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Difference between revisions of "Port Sonic 3's Sound Driver to Sonic 1"

From Sonic Retro

(Title Screen playback fix)
(Ending Sequence music fix)
Line 4,374: Line 4,374:
 
===Ending Sequence music fix===
 
===Ending Sequence music fix===
 
Good, the title screen transition effect should be fixed now, but we still have a ways to go, so now lets fix the ending sequence transitioning, locate:
 
Good, the title screen transition effect should be fixed now, but we still have a ways to go, so now lets fix the ending sequence transitioning, locate:
<asm>
+
<code>
 
EndingSequence: ; XREF: GameModeArray
 
EndingSequence: ; XREF: GameModeArray
 
move.b #$E4,d0
 
move.b #$E4,d0
 
bsr.w PlaySound_Special ; stop music
 
bsr.w PlaySound_Special ; stop music
</asm>
+
</code>
 
and change it to:
 
and change it to:
<asm>
+
<code>
 
EndingSequence: ; XREF: GameModeArray
 
EndingSequence: ; XREF: GameModeArray
 
move.b #$E1,d0
 
move.b #$E1,d0
 
bsr.w PlaySound_Special ; Sonic 3 prefers to fade out rather than stop the music.
 
bsr.w PlaySound_Special ; Sonic 3 prefers to fade out rather than stop the music.
</asm>
+
</code>
  
 
===Fix the level select sound===
 
===Fix the level select sound===

Revision as of 18:25, 10 February 2015

(Original guide by Kram1024)
Updated by User:Kram1024

You probably saw a quick and dirty way to do this on SSRG, but lets do it the proper way, the way that Sonic Team would do it.

Contents

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 commonly used Hivebrain disasm. If you wish to do it via the up-to-date Github version, you would need to get the Hivebrain labels used in this guide and replace them with their Git equivalents. S1 Git also has a different alignment macro too, so copy and paste the Hivebrain disasm's align macro to "Macros.asm" and change it's macro label to "align2", then replace every single "align" used in this guide with "align2".

AS Users: change "incbin" to "binclude".

Macros

Before going on with this guide, add these macros to the start of your disassembly:

; (since the DAC banks are incbin'd, this macro isn't in use, yet)
; for DAC pointers
zPtrDAC: macro addr
     dc.w ((((addr&$7FFF)+$8000)<<8)&$FF00)+(((addr&$7FFF)+$8000)>>8)
     endm

; for special pointers in the driver itself
zPtrSpec: macro addr
     dc.w (((addr&$1FFF)>>$08)|((addr&$1FFF)<<$08))&$FFFF
     endm

; for pointers to things that the 68k will interact with in the Z80 Driver
z68kPtr: macro addr
     dc.w (((addr&$FFFF)|$8000>>$08)|((addr&$FFFF)|$8000<<$08))&$FFFF
     endm

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 Master V_Int branch to S1's driver pointer

first we will fix the vertical interrupt, by changing:

loc_B5E:				; XREF: loc_B88
		jsr	(sub_71B4C).l

to:

loc_B5E:				; XREF: loc_B88
		nop			; The nop was placed here in order to make sure
					; that the same number of cycles was used.
					; not doing so could put things slightly out of sync.

Removal of H_Int branch point to s1driver

Now we locate:

loc_119E:				; XREF: PalToCRAM
		clr.b	($FFFFF64F).w
		movem.l	d0-a6,-(sp)
		bsr.w	Demo_Time
		jsr	(sub_71B4C).l
		movem.l	(sp)+,d0-a6
		rte	
; End of function PalToCRAM

See another familiar line? Yes, you've got it, do the same thing to it:

loc_119E:				; XREF: PalToCRAM
		clr.b	($FFFFF64F).w
		movem.l	d0-a6,-(sp)
		bsr.w	Demo_Time
		nop			; The nop was placed here in order to make sure
					; that the same number of cycles was used.
					; not doing so could put things slightly out of sync.
 		movem.l	(sp)+,d0-a6
		rte	
; End of function PalToCRAM

That effectively disables the Sonic 1/2 style V_int and H_int driver reloading that we will not need and prevents a nasty error down the road.

Upgrading the Load Driver Routine

Okay, we disabled the driver's V_Int/H_Int system, wouldn't we want now to use the sonic3 driver instead? Here is where we start installing it. Locate:

; ---------------------------------------------------------------------------
; Subroutine to	load the sound driver
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


SoundDriverLoad:			; XREF: GameClrRAM; TitleScreen
		nop	
		move.w	#$100,($A11100).l ; stop the Z80
		move.w	#$100,($A11200).l ; reset the Z80
		lea	(Kos_Z80).l,a0	; load sound driver
		lea	($A00000).l,a1
		bsr.w	KosDec		; decompress
		move.w	#0,($A11200).l
		nop	
		nop	
		nop	
		nop	
		move.w	#$100,($A11200).l ; reset the Z80
		move.w	#0,($A11100).l	; start	the Z80
		rts	
; End of function SoundDriverLoad

and replace it all with:

; ---------------------------------------------------------------------------
; Subroutine to	load the sound driver
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||

SoundDriverLoad:					; XREF: GameClrRAM;	TitleScreen
		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:
		move.b	(a0)+,(a1)+
		dbf	d0,UniversalVoiceBankLoadLoop
		lea	(DriverResetData).l,a0
		lea	($A01C00).l,a1
		move.w	#DriverResetDataEnd-DriverResetData,d0

DriverResetDataLoadLoop:
		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:

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 PlaySound routine, locate:

; ---------------------------------------------------------------------------
; Subroutine to	play a sound or	music track
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


PlaySound:
		move.b	d0,($FFFFF00A).w
		rts	
; End of function PlaySound

and replace it completely with:

; ---------------------------------------------------------------------------
; Subroutine to	play a sound or	music track
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


PlaySound:
		cmpi.w	#$FB,d0
		blt.s	PlayNotSpecialFlag
		bhi.s	TestForNormalSpeed
		move	#8,d0
		jmp	SetTempo

TestForNormalSpeed:
		cmpi.w	#$FC,d0
		bne.s	PlayNotSpecialFlag
		clr.w	d0
		jmp	SetTempo

PlayNotSpecialFlag:
		move.w	#$100,($A11100).l

PlaySoundZ80NotStopped:
		btst	#0,($A11100).l
		bne.s	PlaySoundZ80NotStopped	; loop until it says it's stopped
		move.b	d0,($A01C0A).l
		move.w	#0,($A11100).l
		rts
; End of function PlaySound

; ---------------------------------------------------------------------------
; Exclusive sound/music subroutine
; ---------------------------------------------------------------------------


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||



PlaySound_Ex:
		tst.b	4(A0)
		bpl.s	SkipPlaySound_Special

Do not be alarmed about the new sound routine that was added, it is equivalent to the PlaySound_Local routine (as a matter of fact, it is identical, why sonic1 does not already have it is beyond me, since it indeed does work in Sonic 1)

sound playback routines

now find:

; ---------------------------------------------------------------------------
; Subroutine to	play a special sound/music (E0-E4)
;
; E0 - Fade out
; E1 - Sega
; E2 - Speed up
; E3 - Normal speed
; E4 - Stop
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


PlaySound_Special:
		move.b	d0,($FFFFF00B).w
		rts	
; End of function PlaySound_Special

; ===========================================================================
; ---------------------------------------------------------------------------
; Unused sound/music subroutine
; ---------------------------------------------------------------------------

PlaySound_Unk:
		move.b	d0,($FFFFF00C).w
		rts	

and replace it entirely with:

; ---------------------------------------------------------------------------
; Unused sound/music subroutine
; ---------------------------------------------------------------------------

PlaySound_Unk:
		nop
; ---------------------------------------------------------------------------
; Subroutine to	play a special sound/music (FB-FF)
; ---------------------------------------------------------------------------

PlaySound_Special:
		move.w	#$100,($A11100).l

PlaySound_SpecialZ80NotStopped:
		btst	#0,($A11100).l
		bne.s	PlaySound_SpecialZ80NotStopped
		cmp.b	($A01C0B).l,d0
		beq.s	PlaySound_Special1
		tst.b	($A01C0B).l
		bne.s	PlaySound_Special0
		move.b	d0,($A01C0B).l
		move.w	#0,($A11100).l
		rts

PlaySound_Special0:
		move.b	d0,($A01C0C).l

PlaySound_Special1:
		move.w	#0,($A11100).l

SkipPlaySound_Special:
		rts
; End of function PlaySound_Special

; ---------------------------------------------------------------------------
; Subroutine to change the music tempo
; ---------------------------------------------------------------------------

SetTempo:
		move.w	#$100,($A11100).l

SetTempoZ80NotStopped:
		btst	#0,($A11100).l
		bne.s	SetTempoZ80NotStopped
		move.b	D0,($A01C08).l
		move.w	#0,($A11100).l
		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 |||||||||||||||||||||||||||||||||||||||


PauseGame:				; XREF: Level_MainLoop; et al
		nop	
		tst.b	($FFFFFE12).w	; do you have any lives	left?
		beq.s	Unpause		; if not, branch
		tst.w	($FFFFF63A).w	; is game already paused?
		bne.s	loc_13BE	; if yes, branch
		btst	#7,($FFFFF605).w ; is Start button pressed?
		beq.s	Pause_DoNothing	; if not, branch

loc_13BE:
		move.w	#1,($FFFFF63A).w ; freeze time
		move.b	#1,($FFFFF003).w ; pause music

loc_13CA:
		move.b	#$10,($FFFFF62A).w
		bsr.w	DelayProgram
		tst.b	($FFFFFFE1).w	; is slow-motion cheat on?
		beq.s	Pause_ChkStart	; if not, branch
		btst	#6,($FFFFF605).w ; is button A pressed?
		beq.s	Pause_ChkBC	; if not, branch
		move.b	#4,($FFFFF600).w ; set game mode to 4 (title screen)
		nop	
		bra.s	loc_1404
; ===========================================================================

Pause_ChkBC:				; XREF: PauseGame
		btst	#4,($FFFFF604).w ; is button B pressed?
		bne.s	Pause_SlowMo	; if yes, branch
		btst	#5,($FFFFF605).w ; is button C pressed?
		bne.s	Pause_SlowMo	; if yes, branch

Pause_ChkStart:				; XREF: PauseGame
		btst	#7,($FFFFF605).w ; is Start button pressed?
		beq.s	loc_13CA	; if not, branch

loc_1404:				; XREF: PauseGame
		move.b	#$80,($FFFFF003).w

Unpause:				; XREF: PauseGame
		move.w	#0,($FFFFF63A).w ; unpause the game

Pause_DoNothing:			; XREF: PauseGame
		rts	
; ===========================================================================

Pause_SlowMo:				; XREF: PauseGame
		move.w	#1,($FFFFF63A).w
		move.b	#$80,($FFFFF003).w
		rts	
; End of function PauseGame

and replace it completely with:

; ---------------------------------------------------------------------------
; Subroutine to	pause the game
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


PauseGame:				; XREF: Level_MainLoop; et al
		nop
		tst.b	($FFFFFE12).w ; do you have any lives left
		beq	Unpause           ; if not, branch
		tst.w	($FFFFF63A).w ;is the game already paused?
		bne.s	PauseGame_AlreadyPaused ;if yes, branch
		move.b	($FFFFF605).w,d0 ;did you press start
		or.b	($FFFFF607).w,d0         ;on either controller?
		andi.b	#$80,d0
		beq	Pause_DoNothing         ;if not, branch

PauseGame_AlreadyPaused:	
		move.w	#1,($FFFFF63A).w ;unpause the game
		move.w	#$100,($A11100).l  ;stop the z80

PauseGameZ80NotStopped:
		btst	#0,($A11100).l
		bne.s	PauseGameZ80NotStopped
		move.b	#1,($A01C10).l ;unpause the music ;)
		move.w	#0,($A11100).l ;start the z80

PauseGameLoop:
		move.b	#$10,($FFFFF62A).w ;re-pause the game (used in slow-mo and frame advance)
		jsr	DelayProgram ;wait...
		tst.b	($FFFFFFE1).w ; Edit: the value is $FFFFFFE1 in Sonic 1 (slow-mo/frame advance mode)
		beq.s	Pause_ChkStart
		btst	#6,($FFFFF605).w ;is player 1 pressing either A?
		beq.s	Pause_ChkBC ;if not, branch
		move.b	#$4,($FFFFF600).w ; Go To Title Screen
		nop
		bra.s	PauseGame1 ;time to stop the z80 again

Pause_ChkBC:
		btst	#4,($FFFFF604).w ;did you press a?
		bne.s	Pause_SlowMo ;if so, branch
		btst	#5,($FFFFF605).w ;did you press b?
		bne.s	Pause_SlowMo ;if so, branch

Pause_ChkStart:
		btst	#4,($FFFFF605).w            ;did you press a?
		beq.s	PauseGame0           ;if yes, then paise the freaken game
		move.b	#$0,($FFFFF600).w  ;prepare to go to sega screen (level select is not 0xC0 in sonic1, but part of title screen code)
		bra.s	PauseGame1                   ;go to title screen

PauseGame0:
		move.b	($FFFFF605).w,d0  ;on controller 1?
		or.b	($FFFFF607).w,d0          ;or 2?
		andi.b	#$80,d0                 ;if not, no change
		beq.s	PauseGameLoop   ;in other words, don't pause

PauseGame1:
		move.w	#$100,($A11100).l  ;stop the z80

Pause_ChkStartZ80NotStopped:
		btst	#0,($A11100).l
		bne.s	Pause_ChkStartZ80NotStopped
		move.b	#$80,($A01C10).l ;pause the music
		move.w	#0,($A11100).l     ;start the z80

Unpause:
		move.w	#0,($FFFFF63A).w ;unpause the game

Pause_DoNothing:
		rts

Pause_SlowMo:
		move.w	#1,($FFFFF63A).w ;unpause the music for a frame
		move.w	#$100,($A11100).l  ;stop the z80

Pause_SlowMoZ80NotStopped:
		btst	#0,($A11100).l
		bne.s	Pause_SlowMoZ80NotStopped
		move.b	#$80,($A01C10).l ;pause the music again
		move.w	#0,($A11100).l ;start the z80
		rts
; End of function PauseGame

Replacing 68k driver with new Z80 driver

We need the sound driver itself if we are going to have any sound and music, so we locate:

		align 2

Go_SoundTypes:	dc.l SoundTypes		; XREF: Sound_Play
Go_SoundD0:	dc.l SoundD0Index	; XREF: Sound_D0toDF
Go_MusicIndex:	dc.l MusicIndex		; XREF: Sound_81to9F
Go_SoundIndex:	dc.l SoundIndex		; XREF: Sound_A0toCF
off_719A0:	dc.l byte_71A94		; XREF: Sound_81to9F
Go_PSGIndex:	dc.l PSG_Index		; XREF: sub_72926
; ---------------------------------------------------------------------------
; PSG instruments used in music
; ---------------------------------------------------------------------------
PSG_Index:	dc.l PSG1, PSG2, PSG3
		dc.l PSG4, PSG5, PSG6
		dc.l PSG7, PSG8, PSG9
PSG1:		binclude	sound\psg1.bin
PSG2:		binclude	sound\psg2.bin
PSG3:		binclude	sound\psg3.bin
PSG4:		binclude	sound\psg4.bin
PSG6:		binclude	sound\psg6.bin
PSG5:		binclude	sound\psg5.bin
PSG7:		binclude	sound\psg7.bin
PSG8:		binclude	sound\psg8.bin
PSG9:		binclude	sound\psg9.bin

byte_71A94:	dc.b 7,	$72, $73, $26, $15, 8, $FF, 5
; ---------------------------------------------------------------------------
; Music	Pointers
; ---------------------------------------------------------------------------
MusicIndex:	dc.l Music81, Music82
		dc.l Music83, Music84
		dc.l Music85, Music86
		dc.l Music87, Music88
		dc.l Music89, Music8A
		dc.l Music8B, Music8C
		dc.l Music8D, Music8E
		dc.l Music8F, Music90
		dc.l Music91, Music92
		dc.l Music93
; ---------------------------------------------------------------------------
; Type of sound	being played ($90 = music; $70 = normal	sound effect)
; ---------------------------------------------------------------------------
SoundTypes:	dc.b $90, $90, $90, $90, $90, $90, $90,	$90, $90, $90, $90, $90, $90, $90, $90,	$90
		dc.b $90, $90, $90, $90, $90, $90, $90,	$90, $90, $90, $90, $90, $90, $90, $90,	$80
		dc.b $70, $70, $70, $70, $70, $70, $70,	$70, $70, $68, $70, $70, $70, $60, $70,	$70
		dc.b $60, $70, $60, $70, $70, $70, $70,	$70, $70, $70, $70, $70, $70, $70, $7F,	$60
		dc.b $70, $70, $70, $70, $70, $70, $70,	$70, $70, $70, $70, $70, $70, $70, $70,	$80
		dc.b $80, $80, $80, $80, $80, $80, $80,	$80, $80, $80, $80, $80, $80, $80, $80,	$90
		dc.b $90, $90, $90, $90

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_71B4C:				; XREF: loc_B10; PalToCRAM
		move.w	#$100,($A11100).l ; stop the Z80
		nop	
		nop	
		nop	

loc_71B5A:
		btst	#0,($A11100).l
		bne.s	loc_71B5A

		btst	#7,($A01FFD).l
		beq.s	loc_71B82
		move.w	#0,($A11100).l	; start	the Z80
		nop	
		nop	
		nop	
		nop	
		nop	
		bra.s	sub_71B4C
; ===========================================================================

loc_71B82:
		lea	($FFF000).l,a6
		clr.b	$E(a6)
		tst.b	3(a6)		; is music paused?
		bne.w	loc_71E50	; if yes, branch
		subq.b	#1,1(a6)
		bne.s	loc_71B9E
		jsr	sub_7260C(pc)

loc_71B9E:
		move.b	4(a6),d0
		beq.s	loc_71BA8
		jsr	sub_72504(pc)

loc_71BA8:
		tst.b	$24(a6)
		beq.s	loc_71BB2
		jsr	sub_7267C(pc)

loc_71BB2:
		tst.w	$A(a6)		; is music or sound being played?
		beq.s	loc_71BBC	; if not, branch
		jsr	Sound_Play(pc)

loc_71BBC:
		cmpi.b	#$80,9(a6)
		beq.s	loc_71BC8
		jsr	Sound_ChkValue(pc)

loc_71BC8:
		lea	$40(a6),a5
		tst.b	(a5)
		bpl.s	loc_71BD4
		jsr	sub_71C4E(pc)

loc_71BD4:
		clr.b	8(a6)
		moveq	#5,d7

loc_71BDA:
		adda.w	#$30,a5
		tst.b	(a5)
		bpl.s	loc_71BE6
		jsr	sub_71CCA(pc)

loc_71BE6:
		dbf	d7,loc_71BDA

		moveq	#2,d7

loc_71BEC:
		adda.w	#$30,a5
		tst.b	(a5)
		bpl.s	loc_71BF8
		jsr	sub_72850(pc)

loc_71BF8:
		dbf	d7,loc_71BEC

		move.b	#$80,$E(a6)
		moveq	#2,d7

loc_71C04:
		adda.w	#$30,a5
		tst.b	(a5)
		bpl.s	loc_71C10
		jsr	sub_71CCA(pc)

loc_71C10:
		dbf	d7,loc_71C04

		moveq	#2,d7

loc_71C16:
		adda.w	#$30,a5
		tst.b	(a5)
		bpl.s	loc_71C22
		jsr	sub_72850(pc)

loc_71C22:
		dbf	d7,loc_71C16
		move.b	#$40,$E(a6)
		adda.w	#$30,a5
		tst.b	(a5)
		bpl.s	loc_71C38
		jsr	sub_71CCA(pc)

loc_71C38:
		adda.w	#$30,a5
		tst.b	(a5)
		bpl.s	loc_71C44
		jsr	sub_72850(pc)

loc_71C44:
		move.w	#0,($A11100).l	; start	the Z80
		rts	
; End of function sub_71B4C


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_71C4E:				; XREF: sub_71B4C
		subq.b	#1,$E(a5)
		bne.s	locret_71CAA
		move.b	#$80,8(a6)
		movea.l	4(a5),a4

loc_71C5E:
		moveq	#0,d5
		move.b	(a4)+,d5
		cmpi.b	#-$20,d5
		bcs.s	loc_71C6E
		jsr	sub_72A5A(pc)
		bra.s	loc_71C5E
; ===========================================================================

loc_71C6E:
		tst.b	d5
		bpl.s	loc_71C84
		move.b	d5,$10(a5)
		move.b	(a4)+,d5
		bpl.s	loc_71C84
		subq.w	#1,a4
		move.b	$F(a5),$E(a5)
		bra.s	loc_71C88
; ===========================================================================

loc_71C84:
		jsr	sub_71D40(pc)

loc_71C88:
		move.l	a4,4(a5)
		btst	#2,(a5)
		bne.s	locret_71CAA
		moveq	#0,d0
		move.b	$10(a5),d0
		cmpi.b	#$80,d0
		beq.s	locret_71CAA
		btst	#3,d0
		bne.s	loc_71CAC
		move.b	d0,($A01FFF).l

locret_71CAA:
		rts	
; ===========================================================================

loc_71CAC:
		subi.b	#$88,d0
		move.b	byte_71CC4(pc,d0.w),d0
		move.b	d0,($A000EA).l
		move.b	#$83,($A01FFF).l
		rts	
; End of function sub_71C4E

; ===========================================================================
byte_71CC4:	dc.b $12, $15, $1C, $1D, $FF, $FF

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_71CCA:				; XREF: sub_71B4C
		subq.b	#1,$E(a5)
		bne.s	loc_71CE0
		bclr	#4,(a5)
		jsr	sub_71CEC(pc)
		jsr	sub_71E18(pc)
		bra.w	loc_726E2
; ===========================================================================

loc_71CE0:
		jsr	sub_71D9E(pc)
		jsr	sub_71DC6(pc)
		bra.w	loc_71E24
; End of function sub_71CCA


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_71CEC:				; XREF: sub_71CCA
		movea.l	4(a5),a4
		bclr	#1,(a5)

loc_71CF4:
		moveq	#0,d5
		move.b	(a4)+,d5
		cmpi.b	#-$20,d5
		bcs.s	loc_71D04
		jsr	sub_72A5A(pc)
		bra.s	loc_71CF4
; ===========================================================================

loc_71D04:
		jsr	sub_726FE(pc)
		tst.b	d5
		bpl.s	loc_71D1A
		jsr	sub_71D22(pc)
		move.b	(a4)+,d5
		bpl.s	loc_71D1A
		subq.w	#1,a4
		bra.w	sub_71D60
; ===========================================================================

loc_71D1A:
		jsr	sub_71D40(pc)
		bra.w	sub_71D60
; End of function sub_71CEC


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_71D22:				; XREF: sub_71CEC
		subi.b	#$80,d5
		beq.s	loc_71D58
		add.b	8(a5),d5
		andi.w	#$7F,d5
		lsl.w	#1,d5
		lea	word_72790(pc),a0
		move.w	(a0,d5.w),d6
		move.w	d6,$10(a5)
		rts	
; End of function sub_71D22


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_71D40:				; XREF: sub_71C4E; sub_71CEC; sub_72878
		move.b	d5,d0
		move.b	2(a5),d1

loc_71D46:
		subq.b	#1,d1
		beq.s	loc_71D4E
		add.b	d5,d0
		bra.s	loc_71D46
; ===========================================================================

loc_71D4E:
		move.b	d0,$F(a5)
		move.b	d0,$E(a5)
		rts	
; End of function sub_71D40

; ===========================================================================

loc_71D58:				; XREF: sub_71D22
		bset	#1,(a5)
		clr.w	$10(a5)

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_71D60:				; XREF: sub_71CEC; sub_72878; sub_728AC
		move.l	a4,4(a5)
		move.b	$F(a5),$E(a5)
		btst	#4,(a5)
		bne.s	locret_71D9C
		move.b	$13(a5),$12(a5)
		clr.b	$C(a5)
		btst	#3,(a5)
		beq.s	locret_71D9C
		movea.l	$14(a5),a0
		move.b	(a0)+,$18(a5)
		move.b	(a0)+,$19(a5)
		move.b	(a0)+,$1A(a5)
		move.b	(a0)+,d0
		lsr.b	#1,d0
		move.b	d0,$1B(a5)
		clr.w	$1C(a5)

locret_71D9C:
		rts	
; End of function sub_71D60


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_71D9E:				; XREF: sub_71CCA; sub_72850
		tst.b	$12(a5)
		beq.s	locret_71DC4
		subq.b	#1,$12(a5)
		bne.s	locret_71DC4
		bset	#1,(a5)
		tst.b	1(a5)
		bmi.w	loc_71DBE
		jsr	sub_726FE(pc)
		addq.w	#4,sp
		rts	
; ===========================================================================

loc_71DBE:
		jsr	sub_729A0(pc)
		addq.w	#4,sp

locret_71DC4:
		rts	
; End of function sub_71D9E


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_71DC6:				; XREF: sub_71CCA; sub_72850
		addq.w	#4,sp
		btst	#3,(a5)
		beq.s	locret_71E16
		tst.b	$18(a5)
		beq.s	loc_71DDA
		subq.b	#1,$18(a5)
		rts	
; ===========================================================================

loc_71DDA:
		subq.b	#1,$19(a5)
		beq.s	loc_71DE2
		rts	
; ===========================================================================

loc_71DE2:
		movea.l	$14(a5),a0
		move.b	1(a0),$19(a5)
		tst.b	$1B(a5)
		bne.s	loc_71DFE
		move.b	3(a0),$1B(a5)
		neg.b	$1A(a5)
		rts	
; ===========================================================================

loc_71DFE:
		subq.b	#1,$1B(a5)
		move.b	$1A(a5),d6
		ext.w	d6
		add.w	$1C(a5),d6
		move.w	d6,$1C(a5)
		add.w	$10(a5),d6
		subq.w	#4,sp

locret_71E16:
		rts	
; End of function sub_71DC6



; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_71E18:				; XREF: sub_71CCA
		btst	#1,(a5)
		bne.s	locret_71E48
		move.w	$10(a5),d6
		beq.s	loc_71E4A

loc_71E24:				; XREF: sub_71CCA
		move.b	$1E(a5),d0
		ext.w	d0
		add.w	d0,d6
		btst	#2,(a5)
		bne.s	locret_71E48
		move.w	d6,d1
		lsr.w	#8,d1
		move.b	#-$5C,d0
		jsr	sub_72722(pc)
		move.b	d6,d1
		move.b	#-$60,d0
		jsr	sub_72722(pc)

locret_71E48:
		rts	
; ===========================================================================

loc_71E4A:
		bset	#1,(a5)
		rts	
; End of function sub_71E18

; ===========================================================================

loc_71E50:				; XREF: sub_71B4C
		bmi.s	loc_71E94
		cmpi.b	#2,3(a6)
		beq.w	loc_71EFE
		move.b	#2,3(a6)
		moveq	#2,d3
		move.b	#-$4C,d0
		moveq	#0,d1

loc_71E6A:
		jsr	sub_7272E(pc)
		jsr	sub_72764(pc)
		addq.b	#1,d0
		dbf	d3,loc_71E6A

		moveq	#2,d3
		moveq	#$28,d0

loc_71E7C:
		move.b	d3,d1
		jsr	sub_7272E(pc)
		addq.b	#4,d1
		jsr	sub_7272E(pc)
		dbf	d3,loc_71E7C

		jsr	sub_729B6(pc)
		bra.w	loc_71C44
; ===========================================================================

loc_71E94:				; XREF: loc_71E50
		clr.b	3(a6)
		moveq	#$30,d3
		lea	$40(a6),a5
		moveq	#6,d4

loc_71EA0:
		btst	#7,(a5)
		beq.s	loc_71EB8
		btst	#2,(a5)
		bne.s	loc_71EB8
		move.b	#-$4C,d0
		move.b	$A(a5),d1
		jsr	sub_72722(pc)

loc_71EB8:
		adda.w	d3,a5
		dbf	d4,loc_71EA0

		lea	$220(a6),a5
		moveq	#2,d4

loc_71EC4:
		btst	#7,(a5)
		beq.s	loc_71EDC
		btst	#2,(a5)
		bne.s	loc_71EDC
		move.b	#-$4C,d0
		move.b	$A(a5),d1
		jsr	sub_72722(pc)

loc_71EDC:
		adda.w	d3,a5
		dbf	d4,loc_71EC4

		lea	$340(a6),a5
		btst	#7,(a5)
		beq.s	loc_71EFE
		btst	#2,(a5)
		bne.s	loc_71EFE
		move.b	#-$4C,d0
		move.b	$A(a5),d1
		jsr	sub_72722(pc)

loc_71EFE:
		bra.w	loc_71C44

; ---------------------------------------------------------------------------
; Subroutine to	play a sound or	music track
; ---------------------------------------------------------------------------

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


Sound_Play:				; XREF: sub_71B4C
		movea.l	(Go_SoundTypes).l,a0
		lea	$A(a6),a1	; load music track number
		move.b	0(a6),d3
		moveq	#2,d4

loc_71F12:
		move.b	(a1),d0		; move track number to d0
		move.b	d0,d1
		clr.b	(a1)+
		subi.b	#$81,d0
		bcs.s	loc_71F3E
		cmpi.b	#$80,9(a6)
		beq.s	loc_71F2C
		move.b	d1,$A(a6)
		bra.s	loc_71F3E
; ===========================================================================

loc_71F2C:
		andi.w	#$7F,d0
		move.b	(a0,d0.w),d2
		cmp.b	d3,d2
		bcs.s	loc_71F3E
		move.b	d2,d3
		move.b	d1,9(a6)	; set music flag

loc_71F3E:
		dbf	d4,loc_71F12

		tst.b	d3
		bmi.s	locret_71F4A
		move.b	d3,0(a6)

locret_71F4A:
		rts	
; End of function Sound_Play


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


Sound_ChkValue:				; XREF: sub_71B4C
		moveq	#0,d7
		move.b	9(a6),d7
		beq.w	Sound_E4
		bpl.s	locret_71F8C
		move.b	#$80,9(a6)	; reset	music flag
		cmpi.b	#$9F,d7
		bls.w	Sound_81to9F	; music	$81-$9F
		cmpi.b	#$A0,d7
		bcs.w	locret_71F8C
		cmpi.b	#$CF,d7
		bls.w	Sound_A0toCF	; sound	$A0-$CF
		cmpi.b	#$D0,d7
		bcs.w	locret_71F8C
		cmpi.b	#$E0,d7
		bcs.w	Sound_D0toDF	; sound	$D0-$DF
		cmpi.b	#$E4,d7
		bls.s	Sound_E0toE4	; sound	$E0-$E4

locret_71F8C:
		rts	
; ===========================================================================

Sound_E0toE4:				; XREF: Sound_ChkValue
		subi.b	#$E0,d7
		lsl.w	#2,d7
		jmp	Sound_ExIndex(pc,d7.w)
; ===========================================================================

Sound_ExIndex:
		bra.w	Sound_E0
; ===========================================================================
		bra.w	Sound_E1
; ===========================================================================
		bra.w	Sound_E2
; ===========================================================================
		bra.w	Sound_E3
; ===========================================================================
		bra.w	Sound_E4
; ===========================================================================
; ---------------------------------------------------------------------------
; Play "Say-gaa" PCM sound
; ---------------------------------------------------------------------------

Sound_E1:				; XREF: Sound_ExIndex
		move.b	#$88,($A01FFF).l
		move.w	#0,($A11100).l	; start	the Z80
		move.w	#$11,d1

loc_71FC0:
		move.w	#-1,d0

loc_71FC4:
		nop	
		dbf	d0,loc_71FC4

		dbf	d1,loc_71FC0

		addq.w	#4,sp
		rts	
; ===========================================================================
; ---------------------------------------------------------------------------
; Play music track $81-$9F
; ---------------------------------------------------------------------------

Sound_81to9F:				; XREF: Sound_ChkValue
		cmpi.b	#$88,d7		; is "extra life" music	played?
		bne.s	loc_72024	; if not, branch
		tst.b	$27(a6)
		bne.w	loc_721B6
		lea	$40(a6),a5
		moveq	#9,d0

loc_71FE6:
		bclr	#2,(a5)
		adda.w	#$30,a5
		dbf	d0,loc_71FE6

		lea	$220(a6),a5
		moveq	#5,d0

loc_71FF8:
		bclr	#7,(a5)
		adda.w	#$30,a5
		dbf	d0,loc_71FF8
		clr.b	0(a6)
		movea.l	a6,a0
		lea	$3A0(a6),a1
		move.w	#$87,d0

loc_72012:
		move.l	(a0)+,(a1)+
		dbf	d0,loc_72012

		move.b	#$80,$27(a6)
		clr.b	0(a6)
		bra.s	loc_7202C
; ===========================================================================

loc_72024:
		clr.b	$27(a6)
		clr.b	$26(a6)

loc_7202C:
		jsr	sub_725CA(pc)
		movea.l	(off_719A0).l,a4
		subi.b	#$81,d7
		move.b	(a4,d7.w),$29(a6)
		movea.l	(Go_MusicIndex).l,a4
		lsl.w	#2,d7
		movea.l	(a4,d7.w),a4
		moveq	#0,d0
		move.w	(a4),d0
		add.l	a4,d0
		move.l	d0,$18(a6)
		move.b	5(a4),d0
		move.b	d0,$28(a6)
		tst.b	$2A(a6)
		beq.s	loc_72068
		move.b	$29(a6),d0

loc_72068:
		move.b	d0,2(a6)
		move.b	d0,1(a6)
		moveq	#0,d1
		movea.l	a4,a3
		addq.w	#6,a4
		moveq	#0,d7
		move.b	2(a3),d7
		beq.w	loc_72114
		subq.b	#1,d7
		move.b	#-$40,d1
		move.b	4(a3),d4
		moveq	#$30,d6
		move.b	#1,d5
		lea	$40(a6),a1
		lea	byte_721BA(pc),a2

loc_72098:
		bset	#7,(a1)
		move.b	(a2)+,1(a1)
		move.b	d4,2(a1)
		move.b	d6,$D(a1)
		move.b	d1,$A(a1)
		move.b	d5,$E(a1)
		moveq	#0,d0
		move.w	(a4)+,d0
		add.l	a3,d0
		move.l	d0,4(a1)
		move.w	(a4)+,8(a1)
		adda.w	d6,a1
		dbf	d7,loc_72098
		cmpi.b	#7,2(a3)
		bne.s	loc_720D8
		moveq	#$2B,d0
		moveq	#0,d1
		jsr	sub_7272E(pc)
		bra.w	loc_72114
; ===========================================================================

loc_720D8:
		moveq	#$28,d0
		moveq	#6,d1
		jsr	sub_7272E(pc)
		move.b	#$42,d0
		moveq	#$7F,d1
		jsr	sub_72764(pc)
		move.b	#$4A,d0
		moveq	#$7F,d1
		jsr	sub_72764(pc)
		move.b	#$46,d0
		moveq	#$7F,d1
		jsr	sub_72764(pc)
		move.b	#$4E,d0
		moveq	#$7F,d1
		jsr	sub_72764(pc)
		move.b	#-$4A,d0
		move.b	#-$40,d1
		jsr	sub_72764(pc)

loc_72114:
		moveq	#0,d7
		move.b	3(a3),d7
		beq.s	loc_72154
		subq.b	#1,d7
		lea	$190(a6),a1
		lea	byte_721C2(pc),a2

loc_72126:
		bset	#7,(a1)
		move.b	(a2)+,1(a1)
		move.b	d4,2(a1)
		move.b	d6,$D(a1)
		move.b	d5,$E(a1)
		moveq	#0,d0
		move.w	(a4)+,d0
		add.l	a3,d0
		move.l	d0,4(a1)
		move.w	(a4)+,8(a1)
		move.b	(a4)+,d0
		move.b	(a4)+,$B(a1)
		adda.w	d6,a1
		dbf	d7,loc_72126

loc_72154:
		lea	$220(a6),a1
		moveq	#5,d7

loc_7215A:
		tst.b	(a1)
		bpl.w	loc_7217C
		moveq	#0,d0
		move.b	1(a1),d0
		bmi.s	loc_7216E
		subq.b	#2,d0
		lsl.b	#2,d0
		bra.s	loc_72170
; ===========================================================================

loc_7216E:
		lsr.b	#3,d0

loc_72170:
		lea	dword_722CC(pc),a0
		movea.l	(a0,d0.w),a0
		bset	#2,(a0)

loc_7217C:
		adda.w	d6,a1
		dbf	d7,loc_7215A

		tst.w	$340(a6)
		bpl.s	loc_7218E
		bset	#2,$100(a6)

loc_7218E:
		tst.w	$370(a6)
		bpl.s	loc_7219A
		bset	#2,$1F0(a6)

loc_7219A:
		lea	$70(a6),a5
		moveq	#5,d4

loc_721A0:
		jsr	sub_726FE(pc)
		adda.w	d6,a5
		dbf	d4,loc_721A0
		moveq	#2,d4

loc_721AC:
		jsr	sub_729A0(pc)
		adda.w	d6,a5
		dbf	d4,loc_721AC

loc_721B6:
		addq.w	#4,sp
		rts	
; ===========================================================================
byte_721BA:	dc.b 6,	0, 1, 2, 4, 5, 6, 0
		align 2
byte_721C2:	dc.b $80, $A0, $C0, 0
		align 2
; ===========================================================================
; ---------------------------------------------------------------------------
; Play normal sound effect
; ---------------------------------------------------------------------------

Sound_A0toCF:				; XREF: Sound_ChkValue
		tst.b	$27(a6)
		bne.w	loc_722C6
		tst.b	4(a6)
		bne.w	loc_722C6
		tst.b	$24(a6)
		bne.w	loc_722C6
		cmpi.b	#$B5,d7		; is ring sound	effect played?
		bne.s	Sound_notB5	; if not, branch
		tst.b	$2B(a6)
		bne.s	loc_721EE
		move.b	#$CE,d7		; play ring sound in left speaker

loc_721EE:
		bchg	#0,$2B(a6)	; change speaker

Sound_notB5:
		cmpi.b	#$A7,d7		; is "pushing" sound played?
		bne.s	Sound_notA7	; if not, branch
		tst.b	$2C(a6)
		bne.w	locret_722C4
		move.b	#$80,$2C(a6)

Sound_notA7:
		movea.l	(Go_SoundIndex).l,a0
		subi.b	#$A0,d7
		lsl.w	#2,d7
		movea.l	(a0,d7.w),a3
		movea.l	a3,a1
		moveq	#0,d1
		move.w	(a1)+,d1
		add.l	a3,d1
		move.b	(a1)+,d5
		move.b	(a1)+,d7
		subq.b	#1,d7
		moveq	#$30,d6

loc_72228:
		moveq	#0,d3
		move.b	1(a1),d3
		move.b	d3,d4
		bmi.s	loc_72244
		subq.w	#2,d3
		lsl.w	#2,d3
		lea	dword_722CC(pc),a5
		movea.l	(a5,d3.w),a5
		bset	#2,(a5)
		bra.s	loc_7226E
; ===========================================================================

loc_72244:
		lsr.w	#3,d3
		lea	dword_722CC(pc),a5
		movea.l	(a5,d3.w),a5
		bset	#2,(a5)
		cmpi.b	#$C0,d4
		bne.s	loc_7226E
		move.b	d4,d0
		ori.b	#$1F,d0
		move.b	d0,($C00011).l
		bchg	#5,d0
		move.b	d0,($C00011).l

loc_7226E:
		movea.l	dword_722EC(pc,d3.w),a5
		movea.l	a5,a2
		moveq	#$B,d0

loc_72276:
		clr.l	(a2)+
		dbf	d0,loc_72276

		move.w	(a1)+,(a5)
		move.b	d5,2(a5)
		moveq	#0,d0
		move.w	(a1)+,d0
		add.l	a3,d0
		move.l	d0,4(a5)
		move.w	(a1)+,8(a5)
		move.b	#1,$E(a5)
		move.b	d6,$D(a5)
		tst.b	d4
		bmi.s	loc_722A8
		move.b	#$C0,$A(a5)
		move.l	d1,$20(a5)

loc_722A8:
		dbf	d7,loc_72228

		tst.b	$250(a6)
		bpl.s	loc_722B8
		bset	#2,$340(a6)

loc_722B8:
		tst.b	$310(a6)
		bpl.s	locret_722C4
		bset	#2,$370(a6)

locret_722C4:
		rts	
; ===========================================================================

loc_722C6:
		clr.b	0(a6)
		rts	
; ===========================================================================
dword_722CC:	dc.l $FFF0D0
		dc.l 0
		dc.l $FFF100
		dc.l $FFF130
		dc.l $FFF190
		dc.l $FFF1C0
		dc.l $FFF1F0
		dc.l $FFF1F0
dword_722EC:	dc.l $FFF220
		dc.l 0
		dc.l $FFF250
		dc.l $FFF280
		dc.l $FFF2B0
		dc.l $FFF2E0
		dc.l $FFF310
		dc.l $FFF310
; ===========================================================================
; ---------------------------------------------------------------------------
; Play GHZ waterfall sound
; ---------------------------------------------------------------------------

Sound_D0toDF:				; XREF: Sound_ChkValue
		tst.b	$27(a6)
		bne.w	locret_723C6
		tst.b	4(a6)
		bne.w	locret_723C6
		tst.b	$24(a6)
		bne.w	locret_723C6
		movea.l	(Go_SoundD0).l,a0
		subi.b	#$D0,d7
		lsl.w	#2,d7
		movea.l	(a0,d7.w),a3
		movea.l	a3,a1
		moveq	#0,d0
		move.w	(a1)+,d0
		add.l	a3,d0
		move.l	d0,$20(a6)
		move.b	(a1)+,d5
		move.b	(a1)+,d7
		subq.b	#1,d7
		moveq	#$30,d6

loc_72348:
		move.b	1(a1),d4
		bmi.s	loc_7235A
		bset	#2,$100(a6)
		lea	$340(a6),a5
		bra.s	loc_72364
; ===========================================================================

loc_7235A:
		bset	#2,$1F0(a6)
		lea	$370(a6),a5

loc_72364:
		movea.l	a5,a2
		moveq	#$B,d0

loc_72368:
		clr.l	(a2)+
		dbf	d0,loc_72368

		move.w	(a1)+,(a5)
		move.b	d5,2(a5)
		moveq	#0,d0
		move.w	(a1)+,d0
		add.l	a3,d0
		move.l	d0,4(a5)
		move.w	(a1)+,8(a5)
		move.b	#1,$E(a5)
		move.b	d6,$D(a5)
		tst.b	d4
		bmi.s	loc_72396
		move.b	#$C0,$A(a5)

loc_72396:
		dbf	d7,loc_72348

		tst.b	$250(a6)
		bpl.s	loc_723A6
		bset	#2,$340(a6)

loc_723A6:
		tst.b	$310(a6)
		bpl.s	locret_723C6
		bset	#2,$370(a6)
		ori.b	#$1F,d4
		move.b	d4,($C00011).l
		bchg	#5,d4
		move.b	d4,($C00011).l

locret_723C6:
		rts	
; End of function Sound_ChkValue

; ===========================================================================
		dc.l $FFF100
		dc.l $FFF1F0
		dc.l $FFF250
		dc.l $FFF310
		dc.l $FFF340
		dc.l $FFF370

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


Snd_FadeOut1:				; XREF: Sound_E0
		clr.b	0(a6)
		lea	$220(a6),a5
		moveq	#5,d7

loc_723EA:
		tst.b	(a5)
		bpl.w	loc_72472
		bclr	#7,(a5)
		moveq	#0,d3
		move.b	1(a5),d3
		bmi.s	loc_7243C
		jsr	sub_726FE(pc)
		cmpi.b	#4,d3
		bne.s	loc_72416
		tst.b	$340(a6)
		bpl.s	loc_72416
		lea	$340(a6),a5
		movea.l	$20(a6),a1
		bra.s	loc_72428
; ===========================================================================

loc_72416:
		subq.b	#2,d3
		lsl.b	#2,d3
		lea	dword_722CC(pc),a0
		movea.l	a5,a3
		movea.l	(a0,d3.w),a5
		movea.l	$18(a6),a1

loc_72428:
		bclr	#2,(a5)
		bset	#1,(a5)
		move.b	$B(a5),d0
		jsr	sub_72C4E(pc)
		movea.l	a3,a5
		bra.s	loc_72472
; ===========================================================================

loc_7243C:
		jsr	sub_729A0(pc)
		lea	$370(a6),a0
		cmpi.b	#$E0,d3
		beq.s	loc_7245A
		cmpi.b	#$C0,d3
		beq.s	loc_7245A
		lsr.b	#3,d3
		lea	dword_722CC(pc),a0
		movea.l	(a0,d3.w),a0

loc_7245A:
		bclr	#2,(a0)
		bset	#1,(a0)
		cmpi.b	#$E0,1(a0)
		bne.s	loc_72472
		move.b	$1F(a0),($C00011).l

loc_72472:
		adda.w	#$30,a5
		dbf	d7,loc_723EA

		rts	
; End of function Snd_FadeOut1


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


Snd_FadeOut2:				; XREF: Sound_E0
		lea	$340(a6),a5
		tst.b	(a5)
		bpl.s	loc_724AE
		bclr	#7,(a5)
		btst	#2,(a5)
		bne.s	loc_724AE
		jsr	loc_7270A(pc)
		lea	$100(a6),a5
		bclr	#2,(a5)
		bset	#1,(a5)
		tst.b	(a5)
		bpl.s	loc_724AE
		movea.l	$18(a6),a1
		move.b	$B(a5),d0
		jsr	sub_72C4E(pc)

loc_724AE:
		lea	$370(a6),a5
		tst.b	(a5)
		bpl.s	locret_724E4
		bclr	#7,(a5)
		btst	#2,(a5)
		bne.s	locret_724E4
		jsr	loc_729A6(pc)
		lea	$1F0(a6),a5
		bclr	#2,(a5)
		bset	#1,(a5)
		tst.b	(a5)
		bpl.s	locret_724E4
		cmpi.b	#-$20,1(a5)
		bne.s	locret_724E4
		move.b	$1F(a5),($C00011).l

locret_724E4:
		rts	
; End of function Snd_FadeOut2

; ===========================================================================
; ---------------------------------------------------------------------------
; Fade out music
; ---------------------------------------------------------------------------

Sound_E0:				; XREF: Sound_ExIndex
		jsr	Snd_FadeOut1(pc)
		jsr	Snd_FadeOut2(pc)
		move.b	#3,6(a6)
		move.b	#$28,4(a6)
		clr.b	$40(a6)
		clr.b	$2A(a6)
		rts	

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_72504:				; XREF: sub_71B4C
		move.b	6(a6),d0
		beq.s	loc_72510
		subq.b	#1,6(a6)
		rts	
; ===========================================================================

loc_72510:
		subq.b	#1,4(a6)
		beq.w	Sound_E4
		move.b	#3,6(a6)
		lea	$70(a6),a5
		moveq	#5,d7

loc_72524:
		tst.b	(a5)
		bpl.s	loc_72538
		addq.b	#1,9(a5)
		bpl.s	loc_72534
		bclr	#7,(a5)
		bra.s	loc_72538
; ===========================================================================

loc_72534:
		jsr	sub_72CB4(pc)

loc_72538:
		adda.w	#$30,a5
		dbf	d7,loc_72524

		moveq	#2,d7

loc_72542:
		tst.b	(a5)
		bpl.s	loc_72560
		addq.b	#1,9(a5)
		cmpi.b	#$10,9(a5)
		bcs.s	loc_72558
		bclr	#7,(a5)
		bra.s	loc_72560
; ===========================================================================

loc_72558:
		move.b	9(a5),d6
		jsr	sub_7296A(pc)

loc_72560:
		adda.w	#$30,a5
		dbf	d7,loc_72542

		rts	
; End of function sub_72504


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_7256A:				; XREF: Sound_E4; sub_725CA
		moveq	#2,d3
		moveq	#$28,d0

loc_7256E:
		move.b	d3,d1
		jsr	sub_7272E(pc)
		addq.b	#4,d1
		jsr	sub_7272E(pc)
		dbf	d3,loc_7256E

		moveq	#$40,d0
		moveq	#$7F,d1
		moveq	#2,d4

loc_72584:
		moveq	#3,d3

loc_72586:
		jsr	sub_7272E(pc)
		jsr	sub_72764(pc)
		addq.w	#4,d0
		dbf	d3,loc_72586

		subi.b	#$F,d0
		dbf	d4,loc_72584

		rts	
; End of function sub_7256A

; ===========================================================================
; ---------------------------------------------------------------------------
; Stop music
; ---------------------------------------------------------------------------

Sound_E4:				; XREF: Sound_ChkValue; Sound_ExIndex; sub_72504
		moveq	#$2B,d0
		move.b	#$80,d1
		jsr	sub_7272E(pc)
		moveq	#$27,d0
		moveq	#0,d1
		jsr	sub_7272E(pc)
		movea.l	a6,a0
		move.w	#$E3,d0

loc_725B6:
		clr.l	(a0)+
		dbf	d0,loc_725B6

		move.b	#$80,9(a6)	; set music to $80 (silence)
		jsr	sub_7256A(pc)
		bra.w	sub_729B6

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_725CA:				; XREF: Sound_ChkValue
		movea.l	a6,a0
		move.b	0(a6),d1
		move.b	$27(a6),d2
		move.b	$2A(a6),d3
		move.b	$26(a6),d4
		move.w	$A(a6),d5
		move.w	#$87,d0

loc_725E4:
		clr.l	(a0)+
		dbf	d0,loc_725E4

		move.b	d1,0(a6)
		move.b	d2,$27(a6)
		move.b	d3,$2A(a6)
		move.b	d4,$26(a6)
		move.w	d5,$A(a6)
		move.b	#$80,9(a6)
		jsr	sub_7256A(pc)
		bra.w	sub_729B6
; End of function sub_725CA


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_7260C:				; XREF: sub_71B4C
		move.b	2(a6),1(a6)
		lea	$4E(a6),a0
		moveq	#$30,d0
		moveq	#9,d1

loc_7261A:
		addq.b	#1,(a0)
		adda.w	d0,a0
		dbf	d1,loc_7261A

		rts	
; End of function sub_7260C

; ===========================================================================
; ---------------------------------------------------------------------------
; Speed	up music
; ---------------------------------------------------------------------------

Sound_E2:				; XREF: Sound_ExIndex
		tst.b	$27(a6)
		bne.s	loc_7263E
		move.b	$29(a6),2(a6)
		move.b	$29(a6),1(a6)
		move.b	#$80,$2A(a6)
		rts	
; ===========================================================================

loc_7263E:
		move.b	$3C9(a6),$3A2(a6)
		move.b	$3C9(a6),$3A1(a6)
		move.b	#$80,$3CA(a6)
		rts	
; ===========================================================================
; ---------------------------------------------------------------------------
; Change music back to normal speed
; ---------------------------------------------------------------------------

Sound_E3:				; XREF: Sound_ExIndex
		tst.b	$27(a6)
		bne.s	loc_7266A
		move.b	$28(a6),2(a6)
		move.b	$28(a6),1(a6)
		clr.b	$2A(a6)
		rts	
; ===========================================================================

loc_7266A:
		move.b	$3C8(a6),$3A2(a6)
		move.b	$3C8(a6),$3A1(a6)
		clr.b	$3CA(a6)
		rts	

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_7267C:				; XREF: sub_71B4C
		tst.b	$25(a6)
		beq.s	loc_72688
		subq.b	#1,$25(a6)
		rts	
; ===========================================================================

loc_72688:
		tst.b	$26(a6)
		beq.s	loc_726D6
		subq.b	#1,$26(a6)
		move.b	#2,$25(a6)
		lea	$70(a6),a5
		moveq	#5,d7

loc_7269E:
		tst.b	(a5)
		bpl.s	loc_726AA
		subq.b	#1,9(a5)
		jsr	sub_72CB4(pc)

loc_726AA:
		adda.w	#$30,a5
		dbf	d7,loc_7269E
		moveq	#2,d7

loc_726B4:
		tst.b	(a5)
		bpl.s	loc_726CC
		subq.b	#1,9(a5)
		move.b	9(a5),d6
		cmpi.b	#$10,d6
		bcs.s	loc_726C8
		moveq	#$F,d6

loc_726C8:
		jsr	sub_7296A(pc)

loc_726CC:
		adda.w	#$30,a5
		dbf	d7,loc_726B4
		rts	
; ===========================================================================

loc_726D6:
		bclr	#2,$40(a6)
		clr.b	$24(a6)
		rts	
; End of function sub_7267C

; ===========================================================================

loc_726E2:				; XREF: sub_71CCA
		btst	#1,(a5)
		bne.s	locret_726FC
		btst	#2,(a5)
		bne.s	locret_726FC
		moveq	#$28,d0
		move.b	1(a5),d1
		ori.b	#-$10,d1
		bra.w	sub_7272E
; ===========================================================================

locret_726FC:
		rts	

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_726FE:				; XREF: sub_71CEC; sub_71D9E; Sound_ChkValue; Snd_FadeOut1
		btst	#4,(a5)
		bne.s	locret_72714
		btst	#2,(a5)
		bne.s	locret_72714

loc_7270A:				; XREF: Snd_FadeOut2
		moveq	#$28,d0
		move.b	1(a5),d1
		bra.w	sub_7272E
; ===========================================================================

locret_72714:
		rts	
; End of function sub_726FE

; ===========================================================================

loc_72716:				; XREF: sub_72A5A
		btst	#2,(a5)
		bne.s	locret_72720
		bra.w	sub_72722
; ===========================================================================

locret_72720:
		rts	

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_72722:				; XREF: sub_71E18; sub_72C4E; sub_72CB4
		btst	#2,1(a5)
		bne.s	loc_7275A
		add.b	1(a5),d0
; End of function sub_72722


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_7272E:				; XREF: loc_71E6A
		move.b	($A04000).l,d2
		btst	#7,d2
		bne.s	sub_7272E
		move.b	d0,($A04000).l
		nop	
		nop	
		nop	

loc_72746:
		move.b	($A04000).l,d2
		btst	#7,d2
		bne.s	loc_72746

		move.b	d1,($A04001).l
		rts	
; End of function sub_7272E

; ===========================================================================

loc_7275A:				; XREF: sub_72722
		move.b	1(a5),d2
		bclr	#2,d2
		add.b	d2,d0

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_72764:				; XREF: loc_71E6A; Sound_ChkValue; sub_7256A; sub_72764
		move.b	($A04000).l,d2
		btst	#7,d2
		bne.s	sub_72764
		move.b	d0,($A04002).l
		nop	
		nop	
		nop	

loc_7277C:
		move.b	($A04000).l,d2
		btst	#7,d2
		bne.s	loc_7277C

		move.b	d1,($A04003).l
		rts	
; End of function sub_72764

; ===========================================================================
word_72790:	dc.w $25E, $284, $2AB, $2D3, $2FE, $32D, $35C, $38F, $3C5
		dc.w $3FF, $43C, $47C, $A5E, $A84, $AAB, $AD3, $AFE, $B2D
		dc.w $B5C, $B8F, $BC5, $BFF, $C3C, $C7C, $125E,	$1284
		dc.w $12AB, $12D3, $12FE, $132D, $135C,	$138F, $13C5, $13FF
		dc.w $143C, $147C, $1A5E, $1A84, $1AAB,	$1AD3, $1AFE, $1B2D
		dc.w $1B5C, $1B8F, $1BC5, $1BFF, $1C3C,	$1C7C, $225E, $2284
		dc.w $22AB, $22D3, $22FE, $232D, $235C,	$238F, $23C5, $23FF
		dc.w $243C, $247C, $2A5E, $2A84, $2AAB,	$2AD3, $2AFE, $2B2D
		dc.w $2B5C, $2B8F, $2BC5, $2BFF, $2C3C,	$2C7C, $325E, $3284
		dc.w $32AB, $32D3, $32FE, $332D, $335C,	$338F, $33C5, $33FF
		dc.w $343C, $347C, $3A5E, $3A84, $3AAB,	$3AD3, $3AFE, $3B2D
		dc.w $3B5C, $3B8F, $3BC5, $3BFF, $3C3C,	$3C7C

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_72850:				; XREF: sub_71B4C
		subq.b	#1,$E(a5)
		bne.s	loc_72866
		bclr	#4,(a5)
		jsr	sub_72878(pc)
		jsr	sub_728DC(pc)
		bra.w	loc_7292E
; ===========================================================================

loc_72866:
		jsr	sub_71D9E(pc)
		jsr	sub_72926(pc)
		jsr	sub_71DC6(pc)
		jsr	sub_728E2(pc)
		rts	
; End of function sub_72850


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_72878:				; XREF: sub_72850
		bclr	#1,(a5)
		movea.l	4(a5),a4

loc_72880:
		moveq	#0,d5
		move.b	(a4)+,d5
		cmpi.b	#$E0,d5
		bcs.s	loc_72890
		jsr	sub_72A5A(pc)
		bra.s	loc_72880
; ===========================================================================

loc_72890:
		tst.b	d5
		bpl.s	loc_728A4
		jsr	sub_728AC(pc)
		move.b	(a4)+,d5
		tst.b	d5
		bpl.s	loc_728A4
		subq.w	#1,a4
		bra.w	sub_71D60
; ===========================================================================

loc_728A4:
		jsr	sub_71D40(pc)
		bra.w	sub_71D60
; End of function sub_72878


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_728AC:				; XREF: sub_72878
		subi.b	#$81,d5
		bcs.s	loc_728CA
		add.b	8(a5),d5
		andi.w	#$7F,d5
		lsl.w	#1,d5
		lea	word_729CE(pc),a0
		move.w	(a0,d5.w),$10(a5)
		bra.w	sub_71D60
; ===========================================================================

loc_728CA:
		bset	#1,(a5)
		move.w	#-1,$10(a5)
		jsr	sub_71D60(pc)
		bra.w	sub_729A0
; End of function sub_728AC


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_728DC:				; XREF: sub_72850
		move.w	$10(a5),d6
		bmi.s	loc_72920
; End of function sub_728DC


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_728E2:				; XREF: sub_72850
		move.b	$1E(a5),d0
		ext.w	d0
		add.w	d0,d6
		btst	#2,(a5)
		bne.s	locret_7291E
		btst	#1,(a5)
		bne.s	locret_7291E
		move.b	1(a5),d0
		cmpi.b	#$E0,d0
		bne.s	loc_72904
		move.b	#$C0,d0

loc_72904:
		move.w	d6,d1
		andi.b	#$F,d1
		or.b	d1,d0
		lsr.w	#4,d6
		andi.b	#$3F,d6
		move.b	d0,($C00011).l
		move.b	d6,($C00011).l

locret_7291E:
		rts	
; End of function sub_728E2

; ===========================================================================

loc_72920:				; XREF: sub_728DC
		bset	#1,(a5)
		rts	

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_72926:				; XREF: sub_72850
		tst.b	$B(a5)
		beq.w	locret_7298A

loc_7292E:				; XREF: sub_72850
		move.b	9(a5),d6
		moveq	#0,d0
		move.b	$B(a5),d0
		beq.s	sub_7296A
		movea.l	(Go_PSGIndex).l,a0
		subq.w	#1,d0
		lsl.w	#2,d0
		movea.l	(a0,d0.w),a0
		move.b	$C(a5),d0
		move.b	(a0,d0.w),d0
		addq.b	#1,$C(a5)
		btst	#7,d0
		beq.s	loc_72960
		cmpi.b	#$80,d0
		beq.s	loc_7299A

loc_72960:
		add.w	d0,d6
		cmpi.b	#$10,d6
		bcs.s	sub_7296A
		moveq	#$F,d6
; End of function sub_72926


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_7296A:				; XREF: sub_72504; sub_7267C; sub_72926
		btst	#1,(a5)
		bne.s	locret_7298A
		btst	#2,(a5)
		bne.s	locret_7298A
		btst	#4,(a5)
		bne.s	loc_7298C

loc_7297C:
		or.b	1(a5),d6
		addi.b	#$10,d6
		move.b	d6,($C00011).l

locret_7298A:
		rts	
; ===========================================================================

loc_7298C:
		tst.b	$13(a5)
		beq.s	loc_7297C
		tst.b	$12(a5)
		bne.s	loc_7297C
		rts	
; End of function sub_7296A

; ===========================================================================

loc_7299A:				; XREF: sub_72926
		subq.b	#1,$C(a5)
		rts	

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_729A0:				; XREF: sub_71D9E; Sound_ChkValue; Snd_FadeOut1; sub_728AC
		btst	#2,(a5)
		bne.s	locret_729B4

loc_729A6:				; XREF: Snd_FadeOut2
		move.b	1(a5),d0
		ori.b	#$1F,d0
		move.b	d0,($C00011).l

locret_729B4:
		rts	
; End of function sub_729A0


; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_729B6:				; XREF: loc_71E7C
		lea	($C00011).l,a0
		move.b	#$9F,(a0)
		move.b	#$BF,(a0)
		move.b	#$DF,(a0)
		move.b	#$FF,(a0)
		rts	
; End of function sub_729B6

; ===========================================================================
word_729CE:	dc.w $356, $326, $2F9, $2CE, $2A5, $280, $25C, $23A, $21A
		dc.w $1FB, $1DF, $1C4, $1AB, $193, $17D, $167, $153, $140
		dc.w $12E, $11D, $10D, $FE, $EF, $E2, $D6, $C9,	$BE, $B4
		dc.w $A9, $A0, $97, $8F, $87, $7F, $78,	$71, $6B, $65
		dc.w $5F, $5A, $55, $50, $4B, $47, $43,	$40, $3C, $39
		dc.w $36, $33, $30, $2D, $2B, $28, $26,	$24, $22, $20
		dc.w $1F, $1D, $1B, $1A, $18, $17, $16,	$15, $13, $12
		dc.w $11, 0

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_72A5A:				; XREF: sub_71C4E; sub_71CEC; sub_72878
		subi.w	#$E0,d5
		lsl.w	#2,d5
		jmp	loc_72A64(pc,d5.w)
; End of function sub_72A5A

; ===========================================================================

loc_72A64:
		bra.w	loc_72ACC
; ===========================================================================
		bra.w	loc_72AEC
; ===========================================================================
		bra.w	loc_72AF2
; ===========================================================================
		bra.w	loc_72AF8
; ===========================================================================
		bra.w	loc_72B14
; ===========================================================================
		bra.w	loc_72B9E
; ===========================================================================
		bra.w	loc_72BA4
; ===========================================================================
		bra.w	loc_72BAE
; ===========================================================================
		bra.w	loc_72BB4
; ===========================================================================
		bra.w	loc_72BBE
; ===========================================================================
		bra.w	loc_72BC6
; ===========================================================================
		bra.w	loc_72BD0
; ===========================================================================
		bra.w	loc_72BE6
; ===========================================================================
		bra.w	loc_72BEE
; ===========================================================================
		bra.w	loc_72BF4
; ===========================================================================
		bra.w	loc_72C26
; ===========================================================================
		bra.w	loc_72D30
; ===========================================================================
		bra.w	loc_72D52
; ===========================================================================
		bra.w	loc_72D58
; ===========================================================================
		bra.w	loc_72E06
; ===========================================================================
		bra.w	loc_72E20
; ===========================================================================
		bra.w	loc_72E26
; ===========================================================================
		bra.w	loc_72E2C
; ===========================================================================
		bra.w	loc_72E38
; ===========================================================================
		bra.w	loc_72E52
; ===========================================================================
		bra.w	loc_72E64
; ===========================================================================

loc_72ACC:				; XREF: loc_72A64
		move.b	(a4)+,d1
		tst.b	1(a5)
		bmi.s	locret_72AEA
		move.b	$A(a5),d0
		andi.b	#$37,d0
		or.b	d0,d1
		move.b	d1,$A(a5)
		move.b	#$B4,d0
		bra.w	loc_72716
; ===========================================================================

locret_72AEA:
		rts	
; ===========================================================================

loc_72AEC:				; XREF: loc_72A64
		move.b	(a4)+,$1E(a5)
		rts	
; ===========================================================================

loc_72AF2:				; XREF: loc_72A64
		move.b	(a4)+,7(a6)
		rts	
; ===========================================================================

loc_72AF8:				; XREF: loc_72A64
		moveq	#0,d0
		move.b	$D(a5),d0
		movea.l	(a5,d0.w),a4
		move.l	#0,(a5,d0.w)
		addq.w	#2,a4
		addq.b	#4,d0
		move.b	d0,$D(a5)
		rts	
; ===========================================================================

loc_72B14:				; XREF: loc_72A64
		movea.l	a6,a0
		lea	$3A0(a6),a1
		move.w	#$87,d0

loc_72B1E:
		move.l	(a1)+,(a0)+
		dbf	d0,loc_72B1E

		bset	#2,$40(a6)
		movea.l	a5,a3
		move.b	#$28,d6
		sub.b	$26(a6),d6
		moveq	#5,d7
		lea	$70(a6),a5

loc_72B3A:
		btst	#7,(a5)
		beq.s	loc_72B5C
		bset	#1,(a5)
		add.b	d6,9(a5)
		btst	#2,(a5)
		bne.s	loc_72B5C
		moveq	#0,d0
		move.b	$B(a5),d0
		movea.l	$18(a6),a1
		jsr	sub_72C4E(pc)

loc_72B5C:
		adda.w	#$30,a5
		dbf	d7,loc_72B3A

		moveq	#2,d7

loc_72B66:
		btst	#7,(a5)
		beq.s	loc_72B78
		bset	#1,(a5)
		jsr	sub_729A0(pc)
		add.b	d6,9(a5)

loc_72B78:
		adda.w	#$30,a5
		dbf	d7,loc_72B66
		movea.l	a3,a5
		move.b	#$80,$24(a6)
		move.b	#$28,$26(a6)
		clr.b	$27(a6)
		move.w	#0,($A11100).l
		addq.w	#8,sp
		rts	
; ===========================================================================

loc_72B9E:				; XREF: loc_72A64
		move.b	(a4)+,2(a5)
		rts	
; ===========================================================================

loc_72BA4:				; XREF: loc_72A64
		move.b	(a4)+,d0
		add.b	d0,9(a5)
		bra.w	sub_72CB4
; ===========================================================================

loc_72BAE:				; XREF: loc_72A64
		bset	#4,(a5)
		rts	
; ===========================================================================

loc_72BB4:				; XREF: loc_72A64
		move.b	(a4),$12(a5)
		move.b	(a4)+,$13(a5)
		rts	
; ===========================================================================

loc_72BBE:				; XREF: loc_72A64
		move.b	(a4)+,d0
		add.b	d0,8(a5)
		rts	
; ===========================================================================

loc_72BC6:				; XREF: loc_72A64
		move.b	(a4),2(a6)
		move.b	(a4)+,1(a6)
		rts	
; ===========================================================================

loc_72BD0:				; XREF: loc_72A64
		lea	$40(a6),a0
		move.b	(a4)+,d0
		moveq	#$30,d1
		moveq	#9,d2

loc_72BDA:
		move.b	d0,2(a0)
		adda.w	d1,a0
		dbf	d2,loc_72BDA

		rts	
; ===========================================================================

loc_72BE6:				; XREF: loc_72A64
		move.b	(a4)+,d0
		add.b	d0,9(a5)
		rts	
; ===========================================================================

loc_72BEE:				; XREF: loc_72A64
		clr.b	$2C(a6)
		rts	
; ===========================================================================

loc_72BF4:				; XREF: loc_72A64
		bclr	#7,(a5)
		bclr	#4,(a5)
		jsr	sub_726FE(pc)
		tst.b	$250(a6)
		bmi.s	loc_72C22
		movea.l	a5,a3
		lea	$100(a6),a5
		movea.l	$18(a6),a1
		bclr	#2,(a5)
		bset	#1,(a5)
		move.b	$B(a5),d0
		jsr	sub_72C4E(pc)
		movea.l	a3,a5

loc_72C22:
		addq.w	#8,sp
		rts	
; ===========================================================================

loc_72C26:				; XREF: loc_72A64
		moveq	#0,d0
		move.b	(a4)+,d0
		move.b	d0,$B(a5)
		btst	#2,(a5)
		bne.w	locret_72CAA
		movea.l	$18(a6),a1
		tst.b	$E(a6)
		beq.s	sub_72C4E
		movea.l	$20(a5),a1
		tst.b	$E(a6)
		bmi.s	sub_72C4E
		movea.l	$20(a6),a1

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_72C4E:				; XREF: Snd_FadeOut1; et al
		subq.w	#1,d0
		bmi.s	loc_72C5C
		move.w	#$19,d1

loc_72C56:
		adda.w	d1,a1
		dbf	d0,loc_72C56

loc_72C5C:
		move.b	(a1)+,d1
		move.b	d1,$1F(a5)
		move.b	d1,d4
		move.b	#$B0,d0
		jsr	sub_72722(pc)
		lea	byte_72D18(pc),a2
		moveq	#$13,d3

loc_72C72:
		move.b	(a2)+,d0
		move.b	(a1)+,d1
		jsr	sub_72722(pc)
		dbf	d3,loc_72C72
		moveq	#3,d5
		andi.w	#7,d4
		move.b	byte_72CAC(pc,d4.w),d4
		move.b	9(a5),d3

loc_72C8C:
		move.b	(a2)+,d0
		move.b	(a1)+,d1
		lsr.b	#1,d4
		bcc.s	loc_72C96
		add.b	d3,d1

loc_72C96:
		jsr	sub_72722(pc)
		dbf	d5,loc_72C8C
		move.b	#$B4,d0
		move.b	$A(a5),d1
		jsr	sub_72722(pc)

locret_72CAA:
		rts	
; End of function sub_72C4E

; ===========================================================================
byte_72CAC:	dc.b 8,	8, 8, 8, $A, $E, $E, $F

; ||||||||||||||| S U B	R O U T	I N E |||||||||||||||||||||||||||||||||||||||


sub_72CB4:				; XREF: sub_72504; sub_7267C; loc_72BA4
		btst	#2,(a5)
		bne.s	locret_72D16
		moveq	#0,d0
		move.b	$B(a5),d0
		movea.l	$18(a6),a1
		tst.b	$E(a6)
		beq.s	loc_72CD8
		movea.l	$20(a6),a1
		tst.b	$E(a6)
		bmi.s	loc_72CD8
		movea.l	$20(a6),a1

loc_72CD8:
		subq.w	#1,d0
		bmi.s	loc_72CE6
		move.w	#$19,d1

loc_72CE0:
		adda.w	d1,a1
		dbf	d0,loc_72CE0

loc_72CE6:
		adda.w	#$15,a1
		lea	byte_72D2C(pc),a2
		move.b	$1F(a5),d0
		andi.w	#7,d0
		move.b	byte_72CAC(pc,d0.w),d4
		move.b	9(a5),d3
		bmi.s	locret_72D16
		moveq	#3,d5

loc_72D02:
		move.b	(a2)+,d0
		move.b	(a1)+,d1
		lsr.b	#1,d4
		bcc.s	loc_72D12
		add.b	d3,d1
		bcs.s	loc_72D12
		jsr	sub_72722(pc)

loc_72D12:
		dbf	d5,loc_72D02

locret_72D16:
		rts	
; End of function sub_72CB4

; ===========================================================================
byte_72D18:	dc.b $30, $38, $34, $3C, $50, $58, $54,	$5C, $60, $68
		dc.b $64, $6C, $70, $78, $74, $7C, $80,	$88, $84, $8C
byte_72D2C:	dc.b $40, $48, $44, $4C
; ===========================================================================

loc_72D30:				; XREF: loc_72A64
		bset	#3,(a5)
		move.l	a4,$14(a5)
		move.b	(a4)+,$18(a5)
		move.b	(a4)+,$19(a5)
		move.b	(a4)+,$1A(a5)
		move.b	(a4)+,d0
		lsr.b	#1,d0
		move.b	d0,$1B(a5)
		clr.w	$1C(a5)
		rts	
; ===========================================================================

loc_72D52:				; XREF: loc_72A64
		bset	#3,(a5)
		rts	
; ===========================================================================

loc_72D58:				; XREF: loc_72A64
		bclr	#7,(a5)
		bclr	#4,(a5)
		tst.b	1(a5)
		bmi.s	loc_72D74
		tst.b	8(a6)
		bmi.w	loc_72E02
		jsr	sub_726FE(pc)
		bra.s	loc_72D78
; ===========================================================================

loc_72D74:
		jsr	sub_729A0(pc)

loc_72D78:
		tst.b	$E(a6)
		bpl.w	loc_72E02
		clr.b	0(a6)
		moveq	#0,d0
		move.b	1(a5),d0
		bmi.s	loc_72DCC
		lea	dword_722CC(pc),a0
		movea.l	a5,a3
		cmpi.b	#4,d0
		bne.s	loc_72DA8
		tst.b	$340(a6)
		bpl.s	loc_72DA8
		lea	$340(a6),a5
		movea.l	$20(a6),a1
		bra.s	loc_72DB8
; ===========================================================================

loc_72DA8:
		subq.b	#2,d0
		lsl.b	#2,d0
		movea.l	(a0,d0.w),a5
		tst.b	(a5)
		bpl.s	loc_72DC8
		movea.l	$18(a6),a1

loc_72DB8:
		bclr	#2,(a5)
		bset	#1,(a5)
		move.b	$B(a5),d0
		jsr	sub_72C4E(pc)

loc_72DC8:
		movea.l	a3,a5
		bra.s	loc_72E02
; ===========================================================================

loc_72DCC:
		lea	$370(a6),a0
		tst.b	(a0)
		bpl.s	loc_72DE0
		cmpi.b	#$E0,d0
		beq.s	loc_72DEA
		cmpi.b	#$C0,d0
		beq.s	loc_72DEA

loc_72DE0:
		lea	dword_722CC(pc),a0
		lsr.b	#3,d0
		movea.l	(a0,d0.w),a0

loc_72DEA:
		bclr	#2,(a0)
		bset	#1,(a0)
		cmpi.b	#$E0,1(a0)
		bne.s	loc_72E02
		move.b	$1F(a0),($C00011).l

loc_72E02:
		addq.w	#8,sp
		rts	
; ===========================================================================

loc_72E06:				; XREF: loc_72A64
		move.b	#$E0,1(a5)
		move.b	(a4)+,$1F(a5)
		btst	#2,(a5)
		bne.s	locret_72E1E
		move.b	-1(a4),($C00011).l

locret_72E1E:
		rts	
; ===========================================================================

loc_72E20:				; XREF: loc_72A64
		bclr	#3,(a5)
		rts	
; ===========================================================================

loc_72E26:				; XREF: loc_72A64
		move.b	(a4)+,$B(a5)
		rts	
; ===========================================================================

loc_72E2C:				; XREF: loc_72A64
		move.b	(a4)+,d0
		lsl.w	#8,d0
		move.b	(a4)+,d0
		adda.w	d0,a4
		subq.w	#1,a4
		rts	
; ===========================================================================

loc_72E38:				; XREF: loc_72A64
		moveq	#0,d0
		move.b	(a4)+,d0
		move.b	(a4)+,d1
		tst.b	$24(a5,d0.w)
		bne.s	loc_72E48
		move.b	d1,$24(a5,d0.w)

loc_72E48:
		subq.b	#1,$24(a5,d0.w)
		bne.s	loc_72E2C
		addq.w	#2,a4
		rts	
; ===========================================================================

loc_72E52:				; XREF: loc_72A64
		moveq	#0,d0
		move.b	$D(a5),d0
		subq.b	#4,d0
		move.l	a4,(a5,d0.w)
		move.b	d0,$D(a5)
		bra.s	loc_72E2C
; ===========================================================================

loc_72E64:				; XREF: loc_72A64
		move.b	#$88,d0
		move.b	#$F,d1
		jsr	sub_7272E(pc)
		move.b	#$8C,d0
		move.b	#$F,d1
		bra.w	sub_7272E
; ===========================================================================
Kos_Z80:	binclude	sound\z80_1.bin
		dc.w ((SegaPCM&$FF)<<8)+((SegaPCM&$FF00)>>8)
		dc.b $21
		dc.w (((EndOfRom-SegaPCM)&$FF)<<8)+(((EndOfRom-SegaPCM)&$FF00)>>8)
		binclude	sound\z80_2.bin
		align 2
Music81:	binclude	sound\music81.bin
		align 2
Music82:	binclude	sound\music82.bin
		align 2
Music83:	binclude	sound\music83.bin
		align 2
Music84:	binclude	sound\music84.bin
		align 2
Music85:	binclude	sound\music85.bin
		align 2
Music86:	binclude	sound\music86.bin
		align 2
Music87:	binclude	sound\music87.bin
		align 2
Music88:	binclude	sound\music88.bin
		align 2
Music89:	binclude	sound\music89.bin
		align 2
Music8A:	binclude	sound\music8A.bin
		align 2
Music8B:	binclude	sound\music8B.bin
		align 2
Music8C:	binclude	sound\music8C.bin
		align 2
Music8D:	binclude	sound\music8D.bin
		align 2
Music8E:	binclude	sound\music8E.bin
		align 2
Music8F:	binclude	sound\music8F.bin
		align 2
Music90:	binclude	sound\music90.bin
		align 2
Music91:	binclude	sound\music91.bin
		align 2
Music92:	binclude	sound\music92.bin
		align 2
Music93:	binclude	sound\music93.bin
		align 2
; ---------------------------------------------------------------------------
; Sound	effect pointers
; ---------------------------------------------------------------------------
SoundIndex:	dc.l SoundA0, SoundA1, SoundA2
		dc.l SoundA3, SoundA4, SoundA5
		dc.l SoundA6, SoundA7, SoundA8
		dc.l SoundA9, SoundAA, SoundAB
		dc.l SoundAC, SoundAD, SoundAE
		dc.l SoundAF, SoundB0, SoundB1
		dc.l SoundB2, SoundB3, SoundB4
		dc.l SoundB5, SoundB6, SoundB7
		dc.l SoundB8, SoundB9, SoundBA
		dc.l SoundBB, SoundBC, SoundBD
		dc.l SoundBE, SoundBF, SoundC0
		dc.l SoundC1, SoundC2, SoundC3
		dc.l SoundC4, SoundC5, SoundC6
		dc.l SoundC7, SoundC8, SoundC9
		dc.l SoundCA, SoundCB, SoundCC
		dc.l SoundCD, SoundCE, SoundCF
SoundD0Index:	dc.l SoundD0
SoundA0:	binclude	sound\soundA0.bin
		align 2
SoundA1:	binclude	sound\soundA1.bin
		align 2
SoundA2:	binclude	sound\soundA2.bin
		align 2
SoundA3:	binclude	sound\soundA3.bin
		align 2
SoundA4:	binclude	sound\soundA4.bin
		align 2
SoundA5:	binclude	sound\soundA5.bin
		align 2
SoundA6:	binclude	sound\soundA6.bin
		align 2
SoundA7:	binclude	sound\soundA7.bin
		align 2
SoundA8:	binclude	sound\soundA8.bin
		align 2
SoundA9:	binclude	sound\soundA9.bin
		align 2
SoundAA:	binclude	sound\soundAA.bin
		align 2
SoundAB:	binclude	sound\soundAB.bin
		align 2
SoundAC:	binclude	sound\soundAC.bin
		align 2
SoundAD:	binclude	sound\soundAD.bin
		align 2
SoundAE:	binclude	sound\soundAE.bin
		align 2
SoundAF:	binclude	sound\soundAF.bin
		align 2
SoundB0:	binclude	sound\soundB0.bin
		align 2
SoundB1:	binclude	sound\soundB1.bin
		align 2
SoundB2:	binclude	sound\soundB2.bin
		align 2
SoundB3:	binclude	sound\soundB3.bin
		align 2
SoundB4:	binclude	sound\soundB4.bin
		align 2
SoundB5:	binclude	sound\soundB5.bin
		align 2
SoundB6:	binclude	sound\soundB6.bin
		align 2
SoundB7:	binclude	sound\soundB7.bin
		align 2
SoundB8:	binclude	sound\soundB8.bin
		align 2
SoundB9:	binclude	sound\soundB9.bin
		align 2
SoundBA:	binclude	sound\soundBA.bin
		align 2
SoundBB:	binclude	sound\soundBB.bin
		align 2
SoundBC:	binclude	sound\soundBC.bin
		align 2
SoundBD:	binclude	sound\soundBD.bin
		align 2
SoundBE:	binclude	sound\soundBE.bin
		align 2
SoundBF:	binclude	sound\soundBF.bin
		align 2
SoundC0:	binclude	sound\soundC0.bin
		align 2
SoundC1:	binclude	sound\soundC1.bin
		align 2
SoundC2:	binclude	sound\soundC2.bin
		align 2
SoundC3:	binclude	sound\soundC3.bin
		align 2
SoundC4:	binclude	sound\soundC4.bin
		align 2
SoundC5:	binclude	sound\soundC5.bin
		align 2
SoundC6:	binclude	sound\soundC6.bin
		align 2
SoundC7:	binclude	sound\soundC7.bin
		align 2
SoundC8:	binclude	sound\soundC8.bin
		align 2
SoundC9:	binclude	sound\soundC9.bin
		align 2
SoundCA:	binclude	sound\soundCA.bin
		align 2
SoundCB:	binclude	sound\soundCB.bin
		align 2
SoundCC:	binclude	sound\soundCC.bin
		align 2
SoundCD:	binclude	sound\soundCD.bin
		align 2
SoundCE:	binclude	sound\soundCE.bin
		align 2
SoundCF:	binclude	sound\soundCF.bin
		align 2
SoundD0:	binclude	sound\soundD0.bin
		align 2
SegaPCM:	binclude	sound\segapcm.bin
		align 2

and replace it completely with:

		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
		zPtrSpec   $1300
		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
		zPtrSpec	Z80DefaultBankSwitch
		dc.b	$CD
		zPtrSpec	Z80BankSwitch0
		dc.b	$18,$03
Z80DefaultBankSwitch:
		dc.b	$CD
		zPtrSpec   Z80BankSwitch
		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
		zPtrSpec   Z80BankSwitch
		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
		zPtrSpec   Z80BankSwitch
		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
		zPtrSpec   Z80BankSwitch		
		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
		zPtrSpec   Z80BankSwitch
		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
		zPtrSpec   Z80BankSwitch
		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
		zPtrSpec   Z80BankSwitch		
		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
		zPtrSpec   Z80BankSwitch		
		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
		zPtrSpec   Z80BankSwitch	
		dc.b	$00,$00,$00,$00,$00,$00,$00,$00,$00
		dc.b	$21
		z68kPtr   SegaSnd
		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:
		zPtrSpec	MusicPointers
		zPtrSpec	UniversalVoiceBank
		zPtrSpec	MusicPointers
		zPtrSpec	SndPointers
		zPtrSpec	PSGNoisePointers
		zPtrSpec	PSGTonePointers
		dc.w	$3300

;credit goes to Varion Icaria for finding this index
PSGNoisePointers:
		zPtrSpec	PSGN_0
		zPtrSpec	PSGN_1
		zPtrSpec	PSGN_2
		zPtrSpec	PSGN_3
		zPtrSpec	PSGN_4
		zPtrSpec	PSGN_5
		zPtrSpec	PSGN_6
		zPtrSpec	PSGN_7

PSGN_1: incbin sound/PSGN1.bin
PSGN_0: incbin sound/PSGN0.bin
PSGN_2: incbin sound/PSGN2.bin
PSGN_3: incbin sound/PSGN3.bin
PSGN_4: incbin sound/PSGN4.bin
PSGN_5: incbin sound/PSGN5.bin
PSGN_6: incbin sound/PSGN6.bin
PSGN_7: incbin sound/PSGN7.bin

;credit goes to Varion Icaria for finding this index
PSGTonePointers:
		zPtrSpec	PSGT_00
		zPtrSpec	PSGT_01
		zPtrSpec	PSGT_02
		zPtrSpec	PSGT_03
		zPtrSpec	PSGT_04
		zPtrSpec	PSGT_05
		zPtrSpec	PSGT_06
		zPtrSpec	PSGT_07
		zPtrSpec	PSGT_08
		zPtrSpec	PSGT_09
		zPtrSpec	PSGT_0A
		zPtrSpec	PSGT_0B
		zPtrSpec	PSGT_0C
		zPtrSpec	PSGT_0D
		zPtrSpec	PSGT_0E
		zPtrSpec	PSGT_0F
		zPtrSpec	PSGT_10
		zPtrSpec	PSGT_11
		zPtrSpec	PSGT_12
		zPtrSpec	PSGT_13
		zPtrSpec	PSGT_14
		zPtrSpec	PSGT_15
		zPtrSpec	PSGT_16
		zPtrSpec	PSGT_17
		zPtrSpec	PSGT_18
		zPtrSpec	PSGT_19
		zPtrSpec	PSGT_1A
		zPtrSpec	PSGT_1B
		zPtrSpec	PSGT_1C
		zPtrSpec	PSGT_1D
		zPtrSpec	PSGT_1E
		zPtrSpec	PSGT_1F
		zPtrSpec	PSGT_20
		zPtrSpec	PSGT_21
		zPtrSpec	PSGT_22
		zPtrSpec	PSGT_23
		zPtrSpec	PSGT_24
		zPtrSpec	PSGT_25
		zPtrSpec	PSGT_26

PSGT_00: incbin sound/PSGT00.bin
PSGT_01: incbin sound/PSGT01.bin
PSGT_02: incbin sound/PSGT02.bin
PSGT_03: incbin sound/PSGT03.bin
PSGT_04: incbin sound/PSGT04.bin
PSGT_05: incbin sound/PSGT05.bin
PSGT_06: incbin sound/PSGT06.bin
PSGT_07: incbin sound/PSGT07.bin
PSGT_08: incbin sound/PSGT08.bin
PSGT_09: incbin sound/PSGT09.bin
PSGT_0A: incbin sound/PSGT0A.bin
PSGT_0B: incbin sound/PSGT0B.bin
PSGT_0C: incbin sound/PSGT0C.bin
PSGT_0D: incbin sound/PSGT0D.bin
PSGT_0E: incbin sound/PSGT0E.bin
PSGT_0F: incbin sound/PSGT0F.bin
PSGT_10: incbin sound/PSGT10.bin
PSGT_11: incbin sound/PSGT11.bin
PSGT_12: incbin sound/PSGT12.bin
PSGT_13: incbin sound/PSGT13.bin
PSGT_14: incbin sound/PSGT14.bin
PSGT_15: incbin sound/PSGT15.bin
PSGT_16: incbin sound/PSGT16.bin
PSGT_17: incbin sound/PSGT17.bin
PSGT_18: incbin sound/PSGT18.bin
PSGT_19: incbin sound/PSGT19.bin
PSGT_1A: incbin sound/PSGT1A.bin
PSGT_1B: incbin sound/PSGT1B.bin
PSGT_1C: incbin sound/PSGT1C.bin
PSGT_1D: incbin sound/PSGT1D.bin
PSGT_1E: incbin sound/PSGT1E.bin
PSGT_1F: incbin sound/PSGT1F.bin
PSGT_20: incbin sound/PSGT20.bin
PSGT_21: incbin sound/PSGT21.bin
PSGT_22: incbin sound/PSGT22.bin
PSGT_23: incbin sound/PSGT23.bin
PSGT_24: incbin sound/PSGT24.bin
PSGT_25: incbin sound/PSGT25.bin
PSGT_26: incbin sound/PSGT26.bin

MusicPointers:	
		z68kPtr	Angel_Island_1_Snd
		z68kPtr	Angel_Island_2_Snd
		z68kPtr	Hydrocity_1_Snd
		z68kPtr	Hydrocity_2_Snd
		z68kPtr	Marble_Garden_1_Snd
		z68kPtr	Marble_Garden_2_Snd
		z68kPtr	Carnival_Night_1_Snd
		z68kPtr	Carnival_Night_2_Snd
		z68kPtr	Flying_Battery_1_Snd
		z68kPtr	Flying_Battery_2_Snd
		z68kPtr	Icecap_1_Snd
		z68kPtr	Icecap_2_Snd
		z68kPtr	Launch_Base_1_Snd
		z68kPtr	Launch_Base_2_Snd
		z68kPtr	Mushroom_Hill_1_Snd
		z68kPtr	Mushroom_Hill_2_Snd
		z68kPtr	Sandopolis_1_Snd
		z68kPtr	Sandopolis_2_Snd
		z68kPtr	Lava_Reef_1_Snd
		z68kPtr	Lava_Reef_2_Snd
		z68kPtr	Sky_Sanctuary_Snd
		z68kPtr	Death_Egg_1_Snd
		z68kPtr	Death_Egg_2_Snd
		z68kPtr	Mini_Boss_SK_Snd
		z68kPtr	Boss_Snd
		z68kPtr	The_Doomsday_Snd
		z68kPtr	Glowing_Spheres_Bonus_Stage_snd
		z68kPtr	Special_Stage_Snd
		z68kPtr	Slot_Machine_Bonus_Stage_snd
		z68kPtr	Gum_Ball_Machine_Bonus_Stage_snd
		z68kPtr	Knuckles_Theme_Snd
		z68kPtr	Azure_Lake_Snd
		z68kPtr	Balloon_Park_Snd
		z68kPtr	Desert_Palace_Snd
		z68kPtr	Chrome_Gadget_Snd
		z68kPtr	Endless_Mine_Snd
		z68kPtr	Title_Screen_Snd
		z68kPtr	Credits_Snd
		z68kPtr	Time_Game_Over_Snd
		z68kPtr	Continue_Sound
		z68kPtr	Level_Results_Snd
		z68kPtr	Extra_Life_Snd
		z68kPtr	Emerald_Snd
		z68kPtr	Invincibility_Snd
		z68kPtr	Competition_Menu_Snd
		z68kPtr	Mini_Boss_Snd
		z68kPtr	Menu_Snd
		z68kPtr	Final_Boss_Snd
		z68kPtr	Underwater_Timming_Snd
		z68kPtr	Presented_by_SEGA_Snd

SndPointers:
		z68kPtr	Sfx_34_Snd
		z68kPtr	Sfx_35_Snd
		z68kPtr	Sfx_36_Snd
		z68kPtr	Sfx_37_Snd
		z68kPtr	Sfx_38_Snd
		z68kPtr	Sfx_39_Snd
		z68kPtr	Sfx_3A_Snd
		z68kPtr	Sfx_3B_Snd
		z68kPtr	Sfx_3C_Snd
		z68kPtr	Sfx_3D_Snd
		z68kPtr	Sfx_3E_Snd
		z68kPtr	Sfx_3F_Snd
		z68kPtr	Sfx_40_Snd
		z68kPtr	Sfx_41_Snd
		z68kPtr	Sfx_42_Snd
		z68kPtr	Sfx_43_Snd
		z68kPtr	Sfx_44_Snd
		z68kPtr	Sfx_45_Snd
		z68kPtr	Sfx_46_Snd
		z68kPtr	Sfx_47_Snd
		z68kPtr	Sfx_48_Snd
		z68kPtr	Sfx_49_Snd
		z68kPtr	Sfx_4A_Snd
		z68kPtr	Sfx_4B_Snd
		z68kPtr	Sfx_4C_Snd
		z68kPtr	Sfx_4D_Snd
		z68kPtr	Sfx_4E_Snd
		z68kPtr	Sfx_4F_Snd
		z68kPtr	Sfx_50_Snd
		z68kPtr	Sfx_51_Snd
		z68kPtr	Sfx_52_Snd
		z68kPtr	Sfx_53_Snd
		z68kPtr	Sfx_54_Snd
		z68kPtr	Sfx_55_Snd
		z68kPtr	Sfx_56_Snd
		z68kPtr	Sfx_57_Snd
		z68kPtr	Sfx_58_Snd
		z68kPtr	Sfx_59_Snd
		z68kPtr	Sfx_5A_Snd
		z68kPtr	Sfx_5B_Snd
		z68kPtr	Sfx_5C_Snd
		z68kPtr	Sfx_5D_Snd
		z68kPtr	Sfx_5E_Snd
		z68kPtr	Sfx_5F_Snd
		z68kPtr	Sfx_60_Snd
		z68kPtr	Sfx_61_Snd
		z68kPtr	Sfx_62_Snd
		z68kPtr	Sfx_63_Snd
		z68kPtr	Sfx_64_Snd
		z68kPtr	Sfx_65_Snd
		z68kPtr	Sfx_66_Snd
		z68kPtr	Sfx_67_Snd
		z68kPtr	Sfx_68_Snd
		z68kPtr	Sfx_69_Snd
		z68kPtr	Sfx_6A_Snd
		z68kPtr	Sfx_6B_Snd
		z68kPtr	Sfx_6C_Snd
		z68kPtr	Sfx_6D_Snd
		z68kPtr	Sfx_6E_Snd
		z68kPtr	Sfx_6F_Snd
		z68kPtr	Sfx_70_Snd
		z68kPtr	Sfx_71_Snd
		z68kPtr	Sfx_72_Snd
		z68kPtr	Sfx_73_Snd
		z68kPtr	Sfx_74_Snd
		z68kPtr	Sfx_75_Snd
		z68kPtr	Sfx_76_Snd
		z68kPtr	Sfx_77_Snd
		z68kPtr	Sfx_78_Snd
		z68kPtr	Sfx_79_Snd
		z68kPtr	Sfx_7A_Snd
		z68kPtr	Sfx_7B_Snd
		z68kPtr	Sfx_7C_Snd
		z68kPtr	Sfx_7D_Snd
		z68kPtr	Sfx_7E_Snd
		z68kPtr	Sfx_7F_Snd
		z68kPtr	Sfx_80_Snd
		z68kPtr	Sfx_81_Snd
		z68kPtr	Sfx_82_Snd
		z68kPtr	Sfx_83_Snd
		z68kPtr	Sfx_84_Snd
		z68kPtr	Sfx_85_Snd
		z68kPtr	Sfx_86_Snd
		z68kPtr	Sfx_87_Snd
		z68kPtr	Sfx_88_Snd
		z68kPtr	Sfx_89_Snd
		z68kPtr	Sfx_8A_Snd
		z68kPtr	Sfx_8B_Snd
		z68kPtr	Sfx_8C_Snd
		z68kPtr	Sfx_8D_Snd
		z68kPtr	Sfx_8E_Snd
		z68kPtr	Sfx_8F_Snd
		z68kPtr	Sfx_90_Snd
		z68kPtr	Sfx_91_Snd
		z68kPtr	Sfx_92_Snd
		z68kPtr	Sfx_93_Snd
		z68kPtr	Sfx_94_Snd
		z68kPtr	Sfx_95_Snd
		z68kPtr	Sfx_96_Snd
		z68kPtr	Sfx_97_Snd
		z68kPtr	Sfx_98_Snd
		z68kPtr	Sfx_99_Snd
		z68kPtr	Sfx_9A_Snd
		z68kPtr	Sfx_9B_Snd
		z68kPtr	Sfx_9C_Snd
		z68kPtr	Sfx_9D_Snd
		z68kPtr	Sfx_9E_Snd
		z68kPtr	Sfx_9F_Snd
		z68kPtr	Sfx_A0_Snd
		z68kPtr	Sfx_A1_Snd
		z68kPtr	Sfx_A2_Snd
		z68kPtr	Sfx_A3_Snd
		z68kPtr	Sfx_A4_Snd
		z68kPtr	Sfx_A5_Snd
		z68kPtr	Sfx_A6_Snd
		z68kPtr	Sfx_A7_Snd
		z68kPtr	Sfx_A8_Snd
		z68kPtr	Sfx_A9_Snd
		z68kPtr	Sfx_AA_Snd
		z68kPtr	Sfx_AB_Snd
		z68kPtr	Sfx_AC_Snd
		z68kPtr	Sfx_AD_Snd
		z68kPtr	Sfx_AE_Snd
		z68kPtr	Sfx_AF_Snd
		z68kPtr	Sfx_B0_Snd
		z68kPtr	Sfx_B1_Snd
		z68kPtr	Sfx_B2_Snd
		z68kPtr	Sfx_B3_Snd
		z68kPtr	Sfx_B4_Snd
		z68kPtr	Sfx_B5_Snd
		z68kPtr	Sfx_B6_Snd
		z68kPtr	Sfx_B7_Snd
		z68kPtr	Sfx_B8_Snd
		z68kPtr	Sfx_B9_Snd
		z68kPtr	Sfx_BA_Snd
		z68kPtr	Sfx_BB_Snd
		z68kPtr	Sfx_BC_Snd
		z68kPtr	Sfx_BD_Snd
		z68kPtr	Sfx_BE_Snd
		z68kPtr	Sfx_BF_Snd
		z68kPtr	Sfx_C0_Snd
		z68kPtr	Sfx_C1_Snd
		z68kPtr	Sfx_C2_Snd
		z68kPtr	Sfx_C3_Snd
		z68kPtr	Sfx_C4_Snd
		z68kPtr	Sfx_C5_Snd
		z68kPtr	Sfx_C6_Snd
		z68kPtr	Sfx_C7_Snd
		z68kPtr	Sfx_C8_Snd
		z68kPtr	Sfx_C9_Snd
		z68kPtr	Sfx_CA_Snd
		z68kPtr	Sfx_CB_Snd
		z68kPtr	Sfx_CC_Snd
		z68kPtr	Sfx_CD_Snd
		z68kPtr	Sfx_CE_Snd
		z68kPtr	Sfx_CF_Snd
		z68kPtr	Sfx_D0_Snd
		z68kPtr	Sfx_D1_Snd
		z68kPtr	Sfx_D2_Snd
		z68kPtr	Sfx_D3_Snd
		z68kPtr	Sfx_D4_Snd
		z68kPtr	Sfx_D5_Snd
		z68kPtr	Sfx_D6_Snd
		z68kPtr	Sfx_D7_Snd
		z68kPtr	Sfx_D8_Snd
		z68kPtr	Sfx_D9_Snd
		z68kPtr	Sfx_DA_Snd
		z68kPtr	Sfx_DB_Snd
		z68kPtr	Sfx_DC_Snd
		z68kPtr	Sfx_DC_Snd
		z68kPtr	Sfx_DC_Snd
		z68kPtr	Sfx_DC_Snd
		z68kPtr	Sfx_DC_Snd
DriverPointersEnd:

UniversalVoiceBank:
		incbin	"sound/uvb.bin"
UniversalVoiceBankEnd:
		align	$8000

DacBank0:
		incbin	"sound/dac_0.bin"

		align	$8000
DacBank1:
		incbin	"sound/dac_1.bin"
		align	$8000

DacBank2:
		incbin	"sound/dac_2.bin"
		align	$8000

Bank0:
		incbin	"sound/filler.bin"
Mini_Boss_Snd:
		incbin	"sound/miniboss.snd"
Final_Boss_Snd:
		incbin	"sound/f_boss.snd"
		align	$8000

Bank1:
Angel_Island_1_Snd:
		incbin	"sound/aiz1.snd"
Angel_Island_2_Snd:
		incbin	"sound/aiz2.snd"
Hydrocity_1_Snd:
		incbin	"sound/hcz1.snd"
Hydrocity_2_Snd:
		incbin	"sound/hcz2.snd"
Marble_Garden_1_Snd:
		incbin	"sound/mgz1.snd"
Marble_Garden_2_Snd:
		incbin	"sound/mgz2.snd"
Carnival_Night_2_Snd:
		incbin	"sound/cnz2.snd"
Carnival_Night_1_Snd:
		incbin	"sound/cnz1.snd"
Flying_Battery_1_Snd:
		incbin	"sound/fbz1.snd"
Flying_Battery_2_Snd:
		incbin	"sound/fbz2.snd"
The_Doomsday_Snd:
		incbin	"sound/tdz.snd"
		align	$8000

Bank2:
Icecap_2_Snd:
		incbin	"sound/iz2.snd"
Icecap_1_Snd:
		incbin	"sound/iz1.snd"
Launch_Base_2_Snd:
		incbin	"sound/lbz2.snd"
Launch_Base_1_Snd:
		incbin	"sound/lbz1.snd"
Mushroom_Hill_1_Snd:
		incbin	"sound/mhz1.snd"
Mushroom_Hill_2_Snd:
		incbin	"sound/mhz2.snd"
Sandopolis_1_Snd:
		incbin	"sound/sz1.snd"
Sandopolis_2_Snd:
		incbin	"sound/sz2.snd"
Lava_Reef_1_Snd:
		incbin	"sound/lrz1.snd"
Lava_Reef_2_Snd:
		incbin	"sound/lrz2.snd"
Sky_Sanctuary_Snd:
		incbin	"sound/scz.snd"
Death_Egg_1_Snd:
		incbin	"sound/dez1.snd"
Death_Egg_2_Snd:
		incbin	"sound/dez2.snd"
Mini_Boss_SK_Snd:
		incbin	"sound/mb_sk.snd"
Boss_Snd:
		incbin	"sound/boss.snd"
Glowing_Spheres_Bonus_Stage_snd:
		incbin	"sound/gs_bs.snd"
Special_Stage_Snd:
		incbin	"sound/ss.snd"
Level_Results_Snd:
		incbin	"sound/lr.snd"
Menu_Snd:		
		incbin	"sound/menu.snd"
		align	$8000

Bank3:
Slot_Machine_Bonus_Stage_snd:
		incbin	"sound/sm_bs.snd"
Gum_Ball_Machine_Bonus_Stage_snd:
		incbin	"sound/gbm_bs.snd"
Knuckles_Theme_Snd:
		incbin	"sound/kte.snd"
Azure_Lake_Snd:
		incbin	"sound/alz.snd"
Balloon_Park_Snd:
		incbin	"sound/bpz.snd"
Desert_Palace_Snd:
		incbin	"sound/dpz.snd"
Chrome_Gadget_Snd:
		incbin	"sound/cgz.snd"
Endless_Mine_Snd:
		incbin	"sound/emz.snd"
Title_Screen_Snd:
		incbin	"sound/ts.snd"
Credits_Snd:		
		incbin	"sound/credits.snd"
Time_Game_Over_Snd:
		incbin	"sound/tgovr.snd"
Continue_Snd:
		incbin	"sound/continue.snd"
Extra_Life_Snd:
		incbin	"sound/1up.snd"
Emerald_Snd:
		incbin	"sound/emerald.snd"
Invincibility_Snd:
		incbin	"sound/invcblty.snd"
Competition_Menu_Snd:
		incbin	"sound/2p_menu.snd"	
Underwater_Timming_Snd:
		incbin	"sound/panic.snd"
Presented_by_SEGA_Snd:
		incbin	"sound/p_sega.snd"
		align	$8000

SndBank:
SegaPCMBank:
SegaSnd:
		incbin	"sound/sega.snd"
Sfx_34_Snd:
		incbin	"sound/sfx_34.snd"
Sfx_35_Snd:
		incbin	"sound/sfx_35.snd"
Sfx_36_Snd:
		incbin	"sound/sfx_36.snd"
Sfx_37_Snd:
		incbin	"sound/sfx_37.snd"
Sfx_38_Snd:
		incbin	"sound/sfx_38.snd"
Sfx_39_Snd:
		incbin	"sound/sfx_39.snd"
Sfx_3A_Snd:
		incbin	"sound/sfx_3A.snd"
Sfx_3B_Snd:
		incbin	"sound/sfx_3B.snd"
Sfx_3C_Snd:
		incbin	"sound/sfx_3C.snd"
Sfx_3D_Snd:
		incbin	"sound/sfx_3D.snd"
Sfx_3E_Snd:
		incbin	"sound/sfx_3E.snd"
Sfx_3F_Snd:
		incbin	"sound/sfx_3F.snd"
Sfx_40_Snd:
		incbin	"sound/sfx_40.snd"
Sfx_41_Snd:
		incbin	"sound/sfx_41.snd"
Sfx_42_Snd:
		incbin	"sound/sfx_42.snd"
Sfx_43_Snd:
		incbin	"sound/sfx_43.snd"
Sfx_44_Snd:
		incbin	"sound/sfx_44.snd"
Sfx_45_Snd:
		incbin	"sound/sfx_45.snd"
Sfx_46_Snd:
		incbin	"sound/sfx_46.snd"
Sfx_47_Snd:
		incbin	"sound/sfx_47.snd"
Sfx_48_Snd:
		incbin	"sound/sfx_48.snd"
Sfx_49_Snd:
		incbin	"sound/sfx_49.snd"
Sfx_4A_Snd:
		incbin	"sound/sfx_4A.snd"
Sfx_4B_Snd:
		incbin	"sound/sfx_4B.snd"
Sfx_4C_Snd:
		incbin	"sound/sfx_4C.snd"
Sfx_4D_Snd:
		incbin	"sound/sfx_4D.snd"
Sfx_4E_Snd:
		incbin	"sound/sfx_4E.snd"
Sfx_4F_Snd:
		incbin	"sound/sfx_4F.snd"
Sfx_50_Snd:
		incbin	"sound/sfx_50.snd"
Sfx_51_Snd:
		incbin	"sound/sfx_51.snd"
Sfx_52_Snd:
		incbin	"sound/sfx_52.snd"
Sfx_53_Snd:
		incbin	"sound/sfx_53.snd"
Sfx_54_Snd:
		incbin	"sound/sfx_54.snd"
Sfx_55_Snd:
		incbin	"sound/sfx_55.snd"
Sfx_56_Snd:
		incbin	"sound/sfx_56.snd"
Sfx_57_Snd:
		incbin	"sound/sfx_57.snd"
Sfx_58_Snd:
		incbin	"sound/sfx_58.snd"
Sfx_59_Snd:
		incbin	"sound/sfx_59.snd"
Sfx_5A_Snd:
		incbin	"sound/sfx_5A.snd"
Sfx_5B_Snd:
		incbin	"sound/sfx_5B.snd"
Sfx_5C_Snd:
		incbin	"sound/sfx_5C.snd"
Sfx_5D_Snd:
		incbin	"sound/sfx_5D.snd"
Sfx_5E_Snd:
		incbin	"sound/sfx_5E.snd"
Sfx_5F_Snd:
		incbin	"sound/sfx_5F.snd"
Sfx_60_Snd:
		incbin	"sound/sfx_60.snd"
Sfx_61_Snd:
		incbin	"sound/sfx_61.snd"
Sfx_62_Snd:
		incbin	"sound/sfx_62.snd"
Sfx_63_Snd:
		incbin	"sound/sfx_63.snd"
Sfx_64_Snd:
		incbin	"sound/sfx_64.snd"
Sfx_65_Snd:
		incbin	"sound/sfx_65.snd"
Sfx_66_Snd:
		incbin	"sound/sfx_66.snd"
Sfx_67_Snd:
		incbin	"sound/sfx_67.snd"
Sfx_68_Snd:
		incbin	"sound/sfx_68.snd"
Sfx_69_Snd:
		incbin	"sound/sfx_69.snd"
Sfx_6A_Snd:
		incbin	"sound/sfx_6A.snd"
Sfx_6B_Snd:
		incbin	"sound/sfx_6B.snd"
Sfx_6C_Snd:
		incbin	"sound/sfx_6C.snd"
Sfx_6D_Snd:
		incbin	"sound/sfx_6D.snd"
Sfx_6E_Snd:
		incbin	"sound/sfx_6E.snd"
Sfx_6F_Snd:
		incbin	"sound/sfx_6F.snd"
Sfx_70_Snd:
		incbin	"sound/sfx_70.snd"
Sfx_71_Snd:
		incbin	"sound/sfx_71.snd"
Sfx_72_Snd:
		incbin	"sound/sfx_72.snd"
Sfx_73_Snd:
		incbin	"sound/sfx_73.snd"
Sfx_74_Snd:
		incbin	"sound/sfx_74.snd"
Sfx_75_Snd:
		incbin	"sound/sfx_75.snd"
Sfx_76_Snd:
		incbin	"sound/sfx_76.snd"
Sfx_77_Snd:
		incbin	"sound/sfx_77.snd"
Sfx_78_Snd:
		incbin	"sound/sfx_78.snd"
Sfx_79_Snd:
		incbin	"sound/sfx_79.snd"
Sfx_7A_Snd:
		incbin	"sound/sfx_7A.snd"
Sfx_7B_Snd:
		incbin	"sound/sfx_7B.snd"
Sfx_7C_Snd:
		incbin	"sound/sfx_7C.snd"
Sfx_7D_Snd:
		incbin	"sound/sfx_7D.snd"
Sfx_7E_Snd:
		incbin	"sound/sfx_7E.snd"
Sfx_7F_Snd:
		incbin	"sound/sfx_7F.snd"
Sfx_80_Snd:
		incbin	"sound/sfx_80.snd"
Sfx_81_Snd:
		incbin	"sound/sfx_81.snd"
Sfx_82_Snd:
		incbin	"sound/sfx_82.snd"
Sfx_83_Snd:
		incbin	"sound/sfx_83.snd"
Sfx_84_Snd:
		incbin	"sound/sfx_84.snd"
Sfx_85_Snd:
		incbin	"sound/sfx_85.snd"
Sfx_86_Snd:
		incbin	"sound/sfx_86.snd"
Sfx_87_Snd:
		incbin	"sound/sfx_87.snd"
Sfx_88_Snd:
		incbin	"sound/sfx_88.snd"
Sfx_89_Snd:
		incbin	"sound/sfx_89.snd"
Sfx_8A_Snd:
		incbin	"sound/sfx_8A.snd"
Sfx_8B_Snd:
		incbin	"sound/sfx_8B.snd"
Sfx_8C_Snd:
		incbin	"sound/sfx_8C.snd"
Sfx_8D_Snd:
		incbin	"sound/sfx_8D.snd"
Sfx_8E_Snd:
		incbin	"sound/sfx_8E.snd"
Sfx_8F_Snd:
		incbin	"sound/sfx_8F.snd"
Sfx_90_Snd:
		incbin	"sound/sfx_90.snd"
Sfx_91_Snd:
		incbin	"sound/sfx_91.snd"
Sfx_92_Snd:
		incbin	"sound/sfx_92.snd"
Sfx_93_Snd:
		incbin	"sound/sfx_93.snd"
Sfx_94_Snd:
		incbin	"sound/sfx_94.snd"
Sfx_95_Snd:
		incbin	"sound/sfx_95.snd"
Sfx_96_Snd:
		incbin	"sound/sfx_96.snd"
Sfx_97_Snd:
		incbin	"sound/sfx_97.snd"
Sfx_98_Snd:
		incbin	"sound/sfx_98.snd"
Sfx_99_Snd:
		incbin	"sound/sfx_99.snd"
Sfx_9A_Snd:
		incbin	"sound/sfx_9A.snd"
Sfx_9B_Snd:
		incbin	"sound/sfx_9B.snd"
Sfx_9C_Snd:
		incbin	"sound/sfx_9C.snd"
Sfx_9D_Snd:
		incbin	"sound/sfx_9D.snd"
Sfx_9E_Snd:
		incbin	"sound/sfx_9E.snd"
Sfx_9F_Snd:
		incbin	"sound/sfx_9F.snd"
Sfx_A0_Snd:
		incbin	"sound/sfx_A0.snd"
Sfx_A1_Snd:
		incbin	"sound/sfx_A1.snd"
Sfx_A2_Snd:
		incbin	"sound/sfx_A2.snd"
Sfx_A3_Snd:
		incbin	"sound/sfx_A3.snd"
Sfx_A4_Snd:
		incbin	"sound/sfx_A4.snd"
Sfx_A5_Snd:
		incbin	"sound/sfx_A5.snd"
Sfx_A6_Snd:
		incbin	"sound/sfx_A6.snd"
Sfx_A7_Snd:
		incbin	"sound/sfx_A7.snd"
Sfx_A8_Snd:
		incbin	"sound/sfx_A8.snd"
Sfx_A9_Snd:
		incbin	"sound/sfx_A9.snd"
Sfx_AA_Snd:
		incbin	"sound/sfx_AA.snd"
Sfx_AB_Snd:
		incbin	"sound/sfx_AB.snd"
Sfx_AC_Snd:
		incbin	"sound/sfx_AC.snd"
Sfx_AD_Snd:
		incbin	"sound/sfx_AD.snd"
Sfx_AE_Snd:
		incbin	"sound/sfx_AE.snd"
Sfx_AF_Snd:
		incbin	"sound/sfx_AF.snd"
Sfx_B0_Snd:
		incbin	"sound/sfx_B0.snd"
Sfx_B1_Snd:
		incbin	"sound/sfx_B1.snd"
Sfx_B2_Snd:
		incbin	"sound/sfx_B2.snd"
Sfx_B3_Snd:
		incbin	"sound/sfx_B3.snd"
Sfx_B4_Snd:
		incbin	"sound/sfx_B4.snd"
Sfx_B5_Snd:
		incbin	"sound/sfx_B5.snd"
Sfx_B6_Snd:
		incbin	"sound/sfx_B6.snd"
Sfx_B7_Snd:
		incbin	"sound/sfx_B7.snd"
Sfx_B8_Snd:
		incbin	"sound/sfx_B8.snd"
Sfx_B9_Snd:
		incbin	"sound/sfx_B9.snd"
Sfx_BA_Snd:
		incbin	"sound/sfx_BA.snd"
Sfx_BB_Snd:
		incbin	"sound/sfx_BB.snd"
Sfx_BC_Snd:
		incbin	"sound/sfx_BC.snd"
Sfx_BD_Snd:
		incbin	"sound/sfx_BD.snd"
Sfx_BE_Snd:
		incbin	"sound/sfx_BE.snd"
Sfx_BF_Snd:
		incbin	"sound/sfx_BF.snd"
Sfx_C0_Snd:
		incbin	"sound/sfx_C0.snd"
Sfx_C1_Snd:
		incbin	"sound/sfx_C1.snd"
Sfx_C2_Snd:
		incbin	"sound/sfx_C2.snd"
Sfx_C3_Snd:
		incbin	"sound/sfx_C3.snd"
Sfx_C4_Snd:
		incbin	"sound/sfx_C4.snd"
Sfx_C5_Snd:
		incbin	"sound/sfx_C5.snd"
Sfx_C6_Snd:
		incbin	"sound/sfx_C6.snd"
Sfx_C7_Snd:
		incbin	"sound/sfx_C7.snd"
Sfx_C8_Snd:
		incbin	"sound/sfx_C8.snd"
Sfx_C9_Snd:
		incbin	"sound/sfx_C9.snd"
Sfx_CA_Snd:
		incbin	"sound/sfx_CA.snd"
Sfx_CB_Snd:
		incbin	"sound/sfx_CB.snd"
Sfx_CC_Snd:
		incbin	"sound/sfx_CC.snd"
Sfx_CD_Snd:
		incbin	"sound/sfx_CD.snd"
Sfx_CE_Snd:
		incbin	"sound/sfx_CE.snd"
Sfx_CF_Snd:
		incbin	"sound/sfx_CF.snd"
Sfx_D0_Snd:
		incbin	"sound/sfx_D0.snd"
Sfx_D1_Snd:
		incbin	"sound/sfx_D1.snd"
Sfx_D2_Snd:
		incbin	"sound/sfx_D2.snd"
Sfx_D3_Snd:
		incbin	"sound/sfx_D3.snd"
Sfx_D4_Snd:
		incbin	"sound/sfx_D4.snd"
Sfx_D5_Snd:
		incbin	"sound/sfx_D5.snd"
Sfx_D6_Snd:
		incbin	"sound/sfx_D6.snd"
Sfx_D7_Snd:
		incbin	"sound/sfx_D7.snd"
Sfx_D8_Snd:
		incbin	"sound/sfx_D8.snd"
Sfx_D9_Snd:
		incbin	"sound/sfx_D9.snd"
Sfx_DA_Snd:
		incbin	"sound/sfx_DA.snd"
Sfx_DB_Snd:
		incbin	"sound/sfx_DB.snd"
Sfx_DC_Snd:
		incbin	"sound/sfx_DC.snd"

Driver data files

Then unpack this into the sound folder, and 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)

Enabling Sonic 2 / 3 Level Music Memory

Doing this is optional as it has little to do with the driver itself, but is a very useful and quick hack that makes life a lot easier for the more painful phase of using a massively different sound system than before, fixing the freaken sound. Sonic 1 uses a second index for restoring music as opposed to actually memorizing it like later sonic games do.

First we will locate:

Level_PlayBgm:
		lea	(MusicList).l,a1 ; load	music playlist
		move.b	(a1,d0.w),d0	; add d0 to a1
		bsr.w	PlaySound	; play music
		move.b	#$34,($FFFFD080).w ; load title	card object

and insert a new line to make it read:

Level_PlayBgm:
		lea	(MusicList).l,a1 ; load	music playlist
		move.b	(a1,d0.w),d0	; add d0 to a1
		move.w	d0,($FFFFFF90).w	; store level music
		bsr.w	PlaySound	; play music
		move.b	#$34,($FFFFD080).w ; load title	card object

Now we will locate:

		move.b	($FFFFFE10).w,d0
		cmpi.w	#$103,($FFFFFE10).w ; check if level is	SBZ3
		bne.s	Obj01_PlayMusic
		moveq	#5,d0		; play SBZ music

Obj01_PlayMusic:
		lea	(MusicList2).l,a1
		move.b	(a1,d0.w),d0
		jsr	(PlaySound).l	; play normal music

seems the invincibility stars conflict with music memory, so we will just make it use music list 1, so the result is:

		move.b	($FFFFFE10).w,d0
		cmpi.w	#$103,($FFFFFE10).w ; check if level is	SBZ3
		bne.s	Obj01_PlayMusic
		moveq	#5,d0		; play SBZ music

Obj01_PlayMusic:
		lea	(MusicList).l,a1 ; load	music playlist
		move.b	(a1,d0.w),d0	; add d0 to a1
		move.w	d0,($FFFFFF90).w	; store level music
		jsr	(PlaySound).l	; play normal music

then remove:

; ---------------------------------------------------------------------------
; Music	to play	after invincibility wears off
; ---------------------------------------------------------------------------
MusicList2:	binclude	misc\muslist2.bin

now we want to fix the underwater counter music restore code, so locate:

ResumeMusic:				; XREF: Obj64_Wobble; Sonic_Water; Obj0A_ReduceAir
		cmpi.w	#$C,($FFFFFE14).w
		bhi.s	loc_140AC
		move.w	#$82,d0		; play LZ music
		cmpi.w	#$103,($FFFFFE10).w ; check if level is	0103 (SBZ3)
		bne.s	loc_140A6
		move.w	#$86,d0		; play SBZ music

loc_140A6:
		jsr	(PlaySound).l

and replace it with:

ResumeMusic:				; XREF: Obj64_Wobble; Sonic_Water; Obj0A_ReduceAir
		cmpi.w	#$C,($FFFFFE14).w
		bhi.s	loc_140AC
		move.w	($FFFFFF90).w,d0	      ;resume music
		jsr	(PlaySound).l

that sets up music memory for later.

Fixing the Music Playlist

Okay, so we now have working Sound/Music, but we have yet to fix the music playlist it is still pointing to sound effects.

Open misc\muslist1.bin in your favorite hex editor.

You will find that it reads:

Hex Data
81 82 83 84 85 86 8D 00

Pick some new music for your game.


I prefer to use:

Hex Data
01 04 13 0D 07 16 30 00

Once you rebuild your rom, you will have some music on the levels, but sound effects and some other musics unrelated to the playlist will need fixing. This part is much easier fixing if you applied the Sonic 2 memory fix to your hack, otherwise edit misc/muslist2.bin and make the exact same changes.

Fixing the Sneaker

We need to fix the sneaker in a different way than we normally do, because sonic3 uses a different means for speeding up or slowing down the music then its predecessors do. first we will locate:

Obj2E_ChkShoes:
		cmpi.b	#3,d0		; does monitor contain speed shoes?
		bne.s	Obj2E_ChkShield
		move.b	#1,($FFFFFE2E).w ; speed up the	BG music
		move.w	#$4B0,($FFFFD034).w ; time limit for the power-up
		move.w	#$C00,($FFFFF760).w ; change Sonic"s top speed
		move.w	#$18,($FFFFF762).w
		move.w	#$80,($FFFFF764).w
		move.w	#$E2,d0
		jmp	(PlaySound).l	; Speed	up the music

note that sonic1 plays a special sound to make the music speed up, our new driver does not do that, so we will change it to read:

Obj2E_ChkShoes:
		cmpi.b	#3,d0		; does monitor contain speed shoes?
		bne.s	Obj2E_ChkShield
		move.b	#1,($FFFFFE2E).w ; speed up the	BG music
		move.w	#$4B0,($FFFFD034).w ; time limit for the power-up
		move.w	#$C00,($FFFFF760).w ; change Sonic"s top speed
		move.w	#$18,($FFFFF762).w
		move.w	#$80,($FFFFF764).w
		move.w	#8,d0
		jmp	(SetTempo).l	; Speed	up the music

that speeds the music up properly, but we need to tell it how to slow the music back down. So we find:

Obj01_ChkShoes:
		tst.b	($FFFFFE2E).w	; does Sonic have speed	shoes?
		beq.s	Obj01_ExitChk	; if not, branch
		tst.w	$34(a0)		; check	time remaining
		beq.s	Obj01_ExitChk
		subq.w	#1,$34(a0)	; subtract 1 from time
		bne.s	Obj01_ExitChk
		move.w	#$600,($FFFFF760).w ; restore Sonic"s speed
		move.w	#$C,($FFFFF762).w ; restore Sonic"s acceleration
		move.w	#$80,($FFFFF764).w ; restore Sonic"s deceleration
		move.b	#0,($FFFFFE2E).w ; cancel speed	shoes
		move.w	#$E3,d0
		jmp	(PlaySound).l	; run music at normal speed

note that sonic1 also uses another sound to return the music to normal speed, sonic3 doesn't, so we will correct the sneaker wearing off effect, by changin it to:

Obj01_ChkShoes:
		tst.b	($FFFFFE2E).w	; does Sonic have speed	shoes?
		beq.s	Obj01_ExitChk	; if not, branch
		tst.w	$34(a0)		; check	time remaining
		beq.s	Obj01_ExitChk
		subq.w	#1,$34(a0)	; subtract 1 from time
		bne.s	Obj01_ExitChk
		move.w	#$600,($FFFFF760).w ; restore Sonic"s speed
		move.w	#$C,($FFFFF762).w ; restore Sonic"s acceleration
		move.w	#$80,($FFFFF764).w ; restore Sonic"s deceleration
		move.b	#0,($FFFFFE2E).w ; cancel speed	shoes
		move.w	#$0,d0
		jmp	(SetTempo).l	; run music at normal speed

Fixing the screen transition sound effects

Sega Screen Part 1

Don't we want music to fade out properly when changing screens? Well if that is true, then you are reading in the right place, first off, go and find:

SegaScreen:				; XREF: GameModeArray
		move.b	#$E4,d0
		bsr.w	PlaySound_Special ; stop music

we want it to change to:

SegaScreen:				; XREF: GameModeArray
		move.b	#$E1,d0
		bsr.w	PlaySound_Special ; Sonic 3 prefers to fade out rather than stop the music.

Title Screen playback fix

Good, the sega logo screen does with music what we want it to! now to fix the Title Screen, locate:

TitleScreen:				; XREF: GameModeArray
		move.b	#$E4,d0
		bsr.w	PlaySound_Special ; stop music

and change it to:

TitleScreen:				; XREF: GameModeArray
		move.b	#$E1,d0
		bsr.w	PlaySound_Special ; Sonic 3 prefers to fade out rather than stop the music.

Ending Sequence music fix

Good, the title screen transition effect should be fixed now, but we still have a ways to go, so now lets fix the ending sequence transitioning, locate: EndingSequence: ; XREF: GameModeArray move.b #$E4,d0 bsr.w PlaySound_Special ; stop music and change it to: EndingSequence: ; XREF: GameModeArray move.b #$E1,d0 bsr.w PlaySound_Special ; Sonic 3 prefers to fade out rather than stop the music.

Fix the level select sound

Now that the screens fade music as they should, shouldn't we fix the rest of the fades throughout the game? I would think so, so lets do just that, locate: <asm> move.b #$E0,d0 bsr.w PlaySound_Special ; fade out music rts

===========================================================================
---------------------------------------------------------------------------
Level select - level pointers
---------------------------------------------------------------------------

</asm> and change it to: <asm> move.b #$E1,d0 bsr.w PlaySound_Special ; fade out music rts

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Level select - level pointers
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</asm>

Music fade out on demo exit ala Sonic 3

That fixes a spot in the level select, which we will work on later. For now locate: <asm> loc_33E4: ; XREF: Demo andi.b #$80,($FFFFF605).w ; is Start button pressed? bne.w Title_ChkLevSel ; if yes, branch tst.w ($FFFFF614).w bne.w loc_33B6 move.b #$E0,d0 bsr.w PlaySound_Special ; fade out music </asm> and change it to: <asm> loc_33E4: ; XREF: Demo andi.b #$80,($FFFFF605).w ; is Start button pressed? bne.w Title_ChkLevSel ; if yes, branch tst.w ($FFFFF614).w bne.w loc_33B6 move.b #$E1,d0 bsr.w PlaySound_Special ; fade out music </asm>

Fade out music in prep of level

now find: <asm> Level: ; XREF: GameModeArray bset #7,($FFFFF600).w ; add $80 to screen mode (for pre level sequence) tst.w ($FFFFFFF0).w bmi.s loc_37B6 move.b #$E0,d0 bsr.w PlaySound_Special ; fade out music </asm> and change it to: <asm> Level: ; XREF: GameModeArray bset #7,($FFFFF600).w ; add $80 to screen mode (for pre level sequence) tst.w ($FFFFFFF0).w bmi.s loc_37B6 move.b #$E1,d0 bsr.w PlaySound_Special ; fade out music </asm>

Continue screen fade out

now find: <asm> Obj81_GetUp: ; XREF: Obj81_Animate addq.b #2,$24(a0) move.l #Map_Sonic,4(a0) move.w #$780,2(a0) move.b #$1E,$1C(a0) ; use "getting up" animation clr.w $14(a0) subq.w #8,$C(a0) move.b #$E0,d0 bsr.w PlaySound_Special ; fade out music </asm> and change it to: <asm> Obj81_GetUp: ; XREF: Obj81_Animate addq.b #2,$24(a0) move.l #Map_Sonic,4(a0) move.w #$780,2(a0) move.b #$1E,$1C(a0) ; use "getting up" animation clr.w $14(a0) subq.w #8,$C(a0) move.b #$E1,d0 bsr.w PlaySound_Special ; fade out music </asm> Okay, that should fix all the music fades between screens, but still there are yet more fixes to be made.

Fixing the SEGA sound

Want to hear the SEGA PCM when you should? Well this section is for you then. Go find: <asm> Sega_WaitPallet: move.b #2,($FFFFF62A).w bsr.w DelayProgram bsr.w PalCycle_Sega bne.s Sega_WaitPallet

move.b #$E1,d0 bsr.w PlaySound_Special ; play "SEGA" sound move.b #$14,($FFFFF62A).w bsr.w DelayProgram move.w #$1E,($FFFFF614).w </asm> and change it to: <asm> Sega_WaitPallet: move.b #2,($FFFFF62A).w bsr.w DelayProgram bsr.w PalCycle_Sega bne.s Sega_WaitPallet

move.b #$FF,d0 bsr.w PlaySound_Special ; play "SEGA" sound move.b #$14,($FFFFF62A).w bsr.w DelayProgram move.w #$1E,($FFFFF614).w </asm> That should fix the sega pcm sample on the sega logo screen.

Fixing the Title Screen music

Want to get rid of that weird sound effect on the title screen? Then we need to fix the music. Find: <asm> move.b #$8A,d0 ; play title screen music bsr.w PlaySound_Special move.b #0,($FFFFFFFA).w ; disable debug mode move.w #$178,($FFFFF614).w ; run title screen for $178 frames lea ($FFFFD080).w,a1 moveq #0,d0 move.w #7,d1

Title_ClrObjRam2: </asm>

and change it to: <asm> move.b #$25,d0 ; play title screen music bsr.w PlaySound_Special move.b #0,($FFFFFFFA).w ; disable debug mode move.w #$178,($FFFFF614).w ; run title screen for $178 frames lea ($FFFFD080).w,a1 moveq #0,d0 move.w #7,d1

Title_ClrObjRam2: </asm>

That fixes the title screen's music so that it plays Sonic 3 Title Screen music, or you can pick another music if you so choose.

Fixing the Special Stage music

Now that the title screen plays the right music, lets fix the Special Stage music. We simply want to locate: <asm> SS_ClrNemRam: move.l d0,(a1)+ dbf d1,SS_ClrNemRam ; clear Nemesis buffer

clr.b ($FFFFF64E).w clr.w ($FFFFFE02).w moveq #$A,d0 bsr.w PalLoad1 ; load special stage pallet jsr (SS_Load).l move.l #0,($FFFFF700).w move.l #0,($FFFFF704).w move.b #9,($FFFFD000).w ; load special stage Sonic object bsr.w PalCycle_SS clr.w ($FFFFF780).w ; set stage angle to "upright" move.w #$40,($FFFFF782).w ; set stage rotation speed move.w #$89,d0 bsr.w PlaySound ; play special stage BG music move.w #0,($FFFFF790).w lea (Demo_Index).l,a1 moveq #6,d0 lsl.w #2,d0 movea.l (a1,d0.w),a1 move.b 1(a1),($FFFFF792).w subq.b #1,($FFFFF792).w clr.w ($FFFFFE20).w clr.b ($FFFFFE1B).w move.w #0,($FFFFFE08).w move.w #1800,($FFFFF614).w tst.b ($FFFFFFE2).w ; has debug cheat been entered? beq.s SS_NoDebug ; if not, branch btst #6,($FFFFF604).w ; is A button pressed? beq.s SS_NoDebug ; if not, branch move.b #1,($FFFFFFFA).w ; enable debug mode </asm> and change it to: <asm> SS_ClrNemRam: move.l d0,(a1)+ dbf d1,SS_ClrNemRam ; clear Nemesis buffer

clr.b ($FFFFF64E).w clr.w ($FFFFFE02).w moveq #$A,d0 bsr.w PalLoad1 ; load special stage pallet jsr (SS_Load).l move.l #0,($FFFFF700).w move.l #0,($FFFFF704).w move.b #9,($FFFFD000).w ; load special stage Sonic object bsr.w PalCycle_SS clr.w ($FFFFF780).w ; set stage angle to "upright" move.w #$40,($FFFFF782).w ; set stage rotation speed move.w #$1C,d0 bsr.w PlaySound ; play special stage BG music move.w #0,($FFFFF790).w lea (Demo_Index).l,a1 moveq #6,d0 lsl.w #2,d0 movea.l (a1,d0.w),a1 move.b 1(a1),($FFFFF792).w subq.b #1,($FFFFF792).w clr.w ($FFFFFE20).w clr.b ($FFFFFE1B).w move.w #0,($FFFFFE08).w move.w #1800,($FFFFF614).w tst.b ($FFFFFFE2).w ; has debug cheat been entered? beq.s SS_NoDebug ; if not, branch btst #6,($FFFFF604).w ; is A button pressed? beq.s SS_NoDebug ; if not, branch move.b #1,($FFFFFFFA).w ; enable debug mode </asm> Now we have Sonic 3 Special Stage music on the special stage. Or you could choose a different song of your choice.

Fixing the Ending Sequence music

Now it's time to fix the music for the ending sequence. Find: <asm> End_LoadData: moveq #$1C,d0 bsr.w RunPLC_ROM ; load ending sequence patterns jsr (Hud_Base).l bsr.w LevelSizeLoad bsr.w DeformBgLayer bset #2,($FFFFF754).w bsr.w MainLoadBlockLoad bsr.w LoadTilesFromStart move.l #Col_GHZ,($FFFFF796).w ; load collision index move #$2300,sr lea (Kos_EndFlowers).l,a0 ; load extra flower patterns lea ($FFFF9400).w,a1 ; RAM address to buffer the patterns bsr.w KosDec moveq #3,d0 bsr.w PalLoad1 ; load Sonic"s pallet move.w #$8B,d0 bsr.w PlaySound ; play ending sequence music btst #6,($FFFFF604).w ; is button A pressed? beq.s End_LoadSonic ; if not, branch move.b #1,($FFFFFFFA).w ; enable debug mode </asm> and change it to: <asm> End_LoadData: moveq #$1C,d0 bsr.w RunPLC_ROM ; load ending sequence patterns jsr (Hud_Base).l bsr.w LevelSizeLoad bsr.w DeformBgLayer bset #2,($FFFFF754).w bsr.w MainLoadBlockLoad bsr.w LoadTilesFromStart move.l #Col_GHZ,($FFFFF796).w ; load collision index move #$2300,sr lea (Kos_EndFlowers).l,a0 ; load extra flower patterns lea ($FFFF9400).w,a1 ; RAM address to buffer the patterns bsr.w KosDec moveq #3,d0 bsr.w PalLoad1 ; load Sonic"s pallet move.w #$32,d0 bsr.w PlaySound ; play ending sequence music btst #6,($FFFFF604).w ; is button A pressed? beq.s End_LoadSonic ; if not, branch move.b #1,($FFFFFFFA).w ; enable debug mode </asm> That makes it so that Sonic 3 ending sequence music plays. Or you could choose a different music.

Fixing the Credits music

Time to fix the credits music, but it needs to be fixed in multiple places. First we find: <asm> LevSel_Credits: ; XREF: LevelSelect move.b #$1C,($FFFFF600).w ; set screen mode to $1C (Credits) move.b #$91,d0 bsr.w PlaySound_Special ; play credits music move.w #0,($FFFFFFF4).w rts </asm> and change it to: <asm> LevSel_Credits: ; XREF: LevelSelect move.b #$1C,($FFFFF600).w ; set screen mode to $1C (Credits) move.b #$26,d0 bsr.w PlaySound_Special ; play credits music move.w #0,($FFFFFFF4).w rts </asm> then we find: <asm> End_MainLoop: bsr.w PauseGame move.b #$18,($FFFFF62A).w bsr.w DelayProgram addq.w #1,($FFFFFE04).w bsr.w End_MoveSonic jsr (ObjectsLoad).l bsr.w DeformBgLayer jsr (BuildSprites).l jsr (ObjPosLoad).l bsr.w PalCycle_Load bsr.w OscillateNumDo bsr.w ChangeRingFrame cmpi.b #$18,($FFFFF600).w ; is scene number $18 (ending)? beq.s loc_52DA ; if yes, branch move.b #$1C,($FFFFF600).w ; set scene to $1C (credits) move.b #$91,d0 bsr.w PlaySound_Special ; play credits music move.w #0,($FFFFFFF4).w ; set credits index number to 0 rts </asm> and change it to: <asm> End_MainLoop: bsr.w PauseGame move.b #$18,($FFFFF62A).w bsr.w DelayProgram addq.w #1,($FFFFFE04).w bsr.w End_MoveSonic jsr (ObjectsLoad).l bsr.w DeformBgLayer jsr (BuildSprites).l jsr (ObjPosLoad).l bsr.w PalCycle_Load bsr.w OscillateNumDo bsr.w ChangeRingFrame cmpi.b #$18,($FFFFF600).w ; is scene number $18 (ending)? beq.s loc_52DA ; if yes, branch move.b #$1C,($FFFFF600).w ; set scene to $1C (credits) move.b #$26,d0 bsr.w PlaySound_Special ; play credits music move.w #0,($FFFFFFF4).w ; set credits index number to 0 rts </asm>

That fixes the credits music with Sonic 3 credits music, otherwise you could use a different song if you choose.

Fixing Special Event sound

Chaos Emerald

Time to fix sound for events that only happen in certain situations, i.e. end of level, game over / time over, extra life and such. first we will start with the Chaos Emerald Collection SFX. Go and find: <asm> Obj09_NoEmer: move.w #$93,d0 jsr (PlaySound_Special).l ; play emerald music moveq #0,d4 rts </asm> and change it to: <asm> Obj09_NoEmer: move.w #$2B,d0 jsr (PlaySound_Special).l ; play emerald music moveq #0,d4 rts </asm>

Game Over / Time Over

Next, we will start with Game Over / Time Over, go and find: <asm> loc_138C2: move.w #$8F,d0 jsr (PlaySound).l ; play game over music moveq #3,d0 jmp (LoadPLC).l ; load game over patterns </asm> and change it to: <asm> loc_138C2: move.w #$27,d0 jsr (PlaySound).l ; play game over music moveq #3,d0 jmp (LoadPLC).l ; load game over patterns </asm>

"Sonic has Passed" Music

That causes the Game Over and Time Over screens to use its Sonic 3 version or you could choose a different song if you wish. Now we will go on to End of level Results. Find: <asm> move.w ($FFFFFE20).w,d0 mulu.w #10,d0 ; multiply rings by 10 move.w d0,($FFFFF7D4).w ; set rings bonus move.w #$8E,d0 jsr (PlaySound_Special).l ; play end-of-level music lea ($FFFFD000).w,a1 moveq #0,d0 move.w #$7FF,d1

SS_EndClrObjRam: </asm> and change it to: <asm> move.w ($FFFFFE20).w,d0 mulu.w #10,d0 ; multiply rings by 10 move.w d0,($FFFFF7D4).w ; set rings bonus move.w #$29,d0 jsr (PlaySound_Special).l ; play end-of-level music lea ($FFFFD000).w,a1 moveq #0,d0 move.w #$7FF,d1

SS_EndClrObjRam: </asm> now find: <asm> loc_ECD0: add.w d0,d0 move.w TimeBonuses(pc,d0.w),($FFFFF7D2).w ; set time bonus move.w ($FFFFFE20).w,d0 ; load number of rings mulu.w #10,d0 ; multiply by 10 move.w d0,($FFFFF7D4).w ; set ring bonus move.w #$8E,d0 jsr (PlaySound_Special).l ; play "Sonic got through" music </asm> and change it to: <asm> loc_ECD0: add.w d0,d0 move.w TimeBonuses(pc,d0.w),($FFFFF7D2).w ; set time bonus move.w ($FFFFFE20).w,d0 ; load number of rings mulu.w #10,d0 ; multiply by 10 move.w d0,($FFFFF7D4).w ; set ring bonus move.w #$29,d0 jsr (PlaySound_Special).l ; play "Sonic got through" music </asm>

1up Sound

That fixes the End of Level and end of Special Stage results music by using modern version, but you could use a different song if you wish. Next we will fix the Extra Life sound, so find: <asm> loc_9CA4: addq.b #1,($FFFFFE12).w ; add 1 to the number of lives you have addq.b #1,($FFFFFE1C).w ; add 1 to the lives counter move.w #$88,d0 ; play extra life music </asm> and change it to: <asm> loc_9CA4: addq.b #1,($FFFFFE12).w ; add 1 to the number of lives you have addq.b #1,($FFFFFE1C).w ; add 1 to the lives counter move.w #$2A,d0 ; play extra life music </asm> now find: <asm> ExtraLife: addq.b #1,($FFFFFE12).w ; add 1 to the number of lives you have addq.b #1,($FFFFFE1C).w ; add 1 to the lives counter move.w #$88,d0 jmp (PlaySound).l ; play extra life music </asm> and change it to: <asm> ExtraLife: addq.b #1,($FFFFFE12).w ; add 1 to the number of lives you have addq.b #1,($FFFFFE1C).w ; add 1 to the lives counter move.w #$2A,d0 jmp (PlaySound).l ; play extra life music </asm> now find: <asm> Obj09_Get1Up: addq.b #1,($FFFFFE12).w ; add 1 to number of lives addq.b #1,($FFFFFE1C).w ; add 1 to lives counter move.w #$88,d0 jsr (PlaySound).l ; play extra life music moveq #0,d4 rts </asm> and change it to: <asm> Obj09_Get1Up: addq.b #1,($FFFFFE12).w ; add 1 to number of lives addq.b #1,($FFFFFE1C).w ; add 1 to lives counter move.w #$2A,d0 jsr (PlaySound).l ; play extra life music moveq #0,d4 rts </asm>

Stars Monitor

That fixes the extra life sound with the Sonic 3 version, though I am sure you could use a different one in a different slot if such thing exists. Time to fix the invincibility music, so find: <asm> Obj2E_ChkInvinc: cmpi.b #5,d0 ; does monitor contain invincibility? bne.s Obj2E_ChkRings move.b #1,($FFFFFE2D).w ; make Sonic invincible move.w #$4B0,($FFFFD032).w ; time limit for the power-up move.b #$38,($FFFFD200).w ; load stars object ($3801) move.b #1,($FFFFD21C).w move.b #$38,($FFFFD240).w ; load stars object ($3802) move.b #2,($FFFFD25C).w move.b #$38,($FFFFD280).w ; load stars object ($3803) move.b #3,($FFFFD29C).w move.b #$38,($FFFFD2C0).w ; load stars object ($3804) move.b #4,($FFFFD2DC).w tst.b ($FFFFF7AA).w ; is boss mode on? bne.s Obj2E_NoMusic ; if yes, branch move.w #$87,d0 jmp (PlaySound).l ; play invincibility music </asm> and change it to: <asm> Obj2E_ChkInvinc: cmpi.b #5,d0 ; does monitor contain invincibility? bne.s Obj2E_ChkRings move.b #1,($FFFFFE2D).w ; make Sonic invincible move.w #$4B0,($FFFFD032).w ; time limit for the power-up move.b #$38,($FFFFD200).w ; load stars object ($3801) move.b #1,($FFFFD21C).w move.b #$38,($FFFFD240).w ; load stars object ($3802) move.b #2,($FFFFD25C).w move.b #$38,($FFFFD280).w ; load stars object ($3803) move.b #3,($FFFFD29C).w move.b #$38,($FFFFD2C0).w ; load stars object ($3804) move.b #4,($FFFFD2DC).w tst.b ($FFFFF7AA).w ; is boss mode on? bne.s Obj2E_NoMusic ; if yes, branch move.w #$2C,d0 jmp (PlaySound).l ; play invincibility music </asm>

Extra Continue sound

That fixes the invincibility sound with the Sonic 3 version, but you could choose a different one if you wish. Next we will fix the get a continue sound, so find: <asm> Obj7E_Continue: ; XREF: Obj7E_Index move.b #4,($FFFFD6DA).w move.b #$14,($FFFFD6E4).w move.w #$BF,d0 jsr (PlaySound_Special).l ; play continues music addq.b #2,$24(a0) move.w #360,$1E(a0) ; set time delay to 6 seconds bra.w DisplaySprite </asm> and change it to: <asm> Obj7E_Continue: ; XREF: Obj7E_Index move.b #4,($FFFFD6DA).w move.b #$14,($FFFFD6E4).w move.w #$AC,d0 jsr (PlaySound_Special).l ; play continues music addq.b #2,$24(a0) move.w #360,$1E(a0) ; set time delay to 6 seconds bra.w DisplaySprite </asm> then find: <asm> Obj09_GetCont: jsr (CollectRing).l cmpi.w #50,($FFFFFE20).w ; check if you have 50 rings bcs.s Obj09_NoCont bset #0,($FFFFFE1B).w bne.s Obj09_NoCont addq.b #1,($FFFFFE18).w ; add 1 to number of continues move.w #$BF,d0 jsr (PlaySound).l ; play extra continue sound </asm> and change it to: <asm> Obj09_GetCont: jsr (CollectRing).l cmpi.w #50,($FFFFFE20).w ; check if you have 50 rings bcs.s Obj09_NoCont bset #0,($FFFFFE1B).w bne.s Obj09_NoCont addq.b #1,($FFFFFE18).w ; add 1 to number of continues move.w #$AC,d0 jsr (PlaySound).l ; play extra continue sound </asm>

Continue screen music

That fixes the extra continue sound that plays on both the End Result screen and in the Special Stage. How about fixing the music for the continue screen itself? That is what we are doing next, so find: <asm> jsr (ContScrCounter).l ; run countdown (start from 10) moveq #$12,d0 bsr.w PalLoad1 ; load continue screen pallet move.b #$90,d0 bsr.w PlaySound ; play continue music </asm> and change it to: <asm> jsr (ContScrCounter).l ; run countdown (start from 10) moveq #$12,d0 bsr.w PalLoad1 ; load continue screen pallet move.b #$28,d0 bsr.w PlaySound ; play continue music </asm>

Special Stage entrance/exit

That fixes the Continue Screen music. Though you could choose a different song if you wish. Time to fix the special stage entry sound, so find: <asm> SpecialStage: ; XREF: GameModeArray move.w #$CA,d0 bsr.w PlaySound_Special ; play special stage entry sound </asm> and change it to: <asm> SpecialStage: ; XREF: GameModeArray move.w #$AF,d0 bsr.w PlaySound_Special ; play special stage entry sound </asm> then find: <asm> SS_NormalExit: bsr.w PauseGame move.b #$C,($FFFFF62A).w bsr.w DelayProgram jsr (ObjectsLoad).l jsr (BuildSprites).l bsr.w RunPLC_RAM tst.w ($FFFFFE02).w beq.s SS_NormalExit tst.l ($FFFFF680).w bne.s SS_NormalExit move.w #$CA,d0 bsr.w PlaySound_Special ; play special stage exit sound bsr.w Pal_MakeFlash rts </asm> and change it to: <asm> SS_NormalExit: bsr.w PauseGame move.b #$C,($FFFFF62A).w bsr.w DelayProgram jsr (ObjectsLoad).l jsr (BuildSprites).l bsr.w RunPLC_RAM tst.w ($FFFFFE02).w beq.s SS_NormalExit tst.l ($FFFFF680).w bne.s SS_NormalExit move.w #$AF,d0 bsr.w PlaySound_Special ; play special stage exit sound bsr.w Pal_MakeFlash rts </asm>

Boss music

On entry and exit, the Special Stage should now play the correct sound. Time to fix the boss music, so find: <asm> loc_6ED0: move.w #$8C,d0 bsr.w PlaySound ; play boss music </asm> and change it to: <asm> loc_6ED0: move.w #$19,d0 bsr.w PlaySound ; play boss music </asm> then find: <asm> loc_6F4A: move.w #$8C,d0 bsr.w PlaySound ; play boss music </asm> and change it to: <asm> loc_6F4A: move.w #$19,d0 bsr.w PlaySound ; play boss music </asm> then find: <asm> loc_70D0: move.w #$8C,d0 bsr.w PlaySound ; play boss music </asm> and change it to: <asm> loc_70D0: move.w #$19,d0 bsr.w PlaySound ; play boss music </asm> then find: <asm> loc_7144: move.w #$8C,d0 bsr.w PlaySound ; play boss music </asm> and change it to: <asm> loc_7144: move.w #$19,d0 bsr.w PlaySound ; play boss music </asm> then find: <asm> loc_71EC: move.w #$8C,d0 bsr.w PlaySound ; play boss music </asm> and change it to: <asm> loc_71EC: move.w #$19,d0 bsr.w PlaySound ; play boss music </asm>

GHZ3 music restore, the modern way

I not that long ago remembered that since Sonic 1 does not have music memory support, the game's way of playing the previous song is hard coded, so we need to fix that since we added Memory Support earlier, so find: <asm> loc_179E0: clr.w $12(a0) move.w #$81,d0 jsr (PlaySound).l ; play GHZ music </asm> and change it to: <asm> loc_179E0: clr.w $12(a0) move.w ($FFFFFF90).w,d0 jsr (PlaySound).l ; play GHZ music </asm>

LZ3 music restore, the modern way

Now find: <asm> loc_18112: move.w #$82,d0 jsr (PlaySound).l ; play LZ music </asm> and change it to: <asm> loc_18112: move.w ($FFFFFF90).w,d0 jsr (PlaySound).l ; play LZ music </asm>

MZ3 music restore, the modern way

Now find: <asm> loc_1856C: clr.w $12(a0) move.w #$83,d0 jsr (PlaySound).l ; play MZ music </asm> and change it to: <asm> loc_1856C: clr.w $12(a0) move.w ($FFFFFF90).w,d0 jsr (PlaySound).l ; play MZ music </asm>

SLZ3 music restore, the modern way

Now find: <asm> loc_18BB4: clr.w $12(a0) move.w #$84,d0 jsr (PlaySound).l ; play SLZ music </asm> and change it to: <asm> loc_18BB4: clr.w $12(a0) move.w ($FFFFFF90).w,d0 jsr (PlaySound).l ; play SLZ music </asm>

SYZ3 music restore, the modern way

Find: <asm> loc_194E0: clr.w $12(a0) move.w #$85,d0 jsr (PlaySound).l ; play SYZ music </asm> and change it to: <asm> loc_194E0: clr.w $12(a0) move.w ($FFFFFF90).w,d0 jsr (PlaySound).l ; play SYZ music </asm>

SBZ2 cutscene, Sonic & Knuckles style

That fixes the boss music, though you could choose different music per-level if you wish within this part of the how-to. Next we will fix the cutscene just before SBZ3, and I would choose to have that music be SBZ music, to have an effect like the cut scenes in S&K. So find: <asm> Obj3A_SBZ2: ; XREF: Obj3A_ChkPos2 cmpi.b #4,$1A(a0) bne.w DeleteObject addq.b #2,$24(a0) clr.b ($FFFFF7CC).w ; unlock controls move.w #$8D,d0 jmp (PlaySound).l ; play FZ music </asm> and change it to: <asm> Obj3A_SBZ2: ; XREF: Obj3A_ChkPos2 cmpi.b #4,$1A(a0) bne.w DeleteObject addq.b #2,$24(a0) clr.b ($FFFFF7CC).w ; unlock controls move.w ($FFFFFF90).w,d0 jmp (PlaySound).l ; play level music </asm>

Air countdown music

That causes the game to use whatever music the level started with, but now we need to fix the air counter music, so find: <asm> move.w #$92,d0 jsr (PlaySound).l ; play countdown music

loc_13F02: </asm> and change it to: <asm> move.w #$31,d0 jsr (PlaySound).l ; play countdown music

loc_13F02: </asm> This uses the sonic 3 version of the underwater counter music, or you can use a custom one in a location of your own choice. Now lets fix the sound effects.

Fixing the sound effects so that they sound right, or at least close to right

So now we have all the music and a few sounds fixed, but what about the general sound effects (A0 - CF in sonic 1). Sound effects in sonic 3 start at 33 and end at DC, so lets fix them in sonic 1 order.

Quick Reference

If your disassembly has variables/constants defined for the sound effects, all you will have to do is compare this chart. If not, follow the steps underneath to change each and every reference.

Sound Effect Sonic 1 Sonic 3
Jump $A0 $62
Lamppost $A1 $63
Death $A3 $35
Skid $A4 $36
Hit Spikes $A6 $37
Push $A7 $69
Special Stage Goal $A8 $6A
Special Stage Item $A9 $6B
Splash $AA $6C
Hit Boss $AC $6E
Bubble $AD $38
Fireball $AE $70
Shield $AF $71
Saw $B0 $D8
Electric $B1 $79
Drown $B2 $3B
Flamethrower $B3 $48
Bumper $B4 $AA
Ring $B5 $33
Spikes Move $B6 $52
Rumbling $B7 $6F
Collapse $B9 $59
Special Stage Glass $BA $B5
Door Opening $BB $58
Teleport $BC $73
Chain Stomp (MZ) $BD $5F
Roll $BE $3C
Continue $BF $AC
Basaran $C0 $47
Break Item $C1 $3D
Warning $C2 $A9
Giant Ring $C3 $B3
Bomb $C4 $B4 (or $3D)
"Ca-ching" $C5 $B0
Lose Rings $C6 $B9
Chain Rise (MZ) $C7 $D2
Burning $C8 $D5
Bonus $C9 $8C
Special Stage Start $CA $AF
Wall Smash $CB $59
Spring $CC $B1
Switch $CD $8C
Ring (Left Speaker) $CE $33
Signpost $CF Doesn't exist, $5E is close
Waterfall $D0 $DB, sounds wonky

Detailed instructions for replacing hard-coded sounds, starting with the jump sound, find:

Sound $A0

<asm> move.w #$A0,d0 jsr (PlaySound_Special).l ; play jumping sound move.b #$13,$16(a0) move.b #9,$17(a0) btst #2,$22(a0) bne.s loc_13490 move.b #$E,$16(a0) move.b #7,$17(a0) move.b #2,$1C(a0) ; use "jumping" animation bset #2,$22(a0) addq.w #5,$C(a0)

locret_1348E: </asm> and change it to: <asm> move.w #$62,d0 jsr (PlaySound_Special).l ; play jumping sound move.b #$13,$16(a0) move.b #9,$17(a0) btst #2,$22(a0) bne.s loc_13490 move.b #$E,$16(a0) move.b #7,$17(a0) move.b #2,$1C(a0) ; use "jumping" animation bset #2,$22(a0) addq.w #5,$C(a0)

locret_1348E: </asm> then find: <asm> move.w #$A0,d0 jsr (PlaySound_Special).l ; play jumping sound

Obj09_NoJump: </asm> and change it to: <asm> move.w #$62,d0 jsr (PlaySound_Special).l ; play jumping sound

Obj09_NoJump: </asm>

Sound $A1

The jump sound should now be what it is supposed to be, so we fix the lamp post next, so find: <asm> Obj79_HitLamp: move.w ($FFFFD008).w,d0 sub.w 8(a0),d0 addq.w #8,d0 cmpi.w #$10,d0 bcc.w locret_16F90 move.w ($FFFFD00C).w,d0 sub.w $C(a0),d0 addi.w #$40,d0 cmpi.w #$68,d0 bcc.s locret_16F90 move.w #$A1,d0 jsr (PlaySound_Special).l ; play lamppost sound </asm> and change it to: <asm> Obj79_HitLamp: move.w ($FFFFD008).w,d0 sub.w 8(a0),d0 addq.w #8,d0 cmpi.w #$10,d0 bcc.w locret_16F90 move.w ($FFFFD00C).w,d0 sub.w $C(a0),d0 addi.w #$40,d0 cmpi.w #$68,d0 bcc.s locret_16F90 move.w #$63,d0 jsr (PlaySound_Special).l ; play lamppost sound </asm>

Sound $A2

Sound $A2 is not used in Sonic 1, so it will be skipped.

Sound $A3

that makes the lamp post sound correct, so lets fix the normal damage sound. Find: <asm> Hurt_ChkSpikes: move.w #0,$14(a0) move.b #$1A,$1C(a0) move.w #$78,$30(a0) move.w #$A3,d0 ; load normal damage sound </asm> and change it to: <asm> Hurt_ChkSpikes: move.w #0,$14(a0) move.b #$1A,$1C(a0) move.w #$78,$30(a0) move.w #$35,d0 ; load normal damage sound </asm> then find: <asm> move.w #$A3,d0 ; play normal death sound cmpi.b #$36,(a2) ; check if you were killed by spikes bne.s Kill_Sound move.w #$A6,d0 ; play spikes death sound

Kill_Sound: </asm> and change it to: <asm> move.w #$35,d0 ; play normal death sound cmpi.b #$36,(a2) ; check if you were killed by spikes bne.s Kill_Sound move.w #$A6,d0 ; play spikes death sound

Kill_Sound: </asm>

Sound $A4

Seems we have the hurt sound working, but now we fix the skid and stop sound, so find: <asm> move.w #$A4,d0 jsr (PlaySound_Special).l ; play stopping sound

locret_130E8: </asm> and change it to: <asm> move.w #$36,d0 jsr (PlaySound_Special).l ; play stopping sound

locret_130E8: </asm> then find: <asm> move.w #$A4,d0 jsr (PlaySound_Special).l ; play stopping sound

locret_1314E: </asm> and change it to: <asm> move.w #$36,d0 jsr (PlaySound_Special).l ; play stopping sound

locret_1314E: </asm>

Sound $A5

Now Sonic skids right, but we need to fix another sound. Find: <asm> move.w #$A5,d0 jsr (PlaySound_Special).l ; play explosion sound

Obj24_Animate: ; XREF: Obj24_Index </asm> and change it to: <asm> move.w #$67,d0 jsr (PlaySound_Special).l ; play explosion sound

Obj24_Animate: ; XREF: Obj24_Index </asm>

Sound $A6

Now find: <asm> move.w #$A6,d0 ; load spikes damage sound

Hurt_Sound: jsr (PlaySound_Special).l moveq #-1,d0 rts </asm> and change it to: <asm> move.w #$37,d0 ; load spikes damage sound

Hurt_Sound: jsr (PlaySound_Special).l moveq #-1,d0 rts </asm> Now find: <asm> move.w #$A3,d0 ; play normal death sound cmpi.b #$36,(a2) ; check if you were killed by spikes bne.s Kill_Sound move.w #$A6,d0 ; play spikes death sound

Kill_Sound: jsr (PlaySound_Special).l </asm> and change it to: <asm> move.w #$35,d0 ; play normal death sound cmpi.b #$36,(a2) ; check if you were killed by spikes bne.s Kill_Sound move.w #$37,d0 ; play spikes death sound

Kill_Sound: jsr (PlaySound_Special).l </asm>

Sound $A7

Now find: <asm> loc_C294: lea ($FFFFD000).w,a1 add.w d0,8(a1) move.w d1,$14(a1) move.w #0,$10(a1) move.w d0,-(sp) move.w #$A7,d0 jsr (PlaySound_Special).l ; play pushing sound </asm> and change it to: <asm> loc_C294: lea ($FFFFD000).w,a1 add.w d0,8(a1) move.w d1,$14(a1) move.w #0,$10(a1) move.w d0,-(sp) move.w #$69,d0 jsr (PlaySound_Special).l ; play pushing sound </asm>

Sound $A8

Now find: <asm> move.w #$A8,d0 jsr (PlaySound_Special).l ; play Special Stage "GOAL" sound

Obj4A_Display: jmp (DisplaySprite).l </asm> and change it to: <asm> move.w #$6A,d0 jsr (PlaySound_Special).l ; play Special Stage "GOAL" sound

Obj4A_Display: jmp (DisplaySprite).l </asm> Now find: <asm> move.w #$A8,d0 jsr (PlaySound_Special).l ; play special stage GOAL sound

locret_1B60C: rts </asm> and change it to: <asm> move.w #$6A,d0 jsr (PlaySound_Special).l ; play special stage GOAL sound

locret_1B60C: rts </asm> Now find: <asm> Obj09_GOAL: cmpi.b #$27,d0 ; is the item a "GOAL"? bne.s Obj09_UPblock addq.b #2,$24(a0) ; run routine "Obj09_ExitStage" move.w #$A8,d0 ; change item jsr (PlaySound_Special).l ; play "GOAL" sound rts </asm> and change it to: <asm> Obj09_GOAL: cmpi.b #$27,d0 ; is the item a "GOAL"? bne.s Obj09_UPblock addq.b #2,$24(a0) ; run routine "Obj09_ExitStage" move.w #$6A,d0 ; change item jsr (PlaySound_Special).l ; play "GOAL" sound rts </asm>

Sound $A9

Now find: <asm> Obj09_UPsnd: move.w #$A9,d0 jmp (PlaySound_Special).l ; play up/down sound </asm> and change it to: <asm> Obj09_UPsnd: move.w #$6B,d0 jmp (PlaySound_Special).l ; play up/down sound </asm> then find: <asm> Obj09_DOWNsnd: move.w #$A9,d0 jmp (PlaySound_Special).l ; play up/down sound </asm> and change it to: <asm> Obj09_DOWNsnd: move.w #$6B,d0 jmp (PlaySound_Special).l ; play up/down sound </asm> then find: <asm> Obj09_RevStage: neg.w ($FFFFF782).w ; reverse stage rotation move.w #$A9,d0 jmp (PlaySound_Special).l ; play sound </asm> and change it to: <asm> Obj09_RevStage: neg.w ($FFFFF782).w ; reverse stage rotation move.w #$6B,d0 jmp (PlaySound_Special).l ; play sound </asm>

Sound $AA

Now find: <asm> move.w #$AA,d0 jmp (PlaySound_Special).l ; play splash sound

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

Obj01_OutWater: </asm> and change it to: <asm> move.w #$6C,d0 jmp (PlaySound_Special).l ; play splash sound

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

Obj01_OutWater: </asm> then find: <asm> loc_12E0E: move.w #$AA,d0 jmp (PlaySound_Special).l ; play splash sound

End of function Sonic_Water

</asm> and change it to: <asm> loc_12E0E: move.w #$57,d0 jmp (PlaySound_Special).l ; play splash sound

End of function Sonic_Water

</asm>

Sound $AB

Sound $AB is not used in Sonic 1, so we will skip it.

Sound $AC

Now we will find: <asm> bne.s locret_1784A tst.b $3E(a0) bne.s Obj3D_ShipFlash move.b #$20,$3E(a0) ; set number of times for ship to flash move.w #$AC,d0 jsr (PlaySound_Special).l ; play boss damage sound

Obj3D_ShipFlash: </asm> and change it to: <asm> bne.s locret_1784A tst.b $3E(a0) bne.s Obj3D_ShipFlash move.b #$20,$3E(a0) ; set number of times for ship to flash move.w #$6E,d0 jsr (PlaySound_Special).l ; play boss damage sound

Obj3D_ShipFlash: </asm> then we will find: <asm> loc_17F48: tst.b $3D(a0) bne.s loc_17F8E tst.b $22(a0) bmi.s loc_17F92 tst.b $20(a0) bne.s locret_17F8C tst.b $3E(a0) bne.s loc_17F70 move.b #$20,$3E(a0) move.w #$AC,d0 jsr (PlaySound_Special).l </asm> and change it to: <asm> loc_17F48: tst.b $3D(a0) bne.s loc_17F8E tst.b $22(a0) bmi.s loc_17F92 tst.b $20(a0) bne.s locret_17F8C tst.b $3E(a0) bne.s loc_17F70 move.b #$20,$3E(a0) move.w #$6E,d0 jsr (PlaySound_Special).l </asm> then find: <asm> loc_1833E: move.w $38(a0),$C(a0) move.w $30(a0),8(a0) cmpi.b #4,$25(a0) bcc.s locret_18390 tst.b $22(a0) bmi.s loc_18392 tst.b $20(a0) bne.s locret_18390 tst.b $3E(a0) bne.s loc_18374 move.b #$28,$3E(a0) move.w #$AC,d0 jsr (PlaySound_Special).l ; play boss damage sound </asm> and change it to: <asm> loc_1833E: move.w $38(a0),$C(a0) move.w $30(a0),8(a0) cmpi.b #4,$25(a0) bcc.s locret_18390 tst.b $22(a0) bmi.s loc_18392 tst.b $20(a0) bne.s locret_18390 tst.b $3E(a0) bne.s loc_18374 move.b #$28,$3E(a0) move.w #$6E,d0 jsr (PlaySound_Special).l ; play boss damage sound </asm>

then find: <asm> loc_189FE: cmpi.b #6,$25(a0) bcc.s locret_18A44 tst.b $22(a0) bmi.s loc_18A46 tst.b $20(a0) bne.s locret_18A44 tst.b $3E(a0) bne.s loc_18A28 move.b #$20,$3E(a0) move.w #$AC,d0 jsr (PlaySound_Special).l ; play boss damage sound </asm> and change it to: <asm> loc_189FE: cmpi.b #6,$25(a0) bcc.s locret_18A44 tst.b $22(a0) bmi.s loc_18A46 tst.b $20(a0) bne.s locret_18A44 tst.b $3E(a0) bne.s loc_18A28 move.b #$20,$3E(a0) move.w #$6E,d0 jsr (PlaySound_Special).l ; play boss damage sound </asm> then find: <asm> loc_19202: move.w 8(a0),d0 subi.w #$2C00,d0 lsr.w #5,d0 move.b d0,$34(a0) cmpi.b #6,$25(a0) bcc.s locret_19256 tst.b $22(a0) bmi.s loc_19258 tst.b $20(a0) bne.s locret_19256 tst.b $3E(a0) bne.s loc_1923A move.b #$20,$3E(a0) move.w #$AC,d0 jsr (PlaySound_Special).l ; play boss damage sound </asm> and change it to: <asm> loc_19202: move.w 8(a0),d0 subi.w #$2C00,d0 lsr.w #5,d0 move.b d0,$34(a0) cmpi.b #6,$25(a0) bcc.s locret_19256 tst.b $22(a0) bmi.s loc_19258 tst.b $20(a0) bne.s locret_19256 tst.b $3E(a0) bne.s loc_1923A move.b #$20,$3E(a0) move.w #$6E,d0 jsr (PlaySound_Special).l ; play boss damage sound </asm> then find: <asm> loc_19F6A: move.w d0,($FFFFD010).w tst.b $35(a0) bne.s loc_19F88 subq.b #1,$21(a0) move.b #$64,$35(a0) move.w #$AC,d0 jsr (PlaySound_Special).l ; play boss damage sound </asm> and change it to: <asm> loc_19F6A: move.w d0,($FFFFD010).w tst.b $35(a0) bne.s loc_19F88 subq.b #1,$21(a0) move.b #$64,$35(a0) move.w #$6E,d0 jsr (PlaySound_Special).l ; play boss damage sound </asm> Now find: <asm> loc_1A1D4: ; XREF: off_19E80 bset #0,$22(a0) jsr (SpeedToPos).l tst.w $30(a0) bne.s loc_1A1FC tst.b $20(a0) bne.s loc_1A216 move.w #$1E,$30(a0) move.w #$AC,d0 jsr (PlaySound_Special).l ; play boss damage sound </asm> and change it to: <asm> loc_1A1D4: ; XREF: off_19E80 bset #0,$22(a0) jsr (SpeedToPos).l tst.w $30(a0) bne.s loc_1A1FC tst.b $20(a0) bne.s loc_1A216 move.w #$1E,$30(a0) move.w #$6E,d0 jsr (PlaySound_Special).l ; play boss damage sound </asm>

Sound $AD

Lets fix the air bubble sound, so locate: <asm> bsr.w ResumeMusic ; cancel countdown music move.w #$AD,d0 jsr (PlaySound_Special).l ; play collecting bubble sound lea ($FFFFD000).w,a1 </asm> Should not be very hard to do, it is part of Object 64's wobble routine, and there is a single line it it to change so that it is like this: <asm> bsr.w ResumeMusic ; cancel countdown music move.w #$38,d0 jsr (PlaySound_Special).l ; play collecting bubble sound lea ($FFFFD000).w,a1 </asm>

Sound $AE

Now find: <asm> Obj14_PlaySnd: move.w #$AE,d0 jsr (PlaySound_Special).l ; play lava ball sound </asm> and change it to: <asm> Obj14_PlaySnd: move.w #$70,d0 jsr (PlaySound_Special).l ; play lava ball sound </asm> then find: <asm> Obj62_Sound: move.w #$AE,d0 jsr (PlaySound_Special).l ; play lava ball sound </asm> then change it to: <asm> Obj62_Sound: move.w #$70,d0 jsr (PlaySound_Special).l ; play lava ball sound </asm> then find: <asm> loc_1870A: move.b #$1E,$29(a0) move.w #$AE,d0 jsr (PlaySound_Special).l ; play lava sound </asm> and change it to: <asm> loc_1870A: move.b #$1E,$29(a0) move.w #$70,d0 jsr (PlaySound_Special).l ; play lava sound </asm>

Sound $AF

Now find: <asm> Obj2E_ChkShield: cmpi.b #4,d0 ; does monitor contain a shield? bne.s Obj2E_ChkInvinc move.b #1,($FFFFFE2C).w ; give Sonic a shield move.b #$38,($FFFFD180).w ; load shield object ($38) move.w #$AF,d0 jmp (PlaySound).l ; play shield sound </asm> and change it to: <asm> Obj2E_ChkShield: cmpi.b #4,d0 ; does monitor contain a shield? bne.s Obj2E_ChkInvinc move.b #1,($FFFFFE2C).w ; give Sonic a shield move.b #$38,($FFFFD180).w ; load shield object ($38) move.w #$71,d0 jmp (PlaySound).l ; play shield sound </asm>

Sound $B0

Now find: <asm> loc_15A46: tst.b 1(a0) bpl.s locret_15A60 move.w ($FFFFFE04).w,d0 andi.w #$F,d0 bne.s locret_15A60 move.w #$B0,d0 jsr (PlaySound_Special).l ; play saw sound </asm> and change it to: <asm> loc_15A46: tst.b 1(a0) bpl.s locret_15A60 move.w ($FFFFFE04).w,d0 andi.w #$F,d0 bne.s locret_15A60 move.w #$D8,d0 jsr (PlaySound_Special).l ; play saw sound </asm> Now find: <asm> loc_15A96: tst.b 1(a0) bpl.s locret_15AB0 move.b ($FFFFFE64).w,d0 cmpi.b #$18,d0 bne.s locret_15AB0 move.w #$B0,d0 jsr (PlaySound_Special).l ; play saw sound </asm> and change it to: <asm> loc_15A96: tst.b 1(a0) bpl.s locret_15AB0 move.b ($FFFFFE64).w,d0 cmpi.b #$18,d0 bne.s locret_15AB0 move.w #$D8,d0 jsr (PlaySound_Special).l ; play saw sound </asm> Now find: <asm> move.w #$B0,d0 jsr (PlaySound_Special).l ; play saw sound

loc_15B02: addq.l #4,sp </asm> and change it to: <asm> move.w #$D8,d0 jsr (PlaySound_Special).l ; play saw sound

loc_15B02: addq.l #4,sp </asm> Now find: <asm> move.w #$B0,d0 jsr (PlaySound_Special).l ; play saw sound

loc_15B74: addq.l #4,sp </asm> and change it to: <asm> move.w #$D8,d0 jsr (PlaySound_Special).l ; play saw sound

loc_15B74: addq.l #4,sp </asm>

Sound $B1

The next sound is a little different. Sonic 1 uses the same sound effect for both the shocker orb thingies and the balls of lightning in the final boss, but the Sonic 3 driver has a couple of sound effects that I see fitting better. Shocker orbs will use the sound used for a certain badnik in Carnival Night, because it sounds better in my opinion, while the balls of lightning from final boss will use the sound used for Knux being shocked in Hidden palace. This is how Sonic 3D: Flickies Island used similar sound effects, so we will find: <asm> Obj6E_Shock: ; XREF: Obj6E_Index move.w ($FFFFFE04).w,d0 and.w $34(a0),d0 bne.s Obj6E_Animate move.b #1,$1C(a0) ; run "shocking" animation tst.b 1(a0) bpl.s Obj6E_Animate move.w #$B1,d0 jsr (PlaySound_Special).l ; play electricity sound </asm> and change it to: <asm> Obj6E_Shock: ; XREF: Obj6E_Index move.w ($FFFFFE04).w,d0 and.w $34(a0),d0 bne.s Obj6E_Animate move.b #1,$1C(a0) ; run "shocking" animation tst.b 1(a0) bpl.s Obj6E_Animate move.w #$79,d0 jsr (PlaySound_Special).l ; play cnz shock and teleport sound </asm> then find: <asm> loc_1A020: move.w #$B1,d0 jmp (PlaySound_Special).l ; play electricity sound </asm> and change it to: <asm> loc_1A020: move.w #$78,d0 jmp (PlaySound_Special).l ; play shock knux sound </asm>

Sound $B2

The next sound is a lot more like the others, it is the drowning sound. We will locate: <asm> Obj0A_ReduceAir: subq.w #1,($FFFFFE14).w ; subtract 1 from air remaining bcc.w Obj0A_GoMakeItem ; if air is above 0, branch bsr.w ResumeMusic move.b #$81,($FFFFF7C8).w ; lock controls move.w #$B2,d0 </asm> and change it to: <asm> Obj0A_ReduceAir: subq.w #1,($FFFFFE14).w ; subtract 1 from air remaining bcc.w Obj0A_GoMakeItem ; if air is above 0, branch bsr.w ResumeMusic move.b #$81,($FFFFF7C8).w ; lock controls move.w #$3B,d0 </asm>

Sound $B3

Now find: <asm> move.w #$B3,d0 jsr (PlaySound_Special).l ; play flame sound

loc_E57A: </asm> and change it to: <asm> move.w #$48,d0 jsr (PlaySound_Special).l ; play flame sound

loc_E57A: </asm>

Sound $B4

Now find: <asm> move.w #$B4,d0 jsr (PlaySound_Special).l ; play bumper sound lea ($FFFFFC00).w,a2 moveq #0,d0 move.b $23(a0),d0 beq.s Obj47_Score cmpi.b #$8A,2(a2,d0.w) ; has bumper been hit $8A times? bcc.s Obj47_Display ; if yes, Sonic gets no points addq.b #1,2(a2,d0.w)

Obj47_Score: </asm> and change it to: <asm> move.w #$AA,d0 jsr (PlaySound_Special).l ; play bumper sound lea ($FFFFFC00).w,a2 moveq #0,d0 move.b $23(a0),d0 beq.s Obj47_Score cmpi.b #$8A,2(a2,d0.w) ; has bumper been hit $8A times? bcc.s Obj47_Display ; if yes, Sonic gets no points addq.b #1,2(a2,d0.w)

Obj47_Score: </asm> and find: <asm> Obj09_BumpSnd: move.w #$B4,d0 jmp (PlaySound_Special).l ; play bumper sound

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

</asm> and change it to: <asm> Obj09_BumpSnd: move.w #$AA,d0 jmp (PlaySound_Special).l ; play bumper sound

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

</asm>

Sound $B5

Now find: <asm> Title_PlayRing: move.b #1,(a0,d1.w) ; activate cheat move.b #$B5,d0 ; play ring sound when code is entered bsr.w PlaySound_Special </asm> and change it to: <asm> Title_PlayRing: move.b #1,(a0,d1.w) ; activate cheat move.b #$33,d0 ; play ring sound when code is entered bsr.w PlaySound_Special </asm> then find: <asm> CollectRing: ; XREF: Obj25_Collect addq.w #1,($FFFFFE20).w ; add 1 to rings ori.b #1,($FFFFFE1D).w ; update the rings counter move.w #$B5,d0 ; play ring sound </asm> and change it to: <asm> CollectRing: ; XREF: Obj25_Collect addq.w #1,($FFFFFE20).w ; add 1 to rings ori.b #1,($FFFFFE1D).w ; update the rings counter move.w #$33,d0 ; play ring sound </asm> then find: <asm> Obj2E_RingSound: move.w #$B5,d0 jmp (PlaySound).l ; play ring sound </asm> and change it to: <asm> Obj2E_RingSound: move.w #$33,d0 jmp (PlaySound).l ; play ring sound </asm>

Sound $B6

Now find: <asm> move.w #$B6,d0 jsr (PlaySound_Special).l ; play "spikes moving" sound bra.s locret_CFE6

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

loc_CFA4: </asm> and change it to: <asm> move.w #$52,d0 jsr (PlaySound_Special).l ; play "spikes moving" sound bra.s locret_CFE6

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

loc_CFA4: </asm>

Sound $B7

Now find: <asm> move.w #$B7,d0 bsr.w PlaySound_Special ; play sound $B7 (rumbling)

loc_3D54: </asm> and change it to: <asm> move.w #$6F,d0 bsr.w PlaySound_Special ; play sound $6F (rumbling)

loc_3D54: </asm> Now find: <asm> move.w #$B7,d0 bsr.w PlaySound_Special ; play rumbling sound

loc_6F28: </asm> and change it to: <asm> move.w #$6F,d0 bsr.w PlaySound_Special ; play rumbling sound

loc_6F28: </asm> Now find: <asm> move.w #$B7,d0 jsr (PlaySound_Special).l ; play rumbling sound

loc_19F10: </asm> and change it to: <asm> move.w #$6F,d0 jsr (PlaySound_Special).l ; play rumbling sound

loc_19F10: </asm>

Sound $B8

Sound $B8 is not used in Sonic 1, so we will skip it.

Sound $B9

Now find: <asm> loc_84F2: bsr.w DisplaySprite move.w #$B9,d0 jmp (PlaySound_Special).l ; play collapsing sound </asm> and we change it to: <asm> loc_84F2: bsr.w DisplaySprite move.w #$59,d0 jmp (PlaySound_Special).l ; play collapsing sound </asm>

Sound $BA

Note: the breaking and collapsing sounds in Sonic 3 are the same.
now we will find: <asm> Obj09_GlassSnd: move.w #$BA,d0 jmp (PlaySound_Special).l ; play glass block sound </asm> and change it to: <asm> Obj09_GlassSnd: move.w #$B5,d0 jmp (PlaySound_Special).l ; play glass block sound </asm>

Sound $BB

Now find: <asm> move.w #$BB,d0 jsr (PlaySound_Special).l ; play door sound

Obj0C_Solid: </asm> and change it to: <asm> move.w #$58,d0 jsr (PlaySound_Special).l ; play door sound

Obj0C_Solid: </asm>

Now find: <asm> move.w #$BB,d0 jsr (PlaySound_Special).l ; play door sound

Obj69_Animate: </asm> and change it to: <asm> move.w #$58,d0 jsr (PlaySound_Special).l ; play door sound

Obj69_Animate: </asm>

Sound $BC

Note: this sound effect is used differently in Sonic 3 but is the closest to what we have here
Now we find: <asm> move.w #$BC,d0 jsr (PlaySound_Special).l ; play teleport sound

locret_16796: rts </asm> and change it to: <asm> move.w #$73,d0 jsr (PlaySound_Special).l ; play teleport sound

locret_16796: rts </asm>

Sound $BD

Now find: <asm> move.w #$BD,d0 jsr (PlaySound_Special).l ; play stomping sound

Obj31_Restart: </asm> and change it to: <asm> move.w #$5F,d0 jsr (PlaySound_Special).l ; play stomping sound

Obj31_Restart: </asm> Now find: <asm> move.w #$BD,d0 jsr (PlaySound_Special).l ; play stomping sound

loc_B97C: bra.w Obj31_Restart </asm> and change it to: <asm> move.w #$5F,d0 jsr (PlaySound_Special).l ; play stomping sound

loc_B97C: bra.w Obj31_Restart </asm>

Sound $BE

note: this stomp sound is very different, though it is a stomping sound, the one from MGZ to be exact
Now find: <asm> move.w #$BE,d0 jsr (PlaySound_Special).l ; play rolling sound tst.w $14(a0) bne.s locret_133E8 move.w #$200,$14(a0)

locret_133E8: rts </asm> and change it to: <asm> move.w #$3C,d0 jsr (PlaySound_Special).l ; play rolling sound tst.w $14(a0) bne.s locret_133E8 move.w #$200,$14(a0)

locret_133E8: rts </asm> Now find: <asm> move.w #$BE,d0 jsr (PlaySound_Special).l ; play Sonic rolling sound

locret_1675C: rts </asm> and change it to: <asm> move.w #$53,d0 jsr (PlaySound_Special).l ; sonic & knuckles begin teleportation

locret_1675C: rts </asm>

Sound $BF

This sound should already be fixed if you were following the guide, please refer to special event sounds if it isn't by now.

Sound $C0

Seems the Sonic 3 driver does not have a sound for this, since the bat robot in CNZ (Sonic 3) does not sound anywhere close to the MZ (sonic 1) variant, we will use a similar but close sound.
Lets look at the code: <asm> Obj55_PlaySnd: ; XREF: Obj55_Index2 move.b ($FFFFFE0F).w,d0 andi.b #$F,d0 bne.s loc_101A0 move.w #$C0,d0 jsr (PlaySound_Special).l ; play flapping sound </asm> and change it to: <asm> Obj55_PlaySnd: ; XREF: Obj55_Index2 move.b ($FFFFFE0F).w,d0 andi.b #$F,d0 bne.s loc_101A0 move.w #$47,d0 jsr (PlaySound_Special).l ; play flapping sound </asm>

Sound $C1

now we will find: <asm> Obj27_Main: ; XREF: Obj27_Index addq.b #2,$24(a0) move.l #Map_obj27,4(a0) move.w #$5A0,2(a0) move.b #4,1(a0) move.b #1,$18(a0) move.b #0,$20(a0) move.b #$C,$19(a0) move.b #7,$1E(a0) ; set frame duration to 7 frames move.b #0,$1A(a0) move.w #$C1,d0 jsr (PlaySound_Special).l ; play breaking enemy sound </asm> and change it to: <asm> Obj27_Main: ; XREF: Obj27_Index addq.b #2,$24(a0) move.l #Map_obj27,4(a0) move.w #$5A0,2(a0) move.b #4,1(a0) move.b #1,$18(a0) move.b #0,$20(a0) move.b #$C,$19(a0) move.b #7,$1E(a0) ; set frame duration to 7 frames move.b #0,$1A(a0) move.w #$3D,d0 jsr (PlaySound_Special).l ; play breaking enemy sound </asm>

Sound $C2

The warning sound that you hear every so often under water "ding, ding" will be fixed by finding: <asm> Obj0A_WarnSound: ; XREF: Obj0A_Countdown move.w #$C2,d0 jsr (PlaySound_Special).l ; play "ding-ding" warning sound </asm> and changing it to: <asm> Obj0A_WarnSound: ; XREF: Obj0A_Countdown move.w #$A9,d0 jsr (PlaySound_Special).l ; play "ding-ding" warning sound </asm>

Sound $C3

The Special Stage ring sound. Find:

<asm> Obj4B_PlaySnd: move.w #$C3,d0 jsr (PlaySound_Special).l ; play giant ring sound bra.s Obj4B_Animate </asm> and changing it to: <asm> Obj4B_PlaySnd: move.w #$B3,d0 jsr (PlaySound_Special).l ; play giant ring sound bra.s Obj4B_Animate </asm>

Sound $C4

For this one, you can use a Sonic 3/S&K/S3K exploding sound (monitor/badnik pop), or use the classic, with is $B4, both work in a sonic game and either one could be useful in the hack, it is up to you. For that reason, I will provide two different versions of this step.

Classic version

Still want the old school sound with the sonic 3 driver?
find: <asm> Obj3F_Main: ; XREF: Obj3F_Index addq.b #2,$24(a0) move.l #Map_obj3F,4(a0) move.w #$5A0,2(a0) move.b #4,1(a0) move.b #1,$18(a0) move.b #0,$20(a0) move.b #$C,$19(a0) move.b #7,$1E(a0) move.b #0,$1A(a0) move.w #$C4,d0 jmp (PlaySound_Special).l ; play exploding bomb sound </asm> and change it to: <asm> Obj3F_Main: ; XREF: Obj3F_Index addq.b #2,$24(a0) move.l #Map_obj3F,4(a0) move.w #$5A0,2(a0) move.b #4,1(a0) move.b #1,$18(a0) move.b #0,$20(a0) move.b #$C,$19(a0) move.b #7,$1E(a0) move.b #0,$1A(a0) move.w #$B4,d0 jmp (PlaySound_Special).l ; play exploding bomb sound </asm>

Sonic3/k version (my favorite)

Want the new sound?
Find: <asm> Obj3F_Main: ; XREF: Obj3F_Index addq.b #2,$24(a0) move.l #Map_obj3F,4(a0) move.w #$5A0,2(a0) move.b #4,1(a0) move.b #1,$18(a0) move.b #0,$20(a0) move.b #$C,$19(a0) move.b #7,$1E(a0) move.b #0,$1A(a0) move.w #$C4,d0 jmp (PlaySound_Special).l ; play exploding bomb sound </asm> and change it to: <asm> Obj3F_Main: ; XREF: Obj3F_Index addq.b #2,$24(a0) move.l #Map_obj3F,4(a0) move.w #$5A0,2(a0) move.b #4,1(a0) move.b #1,$18(a0) move.b #0,$20(a0) move.b #$C,$19(a0) move.b #7,$1E(a0) move.b #0,$1A(a0) move.w #$3D,d0 jmp (PlaySound_Special).l ; play monitor destruction sound like sonic3/k </asm> You are probably wondering, why use this sound here? The LRZ exploding rock uses it and Asteron (Sonic 2, MTZ) uses it, and besides, it is used in the Eggman defeat routine and the Egg Prison destruction routine. The result, the Eggman defeat sounds as it does in Sonic 3, so time to update the Eggmobile now if you so choose so that it fits better with this sound improvement.

Sound $C5

The ker-ching sound is in Sonic 3, so lets modify the End Of Results bonus checker to play it.
find: <asm> Obj3A_ChkBonus: tst.w d0 ; is there any bonus? bne.s Obj3A_AddBonus ; if yes, branch move.w #$C5,d0 jsr (PlaySound_Special).l ; play "ker-ching" sound addq.b #2,$24(a0) cmpi.w #$501,($FFFFFE10).w bne.s Obj3A_SetDelay addq.b #4,$24(a0) </asm> and change it to: <asm> Obj3A_ChkBonus: tst.w d0 ; is there any bonus? bne.s Obj3A_AddBonus ; if yes, branch move.w #$B0,d0 jsr (PlaySound_Special).l ; play "ker-ching" sound addq.b #2,$24(a0) cmpi.w #$501,($FFFFFE10).w bne.s Obj3A_SetDelay addq.b #4,$24(a0) </asm>

then find: <asm> loc_C8C4: ; XREF: Obj7E_RingBonus move.w #$C5,d0 jsr (PlaySound_Special).l ; play "ker-ching" sound addq.b #2,$24(a0) move.w #180,$1E(a0) ; set time delay to 3 seconds cmpi.w #50,($FFFFFE20).w ; do you have at least 50 rings? bcs.s locret_C8EA ; if not, branch move.w #60,$1E(a0) ; set time delay to 1 second addq.b #4,$24(a0) ; goto "Obj7E_Continue" routine </asm> and change it to: <asm> loc_C8C4: ; XREF: Obj7E_RingBonus move.w #$B0,d0 jsr (PlaySound_Special).l ; play "ker-ching" sound addq.b #2,$24(a0) move.w #180,$1E(a0) ; set time delay to 3 seconds cmpi.w #50,($FFFFFE20).w ; do you have at least 50 rings? bcs.s locret_C8EA ; if not, branch move.w #60,$1E(a0) ; set time delay to 1 second addq.b #4,$24(a0) ; goto "Obj7E_Continue" routine </asm>

Sound $C6

Fixing this sound will make sonic's ring loss sound right, so locate: <asm> Obj37_ResetCounter: ; XREF: Obj37_Loop move.w #0,($FFFFFE20).w ; reset number of rings to zero move.b #$80,($FFFFFE1D).w ; update ring counter move.b #0,($FFFFFE1B).w move.w #$C6,d0 jsr (PlaySound_Special).l ; play ring loss sound </asm> and change it to: <asm> Obj37_ResetCounter: ; XREF: Obj37_Loop move.w #0,($FFFFFE20).w ; reset number of rings to zero move.b #$80,($FFFFFE1D).w ; update ring counter move.b #0,($FFFFFE1B).w move.w #$B9,d0 jsr (PlaySound_Special).l ; play ring loss sound </asm>

Sound $C7

Remember the giant weight with spikes under it that goes up and crashes down in MZ? We are going to fix the sound now.
find: <asm> loc_B872: tst.w $32(a0) beq.s loc_B8A0 move.b ($FFFFFE0F).w,d0 andi.b #$F,d0 bne.s loc_B892 tst.b 1(a0) bpl.s loc_B892 move.w #$C7,d0 jsr (PlaySound_Special).l ; play rising chain sound </asm> and change it to: <asm> loc_B872: tst.w $32(a0) beq.s loc_B8A0 move.b ($FFFFFE0F).w,d0 andi.b #$F,d0 bne.s loc_B892 tst.b 1(a0) bpl.s loc_B892 move.w #$D2,d0 jsr (PlaySound_Special).l ; play rising chain sound </asm> and then find: <asm> loc_B902: move.b ($FFFFFE0F).w,d0 andi.b #$F,d0 bne.s loc_B91C tst.b 1(a0) bpl.s loc_B91C move.w #$C7,d0 jsr (PlaySound_Special).l ; play rising chain sound </asm> and change it to: <asm> loc_B902: move.b ($FFFFFE0F).w,d0 andi.b #$F,d0 bne.s loc_B91C tst.b 1(a0) bpl.s loc_B91C move.w #$D2,d0 jsr (PlaySound_Special).l ; play rising chain sound </asm>

Sound $C8

Once again, Sonic 3 has 2 sounds for this one. (one used in the spiked weight in LRZ, the other from the lava waterfalls also in LRZ) we will put them both where they belong)
First we will make the MZ lava spouts use the lava waterfall sound (yes, that one): <asm> Obj4D_PlaySnd: move.w #$C8,d0 jsr (PlaySound_Special).l ; play flame sound </asm> and yes change the code to: <asm> Obj4D_PlaySnd: move.w #$D5,d0 jsr (PlaySound_Special).l ; play flame sound </asm> now for the other sound: <asm> Obj35_Main: ; XREF: Obj35_Index addq.b #2,$24(a0) move.l #Map_obj14,4(a0) move.w #$345,2(a0) move.w 8(a0),$2A(a0) move.b #4,1(a0) move.b #1,$18(a0) move.b #$8B,$20(a0) move.b #8,$19(a0) move.w #$C8,d0 jsr (PlaySound_Special).l ; play flame sound tst.b $28(a0) beq.s loc_B238 addq.b #2,$24(a0) bra.w Obj35_Move </asm> and it should be changed to: <asm> Obj35_Main: ; XREF: Obj35_Index addq.b #2,$24(a0) move.l #Map_obj14,4(a0) move.w #$345,2(a0) move.w 8(a0),$2A(a0) move.b #4,1(a0) move.b #1,$18(a0) move.b #$8B,$20(a0) move.b #8,$19(a0) move.w #$7F,d0 jsr (PlaySound_Special).l ; play flame sound tst.b $28(a0) beq.s loc_B238 addq.b #2,$24(a0) bra.w Obj35_Move </asm>

Sound $C9

The hidden points sound is no longer in Sonic 3, but the Hey Ho (MHZ Miniboss) has a similar sound that is used, so it probably will have to work until you replace a sound effect.
Find: <asm> move.w #$C9,d0 jsr (PlaySound_Special).l ; play bonus sound moveq #0,d0 move.b $28(a0),d0 add.w d0,d0 move.w Obj7D_Points(pc,d0.w),d0 ; load bonus points array jsr (AddPoints).l

Obj7D_ChkDel: </asm> and change it to: <asm> move.w #$8C,d0 jsr (PlaySound_Special).l ; play bonus sound moveq #0,d0 move.b $28(a0),d0 add.w d0,d0 move.w Obj7D_Points(pc,d0.w),d0 ; load bonus points array jsr (AddPoints).l

Obj7D_ChkDel: </asm>

Sound $CA

This sound should already be fixed by now. (it was fixed with Special Event sounds)

Sound $CB

Remember that I said Sonic 3 has only 1 version of this sound above?
The crumbling sound from above and smashing sound in Sonic 3 are identical, so find: <asm> loc_197D4: move.w #$CB,d0 jmp (PlaySound_Special).l ; play smashing sound </asm> and change it to: <asm> loc_197D4: move.w #$59,d0 jmp (PlaySound_Special).l ; play smashing sound </asm> then find: <asm> Obj83_BreakSnd: move.w #$CB,d0 jsr (PlaySound_Special).l ; play smashing sound jmp (DisplaySprite).l </asm> and change it to: <asm> Obj83_BreakSnd: move.w #$59,d0 jsr (PlaySound_Special).l ; play smashing sound jmp (DisplaySprite).l </asm> Now find: <asm> Smash_PlaySnd: move.w #$CB,d0 jmp (PlaySound_Special).l ; play smashing sound

End of function SmashObject

</asm> and change it to: <asm> Smash_PlaySnd: move.w #$59,d0 jmp (PlaySound_Special).l ; play smashing sound

End of function SmashObject

</asm>

Sound $CC

The Spring Sound now, find: <asm> Obj41_BounceUp: ; XREF: Obj41_Up addq.b #2,$24(a0) addq.w #8,$C(a1) move.w $30(a0),$12(a1) ; move Sonic upwards bset #1,$22(a1) bclr #3,$22(a1) move.b #$10,$1C(a1) ; use "bouncing" animation move.b #2,$24(a1) bclr #3,$22(a0) clr.b $25(a0) move.w #$CC,d0 jsr (PlaySound_Special).l ; play spring sound </asm> and change it to: <asm> Obj41_BounceUp: ; XREF: Obj41_Up addq.b #2,$24(a0) addq.w #8,$C(a1) move.w $30(a0),$12(a1) ; move Sonic upwards bset #1,$22(a1) bclr #3,$22(a1) move.b #$10,$1C(a1) ; use "bouncing" animation move.b #2,$24(a1) bclr #3,$22(a0) clr.b $25(a0) move.w #$B1,d0 jsr (PlaySound_Special).l ; play spring sound </asm> then find: <asm> loc_DC56: bclr #5,$22(a0) bclr #5,$22(a1) move.w #$CC,d0 jsr (PlaySound_Special).l ; play spring sound </asm> and change it to: <asm> loc_DC56: bclr #5,$22(a0) bclr #5,$22(a1) move.w #$B1,d0 jsr (PlaySound_Special).l ; play spring sound </asm> then find: <asm> Obj41_BounceDwn: ; XREF: Obj41_Dwn addq.b #2,$24(a0) subq.w #8,$C(a1) move.w $30(a0),$12(a1) neg.w $12(a1) ; move Sonic downwards bset #1,$22(a1) bclr #3,$22(a1) move.b #2,$24(a1) bclr #3,$22(a0) clr.b $25(a0) move.w #$CC,d0 jsr (PlaySound_Special).l ; play spring sound </asm> and change it to: <asm> Obj41_BounceDwn: ; XREF: Obj41_Dwn addq.b #2,$24(a0) subq.w #8,$C(a1) move.w $30(a0),$12(a1) neg.w $12(a1) ; move Sonic downwards bset #1,$22(a1) bclr #3,$22(a1) move.b #2,$24(a1) bclr #3,$22(a0) clr.b $25(a0) move.w #$B1,d0 jsr (PlaySound_Special).l ; play spring sound </asm> then we will use the MHZ version of this one because it makes sense: <asm> Obj5E_Spring: move.b d1,$3A(a1) move.b d1,$3A(a0) cmp.b $1A(a1),d1 beq.s loc_1192C bclr #3,$22(a1) beq.s loc_1192C clr.b $25(a1) move.b #2,$24(a1) lea ($FFFFD000).w,a2 move.w $12(a0),$12(a2) neg.w $12(a2) bset #1,$22(a2) bclr #3,$22(a2) clr.b $3C(a2) move.b #$10,$1C(a2) ; change Sonic"s animation to "spring" ($10) move.b #2,$24(a2) move.w #$CC,d0 jsr (PlaySound_Special).l ; play spring sound </asm> which gets changed to: <asm> Obj5E_Spring: move.b d1,$3A(a1) move.b d1,$3A(a0) cmp.b $1A(a1),d1 beq.s loc_1192C bclr #3,$22(a1) beq.s loc_1192C clr.b $25(a1) move.b #2,$24(a1) lea ($FFFFD000).w,a2 move.w $12(a0),$12(a2) neg.w $12(a2) bset #1,$22(a2) bclr #3,$22(a2) clr.b $3C(a2) move.b #$10,$1C(a2) ; change Sonic"s animation to "spring" ($10) move.b #2,$24(a2) move.w #$AE,d0 jsr (PlaySound_Special).l ; play spring sound </asm>

Sound $CD

Find: <asm> loc_BDC8: tst.b (a3) bne.s loc_BDD6 move.w #$CD,d0 jsr (PlaySound_Special).l ; play switch sound </asm> and change it to: <asm> loc_BDC8: tst.b (a3) bne.s loc_BDD6 move.w #$5B,d0 jsr (PlaySound_Special).l ; play switch sound </asm> then find: <asm> Obj3A_AddBonus: ; XREF: Obj3A_ChkBonus jsr (AddPoints).l move.b ($FFFFFE0F).w,d0 andi.b #3,d0 bne.s locret_C692 move.w #$CD,d0 jmp (PlaySound_Special).l ; play "blip" sound </asm> and change it to: <asm> Obj3A_AddBonus: ; XREF: Obj3A_ChkBonus jsr (AddPoints).l move.b ($FFFFFE0F).w,d0 andi.b #3,d0 bne.s locret_C692 move.w #$5B,d0 jmp (PlaySound_Special).l ; play "blip" sound </asm> then find: <asm> Obj7E_RingBonus: ; XREF: Obj7E_Index bsr.w DisplaySprite move.b #1,($FFFFF7D6).w ; set ring bonus update flag tst.w ($FFFFF7D4).w ; is ring bonus = zero? beq.s loc_C8C4 ; if yes, branch subi.w #10,($FFFFF7D4).w ; subtract 10 from ring bonus moveq #10,d0 ; add 10 to score jsr (AddPoints).l move.b ($FFFFFE0F).w,d0 andi.b #3,d0 bne.s locret_C8EA move.w #$CD,d0 jmp (PlaySound_Special).l ; play "blip" sound </asm> and change it to: <asm> Obj7E_RingBonus: ; XREF: Obj7E_Index bsr.w DisplaySprite move.b #1,($FFFFF7D6).w ; set ring bonus update flag tst.w ($FFFFF7D4).w ; is ring bonus = zero? beq.s loc_C8C4 ; if yes, branch subi.w #10,($FFFFF7D4).w ; subtract 10 from ring bonus moveq #10,d0 ; add 10 to score jsr (AddPoints).l move.b ($FFFFFE0F).w,d0 andi.b #3,d0 bne.s locret_C8EA move.w #$5B,d0 jmp (PlaySound_Special).l ; play "blip" sound </asm>

Sound $CE

This sound's usage was defined in the old 68k driver and fixes itself.

Sound $CF

The old sound for the end sign is no longer in Sonic 3, but a similar (unused) sound does exist, so find: <asm> Obj0D_Touch: ; XREF: Obj0D_Index move.w ($FFFFD008).w,d0 sub.w 8(a0),d0 bcs.s locret_EBBA cmpi.w #$20,d0 ; is Sonic within $20 pixels of the signpost? bcc.s locret_EBBA ; if not, branch move.w #$CF,d0 jsr (PlaySound).l ; play signpost sound clr.b ($FFFFFE1E).w ; stop time counter move.w ($FFFFF72A).w,($FFFFF728).w ; lock screen position addq.b #2,$24(a0) </asm> and change it to: <asm> Obj0D_Touch: ; XREF: Obj0D_Index move.w ($FFFFD008).w,d0 sub.w 8(a0),d0 bcs.s locret_EBBA cmpi.w #$20,d0 ; is Sonic within $20 pixels of the signpost? bcc.s locret_EBBA ; if not, branch move.w #$5E,d0 jsr (PlaySound).l ; play signpost sound clr.b ($FFFFFE1E).w ; stop time counter move.w ($FFFFF72A).w,($FFFFF728).w ; lock screen position addq.b #2,$24(a0) </asm>

Sound $D0

This one is the hard one, Sonic 1's timing of the waterfalls is not right, so the water sound will have pauses in it. I will look into it and update the code when I get it working right.
for now, find: <asm> loc_3F9A: clr.b $15(a1) move.b #$1B,$1C(a1) ; use Sonic"s "sliding" animation move.b #1,($FFFFF7CA).w ; lock controls (except jumping) move.b ($FFFFFE0F).w,d0 andi.b #$1F,d0 bne.s locret_3FBE move.w #$D0,d0 jsr (PlaySound_Special).l ; play water sound </asm> and change it to: <asm> loc_3F9A: clr.b $15(a1) move.b #$1B,$1C(a1) ; use Sonic"s "sliding" animation move.b #1,($FFFFF7CA).w ; lock controls (except jumping) move.b ($FFFFFE0F).w,d0 andi.b #$1F,d0 bne.s locret_3FBE move.w #$DB,d0 jsr (PlaySound_Special).l ; play water sound </asm> then find: <asm> Obj49_PlaySnd: ; XREF: Obj49_Index move.b ($FFFFFE0F).w,d0 andi.b #$3F,d0 bne.s Obj49_ChkDel move.w #$D0,d0 jsr (PlaySound_Special).l ; play waterfall sound </asm> and change it to: <asm> Obj49_PlaySnd: ; XREF: Obj49_Index move.b ($FFFFFE0F).w,d0 andi.b #$3F,d0 bne.s Obj49_ChkDel move.w #$DB,d0 jsr (PlaySound_Special).l ; play waterfall sound </asm> then find: <asm> LZWind_Loop: move.w 8(a1),d0 cmp.w (a2),d0 bcs.w loc_3EF4 cmp.w 4(a2),d0 bcc.w loc_3EF4 move.w $C(a1),d2 cmp.w 2(a2),d2 bcs.s loc_3EF4 cmp.w 6(a2),d2 bcc.s loc_3EF4 move.b ($FFFFFE0F).w,d0 andi.b #$3F,d0 bne.s loc_3E90 move.w #$D0,d0 jsr (PlaySound_Special).l ; play rushing water sound </asm> and change it to: <asm> LZWind_Loop: move.w 8(a1),d0 cmp.w (a2),d0 bcs.w loc_3EF4 cmp.w 4(a2),d0 bcc.w loc_3EF4 move.w $C(a1),d2 cmp.w 2(a2),d2 bcs.s loc_3EF4 cmp.w 6(a2),d2 bcc.s loc_3EF4 move.b ($FFFFFE0F).w,d0 andi.b #$3F,d0 bne.s loc_3E90 move.w #$DB,d0 jsr (PlaySound_Special).l ; play rushing water sound </asm>

Now all that is left, is fixing the level select so that it plays the data select music upon entry and allows selection of sounds $00 - $FF.

Utilizing new sounds in existing badniks

here, we delve a little into object editing and how to effectively use the Sonic 3 sound system, because you have already decided to use it, right? Well, if you hadn't, then why are you here?
Using sounds in Sonic 3 is very similar to older games, just the sound numbers are changed thus why the strange stuff you may have encountered earlier and why you will have to fix the Level Select later. here is how the sounds line up:

Type Numbers in Sonic 1/Sonic 2 Numbers in Sonic 3+
Broken/Error $00 - $7F N/A
Emty/Null $80 $00
Music $81 - $9F $01 - $32
Sound Effects/Control $A0 - $FF $33 - $FF

As you probably had noticed if you actually had a brain, the sound effects are in a larger range that encompassed the entire old range of sounds, music included, which would explain why the game would have sounded drunk when you first got the driver working and chose to test it before continuing this tutorial.

Buzz Bomber

The buzz bomber fires at sonic, and most enemies in Sonic 3 tend to make a certain sound when they fire at sonic, so lets add that one to the buzz bomber, so why don't we locate the firing routine: <asm> loc_98AA: add.w d0,8(a1) move.b $22(a0),$22(a1) move.w #$E,$32(a1) move.l a0,$3C(a1) move.b #1,$34(a0) ; set to "already fired" to pralign 2t refiring move.w #$3B,$32(a0) move.b #2,$1C(a0) ; use "firing" animation </asm> and add these lines right under it: <asm> move.w #$4D,d0 jmp PlaySound ; play firing sound </asm>

Now our buzz bomber has sound!

Crabmeat

The Crabmeat badnik can have a sound too, if we add it in a similar manner, so lets do it! Crabmeat throws something with both claws, but so does Monkey Dude in AIZ, so lets use that sound. Lets find the Crabmeat throwing routine: <asm> Obj1F_MakeFire: ; XREF: Obj1F_WaitFire move.w #$3B,$30(a0) move.b #6,$1C(a0) ; use firing animation bsr.w SingleObjLoad bne.s Obj1F_MakeFire2 _move.b #$1F,0(a1) ; load left fireball move.b #6,$24(a1) move.w 8(a0),8(a1) subi.w #$10,8(a1) move.w $C(a0),$C(a1) move.w #-$100,$10(a1)

Obj1F_MakeFire2: bsr.w SingleObjLoad bne.s locret_9618 _move.b #$1F,0(a1) ; load right fireball move.b #6,$24(a1) move.w 8(a0),8(a1) addi.w #$10,8(a1) move.w $C(a0),$C(a1) move.w #$100,$10(a1) </asm> Two throwing routines? Of course, one for each claw, so we will have to update them both: <asm> Obj1F_MakeFire: ; XREF: Obj1F_WaitFire move.w #$3B,$30(a0) move.b #6,$1C(a0) ; use firing animation bsr.w SingleObjLoad bne.s Obj1F_MakeFire2 _move.b #$1F,0(a1) ; load left fireball move.b #6,$24(a1) move.w 8(a0),8(a1) subi.w #$10,8(a1) move.w $C(a0),$C(a1) move.w #-$100,$10(a1) move.b #$51,d0 jsr PlaySound ;play throwing sound

Obj1F_MakeFire2: bsr.w SingleObjLoad bne.s locret_9618 _move.b #$1F,0(a1) ; load right fireball move.b #6,$24(a1) move.w 8(a0),8(a1) addi.w #$10,8(a1) move.w $C(a0),$C(a1) move.w #$100,$10(a1) move.b #$51,d0 jsr PlaySound ;play throwing sound </asm> Finally, an audiable Crabmeat.

Orbinaught

Looks like this one can have sound too, it also throws something at sonic, so lets locate the firing/throwing routine: <asm> Obj60_FireOrb: move.w #-$200,$10(a0) ; move orb to the left (quickly) btst #0,$22(a1) beq.s Obj60_Display2 neg.w $10(a0) </asm> What? There is only one, when the last had two? Yes, that is right, the same routine is used four times, so just simply add these lines after what is above: <asm> move.b #$51,d0 jsr PlaySound ;play throwing sound </asm>

Ball Hog

Ball Hog also can have sound added, so lets find the throwing routine: <asm> loc_8C0A: add.w d0,8(a1) addi.w #$C,$C(a1) move.b $28(a0),$28(a1) ; copy object type from Ball Hog </asm> and add after it: <asm> move.b #$51,d0 jsr PlaySound ;play throwing sound </asm>

Fixing the sound test on the level select

Now, we'll fix the level select to suit the Sonic 3 driver.

Music upon entry of level select

Optionally, you can do what Sonic 2 Beta (Simon Wai to Beta 5) does and play music upon entering the Level Select. If you'd rather not do it, skip this step.

Locate: <asm> LevelSelect: move.b #4,($FFFFF62A).w bsr.w DelayProgram bsr.w LevSelControls bsr.w RunPLC_RAM tst.l ($FFFFF680).w bne.s LevelSelect andi.b #$F0,($FFFFF605).w ; is A, B, C, or Start pressed? beq.s LevelSelect ; if not, branch move.w ($FFFFFF82).w,d0 cmpi.w #$14,d0 ; have you selected item $14 (sound test)? bne.s LevSel_Level_SS ; if not, go to Level/SS subroutine move.w ($FFFFFF84).w,d0 addi.w #$80,d0 tst.b ($FFFFFFE3).w ; is Japanese Credits cheat on? beq.s LevSel_NoCheat ; if not, branch cmpi.w #$9F,d0 ; is sound $9F being played? beq.s LevSel_Ending ; if yes, branch cmpi.w #$9E,d0 ; is sound $9E being played? beq.s LevSel_Credits ; if yes, branch </asm> and add before the label: <asm> move.w #$2F,d0 jsr PlaySound </asm>

The result should look like this: <asm> bsr.w LevSelTextLoad move.w #$2F,d0 jsr PlaySound

---------------------------------------------------------------------------
Level Select
---------------------------------------------------------------------------

LevelSelect: move.b #4,($FFFFF62A).w bsr.w DelayProgram bsr.w LevSelControls bsr.w RunPLC_RAM tst.l ($FFFFF680).w bne.s LevelSelect andi.b #$F0,($FFFFF605).w ; is A, B, C, or Start pressed? beq.s LevelSelect ; if not, branch move.w ($FFFFFF82).w,d0 cmpi.w #$14,d0 ; have you selected item $14 (sound test)? bne.s LevSel_Level_SS ; if not, go to Level/SS subroutine move.w ($FFFFFF84).w,d0 addi.w #$80,d0 tst.b ($FFFFFFE3).w ; is Japanese Credits cheat on? beq.s LevSel_NoCheat ; if not, branch cmpi.w #$9F,d0 ; is sound $9F being played? beq.s LevSel_Ending ; if yes, branch cmpi.w #$9E,d0 ; is sound $9E being played? beq.s LevSel_Credits ; if yes, branch </asm>

fixing the sound test

Okay, there is a lot that needs fixing here, the Sound Test seems to be set up for the old driver not the new one, first off lets look at part 1 of the level select code: <asm> LevelSelect: move.b #4,($FFFFF62A).w bsr.w DelayProgram bsr.w LevSelControls bsr.w RunPLC_RAM tst.l ($FFFFF680).w bne.s LevelSelect andi.b #$F0,($FFFFF605).w ; is A, B, C, or Start pressed? beq.s LevelSelect ; if not, branch move.w ($FFFFFF82).w,d0 cmpi.w #$14,d0 ; have you selected item $14 (sound test)? bne.s LevSel_Level_SS ; if not, go to Level/SS subroutine move.w ($FFFFFF84).w,d0 addi.w #$80,d0 tst.b ($FFFFFFE3).w ; is Japanese Credits cheat on? beq.s LevSel_NoCheat ; if not, branch cmpi.w #$9F,d0 ; is sound $9F being played? beq.s LevSel_Ending ; if yes, branch cmpi.w #$9E,d0 ; is sound $9E being played? beq.s LevSel_Credits ; if yes, branch

LevSel_NoCheat: cmpi.w #$94,d0 ; is sound $80-$94 being played? bcs.s LevSel_PlaySnd ; if yes, branch cmpi.w #$A0,d0 ; is sound $95-$A0 being played? bcs.s LevelSelect ; if yes, branch

LevSel_PlaySnd: bsr.w PlaySound_Special bra.s LevelSelect

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

LevSel_Ending: ; XREF: LevelSelect move.b #$18,($FFFFF600).w ; set screen mode to $18 (Ending) move.w #$600,($FFFFFE10).w ; set level to 0600 (Ending) rts

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

LevSel_Credits: ; XREF: LevelSelect move.b #$1C,($FFFFF600).w ; set screen mode to $1C (Credits) move.b #$26,d0 bsr.w PlaySound_Special ; play credits music move.w #0,($FFFFFFF4).w rts

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

LevSel_Level_SS: ; XREF: LevelSelect add.w d0,d0 move.w LSelectPointers(pc,d0.w),d0 ; load level number bmi.w LevelSelect cmpi.w #$700,d0 ; check if level is 0700 (Special Stage) bne.s LevSel_Level ; if not, branch move.b #$10,($FFFFF600).w ; set screen mode to $10 (Special Stage) clr.w ($FFFFFE10).w ; clear level move.b #3,($FFFFFE12).w ; set lives to 3 moveq #0,d0 move.w d0,($FFFFFE20).w ; clear rings move.l d0,($FFFFFE22).w ; clear time move.l d0,($FFFFFE26).w ; clear score rts

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

LevSel_Level: ; XREF: LevSel_Level_SS andi.w #$3FFF,d0 move.w d0,($FFFFFE10).w ; set level number

PlayLevel: ; XREF: ROM:00003246?j ... move.b #$C,($FFFFF600).w ; set screen mode to $0C (level) move.b #3,($FFFFFE12).w ; set lives to 3 moveq #0,d0 move.w d0,($FFFFFE20).w ; clear rings move.l d0,($FFFFFE22).w ; clear time move.l d0,($FFFFFE26).w ; clear score move.b d0,($FFFFFE16).w ; clear special stage number move.b d0,($FFFFFE57).w ; clear emeralds move.l d0,($FFFFFE58).w ; clear emeralds move.l d0,($FFFFFE5C).w ; clear emeralds move.b d0,($FFFFFE18).w ; clear continues move.b #$E1,d0 bsr.w PlaySound_Special ; fade out music rts

===========================================================================
---------------------------------------------------------------------------
Level select - level pointers
---------------------------------------------------------------------------

LSelectPointers: incbin misc/ls_point.bin align 2 </asm> Since the Japanese Credits Easter Egg is in no need of use, we'll remove it. We're also going to fix the gaps in the Sound Test too. <asm> LevelSelect: move.b #4,($FFFFF62A).w bsr.w DelayProgram bsr.w LevSelControls bsr.w RunPLC_RAM tst.l ($FFFFF680).w bne.s LevelSelect andi.b #$F0,($FFFFF605).w ; is A, B, C, or Start pressed? beq.s LevelSelect ; if not, branch move.w ($FFFFFF82).w,d0 cmpi.w #$14,d0 ; have you selected item $14 (sound test)? bne.s LevSel_Level_SS ; if not, go to Level/SS subroutine move.w ($FFFFFF84).w,d0 bsr.w PlaySound_Special bra.s LevelSelect

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

LevSel_Level_SS: ; XREF: LevelSelect add.w d0,d0 move.w LSelectPointers(pc,d0.w),d0 ; load level number bmi.w LevelSelect cmpi.w #$700,d0 ; check if level is 0700 (Special Stage) bne.s LevSel_Level ; if not, branch move.b #$10,($FFFFF600).w ; set screen mode to $10 (Special Stage) clr.w ($FFFFFE10).w ; clear level move.b #3,($FFFFFE12).w ; set lives to 3 moveq #0,d0 move.w d0,($FFFFFE20).w ; clear rings move.l d0,($FFFFFE22).w ; clear time move.l d0,($FFFFFE26).w ; clear score rts

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

LevSel_Level: ; XREF: LevSel_Level_SS andi.w #$3FFF,d0 move.w d0,($FFFFFE10).w ; set level number

PlayLevel: ; XREF: ROM:00003246?j ... move.b #$C,($FFFFF600).w ; set screen mode to $0C (level) move.b #3,($FFFFFE12).w ; set lives to 3 moveq #0,d0 move.w d0,($FFFFFE20).w ; clear rings move.l d0,($FFFFFE22).w ; clear time move.l d0,($FFFFFE26).w ; clear score move.b d0,($FFFFFE16).w ; clear special stage number move.b d0,($FFFFFE57).w ; clear emeralds move.l d0,($FFFFFE58).w ; clear emeralds move.l d0,($FFFFFE5C).w ; clear emeralds move.b d0,($FFFFFE18).w ; clear continues move.b #$E1,d0 bsr.w PlaySound_Special ; fade out music rts

===========================================================================
---------------------------------------------------------------------------
Level select - level pointers
---------------------------------------------------------------------------

LSelectPointers: incbin misc/ls_point.bin align 2 </asm> Now lets look at the next part of the level select: <asm> LevSelControls: ; XREF: LevelSelect move.b ($FFFFF605).w,d1 andi.b #3,d1 ; is up/down pressed and held? bne.s LevSel_UpDown ; if yes, branch subq.w #1,($FFFFFF80).w ; subtract 1 from time to next move bpl.s LevSel_SndTest ; if time remains, branch

LevSel_UpDown: move.w #$B,($FFFFFF80).w ; reset time delay move.b ($FFFFF604).w,d1 andi.b #3,d1 ; is up/down pressed? beq.s LevSel_SndTest ; if not, branch move.w ($FFFFFF82).w,d0 btst #0,d1 ; is up pressed? beq.s LevSel_Down ; if not, branch subq.w #1,d0 ; move up 1 selection bcc.s LevSel_Down moveq #$14,d0 ; if selection moves below 0, jump to selection $14

LevSel_Down: btst #1,d1 ; is down pressed? beq.s LevSel_Refresh ; if not, branch addq.w #1,d0 ; move down 1 selection cmpi.w #$15,d0 bcs.s LevSel_Refresh moveq #0,d0 ; if selection moves above $14, jump to selection 0

LevSel_Refresh: move.w d0,($FFFFFF82).w ; set new selection bsr.w LevSelTextLoad ; refresh text rts

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

LevSel_SndTest: ; XREF: LevSelControls cmpi.w #$14,($FFFFFF82).w ; is item $14 selected? bne.s LevSel_NoMove ; if not, branch move.b ($FFFFF605).w,d1 andi.b #$C,d1 ; is left/right pressed? beq.s LevSel_NoMove ; if not, branch move.w ($FFFFFF84).w,d0 btst #2,d1 ; is left pressed? beq.s LevSel_Right ; if not, branch subq.w #1,d0 ; subtract 1 from sound test bcc.s LevSel_Right moveq #$4F,d0 ; if sound test moves below 0, set to $4F

LevSel_Right: btst #3,d1 ; is right pressed? beq.s LevSel_Refresh2 ; if not, branch addq.w #1,d0 ; add 1 to sound test cmpi.w #$50,d0 bcs.s LevSel_Refresh2 moveq #0,d0 ; if sound test moves above $4F, set to 0

LevSel_Refresh2: move.w d0,($FFFFFF84).w ; set sound test number bsr.w LevSelTextLoad ; refresh text

LevSel_NoMove: rts </asm> Seems that we have now located the code that limits the level select to $80 - $CF, so we fix it: <asm> LevSelControls: ; XREF: LevelSelect move.b ($FFFFF605).w,d1 andi.b #3,d1 ; is up/down pressed and held? bne.s LevSel_UpDown ; if yes, branch subq.w #1,($FFFFFF80).w ; subtract 1 from time to next move bpl.s LevSel_SndTest ; if time remains, branch

LevSel_UpDown: move.w #$B,($FFFFFF80).w ; reset time delay move.b ($FFFFF604).w,d1 andi.b #3,d1 ; is up/down pressed? beq.s LevSel_SndTest ; if not, branch move.w ($FFFFFF82).w,d0 btst #0,d1 ; is up pressed? beq.s LevSel_Down ; if not, branch subq.w #1,d0 ; move up 1 selection bcc.s LevSel_Down moveq #$14,d0 ; if selection moves below 0, jump to selection $14

LevSel_Down: btst #1,d1 ; is down pressed? beq.s LevSel_Refresh ; if not, branch addq.w #1,d0 ; move down 1 selection cmpi.w #$15,d0 bcs.s LevSel_Refresh moveq #0,d0 ; if selection moves above $14, jump to selection 0

LevSel_Refresh: move.w d0,($FFFFFF82).w ; set new selection bsr.w LevSelTextLoad ; refresh text rts

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

LevSel_SndTest: ; XREF: LevSelControls cmpi.w #$14,($FFFFFF82).w ; is item $14 selected? bne.s LevSel_NoMove ; if not, branch move.b ($FFFFF605).w,d1 andi.b #$C,d1 ; is left/right pressed? beq.s LevSel_NoMove ; if not, branch move.w ($FFFFFF84).w,d0 btst #2,d1 ; is left pressed? beq.s LevSel_Right ; if not, branch subq.w #1,d0 ; subtract 1 from sound test bcc.s LevSel_Right moveq #$FF,d0 ; if sound test moves below 0, set to $4F

LevSel_Right: btst #3,d1 ; is right pressed? beq.s LevSel_Refresh2 ; if not, branch addq.w #1,d0 ; add 1 to sound test cmpi.w #$100,d0 bcs.s LevSel_Refresh2 moveq #0,d0 ; if sound test moves above $4F, set to 0

LevSel_Refresh2: move.w d0,($FFFFFF84).w ; set sound test number bsr.w LevSelTextLoad ; refresh text

LevSel_NoMove: rts </asm> Thought it was fixed already? Well even though it works right, the display is still wrong, so we need to fix it. so lets go to: <asm> loc_3550: move.l #$6C300003,($C00004).l ; screen position (sound test) move.w ($FFFFFF84).w,d0 addi.w #$80,d0 move.b d0,d2 lsr.b #4,d0 bsr.w LevSel_ChgSnd move.b d2,d0 bsr.w LevSel_ChgSnd rts </asm> and remove this line: <asm> addi.w #$80,d0 </asm> I hope you make good use of this driver and make many great hacks.

Credits

I give credit where it is due:

  • Esrael for the original port of the Sonic 3 Driver to Sonic 2 Beta, which I fixed up.
  • Tornado for the original guide on SSRG
  • Selbi for posting info on most of, but not all the sound test values which I had to finish.
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 | Port Sonic 2 Level Select
Adding Features
Add Spin Dash ( Part 1 / Part 2 / Part 3 / Part 4 ) | Add Eggman Monitor | Add Super Sonic | Add the Air Roll
Sound Features
Expand the Sound Index | Play Different Songs Per Act | Port Sonic 2 Final Sound Driver | Port Sonic 3's Sound Driver | Port Flamewing's Sonic 3 & Knuckles Sound Driver | Change The SEGA Sound
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)