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added sounds to cx16 tehtriz
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@ -2,9 +2,6 @@
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TODO
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====
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- add sound to the cx16 tehtriz
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- add const arrays and cost strings
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- hoist all variable declarations up to the subroutine scope *before* even the constant folding takes place (to avoid undefined symbol errors when referring to a variable from another nested scope in the subroutine)
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- optimize swap of two memread values with index, using the same pointer expression/variable, like swap(@(ptr+1), @(ptr+2))
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- optimize several inner loops in gfx2 (highres 4 color mode)
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@ -5,8 +5,7 @@
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; wall kick rotations
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; shows next piece
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; staged speed increase
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; TODO: replicate the simple sound effects from the C64 version
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; how to do this on the Vera PSG without a ADSR envelope...?
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; simplistic sound effects (Vera PSG)
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%target cx16
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@ -215,7 +214,7 @@ waitkey:
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sound.lineclear_big()
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else
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sound.lineclear()
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sys.wait(20) ; slight delay to flash the line
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sys.wait(10) ; slight delay to flash the line
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for linepos in complete_lines
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if linepos and blocklogic.isLineFull(linepos)
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blocklogic.collapse(linepos)
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@ -589,68 +588,73 @@ blocklogic {
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sound {
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; TODO stubs for now
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sub init() {
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; c64.MVOL = 15
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cx16.vpoke(1, $f9c2, %00111111) ; volume max, no channels
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}
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sub blockrotate() {
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; soft click
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; c64.MVOL = 5
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; c64.AD1 = %00100010
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; c64.SR1 = %00000000
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; c64.FREQ1 = 15600
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; c64.CR1 = %10000000
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; c64.CR1 = %10000001
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; soft click/"tschk" sound
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uword freq = 15600
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cx16.vpoke(1, $f9c0, lsb(freq))
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cx16.vpoke(1, $f9c1, msb(freq))
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cx16.vpoke(1, $f9c2, %11110000) ; half volume
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cx16.vpoke(1, $f9c3, %11000000) ; noise waveform
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sys.wait(2)
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cx16.vpoke(1, $f9c2, 0) ; shut off
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}
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sub blockdrop() {
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; swish
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; c64.MVOL = 5
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; c64.AD1 = %01010111
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; c64.SR1 = %00000000
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; c64.FREQ1 = 4600
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; c64.CR1 = %10000000
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; c64.CR1 = %10000001
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uword freq = 4600
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cx16.vpoke(1, $f9c0, lsb(freq))
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cx16.vpoke(1, $f9c1, msb(freq))
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cx16.vpoke(1, $f9c2, %11110000) ; half volume
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cx16.vpoke(1, $f9c3, %11000000) ; noise waveform
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sys.wait(6)
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cx16.vpoke(1, $f9c2, 0) ; shut off
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}
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sub swapping() {
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; beep
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; c64.MVOL = 8
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; c64.AD1 = %01010111
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; c64.SR1 = %00000000
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; c64.FREQ1 = 5500
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; c64.CR1 = %00010000
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; c64.CR1 = %00010001
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uword freq = 1500
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cx16.vpoke(1, $f9c0, lsb(freq))
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cx16.vpoke(1, $f9c1, msb(freq))
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cx16.vpoke(1, $f9c2, %11110000) ; half volume
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cx16.vpoke(1, $f9c3, %10000000) ; triangle waveform
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sys.wait(6)
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cx16.vpoke(1, $f9c2, 0) ; shut off
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}
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sub lineclear() {
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; explosion
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; c64.MVOL = 15
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; c64.AD1 = %01100110
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; c64.SR1 = %00000000
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; c64.FREQ1 = 1600
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; c64.CR1 = %10000000
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; c64.CR1 = %10000001
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uword freq = 1400
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cx16.vpoke(1, $f9c0, lsb(freq))
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cx16.vpoke(1, $f9c1, msb(freq))
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cx16.vpoke(1, $f9c2, %11111111) ; max volume
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cx16.vpoke(1, $f9c3, %11000000) ; noise waveform
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sys.wait(8)
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cx16.vpoke(1, $f9c2, 0) ; shut off
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}
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sub lineclear_big() {
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; big explosion
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; c64.MVOL = 15
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; c64.AD1 = %01101010
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; c64.SR1 = %00000000
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; c64.FREQ1 = 2600
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; c64.CR1 = %10000000
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; c64.CR1 = %10000001
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uword freq = 2500
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cx16.vpoke(1, $f9c0, lsb(freq))
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cx16.vpoke(1, $f9c1, msb(freq))
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cx16.vpoke(1, $f9c2, %11111111) ; max volume
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cx16.vpoke(1, $f9c3, %11000000) ; noise waveform
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sys.wait(30)
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cx16.vpoke(1, $f9c2, 0) ; shut off
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}
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sub gameover() {
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; buzz
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; c64.MVOL = 15
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; c64.FREQ2 = 600
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; c64.AD2 = %00111010
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; c64.SR2 = %00000000
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; c64.CR2 = %00110000
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; c64.CR2 = %00110001
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; attempt at buzz/boing (but can't get the sawtooth/triangle combined waveform of the sid)
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uword freq = 200
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cx16.vpoke(1, $f9c0, lsb(freq))
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cx16.vpoke(1, $f9c1, msb(freq))
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cx16.vpoke(1, $f9c2, %11111111) ; max volume
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cx16.vpoke(1, $f9c3, %01000000) ; sawtooth waveform
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sys.wait(30)
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cx16.vpoke(1, $f9c2, 0) ; shut off
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}
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}
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