jmechner April 17, 2012
Attempted line ending fix

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    * soundorg = $ea00 lst off*-------------------------------**   S  O  U  N  D**------------------------------- org org
     jmp PLAYBACK
    *-------------------------------savex ds 1
    spkr = $c030
    *------------------------------- put soundnames put gameeq put eq
    *-------------------------------**  L O O K U P**  Sound routine lookup table**-------------------------------lookup
    :0 dw DoPlateDown:1 dw DoPlateUp:2 dw DoGateDown:3 dw DoSpecialKey1:4 dw DoSpecialKey2:5 dw DoSplat:6 dw DoMirrorCrack:7 dw DoLooseCrash:8 dw DoGotKey:9 dw DoFootstep:10 dw DoRaisingExit:11 dw DoRaisingGate:12 dw DoLowerGate:13 dw DoSmackWall:14 dw DoImpaled:15 dw DoGateSlam:16 dw DoFlashMsg:17 dw DoSwordClash1:18 dw DoSwordClash2:19 dw DoJawsClash
    endlook
    maxaddr = endlook-lookup
    *-------------------------------**  Z E R O S O U N D**  Zero sound table**-------------------------------ZEROSOUND lda #0 ;# sounds in table sta soundtable rts
    *-------------------------------**  A D D S O U N D**  Add sound to sound table*  (preserve registers)**  In: A = sound #**-------------------------------ADDSOUND stx savex
     ldx soundtable cpx #maxsfx bcs :rts ;sound table full
     inx sta soundtable,x stx soundtable ;# sounds in table
    :rts ldx savex rts
    *-------------------------------**  P L A Y B A C K**  Playback all sounds listed in sound table**-------------------------------PLAYBACK lda soundon beq :rts ;sound switched off?
     ldx soundtable beq :rts ;sound table empty?
    :loop lda soundtable,x
     stx savex
     jsr makesound ;make sound #A;(may destroy registers) ldx savex
     dex bne :loop
    :rts rts
    *-------------------------------**  M A K E S O U N D**  In: A = sound # (0-127)**-------------------------------makesound asl cmp #maxaddr bcs :rts ;don't exceed lookup table
     tax lda lookup,x sta :sm+1 lda lookup+1,x sta :sm+2
    :sm jmp $ffff ;self-modifying code
    :rts rts
    *-------------------------------**  S O U N D   R O U T I N E S**-------------------------------* Kid steps on pressplate
    DoPlateDown ldy #70 ldx #0 lda #4 jmp tone
    *-------------------------------* Pressplate pops back up
    DoPlateUp ldy #90 ldx #0 lda #4 jmp tone
    *-------------------------------* Gate hits stone floor with an ominous CLANG
    DoGateDown ldy #70 ldx #0 lda #4 jmp tone
    *-------------------------------* Jaws clash
    DoJawsClash ldy #10 ldx #0 lda #50 jmp tone
    *-------------------------------* Acknowledge special keypress
    SK1Pitch = 15SK1Dur = 50
    SK2Pitch = 40SK2Dur = 50
    DoSpecialKey1DoSwordClash1DoSwordClash2 ldy #SK1Pitch ldx #>SK1Pitch lda #SK1Dur jmp tone
    DoSpecialKey2 ldy #SK2Pitch ldx #>SK2Pitch lda #SK2Dur jmp tone
    *-------------------------------* Splat
    SplatPitch = 1000SplatDur = 3
    DoSplat ldy #SplatPitch ldx #>SplatPitch lda #SplatDur jmp tone
    *-------------------------------* Mirror Crack
    DoMirrorCrack jmp DoSplat rts
    *-------------------------------* Loose Floor Crash
    DoLooseCrash jmp DoSplat
    *-------------------------------* Flash message
    ]HiPitch = 100]HiDur = 25]LoPitch = 500]LoDur = 15
    DoGotKeyDoFlashMsg lda #2:loop pha
     ldy #]LoPitch ldx #>]LoPitch lda #]LoDur jsr tone
     ldy #]HiPitch ldx #>]HiPitch lda #]HiDur jsr tone
     pla sec sbc #1 bne :loop
     rts
    *-------------------------------* Footstep
    DoFootstep ldy #35 ldx #0 lda #3 jmp tone
    *-------------------------------* Raising Exit
    DoRaisingExit ldy #40 ldx #0 lda #6 jmp tone
    *-------------------------------* Raising Gate
    DoRaisingGate ldy #20 ldx #0 lda #2 jmp tone
    *-------------------------------* Lowering Gate
    DoLowerGate ldy #7 ldx #0 lda #8 jmp tone
    *-------------------------------* Smack Wall
    SWPitch = 1000SWDur = 3
    DoSmackWall ldy #SWPitch ldx #>SWPitch lda #SWDur jmp tone
    ]rts rts
    *-------------------------------* Impaled
    DoImpaled jmp DoSmackWall
    *-------------------------------* Gate Slam
    DoGateSlam jmp DoSmackWall

    *-------------------------------**  T O N E**  In: y-x = pitch lo-hi*      a = duration**-------------------------------tone sty :pitch stx :pitch+1
    :outloop bit spkr
     ldx #0:midloop ldy #0
    :inloop iny cpy :pitch bcc :inloop
     inx cpx :pitch+1 bcc :midloop
     sec sbc #1 bne :outloop
     rts
    :pitch ds 2
    *------------------------------- lsteof ds 1 usr $a9,20,$e00,*-org lst off

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