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Add a bit of sound.
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@ -18,6 +18,8 @@ MAXY=191
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MAXXBYTE=40
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MAXX=280
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SPEAKER=$C030
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ZPADDR0=<$80
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ZPADDR1=<$82
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ZPADDR2=<$84
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@ -317,10 +319,28 @@ LINE191 = LINE190 + 1024
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.endproc
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.proc gameOver
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.proc playSound
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; A is the frequency
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; X is the duration
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jsr drawCharacter
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sta freq
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@loop:
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sta SPEAKER
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ldy freq
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@innerloop:
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dey
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bne @innerloop
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dex
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bne @loop
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rts
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; Locals
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freq: .BYTE $00
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.endproc
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.proc promptForReset
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@loop:
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lda KBD
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bpl @loop
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@ -342,14 +362,77 @@ LINE191 = LINE190 + 1024
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.endproc
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.proc gameOver
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jsr drawCharacter
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lda #0
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ldx #36
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jsr playSound
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lda #250
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ldx #34
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jsr playSound
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lda #230
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ldx #32
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jsr playSound
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lda #220
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ldx #30
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jsr playSound
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lda #230
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ldx #32
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jsr playSound
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lda #250
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ldx #34
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jsr playSound
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lda #0
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ldx #36
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jsr playSound
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jmp promptForReset
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.endproc
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.proc levelWon
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lda #COL_WHITE
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sta characterColour
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jsr drawCharacter
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lda #80
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ldx #36
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jsr playSound
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lda #120
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ldx #34
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jsr playSound
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lda #160
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ldx #32
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jsr playSound
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lda #200
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ldx #30
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jsr playSound
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lda #160
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ldx #32
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jsr playSound
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lda #120
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ldx #34
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jsr playSound
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lda #80
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ldx #36
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jsr playSound
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inc level
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; This is weird but at this point, all of the logic we
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; need to progress to the next level is in gameOver...
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jmp gameOver
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jmp promptForReset
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.endproc
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