integrate sound effects
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@ -27,21 +27,27 @@ kProgressionsByWorld ; chord progression to use on each world (i
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!word k6251Progression
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!word k6251Progression
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!word k6251Progression
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!word 0
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!word 0
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!word 0
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!word 0
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!word k16251Progression
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!word k16251Progression
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!word k16251Progression
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!word k16251Progression
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k251Progression
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!byte 3
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!word M2
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!word M5
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!word M1
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!byte 2
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!word M_ii
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!word M_V
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k6251Progression
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!byte 3
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!word M_vi6
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!word M_ii
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!word M_V
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k16251Progression
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!byte 4
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!word M6
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!word M2
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!word M5
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!word M1
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!word M_I
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!word M_vi6
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!word M_ii
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!word M_V
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kFinalChord
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!word M_I_LONG
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ReinitSoundAfterPrefChange
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ldx gMockingboardSlot
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@ -87,9 +93,6 @@ InitPuzzleSound
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rts
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PlayNextChord
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; TODO
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rts
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inc progressionIndex
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lda gWorldID
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asl
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tax
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@ -98,7 +101,13 @@ PlayNextChord
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inx
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lda kProgressionsByWorld, x
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sta $FF
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lda progressionIndex
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inc progressionIndex
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ldy #0
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lda ($FE), y
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cmp progressionIndex
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bne +
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dec progressionIndex
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+ lda progressionIndex
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asl
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tay
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iny
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@ -110,6 +119,14 @@ PlayNextChord
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pla
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jmp PlaySound
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PlayFinalChord
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; out: preserves A
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pha
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+LD16 kFinalChord
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jsr PlaySound
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pla
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rts
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;------------------------------------------------------------------------------
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; SoftBell
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;
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@ -87,14 +87,10 @@ Start
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!source "src/mockingduet.a"
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MainMenuMusic
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!bin "res/M.SICILIENNE"
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; !bin "res/M.CEMBALO"
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M2
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!bin "res/M.2"
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M5
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!bin "res/M.5"
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M1
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!bin "res/M.1"
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M6
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!bin "res/M.6"
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M_ii !bin "res/M.II"
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M_V !bin "res/M.V"
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M_I !bin "res/M.I"
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M_I_LONG !bin "res/M.I.LONG"
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M_vi6 !bin "res/M.VI6"
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}
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LastMover
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@ -176,6 +176,7 @@ MoveToFirstColumn
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lda #kKeepPlaying
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rts
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- jsr PlayNextChord
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PlayEventLetter
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lda gLastKeyPressed
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ldy gSelectedLogicalColumn
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@ -195,8 +196,8 @@ PlayEventLetter
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bcs PlayEventLetter ; no word, check if more scrolling is required
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jsr MarkTargetWord ; show that we've finished a word
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jsr CheckForPuzzleComplete
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beq PlayEventLetter ; if puzzle isn't complete, check if more scrolling is required
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rts ; puzzle is complete, return to caller with A = kCompletedPuzzle
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beq - ; if puzzle isn't complete, check if more scrolling is required
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jmp PlayFinalChord ; puzzle is complete, play final sound and return to caller with A = kCompletedPuzzle
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MarkTargetWord
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; in: none
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@ -220,7 +221,7 @@ MarkTargetWord
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iny
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cpy puzzle_logical_width
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bne -
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jmp PlayNextChord
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rts
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CheckForPuzzleComplete
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; in: none
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