
.notUp:
cmp.b #5,joystickpos
bne .notDown
move.w #PLAYER_JUMP_PIXELS+PLAYER_PAUSE_PIXELS,spriteD
jsr PlaySound
.notDown:
cmp.b #7,joystickpos
bne .notLeft
move.w #PLAYER_JUMP_PIXELS+PLAYER_PAUSE_PIXELS,spriteL
jsr PlaySound
.notLeft:
.skip:
rts

40
028.bs/sound.s Normal file
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@ -0,0 +1,40 @@
include "includes.i"
xdef PlaySound
xdef PlayFalling
PlaySound:
LEA jump(pc),a1 ;Address of data to
MOVE.L a1,AUD3LCH(a6) ;The 680x0 writes this as though it were a
MOVE.W #123,AUD3PER(a6)
MOVE.W #64,AUD3VOL(a6) ;Use maximum volume
MOVE.W #(endJump-jump)/2,AUD3LEN(a6) ;Set length in words
move.w #(DMAF_AUD3|DMAF_SETCLR),DMACON(a6)
if 0
move.l #1000,d0
.loop:
dbra d0,.loop
MOVE.W #2,AUD3LEN(a6) ;Set length in words
move.l #jump,AUD3LCH(a6)
endif
rts
PlayFalling:
LEA falling(pc),a1 ;Address of data to
MOVE.L a1,AUD3LCH(a6) ;The 680x0 writes this as though it were a
MOVE.W #256,AUD3PER(a6)
MOVE.W #25,AUD3VOL(a6) ;Use maximum volume
MOVE.W #(endFalling-falling)/4,AUD3LEN(a6) ;Set length in words
move.w #(DMAF_AUD3|DMAF_SETCLR),DMACON(a6)
rts
align 4
jump:
incbin "out/jump.raw"
endJump:
align 4
falling:
incbin "out/falling.raw"
endFalling:

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@ -1 +1,2 @@
LVL3_INT_VECTOR equ $6c
LVL4_INT_VECTOR equ $70