lemm: add sound effect

This commit is contained in:
Vince Weaver 2022-03-15 16:37:02 -04:00
parent 6a86dfe89c
commit 3be732a51d
8 changed files with 246 additions and 4 deletions

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@ -71,7 +71,7 @@ lemm.o: lemm.s zp.inc hardware.inc \
hgr_hlin.s hgr_vlin.s update_menu.s \
interrupt_handler.s keyboard.s draw_pointer.s \
pointer_sprites.inc \
level1.s level5.s title.s
level1.s level5.s title.s audio.s letsgo.s
ca65 -o lemm.o lemm.s -l lemm.lst

204
games/lemm/audio.s Normal file
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@ -0,0 +1,204 @@
; Based on BTC.SYSTEM by Oliver Schmidt
; How to generate proper audio for this:
; -Open MP3 in Audacity
; -Change Project Rate (Hz) to 33,000 (bottom left box)
; -Tracks --> Mix... --> Mix Stereo Down to Mono
; -File --> Export --> Export as WAV
; - Select "WAV (Microsoft) signed 16-bit PCM"
; - Under "Edit Metadata Tags" hit "Clear", then "Okay"
; -Open saved WAV file in BTc Sound Encoder 3.0
; -Change Algorithm to "1 bit" (leave fineness as BTc16)
; -File --> Export binary file .BTC format
spkr = $C030
;****************************************************************
;* Audio playback *
;****************************************************************
; audio file in BTC_L/BTC_H
; pages to play in X
play_audio:
ldy #0
; loop here as long as BITs are [F]alse (aka 0)
F_NX: NOP ; 2 2
NOP ; 2 2
NOP ; 2 2
BIT $00 ; 3 3
F_RD: LDA (BTC_L),y ; 5 5 5
ASL ; 2 2 2
BCS T_1_SW ; 2/3 2
NOP ; 2 2
NOP ; 2 2
NOP ; 2 2
NOP ; 2 2
F_1: JSR delay ; 6 (+13) 19
ASL ; 2 2 = 31
BCS T_2_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_2: JSR delay ; 6 (+13)
ASL ; 2
BCS T_3_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_3: JSR delay ; 6 (+13)
ASL ; 2
BCS T_4_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_4: JSR delay ; 6 (+13)
ASL ; 2
BCS T_5_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_5: JSR delay ; 6 (+13)
ASL ; 2
BCS T_6_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_6: JSR delay ; 6 (+13)
ASL ; 2
BCS T_7_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
F_7: JSR delay ; 6 (+13)
ASL ; 2
BCS T_8_SW ; 2/3 2 2
NOP ; 2 2 2
NOP ; 2 2 2
NOP ; 2 2 2
NOP ; 2 2 2
F_8: INY ; 2 2 2
BNE F_NX ; 2/3 3 = 31 2
INC BTC_H ; 5 5
DEX ; 2 2
BNE F_RD ; 2/3 3 = 31
RTS
; click speaker on transitions
T_1_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [1]
BCS T_1 ; 3 (always)
T_2_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [2]
BCS T_2 ; 3 (always)
T_3_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [3]
BCS T_3 ; 3 (always)
T_4_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [4]
BCS T_4 ; 3 (always)
T_5_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [5]
BCS T_5 ; 3 (always)
T_6_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [6]
BCS T_6 ; 3 (always)
T_7_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [7]
BCS T_7 ; 3 (always)
T_8_SW: STA spkr ; 4 [SW]itch to [T]rue on BIT [8]
BCS T_8 ; 3 (always)
F_1_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [1]
BCC F_1 ; 3 (always)
F_2_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [2]
BCC F_2 ; 3 (always)
F_3_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [3]
BCC F_3 ; 3 (always)
F_4_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [4]
BCC F_4 ; 3 (always)
F_5_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [5]
BCC F_5 ; 3 (always)
F_6_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [6]
BCC F_6 ; 3 (always)
F_7_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [7]
BCC F_7 ; 3 (always)
F_8_SW: STA spkr ; 4 [SW]itch to [F]alse on BIT [8]
BCC F_8 ; 3 (always)
; loop here as long as BITs are [T]rue (aka 1)
T_NX: NOP ; 2
NOP ; 2
NOP ; 2
BIT $00 ; 3
T_RD: LDA (BTC_L),y ; 5
ASL ; 2
BCC F_1_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_1: JSR delay ; 6 (+13)
ASL ; 2
BCC F_2_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_2: JSR delay ; 6 (+13)
ASL ; 2
BCC F_3_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_3: JSR delay ; 6 (+13)
ASL ; 2
BCC F_4_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_4: JSR delay ; 6 (+13)
ASL ; 2
BCC F_5_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_5: JSR delay ; 6 (+13)
ASL ; 2
BCC F_6_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_6: JSR delay ; 6 (+13)
ASL ; 2
BCC F_7_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_7: JSR delay ; 6 (+13)
ASL ; 2
BCC F_8_SW ; 2/3
NOP ; 2
NOP ; 2
NOP ; 2
NOP ; 2
T_8: INY ; 2
BNE T_NX ; 2/3
INC BTC_H ; 5
DEX ; 2
BNE T_RD ; 2/3
RTS
delay:
nop ; 2
nop ; 2
BIT $00 ; 3
RTS ; 6 = 13

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@ -302,6 +302,8 @@ load_song_chunk_good:
.include "update_menu.s"
.include "wait_a_bit.s"
.include "title.s"
.include "audio.s"
.include "letsgo.s"
; pt3 player
@ -320,9 +322,12 @@ config_string:
.include "graphics/graphics_level1.inc"
.include "graphics/graphics_level5.inc"
;.include "graphics/graphics_level5.inc"
.include "graphics/sprites.inc"
level5_lzsa:
level5_preview_lzsa:
music_parts_h:
.byte >lemm5_part1_lzsa,>lemm5_part2_lzsa,>lemm5_part3_lzsa
.byte >lemm5_part4_lzsa,>lemm5_part5_lzsa,$00
@ -361,4 +366,5 @@ lemm6_part4_lzsa:
lemm6_part5_lzsa:
.incbin "music/lemm6.part5.lzsa"
letsgo:
.incbin "sounds/letsgo.btc"

29
games/lemm/letsgo.s Normal file
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@ -0,0 +1,29 @@
LETSGO_LENGTH = 14
play_letsgo:
; only avail if language card
;and #SOUND_IN_LC
;beq done_link_noise
; switch in language card
; read RAM, no write, $d000 bank 1
; bit $C088
; call the btc player
lda #<letsgo
sta BTC_L
lda #>letsgo
sta BTC_H
ldx #LETSGO_LENGTH ; 14 pages long???
jsr play_audio
; restore rom, no write, $d000 bank 1
; bit $c08A
rts

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@ -108,6 +108,8 @@ do_level1:
; Play "Let's Go"
;=======================
jsr play_letsgo
;=======================
; start music

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@ -106,6 +106,7 @@ do_level5:
; Play "Let's Go"
;=======================
jsr play_letsgo
;=======================
; start music

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@ -217,7 +217,7 @@ sector_array:
.byte 0 ; FIRST_SECTOR
length_array:
.byte 88,159,157,145 ; MIST_TITLE,MIST,MECHE,SELENA
.byte 92,159,157,145 ; MIST_TITLE,MIST,MECHE,SELENA
.byte 128, 20,158,135 ; OCTAGON,VIEWER,STONEY,CHANNEL
.byte 61, 31,159,109 ; CABIN,DENTIST,ARBOR,NIBEL
.byte 20, 33, 27, 78 ; SHIP,GENERATOR,D'NI,SUB

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