Midi Lib
Volume Number: | | 3
|
Issue Number: | | 7
|
Column Tag: | | Assembly Lab
|
A Midi Library for Pascal
By Kirk Austin, MacTutor Contributing Editor, Austin Development, San Rafael, CA
What is MIDI?
Before I get too much into the nuts and bolts of this whole thing perhaps we should take a look at what its all about. MIDI is an acronym for Musical Instrument Digital Interface, and really came into being somewhere around 1983. Originally, it was created to allow music synthesizers to communicate with each other, but there was enough foresight in the minds of the originators to leave room for future enhancements. As far as the scope of this article is concerned, the most important thing about MIDI is that it allows music synthesizers to communicate with computers, specifically, the Macintosh.
The need for a standard
To really understand why MIDI came about, you have to know a little bit about the history of music synthesizers. In the late 1960s synthesizers were, for the most part, voltage controlled devices. That is, you could control the frequency of an oscillator (a tone generating device) by varying a DC voltage that was routed to one of its control inputs. The higher the voltage, the higher the note and vice versa. The standard that was used by companies like Moog and ARP was 1 volt/octave. This meant that if your control voltage changed from 4 volts to 5 volts the oscillator would shift its pitch higher by one octave.
This voltage control concept worked pretty well at the time, but you have to remember that the hardware itself was pretty primitive by todays standards. For instance, most synthesizers in that era could only play one note at a time. Chords could only be created by using a multitrack tape recorder and overdubbing the different notes. This was how recordings like Switched On Bach were produced.
Now, when youre only dealing with a note at a time things arent too complicated. Still, you had to make sure all of your oscillators were in tune, because typically you would have to use more than one oscillator to produce a respectable sounding note. Then all of the oscillators would have to be scaled so that they would track accurately. These last two points were no small problem, because the analog oscillators at that time had a very large problem -- thermal drift. This meant that you could tune and scale all of the oscillators very carefully, and 5 minutes later they would be out of calibration because the temperature of the semiconductor junctions had changed. Ahh, those were fun days.
But, those problems aside, there were other signals that were needed to produce a note besides just a control voltage for the oscillator. You also needed a trigger pulse to tell the synthesizer when to start playing a note. Then you needed a way to let the synthesizer know that you wanted to stop a note when you lifted your finger from the keyboard. This was usually in the form of a gate signal. Okay, so now were up to three signals just to produce one note at a time. Then, as if that werent enough, some manufacturers were using a positive going pulse as the trigger and others were using a negative going pulse. You could get around this problem with special adaptor boxes and the like, but then a much larger problem came looming over the horizon -- polyphony.
Polyphony means the ability to play more than one note at a time, and even though it was a tremendous breakthrough for the musician, it multiplied the problems for electronic musical instrument designers. Now, to the best of my knowledge, the polyphonic synthesizer keyboard that we know and love today came into being around 1978 thanks to the advent of the microprocessor and the talents of a couple of guys named Dave Rossum and Scott Wedge of Emu Systems. Their ideas led to the use of microprocessor based keyboards by virtually all of the synthesizer manufacturers. Oberheim was one of the first companies to bring out a polyphonic instrument. It had a keyboard that was scanned by the microprocessor which then converted the information into DC control voltages and gate signals for controlling its analog oscillators, filters, and amplifiers. The amazing thing about this instrument was that it actually worked, and it provided a great leap forward for synthesizers in general. But, now another problem began to appear.
Musicians wanted to have a remote keyboard controller that could be worn around their neck and send signals down a cable to their synthesizers which might be offstage somewhere. Or maybe they didnt want a keyboard at all! Maybe they wanted to control a synthesizer from a guitar or a drum set! Instrument designers were really starting to get overwhelmed by all of the options that musicians were demanding at this point, and it became clear that there was a need for some kind of standard way for controllers (keyboards, guitars, drums) and synthesizers (the sound producing electronics) to communicate with each other so that instruments made by different manufacturers could work together.
MIDI is born
In late 1981 a paper was presented to the Audio Engineering Society suggesting a digital, serial interface for electronic music synthesizers. This scheme was referred to as the Universal Synthesizer Interface, and was authored by Dave Smith and Chet Wood of Sequential Circuits. This proposal was, in fact, the precursor to MIDI, and served as the impetus to get manufacturers of electronic musical equipment to talk with each other about some sort of communications standard. What finally came out of all of the discussions was the MIDI specification 1.0.
The data not the sound
Now, probably the most confusing thing about MIDI to the beginner is understanding that MIDI is concerned with control data, and not the actual sound itself. For instance, if we talk about a MIDI recorder that emulates many of the functions of a traditional tape recorder you must understand that the MIDI information that is being recorded is simply the note on and note off signals. When a key is pressed on a synthesizer keyboard 3 bytes of MIDI information are sent over the serial connection telling the sound producing electronics to start playing a note (the details of these 3 bytes will be explained shortly). When that same key is finally released another 3 bytes of information is sent over the MIDI cable telling the sound producing electronics to stop playing that note. As you can readily conclude from this simple example, a note of any length requires the same amount of information -- 6 bytes. This is what makes for such compact use of memory in MIDI recorders. By comparison, actually recording the sound itself by an analog to digital conversion would take tens of thousands of bytes even for a very short sound, and a longer sound would require more memory still. But, even more importantly, the use of MIDI control signals allows musicians to factor out the actual sound from the note choices and timing information. This means that I can play a part on a piano-style keyboard, record it on a MIDI recorder, and then play it back with the ability to change the actual sound as it is playing. So now what I recorded as a piano sound can be played back as a trumpet sound, or a violin sound, or a marimba sound. This is what gives tremendous power to MIDI recorders. A musician can enter in all of the notes without prior knowledge of what the final arrangement is going to be, then change instruments on the fly to help with the decision making process that is necessary to create a final arrangement. In this regard, the MIDI recorder is to the traditional tape recorder as the Word Processor is to the typewriter. It is a powerful tool that goes far beyond emulating its traditional counterpart.
The command set
Here are a few of the more common MIDI commands that are used to control synthesizers. For a copy of the full specification (which is much longer than this article allows), write to:
International MIDI Users Group
8426 Vine Valley Dr.
Sun Valley, CA 91352
Note on
This is the data that is sent when a key goes down on a synthesizer keyboard.
%1001nnnn
Where nnnn is the MIDI Channel Number (0-15)
%0kkkkkkk
Where kkkkkkk is the Key Number (0-127) 60 = middle C
%0vvvvvvv
Where vvvvvvv is the velocity
Note off
This is the data that is sent when a key is released on a
synthesizer keyboard.
%1000nnnn
Where nnnn is the MIDI Channel Number (0-15)
%0kkkkkkk
Where kkkkkkk is the Key Number (0-127) 60 = middle C
%0vvvvvvv
Where vvvvvvv is the velocity
All notes off
This is a useful command that is typically sent when a sequence is terminated before the end of the file. This command turns off all of the notes that are playing to avoid the disastrous problem of stuck notes (what happens when a note on command is not followed by a corresponding note off command).
%1011nnnn
Where nnnn is the MIDI Channel Number (0-15)
%01111011
%00000000
Aftertouch
This is the data that is sent when pressure is applied to the synthesizer keyboard while the key is being held down.
%1101nnnn
Where nnnn is the MIDI Channel Number (0-15)
%0vvvvvvv
Where vvvvvvv is the amount of aftertouch
Program change
This command changes the current sound that the synthesizer is playing.
%1100nnnn
Where nnnn is the MIDI Channel Number (0-15)
0ppppppp
Where ppppppp is the Program Change Number (0-127)
Pitch Wheel
This is the data that is sent when the pitch bend wheel on a synthesizer is moved from its center position.
%1110nnnn
Where nnnn is the MIDI Channel Number (0-15)
%0vvvvvvv
Where vvvvvvv is the LSB of the Pitch Wheel Change
%0vvvvvvv
Where vvvvvvv is the MSB of the Pitch Wheel Change
Continuous controllers
These are generalized controllers that could correspond to knobs on a particular synthesizer. Continuous controller #1 is the Modulation Wheel by default.
%1011nnnn
Where nnnn is the MIDI Channel Number (0-15)
%0ccccccc
Where ccccccc is the control number (0-121)
%0vvvvvvv
Where vvvvvvv is the control value
The serial ports
The Macintosh serial ports were not really constructed with MIDI in mind, unfortunately, but you can make them work by using a few special techniques that well talk about now.
Hardware
The outputs of the Mac serial ports have to be level shifted and translated to a standard TTL gate output in order to meet the MIDI spec. The inputs have to be optoisolated. If you want a quick and dirty schematic of the necessary hardware check MacTutors October 1985 issue, or The Best of MacTutor, volume 1.
Software
The timing of MIDI information is one of the more difficult demands that the Macintosh has to deal with. I mean, it doesnt really matter if your spreadsheet calculates a formula in 2 seconds or 2.02 seconds, but that much difference in a musical performance is totally unacceptable. In order for the information to be processed as quickly as possible we have to use interrupts to handle tasks like transmitting and receiving bytes of MIDI data, and updating the timing reference.
Time-Stamping
Now, just sending and receiving bytes of MIDI information is just fine for a lot of applications, but typically you want to not only get the incoming data, but also know when it arrived. This is necessary for applications like recorders where you log the time that the data came in so you can play it back with the correct timing. Sounds simple huh? Well, it is and it isnt. For one thing, in order to accurately record the time you have to use a technique called time-stamping, and you have to do it on an interrupt level. That is, when the interrupt routine is called because the SCC chip has a byte that has just arrived at the Mac, the routine not only has to get that byte from the SCC chip and place it in a buffer area, but it also has to get a counter value (that has been set up previously) and tag it onto the incoming MIDI byte. Then when its time to play the data back the counter is started up and you sit there and watch the counter for each byte of information to be sent out at the appropriate time (this is a really crude example involving no data compression).
Okay, not to difficult, but it gets more complicated. To set up a counter that you can use to reference all of this stuff to you have to use one of the timers in the 6522 chip. There are two timers, appropriately called timer1 and timer2. Unfortunately, timer1 is the most accurate timer to use if you want to create continuous interrupts at a specified time interval (the interval we will be using will be in the millisecond range). This is because timer1 automatically reloads itself after it times out. Timer2 requires that your interrupt routine reload it after it times out, and you never know how long it is going to take before your interrupt routine can respond to a timer2 interrupt. Now, if your timing doesnt have to be that accurate you can go ahead and use timer2, in fact, this is the way that the Time Manager routines in Inside Macintosh vol. 4 appear to work. So, you can simply use the Time Manager routines if you find that to be easier, and arent that concerned with absolute timing accuracy.
The reason that you might want to use timer2 it that timer1 is used by the Sound Manager routines, so if you are using timer1 for time-stamping incoming MIDI data you cant use any of the Sound Manager routines, you have to write to the sound hardware directly in order to produce a click track or whatever. Anyway, thats the tradeoff. I have written the following code using timer1 since you can simply ignore it if you want to use the Time Manager routines and everything will be fine. If you want to use timer1 call InitTimer at the beginning of your application, and QuitTimer at the end of it. Conversely, if you dont want to use it dont call either of those routines (or any of the other timer/counter routines).
Overview
Okay, heres how you go about using these routines for MIDI software. Now, let me say in advance that I know youre not supposed to write data to your own code segments, but I did it this way because alot of people complained about the use of (A5) variables in the November 1985 MacTutor article. In a future article Ill present another way to do MIDI that doesnt use the approach Im using here, but for now, this should get you going since the problems wont appear until the Macintosh II starts using the memory management chip.
Initialization
When your application starts up it should call InitSCCA and/or InitSCCB depending on whether you are going to use one or both channels (A is the modem port, B is the printer port). If you are going to use the counter then you should also call InitTimer when your application starts up.
Receiving data
To receive a MIDI byte call RxMIDIA or RxMIDIB depending on which port you are using. When you call these routines you must leave space on the stack for a longword result. The MIDI byte is in the lower 8 bits of the longword, and the upper 3 bytes contain the value of the counter when the byte arrived at the SCC chip.
Transmitting data
To send a byte of MIDI data use the routines TxMIDIA or TxMIDIB depending on which port you want to use. To use these routines simply place a word on the stack with the MIDI byte in the lower 8 bits and call the appropriate routine.
The Counter
To set the counter to a value of 1 call StartTimer. The value of 1 is used instead of 0 because the 0 value is used as a special flag. You should know that the counter value defaults to 1 when your application starts up.
To get the current value of the counter call GetCounter. This routine requires that you leave space on the stack for a longword result. The longword contains the counter value.
UNIT LSPMIDI;
INTERFACE
PROCEDURE InitSCCA;
{call this once at the beginning of your application if}
{you are going to use the modem port for MIDI}
PROCEDURE TxMIDIA (TheData : integer);
{use this procedure to transmit a byte of MIDI data }
{through the modem port the MIDI byte is in the }
{lower 8 bits of the word}
FUNCTION RxMIDIA : LongInt;
{use this function to get a byte of MIDI data and}
{the counter value associated}
{with that byte through the modem port}
{the MIDI byte is in the lower 8 bits of the longword}
{the upper 3 bytes of the longword contain the counter }
{value when the byte arrived at the Macintosh}
PROCEDURE ResetSCCA;
{call this procedure when your application is done if}
{you called InitSCCA at the beginning of your }
{application or the system will crash}
PROCEDURE InitSCCB;
{call this once at the beginning of your application}
{if you are going to use the printer port for MIDI}
PROCEDURE TxMIDIB (TheData : integer);
{use this procedure to transmit a byte of MIDI data}
{through the printer port the MIDI byte is in the lower }
{8 bits of the word}
FUNCTION RxMIDIB : LongInt;
{use this function to get a byte of MIDI data and}
{the counter value associated}
{with that byte through the printer port}
{the MIDI byte is in the lower 8 bits of the longword}
{the upper 3 bytes of the longword contain the counter}
{value when the byte arrived at the Macintosh}
PROCEDURE ResetSCCB;
{call this procedure when your application is done }
{if you called InitSCCB at the beginning of your}
{application or the system will crash}
PROCEDURE InitTimer (TimrValue : integer);
{call this procedure once at the beginning of your} {application
if you are going to}
{make use of time-stamping. 1 millisecond = decimal 782}
PROCEDURE LoadTimer (TimrValue : integer);
{call this procedure if you want to change the}
{interval of time that the counter}
{is incremented. 1 millisecond = decimal 782}
PROCEDURE StartCounter;
{call this procedure to set the counter value to 1}
FUNCTION GetCounter : LongInt;
{call this function to get the current value}
{of the counter}
PROCEDURE QuitTimer;
{call this procedure when your application is done}
{if you called InitTimer at}
{the beginning of your application or the system }
{will crash}
IMPLEMENTATION
{$A+}
PROCEDURE InitSCCA;
external;
PROCEDURE TxMIDIA;
external;
FUNCTION RxMIDIA;
external;
PROCEDURE ResetSCCA;
external;
PROCEDURE InitSCCB;
external;
PROCEDURE TxMIDIB;
external;
FUNCTION RxMIDIB;
external;
PROCEDURE ResetSCCB;
external;
PROCEDURE InitTimer;
external;
PROCEDURE LoadTimer;
external;
PROCEDURE StartCounter;
external;
FUNCTION GetCounter;
external;
PROCEDURE QuitTimer;
external;
{$A-}
END.
; Low Level MIDI routines with time-stamping
; Written by Kirk Austin 5/17/87
; This code is in the public domain and is absolutely free
; Note: Be sure and turn off range checking in LS Pascal
; to prevent a crash.
; Serial Chip equates
SCCRd EQU $1D8
SCCWr EQU $1DC
aData EQU 6
aCtl EQU 2
bData EQU 4
bCtl EQU 0
TBEEQU 2
; Interrupt vector equates
Lvl1DT EQU $192
Lvl2DT EQU $1B2
RxIntOffsetAEQU 24
TxIntOffsetAEQU 16
SpecRecCondAEQU 28
RxIntOffsetBEQU 8
TxIntOffsetBEQU 0
SpecRecCondBEQU 12
; 6522 equates
VIAEQU $1D4
vT1C EQU $800
vT1CH EQU $A00
vT1L EQU $C00
vACR EQU $1600
vIER EQU $1C00
; XDEF all routines that need to be accessed externally.
XDEF InitSCCA
XDEF InitSCCB
XDEF TxMIDIA
XDEF TxMIDIB
XDEF RxMIDIA
XDEF RxMIDIB
XDEF ResetSCCA
XDEF ResetSCCB
XDEF InitTimer
XDEF LoadTimer
XDEF StartCounter
XDEF GetCounter
XDEF QuitTimer
; These are the routines for the Modem Port
;PROCEDURE InitSCCA;
; Call this routine at the beginning of your application if
; using the modem port for MIDI information transfers.
InitSCCA
MOVE SR,-(SP) ; Save interrupts
MOVEM.LD0/A0-A2,-(SP) ; Save registers
ORI #$0300,SR; Disable interrupts
MOVE.L SCCRd,A1 ; Get base Read address
ADD #aCtl,A1 ; Add offset for control
MOVE.B (A1),D0 ; Dummy read
MOVE.L (SP),(SP); Delay
MOVE.L SCCWr,A0 ; Get base Write address
ADD #aCtl,A0 ; Add offset for control
MOVE.B #9,(A0) ; pointer for SCC reg 9
MOVE.L (SP),(SP); Delay
MOVE.B #%10000000,(A0) ; Reset channel
MOVE.L (SP),(SP); Delay
BSR InitSCCChan; branch to common init routine
; set up the interrupt vectors
MOVE.L #Lvl2DT,A0 ; get dispatch table ptr
MOVE #RxIntOffsetA,D0 ; get offset to Rx vector
LEA PRxIntHandA,A1 ; point to previous vector stor
MOVE.L 0(A0,D0),(A1); save previous int vector
LEA RxIntHandA,A1; set Rx vector
MOVE.L A1,0(A0,D0)
MOVE #TxIntOffsetA,D0 ; get offset to Tx vector
LEA PTxIntHandA,A1 ; point to previous vector stor
MOVE.L 0(A0,D0),(A1); save previous int vector
LEA TxIntHandA,A1; set Tx vector
MOVE.L A1,0(A0,D0)
MOVE #SpecRecCondA,D0 ; offset to Special vector
LEA StubA,A1
MOVE.L A1,0(A0,D0)
; initialize the flags & pointers
LEA RxByteInA,A2 ; get the address
CLR (A2)
LEA RxByteOutA,A2; get the address
CLR (A2)
LEA RxQEmptyA,A2 ; get the address
MOVE #$FFFF,(A2)
LEA TxByteInA,A2 ; get the address
CLR (A2)
LEA TxByteOutA,A2; get the address
CLR (A2)
LEA TxQEmptyA,A2 ; get the address
MOVE #$FFFF,(A2)
MOVEM.L(SP)+,D0/A0-A2 ; Restore registers
MOVE (SP)+,SR ; Restore interrupts
RTS ; and return
; This is the common initialzation routine for both channels
InitSCCChan
MOVE.B #4,(A0) ; pointer for SCC reg 4
MOVE.L (SP),(SP); Delay
MOVE.B #%10000100,(A0) ; 32x clock, 1 stop bit
MOVE.L (SP),(SP); Delay
MOVE.B #1,(A0) ; pointer for SCC reg 1
MOVE.L (SP),(SP); Delay
MOVE.B #%00000000,(A0) ; No W/Req
MOVE.L (SP),(SP); Delay
MOVE.B #3,(A0) ; pointer for SCC reg 3
MOVE.L (SP),(SP); Delay
MOVE.B #%00000000,(A0) ; Turn off Rx
MOVE.L (SP),(SP); Delay
MOVE.B #5,(A0) ; pointer for SCC reg 5
MOVE.L (SP),(SP); Delay
MOVE.B #%00000000,(A0) ; Turn off Tx
MOVE.L (SP),(SP); Delay
MOVE.B #11,(A0) ; pointer for SCC reg 11
MOVE.L (SP),(SP); Delay
MOVE.B #%00101000,(A0) ; Make TRxC clock source
MOVE.L (SP),(SP); Delay
MOVE.B #14,(A0) ; pointer for SCC reg 14
MOVE.L (SP),(SP); Delay
MOVE.B #%00000000,(A0) ; Disable BRGen
MOVE.L (SP),(SP); Delay
MOVE.B #3,(A0) ; pointer for SCC reg 3
MOVE.L (SP),(SP); Delay
MOVE.B #%11000001,(A0) ; Enable Rx
MOVE.L (SP),(SP); Delay
MOVE.B #5,(A0) ; pointer for SCC reg 5
MOVE.L (SP),(SP); Delay
MOVE.B #%01101010,(A0) ; Enable Tx and drivers
MOVE.L (SP),(SP); Delay
MOVE.B #15,(A0) ; pointer for SCC reg 15
MOVE.L (SP),(SP); Delay
MOVE.B #%00001000,(A0) ; Enable DCD int for mouse
MOVE.L (SP),(SP); Delay
MOVE.B #0,(A0) ; pointer for SCC reg 0
MOVE.L (SP),(SP); Delay
MOVE.B #%00010000,(A0) ; Reset EXT/STATUS
MOVE.L (SP),(SP); Delay
MOVE.B #0,(A0) ; pointer for SCC reg 0
MOVE.L (SP),(SP); Delay
MOVE.B #%00010000,(A0) ; Reset EXT/STATUS again
MOVE.L (SP),(SP); Delay
MOVE.B #1,(A0) ; pointer for SCC reg 1
MOVE.L (SP),(SP); Delay
MOVE.B #%00010011,(A0) ; Enable interrupts
MOVE.L (SP),(SP); Delay
MOVE.B #9,(A0) ; pointer for SCC reg 9
MOVE.L (SP),(SP); Delay
MOVE.B #%00001010,(A0) ; Set master int enable
MOVE.L (SP),(SP); Delay
RTS
;PROCEDURE TxMIDIA (TheData : integer);
; This is the routine to transmit a MIDI byte of data
; through the Modem Port.To use this routine place
; the byte to be transmitted as the lower 8 bits
; of a word on the stack, then call TxMIDIA.
TxMIDIA
LINK A6,#0 ; set frame pointer
MOVE SR,-(SP) ; Save interrupts
MOVEM.LD0/A0-A3,-(SP) ; Save registers
ORI #$0300,SR; Disable interrupts
LEA TxQEmptyA,A3 ; get the address
TST.B (A3); is TxQueue empty?
BNE TxQEA ; if so branch
LEA TxByteInA,A3 ; get the address
MOVE (A3),D0 ; if not add byte to queue
LEA TxQueueA,A2; point to queue
MOVE.B 9(A6),0(A2,D0) ; place byte in queue
ADDQ #1,D0 ; update TxByteIn
CMP #$100,D0
BNE @1
MOVE #0,D0
@1 MOVE D0,(A3)
BRA TxExitA ; and exit
TxQEA
MOVE.L SCCRd,A0 ; get SCC Read Address
MOVE.L SCCWr,A1 ; get SCC Write address
MOVE #aCtl,D0 ; get index for Ctl
BTST.B #TBE,0(A0,D0); transmit buffer empty?
BNE FirstByteA ; if so branch
LEA TxByteInA,A3 ; get the address
MOVE (A3),D0 ; if not add to queue
LEA TxQueueA,A2; point to queue
MOVE.B 9(A6),0(A2,D0) ; place byte in queue
ADDQ #1,D0 ; update pointer
CMP #$100,D0
BNE @1
MOVE #0,D0
@1 MOVE D0,(A3)
LEA TxQEmptyA,A3 ; get the address
MOVE #0,(A3) ; reset queue empty flag
BRA TxExitA ; and exit
FirstByteA
MOVE #aData,D0; get index to data
MOVE.L (SP),(SP); delay
MOVE.B 9(A6),0(A1,D0) ; write data to SCC
MOVE.L (SP),(SP); Delay
TxExitA
MOVEM.L(SP)+,D0/A0-A3 ; Restore registers
MOVE (SP)+,SR ; Restore interrupts
UNLK A6; release frame pointer
MOVE.L (SP)+,A1 ; save return address
ADD.L #2,SP ; move past data word
MOVE.L A1,-(SP) ; put address back on stack
RTS ; and return
;FUNCTION RxMIDIA : LongInt;
; This routine gets a byte through the modem port.
; To use this routine treat it like a Pascal
; function. Leave space on the stack for a longword
; of data before calling this routine. If the data
; on the stack after
; the routine executes is 0 there was no MIDI data available.
; If its non-0 the upper 3 bytes contain the counter
; value, the MIDI byte is the low byte.
RxMIDIA
LINK A6,#0 ; set frame pointer
MOVE SR,-(SP) ; Save interrupts
MOVEM.LD0-D1/A0-A3,-(SP) ; Save registers
ORI #$0300,SR; disable interrupts
LEA RxQEmptyA,A3 ; get the address
TST.B (A3); any data available?
BEQ @1; if so, branch
MOVE.L #0,8(A6) ; if not, return with 0
BRA RxExitA
@1 LEA RxByteOutA,A3; get the address
MOVE (A3),D0 ; get index to byte out
LEA RxQueueA,A2; point to queue
MOVE.L #0,D1 ; clear data register
MOVE.L 0(A2,D0),D1; get MIDI data
MOVE.L D1,8(A6) ; place on stack for return
ADDQ #4,D0 ; update index
CMP #$400,D0
BNE @2
MOVE #0,D0
@2 LEA RxByteOutA,A3; get the address
MOVE D0,(A3)
LEA RxByteInA,A3 ; get the address
MOVE (A3),D1
CMP D0,D1 ; is queue empty?
BNE RxExitA ; if not exit
LEA RxQEmptyA,A3 ; get the address
MOVE #$FFFF,(A3); if empty, set flag
RxExitA
MOVEM.L(SP)+,D0-D1/A0-A3 ; Restore registers
MOVE (SP)+,SR ; restore interrupts
UNLK A6
RTS ; and return
; This is the interrupt routine for receiving through
; the modem port. It places the counter value and the
; MIDI byte in a circular queue to be
; accessed later by the application.
; When the system gets this far, A0 contains the
; SCC base read Ctl address
; and A1 contains the SCC base write Ctl address
; for this channel.The data addresses are offset by 4
; from the control addresses.
; D0-D3/A0-A3 are already preserved, so they may
; be used freely.
RxIntHandA
MOVE SR,-(SP)
ORI #$0300,SR; disable interrupts
@3 MOVE #4,D0 ; get data offset
CLR.L D1; prepare for data
MOVE.L (SP),(SP); Delay
MOVE.B 0(A0,D0),D1; read data from SCC
MOVE.L (SP),(SP); Delay
LEA RxQueueA,A2; point to queue
LEA RxByteInA,A3 ; get the address
MOVE (A3),D0 ; get offset to next cell
LEA Counter,A3 ; get the address
MOVE.L (A3),D2 ; put counter value in D2
LSL.L #8,D2 ; shift counter one byte
ADD.L D2,D1 ; combine counter and data
MOVE.L D1,0(A2,D0); put longword in queue
LEA RxQEmptyA,A3 ; get the address
MOVE #0,(A3) ; reset queue empty flag
ADDQ #4,D0 ; update index
CMP #$400,D0
BNE @1
MOVE #0,D0
@1 LEA RxByteInA,A3 ; get the address
MOVE D0,(A3)
@2 BTST.B #0,(A0); is there more data?
BNE @3; do it again if there is
MOVE (SP)+,SR ; enable interrupts
RTS ; and return
; This is the interrupt routine for transmitting a byte
; through the modem port.It checks to see if there
; is any data to send, and if there is it sends it to
; the SCC. If there isnt it resets the TBE interrupt
; in the SCC and exits.
; When the system gets this far, A0 contains the SCC
; base read Ctl address and A1 contains the SCC base
; write Ctl address for this channel.
; The data addresses are offset by 4 from the control
; addresses. D0-D3/A0-A3 are already preserved, so
; they may be used freely.
TxIntHandA
MOVE SR,-(SP)
ORI #$0300,SR; disable interrupts
LEA TxQEmptyA,A3 ; get the address
TST.B (A3); Is queue empty?
BEQ @1; if not branch
MOVE.B #$28,(A1); if so, reset TBE interrupt
MOVE.L (SP),(SP); Delay
BRA TxIExitA ; and exit
@1 LEA TxByteOutA,A3; get the address
MOVE (A3),D0 ; get index to next data byte
LEA TxQueueA,A2; point to queue
MOVE #4,D1 ; get data offset
MOVE.B 0(A2,D0),0(A1,D1) ; write data to SCC
MOVE.L (SP),(SP); Delay
ADDQ #1,D0 ; update index
CMP #$100,D0
BNE @2
MOVE #0,D0
@2 LEA TxByteOutA,A3; get the address
MOVE D0,(A3)
LEA TxByteInA,A3 ; get the address
MOVE (A3),D1
CMP D0,D1 ; is TxQueue empty?
BNE TxIExitA ; if not exit
LEA TxQEmptyA,A3 ; get the address
MOVE #$FFFF,(A3); if empty set flag
TxIExitA
MOVE (SP)+,SR ; enable interrupts
RTS ; and return
;PROCEDURE ResetSCCA;
; If you called InitSCCA at the beginning of your
; application this routine must be called when
; the application quits or the system will
; crash due to the interrupt handling pointers
; becoming invalid.
ResetSCCA
MOVEM.LD0/A0-A1,-(SP) ; save registers
MOVE SR,-(SP) ; Save interrupts
ORI #$0300,SR; Disable interrupts
MOVE.L SCCWr,A0 ; Get base Write address
ADD #aCtl,A0 ; Add offset for control
MOVE.B #9,(A0) ; pointer for SCC reg 9
MOVE.L (SP),(SP); Delay
MOVE.B #%10000000,(A0) ; Reset channel
MOVE.L (SP),(SP); Delay
BSR ResetSCCChan ; branch to common reset routine
MOVE.L #Lvl2DT,A0 ; dispatch table pointer
MOVE #RxIntOffsetA,D0 ; get offset to Rx vector
LEA PRxIntHandA,A1 ; point to previous vector stor
MOVE.L (A1),0(A0,D0); restore previous int vector
MOVE #TxIntOffsetA,D0 ; get offset to Tx vector
LEA PTxIntHandA,A1 ; set Rx vector
MOVE.L (A1),0(A0,D0); restore previous int vector
MOVE (SP)+,SR ; Restore interrupts
MOVEM.L(SP)+,D0/A0-A1 ; restore registers
RTS ; and return
; This is the common reset routine for both channels
ResetSCCChan
MOVE.B #15,(A0) ; pointer for SCC reg 15
MOVE.L (SP),(SP); Delay
MOVE.B #%00001000,(A0) ; Enable DCD int
MOVE.L (SP),(SP); Delay
MOVE.B #0,(A0) ; pointer for SCC reg 0
MOVE.L (SP),(SP); Delay
MOVE.B #%00010000,(A0) ; Reset EXT/STATUS
MOVE.L (SP),(SP); Delay
MOVE.B #0,(A0) ; pointer for SCC reg 0
MOVE.L (SP),(SP); Delay
MOVE.B #%00010000,(A0) ; Reset EXT/STATUS again
MOVE.L (SP),(SP); Delay
MOVE.B #1,(A0) ; pointer for SCC reg 1
MOVE.L (SP),(SP); Delay
MOVE.B #%00000001,(A0) ; Enable mouse interrupts
MOVE.L (SP),(SP); Delay
MOVE.B #9,(A0) ; pointer for SCC reg 9
MOVE.L (SP),(SP); Delay
MOVE.B #%00001010,(A0) ; Set master int enable
MOVE.L (SP),(SP); Delay
RTS
TxQueueADCB.B $100,0; this is the queue
TxQEmptyA DC0 ; the queue empty flag
TxByteInA DC0 ; index to next cell in
TxByteOutADC0 ; index to next cell out
RxQueueADCB.B $400,0; this is the queue
RxQEmptyA DC0 ; the queue empty flag
RxByteInA DC0 ; index to next cell in
RxByteOutADC0 ; index to next cell out
PRxIntHandA DC.L 0 ; Previous interrupt vector
PTxIntHandA DC.L 0 ; Previous interrupt vector
; These are the routines for the Printer Port
;PROCEDURE InitSCCB;
; Call this routine at the beginning of your
; application if you are going
; to be using the printer port for MIDI
; information transfers.
InitSCCB
MOVE SR,-(SP) ; Save interrupts
MOVEM.LD0/A0-A2,-(SP) ; Save registers
ORI #$0300,SR; Disable interrupts
MOVE.L SCCRd,A1 ; Get base Read address
ADD #bCtl,A1 ; Add offset for control
MOVE.B (A1),D0 ; Dummy read
MOVE.L (SP),(SP); Delay
MOVE.L SCCWr,A0 ; Get base Write address
ADD #bCtl,A0 ; Add offset for control
MOVE.B #9,(A0) ; pointer for SCC reg 9
MOVE.L (SP),(SP); Delay
MOVE.B #%01000000,(A0) ; Reset channel
MOVE.L (SP),(SP); Delay
BSR InitSCCChan; branch to common init routine
; set up the interrupt vectors
MOVE.L #Lvl2DT,A0 ; get dispatch table pointer
MOVE #RxIntOffsetB,D0 ; get offset to Rx vector
LEA PRxIntHandB,A1 ; point to previous vector stor
MOVE.L 0(A0,D0),(A1); save previous int vector
LEA RxIntHandB,A1; set Rx vector
MOVE.L A1,0(A0,D0)
MOVE #TxIntOffsetB,D0 ; get offset to Tx vector
LEA PTxIntHandB,A1 ; set Rx vector
MOVE.L 0(A0,D0),(A1); save previous int vector
LEA TxIntHandB,A1; set Tx vector
MOVE.L A1,0(A0,D0)
MOVE #SpecRecCondB,D0 ; offset to Special vector
LEA StubB,A1
MOVE.L A1,0(A0,D0)
; initialize the flags & pointers
LEA RxByteInB,A2 ; get the address
CLR (A2)
LEA RxByteOutB,A2; get the address
CLR (A2)
LEA RxQEmptyB,A2 ; get the address
MOVE #$FFFF,(A2)
LEA TxByteInB,A2 ; get the address
CLR (A2)
LEA TxByteOutB,A2; get the address
CLR (A2)
LEA TxQEmptyB,A2 ; get the address
MOVE #$FFFF,(A2)
MOVEM.L(SP)+,D0/A0-A2 ; Restore registers
MOVE (SP)+,SR ; Restore interrupts
RTS ; and return
;PROCEDURE TxMIDIB (TheData : integer);
; This is the routine to transmit a MIDI byte of
; data through the Printer Port.
; To use this routine place the byte to be transmitted
; as the lower 8 bits
; of a word on the stack, then call TxMIDIB.
TxMIDIB
LINK A6,#0 ; set frame pointer
MOVE SR,-(SP) ; Save interrupts
MOVEM.LD0/A0-A3,-(SP) ; Save registers
ORI #$0300,SR; Disable interrupts
LEA TxQEmptyB,A3 ; get the address
TST.B (A3); is TxQueue empty?
BNE TxQEB ; if so branch
LEA TxByteInB,A3 ; get the address
MOVE (A3),D0 ; if not add byte to queue
LEA TxQueueB,A2; point to queue
MOVE.B 9(A6),0(A2,D0) ; place byte in queue
ADDQ #1,D0 ; update TxByteIn
CMP #$100,D0
BNE @1
MOVE #0,D0
@1 MOVE D0,(A3)
BRA TxExitB ; and exit
TxQEB
MOVE.L SCCRd,A0 ; get SCC Read Address
MOVE.L SCCWr,A1 ; get SCC Write address
MOVE #bCtl,D0 ; get index for Ctl
BTST.B #TBE,0(A0,D0); transmit buffer empty?
BNE FirstByteB ; if so branch
LEA TxByteInB,A3 ; get the address
MOVE (A3),D0 ; if not add to queue
LEA TxQueueB,A2; point to queue
MOVE.B 9(A6),0(A2,D0) ; place byte in queue
ADDQ #1,D0 ; update pointer
CMP #$100,D0
BNE @1
MOVE #0,D0
@1 MOVE D0,(A3)
LEA TxQEmptyB,A3 ; get the address
MOVE #0,(A3) ; reset queue empty flag
BRA TxExitB ; and exit
FirstByteB
MOVE #bData,D0; get index to data
MOVE.L (SP),(SP); delay
MOVE.B 9(A6),0(A1,D0) ; write data to SCC
MOVE.L (SP),(SP); Delay
TxExitB
MOVEM.L(SP)+,D0/A0-A3 ; Restore registers
MOVE (SP)+,SR ; Restore interrupts
UNLK A6; release frame pointer
MOVE.L (SP)+,A1 ; save return address
ADD.L #2,SP ; move past data word
MOVE.L A1,-(SP) ; put address back on stack
RTS ; and return
;FUNCTION RxMIDIB : LongInt;
; This routine gets a byte through the printer port.
; To use this routine treat it like a Pascal function.
; Leave space on the stack for a longword
; of data before calling this routine. If the
; data on the stack after
; the routine executes is 0 there was no MIDI
; data available. If its non-0
; the upper 3 bytes contain the counter value,
; the MIDI byte is the low byte.
RxMIDIB
LINK A6,#0 ; set frame pointer
MOVE SR,-(SP) ; Save interrupts
MOVEM.LD0-D1/A0-A3,-(SP) ; Save registers
ORI #$0300,SR; disable interrupts
LEA RxQEmptyB,A3 ; get the address
TST.B (A3); any data available?
BEQ @1; if so, branch
MOVE.L #0,8(A6) ; if not, return with 0
BRA RxExitB
@1 LEA RxByteOutB,A3; get the address
MOVE (A3),D0 ; get index to byte out
LEA RxQueueB,A2; point to queue
MOVE.L #0,D1 ; clear data register
MOVE.L 0(A2,D0),D1; get MIDI data
MOVE.L D1,8(A6) ; place it on stack for return
ADDQ #4,D0 ; update index
CMP #$400,D0
BNE @2
MOVE #0,D0
@2 LEA RxByteOutB,A3; get the address
MOVE D0,(A3)
LEA RxByteInB,A3 ; get the address
MOVE (A3),D1
CMP D0,D1 ; is queue empty?
BNE RxExitB ; if not exit
LEA RxQEmptyB,A3 ; get the address
MOVE #$FFFF,(A3); if empty, set flag
RxExitB
MOVEM.L(SP)+,D0-D1/A0-A3 ; Restore registers
MOVE (SP)+,SR ; restore interrupts
UNLK A6
RTS ; and return
; This is the interrupt routine for receiving through
; the printer port.
; It places the counter value and the MIDI byte in a
; circular queue to be
; accessed later by the application.
; When the system gets this far, A0 contains the
; SCC base read Ctl address
; and A1 contains the SCC base write Ctl address
; for this channel.
; The data addresses are offset by 4 from the
; control addresses.
; D0-D3/A0-A3 are already preserved, so they
; may be used freely.
RxIntHandB
MOVE SR,-(SP)
ORI #$0300,SR; disable interrupts
@3 MOVE #4,D0 ; get data offset
CLR.L D1; prepare for data
MOVE.L (SP),(SP); Delay
MOVE.B 0(A0,D0),D1; read data from SCC
MOVE.L (SP),(SP); Delay
LEA RxQueueB,A2; point to queue
LEA RxByteInB,A3 ; get the address
MOVE (A3),D0 ; get offset to next cell
LEA Counter,A3 ; get the address
MOVE.L (A3),D2 ; put counter value in D2
LSL.L #8,D2 ; shift counter one byte
ADD.L D2,D1 ; combine counter and data
MOVE.L D1,0(A2,D0); put longword in queue
LEA RxQEmptyB,A3 ; get the address
MOVE #0,(A3) ; reset queue empty flag
ADDQ #4,D0 ; update index
CMP #$400,D0
BNE @1
MOVE #0,D0
@1 LEA RxByteInB,A3 ; get the address
MOVE D0,(A3)
@2 BTST.B #0,(A0); is there more data?
BNE @3; do it again if there is
MOVE (SP)+,SR ; enable interrupts
RTS ; and return
; This is the interrupt routine for transmitting
; a byte through the printer port.
; It checks to see if there is any data to send,
; and if there is it sends it to
; the SCC. If there isnt it resets the TBE
; interrupt in the SCC and exits.
; When the system gets this far, A0 contains
; the SCC base read Ctl address
; and A1 contains the SCC base write Ctl address
; for this channel.
; The data addresses are offset by 4 from the
; control addresses.
; D0-D3/A0-A3 are already preserved, so they may
; be used freely.
TxIntHandB
MOVE SR,-(SP)
ORI #$0300,SR; disable interrupts
LEA TxQEmptyB,A3 ; get the address
TST.B (A3); Is queue empty?
BEQ @1; if not branch
MOVE.B #$28,(A1); if so, reset TBE interrupt
MOVE.L (SP),(SP); Delay
BRA TxIExitB ; and exit
@1 LEA TxByteOutB,A3; get the address
MOVE (A3),D0 ; get index to next data byte
LEA TxQueueB,A2; point to queue
MOVE #4,D1 ; get data offset
MOVE.B 0(A2,D0),0(A1,D1) ; write data to SCC
MOVE.L (SP),(SP); Delay
ADDQ #1,D0 ; update index
CMP #$100,D0
BNE @2
MOVE #0,D0
@2 LEA TxByteOutB,A3; get the address
MOVE D0,(A3)
LEA TxByteInB,A3 ; get the address
MOVE (A3),D1
CMP D0,D1 ; is TxQueue empty?
BNE TxIExitB ; if not exit
LEA TxQEmptyB,A3 ; get the address
MOVE #$FFFF,(A3); if empty set flag
TxIExitB
MOVE (SP)+,SR ; enable interrupts
RTS ; and return
;PROCEDURE ResetSCCB;
; If you called InitSCCB at the beginning of your
; application this
; routine must be called when the application
; quits or the system will
; crash due to the interrupt handling pointers
; becoming invalid.
ResetSCCB
MOVEM.LD0/A0-A1,-(SP) ; save registers
MOVE SR,-(SP) ; Save interrupts
ORI #$0300,SR; Disable interrupts
MOVE.L SCCWr,A0 ; Get base Write address
ADD #bCtl,A0 ; Add offset for control
MOVE.B #9,(A0) ; pointer for SCC reg 9
MOVE.L (SP),(SP); Delay
MOVE.B #%01000000,(A0) ; Reset channel
MOVE.L (SP),(SP); Delay
BSR ResetSCCChan ; branch to common reset routine
MOVE.L #Lvl2DT,A0 ; get dispatch table pointer
MOVE #RxIntOffsetB,D0 ; get offset to Rx vector
LEA PRxIntHandB,A1 ; point to previous vector stor
MOVE.L (A1),0(A0,D0); restore previous int vector
MOVE #TxIntOffsetB,D0 ; get offset to Tx vector
LEA PTxIntHandB,A1 ; set Rx vector
MOVE.L (A1),0(A0,D0); restore previous int vector
MOVE (SP)+,SR ; Restore interrupts
MOVEM.L(SP)+,D0/A0-A1 ; restore registers
RTS ; and return
TxQueueBDCB.B $100,0; this is the queue
TxQEmptyB DC0 ; the queue empty flag
TxByteInB DC0 ; index to next cell in
TxByteOutBDC0 ; index to next cell out
RxQueueBDCB.B $400,0; this is the queue
RxQEmptyB DC0 ; the queue empty flag
RxByteInB DC0 ; index to next cell in
RxByteOutBDC0 ; index to next cell out
PRxIntHandB DC.L 0 ; Previous interrupt vector
PTxIntHandB DC.L 0 ; Previous interrupt vector
; This is the space for a special condition interrupt
; routine. All I do here is reset the error flag in the SCC
; and return. When the system gets this far, A0 contains
; the SCC base read Ctl address
; and A1 contains the SCC base write Ctl address
; for this channel.
; The data addresses are offset by 4 from the control
; addresses. D0-D3/A0-A3 are already preserved, so
; they may be used freely.
StubA
ORI #$0300,SR; Disable interrupts
MOVE.B #%00110000,(A1) ; Reset Error
MOVE.L (SP),(SP); Delay
ANDI #$F8FF,SR; Restore interrupts
RTS
; This is the space for a special condition interrupt
; routine.All I do here is reset the error flag in
; the SCC and return. When the system gets this far,
; A0 contains the SCC base read Ctl address
; and A1 contains the SCC base write Ctl address
; for this channel.
; The data addresses are offset by 4 from the
; control addresses.
; D0-D3/A0-A3 are already preserved, so they may be
; used freely.
StubB
ORI #$0300,SR; Disable interrupts
MOVE.B #%00110000,(A1) ; Reset Error
MOVE.L (SP),(SP); Delay
ANDI #$F8FF,SR; Restore interrupts
RTS
; These are the routines for the counter you can use for
; time-stamping the incoming MIDI data. This is useful
; for writing sequencer type applications.
; The time-stamping is done on an interrupt level,
; is extremely accurate,
; and uses the VIA timer #1. This means that you cant
; use any of the Sound Manager routines because they use
; timer #1 too. If you want to create a metronome click
; you have to write your own code that accesses
; the sound hardware directly without using timer #1.
; InitTimer and LoadTimer expect a word on the stack
; to load the timer.
; To increment the counter every millisecond, load the
; timer with decimal 782. If you arent going to use
; time-stamping you can ignore these routines.
;PROCEDURE InitTimer (TimrValue : integer);
; Only call InitTimer once at the beginning
; of your application 1 millisecond is decimal 782.
InitTimer
LINK A6,#0 ; set frame pointer
MOVEM.LD0/A0-A1,-(SP)
MOVE.L #Lvl1DT,A0 ; Point to level 1 dispatch table
LEA PrevIVC,A1 ; point to interrupt vector storage
MOVE.L 24(A0),(A1); save previous interrupt vector
LEA CounterIntHand,A1 ;point to new interrupt handler
MOVE.L A1,24(A0); put it in the dispatch table
MOVE.L VIA,A1 ; point to the 6522 chip
ORI.B #$40,vACR(A1); set the timer to freerun mode
MOVE.B #$C0,vIER(A1); Enable timer interrupts
MOVE 8(A6),D0 ; Get timer value
MOVE.B D0,vT1L(A1); set timer lo byte
LSR #8,D0 ; shift to hi byte
MOVE.B D0,vT1CH(A1) ; set timer hi byte
MOVEM.L(SP)+,D0/A0-A1
UNLK A6
MOVE.L (SP)+,A0 ; save return address
ADDQ #2,SP ; move past timer value
MOVE.L A0,-(SP) ; replace return address
RTS
;PROCEDURE LoadTimer (TimrValue : integer);
; Call LoadTimer whenever you want to change the timer value.
; 1 millisecond is decimal 782.
LoadTimer
LINK A6,#0 ; set frame pointer
MOVEM.LD0/A0-A1,-(SP)
MOVE.L VIA,A1 ; point to the 6522 chip
MOVE 8(A6),D0 ; Get timer value
MOVE.B D0,vT1L(A1); set timer lo byte
LSR #8,D0 ; shift to hi byte
MOVE.B D0,vT1CH(A1) ; set timer hi byte
MOVEM.L(SP)+,D0/A0-A1
UNLK A6
MOVE.L (SP)+,A0 ; save return address
ADDQ #2,SP ; move past timer value
MOVE.L A0,-(SP) ; replace return address
RTS
;PROCEDURE StartCounter;
; StartCounter sets the counter value to 1
StartCounter
LEA Counter,A0 ; point to the counter
MOVE.L #1,(A0) ; set it to 1
RTS
;FUNCTION GetCounter : LongInt;
; GetCounter returns a longword that is the value
; of the counter
GetCounter
MOVE.L A0,-(SP)
LEA Counter,A0 ; point to the counter
MOVE.L (A0),8(SP) ; return it as function result
MOVE.L (SP)+,A0
RTS
;PROCEDURE QuitTimer;
; Call QuitTimer when your application is done or the system will crash.
QuitTimer
MOVEM.LA0-A1,-(SP)
MOVE.L VIA,A1 ; Disable 6522 interrupts
MOVE.B #$40,vIER(A1)
LEA PrevIVC,A1 ; Restore previous interrupt vector
MOVE.L #Lvl1dt,A0
MOVE.L (A1),24(A0)
MOVEM.L(SP)+,A0-A1
RTS
; This is the interrupt handler routine for the counter.
; When the system gets this far A1 contains the base
; address of the VIA.
; It also preserves D0-D3/A0-A3.
CounterIntHand
LEA Counter,A0 ; point to the counter
ADDQ.L #1,(A0) ; Increment it
MOVE.B vT1C(A1),D0; Clear interrupt flag on 6522
RTS
Counter DC.L1 ; The counter
PrevIVC DC.L0 ; Previous interrupt vector
END