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Text File | 1993-10-08 | 2.4 KB | 45 lines | [ttro/ttxt] |
- If you are one of those people who likes to hack around with ResEdit and customize
- your game sounds, here is the setup for Jetpack, to make it easier on you.
-
- Memory:
- Jetpack keeps all the "Sound" snd resources and one of the "Music" snd resources
- in memory at any given time. When a game is over, the alphabet sounds are also
- loaded if the player gets a high score. If the about box is selected, the
- "About_Music" music is loaded. So you should set Jetpack's memory partition to
- whatever size will accomodate all the "Sound"s, the biggest "Music", and the
- larger of either the "About_Music" or all the alphabet sounds. Simple arithmetic
- of the sizes of what you remove or add will give you a pretty good idea.
-
- 'snd ' Resources:
- Both the sounds and music are numbered 0-n, such as "Music0" or "Sound37". The
- resources must be sequential, as the program will start loading with 0, and stop
- when the next higher digit isn't available. So if you are missing "Sound4", you
- will only get sounds 0-3 loaded. The alphabet sounds have the letters for the
- names, and the music played in the about box is called "About_Music".
-
- 'sndA' Resource:
- This resource has a template. It simply denotes which sounds go with which effect.
- For each effect, there are two numbers, one indicating the first sound, and the other
- indicating the last sound. The game randomly picks a sound from this range whenever
- appropriate. For instance, the DEATH event has 6 sounds, starting with 12, and
- ending with 17. These correspond to 'snd ' resources "Sound12" through "Sound17".
- Likewise the JET event has only one sound, beginning and ending with "Sound11".
- So if you add or delete sounds you will need to update this resource to tell the
- game what is available.
-
- 'Nmus' Resource:
- This resource holds one number: the number of music sounds. If you add or
- delete music sounds, change this to reflect it.
-
- 'musD' Resource:
- For each music sound you have, there must be an identically named musD resource.
- Each one contains the delay in ticks between plays of the music. A setting of
- 0 means continuous repeat. This feature is for pieces of music that you only
- want to pop up at intervals. This is appropriate for a heartbeat type sound, or
- a musical sting you don't want constantly looping back. None of the sounds
- currently installed have a delay other than 0, but maybe that will change later.
- The "About_Music" is a always a continuous loopback.
-
- I hope that's descriptive enough, have fun!
-
- Mark