Difference between revisions of "User talk:Morgan525"

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(Created page with "==Table of Battlescape sound calls== <nowiki> Play Refernce Evt# Setting Number Event Description 00 00 -- Normal bipedal movement. Routing refers to tileset and...")
 
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I'm also go by "Tycho" on Strategycore forums.  I've been learning about disassembly and coding since December of 2011.  I guess I started with focusing on sounds.  Lately, I have been tinkering with Seb's UFOloader and added a few fixes of my own. 
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The following is a list of how most events in TACTICAL generate sounds.  This data is scattered across 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.
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==Table of Battlescape sound calls==
 
==Table of Battlescape sound calls==
 
  <nowiki>
 
  <nowiki>
Play Refernce
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Play CAT
Evt# Setting Number Event           Description
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Evt# Setting reference           Description
 
00 00 -- Normal bipedal movement.  Routing refers to tileset and alternates between 1 and 2.
 
00 00 -- Normal bipedal movement.  Routing refers to tileset and alternates between 1 and 2.
 
01 01 0E normal tank move
 
01 01 0E normal tank move

Revision as of 04:06, 5 April 2012

I'm also go by "Tycho" on Strategycore forums. I've been learning about disassembly and coding since December of 2011. I guess I started with focusing on sounds. Lately, I have been tinkering with Seb's UFOloader and added a few fixes of my own.

The following is a list of how most events in TACTICAL generate sounds. This data is scattered across 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.

Table of Battlescape sound calls

	Play		CAT
Evt# 	Setting		reference           Description
00	00		--		Normal bipedal movement.  Routing 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* (mind probe sound is hardset in executable.)
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