;====================== ; noise when move menu menu_move_noise: lda SOUND_STATUS bmi done_menu_move_noise lda #NOTE_C4 sta speaker_frequency lda #10 sta speaker_duration jsr speaker_tone done_menu_move_noise: rts ;====================== ; noise when hit escape in menu menu_escape_noise: lda SOUND_STATUS bmi done_menu_escape_noise lda #NOTE_C5 sta speaker_frequency lda #10 sta speaker_duration jsr speaker_tone done_menu_escape_noise: rts ;====================== ; noise when error in menu menu_error_noise: lda SOUND_STATUS bmi done_menu_error_noise lda #NOTE_D3 sta speaker_frequency lda #10 sta speaker_duration jsr speaker_tone done_menu_error_noise: rts ;====================== ; noise when battle counter ready menu_ready_noise: lda SOUND_STATUS bmi done_menu_ready_noise lda #NOTE_A4 sta speaker_frequency lda #5 sta speaker_duration jsr speaker_tone lda #NOTE_A5 sta speaker_frequency lda #5 sta speaker_duration jsr speaker_tone done_menu_ready_noise: rts ;====================== ; noise when cast heal heal_noise: lda SOUND_STATUS bmi done_heal_noise lda #NOTE_D3 sta speaker_frequency lda #5 sta speaker_duration jsr speaker_tone done_heal_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