Sound Patches and Effects: Difference between revisions
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Revision as of 03:58, 2 December 2012
This page is a library of sound patches to help them kick start game projects. A HEX file with all these sounds is available here.(TODO) These sounds are based on the kernel default waves. New waves are at Waves, please share any you create!
#define WAVE_SINE 0 #define WAVE_SAWTOOTH 1 #define WAVE_TRIANGLE 2 #define WAVE_SQUARE_25 3 #define WAVE_SQUARE_50 4 #define WAVE_SQUARE_75 5 #define WAVE_FUZZY_SINE1 6 #define WAVE_FUZZY_SINE2 7 #define WAVE_FUZZY_SINE3 8 #define WAVE_FILTERED_SQUARE 9
Instruments
Melody
Simple SawTooth
const char simple_sawtooth[] PROGMEM ={//Megatris 0,PC_WAVE,1, 1,PC_ENV_VOL,200, 1,PC_NOTE_HOLD,0, 1,PC_ENV_SPEED,-20, 0,PATCH_END };
Synth Piano
const char patch00[] PROGMEM ={//Whack A Mole 0,PC_WAVE,8, 1,PC_NOTE_HOLD,0, 1,PC_ENV_SPEED,-20, 1,PATCH_END };
Flute
const char flute[] PROGMEM ={//Megatris 0,PC_WAVE,8, 0,PC_ENV_VOL,100, 1,PC_ENV_SPEED,20, 5,PC_ENV_SPEED,-9, 0,PATCH_END };
Pizzicato
const char pizzicato[] PROGMEM ={//Megatris 0,PC_WAVE,9, 0,PC_ENV_SPEED,-15, 0,PATCH_END };
Square C MAJ chord
const char patch31[] PROGMEM ={//Music Demo 0,PC_WAVE,3, 0,PC_ENV_SPEED,-8, 4,PC_NOTE_UP,4, 4,PC_NOTE_UP,3, 4,PC_NOTE_UP,5, 4,PC_NOTE_UP,4, 4,PC_NOTE_UP,3, 4,PC_NOTE_UP,5, 4,PC_NOTE_CUT,0, 0,PATCH_END };
Synth Piano
const char synth_piano[] PROGMEM ={//Megatris 0,PC_WAVE,6, 0,PC_ENV_SPEED,-5, 0,PATCH_END };
Square Piano
const char square_piano[] PROGMEM ={//Megatris 0,PC_WAVE,9, 0,PC_ENV_SPEED,-15, 4,PC_ENV_SPEED,-7, 0,PATCH_END };
Organ
const char organ[] PROGMEM ={//Megatris 0,PC_WAVE,8, 1,PC_ENV_VOL,200, 1,PC_NOTE_HOLD,0, 1,PC_ENV_SPEED,-25, 0,PATCH_END };
Bass
Crunch base
const char patch32[] PROGMEM ={//Music Demo 0,PC_WAVE,3, 0,PC_ENV_SPEED,-8, 4,PC_NOTE_DOWN,12, 4,PC_NOTE_DOWN,12, 4,PC_NOTE_DOWN,12, 4,PC_NOTE_CUT,0, 0,PATCH_END };
Techno base drum
const char patch33[] PROGMEM ={//Music Demo 0,PC_WAVE,4, 0,PC_ENV_SPEED,-10, 2,PC_NOTE_DOWN,12, 2,PC_NOTE_DOWN,12, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Percussion
Hi-hat (noise)
const char hi_hat[] PROGMEM ={//Megatris 0,PC_NOISE_PARAMS,1, 0,PC_ENV_VOL,0x90, 0,PC_ENV_SPEED,-30, 8,PC_NOTE_CUT,0, 0,PATCH_END };
Crash cymbal (noise)
const char crash_cymbal[] PROGMEM ={//Megatris 0,PC_NOISE_PARAMS,0, 0,PC_ENV_VOL,0xa0, 0,PC_ENV_SPEED,-20, 1,PC_ENV_SPEED,-2, 0,PC_NOISE_PARAMS,1, 0,PATCH_END };
Snare (noise)
const char snare[] PROGMEM ={//Megatris 0,PC_ENV_SPEED,-19, 0,PC_NOISE_PARAMS,6, 2,PC_NOISE_PARAMS,0x1, 0,PATCH_END };
Clap (noise)
const char clap[] PROGMEM ={//Megatris 0,PC_ENV_SPEED,-20, 0,PC_NOISE_PARAMS,2, 1,PC_ENV_VOL,0, 2,PC_ENV_VOL,0xff, 0,PC_NOISE_PARAMS,3, 0,PATCH_END };
Sound Effects
Hits
Collisions
Rebound
const char ReboundVaus[] PROGMEM ={//Arkanoid, Alec Bourque 0,PC_WAVE,0, 0,PC_PITCH,72, 0,PC_ENV_VOL,127*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,118*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,108*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,98*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,86*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,80*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,73*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,65*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,56*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,46*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,32*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,16*2, 2,PC_ENV_VOL,0, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Rebound Brick
const char ReboundBrick[] PROGMEM ={//Arkanoid, Alec Bourque 0,PC_WAVE,0, 0,PC_PITCH,79, 0,PC_ENV_VOL,127*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,118*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,108*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,98*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,86*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,80*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,73*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,65*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,56*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,46*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,32*2, 2,PC_ENV_VOL,0, 2,PC_ENV_VOL,16*2, 2,PC_ENV_VOL,0, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Rebound Hard
const char ReboundHardBrick[] PROGMEM ={//Arkanoid, Alec Bourque 0,PC_WAVE,0, 0,PC_PITCH,84, //0,PC_TREMOLO_LEVEL,80, //0,PC_TREMOLO_RATE,10, 0,PC_ENV_VOL,127*2, 2,PC_ENV_VOL,127, 2,PC_ENV_VOL,118*2, 2,PC_ENV_VOL,118, 2,PC_ENV_VOL,108*2, 2,PC_ENV_VOL,109, 2,PC_ENV_VOL,98*2, 2,PC_ENV_VOL,98, 2,PC_ENV_VOL,86*2, 2,PC_ENV_VOL,86, 2,PC_ENV_VOL,80*2, 2,PC_ENV_VOL,80, 2,PC_ENV_VOL,73*2, 2,PC_ENV_VOL,73, 2,PC_ENV_VOL,65*2, 2,PC_ENV_VOL,65, 2,PC_ENV_VOL,56*2, 2,PC_ENV_VOL,56, 2,PC_ENV_VOL,46*2, 2,PC_ENV_VOL,46, 2,PC_ENV_VOL,32*2, 2,PC_ENV_VOL,32, 2,PC_ENV_VOL,16*2, 2,PC_ENV_VOL,16, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Environment
Power Ups
Grow 1
const char Grow1of2[] PROGMEM ={//Arkanoid 0,PC_WAVE,4, 0,PC_ENV_VOL,127, 0,PC_PITCH,30, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,2, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Grow 2
const char Grow2of2[] PROGMEM ={//Arkanoid 0,PC_WAVE,0, 0,PC_ENV_VOL,90, 0,PC_PITCH,54, 0,PC_ENV_SPEED,-3, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,1, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Shrink
const char Shrink[] PROGMEM ={//Arkanoid 0,PC_WAVE,4, 0,PC_ENV_VOL,127, 0,PC_PITCH,50, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_DOWN,2, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Shooting
Laser Shot
const char LaserShot[] PROGMEM ={//Arkanoid, Alec 0,PC_WAVE,3, 0,PC_ENV_VOL,127, 0,PC_PITCH,80, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_ENV_VOL,0, 3,PC_ENV_VOL,127, 0,PC_PITCH,80, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_ENV_VOL,0, 3,PC_PITCH,80, 0,PC_ENV_VOL,32, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_ENV_VOL,0, 3,PC_PITCH,80, 0,PC_ENV_VOL,15, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_ENV_VOL,0, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Fire
const char patch02[] PROGMEM ={//Loderunner 0,PC_WAVE,2, 0,PC_PITCH,90, 0,PC_ENV_VOL,0xf0, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 0,PC_ENV_VOL,0x80, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 0,PC_ENV_VOL,0xf0, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 0,PC_ENV_VOL,0x70, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 0,PC_ENV_VOL,0xf0, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 0,PC_ENV_VOL,0x60, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 0,PC_ENV_VOL,0xf0, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 0,PC_ENV_VOL,0x50, 1,PC_NOTE_DOWN,5, 0,PC_ENV_VOL,0xf0, 0,PC_WAVE,1, 0,PC_PITCH,60, 0,PC_ENV_SPEED,-5, 0,PC_ENV_VOL,0x50, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 0,PC_PITCH,60, 0,PC_ENV_SPEED,-5, 0,PC_ENV_VOL,0x30, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 0,PC_PITCH,60, 0,PC_ENV_SPEED,-5, 0,PC_ENV_VOL,0x20, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 0,PC_PITCH,60, 0,PC_ENV_SPEED,-5, 0,PC_ENV_VOL,0x10, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 0,PC_PITCH,60, 0,PC_ENV_SPEED,-5, 0,PC_ENV_VOL,0x5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Explosions
const char VauseExplodes1of2[] PROGMEM ={//Arkanoid, Alec 0,PC_ENV_VOL,127, 0,PC_WAVE,2, 0,PC_ENV_SPEED,-1, 0,PC_PITCH,67, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 2,PC_ENV_VOL,100, 0,PC_PITCH,60, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 2,PC_ENV_VOL,70, 0,PC_PITCH,60, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 2,PC_ENV_VOL,40, 0,PC_PITCH,60, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 2,PC_ENV_VOL,20, 0,PC_PITCH,60, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char VausExplodes2of2[] PROGMEM ={//Arkanoid, Alec 0,PC_ENV_VOL,127, 0,PC_WAVE,3, 0,PC_ENV_SPEED,-1, 0,PC_PITCH,65, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, //1,PC_NOTE_DOWN,4, 3,PC_ENV_VOL,100, 0,PC_PITCH,60, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, //1,PC_NOTE_DOWN,4, 3,PC_ENV_VOL,80, 0,PC_PITCH,55, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, //1,PC_NOTE_DOWN,4, 3,PC_ENV_VOL,50, 0,PC_PITCH,50, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, //1,PC_NOTE_DOWN,4, 3,PC_ENV_VOL,40, 0,PC_PITCH,45, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, //1,PC_NOTE_DOWN,4, 3,PC_ENV_VOL,20, 0,PC_PITCH,40, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,4, //1,PC_NOTE_DOWN,4, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Movement
Fall
const char patch03[] PROGMEM ={//Loderunner 0,PC_WAVE,8, 0,PC_PITCH,76, 0,PATCH_END };
Enemy in hole
const char patch05[] PROGMEM ={//Loderunner, Alec 0,PC_WAVE,5, 0,PC_PITCH,60, 1,PC_PITCH,50, 1,PC_PITCH,40, 1,PC_PITCH,30, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Step 1
const char MarioWalk0[] PROGMEM ={//Donkey Kong, Paul 0,PC_WAVE,1, 0,PC_PITCH,90, 0,PC_ENV_SPEED,-32, 0,PC_NOTE_DOWN,26, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,4, 1,PC_NOTE_UP,4, 1,PC_NOTE_DOWN,16, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Step 2
const char MarioWalk1[] PROGMEM ={//Donkey Kong, Paul 0,PC_WAVE,1, 0,PC_PITCH,90, 0,PC_ENV_SPEED,-32, 0,PC_NOTE_DOWN,29, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,4, 1,PC_NOTE_UP,4, 1,PC_NOTE_DOWN,13, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Step 3
const char MarioWalk2[] PROGMEM ={//Donkey Kong, Paul 0,PC_WAVE,1, 0,PC_PITCH,90, 0,PC_ENV_SPEED,-32, 0,PC_NOTE_DOWN,32, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,4, 1,PC_NOTE_UP,4, 1,PC_NOTE_DOWN,13, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Jumping
const char MarioJump[] PROGMEM = {//Donkey Kong, Paul 0,PC_WAVE,3, //0,PC_ENV_SPEED,-8, 0,PC_PITCH,68, 1,PC_PITCH,69, 1,PC_PITCH,70, 1,PC_PITCH,72, 1,PC_PITCH,73, 2,PC_PITCH,72, 1,PC_PITCH,71, 0,PC_ENV_SPEED,-8, 1,PC_PITCH,70, 2,PC_PITCH,71, 1,PC_PITCH,72, 2,PC_PITCH,71, 1,PC_PITCH,70, 1,PC_PITCH,69, 2,PC_PITCH,71, 1,PC_PITCH,72, 2,PC_PITCH,71, 1,PC_PITCH,70, 1,PC_PITCH,69, 2,PC_PITCH,70, 1,PC_PITCH,71, 2,PC_PITCH,70, 1,PC_PITCH,69, 1,PC_PITCH,68, 2,PC_PITCH,70, 1,PC_NOTE_CUT,0, 0,PATCH_END,0, };
const char sfxHop0[] PROGMEM ={// 0,PC_ENV_SPEED,-10, 0,PC_PITCH,55, 1,PC_NOTE_UP,5, 1,PC_NOTE_UP,5, 2,PC_NOTE_UP,5, 2,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxHop1[] PROGMEM ={ 0,PC_ENV_SPEED,-10, 0,PC_PITCH,55, 1,PC_NOTE_UP,6, 1,PC_NOTE_UP,6, 2,PC_NOTE_UP,6, 2,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxHop2[] PROGMEM ={ 0,PC_ENV_SPEED,-10, 0,PC_PITCH,55, 1,PC_NOTE_UP,7, 1,PC_NOTE_UP,7, 2,PC_NOTE_UP,7, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Win
Level cleared
const char patch06[] PROGMEM ={//Arkanoid???? 0,PC_WAVE,8, 0,PC_ENV_SPEED,-40, 0,PC_PITCH,80, 0,PC_ENV_VOL,240, 5,PC_NOTE_DOWN,2, 0,PC_ENV_VOL,240, 5,PC_NOTE_DOWN,2, 0,PC_ENV_VOL,240, 5,PC_NOTE_UP,2, 0,PC_ENV_VOL,240, 5,PC_NOTE_UP,2, 0,PC_ENV_VOL,240, 5,PC_ENV_VOL,240, 5,PC_ENV_VOL,240, 0,PATCH_END };
Lose
Die
const char patch04[] PROGMEM ={//Loderunner,Alec 0,PC_WAVE,6, 0,PC_PITCH,70, 0,PC_ENV_SPEED,-5, 0,PC_ENV_VOL,0x90, 4,PC_NOTE_DOWN,5, 0,PC_WAVE,6, 4,PC_NOTE_DOWN,5, 0,PC_WAVE,3, 4,PC_NOTE_DOWN,5, 0,PC_WAVE,5, 4,PC_NOTE_DOWN,5, 0,PC_WAVE,1, 4,PC_NOTE_DOWN,5, 0,PC_WAVE,6, 4,PC_NOTE_DOWN,5, 0,PC_WAVE,7, 4,PC_NOTE_DOWN,5, 0,PC_WAVE,4, 4,PC_NOTE_DOWN,5, 1,PC_NOTE_CUT,0, 0,PATCH_END };
GUI
Moving in menu
const char patch00[] PROGMEM ={//Atmoix 0,PC_WAVE,4, 0,PC_ENV_VOL,0x70, 0,PC_ENV_SPEED,-40, 0,PC_PITCH,60, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Can't move in menu
const char patch01[] PROGMEM ={//Atmoix 0,PC_WAVE,5, 0,PC_ENV_VOL,0xa0, 0,PC_PITCH,30, 5,PC_NOTE_CUT,0, 0,PATCH_END };
Select level in menu
const char patch02[] PROGMEM ={//Atmoix 0,PC_WAVE,9, 0,PC_ENV_VOL,0xD0, 0,PC_ENV_SPEED,-20, 0,PC_PITCH,60, 5,PC_NOTE_UP,12, 5,PC_NOTE_CUT,0, 0,PATCH_END };
//fx: exit const char patch01[] PROGMEM ={//Loderunner??? 0,PC_ENV_SPEED,-5, 0,PC_WAVE,2, 0,PC_PITCH,65, 4,PC_NOTE_UP,6, 4,PC_NOTE_DOWN,2, 4,PC_NOTE_UP,8, 4,PC_NOTE_DOWN,2, 4,PC_NOTE_UP,2, 4,PC_NOTE_DOWN,2, 4,PC_NOTE_UP,8, 4,PC_NOTE_DOWN,2, 4,PC_NOTE_UP,2, 4,PC_NOTE_DOWN,2, 4,PC_NOTE_UP,8, 4,PC_NOTE_CUT,0, 0,PATCH_END };
Menu open
const char MenuOpen[] PROGMEM ={//Loderunner 0,PC_ENV_VOL,30, 0,PC_ENV_SPEED,15, 0,PC_WAVE,0, 0,PC_PITCH,40, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Menu close
const char MenuClose[] PROGMEM ={//Loderunner 0,PC_WAVE,0, 0,PC_PITCH,60, 0,PC_ENV_VOL,255, 0,PC_ENV_SPEED,-15, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Select
const char Select[] PROGMEM ={//Loderunner 0,PC_WAVE,0, 0,PC_PITCH,80, 0,PC_ENV_VOL,200, 0,PC_ENV_SPEED,-15, 0,PATCH_END };
Error
const char Error[] PROGMEM ={//Pentago 0,PC_WAVE,0, 0,PC_PITCH,38, 0,PC_ENV_SPEED,-30, 0,PATCH_END };
Pickups
Grab gold
const char GrabGold[] PROGMEM ={//Loderunner 0,PC_WAVE,0, 0,PC_ENV_VOL,0xf0, 0,PC_ENV_SPEED,-4, 0,PC_PITCH,96, 3,PC_NOTE_UP,2, 3,PC_NOTE_UP,2, 1,PC_NOTE_DOWN,2, 3,PC_NOTE_UP,2, 3,PC_NOTE_UP,2, 0,PC_ENV_VOL,0x60, 0,PC_PITCH,100, 3,PC_NOTE_UP,2, 3,PC_NOTE_UP,2, 1,PC_NOTE_DOWN,2, 3,PC_NOTE_UP,2, 3,PC_NOTE_UP,2, 0,PC_ENV_VOL,0x30, 0,PC_PITCH,104, 3,PC_NOTE_UP,2, 3,PC_NOTE_UP,2, 1,PC_NOTE_DOWN,2, 3,PC_NOTE_UP,2, 3,PC_NOTE_UP,2, 0,PC_NOTE_CUT,0, 0,PATCH_END };
Pause
//pause
const char Pause[] PROGMEM ={ 0,PC_WAVE,8, 0,PC_ENV_VOL,200, 0,PC_ENV_SPEED,-10, 0,PC_PITCH,90, 5,PC_ENV_VOL,100, 0,PC_ENV_SPEED,-10, 0,PC_PITCH,82, 4,PC_ENV_VOL,200, 0,PC_ENV_SPEED,-10, 0,PC_PITCH,90, 5,PC_ENV_VOL,150, 0,PC_ENV_SPEED,-10, 0,PC_PITCH,82, 0,PATCH_END };
Misc
Catch atom
const char patch03[] PROGMEM ={//Atomix 0,PC_WAVE,3, 0,PC_ENV_VOL,0xa0, 0,PC_ENV_SPEED,-10, 0,PC_PITCH,40, 1,PC_NOTE_UP,6, 1,PC_NOTE_UP,6, 1,PC_NOTE_UP,6, 1,PC_NOTE_UP,6, 1,PC_NOTE_UP,6, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Release atom
const char patch04[] PROGMEM ={//Atomix 0,PC_WAVE,3, 0,PC_ENV_VOL,0xa0, 0,PC_ENV_SPEED,-10, 0,PC_PITCH,70, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_DOWN,6, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Moving atom
const char patch05[] PROGMEM ={//Atomix 0,PC_WAVE,3, 0,PC_ENV_VOL,0x60, 0,PC_ENV_SPEED,0, 0,PC_PITCH,20, 10,PC_NOTE_CUT,0, 0,PATCH_END };
Tile placed
const char patch03[] PROGMEM ={//Corrida Nebososa 0,PC_NOISE_PARAMS,5, 0,PC_ENV_SPEED,-30, 25,PC_NOISE_PARAMS,3, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Error, Tile Removed
const char patch04[] PROGMEM ={//Corrida Nebososa 0,PC_NOISE_PARAMS,0, 0,PC_ENV_SPEED,-30, 50,PC_NOISE_PARAMS,1, 2,PC_NOTE_CUT,0, 0,PATCH_END };
EEPROM Cleared
const char patch05[] PROGMEM ={//Corrida Nebososa 0,PC_NOISE_PARAMS,40, 0,PC_ENV_SPEED,-2, 250,PC_NOISE_PARAMS,1, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Go
const char patch06[] PROGMEM ={//Corrida Nebososa 0,PC_NOISE_PARAMS,0, 0,PC_ENV_SPEED,-5, 150,PC_NOISE_PARAMS,3, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Ready, set
const char patch07[] PROGMEM ={//Corrida Nebososa 0,PC_NOISE_PARAMS,0, 0,PC_ENV_SPEED,-30, 15,PC_NOISE_PARAMS,3, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Bump
const char patch08[] PROGMEM ={//Corrida Nebososa 0,PC_NOISE_PARAMS,3, 0,PC_ENV_SPEED,-10, 75,PC_NOISE_PARAMS,3, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Horn
const char patch09[] PROGMEM ={//Corrida Nebososa 0,PC_NOISE_PARAMS,2, 0,PC_ENV_SPEED,-20, 25,PC_NOISE_PARAMS,255, 3,PC_NOTE_CUT,0, 0,PATCH_END };
//Nitro
const char patch10[] PROGMEM ={//Corrida Nebososa 0,PC_NOISE_PARAMS,255, 0,PC_ENV_SPEED,-50, 5,PC_NOISE_PARAMS,255, 3,PC_NOTE_CUT,0, 0,PATCH_END };
Bonus
const char sfxBonus[] PROGMEM = {//Donkey Kong, Paul 0,PC_WAVE,5,//3 seems good too 0,PC_PITCH,70, 5,PC_PITCH,72, 6,PC_PITCH,74, 5,PC_PITCH,79, 10,PC_PITCH,75, 0,PC_ENV_SPEED,-16, 14,PC_NOTE_CUT,0, 0,PATCH_END,0, };
const char sfxDestroy[] PROGMEM ={//Donky Kong, Paul 0,PC_WAVE,4, 0,PC_PITCH,40, 0,PC_TREMOLO_LEVEL,0x78, 0,PC_TREMOLO_RATE,90, 3,PC_NOTE_UP,4, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,4, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,4, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,4, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,4, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 0,PC_ENV_SPEED,-12, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,3, 3,PC_NOTE_DOWN,1, 3,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxKongStomp[] PROGMEM ={//Donky Kong, Paul 0,PC_WAVE,3, 0,PC_ENV_SPEED,-4, 0,PC_PITCH,40, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,3, 0,PC_WAVE,4, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,0x60, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxSpringBounce[] PROGMEM ={//Donky Kong, Paul 0,PC_WAVE,2, 0,PC_PITCH,54, 3,PC_NOTE_UP,4, 2,PC_NOTE_UP,4, 2,PC_NOTE_DOWN,8, 3,PC_NOTE_UP,4, 2,PC_NOTE_UP,4, 2,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxSpringDrop[] PROGMEM ={//Donky Kong, Paul 0,PC_WAVE,2, 0,PC_PITCH,90, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 0,PC_ENV_SPEED,-12, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char DKFall[] PROGMEM ={//Donky Kong, Paul 0,PC_WAVE,4, 0,PC_PITCH,45, 1,PC_PITCH,50, 1,PC_PITCH,55, 1,PC_PITCH,60, 1,PC_PITCH,65, 1,PC_PITCH,69, 1,PC_PITCH,74, 1,PC_PITCH,45, 1,PC_PITCH,50, 1,PC_PITCH,55, 1,PC_PITCH,60, 1,PC_PITCH,65, 1,PC_PITCH,69, 1,PC_PITCH,74, 0,PC_ENV_SPEED,-35, 30,PC_ENV_VOL,233, 0,PC_WAVE,3,//might want to try different things here 0,PC_ENV_SPEED,-22, 0,PC_PITCH,31, 11,PC_ENV_VOL,233, 0,PC_PITCH,28, 11,PC_ENV_VOL,233, 0,PC_PITCH,31, 11,PC_ENV_VOL,233, 0,PC_PITCH,28, 11,PC_ENV_VOL,233, 0,PC_PITCH,31, 11,PC_ENV_VOL,233, 0,PC_PITCH,28, 11,PC_ENV_VOL,233, 0,PC_PITCH,31, 11,PC_ENV_VOL,233, 0,PC_PITCH,28, 11,PC_ENV_VOL,233, 0,PC_PITCH,31, 11,PC_ENV_VOL,233, 0,PC_PITCH,28, 11,PC_ENV_VOL,233, 0,PC_PITCH,31, //0,PC_WAVE,4, 30,PC_ENV_VOL,233,//adjust for delay between flail and fall 0,PC_ENV_SPEED,0, 0,PC_PITCH,77, 2,PC_PITCH,76, 2,PC_PITCH,75, 2,PC_PITCH,74, 2,PC_PITCH,73, 2,PC_PITCH,72, 1,PC_PITCH,71, 2,PC_PITCH,70, 2,PC_PITCH,69, 2,PC_PITCH,68, 2,PC_PITCH,67, 2,PC_PITCH,66, 2,PC_PITCH,65, 2,PC_PITCH,64, 2,PC_PITCH,63, 1,PC_PITCH,62, 2,PC_PITCH,61, 2,PC_PITCH,60, 2,PC_PITCH,59, 2,PC_PITCH,58, 2,PC_PITCH,57, 2,PC_PITCH,56, 2,PC_PITCH,55, 2,PC_PITCH,54, 1,PC_PITCH,53, 2,PC_PITCH,52, 2,PC_PITCH,51, 2,PC_PITCH,50, 2,PC_PITCH,49, 2,PC_PITCH,48, 2,PC_PITCH,47, 2,PC_PITCH,46, 2,PC_PITCH,45, 0,PC_ENV_SPEED,-35,//smooth off end 30,PC_ENV_VOL,233,//adjust for delay between falling and clunk 0,PC_ENV_SPEED,-1, 0,PC_PITCH,32, 1,PC_PITCH,31, 1,PC_PITCH,30, 1,PC_PITCH,29, 1,PC_PITCH,28, 1,PC_PITCH,27, 1,PC_PITCH,25, 1,PC_PITCH,24, 1,PC_PITCH,23, 1,PC_PITCH,22, 1,PC_PITCH,21, 1,PC_NOTE_CUT,0, 0,PATCH_END };
//Escape
const char DKEscape[] PROGMEM ={//Donky Kong, Paul 0,PC_WAVE,3, 0,PC_PITCH,50, 1,PC_PITCH,46, 1,PC_PITCH,50, 1,PC_PITCH,46, 1,PC_PITCH,50, 1,PC_PITCH,46, 1,PC_PITCH,50, 1,PC_PITCH,46, 1,PC_PITCH,50, 1,PC_PITCH,46, 1,PC_PITCH,50, 1,PC_PITCH,46, 1,PC_PITCH,50, 1,PC_PITCH,46, 1,PC_PITCH,50, 1,PC_PITCH,46, 1,PC_PITCH,50, 1,PC_PITCH,46, 1,PC_PITCH,50, 1,PC_PITCH,51, 2,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxBeep[] PROGMEM ={//Frogger, Paul 0,PC_WAVE,9, 0,PC_PITCH,65, 0,PC_ENV_SPEED,-5, 10,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxDead[] PROGMEM ={//Frogger, Paul 0,PC_WAVE,1, 0,PC_ENV_SPEED,-5, 0,PC_PITCH,55, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_DOWN,6, 4,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxBonus[] PROGMEM ={//Frogger, Paul 0,PC_WAVE,2, 0,PC_ENV_VOL,0xff, 2,PC_NOTE_UP,6, 2,PC_NOTE_UP,6, 0,PC_ENV_SPEED,-10, 0,PATCH_END };
const char sfxTimeBonus[] PROGMEM ={//Frogger, Paul 0,PC_WAVE,7, 0,PC_PITCH,60, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxLifeLoss2P[] PROGMEM ={//Frogger, Paul 0,PC_ENV_SPEED,-5, 0,PC_PITCH,60, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_DOWN,6, 4,PC_NOTE_CUT,0, 0,PATCH_END };
const char fx00[] PROGMEM ={//MegaSokoban 0,PC_WAVE,8, 0,PC_ENV_VOL,0xE0, 0,PC_PITCH,20, 1,PC_NOTE_CUT,0, 20,PC_ENV_VOL,0xE0, 20,PC_PITCH,20, 21,PC_NOTE_CUT,0, 0,PATCH_END };
const char fx01[] PROGMEM ={//MegaSokoban 0,PC_NOISE_PARAMS,254, 0,PC_ENV_VOL,50, 1,PC_ENV_VOL,200, 2,PC_ENV_VOL,150, 3,PC_ENV_VOL,50, 4,PC_NOTE_CUT,0, 0,PATCH_END };
const char fx02[] PROGMEM ={//MegaSokoban 0,PC_WAVE,8, 0,PC_ENV_VOL,0xFF, 0,PC_PITCH,50, 1,PC_PITCH,40, 3,PC_NOTE_CUT,0, 0,PATCH_END };
const char fx03[] PROGMEM ={//MegaSokoban 0,PC_WAVE,7, 0,PC_PITCH,95, 2,PC_NOTE_DOWN,10, 2,PC_NOTE_DOWN,8, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_DOWN,4, 2,PC_NOTE_DOWN,2, 0,PC_PITCH,66, 2,PC_NOTE_UP,5, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_UP,5, 2,PC_NOTE_UP,5, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_UP,5, 0,PC_ENV_SPEED,-8, 4,PC_NOTE_UP,5, 4,PC_NOTE_DOWN,5, 4,PC_NOTE_UP,5, 4,PC_NOTE_DOWN,5, 4,PC_NOTE_UP,5, 4,PC_NOTE_DOWN,5, 4,PC_NOTE_UP,5, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char fx04[] PROGMEM ={//MegaSokoban 0,PC_WAVE,1, 0,PC_ENV_VOL,0xff, 0,PC_PITCH,100, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Moving around board
const char fx00[] PROGMEM ={//Chess4Uzebox 0,PC_WAVE,8, 0,PC_ENV_VOL,0xE0, 0,PC_ENV_SPEED,-20, 0,PC_PITCH,80, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Can't move to location
const char fx01[] PROGMEM ={//Chess4Uzebox 0,PC_WAVE,5, 0,PC_ENV_VOL,0xa0, 0,PC_PITCH,35, 5,PC_NOTE_CUT,0, 0,PATCH_END };
Select square
const char fx02[] PROGMEM ={//Chess4Uzebox 0,PC_WAVE,4, 0,PC_ENV_VOL,0xD0, 0,PC_PITCH,60, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,60, 2,PC_NOTE_UP,6, 2,PC_NOTE_UP,6, 1,PC_NOTE_UP,6, 1,PC_NOTE_UP,6, 1,PC_NOTE_UP,6, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Error move (move not valid)
const char fx03[] PROGMEM ={//Chess4Uzebox 0,PC_WAVE,5, 0,PC_ENV_VOL,0xa0, 0,PC_PITCH,40, 5,PC_ENV_VOL,0x40, 2,PC_ENV_VOL,0xa0, 5,PC_NOTE_CUT,0, 0,PATCH_END };
COMPUTER MOVE FINISHED
const char fx04[] PROGMEM ={//Chess4Uzebox 0,PC_ENV_SPEED,-5, 0,PC_WAVE,8, 0,PC_TREMOLO_LEVEL,0xa0, 0,PC_TREMOLO_RATE,50, 0,PC_PITCH,70, 0,PATCH_END };
CAPTURE OPPONENT
const char fx05[] PROGMEM ={//Chess4Uzebox 0,PC_WAVE,4, 0,PC_ENV_VOL,0xa0, 0,PC_ENV_SPEED,-10, 0,PC_PITCH,50, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, //0,PC_TREMOLO_LEVEL,0xa0, //0,PC_TREMOLO_RATE,50, 5,PC_PITCH,40, 0,PC_ENV_VOL,0xff, 0,PC_WAVE,1, 0,PC_ENV_SPEED,-10, 0,PC_TREMOLO_LEVEL,0xa0, 0,PC_TREMOLO_RATE,50, //5,PC_NOTE_CUT,0, 0,PATCH_END };
PROMOTION OF PAWN
const char fx06[] PROGMEM ={//Chess4Uzebox 0,PC_WAVE,8, 0,PC_ENV_SPEED,10, 0,PC_ENV_VOL,0x20, 0,PC_PITCH,50, 5,PC_PITCH,65, 5,PC_PITCH,70, 5,PC_PITCH,75, 7,PC_PITCH,65, 5,PC_PITCH,70, 5,PC_PITCH,75, 5,PC_PITCH,77, 0,PC_TREMOLO_LEVEL,0xa0, 0,PC_TREMOLO_RATE,50, 0,PC_ENV_SPEED,-10, 0,PATCH_END };
CHECK
const char fx07[] PROGMEM ={//Chess4Uzebox 0,PC_WAVE,0, 0,PC_ENV_SPEED,-5, 0,PC_PITCH,72, 2,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 2,PC_NOTE_DOWN,10, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 2,PC_NOTE_DOWN,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 2,PC_NOTE_DOWN,10, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 2,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 2,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_CUT,0, 0,PATCH_END };
CHECKMATE
const char fx08[] PROGMEM ={//Chess4Uzebox 0,PC_WAVE,3, 0,PC_PITCH,86, 2,PC_NOTE_DOWN,10, 2,PC_NOTE_DOWN,8, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_DOWN,4, 2,PC_NOTE_DOWN,2, 0,PC_PITCH,66, 2,PC_NOTE_UP,5, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_UP,5, 2,PC_NOTE_UP,5, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_UP,5, 0,PC_ENV_SPEED,-8, 4,PC_NOTE_UP,5, 4,PC_NOTE_DOWN,5, 4,PC_NOTE_UP,5, 4,PC_NOTE_DOWN,5, 4,PC_NOTE_UP,5, 4,PC_NOTE_DOWN,5, 4,PC_NOTE_UP,5, 1,PC_NOTE_CUT,0, 0,PATCH_END };
STALEMATE
const char fx09[] PROGMEM ={//Chess4Uzebox 0,PC_WAVE,6, 0,PC_ENV_SPEED,-5, 0,PATCH_END };
Hammer
const char Hammer[] PROGMEM ={//WhackAMole, Alec 0,PC_WAVE,8, 0,PC_PITCH,72, 1,PC_PITCH,52, 1,PC_PITCH,62, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Hammer Hit
const char HammerHit[] PROGMEM ={//WhackAMole, Alec 0,PC_WAVE,8, 0,PC_ENV_SPEED,-20, 1,PC_PITCH,60, 1,PC_PITCH,68, 1,PC_PITCH,60, 1,PC_PITCH,80, 1,PC_PITCH,70, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Counter
const char patch08[] PROGMEM ={//WhackAMole, Alec 0,PC_WAVE,8, 0,PC_ENV_SPEED,-30, 0,PC_PITCH,72, 5,PC_NOTE_CUT,0, 0,PATCH_END };
Counter end
const char patch09[] PROGMEM ={//WhackAMole, Alec 0,PC_WAVE,8, 0,PC_ENV_SPEED,-7, 0,PC_PITCH,84, 45,PC_NOTE_CUT,0, 0,PATCH_END };
const char SFX_red[] PROGMEM ={//Simon 0,PC_WAVE,8, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,40, 0,PC_NOTE_DOWN,30, 1,PC_ENV_VOL,200, 1,PC_ENV_SPEED,-10, 10,PC_PITCH,10, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char SFX_blue[] PROGMEM ={//Simon 0,PC_WAVE,8, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,40, 0,PC_NOTE_DOWN,25, 1,PC_ENV_VOL,200, 1,PC_ENV_SPEED,-10, 10,PC_PITCH,10, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char SFX_green[] PROGMEM ={//Simon 0,PC_WAVE,8, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,40, 0,PC_NOTE_DOWN,20, 1,PC_ENV_VOL,200, 1,PC_ENV_SPEED,-10, 10,PC_PITCH,10, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char SFX_yellow[] PROGMEM ={//Simon 0,PC_WAVE,8, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,40, 0,PC_NOTE_DOWN,15, 1,PC_ENV_VOL,200, 1,PC_ENV_SPEED,-10, 10,PC_PITCH,10, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char SFX_failed[] PROGMEM ={//Simon 0,PC_WAVE,8, 0,PC_ENV_SPEED,-5, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,60, 0,PC_PITCH,90, 5,PC_NOTE_DOWN,3, 5,PC_NOTE_DOWN,4, 5,PC_NOTE_DOWN,5, 5,PC_NOTE_DOWN,6, 5,PC_NOTE_DOWN,7, 5,PC_NOTE_DOWN,8, 5,PC_NOTE_DOWN,9, 5,PC_NOTE_CUT,0, 0,PATCH_END };
'no pair'
const char no_pair[] PROGMEM = {//Memory 0,PC_ENV_SPEED,-5, 0,PC_PITCH,60, 2,PC_NOTE_UP,6, 2,PC_NOTE_UP,6, 2,PC_NOTE_UP,6, 4,PC_NOTE_CUT,0, 0,PATCH_END };
'found pair'
const char found_pair[] PROGMEM ={//Memory 0,PC_WAVE,8, 0,PC_ENV_SPEED,-12, 5,PC_NOTE_UP,12, 5,PC_NOTE_DOWN,12, 5,PC_NOTE_UP,12, 5,PC_NOTE_DOWN,12, 5,PC_NOTE_CUT,0, 0,PATCH_END };
'flip card'
const char flip_card[] PROGMEM ={//Memory 0,PC_ENV_SPEED,-25, 2,PC_NOTE_UP,12, 4,PC_NOTE_CUT,0, 0,PATCH_END };
const char bomb[] PROGMEM = {//Ninja Beatdown 0,PC_ENV_VOL,0xff, 0,PC_WAVE,3, 0,PC_ENV_SPEED,-4, 0,PC_PITCH,40, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,3, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,1, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,0x60, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxPellet1[] PROGMEM ={//Pacman, Paul 0,PC_WAVE,1, 0,PC_PITCH,80, 0,PC_NOTE_DOWN,26, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,4, 1,PC_NOTE_DOWN,16, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxPellet2[] PROGMEM ={//Pacman, Paul 0,PC_WAVE,1, 0,PC_PITCH,80, 0,PC_NOTE_DOWN,29, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,4, 1,PC_NOTE_DOWN,13, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxFruit[] PROGMEM ={//Pacman, Paul 0,PC_WAVE,2, 0,PC_PITCH,80, 0,PC_NOTE_DOWN,18, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 3,PC_NOTE_UP,1, 1,PC_NOTE_DOWN,3, 1,PC_NOTE_DOWN,3, 1,PC_NOTE_DOWN,3, 1,PC_NOTE_DOWN,3, 3,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_UP,3, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 5,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxPacmanDie[] PROGMEM ={//Pacman, Paul 0,PC_WAVE,8, 0,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_DOWN,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,1, 2,PC_NOTE_UP,1, 0,PC_WAVE,2, 0,PC_NOTE_UP,6, 3,PC_NOTE_UP,6, 3,PC_NOTE_UP,6, 3,PC_NOTE_UP,6, 3,PC_NOTE_DOWN,24, 0,PC_NOTE_UP,6, 3,PC_NOTE_UP,6, 3,PC_NOTE_UP,6, 3,PC_NOTE_UP,6, 3,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxSirenSlow[] PROGMEM ={//Pacman, Paul 0,PC_WAVE,2, 0,PC_NOTE_DOWN,18, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxSirenMed[] PROGMEM ={//Pacman, Paul 0,PC_WAVE,2, 0,PC_NOTE_DOWN,15, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxSirenFast[] PROGMEM ={//Pacman, Paul 0,PC_WAVE,2, 0,PC_NOTE_DOWN,12, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_UP,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxFrightened[] PROGMEM ={ 0,PC_WAVE,2, 0,PC_PITCH,65, 0,PC_NOTE_DOWN,24, 0,PC_ENV_SPEED,-12, 0,PC_NOTE_UP,5, 1,PC_NOTE_UP,5, 1,PC_NOTE_UP,5, 1,PC_NOTE_UP,5, 1,PC_NOTE_UP,5, 1,PC_NOTE_UP,5, 1,PC_NOTE_UP,5, 1,PC_NOTE_UP,5, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxKillGhost[] PROGMEM ={ 0,PC_WAVE,4, 0,PC_ENV_SPEED,-3, 0,PC_PITCH,60, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_DOWN,4, 1,PC_NOTE_DOWN,3, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,1, 0,PC_WAVE,4, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,0x60, 2,PC_NOTE_UP,5, 2,PC_NOTE_UP,5, 2,PC_NOTE_UP,5, 2,PC_NOTE_UP,4, 2,PC_NOTE_UP,4, 2,PC_NOTE_UP,4, 2,PC_NOTE_UP,3, 2,PC_NOTE_UP,3, 2,PC_NOTE_UP,3, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,2 , 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,2, 2,PC_NOTE_UP,2 , 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxDeadGhost[] PROGMEM ={ 0,PC_WAVE,0, 0,PC_PITCH,85, 0,PC_NOTE_UP,12, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_CUT,0, 0,PATCH_END };
const char sfxExtraLife[] PROGMEM ={//Pacman, Paul 0,PC_WAVE,8, 0,PC_PITCH,73, 0,PC_ENV_SPEED,-12, 0,PATCH_END };
const char Pong0[] PROGMEM ={//Pong 0,PC_ENV_VOL,0xff, 0,PC_NOTE_UP,80, 0,PC_PITCH,-50, 3,PC_ENV_VOL,0x00, 0,PATCH_END };
const char Pong1[] PROGMEM ={//Pong 0,PC_ENV_VOL,0xff, 0,PC_NOTE_DOWN,20, 2,PC_ENV_VOL,0x00, 0,PATCH_END };
const char Pong2[] PROGMEM ={//Pong 0,PC_ENV_VOL,0xff, 0,PC_NOTE_UP,50, 0,PC_PITCH,-50, 13,PC_ENV_VOL,0x00, 0,PATCH_END };
Echo Droplet
const char echo_droplet[] PROGMEM ={//Frogger, Paul 0,PC_ENV_SPEED,-12, 5,PC_NOTE_UP,12, 5,PC_NOTE_DOWN,12, 5,PC_NOTE_UP,12, 5,PC_NOTE_DOWN,12, 5,PC_NOTE_CUT,0, 0,PATCH_END };
Floor Drop
const char floor_drop[] PROGMEM ={ 0,PC_NOISE_PARAMS,10, 0,PC_ENV_SPEED,-30, 2,PC_NOISE_PARAMS,0x5, 1,PC_NOISE_PARAMS,0x3, 1,PC_NOISE_PARAMS,0x1, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Block Move
const char block_move[] PROGMEM ={ 0,PC_ENV_SPEED,-25, 2,PC_NOTE_UP,12, 4,PC_NOTE_CUT,0, 0,PATCH_END };
Block Drop
const char patch06[] PROGMEM ={ 0,PC_ENV_SPEED,-15, 0,PC_PITCH,90, 2,PC_NOTE_DOWN,3, 2,PC_NOTE_DOWN,4, 2,PC_NOTE_DOWN,5, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Floor Noise
const char floor_noise[] PROGMEM ={ 0,PC_NOISE_PARAMS,3, 0,PC_ENV_SPEED,-30, 3,PC_NOISE_PARAMS,0x6, 4,PC_NOISE_PARAMS,0x9, 3,PC_NOTE_CUT,0, 0,PATCH_END };
Line Clear
const char line_clear[] PROGMEM ={ 0,PC_WAVE,4, 0,PC_ENV_SPEED,-8, 0,PC_PITCH,80, 3,PC_PITCH,78, 3,PC_PITCH,84, 2,PC_PITCH,76, 2,PC_PITCH,88, 2,PC_PITCH,74, 1,PC_PITCH,92, 0,PC_ENV_SPEED,-4, 3,PC_PITCH,96, 3,PC_PITCH,90, 3,PC_PITCH,96, 3,PC_PITCH,90, 3,PC_PITCH,96, 3,PC_PITCH,90, 1,PC_NOTE_CUT,0, 0,PATCH_END };
T-Spin
const char t_spin[] PROGMEM ={ 0,PC_WAVE,4, 0,PC_ENV_SPEED,-5, 0,PC_PITCH,62, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_DOWN,10, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_DOWN,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_DOWN,10, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_DOWN,5, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_UP,2, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Tetris
const char tetris[] PROGMEM ={ 0,PC_WAVE,3, 0,PC_PITCH,86, 2,PC_NOTE_DOWN,10, 2,PC_NOTE_DOWN,8, 2,PC_NOTE_DOWN,6, 2,PC_NOTE_DOWN,4, 2,PC_NOTE_DOWN,2, 0,PC_PITCH,66, 2,PC_NOTE_UP,5, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_UP,5, 2,PC_NOTE_UP,5, 2,PC_NOTE_DOWN,2, 2,PC_NOTE_UP,5, 0,PC_ENV_SPEED,-8, 4,PC_NOTE_UP,5, 4,PC_NOTE_DOWN,5, 4,PC_NOTE_UP,5, 4,PC_NOTE_DOWN,5, 4,PC_NOTE_UP,5, 4,PC_NOTE_DOWN,5, 4,PC_NOTE_UP,5, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Back-to-Back
const char back_to_back[] PROGMEM ={ 0,PC_ENV_VOL,0, 4,PC_WAVE,4, 0,PC_ENV_VOL,0xff, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,60, 0,PC_ENV_SPEED,-5, 1,PC_PITCH,80, 3,PC_NOTE_UP,5, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,5, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,5, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,5, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,5, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,5, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,5, 3,PC_NOTE_CUT,0, 0,PATCH_END };
Jewel shatter
const char patch04[] PROGMEM ={//Ruby Crush 0,PC_NOISE_PARAMS,1, 0,PC_ENV_VOL,0xa0, 0,PC_ENV_SPEED,-25, 1,PC_ENV_SPEED,-15, 0,PC_NOISE_PARAMS,1, 0,PATCH_END };
Error oop const char patch05[] PROGMEM ={//Ruby Crush 0,PC_WAVE,0, 0,PC_PITCH,38, 0,PC_ENV_SPEED,-30, 0,PATCH_END };
Select bip const char patch06[] PROGMEM ={//Ruby Crush 0,PC_WAVE,0, 0,PC_PITCH,64, 0,PC_ENV_SPEED,-40, 0,PATCH_END };
Level up
const char patch07[] PROGMEM ={//Ruby Crush 0,PC_WAVE,4, 0,PC_ENV_SPEED,-8, 0,PC_PITCH,80, 3,PC_PITCH,78, 3,PC_PITCH,84, 2,PC_PITCH,76, 2,PC_PITCH,88, 2,PC_PITCH,74, 1,PC_PITCH,92, 0,PC_ENV_SPEED,-4, 3,PC_PITCH,96, 3,PC_PITCH,90, 3,PC_PITCH,96, 3,PC_PITCH,90, 3,PC_PITCH,96, 3,PC_PITCH,90, 1,PC_NOTE_CUT,0, 0,PATCH_END };
Game over
const char patch08[] PROGMEM ={//Ruby Crush 0,PC_WAVE,4, 0,PC_ENV_SPEED,-5, 0,PC_PITCH,52, 0,PC_NOTE_UP,2, 10,PC_NOTE_DOWN,10, 10,PC_NOTE_DOWN,10, 30,PC_NOTE_CUT,0, 0,PATCH_END };
Snake died
const char patch02[] PROGMEM ={//Uze Snakes 0,PC_NOISE_PARAMS,40, 0,PC_ENV_SPEED,-5, 250,PC_NOISE_PARAMS,1, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Ate an item const char patch03[] PROGMEM ={//Uze Snakes 0,PC_NOISE_PARAMS,5, 0,PC_ENV_SPEED,-30, 25,PC_NOISE_PARAMS,3, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Speed Increased
const char patch04[] PROGMEM ={//Uze Snakes 0,PC_NOISE_PARAMS,0, 0,PC_ENV_SPEED,-30, 15,PC_NOISE_PARAMS,3, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Finished
const char patch05[] PROGMEM ={//Uze Snakes 0,PC_NOISE_PARAMS,0, 0,PC_ENV_SPEED,-5, 150,PC_NOISE_PARAMS,3, 2,PC_NOTE_CUT,0, 0,PATCH_END };
Voice
const char patch02[] PROGMEM ={//Uze Feud 0,PC_WAVE,8, 0,PC_PITCH,60, 0,PC_ENV_SPEED,-100, 0,PATCH_END };
Clap
const char patch03[] PROGMEM ={//Uze Feud 0,PC_WAVE,6, 0,PC_PITCH,57, 0,PC_ENV_SPEED,-50, 0,PATCH_END };
Right, revealed
const char patch04[] PROGMEM ={//Uze Feud 0,PC_WAVE,3, 0,PC_PITCH,70, 8,PC_PITCH,82, 8,PC_PITCH,94, 0,PC_ENV_SPEED,-8, 0,PATCH_END };
Wrong
const char patch05[] PROGMEM ={//Uze Feud 0,PC_WAVE,6, 0,PC_PITCH,62, 8,PC_PITCH,50, 0,PC_ENV_SPEED,-16, 0,PATCH_END };
const char fx_titlescreen[] PROGMEM ={//Uzepede 0,PC_WAVE,0, 0,PC_NOTE_DOWN,24, 0,PC_ENV_VOL,0, 0,PC_TREMOLO_LEVEL,64, 0,PC_TREMOLO_RATE,64, 0,PC_ENV_SPEED,1, 128,PC_ENV_SPEED,0, 32,PC_ENV_SPEED,-1, 0,PATCH_END };
const char fx_shot[] PROGMEM ={//Uzepede 0,PC_WAVE,2, 0,PC_ENV_SPEED,-16, 0,PC_SLIDE_SPEED,12, 0,PC_SLIDE,-24, 8,PC_ENV_SPEED,-32, 0,PATCH_END };
const char fx_mushroom[] PROGMEM ={//Uzepede 0,PC_WAVE,4, 0,PC_NOTE_DOWN,36, 2,PC_NOTE_CUT,0, 0,PATCH_END };
const char fx_start[] PROGMEM ={//Uzepede 0,PC_WAVE,8, 0,PC_ENV_SPEED,-2, 8,PC_NOTE_DOWN,12, 8,PC_NOTE_UP,12, 8,PC_NOTE_DOWN,12, 8,PC_NOTE_UP,12, 8,PC_NOTE_DOWN,12, 8,PC_NOTE_UP,12, 8,PC_NOTE_DOWN,12, 8,PC_NOTE_UP,12, 8,PC_NOTE_DOWN,12, 8,PC_NOTE_UP,12, 8,PC_NOTE_DOWN,12, 8,PC_NOTE_UP,12, 8,PC_NOTE_DOWN,12, 8,PC_NOTE_UP,12, 0,PATCH_END };
const char fx_gameover1[] PROGMEM ={//Uzepede 0,PC_WAVE,1, 0,PC_NOTE_DOWN,40, 0,PC_SLIDE_SPEED,64, 0,PC_SLIDE,-4, 0,PC_ENV_SPEED,-1, 64,PC_NOTE_CUT,0, 0,PATCH_END };
const char fx_gameover2[] PROGMEM ={//Uzepede 0,PC_NOISE_PARAMS,1, 0,PC_ENV_SPEED,-4, 64,PC_NOTE_CUT,0, 0,PATCH_END };
const char fx_wormhead[] PROGMEM ={//Uzepede 0,PC_NOISE_PARAMS,1, 0,PC_ENV_VOL,0, 0,PC_ENV_SPEED,8, 32,PC_NOTE_CUT,0, 0,PATCH_END };
const char fx_wormbody[] PROGMEM ={//Uzepede 0,PC_NOISE_PARAMS,1, 0,PC_ENV_SPEED,-32, 0,PATCH_END };
const char fx_spider_fall[] PROGMEM ={//Uzepede 0,PC_WAVE,4, 0,PC_NOTE_UP,24, 0,PC_SLIDE_SPEED,64, 0,PC_SLIDE,-24, 0,PC_ENV_SPEED,-4, 0,PATCH_END };
const char fx_spider[] PROGMEM ={//Uzepede 0,PC_NOISE_PARAMS,1, 0,PC_ENV_VOL,0, 0,PC_ENV_SPEED,64, 4,PC_ENV_SPEED,-8, 0,PATCH_END };
SHOTGUN, I THINK
const char patch18[] PROGMEM ={//Zombienator 0,PC_ENV_VOL,0xff, //BOOM 0,PC_NOISE_PARAMS,9, // 1, 3, 5 6,PC_ENV_SPEED,-15, 10,PC_ENV_VOL,0xff, //CHICK 0,PC_ENV_SPEED,-19, 0,PC_NOISE_PARAMS,6, 2,PC_NOISE_PARAMS,0x1, 7,PC_ENV_VOL,0xf0, //CHICK 0,PC_ENV_SPEED,-19, 0,PC_NOISE_PARAMS,6, 2,PC_NOISE_PARAMS,0x1, 0,PATCH_END };
ZOMBIE GOES SPLOSCH
const char patch19[] PROGMEM ={//Zombienator 0,PC_ENV_VOL,0xff, //SPLO 0,PC_NOISE_PARAMS,9, 0,PC_ENV_SPEED,-10, 2,PC_ENV_VOL,0xff, //SCH 0,PC_ENV_SPEED,-15, 0,PC_NOISE_PARAMS,6, 2,PC_NOISE_PARAMS,0x1, 0,PATCH_END };
DOUBLE OMG
const char patch20[] PROGMEM ={//Zombienator 0,PC_ENV_VOL,0, 4,PC_WAVE,4, 0,PC_ENV_VOL,0xff, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,40, 0,PC_ENV_SPEED,-5, 1,PC_PITCH,55, 3,PC_NOTE_UP,10, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,10, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,10, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,10, 3,PC_NOTE_CUT,0, 0,PATCH_END };
TRIPLE WTF
const char patch21[] PROGMEM ={//Zombienator 0,PC_ENV_VOL,0, 4,PC_WAVE,4, 0,PC_ENV_VOL,0xff, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,40, 0,PC_ENV_SPEED,-5, 1,PC_PITCH,75, 4,PC_NOTE_UP,10, 4,PC_NOTE_DOWN,5, 4,PC_NOTE_UP,10, 4,PC_NOTE_DOWN,10, 4,PC_NOTE_UP,5, 4,PC_NOTE_DOWN,10, 4,PC_NOTE_UP,5, 4,PC_NOTE_CUT,0, 0,PATCH_END };
INSANE BBQ!
const char patch22[] PROGMEM ={//Zombienator 0,PC_ENV_VOL,0, 4,PC_WAVE,4, 0,PC_ENV_VOL,0xff, 0,PC_TREMOLO_LEVEL,0x90, 0,PC_TREMOLO_RATE,40, 0,PC_ENV_SPEED,-5, 1,PC_PITCH,90, 3,PC_NOTE_UP,5, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,5, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,5, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,5, 3,PC_NOTE_DOWN,5, 3,PC_NOTE_UP,5, 6,PC_NOTE_CUT,0, 0,PATCH_END };
OUCH YOU ATE MY BRAINS
const char patch23[] PROGMEM ={//Zombienator 0,PC_WAVE,1, 0,PC_ENV_VOL,0xff, 0,PC_ENV_SPEED,-5, 0,PC_PITCH,60, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 1,PC_NOTE_DOWN,1, 3,PC_NOTE_CUT,0, 0,PATCH_END };
DOOM AND DEATH AND DARKNESS AND GAME OVER
const char patch24[] PROGMEM ={//Zombienator 0,PC_WAVE,1, 0,PC_ENV_VOL,0xff, 0,PC_ENV_SPEED,-3, 0,PC_PITCH,60, 5,PC_NOTE_DOWN,5, 5,PC_NOTE_DOWN,5, 5,PC_NOTE_DOWN,5, 10,PC_NOTE_CUT,0, 0,PATCH_END };
FLAMETHROWER, I THINK
const char patch25[] PROGMEM ={//Zombienator 0,PC_ENV_VOL,0x99, //FROOSCH 0,PC_NOISE_PARAMS,9, // 1, 3, 5, 9 16,PC_ENV_SPEED,-12, 0,PATCH_END };
const char patch40[] PROGMEM = {//Sokoban World 0,PC_WAVE,2, //0,PC_ENV_VOL,60, 0,PC_ENV_SPEED,10, //0,PC_TREMOLO_LEVEL,180, //0,PC_TREMOLO_RATE,14, 0,PC_PITCH,45, 2,PC_ENV_SPEED,-5, 3,PC_ENV_SPEED,-13,//was 0 0,PC_PITCH,40,//was 5 delay 3,PC_PITCH,45, 3,PC_ENV_SPEED,-22, 3,PC_PITCH,40, 0,PC_ENV_SPEED,-26, 2,PATCH_END,0, };