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

From Sonic Retro

(Replacing 68k driver with new Z80 driver)
(Upgrading Pause / Resume routines)
Line 441: Line 441:
 
; End of function PauseGame
 
; End of function PauseGame
 
</asm>
 
</asm>
 +
==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:
 +
<asm>
 +
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

Revision as of 05:32, 4 March 2011

(Original guide by Kram1024)
Updated by 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.

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 hivebrain version, if you wish to do it via svn version, I am sure you can come up with a way that works by seeing what changes I made in the hivebrain version.

Preparing to use Sonic 3/K/3K sound system

The Vertical Interrupt and Horizontal Interrupt need to be fixed, since the sonic 1/2 system uses them but the Sonic 3/K/3K system doesn't.

Removal of master V_Int branch to s1driver point

first we will fix the vertical interrupt, by changing: <asm> loc_B5E: ; XREF: loc_B88 jsr (sub_71B4C).l </asm>

to: <asm> loc_B5E: ; XREF: loc_B88 nop </asm>

Removal of H_Int branch point to s1driver

Now we locate: <asm> 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

</asm> See another familiar line? Yes, you've got it, do the same thing to it: <asm> loc_119E: ; XREF: PalToCRAM clr.b ($FFFFF64F).w movem.l d0-a6,-(sp) bsr.w Demo_Time nop movem.l (sp)+,d0-a6 rte

End of function PalToCRAM

</asm> That effectively disables the sonic1 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 sonic1 driver junk, wouldn't we want now to use the sonic3 driver instead? Here is where we start installing it. Locate: <asm>

---------------------------------------------------------------------------
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

</asm>

and replace it all with: <asm>

---------------------------------------------------------------------------
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: </asm>

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: <asm>

---------------------------------------------------------------------------
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

</asm>

and replace it completely with: <asm>

---------------------------------------------------------------------------
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 </asm>

sound playback routines

now find: <asm>

---------------------------------------------------------------------------
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 </asm>

and replace it entirely with: <asm>

---------------------------------------------------------------------------
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 </asm>

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: <asm>

---------------------------------------------------------------------------
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

</asm>

and replace it completely with: <asm>

---------------------------------------------------------------------------
Subroutine to pause the game
---------------------------------------------------------------------------
||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||


PauseGame: ; XREF: Level_MainLoop; et al nop tst.b ($FFFFFE12).w beq Unpause tst.w ($FFFFF63A).w bne.s PauseGame_AlreadyPaused move.b ($FFFFF605).w,d0 or.b ($FFFFF607).w,d0 andi.b #$80,d0 beq Pause_DoNothing

PauseGame_AlreadyPaused: move.w #1,($FFFFF63A).w move.w #$100,($A11100).l

PauseGameZ80NotStopped: btst #0,($A11100).l bne.s PauseGameZ80NotStopped move.b #1,($A01C10).l move.w #0,($A11100).l

PauseGameLoop: move.b #$10,($FFFFF62A).w jsr DelayProgram tst.b ($FFFFFFE1).w ; Edit: the value is $FFFFFFE1 in Sonic 1 beq.s Pause_ChkStart btst #6,($FFFFF605).w beq.s Pause_ChkBC move.b #$4,($FFFFF600).w ; Go To Title Screen nop bra.s PauseGame1

Pause_ChkBC: btst #4,($FFFFF604).w bne.s Pause_SlowMo btst #5,($FFFFF605).w bne.s Pause_SlowMo

Pause_ChkStart: cmpi.b #$E,($FFFFFE10).w bcs.s PauseGame0 cmpi.b #$12,($FFFFFE10).w bhi.s PauseGame0 tst.b ($FFFFFF8B).w bpl.s PauseGame0 btst #4,($FFFFF605).w beq.s PauseGame0 move.b #$C0,($FFFFF600).w bra.s PauseGame1

PauseGame0: move.b ($FFFFF605).w,d0 or.b ($FFFFF607).w,d0 andi.b #$80,d0 beq.s PauseGameLoop

PauseGame1: move.w #$100,($A11100).l

Pause_ChkStartZ80NotStopped: btst #0,($A11100).l bne.s Pause_ChkStartZ80NotStopped move.b #$80,($A01C10).l move.w #0,($A11100).l

Unpause: move.w #0,($FFFFF63A).w

Pause_DoNothing: rts

Pause_SlowMo: move.w #1,($FFFFF63A).w move.w #$100,($A11100).l

Pause_SlowMoZ80NotStopped: btst #0,($A11100).l bne.s Pause_SlowMoZ80NotStopped move.b #$80,($A01C10).l move.w #0,($A11100).l rts

End of function PauseGame

</asm>

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: <asm> 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