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L' Effet Pommier 2
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L'Effet Pommier - Volume 02.iso
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Jetpack ƒ
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Notes for Sound Hackers
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1993-10-07
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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