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Topics I've Started
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Somari 3D Blast 5
01 April 2015 - 08:47 PM
It's a remake of Somari, and it's not a troll. If you've ever had a secret love of the Somari bootleg on NES, or any of the (hundreds of) hacks of it, this is the game for you!
Play the NES "classic" with your choice from not 5, not 4, but 3 characters!
90% of the games development went into this thread!
https://www.youtube....h?v=qmFSIZBJnTc
Screenshots




Download:
http://files.holenet...ast%205_V1.1.7z
(If you encounter a game-breaking bug in Marble Zone Act 2, try running the game in Windows XP Service Pack 3 Compatibility Mode) -
How To Port the Sonic 2 Clone Driver into Sonic 2 HG Dissasembly
09 June 2013 - 06:00 PM
There are a few bugs I have noticed. One is that the spindash sound will not raise pitch. The music is not a perfect adaptation of Sonic 2's music, particularly sometimes the PSG channels sound slightly different. This is most noticable in Emerald Hill's music. Besides this, there are no problems.
If the above bugs will not bother you too badly, then you'll like using the Sonic 2 Clone Driver after working with Sonic 2's own sound driver. The Clone Driver is much easier to port music to, and in fact, Sonic 1 music can even just be bincluded into the ROM. This is because it's based on the Sonic 1 sound driver, and uses similar (if not the same) formatting.
With this out of the way, now it's time to edit the Sonic 2 HG Dissasembly!
Step 1 - getting started
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Back up your dissasembly if you haven't already.
To start, go into your sound folder, where you'll have a DAC folder, a music folder, and a PCM folder.
DELETE THEM ALL!
and then extract "Sonic 2 Clone Driver_fixed.7z" into the main folder of your dissasembly.
And then open up s2.sounddriver.asm, we're going to delete a lot of data from it.
Find zMasterPlaylist and delete the following lines:
; zbyte_11F5h: zMasterPlaylist: ; Music IDs offset := MusicPoint2 ptrsize := 2 idstart := 80h ; note: +20h means uncompressed, here ; +40h is an (ignored) flag, possibly to force PAL mode on/off zMusIDPtr_2PResult: db id(MusPtr_2PResult) ; 92 zMusIDPtr_EHZ: db id(MusPtr_EHZ) ; 81 zMusIDPtr_MCZ_2P: db id(MusPtr_MCZ_2P) ; 85 zMusIDPtr_OOZ: db id(MusPtr_OOZ) ; 8F zMusIDPtr_MTZ: db id(MusPtr_MTZ) ; 82 zMusIDPtr_HTZ: db id(MusPtr_HTZ) ; 94 zMusIDPtr_ARZ: db id(MusPtr_ARZ) ; 86 zMusIDPtr_CNZ_2P: db id(MusPtr_CNZ_2P) ; 80 zMusIDPtr_CNZ: db id(MusPtr_CNZ) ; 83 zMusIDPtr_DEZ: db id(MusPtr_DEZ) ; 87 zMusIDPtr_MCZ: db id(MusPtr_MCZ) ; 84 zMusIDPtr_EHZ_2P: db id(MusPtr_EHZ_2P) ; 91 zMusIDPtr_SCZ: db id(MusPtr_SCZ) ; 8E zMusIDPtr_CPZ: db id(MusPtr_CPZ) ; 8C zMusIDPtr_WFZ: db id(MusPtr_WFZ) ; 90 zMusIDPtr_HPZ: db id(MusPtr_HPZ) ; 9B zMusIDPtr_Options: db id(MusPtr_Options) ; 89 zMusIDPtr_SpecStage: db id(MusPtr_SpecStage) ; 88 zMusIDPtr_Boss: db id(MusPtr_Boss) ; 8D zMusIDPtr_EndBoss: db id(MusPtr_EndBoss) ; 8B zMusIDPtr_Ending: db id(MusPtr_Ending) ; 8A zMusIDPtr_SuperSonic: db id(MusPtr_SuperSonic) ; 93 zMusIDPtr_Invincible: db id(MusPtr_Invincible) ; 99 zMusIDPtr_ExtraLife: db id(MusPtr_ExtraLife)+20h; B5 zMusIDPtr_Title: db id(MusPtr_Title) ; 96 zMusIDPtr_EndLevel: db id(MusPtr_EndLevel) ; 97 zMusIDPtr_GameOver: db id(MusPtr_GameOver)+20h ; B8 zMusIDPtr_Continue: db (MusPtr_Continue-MusicPoint1)/ptrsize ; 0 zMusIDPtr_Emerald: db id(MusPtr_Emerald)+20h ; BA zMusIDPtr_Credits: db id(MusPtr_Credits)+20h ; BD zMusIDPtr_Countdown: db id(MusPtr_Drowning)+40h ; DC zMusIDPtr__End:
Then go to zDACMasterPlaylist, and delete these:
db id(zDACPtr_Sample1),17h ; 81h db id(zDACPtr_Sample2),1 ; 82h db id(zDACPtr_Sample3),6 ; 83h db id(zDACPtr_Sample4),8 ; 84h db id(zDACPtr_Sample5),1Bh ; 85h db id(zDACPtr_Sample6),0Ah ; 86h db id(zDACPtr_Sample7),1Bh ; 87h db id(zDACPtr_Sample5),12h ; 88h db id(zDACPtr_Sample5),15h ; 89h db id(zDACPtr_Sample5),1Ch ; 8Ah db id(zDACPtr_Sample5),1Dh ; 8Bh db id(zDACPtr_Sample6),2 ; 8Ch db id(zDACPtr_Sample6),5 ; 8Dh db id(zDACPtr_Sample6),8 ; 8Eh db id(zDACPtr_Sample7),8 ; 8Fh db id(zDACPtr_Sample7),0Bh ; 90h db id(zDACPtr_Sample7),12h ; 91h
Step 2 - Deleting broken references
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Now open up s2.asm, and search for the line "; end of 'ROM'" near the end of your dissasemby.
On the empty line before it, past this:
include "Sonic 2 Clone Driver.asm" even
After this, search for "SoundIndex:", and delete everything for it, up to and including "SndPtr__End:"
Now there are many unused sounds, Sound20 - Sound70 in the dissasembly that will be unused. If you wish, delete those too, as they will only take space.
Once you've done that, locate "MusicPoint2:", and delete that, and everything below it it until the following line:
if * > soundBankStart + $8000
Leave this line and everything below it alone for the time being.
Now find the line; loc_F1E8C:
Below this line is where the Sega sound is included. If we delete it, we will get errors. If we leave I, we will get errors. So what do we do? Change it!
Replace this:
; ------------------------------------------------------------------------------- ; 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
With this:
; loc_F1E8C: Snd_Sega: rts Snd_Sega_End:
Now, we need to delete the old BINCLUDEd DAC samples. Got to loc_ED100, or SndDAC_Start.
Staring at line "; loc_ED100:", delete everything down to (But not including) this chunk of code.
; -------------------------------------------------------------------- ; Nemesis compressed art (20 blocks) ; Buzzer's fireball ArtNem_Buzzer_Fireball: BINCLUDE "art/nemesis/Fireball 1 (Buzzer).bin" ; --------------------------------------------------------------------
That is art used in the game, so obviously we don't want that to get deleted.
Right above if, you will also see this line:
cnop -Size_of_DAC_samples, $8000
You need to delete that too.
Finally, search for sub_EC000, or "SoundDriverLoad", which will look like this:
; --------------------------------------------------------------------------- ; 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
Delete the whole thing, as it will now do nothing but cause an error.
Step 3 - Replace a bunch of stuff.
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Search for the routine VintRet (Search for "VintRet:"), and you'll have something like this:
VintRet: addq.l #1,(Vint_runcount).w movem.l (sp)+,d0-a6 rte
Replace it with this:
VintRet: jsr Init_Sonic1_Sound_Driver ; init Sonic 1 sound driver addq.l #1,(Vint_runcount).w movem.l (sp)+,d0-a6 rte
Next, go to JmpTo_SoundDriverLoad, and find all of this:
JmpTo_SoundDriverLoad nop jmp (SoundDriverLoad).l ; End of function JmpTo_SoundDriverLoad ; =========================================================================== ; unused mostly-leftover subroutine to load the sound driver ; SoundDriverLoadS1: move.w #$100,(Z80_Bus_Request).l ; stop the Z80 move.w #$100,(Z80_Reset).l; reset the Z80 lea (Z80_RAM).l,a1 move.b #$F3,(a1)+ move.b #$F3,(a1)+ move.b #$C3,(a1)+ move.b #0,(a1)+ move.b #0,(a1)+ move.w #0,(Z80_Reset).l nop nop nop nop move.w #$100,(Z80_Reset).l ; reset the Z80 move.w #0,(Z80_Bus_Request).l ; start the Z80 rts
and replace it like this:
JmpTo_SoundDriverLoad move.w #$100,(Z80_Bus_Request).l ; stop the Z80 move.w #$100,(Z80_Reset).l ; reset the Z80 lea (Kos_Z80).l,a0 lea (Z80_RAM).l,a1 bsr.w KosDec move.b #$F3,(a1)+ move.b #$F3,(a1)+ move.b #$C3,(a1)+ move.b #0,(a1)+ move.b #0,(a1)+ move.w #0,(Z80_Reset).l nop nop nop nop move.w #$100,(Z80_Reset).l ; reset the Z80 move.w #0,(Z80_Bus_Request).l ; start the Z80 rts
Next, find PlayMusic, which should look like this this:
; sub_135E: PlayMusic: tst.b (Music_to_play).w bne.s + move.b d0,(Music_to_play).w rts + move.b d0,(Music_to_play_2).w rts ; End of function PlayMusic
And replace it with this:
; sub_135E: PlayMusic: ; tst.b ($FFFFFFE0).w ; bne.s + ; move.b d0,($FFFFFFE0).w move.b d0,($FFFFF00A).w rts + move.b d0,($FFFFF00A).w rts ; End of function PlayMusic
Right beneath that should be PlaySound. Replace PlaySound with this:
; sub_1370 PlaySound: move.b d0,($FFFFF00B).w rts ; End of function PlaySound
Now we need to change PlaySoundStereo, which should be right beath PlaySound.
Replace it with this:
; sub_1376: PlaySoundStereo: bra.s PlayMusic ; skip over routine (For S1 driver) move.b d0,(SFX_to_play_2).w rts ; End of function PlaySoundStereo
Now PlaySoundLocal is the next thing to edit, and again, it should be right below PlaySoundStereo.
Replace it with this:
; sub_137C: PlaySoundLocal: tst.b render_flags(a0) bpl.s + move.b d0,($FFFFF00B).w + rts
Below this is the routine PauseGame. Rather than replacing that entire routine, we are simply going to find this:
+ move.w #1,(Game_paused).w ; freeze time move.b #MusID_Pause,(Music_to_play).w ; pause music
And replace it with this:
+ move.w #1,(Game_paused).w ; freeze time move.b #1,($FFFFF003).w ; pause music
Now go to Pause_Resume, which should look like this:
; loc_13F2: Pause_Resume: move.b #MusID_Unpause,(Music_to_play).w
Replace it with this:
; loc_13F2: Pause_Resume: move.b #$80,($FFFFF003).w
Now, find Pause_SlowMo, which should be this:
; loc_1400: Pause_SlowMo: move.w #1,(Game_paused).w move.b #MusID_Unpause,(Music_to_play).w rts
Replace it with the following:
; loc_1400: Pause_SlowMo: move.w #1,(Game_paused).w move.b #1,($FFFFF003).w rts
Next, find SpecialStage_Unpause, which should be this:
; loc_541A: SpecialStage_Unpause: move.b #MusID_Unpause,(Music_to_play).w move.b #8,(Vint_routine).w bra.w WaitForVint
And replace it with this:
; loc_541A: SpecialStage_Unpause: move.b #1,($FFFFF003).w move.b #8,(Vint_routine).w bra.w WaitForVint
Finally, we're going to do something that will clean up some RAM for us later in the guide.
Do a search and replace (Usually CTRL+H) for "Underwater_palette_2". Replace all with "Underwater_palette".
I don't know why the game used two different section for underwater palettes, but I've done this change in my hack and it did no harm.
We're done with the first part of this guide! Try to build your Rom, and you'll get some errors! Fun!
Next up, we'll be fixing these errors.
Step 4 - Break it until it's fixed!
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If you look at the log, you'll see a lot of errors like this one:
> > >Sonic 2 Clone Driver.asm(42): error: unknown opcode
> > > INCBIN
> > > PSG7: incbin sound\psg7.bin
Luckily, this is a simple fix. Open up Sonic 2 Clone Driver.asm, anf find and replace (CRTL+H usually) all instances of "INCBIN" with "BINCLUDE" (Without the quotes, obviously).
Now repeat the process, replacing all intances of "@loc" with "Lloc". The HG dissasembly does not like local routines, so this converts them into normal routines to avoid errors.
Save the file, and compile the ROM again. I got 437 errors, and of course, they need to be fixed as well.
On the bright side, you can close s2.asm and Sonic 2 Clone Driver.asn, they are all fixed.
Step 5 - Strippers
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Re-Open s2.sounddriver.asm, because we need to strip it down even more.
Find zDACPtrTbl, and delete everything down to the line "idstart := 81h"
Go to "zBankSwitchToMusic:", and delete the contents of that routine.(Everything between "zBankSwitchToMusic:" and "ret"
Go to "zUpdateDAC:" and again delete everything down to "ret".
Now find this line:
ensure1byteoffset macro maxsize
Delete everything between that and endm, but leave those two lines, otherwise you will get errors.
If you build the ROM now, you will get 393 errors, but almost all of these are duplicates or fixed just by fixing another.
Don't close s2.sounddriver.asm just yet, we'll be stripping more content from that later. Right now however, we're going to fix the bulk of these errors.
Step 6 - Identity Crisis
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Open s2.constants.asm. 393 is a lot of errors, but all it takes to fix them is a copy+paste job for you.
Find the line "; Music IDs". You'll see this:
; Music IDs offset := zMasterPlaylist ptrsize := 1 idstart := $81 ; $80 is reserved for silence, so if you make idstart $80 or less, ; you may need to insert a dummy zMusIDPtr in the $80 slot
delete everything from there down to "MusID__End = id(zMusIDPtr__End) ; A0", and paste the following where it used to be:
; Music IDs offset := MusicIndex ptrsize := 1 idstart := $81 ; $80 is reserved for silence, so if you make idstart $80 or less, ; you may need to insert a dummy zMusIDPtr in the $80 slot MusID__First = idstart MusID_2PResult = $81 MusID_EHZ = $82 MusID_MCZ_2P = $83 MusID_OOZ = $84 MusID_MTZ = $85 MusID_HTZ = $86 MusID_ARZ = $87 MusID_CNZ_2P = $88 MusID_CNZ = $89 MusID_DEZ = $8A MusID_MCZ = $8B MusID_EHZ_2P = $8C MusID_SCZ = $8D MusID_CPZ = $8E MusID_WFZ = $8F MusID_HPZ = $90 MusID_Options = $91 MusID_SpecStage = $92 MusID_Boss = $93 MusID_EndBoss = $94 MusID_Ending = $95 MusID_SuperSonic = $96 MusID_Invincible = $97 MusID_ExtraLife = $98 MusID_Title = $99 MusID_EndLevel = $9A MusID_GameOver = $9B MusID_Continue = $9C MusID_Emerald = $9D MusID_Credits = $9E MusID_Countdown = $9F MusID__End = $A0
The music is all fixed, now all that's left is the sound effects:
Find the line "; Sound IDs", and delete everything down to the line "; Special sound IDs". Leve the special IDs alone.
In place of the text you deleted, just paste this:
; Sound IDs offset := SoundIndex ptrsize := 2 idstart := $A0 SndID__First = idstart SndID_Jump = $A0 ; A0 SndID_Checkpoint = $A1 ; A1 SndID_SpikeSwitch = $A2 ; A2 SndID_Hurt = $A3 ; A3 SndID_Skidding = $A4 ; A4 SndID_BlockPush = $A5 ; A5 SndID_HurtBySpikes = $A6 ; A6 SndID_Sparkle = $A7 SndID_Beep = $A8 SndID_Bwoop = $A9 SndID_Splash = $AA SndID_Swish = $AB SndID_BossHit = $AC SndID_InhalingBubble = $AD SndID_ArrowFiring = $AE SndID_LavaBall = $AE SndID_Shield = $Af SndID_LaserBeam = $B0 SndID_Zap = $B1 SndID_Drown = $B2 SndID_FireBurn = $B3 SndID_Bumper = $B4 SndID_Ring = $B5 ; B5 SndID_RingRight = $B5 SndID_SpikesMove = $B6 SndID_Rumbling = $B7 SndID_Smash = $B9 SndID_DoorSlam = $BB SndID_SpindashRelease = $BC ; BC SndID_Hammer = $BD SndID_Roll = $BE SndID_ContinueJingle = $BF SndID_CasinoBonus = $C0 SndID_Explosion = $C1 SndID_WaterWarning = $C2 SndID_EnterGiantRing = $C3 SndID_BossExplosion = $C4 SndID_TallyEnd = $C5 SndID_RingSpill = $C6 SndID_Flamethrower = $C8 SndID_Bonus = $C9 SndID_SpecStageEntry = $CA SndID_SlowSmash = $CB SndID_Spring = $CC SndID_Blip = $CD SndID_RingLeft = $B5 SndID_Signpost = $CF SndID_CNZBossZap = $D0 SndID_Signpost2P = $D3 SndID_OOZLidPop = $D4 SndID_SlidingSpike = $D5 SndID_CNZElevator = $D6 SndID_PlatformKnock = $D7 SndID_BonusBumper = $D8 SndID_LargeBumper = $D9 SndID_Gloop = $DA SndID_PreArrowFiring = $DB SndID_Fire = $DC SndID_ArrowStick = $DD SndID_Helicopter = $DE SndID_SuperTransform = $DF SndID_SpindashRev = $E0 SndID_Rumbling2 = $E1 SndID_CNZLaunch = $E2 SndID_Flipper = $E3 SndID_HTZLiftClick = $E4 SndID_Leaves = $E5 SndID_MegaMackDrop = $E6 SndID_DrawbridgeMove = $E7 SndID_QuickDoorSlam = $E8 SndID_DrawbridgeDown = $E9 SndID_LaserBurst = $EA SndID_Scatter = $EB SndID_LaserFloor = $EB SndID_Teleport = $EC SndID_Error = $ED SndID_MechaSonicBuzz = $EE SndID_LargeLaser = $EF SndID_OilSlide = $F0 SndID__End = $F7
Step 7 - I am Error
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Now we are going back to s2.sounddriver.asm.
There are 4 more errors here.
As before, we're going to solve this by simply emptying out the relavent routines. We can't just delete stuff because a few things in it are still going to be referenced.
So the first Routine to clean out is zDACAfterDur. change that and remove zloc_22A inside it so it looks like this:
zDACAfterDur: ret
There is one more routine to empty. That routine is zloc_78E, or zBGMLoad. Starting at this line:
zBGMLoad:
delete everything down to here:
; End of DAC/FM init, begin PSG init
And there you have it! Close s2.sounddriver.asm, Build you ROM and test it!
Additional Step
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Uh-oh! if you've played up to Chemical Plant Zone Act 2, you'll notice the driver crashes on that level!
This is because of water. In Sonic 2, the underwater palettes are stored in a section of RAM that is now used by the sound driver, because it's based on Sonic 1's sound driver.
What we need to do now is relocate the water palette table in RAM, so the Sound Driver can do what it likes. I am going to assume you haven't modified the RAM allocation in your hack here, and go step by step. If you have modifying the RAM in your game, you are probably on your own.
Let's go back to s2.constants.asm, and find these lines:
Underwater_palette_2: ds.w palette_line_size ; not sure what it's used for but it's only used when there's water Underwater_palette_2_line2: ds.w palette_line_size Underwater_palette_2_line3: ds.w palette_line_size Underwater_palette_2_line4: ds.w palette_line_size Underwater_palette: ds.w palette_line_size ; main palette for underwater parts of the screen Underwater_palette_line2: ds.w palette_line_size Underwater_palette_line3: ds.w palette_line_size Underwater_palette_line4: ds.w palette_line_size ds.b $500 ; $FFFFF100-$FFFFF5FF ; unused, leftover from the Sonic 1 sound driver (and used by it when you port it to Sonic 2)
The last four lines before the ds.b $500 are used by the sound driver now, in addition to the 500 that is labeled as such.
Replace all of the above lines with this:
ds.b $100 ; Sonic 1 Sound Driver ds.b $500 ; Sonic 1 Sound Driver
After doing that, you will need to find at least $80 free bytes in RAM (besides the space we just put in)
Fortunately, there is an area of RAM that has $C0 free bytes, and that is where the four lines we lost will go. Search for this:
CNZ_saucer_data:
And you will see this:
CNZ_saucer_data: ds.b $40 ; the number of saucer bumpers in a group which have been destroyed. Used to decide when to give 500 points instead of 10 ds.b $C0 ; $FFFFE740-$FFFFE7FF ; unused as far as I can tell Ring_Positions: ds.b $600
Replace it with this:
CNZ_saucer_data: ds.b $40 ; the number of saucer bumpers in a group which have been destroyed. Used to decide when to give 500 points instead of 10 Underwater_palette: ds.w palette_line_size ; main palette for underwater parts of the screen Underwater_palette_line2: ds.w palette_line_size Underwater_palette_line3: ds.w palette_line_size Underwater_palette_line4: ds.w palette_line_size ds.b $40 ; $FFFFE740-$FFFFE7FF ; unused as far as I can tell Ring_Positions: ds.b $600
Build it, and test!
The sega sound will be glitched up, and you can fix it by following this link. Everything that needs to be fixed will be in "Sonic 2 Clone Driver.asm".
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Credits
Varion Icaria - Puto's sound driver port.
Esrael - Tweakers driver port, plus fixes for things broken in Puto's port, such as hanging on the title card. Extra thanks for fixing the Sega sound.
Puto - Fixes for underwater palette stuff, as well as special stage ring stuff, and various other fixes.
StephenUK - Hints on how to fix the underwater stuff.
drx - Hacking CulT's VDP calculator.
Tweaker - Wrote the orignal guide to port Sonic 1's sound driver into Sonic 2.
ValleyBell - lots of miscallanious help to get this to work, as well as worked on the Sonic 2 Clone Driver.
ShadowsofYesterday - Telling me the fix for the SEGA sound.
Caverns4 - I wrote this guide!
I'm posting this here because I wanted to get some input on improvements I can make, or changes I need to make before posting a How-To on the Wiki. If anyone has any suggestions or help, I would appreciate it very much. One other thing I wasnt cleared up is the credits - did I miss anyone?
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Jun 14 2015 11:00 AM
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