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Copy pathYOURSND.ASM
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YOURSND.ASM
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;ITS LAUNCHED IN SOUND CHANNEL #3 AND ALL SOUND COMMANDS CHECK IF ITS
;BUSY FIRST.
DONTINT: .byte WAIT,180,ENDPLAY
;THESE ARE THE SOUND EFFECTS FOR CHALLENGE OF THE DRAGON.
;THIS SOUND IS LIKE A SMALL ROCK EXPLODING OR GLASS BREAKING.
ROCKCRUSH: .byte VOICE3,LOADALL,10,0,8,9,WAIT,60,ENDPLAY
;THIS SOUND IS A LOUDER SWISH
LOUDSWISH:
.byte VOICE3,LOADALL,$1F,0,0,0,WAIT,30
.byte ENDPLAY
;THIS IS A QUICK LOUD SWISH
QUIKSWISH:
.byte VOICE3,LOADALL,$0D,$8F,$3D,0,WAIT,10,ENDPLAY
;THIS SOUND IS A QUICK SWISHING TYPE SOUND. OK FOR A KICK TO AIR.
KICKSND: .byte VOICE3,LOADALL,$0F,0,4,$82,WAIT,30,ENDPLAY
;THIS IS A DOUBLE EXPLOSION EXCELLENT FOR THUNDER.
THUNDER: .byte VOICE3,LOADALL,$0F,$00,$0B,$08
.byte WAIT,15,LOADALL,$0F,$00,$0F,$08
.byte WAIT,60,ENDPLAY
;THIS IS AN EXPLOSION FOR A BOMB
BOMBSOUND: .byte VOICE3,LOADALL,$0F,$00,$0F,$08
.byte WAIT,60,ENDPLAY
;THIS SOUNDS LIKE A QUICK BUG BUZZ. ITS GOOD FOR A HURT BUG.
BEEBUZZ:
.byte VOICE1,LOADALL,$5F,$D7,$41,$B4,WAIT,45,ENDPLAY
;THIS SOUND IS LIKE SOMEING BEING PUSHED BACK WITH A KNEE ATTACK.
;OK FOR ANY ATTACK THAT HITS ENEMY AND THROWS HIM BACK.
BUMPSND: .byte VOICE3,LOADALL,$5F,0,$8F,0,WAIT,15,ENDPLAY
;THIS IS A BIGGER BUMPING BACK SOUND
BIGBUMP: .byte VOICE3,LOADALL,$CF,$4F,$DF,$95,WAIT,30,ENDPLAY
;THIS IS A REPEATED SWISHING SOUND GOOD FOR A SHURIKEN (THROWING STAR).
SHURISND:
.byte VOICE3,LOADALL,$0F,0,0,0,WAIT,8
.byte LOADALL,$0F,0,0,0,WAIT,8
.byte LOADALL,$0F,0,0,0,WAIT,8
.byte LOADALL,$0F,0,0,0,WAIT,8
.byte LOADALL,$0F,0,0,0,WAIT,8
.byte ENDPLAY
;THIS NOISE SOUNDS LIKE A CLUB ON WOOD. ITS PRETTY LOUD.
WOODCLUB:
.byte VOICE3,LOADALL,$9A,$40,$EE,$F8,WAIT,60,ENDPLAY
;THIS IS A LOUD ECHOISH SOUND LIKE A HARD KNOCK ON A STEEL DOOR. ITS
;CLOSER TO AN EXPLOSION THAN TO A HIT BUT SOMEWHERE IN BETWEEN.
HURTNOISE:
.byte VOICE3,LOADALL,$06,0,$9E,$08
.byte WAIT,60,ENDPLAY
;THIS SOUND IS LIKE A SMALL ROCKET ROAR AND GOES FOR AS LONG AS THE
;DELAY AT THE END.
ROCKETNOISE:
.byte VOICE3,LOADALL,$FE,0,$0E,$0A
.byte WAIT,8,ENDPLAY
;THIS SOUND IS FOR A WIZZARD CASTING A SPELL. ITS A HIGH TINKLE BELL.
SPELLSND:
.byte VOICE3,LOADALL,$0F,$00,$92,$C7,WAIT,60,ENDPLAY
;SOUND FOR ENTITY DYING AND CHANGING INTO PRIZE.
DIEPRIZE:
.byte VOICE1,LOADALL,$A0,$C9,$00,$76,WAIT,8,ENDPLAY
;THIS IS A SLIGHT ECHO MUFFELED EXPLOSION.
POOF: .byte VOICE3,LOADALL,2,0,$8E,8,WAIT,60,ENDPLAY
;THIS IS A MUFFLED EXPLOSION NOISE SUITABLE FOR STOMPING THE GROUND
;REAL HARD AND MAKING THE SCREEN SHAKE.
THUD: .byte VOICE3,LOADALL,$0F,0,$0F,8
.byte WAIT,60,ENDPLAY
GOTPRIZE:
.byte VOICE1,LOADALL,$78,$AA,$BF,$D1,WAIT,10,ENDPLAY
;THIS IS A SLOW DROP FROM MID RANGE TO VERY LOW IN LITTLE QUICK STEPS. ITS
;A LONG SOUND FOR SLOW PROCESSES.
SLOWDROP:
.byte VOICE1,LOADALL,$60,$D6,$DB,$E1,WAIT,80,ENDPLAY
MACHGUN:
.byte VOICE3,LOADALL,$80,$1A,$9D,$33,WAIT,8,ENDPLAY
WATERDROP:
.byte VOICE1,LOADALL,$95,$8B,$FF,$D0,WAIT,8,ENDPLAY
DOOROPEN:
.byte VOICE1,LOADALL,$5E,$9B,$21,$52,WAIT,20,ENDPLAY
;THIS IS THE MUSIC FOR CHALLENGE OF THE DRAGON.
;DEATHRIFF
DEATHRIFF:
.byte VOICE0,BASE_HARPSI
.byte WAIT,20,LD+N8,PAUSE+N8,LD+N8,LG+N8,PAUSE+N8,LG+N8,LF+N8,PAUSE+N8,LC+N2
.byte ENDPLAY
;AZTEC VICTORY THEME
VICTORY:
.byte VOICE0,HARPSI
.byte Ab+N4,PAUSE+N16,Ab+N16,Ab+N8,Ab+N2,Bb+N16,Ab+N16,Gb+N16,Ab+N16,Bb+N16,Ab+N16
.byte Gb+N8,Ab+N8,Bb+N2,ENDPLAY
.byte VOICE1,BASE_ELECPIANO
.byte LEb+N4,PAUSE+N16,Eb+N16,Eb+N8,Eb+N2,LGb+N16,LEb+N16,LDb+N16,LEb+N16,LG+N16
.byte LEb+N16,LDb+N16,LEb+N16,LEb+N2,ENDPLAY
;AZTECTEMPLE MAIN THEME
TEMPTHEME:
.byte VOICE0,BASE_ELECPIANO
.byte LG+N8,D+N8,LG+N8,D+N8,LG+N8,D+N8,LG+N8,D+N8,LG+N8,D+N8,LG+N8,D+N8,LG+N8,D+N8
.byte LG+N8,D+N8,LF+N8,C+N8,LF+N8,C+N8,LF+N8,C+N8,LF+N8,C+N8,LF+N8,C+N8,LF+N8,C+N8
.byte LF+N8,C+N8,LF+N8,C+N8,LEb+N8,LBb+N8,LEb+N8,LBb+N8,LEb+N8,LBb+N8,LEb+N8,LBb+N8
.byte LEb+N8,LBb+N8,LEb+N8,LBb+N8,LEb+N8,LBb+N8,LEb+N8,LBb+N8,LD+N8,LA+N8,LD+N8,LA+N8
.byte LD+N8,LA+N8,LD+N8,LA+N8,LD+N8,LA+N8,LD+N8,LA+N8,LD+N8,LA+N8,LD+N8,LA+N8
.byte LC+N8,LG+N8,LC+N8,LG+N8,LC+N8,LG+N8,LC+N8,LG+N8,LC+N8,LG+N8,LC+N8,LG+N8
.byte LC+N8,LG+N8,LC+N8,LG+N8,LDb+N8,LAb+N8,LDb+N8,LAb+N8,LDb+N8,LAb+N8,LDb+N8,LAb+N8
.byte LDb+N8,LAb+N8,LDb+N8,LAb+N8,LDb+N8,LAb+N8,LDb+N8,LAb+N8
.byte LC+N8,LG+N8,LC+N8,LG+N8,LC+N8,LG+N8,LC+N8,LG+N8,LC+N8,LG+N8,LC+N8,LG+N8
.byte LC+N8,LG+N8,LC+N8,LG+N8,LDb+N8,LAb+N8,LDb+N8,LAb+N8,LDb+N8,LAb+N8,LDb+N8,LAb+N8
.byte LDb+N8,LAb+N8,LDb+N8,LAb+N8,LDb+N8,LAb+N8,LDb+N8,LAb+N8,LEb+N8,LBb+N8,LEb+N8,LBb+N8
.byte LEb+N8,LBb+N8,LEb+N8,LBb+N8,LF+N8,C+N8,LF+N8,C+N8,LF+N8,C+N8,LF+N8,C+N8,REPLAY
;AZTECTEMPLE MELODY
TEMPMELODY:
.byte VOICE1,HARPSI
.byte PAUSE+N2,PAUSE+N8,G+N8,Bb+N16,Ax+N16,G+N16,F+N16,G+N1
.byte PAUSE+N2,PAUSE+N8,G+N8,Bb+N16,Ax+N16,G+N16,F+N16,G+N1
.byte PAUSE+N2,PAUSE+N8,G+N8,Bb+N16,Ax+N16,G+N16,F+N16,G+N1
.byte PAUSE+N2,PAUSE+N8,F+N8,Bb+N16,Ax+N16,G+N16,F+N16,Ax+N1
.byte G+N4,PAUSE+N8,Eb+N8,Eb+N2,PAUSE+N4,Eb+N8,F+N8,G+N4,Eb+N4
.byte F+N4,PAUSE+N8,Db+N8,Db+N2,PAUSE+N4,Db+N8,Eb+N8,F+N4,Db+N4
.byte C+N4,PAUSE+N8,G+N8,G+N2,PAUSE+N4,Eb+N8,F+N8,G+N4,Eb+N4
.byte F+N4,PAUSE+N8,Db+N8,Db+N2,PAUSE+N4,Db+N8,Eb+N8,F+N4,Db+N4
.byte Eb+N4,PAUSE+N8,Bb+N8,Bb+N2,F+N4,PAUSE+N8,HC+N8,HC+N2,REPLAY
;DUNGEON
DTHEME0:
.byte VOICE0,BASE_STRING
.byte LF+N8,LG+N8,LAb+N8,LC+N8,LF+N8,LG+N8,LAb+N8,LC+N8,LF+N8,LG+N8,LAb+N8,LC+N8
.byte LF+N8,LG+N8,LAb+N8,C+N8,LGb+N8,LAb+N8,LA+N8,LDb+N8,LGb+N8,LAb+N8,LA+N8,LDb+N8
.byte LGb+N8,LAb+N8,LA+N8,LB+N8,LGb+N8,LAb+N8,LA+N8,LDb+N8,REPLAY
;DUNGEON THEME
DTHEME1:
.byte VOICE1,HARPSI
.byte PAUSE+N8,G+N8,Ab+N8,HC+N8,PAUSE+N8,HC+N8,Ab+N8,G+N8,PAUSE+N8,G+N8,Ab+N8
.byte HC+N8,F+N4,PAUSE+N4,PAUSE+N8,Ab+N8,Ax+N8,HDb+N8,PAUSE+N8,HDb+N8,Ax+N8
.byte Ab+N8,PAUSE+N8,Ab+N8,Ax+N8,HDb+N8,Gb+N4,PAUSE+N4,REPLAY