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C3D8: The sound effects
The addresses of the four effects' notes, then the notes: half-wave counts for CLICK. An effect of n notes plays the n bytes after its address, the last first (EFFECT_NOTE), so the byte at each effect's address is the previous effect's first note. Effect 0, four notes, a new cell with a building in it (VISIT_CELL); 1, five, the faster walk (SPEED_BONUS); 2, seven, the hits back (HITS_BONUS); 3, four, an object taken up (OBJECT_LYING) -- whose first note is read from past the table, the first byte of FIRE_SOUND's code, a very short half-wave (14, about 7850 Hz where the table's own notes run from 48 to 128): a squeak before three ordinary notes. Pentagram has the same table but starts only effects 0 and 1; here effects 2 and 3 are played, so the squeak is heard.
EFFECT_TABLE C3D8 DEFW $C3E0 Where each effect's notes start: effects 0 to 3
C3DA DEFW $C3E4
C3DC DEFW $C3E9
C3DE DEFW $C3F0
C3E0 DEFB $40,$70,$40,$70 The notes: effect 0 plays the four after the first byte, 1 the five after the fifth, 2 the seven after the tenth, 3 the three after the seventeenth and the first byte of code
C3E4 DEFB $50,$70,$60,$50
C3E8 DEFB $40,$40,$50,$60
C3EC DEFB $70,$80,$80,$80
C3F0 DEFB $30,$60,$30,$60
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