A ja sie zastanawiam po co Covox skoro istnieje wspaniala procedura :) (mojego autorstwa zreszta) grajaca 8-mio bitowe sample na POKEYu, zajmujaca ledwie pare cykli zegara + 3 strony RAMu na tablice.
Moze wkoncu ktos ja wrzuci do playera, bo wszystkie jakie widzialem mialy wybor miedzy:
8-bit Covox
4-bit POKEY
Czekam na chetnych.
*= $2000
GENERATOR0 = $D201
GENERATOR1 = $D203
GENERATOR2 = $D205
PP1 = 193
PLAYBYTE_A
TAX
LDA SOUNDTAB2,X
STA PP1
LDA SOUNDTAB0,X
LDY SOUNDTAB1,X
LDX PP1
STA GENERATOR0
STY GENERATOR1
STX GENERATOR2
RTS
;---------------------------
SOUNDTAB0
.BYTE $10,$10,$11,$11,$11,$12,$11,$12,$13
.BYTE $12,$14,$13,$14,$13,$15,$14,$15,$13
.BYTE $16,$14,$15,$15,$18,$16,$18,$16,$19
.BYTE $17,$1A,$15,$1C,$17,$1D,$17,$19,$17
.BYTE $1C,$1B,$18,$1E,$1A,$19,$1B,$1C,$1C
.BYTE $1B,$1F,$1D,$1C,$1C,$1C,$1B,$1D,$1C
.BYTE $1D,$1C,$1B,$1D,$1F,$1E,$1E,$1F,$1F
.BYTE $1F,0
SOUNDTAB1
.BYTE $10,$10,$10,$10,$11,$10,$11,$11,$11
.BYTE $11,$10,$11,$11,$12,$11,$12,$11,$13
.BYTE $11,$12,$13,$14,$11,$12,$12,$13,$12
.BYTE $14,$12,$15,$11,$14,$11,$15,$15,$16
.BYTE $12,$15,$15,$12,$18,$16,$16,$18,$15
.BYTE $17,$15,$1A,$1A,$1B,$1B,$1A,$18,$1A
.BYTE $1D,$1B,$1B,$1B,$1E,$1E,$1E,$1D,$1E
.BYTE $1F,0
SOUNDTAB2
.BYTE $10,$10,$10,$10,$10,$10,$11,$10,$10
.BYTE $11,$10,$11,$10,$11,$10,$10,$11,$12
.BYTE $11,$12,$11,$10,$10,$12,$10,$12,$10
.BYTE $11,$10,$13,$10,$13,$10,$13,$11,$13
.BYTE $12,$11,$14,$12,$10,$14,$13,$10,$14
.BYTE $14,$13,$10,$12,$12,$13,$16,$17,$17
.BYTE $14,$18,$1B,$1A,$17,$19,$1B,$1D,$1E
.BYTE $1F,0