Actions

SCHG How-to

Difference between revisions of "Expand the music index to start at $00 instead of $80 (Sonic 2 Clone Driver version)"

From Sonic Retro

(Added Change the number of Level Select sound test slots)
m (Text replace - '[[Category:SCHG How-tos|' to '{{S2Howtos}} [[Category:SCHG How-tos|')
Line 272: Line 272:
 
ADDITIONAL NOTES: Level Select Sound Test code was contributed by [[User:MattATobin]] with guidance from [[Ayla]] and [[Sik]]
 
ADDITIONAL NOTES: Level Select Sound Test code was contributed by [[User:MattATobin]] with guidance from [[Ayla]] and [[Sik]]
  
 +
{{S2Howtos}}
 
[[Category:SCHG How-tos|{{PAGENAME}}]]
 
[[Category:SCHG How-tos|{{PAGENAME}}]]

Revision as of 11:42, 13 September 2011

(Original guide by Mikel, based on a guide by HPZMan)

Notes:

  • Firstly, credit to HPZMan for the original guide he made for Sonic 1.
  • Secondly, you need to have the Sonic 2 Clone Driver in your hack. To get the Clone Driver, go to
    Sonic Retro
    this topic
    ; it requires the Sonic 1 Sound Driver to be ported to your Sonic 2 hack first.

First, go to "PlayMusic:"

You will see something like this: <asm> PlayMusic:

tst.b ($FFFFFFE0).w
bne.s +
move.b d0,($FFFFFFE0).w

move.b d0,($FFFFF00A).w rts + move.b d0,($FFFFF00A).w rts </asm> Change it to:

<asm> PlayMusic:

       cmpi.b #$7F, d0
       ble.s   ChkSounds00to7F
       jmp     NormalSoundRequest

ChkSounds00to7F:

       cmpi.b #$01, d0
       bge.s   LoadSlots00to7F
       jmp     NormalSoundRequest

LoadSlots00to7F:

       add.b   #$80, d0; Add $80 you get slot that starts in $81            
       move.b #$01, ($FFFFFFFC) .w; $FFFFFC moves $01 you you make sound to driver load secound index

NormalSoundRequest:

       move.b    d0, ($FFFFF00A) .w
       rts

</asm> Then, go to "PlaySound:".

You will see something like this:

<asm> PlaySound: move.b d0,($FFFFF00B).w rts </asm> Change it to:

<asm> PlaySound:

       cmpi.b #$7F, d0
       ble.s   ChkSounds00to7F_Special
       jmp     NormalSoundRequest_Special

ChkSounds00to7F_Special:

       cmpi.b #$01, d0
       bge.s   LoadSlots00to7F_Special
       jmp     NormalSoundRequest_Special

LoadSlots00to7F_Special:

       add.b   #$80, d0; Add $80 you get slot that starts in $81            
       move.b #$01, ($FFFFFFFC) .w; $FFFFFC moves $01 you you make sound to driver load secound index

NormalSoundRequest_Special:

       move.b    d0, ($FFFFF00B) .w
       rts

</asm> Then, go to "loc_7202C:"

You will see something like this:

<asm> loc_7202C: jsr sub_725CA(pc) movea.l (off_719A0).l,a4 subi.b #$81,d7 move.b (a4,d7.w),$29(a6) movea.l (Go_MusicIndex).l,a4 </asm> Change it to:

<asm> loc_7202C:

       	jsr    sub_725CA (PC)
       	movea.l    (off_719A0) .l, a4
       	subi.b    #$81, d7
       	move.b    (a4, d7.w), $29 (a6)
       	movea.l    (Go_MusicIndex) .l, a4
       	cmpi.b #$01, ($FFFFFFFC) .w
       	bne.s   NormalIndexLoad
       	movea.l    (Go_MusicIndex_01to1F) .l, a4

NormalIndexLoad:

       	clr.w   ($FFFFFFFC) .w

</asm> Then, search for "Go_MusicIndex:"

You will see something like this:

<asm> Go_MusicIndex: dc.l MusicIndex ; XREF: Sound_81to9F </asm> Add this below "Go_MusicIndex:":

<asm> Go_MusicIndex_01to1F: dc.l MusicIndex_01plus </asm> Then, go to "MusicIndex:"

You will see something like 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> Then, add this below "MusicIndex:"

<asm> MusicIndex_01plus:

        	dc.l Music01, Music02

</asm> The "dc.l Music01, Music02" is basically an example of what music slots you should use for Slots $01 to any number you want to stop at

Then, go to "Sound_ChkValue:"

You should see something like this:

<asm> Sound_ChkValue: ; XREF: sub_71B4C moveq #0,d7 move.b 9(a6),d7 beq.w Sound_E4 bpl.s locret_71F8C move.b #$80,9(a6) ; reset music flag cmpi.b #$E0,d7 bge.s Sound_E0plus Sound_ChkValue_OtherChecks: cmpi.b #$FF,d7 bge.s Sound_E0toF8 cmpi.b #$9F,d7 ble.w Sound_81To9F cmpi.b #$F0,d7 ble.w Sound_A0ToCF cmpi.b #$F9,d7 bge.w Sound_E0toE4 </asm> Change it to:

<asm> Sound_ChkValue:  ; XREF: sub_71B4C

       	moveq    #0, d7
       	move.b    9 (a6), d7
     		beq.w    Sound_E4
      		bpl.s    locret_71F8C
       	move.b    #$80,9 (a6); reset    music flag

cmpi.b #$E0,d7 bge.s Sound_E0plus

       	cmpi.b #$01, ($FFFFFFFC) .w
       	bne.s   Load81to9F
       	jmp     Sound_ChkValueFor00

Load81to9F:

       	cmpi.b    #$9F, d7
     		bls.w    Sound_81to9F; music    $81-$9F

Sound_ChkValue_OtherChecks: cmpi.b #$FF,d7 bge.s Sound_E0toF8 cmpi.b #$F0,d7 ble.w Sound_A0ToCF cmpi.b #$F9,d7 bge.w Sound_E0toE4 </asm> Now, go to "Sound_81to9F:", and change it to this:

<asm> Sound_ChkValueFor00:

       	cmpi.b #$FF, d7; $FF = Last slot will be musics in index $00 - $7F ($FF = $7F)
       	bls.w   Sound_81to9F
       	rts


Sound_81to9F: ; XREF: Sound_ChkValue cmpi.b #$98,d7 ; is "extra life" music played? bne.s loc_72024 ; if not, branch tst.b $27(a6) bne.w loc_721B6 lea $40(a6),a5 moveq #9,d0 </asm> Finally, we are going to Change the number of sound test slots in the options and level select menus

To change the Options Sound Test,

Go to "word_917A:"

You will see something like this:

<asm> dc.w $7FFF ; 4 dc.w Sound_test_sound ; 5 </asm> Change the "$7" in "$7FFF" to anything you like, like "$FFFF", or "$CFFF"


To change the Level Select Sound Test,

Go to "loc_9522:"

You will see something like this:

<asm> loc_9522: cmpi.w #$15,(Level_select_zone).w bne.s loc_958A move.w (Sound_test_sound).w,d0 move.b (Ctrl_1_Press).w,d1 btst #2,d1 beq.s loc_953E subq.b #1,d0 bcc.s loc_953E moveq #$7F,d0 </asm> On the last moveq Change the "$7" in "$7F,d0" to mach the first two letters in the value you used above, like "$FF", or "$CF".

Go to "loc_954E:"

You will see something like this:

<asm> loc_954E: btst #6,d1 beq.s loc_955C addi.b #$10,d0 andi.b #$7F,d0 </asm> As before but on andi.b Change the "$7" in "$7F,d0" to the value you used above, like "$FF", or "$CF".

Lastly, Head back up to "loc_953E:" it should be between the two sections you just changed.

You will see something like this:

<asm> loc_953E: btst #3,d1 beq.s loc_954E addq.b #1,d0 cmpi.w #$80,d0 bcs.s loc_954E moveq #0,d0 </asm>

change it to this:

<asm> loc_953E: btst #3,d1 beq.s loc_954E addq.b #1,d0 </asm>

ADDITIONAL NOTES: Level Select Sound Test code was contributed by User:MattATobin with guidance from Ayla and Sik

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 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 | Fix 14 Continues Cheat | Fix Debug Mode Crash | Fix 99+ Lives | Fix Sonic 2's Sega Screen
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 | 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
Expand Music Index to Start at $00 | Port Sonic 1 Sound Driver | Port Sonic 2 Clone Driver | Port Sonic 3 Sound Driver | Port Flamewing's Sonic 3 & Knuckles Sound Driver | Expand the Music Index to Start at $00 (Sonic 2 Clone Driver Version) | Play Different Songs Per Act
Extending the Game
Extend the Level Index Past $10 | Extend the Level Select | Extend Water Tables | Add Extra Characters | Free Up 2 Universal SSTs