Sound Polish
Distinct sounds for different events. Perfect hits sound amazing. Misses sound harsh.
Every action needs appropriate feedback. This unit polishes the sound design.
Previously, hits played the note’s frequency regardless of timing quality. Now perfect hits trigger a bright, high-pitched confirmation sound. Good hits get a softer, lower response. Miss sounds remain harsh. Menu navigation clicks satisfyingly. Every event has distinct audio feedback.
Run It
Assemble and run:
acme -f cbm -o symphony.prg symphony.asm

Press fire to start, then hit notes with different timing qualities. You’ll hear the difference between perfect and good hits.
Sound Design Vocabulary
Different events need different sounds:
| Event | Sound Character | SID Settings |
|---|---|---|
| Perfect hit | Bright, satisfying | High pitch, sawtooth |
| Good hit | Positive, softer | Medium pitch, triangle |
| Miss | Harsh, punishing | Low pitch, noise |
| Menu select | Click, responsive | Short pulse |
The player’s ears confirm what their eyes see.
Sound Effect Constants
All sound settings are defined as constants for easy tuning:
; ----------------------------------------------------------------------------
; Sound Effect Constants - Different sounds for different events
; ----------------------------------------------------------------------------
; Perfect hit sound - bright and satisfying
PERFECT_SFX_FREQ = $30 ; Higher pitch
PERFECT_SFX_WAVE = $21 ; Sawtooth (bright)
PERFECT_SFX_AD = $08 ; Fast attack, medium decay
PERFECT_SFX_SR = $00 ; No sustain
; Good hit sound - positive but lesser
GOOD_SFX_FREQ = $20 ; Lower pitch than perfect
GOOD_SFX_WAVE = $11 ; Triangle (softer)
GOOD_SFX_AD = $0A ; Slightly slower decay
GOOD_SFX_SR = $00 ; No sustain
; Miss sound settings - harsh buzz
MISS_FREQ = $08 ; Low, ominous
MISS_WAVE = $81 ; Noise waveform
MISS_AD = $00 ; Instant attack
MISS_SR = $A0 ; Quick sustain, fast release
; Menu sound settings - satisfying click
MENU_SELECT_FREQ = $18 ; Menu click pitch
MENU_SELECT_WAVE = $41 ; Pulse for click
MENU_SELECT_AD = $00 ; Instant attack
MENU_SELECT_SR = $80 ; Very short
Each sound has distinct frequency, waveform, and envelope characteristics. Perfect hits are bright and high. Good hits are softer and lower. Misses buzz harshly. Menu clicks are short and satisfying.
The Sound Routines
Each event has its own dedicated sound routine:
; ----------------------------------------------------------------------------
; Polished Sound Effect Routines
; ----------------------------------------------------------------------------
; Play Perfect Hit Sound - Bright, high, satisfying
play_perfect_sound:
lda #0
sta SID_V3_FREQ_LO
lda #PERFECT_SFX_FREQ ; Higher pitch = brighter
sta SID_V3_FREQ_HI
lda #$08
sta SID_V3_PWHI
lda #PERFECT_SFX_AD ; Fast attack
sta SID_V3_AD
lda #PERFECT_SFX_SR
sta SID_V3_SR
lda #PERFECT_SFX_WAVE ; Sawtooth for brightness
ora #$01 ; Gate on
sta SID_V3_CTRL
rts
; Play Good Hit Sound - Positive but lesser
play_good_sound:
lda #0
sta SID_V3_FREQ_LO
lda #GOOD_SFX_FREQ ; Lower pitch than perfect
sta SID_V3_FREQ_HI
lda #$08
sta SID_V3_PWHI
lda #GOOD_SFX_AD ; Slower decay
sta SID_V3_AD
lda #GOOD_SFX_SR
sta SID_V3_SR
lda #GOOD_SFX_WAVE ; Triangle for softness
ora #$01 ; Gate on
sta SID_V3_CTRL
rts
; Play Miss Sound - Harsh buzz
play_miss_sound:
lda #0
sta SID_V3_FREQ_LO
lda #MISS_FREQ ; Low, ominous
sta SID_V3_FREQ_HI
lda #MISS_AD ; Instant attack
sta SID_V3_AD
lda #MISS_SR
sta SID_V3_SR
lda #MISS_WAVE ; Noise = harsh
ora #$01 ; Gate on
sta SID_V3_CTRL
rts
; Play Menu Select Sound - Click
play_menu_select:
lda #0
sta SID_V3_FREQ_LO
lda #MENU_SELECT_FREQ
sta SID_V3_FREQ_HI
lda #$08
sta SID_V3_PWHI
lda #MENU_SELECT_AD ; Instant
sta SID_V3_AD
lda #MENU_SELECT_SR ; Very short
sta SID_V3_SR
lda #MENU_SELECT_WAVE ; Pulse for click
ora #$01 ; Gate on
sta SID_V3_CTRL
rts
We use Voice 3 for sound effects, keeping Voices 1 and 2 free for the musical note playback. This creates a layered audio experience where the note sounds and the confirmation effects combine.
Different Waveforms, Different Feelings
The SID’s waveforms each have distinct characters:
PERFECT_SFX_WAVE = $21 ; Sawtooth - bright, edgy
GOOD_SFX_WAVE = $11 ; Triangle - soft, round
MISS_WAVE = $81 ; Noise - harsh, jarring
MENU_SELECT_WAVE = $41 ; Pulse - crisp, mechanical
- Sawtooth ($21): Buzzy, bright, attention-grabbing. Perfect for rewarding success.
- Triangle ($11): Smooth, warm, gentle. Good for positive but lesser feedback.
- Noise ($81): Random, harsh, uncomfortable. Ideal for punishing mistakes.
- Pulse ($41): Hollow, clicking, mechanical. Works well for UI interactions.
Integrating Sounds with Gameplay
The award_points routine now plays the appropriate sound:
; ----------------------------------------------------------------------------
; Award Points - Now with distinct sounds for each hit quality
; ----------------------------------------------------------------------------
award_points:
jsr increment_combo
lda hit_quality
cmp #2
beq award_perfect
; Good hit - positive but lesser feedback
lda #GOOD_SCORE
jsr apply_multiplier
jsr add_score
inc good_count
; Play good sound effect (softer, lower pitch)
jsr play_good_sound
lda #GOOD_COL ; Yellow border flash
sta BORDER
lda #4 ; Shorter flash
sta border_flash
lda #HEALTH_GOOD
jsr increase_health
jmp award_done
award_perfect:
; Perfect hit - bright and satisfying feedback
lda #PERFECT_SCORE
jsr apply_multiplier
jsr add_score
inc perfect_count
; Play perfect sound effect (bright, high pitch)
jsr play_perfect_sound
lda #PERFECT_COL ; White border flash
sta BORDER
lda #6 ; Longer flash
sta border_flash
lda #HEALTH_PERFECT
jsr increase_health
award_done:
jsr display_score
rts
Perfect hits get the bright sound and longer border flash. Good hits get the softer sound and shorter flash. The feedback hierarchy is clear.
Menu Sounds
Every state transition now has audio feedback:
fire_pressed:
lda #$FF
sta CIA1_PRA
; Play menu select sound
jsr play_menu_select
; Start the game!
jsr init_game
lda #STATE_PLAYING
sta game_state
rts
The click sound confirms the button press was registered. Without it, there’s a moment of uncertainty - did the game hear me?
ADSR for Sound Character
The Attack-Decay-Sustain-Release envelope shapes each sound:
; Perfect: Fast attack, medium decay, no sustain
PERFECT_SFX_AD = $08 ; Attack=0, Decay=8
PERFECT_SFX_SR = $00 ; Sustain=0, Release=0
; Good: Slightly slower decay
GOOD_SFX_AD = $0A ; Attack=0, Decay=10
GOOD_SFX_SR = $00 ; Sustain=0, Release=0
; Miss: Instant, short
MISS_AD = $00 ; Attack=0, Decay=0
MISS_SR = $A0 ; Sustain=10, Release=0
Fast decays make sounds punchy. The perfect sound decays quicker than good, making it feel more energetic.
The Complete Code
; ============================================================================
; SID SYMPHONY - Unit 15: Sound Polish
; ============================================================================
; Distinct sounds for hit qualities. Perfect hits sound bright and satisfying.
; Good hits are positive but lesser. Miss sounds are harsh. Menu sounds click.
;
; Controls: Z = Track 1 (high), X = Track 2 (mid), C = Track 3 (low)
; Fire = Start game from title screen
; ============================================================================
; ============================================================================
; CUSTOMISATION SECTION
; ============================================================================
; SID Voice Settings (for note playback)
VOICE1_WAVE = $21 ; Sawtooth for track 1
VOICE2_WAVE = $41 ; Pulse for track 2
VOICE3_WAVE = $11 ; Triangle for track 3
VOICE1_FREQ = $1C
VOICE2_FREQ = $0E
VOICE3_FREQ = $07
VOICE_AD = $09 ; Attack=0, Decay=9
VOICE_SR = $00 ; Sustain=0, Release=0
PULSE_WIDTH = $08
; Perfect hit sound - bright and satisfying
PERFECT_SFX_FREQ = $30 ; Higher pitch
PERFECT_SFX_WAVE = $21 ; Sawtooth (bright)
PERFECT_SFX_AD = $08 ; Fast attack, medium decay
PERFECT_SFX_SR = $00 ; No sustain
; Good hit sound - positive but lesser
GOOD_SFX_FREQ = $20 ; Lower pitch than perfect
GOOD_SFX_WAVE = $11 ; Triangle (softer)
GOOD_SFX_AD = $0A ; Slightly slower decay
GOOD_SFX_SR = $00 ; No sustain
; Miss sound settings - harsh buzz
MISS_FREQ = $08
MISS_WAVE = $81 ; Noise
MISS_AD = $00 ; Instant attack
MISS_SR = $A0 ; Quick sustain, fast release
; Menu sound settings
MENU_SELECT_FREQ = $18 ; Menu click pitch
MENU_SELECT_WAVE = $41 ; Pulse for click
MENU_SELECT_AD = $00 ; Instant
MENU_SELECT_SR = $80 ; Very short
; 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
COMBO_COL = 13
; Title screen colours
TITLE_COL = 1 ; White for title
SUBTITLE_COL = 11 ; Grey for subtitle
; ============================================================================
; SCORING SETTINGS
; ============================================================================
PERFECT_SCORE = 100
GOOD_SCORE = 50
; ============================================================================
; COMBO SETTINGS
; ============================================================================
COMBO_TIER_2 = 10
COMBO_TIER_3 = 25
COMBO_TIER_4 = 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
PROGRESS_WIDTH = 16
; ============================================================================
; GAME STATES
; ============================================================================
STATE_TITLE = 0
STATE_PLAYING = 1
STATE_RESULTS = 2
STATE_GAMEOVER = 3
; ============================================================================
; 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 and joystick
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
; Combo display position
COMBO_ROW = 2
; 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
END_DELAY_FRAMES = 75
; 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_state = $0B
hit_note_freq = $0C
song_beat = $0D
song_ended = $0E
end_delay = $0F
; ----------------------------------------------------------------------------
; BASIC Stub
; ----------------------------------------------------------------------------
* = $0801
!byte $0C, $08
!byte $0A, $00
!byte $9E
!text "2064"
!byte $00
!byte $00, $00
; ----------------------------------------------------------------------------
; Main Program
; ----------------------------------------------------------------------------
* = $0810
start:
jsr copy_charset
jsr init_sid
jsr show_title
; Start in TITLE state
lda #STATE_TITLE
sta game_state
main_loop:
lda #$FF
wait_raster:
cmp $D012
bne wait_raster
lda game_state
cmp #STATE_TITLE
beq do_title
cmp #STATE_PLAYING
beq do_playing
cmp #STATE_RESULTS
beq do_results
jmp do_gameover
do_title:
jsr update_title
jmp main_loop
do_playing:
jsr update_playing
jmp main_loop
do_results:
jsr update_results
jmp main_loop
do_gameover:
jsr update_gameover
jmp main_loop
; ----------------------------------------------------------------------------
; Show Title Screen
; ----------------------------------------------------------------------------
show_title:
; Clear screen
lda #BORDER_COL
sta BORDER
lda #BG_COL
sta BGCOL
ldx #0
lda #CHAR_SPACE
clear_title:
sta SCREEN,x
sta SCREEN+$100,x
sta SCREEN+$200,x
sta SCREEN+$2E8,x
inx
bne clear_title
; Draw big title "SID SYMPHONY"
ldx #0
draw_title_text:
lda title_big,x
beq draw_title_done
sta SCREEN + (8 * 40) + 14,x
lda #TITLE_COL
sta COLRAM + (8 * 40) + 14,x
inx
jmp draw_title_text
draw_title_done:
; Draw subtitle "A RHYTHM GAME"
ldx #0
draw_subtitle:
lda subtitle_text,x
beq draw_subtitle_done
sta SCREEN + (10 * 40) + 13,x
lda #SUBTITLE_COL
sta COLRAM + (10 * 40) + 13,x
inx
jmp draw_subtitle
draw_subtitle_done:
; Draw controls
ldx #0
draw_controls:
lda controls_text,x
beq draw_controls_done
sta SCREEN + (14 * 40) + 11,x
lda #11
sta COLRAM + (14 * 40) + 11,x
inx
jmp draw_controls
draw_controls_done:
; Draw track info
ldx #0
draw_track_info:
lda track_info,x
beq draw_track_done
sta SCREEN + (16 * 40) + 9,x
lda #11
sta COLRAM + (16 * 40) + 9,x
inx
jmp draw_track_info
draw_track_done:
; Draw "PRESS FIRE TO START"
ldx #0
draw_press_fire:
lda press_fire_text,x
beq draw_press_done
sta SCREEN + (20 * 40) + 10,x
lda #7 ; Yellow
sta COLRAM + (20 * 40) + 10,x
inx
jmp draw_press_fire
draw_press_done:
rts
title_big:
!scr "sid symphony"
!byte 0
subtitle_text:
!scr "a rhythm game"
!byte 0
controls_text:
!scr "controls: z / x / c"
!byte 0
track_info:
!scr "hit notes as they reach"
!byte 0
press_fire_text:
!scr "press fire to start"
!byte 0
; ----------------------------------------------------------------------------
; Update Title State
; ----------------------------------------------------------------------------
update_title:
; Check for fire button (joystick port 2)
lda CIA1_PRA
and #$10 ; Bit 4 = fire
beq fire_pressed
; Also check space bar as alternative
lda #$7F
sta CIA1_PRA
lda CIA1_PRB
and #$10 ; Space
beq fire_pressed
; No input - stay on title
lda #$FF
sta CIA1_PRA
rts
fire_pressed:
lda #$FF
sta CIA1_PRA
; Play menu select sound
jsr play_menu_select
; Start the game!
jsr init_game
lda #STATE_PLAYING
sta game_state
rts
; ----------------------------------------------------------------------------
; Play Menu Select Sound
; ----------------------------------------------------------------------------
play_menu_select:
lda #0
sta SID_V3_FREQ_LO
lda #MENU_SELECT_FREQ
sta SID_V3_FREQ_HI
lda #$08
sta SID_V3_PWHI
lda #MENU_SELECT_AD
sta SID_V3_AD
lda #MENU_SELECT_SR
sta SID_V3_SR
lda #MENU_SELECT_WAVE
ora #$01 ; Gate on
sta SID_V3_CTRL
rts
; ----------------------------------------------------------------------------
; Initialize Game (called when starting from title)
; ----------------------------------------------------------------------------
init_game:
jsr init_screen
jsr init_notes
jsr init_score
jsr init_health
jsr init_combo
jsr init_song
rts
; ----------------------------------------------------------------------------
; Initialize Combo
; ----------------------------------------------------------------------------
init_combo:
lda #0
sta combo
sta max_combo
jsr display_combo
rts
; ----------------------------------------------------------------------------
; Update Playing State
; ----------------------------------------------------------------------------
update_playing:
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
jsr check_song_end
rts
; ----------------------------------------------------------------------------
; Update Results State
; ----------------------------------------------------------------------------
update_results:
; Check for fire to return to title
lda CIA1_PRA
and #$10
beq results_fire
; Also check space bar
lda #$7F
sta CIA1_PRA
lda CIA1_PRB
and #$10
beq results_fire
lda #$FF
sta CIA1_PRA
rts
results_fire:
lda #$FF
sta CIA1_PRA
; Play menu select sound
jsr play_menu_select
; Return to title screen
jsr show_title
lda #STATE_TITLE
sta game_state
rts
; ----------------------------------------------------------------------------
; Update Game Over State
; ----------------------------------------------------------------------------
update_gameover:
; Check for fire to return to title
lda CIA1_PRA
and #$10
beq gameover_fire
lda #$7F
sta CIA1_PRA
lda CIA1_PRB
and #$10
beq gameover_fire
lda #$FF
sta CIA1_PRA
rts
gameover_fire:
lda #$FF
sta CIA1_PRA
; Play menu select sound
jsr play_menu_select
; Return to title screen
jsr show_title
lda #STATE_TITLE
sta game_state
rts
; ----------------------------------------------------------------------------
; Check Song End
; ----------------------------------------------------------------------------
check_song_end:
lda song_ended
beq song_not_ended
ldx #0
check_notes_clear:
lda note_track,x
bne notes_still_active
inx
cpx #MAX_NOTES
bne check_notes_clear
dec end_delay
bne song_not_ended
jsr show_results
lda #STATE_RESULTS
sta game_state
notes_still_active:
song_not_ended:
rts
; ----------------------------------------------------------------------------
; 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 song_ended
lda #END_DELAY_FRAMES
sta end_delay
jsr display_progress
rts
; ----------------------------------------------------------------------------
; Advance Song
; ----------------------------------------------------------------------------
advance_song:
lda song_ended
bne advance_done
inc beat_count
inc song_beat
lda song_beat
cmp #SONG_LENGTH
bcc song_continues
lda #1
sta song_ended
song_continues:
jsr display_progress
advance_done:
rts
; ----------------------------------------------------------------------------
; Display Progress
; ----------------------------------------------------------------------------
display_progress:
lda song_beat
lsr
lsr
sta temp_progress
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
sta COLRAM + (PROGRESS_ROW * 40) + 12,x
inx
jmp draw_empty_progress
progress_done:
rts
temp_progress: !byte 0
; ----------------------------------------------------------------------------
; Get Multiplier
; ----------------------------------------------------------------------------
get_multiplier:
lda combo
cmp #COMBO_TIER_4
bcs mult_4x
cmp #COMBO_TIER_3
bcs mult_3x
cmp #COMBO_TIER_2
bcs mult_2x
lda #1
rts
mult_2x:
lda #2
rts
mult_3x:
lda #3
rts
mult_4x:
lda #4
rts
; ----------------------------------------------------------------------------
; Display Combo
; ----------------------------------------------------------------------------
display_combo:
ldx #0
draw_combo_label:
lda combo_label,x
beq draw_combo_value
sta SCREEN + (COMBO_ROW * 40) + 12,x
lda #11
sta COLRAM + (COMBO_ROW * 40) + 12,x
inx
jmp draw_combo_label
draw_combo_value:
lda combo
ldx #0
combo_div_100:
cmp #100
bcc combo_done_100
sec
sbc #100
inx
jmp combo_div_100
combo_done_100:
pha
txa
ora #$30
sta SCREEN + (COMBO_ROW * 40) + 18
pla
ldx #0
combo_div_10:
cmp #10
bcc combo_done_10
sec
sbc #10
inx
jmp combo_div_10
combo_done_10:
pha
txa
ora #$30
sta SCREEN + (COMBO_ROW * 40) + 19
pla
ora #$30
sta SCREEN + (COMBO_ROW * 40) + 20
jsr get_multiplier
cmp #4
beq combo_col_4x
cmp #3
beq combo_col_3x
cmp #2
beq combo_col_2x
lda #11
jmp set_combo_col
combo_col_2x:
lda #7
jmp set_combo_col
combo_col_3x:
lda #5
jmp set_combo_col
combo_col_4x:
lda #1
set_combo_col:
sta COLRAM + (COMBO_ROW * 40) + 18
sta COLRAM + (COMBO_ROW * 40) + 19
sta COLRAM + (COMBO_ROW * 40) + 20
jsr get_multiplier
ora #$30
sta SCREEN + (COMBO_ROW * 40) + 22
lda #$18
sta SCREEN + (COMBO_ROW * 40) + 23
jsr get_multiplier
cmp #4
beq mult_col_4x
cmp #3
beq mult_col_3x
cmp #2
beq mult_col_2x
lda #11
jmp set_mult_col
mult_col_2x:
lda #7
jmp set_mult_col
mult_col_3x:
lda #5
jmp set_mult_col
mult_col_4x:
lda #1
set_mult_col:
sta COLRAM + (COMBO_ROW * 40) + 22
sta COLRAM + (COMBO_ROW * 40) + 23
rts
combo_label:
!scr "combo:"
!byte 0
; ----------------------------------------------------------------------------
; Increment Combo
; ----------------------------------------------------------------------------
increment_combo:
inc combo
lda combo
cmp max_combo
bcc combo_not_max
sta max_combo
combo_not_max:
jsr display_combo
rts
; ----------------------------------------------------------------------------
; Break Combo
; ----------------------------------------------------------------------------
break_combo:
lda combo
beq combo_already_zero
lda #0
sta combo
jsr display_combo
combo_already_zero:
rts
; ----------------------------------------------------------------------------
; Show Results Screen
; ----------------------------------------------------------------------------
show_results:
ldx #0
lda #CHAR_SPACE
clear_for_results:
sta SCREEN,x
sta SCREEN+$100,x
sta SCREEN+$200,x
sta SCREEN+$2E8,x
inx
bne clear_for_results
ldx #0
draw_results_title:
lda results_title,x
beq draw_results_title_done
sta SCREEN + (3 * 40) + 14,x
lda #1
sta COLRAM + (3 * 40) + 14,x
inx
jmp draw_results_title
draw_results_title_done:
ldx #0
draw_final_score_label:
lda final_score_label,x
beq draw_final_score_done
sta SCREEN + (6 * 40) + 10,x
lda #7
sta COLRAM + (6 * 40) + 10,x
inx
jmp draw_final_score_label
draw_final_score_done:
jsr display_final_score
ldx #0
draw_perfects_label:
lda perfects_label,x
beq draw_perfects_done
sta SCREEN + (8 * 40) + 10,x
lda #1
sta COLRAM + (8 * 40) + 10,x
inx
jmp draw_perfects_label
draw_perfects_done:
lda perfect_count
jsr display_stat_at_8
ldx #0
draw_goods_label:
lda goods_label,x
beq draw_goods_done
sta SCREEN + (9 * 40) + 10,x
lda #7
sta COLRAM + (9 * 40) + 10,x
inx
jmp draw_goods_label
draw_goods_done:
lda good_count
jsr display_stat_at_9
ldx #0
draw_misses_label:
lda misses_label,x
beq draw_misses_done
sta SCREEN + (10 * 40) + 10,x
lda #2
sta COLRAM + (10 * 40) + 10,x
inx
jmp draw_misses_label
draw_misses_done:
lda miss_count
jsr display_stat_at_10
ldx #0
draw_max_combo_label:
lda max_combo_label,x
beq draw_max_combo_done
sta SCREEN + (12 * 40) + 10,x
lda #13
sta COLRAM + (12 * 40) + 10,x
inx
jmp draw_max_combo_label
draw_max_combo_done:
lda max_combo
jsr display_stat_at_12
ldx #0
draw_accuracy_label:
lda accuracy_label,x
beq draw_accuracy_done
sta SCREEN + (14 * 40) + 10,x
lda #5
sta COLRAM + (14 * 40) + 10,x
inx
jmp draw_accuracy_label
draw_accuracy_done:
jsr calculate_accuracy
jsr display_accuracy
ldx #0
draw_press_key:
lda press_fire_results,x
beq draw_press_key_done
sta SCREEN + (18 * 40) + 9,x
lda #7
sta COLRAM + (18 * 40) + 9,x
inx
jmp draw_press_key
draw_press_key_done:
lda #5
sta BORDER
rts
results_title:
!scr "song complete!"
!byte 0
final_score_label:
!scr "final score:"
!byte 0
perfects_label:
!scr "perfects:"
!byte 0
goods_label:
!scr "goods:"
!byte 0
misses_label:
!scr "misses:"
!byte 0
max_combo_label:
!scr "max combo:"
!byte 0
accuracy_label:
!scr "accuracy:"
!byte 0
press_fire_results:
!scr "press fire for title"
!byte 0
; ----------------------------------------------------------------------------
; Display Final Score
; ----------------------------------------------------------------------------
display_final_score:
lda score_lo
sta work_lo
lda score_hi
sta work_hi
ldx #0
fs_div_10000:
lda work_lo
sec
sbc #<10000
tay
lda work_hi
sbc #>10000
bcc fs_done_10000
sta work_hi
sty work_lo
inx
jmp fs_div_10000
fs_done_10000:
txa
ora #$30
sta SCREEN + (6 * 40) + 23
ldx #0
fs_div_1000:
lda work_lo
sec
sbc #<1000
tay
lda work_hi
sbc #>1000
bcc fs_done_1000
sta work_hi
sty work_lo
inx
jmp fs_div_1000
fs_done_1000:
txa
ora #$30
sta SCREEN + (6 * 40) + 24
ldx #0
fs_div_100:
lda work_lo
sec
sbc #100
bcc fs_done_100
sta work_lo
inx
jmp fs_div_100
fs_done_100:
txa
ora #$30
sta SCREEN + (6 * 40) + 25
ldx #0
fs_div_10:
lda work_lo
sec
sbc #10
bcc fs_done_10
sta work_lo
inx
jmp fs_div_10
fs_done_10:
txa
ora #$30
sta SCREEN + (6 * 40) + 26
lda work_lo
ora #$30
sta SCREEN + (6 * 40) + 27
lda #7
sta COLRAM + (6 * 40) + 23
sta COLRAM + (6 * 40) + 24
sta COLRAM + (6 * 40) + 25
sta COLRAM + (6 * 40) + 26
sta COLRAM + (6 * 40) + 27
rts
; ----------------------------------------------------------------------------
; Display Stats
; ----------------------------------------------------------------------------
display_stat_at_8:
ldx #0
stat8_div:
cmp #10
bcc stat8_done
sec
sbc #10
inx
jmp stat8_div
stat8_done:
pha
txa
ora #$30
sta SCREEN + (8 * 40) + 23
pla
ora #$30
sta SCREEN + (8 * 40) + 24
lda #1
sta COLRAM + (8 * 40) + 23
sta COLRAM + (8 * 40) + 24
rts
display_stat_at_9:
ldx #0
stat9_div:
cmp #10
bcc stat9_done
sec
sbc #10
inx
jmp stat9_div
stat9_done:
pha
txa
ora #$30
sta SCREEN + (9 * 40) + 23
pla
ora #$30
sta SCREEN + (9 * 40) + 24
lda #7
sta COLRAM + (9 * 40) + 23
sta COLRAM + (9 * 40) + 24
rts
display_stat_at_10:
ldx #0
stat10_div:
cmp #10
bcc stat10_done
sec
sbc #10
inx
jmp stat10_div
stat10_done:
pha
txa
ora #$30
sta SCREEN + (10 * 40) + 23
pla
ora #$30
sta SCREEN + (10 * 40) + 24
lda #2
sta COLRAM + (10 * 40) + 23
sta COLRAM + (10 * 40) + 24
rts
display_stat_at_12:
ldx #0
stat12_div:
cmp #10
bcc stat12_done
sec
sbc #10
inx
jmp stat12_div
stat12_done:
pha
txa
ora #$30
sta SCREEN + (12 * 40) + 23
pla
ora #$30
sta SCREEN + (12 * 40) + 24
lda #13
sta COLRAM + (12 * 40) + 23
sta COLRAM + (12 * 40) + 24
rts
; ----------------------------------------------------------------------------
; Calculate Accuracy
; ----------------------------------------------------------------------------
calculate_accuracy:
lda perfect_count
clc
adc good_count
sta total_hits
clc
adc miss_count
sta total_notes
beq accuracy_zero
lda total_hits
sta dividend_lo
lda #0
sta dividend_hi
ldx #100
mult_loop:
dex
beq mult_done
lda dividend_lo
clc
adc total_hits
sta dividend_lo
lda dividend_hi
adc #0
sta dividend_hi
jmp mult_loop
mult_done:
lda #0
sta accuracy
div_loop:
lda dividend_lo
sec
sbc total_notes
tay
lda dividend_hi
sbc #0
bcc div_done
sta dividend_hi
sty dividend_lo
inc accuracy
jmp div_loop
div_done:
rts
accuracy_zero:
lda #0
sta accuracy
rts
total_hits: !byte 0
total_notes: !byte 0
dividend_lo: !byte 0
dividend_hi: !byte 0
accuracy: !byte 0
; ----------------------------------------------------------------------------
; Display Accuracy
; ----------------------------------------------------------------------------
display_accuracy:
lda accuracy
ldx #0
acc_div_100:
cmp #100
bcc acc_done_100
sec
sbc #100
inx
jmp acc_div_100
acc_done_100:
pha
txa
ora #$30
sta SCREEN + (14 * 40) + 23
pla
ldx #0
acc_div_10:
cmp #10
bcc acc_done_10
sec
sbc #10
inx
jmp acc_div_10
acc_done_10:
pha
txa
ora #$30
sta SCREEN + (14 * 40) + 24
pla
ora #$30
sta SCREEN + (14 * 40) + 25
lda #$25
sta SCREEN + (14 * 40) + 26
lda #5
sta COLRAM + (14 * 40) + 23
sta COLRAM + (14 * 40) + 24
sta COLRAM + (14 * 40) + 25
sta COLRAM + (14 * 40) + 26
rts
; ----------------------------------------------------------------------------
; Copy Character Set
; ----------------------------------------------------------------------------
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
sta perfect_count
sta good_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:
lda song_ended
bne spawn_done_early
ldy #0
spawn_check_loop:
lda (song_pos),y
cmp #$FF
beq spawn_song_end
cmp beat_count
beq spawn_match
bcs spawn_done_early
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_song_end:
lda #1
sta song_ended
spawn_done_early:
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
jsr break_combo
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 #STATE_GAMEOVER
sta game_state
jsr show_game_over
not_game_over:
rts
; ----------------------------------------------------------------------------
; Show Game Over
; ----------------------------------------------------------------------------
show_game_over:
; Clear screen for game over display
ldx #0
lda #CHAR_SPACE
clear_gameover:
sta SCREEN,x
sta SCREEN+$100,x
sta SCREEN+$200,x
sta SCREEN+$2E8,x
inx
bne clear_gameover
; Draw "GAME OVER" in red
ldx #0
game_over_loop:
lda game_over_text,x
beq game_over_text_done
sta SCREEN + (6 * 40) + 15,x
lda #2 ; Red for failure
sta COLRAM + (6 * 40) + 15,x
inx
jmp game_over_loop
game_over_text_done:
; Draw "HEALTH DEPLETED"
ldx #0
draw_depleted:
lda depleted_text,x
beq draw_depleted_done
sta SCREEN + (8 * 40) + 12,x
lda #10 ; Light red
sta COLRAM + (8 * 40) + 12,x
inx
jmp draw_depleted
draw_depleted_done:
; Show score achieved
ldx #0
draw_go_score_label:
lda go_score_label,x
beq draw_go_score_done
sta SCREEN + (12 * 40) + 11,x
lda #7
sta COLRAM + (12 * 40) + 11,x
inx
jmp draw_go_score_label
draw_go_score_done:
jsr display_gameover_score
; Show notes hit
ldx #0
draw_go_notes_label:
lda go_notes_label,x
beq draw_go_notes_done
sta SCREEN + (14 * 40) + 11,x
lda #11
sta COLRAM + (14 * 40) + 11,x
inx
jmp draw_go_notes_label
draw_go_notes_done:
lda perfect_count
clc
adc good_count
jsr display_go_stat
; "PRESS FIRE FOR TITLE"
ldx #0
game_over_press:
lda press_fire_gameover,x
beq game_over_done
sta SCREEN + (18 * 40) + 10,x
lda #7 ; Yellow for action
sta COLRAM + (18 * 40) + 10,x
inx
jmp game_over_press
game_over_done:
lda #2 ; Red border
sta BORDER
rts
game_over_text:
!scr "game over"
!byte 0
depleted_text:
!scr "health depleted"
!byte 0
go_score_label:
!scr "score achieved:"
!byte 0
go_notes_label:
!scr "notes hit:"
!byte 0
press_fire_gameover:
!scr "press fire for title"
!byte 0
; Display gameover score (row 12)
display_gameover_score:
lda score_lo
sta work_lo
lda score_hi
sta work_hi
ldx #0
go_div_10000:
lda work_lo
sec
sbc #<10000
tay
lda work_hi
sbc #>10000
bcc go_done_10000
sta work_hi
sty work_lo
inx
jmp go_div_10000
go_done_10000:
txa
ora #$30
sta SCREEN + (12 * 40) + 27
ldx #0
go_div_1000:
lda work_lo
sec
sbc #<1000
tay
lda work_hi
sbc #>1000
bcc go_done_1000
sta work_hi
sty work_lo
inx
jmp go_div_1000
go_done_1000:
txa
ora #$30
sta SCREEN + (12 * 40) + 28
ldx #0
go_div_100:
lda work_lo
sec
sbc #100
bcc go_done_100
sta work_lo
inx
jmp go_div_100
go_done_100:
txa
ora #$30
sta SCREEN + (12 * 40) + 29
ldx #0
go_div_10:
lda work_lo
sec
sbc #10
bcc go_done_10
sta work_lo
inx
jmp go_div_10
go_done_10:
txa
ora #$30
sta SCREEN + (12 * 40) + 30
lda work_lo
ora #$30
sta SCREEN + (12 * 40) + 31
lda #7
sta COLRAM + (12 * 40) + 27
sta COLRAM + (12 * 40) + 28
sta COLRAM + (12 * 40) + 29
sta COLRAM + (12 * 40) + 30
sta COLRAM + (12 * 40) + 31
rts
; Display notes hit stat at row 14
display_go_stat:
ldx #0
go_stat_div:
cmp #10
bcc go_stat_done
sec
sbc #10
inx
jmp go_stat_div
go_stat_done:
pha
txa
ora #$30
sta SCREEN + (14 * 40) + 27
pla
ora #$30
sta SCREEN + (14 * 40) + 28
lda #11
sta COLRAM + (14 * 40) + 27
sta COLRAM + (14 * 40) + 28
rts
; ----------------------------------------------------------------------------
; 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
; ============================================================================
; POLISHED SOUND EFFECTS
; ============================================================================
; ----------------------------------------------------------------------------
; Play Perfect Hit Sound - Bright, high, satisfying
; ----------------------------------------------------------------------------
play_perfect_sound:
lda #0
sta SID_V3_FREQ_LO
lda #PERFECT_SFX_FREQ
sta SID_V3_FREQ_HI
lda #$08
sta SID_V3_PWHI
lda #PERFECT_SFX_AD
sta SID_V3_AD
lda #PERFECT_SFX_SR
sta SID_V3_SR
lda #PERFECT_SFX_WAVE
ora #$01 ; Gate on
sta SID_V3_CTRL
rts
; ----------------------------------------------------------------------------
; Play Good Hit Sound - Positive but lesser
; ----------------------------------------------------------------------------
play_good_sound:
lda #0
sta SID_V3_FREQ_LO
lda #GOOD_SFX_FREQ
sta SID_V3_FREQ_HI
lda #$08
sta SID_V3_PWHI
lda #GOOD_SFX_AD
sta SID_V3_AD
lda #GOOD_SFX_SR
sta SID_V3_SR
lda #GOOD_SFX_WAVE
ora #$01 ; Gate on
sta SID_V3_CTRL
rts
; ----------------------------------------------------------------------------
; Play Miss Sound - Harsh buzz
; ----------------------------------------------------------------------------
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 ; Gate on
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_game:
lda title_game,x
beq draw_title_game_done
sta SCREEN + 27,x
lda #1
sta COLRAM + 27,x
inx
bne draw_title_game
draw_title_game_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_game:
!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:
jsr increment_combo
lda hit_quality
cmp #2
beq award_perfect
; Good hit
lda #GOOD_SCORE
jsr apply_multiplier
jsr add_score
inc good_count
; Play good sound effect
jsr play_good_sound
lda #GOOD_COL
sta BORDER
lda #4
sta border_flash
lda #HEALTH_GOOD
jsr increase_health
jmp award_done
award_perfect:
; Perfect hit
lda #PERFECT_SCORE
jsr apply_multiplier
jsr add_score
inc perfect_count
; Play perfect sound effect
jsr play_perfect_sound
lda #PERFECT_COL
sta BORDER
lda #6
sta border_flash
lda #HEALTH_PERFECT
jsr increase_health
award_done:
jsr display_score
rts
; ----------------------------------------------------------------------------
; Apply Multiplier
; ----------------------------------------------------------------------------
apply_multiplier:
sta base_score
jsr get_multiplier
sta current_mult
lda base_score
sta score_add_lo
lda #0
sta score_add_hi
lda current_mult
cmp #1
beq mult_done_apply
dec current_mult
mult_add_loop:
lda score_add_lo
clc
adc base_score
sta score_add_lo
lda score_add_hi
adc #0
sta score_add_hi
dec current_mult
bne mult_add_loop
mult_done_apply:
rts
base_score: !byte 0
current_mult: !byte 0
score_add_lo: !byte 0
score_add_hi: !byte 0
; ----------------------------------------------------------------------------
; Add Score
; ----------------------------------------------------------------------------
add_score:
lda score_lo
clc
adc score_add_lo
sta score_lo
lda score_hi
adc score_add_hi
sta score_hi
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 (for note playback)
; ----------------------------------------------------------------------------
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
; ----------------------------------------------------------------------------
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:
!byte 0, 1, $47
!byte 2, 2, $2C
!byte 4, 3, $11
!byte 8, 1, $3B
!byte 10, 2, $27
!byte 12, 3, $13
!byte 16, 1, $35
!byte 17, 2, $2C
!byte 18, 1, $3B
!byte 20, 3, $16
!byte 24, 1, $47
!byte 26, 2, $35
!byte 28, 3, $11
!byte 32, 2, $2F
!byte 34, 1, $4F
!byte 36, 3, $17
!byte 40, 1, $58
!byte 42, 2, $2C
!byte 44, 3, $11
!byte 46, 2, $27
!byte 48, 1, $6A
!byte 49, 2, $35
!byte 50, 1, $58
!byte 52, 3, $1A
!byte 54, 2, $2F
!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
perfect_count: !byte 0
good_count: !byte 0
health: !byte 0
combo: !byte 0
max_combo: !byte 0
Try This: Sound Test Mode
Add a way to preview all sounds from the title screen:
update_title:
; ... fire button check ...
; Check 1/2/3/4 keys for sound test
lda #$7F
sta CIA1_PRA
lda CIA1_PRB
and #$01 ; 1 key
beq test_perfect
and #$08 ; 2 key
beq test_good
; etc...
rts
test_perfect:
jsr play_perfect_sound
rts
Sound test modes help players understand the audio vocabulary.
Try This: Dynamic Miss Sound
Make the miss sound harsher when health is low:
play_miss_sound:
lda health
cmp #16 ; Health critical?
bcc harsh_miss
lda #MISS_FREQ
jmp set_miss_freq
harsh_miss:
lda #$04 ; Lower pitch = more ominous
set_miss_freq:
sta SID_V3_FREQ_HI
; ... rest of miss sound setup ...
Audio feedback that responds to game state increases tension.
What You’ve Learnt
- Sound design vocabulary - Different sounds for different events
- Waveform character - Sawtooth brightness vs triangle softness
- ADSR shaping - Envelope controls sound feel
- UI sounds - Menu feedback confirms input
- Layered audio - Effects over music
What’s Next
In Unit 16, we complete Phase 1. Final polish, difficulty balance, and a fully playable rhythm game ready to share.
What Changed
| 1 | 1 | ; ============================================================================ | |
| 2 | - | ; SID SYMPHONY - Unit 14: Game Over Screen | |
| 2 | + | ; SID SYMPHONY - Unit 15: Sound Polish | |
| 3 | 3 | ; ============================================================================ | |
| 4 | - | ; Improved game over screen when health depletes. Clear display showing | |
| 5 | - | ; failure distinctly from success. Score shown, red colour scheme. | |
| 4 | + | ; Distinct sounds for hit qualities. Perfect hits sound bright and satisfying. | |
| 5 | + | ; Good hits are positive but lesser. Miss sounds are harsh. Menu sounds click. | |
| 6 | 6 | ; | |
| 7 | 7 | ; Controls: Z = Track 1 (high), X = Track 2 (mid), C = Track 3 (low) | |
| 8 | 8 | ; Fire = Start game from title screen | |
| ... | |||
| 12 | 12 | ; CUSTOMISATION SECTION | |
| 13 | 13 | ; ============================================================================ | |
| 14 | 14 | | |
| 15 | - | ; SID Voice Settings | |
| 16 | - | VOICE1_WAVE = $21 | |
| 17 | - | VOICE2_WAVE = $41 | |
| 18 | - | VOICE3_WAVE = $11 | |
| 15 | + | ; SID Voice Settings (for note playback) | |
| 16 | + | VOICE1_WAVE = $21 ; Sawtooth for track 1 | |
| 17 | + | VOICE2_WAVE = $41 ; Pulse for track 2 | |
| 18 | + | VOICE3_WAVE = $11 ; Triangle for track 3 | |
| 19 | 19 | | |
| 20 | 20 | VOICE1_FREQ = $1C | |
| 21 | 21 | VOICE2_FREQ = $0E | |
| 22 | 22 | VOICE3_FREQ = $07 | |
| 23 | 23 | | |
| 24 | - | VOICE_AD = $09 | |
| 25 | - | VOICE_SR = $00 | |
| 24 | + | VOICE_AD = $09 ; Attack=0, Decay=9 | |
| 25 | + | VOICE_SR = $00 ; Sustain=0, Release=0 | |
| 26 | 26 | PULSE_WIDTH = $08 | |
| 27 | 27 | | |
| 28 | - | ; Miss sound settings | |
| 28 | + | ; Perfect hit sound - bright and satisfying | |
| 29 | + | PERFECT_SFX_FREQ = $30 ; Higher pitch | |
| 30 | + | PERFECT_SFX_WAVE = $21 ; Sawtooth (bright) | |
| 31 | + | PERFECT_SFX_AD = $08 ; Fast attack, medium decay | |
| 32 | + | PERFECT_SFX_SR = $00 ; No sustain | |
| 33 | + | | |
| 34 | + | ; Good hit sound - positive but lesser | |
| 35 | + | GOOD_SFX_FREQ = $20 ; Lower pitch than perfect | |
| 36 | + | GOOD_SFX_WAVE = $11 ; Triangle (softer) | |
| 37 | + | GOOD_SFX_AD = $0A ; Slightly slower decay | |
| 38 | + | GOOD_SFX_SR = $00 ; No sustain | |
| 39 | + | | |
| 40 | + | ; Miss sound settings - harsh buzz | |
| 29 | 41 | MISS_FREQ = $08 | |
| 30 | - | MISS_WAVE = $81 | |
| 31 | - | MISS_AD = $00 | |
| 32 | - | MISS_SR = $90 | |
| 42 | + | MISS_WAVE = $81 ; Noise | |
| 43 | + | MISS_AD = $00 ; Instant attack | |
| 44 | + | MISS_SR = $A0 ; Quick sustain, fast release | |
| 45 | + | | |
| 46 | + | ; Menu sound settings | |
| 47 | + | MENU_SELECT_FREQ = $18 ; Menu click pitch | |
| 48 | + | MENU_SELECT_WAVE = $41 ; Pulse for click | |
| 49 | + | MENU_SELECT_AD = $00 ; Instant | |
| 50 | + | MENU_SELECT_SR = $80 ; Very short | |
| 33 | 51 | | |
| 34 | 52 | ; Visual Settings | |
| 35 | 53 | BORDER_COL = 0 | |
| ... | |||
| 99 | 117 | ; GAME STATES | |
| 100 | 118 | ; ============================================================================ | |
| 101 | 119 | | |
| 102 | - | STATE_TITLE = 0 ; NEW: Title screen | |
| 120 | + | STATE_TITLE = 0 | |
| 103 | 121 | STATE_PLAYING = 1 | |
| 104 | 122 | STATE_RESULTS = 2 | |
| 105 | 123 | STATE_GAMEOVER = 3 | |
| ... | |||
| 383 | 401 | fire_pressed: | |
| 384 | 402 | lda #$FF | |
| 385 | 403 | sta CIA1_PRA | |
| 404 | + | | |
| 405 | + | ; Play menu select sound | |
| 406 | + | jsr play_menu_select | |
| 386 | 407 | | |
| 387 | 408 | ; Start the game! | |
| 388 | 409 | jsr init_game | |
| 389 | 410 | lda #STATE_PLAYING | |
| 390 | 411 | sta game_state | |
| 412 | + | rts | |
| 413 | + | | |
| 414 | + | ; ---------------------------------------------------------------------------- | |
| 415 | + | ; Play Menu Select Sound | |
| 416 | + | ; ---------------------------------------------------------------------------- | |
| 417 | + | | |
| 418 | + | play_menu_select: | |
| 419 | + | lda #0 | |
| 420 | + | sta SID_V3_FREQ_LO | |
| 421 | + | lda #MENU_SELECT_FREQ | |
| 422 | + | sta SID_V3_FREQ_HI | |
| 423 | + | lda #$08 | |
| 424 | + | sta SID_V3_PWHI | |
| 425 | + | lda #MENU_SELECT_AD | |
| 426 | + | sta SID_V3_AD | |
| 427 | + | lda #MENU_SELECT_SR | |
| 428 | + | sta SID_V3_SR | |
| 429 | + | lda #MENU_SELECT_WAVE | |
| 430 | + | ora #$01 ; Gate on | |
| 431 | + | sta SID_V3_CTRL | |
| 391 | 432 | rts | |
| 392 | 433 | | |
| 393 | 434 | ; ---------------------------------------------------------------------------- | |
| ... | |||
| 463 | 504 | results_fire: | |
| 464 | 505 | lda #$FF | |
| 465 | 506 | sta CIA1_PRA | |
| 507 | + | | |
| 508 | + | ; Play menu select sound | |
| 509 | + | jsr play_menu_select | |
| 466 | 510 | | |
| 467 | 511 | ; Return to title screen | |
| 468 | 512 | jsr show_title | |
| ... | |||
| 493 | 537 | gameover_fire: | |
| 494 | 538 | lda #$FF | |
| 495 | 539 | sta CIA1_PRA | |
| 540 | + | | |
| 541 | + | ; Play menu select sound | |
| 542 | + | jsr play_menu_select | |
| 496 | 543 | | |
| 497 | 544 | ; Return to title screen | |
| 498 | 545 | jsr show_title | |
| ... | |||
| 1818 | 1865 | rts | |
| 1819 | 1866 | | |
| 1820 | 1867 | temp_health: !byte 0 | |
| 1868 | + | | |
| 1869 | + | ; ============================================================================ | |
| 1870 | + | ; POLISHED SOUND EFFECTS | |
| 1871 | + | ; ============================================================================ | |
| 1821 | 1872 | | |
| 1822 | 1873 | ; ---------------------------------------------------------------------------- | |
| 1823 | - | ; Play Miss Sound | |
| 1874 | + | ; Play Perfect Hit Sound - Bright, high, satisfying | |
| 1875 | + | ; ---------------------------------------------------------------------------- | |
| 1876 | + | | |
| 1877 | + | play_perfect_sound: | |
| 1878 | + | lda #0 | |
| 1879 | + | sta SID_V3_FREQ_LO | |
| 1880 | + | lda #PERFECT_SFX_FREQ | |
| 1881 | + | sta SID_V3_FREQ_HI | |
| 1882 | + | lda #$08 | |
| 1883 | + | sta SID_V3_PWHI | |
| 1884 | + | lda #PERFECT_SFX_AD | |
| 1885 | + | sta SID_V3_AD | |
| 1886 | + | lda #PERFECT_SFX_SR | |
| 1887 | + | sta SID_V3_SR | |
| 1888 | + | lda #PERFECT_SFX_WAVE | |
| 1889 | + | ora #$01 ; Gate on | |
| 1890 | + | sta SID_V3_CTRL | |
| 1891 | + | rts | |
| 1892 | + | | |
| 1893 | + | ; ---------------------------------------------------------------------------- | |
| 1894 | + | ; Play Good Hit Sound - Positive but lesser | |
| 1895 | + | ; ---------------------------------------------------------------------------- | |
| 1896 | + | | |
| 1897 | + | play_good_sound: | |
| 1898 | + | lda #0 | |
| 1899 | + | sta SID_V3_FREQ_LO | |
| 1900 | + | lda #GOOD_SFX_FREQ | |
| 1901 | + | sta SID_V3_FREQ_HI | |
| 1902 | + | lda #$08 | |
| 1903 | + | sta SID_V3_PWHI | |
| 1904 | + | lda #GOOD_SFX_AD | |
| 1905 | + | sta SID_V3_AD | |
| 1906 | + | lda #GOOD_SFX_SR | |
| 1907 | + | sta SID_V3_SR | |
| 1908 | + | lda #GOOD_SFX_WAVE | |
| 1909 | + | ora #$01 ; Gate on | |
| 1910 | + | sta SID_V3_CTRL | |
| 1911 | + | rts | |
| 1912 | + | | |
| 1913 | + | ; ---------------------------------------------------------------------------- | |
| 1914 | + | ; Play Miss Sound - Harsh buzz | |
| 1824 | 1915 | ; ---------------------------------------------------------------------------- | |
| 1825 | 1916 | | |
| 1826 | 1917 | play_miss_sound: | |
| ... | |||
| 1833 | 1924 | lda #MISS_SR | |
| 1834 | 1925 | sta SID_V3_SR | |
| 1835 | 1926 | lda #MISS_WAVE | |
| 1836 | - | ora #$01 | |
| 1927 | + | ora #$01 ; Gate on | |
| 1837 | 1928 | sta SID_V3_CTRL | |
| 1838 | 1929 | rts | |
| 1839 | 1930 | | |
| ... | |||
| 2451 | 2542 | cmp #2 | |
| 2452 | 2543 | beq award_perfect | |
| 2453 | 2544 | | |
| 2545 | + | ; Good hit | |
| 2454 | 2546 | lda #GOOD_SCORE | |
| 2455 | 2547 | jsr apply_multiplier | |
| 2456 | 2548 | jsr add_score | |
| 2457 | 2549 | | |
| 2458 | 2550 | inc good_count | |
| 2551 | + | | |
| 2552 | + | ; Play good sound effect | |
| 2553 | + | jsr play_good_sound | |
| 2459 | 2554 | | |
| 2460 | 2555 | lda #GOOD_COL | |
| 2461 | 2556 | sta BORDER | |
| ... | |||
| 2468 | 2563 | jmp award_done | |
| 2469 | 2564 | | |
| 2470 | 2565 | award_perfect: | |
| 2566 | + | ; Perfect hit | |
| 2471 | 2567 | lda #PERFECT_SCORE | |
| 2472 | 2568 | jsr apply_multiplier | |
| 2473 | 2569 | jsr add_score | |
| 2474 | 2570 | | |
| 2475 | 2571 | inc perfect_count | |
| 2572 | + | | |
| 2573 | + | ; Play perfect sound effect | |
| 2574 | + | jsr play_perfect_sound | |
| 2476 | 2575 | | |
| 2477 | 2576 | lda #PERFECT_COL | |
| 2478 | 2577 | sta BORDER | |
| ... | |||
| 2659 | 2758 | work_hi: !byte 0 | |
| 2660 | 2759 | | |
| 2661 | 2760 | ; ---------------------------------------------------------------------------- | |
| 2662 | - | ; Play Voices | |
| 2761 | + | ; Play Voices (for note playback) | |
| 2663 | 2762 | ; ---------------------------------------------------------------------------- | |
| 2664 | 2763 | | |
| 2665 | 2764 | play_voice1_note: |