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SCHG How-to

Difference between revisions of "Port Sonic 1's Sound Driver to Sonic 2"

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(New page: ''(Original guide by Tweaker)'' ==Introduction== For anyone who's worked with ''Sonic 2'' before, you'll notice that managing music can be a bit of a hassle. Music has to be in a s...)
 
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For anyone who's worked with ''[[Sonic 2]]'' before, you'll notice that managing music can be a bit of a hassle. Music has to be in a specific location, has to stay within a certain sound bank... and there's a limited number of sounds you can have in the game. However, the sound driver in ''[[Sonic 1]]'' is entirely written in 68k (except for the DAC driver), making it much easier to edit, and much easier to manage music with. You can place music data anywhere, as the pointers use relative addressing, and there are no limitations on where you can place music data.
 
For anyone who's worked with ''[[Sonic 2]]'' before, you'll notice that managing music can be a bit of a hassle. Music has to be in a specific location, has to stay within a certain sound bank... and there's a limited number of sounds you can have in the game. However, the sound driver in ''[[Sonic 1]]'' is entirely written in 68k (except for the DAC driver), making it much easier to edit, and much easier to manage music with. You can place music data anywhere, as the pointers use relative addressing, and there are no limitations on where you can place music data.
  
So, when [[Puto]] comes to me with his own port of the Sonic 1 sound driver, and said he had problems, I showed him a personal port that [[Esrael]] made for [[Sonic 2 Megamix]]. Together, we were able to fully patch up all the issues that the driver has when ported to Sonic 2. Therefore, we decided we'd make a guide, that, when followed correctly, allows anybody to use the Sonic 1 sound driver in their hack! Included below is the Sonic 1 sound driver in its own seperate ASM file, which you can edit freely, along with the original folder structure for the sound driver's music data, sound data, etc.
+
So, when [[Puto]] comes to me with his own port of the Sonic 1 sound driver, and said he had problems, I showed him a personal port that [[Esrael]] made for [[Sonic 2 Megamix]]. Together, we were able to fully patch up all the issues that the driver has when ported to Sonic 2. Therefore, we decided we'd make a guide, that, when followed correctly, allows anybody to use the Sonic 1 sound driver in their hack! Included below is the Sonic 1 sound driver in its own separate ASM file, which you can edit freely, along with the original folder structure for the sound driver's music data, sound data, etc.
  
 
Anyway, on with the guide!
 
Anyway, on with the guide!
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The last thing we have to do in order to fix underwater palettes for good is to change a VDP instruction, which is what changes the palette fully to the underwater pallete once you're deep enough underwater, and the raster effects are no longer in effect. Do a search and replace for "-$69076AC0" and replace all instances of it with "$96FD9540" - this will make sure that when you're deep enough underwater, the correct palette is loaded.
 
The last thing we have to do in order to fix underwater palettes for good is to change a VDP instruction, which is what changes the palette fully to the underwater pallete once you're deep enough underwater, and the raster effects are no longer in effect. Do a search and replace for "-$69076AC0" and replace all instances of it with "$96FD9540" - this will make sure that when you're deep enough underwater, the correct palette is loaded.
  
The final step is to grab a slightly modified version of the Sonic 1 sound driver from Hivebrain's 2005 Sonic 1 disassembly (link below), and insert it into the Sonic 2 disassembly - the location does not matter, though I personally reccomend the end of the ROM. You can also delete the Sonic 2 sound driver now, if you wish, though it is not required to do so.
+
The final step is to grab a slightly modified version of the Sonic 1 sound driver from Hivebrain's 2005 Sonic 1 disassembly (link below), and insert it into the Sonic 2 disassembly - the location does not matter, though I personally recommend the end of the ROM. You can also delete the Sonic 2 sound driver now, if you wish, though it is not required to do so.
  
 
You can either use the include directive to insert S1 Sound Driver.asm, or you can simply copy/paste what's in there. Either will be sufficient.
 
You can either use the include directive to insert S1 Sound Driver.asm, or you can simply copy/paste what's in there. Either will be sufficient.
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And that's it! Enjoy! Let me or Puto know if there's any issues left, and we'll try and patch them up.
 
And that's it! Enjoy! Let me or Puto know if there's any issues left, and we'll try and patch them up.
 +
 +
[[Category:SCHG How-tos]]

Revision as of 13:39, 6 December 2007

(Original guide by Tweaker)

Introduction

For anyone who's worked with Sonic 2 before, you'll notice that managing music can be a bit of a hassle. Music has to be in a specific location, has to stay within a certain sound bank... and there's a limited number of sounds you can have in the game. However, the sound driver in Sonic 1 is entirely written in 68k (except for the DAC driver), making it much easier to edit, and much easier to manage music with. You can place music data anywhere, as the pointers use relative addressing, and there are no limitations on where you can place music data.

So, when Puto comes to me with his own port of the Sonic 1 sound driver, and said he had problems, I showed him a personal port that Esrael made for Sonic 2 Megamix. Together, we were able to fully patch up all the issues that the driver has when ported to Sonic 2. Therefore, we decided we'd make a guide, that, when followed correctly, allows anybody to use the Sonic 1 sound driver in their hack! Included below is the Sonic 1 sound driver in its own separate ASM file, which you can edit freely, along with the original folder structure for the sound driver's music data, sound data, etc.

Anyway, on with the guide!

Instructions

Okay, first we're going to get the actual driver to load. Go to loc_45E, which should be this: <asm>loc_45E:; CODE XREF: ROM:000004C2�j

ROM
00000562�j ...

addq.l #1,($FFFFFE0C).w movem.l (sp)+,d0-a6 rte</asm>

And change it to this... <asm>loc_45E:; CODE XREF: ROM:000004C2�j

ROM
00000562�j ...

jsr Init_Sonic1_Sound_Driver; Esrael L. G. Neto addq.l #1,($FFFFFE0C).w movem.l (sp)+,d0-a6 rte</asm>

Next, go to sub_130A, which should be this: <asm>sub_130A:; CODE XREF: ROM:00000386�p nop jmp loc_EC000

End of function sub_130A</asm>

And change it to this... <asm>sub_130A:; CODE XREF: ROM:00000386�p nop

jmp loc_EC000

move.w #$0100, ($00A11100); Esrael L. G. Neto Add Sonic 1 Sound Driver move.w #$0100, ($00A11200); Esrael L. G. Neto Add Sonic 1 Sound Driver lea Kos_Z80, A0; Esrael L. G. Neto Add Sonic 1 Sound Driver lea ($00A00000), A1; Esrael L. G. Neto Add Sonic 1 Sound Driver bsr KozDec_193A; Esrael L. G. Neto Add Sonic 1 Sound Driver move.b #((SegaPCM>>$10)&$FF), ($00A00019); Esrael L. G. Neto Add Sonic 1 Sound Driver move.w #$0000, ($00A11200); Esrael L. G. Neto Add Sonic 1 Sound Driver nop ; Esrael L. G. Neto Add Sonic 1 Sound Driver nop ; Esrael L. G. Neto Add Sonic 1 Sound Driver nop ; Esrael L. G. Neto Add Sonic 1 Sound Driver nop ; Esrael L. G. Neto Add Sonic 1 Sound Driver move.w #$0100, ($00A11200); Esrael L. G. Neto Add Sonic 1 Sound Driver move.w #$0000, ($00A11100); Esrael L. G. Neto Add Sonic 1 Sound Driver rts ; Esrael L. G. Neto Add Sonic 1 Sound Driver

End of function sub_130A</asm>

Next, find sub_135E, which should be this: <asm>sub_135E:; CODE XREF: ROM:000037BC�p

ROM
0000399C�p ...

tst.b ($FFFFFFE0).w bne.s loc_136A move.b d0,($FFFFFFE0).w rts

ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

loc_136A:; CODE XREF: sub_135E+4�j move.b d0,($FFFFFFE4).w rts

End of function sub_135E</asm>

And change it to this... <asm>sub_135E:; CODE XREF: ROM:000037BC�p

ROM
0000399C�p ...
tst.b ($FFFFFFE0).w
bne.s loc_136A
move.b d0,($FFFFFFE0).w

move.b D0, ($FFFFF00A).w; Esrael L. G. Neto Change Sonic 1 Sound Driver rts

====================================================================================================================================

loc_136A:; CODE XREF: sub_135E+4�j

move.b d0,($FFFFFFE4).w

move.b D0, ($FFFFF00A).w; Esrael L. G. Neto Change Sonic 1 Sound Driver rts

End of function sub_135E</asm>

Next find sub_1370, and find this: <asm>sub_1370:; CODE XREF: ROM:0000392C�p

ROM
00003CB4�p ...

move.b d0,($FFFFFFE1).w rts

End of function sub_1370</asm>

And replace it with this... <asm>sub_1370:; CODE XREF: ROM:0000392C�p

ROM
00003CB4�p ...
move.b d0,($FFFFFFE1).w

move.b D0, ($FFFFF00B).w; Esrael L. G. Neto Change Sonic 1 Sound Driver rts

End of function sub_1370</asm>

Now, we're going to fix the broken sound effects, such as rings. Look for sub_1376. It should be this: <asm>sub_1376: ; CODE XREF: sub_11FC2+54�j ; sub_11FC2+B0�j ... move.b d0,($FFFFFFE2).w rts

End of function sub_1376</asm>

Replace it with this: <asm>sub_1376: ; CODE XREF: sub_11FC2+54�j ; sub_11FC2+B0�j ... bra.s sub_135E; branch to normal sfx playing routine move.b d0,($FFFFFFE2).w rts

End of function sub_1376</asm>

Now, look for sub_137C. It should be this: <asm>sub_137C:; CODE XREF: sub_FE70+24�p h+B576�p ... tst.b 1(a0) bpl.s locret_1386 move.b d0,($FFFFFFE1).w

locret_1386:; CODE XREF: sub_137C+4�j rts

End of function sub_137C</asm>

Replace it with this: <asm>sub_137C:; CODE XREF: sub_FE70+24�p h+B576�p ... tst.b 1(a0) bpl.s locret_1386

move.b d0,($FFFFFFE1).w

move.b D0, ($FFFFF00B).w; Esrael L. G. Neto Change Sonic 1 Sound Driver

locret_1386:; CODE XREF: sub_137C+4�j rts

End of function sub_137C</asm>

Next, we're going to fix the music so it stops correctly when you pause. Find loc_13A6, which should be this: <asm>loc_13A6:; CODE XREF: sub_1388+E�j move.w #1,($FFFFF63A).w move.b #-2,($FFFFFFE0).w</asm>

And replace it with this... <asm>loc_13A6:; CODE XREF: sub_1388+E�j move.w #1,($FFFFF63A).w

move.b #-2,($FFFFFFE0).w

move.b #$01,($FFFFF003).w; Esrael L. G. Neto Change Sonic 1 Sound Driver - Pause</asm>

Next, go to loc_13F2, which should be this: <asm>loc_13F2:; CODE XREF: sub_1388+4A�j move.b #-1,($FFFFFFE0).w</asm>

And replace it with this... <asm>loc_13F2:; CODE XREF: sub_1388+4A�j

move.b #-1,($FFFFFFE0).w

move.b #$80,($FFFFF003).w; Esrael L. G. Neto Change Sonic 1 Sound Driver - Pause</asm>

Now, find loc_1400, which should be this: <asm>loc_1400:; CODE XREF: sub_1388+52�j sub_1388+5A�j move.w #1,($FFFFF63A).w move.b #-1,($FFFFFFE0).w rts</asm>

And replace it with this... <asm>loc_1400:; CODE XREF: sub_1388+52�j sub_1388+5A�j move.w #1,($FFFFF63A).w

move.b #-1,($FFFFFFE0).w

move.b #$01,($FFFFF003).w; Esrael L. G. Neto Change Sonic 1 Sound Driver - Pause rts</asm>

Next, find loc_541A, which should be this: <asm>loc_541A:; CODE XREF: ROM:00005212�j

ROM
0000525A�j

move.b #-1,($FFFFFFE0).w move.b #8,($FFFFF62A).w bra.w sub_3384</asm>

And replace it with this... <asm>loc_541A:; CODE XREF: ROM:00005212�j

ROM
0000525A�j
move.b #-1,($FFFFFFE0).w

move.b #$01,($FFFFF003).w; Esrael L. G. Neto Change Sonic 1 Sound Driver - Pause move.b #8,($FFFFF62A).w bra.w sub_3384</asm>

Now, we're going to fix the underwater palettes, since the sound driver uses some space in RAM that, in S2, is used for underwater palettes. Do a search and replace (ctrl+h) and replace all instances of "$FFFFF08" with "$FFFFFA8" - what this will do is make the game read from the Sonic 1 location for underwater palettes, which is unused in S2, and unaffected by the sound driver.

Next, go to sub_2764. This is the Sonic 2 equivalent of "PalLoad4_Water" in Sonic 1, and what we're going to do is change a line in it to match the Sonic 1 routine, so the underwater palettes load to the correct address. The routine should look like this: <asm>sub_2764:; CODE XREF: ROM:000042E4�p lea (PalPoint).l,a1 lsl.w #3,d0 adda.w d0,a1 movea.l (a1)+,a2 movea.w (a1)+,a3 suba.l #$B00,a3 move.w (a1)+,d7

loc_277A:; CODE XREF: sub_2764+18�j move.l (a2)+,(a3)+ dbf d7,loc_277A rts

End of function sub_2764</asm>

Change it to this: <asm>sub_2764:; CODE XREF: ROM:000042E4�p lea (PalPoint).l,a1 lsl.w #3,d0 adda.w d0,a1 movea.l (a1)+,a2 movea.w (a1)+,a3 suba.l #$80,a3 move.w (a1)+,d7

loc_277A:; CODE XREF: sub_2764+18�j move.l (a2)+,(a3)+ dbf d7,loc_277A rts

End of function sub_2764</asm>

What this does is change how much the game subtracts from $FB00, in order to calculate the location to move underwater palettes to.

The last thing we have to do in order to fix underwater palettes for good is to change a VDP instruction, which is what changes the palette fully to the underwater pallete once you're deep enough underwater, and the raster effects are no longer in effect. Do a search and replace for "-$69076AC0" and replace all instances of it with "$96FD9540" - this will make sure that when you're deep enough underwater, the correct palette is loaded.

The final step is to grab a slightly modified version of the Sonic 1 sound driver from Hivebrain's 2005 Sonic 1 disassembly (link below), and insert it into the Sonic 2 disassembly - the location does not matter, though I personally recommend the end of the ROM. You can also delete the Sonic 2 sound driver now, if you wish, though it is not required to do so.

You can either use the include directive to insert S1 Sound Driver.asm, or you can simply copy/paste what's in there. Either will be sufficient.

Note

Certain sound effects and music from Sonic 2 WILL be missing, and you WILL need to add these yourself if you wish to still have them in game. To add a sound effect/music, simply tack it at the end of SoundIndex or MusicIndex. You can also get rid of SoundD0Index (and related setup) if you wish, as Sonic 2 does not have any sound effects that require it. Kega may also mess up a tad bit, not sure why - if anyone can figure it out, let us know.

Also, Sega sound is garbled. If you want to use it, either use a custom song, or figure out how to get it working. If anyone figures out how to do the latter, it would be appreciated if you shared your methods.

Sound Driver Files

Download.svg Download the Sonic 1 sound driver files
File: S1SoundDriverFiles.zip (66 kB) (info)

Credits

  • Varion Icaria - Puto's sound driver port.
  • Esrael - My driver port, plus fixes for things broken in Puto's port, such as hanging on the title card. Extra thanks for fixing the Sega sound.
  • Puto - Fixes for underwater palette stuff, as well as special stage ring stuff, and various other fixes.
  • StephenUK - Hints on how to fix the underwater stuff.
  • drx - Hacking CulT's VDP calculator.
  • Myself - I helped Puto fix the underwater stuff, and I wrote the guide. =P

And that's it! Enjoy! Let me or Puto know if there's any issues left, and we'll try and patch them up.