;====================== ; noise when jump jump_noise: lda SOUND_STATUS bmi done_jump_noise ; bit $C030 done_jump_noise: rts ;====================== ; noise when bump head head_noise: lda SOUND_STATUS bmi done_head_noise lda #NOTE_D3 sta speaker_frequency lda #5 sta speaker_duration jsr speaker_tone ; bit $C030 ; bit $C030 done_head_noise: rts ;====================== ; noise when land after jump land_noise: lda SOUND_STATUS bmi done_land_noise ; bit $C030 done_land_noise: rts ;====================== ; rumble noise rumble_noise: lda SOUND_STATUS bmi done_rumble_noise ldx #50 rumble_red: bit $C030 lda #100 jsr WAIT dex bne rumble_red done_rumble_noise: rts ;====================== ; pickup noise ; C, two octaves+C? pickup_noise: lda SOUND_STATUS bmi done_pickup_noise lda #NOTE_C3 sta speaker_frequency lda #25 sta speaker_duration jsr speaker_tone lda #NOTE_C5 sta speaker_frequency lda #20 sta speaker_duration jsr speaker_tone done_pickup_noise: rts ;====================== ; buzzer noise ; C, two octaves+C? buzzer_noise: lda SOUND_STATUS bmi done_buzzer_noise lda #NOTE_C3 sta speaker_frequency lda #10 sta speaker_duration jsr speaker_tone done_buzzer_noise: rts ;====================== ; enemy noise enemy_noise: lda SOUND_STATUS bmi done_enemy_noise lda #NOTE_A3 sta speaker_frequency lda #20 sta speaker_duration jsr speaker_tone lda #NOTE_A4 sta speaker_frequency lda #10 sta speaker_duration jsr speaker_tone done_enemy_noise: rts ;====================== ; laser noise laser_noise: lda SOUND_STATUS bmi done_enemy_noise lda #NOTE_D4 sta speaker_frequency lda #15 sta speaker_duration jsr speaker_tone done_laser_noise: rts