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Document some SFX (#228)
I was curious about the SFX used in the game over screen, but it turns out that they have mostly been moved around/replaced in the US version. I documented these for the US version and put them in an ifdef.
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@ -137,6 +137,27 @@ typedef enum { MONO_SOUND, STEREO_SOUND } soundMode;
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#define NA_VO_DR_IT_WAS_NOT 0x359 // Dracula says "It was not by my hand ..."
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#define NA_VO_DR_IT_WAS_NOT 0x359 // Dracula says "It was not by my hand ..."
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#define NA_VO_RI_TRIBUTE 0x35A // Richter says "Tribute? ..."
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#define NA_VO_RI_TRIBUTE 0x35A // Richter says "Tribute? ..."
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#if defined(VERSION_US)
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#define NA_VO_MA_IF_YOU_WEAR \
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0x3CE // Maria: If you wear these, you can see beyond evil illusions.
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#define NA_VO_RI_IMPRESSIVE_WHIP \
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0x3DA // Richter: Impressive, you were able to avoid my whip. Let's see how
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// you like this!
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#define NA_VO_RI_IMPRESSIVE_ESCAPE \
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0x3DB // Richter: Impressive, but you can't escape this.
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#define NA_VO_RI_ONLY_THE_COUNT \
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0x3DC // Richter: Hah, I knew it. Only the count is a true match for me.
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#define NA_VO_AL_DEATH_DREAM_WORLD \
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0x391 // Alucard: Death in the dream world will set your soul wandering for
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// eternity, demon.
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#define JP_VO_SH_GROAN 0x52E // Shaft groans
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#define JP_VO_SH_SCREAM 0x52F // Shaft screams
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#define JP_VO_SH_SONO_TEIDO 0x530 // Shaft: Sono teido no chikara de tatakai...
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#endif
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// This sound plays when MAX UP spawns and during Dracula transformation
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// This sound plays when MAX UP spawns and during Dracula transformation
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#define NA_SE_UNK_62F 0x62F
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#define NA_SE_UNK_62F 0x62F
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#define NA_SE_EV_HEAVY_BLOCK_DRAG 0x609
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#define NA_SE_EV_HEAVY_BLOCK_DRAG 0x609
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