CCS PCW C Compiler, Version 3.110, 15448
Filename: mb01a.LST
ROM used: 1536 (75%)
Largest free fragment is 512
RAM used: 29 (17%) at main() level
88 (50%) worst case
Stack: 6 worst case (5 in main + 1 for interrupts)
*
0000: MOVLW 00
0001: MOVWF 0A
0002: GOTO 595
0003: NOP
0004: MOVWF 7F
0005: SWAPF 03,W
0006: CLRF 03
0007: MOVWF 21
0008: MOVF 7F,W
0009: MOVWF 20
000A: MOVF 0A,W
000B: MOVWF 28
000C: CLRF 0A
000D: SWAPF 20,F
000E: MOVF 04,W
000F: MOVWF 22
0010: MOVF 77,W
0011: MOVWF 23
0012: MOVF 78,W
0013: MOVWF 24
0014: MOVF 79,W
0015: MOVWF 25
0016: MOVF 7A,W
0017: MOVWF 26
0018: MOVF 7B,W
0019: MOVWF 27
001A: BCF 03.7
001B: BCF 03.5
001C: MOVLW 8C
001D: MOVWF 04
001E: BTFSS 00.2
001F: GOTO 022
0020: BTFSC 0C.2
0021: GOTO 0CB
0022: MOVF 22,W
0023: MOVWF 04
0024: MOVF 23,W
0025: MOVWF 77
0026: MOVF 24,W
0027: MOVWF 78
0028: MOVF 25,W
0029: MOVWF 79
002A: MOVF 26,W
002B: MOVWF 7A
002C: MOVF 27,W
002D: MOVWF 7B
002E: MOVF 28,W
002F: MOVWF 0A
0030: SWAPF 21,W
0031: MOVWF 03
0032: SWAPF 7F,F
0033: SWAPF 7F,W
0034: RETFIE
.................... // Melodicky zvonek MB01A_1_00
.................... //
.................... // Prohram pro melodicky zvonek s pouzitim knihovny Sound_t1.C
.................... //
.................... // (c)miho 2004, pefi 2004
.................... //
.................... // Historie:
.................... // 1.00 Uvodni verze
.................... // 1.01 Zaveden WDT
....................
.................... #include <16F819.h> // Definice procesoru
.................... //////// Standard Header file for the PIC16F628 device ////////////////
.................... #device PIC16F819
.................... #list
....................
.................... #fuses HS,NOPROTECT,WDT,PUT,NOLVP,NOBROWNOUT,WRT // Definice konfiguracniho slova
....................
.................... #define POWER_386 PIN_A4 // L zapne napajeni pro zesilovac LM386
.................... #define POWER_PIC PIN_A3 // L pripoji GND pro procesor PIC
....................
.................... #define SOUND_HI PIN_B3 // Akusticky vystup
.................... #define SOUND_LO PIN_B2 // Akusticky vystup
.................... #define SOUND_CLOCK 20000000 // Frekvence hodin
.................... #define SOUND_LowOctave 1 // O oktavu vys protoze mame moc rychly krystal
.................... #define SOUND_WDT 1 // Budeme pouzivat WDT
.................... #include "Sound_T1.c" // Hudebni knihovna
.................... // Knihovna pro generovani hudebnich zvuku dane frekvence a delky nebo
.................... // dane noty temperovaneho ladeni a delky.
.................... //
.................... // Pro gnerovani pouziva casovac T0, T1 a jednotku CCP1.
.................... //
.................... // POZOR -- POZOR -- POZOR
.................... // Pri nizsi frekvenci XTALu (nez asi 5MHz) je rezie preruseni tak velka, ze spotrebuje
.................... // veskery strojovy cas a uz nedojde k ukonceni rozehraneho tonu vyssi frekvence (z oktavy 7
.................... // nebo nad cca 8KHz). Resenim je pouzit vlastni INT proceduru s minimalni rezii.
.................... //
.................... // (c)miho 2004, pefi 2004,
.................... //
.................... // Historie
.................... // 1.00 Uvodni verze
.................... // 1.01 Pridana podpora zapnuteho WDT
....................
.................... // Konfiguracni parametry
.................... //#define SOUND_HI PIN_xx // Pozitivni vystup
.................... //#define SOUND_LO PIN_xx // Komplementarni vystup
.................... //#define SOUND_WDT 1 // Pokud je pouzit WDT
.................... #ifndef SOUND_CLOCK
.................... #define SOUND_CLOCK 4000000 // Frelvence krystalu v Hz
.................... #endif
....................
....................
.................... // Definice hudebnich tonu (not) pro proceduru SoundNote()
.................... #define SOUND_C 0
.................... #define SOUND_Cis 1
.................... #define SOUND_D 2
.................... #define SOUND_Dis 3
.................... #define SOUND_E 4
.................... #define SOUND_F 5
.................... #define SOUND_Fis 6
.................... #define SOUND_G 7
.................... #define SOUND_Gis 8
.................... #define SOUND_A 9
.................... #define SOUND_Ais 10
.................... #define SOUND_H 11
.................... #define SOUND_Space 12 // Pomlka
....................
....................
.................... // Prototypy verejnych procedur
....................
.................... void SoundBeep(unsigned int16 Frequency, unsigned int16 Duration);
.................... // Predava se frekvence v Hz a doba trvani v ms (0 znamena ticho)
....................
.................... void SoundNote(unsigned int8 Note, Octave, unsigned int16 Duration);
.................... // Predava se cislo noty (0 je C), posunuti v oktavach (0 nejnizsi ton,
.................... // SOUND_Space je ticho), doba trvani v ms
....................
.................... // Alternativni makra pro generovani konstatnich tonu
.................... // SoundBeepMacro(Frequency, Duration) - frekvence nesmi byt 0
.................... // SoundNoteMacro(Note, Octave, Duration) - nepodporuje SOUND_Space
.................... // SoundSpaceMacro(Duration) - hraje ticho
....................
.................... // Privatni cast
....................
....................
.................... #int_ccp1
.................... void IntCCP1()
.................... // Preruseni od jednotky CCP1 generuje vystup
.................... {
.................... volatile int1 Data; // Posledni stav vystupu
.................... output_bit(SOUND_HI,Data); // Nastav vystup
*
00CB: BTFSC 72.0
00CC: GOTO 0CF
00CD: BCF 06.3
00CE: GOTO 0D0
00CF: BSF 06.3
00D0: BSF 03.5
00D1: BCF 06.3
.................... output_bit(SOUND_LO,~Data);
00D2: BTFSS 72.0
00D3: GOTO 0D8
00D4: BCF 03.5
00D5: BCF 06.2
00D6: GOTO 0DA
00D7: BSF 03.5
00D8: BCF 03.5
00D9: BSF 06.2
00DA: BSF 03.5
00DB: BCF 06.2
.................... Data=~Data; // Otoc stav vystupu
00DC: MOVLW 01
00DD: XORWF 72,F
.................... }
....................
....................
.................... #if SOUND_CLOCK < (65535*32*4*2) // < 16.7 MHz
.................... #define SOUND_PRESCALE 1
.................... #elif SOUND_CLOCK < (65535*32*4*2*2) // < 33.6 MHz
.................... #define SOUND_PRESCALE 2
.................... #elif SOUND_CLOCK < (65535*32*4*2*4) // < 67.1 MHz
.................... #define SOUND_PRESCALE 4
.................... #elif SOUND_CLOCK < (65535*32*4*2*8) // < 134 MHz
.................... #define SOUND_PRESCALE 8
.................... #else
.................... #error SOUND_CLOCK Frequency too high
.................... #endif
00DE: BCF 03.5
00DF: BCF 0C.2
00E0: BCF 0A.3
00E1: GOTO 022
.................... #bit T0IF=0x0B.2
.................... void SoundBeep(unsigned int16 Frequency, unsigned int16 Duration)
.................... // Predava se frekvence v Hz a doba trvani v ms (0 znamena ticho)
.................... // Rozumne frekvence jsou od 32Hz
.................... {
.................... unsigned int16 Time; // Pocitadlo zlomkoveho casu
....................
.................... // Inicializace casovace
.................... if (Frequency!=0) // Frekvence 0 znamena ticho
.................... {
.................... setup_ccp1(CCP_COMPARE_RESET_TIMER);
.................... set_timer1(0);
.................... (int16)CCP_1=SOUND_CLOCK/SOUND_PRESCALE/4/2/Frequency;
.................... #if SOUND_PRESCALE==1
.................... setup_timer_1(T1_INTERNAL|T1_DIV_BY_1);
.................... #elif SOUND_PRESCALE==2
.................... setup_timer_1(T1_INTERNAL|T1_DIV_BY_2);
.................... #elif SOUND_PRESCALE==4
.................... setup_timer_1(T1_INTERNAL|T1_DIV_BY_4);
.................... #elif SOUND_PRESCALE==8
.................... setup_timer_1(T1_INTERNAL|T1_DIV_BY_8);
.................... #endif
.................... enable_interrupts(int_ccp1);
.................... enable_interrupts(global);
.................... }
....................
.................... // Delka tonu merena casovacem T0 (bez preruseni)
.................... Time=0;
.................... setup_timer_0(RTCC_INTERNAL|RTCC_DIV_1);
.................... while (Duration)
.................... {
.................... #ifdef SOUND_WDT
.................... restart_wdt(); // Nuluj watchdog abychom se nezresetovali
.................... #endif
.................... if (T0IF) // Preteceni T0 - kazdych (1/CLK)*4*256
.................... {
.................... T0IF = 0;
.................... Time += (256*4*1000*2048+SOUND_CLOCK/2)/SOUND_CLOCK;
.................... }
.................... if (Time>>11)
.................... {
.................... Time -= 2048;
.................... Duration--;
.................... }
.................... }
....................
.................... // Konec casovace
.................... disable_interrupts(int_ccp1);
.................... disable_interrupts(global);
.................... }
....................
....................
.................... // Definice casu pulperody pro nejnizsi oktavu, v kvantech casovace T1
.................... // Pulperiody tonu v dalsich oktavach se ziskavaji rotaci vpravo
.................... #define SOUND_Peri_C ((30578*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 30578us
.................... #define SOUND_Peri_Cis ((28862*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 28862us
.................... #define SOUND_Peri_D ((27242*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 27242us
.................... #define SOUND_Peri_Dis ((25713*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 25713us
.................... #define SOUND_Peri_E ((24270*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 24270us
.................... #define SOUND_Peri_F ((22908*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 22908us
.................... #define SOUND_Peri_Fis ((21622*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 21622us
.................... #define SOUND_Peri_G ((20408*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 20408us
.................... #define SOUND_Peri_Gis ((19263*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 19263us
.................... #define SOUND_Peri_A ((18182*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 18182us
.................... #define SOUND_Peri_Ais ((17161*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 17161us
.................... #define SOUND_Peri_H ((16198*(SOUND_CLOCK/1000)/1000/4/2)/SOUND_PRESCALE) // Perioda 16198us
....................
.................... // Kontrola na delku konstanty (musi byt mensi nez delka citace)
.................... #if SOUND_Peri_C > 65535
.................... #error "SOUND_Peri_C too long (Note C requires delay > 65535 cycles)"
.................... #endif
....................
.................... // Casove konstanty pro noty nejnizsi oktavy
.................... const unsigned int16 Table[12] =
.................... SOUND_Peri_C, SOUND_Peri_Cis, SOUND_Peri_D, SOUND_Peri_Dis,
.................... SOUND_Peri_E, SOUND_Peri_F, SOUND_Peri_Fis, SOUND_Peri_G,
.................... SOUND_Peri_Gis, SOUND_Peri_A, SOUND_Peri_Ais, SOUND_Peri_H;
*
0035: BCF 0A.0
0036: BCF 0A.1
0037: BCF 0A.2
0038: ADDWF 02,F
0039: RETLW 4E
003A: RETLW 95
003B: RETLW ED
003C: RETLW 8C
003D: RETLW 04
003E: RETLW 85
003F: RETLW 8D
0040: RETLW 7D
0041: RETLW 81
0042: RETLW 76
0043: RETLW DB
0044: RETLW 6F
0045: RETLW 93
0046: RETLW 69
0047: RETLW A6
0048: RETLW 63
0049: RETLW 0E
004A: RETLW 5E
004B: RETLW C7
004C: RETLW 58
004D: RETLW CB
004E: RETLW 53
004F: RETLW 17
0050: RETLW 4F
....................
....................
.................... void SoundNote(unsigned int8 Note, Octave, unsigned int16 Duration)
.................... // Predava se cislo noty (0 je C), posunuti v oktavach (0 nejnizsi ton)
.................... // doba trvani v ms (0 znamena ticho)
.................... // Zahraje zadanou notu v zadane oktave dane delky
.................... {
.................... unsigned int16 Time; // Pocitadlo zlomkoveho casu
....................
.................... // Inicializace casovace
.................... if (Note!=SOUND_Space) // Pokud se ma hrat spust hrani
*
00E2: MOVF 69,W
00E3: SUBLW 0C
00E4: BTFSC 03.2
00E5: GOTO 109
.................... {
.................... setup_ccp1(CCP_COMPARE_RESET_TIMER);
00E6: MOVLW 0B
00E7: MOVWF 17
.................... set_timer1(0);
00E8: CLRF 0F
00E9: CLRF 0E
.................... (int16)CCP_1=Table[Note]>>Octave;
00EA: BCF 03.0
00EB: RLF 69,W
00EC: MOVWF 77
00ED: MOVWF 6F
00EE: INCF 6F,W
00EF: CALL 035
00F0: MOVWF 7A
00F1: MOVF 6F,W
00F2: CALL 035
00F3: MOVWF 70
00F4: MOVF 7A,W
00F5: MOVWF 71
00F6: MOVWF 16
00F7: MOVF 70,W
00F8: MOVWF 15
00F9: MOVF 6A,W
00FA: MOVWF 77
00FB: BTFSC 03.2
00FC: GOTO 102
00FD: BCF 03.0
00FE: RRF 16,F
00FF: RRF 15,F
0100: DECFSZ 77,F
0101: GOTO 0FD
.................... #if SOUND_PRESCALE==1
.................... setup_timer_1(T1_INTERNAL|T1_DIV_BY_1);
.................... #elif SOUND_PRESCALE==2
.................... setup_timer_1(T1_INTERNAL|T1_DIV_BY_2);
0102: MOVLW 95
0103: MOVWF 10
.................... #elif SOUND_PRESCALE==4
.................... setup_timer_1(T1_INTERNAL|T1_DIV_BY_4);
.................... #elif SOUND_PRESCALE==8
.................... setup_timer_1(T1_INTERNAL|T1_DIV_BY_8);
.................... #endif
.................... enable_interrupts(int_ccp1);
0104: BSF 03.5
0105: BSF 0C.2
.................... enable_interrupts(global);
0106: MOVLW C0
0107: BCF 03.5
0108: IORWF 0B,F
.................... }
....................
.................... // Delka tonu merena casovacem T0 (bez preruseni)
.................... Time=0;
0109: CLRF 6E
010A: CLRF 6D
.................... setup_timer_0(RTCC_INTERNAL|RTCC_DIV_1);
010B: BSF 03.5
010C: MOVF 01,W
010D: ANDLW C0
010E: IORLW 08
010F: MOVWF 01
.................... while (Duration)
0110: BCF 03.5
0111: MOVF 6B,W
0112: IORWF 6C,W
0113: BTFSC 03.2
0114: GOTO 133
.................... {
.................... if (T0IF) // Preteceni T0 - kazdych (1/CLK)*4*256
0115: BTFSS 0B.2
0116: GOTO 11C
.................... {
.................... T0IF = 0;
0117: BCF 0B.2
.................... Time += (256*4*1000*2048+SOUND_CLOCK/2)/SOUND_CLOCK;
0118: MOVLW 69
0119: ADDWF 6D,F
011A: BTFSC 03.0
011B: INCF 6E,F
.................... }
.................... if (Time>>11)
011C: CLRF 7A
011D: RRF 6E,W
011E: MOVWF 79
011F: RRF 79,F
0120: RRF 79,F
0121: MOVLW 1F
0122: ANDWF 79,F
0123: MOVF 79,W
0124: IORWF 7A,W
0125: BTFSC 03.2
0126: GOTO 131
.................... {
.................... Time -= 2048;
0127: MOVLW 00
0128: SUBWF 6D,F
0129: MOVLW 08
012A: BTFSS 03.0
012B: MOVLW 09
012C: SUBWF 6E,F
.................... Duration--;
012D: MOVF 6B,W
012E: BTFSC 03.2
012F: DECF 6C,F
0130: DECF 6B,F
.................... }
.................... #ifdef SOUND_WDT
.................... restart_wdt(); // Nuluj watchdog abychom se nezresetovali
0131: CLRWDT
.................... #endif
.................... }
0132: GOTO 111
....................
.................... // Konec casovace
.................... disable_interrupts(int_ccp1);
0133: BSF 03.5
0134: BCF 0C.2
.................... disable_interrupts(global);
0135: BCF 03.5
0136: BCF 0B.6
0137: BCF 0B.7
0138: BTFSC 0B.7
0139: GOTO 137
013A: RETLW 00
.................... }
....................
....................
.................... #include "Data.c" // Datovy blok pro predpripravene skladby
.................... // Tento soubor definuje vse potrebne pro ulozeni skladeb do pameti programu.
.................... // Dale definuje pislusna makra pro snadne definice. Tyto definice jsou voleny
.................... // zamerne tak, aby mohl byt pouzit stejny soubor s definici skladby jak
.................... // pro vlozeni primo do firmwaru v dobe prekladu tak i k dodatecnemu nahrani
.................... // skladby pres seriovou linku.
....................
.................... // Definice hranic pameti pro ulozeni pisnicek
.................... #define STARTMEM 0x600 // Zde zacina pametoa oblast pro pisnicky
.................... #define ENDMEM 0x7ff // Zde konci pametova oblast pro pisnicky
....................
.................... // Definice konstant pro kodovani dat
.................... #define ENDOFDATA 0x3FFF // Priznak konce pisnicek (prazdna pamet)
.................... #define DATABEGIN 0x2000 // Kod zacatku skladby
.................... #define MASKBEGIN 0x3800
.................... #define DATATEMPO 0x2800 // Kod pro nastaveni tempa
.................... #define MASKTEMPO 0x3800
.................... #define DATAPAUSE 0x3000 // Kod pro nastaveni mezery mezi notami
.................... #define MASKPAUSE 0x3800
.................... #define MASKNOTE 0x2000 // Nejvissi bit 0 urcuje, ze jde o notu
....................
.................... // Pseudomakra pro jednoduchy zapis skladeb do zdrojaku jazyka C
.................... #define BEGIN DATABEGIN+ // Zacatek pisnicky + posunuti oktav
.................... #define TEMPO DATATEMPO+ // Delka nejskratsi noty v ms
.................... #define PAUSE DATAPAUSE+ // Delka mezery mezi notami
.................... #define END // Konec skladby, zde nic neznamena
....................
.................... // Pseudomakra pro zapis not, zapisuje se cislo oktavy, nota, delka noty
.................... #define C *16 + SOUND_C + 128 *
.................... #define Cis *16 + SOUND_Cis + 128 *
.................... #define D *16 + SOUND_D + 128 *
.................... #define Dis *16 + SOUND_Dis + 128 *
.................... #define E *16 + SOUND_E + 128 *
.................... #define F *16 + SOUND_F + 128 *
.................... #define Fis *16 + SOUND_Fis + 128 *
.................... #define G *16 + SOUND_G + 128 *
.................... #define Gis *16 + SOUND_Gis + 128 *
.................... #define A *16 + SOUND_A + 128 *
.................... #define Ais *16 + SOUND_Ais + 128 *
.................... #define H *16 + SOUND_H + 128 *
.................... #define Space SOUND_Space + 128 *
....................
.................... // Pametova oblast
.................... #ORG 0x600,0x7FF {} // Vyhrazeni oblasti pameti pro ulozeni pisnicek
.................... #ROM 0x600 = { // Naplneni oblasti pameti daty
....................
.................... // Pisnicky jako soucast firwaru se vkladaji sem
.................... // Museji mit stejny format jako uvedene priklady aby zafungovaly makra
.................... #include "Skladby\TheFinalSoundDown.txt"
.................... // Pisnicka "The Final Sound Down"
.................... //
.................... // Tato pisnicka je napsana ve formatu, ktery se da pouzit jak pro primy
.................... // preklad do firmwaru melodickeho zvonku tak i pro dodatecne nahrani
....................
.................... BEGIN 3, // Zacatek skladby
.................... TEMPO 100, // Delka nejkratsi noty v ms
.................... PAUSE 100, // Delka mezery mezi notami
....................
.................... 1 A 1,
.................... 1 G 1,
.................... 1 A 4,
.................... 1 D 4,
.................... Space 2,
....................
.................... 1 Ais 1,
.................... 1 A 1,
.................... 1 Ais 2,
.................... 1 A 2,
.................... 1 G 4,
.................... Space 2,
....................
.................... 1 Ais 1,
.................... 1 A 1,
.................... 1 Ais 4,
.................... 1 D 4,
.................... Space 2,
....................
.................... 1 G 1,
.................... 1 F 1,
.................... 1 G 2,
.................... 1 F 2,
.................... 1 E 2,
.................... 1 G 2,
.................... 1 F 4,
.................... Space 2,
....................
.................... 1 E 1,
.................... 1 F 1,
.................... 1 G 4,
.................... Space 2,
....................
.................... 1 F 1,
.................... 1 G 1,
.................... 1 A 2,
.................... 1 G 2,
.................... 1 F 2,
.................... 1 E 2,
.................... 1 D 4,
.................... 1 Ais 4,
.................... 1 A 4,
.................... Space 2,
....................
.................... 1 A 1,
.................... 1 Ais 1,
.................... 1 A 1,
.................... 1 G 1,
.................... 1 A 4,
.................... Space 2,
....................
.................... END
....................
.................... #include "Skladby\BednaOdWhisky.txt"
.................... // Pisnicka "Bedna od Whisky"
.................... //
.................... // Tato pisnicka je napsana ve formatu, ktery se da pouzit jak pro primy
.................... // preklad do firmwaru melodickeho zvonku tak i pro dodatecne nahrani
....................
.................... BEGIN 2, // Zacatek skladby
.................... TEMPO 100, // Delka nejkratsi noty v ms
.................... PAUSE 100, // Delka mezery mezi notami
....................
.................... 1 A 2,
.................... 2 C 2,
.................... 2 E 2,
.................... 2 A 2,
.................... 2 G 4,
.................... 2 E 2,
.................... 2 E 2,
.................... 2 A 2,
.................... 2 G 2,
.................... 2 E 2,
.................... 2 D 2,
.................... 2 E 4,
.................... Space 4,
.................... 1 A 2,
.................... 2 C 2,
.................... 2 E 2,
.................... 2 A 2,
.................... 2 G 2,
.................... 2 G 2,
.................... 2 E 2,
.................... 2 E 2,
.................... 1 A 2,
.................... 2 E 2,
.................... 1 H 2,
.................... 2 E 2,
.................... 1 A 4,
.................... Space 4,
.................... 1 A 2,
.................... 2 C 2,
.................... 2 E 2,
.................... 2 A 2,
.................... 2 G 2,
.................... 2 G 2,
.................... 2 E 4,
.................... 2 A 2,
.................... 2 G 2,
.................... 2 E 2,
.................... 2 D 2,
.................... 2 E 4,
.................... Space 2,
.................... 2 E 2,
.................... 1 A 2,
.................... 2 C 2,
.................... 2 E 2,
.................... 2 A 2,
.................... 2 G 2,
.................... 2 E 4,
.................... 2 E 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 GIS 2,
.................... 2 H 2,
.................... 2 A 4,
.................... Space 8,
.................... 2 E 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 GIS 2,
.................... 2 FIS 2,
.................... 2 A 4,
.................... 2 A 2,
.................... 2 H 2,
.................... 2 H 2,
.................... 2 A 2,
.................... 2 H 2,
.................... 3 CIS 2,
.................... 2 A 4,
.................... 2 E 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 GIS 2,
.................... 2 FIS 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 H 2,
.................... 2 H 2,
.................... 2 A 2,
.................... 2 GIS 2,
.................... 2 A 4,
.................... Space 2,
.................... 2 E 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 GIS 2,
.................... 2 FIS 2,
.................... 2 A 4,
.................... 2 A 2,
.................... 2 H 2,
.................... 2 H 2,
.................... 2 A 2,
.................... 2 H 2,
.................... 3 CIS 2,
.................... 2 A 4,
.................... 2 E 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 A 2,
.................... 2 GIS 2,
.................... 2 FIS 2,
.................... 2 A 2,
.................... Space 2,
.................... 2 A 2,
.................... 2 H 2,
.................... 2 H 2,
.................... 2 A 2,
.................... 2 GIS 2,
.................... 2 A 8,
.................... 2 G 2,
.................... 2 A 8,
.................... 2 G 2,
.................... 2 A 8,
....................
.................... END
....................
.................... #include "Skladby\KdyzMeBaliZaVojacka.txt"
.................... // Pisnicka "Kdyz me brali za vojacka"
.................... //
.................... // Tato pisnicka je napsana ve formatu, ktery se da pouzit jak pro primy
.................... // preklad do firmwaru melodickeho zvonku tak i pro dodatecne nahrani
....................
.................... BEGIN 2, // Zacatek skladby
.................... TEMPO 150, // Delka nejkratsi noty v ms
.................... PAUSE 100, // Delka mezery mezi notami
....................
.................... 1 A 1,
.................... 2 C 1,
.................... 2 E 1,
.................... 2 D 1,
.................... 2 C 1,
.................... 1 H 1,
.................... 2 C 2,
.................... 2 D 1,
.................... 2 E 2,
.................... 2 D 1,
.................... 2 G 1,
.................... 2 G 1,
.................... 2 G 1,
.................... 2 G 1,
.................... 2 A 1,
.................... 2 E 2,
.................... Space 4,
.................... 2 D 1,
.................... 2 F 1,
.................... 2 A 1,
.................... 2 G 1,
.................... 2 F 1,
.................... 2 E 1,
.................... 2 E 1,
.................... 2 F 1,
.................... 2 E 1,
.................... 2 C 1,
.................... 1 A 2,
.................... 1 GIS 1,
.................... 1 H 1,
.................... 2 E 1,
.................... 2 D 1,
.................... 1 H 1,
.................... 2 C 1,
.................... 1 A 2,
.................... Space 2,
.................... 1 H 2,
.................... 2 C 2,
.................... Space 2,
.................... 2 D 2,
.................... 2 E 1,
.................... 2 E 1,
.................... 2 E 1,
.................... 2 D 1,
.................... 1 H 1,
.................... 2 C 1,
.................... 1 A 2,
....................
.................... END
....................
.................... #include "Skladby\Medvedi.txt"
.................... // Pisnicka "Medvedi"
.................... //
.................... // Tato pisnicka je napsana ve formatu, ktery se da pouzit jak pro primy
.................... // preklad do firmwaru melodickeho zvonku tak i pro dodatecne nahrani
....................
.................... BEGIN 1, // Zacatek skladby
.................... TEMPO 150, // Delka nejkratsi noty v ms
.................... PAUSE 100, // Delka mezery mezi notami
....................
.................... 1 C 1, // 1
.................... 1 C 1,
.................... 1 C 1,
.................... 1 E 1,
.................... 1 D 1,
.................... 0 G 1,
....................
.................... 1 C 3, // 2
.................... Space 4,
....................
.................... 1 E 1, // 3
.................... 1 E 1,
.................... 1 E 1,
.................... 1 E 1,
.................... 1 D 1,
.................... 1 G 1,
....................
.................... 1 E 2, // 4
.................... Space 4,
....................
.................... 1 G 1, // 5
.................... 1 G 1,
.................... 1 A 1,
.................... 1 G 1,
.................... 1 F 1,
.................... 1 E 1,
....................
.................... 1 F 1, // 6
.................... 1 A 1,
.................... 1 G 1,
.................... 1 F 1,
.................... 1 E 1,
.................... 1 D 1,
....................
.................... 1 C 1, // 7
.................... 0 H 1,
.................... 1 C 1,
.................... 1 E 1,
.................... 1 D 1,
.................... 0 G 1,
....................
.................... 1 C 3, // 8
.................... Space 4,
.................... 1 A 1, // 9
.................... 1 A 1,
.................... 1 A 1,
.................... 1 A 1,
.................... 1 H 1,
.................... 2 D 1,
....................
.................... 2 C 4, // 10
.................... Space 2,
....................
.................... 2 E 1, // 11
.................... 2 E 1,
.................... 2 E 1,
.................... 2 E 1,
.................... 2 D 1,
.................... 2 G 1,
....................
.................... 2 E 4, // 12
.................... Space 2,
....................
.................... 2 G 1, // 13
.................... 2 G 1,
.................... 2 A 1,
.................... 2 G 1,
.................... 2 F 1,
.................... 2 E 1,
....................
.................... 2 F 1, // 14
.................... 2 A 1,
.................... 2 G 1,
.................... 2 F 1,
.................... 2 E 1,
.................... 2 D 1,
....................
.................... 2 C 1, // 15
.................... 1 H 1,
.................... 2 C 1,
.................... 2 E 1,
.................... 2 D 1,
.................... 1 G 1,
....................
.................... 2 C 4, // 16
.................... Space 2,
....................
.................... 1 C 6, // 1
.................... 0 G 2,
....................
.................... 1 D 3, // 2
.................... Space 3,
....................
.................... 1 G 1, // 3
.................... 1 G 1,
.................... 1 Fis 1,
.................... 1 G 1,
.................... 1 A 1,
.................... 1 Fis 1,
....................
.................... 1 G 2, // 4
.................... Space 4,
....................
.................... 1 G 1, // 5
.................... 1 G 1,
.................... 1 A 1,
.................... 1 G 1,
.................... 1 F 1,
.................... 1 E 1,
....................
.................... 1 F 1, // 6
.................... 1 A 1,
.................... 1 G 1,
.................... 1 F 1,
.................... 1 E 1,
.................... 1 D 1,
....................
.................... 1 C 6, // 7
.................... 1 E 2,
....................
.................... 1 D 3, // 8
.................... Space 3,
....................
.................... 1 C 6, // 9
.................... 0 G 2,
....................
.................... 1 D 3, // 10
.................... Space 3,
....................
.................... 1 G 1, // 11
.................... 1 G 1,
.................... 1 Fis 1,
.................... 1 G 1,
.................... 1 A 1,
.................... 1 Fis 1,
....................
.................... 1 G 2, // 12
.................... Space 4,
....................
.................... 1 G 1, // 13
.................... 1 G 1,
.................... 1 A 1,
.................... 1 G 1,
.................... 1 F 1,
.................... 1 E 1,
....................
.................... 1 F 1, // 14
.................... 1 A 1,
.................... 1 G 1,
.................... 1 F 1,
.................... 1 E 1,
.................... 1 D 1,
....................
.................... 1 C 1, // 15
.................... 0 H 1,
.................... 1 C 1,
.................... 1 E 1,
.................... 1 D 1,
.................... 0 G 1,
....................
.................... 1 C 2, // 16
.................... Space 4,
....................
.................... END
....................
....................
.................... // Koncova znacka a konec oblasti pro skladby
.................... ENDOFDATA
.................... }
....................
.................... // Zruseni definic maker pro definici skladeb
.................... // V dalsim programu uz nebudou potreba
.................... #undef BEGIN
.................... #undef TEMPO
.................... #undef PAUSE
.................... #undef END
.................... #undef C
.................... #undef Cis
.................... #undef D
.................... #undef Dis
.................... #undef E
.................... #undef F
.................... #undef Fis
.................... #undef G
.................... #undef Gis
.................... #undef A
.................... #undef Ais
.................... #undef H
.................... #undef Space
....................
....................
.................... #define RXD PIN_B1 // Port pro RS232
.................... #use delay(CLOCK=20000000,RESTART_WDT) // Konfigurace pro casovani RS232
.................... #use rs232(BAUD=9600,RCV=RXD,RESTART_WDT,INVERT,PARITY=N,BITS=8) // Prenosove parametry RS232
*
0153: MOVLW 08
0154: MOVWF 77
0155: BSF 03.5
0156: BSF 06.1
0157: CLRWDT
0158: BCF 03.5
0159: BTFSC 06.1
015A: GOTO 15D
015B: BSF 03.5
015C: GOTO 157
015D: CLRF 61
015E: BSF 77.7
015F: GOTO 16E
0160: BCF 77.7
0161: GOTO 16E
0162: BCF 03.0
0163: BTFSS 06.1
0164: BSF 03.0
0165: RRF 61,F
0166: BSF 77.6
0167: GOTO 16E
0168: BCF 77.6
0169: DECFSZ 77,F
016A: GOTO 162
016B: MOVF 61,W
016C: MOVWF 78
016D: GOTO 17A
016E: MOVLW A7
016F: BTFSC 77.7
0170: MOVLW 2D
0171: MOVWF 78
0172: DECFSZ 78,F
0173: GOTO 172
0174: NOP
0175: BTFSC 77.7
0176: GOTO 160
0177: BTFSC 77.6
0178: GOTO 168
0179: GOTO 162
017A: RETLW 00
....................
....................
.................... // Sada globalnich promennych
.................... // --------------------------
.................... // Vyuzivame globalni promenne protoze je to vyhodne z hlediska spotreby zdroju. Usetri
.................... // se vyznmane mnoho pameti programu pri predavani parametru
....................
....................
.................... unsigned int16 Adr; // Adresovy ukazatel do pameti skladeb
.................... unsigned int16 Data; // Prectena data nebo data pro zapis
.................... unsigned int1 Mode; // 0=rezim testovani, 1=rezim zapisu do FLASH
....................
.................... unsigned int16 Tempo; // Tempo (delka nejkratsi skladby v ms)
.................... unsigned int16 Pause; // Delka mezery mezi notami v ms
.................... unsigned int8 Octava; // Posunuti skladby v oktavach
....................
.................... unsigned int8 Beep; // Druh pipnuti pro proceduru SoundSpec
.................... unsigned int1 Error; // Priznak chyby
....................
.................... unsigned int8 CisloSkladby; // Cislo skladby pro proceduru Find a Play
....................
....................
.................... // Zvuky, posloupnost zadaneho poctu tonu
.................... #define SoundEndOfLine 0x01 // Kratke pipnuti na konci radky
.................... #define SoundPGM 0x03 // Trilek pri vstupu do rezimu programovani
.................... #define SoundPostPlay 0x03 // Po ukonceni prehravani
.................... #define SoundERASE 0x02 // Zvuk pri smazani bloku FLASH pameti
.................... #define SoundERR 0x05 // Chyba syntaxe
....................
.................... void SpecBeep()
.................... // Data - pocet pipnuti, 0 znamena ticho
.................... {
.................... int Oct;
....................
.................... if (Error) Beep=SoundERR;
*
013B: BTFSS 2D.1
013C: GOTO 13F
013D: MOVLW 05
013E: MOVWF 33
....................
.................... for(Oct=2;Beep!=0;Beep--)
013F: MOVLW 02
0140: MOVWF 61
0141: MOVF 33,F
0142: BTFSC 03.2
0143: GOTO 151
.................... {
.................... SoundNote(SOUND_A,Oct++,50);
0144: MOVF 61,W
0145: INCF 61,F
0146: MOVWF 62
0147: MOVLW 09
0148: MOVWF 69
0149: MOVF 62,W
014A: MOVWF 6A
014B: CLRF 6C
014C: MOVLW 32
014D: MOVWF 6B
014E: CALL 0E2
.................... }
014F: DECF 33,F
0150: GOTO 141
....................
.................... Error=0;
0151: BCF 2D.1
0152: RETLW 00
.................... }
....................
....................
.................... // Precti slovo z pameti programu
.................... int16 ReadData()
.................... // Adr - adresa ze ktere se cte
.................... // Data - prectena data
.................... {
.................... int8 a,b; // Pomocne promenne
....................
.................... (int8)*EEADR = Adr; // Adresa, spodni cast
*
01EF: MOVF 29,W
01F0: BSF 03.6
01F1: MOVWF 0D
.................... (int8)*EEADRH = Adr >> 8; // Adresa, horni cast
01F2: BCF 03.6
01F3: MOVF 2A,W
01F4: BSF 03.6
01F5: MOVWF 0F
.................... bit_set(*EECON1,EECON1_EEPGD); // Pamet programu
01F6: BSF 03.5
01F7: BSF 0C.7
.................... bit_set(*EECON1,EECON1_RD); // Operace cteni
01F8: BSF 0C.0
.................... #ASM
.................... nop; // Povinne nop
01F9: NOP
.................... nop;
.................... #ENDASM
01FA: NOP
.................... a = (int8)*EEDATA; // Prevezmi data
01FB: BCF 03.5
01FC: MOVF 0C,W
01FD: BCF 03.6
01FE: MOVWF 61
.................... b = (int8)*EEDATAH;
01FF: BSF 03.6
0200: MOVF 0E,W
0201: BCF 03.6
0202: MOVWF 62
.................... Data=make16(b,a); // Sestav vysledek ze 2 bajtu
0203: MOVF 62,W
0204: MOVWF 2C
0205: MOVF 61,W
0206: MOVWF 2B
0207: RETLW 00
.................... }
....................
....................
.................... // Smazani cele pameti vyhrazene pro skladby
.................... void Erase()
.................... {
.................... for(Adr=STARTMEM; Adr<=ENDMEM; Adr++) // Cela oblast
*
0482: MOVLW 06
0483: MOVWF 2A
0484: CLRF 29
0485: MOVF 2A,W
0486: SUBLW 07
0487: BTFSS 03.0
0488: GOTO 4B8
.................... {
.................... ReadData();
0489: CALL 1EF
.................... if (Data!=0x3FFF) // Mazu jen bloky, ktere to potrebuji
048A: INCFSZ 2B,W
048B: GOTO 490
048C: MOVF 2C,W
048D: SUBLW 3F
048E: BTFSC 03.2
048F: GOTO 4B4
.................... {
.................... if (input(POWER_PIC)!=0) return; // Nezapisuj pokud neni jumper povoleni programovani
0490: BSF 03.5
0491: BSF 05.3
0492: MOVLW 00
0493: BCF 03.5
0494: BTFSC 05.3
0495: MOVLW 01
0496: XORLW 00
0497: BTFSC 03.2
0498: GOTO 49A
0499: GOTO 4B8
.................... (int8)*EEADR = Adr; // Adresa bloku, spodni cast
049A: MOVF 29,W
049B: BSF 03.6
049C: MOVWF 0D
.................... (int8)*EEADRH = Adr >> 8; // Adresa bloku, horni cast
049D: BCF 03.6
049E: MOVF 2A,W
049F: BSF 03.6
04A0: MOVWF 0F
.................... bit_set(*EECON1,EECON1_EEPGD); // Pamet programu
04A1: BSF 03.5
04A2: BSF 0C.7
.................... bit_set(*EECON1,EECON1_WREN); // Povolit zapis
04A3: BSF 0C.2
.................... bit_set(*EECON1,EECON1_FREE); // Operace mazani
04A4: BSF 0C.4
.................... (int8)*EECON2 = 0x55; // Povinna sekvence pro zapis
04A5: MOVLW 55
04A6: MOVWF 0D
.................... (int8)*EECON2 = 0xAA;
04A7: MOVLW AA
04A8: MOVWF 0D
.................... bit_set(*EECON1,EECON1_WR); // Zahajeni mazani
04A9: BSF 0C.1
.................... #ASM
.................... nop; // Povinne prazdne instrukce
04AA: NOP
.................... nop;
.................... #ENDASM
04AB: NOP
.................... bit_clear(*EECON1,EECON1_WREN); // Uz ne zapis
04AC: BCF 0C.2
.................... bit_clear(*EECON1,EECON1_FREE); // Uz ne mazani
04AD: BCF 0C.4
.................... bit_clear(*EECON1,EECON1_EEPGD); // Uz ne pamet programu
04AE: BCF 0C.7
.................... Beep=SoundERASE;
04AF: MOVLW 02
04B0: BCF 03.5
04B1: BCF 03.6
04B2: MOVWF 33
.................... SpecBeep();
04B3: CALL 13B
.................... }
.................... }
04B4: INCF 29,F
04B5: BTFSC 03.2
04B6: INCF 2A,F
04B7: GOTO 485
.................... }
....................
....................
.................... // Zapis do pameti programu po jednotlivych slovech.
.................... // Soucastka vyzaduje zapis vzdy celych osmi slov najednou. Vyuziva se toho, ze pamet FLASH
.................... // umi zapisovat jen smerem do nuly a tak staci na pozice, ktere zrovna nechceme programovat
.................... // zapsat same jednicky cimz se stav jejich stav nezmeni.
.................... void WriteData()
.................... // Adr - adresa, kam se bude zapisovat
.................... // Data - data, ktera se budou zapisovat
.................... {
.................... int i;
....................
.................... bit_set(*EECON1,EECON1_EEPGD); // Pamet programu
*
0304: BSF 03.5
0305: BSF 03.6
0306: BSF 0C.7
.................... bit_set(*EECON1,EECON1_WREN); // Zapis
0307: BSF 0C.2
.................... (int8)*EEADR = Adr & ~3; // Adresa, spodni cast, zaokrouhleno dolu na nasobek 8
0308: BCF 03.5
0309: BCF 03.6
030A: MOVF 29,W
030B: ANDLW FC
030C: BSF 03.6
030D: MOVWF 0D
.................... (int8)*EEADRH = Adr >> 8; // Adresa, horni cast
030E: BCF 03.6
030F: MOVF 2A,W
0310: BSF 03.6
0311: MOVWF 0F
.................... for (i=0; i<4; i++)
0312: BCF 03.6
0313: CLRF 61
0314: MOVF 61,W
0315: SUBLW 03
0316: BTFSS 03.0
0317: GOTO 33F
.................... {
.................... if ((Adr & 3) == i) // Pokud je adresa slova v bloku totozna s pozadovanou
0318: MOVF 29,W
0319: ANDLW 03
031A: MOVWF 62
031B: MOVF 2A,W
031C: ANDLW 00
031D: MOVWF 63
031E: MOVF 61,W
031F: SUBWF 62,W
0320: BTFSS 03.2
0321: GOTO 32E
0322: MOVF 63,F
0323: BTFSS 03.2
0324: GOTO 32E
.................... {
.................... (int8)*EEDATA =Data; // Platne slovo, spodni cast
0325: MOVF 2B,W
0326: BSF 03.6
0327: MOVWF 0C
.................... (int8)*EEDATAH=Data >> 8; // Platne slovo, horni cast
0328: BCF 03.6
0329: MOVF 2C,W
032A: BSF 03.6
032B: MOVWF 0E
.................... }
.................... else // Ostatni bunky nemenime
032C: GOTO 332
032D: BCF 03.6
.................... {
.................... (int8)*EEDATA =0xFF; // Zbytek same jednicky
032E: MOVLW FF
032F: BSF 03.6
0330: MOVWF 0C
.................... (int8)*EEDATAH=0xFF;
0331: MOVWF 0E
.................... }
.................... (int8)*EECON2 = 0x55; // Povinna sekvence pro zapis
0332: MOVLW 55
0333: BSF 03.5
0334: MOVWF 0D
.................... (int8)*EECON2 = 0xAA;
0335: MOVLW AA
0336: MOVWF 0D
.................... bit_set(*EECON1,EECON1_WR); // Zahajeni zapisu
0337: BSF 0C.1
.................... #ASM
.................... nop; // Povinne dve prazdne instrukce
0338: NOP
.................... nop;
.................... #ENDASM
0339: NOP
.................... ((int8)*EEADR) ++; // Dalsi slovo
033A: BCF 03.5
033B: INCF 0D,F
.................... }
033C: BCF 03.6
033D: INCF 61,F
033E: GOTO 314
.................... bit_clear(*EECON1,EECON1_WREN); // Konec zapisu
033F: BSF 03.5
0340: BSF 03.6
0341: BCF 0C.2
.................... bit_clear(*EECON1,EECON1_EEPGD); // Uz ne pamet programu (bezpecnost)
0342: BCF 0C.7
.................... }
....................
....................
.................... // Zapise data Data na adresu Adr a provede posun na dalsi adresu, zapisuje se jen do
.................... // dovolene oblasti pameti a jen v pripade, ze je Mode=1
.................... void WriteDataInc()
.................... // Data - co se zapisuje
.................... // Adr - kam se zapisuje, po zapisu se adresa posouva
.................... {
.................... if (~Mode) return; // Neni rezim zapisu
*
02E0: BTFSC 2D.0
02E1: GOTO 2E3
02E2: GOTO 34A
.................... if ( (Adr>=STARTMEM) & (Adr<=ENDMEM) & (input(POWER_PIC)==0) )
02E3: MOVF 2A,W
02E4: SUBLW 05
02E5: BTFSS 03.0
02E6: GOTO 2E9
02E7: MOVLW 00
02E8: GOTO 2EA
02E9: MOVLW 01
02EA: MOVWF 61
02EB: MOVF 2A,W
02EC: SUBLW 07
02ED: BTFSC 03.0
02EE: GOTO 2F1
02EF: MOVLW 00
02F0: GOTO 2F2
02F1: MOVLW 01
02F2: ANDWF 61,W
02F3: MOVWF 62
02F4: BSF 03.5
02F5: BSF 05.3
02F6: MOVLW 00
02F7: BCF 03.5
02F8: BTFSC 05.3
02F9: MOVLW 01
02FA: XORLW 00
02FB: BTFSC 03.2
02FC: GOTO 2FF
02FD: MOVLW 00
02FE: GOTO 300
02FF: MOVLW 01
0300: ANDWF 62,W
0301: XORLW 00
0302: BTFSC 03.2
0303: GOTO 349
.................... {
.................... WriteData();
.................... Adr++;
*
0343: BCF 03.5
0344: BCF 03.6
0345: INCF 29,F
0346: BTFSC 03.2
0347: INCF 2A,F
.................... }
.................... else
0348: GOTO 34A
.................... {
.................... Error=1;
0349: BSF 2D.1
.................... }
034A: RETLW 00
.................... }
....................
....................
.................... // Najdi zacatek zadaneho cisla skladby. Promenna Adr ukazuje na zacatek skladby.
.................... // Neni-li skladba nalezena ukazuje Adr na koncovou znacku (0x3FFF) posledni skladby
.................... // nebo na konec pameti.
.................... int1 Find()
.................... // CisloSkladby - poradove cislo skladby
.................... // Adr - adresa zacatku skladby
.................... {
.................... Adr=STARTMEM-1; // Od zacatku oblasti pro skladby
*
0208: MOVLW 05
0209: MOVWF 2A
020A: MOVLW FF
020B: MOVWF 29
.................... for(;1;)
.................... {
.................... Adr++;
020C: INCF 29,F
020D: BTFSC 03.2
020E: INCF 2A,F
.................... ReadData(); // Precti data
020F: CALL 1EF
.................... if (Data==ENDOFDATA) return 1; // Priznak konce dat
0210: INCFSZ 2B,W
0211: GOTO 219
0212: MOVF 2C,W
0213: SUBLW 3F
0214: BTFSS 03.2
0215: GOTO 219
0216: MOVLW 01
0217: MOVWF 78
0218: GOTO 236
.................... if (Adr==ENDMEM+1) return 1; // Uz jsme prosli celou pamet
0219: MOVF 29,F
021A: BTFSS 03.2
021B: GOTO 223
021C: MOVF 2A,W
021D: SUBLW 08
021E: BTFSS 03.2
021F: GOTO 223
0220: MOVLW 01
0221: MOVWF 78
0222: GOTO 236
.................... if ((Data&MASKBEGIN)==DATABEGIN) // Priznak zacatku skladby
0223: MOVF 2B,W
0224: ANDLW 00
0225: MOVWF 61
0226: MOVF 2C,W
0227: ANDLW 38
0228: MOVWF 62
0229: MOVF 61,F
022A: BTFSS 03.2
022B: GOTO 235
022C: MOVF 62,W
022D: SUBLW 20
022E: BTFSS 03.2
022F: GOTO 235
.................... {
.................... CisloSkladby--; // Otestuj pocitadlo skladeb
0230: DECFSZ 34,F
.................... if (CisloSkladby==0) return 0; // Je to tato skladba
0231: GOTO 235
0232: MOVLW 00
0233: MOVWF 78
0234: GOTO 236
.................... }
.................... }
0235: GOTO 20C
0236: RETLW 00
.................... }
....................
....................
.................... // Zahraj jednu notu
.................... void PlayData()
.................... // Data = zakodovana nota
.................... // Tempo, Octava, Pause = parametry hrane noty
.................... {
.................... SoundNote((int8)Data&0xF,Octava+(((int8)Data>>4)&0x7),Tempo*((Data>>7)&0x3F)); // Nota
0237: MOVF 2B,W
0238: ANDLW 0F
0239: MOVWF 61
023A: SWAPF 2B,W
023B: MOVWF 77
023C: MOVLW 0F
023D: ANDWF 77,F
023E: MOVF 77,W
023F: ANDLW 07
0240: ADDWF 32,W
0241: MOVWF 63
0242: RRF 2C,W
0243: MOVWF 65
0244: RRF 2B,W
0245: MOVWF 64
0246: RRF 65,F
0247: RRF 64,F
0248: RRF 65,F
0249: RRF 64,F
024A: RRF 65,F
024B: RRF 64,F
024C: RRF 65,F
024D: RRF 64,F
024E: RRF 65,F
024F: RRF 64,F
0250: RRF 65,F
0251: RRF 64,F
0252: MOVLW 01
0253: ANDWF 65,F
0254: MOVF 64,W
0255: ANDLW 3F
0256: MOVWF 77
0257: MOVF 65,W
0258: ANDLW 00
0259: MOVWF 7A
025A: MOVF 77,W
025B: MOVWF 66
025C: MOVF 7A,W
025D: MOVWF 67
025E: MOVF 2F,W
025F: MOVWF 69
0260: MOVF 2E,W
0261: MOVWF 68
0262: MOVF 7A,W
0263: MOVWF 6B
0264: MOVF 77,W
0265: MOVWF 6A
0266: CALL 17B
0267: MOVF 79,W
0268: MOVWF 68
0269: MOVF 78,W
026A: MOVWF 67
026B: MOVF 61,W
026C: MOVWF 69
026D: MOVF 63,W
026E: MOVWF 6A
026F: MOVF 79,W
0270: MOVWF 6C
0271: MOVF 78,W
0272: MOVWF 6B
0273: CALL 0E2
.................... SoundNote(SOUND_Space,0,Pause); // Mezera
0274: MOVLW 0C
0275: MOVWF 69
0276: CLRF 6A
0277: MOVF 31,W
0278: MOVWF 6C
0279: MOVF 30,W
027A: MOVWF 6B
027B: CALL 0E2
027C: RETLW 00
.................... }
....................
....................
.................... // Zahraj skladbu od zadane adresy v promenne Adr.
.................... void Play()
.................... // CisloSkladby - cislo skladby k hrani
.................... {
.................... if (Find()) // Najdi zacatek skladby v pameti skladeb
027D: CALL 208
027E: MOVF 78,F
027F: BTFSC 03.2
0280: GOTO 282
.................... {
.................... return; // Skladba nenalezena
0281: GOTO 2DF
.................... }
....................
.................... Tempo=100; // Default delka noty
0282: CLRF 2F
0283: MOVLW 64
0284: MOVWF 2E
.................... Pause=100; // Default mezera mezi notami
0285: CLRF 31
0286: MOVWF 30
....................
.................... Octava=Data&~MASKBEGIN; // Posunuti oktav (povinna soucast zacatku skladby)
0287: MOVF 2B,W
0288: MOVWF 32
.................... Adr++;
0289: INCF 29,F
028A: BTFSC 03.2
028B: INCF 2A,F
....................
.................... for (;1;)
.................... {
.................... if (Adr==ENDMEM+1) return; // Konec pametove oblasti
028C: MOVF 29,F
028D: BTFSS 03.2
028E: GOTO 294
028F: MOVF 2A,W
0290: SUBLW 08
0291: BTFSS 03.2
0292: GOTO 294
0293: GOTO 2DF
.................... ReadData(); // Vezmi data
0294: CALL 1EF
.................... Adr++; // Posun adresu
0295: INCF 29,F
0296: BTFSC 03.2
0297: INCF 2A,F
.................... if (Data==ENDOFDATA) return; // Konec dat
0298: INCFSZ 2B,W
0299: GOTO 29F
029A: MOVF 2C,W
029B: SUBLW 3F
029C: BTFSS 03.2
029D: GOTO 29F
029E: GOTO 2DF
.................... if ((Data&MASKBEGIN)==DATABEGIN) return; // Zacatek dalsi skladby
029F: MOVF 2B,W
02A0: ANDLW 00
02A1: MOVWF 61
02A2: MOVF 2C,W
02A3: ANDLW 38
02A4: MOVWF 62
02A5: MOVF 61,F
02A6: BTFSS 03.2
02A7: GOTO 2AD
02A8: MOVF 62,W
02A9: SUBLW 20
02AA: BTFSS 03.2
02AB: GOTO 2AD
02AC: GOTO 2DF
.................... if ((Data&MASKTEMPO)==DATATEMPO) Tempo=Data&~DATATEMPO; // Paramter TEMPO
02AD: MOVF 2B,W
02AE: ANDLW 00
02AF: MOVWF 61
02B0: MOVF 2C,W
02B1: ANDLW 38
02B2: MOVWF 62
02B3: MOVF 61,F
02B4: BTFSS 03.2
02B5: GOTO 2BF
02B6: MOVF 62,W
02B7: SUBLW 28
02B8: BTFSS 03.2
02B9: GOTO 2BF
02BA: MOVF 2B,W
02BB: MOVWF 2E
02BC: MOVF 2C,W
02BD: ANDLW D7
02BE: MOVWF 2F
.................... if ((Data&MASKPAUSE)==DATAPAUSE) Pause=Data&~DATAPAUSE; // Parametr PAUSE
02BF: MOVF 2B,W
02C0: ANDLW 00
02C1: MOVWF 61
02C2: MOVF 2C,W
02C3: ANDLW 38
02C4: MOVWF 62
02C5: MOVF 61,F
02C6: BTFSS 03.2
02C7: GOTO 2D1
02C8: MOVF 62,W
02C9: SUBLW 30
02CA: BTFSS 03.2
02CB: GOTO 2D1
02CC: MOVF 2B,W
02CD: MOVWF 30
02CE: MOVF 2C,W
02CF: ANDLW CF
02D0: MOVWF 31
.................... if ((Data&MASKNOTE)==0) // Nota
02D1: MOVF 2B,W
02D2: ANDLW 00
02D3: MOVWF 61
02D4: MOVF 2C,W
02D5: ANDLW 20
02D6: MOVWF 62
02D7: MOVF 61,F
02D8: BTFSS 03.2
02D9: GOTO 2DE
02DA: MOVF 62,F
02DB: BTFSS 03.2
02DC: GOTO 2DE
.................... {
.................... PlayData(); // Zahraj notu
02DD: CALL 237
.................... }
.................... }
02DE: GOTO 28C
02DF: RETLW 00
.................... }
....................
....................
.................... // Vycisli cislo z bufferu, posune ukazovatko na prvni nezpracovany znak, preskakuje mezery
.................... int16 Number(char line[], int *a, len)
.................... {
.................... int16 Data;
.................... char c;
....................
.................... while((line[*a]==' ')&(*a<len)) // Vynech mezery na zacatku
*
0190: MOVF 62,W
0191: MOVWF 04
0192: MOVF 61,W
0193: ADDWF 00,W
0194: MOVWF 04
0195: MOVF 00,W
0196: SUBLW 20
0197: BTFSC 03.2
0198: GOTO 19B
0199: MOVLW 00
019A: GOTO 19C
019B: MOVLW 01
019C: MOVWF 69
019D: MOVF 62,W
019E: MOVWF 04
019F: MOVF 63,W
01A0: SUBWF 00,W
01A1: BTFSS 03.0
01A2: GOTO 1A5
01A3: MOVLW 00
01A4: GOTO 1A6
01A5: MOVLW 01
01A6: ANDWF 69,W
01A7: XORLW 00
01A8: BTFSC 03.2
01A9: GOTO 1AE
.................... (*a)++; // Posouvej ukazovatko
01AA: MOVF 62,W
01AB: MOVWF 04
01AC: INCF 00,F
01AD: GOTO 190
....................
.................... Data=0;
01AE: CLRF 65
01AF: CLRF 64
.................... while (1)
.................... {
.................... if (*a>=len) return Data; // Konec retezce
01B0: MOVF 62,W
01B1: MOVWF 04
01B2: MOVF 63,W
01B3: SUBWF 00,W
01B4: BTFSS 03.0
01B5: GOTO 1BB
01B6: MOVF 64,W
01B7: MOVWF 78
01B8: MOVF 65,W
01B9: MOVWF 79
01BA: GOTO 1EE
.................... c=line[*a]; // Vezmi znak z pole
01BB: MOVF 62,W
01BC: MOVWF 04
01BD: MOVF 61,W
01BE: ADDWF 00,W
01BF: MOVWF 04
01C0: MOVF 00,W
01C1: MOVWF 66
.................... if ((c<'0')|(c>'9')) return Data; // Koncime pokud znak neni cislice
01C2: MOVF 66,W
01C3: SUBLW 2F
01C4: BTFSC 03.0
01C5: GOTO 1C8
01C6: MOVLW 00
01C7: GOTO 1C9
01C8: MOVLW 01
01C9: MOVWF 67
01CA: MOVF 66,W
01CB: SUBLW 39
01CC: BTFSS 03.0
01CD: GOTO 1D0
01CE: MOVLW 00
01CF: GOTO 1D1
01D0: MOVLW 01
01D1: IORWF 67,W
01D2: XORLW 00
01D3: BTFSC 03.2
01D4: GOTO 1DA
01D5: MOVF 64,W
01D6: MOVWF 78
01D7: MOVF 65,W
01D8: MOVWF 79
01D9: GOTO 1EE
.................... Data = Data * 10 + (c-'0'); // Pouzij cislici
01DA: MOVF 65,W
01DB: MOVWF 69
01DC: MOVF 64,W
01DD: MOVWF 68
01DE: CLRF 6B
01DF: MOVLW 0A
01E0: MOVWF 6A
01E1: CALL 17B
01E2: MOVLW 30
01E3: SUBWF 66,W
01E4: ADDWF 78,W
01E5: MOVWF 64
01E6: MOVF 79,W
01E7: MOVWF 65
01E8: BTFSC 03.0
01E9: INCF 65,F
.................... (*a)++; // Dalsi znak
01EA: MOVF 62,W
01EB: MOVWF 04
01EC: INCF 00,F
.................... }
01ED: GOTO 1B0
01EE: RETLW 00
.................... }
....................
....................
.................... // Vyhledej klicove slovo a vrat jeho zkraceny kod
.................... // Pokud slovo neexistuje vraci -1
.................... // Format definice - retezec ukonceny nulou + zastupny znak, na konci prazdny retezec (nula)
.................... const char KeyWords[] =
.................... {
.................... 'P','L','A','Y',0, 'P',
.................... 'E','R','A','S','E',0, 'E',
.................... 'T','E','M','P','O',0, 't',
.................... 'P','A','U','S','E',0, 'p',
.................... 'B','E','G','I','N',0, 'B',
.................... 'T','E','S','T',0, 'b',
.................... 'E','N','D',0, 'Z',
.................... 'C',0. SOUND_C,
.................... 'C','I','S',0, SOUND_Cis,
.................... 'D',0, SOUND_D,
.................... 'D','I','S',0, SOUND_Dis,
.................... 'E',0, SOUND_E,
.................... 'F',0, SOUND_F,
.................... 'F','I','S',0, SOUND_Fis,
.................... 'G',0, SOUND_G,
.................... 'G','I','S',0, SOUND_Gis,
.................... 'A',0, SOUND_A,
.................... 'A','I','S',0, SOUND_Ais,
.................... 'H',0, SOUND_H,
.................... 'S','P','A','C','E',0, SOUND_Space
.................... };
*
0051: BCF 0A.0
0052: BCF 0A.1
0053: BCF 0A.2
0054: ADDWF 02,F
0055: RETLW 50
0056: RETLW 4C
0057: RETLW 41
0058: RETLW 59
0059: RETLW 00
005A: RETLW 50
005B: RETLW 45
005C: RETLW 52
005D: RETLW 41
005E: RETLW 53
005F: RETLW 45
0060: RETLW 00
0061: RETLW 45
0062: RETLW 54
0063: RETLW 45
0064: RETLW 4D
0065: RETLW 50
0066: RETLW 4F
0067: RETLW 00
0068: RETLW 74
0069: RETLW 50
006A: RETLW 41
006B: RETLW 55
006C: RETLW 53
006D: RETLW 45
006E: RETLW 00
006F: RETLW 70
0070: RETLW 42
0071: RETLW 45
0072: RETLW 47
0073: RETLW 49
0074: RETLW 4E
0075: RETLW 00
0076: RETLW 42
0077: RETLW 54
0078: RETLW 45
0079: RETLW 53
007A: RETLW 54
007B: RETLW 00
007C: RETLW 62
007D: RETLW 45
007E: RETLW 4E
007F: RETLW 44
0080: RETLW 00
0081: RETLW 5A
0082: RETLW 43
0083: RETLW 00
0084: RETLW 00
0085: RETLW 43
0086: RETLW 49
0087: RETLW 53
0088: RETLW 00
0089: RETLW 01
008A: RETLW 44
008B: RETLW 00
008C: RETLW 02
008D: RETLW 44
008E: RETLW 49
008F: RETLW 53
0090: RETLW 00
0091: RETLW 03
0092: RETLW 45
0093: RETLW 00
0094: RETLW 04
0095: RETLW 46
0096: RETLW 00
0097: RETLW 05
0098: RETLW 46
0099: RETLW 49
009A: RETLW 53
009B: RETLW 00
009C: RETLW 06
009D: RETLW 47
009E: RETLW 00
009F: RETLW 07
00A0: RETLW 47
00A1: RETLW 49
00A2: RETLW 53
00A3: RETLW 00
00A4: RETLW 08
00A5: RETLW 41
00A6: RETLW 00
00A7: RETLW 09
00A8: RETLW 41
00A9: RETLW 49
00AA: RETLW 53
00AB: RETLW 00
00AC: RETLW 0A
00AD: RETLW 48
00AE: RETLW 00
00AF: RETLW 0B
00B0: RETLW 53
00B1: RETLW 50
00B2: RETLW 41
00B3: RETLW 43
00B4: RETLW 45
00B5: RETLW 00
00B6: RETLW 0C
.................... signed int Word(char line[], unsigned int8 *a, len)
.................... {
.................... unsigned int8 i; // Index do pole klicovych slov
.................... unsigned int8 j; // index do zpracovavane radky
....................
.................... while((line[*a]==' ')&(*a<len)) // Vynech mezery na zacatku
*
03A6: MOVF 62,W
03A7: MOVWF 04
03A8: MOVF 61,W
03A9: ADDWF 00,W
03AA: MOVWF 04
03AB: MOVF 00,W
03AC: SUBLW 20
03AD: BTFSC 03.2
03AE: GOTO 3B1
03AF: MOVLW 00
03B0: GOTO 3B2
03B1: MOVLW 01
03B2: MOVWF 68
03B3: MOVF 62,W
03B4: MOVWF 04
03B5: MOVF 63,W
03B6: SUBWF 00,W
03B7: BTFSS 03.0
03B8: GOTO 3BB
03B9: MOVLW 00
03BA: GOTO 3BC
03BB: MOVLW 01
03BC: ANDWF 68,W
03BD: XORLW 00
03BE: BTFSC 03.2
03BF: GOTO 3C4
.................... (*a)++; // Posouvej ukazovatko
03C0: MOVF 62,W
03C1: MOVWF 04
03C2: INCF 00,F
03C3: GOTO 3A6
....................
.................... for (i=0;i<sizeof(KeyWords);) // Slova ze slovniku
03C4: CLRF 64
03C5: MOVF 64,W
03C6: SUBLW 61
03C7: BTFSS 03.0
03C8: GOTO 430
.................... {
.................... for (j=*a;(j<len)&(KeyWords[i]!=0)&(KeyWords[i]==line[j]);i++,j++) // Znaky ze slova
03C9: MOVF 62,W
03CA: MOVWF 04
03CB: MOVF 00,W
03CC: MOVWF 65
03CD: MOVF 63,W
03CE: SUBWF 65,W
03CF: BTFSS 03.0
03D0: GOTO 3D3
03D1: MOVLW 00
03D2: GOTO 3D4
03D3: MOVLW 01
03D4: MOVWF 66
03D5: MOVF 64,W
03D6: CALL 051
03D7: XORLW 00
03D8: BTFSS 03.2
03D9: GOTO 3DC
03DA: MOVLW 00
03DB: GOTO 3DD
03DC: MOVLW 01
03DD: ANDWF 66,W
03DE: MOVWF 68
03DF: MOVF 64,W
03E0: CALL 051
03E1: MOVWF 69
03E2: MOVF 61,W
03E3: ADDWF 65,W
03E4: MOVWF 04
03E5: MOVF 00,W
03E6: SUBWF 69,W
03E7: BTFSC 03.2
03E8: GOTO 3EB
03E9: MOVLW 00
03EA: GOTO 3EC
03EB: MOVLW 01
03EC: ANDWF 68,W
03ED: XORLW 00
03EE: BTFSC 03.2
03EF: GOTO 3F4
.................... {
.................... }
03F0: MOVF 64,W
03F1: INCF 64,F
03F2: INCF 65,F
03F3: GOTO 3CD
.................... if ((KeyWords[i]==0)&((line[j]==' ')|(j==len)))
03F4: MOVF 64,W
03F5: CALL 051
03F6: XORLW 00
03F7: BTFSC 03.2
03F8: GOTO 3FB
03F9: MOVLW 00
03FA: GOTO 3FC
03FB: MOVLW 01
03FC: MOVWF 67
03FD: MOVF 61,W
03FE: ADDWF 65,W
03FF: MOVWF 04
0400: MOVF 00,W
0401: SUBLW 20
0402: BTFSC 03.2
0403: GOTO 406
0404: MOVLW 00
0405: GOTO 407
0406: MOVLW 01
0407: MOVWF 69
0408: MOVF 63,W
0409: SUBWF 65,W
040A: BTFSC 03.2
040B: GOTO 40E
040C: MOVLW 00
040D: GOTO 40F
040E: MOVLW 01
040F: IORWF 69,W
0410: ANDWF 67,W
0411: XORLW 00
0412: BTFSC 03.2
0413: GOTO 426
.................... {
.................... if (j>=len) j=len-1; // Korekce abychom se nedostali za konec retezce
0414: MOVF 63,W
0415: SUBWF 65,W
0416: BTFSS 03.0
0417: GOTO 41B
0418: MOVLW 01
0419: SUBWF 63,W
041A: MOVWF 65
.................... *a=j+1; // Posun ukazovatko za zpracovane slovo
041B: MOVF 62,W
041C: MOVWF 04
041D: MOVLW 01
041E: ADDWF 65,W
041F: MOVWF 00
....................
.................... return KeyWords[i+1]; // Vrat zastupnou hodnotu z tabulky klicovych slov
0420: MOVLW 01
0421: ADDWF 64,W
0422: CALL 051
0423: MOVWF 78
0424: MOVWF 78
0425: GOTO 432
.................... }
.................... while(KeyWords[i]!=0) i++; // Preskoc zbytek slova v tabulce
0426: MOVF 64,W
0427: CALL 051
0428: XORLW 00
0429: BTFSC 03.2
042A: GOTO 42D
042B: INCF 64,F
042C: GOTO 426
.................... i++; // Preskoc oddelovac
042D: INCF 64,F
.................... i++; // Preskoc polozku se zastupnou hodnotou
042E: INCF 64,F
.................... }
042F: GOTO 3C5
.................... return -1; // Prosli jsme cely slovnik a nedoslo ke shode
0430: MOVLW FF
0431: MOVWF 78
.................... }
....................
....................
.................... // Programovani pres RS232
.................... #define LINELEN 40 // Delka radky pro RS232
.................... #define CR 0x0D // Odradkovani
.................... #define BS 0x08 // Back Space
....................
.................... #separate
.................... void Download()
.................... {
.................... char line[LINELEN]; // Buffer na radku
.................... unsigned char c; // Znak
.................... unsigned int8 a; // Ukazovatko do bufferu
.................... unsigned int8 len; // Delka retezce v radce
.................... unsigned int8 Oct; // Cislo oktavy u noty
....................
.................... output_low(POWER_386); // Zapni napajeni zesilovace
*
034B: BSF 03.5
034C: BCF 05.4
034D: BCF 03.5
034E: BCF 05.4
.................... SoundNote(SOUND_Space,3,10); // Mezera
034F: MOVLW 0C
0350: MOVWF 69
0351: MOVLW 03
0352: MOVWF 6A
0353: CLRF 6C
0354: MOVLW 0A
0355: MOVWF 6B
0356: CALL 0E2
.................... Beep=SoundPGM;
0357: MOVLW 03
0358: MOVWF 33
.................... Error=0;
0359: BCF 2D.1
.................... SpecBeep(); // Pipni na znameni vstupu do programovani
035A: CALL 13B
....................
.................... Tempo=100; // Default hodnoty
035B: CLRF 2F
035C: MOVLW 64
035D: MOVWF 2E
.................... Pause=100;
035E: CLRF 31
035F: MOVWF 30
.................... Octava=0;
0360: CLRF 32
.................... Mode=0; // Mod hrani
0361: BCF 2D.0
.................... Oct=0;
0362: CLRF 60
.................... a=0; // Na zacatku je radka prazdna
0363: CLRF 5E
....................
.................... for(;input(POWER_PIC)==0;) // Opakuj vse dokud je PGM rezim
0364: BSF 03.5
0365: BSF 05.3
0366: MOVLW 00
0367: BCF 03.5
0368: BTFSC 05.3
0369: MOVLW 01
036A: XORLW 00
036B: BTFSS 03.2
036C: GOTO 594
.................... {
.................... Loop:
.................... c=Getc(); // Vezmi znak ze seriovky
036D: CALL 153
036E: MOVF 78,W
036F: MOVWF 5D
.................... if (c>=0x80) goto Loop; // Ignoruj znaky nad ASCII
0370: MOVF 5D,W
0371: SUBLW 7F
0372: BTFSC 03.0
0373: GOTO 375
0374: GOTO 36D
.................... if (c>=0x60) c=c-0x20; // Preved velka pismena na velka pismena
0375: MOVF 5D,W
0376: SUBLW 5F
0377: BTFSC 03.0
0378: GOTO 37B
0379: MOVLW 20
037A: SUBWF 5D,F
.................... if ((c==CR)|(c=='/')) // Konec radky nebo komentar
037B: MOVF 5D,W
037C: SUBLW 0D
037D: BTFSC 03.2
037E: GOTO 381
037F: MOVLW 00
0380: GOTO 382
0381: MOVLW 01
0382: MOVWF 61
0383: MOVF 5D,W
0384: SUBLW 2F
0385: BTFSC 03.2
0386: GOTO 389
0387: MOVLW 00
0388: GOTO 38A
0389: MOVLW 01
038A: IORWF 61,W
038B: XORLW 00
038C: BTFSC 03.2
038D: GOTO 560
.................... {
.................... while (c!=CR) c=Getc(); // Zpracuj znaky komentare
038E: MOVF 5D,W
038F: SUBLW 0D
0390: BTFSC 03.2
0391: GOTO 396
0392: CALL 153
0393: MOVF 78,W
0394: MOVWF 5D
0395: GOTO 38E
.................... len=a; // Zapamatuj si delku radky
0396: MOVF 5E,W
0397: MOVWF 5F
.................... a=0; // Postav se na zacatek radky
0398: CLRF 5E
.................... Beep=SoundEndOfLine; // Default zuk na konci radky
0399: MOVLW 01
039A: MOVWF 33
.................... // Zpracovani radky
.................... while(a<len)
039B: MOVF 5F,W
039C: SUBWF 5E,W
039D: BTFSC 03.0
039E: GOTO 55D
.................... {
.................... restart_wdt(); // Nuluj watchdog abychom se nezresetovali
039F: CLRWDT
.................... c=Word(line,&a,len);
03A0: MOVLW 35
03A1: MOVWF 61
03A2: MOVLW 5E
03A3: MOVWF 62
03A4: MOVF 5F,W
03A5: MOVWF 63
*
0432: MOVF 78,W
0433: MOVWF 5D
.................... if (c==-1) // Nezname klicove slovo
0434: MOVF 5D,W
0435: SUBLW FF
0436: BTFSS 03.2
0437: GOTO 46B
.................... {
.................... if (a<len) // Nejsme uz na konci radky ??
0438: MOVF 5F,W
0439: SUBWF 5E,W
043A: BTFSC 03.0
043B: GOTO 46A
.................... {
.................... if ((line[a]>='0')&(line[a]<='9')) // Stojime na cislici -> je to cislo
043C: MOVLW 35
043D: ADDWF 5E,W
043E: MOVWF 04
043F: MOVF 00,W
0440: SUBLW 2F
0441: BTFSS 03.0
0442: GOTO 445
0443: MOVLW 00
0444: GOTO 446
0445: MOVLW 01
0446: MOVWF 62
0447: MOVLW 35
0448: ADDWF 5E,W
0449: MOVWF 04
044A: MOVF 00,W
044B: SUBLW 39
044C: BTFSC 03.0
044D: GOTO 450
044E: MOVLW 00
044F: GOTO 451
0450: MOVLW 01
0451: ANDWF 62,W
0452: XORLW 00
0453: BTFSC 03.2
0454: GOTO 461
.................... {
.................... // Oct=Number(line,&a,len)&0x7; // tohle nefunguje protoze je chyba v prekladaci
.................... Oct=Number(line,&a,len); // prekladac prepoklada, z W obsahuje spodni bajt vysledku
0455: MOVLW 35
0456: MOVWF 61
0457: MOVLW 5E
0458: MOVWF 62
0459: MOVF 5F,W
045A: MOVWF 63
045B: CALL 190
045C: MOVF 78,W
045D: MOVWF 60
.................... Oct&=0x7; // ale k navratu pouziva RETLW 0 coz smaze W !
045E: MOVLW 07
045F: ANDWF 60,F
.................... }
.................... else // Stojime na pismenu nebo oddelovaci
0460: GOTO 46A
.................... {
.................... if (line[a]!=' ') Error=1; // Neni to oddelovac - chyba
0461: MOVLW 35
0462: ADDWF 5E,W
0463: MOVWF 04
0464: MOVF 00,W
0465: SUBLW 20
0466: BTFSC 03.2
0467: GOTO 469
0468: BSF 2D.1
.................... a++; // Preskocim 1 znak (a kdyz to nepomuze dostanu se zase sem)
0469: INCF 5E,F
.................... }
.................... }
.................... }
.................... else if (c=='P') // Play
046A: GOTO 55C
046B: MOVF 5D,W
046C: SUBLW 50
046D: BTFSS 03.2
046E: GOTO 47D
.................... {
.................... CisloSkladby=Number(line,&a,len);
046F: MOVLW 35
0470: MOVWF 61
0471: MOVLW 5E
0472: MOVWF 62
0473: MOVF 5F,W
0474: MOVWF 63
0475: CALL 190
0476: MOVF 78,W
0477: MOVWF 34
.................... Mode=0;
0478: BCF 2D.0
.................... Play();
0479: CALL 27D
.................... Beep=SoundPGM;
047A: MOVLW 03
047B: MOVWF 33
.................... }
.................... else if (c=='E') // Erase
047C: GOTO 55C
047D: MOVF 5D,W
047E: SUBLW 45
047F: BTFSS 03.2
0480: GOTO 4BB
.................... {
.................... Mode=0;
0481: BCF 2D.0
.................... Erase();
.................... Beep=SoundPGM;
*
04B8: MOVLW 03
04B9: MOVWF 33
.................... }
.................... else if (c=='t') // Tempo
04BA: GOTO 55C
04BB: MOVF 5D,W
04BC: SUBLW 74
04BD: BTFSS 03.2
04BE: GOTO 4DB
.................... {
.................... Tempo=Number(line,&a,len)&~MASKTEMPO;
04BF: MOVLW 35
04C0: MOVWF 61
04C1: MOVLW 5E
04C2: MOVWF 62
04C3: MOVF 5F,W
04C4: MOVWF 63
04C5: CALL 190
04C6: MOVF 78,W
04C7: MOVWF 2E
04C8: MOVF 79,W
04C9: ANDLW C7
04CA: MOVWF 2F
.................... if (Tempo==0) Tempo=100;
04CB: MOVF 2E,F
04CC: BTFSS 03.2
04CD: GOTO 4D4
04CE: MOVF 2F,F
04CF: BTFSS 03.2
04D0: GOTO 4D4
04D1: CLRF 2F
04D2: MOVLW 64
04D3: MOVWF 2E
.................... Data=Tempo|DATATEMPO;
04D4: MOVF 2E,W
04D5: MOVWF 2B
04D6: MOVF 2F,W
04D7: IORLW 28
04D8: MOVWF 2C
.................... WriteDataInc(); // Podmineny zapis do FLASH a posun na dalsi adresu
04D9: CALL 2E0
.................... }
.................... else if (c=='p') // Pause
04DA: GOTO 55C
04DB: MOVF 5D,W
04DC: SUBLW 70
04DD: BTFSS 03.2
04DE: GOTO 4FB
.................... {
.................... Pause=Number(line,&a,len)&~MASKPAUSE;
04DF: MOVLW 35
04E0: MOVWF 61
04E1: MOVLW 5E
04E2: MOVWF 62
04E3: MOVF 5F,W
04E4: MOVWF 63
04E5: CALL 190
04E6: MOVF 78,W
04E7: MOVWF 30
04E8: MOVF 79,W
04E9: ANDLW C7
04EA: MOVWF 31
.................... if (Pause==0) Pause=100;
04EB: MOVF 30,F
04EC: BTFSS 03.2
04ED: GOTO 4F4
04EE: MOVF 31,F
04EF: BTFSS 03.2
04F0: GOTO 4F4
04F1: CLRF 31
04F2: MOVLW 64
04F3: MOVWF 30
.................... Data=Pause|DATAPAUSE;
04F4: MOVF 30,W
04F5: MOVWF 2B
04F6: MOVF 31,W
04F7: IORLW 30
04F8: MOVWF 2C
.................... WriteDataInc(); // Podmineny zapis do FLASH a posun na dalsi adresu
04F9: CALL 2E0
.................... }
.................... else if (c=='B') // Begin
04FA: GOTO 55C
04FB: MOVF 5D,W
04FC: SUBLW 42
04FD: BTFSS 03.2
04FE: GOTO 512
.................... {
.................... CisloSkladby=~0; // Neplatne cislo skladby
04FF: MOVLW FF
0500: MOVWF 34
.................... Find(); // najde konec posledni skladby
0501: CALL 208
.................... Octava=Number(line,&a,len)&~MASKBEGIN;
0502: MOVLW 35
0503: MOVWF 61
0504: MOVLW 5E
0505: MOVWF 62
0506: MOVF 5F,W
0507: MOVWF 63
0508: CALL 190
0509: MOVF 78,W
050A: MOVWF 32
.................... Data=DATABEGIN|Octava; // Zacatecni znacka
050B: MOVF 32,W
050C: MOVWF 2B
050D: MOVLW 20
050E: MOVWF 2C
.................... Mode=1; // Mod zapisu do FLASH pameti
050F: BSF 2D.0
.................... WriteDataInc(); // Podmineny zapis do FLASH a posun na dalsi adresu
0510: CALL 2E0
.................... }
.................... else if (c=='b') // Test
0511: GOTO 55C
0512: MOVF 5D,W
0513: SUBLW 62
0514: BTFSS 03.2
0515: GOTO 521
.................... {
.................... Octava=Number(line,&a,len)&~MASKBEGIN;
0516: MOVLW 35
0517: MOVWF 61
0518: MOVLW 5E
0519: MOVWF 62
051A: MOVF 5F,W
051B: MOVWF 63
051C: CALL 190
051D: MOVF 78,W
051E: MOVWF 32
.................... Mode=0;
051F: BCF 2D.0
.................... }
.................... else if (c=='Z') // End
0520: GOTO 55C
0521: MOVF 5D,W
0522: SUBLW 5A
0523: BTFSS 03.2
0524: GOTO 527
.................... {
.................... Mode=0;
0525: BCF 2D.0
.................... }
.................... else // Nota
0526: GOTO 55C
.................... {
.................... Data=Number(line,&a,len); // Delka noty (nepovinna)
0527: MOVLW 35
0528: MOVWF 61
0529: MOVLW 5E
052A: MOVWF 62
052B: MOVF 5F,W
052C: MOVWF 63
052D: CALL 190
052E: MOVF 79,W
052F: MOVWF 2C
0530: MOVF 78,W
0531: MOVWF 2B
.................... Data&=0x3F; // Jen platny rozsah
0532: MOVLW 3F
0533: ANDWF 2B,F
0534: MOVLW 00
0535: ANDWF 2C,F
.................... if (Data==0) Data++; // Je-li nulova delka - dej jednotkovou
0536: MOVF 2B,F
0537: BTFSS 03.2
0538: GOTO 53F
0539: MOVF 2C,F
053A: BTFSS 03.2
053B: GOTO 53F
053C: INCF 2B,F
053D: BTFSC 03.2
053E: INCF 2C,F
.................... Data<<=7; // Delka
053F: RLF 2B,F
0540: RLF 2C,F
0541: RLF 2B,F
0542: RLF 2C,F
0543: RLF 2B,F
0544: RLF 2C,F
0545: RLF 2B,F
0546: RLF 2C,F
0547: RLF 2B,F
0548: RLF 2C,F
0549: RLF 2B,F
054A: RLF 2C,F
054B: RLF 2B,F
054C: RLF 2C,F
054D: MOVLW 80
054E: ANDWF 2B,F
.................... Data|=c; // Nota
054F: MOVF 5D,W
0550: IORWF 2B,F
.................... Data|=(Oct<<4); // Oktava
0551: SWAPF 60,W
0552: MOVWF 77
0553: MOVLW F0
0554: ANDWF 77,F
0555: MOVF 77,W
0556: IORWF 2B,F
.................... WriteDataInc(); // Podmineny zapis do FLASH a posun na dalsi adresu
0557: CALL 2E0
.................... if (~Mode)
0558: BTFSC 2D.0
0559: GOTO 55C
.................... {
.................... PlayData(); // Zahraj notu
055A: CALL 237
.................... Beep=0; // Po zahrani noty uz nepipej na konci radky
055B: CLRF 33
.................... }
.................... }
.................... }
055C: GOTO 39B
.................... a=0; // Radka zpracovana, nuluj jeji delku
055D: CLRF 5E
.................... SpecBeep(); // Pipni
055E: CALL 13B
.................... goto Loop;
055F: GOTO 36D
.................... }
.................... if ((c==BS)&(a>0)) {a--;goto Loop;} // Smaz znak
0560: MOVF 5D,W
0561: SUBLW 08
0562: BTFSC 03.2
0563: GOTO 566
0564: MOVLW 00
0565: GOTO 567
0566: MOVLW 01
0567: MOVWF 61
0568: MOVF 5E,F
0569: BTFSS 03.2
056A: GOTO 56D
056B: MOVLW 00
056C: GOTO 56E
056D: MOVLW 01
056E: ANDWF 61,W
056F: XORLW 00
0570: BTFSC 03.2
0571: GOTO 574
0572: DECF 5E,F
0573: GOTO 36D
.................... if ((c==',')|(c<=' ')) c=' '; // Vsechny ostatni ridici znaky i carka jsou oddelovac
0574: MOVF 5D,W
0575: SUBLW 2C
0576: BTFSC 03.2
0577: GOTO 57A
0578: MOVLW 00
0579: GOTO 57B
057A: MOVLW 01
057B: MOVWF 61
057C: MOVF 5D,W
057D: SUBLW 20
057E: BTFSC 03.0
057F: GOTO 582
0580: MOVLW 00
0581: GOTO 583
0582: MOVLW 01
0583: IORWF 61,W
0584: XORLW 00
0585: BTFSC 03.2
0586: GOTO 589
0587: MOVLW 20
0588: MOVWF 5D
.................... if (a<LINELEN) line[a++]=c; // Zapis znak do bufferu a posun ukazovatko
0589: MOVF 5E,W
058A: SUBLW 27
058B: BTFSS 03.0
058C: GOTO 593
058D: MOVF 5E,W
058E: INCF 5E,F
058F: ADDLW 35
0590: MOVWF 04
0591: MOVF 5D,W
0592: MOVWF 00
.................... }
0593: GOTO 364
0594: GOTO 5CB (RETURN)
.................... }
....................
....................
.................... // Tabulka pro prekodovani tlacitek
.................... const int8 KeyTranslate[16] = {0, 1, 2, 5, 3, 6, 8, 11, 4, 7, 9, 12, 10, 13, 14, 15};
*
00B7: BCF 0A.0
00B8: BCF 0A.1
00B9: BCF 0A.2
00BA: ADDWF 02,F
00BB: RETLW 00
00BC: RETLW 01
00BD: RETLW 02
00BE: RETLW 05
00BF: RETLW 03
00C0: RETLW 06
00C1: RETLW 08
00C2: RETLW 0B
00C3: RETLW 04
00C4: RETLW 07
00C5: RETLW 09
00C6: RETLW 0C
00C7: RETLW 0A
00C8: RETLW 0D
00C9: RETLW 0E
00CA: RETLW 0F
....................
.................... void main()
.................... {
*
0595: CLRF 04
0596: MOVLW 1F
0597: ANDWF 03,F
0598: MOVLW 07
0599: BSF 03.5
059A: MOVWF 1F
059B: BCF 05.0
059C: BCF 03.5
059D: BCF 05.0
.................... Start:
....................
.................... if (restart_cause()==WDT_FROM_SLEEP) // Osetreni probuzeni od WDT
059E: MOVF 03,W
059F: ANDLW 18
05A0: XORLW 00
05A1: BTFSS 03.2
05A2: GOTO 5A4
.................... {
.................... sleep();
05A3: SLEEP
.................... }
.................... // Inicializace WDT
.................... // setup_wdt(WDT_16MS); // nelze pouzit, zabira 15 instukci
.................... #asm
.................... bsf 0x03,5 // banka 1 nebo 3 aby se mohlo k OPTION registu
05A4: BSF 03.5
.................... bcf 0x81,3 // WDT primo tedy 16ms
.................... #endasm
05A5: BSF 03.5
05A6: BCF 01.3
....................
.................... // Inicializace
.................... port_b_pullups(TRUE); // Zapni pull-up odpory na portu B
05A7: BCF 01.7
.................... set_tris_a(0b00001000); // Nastav nepouzite vyvody jako vystupy
05A8: MOVLW 08
05A9: MOVWF 05
.................... set_tris_b(0b11110000); // 1 znamena vstup
05AA: MOVLW F0
05AB: MOVWF 06
.................... *0x9F = 6; // Vsechny vstupy jsou digitalni
05AC: MOVLW 06
05AD: MOVWF 1F
....................
.................... // Test na rezim programovani
.................... if ((input(POWER_PIC)==0)&(input(RXD)==0)) // Podminka programovani
05AE: BSF 05.3
05AF: MOVLW 00
05B0: BCF 03.5
05B1: BTFSC 05.3
05B2: MOVLW 01
05B3: XORLW 00
05B4: BTFSC 03.2
05B5: GOTO 5B8
05B6: MOVLW 00
05B7: GOTO 5B9
05B8: MOVLW 01
05B9: MOVWF 36
05BA: BSF 03.5
05BB: BSF 06.1
05BC: MOVLW 00
05BD: BCF 03.5
05BE: BTFSC 06.1
05BF: MOVLW 01
05C0: XORLW 00
05C1: BTFSC 03.2
05C2: GOTO 5C5
05C3: MOVLW 00
05C4: GOTO 5C6
05C5: MOVLW 01
05C6: ANDWF 36,W
05C7: XORLW 00
05C8: BTFSC 03.2
05C9: GOTO 5CB
.................... Download(); // Pripojen RS232 a propojka na PGM
05CA: GOTO 34B
....................
.................... // Zapnuti napajeni
.................... output_low(POWER_PIC); // Pripoj GND pro procesor
05CB: BSF 03.5
05CC: BCF 05.3
05CD: BCF 03.5
05CE: BCF 05.3
.................... SoundNote(SOUND_Space,3,10); // Mezera
05CF: MOVLW 0C
05D0: MOVWF 69
05D1: MOVLW 03
05D2: MOVWF 6A
05D3: CLRF 6C
05D4: MOVLW 0A
05D5: MOVWF 6B
05D6: CALL 0E2
.................... output_low(POWER_386); // Zapni napajeni zesilovace
05D7: BSF 03.5
05D8: BCF 05.4
05D9: BCF 03.5
05DA: BCF 05.4
.................... SoundNote(SOUND_Space,3,100); // Mezera (jinak se chybne detekuje tlacitko)
05DB: MOVLW 0C
05DC: MOVWF 69
05DD: MOVLW 03
05DE: MOVWF 6A
05DF: CLRF 6C
05E0: MOVLW 64
05E1: MOVWF 6B
05E2: CALL 0E2
....................
.................... // Cteni tlacitek
.................... #use FAST_IO(B)
.................... CisloSkladby=(input_b() >> 4) ^ 0xFF & 0xF; // Precti stav tlacitek
05E3: SWAPF 06,W
05E4: MOVWF 77
05E5: MOVLW 0F
05E6: ANDWF 77,F
05E7: MOVF 77,W
05E8: XORLW 0F
05E9: MOVWF 34
.................... #use STANDARD_IO(B)
.................... CisloSkladby=KeyTranslate[CisloSkladby]; // Prekoduj je do binarniho kodu
05EA: MOVF 34,W
05EB: CALL 0B7
05EC: MOVWF 78
05ED: MOVWF 34
....................
.................... // Prehrani skladby
.................... Play(); // Zahraj skladbu
05EE: CALL 27D
....................
.................... // Po odehrani usni a cekej na zmacknuti tlacitka
.................... #use FAST_IO(B)
.................... if (input_B()); // Precti stav portu B (vuci tomuto stavu se bude hlidat zmena)
05EF: MOVF 06,W
05F0: XORLW 00
05F1: BTFSC 03.2
05F2: GOTO 5F3
.................... #use STANDARD_IO(B)
.................... bit_clear(*0xB,0); // Nuluj priznak preruseni od zmeny stavu portu B
05F3: BCF 0B.0
.................... enable_interrupts(INT_RB); // Povol preruseni od zmeny stavu portu B
05F4: BSF 0B.3
....................
.................... output_high(POWER_386); // Vypni napajeni zesilovace
05F5: BSF 03.5
05F6: BCF 05.4
05F7: BCF 03.5
05F8: BSF 05.4
.................... output_float(POWER_PIC); // Odpoj GND
05F9: BSF 03.5
05FA: BSF 05.3
....................
.................... Sleep(); // Usni aby byla minimalni klidova spotreba
05FB: SLEEP
....................
.................... disable_interrupts(INT_RB); // Zakaz preruseni od portu
05FC: BCF 03.5
05FD: BCF 0B.3
.................... goto Start; // Po probuzeni skoc na zacatek
05FE: GOTO 59E
.................... }
....................
05FF: SLEEP