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Difference between revisions of "Music Hacking"

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{{cleanup}}
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==Original Credits==
 +
Guide originally created by [[Tweaker]] on May 25 2005.
  
The contents of this page became too big and MediaWiki started acting up. General information about SMPS has been moved to [[:sega:SCHG:SMPS Hacking|Sega Retro]]. Sonic-related information will stay here. If this page becomes too big, it will need to be split apart further.
+
Thanks to:
 +
* [[saxman]]
 +
* [[fuzzbuzz]]
 +
* [[Erik JS]]
 +
* [[Djbrayster]]
 +
* [[Heran Bago]]
 +
* [[SGR]]
 +
* [[Tweaker]]
  
==Sonic 1==
+
==Prologue==
===Music Locations===
+
You must have at least basic hex knowledge. If you have no idea what hex is, then I suggest you steer clear of this guide and figure things out first. It's also recommended that you read and save a copy of [http://web.archive.org/web/20080623092652/http://www.smspower.org/maxim/docs/ym2612/index.html the YM2612 technical documentation] and maybe [http://web.archive.org/web/20080623092652/http://www.smspower.org/maxim/docs/SN76489.txt the PSG documentation] so that you can more easily understand how the voices and coordination flags work.
* Music Pointers: $71A9C
 
* Sound Effect Pointers: $78B44
 
  
===DAC Samples===
+
==Update history==
* DAC sample setup index: $D6
+
* March 29 2005: Initial release.
  
Each DAC pointer is listed one after another, and a single entry for one DAC sample is $8 bytes. The format is as follows:
+
* April 22 2005: Updated Chaotix info. Also added explanation on Sonic 2 Final pointer format and corrected a few bits of incorrect info. Turns out you CAN use 6 FM channels and the DAC at the same time, thanks to the music engine. Can't say it works perfectly though. :P.
{| class="prettytable"
 
|-
 
! Offset||Size||Description
 
|-
 
|$00-$01||Word||Location of the DAC sample in decompressed driver.
 
* NOTE: Value is little endian, so swap the bytes to get the real value.
 
|-
 
|$02-$03||Word||Size of the compressed DAC sample in decompressed driver.
 
* NOTE: Value is little endian, so swap the bytes to get the real value.
 
|-
 
|$05||Byte||Sample rate/pitch. The lower the value, the faster the sample will play.
 
|-
 
|$06-$08||3 Bytes||Unused/redundant.
 
|}
 
  
Sonic 1 has 3 DAC sample slots - one for the kick, one for the snare, and one for the Timpani. The other pitches of Timpani ($88-$8B) are defined by a special table, located at $71CC4, and are fully editable to suit other samples using the Timpani slot ($83).
+
* May 24 2005: Updated with even more Sonic 2 final info. Also added music pointer locations for Ristar and Michael Jackson's Moonwalker.
  
The DAC sample definitions within songs:
+
* September ?? 2005: Fucking huge update. Massive amounts of new info, mainly concerning DAC samples. All the DAC sample definitions for Sonic 3 are now available, leaving many possibilities in the field. Also, I specified the DAC samples in Sonic 1 and 2 more, so Sonic QX users can be more precise with custom imports. Also, the purpose of two more coordination flags has been found out that have to do with PSG. Then, there are the small changes. A bit of proofreading, clarification... etc. I know I promised realtime music editing this update... Sorry I couldn't get it. It's my next priority, promise. =P
{| class="prettytable"
 
! Value||Sample
 
|-
 
|$81||Kick
 
|-
 
|$82||Snare
 
|-
 
|$83||Hi-Timpani
 
|-
 
|$84||Noise
 
|-
 
|$85||Noise
 
|-
 
|$86||Noise
 
|-
 
|$87||Sega Sound
 
|-
 
|$88||Hi-Timpani
 
|-
 
|$89||Mid-Timpani
 
|-
 
|$8A||Low-Timpani
 
|-
 
|$8B||Low-Timpani
 
|}
 
  
 +
Some of these random things:
  
==Sonic 2 Beta==
+
# Added some new locations. Found a new pointer set in Sonic 3 and found the sound effect pointers as well. Can't find out what the SFX add to yet though.
===Music Locations===
+
# Got into specifics with the Sonic 2 Final pointer list. And yes, it's in the right order. :P
* Music Pointers (These add to $F0000, for 98-9F): $F0000
+
# Added "$" signs to most ROM addresses as it's more proper. Meh, nitpicky shit. =P
* Music Pointers (These add to $F8000): $F8000
+
# I wrote a tutorial on porting music from one game to another. I know people have been wanting this, so here you go. ;)
** Pointer to Music Pointers at $F8000: $EC79D
 
* Sound Effect Pointers (These add to $F8000): $FF000
 
** Pointer to Sound Effect Pointers: $EC08E
 
  
===DAC Samples===
 
* Pointers to DAC Samples in Sonic 2 Beta: $ECDA6
 
Specifics...
 
* $ECDA6 - Sample 81 pointer
 
* $ECDA8 - Sample 81 length
 
* $ECDAA - Sample 82 pointer
 
* $ECDAC - Sample 82 length (skip FF)
 
* $ECDAF - Sample 83 pointer
 
* $ECDB1 - Sample 83 length
 
* $ECDB3 - Sample 84 pointer
 
* $ECDB5 - Sample 84 length (skip FF)
 
* $ECDB8 - Sample 85 pointer
 
* $ECDBA - Sample 85 length
 
* $ECDBC - Sample 86 pointer
 
* $ECDBE - Sample 86 length -- This one is tricky. You need to skip the second FF, as the first FF is valid.
 
These pointers are 4 bytes in size. First two bytes are the pointer to the sample (the pointers add to E0000, little endian, and don't follow the music pointer format. Simple 16-bit absolute), and the other two bytes are the length of the sample (also little endian). If you see an FF, skip it and move on to the next byte.
 
  
* DAC Master List in Sonic 2 Beta: $ECDC1
+
* September 2 2006: Wow, it's been over a year since the last update! Has it really been that long? o_O
These work similarly to the master playlist in concept.. The format is two bytes per sample. First byte defines the sample ID, and the second byte defines the rate that the sample is played at. The lower the rate value, the faster the sample is played. This is used to make certain samples (like toms) appear to have different pitches (high tom, low tom, etc). If you see an FF, skip it and move on to the next byte. If you touch the FF, you fuck the entire sound driver. Don't. :P
 
 
 
The DAC sample definitions within songs:
 
{| class="prettytable"
 
! Value||Sample
 
|-
 
|$81||Kick
 
|-
 
|$82||Snare
 
|-
 
|$83||Clap
 
|-
 
|$84||Scratch
 
|-
 
|$85||Hi-Timpani
 
|-
 
|$86||Hi-Tom
 
|-
 
|$87||Silent
 
|-
 
|$88||Hi-Timpani
 
|-
 
|$89||Mid-Timpani
 
|-
 
|$8A||Low-Timpani
 
|-
 
|$8B||Low-Timpani
 
|-
 
|$8C||Mid-Tom
 
|-
 
|$8D||Low-Tom
 
|-
 
|$8E||Floor-Tom
 
|-
 
|$8F||Clap
 
|}
 
 
 
 
 
==Sonic 2 Final==
 
===Music Locations===
 
===Sonic 2 Final===
 
* Music Pointers (These add to F8000): F8000
 
** Specifics...
 
{| class="prettytable"
 
! Pointer ID||Address||Sound Test ID||Song name
 
|-
 
| 81 || $F84F6 || 08 || Casino Night Zone (2 Player)
 
|-
 
| 82 || $F88C4 || 02 || Emerald Hill Zone
 
|-
 
| 83 || $F8DEE || 05 || Metropolis Zone
 
|-
 
| 84 || $F917B || 09 || Casino Night Zone
 
|-
 
| 85 || $F9664 || 0B || Mystic Cave Zone
 
|-
 
| 86 || $F9A3C || 03 || Mystic Cave Zone (2 Player)
 
|-
 
| 87 || $F9D69 || 07 || Aquatic Ruin Zone
 
|-
 
| 88 || $FA36B || 0A || Death Egg Zone
 
|-
 
| 89 || $FA6ED || 12 || Special Stage
 
|-
 
| 8A || $FAAC4 || 11 || Option Screens
 
|-
 
| 8B || $FAC3C || 15 || Ending
 
|-
 
| 8C || $FB124 || 14 || Final Battle
 
|-
 
| 8D || $FB3F7 || 0E || Chemical Plant Zone
 
|-
 
| 8E || $FB81E || 13 || Boss
 
|-
 
| 8F || $FBA6F || 0D || Sky Chase Zone
 
|-
 
| 90 || $FBD8C || 04 || Oil Ocean Zone
 
|-
 
| 91 || $FC146 || 0F || Wing Fortress Zone
 
|-
 
| 92 || $FC480 || 0C || Emerald Hill Zone (2 Player)
 
|-
 
| 93 || $FC824 || 01 || 2 Player Results Screen
 
|-
 
| 94 || $FCBBC || 16 || Super Sonic
 
|-
 
| 95 || $FCE74 || 06 || Hill Top Zone
 
|-
 
| 96 || $FD48D || 18 || 1-Up
 
|-
 
| 97 || $FD193 || 19 || Title Screen
 
|-
 
| 98 || $FD35E || 1A || Stage Cleared
 
|-
 
| 99 || $FD57A || 1B || Game Over
 
|-
 
| 9A || $F8359 || 17 || Invincibility
 
|-
 
| 9B || $FD6C9 || 1D || Got an Emerald
 
|-
 
| 9C || $F803C || 10 || Hidden Palace Zone
 
|-
 
| 9D || $F823B || 1F || Underwater Timing
 
|-
 
| 9E || $FD797 || 1E || Credits
 
|}
 
 
 
* Pointer to Music Pointers at $F8000: $EC810
 
* Music Pointers (These add to F8000 and are for 98-9F, excluding continue): $F802A
 
** Specifics...
 
{| class="prettytable"
 
! Pointer ID||Address||Sound Test ID||Song name
 
|-
 
| 01 || 0F0002 || 1C || Continue
 
|}
 
* Sound Effect Pointers (These add to F8000): $FEE91
 
** Pointer to Sound Effect Pointers: $EC09C
 
 
 
===DAC Samples===
 
* Pointers to DAC Samples in Sonic 2 Final: $ECF7C
 
Specifics...
 
* $ECF7C - Sample 81 pointer
 
* $ECF7E - Sample 81 length
 
* $ECF81 - Sample 82 pointer
 
* $ECF83 - Sample 82 length
 
* $ECF85 - Sample 83 pointer
 
* $ECF87 - Sample 83 length
 
* $ECF8A - Sample 84 pointer
 
* $ECF8C - Sample 84 length
 
* $ECF8E - Sample 85 pointer
 
* $ECF90 - Sample 85 length
 
* $ECF93 - Sample 86 pointer
 
* $ECF95 - Sample 86 length
 
* $ECF97 - Sample 87 pointer
 
* $ECF99 - Sample 87 length
 
These pointers are 4 bytes in size. First two bytes are the pointer to the sample (the pointers add to E0000, little endian, and don't follow the music pointer format. Simple 16-bit absolute), and the other two bytes are the length of the sample (also little endian). If you see an FF, skip it and move on to the next byte.
 
 
 
* DAC Master List in Sonic 2 Final: $ECF9C
 
These work similarly to the master playlist in concept.. The format is two bytes per sample. First byte defines the sample ID, and the second byte defines the rate that the sample is played at. The lower the rate value, the faster the sample is played. This is used to make certain samples (like toms) appear to have different pitches (high tom, low tom, etc). If you see an FF, skip it and move on to the next byte. If you touch the FF, you fuck the entire sound driver. Don't. :P
 
 
 
The DAC sample definitions within songs:
 
{| class="prettytable"
 
! Value||Sample
 
|-
 
|$81||Kick
 
|-
 
|$82||Snare
 
|-
 
|$83||Clap
 
|-
 
|$84||Scratch
 
|-
 
|$85||Timpani
 
|-
 
|$86||Tom
 
|-
 
|$87||Bongo
 
|-
 
|$88||Hi-Timpani
 
|-
 
|$89||Mid-Timpani
 
|-
 
|$8A||Low-Timpani
 
|-
 
|$8B||Low-Timpani
 
|-
 
|$8C||Mid-Tom
 
|-
 
|$8D||Low-Tom
 
|-
 
|$8E||Floor-Tom
 
|-
 
|$8F||Hi-Bongo
 
|-
 
|$90||Mid-Bongo
 
|-
 
|$91||Low-Bongo
 
|}
 
 
 
===Master Playlist===
 
Sonic 2 has a special "master playlist" that defines what music ID plays in what slot. It works by taking a base address - generally the start of a music bank - and, for each increment of the value, it reads ahead another word in the current ROM bank. So, say, $00 would be the first word in the bank ($00-$01), $01 would be the next ($02-$03), and so on. The base address for this bank, in both Sonic 2 Beta AND final, is $F0000, and the addressing range spans as far as the value can allow, which is two Z80 ROM banks ($10000 bytes). 
 
 
 
However, as a simple guide to understanding how it works (at least, for the casual hacker), all values for the original, untouched music (for the most part, anyway) subtract $1 from the value. So, to change Track 81 to Track 82, change $80 to $81. $80 is $81, $81 is $82, etc. These values go up to slot $9F, or $1F (visually, anyway - the game still uses $80 > values internally) in the final version of the game. The only exception to this is in Sonic 2 Beta, where some songs use the upper $8000 bytes of the bank start address to store music (making the values for calling said music start with $00). The locations for the master playlist are as follows:
 
 
 
* Master Playlist in Sonic 2 Beta: $ECE9F
 
 
 
* Master Playlist in Sonic 2 Final: $ECF36
 
 
 
As previously mentioned, track 81 is represented by $80, 82 is reresented by $81, etc. If you see an $FF, skip it and move on to the next byte - these are compression bytes for the driver, and touching them will bork the decompressor in-game, and prevent the sound driver from booting. The "master playlist" is only in Sonic 2 (Beta/Final) as far as I know. If I find it in any other games, I will update this section.
 
 
 
===Music Compression===
 
In Sonic 2 Final, there is a compression applied to all music data in the game except for the credits. This format has been dubbed the saxman compression, named after the person who cracked the format. I will not note how to manually decompress this format -- Refer to saxman's hacking guide to do so. The music can be decompressed by using Magus' Sega Data Compressor. Refer to the pointer format to edit the music properly.
 
 
 
===Real-Time Music Editing===
 
{| class="prettytable"
 
|-
 
! Offset||Z80 RAM Location||Purpose
 
|-
 
|$001669||11F5||Master Playlist
 
|-
 
|$000C16||07A2||Pointer for Master Playlist
 
|-
 
|$000DF9||0985||Pointer for Sound Effects list
 
|}
 
 
 
 
 
==Sonic 3 and Knuckles==
 
:''This section is at [[SCHG:Sonic_3_&_Knuckles/Music Editing]].''
 
 
 
 
 
==Sonic 3D==
 
===Music Locations===
 
* Music Pointers (These add to $C0000): $D3233
 
* Music Pointers (These add to $C8000): $D3245
 
* Music Pointers (These add to $D0000): $D325D
 
** Specifics...
 
{| class="prettytable"
 
! Music ID||Music Pointer||Song name
 
|-
 
! colspan="3" | These add to $C0000:
 
|-
 
|01||2480||Green Grove 1
 
|-
 
|02||8F91||Green Grove 2
 
|-
 
|03||A0A8||Rusty Ruin 1
 
|-
 
|04||E7B9||Rusty Ruin 2
 
|-
 
|05||95C7||Volcano Valley 2
 
|-
 
|06||4AD0||Volcano Valley 1
 
|-
 
|07||39D7||Spring Stadium 1
 
|-
 
|08||72E3||Spring Stadium 2
 
|-
 
|09||91F0||Diamond Dust 1
 
|-
 
! colspan="3" | These add to $C8000:
 
|-
 
|0A||2480||Diamond Dust 2
 
|-
 
|0B||DE8B||Gene Gadget 1
 
|-
 
|0C||BD96||Gene Gadget 2
 
|-
 
|0D||A8A0||Panic Puppet 2
 
|-
 
|0E||E0A8||The Final Fight
 
|-
 
|0F||B396||Ending
 
|-
 
|10||55BB||Bonus Stage
 
|-
 
|11||8FC6||Panic Puppet 1/Level Select Screen
 
|-
 
|12||12D0||Boss Theme 1
 
|-
 
|13||20D6||Boss Theme 2
 
|-
 
|14||98DD||Intro
 
|-
 
|15||D9E1||Credits
 
|-
 
! colspan="3" | These add to $D0000:
 
|-
 
|16||2480||Game Over
 
|-
 
|17||7F82||Congratulations: You have found the secret Level Select screen" screen
 
|-
 
|18||9886||Bonus Stage End
 
|-
 
|19||158B||Extra Life
 
|-
 
|1A||658C||Chaos Emerald Gain
 
|-
 
|1B||558D||Invincibility
 
|-
 
|1C||2791||Main Menu
 
|}
 
* Sound Effect Pointers (These add to $D8000): $D3297
 
 
 
===DAC Samples===
 
Location and format of the DAC sample table is unknown.
 
 
 
The DAC sample mapping is identical to that of ''Sonic 3'' with many of the later samples removed.
 
 
 
===Real-Time Music Editing===
 
{| class="prettytable"
 
|-
 
! Offset||Z80 RAM Location||Purpose
 
|-
 
|$001AD0||165C||Music Pointers
 
|-
 
|$001778||1304||Pointer for Music Pointers
 
|-
 
|$00177A||1306||Pointer for Sound Effect Pointers
 
|-
 
|$001AD0||165C||Music Pointers
 
|-
 
|$001B34||16C0||Sound Effect Pointers
 
|}
 
 
 
 
 
==Knuckles' Chaotix==
 
===Locations===
 
* Music Pointers (These add to $40000): $76AE9
 
* Music Pointers (These add to $48000): $76B05
 
* Music Pointers (These add to $50000): $76B33
 
{| class="prettytable"
 
|-
 
! Address||Song
 
|-
 
|$40000||Door Into Summer
 
|-
 
|$40D61||Electoria
 
|-
 
|$41904||Speed of Sound
 
|-
 
|$428a6||Seascape
 
|-
 
|$4349a||Midnight Greenhouse
 
|-
 
|$44220||New Moon
 
|-
 
|$4509c||Labyrinth
 
|-
 
|$4536b||Trial and Error
 
|-
 
|$45DEE||Walkin'
 
|-
 
|$461be||Hyper-Hyper
 
|-
 
|$468e5||Evening Star
 
|-
 
|$46Fe8||Moonrise
 
|-
 
|$474e3||Overture
 
|-
 
|$477f0||This Horizon
 
|-
 
|$48000||Take Off
 
|-
 
|$4836a||Combination
 
|-
 
|$48a39||Take a Nap
 
|-
 
|$48c96||Surging Power
 
|-
 
|$4915d||Mechanical Dance
 
|-
 
|$4951d||Tube Panic
 
|-
 
|$49fb0||Crystal Nightmare
 
|-
 
|$4a58c||Child's Song
 
|-
 
|$4ac3c||Soda Pop
 
|-
 
|$4b082||Pendulum
 
|-
 
|$4b6f5||Silver Screen
 
|-
 
|$4bBFF||Tachy Touch
 
|-
 
|$4c44e||Chaotic World
 
|-
 
|$4c8fa||Surprise!
 
|-
 
|$4cd0d||Nice Meeting You
 
|-
 
|$4d0ef||Have a Happy Day
 
|-
 
|$4d34c||Reach the Goal
 
|-
 
|$4d53f||High Five
 
|-
 
|$4d67a||Decision
 
|-
 
|$4d81d||From Party to Party
 
|-
 
|$4d9f4||Have Some Fun
 
|-
 
|$4dc41||Oriental Legend
 
|-
 
|$4e33d||Steel Heart
 
|-
 
|$50000||Tribute
 
|-
 
|$509ac||Destructive Power
 
|-
 
|$50c6a||Just Another Day
 
|-
 
|$5400b||Decision 2nd
 
|}
 
* Sound Effect Pointers (These add to $50000): $76B3B
 
* PWM Table: $58000
 
 
 
===PWM Samples===
 
The note equivalents:
 
{| class="prettytable"
 
! Value||Sample
 
|-
 
|$81||Electric Kick
 
|-
 
|$82||Electric Snare
 
|-
 
|$83||Splash Cymbal
 
|-
 
|$84||Ride Bell
 
|-
 
|$85||High Tom
 
|-
 
|$86||Mid Tom
 
|-
 
|$87||Low Tom
 
|-
 
|$88||Electric Hi-Hat
 
|-
 
|$89||Crash Cymbal
 
|-
 
|$8A||Clap
 
|-
 
|$8B||Acoustic Kick
 
|-
 
|$8C||Acoustic Snare
 
|-
 
|$8D||Bell
 
|-
 
|$8E||Fingers Snapping
 
|-
 
|$8F||Cowbell
 
|-
 
|$90||High Click
 
|-
 
|$91||Low Click
 
|-
 
|$92||High Bongo
 
|-
 
|$93||Low Bongo
 
|-
 
|$94||High Timpani
 
|-
 
|$95||Low Timpani
 
|-
 
|$96||Silence
 
|}
 
 
 
 
 
==Sonic Crackers==
 
===Music Locations===
 
* Music Pointers: $0633F
 
** Specifics...
 
{| class="prettytable"
 
|-
 
! Sound ID||Song||Location
 
|-
 
|$81||Electoria||$10000
 
|-
 
|$82||Walkin'||$1088C
 
|-
 
|$83||Hyper-Hyper||$10BDA
 
|-
 
|$84||Evening Star||$11210
 
|-
 
|$85||Moonrise||$1172B
 
|-
 
|$86||Game Over||$11B10
 
|}
 
 
 
===DAC Samples===
 
{| class="prettytable"
 
! Value||Sample
 
|-
 
|$81||Kick
 
|-
 
|$82||Snare
 
|-
 
|$83||Tom
 
|-
 
|$84||Tom
 
|-
 
|$85||Tom
 
|-
 
|$86||Voice sample "Let's go!"
 
|-
 
|$87||Voice sample "Hey!"
 
|-
 
|$88||Beep/screech
 
|}
 
 
 
 
 
==Sonic CD==
 
Each file has only one song. The sound effect list is a list of 32-bit pointers. For the sound effects and PCM pointers, each file is loaded to Sub 68000 address $40000, so simply bitwise AND $3FFFF to each address from the list to get the ROM address. For each file, the music is placed immediately before the first sound effect and the last sound effect is placed immediately before the PCM table, so if you want to split out the music, start at the given address and end at the address of the first sound effect in the sound effect list.
 
{| class="prettytable"
 
|-
 
! File
 
! Description
 
! Music Start Address
 
! Sound Effects List Address
 
! PCM Table Address
 
|-
 
| SNCBNK1B.BIN
 
| Palmtree Panic Past
 
| $1324
 
| $12DE
 
| $1D94
 
|-
 
| SNCBNK3B.BIN
 
| Collision Chaos Past
 
| $133A
 
| $12DE
 
| $19F6
 
|-
 
| SNCBNK4B.BIN
 
| Tidal Tempest Past
 
| $1322
 
| $12DE
 
| $1906
 
|-
 
| SNCBNK5B.BIN
 
| Quartz Quadrant Past
 
| $1336
 
| $12DE
 
| $1C82
 
|-
 
| SNCBNK6B.BIN
 
| Wacky Workbench Past
 
| $1326
 
| $12DE
 
| $1976
 
|-
 
| SNCBNK7B.BIN
 
| Stardust Speedway Past
 
| $1336
 
| $12DE
 
| $1A7A
 
|-
 
| SNCBNK8B.BIN
 
| Metallic Madness Past
 
| $1322
 
| $12DE
 
| $1AA4
 
|-
 
| SNCBNKB1.BIN
 
| Unknown
 
| $1326
 
| $12E2
 
| $1414
 
|-
 
| SNCBNKB2.BIN
 
| Unknown
 
| $1326
 
| $12E2
 
| $1414
 
|-
 
|}
 
 
 
 
 
==Tricks of the Trade==
 
===Music porting===
 
Ah, yes. Music porting. An infamous practice that many want to achieve. This section will explain the various methods of porting music from one game to another. If something is not possible, it will be noted.
 
 
 
====Sonic 1 -> Sonic 2 Beta====
 
This is one of the easier jobs in my opinion, but it can be a bit tough at first. The trick is to convert the pointer format from S1 to S2B format. First, you have to convert the header pointers. This is the easiest part, as all the pointers are simple relative pointers. So here's what you do...
 
 
 
First off, mark the location you want to place the music at in pointer form. EX: F8000 goes to 8000, which goes to 0080, etc etc. Then, take this base location and add the relative values to it. So if I was placing my music at F9CDE, and my voice pointer was 0312, I would add 312 bytes to F9CDE. This gives me F9FF0. I then take this and convert it into pointer form. An easy way to do so in this case is to simply remove the F. This leaves me with 9FF0, which I then byteswap. This leaves me with the final converted pointer of F09F. Do this for every pointer in the header, as the rest you can leave intact.
 
 
 
The next job is to convert all the pointers in the coordination flags that have them. There are 3 flags in total that do so: F6, F7, and F8. Become familiar with the syntax; Know which is the pointer and which is not. Converting proceeds as follows...
 
 
 
We'll start with an example of sorts. As I noted before, with coordination flag pointers in S1, signed values are used. FFFF is 0, etc. The math works in the same way as our last job, but this time we use different variables. Our base location is found out by marking the offset of the byte where the actual pointer is. In the case of F6 and F8, the byte after F6/F8. In the case of F7, skip two bytes after the F7 to where the pointer is. This is all in my syntax breakdowns, BTW.
 
 
 
Now that we have our base location, we can convert the pointer. Now remember, instead of 0000 being zero, in this case FFFF is zero. So if we want to convert our pointer easily, we have to make our pointer as simple as the header pointers. For negative jumps (below FFFF), we take the pointer value and subtract it from FFFF. This will leave us with a simple relative value. For example, if my S1 pointer was FFE6, I would subtract FFE6 from FFFF. This gives me 19 as a result, meaning this pointer is meant to locate data 19 bytes before our base location. Now we have to convert this into S2B form. Take your base location and subtract your result relative value (19 in my case) from it. For example, if my base location was FEE90 (90EE), I would subtract 19 bytes from it (my result value from the above operation). That would give me the offset of FEE77. I then convert this into pointer form, giving me the final converted pointer of 77EE.
 
 
 
For positive values (above FFFF), things are a bit simpler. Simply take the positive value and subtract 1 from it. Then, add it to your base location. So if my pointer was 0090, I subtract 1 from it. This gives me 8F. I then add this value to my base location, which was FEE90. FEE90 + 8F = FEF1F. Then, convert this into S2B pointer form. This gives me the final converted pointer of 1FEF. Fun, eh? =P
 
 
 
Remember to do this with ALL pointers in the song. You won't get off correcting two or three, I'll tell you that much. :P
 
 
 
=====Points to note=====
 
Always remember to change the music pointer to point to your new music. Otherwise you'll have done this all for nothing. Also, S1 voices are not entirely compatible with S2 voices. You may have to apply new voices to the song to make it sound right. This is why the instruments in Esrael's port of Marble zone sounded different; he had to make new ones.
 
 
 
====Porting between Sonic 3K/3D/Crackers/Chaotix====
 
This job is much simpler, as all pointers use the same format. There are two methods of porting this music between each other...
 
 
 
# Simply put the music in the "same" location according to pointer format. For example, having music at C0000 or C8000 would be the same as having it at 10000 or 18000. All the result pointers would be 0080. Get it? =P Simple copy and paste, and nothing else needs to be done. Just change the music pointer to point to the new music and presto! Ported music. This method limits your customization as where to put the music though, and I don't recommend it unless you are porting whole music banks or it is incredibly convenient. It is easier though, so hey. =P
 
# Modify all pointers inside the music (header and coordination flags) to go along with the new location you put it at. Here's a simple way to do so...
 
 
 
First off, take your original location, which is the beginning of the song. Then, work out where you are going to put the song. Convert both these values into pointer format. Now, work out the difference between these two values. For example, if the original location was F802A (2A80 in pointer format), and I wanted to put it at FD980 (80D9 in pointer format), then I would subtract my new location from my original location. So in my case, FD980 - F802A. This gives me 5956. Now, this will be your modifying value for each pointer. You add this location to each pointer in the song to get your converted pointer.
 
 
 
Let me give an example of a negative value. My original location was FA000 and my new location was F9027. This time, we switch the operation. FA000 - F9027 = FD9. This time, you subtract this value from each pointer in the song to get the converted pointer. So remember, if you are moving a song to a location before the original location, subtract. If you are moving it to a location beyond the original, add.
 
 
 
=====Points to note=====
 
If Sonic 3 music has D817 as the voice pointer, then it cannot be ported outside of S3K without being given a new voice set. Sonic 3K is the only game with this universal voice bank, and specifying it in any other game will have no effect.
 
 
 
====Porting from Sonic 2 Beta to Sonic 3K/3D/Crackers/Chaotix====
 
 
 
This is a very simple job, provided you have a good eye for detail. The trick is to replace the differing coordination flags between the two games. This is a simple task, and you can do it in two simple steps.
 
 
 
# Run a search in the song for coordination flag E3. This is the S2 flag to return. We need to replace this with the Sonic 3K/etc equivalent, F9. Change all valid instances of E3 to F9. This will fix awkward jumps in the song that were hindering porting before.
 
 
 
# Run another search in the song for coordination flag E9. This is the S2 flag to add a value to the current channel pitch. We need to replace this with the Sonic 3K equivalent, FB. Change all valid instances of E9 to FB. This will fix certain lagging in some songs, lack of pitch change, and even crashing.
 
 
 
When I mention valid instances, I mean that the values of E9 or E3 are not part of another coordination flag. Make sure you know the format of most coordination flags, as to avoid making fatal mistakes that may destroy your entire port.
 
 
 
=====Points to note=====
 
Some voices may be wrong. You will have to fix this manually, provided you know how.
 
 
 
====Porting from Sonic 3K/3D/Crackers/Chaotix to Sonic 2 Beta====
 
Just do the opposite of the method above; replace F9 with E3 and FB with E9.
 
  
 +
Anyway, I finally got the realtime music editing section done. Savestate locations and Z80 RAM equivalents are listed, with explanations on how to tinker with music, even while it’s still playing. Also added locations for a shitload of games, mostly from my notes. I also added more to the music porting section. And once again, various corrections and such... I can't be arsed to keep track of what I change anymore, so bleh. =P
  
 
{{SCHGuides}}
 
{{SCHGuides}}
 
[[Category:Sonic Community Hacking Guide|Music Hacking]]
 
[[Category:Sonic Community Hacking Guide|Music Hacking]]

Revision as of 20:22, 4 December 2010

Original Credits

Guide originally created by Tweaker on May 25 2005.

Thanks to:

Prologue

You must have at least basic hex knowledge. If you have no idea what hex is, then I suggest you steer clear of this guide and figure things out first. It's also recommended that you read and save a copy of the YM2612 technical documentation and maybe the PSG documentation so that you can more easily understand how the voices and coordination flags work.

Update history

  • March 29 2005: Initial release.
  • April 22 2005: Updated Chaotix info. Also added explanation on Sonic 2 Final pointer format and corrected a few bits of incorrect info. Turns out you CAN use 6 FM channels and the DAC at the same time, thanks to the music engine. Can't say it works perfectly though. :P.
  • May 24 2005: Updated with even more Sonic 2 final info. Also added music pointer locations for Ristar and Michael Jackson's Moonwalker.
  • September ?? 2005: Fucking huge update. Massive amounts of new info, mainly concerning DAC samples. All the DAC sample definitions for Sonic 3 are now available, leaving many possibilities in the field. Also, I specified the DAC samples in Sonic 1 and 2 more, so Sonic QX users can be more precise with custom imports. Also, the purpose of two more coordination flags has been found out that have to do with PSG. Then, there are the small changes. A bit of proofreading, clarification... etc. I know I promised realtime music editing this update... Sorry I couldn't get it. It's my next priority, promise. =P

Some of these random things:

  1. Added some new locations. Found a new pointer set in Sonic 3 and found the sound effect pointers as well. Can't find out what the SFX add to yet though.
  2. Got into specifics with the Sonic 2 Final pointer list. And yes, it's in the right order. :P
  3. Added "$" signs to most ROM addresses as it's more proper. Meh, nitpicky shit. =P
  4. I wrote a tutorial on porting music from one game to another. I know people have been wanting this, so here you go. ;)


  • September 2 2006: Wow, it's been over a year since the last update! Has it really been that long? o_O

Anyway, I finally got the realtime music editing section done. Savestate locations and Z80 RAM equivalents are listed, with explanations on how to tinker with music, even while it’s still playing. Also added locations for a shitload of games, mostly from my notes. I also added more to the music porting section. And once again, various corrections and such... I can't be arsed to keep track of what I change anymore, so bleh. =P

Sonic Community Hacking Guide
General
SonED2 Manual | Subroutine Equivalency List
Game-Specific
Sonic the Hedgehog (16-bit) | Sonic the Hedgehog (8-bit) | Sonic CD (prototype 510) | Sonic CD | Sonic CD (PC) | Sonic CD (2011) | Sonic 2 (Simon Wai prototype) | Sonic 2 (16-bit) | Sonic 2 (Master System) | Sonic 3 | Sonic 3 & Knuckles | Chaotix | Sonic Jam | Sonic Jam 6 | Sonic Adventure | Sonic Adventure DX: Director's Cut | Sonic Adventure DX: PC | Sonic Adventure (2010) | Sonic Adventure 2 | Sonic Adventure 2: Battle | Sonic Adventure 2 (PC) | Sonic Heroes | Sonic Riders | Sonic the Hedgehog (2006) | Sonic & Sega All-Stars Racing | Sonic Unleashed (Xbox 360/PS3) | Sonic Colours | Sonic Generations | Sonic Forces
Technical information
Sonic Eraser | Sonic 2 (Nick Arcade prototype) | Sonic CD (prototype; 1992-12-04) | Dr. Robotnik's Mean Bean Machine | Sonic Triple Trouble | Tails Adventures | Sonic Crackers | Sonic 3D: Flickies' Island | Sonic & Knuckles Collection | Sonic R | Sonic Shuffle | Sonic Advance | Sonic Advance 3 | Sonic Battle | Shadow the Hedgehog | Sonic Rush | Sonic Classic Collection | Sonic Free Riders | Sonic Lost World
Legacy Guides
The Nemesis Hacking Guides The Esrael Hacking Guides
ROM: Sonic 1 | Sonic 2 | Sonic 2 Beta | Sonic 3

Savestate: Sonic 1 | Sonic 2 Beta/Final | Sonic 3

Sonic 1 (English / Portuguese) | Sonic 2 Beta (English / Portuguese) | Sonic 2 and Knuckles (English / Portuguese)
Move to Sega Retro
Number Systems (or scrap) | Assembly Hacking Guide | 68000 Instruction Set | 68000 ASM-to-Hex Code Reference | SMPS Music Hacking Guide | Mega Drive technical information