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GMOD.i
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1991-11-11
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110 lines
*** Header file used for creating and calling GMOD modules ***
* Public domain by Bryan Ford
ifnd BRY_GMOD_I
BRY_GMOD_I set 1
ifnd EXEC_TYPES_I
include "exec/types.i"
endc
*** This is the layout of the first part of every GMOD module.
STRUCTURE GMOD,0
; The first four longwords contain various important values.
ULONG gmod_ID ; Must be 'GMOD'
ULONG gmod_Maker ; ID of creator program (ASCII, like IFF ID's)
ULONG gmod_LoadAddress ; Address at which to load module (0L = any)
ULONG gmod_MaxVecOfs ; Offset of end of vector table (numvecs+4)*4
; From here on are the entrypoints
; (actual instructions, not just vector pointers)
LONG gmod_InitMusic ; Initialize the module
LONG gmod_StartMusic ; Start playing (d0.l = song number)
LONG gmod_StopMusic ; Stop playing
LONG gmod_EndMusic ; Shut down the module
LONG gmod_Audio ; Audio interrupt (all channels)
LONG gmod_ContinueMusic ; Restart after pause
LONG gmod_VBlank50 ; VBlank interrupt (50Hz)
LONG gmod_VBlank60 ; VBlank interrupt (60Hz)
LONG gmod_Audio0 ; Channel 0 audio interrupt
LONG gmod_Audio1 ; Channel 1 audio interrupt
LONG gmod_Audio2 ; Channel 2 audio interrupt
LONG gmod_Audio3 ; Channel 3 audio interrupt
LONG gmod_GetNumSongs ; Get number of songs (d0.l)
LONG gmod_GetSongName ; Get description of a song (d1.l) into (d0.p)
LONG gmod_GetSongAuthor ; Get the name of a song's author (d1.l) into (d0.p)
LONG gmod_GetFrequency ; Get the timing frequency for the song (d0.l)
LONG gmod_TimerTick ; Routine to call at specified frequency
LONG gmod_GetMakerName ; Get name of creator program
LONG gmod_Hook ; Specify a Hook to call on various events
LONG gmod_Jump ; Jump somewhere else in song
LONG gmod_SetVolume ; Set master volume ($0-$100)
LONG gmod_GetScroll ; Get scroll text
LABEL gmod_SIZEOF ; This will grow!
; Flags for the gmod_Hook call - similar to Intuition's IDCMP flags
BITDEF GMODH,REPEAT,0 ; Call when music repeats
BITDEF GMODH,SEQUENCE,1 ; Call when sequence changes
*** Use these macros to help when playing GMOD modules.
*** All of them assume that the pointer to the GMOD module is in a5.
* Branch if a vector offset (gmod_xxx) is in range
gmodbin macro ; DReg,label
cmp.l gmod_MaxVecOfs(a5),\1
bcs \2
endm
* Branch if a vector offset (gmod_xxx) is out of range
gmodbout macro ; DReg,label
cmp.l gmod_MaxVecOfs(a5),\1
bcc \2
endm
* Call a GMOD vector WITHOUT checking - you must first make sure it's there!
gmodcall macro ; DReg
jsr 0(a5,\1)
endm
* Same as gmodcall, but with an immediate (as opposed to register) vector offset
gmodcalli macro ; Offset
jsr \1(a5)
endm
* This is what you'll usually use when calling GMOD entrypoints -
* it first checks to make sure the entrypoint is available, THEN calls
* it. The GMOD pointer must be in a5, and the vector offset must
* be in some data register.
gmodmaycall macro ; DReg
cmp.l gmod_MaxVecOfs(a5),\1
dc.w $6404 ; bra.s *+2
gmodcall \1
endm
*** Use these macros if you are DEFINING a GMOD header. This makes it
*** easier if you don't happen to know the lengths of the various instructions
*** by memory.
* Do-nothing entrypoint - stick this in entrypoints you don't need or can't support
gmodnop macro ; Do-nothing entry in a GMOD header
rts
nop
endm
* Branch to some other location (makes the GMOD header act like a jump table)
gmodbra macro ; <label> ; 4-byte branch.
jmp \1(pc) ; (Some assemblers would optimize down a bra.w.)
endm
* The following macro is useful for a few entrypoints like GetNumSongs
* where you just need to return a small constant value.
gmodq macro ; const ; Return quick constant
moveq #\1,d0
rts
endm
endc