mirror of
https://github.com/irmen/prog8.git
synced 2024-11-18 19:12:44 +00:00
656 lines
20 KiB
Lua
656 lines
20 KiB
Lua
; TehTriz - a Tetris clone. Commander X16 version.
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;
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; features:
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; holding area
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; wall kick rotations
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; shows next piece
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; staged speed increase
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; TODO: replicate the simple sound effects from the C64 version
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%target cx16
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%import syslib
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%import textio
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%import test_stack
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main {
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const ubyte boardOffsetX = 14
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const ubyte boardOffsetY = 3
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const ubyte boardWidth = 10
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const ubyte boardHeight = 20
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const ubyte startXpos = boardOffsetX + 3
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const ubyte startYpos = boardOffsetY - 2
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uword lines
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uword score
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ubyte xpos
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ubyte ypos
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ubyte nextBlock
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ubyte speedlevel
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ubyte holding
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ubyte holdingAllowed
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sub start() {
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cx16.screen_set_mode(0) ; low res
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sound.init()
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newGame()
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drawBoard()
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gameOver()
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newgame:
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newGame()
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drawBoard()
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spawnNextBlock()
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waitkey:
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ubyte time_lo = lsb(c64.RDTIM16())
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if time_lo>=(60-4*speedlevel) {
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c64.SETTIM(0,0,0)
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drawBlock(xpos, ypos, true) ; hide block
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if blocklogic.noCollision(xpos, ypos+1) {
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; slowly move the block down
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ypos++
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drawBlock(xpos, ypos, false) ; show block on new position
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} else {
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; block can't move further down!
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; check if the game area is full, if not, spawn the next block at the top.
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if blocklogic.isGameOver(xpos, ypos) {
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gameOver()
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goto newgame
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} else {
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sound.blockrotate()
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checkForLines()
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spawnNextBlock()
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score++
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}
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}
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drawScore()
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; txt.plot(0,0)
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; test_stack.test()
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}
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ubyte key=c64.GETIN()
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if key==0 goto waitkey
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keypress(key)
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goto waitkey
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}
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sub move_left() {
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drawBlock(xpos, ypos, true)
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if blocklogic.noCollision(xpos-1, ypos) {
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xpos--
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}
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drawBlock(xpos, ypos, false)
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}
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sub move_right() {
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drawBlock(xpos, ypos, true)
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if blocklogic.noCollision(xpos+1, ypos) {
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xpos++
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}
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drawBlock(xpos, ypos, false)
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}
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sub move_down_faster() {
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drawBlock(xpos, ypos, true)
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if blocklogic.noCollision(xpos, ypos+1) {
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ypos++
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}
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drawBlock(xpos, ypos, false)
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}
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sub drop_down_immediately() {
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drawBlock(xpos, ypos, true)
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ubyte dropypos
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for dropypos in ypos+1 to boardOffsetY+boardHeight-1 {
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if not blocklogic.noCollision(xpos, dropypos) {
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dropypos-- ; the furthest down that still fits
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break
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}
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}
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if dropypos>ypos {
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ypos = dropypos
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sound.blockdrop()
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drawBlock(xpos, ypos, false)
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checkForLines()
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spawnNextBlock()
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score++
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drawScore()
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}
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}
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sub keypress(ubyte key) {
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when key {
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157, ',' -> move_left()
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29, '/' -> move_right()
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17, '.' -> move_down_faster()
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145, ' ' -> drop_down_immediately()
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'z' -> {
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; no joystick equivalent (there is only 1 fire button)
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; rotate counter clockwise
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drawBlock(xpos, ypos, true)
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if blocklogic.canRotateCCW(xpos, ypos) {
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blocklogic.rotateCCW()
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sound.blockrotate()
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}
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else if blocklogic.canRotateCCW(xpos-1, ypos) {
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xpos--
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blocklogic.rotateCCW()
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sound.blockrotate()
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}
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else if blocklogic.canRotateCCW(xpos+1, ypos) {
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xpos++
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blocklogic.rotateCCW()
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sound.blockrotate()
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}
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drawBlock(xpos, ypos, false)
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}
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'x' -> {
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; rotate clockwise
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drawBlock(xpos, ypos, true)
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if blocklogic.canRotateCW(xpos, ypos) {
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blocklogic.rotateCW()
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sound.blockrotate()
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}
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else if blocklogic.canRotateCW(xpos-1, ypos) {
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xpos--
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blocklogic.rotateCW()
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sound.blockrotate()
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}
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else if blocklogic.canRotateCW(xpos+1, ypos) {
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xpos++
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blocklogic.rotateCW()
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sound.blockrotate()
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}
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drawBlock(xpos, ypos, false)
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}
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'c' -> {
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; hold
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if holdingAllowed {
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sound.swapping()
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if holding<7 {
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drawBlock(xpos, ypos, true)
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ubyte newholding = blocklogic.currentBlockNum
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swapBlock(holding)
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holding = newholding
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holdingAllowed = false
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} else {
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holding = blocklogic.currentBlockNum
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drawBlock(xpos, ypos, true)
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spawnNextBlock()
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}
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drawHoldBlock()
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}
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}
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}
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}
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sub checkForLines() {
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; check if line(s) are full -> flash/clear line(s) + add score + move rest down
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ubyte[boardHeight] complete_lines
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ubyte num_lines=0
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ubyte linepos
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sys.memset(complete_lines, len(complete_lines), 0)
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for linepos in boardOffsetY to boardOffsetY+boardHeight-1 {
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if blocklogic.isLineFull(linepos) {
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complete_lines[num_lines]=linepos
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num_lines++
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ubyte x
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for x in boardOffsetX to boardOffsetX+boardWidth-1
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txt.setcc2(x, linepos, 160, 1)
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}
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}
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if num_lines {
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if num_lines>3
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sound.lineclear_big()
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else
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sound.lineclear()
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sys.wait(20) ; slight delay to flash the line
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for linepos in complete_lines
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if linepos and blocklogic.isLineFull(linepos)
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blocklogic.collapse(linepos)
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lines += num_lines
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uword[] scores = [10, 25, 50, 100] ; can never clear more than 4 lines at once
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score += scores[num_lines-1]
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speedlevel = 1+lsb(lines/10)
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drawScore()
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}
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}
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sub gameOver() {
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sound.gameover()
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txt.plot(7, 7)
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c64.CHROUT('U')
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txt.print("────────────────────────")
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c64.CHROUT('I')
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txt.plot(7, 8)
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txt.print("│*** g a m e o v e r ***│")
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txt.plot(7, 9)
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c64.CHROUT('J')
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txt.print("────────────────────────")
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c64.CHROUT('K')
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txt.plot(7, 18)
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c64.CHROUT('U')
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txt.print("────────────────────────")
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c64.CHROUT('I')
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txt.plot(7, 19)
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txt.print("│ f1 for new game │")
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txt.plot(7, 20)
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c64.CHROUT('J')
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txt.print("────────────────────────")
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c64.CHROUT('K')
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ubyte key = 0
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while key!=133 {
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; endless loop until user presses F1 to restart the game
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key = c64.GETIN()
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}
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}
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sub newGame() {
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lines = 0
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score = 0
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xpos = startXpos
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ypos = startYpos
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speedlevel = 1
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nextBlock = rnd() % 7
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holding = 255
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holdingAllowed = true
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}
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sub swapBlock(ubyte newblock) {
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blocklogic.newCurrentBlock(newblock)
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xpos = startXpos
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ypos = startYpos
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drawBlock(xpos, ypos, false)
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}
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sub spawnNextBlock() {
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swapBlock(nextBlock)
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nextBlock = (rnd() + lsb(c64.RDTIM16())) % 7
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drawNextBlock()
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holdingAllowed = true
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}
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sub drawBoard() {
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txt.clear_screen()
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txt.color(7)
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txt.plot(1,1)
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txt.print("* tehtriz *")
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txt.color(5)
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txt.plot(6,4)
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txt.print("hold:")
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txt.plot(2,22)
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txt.print("speed: ")
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txt.plot(28,3)
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txt.print("next:")
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txt.plot(28,10)
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txt.print("lines:")
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txt.plot(28,14)
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txt.print("score:")
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txt.color(12)
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txt.plot(27,18)
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txt.print("controls:")
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txt.color(11)
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txt.plot(28,19)
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txt.print(",/ move")
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txt.plot(28,20)
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txt.print("zx rotate")
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txt.plot(29,21)
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txt.print(". descend")
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txt.plot(27,22)
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txt.print("spc drop")
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txt.plot(29,23)
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txt.print("c hold")
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txt.setcc(boardOffsetX-1, boardOffsetY-2, 255, 0) ; invisible barrier
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txt.setcc(boardOffsetX-1, boardOffsetY-3, 255, 0) ; invisible barrier
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txt.setcc(boardOffsetX+boardWidth, boardOffsetY-2, 255, 0) ; invisible barrier
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txt.setcc(boardOffsetX+boardWidth, boardOffsetY-3, 255, 0) ; invisible barrier
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txt.setcc(boardOffsetX-1, boardOffsetY-1, 108, 12)
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txt.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
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txt.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
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txt.setcc(boardOffsetX-1, boardOffsetY+boardHeight, 124, 12)
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txt.setcc(boardOffsetX+boardWidth, boardOffsetY+boardHeight, 126, 12)
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ubyte i
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for i in boardOffsetX+boardWidth-1 downto boardOffsetX {
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txt.setcc(i, boardOffsetY-3, 255, 0) ; invisible barrier
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txt.setcc(i, boardOffsetY+boardHeight, 69, 11)
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}
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for i in boardOffsetY+boardHeight-1 downto boardOffsetY {
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txt.setcc(boardOffsetX-1, i, 89, 11)
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txt.setcc(boardOffsetX+boardWidth, i, 84, 11)
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}
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ubyte[] colors = [6,8,7,5,4]
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for i in len(colors)-1 downto 0 {
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ubyte x
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for x in 5 downto 0 {
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txt.setcc(6+x-i, 11+2*i, 102, colors[i])
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}
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}
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drawScore()
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}
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sub drawScore() {
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txt.color(1)
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txt.plot(30,11)
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txt.print_uw(lines)
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txt.plot(30,15)
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txt.print_uw(score)
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txt.plot(9,22)
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txt.print_ub(speedlevel)
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}
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sub drawNextBlock() {
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const ubyte nextBlockXpos = 29
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const ubyte nextBlockYpos = 5
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ubyte x
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for x in nextBlockXpos+3 downto nextBlockXpos {
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txt.setcc2(x, nextBlockYpos, ' ', 0)
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txt.setcc2(x, nextBlockYpos+1, ' ', 0)
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}
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; reuse the normal block draw routine (because we can't manipulate array pointers yet)
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ubyte prev = blocklogic.currentBlockNum
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blocklogic.newCurrentBlock(nextBlock)
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drawBlock(nextBlockXpos, nextBlockYpos, false)
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blocklogic.newCurrentBlock(prev)
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}
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sub drawHoldBlock() {
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const ubyte holdBlockXpos = 7
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const ubyte holdBlockYpos = 6
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ubyte x
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for x in holdBlockXpos+3 downto holdBlockXpos {
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txt.setcc2(x, holdBlockYpos, '@', 0)
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txt.setcc2(x, holdBlockYpos+1, '@', 0)
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}
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if holding < 7 {
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; reuse the normal block draw routine (because we can't manipulate array pointers yet)
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ubyte prev = blocklogic.currentBlockNum
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blocklogic.newCurrentBlock(holding)
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drawBlock(holdBlockXpos, holdBlockYpos, false)
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blocklogic.newCurrentBlock(prev)
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}
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}
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sub drawBlock(ubyte x, ubyte y, ubyte erase) {
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ubyte char = 79 ; top left edge
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if erase
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char = 32 ; space
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ubyte @zp i
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for i in 15 downto 0 {
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ubyte @zp c=blocklogic.currentBlock[i]
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if c {
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if erase
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c=0
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else {
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ubyte edge = blocklogic.edgecolors[c]
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c <<= 4
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c |= edge
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}
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txt.setcc2((i&3)+x, (i/4)+y, char, c)
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}
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}
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}
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}
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blocklogic {
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ubyte currentBlockNum
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ubyte[16] currentBlock
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ubyte[16] rotated
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; the 7 tetrominos
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ubyte[] blockI = [0,0,0,0, ; blue note: special rotation (around matrix center)
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6,6,6,6,
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0,0,0,0,
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0,0,0,0]
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ubyte[] blockJ = [5,0,0,0, ; green
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5,5,5,0,
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0,0,0,0,
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0,0,0,0]
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ubyte[] blockL = [0,0,2,0, ; red
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2,2,2,0,
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0,0,0,0,
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0,0,0,0]
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ubyte[] blockO = [0,12,12,0, ; grey ; note: no rotation (square)
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0,12,12,0,
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0,0,0,0,
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0,0,0,0]
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ubyte[] blockS = [0,11,11,0, ; dark grey
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11,11,0,0,
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0,0,0,0,
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0,0,0,0]
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ubyte[] blockT = [0,9,0,0, ; brown
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9,9,9,0,
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0,0,0,0,
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0,0,0,0]
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ubyte[] blockZ = [4,4,0,0, ; purple
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0,4,4,0,
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0,0,0,0,
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0,0,0,0]
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ubyte[16] edgecolors = [11, 1, 10, 0, 10, 13, 14, 1, 7, 7, 11, 12, 15, 1, 1, 1] ; highlighed colors for the edges
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uword[] blocks = [&blockI, &blockJ, &blockL, &blockO, &blockS, &blockT, &blockZ]
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sub newCurrentBlock(ubyte block) {
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currentBlockNum = block
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sys.memcopy(blocks[block], currentBlock, len(currentBlock))
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}
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sub rotateCW() {
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; rotates the current block clockwise.
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if currentBlockNum==0 {
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; the 'I' block rotates a 4x4 matrix around the center
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rotated[0] = currentBlock[12]
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rotated[1] = currentBlock[8]
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rotated[2] = currentBlock[4]
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rotated[3] = currentBlock[0]
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rotated[4] = currentBlock[13]
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rotated[5] = currentBlock[9]
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rotated[6] = currentBlock[5]
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rotated[7] = currentBlock[1]
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rotated[8] = currentBlock[14]
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rotated[9] = currentBlock[10]
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rotated[10] = currentBlock[6]
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rotated[11] = currentBlock[2]
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rotated[12] = currentBlock[15]
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rotated[13] = currentBlock[11]
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rotated[14] = currentBlock[7]
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rotated[15] = currentBlock[3]
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sys.memcopy(rotated, currentBlock, len(currentBlock))
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}
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else if currentBlockNum!=3 {
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; rotate all blocks (except 3, the square) around their center square in a 3x3 matrix
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sys.memset(rotated, len(rotated), 0)
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rotated[0] = currentBlock[8]
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rotated[1] = currentBlock[4]
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rotated[2] = currentBlock[0]
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rotated[4] = currentBlock[9]
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rotated[5] = currentBlock[5]
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rotated[6] = currentBlock[1]
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rotated[8] = currentBlock[10]
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rotated[9] = currentBlock[6]
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rotated[10] = currentBlock[2]
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sys.memcopy(rotated, currentBlock, len(currentBlock))
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}
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}
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sub rotateCCW() {
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; rotates the current block counterclockwise.
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if currentBlockNum==0 {
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; the 'I' block rotates a 4x4 matrix around the center
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rotated[0] = currentBlock[3]
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rotated[1] = currentBlock[7]
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rotated[2] = currentBlock[11]
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rotated[3] = currentBlock[15]
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rotated[4] = currentBlock[2]
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rotated[5] = currentBlock[6]
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rotated[6] = currentBlock[10]
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rotated[7] = currentBlock[14]
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rotated[8] = currentBlock[1]
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rotated[9] = currentBlock[5]
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rotated[10] = currentBlock[9]
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rotated[11] = currentBlock[13]
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rotated[12] = currentBlock[0]
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rotated[13] = currentBlock[4]
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rotated[14] = currentBlock[8]
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rotated[15] = currentBlock[12]
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sys.memcopy(rotated, currentBlock, len(currentBlock))
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}
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else if currentBlockNum!=3 {
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; rotate all blocks (except 3, the square) around their center square in a 3x3 matrix
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sys.memset(rotated, len(rotated), 0)
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rotated[0] = currentBlock[2]
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rotated[1] = currentBlock[6]
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rotated[2] = currentBlock[10]
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rotated[4] = currentBlock[1]
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rotated[5] = currentBlock[5]
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rotated[6] = currentBlock[9]
|
|
rotated[8] = currentBlock[0]
|
|
rotated[9] = currentBlock[4]
|
|
rotated[10] = currentBlock[8]
|
|
sys.memcopy(rotated, currentBlock, len(currentBlock))
|
|
}
|
|
}
|
|
|
|
; For movement checking it is not needed to clamp the x/y coordinates,
|
|
; because we have to check for brick collisions anyway.
|
|
; The full play area is bordered by (in)visible characters that will collide.
|
|
; Collision is determined by reading the screen data directly.
|
|
|
|
sub canRotateCW(ubyte xpos, ubyte ypos) -> ubyte {
|
|
rotateCW()
|
|
ubyte nocollision = noCollision(xpos, ypos)
|
|
rotateCCW()
|
|
return nocollision
|
|
}
|
|
|
|
sub canRotateCCW(ubyte xpos, ubyte ypos) -> ubyte {
|
|
rotateCCW()
|
|
ubyte nocollision = noCollision(xpos, ypos)
|
|
rotateCW()
|
|
return nocollision
|
|
}
|
|
|
|
sub noCollision(ubyte xpos, ubyte ypos) -> ubyte {
|
|
ubyte @zp i
|
|
for i in 15 downto 0 {
|
|
if currentBlock[i] and txt.getchr(xpos + (i&3), ypos+i/4)!=32
|
|
return false
|
|
}
|
|
return true
|
|
}
|
|
|
|
sub isGameOver(ubyte xpos, ubyte ypos) -> ubyte {
|
|
main.drawBlock(xpos, ypos, true)
|
|
ubyte result = ypos==main.startYpos and not noCollision(xpos, ypos+1)
|
|
main.drawBlock(xpos, ypos, false)
|
|
return result
|
|
}
|
|
|
|
sub isLineFull(ubyte ypos) -> ubyte {
|
|
ubyte x
|
|
for x in main.boardOffsetX to main.boardOffsetX+main.boardWidth-1 {
|
|
if txt.getchr(x, ypos)==32
|
|
return false
|
|
}
|
|
return true
|
|
}
|
|
|
|
sub collapse(ubyte ypos) {
|
|
while ypos>main.startYpos+1 {
|
|
ubyte x
|
|
for x in main.boardOffsetX+main.boardWidth-1 downto main.boardOffsetX {
|
|
ubyte char = txt.getchr(x, ypos-1)
|
|
ubyte color = txt.getclr(x, ypos-1)
|
|
txt.setcc2(x, ypos, char, color)
|
|
}
|
|
ypos--
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
sound {
|
|
; TODO stubs for now
|
|
sub init() {
|
|
; c64.MVOL = 15
|
|
}
|
|
|
|
sub blockrotate() {
|
|
; soft click
|
|
; c64.MVOL = 5
|
|
; c64.AD1 = %00100010
|
|
; c64.SR1 = %00000000
|
|
; c64.FREQ1 = 15600
|
|
; c64.CR1 = %10000000
|
|
; c64.CR1 = %10000001
|
|
}
|
|
|
|
sub blockdrop() {
|
|
; swish
|
|
; c64.MVOL = 5
|
|
; c64.AD1 = %01010111
|
|
; c64.SR1 = %00000000
|
|
; c64.FREQ1 = 4600
|
|
; c64.CR1 = %10000000
|
|
; c64.CR1 = %10000001
|
|
}
|
|
|
|
sub swapping() {
|
|
; beep
|
|
; c64.MVOL = 8
|
|
; c64.AD1 = %01010111
|
|
; c64.SR1 = %00000000
|
|
; c64.FREQ1 = 5500
|
|
; c64.CR1 = %00010000
|
|
; c64.CR1 = %00010001
|
|
}
|
|
|
|
sub lineclear() {
|
|
; explosion
|
|
; c64.MVOL = 15
|
|
; c64.AD1 = %01100110
|
|
; c64.SR1 = %00000000
|
|
; c64.FREQ1 = 1600
|
|
; c64.CR1 = %10000000
|
|
; c64.CR1 = %10000001
|
|
}
|
|
|
|
sub lineclear_big() {
|
|
; big explosion
|
|
; c64.MVOL = 15
|
|
; c64.AD1 = %01101010
|
|
; c64.SR1 = %00000000
|
|
; c64.FREQ1 = 2600
|
|
; c64.CR1 = %10000000
|
|
; c64.CR1 = %10000001
|
|
}
|
|
|
|
sub gameover() {
|
|
; buzz
|
|
; c64.MVOL = 15
|
|
; c64.FREQ2 = 600
|
|
; c64.AD2 = %00111010
|
|
; c64.SR2 = %00000000
|
|
; c64.CR2 = %00110000
|
|
; c64.CR2 = %00110001
|
|
}
|
|
}
|