c64-kb 0.17.0

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Files changed (970) hide show
  1. package/CHANGELOG.md +2082 -0
  2. package/LICENSE +29 -0
  3. package/README.md +559 -0
  4. package/VERSION +25 -0
  5. package/dist/cli/setup.js +66 -0
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  7. package/dist/cli-memorize-audit.js +97 -0
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  916. package/templates/platformer/.claude/settings.json +17 -0
  917. package/templates/platformer/.mcp.json +10 -0
  918. package/templates/platformer/CLAUDE.md +125 -0
  919. package/templates/platformer/Makefile +86 -0
  920. package/templates/platformer/PLAN.md +360 -0
  921. package/templates/platformer/README.md +277 -0
  922. package/templates/platformer/expect.json +32 -0
  923. package/templates/platformer/src/actors.c +289 -0
  924. package/templates/platformer/src/anim.c +51 -0
  925. package/templates/platformer/src/art.c +212 -0
  926. package/templates/platformer/src/autopilot.h +30 -0
  927. package/templates/platformer/src/engine.asm +253 -0
  928. package/templates/platformer/src/game.h +248 -0
  929. package/templates/platformer/src/hud.c +90 -0
  930. package/templates/platformer/src/level.c +184 -0
  931. package/templates/platformer/src/main.c +306 -0
  932. package/templates/platformer/src/player.c +268 -0
  933. package/templates/platformer/src/sound.c +42 -0
  934. package/templates/platformer/src/verdict.h +206 -0
  935. package/templates/platformer/src/view.c +331 -0
  936. package/templates/platformer/stage-expect.json +6 -0
  937. package/templates/platformer/tools/drive.py +112 -0
  938. package/templates/platformer/tools/tearcheck.py +229 -0
  939. package/templates/shmup-vertical/.claude/settings.json +17 -0
  940. package/templates/shmup-vertical/.mcp.json +10 -0
  941. package/templates/shmup-vertical/CLAUDE.md +137 -0
  942. package/templates/shmup-vertical/Makefile +131 -0
  943. package/templates/shmup-vertical/PLAN.md +569 -0
  944. package/templates/shmup-vertical/README.md +189 -0
  945. package/templates/shmup-vertical/expect.json +38 -0
  946. package/templates/shmup-vertical/src/bullets.c +158 -0
  947. package/templates/shmup-vertical/src/bullets.h +35 -0
  948. package/templates/shmup-vertical/src/display.c +239 -0
  949. package/templates/shmup-vertical/src/display.h +40 -0
  950. package/templates/shmup-vertical/src/game.h +85 -0
  951. package/templates/shmup-vertical/src/glyph.asm +358 -0
  952. package/templates/shmup-vertical/src/hiscore.c +141 -0
  953. package/templates/shmup-vertical/src/hiscore.h +16 -0
  954. package/templates/shmup-vertical/src/hit.asm +180 -0
  955. package/templates/shmup-vertical/src/hitbox.c +59 -0
  956. package/templates/shmup-vertical/src/hitbox.h +25 -0
  957. package/templates/shmup-vertical/src/kernel.asm +330 -0
  958. package/templates/shmup-vertical/src/level.c +174 -0
  959. package/templates/shmup-vertical/src/level.h +27 -0
  960. package/templates/shmup-vertical/src/main.c +824 -0
  961. package/templates/shmup-vertical/src/mux.asm +321 -0
  962. package/templates/shmup-vertical/src/sound.asm +255 -0
  963. package/templates/shmup-vertical/src/step.asm +169 -0
  964. package/templates/shmup-vertical/src/waves.c +195 -0
  965. package/templates/shmup-vertical/src/waves.h +33 -0
  966. package/templates/shmup-vertical/stage-expect.json +6 -0
  967. package/templates/shmup-vertical/tools/drive.py +152 -0
  968. package/templates/shmup-vertical/tools/joytest.py +159 -0
  969. package/templates/shmup-vertical/tools/meter.py +15 -0
  970. package/templates/shmup-vertical/tools/phases.py +73 -0
@@ -0,0 +1,512 @@
1
+ // engine.asm: the KickAssembler half of the brawler. The harness assembles
2
+ // it to build/asm.bin (raw bytes from $0900) and build/asm.h, which gives C
3
+ // an ASM_<LABEL> for every top-level label below.
4
+ //
5
+ // irq_blank, irq_band, irq_split the IRQ chain: lines 251, 76 and 212
6
+ // band tables (bx0 ... ben2) what the chain writes to the sprites,
7
+ // double-buffered; C fills the back half
8
+ // slice_copy the scroll: four rows of one page into
9
+ // the other, one column to the left
10
+ // nmi_rti RESTORE lands here: the KERNAL is out
11
+ // music_init, music_play an original two-voice tune
12
+ //
13
+ // C calls slice_copy and the music with `jsr` from __asm blocks. Nothing
14
+ // here uses zero page, so nothing collides with Oscar64's registers
15
+ // ($02-$53). Arguments and state live in this blob.
16
+
17
+ .const BLANK_LINE = 251 // below the last display line on PAL and NTSC
18
+ .const BAND_LINE = 76 // after the sign band (lines 53-73), before any fighter (91 up)
19
+ .const SPLIT_LINE = 212 // inside the blank character row 20
20
+ .const HUD_D016 = $08 // 40 columns, hires, XSCROLL 0
21
+ .const HUD_D018 = $28 // screen $C800, characters $E000
22
+ .const HUD_PTRS = $cbf8 // the HUD page's sprite pointers
23
+
24
+ * = $0880 "asm" // the lowest the harness allows: $0880-$0FFF
25
+
26
+ // ---- The sprite bands ---------------------------------------------------------
27
+ // The chain reuses all eight sprites three times a frame. Band 0, written at
28
+ // line 251, is the GO sign (sprite 0, lines 53-73). Band 1, written at line
29
+ // 76, is the fighters: two parts each, the nearest fighter in sprites 0
30
+ // and 1, so the VIC's own priority (a lower sprite is drawn over a higher
31
+ // one) is the depth order. Band 2, written at line 212, is the two faces in
32
+ // the HUD (sprites 0 and 1, lines 219-239). A band never reuses a sprite
33
+ // inside itself, so it never has to drop one; between bands the last use
34
+ // of every sprite has ended at least two lines before the next is written
35
+ // (c64-kb sprite_dma_overflow).
36
+ //
37
+ // Every table is 16 bytes: two halves of 8, one per sprite. The IRQs read
38
+ // the half at `front` (0 or 8); C writes the other half, then sets `ready`.
39
+ // irq_blank swaps the halves only when `ready` is set, so a frame whose
40
+ // work runs late shows the last whole set again, never a half-written one
41
+ // (sprite_multiplex_game's double-buffered table). $D010 and $D015 are
42
+ // whole bytes C computes, one per half, indexed by `fronti` (0 or 1).
43
+ front: .byte 0
44
+ fronti: .byte 0
45
+ ready: .byte 0
46
+
47
+ bx0: .fill 16, 0
48
+ by0: .fill 16, 0
49
+ bp0: .fill 16, 0
50
+ bc0: .fill 16, 0
51
+ bx1: .fill 16, 0
52
+ by1: .fill 16, 0
53
+ bp1: .fill 16, 0
54
+ bc1: .fill 16, 0
55
+ bx2: .fill 16, 0
56
+ by2: .fill 16, 0
57
+ bp2: .fill 16, 0
58
+ bc2: .fill 16, 0
59
+ bmsb0: .byte 0, 0
60
+ ben0: .byte 0, 0
61
+ bmsb1: .byte 0, 0
62
+ ben1: .byte 0, 0
63
+ bmsb2: .byte 0, 0
64
+ ben2: .byte 0, 0
65
+ bpri1: .byte 0, 0 // band 1's $D01B: the fighters behind the brute
66
+ snap_on: .byte 0 // AUTOPILOT builds: copy band 1's registers back
67
+ snap: .fill 19, 0 // $D000-$D010, $D015, $D01B as read after band 1's writes
68
+ snap_front: .byte 0 // the table half they came from
69
+ snap_count: .byte 0
70
+ band_top: .byte 255 // band 1's lowest Y register, for the late check
71
+ band_late: .byte 0 // band 1 IRQs that finished on or after band_top
72
+
73
+ // Sprites first..first+count-1 from one band's tables, Y = front. The
74
+ // pointer stores go to the page on display; for bands 0 and 1 irq_blank
75
+ // patches their high byte once a frame (ptrs_hi below).
76
+ .macro WriteBand(first, count, tx, ty, tp, tc, tmsb, ten, tpri, ptrs) {
77
+ sp: .for (var s = first; s < first + count; s++) {
78
+ lda ty + s, y
79
+ sta $d001 + s * 2
80
+ lda tx + s, y
81
+ sta $d000 + s * 2
82
+ lda tp + s, y
83
+ ptr: sta ptrs + s
84
+ lda tc + s, y
85
+ sta $d027 + s
86
+ }
87
+ ldx fronti
88
+ lda tmsb, x
89
+ sta $d010
90
+ lda ten, x
91
+ sta $d015
92
+ .if (tpri == 0) {
93
+ lda #0 // bands 0 and 2: in front of everything
94
+ } else {
95
+ lda tpri, x
96
+ }
97
+ sta $d01b
98
+ }
99
+
100
+ // ---- The meter's share of the IRQs -----------------------------------------------
101
+ // In AUTOPILOT builds C sets irq_meter. An IRQ that lands while the main
102
+ // loop's meter bracket runs (CIA2 timer A started) is already in that wall
103
+ // time; one that lands outside times itself on CIA2 timer B and adds the
104
+ // count to irq_cyc, which C folds into the frame (main.c). The cycles
105
+ // before the start and after the stop are not counted: about 123 an IRQ by
106
+ // instruction count (the #39 review; an earlier comment said 40). Before:
107
+ // the interrupt 7, three pushes 13, CLD 2, IrqIn to its STA $DD0F 26 = 48.
108
+ // After: the rest of IrqOut 47, the $D019 acknowledge, pulls and RTI 28 =
109
+ // 75. With all three IRQs outside the bracket a frame reads about 370 low.
110
+ irq_meter: .byte 0
111
+ irq_timing: .byte 0
112
+ irq_cyc: .word 0
113
+ irq_cnt: .byte 0
114
+
115
+ .macro IrqIn() {
116
+ lda #0
117
+ sta irq_timing
118
+ lda irq_meter
119
+ beq !no+
120
+ lda $dd0e
121
+ lsr // bit 0, timer A running, to the carry
122
+ bcs !no+
123
+ lda #$11
124
+ sta $dd0f // timer B: force-load $FFFF and start
125
+ inc irq_timing
126
+ !no:
127
+ }
128
+
129
+ .macro IrqOut() {
130
+ lda irq_timing
131
+ beq !no+
132
+ lda #$00
133
+ sta $dd0f // stop timer B
134
+ lda #$ff
135
+ sec
136
+ sbc $dd06 // $FFFF - timer B, low byte (never borrows)
137
+ clc
138
+ adc irq_cyc
139
+ sta irq_cyc
140
+ php
141
+ lda #$ff
142
+ sec
143
+ sbc $dd07
144
+ plp
145
+ adc irq_cyc + 1
146
+ sta irq_cyc + 1
147
+ inc irq_cnt
148
+ !no:
149
+ }
150
+
151
+ // ---- The chain ------------------------------------------------------------------
152
+ // Line 251: the street's $D016 and $D018 from the pair C published, the
153
+ // table halves swapped, the pointer page patched, band 0. blank_ticks is
154
+ // the main loop's frame start.
155
+ irq_blank:
156
+ pha
157
+ txa
158
+ pha
159
+ tya
160
+ pha
161
+ cld
162
+ IrqIn()
163
+ lda pf_d016
164
+ sta $d016
165
+ lda pf_d018
166
+ sta $d018
167
+ lda ready
168
+ beq !keep+
169
+ lda front
170
+ eor #8
171
+ sta front
172
+ lda fronti
173
+ eor #1
174
+ sta fronti
175
+ lda #0
176
+ sta ready
177
+ !keep: lda pf_ptrhi
178
+ sta band0.sp[0].ptr + 2 // the high byte of each pointer store
179
+ .for (var s = 0; s < 8; s++) {
180
+ sta band1.sp[s].ptr + 2
181
+ }
182
+ ldy front
183
+ band0: WriteBand(0, 1, bx0, by0, bp0, bc0, bmsb0, ben0, 0, $c3f8)
184
+ lda #<irq_band
185
+ sta $fffe
186
+ lda #>irq_band
187
+ sta $ffff
188
+ lda #BAND_LINE
189
+ sta $d012
190
+ inc blank_ticks
191
+ jmp irq_done
192
+
193
+ // Line 76: the fighters.
194
+ irq_band:
195
+ pha
196
+ txa
197
+ pha
198
+ tya
199
+ pha
200
+ cld
201
+ IrqIn()
202
+ ldy front
203
+ band1: WriteBand(0, 8, bx1, by1, bp1, bc1, bmsb1, ben1, bpri1, $c3f8)
204
+ lda snap_on // AUTOPILOT: what the VIC now holds, for the verdict
205
+ beq !nosnap+
206
+ ldx #16
207
+ !: lda $d000, x // X and Y of sprites 0-7, then $D010
208
+ sta snap, x
209
+ dex
210
+ bpl !-
211
+ lda $d015
212
+ sta snap + 17
213
+ lda $d01b
214
+ sta snap + 18
215
+ lda front
216
+ sta snap_front
217
+ inc snap_count
218
+ !nosnap:
219
+ lda $d012
220
+ cmp band_top
221
+ bcc !ok+
222
+ inc band_late // a part's first line may already have passed
223
+ !ok: lda #<irq_split
224
+ sta $fffe
225
+ lda #>irq_split
226
+ sta $ffff
227
+ lda #SPLIT_LINE
228
+ sta $d012
229
+ jmp irq_done
230
+
231
+ // Line 212, inside the blank row 20: the HUD's 40 columns, hires and page
232
+ // (c64-kb xscroll_applies_to_all_rows), whole values only
233
+ // (d016_unmasked_rmw_clobbers_csel_mcm), then the faces.
234
+ irq_split:
235
+ pha
236
+ txa
237
+ pha
238
+ tya
239
+ pha
240
+ cld
241
+ IrqIn()
242
+ lda #HUD_D016
243
+ sta $d016
244
+ lda #HUD_D018
245
+ sta $d018
246
+ ldy front
247
+ band2: WriteBand(0, 2, bx2, by2, bp2, bc2, bmsb2, ben2, 0, HUD_PTRS)
248
+ lda #<irq_blank
249
+ sta $fffe
250
+ lda #>irq_blank
251
+ sta $ffff
252
+ lda #BLANK_LINE
253
+ sta $d012
254
+ irq_done:
255
+ IrqOut()
256
+ lda #$01
257
+ sta $d019 // acknowledge the raster interrupt
258
+ pla
259
+ tay
260
+ pla
261
+ tax
262
+ pla
263
+ nmi_rti:
264
+ rti
265
+
266
+ blank_ticks: .byte 0
267
+ pf_d016: .byte $17 // multicolour, 38 columns, XSCROLL 7
268
+ pf_d018: .byte $08 // page 0, characters $E000
269
+ pf_ptrhi: .byte $c3 // page 0's pointers at $C3F8
270
+
271
+ // ---- The scroll, a slice at a time ------------------------------------------------
272
+ // The camera only moves right. C prepares the hidden page for the next
273
+ // column in five slices of four rows, one a frame, while the camera
274
+ // travels the 8 pixels to the crossing (8 frames at most a pixel a frame);
275
+ // the crossing is then a $D018 flip. The page on display is only read.
276
+ // slice_copy copies 39 bytes of each of four rows: dst[k * 40 + x] =
277
+ // src[k * 40 + x + 1], x 0..38, k 0..3. C passes the first cell of each
278
+ // row. Cost by arithmetic: about 1,700 cycles.
279
+ .const SLICE = 4
280
+
281
+ slice_src: .word 0
282
+ slice_dst: .word 0
283
+
284
+ slice_copy:
285
+ .for (var k = 0; k < SLICE; k++) {
286
+ clc
287
+ lda slice_src
288
+ adc #<(k * 40 + 1)
289
+ sta rows[k].rd + 1
290
+ lda slice_src + 1
291
+ adc #>(k * 40 + 1)
292
+ sta rows[k].rd + 2
293
+ clc
294
+ lda slice_dst
295
+ adc #<(k * 40)
296
+ sta rows[k].wr + 1
297
+ lda slice_dst + 1
298
+ adc #>(k * 40)
299
+ sta rows[k].wr + 2
300
+ }
301
+ ldx #38
302
+ !loop:
303
+ rows: .for (var k = 0; k < SLICE; k++) {
304
+ rd: lda $ffff, x // patched above
305
+ wr: sta $ffff, x
306
+ }
307
+ dex
308
+ bpl !loop-
309
+ rts
310
+
311
+ // ---- The brute's glyphs ------------------------------------------------------------
312
+ // glyph_build: gb_count glyphs of his pre-shifted picture (brute.c), 8 bytes
313
+ // each from gb_src, into gb_dst, each over the street glyph whose code is in
314
+ // gb_under: his pixels, and the street's where his are empty. gb_mask is
315
+ // C's 256-byte table: for a byte of his, 11 in every bit pair he leaves
316
+ // empty. C calls it with 5 glyphs, a row of his block (at most 8 fit
317
+ // gb_under). About 28 cycles a byte by arithmetic: about 1,300 a row.
318
+ gb_src: .word 0
319
+ gb_dst: .word 0
320
+ gb_mask: .word 0
321
+ gb_count: .byte 0
322
+ gb_under: .fill 8, 0
323
+ gb_tmp: .byte 0
324
+
325
+ glyph_build:
326
+ lda gb_mask
327
+ sta gm + 1
328
+ lda gb_mask + 1
329
+ sta gm + 2
330
+ ldx #0
331
+ g_next: stx gb_tmp
332
+ lda gb_src
333
+ sta gs + 1
334
+ sta gs2 + 1
335
+ lda gb_src + 1
336
+ sta gs + 2
337
+ sta gs2 + 2
338
+ lda gb_dst
339
+ sta gd + 1
340
+ lda gb_dst + 1
341
+ sta gd + 2
342
+ lda #0
343
+ sta gu + 2
344
+ lda gb_under, x // the street glyph: $E000 + code * 8
345
+ asl
346
+ rol gu + 2
347
+ asl
348
+ rol gu + 2
349
+ asl
350
+ rol gu + 2
351
+ sta gu + 1
352
+ lda gu + 2
353
+ ora #$e0
354
+ sta gu + 2
355
+ ldy #7
356
+ g_byte:
357
+ gs: lda $ffff, y // his byte
358
+ tax
359
+ gm: lda $ffff, x // 11 in every pair he leaves empty
360
+ gu: and $ffff, y // the street's pixels there
361
+ gs2: ora $ffff, y // his
362
+ gd: sta $ffff, y
363
+ dey
364
+ bpl g_byte
365
+ clc // the next glyph: both pointers 8 on
366
+ lda gb_src
367
+ adc #8
368
+ sta gb_src
369
+ bcc !+
370
+ inc gb_src + 1
371
+ !: clc
372
+ lda gb_dst
373
+ adc #8
374
+ sta gb_dst
375
+ bcc !+
376
+ inc gb_dst + 1
377
+ !: ldx gb_tmp
378
+ inx
379
+ cpx gb_count
380
+ bne g_next
381
+ rts
382
+
383
+ // ---- The tune -------------------------------------------------------------------------
384
+ // c64-kb sid_play_routine_pattern: music_init once, music_play once a frame.
385
+ // Voices 1 and 2 only; voice 3 belongs to the effects in C
386
+ // (sfx_engine_beside_music). A voice steps through a sequence of patterns;
387
+ // a pattern is MIDI note numbers (36 to 95), 0 a rest, $FF its end. A note
388
+ // lasts STEP frames; its gate drops one frame before the next step.
389
+ .const STEP = 6
390
+ .const LOW = 36 // the lowest note in the table
391
+
392
+ // SID frequency words for MIDI notes 36-95 on a PAL clock (985,248 Hz):
393
+ // f * 2^24 / 985248 (arithmetic). NTSC plays them about 4% sharp.
394
+ .function sidfreq(n) { .return round(440 * pow(2, (n - 69) / 12) * 16777216 / 985248) }
395
+ freq_lo: .fill 60, <sidfreq(i + LOW)
396
+ freq_hi: .fill 60, >sidfreq(i + LOW)
397
+
398
+ .macro VoiceTick(sid, wave, cnt, seq, seqdata, pos) {
399
+ dec cnt
400
+ beq !step+
401
+ lda cnt
402
+ cmp #1
403
+ bne !done+
404
+ lda #wave // the last frame of a step: gate off
405
+ sta sid + 4
406
+ jmp !done+
407
+ !step:
408
+ lda #STEP
409
+ sta cnt
410
+ !fetch:
411
+ ldy pos
412
+ note: lda $ffff, y // the pattern's address is patched in
413
+ cmp #$ff
414
+ bne !play+
415
+ ldx seq // end of the pattern: the next one
416
+ inx
417
+ lda seqdata, x
418
+ cmp #$ff
419
+ bne !+
420
+ ldx #0 // end of the sequence: from the top
421
+ lda seqdata
422
+ !: stx seq
423
+ tax
424
+ lda pat_lo, x
425
+ sta note + 1
426
+ lda pat_hi, x
427
+ sta note + 2
428
+ lda #0
429
+ sta pos
430
+ jmp !fetch-
431
+ !play:
432
+ inc pos
433
+ cmp #0
434
+ beq !done+ // a rest: the gate is already off
435
+ sec
436
+ sbc #LOW
437
+ tax
438
+ lda freq_lo, x
439
+ sta sid
440
+ lda freq_hi, x
441
+ sta sid + 1
442
+ lda #wave // restart the envelope
443
+ sta sid + 4
444
+ lda #wave | 1
445
+ sta sid + 4
446
+ !done:
447
+ }
448
+
449
+ .macro VoiceStart(cnt, seq, seqdata, pos, note) {
450
+ lda #1
451
+ sta cnt // the first play call steps at once
452
+ lda #0
453
+ sta seq
454
+ sta pos
455
+ ldx seqdata
456
+ lda pat_lo, x
457
+ sta note + 1
458
+ lda pat_hi, x
459
+ sta note + 2
460
+ }
461
+
462
+ music_init:
463
+ ldx #$18
464
+ lda #0
465
+ !: sta $d400, x // SID registers are write-only: set every one
466
+ dex
467
+ bpl !-
468
+ lda #$0f
469
+ sta $d418 // volume 15, no filter
470
+ lda #$18
471
+ sta $d405 // voice 1 (bass, saw): attack 1, decay 8
472
+ lda #$38
473
+ sta $d406 // sustain 3, release 8
474
+ lda #$00
475
+ sta $d409
476
+ lda #$06
477
+ sta $d40a // voice 2 (lead) pulse width $600
478
+ lda #$09
479
+ sta $d40c // attack 0, decay 9
480
+ lda #$74
481
+ sta $d40d // sustain 7, release 4
482
+ VoiceStart(cnt1, seq1, seq1_data, pos1, voice1.note)
483
+ VoiceStart(cnt2, seq2, seq2_data, pos2, voice2.note)
484
+ rts
485
+
486
+ music_play:
487
+ voice1: VoiceTick($d400, $20, cnt1, seq1, seq1_data, pos1)
488
+ voice2: VoiceTick($d407, $40, cnt2, seq2, seq2_data, pos2)
489
+ rts
490
+
491
+ cnt1: .byte 0
492
+ seq1: .byte 0
493
+ pos1: .byte 0
494
+ cnt2: .byte 0
495
+ seq2: .byte 0
496
+ pos2: .byte 0
497
+
498
+ // An original tune in A minor, eight patterns a pass, about 15 seconds a
499
+ // loop on PAL. Bass (voice 1): A F A E A F E A. Lead (voice 2) over it.
500
+ seq1_data: .byte 4, 5, 4, 6, 4, 5, 6, 4, $ff
501
+ seq2_data: .byte 0, 1, 0, 2, 0, 1, 2, 3, $ff
502
+
503
+ pat_lo: .byte <lead_a, <lead_b, <lead_c, <lead_d, <bass_a, <bass_f, <bass_e
504
+ pat_hi: .byte >lead_a, >lead_b, >lead_c, >lead_d, >bass_a, >bass_f, >bass_e
505
+
506
+ lead_a: .byte 69, 0, 72, 0, 76, 0, 74, 72, 69, 0, 67, 0, 69, 0, 0, 0, $ff
507
+ lead_b: .byte 72, 0, 74, 0, 76, 0, 79, 0, 77, 76, 74, 0, 72, 0, 0, 0, $ff
508
+ lead_c: .byte 76, 0, 76, 74, 72, 0, 74, 0, 76, 0, 81, 0, 79, 77, 76, 0, $ff
509
+ lead_d: .byte 74, 0, 72, 0, 71, 0, 68, 0, 69, 0, 0, 0, 0, 0, 0, 0, $ff
510
+ bass_a: .byte 45, 0, 45, 57, 45, 0, 45, 57, 45, 0, 45, 57, 43, 0, 43, 55, $ff
511
+ bass_f: .byte 41, 0, 41, 53, 41, 0, 41, 53, 43, 0, 43, 55, 43, 0, 43, 55, $ff
512
+ bass_e: .byte 40, 0, 40, 52, 40, 0, 40, 52, 40, 0, 40, 52, 44, 0, 44, 56, $ff