mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-20 03:35:24 +00:00
534 lines
6.3 KiB
ArmAsm
534 lines
6.3 KiB
ArmAsm
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; Soft Switches
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KEYPRESS= $C000
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KEYRESET= $C010
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SPEAKER= $C030
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COUNTDOWN = $FF
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sound_effects:
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jsr water
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; jsr whistle
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; jsr boop
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; jsr beep
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; jsr boop
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; jsr static
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end:
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lda KEYPRESS
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bpl end
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bit KEYRESET
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jmp sound_effects
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;===========================
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; STATIC
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;===========================
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static:
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lda #$00
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sta $1a
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ldx $C057 ; hires
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ldx $c052 ; mixclr
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ldx $c054 ; txtpage1
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ldx $c050 ; txtclr
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l310:
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lda #$20
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sta $1b
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lda #$d0
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sta $1d
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l318:
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lda ($1c),Y
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eor $1e
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sta $1c
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sta ($1a),Y
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adc $1c
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bvs label1
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ldx $C030 ; speaker
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label1:
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iny
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bne l318
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inc $1d
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ldx $c030 ; speaker
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inc $1b
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lda $1b
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cmp #$40
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bcc l318
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inc $1E
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jmp l310
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;===========================
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; water
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;===========================
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water:
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ldx #0
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water_loop:
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lda $d000,X
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and #$70
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sta speaker_frequency
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lda $e000,X
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and #$1
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clc
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adc #$2
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sta speaker_duration
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txa
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pha
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jsr speaker_tone
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pla
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tax
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inx
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cpx #180
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bcc water_loop
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rts
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;===========================
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; chasm
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;===========================
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chasm:
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ldx #0
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chasm_loop:
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lda $d000,X
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and #$f0
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sta speaker_frequency
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lda $e000,X
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and #$3
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clc
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adc #$2
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sta speaker_duration
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txa
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pha
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jsr speaker_tone
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pla
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tax
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inx
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cpx #180
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bcc chasm_loop
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rts
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;===========================
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; video games
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;===========================
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video_gams:
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ldx #0
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vg_loop:
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lda $d000,X
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sta speaker_frequency
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lda $e000,X
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and #$3
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clc
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adc #$5
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sta speaker_duration
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txa
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pha
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jsr speaker_tone
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pla
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tax
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inx
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cpx #180
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bcc vg_loop
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rts
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;===========================
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; WHISTLE
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;===========================
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whistle:
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ldx #150
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whistle_loop_up:
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stx speaker_frequency
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lda #10
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sta speaker_duration
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txa
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pha
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jsr speaker_tone
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pla
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tax
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inx
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cpx #180
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bcc whistle_loop_up
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whistle_loop_down:
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stx speaker_frequency
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lda #10
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sta speaker_duration
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txa
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pha
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jsr speaker_tone
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pla
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tax
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dex
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cpx #150
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bcs whistle_loop_down
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rts
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;===========================
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; WHISTLE2
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;===========================
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whistle2:
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ldx #200
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whistle2_loop:
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stx speaker_frequency
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lda #5
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sta speaker_duration
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txa
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pha
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jsr speaker_tone
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pla
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tax
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dex
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dex
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dex
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dex
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cpx #100
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bcs whistle2_loop
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rts
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;===========================
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; WHISTLE 1
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;===========================
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whistle1:
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ldx #10
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whistle1_loop:
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stx speaker_frequency
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lda #10
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sta speaker_duration
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txa
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pha
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jsr speaker_tone
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pla
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tax
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inx
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inx
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inx
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inx
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inx
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cpx #200
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bcc whistle1_loop
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rts
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;===========================
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; BEEP
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;===========================
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beep:
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; BEEP
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; repeat 34 times
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lda #34
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sta COUNTDOWN
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tone1_loop:
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jsr play_304
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jsr play_369
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jsr play_32c
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dec COUNTDOWN
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bne tone1_loop
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rts
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;===========================
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; BOOP
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;===========================
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boop:
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; BOOP
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; repeat 34 times
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lda #34
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sta COUNTDOWN
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tone2_loop:
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jsr play_4be
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jsr play_4e6
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dec COUNTDOWN
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bne tone2_loop
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rts
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play_4be: ; 4be = 1214
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; 1214
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; -6 jsr
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; -6 rts
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;============
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; 1202
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; Try X=239 Y=1 cycles=1202
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ldy #1 ; 2
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loop1: ldx #239 ; 2
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loop2: dex ; 2
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bne loop2 ; 2nt/3
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dey ; 2
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bne loop1 ; 2nt/3
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lda SPEAKER ; click speaker
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rts
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play_4e6: ; 1254
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; 1254
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; -6 jsr
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; -6 rts
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;============
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; 1232
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; Try X=245 Y=1 cycles=1232
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ldy #1 ; 2
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loopA: ldx #245 ; 2
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loopB: dex ; 2
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bne loopB ; 2nt/3
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dey ; 2
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bne loopA ; 2nt/3
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lda SPEAKER ; click speaker
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rts
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play_304: ; 772
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; 772
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; -6 jsr
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; -6 rts
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;============
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; 760
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; Try X=1 Y=69 cycles=760
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ldy #69 ; 2
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loopC: ldx #1 ; 2
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loopD: dex ; 2
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bne loopD ; 2nt/3
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dey ; 2
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bne loopC ; 2nt/3
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lda SPEAKER ; click speaker
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rts
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play_369: ; 873
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; 873
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; -6 jsr
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; -6 rts
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;============
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; 861
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; Try X=16 Y=10 cycles=861
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ldy #10 ; 2
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loopE: ldx #16 ; 2
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loopF: dex ; 2
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bne loopF ; 2nt/3
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dey ; 2
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bne loopE ; 2nt/3
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lda SPEAKER ; click speaker
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rts
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play_32c: ; 812
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; 812
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; -6 jsr
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; -6 rts
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;============
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; 800
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; Try X=158 Y=1 cycles=797 R3
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lda COUNTDOWN ; nop3
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ldy #11 ; 2
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loopG: ldx #158 ; 2
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loopH: dex ; 2
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bne loopH ; 2nt/3
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dey ; 2
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bne loopG ; 2nt/3
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lda SPEAKER ; click speaker
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rts
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; From http://6502org.wikidot.com/software-delay
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; 25+A cycles (including JSR), 19 bytes (excluding JSR)
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;
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; The branches must not cross page boundaries!
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;
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; Cycles Accumulator Carry flag
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; 0 1 2 3 4 5 6 (hex) 0 1 2 3 4 5 6
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; jsr delay_a ; 6 6 6 6 6 6 6 00 01 02 03 04 05 06
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dly0: sbc #7
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delay_a:cmp #7 ; 2 2 2 2 2 2 2 00 01 02 03 04 05 06 0 0 0 0 0 0 0
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bcs dly0 ; 2 2 2 2 2 2 2 00 01 02 03 04 05 06 0 0 0 0 0 0 0
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lsr ; 2 2 2 2 2 2 2 00 00 01 01 02 02 03 0 1 0 1 0 1 0
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bcs dly1 ; 2 3 2 3 2 3 2 00 00 01 01 02 02 03 0 1 0 1 0 1 0
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dly1: beq dly2 ; 3 3 2 2 2 2 2 00 00 01 01 02 02 03 0 1 0 1 0 1 0
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lsr ; 2 2 2 2 2 00 00 01 01 01 1 1 0 0 1
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beq dly3 ; 3 3 2 2 2 00 00 01 01 01 1 1 0 0 1
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bcc dly3 ; 3 3 2 01 01 01 0 0 1
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dly2: bne dly3 ; 2 2 3 00 00 01 0 1 0
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dly3: rts ; 6 6 6 6 6 6 6 00 00 00 00 01 01 01 0 1 1 1 0 0 1
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;
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; Total cycles: 25 26 27 28 29 30 31
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; based on code from here
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; http://eightbitsoundandfury.ld8.org/programming.html
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; A,X,Y trashed
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; duration also trashed
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NOTE_C3 = 255
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NOTE_CSHARP3 = 241
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NOTE_D3 = 227
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NOTE_DSHARP3 = 214
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NOTE_E3 = 202
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NOTE_F3 = 191
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NOTE_FSHARP3 = 180
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NOTE_G3 = 170
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NOTE_GSHARP3 = 161
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NOTE_A3 = 152
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NOTE_ASHARP3 = 143
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NOTE_B3 = 135
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NOTE_C4 = 128
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NOTE_CSHARP4 = 121
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NOTE_D4 = 114
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NOTE_DSHARP4 = 108
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NOTE_E4 = 102
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NOTE_F4 = 96
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NOTE_FSHARP4 = 91
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NOTE_G4 = 85
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NOTE_GSHARP4 = 81
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NOTE_A4 = 76
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NOTE_ASHARP4 = 72
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NOTE_B4 = 68
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NOTE_C5 = 64
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NOTE_CSHARP5 = 60
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NOTE_D5 = 57
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NOTE_DSHARP5 = 54
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NOTE_E5 = 51
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NOTE_F5 = 48
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NOTE_FSHARP5 = 45
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NOTE_G5 = 43
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NOTE_GSHARP5 = 40
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NOTE_A5 = 38
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NOTE_ASHARP5 = 36
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NOTE_B5 = 34
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speaker_tone:
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lda $C030 ; click speaker
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speaker_loop:
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dey ; y never set?
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bne slabel1 ; duration roughly 256*?
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dec speaker_duration ; (Duration)
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beq done_tone
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slabel1:
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dex
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bne speaker_loop
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ldx speaker_frequency ; (Frequency)
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jmp speaker_tone
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done_tone:
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rts
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speaker_duration:
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.byte $00
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speaker_frequency:
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.byte $00
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