The score ticks up — but silently. The jump has a sound; collecting a coin doesn’t. This unit adds a short, bright note that plays when a coin is picked up. Three register writes to the APU triangle channel, and every collection feels like a reward.
The Triangle Channel
The NES APU has five channels. Unit 5 used pulse channel 1 for the jump sound. The triangle channel is different in one important way: it has no programmable volume envelope. Its 32-step waveform either advances or holds its current value. Both its length counter and its linear counter must be non-zero for it to advance. When either expires, the waveform stops moving; the hardware does not force its output to zero. Stopping and restarting can produce clicks. It is a stepped triangle, not a pure sine wave.
The triangle channel uses three registers:
| Register | Address | Purpose |
|---|---|---|
| TRI_LINEAR | $4008 |
Linear reload value and shared control flag |
| TRI_LO | $400A |
Timer low byte (controls pitch) |
| TRI_HI | $400B |
Timer high, length-table index and linear reload request |
TRI_LINEAR = $4008
TRI_LO = $400A
TRI_HI = $400BEnabling the Channel
The APU status register ($4015) controls which channels are active. Until now, only pulse channel 1 was enabled:
; Old: pulse 1 only
lda #%00000001
sta APU_STATUSBit 2 enables the triangle channel. Set both bits:
; New: pulse 1 + triangle
lda #%00000101
sta APU_STATUSClearing bit 2 clears the triangle length counter and prevents length reloads. Other settings, including the timer, can still be written. Setting the bit again does not restore the old length: we must write $400B again. In this game we enable pulse 1 and triangle together during setup; repeatedly writing %00000101 would also disable any other channels we later add.
Playing the Note
The collect sound triggers inside check_collect, immediately after hiding the sprite and incrementing the score:
; Play collect sound (triangle channel)
lda #%00011000 ; Control=0, linear reload=24; length may stop first
sta TRI_LINEAR
lda #$29 ; Timer low — bright pitch (~1330 Hz)
sta TRI_LO
lda #$00 ; Timer high=0, length index=0 loads 10 half-frame ticks
sta TRI_HIThree writes, one sound. Each register does something different.
TRI_LINEAR ($4008) — Duration
The linear counter is one of two gates on the waveform. Bits 6–0 set its reload value; bit 7 controls both linear reloading and length-counter halting.
Writing $400B sets a reload flag. At the next APU quarter-frame clock, the linear counter takes the reload value. With bit 7 clear, the flag then clears and subsequent quarter-frame clocks count down towards zero.
Dash selects the APU’s four-step sequence with $40 at $4017. On NTSC hardware, its quarter-frame clocks occur at roughly 240 Hz; length-counter clocks occur at roughly 120 Hz. These are APU timing events, not calls made by our VBlank NMI. The APU sequencer is not locked to the display refresh. PAL has different timings, so these millisecond estimates are for NTSC.
A reload of 24 offers roughly 100 ms of linear-counter time if the length counter permits it. Our $400B = $00 chooses length-table entry zero, which loads 10. At roughly 120 decrements per second, that length expires after about 75–83 ms depending on where the trigger falls in the APU sequence. It stops this cue first. Ten length ticks do not mean ten display frames.
Setting bit 7 before writing $400B keeps the resulting reload flag from clearing and halts the length countdown. Setting bit 7 alone does not create a missing reload request. With non-zero reload and length values, the note can continue until we explicitly stop it. That is a different policy, not a longer one-shot cue.
TRI_LO ($400A) — Pitch
The timer sets the frequency. The triangle channel steps through a 32-step waveform. The output frequency is:
frequency = 1,789,773 / (32 × (timer + 1))A timer value of $29 (41 decimal) gives:
1,789,773 / (32 × 42) = 1,331 HzThat is close to E6. This calculation uses the nominal NTSC CPU clock; a PAL machine needs a different clock value and, for the same tuning, a different timer setting. Higher timer values produce lower notes; lower values produce higher ones. The timer is 11 bits total: 8 in TRI_LO and 3 in the low bits of TRI_HI.
TRI_HI ($400B) — Trigger
Writing to TRI_HI sets the top three timer bits, loads the length counter from the table when the channel is enabled, and sets the linear reload flag. It does not reload the linear counter immediately or reset the waveform phase.
For our stopped cue, the length must be loaded and the next quarter-frame clock must reload the linear counter before the waveform advances. That introduces a small, phase-dependent delay. While a channel is already playing, writes to $4008 or $400A can still change its behaviour; they are not ignored just because we have not retriggered it.
The Full Subroutine
; =============================================================================
; check_collect — with collect sound
; =============================================================================
; After hiding the sprite and incrementing the score, three writes to the
; triangle channel registers play a short, bright note.
; =============================================================================
check_collect:
; Skip if already collected
lda oam_buffer, x ; Sprite Y position
cmp #$EF
beq @done
; --- Y overlap ---
lda player_y
clc
adc #8
cmp oam_buffer, x
bcc @done
beq @done
lda oam_buffer, x
clc
adc #8
cmp player_y
bcc @done
beq @done
; --- X overlap ---
lda player_x
clc
adc #8
cmp oam_buffer+3, x
bcc @done
beq @done
lda oam_buffer+3, x
clc
adc #8
cmp player_x
bcc @done
beq @done
; Collected! Hide the sprite and add to score
lda #$EF
sta oam_buffer, x
inc score
; Play collect sound (triangle channel)
lda #%00011000 ; Control=0, linear reload=24; length may stop first
sta TRI_LINEAR
lda #$29 ; Timer low — bright pitch (~1330 Hz)
sta TRI_LO
lda #$00 ; Timer high=0, length index=0 loads 10 half-frame ticks
sta TRI_HI
@done:
rtsWe request the sound at collection; the hardware counters determine when it begins. The subroutine already checks overlap and hides the sprite — the triangle writes sit naturally after inc score. No new subroutine needed. No new variable needed. Three register writes, each preceded by a load: six instructions added to existing code.
Two Channels, Two Sounds
The game now uses two APU channels simultaneously:
- Pulse 1 — jump sound (falling pitch via sweep unit)
- Triangle — collect sound (fixed pitch, short duration)
The channels are independent. A jump and a collection can happen on the same frame and both sounds play. The APU mixes them in hardware — no code needed to combine audio. Each channel has its own registers and its own output.
The Complete Code
; =============================================================================
; DASH - Unit 11: Collect Sound
; =============================================================================
; Collecting a coin plays a short, bright note on the APU triangle channel.
; The triangle has no volume control — just a pitch and a duration.
; =============================================================================
; -----------------------------------------------------------------------------
; NES Hardware Addresses
; -----------------------------------------------------------------------------
PPUCTRL = $2000
PPUMASK = $2001
PPUSTATUS = $2002
OAMADDR = $2003
PPUSCROLL = $2005
PPUADDR = $2006
PPUDATA = $2007
OAMDMA = $4014
JOYPAD1 = $4016
; -----------------------------------------------------------------------------
; APU Registers
; -----------------------------------------------------------------------------
SQ1_VOL = $4000
SQ1_SWEEP = $4001
SQ1_LO = $4002
SQ1_HI = $4003
TRI_LINEAR = $4008
TRI_LO = $400A
TRI_HI = $400B
APU_STATUS = $4015
; -----------------------------------------------------------------------------
; Button Masks
; -----------------------------------------------------------------------------
BTN_A = %10000000
BTN_B = %01000000
BTN_SELECT = %00100000
BTN_START = %00010000
BTN_UP = %00001000
BTN_DOWN = %00000100
BTN_LEFT = %00000010
BTN_RIGHT = %00000001
; -----------------------------------------------------------------------------
; Game Constants
; -----------------------------------------------------------------------------
PLAYER_X = 60
PLAYER_Y = 200
PLAYER_TILE = 1
RIGHT_WALL = 248
FLOOR_Y = 200 ; Obstacle Y position (ground level)
GRAVITY = 1
JUMP_VEL = $F6
OBSTACLE_TILE = 2
OBSTACLE_SPEED = 2
GROUND_TILE = 3
COIN_TILE = 4
DIGIT_ZERO = 5 ; First digit tile (0-9 are tiles 5-14)
; -----------------------------------------------------------------------------
; Memory
; -----------------------------------------------------------------------------
.segment "ZEROPAGE"
player_x: .res 1
player_y: .res 1
vel_y: .res 1
buttons: .res 1
nmi_flag: .res 1
on_ground: .res 1
obstacle_x: .res 1
tile_ptr: .res 2 ; Pointer for level data lookup
score: .res 1 ; Current score (0-255)
.segment "OAM"
oam_buffer: .res 256
.segment "BSS"
; =============================================================================
; iNES Header
; =============================================================================
.segment "HEADER"
.byte "NES", $1A
.byte 2
.byte 1
.byte $01
.byte $00
.byte 0,0,0,0,0,0,0,0
; =============================================================================
; Code
; =============================================================================
.segment "CODE"
; --- Reset ---
reset:
sei
cld
ldx #$40
stx $4017
ldx #$FF
txs
inx
stx PPUCTRL
stx PPUMASK
stx $4010
stx APU_STATUS
@vblank1:
bit PPUSTATUS
bpl @vblank1
lda #0
@clear_ram:
sta $0000, x
sta $0100, x
sta $0200, x
sta $0300, x
sta $0400, x
sta $0500, x
sta $0600, x
sta $0700, x
inx
bne @clear_ram
@vblank2:
bit PPUSTATUS
bpl @vblank2
; --- Load palette ---
bit PPUSTATUS
lda #$3F
sta PPUADDR
lda #$00
sta PPUADDR
ldx #0
@load_palette:
lda palette_data, x
sta PPUDATA
inx
cpx #32
bne @load_palette
; --- Clear nametable 0 ---
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$00
sta PPUADDR
lda #0
ldy #4
ldx #0
@clear_nt:
sta PPUDATA
dex
bne @clear_nt
dey
bne @clear_nt
; --- Write ground tiles (rows 26-29) ---
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$40
sta PPUADDR ; PPU address $2340 (row 26)
lda #GROUND_TILE
ldx #128 ; 4 rows × 32 tiles
@write_ground:
sta PPUDATA
dex
bne @write_ground
; --- Write platform tiles (row 20, columns 12-19) ---
bit PPUSTATUS
lda #$22
sta PPUADDR
lda #$8C
sta PPUADDR ; PPU address $228C (row 20, col 12)
lda #GROUND_TILE
ldx #8 ; 8 tiles wide
@write_platform:
sta PPUDATA
dex
bne @write_platform
; --- Write wall tiles (rows 24-25, columns 22-23) ---
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$16
sta PPUADDR ; PPU address $2316 (row 24, col 22)
lda #GROUND_TILE
sta PPUDATA
sta PPUDATA ; Cols 22-23
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$36
sta PPUADDR ; PPU address $2336 (row 25, col 22)
lda #GROUND_TILE
sta PPUDATA
sta PPUDATA ; Cols 22-23
; --- Write initial score display ---
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$22
sta PPUADDR ; PPU address $2022 (row 1, col 2)
lda #DIGIT_ZERO ; Tile for "0"
sta PPUDATA
; --- Set attributes (platform + wall + ground palettes) ---
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$E8
sta PPUADDR ; PPU address $23E8 (attribute row 5)
ldx #0
@write_attrs:
lda attr_data, x
sta PPUDATA
inx
cpx #24
bne @write_attrs
; --- Set up player sprite (OAM entry 0) ---
lda #PLAYER_Y
sta oam_buffer+0
lda #PLAYER_TILE
sta oam_buffer+1
lda #0
sta oam_buffer+2
lda #PLAYER_X
sta oam_buffer+3
; Set up obstacle sprite (OAM entry 1)
lda #FLOOR_Y
sta oam_buffer+4
lda #OBSTACLE_TILE
sta oam_buffer+5
lda #1
sta oam_buffer+6
lda #255
sta oam_buffer+7
; Set up collectible sprites (OAM entries 2-4)
; Coin 0: on the platform
lda #152 ; Y = 152 (sits on row 20 platform)
sta oam_buffer+8
lda #COIN_TILE
sta oam_buffer+9
lda #2 ; Sprite palette 2 (yellow)
sta oam_buffer+10
lda #128 ; X = 128 (centre of platform)
sta oam_buffer+11
; Coin 1: past the wall on the ground
lda #FLOOR_Y
sta oam_buffer+12
lda #COIN_TILE
sta oam_buffer+13
lda #2
sta oam_buffer+14
lda #200 ; X = 200
sta oam_buffer+15
; Coin 2: in the air (jump to collect)
lda #168 ; Y = 168 (above ground, reachable by jumping)
sta oam_buffer+16
lda #COIN_TILE
sta oam_buffer+17
lda #2
sta oam_buffer+18
lda #32 ; X = 32 (left side)
sta oam_buffer+19
; Initialise game state
lda #PLAYER_X
sta player_x
lda #PLAYER_Y
sta player_y
lda #0
sta vel_y
sta score ; Score starts at 0
lda #1
sta on_ground
lda #255
sta obstacle_x
; Hide other sprites (entries 5-63)
lda #$EF
ldx #20
@hide_sprites:
sta oam_buffer, x
inx
bne @hide_sprites
; Enable APU channels: pulse 1 + triangle
lda #%00000101
sta APU_STATUS
; Reset scroll position
bit PPUSTATUS
lda #0
sta PPUSCROLL
sta PPUSCROLL
; Enable rendering
lda #%10000000
sta PPUCTRL
lda #%00011110
sta PPUMASK
; =============================================================================
; Main Loop
; =============================================================================
main_loop:
lda nmi_flag
beq main_loop
lda #0
sta nmi_flag
; --- Read controller ---
lda #1
sta JOYPAD1
lda #0
sta JOYPAD1
ldx #8
@read_pad:
lda JOYPAD1
lsr a
rol buttons
dex
bne @read_pad
; --- Jump check ---
lda buttons
and #BTN_A
beq @no_jump
lda on_ground
beq @no_jump
lda #JUMP_VEL
sta vel_y
lda #0
sta on_ground
; Play jump sound (pulse channel)
lda #%10111000
sta SQ1_VOL
lda #%10111001
sta SQ1_SWEEP
lda #$C8
sta SQ1_LO
lda #$00
sta SQ1_HI
@no_jump:
; --- Move left (with wall check) ---
lda buttons
and #BTN_LEFT
beq @not_left
lda player_x
beq @not_left
lda player_y
clc
adc #4
lsr
lsr
lsr
tax
lda level_rows_lo, x
sta tile_ptr
lda level_rows_hi, x
sta tile_ptr+1
lda player_x
sec
sbc #1
lsr
lsr
lsr
tay
lda (tile_ptr), y
bne @not_left
dec player_x
@not_left:
; --- Move right (with wall check) ---
lda buttons
and #BTN_RIGHT
beq @not_right
lda player_x
cmp #RIGHT_WALL
bcs @not_right
lda player_y
clc
adc #4
lsr
lsr
lsr
tax
lda level_rows_lo, x
sta tile_ptr
lda level_rows_hi, x
sta tile_ptr+1
lda player_x
clc
adc #8
lsr
lsr
lsr
tay
lda (tile_ptr), y
bne @not_right
inc player_x
@not_right:
; --- Apply gravity ---
lda vel_y
clc
adc #GRAVITY
sta vel_y
; --- Apply velocity to Y position ---
lda player_y
clc
adc vel_y
sta player_y
; --- Tile collision (vertical) ---
lda vel_y
bmi @no_floor
lda player_y
clc
adc #8
lsr
lsr
lsr
tax
cpx #30
bcs @on_solid
lda level_rows_lo, x
sta tile_ptr
lda level_rows_hi, x
sta tile_ptr+1
lda player_x
clc
adc #4
lsr
lsr
lsr
tay
lda (tile_ptr), y
beq @no_floor
@on_solid:
lda player_y
clc
adc #8
and #%11111000
sec
sbc #8
sta player_y
lda #0
sta vel_y
lda #1
sta on_ground
jmp @done_floor
@no_floor:
lda #0
sta on_ground
@done_floor:
; --- Check collectibles ---
ldx #8 ; OAM entry 2 (coin 0)
jsr check_collect
ldx #12 ; OAM entry 3 (coin 1)
jsr check_collect
ldx #16 ; OAM entry 4 (coin 2)
jsr check_collect
; --- Move obstacle ---
lda obstacle_x
sec
sbc #OBSTACLE_SPEED
sta obstacle_x
; --- Collision with obstacle ---
lda on_ground
beq @no_collide
lda player_y
cmp #(FLOOR_Y - 7)
bcc @no_collide
lda obstacle_x
cmp #240
bcs @no_collide
lda player_x
clc
adc #8
cmp obstacle_x
bcc @no_collide
beq @no_collide
lda obstacle_x
clc
adc #8
cmp player_x
bcc @no_collide
beq @no_collide
lda #PLAYER_X
sta player_x
@no_collide:
; --- Update sprite positions ---
lda player_y
sta oam_buffer+0
lda player_x
sta oam_buffer+3
lda #FLOOR_Y
sta oam_buffer+4
lda obstacle_x
sta oam_buffer+7
jmp main_loop
; =============================================================================
; Subroutines
; =============================================================================
; -----------------------------------------------------------------------------
; check_collect: Check if the player overlaps a collectible sprite
; Input: X = OAM buffer offset (8, 12, or 16)
; Effect: If overlapping, hides the sprite, increments score, plays sound
; -----------------------------------------------------------------------------
check_collect:
; Skip if already collected
lda oam_buffer, x ; Sprite Y position
cmp #$EF
beq @done
; --- Y overlap ---
; Player bottom vs item top
lda player_y
clc
adc #8
cmp oam_buffer, x
bcc @done
beq @done
; Item bottom vs player top
lda oam_buffer, x
clc
adc #8
cmp player_y
bcc @done
beq @done
; --- X overlap ---
; Player right vs item left
lda player_x
clc
adc #8
cmp oam_buffer+3, x
bcc @done
beq @done
; Item right vs player left
lda oam_buffer+3, x
clc
adc #8
cmp player_x
bcc @done
beq @done
; Collected! Hide the sprite and add to score
lda #$EF
sta oam_buffer, x
inc score
; Play collect sound (triangle channel)
lda #%00011000 ; Control=0, linear reload=24; length may stop first
sta TRI_LINEAR
lda #$29 ; Timer low — bright pitch (~1330 Hz)
sta TRI_LO
lda #$00 ; Timer high=0, length index=0 loads 10 half-frame ticks
sta TRI_HI
@done:
rts
; =============================================================================
; NMI Handler
; =============================================================================
nmi:
pha
txa
pha
tya
pha
; --- OAM DMA ---
lda #0
sta OAMADDR
lda #>oam_buffer
sta OAMDMA
; --- Update score display on nametable ---
bit PPUSTATUS ; Reset address latch
lda #$20
sta PPUADDR
lda #$22
sta PPUADDR ; PPU address $2022 (row 1, col 2)
lda score
clc
adc #DIGIT_ZERO ; Convert score to tile index
sta PPUDATA
; --- Reset scroll (required after PPUADDR writes) ---
lda #0
sta PPUSCROLL
sta PPUSCROLL
lda #1
sta nmi_flag
pla
tay
pla
tax
pla
rti
irq:
rti
; =============================================================================
; Data
; =============================================================================
palette_data:
; Background palettes
.byte $0F, $00, $10, $20 ; Palette 0: greys (sky)
.byte $0F, $09, $19, $29 ; Palette 1: greens (ground)
.byte $0F, $00, $10, $20
.byte $0F, $00, $10, $20
; Sprite palettes
.byte $0F, $30, $16, $27 ; Palette 0: white (player)
.byte $0F, $16, $27, $30 ; Palette 1: red (obstacle)
.byte $0F, $28, $38, $30 ; Palette 2: yellow (coins)
.byte $0F, $30, $16, $27
attr_data:
; Attribute row 5 ($23E8) — platform
.byte $00, $00, $00, $05, $05, $00, $00, $00
; Attribute row 6 ($23F0) — wall + ground
.byte $50, $50, $50, $50, $50, $54, $50, $50
; Attribute row 7 ($23F8) — ground (top quadrants)
.byte $05, $05, $05, $05, $05, $05, $05, $05
; -----------------------------------------------------------------------------
; Level Data
; -----------------------------------------------------------------------------
level_empty_row:
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0
level_platform_row:
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 3,3,3,3
.byte 3,3,3,3, 0,0,0,0, 0,0,0,0, 0,0,0,0
level_wall_row:
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0
.byte 0,0,0,0, 0,0,3,3, 0,0,0,0, 0,0,0,0
level_ground_row:
.byte 3,3,3,3, 3,3,3,3, 3,3,3,3, 3,3,3,3
.byte 3,3,3,3, 3,3,3,3, 3,3,3,3, 3,3,3,3
; Row pointer tables (30 entries — one per nametable row)
level_rows_lo:
.byte <level_empty_row ; Row 0
.byte <level_empty_row ; Row 1
.byte <level_empty_row ; Row 2
.byte <level_empty_row ; Row 3
.byte <level_empty_row ; Row 4
.byte <level_empty_row ; Row 5
.byte <level_empty_row ; Row 6
.byte <level_empty_row ; Row 7
.byte <level_empty_row ; Row 8
.byte <level_empty_row ; Row 9
.byte <level_empty_row ; Row 10
.byte <level_empty_row ; Row 11
.byte <level_empty_row ; Row 12
.byte <level_empty_row ; Row 13
.byte <level_empty_row ; Row 14
.byte <level_empty_row ; Row 15
.byte <level_empty_row ; Row 16
.byte <level_empty_row ; Row 17
.byte <level_empty_row ; Row 18
.byte <level_empty_row ; Row 19
.byte <level_platform_row ; Row 20: floating platform
.byte <level_empty_row ; Row 21
.byte <level_empty_row ; Row 22
.byte <level_empty_row ; Row 23
.byte <level_wall_row ; Row 24: wall
.byte <level_wall_row ; Row 25: wall
.byte <level_ground_row ; Row 26
.byte <level_ground_row ; Row 27
.byte <level_ground_row ; Row 28
.byte <level_ground_row ; Row 29
level_rows_hi:
.byte >level_empty_row ; Row 0
.byte >level_empty_row ; Row 1
.byte >level_empty_row ; Row 2
.byte >level_empty_row ; Row 3
.byte >level_empty_row ; Row 4
.byte >level_empty_row ; Row 5
.byte >level_empty_row ; Row 6
.byte >level_empty_row ; Row 7
.byte >level_empty_row ; Row 8
.byte >level_empty_row ; Row 9
.byte >level_empty_row ; Row 10
.byte >level_empty_row ; Row 11
.byte >level_empty_row ; Row 12
.byte >level_empty_row ; Row 13
.byte >level_empty_row ; Row 14
.byte >level_empty_row ; Row 15
.byte >level_empty_row ; Row 16
.byte >level_empty_row ; Row 17
.byte >level_empty_row ; Row 18
.byte >level_empty_row ; Row 19
.byte >level_platform_row ; Row 20: floating platform
.byte >level_empty_row ; Row 21
.byte >level_empty_row ; Row 22
.byte >level_empty_row ; Row 23
.byte >level_wall_row ; Row 24: wall
.byte >level_wall_row ; Row 25: wall
.byte >level_ground_row ; Row 26
.byte >level_ground_row ; Row 27
.byte >level_ground_row ; Row 28
.byte >level_ground_row ; Row 29
; =============================================================================
; Vectors
; =============================================================================
.segment "VECTORS"
.word nmi
.word reset
.word irq
; =============================================================================
; CHR-ROM
; =============================================================================
.segment "CHARS"
; Tile 0: Empty
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
; Tile 1: Running figure
.byte %00110000
.byte %00110000
.byte %01111000
.byte %00110000
.byte %00110000
.byte %00101000
.byte %01000100
.byte %01000100
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
; Tile 2: Diamond obstacle
.byte %00011000
.byte %00111100
.byte %01111110
.byte %11111111
.byte %11111111
.byte %01111110
.byte %00111100
.byte %00011000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
; Tile 3: Ground block (light top edge, solid body)
.byte %11111111 ; Plane 0
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111 ; Plane 1 (row 0: colour 3 = highlight)
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
; Tile 4: Coin
.byte %00111100 ; Plane 0
.byte %01111110
.byte %11111111
.byte %11111111
.byte %11111111
.byte %11111111
.byte %01111110
.byte %00111100
.byte %00000000 ; Plane 1 (all zero = colour 1 only)
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
; Tiles 5-14: Digits 0-9
; Both planes identical = colour 3 (white on BG palette 0)
; Tile 5: Digit 0
.byte $70,$88,$88,$88,$88,$88,$70,$00 ; Plane 0
.byte $70,$88,$88,$88,$88,$88,$70,$00 ; Plane 1
; Tile 6: Digit 1
.byte $20,$60,$20,$20,$20,$20,$70,$00 ; Plane 0
.byte $20,$60,$20,$20,$20,$20,$70,$00 ; Plane 1
; Tile 7: Digit 2
.byte $70,$88,$08,$30,$40,$80,$F8,$00 ; Plane 0
.byte $70,$88,$08,$30,$40,$80,$F8,$00 ; Plane 1
; Tile 8: Digit 3
.byte $70,$88,$08,$30,$08,$88,$70,$00 ; Plane 0
.byte $70,$88,$08,$30,$08,$88,$70,$00 ; Plane 1
; Tile 9: Digit 4
.byte $10,$30,$50,$90,$F8,$10,$10,$00 ; Plane 0
.byte $10,$30,$50,$90,$F8,$10,$10,$00 ; Plane 1
; Tile 10: Digit 5
.byte $F8,$80,$F0,$08,$08,$88,$70,$00 ; Plane 0
.byte $F8,$80,$F0,$08,$08,$88,$70,$00 ; Plane 1
; Tile 11: Digit 6
.byte $30,$40,$80,$F0,$88,$88,$70,$00 ; Plane 0
.byte $30,$40,$80,$F0,$88,$88,$70,$00 ; Plane 1
; Tile 12: Digit 7
.byte $F8,$08,$10,$20,$20,$20,$20,$00 ; Plane 0
.byte $F8,$08,$10,$20,$20,$20,$20,$00 ; Plane 1
; Tile 13: Digit 8
.byte $70,$88,$88,$70,$88,$88,$70,$00 ; Plane 0
.byte $70,$88,$88,$70,$88,$88,$70,$00 ; Plane 1
; Tile 14: Digit 9
.byte $70,$88,$88,$78,$08,$10,$60,$00 ; Plane 0
.byte $70,$88,$88,$78,$08,$10,$60,$00 ; Plane 1
.res 8192 - 240, $00
The screen looks the same as Unit 10 — score in the top-left, three coins, the platform, the wall. The difference is audible. Touch a coin and a bright ding plays. We can compare its stepped triangle tone with the pulse channel’s buzz. Here’s a leap up through the high coin — the pulse chirp, then the triangle ding as it’s taken:
Try This: Lower Pitch
Change TRI_LO to $80 (128 decimal). The frequency drops to about 434 Hz — close to A4, about an octave and a half lower. The collect sound becomes a warm thud instead of a bright ding. Different timer values give different characters to the same event.
Try This: Longer Note
Before changing anything, predict what happens if we change only the linear reload from 24 to 96. Does the cue become four times as long?
Try it, then compare with the original. The length gate still closes first, so the cue remains short. Hearing little change is evidence of another limit, not proof that our write failed.
Let the linear counter set the duration
Keep control bit 7 clear. Change the high-register write from $00 to $08: the timer high bits remain zero, but length-table index 1 loads 254 instead of 10. Then compare these two linear reloads:
lda #24 ; compare with #96 on a second run
sta TRI_LINEAR
lda #$29 ; same pitch on both runs
sta TRI_LO
lda #$08 ; length index 1: 254; timer high still 0
sta TRI_HINow the linear gate expires first: roughly 100 ms versus 400 ms on NTSC, plus the small trigger-to-reload delay. We have changed duration while keeping pitch fixed. Restore 24 and $00 afterwards to recover the game’s original cue.
Which version communicates a pickup more clearly? A longer tone may suit a rare reward, but repeated pickups can keep interrupting and restarting it. Duration is a design choice as well as a counter setting.
Try This: Collision Sound
Add a sound when the player hits the obstacle. Use a low triangle note (timer $FF) with a short duration (reload 8) for a deep “bonk”. Place the triangle writes in the obstacle collision section, before resetting the player position. This reuses the collection channel: the latest request can replace the previous cue. Predict which sound should win if both events happen together, then inspect the code’s call order.
If It Doesn’t Work
- No collect sound? Check
APU_STATUS. Bit 2 must be set (%00000101). If it’s still%00000001, the triangle channel is disabled. - Sound plays constantly? For this one-shot cue, bit 7 of
TRI_LINEARmust be clear. When set before the trigger, it keeps the linear counter reloading and halts the length counter too. The length counter will not rescue an unintentionally sustained note. - Sound plays on every frame? The triangle writes must be inside
check_collect, after the overlap passes and the sprite is hidden. If they’re in the main loop, the sound triggers every frame regardless of collection. - Can’t hear the triangle? Check both gates. A tiny linear reload may be difficult to hear, but increasing it will not overcome an expired length counter. A
$4015status read reports length-counter activity, not whether the linear gate is open; it is not an “audible now” flag. - Wrong pitch? The timer value in
TRI_LOdirectly sets the frequency.$29is bright;$80is warm;$FFis deep. Check you haven’t swapped TRI_LO and TRI_LINEAR.
What You’ve Learnt
- Triangle channel — a stepped waveform with no programmable volume envelope. Gating holds its current output rather than forcing zero.
- Two duration gates — both counters must allow playback. The first to expire wins; bit 7 affects both counters.
- Timer period — an 11-bit value split across two registers. Determines the output frequency. The formula is
CPU_clock / (32 × (timer + 1)). - Channel independence — each APU channel has its own registers. Multiple sounds play simultaneously with no mixing code required.
- Sound as feedback — compare cues at the same pitch, and judge whether their duration helps communicate the event. Keep the score and disappearing coin as visible feedback too.
What’s Next
The level is safe except for the obstacle. In Unit 12, certain tiles become hazards — touch them and the player takes damage. The nametable gains a new role: not just scenery, but danger.
Hardware references
NESdev’s hardware research documents the triangle channel, length table and enable behaviour, and APU frame sequencer. Its mixer description explains why channel independence does not mean their analogue levels are independent.
Run it here
This unit's program, built for you.
- Program
- dash.nes
- Machine
- Nintendo NES (NTSC)