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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.
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| 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 | |||
| Prev: C3BD | Up: Map | Next: C3F4 |