diff --git a/artwork/sfx/scorch_trial09_stripped.rmt b/artwork/sfx/scorch_trial09_stripped.rmt new file mode 100644 index 0000000..d4e513c Binary files /dev/null and b/artwork/sfx/scorch_trial09_stripped.rmt differ diff --git a/definitions.asm b/definitions.asm index 9adf387..1a7563d 100644 --- a/definitions.asm +++ b/definitions.asm @@ -83,7 +83,7 @@ sfx_set_power_2 = $01 sfx_lightning = $02 sfx_dunno = $03 sfx_nuke = $04 -sfx_hit = $05 +sfx_baby_missile= $05 sfx_death_beg = $06 sfx_plasma_1_2 = $07 sfx_plasma_2_2 = $08 @@ -97,7 +97,10 @@ sfx_parachute = $0f sfx_smoke_cloud = $10 sfx_riot_blast = $11 sfx_sandhog = $12 -sfx_dirt_char_s = $13 +sfx_dirt_chrg_s = $13 sfx_digger = $14 -sfx_key = $15 +sfx_silenting = $15 +sfx_next_player = $16 +sfx_purchase = $17 +sfx_keyclick = $18 diff --git a/scorch.asm b/scorch.asm index a928aee..11e1f06 100644 --- a/scorch.asm +++ b/scorch.asm @@ -1138,7 +1138,7 @@ getkey .proc; waits for pressing a key and returns pressed value in A cmp #$ff beq checkJoyGetKey ; key not pressed, check Joy - mva #sfx_key sfx_effect + mva #sfx_keyclick sfx_effect lda kbcode and #$3f ;CTRL and SHIFT ellimination rts @@ -1211,7 +1211,7 @@ TankFont .ECHO 'PLAYER: ',* icl 'artwork/sfx/rmtplayr_game.asm' opt h- ;RMT module is standard Atari binary file already - ins "artwork/sfx/scorch_trial07_stripped.rmt" ;include music RMT module + ins "artwork/sfx/scorch_trial09_stripped.rmt" ;include music RMT module opt h+ ; ; diff --git a/scorch.xex b/scorch.xex index 4190c8c..e3d2e15 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/weapons.asm b/weapons.asm index d998ea8..863fb1d 100755 --- a/weapons.asm +++ b/weapons.asm @@ -63,6 +63,7 @@ VOID ; ------------------------ .proc babymissile + mva #sfx_baby_missile sfx_effect inc FallDown2 mva #11 ExplosionRadius jsr CalculateExplosionRange @@ -826,7 +827,7 @@ DirectionChecked .proc ofdirt ; ; -------------------------------------------------- ; makes dirt on xdraw,ydraw position and of ExplosionRadius height - mva #sfx_dirt_char_s sfx_effect + mva #sfx_dirt_chrg_s sfx_effect mva #1 color NoColor ; jump here with color=0 to clean dirt