Tetris con pic 16f84A para el televisor.
Circuito mono jugador.
La placa funciona como mando.
La fuente de alimentacion la puedes utilizar un alimentador entre 3V y 5V .
Circuito original (dos jugadores):
CODIGO ASM:
; TETRIS ; (C) Rickard Gunée 1998 ; ; This is shareware, use it at your own risk. ; ; You will find more info about the project ; and more info on video signals here: ; http://www.rickard.gunee.com/projects ; ; Outputs composite PAL video signal using ; only two resistors! list p=16F84,r=hex __config 0x3FFA w equ 0 f equ 1 pcl equ 0x02 status equ 0x03 porta equ 0x05 portb equ 0x06 indf equ 0x00 fsr equ 0x04 eedata equ 0x08 eeadr equ 0x09 eecon1 equ 0x08 rd equ 0 rp0 equ 5 startspeed equ 0x18 movespeed equ 0x06 up1b equ 3 down1b equ 2 left1b equ 5 right1b equ 4 fire1b equ 1 up2b equ 7 down2b equ 6 left2b equ 2 right2b equ 3 fire2b equ 1 up1p equ portb down1p equ portb left1p equ portb right1p equ portb fire1p equ portb up2p equ portb down2p equ portb left2p equ porta right2p equ porta fire2p equ porta counter0 equ 0x0C counter1 equ 0x0D counter2 equ 0x0E counter3 equ 0x0F nextblocktyp equ 0x10 blockx equ 0x11 blocky equ 0x12 blocktyp equ 0x13 line equ 0x14 x equ 0x15 y equ 0x16 delaycnt equ 0x17 angle equ 0x18 blockstuff equ 0x19 fallcnt equ 0x1A points equ 0x1B random equ 0x1E stuff equ 0x1F m_freq equ 0x20 m_cnt equ 0x21 m_songcnt equ 0x22 buffer equ 0x24 currbl equ 0x44 x0 equ 0x4C y0 equ 0x4D movecnt equ 0x4E remline equ 0x4F hsfall equ 0 rotate equ 1 goleft equ 2 goright equ 3 drop equ 4 rotat equ 5 gameover equ 5 delay MACRO LOCAL label movwf delaycnt label decfsz delaycnt,f goto label ENDM dnop MACRO LOCAL label label goto label+1 ENDM org 0x000 goto inittetris ;------------ This table contains the 3 note lengthes for the 5 speeds -------- getlength addwf pcl,f retlw 0x0B retlw 0x16 retlw 0x1D retlw 0x09 retlw 0x12 retlw 0x19 retlw 0x07 retlw 0x0D retlw 0x11 retlw 0x04 retlw 0x08 retlw 0x0C retlw 0x02 retlw 0x04 retlw 0x06 ;------------------------ set bit in the gamefield ---------------------------- setbit call getbit ;get bitbyte and bitmask 20 cycles iorwf indf,f ;set bit return ;----------------------- clear bit in the gamefield --------------------------- clrbit call getbit ;get bitbyte and bitmask 21 cycles xorlw 0xff ;invert bitmask andwf indf,f ;clear bit return ;-------------------- point at byte, and return bitmask ----------------------- getbit movlw buffer ;15 cycles btfsc x,3 movlw buffer+1 clrc rlf y,f addwf y,w movwf fsr ;fsr = 2*y + x<<3 + buffer movfw x andlw 7 ;w = x&7 bitmask addwf pcl,f retlw 0x01 retlw 0x02 retlw 0x04 retlw 0x08 retlw 0x10 retlw 0x20 retlw 0x40 retlw 0x80 ;------------------------ blocks in compressed format ------------------------- blocks andlw 0xF addwf pcl,f retlw 0x50 retlw 0x44 retlw 0xD0 retlw 0x0C retlw 0xD0 retlw 0x0C retlw 0xD0 retlw 0x3C retlw 0xD0 retlw 0xCC retlw 0xF4 retlw 0xC0 retlw 0x5C retlw 0xC0 retlw 0x00 retlw 0x6C ;---------------- convert from compressed format to uncompressed -------------- convert andlw 3 addwf pcl,f retlw 0 retlw 1 retlw 2 retlw -1 ;------------------------- generate numbers for points ------------------------ chars movwf delaycnt ;13 cycles clrc rlf delaycnt,f rlf delaycnt,f rlf delaycnt,f movfw delaycnt addwf line,w addwf pcl,f ;number 0 retlw 0x1C retlw 0x36 retlw 0x63 retlw 0x6B retlw 0x63 retlw 0x36 retlw 0x1C retlw 0x0 ;number 1 retlw 0x18 retlw 0x1C retlw 0x18 retlw 0x18 retlw 0x18 retlw 0x18 retlw 0x7E retlw 0x0 ;number 2 retlw 0x3E retlw 0x63 retlw 0x60 retlw 0x38 retlw 0xC retlw 0x66 retlw 0x7F retlw 0x0 ;number 3 retlw 0x3E retlw 0x63 retlw 0x60 retlw 0x3C retlw 0x60 retlw 0x63 retlw 0x3E retlw 0x0 ;number 4 retlw 0x38 retlw 0x3C retlw 0x36 retlw 0x33 retlw 0x7F retlw 0x30 retlw 0x78 retlw 0x0 ;number 5 retlw 0x7F retlw 0x3 retlw 0x3 retlw 0x3F retlw 0x60 retlw 0x63 retlw 0x3E retlw 0x0 ;number 6 retlw 0x1C retlw 0x6 retlw 0x3 retlw 0x3F retlw 0x63 retlw 0x63 retlw 0x3E retlw 0x0 ;number 7 retlw 0x7F retlw 0x63 retlw 0x30 retlw 0x18 retlw 0xC retlw 0xC retlw 0xC retlw 0x0 ;number 8 retlw 0x3E retlw 0x63 retlw 0x63 retlw 0x3E retlw 0x63 retlw 0x63 retlw 0x3E retlw 0x0 ;number 9 retlw 0x3E retlw 0x63 retlw 0x63 retlw 0x7E retlw 0x60 retlw 0x30 retlw 0x1E retlw 0x0 ;-------------------------- vertical syncing stuff ---------------------------- shortsync movwf counter1 shortsync_l0 bcf porta,0 ;2us sync bcf portb,0 dnop movlw 0x1D - 5 ;30us black movwf counter2 nop bsf porta,0 shortsync_l1 decfsz counter2,f goto shortsync_l1 call sound decfsz counter1,f goto shortsync_l0 retlw 5 vertsync movlw 5 btfss stuff,7 movlw 6 call shortsync btfss stuff,7 goto opage bcf stuff,7 opager longsync movwf counter1 longsync_l0 movlw 0x1D - 5 movwf counter2 bcf porta,0 ;30 us sync bcf portb,0 longsync_l1 decfsz counter2,f goto longsync_l1 nop ;2us black call sound bsf porta,0 nop decfsz counter1,f goto longsync_l0 movlw 5 btfss stuff,7 movlw 4 call shortsync return opage bsf stuff,7 goto opager ;----------------- routines for displaying whole empty lines ------------------ emptylines movwf counter1 dnop nop ell bcf porta,0 dnop ell2 nop movlw 2 delay movlw 10 bsf porta,0 delay call sound movlw 0x20 delay call sound nop decfsz counter1,f goto ell movlw 3 bcf porta,0 delay nop movlw 0x10 bsf porta,0 delay call sound movlw 0x1D delay dnop call sound return ;-- routine for testing if it is possible to place the block on position x,y -- test movlw 4 ;131 cycles movwf counter2 ;hitcounter = 4 movwf counter0 ;test 4 bits movlw currbl ;point at current block movwf fsr ;with fsr testl movfw blockx addwf indf,w incf fsr,f movwf x ;x = x0 + blockdiffx movfw blocky addwf indf,w incf fsr,f movwf y ;y = y0 + blockdiffy movfw fsr movwf counter1 ;save fsr call getbit ;get bit andwf indf,w ;test bit skpnz decf counter0,f movfw counter1 ;restore fsr movwf fsr decfsz counter2,f goto testl movf counter0,f ;set Z if ok return ;################### HERE STARTS THE MAIN THREAD OF TETRIS #################### tetrismain call vertsync ;do vertical retrace btfsc stuff,gameover goto nogame call createnext ;create the preview image (line 0) call remblock ;hide the preview image (line 1) call createcurrent ;create the current image (line 2) call remblock ;hide the current image (line 3) ;----------------------------- make block fall ------------------------------- call hsync ;horizontal sync (line 4) btfsc blockstuff,hsfall ;check for high speed fall (drop) goto fall decfsz fallcnt,f ;decrease fallcounter goto nofall ;if not zero, then dont fall fall movfw points ;calculate speed from the most sublw 0xa ;significant digit of the score movwf fallcnt rlf fallcnt,f rlf fallcnt,f incf blocky,f ;move block down call test ;check if it was ok skpnz goto fallok ;if ok, skip the newblock below movlw 0x0B delay decf blocky,f call showblock ;make the old block visible (line 5) call hsync ;horizontal sync (line 6) newblock clrf blockstuff movlw 0x9 movwf blockx ;blockx = 9 movlw 0x1 movwf blocky ;blocky = 1 movfw nextblocktyp movwf blocktyp ;blocktyp = nexttyp movfw random movwf nextblocktyp ;nexttyp = random clrf angle ;angle = 0 call incpoints ;add one point bcf blockstuff,hsfall movfw y0 sublw 1 skpnz ;if y = 1 then bsf stuff,gameover ;game over nofallret ;----------------------------- joystick motion -------------------------------- btfss left1p,left1b ;check left bsf blockstuff,goleft btfss right1p,right1b ;check right bsf blockstuff,goright btfss fire1p,fire1b ;check fire (rotate) bsf blockstuff,rotate btfss down1p,down1b ;check down (drop) bsf blockstuff,drop btfss stuff,1 ;rotate last time ? goto norotate ;yes, wait for release btfsc blockstuff,rotate ;check rotate bsf blockstuff,rotat ;if rotate start rotate btfsc blockstuff,rotate ;check rotate bcf stuff,1 ;if rotation then remember it nop norotater bcf blockstuff,rotate ;clear rotation indicator btfss stuff,2 ;down last time ? goto nofallu ;yes, wait for release btfsc blockstuff,drop ;check down bsf blockstuff,hsfall ;if down start fall btfsc blockstuff,drop ;check down bcf stuff,2 ;if down then remember it nop nofallur bcf blockstuff,drop ;and clear down indicator movlw 0x23 ;wait 33us for line to end delay nop ;--------------------------- handle rotation ---------------------------------- btfss blockstuff,rotat ;rotate ? goto norot ;no, skip all rotation stuff incf angle,f ;try to increase angle call createcurrent ;make block image for this angle (line 7) call hsync call test ;ok ? skpz decf angle,f ;no undo angle change movlw 0xC delay incf random,f movlw 7 andwf random,f dnop call createcurrent ;create block (line 8) norotr call hsync ; (line 9) bcf blockstuff,rotat ;rotate one step only bcf blockstuff,rotate ;---------------------- move block, left and right ---------------------------- btfsc blockstuff,goleft decf blockx,f btfsc blockstuff,goright incf blockx,f movlw 0x38 delay call createcurrent ;create current block image (line 10) call hsync ;horizontal sync (line 11) call test skpnz goto moveok ;if ok skip restore dnop dnop dnop nomove btfsc blockstuff,goleft incf blockx,f btfsc blockstuff,goright decf blockx,f movlw 0x2e dnop dnop moveokret movlw 0x8 delay bcf blockstuff,goleft ;clear move left indicator bcf blockstuff,goright ;clear move right indicator ;---------------- search for filled line in the 8 first lines --------------- bcf porta,0 ;start sync (line 12) dnop dnop movlw 8 ;check the first 8 lines this scanline movwf counter0 movlw buffer ;set up pointer to screen buffer movwf fsr clrf line dnop bsf porta,0 ;end sync movlw 6 ;wait for 6 uS delay clrf remline remfilledl11 movfw indf ;get first byte of line incf fsr,f ;move pointer to next byte sublw 0xF0 ;is it "filled" ? skpz goto nofilled11 ;nope, we're outa here movfw indf ;get second byte of line incf fsr,f ;move pointer to next byte (next line) sublw 0xFF ;is it "filled" ? skpz goto nofilled21 ;nope, we're outa here movfw line movwf remline ;save line nr nop nofilledr1 incf line,f ;count up line nr decfsz counter0,f goto remfilledl11 ;------------ search for filled line in the following 7 lines ------------- bcf porta,0 ;start sync (line 13) movlw 3 delay movlw 7 ;check next 7 lines this scanline bsf porta,0 ;end sync movwf counter0 remfilledl12 movfw indf ;get first byte of line incf fsr,f ;move pointer to next byte sublw 0xF0 ;is it "filled" ? skpz goto nofilled12 ;nope, we're outa here movfw indf ;get second byte of line incf fsr,f ;move pointer to next byte (next line) sublw 0xFF ;is it "filled" ? skpz goto nofilled22 ;nope, we're outa here movfw line movwf remline ;save line nr nop nofilledr2 incf line,f ;count up line nr decfsz counter0,f goto remfilledl12 movlw 0x0B ;wait for 12 uS delay ; ---------- if one line is going to be removed, add lots of points ----------- call hsync ; (line 14) movf remline,f skpnz goto noaddpoints call incpoints call incpoints call incpoints call incpoints call incpoints call incpoints call incpoints noaddpointsr ; --------------- remove line part 1: if neccessary, remove 15 blocks --------- bcf porta,0 ;start sync (line 15) movlw 0x10 ;remove all crap at top of screen movwf buffer movlw 0x80 movwf buffer + 1 dnop movfw remline addwf remline,w movwf counter0 ;half lines to be removed = 2*remline addlw buffer + 1 ;start pointer = 2*remline + buffer base + 1 movwf fsr bsf porta,0 ;end sync movlw 0xF subwf counter0,w movwf counter2 movwf counter3 btfsc counter2,7 ;do we only have to move less than 15 blocks ? goto remshort ;yes, skip this part movlw 0xF ;else remove 15 lines first movwf counter0 remfilledl21 decf fsr,f ;move blocks two steps in buffer decf fsr,f movfw indf ;get data at fsr - 2 incf fsr,f ;move back again incf fsr,f movwf indf ;put it at fsr decf fsr,f ;point to next block to move decfsz counter0,f goto remfilledl21 movlw 0x7 ;wait 7us for line to end delay ; --------------- remove line part 2: remove the other blocks ------------- remshortr: bcf porta,0 ;start sync (line 16) movlw 3 delay nop bsf porta,0 ;end sync btfsc counter3,7 ;if lines to draw is less than zero goto noremfilled ;then don't draw any lines remfilledl31 decf fsr,f ;move blocks two steps in buffer (uses counter1 * 10) decf fsr,f movfw indf ;get data at fsr - 2 incf fsr,f incf fsr,f movwf indf ;put it at fsr decf fsr,f ;fsr++ decfsz counter2,f goto remfilledl31 movfw counter3 ;calc wait time sublw 0xF + 2 movwf counter1 remfilledl32 movlw 2 ;wait for ((15+2)-counter3)*10 cycles delay decfsz counter1,f goto remfilledl32 dnop dnop dnop noremfilledr ;-------------------------- some block image management ----------------------- call createcurrent ;(line 17) call showblock ;(line 18) call createnext ;(line 19) call showblock ;(line 20) ;---------------------- start drawing the graphics on screen ------------------ nogamer movlw 0x12 ;18 empty lines at top of screen movwf counter1 bcf porta,0 call ell2 movlw 0x0 tris portb clrf portb movlw buffer ;set up pointer to buffer movwf fsr movlw 0x10 ;16 blocklines (each 11+2 lines) movwf counter2 tml0 movlw 0xb ;11 lines for each block movwf counter3 tml1 bcf porta,0 ;start sync movlw 3 ;keep low for 4us delay nop bsf porta,0 nop ;colorburst + black (15.67 us) movlw 0x0F - 5 delay call sound movfw indf ;get left byte of gfx movwf portb ;start showing first bit movlw 7 ;set up counter for next 7 bits movwf counter0 incf fsr,f ;point at right gfx byte db0 bcf portb,0 ;one black vertical line between the blocks rrf portb,f ;show next bit decfsz counter0,f ;keep on looping, showing all bits goto db0 movfw indf ;get right byte of gfx bcf portb,0 ;one black vertical line between the blocks movwf portb ;start showing first bit movlw 7 ;set up counter for next 7 bits movwf counter0 decf fsr,f ;point at left gfxbyte again db1 bcf portb,0 ;one black vertical line between the blocks rrf portb,f ;show next bit decfsz counter0,f ;keep on looping, showing all bits goto db1 movlw 0xF - 5 bcf portb,0 ;set level to black delay ;for 16us call sound nop movlw 2 ;prepare for 2 emptylines movwf counter1 decfsz counter3,f goto tml1 ;do all 12 lines bcf porta,0 call ell2 ;do 2 emptylines dnop incf fsr,f ;point at next line (each line is 2 bytes) incf fsr,f decfsz counter2,f ;do all 16 blocklines goto tml0 ;------------------------------- display score -------------------------------- clrf line call hsync movlw 0x39 delay nop movlw 8 movwf counter2 shpl call hsync movlw 0x18 delay call showp movlw 4 delay call hsync movlw 0x18 delay call showp movlw 2 delay dnop incf line,f decfsz counter2,f goto shpl ;--------------- some empty lines, and also some random stuff ----------------- movlw 0x2A ;empty lines at bottom of screen movwf counter1 call ell call music movlw 1 btfsc stuff,gameover movwf m_freq movlw 0xFE tris portb incf random,f movlw 7 andwf random,f movf movecnt,f skpz decf movecnt,f goto tetrismain ;next frame ;################ THIS IS THE END OF THE MAIN THREAD OF TETRIS ################ ;--------------------------- create next block stuff -------------------------- createnext bcf porta,0 ;start sync movfw blocktyp movwf counter3 ;save current block kind movfw nextblocktyp movwf blocktyp ;set the next block kind movfw angle movwf delaycnt clrf angle movlw 1 ;set x and ypos, they movwf x0 ;are not used here, movlw 2 ;but we will need them later movwf y0 bsf porta,0 ;end sync call makeblock ;create block movfw counter3 movwf blocktyp movfw delaycnt movwf angle return ;------------------ create current block stuff scan line --------------------- createcurrent bcf porta,0 ;start sync movlw 0x2 delay movfw blockx ;x0 anf y0 are not movwf x0 ;used here, but we will use movfw blocky ;them later movwf y0 bsf porta,0 ;end sync call makeblock return ;------------------------ remove big block scan line ------------------------- remblock bcf porta,0 ;start sync movlw 3 delay nop bsf porta,0 ;end sync movlw 4 movwf counter0 movlw currbl movwf fsr hbl movfw x0 addwf indf,w incf fsr,f movwf x ;x = x0 + relx movfw y0 addwf indf,w incf fsr,f movwf y ;y = y0 + rely movfw fsr movwf counter1 call clrbit movfw counter1 movwf fsr decfsz counter0,f goto hbl movlw 9 delay return ;--------------------------- show block scan line ---------------------------- showblock bcf porta,0 ;start sync movlw 3 delay movlw 4 bsf porta,0 ;end sync movwf counter0 movlw currbl movwf fsr sbl movfw x0 addwf indf,w incf fsr,f movwf x ;x = x0 + relx movfw y0 addwf indf,w incf fsr,f movwf y ;y = y0 + rely movfw fsr movwf counter1 call setbit movfw counter1 movwf fsr decfsz counter0,f goto sbl movlw 0xA delay return ;------------------------- output one sync pulse ------------------------------ ;17 cycles hsync bcf porta,0 movlw 3 delay nop bsf porta,0 ;end sync return ;-------------------------- add one point to score ---------------------------- incpoints incf points + 2 , f ;25 cycles movfw points + 2 sublw 0xA skpz goto firstok clrf points + 2 incf points + 1 , f movfw points + 1 sublw 0xA skpz goto secondok clrf points + 1 incf points,f movlw 2 delay return firstok nop dnop dnop secondok dnop movlw 3 delay return ;------------------------- part of line of score ------------------------------ showp movfw points + 2 ;89 cycles call chars movwf counter1 movfw points + 1 call chars movwf counter0 movfw points call chars call shiftout movfw counter0 call shiftout movfw counter1 call shiftout return ;----------- routine used by showp to shift out one byte to display ----------- shiftout movwf portb ;13 cycles rrf portb,f rrf portb,f rrf portb,f rrf portb,f rrf portb,f rrf portb,f rrf portb,f bcf portb,0 return ;-------- makeblock creates a block of blocktype into the image buffer ------- ;167 cycles makeblock movlw 3 ;keep angle 0-3 andwf angle,f movf blocktyp,f ;if blocktype = 0 skpnz clrf angle ;then dont allow rotation bcf stuff,3 ;clear x-mirror flag bcf stuff,4 ;clear y-mirror flag btfsc angle,1 ;if angle = 2 or 3 bsf stuff,4 ;then set y-mirror flag movfw angle xorlw 1 ;if angle = 1 skpnz bsf stuff,3 ;then set x-mirror flag xorlw 1+2 ;if angle = 2 skpnz bsf stuff,3 ;then set x-mirror flag clrc rlf blocktyp,w ;pointer = blocktyp * 2 call blocks ;get x-blockinfo from pointer movwf counter0 ;save x-blockinfo clrc rlf blocktyp,w addlw 1 ;pointer = blocktyp * 2 + 1 call blocks ;get y-blockinfo from pointer movwf counter1 ;save y-blockinfo btfss angle,0 ;if angle = 1, or angle = 3 goto mbnoswap xorwf counter0,w ;then swap x and y blockinfo xorwf counter1,f xorwf counter0,f mbnoswapr movlw 4 movwf counter2 ;we have 4 coordinat pairs per block movlw currbl movwf fsr ;setup pointer to image buffer mbl0 movfw counter0 ;get x-blockinfo call convert ;convert the two first bits into a coordinat value btfsc stuff,3 ;if x-mirror flag = 1 sublw 0 ;then make the x-coordinate negative movwf indf ;save x-coordinate in image buffer incf fsr,f ;move pointer to next position in image buffer movfw counter1 ;get y-block info call convert ;convert the two first bits into a coordinate value btfsc stuff,4 ;if y-mirror flag = 1 sublw 0 ;then make the y-coordinate negative movwf indf ;save y-coordinate in image buffer incf fsr,f ;move pointer to next position in image buffer rrf counter0,f ;rotate x-blockinfo to the next two bits rrf counter0,f rrf counter1,f ;rotate y-blockinfo to the next two bits rrf counter1,f decfsz counter2,f ;do all 4 coordinate pairs goto mbl0 return ;--------------------- initialize tetris, clear stuff ------------------------- inittetris movlw 0x0D movwf fsr movlw 0x43 movwf counter0 cllp clrf indf incf fsr,f decfsz counter0,f goto cllp movlw buffer ;point to buffer movwf fsr movlw 0xf ;15 blocklines movwf counter0 itl0 movlw 0x10 ;left block: ....*... movwf indf incf fsr,f ;point to next block movlw 0x80 ;right block: .......* movwf indf incf fsr,f ;point to next block decfsz counter0,f ;do all 15 lines goto itl0 movlw 0xf0 ;bottom left ....**** movwf buffer + 0x1E movlw 0xff ;bottom right ******** movwf buffer + 0x1F movlw 0xE tris porta movlw 0xFE tris portb movlw 1 movwf fallcnt ;fallcount = 1 movwf movecnt ;move count = 1 movwf m_songcnt ;song count = 1 clrf eeadr call createcurrent goto newblock ;------------------------------ delay stuff ----------------------------------- noaddpoints movlw 0x39 delay goto noaddpointsr nofall movlw 0x2D delay dnop fallok movlw 0xB delay call hsync movlw 0x3A delay call hsync movlw 0xC delay nop goto nofallret moveok nop movf movecnt,f skpz goto nomove movlw movespeed movwf movecnt incf random,f movlw 7 andwf random,f dnop goto moveokret nofilled11 incf fsr,f nop dnop nofilled21 goto nofilledr1 nofilled12 incf fsr,f nop dnop nofilled22 goto nofilledr2 remshort movlw 0x36 ;wait 56us for sync to end delay dnop movfw counter0 movwf counter2 movwf counter3 skpnz bsf counter3,7 goto remshortr ;then continue removing lines noremfilled movlw 0x39 ;wait 59us for sync to end delay dnop goto noremfilledr ;no lines removed, continue and stuff.. norot call createcurrent call createcurrent call hsync movlw 0x39 delay nop goto norotr nofallu btfss blockstuff,drop bsf stuff,2 goto nofallur norotate btfss blockstuff,rotate bsf stuff,1 goto norotater mbnoswap goto mbnoswapr nogame call hsync btfss fire1p,fire1b goto inittetris movlw 0x14 call emptylines goto nogamer ;---------------------------- Sound output routine --------------------------- ;15 cycles sound bsf porta,4 ;set sound output to 1 btfss stuff,6 ;check sound state bcf porta,4 ;if soundstate is 0 then sound output should be 0 movfw m_freq ;get current frequency decfsz m_cnt,f ;decrease sound counter, check if it becomes zero goto soundsk movwf m_cnt ;if zero, set music counter to current frequency btfsc stuff,6 goto skstuff nop bsf stuff,6 return skstuff bcf stuff,6 return soundsk dnop dnop return ;------------------------ Set frequency (music routine) ----------------------- music call hsync movlw 0x36 ;prepare for some long delay or something decfsz m_songcnt,f ;update music counter goto nochnote ;if not zero, dont update bsf status,rp0 ;setup some eeprom read stuff bsf eecon1,rd bcf status,rp0 movf m_freq,f ;check current frequency skpz goto pause ;if freq is not zero, make a pause movfw eedata ;get one note andlw 0x3F ;mask out frequenvy movwf m_freq ;store it swapf eedata,w ;get note + length, swap upper and lower part into w andlw 0xC ;mask out length movwf counter3 clrc rrf counter3,f ;rotate down the length rrf counter3,f clrc rrf points,w movwf delaycnt clrc rlf delaycnt,f addwf delaycnt,w ;points/2*3 addwf counter3,w ;points/2*3 + shortlength call getlength ;get real length movwf m_songcnt incf eeadr,f ;next song position movfw eeadr sublw 0x34 ;end of song ? skpnz clrf eeadr ;if so, restart song movlw 0x2B ;this delay is not very critical nochnote delay return pause clrf m_freq movlw 2 movwf m_songcnt movlw 0x2B + 5 goto nochnote ;------------------------- the song: karaboschka ------------------------------ m_d3 equ 0x35 ; note definitions m_e3 equ 0x2F m_f3 equ 0x2D m_g3 equ 0x28 m_a3 equ 0x24 m_b3x equ 0x21 m_c4 equ 0x1E m_d4 equ 0x1B m_l4 equ 0x00 ; length definition m_l2 equ 0x40 m_l2x equ 0x80 org 0x2100 dw m_a3 + m_l2 dw m_e3 + m_l4 dw m_f3 + m_l4 dw m_g3 + m_l2 dw m_f3 + m_l4 dw m_e3 + m_l4 dw m_d3 + m_l2x dw m_f3 + m_l4 dw m_a3 + m_l2 dw m_g3 + m_l4 dw m_f3 + m_l4 dw m_e3 + m_l2x dw m_f3 + m_l4 dw m_g3 + m_l2 dw m_a3 + m_l2 dw m_f3 + m_l2 dw m_d3 + m_l2 dw m_d3 + m_l2 dw m_b3x + m_l2x dw m_c4 + m_l4 dw m_d4 + m_l2 dw m_c4 + m_l4 dw m_b3x + m_l4 dw m_a3 + m_l2x dw m_f3 + m_l4 dw m_a3 + m_l2 dw m_g3 + m_l4 dw m_f3 + m_l4 dw m_e3 + m_l2x dw m_f3 + m_l4 dw m_g3 + m_l2 dw m_a3 + m_l2 dw m_f3 + m_l2 dw m_d3 + m_l2 dw m_d3 + m_l2 dw m_b3x + m_l2x dw m_c4 + m_l4 dw m_d4 + m_l2 dw m_c4 + m_l4 dw m_b3x + m_l4 dw m_a3 + m_l2x dw m_f3 + m_l4 dw m_a3 + m_l2 dw m_g3 + m_l4 dw m_f3 + m_l4 dw m_e3 + m_l2x dw m_f3 + m_l4 dw m_g3 + m_l2 dw m_a3 + m_l2 dw m_f3 + m_l2 dw m_d3 + m_l2 dw m_d3 + m_l2 end
CODIGO HEX:
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19 agosto 2010 en Electronica | tags: Electronica |