.UpdateVibratoSeeds LDA soundVibrato ; Set A to soundVibrato with all bits cleared except for AND #%01001000 ; bits 3 and 6 ADC #%00111000 ; Add %00111000, so if bit 3 of A is clear, we leave ; bit 6 alone, otherwise bit 6 gets flipped ; ; The C flag doesn't affect this calculation, as it ; will only affect bit 0, which we don't care about ASL A ; Set the C flag to bit 6 of A ASL A ; ; So the C flag is: ; ; * Bit 6 of soundVibrato if bit 3 of soundVibrato is ; clear ; ; * Bit 6 of soundVibrato flipped if bit 3 of ; soundVibrato is set ; ; Or, to put it another way: ; ; C = bit 6 of soundVibrato EOR bit 3 of soundVibrato ROL soundVibrato+3 ; Rotate soundVibrato(0 1 2 3) left, inserting the C ROL soundVibrato+2 ; flag into bit 0 of soundVibrato+3 ROL soundVibrato+1 ROL soundVibrato RTS ; Return from the subroutineName: UpdateVibratoSeeds [Show more] Type: Subroutine Category: Sound Summary: Update the sound seeds that are used to randomise the vibrato effect Deep dive: Sound effects in NES EliteContext: See this subroutine in context in the source code References: This subroutine is called as follows: * MakeSound calls UpdateVibratoSeeds
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Variable soundVibrato in workspace WP
The four-byte seeds for adding randomised vibrato to the current sound effect