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Difference between revisions of "Port Sonic 3's Sound Driver to Sonic 2"

From Sonic Retro

(Upgrading the Playback Routines)
m (Super minor change, I just changed how the download link works. Sorry for constantly editing this page!)
 
(40 intermediate revisions by 5 users not shown)
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{{GuideBy|Kram1024}}<br>
+
{{GuideBy|Kram1024}}
  
You probably saw my method of placing the sonic3 sound driver in sonic 1. Well, we are going to put it in sonic2 Rev01 this time. The changes are very similar to that of the sonic1 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 sonic2 with rather 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 lets get back to the hack.
+
'''Updated and fixed by''' [[User:WBilgini]]
 +
 
 +
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==
 
==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, 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.
+
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 [[Disassemblies#Revision_01|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==
+
==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.
+
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 interupt===
+
===Removal of all Callbacks to the S2 Driver in the Vertical Interrupt===
Unlike the s1 driver, sonic2 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.
+
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:  
+
We will search for all instances of:  
<asm>
+
<pre>
 
stopZ80 ; stop the Z80
 
stopZ80 ; stop the Z80
 
bsr.w sndDriverInput ; give input to the sound driver
 
bsr.w sndDriverInput ; give input to the sound driver
 
startZ80 ; start the Z80
 
startZ80 ; start the Z80
</asm>
+
</pre>
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.
+
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:<br>
+
In case you are a little lazy, here is a list of routines with this code:
'''VintSub0'''<br>
+
*'''VintSub0'''
'''Loc_54A'''<br>
+
*'''Loc_54A'''
'''Vint0_noWater''' (only touch the " bsr.w sndDriverInput ; give input to the sound driver" line)<br>
+
*'''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)<br>
+
*'''loc_748''' (only touch the " bsr.w sndDriverInput ; give input to the sound driver" line)
'''Vint10_specialStage''' (only touch the " jsr (sndDriverInput).l)<br>
+
*'''Vint_Pause_specialStage''' (only touch the " jsr (sndDriverInput).l)
'''loc_92A+++++''' (only touch the " jsr (sndDriverInput).l)<br>
+
*'''off_97A''' (only touch the " jsr (sndDriverInput).l)
'''loc_BD6''' (only touch the " jsr (sndDriverInput).l)<br>
+
*'''loc_BD6''' (only touch the " jsr (sndDriverInput).l)
'''VintSub18''' (only touch the " bsr.w sndDriverInput)<br>
+
*'''VintSub18''' (only touch the " bsr.w sndDriverInput)
'''VintSub16''' (only touch the " bsr.w sndDriverInput)<br>
+
*'''VintSub16''' (only touch the " bsr.w sndDriverInput)
'''Loc_EFE''' (only touch the " bsr.w sndDriverInput)<br>
+
*'''Loc_EFE''' (only touch the " bsr.w sndDriverInput)
  
 
===Removal of sndDriverInput===
 
===Removal of sndDriverInput===
Okay, we disabled the sonic2 z80 sound driver junk, but we still have a vestage of the old driver taking up valuable rom space. Locate:
+
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:
<asm>
+
<pre>
 
sndDriverInput:
 
sndDriverInput:
 
lea (Music_to_play&$00FFFFFF).l,a0
 
lea (Music_to_play&$00FFFFFF).l,a0
lea (Z80_RAM+zComRange).l,a1 ; $A01B80
+
lea (Z80_RAM+zAbsVar).l,a1 ; $A01B80
cmpi.b #$80,8(a1) ; If this (zReadyFlag) isn't $80, the driver is processing a previous sound request.
+
cmpi.b #$80,zVar.QueueToPlay(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.
 
bne.s loc_10C4 ; So we'll wait until at least the next frame before putting anything in there.
 
_move.b 0(a0),d0
 
_move.b 0(a0),d0
Line 51: Line 53:
 
loc_10AE: ; Check that the sound is not FE or FF
 
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
 
move.b d0,d1 ; If it is, we need to put it in $A01B83 as $7F or $80 respectively
subi.b #$FE,d1
+
subi.b #MusID_Pause,d1
 
bcs.s loc_10C0
 
bcs.s loc_10C0
 
addi.b #$7F,d1
 
addi.b #$7F,d1
move.b d1,3(a1)
+
move.b d1,zVar.StopMusic(a1)
 
bra.s loc_10C4
 
bra.s loc_10C4
 
; ---------------------------------------------------------------------------
 
; ---------------------------------------------------------------------------
  
 
loc_10C0:
 
loc_10C0:
move.b d0,8(a1)
+
move.b d0,zVar.QueueToPlay(a1)
  
 
loc_10C4:
 
loc_10C4:
Line 66: Line 68:
 
- move.b 1(a0,d1.w),d0 ; FFE3 (unk_FFE3) goes to 1B8B, (unknown)
 
- 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),
 
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).
+
tst.b zVar.SFXToPlay(a1,d1.w) ; FFE1 (SFX_to_play) goes to 1B89 (zSFXToPlay).
 
bne.s +
 
bne.s +
 
clr.b 1(a0,d1.w)
 
clr.b 1(a0,d1.w)
move.b d0,9(a1,d1.w)
+
move.b d0,zVar.SFXToPlay(a1,d1.w)
 
+
 
+
 
dbf d1,-
 
dbf d1,-
 
rts
 
rts
 
; End of function sndDriverInput
 
; End of function sndDriverInput
</asm>
+
</pre>
and remove it.  We don't need it anymore because the sonic 3 driver does this stuff on its own in its own way
+
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 Load Driver Routine==
+
==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 sonic2 instead of the beginning, but we have some artwork entangled with it as well. We will have to relocated it while we insert the new code. Locate: <asm>
+
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.
; ---------------------------------------------------------------------------
 
; Subroutine to load the sound driver
 
; ---------------------------------------------------------------------------
 
; sub_EC000:
 
SoundDriverLoad:
 
move sr,-(sp)
 
movem.l d0-a6,-(sp)
 
move #$2700,sr
 
lea (Z80_Bus_Request).l,a3
 
lea (Z80_Reset).l,a2
 
moveq #0,d2
 
move.w #$100,d1
 
move.w d1,(a3) ; get Z80 bus
 
move.w d1,(a2) ; release Z80 reset (was held high by console on startup)
 
- btst d2,(a3)
 
bne.s - ; wait until the 68000 has the bus
 
jsr DecompressSoundDriver(pc)
 
btst #0,(VDP_control_port+1).l ; check video mode
 
sne (Z80_RAM+zPalModeByte).l ; set if PAL
 
move.w d2,(a2) ; hold Z80 reset
 
move.w d2,(a3) ; release Z80 bus
 
moveq #$E6,d0
 
- dbf d0,- ; wait for 2,314 cycles
 
move.w d1,(a2) ; release Z80 reset
 
movem.l (sp)+,d0-a6
 
move (sp)+,sr
 
rts
 
  
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
+
Delete everything from SoundDriverLoad until the line "; end of 'ROM'"
; slightly modified Saxman decompression of the sound driver
 
; a4 == $A00000 (start of Z80 RAM)
 
; a5 == current position in Z80 RAM?
 
; a6 == current position in compressed sound driver?
 
; d0 == data to decompress? (byte)
 
; d4 == ???
 
; d5 == ???
 
; d6 == ???
 
; d7 == bytes left to decompress
 
; loc_EC04A:
 
DecompressSoundDriver:
 
lea Snd_Driver(pc),a6
 
; WARNING: the build script needs editing if you rename this label
 
movewZ80CompSize: move.w #Snd_Driver_End-Snd_Driver,d7 ; patched (by fixpointer.exe) after compression since the exact size can't be known beforehand
 
moveq #0,d6
 
lea (Z80_RAM).l,a5
 
moveq #0,d5
 
lea (Z80_RAM).l,a4
 
  
loc_EC062:
+
In its place, paste the code inside this file:
lsr.w #1,d6
 
btst #8,d6
 
bne.s +
 
jsr sub_EC0DE(pc)
 
move.b d0,d6
 
ori.w #$FF00,d6
 
+
 
btst #0,d6
 
beq.s loc_EC086
 
jsr sub_EC0DE(pc)
 
move.b d0,(a5)+
 
addq.w #1,d5
 
bra.w loc_EC062
 
; ---------------------------------------------------------------------------
 
  
loc_EC086:
+
{{Download|file=SoundDriverLoadCode.asm|filesize=54kb|title=The Sonic 3 Sound Driver Load code|plural=0}}
jsr sub_EC0DE(pc)
+
'''Note:''' Linux systems and some mac installs have a case sensitive filesystem  and that can cause build errors,<br>
moveq #0,d4
+
to fix, simply rename all non-sound effects to lowercase names.
move.b d0,d4
 
jsr sub_EC0DE(pc)
 
move.b d0,d3
 
andi.w #$F,d3
 
addq.w #2,d3
 
andi.w #$F0,d0
 
lsl.w #4,d0
 
add.w d0,d4
 
addi.w #$12,d4
 
andi.w #$FFF,d4
 
move.w d5,d0
 
andi.w #$F000,d0
 
add.w d0,d4
 
cmp.w d4,d5
 
bhs.s loc_EC0CC
 
subi.w #$1000,d4
 
bcc.s loc_EC0CC
 
add.w d3,d5
 
addq.w #1,d5
 
 
 
- move.b #0,(a5)+
 
dbf d3,-
 
 
 
bra.w loc_EC062
 
; ---------------------------------------------------------------------------
 
 
 
loc_EC0CC:
 
add.w d3,d5
 
addq.w #1,d5
 
 
 
- move.b (a4,d4.w),(a5)+
 
addq.w #1,d4
 
dbf d3,-
 
 
 
bra.w loc_EC062
 
; End of function DecompressSoundDriver
 
  
 +
==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:
 +
<pre>
 
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
 
; ||||||||||||||| 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_EC0DE:
+
; sub_135E:
move.b (a6)+,d0
+
PlayMusic:
subq.w #1,d7
+
tst.b (Music_to_play).w
 
bne.s +
 
bne.s +
addq.w #4,sp
+
move.b d0,(Music_to_play).w
 +
rts
 
+
 
+
 +
move.b d0,(Music_to_play_2).w
 
rts
 
rts
; End of function sub_EC0DE
+
; End of function PlayMusic
 
+
</pre>
; ===========================================================================
+
and we will replace it with '''this''' code:
 +
<pre>
 
; ---------------------------------------------------------------------------
 
; ---------------------------------------------------------------------------
; S2 sound driver (Sound driver compression (slightly modified Saxman))
+
; Subroutine to play a music track
 
; ---------------------------------------------------------------------------
 
; ---------------------------------------------------------------------------
; loc_EC0E8:
 
Snd_Driver:
 
save
 
include "s2.sounddriver.asm" ; CPU Z80
 
restore
 
padding off
 
!org (Snd_Driver+Size_of_Snd_driver_guess) ; don't worry; I know what I'm doing
 
  
 +
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
  
; loc_ED04C:
 
Snd_Driver_End:
 
  
 +
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
 +
</pre>
  
 +
===Upgrade Sound Routines===
 +
now find:
 +
<pre>
 +
; ||||||||||||||| 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
 +
</pre>
 +
and replace it with:
 +
<pre>
 +
; ||||||||||||||| 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
 +
</pre>
 +
now we will find:
 +
<pre>
 +
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
  
; ---------------------------------------------------------------------------
+
; sub_1370
; Filler (free space)
+
PlaySound:
; ---------------------------------------------------------------------------
+
move.b d0,(SFX_to_play).w
; the DAC data has to line up with the end of the bank.
+
rts
 +
; End of function PlaySound
  
; actually it only has to fit within one bank, but we'll line it up to the end anyway
 
; because the padding gives the sound driver some room to grow
 
cnop -Size_of_DAC_samples, $8000
 
  
; ---------------------------------------------------------------------------
+
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
; DAC samples
+
; play a sound in alternating speakers (as in the ring collection sound)
; ---------------------------------------------------------------------------
+
; sub_1376:
; loc_ED100:
+
PlaySoundStereo:
SndDAC_Start:
+
move.b d0,(SFX_to_play_2).w
 +
rts
 +
; End of function PlaySoundStereo
 +
</pre>
 +
and replace it with:
 +
<pre>
 +
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
  
SndDAC_Sample1:
+
; sub_1370
BINCLUDE "sound/DAC/Sample 1.bin"
+
PlaySound:
SndDAC_Sample1_End
+
stopZ80
 +
cmp.b ($A01C0B).l,d0
 +
beq.s ++
 +
tst.b ($A01C0B).l
 +
bne.s +
 +
move.b d0,($A01C0B).l
 +
startZ80
 +
rts
  
SndDAC_Sample2:
+
+ move.b d0,($A01C0C).l
BINCLUDE "sound/DAC/Sample 2.bin"
 
SndDAC_Sample2_End
 
  
SndDAC_Sample5:
+
+ move.w #0,($A11100).l
BINCLUDE "sound/DAC/Sample 5.bin"
 
SndDAC_Sample5_End
 
  
SndDAC_Sample6:
+
SkipPlaySound:
BINCLUDE "sound/DAC/Sample 6.bin"
+
rts
SndDAC_Sample6_End
+
; End of function PlaySound
  
SndDAC_Sample3:
 
BINCLUDE "sound/DAC/Sample 3.bin"
 
SndDAC_Sample3_End
 
  
SndDAC_Sample4:
+
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
BINCLUDE "sound/DAC/Sample 4.bin"
+
; play a sound in alternating speakers (as in the ring collection sound)
SndDAC_Sample4_End
+
; sub_1376:
 +
PlaySoundStereo:
 +
bra.s PlaySound
 +
; End of function PlaySoundStereo
  
SndDAC_Sample7:
+
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
BINCLUDE "sound/DAC/Sample 7.bin"
+
; change the music tempo
SndDAC_Sample7_End
 
  
SndDAC_End
+
SetTempo:
 +
stopZ80
 +
move.b D0,($A01C08).l
 +
startZ80
 +
rts
  
if SndDAC_End - SndDAC_Start > $8000
+
</pre>
fatal "DAC samples must fit within $8000 bytes, but you have $\{SndDAC_End-SndDAC_Start } bytes of DAC samples."
+
 
endif
+
==Upgrading Pause / Resume Routines==
if SndDAC_End - SndDAC_Start > Size_of_DAC_samples
+
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.
fatal "Size_of_DAC_samples = $\{Size_of_DAC_samples}, but you have $\{SndDAC_End-SndDAC_Start} bytes of DAC samples."
 
endif
 
  
 +
Find:
 +
<pre>
 
; ---------------------------------------------------------------------------
 
; ---------------------------------------------------------------------------
; Music pointers
+
; Subroutine to pause the game
 
; ---------------------------------------------------------------------------
 
; ---------------------------------------------------------------------------
align $8000
 
  
; loc_F0000:
+
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
MusicPoint1:
 
MusPtr_Continue: rom_ptr_z80 Mus_Continue-MusicPoint2
 
  
 +
; 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
 +
</pre>
 +
and replace it with:
 +
<pre>
 +
; ---------------------------------------------------------------------------
 +
; Subroutine to pause the game
 +
; ---------------------------------------------------------------------------
  
Mus_Continue:  BINCLUDE    "sound/music/Continue.bin"
+
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
  
; --------------------------------------------------------------------
+
; sub_1388:
; Nemesis compressed art (20 blocks)
+
PauseGame:
; Buzzer's fireball
+
nop
ArtNem_Buzzer_Fireball: BINCLUDE "art/nemesis/Fireball 1 (Buzzer).bin"
+
tst.b (Life_count).w
; --------------------------------------------------------------------
+
beq Unpause
; Nemesis compressed art (24 blocks)
+
tst.w (Game_paused).w
; Waterfall tiles
+
bne.s +
ArtNem_Waterfall: BINCLUDE "art/nemesis/Waterfall tiles.bin"
+
move.b (Ctrl_1_Press).w,d0
; --------------------------------------------------------------------
+
or.b (Ctrl_2_Press).w,d0
; Nemesis compressed art (16 blocks)
+
andi.b #$80,d0
; Another fireball
+
beq Pause_DoNothing
ArtNem_HtzFireball: BINCLUDE "art/nemesis/Fireball 2.bin"
+
+ move.w #1,(Game_paused).w
; --------------------------------------------------------------------
+
stopZ80
; Nemesis compressed art (8 blocks)
+
move.b #1,($A01C10).l
; Bridge in EHZ
+
startZ80
ArtNem_EHZ_Bridge: BINCLUDE "art/nemesis/EHZ bridge.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (48 blocks)
 
; Diagonally moving lift in HTZ
 
ArtNem_HtzZipline: BINCLUDE "art/nemesis/HTZ zip-line platform.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (4 blocks)
 
; One way barrier from HTZ
 
ArtNem_HtzValveBarrier: BINCLUDE "art/nemesis/One way barrier from HTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (24 blocks)
 
; See-saw in HTZ
 
ArtNem_HtzSeeSaw: BINCLUDE "art/nemesis/See-saw in HTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (24 blocks)
 
; Unused Fireball
 
;ArtNem_F0B06:
 
BINCLUDE "art/nemesis/Fireball 3.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (20 blocks)
 
; Rock from HTZ
 
ArtNem_HtzRock: BINCLUDE "art/nemesis/Rock from HTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (4 blocks)
 
; Orbit badnik from HTZ ; ArtNem_HtzSol:
 
ArtNem_Sol: BINCLUDE "art/nemesis/Sol badnik from HTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (120 blocks)
 
; Large spinning wheel from MTZ
 
ArtNem_MtzWheel: BINCLUDE "art/nemesis/Large spinning wheel from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (9 blocks)
 
; Indent in large spinning wheel from MTZ
 
ArtNem_MtzWheelIndent: BINCLUDE "art/nemesis/Large spinning wheel from MTZ - indent.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (8 blocks)
 
; Spike block from MTZ
 
ArtNem_MtzSpikeBlock: BINCLUDE "art/nemesis/MTZ spike block.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (15 blocks)
 
; Steam from MTZ
 
ArtNem_MtzSteam: BINCLUDE "art/nemesis/Steam from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (8 blocks)
 
; Spike from MTZ
 
ArtNem_MtzSpike: BINCLUDE "art/nemesis/Spike from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (54 blocks)
 
; Similarly shaded blocks from MTZ
 
ArtNem_MtzAsstBlocks: BINCLUDE "art/nemesis/Similarly shaded blocks from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (9 blocks)
 
; Lava bubble from MTZ
 
ArtNem_MtzLavaBubble: BINCLUDE "art/nemesis/Lava bubble from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (4 blocks)
 
; Lava cup
 
ArtNem_LavaCup: BINCLUDE "art/nemesis/Lava cup from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (8 blocks)
 
; End of a bolt and rope from MTZ
 
ArtNem_BoltEnd_Rope: BINCLUDE "art/nemesis/Bolt end and rope from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (12 blocks)
 
; Small cog from MTZ
 
ArtNem_MtzCog: BINCLUDE "art/nemesis/Small cog from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (4 blocks)
 
; Unknown. Four blocks that are all the same colour from MTZ.
 
ArtNem_MtzUnkBlocks: BINCLUDE "art/nemesis/Unknown MTZ sprite.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (32 blocks)
 
; Large wooden box from MCZ ; ArtNem_F187C:
 
ArtNem_Crate: BINCLUDE "art/nemesis/Large wooden box from MCZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (26 blocks)
 
; Collapsing platform from MCZ ; ArtNem_F1ABA:
 
ArtNem_MCZCollapsePlat: BINCLUDE "art/nemesis/Collapsing platform from MCZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (16 blocks)
 
; Switch that you pull on from MCZ ; ArtNem_F1C64:
 
ArtNem_VineSwitch: BINCLUDE "art/nemesis/Pull switch from MCZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (10 blocks)
 
; Vine that lowers in MCZ ; ArtNem_F1D5C:
 
ArtNem_VinePulley: BINCLUDE "art/nemesis/Vine that lowers from MCZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (20 blocks)
 
; Log viewed from the end for folding gates in MCZ (start of MCZ2) ; ArtNem_F1E06:
 
ArtNem_MCZGateLog: BINCLUDE "art/nemesis/Drawbridge logs from MCZ.bin"
 
  
; ----------------------------------------------------------------------------------
+
Pause_Loop:
; Filler (free space)
+
move.b #$10,(Vint_routine).w
; ----------------------------------------------------------------------------------
+
jsr WaitForVint
; the PCM data has to line up with the end of the bank.
+
tst.b (Slow_motion_flag).w
cnop -Size_of_SEGA_sound, $8000
+
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:
; Sega Intro Sound
+
btst #button_B,(Ctrl_1_Held).w
; 8-bit unsigned raw audio at 16Khz
+
bne.s Pause_SlowMo
; -------------------------------------------------------------------------------
+
btst #button_C,(Ctrl_1_Press).w
; loc_F1E8C:
+
bne.s Pause_SlowMo
Snd_Sega: BINCLUDE "sound/PCM/SEGA.bin"
 
Snd_Sega_End:
 
  
if Snd_Sega_End - Snd_Sega > $8000
+
Pause_ChkStart:
fatal "Sega sound must fit within $8000 bytes, but you have a $\{Snd_Sega_End-Snd_Sega} byte Sega sound."
+
move.b (Ctrl_1_Press).w,d0 ; is Start button pressed?
endif
+
or.b (Ctrl_2_Press).w,d0 ; (either player)
if Snd_Sega_End - Snd_Sega > Size_of_SEGA_sound
+
andi.b #button_start_mask,d0
fatal "Size_of_SEGA_sound = $\{Size_of_SEGA_sound}, but you have a $\{Snd_Sega_End-Snd_Sega} byte Sega sound."
+
beq.s Pause_Loop ; if not, branch
endif
 
  
; ------------------------------------------------------------------------------
+
Pause_Resume:
; Music pointers
+
stopZ80
; ------------------------------------------------------------------------------
+
move.b #$80,($A01C10).l
align $8000
+
startZ80
soundBankStart := *
 
  
; loc_F8000:
+
Unpause:
MusicPoint2:
+
move.w #0,(Game_paused).w
MusPtr_CNZ_2P: rom_ptr_z80 Mus_CNZ_2P
 
MusPtr_EHZ: rom_ptr_z80 Mus_EHZ
 
MusPtr_MTZ: rom_ptr_z80 Mus_MTZ
 
MusPtr_CNZ: rom_ptr_z80 Mus_CNZ
 
MusPtr_MCZ: rom_ptr_z80 Mus_MCZ
 
MusPtr_MCZ_2P: rom_ptr_z80 Mus_MCZ_2P
 
MusPtr_ARZ: rom_ptr_z80 Mus_ARZ
 
MusPtr_DEZ: rom_ptr_z80 Mus_DEZ
 
MusPtr_SpecStage: rom_ptr_z80 Mus_SpecStage
 
MusPtr_Options: rom_ptr_z80 Mus_Options
 
MusPtr_Ending: rom_ptr_z80 Mus_Ending
 
MusPtr_EndBoss: rom_ptr_z80 Mus_EndBoss
 
MusPtr_CPZ: rom_ptr_z80 Mus_CPZ
 
MusPtr_Boss: rom_ptr_z80 Mus_Boss
 
MusPtr_SCZ: rom_ptr_z80 Mus_SCZ
 
MusPtr_OOZ: rom_ptr_z80 Mus_OOZ
 
MusPtr_WFZ: rom_ptr_z80 Mus_WFZ
 
MusPtr_EHZ_2P: rom_ptr_z80 Mus_EHZ_2P
 
MusPtr_2PResult: rom_ptr_z80 Mus_2PResult
 
MusPtr_SuperSonic: rom_ptr_z80 Mus_SuperSonic
 
MusPtr_HTZ: rom_ptr_z80 Mus_HTZ
 
MusPtr_ExtraLife: rom_ptr_z80 Mus_ExtraLife
 
MusPtr_Title: rom_ptr_z80 Mus_Title
 
MusPtr_EndLevel: rom_ptr_z80 Mus_EndLevel
 
MusPtr_GameOver: rom_ptr_z80 Mus_GameOver
 
MusPtr_Invincible: rom_ptr_z80 Mus_Invincible
 
MusPtr_Emerald: rom_ptr_z80 Mus_Emerald
 
MusPtr_HPZ: rom_ptr_z80 Mus_HPZ
 
MusPtr_Drowning: rom_ptr_z80 Mus_Drowning
 
MusPtr_Credits: rom_ptr_z80 Mus_Credits
 
  
; loc_F803C:
+
Pause_DoNothing:
Mus_HPZ: BINCLUDE "sound/music/HPZ.bin"
+
rts
Mus_Drowning: BINCLUDE "sound/music/Drowning.bin"
 
Mus_Invincible: BINCLUDE "sound/music/Invincible.bin"
 
Mus_CNZ_2P: BINCLUDE "sound/music/CNZ_2p.bin"
 
Mus_EHZ: BINCLUDE "sound/music/EHZ.bin"
 
Mus_MTZ: BINCLUDE "sound/music/MTZ.bin"
 
Mus_CNZ: BINCLUDE "sound/music/CNZ.bin"
 
Mus_MCZ: BINCLUDE "sound/music/MCZ.bin"
 
Mus_MCZ_2P: BINCLUDE "sound/music/MCZ_2p.bin"
 
Mus_ARZ: BINCLUDE "sound/music/ARZ.bin"
 
Mus_DEZ: BINCLUDE "sound/music/DEZ.bin"
 
Mus_SpecStage: BINCLUDE "sound/music/SpecStg.bin"
 
Mus_Options: BINCLUDE "sound/music/Options.bin"
 
Mus_Ending: BINCLUDE "sound/music/Ending.bin"
 
Mus_EndBoss: BINCLUDE "sound/music/End_Boss.bin"
 
Mus_CPZ: BINCLUDE "sound/music/CPZ.bin"
 
Mus_Boss: BINCLUDE "sound/music/Boss.bin"
 
Mus_SCZ: BINCLUDE "sound/music/SCZ.bin"
 
Mus_OOZ: BINCLUDE "sound/music/OOZ.bin"
 
Mus_WFZ: BINCLUDE "sound/music/WFZ.bin"
 
Mus_EHZ_2P: BINCLUDE "sound/music/EHZ_2p.bin"
 
Mus_2PResult: BINCLUDE "sound/music/2player results screen.bin"
 
Mus_SuperSonic: BINCLUDE "sound/music/Supersonic.bin"
 
Mus_HTZ: BINCLUDE "sound/music/HTZ.bin"
 
Mus_Title: BINCLUDE "sound/music/Title screen.bin"
 
Mus_EndLevel: BINCLUDE "sound/music/End of level.bin"
 
  
; The following act mostly like sound effects
+
Pause_SlowMo:
; despite being listed with the music.
+
move.w #1,(Game_paused).w
; This means they're uncompressed format with absolute pointers
+
stopZ80
; instead of compressed with relative pointers.
+
move.b #$80,($A01C10).l
; Because they have absolute pointers,
+
startZ80
; they have to be assembled rather than BINCLUDE'd.
+
rts
; See below (right before Sound20) for other notes
+
; End of function PauseGame
; about the sound format that apply to these too.
+
</pre>
 +
now find:
 +
<pre>
 +
; loc_541A:
 +
SpecialStage_Unpause:
 +
move.b #MusID_Unpause,(Music_to_play).w
 +
move.b #8,(Vint_routine).w
 +
bra.w WaitForVint
 +
</pre>
 +
replace the line right after the label with:
 +
<pre>
 +
stopZ80
 +
move.b #$80,($A01C10).l
 +
startZ80
 +
</pre>
  
;Mus_ExtraLife: BINCLUDE "sound/music/Extra life.bin"
+
==Driver Data Files==
Mus_ExtraLife: dc.w z80_ptr(Mus_EL_Voices),$0603,$02CD
+
Unpack this into the 'sound' folder and, optionally, remove the original files since we no longer need them anymore:
dc.w z80_ptr(Mus_EL_DAC),$0000
+
{{Download|file=s3driverdata.7z|filesize=131kb|title=The Sonic 3 Driver data files|plural=1}}
dc.w z80_ptr(Mus_EL_FM1),$E810
 
dc.w z80_ptr(Mus_EL_FM2),$E810
 
dc.w z80_ptr(Mus_EL_FM3),$E810
 
dc.w z80_ptr(Mus_EL_FM4),$E810
 
dc.w z80_ptr(Mus_EL_FM5),$E810
 
dc.w z80_ptr(Mus_EL_PSG1),$D008,$0005
 
dc.w z80_ptr(Mus_EL_PSG2),$DC08,$0005
 
dc.w z80_ptr(Mus_EL_PSG3),$DC00,$0004
 
Mus_EL_FM4: dc.b $E1,$03,$E0,$40,$F6
 
dc.w z80_ptr(+)
 
Mus_EL_FM1: dc.b $E0,$80
 
+ dc.b $EF,$00,$E8,$06,$D9,$06,$03,$03,$06,$06
 
dc.b $E8,$00,$DB,$09,$D7,$D6,$06,$D9,$18,$F2
 
Mus_EL_FM2: dc.b $EF,$01,$E8,$06,$E2,$01,$D6,$06,$03,$03,$06,$06
 
dc.b $E8,$00,$D7,$09,$D4,$D2,$06,$D6,$18,$E2,$01,$F2
 
Mus_EL_FM5: dc.b $E1,$03,$E0,$40,$F6
 
dc.w z80_ptr(+)
 
Mus_EL_FM3: dc.b $E0,$80
 
+ dc.b $EF,$02,$BA,$0C,$80,$06,$BA,$B8,$80,$03
 
dc.b $B8,$06,$80,$03,$B8,$06,$BA,$18,$F2
 
Mus_EL_PSG1: dc.b $E8,$06,$D6,$06,$03,$03,$06,$06,$E8,$00,$D7,$09
 
dc.b $D4,$D2,$06,$D6,$18
 
Mus_EL_PSG2:
 
Mus_EL_PSG3: dc.b $F2
 
Mus_EL_DAC: dc.b $88,$12,$06,$8B,$09,$09,$06,$88,$06,$8A,$88,$8A
 
dc.b $88,$0C,$E4
 
Mus_EL_Voices: dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E
 
dc.b $03,$00,$00,$00,$00,$1F,$1F,$FF,$0F,$18,$16,$4E,$80
 
dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E
 
dc.b $03,$00,$00,$00,$00,$1F,$1F,$FF,$0F,$18,$27,$28,$80
 
dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E
 
dc.b $03,$00,$00,$00,$07,$1F,$1F,$FF,$0F,$18,$27,$28,$80
 
  
 +
==Fixing the Music and Sound Effects==
 +
Now we will open s2.constants.asm.
 +
===Music===
 +
Go to '''MusID__First''' and you will notice '''this''':
 +
<pre>
 +
; 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
  
;Mus_GameOver: BINCLUDE "sound/music/Game over.bin"
+
MusID__First = idstart
Mus_GameOver: dc.w z80_ptr(MusGO_Voices),$0603,$02F2
+
MusID_2PResult = id(zMusIDPtr_2PResult) ; 81
dc.w z80_ptr(MusGOver_DAC),$0000
+
MusID_EHZ = id(zMusIDPtr_EHZ) ; 82
dc.w z80_ptr(MusGOver_FM1),$E80A
+
MusID_MCZ_2P = id(zMusIDPtr_MCZ_2P) ; 83
dc.w z80_ptr(MusGOver_FM2),$F40F
+
MusID_OOZ = id(zMusIDPtr_OOZ) ; 84
dc.w z80_ptr(MusGOver_FM3),$F40F
+
MusID_MTZ = id(zMusIDPtr_MTZ) ; 85
dc.w z80_ptr(MusGOver_FM4),$F40D
+
MusID_HTZ = id(zMusIDPtr_HTZ) ; 86
dc.w z80_ptr(MusGOver_FM5),$DC16
+
MusID_ARZ = id(zMusIDPtr_ARZ) ; 87
dc.w z80_ptr(MusGOver_PSG),$D003,$0005
+
MusID_CNZ_2P = id(zMusIDPtr_CNZ_2P) ; 88
dc.w z80_ptr(MusGOver_PSG),$DC06,$0005
+
MusID_CNZ = id(zMusIDPtr_CNZ) ; 89
dc.w z80_ptr(MusGOver_PSG),$DC00,$0004
+
MusID_DEZ = id(zMusIDPtr_DEZ) ; 8A
MusGOver_FM1: dc.b $EF,$00
+
MusID_MCZ = id(zMusIDPtr_MCZ) ; 8B
dc.b $F0,$20,$01,$04,$05
+
MusID_EHZ_2P = id(zMusIDPtr_EHZ_2P) ; 8C
dc.b $80,$0C,$CA,$12,$80,$06,$CA,$80,$CB,$12,$C8,$1E
+
MusID_SCZ = id(zMusIDPtr_SCZ) ; 8D
dc.b $CA,$06,$80,$CA,$80,$CA,$80,$C6,$80,$C4,$12,$C8
+
MusID_CPZ = id(zMusIDPtr_CPZ) ; 8E
dc.b $0C,$80,$12,$C9,$04,$80,$C9,$C8,$06,$80,$C7,$80
+
MusID_WFZ = id(zMusIDPtr_WFZ) ; 8F
dc.b $C6,$80
+
MusID_HPZ = id(zMusIDPtr_HPZ) ; 90
dc.b $F0,$28,$01,$18,$05
+
MusID_Options = id(zMusIDPtr_Options) ; 91
dc.b $C5,$60,$F2
+
MusID_SpecStage = id(zMusIDPtr_SpecStage) ; 92
MusGOver_FM2: dc.b $EF,$01,$80,$01,$D9,$06,$80,$D9,$80,$D6,$80,$D6
+
MusID_Boss = id(zMusIDPtr_Boss) ; 93
dc.b $80,$D7,$15,$D7,$1B,$D9,$06,$80,$D9,$80,$D6,$80
+
MusID_EndBoss = id(zMusIDPtr_EndBoss) ; 94
dc.b $D6,$80,$DC,$15,$DC,$1B,$F2
+
MusID_Ending = id(zMusIDPtr_Ending) ; 95
MusGOver_FM3: dc.b $EF,$01,$D6,$0C,$D6,$D2,$D2,$D4,$15,$D4,$1B,$D6
+
MusID_SuperSonic = id(zMusIDPtr_SuperSonic); 96
dc.b $0C,$D6,$D2,$D2,$D7,$15,$D7,$1B,$F2
+
MusID_Invincible = id(zMusIDPtr_Invincible); 97
MusGOver_FM4: dc.b $EF,$02,$E2,$01,$AE,$06,$80,$AE,$80,$A9,$80,$A9
+
MusID_ExtraLife = id(zMusIDPtr_ExtraLife) ; 98
dc.b $80,$AC,$15,$AB,$0C,$AC,$03,$AB,$0C,$AE,$06,$80
+
MusID_Title = id(zMusIDPtr_Title) ; 99
dc.b $AE,$80,$A9,$80,$A9,$80,$B3,$15,$B2,$0C,$B3,$03
+
MusID_EndLevel = id(zMusIDPtr_EndLevel) ; 9A
dc.b $B2,$0C,$AE,$04,$80,$AE,$AD,$06,$80,$AC,$80,$AB
+
MusID_GameOver = id(zMusIDPtr_GameOver) ; 9B
dc.b $80,$AB,$60,$E2,$01,$F2
+
MusID_Continue = id(zMusIDPtr_Continue) ; 9C
MusGOver_FM5: dc.b $EF,$03,$80,$30,$D7,$12,$80,$03,$D7,$1B,$80,$30
+
MusID_Emerald = id(zMusIDPtr_Emerald) ; 9D
dc.b $DC,$12,$80,$03,$DC,$1B
+
MusID_Credits = id(zMusIDPtr_Credits) ; 9E
MusGOver_PSG: dc.b $F2
+
MusID_Countdown = id(zMusIDPtr_Countdown) ; 9F
MusGOver_DAC: dc.b $80,$18,$81
+
MusID__End = id(zMusIDPtr__End) ; A0
dc.b $F7,$00,$04
+
</pre>
dc.w z80_ptr(MusGOver_DAC)
+
That may be good if you were using the Sonic 2 driver, but obviously you are not, so we need to change it.
dc.b $F2
+
<pre>
MusGO_Voices: dc.b $3A,$51,$51,$08,$02,$1E,$1E,$1E,$10,$1F,$1F,$1F
+
MusID__First = 1
dc.b $0F,$00,$00,$00,$02,$0F,$0F,$0F,$1F,$18,$22,$24,$81
+
MusID_AIZ1 = 1
dc.b $3C,$33,$73,$30,$70,$94,$96,$9F,$9F,$12,$14,$00
+
MusID_AIZ2 = 2
dc.b $0F,$04,$04,$0A,$0D,$2F,$4F,$0F,$2F,$33,$1A,$80,$80
+
MusID_HCZ1 = 3
dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E
+
MusID_HCZ2 = 4
dc.b $03,$00,$00,$00,$07,$1F,$1F,$FF,$0F,$1C,$27,$28,$80
+
MusID_MGZ1 = 5
dc.b $1F,$66,$53,$31,$22,$1C,$1F,$98,$1F,$12,$0F,$0F
+
MusID_MGZ2 = 6
dc.b $0F,$00,$00,$00,$00,$FF,$0F,$0F,$0F,$8C,$8A,$8D,$8B
+
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
  
;Mus_Emerald: BINCLUDE "sound/music/Got an emerald.bin"
+
    ; for compatibility with Sonic 2
Mus_Emerald: dc.w z80_ptr(MusEmrldVoices),$0703,$01D5
+
MusID_2PResult = MusID_Continue
dc.w z80_ptr(MusEmeraldDAC),$0000
+
MusID_EHZ = MusID_AIZ1
dc.w z80_ptr(MusEmeraldFM1),$F408
+
MusID_MCZ_2P = MusID_MHZ2
dc.w z80_ptr(MusEmeraldFM2),$F408
+
MusID_OOZ = MusID_DPZ
dc.w z80_ptr(MusEmeraldFM3),$F407
+
MusID_MTZ = MusID_DEZ1
dc.w z80_ptr(MusEmeraldFM4),$F416
+
MusID_HTZ = MusID_LRZ1
dc.w z80_ptr(MusEmeraldFM5),$F416
+
MusID_ARZ = MusID_HCZ1
dc.w z80_ptr(MusEmeraldFM6),$F416
+
MusID_CNZ_2P = MusID_CNZ2
dc.w z80_ptr(MusEmeraldPSG1),$F402,$0004
+
MusID_CNZ = MusID_CNZ1
dc.w z80_ptr(MusEmeraldPSG2),$F402,$0005
+
MusID_DEZ = MusID_DEZ2
dc.w z80_ptr(MusEmeraldPSG3),$F400,$0004
+
MusID_MCZ = MusID_EMZ
MusEmeraldFM3: dc.b $E1,$02
+
MusID_EHZ_2P = MusID_AIZ2
MusEmeraldFM1: dc.b $EF,$00,$C1,$06,$C4,$C9,$CD,$0C,$C9,$D0,$2A,$F2
+
MusID_SCZ = MusID_FBZ1
MusEmeraldFM2: dc.b $EF,$00,$BD,$06,$C1,$C4,$C9,$0C,$C6,$CB,$2A,$F2
+
MusID_CPZ = MusID_HCZ2
MusEmeraldFM4: dc.b $EF,$01,$C1,$0C,$C1,$06,$C4,$06,$80,$C4,$80,$C9
+
MusID_WFZ = MusID_FBZ2
dc.b $2A,$F2
+
MusID_HPZ = MusID_LRZ1
MusEmeraldFM5: dc.b $EF,$01,$C9,$0C,$C9,$06,$CD,$06,$80,$CD,$80,$D0
+
MusID_SuperSonic = MusID_Invincible
dc.b $2A,$F2
+
MusID__End = $33
MusEmeraldFM6: dc.b $EF,$01,$C4,$0C,$C4,$06,$C9,$06,$80,$C9,$80,$CD
+
</pre>
dc.b $2A,$F2
+
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)
MusEmeraldPSG2: dc.b $80,$2D
 
- dc.b $C4,$06,$C2,$C1,$BF,$EC,$03
 
dc.b $F7,$00,$04
 
dc.w z80_ptr(-)
 
dc.b $F2
 
MusEmeraldPSG1: dc.b $E2,$01,$80,$02,$80,$2D
 
- dc.b $C4,$06,$C2,$C1,$BF,$EC,$03
 
dc.b $F7,$00,$04
 
dc.w z80_ptr(-)
 
MusEmeraldPSG3:
 
MusEmeraldDAC: dc.b $E2,$01,$F2
 
MusEmrldVoices: dc.b $04,$35,$54,$72,$46,$1F,$1F,$1F,$1F,$07,$07,$0A
 
dc.b $0D,$00,$00,$0B,$0B,$1F,$1F,$0F,$0F,$23,$1D,$14,$80
 
dc.b $3C,$31,$50,$52,$30,$52,$52,$53,$53,$08,$08,$00
 
dc.b $00,$04,$04,$00,$00,$10,$10,$07,$07,$1A,$16,$80,$80
 
  
;Mus_Credits: BINCLUDE "sound/music/Credits.bin"
+
===Sound Effects===
Mus_Credits: dc.w z80_ptr(MusCred_Voices),$0603,$01F0
+
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.
dc.w z80_ptr(MusCred_DAC),$0000
+
We want to start with '''SndID__First'''. you may notice that this area looks like this:
dc.w z80_ptr(MusCred_FM1),$000E
+
<pre>
dc.w z80_ptr(MusCred_FM2),$180A
+
; Sound IDs
dc.w z80_ptr(MusCred_FM3),$0014
+
offset := SoundIndex
dc.w z80_ptr(MusCred_FM4),$0016
+
ptrsize := 2
dc.w z80_ptr(MusCred_FM5),$0C16
+
idstart := $A0
dc.w z80_ptr(MusCred_PSG1),$E806,$000B
+
; $80 is reserved for silence, so if you make idstart $80 or less,
dc.w z80_ptr(MusCred_PSG2),$DC07,$000B
+
; you may need to insert a dummy SndPtr in the $80 slot
dc.w z80_ptr(MusCred_PSG3),$0002,$0003
 
MusCred_FM1: dc.b $E9,$F4,$E6,$FE,$F8
 
dc.w z80_ptr(MusCreditsDB06)
 
dc.b $E9,$0C,$E6,$02
 
- dc.b $80,$30
 
dc.b $F7,$00,$08
 
dc.w z80_ptr(-)
 
dc.b $EF,$03,$F8
 
dc.w z80_ptr(MusCreditsD9D1)
 
dc.b $AE,$06,$A2,$F8
 
dc.w z80_ptr(MusCreditsD9D1)
 
dc.b $E6,$FD
 
- dc.b $EF,$00,$B7,$06,$BA,$F8
 
dc.w z80_ptr(MusCreditsDA13)
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$06,$80,$80,$30,$80,$EF,$0B,$E9,$18,$E6,$02
 
- dc.b $94,$0C,$8F,$92,$8F,$06,$94,$05,$94,$07,$06,$8F
 
dc.b $0C,$92,$8F
 
dc.b $F7,$00,$05
 
dc.w z80_ptr(-)
 
dc.b $80,$30,$80,$EF,$0E,$E6,$FF,$E9,$E8,$F8
 
dc.w z80_ptr(MusCreditsDAE5)
 
dc.b $80,$12,$91,$94,$06,$80,$18,$96,$12,$9A,$06,$80
 
dc.b $80,$12,$8F,$93,$08,$80,$16,$96,$06,$91,$92,$94
 
dc.b $96,$F8
 
dc.w z80_ptr(MusCreditsDAE5)
 
dc.b $80,$12,$9D,$9A,$08,$80,$16,$96,$12,$9D,$08,$80
 
dc.b $04,$EF,$12
 
dc.b $F0,$18,$01,$0A,$04
 
dc.b $80,$30,$80,$F8
 
dc.w z80_ptr(MusCreditsDA5F)
 
dc.b $E7,$24,$E7,$C5,$01,$E7,$C4,$E7,$C3,$E7,$C2,$E7
 
dc.b $C1,$E7,$C0,$E7,$BF,$E7,$BE,$E7,$BD,$E7,$BC,$E7
 
dc.b $BB,$E7,$BA,$80,$60,$EF,$01,$E9,$F4,$E6,$FA,$F4
 
dc.b $F8
 
dc.w z80_ptr(MusCreditsDA99)
 
dc.b $B1,$03,$F8
 
dc.w z80_ptr(MusCreditsDA99)
 
dc.b $80,$03,$80,$60,$E6,$04,$E1,$01,$EF,$1B,$E6,$06
 
dc.b $C1,$0C,$E8,$06,$BD,$06,$BA,$BD,$0C,$80,$80,$EF
 
dc.b $1C,$E6,$FA,$E8,$00,$BC,$0C,$12,$06,$EF,$1B,$E6
 
dc.b $06,$E8,$06,$C2,$06,$C2,$80,$C2,$80,$C2,$E8,$00
 
dc.b $C3,$0C,$C4,$80,$E8,$06,$C4,$06,$06,$C6,$C4,$E8
 
dc.b $00,$C1,$0C,$E8,$06,$BD,$06,$BA,$BD,$0C,$80,$80
 
dc.b $E8,$00,$EF,$1C,$E6,$FA,$C1,$C4,$C1,$EF,$1A,$E6
 
dc.b $06,$E8,$06,$C2,$06,$C2,$80,$C2,$80,$C2,$E8,$00
 
dc.b $C3,$0C,$C4,$06,$80,$80,$24,$80,$30,$80,$EF,$1F
 
dc.b $E9,$18,$E6,$F7,$E1,$00,$80,$06,$AC,$AE,$80,$B1
 
dc.b $80,$B3,$80,$B4,$80,$B3,$80,$B1,$B3,$80,$B1,$E9
 
dc.b $F4,$EF,$00,$80,$0C,$AC,$06,$AE,$B1,$80,$12,$AC
 
dc.b $06,$AE,$B1,$80,$B4,$B1,$80,$B1,$E9,$0C,$EF,$1F
 
dc.b $80,$06,$B8,$12,$B4,$06,$80,$B3,$80,$B4,$80,$B3
 
dc.b $80,$B1,$AE,$80,$B1,$E9,$F4,$EF,$00,$80,$06,$AF
 
dc.b $12,$AE,$06,$80,$12,$AF,$06,$80,$AE,$80,$AF,$B1
 
dc.b $80,$B1,$80,$30,$80,$EF,$21,$E9,$0C,$80,$30,$80
 
dc.b $08,$A0,$04,$9E,$0C,$9D,$9B,$99,$08,$04,$91,$0C
 
dc.b $92,$93,$94,$98,$99,$9B,$9D,$98,$95,$93,$91,$98
 
dc.b $9D,$91,$96,$98,$99,$98,$96,$99,$9D,$96,$95,$97
 
dc.b $99,$97,$95,$96,$97,$98,$99,$98,$99,$9B,$9D,$08
 
dc.b $04,$98,$0C,$91,$95,$96,$98,$99,$9D,$9E,$08,$96
 
dc.b $10,$97,$0C,$98,$F8
 
dc.w z80_ptr(MusCreditsDAFE)
 
dc.b $9E,$E6,$04,$F8
 
dc.w z80_ptr(MusCreditsDAFE)
 
dc.b $9E,$E6,$FC,$F8
 
dc.w z80_ptr(MusCreditsDAFE)
 
dc.b $9E,$08,$99,$04,$EF,$23,$E9,$E8,$E6,$07,$80,$60
 
dc.b $F8
 
dc.w z80_ptr(MusCreditsDABE)
 
dc.b $80,$60,$E6,$FB,$80,$0C,$CD,$06,$80,$D4,$CD,$06
 
dc.b $80,$0C,$CD,$06,$80,$D4,$CD,$06,$80,$18,$E6,$05
 
dc.b $80,$0C,$AE,$80,$AE,$80,$24,$E1,$02,$E6,$08,$A2
 
dc.b $6C,$F2
 
MusCreditsD9D1: dc.b $A5,$0C,$B1,$06,$80,$B1,$0C,$AC,$B3,$12,$B1,$0C
 
dc.b $AC,$06,$AE,$B1,$A7,$0C,$B3,$06,$80,$B3,$0C,$AE
 
dc.b $B5,$12,$B3,$06,$80,$AE,$B0,$B3,$A3,$0C,$AF,$06
 
dc.b $80,$AF,$0C,$AA,$B1,$12,$AF,$0C,$AA,$06,$AC,$AF
 
dc.b $A2,$0C,$AE,$06,$A2,$A4,$0C,$B0,$06,$A4,$A5,$0C
 
dc.b $B1,$06,$A5,$A2,$0C,$E3
 
MusCreditsDA13: dc.b $BE,$0C,$BC,$06,$BA,$BC,$BA,$04,$E7,$08,$BA,$04
 
dc.b $80,$0E,$EF,$07,$B7,$06,$B2,$B5,$B7,$EF,$00,$B7
 
dc.b $BA,$BE,$0C,$BC,$06,$BA,$BC,$BA,$0C,$BC,$04,$80
 
dc.b $08,$BA,$04,$80,$08,$BC,$04,$80,$08,$BE,$12,$BA
 
dc.b $06,$B7,$80,$B7,$80,$24,$EF,$07,$B7,$06,$B2,$B5
 
dc.b $B7,$80,$0C,$80,$30,$BE,$06,$BE,$BA,$04,$80,$08
 
dc.b $BC,$06,$BE,$E3
 
MusCreditsDA5F: dc.b $C3,$01,$E7,$C4,$E7,$C5,$E7,$C6,$2D,$E9,$02,$C3
 
dc.b $01,$E7,$C4,$E7,$C5,$E7,$C6,$2D,$E9,$01,$C3,$01
 
dc.b $E7,$C4,$E7,$C5,$E7,$C6,$2D,$E9,$FC,$C3,$01,$E7
 
dc.b $C4,$E7,$C5,$E7,$C6,$2D,$E9,$01,$C3,$01,$E7,$C4
 
dc.b $E7,$C5,$E7,$C6,$2D,$E7,$30,$E7,$30,$E3
 
MusCreditsDA99: dc.b $A7,$0C,$B3,$06,$80,$B1,$80,$B3,$0C,$A7,$03,$80
 
dc.b $06,$A7,$03,$B3,$0C,$B1,$B3,$09,$AE,$03,$AC,$06
 
dc.b $80,$AC,$0C,$AE,$06,$80,$AE,$0C,$AF,$06,$80,$27
 
dc.b $E3
 
MusCreditsDABE: dc.b $80,$0C,$CA,$15,$80,$03,$CA,$06,$80,$CB,$0F,$80
 
dc.b $03,$C8,$18,$80,$06,$CA,$80,$CA,$80,$CA,$80,$C6
 
dc.b $80,$C4,$0F,$80,$03,$C8,$18,$80,$06
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(MusCreditsDABE)
 
dc.b $E3
 
MusCreditsDAE5: dc.b $80,$12,$94,$97,$06,$80,$18,$99,$12,$94,$06,$80
 
dc.b $80,$12,$92,$96,$06,$80,$18,$97,$12,$92,$06,$80
 
dc.b $E3
 
MusCreditsDAFE: dc.b $80,$99,$80,$99,$80,$9E,$80,$E3
 
MusCreditsDB06: dc.b $EF,$07,$80,$54,$C7,$04,$C8,$C9,$CA,$24,$CD,$D2
 
dc.b $18,$D0,$24,$CF,$CB,$18,$CB,$0C,$CA,$80,$CD,$60
 
dc.b $E7,$3C,$CA,$24,$CD,$D2,$18,$D4,$24,$D0,$D4,$18
 
dc.b $D4,$24,$D6,$60,$E7,$3C,$E3
 
MusCred_FM2: dc.b $80,$60,$EF,$01,$E8,$06,$F8
 
dc.w z80_ptr(MusCreditsDE2A)
 
dc.b $F8
 
dc.w z80_ptr(MusCreditsDE2A)
 
- dc.b $85,$0C
 
dc.b $F7,$00,$0C
 
dc.w z80_ptr(-)
 
dc.b $8A,$87,$88,$89,$F8
 
dc.w z80_ptr(MusCreditsDE2A)
 
- dc.b $88
 
dc.b $F7,$00,$0B
 
dc.w z80_ptr(-)
 
- dc.b $8A
 
dc.b $F7,$00,$0A
 
dc.w z80_ptr(-)
 
dc.b $E8,$00,$E6,$FC,$8A,$8B,$8C,$E6,$04,$E8,$09
 
- dc.b $8D,$0C
 
dc.b $F7,$00,$0C
 
dc.w z80_ptr(-)
 
dc.b $E8,$00,$8D,$8A,$8B,$8C,$E8,$09
 
- dc.b $8D,$0C
 
dc.b $F7,$00,$0C
 
dc.w z80_ptr(-)
 
dc.b $8D,$06,$99,$E8,$00,$8A,$0C,$8B,$8C,$E9,$E8,$E6
 
dc.b $0C,$EF,$04
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsDD59)
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $E6,$F9,$EF,$08
 
MusCreditsDB93: dc.b $F8
 
dc.w z80_ptr(MusCreditsDD8D)
 
- dc.b $9F,$04,$80,$08,$9F,$0C
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $06,$9C,$12,$9D,$0C,$9E,$F8
 
dc.w z80_ptr(MusCreditsDD8D)
 
- dc.b $9D,$04,$80,$08,$9D,$0C
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
- dc.b $9C,$04,$80,$08,$9C,$0C
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $F7,$01,$02
 
dc.w z80_ptr(MusCreditsDB93)
 
dc.b $80,$60,$80,$48,$EF,$0C,$E6,$13,$F8
 
dc.w z80_ptr(MusCreditsDD9D)
 
dc.b $24,$80,$60,$EF,$0F,$E6,$F3
 
dc.b $F0,$04,$02,$03,$02
 
dc.b $F8
 
dc.w z80_ptr(MusCreditsDDB5)
 
dc.b $C4,$18,$C3,$30,$E7,$18,$80,$0C,$F8
 
dc.w z80_ptr(MusCreditsDDB5)
 
dc.b $BE,$EF,$13,$E6,$F5,$F4,$80,$60
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsDDEA)
 
dc.b $A8,$0C,$A9,$08,$A1,$10,$F8
 
dc.w z80_ptr(MusCreditsDDEA)
 
dc.b $A8,$08,$A9,$04,$80,$18
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$EF,$17,$E1,$02,$E9,$F4,$E6,$0A,$F8
 
dc.w z80_ptr(MusCreditsDDD5)
 
dc.b $CE,$15,$CD,$03,$CB,$06,$80,$C9,$0C,$CD,$06,$80
 
dc.b $C9,$0C,$CB,$06,$80,$12,$80,$60,$EF,$1B,$E1,$00
 
dc.b $E8,$06,$80,$3C,$B8,$06,$06,$BA,$BD,$BD,$BA,$EF
 
dc.b $1D,$E6,$FA,$E8,$00,$F8
 
dc.w z80_ptr(MusCreditsDDF9)
 
dc.b $80,$F8
 
dc.w z80_ptr(MusCreditsDE09)
 
dc.b $F8
 
dc.w z80_ptr(MusCreditsDDF9)
 
dc.b $EF,$1C,$BD,$EF,$1D,$F8
 
dc.w z80_ptr(MusCreditsDE09)
 
dc.b $80,$30,$80,$EF,$01,$E9,$18,$E6,$F9
 
- dc.b $99,$0C,$A5,$06,$80,$96,$0C,$A2,$06,$80,$97,$0C
 
dc.b $A3,$06,$80,$98,$0C,$A8,$06,$A7,$99,$06,$99,$12
 
dc.b $96,$0C,$A2,$06,$80,$97,$0C,$A3,$06,$80,$98,$0C
 
dc.b $A4,$06,$80
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$EF,$22,$E9,$E8,$E6,$03
 
dc.b $F0,$1C,$01,$06,$04
 
dc.b $80,$50,$AC,$04,$AE,$08,$B1,$04,$B5,$30,$80,$0C
 
dc.b $B5,$08,$80,$04,$B6,$08,$B5,$10,$B9,$08,$04,$80
 
dc.b $08,$B5,$34,$80,$0C,$B5,$BA,$08,$04,$80,$08,$B5
 
dc.b $04,$B1,$24,$80,$0C,$B1,$08,$80,$04,$B3,$08,$B1
 
dc.b $04,$B4,$0C,$B3,$08,$B1,$4C,$80,$0C,$B5,$08,$80
 
dc.b $04,$B6,$08,$80,$04,$B5,$08,$80,$04,$B9,$08,$04
 
dc.b $80,$08,$B5,$1C,$80,$0C,$BA,$18,$BC,$08,$BA,$04
 
dc.b $BD,$18,$80,$0C,$BA,$04,$80,$08,$B8,$18,$B5,$B1
 
dc.b $B3,$0C,$E6,$04,$F8
 
dc.w z80_ptr(MusCreditsDE17)
 
dc.b $B3,$0C,$E6,$FC,$F8
 
dc.w z80_ptr(MusCreditsDE17)
 
dc.b $B3,$14,$B1,$04,$E6,$FF,$EF,$24,$F4,$80,$60
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsDE20)
 
dc.b $AC,$12,$AB,$0C,$AC,$06,$AB,$0C,$F8
 
dc.w z80_ptr(MusCreditsDE20)
 
dc.b $B3,$12,$B2,$0C,$B3,$06,$B2,$0C
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $AC,$06,$80,$A9,$80,$AA,$80,$AB,$80,$AC,$AC,$A9
 
dc.b $80,$AA,$80,$AC,$80,$A9,$80,$A9,$80,$AD,$80,$AD
 
dc.b $80,$B0,$80,$B0,$80,$B3,$80,$B3,$80,$80,$0C,$A2
 
dc.b $12,$80,$06,$A2,$12,$AD,$AE,$06,$80,$E6,$FD,$A2
 
dc.b $6C,$F2
 
MusCreditsDD59: dc.b $80,$0C,$C4,$06,$80,$C6,$80,$C4,$80,$C9,$80,$C9
 
dc.b $80,$CB,$CD,$80,$0C,$80,$CB,$18,$C6,$06,$80,$C9
 
dc.b $C9,$80,$CB,$0C,$80,$12,$80,$1E,$C7,$06,$C9,$C7
 
dc.b $CB,$80,$C9,$80,$C7,$C9,$80,$C6,$E7,$C6,$30,$E7
 
dc.b $18,$80,$18,$E3
 
MusCreditsDD8D: dc.b $9F,$04,$80,$08,$9F,$0C
 
dc.b $F7,$00,$03
 
dc.w z80_ptr(MusCreditsDD8D)
 
dc.b $06,$AB,$9F,$0C,$E3
 
MusCreditsDD9D: dc.b $B8,$08,$BA,$BC,$B6,$30,$E7,$30,$E7,$B6,$80,$18
 
dc.b $B8,$08,$BA,$BC,$B6,$30,$E7,$30,$E7,$30,$E7,$E3
 
MusCreditsDDB5: dc.b $BF,$06,$BD,$BF,$12,$C2,$BF,$0C,$C1,$80,$06,$12
 
dc.b $C4,$0C,$C2,$06,$80,$C9,$C6,$3C,$80,$06,$0C,$C7
 
dc.b $12,$C6,$C4,$06,$C2,$C1,$18,$E3
 
MusCreditsDDD5: dc.b $CE,$15,$CD,$03,$CB,$06,$80,$C9,$0C,$CD,$06,$80
 
dc.b $C9,$0C,$CB,$06,$80,$12,$80,$60,$E3
 
MusCreditsDDEA: dc.b $A2,$0C,$AE,$AC,$08,$AE,$04,$AC,$08,$A9,$04,$A7
 
dc.b $08,$04,$E3
 
MusCreditsDDF9: dc.b $80,$0C,$B1,$AE,$06,$06,$AC,$0C,$80,$B0,$AE,$06
 
dc.b $06,$AC,$0C,$E3
 
MusCreditsDE09: dc.b $AE,$AC,$06,$06,$AA,$0C,$80,$AC,$0C,$06,$06,$AE
 
dc.b $AC,$E3
 
MusCreditsDE17: dc.b $BA,$04,$80,$08,$B8,$18,$B5,$B1,$E3
 
MusCreditsDE20: dc.b $AE,$06,$80,$AE,$80,$A9,$80,$A9,$80,$E3
 
MusCreditsDE2A: dc.b $8A,$0C
 
dc.b $F7,$00,$08
 
dc.w z80_ptr(MusCreditsDE2A)
 
dc.b $E3
 
MusCred_FM3: dc.b $80,$60,$F8
 
dc.w z80_ptr(MusCreditsE065)
 
dc.b $E9,$18,$EF,$02,$F8
 
dc.w z80_ptr(MusCreditsE040)
 
dc.b $B8,$3C,$F8
 
dc.w z80_ptr(MusCreditsE040)
 
dc.b $BD,$3C,$E9,$E8,$E6,$02,$E1,$03,$EF,$04,$E0,$80
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsDD59)
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $EF,$09,$E9,$0C,$E6,$FD,$E0,$40
 
dc.b $F0,$06,$01,$05,$04
 
dc.b $E1,$00
 
- dc.b $9F,$0C,$AB,$06,$80,$A9,$80,$AB,$9F,$80,$9F,$AB
 
dc.b $80,$A9,$80,$AB,$0C
 
dc.b $F7,$00,$03
 
dc.w z80_ptr(-)
 
dc.b $9D,$0C,$A9,$06,$80,$A8,$80,$A9,$9C,$80,$9C,$A8
 
dc.b $80,$A6,$80,$A8,$0C
 
dc.b $F7,$01,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$EF,$0D,$E6,$FB,$E0,$C0,$F4,$80,$60
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsDFF2)
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$EF,$0F,$E0,$80,$E6,$0B,$F8
 
dc.w z80_ptr(MusCreditsDDB5)
 
dc.b $C4,$18,$C3,$48,$80,$0C,$F8
 
dc.w z80_ptr(MusCreditsDDB5)
 
dc.b $BE,$0C
 
dc.b $F0,$18,$01,$03,$04
 
dc.b $E6,$F3,$E0,$C0,$EF,$14,$A2,$14,$A4,$04,$A5,$04
 
dc.b $80,$08,$A9,$04,$80,$08,$A8,$04,$80,$08,$A9,$04
 
dc.b $80,$08,$AC,$08,$A9,$10
 
- dc.b $80,$30
 
dc.b $F7,$00,$0A
 
dc.w z80_ptr(-)
 
dc.b $EF,$18,$E9,$F4,$E6,$08,$F4,$E0,$40,$80,$60,$80
 
dc.b $30,$C6,$06,$80,$C2,$0C,$C4,$09,$C2,$03,$BF,$0C
 
dc.b $80,$60,$80,$3C,$80,$60,$EF,$1B,$E6,$FB,$E0,$C0
 
dc.b $E8,$06,$C4,$06,$06,$C6,$C9,$C9,$C6,$E8,$00,$CD
 
dc.b $0C,$E8,$06,$C9,$06,$C6,$C9,$0C,$80,$80,$12,$EF
 
dc.b $1C,$E8,$00,$BD,$BA,$0C,$E8,$06,$EF,$1B,$CE,$06
 
dc.b $CE,$80,$CE,$80,$CE,$E8,$00,$CF,$0C,$D0,$80,$E8
 
dc.b $06,$D0,$06,$06,$D2,$D0,$E8,$00,$CD,$0C,$E8,$06
 
dc.b $C9,$06,$C6,$C9,$0C,$E8,$00,$EF,$1C,$80,$1E,$C2
 
dc.b $0C,$C2,$BD,$06,$80,$60,$80,$60,$EF,$00,$E9,$18
 
dc.b $80,$60,$80,$0C,$AC,$06,$AE,$B1,$80,$12,$AC,$06
 
dc.b $AE,$B1,$80,$B4,$B1,$80,$B1,$80,$60,$80,$06,$AF
 
dc.b $12,$AE,$06,$80,$12,$AF,$06,$80,$AE,$80,$AF,$B1
 
dc.b $80,$B1,$80,$60,$EF,$22,$E9,$DC,$E6,$FF,$E0,$80
 
dc.b $80,$60,$F8
 
dc.w z80_ptr(MusCreditsE004)
 
dc.b $CD,$30,$CB,$18,$CD,$0C,$CB,$C9,$30,$CE,$F8
 
dc.w z80_ptr(MusCreditsE051)
 
dc.b $E6,$04,$F8
 
dc.w z80_ptr(MusCreditsE051)
 
dc.b $E6,$FC,$80,$C4,$80,$C4,$80,$C6,$18,$08,$C4,$04
 
dc.b $E9,$0C,$E6,$FF,$E0,$C0,$EF,$00,$80,$60
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsE05B)
 
dc.b $CB,$12,$CB,$1E,$F8
 
dc.w z80_ptr(MusCreditsE05B)
 
dc.b $D0,$12,$D0,$1E
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$0C,$CB,$12,$80,$06,$CB,$80,$CA,$12,$CB,$CA
 
dc.b $0C,$C5,$18,$C8,$CB,$D1,$80,$0C,$CD,$80,$CD,$12
 
dc.b $CC,$CD,$06,$80,$E6,$F8,$EF,$01,$E1,$03,$A2,$6C
 
dc.b $F2
 
MusCreditsDFF2: dc.b $80,$60,$BC,$06,$BD,$BC,$B8,$BA,$B6,$0C,$B8,$B3
 
dc.b $B3,$06,$B6,$0C,$B8,$E3
 
MusCreditsE004: dc.b $80,$0C,$CD,$04,$80,$10,$CD,$04,$80,$0C,$CD,$0C
 
dc.b $CE,$08,$CD,$04,$80,$18,$80,$0C,$CB,$04,$80,$10
 
dc.b $CB,$04,$80,$0C,$CB,$0C,$CD,$08,$CB,$04,$80,$18
 
- dc.b $80,$0C,$C9,$04,$80,$10,$C9,$04,$80,$0C,$C9,$0C
 
dc.b $CB,$08,$C9,$04,$80,$18
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $E3
 
MusCreditsE040: dc.b $80,$18,$B8,$0B,$80,$0D,$BA,$0C,$0B,$80,$19,$BD
 
dc.b $0C,$0B,$80,$0D,$E3
 
MusCreditsE051: dc.b $80,$0C,$C4,$80,$C4,$80,$C6,$80,$C6,$E3
 
MusCreditsE05B: dc.b $CD,$06,$80,$CD,$80,$CA,$80,$CA,$80,$E3
 
MusCreditsE065: dc.b $EF,$05,$E9,$F4,$C6,$60,$CB,$CD,$E7,$CD,$C6,$60
 
dc.b $D0,$D0,$24,$D2,$60,$E7,$3C,$E3
 
MusCred_FM4: dc.b $80,$60,$E9,$FB,$E6,$FE,$F8
 
dc.w z80_ptr(MusCreditsE065)
 
dc.b $E9,$1D,$E6,$02,$EF,$02,$F8
 
dc.w z80_ptr(MusCreditsE2AE)
 
dc.b $B5,$3C,$F8
 
dc.w z80_ptr(MusCreditsE2AE)
 
dc.b $B8,$3C,$E6,$06,$EF,$05
 
dc.b $F0,$02,$01,$FE,$04
 
- dc.b $C1,$30,$E7,$30,$C3,$E7,$30,$BF,$E7,$30,$BD,$E7
 
dc.b $30
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $EF,$0A,$E9,$F4,$E6,$F7
 
dc.b $F0,$0C,$01,$FB,$04
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsE2BF)
 
dc.b $80,$25,$C3,$06,$C3,$80,$0C,$C3,$06,$C3,$05,$80
 
dc.b $0D,$C3,$06,$C5,$30,$E7,$06,$F8
 
dc.w z80_ptr(MusCreditsE2BF)
 
dc.b $80,$31,$80,$60
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$80,$48,$EF,$0C,$E6,$05,$F4,$E1,$02,$E0
 
dc.b $80,$F8
 
dc.w z80_ptr(MusCreditsDD9D)
 
dc.b $24,$80,$0C,$80,$60,$EF,$10,$E6,$F7,$E1,$00,$E0
 
dc.b $40,$F8
 
dc.w z80_ptr(MusCreditsE2D2)
 
dc.b $B3,$B7,$06,$AE,$0C,$B1,$B3,$B7,$06,$80,$B7,$AE
 
dc.b $0C,$B1,$F8
 
dc.w z80_ptr(MusCreditsE2D2)
 
dc.b $EF,$15,$E6,$01,$F8
 
dc.w z80_ptr(MusCreditsE22D)
 
- dc.b $EF,$14,$80,$4E,$E0,$40,$A1,$12,$A2,$06,$E0,$C0
 
dc.b $EF,$16,$80,$30,$80,$06,$BA,$08,$B9,$04,$B8,$08
 
dc.b $B7,$04,$B6,$08,$B5,$04
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$EF,$17,$E9,$F4,$E6,$02,$E0,$C0
 
dc.b $F0,$01,$01,$03,$03
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsDDD5)
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$EF,$1E,$E0,$40,$E6,$FE,$E9,$F4,$F4,$E8
 
dc.b $06,$80,$0C,$C1,$06,$12,$18,$C4,$06,$12,$0C,$EF
 
dc.b $1C,$E0,$C0,$E6,$FA,$E8,$00,$C6,$E8,$06,$E6,$06
 
dc.b $EF,$1E,$E0,$40,$C2,$06,$12,$18,$C4,$06,$12,$18
 
dc.b $C1,$06,$12,$18,$C4,$06,$12,$0C,$EF,$1A,$E0,$C0
 
dc.b $E9,$0C,$C6,$06,$C6,$80,$C6,$80,$C6,$E8,$00,$C7
 
dc.b $0C,$C8,$06,$EF,$1E,$E0,$40,$E9,$F4,$E8,$06,$80
 
dc.b $C4,$06,$12,$0C,$80,$60,$EF,$20,$E9,$18,$E6,$FA
 
dc.b $E0,$C0,$E8,$00,$B4,$03,$E7,$B6,$5D,$B3,$03,$E7
 
dc.b $B5,$5D,$B1,$03,$E7,$B3,$5D,$B3,$03,$E7,$B5,$5D
 
dc.b $80,$60,$EF,$22,$E0,$40,$E9,$E8,$E6,$04,$80,$30
 
dc.b $80,$F8
 
dc.w z80_ptr(MusCreditsE246)
 
dc.b $C9,$30,$C8,$18,$C9,$0C,$C8,$C6,$30,$C9,$80,$0C
 
dc.b $C1,$80,$C1,$80,$C2,$80,$C2,$E6,$04,$80,$C1,$80
 
dc.b $C1,$80,$C2,$80,$C2,$E6,$FC,$80,$C1,$80,$C1,$80
 
dc.b $C2,$18,$08,$C1,$04,$E9,$0C,$E6,$FF,$E0,$C0,$EF
 
dc.b $00,$80,$60
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsE2C8)
 
dc.b $C8,$12,$C8,$1E,$F8
 
dc.w z80_ptr(MusCreditsE2C8)
 
dc.b $CB,$12,$CB,$1E
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $E1,$03,$E6,$08,$F8
 
dc.w z80_ptr(MusCreditsE28F)
 
dc.b $E6,$F0,$EF,$01
 
dc.b $F0,$00,$01,$06,$04
 
dc.b $A2,$6C,$F2
 
MusCreditsE22D: dc.b $A2,$14,$A4,$04,$A5,$04,$80,$08,$A9,$04,$80,$08
 
dc.b $A8,$04,$80,$08,$A9,$04,$80,$08,$AC,$08,$A9,$10
 
dc.b $E3
 
MusCreditsE246: dc.b $80,$0C
 
dc.b $C9,$04,$80,$10
 
dc.b $C9,$04,$80,$0C
 
dc.b $C9,$0C
 
dc.b $CB,$08
 
dc.b $C9,$04,$80,$18,$80,$0C
 
dc.b $C8,$04,$80,$10
 
dc.b $C8,$04,$80,$0C
 
dc.b $C8,$0C
 
dc.b $C9,$08
 
dc.b $C8,$04,$80,$18,$80,$0C
 
  
    if 1==1
+
SndID__First = idstart
; this part of the original credits music (CNZ PSG) sounds buggy (dissonant)
+
SndID_Jump = id(SndPtr_Jump) ; A0
dc.b $C6,$04,$80,$10
+
SndID_Checkpoint = id(SndPtr_Checkpoint) ; A1
dc.b $C6,$04,$80,$0C
+
SndID_SpikeSwitch = id(SndPtr_SpikeSwitch) ; A2
dc.b $C6,$0C
+
SndID_Hurt = id(SndPtr_Hurt) ; A3
dc.b $C8,$08
+
SndID_Skidding = id(SndPtr_Skidding) ; A4
dc.b $C6,$04,$80,$18,$80,$0C
+
SndID_BlockPush = id(SndPtr_BlockPush) ; A5
dc.b $C5,$04,$80,$10
+
SndID_HurtBySpikes = id(SndPtr_HurtBySpikes) ; A6
dc.b $C5,$04,$80,$0C
+
SndID_Sparkle = id(SndPtr_Sparkle) ; A7
dc.b $C5,$0C
+
SndID_Beep = id(SndPtr_Beep) ; A8
dc.b $C7,$08
+
SndID_Bwoop = id(SndPtr_Bwoop) ; A9
    else
+
SndID_Splash = id(SndPtr_Splash) ; AA
; replace the above block of notes with this to fix it.
+
SndID_Swish = id(SndPtr_Swish) ; AB
; (I'm not sure why, but the notes $C6 and $C7 are broken here,
+
SndID_BossHit = id(SndPtr_BossHit) ; AC
; so I've replaced them with pitch-shifted $C8s)
+
SndID_InhalingBubble = id(SndPtr_InhalingBubble) ; AD
dc.b $E1,-64
+
SndID_ArrowFiring = id(SndPtr_ArrowFiring) ; AE
dc.b $C8,$04,$80,$10 ; $C6
+
SndID_LavaBall = id(SndPtr_LavaBall) ; AE
dc.b $C8,$04,$80,$0C ; $C6
+
SndID_Shield = id(SndPtr_Shield) ; AF
dc.b $C8,$0C ; $C6
+
SndID_LaserBeam = id(SndPtr_LaserBeam) ; B0
dc.b $E1,0
+
SndID_Zap = id(SndPtr_Zap) ; B1
dc.b $C8,$08
+
SndID_Drown = id(SndPtr_Drown) ; B2
dc.b $E1,-64
+
SndID_FireBurn = id(SndPtr_FireBurn) ; B3
dc.b $C8,$04,$80,$24 ; $C6
+
SndID_Bumper = id(SndPtr_Bumper) ; B4
dc.b $E1,0
+
SndID_Ring = id(SndPtr_Ring) ; B5
dc.b $C5,$04,$80,$10
+
SndID_RingRight = id(SndPtr_RingRight) ; B5
dc.b $C5,$04,$80,$0C
+
SndID_SpikesMove = id(SndPtr_SpikesMove) ; B6
dc.b $C5,$0C
+
SndID_Rumbling = id(SndPtr_Rumbling) ; B7
dc.b $E1,-32
+
SndID_Smash = id(SndPtr_Smash) ; B9
dc.b $C8,$08 ; $C7
+
SndID_DoorSlam = id(SndPtr_DoorSlam) ; BB
dc.b $E1,0
+
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
 
     endif
 +
</pre>
 +
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:
 +
<pre>
 +
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
  
dc.b $C5,$04,$80,$18
+
;compatibility sfx
dc.b $E3
+
SndID_Ring = SndID_RingRight
MusCreditsE28F: dc.b $EF,$25,$80,$0C,$D0,$D4,$D7,$DB,$0C,$80,$06,$DB
+
SndID_Teleport = SndID_TeleportEnd
dc.b $0C,$DC,$06,$DB,$0C,$DD,$60,$DE,$0C,$80,$DE,$80
+
SndID_BossExplosion = SndID_Explosion ;for original sound, use SndID_BossExpOld
dc.b $80,$06,$DD,$12,$DE,$0C,$E3
+
SndID_Bwoop = SndID_Lavafall
MusCreditsE2AE: dc.b $80,$18,$B5,$0B,$80,$0D,$B7,$0C,$0B,$80,$19,$BA
+
SndID_Swish = SndID_Unk28
dc.b $0C,$0B,$80,$0D,$E3
+
SndID_Blip = SndID_SwitchButton
MusCreditsE2BF: dc.b $C3,$05,$80,$13,$C3,$12,$C3,$05,$E3
+
SndID_SlowSmash = SndID_Smash
MusCreditsE2C8: dc.b $CA,$06,$80,$CA,$80,$C6,$80,$C6,$80,$E3
+
SndID_Signpost = SndID_Sparkle2
MusCreditsE2D2: dc.b $AF,$0C,$B3,$06,$B6,$0C,$AF,$B1,$06,$80,$B1,$0C
+
SndID_Bonus = SndID_BotDash
dc.b $B5,$06,$B8,$0C,$B1,$06,$80,$B6,$0C,$BA,$06,$B1
+
SndID_CNZBossZap = SndID_S3DZapper
dc.b $0C,$B5,$B6,$BA,$06,$80,$BA,$AF,$0C,$B3,$B5,$B8
+
SndID_Signpost2P = SndID_Sparkle2
dc.b $06,$B2,$0C,$B3,$B5,$B8,$06,$80,$B8,$B2,$0C,$B5
+
SndID_OOZLidPop = SndID_ArrowFiring
dc.b $E3
+
SndID_SlidingSpike = SndID_SSZEggRoboFly
MusCred_FM5: dc.b $E9,$E8,$E6,$F8,$E1,$05,$F8
+
SndID_PlatformKnock = SndID_Chop
dc.w z80_ptr(MusCreditsDB06)
+
SndID_BonusBumper = SndID_Bounce
dc.b $E9,$18,$E6,$08,$E1,$00,$EF,$02
+
SndID_LargeBumper = SndID_Catapult
dc.b $F0,$0C,$01,$FC,$04
+
SndID_Gloop = SndID_Lavafall
dc.b $F8
+
SndID_Fire = SndID_FireBurn
dc.w z80_ptr(MusCreditsE4E8)
+
SndID_ArrowStick = SndID_KTEDrop
dc.b $B1,$3C,$F8
+
SndID_Helicopter = SndID_TailsFly
dc.w z80_ptr(MusCreditsE4E8)
+
SndID_SuperTransform = SndID_Teleport2
dc.b $B5,$3C,$E9,$F4,$E6,$07
+
SndID_CNZLaunch = SndID_KTEBlowBridge
dc.b $F0,$30,$01,$04,$04
+
SndID_Flipper = SndID_Catapult
dc.b $EF,$06
+
SndID_Leaves = SndID_Unk28
- dc.b $C4,$30,$E7,$30,$C6,$E7,$30,$C2,$E7,$30,$C1,$E7
+
SndID_MegaMackDrop = SndID_Unk28
dc.b $30
+
SndID_DrawbridgeMove = SndID_Trapdoor
dc.b $F7,$00,$02
+
SndID_QuickDoorSlam = SndID_DoorSlam
dc.w z80_ptr(-)
+
SndID_DrawbridgeDown = SndID_Trapdoor
dc.b $EF,$0A,$E6,$F6
+
SndID_LaserBurst = SndID_LargeLaser
dc.b $F0,$0C,$01,$05,$04
+
SndID_LaserFloor = SndID_LargeLaser2
dc.b $E0,$80
+
SndID_Scatter = SndID_Unk14
- dc.b $F8
+
SndID__End = $E0
dc.w z80_ptr(MusCreditsE4F9)
+
</pre>
dc.b $80,$25,$C6,$06,$C6,$80,$0C,$C6,$06,$C6,$05,$80
 
dc.b $0D,$C6,$06,$C8,$30,$E7,$06,$F8
 
dc.w z80_ptr(MusCreditsE4F9)
 
dc.b $80,$31,$80,$60
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$80,$48,$E6,$05,$F4,$80,$01,$EF,$0C,$E1
 
dc.b $FE,$E0,$40,$F8
 
dc.w z80_ptr(MusCreditsDD9D)
 
dc.b $23,$80,$0C,$80,$60,$EF,$11,$E9,$F4,$E6,$F4,$E1
 
dc.b $00,$E0,$C0
 
dc.b $F0,$06,$01,$06,$05
 
dc.b $80,$60,$80,$30,$C2,$06,$C2,$C9,$C6,$1E,$80,$60
 
dc.b $80,$06,$CB,$80,$CB,$C9,$80,$C9,$80,$C7,$80,$C7
 
dc.b $80,$C6,$03,$80,$C6,$80,$09,$80,$06,$80,$60,$80
 
dc.b $30,$C2,$06,$C2,$C9,$C6,$1E,$80,$60,$EF,$16,$E9
 
dc.b $0C,$E6,$04,$F4,$E0,$80,$80,$01,$F8
 
dc.w z80_ptr(MusCreditsE22D)
 
dc.b $80,$2F,$F8
 
dc.w z80_ptr(MusCreditsE4CD)
 
dc.b $80,$30,$F8
 
dc.w z80_ptr(MusCreditsE4CD)
 
dc.b $80,$60,$EF,$19,$E9,$F4,$E0,$C0,$F8
 
dc.w z80_ptr(MusCreditsE502)
 
dc.b $80,$27,$B1,$03,$F8
 
dc.w z80_ptr(MusCreditsE502)
 
dc.b $80,$2A,$80,$60,$EF,$1E,$E9,$F4,$E8,$06
 
- dc.b $80,$0C,$C4,$06,$12,$18,$C8,$06,$12,$0C,$80,$C6
 
dc.b $06,$12,$18,$C8,$06,$12,$0C
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$EF,$20,$E8,$00,$E9,$18,$E6,$FA,$B8,$03
 
dc.b $E7,$BA,$5D,$B6,$03,$E7,$B8,$5D,$B4,$03,$E7,$B6
 
dc.b $5D,$B6,$03,$E7,$B8,$5D,$80,$60,$EF,$22,$E9,$F4
 
dc.b $E6,$05
 
dc.b $F0,$1C,$01,$06,$04
 
dc.b $80,$50,$A7,$04,$A9,$08,$AC,$04,$B1,$30,$80,$0C
 
dc.b $B1,$08,$80,$04,$B3,$08,$B1,$10,$B5,$08,$B5,$04
 
dc.b $80,$08,$B0,$34,$80,$0C,$B0,$B5,$08,$04,$80,$08
 
dc.b $B1,$04,$AE,$24,$80,$0C,$AE,$08,$80,$04,$B0,$08
 
dc.b $AE,$04,$B1,$0C,$AF,$08,$AD,$4C,$80,$0C,$B1,$08
 
dc.b $80,$04,$B3,$08,$80,$04,$B1,$08,$80,$04,$B5,$08
 
dc.b $B5,$04,$80,$08,$B0,$1C,$80,$0C,$B5,$18,$B8,$08
 
dc.b $B5,$04,$BA,$18,$80,$0C,$B6,$04,$80,$08,$B5,$18
 
dc.b $B1,$AE,$B0,$0C,$E6,$04,$B6,$04,$80,$08,$B5,$18
 
dc.b $B1,$AE,$B0,$0C,$E6,$F8,$B6,$04,$80,$08,$B5,$18
 
dc.b $B1,$AE,$AA,$14,$A9,$04,$E6,$0C,$EF,$23,$E1,$03
 
dc.b $E6,$F7,$80,$60,$F8
 
dc.w z80_ptr(MusCreditsDABE)
 
dc.b $E6,$09
 
dc.b $F0,$00,$01,$06,$04
 
dc.b $F8
 
dc.w z80_ptr(MusCreditsE28F)
 
dc.b $F2
 
MusCreditsE4CD: dc.b $80,$1E,$EF,$14,$A4,$12,$A5,$06,$EF,$16,$80,$30
 
dc.b $80,$06,$BD,$08,$BC,$04,$BB,$08,$BA,$04,$B9,$08
 
dc.b $B8,$04,$E3
 
MusCreditsE4E8: dc.b $80,$18,$B1,$0B,$80,$0D,$B3,$0C,$0B,$80,$19,$B6
 
dc.b $0C,$0B,$80,$0D,$E3
 
MusCreditsE4F9: dc.b $C6,$05,$80,$13,$C6,$12,$C6,$05,$E3
 
MusCreditsE502: dc.b $80,$60,$AC,$06,$80,$AC,$0C,$AE,$06,$80,$AE,$0C
 
dc.b $AF,$06,$E3
 
MusCred_PSG1: dc.b $80,$30
 
dc.b $F7,$00,$1A
 
dc.w z80_ptr(MusCred_PSG1)
 
- dc.b $C4,$30,$E7,$30,$C6,$E7,$30,$C2,$E7,$30,$C1,$E7
 
dc.b $30
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
- dc.b $80,$30
 
dc.b $F7,$00,$10
 
dc.w z80_ptr(-)
 
dc.b $80,$60
 
- dc.b $80,$30
 
dc.b $F7,$00,$0A
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$E9,$F4,$E6,$FE,$F5,$01,$F8
 
dc.w z80_ptr(MusCreditsE635)
 
dc.b $AE,$B3,$06,$AC,$0C,$AE,$AE,$B3,$06,$80,$B3,$AB
 
dc.b $0C,$AE,$F8
 
dc.w z80_ptr(MusCreditsE635)
 
dc.b $F5,$0B,$80,$04,$80,$60,$F8
 
dc.w z80_ptr(MusCreditsDA5F)
 
dc.b $E7,$20,$E7,$C5,$01,$E7,$C4,$E7,$C3,$E7,$C2,$E7
 
dc.b $C1,$E7,$C0,$E7,$BF,$E7,$BE,$E7,$BD,$E7,$BC,$E7
 
dc.b $BB,$E7,$BA,$80,$60,$F5,$00,$E8,$06,$E9,$F4,$F8
 
dc.w z80_ptr(MusCreditsE62C)
 
dc.b $C2,$80,$C2,$F8
 
dc.w z80_ptr(MusCreditsE62C)
 
dc.b $C2,$04,$80,$C2,$80,$0C,$C2,$80,$60,$F5,$08,$E9
 
dc.b $04,$EC,$02,$E8,$06
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsE618)
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
- dc.b $80,$30
 
dc.b $F7,$00,$0A
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$F5,$00,$E9,$F0,$EC,$FF,$80,$60
 
dc.b $F8
 
dc.w z80_ptr(MusCreditsE004)
 
dc.b $E9,$18,$EC,$02,$B5,$30,$B3,$18,$B5,$0C,$B3,$B1
 
dc.b $30,$B6,$EC,$FE,$80,$0C,$B8,$80,$B8,$80,$BA,$80
 
dc.b $BA,$EC,$03,$C4,$18,$C1,$BD,$BF,$0C,$80,$EC,$FC
 
dc.b $80,$B8,$80,$B8,$80,$BA,$18,$08,$B8,$04,$E9,$F4
 
dc.b $EC,$01,$F5,$05
 
- dc.b $80,$60
 
dc.b $F7,$00,$05
 
dc.w z80_ptr(-)
 
dc.b $80,$0C,$C8,$12,$80,$06,$C8,$80,$C6,$12,$C8,$C6
 
dc.b $0C,$C1,$18,$C5,$C8,$CB,$80,$0C,$CA,$80,$CA,$12
 
dc.b $C9,$CA,$06,$80,$09,$E9,$30,$EC,$FC,$F6
 
dc.w z80_ptr(MusCreditsE770)
 
dc.b $F2
 
MusCreditsE618: dc.b $80,$0C,$BD,$06,$12,$18,$C4,$06,$12,$0C,$80,$C2
 
dc.b $06,$12,$18,$C4,$06,$12,$0C,$E3
 
MusCreditsE62C: dc.b $80,$60,$80,$0C,$C2,$80,$C2,$80,$E3
 
MusCreditsE635: dc.b $AC,$0C,$AF,$06,$B3,$0C,$AC,$AC,$06,$80,$AC,$0C
 
dc.b $AF,$06,$B5,$0C,$AC,$06,$80,$06,$B1,$0C,$B6,$06
 
dc.b $AE,$0C,$B1,$B3,$B6,$06,$80,$B6,$AA,$0C,$AF,$AF
 
dc.b $B5,$06,$AC,$0C,$AF,$B2,$B5,$06,$80,$B5,$AE,$0C
 
dc.b $B2,$E3
 
MusCred_PSG2: dc.b $80,$30
 
dc.b $F7,$00,$1A
 
dc.w z80_ptr(MusCred_PSG2)
 
- dc.b $C1,$30,$E7,$30,$C3,$E7,$30,$BF,$E7,$30,$BD,$E7
 
dc.b $30
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
- dc.b $80,$30
 
dc.b $F7,$00,$10
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$E9,$0C,$EC,$FD,$F5,$04,$80
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsDFF2)
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
dc.b $80,$60
 
dc.b $F0,$03,$02,$01,$05
 
dc.b $F5,$0A,$E9,$E8,$EC,$02,$80,$30,$80,$80,$BD,$06
 
dc.b $BF,$C6,$C2,$1E,$80,$60,$80,$06,$C6,$80,$C6,$C4
 
dc.b $80,$C4,$80,$C3,$80,$C3,$80,$BF,$03,$80,$BF,$80
 
dc.b $09,$80,$06,$80,$30,$80,$80,$BD,$06,$BF,$C6,$C2
 
dc.b $1E,$80,$60,$F4
 
- dc.b $80,$30
 
dc.b $F7,$00,$0C
 
dc.w z80_ptr(-)
 
dc.b $F5,$00,$EC,$FE,$E8,$06,$80,$60,$80,$0C,$BF,$80
 
dc.b $BF,$80,$BF,$80,$BF,$80,$60,$80,$0C,$BF,$80,$BF
 
dc.b $80,$BF,$04,$80,$BF,$80,$0C,$BF,$80,$60,$EC,$02
 
- dc.b $F8
 
dc.w z80_ptr(MusCreditsE618)
 
dc.b $F7,$00,$02
 
dc.w z80_ptr(-)
 
- dc.b $80,$30
 
dc.b $F7,$00,$0A
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$F5,$00,$E9,$F4,$EC,$FF,$E9,$E8,$80,$60
 
dc.b $F8
 
dc.w z80_ptr(MusCreditsE246)
 
dc.b $E9,$18,$EC,$02,$B1,$30,$B0,$18,$B1,$0C,$B0,$AE
 
dc.b $30,$B1,$EC,$FE,$80,$0C,$B5,$80,$B5,$80,$B6,$80
 
dc.b $B6,$EC,$03,$80,$B1,$80,$B1,$80,$B1,$80,$B1,$EC
 
dc.b $FC,$80,$B1,$80,$B1,$80,$B1,$18,$08,$B1,$04,$EC
 
dc.b $01,$E9,$18,$F5,$05,$E1,$01,$80,$60,$80,$80,$80
 
dc.b $80,$80,$80,$0C,$CD,$06,$80,$D4,$CD,$80,$0C,$CD
 
dc.b $06,$80,$D4,$CD,$80,$18,$80,$54,$E9,$24,$EC,$FD
 
MusCreditsE770: dc.b $F5,$03,$80,$06
 
- dc.b $BF,$03,$C1,$C3,$EC,$01,$E9,$FF
 
dc.b $F7,$00,$05
 
dc.w z80_ptr(-)
 
- dc.b $BF,$03,$C1,$C3,$EC,$01,$E9,$01
 
dc.b $F7,$00,$07
 
dc.w z80_ptr(-)
 
dc.b $F2
 
MusCred_PSG3: dc.b $F3,$E7,$80,$60,$F5,$02
 
- dc.b $C6,$0C,$0C,$0C,$06,$06,$0C,$0C,$06,$06,$0C
 
dc.b $F7,$00,$08
 
dc.w z80_ptr(-)
 
- dc.b $80,$30
 
dc.b $F7,$00,$08
 
dc.w z80_ptr(-)
 
- dc.b $C6,$0C,$06,$06
 
dc.b $F7,$00,$1F
 
dc.w z80_ptr(-)
 
dc.b $0C,$F5,$03,$C6,$F5,$02
 
- dc.b $C6,$0C,$06,$06
 
dc.b $F7,$00,$07
 
dc.w z80_ptr(-)
 
dc.b $06,$06,$06,$06
 
dc.b $F7,$01,$04
 
dc.w z80_ptr(-)
 
- dc.b $80,$30
 
dc.b $F7,$00,$0C
 
dc.w z80_ptr(-)
 
dc.b $F5,$04,$EC,$02
 
- dc.b $E8,$03,$C6,$06,$06,$E8,$00,$0C
 
dc.b $F7,$00,$04
 
dc.w z80_ptr(-)
 
dc.b $F5,$02,$EC,$FD
 
- dc.b $80,$0C,$C6,$06,$80,$07,$C6,$06,$80,$11,$C6,$0C
 
dc.b $80,$06,$C6,$0C,$80,$06,$C6,$80
 
dc.b $F7,$00,$07
 
dc.w z80_ptr(-)
 
dc.b $EC,$02
 
- dc.b $C6,$0C,$08,$04
 
dc.b $F7,$00,$18
 
dc.w z80_ptr(-)
 
- dc.b $C6,$0C,$0C,$0C,$08,$04
 
dc.b $F7,$00,$08
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$F5,$04,$EC,$02
 
- dc.b $C6,$06,$06,$0C
 
dc.b $F7,$00,$10
 
dc.w z80_ptr(-)
 
- dc.b $80,$30
 
dc.b $F7,$00,$0A
 
dc.w z80_ptr(-)
 
dc.b $80,$60,$EC,$FF
 
- dc.b $F5,$01,$C6,$0C,$F5,$02,$EC,$FF,$08,$F5,$01,$EC
 
dc.b $01,$04
 
dc.b $F7,$00,$27
 
dc.w z80_ptr(-)
 
dc.b $EC,$FF,$F5,$04
 
- dc.b $E8,$03,$C6,$0C,$E8,$0C,$0C
 
dc.b $F7,$00,$1E
 
dc.w z80_ptr(-)
 
dc.b $E8,$03,$C6,$06,$E8,$0E,$12,$E8,$03,$0C,$E8,$0F
 
dc.b $0C,$F2
 
MusCred_DAC: dc.b $82,$06,$82,$82,$82,$82,$0C,$06,$0C,$06,$0C,$0C
 
dc.b $0C
 
- dc.b $81,$18,$82
 
dc.b $F7,$00,$0E
 
dc.w z80_ptr(-)
 
dc.b $81,$0C
 
- dc.b $82
 
dc.b $F7,$00,$07
 
dc.w z80_ptr(-)
 
dc.b $EA,$EA,$F8
 
dc.w z80_ptr(MusCreditsEA6E)
 
dc.b $81,$0C,$8D,$82,$81,$81,$8E,$82,$84,$04,$06,$02
 
dc.b $81,$0C,$82,$06,$82,$82,$82,$81,$0C,$82,$06,$82
 
dc.b $81,$81,$82,$82,$82,$82
 
- dc.b $81,$18,$82,$81,$82
 
dc.b $F7,$00,$07
 
dc.w z80_ptr(-)
 
dc.b $81,$0C,$82,$82,$82,$82,$06,$82,$8C,$8C,$8D,$8D
 
dc.b $8E,$8E,$F8
 
dc.w z80_ptr(MusCreditsEA84)
 
dc.b $81,$18,$82,$0C,$81,$18,$82,$0C,$82,$82,$06,$82
 
dc.b $F8
 
dc.w z80_ptr(MusCreditsEA84)
 
dc.b $81,$0C,$82,$82,$82,$8D,$06,$8D,$8E,$8E,$82,$06
 
dc.b $82,$8D,$0C,$82,$0C,$82,$06,$82,$80,$82,$82,$0C
 
MusCreditsE8E5: dc.b $82,$0C,$82,$82,$06,$82,$8D,$8D
 
- dc.b $81,$0C,$8F,$06,$90,$82,$0C,$90,$06,$91,$81,$0C
 
dc.b $8F,$06,$91,$82,$0C,$8F,$06,$91
 
dc.b $F7,$00,$04
 
dc.w z80_ptr(-)
 
dc.b $81,$0C,$8F,$06,$91,$82,$0C,$8F,$06,$91,$8C,$06
 
dc.b $03,$03,$8D,$06,$8D,$8D,$8E,$8E,$8E,$81,$06,$0C
 
dc.b $82,$06,$80,$0C,$81,$82,$8E,$82,$06,$82,$82,$82
 
- dc.b $81,$0C,$82,$06,$81,$12,$81,$06,$81,$12,$8C,$06
 
dc.b $82,$0C,$83,$06,$81,$80
 
dc.b $F7,$00,$06
 
dc.w z80_ptr(-)
 
dc.b $81,$0C,$82,$06,$81,$12,$81,$06,$81,$06,$82,$06
 
dc.b $81,$0C,$06,$82,$0C,$08,$04,$EA,$CD,$82,$30,$82
 
dc.b $0C,$82,$82,$82,$08,$04,$F8
 
dc.w z80_ptr(MusCreditsEA9F)
 
dc.b $F8
 
dc.w z80_ptr(MusCreditsEA9F)
 
dc.b $81,$08,$0C,$04,$82,$0C,$81,$08,$04,$82,$08,$04
 
dc.b $08,$04,$04,$04,$04,$08,$04,$EA,$C5
 
- dc.b $81,$09,$81,$03,$0C,$82,$81,$81,$18,$82
 
dc.b $F7,$00,$03
 
dc.w z80_ptr(-)
 
dc.b $81,$09,$81,$03,$0C,$82,$81,$81,$18,$82,$0C,$06
 
dc.b $06,$81,$0C,$82,$06,$82,$82,$82,$8D,$0C,$82,$0C
 
dc.b $0C,$0C,$06,$06
 
- dc.b $81,$0C,$81,$82,$80,$81,$81,$82,$83
 
dc.b $F7,$00,$03
 
dc.w z80_ptr(-)
 
dc.b $81,$82,$82,$82,$82,$06,$06,$06,$06,$0C,$06,$06
 
dc.b $81,$06,$81,$82,$82,$81,$82,$81,$81,$82,$02,$82
 
dc.b $04,$81,$0C,$06,$82,$0C,$06,$06,$81,$18,$82,$0C
 
dc.b $81,$81,$18,$82,$81,$06,$81,$12,$82,$0C,$81,$81
 
dc.b $18,$82,$81,$18,$82,$0C,$81,$81,$18,$82,$81,$06
 
dc.b $81,$12,$82,$0C,$0C,$06,$06,$06,$06,$0C,$06,$06
 
dc.b $82,$02,$04,$81,$0C,$06,$0C,$82,$02,$04,$81,$0C
 
dc.b $06,$0C,$82,$06,$82,$82,$82,$EA,$C0,$81,$0C,$82
 
dc.b $81,$82,$81,$82,$81,$08,$82,$04,$0C
 
- dc.b $81,$0C,$82
 
dc.b $F7,$00,$0F
 
dc.w z80_ptr(-)
 
dc.b $81,$08,$82,$04,$0C
 
- dc.b $81,$0C,$82
 
dc.b $F7,$00,$13
 
dc.w z80_ptr(-)
 
dc.b $82,$08,$0C,$04,$81,$0C,$82,$81,$82,$81,$0C,$82
 
dc.b $81,$06,$80,$02,$82,$82,$82,$09,$82,$03
 
- dc.b $81,$0C,$82
 
dc.b $F7,$00,$06
 
dc.w z80_ptr(-)
 
dc.b $81,$0C,$82,$81,$06,$80,$02,$82,$82,$82,$09,$82
 
dc.b $03
 
dc.b $F7,$01,$03
 
dc.w z80_ptr(-)
 
dc.b $81,$0C,$82,$81,$82,$81,$06,$82,$12,$82,$0C,$81
 
dc.b $F2
 
MusCreditsEA6E: dc.b $81,$0C,$8D,$82,$81,$81,$8E,$82,$84,$04,$06,$02
 
dc.b $81,$0C,$8D,$82,$81,$81,$8E,$82,$83,$E3
 
MusCreditsEA84: dc.b $81,$18,$82,$0C,$81,$18,$0C,$82,$81,$81,$18,$82
 
dc.b $0C,$81,$12,$81,$82,$18,$81,$82,$0C,$81,$18,$0C
 
dc.b $82,$81,$E3
 
MusCreditsEA9F: dc.b $81,$08,$0C,$04,$82,$0C,$81,$08,$0C,$82,$04,$81
 
dc.b $0C,$82,$81,$81,$08,$0C,$04,$82,$0C,$81,$08,$0C
 
dc.b $82,$04,$81,$0C,$82,$82,$08,$04,$E3,$81,$06,$80
 
dc.b $03,$81,$81,$06,$82,$81,$06,$80,$03,$81,$81,$06
 
dc.b $82,$03,$82,$81,$06,$80,$03,$81,$81,$06,$82,$E3
 
MusCred_Voices: dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E
 
dc.b $03,$00,$00,$00,$01,$1F,$1F,$FF,$0F,$17,$27,$28,$80
 
dc.b $08,$09,$30,$70,$00,$1F,$5F,$1F,$5F,$12,$0A,$0E
 
dc.b $0A,$00,$04,$04,$03,$2F,$2F,$2F,$2F,$25,$0E,$30,$84
 
dc.b $3C,$31,$50,$52,$30,$52,$52,$53,$53,$08,$08,$00
 
dc.b $00,$04,$04,$00,$00,$10,$10,$0B,$0D,$19,$0B,$80,$80
 
dc.b $08,$0A,$30,$70,$00,$1F,$5F,$1F,$5F,$12,$0A,$0E
 
dc.b $0A,$00,$04,$04,$03,$2F,$2F,$2F,$2F,$24,$13,$2D,$80
 
dc.b $3D,$01,$51,$21,$01,$12,$14,$14,$0F,$0A,$05,$05
 
dc.b $05,$00,$00,$00,$00,$2B,$2B,$2B,$1B,$19,$80,$80,$80
 
dc.b $04,$57,$70,$02,$50,$1F,$1F,$1F,$1F,$00,$00,$00
 
dc.b $00,$06,$00,$0A,$0A,$00,$00,$0F,$0F,$1A,$10,$80,$80
 
dc.b $35,$01,$13,$01,$00,$1F,$18,$1D,$19,$00,$06,$09
 
dc.b $0D,$00,$02,$00,$03,$00,$15,$06,$16,$1E,$83,$80,$80
 
dc.b $3C,$31,$50,$52,$30,$52,$52,$53,$53,$08,$08,$00
 
dc.b $00,$04,$04,$00,$00,$1F,$1F,$0F,$0F,$1A,$16,$88,$88
 
dc.b $20,$36,$30,$35,$31,$DF,$9F,$DF,$9F,$07,$09,$06
 
dc.b $06,$07,$06,$06,$08,$2F,$1F,$1F,$FF,$14,$0F,$37,$80
 
dc.b $3B,$0F,$01,$06,$02,$DF,$1F,$1F,$DF,$0C,$0A,$00
 
dc.b $03,$0F,$00,$00,$01,$F3,$55,$05,$5C,$22,$22,$20,$80
 
dc.b $3C,$31,$50,$52,$30,$52,$52,$53,$53,$08,$08,$00
 
dc.b $00,$04,$04,$00,$00,$1F,$1F,$0F,$0F,$1C,$14,$84,$80
 
dc.b $3A,$69,$50,$70,$60,$1C,$1A,$18,$18,$10,$02,$0C
 
dc.b $09,$08,$06,$06,$03,$F9,$06,$56,$06,$28,$14,$15,$00
 
dc.b $3D,$00,$02,$01,$01,$4C,$50,$0F,$12,$0C,$00,$02
 
dc.b $05,$01,$00,$00,$00,$28,$2A,$29,$19,$1A,$06,$00,$00
 
dc.b $2C,$71,$31,$71,$31,$1F,$1F,$16,$16,$00,$00,$0F
 
dc.b $0F,$00,$00,$0F,$0F,$00,$00,$FA,$FA,$15,$14,$00,$00
 
dc.b $18,$37,$31,$32,$31,$9E,$1C,$DC,$9C,$0D,$04,$06
 
dc.b $01,$08,$03,$0A,$05,$B6,$36,$B6,$28,$2C,$14,$22,$00
 
dc.b $3D,$01,$02,$02,$02,$10,$50,$50,$50,$07,$08,$08
 
dc.b $08,$01,$00,$00,$00,$24,$18,$18,$18,$1C,$82,$82,$82
 
dc.b $32,$71,$33,$0D,$01,$5F,$5F,$99,$94,$05,$05,$05
 
dc.b $07,$02,$02,$02,$02,$11,$11,$11,$72,$23,$26,$2D,$80
 
dc.b $3A,$32,$52,$01,$31,$1F,$1F,$1F,$18,$01,$00,$1F
 
dc.b $00,$00,$00,$0F,$00,$5A,$03,$0F,$1A,$3B,$4F,$30,$00
 
dc.b $3C,$42,$32,$41,$41,$12,$12,$12,$12,$00,$00,$00
 
dc.b $00,$00,$00,$00,$00,$06,$06,$08,$08,$24,$24,$08,$08
 
dc.b $31,$34,$30,$35,$31,$DF,$9F,$DF,$9F,$0C,$0C,$07
 
dc.b $09,$07,$07,$07,$08,$2F,$1F,$1F,$2F,$17,$14,$32,$80
 
dc.b $3D,$01,$01,$01,$01,$10,$50,$50,$50,$07,$08,$08
 
dc.b $08,$01,$00,$00,$00,$20,$1A,$1A,$1A,$19,$84,$84,$84
 
dc.b $24,$70,$30,$74,$38,$12,$1F,$1F,$1F,$05,$05,$03
 
dc.b $03,$05,$05,$03,$03,$36,$26,$2C,$2C,$0A,$06,$08,$08
 
dc.b $3A,$01,$01,$01,$02,$8D,$07,$07,$52,$09,$00,$00
 
dc.b $03,$01,$02,$02,$00,$5F,$0F,$0F,$2F,$18,$18,$22,$80
 
dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E
 
dc.b $03,$00,$00,$00,$00,$1F,$1F,$FF,$0F,$18,$16,$4E,$80
 
dc.b $3A,$03,$03,$08,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E
 
dc.b $03,$00,$00,$00,$00,$1F,$1F,$FF,$0F,$17,$20,$28,$80
 
dc.b $20,$7A,$00,$31,$00,$9F,$DC,$D8,$DF,$10,$04,$0A
 
dc.b $04,$0F,$08,$08,$08,$5F,$BF,$5F,$BF,$14,$17,$2B,$80
 
dc.b $3A,$61,$51,$08,$02,$5D,$5D,$5D,$50,$04,$1F,$0F
 
dc.b $1F,$00,$00,$00,$00,$1F,$0F,$5F,$0F,$22,$22,$1E,$80
 
dc.b $02,$01,$02,$55,$04,$92,$8E,$8D,$54,$0D,$00,$0C
 
dc.b $03,$00,$00,$00,$00,$FF,$0F,$2F,$5F,$16,$1D,$2A,$80
 
dc.b $02,$75,$73,$71,$31,$1F,$96,$58,$9F,$01,$03,$1B
 
dc.b $08,$01,$01,$04,$05,$FF,$3F,$2F,$2F,$24,$30,$29,$80
 
dc.b $20,$66,$60,$65,$60,$DF,$9F,$DF,$1F,$00,$09,$06
 
dc.b $0C,$07,$06,$06,$08,$2F,$1F,$1F,$FF,$1C,$16,$3A,$80
 
dc.b $0D,$32,$06,$08,$01,$1F,$19,$19,$19,$0A,$05,$05
 
dc.b $05,$00,$02,$02,$02,$3F,$2F,$2F,$2F,$28,$86,$80,$8D
 
dc.b $38,$3A,$11,$0A,$02,$D4,$50,$14,$0E,$05,$02,$08
 
dc.b $88,$00,$00,$00,$00,$99,$09,$09,$1A,$2D,$19,$2C,$86
 
dc.b $0D,$32,$02,$04,$01,$1F,$19,$19,$19,$0A,$05,$05
 
dc.b $05,$00,$02,$02,$02,$3F,$2F,$2F,$2F,$28,$8B,$86,$93
 
dc.b $3A,$20,$60,$23,$01,$1E,$1F,$1F,$1F,$0A,$0B,$0A
 
dc.b $0A,$05,$0A,$07,$08,$A4,$96,$85,$78,$21,$28,$25,$00
 
dc.b $3A,$32,$32,$56,$42,$8D,$15,$4F,$52,$06,$07,$08
 
dc.b $04,$02,$00,$00,$00,$18,$28,$18,$28,$19,$2A,$20,$00
 
dc.b $3A,$51,$51,$08,$02,$1E,$1E,$1E,$10,$1F,$1F,$1F
 
dc.b $0F,$00,$00,$00,$02,$0F,$0F,$0F,$1F,$18,$22,$24,$81
 
dc.b $20,$36,$30,$35,$31,$DF,$9F,$DF,$9F,$07,$09,$06
 
dc.b $06,$07,$06,$06,$08,$2F,$1F,$1F,$FF,$19,$13,$37,$80
 
dc.b $3D,$01,$02,$02,$02,$14,$8C,$0E,$0E,$08,$02,$05
 
dc.b $05,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$1A,$80,$80,$80
 
; end of Mus_Credits
 
  
; ------------------------------------------------------------------------------------------
+
==Fixing the special sounds==
; Sound effect pointers
+
Any time you update the sound driver, you need to change these sounds:
; ------------------------------------------------------------------------------------------
+
<pre>
; WARNING the sound driver treats certain sounds specially
+
; Special sound IDs
; going by the ID of the sound.
 
; SndID_Ring, SndID_RingLeft, SndID_Gloop, SndID_SpindashRev
 
; are referenced by the sound driver directly.
 
; If needed you can change this in s2.sounddriver.asm
 
  
 +
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
 +
</pre>
 +
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:
 +
<pre>
 +
; Special sound IDs
  
; NOTE: the exact order of this list determines the priority of each sound, since it determines the sound's SndID.
+
MusID_FadeOut = $E1
;      a sound can get dropped if a higher-priority sound is already playing.
+
MusID_Stop = $E0
;      the rules for sound priority are currently unknown, but you can generally swap pointer lines around to resolve priority conflicts.
+
SndID_SegaSound = $FF
; loc_FEE91: SoundPoint:
 
SoundIndex:
 
SndPtr_Jump: rom_ptr_z80 Sound20 ; jumping sound
 
SndPtr_Checkpoint: rom_ptr_z80 Sound21 ; checkpoint ding-dong sound
 
SndPtr_SpikeSwitch: rom_ptr_z80 Sound22 ; spike switch sound
 
SndPtr_Hurt: rom_ptr_z80 Sound23 ; hurt sound
 
SndPtr_Skidding: rom_ptr_z80 Sound24 ; skidding sound
 
SndPtr_BlockPush: rom_ptr_z80 Sound25 ; block push sound
 
SndPtr_HurtBySpikes: rom_ptr_z80 Sound26 ; spiky impalement sound
 
SndPtr_Sparkle: rom_ptr_z80 Sound27 ; sparkling sound
 
SndPtr_Beep: rom_ptr_z80 Sound28 ; short beep
 
SndPtr_Bwoop: rom_ptr_z80 Sound29 ; bwoop
 
SndPtr_Splash: rom_ptr_z80 Sound2A ; splash sound
 
SndPtr_Swish: rom_ptr_z80 Sound2B ; swish
 
SndPtr_BossHit: rom_ptr_z80 Sound2C ; boss hit
 
SndPtr_InhalingBubble: rom_ptr_z80 Sound2D ; inhaling a bubble
 
SndPtr_ArrowFiring:
 
SndPtr_LavaBall: rom_ptr_z80 Sound2E ; arrow firing
 
SndPtr_Shield: rom_ptr_z80 Sound2F ; shield sound
 
SndPtr_LaserBeam: rom_ptr_z80 Sound30 ; laser beam
 
SndPtr_Zap: rom_ptr_z80 Sound31 ; zap
 
SndPtr_Drown: rom_ptr_z80 Sound32 ; drownage
 
SndPtr_FireBurn: rom_ptr_z80 Sound33 ; fire + burn
 
SndPtr_Bumper: rom_ptr_z80 Sound34 ; bumper bing
 
SndPtr_Ring:
 
SndPtr_RingRight: rom_ptr_z80 Sound35 ; ring sound
 
SndPtr_SpikesMove: rom_ptr_z80 Sound36
 
SndPtr_Rumbling: rom_ptr_z80 Sound37 ; rumbling
 
rom_ptr_z80 Sound38
 
SndPtr_Smash: rom_ptr_z80 Sound39 ; smash/breaking
 
rom_ptr_z80 Sound3A ; nondescript ding
 
SndPtr_DoorSlam: rom_ptr_z80 Sound3B ; door slamming shut
 
SndPtr_SpindashRelease: rom_ptr_z80 Sound3C ; spindash unleashed
 
SndPtr_Hammer: rom_ptr_z80 Sound3D ; slide-thunk
 
SndPtr_Roll: rom_ptr_z80 Sound3E ; rolling sound
 
SndPtr_ContinueJingle: rom_ptr_z80 Sound3F ; got continue
 
SndPtr_CasinoBonus: rom_ptr_z80 Sound40 ; short bonus ding
 
SndPtr_Explosion: rom_ptr_z80 Sound41 ; badnik bust
 
SndPtr_WaterWarning: rom_ptr_z80 Sound42 ; warning ding-ding
 
SndPtr_EnterGiantRing: rom_ptr_z80 Sound43 ; special stage ring flash (unused)
 
SndPtr_BossExplosion: rom_ptr_z80 Sound44 ; thunk
 
SndPtr_TallyEnd: rom_ptr_z80 Sound45 ; cha-ching
 
SndPtr_RingSpill: rom_ptr_z80 Sound46 ; losing rings
 
rom_ptr_z80 Sound47 ; chain pull chink-chink
 
SndPtr_Flamethrower: rom_ptr_z80 Sound48 ; flamethrower
 
SndPtr_Bonus: rom_ptr_z80 Sound49 ; bonus pwoieeew (unused)
 
SndPtr_SpecStageEntry: rom_ptr_z80 Sound4A ; special stage entry
 
SndPtr_SlowSmash: rom_ptr_z80 Sound4B ; slower smash/crumble
 
SndPtr_Spring: rom_ptr_z80 Sound4C ; spring boing
 
SndPtr_Blip: rom_ptr_z80 Sound4D ; selection blip
 
SndPtr_RingLeft: rom_ptr_z80 Sound4E ; another ring sound (only plays in the left speaker?)
 
SndPtr_Signpost: rom_ptr_z80 Sound4F ; signpost spin sound
 
SndPtr_CNZBossZap: rom_ptr_z80 Sound50 ; mosquito zapper
 
rom_ptr_z80 Sound51
 
rom_ptr_z80 Sound52
 
SndPtr_Signpost2P: rom_ptr_z80 Sound53
 
SndPtr_OOZLidPop: rom_ptr_z80 Sound54 ; OOZ lid pop sound
 
SndPtr_SlidingSpike: rom_ptr_z80 Sound55
 
SndPtr_CNZElevator: rom_ptr_z80 Sound56
 
SndPtr_PlatformKnock: rom_ptr_z80 Sound57
 
SndPtr_BonusBumper: rom_ptr_z80 Sound58 ; CNZ bonusy bumper sound
 
SndPtr_LargeBumper: rom_ptr_z80 Sound59 ; CNZ baaang bumper sound
 
SndPtr_Gloop: rom_ptr_z80 Sound5A ; CNZ gloop / water droplet sound
 
SndPtr_PreArrowFiring: rom_ptr_z80 Sound5B
 
SndPtr_Fire: rom_ptr_z80 Sound5C
 
SndPtr_ArrowStick: rom_ptr_z80 Sound5D ; chain clink
 
SndPtr_Helicopter:
 
SndPtr_WingFortress: rom_ptr_z80 Sound5E ; helicopter
 
SndPtr_SuperTransform: rom_ptr_z80 Sound5F
 
SndPtr_SpindashRev: rom_ptr_z80 Sound60 ; spindash charge
 
SndPtr_Rumbling2: rom_ptr_z80 Sound61 ; rumbling
 
SndPtr_CNZLaunch: rom_ptr_z80 Sound62
 
SndPtr_Flipper: rom_ptr_z80 Sound63 ; CNZ blooing bumper
 
SndPtr_HTZLiftClick: rom_ptr_z80 Sound64 ; HTZ track click sound
 
SndPtr_Leaves: rom_ptr_z80 Sound65 ; kicking up leaves sound
 
SndPtr_MegaMackDrop: rom_ptr_z80 Sound66 ; leaf splash?
 
SndPtr_DrawbridgeMove: rom_ptr_z80 Sound67
 
SndPtr_QuickDoorSlam: rom_ptr_z80 Sound68 ; door slamming quickly (seems unused)
 
SndPtr_DrawbridgeDown: rom_ptr_z80 Sound69
 
SndPtr_LaserBurst: rom_ptr_z80 Sound6A ; robotic laser burst
 
SndPtr_Scatter:
 
SndPtr_LaserFloor: rom_ptr_z80 Sound6B ; scatter
 
SndPtr_Teleport: rom_ptr_z80 Sound6C
 
SndPtr_Error: rom_ptr_z80 Sound6D ; error sound
 
SndPtr_MechaSonicBuzz: rom_ptr_z80 Sound6E ; silver sonic buzz saw
 
SndPtr_LargeLaser: rom_ptr_z80 Sound6F
 
SndPtr_OilSlide: rom_ptr_z80 Sound70
 
SndPtr__End:
 
  
; There are many non-relative pointers in these sound effects,
+
;these are here for compatibility
; so the sounds shouldn't simply be BINCLUDE'd.
+
MusID_StopSFX = MusID_Stop
; They could be included as separate .asm files using "include" instead of "binclude",
 
; but I wanted to minimize the number of included asm files.
 
  
; some comments on what the various script commands do (after the header):
+
;Tempo IDs
;  0x00-0x7F sets the note duration (of the previous note and following notes)
+
Tempo_SpeedUp = 8
;  0x81-0xDF plays a note (the valid range may be smaller for PSG or DAC)
+
Tempo_SlowDown = 0
;  0x80 plays silence
+
</pre>
;  0xE0-0xFF does special things. I won't list them here... search for "Coordination flags" sonic 2.
 
  
; the FM voices (poorly named "ssamp" or "samples" below)
+
==Fixing the Sneakers==
; are 25 bytes each and go directly to YM2612 registers.
+
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.
; they can be hard to edit (there's an art to it)
+
First, we will go to '''super_shoes_Tails''' and, beyond the +, we'll find this:
; but search for sonic "Voice editing" for more info if you want to try.
+
<pre>
 +
move.w #MusID_SpeedUp,d0
 +
jmp (PlayMusic).l ; Speed up tempo
 +
</pre>
 +
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:
 +
<pre>
 +
move.w #Tempo_SpeedUp,d0
 +
jmp (SetTempo).l ; Speed up tempo
 +
</pre>
 +
The music now speeds up, but we need it to slow down when the sneakers wear off, so find:
 +
<pre>
 +
; loc_1A14A:
 +
Obj01_RmvSpeed:
 +
bclr #2,status_secondary(a0)
 +
move.w #MusID_SlowDown,d0 ; Slow down tempo
 +
jmp (PlayMusic).l
 +
</pre>
 +
There are 2 lines that need editing here, just as before.
 +
<pre>
 +
; loc_1A14A:
 +
Obj01_RmvSpeed:
 +
bclr #2,status_secondary(a0)
 +
move.w #Tempo_SlowDown,d0 ; Slow down tempo
 +
jmp (SetTempo).l
 +
</pre>
 +
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)''
  
; jumping sound
+
==Optional: Fix the 2P VS Screen==
Sound20: dc.w $0000,$0101
+
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:
dc.w $8080,z80_ptr(+),$F400
+
<pre>
+ dc.b $F5,$00,$9E,$05,$F0,$02,$01,$F8,$65,$A3,$15,$F2
+
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_FadeFromBlack
  
; checkpoint ding-dong sound
+
;loc_8DA8:
Sound21: dc.w z80_ptr(ssamp21),$0101
+
LevelSelect2P_Main:
dc.w $8005,z80_ptr(+),$0001
+
</pre>
ssamp21: dc.b $3C,$05,$0A,$01,$01,$56,$5C,$5C,$5C,$0E,$11,$11
+
and change the music id to '''MusID_2PVS'''.<br>
dc.b $11,$09,$06,$0A,$0A,$4F,$3F,$3F,$3F,$17,$20,$80,$80
+
the result should be:
+ dc.b $EF,$00,$BD,$06,$BA,$16,$F2
+
<pre>
 +
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_FadeFromBlack
  
; spike switch sound
+
;loc_8DA8:
Sound22: dc.w $0000,$0101
+
LevelSelect2P_Main:
dc.w $80C0,z80_ptr(+),$0000
+
</pre>
+ dc.b $F0,$01,$01,$F0,$08,$F3,$E7,$C0,$04,$CA,$04
 
- dc.b $C0,$01,$EC
 
dc.w $01F7,$0006,z80_ptr(-)
 
dc.b $F2
 
  
; hurt sound
+
==Optional: Fix the Sound Test==
Sound23: dc.w z80_ptr(ssamp23),$0101
+
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'''.
dc.w $8005,z80_ptr(+),$F400
+
Here is what we have:
+ dc.b $EF,$00,$B0,$07,$E7,$AD
+
<pre>
- dc.b $01,$E6
+
OptionScreen_Choices:
dc.w $01F7,$002F,z80_ptr(-)
+
dc.l (3-1)<<24|(Player_option&$FFFFFF)
dc.b $F2
+
dc.l (2-1)<<24|(Two_player_items&$FFFFFF)
ssamp23: dc.b $30,$30,$30,$30,$30,$9E,$DC,$D8,$DC,$0E,$04,$0A
+
dc.l ($80-1)<<24|(Sound_test_sound&$FFFFFF)
dc.b $05,$08,$08,$08,$08,$BF,$BF,$BF,$BF,$14,$14,$3C,$80
+
</pre>
 +
change that last line to:
 +
<pre>
 +
OptionScreen_Choices:
 +
dc.l ($FF)<<24|(Sound_test_sound&$FFFFFF)
 +
</pre>
 +
now we have a full range, but it is not fixed yet, so we will locate:
 +
<pre>
 +
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
  
; skidding sound
+
+
Sound24: dc.w $0000,$0102 ; sound header... no sample and 2 script entries
+
</pre>
dc.w $80A0,z80_ptr(+),$F400 ; entry 1 header
+
see that '''addi.w #$80,d0''' line?  It needs to go. the result will be:
dc.w $80C0,z80_ptr(++),$F400 ; entry 2 header
+
<pre>
+ dc.b $F5,$00,$AF,$01,$80,$AF,$80,$03 ; script entry 1
+
move.w d2,(a1)
- dc.b $AF,$01,$80
+
cmpi.b #2,(Options_menu_box).w
dc.w $01F7,$000B,z80_ptr(-) ; loopback
+
bne.s + ; rts
dc.b $F2 ; script 1 end
+
andi.w #button_B_mask|button_C_mask,d0
+ dc.b $F5,$00,$80,$01,$AD,$80,$AD,$80,$03 ; script entry 2
+
beq.s + ; rts
- dc.b $AD,$01,$80
+
move.w (Sound_test_sound).w,d0
dc.w $01F7,$000B,z80_ptr(-) ; loopback
+
bsr.w JmpTo_PlayMusic
dc.b $F2 ; script 2 end
+
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
  
; block push sound
+
+
Sound25: dc.w z80_ptr(ssamp25),$0101
+
</pre>
dc.w $8005,z80_ptr(+),$0000
+
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:
+ dc.b $EF,$00,$80,$01,$8B,$0A,$80,$02,$F2
+
<pre>
ssamp25: dc.b $FA,$21,$10,$30,$32,$2F,$2F,$1F,$2F,$05,$09,$08
+
; loc_9522:
dc.b $02,$06,$06,$0F,$02,$1F,$4F,$2F,$2F,$0F,$0E,$1A,$80
+
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
  
; spiky impalement sound
+
+
Sound26: dc.w z80_ptr(ssamp26),$0101
+
btst #button_right,d1
dc.w $8005,z80_ptr(+),$F200
+
beq.s +
+ dc.b $EF,$00,$F0,$01,$01,$10,$FF,$CF,$05,$D7,$25,$F2
+
addq.b #1,d0
ssamp26: dc.b $3B,$3C,$30,$39,$31,$DF,$1F,$1F,$DF,$04,$04,$05
+
cmpi.w #$80,d0
dc.b $01,$04,$04,$04,$02,$FF,$1F,$0F,$AF,$29,$0F,$20,$80
+
blo.s +
 +
moveq #0,d0
  
; sparkling sound
+
+
Sound27: dc.w z80_ptr(ssamp27),$0101
+
btst #button_A,d1
dc.w $8004,z80_ptr(+),$0C1C
+
beq.s +
+ dc.b $EF,$00,$C1,$05,$C4,$05,$C9,$2B,$F2
+
addi.b #$10,d0
ssamp27: dc.b $07,$73,$33,$33,$73,$0F,$19,$14,$1A,$0A,$0A,$0A
+
andi.b #$7F,d0
dc.b $0A,$0A,$0A,$0A,$0A,$57,$57,$57,$57,$00,$00,$00,$00
 
  
; short beep
+
+
Sound28: dc.w $0000,$0101
+
move.w d0,(Sound_test_sound).w
dc.w $8080,z80_ptr(+),$E803
+
andi.w #button_B_mask|button_C_mask,d1
+ dc.b $F5,$04,$CB,$04,$F2
+
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 (Debug_options_flag).w,a1
 +
moveq #1,d2 ; flag to tell the routine to enable the Super Sonic cheat
 +
bsr.w CheckCheats
  
; bwoop
+
+
Sound29: dc.w $0000,$0101
+
rts
dc.w $80A0,z80_ptr(+),$0000
+
</pre>
+ dc.b $F0,$01,$01,$E6,$35,$8E,$06,$F2
+
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:
 +
<pre>
 +
; 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
  
; splash sound
+
+
Sound2A: dc.w z80_ptr(ssamp2A),$0102
+
btst #button_right,d1
dc.w $80C0,z80_ptr(+),$0000
+
beq.s +
dc.w $8005,z80_ptr(++),$0003
+
addq.b #1,d0
+ dc.b $F5,$00,$F3,$E7,$C2,$05,$C6,$05,$E7
+
;cmpi.w #$80,d0        ;<-- remove this line
- dc.b $07,$EC,$01
+
;blo.s +                  ;<-- remove this line
dc.w $E7F7,$000F,z80_ptr(-)
+
;moveq #0,d0            ;<-- remove this line
dc.b $F2
 
+ dc.b $EF,$00,$A6,$14,$F2
 
ssamp2A: dc.b $00,$00,$02,$03,$00,$D9,$1F,$DF,$1F,$12,$14,$11
 
dc.b $0F,$0A,$0A,$00,$0D,$FF,$FF,$FF,$FF,$22,$27,$07,$80
 
  
; swish
+
+
Sound2B: dc.w $0000,$0101
+
btst #button_A,d1
dc.w $80C0,z80_ptr(+),$0000
+
beq.s +
+ dc.b $F5,$00,$F3,$E7,$C6,$03,$80,$03,$C6,$01,$E7
+
addi.b #$10,d0
- dc.b $01,$EC,$01
+
;andi.b #$7F,d0      ;<-- remove this line
dc.w $E7F7,$0015,z80_ptr(-)
 
dc.b $F2
 
  
; boss hit
+
+
Sound2C: dc.w z80_ptr(smashsamp),$0101
+
move.w d0,(Sound_test_sound).w
dc.w $8005,z80_ptr(+),$0000
+
andi.w #button_B_mask|button_C_mask,d1
+ dc.b $EF,$00,$F0,$01,$01,$0C,$01
+
beq.s + ; rts
- dc.b $81,$0A,$E6
+
move.w (Sound_test_sound).w,d0
dc.w $10F7,$0004,z80_ptr(-)
+
;addi.w #$80,d0        ;<-- remove this line
dc.b $F2
+
bsr.w JmpTo_PlayMusic
smashsamp: dc.b $F9,$21,$10,$30,$32,$1F,$1F,$1F,$1F,$05,$09,$18
+
lea (debug_cheat).l,a0
dc.b $02,$0B,$10,$1F,$05,$1F,$4F,$2F,$2F,$0E,$04,$07,$80
+
lea (super_sonic_cheat).l,a2
 +
lea (Debug_options_flag).w,a1 ; Also S1_hidden_credits_flag
 +
moveq #1,d2 ; flag to tell the routine to enable the Super Sonic cheat
 +
bsr.w CheckCheats
  
; inhaling a bubble
+
+
Sound2D: dc.w z80_ptr(ssamp2D),$0101
+
rts
dc.w $8005,z80_ptr(+),$0E00
+
</pre>
+ dc.b $EF,$00,$F0,$01,$01,$21,$6E,$A6,$07
 
dc.b $80,$06,$F0,$01,$01,$44,$1E,$AD,$08,$F2
 
ssamp2D: dc.b $35,$05,$08,$09,$07,$1E,$0D,$0D,$0E,$0C,$03,$15
 
dc.b $06,$16,$09,$0E,$10,$2F,$1F,$2F,$1F,$15,$12,$12,$80
 
 
 
; arrow firing
 
Sound2E: dc.w z80_ptr(ssamp2E),$0102
 
dc.w $8005,z80_ptr(+),$0000
 
dc.w $80C0,z80_ptr(++),$0000
 
+ dc.b $EF,$00,$80,$01,$F0,$01,$01,$40,$48,$83,$06,$85,$02,$F2
 
+ dc.b $F5,$00,$80,$0B,$F3,$E7,$C6,$01,$E7
 
- dc.b $02,$EC,$01
 
dc.w $E7F7,$0010,z80_ptr(-)
 
dc.b $F2
 
ssamp2E: dc.b $FA,$02,$00,$03,$05,$12,$0F,$11,$13,$05,$09,$18
 
dc.b $02,$06,$06,$0F,$02,$1F,$4F,$2F,$2F,$2F,$0E,$1A,$80
 
 
 
; shield sound
 
Sound2F: dc.w z80_ptr(ssamp2F),$0101
 
dc.w $8005,z80_ptr(+),$0C00
 
+ dc.b $EF,$00,$80,$01,$A3,$05,$E7,$A4,$26,$F2
 
ssamp2F: dc.b $30,$30,$30,$30,$30,$9E,$AC,$A8,$DC,$0E,$04,$0A
 
dc.b $05,$08,$08,$08,$08,$BF,$BF,$BF,$BF,$04,$14,$2C,$80
 
 
 
; laser beam
 
Sound30: dc.w z80_ptr(ssamp30),$0101 ; sound header... a voice and 1 script entry
 
dc.w $8005,z80_ptr(+),$FB05 ; script entry header
 
+ dc.b $EF,$00,$DF,$7F ; script start
 
- dc.b $DF,$02,$E6 ; script continued
 
dc.w $01F7,$001B,z80_ptr(-) ; loopback
 
dc.b $F2 ; script end
 
ssamp30: dc.b $83,$1F,$1F,$15,$1F,$1F,$1F,$1F,$1F,$00,$00,$00 ; voice
 
dc.b $00,$02,$02,$02,$02,$2F,$FF,$2F,$3F,$0B,$01,$16,$82 ; (fixed length)
 
 
 
; zap
 
Sound31: dc.w z80_ptr(ssamp31),$0101
 
dc.w $8005,z80_ptr(+),$FB02
 
+ dc.b $EF,$00,$B3,$05,$80,$01,$B3,$09,$F2
 
ssamp31: dc.b $83,$12,$13,$10,$1E,$1F,$1F,$1F,$1F,$00,$00,$00
 
dc.b $00,$02,$02,$02,$02,$2F,$FF,$2F,$3F,$05,$34,$10,$87
 
 
 
; drownage
 
Sound32: dc.w z80_ptr(ssamp32),$0102
 
dc.w $8004,z80_ptr(++),$0C04
 
dc.w $8005,z80_ptr(+),$0E02
 
+ dc.b $EF,$00,$F0,$01,$01,$83,$0C
 
- dc.b $8A,$05,$05,$E6
 
dc.w $03F7,$000A,z80_ptr(-)
 
dc.b $F2
 
+ dc.b $80,$06,$EF,$00,$F0,$01,$01,$6F,$0E
 
- dc.b $8D,$04,$05,$E6
 
dc.w $03F7,$000A,z80_ptr(-)
 
dc.b $F2
 
ssamp32: dc.b $35,$14,$04,$1A,$09,$0E,$11,$10,$0E,$0C,$03,$15
 
dc.b $06,$16,$09,$0E,$10,$2F,$4F,$2F,$4F,$2F,$12,$12,$80
 
 
 
; fire + burn
 
Sound33: dc.w z80_ptr(ssamp2E),$0102
 
dc.w $8005,z80_ptr(+),$0000
 
dc.w $80C0,z80_ptr(++),$0000
 
+ dc.b $EF,$00,$80,$01,$F0,$01,$01,$40,$48,$83,$06,$85,$02,$F2
 
+ dc.b $F5,$00,$80,$0B,$F3,$E7,$A7,$25,$E7
 
- dc.b $02,$EC,$01
 
dc.w $E7F7,$0010,z80_ptr(-)
 
dc.b $F2
 
 
 
; bumper bing
 
Sound34: dc.w z80_ptr(ssamp34),$0103
 
dc.w $8005,z80_ptr(+),$0000
 
dc.w $8004,z80_ptr(++),$0000
 
dc.w $8002,z80_ptr(+++),$0002
 
+ dc.b $EF,$00,$F6
 
dc.w z80_ptr(Sound34_3)
 
+ dc.b $EF,$00,$E1,$07,$80,$01
 
Sound34_3:
 
dc.b $BA,$20,$F2
 
+ dc.b $EF,$01,$9A,$03,$F2
 
ssamp34: dc.b $3C,$05,$0A,$01,$01,$56,$5C,$5C,$5C,$0E,$11,$11
 
dc.b $11,$09,$06,$0A,$0A,$4F,$3F,$3F,$3F,$1F,$2B,$80,$80
 
dc.b $05,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$12,$0C,$0C
 
dc.b $0C,$12,$08,$08,$08,$1F,$5F,$5F,$5F,$07,$80,$80,$80
 
 
 
; ring sound
 
Sound35: dc.w z80_ptr(ringsamp),$0101
 
dc.w $8005,z80_ptr(+),$0005
 
+ dc.b $EF,$00,$E0,$40,$C1,$05,$C4,$05,$C9,$1B,$F2
 
 
 
 
 
Sound36: dc.w $0000,$0101
 
dc.w $80C0,z80_ptr(+),$0000
 
+ dc.b $F0,$01,$01,$F0,$08,$F3,$E7,$C1,$07
 
- dc.b $D0,$01,$EC
 
dc.w $01F7,$000C,z80_ptr(-)
 
dc.b $F2
 
 
 
; rumbling
 
Sound37: dc.w z80_ptr(ssamp37),$0101
 
dc.w $8005,z80_ptr(+),$0000
 
+ dc.b $EF,$00,$F0,$01,$01,$20,$08
 
- dc.b $8B
 
dc.w $0AF7,$0008,z80_ptr(-)
 
- dc.b $8B,$10,$E6
 
dc.w $03F7,$0009,z80_ptr(-)
 
dc.b $F2
 
ssamp37: dc.b $FA,$21,$10,$30,$32,$1F,$1F,$1F,$1F,$05,$09,$18
 
dc.b $02,$06,$06,$0F,$02,$1F,$4F,$2F,$2F,$0F,$0E,$1A,$80
 
 
 
 
 
Sound38: dc.w $0000,$0101
 
dc.w $80C0,z80_ptr(+),$0000
 
+ dc.b $F0,$01,$01,$F0,$08,$F3,$E7,$B4,$08
 
- dc.b $B0,$02,$EC
 
dc.w $01F7,$0003,z80_ptr(-)
 
dc.b $F2
 
 
 
; smash/breaking
 
Sound39: dc.w z80_ptr(smashsamp),$0104
 
dc.w $8002,z80_ptr(+),$1000
 
dc.w $8004,z80_ptr(+++),$0000
 
dc.w $8005,z80_ptr(++),$1000
 
dc.w $80C0,z80_ptr(s39s4),$0000
 
+ dc.b $E0,$40,$80,$02,$F6
 
dc.w z80_ptr(++)
 
+ dc.b $E0,$80,$80,$01
 
+ dc.b $EF,$00,$F0,$03,$01,$20,$04
 
- dc.b $81,$18,$E6
 
dc.w $0AF7,$0006,z80_ptr(-)
 
dc.b $F2
 
s39s4: dc.b $F0,$01,$01,$0F,$05,$F3,$E7
 
- dc.b $B0,$18,$E7,$EC
 
dc.w $03F7,$0005,z80_ptr(-)
 
dc.b $F2
 
 
 
; nondescript ding
 
Sound3A: dc.w z80_ptr(ssamp3A),$0101
 
dc.w $8005,z80_ptr(+),$0007
 
+ dc.b $EF,$00,$AE,$08,$F2
 
ssamp3A: dc.b $1C,$2E,$0F,$02,$02,$1F,$1F,$1F,$1F,$18,$14,$0F
 
dc.b $0E,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$20,$1B,$80,$80
 
 
 
; door slamming shut
 
Sound3B: dc.w z80_ptr(ssamp3B),$0101
 
dc.w $8005,z80_ptr(+),$F400
 
+ dc.b $EF,$00,$9B,$04,$80,$A0,$06,$F2
 
ssamp3B: dc.b $3C,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$00,$0F,$16
 
dc.b $0F,$00,$00,$00,$00,$0F,$FF,$AF,$FF,$00,$0A,$80,$80
 
 
 
; spindash unleashed
 
Sound3C: dc.w z80_ptr(ssamp3C),$0102
 
dc.w $8005,z80_ptr(+),$9000
 
dc.w $80C0,z80_ptr(++),$0000
 
+ dc.b $EF,$00,$F0,$01,$01,$C5,$1A,$CD,$07,$F2
 
+ dc.b $F5,$07,$80,$07,$F0,$01,$02,$05,$FF,$F3,$E7,$BB,$4F,$F2
 
ssamp3C: dc.b $FD,$09,$00,$03,$00,$1F,$1F,$1F,$1F,$10,$0C,$0C
 
dc.b $0C,$0B,$10,$1F,$05,$1F,$4F,$2F,$2F,$09,$92,$84,$8E
 
 
 
; slide-thunk
 
Sound3D: dc.w z80_ptr(ssamp3D),$0102
 
dc.w $8005,z80_ptr(+),$100A
 
dc.w $8004,z80_ptr(++),$0000
 
+ dc.b $EF,$00,$F0,$01,$01,$60,$01,$A7,$08,$F2
 
+ dc.b $80,$08,$EF,$01,$84,$22,$F2
 
ssamp3D: dc.b $FA,$21,$19,$3A,$30,$1F,$1F,$1F,$1F,$05,$09,$18
 
dc.b $02,$0B,$10,$1F,$05,$1F,$4F,$2F,$2F,$0E,$04,$07,$80
 
dc.b $FA,$31,$10,$30,$32,$1F,$1F,$1F,$1F,$05,$05,$18
 
dc.b $10,$0B,$10,$1F,$10,$1F,$1F,$2F,$2F,$0D,$01,$00,$80
 
 
 
; rolling sound
 
Sound3E: dc.w z80_ptr(ssamp3E),$0101
 
dc.w $8004,z80_ptr(+),$0C05
 
+ dc.b $EF,$00,$80,$01,$F0,$03,$01,$09,$FF,$CA,$25,$F4
 
- dc.b $E7,$E6,$01,$D0
 
dc.w $02F7,$002A,z80_ptr(-)
 
dc.b $F2
 
ssamp3E: dc.b $3C,$00,$02,$44,$02,$1F,$1F,$1F,$15,$00,$00,$1F
 
dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$0D,$28,$00,$00
 
 
 
; got continue
 
Sound3F: dc.w z80_ptr(ssamp3F),$0103
 
dc.w $8002,z80_ptr(+),$F406
 
dc.w $8004,z80_ptr(++),$F406
 
dc.w $8005,z80_ptr(+++),$F406
 
+ dc.b $EF,$00,$C9,$07,$CD,$D0,$CB,$CE,$D2,$CD,$D0,$D4,$CE,$D2,$D5
 
- dc.b $D0,$07,$D4,$D7,$E6
 
dc.w $05F7,$0008,z80_ptr(-)
 
dc.b $F2
 
+ dc.b $EF,$00,$E1,$01,$80,$07,$CD,$15,$CE,$D0,$D2
 
- dc.b $D4,$15,$E6
 
dc.w $05F7,$0008,z80_ptr(-)
 
dc.b $F2
 
+ dc.b $EF,$00,$E1,$01,$C9,$15,$CB,$CD,$CE
 
- dc.b $D0,$15,$E6
 
dc.w $05F7,$0008,z80_ptr(-)
 
dc.b $F2
 
ssamp3F: dc.b $14,$25,$36,$33,$11,$1F,$1F,$1F,$1F,$15,$1C,$18
 
dc.b $13,$0B,$0D,$08,$09,$0F,$8F,$9F,$0F,$24,$0A,$05,$80
 
 
 
; short bonus ding
 
Sound40: dc.w z80_ptr(ssamp3F),$0102
 
dc.w $8005,z80_ptr(++),$0008
 
dc.w $8004,z80_ptr(+),$0008
 
+ dc.b $E1,$03,$80,$02
 
+ dc.b $EF,$00,$C4,$16,$F2
 
 
 
; badnik bust
 
Sound41: dc.w z80_ptr(ssamp41),$0102
 
dc.w $8005,z80_ptr(+),$0000
 
dc.w $80C0,z80_ptr(++),$0002
 
+ dc.b $F0,$03,$01,$72,$0B,$EF,$00,$BA,$16,$F2
 
+ dc.b $F5,$01,$F3,$E7,$B0,$1B,$F2
 
ssamp41: dc.b $3C,$0F,$03,$01,$01,$1F,$1F,$1F,$1F,$19,$19,$12
 
dc.b $0E,$05,$00,$12,$0F,$0F,$FF,$7F,$FF,$00,$00,$80,$80
 
 
 
; warning ding-ding
 
Sound42: dc.w z80_ptr(ssamp3F),$0101
 
dc.w $8005,z80_ptr(+),$0C08
 
+ dc.b $EF,$00,$BA,$08,$BA,$25,$F2
 
 
 
; special stage ring flash (unused)
 
Sound43: dc.w z80_ptr(ssamp43),$0102
 
dc.w $8004,z80_ptr(+),$0C00
 
dc.w $8005,z80_ptr(++),$0013
 
+ dc.b $EF,$01,$80,$01,$A2,$08,$EF,$00,$E7,$AD,$26,$F2
 
+ dc.b $EF,$02,$F0,$06,$01,$03,$FF,$80,$0A
 
- dc.b $C3
 
dc.w $06F7,$0005,z80_ptr(-)
 
dc.b $C3,$17,$F2
 
ssamp43: dc.b $30,$30,$34,$5C,$30,$9E,$AC,$A8,$DC,$0E,$04,$0A
 
dc.b $05,$08,$08,$08,$08,$BF,$BF,$BF,$BF,$24,$04,$1C,$80
 
dc.b $30,$30,$34,$5C,$30,$9E,$AC,$A8,$DC,$0E,$04,$0A
 
dc.b $05,$08,$08,$08,$08,$BF,$BF,$BF,$BF,$24,$04,$2C,$80
 
dc.b $04,$37,$77,$72,$49,$1F,$1F,$1F,$1F,$07,$07,$0A
 
dc.b $0D,$00,$00,$0B,$0B,$1F,$1F,$0F,$0F,$13,$13,$81,$88
 
 
 
; thunk
 
Sound44: dc.w z80_ptr(ssamp44),$0101
 
dc.w $8005,z80_ptr(+),$0000
 
+ dc.b $EF,$00,$8A,$22,$F2
 
ssamp44: dc.b $FA,$21,$10,$30,$32,$1F,$1F,$1F,$1F,$05,$05,$18
 
dc.b $10,$0B,$10,$1F,$10,$1F,$4F,$2F,$2F,$0D,$04,$07,$80
 
 
 
; cha-ching
 
Sound45: dc.w z80_ptr(ssamp45),$0103
 
dc.w $8005,z80_ptr(+),$0000
 
dc.w $8004,z80_ptr(++),$0000
 
dc.w $80C0,z80_ptr(+++),$0000
 
+ dc.b $EF,$00,$8A,$08,$80,$02,$8A,$08,$F2
 
+ dc.b $EF,$01,$80,$12,$C6,$55,$F2
 
+ dc.b $F5,$02,$F3,$E7,$80,$02,$C2,$05,$C4,$04,$C2,$05,$C4,$04,$F2
 
ssamp45: dc.b $3B,$03,$02,$02,$06,$18,$1A,$1A,$96,$17,$0A,$0E
 
dc.b $10,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$00,$39,$28,$80
 
ringsamp: dc.b $04,$37,$77,$72,$49,$1F,$1F,$1F,$1F,$07,$07,$0A
 
dc.b $0D,$00,$00,$0B,$0B,$1F,$1F,$0F,$0F,$23,$23,$80,$80
 
 
 
; losing rings (scatter)
 
Sound46: dc.w z80_ptr(ringsamp),$0102
 
dc.w $8004,z80_ptr(+),$0005
 
dc.w $8005,z80_ptr(++),$0008
 
+ dc.b $EF,$00,$C6,$02,$05,$05,$05,$05,$05,$05,$3A,$F2
 
+ dc.b $EF,$00,$80,$02,$C4,$02,$05,$15,$02,$05,$32,$F2
 
 
 
; chain pull chink-chink
 
Sound47: dc.w z80_ptr(ssamp47),$0101
 
dc.w $8005,z80_ptr(+),$0000
 
+ dc.b $EF,$00,$BE,$05,$80,$04,$BE,$04,$80,$04,$F2
 
ssamp47: dc.b $28,$2F,$37,$5F,$2B,$1F,$1F,$1F,$1F,$15,$15,$15
 
dc.b $13,$13,$0D,$0C,$10,$2F,$3F,$2F,$2F,$00,$1F,$10,$80
 
 
 
; flamethrower
 
Sound48: dc.w $0000,$0101
 
dc.w $80C0,z80_ptr(+),$0000
 
+ dc.b $F5,$00,$F3,$E7,$A7,$25,$F2
 
 
 
; bonus pwoieeew (unused)
 
Sound49: dc.w z80_ptr(ssamp49),$0101
 
dc.w $8005,z80_ptr(+),$0E00
 
+ dc.b $EF,$00,$F0,$01,$01,$33,$18,$B9,$1A,$F2
 
ssamp49: dc.b $3B,$0A,$05,$31,$02,$5F,$5F,$5F,$5F,$04,$16,$14
 
dc.b $0C,$00,$00,$04,$00,$1F,$D8,$6F,$FF,$03,$00,$25,$80
 
 
 
; special stage entry
 
Sound4A: dc.w z80_ptr(ssamp4A),$0101
 
dc.w $8005,z80_ptr(+),$0002
 
+ dc.b $EF,$00,$F0,$01,$01,$5B,$02,$CC,$65,$F2
 
ssamp4A: dc.b $20,$36,$30,$35,$31,$41,$3B,$49,$4B,$09,$09,$06
 
dc.b $08,$01,$02,$03,$A9,$0F,$0F,$0F,$0F,$29,$23,$27,$80
 
 
 
; slower smash/crumble
 
Sound4B: dc.w z80_ptr(smashsamp),$0102
 
dc.w $8005,z80_ptr(+),$0000
 
dc.w $80C0,z80_ptr(++),$0000
 
+ dc.b $EF,$00,$F0,$03,$01,$20,$04
 
- dc.b $81,$18,$E6
 
dc.w $0AF7,$0006,z80_ptr(-)
 
dc.b $F2
 
+ dc.b $F0,$01,$01,$0F,$05,$F3,$E7
 
- dc.b $B0,$18,$E7,$EC
 
dc.w $03F7,$0005,z80_ptr(-)
 
dc.b $F2
 
 
 
; spring boing
 
Sound4C: dc.w z80_ptr(ssamp4C),$0101
 
dc.w $8004,z80_ptr(+),$0002
 
+ dc.b $EF,$00,$80,$01,$F0,$03,$01,$5D,$0F,$B0,$0C,$F4
 
- dc.b $E7,$E6,$02,$BD
 
dc.w $02F7,$0019,z80_ptr(-)
 
dc.b $F2
 
ssamp4C: dc.b $20,$36,$30,$35,$31,$DF,$9F,$DF,$9F,$07,$09,$06
 
dc.b $06,$07,$06,$06,$08,$2F,$1F,$1F,$FF,$16,$13,$30,$80
 
 
 
; selection blip
 
Sound4D: dc.w $0000,$0101
 
dc.w $80C0,z80_ptr(+),$0000
 
+ dc.b $BB,$02,$F2
 
 
 
; another ring sound (only plays in the left speaker?)
 
Sound4E: dc.w z80_ptr(ringsamp),$0101
 
dc.w $8004,z80_ptr(+),$0005
 
+ dc.b $EF,$00,$E0,$80,$C1,$04,$C4,$05,$C9,$1B,$F2
 
 
 
; signpost spin sound
 
Sound4F: dc.w z80_ptr(ssamp4F),$0102
 
dc.w $8004,z80_ptr(+),$2703
 
dc.w $8005,z80_ptr(++),$2700
 
+ dc.b $80,$04
 
+ dc.b $EF,$00
 
- dc.b $B4,$05,$E6
 
dc.w $02F7,$0015,z80_ptr(-)
 
dc.b $F2
 
ssamp4F: dc.b $F4,$06,$0F,$04,$0E,$1F,$1F,$1F,$1F,$00,$0B,$00
 
dc.b $0B,$00,$05,$00,$08,$0F,$FF,$0F,$FF,$0C,$03,$8B,$80
 
 
 
; mosquito zapper
 
Sound50: dc.w z80_ptr(ssamp50),$0101
 
dc.w $8005,z80_ptr(+),$F400
 
+ dc.b $EF,$00,$B3,$04,$80,$01
 
- dc.b $B4,$04,$80
 
dc.w $01F7,$0004,z80_ptr(-)
 
dc.b $F2
 
ssamp50: dc.b $83,$12,$13,$10,$1E,$1F,$1F,$1F,$1F,$00,$00,$00
 
dc.b $00,$02,$02,$02,$02,$2F,$FF,$2F,$3F,$06,$34,$10,$87
 
 
 
 
 
Sound51: dc.w z80_ptr(ssamp51),$0102
 
dc.w $80C0,z80_ptr(+),$0001
 
dc.w $8005,z80_ptr(++),$000B
 
+ dc.b $F5,$02,$F3,$E4,$B0,$04,$85,$02,$F2
 
+ dc.b $EF,$00,$E8,$04,$A5,$06,$F2
 
ssamp51: dc.b $3C,$02,$01,$00,$01,$1F,$1F,$1F,$1F,$00,$19,$0E
 
dc.b $10,$00,$00,$0C,$0F,$0F,$FF,$EF,$FF,$05,$00,$80,$80
 
 
 
 
 
Sound52: dc.w z80_ptr(ssamp52),$0101
 
dc.w $8005,z80_ptr(+),$0002
 
+ dc.b $F0,$01,$01,$2A,$07,$EF,$00
 
- dc.b $A5,$03
 
dc.w $E7F7,$0013,z80_ptr(-)
 
- dc.b $A5,$03,$E7,$E6
 
dc.w $02F7,$0013,z80_ptr(-)
 
dc.b $F2
 
ssamp52: dc.b $28,$21,$21,$21,$30,$1F,$1F,$1F,$1F,$00,$00,$00
 
dc.b $00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$29,$20,$29,$80
 
 
 
 
 
Sound53: dc.w z80_ptr(ssamp53),$0101
 
dc.w $8005,z80_ptr(+),$F503
 
+ dc.b $EF,$00,$F0,$01,$01,$46,$09,$A7,$14,$E7,$14,$E7,$E6,$04
 
dc.b $14,$E7,$E6,$04,$14,$E7,$E6,$04,$0A,$E7,$E6,$04,$0A,$F2
 
ssamp53: dc.b $07,$0A,$0C,$0C,$0C,$1F,$1F,$1F,$1F,$00,$00,$00
 
dc.b $00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$2A,$0F,$0F,$80
 
 
 
; OOZ lid pop sound
 
Sound54: dc.w z80_ptr(ssamp54),$0102
 
dc.w $8005,z80_ptr(+),$0000
 
dc.w $80C0,z80_ptr(++),$0006
 
+ dc.b $EF,$00,$B6,$15,$F2
 
+ dc.b $F3,$E7,$F5,$04,$C6,$03,$E7,$C5,$E7
 
dc.b $C4,$E7,$C3,$E7,$C2,$E7,$C1,$E7,$C0,$F2
 
ssamp54: dc.b $07,$03,$02,$03,$00,$FF,$6F,$6F,$3F,$12,$14,$11
 
dc.b $0E,$1A,$0A,$03,$0D,$FF,$FF,$FF,$FF,$03,$07,$07,$80
 
 
 
 
 
Sound55: dc.w z80_ptr(ssamp55),$0101
 
dc.w $8005,z80_ptr(+),$0000
 
+ dc.b $EF,$00,$AA,$07,$B6,$15,$F2
 
ssamp55: dc.b $42,$20,$0E,$0F,$0F,$1F,$1F,$1F,$1F,$1F,$1F,$1F
 
dc.b $1F,$0F,$0E,$0F,$0E,$0F,$0F,$0F,$0F,$2E,$80,$20,$80
 
 
 
 
 
Sound56: dc.w z80_ptr(ssamp56),$0101
 
dc.w $8005,z80_ptr(+),$100E
 
+ dc.b $EF,$00,$F0,$01,$01,$1E,$FF,$8F,$1C,$F4
 
- dc.b $E7,$9A
 
dc.w $05F7,$0009,z80_ptr(-)
 
- dc.b $E7,$9A,$04,$E6,$02,$E7,$9A,$04,$E6
 
dc.w $02F7,$0008,z80_ptr(-)
 
dc.b $F2
 
ssamp56: dc.b $0D,$06,$00,$00,$E5,$1F,$1F,$1F,$1F,$00,$00,$00
 
dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$27,$80,$80,$80
 
 
 
 
 
Sound57: dc.w z80_ptr(ssamp57),$0101
 
dc.w $8005,z80_ptr(+),$0000
 
+ dc.b $EF,$00,$CA,$15,$F2
 
ssamp57: dc.b $04,$09,$70,$00,$30,$1C,$1F,$DF,$1F,$15,$12,$0B
 
dc.b $0F,$0C,$0D,$00,$0D,$07,$2F,$FA,$FA,$00,$29,$00,$00
 
 
 
; CNZ bonusy bumper sound
 
Sound58: dc.w z80_ptr(ssamp58),$0101
 
dc.w $8005,z80_ptr(+),$0007
 
+ dc.b $EF,$00,$B3,$06,$B3,$15,$F2
 
ssamp58: dc.b $3C,$05,$0A,$01,$01,$56,$5C,$5C,$5C,$0E,$11,$11
 
dc.b $11,$09,$06,$0A,$0A,$4F,$3F,$3F,$3F,$17,$20,$80,$80
 
 
 
; CNZ baaang bumper sound
 
Sound59: dc.w z80_ptr(ssamp59),$0103
 
dc.w $8004,z80_ptr(+),$0000
 
dc.w $8002,z80_ptr(++),$0002
 
dc.w $8005,z80_ptr(+++),$0000
 
+ dc.b $EF,$00,$E1,$0C,$B5,$14,$F2
 
+ dc.b $EF,$01,$9A,$03,$F2
 
+ dc.b $EF,$00,$B6,$14,$F2
 
ssamp59: dc.b $32,$30,$30,$40,$70,$1F,$1F,$1F,$1F,$12,$0A,$01
 
dc.b $0D,$00,$01,$01,$0C,$00,$23,$C3,$F6,$08,$07,$1C,$03
 
dc.b $05,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$12,$0C,$0C
 
dc.b $0C,$12,$08,$08,$08,$1F,$5F,$5F,$5F,$07,$80,$80,$80
 
 
 
; CNZ gloop / water droplet sound
 
Sound5A: dc.w z80_ptr(ssamp5A),$0101
 
dc.w $8005,z80_ptr(+),$0000
 
+ dc.b $EF,$00,$F0,$01,$01,$7F,$F1,$AA,$0A,$F2
 
ssamp5A: dc.b $47,$03,$02,$02,$04,$5F,$5F,$5F,$5F,$0E,$1A,$11
 
dc.b $0A,$09,$0A,$0A,$0A,$4F,$3F,$3F,$3F,$7F,$80,$80,$A3
 
 
 
 
 
Sound5B: dc.w z80_ptr(ssamp5B),$0101
 
dc.w $8005,z80_ptr(+),$0000
 
+ dc.b $EF,$00,$80,$02,$A5,$01,$E7
 
- dc.b $01,$E7,$E6
 
dc.w $02F7,$0005,z80_ptr(-)
 
dc.b $F2
 
ssamp5B: dc.b $38,$0F,$0F,$0F,$0F,$1F,$1F,$1F,$0E,$00,$00,$00
 
dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$1F,$00,$00,$00,$80
 
 
 
 
 
Sound5C: dc.w z80_ptr(ssamp5C),$0102
 
dc.w $8004,z80_ptr(+),$000E
 
dc.w $80C0,z80_ptr(++),$0000
 
+ dc.b $EF,$00,$85,$40
 
- dc.b $E7,$04,$E6
 
dc.w $04F7,$000A,z80_ptr(-)
 
dc.b $F2
 
+ dc.b $F5,$00,$F3,$E7,$A7,$40
 
- dc.b $E7,$08,$E6
 
dc.w $01F7,$0005,z80_ptr(-)
 
dc.b $F2
 
ssamp5C: dc.b $FA,$12,$01,$01,$01,$1F,$1F,$1F,$1F,$00,$00,$00
 
dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$81,$8E,$14,$80
 
 
 
; chain clink
 
Sound5D: dc.w z80_ptr(ssamp5D),$0101
 
dc.w $8005,z80_ptr(+),$0000
 
+ dc.b $EF,$00,$C0,$04,$F2
 
ssamp5D: dc.b $28,$2F,$37,$5F,$2B,$1F,$1F,$1F,$1F,$15,$15,$15
 
dc.b $13,$13,$0D,$0C,$10,$2F,$3F,$2F,$2F,$00,$1F,$10,$80
 
 
 
; helicopter
 
Sound5E: dc.w z80_ptr(ssamp5E),$0101
 
dc.w $8002,z80_ptr(+),$1405
 
+ dc.b $EF,$00
 
- dc.b $95,$02,$95
 
dc.w $01F7,$0013,z80_ptr(-)
 
- dc.b $95,$02,$95,$01,$E6
 
dc.w $01F7,$001B,z80_ptr(-)
 
dc.b $F2
 
ssamp5E: dc.b $35,$30,$44,$40,$51,$1F,$1F,$1F,$1F,$10,$00,$13
 
dc.b $15,$1F,$00,$1F,$1A,$7F,$0F,$7F,$5F,$02,$A8,$80,$80
 
 
 
 
 
Sound5F: dc.w z80_ptr(ssamp5F),$0103
 
dc.w $8005,z80_ptr(s5Fs1),$0000
 
dc.w $80C0,z80_ptr(s5Fs2),$0000
 
dc.w $80A0,z80_ptr(s5Fs3),$0000
 
s5Fs1 dc.b $EF,$00,$F0,$01,$01,$C5,$1A,$CD,$07,$E6,$0A,$80
 
dc.b $06,$EF,$01,$F0,$01,$01,$11,$FF,$A2,$28
 
- dc.b $E7,$03,$E6
 
dc.w $03F7,$0005,z80_ptr(-)
 
dc.b $F2
 
s5Fs2 dc.b $80,$07,$F0,$01,$02,$05,$FF,$F3,$E7,$BB,$1D
 
- dc.b $E7,$07,$EC
 
dc.w $01F7,$0010,z80_ptr(-)
 
dc.b $F2
 
s5Fs3 dc.b $80,$16,$F5,$03
 
- dc.b $BF,$04,$C1,$C3,$EC,$01,$E9
 
dc.w $FFF7,$0005,z80_ptr(-)
 
- dc.b $BF,$04,$C1,$C3,$EC,$01,$E9
 
dc.w $01F7,$0007,z80_ptr(-)
 
dc.b $F2
 
ssamp5F: dc.b $FD,$09,$00,$03,$00,$1F,$1F,$1F,$1F,$10,$0C,$0C
 
dc.b $0C,$0B,$10,$1F,$05,$1F,$4F,$2F,$2F,$09,$92,$84,$8E
 
dc.b $3A,$70,$30,$04,$01,$0F,$14,$19,$16,$08,$0A,$0B
 
dc.b $05,$03,$03,$03,$05,$1F,$6F,$8F,$5F,$1F,$22,$1F,$80
 
 
 
; spindash charge
 
Sound60: dc.w z80_ptr(ssamp60),$0101
 
dc.w $8005,z80_ptr(+),$FE00
 
+ dc.b $EF,$00,$F0,$00,$01,$20,$F6,$C4,$16,$E7,$F4,$D0,$18,$E7
 
- dc.b $04,$E7,$E6
 
dc.w $03F7,$0010,z80_ptr(-)
 
dc.b $F2
 
ssamp60: dc.b $34,$00,$03,$0C,$09,$9F,$8C,$8F,$95,$00,$00,$00
 
dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$00,$1D,$00,$00
 
 
 
; rumbling
 
Sound61: dc.w z80_ptr(ssamp61),$0101
 
dc.w $8004,z80_ptr(+),$0004
 
+ dc.b $80,$01,$EF,$00,$F0,$00,$01,$70,$06,$82,$06,$85,$08,$83
 
dc.b $01,$82,$05,$86,$06,$89,$03,$82,$08,$88,$04,$82,$06,$E6
 
dc.b $02,$85,$08,$E6,$02,$83,$01,$E6,$02,$82,$05,$E6,$02,$86
 
dc.b $06,$E6,$02,$89,$03,$E6,$02,$82,$08,$E6,$02,$88,$04,$E6,$02,$F2
 
ssamp61: dc.b $32,$30,$30,$50,$30,$1F,$0E,$19,$0E,$07,$12,$15
 
dc.b $09,$0A,$09,$1D,$06,$E8,$03,$0A,$17,$07,$00,$00,$00
 
 
 
 
 
Sound62: dc.w z80_ptr(ssamp62),$0101
 
dc.w $8005,z80_ptr(+),$FF00
 
+ dc.b $EF,$00,$A6,$05,$F0,$01,$01,$E7,$40
 
- dc.b $C4,$02,$E7,$E6
 
dc.w $01F7,$0012,z80_ptr(-)
 
dc.b $F2
 
ssamp62: dc.b $34,$0C,$10,$73,$0C,$AF,$AC,$FF,$D5,$06,$00,$02
 
dc.b $01,$02,$0A,$04,$08,$BF,$BF,$BF,$BF,$00,$08,$80,$80
 
 
 
; CNZ blooing bumper
 
Sound63: dc.w z80_ptr(ssamp63),$0101
 
dc.w $8005,z80_ptr(+),$0907
 
+ dc.b $EF,$00,$F0,$01,$01,$04,$56,$92,$03,$9A,$25,$F2
 
ssamp63: dc.b $3D,$12,$10,$77,$30,$5F,$5F,$5F,$5F,$0F,$0A,$00
 
dc.b $01,$0A,$0A,$0D,$0D,$4F,$0F,$0F,$0F,$13,$80,$80,$80
 
 
 
; HTZ track click sound
 
Sound64: dc.w z80_ptr(ssamp64),$0101
 
dc.w $8005,z80_ptr(+),$1100
 
+ dc.b $EF,$00,$C7,$02,$F2
 
ssamp64: dc.b $24,$2A,$02,$05,$01,$1A,$1F,$10,$1F,$0F,$1F,$1F
 
dc.b $1F,$0C,$0D,$11,$11,$0C,$09,$09,$0F,$0E,$04,$80,$80
 
 
 
; kicking up leaves sound
 
Sound65: dc.w z80_ptr(ssamp65),$0101
 
dc.w $80C0,z80_ptr(+),$F800
 
+ dc.b $F5,$03,$F3,$E7,$CE,$03,$F5,$06,$CE,$04,$EC
 
dc.b $02,$CE,$02,$F5,$03,$EC,$FE,$CE,$08,$CE,$18,$F2
 
ssamp65: ; uhm... apparently they forgot to null out the pointer to here.
 
; luckily, sound 65 doesn't really use its sample
 
 
 
; leaf splash?
 
Sound66: dc.w z80_ptr(ssamp66),$0102
 
dc.w $8005,z80_ptr(++),$EE08
 
dc.w $80C0,z80_ptr(+),$0000
 
+ dc.b $F3,$E7,$F5,$09,$C6,$36,$F2
 
+ dc.b $EF,$00,$80,$01,$92,$02,$02,$02,$30,$F2
 
ssamp66: dc.b $32,$33,$17,$34,$13,$0F,$0D,$1B,$17,$00,$04,$02
 
dc.b $0B,$08,$00,$08,$09,$6F,$5F,$4F,$6F,$05,$00,$00,$80
 
 
 
 
 
Sound67: dc.w z80_ptr(ssamp67),$0101
 
dc.w $80C0,z80_ptr(+),$0000
 
+ dc.b $F5,$06,$F3,$E7,$90,$0A,$94,$0A,$98,$0A,$9C
 
dc.b $0A,$A0,$0A,$A4,$08,$A8,$08,$AC,$08,$B0,$08,$F2
 
ssamp67: ; another not-really-used sample (like Sound65)
 
 
 
; door slamming quickly (seems unused)
 
Sound68: dc.w z80_ptr(ssamp68),$0101
 
dc.w $8005,z80_ptr(+),$F400
 
+ dc.b $EF,$00,$9B,$04,$A5,$06,$F2
 
ssamp68: dc.b $3C,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$00,$0F,$16
 
dc.b $0F,$00,$00,$00,$00,$0F,$FF,$AF,$FF,$00,$0A,$80,$80
 
 
 
 
 
Sound69: dc.w z80_ptr(ssamp69),$0102
 
dc.w $8005,z80_ptr(+),$F400
 
dc.w $80C0,z80_ptr(++),$0000
 
+ dc.b $EF,$00,$9B,$03,$A8,$06,$9E,$08,$F2
 
+ dc.b $F5,$04,$F3,$E7,$C6,$03,$C6,$06,$C6,$08,$F2
 
ssamp69: dc.b $3C,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$00,$0F,$16
 
dc.b $0F,$00,$00,$00,$00,$0F,$FF,$AF,$FF,$00,$0A,$80,$80
 
 
 
; robotic laser burst
 
Sound6A: dc.w z80_ptr(ssamp6A),$0101
 
dc.w $8005,z80_ptr(+),$0004
 
+ dc.b $EF,$00,$DF,$14,$E6,$18,$06,$F2
 
ssamp6A: dc.b $3D,$09,$34,$34,$28,$1F,$16,$16,$16,$00,$00,$00
 
dc.b $04,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$15,$02,$02,$00
 
 
 
; scatter
 
Sound6B: dc.w z80_ptr(ssamp6B),$0101
 
dc.w $8004,z80_ptr(+),$0002
 
+ dc.b $EF,$00,$81,$04,$80,$0C,$F2
 
ssamp6B: dc.b $3A,$30,$30,$40,$70,$1F,$1F,$1F,$1F,$12,$0A,$01
 
dc.b $07,$00,$01,$01,$03,$00,$23,$C3,$46,$08,$07,$1C,$03
 
 
 
 
 
Sound6C: dc.w z80_ptr(ssamp6C),$0104
 
dc.w $8005,z80_ptr(++),$0010
 
dc.w $8004,z80_ptr(+),$0010
 
dc.w $80C0,z80_ptr(s5Fs2),$0000
 
dc.w $80A0,z80_ptr(s5Fs3),$0000
 
+ dc.b $E1,$10
 
+ dc.b $EF,$01,$F0,$01,$01,$EC,$56,$C0,$24,$F4,$EF,$00,$E6,$F0
 
- dc.b $BB,$02,$E7,$E6,$02,$E9
 
dc.w $01F7,$0020,z80_ptr(-)
 
dc.b $F2
 
ssamp6C: dc.b $00,$53,$30,$03,$30,$1F,$1F,$1F,$1F,$00,$00,$00
 
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$0F,$0F,$06,$23,$80
 
dc.b $3C,$72,$32,$32,$72,$14,$14,$0F,$0F,$00,$00,$00
 
dc.b $00,$00,$00,$00,$00,$02,$02,$08,$08,$35,$14,$00,$00
 
 
 
; error sound
 
Sound6D: dc.w z80_ptr(ssamp6D),$0101
 
dc.w $8005,z80_ptr(+),$0004
 
+ dc.b $EF,$00,$B0,$06,$80,$06,$B0,$18,$F2
 
ssamp6D: dc.b $38,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$00,$00,$00
 
dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$1F,$0C,$17,$00
 
 
 
; silver sonic buzz saw
 
Sound6E: dc.w z80_ptr(ssamp6E),$0102
 
dc.w $8005,z80_ptr(+),$0000
 
dc.w $80C0,z80_ptr(++),$0000
 
+ dc.b $EF,$00,$C6,$24,$E7
 
- dc.b $C6,$04,$E7,$E6
 
dc.w $04F7,$0008,z80_ptr(-)
 
dc.b $F2
 
+ dc.b $F3,$E7,$C7,$44,$F2
 
ssamp6E: dc.b $33,$00,$10,$00,$31,$1F,$1D,$1E,$0E,$00,$0C,$1D
 
dc.b $00,$00,$00,$01,$00,$0F,$0F,$0F,$0F,$08,$06,$07,$80
 
 
 
 
 
Sound6F: dc.w z80_ptr(ssamp6A),$0103
 
dc.w $8005,z80_ptr(++),$000B
 
dc.w $8004,z80_ptr(+),$0012
 
dc.w $80C0,z80_ptr(+++),$0000
 
+ dc.b $E1,$02,$80,$02
 
+ dc.b $EF,$00,$E6,$0C,$DF,$06,$E7,$E6,$F4,$06,$E7
 
dc.b $E6,$F4,$12,$E7,$E6,$0C,$06,$E7,$E6,$0C,$06,$F2
 
+ dc.b $F3,$E7,$C6,$04,$C0,$BA,$B4,$AE,$E6
 
dc.b $01,$AE,$E6,$01,$AE,$E6,$01,$AE,$F2
 
 
 
 
 
Sound70: dc.w $0000,$0101
 
dc.w $80C0,z80_ptr(+),$0000
 
+ dc.b $F3,$E7,$C6,$18
 
- dc.b $E7,$03,$E6
 
dc.w $01F7,$0008,z80_ptr(-)
 
dc.b $F2
 
  
 +
===Note from WBilgini===
  
if * > soundBankStart + $8000
+
Alright, there is a chance when you compile, you'll a error about this line:
fatal "soundBank must fit in $8000 bytes but was $\{*-soundBankStart}. Try moving something to the other bank."
 
else
 
;message "soundBank has $\{$8000+soundBankStart-*} bytes free at end."
 
endif
 
  
; end of 'ROM'
 
if padToPowerOfTwo && (*)&(*-1)
 
cnop -1,2<<lastbit(*-1)
 
dc.b 0
 
paddingSoFar := paddingSoFar+1
 
else
 
even
 
endif
 
if MOMPASS=2
 
; "About" because it will be off by the same amount that Size_of_Snd_driver_guess is incorrect (if you changed it), and because I may have missed a small amount of internal padding somewhere
 
message "rom size is $\{*} bytes (\{*/1024.0} kb). About $\{paddingSoFar} bytes are padding. "
 
endif
 
 
; share these symbols externally (WARNING: don't rename, move or remove these labels!)
 
; share these symbols externally (WARNING: don't rename, move or remove these labels!)
shared movewZ80CompSize
+
shared word_728C_user,Obj5F_MapUnc_7240,off_3A294,MapRUnc_Sonic,movewZ80CompSize
</asm>
 
 
 
We want to replace it with this optimized code:
 
<asm>
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (20 blocks)
 
; Buzzer's fireball
 
ArtNem_Buzzer_Fireball: BINCLUDE "art/nemesis/Fireball 1 (Buzzer).bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (24 blocks)
 
; Waterfall tiles
 
ArtNem_Waterfall: BINCLUDE "art/nemesis/Waterfall tiles.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (16 blocks)
 
; Another fireball
 
ArtNem_HtzFireball: BINCLUDE "art/nemesis/Fireball 2.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (8 blocks)
 
; Bridge in EHZ
 
ArtNem_EHZ_Bridge: BINCLUDE "art/nemesis/EHZ bridge.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (48 blocks)
 
; Diagonally moving lift in HTZ
 
ArtNem_HtzZipline: BINCLUDE "art/nemesis/HTZ zip-line platform.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (4 blocks)
 
; One way barrier from HTZ
 
ArtNem_HtzValveBarrier: BINCLUDE "art/nemesis/One way barrier from HTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (24 blocks)
 
; See-saw in HTZ
 
ArtNem_HtzSeeSaw: BINCLUDE "art/nemesis/See-saw in HTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (24 blocks)
 
; Unused Fireball
 
;ArtNem_F0B06:
 
BINCLUDE "art/nemesis/Fireball 3.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (20 blocks)
 
; Rock from HTZ
 
ArtNem_HtzRock: BINCLUDE "art/nemesis/Rock from HTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (4 blocks)
 
; Orbit badnik from HTZ ; ArtNem_HtzSol:
 
ArtNem_Sol: BINCLUDE "art/nemesis/Sol badnik from HTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (120 blocks)
 
; Large spinning wheel from MTZ
 
ArtNem_MtzWheel: BINCLUDE "art/nemesis/Large spinning wheel from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (9 blocks)
 
; Indent in large spinning wheel from MTZ
 
ArtNem_MtzWheelIndent: BINCLUDE "art/nemesis/Large spinning wheel from MTZ - indent.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (8 blocks)
 
; Spike block from MTZ
 
ArtNem_MtzSpikeBlock: BINCLUDE "art/nemesis/MTZ spike block.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (15 blocks)
 
; Steam from MTZ
 
ArtNem_MtzSteam: BINCLUDE "art/nemesis/Steam from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (8 blocks)
 
; Spike from MTZ
 
ArtNem_MtzSpike: BINCLUDE "art/nemesis/Spike from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (54 blocks)
 
; Similarly shaded blocks from MTZ
 
ArtNem_MtzAsstBlocks: BINCLUDE "art/nemesis/Similarly shaded blocks from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (9 blocks)
 
; Lava bubble from MTZ
 
ArtNem_MtzLavaBubble: BINCLUDE "art/nemesis/Lava bubble from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (4 blocks)
 
; Lava cup
 
ArtNem_LavaCup: BINCLUDE "art/nemesis/Lava cup from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (8 blocks)
 
; End of a bolt and rope from MTZ
 
ArtNem_BoltEnd_Rope: BINCLUDE "art/nemesis/Bolt end and rope from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (12 blocks)
 
; Small cog from MTZ
 
ArtNem_MtzCog: BINCLUDE "art/nemesis/Small cog from MTZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (4 blocks)
 
; Unknown. Four blocks that are all the same colour from MTZ.
 
ArtNem_MtzUnkBlocks: BINCLUDE "art/nemesis/Unknown MTZ sprite.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (32 blocks)
 
; Large wooden box from MCZ ; ArtNem_F187C:
 
ArtNem_Crate: BINCLUDE "art/nemesis/Large wooden box from MCZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (26 blocks)
 
; Collapsing platform from MCZ ; ArtNem_F1ABA:
 
ArtNem_MCZCollapsePlat: BINCLUDE "art/nemesis/Collapsing platform from MCZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (16 blocks)
 
; Switch that you pull on from MCZ ; ArtNem_F1C64:
 
ArtNem_VineSwitch: BINCLUDE "art/nemesis/Pull switch from MCZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (10 blocks)
 
; Vine that lowers in MCZ ; ArtNem_F1D5C:
 
ArtNem_VinePulley: BINCLUDE "art/nemesis/Vine that lowers from MCZ.bin"
 
; --------------------------------------------------------------------
 
; Nemesis compressed art (20 blocks)
 
; Log viewed from the end for folding gates in MCZ (start of MCZ2) ; ArtNem_F1E06:
 
ArtNem_MCZGateLog: BINCLUDE "art/nemesis/Drawbridge logs from MCZ.bin"
 
 
 
; ---------------------------------------------------------------------------
 
; 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:
+
Remove the movewZ80CompSize and you'll be good.
move.b (a0)+,(a1)+
 
dbf d0,UniversalVoiceBankLoadLoop
 
lea (DriverResetData).l,a0
 
lea ($A01C00).l,a1
 
move.w #DriverResetDataEnd-DriverResetData,d0
 
  
DriverResetDataLoadLoop:
+
Also, I noticed a bug. In the title screen, after you choose a option, for a second the sound will go earrape. I don't know how to fix this though. If you do, please edit this page to fix it!
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"
 
if * > dacBank0Start + $8000
 
fatal "dacBank0 must fit in $8000 bytes but was $\{*-dacBank0Start}. Try moving something to another bank."
 
else
 
;message "dacBank0 has $\{$8000+dacBank0Start-*} bytes free at end."
 
endif
 
 
 
align $8000
 
bank1Start := *
 
DacBank1:
 
binclude "sound/dac_1.bin"
 
align $8000
 
if * > dacBank1Start + $8000
 
fatal "dacBank1 must fit in $8000 bytes but was $\{*-dacBank1Start}. Try moving something to another bank."
 
else
 
;message "dacBank1 has $\{$8000+dacBank1Start-*} bytes free at end."
 
endif
 
 
 
align $8000
 
bank2Start := *
 
DacBank2:
 
binclude "sound/dac_2.bin"
 
if * > dacBank2Start + $8000
 
fatal "dacBank2 must fit in $8000 bytes but was $\{*-dacBank2Start}. Try moving something to another bank."
 
else
 
;message "dacBank2 has $\{$8000+dacBank2Start-*} bytes free at end."
 
endif
 
 
 
align $8000
 
bank0Start := *
 
Bank0:
 
binclude "sound/filler.bin"
 
Mini_Boss_Snd:
 
binclude "sound/miniboss.snd"
 
Final_Boss_Snd:
 
binclude "sound/f_boss.snd"
 
if * > bank0Start + $8000
 
fatal "bank0 must fit in $8000 bytes but was $\{*-bank0Start}. Try moving something to another bank."
 
else
 
;message "bank0 has $\{$8000+bank0Start-*} bytes free at end."
 
endif
 
 
 
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"
 
if * > bank1Start + $8000
 
fatal "bank1 must fit in $8000 bytes but was $\{*-bank1Start}. Try moving something to another bank."
 
else
 
;message "bank1 has $\{$8000+bank1Start-*} bytes free at end."
 
endif
 
 
 
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"
 
if * > bank2Start + $8000
 
fatal "bank2 must fit in $8000 bytes but was $\{*-bank2Start}. Try moving something to another bank."
 
else
 
;message "bank2 has $\{$8000+bank2Start-*} bytes free at end."
 
endif
 
 
 
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"
 
if * > bank3Start + $8000
 
fatal "bank3 must fit in $8000 bytes but was $\{*-bank3Start}. Try moving something to another bank."
 
else
 
;message "bank3 has $\{$8000+bank3Start-*} bytes free at end."
 
endif
 
 
 
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_CB_Snd:
 
binclude "sound/sfx_CB.snd"
 
Sfx_CA_Snd:
 
binclude "sound/sfx_CC.snd"
 
Sfx_CB_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"
 
 
 
if * > soundBankStart + $8000
 
fatal "soundBank must fit in $8000 bytes but was $\{*-soundBankStart}. Try moving something to another bank."
 
else
 
;message "soundBank has $\{$8000+soundBankStart-*} bytes free at end."
 
endif
 
 
 
; end of 'ROM'
 
if padToPowerOfTwo && (*)&(*-1)
 
cnop -1,2<<lastbit(*-1)
 
dc.b 0
 
paddingSoFar := paddingSoFar+1
 
else
 
even
 
endif
 
if MOMPASS=2
 
; "About" because it will be off by the same amount that Size_of_Snd_driver_guess is incorrect (if you changed it), and because I may have missed a small amount of internal padding somewhere
 
message "rom size is $\{*} bytes (\{*/1024.0} kb). About $\{paddingSoFar} bytes are padding. "
 
endif
 
</asm>
 
==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:
 
<asm>
 
; ||||||||||||||| 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
 
</asm>
 
and we will replace it with '''this''' code:
 
<asm>
 
; ---------------------------------------------------------------------------
 
; 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
 
<asm>
 
  
===sound playback routines===
+
{{S2Howtos}}
 +
|{{PAGENAME}}]]

Latest revision as of 10:46, 5 April 2022

(Original guide by Kram1024)

Updated and fixed by User:WBilgini

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)
  • Vint_Pause_specialStage (only touch the " jsr (sndDriverInput).l)
  • off_97A (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+zAbsVar).l,a1 ; $A01B80
	cmpi.b	#$80,zVar.QueueToPlay(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	#MusID_Pause,d1
	bcs.s	loc_10C0
	addi.b	#$7F,d1
	move.b	d1,zVar.StopMusic(a1)
	bra.s	loc_10C4
; ---------------------------------------------------------------------------

loc_10C0:
	move.b	d0,zVar.QueueToPlay(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	zVar.SFXToPlay(a1,d1.w)	; FFE1 (SFX_to_play) goes to 1B89 (zSFXToPlay).
	bne.s	+
	clr.b	1(a0,d1.w)
	move.b	d0,zVar.SFXToPlay(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 the code inside this file:

Download.svg Download The Sonic 3 Sound Driver Load code
File: SoundDriverLoadCode.asm (54 kB) (info)
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_FadeFromBlack

;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_FadeFromBlack

;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	(Debug_options_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	(Debug_options_flag).w,a1	; Also S1_hidden_credits_flag
	moveq	#1,d2	; flag to tell the routine to enable the Super Sonic cheat
	bsr.w	CheckCheats

+
	rts

Note from WBilgini

Alright, there is a chance when you compile, you'll a error about this line:

; share these symbols externally (WARNING: don't rename, move or remove these labels!) shared word_728C_user,Obj5F_MapUnc_7240,off_3A294,MapRUnc_Sonic,movewZ80CompSize

Remove the movewZ80CompSize and you'll be good.

Also, I noticed a bug. In the title screen, after you choose a option, for a second the sound will go earrape. I don't know how to fix this though. If you do, please edit this page to fix it!

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

|Port Sonic 3's Sound Driver to Sonic 2]]