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Port Sonic 3's Sound Driver to Sonic 2

From Sonic Retro

Revision as of 13:21, 25 May 2014 by RetroUser (talk | contribs)

Yikes! Most of the guide's page-space being Sonic 2 code that we're directed to replace, what? Pre-assembled Z80 code in an AS macro assembler disassembly, the hell? "Optimised" SoundDriverLoad that isn't even as optimised as to break from the S3 norm and use Kosinski-compressed driver data, why? Hardcoded equates, huh? Outright instructing one to delete art BINCLUDEs and replace them instead of just detailing how to relocate them, ...? SMPS is intellectual property, *shrug*?

Call me spoiled, but [1] seems so much less hackish. Even if it uses a modified S&K driver, the use of a disassembled driver looks to make things so much easier, and that guide better fits the 'Sonic Team way' philosophy of the S1 guide, I can certainly tell you that S3 doesn't handle tempo-changing that way, having an exception programmed into PlayMusic. Clownacy 14:54, 25 May 2014 (UTC)

Hm, I think I agree, as I've tried out that driver, I like it, and it's not so arbitrary in the area of what music you can have. Trust me, I've ported Sonic 3's driver to Sonic 1, and I think that working with the music when using that driver can be a real pain. I mean, most of the time, porting music from Sonic 3D works without much work (mostly because it uses pretty much the same driver), but I HATE Sonic 3's way of sorting music, because you port a song, and your other songs turn into nothing but garbled trash. I'm pretty sure this happens because of Sonic 3's system of address pointers. -- RetroUser 17:21, 25 May 2014 (UTC)