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Fishy-Fish

small fixes

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Well, in a topic somewhere else, blue mentioned about messing with the codes to some sounds that get cut off. Well I was messing with them to see if I could fix a few of them and they turned out pretty well. I wanted to ask for permission if I could release a tutorial on how to change them and fix them before I actually did because I wouldn't want people to get mad at me without getting permission first... Obviously, I wouldn't release my main.scm

So, may I have permission to post up tutorials in this topic to fix a few cut out sounds? Again, they're pretty small, like some of the Time Circuit confirmation sound was cut off and the refueling plutonium sound was cut off as well. Also, the DM13 TM's engine turn off sounds wouldn't play...

EDIT: Here are the changes from the post below..

Fixes:

Note: For all you people that have no idea how to edit main.scm files, you will need to open main.scm with Sanny Builder 3...

Plutonium sound fix:

First find this:

:MODE_838

wait 0 

if 

03D0:   wav 1 loaded 

else_jump @MODE_838 

03D1: play_wav 1 

if 

   Car.Model(0@) == #INFERNUS

else_jump @MODE_916 

04F7: status_text $PLUTONIUM 0 line 2 'PLUTO'  // Plutonium: 

wait 2000 

$PLUTONIUM -= 1 // integer values 

jump @MODE_1377
Now, replace the 'wait 2000' line with this:
wait 4000
Now, save and compile. If your main.scm opened as something other than main.txt, you will need to rename your compiled .scm file to main.scm... There, your plutonium refueling sound will play all the way without being cut off. Time Circuit Conformation sound fix: First find this line:
:NONAME_1_75

wait 0 

if 

03D0:   wav 2 loaded 

jf @NONAME_1_75 

03D1: play_wav 2 

$BUPDATE = 1 // integer values 

wait 550 

040D: unload_wav 2 

$BUPDATE = 0 // integer values 

return
Then, change the 'wait 550' line to:
wait 1000
Now, save and compile. Again, if your main.scm opened as something other than main.txt, you will need to rename your compiled .scm file to main.scm... DM13 Time Machine engine turn off sound fix: First find this line:
:ENGINE_61

wait 10 

if 

   Player.Defined($PLAYER_CHAR)

jf @ENGINE_10 

if 

00E0:   player $PLAYER_CHAR driving 

jf @ENGINE_10 

if or

00E1:   key_pressed 0 15 

  $TURN_OFF == 1 // integer values 

jf @ENGINE_61 

02D4: car 0@ turn_off_engine 

$TURN_OFF = 0 // integer values 

if or

00DE:   player $PLAYER_CHAR driving_vehicle_type #INFERNUS 

00DE:   player $PLAYER_CHAR driving_vehicle_type #DELUXO 

00DE:   player $PLAYER_CHAR driving_vehicle_type #BANSHEE 

00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 

00DE:   player $PLAYER_CHAR driving_vehicle_type #BAGGAGE 

jf @ENGINE_248 

if 

  $IGNITION == 0 // integer values 

jf @ENGINE_248 

040D: unload_wav 2 

03CF: load_wav 'BURG_06' as 2
Then, add this to the end of '00DE: player $PLAYER_CHAR driving_vehicle_type #BAGGAGE':
00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX 

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV

Now, save and compile. Again, if your main.scm opened as something other than main.txt, you will need to rename your compiled .scm file to main.scm...

There, now when you exit your DMC13 Time Machine the engine will actually sound like it turned off now..

These are all the changes I could dig up for now. If anybody else is experiencing sounds not playing completely with anything in particular, tell me in this topic and I'll try to fix it...

If anybody has any problems with the changes listed above, please tell me...

Edited by Fishy-Fish

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Okay thanks.

Fixes:

Note: For all you people that have no idea how to edit main.scm files, you will need to open main.scm with Sanny Builder 3...

Plutonium sound fix:

First find this:

:MODE_838

wait 0 

if 

03D0:   wav 1 loaded 

else_jump @MODE_838 

03D1: play_wav 1 

if 

   Car.Model(0@) == #INFERNUS

else_jump @MODE_916 

04F7: status_text $PLUTONIUM 0 line 2 'PLUTO'  // Plutonium: 

wait 2000 

$PLUTONIUM -= 1 // integer values 

jump @MODE_1377
Now, replace the 'wait 2000' line with this:
wait 4000
Now, save and compile. If your main.scm opened as something other than main.txt, you will need to rename your compiled .scm file to main.scm... There, your plutonium refueling sound will play all the way without being cut off. Time Circuit Conformation sound fix: First find this line:
:NONAME_1_75

wait 0 

if 

03D0:   wav 2 loaded 

jf @NONAME_1_75 

03D1: play_wav 2 

$BUPDATE = 1 // integer values 

wait 550 

040D: unload_wav 2 

$BUPDATE = 0 // integer values 

return
Then, change the 'wait 550' line to:
wait 1000
Now, save and compile. Again, if your main.scm opened as something other than main.txt, you will need to rename your compiled .scm file to main.scm... DM13 Time Machine engine turn off sound fix: First find this line:
:ENGINE_61

wait 10 

if 

   Player.Defined($PLAYER_CHAR)

jf @ENGINE_10 

if 

00E0:   player $PLAYER_CHAR driving 

jf @ENGINE_10 

if or

00E1:   key_pressed 0 15 

  $TURN_OFF == 1 // integer values 

jf @ENGINE_61 

02D4: car 0@ turn_off_engine 

$TURN_OFF = 0 // integer values 

if or

00DE:   player $PLAYER_CHAR driving_vehicle_type #INFERNUS 

00DE:   player $PLAYER_CHAR driving_vehicle_type #DELUXO 

00DE:   player $PLAYER_CHAR driving_vehicle_type #BANSHEE 

00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 

00DE:   player $PLAYER_CHAR driving_vehicle_type #BAGGAGE 

jf @ENGINE_248 

if 

  $IGNITION == 0 // integer values 

jf @ENGINE_248 

040D: unload_wav 2 

03CF: load_wav 'BURG_06' as 2
Then, add this to the end of '00DE: player $PLAYER_CHAR driving_vehicle_type #BAGGAGE':
00DE:   player $PLAYER_CHAR driving_vehicle_type #PHEONIX 

00DE:   player $PLAYER_CHAR driving_vehicle_type #VCNMAV

Now, save and compile. Again, if your main.scm opened as something other than main.txt, you will need to rename your compiled .scm file to main.scm...

There, now when you exit your DMC13 Time Machine the engine will actually sound like it turned off now..

These are all the changes I could dig up for now. If anybody else is experiencing sounds not playing completely with anything in particular, tell me in this topic and I'll try to fix it...

If anybody has any problems with the changes listed above, please tell me...

EDIT: Also, if anybody could rename this topic to something like, "Small Fixes" or something like that, that'd be great because I already found out I don't need permission to release tuts like these...

Edited by Fishy-Fish

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oh, I know why. All those waits were synchronized with the old sounds before archer came and replaced them with his improved ones. The old waits were the length of the old sound files.

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Oh, I see. That's what I first suspected. Oh well, it's fixed for now, unless there's an official update for 0.2e with these small fixes, which I doubt... They're way too small imo..

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I told u a lot of times...

Me or blue, though it seems that you told blue. :P

Again, could somebody rename this to "Small Fixes" or something? I might release an addon or two here..

Edited by Fishy-Fish

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i never even noticed that they were being cut off, lol.

me neither...

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This small fixes actually worked..Thanks :)

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Lol, Johnny :D

I like your new nick biggrin.gif

But La (=female) Dotman (man=male)? biggrin.gif

Edited by Mini-Me

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Lol, Johnny biggrin.gif

I like your new nick

But La (=female) Dotman (man=male)?

lol johny is a hermaphrodite :lol:

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lol johny is a hermaphrodite :lol:

hhmmm....weird.. :huh: :huh:

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Guys, WAAAAAAAAAAAAAAAAAAAAAY off topic.

There's nothing more to be added here in this topic. And I also broke the 3 dots rule. And small fixes works. And...This topic needs to be lock. lol

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