MCB1700_Welcome/melody.c

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/*! @file melody.c
@brief store Never Gonna Give You Up
@author Lukas Fürderer
@version V1.0
@date 15.11.2020
This file contains the main app function and init.
*/
#include "melody.h"
// freq: wave duration as multiple of 40ns
// duration: total duration as multiple of 40ns
#define TONE(freq, duration) ((((uint32_t)freq & 0xffff) << 16) | (((uint32_t)duration / (uint32_t)freq) & 0xffff))
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// duration: pause duration as multiple of 40ns
#define PAUSE(duration) (0x30000 | ((duration >> 10) & 0xffff))
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#define TEXT(id) (0x40000 | id)
const uint32_t TACT = 2120 * 1000 * 25; // 2.12 seconds for one tact
const uint32_t GIS2 = 30098;
const uint32_t F = 35793;
const uint32_t DIS = 40177;
const uint32_t CIS = 45097;
const uint32_t C = 47778;
const uint32_t B = 53629;
const uint32_t GIS = 60197;
const uint32_t CALL = 0x10000;
const uint32_t RETURN = 0x20000;
const uint32_t refrain[];
const uint32_t quadrupel[];
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const uint32_t strophe1[];
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const uint32_t strophe2[];
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const uint32_t main_melody[];
const uint32_t *cpu32EntryPoint = main_melody;
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const uint32_t CALL_REFRAIN = CALL + 0;
const uint32_t CALL_QUADRUPEL = CALL + 1;
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const uint32_t CALL_STROPHE1 = CALL + 2;
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const uint32_t CALL_STROPHE2 = CALL + 3;
const uint32_t GOTO_MAIN_MELODY = 4;
const uint32_t *jumplabels[] = {
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refrain,
quadrupel,
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strophe1,
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strophe2,
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main_melody,
};
const uint32_t **cppu32JumpLabels = jumplabels;
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const char *cpcTexts[] = {
" ", // 0
" We're no strangers ",
" to love ",
" You know the rules ",
" and so do I ",
"A full commitment's ", // 5
"what I'm thinking of",
" You wouldn't ",
" get this from ",
" any other guy ",
" I just wanna ", // 10
" tell you how I'm ",
" feeling ",
" Gotta make you ",
" understand ",
" Never gonna ", // 15
" give you up ",
" let you down ",
" run around and ",
" desert you ",
" make you cry ", // 20
" say goodbye ",
" tell a lie ",
" and hurt you ",
" We've known ",
" each other ", // 25
" for so long ",
" Your heart's ",
" been aching but ",
" You're too shy ",
" to say it ", // 30
"Inside we both know ",
"what's been going on",
" We know the game ",
" and we're ",
" gonna play it ", // 35
" And if you ",
" ask me how I'm ",
" feeling ",
" Don't tell me ",
" you're too ", // 40
" blind to see ",
};
const uint32_t quadrupel[] = {
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TEXT(15),
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TONE(GIS, TACT / 16),
TONE(B, TACT / 16),
TONE(CIS, TACT / 16),
TONE(B, TACT / 16),
RETURN,
};
const uint32_t refrain[] = {
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CALL_QUADRUPEL,
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TEXT(16),
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TONE(F, TACT * 3 / 16),
TONE(F, TACT * 3 / 16),
TONE(DIS, TACT * 3 / 8),
CALL_QUADRUPEL,
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TEXT(17),
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TONE(DIS, TACT * 3 / 16),
TONE(DIS, TACT * 3 / 16),
TONE(CIS, TACT * 3 / 16),
TONE(C, TACT / 16),
TONE(B, TACT / 8),
CALL_QUADRUPEL,
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TEXT(18),
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TONE(CIS, TACT / 4),
TONE(DIS, TACT / 8),
TONE(C, TACT * 3 / 16),
TONE(B, TACT / 16),
TONE(GIS, TACT / 4),
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TEXT(19),
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TONE(GIS, TACT / 8),
TONE(DIS, TACT / 4),
TONE(CIS, TACT / 2),
CALL_QUADRUPEL,
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TEXT(20),
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TONE(F, TACT * 3 / 16),
TONE(F, TACT * 3 / 16),
TONE(DIS, TACT * 3 / 8),
CALL_QUADRUPEL,
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TEXT(21),
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TONE(GIS2,TACT / 4),
TONE(C, TACT / 8),
TONE(CIS, TACT * 3 / 16),
TONE(C, TACT / 16),
TONE(B, TACT / 8),
CALL_QUADRUPEL,
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TEXT(22),
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TONE(CIS, TACT / 4),
TONE(DIS, TACT / 8),
TONE(C, TACT * 3 / 16),
TONE(B, TACT / 16),
TONE(GIS, TACT / 4),
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TEXT(23),
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TONE(GIS, TACT / 8),
TONE(DIS, TACT / 4),
TONE(CIS, TACT / 2),
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RETURN,
};
const uint32_t strophe1[] = {
PAUSE(TACT / 4),
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TEXT(1),
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TONE(B, TACT / 8),
TONE(C, TACT / 8),
TONE(CIS, TACT / 8),
TONE(CIS, TACT / 8),
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TEXT(2),
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TONE(DIS, TACT / 8),
TONE(C, TACT * 3 / 16), // 1/8 tact before, 1/16 tact after
TONE(B, TACT / 16),
TONE(GIS, TACT * 7 / 8),
PAUSE(TACT / 8),
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TEXT(3),
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TONE(B, TACT / 8),
TONE(B, TACT / 8),
TONE(C, TACT / 8),
TONE(CIS, TACT / 8),
TONE(B, TACT / 8),
PAUSE(TACT / 8),
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TEXT(4),
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TONE(GIS, TACT / 8),
TONE(GIS2,TACT / 4),
TONE(GIS2,TACT / 8),
TONE(DIS, TACT * 5 / 8),
PAUSE(TACT / 8),
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TEXT(5),
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TONE(B, TACT / 8),
TONE(B, TACT / 8),
TONE(C, TACT / 8),
TONE(CIS, TACT / 8),
TONE(B, TACT / 8),
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TEXT(6),
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TONE(CIS, TACT / 8),
TONE(DIS, TACT / 8),
PAUSE(TACT / 8),
TONE(C, TACT / 8),
TONE(B, TACT / 8),
TONE(C, TACT / 16),
TONE(B, TACT / 16),
TONE(GIS, TACT / 2),
PAUSE(TACT / 8),
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TEXT(7),
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TONE(B, TACT / 8),
TONE(B, TACT / 8),
TONE(C, TACT / 8),
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TEXT(8),
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TONE(CIS, TACT / 8),
TONE(B, TACT / 8),
TONE(GIS, TACT / 4),
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TEXT(9),
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TONE(DIS, TACT / 8),
TONE(DIS, TACT / 8),
TONE(DIS, TACT / 8),
TONE(F, TACT / 8),
TONE(DIS, TACT / 2),
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TEXT(10),
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TONE(CIS, TACT * 5 / 8),
TONE(DIS, TACT / 8),
TONE(F, TACT / 8),
TONE(CIS, TACT / 8),
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TEXT(11),
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TONE(DIS, TACT / 8),
TONE(DIS, TACT / 8),
TONE(DIS, TACT / 8),
TONE(F, TACT / 8),
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TEXT(12),
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TONE(DIS, TACT / 4),
TONE(GIS, TACT / 4),
PAUSE(TACT / 4),
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TEXT(13),
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TONE(B, TACT / 8),
TONE(C, TACT / 8),
TONE(CIS, TACT / 8),
TONE(B, TACT / 8),
PAUSE(TACT / 8),
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TEXT(14),
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TONE(DIS, TACT / 8),
TONE(F, TACT / 8),
TONE(DIS, TACT * 3 / 8),
RETURN,
};
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const uint32_t strophe2[] = {
PAUSE(TACT / 8),
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TEXT(24),
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TONE(CIS, TACT / 8),
TONE(CIS, TACT / 8),
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TEXT(25),
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TONE(B, TACT / 8),
TONE(CIS, TACT / 8),
TONE(DIS, TACT * 3 / 8),
PAUSE(TACT / 8),
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TEXT(26),
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TONE(C, TACT / 8),
TONE(B, TACT / 8),
TONE(B, TACT / 8),
TONE(GIS, TACT / 2),
PAUSE(TACT / 8),
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TEXT(27),
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TONE(B, TACT / 8),
TONE(B, TACT / 8),
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TEXT(28),
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TONE(C, TACT / 8),
TONE(CIS, TACT / 8),
TONE(B, TACT / 8),
TONE(GIS, TACT / 4),
PAUSE(TACT / 8),
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TEXT(29),
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TONE(GIS2,TACT / 8),
TONE(GIS2,TACT / 8),
TONE(DIS, TACT / 4),
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TEXT(30),
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TONE(F, TACT / 8),
TONE(DIS, TACT / 8),
TONE(CIS, TACT / 8),
PAUSE(TACT / 8),
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TEXT(31),
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TONE(CIS, TACT / 8),
TONE(CIS, TACT / 8),
TONE(B, TACT / 8),
TONE(CIS, TACT / 8),
TONE(B, TACT / 8),
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TEXT(32),
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TONE(CIS, TACT / 8),
TONE(DIS, TACT / 8),
PAUSE(TACT / 8),
TONE(C, TACT / 8),
TONE(B, TACT / 8),
TONE(B, TACT / 8),
TONE(GIS, TACT / 2),
PAUSE(TACT / 8),
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TEXT(33),
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TONE(B, TACT / 8),
TONE(B, TACT / 8),
TONE(C, TACT / 8),
TONE(CIS, TACT / 8),
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TEXT(34),
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TONE(B, TACT / 8),
TONE(GIS, TACT / 4),
PAUSE(TACT / 4),
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TEXT(35),
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TONE(DIS, TACT / 8),
TONE(F, TACT / 8),
TONE(F, TACT / 4),
TONE(DIS, TACT / 4),
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TEXT(36),
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TONE(CIS, TACT * 5 / 8),
TONE(DIS, TACT / 8),
TONE(F, TACT / 8),
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TEXT(37),
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TONE(DIS, TACT / 4), // 1/8 tact before, 1/8 tact after
TONE(DIS, TACT / 8),
TONE(DIS, TACT / 8),
TONE(F, TACT / 8),
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TEXT(38),
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TONE(DIS, TACT / 4),
TONE(GIS, TACT / 4),
PAUSE(TACT / 4),
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TEXT(39),
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TONE(GIS, TACT / 8),
TONE(B, TACT / 8),
TONE(C, TACT / 8),
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TEXT(40),
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TONE(CIS, TACT / 8),
TONE(B, TACT / 8),
PAUSE(TACT / 8),
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TEXT(41),
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TONE(DIS, TACT / 8),
TONE(F, TACT / 8),
TONE(DIS, TACT / 4),
RETURN,
};
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const uint32_t main_melody[] = {
CALL_STROPHE1,
CALL_REFRAIN,
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CALL_STROPHE2,
CALL_REFRAIN,
CALL_REFRAIN,
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GOTO_MAIN_MELODY,
};