; music and SFX from GoatTracker 2 sample files ; http://sourceforge.net/projects/goattracker2 .segment "DATA" _sid_playing: .byte $00 .segment "SIDFILE" .incbin "sidmusic1.bin" .segment "LOWCODE" .global _sid_init, _sid_update, _sid_sfx .global _sid_start, _sid_stop, _sid_playing _sid_init: jmp $1000 _sid_update: bit _sid_playing bpl @noplay jmp $1003 @noplay: rts _sid_sfx: tax lda sfxtbllo,x ;Address in A,Y ldy sfxtblhi,x ldx #$0e ;Channel index in X jmp $1006 ;(0, 7 or 14) _sid_start: lda #$80 bne skipstop _sid_stop: lda #$00 sta $d418 skipstop: sta _sid_playing rts sfxtbllo: .byte arpeggio2 .byte >arpeggio1 .byte >gunshot .byte >explosion arpeggio2: .byte $00,$89,$04,$A2,$41,$A2,$A2,$A6,$A6,$A6,$40,$A9,$A9,$A9,$A2,$A2 .byte $A2,$A6,$A6,$A6,$A9,$A9,$A9,$A2,$A2,$A2,$A6,$A6,$A6,$A9,$A9,$A9 .byte $A2,$A2,$A2,$A6,$A6,$A6,$A9,$A9,$A9,$00 arpeggio1: .byte $0A,$00,$02,$A0,$41,$A0,$A0,$A4,$A4,$A4,$A7,$A7,$A7,$A0,$A0,$A0 .byte $A4,$A4,$A4,$A7,$A7,$A7,$A0,$A0,$A0,$A4,$A4,$A4,$A7,$A7,$A7,$A0 .byte $A0,$A0,$A4,$A4,$A4,$A7,$A7,$A7,$00 gunshot: .byte $00,$F9,$08,$C4,$81,$A8,$41,$C0,$81,$BE,$BC,$80,$BA,$B8,$B6,$B4 .byte $B2,$B0,$AE,$AC,$AA,$A8,$A6,$A4,$A2,$A0,$9E,$9C,$9A,$98,$96,$94 .byte $92,$90,$00 explosion: .byte $00,$FA,$08,$B8,$81,$A4,$41,$A0,$B4,$81,$98,$92,$9C,$90,$95,$9E .byte $92,$80,$94,$8F,$8E,$8D,$8C,$8B,$8A,$89,$88,$87,$86,$84,$00