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Routines |
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Used by the routine at UpdateGhost.
Plays a sound for a ghost, if the ghost has been drawn in the view.
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| PlayGhostSound | C332 | LD BC,$C34D | Point at the pitches of the ghost sound. | |
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This entry point is used by the routine at UpdateMonster.
Plays a sound effect, using a pitch from a table, if the object at IX has been drawn in the view. The routine that draws a sprite (see DrawSprite) sets bit 1 of the flags of the object, and this routine clears it.
When it is used for a monster (see UpdateMonster), the pitches come from the ROM instead (see SoundPitchTables).
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| PlayFlaggedSound | C335 | BIT 1,(IX+$07) | Check whether the object has been drawn in the view. | |
| C339 | RES 1,(IX+$07) | Clear the flag, ready for the next frame. | ||
| C33D | RET Z | Return if the object was not drawn, because it can't be heard. | ||
| C33E | LD A,($BBB2) | Fetch the low byte of the frame counter. | ||
| C341 | AND %00001111 | Keep only the lowest four bits, to choose one of the sixteen pitches. | ||
| C343 | LD L,A | Add it to the address of the table. | ||
| C344 | LD H,$00 | |||
| C346 | ADD HL,BC | |||
| C347 | LD B,(HL) | Fetch the pitch. | ||
| C348 | LD C,$0C | Set the length of the sound. | ||
| C34A | JP PlayTone | Jump to PlayTone to play the tone. | ||
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View the equivalent code in;
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