sd:getting_stuff_done_in_assembly_language
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| sd:getting_stuff_done_in_assembly_language [2026/06/01 14:24] – appledog | sd:getting_stuff_done_in_assembly_language [2026/06/01 14:44] (current) – appledog | ||
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| Line 541: | Line 541: | ||
| 80 PLAY "XV1 A1" | 80 PLAY "XV1 A1" | ||
| 85 PLAY "XV2 < F1" | 85 PLAY "XV2 < F1" | ||
| + | </ | ||
| + | |||
| + | Now you may wonder, why incorporate a BASIC example? Here, we can use BASIC to quickly test musical ideas. When it's time to put them into a game, we do this: | ||
| + | |||
| + | <codify armasm> | ||
| + | ; Example 10: Music | ||
| + | |||
| + | .address $C000 | ||
| + | |||
| + | LDELM @fair_phyllis | ||
| + | LDAH $52 ; Play Song | ||
| + | INT $11 | ||
| + | RET | ||
| + | |||
| + | fair_phyllis: | ||
| + | .bytes "XV1 MN W5 XP3000 O4 L4 T180" | ||
| + | .bytes "XV2 MN W5 XP3500 O3 L4 T180" | ||
| + | .bytes "XV1 F1 " | ||
| + | .bytes "XV2 R1 " | ||
| + | .bytes "XV1 A4. B-8 > C4 C4 < " | ||
| + | .bytes "XV2 R1 " | ||
| + | .bytes "XV1 B-4 A4 G4 F4 " | ||
| + | .bytes "XV2 R1 " | ||
| + | .bytes "XV1 > C2 C4. C8 < " | ||
| + | .bytes "XV2 R2 F4. F8 " | ||
| + | .bytes "XV1 > C4 D2 C4 < " | ||
| + | .bytes "XV2 F4 < B-2 A4 " | ||
| + | .bytes "XV1 B-4 A4 G4 G4 " | ||
| + | .bytes "XV2 B-4 F4 > C4 C4 " | ||
| + | .bytes "XV1 A1 " | ||
| + | .bytes "XV2 < F1", 0 | ||
| </ | </ | ||
sd/getting_stuff_done_in_assembly_language.1780323842.txt.gz · Last modified: by appledog
