Fishy-Fish 0 Report post Posted January 15, 2009 (edited) 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 January 15, 2009 by Fishy-Fish Share this post Link to post Share on other sites
archer9234 20 Report post Posted January 15, 2009 You don't need permission to release tutorials. Only SCM files. Share this post Link to post Share on other sites
Fishy-Fish 0 Report post Posted January 15, 2009 (edited) 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 January 15, 2009 by Fishy-Fish Share this post Link to post Share on other sites
bluespace88 9 Report post Posted January 15, 2009 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. Share this post Link to post Share on other sites
Fishy-Fish 0 Report post Posted January 15, 2009 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.. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted January 15, 2009 i never even noticed that they were being cut off, lol. Share this post Link to post Share on other sites
Fishy-Fish 0 Report post Posted January 15, 2009 Lol, you didn't? Interesting.. Share this post Link to post Share on other sites
archer9234 20 Report post Posted January 15, 2009 I told u a lot of times... Share this post Link to post Share on other sites
bluespace88 9 Report post Posted January 15, 2009 nope Share this post Link to post Share on other sites
Fishy-Fish 0 Report post Posted January 15, 2009 (edited) I told u a lot of times... Me or blue, though it seems that you told blue. Again, could somebody rename this to "Small Fixes" or something? I might release an addon or two here.. Edited January 15, 2009 by Fishy-Fish Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted January 15, 2009 i never even noticed that they were being cut off, lol. me neither... Share this post Link to post Share on other sites
Fishy-Fish 0 Report post Posted January 15, 2009 Lol.. Thanks for rename Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted January 16, 2009 This small fixes actually worked..Thanks Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted January 16, 2009 (edited) Lol, Johnny I like your new nick But La (=female) Dotman (man=male)? Edited January 16, 2009 by Mini-Me Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 16, 2009 Lol, Johnny I like your new nick But La (=female) Dotman (man=male)? lol, i never thaught of that Share this post Link to post Share on other sites
Fishy-Fish 0 Report post Posted January 18, 2009 This small fixes actually worked..Thanks Sorry for late reply. Been kinda ill lately. You're welcome! Share this post Link to post Share on other sites
Edfake 0 Report post Posted January 21, 2009 they worked!!!! Share this post Link to post Share on other sites
Fishy-Fish 0 Report post Posted January 21, 2009 Indeed.. Share this post Link to post Share on other sites
Orgcon 11 Report post Posted January 21, 2009 Lol, Johnny biggrin.gif I like your new nick But La (=female) Dotman (man=male)? lol johny is a hermaphrodite Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted January 23, 2009 lol johny is a hermaphrodite hhmmm....weird.. :huh: Share this post Link to post Share on other sites
archer9234 20 Report post Posted January 23, 2009 Guys, WAAAAAAAAAAAAAAAAAAAAAY off topic. Share this post Link to post Share on other sites
Johny-The-Dot-Damn 1 Report post Posted January 23, 2009 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 Share this post Link to post Share on other sites