Files
SplitBit-Emulator/Programs/Tunes/splash.tune.txt
T
AnachronautandClaude Opus 5 00b31b88af Lander opens on a splash, with music
The first customer for the player outside the program it was pulled out
of, and the argument for doing it: a splash needs no resident player at
all. Nothing else is happening while the logo is up, so Lander owns the
timer and all four channels exactly as Play does. Music UNDER a running
game is still deferred, and still the harder problem.

It polls the timer rather than being interrupted by it. Lander has no
vector segment and waits for the screen by reading port 0x30, so it waits
for a beat by reading port 0x50 - the same shape, and it brings no
handler that would have to be taken away before the game starts.

The tune is read off the disk. A missing one means the logo and silence
and the game starts anyway, the way a missing /lander.state means the
defaults stand.

FOUR THINGS THIS COST, each found by running it:

A subroutine cannot answer in A. CALL saves and restores it, so splashSkip
handed its caller back the A it already had - the channel number of the
last stepVoice - and the splash ended on its first pass whatever anybody
pressed. Q is what survives a RET, which nextRandom says twenty lines
away and I did not read.

Port 0x3D is how many window rows are SHOWN, and it is two once putGauge
runs and nothing before. A line written to row eleven went somewhere real
and was displayed nowhere.

A nought is not a keypress. It is what a recorded keyboard file holds
while nobody is typing, and a splash that took it for a key is one no
test could ever watch.

And skipping has to be free. Asked after blanking the window and reading
the file, a skipped splash still cost a fifth of a second - enough to
push the thruster test's early capture past the frame it looks at. Asked
first, it costs a pad read.

player.asm no longer asks a caller for Order0 to Order3: the voice records
name NoOrder instead, so a program whose tune comes from a file does not
have to define four order lists it never uses. That was the file case
finding a wart in the contract.

Every other Lander test now skips the splash with a space - a key the
game itself ignores, since it answers to q, z and the arrows - so they go
on testing what they tested. The one in sound.sh presses nothing, which
is what makes it the one that hears the music.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-06 10:06:20 -04:00

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914 B
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; Four bars, and the bass is the same one under two of them.
#Tick 0d125000 ; cycles a tick: a sixteenth note at 120 beats a minute
#Patch Oboe oboe.patch
#Voice 0d0 Oboe ; which instrument each voice starts on
#Voice 0d1 Oboe
#Voice 0d2 Oboe
#Voice 0d3 Oboe
#Sequence MotifA
0x30 0d2
0x00 0d2
0x3C 0d2
0x00 0d4
0x48 0d4
0x00 0d4
0x47 0d4
0x00 0d6
; 28 beats
#Sequence MotifB
0x00 0d2
0x35 0d2
0x00 0d2
0x40 0d4
0x00 0d4
0x45 0d4
0x00 0d4
0x43 0d6
#Sequence IntroQuiet
0x00 0d28
#Sequence ChordRoot
0x2C 0x4
0x2E 0x4
0x30 0x4
#Sequence ChordFifth
0x33 0x4
0x35 0x4
0x37 0x4
#Sequence ChordThird
0x3C 0x4
0x3E 0x4
0x40 0x4
#Sequence ChordQuiet
0x00 0d12
#Sequence Bass
0x24 0x8
#Order 0d0
MotifA ChordRoot
#Order 0d1
MotifB ChordFifth
#Order 0d2
IntroQuiet ChordThird
#Order 0d3
IntroQuiet ChordQuiet Bass