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Difference between revisions of "Expand the music index from $94 to $9F"

From Sonic Retro

(Added info on extending the music index and pointers plus a "bug fix" for song 9F which normally won't play with the original tutorial.)
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''(Addition by [[User:Vanya|Vanya]])''
 
''(Addition by [[User:Vanya|Vanya]])''
 
This applies to the Hivebrain 2005 disasm.
 
Just adding the new .bin files to the sound folder isn't enough. You'll need to add entries to the music index and the music pointers.
 
 
First, search for "<b>MusicIndex:</b>" and following the same format add new entries for the new tracks.
 
 
<asm>
 
MusicIndex: dc.l Music81, Music82
 
dc.l Music83, Music84
 
dc.l Music85, Music86
 
dc.l Music87, Music88
 
dc.l Music89, Music8A
 
dc.l Music8B, Music8C
 
dc.l Music8D, Music8E
 
dc.l Music8F, Music90
 
dc.l Music91, Music92
 
dc.l Music93
 
</asm>
 
 
You should end up with this:
 
 
<asm>
 
MusicIndex: dc.l Music81, Music82
 
dc.l Music83, Music84
 
dc.l Music85, Music86
 
dc.l Music87, Music88
 
dc.l Music89, Music8A
 
dc.l Music8B, Music8C
 
dc.l Music8D, Music8E
 
dc.l Music8F, Music90
 
dc.l Music91, Music92
 
dc.l Music93, Music94
 
dc.l Music95, Music96
 
dc.l Music97, Music98
 
dc.l Music99, Music9A
 
dc.l Music9B, Music9C
 
dc.l Music9D, Music9E
 
dc.l Music9F
 
</asm>
 
 
Next, expand the music file pointers. They are at the end of the file just before the sound effect pointers.
 
Just add entries for the remaining files at the end.
 
 
<asm>
 
Music94: incbin sound\music94.bin
 
even
 
Music95: incbin sound\music95.bin
 
even
 
Music96: incbin sound\music96.bin
 
even
 
Music97: incbin sound\music97.bin
 
even
 
Music98: incbin sound\music98.bin
 
even
 
Music99: incbin sound\music99.bin
 
even
 
Music9A: incbin sound\music9A.bin
 
even
 
Music9B: incbin sound\music9B.bin
 
even
 
Music9C: incbin sound\music9C.bin
 
even
 
Music9D: incbin sound\music9D.bin
 
even
 
Music9E: incbin sound\music9E.bin
 
even
 
Music9F: incbin sound\music9F.bin
 
even
 
</asm>
 
  
 
One last thing to note is that song 9F won't play unless one more change is made.
 
One last thing to note is that song 9F won't play unless one more change is made.

Revision as of 13:25, 19 October 2014

(Original guide by lukeusher123)

To add more music slots to the sound test, search for this code in the level select routine: <asm>LevSel_NoCheat:

       cmpi.w    #$94,d0    ; is sound $80-$94 being played?
       bcs.s    LevSel_PlaySnd; if yes, branch
       cmpi.w    #$A0,d0    ; is sound $95-$A0 being played?
       bcs.s    LevelSelect; if yes, branch</asm>

Change the line: <asm> cmpi.w #$94,d0  ; is sound $80-$94 being played?</asm> So it reads: <asm> cmpi.w #$9F,d0  ; is sound $80-$9F being played?</asm> Then rebuild the ROM.

And now the sound test will have the music slots going up to $9F, instead of $94, however attempts to play empty music slots will crash the sound driver, and possibly lock up the emulator. So, make sure you include a song in every slot.

(Addition by Vanya)

One last thing to note is that song 9F won't play unless one more change is made.

<asm>LevSel_NoCheat:

       cmpi.w    #$94,d0    ; is sound $80-$94 being played?
       bcs.s    LevSel_PlaySnd; if yes, branch
       cmpi.w    #$A0,d0    ; is sound $95-$A0 being played?
       bcs.s    LevelSelect; if yes, branch</asm>

Change the line: <asm> bcs.s LevSel_PlaySnd; if yes, branch</asm> So it reads: <asm> ble.s LevSel_PlaySnd; if yes, branch</asm>

SCHG How-To Guide: Sonic the Hedgehog (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix the SEGA Sound | Display the Press Start Button Text | Fix the Level Select Menu | Fix the Hidden Points Bug | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix the Walk-Jump Bug | Correct Drowning Bugs | Fix the Death Boundary Bug | Fix the Camera Follow Bug | Fix Song Restoration Bugs | Fix the HUD Blinking | Fix the Level Select Graphics Bug | Fix a remember sprite related bug
Changing Design Choices
Change Spike Behavior | Collide with Water After Being Hurt | Fix Special Stage Jumping Physics | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Remove the Speed Cap | Port the REV01 Background Effects | Port Sonic 2's Level Art Loader | Retain Rings Between Acts | Add Sonic 2 (Simon Wai Prototype) Level Select | Improve ObjectMove Subroutines | Port Sonic 2 Level Select
Adding Features
Add Spin Dash ( Part 1 / Part 2 / Part 3 / Part 4 ) | Add Eggman Monitor | Add Super Sonic | Add the Air Roll
Sound Features
Expand the Sound Index | Play Different Songs Per Act | Port Sonic 2 Final Sound Driver | Port Sonic 3's Sound Driver | Port Flamewing's Sonic 3 & Knuckles Sound Driver | Change The SEGA Sound
Extending the Game
Load Chunks From ROM | Add Extra Characters | Make an Alternative Title Screen | Use Dynamic Tilesets | Make GHZ Load Alternate Art | Make Ending Load Alternate Art | Add a New Zone | Set Up the Goggle Monitor | Add New Moves | Add a Dynamic Collision System | Dynamic Special Stage Walls System | Extend Sprite Mappings and Art Limit | Enigma Credits | Use Dynamic Palettes
Miscellaneous
Convert the Hivebrain 2005 Disassembly to ASM68K
Split Disassembly Guides
Set Up a Split Disassembly | Basic Level Editing | Basic Art Editing | Basic ASM Editing (Spin Dash)