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author | B. Watson <yalhcru@gmail.com> | 2016-01-07 07:21:35 -0500 |
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committer | B. Watson <yalhcru@gmail.com> | 2016-01-07 07:21:35 -0500 |
commit | ebbc4a225ba2ecf3b7d54510884976c4e7a961cc (patch) | |
tree | 0bf55b2c33a5204f2db5628db472e651799bc4a0 | |
parent | 2ae2b1397ec74e6535f5a5b5b0be8f0d0d4f4965 (diff) | |
download | taipan-ebbc4a225ba2ecf3b7d54510884976c4e7a961cc.tar.gz |
silly explosion noises, enable/disable sound from title screen
-rw-r--r-- | help.txt | 1 | ||||
-rw-r--r-- | newtitle.s | 36 | ||||
-rw-r--r-- | sounds.c | 65 | ||||
-rw-r--r-- | sounds.h | 12 |
4 files changed, 104 insertions, 10 deletions
@@ -1,3 +1,4 @@ \B:Change BG Color \E\s\c:more \T:Change Text Color \E\s\c:more +\S:Sound [now \O\N ] \E\s\c:more \A\n\y other key: Start \E\s\c:more @@ -4,6 +4,11 @@ .include "atari.inc" + ; location sound code will look at to see whether sound + ; is disabled (0 = enabled, !0 = disabled). If you + ; change this here, change it in sounds.h also! +sound_disabled = $06ff + ; where our screen was loaded (see newtitle.pl) screendata = $9000 @@ -27,6 +32,7 @@ helphitbl: .byte >help .byte >(help+32) .byte >(help+64) + .byte >(help+96) .byte 0 helplotbl: @@ -34,10 +40,14 @@ helplotbl: .byte <help .byte <(help+32) .byte <(help+64) + .byte <(help+96) .byte 0 helpshowing = FR1 +; N<space> or FF (inverse) +sounddisp = help + 78 + colorchoices: .byte $c0,$10,$00 @@ -101,6 +111,7 @@ wait4key: bne not_esc ; show next line of help +showhelp: stx FR1+1 ldx helpshowing inx @@ -119,6 +130,13 @@ helpok: bcc x_ok not_esc: + cmp #62 ; S key + bne not_s + jsr enable_disable_sound + clc + bcc showhelp + +not_s: cmp #21 ; B key bne not_b dex @@ -151,6 +169,24 @@ wait: beq wait rts +enable_disable_sound: + lda #2 + sta helpshowing + lda sound_disabled + eor #$01 + sta sound_disabled + beq now_on + lda #166 ; inverse F screen code + sta sounddisp + sta sounddisp+1 + rts +now_on: + lda #174 ; inverse N screen code + sta sounddisp + lda #128 ; inverse space screen code + sta sounddisp+1 + rts + ; display list here dlist: .byte $70 ; 24 scanlines of blanks @@ -11,6 +11,9 @@ #include <atari.h> #include <peekpoke.h> +#include "sounds.h" + +int sound_disabled = 0x06ff; /* to build standalone xex that just plays the 3 sounds: cl65 -DTESTXEX -t atari -o sounds.xex sounds.c @@ -27,21 +30,23 @@ void jsleep(unsigned int j) { extern void __fastcall__ jsleep(unsigned int j); #endif -void init_sound(void) { +void init_sound(unsigned char audc1) { + if(PEEK(sound_disabled)) return; + /* init POKEY audio */ POKEY_WRITE.audctl = 0; POKEY_WRITE.skctl = 3; - POKEY_WRITE.audc1 = 0xaa; /* SOUND 0,x,10,10 */ + POKEY_WRITE.audc1 = audc1; /* SOUND 0,x,audc1>>4,audc1&0x0f */ } void stop_sound(void) { POKEY_WRITE.audc1 = 0x00; /* SOUND 0,x,0,0 */ } -void bad_joss_sound() { +void bad_joss_sound(void) { unsigned char i; - init_sound(); + init_sound(0xaa); for(i=0; i<10; i++) { POKEY_WRITE.audf1 = 80-i*8; jsleep(1); @@ -49,10 +54,10 @@ void bad_joss_sound() { stop_sound(); } -void good_joss_sound() { +void good_joss_sound(void) { unsigned char i, j; - init_sound(); + init_sound(0xaa); for(j=0; j<3; j++) { for(i=0; i<4; i++) { POKEY_WRITE.audf1 = 20-i*5; @@ -62,10 +67,10 @@ void good_joss_sound() { stop_sound(); } -void under_attack_sound() { +void under_attack_sound(void) { unsigned char i, j; - init_sound(); + init_sound(0xaa); for(j=0; j<3; j++) { for(i=0; i<3; i++) { POKEY_WRITE.audf1 = 20-i*3; @@ -75,9 +80,44 @@ void under_attack_sound() { stop_sound(); } +void cannon_sound(void) { + unsigned char i; + + init_sound(0xaa); + for(i = 20; i < 40; i += 1) { + POKEY_WRITE.audf1 = i; + jsleep(1); + } + + init_sound(0x8a); + POKEY_WRITE.audf1 = 120; + for(i = 15; i > 3; i--) { + POKEY_WRITE.audc1 = 0x80 | i; + jsleep(3); + } + + stop_sound(); +} + +/* this isn't a very good explosion yet */ +void weve_been_hit_sound(void) { + unsigned char i; + + init_sound(0x8a); + POKEY_WRITE.audf1 = 200; + for(i = 15; i > 3; i--) { + POKEY_WRITE.audc1 = 0x80 | i; + POKEY_WRITE.audf1 = 200-i*2; + jsleep(4); + } + + stop_sound(); +} + #ifdef TESTXEX int main(void) { for(;;) { + /* puts("Bad joss, Taipan!"); bad_joss_sound(); jsleep(30); @@ -89,6 +129,15 @@ int main(void) { puts("1.0E+97 hostile ships approaching, Taipan!"); under_attack_sound(); jsleep(30); + */ + + puts("We're firing on them!"); + cannon_sound(); + jsleep(30); + + puts("We've been hit!"); + weve_been_hit_sound(); + jsleep(30); } hang: goto hang; @@ -1,5 +1,10 @@ +/* location we will look at, to see if sound is disabled. + 0 = enabled, 1 = disabled. If you change this here, + change it in newtitle.s also! */ +extern int sound_disabled; + /* set volume 10, distortion 10 on audio channel 0 */ -void init_sound(void); +void init_sound(unsigned char audc1); /* silence audio channel 0 */ void stop_sound(void); @@ -10,9 +15,12 @@ void bad_joss_sound(void); /* played when something good happens */ void good_joss_sound(void); -/* played before & during combat */ +/* UNUSED: will be played before & during combat */ void under_attack_sound(void); +/* UNUSED: will be played while screen flashes in combat */ +void weve_been_hit_sound(void); + /* rest of this file is a list of all the instances of each sound, gathered by playing the Apple II version in an emulator, and by reading the Applesoft source (the goggles, they do nothing!). It |