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Engineering & Reverse Engineering (319 posts)
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03-March 03
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User is offline Jun 29 2015 05:13 PM
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My Information

Age:
34 years old
Birthday:
August 21, 1980
Gender:
Male Male
Location:
I'm watching you!

Previous Fields

Project:
Learning NES 6502 and hacking NES ROMs.
National Flag:
us
Wiki edits:
12

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Posts I've Made

  1. In Topic: Saxman's Sonic Boom engine

    04 December 2014 - 07:17 PM

    Thank you very much! Now I can use the extra buttons for other stuff.
  2. In Topic: Esrael Neto Assembler Editor v0.10

    29 October 2014 - 11:07 AM

    Is it me, or is the website not working?
  3. In Topic: Let's shove Flamewings S3K Sound Driver into Sonic 2

    16 September 2013 - 03:07 PM

    Thank you for sharing this! I did some fixes on this:

    s2.constants:

    Change this:
    ; Special sound IDs
    
    MusID_StopSFX = 		$78+$80 				; F8
    MusID_FadeOut = 		$79+$80 				; F9
    SndID_SegaSound =   	$7A+$80 				; FA
    MusID_SpeedUp = 		$7B+$80 				; FB
    MusID_SlowDown =        $7C+$80 				; FC
    MusID_Stop =            $7D+$80 				; FD
    MusID_Pause =   		$7E+$80 				; FE
    MusID_Unpause = 		$7F+$80 				; FF
    
    


    Into this:
    ; Special sound IDs
    
    MusID_StopSFX =			FadeID__First+3 	; F8
    MusID_FadeOut =			-$1F			; F9
    SndID_SegaSound =		SndID_Sega      	; FA
    MusID_SpeedUp =         	8			; FB
    MusID_SlowDown = 		0              	; FC
    MusID_Stop =			-2			; FD
    MusID_Pause =         	1              	; FE
    MusID_Unpause =			$80			; FF
    


    Now the MusID_Stop is fixed. I got it from s3k ASM.

    In s2.sounddriver, I did some changes in this too.

    change this:
    ; ---------------------------------------------------------------------------
    ; ===========================================================================
    ; Music Banks
    ; ===========================================================================
    ; Music Bank 1
    ; ---------------------------------------------------------------------------
    Snd_Bank1_Start:	startBank
    Snd_FBZ1:		include	"Sound/s2/Music/CNZ.asm"
    Snd_FBZ2:		include	"Sound/s2/Music/DEZ.asm" 		
    Snd_MHZ1:		include	"Sound/s2/Music/MCZ.asm" 		
    Snd_MHZ2:		include	"Sound/s2/Music/EHZ_2p.asm"  	
    Snd_SOZ1:		include	"Sound/s2/Music/SCZ.asm" 		
    Snd_SOZ2:		include	"Sound/s2/Music/CPZ.asm" 		
    Snd_LRZ1:		include	"Sound/s2/Music/WFZ.asm" 		
    Snd_LRZ2:		include	"Sound/s2/Music/HPZ.asm" 		
    Snd_SSZ:		include	"Sound/s2/Music/Options.asm" 	
    Snd_DEZ1:		include	"Sound/s2/Music/SpecStg.asm" 	
    Snd_DEZ2:		include	"Sound/s2/Music/Boss.asm"    	
    Snd_Minib_SK:		include	"Sound/s2/Music/End_Boss.asm"	
    Snd_Boss:		include	"Sound/s2/Music/Ending.asm"  	
    Snd_DDZ:		include	"Sound/s2/Music/Supersonic.asm"  
    Snd_PachBonus:		include	"Sound/s2/Music/Invincible.asm"  
    Snd_SpecialS:		include	"Sound/s2/Music/Title screen.asm"
    Snd_SlotBonus:		include	"Sound/s2/Music/End of level.asm"
    Snd_Knux:		include	"Sound/s2/Music/Game Over.asm"   
    Snd_Title:		include	"Sound/s2/Music/Continue.asm"	
    Snd_1UP:		include	"Sound/s2/Music/Extra life.asm"
    Snd_Emerald:		include	"Sound/s2/Music/Got Emerald.asm"
    
    	finishBank
    ; ---------------------------------------------------------------------------
    ; s3/Music Bank 2
    ; ---------------------------------------------------------------------------
    Snd_Bank2_Start:	startBank
    Snd_AIZ1:		include	"Sound/s2/Music/Results screen 2p.asm"
    Snd_AIZ2:		include	"Sound/s2/Music/EHZ.asm"
    Snd_HCZ1:		include	"Sound/s2/Music/MCZ_2p.asm"
    Snd_HCZ2:		include	"Sound/s2/Music/OOZ.asm"
    Snd_MGZ1:		include	"Sound/s2/Music/MTZ.asm"
    Snd_MGZ2:		include	"Sound/s2/Music/HTZ.asm"   
    Snd_CNZ2:		include	"Sound/s2/Music/ARZ.asm"   
    Snd_CNZ1:		include	"Sound/s2/Music/CNZ_2p.asm"
               				
    	finishBank
    
    ; ---------------------------------------------------------------------------
    ; s3/Music Bank 3
    ; ---------------------------------------------------------------------------
    Snd_Bank3_Start:	startBank
    Snd_ICZ2:		include	"Sound/s2/Music/Credits.asm"
    Snd_ICZ1:		include	"Sound/sk/Music/ICZ1.asm"
    Snd_LBZ2:		include	"Sound/sk/Music/LBZ2.asm"
    Snd_LBZ1:		include	"Sound/sk/Music/LBZ1.asm"
    Snd_SKCredits:		include	"Sound/sk/Music/Credits.asm"
    Snd_GameOver:		include	"Sound/sk/Music/Game Over.asm"
    Snd_Continue:		include	"Sound/sk/Music/Continue.asm"
    Snd_Results:		include	"Sound/sk/Music/Level Outro.asm"
    Snd_Invic:		include	"Sound/sk/Music/Invincible.asm"
    Snd_Menu:		include	"Sound/sk/Music/Menu.asm"
    Snd_FinalBoss:		include	"Sound/sk/Music/Final Boss.asm"
    Snd_PresSega:		include	"Sound/sk/Music/Game Complete.asm"
    
    	finishBank
    
    ; ---------------------------------------------------------------------------
    ; s3/Music Bank 4
    ; ---------------------------------------------------------------------------
    Snd_Bank4_Start:	startBank
    Snd_GumBonus:		include	"Sound/sk/Music/Gum Ball Machine.asm"
    Snd_ALZ:		include	"Sound/sk/Music/Azure Lake.asm"
    Snd_BPZ:		include	"Sound/sk/Music/Balloon Park.asm"
    Snd_DPZ:		include	"Sound/sk/Music/Desert Palace.asm"
    Snd_CGZ:		include	"Sound/sk/Music/Chrome Gadget.asm"
    Snd_EMZ:		include	"Sound/sk/Music/Endless Mine.asm"
    Snd_S3Credits:		include	"Sound/sk/Music/Sonic 3 Credits.asm"
    Snd_2PMenu:		include	"Sound/sk/Music/Competition Menu.asm"	
    Snd_Drown:		include	"Sound/sk/Music/Countdown.asm"
    
    	finishBank
    


    into this:
    ; ---------------------------------------------------------------------------
    ; ===========================================================================
    ; Music Banks
    ; ===========================================================================
    ; Music Bank 1
    ; ---------------------------------------------------------------------------
    Snd_Bank1_Start:	startBank
    Snd_FBZ1:		include	"Sound/s2/Music/CNZ.asm"
    Snd_FBZ2:		include	"Sound/s2/Music/DEZ.asm" 		
    Snd_MHZ1:		include	"Sound/s2/Music/WFZ.asm" 		
    Snd_MHZ2:		include	"Sound/s2/Music/HPZ.asm"  	
    Snd_SOZ1:		include	"Sound/s2/Music/Options.asm" 		
    Snd_SOZ2:		include	"Sound/s2/Music/SpecStg.asm" 		
    Snd_LRZ1:		include	"Sound/s2/Music/Boss.asm" 		
    Snd_LRZ2:		include	"Sound/s2/Music/End_Boss.asm" 		
    Snd_SSZ:		include	"Sound/s2/Music/Ending.asm" 	
    Snd_DEZ1:		include	"Sound/s2/Music/Supersonic.asm" 	
    Snd_DEZ2:		include	"Sound/s2/Music/Invincible.asm"    	
    Snd_Minib_SK:		include	"Sound/s2/Music/Extra life.asm"	
    Snd_Boss:		include	"Sound/s2/Music/Title screen.asm"  	
    Snd_DDZ:		include	"Sound/s2/Music/End of level.asm"  
    Snd_PachBonus:		include	"Sound/s2/Music/Game Over.asm"  
    Snd_SpecialS:		include	"Sound/s2/Music/Continue.asm"
    Snd_SlotBonus:		include	"Sound/s2/Music/Got Emerald.asm"
    Snd_Knux:		include	"Sound/s2/Music/Drowning.asm"   
    Snd_Title:		include	"Sound/sk/Music/Title.asm"	
    Snd_1UP:		include	"Sound/sk/Music/1UP.asm"
    Snd_Emerald:		include	"Sound/sk/Music/Chaos Emerald.asm"
    
    	finishBank
    ; ---------------------------------------------------------------------------
    ; s3/Music Bank 2
    ; ---------------------------------------------------------------------------
    Snd_Bank2_Start:	startBank
    Snd_AIZ1:		include	"Sound/s2/Music/Results screen 2p.asm"
    Snd_AIZ2:		include	"Sound/s2/Music/EHZ.asm"
    Snd_HCZ1:		include	"Sound/s2/Music/MCZ_2p.asm"
    Snd_HCZ2:		include	"Sound/s2/Music/OOZ.asm"
    Snd_MGZ1:		include	"Sound/s2/Music/MTZ.asm"
    Snd_MGZ2:		include	"Sound/s2/Music/HTZ.asm"   
    Snd_CNZ2:		include	"Sound/s2/Music/CNZ_2p.asm"   
    Snd_CNZ1:		include	"Sound/s2/Music/ARZ.asm"
                   			
    	finishBank
    
    ; ---------------------------------------------------------------------------
    ; s3/Music Bank 3
    ; ---------------------------------------------------------------------------
    Snd_Bank3_Start:	startBank
    Snd_ICZ2:		include	"Sound/s2/Music/EHZ_2p.asm"
    Snd_ICZ1:		include	"Sound/s2/Music/MCZ.asm"
    Snd_LBZ2:		include	"Sound/s2/Music/CPZ.asm"
    Snd_LBZ1:		include	"Sound/s2/Music/SCZ.asm"
    Snd_SKCredits:		include	"Sound/sk/Music/Credits.asm"
    Snd_GameOver:		include	"Sound/sk/Music/Game Over.asm"
    Snd_Continue:		include	"Sound/sk/Music/Continue.asm"
    Snd_Results:		include	"Sound/sk/Music/Level Outro.asm"
    Snd_Invic:		include	"Sound/sk/Music/Invincible.asm"
    Snd_Menu:		include	"Sound/sk/Music/Menu.asm"
    Snd_FinalBoss:		include	"Sound/sk/Music/Final Boss.asm"
    Snd_PresSega:		include	"Sound/sk/Music/Game Complete.asm"
    
    	finishBank
    
    ; ---------------------------------------------------------------------------
    ; s3/Music Bank 4
    ; ---------------------------------------------------------------------------
    Snd_Bank4_Start:	startBank
    Snd_GumBonus:		include	"Sound/s2/Music/Credits.asm"
    Snd_ALZ:		include	"Sound/sk/Music/Azure Lake.asm"
    Snd_BPZ:		include	"Sound/sk/Music/Balloon Park.asm"
    Snd_DPZ:		include	"Sound/sk/Music/Desert Palace.asm"
    Snd_CGZ:		include	"Sound/sk/Music/Chrome Gadget.asm"
    Snd_EMZ:		include	"Sound/sk/Music/Endless Mine.asm"
    Snd_S3Credits:		include	"Sound/sk/Music/Sonic 3 Credits.asm"
    Snd_2PMenu:		include	"Sound/sk/Music/Competition Menu.asm"	
    Snd_Drown:		include	"Sound/sk/Music/Countdown.asm"
    
    	finishBank
    


    Now the this correct the order that the music plays in the sound test number like in Sonic 2.


    Now look for this in s2.sounddriver:
    MusID_1UP			= 2Ah
    


    Change 2Ah to 18h.

    Now thanks to this Sound Driver, now we can use the unused RAM that is located here: $F100-$F5FF
  4. In Topic: Sonic MBV

    10 July 2013 - 09:45 PM

    Nice hack! To bad that it's not for my eyes. I played it through.
  5. In Topic: Techno Soft Sound Engine Thunder Force 2, 3 & 4 Music Guide

    05 July 2013 - 02:33 PM

    I found this in Z80 RAM and something interesting when I was listening to "Death Face's" in Thunder Force II. Thanks to Exodus that will allow me to lock the hex ram. In Regen, it won't allow me to scroll down in Z80 RAM because it will crash.

    Z80 Music RAM Notes:

    Loop ?
    FM 1 ch.1 - $1990-$1992
    FM 2 ch.2 - $19E4-$19E6
    FM 3 ch.3 - $1A38-$1A3A
    FM 4 ch.4 - $1A8C-$1A8E
    FM 5 ch.5 - $1AE0-$1AE2
    FM 6 ch.6 - $1B34-$1B36
    PSG1 - $1B88-$1B8A
    PSG2 - $1BDC-$1BDE

    Fade in and out
    FM 1 ch.1 - $1B96-$1B9A
    FM 2 ch.2 - $1A0A-$1A0E
    FM 3 ch.3 - $1A5E-$1A62
    FM 4 ch.4 - $1AB2-$1AB6
    FM 5 ch.5 - $1B06-$1B0A
    FM 6 ch.6 - $1B5A-$1B5E
    PSG1 - $1BAE-$1BB2
    PSG2 - $1C02-$1C06

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