fixed bonus life sound corruption
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5ccac6e48a
commit
0bf45f2ea9
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@ -126,6 +126,7 @@ Reset:
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jsr PreRenderColumnsRemaining
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jsr RenderPlayerScore
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jsr ResetPickups
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jsr ResetSound
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move.l startForegroundMapPtr,foregroundMapPtr
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move.l startPathwayMapPtr,pathwayMapPtr
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@ -264,6 +265,7 @@ PostCheckPlayerMiss:
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bra GameLoop
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if TRACKLOADER=0
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QuitGame:
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jsr WaitVerticalBlank
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jsr PlayNextSound
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@ -273,6 +275,7 @@ QuitGame:
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jsr P61_End
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movem.l (sp)+,d0-a6
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jmp LongJump
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endif
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Update:
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jsr UpdatePlayer
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@ -19,7 +19,7 @@ KillSound: macro
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move.w #1,AUD3PER(a6)
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move.w #2,AUD3LEN(a6) ; set the empty sound for the next sample to be played
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move.l #emptySound,AUD3LCH(a6)
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WaitScanLines 1
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WaitScanLines 3
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move.w #(DMAF_AUD3|DMAF_SETCLR),DMACON(a6)
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.\@skip:
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endif
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@ -198,7 +198,7 @@ AddToScore: macro
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cmp.l __nextPlayerBonus,d0
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blt .\@skip
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movem.l d0-a6,-(sp)
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PlaySound Yay
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PlaySound Bonus
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lea livesCounterText,a0
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jsr IncrementCounter
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lea livesCounterShortText,a1
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@ -20,6 +20,7 @@ ShowMenu:
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lea CUSTOM,a6
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jsr ReloadSplashScreen
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jsr RestoreSplashMenuSection
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jsr ResetSound
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ReShowMenu:
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jsr WaitVerticalBlank
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@ -201,8 +202,10 @@ ButtonPressed:
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beq .quitButton
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endif
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bra .done
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if TRACKLOADER=0
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.quitButton:
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jmp QuitGame
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endif
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.difficultyButton:
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bsr ToggleDifficulty
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bra .done
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@ -1,8 +1,13 @@
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include "includes.i"
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xdef PlayNextSound
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xdef ResetSound
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xdef fadeMusic
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ResetSound:
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move.l #0,blackoutFrame
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rts
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PlayNextSound:
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cmp.w #0,fadeMusic
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beq .dontFadeOutMusic
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@ -30,8 +35,13 @@ PlayNextSound:
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xdef PlayChachingSound
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xdef PlayWhooshSound
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xdef PlayYaySound
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xdef PlayBonusSound
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PlayJumpSound:
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move.l d0,-(sp)
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move.l blackoutFrame,d0
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cmp.l frameCount,d0
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bgt .skip
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move.w #0,dontKillSound
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lea jump(pc),a1
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move.l a1,AUD3LCH(a6)
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@ -39,9 +49,15 @@ PlayJumpSound:
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move.w #64,AUD3VOL(a6)
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move.w #(endJump-jump)/2,AUD3LEN(a6) ;Set length in words
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move.w #(DMAF_AUD3|DMAF_SETCLR),DMACON(a6)
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.skip:
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move.l (sp)+,d0
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rts
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PlayWhooshSound:
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move.l d0,-(sp)
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move.l blackoutFrame,d0
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cmp.l frameCount,d0
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bgt .skip
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KillSound
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move.w #0,dontKillSound
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lea whoosh,a1
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@ -50,6 +66,8 @@ PlayWhooshSound:
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move.w #64,AUD3VOL(a6)
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move.w #(endWhoosh-whoosh)/2,AUD3LEN(a6) ;Set length in words
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move.w #(DMAF_AUD3|DMAF_SETCLR),DMACON(a6)
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.skip:
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move.l (sp)+,d0
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rts
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@ -65,6 +83,10 @@ PlayFallingSound:
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rts
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PlayChachingSound:
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move.l d0,-(sp)
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move.l blackoutFrame,d0
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cmp.l frameCount,d0
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bgt .skip
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KillSound
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move.w #0,dontKillSound
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lea chaching,a1
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@ -73,6 +95,8 @@ PlayChachingSound:
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move.w #64,AUD3VOL(a6)
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move.w #(endChaching-chaching)/2,AUD3LEN(a6) ;Set length in words
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move.w #(DMAF_AUD3|DMAF_SETCLR),DMACON(a6)
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.skip:
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move.l (sp)+,d0
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rts
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PlayYaySound:
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@ -86,6 +110,22 @@ PlayYaySound:
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move.w #(DMAF_AUD3|DMAF_SETCLR),DMACON(a6)
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rts
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PlayBonusSound:
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KillSound
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move.l d0,-(sp)
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move.l frameCount,d0
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add.l #41,d0
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move.l d0,blackoutFrame
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move.l (sp)+,d0
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move.w #0,dontKillSound
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lea yay,a1
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move.l a1,AUD3LCH(a6)
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move.w #423,AUD3PER(a6)
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move.w #64,AUD3VOL(a6)
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move.w #(endYay-yay)/2,AUD3LEN(a6) ;Set length in words
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move.w #(DMAF_AUD3|DMAF_SETCLR),DMACON(a6)
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rts
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align 4
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jump:
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incbin "out/jump.raw"
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@ -108,6 +148,8 @@ yay:
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endYay:
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align 2
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blackoutFrame:
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dc.l 0
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emptySound:
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dc.l 0
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dontKillSound:
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