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PRORUNNER V1.0
--------------
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***************
* TESTPROGRAM *
***************
start:
move.l #pr_data,pr_module
bsr.w pr_init
main:
cmp.b #160,$dff006
bne.s main
move.w #$4000,$dff09a
main2:
cmp.b #161,$dff006
bls.s main2
move.w #$f00,$dff180
bsr.w pr_music
clr.w $dff180
move.w #$c000,$dff09a
moveq.l #0,d0
move.b $dff006,d0
sub.w #162,d0
move.w medraster,d1
add.w d0,d1
lsr.w #1,d1
move.w d1,medraster
cmp.w maxraster,d0
bls.s main3
move.w d0,maxraster
main3:
btst #6,$bfe001
bne.s main
move.w #-1,pr_musicfadedirection ; Now fading out...
main4:
cmp.b #160,$dff006
bne.s main4
move.w #$4000,$dff09a
main5:
cmp.b #161,$dff006
bls.s main5
move.w #$f00,$dff180
bsr.w pr_music
clr.w $dff180
move.w #$c000,$dff09a
moveq.l #0,d0
move.b $dff006,d0
sub.w #162,d0
move.w medraster,d1
add.w d0,d1
lsr.w #1,d1
move.w d1,medraster
cmp.w maxraster,d0
bls.s main6
move.w d0,maxraster
main6:
tst.w pr_musicfadect
bne.s main4
bsr.w pr_end
moveq.l #0,d0
move.l d0,d1
move.w maxraster,d0
move.w medraster,d1
rts
maxraster: dc.w 0
medraster: dc.w 0
*****************************************
* *
* PRORUNNER V1.0 *
* -------------- *
* CODED BY COSMOS OF SANITY IN 1992 *
* *
*****************************************
* *
* Supporting the following effects: *
* *
* - Fade Sound in/out *
* - Finetune *
* - Normal play or Arpeggio *
* - Slide Frequenz up *
* - Slide Frequenz down *
* - Tone Portamento *
* - Vibrato *
* - Tone Portamento+Volume Slide *
* - Vibrato + Volume Slide *
* - Tremolo *
* - Set SampleOffset *
* - Volume Slide *
* - Position Jump *
* - Set Volume *
* - Pattern Break *
* - Set Speed *
* - E-Commands: *
* - Set Filter *
* - Fine Slide Up *
* - Fine Slide Down *
* - Glissando Control *
* - Set Vibrato Waveform *
* - Set Finetune *
* - Set Loop / Jump to Loop *
* - Set Tremolo Waveform *
* - Retrig Note *
* - Fine VolumeSlide Up *
* - Fine VolumeSlide Down *
* - NoteCut *
* - NoteDelay *
* - PatternDelay *
* - FunkRepeat *
* *
*****************************************
YES EQU 1
NO EQU 0
INCLUDEFADINGROUTINE EQU YES
SAMPLELENGTHOFFSET EQU 4
SAMPLEVOLUMEOFFSET EQU 6
SAMPLEREPEATPOINTOFFSET EQU 8
SAMPLEWITHLOOP EQU 12
SAMPLEREPEATLENGTHOFFSET EQU 14
SAMPLEFINETUNEOFFSET EQU 16
* Init-Routine *******************************************************
pr_init:
lea pr_framecounter(pc),a6
move.l pr_module(pc),a0
cmp.l #0,a0
bne.s pr_init1
rts
pr_init1:
cmp.l #'M.K.',1080(a0)
beq.s pr_init2
cmp.l #'SNT.',1080(a0)
beq.s pr_init2
rts
pr_init2:
lea 20(a0),a1
lea pr_Sampleinfos(pc),a2
moveq.l #32,d7
moveq #30,d0
pr_init3:
lea 22(a1),a1 ; Samplenamen überspringen
move.w (a1)+,SAMPLELENGTHOFFSET(a2) ; Samplelength in Words
lea pr_periods(pc),a3
move.b (a1)+,d2 ; Finetuning
and.w #$f,d2
mulu.w #36*2,d2
add.l d2,a3
move.l a3,SAMPLEFINETUNEOFFSET(a2)
moveq #0,d1
move.b (a1)+,d1
move.w d1,SAMPLEVOLUMEOFFSET(a2) ; Volume
moveq.l #0,d1
move.w (a1)+,d1 ; Repeatpoint in Bytes
add.l d1,d1
move.l d1,SAMPLEREPEATPOINTOFFSET(a2)
move.w (a1)+,d1
clr.w SAMPLEWITHLOOP(a2)
cmp.w #1,d1
bls.s pr_init3_2
addq.w #1,SAMPLEWITHLOOP(a2)
pr_init3_2:
move.w d1,SAMPLEREPEATLENGTHOFFSET(a2) ; Repeatlength
add.l d7,a2
dbf d0,pr_init3
moveq #0,d0
move.b 950(a0),d0 ; Number of patterns
subq.w #1,d0
move.w d0,pr_highestpattern-pr_framecounter(a6)
moveq.l #0,d1
lea 952(a0),a1 ; 1. Patternpos
lea 1084(a0),a2 ; 1. Patterndata
lea pr_Patternpositions(pc),a3
pr_init4:
move.b (a1)+,d2 ; x. Patternpos
moveq.l #0,d3
move.b d2,d3
lsl.l #8,d3
lsl.l #2,d3
add.l a2,d3
move.l d3,(a3)+
dbf d0,pr_init4
lea 952(a0),a1
moveq.l #0,d1
moveq #127,d0
pr_init4_1:
move.b (a1)+,d2
cmp.b d1,d2 ; Highest Pattern ?
bls.s pr_init4_2
move.b d2,d1
pr_init4_2:
dbf d0,pr_init4_1
addq.w #1,d1
lsl.l #8,d1
lsl.l #2,d1 ; Highest Pattern * 1024 Bytes
move.l a0,d2
add.l #1084,d2
add.l d1,d2
lea pr_Sampleinfos(pc),a3
lea pr_Sampleinfos+SAMPLELENGTHOFFSET(pc),a2
moveq.l #32,d7
move.l d2,(a3)
moveq #29,d0
pr_init4_3:
move.l (a3),d1
add.l d7,a3
moveq.l #0,d2
move.w (a2),d2
add.l d7,a2
add.l d2,d2
add.l d2,d1
move.l d1,(a3)
dbf d0,pr_init4_3
lea pr_Sampleinfos(pc),a2
lea pr_Sampleinfos+SAMPLEREPEATPOINTOFFSET(pc),a3
moveq.l #32,d7
moveq #30,d0
pr_init4_4:
move.l (a2),d1
add.l d1,(a3)
add.l d7,a2
add.l d7,a3
dbf d0,pr_init4_4
cmp.l #'SNT.',1080(a0)
beq.w pr_init7
lea 1084(a0),a1
move.l pr_Sampleinfos(pc),a2
move.b #$f0,d6
move.w #$fff,d7
pr_init5:
move.b (a1),d0
move.b 2(a1),d1
move.w (a1),d2
and.w d7,2(a1)
and.w d7,d2
and.b d6,d0
lsr.b #4,d1
or.b d1,d0
move.b d0,(a1)
tst.w d2
beq.s pr_init5_3
lea pr_periods(pc),a4
moveq #0,d1
pr_init5_2:
addq.w #1,d1
cmp.w (a4)+,d2
bne.s pr_init5_2
move.b d1,1(a1)
pr_init5_3:
addq.l #4,a1
cmp.l a2,a1
blt.s pr_init5
move.l #'SNT.',1080(a0)
pr_init7:
lea pr_Arpeggiofastlist(pc),a2
lea pr_Arpeggiofastlistperiods(pc),a1
lea 35*2(a1),a1 ; to the end of list...
moveq #0,d0
moveq #35,d1
move.w #999,d2
moveq #0,d6
pr_init8:
move.w -(a1),d7
addq.w #1,d6
pr_init8_2:
cmp.w d7,d0
blt.s pr_init8_4
subq.w #1,d1
tst.b d1
bne.s pr_init8
pr_init8_3:
move.b d1,(a2)+
dbf d2,pr_init8_3
bra.s pr_init8_5
pr_init8_4:
move.b d1,(a2)+
addq.w #1,d0
dbf d2,pr_init8_2
pr_init8_5:
lea pr_channel0(pc),a1
move.w #1,(a1)
move.w #1,pr_channel1-pr_channel0(a1)
move.w #1,pr_channel2-pr_channel0(a1)
move.w #1,pr_channel3-pr_channel0(a1)
addq.l #2,a1
moveq #(pr_channel1-pr_channel0)/2-2,d0
pr_init9_2:
clr.w (a1)
clr.w pr_channel1-pr_channel0(a1)
clr.w pr_channel2-pr_channel0(a1)
clr.w pr_channel3-pr_channel0(a1)
addq.l #2,a1
dbf d0,pr_init9_2
lea pr_fastperiodlist(pc),a1
lea pr_periods(pc),a2
move.l a2,(a1)
moveq.l #36*2,d1
moveq #14,d0
pr_init9_3:
move.l (a1)+,d2
add.l d1,d2
move.l d2,(a1)
dbf d0,pr_init9_3
lea pr_arpeggiofastdivisionlist(pc),a1
moveq #0,d1
move.w #$ff,d0
pr_init9_4:
move.b d1,(a1)+
subq.b #1,d1
btst #7,d1
beq.s pr_init9_4_2
moveq #2,d1
pr_init9_4_2:
dbf d0,pr_init9_4
move.w #6,pr_speed-pr_framecounter(a6)
move.w pr_speed(pc),(a6)
clr.w pr_Patternct-pr_framecounter(a6)
move.w pr_highestpattern(pc),d0
move.w pr_startposition(pc),d1
blt.s pr_init9_5
cmp.w d0,d1
bls.s pr_init9_5_2
pr_init9_5:
clr.w pr_startposition-pr_framecounter(a6)
pr_init9_5_2:
move.w pr_startposition(pc),pr_currentpattern-pr_framecounter(a6)
lea pr_Patternpositions(pc),a3
move.l a3,d0
moveq.l #0,d1
move.w pr_startposition(pc),d1
lsl.l #2,d1
add.l d1,d0
move.l d0,pr_Patternpt-pr_framecounter(a6)
move.l pr_Patternpt(pc),a5
move.l (a5),pr_Currentposition-pr_framecounter(a6)
lea $dff000,a5
lea $bfd000,a0
move.w #$2000,$9c(a5)
move.l $78.w,pr_old78-pr_framecounter(a6)
lea pr_int(pc),a3
move.l a3,$78.w
move.b #$7f,$d00(a0)
move.b #$08,$e00(a0)
move.b #$80,$400(a0)
move.b #$01,$500(a0)
pr_init10:
btst #0,$bfdd00
beq.s pr_init10
move.b #$81,$d00(a0)
move.w #$a000,$9a(a5)
move.w #$f,$96(a5)
clr.w $a8(a5)
clr.w $b8(a5)
clr.w $c8(a5)
clr.w $d8(a5)
bset #1,$bfe001
rts
* End-Routine *********************************************************
pr_end:
lea $dff000,a5
move.w #$f,$96(a5)
clr.w $a8(a5)
clr.w $b8(a5)
clr.w $c8(a5)
clr.w $d8(a5)
move.w #$2000,$9a(a5)
move.l pr_old78(pc),$78.w
bclr #1,$bfe001
rts
* Music-Fading ********************************************************
IFEQ INCLUDEFADINGROUTINE-YES
pr_fademusic: macro
lea pr_musicfadect(pc),a0
move.w pr_musicfadedirection(pc),d0
add.w d0,(a0)
cmp.w #64,(a0)
bls.s pr_fademusicend
bgt.s pr_fademusictoohigh
clr.w (a0)
clr.w pr_musicfadedirection-pr_musicfadect(a0)
rts
pr_fademusictoohigh:
move.w #64,(a0)
clr.w pr_musicfadedirection-pr_musicfadect(a0)
pr_fademusicend:
endm
pr_musicfadect: dc.w 64
pr_musicfadedirection: dc.w 0
ENDC
* MACROS **************************************************************
pr_playchannel: macro ; do not change: a2-a6
moveq #0,d0
move.b 2(a6),d0
add.b d0,d0
lea pr_playchannellist(pc),a0
move.w (a0,d0.w),d0
jsr (a0,d0.w)
endm
pr_checkchannel: macro
bsr.w pr_checkfunkrepeat
moveq #0,d0
move.b 4(a4),d0
add.b d0,d0
lea pr_Effectchecklist(pc),a0
move.w (a0,d0.w),d0
jsr (a0,d0.w)
endm
* Music-Routine *******************************************************
pr_music:
IFEQ INCLUDEFADINGROUTINE-YES
pr_fademusic
ENDC
lea $dff000,a5
lea pr_framecounter(pc),a2
subq.w #1,(a2)
beq.s pr_music2
bsr.w pr_checkeffects
rts
pr_music2:
cmp.b #1,pr_patterndelaytime-pr_framecounter+1(a2)
blt.s pr_music2_2
bsr.w pr_checkeffects
bra.w pr_music2_9
pr_music2_2:
move.l pr_Currentposition(pc),a6
lea pr_Channel0(pc),a4
lea $a0(a5),a3
moveq #1,d7
pr_playchannel
move.w 2(a4),6(a3)
IFEQ INCLUDEFADINGROUTINE-YES
move.w 12(a4),d0
mulu.w pr_musicfadect-pr_framecounter(a2),d0
lsr.l #6,d0
move.w d0,8(a3)
ELSE
move.w 12(a4),8(a3)
ENDC
addq.l #4,a6
lea pr_Channel1(pc),a4
lea $b0(a5),a3
moveq #2,d7
pr_playchannel
move.w 2(a4),6(a3)
IFEQ INCLUDEFADINGROUTINE-YES
move.w 12(a4),d0
mulu.w pr_musicfadect-pr_framecounter(a2),d0
lsr.l #6,d0
move.w d0,8(a3)
ELSE
move.w 12(a4),8(a3)
ENDC
addq.l #4,a6
lea pr_Channel2(pc),a4
lea $c0(a5),a3
moveq #4,d7
pr_playchannel
move.w 2(a4),6(a3)
IFEQ INCLUDEFADINGROUTINE-YES
move.w 12(a4),d0
mulu.w pr_musicfadect-pr_framecounter(a2),d0
lsr.l #6,d0
move.w d0,8(a3)
ELSE
move.w 12(a4),8(a3)
ENDC
addq.l #4,a6
lea pr_Channel3(pc),a4
lea $d0(a5),a3
moveq #8,d7
pr_playchannel
move.w 2(a4),6(a3)
IFEQ INCLUDEFADINGROUTINE-YES
move.w 12(a4),d0
mulu.w pr_musicfadect-pr_framecounter(a2),d0
lsr.l #6,d0
move.w d0,8(a3)
ELSE
move.w 12(a4),8(a3)
ENDC
lea pr_int(pc),a0
move.l a0,$78.w
move.b #$19,$bfde00
pr_music2_9:
move.w pr_speed(pc),(a2)
tst.w pr_patternhasbeenbreaked-pr_framecounter(a2)
bne.s pr_music3
tst.w pr_patterndelaytime-pr_framecounter(a2)
beq.s pr_music3_1
subq.w #1,pr_patterndelaytime-pr_framecounter(a2)
beq.s pr_music3_1
bra.s pr_nonextpattern
pr_music3:
clr.w pr_patternhasbeenbreaked-pr_framecounter(a2)
tst.w pr_patterndelaytime-pr_framecounter(a2)
beq.s pr_music3_1
subq.w #1,pr_patterndelaytime-pr_framecounter(a2)
pr_music3_1:
moveq.l #16,d0
add.l d0,pr_Currentposition-pr_framecounter(a2)
lea pr_Patternct(pc),a1
addq.w #1,(a1)
moveq #64,d1
cmp.w (a1),d1
bgt.s pr_nonextpattern
sub.w d1,(a1)
moveq.l #0,d1
move.w (a1),d1
lsl.w #4,d1
addq.l #4,pr_patternpt-pr_framecounter(a2)
lea pr_currentpattern(pc),a0
addq.w #1,(a0)
move.w (a0),d0
cmp.w pr_highestpattern-pr_framecounter(a2),d0
bls.s pr_nohighestpattern
lea pr_patternpositions(pc),a1
move.l a1,pr_Patternpt-pr_framecounter(a2)
clr.w (a0)
pr_nohighestpattern:
move.l pr_Patternpt-pr_framecounter(a2),a6
move.l (a6),d0
add.l d1,d0
move.l d0,pr_currentposition-pr_framecounter(a2)
pr_nonextpattern:
rts
pr_int:
tst.b $bfdd00
move.b #$19,$bfde00
move.w pr_dmacon(pc),$dff096
move.w #$2000,$dff09c
add.l #pr_int2-pr_int,$78.w
rte
pr_int2:
tst.b $bfdd00
movem.l a5-a6,-(sp)
lea $dff000,a5
lea pr_Channel0+6(pc),a6
move.l (a6),$a0(a5)
move.w 4(a6),$a4(a5)
move.l pr_Channel1-pr_Channel0(a6),$b0(a5)
move.w 4+pr_Channel1-pr_Channel0(a6),$b4(a5)
move.l pr_Channel2-pr_Channel0(a6),$c0(a5)
move.w 4+pr_Channel2-pr_Channel0(a6),$c4(a5)
move.l pr_Channel3-pr_Channel0(a6),$d0(a5)
move.w 4+pr_Channel3-pr_Channel0(a6),$d4(a5)
move.w #$2000,$9c(a5)
move.l pr_old78(pc),78.w
movem.l (sp)+,a5-a6
rte
pr_playchannellist:
dc.w pr_playnormalchannel-pr_playchannellist ; 0
dc.w pr_playnormalchannel-pr_playchannellist ; 1
dc.w pr_playnormalchannel-pr_playchannellist ; 2
dc.w pr_playtpchannel-pr_playchannellist ; 3
dc.w pr_playnormalchannel-pr_playchannellist ; 4
dc.w pr_playtpchannel-pr_playchannellist ; 5
dc.w pr_playnormalchannel-pr_playchannellist ; 6
dc.w pr_playnormalchannel-pr_playchannellist ; 7
dc.w pr_playnormalchannel-pr_playchannellist ; 8
dc.w pr_playsochannel-pr_playchannellist ; 9
dc.w pr_playnormalchannel-pr_playchannellist ; A
dc.w pr_playnormalchannel-pr_playchannellist ; B
dc.w pr_playnormalchannel-pr_playchannellist ; C
dc.w pr_playnormalchannel-pr_playchannellist ; D
dc.w pr_playnormalchannel-pr_playchannellist ; E
dc.w pr_playnormalchannel-pr_playchannellist ; F
* KANAL NORMAL SPIELEN ************************************************
pr_playnormalchannel:
lea pr_Sampleinfos(pc),a0
move.l a0,a1
lea Samplefinetuneoffset(a1),a1
moveq #0,d1
move.b 1(a6),d1
moveq #0,d0
move.b (a6),d0
beq.s pr_playnormalnonewsample ; Irgendein Sample ?
move.w d0,(a4) ; Trage Samplenummer ein
tst.b d1
bne.s pr_playnormalsample
subq.b #1,d0
lsl.l #5,d0
add.l d0,a0
addq.l #6,a0
move.w (a0)+,12(a4)
move.l (a0)+,d2
move.l d2,6(a4)
tst.w (a0)+
beq.s pr_playnormalchannel2
move.l d2,36(a4)
move.l d2,40(a4)
pr_playnormalchannel2:
move.w (a0)+,10(a4)
bra.w pr_playnormalnonewperiod
pr_playnormalsample:
move.w d7,$96(a5)
or.w d7,pr_dmacon-pr_framecounter(a2)
subq.b #1,d0
lsl.l #5,d0
add.l d0,a0
move.l (a0)+,(a3) ; Setze Samplestart
move.w (a0)+,4(a3) ; Setze Audiodatenlänge
move.w (a0)+,12(a4) ; Setze Samplelautstärke
move.l (a0)+,d2
move.l d2,6(a4) ; Samplerepeatpoint eintragen
tst.w (a0)+
beq.s pr_playnormalsample2
move.l d2,36(a4)
move.l d2,40(a4)
pr_playnormalsample2:
move.w (a0)+,10(a4) ; Samplerepeatlength eintragen
bra.s pr_playnormalnewperiod
pr_playnormalnonewsample:
clr.l 14(a4)
tst.b d1
beq.s pr_playnormalnonewperiod ; Irgend ne neue Frequenz ?
move.w (a4),d0 ; Alte Samplenummer holen
move.w d7,$96(a5)
or.w d7,pr_dmacon-pr_framecounter(a2)
subq.b #1,d0
lsl.l #5,d0
add.l d0,a0
move.l (a0)+,(a3) ; Setze Samplestart
move.w (a0)+,4(a3) ; Setze Audiodatenlänge
addq.l #2,a0
move.l (a0)+,d2
move.l d2,6(a4) ; Samplerepeatpoint eintragen
tst.w (a0)+
beq.s pr_playnormalnonewsample2
move.l d2,36(a4)
move.l d2,40(a4)
pr_playnormalnonewsample2:
move.w (a0)+,10(a4) ; Samplerepeatlength eintragen
pr_playnormalnewperiod:
subq.b #1,d1
add.b d1,d1
move.w (a4),d0
subq.b #1,d0
lsl.w #5,d0
move.l (a1,d0.w),a1
move.w (a1,d1.w),2(a4) ; Frequenz eintragen
pr_playnormalnonewperiod:
move.w 2(a6),4(a4)
bra.w pr_playeffect
* KANAL MIT OFFSET SPIELEN *********************************************
pr_playsochannel:
lea pr_Sampleinfos(pc),a0
move.l a0,a1
lea Samplefinetuneoffset(a1),a1
moveq #0,d1
move.b 1(a6),d1
moveq #0,d0
move.b (a6),d0
beq.w pr_playsononewsample ; Irgendein Sample ?
move.w d0,(a4) ; Trage Samplenummer ein
tst.b d1
bne.s pr_playsosample
subq.b #1,d0
lsl.l #5,d0
add.l d0,a0
addq.l #6,a0
move.w (a0)+,12(a4)
move.l (a0)+,d2
move.l d2,6(a4)
tst.w (a0)+
beq.s pr_playsochannel2
move.l d2,36(a4)
move.l d2,40(a4)
pr_playsochannel2:
move.w (a0)+,10(a4)
bra.w pr_playsononewperiod
pr_playsosample:
move.w d7,$96(a5)
or.w d7,pr_dmacon-pr_framecounter(a2)
moveq.l #0,d6
move.b 3(a6),d6
lsl.w #7,d6
subq.b #1,d0
lsl.l #5,d0
add.l d0,a0
move.l (a0)+,d2
move.w (a0)+,d3
cmp.w d3,d6
bge.s pr_playsosample2
sub.w d6,d3
add.l d6,d6
add.l d6,d2
move.l d2,(a3) ; Setze Samplestart
move.w d3,4(a3) ; Setze Audiodatenlänge
move.w (a0)+,12(a4) ; Setze Samplelautstärke
move.l (a0)+,d2
move.l d2,6(a4) ; Samplerepeatpoint eintragen
tst.w (a0)+
beq.s pr_playsosample1
move.l d2,36(a4)
move.l d2,40(a4)
pr_playsosample1:
move.w (a0)+,10(a4) ; Samplerepeatlength eintragen
bra.w pr_playsonewperiod
pr_playsosample2:
move.w (a0)+,12(a4)
move.l (a0),(a3)
move.w 4(a0),4(a3)
move.l (a0)+,d2
move.l d2,6(a4)
tst.w (a0)+
beq.s pr_playsosample4
move.l d2,36(a4)
move.l d2,40(a4)
pr_playsosample4:
move.w (a0)+,10(a4)
bra.s pr_playsonewperiod
pr_playsononewsample:
clr.l 14(a4)
tst.b d1
beq.w pr_playsononewperiod ; Irgend ne neue Frequenz ?
move.w (a4),d0 ; Alte Samplenummer holen
move.w d7,$96(a5)
or.w d7,pr_dmacon-pr_framecounter(a2)
moveq.l #0,d6
move.b 3(a6),d6
lsl.w #7,d6
subq.b #1,d0
lsl.l #5,d0
add.l d0,a0
move.l (a0)+,d2
move.w (a0)+,d3
cmp.w d3,d6
bge.s pr_playsosample3
sub.w d6,d3
add.l d6,d6
add.l d6,d2
move.l d2,(a3) ; Setze Samplestart
move.w d3,4(a3) ; Setze Audiodatenlänge
addq.l #2,a0
move.l (a0)+,d2
move.l d2,6(a4) ; Samplerepeatpoint eintragen
tst.w (a0)+
beq.s pr_playsononewsample2
move.l d2,36(a4)
move.l d2,40(a4)
pr_playsononewsample2:
move.w (a0)+,10(a4) ; Samplerepeatlength eintragen
bra.s pr_playsonewperiod
pr_playsosample3:
addq.l #2,a0
move.l (a0),(a3)
move.w 4(a0),4(a3)
move.l (a0)+,d2
move.l d2,6(a4)
tst.w (a0)+
beq.s pr_playsosample5
move.l d2,36(a4)
move.l d2,40(a4)
pr_playsosample5:
move.w (a0)+,10(a4)
bra.w pr_playsonewperiod
pr_playsonewperiod:
subq.w #1,d1
add.b d1,d1
move.w (a4),d0
subq.b #1,d0
lsl.w #5,d0
move.l (a1,d0.w),a1
move.w (a1,d1.w),2(a4) ; Frequenz eintragen
pr_playsononewperiod:
move.w 2(a6),4(a4)
bra.w pr_playeffect
* Kanal spielen mit TONE PORTAMENTO **********************************
pr_playtpchannel:
lea pr_Sampleinfos(pc),a0
move.l a0,a1
lea Samplefinetuneoffset(a1),a1
moveq #0,d1
move.b 1(a6),d1
moveq #0,d0
move.b (a6),d0
beq.s pr_playtpnonewsample ; Irgendein Sample ?
move.w d0,(a4) ; Trage Samplenummer ein
subq.b #1,d0
lsl.l #5,d0
add.l d0,a0
addq.l #6,a0
move.w (a0)+,12(a4) ; Lautstärke eintragen
move.l (a0)+,d2
move.l d2,6(a4) ; Repeatpoint eintragen
tst.w (a0)+
beq.s pr_playtpchannel2
move.l d2,36(a4)
move.l d2,40(a4)
pr_playtpchannel2:
move.w (a0)+,10(a4) ; Repeatlength eintragen
pr_playtpnonewsample:
tst.b d1
beq.s pr_playtpnonewperiod ; Irgend ne neue Frequenz ?
pr_playtpnewperiod:
move.w 2(a4),14(a4)
subq.w #1,d1
add.b d1,d1
move.w (a4),d0
subq.b #1,d0
lsl.w #5,d0
move.l (a1,d0.w),a1
move.w (a1,d1.w),d2
move.w d2,16(a4) ; Frequenz eintragen
bra.s pr_playtpallowed
pr_playtpnonewperiod:
tst.w 16(a4)
bne.s pr_playtpallowed
clr.w 14(a4)
clr.l 26(a4)
pr_playtpallowed:
move.w 2(a6),4(a4)
bra.w pr_playeffect
pr_playeffect:
bsr.w pr_checkfunkrepeat
moveq #0,d0
move.b 2(a6),d0
add.b d0,d0
lea pr_normaleffectlist(pc),a0
move.w (a0,d0.w),d0
jmp (a0,d0.w)
pr_playnoeffect:
rts
pr_normaleffectlist:
dc.w pr_playnoeffect-pr_normaleffectlist ; 0
dc.w pr_playnoeffect-pr_normaleffectlist ; 1
dc.w pr_playnoeffect-pr_normaleffectlist ; 2
dc.w pr_preptoneportamento-pr_normaleffectlist ; 3
dc.w pr_prepvibrato-pr_normaleffectlist ; 4
dc.w pr_playnoeffect-pr_normaleffectlist ; 5
dc.w pr_prepvibandvolslide-pr_normaleffectlist ; 6
dc.w pr_preptremolo-pr_normaleffectlist ; 7
dc.w pr_playnoeffect-pr_normaleffectlist ; 8
dc.w pr_playnoeffect-pr_normaleffectlist ; 9
dc.w pr_playnoeffect-pr_normaleffectlist ; A
dc.w pr_jumptopattern-pr_normaleffectlist ; B
dc.w pr_newvolume-pr_normaleffectlist ; C
dc.w pr_patternbreak-pr_normaleffectlist ; D
dc.w pr_play_e_command-pr_normaleffectlist ; E
dc.w pr_newspeed-pr_normaleffectlist ; F
pr_play_e_command:
moveq #0,d0
move.b 3(a6),d0
lsr.b #4,d0
add.b d0,d0
lea pr_e_commandeffectlist(pc),a0
move.w (a0,d0.w),d0
jmp (a0,d0.w)
pr_e_commandeffectlist:
dc.w pr_setfilter-pr_e_commandeffectlist ; 0
dc.w pr_fineslideup-pr_e_commandeffectlist ; 1
dc.w pr_fineslidedown-pr_e_commandeffectlist ; 2
dc.w pr_setglissandocontrol-pr_e_commandeffectlist ; 3
dc.w pr_setvibratowaveform-pr_e_commandeffectlist ; 4
dc.w pr_playfinetune-pr_e_commandeffectlist ; 5
dc.w pr_jumptoloop-pr_e_commandeffectlist ; 6
dc.w pr_settremolowaveform-pr_e_commandeffectlist ; 7
dc.w pr_playnoeffect-pr_e_commandeffectlist ; 8
dc.w pr_prepretrignote-pr_e_commandeffectlist ; 9
dc.w pr_finevolumeslideup-pr_e_commandeffectlist ; A
dc.w pr_finevolumeslidedown-pr_e_commandeffectlist ; B
dc.w pr_prepnotecut-pr_e_commandeffectlist ; C
dc.w pr_prepnotedelay-pr_e_commandeffectlist ; D
dc.w pr_preppatterndelay-pr_e_commandeffectlist ; E
dc.w pr_prepfunkrepeat-pr_e_commandeffectlist ; F
pr_preppatterndelay:
cmp.b #1,pr_patterndelaytime-pr_framecounter+1(a2)
bge.s pr_preppatterndelayend
move.b 5(a4),d0
and.b #$f,d0
addq.b #1,d0
move.b d0,pr_patterndelaytime-pr_framecounter+1(a2)
pr_preppatterndelayend:
rts
pr_setvibratowaveform:
move.b 5(a4),d0
moveq #$f,d1
and.w d1,d0
move.w d0,50(a4)
rts
pr_settremolowaveform:
move.b 5(a4),d0
moveq #$f,d1
and.w d1,d0
move.w d0,52(a4)
rts
pr_setglissandocontrol:
move.b 5(a4),d0
moveq #$f,d1
and.w d1,d0
move.w d0,48(a4)
rts
pr_playfinetune:
move.b 5(a4),d0
moveq #$f,d1
and.w d1,d0
lsl.w #2,d0
lea pr_fastperiodlist(pc),a0
move.l (a0,d0.w),a0
moveq #0,d1
move.b 1(a6),d1
beq.s pr_playfinetuneend
subq.b #1,d1
add.w d1,d1
move.w (a0,d1.w),2(a4) ; Frequenz eintragen
pr_playfinetuneend:
rts
pr_jumptoloop:
move.b 5(a4),d0
moveq #$f,d1
and.b d1,d0
beq.s pr_prepjumptoloop
addq.b #1,47(a4)
cmp.b 47(a4),d0
blt.s pr_jumptoloopend
moveq.l #0,d0
move.w 44(a4),d0
subq.b #1,d0
move.w d0,pr_patternct-pr_framecounter(a2)
move.l pr_patternpt(pc),a0
move.l (a0),d5
lsl.l #4,d0
add.l d0,d5
move.l d5,pr_Currentposition-pr_framecounter(a2)
rts
pr_jumptoloopend:
clr.w 46(a4)
rts
pr_prepjumptoloop:
tst.w 46(a4)
bne.s pr_prepjumptoloopend
move.w pr_patternct-pr_framecounter(a2),44(a4)
clr.w 46(a4)
pr_prepjumptoloopend:
rts
pr_prepnotedelay:
tst.w (a6)
beq.s pr_prepnotedelayend
move.b 5(a4),d0
and.b #$f,d0
beq.s pr_prepnotedelayend
move.w d7,d0
not.b d0
and.b d0,pr_dmacon-pr_framecounter(a2)
clr.w 18(a4)
rts
pr_prepnotedelayend:
move.w #$fff,18(a4)
rts
pr_prepretrignote:
clr.w 18(a4)
tst.w (a6)
bne.s pr_prepretrignoteend
bsr.w pr_checkretrignote2
pr_prepretrignoteend:
rts
pr_prepnotecut:
clr.w 18(a4)
move.b 5(a4),d0
moveq #$f,d1
and.b d1,d0
tst.b d0
bne.s pr_prepnotecutend
clr.w 12(a4)
pr_prepnotecutend:
rts
pr_finevolumeslideup:
move.b 3(a6),d0
moveq #$f,d1
and.w d1,d0
move.w 12(a4),d1
add.w d0,d1
moveq #64,d0
cmp.w d0,d1
bls.s pr_finevolumeslideup2
move.w d0,d1
pr_finevolumeslideup2:
move.w d1,12(a4)
rts
pr_finevolumeslidedown:
move.b 3(a6),d0
moveq #$f,d1
and.w d1,d0
move.w 12(a4),d1
sub.w d0,d1
btst #15,d1
beq.s pr_finevolumeslidedown2
moveq #0,d1
pr_finevolumeslidedown2:
move.w d1,12(a4)
rts
pr_fineslideup:
move.b 3(a6),d0
moveq #$f,d1
and.w d1,d0
move.w 2(a4),d1
sub.w d0,d1
cmp.w #108,d1
bge.s pr_fineslideup2
move.w #108,d1
pr_fineslideup2:
move.w d1,2(a4)
rts
pr_fineslidedown:
move.b 3(a6),d0
moveq #$f,d1
and.w d1,d0
move.w 2(a4),d1
add.w d0,d1
cmp.w #907,d1
bls.s pr_fineslidedown2
move.w #907,d1
pr_fineslidedown2:
move.w d1,2(a4)
rts
pr_setfilter:
btst #0,3(a6)
beq.s pr_setfilteron
pr_setfilteroff:
bset #1,$bfe001
rts
pr_setfilteron:
bclr #1,$bfe001
rts
pr_prepvibandvolslide:
cmp.b #1,pr_speed-pr_framecounter+1(a2)
beq.s pr_prepvibandvolslide2
tst.b 1(a6)
beq.s pr_prepvibandvolslide2
clr.w 18(a4)
pr_prepvibandvolslide2:
rts
pr_preptoneportamento:
tst.b 3(a6)
beq.s pr_preptoneportamento2
move.w 2(a6),22(a4)
pr_preptoneportamento2:
rts
pr_prepvibrato:
cmp.b #1,pr_speed-pr_framecounter+1(a2)
beq.s pr_prepvibrato2
tst.b 1(a6)
beq.s pr_prepvibrato0
clr.w 18(a4)
pr_prepvibrato0:
move.b 5(a4),d0
move.b d0,d1
lsr.b #4,d1
beq.s pr_prepvibrato1
move.b d1,24(a4)
pr_prepvibrato1:
and.b #$f,d0
beq.s pr_prepvibrato2
move.b d0,25(a4)
pr_prepvibrato2:
rts
pr_preptremolo:
cmp.b #1,pr_speed-pr_framecounter+1(a2)
beq.s pr_preptremolo2
tst.b 1(a6)
beq.s pr_preptremolo0
clr.w 18(a4)
pr_preptremolo0:
move.w 12(a4),20(a4)
move.b 5(a4),d0
move.b d0,d1
lsr.b #4,d1
beq.s pr_preptremolo1
move.b d1,30(a4)
pr_preptremolo1:
and.b #$f,d0
beq.s pr_preptremolo2
move.b d0,31(a4)
pr_preptremolo2:
rts
pr_newvolume:
move.b 3(a6),d0
cmp.b #64,d0
bls.s pr_newvolumeend
moveq #64,d0
pr_newvolumeend:
move.b d0,13(a4)
rts
pr_newspeed:
move.b 3(a6),d0
tst.b d0
bne.s pr_newspeed2
moveq #1,d0
pr_newspeed2:
move.b d0,pr_speed-pr_framecounter+1(a2)
rts
pr_patternbreak:
moveq #0,d0
move.b 3(a6),d0
add.w #63,d0
move.w d0,pr_Patternct-pr_framecounter(a2)
addq.w #1,pr_patternhasbeenbreaked-pr_framecounter(a2)
rts
pr_jumptopattern:
moveq.l #0,d0
move.b 3(a6),d0
subq.b #1,d0
btst #7,d0
beq.s pr_playjumptopattern2
move.w #128,d0
pr_playjumptopattern2:
move.b d0,pr_currentpattern-pr_framecounter+1(a2)
lsl.l #2,d0
lea pr_patternpositions(pc),a0
add.l a0,d0
move.l d0,pr_patternpt-pr_framecounter(a2)
move.w #63,pr_patternct-pr_framecounter(a2)
addq.w #1,pr_patternhasbeenbreaked-pr_framecounter(a2)
rts
* Control FX every frame **********************************************
pr_checkeffects:
moveq #1,d7
lea $a0(a5),a3
lea pr_channel0(pc),a4
move.w 12(a4),54(a4)
pr_checkchannel
IFEQ INCLUDEFADINGROUTINE-YES
move.w 54(a4),d0
mulu.w pr_musicfadect-pr_framecounter(a2),d0
lsr.l #6,d0
move.w d0,8(a3)
ELSE
move.w 54(a4),8(a3)
ENDC
moveq #2,d7
lea $b0(a5),a3
lea pr_channel1(pc),a4
move.w 12(a4),54(a4)
pr_checkchannel
IFEQ INCLUDEFADINGROUTINE-YES
move.w 54(a4),d0
mulu.w pr_musicfadect-pr_framecounter(a2),d0
lsr.l #6,d0
move.w d0,8(a3)
ELSE
move.w 54(a4),8(a3)
ENDC
moveq #4,d7
lea $c0(a5),a3
lea pr_channel2(pc),a4
move.w 12(a4),54(a4)
pr_checkchannel
IFEQ INCLUDEFADINGROUTINE-YES
move.w 54(a4),d0
mulu.w pr_musicfadect-pr_framecounter(a2),d0
lsr.l #6,d0
move.w d0,8(a3)
ELSE
move.w 54(a4),8(a3)
ENDC
moveq #8,d7
lea $d0(a5),a3
lea pr_channel3(pc),a4
move.w 12(a4),54(a4)
pr_checkchannel
IFEQ INCLUDEFADINGROUTINE-YES
move.w 54(a4),d0
mulu.w pr_musicfadect-pr_framecounter(a2),d0
lsr.l #6,d0
move.w d0,8(a3)
ELSE
move.w 54(a4),8(a3)
ENDC
lea pr_int(pc),a0
move.l a0,$78.w
move.b #$19,$bfde00
rts
***********************************************************************
pr_checknotchannel:
rts
pr_check_e_commands
moveq #0,d0
move.b 5(a4),d0
lsr.b #4,d0
add.b d0,d0
lea pr_E_Command_checklist(pc),a0
move.w (a0,d0.w),d0
jmp (a0,d0.w)
pr_Effectchecklist:
dc.w pr_checkarpeggio-pr_Effectchecklist ; 0
dc.w pr_checkperiodslideup-pr_Effectchecklist ; 1
dc.w pr_checkperiodslidedown-pr_Effectchecklist ; 2
dc.w pr_checktoneportamento-pr_Effectchecklist ; 3
dc.w pr_checkvibrato-pr_Effectchecklist ; 4
dc.w pr_checktpandvolslide-pr_Effectchecklist ; 5
dc.w pr_checkvibandvolslide-pr_Effectchecklist ; 6
dc.w pr_checktremolo-pr_Effectchecklist ; 7
dc.w pr_checknotchannel-pr_Effectchecklist ; 8
dc.w pr_checknotchannel-pr_Effectchecklist ; 9
dc.w pr_checkvolumeslide-pr_Effectchecklist ; A
dc.w pr_checknotchannel-pr_Effectchecklist ; B
dc.w pr_checknotchannel-pr_Effectchecklist ; C
dc.w pr_checknotchannel-pr_Effectchecklist ; D
dc.w pr_check_e_commands-pr_Effectchecklist ; E
dc.w pr_checknotchannel-pr_Effectchecklist ; F
pr_E_Command_checklist:
dc.w pr_checknotchannel-pr_E_Command_checklist ; 0
dc.w pr_checknotchannel-pr_E_Command_checklist ; 1
dc.w pr_checknotchannel-pr_E_Command_checklist ; 2
dc.w pr_checknotchannel-pr_E_Command_checklist ; 3
dc.w pr_checknotchannel-pr_E_Command_checklist ; 4
dc.w pr_checknotchannel-pr_E_Command_checklist ; 5
dc.w pr_checknotchannel-pr_E_Command_checklist ; 6
dc.w pr_checknotchannel-pr_E_Command_checklist ; 7
dc.w pr_checknotchannel-pr_E_Command_checklist ; 8
dc.w pr_checkretrignote-pr_E_Command_checklist ; 9
dc.w pr_checknotchannel-pr_E_Command_checklist ; A
dc.w pr_checknotchannel-pr_E_Command_checklist ; B
dc.w pr_checknotecut-pr_E_Command_checklist ; C
dc.w pr_checknotedelay-pr_E_Command_checklist ; D
dc.w pr_checknotchannel-pr_E_Command_checklist ; E
dc.w pr_checknotchannel-pr_E_Command_checklist ; F
pr_prepfunkrepeat:
move.b 5(a4),d0
moveq #$f,d1
and.b d1,d0
move.b d0,33(a4)
tst.b d0
bne.s pr_checkfunkrepeat
rts
pr_checkfunkrepeat:
move.w 32(a4),d0
beq.s pr_checkfunkrepeatend
lea pr_FunkTable(pc),a0
move.b (a0,d0.w),d0
move.b 35(a4),d1
add.b d0,d1
btst #7,d1
bne.s pr_checkfunkrepeat2
move.b d1,35(a4)
rts
pr_checkfunkrepeat2:
clr.b 35(a4)
move.l 36(a4),d0
beq.s pr_checkfunkrepeatend
move.l d0,d2
moveq.l #0,d1
move.w 10(a4),d1
add.l d1,d0
add.l d1,d0
move.l 40(a4),a0
addq.l #1,a0
cmp.l d0,a0
blo.s pr_checkfunkrepeatok
move.l d2,a0
pr_checkfunkrepeatok:
move.l a0,40(a4)
moveq #-1,d0
sub.b (a0),d0
move.b d0,(a0)
pr_checkfunkrepeatend:
rts
pr_checknotedelay:
move.b 5(a4),d0
moveq #$f,d1
and.w d1,d0
bne.s pr_checknotedelay2
rts
pr_checknotedelay2:
move.w 18(a4),d1
addq.w #1,d1
cmp.w d0,d1
bne.s pr_checknotedelayend
move.w d7,$96(a5)
or.w d7,pr_dmacon-pr_framecounter(a2)
move.w (a4),d0
subq.w #1,d0
lsl.w #5,d0
lea pr_Sampleinfos(pc),a0
move.l (a0,d0.w),(a3)
move.w 4(a0,d0.w),4(a3)
pr_checknotedelayend:
move.w d1,18(a4)
rts
pr_checkretrignote:
move.b 5(a4),d0
moveq #$f,d1
and.w d1,d0
move.w 18(a4),d1
addq.w #1,d1
cmp.w d0,d1
bne.s pr_checkretrignoteend
pr_checkretrignote2:
moveq #0,d1
move.w d7,$96(a5)
or.w d7,pr_dmacon-pr_framecounter(a2)
move.w (a4),d0
subq.w #1,d0
lsl.w #5,d0
lea pr_Sampleinfos(pc),a0
move.l (a0,d0.w),(a3)
move.w 4(a0,d0.w),4(a3)
pr_checkretrignoteend:
move.w d1,18(a4)
rts
pr_checknotecut:
move.b 5(a4),d0
moveq #$f,d1
and.w d1,d0
addq.w #1,18(a4)
move.w 18(a4),d1
cmp.w d0,d1
blt.s pr_checknotecutend
clr.w 12(a4)
clr.w 54(a4)
pr_checknotecutend:
rts
pr_checkarpeggio:
tst.b 5(a4)
bne.s pr_checkarpeggio0
rts
pr_checkarpeggio0:
move.w (a2),d0
lea pr_arpeggiofastdivisionlist(pc),a1
move.b (a1,d0.w),d0
beq.s pr_checkarpeggio2
cmp.b #2,d0
beq.s pr_checkarpeggio1
moveq #0,d0
move.b 5(a4),d0
lsr.b #4,d0
bra.s pr_checkarpeggio3
pr_checkarpeggio2:
move.w 2(a4),6(a3)
rts
pr_checkarpeggio1:
moveq #0,d0
move.b 5(a4),d0
and.b #$f,d0
pr_checkarpeggio3:
asl.w #1,d0
move.w (a4),d1
lsl.w #5,d1
lea pr_Sampleinfos+Samplefinetuneoffset(pc),a0
move.l (a0,d1.w),a0
move.w 2(a4),d1
lea pr_Arpeggiofastlist(pc),a1
moveq.l #0,d2
move.b (a1,d1.w),d2
add.b d2,d2
add.l d2,a0
moveq #36,d7
pr_checkarpeggioloop:
cmp.w (a0)+,d1
bhs.s pr_checkarpeggio4
dbf d7,pr_checkarpeggioloop
rts
pr_checkarpeggio4:
subq.l #2,a0
move.w (a0,d0.w),6(a3)
rts
pr_checktpandvolslide:
bsr.w pr_checkvolumeslide
moveq #0,d2
move.b 23(a4),d2
move.w 26(a4),d0
move.w 28(a4),d1
bsr.s pr_checktoneportamento2
move.w 14(a4),26(a4)
rts
pr_checktoneportamento:
moveq #0,d2
move.b 5(a4),d2
bne.s pr_checktoneportamento1
move.b 23(a4),d2
pr_checktoneportamento1:
move.w 14(a4),d0
move.w 16(a4),d1
pr_checktoneportamento2:
cmp.w d0,d1
bgt.s pr_checktoneportamentoplus
blt.s pr_checktoneportamentominus
cmp.w #1,(a2)
beq.s pr_savetpvalues
rts
pr_checktoneportamentoplus:
add.w d2,d0
cmp.w d0,d1
bgt.s pr_checktoneportamentoend
move.w d1,d0
move.w d1,14(a4)
move.w d1,2(a4)
tst.w 48(a4)
bne.s pr_checktoneportamentoglissando
move.w d1,6(a3)
cmp.w #1,(a2)
beq.s pr_savetpvalues
rts
pr_checktoneportamentominus:
sub.w d2,d0
cmp.w d0,d1
blt.s pr_checktoneportamentoend
move.w d1,d0
move.w d1,14(a4)
move.w d1,2(a4)
tst.w 48(a4)
bne.s pr_checktoneportamentoglissando
move.w d1,6(a3)
cmp.w #1,(a2)
beq.s pr_savetpvalues
rts
pr_checktoneportamentoend:
move.w d0,14(a4)
move.w d0,2(a4)
tst.w 48(a4)
bne.s pr_checktoneportamentoglissando
move.w d0,6(a3)
cmp.w #1,(a2)
beq.s pr_savetpvalues
rts
pr_savetpvalues:
move.l 14(a4),26(a4)
rts
pr_checktoneportamentoglissando:
move.w (a4),d1
lsl.w #5,d1
lea pr_Sampleinfos+Samplefinetuneoffset(pc),a0
move.l (a0,d1.w),a0
lea pr_Arpeggiofastlist(pc),a1
moveq.l #0,d2
move.b (a1,d0.w),d2
add.w d2,d2
add.l d2,a0
moveq #0,d3
moveq #36*2,d1
pr_checktoneportamentoglissandoloop:
cmp.w (a0,d3.w),d0
bhs.s pr_checktoneportamentoglissando2
addq.w #2,d3
cmp.w d1,d3
blo.s pr_checktoneportamentoglissandoloop
moveq #35*2,d3
pr_checktoneportamentoglissando2:
move.w (a0,d3.w),6(a3)
cmp.w #1,(a2)
beq.s pr_savetpvalues
rts
pr_checkvolumeslide:
moveq #0,d0
move.b 5(a4),d0
move.w d0,d1
lsr.b #4,d1
beq.s pr_checkvolumeslidedown
move.w 12(a4),d2
add.w d1,d2
btst #15,d2
bne.s pr_checkvolumeslide0
moveq #64,d0
cmp.w d0,d2
bgt.s pr_checkvolumeslide64
move.w d2,12(a4)
move.w d2,54(a4)
rts
pr_checkvolumeslidedown:
and.b #$f,d0
move.w 12(a4),d2
sub.w d0,d2
btst #15,d2
bne.s pr_checkvolumeslide0
moveq #64,d0
cmp.w d0,d2
bgt.s pr_checkvolumeslide64
move.w d2,12(a4)
move.w d2,54(a4)
rts
pr_checkvolumeslide64:
move.w d0,12(a4)
move.w d0,54(a4)
rts
pr_checkvolumeslide0:
clr.w 12(a4)
clr.w 54(a4)
rts
pr_checkperiodslidedown:
moveq #0,d0
move.b 5(a4),d0
add.w d0,2(a4)
cmp.w #907,2(a4)
bls.s pr_checkperiodslidedown2
move.w #907,2(a4)
pr_checkperiodslidedown2:
move.w 2(a4),6(a3)
rts
pr_checkperiodslideup:
moveq #0,d0
move.b 5(a4),d0
sub.w d0,2(a4)
cmp.w #108,2(a4)
bge.s pr_checkperiodslideup2
move.w #108,2(a4)
pr_checkperiodslideup2:
move.w 2(a4),6(a3)
rts
pr_checkvibandvolslide:
bsr.w pr_checkvolumeslide
moveq.l #0,d0
moveq.l #0,d1
move.b 25(a4),d0
move.b 24(a4),d1
bra.s pr_checkvibrato4
pr_checkvibrato:
moveq.l #0,d0
moveq.l #0,d1
move.b 5(a4),d0 ; Tiefe
pr_checkvibrato2:
move.w d0,d1 ; Geschwindigkeit
and.w #$f,d0
bne.s pr_checkvibrato3
move.b 25(a4),d0
pr_checkvibrato3:
lsr.b #4,d1
bne.s pr_checkvibrato4
move.b 24(a4),d1
pr_checkvibrato4:
move.w 18(a4),d2 ;Position
lsr.w #2,d2
and.w #$1f,d2
move.w 50(a4),d3
beq.s pr_checkvibratosine
btst #0,d3
bne.s pr_checkvibratorampdown
move.b #255,d3
bra.s pr_checkvibratoset
pr_checkvibratorampdown:
lsl.b #3,d2
tst.b 19(a4)
bpl.s pr_checkvibratorampdown2
move.b #255,d3
sub.b d2,d3
bra.s pr_checkvibratoset
pr_checkvibratorampdown2:
move.b d2,d3
bra.s pr_checkvibratoset
pr_checkvibratosine:
lea pr_Vibratotable(pc),a0
moveq #0,d3
move.b (a0,d2.w),d3
pr_checkvibratoset:
mulu.w d0,d3
lsr.w #7,d3
move.w 2(a4),d2
tst.b 19(a4)
bmi.s pr_checkvibratoneg
add.w d3,d2
bra.s pr_checkvibrato5
pr_checkvibratoneg:
sub.w d3,d2
pr_checkvibrato5:
move.w d2,6(a3)
lsl.w #2,d1
add.b d1,19(a4)
rts
pr_checktremolo:
moveq #0,d0
moveq.l #0,d1
move.b 5(a4),d0 ; Tiefe
pr_checktremolo2:
move.w d0,d1 ; Geschwindigkeit
and.w #$f,d0
bne.s pr_checktremolo3
move.b 31(a4),d0
pr_checktremolo3:
lsr.b #4,d1
bne.s pr_checktremolo4
move.b 30(a4),d1
pr_checktremolo4:
move.w 18(a4),d2 ;Position
lsr.w #2,d2
and.w #$1f,d2
move.w 52(a4),d3
beq.s pr_checktremolosine
btst #0,d3
bne.s pr_checktremolorampdown
move.b #255,d3
bra.s pr_checktremoloset
pr_checktremolorampdown:
lsl.b #3,d2
tst.b 19(a4)
bpl.s pr_checktremolorampdown2
move.b #255,d3
sub.b d2,d3
bra.s pr_checktremoloset
pr_checktremolorampdown2:
move.b d2,d3
bra.s pr_checktremoloset
pr_checktremolosine:
lea pr_Vibratotable(pc),a0
moveq #0,d3
move.b (a0,d2.w),d3
pr_checktremoloset:
mulu.w d0,d3
lsr.w #6,d3
move.w 20(a4),d2
tst.b 19(a4)
bmi.s pr_checktremoloneg
add.w d3,d2
moveq #64,d4
cmp.w d4,d2
bls.s pr_checktremolo5
move.w d4,d2
bra.s pr_checktremolo5
pr_checktremoloneg:
sub.w d3,d2
btst #15,d2
beq.s pr_checktremolo5
moveq #0,d2
pr_checktremolo5:
move.w d2,54(a4)
lsl.w #2,d1
add.b d1,19(a4)
rts
pr_VibratoTable:
dc.b 0, 24, 49, 74, 97, 120, 141, 161
dc.b 180, 197, 212, 224, 235, 244, 250, 253
dc.b 255, 253, 250, 244, 235, 224, 212, 197
dc.b 180, 161, 141, 120, 97, 74, 49, 24
pr_FunkTable:
dc.b 0,5,6,7,8,10,11,13,16,19,22,26,32,43,64,128
* Variables ***********************************************************
pr_module: dc.l 0
pr_startposition: dc.w 0
pr_speed: dc.w 6
pr_highestpattern: dc.w 0
pr_currentpattern: dc.w 0
pr_framecounter: dc.w 0
pr_patterndelaytime: dc.w 0
pr_patternhasbeenbreaked: dc.w 0
pr_Patternpositions: ds.l 128
pr_Patternpt: dc.l 0
pr_Currentposition: dc.l 0
pr_Patternct: dc.w 0
pr_Channel0: dc.w 1
ds.w 27
pr_Channel1: dc.w 1
ds.w 27
pr_Channel2: dc.w 1
ds.w 27
pr_Channel3: dc.w 1
ds.w 27
pr_dmacon: dc.w $8000
pr_old78: dc.l 0
pr_arpeggiofastlist: ds.b 1000
pr_arpeggiofastdivisionlist: ds.b $100
pr_fastperiodlist: ds.l 16
pr_Sampleinfos: ds.b 32*32
pr_periods:
; Tuning 0, Normal
dc.w 856,808,762,720,678,640,604,570,538,508,480,453
dc.w 428,404,381,360,339,320,302,285,269,254,240,226
dc.w 214,202,190,180,170,160,151,143,135,127,120,113
; Tuning 1
dc.w 850,802,757,715,674,637,601,567,535,505,477,450
dc.w 425,401,379,357,337,318,300,284,268,253,239,225
dc.w 213,201,189,179,169,159,150,142,134,126,119,113
; Tuning 2
dc.w 844,796,752,709,670,632,597,563,532,502,474,447
dc.w 422,398,376,355,335,316,298,282,266,251,237,224
dc.w 211,199,188,177,167,158,149,141,133,125,118,112
; Tuning 3
dc.w 838,791,746,704,665,628,592,559,528,498,470,444
dc.w 419,395,373,352,332,314,296,280,264,249,235,222
dc.w 209,198,187,176,166,157,148,140,132,125,118,111
; Tuning 4
dc.w 832,785,741,699,660,623,588,555,524,495,467,441
dc.w 416,392,370,350,330,312,294,278,262,247,233,220
dc.w 208,196,185,175,165,156,147,139,131,124,117,110
; Tuning 5
dc.w 826,779,736,694,655,619,584,551,520,491,463,437
dc.w 413,390,368,347,328,309,292,276,260,245,232,219
dc.w 206,195,184,174,164,155,146,138,130,123,116,109
; Tuning 6
dc.w 820,774,730,689,651,614,580,547,516,487,460,434
dc.w 410,387,365,345,325,307,290,274,258,244,230,217
dc.w 205,193,183,172,163,154,145,137,129,122,115,109
pr_Arpeggiofastlistperiods:
; Tuning 7
dc.w 814,768,725,684,646,610,575,543,513,484,457,431
dc.w 407,384,363,342,323,305,288,272,256,242,228,216
dc.w 204,192,181,171,161,152,144,136,128,121,114,108
; Tuning -8
dc.w 907,856,808,762,720,678,640,604,570,538,508,480
dc.w 453,428,404,381,360,339,320,302,285,269,254,240
dc.w 226,214,202,190,180,170,160,151,143,135,127,120
; Tuning -7
dc.w 900,850,802,757,715,675,636,601,567,535,505,477
dc.w 450,425,401,379,357,337,318,300,284,268,253,238
dc.w 225,212,200,189,179,169,159,150,142,134,126,119
; Tuning -6
dc.w 894,844,796,752,709,670,632,597,563,532,502,474
dc.w 447,422,398,376,355,335,316,298,282,266,251,237
dc.w 223,211,199,188,177,167,158,149,141,133,125,118
; Tuning -5
dc.w 887,838,791,746,704,665,628,592,559,528,498,470
dc.w 444,419,395,373,352,332,314,296,280,264,249,235
dc.w 222,209,198,187,176,166,157,148,140,132,125,118
; Tuning -4
dc.w 881,832,785,741,699,660,623,588,555,524,494,467
dc.w 441,416,392,370,350,330,312,294,278,262,247,233
dc.w 220,208,196,185,175,165,156,147,139,131,123,117
; Tuning -3
dc.w 875,826,779,736,694,655,619,584,551,520,491,463
dc.w 437,413,390,368,347,328,309,292,276,260,245,232
dc.w 219,206,195,184,174,164,155,146,138,130,123,116
; Tuning -2
dc.w 868,820,774,730,689,651,614,580,547,516,487,460
dc.w 434,410,387,365,345,325,307,290,274,258,244,230
dc.w 217,205,193,183,172,163,154,145,137,129,122,115
; Tuning -1
dc.w 862,814,768,725,684,646,610,575,543,513,484,457
dc.w 431,407,384,363,342,323,305,288,272,256,242,228
dc.w 216,203,192,181,171,161,152,144,136,128,121,114
* END OF PRORUNNER ***************************************************
SECTION MUSIC,DATA_C
pr_data:
incbin "dh0:modules/mod.microforce-intro4"
END
-=* PRORUNNER Version 1.0 *=-
-------------------------------------------------
* THE ULTIMATE PROTRACKER-REPLAYER *
CODED BY COSMOS OF SANITY
-------------------------
MAINFILE-MUSIC BY MICROFORCE OF SANITY
* USE CURSOR-KEYS TO SCROLL UP/DOWN * PRESS RETURN TO EXIT TO SAVEMENU *
1. NOTE:
--------
To understand all factors of PRORUNNER perfectly,it is necessary to read
this DOC-file .So if you want to copy the source-text of PRORUNNER on your
pack or compilation or whatever,then please copy the Mainfile on your disk,
because it also contains this documentary.
2. WHY I WROTE PRORUNNER
------------------------
To tell you the reason of my work,I shall have to take you with me a long
way in time: To the beginning of my career as an AMIGA-demo-coder !
At that time a great soundtool made his way through the AMIGA-scene:
THE SOUNDTRACKER ( Version 2.2 ,I think ). I was fascinated by that great
music you were able to compose and decided to get the replayer-routine in
order to include some funky tunes in my demos.To my own surprise I even got
several replayers,all of them complaining to replay modules from
SOUNDTRACKER V2.2 !! But I was never satisfied with the replay-routine I
built in. Most of them were too slow and the rest was a bit faster,but made
some mistakes, which you could easily hear. It seemed to me,that a fast
replayer outcluded a correct replay. As a demo-coder I first wanted to use
one of the fast replayers to gain some rastertime,but the result was,that
the music sounded terribly.Moreover I recognized the disappointment,which
the musician showed,because he had a lot of work with his tune and this
work seemed to be minimated by a wrong replay. And that was finally the
reason, why I used the slowest ( and most correct ) replayer !
Later versions of SOUNDTRACKER came up with the same problem and even the
first version of NOISETRACKER couldn't solve it. It still took some time,
until NOISETRACKER V2.0 appeared, which was in my eyes a highlight for every
coder because of its very fast 8-rasterlines-replayer ! Some other tools
came up like : NOISEPACKER V1.0 - V3.0 , NOISERUNNER and some other
replayers from several guys .
NOISETRACKER V2.0 dominated the demo-scene for a long time as suddenly a
new,greater,more powerful soundtool showed up: PROTRACKER V1.0 !!
Much more comfortable and with new effects this tool persuaded ( nearly )
every musician. But PROTRACKER V1.0 and later versions ( V1.0A - V2.2a )
had a 'The minimum are 56 frames' - replay-routine,if you know,what I mean.
Soon some rumours went around about a '10-rasterlines-PROTRACKER-replayer',
but that rumours never turned out to be true and so the scene had to wait...
After a long time AZATOTH of PHENOMENA wrote a PROPACKER,which was able to
shorten the module,replay most of the PROTRACKER-effects and the replay was
mostly done in less than 9 rasterlines. It seemed to be musicians' and
coders' heaven as this great tool was released. But it wasn't !!!
In fact some coders intended to include a soundfading-routine in the
PROPACKER-replayer,but they failed,because the replayer was coded too
complicated,so that only AZATOTH would have been able to code a soundfading-
routine. Another problem was,that PROPACKER seemed to have some problems to
convert some PROTRACKER-modules ( e.g. SILENT ATTACK,MYSTIKAL!-VIBES etc. ).
Moreover PROPACKER made some mistakes in replaying TONE PORTAMENTO ( I'll
explain that later ) and some important effects were missing as many
musicians have discovered FUNK REPEAT to let the chip-tunes appear more
synthetic . And to name the last point : In the case you are coding a demo
and you have tested it for 2000 times and you were listening to that same
song 2000 times,it could be,that this song is a bit boring after 2000 times.
But you are coding at the moment and a new PROPACKER-module means :
1. Quit Assembler
2. Load PROPACKER ( with the exact parameters,otherwise you can type the
whole line again )
3. Load Assembler again
4. Load Sourcetext
So loading in a new song very often turned out to be a long procedure. And
for me , the owner of a 105MB Harddisk, 1 MB Chipmem and 2MB Fastmem is it
more comfortable just to type in another modulename in order to load another
PROTRACKER-module.
And remembering the good old times ( SOUNDTRACKER V2.2 ) I didn't want to
wait again until a new replay-routine appears and so I tried to code a
replayer for the PROTRACKER,which is very fast,plays all effects and
corrects all mistakes done by PROPACKER. I hope I didn't fail .....
3. WHY USING PRORUNNER ?
------------------------
Well,I think,the first advantage is,that PRORUNNER really handles ALL
effects,which you are allowed to use in PROTRACKER V2.2a. I don't want to
mention them,because they are listed up at the beginning of the source-
text.
To explain you the second advantage I have to tell you the situation.
Imagine yourself a channel looking like this:
C-2 1000 ; No Effekt
0301 ; TONE PORTAMENTO
0301 ; TONE PORTAMENTO
As you can see,the replayer first has to play sample no.1 with the note C-2.
After that he finds neither a note nor a samplenumber,but he shall play
TONE PORTAMENTO. And so do most of the replayers,but they do wrong !!!
Because at the last time,when they played a sample,TONE PORTAMENTO wasn't
included,every following TONE PORTAMENTO ( without any note ) mustn't be
played. And that's a fact PRORUNNER pays attention on.
I admit,that was a very special situation,but if such a situation appears,
you have to replay it as correctly as other situations. I tested PRORUNNER
with lots of modules ( all modules I had on my harddisk ) and some special-
written modules to confrontate the replayer with abnormal situations
( e.g. several loops ( one in another ) on several channels ) and I hope,
that I have removed all bugs now, but who knows ?
The third advantage is ( in my eyes ),that PRORUNNER replays NORMAL
PROTRACKER-MODULES. That means: If you are coding and you want to listen to
another music,then you just have to type in another modulename. NO
COMPLICATED PROCEDURES TO PACK ANOTHER MODULE -> JUST ANOTHER MODULENAME !!!
The fourth advantage is,that in the sourcetext of PRORUNNER a musicfade-
routine is already implemented . I'll explain later how to handle it.
The finally last advantage is the fact, that PRORUNNER is the first replayer,
which is coded totally PC-relative ! That means,you can copy PRORUNNER freely
through the whole memory,it will always play the music correctly ( At least
I hope so. I tried it myself and it worked fine. And pay attention: If you
copy PRORUNNER from $30000 to $80000 and you call the Init-Routine at $30000
and the Replay-Routine at $80000, then PRORUNNER obviously can't replay the
music ).
4. HOW TO USE PRORUNNER
-----------------------
I. Write the address of your module to the label 'pr_module'.To give you an
example: move.l #moduleaddress,pr_module
II. Write the number of the startposition to the label 'pr_startposition'.
A short example: move.w #45,pr_startposition
If the startposition is 0, you can of course leave that point.If the
number of the startposition is too high, then it will be automatically
set to 0 ! I just implemented this option as i saw some modules,which
were 2 songs in 1.That means,they used the same instruments and the
patterns of song 1 were followed by the patterns of song 2. To ease the
coder's attempt to start the second song i implemented that option,maybe
you can use it.
III.After that you can call the subroutine 'pr_init'. I will later explain
a bit more to the Init-routine.
IV. Call the subroutine 'pr_music' once in every frame to replay the module.
Please remark,that PRORUNNER can only replay the samples,when the
DMA-Mainbit ( Bit No.9 ) is set and the Interrupts are allowed ( that's
because PRORUNNER works with LEVEL 6-Interrupt ).
V. To end the song,call the subroutine 'pr_end',which will close all music-
channels.
REMARK : The PRORUNNER Init-Routine converts the PROTRACKER-module in an
own format and replaces the four letters 'M.K.' by 'SNT.' This
converting will surely take some time,but it needs max. 1 second.
As I know,that many of the coders read their datas ( gfx,music ) in
MASTERSEKA or ASMOne with '>extern' once to thier addresses and assemble
their code to another part of the memory,I built in the option,that
PRORUNNER recognizes an already converted module ( signed by 'SNT.' ) and
doesn't convert it again,so that these coders don't have to read in the whole
external datas every time they assemble their code.
5. HOW TO USE THE MUSIC-FADE-ROUTINE
------------------------------------
This routine works with 2 labels: pr_musicfadect
pr_musicfadedirection
pr_musicfadect: It is the counter to fade the music.It runs from
0 to 64.Value at the beginning is 64.
pr_musicfadedirection: This gives you the direction you want to fade your
music to.Two Possibilities are sensible:
1 = Add 1 to pr_musicfadect in every frame
-1 = Sub 1 from pr_musicfadect in every frame
Higher values would fade the music away too fast.By the way: If the counter
'pr_musicfadect' reaches the values 0 or 64,then pr_musicfadedirection will
be automatically set to 0 !! Anyway. Here are two examples for fading:
a) Start of Demo: Fade Music in.
; Fadecounter is still 64
clr.w pr_musicfadect ; Set Fadecounter to 0
move.w #1,pr_musicfadedirection ; Fade Music in
b) End of Demo : Fade Music out.
; Counter is still set on 64
move.w #-1,pr_musicfadedirection ; Fade Music out
Easy,isn't it ? And the PRORUNNER-Musicfade-routine really fades all
channels correctly, no matter, if a longer sample is played without any
effects or if some volume-effects ( e.g. tremolo,volume-slide etc. ) are
played.
6. HOW FAST IS PRORUNNER ?
--------------------------
Well,it of course depends on the effects you are using. I tested it ( as
mentioned above ) with lots of modules and I have to say,that PRORUNNER
never needed more than 8 RASTERLINES,but many complicated effects together
with FUNK REPEAT can surely push it up to 9 or even 10 RASTERLINES ( e.g.
Using VIBRATO+VOLUME SLIDE together with FUNK REPEAT on all 4 channels could
cost 10 RASTERLINES ).
A problem in the replayer is the musicfade-routine,because it uses 4 MULUs,
which surely take their rastertime.The problem is,that in most of the demos
no fading of the music is needed. In that case you can remove the musicfade-
routine to gain a bit more rastertime.Normally the source-text should look
like this:
. ; \
. ; \
. ; \ Header of
. ; / PRORUNNER
. ; /
. ; /
YES EQU 1
NO EQU 0
INCLUDEFADINGROUTINE EQU YES
There you just have to change the last line in:
INCLUDEFADINGROUTINE EQU NO
The Assembler now assembles the PRORUNNER-routine automatically without the
musicfade-routine and its labels 'pr_musicfadect' and 'pr_musicfade-
direction'.
Just some words to the speed of PRORUNNER: Some effects ( e.g. ARPEGGIO,
GLISSANDO ) I speeded up a lot.
The problem of ARPEGGIO and GLISSANDO was for the replayer,that it had to
look through a periodtable until it found the value it searched for. That
meant : Even PROPACKER ( which is really a fast replayer ) needed up to 19
RASTERLINES ,when you played ARPEGGIO on all channels. PRORUNNER indeed
uses a shorter,but exact(!) method to play ARPEGGIO,so that ARPEGGIO on all
channels ( without FUNKREPEAT ofcourse ) takes not more than 7 RASTERLINES
( 6 RASTERLINES, when you switch the musicfade-routine off ) !!
7. IMPORTANT
------------
As I tested PRORUNNER,I also took some older NOISETRACKER-modules, which
have a bit different song-format from PROTRACKER-modules. I heard a
little difference,because PRORUNNER calculated wrong startaddresses for the
samples. I loaded PROTRACKER , read in the module and saved it again. And
as I started PRORUNNER again,it replayed the module in a correct way.
So if you want to replay old NOISETRACKER-modules, then you first have to
save them under PROTRACKER. Otherwise it can be, that PRORUNNER makes
trouble in replaying the module.
8. SOME LAST WORDS
------------------
Yep. Some last words have to be said. I hope, that for some guys out there
I was able to solve the 'replayer-problem', that I was able to help you.
In the case,that you've found a bug in the replayer or if you want to write
or call me for any reason, here's my address and phonenumber:
COSMOS of SANITY
MARC HEYL
ROBERT-KOCH-STRASSE 4
6650 HOMBURG-SAAR
GERMANY
TEL. 06841 / 65164
****************************************************************************