Name: EXNO Type: Subroutine Category: Sound Summary: Make the sound of a laser strike or ship explosion
Make the two-part explosion sound of us making a laser strike, or of another ship exploding.
Cassette, Flight, Docked, 6502SP, ElectronThe volume of the first explosion is affected by the distance of the ship being hit, with more distant ships being quieter. The value in X also affects the volume of the first explosion, with a higher X giving a quieter sound (so X can be used to differentiate a laser strike from an explosion). Arguments: X The larger the value of X, the fainter the explosion. Allowed values are: * 7 = explosion is louder (i.e. the ship has just exploded) * 15 = explosion is quieter (i.e. this is just a laser strike)
.EXNOOther entry points: EXNO-2 Set X = 7 and fall through into EXNO to make the sound of a ship exploding
Cassette, Flight, Docked, 6502SP, Electron
MasterSTX T \ Store the distance in T LDA #24 \ Set A = 24 to denote the sound of us making a hit or JSR NOS1 \ kill (part 1 of the explosion), and call NOS1 to set \ up the sound block in XX16LDY #6 \ Call the NOISE routine with Y = 6 to make the sound of JMP NOISE \ us making a hit or kill and return from the subroutine \ using a tail call
The 6502SP version contains a bug fix to make sure very distant ships (i.e. where z_sign is non-zero) explode silently.
This variation is blank in the Cassette, Disc (flight), Disc (docked), Master and Electron versions.
6502SPLDA INWK+8 \ Fetch z_sign, the distance of the ship being hit in ASL A \ terms of the z-axis (in and out of the screen), and \ shift it left by 1 to get rid of the sign bit BEQ P%+5 \ If the result is 0, skip the next two instructions \ so that we load A with z_hi below LDA #0 \ Set A = 0 EQUB &2C \ Skip the next instruction by turning it into \ &2C &A5 &4C, or BIT &4CA5, which does nothing apart \ from affect the flags \ So, by this point, if any of bits 0-6 of z_sign are \ non-zero, which means the ship is a long way away, \ then A will be set to 0 rather than z_hi and the next \ instruction gets skipped, so we end up with a volume \ of 0. This fixes a bug in the other versions which \ ignore the value of z_sign when calculating explosion \ volumne, which means very distant ships can still be \ heard
Cassette, Flight, Docked, 6502SP, ElectronLDA INWK+7 \ Fetch z_hi, the distance of the ship being hit in LSR A \ terms of the z-axis (in and out of the screen), and LSR A \ divide by 4. If z_hi has either bit 6 or 7 set then \ that ship is too far away to be shown on the scanner \ (as per the SCAN routine), so we know the maximum \ z_hi at this point is %00111111, and shifting z_hi \ to the right twice gives us a maximum value of \ %00001111 AND T \ This reduces A to a maximum of X; X can be either \ 7 = %0111 or 15 = %1111, so AND'ing with 15 will \ not affect A, while AND'ing with 7 will clear bit \ 3, reducing the maximum value in A to 7 ORA #%11110001 \ The SOUND statement's amplitude ranges from 0 (for no \ sound) to -15 (full volume), so we can set bits 0 and \ 4-7 in A, and keep bits 1-3 from the above to get \ a value between -15 (%11110001) and -1 (%11111111), \ with lower values of z_hi and argument X leading \ to a more negative, or quieter number (so the closer \ the ship, i.e. the smaller the value of X, the louder \ the sound) STA XX16+2 \ The amplitude byte of the sound block in XX16 is in \ byte #3 (where it's the low byte of the amplitude), so \ this sets the amplitude to the value in A JSR NO3 \ Make the sound from our updated sound block in XX16 LDA #16 \ Set A = 16 to denote we have made a hit or kill \ (part 2 of the explosion), and fall through into NOISE \ to make the sound