Pl2 CORRIG 2.DOC: Difference between revisions

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;addresses of the 10 sounds.
 
;addresses of the 10 sounds.
   
FUNCT DC.B $3B
+
FUNCT DC.B $3B,$3C,$3D,$3E,$3F,$40,$41,$42,$43,$44
  +
;Function keys scancodes (F1->F10)
  +
  +
; Data defining PRO SOUND DESIGNER sounds
  +
  +
sound0 DC.B 0,214
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DC.B 1,0
  +
DC.B 2,215
  +
DC.B 3,0
  +
DC.B 4,215
  +
DC.B 5,0
  +
DC.B 7,248
  +
DC.B 8,16
  +
DC.B 9,16
  +
DC.B 10,16
  +
DC.B 11,32
  +
DC.B 12,73
  +
DC.B 13,0
  +
DC.B 129,2
  +
DC.B 0,0
  +
DC.B 255,0
  +
sound1 DC.B 0,24
  +
DC.B 1,1
  +
DC.B 2,25
  +
DC.B 3,1
  +
DC.B 4,23
  +
DC.B 5,1
  +
DC.B 7,248
  +
DC.B 8,16
  +
DC.B 9,16
  +
DC.B 10,16
  +
DC.B 11,32
  +
DC.B 12,73
  +
DC.B 13,0
  +
DC.B 129,2
  +
DC.B 0,0
  +
DC.B 255,0
  +
sound2 DC.B 0,156
  +
DC.B 1,1
  +
DC.B 2,156
  +
DC.B 3,1
  +
DC.B 4,156
  +
DC.B 5,1
  +
DC.B 7,248
  +
DC.B 8,16
  +
DC.B 9,16
  +
DC.B 10,16
  +
DC.B 11,32
  +
DC.B 12,73
  +
DC.B 13,0
  +
DC.B 129,2
  +
DC.B 0,0
  +
DC.B 255,0
  +
sound3 DC.B 0,22
  +
DC.B 1,2
  +
DC.B 2,21
  +
DC.B 3,2
  +
DC.B 4,23
  +
DC.B 5,2
  +
DC.B 7,248
  +
DC.B 8,16
  +
DC.B 9,16
  +
DC.B 10,16
  +
DC.B 11,32
  +
DC.B 12,73
  +
DC.B 13,0
  +
DC.B 129,2
  +
DC.B 0,0
  +
DC.B 255,0
  +
sound4 DC.B 0,55
  +
DC.B 1,3
  +
DC.B 2,59
  +
DC.B 3,3
  +
DC.B 4,57
  +
DC.B 5,3
  +
DC.B 7,248
  +
DC.B 8,16
  +
DC.B 9,16
  +
DC.B 10,16
  +
DC.B 11,32
  +
DC.B 12,73
  +
DC.B 13,0
  +
DC.B 129,2
  +
DC.B 0,0
  +
DC.B 255,0
  +
sound5 DC.B 0,235
  +
DC.B 1,3
  +
DC.B 2,234
  +
DC.B 3,3
  +
DC.B 4,232
  +
DC.B 5,3
  +
DC.B 7,248
  +
DC.B 8,16
  +
DC.B 9,16
  +
DC.B 10,16
  +
DC.B 11,32
  +
DC.B 12,73
  +
DC.B 13,0
  +
DC.B 129,2
  +
DC.B 0,0
  +
DC.B 255,0
  +
sound6 DC.B 0,70
  +
DC.B 1,5
  +
DC.B 2,72
  +
DC.B 3,5
  +
DC.B 4,71
  +
DC.B 5,5
  +
DC.B 7,248
  +
DC.B 8,16
  +
DC.B 9,16
  +
DC.B 10,16
  +
DC.B 11,32
  +
DC.B 12,73
  +
DC.B 13,0
  +
DC.B 129,2
  +
DC.B 0,0
  +
DC.B 255,0
  +
sound7 DC.B 0,84
  +
DC.B 1,7
  +
DC.B 2,84
  +
DC.B 3,7
  +
DC.B 4,84
  +
DC.B 5,7
  +
DC.B 7,248
  +
DC.B 8,16
  +
DC.B 9,16
  +
DC.B 10,16
  +
DC.B 11,32
  +
DC.B 12,73
  +
DC.B 13,0
  +
DC.B 129,2
  +
DC.B 0,0
  +
DC.B 255,0
  +
sound8 DC.B 0,175
  +
DC.B 1,0
  +
DC.B 2,193
  +
DC.B 3,4
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DC.B 4,20
  +
DC.B 5,6
  +
DC.B 7,254
  +
DC.B 8,16
  +
DC.B 9,16
  +
DC.B 10,16
  +
DC.B 11,32
  +
DC.B 12,73
  +
DC.B 13,0
  +
DC.B 129,0
  +
DC.B 93,63
  +
DC.B 255,0
  +
sound9 DC.B 0,175
  +
DC.B 1,0
  +
DC.B 2,193
  +
DC.B 3,4
  +
DC.B 4,232
  +
DC.B 5,4
  +
DC.B 7,254
  +
DC.B 8,16
  +
DC.B 9,16
  +
DC.B 10,16
  +
DC.B 11,32
  +
DC.B 12,73
  +
DC.B 13,0
  +
DC.B 129,0
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DC.B 80,88
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DC.B 255,0
  +
  +
  +
BSS
  +
  +
DS.B 40000 ;for SETBLOCK
  +
STACK DS.B 1
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SAVE_SP DS.L 1 ;for SUPER/USER
  +
  +
END

Revision as of 15:38, 17 December 2023



EXERCISE CORRECTIONS NUMBER 2
1) Exercise number 1 ------------- Here are the listings of the 2 macro instructions 'SAVE' and 'RESTORE' that allow to respectively save and restore the 68000's registers. I will skip the details, it was enough to use the MOVEM instruction. The registers will be saved in the system stack by pre-decrement mode and restored by post-increment mode. That's all ... TEXT SAVE MACRO movem.l d0-d7/a0-a6,-(sp) ENDM RESTORE MACRO movem.l (sp)+,d0-d7/a0-a6 ENDM END 2) Exercise number 2 ------------- Here is the listing of the HEXA macro, that allows to display the content of its parameter in hexadecimal. First we need to successively reach the 8 half-bytes making up the L-M passed as parameter (1 hex digit = 4 bits). To do this we use the rotation instruction ROL and place it in a loop. (LSR also worked...) We will then mask the 4 least significant bits with AND.L #%1111,dn to keep only the half-byte to be processed. The most difficult comes then: It's now necessary to display the value of this hex digit coded by 4 bits on screen. If the digit is <$A (which means <10) this digit will be between 0 and 9. By adding $30 to the value of this digit we will get the ascii code of the digit. (Because the ascii code of '0' is $30: that of '1' is thus $30+1=$31 etc...) If the hex digit to be displayed is >9 this digit will be a letter from the alphabet (from A to F). By adding $37+$A to the value of this digit we will get the ascii code of the digit to display. (Because the ascii code of 'A' is $37+$A: that of 'B' is thus $37+$B=$42 etc...) It's then enough to display with CCONOUT the ascii code obtained and to repeat the operation with all the half-bytes of the parameter. NB: We use the macros SAVE and RESTORE in our HEXA macro to -- be able to use all the registers without modifying their content at the end of the macro. Please note that I'm using LABELS in the HEXA macro. Hence the macro can only be used once in a listing because the assembler cannot distinguish between two identical labels and at each call of a macro, it is fully rewritten... You can, however, put the macro in a subroutine to be able to call it multiple times... TEXT HEXA MACRO $\1 ;macro with 1 parameter SAVE ;we save the registers so as not ;to lose their content move.l \1,d1 ;we put the parameter in d1 moveq #0,d2 ;initializes the number of shifts SHIFT addi.b #4,d2 ;we add 4 to the number of shifts cmpi.b #36,d2 ;if d2=36=32+4 we finished the 32 beq END ;rotations, in this case -> END move.l d1,d3 ;otherwise we put d1 in d3 and rol.l d2,d3 ;do a rotation of 4 bits andi.l #%1111,d3 ;and we mask these 4 bits as only ;they must be processed. ; d3 therefore contains the value to be displayed: 0 to 9 or A to F. (because a ; hex digit is coded by 4 bits (see introduction) ) cmpi.b #9,d3 bgt HEX ;if d3 >9, go to HEX because we will ;need to display a letter and no longer a ;number... DECIMAL addi.b #$30,d3 ;d3=d3+$30 because the ASCII value of 0 is $30 ;For example, if d3 is worth 1, we represent it ;by the ascii character $30+1=$31='1', if it ;is 5, by the ascii code $30+5=$35='5', and so ;on for all hex digits <9 CCONOUT d3 ;edition of the content of d3 jmp SHIFT ;we re-shift the parameter and continue with ;the next 4 bits in SHIFT HEX addi.b #$37,d3 ;d3=d3+$37 for the hex numbers represented ;by the letters because the ASCII value of A is  ;$37+$A. So for exp. if d3 is worth $B, we re- ;present it by the ascii code $37+$B=$42='B'... CCONOUT d3 ;we display the letter (from A to F) jmp SHIFT ;we re-shift the parameter and continue with ;the next 4 bits in SHIFT END RESTORE ;when we are done with all the 32 bits, ;we restore the stacked registers ENDM END 3) Exercise number 3 ------------- Here is the correction of the 'BINARY' macro. To reach the 32 bits of the parameter and to display them on the screen, we use the instruction LSL.L #1, parameter in a loop and depending on the value of the shift out bit, we display a '1' (active bit) or a '0' (extinguished bit). The corresponding conditional branch instruction can for example be bCC (Which tests if the C bit of the CCR is zero: LSL copies the shifted out bit into the C bit of the CCR) To display the '1' or the '0', we use the CCONOUT #'1' or CCONOUT #'0' macro. NB:Same remarks as for the HEXA macro concerning the use of labels -- in the 'BINARY' macro. TEXT BINARY MACRO $\1 ;MACRO with 1 parameter SAVE ;registers saved move.L \1,d1 ;the parameter in d1 move #31,d3 ;loop counter for shifts LOOK move #'0',d0 ;d0 contains the ascii code of 0 lsl.l #1,d1 ;shift of one bit of d1: Copy of the bit into ;the C code of the CCR bcc ZERO ;if the bit is zero (C=0): go to 'zero' move #'1',d0 ;otherwise d0 contains the ascii code of '1' ZERO CCONOUT d0 ;we display the content of d0 (0 or 1) dbf d3,LOOK ;we continue with the other 31 bits RESTORE ;we restore the registers ENDM ;done... END 4) Exercise number 4: -------------- Here is the listing of the program that formats a floppy disk. It was simply necessary to properly use the FLOPFMT function of the Gemdos and put it in a loop to be able to vary the number of the track to format. To ask for execution confirmation from the program's user, we display an alert message with PRINTLINE, we wait for him to press a keyboard key (with 'WAIT') and we test the ascii code of the selected key. (value which returns in d0) If this key is 'F' we format the floppy, otherwise we exit the program with the TERM macro (TERM function of the Gemdos). If an error occurs during formatting (d0 negative after FLOPFMT), we display the error code in DECIMAL. We will first need to make the digit to process positive with NEG dn. The digit to process (the error code) will thus be a positive number and less than 100 (see the Gemdos error codes). We perform a division by 10 of this digit to get the tens digit with DIVU #10,dn. The quotient returns in the low weight word of dn: it's the tens digit, we display it by adding $30 to obtain an ascii code (with CCONOUT). The remainder is in the high weight word of dn: It represents the units digit of the error code. We SWAP dn and also display it. When the formatting is finished, we display a message indicating that everything is OK. Remark: --------- BE CAREFUL, our program will format the disk correctly, but if you look at the disk information using the 'INFORMATION' option of the GEM desktop, it will indicate that there remain 0 bytes free even though there are also 0 used... This is explained by the fact that we haven't initialized the BOOT SECTOR of the floppy: It will therefore not be writable because it contains all the necessary information for disk operations... NB: Those who don't have PROFIMAT and who want (must!) set -- the buffer for FLOPFMT to an EVEN address should not write the DIRECTIVE: 'ALIGN.W' in the BSS area. For METACOMCO, there is an equivalent DIRECTIVE: CNOP 0,2 For DEVPAC ST: it's the EVEN directive. The others will assemble the listing and if it doesn't work, it's because the buffer for FLOPFMT is not at an even address. It will then be sufficient to reserve 1 BYTE just in front of the buffer: it will thus move from an odd address to an even address (odd+1). TEXT INCLUDE "INIT_TOS.L" INCLUDE "MACROS.L" SETBLOCK PRINTLINE ATTENTION ;the alert message WAIT ;waiting for a key:ascii code in d0 CMPI.B #'F',d0 ;d0='F' ? BEQ FORMAT ;if so, FORMAT CMPI.B #'f',d0 ;d0='f' ? BEQ FORMAT ;if so, FORMAT TERM ;otherwise exit FORMAT SUPER ;SUPERVISOR mode clr.l d0 LOOP movem.l d0,-(sp) ;we save just d0 move.w #$e5e5,-(sp) ;virgin move.l #$87654321,-(sp) ;magic word move.w #1,-(sp) ;interleave move.w #0,-(sp) ;side move.w d0,-(sp) ;d0=different tracks move.w #9,-(sp) ;number of sectors per track move.w #0,-(sp) ;drive A clr.l -(sp) ;L-M=0 pea BUFFER ;buffer address move.w #$a,-(sp) ;Flopfmt trap #14 add.l #26,sp ;update SP tst d0 bmi ERROR ;If d0 is negative: error movem.l (sp)+,d0 ;we restore d0 addi.b #1,d0 ;we increment the track number cmpi.b #80,d0 ;have we the 80 tracks ? bne LOOP PRINTLINE OK ;no problem, OK CONTINUE WAIT ;waiting for a key USER ;we return to USER mode TERM  ;-> exit ERROR move d0,d5 ;we save d0 in d5 because d0 will be modified PRINTLINE PROBLEM neg d5 ;d5 becomes positive ; DECIMAL display of d5 divu #10,d5 ;tens digit in the low word of d5 add #$30,d5 ;digit=ascii code CCONOUT d5 ;we display it swap d5 ;low word of d5=remainder of division=digit ;units of d5 add #$30,d5 ;digit=ascii code CCONOUT d5 ;we display it jmp CONTINUE  ;--> end DATA ATTENTION DC.B 27,'E','DANGER! This program FORMATS the floppy disk,' DC.B ' insert a BLANK disk then',10,13,'press' DC.B ' [F] to FORMAT the floppy disk...' DC.B ' (Or another key to EXIT!)',7,0 OK DC.B 27,'E','No error: OK...',0 PROBLEM DC.B 27,'E',7,'ERROR code:-',0 BSS DS.B 20000 ;buffer upstream of the new STACK PILE DS.B 1 ;formatting requires a lot of space... ALIGN.W ;SPECIFIC to PROFIMAT !!!!! BUFFER DS.B 10000 ;buffer for formatting (EVEN address) SAUV_SP DS.L 1 ;buffer for SUPER and USER END 5) Exercise number 5 ------------- Here is the program that replays the sounds created with PRO SOUND DESIGNER. The program will wait until a key is pressed on the keyboard then it tests it (Macro 'WAIT' from gemdos, return of the code and the scancode in d0). Function keys have no ascii code but all have a SCANCOD that differentiates them. If the low byte of d0 contains an ascii code (d0.w different from 0), we exit the program because it means we have pressed a key other than one of the 10 function keys. You then had to find the different scancodes of function keys to be able to use them here. For that, you just had to write the following program, TEXT INCLUDE "MACROS.L" AA WAIT ;waiting for a key SWAP d0 ;low weight byte of d0 = scancode and.l #$FF,d0 ;we keep only the low byte of ;this word (which is the SCANCODE) HEXA d0 ;display in HEXA the scancode WAIT ;waiting for a key CCONOUT #27 CCONOUT #'E' ;we clear the screen jmp AA ;and we start again END then to assemble it, to execute it and to press on the function keys to note their SCANCODES. The rest of the program must identify the different scancodes of the function keys and play a sound. To test the values of the scancode of the pressed key, we compare the value of the scancode entered with the values of the 10 scancodes of the function keys that we have placed in the DATA area. At the same time, we vary the value of an 'an' address register which points to the different sound addresses. If a scancode is identified, we play the sound pointed by 'an' by providing it as a parameter to the macro 'DOSOUND', otherwise we increment address registers (mode (an)+) pointing to the DATAs that represent the scancodes and sound addresses. If no scancode is finally recognized, we restart the keyboard test from the beginning of the program. The data defining the sounds are in the file PROSOUND.DAT, just include it in the DATA zone in the listing. NB:I'm modifying the value of a SYSTEM VARIABLE in this listing (with -- move.b #0,$484) this with the purpose of stopping the 'BEEP' that is heard when pressing a key in order not to disturb the replayed sound. I will soon talk about the SYSTEM VARIABLES... TEXT INCLUDE "INIT_TOS.L" INCLUDE "MACROS.L" SETBLOCK SUPER ;SUPERVISOR mode PRINTLINE message ;text move.b #0,$484 ;system variable (putting ;0 removes repetition and ;beep of the keys) TEST WAIT ;waiting for a key  ;:CODE in d0 tst.b d0 ;if ascii code different from bne STP ;0, then SToP, otherwise swap d0 ;low word d0 ;becomes the SCANCODE lea FUNCT,a0 ;a0=address of SCANCODES lea VECTOR,a1 ;a1=address of sound ;address of VECTOR SONGS cmp.b (a0)+,d0 ;compare SCANCODE of the ;pressed key (d0) to ;those in the table DC.B . move.l (a1)+,a5 ;Puts the address pointed by ;a1 in a5 beq SOUND ;if CMP=yes, go play the ;sound pointed by a5 addq.b #1,d1 ;otherwise add 1 to d1 cmpi.b #9,d1 ;d1=9 ? beq TEST ;then no more scancodes ;and we return to 'TEST' jmp SONGS ;otherwise we increment a0 ;and a1 SOUND DOSOUND a5 ;Dosound the sound pointed by ;a5 jmp TEST ;then we return to 'TEST' STP USER ;USER mode TERM ;we exit DATA MESSAGE DC.B 27,'E','Here are some PRO SOUND DESIGNER sounds' DC.B ', press the Function keys:' DC.B '(Or another key to exit)',7,0 VECTOR DC.L sound0,sound1,sound2,sound3,sound4,sound5 DC.L sound6,sound7,sound8,sound9 ;addresses of the 10 sounds. FUNCT DC.B $3B,$3C,$3D,$3E,$3F,$40,$41,$42,$43,$44 ;Function keys scancodes (F1->F10) ; Data defining PRO SOUND DESIGNER sounds sound0 DC.B 0,214 DC.B 1,0 DC.B 2,215 DC.B 3,0 DC.B 4,215 DC.B 5,0 DC.B 7,248 DC.B 8,16 DC.B 9,16 DC.B 10,16 DC.B 11,32 DC.B 12,73 DC.B 13,0 DC.B 129,2 DC.B 0,0 DC.B 255,0 sound1 DC.B 0,24 DC.B 1,1 DC.B 2,25 DC.B 3,1 DC.B 4,23 DC.B 5,1 DC.B 7,248 DC.B 8,16 DC.B 9,16 DC.B 10,16 DC.B 11,32 DC.B 12,73 DC.B 13,0 DC.B 129,2 DC.B 0,0 DC.B 255,0 sound2 DC.B 0,156 DC.B 1,1 DC.B 2,156 DC.B 3,1 DC.B 4,156 DC.B 5,1 DC.B 7,248 DC.B 8,16 DC.B 9,16 DC.B 10,16 DC.B 11,32 DC.B 12,73 DC.B 13,0 DC.B 129,2 DC.B 0,0 DC.B 255,0 sound3 DC.B 0,22 DC.B 1,2 DC.B 2,21 DC.B 3,2 DC.B 4,23 DC.B 5,2 DC.B 7,248 DC.B 8,16 DC.B 9,16 DC.B 10,16 DC.B 11,32 DC.B 12,73 DC.B 13,0 DC.B 129,2 DC.B 0,0 DC.B 255,0 sound4 DC.B 0,55 DC.B 1,3 DC.B 2,59 DC.B 3,3 DC.B 4,57 DC.B 5,3 DC.B 7,248 DC.B 8,16 DC.B 9,16 DC.B 10,16 DC.B 11,32 DC.B 12,73 DC.B 13,0 DC.B 129,2 DC.B 0,0 DC.B 255,0 sound5 DC.B 0,235 DC.B 1,3 DC.B 2,234 DC.B 3,3 DC.B 4,232 DC.B 5,3 DC.B 7,248 DC.B 8,16 DC.B 9,16 DC.B 10,16 DC.B 11,32 DC.B 12,73 DC.B 13,0 DC.B 129,2 DC.B 0,0 DC.B 255,0 sound6 DC.B 0,70 DC.B 1,5 DC.B 2,72 DC.B 3,5 DC.B 4,71 DC.B 5,5 DC.B 7,248 DC.B 8,16 DC.B 9,16 DC.B 10,16 DC.B 11,32 DC.B 12,73 DC.B 13,0 DC.B 129,2 DC.B 0,0 DC.B 255,0 sound7 DC.B 0,84 DC.B 1,7 DC.B 2,84 DC.B 3,7 DC.B 4,84 DC.B 5,7 DC.B 7,248 DC.B 8,16 DC.B 9,16 DC.B 10,16 DC.B 11,32 DC.B 12,73 DC.B 13,0 DC.B 129,2 DC.B 0,0 DC.B 255,0 sound8 DC.B 0,175 DC.B 1,0 DC.B 2,193 DC.B 3,4 DC.B 4,20 DC.B 5,6 DC.B 7,254 DC.B 8,16 DC.B 9,16 DC.B 10,16 DC.B 11,32 DC.B 12,73 DC.B 13,0 DC.B 129,0 DC.B 93,63 DC.B 255,0 sound9 DC.B 0,175 DC.B 1,0 DC.B 2,193 DC.B 3,4 DC.B 4,232 DC.B 5,4 DC.B 7,254 DC.B 8,16 DC.B 9,16 DC.B 10,16 DC.B 11,32 DC.B 12,73 DC.B 13,0 DC.B 129,0 DC.B 80,88 DC.B 255,0 BSS DS.B 40000 ;for SETBLOCK STACK DS.B 1 SAVE_SP DS.L 1 ;for SUPER/USER END