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Sound list sampler in Extended BASIC


OLD CS1

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Because I am still not sophisticated enough to do this in assembly. Or just lazy. Whatever. Using Kurt's tip.

 

It counts up the character being defined with the sound data, then plays. Press ENTER to end the program, then RUN to try another one. Two of the four loop, so when exiting the program it executes a CALL SOUND(-1,110,30) to force the sound list to stop. I could have done that with a CALL LOAD, but I also wanted to demonstrate something neat about CALL SOUND.

 

 

 

1000 GOTO 3010
1010 DATA 0B,8E,0F,90,A0,0A,B0,C5,05,DF,E3,F0,07
1020 DATA 01,F8,02
1030 DATA 01,F0,07
1040 DATA 01,F8,02
1050 DATA 01,F0,07
1060 DATA 01,F8,02
1070 DATA 01,F0,07
1080 DATA 01,F8,02
1090 DATA 03,9F,BF,FF,09
1100 DATA 04,90,A6,0D,B0,07
1110 DATA 02,94,B4,02
1120 DATA 05,90,A0,0A,B0,F0,07
1130 DATA 03,94,B4,F8,02
1140 DATA 07,86,0D,90,AF,07,B0,F0,07
1150 DATA 03,94,B4,F8,02
1160 DATA 07,80,0A,90,AB,06,B0,F0,07
1170 DATA 03,94,B4,F8,02
1180 DATA 07,86,0D,90,AF,07,B0,F0,07
1190 DATA 03,94,B4,F8,02
1200 DATA 03,9F,BF,FF,09
1210 DATA 06,8E,0F,90,A0,0A,B0,07
1220 DATA 02,94,B4,02
1230 DATA 07,80,0F,90,AF,08,B0,F0,07
1240 DATA 03,94,B4,F8,02
1250 DATA 03,9F,BF,F0,07
1260 DATA 01,F8,02
1270 DATA 03,90,B0,F0,07
1280 DATA 03,94,B4,F8,02
1290 DATA 03,90,B0,F0,07
1300 DATA 03,94,B4,F8,02
1310 DATA 03,9F,BF,FF,09
1320 DATA 05,90,AE,0B,B0,FF,07
1330 DATA 01,FF,02
1340 DATA 01,F0,07
1350 DATA 01,F8,02
1360 DATA 01,F0,07
1370 DATA 03,94,B4,F8,02
1380 DATA 05,90,AF,08,B0,F0,07
1390 DATA 03,94,B4,F8,02
1400 DATA 05,90,A0,0A,B0,F0,07
1410 DATA 03,94,B4,F8,02
1420 DATA 03,9F,BF,FF,09
1430 DATA 05,90,AA,0A,B0,FF,07
1440 DATA 03,94,B4,FF,02
1450 DATA 07,8E,0F,90,A0,0A,B0,F0,07
1460 DATA 01,F8,02
1470 DATA 01,F0,07
1480 DATA 01,F8,02
1490 DATA 01,F0,07
1500 DATA 01,F8,02
1510 DATA 01,F0,07
1520 DATA 01,F8,02
1530 DATA 03,9F,BF,FF,09
1540 DATA 04,90,A6,0D,B0,07
1550 DATA 02,94,B4,02
1560 DATA 05,90,A0,0A,B0,F0,07
1570 DATA 03,94,B4,F8,02
1580 DATA 05,90,AF,07,B0,F0,07
1590 DATA 03,94,B4,F8,02
1600 DATA 05,90,AB,06,B0,F0,07
1610 DATA 03,94,B4,F8,02
1620 DATA 05,90,AF,07,B0,F0,07
1630 DATA 03,94,B4,F8,02
1640 DATA 03,9F,BF,FF,09
1650 DATA 04,90,A0,0A,B0,07
1660 DATA 02,94,B4,02
1670 DATA 07,80,0F,90,A7,09,B0,F0,07
1680 DATA 03,94,B4,F8,02
1690 DATA 03,9F,BF,F0,07
1700 DATA 01,F8,02
1710 DATA 03,90,B0,F0,07
1720 DATA 03,94,B4,F8,02
1730 DATA 03,90,B0,F0,07
1740 DATA 03,94,B4,F8,02
1750 DATA 03,9F,BF,FF,09
1760 DATA 07,8E,0F,90,A0,0A,B0,F0,07
1770 DATA 01,F8,02
1780 DATA 01,FF,36
1790 DATA 02,9F,BF,00,*
1800 DATA 07,9F,BF,C7,08,DF,E3,F0,09
1810 DATA 01,F8,03
1820 DATA 03,CA,05,F0,09
1830 DATA 01,F8,03
1840 DATA 0A,8B,23,93,AC,1A,B3,CC,04,E5,F3,03
1850 DATA 02,E3,F0,06
1860 DATA 03,9F,BF,F8,03
1870 DATA 03,C7,08,F0,09
1880 DATA 01,FF,12
1890 DATA 03,CA,05,F0,09
1900 DATA 01,F8,03
1910 DATA 04,C5,05,E5,F3,03
1920 DATA 02,E3,F0,06
1930 DATA 01,F8,03
1940 DATA 03,C9,03,F0,09
1950 DATA 01,F8,03
1960 DATA 03,C7,08,F0,09
1970 DATA 01,F8,03
1980 DATA 03,CA,05,F0,09
1990 DATA 01,F8,03
2000 DATA 06,93,B3,CC,04,E5,F3,03
2010 DATA 02,E3,F0,06
2020 DATA 03,9F,BF,F8,03
2030 DATA 03,C7,08,F0,09
2040 DATA 01,FF,12
2050 DATA 03,CA,05,F0,09
2060 DATA 01,F8,03
2070 DATA 04,C5,06,E5,F3,03
2080 DATA 02,E3,F0,06
2090 DATA 01,F8,03
2100 DATA 03,C1,07,F0,09
2110 DATA 01,F8,03
2120 DATA 03,C7,08,F0,09
2130 DATA 01,F8,03
2140 DATA 03,CA,05,F0,09
2150 DATA 01,F8,03
2160 DATA 06,93,B3,CC,04,E5,F3,03
2170 DATA 02,E3,F0,06
2180 DATA 03,9F,BF,F8,03
2190 DATA 03,C7,08,F0,09
2200 DATA 01,FF,12
2210 DATA 03,CA,05,F0,09
2220 DATA 01,F8,03
2230 DATA 04,C5,05,E5,F3,03
2240 DATA 02,E3,F0,06
2250 DATA 01,F8,03
2260 DATA 03,C9,03,F0,09
2270 DATA 01,F8,03
2280 DATA 0A,8C,1F,93,AE,12,B3,C5,06,E3,F0,12
2290 DATA 03,9F,BF,FF,06
2300 DATA 0A,8B,23,93,A3,15,B3,C1,07,E5,F3,03
2310 DATA 02,E3,F0,0F
2320 DATA 03,9F,BF,FF,06
2330 DATA 09,8C,1F,93,A0,14,B3,CA,0A,F0,04
2340 DATA 03,9F,BF,F8,02
2350 DATA 07,8B,23,93,A8,16,B3,F0,04
2360 DATA 03,9F,BF,FF,0E
2370 DATA 08,8C,1F,93,AC,1A,B3,E5,F3,03
2380 DATA 02,E3,F0,0F
2390 DATA 04,9F,BF,DF,FF,06,00,05,00,*
2400 DATA 05,C7,08,DF,E3,F0,09
2410 DATA 01,F8,03
2420 DATA 03,CA,05,F0,09
2430 DATA 01,F8,03
2440 DATA 0A,8B,23,93,AC,1A,B3,CC,04,E5,F3,03
2450 DATA 02,E3,F0,06
2460 DATA 03,9F,BF,F8,03
2470 DATA 03,C7,08,F0,09
2480 DATA 01,FF,12
2490 DATA 03,CA,05,F0,09
2500 DATA 01,F8,03
2510 DATA 04,C5,05,E5,F3,03
2520 DATA 02,E3,F0,06
2530 DATA 01,F8,03
2540 DATA 03,C9,03,F0,09
2550 DATA 01,F8,03
2560 DATA 0A,8C,1F,93,AE,12,B3,C5,06,E3,F0,12
2570 DATA 03,9F,BF,FF,06
2580 DATA 0A,8B,23,93,A3,15,B3,C1,07,E5,F3,03
2590 DATA 02,E3,F0,0F
2600 DATA 03,9F,BF,FF,06
2610 DATA 09,8C,1F,93,A0,14,B3,CA,0A,F0,04
2620 DATA 03,9F,BF,F8,02
2630 DATA 07,8B,23,93,A8,16,B3,F0,04
2640 DATA 03,9F,BF,FF,0E
2650 DATA 08,8C,1F,93,AC,1A,B3,E5,F3,03
2660 DATA 02,E3,F0,0C
2670 DATA 04,9F,BF,DF,FF,00,*
2680 DATA 03,86,0D,94,06
2690 DATA 02,8B,06,06
2700 DATA 02,81,07,06
2710 DATA 02,8B,06,06
2720 DATA 02,85,05,06
2730 DATA 02,8B,06,06
2740 DATA 02,81,07,06
2750 DATA 02,8B,06,06
2760 DATA 02,86,0D,06
2770 DATA 02,8B,06,06
2780 DATA 02,88,07,06
2790 DATA 02,8B,06,06
2800 DATA 02,85,05,06
2810 DATA 02,8B,06,06
2820 DATA 02,88,07,06
2830 DATA 02,8B,06,06
2840 DATA 02,86,0D,06
2850 DATA 02,8B,06,06
2860 DATA 02,8F,07,06
2870 DATA 02,8B,06,06
2880 DATA 02,85,05,06
2890 DATA 02,8B,06,06
2900 DATA 02,8F,07,06
2910 DATA 02,8B,06,06
2920 DATA 02,86,0D,06
2930 DATA 02,8B,06,06
2940 DATA 02,87,08,06
2950 DATA 02,8B,06,06
2960 DATA 02,85,05,06
2970 DATA 02,8B,06,06
2980 DATA 02,87,08,06
2990 DATA 02,8B,06,06
3000 DATA 00,05,00,*
3010 PRINT "1. BALLBLAZER THEME"
3020 PRINT "2. BALLBLAZER FANFARE"
3030 PRINT "3. XEVIOUS IN-GAME"
3040 PRINT "4. XEVIOUS START THEME"
3050 INPUT A
3060 IF A=1 THEN RESTORE 1800
3070 IF A=2 THEN RESTORE 2400
3080 IF A=3 THEN RESTORE 2680
3090 IF A=4 THEN RESTORE 1010
3100 CALL CLEAR :: C=64
3110 DISPLAY AT(12,:C :: FOR L=1 TO 8
3120 READ A$ :: IF A$="*" THEN 3140
3130 S$=S$&A$ :: NEXT L
3140 CALL CHAR(C,S$):: S$="" :: C=C+1 :: IF A$<>"*" THEN 3110
3150 DISPLAY AT(12,:">>>"
3160 CALL INIT
3170 CALL LOAD(-31796,5,0)
3180 CALL PEEK(-31747,@):: CALL LOAD(-31747,@ OR 1)
3190 CALL LOAD(-31794,1)
3200 ACCEPT AT(12,12):A$
3210 CALL SOUND(-1,110,30)
3220 END

 

 

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Way cool! :thumbsup:

 

And I'm still amazed at what the 9919 is actually capable of when back in the day all I heard was beep and crash.

 

I'm pretty sure the worst thing that happened for game development on the TI was that E/A came with the source for Tombstone City, and that had a few sound lists in it that seem to have been used in 90% of all the other games. :)

-M@

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I'm pretty sure the worst thing that happened for game development on the TI was that E/A came with the source for Tombstone City, and that had a few sound lists in it that seem to have been used in 90% of all the other games. :)

-M@

 

Huh. Never thought of that.

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