simpler way of fading out sound in nintendo out animation + sounds when adding/removing cells
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@@ -24,14 +24,14 @@ ScrollNintendoOut:
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; sound ON
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ld a, $80
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ldh [rNR52], a ; sound ON with noise channel
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ldh [rNR52], a
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ld a, $77
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ldh [rNR50], a ; max volume on both speakers
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ld a, $88
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ldh [rNR51], a ; noise channel on both speakers
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; make noise
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ld a, 0
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xor a
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ldh [rNR41], a ; set sound duration
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ld a, $F0
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ldh [rNR42], a ; set volume
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@@ -74,36 +74,24 @@ ScrollNintendoOut:
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ldh [rSCY], a
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; change noise
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xor a
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ldh [rNR41], a ; set sound duration
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ld a, $F4
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ldh [rNR42], a ; set volume with long sweep
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ld a, $62
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ldh [rNR43], a ; set frequency
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ld b, 4 ; number of frames before reducing volume
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ld c, 16 ; number of steps before volume is 0
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ld a, $80
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ldh [rNR44], a ; start
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; nintendo logo lift-off!
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.scrollup
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HaltAndClearIF
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; scroll up
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ldh a, [rSCY]
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inc a
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ldh [rSCY], a
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; fade out
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ld a, c
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or a
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jr z, .novolumechange
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dec b
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jr nz, .novolumechange
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; decrement volume by 1
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; see http://gbdev.gg8.se/wiki/articles/Gameboy_sound_hardware obscure behavior...
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ld a, $08
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REPT 15
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ldh [rNR42], a
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ENDR
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ld b, 4
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dec c
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.novolumechange
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; loop until nintendo logo is out of screen
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ldh a, [rSCY]
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cp a, 88
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