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SCHG How-to

Extend Music Slots in Sonic 1

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Revision as of 09:49, 18 March 2014 by Clownacy (talk | contribs) (Added S1Howtos template)

(Original guide by Mikel)

You may notice that in the Sound Test stops on $CF, and can't go any further than $CF. So here are instructions on how to extend the Music Slots to $FF in Sonic 1.

To start go to Sound_ChkValue, if you see this line:

<asm> cmpi.b #$E4,d7 bls.s Sound_E0toE4</asm> Add this under Sound_E0toE4:

<asm> cmpi.b #$FF,d7 bls.w Sound_E5toFF</asm> Then, go to Sound_81to9F, and add this above Sound_81to9F:

<asm>Sound_E5toFF: jsr sub_725CA(pc) movea.l (off_719A0).l,a4 subi.b #$E5,d7 move.b (a4,d7.w),$29(a6) movea.l (Go_MusicIndex_E5toFF).l,a4

                 jmp Music_Continue</asm>

Then go to loc_7202C, and 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 Music_Continue: lsl.w #2,d7 movea.l (a4,d7.w),a4 moveq #0,d0 move.w (a4),d0 add.l a4,d0 move.l d0,$18(a6) move.b 5(a4),d0 move.b d0,$28(a6) tst.b $2A(a6) beq.s loc_72068 move.b $29(a6),d0</asm> Then, change:

<asm> Go_SoundTypes: dc.l SoundTypes ; XREF: Sound_Play Go_SoundD0: dc.l SoundD0Index ; XREF: Sound_D0toDF Go_MusicIndex: dc.l MusicIndex ; XREF: Sound_81to9F Go_SoundIndex: dc.l SoundIndex ; XREF: Sound_A0toCF off_719A0: dc.l byte_71A94 ; XREF: Sound_81to9F Go_PSGIndex: dc.l PSG_Index ; XREF: sub_72926</asm> To:

<asm> align $10 Go_SoundTypes: dc.l SoundTypes ; XREF: Sound_Play Go_SoundD0: dc.l SoundD0Index ; XREF: Sound_D0toDF Go_MusicIndex: dc.l MusicIndex ; XREF: Sound_81to9F Go_MusicIndex_E5toFF: dc.l MusicIndex_E5plus ; XREF: Sound_81to9F Go_SoundIndex: dc.l SoundIndex ; XREF: Sound_A0toCF off_719A0: dc.l byte_71A94 ; XREF: Sound_81to9F Go_PSGIndex: dc.l PSG_Index ; XREF: sub_72926</asm> Then, go to:

<asm>Music9F: incbin sound\music9F.bin even</asm> And add the following lines under the line I posted above:

<asm>MusicIndex_E5plus:

                               dc.l MusicE5, MusicE6

dc.l MusicE7, MusicE8 dc.l MusicE9, MusicEA dc.l MusicEB, MusicEC dc.l MusicED, MusicEE dc.l MusicEF, MusicF0 dc.l MusicF1, MusicF2 dc.l MusicF3, MusicF4

                               dc.l MusicF5, MusicF6

dc.l MusicF7, MusicF8 dc.l MusicF9, MusicFA dc.l MusicFB, MusicFC dc.l MusicFD, MusicFE dc.l MusicFF</asm>

Then, under MusicIndex_E5toFF, add these lines:

<asm>MusicE5: incbin sound\musicE5.bin even MusicE6: incbin sound\musicE6.bin even MusicE7: incbin sound\musicE7.bin even MusicE8: incbin sound\musicE8.bin even MusicE9: incbin sound\musicE9.bin even MusicEA: incbin sound\musicEA.bin even MusicEB: incbin sound\musicEB.bin even MusicEC: incbin sound\musicEC.bin even MusicED: incbin sound\musicED.bin even MusicEE: incbin sound\musicEE.bin even MusicEF: incbin sound\musicEF.bin even MusicF0: incbin sound\musicF0.bin even MusicF1: incbin sound\musicF1.bin even MusicF2: incbin sound\musicF2.bin even MusicF3: incbin sound\musicF3.bin even MusicF4: incbin sound\musicF4.bin even MusicF5: incbin sound\musicF5.bin even MusicF6: incbin sound\musicF6.bin even MusicF7: incbin sound\musicF7.bin even MusicF8: incbin sound\musicF8.bin even MusicF9: incbin sound\musicF9.bin even MusicFA: incbin sound\musicFA.bin even MusicFB: incbin sound\musicFB.bin even MusicFC: incbin sound\musicFC.bin even MusicFD: incbin sound\musicFD.bin even MusicFE: incbin sound\musicFE.bin even MusicFF: incbin sound\musicFF.bin even</asm> Next, we are going to extend the slots in the Sound Test, first go to LevSel_SndTest, and change:

<asm> moveq #$4F,d0 ; if sound test moves below 0, set to $4F</asm> To:

<asm> moveq #$7F,d0 ; if sound test moves below 0, set to $7F</asm> Then, go to LevSel_Right, and change:

<asm> cmpi.w #$50,d0</asm> To:

<asm> cmpi.w #$80,d0</asm> Last but not least, we are going to allow the Sound Test to read slots $E5 to $FF, so go to LevSel_NoCheat, and change:

<asm> cmpi.w #$9F,d0 ; is sound $80-$9F being played? ble.s LevSel_PlaySnd ; if yes, branch</asm> To:

<asm> cmpi.w #$FF,d0 ; is sound $E5-$FF being played? ble.s LevSel_PlaySnd ; if yes, branch</asm> Then, build the rom and check out your newly added tunes.

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)