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Determine usability of digiparm.bin #56
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Following up on this, I made some investigation, including the files from the two demos and the two releases (HD and CD each). Results so far:
An attenuation of The two demos, as well as the HD-release, have 111 sounds, and the CD-release has 115 sounds in This shows a mismatch in the CD-release - the bin file expects 114 sounds, the res file contains 115 sounds. The last sound is just silence, though it can be used like any other. I tested this by importing a proper sound and setting it as a critter sound. This test the furthermore required the modification of the actual last byte of the first array to a higher value. By default, this first byte of the second array is set to I now suspect that the second and third arrays are not used in the game. This is backed up by tests changing the values of test-sounds, without effect. I tested this with both the CD-release and the HD-release. |
Leaving this to sit for a while, then a block note to the sound effects could be added about this file. After all, modifying the sounds requires also a modification of this file for proper results. What is also missing is a test whether the amount of sounds is hardcoded, or dependent on the amount in |
According to DIGIFX.C, there 3 arrays:
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User "zombe" on the TTLG forums had a hunch about
digiparm.bin
being used for sound attenuation.Determine whether this file has any effect, and whether it needs documentation.
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