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EXAMPLES.EXE
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ASM
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VTASM.INC
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1994-04-17
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13KB
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322 lines
; ------------------------- VTASM.INC -------------------------
; ASM include file for accessing the DemoVT.
; (C) Copyright 1993-1994 by the VangeliSTeam. However, it is made
; public domain for non-commercial use.
; First we declare the structure that holds the DemoVT variables.
; We will get its address to check semaphores, modify volume, and
; all that.
TChanData STRUC
Period DW ?
Ins DB ?
Vol DB ?
ENDS
VTRunInfo SEGMENT AT 0
; These are modified by DemoVT, and you can read them.
Semaphores DB 256 DUP(?) ; Array of semaphores. You can read or
; modify them (usually cleaning them).
ChansTrig DB 32 DUP(?) ; == 1 -> channel retriggered a note.
NumChannels DB ? ; Number of channels in the MOD.
CtrlEntryPoint DD ? ; Address of ther DemoVT service proc.
TickCounter DD ? ; This one provides some form for you
; to do timing, incremented at 50Hz.
RegEntryPoint DD ? ; DVT Service taking parm in AX.
ChansData TChanData 32 DUP (<>) ; Per-channel info.
Pos DB ? ; Note in the current pattern.
Seq DB ? ; Number of playing pattern.
DB 81 DUP(?) ; Reserved.
; These are supposed to be modified by you to tell DemoVT your intentions. :)
DB ? ; Reserved.
DW ? ; Reserved.
JumpNewPos DB ? ; Indicates that you want to jump to
; another position inside the MOD.
JumpPosSeq DB ? ; Sequence position to jump to.
JumpPosNote DB ? ; Note inside the pattern to jump to.
SoundVolume DB ? ; Put your favourite volume here.
; You can perform fades and the like.
; 0-255.
Abort DB ? ; Set to 1 to force DVT to exit after
; your program exits.
DB 248 DUP(?) ; Reserved.
ENDS
.CODE ; Easy way to make a code segment. U may want to
; modify it if you don't use simplified directives.
MagicAX = 5654h; {'VT'} ; Some constants for the DemoVT detection.
MagicBX = 5472h; {'Tr'}
MagicCX = 6163h; {'ac'}
MagicXorBX = 6B65h; {'ke'}
MagicXorCX = 7220h; {'r '}
AppIDFound DD 0 ; Address inside the DemoVT.
DVTRunInfo DD 0 ; Address of the VTRunInfo declared above.
TickVal DW 0 ; Temporary var used by VTWaitForStart.
; ========================== FUNCTIONS ==========================
; You can count these modify ALL registers.
; -------------------------------- InitMusic
; Call this if you want to mess with the DemoVT. I suppose you want to.
; It detects whether DemoVT is present (DL = 1) or not (DL = 0), and
; initalizes the above pointers.
InitMusic:
MOV AX,MagicAX ; DemoVT's complex detection scheme.
MOV BX,MagicBX ; If MicroZooft had been a bit more
MOV CX,MagicCX ; precise when creating the INT 2Fh
XOR DI,DI ; maybe this would be more standard.
MOV ES,DI ; Don't try to understand WHY this,
INT 2Fh ; just believe it.
XOR DL,DL
AND AX,AX
JNZ @@no
CMP BX,MagicBX XOR MagicXorBX
JNZ @@no
CMP CX,MagicCX XOR MagicXorCX
JNZ @@no
; Geez, it really IS present!
INC DL ; Save pointers.
MOV WORD PTR CS:[AppIDFound+2],ES
MOV WORD PTR CS:[AppIDFound],DI
LES DI,ES:[DI-4]
MOV WORD PTR CS:[DVTRunInfo+2],ES
MOV WORD PTR CS:[DVTRunInfo],DI
@@no: MOV AL,DL
RET
; -------------------------------- CallMusic
; Calls the player when in polled mode. This means that if you want
; to use the timer (IRQ 0) for your application, you must manually
; call the DemoVT so that it will play the partiture. This routine
; must be called at least at a 50Hz average rate; if you don't, the
; music will jump. You can call it several times before making a
; long process; experiment how many times you need to avoid jumps.
CallMusic:
CMP WORD PTR CS:[DVTRunInfo+2],0 ; Check.
JZ @@Fin
LES SI,CS:[DVTRunInfo] ; ES:SI = DemoVT info.
PUSH 2 ; Select CallMusic.
CALL ES:[SI+CtrlEntryPoint] ; Call the DemoVT.
@@Fin:
RET
; -------------------------------- VTConnectTimer
; Turn on timer mode. In this mode the player uses the system timer to
; perform its task, so you don't need to manually call InitMusic. But
; you also can't use the timer for you. Please don't hook to the IRQ0
; and then call the old handler (DemoVT's), if you want to do such a
; thing use the polled mode.
VTConnectTimer:
CMP WORD PTR CS:[DVTRunInfo+2],0 ; Check.
JZ @@Fin
LES SI,CS:[DVTRunInfo] ; ES:SI = DemoVT info.
PUSH 0 ; Select VTConnectTimer.
CALL ES:[SI+CtrlEntryPoint] ; Call the DemoVT.
@@Fin:
RET
; -------------------------------- VTDisconnectTimer
; Enter polled mode. From now on, make frequent calls to CallMusic, and
; feel free to do what you desire with the IRQ0 timer.
VTDisconnectTimer:
CMP WORD PTR CS:[DVTRunInfo+2],0 ; Check.
JZ @@Fin
LES SI,CS:[DVTRunInfo] ; ES:SI = DemoVT info.
PUSH 1 ; Select VTDisconnectTimer.
CALL ES:[SI+CtrlEntryPoint] ; Call the DemoVT.
@@Fin:
RET
; -------------------------------- VTGetTickCounter
; Reads the internal 50Hz counter of the DemoVT into DX:AX. Use this to
; synchronize with the music in terms of time played. (For synchronization
; you can also use the semaphores described later.)
VTGetTickCounter:
XOR AX,AX ; If DemoVT is not present,
XOR DX,DX ; the value is always zero.
CMP WORD PTR CS:[DVTRunInfo+2],0 ; Check.
JZ @@Fin
LES SI,CS:[DVTRunInfo]
MOV AX,WORD PTR ES:[SI+TickCounter] ; Now get the real values.
MOV DX,WORD PTR ES:[SI+TickCounter+2]
@@Fin: RET
; -------------------------------- VTBeginSync
; Performs the usual preparations for calling the next routines. Call
; this when you want to be a bit in sync with the music. If you just
; want a background music you won't need this, but I'd advise you to
; call it anyway 'cause I'm not sure of the behaviour (I ALWAYS call
; it).
VTBeginSync:
CMP WORD PTR CS:[DVTRunInfo+2],0
JZ @@Fin
LES SI,CS:[DVTRunInfo]
PUSH 3
CALL ES:[SI+CtrlEntryPoint]
@@Fin: RET
; -------------------------------- VTWaitForStart
; Performs a half-second wait and initializes the tick counter to
; zero. In the DemoVT, the music always goes half a second behind
; you; this means that, for example, a volume change will take
; effect that half second later. Use this routine to prepare yourself
; for that change.
; Another place where you will want to use this is at the start of a
; song. Right after calling VTBeginSync, there will be no music; call
; VTWaitForStart, and it will return at the precise moment when the
; first note of the song is starting to fill your ears.
VTWaitForStart:
CMP WORD PTR CS:[DVTRunInfo+2],0
JZ @@Fin
CALL VTGetTickCounter
XOR AX,AX
MOV WORD PTR ES:[SI+TickCounter],AX
MOV WORD PTR ES:[SI+TickCounter+2],AX
MOV CS:[TickVal],AX
@@lp: CALL CallMusic
CALL VTGetTickCounter
SUB AX,25
CMP AX,CS:[TickVal]
JNZ @@lp
XOR AX,AX
MOV WORD PTR ES:[SI+TickCounter],AX
MOV WORD PTR ES:[SI+TickCounter+2],AX
@@Fin: RET
; -------------------------------- VTJumpPos
; Jump to some precise pattern in the sequence (AH) , and to a note inside
; that pattern (AL). Both values range from 1 to whatever. Remeber this,
; FastTracker musicians!
VTJumpPos:
CMP WORD PTR CS:[DVTRunInfo+2],0 ; Check.
JZ @@Fin
LES SI,CS:[DVTRunInfo] ; Will take place in the
MOV ES:[SI+JumpNewPos],1 ; next CallMusic or so.
MOV ES:[SI+JumpPosSeq],AH
MOV ES:[SI+JumpPosNote],AL
@@Fin: RET
; -------------------------------- VTCheckSemaphore
; Compares AL with the value of the semaphore number 'BX'. Sempahore
; values are incremented by a special command embedded in the MOD:
; Command number 8. The parameter of this command gives the number of
; the semaphore to increment.
VTCheckSemaphore:
CMP WORD PTR CS:[DVTRunInfo+2],0
JZ @@Fin
LES SI,CS:[DVTRunInfo]
CMP ES:[SI+Semaphores+BX],AL
@@Fin: RET
; -------------------------------- VTSetSemaphore
; Sets the value of the semaphore # BX to the value AL. You'll find this
; useful to clear the value of a semaphore that gets set by a command
; in a pattern that repeats several times. Huuhh... when you need this
; you will know, I guess.
VTSetSemaphore:
CMP WORD PTR CS:[DVTRunInfo+2],0
JZ @@Fin
LES SI,CS:[DVTRunInfo]
MOV ES:[SI+Semaphores+BX],AL
@@Fin: RET
; -------------------------------- VTMiddleSync
; Checks if the sempahore # BX is set. If not, it jumps to the position
; DH, DL (pattern, note) in the MOD. In any case, it waits for the next
; semaphore (BX +1) to activate and exits without jumping.
;
; You can use this to set precise synchronization points, for example,
; when starting some part of a trackmo. If you want the music to start at
; a precise point when you start an effect, you place a pair of semaphores.
; One before the desired synch point, and the next (numerical) one, half a
; second after the synch point. If the song has already reached half a
; second before the first semaphore, then this routine just waits for the
; second, which is set exactly when the synch point is sounding. If the first
; semaphore is not set, it jumps to the position and waits for the second as
; before.
;
; We used this to allow you to skip parts of the Inconexia trackmo and keep
; the music synchronized. It's hard to explain; read the above description
; and keep it in mind when you need something like this.
VTMiddleSync:
CMP WORD PTR CS:[DVTRunInfo+2],0
JZ @@Fin
XOR AL,AL
CALL VTCheckSemaphore
JNZ @@cont
MOV AX,DX
CALL VTJumpPos
@@cont: INC BX
@@wlp: CALL CallMusic
MOV AL,0
CALL VTCheckSemaphore
JZ @@wlp
@@Fin: RET
; -------------------------------- VTSetSoundVolume
; Changes the sound's volume to AL. It will really change 1/2 second after
; this call.
;
; You don't have to worry about the delay when you use this to fade the music.
; Just wait half a second after you finish fading.
VTSetSoundVolume:
CMP WORD PTR CS:[DVTRunInfo+2],0
JZ @@Fin
LES SI,CS:[DVTRunInfo]
MOV ES:[SI+SoundVolume],AL
@@Fin: RET
; -------------------------------- VTGetSoundVolume
; Reads the sound's volume into AL. Fairly straightforward, ain't it?
VTGetSoundVolume:
CMP WORD PTR CS:[DVTRunInfo+2],0
JZ @@Fin
LES SI,CS:[DVTRunInfo]
MOV AL,ES:[SI+SoundVolume]
@@Fin: RET
; --------------------- End of VTASM.INC ------------------