mirror of
https://github.com/sehugg/8bitworkshop.git
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333 lines
5.9 KiB
Plaintext
333 lines
5.9 KiB
Plaintext
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; Title: "NewKidOnTheBlock"
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; Chip: 6581 C64 used when composing.
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; Author: Frantic/Hack'n'Trade
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; https://codebase64.org/doku.php?id=base:256_bytes_tune_player
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;---------------------------------
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; CONSTANTS
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;
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DEBUG = 1
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NUMBEROFVOICES = 3 ;Using all three Voices
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S = $10 ;Song "speed"
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;---------------------------------
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; ZERO PAGE ADDRESSES
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;
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TICKCOUNTERS = $02 ;Use zp for tickcounters.. TICKCOUNTERS+0, TICKCOUNTERS+7,
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;TICKCOUNTERS+14 will be used.
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DATAPOS = $03 ;Use zp for SONGPOSITIONS... 0, 7, 14..
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FILTERHI = $23
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;---------------------------------
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; CODE
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;
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include "cartheader.dasm"
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Start: sei
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ldy #$02 ;Set it to $02 so the first incorrectly timed
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;iteration won't affect anything
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sty FILTERHI ;Init filtersweep to make it a bit more deterministic.
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;Init counters and sonpositions
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lda #(NUMBEROFVOICES-1)*7 ;Voice indeX
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_initlp: tax
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sta DATAPOS,x ;Init datapos+0 to 0, datapos+7 to 7 and datapos+14 to 14.
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sty TICKCOUNTERS,x ;y can be anything.. doesn't matter, but now I happen to
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;init the filter so set it to $01 too
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sec
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sbc #7
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bpl _initlp
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;--
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; Main player loop
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_outerloop:
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_wrast: cpx $d012 ;After the loop, x is a negative number, thus well above $3e
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;(or whatever the critical raster value is again..)
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bne _wrast ;First iteration won't be correct though, but since the
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;counters are set to 2 initially it doesn't matter.
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#if DEBUG
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lda #1
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sta $d020
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sta $d021
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#endif
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jsr sweep
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stx $d416 ;filter hi
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ldx #(NUMBEROFVOICES-1)*7 ;Voice indeX
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;Right here is a good place for Voice specific code, if there is any reason for that.
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_innerloop:
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dec TICKCOUNTERS,x
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bne _loopend
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;Time for new sound settings, turn gate and oscillator off..
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lda #8
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sta $d404,x
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;Turn on global volume to make sure we'll hear anything at all.
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;Reason for having this code *inside* the loop:
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; To make sure the player won't run too fast and get executed
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; twice on the same rasterline.
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lda #$5f ;Hi-pass + Lo-pass filter on.
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sta $d418
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lda #$a2 ;Filter used on middle (melody) voice.
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sta $d417
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;Parse data sequence data
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ldy DATAPOS,x
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_newseq:
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iny
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lda _musicdata-1,y ;Get databyte
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bne _nonewseq
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lda _musicdata-0,y ;Get jumpval if it's jumptime
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tay ;..and use new one instead
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bpl _newseq ;This means data may not be larger than $80 bytes
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_nonewseq:
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sty DATAPOS,x
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pha
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and #$0f ;Note value
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tay
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lda _freqhi,y
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sta $d401,x ;Freq hi
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lda _freqlo,y
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sta $d400,x ;Freq lo
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pla
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lsr
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lsr
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lsr
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lsr
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tay
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lda adtab,y
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sta $d405,x
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lda durtab,y
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sta TICKCOUNTERS,x
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lda ctrltab,y
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sta $d404,x
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_loopend:
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txa
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.byte $cb,7 ;axs #7 / sbx #7 / whatever..
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bpl _innerloop
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#if DEBUG
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dec $d020
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dec $d021
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jmp _outerloop
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#endif
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bmi _outerloop
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sweep
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inc $23
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ldx $23
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ldy #$00
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rts
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;---------------------------------
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; "Instruments"
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;
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; Using AD only to save space. (SR is set to 00 as default)
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;
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; A pattern is S*8 ticks long, so using "instrument" 5 we
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; can represent a whole empty pattern by just one byte in
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; the sequence data. At the same time, this format allows
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; for changes to the waveform every tick, which means we
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; can also make drums and such things. But, not in this
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; tune. Perhaps in the next one..
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;
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; 00 01 02 03 04 05 06
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adtab: .byte $1c, $1b, $cd, $2b, $1a, $00, $ad
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ctrltab: .byte $11, $11, $21, $21, $21, $00, $21
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durtab: .byte S*1, S*3, S*6, S*2, S*1, S*8, S*8
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;---------------------------------
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; Sequence data
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;
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; Voc0 starts at 0
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; Voc1 starts at 7
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; Voc2 starts at 14
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;
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; Note and duration stored in one byte and the byte following a $00 (JP)
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; byte is interpreted as the destination of a jump to another place in
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; the data.
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_musicdata:
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_Voc0start:
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.byte $00 | G4
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.byte $00 | Az4
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.byte $00 | C5
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.byte $00 | D5
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.byte $00 | Dz5
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.byte JP
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.byte <(_Voc0komp-_musicdata)
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_Voc1start:
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.byte $20 | D5
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.byte $30 | Dz5
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.byte $20 | D5
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.byte $40 | A4
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.byte $40 | Az4
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.byte JP
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.byte <(_Voc1melody-_musicdata)
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_Voc2start:
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;-
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.byte $50 | 0
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.byte $50 | 0
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.byte $50 | 0
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.byte $50 | 0
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;-
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.byte $50 | 0
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_Voc2loop:
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.byte $50 | 0
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.byte $50 | 0
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.byte $20 | C5
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.byte $40 | Dz4
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.byte $40 | F4
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;-
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.byte $50 | 0
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.byte $60 | D5
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.byte $20 | Dz5
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.byte $30 | Az4
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.byte $20 | A4
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.byte $30 | F4
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;-
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.byte $60 | G4
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.byte $50 | 0
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.byte $50 | 0
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.byte $60 | C5
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;-
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.byte $50 | 0
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.byte $60 | D5
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.byte $60 | Dz5
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.byte $60 | F5
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;-
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.byte $60 | G5
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.byte JP
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.byte <(_Voc2loop-_musicdata)
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_Voc0komp:
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.byte $10 | G5
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.byte $00 | D4
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.byte $00 | Fz4
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.byte $00 | A4
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.byte $00 | Az4
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.byte $00 | C5
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.byte $10 | D5
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.byte $00 | Dz4
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.byte $00 | F4
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.byte $00 | G4
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.byte $00 | Az4
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.byte $00 | C5
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.byte $10 | Dz5
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.byte $00 | F4
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.byte $00 | A4
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.byte $00 | C5
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.byte $00 | D5
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.byte $00 | Dz5
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.byte $10 | F5
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.byte JP
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.byte <(_Voc0start-_musicdata)
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_Voc1melody:
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.byte $20 | C5
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.byte $30 | Az4
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.byte $20 | A4
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.byte $30 | F4
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;-
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.byte $60 | G4
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.byte $50 | 0
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.byte $20 | F4
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.byte $30 | Dz4
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.byte $20 | F4
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.byte $30 | Dz4
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;-
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.byte $20 | D4
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.byte $30 | Dz4
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.byte $20 | D4
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.byte $30 | Fz4
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.byte $20 | G4
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.byte $30 | Dz4
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.byte $00 | C4
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.byte $00 | Dz4
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.byte $00 | F4
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.byte $00 | G4
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.byte $00 | A4
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.byte $00 | C5
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.byte $00 | G5
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.byte $00 | F5
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.byte JP
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.byte <(_Voc1start-_musicdata)
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;---------------------------------
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;Note freq data
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;
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; Only using needed notes.
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JP = 0
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C4 = 1
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D4 = 2
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Dz4 = 3
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;E4 = 2;Not used
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F4 = 4
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Fz4 = 5
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G4 = 6
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;Gz4 = 6;Not used
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A4 = 7
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Az4 = 8
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;B4 = 8;Not used
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C5 = 9
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;Cz5 = 9;Not used
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D5 = 10
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Dz5 = 11
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;E5 = 11;Not used
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F5 = 12
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;Fz5 = 13;Not used
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G5 = 13
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;Gz5 ;Not used
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;A5 ;Not used
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;Az5 = 14;Not used
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_freqlo = *-1 ;-1 to exclude the corresponding first byte (in _freqhi) used as a "wrap flag"
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.byte $77
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.byte $61,$e1
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.byte $f7,$8f,$30
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.byte $8f,$4e
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.byte $ef
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.byte $c3,$c3
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.byte $ef
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.byte $60
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_freqhi:
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.byte $00 ;WRAP
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.byte $07
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.byte $08,$08
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.byte $09,$0a,$0b
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.byte $0c,$0d
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.byte $0e
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.byte $10,$11
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.byte $13
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.byte $16
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