

Remains unknown, if it were modified to be more like in the final version, or just by accidentally programming mistake changed from the desired version. If we modify the second generating routine to actually count the duration periods in time, we'll get the different shot sound. But for unknown reasons the duration counter in the second generating routine is set to 0 in any cases after the first execution, so this routine is never called again. Judging from the code, the second part should be called with every sync and change the noise channel duration period in time. The first one setting once the pulse and noise channel frequencies, duration and envelope. The generating routine consists of two parts.

The player's shoot sound is a simple sound effect. Some of the tracks are next to graphics that are actually used, and will play garbage before or after the music is played.Īt least one of the tracks is a recreation of another song, but it's unknown what most of them are. After another 256 resets from when the player is enabled, the game is reset to the title screen. If at any time the song is allowed to finish fully, the game will reset back to the title screen. When using the second method, to reach the second melody you need only 34 resets, because the first 10 you already did. Resetting before the song fully ends will increment a counter in RAM, with the next song playing after another 45 resets. A 1 will randomly flip while going across the screen, but this has no impact on anything.

The music player uses RAM set as the sprite DMA area, so as the song plays a sprite will scroll down the screen, indicating the current playing notes and the progress through the song.
