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gen.txt
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Please generate similar array patterns for a sound generator. The array contains n (between 2 and 10) elements while n0 and n1, n2 and n3 belong together. Even elements mark the command in the higher nibble: $8x: play incremental note low nibble is the inc value, $4x play decrimental note low nibble is the dec note, $20 play note . The uneven values are the note. @VSA_IDLE stops the sound
sndGhostAppear : array[] of byte = (
$81,7, $20,2, $43,4,
@VSA_IDLE);
sndPumpkidFootsteps : array[] of byte = (
$4F,3,
@VSA_IDLE);
sndWitchDive : array[] of byte = (
$41,35, $42,8, $41,6, $20,12, $83,25,
@VSA_IDLE);
sndWitchSpell : array[] of byte = (
$8f,4, $42,12, $41,2,
@VSA_IDLE);
sndDead : array[] of byte = (
$41,10, $10,3, $41,8, $10,3, $41,6,
@VSA_IDLE);
sndPickup : array[] of byte = (
$42,4, $10,3, $8f,4,
@VSA_IDLE);
sndCAppear : array[] of byte = (
$20,1, $10,1, $20,1,
@VSA_IDLE);
sndShoot : array[] of byte = (
$20,1, $10,1, $41,10,
@VSA_IDLE);
sndGrave : array[] of byte = (
$20,13, $10,5, $89,1, $20,12, $10,5, $89,1, $20,12,
@VSA_IDLE);
sndExplode : array[] of byte = (
$10,2, $20,5, $44,4,
@VSA_IDLE);
sndMNoteShort : array[] of byte = (
$41,1, $81,1, $41,1, $81,1, $20,1,
$41,1, $81,1, $41,1, $81,1, $20,2,
$41,1, $81,1, $41,1, $81,1, $20,1,
$41,1, $81,1, $41,1, $81,1, $20,2,
@VSA_IDLE);
sndSWitch : array[] of byte = (
$20,1,
@VSA_IDLE);
sndJump : array[] of byte = ( $4F,5, $20,1, @VSA_IDLE);
sndSpin : array[] of byte = ( $81,8, $20,2, $43,3, @VSA_IDLE);
sndMagic : array[] of byte = ( $20,3, $3F,8, @VSA_IDLE);
sndDisappear : array[] of byte = ( $81,7, $20,2, $43,4, $20,1, @VSA_IDLE);
sndExplodeSmall : array[] of byte = ( $4F,3, $10,2, @VSA_IDLE);
sndWitchLaugh : array[] of byte = ( $41,35, $42,10, $41,6, $20,12, $83,25, $30,6, @VSA_IDLE);
sndMonsterGrowl : array[] of byte = ( $8f,8, $42,12, $41,4, @VSA_IDLE);
sndZap : array[] of byte = ( $41,10, $10,5, $41,9, $10,3, $41,7, $20,2, @VSA_IDLE);
sndKeyPickup : array[] of byte = ( $42,3, $10,2, $8f,4, @VSA_IDLE);
sndDoorCreak : array[] of byte = ( $20,3, $10,2, $20,1, @VSA_IDLE);
sndSlam : array[] of byte = ( $20,4, $10,3, $41,11, @VSA_IDLE);
sndMagicAppear : array[] of byte = ( $44,11, $85,3, $20,7, @VSA_IDLE);
@define PLAY_MAGIC_APPEAR psnd1 := #sndMagicAppear; vsnd1 := 240; vsndTime := 0;
sndSwordSwing : array[] of byte = ( $81,3, @VSA_IDLE);
@define PLAY_SWORD_SWING psnd1 := #sndSwordSwing ; vsnd1 := 180; vsnd1Time := 0;
sndDragonRoar : array[] of byte = ( $10,20, $42,5, $10,10, $20,15, $83,30, @VSA_IDLE);
@define PLAY_DRAGON_ROAR psnd1 := #sndDragonRoar ; vsnd1 := 248; vsnd1Time := 0;
sndLightingSpell : array[] of byte = ( $8f,5, $20,15, $42,3, @VSA_IDLE);
@define PLAY_LIGHTING_SPELL psnd1 := #sndLightingSpell ; vsnd1 := 240; vsnd1Time := 0;
sndAmbush : array[] of byte = ( $41,12, $42,4, $81,7, $10,2, $8f,5, @VSA_IDLE);
@define PLAY_AMBUSH psnd1 := #sndAmbush ; vsnd1 := 130; vsnd1Time := 0;
sndVictory : array[] of byte = ( $81,4, $20,3, $42,8, @VSA_IDLE);
@define PLAY_VICTORY psnd1 := #sndVictory ; vsnd1 := 220; vsnd1Time := 0;
sndEvilLaugh : array[] of byte = ( $20,2, $10,2, $20,2, @VSA_IDLE);
@define PLAY_EVIL_LAUGH psnd1 := #sndEvilLaugh ; vsnd1 := 174; vsnd1Time := 0;
sndCharge : array[] of byte = ( $20,3, $10,2, $41,12, @VSA_IDLE);
@define PLAY_CHARGE psndFx := #sndCharge ; vsndFx := 230; vsndFxTime := 0;
sndTransform : array[] of byte = ( $20,15, $10,7, $89,2, $20,12, $10,6, $89,2, $20,11, @VSA_IDLE);
@define PLAY_TRANSFORM psndFx := #sndTransform ; vsndFx := 210; vsndFxTime := 0;
sndExplosion : array[] of byte = ( $44,3, $20,6, $81,5, @VSA_IDLE);
@define PLAY_EXPLOSION psndFx := #sndExplosion ; vsndFx := 235; vsndFxTime := 0;