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C
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2024-03-26 14:43:02 +01:00
#include <msp430g2553.h>
#include <stdint.h>
#include <stdlib.h>
#include "psg.h"
#include "scheduler.h"
#include "notes.h"
#define ADDR_DATA_REG P2OUT
#define BUS_CTRL_REG P1OUT
#define BC1 BIT3
#define BDIR BIT1
#define R0 0
#define R1 1
#define R2 2
#define R3 3
#define R4 4
#define R5 5
#define R6 6
#define R7 7
#define R10 010
#define R11 011
#define R12 012
#define R13 013
#define R14 014
#define R15 015
inline static void BUS_OP_NACT() {
BUS_CTRL_REG &= ~(BDIR | BC1);
}
inline static void BUS_OP_INTAK() {
BUS_CTRL_REG |= BDIR | BC1;
}
inline static void BUS_OP_DWS() {
BUS_CTRL_REG |= BDIR;
BUS_CTRL_REG &= ~BC1;
}
static void delay() {
asm volatile (
"push r12\n"
"mov.w #5, r12\n"
"loop:\n"
"dec.w r12\n"
"jnz loop\n"
"pop r12\n"
);
}
static void writePSG(uint8_t address, uint8_t data) {
// according to "State Timing" (p. 15) of datasheet
// put bus into inactive state
BUS_OP_NACT();
// put address on bus
ADDR_DATA_REG = address;
// address latch mode
BUS_OP_INTAK();
// latch address
BUS_OP_NACT();
// put data on bus
ADDR_DATA_REG = data;
// set write to psg
BUS_OP_DWS();
// set inactive again
BUS_OP_NACT();
}
static void writeFrequency(uint8_t channel, uint16_t frequencyCode) {
writePSG(R0 + (channel * 2), (frequencyCode & 0x00ff));
writePSG(R1 + (channel * 2), ((frequencyCode >> 8) & 0x000f));
}
void psgPlayTone(uint8_t channel, t_octave octave, t_note note) {
writeFrequency(channel, frequencyCodes[octave][note]);
}
void playSomething(void *handle) {
static uint8_t state = 0;
switch (state) {
case 0:
writePSG(R7, 0b11111110);
writePSG(R10, 03);
state = 1;
// no break;
case 1:
psgPlayTone(0, e_O_5, e_C);
state = 2;
break;
case 2:
psgPlayTone(0, e_O_5, e_E);
state = 1;
break;
}
}
void psgInit() {
// address/data bus
P2DIR = 0xff;
P2SEL = 0;
P2SEL2 = 0;
// sound chip reset
// BIT2: /RST
P1DIR |= BIT2;
// put sound chip into reset state
P1OUT &= ~BIT2;
delay();
delay();
delay();
// bus control lines
// BIT3: BC1
// BIT1: BDIR
P1DIR |= BIT1 | BIT3;
// put bus into inactive state
BUS_CTRL_REG &= ~(BDIR | BC1);
// release sound chip from reset state
P1OUT |= BIT2;
delay();
delay();
delay();
schAdd(playSomething, NULL, 0, 500);
}
/*
// single tone
writePSG(R0, 0376);
writePSG(R1, 0);
writePSG(R7, 076);
writePSG(R10, 03);
*/
/*
// gun shot
writePSG(R6, 017);
writePSG(R7, 007);
writePSG(R10, 020);
writePSG(R11, 020);
writePSG(R12, 020);
writePSG(R14, 020);
writePSG(R15, 0);
*/
/*
// explosion
writePSG(R6, 0);
writePSG(R7, 007);
writePSG(R10, 020);
writePSG(R11, 020);
writePSG(R12, 020);
writePSG(R14, 070);
writePSG(R15, 0);
*/
/*
// Akkord
writeFrequency(0, C5);
writeFrequency(1, E5);
writeFrequency(2, G5);
writePSG(R7, 0b11111000);
writePSG(R10, 03);
writePSG(R11, 03);
writePSG(R12, 03);
*/