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; Loop through newly pressed keys, find available channel and play the note | |
: stz Counter | |
playLoop: | |
ldx Counter | |
lda Pressed,x | |
cmp #1 | |
bne :+ | |
jsr PlayNote ; Key was pressed, play note | |
ldx Counter |
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;****************************************************************************** | |
PlayCard: | |
;****************************************************************************** | |
; plays a sound when the card is placed to any stack | |
;****************************************************************************** | |
lda #$0A ; Audio bank number | |
sta $01 ; ROM bank register | |
jsr ym_init | |
lda #0 ; Channel 0 |
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; Data Store; Each Pile contains count and space for 52 cards | |
Stock: .res 53,0 | |
Waste: .res 53,0 | |
Foundation1: .res 53,0 | |
Foundation2: .res 53,0 | |
Foundation3: .res 53,0 | |
Foundation4: .res 53,0 | |
Column1: .res 53,0 | |
Column2: .res 53,0 | |
Column3: .res 53,0 |
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; Card Ranks | |
RANK_MASK = %00001111 | |
RANK_A = $01 | |
RANK_2 = $02 | |
RANK_3 = $03 | |
RANK_4 = $04 | |
RANK_5 = $05 | |
RANK_6 = $06 | |
RANK_7 = $07 | |
RANK_8 = $08 |
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1 REM ===== TILE DEMO 2 ===== | |
2 REM AUTHOR : DUSAN STRAKL | |
3 REM MORE INFO : 8BITCODING.COM | |
4 REM EMULATOR : V.43+ | |
9 REM | |
20 PRINT "GENERATING TILES" | |
30 DIM BIN(8):BIN(0)=1:BIN(1)=2:BIN(2)=4:BIN(3)=8 | |
40 BIN(4)=16:BIN(5)=32:BIN(6)=64:BIN(7)=128 | |
50 M=0 | |
60 FOR C=0 TO 39 |
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9999 REM | |
10000 REM ===== SET LAYER 0 TO GAME ===== | |
10001 REM | |
10010 POKE $9F29,%01110001 | |
10020 POKE $9F2D,%00010110 | |
10040 POKE $9F2F,$10 | |
10050 POKE $9F31,$01 | |
10060 RETURN |
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10499 REM | |
10500 REM ===== SET LAYER 0 TO TITLE SCREEN ===== | |
10501 REM | |
10510 POKE $9F29,%00110001 | |
10520 POKE $9F2A,64 | |
10530 POKE $9F2B,64 | |
10540 POKE $9F2D,%00000111 | |
10550 POKE $9F2E,0 | |
10560 POKE $9F2F,$5C | |
10570 RETURN |
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1 REM ===== OPTIONS LIBRARY ===== | |
2 REM | |
3 REM WRITTEN FOR : COMMANDER X16 | |
4 REM TESTED ON : EMULATOR R.38 | |
5 REM AUTHOR : DUSAN STRAKL | |
6 REM MORE INFO : 8BITCODING.COM | |
7 REM | |
8 REM | |
10 DIM OX(4,3):DIM OY(4,3):DIM OT$(4,3):DIM OS(4,3):DIM RV(4,3) | |
20 GOSUB 11000 |
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10 REM ===== EXPLODE DEMO ===== | |
20 VPOKE 1,$F9C3,%11111111: REM WAVEFORM=NOISE | |
30 VPOKE 1,$F9C1,1: REM SET HIGH BYTE OF FREQUENCY | |
40 VPOKE 1,$F9C0,150: REM SET LOW BYTE OF FREQUENCY | |
50 FOR N=63 TO 0 STEP -1 | |
60 VPOKE 1,$F9C2,$C0+N: REM LEFT AND RIGHT CHANNEL, DECREASING VOLUME | |
70 FOR I=1 TO 200:NEXT I: REM DELAY | |
80 NEXT N |
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10 REM ===== ENGINE DEMO ===== | |
20 CLS:PRINT "USE ARROW UP TO THROTTLE THE ENGINE, LEFT SHIFT TO EXIT" | |
30 VPOKE 1,$F9C3,%01000000: REM WAVEFORM=SAW | |
40 VPOKE 1,$F9C2,%11111111: REM LEFT AND RIGHT CHANNEL ON AT MAX VOLUME | |
50 FR=200: REM IDLE FREQUENCY | |
60 VPOKE 1,$F9C1,INT(FR/256): REM SET HIGH BYTE OF FREQUENCY | |
70 VPOKE 1,$F9C0,FR AND 255: REM SET LOW BYTE OF FREQUENCY | |
80 FR=FR-1:IF FR<200 THEN FR=200 | |
90 A=JOY(0):IF A=$08 THEN FR=FR+5:IF FR>1000 THEN FR=1000 | |
100 IF A<>$20 THEN GOTO 60 |
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