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SCHG How-to

Port Sonic 3's Sound Driver to Sonic 2

From Sonic Retro

Revision as of 17:03, 24 May 2014 by Kram1024 (talk | contribs) (Upgrading the Load Driver Routine)

(Original guide by Kram1024)

You probably saw my method of placing the sonic3 sound driver in sonic 1. Well, we are going to put it in sonic2 Rev01 this time. The changes are very similar to that of the sonic1 port. over the years I found that the s3 driver actually works without a sonic game with minimal hacking (it just needs a wait routine to time it.) Thus it is actually possible to put it into sonic2 with rather ease as well and into a homebrew too, though in homebrew it might not be legal anyways due to IP laws but sega no longer enforces them on genesis games anyways, thus why nobody gets sued for sonic hacks, but lets get back to the hack.

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 latest github version, if you wish to do it via a different version, I am sure you can come up with a way that works by seeing what changes I made in the github 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 all callbacks to the s2 driver in the vertical interupt

Unlike the s1 driver, sonic2 actually calls the driver over and over again after stopping the z80 then restarting the z80. The playsound routine of our new driver will do that automatically, so we do not really need any of that kind of code. we will search for all instances of: <asm> stopZ80 ; stop the Z80 bsr.w sndDriverInput ; give input to the sound driver startZ80 ; start the Z80 </asm> and comment it out or just plain remove it. I prefer to replace it with a nop instruction, but even comments or removal work as well. In case you are a little lazy, here is a list of routines with this code:
VintSub0
Loc_54A
Vint0_noWater (only touch the " bsr.w sndDriverInput ; give input to the sound driver" line)
loc_748 (only touch the " bsr.w sndDriverInput ; give input to the sound driver" line)
Vint10_specialStage (only touch the " jsr (sndDriverInput).l)
loc_92A+++++ (only touch the " jsr (sndDriverInput).l)
loc_BD6 (only touch the " jsr (sndDriverInput).l)
VintSub18 (only touch the " bsr.w sndDriverInput)
VintSub16 (only touch the " bsr.w sndDriverInput)
Loc_EFE (only touch the " bsr.w sndDriverInput)

Removal of sndDriverInput

Okay, we disabled the sonic2 z80 sound driver junk, but we still have a vestage of the old driver taking up valuable rom space. Locate: <asm> sndDriverInput: lea (Music_to_play&$00FFFFFF).l,a0 lea (Z80_RAM+zComRange).l,a1 ; $A01B80 cmpi.b #$80,8(a1) ; If this (zReadyFlag) isn't $80, the driver is processing a previous sound request. bne.s loc_10C4 ; So we'll wait until at least the next frame before putting anything in there. _move.b 0(a0),d0 beq.s loc_10A4 _clr.b 0(a0) bra.s loc_10AE

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

loc_10A4: move.b 4(a0),d0 ; If there was something in Music_to_play_2, check what that was. Else, just go to the loop. beq.s loc_10C4 clr.b 4(a0)

loc_10AE: ; Check that the sound is not FE or FF move.b d0,d1 ; If it is, we need to put it in $A01B83 as $7F or $80 respectively subi.b #$FE,d1 bcs.s loc_10C0 addi.b #$7F,d1 move.b d1,3(a1) bra.s loc_10C4

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

loc_10C0: move.b d0,8(a1)

loc_10C4: moveq #4-1,d1 ; FFE4 (Music_to_play_2) goes to 1B8C (zMusicToPlay), - move.b 1(a0,d1.w),d0 ; FFE3 (unk_FFE3) goes to 1B8B, (unknown) beq.s + ; FFE2 (SFX_to_play_2) goes to 1B8A (zSFXToPlay2), tst.b 9(a1,d1.w) ; FFE1 (SFX_to_play) goes to 1B89 (zSFXToPlay). bne.s + clr.b 1(a0,d1.w) move.b d0,9(a1,d1.w) + dbf d1,- rts

End of function sndDriverInput

</asm> and remove it. We don't need it anymore because the sonic 3 driver does this stuff on its own in its own way

Upgrading the Load Driver Routine

Okay now we are finally ready to install the sonic 3 sound driver itself. SoundDriverLoad is located at the end of the rom in sonic2 instead of the beginning, but we have some artwork entangled with it as well. We will have to relocated it while we insert the new code. Locate: <asm>

---------------------------------------------------------------------------
Subroutine to load the sound driver
---------------------------------------------------------------------------
sub_EC000

SoundDriverLoad: move sr,-(sp) movem.l d0-a6,-(sp) move #$2700,sr lea (Z80_Bus_Request).l,a3 lea (Z80_Reset).l,a2 moveq #0,d2 move.w #$100,d1 move.w d1,(a3) ; get Z80 bus move.w d1,(a2) ; release Z80 reset (was held high by console on startup) - btst d2,(a3) bne.s - ; wait until the 68000 has the bus jsr DecompressSoundDriver(pc) btst #0,(VDP_control_port+1).l ; check video mode sne (Z80_RAM+zPalModeByte).l ; set if PAL move.w d2,(a2) ; hold Z80 reset move.w d2,(a3) ; release Z80 bus moveq #$E6,d0 - dbf d0,- ; wait for 2,314 cycles move.w d1,(a2) ; release Z80 reset movem.l (sp)+,d0-a6 move (sp)+,sr rts

||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||
slightly modified Saxman decompression of the sound driver
a4 == $A00000 (start of Z80 RAM)
a5 == current position in Z80 RAM?
a6 == current position in compressed sound driver?
d0 == data to decompress? (byte)
d4 == ???
d5 == ???
d6 == ???
d7 == bytes left to decompress
loc_EC04A

DecompressSoundDriver: lea Snd_Driver(pc),a6

WARNING
the build script needs editing if you rename this label

movewZ80CompSize: move.w #Snd_Driver_End-Snd_Driver,d7 ; patched (by fixpointer.exe) after compression since the exact size can't be known beforehand moveq #0,d6 lea (Z80_RAM).l,a5 moveq #0,d5 lea (Z80_RAM).l,a4

loc_EC062: lsr.w #1,d6 btst #8,d6 bne.s + jsr sub_EC0DE(pc) move.b d0,d6 ori.w #$FF00,d6 + btst #0,d6 beq.s loc_EC086 jsr sub_EC0DE(pc) move.b d0,(a5)+ addq.w #1,d5 bra.w loc_EC062

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

loc_EC086: jsr sub_EC0DE(pc) moveq #0,d4 move.b d0,d4 jsr sub_EC0DE(pc) move.b d0,d3 andi.w #$F,d3 addq.w #2,d3 andi.w #$F0,d0 lsl.w #4,d0 add.w d0,d4 addi.w #$12,d4 andi.w #$FFF,d4 move.w d5,d0 andi.w #$F000,d0 add.w d0,d4 cmp.w d4,d5 bhs.s loc_EC0CC subi.w #$1000,d4 bcc.s loc_EC0CC add.w d3,d5 addq.w #1,d5

- move.b #0,(a5)+ dbf d3,-

bra.w loc_EC062

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

loc_EC0CC: add.w d3,d5 addq.w #1,d5

- move.b (a4,d4.w),(a5)+ addq.w #1,d4 dbf d3,-

bra.w loc_EC062

End of function DecompressSoundDriver


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


sub_EC0DE: move.b (a6)+,d0 subq.w #1,d7 bne.s + addq.w #4,sp + rts

End of function sub_EC0DE
===========================================================================
---------------------------------------------------------------------------
S2 sound driver (Sound driver compression (slightly modified Saxman))
---------------------------------------------------------------------------
loc_EC0E8

Snd_Driver: save include "s2.sounddriver.asm" ; CPU Z80 restore padding off !org (Snd_Driver+Size_of_Snd_driver_guess) ; don't worry; I know what I'm doing


loc_ED04C

Snd_Driver_End:



---------------------------------------------------------------------------
Filler (free space)
---------------------------------------------------------------------------

; the DAC data has to line up with the end of the bank.

; actually it only has to fit within one bank, but we'll line it up to the end anyway ; because the padding gives the sound driver some room to grow cnop -Size_of_DAC_samples, $8000

---------------------------------------------------------------------------
DAC samples
---------------------------------------------------------------------------
loc_ED100

SndDAC_Start:

SndDAC_Sample1: BINCLUDE "sound/DAC/Sample 1.bin" SndDAC_Sample1_End

SndDAC_Sample2: BINCLUDE "sound/DAC/Sample 2.bin" SndDAC_Sample2_End

SndDAC_Sample5: BINCLUDE "sound/DAC/Sample 5.bin" SndDAC_Sample5_End

SndDAC_Sample6: BINCLUDE "sound/DAC/Sample 6.bin" SndDAC_Sample6_End

SndDAC_Sample3: BINCLUDE "sound/DAC/Sample 3.bin" SndDAC_Sample3_End

SndDAC_Sample4: BINCLUDE "sound/DAC/Sample 4.bin" SndDAC_Sample4_End

SndDAC_Sample7: BINCLUDE "sound/DAC/Sample 7.bin" SndDAC_Sample7_End

SndDAC_End

if SndDAC_End - SndDAC_Start > $8000 fatal "DAC samples must fit within $8000 bytes, but you have $\{SndDAC_End-SndDAC_Start } bytes of DAC samples." endif if SndDAC_End - SndDAC_Start > Size_of_DAC_samples fatal "Size_of_DAC_samples = $\{Size_of_DAC_samples}, but you have $\{SndDAC_End-SndDAC_Start} bytes of DAC samples." endif

---------------------------------------------------------------------------
Music pointers
---------------------------------------------------------------------------

align $8000

loc_F0000

MusicPoint1: MusPtr_Continue: rom_ptr_z80 Mus_Continue-MusicPoint2


Mus_Continue: BINCLUDE "sound/music/Continue.bin"

--------------------------------------------------------------------
Nemesis compressed art (20 blocks)
Buzzer's fireball

ArtNem_Buzzer_Fireball: BINCLUDE "art/nemesis/Fireball 1 (Buzzer).bin"

--------------------------------------------------------------------
Nemesis compressed art (24 blocks)
Waterfall tiles

ArtNem_Waterfall: BINCLUDE "art/nemesis/Waterfall tiles.bin"

--------------------------------------------------------------------
Nemesis compressed art (16 blocks)
Another fireball

ArtNem_HtzFireball: BINCLUDE "art/nemesis/Fireball 2.bin"

--------------------------------------------------------------------
Nemesis compressed art (8 blocks)
Bridge in EHZ

ArtNem_EHZ_Bridge: BINCLUDE "art/nemesis/EHZ bridge.bin"

--------------------------------------------------------------------
Nemesis compressed art (48 blocks)
Diagonally moving lift in HTZ

ArtNem_HtzZipline: BINCLUDE "art/nemesis/HTZ zip-line platform.bin"

--------------------------------------------------------------------
Nemesis compressed art (4 blocks)
One way barrier from HTZ

ArtNem_HtzValveBarrier: BINCLUDE "art/nemesis/One way barrier from HTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (24 blocks)
See-saw in HTZ

ArtNem_HtzSeeSaw: BINCLUDE "art/nemesis/See-saw in HTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (24 blocks)
Unused Fireball
ArtNem_F0B06

BINCLUDE "art/nemesis/Fireball 3.bin"

--------------------------------------------------------------------
Nemesis compressed art (20 blocks)
Rock from HTZ

ArtNem_HtzRock: BINCLUDE "art/nemesis/Rock from HTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (4 blocks)
Orbit badnik from HTZ ; ArtNem_HtzSol

ArtNem_Sol: BINCLUDE "art/nemesis/Sol badnik from HTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (120 blocks)
Large spinning wheel from MTZ

ArtNem_MtzWheel: BINCLUDE "art/nemesis/Large spinning wheel from MTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (9 blocks)
Indent in large spinning wheel from MTZ

ArtNem_MtzWheelIndent: BINCLUDE "art/nemesis/Large spinning wheel from MTZ - indent.bin"

--------------------------------------------------------------------
Nemesis compressed art (8 blocks)
Spike block from MTZ

ArtNem_MtzSpikeBlock: BINCLUDE "art/nemesis/MTZ spike block.bin"

--------------------------------------------------------------------
Nemesis compressed art (15 blocks)
Steam from MTZ

ArtNem_MtzSteam: BINCLUDE "art/nemesis/Steam from MTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (8 blocks)
Spike from MTZ

ArtNem_MtzSpike: BINCLUDE "art/nemesis/Spike from MTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (54 blocks)
Similarly shaded blocks from MTZ

ArtNem_MtzAsstBlocks: BINCLUDE "art/nemesis/Similarly shaded blocks from MTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (9 blocks)
Lava bubble from MTZ

ArtNem_MtzLavaBubble: BINCLUDE "art/nemesis/Lava bubble from MTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (4 blocks)
Lava cup

ArtNem_LavaCup: BINCLUDE "art/nemesis/Lava cup from MTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (8 blocks)
End of a bolt and rope from MTZ

ArtNem_BoltEnd_Rope: BINCLUDE "art/nemesis/Bolt end and rope from MTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (12 blocks)
Small cog from MTZ

ArtNem_MtzCog: BINCLUDE "art/nemesis/Small cog from MTZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (4 blocks)
Unknown. Four blocks that are all the same colour from MTZ.

ArtNem_MtzUnkBlocks: BINCLUDE "art/nemesis/Unknown MTZ sprite.bin"

--------------------------------------------------------------------
Nemesis compressed art (32 blocks)
Large wooden box from MCZ ; ArtNem_F187C

ArtNem_Crate: BINCLUDE "art/nemesis/Large wooden box from MCZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (26 blocks)
Collapsing platform from MCZ ; ArtNem_F1ABA

ArtNem_MCZCollapsePlat: BINCLUDE "art/nemesis/Collapsing platform from MCZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (16 blocks)
Switch that you pull on from MCZ ; ArtNem_F1C64

ArtNem_VineSwitch: BINCLUDE "art/nemesis/Pull switch from MCZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (10 blocks)
Vine that lowers in MCZ ; ArtNem_F1D5C

ArtNem_VinePulley: BINCLUDE "art/nemesis/Vine that lowers from MCZ.bin"

--------------------------------------------------------------------
Nemesis compressed art (20 blocks)
Log viewed from the end for folding gates in MCZ (start of MCZ2) ; ArtNem_F1E06

ArtNem_MCZGateLog: BINCLUDE "art/nemesis/Drawbridge logs from MCZ.bin"

----------------------------------------------------------------------------------
Filler (free space)
----------------------------------------------------------------------------------

; the PCM data has to line up with the end of the bank. cnop -Size_of_SEGA_sound, $8000

-------------------------------------------------------------------------------
Sega Intro Sound
8-bit unsigned raw audio at 16Khz
-------------------------------------------------------------------------------
loc_F1E8C

Snd_Sega: BINCLUDE "sound/PCM/SEGA.bin" Snd_Sega_End:

if Snd_Sega_End - Snd_Sega > $8000 fatal "Sega sound must fit within $8000 bytes, but you have a $\{Snd_Sega_End-Snd_Sega} byte Sega sound." endif if Snd_Sega_End - Snd_Sega > Size_of_SEGA_sound fatal "Size_of_SEGA_sound = $\{Size_of_SEGA_sound}, but you have a $\{Snd_Sega_End-Snd_Sega} byte Sega sound." endif

------------------------------------------------------------------------------
Music pointers
------------------------------------------------------------------------------

align $8000 soundBankStart := *

loc_F8000

MusicPoint2: MusPtr_CNZ_2P: rom_ptr_z80 Mus_CNZ_2P MusPtr_EHZ: rom_ptr_z80 Mus_EHZ MusPtr_MTZ: rom_ptr_z80 Mus_MTZ MusPtr_CNZ: rom_ptr_z80 Mus_CNZ MusPtr_MCZ: rom_ptr_z80 Mus_MCZ MusPtr_MCZ_2P: rom_ptr_z80 Mus_MCZ_2P MusPtr_ARZ: rom_ptr_z80 Mus_ARZ MusPtr_DEZ: rom_ptr_z80 Mus_DEZ MusPtr_SpecStage: rom_ptr_z80 Mus_SpecStage MusPtr_Options: rom_ptr_z80 Mus_Options MusPtr_Ending: rom_ptr_z80 Mus_Ending MusPtr_EndBoss: rom_ptr_z80 Mus_EndBoss MusPtr_CPZ: rom_ptr_z80 Mus_CPZ MusPtr_Boss: rom_ptr_z80 Mus_Boss MusPtr_SCZ: rom_ptr_z80 Mus_SCZ MusPtr_OOZ: rom_ptr_z80 Mus_OOZ MusPtr_WFZ: rom_ptr_z80 Mus_WFZ MusPtr_EHZ_2P: rom_ptr_z80 Mus_EHZ_2P MusPtr_2PResult: rom_ptr_z80 Mus_2PResult MusPtr_SuperSonic: rom_ptr_z80 Mus_SuperSonic MusPtr_HTZ: rom_ptr_z80 Mus_HTZ MusPtr_ExtraLife: rom_ptr_z80 Mus_ExtraLife MusPtr_Title: rom_ptr_z80 Mus_Title MusPtr_EndLevel: rom_ptr_z80 Mus_EndLevel MusPtr_GameOver: rom_ptr_z80 Mus_GameOver MusPtr_Invincible: rom_ptr_z80 Mus_Invincible MusPtr_Emerald: rom_ptr_z80 Mus_Emerald MusPtr_HPZ: rom_ptr_z80 Mus_HPZ MusPtr_Drowning: rom_ptr_z80 Mus_Drowning MusPtr_Credits: rom_ptr_z80 Mus_Credits

loc_F803C

Mus_HPZ: BINCLUDE "sound/music/HPZ.bin" Mus_Drowning: BINCLUDE "sound/music/Drowning.bin" Mus_Invincible: BINCLUDE "sound/music/Invincible.bin" Mus_CNZ_2P: BINCLUDE "sound/music/CNZ_2p.bin" Mus_EHZ: BINCLUDE "sound/music/EHZ.bin" Mus_MTZ: BINCLUDE "sound/music/MTZ.bin" Mus_CNZ: BINCLUDE "sound/music/CNZ.bin" Mus_MCZ: BINCLUDE "sound/music/MCZ.bin" Mus_MCZ_2P: BINCLUDE "sound/music/MCZ_2p.bin" Mus_ARZ: BINCLUDE "sound/music/ARZ.bin" Mus_DEZ: BINCLUDE "sound/music/DEZ.bin" Mus_SpecStage: BINCLUDE "sound/music/SpecStg.bin" Mus_Options: BINCLUDE "sound/music/Options.bin" Mus_Ending: BINCLUDE "sound/music/Ending.bin" Mus_EndBoss: BINCLUDE "sound/music/End_Boss.bin" Mus_CPZ: BINCLUDE "sound/music/CPZ.bin" Mus_Boss: BINCLUDE "sound/music/Boss.bin" Mus_SCZ: BINCLUDE "sound/music/SCZ.bin" Mus_OOZ: BINCLUDE "sound/music/OOZ.bin" Mus_WFZ: BINCLUDE "sound/music/WFZ.bin" Mus_EHZ_2P: BINCLUDE "sound/music/EHZ_2p.bin" Mus_2PResult: BINCLUDE "sound/music/2player results screen.bin" Mus_SuperSonic: BINCLUDE "sound/music/Supersonic.bin" Mus_HTZ: BINCLUDE "sound/music/HTZ.bin" Mus_Title: BINCLUDE "sound/music/Title screen.bin" Mus_EndLevel: BINCLUDE "sound/music/End of level.bin"

; The following act mostly like sound effects ; despite being listed with the music. ; This means they're uncompressed format with absolute pointers ; instead of compressed with relative pointers. ; Because they have absolute pointers, ; they have to be assembled rather than BINCLUDE'd. ; See below (right before Sound20) for other notes ; about the sound format that apply to these too.

Mus_ExtraLife
BINCLUDE "sound/music/Extra life.bin"

Mus_ExtraLife: dc.w z80_ptr(Mus_EL_Voices),$0603,$02CD dc.w z80_ptr(Mus_EL_DAC),$0000 dc.w z80_ptr(Mus_EL_FM1),$E810 dc.w z80_ptr(Mus_EL_FM2),$E810 dc.w z80_ptr(Mus_EL_FM3),$E810 dc.w z80_ptr(Mus_EL_FM4),$E810 dc.w z80_ptr(Mus_EL_FM5),$E810 dc.w z80_ptr(Mus_EL_PSG1),$D008,$0005 dc.w z80_ptr(Mus_EL_PSG2),$DC08,$0005 dc.w z80_ptr(Mus_EL_PSG3),$DC00,$0004 Mus_EL_FM4: dc.b $E1,$03,$E0,$40,$F6 dc.w z80_ptr(+) Mus_EL_FM1: dc.b $E0,$80 + dc.b $EF,$00,$E8,$06,$D9,$06,$03,$03,$06,$06 dc.b $E8,$00,$DB,$09,$D7,$D6,$06,$D9,$18,$F2 Mus_EL_FM2: dc.b $EF,$01,$E8,$06,$E2,$01,$D6,$06,$03,$03,$06,$06 dc.b $E8,$00,$D7,$09,$D4,$D2,$06,$D6,$18,$E2,$01,$F2 Mus_EL_FM5: dc.b $E1,$03,$E0,$40,$F6 dc.w z80_ptr(+) Mus_EL_FM3: dc.b $E0,$80 + dc.b $EF,$02,$BA,$0C,$80,$06,$BA,$B8,$80,$03 dc.b $B8,$06,$80,$03,$B8,$06,$BA,$18,$F2 Mus_EL_PSG1: dc.b $E8,$06,$D6,$06,$03,$03,$06,$06,$E8,$00,$D7,$09 dc.b $D4,$D2,$06,$D6,$18 Mus_EL_PSG2: Mus_EL_PSG3: dc.b $F2 Mus_EL_DAC: dc.b $88,$12,$06,$8B,$09,$09,$06,$88,$06,$8A,$88,$8A dc.b $88,$0C,$E4 Mus_EL_Voices: dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E dc.b $03,$00,$00,$00,$00,$1F,$1F,$FF,$0F,$18,$16,$4E,$80 dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E dc.b $03,$00,$00,$00,$00,$1F,$1F,$FF,$0F,$18,$27,$28,$80 dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E dc.b $03,$00,$00,$00,$07,$1F,$1F,$FF,$0F,$18,$27,$28,$80


Mus_GameOver
BINCLUDE "sound/music/Game over.bin"

Mus_GameOver: dc.w z80_ptr(MusGO_Voices),$0603,$02F2 dc.w z80_ptr(MusGOver_DAC),$0000 dc.w z80_ptr(MusGOver_FM1),$E80A dc.w z80_ptr(MusGOver_FM2),$F40F dc.w z80_ptr(MusGOver_FM3),$F40F dc.w z80_ptr(MusGOver_FM4),$F40D dc.w z80_ptr(MusGOver_FM5),$DC16 dc.w z80_ptr(MusGOver_PSG),$D003,$0005 dc.w z80_ptr(MusGOver_PSG),$DC06,$0005 dc.w z80_ptr(MusGOver_PSG),$DC00,$0004 MusGOver_FM1: dc.b $EF,$00 dc.b $F0,$20,$01,$04,$05 dc.b $80,$0C,$CA,$12,$80,$06,$CA,$80,$CB,$12,$C8,$1E dc.b $CA,$06,$80,$CA,$80,$CA,$80,$C6,$80,$C4,$12,$C8 dc.b $0C,$80,$12,$C9,$04,$80,$C9,$C8,$06,$80,$C7,$80 dc.b $C6,$80 dc.b $F0,$28,$01,$18,$05 dc.b $C5,$60,$F2 MusGOver_FM2: dc.b $EF,$01,$80,$01,$D9,$06,$80,$D9,$80,$D6,$80,$D6 dc.b $80,$D7,$15,$D7,$1B,$D9,$06,$80,$D9,$80,$D6,$80 dc.b $D6,$80,$DC,$15,$DC,$1B,$F2 MusGOver_FM3: dc.b $EF,$01,$D6,$0C,$D6,$D2,$D2,$D4,$15,$D4,$1B,$D6 dc.b $0C,$D6,$D2,$D2,$D7,$15,$D7,$1B,$F2 MusGOver_FM4: dc.b $EF,$02,$E2,$01,$AE,$06,$80,$AE,$80,$A9,$80,$A9 dc.b $80,$AC,$15,$AB,$0C,$AC,$03,$AB,$0C,$AE,$06,$80 dc.b $AE,$80,$A9,$80,$A9,$80,$B3,$15,$B2,$0C,$B3,$03 dc.b $B2,$0C,$AE,$04,$80,$AE,$AD,$06,$80,$AC,$80,$AB dc.b $80,$AB,$60,$E2,$01,$F2 MusGOver_FM5: dc.b $EF,$03,$80,$30,$D7,$12,$80,$03,$D7,$1B,$80,$30 dc.b $DC,$12,$80,$03,$DC,$1B MusGOver_PSG: dc.b $F2 MusGOver_DAC: dc.b $80,$18,$81 dc.b $F7,$00,$04 dc.w z80_ptr(MusGOver_DAC) dc.b $F2 MusGO_Voices: dc.b $3A,$51,$51,$08,$02,$1E,$1E,$1E,$10,$1F,$1F,$1F dc.b $0F,$00,$00,$00,$02,$0F,$0F,$0F,$1F,$18,$22,$24,$81 dc.b $3C,$33,$73,$30,$70,$94,$96,$9F,$9F,$12,$14,$00 dc.b $0F,$04,$04,$0A,$0D,$2F,$4F,$0F,$2F,$33,$1A,$80,$80 dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E dc.b $03,$00,$00,$00,$07,$1F,$1F,$FF,$0F,$1C,$27,$28,$80 dc.b $1F,$66,$53,$31,$22,$1C,$1F,$98,$1F,$12,$0F,$0F dc.b $0F,$00,$00,$00,$00,$FF,$0F,$0F,$0F,$8C,$8A,$8D,$8B

Mus_Emerald
BINCLUDE "sound/music/Got an emerald.bin"

Mus_Emerald: dc.w z80_ptr(MusEmrldVoices),$0703,$01D5 dc.w z80_ptr(MusEmeraldDAC),$0000 dc.w z80_ptr(MusEmeraldFM1),$F408 dc.w z80_ptr(MusEmeraldFM2),$F408 dc.w z80_ptr(MusEmeraldFM3),$F407 dc.w z80_ptr(MusEmeraldFM4),$F416 dc.w z80_ptr(MusEmeraldFM5),$F416 dc.w z80_ptr(MusEmeraldFM6),$F416 dc.w z80_ptr(MusEmeraldPSG1),$F402,$0004 dc.w z80_ptr(MusEmeraldPSG2),$F402,$0005 dc.w z80_ptr(MusEmeraldPSG3),$F400,$0004 MusEmeraldFM3: dc.b $E1,$02 MusEmeraldFM1: dc.b $EF,$00,$C1,$06,$C4,$C9,$CD,$0C,$C9,$D0,$2A,$F2 MusEmeraldFM2: dc.b $EF,$00,$BD,$06,$C1,$C4,$C9,$0C,$C6,$CB,$2A,$F2 MusEmeraldFM4: dc.b $EF,$01,$C1,$0C,$C1,$06,$C4,$06,$80,$C4,$80,$C9 dc.b $2A,$F2 MusEmeraldFM5: dc.b $EF,$01,$C9,$0C,$C9,$06,$CD,$06,$80,$CD,$80,$D0 dc.b $2A,$F2 MusEmeraldFM6: dc.b $EF,$01,$C4,$0C,$C4,$06,$C9,$06,$80,$C9,$80,$CD dc.b $2A,$F2 MusEmeraldPSG2: dc.b $80,$2D - dc.b $C4,$06,$C2,$C1,$BF,$EC,$03 dc.b $F7,$00,$04 dc.w z80_ptr(-) dc.b $F2 MusEmeraldPSG1: dc.b $E2,$01,$80,$02,$80,$2D - dc.b $C4,$06,$C2,$C1,$BF,$EC,$03 dc.b $F7,$00,$04 dc.w z80_ptr(-) MusEmeraldPSG3: MusEmeraldDAC: dc.b $E2,$01,$F2 MusEmrldVoices: dc.b $04,$35,$54,$72,$46,$1F,$1F,$1F,$1F,$07,$07,$0A dc.b $0D,$00,$00,$0B,$0B,$1F,$1F,$0F,$0F,$23,$1D,$14,$80 dc.b $3C,$31,$50,$52,$30,$52,$52,$53,$53,$08,$08,$00 dc.b $00,$04,$04,$00,$00,$10,$10,$07,$07,$1A,$16,$80,$80

Mus_Credits
BINCLUDE "sound/music/Credits.bin"

Mus_Credits: dc.w z80_ptr(MusCred_Voices),$0603,$01F0 dc.w z80_ptr(MusCred_DAC),$0000 dc.w z80_ptr(MusCred_FM1),$000E dc.w z80_ptr(MusCred_FM2),$180A dc.w z80_ptr(MusCred_FM3),$0014 dc.w z80_ptr(MusCred_FM4),$0016 dc.w z80_ptr(MusCred_FM5),$0C16 dc.w z80_ptr(MusCred_PSG1),$E806,$000B dc.w z80_ptr(MusCred_PSG2),$DC07,$000B dc.w z80_ptr(MusCred_PSG3),$0002,$0003 MusCred_FM1: dc.b $E9,$F4,$E6,$FE,$F8 dc.w z80_ptr(MusCreditsDB06) dc.b $E9,$0C,$E6,$02 - dc.b $80,$30 dc.b $F7,$00,$08 dc.w z80_ptr(-) dc.b $EF,$03,$F8 dc.w z80_ptr(MusCreditsD9D1) dc.b $AE,$06,$A2,$F8 dc.w z80_ptr(MusCreditsD9D1) dc.b $E6,$FD - dc.b $EF,$00,$B7,$06,$BA,$F8 dc.w z80_ptr(MusCreditsDA13) dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$06,$80,$80,$30,$80,$EF,$0B,$E9,$18,$E6,$02 - dc.b $94,$0C,$8F,$92,$8F,$06,$94,$05,$94,$07,$06,$8F dc.b $0C,$92,$8F dc.b $F7,$00,$05 dc.w z80_ptr(-) dc.b $80,$30,$80,$EF,$0E,$E6,$FF,$E9,$E8,$F8 dc.w z80_ptr(MusCreditsDAE5) dc.b $80,$12,$91,$94,$06,$80,$18,$96,$12,$9A,$06,$80 dc.b $80,$12,$8F,$93,$08,$80,$16,$96,$06,$91,$92,$94 dc.b $96,$F8 dc.w z80_ptr(MusCreditsDAE5) dc.b $80,$12,$9D,$9A,$08,$80,$16,$96,$12,$9D,$08,$80 dc.b $04,$EF,$12 dc.b $F0,$18,$01,$0A,$04 dc.b $80,$30,$80,$F8 dc.w z80_ptr(MusCreditsDA5F) dc.b $E7,$24,$E7,$C5,$01,$E7,$C4,$E7,$C3,$E7,$C2,$E7 dc.b $C1,$E7,$C0,$E7,$BF,$E7,$BE,$E7,$BD,$E7,$BC,$E7 dc.b $BB,$E7,$BA,$80,$60,$EF,$01,$E9,$F4,$E6,$FA,$F4 dc.b $F8 dc.w z80_ptr(MusCreditsDA99) dc.b $B1,$03,$F8 dc.w z80_ptr(MusCreditsDA99) dc.b $80,$03,$80,$60,$E6,$04,$E1,$01,$EF,$1B,$E6,$06 dc.b $C1,$0C,$E8,$06,$BD,$06,$BA,$BD,$0C,$80,$80,$EF dc.b $1C,$E6,$FA,$E8,$00,$BC,$0C,$12,$06,$EF,$1B,$E6 dc.b $06,$E8,$06,$C2,$06,$C2,$80,$C2,$80,$C2,$E8,$00 dc.b $C3,$0C,$C4,$80,$E8,$06,$C4,$06,$06,$C6,$C4,$E8 dc.b $00,$C1,$0C,$E8,$06,$BD,$06,$BA,$BD,$0C,$80,$80 dc.b $E8,$00,$EF,$1C,$E6,$FA,$C1,$C4,$C1,$EF,$1A,$E6 dc.b $06,$E8,$06,$C2,$06,$C2,$80,$C2,$80,$C2,$E8,$00 dc.b $C3,$0C,$C4,$06,$80,$80,$24,$80,$30,$80,$EF,$1F dc.b $E9,$18,$E6,$F7,$E1,$00,$80,$06,$AC,$AE,$80,$B1 dc.b $80,$B3,$80,$B4,$80,$B3,$80,$B1,$B3,$80,$B1,$E9 dc.b $F4,$EF,$00,$80,$0C,$AC,$06,$AE,$B1,$80,$12,$AC dc.b $06,$AE,$B1,$80,$B4,$B1,$80,$B1,$E9,$0C,$EF,$1F dc.b $80,$06,$B8,$12,$B4,$06,$80,$B3,$80,$B4,$80,$B3 dc.b $80,$B1,$AE,$80,$B1,$E9,$F4,$EF,$00,$80,$06,$AF dc.b $12,$AE,$06,$80,$12,$AF,$06,$80,$AE,$80,$AF,$B1 dc.b $80,$B1,$80,$30,$80,$EF,$21,$E9,$0C,$80,$30,$80 dc.b $08,$A0,$04,$9E,$0C,$9D,$9B,$99,$08,$04,$91,$0C dc.b $92,$93,$94,$98,$99,$9B,$9D,$98,$95,$93,$91,$98 dc.b $9D,$91,$96,$98,$99,$98,$96,$99,$9D,$96,$95,$97 dc.b $99,$97,$95,$96,$97,$98,$99,$98,$99,$9B,$9D,$08 dc.b $04,$98,$0C,$91,$95,$96,$98,$99,$9D,$9E,$08,$96 dc.b $10,$97,$0C,$98,$F8 dc.w z80_ptr(MusCreditsDAFE) dc.b $9E,$E6,$04,$F8 dc.w z80_ptr(MusCreditsDAFE) dc.b $9E,$E6,$FC,$F8 dc.w z80_ptr(MusCreditsDAFE) dc.b $9E,$08,$99,$04,$EF,$23,$E9,$E8,$E6,$07,$80,$60 dc.b $F8 dc.w z80_ptr(MusCreditsDABE) dc.b $80,$60,$E6,$FB,$80,$0C,$CD,$06,$80,$D4,$CD,$06 dc.b $80,$0C,$CD,$06,$80,$D4,$CD,$06,$80,$18,$E6,$05 dc.b $80,$0C,$AE,$80,$AE,$80,$24,$E1,$02,$E6,$08,$A2 dc.b $6C,$F2 MusCreditsD9D1: dc.b $A5,$0C,$B1,$06,$80,$B1,$0C,$AC,$B3,$12,$B1,$0C dc.b $AC,$06,$AE,$B1,$A7,$0C,$B3,$06,$80,$B3,$0C,$AE dc.b $B5,$12,$B3,$06,$80,$AE,$B0,$B3,$A3,$0C,$AF,$06 dc.b $80,$AF,$0C,$AA,$B1,$12,$AF,$0C,$AA,$06,$AC,$AF dc.b $A2,$0C,$AE,$06,$A2,$A4,$0C,$B0,$06,$A4,$A5,$0C dc.b $B1,$06,$A5,$A2,$0C,$E3 MusCreditsDA13: dc.b $BE,$0C,$BC,$06,$BA,$BC,$BA,$04,$E7,$08,$BA,$04 dc.b $80,$0E,$EF,$07,$B7,$06,$B2,$B5,$B7,$EF,$00,$B7 dc.b $BA,$BE,$0C,$BC,$06,$BA,$BC,$BA,$0C,$BC,$04,$80 dc.b $08,$BA,$04,$80,$08,$BC,$04,$80,$08,$BE,$12,$BA dc.b $06,$B7,$80,$B7,$80,$24,$EF,$07,$B7,$06,$B2,$B5 dc.b $B7,$80,$0C,$80,$30,$BE,$06,$BE,$BA,$04,$80,$08 dc.b $BC,$06,$BE,$E3 MusCreditsDA5F: dc.b $C3,$01,$E7,$C4,$E7,$C5,$E7,$C6,$2D,$E9,$02,$C3 dc.b $01,$E7,$C4,$E7,$C5,$E7,$C6,$2D,$E9,$01,$C3,$01 dc.b $E7,$C4,$E7,$C5,$E7,$C6,$2D,$E9,$FC,$C3,$01,$E7 dc.b $C4,$E7,$C5,$E7,$C6,$2D,$E9,$01,$C3,$01,$E7,$C4 dc.b $E7,$C5,$E7,$C6,$2D,$E7,$30,$E7,$30,$E3 MusCreditsDA99: dc.b $A7,$0C,$B3,$06,$80,$B1,$80,$B3,$0C,$A7,$03,$80 dc.b $06,$A7,$03,$B3,$0C,$B1,$B3,$09,$AE,$03,$AC,$06 dc.b $80,$AC,$0C,$AE,$06,$80,$AE,$0C,$AF,$06,$80,$27 dc.b $E3 MusCreditsDABE: dc.b $80,$0C,$CA,$15,$80,$03,$CA,$06,$80,$CB,$0F,$80 dc.b $03,$C8,$18,$80,$06,$CA,$80,$CA,$80,$CA,$80,$C6 dc.b $80,$C4,$0F,$80,$03,$C8,$18,$80,$06 dc.b $F7,$00,$02 dc.w z80_ptr(MusCreditsDABE) dc.b $E3 MusCreditsDAE5: dc.b $80,$12,$94,$97,$06,$80,$18,$99,$12,$94,$06,$80 dc.b $80,$12,$92,$96,$06,$80,$18,$97,$12,$92,$06,$80 dc.b $E3 MusCreditsDAFE: dc.b $80,$99,$80,$99,$80,$9E,$80,$E3 MusCreditsDB06: dc.b $EF,$07,$80,$54,$C7,$04,$C8,$C9,$CA,$24,$CD,$D2 dc.b $18,$D0,$24,$CF,$CB,$18,$CB,$0C,$CA,$80,$CD,$60 dc.b $E7,$3C,$CA,$24,$CD,$D2,$18,$D4,$24,$D0,$D4,$18 dc.b $D4,$24,$D6,$60,$E7,$3C,$E3 MusCred_FM2: dc.b $80,$60,$EF,$01,$E8,$06,$F8 dc.w z80_ptr(MusCreditsDE2A) dc.b $F8 dc.w z80_ptr(MusCreditsDE2A) - dc.b $85,$0C dc.b $F7,$00,$0C dc.w z80_ptr(-) dc.b $8A,$87,$88,$89,$F8 dc.w z80_ptr(MusCreditsDE2A) - dc.b $88 dc.b $F7,$00,$0B dc.w z80_ptr(-) - dc.b $8A dc.b $F7,$00,$0A dc.w z80_ptr(-) dc.b $E8,$00,$E6,$FC,$8A,$8B,$8C,$E6,$04,$E8,$09 - dc.b $8D,$0C dc.b $F7,$00,$0C dc.w z80_ptr(-) dc.b $E8,$00,$8D,$8A,$8B,$8C,$E8,$09 - dc.b $8D,$0C dc.b $F7,$00,$0C dc.w z80_ptr(-) dc.b $8D,$06,$99,$E8,$00,$8A,$0C,$8B,$8C,$E9,$E8,$E6 dc.b $0C,$EF,$04 - dc.b $F8 dc.w z80_ptr(MusCreditsDD59) dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $E6,$F9,$EF,$08 MusCreditsDB93: dc.b $F8 dc.w z80_ptr(MusCreditsDD8D) - dc.b $9F,$04,$80,$08,$9F,$0C dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $06,$9C,$12,$9D,$0C,$9E,$F8 dc.w z80_ptr(MusCreditsDD8D) - dc.b $9D,$04,$80,$08,$9D,$0C dc.b $F7,$00,$02 dc.w z80_ptr(-) - dc.b $9C,$04,$80,$08,$9C,$0C dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $F7,$01,$02 dc.w z80_ptr(MusCreditsDB93) dc.b $80,$60,$80,$48,$EF,$0C,$E6,$13,$F8 dc.w z80_ptr(MusCreditsDD9D) dc.b $24,$80,$60,$EF,$0F,$E6,$F3 dc.b $F0,$04,$02,$03,$02 dc.b $F8 dc.w z80_ptr(MusCreditsDDB5) dc.b $C4,$18,$C3,$30,$E7,$18,$80,$0C,$F8 dc.w z80_ptr(MusCreditsDDB5) dc.b $BE,$EF,$13,$E6,$F5,$F4,$80,$60 - dc.b $F8 dc.w z80_ptr(MusCreditsDDEA) dc.b $A8,$0C,$A9,$08,$A1,$10,$F8 dc.w z80_ptr(MusCreditsDDEA) dc.b $A8,$08,$A9,$04,$80,$18 dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$60,$EF,$17,$E1,$02,$E9,$F4,$E6,$0A,$F8 dc.w z80_ptr(MusCreditsDDD5) dc.b $CE,$15,$CD,$03,$CB,$06,$80,$C9,$0C,$CD,$06,$80 dc.b $C9,$0C,$CB,$06,$80,$12,$80,$60,$EF,$1B,$E1,$00 dc.b $E8,$06,$80,$3C,$B8,$06,$06,$BA,$BD,$BD,$BA,$EF dc.b $1D,$E6,$FA,$E8,$00,$F8 dc.w z80_ptr(MusCreditsDDF9) dc.b $80,$F8 dc.w z80_ptr(MusCreditsDE09) dc.b $F8 dc.w z80_ptr(MusCreditsDDF9) dc.b $EF,$1C,$BD,$EF,$1D,$F8 dc.w z80_ptr(MusCreditsDE09) dc.b $80,$30,$80,$EF,$01,$E9,$18,$E6,$F9 - dc.b $99,$0C,$A5,$06,$80,$96,$0C,$A2,$06,$80,$97,$0C dc.b $A3,$06,$80,$98,$0C,$A8,$06,$A7,$99,$06,$99,$12 dc.b $96,$0C,$A2,$06,$80,$97,$0C,$A3,$06,$80,$98,$0C dc.b $A4,$06,$80 dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$60,$EF,$22,$E9,$E8,$E6,$03 dc.b $F0,$1C,$01,$06,$04 dc.b $80,$50,$AC,$04,$AE,$08,$B1,$04,$B5,$30,$80,$0C dc.b $B5,$08,$80,$04,$B6,$08,$B5,$10,$B9,$08,$04,$80 dc.b $08,$B5,$34,$80,$0C,$B5,$BA,$08,$04,$80,$08,$B5 dc.b $04,$B1,$24,$80,$0C,$B1,$08,$80,$04,$B3,$08,$B1 dc.b $04,$B4,$0C,$B3,$08,$B1,$4C,$80,$0C,$B5,$08,$80 dc.b $04,$B6,$08,$80,$04,$B5,$08,$80,$04,$B9,$08,$04 dc.b $80,$08,$B5,$1C,$80,$0C,$BA,$18,$BC,$08,$BA,$04 dc.b $BD,$18,$80,$0C,$BA,$04,$80,$08,$B8,$18,$B5,$B1 dc.b $B3,$0C,$E6,$04,$F8 dc.w z80_ptr(MusCreditsDE17) dc.b $B3,$0C,$E6,$FC,$F8 dc.w z80_ptr(MusCreditsDE17) dc.b $B3,$14,$B1,$04,$E6,$FF,$EF,$24,$F4,$80,$60 - dc.b $F8 dc.w z80_ptr(MusCreditsDE20) dc.b $AC,$12,$AB,$0C,$AC,$06,$AB,$0C,$F8 dc.w z80_ptr(MusCreditsDE20) dc.b $B3,$12,$B2,$0C,$B3,$06,$B2,$0C dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $AC,$06,$80,$A9,$80,$AA,$80,$AB,$80,$AC,$AC,$A9 dc.b $80,$AA,$80,$AC,$80,$A9,$80,$A9,$80,$AD,$80,$AD dc.b $80,$B0,$80,$B0,$80,$B3,$80,$B3,$80,$80,$0C,$A2 dc.b $12,$80,$06,$A2,$12,$AD,$AE,$06,$80,$E6,$FD,$A2 dc.b $6C,$F2 MusCreditsDD59: dc.b $80,$0C,$C4,$06,$80,$C6,$80,$C4,$80,$C9,$80,$C9 dc.b $80,$CB,$CD,$80,$0C,$80,$CB,$18,$C6,$06,$80,$C9 dc.b $C9,$80,$CB,$0C,$80,$12,$80,$1E,$C7,$06,$C9,$C7 dc.b $CB,$80,$C9,$80,$C7,$C9,$80,$C6,$E7,$C6,$30,$E7 dc.b $18,$80,$18,$E3 MusCreditsDD8D: dc.b $9F,$04,$80,$08,$9F,$0C dc.b $F7,$00,$03 dc.w z80_ptr(MusCreditsDD8D) dc.b $06,$AB,$9F,$0C,$E3 MusCreditsDD9D: dc.b $B8,$08,$BA,$BC,$B6,$30,$E7,$30,$E7,$B6,$80,$18 dc.b $B8,$08,$BA,$BC,$B6,$30,$E7,$30,$E7,$30,$E7,$E3 MusCreditsDDB5: dc.b $BF,$06,$BD,$BF,$12,$C2,$BF,$0C,$C1,$80,$06,$12 dc.b $C4,$0C,$C2,$06,$80,$C9,$C6,$3C,$80,$06,$0C,$C7 dc.b $12,$C6,$C4,$06,$C2,$C1,$18,$E3 MusCreditsDDD5: dc.b $CE,$15,$CD,$03,$CB,$06,$80,$C9,$0C,$CD,$06,$80 dc.b $C9,$0C,$CB,$06,$80,$12,$80,$60,$E3 MusCreditsDDEA: dc.b $A2,$0C,$AE,$AC,$08,$AE,$04,$AC,$08,$A9,$04,$A7 dc.b $08,$04,$E3 MusCreditsDDF9: dc.b $80,$0C,$B1,$AE,$06,$06,$AC,$0C,$80,$B0,$AE,$06 dc.b $06,$AC,$0C,$E3 MusCreditsDE09: dc.b $AE,$AC,$06,$06,$AA,$0C,$80,$AC,$0C,$06,$06,$AE dc.b $AC,$E3 MusCreditsDE17: dc.b $BA,$04,$80,$08,$B8,$18,$B5,$B1,$E3 MusCreditsDE20: dc.b $AE,$06,$80,$AE,$80,$A9,$80,$A9,$80,$E3 MusCreditsDE2A: dc.b $8A,$0C dc.b $F7,$00,$08 dc.w z80_ptr(MusCreditsDE2A) dc.b $E3 MusCred_FM3: dc.b $80,$60,$F8 dc.w z80_ptr(MusCreditsE065) dc.b $E9,$18,$EF,$02,$F8 dc.w z80_ptr(MusCreditsE040) dc.b $B8,$3C,$F8 dc.w z80_ptr(MusCreditsE040) dc.b $BD,$3C,$E9,$E8,$E6,$02,$E1,$03,$EF,$04,$E0,$80 - dc.b $F8 dc.w z80_ptr(MusCreditsDD59) dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $EF,$09,$E9,$0C,$E6,$FD,$E0,$40 dc.b $F0,$06,$01,$05,$04 dc.b $E1,$00 - dc.b $9F,$0C,$AB,$06,$80,$A9,$80,$AB,$9F,$80,$9F,$AB dc.b $80,$A9,$80,$AB,$0C dc.b $F7,$00,$03 dc.w z80_ptr(-) dc.b $9D,$0C,$A9,$06,$80,$A8,$80,$A9,$9C,$80,$9C,$A8 dc.b $80,$A6,$80,$A8,$0C dc.b $F7,$01,$02 dc.w z80_ptr(-) dc.b $80,$60,$EF,$0D,$E6,$FB,$E0,$C0,$F4,$80,$60 - dc.b $F8 dc.w z80_ptr(MusCreditsDFF2) dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$60,$EF,$0F,$E0,$80,$E6,$0B,$F8 dc.w z80_ptr(MusCreditsDDB5) dc.b $C4,$18,$C3,$48,$80,$0C,$F8 dc.w z80_ptr(MusCreditsDDB5) dc.b $BE,$0C dc.b $F0,$18,$01,$03,$04 dc.b $E6,$F3,$E0,$C0,$EF,$14,$A2,$14,$A4,$04,$A5,$04 dc.b $80,$08,$A9,$04,$80,$08,$A8,$04,$80,$08,$A9,$04 dc.b $80,$08,$AC,$08,$A9,$10 - dc.b $80,$30 dc.b $F7,$00,$0A dc.w z80_ptr(-) dc.b $EF,$18,$E9,$F4,$E6,$08,$F4,$E0,$40,$80,$60,$80 dc.b $30,$C6,$06,$80,$C2,$0C,$C4,$09,$C2,$03,$BF,$0C dc.b $80,$60,$80,$3C,$80,$60,$EF,$1B,$E6,$FB,$E0,$C0 dc.b $E8,$06,$C4,$06,$06,$C6,$C9,$C9,$C6,$E8,$00,$CD dc.b $0C,$E8,$06,$C9,$06,$C6,$C9,$0C,$80,$80,$12,$EF dc.b $1C,$E8,$00,$BD,$BA,$0C,$E8,$06,$EF,$1B,$CE,$06 dc.b $CE,$80,$CE,$80,$CE,$E8,$00,$CF,$0C,$D0,$80,$E8 dc.b $06,$D0,$06,$06,$D2,$D0,$E8,$00,$CD,$0C,$E8,$06 dc.b $C9,$06,$C6,$C9,$0C,$E8,$00,$EF,$1C,$80,$1E,$C2 dc.b $0C,$C2,$BD,$06,$80,$60,$80,$60,$EF,$00,$E9,$18 dc.b $80,$60,$80,$0C,$AC,$06,$AE,$B1,$80,$12,$AC,$06 dc.b $AE,$B1,$80,$B4,$B1,$80,$B1,$80,$60,$80,$06,$AF dc.b $12,$AE,$06,$80,$12,$AF,$06,$80,$AE,$80,$AF,$B1 dc.b $80,$B1,$80,$60,$EF,$22,$E9,$DC,$E6,$FF,$E0,$80 dc.b $80,$60,$F8 dc.w z80_ptr(MusCreditsE004) dc.b $CD,$30,$CB,$18,$CD,$0C,$CB,$C9,$30,$CE,$F8 dc.w z80_ptr(MusCreditsE051) dc.b $E6,$04,$F8 dc.w z80_ptr(MusCreditsE051) dc.b $E6,$FC,$80,$C4,$80,$C4,$80,$C6,$18,$08,$C4,$04 dc.b $E9,$0C,$E6,$FF,$E0,$C0,$EF,$00,$80,$60 - dc.b $F8 dc.w z80_ptr(MusCreditsE05B) dc.b $CB,$12,$CB,$1E,$F8 dc.w z80_ptr(MusCreditsE05B) dc.b $D0,$12,$D0,$1E dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$0C,$CB,$12,$80,$06,$CB,$80,$CA,$12,$CB,$CA dc.b $0C,$C5,$18,$C8,$CB,$D1,$80,$0C,$CD,$80,$CD,$12 dc.b $CC,$CD,$06,$80,$E6,$F8,$EF,$01,$E1,$03,$A2,$6C dc.b $F2 MusCreditsDFF2: dc.b $80,$60,$BC,$06,$BD,$BC,$B8,$BA,$B6,$0C,$B8,$B3 dc.b $B3,$06,$B6,$0C,$B8,$E3 MusCreditsE004: dc.b $80,$0C,$CD,$04,$80,$10,$CD,$04,$80,$0C,$CD,$0C dc.b $CE,$08,$CD,$04,$80,$18,$80,$0C,$CB,$04,$80,$10 dc.b $CB,$04,$80,$0C,$CB,$0C,$CD,$08,$CB,$04,$80,$18 - dc.b $80,$0C,$C9,$04,$80,$10,$C9,$04,$80,$0C,$C9,$0C dc.b $CB,$08,$C9,$04,$80,$18 dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $E3 MusCreditsE040: dc.b $80,$18,$B8,$0B,$80,$0D,$BA,$0C,$0B,$80,$19,$BD dc.b $0C,$0B,$80,$0D,$E3 MusCreditsE051: dc.b $80,$0C,$C4,$80,$C4,$80,$C6,$80,$C6,$E3 MusCreditsE05B: dc.b $CD,$06,$80,$CD,$80,$CA,$80,$CA,$80,$E3 MusCreditsE065: dc.b $EF,$05,$E9,$F4,$C6,$60,$CB,$CD,$E7,$CD,$C6,$60 dc.b $D0,$D0,$24,$D2,$60,$E7,$3C,$E3 MusCred_FM4: dc.b $80,$60,$E9,$FB,$E6,$FE,$F8 dc.w z80_ptr(MusCreditsE065) dc.b $E9,$1D,$E6,$02,$EF,$02,$F8 dc.w z80_ptr(MusCreditsE2AE) dc.b $B5,$3C,$F8 dc.w z80_ptr(MusCreditsE2AE) dc.b $B8,$3C,$E6,$06,$EF,$05 dc.b $F0,$02,$01,$FE,$04 - dc.b $C1,$30,$E7,$30,$C3,$E7,$30,$BF,$E7,$30,$BD,$E7 dc.b $30 dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $EF,$0A,$E9,$F4,$E6,$F7 dc.b $F0,$0C,$01,$FB,$04 - dc.b $F8 dc.w z80_ptr(MusCreditsE2BF) dc.b $80,$25,$C3,$06,$C3,$80,$0C,$C3,$06,$C3,$05,$80 dc.b $0D,$C3,$06,$C5,$30,$E7,$06,$F8 dc.w z80_ptr(MusCreditsE2BF) dc.b $80,$31,$80,$60 dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$60,$80,$48,$EF,$0C,$E6,$05,$F4,$E1,$02,$E0 dc.b $80,$F8 dc.w z80_ptr(MusCreditsDD9D) dc.b $24,$80,$0C,$80,$60,$EF,$10,$E6,$F7,$E1,$00,$E0 dc.b $40,$F8 dc.w z80_ptr(MusCreditsE2D2) dc.b $B3,$B7,$06,$AE,$0C,$B1,$B3,$B7,$06,$80,$B7,$AE dc.b $0C,$B1,$F8 dc.w z80_ptr(MusCreditsE2D2) dc.b $EF,$15,$E6,$01,$F8 dc.w z80_ptr(MusCreditsE22D) - dc.b $EF,$14,$80,$4E,$E0,$40,$A1,$12,$A2,$06,$E0,$C0 dc.b $EF,$16,$80,$30,$80,$06,$BA,$08,$B9,$04,$B8,$08 dc.b $B7,$04,$B6,$08,$B5,$04 dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$60,$EF,$17,$E9,$F4,$E6,$02,$E0,$C0 dc.b $F0,$01,$01,$03,$03 - dc.b $F8 dc.w z80_ptr(MusCreditsDDD5) dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$60,$EF,$1E,$E0,$40,$E6,$FE,$E9,$F4,$F4,$E8 dc.b $06,$80,$0C,$C1,$06,$12,$18,$C4,$06,$12,$0C,$EF dc.b $1C,$E0,$C0,$E6,$FA,$E8,$00,$C6,$E8,$06,$E6,$06 dc.b $EF,$1E,$E0,$40,$C2,$06,$12,$18,$C4,$06,$12,$18 dc.b $C1,$06,$12,$18,$C4,$06,$12,$0C,$EF,$1A,$E0,$C0 dc.b $E9,$0C,$C6,$06,$C6,$80,$C6,$80,$C6,$E8,$00,$C7 dc.b $0C,$C8,$06,$EF,$1E,$E0,$40,$E9,$F4,$E8,$06,$80 dc.b $C4,$06,$12,$0C,$80,$60,$EF,$20,$E9,$18,$E6,$FA dc.b $E0,$C0,$E8,$00,$B4,$03,$E7,$B6,$5D,$B3,$03,$E7 dc.b $B5,$5D,$B1,$03,$E7,$B3,$5D,$B3,$03,$E7,$B5,$5D dc.b $80,$60,$EF,$22,$E0,$40,$E9,$E8,$E6,$04,$80,$30 dc.b $80,$F8 dc.w z80_ptr(MusCreditsE246) dc.b $C9,$30,$C8,$18,$C9,$0C,$C8,$C6,$30,$C9,$80,$0C dc.b $C1,$80,$C1,$80,$C2,$80,$C2,$E6,$04,$80,$C1,$80 dc.b $C1,$80,$C2,$80,$C2,$E6,$FC,$80,$C1,$80,$C1,$80 dc.b $C2,$18,$08,$C1,$04,$E9,$0C,$E6,$FF,$E0,$C0,$EF dc.b $00,$80,$60 - dc.b $F8 dc.w z80_ptr(MusCreditsE2C8) dc.b $C8,$12,$C8,$1E,$F8 dc.w z80_ptr(MusCreditsE2C8) dc.b $CB,$12,$CB,$1E dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $E1,$03,$E6,$08,$F8 dc.w z80_ptr(MusCreditsE28F) dc.b $E6,$F0,$EF,$01 dc.b $F0,$00,$01,$06,$04 dc.b $A2,$6C,$F2 MusCreditsE22D: dc.b $A2,$14,$A4,$04,$A5,$04,$80,$08,$A9,$04,$80,$08 dc.b $A8,$04,$80,$08,$A9,$04,$80,$08,$AC,$08,$A9,$10 dc.b $E3 MusCreditsE246: dc.b $80,$0C dc.b $C9,$04,$80,$10 dc.b $C9,$04,$80,$0C dc.b $C9,$0C dc.b $CB,$08 dc.b $C9,$04,$80,$18,$80,$0C dc.b $C8,$04,$80,$10 dc.b $C8,$04,$80,$0C dc.b $C8,$0C dc.b $C9,$08 dc.b $C8,$04,$80,$18,$80,$0C

   if 1==1

; this part of the original credits music (CNZ PSG) sounds buggy (dissonant) dc.b $C6,$04,$80,$10 dc.b $C6,$04,$80,$0C dc.b $C6,$0C dc.b $C8,$08 dc.b $C6,$04,$80,$18,$80,$0C dc.b $C5,$04,$80,$10 dc.b $C5,$04,$80,$0C dc.b $C5,$0C dc.b $C7,$08

   else

; replace the above block of notes with this to fix it. ; (I'm not sure why, but the notes $C6 and $C7 are broken here, ; so I've replaced them with pitch-shifted $C8s) dc.b $E1,-64 dc.b $C8,$04,$80,$10 ; $C6 dc.b $C8,$04,$80,$0C ; $C6 dc.b $C8,$0C ; $C6 dc.b $E1,0 dc.b $C8,$08 dc.b $E1,-64 dc.b $C8,$04,$80,$24 ; $C6 dc.b $E1,0 dc.b $C5,$04,$80,$10 dc.b $C5,$04,$80,$0C dc.b $C5,$0C dc.b $E1,-32 dc.b $C8,$08 ; $C7 dc.b $E1,0

   endif

dc.b $C5,$04,$80,$18 dc.b $E3 MusCreditsE28F: dc.b $EF,$25,$80,$0C,$D0,$D4,$D7,$DB,$0C,$80,$06,$DB dc.b $0C,$DC,$06,$DB,$0C,$DD,$60,$DE,$0C,$80,$DE,$80 dc.b $80,$06,$DD,$12,$DE,$0C,$E3 MusCreditsE2AE: dc.b $80,$18,$B5,$0B,$80,$0D,$B7,$0C,$0B,$80,$19,$BA dc.b $0C,$0B,$80,$0D,$E3 MusCreditsE2BF: dc.b $C3,$05,$80,$13,$C3,$12,$C3,$05,$E3 MusCreditsE2C8: dc.b $CA,$06,$80,$CA,$80,$C6,$80,$C6,$80,$E3 MusCreditsE2D2: dc.b $AF,$0C,$B3,$06,$B6,$0C,$AF,$B1,$06,$80,$B1,$0C dc.b $B5,$06,$B8,$0C,$B1,$06,$80,$B6,$0C,$BA,$06,$B1 dc.b $0C,$B5,$B6,$BA,$06,$80,$BA,$AF,$0C,$B3,$B5,$B8 dc.b $06,$B2,$0C,$B3,$B5,$B8,$06,$80,$B8,$B2,$0C,$B5 dc.b $E3 MusCred_FM5: dc.b $E9,$E8,$E6,$F8,$E1,$05,$F8 dc.w z80_ptr(MusCreditsDB06) dc.b $E9,$18,$E6,$08,$E1,$00,$EF,$02 dc.b $F0,$0C,$01,$FC,$04 dc.b $F8 dc.w z80_ptr(MusCreditsE4E8) dc.b $B1,$3C,$F8 dc.w z80_ptr(MusCreditsE4E8) dc.b $B5,$3C,$E9,$F4,$E6,$07 dc.b $F0,$30,$01,$04,$04 dc.b $EF,$06 - dc.b $C4,$30,$E7,$30,$C6,$E7,$30,$C2,$E7,$30,$C1,$E7 dc.b $30 dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $EF,$0A,$E6,$F6 dc.b $F0,$0C,$01,$05,$04 dc.b $E0,$80 - dc.b $F8 dc.w z80_ptr(MusCreditsE4F9) dc.b $80,$25,$C6,$06,$C6,$80,$0C,$C6,$06,$C6,$05,$80 dc.b $0D,$C6,$06,$C8,$30,$E7,$06,$F8 dc.w z80_ptr(MusCreditsE4F9) dc.b $80,$31,$80,$60 dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$60,$80,$48,$E6,$05,$F4,$80,$01,$EF,$0C,$E1 dc.b $FE,$E0,$40,$F8 dc.w z80_ptr(MusCreditsDD9D) dc.b $23,$80,$0C,$80,$60,$EF,$11,$E9,$F4,$E6,$F4,$E1 dc.b $00,$E0,$C0 dc.b $F0,$06,$01,$06,$05 dc.b $80,$60,$80,$30,$C2,$06,$C2,$C9,$C6,$1E,$80,$60 dc.b $80,$06,$CB,$80,$CB,$C9,$80,$C9,$80,$C7,$80,$C7 dc.b $80,$C6,$03,$80,$C6,$80,$09,$80,$06,$80,$60,$80 dc.b $30,$C2,$06,$C2,$C9,$C6,$1E,$80,$60,$EF,$16,$E9 dc.b $0C,$E6,$04,$F4,$E0,$80,$80,$01,$F8 dc.w z80_ptr(MusCreditsE22D) dc.b $80,$2F,$F8 dc.w z80_ptr(MusCreditsE4CD) dc.b $80,$30,$F8 dc.w z80_ptr(MusCreditsE4CD) dc.b $80,$60,$EF,$19,$E9,$F4,$E0,$C0,$F8 dc.w z80_ptr(MusCreditsE502) dc.b $80,$27,$B1,$03,$F8 dc.w z80_ptr(MusCreditsE502) dc.b $80,$2A,$80,$60,$EF,$1E,$E9,$F4,$E8,$06 - dc.b $80,$0C,$C4,$06,$12,$18,$C8,$06,$12,$0C,$80,$C6 dc.b $06,$12,$18,$C8,$06,$12,$0C dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$60,$EF,$20,$E8,$00,$E9,$18,$E6,$FA,$B8,$03 dc.b $E7,$BA,$5D,$B6,$03,$E7,$B8,$5D,$B4,$03,$E7,$B6 dc.b $5D,$B6,$03,$E7,$B8,$5D,$80,$60,$EF,$22,$E9,$F4 dc.b $E6,$05 dc.b $F0,$1C,$01,$06,$04 dc.b $80,$50,$A7,$04,$A9,$08,$AC,$04,$B1,$30,$80,$0C dc.b $B1,$08,$80,$04,$B3,$08,$B1,$10,$B5,$08,$B5,$04 dc.b $80,$08,$B0,$34,$80,$0C,$B0,$B5,$08,$04,$80,$08 dc.b $B1,$04,$AE,$24,$80,$0C,$AE,$08,$80,$04,$B0,$08 dc.b $AE,$04,$B1,$0C,$AF,$08,$AD,$4C,$80,$0C,$B1,$08 dc.b $80,$04,$B3,$08,$80,$04,$B1,$08,$80,$04,$B5,$08 dc.b $B5,$04,$80,$08,$B0,$1C,$80,$0C,$B5,$18,$B8,$08 dc.b $B5,$04,$BA,$18,$80,$0C,$B6,$04,$80,$08,$B5,$18 dc.b $B1,$AE,$B0,$0C,$E6,$04,$B6,$04,$80,$08,$B5,$18 dc.b $B1,$AE,$B0,$0C,$E6,$F8,$B6,$04,$80,$08,$B5,$18 dc.b $B1,$AE,$AA,$14,$A9,$04,$E6,$0C,$EF,$23,$E1,$03 dc.b $E6,$F7,$80,$60,$F8 dc.w z80_ptr(MusCreditsDABE) dc.b $E6,$09 dc.b $F0,$00,$01,$06,$04 dc.b $F8 dc.w z80_ptr(MusCreditsE28F) dc.b $F2 MusCreditsE4CD: dc.b $80,$1E,$EF,$14,$A4,$12,$A5,$06,$EF,$16,$80,$30 dc.b $80,$06,$BD,$08,$BC,$04,$BB,$08,$BA,$04,$B9,$08 dc.b $B8,$04,$E3 MusCreditsE4E8: dc.b $80,$18,$B1,$0B,$80,$0D,$B3,$0C,$0B,$80,$19,$B6 dc.b $0C,$0B,$80,$0D,$E3 MusCreditsE4F9: dc.b $C6,$05,$80,$13,$C6,$12,$C6,$05,$E3 MusCreditsE502: dc.b $80,$60,$AC,$06,$80,$AC,$0C,$AE,$06,$80,$AE,$0C dc.b $AF,$06,$E3 MusCred_PSG1: dc.b $80,$30 dc.b $F7,$00,$1A dc.w z80_ptr(MusCred_PSG1) - dc.b $C4,$30,$E7,$30,$C6,$E7,$30,$C2,$E7,$30,$C1,$E7 dc.b $30 dc.b $F7,$00,$02 dc.w z80_ptr(-) - dc.b $80,$30 dc.b $F7,$00,$10 dc.w z80_ptr(-) dc.b $80,$60 - dc.b $80,$30 dc.b $F7,$00,$0A dc.w z80_ptr(-) dc.b $80,$60,$E9,$F4,$E6,$FE,$F5,$01,$F8 dc.w z80_ptr(MusCreditsE635) dc.b $AE,$B3,$06,$AC,$0C,$AE,$AE,$B3,$06,$80,$B3,$AB dc.b $0C,$AE,$F8 dc.w z80_ptr(MusCreditsE635) dc.b $F5,$0B,$80,$04,$80,$60,$F8 dc.w z80_ptr(MusCreditsDA5F) dc.b $E7,$20,$E7,$C5,$01,$E7,$C4,$E7,$C3,$E7,$C2,$E7 dc.b $C1,$E7,$C0,$E7,$BF,$E7,$BE,$E7,$BD,$E7,$BC,$E7 dc.b $BB,$E7,$BA,$80,$60,$F5,$00,$E8,$06,$E9,$F4,$F8 dc.w z80_ptr(MusCreditsE62C) dc.b $C2,$80,$C2,$F8 dc.w z80_ptr(MusCreditsE62C) dc.b $C2,$04,$80,$C2,$80,$0C,$C2,$80,$60,$F5,$08,$E9 dc.b $04,$EC,$02,$E8,$06 - dc.b $F8 dc.w z80_ptr(MusCreditsE618) dc.b $F7,$00,$02 dc.w z80_ptr(-) - dc.b $80,$30 dc.b $F7,$00,$0A dc.w z80_ptr(-) dc.b $80,$60,$F5,$00,$E9,$F0,$EC,$FF,$80,$60 dc.b $F8 dc.w z80_ptr(MusCreditsE004) dc.b $E9,$18,$EC,$02,$B5,$30,$B3,$18,$B5,$0C,$B3,$B1 dc.b $30,$B6,$EC,$FE,$80,$0C,$B8,$80,$B8,$80,$BA,$80 dc.b $BA,$EC,$03,$C4,$18,$C1,$BD,$BF,$0C,$80,$EC,$FC dc.b $80,$B8,$80,$B8,$80,$BA,$18,$08,$B8,$04,$E9,$F4 dc.b $EC,$01,$F5,$05 - dc.b $80,$60 dc.b $F7,$00,$05 dc.w z80_ptr(-) dc.b $80,$0C,$C8,$12,$80,$06,$C8,$80,$C6,$12,$C8,$C6 dc.b $0C,$C1,$18,$C5,$C8,$CB,$80,$0C,$CA,$80,$CA,$12 dc.b $C9,$CA,$06,$80,$09,$E9,$30,$EC,$FC,$F6 dc.w z80_ptr(MusCreditsE770) dc.b $F2 MusCreditsE618: dc.b $80,$0C,$BD,$06,$12,$18,$C4,$06,$12,$0C,$80,$C2 dc.b $06,$12,$18,$C4,$06,$12,$0C,$E3 MusCreditsE62C: dc.b $80,$60,$80,$0C,$C2,$80,$C2,$80,$E3 MusCreditsE635: dc.b $AC,$0C,$AF,$06,$B3,$0C,$AC,$AC,$06,$80,$AC,$0C dc.b $AF,$06,$B5,$0C,$AC,$06,$80,$06,$B1,$0C,$B6,$06 dc.b $AE,$0C,$B1,$B3,$B6,$06,$80,$B6,$AA,$0C,$AF,$AF dc.b $B5,$06,$AC,$0C,$AF,$B2,$B5,$06,$80,$B5,$AE,$0C dc.b $B2,$E3 MusCred_PSG2: dc.b $80,$30 dc.b $F7,$00,$1A dc.w z80_ptr(MusCred_PSG2) - dc.b $C1,$30,$E7,$30,$C3,$E7,$30,$BF,$E7,$30,$BD,$E7 dc.b $30 dc.b $F7,$00,$02 dc.w z80_ptr(-) - dc.b $80,$30 dc.b $F7,$00,$10 dc.w z80_ptr(-) dc.b $80,$60,$E9,$0C,$EC,$FD,$F5,$04,$80 - dc.b $F8 dc.w z80_ptr(MusCreditsDFF2) dc.b $F7,$00,$02 dc.w z80_ptr(-) dc.b $80,$60 dc.b $F0,$03,$02,$01,$05 dc.b $F5,$0A,$E9,$E8,$EC,$02,$80,$30,$80,$80,$BD,$06 dc.b $BF,$C6,$C2,$1E,$80,$60,$80,$06,$C6,$80,$C6,$C4 dc.b $80,$C4,$80,$C3,$80,$C3,$80,$BF,$03,$80,$BF,$80 dc.b $09,$80,$06,$80,$30,$80,$80,$BD,$06,$BF,$C6,$C2 dc.b $1E,$80,$60,$F4 - dc.b $80,$30 dc.b $F7,$00,$0C dc.w z80_ptr(-) dc.b $F5,$00,$EC,$FE,$E8,$06,$80,$60,$80,$0C,$BF,$80 dc.b $BF,$80,$BF,$80,$BF,$80,$60,$80,$0C,$BF,$80,$BF dc.b $80,$BF,$04,$80,$BF,$80,$0C,$BF,$80,$60,$EC,$02 - dc.b $F8 dc.w z80_ptr(MusCreditsE618) dc.b $F7,$00,$02 dc.w z80_ptr(-) - dc.b $80,$30 dc.b $F7,$00,$0A dc.w z80_ptr(-) dc.b $80,$60,$F5,$00,$E9,$F4,$EC,$FF,$E9,$E8,$80,$60 dc.b $F8 dc.w z80_ptr(MusCreditsE246) dc.b $E9,$18,$EC,$02,$B1,$30,$B0,$18,$B1,$0C,$B0,$AE dc.b $30,$B1,$EC,$FE,$80,$0C,$B5,$80,$B5,$80,$B6,$80 dc.b $B6,$EC,$03,$80,$B1,$80,$B1,$80,$B1,$80,$B1,$EC dc.b $FC,$80,$B1,$80,$B1,$80,$B1,$18,$08,$B1,$04,$EC dc.b $01,$E9,$18,$F5,$05,$E1,$01,$80,$60,$80,$80,$80 dc.b $80,$80,$80,$0C,$CD,$06,$80,$D4,$CD,$80,$0C,$CD dc.b $06,$80,$D4,$CD,$80,$18,$80,$54,$E9,$24,$EC,$FD MusCreditsE770: dc.b $F5,$03,$80,$06 - dc.b $BF,$03,$C1,$C3,$EC,$01,$E9,$FF dc.b $F7,$00,$05 dc.w z80_ptr(-) - dc.b $BF,$03,$C1,$C3,$EC,$01,$E9,$01 dc.b $F7,$00,$07 dc.w z80_ptr(-) dc.b $F2 MusCred_PSG3: dc.b $F3,$E7,$80,$60,$F5,$02 - dc.b $C6,$0C,$0C,$0C,$06,$06,$0C,$0C,$06,$06,$0C dc.b $F7,$00,$08 dc.w z80_ptr(-) - dc.b $80,$30 dc.b $F7,$00,$08 dc.w z80_ptr(-) - dc.b $C6,$0C,$06,$06 dc.b $F7,$00,$1F dc.w z80_ptr(-) dc.b $0C,$F5,$03,$C6,$F5,$02 - dc.b $C6,$0C,$06,$06 dc.b $F7,$00,$07 dc.w z80_ptr(-) dc.b $06,$06,$06,$06 dc.b $F7,$01,$04 dc.w z80_ptr(-) - dc.b $80,$30 dc.b $F7,$00,$0C dc.w z80_ptr(-) dc.b $F5,$04,$EC,$02 - dc.b $E8,$03,$C6,$06,$06,$E8,$00,$0C dc.b $F7,$00,$04 dc.w z80_ptr(-) dc.b $F5,$02,$EC,$FD - dc.b $80,$0C,$C6,$06,$80,$07,$C6,$06,$80,$11,$C6,$0C dc.b $80,$06,$C6,$0C,$80,$06,$C6,$80 dc.b $F7,$00,$07 dc.w z80_ptr(-) dc.b $EC,$02 - dc.b $C6,$0C,$08,$04 dc.b $F7,$00,$18 dc.w z80_ptr(-) - dc.b $C6,$0C,$0C,$0C,$08,$04 dc.b $F7,$00,$08 dc.w z80_ptr(-) dc.b $80,$60,$F5,$04,$EC,$02 - dc.b $C6,$06,$06,$0C dc.b $F7,$00,$10 dc.w z80_ptr(-) - dc.b $80,$30 dc.b $F7,$00,$0A dc.w z80_ptr(-) dc.b $80,$60,$EC,$FF - dc.b $F5,$01,$C6,$0C,$F5,$02,$EC,$FF,$08,$F5,$01,$EC dc.b $01,$04 dc.b $F7,$00,$27 dc.w z80_ptr(-) dc.b $EC,$FF,$F5,$04 - dc.b $E8,$03,$C6,$0C,$E8,$0C,$0C dc.b $F7,$00,$1E dc.w z80_ptr(-) dc.b $E8,$03,$C6,$06,$E8,$0E,$12,$E8,$03,$0C,$E8,$0F dc.b $0C,$F2 MusCred_DAC: dc.b $82,$06,$82,$82,$82,$82,$0C,$06,$0C,$06,$0C,$0C dc.b $0C - dc.b $81,$18,$82 dc.b $F7,$00,$0E dc.w z80_ptr(-) dc.b $81,$0C - dc.b $82 dc.b $F7,$00,$07 dc.w z80_ptr(-) dc.b $EA,$EA,$F8 dc.w z80_ptr(MusCreditsEA6E) dc.b $81,$0C,$8D,$82,$81,$81,$8E,$82,$84,$04,$06,$02 dc.b $81,$0C,$82,$06,$82,$82,$82,$81,$0C,$82,$06,$82 dc.b $81,$81,$82,$82,$82,$82 - dc.b $81,$18,$82,$81,$82 dc.b $F7,$00,$07 dc.w z80_ptr(-) dc.b $81,$0C,$82,$82,$82,$82,$06,$82,$8C,$8C,$8D,$8D dc.b $8E,$8E,$F8 dc.w z80_ptr(MusCreditsEA84) dc.b $81,$18,$82,$0C,$81,$18,$82,$0C,$82,$82,$06,$82 dc.b $F8 dc.w z80_ptr(MusCreditsEA84) dc.b $81,$0C,$82,$82,$82,$8D,$06,$8D,$8E,$8E,$82,$06 dc.b $82,$8D,$0C,$82,$0C,$82,$06,$82,$80,$82,$82,$0C MusCreditsE8E5: dc.b $82,$0C,$82,$82,$06,$82,$8D,$8D - dc.b $81,$0C,$8F,$06,$90,$82,$0C,$90,$06,$91,$81,$0C dc.b $8F,$06,$91,$82,$0C,$8F,$06,$91 dc.b $F7,$00,$04 dc.w z80_ptr(-) dc.b $81,$0C,$8F,$06,$91,$82,$0C,$8F,$06,$91,$8C,$06 dc.b $03,$03,$8D,$06,$8D,$8D,$8E,$8E,$8E,$81,$06,$0C dc.b $82,$06,$80,$0C,$81,$82,$8E,$82,$06,$82,$82,$82 - dc.b $81,$0C,$82,$06,$81,$12,$81,$06,$81,$12,$8C,$06 dc.b $82,$0C,$83,$06,$81,$80 dc.b $F7,$00,$06 dc.w z80_ptr(-) dc.b $81,$0C,$82,$06,$81,$12,$81,$06,$81,$06,$82,$06 dc.b $81,$0C,$06,$82,$0C,$08,$04,$EA,$CD,$82,$30,$82 dc.b $0C,$82,$82,$82,$08,$04,$F8 dc.w z80_ptr(MusCreditsEA9F) dc.b $F8 dc.w z80_ptr(MusCreditsEA9F) dc.b $81,$08,$0C,$04,$82,$0C,$81,$08,$04,$82,$08,$04 dc.b $08,$04,$04,$04,$04,$08,$04,$EA,$C5 - dc.b $81,$09,$81,$03,$0C,$82,$81,$81,$18,$82 dc.b $F7,$00,$03 dc.w z80_ptr(-) dc.b $81,$09,$81,$03,$0C,$82,$81,$81,$18,$82,$0C,$06 dc.b $06,$81,$0C,$82,$06,$82,$82,$82,$8D,$0C,$82,$0C dc.b $0C,$0C,$06,$06 - dc.b $81,$0C,$81,$82,$80,$81,$81,$82,$83 dc.b $F7,$00,$03 dc.w z80_ptr(-) dc.b $81,$82,$82,$82,$82,$06,$06,$06,$06,$0C,$06,$06 dc.b $81,$06,$81,$82,$82,$81,$82,$81,$81,$82,$02,$82 dc.b $04,$81,$0C,$06,$82,$0C,$06,$06,$81,$18,$82,$0C dc.b $81,$81,$18,$82,$81,$06,$81,$12,$82,$0C,$81,$81 dc.b $18,$82,$81,$18,$82,$0C,$81,$81,$18,$82,$81,$06 dc.b $81,$12,$82,$0C,$0C,$06,$06,$06,$06,$0C,$06,$06 dc.b $82,$02,$04,$81,$0C,$06,$0C,$82,$02,$04,$81,$0C dc.b $06,$0C,$82,$06,$82,$82,$82,$EA,$C0,$81,$0C,$82 dc.b $81,$82,$81,$82,$81,$08,$82,$04,$0C - dc.b $81,$0C,$82 dc.b $F7,$00,$0F dc.w z80_ptr(-) dc.b $81,$08,$82,$04,$0C - dc.b $81,$0C,$82 dc.b $F7,$00,$13 dc.w z80_ptr(-) dc.b $82,$08,$0C,$04,$81,$0C,$82,$81,$82,$81,$0C,$82 dc.b $81,$06,$80,$02,$82,$82,$82,$09,$82,$03 - dc.b $81,$0C,$82 dc.b $F7,$00,$06 dc.w z80_ptr(-) dc.b $81,$0C,$82,$81,$06,$80,$02,$82,$82,$82,$09,$82 dc.b $03 dc.b $F7,$01,$03 dc.w z80_ptr(-) dc.b $81,$0C,$82,$81,$82,$81,$06,$82,$12,$82,$0C,$81 dc.b $F2 MusCreditsEA6E: dc.b $81,$0C,$8D,$82,$81,$81,$8E,$82,$84,$04,$06,$02 dc.b $81,$0C,$8D,$82,$81,$81,$8E,$82,$83,$E3 MusCreditsEA84: dc.b $81,$18,$82,$0C,$81,$18,$0C,$82,$81,$81,$18,$82 dc.b $0C,$81,$12,$81,$82,$18,$81,$82,$0C,$81,$18,$0C dc.b $82,$81,$E3 MusCreditsEA9F: dc.b $81,$08,$0C,$04,$82,$0C,$81,$08,$0C,$82,$04,$81 dc.b $0C,$82,$81,$81,$08,$0C,$04,$82,$0C,$81,$08,$0C dc.b $82,$04,$81,$0C,$82,$82,$08,$04,$E3,$81,$06,$80 dc.b $03,$81,$81,$06,$82,$81,$06,$80,$03,$81,$81,$06 dc.b $82,$03,$82,$81,$06,$80,$03,$81,$81,$06,$82,$E3 MusCred_Voices: dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E dc.b $03,$00,$00,$00,$01,$1F,$1F,$FF,$0F,$17,$27,$28,$80 dc.b $08,$09,$30,$70,$00,$1F,$5F,$1F,$5F,$12,$0A,$0E dc.b $0A,$00,$04,$04,$03,$2F,$2F,$2F,$2F,$25,$0E,$30,$84 dc.b $3C,$31,$50,$52,$30,$52,$52,$53,$53,$08,$08,$00 dc.b $00,$04,$04,$00,$00,$10,$10,$0B,$0D,$19,$0B,$80,$80 dc.b $08,$0A,$30,$70,$00,$1F,$5F,$1F,$5F,$12,$0A,$0E dc.b $0A,$00,$04,$04,$03,$2F,$2F,$2F,$2F,$24,$13,$2D,$80 dc.b $3D,$01,$51,$21,$01,$12,$14,$14,$0F,$0A,$05,$05 dc.b $05,$00,$00,$00,$00,$2B,$2B,$2B,$1B,$19,$80,$80,$80 dc.b $04,$57,$70,$02,$50,$1F,$1F,$1F,$1F,$00,$00,$00 dc.b $00,$06,$00,$0A,$0A,$00,$00,$0F,$0F,$1A,$10,$80,$80 dc.b $35,$01,$13,$01,$00,$1F,$18,$1D,$19,$00,$06,$09 dc.b $0D,$00,$02,$00,$03,$00,$15,$06,$16,$1E,$83,$80,$80 dc.b $3C,$31,$50,$52,$30,$52,$52,$53,$53,$08,$08,$00 dc.b $00,$04,$04,$00,$00,$1F,$1F,$0F,$0F,$1A,$16,$88,$88 dc.b $20,$36,$30,$35,$31,$DF,$9F,$DF,$9F,$07,$09,$06 dc.b $06,$07,$06,$06,$08,$2F,$1F,$1F,$FF,$14,$0F,$37,$80 dc.b $3B,$0F,$01,$06,$02,$DF,$1F,$1F,$DF,$0C,$0A,$00 dc.b $03,$0F,$00,$00,$01,$F3,$55,$05,$5C,$22,$22,$20,$80 dc.b $3C,$31,$50,$52,$30,$52,$52,$53,$53,$08,$08,$00 dc.b $00,$04,$04,$00,$00,$1F,$1F,$0F,$0F,$1C,$14,$84,$80 dc.b $3A,$69,$50,$70,$60,$1C,$1A,$18,$18,$10,$02,$0C dc.b $09,$08,$06,$06,$03,$F9,$06,$56,$06,$28,$14,$15,$00 dc.b $3D,$00,$02,$01,$01,$4C,$50,$0F,$12,$0C,$00,$02 dc.b $05,$01,$00,$00,$00,$28,$2A,$29,$19,$1A,$06,$00,$00 dc.b $2C,$71,$31,$71,$31,$1F,$1F,$16,$16,$00,$00,$0F dc.b $0F,$00,$00,$0F,$0F,$00,$00,$FA,$FA,$15,$14,$00,$00 dc.b $18,$37,$31,$32,$31,$9E,$1C,$DC,$9C,$0D,$04,$06 dc.b $01,$08,$03,$0A,$05,$B6,$36,$B6,$28,$2C,$14,$22,$00 dc.b $3D,$01,$02,$02,$02,$10,$50,$50,$50,$07,$08,$08 dc.b $08,$01,$00,$00,$00,$24,$18,$18,$18,$1C,$82,$82,$82 dc.b $32,$71,$33,$0D,$01,$5F,$5F,$99,$94,$05,$05,$05 dc.b $07,$02,$02,$02,$02,$11,$11,$11,$72,$23,$26,$2D,$80 dc.b $3A,$32,$52,$01,$31,$1F,$1F,$1F,$18,$01,$00,$1F dc.b $00,$00,$00,$0F,$00,$5A,$03,$0F,$1A,$3B,$4F,$30,$00 dc.b $3C,$42,$32,$41,$41,$12,$12,$12,$12,$00,$00,$00 dc.b $00,$00,$00,$00,$00,$06,$06,$08,$08,$24,$24,$08,$08 dc.b $31,$34,$30,$35,$31,$DF,$9F,$DF,$9F,$0C,$0C,$07 dc.b $09,$07,$07,$07,$08,$2F,$1F,$1F,$2F,$17,$14,$32,$80 dc.b $3D,$01,$01,$01,$01,$10,$50,$50,$50,$07,$08,$08 dc.b $08,$01,$00,$00,$00,$20,$1A,$1A,$1A,$19,$84,$84,$84 dc.b $24,$70,$30,$74,$38,$12,$1F,$1F,$1F,$05,$05,$03 dc.b $03,$05,$05,$03,$03,$36,$26,$2C,$2C,$0A,$06,$08,$08 dc.b $3A,$01,$01,$01,$02,$8D,$07,$07,$52,$09,$00,$00 dc.b $03,$01,$02,$02,$00,$5F,$0F,$0F,$2F,$18,$18,$22,$80 dc.b $3A,$01,$01,$07,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E dc.b $03,$00,$00,$00,$00,$1F,$1F,$FF,$0F,$18,$16,$4E,$80 dc.b $3A,$03,$03,$08,$01,$8E,$8D,$8E,$53,$0E,$0E,$0E dc.b $03,$00,$00,$00,$00,$1F,$1F,$FF,$0F,$17,$20,$28,$80 dc.b $20,$7A,$00,$31,$00,$9F,$DC,$D8,$DF,$10,$04,$0A dc.b $04,$0F,$08,$08,$08,$5F,$BF,$5F,$BF,$14,$17,$2B,$80 dc.b $3A,$61,$51,$08,$02,$5D,$5D,$5D,$50,$04,$1F,$0F dc.b $1F,$00,$00,$00,$00,$1F,$0F,$5F,$0F,$22,$22,$1E,$80 dc.b $02,$01,$02,$55,$04,$92,$8E,$8D,$54,$0D,$00,$0C dc.b $03,$00,$00,$00,$00,$FF,$0F,$2F,$5F,$16,$1D,$2A,$80 dc.b $02,$75,$73,$71,$31,$1F,$96,$58,$9F,$01,$03,$1B dc.b $08,$01,$01,$04,$05,$FF,$3F,$2F,$2F,$24,$30,$29,$80 dc.b $20,$66,$60,$65,$60,$DF,$9F,$DF,$1F,$00,$09,$06 dc.b $0C,$07,$06,$06,$08,$2F,$1F,$1F,$FF,$1C,$16,$3A,$80 dc.b $0D,$32,$06,$08,$01,$1F,$19,$19,$19,$0A,$05,$05 dc.b $05,$00,$02,$02,$02,$3F,$2F,$2F,$2F,$28,$86,$80,$8D dc.b $38,$3A,$11,$0A,$02,$D4,$50,$14,$0E,$05,$02,$08 dc.b $88,$00,$00,$00,$00,$99,$09,$09,$1A,$2D,$19,$2C,$86 dc.b $0D,$32,$02,$04,$01,$1F,$19,$19,$19,$0A,$05,$05 dc.b $05,$00,$02,$02,$02,$3F,$2F,$2F,$2F,$28,$8B,$86,$93 dc.b $3A,$20,$60,$23,$01,$1E,$1F,$1F,$1F,$0A,$0B,$0A dc.b $0A,$05,$0A,$07,$08,$A4,$96,$85,$78,$21,$28,$25,$00 dc.b $3A,$32,$32,$56,$42,$8D,$15,$4F,$52,$06,$07,$08 dc.b $04,$02,$00,$00,$00,$18,$28,$18,$28,$19,$2A,$20,$00 dc.b $3A,$51,$51,$08,$02,$1E,$1E,$1E,$10,$1F,$1F,$1F dc.b $0F,$00,$00,$00,$02,$0F,$0F,$0F,$1F,$18,$22,$24,$81 dc.b $20,$36,$30,$35,$31,$DF,$9F,$DF,$9F,$07,$09,$06 dc.b $06,$07,$06,$06,$08,$2F,$1F,$1F,$FF,$19,$13,$37,$80 dc.b $3D,$01,$02,$02,$02,$14,$8C,$0E,$0E,$08,$02,$05 dc.b $05,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$1A,$80,$80,$80

end of Mus_Credits
------------------------------------------------------------------------------------------
Sound effect pointers
------------------------------------------------------------------------------------------
WARNING the sound driver treats certain sounds specially
going by the ID of the sound.
SndID_Ring, SndID_RingLeft, SndID_Gloop, SndID_SpindashRev
are referenced by the sound driver directly.
If needed you can change this in s2.sounddriver.asm


NOTE
the exact order of this list determines the priority of each sound, since it determines the sound's SndID.
a sound can get dropped if a higher-priority sound is already playing.
the rules for sound priority are currently unknown, but you can generally swap pointer lines around to resolve priority conflicts.
loc_FEE91
SoundPoint:

SoundIndex: SndPtr_Jump: rom_ptr_z80 Sound20 ; jumping sound SndPtr_Checkpoint: rom_ptr_z80 Sound21 ; checkpoint ding-dong sound SndPtr_SpikeSwitch: rom_ptr_z80 Sound22 ; spike switch sound SndPtr_Hurt: rom_ptr_z80 Sound23 ; hurt sound SndPtr_Skidding: rom_ptr_z80 Sound24 ; skidding sound SndPtr_BlockPush: rom_ptr_z80 Sound25 ; block push sound SndPtr_HurtBySpikes: rom_ptr_z80 Sound26 ; spiky impalement sound SndPtr_Sparkle: rom_ptr_z80 Sound27 ; sparkling sound SndPtr_Beep: rom_ptr_z80 Sound28 ; short beep SndPtr_Bwoop: rom_ptr_z80 Sound29 ; bwoop SndPtr_Splash: rom_ptr_z80 Sound2A ; splash sound SndPtr_Swish: rom_ptr_z80 Sound2B ; swish SndPtr_BossHit: rom_ptr_z80 Sound2C ; boss hit SndPtr_InhalingBubble: rom_ptr_z80 Sound2D ; inhaling a bubble SndPtr_ArrowFiring: SndPtr_LavaBall: rom_ptr_z80 Sound2E ; arrow firing SndPtr_Shield: rom_ptr_z80 Sound2F ; shield sound SndPtr_LaserBeam: rom_ptr_z80 Sound30 ; laser beam SndPtr_Zap: rom_ptr_z80 Sound31 ; zap SndPtr_Drown: rom_ptr_z80 Sound32 ; drownage SndPtr_FireBurn: rom_ptr_z80 Sound33 ; fire + burn SndPtr_Bumper: rom_ptr_z80 Sound34 ; bumper bing SndPtr_Ring: SndPtr_RingRight: rom_ptr_z80 Sound35 ; ring sound SndPtr_SpikesMove: rom_ptr_z80 Sound36 SndPtr_Rumbling: rom_ptr_z80 Sound37 ; rumbling rom_ptr_z80 Sound38 SndPtr_Smash: rom_ptr_z80 Sound39 ; smash/breaking rom_ptr_z80 Sound3A ; nondescript ding SndPtr_DoorSlam: rom_ptr_z80 Sound3B ; door slamming shut SndPtr_SpindashRelease: rom_ptr_z80 Sound3C ; spindash unleashed SndPtr_Hammer: rom_ptr_z80 Sound3D ; slide-thunk SndPtr_Roll: rom_ptr_z80 Sound3E ; rolling sound SndPtr_ContinueJingle: rom_ptr_z80 Sound3F ; got continue SndPtr_CasinoBonus: rom_ptr_z80 Sound40 ; short bonus ding SndPtr_Explosion: rom_ptr_z80 Sound41 ; badnik bust SndPtr_WaterWarning: rom_ptr_z80 Sound42 ; warning ding-ding SndPtr_EnterGiantRing: rom_ptr_z80 Sound43 ; special stage ring flash (unused) SndPtr_BossExplosion: rom_ptr_z80 Sound44 ; thunk SndPtr_TallyEnd: rom_ptr_z80 Sound45 ; cha-ching SndPtr_RingSpill: rom_ptr_z80 Sound46 ; losing rings rom_ptr_z80 Sound47 ; chain pull chink-chink SndPtr_Flamethrower: rom_ptr_z80 Sound48 ; flamethrower SndPtr_Bonus: rom_ptr_z80 Sound49 ; bonus pwoieeew (unused) SndPtr_SpecStageEntry: rom_ptr_z80 Sound4A ; special stage entry SndPtr_SlowSmash: rom_ptr_z80 Sound4B ; slower smash/crumble SndPtr_Spring: rom_ptr_z80 Sound4C ; spring boing SndPtr_Blip: rom_ptr_z80 Sound4D ; selection blip SndPtr_RingLeft: rom_ptr_z80 Sound4E ; another ring sound (only plays in the left speaker?) SndPtr_Signpost: rom_ptr_z80 Sound4F ; signpost spin sound SndPtr_CNZBossZap: rom_ptr_z80 Sound50 ; mosquito zapper rom_ptr_z80 Sound51 rom_ptr_z80 Sound52 SndPtr_Signpost2P: rom_ptr_z80 Sound53 SndPtr_OOZLidPop: rom_ptr_z80 Sound54 ; OOZ lid pop sound SndPtr_SlidingSpike: rom_ptr_z80 Sound55 SndPtr_CNZElevator: rom_ptr_z80 Sound56 SndPtr_PlatformKnock: rom_ptr_z80 Sound57 SndPtr_BonusBumper: rom_ptr_z80 Sound58 ; CNZ bonusy bumper sound SndPtr_LargeBumper: rom_ptr_z80 Sound59 ; CNZ baaang bumper sound SndPtr_Gloop: rom_ptr_z80 Sound5A ; CNZ gloop / water droplet sound SndPtr_PreArrowFiring: rom_ptr_z80 Sound5B SndPtr_Fire: rom_ptr_z80 Sound5C SndPtr_ArrowStick: rom_ptr_z80 Sound5D ; chain clink SndPtr_Helicopter: SndPtr_WingFortress: rom_ptr_z80 Sound5E ; helicopter SndPtr_SuperTransform: rom_ptr_z80 Sound5F SndPtr_SpindashRev: rom_ptr_z80 Sound60 ; spindash charge SndPtr_Rumbling2: rom_ptr_z80 Sound61 ; rumbling SndPtr_CNZLaunch: rom_ptr_z80 Sound62 SndPtr_Flipper: rom_ptr_z80 Sound63 ; CNZ blooing bumper SndPtr_HTZLiftClick: rom_ptr_z80 Sound64 ; HTZ track click sound SndPtr_Leaves: rom_ptr_z80 Sound65 ; kicking up leaves sound SndPtr_MegaMackDrop: rom_ptr_z80 Sound66 ; leaf splash? SndPtr_DrawbridgeMove: rom_ptr_z80 Sound67 SndPtr_QuickDoorSlam: rom_ptr_z80 Sound68 ; door slamming quickly (seems unused) SndPtr_DrawbridgeDown: rom_ptr_z80 Sound69 SndPtr_LaserBurst: rom_ptr_z80 Sound6A ; robotic laser burst SndPtr_Scatter: SndPtr_LaserFloor: rom_ptr_z80 Sound6B ; scatter SndPtr_Teleport: rom_ptr_z80 Sound6C SndPtr_Error: rom_ptr_z80 Sound6D ; error sound SndPtr_MechaSonicBuzz: rom_ptr_z80 Sound6E ; silver sonic buzz saw SndPtr_LargeLaser: rom_ptr_z80 Sound6F SndPtr_OilSlide: rom_ptr_z80 Sound70 SndPtr__End:

; There are many non-relative pointers in these sound effects, ; so the sounds shouldn't simply be BINCLUDE'd. ; They could be included as separate .asm files using "include" instead of "binclude", ; but I wanted to minimize the number of included asm files.

; some comments on what the various script commands do (after the header): ; 0x00-0x7F sets the note duration (of the previous note and following notes) ; 0x81-0xDF plays a note (the valid range may be smaller for PSG or DAC) ; 0x80 plays silence ; 0xE0-0xFF does special things. I won't list them here... search for "Coordination flags" sonic 2.

; the FM voices (poorly named "ssamp" or "samples" below) ; are 25 bytes each and go directly to YM2612 registers. ; they can be hard to edit (there's an art to it) ; but search for sonic "Voice editing" for more info if you want to try.

jumping sound

Sound20: dc.w $0000,$0101 dc.w $8080,z80_ptr(+),$F400 + dc.b $F5,$00,$9E,$05,$F0,$02,$01,$F8,$65,$A3,$15,$F2

checkpoint ding-dong sound

Sound21: dc.w z80_ptr(ssamp21),$0101 dc.w $8005,z80_ptr(+),$0001 ssamp21: dc.b $3C,$05,$0A,$01,$01,$56,$5C,$5C,$5C,$0E,$11,$11 dc.b $11,$09,$06,$0A,$0A,$4F,$3F,$3F,$3F,$17,$20,$80,$80 + dc.b $EF,$00,$BD,$06,$BA,$16,$F2

spike switch sound

Sound22: dc.w $0000,$0101 dc.w $80C0,z80_ptr(+),$0000 + dc.b $F0,$01,$01,$F0,$08,$F3,$E7,$C0,$04,$CA,$04 - dc.b $C0,$01,$EC dc.w $01F7,$0006,z80_ptr(-) dc.b $F2

hurt sound

Sound23: dc.w z80_ptr(ssamp23),$0101 dc.w $8005,z80_ptr(+),$F400 + dc.b $EF,$00,$B0,$07,$E7,$AD - dc.b $01,$E6 dc.w $01F7,$002F,z80_ptr(-) dc.b $F2 ssamp23: dc.b $30,$30,$30,$30,$30,$9E,$DC,$D8,$DC,$0E,$04,$0A dc.b $05,$08,$08,$08,$08,$BF,$BF,$BF,$BF,$14,$14,$3C,$80

skidding sound

Sound24: dc.w $0000,$0102 ; sound header... no sample and 2 script entries dc.w $80A0,z80_ptr(+),$F400 ; entry 1 header dc.w $80C0,z80_ptr(++),$F400 ; entry 2 header + dc.b $F5,$00,$AF,$01,$80,$AF,$80,$03 ; script entry 1 - dc.b $AF,$01,$80 dc.w $01F7,$000B,z80_ptr(-) ; loopback dc.b $F2 ; script 1 end + dc.b $F5,$00,$80,$01,$AD,$80,$AD,$80,$03 ; script entry 2 - dc.b $AD,$01,$80 dc.w $01F7,$000B,z80_ptr(-) ; loopback dc.b $F2 ; script 2 end

block push sound

Sound25: dc.w z80_ptr(ssamp25),$0101 dc.w $8005,z80_ptr(+),$0000 + dc.b $EF,$00,$80,$01,$8B,$0A,$80,$02,$F2 ssamp25: dc.b $FA,$21,$10,$30,$32,$2F,$2F,$1F,$2F,$05,$09,$08 dc.b $02,$06,$06,$0F,$02,$1F,$4F,$2F,$2F,$0F,$0E,$1A,$80

spiky impalement sound

Sound26: dc.w z80_ptr(ssamp26),$0101 dc.w $8005,z80_ptr(+),$F200 + dc.b $EF,$00,$F0,$01,$01,$10,$FF,$CF,$05,$D7,$25,$F2 ssamp26: dc.b $3B,$3C,$30,$39,$31,$DF,$1F,$1F,$DF,$04,$04,$05 dc.b $01,$04,$04,$04,$02,$FF,$1F,$0F,$AF,$29,$0F,$20,$80

sparkling sound

Sound27: dc.w z80_ptr(ssamp27),$0101 dc.w $8004,z80_ptr(+),$0C1C + dc.b $EF,$00,$C1,$05,$C4,$05,$C9,$2B,$F2 ssamp27: dc.b $07,$73,$33,$33,$73,$0F,$19,$14,$1A,$0A,$0A,$0A dc.b $0A,$0A,$0A,$0A,$0A,$57,$57,$57,$57,$00,$00,$00,$00

short beep

Sound28: dc.w $0000,$0101 dc.w $8080,z80_ptr(+),$E803 + dc.b $F5,$04,$CB,$04,$F2

bwoop

Sound29: dc.w $0000,$0101 dc.w $80A0,z80_ptr(+),$0000 + dc.b $F0,$01,$01,$E6,$35,$8E,$06,$F2

splash sound

Sound2A: dc.w z80_ptr(ssamp2A),$0102 dc.w $80C0,z80_ptr(+),$0000 dc.w $8005,z80_ptr(++),$0003 + dc.b $F5,$00,$F3,$E7,$C2,$05,$C6,$05,$E7 - dc.b $07,$EC,$01 dc.w $E7F7,$000F,z80_ptr(-) dc.b $F2 + dc.b $EF,$00,$A6,$14,$F2 ssamp2A: dc.b $00,$00,$02,$03,$00,$D9,$1F,$DF,$1F,$12,$14,$11 dc.b $0F,$0A,$0A,$00,$0D,$FF,$FF,$FF,$FF,$22,$27,$07,$80

swish

Sound2B: dc.w $0000,$0101 dc.w $80C0,z80_ptr(+),$0000 + dc.b $F5,$00,$F3,$E7,$C6,$03,$80,$03,$C6,$01,$E7 - dc.b $01,$EC,$01 dc.w $E7F7,$0015,z80_ptr(-) dc.b $F2

boss hit

Sound2C: dc.w z80_ptr(smashsamp),$0101 dc.w $8005,z80_ptr(+),$0000 + dc.b $EF,$00,$F0,$01,$01,$0C,$01 - dc.b $81,$0A,$E6 dc.w $10F7,$0004,z80_ptr(-) dc.b $F2 smashsamp: dc.b $F9,$21,$10,$30,$32,$1F,$1F,$1F,$1F,$05,$09,$18 dc.b $02,$0B,$10,$1F,$05,$1F,$4F,$2F,$2F,$0E,$04,$07,$80

inhaling a bubble

Sound2D: dc.w z80_ptr(ssamp2D),$0101 dc.w $8005,z80_ptr(+),$0E00 + dc.b $EF,$00,$F0,$01,$01,$21,$6E,$A6,$07 dc.b $80,$06,$F0,$01,$01,$44,$1E,$AD,$08,$F2 ssamp2D: dc.b $35,$05,$08,$09,$07,$1E,$0D,$0D,$0E,$0C,$03,$15 dc.b $06,$16,$09,$0E,$10,$2F,$1F,$2F,$1F,$15,$12,$12,$80

arrow firing

Sound2E: dc.w z80_ptr(ssamp2E),$0102 dc.w $8005,z80_ptr(+),$0000 dc.w $80C0,z80_ptr(++),$0000 + dc.b $EF,$00,$80,$01,$F0,$01,$01,$40,$48,$83,$06,$85,$02,$F2 + dc.b $F5,$00,$80,$0B,$F3,$E7,$C6,$01,$E7 - dc.b $02,$EC,$01 dc.w $E7F7,$0010,z80_ptr(-) dc.b $F2 ssamp2E: dc.b $FA,$02,$00,$03,$05,$12,$0F,$11,$13,$05,$09,$18 dc.b $02,$06,$06,$0F,$02,$1F,$4F,$2F,$2F,$2F,$0E,$1A,$80

shield sound

Sound2F: dc.w z80_ptr(ssamp2F),$0101 dc.w $8005,z80_ptr(+),$0C00 + dc.b $EF,$00,$80,$01,$A3,$05,$E7,$A4,$26,$F2 ssamp2F: dc.b $30,$30,$30,$30,$30,$9E,$AC,$A8,$DC,$0E,$04,$0A dc.b $05,$08,$08,$08,$08,$BF,$BF,$BF,$BF,$04,$14,$2C,$80

laser beam

Sound30: dc.w z80_ptr(ssamp30),$0101 ; sound header... a voice and 1 script entry dc.w $8005,z80_ptr(+),$FB05 ; script entry header + dc.b $EF,$00,$DF,$7F ; script start - dc.b $DF,$02,$E6 ; script continued dc.w $01F7,$001B,z80_ptr(-) ; loopback dc.b $F2 ; script end ssamp30: dc.b $83,$1F,$1F,$15,$1F,$1F,$1F,$1F,$1F,$00,$00,$00 ; voice dc.b $00,$02,$02,$02,$02,$2F,$FF,$2F,$3F,$0B,$01,$16,$82 ; (fixed length)

zap

Sound31: dc.w z80_ptr(ssamp31),$0101 dc.w $8005,z80_ptr(+),$FB02 + dc.b $EF,$00,$B3,$05,$80,$01,$B3,$09,$F2 ssamp31: dc.b $83,$12,$13,$10,$1E,$1F,$1F,$1F,$1F,$00,$00,$00 dc.b $00,$02,$02,$02,$02,$2F,$FF,$2F,$3F,$05,$34,$10,$87

drownage

Sound32: dc.w z80_ptr(ssamp32),$0102 dc.w $8004,z80_ptr(++),$0C04 dc.w $8005,z80_ptr(+),$0E02 + dc.b $EF,$00,$F0,$01,$01,$83,$0C - dc.b $8A,$05,$05,$E6 dc.w $03F7,$000A,z80_ptr(-) dc.b $F2 + dc.b $80,$06,$EF,$00,$F0,$01,$01,$6F,$0E - dc.b $8D,$04,$05,$E6 dc.w $03F7,$000A,z80_ptr(-) dc.b $F2 ssamp32: dc.b $35,$14,$04,$1A,$09,$0E,$11,$10,$0E,$0C,$03,$15 dc.b $06,$16,$09,$0E,$10,$2F,$4F,$2F,$4F,$2F,$12,$12,$80

fire + burn

Sound33: dc.w z80_ptr(ssamp2E),$0102 dc.w $8005,z80_ptr(+),$0000 dc.w $80C0,z80_ptr(++),$0000 + dc.b $EF,$00,$80,$01,$F0,$01,$01,$40,$48,$83,$06,$85,$02,$F2 + dc.b $F5,$00,$80,$0B,$F3,$E7,$A7,$25,$E7 - dc.b $02,$EC,$01 dc.w $E7F7,$0010,z80_ptr(-) dc.b $F2

bumper bing

Sound34: dc.w z80_ptr(ssamp34),$0103 dc.w $8005,z80_ptr(+),$0000 dc.w $8004,z80_ptr(++),$0000 dc.w $8002,z80_ptr(+++),$0002 + dc.b $EF,$00,$F6 dc.w z80_ptr(Sound34_3) + dc.b $EF,$00,$E1,$07,$80,$01 Sound34_3: dc.b $BA,$20,$F2 + dc.b $EF,$01,$9A,$03,$F2 ssamp34: dc.b $3C,$05,$0A,$01,$01,$56,$5C,$5C,$5C,$0E,$11,$11 dc.b $11,$09,$06,$0A,$0A,$4F,$3F,$3F,$3F,$1F,$2B,$80,$80 dc.b $05,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$12,$0C,$0C dc.b $0C,$12,$08,$08,$08,$1F,$5F,$5F,$5F,$07,$80,$80,$80

ring sound

Sound35: dc.w z80_ptr(ringsamp),$0101 dc.w $8005,z80_ptr(+),$0005 + dc.b $EF,$00,$E0,$40,$C1,$05,$C4,$05,$C9,$1B,$F2


Sound36: dc.w $0000,$0101 dc.w $80C0,z80_ptr(+),$0000 + dc.b $F0,$01,$01,$F0,$08,$F3,$E7,$C1,$07 - dc.b $D0,$01,$EC dc.w $01F7,$000C,z80_ptr(-) dc.b $F2

rumbling

Sound37: dc.w z80_ptr(ssamp37),$0101 dc.w $8005,z80_ptr(+),$0000 + dc.b $EF,$00,$F0,$01,$01,$20,$08 - dc.b $8B dc.w $0AF7,$0008,z80_ptr(-) - dc.b $8B,$10,$E6 dc.w $03F7,$0009,z80_ptr(-) dc.b $F2 ssamp37: dc.b $FA,$21,$10,$30,$32,$1F,$1F,$1F,$1F,$05,$09,$18 dc.b $02,$06,$06,$0F,$02,$1F,$4F,$2F,$2F,$0F,$0E,$1A,$80


Sound38: dc.w $0000,$0101 dc.w $80C0,z80_ptr(+),$0000 + dc.b $F0,$01,$01,$F0,$08,$F3,$E7,$B4,$08 - dc.b $B0,$02,$EC dc.w $01F7,$0003,z80_ptr(-) dc.b $F2

smash/breaking

Sound39: dc.w z80_ptr(smashsamp),$0104 dc.w $8002,z80_ptr(+),$1000 dc.w $8004,z80_ptr(+++),$0000 dc.w $8005,z80_ptr(++),$1000 dc.w $80C0,z80_ptr(s39s4),$0000 + dc.b $E0,$40,$80,$02,$F6 dc.w z80_ptr(++) + dc.b $E0,$80,$80,$01 + dc.b $EF,$00,$F0,$03,$01,$20,$04 - dc.b $81,$18,$E6 dc.w $0AF7,$0006,z80_ptr(-) dc.b $F2 s39s4: dc.b $F0,$01,$01,$0F,$05,$F3,$E7 - dc.b $B0,$18,$E7,$EC dc.w $03F7,$0005,z80_ptr(-) dc.b $F2

nondescript ding

Sound3A: dc.w z80_ptr(ssamp3A),$0101 dc.w $8005,z80_ptr(+),$0007 + dc.b $EF,$00,$AE,$08,$F2 ssamp3A: dc.b $1C,$2E,$0F,$02,$02,$1F,$1F,$1F,$1F,$18,$14,$0F dc.b $0E,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$20,$1B,$80,$80

door slamming shut

Sound3B: dc.w z80_ptr(ssamp3B),$0101 dc.w $8005,z80_ptr(+),$F400 + dc.b $EF,$00,$9B,$04,$80,$A0,$06,$F2 ssamp3B: dc.b $3C,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$00,$0F,$16 dc.b $0F,$00,$00,$00,$00,$0F,$FF,$AF,$FF,$00,$0A,$80,$80

spindash unleashed

Sound3C: dc.w z80_ptr(ssamp3C),$0102 dc.w $8005,z80_ptr(+),$9000 dc.w $80C0,z80_ptr(++),$0000 + dc.b $EF,$00,$F0,$01,$01,$C5,$1A,$CD,$07,$F2 + dc.b $F5,$07,$80,$07,$F0,$01,$02,$05,$FF,$F3,$E7,$BB,$4F,$F2 ssamp3C: dc.b $FD,$09,$00,$03,$00,$1F,$1F,$1F,$1F,$10,$0C,$0C dc.b $0C,$0B,$10,$1F,$05,$1F,$4F,$2F,$2F,$09,$92,$84,$8E

slide-thunk

Sound3D: dc.w z80_ptr(ssamp3D),$0102 dc.w $8005,z80_ptr(+),$100A dc.w $8004,z80_ptr(++),$0000 + dc.b $EF,$00,$F0,$01,$01,$60,$01,$A7,$08,$F2 + dc.b $80,$08,$EF,$01,$84,$22,$F2 ssamp3D: dc.b $FA,$21,$19,$3A,$30,$1F,$1F,$1F,$1F,$05,$09,$18 dc.b $02,$0B,$10,$1F,$05,$1F,$4F,$2F,$2F,$0E,$04,$07,$80 dc.b $FA,$31,$10,$30,$32,$1F,$1F,$1F,$1F,$05,$05,$18 dc.b $10,$0B,$10,$1F,$10,$1F,$1F,$2F,$2F,$0D,$01,$00,$80

rolling sound

Sound3E: dc.w z80_ptr(ssamp3E),$0101 dc.w $8004,z80_ptr(+),$0C05 + dc.b $EF,$00,$80,$01,$F0,$03,$01,$09,$FF,$CA,$25,$F4 - dc.b $E7,$E6,$01,$D0 dc.w $02F7,$002A,z80_ptr(-) dc.b $F2 ssamp3E: dc.b $3C,$00,$02,$44,$02,$1F,$1F,$1F,$15,$00,$00,$1F dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$0D,$28,$00,$00

got continue

Sound3F: dc.w z80_ptr(ssamp3F),$0103 dc.w $8002,z80_ptr(+),$F406 dc.w $8004,z80_ptr(++),$F406 dc.w $8005,z80_ptr(+++),$F406 + dc.b $EF,$00,$C9,$07,$CD,$D0,$CB,$CE,$D2,$CD,$D0,$D4,$CE,$D2,$D5 - dc.b $D0,$07,$D4,$D7,$E6 dc.w $05F7,$0008,z80_ptr(-) dc.b $F2 + dc.b $EF,$00,$E1,$01,$80,$07,$CD,$15,$CE,$D0,$D2 - dc.b $D4,$15,$E6 dc.w $05F7,$0008,z80_ptr(-) dc.b $F2 + dc.b $EF,$00,$E1,$01,$C9,$15,$CB,$CD,$CE - dc.b $D0,$15,$E6 dc.w $05F7,$0008,z80_ptr(-) dc.b $F2 ssamp3F: dc.b $14,$25,$36,$33,$11,$1F,$1F,$1F,$1F,$15,$1C,$18 dc.b $13,$0B,$0D,$08,$09,$0F,$8F,$9F,$0F,$24,$0A,$05,$80

short bonus ding

Sound40: dc.w z80_ptr(ssamp3F),$0102 dc.w $8005,z80_ptr(++),$0008 dc.w $8004,z80_ptr(+),$0008 + dc.b $E1,$03,$80,$02 + dc.b $EF,$00,$C4,$16,$F2

badnik bust

Sound41: dc.w z80_ptr(ssamp41),$0102 dc.w $8005,z80_ptr(+),$0000 dc.w $80C0,z80_ptr(++),$0002 + dc.b $F0,$03,$01,$72,$0B,$EF,$00,$BA,$16,$F2 + dc.b $F5,$01,$F3,$E7,$B0,$1B,$F2 ssamp41: dc.b $3C,$0F,$03,$01,$01,$1F,$1F,$1F,$1F,$19,$19,$12 dc.b $0E,$05,$00,$12,$0F,$0F,$FF,$7F,$FF,$00,$00,$80,$80

warning ding-ding

Sound42: dc.w z80_ptr(ssamp3F),$0101 dc.w $8005,z80_ptr(+),$0C08 + dc.b $EF,$00,$BA,$08,$BA,$25,$F2

special stage ring flash (unused)

Sound43: dc.w z80_ptr(ssamp43),$0102 dc.w $8004,z80_ptr(+),$0C00 dc.w $8005,z80_ptr(++),$0013 + dc.b $EF,$01,$80,$01,$A2,$08,$EF,$00,$E7,$AD,$26,$F2 + dc.b $EF,$02,$F0,$06,$01,$03,$FF,$80,$0A - dc.b $C3 dc.w $06F7,$0005,z80_ptr(-) dc.b $C3,$17,$F2 ssamp43: dc.b $30,$30,$34,$5C,$30,$9E,$AC,$A8,$DC,$0E,$04,$0A dc.b $05,$08,$08,$08,$08,$BF,$BF,$BF,$BF,$24,$04,$1C,$80 dc.b $30,$30,$34,$5C,$30,$9E,$AC,$A8,$DC,$0E,$04,$0A dc.b $05,$08,$08,$08,$08,$BF,$BF,$BF,$BF,$24,$04,$2C,$80 dc.b $04,$37,$77,$72,$49,$1F,$1F,$1F,$1F,$07,$07,$0A dc.b $0D,$00,$00,$0B,$0B,$1F,$1F,$0F,$0F,$13,$13,$81,$88

thunk

Sound44: dc.w z80_ptr(ssamp44),$0101 dc.w $8005,z80_ptr(+),$0000 + dc.b $EF,$00,$8A,$22,$F2 ssamp44: dc.b $FA,$21,$10,$30,$32,$1F,$1F,$1F,$1F,$05,$05,$18 dc.b $10,$0B,$10,$1F,$10,$1F,$4F,$2F,$2F,$0D,$04,$07,$80

cha-ching

Sound45: dc.w z80_ptr(ssamp45),$0103 dc.w $8005,z80_ptr(+),$0000 dc.w $8004,z80_ptr(++),$0000 dc.w $80C0,z80_ptr(+++),$0000 + dc.b $EF,$00,$8A,$08,$80,$02,$8A,$08,$F2 + dc.b $EF,$01,$80,$12,$C6,$55,$F2 + dc.b $F5,$02,$F3,$E7,$80,$02,$C2,$05,$C4,$04,$C2,$05,$C4,$04,$F2 ssamp45: dc.b $3B,$03,$02,$02,$06,$18,$1A,$1A,$96,$17,$0A,$0E dc.b $10,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$00,$39,$28,$80 ringsamp: dc.b $04,$37,$77,$72,$49,$1F,$1F,$1F,$1F,$07,$07,$0A dc.b $0D,$00,$00,$0B,$0B,$1F,$1F,$0F,$0F,$23,$23,$80,$80

losing rings (scatter)

Sound46: dc.w z80_ptr(ringsamp),$0102 dc.w $8004,z80_ptr(+),$0005 dc.w $8005,z80_ptr(++),$0008 + dc.b $EF,$00,$C6,$02,$05,$05,$05,$05,$05,$05,$3A,$F2 + dc.b $EF,$00,$80,$02,$C4,$02,$05,$15,$02,$05,$32,$F2

chain pull chink-chink

Sound47: dc.w z80_ptr(ssamp47),$0101 dc.w $8005,z80_ptr(+),$0000 + dc.b $EF,$00,$BE,$05,$80,$04,$BE,$04,$80,$04,$F2 ssamp47: dc.b $28,$2F,$37,$5F,$2B,$1F,$1F,$1F,$1F,$15,$15,$15 dc.b $13,$13,$0D,$0C,$10,$2F,$3F,$2F,$2F,$00,$1F,$10,$80

flamethrower

Sound48: dc.w $0000,$0101 dc.w $80C0,z80_ptr(+),$0000 + dc.b $F5,$00,$F3,$E7,$A7,$25,$F2

bonus pwoieeew (unused)

Sound49: dc.w z80_ptr(ssamp49),$0101 dc.w $8005,z80_ptr(+),$0E00 + dc.b $EF,$00,$F0,$01,$01,$33,$18,$B9,$1A,$F2 ssamp49: dc.b $3B,$0A,$05,$31,$02,$5F,$5F,$5F,$5F,$04,$16,$14 dc.b $0C,$00,$00,$04,$00,$1F,$D8,$6F,$FF,$03,$00,$25,$80

special stage entry

Sound4A: dc.w z80_ptr(ssamp4A),$0101 dc.w $8005,z80_ptr(+),$0002 + dc.b $EF,$00,$F0,$01,$01,$5B,$02,$CC,$65,$F2 ssamp4A: dc.b $20,$36,$30,$35,$31,$41,$3B,$49,$4B,$09,$09,$06 dc.b $08,$01,$02,$03,$A9,$0F,$0F,$0F,$0F,$29,$23,$27,$80

slower smash/crumble

Sound4B: dc.w z80_ptr(smashsamp),$0102 dc.w $8005,z80_ptr(+),$0000 dc.w $80C0,z80_ptr(++),$0000 + dc.b $EF,$00,$F0,$03,$01,$20,$04 - dc.b $81,$18,$E6 dc.w $0AF7,$0006,z80_ptr(-) dc.b $F2 + dc.b $F0,$01,$01,$0F,$05,$F3,$E7 - dc.b $B0,$18,$E7,$EC dc.w $03F7,$0005,z80_ptr(-) dc.b $F2

spring boing

Sound4C: dc.w z80_ptr(ssamp4C),$0101 dc.w $8004,z80_ptr(+),$0002 + dc.b $EF,$00,$80,$01,$F0,$03,$01,$5D,$0F,$B0,$0C,$F4 - dc.b $E7,$E6,$02,$BD dc.w $02F7,$0019,z80_ptr(-) dc.b $F2 ssamp4C: dc.b $20,$36,$30,$35,$31,$DF,$9F,$DF,$9F,$07,$09,$06 dc.b $06,$07,$06,$06,$08,$2F,$1F,$1F,$FF,$16,$13,$30,$80

selection blip

Sound4D: dc.w $0000,$0101 dc.w $80C0,z80_ptr(+),$0000 + dc.b $BB,$02,$F2

another ring sound (only plays in the left speaker?)

Sound4E: dc.w z80_ptr(ringsamp),$0101 dc.w $8004,z80_ptr(+),$0005 + dc.b $EF,$00,$E0,$80,$C1,$04,$C4,$05,$C9,$1B,$F2

signpost spin sound

Sound4F: dc.w z80_ptr(ssamp4F),$0102 dc.w $8004,z80_ptr(+),$2703 dc.w $8005,z80_ptr(++),$2700 + dc.b $80,$04 + dc.b $EF,$00 - dc.b $B4,$05,$E6 dc.w $02F7,$0015,z80_ptr(-) dc.b $F2 ssamp4F: dc.b $F4,$06,$0F,$04,$0E,$1F,$1F,$1F,$1F,$00,$0B,$00 dc.b $0B,$00,$05,$00,$08,$0F,$FF,$0F,$FF,$0C,$03,$8B,$80

mosquito zapper

Sound50: dc.w z80_ptr(ssamp50),$0101 dc.w $8005,z80_ptr(+),$F400 + dc.b $EF,$00,$B3,$04,$80,$01 - dc.b $B4,$04,$80 dc.w $01F7,$0004,z80_ptr(-) dc.b $F2 ssamp50: dc.b $83,$12,$13,$10,$1E,$1F,$1F,$1F,$1F,$00,$00,$00 dc.b $00,$02,$02,$02,$02,$2F,$FF,$2F,$3F,$06,$34,$10,$87


Sound51: dc.w z80_ptr(ssamp51),$0102 dc.w $80C0,z80_ptr(+),$0001 dc.w $8005,z80_ptr(++),$000B + dc.b $F5,$02,$F3,$E4,$B0,$04,$85,$02,$F2 + dc.b $EF,$00,$E8,$04,$A5,$06,$F2 ssamp51: dc.b $3C,$02,$01,$00,$01,$1F,$1F,$1F,$1F,$00,$19,$0E dc.b $10,$00,$00,$0C,$0F,$0F,$FF,$EF,$FF,$05,$00,$80,$80


Sound52: dc.w z80_ptr(ssamp52),$0101 dc.w $8005,z80_ptr(+),$0002 + dc.b $F0,$01,$01,$2A,$07,$EF,$00 - dc.b $A5,$03 dc.w $E7F7,$0013,z80_ptr(-) - dc.b $A5,$03,$E7,$E6 dc.w $02F7,$0013,z80_ptr(-) dc.b $F2 ssamp52: dc.b $28,$21,$21,$21,$30,$1F,$1F,$1F,$1F,$00,$00,$00 dc.b $00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$29,$20,$29,$80


Sound53: dc.w z80_ptr(ssamp53),$0101 dc.w $8005,z80_ptr(+),$F503 + dc.b $EF,$00,$F0,$01,$01,$46,$09,$A7,$14,$E7,$14,$E7,$E6,$04 dc.b $14,$E7,$E6,$04,$14,$E7,$E6,$04,$0A,$E7,$E6,$04,$0A,$F2 ssamp53: dc.b $07,$0A,$0C,$0C,$0C,$1F,$1F,$1F,$1F,$00,$00,$00 dc.b $00,$00,$00,$00,$00,$FF,$FF,$FF,$FF,$2A,$0F,$0F,$80

OOZ lid pop sound

Sound54: dc.w z80_ptr(ssamp54),$0102 dc.w $8005,z80_ptr(+),$0000 dc.w $80C0,z80_ptr(++),$0006 + dc.b $EF,$00,$B6,$15,$F2 + dc.b $F3,$E7,$F5,$04,$C6,$03,$E7,$C5,$E7 dc.b $C4,$E7,$C3,$E7,$C2,$E7,$C1,$E7,$C0,$F2 ssamp54: dc.b $07,$03,$02,$03,$00,$FF,$6F,$6F,$3F,$12,$14,$11 dc.b $0E,$1A,$0A,$03,$0D,$FF,$FF,$FF,$FF,$03,$07,$07,$80


Sound55: dc.w z80_ptr(ssamp55),$0101 dc.w $8005,z80_ptr(+),$0000 + dc.b $EF,$00,$AA,$07,$B6,$15,$F2 ssamp55: dc.b $42,$20,$0E,$0F,$0F,$1F,$1F,$1F,$1F,$1F,$1F,$1F dc.b $1F,$0F,$0E,$0F,$0E,$0F,$0F,$0F,$0F,$2E,$80,$20,$80


Sound56: dc.w z80_ptr(ssamp56),$0101 dc.w $8005,z80_ptr(+),$100E + dc.b $EF,$00,$F0,$01,$01,$1E,$FF,$8F,$1C,$F4 - dc.b $E7,$9A dc.w $05F7,$0009,z80_ptr(-) - dc.b $E7,$9A,$04,$E6,$02,$E7,$9A,$04,$E6 dc.w $02F7,$0008,z80_ptr(-) dc.b $F2 ssamp56: dc.b $0D,$06,$00,$00,$E5,$1F,$1F,$1F,$1F,$00,$00,$00 dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$27,$80,$80,$80


Sound57: dc.w z80_ptr(ssamp57),$0101 dc.w $8005,z80_ptr(+),$0000 + dc.b $EF,$00,$CA,$15,$F2 ssamp57: dc.b $04,$09,$70,$00,$30,$1C,$1F,$DF,$1F,$15,$12,$0B dc.b $0F,$0C,$0D,$00,$0D,$07,$2F,$FA,$FA,$00,$29,$00,$00

CNZ bonusy bumper sound

Sound58: dc.w z80_ptr(ssamp58),$0101 dc.w $8005,z80_ptr(+),$0007 + dc.b $EF,$00,$B3,$06,$B3,$15,$F2 ssamp58: dc.b $3C,$05,$0A,$01,$01,$56,$5C,$5C,$5C,$0E,$11,$11 dc.b $11,$09,$06,$0A,$0A,$4F,$3F,$3F,$3F,$17,$20,$80,$80

CNZ baaang bumper sound

Sound59: dc.w z80_ptr(ssamp59),$0103 dc.w $8004,z80_ptr(+),$0000 dc.w $8002,z80_ptr(++),$0002 dc.w $8005,z80_ptr(+++),$0000 + dc.b $EF,$00,$E1,$0C,$B5,$14,$F2 + dc.b $EF,$01,$9A,$03,$F2 + dc.b $EF,$00,$B6,$14,$F2 ssamp59: dc.b $32,$30,$30,$40,$70,$1F,$1F,$1F,$1F,$12,$0A,$01 dc.b $0D,$00,$01,$01,$0C,$00,$23,$C3,$F6,$08,$07,$1C,$03 dc.b $05,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$12,$0C,$0C dc.b $0C,$12,$08,$08,$08,$1F,$5F,$5F,$5F,$07,$80,$80,$80

CNZ gloop / water droplet sound

Sound5A: dc.w z80_ptr(ssamp5A),$0101 dc.w $8005,z80_ptr(+),$0000 + dc.b $EF,$00,$F0,$01,$01,$7F,$F1,$AA,$0A,$F2 ssamp5A: dc.b $47,$03,$02,$02,$04,$5F,$5F,$5F,$5F,$0E,$1A,$11 dc.b $0A,$09,$0A,$0A,$0A,$4F,$3F,$3F,$3F,$7F,$80,$80,$A3


Sound5B: dc.w z80_ptr(ssamp5B),$0101 dc.w $8005,z80_ptr(+),$0000 + dc.b $EF,$00,$80,$02,$A5,$01,$E7 - dc.b $01,$E7,$E6 dc.w $02F7,$0005,z80_ptr(-) dc.b $F2 ssamp5B: dc.b $38,$0F,$0F,$0F,$0F,$1F,$1F,$1F,$0E,$00,$00,$00 dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$1F,$00,$00,$00,$80


Sound5C: dc.w z80_ptr(ssamp5C),$0102 dc.w $8004,z80_ptr(+),$000E dc.w $80C0,z80_ptr(++),$0000 + dc.b $EF,$00,$85,$40 - dc.b $E7,$04,$E6 dc.w $04F7,$000A,z80_ptr(-) dc.b $F2 + dc.b $F5,$00,$F3,$E7,$A7,$40 - dc.b $E7,$08,$E6 dc.w $01F7,$0005,z80_ptr(-) dc.b $F2 ssamp5C: dc.b $FA,$12,$01,$01,$01,$1F,$1F,$1F,$1F,$00,$00,$00 dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$81,$8E,$14,$80

chain clink

Sound5D: dc.w z80_ptr(ssamp5D),$0101 dc.w $8005,z80_ptr(+),$0000 + dc.b $EF,$00,$C0,$04,$F2 ssamp5D: dc.b $28,$2F,$37,$5F,$2B,$1F,$1F,$1F,$1F,$15,$15,$15 dc.b $13,$13,$0D,$0C,$10,$2F,$3F,$2F,$2F,$00,$1F,$10,$80

helicopter

Sound5E: dc.w z80_ptr(ssamp5E),$0101 dc.w $8002,z80_ptr(+),$1405 + dc.b $EF,$00 - dc.b $95,$02,$95 dc.w $01F7,$0013,z80_ptr(-) - dc.b $95,$02,$95,$01,$E6 dc.w $01F7,$001B,z80_ptr(-) dc.b $F2 ssamp5E: dc.b $35,$30,$44,$40,$51,$1F,$1F,$1F,$1F,$10,$00,$13 dc.b $15,$1F,$00,$1F,$1A,$7F,$0F,$7F,$5F,$02,$A8,$80,$80


Sound5F: dc.w z80_ptr(ssamp5F),$0103 dc.w $8005,z80_ptr(s5Fs1),$0000 dc.w $80C0,z80_ptr(s5Fs2),$0000 dc.w $80A0,z80_ptr(s5Fs3),$0000 s5Fs1 dc.b $EF,$00,$F0,$01,$01,$C5,$1A,$CD,$07,$E6,$0A,$80 dc.b $06,$EF,$01,$F0,$01,$01,$11,$FF,$A2,$28 - dc.b $E7,$03,$E6 dc.w $03F7,$0005,z80_ptr(-) dc.b $F2 s5Fs2 dc.b $80,$07,$F0,$01,$02,$05,$FF,$F3,$E7,$BB,$1D - dc.b $E7,$07,$EC dc.w $01F7,$0010,z80_ptr(-) dc.b $F2 s5Fs3 dc.b $80,$16,$F5,$03 - dc.b $BF,$04,$C1,$C3,$EC,$01,$E9 dc.w $FFF7,$0005,z80_ptr(-) - dc.b $BF,$04,$C1,$C3,$EC,$01,$E9 dc.w $01F7,$0007,z80_ptr(-) dc.b $F2 ssamp5F: dc.b $FD,$09,$00,$03,$00,$1F,$1F,$1F,$1F,$10,$0C,$0C dc.b $0C,$0B,$10,$1F,$05,$1F,$4F,$2F,$2F,$09,$92,$84,$8E dc.b $3A,$70,$30,$04,$01,$0F,$14,$19,$16,$08,$0A,$0B dc.b $05,$03,$03,$03,$05,$1F,$6F,$8F,$5F,$1F,$22,$1F,$80

spindash charge

Sound60: dc.w z80_ptr(ssamp60),$0101 dc.w $8005,z80_ptr(+),$FE00 + dc.b $EF,$00,$F0,$00,$01,$20,$F6,$C4,$16,$E7,$F4,$D0,$18,$E7 - dc.b $04,$E7,$E6 dc.w $03F7,$0010,z80_ptr(-) dc.b $F2 ssamp60: dc.b $34,$00,$03,$0C,$09,$9F,$8C,$8F,$95,$00,$00,$00 dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$00,$1D,$00,$00

rumbling

Sound61: dc.w z80_ptr(ssamp61),$0101 dc.w $8004,z80_ptr(+),$0004 + dc.b $80,$01,$EF,$00,$F0,$00,$01,$70,$06,$82,$06,$85,$08,$83 dc.b $01,$82,$05,$86,$06,$89,$03,$82,$08,$88,$04,$82,$06,$E6 dc.b $02,$85,$08,$E6,$02,$83,$01,$E6,$02,$82,$05,$E6,$02,$86 dc.b $06,$E6,$02,$89,$03,$E6,$02,$82,$08,$E6,$02,$88,$04,$E6,$02,$F2 ssamp61: dc.b $32,$30,$30,$50,$30,$1F,$0E,$19,$0E,$07,$12,$15 dc.b $09,$0A,$09,$1D,$06,$E8,$03,$0A,$17,$07,$00,$00,$00


Sound62: dc.w z80_ptr(ssamp62),$0101 dc.w $8005,z80_ptr(+),$FF00 + dc.b $EF,$00,$A6,$05,$F0,$01,$01,$E7,$40 - dc.b $C4,$02,$E7,$E6 dc.w $01F7,$0012,z80_ptr(-) dc.b $F2 ssamp62: dc.b $34,$0C,$10,$73,$0C,$AF,$AC,$FF,$D5,$06,$00,$02 dc.b $01,$02,$0A,$04,$08,$BF,$BF,$BF,$BF,$00,$08,$80,$80

CNZ blooing bumper

Sound63: dc.w z80_ptr(ssamp63),$0101 dc.w $8005,z80_ptr(+),$0907 + dc.b $EF,$00,$F0,$01,$01,$04,$56,$92,$03,$9A,$25,$F2 ssamp63: dc.b $3D,$12,$10,$77,$30,$5F,$5F,$5F,$5F,$0F,$0A,$00 dc.b $01,$0A,$0A,$0D,$0D,$4F,$0F,$0F,$0F,$13,$80,$80,$80

HTZ track click sound

Sound64: dc.w z80_ptr(ssamp64),$0101 dc.w $8005,z80_ptr(+),$1100 + dc.b $EF,$00,$C7,$02,$F2 ssamp64: dc.b $24,$2A,$02,$05,$01,$1A,$1F,$10,$1F,$0F,$1F,$1F dc.b $1F,$0C,$0D,$11,$11,$0C,$09,$09,$0F,$0E,$04,$80,$80

kicking up leaves sound

Sound65: dc.w z80_ptr(ssamp65),$0101 dc.w $80C0,z80_ptr(+),$F800 + dc.b $F5,$03,$F3,$E7,$CE,$03,$F5,$06,$CE,$04,$EC dc.b $02,$CE,$02,$F5,$03,$EC,$FE,$CE,$08,$CE,$18,$F2 ssamp65: ; uhm... apparently they forgot to null out the pointer to here. ; luckily, sound 65 doesn't really use its sample

leaf splash?

Sound66: dc.w z80_ptr(ssamp66),$0102 dc.w $8005,z80_ptr(++),$EE08 dc.w $80C0,z80_ptr(+),$0000 + dc.b $F3,$E7,$F5,$09,$C6,$36,$F2 + dc.b $EF,$00,$80,$01,$92,$02,$02,$02,$30,$F2 ssamp66: dc.b $32,$33,$17,$34,$13,$0F,$0D,$1B,$17,$00,$04,$02 dc.b $0B,$08,$00,$08,$09,$6F,$5F,$4F,$6F,$05,$00,$00,$80


Sound67: dc.w z80_ptr(ssamp67),$0101 dc.w $80C0,z80_ptr(+),$0000 + dc.b $F5,$06,$F3,$E7,$90,$0A,$94,$0A,$98,$0A,$9C dc.b $0A,$A0,$0A,$A4,$08,$A8,$08,$AC,$08,$B0,$08,$F2 ssamp67: ; another not-really-used sample (like Sound65)

door slamming quickly (seems unused)

Sound68: dc.w z80_ptr(ssamp68),$0101 dc.w $8005,z80_ptr(+),$F400 + dc.b $EF,$00,$9B,$04,$A5,$06,$F2 ssamp68: dc.b $3C,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$00,$0F,$16 dc.b $0F,$00,$00,$00,$00,$0F,$FF,$AF,$FF,$00,$0A,$80,$80


Sound69: dc.w z80_ptr(ssamp69),$0102 dc.w $8005,z80_ptr(+),$F400 dc.w $80C0,z80_ptr(++),$0000 + dc.b $EF,$00,$9B,$03,$A8,$06,$9E,$08,$F2 + dc.b $F5,$04,$F3,$E7,$C6,$03,$C6,$06,$C6,$08,$F2 ssamp69: dc.b $3C,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$00,$0F,$16 dc.b $0F,$00,$00,$00,$00,$0F,$FF,$AF,$FF,$00,$0A,$80,$80

robotic laser burst

Sound6A: dc.w z80_ptr(ssamp6A),$0101 dc.w $8005,z80_ptr(+),$0004 + dc.b $EF,$00,$DF,$14,$E6,$18,$06,$F2 ssamp6A: dc.b $3D,$09,$34,$34,$28,$1F,$16,$16,$16,$00,$00,$00 dc.b $04,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$15,$02,$02,$00

scatter

Sound6B: dc.w z80_ptr(ssamp6B),$0101 dc.w $8004,z80_ptr(+),$0002 + dc.b $EF,$00,$81,$04,$80,$0C,$F2 ssamp6B: dc.b $3A,$30,$30,$40,$70,$1F,$1F,$1F,$1F,$12,$0A,$01 dc.b $07,$00,$01,$01,$03,$00,$23,$C3,$46,$08,$07,$1C,$03


Sound6C: dc.w z80_ptr(ssamp6C),$0104 dc.w $8005,z80_ptr(++),$0010 dc.w $8004,z80_ptr(+),$0010 dc.w $80C0,z80_ptr(s5Fs2),$0000 dc.w $80A0,z80_ptr(s5Fs3),$0000 + dc.b $E1,$10 + dc.b $EF,$01,$F0,$01,$01,$EC,$56,$C0,$24,$F4,$EF,$00,$E6,$F0 - dc.b $BB,$02,$E7,$E6,$02,$E9 dc.w $01F7,$0020,z80_ptr(-) dc.b $F2 ssamp6C: dc.b $00,$53,$30,$03,$30,$1F,$1F,$1F,$1F,$00,$00,$00 dc.b $00,$00,$00,$00,$00,$00,$00,$00,$0F,$0F,$06,$23,$80 dc.b $3C,$72,$32,$32,$72,$14,$14,$0F,$0F,$00,$00,$00 dc.b $00,$00,$00,$00,$00,$02,$02,$08,$08,$35,$14,$00,$00

error sound

Sound6D: dc.w z80_ptr(ssamp6D),$0101 dc.w $8005,z80_ptr(+),$0004 + dc.b $EF,$00,$B0,$06,$80,$06,$B0,$18,$F2 ssamp6D: dc.b $38,$00,$00,$00,$00,$1F,$1F,$1F,$1F,$00,$00,$00 dc.b $00,$00,$00,$00,$00,$0F,$0F,$0F,$0F,$1F,$0C,$17,$00

silver sonic buzz saw

Sound6E: dc.w z80_ptr(ssamp6E),$0102 dc.w $8005,z80_ptr(+),$0000 dc.w $80C0,z80_ptr(++),$0000 + dc.b $EF,$00,$C6,$24,$E7 - dc.b $C6,$04,$E7,$E6 dc.w $04F7,$0008,z80_ptr(-) dc.b $F2 + dc.b $F3,$E7,$C7,$44,$F2 ssamp6E: dc.b $33,$00,$10,$00,$31,$1F,$1D,$1E,$0E,$00,$0C,$1D dc.b $00,$00,$00,$01,$00,$0F,$0F,$0F,$0F,$08,$06,$07,$80


Sound6F: dc.w z80_ptr(ssamp6A),$0103 dc.w $8005,z80_ptr(++),$000B dc.w $8004,z80_ptr(+),$0012 dc.w $80C0,z80_ptr(+++),$0000 + dc.b $E1,$02,$80,$02 + dc.b $EF,$00,$E6,$0C,$DF,$06,$E7,$E6,$F4,$06,$E7 dc.b $E6,$F4,$12,$E7,$E6,$0C,$06,$E7,$E6,$0C,$06,$F2 + dc.b $F3,$E7,$C6,$04,$C0,$BA,$B4,$AE,$E6 dc.b $01,$AE,$E6,$01,$AE,$E6,$01,$AE,$F2


Sound70: dc.w $0000,$0101 dc.w $80C0,z80_ptr(+),$0000 + dc.b $F3,$E7,$C6,$18 - dc.b $E7,$03,$E6 dc.w $01F7,$0008,z80_ptr(-) dc.b $F2


if * > soundBankStart + $8000 fatal "soundBank must fit in $8000 bytes but was $\{*-soundBankStart}. Try moving something to the other bank." else ;message "soundBank has $\{$8000+soundBankStart-*} bytes free at end." endif

end of 'ROM'

if padToPowerOfTwo && (*)&(*-1) cnop -1,2<<lastbit(*-1) dc.b 0 paddingSoFar := paddingSoFar+1 else even endif if MOMPASS=2 ; "About" because it will be off by the same amount that Size_of_Snd_driver_guess is incorrect (if you changed it), and because I may have missed a small amount of internal padding somewhere message "rom size is $\{*} bytes (\{*/1024.0} kb). About $\{paddingSoFar} bytes are padding. " endif ; share these symbols externally (WARNING: don't rename, move or remove these labels!) shared movewZ80CompSize </asm>