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Created page with "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/c..."
 
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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.
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.
<nowiki>
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
</nowiki>

Revision as of 10:21, 26 April 2012

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