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LINE 5:
S=54272 Sets the variable 5 equal to 54272, which is the beginning memory location of the SOUND CHIP. From now on, instead of poking a direct memory location, we will POKE S plus a value.
POKES+24,15 Same as POKE 54296,15 which sets VOLUME to highest level.
POKES,220 Same as POKE 54272,220 which sets Low Frequency in Voice 1 for a note which approximates high C in Octave 6.
POKES+1,68 Same as POKE 54273,68 which sets High Frequency in Voice I for a note which approximates high C in Octave 6.
POKES+5,15 Same as POKE 54277,15 which sets Attack/Decay for Voice 1 and in this case consists of the maximum DECAY level with no attack, which produces the "echo" effect.
POKES+6,215 Same as POKE 54278,215 which sets Sustain/Release for Voice 1 (215 represents a combination of sustain and release values).
LINE 10:
POKES+7,120 Same as POKE 54279,120 which sets the Low Frequency for Voice 2.
POKES+8,100 Same as POKE 54280,100 which sets the High Frequency for Voice 2.
POKES+12,15 Same as POKE 54284,15 which sets Attack/Decay for Voice 2 to same level as Voice 1 above.
POKES+13,215Same as POKE 54285,215 which sets Sustain/Release for Voice 2 to same level as Voice 1 above.
LINE 15:
PRINT"<SHIFT+CLR/HOME>" Clears the screen when the program begins.
V=53248 Defines the variable "V" as the starting location of the VIC chip which controls sprites. From now on we will define sprite locations as V plus a value.
POKEV+21,1 Turns on (enables) sprite number 1.


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This page has been created by Sami Rautiainen.
Read the small print. Last updated December 11, 2002.