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Add a couple new sound effects for the garden and lava bosses
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;;;=========================================================================;;; | ||
;;; Copyright 2022 Matthew D. Steele <[email protected]> ;;; | ||
;;; ;;; | ||
;;; This file is part of Annalog. ;;; | ||
;;; ;;; | ||
;;; Annalog is free software: you can redistribute it and/or modify it ;;; | ||
;;; under the terms of the GNU General Public License as published by the ;;; | ||
;;; Free Software Foundation, either version 3 of the License, or (at your ;;; | ||
;;; option) any later version. ;;; | ||
;;; ;;; | ||
;;; Annalog is distributed in the hope that it will be useful, but WITHOUT ;;; | ||
;;; ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or ;;; | ||
;;; FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License ;;; | ||
;;; for more details. ;;; | ||
;;; ;;; | ||
;;; You should have received a copy of the GNU General Public License along ;;; | ||
;;; with Annalog. If not, see <http://www.gnu.org/licenses/>. ;;; | ||
;;;=========================================================================;;; | ||
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.INCLUDE "../apu.inc" | ||
.INCLUDE "../audio.inc" | ||
.INCLUDE "../macros.inc" | ||
.INCLUDE "../sound.inc" | ||
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.IMPORT Func_PlaySfxSequence | ||
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;;;=========================================================================;;; | ||
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.SEGMENT "PRG8" | ||
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;;; SFX sequence data for the "shoot fireball" sound effect. | ||
.PROC Data_ShootFireball_sSfxSeq_arr | ||
D_STRUCT sSfxSeq | ||
d_byte Duration_u8, 3 | ||
d_byte Env_bEnvelope, bEnvelope::NoLength | bEnvelope::ConstVol | 4 | ||
d_byte Sweep_byte, 0 | ||
d_word Timer_u16, $000a | ||
D_END | ||
D_STRUCT sSfxSeq | ||
d_byte Duration_u8, 3 | ||
d_byte Env_bEnvelope, bEnvelope::NoLength | bEnvelope::ConstVol | 8 | ||
d_byte Sweep_byte, 0 | ||
d_word Timer_u16, $000b | ||
D_END | ||
D_STRUCT sSfxSeq | ||
d_byte Duration_u8, 3 | ||
d_byte Env_bEnvelope, bEnvelope::NoLength | bEnvelope::ConstVol | 12 | ||
d_byte Sweep_byte, 0 | ||
d_word Timer_u16, $000c | ||
D_END | ||
D_STRUCT sSfxSeq | ||
d_byte Duration_u8, 3 | ||
d_byte Env_bEnvelope, bEnvelope::NoLength | bEnvelope::ConstVol | 8 | ||
d_byte Sweep_byte, 0 | ||
d_word Timer_u16, $000d | ||
D_END | ||
D_STRUCT sSfxSeq | ||
d_byte Duration_u8, 3 | ||
d_byte Env_bEnvelope, bEnvelope::NoLength | bEnvelope::ConstVol | 4 | ||
d_byte Sweep_byte, 0 | ||
d_word Timer_u16, $000e | ||
D_END | ||
.byte 0 | ||
.ENDPROC | ||
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;;;=========================================================================;;; | ||
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.SEGMENT "PRGA_Room" | ||
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;;; Starts playing the sound for when a boss shoots a fireball. | ||
;;; @preserve T0+ | ||
.EXPORT FuncA_Room_PlaySfxShootFireball | ||
.PROC FuncA_Room_PlaySfxShootFireball | ||
ldx #eChan::Noise | ||
ldya #Data_ShootFireball_sSfxSeq_arr | ||
jmp Func_PlaySfxSequence ; preserves T0+ | ||
.ENDPROC | ||
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;;;=========================================================================;;; |
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;;;=========================================================================;;; | ||
;;; Copyright 2022 Matthew D. Steele <[email protected]> ;;; | ||
;;; ;;; | ||
;;; This file is part of Annalog. ;;; | ||
;;; ;;; | ||
;;; Annalog is free software: you can redistribute it and/or modify it ;;; | ||
;;; under the terms of the GNU General Public License as published by the ;;; | ||
;;; Free Software Foundation, either version 3 of the License, or (at your ;;; | ||
;;; option) any later version. ;;; | ||
;;; ;;; | ||
;;; Annalog is distributed in the hope that it will be useful, but WITHOUT ;;; | ||
;;; ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or ;;; | ||
;;; FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License ;;; | ||
;;; for more details. ;;; | ||
;;; ;;; | ||
;;; You should have received a copy of the GNU General Public License along ;;; | ||
;;; with Annalog. If not, see <http://www.gnu.org/licenses/>. ;;; | ||
;;;=========================================================================;;; | ||
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.INCLUDE "../apu.inc" | ||
.INCLUDE "../audio.inc" | ||
.INCLUDE "../macros.inc" | ||
.INCLUDE "../sound.inc" | ||
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.IMPORT Func_PlaySfxSequence | ||
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;;;=========================================================================;;; | ||
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.SEGMENT "PRG8" | ||
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;;; SFX sequence data for the "windup" sound effect. | ||
.PROC Data_Windup_sSfxSeq_arr | ||
.linecont + | ||
D_STRUCT sSfxSeq | ||
d_byte Duration_u8, 85 | ||
d_byte Env_bEnvelope, \ | ||
bEnvelope::Duty18 | bEnvelope::NoLength | bEnvelope::ConstVol | 15 | ||
d_byte Sweep_byte, pulse_sweep -2, 1 | ||
d_word Timer_u16, $0280 | ||
D_END | ||
.byte 0 | ||
.linecont - | ||
.ENDPROC | ||
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;;;=========================================================================;;; | ||
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.SEGMENT "PRGA_Room" | ||
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;;; Starts playing the sound for when a boss winds up a big attack. | ||
;;; @preserve T0+ | ||
.EXPORT FuncA_Room_PlaySfxWindup | ||
.PROC FuncA_Room_PlaySfxWindup | ||
ldx #eChan::Pulse2 | ||
ldya #Data_Windup_sSfxSeq_arr | ||
jmp Func_PlaySfxSequence ; preserves T0+ | ||
.ENDPROC | ||
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;;;=========================================================================;;; |