Song Playback
Play the song from data. Progress bar shows how far through. The rhythm feels right.
Players need to know where they are in the song. This unit adds progress tracking.
A progress bar shows how far through the song the player has reached. Each beat advances the bar. Players can see the end approaching. It creates anticipation - “just a bit more” or “almost there.”
Run It
Assemble and run:
acme -f cbm -o symphony.prg symphony.asm

Watch the cyan progress bar at the bottom. It fills as the song plays. The health bar above it shows your performance. Two measures of progress - through the song and through survival.
Tracking Song Position
A new variable tracks the current beat within the song:
; ----------------------------------------------------------------------------
; Song Variables
; ----------------------------------------------------------------------------
SONG_LENGTH = 64 ; Total beats in the song
PROGRESS_WIDTH = 16 ; Width of progress bar in characters
song_beat = $0D ; Current beat in song (0 to SONG_LENGTH-1)
; ----------------------------------------------------------------------------
; Advance Song - Increment beat and update progress
; ----------------------------------------------------------------------------
advance_song:
inc beat_count
inc song_beat
; Check if song has ended
lda song_beat
cmp #SONG_LENGTH
bcc song_continues
; Song loops for now (Unit 11 will add proper end)
lda #0
sta song_beat
sta beat_count
lda #<song_data
sta song_pos
lda #>song_data
sta song_pos_hi
song_continues:
jsr display_progress
rts
The song_beat variable counts from 0 to 63 (SONG_LENGTH minus 1). Each beat increments it. When it reaches SONG_LENGTH, the song loops back to the start.
The Progress Bar
The progress bar converts song position to visual representation:
; ----------------------------------------------------------------------------
; Display Progress - Show song progress bar
; ----------------------------------------------------------------------------
display_progress:
; Calculate progress: (song_beat * PROGRESS_WIDTH) / SONG_LENGTH
; For 64-beat song with 16-char bar: song_beat / 4
lda song_beat
lsr ; Divide by 4
lsr
sta temp_progress
; Draw filled portion
ldx #0
lda temp_progress
beq draw_empty_progress
draw_full_progress:
lda #CHAR_BAR_FULL
sta SCREEN + (PROGRESS_ROW * 40) + 12,x
lda #PROGRESS_COL
sta COLRAM + (PROGRESS_ROW * 40) + 12,x
inx
cpx temp_progress
bne draw_full_progress
draw_empty_progress:
cpx #PROGRESS_WIDTH
beq progress_done
lda #CHAR_BAR_EMPTY
sta SCREEN + (PROGRESS_ROW * 40) + 12,x
lda #11 ; Dark grey
sta COLRAM + (PROGRESS_ROW * 40) + 12,x
inx
jmp draw_empty_progress
progress_done:
rts
temp_progress: !byte 0
The calculation uses bit shifting for division. With a 64-beat song and 16-character bar, each character represents 4 beats. Two LSR instructions divide by 4. The result tells us how many filled blocks to draw.
Why Progress Matters
Progress creates emotional engagement:
- Early song - Full bar ahead feels daunting
- Midway - Momentum builds, player feels committed
- Near end - Tension peaks, “almost there” excitement
- Complete - Satisfaction of finishing
Without progress indication, players don’t know if they’re at beat 10 or beat 50. The bar transforms an abstract challenge into a visible journey.
Layout Considerations
The screen now shows two bars:
Row 23: HEALTH: [########........]
Row 24: SONG: [####............]
Health shows performance quality. Progress shows song position. Two complementary pieces of information. The player knows both “how am I doing?” and “how far to go?”
The Main Loop
The main loop now calls advance_song each beat:
no_new_beat:
; ...
jmp main_loop
; Called once per beat
advance_song:
inc beat_count
inc song_beat
; Check for song end
; Update progress display
The beat counter drives everything - note spawning, song position, progress display. One timing system controls all game events.
The Complete Code
; ============================================================================
; SID SYMPHONY - Unit 10: Song Playback
; ============================================================================
; Song plays with proper timing. Progress bar shows how far through the song.
; Notes spawn at exactly the right beat. The rhythm feels right.
;
; Controls: Z = Track 1 (high), X = Track 2 (mid), C = Track 3 (low)
; ============================================================================
; ============================================================================
; CUSTOMISATION SECTION
; ============================================================================
; SID Voice Settings
VOICE1_WAVE = $21 ; Sawtooth
VOICE2_WAVE = $41 ; Pulse
VOICE3_WAVE = $11 ; Triangle
VOICE1_FREQ = $1C
VOICE2_FREQ = $0E
VOICE3_FREQ = $07
VOICE_AD = $09
VOICE_SR = $00
PULSE_WIDTH = $08
; Miss sound settings
MISS_FREQ = $08
MISS_WAVE = $81
MISS_AD = $00
MISS_SR = $90
; Visual Settings
BORDER_COL = 0
BG_COL = 0
TRACK1_NOTE_COL = 10
TRACK2_NOTE_COL = 13
TRACK3_NOTE_COL = 14
TRACK_LINE_COL = 11
HIT_ZONE_COL = 7
HIT_COL = 1
PERFECT_COL = 1
GOOD_COL = 7
MISS_COL = 2
HEALTH_COL = 5
PROGRESS_COL = 3 ; Cyan for progress bar
; ============================================================================
; SCORING SETTINGS
; ============================================================================
PERFECT_SCORE = 100
GOOD_SCORE = 50
; ============================================================================
; HEALTH SETTINGS
; ============================================================================
HEALTH_MAX = 64
HEALTH_START = 32
HEALTH_PERFECT = 4
HEALTH_GOOD = 2
HEALTH_MISS = 8
; ============================================================================
; HIT DETECTION SETTINGS
; ============================================================================
HIT_ZONE_MIN = 2
HIT_ZONE_MAX = 5
HIT_ZONE_CENTRE = 3
; ============================================================================
; SONG SETTINGS
; ============================================================================
SONG_LENGTH = 64 ; Total beats in the song
PROGRESS_WIDTH = 16 ; Width of progress bar in characters
; ============================================================================
; MEMORY MAP
; ============================================================================
SCREEN = $0400
COLRAM = $D800
BORDER = $D020
BGCOL = $D021
CHARPTR = $D018
CHARSET = $3000
; SID registers
SID = $D400
SID_V1_FREQ_LO = $D400
SID_V1_FREQ_HI = $D401
SID_V1_PWHI = $D403
SID_V1_CTRL = $D404
SID_V1_AD = $D405
SID_V1_SR = $D406
SID_V2_FREQ_LO = $D407
SID_V2_FREQ_HI = $D408
SID_V2_PWHI = $D40A
SID_V2_CTRL = $D40B
SID_V2_AD = $D40C
SID_V2_SR = $D40D
SID_V3_FREQ_LO = $D40E
SID_V3_FREQ_HI = $D40F
SID_V3_PWHI = $D411
SID_V3_CTRL = $D412
SID_V3_AD = $D413
SID_V3_SR = $D414
SID_VOLUME = $D418
; CIA keyboard
CIA1_PRA = $DC00
CIA1_PRB = $DC01
; Track positions
TRACK1_ROW = 8
TRACK2_ROW = 12
TRACK3_ROW = 16
; HUD positions
HEALTH_ROW = 23
PROGRESS_ROW = 24
; Hit zone
HIT_ZONE_COLUMN = 3
; Custom character codes
CHAR_NOTE = 128
CHAR_TRACK = 129
CHAR_HITZONE = 130
CHAR_SPACE = 32
CHAR_BAR_FULL = 131
CHAR_BAR_EMPTY = 132
; Note settings
MAX_NOTES = 8
NOTE_SPAWN_COL = 37
; Timing
FRAMES_PER_BEAT = 25
; Zero page
ZP_PTR = $FB
ZP_PTR_HI = $FC
; Variables
frame_count = $02
beat_count = $03
song_pos = $04
song_pos_hi = $05
temp_track = $06
key_pressed = $07
hit_quality = $08
border_flash = $09
miss_track = $0A
game_over = $0B
hit_note_freq = $0C
song_beat = $0D ; Current beat in song (0 to SONG_LENGTH-1)
; ----------------------------------------------------------------------------
; BASIC Stub
; ----------------------------------------------------------------------------
* = $0801
!byte $0C, $08
!byte $0A, $00
!byte $9E
!text "2064"
!byte $00
!byte $00, $00
; ----------------------------------------------------------------------------
; Main Program
; ----------------------------------------------------------------------------
* = $0810
start:
jsr copy_charset
jsr init_screen
jsr init_sid
jsr init_notes
jsr init_score
jsr init_health
jsr init_song
main_loop:
lda #$FF
wait_raster:
cmp $D012
bne wait_raster
lda game_over
bne main_loop
inc frame_count
lda frame_count
cmp #FRAMES_PER_BEAT
bcc no_new_beat
lda #0
sta frame_count
jsr advance_song
jsr check_spawn_note
no_new_beat:
jsr update_notes
jsr reset_track_colours
jsr update_border_flash
jsr check_keys
jmp main_loop
; ----------------------------------------------------------------------------
; Initialize Song
; ----------------------------------------------------------------------------
init_song:
lda #<song_data
sta song_pos
lda #>song_data
sta song_pos_hi
lda #0
sta frame_count
sta beat_count
sta song_beat
sta border_flash
sta game_over
jsr display_progress
rts
; ----------------------------------------------------------------------------
; Advance Song - Increment beat and update progress
; ----------------------------------------------------------------------------
advance_song:
inc beat_count
inc song_beat
; Check if song has ended
lda song_beat
cmp #SONG_LENGTH
bcc song_continues
; Song loops for now (Unit 11 will add proper end)
lda #0
sta song_beat
sta beat_count
lda #<song_data
sta song_pos
lda #>song_data
sta song_pos_hi
song_continues:
jsr display_progress
rts
; ----------------------------------------------------------------------------
; Display Progress - Show song progress bar
; ----------------------------------------------------------------------------
display_progress:
; Calculate progress: (song_beat * PROGRESS_WIDTH) / SONG_LENGTH
; For 64-beat song with 16-char bar: song_beat / 4
lda song_beat
lsr ; Divide by 4
lsr
sta temp_progress
; Draw filled portion
ldx #0
lda temp_progress
beq draw_empty_progress
draw_full_progress:
lda #CHAR_BAR_FULL
sta SCREEN + (PROGRESS_ROW * 40) + 12,x
lda #PROGRESS_COL
sta COLRAM + (PROGRESS_ROW * 40) + 12,x
inx
cpx temp_progress
bne draw_full_progress
draw_empty_progress:
cpx #PROGRESS_WIDTH
beq progress_done
lda #CHAR_BAR_EMPTY
sta SCREEN + (PROGRESS_ROW * 40) + 12,x
lda #11 ; Dark grey
sta COLRAM + (PROGRESS_ROW * 40) + 12,x
inx
jmp draw_empty_progress
progress_done:
rts
temp_progress: !byte 0
; ----------------------------------------------------------------------------
; Copy Character Set from ROM to RAM
; ----------------------------------------------------------------------------
copy_charset:
sei
lda $01
pha
and #$FB
sta $01
ldx #0
copy_loop:
lda $D000,x
sta CHARSET,x
lda $D100,x
sta CHARSET+$100,x
lda $D200,x
sta CHARSET+$200,x
lda $D300,x
sta CHARSET+$300,x
lda $D400,x
sta CHARSET+$400,x
lda $D500,x
sta CHARSET+$500,x
lda $D600,x
sta CHARSET+$600,x
lda $D700,x
sta CHARSET+$700,x
inx
bne copy_loop
pla
sta $01
cli
jsr define_custom_chars
lda #$1C
sta CHARPTR
rts
; ----------------------------------------------------------------------------
; Define Custom Characters
; ----------------------------------------------------------------------------
define_custom_chars:
lda #%00000110
sta CHARSET + (CHAR_NOTE * 8) + 0
lda #%00011110
sta CHARSET + (CHAR_NOTE * 8) + 1
lda #%01111110
sta CHARSET + (CHAR_NOTE * 8) + 2
lda #%11111110
sta CHARSET + (CHAR_NOTE * 8) + 3
lda #%11111110
sta CHARSET + (CHAR_NOTE * 8) + 4
lda #%01111110
sta CHARSET + (CHAR_NOTE * 8) + 5
lda #%00011110
sta CHARSET + (CHAR_NOTE * 8) + 6
lda #%00000110
sta CHARSET + (CHAR_NOTE * 8) + 7
lda #%00000000
sta CHARSET + (CHAR_TRACK * 8) + 0
sta CHARSET + (CHAR_TRACK * 8) + 1
sta CHARSET + (CHAR_TRACK * 8) + 2
lda #%11111111
sta CHARSET + (CHAR_TRACK * 8) + 3
sta CHARSET + (CHAR_TRACK * 8) + 4
lda #%00000000
sta CHARSET + (CHAR_TRACK * 8) + 5
sta CHARSET + (CHAR_TRACK * 8) + 6
sta CHARSET + (CHAR_TRACK * 8) + 7
lda #%01100110
sta CHARSET + (CHAR_HITZONE * 8) + 0
sta CHARSET + (CHAR_HITZONE * 8) + 1
sta CHARSET + (CHAR_HITZONE * 8) + 2
sta CHARSET + (CHAR_HITZONE * 8) + 3
sta CHARSET + (CHAR_HITZONE * 8) + 4
sta CHARSET + (CHAR_HITZONE * 8) + 5
sta CHARSET + (CHAR_HITZONE * 8) + 6
sta CHARSET + (CHAR_HITZONE * 8) + 7
lda #%11111111
sta CHARSET + (CHAR_BAR_FULL * 8) + 0
sta CHARSET + (CHAR_BAR_FULL * 8) + 1
sta CHARSET + (CHAR_BAR_FULL * 8) + 2
sta CHARSET + (CHAR_BAR_FULL * 8) + 3
sta CHARSET + (CHAR_BAR_FULL * 8) + 4
sta CHARSET + (CHAR_BAR_FULL * 8) + 5
sta CHARSET + (CHAR_BAR_FULL * 8) + 6
sta CHARSET + (CHAR_BAR_FULL * 8) + 7
lda #%11111111
sta CHARSET + (CHAR_BAR_EMPTY * 8) + 0
lda #%10000001
sta CHARSET + (CHAR_BAR_EMPTY * 8) + 1
sta CHARSET + (CHAR_BAR_EMPTY * 8) + 2
sta CHARSET + (CHAR_BAR_EMPTY * 8) + 3
sta CHARSET + (CHAR_BAR_EMPTY * 8) + 4
sta CHARSET + (CHAR_BAR_EMPTY * 8) + 5
sta CHARSET + (CHAR_BAR_EMPTY * 8) + 6
lda #%11111111
sta CHARSET + (CHAR_BAR_EMPTY * 8) + 7
rts
; ----------------------------------------------------------------------------
; Initialize Health
; ----------------------------------------------------------------------------
init_health:
lda #HEALTH_START
sta health
jsr display_health
rts
; ----------------------------------------------------------------------------
; Initialize Score
; ----------------------------------------------------------------------------
init_score:
lda #0
sta score_lo
sta score_hi
sta miss_count
jsr display_score
jsr display_misses
rts
; ----------------------------------------------------------------------------
; Initialize Notes
; ----------------------------------------------------------------------------
init_notes:
ldx #MAX_NOTES-1
lda #0
init_notes_loop:
sta note_track,x
sta note_col,x
sta note_freq,x
dex
bpl init_notes_loop
rts
; ----------------------------------------------------------------------------
; Check Spawn Note
; ----------------------------------------------------------------------------
check_spawn_note:
ldy #0
spawn_check_loop:
lda (song_pos),y
cmp #$FF
beq spawn_done ; Don't auto-restart here
cmp beat_count
beq spawn_match
bcs spawn_done
jmp spawn_advance
spawn_match:
iny
lda (song_pos),y
sta temp_track
iny
lda (song_pos),y
pha
lda temp_track
jsr spawn_note_with_freq
pla
dey
dey
spawn_advance:
lda song_pos
clc
adc #3
sta song_pos
lda song_pos_hi
adc #0
sta song_pos_hi
jmp spawn_check_loop
spawn_done:
rts
; ----------------------------------------------------------------------------
; Spawn Note With Frequency
; ----------------------------------------------------------------------------
spawn_note_with_freq:
sta temp_track
ldx #0
spawn_find_slot:
lda note_track,x
beq spawn_found_slot
inx
cpx #MAX_NOTES
bne spawn_find_slot
rts
spawn_found_slot:
lda temp_track
sta note_track,x
lda #NOTE_SPAWN_COL
sta note_col,x
tsx
lda $0103,x
sta note_freq,x
jsr draw_note
rts
; ----------------------------------------------------------------------------
; Update Notes
; ----------------------------------------------------------------------------
update_notes:
ldx #0
update_loop:
lda note_track,x
beq update_next
jsr erase_note
dec note_col,x
lda note_col,x
cmp #1
bcc update_miss
jsr draw_note
jmp update_next
update_miss:
lda note_track,x
sta miss_track
lda #0
sta note_track,x
jsr handle_miss
update_next:
inx
cpx #MAX_NOTES
bne update_loop
rts
; ----------------------------------------------------------------------------
; Handle Miss
; ----------------------------------------------------------------------------
handle_miss:
inc miss_count
jsr play_miss_sound
lda #MISS_COL
sta BORDER
lda #8
sta border_flash
jsr display_misses
jsr decrease_health
rts
; ----------------------------------------------------------------------------
; Decrease Health
; ----------------------------------------------------------------------------
decrease_health:
lda health
sec
sbc #HEALTH_MISS
bcc health_zero
sta health
jsr display_health
jsr check_game_over
rts
health_zero:
lda #0
sta health
jsr display_health
jsr check_game_over
rts
; ----------------------------------------------------------------------------
; Increase Health
; ----------------------------------------------------------------------------
increase_health:
clc
adc health
cmp #HEALTH_MAX
bcc health_ok
lda #HEALTH_MAX
health_ok:
sta health
jsr display_health
rts
; ----------------------------------------------------------------------------
; Check Game Over
; ----------------------------------------------------------------------------
check_game_over:
lda health
bne not_game_over
lda #1
sta game_over
jsr show_game_over
not_game_over:
rts
; ----------------------------------------------------------------------------
; Show Game Over
; ----------------------------------------------------------------------------
show_game_over:
ldx #0
game_over_loop:
lda game_over_text,x
beq game_over_done
sta SCREEN + (12 * 40) + 15,x
lda #2
sta COLRAM + (12 * 40) + 15,x
inx
jmp game_over_loop
game_over_done:
lda #2
sta BORDER
rts
game_over_text:
!scr "game over"
!byte 0
; ----------------------------------------------------------------------------
; Display Health
; ----------------------------------------------------------------------------
display_health:
lda health
lsr
lsr
lsr
sta temp_health
ldx #0
lda temp_health
beq draw_empty_bars
draw_full_bars:
lda #CHAR_BAR_FULL
sta SCREEN + (HEALTH_ROW * 40) + 12,x
lda #HEALTH_COL
sta COLRAM + (HEALTH_ROW * 40) + 12,x
inx
cpx temp_health
bne draw_full_bars
draw_empty_bars:
cpx #8
beq health_done
lda #CHAR_BAR_EMPTY
sta SCREEN + (HEALTH_ROW * 40) + 12,x
lda #11
sta COLRAM + (HEALTH_ROW * 40) + 12,x
inx
jmp draw_empty_bars
health_done:
rts
temp_health: !byte 0
; ----------------------------------------------------------------------------
; Play Miss Sound
; ----------------------------------------------------------------------------
play_miss_sound:
lda #0
sta SID_V3_FREQ_LO
lda #MISS_FREQ
sta SID_V3_FREQ_HI
lda #MISS_AD
sta SID_V3_AD
lda #MISS_SR
sta SID_V3_SR
lda #MISS_WAVE
ora #$01
sta SID_V3_CTRL
rts
; ----------------------------------------------------------------------------
; Draw Note
; ----------------------------------------------------------------------------
draw_note:
lda note_track,x
cmp #1
beq draw_note_t1
cmp #2
beq draw_note_t2
cmp #3
beq draw_note_t3
rts
draw_note_t1:
lda note_col,x
clc
adc #<(SCREEN + TRACK1_ROW * 40)
sta ZP_PTR
lda #>(SCREEN + TRACK1_ROW * 40)
adc #0
sta ZP_PTR_HI
ldy #0
lda #CHAR_NOTE
sta (ZP_PTR),y
lda note_col,x
clc
adc #<(COLRAM + TRACK1_ROW * 40)
sta ZP_PTR
lda #>(COLRAM + TRACK1_ROW * 40)
adc #0
sta ZP_PTR_HI
lda #TRACK1_NOTE_COL
sta (ZP_PTR),y
rts
draw_note_t2:
lda note_col,x
clc
adc #<(SCREEN + TRACK2_ROW * 40)
sta ZP_PTR
lda #>(SCREEN + TRACK2_ROW * 40)
adc #0
sta ZP_PTR_HI
ldy #0
lda #CHAR_NOTE
sta (ZP_PTR),y
lda note_col,x
clc
adc #<(COLRAM + TRACK2_ROW * 40)
sta ZP_PTR
lda #>(COLRAM + TRACK2_ROW * 40)
adc #0
sta ZP_PTR_HI
lda #TRACK2_NOTE_COL
sta (ZP_PTR),y
rts
draw_note_t3:
lda note_col,x
clc
adc #<(SCREEN + TRACK3_ROW * 40)
sta ZP_PTR
lda #>(SCREEN + TRACK3_ROW * 40)
adc #0
sta ZP_PTR_HI
ldy #0
lda #CHAR_NOTE
sta (ZP_PTR),y
lda note_col,x
clc
adc #<(COLRAM + TRACK3_ROW * 40)
sta ZP_PTR
lda #>(COLRAM + TRACK3_ROW * 40)
adc #0
sta ZP_PTR_HI
lda #TRACK3_NOTE_COL
sta (ZP_PTR),y
rts
; ----------------------------------------------------------------------------
; Erase Note
; ----------------------------------------------------------------------------
erase_note:
lda note_track,x
cmp #1
beq erase_note_t1
cmp #2
beq erase_note_t2
cmp #3
beq erase_note_t3
rts
erase_note_t1:
lda note_col,x
clc
adc #<(SCREEN + TRACK1_ROW * 40)
sta ZP_PTR
lda #>(SCREEN + TRACK1_ROW * 40)
adc #0
sta ZP_PTR_HI
ldy #0
lda #CHAR_TRACK
sta (ZP_PTR),y
lda note_col,x
clc
adc #<(COLRAM + TRACK1_ROW * 40)
sta ZP_PTR
lda #>(COLRAM + TRACK1_ROW * 40)
adc #0
sta ZP_PTR_HI
lda #TRACK_LINE_COL
sta (ZP_PTR),y
rts
erase_note_t2:
lda note_col,x
clc
adc #<(SCREEN + TRACK2_ROW * 40)
sta ZP_PTR
lda #>(SCREEN + TRACK2_ROW * 40)
adc #0
sta ZP_PTR_HI
ldy #0
lda #CHAR_TRACK
sta (ZP_PTR),y
lda note_col,x
clc
adc #<(COLRAM + TRACK2_ROW * 40)
sta ZP_PTR
lda #>(COLRAM + TRACK2_ROW * 40)
adc #0
sta ZP_PTR_HI
lda #TRACK_LINE_COL
sta (ZP_PTR),y
rts
erase_note_t3:
lda note_col,x
clc
adc #<(SCREEN + TRACK3_ROW * 40)
sta ZP_PTR
lda #>(SCREEN + TRACK3_ROW * 40)
adc #0
sta ZP_PTR_HI
ldy #0
lda #CHAR_TRACK
sta (ZP_PTR),y
lda note_col,x
clc
adc #<(COLRAM + TRACK3_ROW * 40)
sta ZP_PTR
lda #>(COLRAM + TRACK3_ROW * 40)
adc #0
sta ZP_PTR_HI
lda #TRACK_LINE_COL
sta (ZP_PTR),y
rts
; ----------------------------------------------------------------------------
; Initialize Screen
; ----------------------------------------------------------------------------
init_screen:
lda #BORDER_COL
sta BORDER
lda #BG_COL
sta BGCOL
ldx #0
lda #CHAR_SPACE
clr_screen:
sta SCREEN,x
sta SCREEN+$100,x
sta SCREEN+$200,x
sta SCREEN+$2E8,x
inx
bne clr_screen
ldx #0
lda #TRACK_LINE_COL
clr_colour:
sta COLRAM,x
sta COLRAM+$100,x
sta COLRAM+$200,x
sta COLRAM+$2E8,x
inx
bne clr_colour
jsr draw_tracks
jsr draw_hit_zones
jsr draw_labels
rts
; ----------------------------------------------------------------------------
; Draw Tracks
; ----------------------------------------------------------------------------
draw_tracks:
lda #CHAR_TRACK
ldx #0
draw_t1:
sta SCREEN + (TRACK1_ROW * 40),x
inx
cpx #38
bne draw_t1
ldx #0
draw_t2:
sta SCREEN + (TRACK2_ROW * 40),x
inx
cpx #38
bne draw_t2
ldx #0
draw_t3:
sta SCREEN + (TRACK3_ROW * 40),x
inx
cpx #38
bne draw_t3
rts
; ----------------------------------------------------------------------------
; Draw Hit Zones
; ----------------------------------------------------------------------------
draw_hit_zones:
lda #CHAR_HITZONE
sta SCREEN + ((TRACK1_ROW-2) * 40) + HIT_ZONE_COLUMN
sta SCREEN + ((TRACK1_ROW-1) * 40) + HIT_ZONE_COLUMN
sta SCREEN + (TRACK1_ROW * 40) + HIT_ZONE_COLUMN
sta SCREEN + ((TRACK1_ROW+1) * 40) + HIT_ZONE_COLUMN
sta SCREEN + ((TRACK2_ROW-1) * 40) + HIT_ZONE_COLUMN
sta SCREEN + (TRACK2_ROW * 40) + HIT_ZONE_COLUMN
sta SCREEN + ((TRACK2_ROW+1) * 40) + HIT_ZONE_COLUMN
sta SCREEN + ((TRACK3_ROW-1) * 40) + HIT_ZONE_COLUMN
sta SCREEN + (TRACK3_ROW * 40) + HIT_ZONE_COLUMN
sta SCREEN + ((TRACK3_ROW+1) * 40) + HIT_ZONE_COLUMN
sta SCREEN + ((TRACK3_ROW+2) * 40) + HIT_ZONE_COLUMN
lda #HIT_ZONE_COL
sta COLRAM + ((TRACK1_ROW-2) * 40) + HIT_ZONE_COLUMN
sta COLRAM + ((TRACK1_ROW-1) * 40) + HIT_ZONE_COLUMN
sta COLRAM + (TRACK1_ROW * 40) + HIT_ZONE_COLUMN
sta COLRAM + ((TRACK1_ROW+1) * 40) + HIT_ZONE_COLUMN
sta COLRAM + ((TRACK2_ROW-1) * 40) + HIT_ZONE_COLUMN
sta COLRAM + (TRACK2_ROW * 40) + HIT_ZONE_COLUMN
sta COLRAM + ((TRACK2_ROW+1) * 40) + HIT_ZONE_COLUMN
sta COLRAM + ((TRACK3_ROW-1) * 40) + HIT_ZONE_COLUMN
sta COLRAM + (TRACK3_ROW * 40) + HIT_ZONE_COLUMN
sta COLRAM + ((TRACK3_ROW+1) * 40) + HIT_ZONE_COLUMN
sta COLRAM + ((TRACK3_ROW+2) * 40) + HIT_ZONE_COLUMN
rts
; ----------------------------------------------------------------------------
; Draw Labels
; ----------------------------------------------------------------------------
draw_labels:
ldx #0
draw_score_label:
lda score_label,x
beq draw_score_label_done
sta SCREEN + 1,x
lda #1
sta COLRAM + 1,x
inx
bne draw_score_label
draw_score_label_done:
ldx #0
draw_miss_label:
lda miss_label,x
beq draw_miss_label_done
sta SCREEN + 15,x
lda #2
sta COLRAM + 15,x
inx
bne draw_miss_label
draw_miss_label_done:
ldx #0
draw_title:
lda title_text,x
beq draw_title_done
sta SCREEN + 27,x
lda #1
sta COLRAM + 27,x
inx
bne draw_title
draw_title_done:
ldx #0
draw_health_label:
lda health_label,x
beq draw_health_label_done
sta SCREEN + (HEALTH_ROW * 40) + 4,x
lda #5
sta COLRAM + (HEALTH_ROW * 40) + 4,x
inx
bne draw_health_label
draw_health_label_done:
ldx #0
draw_progress_label:
lda progress_label,x
beq draw_progress_label_done
sta SCREEN + (PROGRESS_ROW * 40) + 4,x
lda #3
sta COLRAM + (PROGRESS_ROW * 40) + 4,x
inx
bne draw_progress_label
draw_progress_label_done:
lda #$1A
sta SCREEN + (TRACK1_ROW * 40)
lda #TRACK1_NOTE_COL
sta COLRAM + (TRACK1_ROW * 40)
lda #$18
sta SCREEN + (TRACK2_ROW * 40)
lda #TRACK2_NOTE_COL
sta COLRAM + (TRACK2_ROW * 40)
lda #$03
sta SCREEN + (TRACK3_ROW * 40)
lda #TRACK3_NOTE_COL
sta COLRAM + (TRACK3_ROW * 40)
rts
score_label:
!scr "score:"
!byte 0
miss_label:
!scr "miss:"
!byte 0
title_text:
!scr "sid symphony"
!byte 0
health_label:
!scr "health:"
!byte 0
progress_label:
!scr "song:"
!byte 0
; ----------------------------------------------------------------------------
; Initialize SID
; ----------------------------------------------------------------------------
init_sid:
ldx #$18
lda #0
clear_sid:
sta SID,x
dex
bpl clear_sid
lda #$0F
sta SID_VOLUME
lda #$00
sta SID_V1_FREQ_LO
lda #VOICE1_FREQ
sta SID_V1_FREQ_HI
lda #PULSE_WIDTH
sta SID_V1_PWHI
lda #VOICE_AD
sta SID_V1_AD
lda #VOICE_SR
sta SID_V1_SR
lda #$00
sta SID_V2_FREQ_LO
lda #VOICE2_FREQ
sta SID_V2_FREQ_HI
lda #PULSE_WIDTH
sta SID_V2_PWHI
lda #VOICE_AD
sta SID_V2_AD
lda #VOICE_SR
sta SID_V2_SR
lda #$00
sta SID_V3_FREQ_LO
lda #VOICE3_FREQ
sta SID_V3_FREQ_HI
lda #PULSE_WIDTH
sta SID_V3_PWHI
lda #VOICE_AD
sta SID_V3_AD
lda #VOICE_SR
sta SID_V3_SR
rts
; ----------------------------------------------------------------------------
; Reset Track Colours
; ----------------------------------------------------------------------------
reset_track_colours:
ldx #0
lda #TRACK_LINE_COL
reset_t1:
sta COLRAM + (TRACK1_ROW * 40),x
inx
cpx #38
bne reset_t1
ldx #0
reset_t2:
sta COLRAM + (TRACK2_ROW * 40),x
inx
cpx #38
bne reset_t2
ldx #0
reset_t3:
sta COLRAM + (TRACK3_ROW * 40),x
inx
cpx #38
bne reset_t3
lda #TRACK1_NOTE_COL
sta COLRAM + (TRACK1_ROW * 40)
lda #TRACK2_NOTE_COL
sta COLRAM + (TRACK2_ROW * 40)
lda #TRACK3_NOTE_COL
sta COLRAM + (TRACK3_ROW * 40)
lda #HIT_ZONE_COL
sta COLRAM + (TRACK1_ROW * 40) + HIT_ZONE_COLUMN
sta COLRAM + (TRACK2_ROW * 40) + HIT_ZONE_COLUMN
sta COLRAM + (TRACK3_ROW * 40) + HIT_ZONE_COLUMN
jsr redraw_all_notes
rts
; ----------------------------------------------------------------------------
; Redraw All Notes
; ----------------------------------------------------------------------------
redraw_all_notes:
ldx #0
redraw_loop:
lda note_track,x
beq redraw_next
jsr draw_note
redraw_next:
inx
cpx #MAX_NOTES
bne redraw_loop
rts
; ----------------------------------------------------------------------------
; Update Border Flash
; ----------------------------------------------------------------------------
update_border_flash:
lda border_flash
beq flash_done
dec border_flash
bne flash_done
lda #BORDER_COL
sta BORDER
flash_done:
rts
; ----------------------------------------------------------------------------
; Check Keys
; ----------------------------------------------------------------------------
check_keys:
lda #$FD
sta CIA1_PRA
lda CIA1_PRB
and #$10
bne check_x_key
lda #1
sta key_pressed
jsr check_hit
bcc check_x_key
jsr play_voice1_note
jsr flash_track1_hit
jsr award_points
check_x_key:
lda #$FB
sta CIA1_PRA
lda CIA1_PRB
and #$80
bne check_c_key
lda #2
sta key_pressed
jsr check_hit
bcc check_c_key
jsr play_voice2_note
jsr flash_track2_hit
jsr award_points
check_c_key:
lda #$FB
sta CIA1_PRA
lda CIA1_PRB
and #$10
bne check_keys_done
lda #3
sta key_pressed
jsr check_hit
bcc check_keys_done
jsr play_voice3_note
jsr flash_track3_hit
jsr award_points
check_keys_done:
lda #$FF
sta CIA1_PRA
rts
; ----------------------------------------------------------------------------
; Check Hit
; ----------------------------------------------------------------------------
check_hit:
ldx #0
check_hit_loop:
lda note_track,x
beq check_hit_next
cmp key_pressed
bne check_hit_next
lda note_col,x
cmp #HIT_ZONE_MIN
bcc check_hit_next
cmp #HIT_ZONE_MAX+1
bcs check_hit_next
lda note_freq,x
sta hit_note_freq
lda note_col,x
cmp #HIT_ZONE_CENTRE
bcc hit_good
cmp #HIT_ZONE_CENTRE+2
bcs hit_good
lda #2
sta hit_quality
jmp hit_found
hit_good:
lda #1
sta hit_quality
hit_found:
jsr erase_note
lda #0
sta note_track,x
sec
rts
check_hit_next:
inx
cpx #MAX_NOTES
bne check_hit_loop
lda #0
sta hit_quality
clc
rts
; ----------------------------------------------------------------------------
; Award Points
; ----------------------------------------------------------------------------
award_points:
lda hit_quality
cmp #2
beq award_perfect
lda score_lo
clc
adc #GOOD_SCORE
sta score_lo
lda score_hi
adc #0
sta score_hi
lda #GOOD_COL
sta BORDER
lda #4
sta border_flash
lda #HEALTH_GOOD
jsr increase_health
jmp award_done
award_perfect:
lda score_lo
clc
adc #PERFECT_SCORE
sta score_lo
lda score_hi
adc #0
sta score_hi
lda #PERFECT_COL
sta BORDER
lda #6
sta border_flash
lda #HEALTH_PERFECT
jsr increase_health
award_done:
jsr display_score
rts
; ----------------------------------------------------------------------------
; Display Score
; ----------------------------------------------------------------------------
display_score:
lda score_lo
sta work_lo
lda score_hi
sta work_hi
ldx #0
div_10000:
lda work_lo
sec
sbc #<10000
tay
lda work_hi
sbc #>10000
bcc done_10000
sta work_hi
sty work_lo
inx
jmp div_10000
done_10000:
txa
ora #$30
sta SCREEN + 8
ldx #0
div_1000:
lda work_lo
sec
sbc #<1000
tay
lda work_hi
sbc #>1000
bcc done_1000
sta work_hi
sty work_lo
inx
jmp div_1000
done_1000:
txa
ora #$30
sta SCREEN + 9
ldx #0
div_100:
lda work_lo
sec
sbc #100
bcc done_100
sta work_lo
inx
jmp div_100
done_100:
txa
ora #$30
sta SCREEN + 10
ldx #0
div_10:
lda work_lo
sec
sbc #10
bcc done_10
sta work_lo
inx
jmp div_10
done_10:
txa
ora #$30
sta SCREEN + 11
lda work_lo
ora #$30
sta SCREEN + 12
lda #7
sta COLRAM + 8
sta COLRAM + 9
sta COLRAM + 10
sta COLRAM + 11
sta COLRAM + 12
rts
; ----------------------------------------------------------------------------
; Display Misses
; ----------------------------------------------------------------------------
display_misses:
lda miss_count
ldx #0
miss_div_10:
cmp #10
bcc miss_done_10
sec
sbc #10
inx
jmp miss_div_10
miss_done_10:
pha
txa
ora #$30
sta SCREEN + 21
pla
ora #$30
sta SCREEN + 22
lda #2
sta COLRAM + 21
sta COLRAM + 22
rts
work_lo: !byte 0
work_hi: !byte 0
; ----------------------------------------------------------------------------
; Play Voices With Note Frequency
; ----------------------------------------------------------------------------
play_voice1_note:
lda #0
sta SID_V1_FREQ_LO
lda hit_note_freq
sta SID_V1_FREQ_HI
lda #VOICE1_WAVE
ora #$01
sta SID_V1_CTRL
rts
play_voice2_note:
lda #0
sta SID_V2_FREQ_LO
lda hit_note_freq
sta SID_V2_FREQ_HI
lda #VOICE2_WAVE
ora #$01
sta SID_V2_CTRL
rts
play_voice3_note:
lda #0
sta SID_V3_FREQ_LO
lda hit_note_freq
sta SID_V3_FREQ_HI
lda #VOICE3_WAVE
ora #$01
sta SID_V3_CTRL
rts
; ----------------------------------------------------------------------------
; Flash Tracks on Hit
; ----------------------------------------------------------------------------
flash_track1_hit:
ldx #0
lda #HIT_COL
flash_t1h_loop:
sta COLRAM + (TRACK1_ROW * 40),x
inx
cpx #38
bne flash_t1h_loop
lda #1
sta COLRAM + (TRACK1_ROW * 40)
rts
flash_track2_hit:
ldx #0
lda #HIT_COL
flash_t2h_loop:
sta COLRAM + (TRACK2_ROW * 40),x
inx
cpx #38
bne flash_t2h_loop
lda #1
sta COLRAM + (TRACK2_ROW * 40)
rts
flash_track3_hit:
ldx #0
lda #HIT_COL
flash_t3h_loop:
sta COLRAM + (TRACK3_ROW * 40),x
inx
cpx #38
bne flash_t3h_loop
lda #1
sta COLRAM + (TRACK3_ROW * 40)
rts
; ============================================================================
; SONG DATA
; ============================================================================
song_data:
; Bar 1
!byte 0, 1, $47
!byte 2, 2, $2C
!byte 4, 3, $11
; Bar 2
!byte 8, 1, $3B
!byte 10, 2, $27
!byte 12, 3, $13
; Bar 3
!byte 16, 1, $35
!byte 17, 2, $2C
!byte 18, 1, $3B
!byte 20, 3, $16
; Bar 4
!byte 24, 1, $47
!byte 26, 2, $35
!byte 28, 3, $11
; Bar 5
!byte 32, 2, $2F
!byte 34, 1, $4F
!byte 36, 3, $17
; Bar 6
!byte 40, 1, $58
!byte 42, 2, $2C
!byte 44, 3, $11
!byte 46, 2, $27
; Bar 7
!byte 48, 1, $6A
!byte 49, 2, $35
!byte 50, 1, $58
!byte 52, 3, $1A
!byte 54, 2, $2F
; Bar 8
!byte 56, 1, $47
!byte 58, 2, $2C
!byte 60, 3, $11
!byte 62, 1, $35
!byte $FF
; ----------------------------------------------------------------------------
; Note Arrays
; ----------------------------------------------------------------------------
note_track:
!fill MAX_NOTES, 0
note_col:
!fill MAX_NOTES, 0
note_freq:
!fill MAX_NOTES, 0
; ----------------------------------------------------------------------------
; Game Variables
; ----------------------------------------------------------------------------
score_lo: !byte 0
score_hi: !byte 0
miss_count: !byte 0
health: !byte 0
Try This: Different Bar Colours
Change the progress bar colour based on position:
display_progress:
lda song_beat
cmp #48 ; Last quarter
bcs progress_yellow
lda #3 ; Cyan
jmp set_progress_col
progress_yellow:
lda #7 ; Yellow when near end
set_progress_col:
sta progress_colour
Yellow in the final stretch heightens tension.
Try This: Percentage Display
Add a numeric percentage:
; After updating bar
lda song_beat
; Multiply by 100, divide by 64
; (or approximate: song_beat * 3 / 2)
; Display two digits
Numbers complement the visual bar.
What You’ve Learnt
- Progress tracking - Counting beats through the song
- Visual progress bars - Converting numbers to filled blocks
- Player psychology - How progress indication affects engagement
- Screen layout - Organising multiple status displays
What’s Next
In Unit 11, we’ll handle the song end properly. When the song finishes, the game shows results - final score, accuracy percentage, and whether you succeeded or failed. The loop becomes a complete experience.
What Changed
| 1 | 1 | ; ============================================================================ | |
| 2 | - | ; SID SYMPHONY - Unit 9: Song Data | |
| 2 | + | ; SID SYMPHONY - Unit 10: Song Playback | |
| 3 | 3 | ; ============================================================================ | |
| 4 | - | ; Design the song data format. Create the first complete musical pattern. | |
| 5 | - | ; Notes now carry pitch information - each hit plays its actual note. | |
| 4 | + | ; Song plays with proper timing. Progress bar shows how far through the song. | |
| 5 | + | ; Notes spawn at exactly the right beat. The rhythm feels right. | |
| 6 | 6 | ; | |
| 7 | 7 | ; Controls: Z = Track 1 (high), X = Track 2 (mid), C = Track 3 (low) | |
| 8 | 8 | ; ============================================================================ | |
| ... | |||
| 11 | 11 | ; CUSTOMISATION SECTION | |
| 12 | 12 | ; ============================================================================ | |
| 13 | 13 | | |
| 14 | - | ; SID Voice Settings (default for when no note playing) | |
| 14 | + | ; SID Voice Settings | |
| 15 | 15 | VOICE1_WAVE = $21 ; Sawtooth | |
| 16 | 16 | VOICE2_WAVE = $41 ; Pulse | |
| 17 | 17 | VOICE3_WAVE = $11 ; Triangle | |
| 18 | 18 | | |
| 19 | - | ; Default frequencies (used if no note data) | |
| 20 | - | VOICE1_FREQ = $1C ; High pitch | |
| 21 | - | VOICE2_FREQ = $0E ; Mid pitch | |
| 22 | - | VOICE3_FREQ = $07 ; Low pitch | |
| 19 | + | VOICE1_FREQ = $1C | |
| 20 | + | VOICE2_FREQ = $0E | |
| 21 | + | VOICE3_FREQ = $07 | |
| 23 | 22 | | |
| 24 | - | VOICE_AD = $09 ; Attack=0, Decay=9 | |
| 25 | - | VOICE_SR = $00 ; Sustain=0, Release=0 | |
| 26 | - | PULSE_WIDTH = $08 ; 50% duty cycle | |
| 23 | + | VOICE_AD = $09 | |
| 24 | + | VOICE_SR = $00 | |
| 25 | + | PULSE_WIDTH = $08 | |
| 27 | 26 | | |
| 28 | 27 | ; Miss sound settings | |
| 29 | - | MISS_FREQ = $08 ; Low rumble | |
| 30 | - | MISS_WAVE = $81 ; Noise waveform | |
| 31 | - | MISS_AD = $00 ; Instant attack, no decay | |
| 32 | - | MISS_SR = $90 ; High sustain, fast release | |
| 28 | + | MISS_FREQ = $08 | |
| 29 | + | MISS_WAVE = $81 | |
| 30 | + | MISS_AD = $00 | |
| 31 | + | MISS_SR = $90 | |
| 33 | 32 | | |
| 34 | 33 | ; Visual Settings | |
| 35 | - | BORDER_COL = 0 ; Black border | |
| 36 | - | BG_COL = 0 ; Black background | |
| 34 | + | BORDER_COL = 0 | |
| 35 | + | BG_COL = 0 | |
| 37 | 36 | | |
| 38 | - | TRACK1_NOTE_COL = 10 ; Light red | |
| 39 | - | TRACK2_NOTE_COL = 13 ; Light green | |
| 40 | - | TRACK3_NOTE_COL = 14 ; Light blue | |
| 37 | + | TRACK1_NOTE_COL = 10 | |
| 38 | + | TRACK2_NOTE_COL = 13 | |
| 39 | + | TRACK3_NOTE_COL = 14 | |
| 41 | 40 | | |
| 42 | - | TRACK_LINE_COL = 11 ; Dark grey | |
| 43 | - | HIT_ZONE_COL = 7 ; Yellow | |
| 41 | + | TRACK_LINE_COL = 11 | |
| 42 | + | HIT_ZONE_COL = 7 | |
| 44 | 43 | | |
| 45 | - | HIT_COL = 1 ; White - flash on successful hit | |
| 46 | - | PERFECT_COL = 1 ; White - perfect hit border flash | |
| 47 | - | GOOD_COL = 7 ; Yellow - good hit border flash | |
| 48 | - | MISS_COL = 2 ; Red - miss border flash | |
| 44 | + | HIT_COL = 1 | |
| 45 | + | PERFECT_COL = 1 | |
| 46 | + | GOOD_COL = 7 | |
| 47 | + | MISS_COL = 2 | |
| 49 | 48 | | |
| 50 | - | HEALTH_COL = 5 ; Green for health bar | |
| 49 | + | HEALTH_COL = 5 | |
| 50 | + | PROGRESS_COL = 3 ; Cyan for progress bar | |
| 51 | 51 | | |
| 52 | 52 | ; ============================================================================ | |
| 53 | 53 | ; SCORING SETTINGS | |
| ... | |||
| 78 | 78 | ; SONG SETTINGS | |
| 79 | 79 | ; ============================================================================ | |
| 80 | 80 | | |
| 81 | - | SONG_LENGTH = 64 ; Beats in the song | |
| 81 | + | SONG_LENGTH = 64 ; Total beats in the song | |
| 82 | + | PROGRESS_WIDTH = 16 ; Width of progress bar in characters | |
| 82 | 83 | | |
| 83 | 84 | ; ============================================================================ | |
| 84 | 85 | ; MEMORY MAP | |
| ... | |||
| 126 | 127 | TRACK2_ROW = 12 | |
| 127 | 128 | TRACK3_ROW = 16 | |
| 128 | 129 | | |
| 129 | - | ; Health bar position | |
| 130 | + | ; HUD positions | |
| 130 | 131 | HEALTH_ROW = 23 | |
| 132 | + | PROGRESS_ROW = 24 | |
| 131 | 133 | | |
| 132 | 134 | ; Hit zone | |
| 133 | 135 | HIT_ZONE_COLUMN = 3 | |
| ... | |||
| 162 | 164 | border_flash = $09 | |
| 163 | 165 | miss_track = $0A | |
| 164 | 166 | game_over = $0B | |
| 165 | - | hit_note_freq = $0C ; Frequency of note being hit | |
| 167 | + | hit_note_freq = $0C | |
| 168 | + | song_beat = $0D ; Current beat in song (0 to SONG_LENGTH-1) | |
| 166 | 169 | | |
| 167 | 170 | ; ---------------------------------------------------------------------------- | |
| 168 | 171 | ; BASIC Stub | |
| ... | |||
| 190 | 193 | jsr init_notes | |
| 191 | 194 | jsr init_score | |
| 192 | 195 | jsr init_health | |
| 193 | - | | |
| 194 | - | lda #<song_data | |
| 195 | - | sta song_pos | |
| 196 | - | lda #>song_data | |
| 197 | - | sta song_pos_hi | |
| 198 | - | | |
| 199 | - | lda #0 | |
| 200 | - | sta frame_count | |
| 201 | - | sta beat_count | |
| 202 | - | sta border_flash | |
| 203 | - | sta game_over | |
| 196 | + | jsr init_song | |
| 204 | 197 | | |
| 205 | 198 | main_loop: | |
| 206 | 199 | lda #$FF | |
| ... | |||
| 218 | 211 | | |
| 219 | 212 | lda #0 | |
| 220 | 213 | sta frame_count | |
| 214 | + | jsr advance_song | |
| 221 | 215 | jsr check_spawn_note | |
| 222 | - | inc beat_count | |
| 223 | 216 | | |
| 224 | 217 | no_new_beat: | |
| 225 | 218 | jsr update_notes | |
| ... | |||
| 228 | 221 | jsr check_keys | |
| 229 | 222 | | |
| 230 | 223 | jmp main_loop | |
| 224 | + | | |
| 225 | + | ; ---------------------------------------------------------------------------- | |
| 226 | + | ; Initialize Song | |
| 227 | + | ; ---------------------------------------------------------------------------- | |
| 228 | + | | |
| 229 | + | init_song: | |
| 230 | + | lda #<song_data | |
| 231 | + | sta song_pos | |
| 232 | + | lda #>song_data | |
| 233 | + | sta song_pos_hi | |
| 234 | + | | |
| 235 | + | lda #0 | |
| 236 | + | sta frame_count | |
| 237 | + | sta beat_count | |
| 238 | + | sta song_beat | |
| 239 | + | sta border_flash | |
| 240 | + | sta game_over | |
| 241 | + | | |
| 242 | + | jsr display_progress | |
| 243 | + | rts | |
| 244 | + | | |
| 245 | + | ; ---------------------------------------------------------------------------- | |
| 246 | + | ; Advance Song - Increment beat and update progress | |
| 247 | + | ; ---------------------------------------------------------------------------- | |
| 248 | + | | |
| 249 | + | advance_song: | |
| 250 | + | inc beat_count | |
| 251 | + | inc song_beat | |
| 252 | + | | |
| 253 | + | ; Check if song has ended | |
| 254 | + | lda song_beat | |
| 255 | + | cmp #SONG_LENGTH | |
| 256 | + | bcc song_continues | |
| 257 | + | | |
| 258 | + | ; Song loops for now (Unit 11 will add proper end) | |
| 259 | + | lda #0 | |
| 260 | + | sta song_beat | |
| 261 | + | sta beat_count | |
| 262 | + | lda #<song_data | |
| 263 | + | sta song_pos | |
| 264 | + | lda #>song_data | |
| 265 | + | sta song_pos_hi | |
| 266 | + | | |
| 267 | + | song_continues: | |
| 268 | + | jsr display_progress | |
| 269 | + | rts | |
| 270 | + | | |
| 271 | + | ; ---------------------------------------------------------------------------- | |
| 272 | + | ; Display Progress - Show song progress bar | |
| 273 | + | ; ---------------------------------------------------------------------------- | |
| 274 | + | | |
| 275 | + | display_progress: | |
| 276 | + | ; Calculate progress: (song_beat * PROGRESS_WIDTH) / SONG_LENGTH | |
| 277 | + | ; For 64-beat song with 16-char bar: song_beat / 4 | |
| 278 | + | | |
| 279 | + | lda song_beat | |
| 280 | + | lsr ; Divide by 4 | |
| 281 | + | lsr | |
| 282 | + | sta temp_progress | |
| 283 | + | | |
| 284 | + | ; Draw filled portion | |
| 285 | + | ldx #0 | |
| 286 | + | lda temp_progress | |
| 287 | + | beq draw_empty_progress | |
| 288 | + | | |
| 289 | + | draw_full_progress: | |
| 290 | + | lda #CHAR_BAR_FULL | |
| 291 | + | sta SCREEN + (PROGRESS_ROW * 40) + 12,x | |
| 292 | + | lda #PROGRESS_COL | |
| 293 | + | sta COLRAM + (PROGRESS_ROW * 40) + 12,x | |
| 294 | + | inx | |
| 295 | + | cpx temp_progress | |
| 296 | + | bne draw_full_progress | |
| 297 | + | | |
| 298 | + | draw_empty_progress: | |
| 299 | + | cpx #PROGRESS_WIDTH | |
| 300 | + | beq progress_done | |
| 301 | + | lda #CHAR_BAR_EMPTY | |
| 302 | + | sta SCREEN + (PROGRESS_ROW * 40) + 12,x | |
| 303 | + | lda #11 ; Dark grey | |
| 304 | + | sta COLRAM + (PROGRESS_ROW * 40) + 12,x | |
| 305 | + | inx | |
| 306 | + | jmp draw_empty_progress | |
| 307 | + | | |
| 308 | + | progress_done: | |
| 309 | + | rts | |
| 310 | + | | |
| 311 | + | temp_progress: !byte 0 | |
| 231 | 312 | | |
| 232 | 313 | ; ---------------------------------------------------------------------------- | |
| 233 | 314 | ; Copy Character Set from ROM to RAM | |
| ... | |||
| 298 | 379 | | |
| 299 | 380 | lda #%00000000 | |
| 300 | 381 | sta CHARSET + (CHAR_TRACK * 8) + 0 | |
| 301 | - | lda #%00000000 | |
| 302 | 382 | sta CHARSET + (CHAR_TRACK * 8) + 1 | |
| 303 | - | lda #%00000000 | |
| 304 | 383 | sta CHARSET + (CHAR_TRACK * 8) + 2 | |
| 305 | 384 | lda #%11111111 | |
| 306 | 385 | sta CHARSET + (CHAR_TRACK * 8) + 3 | |
| 307 | - | lda #%11111111 | |
| 308 | 386 | sta CHARSET + (CHAR_TRACK * 8) + 4 | |
| 309 | 387 | lda #%00000000 | |
| 310 | 388 | sta CHARSET + (CHAR_TRACK * 8) + 5 | |
| 311 | - | lda #%00000000 | |
| 312 | 389 | sta CHARSET + (CHAR_TRACK * 8) + 6 | |
| 313 | - | lda #%00000000 | |
| 314 | 390 | sta CHARSET + (CHAR_TRACK * 8) + 7 | |
| 315 | 391 | | |
| 316 | 392 | lda #%01100110 | |
| ... | |||
| 380 | 456 | init_notes_loop: | |
| 381 | 457 | sta note_track,x | |
| 382 | 458 | sta note_col,x | |
| 383 | - | sta note_freq,x ; Also clear note frequencies | |
| 459 | + | sta note_freq,x | |
| 384 | 460 | dex | |
| 385 | 461 | bpl init_notes_loop | |
| 386 | 462 | rts | |
| 387 | 463 | | |
| 388 | 464 | ; ---------------------------------------------------------------------------- | |
| 389 | - | ; Check Spawn Note - Now reads 3-byte song entries | |
| 465 | + | ; Check Spawn Note | |
| 390 | 466 | ; ---------------------------------------------------------------------------- | |
| 391 | 467 | | |
| 392 | 468 | check_spawn_note: | |
| ... | |||
| 395 | 471 | spawn_check_loop: | |
| 396 | 472 | lda (song_pos),y | |
| 397 | 473 | cmp #$FF | |
| 398 | - | beq spawn_restart_song | |
| 474 | + | beq spawn_done ; Don't auto-restart here | |
| 399 | 475 | | |
| 400 | 476 | cmp beat_count | |
| 401 | 477 | beq spawn_match | |
| ... | |||
| 405 | 481 | | |
| 406 | 482 | spawn_match: | |
| 407 | 483 | iny | |
| 408 | - | lda (song_pos),y ; Track number | |
| 484 | + | lda (song_pos),y | |
| 409 | 485 | sta temp_track | |
| 410 | 486 | iny | |
| 411 | - | lda (song_pos),y ; Note frequency | |
| 487 | + | lda (song_pos),y | |
| 412 | 488 | pha | |
| 413 | 489 | lda temp_track | |
| 414 | 490 | jsr spawn_note_with_freq | |
| 415 | - | pla ; Clean up stack | |
| 491 | + | pla | |
| 416 | 492 | dey | |
| 417 | 493 | dey | |
| 418 | 494 | | |
| 419 | 495 | spawn_advance: | |
| 420 | 496 | lda song_pos | |
| 421 | 497 | clc | |
| 422 | - | adc #3 ; 3 bytes per entry now | |
| 498 | + | adc #3 | |
| 423 | 499 | sta song_pos | |
| 424 | 500 | lda song_pos_hi | |
| 425 | 501 | adc #0 | |
| ... | |||
| 427 | 503 | jmp spawn_check_loop | |
| 428 | 504 | | |
| 429 | 505 | spawn_done: | |
| 430 | - | rts | |
| 431 | - | | |
| 432 | - | spawn_restart_song: | |
| 433 | - | lda #<song_data | |
| 434 | - | sta song_pos | |
| 435 | - | lda #>song_data | |
| 436 | - | sta song_pos_hi | |
| 437 | - | lda #0 | |
| 438 | - | sta beat_count | |
| 439 | 506 | rts | |
| 440 | 507 | | |
| 441 | 508 | ; ---------------------------------------------------------------------------- | |
| 442 | 509 | ; Spawn Note With Frequency | |
| 443 | - | ; Input: A = track, stack has frequency | |
| 444 | 510 | ; ---------------------------------------------------------------------------- | |
| 445 | 511 | | |
| 446 | 512 | spawn_note_with_freq: | |
| ... | |||
| 461 | 527 | lda #NOTE_SPAWN_COL | |
| 462 | 528 | sta note_col,x | |
| 463 | 529 | | |
| 464 | - | ; Get frequency from stack (caller pushed it) | |
| 465 | 530 | tsx | |
| 466 | - | lda $0103,x ; Get frequency from stack | |
| 531 | + | lda $0103,x | |
| 467 | 532 | sta note_freq,x | |
| 468 | 533 | | |
| 469 | 534 | jsr draw_note | |
| ... | |||
| 613 | 678 | | |
| 614 | 679 | draw_full_bars: | |
| 615 | 680 | lda #CHAR_BAR_FULL | |
| 616 | - | sta SCREEN + (HEALTH_ROW * 40) + 16,x | |
| 681 | + | sta SCREEN + (HEALTH_ROW * 40) + 12,x | |
| 617 | 682 | lda #HEALTH_COL | |
| 618 | - | sta COLRAM + (HEALTH_ROW * 40) + 16,x | |
| 683 | + | sta COLRAM + (HEALTH_ROW * 40) + 12,x | |
| 619 | 684 | inx | |
| 620 | 685 | cpx temp_health | |
| 621 | 686 | bne draw_full_bars | |
| ... | |||
| 624 | 689 | cpx #8 | |
| 625 | 690 | beq health_done | |
| 626 | 691 | lda #CHAR_BAR_EMPTY | |
| 627 | - | sta SCREEN + (HEALTH_ROW * 40) + 16,x | |
| 692 | + | sta SCREEN + (HEALTH_ROW * 40) + 12,x | |
| 628 | 693 | lda #11 | |
| 629 | - | sta COLRAM + (HEALTH_ROW * 40) + 16,x | |
| 694 | + | sta COLRAM + (HEALTH_ROW * 40) + 12,x | |
| 630 | 695 | inx | |
| 631 | 696 | jmp draw_empty_bars | |
| 632 | 697 | | |
| ... | |||
| 874 | 939 | cpx #38 | |
| 875 | 940 | bne draw_t1 | |
| 876 | 941 | | |
| 877 | - | lda #CHAR_TRACK | |
| 878 | 942 | ldx #0 | |
| 879 | 943 | draw_t2: | |
| 880 | 944 | sta SCREEN + (TRACK2_ROW * 40),x | |
| ... | |||
| 882 | 946 | cpx #38 | |
| 883 | 947 | bne draw_t2 | |
| 884 | 948 | | |
| 885 | - | lda #CHAR_TRACK | |
| 886 | 949 | ldx #0 | |
| 887 | 950 | draw_t3: | |
| 888 | 951 | sta SCREEN + (TRACK3_ROW * 40),x | |
| ... | |||
| 972 | 1035 | draw_health_label: | |
| 973 | 1036 | lda health_label,x | |
| 974 | 1037 | beq draw_health_label_done | |
| 975 | - | sta SCREEN + (HEALTH_ROW * 40) + 8,x | |
| 1038 | + | sta SCREEN + (HEALTH_ROW * 40) + 4,x | |
| 976 | 1039 | lda #5 | |
| 977 | - | sta COLRAM + (HEALTH_ROW * 40) + 8,x | |
| 1040 | + | sta COLRAM + (HEALTH_ROW * 40) + 4,x | |
| 978 | 1041 | inx | |
| 979 | 1042 | bne draw_health_label | |
| 980 | 1043 | draw_health_label_done: | |
| 1044 | + | | |
| 1045 | + | ldx #0 | |
| 1046 | + | draw_progress_label: | |
| 1047 | + | lda progress_label,x | |
| 1048 | + | beq draw_progress_label_done | |
| 1049 | + | sta SCREEN + (PROGRESS_ROW * 40) + 4,x | |
| 1050 | + | lda #3 | |
| 1051 | + | sta COLRAM + (PROGRESS_ROW * 40) + 4,x | |
| 1052 | + | inx | |
| 1053 | + | bne draw_progress_label | |
| 1054 | + | draw_progress_label_done: | |
| 981 | 1055 | | |
| 982 | 1056 | lda #$1A | |
| 983 | 1057 | sta SCREEN + (TRACK1_ROW * 40) | |
| ... | |||
| 1010 | 1084 | | |
| 1011 | 1085 | health_label: | |
| 1012 | 1086 | !scr "health:" | |
| 1087 | + | !byte 0 | |
| 1088 | + | | |
| 1089 | + | progress_label: | |
| 1090 | + | !scr "song:" | |
| 1013 | 1091 | !byte 0 | |
| 1014 | 1092 | | |
| 1015 | 1093 | ; ---------------------------------------------------------------------------- | |
| ... | |||
| 1190 | 1268 | rts | |
| 1191 | 1269 | | |
| 1192 | 1270 | ; ---------------------------------------------------------------------------- | |
| 1193 | - | ; Check Hit - Now stores note frequency for playback | |
| 1271 | + | ; Check Hit | |
| 1194 | 1272 | ; ---------------------------------------------------------------------------- | |
| 1195 | 1273 | | |
| 1196 | 1274 | check_hit: | |
| ... | |||
| 1209 | 1287 | cmp #HIT_ZONE_MAX+1 | |
| 1210 | 1288 | bcs check_hit_next | |
| 1211 | 1289 | | |
| 1212 | - | ; Store note frequency for sound playback | |
| 1213 | 1290 | lda note_freq,x | |
| 1214 | 1291 | sta hit_note_freq | |
| 1215 | 1292 | | |
| 1293 | + | lda note_col,x | |
| 1216 | 1294 | cmp #HIT_ZONE_CENTRE | |
| 1217 | 1295 | bcc hit_good | |
| 1218 | 1296 | cmp #HIT_ZONE_CENTRE+2 | |
| ... | |||
| 1487 | 1565 | | |
| 1488 | 1566 | ; ============================================================================ | |
| 1489 | 1567 | ; SONG DATA | |
| 1490 | - | ; ============================================================================ | |
| 1491 | - | ; Format: beat, track, note_freq_hi | |
| 1492 | - | ; | |
| 1493 | - | ; Note frequency table (high byte only for simplicity): | |
| 1494 | - | ; C3=$11 D3=$13 E3=$16 F3=$17 G3=$1A A3=$1D B3=$21 | |
| 1495 | - | ; C4=$23 D4=$27 E4=$2C F4=$2F G4=$35 A4=$3B B4=$42 | |
| 1496 | - | ; C5=$47 D5=$4F E5=$58 F5=$5E G5=$6A A5=$77 B5=$85 | |
| 1497 | - | ; | |
| 1498 | - | ; Track 1 (Z) = high notes, sawtooth | |
| 1499 | - | ; Track 2 (X) = mid notes, pulse | |
| 1500 | - | ; Track 3 (C) = low notes, triangle | |
| 1501 | 1568 | ; ============================================================================ | |
| 1502 | 1569 | | |
| 1503 | 1570 | song_data: | |
| 1504 | - | ; Bar 1 - Opening phrase | |
| 1505 | - | !byte 0, 1, $47 ; C5 - high | |
| 1506 | - | !byte 2, 2, $2C ; E4 - mid | |
| 1507 | - | !byte 4, 3, $11 ; C3 - low | |
| 1571 | + | ; Bar 1 | |
| 1572 | + | !byte 0, 1, $47 | |
| 1573 | + | !byte 2, 2, $2C | |
| 1574 | + | !byte 4, 3, $11 | |
| 1508 | 1575 | | |
| 1509 | - | ; Bar 2 - Descending | |
| 1510 | - | !byte 8, 1, $3B ; A4 | |
| 1511 | - | !byte 10, 2, $27 ; D4 | |
| 1512 | - | !byte 12, 3, $13 ; D3 | |
| 1576 | + | ; Bar 2 | |
| 1577 | + | !byte 8, 1, $3B | |
| 1578 | + | !byte 10, 2, $27 | |
| 1579 | + | !byte 12, 3, $13 | |
| 1513 | 1580 | | |
| 1514 | - | ; Bar 3 - Building | |
| 1515 | - | !byte 16, 1, $35 ; G4 | |
| 1516 | - | !byte 17, 2, $2C ; E4 | |
| 1517 | - | !byte 18, 1, $3B ; A4 | |
| 1518 | - | !byte 20, 3, $16 ; E3 | |
| 1581 | + | ; Bar 3 | |
| 1582 | + | !byte 16, 1, $35 | |
| 1583 | + | !byte 17, 2, $2C | |
| 1584 | + | !byte 18, 1, $3B | |
| 1585 | + | !byte 20, 3, $16 | |
| 1519 | 1586 | | |
| 1520 | - | ; Bar 4 - Resolution | |
| 1521 | - | !byte 24, 1, $47 ; C5 | |
| 1522 | - | !byte 26, 2, $35 ; G4 | |
| 1523 | - | !byte 28, 3, $11 ; C3 | |
| 1587 | + | ; Bar 4 | |
| 1588 | + | !byte 24, 1, $47 | |
| 1589 | + | !byte 26, 2, $35 | |
| 1590 | + | !byte 28, 3, $11 | |
| 1524 | 1591 | | |
| 1525 | - | ; Bar 5 - New phrase | |
| 1526 | - | !byte 32, 2, $2F ; F4 | |
| 1527 | - | !byte 34, 1, $4F ; D5 | |
| 1528 | - | !byte 36, 3, $17 ; F3 | |
| 1592 | + | ; Bar 5 | |
| 1593 | + | !byte 32, 2, $2F | |
| 1594 | + | !byte 34, 1, $4F | |
| 1595 | + | !byte 36, 3, $17 | |
| 1529 | 1596 | | |
| 1530 | - | ; Bar 6 - Variation | |
| 1531 | - | !byte 40, 1, $58 ; E5 | |
| 1532 | - | !byte 42, 2, $2C ; E4 | |
| 1533 | - | !byte 44, 3, $11 ; C3 | |
| 1534 | - | !byte 46, 2, $27 ; D4 | |
| 1597 | + | ; Bar 6 | |
| 1598 | + | !byte 40, 1, $58 | |
| 1599 | + | !byte 42, 2, $2C | |
| 1600 | + | !byte 44, 3, $11 | |
| 1601 | + | !byte 46, 2, $27 | |
| 1535 | 1602 | | |
| 1536 | - | ; Bar 7 - Climax approach | |
| 1537 | - | !byte 48, 1, $6A ; G5 | |
| 1538 | - | !byte 49, 2, $35 ; G4 | |
| 1539 | - | !byte 50, 1, $58 ; E5 | |
| 1540 | - | !byte 52, 3, $1A ; G3 | |
| 1541 | - | !byte 54, 2, $2F ; F4 | |
| 1603 | + | ; Bar 7 | |
| 1604 | + | !byte 48, 1, $6A | |
| 1605 | + | !byte 49, 2, $35 | |
| 1606 | + | !byte 50, 1, $58 | |
| 1607 | + | !byte 52, 3, $1A | |
| 1608 | + | !byte 54, 2, $2F | |
| 1542 | 1609 | | |
| 1543 | - | ; Bar 8 - Resolution/Loop point | |
| 1544 | - | !byte 56, 1, $47 ; C5 | |
| 1545 | - | !byte 58, 2, $2C ; E4 | |
| 1546 | - | !byte 60, 3, $11 ; C3 | |
| 1547 | - | !byte 62, 1, $35 ; G4 | |
| 1610 | + | ; Bar 8 | |
| 1611 | + | !byte 56, 1, $47 | |
| 1612 | + | !byte 58, 2, $2C | |
| 1613 | + | !byte 60, 3, $11 | |
| 1614 | + | !byte 62, 1, $35 | |
| 1548 | 1615 | | |
| 1549 | - | !byte $FF ; End of song | |
| 1616 | + | !byte $FF | |
| 1550 | 1617 | | |
| 1551 | 1618 | ; ---------------------------------------------------------------------------- | |
| 1552 | 1619 | ; Note Arrays | |
| ... | |||
| 1559 | 1626 | !fill MAX_NOTES, 0 | |
| 1560 | 1627 | | |
| 1561 | 1628 | note_freq: | |
| 1562 | - | !fill MAX_NOTES, 0 ; Note frequency for each active note | |
| 1629 | + | !fill MAX_NOTES, 0 | |
| 1563 | 1630 | | |
| 1564 | 1631 | ; ---------------------------------------------------------------------------- | |
| 1565 | 1632 | ; Game Variables |