Game 1 Unit 13 of 64 1 hr learning time
Sound Effects
Add APU sound effects for collection and death.
20% of Neon Nexus
What You’re Building
Sound. The game comes alive.

Collect an item: ascending beep. Hit an enemy: descending warble.
The APU
The NES Audio Processing Unit has 5 channels:
- 2 pulse waves (square waves)
- 1 triangle wave
- 1 noise channel
- 1 DMC (sample playback)
We use pulse channel 1 for simple sound effects.
APU Registers
APUSTATUS = $4015 ; Enable channels
APU_PULSE1_CTRL = $4000 ; Volume, duty cycle
APU_PULSE1_SWEEP = $4001 ; Frequency sweep
APU_PULSE1_LO = $4002 ; Period low byte
APU_PULSE1_HI = $4003 ; Period high, length
Collection Sound
A short, high-pitched beep:
play_collect_sound:
lda #%10011111 ; 50% duty, constant vol, vol 15
sta APU_PULSE1_CTRL
lda #0
sta APU_PULSE1_SWEEP
lda #$C4 ; Period low (high pitch)
sta APU_PULSE1_LO
lda #%00001000 ; Period high, trigger
sta APU_PULSE1_HI
rts
Death Sound
A descending tone using the sweep unit:
play_death_sound:
lda #%10011111 ; 50% duty, vol 15
sta APU_PULSE1_CTRL
lda #%10001111 ; Sweep down, fast
sta APU_PULSE1_SWEEP
lda #$00 ; Start low pitch
sta APU_PULSE1_LO
lda #%00001011 ; Trigger
sta APU_PULSE1_HI
rts
The sweep unit automatically decreases the frequency, creating a falling sound.
The Code
; =============================================================================
; NEON NEXUS - Unit 13: Sound Effects
; =============================================================================
; Add APU sound effects for collection and death.
; =============================================================================
PPUCTRL = $2000
PPUMASK = $2001
PPUSTATUS = $2002
OAMADDR = $2003
PPUSCROLL = $2005
PPUADDR = $2006
PPUDATA = $2007
OAMDMA = $4014
APUSTATUS = $4015
JOYPAD1 = $4016
; APU Pulse 1 registers
APU_PULSE1_CTRL = $4000
APU_PULSE1_SWEEP = $4001
APU_PULSE1_LO = $4002
APU_PULSE1_HI = $4003
BTN_UP = %00001000
BTN_DOWN = %00000100
BTN_LEFT = %00000010
BTN_RIGHT = %00000001
PLAYER_START_X = 124
PLAYER_START_Y = 116
PLAYER_SPEED = 2
ENEMY_SPEED = 1
NUM_ENEMIES = 4
NUM_ITEMS = 4
STARTING_LIVES = 3
COLLISION_DIST = 6
COLLECT_DIST = 8
INVULN_TIME = 90
TILE_BORDER = 1
TILE_FLOOR = 2
TILE_CORNER_TL = 3
TILE_CORNER_TR = 4
TILE_CORNER_BL = 5
TILE_CORNER_BR = 6
SPRITE_PLAYER = 7
SPRITE_ENEMY = 8
SPRITE_LIFE = 9
SPRITE_ITEM = 10
ARENA_LEFT = 16
ARENA_RIGHT = 232
ARENA_TOP = 24
ARENA_BOTTOM = 208
DIR_RIGHT = 1
DIR_LEFT = $FF
DIR_DOWN = 1
DIR_UP = $FF
BG_COLOUR = $0F
.segment "ZEROPAGE"
player_x: .res 1
player_y: .res 1
buttons: .res 1
temp: .res 1
row_counter: .res 1
frame_count: .res 1
lives: .res 1
invuln_timer: .res 1
game_over: .res 1
items_collected: .res 1
score_lo: .res 1 ; Score low byte
score_hi: .res 1 ; Score high byte (for scores > 255)
enemy_x: .res NUM_ENEMIES
enemy_y: .res NUM_ENEMIES
enemy_dir_x: .res NUM_ENEMIES
enemy_dir_y: .res NUM_ENEMIES
item_x: .res NUM_ITEMS
item_y: .res NUM_ITEMS
item_active: .res NUM_ITEMS ; Non-zero if item exists
.segment "OAM"
oam_buffer: .res 256
.segment "BSS"
.segment "HEADER"
.byte "NES", $1A, 2, 1, $01, $00, 0,0,0,0,0,0,0,0
.segment "CODE"
reset:
sei
cld
ldx #$40
stx $4017
ldx #$FF
txs
inx
stx PPUCTRL
stx PPUMASK
stx $4010
@vblank1:
bit PPUSTATUS
bpl @vblank1
lda #0
@clear_ram:
sta $0000, x
sta $0100, x
sta $0200, x
sta $0300, x
sta $0400, x
sta $0500, x
sta $0600, x
sta $0700, x
inx
bne @clear_ram
@vblank2:
bit PPUSTATUS
bpl @vblank2
jsr load_palette
jsr draw_arena
jsr set_attributes
jsr init_game
lda #$FF
ldx #0
@hide_all:
sta oam_buffer, x
inx
bne @hide_all
jsr update_all_sprites
lda #0
sta PPUSCROLL
sta PPUSCROLL
; Enable APU channels
lda #%00000001 ; Enable pulse 1
sta APUSTATUS
lda #%10000000
sta PPUCTRL
lda #%00011110
sta PPUMASK
main_loop:
lda game_over
bne @game_over_loop
jsr read_controller
jsr move_player
jsr move_enemies
jsr check_enemy_collisions
jsr check_item_collisions
jsr update_all_sprites
jmp main_loop
@game_over_loop:
jmp @game_over_loop
init_game:
lda #STARTING_LIVES
sta lives
lda #0
sta game_over
sta invuln_timer
sta items_collected
sta score_lo
sta score_hi
lda #PLAYER_START_X
sta player_x
lda #PLAYER_START_Y
sta player_y
jsr init_enemies
jsr init_items
rts
init_enemies:
lda #48
sta enemy_x+0
sta enemy_y+0
lda #DIR_RIGHT
sta enemy_dir_x+0
lda #DIR_DOWN
sta enemy_dir_y+0
lda #200
sta enemy_x+1
lda #48
sta enemy_y+1
lda #DIR_LEFT
sta enemy_dir_x+1
lda #DIR_DOWN
sta enemy_dir_y+1
lda #48
sta enemy_x+2
lda #176
sta enemy_y+2
lda #DIR_RIGHT
sta enemy_dir_x+2
lda #DIR_UP
sta enemy_dir_y+2
lda #200
sta enemy_x+3
lda #176
sta enemy_y+3
lda #DIR_LEFT
sta enemy_dir_x+3
lda #DIR_UP
sta enemy_dir_y+3
rts
init_items:
; Place 4 items around the arena
lda #80
sta item_x+0
lda #64
sta item_y+0
lda #1
sta item_active+0
lda #168
sta item_x+1
lda #64
sta item_y+1
lda #1
sta item_active+1
lda #80
sta item_x+2
lda #160
sta item_y+2
lda #1
sta item_active+2
lda #168
sta item_x+3
lda #160
sta item_y+3
lda #1
sta item_active+3
rts
check_enemy_collisions:
lda invuln_timer
beq @check
dec invuln_timer
rts
@check:
ldx #0
@check_enemy:
lda player_x
sec
sbc enemy_x, x
bpl @check_x_pos
eor #$FF
clc
adc #1
@check_x_pos:
cmp #COLLISION_DIST
bcs @next_enemy
lda player_y
sec
sbc enemy_y, x
bpl @check_y_pos
eor #$FF
clc
adc #1
@check_y_pos:
cmp #COLLISION_DIST
bcs @next_enemy
jsr player_hit
rts
@next_enemy:
inx
cpx #NUM_ENEMIES
bne @check_enemy
rts
check_item_collisions:
ldx #0
@check_item:
lda item_active, x
beq @next_item
lda player_x
sec
sbc item_x, x
bpl @item_x_pos
eor #$FF
clc
adc #1
@item_x_pos:
cmp #COLLECT_DIST
bcs @next_item
lda player_y
sec
sbc item_y, x
bpl @item_y_pos
eor #$FF
clc
adc #1
@item_y_pos:
cmp #COLLECT_DIST
bcs @next_item
; Collected! Add 100 points
lda #0
sta item_active, x
inc items_collected
; Add 100 to score (100 = $64)
lda score_lo
clc
adc #100
sta score_lo
lda score_hi
adc #0
sta score_hi
jsr play_collect_sound
@next_item:
inx
cpx #NUM_ITEMS
bne @check_item
rts
player_hit:
jsr play_death_sound
dec lives
lda lives
beq @game_over
lda #PLAYER_START_X
sta player_x
lda #PLAYER_START_Y
sta player_y
lda #INVULN_TIME
sta invuln_timer
rts
@game_over:
lda #1
sta game_over
rts
; -----------------------------------------------------------------------------
; Sound Effects
; -----------------------------------------------------------------------------
play_collect_sound:
; High-pitched short beep
lda #%10011111 ; Duty 50%, length counter disabled, constant vol, vol 15
sta APU_PULSE1_CTRL
lda #0
sta APU_PULSE1_SWEEP
lda #$C4 ; Low byte of period (high pitch)
sta APU_PULSE1_LO
lda #%00001000 ; Length counter load, high bits of period
sta APU_PULSE1_HI
rts
play_death_sound:
; Low-pitched descending sound
lda #%10011111 ; Duty 50%, constant vol, vol 15
sta APU_PULSE1_CTRL
lda #%10001111 ; Sweep enabled, down, fast
sta APU_PULSE1_SWEEP
lda #$00 ; Low byte of period (low pitch)
sta APU_PULSE1_LO
lda #%00001011 ; Length counter load, high bits
sta APU_PULSE1_HI
rts
update_all_sprites:
jsr update_player_sprite
jsr update_enemy_sprites
jsr update_item_sprites
jsr update_lives_display
rts
update_player_sprite:
lda game_over
beq @alive
lda #$FF
sta oam_buffer+0
rts
@alive:
lda invuln_timer
beq @show
and #%00000100
beq @show
lda #$FF
sta oam_buffer+0
rts
@show:
lda player_y
sta oam_buffer+0
lda #SPRITE_PLAYER
sta oam_buffer+1
lda #0
sta oam_buffer+2
lda player_x
sta oam_buffer+3
rts
update_enemy_sprites:
ldx #0
ldy #4
@loop:
lda enemy_y, x
sta oam_buffer, y
iny
lda #SPRITE_ENEMY
sta oam_buffer, y
iny
lda #%00000001
sta oam_buffer, y
iny
lda enemy_x, x
sta oam_buffer, y
iny
inx
cpx #NUM_ENEMIES
bne @loop
rts
update_item_sprites:
ldx #0
ldy #20 ; OAM offset after enemies
@loop:
lda item_active, x
beq @hide_item
lda item_y, x
sta oam_buffer, y
iny
lda #SPRITE_ITEM
sta oam_buffer, y
iny
lda #%00000010 ; Palette 2 (green)
sta oam_buffer, y
iny
lda item_x, x
sta oam_buffer, y
iny
jmp @next_item
@hide_item:
lda #$FF
sta oam_buffer, y
iny
iny
iny
iny
@next_item:
inx
cpx #NUM_ITEMS
bne @loop
rts
update_lives_display:
ldy #36 ; OAM offset for lives
ldx lives
beq @hide_all
lda #8
sta oam_buffer, y
iny
lda #SPRITE_LIFE
sta oam_buffer, y
iny
lda #0
sta oam_buffer, y
iny
lda #16
sta oam_buffer, y
iny
cpx #1
beq @hide_rest
lda #8
sta oam_buffer, y
iny
lda #SPRITE_LIFE
sta oam_buffer, y
iny
lda #0
sta oam_buffer, y
iny
lda #26
sta oam_buffer, y
iny
cpx #2
beq @hide_rest
lda #8
sta oam_buffer, y
iny
lda #SPRITE_LIFE
sta oam_buffer, y
iny
lda #0
sta oam_buffer, y
iny
lda #36
sta oam_buffer, y
rts
@hide_rest:
@hide_all:
rts
move_enemies:
ldx #0
@enemy_loop:
lda enemy_x, x
clc
adc enemy_dir_x, x
sta enemy_x, x
cmp #ARENA_LEFT
bcs @check_right
lda #DIR_RIGHT
sta enemy_dir_x, x
lda #ARENA_LEFT
sta enemy_x, x
jmp @move_y
@check_right:
cmp #ARENA_RIGHT
bcc @move_y
lda #DIR_LEFT
sta enemy_dir_x, x
lda #ARENA_RIGHT
sec
sbc #1
sta enemy_x, x
@move_y:
lda enemy_y, x
clc
adc enemy_dir_y, x
sta enemy_y, x
cmp #ARENA_TOP
bcs @check_bottom
lda #DIR_DOWN
sta enemy_dir_y, x
lda #ARENA_TOP
sta enemy_y, x
jmp @next_enemy
@check_bottom:
cmp #ARENA_BOTTOM
bcc @next_enemy
lda #DIR_UP
sta enemy_dir_y, x
lda #ARENA_BOTTOM
sec
sbc #1
sta enemy_y, x
@next_enemy:
inx
cpx #NUM_ENEMIES
bne @enemy_loop
rts
load_palette:
bit PPUSTATUS
lda #$3F
sta PPUADDR
lda #$00
sta PPUADDR
ldx #0
@loop:
lda palette_data, x
sta PPUDATA
inx
cpx #32
bne @loop
rts
draw_arena:
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$00
sta PPUADDR
lda #0
sta row_counter
@draw_row:
lda row_counter
cmp #0
beq @top_row
cmp #1
beq @top_row
cmp #28
beq @bottom_row
cmp #29
beq @bottom_row
jmp @middle_row
@top_row:
lda row_counter
cmp #0
bne @top_row_inner
lda #TILE_CORNER_TL
sta PPUDATA
lda #TILE_BORDER
ldx #30
@top_fill:
sta PPUDATA
dex
bne @top_fill
lda #TILE_CORNER_TR
sta PPUDATA
jmp @next_row
@top_row_inner:
lda #TILE_BORDER
ldx #32
@top_inner_fill:
sta PPUDATA
dex
bne @top_inner_fill
jmp @next_row
@bottom_row:
lda row_counter
cmp #29
bne @bottom_row_inner
lda #TILE_CORNER_BL
sta PPUDATA
lda #TILE_BORDER
ldx #30
@bottom_fill:
sta PPUDATA
dex
bne @bottom_fill
lda #TILE_CORNER_BR
sta PPUDATA
jmp @next_row
@bottom_row_inner:
lda #TILE_BORDER
ldx #32
@bottom_inner_fill:
sta PPUDATA
dex
bne @bottom_inner_fill
jmp @next_row
@middle_row:
lda #TILE_BORDER
sta PPUDATA
sta PPUDATA
lda #TILE_FLOOR
ldx #28
@floor_fill:
sta PPUDATA
dex
bne @floor_fill
lda #TILE_BORDER
sta PPUDATA
sta PPUDATA
@next_row:
inc row_counter
lda row_counter
cmp #30
beq @done_drawing
jmp @draw_row
@done_drawing:
rts
set_attributes:
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$C0
sta PPUADDR
ldx #8
lda #$00
@attr_top:
sta PPUDATA
dex
bne @attr_top
ldx #6
@attr_floor:
lda #$00
sta PPUDATA
lda #%01010101
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
lda #$00
sta PPUDATA
dex
bne @attr_floor
ldx #8
lda #$00
@attr_bottom:
sta PPUDATA
dex
bne @attr_bottom
rts
read_controller:
lda #1
sta JOYPAD1
lda #0
sta JOYPAD1
ldx #8
@read_loop:
lda JOYPAD1
lsr a
rol buttons
dex
bne @read_loop
rts
move_player:
lda buttons
and #BTN_UP
beq @check_down
lda player_y
sec
sbc #PLAYER_SPEED
cmp #ARENA_TOP
bcc @check_down
sta player_y
@check_down:
lda buttons
and #BTN_DOWN
beq @check_left
lda player_y
clc
adc #PLAYER_SPEED
cmp #ARENA_BOTTOM
bcs @check_left
sta player_y
@check_left:
lda buttons
and #BTN_LEFT
beq @check_right
lda player_x
sec
sbc #PLAYER_SPEED
cmp #ARENA_LEFT
bcc @check_right
sta player_x
@check_right:
lda buttons
and #BTN_RIGHT
beq @done
lda player_x
clc
adc #PLAYER_SPEED
cmp #ARENA_RIGHT
bcs @done
sta player_x
@done:
rts
nmi:
pha
txa
pha
tya
pha
lda #0
sta OAMADDR
lda #>oam_buffer
sta OAMDMA
inc frame_count
lda #0
sta PPUSCROLL
sta PPUSCROLL
pla
tay
pla
tax
pla
rti
irq:
rti
palette_data:
.byte BG_COLOUR, $11, $21, $31
.byte BG_COLOUR, $13, $23, $33
.byte BG_COLOUR, $19, $29, $39
.byte BG_COLOUR, $16, $26, $36
.byte BG_COLOUR, $30, $27, $17 ; Player
.byte BG_COLOUR, $16, $26, $36 ; Enemies
.byte BG_COLOUR, $1A, $2A, $3A ; Items (green)
.byte BG_COLOUR, $30, $27, $17
.segment "VECTORS"
.word nmi
.word reset
.word irq
.segment "CHARS"
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte %11111111,%10000001,%10000001,%11111111,%11111111,%00010001,%00010001,%11111111
.byte %00000000,%01111110,%01111110,%00000000,%00000000,%11101110,%11101110,%00000000
.byte %00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%10000001
.byte %00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
.byte %11111111,%11000000,%10100000,%10010000,%10001000,%10000100,%10000010,%10000001
.byte %00000000,%00111111,%01011111,%01101111,%01110111,%01111011,%01111101,%01111110
.byte %11111111,%00000011,%00000101,%00001001,%00010001,%00100001,%01000001,%10000001
.byte %00000000,%11111100,%11111010,%11110110,%11101110,%11011110,%10111110,%01111110
.byte %10000001,%10000010,%10000100,%10001000,%10010000,%10100000,%11000000,%11111111
.byte %01111110,%01111101,%01111011,%01110111,%01101111,%01011111,%00111111,%00000000
.byte %10000001,%01000001,%00100001,%00010001,%00001001,%00000101,%00000011,%11111111
.byte %01111110,%10111110,%11011110,%11101110,%11110110,%11111010,%11111100,%00000000
.byte %00011000,%00011000,%00111100,%01111110,%11111111,%10111101,%00100100,%00100100
.byte %00000000,%00011000,%00011000,%00111100,%01000010,%01000010,%00011000,%00000000
.byte %00011000,%00111100,%01111110,%11111111,%11111111,%01111110,%00111100,%00011000
.byte %00000000,%00011000,%00100100,%01000010,%01000010,%00100100,%00011000,%00000000
.byte %00000000,%00100100,%01111110,%01111110,%00111100,%00011000,%00000000,%00000000
.byte %00000000,%00000000,%00000000,%00100100,%00011000,%00000000,%00000000,%00000000
; Tile 10: Item (data core - diamond)
.byte %00000000,%00011000,%00111100,%01111110,%01111110,%00111100,%00011000,%00000000
.byte %00000000,%00000000,%00011000,%00100100,%00100100,%00011000,%00000000,%00000000
.res 8192 - 176, $00
Build It
ca65 nexus.asm -o nexus.o
ld65 -C nes.cfg nexus.o -o nexus.nes
The game now has audio feedback. Actions have sounds.
Next
Collecting items is satisfying, but there’s no goal. Unit 14 adds a win condition.
What Changed
Unit 12 → Unit 13
+42-2
| 1 | 1 | ; ============================================================================= | |
| 2 | - | ; NEON NEXUS - Unit 12: Scoring | |
| 2 | + | ; NEON NEXUS - Unit 13: Sound Effects | |
| 3 | 3 | ; ============================================================================= | |
| 4 | - | ; Add a score that increases when collecting items. | |
| 4 | + | ; Add APU sound effects for collection and death. | |
| 5 | 5 | ; ============================================================================= | |
| 6 | 6 | | |
| 7 | 7 | PPUCTRL = $2000 | |
| ... | |||
| 12 | 12 | PPUADDR = $2006 | |
| 13 | 13 | PPUDATA = $2007 | |
| 14 | 14 | OAMDMA = $4014 | |
| 15 | + | APUSTATUS = $4015 | |
| 15 | 16 | JOYPAD1 = $4016 | |
| 17 | + | | |
| 18 | + | ; APU Pulse 1 registers | |
| 19 | + | APU_PULSE1_CTRL = $4000 | |
| 20 | + | APU_PULSE1_SWEEP = $4001 | |
| 21 | + | APU_PULSE1_LO = $4002 | |
| 22 | + | APU_PULSE1_HI = $4003 | |
| 16 | 23 | | |
| 17 | 24 | BTN_UP = %00001000 | |
| 18 | 25 | BTN_DOWN = %00000100 | |
| ... | |||
| 135 | 142 | lda #0 | |
| 136 | 143 | sta PPUSCROLL | |
| 137 | 144 | sta PPUSCROLL | |
| 145 | + | | |
| 146 | + | ; Enable APU channels | |
| 147 | + | lda #%00000001 ; Enable pulse 1 | |
| 148 | + | sta APUSTATUS | |
| 138 | 149 | | |
| 139 | 150 | lda #%10000000 | |
| 140 | 151 | sta PPUCTRL | |
| ... | |||
| 322 | 333 | lda score_hi | |
| 323 | 334 | adc #0 | |
| 324 | 335 | sta score_hi | |
| 336 | + | jsr play_collect_sound | |
| 325 | 337 | | |
| 326 | 338 | @next_item: | |
| 327 | 339 | inx | |
| ... | |||
| 330 | 342 | rts | |
| 331 | 343 | | |
| 332 | 344 | player_hit: | |
| 345 | + | jsr play_death_sound | |
| 333 | 346 | dec lives | |
| 334 | 347 | lda lives | |
| 335 | 348 | beq @game_over | |
| ... | |||
| 346 | 359 | @game_over: | |
| 347 | 360 | lda #1 | |
| 348 | 361 | sta game_over | |
| 362 | + | rts | |
| 363 | + | | |
| 364 | + | ; ----------------------------------------------------------------------------- | |
| 365 | + | ; Sound Effects | |
| 366 | + | ; ----------------------------------------------------------------------------- | |
| 367 | + | play_collect_sound: | |
| 368 | + | ; High-pitched short beep | |
| 369 | + | lda #%10011111 ; Duty 50%, length counter disabled, constant vol, vol 15 | |
| 370 | + | sta APU_PULSE1_CTRL | |
| 371 | + | lda #0 | |
| 372 | + | sta APU_PULSE1_SWEEP | |
| 373 | + | lda #$C4 ; Low byte of period (high pitch) | |
| 374 | + | sta APU_PULSE1_LO | |
| 375 | + | lda #%00001000 ; Length counter load, high bits of period | |
| 376 | + | sta APU_PULSE1_HI | |
| 377 | + | rts | |
| 378 | + | | |
| 379 | + | play_death_sound: | |
| 380 | + | ; Low-pitched descending sound | |
| 381 | + | lda #%10011111 ; Duty 50%, constant vol, vol 15 | |
| 382 | + | sta APU_PULSE1_CTRL | |
| 383 | + | lda #%10001111 ; Sweep enabled, down, fast | |
| 384 | + | sta APU_PULSE1_SWEEP | |
| 385 | + | lda #$00 ; Low byte of period (low pitch) | |
| 386 | + | sta APU_PULSE1_LO | |
| 387 | + | lda #%00001011 ; Length counter load, high bits | |
| 388 | + | sta APU_PULSE1_HI | |
| 349 | 389 | rts | |
| 350 | 390 | | |
| 351 | 391 | update_all_sprites: |