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Port Sonic 3's Sound Driver to Sonic 2

From Sonic Retro

(Original guide by Kram1024)

You probably saw my method of placing the Sonic 3 sound driver in Sonic 1. Well, we are going to put it in Sonic 2 Rev01 this time. The changes are very similar to that of the Sonic 1 port. Over the years, I found that the S3 driver actually works without a Sonic game with minimal hacking (it just needs a wait routine to time it). Thus it is actually possible to put it into Sonic 2 with relative ease as well and into a homebrew too, though in homebrew it might not be legal anyways due to IP laws but Sega no longer enforces them on Genesis games anyways, thus why nobody gets sued for Sonic hacks, but let's get back to the hack.

Overview

First off, Sonic 3's sound driver has the V_Int reloader built into it so it is not needed, some routines need replacement, sounds need fixing, and we need to replace the sounds and music. We will be using the latest Github version of Sonic 2, if you wish to do it via a different version, I am sure you can come up with a way that works by seeing what changes I made in the Github version.

Preparing to Use Sonic 3/K/3K Sound System

The Vertical Interrupt and Horizontal Interrupt need to be fixed, since the Sonic 1/2 system uses them but the Sonic 3/K/3K system doesn't.

Removal of all Callbacks to the S2 Driver in the Vertical Interrupt

Unlike the S1 driver, Sonic 2 actually calls the driver over and over again after stopping the Z80 then restarting the Z80. The PlaySound routine of our new driver will do that automatically, so we do not really need any of that kind of code. We will search for all instances of:

	stopZ80			; stop the Z80
	bsr.w	sndDriverInput	; give input to the sound driver
	startZ80		; start the Z80

and comment it out or just plain remove it. I prefer to replace it with a nop instruction, but even comments or removal work as well. In case you are a little lazy, here is a list of routines with this code:

  • VintSub0
  • Loc_54A
  • Vint0_noWater (only touch the " bsr.w sndDriverInput ; give input to the sound driver" line)
  • loc_748 (only touch the " bsr.w sndDriverInput ; give input to the sound driver" line)
  • Vint10_specialStage (only touch the " jsr (sndDriverInput).l)
  • loc_92A+++++ (only touch the " jsr (sndDriverInput).l)
  • loc_BD6 (only touch the " jsr (sndDriverInput).l)
  • VintSub18 (only touch the " bsr.w sndDriverInput)
  • VintSub16 (only touch the " bsr.w sndDriverInput)
  • Loc_EFE (only touch the " bsr.w sndDriverInput)

Removal of sndDriverInput

Okay, we disabled the Sonic 2 Z80 sound driver junk, but we still have a vestige of the old driver taking up valuable ROM space. Locate:

sndDriverInput:
	lea	(Music_to_play&$00FFFFFF).l,a0
	lea	(Z80_RAM+zComRange).l,a1 ; $A01B80
	cmpi.b	#$80,8(a1)	; If this (zReadyFlag) isn't $80, the driver is processing a previous sound request.
	bne.s	loc_10C4	; So we'll wait until at least the next frame before putting anything in there.
	_move.b	0(a0),d0
	beq.s	loc_10A4
	_clr.b	0(a0)
	bra.s	loc_10AE
; ---------------------------------------------------------------------------

loc_10A4:
	move.b	4(a0),d0	; If there was something in Music_to_play_2, check what that was. Else, just go to the loop.
	beq.s	loc_10C4
	clr.b	4(a0)

loc_10AE:		; Check that the sound is not FE or FF
	move.b	d0,d1	; If it is, we need to put it in $A01B83 as $7F or $80 respectively
	subi.b	#$FE,d1
	bcs.s	loc_10C0
	addi.b	#$7F,d1
	move.b	d1,3(a1)
	bra.s	loc_10C4
; ---------------------------------------------------------------------------

loc_10C0:
	move.b	d0,8(a1)

loc_10C4:
	moveq	#4-1,d1
				; FFE4 (Music_to_play_2) goes to 1B8C (zMusicToPlay),
-	move.b	1(a0,d1.w),d0	; FFE3 (unk_FFE3) goes to 1B8B, (unknown)
	beq.s	+		; FFE2 (SFX_to_play_2) goes to 1B8A (zSFXToPlay2),
	tst.b	9(a1,d1.w)	; FFE1 (SFX_to_play) goes to 1B89 (zSFXToPlay).
	bne.s	+
	clr.b	1(a0,d1.w)
	move.b	d0,9(a1,d1.w)
+
	dbf	d1,-
	rts
; End of function sndDriverInput

and remove it. We don't need it anymore because the Sonic 3 driver does this stuff on its own, in its own way.

Upgrading the SoundDriverLoad Routine

Okay, now we are finally ready to install the Sonic 3 sound driver itself. SoundDriverLoad is located at the end of the ROM in Sonic 2 instead of the beginning, but we have some artwork entangled with it as well. We will have to relocate it while we insert the new code.

Delete everything from SoundDriverLoad until the line "; end of 'ROM'"

In its place, paste this:

; ---------------------------------------------------------------------------
; Subroutine to load the sound driver
; ---------------------------------------------------------------------------
; sub_EC000:
SoundDriverLoad:
		nop
		move.w	#$100,($A11100).l	; Z80 bus request - Start
		move.w	#$100,($A11200).l	; Z80 stop reset
		lea	(DriverData).l,a0
		lea	($A00000).l,a1
		move.w	#DriverDataEnd-DriverData,d0
 
DriverLoadLoop:
		move.b	(a0)+,(a1)+
		dbf	d0,DriverLoadLoop
		lea	(DriverPointers).l,a0
		lea	($A01300).l,a1
		move.w	#DriverPointersEnd-DriverPointers,d0
 
DriverPointersLoadLoop:
		move.b	(a0)+,(a1)+
		dbf	d0,	DriverPointersLoadLoop
		lea	(UniversalVoiceBank).l,a0
		lea	($A017D8).l,a1
		move.w	#UniversalVoiceBankEnd-UniversalVoiceBank,d0
 
UniversalVoiceBankLoadLoop:
		move.b	(a0)+,(a1)+
		dbf	d0,UniversalVoiceBankLoadLoop
		lea	(DriverResetData).l,a0
		lea	($A01C00).l,a1
		move.w	#DriverResetDataEnd-DriverResetData,d0
 
DriverResetDataLoadLoop:
		move.b	(a0)+,(a1)+
		dbf	d0,DriverResetDataLoadLoop
		btst	#6,($FFFFFFF8).w
		beq.s	DriverAlreadyInitialized
		move.b	#1,($A01C02).l
 
DriverAlreadyInitialized:
		move.w	#0,($A11200).l
		nop
		nop
		nop
		nop
		move.w	#$100,($A11200).l	; Z80 start reset
		move.w	#0,($A11100).l		; Z80 bus request - Stop
		rts
; End of function SoundDriverLoad
 
 
DriverResetData:
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DriverResetDataEnd:
 
	align $8000
DriverData:
		dc.b	$F3,$F3,$ED,$56,$C3,$89,$00,$00
		dc.b	$2A,$15
		dc.b	$00,$06,$00,$09,$08,$7E
		dc.b	$23,$66,$6F,$08,$C9
		dc.w	((($1300&$1FFF)>>$08)|(($1300&$1FFF)<<$08))&$FFFF
		dc.b	$00,$4F,$06,$00,$09,$09,$00,$00,$00
		dc.b	$7E,$23,$66,$6F,$C9,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
		dc.b	$00,$00,$00,$00,$00,$00,$00,$00,$F3,$F5,$FD,$E5,$D9,$ED,$5F,$32
		dc.b	$17,$1C,$CD,$21,$01,$3A,$02,$1C,$B7,$28,$12,$3A,$04,$1C,$B7,$20
		dc.b	$08,$3E,$06,$32,$04,$1C,$C3,$3D,$00,$3D,$32,$04,$1C,$AF,$32,$21
		dc.b	$1C,$3A,$30,$1C,$E6,$7F,$4F,$06,$00,$21,$DC,$00,$09,$7E
Z80_0x006E:
		dc.b	$C3,$4C,$11
		dc.b	$77,$0F,$77,$0F,$77,$0F,$77,$0F,$77,$0F,$77,$0F,$77,$0F,$77
		dc.b	$AF,$77
Z80_0x0082:
		dc.b	$D9,$FD,$E1,$F1,$06,$01,$C9,$31,$00,$20,$0E,$00,$06,$00
		dc.b	$10,$FE,$0D,$28,$F9,$CD,$29,$09,$3E,$80,$3E,$06,$32,$3E,$1C,$AF
		dc.b	$32,$27,$1C,$32,$30,$1C,$32,$3F,$1C,$32,$28,$1C,$3E,$05,$32,$04
		dc.b	$1C,$FB,$C3,$62,$10,$DD,$CB,$01,$7E,$C0,$DD,$CB,$00,$56,$C0,$DD
		dc.b	$86,$01,$DD,$CB,$01,$56,$20,$09,$32,$00,$40,$00,$79,$32,$01,$40
		dc.b	$C9,$D6,$04,$32,$02,$40,$00,$79,$32,$03,$40,$C9
Z80_0x00DC:
Dac_Sample_Selector:
		dc.b	((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F))
		dc.b	((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F))
		dc.b	((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F))
		dc.b	((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F))
		dc.b	((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F))
		dc.b	((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F))
		dc.b	((DacBank0>>$F)),((DacBank0>>$F)),((DacBank0>>$F)),((DacBank1>>$F))
		dc.b	((DacBank1>>$F)),((DacBank1>>$F)),((DacBank1>>$F)),((DacBank1>>$F))
		dc.b	((DacBank1>>$F)),((DacBank1>>$F)),((DacBank1>>$F)),((DacBank1>>$F))
		dc.b	((DacBank1>>$F)),((DacBank1>>$F)),((DacBank1>>$F)),((DacBank1>>$F))
		dc.b	((DacBank1>>$F)),((DacBank1>>$F)),((DacBank1>>$F)),((DacBank2>>$F))
		dc.b	((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F))
		dc.b	((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F))	
		dc.b	((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F))
		dc.b	((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F))
		dc.b	((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F))
		dc.b	((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F)),((DacBank2>>$F))
		dc.b	((DacBank2>>$F))
		dc.b	$CD,$E8,$07,$CD,$A2,$01,$CD,$B1,$09,$CD,$62,$08,$CD,$C6,$08
		dc.b	$3A,$16,$1C,$FE,$29,$20,$18,$3A,$0A,$1C,$FE,$2A,$28,$04,$FE,$32
		dc.b	$38,$04,$AF,$32,$0A,$1C,$AF,$32,$0B,$1C,$32,$0C,$1C,$18,$1F,$3A
		dc.b	$16,$1C,$FE,$FF,$28,$18,$21,$0A,$1C,$5E,$23,$56,$23,$7E,$B2,$B3
		dc.b	$28,$0C,$CD,$C7,$09,$CD,$DF,$04,$CD,$DF,$04,$CD,$DF,$04
Z80_0x016E:
		dc.b	$3A,$3E,$1C
		dc.b	$FE,$00
		dc.b	$C2
		dc.w	(((Z80DefaultBankSwitch&$1FFF)>>$08)|((Z80DefaultBankSwitch&$1FFF)<<$08))&$FFFF	
		dc.b	$CD
		dc.w	(((Z80BankSwitch0&$1FFF)>>$08)|((Z80BankSwitch0&$1FFF)<<$08))&$FFFF
		dc.b	$18,$03
Z80DefaultBankSwitch:
		dc.b	$CD
		dc.w	(((Z80BankSwitch&$1FFF)>>$08)|((Z80BankSwitch&$1FFF)<<$08))&$FFFF
		dc.b	$00,$00,$00,$00,$00
Z80_0x0183:
		dc.b	$AF,$32,$19,$1C,$3A,$16,$1C,$FE,$FF,$CC,$05,$0A,$DD
		dc.b	$21,$40,$1C,$DD,$CB,$00,$7E,$C4,$7A,$0B,$06,$08,$DD,$21,$70,$1C
		dc.b	$18,$1A,$3E,$01,$32,$19,$1C
Z80_0x01A7:
		dc.b	$3E,	((SndBank>>$0F))
		dc.b	$CD
		dc.w	(((Z80BankSwitch&$1FFF)>>$08)|((Z80BankSwitch&$1FFF)<<$08))&$FFFF
		dc.b	$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
		dc.b	$DD,$21,$F0,$1D,$06,$07,$C5,$DD,$CB,$00
		dc.b	$7E,$C4,$E6,$01,$11,$30,$00,$DD,$19,$C1,$10,$F0,$3A,$08,$1C,$B7
		dc.b	$C8,$3A,$2F,$1C,$B7,$C2,$E1,$01,$3A,$08,$1C,$32,$2F,$1C,$C3,$27
		dc.b	$01,$3D,$32,$2F,$1C,$C9,$DD,$CB,$01,$7E,$C2,$9C,$0F,$CD,$37,$03
		dc.b	$20,$17,$CD,$74,$02,$DD,$CB,$00,$66,$C0,$CD,$9B,$03,$CD,$6C,$04
		dc.b	$CD,$C6,$03,$CD,$28,$02,$C3,$3F,$03,$DD,$CB,$00,$66,$C0,$CD,$6A
		dc.b	$03,$DD,$7E,$1E,$B7,$28,$06,$DD,$35,$1E,$CA,$58,$03,$CD,$6C,$04
		dc.b	$DD,$CB,$00,$76,$C0,$CD,$C6,$03,$DD,$CB,$00,$56,$C0,$DD,$CB,$00
		dc.b	$46,$C2,$41,$02,$3E,$A4,$4C,$CD,$B5,$00,$3E,$A0,$4D,$CD,$B5,$00
		dc.b	$C9,$DD,$7E,$01,$FE,$02,$20,$EC,$06,$04,$21,$6F,$02,$C5,$7E,$23
		dc.b	$E5,$EB,$4E,$23,$46,$23,$EB,$DD,$6E,$0D,$DD,$66,$0E,$09,$F5,$4C
		dc.b	$CD,$C8,$00,$F1,$D6,$04,$4D,$CD,$C8,$00,$E1,$C1,$10,$DF,$C9,$AD
		dc.b	$AE,$AC,$A6,$C9,$DD,$5E,$03,$DD,$56,$04,$DD,$CB,$00,$8E,$DD,$CB
		dc.b	$00,$A6,$1A,$13,$FE,$E0,$D2,$CF,$0B,$08,$CD,$58,$03,$08,$DD,$CB
		dc.b	$00,$5E,$C2,$E5,$02,$B7,$F2,$05,$03,$D6,$81,$F2,$A3,$02,$CD,$44
		dc.b	$10,$18,$2E,$DD,$86,$05,$21,$88,$0A,$F5,$DF,$F1,$DD,$CB,$01,$7E
		dc.b	$20,$19,$D5,$16,$08,$1E,$0C,$08,$AF,$08,$93,$38,$05,$08,$82,$18
		dc.b	$F8,$08,$83,$21,$30,$0B,$DF,$08,$B4,$67,$D1,$DD,$75,$0D,$DD,$74
		dc.b	$0E,$1A,$B7,$F2,$04,$03,$DD,$7E,$0C,$DD,$77,$0B,$18,$2D,$1A,$13
		dc.b	$DD,$77,$11,$18,$1E,$67,$1A,$13,$6F,$B4,$28,$0C,$DD,$7E,$05,$06
		dc.b	$00,$B7,$F2,$F6,$02,$05,$4F,$09,$DD,$75,$0D,$DD,$74,$0E,$1A,$13
		dc.b	$DD,$77,$11,$1A,$13,$CD,$2D,$03,$DD,$77,$0C,$DD,$73,$03,$DD,$72
		dc.b	$04,$DD,$7E,$0C,$DD,$77,$0B,$DD,$CB,$00,$4E,$C0,$AF,$DD,$77,$25
		dc.b	$DD,$77,$22,$DD,$77,$17,$DD,$7E,$1F,$DD,$77,$1E,$C9,$DD,$46,$02
		dc.b	$05,$C8,$4F,$81,$10,$FD,$C9,$DD,$7E,$0B,$3D,$DD,$77,$0B,$C9,$DD
		dc.b	$7E,$0D,$DD,$B6,$0E,$C8,$DD,$7E,$00,$E6,$06,$C0,$DD,$7E,$01,$F6
		dc.b	$F0,$4F,$3E,$28,$CD,$C8,$00,$C9,$DD,$7E,$00,$E6,$06,$C0,$DD,$4E
		dc.b	$01,$CB,$79,$C0,$3E,$28,$CD,$C8,$00,$C9,$DD,$7E,$18,$B7,$C8,$F8
		dc.b	$3D,$0E,$0A,$CF,$DF,$CD,$12,$10,$DD,$66,$1D,$DD,$6E,$1C,$11,$AE
		dc.b	$04,$06,$04,$DD,$4E,$19,$F5,$CB,$29,$C5,$30,$08,$86,$E6,$7F,$4F
		dc.b	$1A,$CD,$B5,$00,$C1,$13,$23,$F1,$10,$EC,$C9,$DD,$CB,$07,$7E,$C8
		dc.b	$DD,$CB,$00,$4E,$C0,$DD,$5E,$20,$DD,$56,$21,$DD,$E5,$E1,$06,$00
		dc.b	$0E,$24,$09,$EB,$ED,$A0,$ED,$A0,$ED,$A0,$7E,$CB,$3F,$12,$AF,$DD
		dc.b	$77,$22,$DD,$77,$23,$C9,$DD,$7E,$07,$B7,$C8,$FE,$80,$20,$48,$DD
		dc.b	$35,$24,$C0,$DD,$34,$24,$E5,$DD,$6E,$22,$DD,$66,$23,$DD,$5E,$20
		dc.b	$DD,$56,$21,$D5,$FD,$E1,$DD,$35,$25,$20,$17,$FD,$7E,$01,$DD,$77
		dc.b	$25,$DD,$7E,$26,$4F,$E6,$80,$07,$ED,$44,$47,$09,$DD,$75,$22,$DD
		dc.b	$74,$23,$C1,$09,$DD,$35,$27,$C0,$FD,$7E,$03,$DD,$77,$27,$DD,$7E
		dc.b	$26,$ED,$44,$DD,$77,$26,$C9,$3D,$EB,$0E,$08,$CF,$DF,$18,$03,$DD
		dc.b	$77,$25,$E5,$DD,$4E,$25,$06,$00,$09,$7E,$E1,$CB,$7F,$CA,$5D,$04
		dc.b	$FE,$82,$28,$12,$FE,$80,$28,$12,$FE,$84,$28,$11,$26,$FF,$30,$1F
		dc.b	$DD,$CB,$00,$F6,$E1,$C9,$03,$0A,$18,$D5,$AF,$18,$D2,$03,$0A,$DD
		dc.b	$86,$22,$DD,$77,$22,$DD,$34,$25,$DD,$34,$25,$18,$C5,$26,$00,$6F
		dc.b	$DD,$46,$22,$04,$EB,$19,$10,$FD,$DD,$34,$25,$C9,$DD,$66,$0E,$DD
		dc.b	$6E,$0D,$06,$00,$DD,$7E,$10,$B7,$F2,$7D,$04,$06,$FF,$4F,$09,$C9
		dc.b	$2A,$37,$1C,$3A,$19,$1C,$B7,$28,$06,$DD,$6E,$2A,$DD,$66,$2B,$AF
		dc.b	$B0,$C8,$11,$19,$00,$19,$10,$FD,$C9,$B0,$30,$38,$34,$3C,$50,$58
		dc.b	$54,$5C,$60,$68,$64,$6C,$70,$78,$74,$7C,$80,$88,$84,$8C,$40,$48
		dc.b	$44,$4C,$90,$98,$94,$9C,$11,$99,$04,$DD,$4E,$0A,$3E,$B4,$CD,$B5
		dc.b	$00,$CD,$D7,$04,$DD,$77,$1B,$06,$14,$CD,$D7,$04,$10,$FB,$DD,$75
		dc.b	$1C,$DD,$74,$1D,$C3,$9C,$0C,$1A,$13,$4E,$23,$CD,$B5,$00,$C9,$3A
		dc.b	$05,$1C,$32,$09,$1C,$3A,$06,$1C,$32,$05,$1C,$3A,$07,$1C,$32,$06
		dc.b	$1C,$AF,$32,$07,$1C,$3A,$09,$1C,$FE,$FF,$CA,$FB,$09,$FE,$33,$DA
		dc.b	$4A,$05,$FE,$E0,$DA,$99,$06,$FE,$E1,$DA,$29,$09,$FE,$E6,$D2,$29
		dc.b	$09,$D6,$E1,$21,$1C,$05,$DF,$AF,$32,$18,$1C,$E9,$45,$08,$29,$09
		dc.b	$A1,$09,$26,$05,$45,$08,$DD,$21,$F0,$1D,$06,$07,$3E,$01,$32,$19
		dc.b	$1C,$C5,$DD,$CB,$00,$7E,$C4,$45,$05,$11,$30,$00,$DD,$19,$C1,$10
		dc.b	$F0,$CD,$80,$06,$C9,$E5,$E5,$C3,$61,$0C,$D6,$01,$F8,$F5,$FE,$29
		dc.b	$C2,$CD,$05,$3A,$29,$1C,$B7,$CA,$72,$05,$AF,$32,$0A,$1C,$32,$0B
		dc.b	$1C,$32,$0C,$1C,$32,$05,$1C,$32,$06,$1C,$32,$07,$1C,$32,$09,$1C
		dc.b	$F1,$C9,$3A,$16,$1C,$FE,$29,$CA,$D0,$05,$AF,$32,$0A,$1C,$32,$0B
		dc.b	$1C,$32,$0C,$1C,$32,$05,$1C,$32,$06,$1C,$32,$07,$1C,$3A,$3E,$1C
		dc.b	$32,$2D,$1C,$3A,$08,$1C,$32,$2E,$1C,$AF,$32,$08,$1C,$21,$40,$1C
		dc.b	$11,$F0,$1D,$01,$B0,$01,$ED,$B0,$21,$F0,$1D,$11,$30,$00,$06,$09
		dc.b	$7E,$E6,$7F,$CB,$D6,$77,$19,$10,$F7,$3E,$29,$32,$16,$1C,$3A,$24
		dc.b	$1C,$32,$2C,$1C,$2A,$37,$1C,$22,$2A,$1C,$C3,$D0,$05,$CD,$29,$09
		dc.b	$F1,$F5
Z80_0x05D2:
		dc.b	$21,$48,$0B
		dc.b	$85,$6F,$8C,$95,$67,$22,$DE,$05,$3A,$48,$0B
		dc.b	$32,$3E,$1C
Z80_0x05E3:
		dc.b	$CD
		dc.w	(((Z80BankSwitch&$1FFF)>>$08)|((Z80BankSwitch&$1FFF)<<$08))&$FFFF
		dc.b	$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
		dc.b	$3E,$B6,$32,$02,$40,$00,$3E,$C0,$32,$03,$40
		dc.b	$F1,$0E,$04,$CF,$DF,$E5,$E5,$E7,$22,$37,$1C,$E1,$FD,$E1,$FD,$7E
		dc.b	$05,$32,$13,$1C,$32,$24,$1C,$11,$06,$00,$19,$22,$33,$1C,$21,$85
		dc.b	$06,$22,$35,$1C,$11,$40,$1C,$FD,$46,$02,$FD,$7E,$04,$C5,$2A,$35
		dc.b	$1C,$ED,$A0,$ED,$A0,$12,$13,$22,$35,$1C,$2A,$33,$1C,$ED,$A0,$ED
		dc.b	$A0,$ED,$A0,$ED,$A0,$22,$33,$1C,$CD,$AE,$07,$C1,$10,$DF,$FD,$7E
		dc.b	$03,$B7,$CA,$80,$06,$47,$21,$93,$06,$22,$35,$1C,$11,$60,$1D,$FD
		dc.b	$7E,$04,$C5,$2A,$35,$1C,$ED,$A0,$ED,$A0,$12,$13,$22,$35,$1C,$2A
		dc.b	$33,$1C,$01,$06,$00,$ED,$B0,$22,$33,$1C,$CD,$B5,$07,$C1,$10,$E2
		dc.b	$AF,$32,$09,$1C,$C9,$80,$06,$80,$00,$80,$01,$80,$02,$80,$04,$80
		dc.b	$05,$80,$06,$80,$80,$80,$A0,$80,$C0,$D6,$33,$B7,$C2,$A7,$06,$3A
		dc.b	$28,$1C,$EE,$01,$32,$28,$1C,$08
Z80_0x06A8:
		dc.b	$3E,	((SndBank>>$0F))
		dc.b	$CD
		dc.w	(((Z80BankSwitch&$1FFF)>>$08)|((Z80BankSwitch&$1FFF)<<$08))&$FFFF		
		dc.b	$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
Z80_0x06B7:
		dc.b	$AF,$0E,$06,$32,$19,$1C,$08,$FE,$78
		dc.b	$CA,$F5,$06,$FE,$89,$DA,$EF,$06,$F5,$47,$3A,$25,$1C,$90,$C2,$E4
		dc.b	$06,$3E,$80,$32,$26,$1C,$CF,$F1,$4F,$DF,$23,$23,$23,$7E,$32,$31
		dc.b	$1C,$C3,$80,$06,$AF,$32,$26,$1C,$F1,$32,$25,$1C,$C3,$F5,$06,$F5
		dc.b	$AF,$32,$27,$1C,$F1,$CF,$DF,$E5,$E7,$22,$39,$1C,$AF,$32,$15,$1C
		dc.b	$E1,$E5,$FD,$E1,$FD,$7E,$02,$32,$3B,$1C,$11,$04,$00,$19,$FD,$46
		dc.b	$03,$78,$32,$31,$1C,$C5,$E5,$23,$4E,$CD,$78,$07,$CB,$D6,$DD,$E5
		dc.b	$3A,$19,$1C,$B7,$28,$03,$E1,$FD,$E5,$D1,$E1,$ED,$A0,$1A,$FE,$02
		dc.b	$CC,$5E,$09,$ED,$A0,$3A,$3B,$1C,$12,$13,$ED,$A0,$ED,$A0,$ED,$A0
		dc.b	$ED,$A0,$CD,$AE,$07,$DD,$CB,$00,$7E,$28,$0C,$DD,$7E,$01,$FD,$BE
		dc.b	$01,$20,$04,$FD,$CB,$00,$D6,$E5,$2A,$39,$1C,$3A,$19,$1C,$B7,$28
		dc.b	$04,$FD,$E5,$DD,$E1,$DD,$75,$2A,$DD,$74,$2B,$CD,$58,$03,$CD,$6B
		dc.b	$09,$E1,$C1,$10,$A0,$C3,$80,$06,$CB,$79,$20,$08,$79,$CB,$57,$28
		dc.b	$1A,$3D,$18,$17,$3E,$1F,$CD,$4D,$10,$3E,$FF,$32,$11,$7F,$79,$CB
		dc.b	$3F,$CB,$3F,$CB,$3F,$CB,$3F,$CB,$3F,$C6,$02,$D6,$02,$32,$32,$1C
		dc.b	$F5,$21,$C8,$07,$DF,$E5,$DD,$E1,$F1,$21,$D8,$07,$DF,$C9,$08,$AF
		dc.b	$12,$13,$12,$13,$08,$EB,$36,$30,$23,$36,$C0,$23,$36,$01,$06,$24
		dc.b	$23,$36,$00,$10,$FB,$23,$EB,$C9,$F0,$1D,$20,$1E,$50,$1E,$80,$1E
		dc.b	$B0,$1E,$E0,$1E,$10,$1F,$10,$1F,$D0,$1C,$00,$1D,$30,$1D,$40,$1C
		dc.b	$60,$1D,$90,$1D,$C0,$1D,$C0,$1D,$21,$10,$1C,$7E,$B7,$C8,$FA,$F9
		dc.b	$07,$D1,$3D,$C0,$36,$02,$C3,$72,$09,$AF,$77,$3A,$0D,$1C,$B7,$C2
		dc.b	$29,$09,$DD,$21,$70,$1C,$06,$06,$3A,$11,$1C,$B7,$20,$06,$DD,$CB
		dc.b	$00,$7E,$28,$08,$DD,$4E,$0A,$3E,$B4,$CD,$B5,$00,$11,$30,$00,$DD
		dc.b	$19,$10,$E5,$DD,$21,$40,$1F,$06,$07,$DD,$CB,$00,$7E,$28,$0E,$DD
		dc.b	$CB,$01,$7E,$20,$08,$DD,$4E,$0A,$3E,$B4,$CD,$B5,$00,$11,$30,$00
		dc.b	$DD,$19,$10,$E5,$C9,$3E,$28,$32,$0D,$1C,$3E,$06,$32,$0F,$1C,$32
		dc.b	$0E,$1C,$AF,$32,$40,$1C,$32,$C0,$1D,$32,$60,$1D,$32,$90,$1D,$C3
		dc.b	$A1,$09,$21,$0D,$1C,$7E,$B7,$C8,$FC,$52,$08,$CB,$BE,$3A,$0F,$1C
		dc.b	$3D,$28,$04,$32,$0F,$1C,$C9,$3A,$0E,$1C,$32,$0F,$1C,$3A,$0D,$1C
		dc.b	$3D,$32,$0D,$1C,$CA,$29,$09,$3A,$3E,$1C
Z80_0x088A:
		dc.b	$21,$00,$60
		dc.b	$77,$1F,$77,$1F,$77,$1F,$77,$AF,$16,$01,$72,$77,$77,$77,$77
Z80_0x089C:
		dc.b	$DD,$21,$40,$1C
		dc.b	$06,$06,$DD,$34,$06,$F2,$AD,$08,$DD,$35,$06,$18,$11,$DD,$CB,$00
		dc.b	$7E,$28,$0B,$DD,$CB,$00,$56,$20,$05,$C5,$CD,$9C,$0C,$C1,$11,$30
		dc.b	$00,$DD,$19,$10,$DD,$C9,$3A,$29,$1C,$B7,$C8,$3A,$3E,$1C
Z80_0x08CE:
		dc.b	$CD
		dc.w	(((Z80BankSwitch&$1FFF)>>$08)|((Z80BankSwitch&$1FFF)<<$08))&$FFFF
		dc.b	$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
Z80_0x08E0:
		dc.b	$3A,$0E,$1C,$3D,$32,$0E,$1C,$C0,$3A,$0F,$1C,$32,$0E,$1C,$06,$05
		dc.b	$DD,$21,$70,$1C,$11,$30,$00,$DD,$7E,$06,$3D,$DD,$77,$06,$C5,$CD
		dc.b	$9C,$0C,$C1,$DD,$19,$10,$F0,$3A,$29,$1C,$3D,$32,$29,$1C,$C0,$06
		dc.b	$03,$DD,$21,$60,$1D,$11,$30,$00,$DD,$CB,$00,$96,$DD,$19,$10,$F8
		dc.b	$DD,$21,$40,$1C,$DD,$CB,$00,$96,$C9,$21,$0D,$1C,$11,$0E,$1C,$01
		dc.b	$C6,$03,$36,$00,$ED,$B0,$AF,$32,$08,$1C,$DD,$21,$85,$06,$06,$06
		dc.b	$C5,$CD,$DB,$09,$CD,$6B,$09,$DD,$23,$DD,$23,$C1,$10,$F2,$06,$07
		dc.b	$AF,$32,$0D,$1C,$CD,$A1,$09,$0E,$00,$3E,$2B,$CD,$C8,$00,$AF,$32
		dc.b	$12,$1C,$4F,$3E,$27,$CD,$C8,$00,$C3,$80,$06,$3E,$90,$0E,$00,$C3
		dc.b	$EF,$09,$CD,$A1,$09,$C5,$F5,$06,$03,$3E,$B4,$0E,$00,$F5,$CD,$C8
		dc.b	$00,$F1,$3C,$10,$F8,$06,$02,$3E,$B4,$F5,$CD,$D3,$00,$F1,$3C,$10
		dc.b	$F8,$0E,$00,$06,$06,$3E,$28,$F5,$CD,$C8,$00,$0C,$F1,$10,$F8,$F1
		dc.b	$C1,$C5,$06,$04,$3E,$9F,$32,$11,$7F,$C6,$20,$10,$F9,$C1,$C3,$80
		dc.b	$06,$3A,$24,$1C,$21,$13,$1C,$86,$77,$D0,$21,$4B,$1C,$11,$30,$00
		dc.b	$06,$09,$34,$19,$10,$FC,$C9,$21,$0A,$1C,$11,$05,$1C,$ED,$A0,$ED
		dc.b	$A0,$ED,$A0,$AF,$2B,$77,$2B,$77,$2B,$77,$C9,$CD,$EB,$09,$3E,$40
		dc.b	$0E,$7F,$CD,$EF,$09,$DD,$4E,$01,$C3,$64,$03,$3E,$80,$0E,$FF,$06
		dc.b	$04,$F5,$CD,$B5,$00,$F1,$C6,$04,$10,$F7,$C9,$CD,$29,$09,$3E,$01
		dc.b	$32,$3F,$1C,$E1,$C9,$AF,$32,$16,$1C,$3A,$2C,$1C,$32,$24,$1C,$3A
		dc.b	$2E,$1C,$32,$08,$1C,$2A,$2A,$1C,$22,$37,$1C
Z80_0x0A1B:
		dc.b	$3A,$2D,$1C,$32,$3E,$1C
		dc.b	$CD
		dc.w	(((Z80BankSwitch&$1FFF)>>$08)|((Z80BankSwitch&$1FFF)<<$08))&$FFFF
		dc.b	$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
Z80_0x0A33:
		dc.b	$21,$F0,$1D,$11,$40,$1C,$01,$B0,$01,$ED,$B0,$3A,$40
		dc.b	$1C,$F6,$84,$32,$40,$1C,$DD,$21,$70,$1C,$06,$08,$DD,$7E,$00,$F6
		dc.b	$84,$DD,$77,$00,$DD,$CB,$01,$7E,$C2,$73,$0A,$DD,$CB,$00,$96,$DD
		dc.b	$7E,$06,$C6,$40,$DD,$77,$06,$DD,$7E,$08,$C5,$47,$CD,$80,$04,$CD
		dc.b	$B6,$04,$C1,$11,$30,$00,$DD,$19,$10,$D2,$3E,$40,$32,$29,$1C,$3E
		dc.b	$02,$32,$0F,$1C,$32,$0E,$1C,$C9,$FF,$03,$FF,$03,$FF,$03,$FF,$03
		dc.b	$FF,$03,$FF,$03,$FF,$03,$FF,$03,$FF,$03,$F7,$03,$BE,$03,$88,$03
		dc.b	$56,$03,$26,$03,$F9,$02,$CE,$02,$A5,$02,$80,$02,$5C,$02,$3A,$02
		dc.b	$1A,$02,$FB,$01,$DF,$01,$C4,$01,$AB,$01,$93,$01,$7D,$01,$67,$01
		dc.b	$53,$01,$40,$01,$2E,$01,$1D,$01,$0D,$01,$FE,$00,$EF,$00,$E2,$00
		dc.b	$D6,$00,$C9,$00,$BE,$00,$B4,$00,$A9,$00,$A0,$00,$97,$00,$8F,$00
		dc.b	$87,$00,$7F,$00,$78,$00,$71,$00,$6B,$00,$65,$00,$5F,$00,$5A,$00
		dc.b	$55,$00,$50,$00,$4B,$00,$47,$00,$43,$00,$40,$00,$3C,$00,$39,$00
		dc.b	$36,$00,$33,$00,$30,$00,$2D,$00,$2B,$00,$28,$00,$26,$00,$24,$00
		dc.b	$22,$00,$20,$00,$1F,$00,$1D,$00,$1B,$00,$1A,$00,$18,$00,$17,$00
		dc.b	$16,$00,$15,$00,$13,$00,$12,$00,$11,$00,$10,$00,$00,$00,$00,$00
		dc.b	$84,$02,$AB,$02,$D3,$02,$FE,$02,$2D,$03,$5C,$03,$8F,$03,$C5,$03
		dc.b	$FF,$03,$3C,$04,$7C,$04,$C0,$04
BankSelector:
		dc.b	((Bank1>>$0F)),((Bank1>>$0F)),((Bank1>>$0F)),((Bank1>>$0F))
		dc.b	((Bank1>>$0F)),((Bank1>>$0F)),((Bank1>>$0F)),((Bank1>>$0F))
		dc.b	((Bank1>>$0F)),((Bank1>>$0F)),((Bank2>>$0F)),((Bank2>>$0F))
		dc.b	((Bank2>>$0F)),((Bank2>>$0F)),((Bank2>>$0F)),((Bank2>>$0F))
		dc.b	((Bank2>>$0F)),((Bank2>>$0F)),((Bank2>>$0F)),((Bank2>>$0F))
		dc.b	((Bank2>>$0F)),((Bank2>>$0F)),((Bank2>>$0F)),((Bank2>>$0F))
		dc.b	((Bank2>>$0F)),((Bank1>>$0F)),((Bank2>>$0F)),((Bank2>>$0F))
		dc.b	((Bank3>>$0F)),((Bank3>>$0F)),((Bank3>>$0F)),((Bank3>>$0F))
		dc.b	((Bank3>>$0F)),((Bank3>>$0F)),((Bank3>>$0F)),((Bank3>>$0F))
		dc.b	((Bank3>>$0F)),((Bank3>>$0F)),((Bank3>>$0F)),((Bank3>>$0F))
		dc.b	((Bank2>>$0F)),((Bank3>>$0F)),((Bank3>>$0F)),((Bank3>>$0F))	
		dc.b	((Bank3>>$0F)),((Bank0>>$0F)),((Bank2>>$0F)),((Bank0>>$0F))
		dc.b	((Bank3>>$0F)),((Bank3>>$0F))
		dc.b	$CD,$37,$03,$C0,$DD,$5E
		dc.b	$03,$DD,$56,$04,$1A,$13,$FE,$E0,$D2,$C5,$0B,$B7,$FA,$93,$0B,$1B
		dc.b	$DD,$7E,$0D,$DD,$77,$0D,$FE,$80,$CA,$B5,$0B,$CB,$BF,$D5,$08,$CD
		dc.b	$58,$03,$CD,$5E,$09,$08,$DD,$21,$40,$1C,$DD,$CB,$00,$56,$C2,$B4
		dc.b	$0B,$32,$30,$1C,$D1,$1A,$13,$B7,$F2,$05,$03,$1B,$DD,$7E,$0C,$DD
		dc.b	$77,$0B,$C3,$0B,$03,$21,$CB,$0B,$C3,$D2,$0B,$13,$C3,$84,$0B,$21
		dc.b	$DB,$0B,$E5,$D6,$E0,$21,$DF,$0B,$DF,$1A,$E9,$13,$C3,$82,$02,$33
		dc.b	$0C,$59,$0C,$5D,$0C,$61,$0C,$67,$0C,$83,$0C,$85,$0C,$BD,$0C,$C3
		dc.b	$0C,$47,$0C,$2F,$0C,$CD,$0C,$E3,$0C,$FD,$0C,$03,$0D,$10,$0D,$4F
		dc.b	$0D,$5D,$0D,$69,$0D,$11,$0E,$65,$0D,$30,$0E,$39,$0E,$3F,$0E,$56
		dc.b	$0E,$70,$0E,$83,$0E,$89,$0E,$90,$0E,$B2,$0E,$C0,$0E,$07,$0F,$0E
		dc.b	$0F,$12,$0F,$1A,$0F,$55,$0F,$63,$0F,$72,$0F,$8D,$0F,$96,$0F,$32
		dc.b	$30,$1C,$C9,$0E,$3F,$DD,$7E,$0A,$A1,$D5,$EB,$B6,$DD,$77,$0A,$4F
		dc.b	$3E,$B4,$CD,$B5,$00,$D1,$C9,$21,$27,$1C,$7E,$DD,$86,$05,$DD,$77
		dc.b	$05,$FE,$10,$CA,$57,$0C,$34,$1B,$C9,$DD,$77,$10,$C9,$32,$16,$1C
		dc.b	$C9,$CD,$DB,$09,$C3,$69,$0D,$DD,$CB,$01,$7E,$28,$0D,$CB,$3F,$CB
		dc.b	$3F,$CB,$3F,$EE,$0F,$E6,$0F,$C3,$F9,$0C,$EE,$7F,$E6,$7F,$DD,$77
		dc.b	$06,$18,$19,$13,$1A,$DD,$CB,$01,$7E,$C0,$DD,$86,$06,$F2,$99,$0C
		dc.b	$EA,$97,$0C,$AF,$C3,$99,$0C,$3E,$7F,$DD,$77,$06,$D5,$11,$AE,$04
		dc.b	$DD,$6E,$1C,$DD,$66,$1D,$06,$04,$7E,$B7,$F2,$B0,$0C,$DD,$86,$06
		dc.b	$E6,$7F,$4F,$1A,$CD,$B5,$00,$13,$23,$10,$ED,$D1,$C9,$DD,$CB,$00
		dc.b	$CE,$1B,$C9,$CD,$2D,$03,$DD,$77,$1E,$DD,$77,$1F,$C9,$13,$C6,$28
		dc.b	$4F,$06,$00,$DD,$E5,$E1,$09,$7E,$3D,$CA,$DE,$0C,$13,$C9,$AF,$77
		dc.b	$C3,$39,$0E,$DD,$CB,$01,$7E,$C8,$DD,$CB,$00,$A6,$DD,$35,$17,$DD
		dc.b	$86,$06,$FE,$0F,$DA,$F9,$0C,$3E,$0F,$DD,$77,$06,$C9,$D6,$40,$DD
		dc.b	$77,$05,$C9,$CD,$0A,$0D,$CD,$C8,$00,$C9,$EB,$7E,$23,$4E,$EB,$C9
		dc.b	$DD,$CB,$01,$7E,$20,$30,$CD,$EB,$09,$1A,$DD,$77,$08,$B7,$F2,$3C
		dc.b	$0D,$13,$1A,$DD,$77,$0F,$D5,$DD,$7E,$0F,$D6,$81,$0E,$04,$CF,$DF
		dc.b	$E7,$DD,$7E,$08,$E6,$7F,$47,$CD,$8F,$04,$18,$05,$D5,$47,$CD,$80
		dc.b	$04,$CD,$B6,$04,$D1,$C9,$B7,$F2,$35,$0E,$13,$C3,$35,$0E,$C9,$DD
		dc.b	$73,$20,$DD,$72,$21,$DD,$36,$07,$80,$13,$13,$13,$C9,$13,$DD,$CB
		dc.b	$01,$7E,$20,$01,$1A,$DD,$77,$07,$C9,$DD,$CB,$00,$BE,$3E,$1F,$32
		dc.b	$15,$1C,$CD,$58,$03,$DD,$4E,$01,$DD,$E5,$CD,$78,$07,$3A,$19,$1C
		dc.b	$B7,$28,$77,$AF,$32,$18,$1C,$E5,$2A,$37,$1C,$DD,$E1,$DD,$CB,$00
		dc.b	$96,$DD,$CB,$01,$7E,$20,$68,$DD,$CB,$00,$7E,$28,$5D,$3E,$02,$DD
		dc.b	$BE,$01,$20,$0D,$3E,$4F,$DD,$CB,$00,$46,$20,$02,$E6,$0F,$CD,$E9
		dc.b	$0E,$DD,$7E,$08,$B7,$F2,$BD,$0D,$CD,$26,$0D,$18,$3A,$47,$E5
Z80_0x0DBF:
		dc.b	$3A,$3E,$1C
		dc.b	$CD
		dc.w	(((Z80BankSwitch&$1FFF)>>$08)|((Z80BankSwitch&$1FFF)<<$08))&$FFFF		
		dc.b	$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
Z80_0x0DD4:
		dc.b	$E1,$CD,$8F,$04,$CD,$B6,$04
Z80_0x0DDB:
		dc.b	$3E,((SndBank>>$0F))
		dc.b	$CD
		dc.w	(((Z80BankSwitch&$1FFF)>>$08)|((Z80BankSwitch&$1FFF)<<$08))&$FFFF		
		dc.b	$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
		dc.b	$DD,$7E,$18,$B7,$F2,$FA
		dc.b	$0D,$DD,$5E,$19,$DD,$56,$1A,$CD,$7C,$0F,$DD,$E1,$E1,$E1,$C9,$DD
		dc.b	$CB,$00,$46,$28,$F5,$DD,$7E,$1A,$B7,$F2,$0F,$0E,$32,$11,$7F,$18
		dc.b	$E9,$DD,$CB,$01,$56,$C0,$3E,$DF,$32,$11,$7F,$1A,$DD,$77,$1A,$DD
		dc.b	$CB,$00,$C6,$B7,$20,$06,$DD,$CB,$00,$86,$3E,$FF,$32,$11,$7F,$C9
		dc.b	$DD,$CB,$01,$7E,$C8,$DD,$77,$08,$C9,$EB,$5E,$23,$56,$1B,$C9,$13
		dc.b	$C6,$28,$4F,$06,$00,$DD,$E5,$E1,$09,$7E,$B7,$20,$02,$1A,$77,$13
		dc.b	$35,$C2,$39,$0E,$13,$C9,$4F,$13,$1A,$47,$C5,$DD,$E5,$E1,$DD,$35
		dc.b	$09,$DD,$4E,$09,$DD,$35,$09,$06,$00,$09,$72,$2B,$73,$D1,$1B,$C9
		dc.b	$DD,$E5,$E1,$DD,$4E,$09,$06,$00,$09,$5E,$23,$56,$DD,$34,$09,$DD
		dc.b	$34,$09,$C9,$DD,$CB,$07,$BE,$1B,$C9,$DD,$86,$05,$DD,$77,$05,$C9
		dc.b	$3A,$26,$1C,$FE,$80,$CA,$A1,$0E,$AF,$32,$25,$1C,$32,$26,$1C,$13
		dc.b	$C9,$3A,$31,$1C,$3D,$32,$31,$1C,$C2,$39,$0E,$AF,$32,$26,$1C,$C3
		dc.b	$39,$0E,$FE,$01,$20,$05,$DD,$CB,$00,$DE,$C9,$DD,$CB,$00,$9E,$C9
		dc.b	$DD,$7E,$01,$FE,$02,$20,$2C,$DD,$CB,$00,$C6,$EB,$CD,$73,$02,$06
		dc.b	$04,$C5,$7E,$23,$E5,$21,$F7,$0E,$87,$4F,$06,$00,$09,$ED,$A0,$ED
		dc.b	$A0,$E1,$C1,$10,$EC,$EB,$1B,$3E,$4F,$32,$12,$1C,$4F,$3E,$27,$CD
		dc.b	$C8,$00,$C9,$13,$13,$13,$C9,$00,$00,$32,$01,$8E,$01,$E4,$01,$34
		dc.b	$02,$7E,$02,$C2,$02,$F0,$02,$21,$1F,$0C,$DF,$13,$1A,$E9,$32,$24
		dc.b	$1C,$C9,$DD,$E5,$CD,$F8,$04,$DD,$E1,$C9,$32,$11,$1C,$B7,$28,$1D
		dc.b	$DD,$E5,$D5,$DD,$21,$40,$1C,$06,$09,$11,$30,$00,$DD,$CB,$00,$BE
		dc.b	$CD,$5E,$03,$DD,$19,$10,$F5,$D1,$DD,$E1,$C3,$A1,$09,$DD,$E5,$D5
		dc.b	$DD,$21,$40,$1C,$06,$09,$11,$30,$00,$DD,$CB,$00,$FE,$DD,$19,$10
		dc.b	$F8,$D1,$DD,$E1,$C9,$EB,$5E,$23,$56,$23,$4E,$06,$00,$23,$EB,$ED
		dc.b	$B0,$1B,$C9,$06,$09,$21,$42,$1C,$C5,$01,$30,$00,$77,$09,$C1,$10
		dc.b	$F7,$C9,$DD,$36,$18,$80,$DD,$73,$19,$DD,$72,$1A,$21,$B2,$04,$06
		dc.b	$04,$1A,$13,$4F,$7E,$23,$CD,$B5,$00,$10,$F6,$1B,$C9,$DD,$77,$18
		dc.b	$13,$1A,$DD,$77,$19,$C9,$AF,$32,$27,$1C,$1B,$C9,$CD,$37,$03,$20
		dc.b	$0D,$CD,$74,$02,$DD,$CB,$00,$66,$C0,$CD,$9B,$03,$18,$0C,$DD,$7E
		dc.b	$1E,$B7,$28,$06,$DD,$35,$1E,$CA,$44,$10,$CD,$6C,$04,$CD,$C6,$03
		dc.b	$DD,$CB,$00,$56,$C0,$DD,$4E,$01,$7D,$E6,$0F,$B1,$32,$11,$7F,$7D
		dc.b	$E6,$F0,$B4,$0F,$0F,$0F,$0F,$32,$11,$7F,$DD,$7E,$08,$B7,$0E,$00
		dc.b	$28,$09,$3D,$0E,$0A,$CF,$DF,$CD,$12,$10,$4F,$DD,$CB,$00,$66,$C0
		dc.b	$DD,$7E,$06,$81,$CB,$67,$28,$02,$3E,$0F,$DD,$B6,$01,$C6,$10,$DD
		dc.b	$CB,$00,$46,$20,$04,$32,$11,$7F,$C9,$C6,$20,$32,$11,$7F,$C9,$DD
		dc.b	$77,$17,$E5,$DD,$4E,$17,$06,$00,$09,$7E,$E1,$CB,$7F,$28,$21,$FE
		dc.b	$83,$28,$0C,$FE,$81,$28,$13,$FE,$80,$28,$0C,$03,$0A,$18,$E0,$DD
		dc.b	$CB,$00,$E6,$E1,$C3,$44,$10,$AF,$18,$D5,$E1,$DD,$CB,$00,$E6,$C9
		dc.b	$DD,$34,$17,$C9,$DD,$CB,$00,$E6,$DD,$CB,$00,$56,$C0,$3E,$1F,$DD
		dc.b	$86,$01,$B7,$F0,$32,$11,$7F,$DD,$CB,$00,$46,$C8,$3E,$FF,$32,$11
		dc.b	$7F,$C9,$F3,$3E,$2B,$0E,$00,$CD,$C8,$00,$FB,$3A,$3F,$1C,$B7,$C2
		dc.b	$FE,$10,$3A,$30,$1C,$B7,$28,$F2,$3E,$2B,$0E,$80,$F3,$CD,$C8,$00
		dc.b	$FB,$FD,$21,$EE,$10,$21,$30,$1C,$7E,$3D,$CB,$FE,$21,$00,$80,$DF
		dc.b	$0E,$80,$7E,$32,$A3,$10,$32,$C0,$10,$23,$5E,$23,$56,$23,$7E,$23
		dc.b	$66,$6F,$06,$0A,$FB,$10,$FE,$F3,$3E,$2A,$32,$00,$40,$7E,$07,$07
		dc.b	$07,$07,$E6,$0F,$32,$BA,$10,$79,$FD,$86,$00,$32,$01,$40,$4F,$06
		dc.b	$0A,$FB,$10,$FE,$F3,$3E,$2A,$32,$00,$40,$7E,$E6,$0F,$32,$D3,$10
		dc.b	$79,$FD,$86,$00,$32,$01,$40,$FB,$4F,$3A,$30,$1C,$B7,$F2,$6A,$10
		dc.b	$23,$1B,$7A,$B3,$C2,$A2,$10,$AF,$32,$30,$1C,$C3,$62,$10,$00,$01
		dc.b	$02,$04,$08,$10,$20,$40,$80,$FF,$FE,$FC,$F8,$F0,$E0,$C0,$F3,$CD
		dc.b	$C7,$09,$3E,$2B,$32,$00,$40,$00,$3E,$80,$32,$01,$40
Z80_0x110D:
		dc.b	$3E,((SegaPCMBank>>$0F))	
		dc.b	$CD
		dc.w	(((Z80BankSwitch&$1FFF)>>$08)|((Z80BankSwitch&$1FFF)<<$08))&$FFFF	
		dc.b	$00,$00,$00,$00,$00,$00,$00,$00,$00
		dc.b	$21
		dc.w	(((SegaSnd&$FFFF)|$8000>>$08)|((SegaSnd&$FFFF)|$8000<<$08))&$FFFF
		dc.b	$11,$2F,$5E
		dc.b	$3E,$2A,$32,$00,$40,$00,$7E,$32,$01,$40,$3A,$0A,$1C,$FE,$FE
		dc.b	$28,$0C,$00,$00,$06,$0C,$10,$FE,$23,$1B,$7A,$B3,$20,$E9,$AF,$32
		dc.b	$3F,$1C,$21,$0D,$1C,$CD,$D3,$09,$C3,$62,$10,$FF
Z80_0x114C:
		dc.b	$21,$00,$60
		dc.b	$77,$0F,$77,$0F,$77,$0F,$77,$0F,$77,$0F,$77,$0F,$77,$0F,$77
		dc.b	$AF,$77
		dc.b	$C3,$82,$00
Z80BankSwitch0:
Z80_0x1170:
		dc.b	$21,$00,$60
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$AF
		dc.b	$16,$01
		dc.b	$72
		dc.b	$77
		dc.b	$77
		dc.b	$77
		dc.b	$77
		dc.b	$C9
Z80BankSwitch:
		dc.b	$21,	$00,	$60
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$1F
		dc.b	$77
		dc.b	$C9
DriverDataEnd:
 
;-------------------------------------------------------------------------------	
;	Filler	to	align	pointers	at	1300h	in	Z80	Ram
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
		dc.b	0,0,0,0,0
DriverPointers:
		dc.w	(((MusicPointers&$1FFF)>>$08)|((MusicPointers&$1FFF)<<$08))&$FFFF
		dc.w	(((UniversalVoiceBank&$1FFF)>>$08)|((UniversalVoiceBank&$1FFF)<<$08))&$FFFF
		dc.w	(((MusicPointers&$1FFF)>>$08)|((MusicPointers&$1FFF)<<$08))&$FFFF
		dc.w	(((SndPointers&$1FFF)>>$08)|((SndPointers&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGNoisePointers&$1FFF)>>$08)|((PSGNoisePointers&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGTonePointers&$1FFF)>>$08)|((PSGTonePointers&$1FFF)<<$08))&$FFFF
		dc.w	$3300
 
;credit goes to Varion Icaria for finding this index
PSGNoisePointers:
		dc.w	(((PSGN_0&$1FFF)>>$08)|((PSGN_0&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGN_1&$1FFF)>>$08)|((PSGN_1&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGN_2&$1FFF)>>$08)|((PSGN_2&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGN_3&$1FFF)>>$08)|((PSGN_3&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGN_4&$1FFF)>>$08)|((PSGN_4&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGN_5&$1FFF)>>$08)|((PSGN_5&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGN_6&$1FFF)>>$08)|((PSGN_6&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGN_7&$1FFF)>>$08)|((PSGN_7&$1FFF)<<$08))&$FFFF
 
PSGN_1: binclude sound/PSGN1.bin
PSGN_0: binclude sound/PSGN0.bin
PSGN_2: binclude sound/PSGN2.bin
PSGN_3: binclude sound/PSGN3.bin
PSGN_4: binclude sound/PSGN4.bin
PSGN_5: binclude sound/PSGN5.bin
PSGN_6: binclude sound/PSGN6.bin
PSGN_7: binclude sound/PSGN7.bin
 
;credit goes to Varion Icaria for finding this index
PSGTonePointers:
		dc.w	(((PSGT_00&$1FFF)>>$08)|((PSGT_00&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_01&$1FFF)>>$08)|((PSGT_01&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_02&$1FFF)>>$08)|((PSGT_02&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_03&$1FFF)>>$08)|((PSGT_03&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_04&$1FFF)>>$08)|((PSGT_04&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_05&$1FFF)>>$08)|((PSGT_05&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_06&$1FFF)>>$08)|((PSGT_06&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_07&$1FFF)>>$08)|((PSGT_07&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_08&$1FFF)>>$08)|((PSGT_08&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_09&$1FFF)>>$08)|((PSGT_09&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_0A&$1FFF)>>$08)|((PSGT_0A&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_0B&$1FFF)>>$08)|((PSGT_0B&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_0C&$1FFF)>>$08)|((PSGT_0C&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_0D&$1FFF)>>$08)|((PSGT_0D&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_0E&$1FFF)>>$08)|((PSGT_0E&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_0F&$1FFF)>>$08)|((PSGT_0F&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_10&$1FFF)>>$08)|((PSGT_10&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_11&$1FFF)>>$08)|((PSGT_11&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_12&$1FFF)>>$08)|((PSGT_12&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_13&$1FFF)>>$08)|((PSGT_13&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_14&$1FFF)>>$08)|((PSGT_14&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_15&$1FFF)>>$08)|((PSGT_15&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_16&$1FFF)>>$08)|((PSGT_16&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_17&$1FFF)>>$08)|((PSGT_17&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_18&$1FFF)>>$08)|((PSGT_18&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_19&$1FFF)>>$08)|((PSGT_19&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_1A&$1FFF)>>$08)|((PSGT_1A&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_1B&$1FFF)>>$08)|((PSGT_1B&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_1C&$1FFF)>>$08)|((PSGT_1C&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_1D&$1FFF)>>$08)|((PSGT_1D&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_1E&$1FFF)>>$08)|((PSGT_1E&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_1F&$1FFF)>>$08)|((PSGT_1F&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_20&$1FFF)>>$08)|((PSGT_20&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_21&$1FFF)>>$08)|((PSGT_21&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_22&$1FFF)>>$08)|((PSGT_22&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_23&$1FFF)>>$08)|((PSGT_23&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_24&$1FFF)>>$08)|((PSGT_24&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_25&$1FFF)>>$08)|((PSGT_25&$1FFF)<<$08))&$FFFF
		dc.w	(((PSGT_26&$1FFF)>>$08)|((PSGT_26&$1FFF)<<$08))&$FFFF
 
PSGT_00: binclude sound/PSGT00.bin
PSGT_01: binclude sound/PSGT01.bin
PSGT_02: binclude sound/PSGT02.bin
PSGT_03: binclude sound/PSGT03.bin
PSGT_04: binclude sound/PSGT04.bin
PSGT_05: binclude sound/PSGT05.bin
PSGT_06: binclude sound/PSGT06.bin
PSGT_07: binclude sound/PSGT07.bin
PSGT_08: binclude sound/PSGT08.bin
PSGT_09: binclude sound/PSGT09.bin
PSGT_0A: binclude sound/PSGT0A.bin
PSGT_0B: binclude sound/PSGT0B.bin
PSGT_0C: binclude sound/PSGT0C.bin
PSGT_0D: binclude sound/PSGT0D.bin
PSGT_0E: binclude sound/PSGT0E.bin
PSGT_0F: binclude sound/PSGT0F.bin
PSGT_10: binclude sound/PSGT10.bin
PSGT_11: binclude sound/PSGT11.bin
PSGT_12: binclude sound/PSGT12.bin
PSGT_13: binclude sound/PSGT13.bin
PSGT_14: binclude sound/PSGT14.bin
PSGT_15: binclude sound/PSGT15.bin
PSGT_16: binclude sound/PSGT16.bin
PSGT_17: binclude sound/PSGT17.bin
PSGT_18: binclude sound/PSGT18.bin
PSGT_19: binclude sound/PSGT19.bin
PSGT_1A: binclude sound/PSGT1A.bin
PSGT_1B: binclude sound/PSGT1B.bin
PSGT_1C: binclude sound/PSGT1C.bin
PSGT_1D: binclude sound/PSGT1D.bin
PSGT_1E: binclude sound/PSGT1E.bin
PSGT_1F: binclude sound/PSGT1F.bin
PSGT_20: binclude sound/PSGT20.bin
PSGT_21: binclude sound/PSGT21.bin
PSGT_22: binclude sound/PSGT22.bin
PSGT_23: binclude sound/PSGT23.bin
PSGT_24: binclude sound/PSGT24.bin
PSGT_25: binclude sound/PSGT25.bin
PSGT_26: binclude sound/PSGT26.bin
 
MusicPointers:	
	rom_ptr_z80 Angel_Island_1_Snd
	rom_ptr_z80 Angel_Island_2_Snd
	rom_ptr_z80 Hidrocity_1_Snd
	rom_ptr_z80 Hidrocity_2_Snd
	rom_ptr_z80 Marble_Garden_1_Snd
	rom_ptr_z80 Marble_Garden_2_Snd
	rom_ptr_z80 Carnival_Night_1_Snd
	rom_ptr_z80 Carnival_Night_2_Snd
	rom_ptr_z80 Flying_Battery_1_Snd
	rom_ptr_z80 Flying_Battery_2_Snd
	rom_ptr_z80 Icecap_1_Snd
	rom_ptr_z80 Icecap_2_Snd
	rom_ptr_z80 Launch_Base_1_Snd
	rom_ptr_z80 Launch_Base_2_Snd
	rom_ptr_z80 Mushroom_Hill_1_Snd
	rom_ptr_z80 Mushroom_Hill_2_Snd
	rom_ptr_z80 Sandopolis_1_Snd
	rom_ptr_z80 Sandopolis_2_Snd
	rom_ptr_z80 Lava_Reef_1_Snd
	rom_ptr_z80 Lava_Reef_2_Snd
	rom_ptr_z80 Sky_Sanctuary_Snd
	rom_ptr_z80 Death_Egg_1_Snd
	rom_ptr_z80 Death_Egg_2_Snd
	rom_ptr_z80 Mini_Boss_SK_Snd
	rom_ptr_z80 Boss_Snd
	rom_ptr_z80 The_Doomsday_Snd
	rom_ptr_z80 Glowing_Spheres_Bonus_Stage_snd
	rom_ptr_z80 Special_Stage_Snd
	rom_ptr_z80 Slot_Machine_Bonus_Stage_snd
	rom_ptr_z80 Gum_Ball_Machine_Bonus_Stage_snd
	rom_ptr_z80 Knuckles_Theme_Snd
	rom_ptr_z80 Azure_Lake_Snd
	rom_ptr_z80 Balloon_Park_Snd
	rom_ptr_z80 Desert_Palace_Snd
	rom_ptr_z80 Chrome_Gadget_Snd
	rom_ptr_z80 Endless_Mine_Snd
	rom_ptr_z80 Title_Screen_Snd
	rom_ptr_z80 Credits_Snd
	rom_ptr_z80 Time_Game_Over_Snd
	rom_ptr_z80 Continue_Snd
	rom_ptr_z80 Level_Results_Snd
	rom_ptr_z80 Extra_Life_Snd
	rom_ptr_z80 Emerald_Snd
	rom_ptr_z80 Invencibility_Snd
	rom_ptr_z80 Competition_Menu_Snd
	rom_ptr_z80 Mini_Boss_Snd
	rom_ptr_z80 Menu_Snd
	rom_ptr_z80 Final_Boss_Snd
	rom_ptr_z80 Underwater_Timming_Snd
	rom_ptr_z80 Presented_by_SEGA_Snd
 
SndPointers:
	rom_ptr_z80 Sfx_33_Snd
	rom_ptr_z80 Sfx_34_Snd
	rom_ptr_z80 Sfx_35_Snd
	rom_ptr_z80 Sfx_36_Snd
	rom_ptr_z80 Sfx_37_Snd
	rom_ptr_z80 Sfx_38_Snd
	rom_ptr_z80 Sfx_39_Snd
	rom_ptr_z80 Sfx_3A_Snd
	rom_ptr_z80 Sfx_3B_Snd
	rom_ptr_z80 Sfx_3C_Snd
	rom_ptr_z80 Sfx_3D_Snd
	rom_ptr_z80 Sfx_3E_Snd
	rom_ptr_z80 Sfx_3F_Snd
	rom_ptr_z80 Sfx_40_Snd
	rom_ptr_z80 Sfx_41_Snd
	rom_ptr_z80 Sfx_42_Snd
	rom_ptr_z80 Sfx_43_Snd
	rom_ptr_z80 Sfx_44_Snd
	rom_ptr_z80 Sfx_45_Snd
	rom_ptr_z80 Sfx_46_Snd
	rom_ptr_z80 Sfx_47_Snd
	rom_ptr_z80 Sfx_48_Snd
	rom_ptr_z80 Sfx_49_Snd
	rom_ptr_z80 Sfx_4A_Snd
	rom_ptr_z80 Sfx_4B_Snd
	rom_ptr_z80 Sfx_4C_Snd
	rom_ptr_z80 Sfx_4D_Snd
	rom_ptr_z80 Sfx_4E_Snd
	rom_ptr_z80 Sfx_4F_Snd
	rom_ptr_z80 Sfx_50_Snd
	rom_ptr_z80 Sfx_51_Snd
	rom_ptr_z80 Sfx_52_Snd
	rom_ptr_z80 Sfx_53_Snd
	rom_ptr_z80 Sfx_54_Snd
	rom_ptr_z80 Sfx_55_Snd
	rom_ptr_z80 Sfx_56_Snd
	rom_ptr_z80 Sfx_57_Snd
	rom_ptr_z80 Sfx_58_Snd
	rom_ptr_z80 Sfx_59_Snd
	rom_ptr_z80 Sfx_5A_Snd
	rom_ptr_z80 Sfx_5B_Snd
	rom_ptr_z80 Sfx_5C_Snd
	rom_ptr_z80 Sfx_5D_Snd
	rom_ptr_z80 Sfx_5E_Snd
	rom_ptr_z80 Sfx_5F_Snd
	rom_ptr_z80 Sfx_60_Snd
	rom_ptr_z80 Sfx_61_Snd
	rom_ptr_z80 Sfx_62_Snd
	rom_ptr_z80 Sfx_63_Snd
	rom_ptr_z80 Sfx_64_Snd
	rom_ptr_z80 Sfx_65_Snd
	rom_ptr_z80 Sfx_66_Snd
	rom_ptr_z80 Sfx_67_Snd
	rom_ptr_z80 Sfx_68_Snd
	rom_ptr_z80 Sfx_69_Snd
	rom_ptr_z80 Sfx_6A_Snd
	rom_ptr_z80 Sfx_6B_Snd
	rom_ptr_z80 Sfx_6C_Snd
	rom_ptr_z80 Sfx_6D_Snd
	rom_ptr_z80 Sfx_6E_Snd
	rom_ptr_z80 Sfx_6F_Snd
	rom_ptr_z80 Sfx_70_Snd
	rom_ptr_z80 Sfx_71_Snd
	rom_ptr_z80 Sfx_72_Snd
	rom_ptr_z80 Sfx_73_Snd
	rom_ptr_z80 Sfx_74_Snd
	rom_ptr_z80 Sfx_75_Snd
	rom_ptr_z80 Sfx_76_Snd
	rom_ptr_z80 Sfx_77_Snd
	rom_ptr_z80 Sfx_78_Snd
	rom_ptr_z80 Sfx_79_Snd
	rom_ptr_z80 Sfx_7A_Snd
	rom_ptr_z80 Sfx_7B_Snd
	rom_ptr_z80 Sfx_7C_Snd
	rom_ptr_z80 Sfx_7D_Snd
	rom_ptr_z80 Sfx_7E_Snd
	rom_ptr_z80 Sfx_7F_Snd
	rom_ptr_z80 Sfx_80_Snd
	rom_ptr_z80 Sfx_81_Snd
	rom_ptr_z80 Sfx_82_Snd
	rom_ptr_z80 Sfx_83_Snd
	rom_ptr_z80 Sfx_84_Snd
	rom_ptr_z80 Sfx_85_Snd
	rom_ptr_z80 Sfx_86_Snd
	rom_ptr_z80 Sfx_87_Snd
	rom_ptr_z80 Sfx_88_Snd
	rom_ptr_z80 Sfx_89_Snd
	rom_ptr_z80 Sfx_8A_Snd
	rom_ptr_z80 Sfx_8B_Snd
	rom_ptr_z80 Sfx_8C_Snd
	rom_ptr_z80 Sfx_8D_Snd
	rom_ptr_z80 Sfx_8E_Snd
	rom_ptr_z80 Sfx_8F_Snd
	rom_ptr_z80 Sfx_90_Snd
	rom_ptr_z80 Sfx_91_Snd
	rom_ptr_z80 Sfx_92_Snd
	rom_ptr_z80 Sfx_93_Snd
	rom_ptr_z80 Sfx_94_Snd
	rom_ptr_z80 Sfx_95_Snd
	rom_ptr_z80 Sfx_96_Snd
	rom_ptr_z80 Sfx_97_Snd
	rom_ptr_z80 Sfx_98_Snd
	rom_ptr_z80 Sfx_99_Snd
	rom_ptr_z80 Sfx_9A_Snd
	rom_ptr_z80 Sfx_9B_Snd
	rom_ptr_z80 Sfx_9C_Snd
	rom_ptr_z80 Sfx_9D_Snd
	rom_ptr_z80 Sfx_9E_Snd
	rom_ptr_z80 Sfx_9F_Snd
	rom_ptr_z80 Sfx_A0_Snd
	rom_ptr_z80 Sfx_A1_Snd
	rom_ptr_z80 Sfx_A2_Snd
	rom_ptr_z80 Sfx_A3_Snd
	rom_ptr_z80 Sfx_A4_Snd
	rom_ptr_z80 Sfx_A5_Snd
	rom_ptr_z80 Sfx_A6_Snd
	rom_ptr_z80 Sfx_A7_Snd
	rom_ptr_z80 Sfx_A8_Snd
	rom_ptr_z80 Sfx_A9_Snd
	rom_ptr_z80 Sfx_AA_Snd
	rom_ptr_z80 Sfx_AB_Snd
	rom_ptr_z80 Sfx_AC_Snd
	rom_ptr_z80 Sfx_AD_Snd
	rom_ptr_z80 Sfx_AE_Snd
	rom_ptr_z80 Sfx_AF_Snd
	rom_ptr_z80 Sfx_B0_Snd
	rom_ptr_z80 Sfx_B1_Snd
	rom_ptr_z80 Sfx_B2_Snd
	rom_ptr_z80 Sfx_B3_Snd
	rom_ptr_z80 Sfx_B4_Snd
	rom_ptr_z80 Sfx_B5_Snd
	rom_ptr_z80 Sfx_B6_Snd
	rom_ptr_z80 Sfx_B7_Snd
	rom_ptr_z80 Sfx_B8_Snd
	rom_ptr_z80 Sfx_B9_Snd
	rom_ptr_z80 Sfx_BA_Snd
	rom_ptr_z80 Sfx_BB_Snd
	rom_ptr_z80 Sfx_BC_Snd
	rom_ptr_z80 Sfx_BD_Snd
	rom_ptr_z80 Sfx_BE_Snd
	rom_ptr_z80 Sfx_BF_Snd
	rom_ptr_z80 Sfx_C0_Snd
	rom_ptr_z80 Sfx_C1_Snd
	rom_ptr_z80 Sfx_C2_Snd
	rom_ptr_z80 Sfx_C3_Snd
	rom_ptr_z80 Sfx_C4_Snd
	rom_ptr_z80 Sfx_C5_Snd
	rom_ptr_z80 Sfx_C6_Snd
	rom_ptr_z80 Sfx_C7_Snd
	rom_ptr_z80 Sfx_C8_Snd
	rom_ptr_z80 Sfx_C9_Snd
	rom_ptr_z80 Sfx_CA_Snd
	rom_ptr_z80 Sfx_CB_Snd
	rom_ptr_z80 Sfx_CC_Snd
	rom_ptr_z80 Sfx_CD_Snd
	rom_ptr_z80 Sfx_CE_Snd
	rom_ptr_z80 Sfx_CF_Snd
	rom_ptr_z80 Sfx_D0_Snd
	rom_ptr_z80 Sfx_D1_Snd
	rom_ptr_z80 Sfx_D2_Snd
	rom_ptr_z80 Sfx_D3_Snd
	rom_ptr_z80 Sfx_D4_Snd
	rom_ptr_z80 Sfx_D5_Snd
	rom_ptr_z80 Sfx_D6_Snd
	rom_ptr_z80 Sfx_D7_Snd
	rom_ptr_z80 Sfx_D8_Snd
	rom_ptr_z80 Sfx_D9_Snd
	rom_ptr_z80 Sfx_DA_Snd
	rom_ptr_z80 Sfx_DB_Snd
	rom_ptr_z80 Sfx_DB_Snd
	rom_ptr_z80 Sfx_DB_Snd
	rom_ptr_z80 Sfx_DB_Snd
	rom_ptr_z80 Sfx_DB_Snd
DriverPointersEnd:
 
UniversalVoiceBank:
		binclude	"sound/uvb.bin"
UniversalVoiceBankEnd:
 
	align $8000
dacBank0Start	:= *
DacBank0:
		binclude	"sound/dac_0.bin"
dacBank0End	:= *
 
	align $8000
dacBank1Start	:= *
DacBank1:
		binclude	"sound/dac_1.bin"
dacBank1End	:= *
		align	$8000
 
	align $8000
dacBank2Start	:= *
DacBank2:
		binclude	"sound/dac_2.bin"
dacBank2End	:= *
 
	align $8000
bank0Start	:= *
Bank0:
		binclude	"sound/filler.bin"
Mini_Boss_Snd:
		binclude	"sound/miniboss.snd"
Final_Boss_Snd:
		binclude	"sound/f_boss.snd"
bank0End	:= *
 
	align $8000
bank1Start	:= *
Bank1:
Angel_Island_1_Snd:
		binclude	"sound/aiz1.snd"
Angel_Island_2_Snd:
		binclude	"sound/aiz2.snd"
Hidrocity_1_Snd:
		binclude	"sound/hcz1.snd"
Hidrocity_2_Snd:
		binclude	"sound/hcz2.snd"
Marble_Garden_1_Snd:
		binclude	"sound/mgz1.snd"
Marble_Garden_2_Snd:
		binclude	"sound/mgz2.snd"
Carnival_Night_2_Snd:
		binclude	"sound/cnz2.snd"
Carnival_Night_1_Snd:
		binclude	"sound/cnz1.snd"
Flying_Battery_1_Snd:
		binclude	"sound/fbz1.snd"
Flying_Battery_2_Snd:
		binclude	"sound/fbz2.snd"
The_Doomsday_Snd:
		binclude	"sound/tdz.snd"
bank1End	:= *
 
	align $8000
bank2Start	:= *
Bank2:
Icecap_2_Snd:
		binclude	"sound/iz2.snd"
Icecap_1_Snd:
		binclude	"sound/iz1.snd"
Launch_Base_2_Snd:
		binclude	"sound/lbz2.snd"
Launch_Base_1_Snd:
		binclude	"sound/lbz1.snd"
Mushroom_Hill_1_Snd:
		binclude	"sound/mhz1.snd"
Mushroom_Hill_2_Snd:
		binclude	"sound/mhz2.snd"
Sandopolis_1_Snd:
		binclude	"sound/sz1.snd"
Sandopolis_2_Snd:
		binclude	"sound/sz2.snd"
Lava_Reef_1_Snd:
		binclude	"sound/lrz1.snd"
Lava_Reef_2_Snd:
		binclude	"sound/lrz2.snd"
Sky_Sanctuary_Snd:
		binclude	"sound/scz.snd"
Death_Egg_1_Snd:
		binclude	"sound/dez1.snd"
Death_Egg_2_Snd:
		binclude	"sound/dez2.snd"
Mini_Boss_SK_Snd:
		binclude	"sound/mb_sk.snd"
Boss_Snd:
		binclude	"sound/boss.snd"
Glowing_Spheres_Bonus_Stage_snd:
		binclude	"sound/gs_bs.snd"
Special_Stage_Snd:
		binclude	"sound/ss.snd"
Level_Results_Snd:
		binclude	"sound/lr.snd"
Menu_Snd:		
		binclude	"sound/menu.snd"
bank2End	:= *
 
	align $8000
bank3Start	:= *
Bank3:
Slot_Machine_Bonus_Stage_snd:
		binclude	"sound/sm_bs.snd"
Gum_Ball_Machine_Bonus_Stage_snd:
		binclude	"sound/gbm_bs.snd"
Knuckles_Theme_Snd:
		binclude	"sound/kte.snd"
Azure_Lake_Snd:
		binclude	"sound/alz.snd"
Balloon_Park_Snd:
		binclude	"sound/bpz.snd"
Desert_Palace_Snd:
		binclude	"sound/dpz.snd"
Chrome_Gadget_Snd:
		binclude	"sound/cgz.snd"
Endless_Mine_Snd:
		binclude	"sound/emz.snd"
Title_Screen_Snd:
		binclude	"sound/ts.snd"
Credits_Snd:		
		binclude	"sound/credits.snd"
Time_Game_Over_Snd:
		binclude	"sound/tgovr.snd"
Continue_Snd:
		binclude	"sound/continue.snd"
Extra_Life_Snd:
		binclude	"sound/1up.snd"
Emerald_Snd:
		binclude	"sound/emerald.snd"
Invencibility_Snd:
		binclude	"sound/invcblty.snd"
Competition_Menu_Snd:
		binclude	"sound/2p_menu.snd"	
Underwater_Timming_Snd:
		binclude	"sound/panic.snd"
Presented_by_SEGA_Snd:
		binclude	"sound/p_sega.snd"
bank3End	:= *
 
	align $8000
soundBankStart	:= *
SndBank:
SegaPCMBank:
SegaSnd:
		binclude	"sound/sega.snd"
Sfx_33_Snd:
		binclude	"sound/Sfx_34.Snd"
Sfx_34_Snd:
		binclude	"sound/Sfx_35.Snd"
Sfx_35_Snd:
		binclude	"sound/Sfx_36.Snd"
Sfx_36_Snd:
		binclude	"sound/Sfx_37.Snd"
Sfx_37_Snd:
		binclude	"sound/Sfx_38.Snd"
Sfx_38_Snd:
		binclude	"sound/Sfx_39.Snd"
Sfx_39_Snd:
		binclude	"sound/Sfx_3A.Snd"
Sfx_3A_Snd:
		binclude	"sound/Sfx_3B.Snd"
Sfx_3B_Snd:
		binclude	"sound/Sfx_3C.Snd"
Sfx_3C_Snd:
		binclude	"sound/Sfx_3D.Snd"
Sfx_3D_Snd:
		binclude	"sound/Sfx_3E.Snd"
Sfx_3E_Snd:
		binclude	"sound/Sfx_3F.Snd"
Sfx_3F_Snd:
		binclude	"sound/Sfx_40.Snd"
Sfx_40_Snd:
		binclude	"sound/Sfx_41.Snd"
Sfx_41_Snd:
		binclude	"sound/Sfx_42.Snd"
Sfx_42_Snd:
		binclude	"sound/Sfx_43.Snd"
Sfx_43_Snd:
		binclude	"sound/Sfx_44.Snd"
Sfx_44_Snd:
		binclude	"sound/Sfx_45.Snd"
Sfx_45_Snd:
		binclude	"sound/Sfx_46.Snd"
Sfx_46_Snd:
		binclude	"sound/Sfx_47.Snd"
Sfx_47_Snd:
		binclude	"sound/Sfx_48.Snd"
Sfx_48_Snd:
		binclude	"sound/Sfx_49.Snd"
Sfx_49_Snd:
		binclude	"sound/Sfx_4A.Snd"
Sfx_4A_Snd:
		binclude	"sound/Sfx_4B.Snd"
Sfx_4B_Snd:
		binclude	"sound/Sfx_4C.Snd"
Sfx_4C_Snd:
		binclude	"sound/Sfx_4D.Snd"
Sfx_4D_Snd:
		binclude	"sound/Sfx_4E.Snd"
Sfx_4E_Snd:
		binclude	"sound/Sfx_4F.Snd"
Sfx_4F_Snd:
		binclude	"sound/Sfx_50.Snd"
Sfx_50_Snd:
		binclude	"sound/Sfx_51.Snd"
Sfx_51_Snd:
		binclude	"sound/Sfx_52.Snd"
Sfx_52_Snd:
		binclude	"sound/Sfx_53.Snd"
Sfx_53_Snd:
		binclude	"sound/Sfx_54.Snd"
Sfx_54_Snd:
		binclude	"sound/Sfx_55.Snd"
Sfx_55_Snd:
		binclude	"sound/Sfx_56.Snd"
Sfx_56_Snd:
		binclude	"sound/Sfx_57.Snd"
Sfx_57_Snd:
		binclude	"sound/Sfx_58.Snd"
Sfx_58_Snd:
		binclude	"sound/Sfx_59.Snd"
Sfx_59_Snd:
		binclude	"sound/Sfx_5A.Snd"
Sfx_5A_Snd:
		binclude	"sound/Sfx_5B.Snd"
Sfx_5B_Snd:
		binclude	"sound/Sfx_5C.Snd"
Sfx_5C_Snd:
		binclude	"sound/Sfx_5D.Snd"
Sfx_5D_Snd:
		binclude	"sound/Sfx_5E.Snd"
Sfx_5E_Snd:
		binclude	"sound/Sfx_5F.Snd"
Sfx_5F_Snd:
		binclude	"sound/Sfx_60.Snd"
Sfx_60_Snd:
		binclude	"sound/Sfx_61.Snd"
Sfx_61_Snd:
		binclude	"sound/Sfx_62.Snd"
Sfx_62_Snd:
		binclude	"sound/Sfx_63.Snd"
Sfx_63_Snd:
		binclude	"sound/Sfx_64.Snd"
Sfx_64_Snd:
		binclude	"sound/Sfx_65.Snd"
Sfx_65_Snd:
		binclude	"sound/Sfx_66.Snd"
Sfx_66_Snd:
		binclude	"sound/Sfx_67.Snd"
Sfx_67_Snd:
		binclude	"sound/Sfx_68.Snd"
Sfx_68_Snd:
		binclude	"sound/Sfx_69.Snd"
Sfx_69_Snd:
		binclude	"sound/Sfx_6A.Snd"
Sfx_6A_Snd:
		binclude	"sound/Sfx_6B.Snd"
Sfx_6B_Snd:
		binclude	"sound/Sfx_6C.Snd"
Sfx_6C_Snd:
		binclude	"sound/Sfx_6D.Snd"
Sfx_6D_Snd:
		binclude	"sound/Sfx_6E.Snd"
Sfx_6E_Snd:
		binclude	"sound/Sfx_6F.Snd"
Sfx_6F_Snd:
		binclude	"sound/Sfx_70.Snd"
Sfx_70_Snd:
		binclude	"sound/Sfx_71.Snd"
Sfx_71_Snd:
		binclude	"sound/Sfx_72.Snd"
Sfx_72_Snd:
		binclude	"sound/Sfx_73.Snd"
Sfx_73_Snd:
		binclude	"sound/Sfx_74.Snd"
Sfx_74_Snd:
		binclude	"sound/Sfx_75.Snd"
Sfx_75_Snd:
		binclude	"sound/Sfx_76.Snd"
Sfx_76_Snd:
		binclude	"sound/Sfx_77.Snd"
Sfx_77_Snd:
		binclude	"sound/Sfx_78.Snd"
Sfx_78_Snd:
		binclude	"sound/Sfx_79.Snd"
Sfx_79_Snd:
		binclude	"sound/Sfx_7A.Snd"
Sfx_7A_Snd:
		binclude	"sound/Sfx_7B.Snd"
Sfx_7B_Snd:
		binclude	"sound/Sfx_7C.Snd"
Sfx_7C_Snd:
		binclude	"sound/Sfx_7D.Snd"
Sfx_7D_Snd:
		binclude	"sound/Sfx_7E.Snd"
Sfx_7E_Snd:
		binclude	"sound/Sfx_7F.Snd"
Sfx_7F_Snd:
		binclude	"sound/Sfx_80.Snd"
Sfx_80_Snd:
		binclude	"sound/Sfx_81.Snd"
Sfx_81_Snd:
		binclude	"sound/Sfx_82.Snd"
Sfx_82_Snd:
		binclude	"sound/Sfx_83.Snd"
Sfx_83_Snd:
		binclude	"sound/Sfx_84.Snd"
Sfx_84_Snd:
		binclude	"sound/Sfx_85.Snd"
Sfx_85_Snd:
		binclude	"sound/Sfx_86.Snd"
Sfx_86_Snd:
		binclude	"sound/Sfx_87.Snd"
Sfx_87_Snd:
		binclude	"sound/Sfx_88.Snd"
Sfx_88_Snd:
		binclude	"sound/Sfx_89.Snd"
Sfx_89_Snd:
		binclude	"sound/Sfx_8A.Snd"
Sfx_8A_Snd:
		binclude	"sound/Sfx_8B.Snd"
Sfx_8B_Snd:
		binclude	"sound/Sfx_8C.Snd"
Sfx_8C_Snd:
		binclude	"sound/Sfx_8D.Snd"
Sfx_8D_Snd:
		binclude	"sound/Sfx_8E.Snd"
Sfx_8E_Snd:
		binclude	"sound/Sfx_8F.Snd"
Sfx_8F_Snd:
		binclude	"sound/Sfx_90.Snd"
Sfx_90_Snd:
		binclude	"sound/Sfx_91.Snd"
Sfx_91_Snd:
		binclude	"sound/Sfx_92.Snd"
Sfx_92_Snd:
		binclude	"sound/Sfx_93.Snd"
Sfx_93_Snd:
		binclude	"sound/Sfx_94.Snd"
Sfx_94_Snd:
		binclude	"sound/Sfx_95.Snd"
Sfx_95_Snd:
		binclude	"sound/Sfx_96.Snd"
Sfx_96_Snd:
		binclude	"sound/Sfx_97.Snd"
Sfx_97_Snd:
		binclude	"sound/Sfx_98.Snd"
Sfx_98_Snd:
		binclude	"sound/Sfx_99.Snd"
Sfx_99_Snd:
		binclude	"sound/Sfx_9A.Snd"
Sfx_9A_Snd:
		binclude	"sound/Sfx_9B.Snd"
Sfx_9B_Snd:
		binclude	"sound/Sfx_9C.Snd"
Sfx_9C_Snd:
		binclude	"sound/Sfx_9D.Snd"
Sfx_9D_Snd:
		binclude	"sound/Sfx_9E.Snd"
Sfx_9E_Snd:
		binclude	"sound/Sfx_9F.Snd"
Sfx_9F_Snd:
		binclude	"sound/Sfx_A0.Snd"
Sfx_A0_Snd:
		binclude	"sound/Sfx_A1.Snd"
Sfx_A1_Snd:
		binclude	"sound/Sfx_A2.Snd"
Sfx_A2_Snd:
		binclude	"sound/Sfx_A3.Snd"
Sfx_A3_Snd:
		binclude	"sound/Sfx_A4.Snd"
Sfx_A4_Snd:
		binclude	"sound/Sfx_A5.Snd"
Sfx_A5_Snd:
		binclude	"sound/Sfx_A6.Snd"
Sfx_A6_Snd:
		binclude	"sound/Sfx_A7.Snd"
Sfx_A7_Snd:
		binclude	"sound/Sfx_A8.Snd"
Sfx_A8_Snd:
		binclude	"sound/Sfx_A9.Snd"
Sfx_A9_Snd:
		binclude	"sound/Sfx_AA.Snd"
Sfx_AA_Snd:
		binclude	"sound/Sfx_AB.Snd"
Sfx_AB_Snd:
		binclude	"sound/Sfx_AC.Snd"
Sfx_AC_Snd:
		binclude	"sound/Sfx_AD.Snd"
Sfx_AD_Snd:
		binclude	"sound/Sfx_AE.Snd"
Sfx_AE_Snd:
		binclude	"sound/Sfx_AF.Snd"
Sfx_AF_Snd:
		binclude	"sound/Sfx_B0.Snd"
Sfx_B0_Snd:
		binclude	"sound/Sfx_B1.Snd"
Sfx_B1_Snd:
		binclude	"sound/Sfx_B2.Snd"
Sfx_B2_Snd:
		binclude	"sound/Sfx_B3.Snd"
Sfx_B3_Snd:
		binclude	"sound/Sfx_B4.Snd"
Sfx_B4_Snd:
		binclude	"sound/Sfx_B5.Snd"
Sfx_B5_Snd:
		binclude	"sound/Sfx_B6.Snd"
Sfx_B6_Snd:
		binclude	"sound/Sfx_B7.Snd"
Sfx_B7_Snd:
		binclude	"sound/Sfx_B8.Snd"
Sfx_B8_Snd:
		binclude	"sound/Sfx_B9.Snd"
Sfx_B9_Snd:
		binclude	"sound/Sfx_BA.Snd"
Sfx_BA_Snd:
		binclude	"sound/Sfx_BB.Snd"
Sfx_BB_Snd:
		binclude	"sound/Sfx_BC.Snd"
Sfx_BC_Snd:
		binclude	"sound/Sfx_BD.Snd"
Sfx_BD_Snd:
		binclude	"sound/Sfx_BE.Snd"
Sfx_BE_Snd:
		binclude	"sound/Sfx_BF.Snd"
Sfx_BF_Snd:
		binclude	"sound/Sfx_C0.Snd"
Sfx_C0_Snd:
		binclude	"sound/Sfx_C1.Snd"
Sfx_C1_Snd:
		binclude	"sound/Sfx_C2.Snd"
Sfx_C2_Snd:
		binclude	"sound/Sfx_C3.Snd"
Sfx_C3_Snd:
		binclude	"sound/Sfx_C4.Snd"
Sfx_C4_Snd:
		binclude	"sound/Sfx_C5.Snd"
Sfx_C5_Snd:
		binclude	"sound/Sfx_C6.Snd"
Sfx_C6_Snd:
		binclude	"sound/Sfx_C7.Snd"
Sfx_C7_Snd:
		binclude	"sound/Sfx_C8.Snd"
Sfx_C8_Snd:
		binclude	"sound/Sfx_C9.Snd"
Sfx_C9_Snd:
		binclude	"sound/Sfx_CA.Snd"
Sfx_CA_Snd:
		binclude	"sound/Sfx_CB.Snd"
Sfx_CB_Snd:
		binclude	"sound/Sfx_CC.Snd"
Sfx_CC_Snd:
		binclude	"sound/Sfx_CD.Snd"
Sfx_CD_Snd:
		binclude	"sound/Sfx_CE.Snd"
Sfx_CE_Snd:
		binclude	"sound/Sfx_CF.Snd"
Sfx_CF_Snd:
		binclude	"sound/Sfx_D0.Snd"
Sfx_D0_Snd:
		binclude	"sound/Sfx_D1.Snd"
Sfx_D1_Snd:
		binclude	"sound/Sfx_D2.Snd"
Sfx_D2_Snd:
		binclude	"sound/Sfx_D3.Snd"
Sfx_D3_Snd:
		binclude	"sound/Sfx_D4.Snd"
Sfx_D4_Snd:
		binclude	"sound/Sfx_D5.Snd"
Sfx_D5_Snd:
		binclude	"sound/Sfx_D6.Snd"
Sfx_D6_Snd:
		binclude	"sound/Sfx_D7.Snd"
Sfx_D7_Snd:
		binclude	"sound/Sfx_D8.Snd"
Sfx_D8_Snd:
		binclude	"sound/Sfx_D9.Snd"
Sfx_D9_Snd:
		binclude	"sound/Sfx_DA.Snd"
Sfx_DA_Snd:
		binclude	"sound/Sfx_DB.Snd"
Sfx_DB_Snd:
		binclude	"sound/Sfx_DC.Snd"
soundBankEnd	:= *

	if dacBank0End > dacBank0Start + $8000
		fatal "dacBank0 must fit in $8000 bytes but was $\{dacBank0End-dacBank0Start}. Try moving something to another bank."
	else
		;message "dacBank0 has $\{$8000+dacBank0Start-dacBank0End} bytes free at end."
	endif

	if dacBank1End > dacBank1Start + $8000
		fatal "dacBank1 must fit in $8000 bytes but was $\{dacBank1End-dacBank1Start}. Try moving something to another bank."
	else
		;message "dacBank1 has $\{$8000+dacBank1Start-dacBank1End} bytes free at end."
	endif

	if dacBank2End > dacBank2Start + $8000
		fatal "dacBank2 must fit in $8000 bytes but was $\{bank2End-dacBank2Start}. Try moving something to another bank."
	else
		;message "dacBank2 has $\{$8000+dacBank2Start-bank2End} bytes free at end."
	endif

	if bank0End > bank0Start + $8000
		fatal "bank0 must fit in $8000 bytes but was $\{bank0End-bank0Start}. Try moving something to another bank."
	else
		;message "bank0 has $\{$8000+bank0Start-bank0End} bytes free at end."
	endif

	if bank1End > bank1Start + $8000
		fatal "bank1 must fit in $8000 bytes but was $\{bank1End-bank1Start}. Try moving something to another bank."
	else
		;message "bank1 has $\{$8000+bank1Start-bank1End} bytes free at end."
	endif

	if bank2End > bank2Start + $8000
		fatal "bank2 must fit in $8000 bytes but was $\{bank2End-bank2Start}. Try moving something to another bank."
	else
		;message "bank2 has $\{$8000+bank2Start-bank2End} bytes free at end."
	endif

	if bank3End > bank3Start + $8000
		fatal "bank3 must fit in $8000 bytes but was $\{bank3End-bank3Start}. Try moving something to another bank."
	else
		;message "bank3 has $\{$8000+bank3Start-bank3End} bytes free at end."
	endif

	if soundBankEnd > soundBankStart + $8000
		fatal "soundBank must fit in $8000 bytes but was $\{soundBankEnd-soundBankStart}. Try moving something to another bank."
	else
		;message "soundBank has $\{$8000+soundBankStart-soundBankEnd} bytes free at end."
	endif
Note: Linux systems and some mac installs have a case sensitive filesystem  and that can cause build errors,
to fix, simply rename all non-sound effects to lowercase names.

Upgrading the Playback Routines

Now we have the code to load the new driver, time to add the new playback routines.

Upgrade Music Routine

First the PlayMusic routine, locate:

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; If Music_to_play is clear, move d0 into Music_to_play,
; else move d0 into Music_to_play_2.
; sub_135E:
PlayMusic:
	tst.b	(Music_to_play).w
	bne.s	+
	move.b	d0,(Music_to_play).w
	rts
+
	move.b	d0,(Music_to_play_2).w
	rts
; End of function PlayMusic

and we will replace it with this code:

; ---------------------------------------------------------------------------
; Subroutine to	play a music track
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


PlayMusic:
		cmpi.w	#$FB,d0
		blt.s	++
		bhi.s	+
		move	#8,d0
		jmp	SetTempo
+		cmpi.w	#$FC,d0
		bne.s	+
		clr.w	d0
		jmp	SetTempo

+		stopZ80
		move.b	d0,($A01C0A).l
		startZ80
		rts
; End of function PlaySound

Upgrade Sound Routines

now find:

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; play a sound if the source is onscreen
; sub_137C:
PlaySoundLocal:
	tst.b	render_flags(a0)
	bpl.s	+	; rts
	move.b	d0,(SFX_to_play).w
+
	rts
; End of function PlaySoundLocal

and replace it with:

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; play a sound if the source is onscreen
; sub_137C:
PlaySoundLocal:
		tst.b	render_flags(A0)
		bpl.s	SkipPlaySound
		bra.s	PlaySound
; End of function PlaySoundLocal

now we will find:

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||

; sub_1370
PlaySound:
	move.b	d0,(SFX_to_play).w
	rts
; End of function PlaySound


; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; play a sound in alternating speakers (as in the ring collection sound)
; sub_1376:
PlaySoundStereo:
	move.b	d0,(SFX_to_play_2).w
	rts
; End of function PlaySoundStereo

and replace it with:

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||

; sub_1370
PlaySound:
		stopZ80
		cmp.b	($A01C0B).l,d0
		beq.s	++
		tst.b	($A01C0B).l
		bne.s	+
		move.b	d0,($A01C0B).l
		startZ80
		rts

+		move.b	d0,($A01C0C).l

+		move.w	#0,($A11100).l

SkipPlaySound:
		rts
; End of function PlaySound


; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; play a sound in alternating speakers (as in the ring collection sound)
; sub_1376:
PlaySoundStereo:
		bra.s	PlaySound
; End of function PlaySoundStereo

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; change the music tempo

SetTempo:
		stopZ80
		move.b	D0,($A01C08).l
		startZ80
		rts

Upgrading Pause / Resume Routines

Now the playback routines are fixed and we have a routine to set the tempo the way the sneakers do, which we will elaberate later on, but we still have to update the pause / resume routines to the Sonic 3 equivilents.

Find:

; ---------------------------------------------------------------------------
; Subroutine to pause the game
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||

; sub_1388:
PauseGame:
	nop
	tst.b	(Life_count).w	; do you have any lives left?
	beq.w	Unpause		; if not, branch
	tst.w	(Game_paused).w	; is game already paused?
	bne.s	+		; if yes, branch
	move.b	(Ctrl_1_Press).w,d0 ; is Start button pressed?
	or.b	(Ctrl_2_Press).w,d0 ; (either player)
	andi.b	#button_start_mask,d0
	beq.s	Pause_DoNothing	; if not, branch
+
	move.w	#1,(Game_paused).w	; freeze time
	move.b	#MusID_Pause,(Music_to_play).w	; pause music
; loc_13B2:
Pause_Loop:
	move.b	#$10,(Vint_routine).w
	bsr.w	WaitForVint
	tst.b	(Slow_motion_flag).w	; is slow-motion cheat on?
	beq.s	Pause_ChkStart		; if not, branch
	btst	#button_A,(Ctrl_1_Press).w	; is button A pressed?
	beq.s	Pause_ChkBC		; if not, branch
	move.b	#GameModeID_TitleScreen,(Game_Mode).w	; => TitleScreen
	nop
	bra.s	Pause_Resume
; ===========================================================================
; loc_13D4:
Pause_ChkBC:
	btst	#button_B,(Ctrl_1_Held).w ; is button B pressed?
	bne.s	Pause_SlowMo		; if yes, branch
	btst	#button_C,(Ctrl_1_Press).w ; is button C pressed?
	bne.s	Pause_SlowMo		; if yes, branch
; loc_13E4:
Pause_ChkStart:
	move.b	(Ctrl_1_Press).w,d0	; is Start button pressed?
	or.b	(Ctrl_2_Press).w,d0	; (either player)
	andi.b	#button_start_mask,d0
	beq.s	Pause_Loop	; if not, branch
; loc_13F2:
Pause_Resume:
	move.b	#MusID_Unpause,(Music_to_play).w
; loc_13F8:
Unpause:
	move.w	#0,(Game_paused).w
; return_13FE:
Pause_DoNothing:
	rts
; ===========================================================================
; loc_1400:
Pause_SlowMo:
	move.w	#1,(Game_paused).w
	move.b	#MusID_Unpause,(Music_to_play).w
	rts
; End of function PauseGame

and replace it with:

; ---------------------------------------------------------------------------
; Subroutine to pause the game
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||

; sub_1388:
PauseGame:
		nop
		tst.b	(Life_count).w
		beq	Unpause
		tst.w	(Game_paused).w
		bne.s	+
		move.b	(Ctrl_1_Press).w,d0
		or.b	(Ctrl_2_Press).w,d0
		andi.b	#$80,d0
		beq	Pause_DoNothing
+		move.w	#1,(Game_paused).w
		stopZ80
		move.b	#1,($A01C10).l
		startZ80

Pause_Loop:
		move.b	#$10,(Vint_routine).w
		jsr	WaitForVint
		tst.b	(Slow_motion_flag).w
		beq.s	Pause_ChkStart
		btst	#button_A,(Ctrl_1_Press).w
		beq.s	Pause_ChkBC
		move.b	#GameModeID_TitleScreen,(Game_Mode).w ; Go To Title Screen
		nop
		bra.s	Pause_Resume

Pause_ChkBC:
		btst	#button_B,(Ctrl_1_Held).w
		bne.s	Pause_SlowMo
		btst	#button_C,(Ctrl_1_Press).w
		bne.s	Pause_SlowMo

Pause_ChkStart:
	move.b	(Ctrl_1_Press).w,d0	; is Start button pressed?
	or.b	(Ctrl_2_Press).w,d0	; (either player)
	andi.b	#button_start_mask,d0
	beq.s	Pause_Loop	; if not, branch

Pause_Resume:
		stopZ80
		move.b	#$80,($A01C10).l
		startZ80

Unpause:
		move.w	#0,(Game_paused).w

Pause_DoNothing:
		rts

Pause_SlowMo:
		move.w	#1,(Game_paused).w
		stopZ80
		move.b	#$80,($A01C10).l
		startZ80
		rts
; End of function PauseGame

now find:

; loc_541A:
SpecialStage_Unpause:
	move.b	#MusID_Unpause,(Music_to_play).w
	move.b	#8,(Vint_routine).w
	bra.w	WaitForVint

replace the line right after the label with:

		stopZ80
		move.b	#$80,($A01C10).l
		startZ80

Driver Data Files

Unpack this into the 'sound' folder and, optionally, remove the original files since we no longer need them anymore:

Download.svg Download The Sonic 3 Driver data files
File: s3driverdata.7z (131 kB) (info)

Fixing the Music and Sound Effects

Now we will open s2.constants.asm.

Music

Go to MusID__First and you will notice this:

; Music IDs
offset :=	zMasterPlaylist
ptrsize :=	1
idstart :=	$81
; $80 is reserved for silence, so if you make idstart $80 or less,
; you may need to insert a dummy zMusIDPtr in the $80 slot

MusID__First = idstart
MusID_2PResult =	id(zMusIDPtr_2PResult)	; 81
MusID_EHZ =		id(zMusIDPtr_EHZ)	; 82
MusID_MCZ_2P =		id(zMusIDPtr_MCZ_2P)	; 83
MusID_OOZ =		id(zMusIDPtr_OOZ)	; 84
MusID_MTZ =		id(zMusIDPtr_MTZ)	; 85
MusID_HTZ =		id(zMusIDPtr_HTZ)	; 86
MusID_ARZ =		id(zMusIDPtr_ARZ)	; 87
MusID_CNZ_2P =		id(zMusIDPtr_CNZ_2P)	; 88
MusID_CNZ =		id(zMusIDPtr_CNZ)	; 89
MusID_DEZ =		id(zMusIDPtr_DEZ)	; 8A
MusID_MCZ =		id(zMusIDPtr_MCZ)	; 8B
MusID_EHZ_2P =		id(zMusIDPtr_EHZ_2P)	; 8C
MusID_SCZ =		id(zMusIDPtr_SCZ)	; 8D
MusID_CPZ =		id(zMusIDPtr_CPZ)	; 8E
MusID_WFZ =		id(zMusIDPtr_WFZ)	; 8F
MusID_HPZ =		id(zMusIDPtr_HPZ)	; 90
MusID_Options =		id(zMusIDPtr_Options)	; 91
MusID_SpecStage =	id(zMusIDPtr_SpecStage)	; 92
MusID_Boss =		id(zMusIDPtr_Boss)	; 93
MusID_EndBoss =		id(zMusIDPtr_EndBoss)	; 94
MusID_Ending =		id(zMusIDPtr_Ending)	; 95
MusID_SuperSonic =	id(zMusIDPtr_SuperSonic); 96
MusID_Invincible =	id(zMusIDPtr_Invincible); 97
MusID_ExtraLife =	id(zMusIDPtr_ExtraLife)	; 98
MusID_Title =		id(zMusIDPtr_Title)	; 99
MusID_EndLevel =	id(zMusIDPtr_EndLevel)	; 9A
MusID_GameOver =	id(zMusIDPtr_GameOver)	; 9B
MusID_Continue =	id(zMusIDPtr_Continue)	; 9C
MusID_Emerald =		id(zMusIDPtr_Emerald)	; 9D
MusID_Credits =		id(zMusIDPtr_Credits)	; 9E
MusID_Countdown =	id(zMusIDPtr_Countdown)	; 9F
MusID__End =		id(zMusIDPtr__End)	; A0

That may be good if you were using the Sonic 2 driver, but obviously you are not, so we need to change it.

MusID__First = 1
MusID_AIZ1 =		1
MusID_AIZ2 =		2
MusID_HCZ1 =		3
MusID_HCZ2 =		4
MusID_MGZ1 =	5
MusID_MGZ2 =	6
MusID_CNZ1 =		7
MusID_CNZ2 =		8
MusID_FBZ1 =		9
MusID_FBZ2 =		$A
MusID_ICZ1 =		$B
MusID_ICZ2 =		$C
MusID_LBZ1 =		$D
MusID_LBZ2 =		$E
MusID_MHZ1 =	$F
MusID_MHZ2 =	$10
MusID_SZ1 =		$11
MusID_SZ2 =		$12
MusID_LRZ1 =		$13
MusID_LRZ2 =		$14
MusID_SSZ =		$15
MusID_DEZ1 =		$16
MusID_DEZ2 =		$17
MusID_MBSK =	$18
MusID_Boss =		$19
MusID_TDZ =		$1A
MusID_GSBonus =	$1B
MusID_SpecStage =	$1C
MusID_SMBonus =	$1D
MusID_GBMBonus =	$1E
MusID_KTE =		$1F
MusID_ALZ =		$20
MusID_BPZ =		$21
MusID_DPZ =		$22
MusID_CGZ =		$23
MusID_EMZ =		$24
MusID_Title =		$25
MusID_Credits =	$26
MusID_GameOver =	$27
MusID_Continue =	$28
MusID_EndLevel =	$29
MusID_ExtraLife =	$2A
MusID_Emerald =		$2B
MusID_Invincible =	$2C
MusID_2PVS =		$2D
MusID_MB =		$2E
MusID_Options =		$2F
MusID_EndBoss =		$30
MusID_Countdown =	$31
MusID_Ending =		$32

    ; for compatibility with Sonic 2
MusID_2PResult =	MusID_Continue
MusID_EHZ =		MusID_AIZ1
MusID_MCZ_2P =	MusID_MHZ2
MusID_OOZ =		MusID_DPZ
MusID_MTZ =		MusID_DEZ1
MusID_HTZ =		MusID_LRZ1
MusID_ARZ =		MusID_HCZ1
MusID_CNZ_2P =		MusID_CNZ2
MusID_CNZ =		MusID_CNZ1
MusID_DEZ =		MusID_DEZ2
MusID_MCZ =		MusID_EMZ
MusID_EHZ_2P =		MusID_AIZ2
MusID_SCZ =		MusID_FBZ1
MusID_CPZ =		MusID_HCZ2
MusID_WFZ =		MusID_FBZ2
MusID_HPZ =		MusID_LRZ1
MusID_SuperSonic =	MusID_Invincible
MusID__End =		$33

The original music IDs in the compatibility section can be set to whichever ones you want in the above (I wouldn't recommend editing the 2PResult one though)

Sound Effects

Okay, now we actually have the music working (well, sorta working, fades and music stops aren't working yet though and we will fix that very soon), so it is time to get those sound effects working as they should. We want to start with SndID__First. you may notice that this area looks like this:

; Sound IDs
offset :=	SoundIndex
ptrsize :=	2
idstart :=	$A0
; $80 is reserved for silence, so if you make idstart $80 or less,
; you may need to insert a dummy SndPtr in the $80 slot

SndID__First = idstart
SndID_Jump =		id(SndPtr_Jump)			; A0
SndID_Checkpoint =	id(SndPtr_Checkpoint)		; A1
SndID_SpikeSwitch =	id(SndPtr_SpikeSwitch)		; A2
SndID_Hurt =		id(SndPtr_Hurt)			; A3
SndID_Skidding =	id(SndPtr_Skidding)		; A4
SndID_BlockPush =	id(SndPtr_BlockPush)		; A5
SndID_HurtBySpikes =	id(SndPtr_HurtBySpikes)		; A6
SndID_Sparkle =		id(SndPtr_Sparkle)		; A7
SndID_Beep =		id(SndPtr_Beep)			; A8
SndID_Bwoop =		id(SndPtr_Bwoop)		; A9
SndID_Splash =		id(SndPtr_Splash)		; AA
SndID_Swish =		id(SndPtr_Swish)		; AB
SndID_BossHit =		id(SndPtr_BossHit)		; AC
SndID_InhalingBubble =	id(SndPtr_InhalingBubble)	; AD
SndID_ArrowFiring =	id(SndPtr_ArrowFiring)		; AE
SndID_LavaBall =	id(SndPtr_LavaBall)		; AE
SndID_Shield =		id(SndPtr_Shield)		; AF
SndID_LaserBeam =	id(SndPtr_LaserBeam)		; B0
SndID_Zap =		id(SndPtr_Zap)			; B1
SndID_Drown =		id(SndPtr_Drown)		; B2
SndID_FireBurn =	id(SndPtr_FireBurn)		; B3
SndID_Bumper =		id(SndPtr_Bumper)		; B4
SndID_Ring =		id(SndPtr_Ring)			; B5
SndID_RingRight =	id(SndPtr_RingRight)		; B5
SndID_SpikesMove =	id(SndPtr_SpikesMove)		; B6
SndID_Rumbling =	id(SndPtr_Rumbling)		; B7
SndID_Smash =		id(SndPtr_Smash)		; B9
SndID_DoorSlam =	id(SndPtr_DoorSlam)		; BB
SndID_SpindashRelease =	id(SndPtr_SpindashRelease)	; BC
SndID_Hammer =		id(SndPtr_Hammer)		; BD
SndID_Roll =		id(SndPtr_Roll)			; BE
SndID_ContinueJingle =	id(SndPtr_ContinueJingle)	; BF
SndID_CasinoBonus =	id(SndPtr_CasinoBonus)		; C0
SndID_Explosion =	id(SndPtr_Explosion)		; C1
SndID_WaterWarning =	id(SndPtr_WaterWarning)		; C2
SndID_EnterGiantRing =	id(SndPtr_EnterGiantRing)	; C3
SndID_BossExplosion =	id(SndPtr_BossExplosion)	; C4
SndID_TallyEnd =	id(SndPtr_TallyEnd)		; C5
SndID_RingSpill =	id(SndPtr_RingSpill)		; C6
SndID_Flamethrower =	id(SndPtr_Flamethrower)		; C8
SndID_Bonus =		id(SndPtr_Bonus)		; C9
SndID_SpecStageEntry =	id(SndPtr_SpecStageEntry)	; CA
SndID_SlowSmash =	id(SndPtr_SlowSmash)		; CB
SndID_Spring =		id(SndPtr_Spring)		; CC
SndID_Blip =		id(SndPtr_Blip)			; CD
SndID_RingLeft =	id(SndPtr_RingLeft)		; CE
SndID_Signpost =	id(SndPtr_Signpost)		; CF
SndID_CNZBossZap =	id(SndPtr_CNZBossZap)		; D0
SndID_Signpost2P =	id(SndPtr_Signpost2P)		; D3
SndID_OOZLidPop =	id(SndPtr_OOZLidPop)		; D4
SndID_SlidingSpike =	id(SndPtr_SlidingSpike)		; D5
SndID_CNZElevator =	id(SndPtr_CNZElevator)		; D6
SndID_PlatformKnock =	id(SndPtr_PlatformKnock)	; D7
SndID_BonusBumper =	id(SndPtr_BonusBumper)		; D8
SndID_LargeBumper =	id(SndPtr_LargeBumper)		; D9
SndID_Gloop =		id(SndPtr_Gloop)		; DA
SndID_PreArrowFiring =	id(SndPtr_PreArrowFiring)	; DB
SndID_Fire =		id(SndPtr_Fire)			; DC
SndID_ArrowStick =	id(SndPtr_ArrowStick)		; DD
SndID_Helicopter =	id(SndPtr_Helicopter)		; DE
SndID_SuperTransform =	id(SndPtr_SuperTransform)	; DF
SndID_SpindashRev =	id(SndPtr_SpindashRev)		; E0
SndID_Rumbling2 =	id(SndPtr_Rumbling2)		; E1
SndID_CNZLaunch =	id(SndPtr_CNZLaunch)		; E2
SndID_Flipper =		id(SndPtr_Flipper)		; E3
SndID_HTZLiftClick =	id(SndPtr_HTZLiftClick)		; E4
SndID_Leaves =		id(SndPtr_Leaves)		; E5
SndID_MegaMackDrop =	id(SndPtr_MegaMackDrop)		; E6
SndID_DrawbridgeMove =	id(SndPtr_DrawbridgeMove)	; E7
SndID_QuickDoorSlam =	id(SndPtr_QuickDoorSlam)	; E8
SndID_DrawbridgeDown =	id(SndPtr_DrawbridgeDown)	; E9
SndID_LaserBurst =	id(SndPtr_LaserBurst)		; EA
SndID_Scatter =		id(SndPtr_Scatter)		; EB
SndID_LaserFloor =	id(SndPtr_LaserFloor)		; EB
SndID_Teleport =	id(SndPtr_Teleport)		; EC
SndID_Error =		id(SndPtr_Error)		; ED
SndID_MechaSonicBuzz =	id(SndPtr_MechaSonicBuzz)	; EE
SndID_LargeLaser =	id(SndPtr_LargeLaser)		; EF
SndID_OilSlide =	id(SndPtr_OilSlide)		; F0
SndID__End =		id(SndPtr__End)			; F1
    if MOMPASS == 2
	if SndID__End > MusID_StopSFX
		fatal "You have too many SndPtrs. SndID__End ($\{SndID__End}) can't exceed MusID_StopSFX ($\{MusID_StopSFX})."
	endif
    endif

Yikes! that last section about IDs really has to go! But on another note, this code seems best for the Sonic 2 driver, it needs fixing. the fixed version is below:

SndID__First = $33
SndID_RingRight =	$33
SndID_RingLeft =	$34
SndID_Hurt =		$35
SndID_Skidding =	$36
SndID_HurtBySpikes =	$37
SndID_InhalingBubble =	$38
SndID_Splash =		$39
SndID_Shield =		$3A
SndID_Drown =		$3B
SndID_Roll =		$3C
SndID_Explosion =	$3D
SndID_ShieldFire =	$3E
SndID_ShieldWater =	$3F
SndID_UnkSpark =	$40
SndID_ShieldMagnet =	$41
SndID_ShieldInstant =	$42
SndID_ShieldFAction =	$43
SndID_ShieldWAction =	$44
SndID_ShieldMAction =	$45
SndID_SSMonitor =	$46
SndID_Unk1 =		$47
SndID_RhinoCharge =	$48
SndID_PunchVehic =	$49
SndID_TailsCatch =	$4A
SndID_RockAppear =	$4B
SndID_KTEDrop =		$4C
SndID_BotShoot =	$4D
SndID_LargeLaser =	$4E
SndID_FireBurn =	$4F
SndID_MechLBZDoorSlam =	$50
SndID_BotThrow =	$51
SndID_SpikeSwitch =	$52
SndID_TeleportStart =	$53
SndID_LargeLaser2 =	$54
SndID_HTZLiftClick =	$55
SndID_UnkDrop =		$56
SndID_BigSplash =	$57
SndID_DoorSlam =	$58
SndID_Smash =		$59
SndID_S3DLauncher =	$5A
SndID_SwitchButton =	$5B
SndID_MetMalfunction =	$5C
SndID_KTEThud =		$5D
SndID_LaserBeam =	$5E
SndID_Hammer =		$5F
SndID_MGZBossWhirr =	$60
SndID_MechCrash =	$61
SndID_Jump =		$62
SndID_Checkpoint =	$63
SndID_SpikesMove =	$64
SndID_SSSphere =	$65
SndID_SSComplete =	$66
SndID_PreArrowFiring =	$67
SndID_Unlock =		$68
SndID_BlockPush =	$69
SndID_SpecStageExit =	$6A
SndID_S1SSSpecial =	$6B
SndID_Splash2 =		$6C
SndID_MObjMove =	$6D
SndID_BossHit =		$6E
SndID_Rumbling =	$6F
SndID_LavaBall =	$70
SndID_ShieldAgain =	$71
SndID_AntiGravTube =	$72
SndID_TeleportEnd =	$73
SndID_Repel	 =	$74
SndID_PlatformRise =	$75
SndID_Trapdoor =	$76
SndID_BalloonPop =	$77
SndID_S3DZapper =	$78
SndID_Zap =		$79
SndID_Unk2 =		$7A
SndID_Bounce =		$7B
SndID_ArrowFiring =	$7C
SndID_Unk3 =		$7D
SndID_Unk4 =		$7E
SndID_Flamethrower2 =	$7E
SndID_IZIceSpikeball =	$80
SndID_LBZCannon =	$81
SndID_Unk5 =		$82
SndID_KTEBlowBridge =	$83
SndID_Unk6 =		$84
SndID_Unk7 =		$85
SndID_LBZAlarm =	$86
SndID_ShroomBounce =	$87
SndID_MHZHandlePull =	$88
SndID_Beep =		$89
SndID_GhostFlee =	$8A
SndID_Chop =		$8B
SndID_BotDash =		$8C
SndID_Unk8 =		$8D
SndID_Unk9 =		$8E
SndID_SZStoneDoor =	$8F
SndID_SZDoorTimer =	$90
SndID_SZDoorClose =	$91
SndID_GhostCome =	$92
SndID_SZBossIllusion =	$93
SndID_LRZPlatformBelt =	$94
SndID_LRZMBArm =	$95
SndID_CrushingBlk =	$96
SndID_Unk10 =		$97
SndID_Unk20 =		$98
SndID_Unk11 =		$99
SndID_SpringPltfrm =		$9A
SndID_GolemBossWalk =		$9B
SndID_Sparkle =		$9C
SndID_SMLaser =		$9D
SndID_Unk12 =		$9E
SndID_Teleport2 =		$9F
SndID_SSZEggRoboFly	 =	$A0
SndID_Unk13 =		$A1
SndID_Unk14 =		$A2
SndID_CNZElevator =	$A3
SndID_Unk15 =		$A4
SndID_Unk16 =		$A5
SndID_Unk17 =		$A6
SndID_Ready =		$A7
SndID_MechaSonicBuzz =	$A8
SndID_WaterWarning =	$A9
SndID_Bumper =		$AA
SndID_SpindashRev =	$AB
SndID_ContinueJingle =	$AC
SndID_Go =		$AD
SndID_Catapult =	$AE
SndID_SpecStageEntry =	$AF
SndID_TallyEnd =	$B0
SndID_Spring =		$B1
SndID_Error =		$B2
SndID_EnterGiantRing =	$B3
SndID_BossExpOld =	$B4
SndID_SpecStageGlass =	$B5
SndID_SpindashRelease =	$B6
SndID_CasinoBonus =	$B7
SndID_Sparkle2 =	$B8
SndID_RingSpill =	$B9
SndID_TailsFly =	$BA
SndID_TailsExhaust =	$BB
SndID_Unk18 =		$BC
SndID_FBFlyBy 	=	$BD
SndID_EggmobileMHZ =	$BE
SndID_MBHCZSwirl =	$BF
SndID_Propeller2 =	$C0
SndID_Propeller =	$C1
SndID_Flamethrower =	$C2
SndID_OrbitOrb =	$C3
SndID_MBDEZAngry =	$C4
SndID_Unk19 =		$C5
SndID_Levitate =		$C6
SndID_CNZCannon =		$C7
SndID_OilSlide =	$C8
SndID_MGZMace =		$C9
SndID_RaceTrackDEZ =	$CA
SndID_Rumbling2 =	$CB
SndID_Crumbling =	$CC
SndID_DeathEggFly =	$CD
SndID_Unk21 =		$CE
SndID_Unk22 =		$CF
SndID_MPltfrmRise =	$D0
SndID_Unk23 =		$D1
SndID_Chain =		$D2
SndID_Unk24 =		$D3
SndID_KTEBlower =	$D4
SndID_Lavafall =	$D5
SndID_Unk25 =		$D6
SndID_Chain2 =		$D7
SndID_Unk26 =		$D8
SndID_DEZTube =		$D9
SndID_Unk27 =		$DA
SndID_Unk28 =		$DB
Snd_Open1 =		$DC
Snd_Open2 =		$DD
Snd_Open3 =		$DE
Snd_Open4 =		$DF

;compatibility sfx
SndID_Ring =		SndID_RingRight
SndID_Teleport =	SndID_TeleportEnd
SndID_BossExplosion =	SndID_Explosion ;for original sound, use SndID_BossExpOld
SndID_Bwoop =		SndID_Lavafall
SndID_Swish =		SndID_Unk28
SndID_Blip =		SndID_SwitchButton
SndID_SlowSmash =	SndID_Smash
SndID_Signpost =	SndID_Sparkle2
SndID_Bonus =		SndID_BotDash
SndID_CNZBossZap =	SndID_S3DZapper
SndID_Signpost2P =	SndID_Sparkle2
SndID_OOZLidPop =	SndID_ArrowFiring
SndID_SlidingSpike =	SndID_SSZEggRoboFly
SndID_PlatformKnock =	SndID_Chop
SndID_BonusBumper =	SndID_Bounce
SndID_LargeBumper =	SndID_Catapult
SndID_Gloop =		SndID_Lavafall
SndID_Fire =		SndID_FireBurn
SndID_ArrowStick =	SndID_KTEDrop
SndID_Helicopter =	SndID_TailsFly
SndID_SuperTransform =	SndID_Teleport2
SndID_CNZLaunch =	SndID_KTEBlowBridge
SndID_Flipper =		SndID_Catapult
SndID_Leaves =		SndID_Unk28
SndID_MegaMackDrop =	SndID_Unk28
SndID_DrawbridgeMove =	SndID_Trapdoor
SndID_QuickDoorSlam =	SndID_DoorSlam
SndID_DrawbridgeDown =	SndID_Trapdoor
SndID_LaserBurst =	SndID_LargeLaser
SndID_LaserFloor =	SndID_LargeLaser2
SndID_Scatter =		SndID_Unk14
SndID__End =		$E0

Fixing the special sounds

Any time you update the sound driver, you need to change these sounds:

; Special sound IDs

MusID_StopSFX =		$78+$80			; F8
MusID_FadeOut =		$79+$80			; F9
SndID_SegaSound =	$7A+$80			; FA
MusID_SpeedUp =		$7B+$80			; FB
MusID_SlowDown =	$7C+$80			; FC
MusID_Stop =		$7D+$80			; FD
MusID_Pause =		$7E+$80			; FE
MusID_Unpause =		$7F+$80			; FF

First of all, speed up and slow down are no longer sounds, they are called by a completely different routine, but new equates for those are still useful. Second, pause and unpause are no longer sounds but are directly handled by the PauseGame routine that we upgraded above. No equates are necessary for those two. StopSFX is not used in the Sonic 3 driver as far as I know, so we will treat it as a compatibility ID. The resulting lists will look like THIS:

; Special sound IDs

MusID_FadeOut =		$E1
MusID_Stop =		$E0
SndID_SegaSound =	$FF

;these are here for compatibility
MusID_StopSFX =		MusID_Stop

;Tempo IDs
Tempo_SpeedUp =		8
Tempo_SlowDown =	0

Fixing the Sneakers

I bet you expected that the sneakers would be fixed with the previous section, but no, Sonic 3 uses a different routine for the sneaker speed up / slow down. First, we will go to super_shoes_Tails and, beyond the +, we'll find this:

	move.w	#MusID_SpeedUp,d0
	jmp	(PlayMusic).l	; Speed up tempo

That will not work the way we want it to. It will actually cause an error during assembly of the ROM, so we need to fix it:

	move.w	#Tempo_SpeedUp,d0
	jmp	(SetTempo).l	; Speed up tempo

The music now speeds up, but we need it to slow down when the sneakers wear off, so find:

; loc_1A14A:
Obj01_RmvSpeed:
	bclr	#2,status_secondary(a0)
	move.w	#MusID_SlowDown,d0	; Slow down tempo
	jmp	(PlayMusic).l

There are 2 lines that need editing here, just as before.

; loc_1A14A:
Obj01_RmvSpeed:
	bclr	#2,status_secondary(a0)
	move.w	#Tempo_SlowDown,d0	; Slow down tempo
	jmp	(SetTempo).l

This will fix it for Sonic, but for Tails, do the exact same thing to Obj02_ChkShoes. Now the sneakers should be working as intended.

Optional: Apply New Sounds to Existing Objects

(coming soon)

Optional: Fix the 2P VS Screen

You will probably notice that the 2 player mode level select is still playing the same music as the options screen, but sonic 3 has its own 2 player mode music. Here we will fix that. locate this code:

	move.b	#MusID_Options,d0
	bsr.w	JmpTo_PlayMusic
	move.w	#$707,(Demo_Time_left).w
	clr.w	(Two_player_mode).w
	clr.l	(Camera_X_pos).w
	clr.l	(Camera_Y_pos).w
	move.b	#$16,(Vint_routine).w
	bsr.w	WaitForVint
	move.w	(VDP_Reg1_val).w,d0
	ori.b	#$40,d0
	move.w	d0,(VDP_control_port).l
	bsr.w	Pal_FadeTo

;loc_8DA8:
LevelSelect2P_Main:

and change the music id to MusID_2PVS.
the result should be:

	move.b	#MusID_2PVS,d0
	bsr.w	JmpTo_PlayMusic
	move.w	#$707,(Demo_Time_left).w
	clr.w	(Two_player_mode).w
	clr.l	(Camera_X_pos).w
	clr.l	(Camera_Y_pos).w
	move.b	#$16,(Vint_routine).w
	bsr.w	WaitForVint
	move.w	(VDP_Reg1_val).w,d0
	ori.b	#$40,d0
	move.w	d0,(VDP_control_port).l
	bsr.w	Pal_FadeTo

;loc_8DA8:
LevelSelect2P_Main:

Optional: Fix the Sound Test

Okay, I assume that you would want the sound test working too, so I added a section on that. First, we want to go to OptionScreen_Choices. Here is what we have:

OptionScreen_Choices:
	dc.l (3-1)<<24|(Player_option&$FFFFFF)
	dc.l (2-1)<<24|(Two_player_items&$FFFFFF)
	dc.l ($80-1)<<24|(Sound_test_sound&$FFFFFF)

change that last line to:

OptionScreen_Choices:
	dc.l ($FF)<<24|(Sound_test_sound&$FFFFFF)

now we have a full range, but it is not fixed yet, so we will locate:

	move.w	d2,(a1)
	cmpi.b	#2,(Options_menu_box).w
	bne.s	+	; rts
	andi.w	#button_B_mask|button_C_mask,d0
	beq.s	+	; rts
	move.w	(Sound_test_sound).w,d0
	addi.w	#$80,d0
	bsr.w	JmpTo_PlayMusic
	lea	(level_select_cheat).l,a0
	lea	(continues_cheat).l,a2
	lea	(Level_select_flag).w,a1
	moveq	#0,d2	; flag to tell the routine to enable the continues cheat
	bsr.w	CheckCheats

+

see that addi.w #$80,d0 line? It needs to go. the result will be:

	move.w	d2,(a1)
	cmpi.b	#2,(Options_menu_box).w
	bne.s	+	; rts
	andi.w	#button_B_mask|button_C_mask,d0
	beq.s	+	; rts
	move.w	(Sound_test_sound).w,d0
	bsr.w	JmpTo_PlayMusic
	lea	(level_select_cheat).l,a0
	lea	(continues_cheat).l,a2
	lea	(Level_select_flag).w,a1
	moveq	#0,d2	; flag to tell the routine to enable the continues cheat
	bsr.w	CheckCheats

+

okay, that fixes the options screen, but not the level select. We will do that next. go to LevSelControls_CheckLR. Below I have shown the code:

; loc_9522:
LevSelControls_CheckLR:
	cmpi.w	#$15,(Level_select_zone).w	; are we in the sound test?
	bne.s	LevSelControls_SwitchSide	; no
	move.w	(Sound_test_sound).w,d0
	move.b	(Ctrl_1_Press).w,d1
	btst	#button_left,d1
	beq.s	+
	subq.b	#1,d0
	bcc.s	+
	moveq	#$7F,d0

+
	btst	#button_right,d1
	beq.s	+
	addq.b	#1,d0
	cmpi.w	#$80,d0
	blo.s	+
	moveq	#0,d0

+
	btst	#button_A,d1
	beq.s	+
	addi.b	#$10,d0
	andi.b	#$7F,d0

+
	move.w	d0,(Sound_test_sound).w
	andi.w	#button_B_mask|button_C_mask,d1
	beq.s	+	; rts
	move.w	(Sound_test_sound).w,d0
	addi.w	#$80,d0
	bsr.w	JmpTo_PlayMusic
	lea	(debug_cheat).l,a0
	lea	(super_sonic_cheat).l,a2
	lea	(Night_mode_flag).w,a1
	moveq	#1,d2	; flag to tell the routine to enable the Super Sonic cheat
	bsr.w	CheckCheats

+
	rts

First of all, it checks when you press left to see if the sound test value is -1, since the sound driver uses the whole byte for the sound ID, we don't want it to rest to 127 like it usually does. It is very likely clear what you need to change there. Next it checks when you press right if the value is 128, at that point we do not want it resetting to 0 for the same reason above, then there is that andi.b on the sound test value of 127 that caps the value at $7F, that needs to go. Also just before playing the sound, 128 is added to the sound test value, which we don't want, just in case you haven't figured it out, I outlined the changes below:

; loc_9522:
LevSelControls_CheckLR:
	cmpi.w	#$15,(Level_select_zone).w	; are we in the sound test?
	bne.s	LevSelControls_SwitchSide	; no
	move.w	(Sound_test_sound).w,d0
	move.b	(Ctrl_1_Press).w,d1
	btst	#button_left,d1
	beq.s	+
	subq.b	#1,d0
	;bcc.s	+                      ;<-- remove this line
	;moveq	#$7F,d0           ;<-- remove this line

+
	btst	#button_right,d1
	beq.s	+
	addq.b	#1,d0
	;cmpi.w	#$80,d0        ;<-- remove this line
	;blo.s	+                   ;<-- remove this line
	;moveq	#0,d0            ;<-- remove this line

+
	btst	#button_A,d1
	beq.s	+
	addi.b	#$10,d0
	;andi.b	#$7F,d0       ;<-- remove this line

+
	move.w	d0,(Sound_test_sound).w
	andi.w	#button_B_mask|button_C_mask,d1
	beq.s	+	; rts
	move.w	(Sound_test_sound).w,d0
	;addi.w	#$80,d0         ;<-- remove this line
	bsr.w	JmpTo_PlayMusic
	lea	(debug_cheat).l,a0
	lea	(super_sonic_cheat).l,a2
	lea	(Night_mode_flag).w,a1
	moveq	#1,d2	; flag to tell the routine to enable the Super Sonic cheat
	bsr.w	CheckCheats

+
	rts
SCHG How-To Guide: Sonic the Hedgehog 2 (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix Super Sonic Bugs | Use Correct Height When Roll Jumping | Fix Jump Height Bug When Exiting Water | Fix Spin Dash Code and Add Spin Dash Speeds | Fix Screen Boundary Spin Dash Bug | Correct Drowning Bugs | Fix Camera Y Position for Tails | Fix Tails Subanimation Error | Fix Tails' Respawn Speeds | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix Rexon Crash | Fix Monitor Collision Bug | Fix EHZ Deformation Bug | Correct CPZ Boss Attack Behavior | Fix Bug in ARZ Boss Arrow's Platform Behavior | Fix ARZ Boss Walking on Air Glitch | Fix ARZ Boss Sprite Behavior | Fix Multiple CNZ Boss Bugs | Fix HTZ Background Scrolling Mountains | Fix OOZ Launcher Speed Up Glitch | Fix DEZ Giant Mech Collision Glitch | Fix Boss Deconstruction Behavior | Fix Speed Bugs
Design Choices
Remove the Air Speed Cap | Disable Floor Collision While Dying | Modify Super Sonic Transformation Methods & Behavior | Enable/Disable Tails in Certain Levels | Collide with Water After Being Hurt | Retain Rings When Returning at a Star Post | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Insert LZ Water Ripple Effect | Restore Lost CPZ Boss Feature | Prevent SCZ Tornado Spin Dash Death | Improve ObjectMove Subroutines | Port S3K Rings Manager | Port S3K Object Manager | Port S3K Priority Manager | Edit Level Order with ASM‎ | Alter Ring Requirements in Special Stages | Make Special Stage Characters Use Normal DPLCs | Speed Up Ring Loss Process | Add beta spindash to Sonic 2 | Change spike behaviour in Sonic 2
Adding Features
Create Insta-kill and High Jump Monitors | Create Clone and Special Stage Monitors | Port Knuckles
Sound Features
Port Sonic 1 Sound Driver | Port Sonic 2 Clone Driver | Port Sonic 3 Sound Driver | Expand the Music Index to Start at $00 (Sonic 2 Clone Driver Version)
Extending the Game
Extend the Level Index Past $10 | Extend the Level Select | Extend Water Tables | Add Extra Characters | Free Up 2 Universal SSTs