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9CE7: Sound fx data
Byte 0 in each row is the channel. Rows are copied into the corresponding sound fx data buffer. Byte 5 - $80 is the index into sound_fx_command_jump_table.
Index Played when
$00 None
$01 Shot hit center enemy
$02 New wave
$03 Explosion
$04 Shot hit enemy
$05 Stage completed
$06 Extra life
$07 Mines appear, ship appear
$08 Shot hit mine
$09 Part of tune
$0A None
sound_fx_data_table 9CE7 DEFB $00,$00,$00,$00,$26,$80,$00,$00
9CEF DEFB $02,$00,$00,$40,$41,$81,$40,$00
9CF7 DEFB $03,$00,$00,$70,$51,$82,$00,$00
9CFF DEFB $00,$00,$00,$00,$00,$83,$00,$00
9D07 DEFB $02,$00,$00,$80,$41,$84,$80,$00
9D0F DEFB $03,$DC,$00,$80,$80,$85,$C0,$03
9D17 DEFB $00,$00,$00,$00,$48,$86,$00,$00
9D1F DEFB $00,$00,$00,$FC,$F0,$87,$00,$00
9D27 DEFB $03,$40,$00,$80,$80,$88,$F0,$01
9D2F DEFB $03,$00,$00,$00,$F0,$89,$00,$00
9D37 DEFB $00,$00,$00,$00,$87,$8A
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