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Routines |
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Used by the routines at HandleDeathSparkles and CycleColoursWithSound.
Plays a burst of noise for the sparkles of a dying player. The pitch of each cycle comes from the bytes of the ROM, starting at 1234, and the number of cycles depends on the sprite number of the sparkle, so each stage of the sparkles sounds different.
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Play a beep for each remaining frame.
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| PlaySparkleSound | B403 | LD A,(IX+$00) | Fetch the graphic number of the sparkle. | |||||
| B406 | CPL | Invert it. | ||||||
| B407 | AND %00011111 | Keep the lowest five bits to get the number of notes to play. | ||||||
| B409 | LD E,A | Set E to the number of notes. | ||||||
| B40A | LD HL,$1234 | Point HL at the ROM bytes that are used as noise. | ||||||
| PlaySparkleSound_NextBeep | B40D | LD A,(HL) | Fetch the next byte of noise. | |||||
| B40E | INC HL | Move on to the next one. | ||||||
| B40F | LD B,A | Use it as the pitch. | ||||||
| B410 | LD C,$02 | Set the number of cycles to play. | ||||||
| B412 | CALL PlayWaveSequence | Play the tone. | ||||||
| B415 | DEC E | Decrease the note counter and loop back to PlaySparkleSound_NextBeep until all of the notes have been played. | ||||||
| B416 | JR NZ,PlaySparkleSound_NextBeep | |||||||
| B418 | RET | Return. | ||||||
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View the equivalent code in;
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