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- From: foegelle@ccwf.cc.utexas.edu (Michael Foegelle)
- Newsgroups: comp.sys.apple2
- Subject: Re: Mockingboard
- Message-ID: <78447@ut-emx.uucp>
- Date: 26 Aug 92 19:35:57 GMT
- References: <9208240216.aa12190@generic.UUCP>
- Sender: news@ut-emx.uucp
- Organization: The University of Texas at Austin, Austin TX
- Lines: 37
-
- In article <9208240216.aa12190@generic.UUCP>
- taob@terranet.cts.com (Brian Tao) writes:
- >
- > I'm still a bit fuzzy about why it can't be done reliably. This
- >is how I understand it: A game which uses the Mockingboard generates
- >some sort of interrupt when it wants to make a sound. The
- >Mockingboard intercepts this and somehow processes it to make noise.
- >Can't an INIT which watches for interrupts emulate the Mockingboard?
- >Is it a question of speed? i.e.: the CPU isn't fast enough to run the
- >game, process interrupts and simulate Mockingboard sound at the same
- >time. Pardon my lack of comprehension... I've never seen (much less
- >used) a Mockingboard, and I've been up until 4 am or so for the past
- >few nights working on a news reader for microEmacs GS.
-
- You've got it backwards. The program is told that there's a mockingboard
- in the system. It then knows the locations in the slot in which to write
- music data to. It sets up the control data by setting the interrupt vector
- to point to a routine somewhere in the heart of the program which will then
- handle all interrupt requests from the mockingboard. Once the mockingboard
- is initialized, every time it needs a new note to play, the BOARD creates
- an interrupt, which triggers the subroutine in the program to write the next
- music bytes into some locations in the I/O region. There is no way to
- `intercept' those bytes without actually interpretting the code and changing
- the addresses to RAM locations somewhere. Also, randomly poking bytes into
- the I/O locations would play havoc with whatever I/O device might actually
- reside there. Hope that makes more sense...
-
- Michael Foegelle
-
-
- --
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