User:Morgan525

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I'm also known as "Tycho" on Strategycore forums. I've been learning about disassembly and coding since December of 2011. I guess I started learning disassembly to mod the tank/cannon into a chaingun. I started playing with DOSbox but switched to the CE version and began focusing on its sound problems. Lately, I have been tinkering with Seb's UFOloader and added those fixes of my own. I've also been trying to rearrange Seb's INI file to make it less overwhelming to new users.

Table of Battlescape sound calls

The following is a list of how most events in TACTICAL generate sounds. This data is scattered throughout the executable in various data arrays. First an event number is passed to the sound subroutine. The program then compares the event with its corresponding entry in another section to determine how to play that sound. 06 is the standard method. 01 plays the sound uninterrupted by other sounds.

	Play		CAT
Evt# 	Setting		reference           Description
00	00		--		Normal bipedal movement.  Routine refers to tileset and alternates between 1 and 2.
01	01		0E		normal tank move
02	01		00		snakeman move
03	02		--
04	01		0F		Flying unit move
05	01		10		Celatid move
06	01		2F		Silacoid move
07	02		--	
08	02		--
09	02		--
0A	01 		28		hovertank/cyberdisk move
0B	06		04		rifle/pistol shoot
0C	06		16		bullet hit
0D	03		14		sliding door opens. Routine randomly plays 1 of the 2 entries in SAMPLE2.
0E	06		03		normal door opens
0F	02		--
10	06 		0C		big gun shoots
11	06		0D		big gun hits		
12	06		0B		laser gun shoots
13	06		13		laser shot hits
14	06 		12		plasma gun shoots
15	06		13		plasma shot hits
16	06		34		rocket launches
17	06		35		blaster bomb/stun launcher shoots
18	06		0C		small explosion (problem: zombie move)
19	06		05		big explosion
1A	02		--		stun rod  (*problem*)
1B	06		24		psi attack
1C	06		06		mind probe use* 
1D	06		11		reload weapon
1E	06		26		place an item
1F	02		--
20	04		--		death of a male. Routine randomly plays 1 of the 3 sounds in SAMPLE2.
21	06		17		tank destroyed
22	06		0A		sectoid death
23	06		08		snakeman death
24	06		09		etheral death
25	06		06		muton death
26	06		0A		floater death
27	06		07		celatid death
28	06		08		silacoid death
29	06		09		chryssalid death
2A	06		0A		reaper death
2B	06		17		sectopod death
2C	06		17		cyberdisk death
2D	06		30		zombie & reaper attack
2E	06		31		chryssalid attack
2F	06		32		silacoid attack
30	06		30		celatid attack
31	06		27		throw an item
32	05		--		death of a female. Routine randomly plays 1 of the 3 sounds in SAMPLE2.
33	02		--		
34	02
35	02
36	02
37	02

Other Random Sound Information


406100-subroutine for melee attacks
406110- set default melee sound event to 1A
(4067C8)data base of melee attacks
value		offset	sound event #
00		461B2		2F
01		461BC		2E
02		461C6		2D
03		461E7		skip
04		461E7		skip
05		461E7		skip
06		461E7		skip
07		461C6		2D

Reference points for unit movement sound event IDs. [this word referenced]
.data:0046D1A0   00 00  00 00  01 00  01 00   00 00  00 00 [00 00] 00 00  
.data:0046D1B0  [00 00] 00 00 [00 00] 00 00  [01 00] 01 00 [00 00] 00 00  
.data:0046D1C0  [02 00] 01 00 [00 00] 00 00  [00 00] 00 00 [04 00] 01 00  
.data:0046D1D0  [05 00] 01 00 [06 00] 01 00  [00 00] 00 00 [00 00] 00 00  
.data:0046D1E0  [00 00] 00 00 [0A 00] 01 00  [00 00] 00 00 [00 00] 00 00  
.data:0046D1F0  [18 00] 01 00  01 00  00 00   01 00  0B 00  0C 00  01 00
		 
data set for death scream per unit.
0.data:0046B644 word_46B644     	dw  20h                  ; DATA XREF: sub_40E450+55�r
1.data:0046B646                 	db  20h
2.data:0046B648                		db  20h
3.data:0046B64A                 	db  21h 
4.data:0046B64C                 	db  22h 
5.data:0046B64E                 	db  23h 
6.data:0046B650                 	db  24h 
7.data:0046B652                 	db  25h 
8.data:0046B654                 	db  26h 
9.data:0046B656                 	db  27h 
A.data:0046B658                 	db  28h 
B.data:0046B65A                 	db  29h 
C.data:0046B65C                 	db  2Ah 
D.data:0046B65E                 	db  2Bh 
E.data:0046B660                 	db  2Ch 
F.data:0046B662                 	db  20h
10.data:0046B664                	db  32h 
11.data:0046B666                	db  20h


SUBROUTINE              USED FOR

404650+1AE		PSI ATTACK EFX
406100+4F9		TERRORIST MELEE ATTACK EFX
40B420+111		EXPLOSION EFX
40B420+24F		EXPLOSION EFX?
40E450+73		DEATH SCREAM EFX
40F2C0+285		PLACE ITEM EFX
4110E0+E0		ITEM USE EFX
4110E0+901 		SHOT HIT EFX
419660+1A5		PLACE ITEM (INVENTORY) EFX
419660+346		RELOAD EFX
41DCC0+D1		STUN ROD ATTACK EFX
41EE10+8C		PSI ATTACK EFX
41F0F0+8C		PSI ATTACK EFX
41FD10+8B		MIND PROBE EFX
421140+13		DOORS EFX
4247D0+27A		NON-WALK MOVE EFX
4247D0+4D4		WALK MOVE EFX
42A630+B7		GMTATICS.MID 
42A6F0+18		GMLOSE.MID
42B6F0+E9		GMWIN.MID
43D8C0+E		GEOSCAPE OPEN WINDOW EFX
4407D0+2E		?
4407D0+9C		GMGEOx.MID
445B00+BC		GMINTER.MID
4467C0+1C1		X-COM CRAFT LEFT WEAPON EFX
4467C0+233		X-COM CRAFT RIGHT WEAPON EFX
446DA0+267		UFO HIT EFX
4470B0+F2		UNKNOWN INTERCEPTION EVENT (CRAFT CRASH EFX?)
447EE0+32		GMSTORY.MID
448390+28F		??
448390+2DD		BASE DEFENSE (EVENT 9)
448390+3DC		?0A (BASE DEFENSE?)
448390+3F1		?0A
448390+406		?0A
44A220+15		GMSTORY.MID
44C940+10		GMDEFEND.MID
44CD40+26		GMBASE.MID
44D030+D		GMDEFEND.MID
44D3C0+E		GMMARS.MID
44D690+10		GMMARS.MID
44DACO+10		GMBASE.MID
450F10+91		BLEEP (1)
45DCA0+17		??