antoine-source/timepilot/readme.md
Antoine Vignau 063f39695b Audio streaming on the IIgs
What I wrote for Time Pilot
2024-10-03 21:48:06 +02:00

107 lines
4.1 KiB
Markdown

Sounds and their meanings - Taken from the Windows version.
1000 "bosslx", // Loops. Boss (LVL0) active (engine)
"bossl0", // "
"bossl1", // "
"bossl2", // "
"bossl3", // "
"bossl4", // " (But missing since I am not good enough! ;)
2D00 "enemy_explode", // In Game, one shot
1000 "enemy_shoot", // In Game, one shot
2F00 "pickup", // In Game, one shot. Collect a parachute
0B00* "player_shoot", // In Game, one shot
1000* "rocket_fly", // Loops when rocket on screen - LVL2+ (Starts at helicopter level)
0F00* "rocket_launch", // In Game, one shot
2C00 "wapon_explode", // In Game, one shot. Player hit a Bomb, Boomerang or Rocket.
1700* "wave_start", // In Game, one shot. A wave of enemies will enter
9100 "big_explosion", // In Game, one shot - Player, Bomber or Boss dies
2E00 "bomb", // In Game, one shot
1800 "coindrop", // Just for nostalgia. I play it once only when the game is launched
2C00 "extra_life", // In Game, one shot
13300 "game_start", // Once as the game start, no other audio active
13B00 "highscore", // Loops while user enters initials
6000 "next_level", // After Time Warp. Start of LVL1+. Can use big_explosion
F100 "timewarp", // Killed BOSS and alive, so warp. Only sound, then stage swap
DOCRAM memory map
00+01 0000 WAPON EXPLODE
1000 WAPON EXPLODE
2000 WAPON EXPLODE
------------2C00
02+03 3000 BOSS LEVEL X
04+05 4000 ENEMY EXPLODE
5000 ENEMY EXPLODE
6000 ENEMY EXPLODE
------------6D00
06+07 7000 ENEMY SHOOT
08+09 8000 PICKUP
9000 PICKUP
A000 PICKUP
------------AF00
10+11 B000 PLAYER SHOOT
------------BC00
12+13 C000 WAVE START
D000 WAVE START
------------D800
14+15 E000 ROCKET FLY
16+17 F000 ROCKET LAUNCH
18+21 2C00 BIG EXPLOSION / NEXT_LEVEL (can start after other fx play)
22+25 2E00 EXTRA LIFE / COINDROP / GAME START / HIGHSCORE (exclusive)
26+29 6E00 BOMB / TIMEWARP (can start after other fx play)
AUDIO_BIG_EXPLOSION = 0 ; A ptrBIGEXPLO
AUDIO_BOMB = 1 ; B ptrBOMB
AUDIO_BOOOMERANG = 2 ; C ptrBOOMERANG
AUDIO_BOSSL0 = 3 ; D
AUDIO_BOSSL1 = 4 ; E
AUDIO_BOSSL2 = 5 ; F
AUDIO_BOSSL3 = 6 ; G
AUDIO_BOSSL4 = 7 ; H
AUDIO_COINDROP = 8 ; I ptrCOINDROP
AUDIO_ENEMY_EXPLODE = 9 ; J
AUDIO_ENEMY_SHOOT = 10 ; K
AUDIO_ENEMY_SHOOT_SPACE = 11 ; L
AUDIO_EXTRA_LIFE = 12 ; M ptrEXTRALIFE
AUDIO_GAME_START = 13 ; N ptrGAMESTART
AUDIO_HIGHSCORE = 14 ; O ptrHIGHSCORE
AUDIO_NEXT_LEVEL = 15 ; P ptrNEXTLEVEL
AUDIO_PICKUP = 16 ; Q
AUDIO_PLAYER_SHOOT = 17 ; R
AUDIO_ROCKET_FLY = 18 ; S
AUDIO_ROCKET_LAUNCH = 19 ; T
AUDIO_STAGE_CLEAR = 20 ; U
AUDIO_TIMEWARP = 21 ; V ptrTIMEWARP
AUDIO_WAPON_EXPLODE = 22 ; W
AUDIO_WAVE_START = 23 ; X
pBIGEXPLO strl '1/snd/bigexplo.snd'
pBOMB strl '1/snd/bomb.snd'
pBOSS strl '1/snd/boss0.snd' ; +12 for the level
pCOINDROP strl '1/snd/coindrop.snd'
pEXTRALIFE strl '1/snd/extralife.snd'
pGAMESTART strl '1/snd/gamestart.snd'
pHIGHSCORE strl '1/snd/highscore.snd'
pNEXTLEVEL strl '1/snd/nextlevel.snd'
pTIMEWARP strl '1/snd/timewarp.snd'
DOCRAM memory map with sound index
0 1 2 3 4 5 6 7 8 9 A B C D E F
0 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22
1 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22
2 22 22 22 22 22 22 22 22 22 22 22 22
3 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 (to 07)
4 09 09 09 09 09 09 09 09 09 09 09 09 09 09 09 09
5 09 09 09 09 09 09 09 09 09 09 09 09 09 09 09 09
6 09 09 09 09 09 09 09 09 09 09 09 09 09
7 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 (to 11)
8 17 17 17 17 17 17 17 17 17 17 17 17 17 17 17 17
9 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18
A 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19
B 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23
C 23 23 23 23 23 23 23 00+00 01+12 21+21 08+13+14
D 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16
E 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16
F 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16