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SCHG How-to

Correct Sonic 1 PAL Music Tempo

From Sonic Retro

(Original guide by Crash on SSRG)

This is a fix for a problem that not that many people are going to experience; I have a flash cart and a PAL console and it annoys the shit out of me that the music is slow (actually, the whole game is slower, but whatever).

What this does is run the sound driver a second time every 5th frame, increasing the tempo to match the NTSC tempo.

First we need to find a free byte in ram to keep count of how many times the sound driver has been run.

v_palmuscounter = $FFFFFFBF ; counts up to 5 then runs UpdateMusic twice

You can put this in any dissassembly as long as it's a free byte of ram.

Sonic 1 (GitHub/SVN)

This is where I put it in my hack.

Find this in s1.sounddriver.asm:

DoStartZ80:
     startZ80
     rts

and change it to this:

DoStartZ80:
     startZ80
     btst #6,(v_megadrive).w ; is Megadrive PAL?
     beq.s @end ; if not, branch
     cmpi.b #$5,(v_palmuscounter).w ; 5th frame?
     bne.s @end ; if not, branch
     move.b #$0,(v_palmuscounter).w ; reset counter
     bra.w UpdateMusic ; run sound driver again
@end:
     addq.b #$1,(v_palmuscounter).w ; add 1 to frame count
     rts

Sonic 1 (Hivebrain)

Find in sonic1.asm

loc_71C44:
     move.w #0,($A11100).l ; start the Z80
     rts

and change it to this:

loc_71C44:
     move.w #0,($A11100).l ; start the Z80
     btst #6,($FFFFFFF8).w ; is Megadrive PAL?
     beq.s @end ; if not, branch
     cmpi.b #$5,(v_palmuscounter).w ; 5th frame?
     bne.s @end ; if not, branch
     move.b #$0,(v_palmuscounter).w ; reset counter
     bra.w sub_71B4C ; run sound driver again
@end:
     addq.b #$1,(v_palmuscounter).w ; add 1 to frame count
     rts
SCHG How-To Guide: Sonic the Hedgehog (16-bit)
Fixing Bugs
Fix Demo Playback | Fix a Race Condition with Pattern Load Cues | Fix the SEGA Sound | Display the Press Start Button Text | Fix the Level Select Menu | Fix the Hidden Points Bug | Fix Accidental Deletion of Scattered Rings | Fix Ring Timers | Fix the Walk-Jump Bug | Correct Drowning Bugs | Fix the Death Boundary Bug | Fix the Camera Follow Bug | Fix Song Restoration Bugs | Fix the HUD Blinking | Fix the Level Select Graphics Bug | Fix a remember sprite related bug
Changing Design Choices
Change Spike Behavior | Collide with Water After Being Hurt | Fix Special Stage Jumping Physics | Improve the Fade In\Fade Out Progression Routines | Fix Scattered Rings' Underwater Physics | Remove the Speed Cap | Port the REV01 Background Effects | Port Sonic 2's Level Art Loader | Retain Rings Between Acts | Add Sonic 2 (Simon Wai Prototype) Level Select | Improve ObjectMove Subroutines | Add Sonic 2 Level Select | Collide with Water After Being Hurt | Smooth Out Rotation in Special Stages
Adding Features
Add Spin Dash ( Part 1 (GitHub)/(Hivebrain) / Part 2 / Part 3 / Part 4 ) | Add Eggman Monitor | Add Super Sonic | Add Extended Camera | Add the Air Roll | Add 6-Button Support
Sound Features
Expand the Sound Index | Play Different Songs Per Act | Port Sonic 2 Final Sound Driver | Port Sonic 3's Sound Driver | Change The SEGA Sound | Correct PAL Music Tempo
Extending the Game
Load Chunks From ROM | Add Extra Characters | Make an Alternative Title Screen | Use Dynamic Tilesets | Make GHZ Load Alternate Art | Make Ending Load Alternate Art | Add a New Zone | Set Up the Goggle Monitor | Add New Moves | Add a Dynamic Collision System | Dynamic Special Stage Walls System | Extend Sprite Mappings and Art Limit | Enigma Credits | Use Dynamic Palettes
Miscellaneous
Convert the Hivebrain 2005 Disassembly to ASM68K
Split Disassembly Guides
Set Up a Split Disassembly | Basic Level Editing | Basic Art Editing | Basic ASM Editing (Spin Dash)