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MSD_Engine.pas
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unit MSD_Engine;
interface
uses Classes, STSong, STPatterns;
procedure MSD_AddPlayerAsm(sl: TStringList; bLoop: boolean; iType: integer; cInitialTempo: byte);
procedure MSD_AddFreqTable(sl: TStringList);
procedure MSD_AddSongData(sl: TStringList; Song: TSTSong; iTranspose: integer);
implementation
uses SysUtils, GrokUtils;
procedure MSD_Compress(SongIn: TSTSong; SongOut: TSTSong);
var
i,j: integer;
begin
SongOut.Clear;
// Preset the compiled layout to be = to the uncompiled one
for i := 0 to SongIn.SongLength - 1 do
SongOut.SongLayout[i] := SongIn.SongLayout[i];
for i := 0 to SongIn.SongLength - 1 do
begin
if SongOut.IsPatternUsed(SongIn.SongLayout[i]) then
begin
for j := 0 to SongIn.SongLength - 1 do
begin
if (SongIn.SongLayout[i] <> SongIn.SongLayout[j]) and
(SongIn.MelodyMatch(SongIn.SongLayout[i],
SongIn.SongLayout[j],false)) and
(SongIn.PercussionMatch(SongIn.SongLayout[i],
SongIn.SongLayout[j])) then
SongOut.SongLayout[j] := SongIn.SongLayout[i];
end;
end;
end;
end;
procedure MSD_AddPlayerAsm(sl: TStringList; bLoop: boolean; iType: integer; cInitialTempo: byte);
var
s: string;
begin
GetAppVersionInfo(s);
sl.Add('; *****************************************************************************');
sl.Add('; * The Music Studio Player Engine');
sl.Add('; *');
sl.Add('; * Based on code written by Saša Pušica for the utility, The Music Studio.');
sl.Add('; * Modified by Chris Cowley');
sl.Add('; *');
sl.Add('; * Produced by Beepola v' + s);
sl.Add('; ******************************************************************************');
sl.Add(' ');
sl.Add('START:');
sl.Add(' LD HL,MUSICDATA ; <- Pointer to Music Data. Change');
sl.Add(' ; this to play a different song');
sl.Add(' LD A,(HL) ; Get the loop start pointer');
sl.Add(' LD (PATTERN_LOOP_BEGIN),A');
sl.Add(' INC HL');
sl.Add(' LD A,(HL) ; Get the song end pointer');
sl.Add(' LD (PATTERN_LOOP_END),A');
sl.Add(' INC HL');
sl.Add(' LD (PATTERNDATA1),HL');
sl.Add(' LD (PATTERNDATA2),HL');
sl.Add(' LD A,254');
sl.Add(' LD (PATTERN_PTR),A ; Set the pattern pointer to zero');
if iType = 1 then
begin
// Return if Key Pressed
sl.Add(' DI');
sl.Add(' EXX');
sl.Add(' PUSH HL');
sl.Add(' CALL NEXT_PATTERN');
sl.Add('NEXTNOTE:');
sl.Add(' CALL PLAYNOTE');
sl.Add(' XOR A');
sl.Add(' IN A,($FE)');
sl.Add(' AND $1F');
sl.Add(' CP $1F');
sl.Add(' JR Z,NEXTNOTE ; Play next note if no key pressed');
end
else if iType = 2 then
begin
// Return after each note
sl.Add(' DI');
sl.Add(' EXX');
sl.Add(' PUSH HL');
sl.Add(' CALL NEXT_PATTERN');
sl.Add(' POP HL');
sl.Add(' EXX ; Restore HL'' for return to BASIC');
sl.Add(' EI');
sl.Add(' RET');
sl.Add('NEXTNOTE:');
sl.Add(' DI');
sl.Add(' EXX');
sl.Add(' PUSH HL');
sl.Add(' CALL PLAYNOTE');
end
else if iType =3 then
begin
// Continuous Play
sl.Add(' DI');
sl.Add(' EXX');
sl.Add(' PUSH HL');
sl.Add(' CALL NEXT_PATTERN');
sl.Add('NEXTNOTE:');
sl.Add(' CALL PLAYNOTE');
sl.Add(' JR NEXTNOTE ; Play next note');
end;
sl.Add('');
sl.Add(' POP HL');
sl.Add(' EXX ; Restore HL'' for return to BASIC');
sl.Add(' EI');
sl.Add(' RET ; Return from playing tune');
sl.Add('');
sl.Add('PATTERN_PTR: DEFB 0');
sl.Add('NOTE_PTR: DEFB 0');
sl.Add('');
sl.Add('; ********************************************************************************************************');
sl.Add('; * NEXT_PATTERN');
sl.Add('; *');
sl.Add('; * Select the next pattern in sequence (and handle looping if we''ve reached PATTERN_LOOP_END');
sl.Add('; * Execution falls through to PLAYNOTE to play the first note from our next pattern');
sl.Add('; ********************************************************************************************************');
sl.Add('NEXT_PATTERN:');
sl.Add(' LD A,(PATTERN_PTR)');
sl.Add(' INC A');
sl.Add(' INC A');
sl.Add(' DEFB $FE ; CP n');
sl.Add('PATTERN_LOOP_END: DEFB 0');
sl.Add(' JR NZ,NO_PATTERN_LOOP');
sl.Add(' DEFB $3E ; LD A,n');
sl.Add('PATTERN_LOOP_BEGIN: DEFB 0');
if not bLoop then
begin
// RETURN TO CALLER at end of song
sl.Add(' POP HL');
sl.Add(' POP HL');
sl.Add(' EXX');
sl.Add(' EI');
sl.Add(' RET');
end;
sl.Add('NO_PATTERN_LOOP: LD (PATTERN_PTR),A');
sl.Add('');
sl.Add(' DEFB $21 ; LD HL,nn');
sl.Add('PATTERNDATA1: DEFW $0000');
sl.Add(' LD E,A ; (this is the first byte of the pattern)');
sl.Add(' LD D,0 ; and store it at TEMPO');
sl.Add(' ADD HL,DE');
sl.Add(' LD E,(HL)');
sl.Add(' INC HL');
sl.Add(' LD D,(HL)');
sl.Add(' LD A,(DE) ; Pattern Tempo -> A');
sl.Add(' LD (TEMPO),A ; Store it at TEMPO');
sl.Add('');
sl.Add(' LD A,1');
sl.Add(' LD (NOTE_PTR),A');
//sl.Add(' RET');
sl.Add('');
sl.Add('PLAYNOTE: ');
sl.Add(' DEFB $21 ; LD HL,nn');
sl.Add('PATTERNDATA2: DEFW $0000');
sl.Add(' LD A,(PATTERN_PTR)');
sl.Add(' LD E,A');
sl.Add(' LD D,0');
sl.Add(' ADD HL,DE');
sl.Add(' LD E,(HL)');
sl.Add(' INC HL');
sl.Add(' LD D,(HL) ; Now DE = Start of Pattern data');
sl.Add(' LD A,(NOTE_PTR)');
sl.Add(' LD L,A');
sl.Add(' LD H,0');
sl.Add(' ADD HL,DE ; Now HL = address of note data');
sl.Add(' LD D,(HL)');
sl.Add(' LD E,1');
sl.Add('');
sl.Add('; IF D = $0 then were at the end of the pattern so increment PATTERN_PTR by 2 and set NOTE_PTR=0');
sl.Add(' LD A,D');
sl.Add(' CP $FE ; $FE indicates end of pattern');
sl.Add(' JR Z,NEXT_PATTERN');
sl.Add('');
sl.Add('CONTINUE0: PUSH DE');
sl.Add(' INC HL');
sl.Add(' LD D,(HL)');
sl.Add(' LD E,1');
sl.Add('');
sl.Add(' LD A,(NOTE_PTR)');
sl.Add(' INC A');
sl.Add(' INC A');
sl.Add(' LD (NOTE_PTR),A ; Increment the note pointer by 2 (one note per chan)');
sl.Add('');
sl.Add(' EXX');
sl.Add(' POP DE ; Now CH1 freq is in DE, and CH2 freq is in DE''');
sl.Add('');
sl.Add(' LD A,(TEMPO)');
sl.Add(' LD C,A');
sl.Add(' LD B,0');
sl.Add(' LD A,BORDER_COL');
sl.Add(' EX AF,AF''');
sl.Add(' LD A,BORDER_COL ; So now BC = TEMPO, A and A'' = BORDER_COL');
sl.Add(' EXX');
sl.Add('');
sl.Add('OUTPUT_NOTE:');
sl.Add(' LD IXH,D ; Put note frequency for chan 1 into IXH');
sl.Add(' LD H,D');
sl.Add(' LD L,H');
sl.Add(' DEC L');
sl.Add(' LD E,L');
sl.Add(' JR Z,CONTINUE1');
sl.Add(' LD E,$10');
sl.Add('CONTINUE1:');
sl.Add(' EXX');
sl.Add(' LD IXL,D ; Put note frequency for chan 2 into IXL');
sl.Add(' LD H,D');
sl.Add(' LD L,H');
sl.Add(' DEC L');
sl.Add(' LD E,L');
sl.Add(' JR Z,CONTINUE2');
sl.Add(' LD E,$10');
sl.Add('CONTINUE2:');
sl.Add(' EXX');
sl.Add(' EX AF,AF''');
sl.Add(' OUT ($FE),A');
sl.Add(' DEC H ; Dec H, which also holds the frequency value');
sl.Add(' JR NZ,L8055');
sl.Add(' XOR E');
sl.Add(' LD H,D');
sl.Add(' PUSH AF');
sl.Add(' LD A,IXH');
sl.Add(' CP $20');
sl.Add(' JR NC,L8054 ; if A > $20 then this is not a drum effect, skip the INC D');
sl.Add(' INC D ; create the "fast falling pitch" percussion effect');
sl.Add('L8054: POP AF');
sl.Add('L8055: DEC L');
sl.Add(' JR NZ,L805B');
sl.Add(' XOR E');
sl.Add(' LD L,D');
sl.Add(' DEC L');
sl.Add('L805B: EXX');
sl.Add(' EX AF,AF''');
sl.Add(' OUT ($FE),A');
sl.Add(' DEC H');
sl.Add(' JR NZ,L806D');
sl.Add(' XOR E');
sl.Add(' LD H,D');
sl.Add(' PUSH AF');
sl.Add(' LD A,IXL');
sl.Add(' CP $20');
sl.Add(' JR NC,L806C ; if A > $20 then this is not a drum effect, skip the INC D');
sl.Add(' INC D ; create the "fast falling pitch" percussion effect');
sl.Add('L806C: POP AF');
sl.Add('L806D: DEC L');
sl.Add(' JR NZ,L8073');
sl.Add(' XOR E');
sl.Add(' LD L,D');
sl.Add(' DEC L');
sl.Add('L8073: DJNZ CONTINUE2');
sl.Add(' DEC C');
sl.Add(' JR NZ,CONTINUE2');
sl.Add(' RET');
end;
procedure MSD_AddFreqTable(sl: TStringList);
begin
// Not needed since we now write the frequency data direct to the patterns
// rather than note values
{
sl.Add(';FREQ_TABLE: DEFB $FF,$F0,$E3,$D7,$CB,$C0,$B4,$AB,$A1,$97,$90,$88');
sl.Add('; DEFB $80,$79,$72,$6C,$66,$60,$5B,$56,$51,$4C,$48,$44');
sl.Add('; DEFB $40,$3D,$39,$36,$33,$30,$2D,$2B,$28,$26,$24,$22');
sl.Add('; DEFB $20,$1E,$1C,$1B,$19,$18,$17,$15,$14,$13,$12,$11');
sl.Add('; DEFB $10,$01');
}
// MSD has 37 notes from F#1 - F#4
end;
function GetNoteFreq(iNote: integer): integer;
begin
case iNote of
0: Result := $FF;
1: Result := $F0;
2: Result := $E3;
3: Result := $D7;
4: Result := $CB;
5: Result := $C0;
6: Result := $B4;
7: Result := $AB;
8: Result := $A1;
9: Result := $97;
10: Result := $90;
11: Result := $88;
12: Result := $80;
13: Result := $79;
14: Result := $72;
15: Result := $6C;
16: Result := $66;
17: Result := $60;
18: Result := $5B;
19: Result := $56;
20: Result := $51;
21: Result := $4C;
22: Result := $48;
23: Result := $44;
24: Result := $40;
25: Result := $3D;
26: Result := $39;
27: Result := $36;
28: Result := $33;
29: Result := $30;
30: Result := $2D;
31: Result := $2B;
32: Result := $28;
33: Result := $26;
34: Result := $24;
35: Result := $22;
36: Result := $20;
else
Result := $01; // Rest
end;
end;
procedure MSDAddNoteData(sl: TStringList; iCh1,iCh2: integer);
begin
sl.Add(' DEFB ' + IntToStr(GetNoteFreq(iCh1)) + ',' +
IntToStr(GetNoteFreq(iCh2)));
end;
procedure MSDAddDrumData(sl: TStringList; iCh1,iDrum: integer);
begin
dec(iDrum,$80); // make it 1-12
case iDrum of
1: iDrum := $1E;
2: iDrum := $1C;
3: iDrum := $1B;
4: iDrum := $19;
5: iDrum := $18;
6: iDrum := $17;
7: iDrum := $15;
8: iDrum := $14;
9: iDrum := $13;
10: iDrum := $12;
11: iDrum := $11;
12: iDrum := $10;
13: iDrum := $0;
else
iDrum := $01; // rest
end;
sl.Add(' DEFB ' + IntToStr(GetNoteFreq(iCh1)) + ',' +
IntToStr(iDrum));
end;
procedure MSD_AddPatternData(sl: TStringList; Song: TSTSong; iPat: integer; iTranspose: integer);
var
i: integer;
begin
sl.Add('PAT' + IntToStr(iPat) + ':');
sl.Add(' DEFB ' + IntToStr(64 - Song.Pattern[iPat].Tempo * 3) + ' ; Pattern tempo');
for i := 1 to Song.Pattern[iPat].Length do
begin
if (Song.Pattern[iPat].Drum[i] > $80) and (Song.Pattern[iPat].Drum[i] < $8E) then
MSDAddDrumData(sl, Song.Pattern[iPat].Chan[1][i] + iTranspose, Song.Pattern[iPat].Drum[i])
else
MSDAddNoteData(sl, Song.Pattern[iPat].Chan[1][i] + iTranspose, Song.Pattern[iPat].Chan[2][i] + iTranspose);
end;
sl.Add(' DEFB $FE'); // End of pattern
end;
procedure MSD_AddSongData(sl: TStringList; Song: TSTSong; iTranspose: integer);
var
i: integer;
CompressedSong: TSTSong;
begin
CompressedSong := TSTSong.Create();
MSD_Compress(Song,CompressedSong);
// MELODY SONG DATA
sl.Add('MUSICDATA:');
sl.Add(' DEFB ' + IntToStr(Song.LoopStart * 2) + ' ; Loop start point * 2');
sl.Add(' DEFB ' + IntToStr(Song.SongLength * 2) + ' ; Song Length * 2');
sl.Add('PATTERNDATA: DEFW PAT' + IntToStr(CompressedSong.SongLayout[0]));
for i := 1 to CompressedSong.SongLength - 1 do
begin
sl.Add(' DEFW PAT' + IntToStr(CompressedSong.SongLayout[i]));
end;
sl.Add('');
sl.Add('; *** Pattern data consists of pairs of frequency values CH1,CH2 with a single $FE to');
sl.Add('; *** Mark the end of the pattern, and $01 for a rest');
// MELODY PATTERN DATA
for i := 0 to 255 do
begin
if CompressedSong.IsPatternUsed(i) then
begin
MSD_AddPatternData(sl,Song,i,iTranspose); // Add the pattern (from the uncompressed version of the song, as the compressed version does not contain any pattern data)
end;
end;
FreeAndNil(CompressedSong);
end;
end.