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SCHG How-to

Port Sonic 3's Sound Driver to Sonic 2

From Sonic Retro

(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]]