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Let’s Make a Game!

Step 13: Add Sound Effects

By Darrell Spice, Jr. (adapted by Duane Alan Hahn, a.k.a. Random Terrain)

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Original Blog Entry

A quiet game is playable, but it's more fun with sound. The TIA produces 2 channel sound. The channels are known as channel 0 and channel 1. There are 3 registers for each channel to control the sound produced:

 

It's common to have a hand full of routines that handle sound effects. For Collect, these routines can be found in the new source code file sfx.asm. To add the file to collect.asm we use the include command:

       include sfx.asm

Besides the file, we also need to allocate 2 RAM variables to keep track of the sound effects:

; indexes for sound effect driver    
SFX_LEFT:       ds 1    ; stored in $B1
SFX_RIGHT:      ds 1    ; stored in $B2

The routines in sfx.asm are:

 

sfx.asm also includes a couple data tables that SFX_UPDATE uses to update the 6 TIA registers. Yes, only 2 tables even though there are 3 registers per channel to update. AUDCx and AUDVx both only require a nybbles worth of data, so their information is combined into a single byte to save ROM.

 

The tables are defined like this for Collect:

SFX_F:
    .byte 0, 31 ; collide
    .byte 0,  0,  0,  0,  1,  1,  1,  2,  2,  2,  3,  3,  3 ; collect
    .byte 0,  8,  8,  8,  8,  8,  8,  8,  8,  8,  8,  8,  8,  8,  8,  8 ; ping
    .byte 0, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31 ; game over

SFX_CV:
    .byte 0,$8f ; collide
sfxCOLLIDE = *-SFX_CV-1
    .byte 0,$6f,$6f,$6f,$6f,$6f,$6f,$6f,$6f,$6f,$6f,$6f,$6f ; collect
sfxCOLLECT = *-SFX_CV-1
    .byte 0,$41,$42,$43,$44,$45,$46,$47,$48,$49,$4a,$4b,$4c,$4d,$4e,$4f ; ping
sfxPING = *-SFX_CV-1
    .byte 0,$cf,$cf,$cf,$cf,$cf,$cf,$cf,$cf,$cf,$cf,$cf,$cf,$cf,$cf,$cf ; game over
sfxGAMEOVER = *-SFX_CV-1

Each .byte line contains the data for a single sound effect. The two tables are used together, so data in the first .byte line of SFX_F goes along with the data in the first .byte line in SFX_CV. The number of values must be the same in each table and each .byte line. The first value in each .byte line should be 0, it denotes end-of-sfx (though if you have a long-duration sound effect you could span it over multiple .byte lines).

 

Table SFX_CV looks a little complicated because of the extra lines such as sfxPING = *-SFX_CV-1. All those are doing is calculating the value to be used when you trigger a sound effect. You can name your sound effects whatever you want, just make sure it's followed by = *-SFX_CV-1 (also make sure you have a space before and after the equal sign).

 

Lets look at a single sound effect (that's been slightly changed from above for clarity) to explain how the data is used:

SFX_F:
    .byte 0,  1,  2,  3,  4,  5,  6,  7,  8,  9, 10, 11, 12 ; collect

SFX_CV:
    .byte 0,$64,$65,$66,$67,$68,$69,$6a,$6b,$6c,$6d,$6e,$6f ; collect
sfxCOLLECT = *-SFX_CV-1

To trigger the sound effect, you'll use this in your code:

ldy #sfxCOLLECT     ; select sound effect
        jsr SFX_TRIGGER     ; and trigger it

By triggering the sound effect, the value of sfxCOLLECT will be stored in one of the RAM variables. The value of sfxCOLLECT points to the 12 in the SFX_F table and the $6f in the SFX_CF table. When SFX_UPDATE is called (via jsr SFX_UPDATE), the 12 goes into AUDFx while the $6f will be split into two parts with the $6 going into AUDCx and the $f going into AUDFx. Lastly the pointer will be updated so it now points to 11 and $6e. After the next update they'll point to 10 and $6d, and so on until they point to 0 which means the end of the sound effect.

 

The order of the sound effects, as listed in the tables, is used to denote priority. The first sound effect has the lowest priority, so if both channels are busy and you try to trigger sound effect sfxCOLLIDE, nothing will happen. If both are busy and you try to trigger sfxGAMEOVER, the last sound effect, then one of the current sound effects will be aborted so sfxGAMEOVER can be heard.

 

SFX_UPDATE is called during Overscan:

OverScan:
        sta WSYNC       ; Wait for SYNC (halts CPU until end of scanline)
        lda #2          ; LoaD Accumulator with 2 so D1=1
        sta VBLANK      ; STore Accumulator to VBLANK, D1=1 turns image output off
        
    ; set the timer so the total number of scanlines ends up being 262
        lda #35
        sta TIM64T
        
        jsr SFX_UPDATE      ; update sound effects

While SFX_TRIGGER is called from a number of locations throughout the program. One of them is a tick sound that plays during the last 8 ticks of the timer:

DecrementTimer:
        lsr TimerPF+5   ; PF2 right side, reversed bits so shift right
        rol TimerPF+4   ; PF1 right side, normal bits so shift left
        ror TimerPF+3   ; PF0 right side, reversed bits so shift right
        lda TimerPF+3   ; only upper nybble used, so we need to put bit 3 into C
        lsr
        lsr
        lsr
        lsr
        ror TimerPF+2   ; PF2 left side, reversed bits so shift right
        rol TimerPF+1   ; PF1 left side, normal bits so shift left
        ror TimerPF     ; PF0 left side, reversed bits so shift right
        lda TimerPF+1   ; PF1 from left side
        and #%00011111  ; check the lower 5 bits
        bne NoTickSfx   ; branch if there's a value in the lower 5 bits
        ldy #sfxPING    ; else do a sound effect
        jsr SFX_TRIGGER
NoTickSfx:

In playing the game, I noticed it was harder to locate the box drawn by the ball, because it is the same color as the playfield, so I modified the program so it scores 2 points instead of just 1.

TestCollisions:
...
        bit CXP0FB          ; N=player0/playfield, V=player0/ball
        bvc notP0BL         ; if V is off, then player0 did not collide with ball
        ldy #0              ; which score to update
        ldx #4              ; which box was collected
        jsr Collect2ptBox   ; update score and reposition box
...
        bit CXP1FB          ; N=player1/playfield, V=player1/ball
        bvc notP1BL         ; if V is off, then player1 did not collide with ball
        ldy #1              ; which score to update
        ldx #4              ; which box was collected
        jsr Collect2ptBox   ; update score and reposition box

Collect2ptBox is a new routine that falls into CollectBox:

Collect2ptBox:
        lda #2              ; 2 point box
        .byte $2C           ; BIT with absolute addressing, trick that
                            ; causes the lda #1 to be skipped over
CollectBox:
        lda #1              ; 1 point per box
        sed                 ; SEt Decimal flag
        clc                 ; CLear Carry bit
        adc Score,y         ; add to player's current score

The ROM and the source are at the bottom of my blog entry.

 

 

 

Other Assembly Language Tutorials

Be sure to check out the other assembly language tutorials and the general programming pages on this web site.

 

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Table of Contents for Let’s Make a Game!

Introduction

Step 1: Generate a Stable Display

Step 2: Timers

Step 3: Score and Timer Display

Step 4: 2 Line Kernel

Step 5: Automate Vertical Delay

Step 6: Spec Change

Step 7: Draw the Playfield

Step 8: Select and Reset Support

Step 9: Game Variations

Step 10: “Random Numbers”

Step 11: Add the Ball Object

Step 12: Add the Missile Objects

Step 13: Add Sound Effects

Step 14: Add Animation

 

 

 

 

Useful Links

Easy 6502 by Nick Morgan

How to get started writing 6502 assembly language. Includes a JavaScript 6502 assembler and simulator.

 

 

Atari Roots by Mark Andrews (Online Book)

This book was written in English, not computerese. It's written for Atari users, not for professional programmers (though they might find it useful).

 

 

Machine Language For Beginners by Richard Mansfield (Online Book)

This book only assumes a working knowledge of BASIC. It was designed to speak directly to the amateur programmer, the part-time computerist. It should help you make the transition from BASIC to machine language with relative ease.

The Six Instruction Groups

The 6502 Instruction Set broken down into 6 groups.

6502 Instruction Set

Nice, simple instruction set in little boxes (not made out of ticky-tacky).

 

 

The Second Book Of Machine Language by Richard Mansfield (Online Book)

This book shows how to put together a large machine language program. All of the fundamentals were covered in Machine Language for Beginners. What remains is to put the rules to use by constructing a working program, to take the theory into the field and show how machine language is done.

6502 Instruction Set

An easy-to-read page from The Second Book Of Machine Language.

 

 

6502 Instruction Set with Examples

A useful page from Assembly Language Programming for the Atari Computers.

 

 

6502.org

Continually strives to remain the largest and most complete source for 6502-related information in the world.

NMOS 6502 Opcodes

By John Pickens. Updated by Bruce Clark.

 

 

Guide to 6502 Assembly Language Programming by Andrew Jacobs

Below are direct links to the most important pages.

Registers

Goes over each of the internal registers and their use.

Instruction Set

Gives a summary of whole instruction set.

Addressing Modes

Describes each of the 6502 memory addressing modes.

Instruction Reference

Describes the complete instruction set in detail.

 

 

Stella Programmer's Guide

HTMLified version.

 

 

Nick Bensema's Guide to Cycle Counting on the Atari 2600

Cycle counting is an important aspect of Atari 2600 programming. It makes possible the positioning of sprites, the drawing of six-digit scores, non-mirrored playfield graphics and many other cool TIA tricks that keep every game from looking like Combat.

 

 

How to Draw A Playfield by Nick Bensema

Atari 2600 programming is different from any other kind of programming in many ways. Just one of these ways is the flow of the program.

 

 

Cart Sizes and Bankswitching Methods by Kevin Horton

The "bankswitching bible." Also check out the Atari 2600 Fun Facts and Information Guide and this post about bankswitching by SeaGtGruff at AtariAge.

 

 

Atari 2600 Specifications

Atari 2600 programming specs (HTML version).

 

 

Atari 2600 Programming Page (AtariAge)

Links to useful information, tools, source code, and documentation.

 

 

MiniDig

Atari 2600 programming site based on Garon's "The Dig," which is now dead.

 

 

TIA Color Charts and Tools

Includes interactive color charts, an NTSC/PAL color conversion tool, and Atari 2600 color compatibility tools that can help you quickly find colors that go great together.

 

 

The Atari 2600 Music and Sound Page

Adapted information and charts related to Atari 2600 music and sound.

 

 

Game Standards and Procedures

A guide and a check list for finished carts.

 

 

Stella

A multi-platform Atari 2600 VCS emulator. It has a built-in debugger to help you with your works in progress or you can use it to study classic games. Stella finally got Atari 2600 quality sound in December of 2018. Until version 6.0, the game sounds in Stella were mostly OK, but not great. Now it's almost impossible to tell the difference between the sound effects in Stella and a real Atari 2600.

 

 

JAVATARI

A very good emulator that can also be embedded on your own web site so people can play the games you make online. It's much better than JStella.

 

 

batari Basic Commands

If assembly language seems a little too hard, don't worry. You can always try to make Atari 2600 games the faster, easier way with batari Basic.

 

 

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In Case You Didn't Know

 

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Some brainwashed rona jab cultists claim that there are no victims of the jab, but person after person will post what the jab did to them, a friend, or a family member on web sites such as Facebook and they'll be lucky if they don't get banned soon after. Posting the truth is “misinformation” don't you know. Awakened sheep might turn into lions, so powerful people will do just about anything to keep the sheep from waking up.

 

Check out these videos:

If You Got the COVID Shot and Aren't Injured, This May Be Why

Thought Experiment: What Happens After the Jab?

The Truth About Polio and Vaccines

What Is Causing the Mysterious Self-Assembling Non-Organic Clots and Sudden Deaths?

Full Video of Tennessee House of Representatives Health Subcommittee Hearing Room 2 (The Doctors Start Talking at 33:28)

 

 

H Word and I Word = Good

Take a look at my page about the famous demonized medicines called The H Word and Beyond. You might also want to look at my page called Zinc and Quercetin. My sister and I have been taking zinc and quercetin since the summer of 2020 in the hopes that they would scare away the flu and other viruses (or at least make them less severe). Here's one more page to check out: My Sister's Experiences With COVID-19.

 

 

B Vitamins = Good

Some people appear to have a mental illness because they have a vitamin B deficiency. For example, the wife of a guy I used to chat with online had severe mood swings which seemed to be caused by food allergies or intolerances. She would became irrational, obnoxious, throw tantrums, and generally act like she had a mental illness. The horrid behavior stopped after she started taking a vitamin B complex. I've been taking Jarrow B-Right (#ad) for many years. It makes me much easier to live with. I wonder how many people with schizophrenia and other mental mental illnesses could be helped by taking a B complex once or twice a day with meals (depending on their weight)?

 

 

Soy = Bad

Unfermented soy is bad!When she stopped eating soy, the mental problems went away.” Fermented soy doesn't bother me, but the various versions of unfermented soy (soy flour, soybean oil, and so on) that are used in all kinds of products these days causes a negative mental health reaction in me that a vitamin B complex can't tame. The sinister encroachment of soy has made the careful reading of ingredients a necessity.

 

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It's supposedly common knowledge that constantly angry Antifa-types basically live on soy products. What would happen if they stopped eating and drinking soy sludge and also took a B complex every day? Would a significant number of them become less angry? Would AyaLife CBD oil also help?

 

 

Wheat = Bad

If you are overweight, have type II diabetes, or are worried about the condition of your heart, check out the videos by Ken D Berry, William Davis, and Ivor Cummins. It seems that most people should avoid wheat, not just those who have a wheat allergy or celiac disease. Check out these books: Undoctored (#ad), Wheat Belly (#ad), and Eat Rich, Live Long (#ad).

 

 

Negative Ions = Good

Negative ions are good for us. You might want to avoid positive ion generators and ozone generators. A plain old air cleaner is better than nothing, but one that produces negative ions makes the air in a room fresher and easier for me to breathe. It also helps to brighten my mood.

 

 

Litterbugs = Bad

Never litter. Toss it in the trash or take it home. Do not throw it on the ground. Also remember that good people clean up after themselves at home, out in public, at a campsite and so on. Leave it better than you found it.

 

 

Climate Change Cash Grab = Bad

Seems like more people than ever finally care about water, land, and air pollution, but the climate change cash grab scam is designed to put more of your money into the bank accounts of greedy politicians. Those power-hungry schemers try to trick us with bad data and lies about overpopulation while pretending to be caring do-gooders. Trying to eliminate pollution is a good thing, but the carbon footprint of the average law-abiding human right now is actually making the planet greener instead of killing it.

 

Eliminating farms and ranches, eating bugs, getting locked down in 15-minute cities, owning nothing, using digital currency (with expiration dates) that is tied to your social credit score, and paying higher taxes will not make things better and “save the Earth.” All that stuff is part of an agenda that has nothing to do with making the world a better place for the average person. It's all about control, depopulation, and making things better for the ultra-rich. They just want enough peasants left alive to keep things running smoothly.

 

Watch these two videos for more information:

CO2 is Greening The Earth

The Climate Agenda

 

 

How to Wake Up Normies

Charlie Robinson had some good advice about waking up normies (see the link to the video below). He said instead of verbally unloading or being nasty or acting like a bully, ask the person a question. Being nice and asking a question will help the person actually think about the subject.

 

Interesting videos:

Charlie Robinson Talks About the Best Way to Wake Up Normies

Georgia Guidestones Explained

The Men Who Own Everything

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