| Sonic Community Hacking Guide|
If you change the "ring" sound effect, all objects using that sound will have the new sound. This may not be desired, however - you may have only wanted the Super Ring powerup to play the new sound. With this list, you can edit the sound effect that an object plays. If you change the sound for the Super Ring power-up, only the Super Ring will have the new sound. Note that you are not changing any sound effects - you are only changing which effect will play.
These notes are for those who don't want see the programming stuff of the objects to change its sounds.
To change the sound, first, take a value from the sound test (Ex: 1-up sound is $18) , add $80 to it and you get $98. This is the way you have to replace sounds (take a value from sound test, add $80 to it, and after that, insert the byte in the offset where you wish change the sound.)
The following list is the offset where you will place the new sound. I not will make a list with the values and its respective sounds. Use the trick (explained above) and Sound Test. Of course you can place the objects in any level you want (see Object Placement below), I'm just saying the level the object is used in for a better description.
|ALL||Red and Yellow Springs Facing Up||$18A69|
|ALL||Red and Yellow Springs Facing Right||$18BBF|
|ALL||Red Spring Facing Down||$18D63|
|Chemical Plant||Speed booster||$223DB|
|Chemical Plant||Blue worm (The sound is repeated 3 Times.)||$224EA|
|Aquatic Ruin||Arrow launcher||$257B7|
|Casino Night||Slot machine cage||$2BE1F|
|Casino Night||Point cage||$2BE6B|
|Hill Top||Zip line||$21E75|
|Casino Night||Blue Bumper||$2C577|
|Casino Night||Green flipper||$2B30B|
|Casino Night||Orange flipper||$2B3BF|
|Casino Night||Impulse spring facing up||$2AE4F|
|Wing Fortress||Propellor (repeat infinitely)||$3B3A3|
Each sprite mapping consists of four words. A contiguous list of sprite mappings preceded with a word-length number of mappings defines one frame for an object. The four words have the following purposes:
Dynamic PLCs (pattern load cues) were hard-coded and for the most part unnoticed in Sonic the Hedgehog. In Sonic 2, they are more flexible and used for many more objects. The format of DPLCs is simple: the first word is the number of DPLC requests to make, and each successive word (up to the value of the first word) is split up so that the first nybble is the number of tiles to load minus one, and the last three nybbles are the offset (in tiles, i.e. multiples of $20 bytes) of the art to load from the beginning of the object's specified art offset in ROM. Therefore, in order to request x tiles to be loaded, you need 1+floor(x/16) words in the DPLC.
|Sonic Community Hacking Guide|
|Sonic Music Hacking Guide | SonED2 Manual|
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|The Nemesis Hacking Guides||The Esrael Hacking Guides|
|ROM: Sonic 1 | Sonic 2 | Sonic 2 Beta | Sonic 3||Sonic 1 (English / Portuguese) | Sonic 2 Beta (English / Portuguese) | Sonic 2 and Knuckles (English / Portuguese)|
|Move to Sega Retro|
|Number Systems (or scrap) | Assembly Hacking Guide | Subroutine Equivalency List | 68000 Instruction Set | 68000 ASM-to-Hex Code Reference | VDP Documentation | Official Sega 32X Documentation | Official Mega-CD Documentation | Official Sega Mega Drive Documentation|