ZX-News #26
03 апреля 1997 |
|
General Sound - The process of adaptation of branded toys under General Sound - first results (Xecutor, Target Renegade). Programming Guide, a brief description, specifications, system commands.
GENERAL SOUND Newskah keeps pace with the times and here's a new topic ... (C), Michael Blum Zx-Masters GENER'IZATSIYA PROGRAMS Began an active process of adaptation of branded toys under GENERAL SOUND (GS). On this weekend there were 2 first - XECUTOR and TARGET RENEGADE. The first impression of them - full of distorted. Instead of the usual beeper or AY is a cool 8-bit music, and all this background ... jumping piles of monochrome pixels, so even Sinclair to do the same. : ( In a word - is something absurd and disparate. But ... After five minutes of play, at least in Target Renegade, it is difficult to present without the techno music, savory blows to the face and the perineum, meat kicks, strokes of hammers, screaming victims and of falling prostrate bodies. So you can imagine all the effects, list them: Music - all 4 tunes: one in the menu and three alternate in five levels. Effects - a total of 26 effects. Common effects: 1. Flipping a bonus during the passage of each level. 2. Whoops, inquired about the appearance of another one life. 3. Sound, characterized by loss of life. 4. Sound that characterizes the passage level. 5. Beep - aware of an expiration time. 6. The sound of falling bodies - is played on a 7- notes, depending on the level and players. 7. Punch and kick - depending on the Impact played on different notes. 8. Beat after the jump, and finishing - - / / 8. Kick in the crotch of two types: a blow with his knee and roundhouse kicks. 10. Jump up. 11. Running jump. 1st Level: 12. Motor bike. 13. Bringing the motorcycle player. 14. Max hammer. 2nd Level: 15. Shot. 16. Whip kick her aunt. 17. Whip kick a player. 18. Creek aunt during a fall. Third level: 19. Max ax. Fourth level: 20. A dog bite. 21. Yelp dogs. 5th level - here are the "Meat" sounds: 22. Beat the forehead. 23. Fruity kick to the liver and in the face. 24. Wag and hit with a stick. 25. Beat the boss forehead with tilting victim on the floor down the ridge. 26. If you defeat the boss, you will hear: "ALILUYA!". Almost all the effects are played with different notes, depending on the number of players or enemy. Dispersion of music is normally chosen randomly. In short, almost every effects play 3-7 notes. Volume of the music and effects you can adjust the slider in the menu. That's all that relates to Target Renegade. Well Xecutor did not I, so I can not give such podrbnogo describe the effects I can only say that they are there 11. Following after the Target Renegade will be ZYNAPS and POWERBOAT, then CHASE H.Q. and HEADBALL. In addition, recent data have begun FROST BYTE voice and FLYING SHARK. All this you can expect in April, and everything will depend on the sale of such games so compelling request to all sysop - do not put such Games at BBS; to distributors - not piracy, and then this thing wither away, because Encoders are not going to adapt these things games for free. And now, let me doozvuchivat ZYNAPS! (C) STINGER Programming Guide General Sound. Version v1.03. Revision 003. 1. Brief technical characteristics of the GS. ------------------------------------- Processor: Z80, 12MHz, without wait cycles ROM: 32k, 27256 RAM: Static Ram 128k total, 112k available for modules and samples in the base version INT: 37.5 KHz Channels: 4 independent 8-bit channels, each with 6-bit volume control. 2. Brief description of GS, or a lot every Labuda. -------------------------------------------- GS - musical card, designed to play music modules and individual samples (effects). Modules for the GS - it is the standard Amiga PCshnye and 4-channel MOD files, and samples - as Amiga signed sample, and PCshnye unsigned sample. MOD player file in GS is practically a complete analog ProTracker'a on the Amiga was created with intensive use of sources ProTracker'a. (Sources were from Protracker'a v2.1A by Lars "ZAP" Hamre - Amiga Freelancers) MOD Player Pro supports all the teams Tracker'a, except for two things: E01 Filter On Amiga-specific commands yes, includes a filter high frequencies. EFX Invert Loop I have not seen the player, which would support this team. Perhaps it is supported on some older players. GS represents himself, in essence, a complex microprocessor with its own CPU, ROM, RAM, and ports, and absolutely no depends on the main processor Spectrum, that allows, for example, upload your own favorite module, reset the Spectrum, download the assembler and create your favorite music. Soft inside the GS is fully takes problem playing sound, the interpretation of module, etc. Programming GS'a reduces the transmission of byte by byte module and / or samples, and then you only need give commands like: start the module, set the global volume of the playback module, run the sample # 09 in Channel # 02, etc. If you intend to load the module together with the samples, make sure you first need to download the module, and then sampled. When you load the module is highly recommended left free to 2k of memory, ie, load modules with a maximum length 110K. This condition is not necessary, but its execution is highly desirable for compatibility with future versions. Similarly, highly recommended to leave 80 bytes for each sample, for example, If you want to download 63-Kbyte module and 18 samples, we have: Total_Sample_Length = 112 * 1024-63 * 1024-2 * 1024-18 * 80 = 46688 bytes This is the total length of sample, which, when this state of affairs can be downloaded. If, for example, is required to compute as will fit in memory GS'a 2 KB sample, it is calculated as follows: 112 * 1024 / (2048 +80) = 53 sample. In GS'e have 4 physical channels, which are losing the sound. Channels 0 and 1 - left, and 2 and 3 - Right. 3. Interface with the Spectrum. ----------------------- GS looks at the world with 4 registers: 1. Command register - register of commands available to the port of entry at 187. In This register is written to the command. 2. Status register - status register, readable port at 187. Register bits: 7 - Data bit, flag data 6 - Undefined 5 - Undefined 4 - Undefined 3 - Undefined 2 - Undefined 1 - Undefined 0 - Command bit, flag teams This register allows to define the state of GS, in particular whether it is possible to read or write the next byte of data, or apply another command, etc. 3. Data register - Register of data available for the port of entry at 179. In this Spectrum Registry records data, for example, it may be arguments to commands. 4. Output register - register output port is available for reading at 179. From This register reads the Spectrum data going from the GS. Command bit in the status register is set by hardware after writing team into the instruction register. Reset to 0 it can only GS, which indicates a certain stage of execution. Data bit in the register states can be set or reset as optional Spectrum and optional GS: recording Spectrum in the data register it hardware set to 1, and after reading GS'om from this register is reset to 0. When GS record in the register display it (all the same Data bit) is set by hardware to 1, and after reading from this port Spectrum cleared by hardware to 0. Despite the fact that the data register and output register are located in space port addresses to the same address and affect the same bits of data, they are two separate registers. Value, once recorded in One of these registers, it remains unchanged until a new record. Status bits of data are often undefined, and if the specification of commands not the values of this bit on opredennyh stages of execution of a command is not valid make any assumptions about the value of this bit. 4. The command system GS. ----------------- At first, let me digress from the actual system commands. GS, as is known, is designed mainly for playing modules and samples. In this version (1.03) GS ROM dopukaetsya downloading a module and / or up to 32 samples. Each sample loading it into memory gets a unique identifier that uniquely identifies the call to given samples of the teams, which require number of samples. The first loaded sample receives a number (handle) = 1, the next - the number 2, etc. The same applies to modules and this one loaded module will have a handle = 1 after boot. A feature of this version is also something that must first load the module, and then sampled. Features command descriptions: Teams are described as follows: 1. Hex command code 2. Team Name 3. Actions taken in the performance of the team 4. Instruction format 5. Comments to the team The command format is described as follows: GSCOM EQU 187 GSDAT EQU 179 SC # NN: Send a command code to the register teams LD A, # NN OUT (GSCOM), A WC: Waiting for relief Command bit WCLP IN A, (GSCOM) RRCA JR C, WCLP SD Data: Send data to data register LD A, Data OUT (GSDAT), A WD: Waiting for reset Data bit, on Indeed, waiting until GS will not accept the data sent to him WDLP IN A, (GSCOM) RLCA JR C, WDLP GD Data: Take the data from the register Data IN A, (GSDAT) WN: Waiting for installation Data bit, on Indeed, the expectation of regular data by GS WNLP IN A, (GSCOM) RLCA JR NC, WNLP Command GS: # 00 Reset flags - Resets the flags and Command Data bit bit. SC # 00 WC (Data bit = 0, Command bit = 0) # 0E Go in Covox mode Goes into Kovoks directly copies the data register in the two DACs (Right and left) channels. To exit this mode - record # 00 into the instruction register. SC # 0E WC SD \ SD \ ... / It's conclusion in DACs SD / SC # 00 WC # F3 Warm restart Resets all GS, but misses stages of determining the number of pages memory and their proveki, which greatly accelerates the process of initialization. SC # F3 WC # F4 Cold restart Full restart of GS with all the verification kami. In fact, JP # 0000. SC # F4 WC # 20 Get total RAM Get the total available memory on the GS. (In the basic version is 112k) SC # 20 WC GD RAM.L (youngest part) WN GD RAM.M (middle part) WN GD RAM.H (oldest part) Total RAM = 65536 * RAM.H +256 * RAM.M + RAM.L # 21 Get free RAM Get the total amount of free memory on the GS. SC # 20 WC GD RAM.L (youngest part) WN GD RAM.M (middle part) WN GD RAM.H (oldest part) Free_RAM = 65536 * RAM.H +256 * RAM.M + RAM.L # 23 Get number of RAM Pages Get the number of pages on the GS. SC # 23 WC GD Number_RAM_Pages In the basic version of 3 pages. # 2A Set Module Master Volume Set the play volume modules. SD Module_Master_Volume [# 00 .. # 40] SC # 2A WC [GD Old_Master_Volume] - Old loudly. A small example of using this Team: (This assumes that the module is played) LD B, # 40 LOOP: LD A, B OUT (GSDAT), A LD A, # 2A OUT (GSCOM), A EI HALT DJNZ LOOP LD A, # 32 OUT (GSCOM), A Described above gradually lowers the volume playing module, and then stops him. # 2B Set FX Master Volume Set the play volume effects. SD FX_Master_Volume [# 00 .. # 40] SC # 2B WC [GD Old_FX_Volume] - Old Volume Similarly to the previous command, but operates on the samples. With these two commands, you can adjust the volume balance of the module and samples, etc. # 2E Set Current FX Set the current effect. Just assigns this value CURFX inclusion. If any team requires em sample number (sample handle), then you can instead give her room # 00 and Larry substitute this zero value of the variable CURFX. (See team # 38, # 39, # 40 - # 4F for understanding of the above.) SD Cur_FX SC # 2E WC # 30 Load Module Module loading into memory. SC # 30 WC [GD Module_Handle]-module number (Command bit = 0, Data bit = 0) SC # D1 (Open Stream-open stream) WC SD \ WD \ ... Bytes module SD / WD / SC # D2 (Close Stream-close stream) WC Example: LD HL, Mod_adress LD DE ,0-Mod_length LD C, GSCOM LD A, # 30 CALL SENDCOM LD A, # D1 CALL SENDCOM LD A, (HL) LOOP: IN B, (C) JP P, READY IN B, (C) JP M, LOOP READY: OUT (GSDAT), A INC HL LD A, (HL) INC E JP NZ, LOOP INC D JP NZ, LOOP WAIT: IN B, (C); wait prinatiya JP M, WAIT; last byte LD A, # D2 CALL SENDCOM IN A, (GSDAT); Module Number OUT (GSDAT), A LD A, # 31 SENDCOM: OUT (GSCOM), A WAITCOM: IN A, (GSCOM) RRCA JR C, WAITCOM RET # 31 Play module Playback module. SD Module_Handle - module number SC # 31 WC # 32 Stop module Stop playback module. SC # 32 WC # 33 Continue module Continue playing the module after stop. SC # 33 WC # 38 Load FX Download sample effect in memory. Loads unsigned samples (PC type) SC # 38 WC [GD FX_Handle]-number sample (Command bit = 0, Data bit = 0) SC # D1 (Open Stream-open stream) WC SD \ WD \ ... Bytes sample SD / WD / SC # D2 (Close Stream-close stream) WC When loading each sample, in memory of GS created for this sample the title, which describes the various options sample. After downloading these parameters are set to certain values, as then: Note = 1960, Volume = # 40, FineTune = 0, SeekFirst = # 0F, SeekLast = # 0F, Priority = # 80, No Loop and the internal variable is set to CurFX FX_Handle. Then the teams # 40, # 41, # 42, # 45, # 46 and # 47 may be, these default values to change on their own. This is required because the team # 39 to initiate playback of the sample using the parameters from the header of the sample. In its natural form samples are usually poorly packaged compressors, but the compressibility is usually possible to pick up, if we translate sample in the Delta-form, ie, storing absolute values sample, and the relative offset from the previous byte. Around here and so can be translated sample in Delta-form: LD HL, Start_of_sample LD DE ,0-Length_of_sample LD C, # 2000 LOOP: LD A, (HL) SUB C LD C, (HL) LD (HL), A INC E JP NZ, LOOP INC D JP NZ, LOOP And here's how you upload a sample: LD IX, Parameters LD HL, Sample_adress LD DE ,0-Sample_length LD C, GSCOM LD A, # 38 CALL SENDCOM LD A, # D1 CALL SENDCOM LD A, (HL) LOOP: IN B, (C) JP P, READY IN B, (C) JP M, LOOP READY: OUT (GSDAT), A INC HL ADD A, (HL) INC E JP NZ, LOOP INC D JP NZ, LOOP WAIT: IN B, (C); wait prinatiya JP M, WAIT; last byte LD A, # D2 CALL SENDCOM ; Now overrides ; Sample by default your ; Values LD A, (IX + # 00) OUT (GSDAT), A; Nota LD A, # 40 CALL SENDCOM LD A, (IX + # 01) OUT (GSDAT), A; Volume LD A, # 41 SENDCOM: OUT (GSCOM), A WAITCOM: IN A, (GSCOM) RRCA JR C, WAITCOM RET # 39 Play FX Playing effect. SD FX_Handle - number of samples SC # 39 WC In performing this command the following: see the channels listed in SeekFirst parameters of our sample, and if though, would be one of them is free, and it played a sample, otherwise look the channels listed in SeekLast and if One of them is free, and it is played sample, if not free, then looked through all the channels listed SeekLast, from They choose the channel with the lowest priority and is compared to the priority of our sample (ie the sample that we want to lose), if this sample will be a higher priority than the sample already playing in the channel, then playing in the channel sample will be stopped, and our sample will be run in this channel instead of the old sample. Here are a priority scheme here ... When the sample is run in a channel, it note, volume, etc parameters recorded in the data channel from the header sample. In general, something to play with the sample required parameters, you can set these parameters after loading the sample and safely use the command # 39. If the parameters have changed, it is possible to do as follows: Team # 2E do current required sample, the teams # 4x change its parameters, and then run it with # 39. An alternative method of triggering samples provide the team # 80 .. # 9F, the performance of these teams you directly in the instruction code indicates in which channel you want to run the sample, and besides, you can also point to a note and / or volume you want to run the sample. # 3A Stop FX in channels Stop playing effects preset channels, which are specified in the mask channel (Channel Mask). In her unit in the n-dimensional bit indicates that the effect of n-dimensional channel you want to stop SD Channel_Mask SC # 3A WC Described above is ideal the work of this team, but unfortunately not so simple in this world, and this team act wrong, namely: a unit in the bit 7 stops to sample the zero channel, and etc. In future versions this will be fixed, but for now I recommend stopping in general, all samples mask # FF. # 3E Load FX (Extended version) Download sample effect in memory. Allows you to load samples with a sign. (Amiga type) SD # 01 (Signed sample) SC # 3E WC [GD FX_Handle]-number sample (Command bit = 0, Data bit = 0) SC # D1 (Open Stream-open stream) WC SD \ WD \ ... Bytes sample SD / WD / SC # D2 (Close Stream-close stream) WC # 40 Set FX Sample Playing Note Installation notes default current effect. SD Note [0 .. 95] SC # 40 WC Note = 0 C-0 1 C # 0 12 C-1 24 C-2 36 C-3 (C-1 in the Amiga) 48 C-4 (C-2 in the Amiga) 60 C-5 (C-3 in the Amiga) 72 C-6 84 C-7 In this version of the Sound Generators Wave 2, 3 may play an octave 3, 4 and 5, so the valid values Note is the range of 36 to 71. # 41 Set FX Sample Volume Setting the default volume for current effect. SD FX_Volume [# 00 .. # 40] SC # 41 WC # 45 Set FX Sample Priority Set a priority for current effect. (See the command # 39) SD FX_Priority [# 01 .. # fe] SC # 45 WC # 46 Set FX Sample Seek First parameter Setting Seek First to current effect. (See the command # 39) SD FX_SeekFirst SC # 46 WC # 47 Set FX Sample Seek Last parameter Setting Seek Last for current effect. (See the command # 39) SD FX_SeekLast SC # 47 WC # 60 Get Song Position Getting the value of the variable Song_Position in the current module. SC # 60 WC GD Song_Position [# 00 .. # FF] Can be interpreted as the number of lost pattern module. After starting module takes the value 0 and incremented after playing a regular pattern. This variable can be used for synchronizing processes in Spectrum with the playback module. You can, for example, at the beginning of procedures for handling interrupts to SC # 60, then perform procedures of the various operations screen skrullinga lines, etc. (Ie that was sufficient to execute the command delay), and then read port 179 (GD Song_Position), and compare it with the required, and in case of a tie, go to the next part of demos, that is, if (Song_Position == My_Position) then goto Next_Part_Of_Demo # 61 Get Pattern Position Getting the value of the variable Pattern_Position in the current module. SC # 61 WC GD Pattern_Position [# 00 .. # 3F] Get the value of the bias in the pattern (No ROW), use - similar to previous command, but you want to see that this value varies quite quickly, and therefore if (Pattern_Position> = My_Position) then goto Next_Part_Of_Demo # 62 Get Mixed Position Get the value Pattern_Position, slightly mixed with Song_Position. SC # 62 WC GD Mixed_Position Mixed_Position: (in bits) 7-Song_Position.1 6-Song_Position.0 5-Pattern_Position.5 4-Pattern_Position.4 3-Pattern_Position.3 2-Pattern_Position.2 1-Pattern_Position.1 0-Pattern_Position.0 Ie if you get Mixed_Position and be done with it AND # 3F, then we obtain the spitting image Pattern_Position, and if after receiving its a bit RLCA, RLCA, AND # 02 - it will be lower two bits Song_Position. See Note to teams # 60 and # 61. # 63 Get Channel Notes Get the notes of all the channels of the module. SC # 63 WC GD Note_of_channel_0 WN GD Note_of_channel_1 WN GD Note_of_channel_2 WN GD Note_of_channel_3 If in any channel value of the notes changed from the last command executed # 63, then bit 7 is obtained zanacheniya Note_of_channel_N will be zero, if the value is the same thing as it was before, then this bit will be in the unit. Younger seven bits and is proper note from 0 to 95, if the value is 127, it means that no samples in the channel does not play. This command is mainly intended to build on its basis the various analyzers. # 64 Get Channel Volumes Get the volume of all channels module. SC # 64 WC GD Volume_of_channel_0 WN GD Volume_of_channel_1 WN GD Volume_of_channel_2 WN GD Volume_of_channel_3 See the description of the command # 63 # 80 Direct Play FX Sample (# 80 .. # 83) Playing the sample in a given channel le. SD Sample_Number SC # 80 .. # 83 (Junior bits determine directly Room channel, which requires is to play a sample) WC # 88 Direct Play FX Sample (# 88 .. # 8B) Playing the sample in a given channel le with a given note. SD Sample_Number SC # 88 .. # 8B (lower bits define directly Room channel, which requires is to play a sample) WC SD Note [0 .. 95] WD # 90 Direct Play FX Sample (# 90 .. # 93) Playing the sample in a given channel le with a given volume. SD Sample_Number SC # 90 .. # 93 (Junior bits determine directly Room channel, which requires is to play a sample) WC SD Volume [# 00 .. # 40] WD # 98 Direct Play FX Sample (# 98 .. # 9B) Playing the sample in a given channel le with a given note and volume. SD Sample_Number SC # 88 .. # 8B (lower bits define directly Room channel, which requires is to play a sample) WC SD Note [0 .. 95] WD SD Volume [# 00 .. # 40] WD __________________________
Other articles:
General Sound - The process of adaptation of branded toys under General Sound - first results (Xecutor, Target Renegade). Programming Guide, a brief description, specifications, system commands. |
Bugs - STS 5.1 new glitches. |
Iron - Description of the XTR-modem. |
Lit.stranichka - From "the vast universe." |
News - XTR-modem new development of X-Trade. |
Exchange of experience - IBM-PC Keyboard on the ZX Spectrum ... |
From the Editor - In the spring came to Peter. |
Advertising - Advertisements and announcements ... |
Similar articles:
В этот день... 21 November