168 lines
5.4 KiB
Plaintext
168 lines
5.4 KiB
Plaintext
{ Hive-Soundobjekt für Boulderdash
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}
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'signaldefinitionen bellatrix
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#0, D0,D1,D2,D3,D4,D5,D6,D7 'datenbus
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#8, BEL_VGABASE 'vga-signale (8pin)
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#16, BEL_KEYBC,BEL_KEYBD 'keyboard-signale
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#18, BEL_MOUSEC,BEL_MOUSED 'maus-signale
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#20, BEL_VIDBASE 'video-signale(3pin)
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#23, BEL_SELECT 'belatrix-auswahlsignal
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#24, HBEAT 'front-led
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BUSCLK 'bustakt
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BUS_WR '/wr - schreibsignal
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BUS_HS ' '/hs - quittungssignal
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var
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byte sndfx ' Kommando für Administra
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byte fcCog ' Flag ob cCog gestartet
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long cStack[32] ' Stack für cCog
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pub Start: Pass
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Pass := (fcCog := cognew(cCog, @cStack)+1) > 0
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pub cCog | cmd
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bus_init
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repeat
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repeat until sndfx > 0 'warte bis fx gesendet werden soll
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bus_putchar(sndfx~) 'sndfx-Kommando senden
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CON
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'
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' hbeat --------+
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' clk -------+|
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' /wr ------+||
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' /hs -----+||| +------------------------- /cs
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' |||| | -------- d0..d7
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DB_IN = %00001001_00000000_00000000_00000000 'maske: dbus-eingabe
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DB_OUT = %00001001_00000000_00000000_11111111 'maske: dbus-ausgabe
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M1 = %00000010_00000000_00000000_00000000
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M2 = %00000010_10000000_00000000_00000000 'busclk=1? & /cs=0?
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M3 = %00000000_00000000_00000000_00000000
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M4 = %00000010_00000000_00000000_00000000 'busclk=0?
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PUB bus_putchar(zeichen) 'BUS: Ein Byte über BUS ausgeben
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{{ein byte über bus ausgeben Belltrix --> Regnatix}}
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waitpeq(M1,M2,0) 'busclk=1? & prop2=0?
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dira := db_out 'datenbus auf ausgabe stellen
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outa[7..0] := zeichen 'daten ausgeben
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outa[bus_hs] := 0 'daten gültig
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waitpeq(M3,M4,0) 'busclk=0?
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dira := db_in 'bus freigeben
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outa[bus_hs] := 1 'daten ungültig
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PUB bus_getchar : zeichen 'BUS: Ein Byte über BUS empfangen
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{{ein byte über bus empfangen Regnatix --> Bellatrix}}
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waitpeq(M1,M2,0) 'busclk=1? & prop2=0?
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zeichen := ina[7..0] 'daten einlesen
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outa[bus_hs] := 0 'daten quittieren
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outa[bus_hs] := 1
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waitpeq(M3,M4,0) 'busclk=0?
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PUB bus_init
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{{initialisierung des bussystems}}
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dira := db_in 'datenbus auf eingabe schalten
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outa[bus_hs] := 1 'handshake inaktiv
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dat 'soundadapter
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con
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_music_on = 1
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_music_off = 2
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_moving_sound1 = 3
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_moving_sound2 = 4
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_boulder_sound = 5
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_diamond_sound = 6
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_pick_sound = 7
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_explosion_sound = 8
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_crack_sound = 9
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_magic_wall_sound_on = 10
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_magic_wall_sound_off = 11
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_amoeba_sound_on = 12
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_amoeba_sound_off = 13
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_time_ending_sound = 14
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_bonus_point_sound = 15
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_cover_sound = 16
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pub music_on
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sndfx := _music_on
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pub music_off
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sndfx := _music_off
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pub moving_sound(surface)
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repeat until sndfx == 0
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if surface == $00
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sndfx := _moving_sound1
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else ' $01
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sndfx := _moving_sound2
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repeat until sndfx == 0
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pub boulder_sound
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sndfx := _boulder_sound
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pub diamond_sound
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repeat until sndfx == 0
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sndfx := _diamond_sound
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repeat until sndfx == 0
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pub pick_sound
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repeat until sndfx == 0
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sndfx := _pick_sound
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repeat until sndfx == 0
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pub explosion_sound
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repeat until sndfx == 0
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sndfx := _explosion_sound
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repeat until sndfx == 0
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pub crack_sound
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repeat until sndfx == 0
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sndfx := _crack_sound
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repeat until sndfx == 0
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pub magic_wall_sound_on
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repeat until sndfx == 0
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sndfx := _magic_wall_sound_on
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repeat until sndfx == 0
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pub magic_wall_sound_off
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repeat until sndfx == 0
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sndfx := _magic_wall_sound_off
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repeat until sndfx == 0
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pub amoeba_sound_on
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repeat until sndfx == 0
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sndfx := _amoeba_sound_on
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repeat until sndfx == 0
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pub amoeba_sound_off
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'sndfx := _amoeba_sound_off
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pub time_ending_sound(sec_left)
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repeat until sndfx == 0
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sndfx := _time_ending_sound
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repeat until sndfx == 0
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pub bonus_point_sound(pts)
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repeat until sndfx == 0
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sndfx := _bonus_point_sound
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repeat until sndfx == 0
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pub cover_sound
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sndfx := _cover_sound
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