Earthworm Jim 2
Page 2 of 2
Page 2 of 2 • 1, 2
20180331
Earthworm Jim 2
- Patch -
Patch (v1.5) (by PepilloPEV & Conn):
- Code:
1.5:
https://mega.nz/file/g7o0QTJZ#gvrL60TY8QSWDB8vZ3nLzae9uOQqomQ9AXAc54dC_PA
Old 1.4:
http://www.mediafire.com/file/6rhei8mubz42qdi/ewj2-patch-pev-v1.4.zip/file
- PCM Pack -
Sega Saturn (by PepilloPEV):
- Code:
New (track by Geekfox added):
https://mega.nz/file/0O1TWaqJ#judaUMlaf2u9juwcYJ4P1gBfuvSclWZqJ5bM2T9pfb4
Old:
https://app.box.com/s/pt8t09tp7ecewnnmf75v47zf0ceemk8z
PC (by Geekfox):
- Code:
https://mega.nz/file/UTMX2b5K#u2fquLKKfWz5Tas_C43AIn94ntAe9HEPEJpxkT7OmiI
Last edited by pepillopev on Mon 25 May 2020 - 18:47; edited 17 times in total
pev- Since : 2017-10-16
Earthworm Jim 2 :: Comments
Here's what I can recommend to help:
If you make a breakpoint in a debugger here:
$C9/FCA7 BF 00 FE C9 LDA $C9FE00,x[$C9:FE2F]
You'll find in the ending (briefly tested with your code: X:002f, and for Fork: X:0002 the reference.
The table is this here (open the asm file):
ending:
$C9/FCA7 BF 00 FE C9 LDA $C9FE00,x[$C9:FE2F] A:002F X:002F
So at ending X:002f you look up the value $0b. This can be changed into an ending theme.
fork:
C9/FCA7 BF 00 FE C9 LDA $C9FE00,x[$C9:FE02] A:0002 X:0002
at fork X:0002 you look up the value $09. This can be changed into another theme.
I have no clue if editing this will change the themes elsewhere, though
If you make a breakpoint in a debugger here:
$C9/FCA7 BF 00 FE C9 LDA $C9FE00,x[$C9:FE2F]
You'll find in the ending (briefly tested with your code: X:002f, and for Fork: X:0002 the reference.
The table is this here (open the asm file):
; track tables
org $C9FE00
; allowed spc track values that can play msu, any non-zero value will allow msu
; hex value placed in the table will be the assigned track number!
; 0 1 2 3 4 5 6 7 8 9 A B C D E F
db $00,$00,$09,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; 00-0F
db $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$01,$00 ; 10-1F
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$0B ; 20-2F
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$04,$00,$00 ; 30-3F
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$06,$00,$00,$00,$00,$00,$00 ; 40-4F
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$03,$00,$00,$00 ; 50-5F
db $00,$00,$00,$00,$02,$00,$00,$00,$00,$00,$09,$00,$00,$00,$00,$00 ; 60-6F
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$01 ; 70-7F
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$07,$00,$00,$00,$00,$00,$00 ; 80-9F
db $00,$00,$00,$00,$00,$00,$00,$0A,$00,$00,$00,$00,$00,$00,$00,$00 ; 90-9F
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; A0-AF
db $00,$00,$00,$00,$00,$00,$08,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; B0-BF
db $00,$00,$00,$00,$05,$00,$00,$00,$01,$00,$00,$00,$00,$00,$00,$00 ; C0-CF
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; D0-DF
db $00,$00,$09,$0C,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; E0-EF
db $00,$06,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ; F0-FF
ending:
$C9/FCA7 BF 00 FE C9 LDA $C9FE00,x[$C9:FE2F] A:002F X:002F
So at ending X:002f you look up the value $0b. This can be changed into an ending theme.
fork:
C9/FCA7 BF 00 FE C9 LDA $C9FE00,x[$C9:FE02] A:0002 X:0002
at fork X:0002 you look up the value $09. This can be changed into another theme.
I have no clue if editing this will change the themes elsewhere, though
I looked over the track and loop tables to under how it works. I'm not good with assembly but I can poke values in SNES memory editor (or hex editing the ROM file itself). The highlighted marks do help point out what music/track is played.
Recommendation for the track table:
Forked level: C9FE02 is supposed to be "0B" (to play "ewj2-msu1-11.pcm")
Ending scene: C9FE2F is supposed to be "0D" (to play "ewj2-msu1-13.pcm")
Recommendation for the loop table:
Theme music: Change the value for C9FF1E to "03" (Loop)
Other level music should remain unaffected from the mentioned changes.
I also discovered a bug where the SPC audio is being played when you enter the secret level "Forked" from Level Ate, so double BGM occurs during and after the secret level. This may have been an overlooked anomaly when MSU patch was being made for Earthworm Jim 2, so further assembly digging is needed.
The warp to the secret level is accessible, located near the set of forks after passing the first CONTINUE sign (see screenshot).
The additional track is not in the PCM pack. I'm still in the midst in how/where to host the updated pack.
Recommendation for the track table:
Forked level: C9FE02 is supposed to be "0B" (to play "ewj2-msu1-11.pcm")
Ending scene: C9FE2F is supposed to be "0D" (to play "ewj2-msu1-13.pcm")
Recommendation for the loop table:
Theme music: Change the value for C9FF1E to "03" (Loop)
Other level music should remain unaffected from the mentioned changes.
I also discovered a bug where the SPC audio is being played when you enter the secret level "Forked" from Level Ate, so double BGM occurs during and after the secret level. This may have been an overlooked anomaly when MSU patch was being made for Earthworm Jim 2, so further assembly digging is needed.
The warp to the secret level is accessible, located near the set of forks after passing the first CONTINUE sign (see screenshot).
The additional track is not in the PCM pack. I'm still in the midst in how/where to host the updated pack.
i use mega.nz to host pretty much everything i've made and it's reliable and i don't get complaints..
Pev usually dislikes when mixing in his patches that I can fully retrace, but for a quick test here's what I changed:
C9FE02 09->0b
C9FE2F 0b ->0d
C9FF1E 01 ->03
Mute fork;
killSpc:
PHA
....
....
;Conn fork fix
cmp #$00ff
BEQ kSpc1
PLA
RTL
So let's see how it goes
C9FE02 09->0b
C9FE2F 0b ->0d
C9FF1E 01 ->03
Mute fork;
killSpc:
PHA
....
....
;Conn fork fix
cmp #$00ff
BEQ kSpc1
PLA
RTL
So let's see how it goes
I was able to go through the level with the test patch. I did find two more anomalies, it still involves around Level Ate . I wish I discovered this sooner on my initial investigation.
Anomalies in Level Ate:
- Double BGM (playing MSU1 and SPC at the same time) after leaving secret level "Forked"
- Double BGM during T-bone steak boss after transitioning from Level Ate
That should be the only remaining issue. Thankfully, it's the only secret level in EWJ2.
I've also uploaded the updated PCM tracks for EWJ2 as well as for the first game; they all have loop data (where applicable) and some are meticulously looped to match the SNES/Geneses music counterpart. The tracks for both are from the PC version while one is from the HD version (Evil's music).
I'm posting the pack for Earthworm Jim 1 here, since I couldn't find fit to resurrect the thread for the first game . These packs may be added to the list after your approval, of course!
EWJ v2: https://mega.nz/file/pK93jBYS#qS1nAEgovzwI7jzTZK8qZoKr-y5SoPoSx_bV8764EC0
EWJ2 v2: https://mega.nz/file/UTMX2b5K#u2fquLKKfWz5Tas_C43AIn94ntAe9HEPEJpxkT7OmiI
Anomalies in Level Ate:
- Double BGM (playing MSU1 and SPC at the same time) after leaving secret level "Forked"
- Double BGM during T-bone steak boss after transitioning from Level Ate
That should be the only remaining issue. Thankfully, it's the only secret level in EWJ2.
I've also uploaded the updated PCM tracks for EWJ2 as well as for the first game; they all have loop data (where applicable) and some are meticulously looped to match the SNES/Geneses music counterpart. The tracks for both are from the PC version while one is from the HD version (Evil's music).
I'm posting the pack for Earthworm Jim 1 here, since I couldn't find fit to resurrect the thread for the first game . These packs may be added to the list after your approval, of course!
EWJ v2: https://mega.nz/file/pK93jBYS#qS1nAEgovzwI7jzTZK8qZoKr-y5SoPoSx_bV8764EC0
EWJ2 v2: https://mega.nz/file/UTMX2b5K#u2fquLKKfWz5Tas_C43AIn94ntAe9HEPEJpxkT7OmiI
alright, try this:
;Conn fork fix
cmp #$00ff ; level fork
BEQ kSpc1
cmp #$008d ; return from level fork
BEQ kSpc1
cmp #$0048 ; return from level fork
BEQ kSpc1
I'll add the pcm when you give green light together with the patch.
;Conn fork fix
cmp #$00ff ; level fork
BEQ kSpc1
cmp #$008d ; return from level fork
BEQ kSpc1
cmp #$0048 ; return from level fork
BEQ kSpc1
I'll add the pcm when you give green light together with the patch.
- Attachments
Level Ate is definitely fixed, but I've discovered the remaining anomalies below after going through the game that uses music transition in the same level.
The quickest way to get to these parts is using the reference cheats below:
- Level selector in Debug Mode: In pause screen, press Select, Left, Right, A, X, X, Left, Right.
- Map View Mode: In pause screen, press Select 7 times, then B). Unpause, move the screen around to get to the end of the area and place your character by pressing A.
Remaining issues where double BGMs occur:
- Villi People (you're a blind cave salamander)
Use the cheat method above to move through the level. To trigger the quiz game room, pick up a single worm in a corridor before the quiz room. After the quiz sequence is done, the game plays two BGMs. It plays level 1 music, which is correct in the vanilla game.
- Inflated Head
Reach the teleport chamber at the top of the level (use the cheat method above). Double BGMs play after teleporting to the high striker machine (Hammer Head).
- ISO 9000 / Door Chase
In ISO 9000, reach the teleport chamber near the bottom-right of the whole map to warp to a room where you have to chase a door. The game plays two BGMs (piano track).
These findings should be final!
The quickest way to get to these parts is using the reference cheats below:
- Level selector in Debug Mode: In pause screen, press Select, Left, Right, A, X, X, Left, Right.
- Map View Mode: In pause screen, press Select 7 times, then B). Unpause, move the screen around to get to the end of the area and place your character by pressing A.
Remaining issues where double BGMs occur:
- Villi People (you're a blind cave salamander)
Use the cheat method above to move through the level. To trigger the quiz game room, pick up a single worm in a corridor before the quiz room. After the quiz sequence is done, the game plays two BGMs. It plays level 1 music, which is correct in the vanilla game.
- Inflated Head
Reach the teleport chamber at the top of the level (use the cheat method above). Double BGMs play after teleporting to the high striker machine (Hammer Head).
- ISO 9000 / Door Chase
In ISO 9000, reach the teleport chamber near the bottom-right of the whole map to warp to a room where you have to chase a door. The game plays two BGMs (piano track).
These findings should be final!
I hope I got it correctly:
;Conn fork fix
cmp #$00ff ; level fork
BEQ kSpc1
cmp #$008d ; return from level fork
BEQ kSpc1
cmp #$0048 ; boss level fork
BEQ kSpc1
cmp #$00BF ;quiz room
BEQ kSpc1
cmp #$006C ; hammerhead inflated heat
BEQ kSpc1
cmp #$005a ; iso9000 teleport
BEQ kSpc1
;Conn fork fix
cmp #$00ff ; level fork
BEQ kSpc1
cmp #$008d ; return from level fork
BEQ kSpc1
cmp #$0048 ; boss level fork
BEQ kSpc1
cmp #$00BF ;quiz room
BEQ kSpc1
cmp #$006C ; hammerhead inflated heat
BEQ kSpc1
cmp #$005a ; iso9000 teleport
BEQ kSpc1
- Attachments
That's all the bugs squashed! Just went through the levels from start to finish and the BGM triggers are perfect!
The patch and the uploaded PCM packs are good to go for both games.
Thanks a ton for debugging as well as letting me be the guinea pig through the testing.
The patch and the uploaded PCM packs are good to go for both games.
Thanks a ton for debugging as well as letting me be the guinea pig through the testing.
Awesome. I don't know how pev is reachable right now. Since the track map changed, is it possible for you to update his PCM set (Saturn) accordingly and post both his and your PCM set Link again? I'll update original post then
I don't usually poke other's sets, but I have appended the additional track to Pev's 2018 set as noted below!
Earthworm Jim 2
Sega Saturn + additional track:
https://mega.nz/file/0O1TWaqJ#judaUMlaf2u9juwcYJ4P1gBfuvSclWZqJ5bM2T9pfb4
PC with loop tracks:
https://mega.nz/file/UTMX2b5K#u2fquLKKfWz5Tas_C43AIn94ntAe9HEPEJpxkT7OmiI
For Earthworm Jim (1994) thread
PC with loop tracks:
https://mega.nz/file/pK93jBYS#qS1nAEgovzwI7jzTZK8qZoKr-y5SoPoSx_bV8764EC0
Please do mirror the files incase I disappeared for a long time!
Earthworm Jim 2
Sega Saturn + additional track:
https://mega.nz/file/0O1TWaqJ#judaUMlaf2u9juwcYJ4P1gBfuvSclWZqJ5bM2T9pfb4
PC with loop tracks:
https://mega.nz/file/UTMX2b5K#u2fquLKKfWz5Tas_C43AIn94ntAe9HEPEJpxkT7OmiI
For Earthworm Jim (1994) thread
PC with loop tracks:
https://mega.nz/file/pK93jBYS#qS1nAEgovzwI7jzTZK8qZoKr-y5SoPoSx_bV8764EC0
Please do mirror the files incase I disappeared for a long time!
Page 2 of 2 • 1, 2
Similar topics
» Earthworm Jim
» Earthworm Jim 2 (Mode 1)
» Earthworm Jim fastrom msu
» Earthworm Jim 1 and 2 PCM patches no longer on site
» Earthworm Jim 2 (Mode 1)
» Earthworm Jim fastrom msu
» Earthworm Jim 1 and 2 PCM patches no longer on site
Permissions in this forum:
You cannot reply to topics in this forum