credits music
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@@ -26,7 +26,8 @@ SPR_XEX = $d01d ; horizontal expand
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SPR_COL = $d027 ; sprite 0 color, +1 = sprite 1, ...
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; ---- SID registers (voice 1 used for SFX) ----
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; ---- SID registers ----
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SID_BASE = $d400
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SID_V1FL = $d400 ; voice 1 frequency low
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SID_V1FH = $d401 ; voice 1 frequency high
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SID_V1PL = $d402 ; voice 1 pulse width low
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@@ -34,6 +35,20 @@ SID_V1PH = $d403 ; voice 1 pulse width high
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SID_V1CR = $d404 ; voice 1 control (waveform + gate)
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SID_V1AD = $d405 ; voice 1 attack/decay
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SID_V1SR = $d406 ; voice 1 sustain/release
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SID_V2FL = $d407 ; voice 2 frequency low
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SID_V2FH = $d408 ; voice 2 frequency high
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SID_V2PL = $d409 ; voice 2 pulse width low
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SID_V2PH = $d40a ; voice 2 pulse width high
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SID_V2CR = $d40b ; voice 2 control
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SID_V2AD = $d40c ; voice 2 attack/decay
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SID_V2SR = $d40d ; voice 2 sustain/release
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SID_V3FL = $d40e ; voice 3 frequency low
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SID_V3FH = $d40f ; voice 3 frequency high
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SID_V3PL = $d410 ; voice 3 pulse width low
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SID_V3PH = $d411 ; voice 3 pulse width high
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SID_V3CR = $d412 ; voice 3 control
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SID_V3AD = $d413 ; voice 3 attack/decay
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SID_V3SR = $d414 ; voice 3 sustain/release
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SID_VOL = $d418 ; filter mode + master volume
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; ---- SFX IDs ----
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