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keen: more work on sound
This commit is contained in:
parent
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commit
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@ -51,7 +51,7 @@ KEEN_MARS: keen_mars.o
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ld65 -o KEEN_MARS keen_mars.o -C ../../linker_scripts/apple2_2000.inc
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keen_mars.o: keen_mars.s zp.inc hardware.inc game_over.s \
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sound_effects.s speaker_tone.s print_help.s \
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sound_effects.s longer_sound.s print_help.s \
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maps/mars_map.gr.zx02 graphics/parts.gr.zx02
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ca65 -o keen_mars.o keen_mars.s -l keen_mars.lst
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@ -67,7 +67,7 @@ keen_level1.o: keen_level1.s zp.inc hardware.inc \
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maps/level1_map.lzsa \
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status_bar.s draw_keen.s move_keen.s gr_putsprite_crop.s \
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draw_tilemap.s \
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sound_effects.s speaker_tone.s \
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sound_effects.s longer_sound.s \
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keyboard.s handle_laser.s
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ca65 -o keen_level1.o keen_level1.s -l keen_level1.lst
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@ -83,7 +83,7 @@ keen_level2.o: keen_level2.s zp.inc hardware.inc \
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maps/level2_map.lzsa \
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status_bar.s draw_keen.s move_keen.s gr_putsprite_crop.s \
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draw_tilemap.s \
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sound_effects.s speaker_tone.s \
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sound_effects.s longer_sound.s \
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keyboard.s handle_laser.s
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ca65 -o keen_level2.o keen_level2.s -l keen_level2.lst
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186
games/keen/SFX
186
games/keen/SFX
@ -1,176 +1,20 @@
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Working on better music effects
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Start at mars (and after die and return to map):
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Keensleft
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Based on dumped code by the "KeenFX" tool
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Start level
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WLDENTRSND
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Die
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KEENDIESND
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Note: 65535-value = note freq
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Level Done
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LVLDONESND
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3) WLDENTERSND
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64155, 10 ; 1380Hz F6?
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63495, 5 ;
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0,16
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62355,2
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62175,16
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60855,2
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0,14
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60255,5
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69595,13
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0,13
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58455,1
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Game over
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GAMEOVERSND
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58275,1
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58215,1
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57975,1
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58275,1
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57915
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57600
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57735,2
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57915
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57675
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57795
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57615
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57675
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56555
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15) LVLDONESND (door)
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63735,4 E5
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0,9
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65735,6 E5
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0,8
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63735,6 E5
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0,15
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60975,2 C4
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60915,5
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0,11
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61515,12 D4 (roughly)
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61455,1
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0,7
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58275,1 E3
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58755,10 F3
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58695,1 F3
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58755,1 F3
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0,6
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58655, F3
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56715, C#3
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0,4
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56595,6 C3
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0,7
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57255, D3
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57315, D3
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0,2
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57195,3 D3
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57255,3 D3
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57315,1 D3
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0,9
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57915, D#3
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57600, D#3
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0,3
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57795,3 D#3
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57600,4 D#3
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0,11
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58935, F3
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58875
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0,3
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58995,29 F#3
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0,12
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55515,4 B2
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55575,5
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55515,1
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55575,4
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0,11
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64935,5 C6
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8) KEENDIESND
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64515,4
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0,14
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62655,4
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0,14
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64515,5
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0,15
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62655,5
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0,12
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64575,4
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0,12
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62655,4
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0,12
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63795,3
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0,20
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61155,
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61035
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60855
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60675
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60555
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60375
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60195
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60075
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59895
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59775
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59655
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59535
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59475
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59415
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59295,2
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59235
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59175
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59115
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59065
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58995,2
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58935
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58875,9
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58935,2
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58995
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59065
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59115
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59175,2
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59295
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59415
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59535
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59775
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60135
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60555
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60855
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61095
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61155
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61215,2
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61155,2
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61095,3
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61035
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60915
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60795
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60735
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60615
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60555
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60495
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60255
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60135
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60015
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59895
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59895
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59835
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59775
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59715,3
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59835
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59895,2
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60075
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60135
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60255
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60075
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60615
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60855
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61515
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61875
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62295
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63315
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63435
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63615
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63675
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63915
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63975
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64095
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64215
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64575
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64875
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TODO: 16) GAMEOVERSND
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Get item
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GOTITEMSND
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Shoot laser
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GUNCLICK
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@ -209,7 +209,7 @@ level1_bg_zx02:
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.include "item_level1.s"
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.include "sound_effects.s"
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.include "speaker_tone.s"
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.include "longer_sound.s"
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level1_data_zx02:
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.incbin "maps/level1_map.zx02"
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@ -188,7 +188,7 @@ parts_zx02:
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.include "sound_effects.s"
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.include "speaker_tone.s"
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.include "longer_sound.s"
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48
games/keen/longer_sound.s
Normal file
48
games/keen/longer_sound.s
Normal file
@ -0,0 +1,48 @@
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; Based on redbook_sound.s
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; it's originally by Paul Lutus, from the Apple II Red Book p45
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; which can only do roughly 194Hz to 2000Hz+
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; this makes things twice as long, which allows lower notes, but
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; loses some precision on high notes
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; also modified so "0" means no sound
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;=====================================================
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; speaker tone
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;=====================================================
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; A,X,Y trashed
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; duration also trashed
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; more exactly, it is (4+10F)+(13+10F) = 20F+17
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speaker_tone:
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ldy #0 ; 3
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speaker_tone_loop:
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lda $C030 ; click speaker ; 4
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speaker_loop:
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nop
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nop
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nop
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nop
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nop
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dey ; ; 2
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bne freq_loop ; ; 2/3
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dec speaker_duration ; (Duration) ; 6
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beq done_tone ; 2/3
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freq_loop:
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dex ; 2
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bne speaker_loop ; 2/3
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ldx speaker_frequency ; (Frequency) ; 4
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beq speaker_loop ; play nothing if 0 ; 2/3
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jmp speaker_tone_loop ; 3
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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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@ -1,127 +1,22 @@
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;=====================
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; entry music
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entry_music:
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lda SOUND_STATUS
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bmi done_entry_music
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; music from _mr_m_ on Commander Keen Forum, Jun 5 2009
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; 4* D5 32
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; 4* A4 32
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; D5 A4 D5 G5 (all 8th)
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lda #0
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sta MUSIC_PTR
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entry_music_loop:
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ldx MUSIC_PTR
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lda entry_music_freq,X
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beq done_entry_music
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sta speaker_frequency
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lda entry_music_len,X
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sta speaker_duration
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jsr speaker_tone
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lda #100
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jsr WAIT ; FIXME: won't work if language card active
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inc MUSIC_PTR
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jmp entry_music_loop
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done_entry_music:
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rts
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entry_music_freq:
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.byte NOTE_D5,NOTE_D5,NOTE_D5,NOTE_D5
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.byte NOTE_A4,NOTE_A4,NOTE_A4,NOTE_A4
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.byte NOTE_D5,NOTE_A4,NOTE_D5,NOTE_G5
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.byte 0
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entry_music_len:
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.byte 16,16,16,16
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.byte 16,16,16,16
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.byte 64,64,64,64
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;=====================
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; exit music
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exit_music:
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lda SOUND_STATUS
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bmi done_exit_music
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; all 16 notes
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; F#4 A#4 C5 D5 D#5 F5
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; G4 G4 G4
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lda #0
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sta MUSIC_PTR
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exit_music_loop:
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ldx MUSIC_PTR
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lda exit_music_freq,X
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beq done_exit_music
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sta speaker_frequency
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lda exit_music_len,X
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sta speaker_duration
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jsr speaker_tone
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lda #100
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jsr WAIT ; FIXME: won't work if language card active
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inc MUSIC_PTR
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jmp exit_music_loop
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done_exit_music:
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rts
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; all 16 notes
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; F#4 A#4 C5 D5 D#5 F5
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; G4 G4 G4
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exit_music_freq:
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.byte NOTE_FSHARP4,NOTE_ASHARP4,NOTE_C5,NOTE_D5
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.byte NOTE_DSHARP5,NOTE_F5,NOTE_G4,NOTE_G4
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.byte NOTE_G4
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.byte 0
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exit_music_len:
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.byte 48,48,48,48
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.byte 48,48,48,48
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.byte 48
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;======================
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; noise when jump
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jump_noise:
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lda SOUND_STATUS
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bmi done_jump_noise
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; bit $C030
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done_jump_noise:
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rts
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;======================
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; noise when bump head
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head_noise:
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lda SOUND_STATUS
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bmi done_head_noise
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lda #NOTE_D3
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sta speaker_frequency
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lda #5
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sta speaker_duration
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jsr speaker_tone
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; bit $C030
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; bit $C030
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done_head_noise:
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rts
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@ -132,51 +27,17 @@ land_noise:
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lda SOUND_STATUS
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bmi done_land_noise
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; bit $C030
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done_land_noise:
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rts
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;======================
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; rumble noise
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rumble_noise:
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lda SOUND_STATUS
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bmi done_rumble_noise
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ldx #50
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rumble_red:
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bit $C030
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lda #100
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jsr WAIT
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dex
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bne rumble_red
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done_rumble_noise:
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rts
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;======================
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; pickup noise
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; C, two octaves+C?
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pickup_noise:
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lda SOUND_STATUS
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bmi done_pickup_noise
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lda #NOTE_C3
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sta speaker_frequency
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lda #25
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sta speaker_duration
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jsr speaker_tone
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lda #NOTE_C5
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sta speaker_frequency
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lda #20
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sta speaker_duration
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jsr speaker_tone
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done_pickup_noise:
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rts
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@ -189,11 +50,6 @@ buzzer_noise:
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lda SOUND_STATUS
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bmi done_buzzer_noise
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lda #NOTE_C3
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sta speaker_frequency
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lda #10
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sta speaker_duration
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jsr speaker_tone
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done_buzzer_noise:
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rts
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@ -209,18 +65,6 @@ enemy_noise:
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lda SOUND_STATUS
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bmi done_enemy_noise
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lda #NOTE_A3
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sta speaker_frequency
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lda #20
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sta speaker_duration
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jsr speaker_tone
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lda #NOTE_A4
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sta speaker_frequency
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lda #10
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sta speaker_duration
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jsr speaker_tone
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done_enemy_noise:
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rts
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@ -231,11 +75,6 @@ laser_noise:
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lda SOUND_STATUS
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bmi done_enemy_noise
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lda #NOTE_D4
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sta speaker_frequency
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lda #15
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sta speaker_duration
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jsr speaker_tone
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done_laser_noise:
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rts
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@ -1,105 +0,0 @@
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; this code was widely shared for playing tones on Apple II
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; by POKEing the machine language and CALLing from BASIC
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; it's originally by Paul Lutus, from the Apple II Red Book p45
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; it's hard to find good info on this, but loading from $C030
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; "toggles" the speaker. So toggling twice is esentially a square wave?
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; using regular load/store/bit of $C030 is safe. Some of the more
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; advanced addressing modes can double-toggle due to how some 6502
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; implementations run the address bus
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; these seem to have been calculated assuming a 1MHz clock
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; but the Apple II actually runs at roughly 1.023MHz
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; or a frequency of 1/(speaker_freq*20.46e-6)
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; to go other way, speaker_freq=1/(freq*20.46e-6)
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; this table of notes was from
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; http://eightbitsoundandfury.ld8.org/programming.html
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; but seems off a bit and also assumes 1MHz clock
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; 1MHz 1.023MHz
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NOTE_C3 = 255 ; G3 5217us = 192Hz (G3, 5218us = 196Hz 249)
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NOTE_CSHARP3 = 241 ; G#3 4931us = 203Hz (G#3, 4931us = 207Hz
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NOTE_D3 = 227 ; A3
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NOTE_DSHARP3 = 214 ; A#3
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NOTE_E3 = 202 ; B3
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NOTE_F3 = 191 ; C4
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NOTE_FSHARP3 = 180 ; C#4
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NOTE_G3 = 170 ; D4
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NOTE_GSHARP3 = 161 ; D#4
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NOTE_A3 = 152 ; E3
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NOTE_ASHARP3 = 143 ; F3
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NOTE_B3 = 135 ; F#3
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NOTE_C4 = 128 ; G
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NOTE_CSHARP4 = 121 ; G#
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NOTE_D4 = 114 ; A
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NOTE_DSHARP4 = 108 ; A#
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NOTE_E4 = 102 ; B3
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NOTE_F4 = 96 ; C
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NOTE_FSHARP4 = 91 ; C#
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NOTE_G4 = 85 ; D
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NOTE_GSHARP4 = 81 ; D#
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NOTE_A4 = 76 ; E
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NOTE_ASHARP4 = 72 ; F
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NOTE_B4 = 68 ; F#
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NOTE_C5 = 64 ; G
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NOTE_CSHARP5 = 60 ; G#
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NOTE_D5 = 57 ; A
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NOTE_DSHARP5 = 54 ; A#
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NOTE_E5 = 51 ; B3
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NOTE_F5 = 48 ; C
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NOTE_FSHARP5 = 45 ; C#
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NOTE_G5 = 43 ; D
|
||||
NOTE_GSHARP5 = 40 ; D#
|
||||
NOTE_A5 = 38 ; E
|
||||
NOTE_ASHARP5 = 36 ; F
|
||||
NOTE_B5 = 34 ; F#
|
||||
|
||||
;=====================================================
|
||||
; speaker tone
|
||||
;=====================================================
|
||||
; A,X,Y trashed
|
||||
; duration also trashed
|
||||
|
||||
; this was designed by basic to be poked into 770 ($302)
|
||||
; on an Applesoft CALL, X=$9d, Y=$02 (A,Y = Address to call)
|
||||
|
||||
; it was originally designed for Integer BASIC where Y=0 on call
|
||||
; and it was poked to $00 (zero page)
|
||||
|
||||
; the inner freq loop is roughly FREQ*10cycles
|
||||
; so the square wave generated has a period of
|
||||
; freq*20*1.023us
|
||||
; or a frequency of 1/(freq*20.46e-6)
|
||||
|
||||
; more exactly, it is (4+10F)+(13+10F) = 20F+17
|
||||
|
||||
speaker_tone:
|
||||
ldy #0 ; 3
|
||||
speaker_tone_loop:
|
||||
lda $C030 ; click speaker ; 4
|
||||
speaker_loop:
|
||||
dey ; ; 2
|
||||
bne freq_loop ; ; 2/3
|
||||
dec speaker_duration ; (Duration) ; 6
|
||||
beq done_tone ; 2/3
|
||||
freq_loop:
|
||||
dex ; 2
|
||||
bne speaker_loop ; 2/3
|
||||
ldx speaker_frequency ; (Frequency) ; 4
|
||||
jmp speaker_tone_loop ; 3
|
||||
done_tone:
|
||||
rts
|
||||
|
||||
speaker_duration:
|
||||
.byte $00
|
||||
speaker_frequency:
|
||||
.byte $00
|
||||
|
Loading…
x
Reference in New Issue
Block a user