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sfx.asm
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; SOUND EFFECTS
; Taken directly from Thrust and repurposed
;----------------------------------------------
; Jump table for sound effect attack/decay/sustain part and release part
sfx.jump_table:
dw 0,0
sfx.clear_tetris: equ 4
dw sfx.clear_tetris.dataADS, 0
sfx.clear_lines: equ 8
dw sfx.clear_lines.dataADS, 0
sfx.lock_tet: equ 12
dw sfx.lock_tet.dataADS, 0
sfx.move_side: equ 16
dw sfx.move_side.dataADS, 0
sfx.game_over: equ 20 ; Unused, Protracker was better for this
dw sfx.game_over.dataADS, 0
sfx.move_down: equ 24
dw sfx.move_down.dataADS, 0
sfx.rotate: equ 28
dw sfx.rotate.dataADS, 0
sfx.level_up: equ 32
dw sfx.level_up.dataADS, 0
sfx.mode: db @single_channel
@single_channel: equ 0
@dual_channel: equ 1
; Control characters
sfx.end: equ -1
sfx.loop: equ -2
sfx.ADS: equ 0
sfx.R: equ 2 ; Add to a sound equate when calling sfx.setA to trigger its Release envelope
sfx.retriggerOK: equ On
sfx.retriggerOff: equ Off
; Slots structure
sfx.data.len: equ 14
sfx.slots.count: equ 16
sfx.data: ds sfx.data.len*sfx.slots.count
@curr_sound.os: equ 0 ; Current sound playing. 0 for idle
@sound_pos.os: equ 1 ; Pointer to current sound data
@retrigger.os: equ 3 ; On/Off if restarting sound is allowed
@rand_pitch.os: equ 4 ; Modulus value to retrict overall pitch
@x_pos_addr: equ 6 ; Address of object's map X pos for panning
@sound_enable.os: equ 8 ; Main fundamental channel data
@noise_enable.os: equ 9
@noise_type.os: equ 10 ; Main channel keeps noise data
@curr_freq.os: equ 11
@curr_oct.os: equ 12
@curr_vol.os: equ 13
sfx.init.data: for sfx.data.len, db 0 ; Blank slot
;----------------------------------------------
sfx.init.out:
; Only required if Protracker music is not playing
ld bc,511
@reset_SAA:
ld d,&1c
ld a,2
call sfx.soundDA
@turn_on_SAA:
dec a
call sfx.soundDA
ret
sfx.soundDABC:
ld bc,511
sfx.soundDA:
out (c),d
dec b
out (c),a
inc b
ret
;----------------------------------------------
sfx.setC.out:
; Start new sound effect C. Set bit 7 for release part of sound, reset for ADS part.
; HL points to 16-bit x-pos map coord of object creating noise, for live panning
@check_sfx_on:
ld a,(sfx.on)
cp On
ret nz
push ix
push iy
push hl
@find_new_slot: ; Find spare slot to process sound
ld ix,sfx.data
ld de,sfx.data.len
ld b,sfx.slots.count
xor a
@find_slot_loop:
cp (ix)
jp z,@+success
@next_slot:
add ix,de
djnz @-find_slot_loop
@failure:
pop hl
pop iy
pop ix
ret
@success:
@find_data: ; Find source data
ld b,0
ld hl,sfx.jump_table
add hl,bc
ld e,(hl)
inc hl
ld d,(hl)
ex de,hl
@test_retrigger: ; If playing a unique sound (only one possible at once) check it's not already playing elsewhere
ld a,(hl)
and %11000000
jp z,@+set_sound
@find_sound:
ld iy,sfx.data
ld de,sfx.data.len
ld a,c
and %11111101 ; Ignore Release bit for now
ld b,sfx.slots.count
@find_sound_loop:
cp (iy)
jp z,@+check_release
@next_slot:
add iy,de
djnz @-find_sound_loop
jp @+set_sound
@check_release: ; If sound is found, if releasing then continue, update this slot
bit 1,c
jp z,@+quit
@update_slot:
push iy
pop ix
@set_sound:
ld (ix+@curr_sound.os),c
@set_retrigger:
ld e,(hl)
inc hl
xor a
sla e
rla
sla e
rla
ld (ix+@retrigger.os),a
@set_sound_enable:
xor a
sla e
rla
sla e
rla
ld (ix+@sound_enable.os),a
@set_noise_enable:
xor a
sla e
rla
sla e
rla
ld (ix+@noise_enable.os),a
@set_noise_type:
xor a
sla e
rla
sla e
rla
ld (ix+@noise_type.os),a
@set_rand_val: ; Get randomize pitch size
ld a,(hl)
inc hl
ld (@+rand_size+1),a
@end:
ld (ix+@sound_pos.os),l
ld (ix+@sound_pos.os+1),h
@prep_rand: ; Make variation on pitch for each sound effect
call maths.rand
ld a,(maths.seed)
@rand_size: and 0
ld l,a
ld h,0
srl a
ld e,a
ld d,0
and a
sbc hl,de
ld (ix+@rand_pitch.os),l
ld (ix+@rand_pitch.os+1),h
@set_x_pos:
pop hl
ld (ix+@x_pos_addr),l
ld (ix+@x_pos_addr+1),h
pop iy
pop ix
ret
@quit:
pop hl
pop iy
pop ix
ret
;----------------------------------------------
sfx.update.out:
; Update all sound effects and output
@check_sfx_on:
ld a,(sfx.on)
cp On
ret nz
push ix
push iy
@page_in:
ex af,af'
in a,(LMPR)
ld (@+rest_lo+1),a
ld a,MusicPage+32
out (LMPR),a
ex af,af'
call @process_effects
; @check_mode: ; Check mode to see how many sounds output
; ld a,(sfx.mode)
; cp @single_channel
call @outputIY
; cp @dual_channel
; call z,@outputIYIX
@rest_lo: ld a,0
out (LMPR),a
pop iy
pop ix
ret
;----------------------------------------------
@process_effects:
; Process each effect separately, return with IY=>loudest sound, IX=>2nd loudest
ld ix,sfx.data
ld iy,sfx.init.data ; Set iy to loudest sound, start in a blank sfx record
ld de,sfx.init.data
ld b,sfx.slots.count
@update_loop:
push bc
@check_active:
ld a,(ix+@curr_sound.os)
or a
jp z,@+next_slot
@update:
push de
call sfx.updateIX
pop de
@test_volume: ; If loudest noise so far, point IY to it to play
ld a,(iy+@curr_vol.os)
cp (ix+@curr_vol.os)
jp nc,@+next_slot
@update_loudest_sound:
ld e,iyl ; Use D'E' for 2nd loudest sound
ld d,iyh
push ix ; Use IY for loudest sound
pop iy
@next_slot:
ld bc,sfx.data.len
add ix,bc
pop bc
djnz @-update_loop
ld ixl,e
ld ixh,d
ret
;----------------------------------------------
sfx.updateIX:
; Update sound effect at IX
@get_current_pos:
ld l,(ix+@sound_pos.os)
ld h,(ix+@sound_pos.os+1)
@test_live: ; If end token found, turn sound off and reset retrigger
ld a,(hl)
cp sfx.end
jp nz,@+test_loop
@deactivate_sfx:
ld (ix+@curr_sound.os),0
ret
@test_loop: ; If loop token found, reset position counter and reread
cp sfx.loop
jp nz,@+read_pitch
@apply_loop:
inc hl
ld e,(hl)
inc hl
ld d,(hl)
ex de,hl
jp @-test_live
@read_pitch:
ld d,(hl)
inc hl
ld e,(hl)
inc hl
@add_randomness:
push hl
ld l,(ix+@rand_pitch.os)
ld h,(ix+@rand_pitch.os+1)
add hl,de
ld (ix+@curr_oct.os),h
ld (ix+@curr_freq.os),l
pop hl
@read_volume:
ld a,(demo.mode.on) ; If demo mode on, no sound effects please
cp On
ld a,0
jr z,@+skip
ld a,(hl)
@skip:
call sfx.attenuateA ; Apply overall sfx volume
inc hl
ld (ix+@curr_vol.os),a
@store_pos:
ld (ix+@sound_pos.os),l
ld (ix+@sound_pos.os+1),h
ret
;----------------------------------------------
sfx.volume: db 15
sfx.attenuateA:
; Set sfx volume for all channels.
push bc
push de
push hl
ld d,a
ld a,(sfx.volume)
ld c,a
ld h,sfx.volume_table/256
@loop:
@left_channel:
ld a,d
and %11110000
add c
ld l,a
ld a,(hl)
for 4,add a
ld b,a
@right_channel:
ld a,d
for 4,add a
add c
ld l,a
ld a,(hl)
@output:
or b
pop hl
pop de
pop bc
ret
ds align 256
sfx.volume_table:
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
db 0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
db 0,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2
db 0,1,1,1,1,1,1,1,2,2,2,2,2,3,3,3
db 0,1,1,1,1,1,2,2,2,2,3,3,3,3,4,4
db 0,1,1,1,1,2,2,2,3,3,3,4,4,4,5,5
db 0,1,1,1,2,2,2,3,3,4,4,4,5,5,6,6
db 0,1,1,1,2,2,3,3,4,4,5,5,6,6,7,7
db 0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8
db 0,1,1,2,2,3,4,4,5,5,6,7,7,8,8,9
db 0,1,1,2,3,3,4,5,5,6,7,7,8,9,9,10
db 0,1,1,2,3,4,4,5,6,7,7,8,9,10,10,11
db 0,1,2,2,3,4,5,6,6,7,8,9,10,10,11,12
db 0,1,2,3,3,4,5,6,7,8,9,10,10,11,12,13
db 0,1,2,3,4,5,6,7,7,8,9,10,11,12,13,14
db 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
;----------------------------------------------
@outputIY:
; Output single loudest sound effect to channel A
push af
@output_protracker:
@test_sfx_playing:
ld a,(iy+@curr_vol.os) ; If loudest volume is 0 then don't overwrite channel
or a
jp z,@+end
@set_sound_enable:
ld a,(music.table+15)
or %00100000
ld (music.table+15),a
@set_noise_enable:
ld a,(music.table+16)
and %00011111
ld e,a
ld a,(iy+@noise_type.os)
for 2,rrca
or e
ld (music.table+16),a
@set_octave:
ld a,(music.table+14)
and %00001111
ld e,a
ld a,(iy+@curr_oct.os)
for 4,add a
or e
ld (music.table+14),a
@set_frequency:
ld a,(iy+@curr_freq.os)
ld (music.table+11),a
@get_volume:
ld a,(iy+@curr_vol.os) ; Apply panning to volume before outputting
; ld l,(iy+@x_pos_addr)
; ld h,(iy+@x_pos_addr+1)
; call sfx.panEHL
ld (music.table+5),a
@end:
pop af
ret
;----------------------------------------------
; @outputIYIX:
; ; Output loudest sound effect to channel A, second loudest to channel D (2nd variable pitch noise generator)
; ld bc,&01ff
; @sound_enable:
; ld a,(ix+@sound_enable.os) ; Merge outputs for sound/noise enable and noise type
; for 3,add a
; or (iy+@sound_enable.os)
; ld d,&14
; call sfx.soundDA
; @noise_enable:
; ld a,(ix+@noise_enable.os)
; for 3,add a
; or (iy+@noise_enable.os)
; ld d,&15
; call sfx.soundDA
; @noise_type:
; ld a,(ix+@noise_type.os)
; for 4,add a
; or (iy+@noise_type.os)
; ld d,&16
; call sfx.soundDA
; @octaves:
; ld a,(iy+@curr_oct.os)
; ld d,&10
; call sfx.soundDA
; ld a,(ix+@curr_oct.os)
; for 4,add a
; ld d,&11
; call sfx.soundDA
; @frequencies:
; ld a,(iy+@curr_freq.os)
; ld d,&08
; call sfx.soundDA
; ld a,(ix+@curr_freq.os)
; ld d,&0b
; call sfx.soundDA
; @volumes:
; ld e,(iy+@curr_vol.os) ; Apply panning to volume before outputting
; ld l,(iy+@x_pos_addr)
; ld h,(iy+@x_pos_addr+1)
; call sfx.panEHL
; ld d,&00
; call sfx.soundDABC
; ld e,(ix+@curr_vol.os) ; Apply panning to volume before outputting
; ld l,(ix+@x_pos_addr)
; ld h,(ix+@x_pos_addr+1)
; call sfx.panEHL
; ld d,&03
; call sfx.soundDABC
; ret
;----------------------------------------------
sfx.panEHL:
; Pan mono volume E to X-position in HL. Return volume in A
; @test_pan_on:
; ld a,e ; If both nibbles same, pan sound, otherwise just output it
; for 4,rlca
; cp e
; jp z,@+panned_sound
; ld a,e
; ret
@panned_sound:
push hl
; @get_x_pos: ; Find distance from camera to sound source x position
; ld a,(hl)
; inc hl
; ld h,(hl)
; ld l,a
; @find_scr_x_coord:
; ld bc,(tet.curr.pos.x) ;(camera.x_pos)
; and a
; sbc hl,bc
; @test_onscreen: ; If onscreen pan normally
; ld a,h
; or a
; jp z,@+on_screen
; bit 7,h ; If offscreen, reduce volume
; jp nz,@+off_screen_right
; @off_screen_left:
; ld a,e
; and %00001110
; for 3,add a
; jp @+next
; @off_screen_right:
; ld a,e
; and %00001110
; srl a
; add 15
; jp @+next
@on_screen:
ld a,e
for 4,add a
add 8
; for 4,srl l
; add l
@next:
ld l,a
ld h,Pantable/256
ld a,(hl)
pop hl
ret
;Pan data. Precalculated sine wave power law.
ds align 256
PanTable: db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 1, 1, 1, 1, 17, 17, 17, 17, 17, 17, 17, 17, 16, 16, 16, 16
db 2,18, 18, 18, 18, 18, 18, 17, 17, 33, 33, 33, 33, 33, 33, 32
db 19,19, 19, 19, 35, 34, 34, 34, 34, 34, 34, 50, 49, 49, 49, 49
db 20,20, 36, 36, 35, 35, 51, 51, 51, 51, 50, 50, 66, 66, 65, 65
db 21,37, 37, 36, 52, 52, 52, 52, 67, 67, 67, 67, 66, 82, 82, 81
db 22,38, 38, 53, 53, 69, 69, 68, 68, 84, 84, 83, 83, 98, 98, 97
db 23,39, 54, 54, 70, 70, 69, 85, 85, 84,100,100, 99, 99,114,113
db 24,40, 55, 71, 71, 86, 86, 86,101,101,101,116,116,115,130,129
db 41,57, 72, 72, 88, 87,103,103,118,118,117,133,132,132,147,146
db 42,58, 73, 89, 88,104,104,119,119,134,134,133,149,148,163,162
db 43,58, 74, 90,105,105,120,136,136,135,150,150,165,164,163,178
db 44,75, 91,107,106,122,137,137,152,152,167,166,182,181,180,194
db 45,76, 92,107,123,139,138,153,153,168,184,183,182,197,196,210
db 46,77,109,124,124,139,155,170,170,185,184,199,199,214,212,226
db 63,94,110,125,141,156,172,171,186,202,201,216,215,230,229,243
;----------------------------------------------
sfx.example.dataADS:
; Attack-Decay-Sustain data
db %01000101,0 ; Header format: retrigger, sound_en, noise_en, noise_type; pitch limiter
db &00,&00,&11 ; Main data
db &00,&00,&22
@loop:
db &00,&00,&44
db sfx.loop
dw @-loop ; Finish with loop instruction if release data is going to join the sound together
sfx.example.dataR:
; Release data
db %01000101,0
db &03,&00,&33
db &03,&00,&22
db &03,&00,&11
db sfx.end
;----------------------------------------------
sfx.clear_tetris.dataADS:
; 4 lines full winning effect
db %00010100,%00001111
db &05,&21,&ef
db &05,&24,&fe
db &05,&21,&ef
db &05,&1c,&fe
db &05,&20,&ef
db &04,&c0,&ef
db &04,&bc,&fe
db &04,&c3,&ef
db &04,&be,&fe
db &04,&bf,&ef
db &05,&21,&ef
db &05,&24,&fe
db &05,&21,&ef
db &05,&1c,&fe
db &05,&20,&ef
db &04,&c0,&ef
db &04,&bc,&fe
db &04,&c3,&ef
db &04,&be,&fe
db &04,&bf,&ef
db &03,&00,&ef
db &03,&18,&fe
db &03,&30,&ef
db &03,&48,&fe
db &03,&60,&ef
db &03,&78,&fe
db &03,&80,&ef
db &03,&98,&fe
db &03,&80,&ef
db &03,&98,&fe
db &03,&b0,&ef
db &03,&b0,&fe
db &03,&98,&ef
db &03,&78,&fe
db &03,&60,&ef
db &03,&48,&fe
db &03,&30,&ef
db &03,&18,&fe
db &03,&00,&ef
db sfx.end
;----------------------------------------------
sfx.clear_lines.dataADS:
; Normal 1-3 lines winning effect
db %00010000,0
db &03,&40,&cd
db &03,&60,&dc
db &03,&80,&cd
db &03,&a0,&dc
db &03,&c0,&cd
db &03,&e0,&dc
db &03,&70,&cd
db &03,&90,&dc
db &03,&b0,&cd
db &03,&d0,&dc
db &03,&f0,&cd
db &04,&10,&dc
db &03,&a0,&cd
db &03,&c0,&dc
db &03,&e0,&cd
db &04,&00,&dc
db &04,&20,&cd
db &04,&40,&dc
db &03,&c0,&cd
db &03,&e0,&dc
db &04,&00,&cd
db &04,&20,&dc
db &04,&40,&cd
db &04,&60,&dc
db sfx.end
;----------------------------------------------
sfx.level_up.dataADS:
; Played when level increases
db %00010000,0
db &05,&51,&c9
db &05,&41,&c9
db &05,&31,&c9
db &05,&21,&c9
db &05,&21,&00
db &05,&21,&00
db &05,&84,&c9
db &05,&84,&c9
db &05,&84,&c9
db &05,&84,&c9
db &05,&84,&00
db &05,&84,&00
db &05,&c0,&c9
db &05,&c0,&c9
db &05,&c0,&c9
db &05,&c0,&c9
db &05,&c0,&00
db &05,&c0,&00
db &05,&55,&9c
db &05,&55,&9c
db &05,&55,&9c
db &05,&55,&9c
db &05,&55,&00
db &05,&55,&00
db &05,&ad,&9c
db &05,&ad,&9c
db &05,&ad,&9c
db &05,&ad,&9c
db &05,&ad,&00
db &05,&ad,&00
db &05,&e3,&9c
db &05,&e3,&9c
db &05,&e3,&9c
db &05,&e3,&9c
db &05,&e3,&00
db &05,&e3,&00
db &05,&84,&c9
db &05,&84,&c9
db &05,&84,&c9
db &05,&84,&c9
db &05,&84,&00
db &05,&84,&00
db &05,&d2,&c9
db &05,&d2,&c9
db &05,&d2,&c9
db &05,&d2,&c9
db &05,&d2,&00
db &05,&d2,&00
db &06,&05,&c9
db &06,&05,&c9
db &06,&05,&c9
db &06,&05,&c9
db &06,&05,&00
db &06,&05,&00
db sfx.end
;----------------------------------------------
sfx.lock_tet.dataADS:
; Thump when tet is finally locked into place
db %00000111,%00111111
db &05,&80,&dc
db &05,&40,&cd
db &04,&80,&bc
db &04,&40,&ba
db &03,&60,&98
db &03,&20,&86
db &02,&90,&57
db sfx.end
;----------------------------------------------
sfx.move_side.dataADS:
; Twinkle when tet is moved left or right
db %00010000,0
db &05,&99,&45
db &05,&99,&54
db &05,&d2,&34
db &05,&d2,&43
db &05,&f3,&23
db &05,&f3,&32
db sfx.end
;----------------------------------------------
sfx.game_over.dataADS:
; Played as the screen fills up with blank tiles - not used in final version
; db %00010100,%01111111
; db &03,&e3,&66
; db &03,&e0,&66
; db &03,&f0,&66
; db &03,&e8,&66
; db &03,&e4,&66
; db &03,&e0,&66
; db &03,&db,&66
; db &03,&da,&66
; db &03,&d8,&66
; db &03,&d3,&66
; db &03,&d0,&66
; db &03,&ca,&66
; db &03,&c7,&66
; db &03,&e3,&66
; db &03,&e3,&66
; db &03,&e3,&66
; db &03,&e3,&66
; db &03,&e3,&66
; db &03,&e3,&66
db sfx.end
;----------------------------------------------
sfx.move_down.dataADS:
; Thump when rest of blocks drop down after clearing any full lines
db %00000111,%00111111
db &03,&80,&ba
db &03,&40,&ab
db &02,&80,&78
db &02,&40,&87
db &01,&60,&56
db &01,&40,&34
db sfx.end
;----------------------------------------------
sfx.rotate.dataADS:
; Bigger twinkle when player rotates tet
db %00010000,0
db &05,&6d,&ab
db &05,&f3,&98
db &06,&6d,&78
db &06,&f3,&87
db &07,&6d,&67
db &07,&f3,&76
db &05,&6d,&78
db &05,&f3,&87
db &06,&6d,&67
db &06,&f3,&75
db &07,&6d,&45
db &07,&f3,&43
db &06,&6d,&32
db &06,&f3,&12
db &07,&6d,&21
db &07,&f3,&12
db sfx.end
;==============================================