scummvm/engines/sword1/staticres.cpp
2011-05-12 01:16:22 +02:00

7153 lines
196 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "sword1/sworddefs.h"
#include "sword1/swordres.h"
#include "sword1/screen.h"
#include "sword1/resman.h"
#include "sword1/objectman.h"
#include "sword1/menu.h"
#include "sword1/music.h"
#include "sword1/sound.h"
#include "sword1/sword1.h"
#include "sword1/logic.h"
namespace Sword1 {
const uint8 SwordEngine::_cdList[TOTAL_SECTIONS] = {
0, // 0 inventory
1, // 1 PARIS 1
1, // 2
1, // 3
1, // 4
1, // 5
1, // 6
1, // 7
1, // 8
1, // 9 PARIS 2
1, // 10
1, // 11
1, // 12
1, // 13
1, // 14
1, // 15
1, // 16
1, // 17
1, // 18
2, // 19 IRELAND
2, // 20
2, // 21
2, // 22
2, // 23
2, // 24
2, // 25
2, // 26
1, // 27 PARIS 3
1, // 28
1, // 29
1, // 30 - Heart Monitor
1, // 31
1, // 32
1, // 33
1, // 34
1, // 35
1, // 36 PARIS 4
1, // 37
1, // 38
1, // 39
1, // 40
1, // 41
1, // 42
1, // 43
0, // 44 <NOT USED>
2, // 45 SYRIA
1, // 46 PARIS 4
2, // 47
1, // 48 PARIS 4
2, // 49
2, // 50
0, // 51 <NOT USED>
0, // 52 <NOT USED>
2, // 53
2, // 54
2, // 55
2, // 56 SPAIN
2, // 57
2, // 58
2, // 59
2, // 60
2, // 61
2, // 62
2, // 63 NIGHT TRAIN
0, // 64 <NOT USED>
2, // 65
2, // 66
2, // 67
0, // 68 <NOT USED>
2, // 69
0, // 70 <NOT USED>
2, // 71 SCOTLAND
2, // 72
2, // 73
2, // 74 END SEQUENCE IN SECRET_CRYPT
2, // 75
2, // 76
2, // 77
2, // 78
2, // 79
1, // 80 PARIS MAP
1, // 81 Full-screen for "Asstair" in Paris2
2, // 82 Full-screen BRITMAP in sc55 (Syrian Cave)
0, // 83 <NOT USED>
0, // 84 <NOT USED>
0, // 85 <NOT USED>
1, // 86 EUROPE MAP
1, // 87 fudged in for normal window (sc48)
1, // 88 fudged in for filtered window (sc48)
0, // 89 <NOT USED>
0, // 90 PHONE SCREEN
0, // 91 ENVELOPE SCREEN
1, // 92 fudged in for George close-up surprised in sc17 wardrobe
1, // 93 fudged in for George close-up inquisitive in sc17 wardrobe
1, // 94 fudged in for George close-up in sc29 sarcophagus
1, // 95 fudged in for George close-up in sc29 sarcophagus
1, // 96 fudged in for chalice close-up from sc42
0, // 97 <NOT USED>
0, // 98 <NOT USED>
0, // 99 MESSAGE SCREEN (BLANK)
0, // 100
0, // 101
0, // 102
0, // 103
0, // 104
0, // 105
0, // 106
0, // 107
0, // 108
0, // 109
0, // 110
0, // 111
0, // 112
0, // 113
0, // 114
0, // 115
0, // 116
0, // 117
0, // 118
0, // 119
0, // 120
0, // 121
0, // 122
0, // 123
0, // 124
0, // 125
0, // 126
0, // 127
0, // 128 GEORGE'S GAME SECTION
0, // 129 NICO'S TEXT - on both CD's
0, // 130
1, // 131 BENOIR'S TEXT - on CD1
0, // 132
1, // 133 ROSSO'S TEXT - on CD1
0, // 134
0, // 135
0, // 136
0, // 137
0, // 138
0, // 139
0, // 140
0, // 141
0, // 142
0, // 143
0, // 144
1, // 145 MOUE'S TEXT - on CD1
1, // 146 ALBERT'S TEXT - on CD1
};
const MenuObject Menu::_objectDefs[TOTAL_pockets + 1] = {
{ // 0 can't use
0, 0, 0, 0, 0
},
{ // 1 NEWSPAPER
menu_newspaper, // text_desc
ICON_NEWSPAPER, // big_icon_res
0, // big_icon_frame
LUGG_NEWSPAPER, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 2 HAZEL_WAND
menu_hazel_wand, // text_desc
ICON_HAZEL_WAND, // big_icon_res
0, // big_icon_frame
LUGG_HAZEL_WAND, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 3 BEER_TOWEL
0, // text_desc - SEE MENU.SCR
ICON_BEER_TOWEL, // big_icon_res
0, // big_icon_frame
LUGG_BEER_TOWEL, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 4 HOTEL_KEY
menu_hotel_key, // text_desc
ICON_HOTEL_KEY, // big_icon_res
0, // big_icon_frame
LUGG_HOTEL_KEY, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 5 BALL
menu_ball, // text_desc
ICON_BALL, // big_icon_res
0, // big_icon_frame
LUGG_BALL, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 6 STATUETTE
menu_statuette, // text_desc
ICON_STATUETTE, // big_icon_res
0, // big_icon_frame
LUGG_STATUETTE, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 7 RED_NOSE
0, // text_desc - SEE MENU.SCR
ICON_RED_NOSE, // big_icon_res
0, // big_icon_frame
LUGG_RED_NOSE, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 8 POLISHED_CHALICE
menu_polished_chalice, // text_desc
ICON_POLISHED_CHALICE, // big_icon_res
0, // big_icon_frame
LUGG_POLISHED_CHALICE, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 9 DOLLAR_BILL
menu_dollar_bill, // text_desc
ICON_DOLLAR_BILL, // big_icon_res
0, // big_icon_frame
LUGG_DOLLAR_BILL, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 10 PHOTO
menu_photograph, // text_desc
ICON_PHOTOGRAPH, // big_icon_res
0, // big_icon_frame
LUGG_PHOTOGRAPH, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 11 FLASHLIGHT
menu_flashlight, // text_desc
ICON_FLASHLIGHT, // big_icon_res
0, // big_icon_frame
LUGG_FLASHLIGHT, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 12 FUSE_WIRE
menu_fuse_wire, // text_desc
ICON_FUSE_WIRE, // big_icon_res
0, // big_icon_frame
LUGG_FUSE_WIRE, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 13 GEM
menu_gem, // text_desc
ICON_GEM, // big_icon_res
0, // big_icon_frame
LUGG_GEM, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 14 STATUETTE_PAINT
menu_statuette_paint, // text_desc
ICON_STATUETTE_PAINT, // big_icon_res
0, // big_icon_frame
LUGG_STATUETTE_PAINT, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 15 STICK
menu_stick, // text_desc
ICON_STICK, // big_icon_res
0, // big_icon_frame
LUGG_STICK, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 16 EXCAV_KEY
menu_excav_key, // text_desc
ICON_EXCAV_KEY, // big_icon_res
0, // big_icon_frame
LUGG_EXCAV_KEY, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 17 LAB_PASS
menu_lab_pass, // text_desc
ICON_LAB_PASS, // big_icon_res
0, // big_icon_frame
LUGG_LAB_PASS, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 18 LIFTING_KEYS
menu_lifting_keys, // text_desc
ICON_LIFTING_KEYS, // big_icon_res
0, // big_icon_frame
LUGG_LIFTING_KEYS, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 19 MANUSCRIPT
menu_manuscript, // text_desc
ICON_MANUSCRIPT, // big_icon_res
0, // big_icon_frame
LUGG_MANUSCRIPT, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 20 MATCH_BOOK
menu_match_book, // text_desc
ICON_MATCHBOOK, // big_icon_res
0, // big_icon_frame
LUGG_MATCHBOOK, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 21 SUIT_MATERIAL
menu_suit_material, // text_desc
ICON_SUIT_MATERIAL, // big_icon_res
0, // big_icon_frame
LUGG_SUIT_MATERIAL, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 22 STICK_TOWEL
menu_stick_towel, // text_desc
ICON_STICK_TOWEL, // big_icon_res
0, // big_icon_frame
LUGG_STICK_TOWEL, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 23 PLASTER
menu_plaster, // text_desc
ICON_PLASTER, // big_icon_res
0, // big_icon_frame
LUGG_PLASTER, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 24 PRESSURE_GAUGE
menu_pressure_gauge, // text_desc
ICON_PRESSURE_GAUGE, // big_icon_res
0, // big_icon_frame
LUGG_PRESSURE_GAUGE, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 25 RAILWAY_TICKET
menu_railway_ticket, // text_desc
ICON_RAILWAY_TICKET, // big_icon_res
0, // big_icon_frame
LUGG_RAILWAY_TICKET, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 26 BUZZER
menu_buzzer, // text_desc
ICON_BUZZER, // big_icon_res
0, // big_icon_frame
LUGG_BUZZER, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 27 ROSSO_CARD
menu_rosso_card, // text_desc
ICON_ROSSO_CARD, // big_icon_res
0, // big_icon_frame
LUGG_ROSSO_CARD, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 28 TOILET_KEY
menu_toilet_key, // text_desc
ICON_TOILET_KEY, // big_icon_res
0, // big_icon_frame
LUGG_TOILET_KEY, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 29 SOAP
menu_soap, // text_desc
ICON_SOAP, // big_icon_res
0, // big_icon_frame
LUGG_SOAP, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 30 STONE_KEY
menu_stone_key, // text_desc
ICON_STONE_KEY, // big_icon_res
0, // big_icon_frame
LUGG_STONE_KEY, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 31 CHALICE
menu_chalice, // text_desc
ICON_CHALICE, // big_icon_res
0, // big_icon_frame
LUGG_CHALICE, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 32 TISSUE
menu_tissue, // text_desc
ICON_TISSUE, // big_icon_res
0, // big_icon_frame
LUGG_TISSUE, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 33 TOILET_BRUSH
menu_toilet_brush, // text_desc
ICON_TOILET_BRUSH, // big_icon_res
0, // big_icon_frame
LUGG_TOILET_BRUSH, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 34 TOILET_CHAIN
menu_toilet_chain, // text_desc
ICON_TOILET_CHAIN, // big_icon_res
0, // big_icon_frame
LUGG_TOILET_CHAIN, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 35 TOWEL
menu_towel, // text_desc
ICON_TOWEL, // big_icon_res
0, // big_icon_frame
LUGG_TOWEL, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 36 TRIPOD
menu_tripod, // text_desc
ICON_TRIPOD, // big_icon_res
0, // big_icon_frame
LUGG_TRIPOD, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 37 LENS
menu_lens, // text_desc
ICON_LENS, // big_icon_res
0, // big_icon_frame
LUGG_LENS, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 38 MIRROR
menu_mirror, // text_desc
ICON_MIRROR, // big_icon_res
0, // big_icon_frame
LUGG_MIRROR, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 39 TOWEL_CUT
menu_towel_cut, // text_desc
ICON_TOWEL_CUT, // big_icon_res
0, // big_icon_frame
LUGG_TOWEL_CUT, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 40 BIBLE
menu_bible, // text_desc
ICON_BIBLE, // big_icon_res
0, // big_icon_frame
LUGG_BIBLE, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 41 TISSUE_CHARRED
menu_tissue_charred, // text_desc
ICON_TISSUE_CHARRED, // big_icon_res
0, // big_icon_frame
LUGG_TISSUE_CHARRED, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 42 FALSE_KEY
menu_false_key, // text_desc
ICON_FALSE_KEY, // big_icon_res
0, // big_icon_frame
LUGG_FALSE_KEY, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 43 PAINTED_KEY - looks identical to excav key, so uses that icon & luggage
menu_painted_key, // text_desc
ICON_EXCAV_KEY, // big_icon_res
0, // big_icon_frame
LUGG_EXCAV_KEY, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 44 KEYRING
0, // text_desc - SEE MENU.SCR
ICON_KEYRING, // big_icon_res
0, // big_icon_frame
LUGG_KEYRING, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 45 SOAP_IMP
menu_soap_imp, // text_desc
ICON_SOAP_IMP, // big_icon_res
0, // big_icon_frame
LUGG_SOAP_IMP, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 46 SOAP_PLAS
menu_soap_plas, // text_desc
ICON_SOAP_PLAS, // big_icon_res
0, // big_icon_frame
LUGG_SOAP_PLAS, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 47 COG_1 - the larger cog with spindle attached
menu_cog_1, // text_desc
ICON_COG_1, // big_icon_res
0, // big_icon_frame
LUGG_COG_1, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 48 COG_2 - the smaller cog, found in the rubble
menu_cog_2, // text_desc
ICON_COG_2, // big_icon_res
0, // big_icon_frame
LUGG_COG_2, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 49 HANDLE
menu_handle, // text_desc
ICON_HANDLE, // big_icon_res
0, // big_icon_frame
LUGG_HANDLE, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 50 COIN
menu_coin, // text_desc
ICON_COIN, // big_icon_res
0, // big_icon_frame
LUGG_COIN, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 51 BIRO
menu_biro, // text_desc
ICON_BIRO, // big_icon_res
0, // big_icon_frame
LUGG_BIRO, // luggage_icon_res
SCR_icon_combine_script, // use_script
},
{ // 52 PIPE
menu_pipe, // text_desc
ICON_PIPE, // big_icon_res
0, // big_icon_frame
LUGG_PIPE, // luggage_icon_res
SCR_icon_combine_script, // use_script
}
};
const Subject Menu::_subjectList[TOTAL_subjects] = {
{ // 256
0, // subject_res
0 // subject_frame
},
{ // 257
ICON_BEER, // subject_res
0 // subject_frame
},
{ // 258
ICON_CASTLE, // subject_res
0 // subject_frame
},
{ // 259
ICON_YES, // subject_res
0 // subject_frame
},
{ // 260
ICON_NO, // subject_res
0 // subject_frame
},
{ // 261
ICON_PEAGRAM, // subject_res
0 // subject_frame
},
{ // 262
ICON_DIG, // subject_res
0 // subject_frame
},
{ // 263
ICON_SEAN, // subject_res
0 // subject_frame
},
{ // 264
ICON_GEM, // subject_res
0 // subject_frame
},
{ // 265
ICON_TEMPLARS, // subject_res
0 // subject_frame
},
{ // 266
ICON_LEPRECHAUN, // subject_res
0 // subject_frame
},
{ // 267
ICON_GOODBYE, // subject_res
0 // subject_frame
},
{ // 268
ICON_GEORGE, // subject_res
0 // subject_frame
},
{ // 269
ICON_ROSSO, // subject_res
0 // subject_frame
},
{ // 270
ICON_GHOST, // subject_res
0 // subject_frame
},
{ // 271
ICON_CLOWN, // subject_res
0 // subject_frame
},
{ // 272
ICON_CAR, // subject_res
0 // subject_frame
},
{ // 273
ICON_MOUE, // subject_res
0 // subject_frame
},
{ // 274
ICON_NICO, // subject_res
0 // subject_frame
},
{ // 275
ICON_MOB, // subject_res
0 // subject_frame
},
{ // 276
ICON_CHANTELLE, // subject_res
0 // subject_frame
},
{ // 277
ICON_PLANTARD, // subject_res
0 // subject_frame
},
{ // 278
ICON_JACKET, // subject_res
0 // subject_frame
},
{ // 279
ICON_BRIEFCASE, // subject_res
0 // subject_frame
},
{
0, //ICON_GLASS, // subject_res
0 // subject_frame
},
{ // 281
ICON_GLASS_EYE, // subject_res
0 // subject_frame
},
{ // 282
ICON_BULL, // subject_res
0 // subject_frame
},
{ // 283
ICON_KLAUSNER, // subject_res
0 // subject_frame
},
{ // 284
0, //ICON_LOOM, // subject_res
0 // subject_frame
},
{ // 285
ICON_ULTAR, // subject_res
0 // subject_frame
},
{ // 286
ICON_PHONE, // subject_res
0 // subject_frame
},
{ // 287
ICON_PHOTOGRAPH, // subject_res
0 // subject_frame
},
{ // 288
ICON_CREST, // subject_res
0 // subject_frame
},
{ // 289
ICON_LOBINEAU, // subject_res
0 // subject_frame
},
{ // 290
ICON_BOOK, // subject_res
0 // subject_frame
},
{ // 291 (SNARE)
ICON_FUSE_WIRE, // subject_res
0 // subject_frame
},
{ // 292
ICON_LEARY, // subject_res
0 // subject_frame
},
{ // 293
ICON_LADDER, // subject_res
0 // subject_frame
},
{ // 294
ICON_GOAT, // subject_res
0 // subject_frame
},
{ // 295
ICON_TOOLBOX, // subject_res
0 // subject_frame
},
{ // 296
ICON_PACKAGE, // subject_res
0 // subject_frame
},
{ // 297
ICON_FISH, // subject_res
0 // subject_frame
},
{ // 298
ICON_NEJO, // subject_res
0 // subject_frame
},
{ // 299
ICON_CAT, // subject_res
0 // subject_frame
},
{ // 300
ICON_AYUB, // subject_res
0 // subject_frame
},
{ // 301
ICON_STATUETTE, // subject_res
0 // subject_frame
},
{ // 302
ICON_NEJO_STALL, // subject_res
0 // subject_frame
},
{ // 303
ICON_TEMPLARS, // subject_res
0 // subject_frame
},
{ // 304
ICON_ARTO, // subject_res
0 // subject_frame
},
{ // 305
ICON_HENDERSONS, // subject_res
0 // subject_frame
},
{ // 306
ICON_CLUB, // subject_res
0 // subject_frame
},
{ // 307
ICON_SIGN, // subject_res
0 // subject_frame
},
{ // 308
ICON_TAXI, // subject_res
0 // subject_frame
},
{ // 309
ICON_BULLS_HEAD, // subject_res
0 // subject_frame
},
{ // 310
ICON_DUANE, // subject_res
0 // subject_frame
},
{ // 311
ICON_PEARL, // subject_res
0 // subject_frame
},
{ // 312
ICON_TRUTH, // subject_res
0 // subject_frame
},
{ // 313
ICON_LIE, // subject_res
0 // subject_frame
},
{ // 314
0, //ICON_SUBJECT,// subject_res
0 // subject_frame
},
{ // 315 KEY
ICON_HOTEL_KEY, // subject_res
0 // subject_frame
},
{ // 316
ICON_FLOWERS, // subject_res
0 // subject_frame
},
{ // 317
ICON_BUST, // subject_res
0 // subject_frame
},
{ // 318
ICON_MANUSCRIPT, // subject_res
0 // subject_frame
},
{ // 319
ICON_WEASEL, // subject_res
0 // subject_frame
},
{ // 320
ICON_BANANA, // subject_res
0 // subject_frame
},
{ // 321
ICON_WEAVER, // subject_res
0 // subject_frame
},
{ // 322
ICON_KNIGHT, // subject_res
0 // subject_frame
},
{ // 323
ICON_QUEEN, // subject_res
0 // subject_frame
},
{ // 324
ICON_PIERMONT, // subject_res
0 // subject_frame
},
{ // 325
ICON_BALL, // subject_res
0 // subject_frame
},
{ // 326
ICON_COUNTESS, // subject_res
0 // subject_frame
},
{ // 327
ICON_MARQUET, // subject_res
0 // subject_frame
},
{ // 328
ICON_SAFE, // subject_res
0 // subject_frame
},
{ // 329
ICON_COINS, // subject_res
0 // subject_frame
},
{ // 330
ICON_CHESS_SET, // subject_res
0 // subject_frame
},
{ // 331
ICON_TOMB, // subject_res
0 // subject_frame
},
{ // 332
ICON_CANDLE, // subject_res
0 // subject_frame
},
{ // 333
ICON_MARY, // subject_res
0 // subject_frame
},
{ // 334
ICON_CHESSBOARD, // subject_res
0 // subject_frame
},
{ // 335
ICON_TRIPOD, // subject_res
0 // subject_frame
},
{ // 336
ICON_POTS, // subject_res
0 // subject_frame
},
{ // 337
ICON_ALARM, // subject_res
0 // subject_frame
},
{ // 338
ICON_BAPHOMET, // subject_res
0 // subject_frame
},
{ // 339
ICON_PHRASE, // subject_res
0 // subject_frame
},
{ // 340
ICON_POLISHED_CHALICE, // subject_res
0 // subject_frame
},
{ // 341
ICON_NURSE, // subject_res
0 // subject_frame
},
{ // 342
ICON_WELL, // subject_res
0 // subject_frame
},
{ // 343
ICON_WELL2, // subject_res
0 // subject_frame
},
{ // 344
ICON_HAZEL_WAND, // subject_res
0 // subject_frame
},
{ // 345
ICON_CHALICE, // subject_res
0 // subject_frame
},
{ // 346
ICON_MR_SHINY, // subject_res
0 // subject_frame
},
{ // 347
ICON_PHOTOGRAPH, // subject_res
0 // subject_frame
},
{ // 348
ICON_PHILIPPE, // subject_res
0 // subject_frame
},
{ // 349
ICON_ERIC, // subject_res
0 // subject_frame
},
{ // 350
ICON_ROZZER, // subject_res
0 // subject_frame
},
{ // 351
ICON_JUGGLER, // subject_res
0 // subject_frame
},
{ // 352
ICON_PRIEST, // subject_res
0 // subject_frame
},
{ // 353
ICON_WINDOW, // subject_res
0 // subject_frame
},
{ // 354
ICON_SCROLL, // subject_res
0 // subject_frame
},
{ // 355
ICON_PRESSURE_GAUGE, // subject_res
0 // subject_frame
},
{ // 356
ICON_RENEE, // subject_res
0 // subject_frame
},
{ // 357
ICON_CHURCH, // subject_res
0 // subject_frame
},
{ // 358
ICON_EKLUND, // subject_res
0 // subject_frame
},
{ // 359
ICON_FORTUNE, // subject_res
0 // subject_frame
},
{ // 360
ICON_PAINTER, // subject_res
0 // subject_frame
},
{ // 361
0, //ICON_SWORD, // subject_res
0 // subject_frame
},
{ // 362
ICON_GUARD, // subject_res
0 // subject_frame
},
{ // 363
ICON_THERMOSTAT, // subject_res
0 // subject_frame
},
{ // 364
ICON_TOILET, // subject_res
0 // subject_frame
},
{ // 365
ICON_MONTFAUCON, // subject_res
0 // subject_frame
},
{ // 366
ICON_ASSASSIN, // subject_res
0 // subject_frame
},
{ // 367
ICON_HASH, // subject_res
0 // subject_frame
},
{ // 368
ICON_DOG, // subject_res
0 // subject_frame
},
{ // 369
ICON_AYUB, // subject_res
0 // subject_frame
},
{ // 370
ICON_LENS, // subject_res
0 // subject_frame
},
{ // 371
ICON_RED_NOSE, // subject_res
0 // subject_frame
},
{ // 372
0, // subject_res
0 // subject_frame
},
{ // 373
0, // subject_res
0 // subject_frame
},
{ // 374
0, // subject_res
0 // subject_frame
}
};
const uint32 ResMan::_scriptList[TOTAL_SECTIONS] = { //a table of resource tags
SCRIPT0, // 0 STANDARD SCRIPTS
SCRIPT1, // 1 PARIS 1
SCRIPT2, // 2
SCRIPT3, // 3
SCRIPT4, // 4
SCRIPT5, // 5
SCRIPT6, // 6
SCRIPT7, // 7
SCRIPT8, // 8
SCRIPT9, // 9 PARIS 2
SCRIPT10, // 10
SCRIPT11, // 11
SCRIPT12, // 12
SCRIPT13, // 13
SCRIPT14, // 14
SCRIPT15, // 15
SCRIPT16, // 16
SCRIPT17, // 17
SCRIPT18, // 18
SCRIPT19, // 19 IRELAND
SCRIPT20, // 20
SCRIPT21, // 21
SCRIPT22, // 22
SCRIPT23, // 23
SCRIPT24, // 24
SCRIPT25, // 25
SCRIPT26, // 26
SCRIPT27, // 27 PARIS 3
SCRIPT28, // 28
SCRIPT29, // 29
0, // 30
SCRIPT31, // 31
SCRIPT32, // 32
SCRIPT33, // 33
SCRIPT34, // 34
SCRIPT35, // 35
SCRIPT36, // 36 PARIS 4
SCRIPT37, // 37
SCRIPT38, // 38
SCRIPT39, // 39
SCRIPT40, // 40
SCRIPT41, // 41
SCRIPT42, // 42
SCRIPT43, // 43
0, // 44
SCRIPT45, // 45 SYRIA
SCRIPT46, // 46 PARIS 4
SCRIPT47, // 47
SCRIPT48, // 48 PARIS 4
SCRIPT49, // 49
SCRIPT50, // 50
0, // 51
0, // 52
0, // 53
SCRIPT54, // 54
SCRIPT55, // 55
SCRIPT56, // 56 SPAIN
SCRIPT57, // 57
SCRIPT58, // 58
SCRIPT59, // 59
SCRIPT60, // 60
SCRIPT61, // 61
SCRIPT62, // 62
SCRIPT63, // 63 NIGHT TRAIN
0, // 64
SCRIPT65, // 65
SCRIPT66, // 66
SCRIPT67, // 67
0, // 68
SCRIPT69, // 69
0, // 70
SCRIPT71, // 71 SCOTLAND
SCRIPT72, // 72
SCRIPT73, // 73
SCRIPT74, // 74
0, // 75
0, // 76
0, // 77
0, // 78
0, // 79
SCRIPT80, // 80
0, // 81
0, // 82
0, // 83
0, // 84
0, // 85
SCRIPT86, // 86
0, // 87
0, // 88
0, // 89
SCRIPT90, // 90
0, // 91
0, // 92
0, // 93
0, // 94
0, // 95
0, // 96
0, // 97
0, // 98
0, // 99
0, // 100
0, // 101
0, // 102
0, // 103
0, // 104
0, // 105
0, // 106
0, // 107
0, // 108
0, // 109
0, // 110
0, // 111
0, // 112
0, // 113
0, // 114
0, // 115
0, // 116
0, // 117
0, // 118
0, // 119
0, // 120
0, // 121
0, // 122
0, // 123
0, // 124
0, // 125
0, // 126
0, // 127
SCRIPT128, // 128
SCRIPT129, // 129
SCRIPT130, // 130
SCRIPT131, // 131
0, // 132
SCRIPT133, // 133
SCRIPT134, // 134
0, // 135
0, // 136
0, // 137
0, // 138
0, // 139
0, // 140
0, // 141
0, // 142
0, // 143
0, // 144
SCRIPT145, // 145
SCRIPT146, // 146
0, // 147
0, // 148
0, // 149
};
const uint32 ObjectMan::_objectList[TOTAL_SECTIONS] = { //a table of pointers to object files
0, // 0
COMP1, // 1 PARIS 1
COMP2, // 2
COMP3, // 3
COMP4, // 4
COMP5, // 5
COMP6, // 6
COMP7, // 7
COMP8, // 8
COMP9, // 9 PARIS 2
COMP10, // 10
COMP11, // 11
COMP12, // 12
COMP13, // 13
COMP14, // 14
COMP15, // 15
COMP16, // 16
COMP17, // 17
COMP18, // 18
COMP19, // 19 IRELAND
COMP20, // 20
COMP21, // 21
COMP22, // 22
COMP23, // 23
COMP24, // 24
COMP25, // 25
COMP26, // 26
COMP27, // 27 PARIS 3
COMP28, // 28
COMP29, // 29
COMP30, // 30 - Heart Monitor
COMP31, // 31
COMP32, // 32
COMP33, // 33
COMP34, // 34
COMP35, // 35
COMP36, // 36 PARIS 4
COMP37, // 37
COMP38, // 38
COMP39, // 39
COMP40, // 40
COMP41, // 41
COMP42, // 42
COMP43, // 43
0, // 44
COMP45, // 45 SYRIA
COMP46, // 46 PARIS 4
COMP47, // 47
COMP48, // 48 PARIS 4
COMP49, // 49
COMP50, // 50
0, // 51
0, // 52
COMP53, // 53
COMP54, // 54
COMP55, // 55
COMP56, // 56 SPAIN
COMP57, // 57
COMP58, // 58
COMP59, // 59
COMP60, // 60
COMP61, // 61
COMP62, // 62
COMP63, // 63 NIGHT TRAIN
0, // 64
COMP65, // 65
COMP66, // 66
COMP67, // 67
0, // 68
COMP69, // 69
0, // 70
COMP71, // 71 SCOTLAND
COMP72, // 72
COMP73, // 73
COMP74, // 74 END SEQUENCE IN SECRET_CRYPT
COMP75, // 75
COMP76, // 76
COMP77, // 77
COMP78, // 78
COMP79, // 79
COMP80, // 80 PARIS MAP
COMP81, // 81 Full-screen for "Asstair" in Paris2
COMP55, // 82 Full-screen BRITMAP in sc55 (Syrian Cave)
0, // 83
0, // 84
0, // 85
COMP86, // 86 EUROPE MAP
COMP48, // 87 fudged in for normal window (sc48)
COMP48, // 88 fudged in for filtered window (sc48)
0, // 89
COMP90, // 90 PHONE SCREEN
COMP91, // 91 ENVELOPE SCREEN
COMP17, // 92 fudged in for George close-up surprised in sc17 wardrobe
COMP17, // 93 fudged in for George close-up inquisitive in sc17 wardrobe
COMP29, // 94 fudged in for George close-up in sc29 sarcophagus
COMP38, // 95 fudged in for George close-up in sc29 sarcophagus
COMP42, // 96 fudged in for chalice close-up from sc42
0, // 97
0, // 98
COMP99, // 99 MESSAGE SCREEN (BLANK)
0, // 100
0, // 101
0, // 102
0, // 103
0, // 104
0, // 105
0, // 106
0, // 107
0, // 108
0, // 109
0, // 110
0, // 111
0, // 112
0, // 113
0, // 114
0, // 115
0, // 116
0, // 117
0, // 118
0, // 119
0, // 120
0, // 121
0, // 122
0, // 123
0, // 124
0, // 125
0, // 126
0, // 127
//mega sections
MEGA_GEO, // 128 mega_one the player
MEGA_NICO, // 129 mega_two
MEGA_MUS, // 130
MEGA_BENOIR, // 131
0, // 132
MEGA_ROSSO, // 133
MEGA_DUANE, // 134
// james megas
0, // 135
0, // 136
0, // 137
0, // 138
0, // 139
0, // 140
0, // 141
0, // 142
0, // 143
// jeremy megas
0, // 144 mega_phone
MEGA_MOUE, // 145 mega_moue
MEGA_ALBERT, // 146 mega_albert
0, // 147
0, // 148
TEXT_OBS, // 149
};
const uint32 ObjectMan::_textList[TOTAL_SECTIONS][7] = {
{ENGLISH0, FRENCH0, GERMAN0, ITALIAN0, SPANISH0, CZECH0, PORT0}, // 0 INVENTORY BOTH CD'S - used in almost all locations
{ENGLISH1, FRENCH1, GERMAN1, ITALIAN1, SPANISH1, CZECH1, PORT1}, // 1 PARIS 1 CD1
{ENGLISH2, FRENCH2, GERMAN2, ITALIAN2, SPANISH2, CZECH2, PORT2}, // 2 CD1
{ENGLISH3, FRENCH3, GERMAN3, ITALIAN3, SPANISH3, CZECH3, PORT3}, // 3 CD1
{ENGLISH4, FRENCH4, GERMAN4, ITALIAN4, SPANISH4, CZECH4, PORT4}, // 4 CD1
{ENGLISH5, FRENCH5, GERMAN5, ITALIAN5, SPANISH5, CZECH5, PORT5}, // 5 CD1
{ENGLISH6, FRENCH6, GERMAN6, ITALIAN6, SPANISH6, CZECH6, PORT6}, // 6 CD1
{ENGLISH7, FRENCH7, GERMAN7, ITALIAN7, SPANISH7, CZECH7, PORT7}, // 7 CD1
{0}, // 8 -
{ENGLISH9, FRENCH9, GERMAN9, ITALIAN9, SPANISH9, CZECH9, PORT9}, // 9 PARIS 2 CD1
{0}, // 10 -
{ENGLISH11, FRENCH11, GERMAN11, ITALIAN11, SPANISH11, CZECH11, PORT11}, // 11 CD1
{ENGLISH12, FRENCH12, GERMAN12, ITALIAN12, SPANISH12, CZECH12, PORT12}, // 12 CD1
{ENGLISH13, FRENCH13, GERMAN13, ITALIAN13, SPANISH13, CZECH13, PORT13}, // 13 CD1
{ENGLISH14, FRENCH14, GERMAN14, ITALIAN14, SPANISH14, CZECH14, PORT14}, // 14 CD1
{ENGLISH15, FRENCH15, GERMAN15, ITALIAN15, SPANISH15, CZECH15, PORT15}, // 15 CD1
{ENGLISH16, FRENCH16, GERMAN16, ITALIAN16, SPANISH16, CZECH16, PORT16}, // 16 CD1
{ENGLISH17, FRENCH17, GERMAN17, ITALIAN17, SPANISH17, CZECH17, PORT17}, // 17 CD1
{ENGLISH18, FRENCH18, GERMAN18, ITALIAN18, SPANISH18, CZECH18, PORT18}, // 18 CD1
{ENGLISH19, FRENCH19, GERMAN19, ITALIAN19, SPANISH19, CZECH19, PORT19}, // 19 IRELAND CD2
{ENGLISH20, FRENCH20, GERMAN20, ITALIAN20, SPANISH20, CZECH20, PORT20}, // 20 CD2
{ENGLISH21, FRENCH21, GERMAN21, ITALIAN21, SPANISH21, CZECH21, PORT21}, // 21 CD2
{ENGLISH22, FRENCH22, GERMAN22, ITALIAN22, SPANISH22, CZECH22, PORT22}, // 22 CD2
{ENGLISH23, FRENCH23, GERMAN23, ITALIAN23, SPANISH23, CZECH23, PORT23}, // 23 CD2
{ENGLISH24, FRENCH24, GERMAN24, ITALIAN24, SPANISH24, CZECH24, PORT24}, // 24 CD2
{ENGLISH25, FRENCH25, GERMAN25, ITALIAN25, SPANISH25, CZECH25, PORT25}, // 25 CD2
{0}, // 26 -
{ENGLISH27, FRENCH27, GERMAN27, ITALIAN27, SPANISH27, CZECH27, PORT27}, // 27 PARIS 3 CD1
{ENGLISH28, FRENCH28, GERMAN28, ITALIAN28, SPANISH28, CZECH28, PORT28}, // 28 CD1
{ENGLISH29, FRENCH29, GERMAN29, ITALIAN29, SPANISH29, CZECH29, PORT29}, // 29 CD1
{0}, // 30 -
{ENGLISH31, FRENCH31, GERMAN31, ITALIAN31, SPANISH31, CZECH31, PORT31}, // 31 CD1
{ENGLISH32, FRENCH32, GERMAN32, ITALIAN32, SPANISH32, CZECH32, PORT32}, // 32 CD1
{ENGLISH33, FRENCH33, GERMAN33, ITALIAN33, SPANISH33, CZECH33, PORT33}, // 33 CD1
{ENGLISH34, FRENCH34, GERMAN34, ITALIAN34, SPANISH34, CZECH34, PORT34}, // 34 CD1
{ENGLISH35, FRENCH35, GERMAN35, ITALIAN35, SPANISH35, CZECH35, PORT35}, // 35 CD1
{ENGLISH36, FRENCH36, GERMAN36, ITALIAN36, SPANISH36, CZECH36, PORT36}, // 36 PARIS 4 CD1
{ENGLISH37, FRENCH37, GERMAN37, ITALIAN37, SPANISH37, CZECH37, PORT37}, // 37 CD1
{ENGLISH38, FRENCH38, GERMAN38, ITALIAN38, SPANISH38, CZECH38, PORT38}, // 38 CD1
{ENGLISH39, FRENCH39, GERMAN39, ITALIAN39, SPANISH39, CZECH39, PORT39}, // 39 CD1
{ENGLISH40, FRENCH40, GERMAN40, ITALIAN40, SPANISH40, CZECH40, PORT40}, // 40 CD1
{ENGLISH41, FRENCH41, GERMAN41, ITALIAN41, SPANISH41, CZECH41, PORT41}, // 41 CD1
{ENGLISH42, FRENCH42, GERMAN42, ITALIAN42, SPANISH42, CZECH42, PORT42}, // 42 CD1
{ENGLISH43, FRENCH43, GERMAN43, ITALIAN43, SPANISH43, CZECH43, PORT43}, // 43 CD1
{0}, // 44 -
{ENGLISH45, FRENCH45, GERMAN45, ITALIAN45, SPANISH45, CZECH45, PORT45}, // 45 SYRIA CD2
{0}, // 46 (PARIS 4) -
{ENGLISH47, FRENCH47, GERMAN47, ITALIAN47, SPANISH47, CZECH47, PORT47}, // 47 CD2
{ENGLISH48, FRENCH48, GERMAN48, ITALIAN48, SPANISH48, CZECH48, PORT48}, // 48 (PARIS 4) CD1
{ENGLISH49, FRENCH49, GERMAN49, ITALIAN49, SPANISH49, CZECH49, PORT49}, // 49 CD2
{ENGLISH50, FRENCH50, GERMAN50, ITALIAN50, SPANISH50, CZECH50, PORT50}, // 50 CD2
{0}, // 51 -
{0}, // 52 -
{0}, // 53 -
{ENGLISH54, FRENCH54, GERMAN54, ITALIAN54, SPANISH54, CZECH54, PORT54}, // 54 CD2
{ENGLISH55, FRENCH55, GERMAN55, ITALIAN55, SPANISH55, CZECH55, PORT55}, // 55 CD2
{ENGLISH56, FRENCH56, GERMAN56, ITALIAN56, SPANISH56, CZECH56, PORT56}, // 56 SPAIN CD2
{ENGLISH57, FRENCH57, GERMAN57, ITALIAN57, SPANISH57, CZECH57, PORT57}, // 57 CD2
{ENGLISH58, FRENCH58, GERMAN58, ITALIAN58, SPANISH58, CZECH58, PORT58}, // 58 CD2
{ENGLISH59, FRENCH59, GERMAN59, ITALIAN59, SPANISH59, CZECH59, PORT59}, // 59 CD2
{ENGLISH60, FRENCH60, GERMAN60, ITALIAN60, SPANISH60, CZECH60, PORT60}, // 60 CD2
{ENGLISH61, FRENCH61, GERMAN61, ITALIAN61, SPANISH61, CZECH61, PORT61}, // 61 CD2
{0}, // 62 -
{ENGLISH63, FRENCH63, GERMAN63, ITALIAN63, SPANISH63, CZECH63, PORT63}, // 63 TRAIN CD2
{0}, // 64 -
{ENGLISH65, FRENCH65, GERMAN65, ITALIAN65, SPANISH65, CZECH65, PORT65}, // 65 CD2
{ENGLISH66, FRENCH66, GERMAN66, ITALIAN66, SPANISH66, CZECH66, PORT66}, // 66 CD2
{0}, // 67 -
{0}, // 68 -
{ENGLISH69, FRENCH69, GERMAN69, ITALIAN69, SPANISH69, CZECH69, PORT69}, // 69 CD2
{0}, // 70 -
{ENGLISH71, FRENCH71, GERMAN71, ITALIAN71, SPANISH71, CZECH71, PORT71}, // 71 SCOTLAND CD2
{ENGLISH72, FRENCH72, GERMAN72, ITALIAN72, SPANISH72, CZECH72, PORT72}, // 72 CD2
{ENGLISH73, FRENCH73, GERMAN73, ITALIAN73, SPANISH73, CZECH73, PORT73}, // 73 CD2
{ENGLISH74, FRENCH74, GERMAN74, ITALIAN74, SPANISH74, CZECH74, PORT74}, // 74 CD2
{0}, // 75 -
{0}, // 76 -
{0}, // 77 -
{0}, // 78 -
{0}, // 79 -
{0}, // 80 -
{0}, // 81 -
{0}, // 82 -
{0}, // 83 -
{0}, // 84 -
{0}, // 85 -
{0}, // 86 -
{0}, // 87 -
{0}, // 88 -
{0}, // 89 -
{ENGLISH90, FRENCH90, GERMAN90, ITALIAN90, SPANISH90, CZECH90, PORT90}, // 90 PHONE BOTH CD'S (NICO & TODRYK PHONE TEXT - can phone nico from a number of sections
{0}, // 91 -
{0}, // 92 -
{0}, // 93 -
{0}, // 94 -
{0}, // 95 -
{0}, // 96 -
{0}, // 97 -
{0}, // 98 -
{ENGLISH99, FRENCH99, GERMAN99, ITALIAN99, SPANISH99, CZECH99, PORT99}, // 99 MESSAGES BOTH CD'S - contains general text, most not requiring samples, but includes demo samples
{0}, // 100 -
{0}, // 101 -
{0}, // 102 -
{0}, // 103 -
{0}, // 104 -
{0}, // 105 -
{0}, // 106 -
{0}, // 107 -
{0}, // 108 -
{0}, // 109 -
{0}, // 110 -
{0}, // 111 -
{0}, // 112 -
{0}, // 113 -
{0}, // 114 -
{0}, // 115 -
{0}, // 116 -
{0}, // 117 -
{0}, // 118 -
{0}, // 119 -
{0}, // 120 -
{0}, // 121 -
{0}, // 122 -
{0}, // 123 -
{0}, // 124 -
{0}, // 125 -
{0}, // 126 -
{0}, // 127 -
{0}, // 128 -
{ENGLISH129, FRENCH129, GERMAN129, ITALIAN129, SPANISH129, CZECH129, PORT129}, // 129 NICO BOTH CD'S - used in screens 1,10,71,72,73
{0}, // 130 -
{ENGLISH131, FRENCH131, GERMAN131, ITALIAN131, SPANISH131, CZECH131, PORT131}, // 131 BENOIR CD1 - used in screens 31..35
{0}, // 132 -
{ENGLISH133, FRENCH133, GERMAN133, ITALIAN133, SPANISH133, CZECH133, PORT133}, // 133 ROSSO CD1 - used in screen 18
{0}, // 134 -
{0}, // 135 -
{0}, // 136 -
{0}, // 137 -
{0}, // 138 -
{0}, // 139 -
{0}, // 140 -
{0}, // 141 -
{0}, // 142 -
{0}, // 143 -
{0}, // 144 -
{ENGLISH145, FRENCH145, GERMAN145, ITALIAN145, SPANISH145, CZECH145, PORT145}, // 145 MOUE CD1 - used in screens 1 & 18
{ENGLISH146, FRENCH146, GERMAN146, ITALIAN146, SPANISH146, CZECH146, PORT146}, // 146 ALBERT CD1 - used in screens 4 & 5
{0}, // 147 -
{0}, // 148 -
{0}, // 149 -
};
RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{
0, //total_layers --- room 0 NOT USED
0, //size_x = width
0, //size_y = height
0, //grid_width = width/16 + 16
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes { background palette [0..183], sprite palette [184..255] }
{0,0}, //parallax layers
},
//------------------------------------------------------------------------
// PARIS 1
{
3, //total_layers //room 1
784, //size_x
400, //size_y
65, //grid_width
{room1_l0,room1_l1,room1_l2}, //layers
{room1_gd1,room1_gd2}, //grids
{room1_PAL,PARIS1_PAL}, //palettes
{room1_plx,0}, //parallax layers
},
{
3, //total_layers //room 2
640, //size_x
400, //size_y
56, //grid_width
{room2_l0,room2_l1,room2_l2,0}, //layers
{room2_gd1,room2_gd2,0}, //grids
{room2_PAL,PARIS1_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 3
640, //size_x
400, //size_y
56, //grid_width
{room3_l0,room3_l1,room3_l2,0}, //layers
{room3_gd1,room3_gd2,0}, //grids
{room3_PAL,PARIS1_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 4
640, //size_x
400, //size_y
56, //grid_width
{room4_l0,room4_l1,room4_l2,0}, //layers
{room4_gd1,room4_gd2,0}, //grids
{room4_PAL,PARIS1_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 5
640, //size_x
400, //size_y
56, //grid_width
{room5_l0,room5_l1,room5_l2,0}, //layers
{room5_gd1,room5_gd2,0}, //grids
{room5_PAL,PARIS1_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 6
640, //size_x
400, //size_y
56, //grid_width
{room6_l0,room6_l1,0,0}, //layers
{room6_gd1,0,0}, //grids
{room6_PAL,SEWER_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 7
640, //size_x
400, //size_y
56, //grid_width
{room7_l0,room7_l1,room7_l2,0}, //layers
{room7_gd1,room7_gd2,0}, //grids
{room7_PAL,SEWER_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 8
784, //size_x
400, //size_y
65, //grid_width
{room8_l0,room8_l1,room8_l2,0}, //layers
{room8_gd1,room8_gd2,0}, //grids
{room8_PAL,PARIS1_PAL}, //palettes
{room8_plx,0}, //parallax layers
},
//------------------------------------------------------------------------
// PARIS 2
{
3, //total_layers //room 9
640, //size_x
400, //size_y
56, //grid_width
{room9_l0,room9_l1,room9_l2,0}, //layers
{room9_gd1,room9_gd2,0}, //grids
{room9_PAL,PARIS2_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 10
640, //size_x
400, //size_y
56, //grid_width
{room10_l0,room10_l1,0,0}, //layers
{room10_gd1,0,0}, //grids
{room10_PAL,R10SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 11
640, //size_x
400, //size_y
56, //grid_width
{room11_l0,room11_l1,room11_l2,0}, //layers
{room11_gd1,room11_gd2,0}, //grids
{room11_PAL,PARIS2_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 12
640, //size_x
400, //size_y
56, //grid_width
{room12_l0,room12_l1,0,0}, //layers
{room12_gd1,0,0}, //grids
{room12_PAL,PARIS2_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 13
976, //size_x
400, //size_y
77, //grid_width
{room13_l0,room13_l1,room13_l2,0}, //layers
{room13_gd1,room13_gd2,0}, //grids
{room13_PAL,R13SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 14
640, //size_x
400, //size_y
56, //grid_width
{room14_l0,room14_l1,0,0}, //layers
{room14_gd1,0,0}, //grids
{room14_PAL,PARIS2_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 15
640, //size_x
400, //size_y
56, //grid_width
{room15_l0,room15_l1,room15_l2,0}, //layers
{room15_gd1,room15_gd2,0}, //grids
{room15_PAL,PARIS2_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 16
640, //size_x
400, //size_y
56, //grid_width
{R16L0,R16L1,0,0}, //layers
{R16G1,0,0}, //grids
{room16_PAL,PARIS2_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 17
640, //size_x
400, //size_y
56, //grid_width
{room17_l0,room17_l1,room17_l2,0}, //layers
{room17_gd1,room17_gd2,0}, //grids
{room17_PAL,PARIS2_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 18
640, //size_x
400, //size_y
56, //grid_width
{room18_l0,room18_l1,room18_l2,0}, //layers
{room18_gd1,room18_gd2,0}, //grids
{room18_PAL,R18SPRPAL}, //palettes
{0,0}, //parallax layers
},
//------------------------------------------------------------------------
// IRELAND
{
3, //total_layers //room 19 - Ireland Street
848, //size_x
864, //size_y
69, //grid_width
{R19L0,R19L1,R19L2,0}, //layers
{R19G1,R19G2,0}, //grids
{R19PAL,R19SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
4, //total_layers //room 20 - Macdevitts
640, //size_x
400, //size_y
56, //grid_width
{R20L0,R20L1,R20L2,R20L3}, //layers
{R20G1,R20G2,R20G3}, //grids
{R20PAL,R20SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 21 - Pub Cellar
640, //size_x
400, //size_y
56, //grid_width
{R21L0,R21L1,R21L2,0}, //layers
{R21G1,R21G2,0}, //grids
{R21PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 22 - Castle Gate
784, //size_x
400, //size_y
65, //grid_width
{R22L0,R22L1,0,0}, //layers
{R22G1,0,0}, //grids
{R22PAL,R22SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 23 - Castle Hay Top
640, //size_x
400, //size_y
56, //grid_width
{R23L0,0,0,0}, //layers
{0,0,0}, //grids
{R23PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 24 - Castle Yard
880, //size_x
400, //size_y
71, //grid_width
{R24L0,R24L1,0,0}, //layers
{R24G1,0,0}, //grids
{R24PAL,SPRITE_PAL}, //palettes
{R24PLX,0}, //parallax layers
},
{
2, //total_layers //room 25 - Castle Dig
640, //size_x
400, //size_y
56, //grid_width
{R25L0,R25L1,0,0}, //layers
{R25G1,0,0}, //grids
{R25PAL,R25SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 26 - Cellar Dark
640, //size_x
400, //size_y
56, //grid_width
{R26L0,R26L1,R26L2,0}, //layers
{R26G1,R26G2,0}, //grids
{R26PAL,R26SPRPAL}, //palettes
{0,0}, //parallax layers
},
//------------------------------------------------------------------------
// PARIS 3
{
3, //total_layers //room 27
640, //size_x
400, //size_y
56, //grid_width
{R27L0,R27L1,R27L2,0}, //layers
{R27G1,R27G2,0}, //grids
{room27_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 28
640, //size_x
400, //size_y
56, //grid_width
{R28L0,R28L1,R28L2,0}, //layers
{R28G1,R28G2,0}, //grids
{R28PAL,R28SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 29
640, //size_x
400, //size_y
56, //grid_width
{R29L0,R29L1,0,0}, //layers
{R29G1,0,0}, //grids
{R29PAL,R29SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 30 - for MONITOR seen while player in rm34
640, //size_x
400, //size_y
56, //grid_width
{MONITOR,0,0,0}, //layers
{0,0,0}, //grids
{MONITOR_PAL,PARIS3_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 31
640, //size_x
400, //size_y
56, //grid_width
{room31_l0,0,0,0}, //layers
{0,0,0}, //grids
{room31_PAL,PARIS3_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 32
640, //size_x
400, //size_y
56, //grid_width
{room32_l0,room32_l1,room32_l2,0}, //layers
{room32_gd1,room32_gd2,0}, //grids
{room32_PAL,PARIS3_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 33
640, //size_x
400, //size_y
56, //grid_width
{room33_l0,room33_l1,room33_l2,0}, //layers
{room33_gd1,room33_gd2,0}, //grids
{room33_PAL,PARIS3_PAL}, //palettes
{0,0}, //parallax layers
},
{
4, //total_layers //room 34
1120, //size_x
400, //size_y
86, //grid_width
{room34_l0,room34_l1,room34_l2,room34_l3}, //layers
{room34_gd1,room34_gd2,room34_gd3}, //grids
{room34_PAL,PARIS3_PAL}, //palettes
{R34PLX,0}, //parallax layers
},
{
2, //total_layers //room 35
640, //size_x
400, //size_y
56, //grid_width
{room35_l0,room35_l1,0}, //layers
{room35_gd1,0}, //grids
{room35_PAL,PARIS3_PAL}, //palettes
{0,0}, //parallax layers
},
//------------------------------------------------------------------------
// PARIS 4
{
2, //total_layers //room 36
960, //size_x
400, //size_y
76, //grid_width
{R36L0,R36L1,0,0}, //layers
{R36G1,0,0}, //grids
{room36_PAL,R36SPRPAL}, //palettes
{R36PLX,0}, //parallax layers
},
{
2, //total_layers //room 37
640, //size_x
400, //size_y
56, //grid_width
{R37L0,R37L1,0,0}, //layers
{R37G1,0,0}, //grids
{room37_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 38
640, //size_x
400, //size_y
56, //grid_width
{R38L0,R38L1,0,0}, //layers
{R38G1,0,0}, //grids
{room38_PAL,R38SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 39
640, //size_x
400, //size_y
56, //grid_width
{R39L0,R39L1,0,0}, //layers
{R39G1,0,0}, //grids
{room39_PAL,R39SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 40
640, //size_x
400, //size_y
56, //grid_width
{R40L0,0,0,0}, //layers
{0,0,0}, //grids
{room40_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 41
640, //size_x
400, //size_y
56, //grid_width
{R41L0,R41L1,0,0}, //layers
{R41G1,0,0}, //grids
{room41_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 42
640, //size_x
400, //size_y
56, //grid_width
{R42L0,R42L1,R42L2,0}, //layers
{R42G1,R42G2,0}, //grids
{room42_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 43
640, //size_x
400, //size_y
56, //grid_width
{R43L0,R43L1,0,0}, //layers
{R43G1,0,0}, //grids
{room43_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 44
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
//------------------------------------------------------------------------
// SYRIA
{
2, //total_layers //room 45 - Syria Stall
1152, //size_x
400, //size_y
88, //grid_width
{R45L0,R45L1,0,0}, //layers
{R45G1,0,0}, //grids
{R45PAL,R45SPRPAL}, //palettes
{R45PLX,0}, //parallax layers
},
{
3, //total_layers //room 46 (Hotel Alley, Paris 2)
640, //size_x
400, //size_y
56, //grid_width
{room46_l0,room46_l1,room46_l2,0}, //layers
{room46_gd1,room46_gd2,0}, //grids
{room46_PAL,PARIS2_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 47 - Syria Carpet
640, //size_x
800, //size_y
56, //grid_width
{R47L0,R47L1,R47L2,0}, //layers
{R47G1,R47G2,0}, //grids
{R47PAL,SYRIA_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 48 (Templar Church, Paris 4)
1184, //size_x
400, //size_y
90, //grid_width
{R48L0,R48L1,R48L2,0}, //layers
{R48G1,R48G2,0}, //grids
{R48PAL,R48SPRPAL}, //palettes
{R48PLX,0}, //parallax layers
},
{
3, //total_layers //room 49 - Syria Club
640, //size_x
400, //size_y
56, //grid_width
{R49L0,R49L1,R49L2,0}, //layers
{R49G1,R49G2,0}, //grids
{R49PAL,SYRIA_PAL}, //palettes
{0,0}, //parallax layers
},
{
4, //total_layers //room 50 - Syria Toilet
640, //size_x
400, //size_y
56, //grid_width
{R50L0,R50L1,R50L2,R50L3}, //layers
{R50G1,R50G2,R50G3}, //grids
{R50PAL,SYRIA_PAL}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 51 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 52 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 53 - Bull Head Pan
880, //size_x
1736, //size_y
71, //grid_width
{R53L0,0,0,0}, //layers
{0,0,0}, //grids
{R53PAL,R53SPRPAL}, //palettes
{FRONT53PLX,BACK53PLX}, //parallax layers
},
{
2, //total_layers //room 54 - Bull Head
896, //size_x
1112, //size_y
72, //grid_width
{R54L0,R54L1,0,0}, //layers
{R54G1,0,0}, //grids
{R54PAL,SYRIA_PAL}, //palettes
{R54PLX,0}, //parallax layers - SPECIAL BACKGROUND PARALLAX - MUST GO IN FIRST SLOT
},
{
1, //total_layers //room 55 - Bull Secret
1040, //size_x
400, //size_y
81, //grid_width
{R55L0,0,0,0}, //layers
{0,0,0}, //grids
{R55PAL,R55SPRPAL}, //palettes
{R55PLX,0}, //parallax layers
},
//------------------------------------------------------------------------
// SPAIN
{
3, //total_layers //room 56 - Countess' room
640, //size_x
400, //size_y
56, //grid_width
{R56L0,R56L1,R56L2,0}, //layers
{R56G1,R56G2,0}, //grids
{R56PAL,SPAIN_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 57 - Spain Drive
1760, //size_x
400, //size_y
126, //grid_width
{R57L0,R57L1,0,0}, //layers
{R57G1,0,0}, //grids
{R57PAL,SPAIN_PAL}, //palettes
{R57PLX,0}, //parallax layers
},
{
2, //total_layers //room 58 - Mausoleum Exterior
864, //size_x
400, //size_y
70, //grid_width
{R58L0,R58L1,0,0}, //layers
{R58G1,0,0}, //grids
{R58PAL,SPAIN_PAL}, //palettes
{R58PLX,0}, //parallax layers
},
{
3, //total_layers //room 59 - Mausoleum Interior
640, //size_x
400, //size_y
56, //grid_width
{R59L0,R59L1,R59L2,0}, //layers
{R59G1,R59G2,0}, //grids
{R59PAL,SPAIN_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 60 - Spain Reception
640, //size_x
400, //size_y
56, //grid_width
{R60L0,R60L1,R60L2,0}, //layers
{R60G1,R60G2,0}, //grids
{R60PAL,SPAIN_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 61 - Spain Well
640, //size_x
400, //size_y
56, //grid_width
{R61L0,R61L1,0,0}, //layers
{R61G1,0,0}, //grids
{R61PAL,SPAIN_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 62 - CHESS PUZZLE
640, //size_x
400, //size_y
56, //grid_width
{R62L0,0,0,0}, //layers
{0,0,0}, //grids
{R62PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
//------------------------------------------------------------------------
// NIGHT TRAIN
{
2, //total_layers //room 63 - train_one
2160, //size_x
400, //size_y
151, //grid_width
{R63L0,R63L1,0,0}, //layers
{R63G1,0,0}, //grids
{R63PAL,TRAIN_PAL}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 64 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 65 - compt_one
640, //size_x
400, //size_y
56, //grid_width
{R65L0,R65L1,0,0}, //layers
{R65G1,0,0}, //grids
{R65PAL,TRAIN_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 66 - compt_two
640, //size_x
400, //size_y
56, //grid_width
{R66L0,0,0,0}, //layers
{0,0,0}, //grids
{R66PAL,TRAIN_PAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 67 - compt_three
640, //size_x
400, //size_y
56, //grid_width
{R67L0,R67L1,0,0}, //layers
{R67G1,0,0}, //grids
{R67PAL,TRAIN_PAL}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 68 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 69 - train_guard
640, //size_x
400, //size_y
56, //grid_width
{R69L0,R69L1,0,0}, //layers
{R69G1,0,0}, //grids
{R69PAL,R69SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 70 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
//------------------------------------------------------------------------
// SCOTLAND
{
2, //total_layers //room 71 - churchyard
1760, //size_x
400, //size_y
126, //grid_width
{R71L0,R71L1,0,0}, //layers
{R71G1,0,0}, //grids
{R71PAL,SPRITE_PAL}, //palettes
{R71PLX,0}, //parallax layers
},
{
2, //total_layers //room 72 - church_tower
640, //size_x
400, //size_y
56, //grid_width
{R72L0,R72L1,0,0}, //layers
{R72G1,0,0}, //grids
{R72PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
3, //total_layers //room 73 - crypt
640, //size_x
400, //size_y
56, //grid_width
{R73L0,R73L1,R73L2,0}, //layers
{R73G1,R73G2,0}, //grids
{R73PAL,R73SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
2, //total_layers //room 74 - secret_crypt
1136, //size_x
400, //size_y
87, //grid_width
{R74L0,R74L1,0,0}, //layers
{R74G1,0,0}, //grids
{R74PAL,ENDSPRPAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 75 - secret_crypt
640, //size_x
400, //size_y
56, //grid_width
{R75L0,0,0,0}, //layers
{0,0,0}, //grids
{R75PAL,ENDSPRPAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 76 - secret_crypt
640, //size_x
400, //size_y
56, //grid_width
{R76L0,0,0,0}, //layers
{0,0,0}, //grids
{R76PAL,ENDSPRPAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 77 - secret_crypt
640, //size_x
400, //size_y
56, //grid_width
{R77L0,0,0,0}, //layers
{0,0,0}, //grids
{R77PAL,ENDSPRPAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 78 - secret_crypt
640, //size_x
400, //size_y
56, //grid_width
{R78L0,0,0,0}, //layers
{0,0,0}, //grids
{R78PAL,ENDSPRPAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 79 - secret_crypt
640, //size_x
400, //size_y
56, //grid_width
{R79L0,0,0,0}, //layers
{0,0,0}, //grids
{R79PAL,ENDSPRPAL}, //palettes
{0,0}, //parallax layers
},
//------------------------------------------------------------------------
// MAPS
{
1, //total_layers //room 80 - paris map
640, //size_x
400, //size_y
56, //grid_width
{room80_l0,0,0,0}, //layers
{0,0,0}, //grids
{room80_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 81 - for sequence of Assassin coming up stairs to rm17
640, //size_x
400, //size_y
56, //grid_width
{ASSTAIR2,0,0,0}, //layers
{0,0,0}, //grids
{ASSTAIR2_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 82 - Map of Britain, viewed frrom sc55 (Syria Cave)
640, //size_x
400, //size_y
56, //grid_width
{BRITMAP,0,0,0}, //layers
{0,0,0}, //grids
{BRITMAP_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 83 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 84 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 85 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 86 - europe map
640, //size_x
400, //size_y
56, //grid_width
{room86_l0,0,0,0}, //layers
{0,0,0}, //grids
{room86_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 87 - normal window in sc48
640, //size_x
400, //size_y
56, //grid_width
{WINDOW1,0,0,0}, //layers
{0,0,0}, //grids
{WINDOW1_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 88 - filtered window in sc48
640, //size_x
400, //size_y
56, //grid_width
{WINDOW2,0,0,0}, //layers
{0,0,0}, //grids
{WINDOW2_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 89 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 90 - phone screen
640, //size_x
400, //size_y
56, //grid_width
{R90L0,0,0,0}, //layers
{0,0,0}, //grids
{R90PAL,PHONE_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 91 - envelope screen
640, //size_x
400, //size_y
56, //grid_width
{R91L0,0,0,0}, //layers
{0,0,0}, //grids
{R91PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 92 - for close up of George surprised in wardrobe in sc17
640, //size_x
400, //size_y
56, //grid_width
{SBACK17,0,0,0}, //layers
{0,0,0}, //grids
{SBACK17PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 93 - for close up of George inquisitive in wardrobe in sc17
640, //size_x
400, //size_y
56, //grid_width
{IBACK17,0,0,0}, //layers
{0,0,0}, //grids
{IBACK17PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 94 - for close up of George in sarcophagus in sc29
640, //size_x
400, //size_y
56, //grid_width
{BBACK29,0,0,0}, //layers
{0,0,0}, //grids
{BBACK29PAL,BBACK29SPRPAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 95 - for close up of George during templar meeting, in sc38
640, //size_x
400, //size_y
56, //grid_width
{BBACK38,0,0,0}, //layers
{0,0,0}, //grids
{BBACK38PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 96 - close up of chalice projection
640, //size_x
400, //size_y
56, //grid_width
{CHALICE42,0,0,0}, //layers
{0,0,0}, //grids
{CHALICE42_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 97 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
{
0, //total_layers //room 98 - NOT USED
0, //size_x
0, //size_y
0, //grid_width
{0,0,0,0}, //layers
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
},
{
1, //total_layers //room 99 - blank screen
640, //size_x
400, //size_y
56, //grid_width
{room99_l0,0,0,0}, //layers
{0,0,0}, //grids
{room99_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
}
};
const char Music::_tuneList[TOTAL_TUNES][8] = {
"", // 0 SPARE
"1m2", // DONE 1 George picks up the newspaper
"1m3", // DONE 2 In the alley for the first time
"1m4", // DONE 3 Alleycat surprises George
"1m6", // DONE 4 George fails to remove manhole cover. Even numbered attempts
"1m7", // !!!! 5 George fails to remove manhole cover. Odd numbered attempts
"1m8", // DONE 6 George leaves alley
"1m9", // DONE 7 George enters cafe for the first time
"1m10", // DONE 8 Waitress
"1m11", // DONE 9 Lying doctor
"1m12", // DONE 10 Truthful George
"1m13", // DONE 11 Yes, drink brandy
"1m14", // DONE 12 Yes, he's dead (Maybe 1m14a)
"1m15", // DONE 13 From, "...clown entered?"
"1m16", // DONE 14 From, "How did the old man behave?"
"1m17", // DONE 15 Salah-eh-Din
"1m18", // DONE 16 From, "Stay here, mademoiselle"
"1m19", // DONE 17 Leaving the cafe
"1m20", // DONE 18 Stick-up on Moue's gun
"1m21", // DONE 19 From, "Stop that, monsieur"
"1m22", // DONE 20 From, "If you can"
"1m23", // DONE 21 From, "Yeah,...clown"
"1m24", // DONE 22 From, he claimed to be a doctor
"1m25", // DONE 23 First time George meets Nico
"1m26", // DONE 24 From, "Oh God, him again." (Read notes on list)
"1m27", // DONE 25 From, "He's inside"
"1m28", // DONE 26 From, "You speak very good English"
"1m29", // DONE 27 From, "Why won't you tell me about this clown?"
"1m28a", // DONE 28 Costumed killers from, "How did Plantard get your name?"
"1m30", // DONE 29 From, "I really did see the clown" when talking to Moue at cafe doorway
"1m31", // DONE 30 From, "I found this (paper) in the street" (talking to Moue)
"1m32", // DONE 31 From, "What's the difference?"
"1m34", // DONE 32 Roadworker "Did you see a clown?"
"1m35", // DONE 33 Worker re: explosion, "I guess not"
"2m1", // DONE 34 From, "What about the waitress?"
"2m2", // DONE 35 From, "Did you see the old guy with the briefcase?"
"2m4", // DONE 36 "Would you like to read my newspaper?" (2M3 is at position 144)
"2m5", // DONE 37 From, "Ah, what's this Saleh-eh-Din?"
"2m6", // DONE 38 From, "It was a battered old tool box".
"2m7", // DONE 39 George "borrows" the lifting key
"2m8", // DONE 40 From 'phone page. Call Nico
"2m9", // DONE 41 Leaving the workman's tent
"2m10", // DONE 42 Use lifting keys on manhole
"2m11", // DONE 43 Into sewer no.1 from George on his knees (Alternative: 2m12)
"2m12", // DONE 44 Into sewer (alternative to 2m11)
"2m13", // DONE 45 George bends to pick up the red nose
"2m14", // DONE 46 Paper tissue, "It was a soggy..."
"2m15", // DONE 47 Cloth, as George picks it up. (Alternative: 2m16)
"2m16", // !!!! 48 Alternative cloth music
"2m17", // DONE 49 George climbs out of sewer.
"2m18", // DONE 50 From, "The man I chased..."
"2m19", // DONE 51 Spooky music for sewers.
"2m20", // DONE 52 "She isn't hurt, is she?"
"2m21", // DONE 53 Click on material icon
"2m22", // DONE 54 Spooky music for sewers.
"2m23", // DONE 55 From, "So you don't want to hear my experiences in the desert?"
"2m24", // DONE 56 On the material icon with Albert (suit icon instead, because material icon done)
"2m25", // DONE 57 After "What was on the label?" i.e. the 'phone number.
"2m26", // DONE 58 Leaving yard, after, "I hope you catch that killer soon." Also for the Musee Crune icon on the map (5M7).
"2m27", // DONE 59 As George starts to 'phone Todryk. (Repeated every time he calls him). Also, when the aeroport is clicked on (5M21).
"2m28", // DONE 60 Todryk conversation after, "Truth and justice"
"2m29", // DONE 61 'Phoning Nico from the roadworks. Also, 'phoning her from Ireland, ideally looping and fading on finish (6M10).
"2m30", // DONE 62 First time on Paris map
"2m31", // DONE 63 Click on Rue d'Alfred Jarry
"2m32", // DONE 64 From, "Will you tell me my fortune?"
"2m33", // DONE 65 After "Can you really tell my future?"
"1m28", // DONE 66 "What about the tall yellow ones?" Copy from 1M28.
"2m24", // DONE 67 Material Icon. Copy from 2M24
"2m6", // DONE 68 Exit icon on "See you later". Copy from 2M6.
"1m25", // DONE 69 On opening the front foor to Nico's. Copy from 1M25. .
"2m38", // DONE 70 Victim 1: From, "Tell me more about the clown's previous victims."
"2m39", // DONE 71 Victim 2: After, "What about the clown's second victim?"
"2m40", // DONE 72 Victim 3: On clown icon for 3rd victim.
"3m1", // DONE 73 George passes Nico the nose.
"3m2", // DONE 74 With Nico. From, "I found a piece of material..."
"3m3", // DONE 75 After George says, "... or clowns?"
"3m4", // DONE 76 After, "Did you live with your father?"
"1m28", // DONE 77 After, "Do you have a boyfriend?". Copy from 1M28.
"2m26", // DONE 78 After, "Good idea" (about going to costumier's). Copy from 2M26.
"3m7", // DONE 79 On costumier's icon on map.
"3m8", // DONE 80 Costumier's, after, "Come in, welcome."
"3m9", // DONE 81 On entering costumier's on later visits
"3m10", // DONE 82 After, "A description, perhaps."
"2m13", // DONE 83 Red nose icon at costumier's. Copy 2M13.
"3m12", // DONE 84 Tissue icon. Also, after Nico's "No, I write it (the magazine) 5M19.
"3m13", // DONE 85 Photo icon over, "Do you recognise this man?"
"3m14", // DONE 86 Exit icon, over, "Thanks for your help, buddy."
"2m9", // DONE 87 Clicking on police station on the map.
"3m17", // DONE 88 Police station on, "I've tracked down the clown's movements."
"3m18", // DONE 89 "One moment, m'sieur," as Moue turns.
"3m19", // DONE 90 G. on Rosso. "If he was trying to impress me..."
"3m20", // DONE 91 G. thinks, "He looked at me as if I'd farted."
"3m21", // DONE 92 Over Rosso's, "I've washed my hands of the whole affair."
"3m22", // DONE 93 Played over, "So long, inspector."
"3m24", // DONE 94 Conversation with Todrk, "He bought a suit from you, remember?"
"3m26", // !!!! 95 This piece is a problem. Don't worry about it for present.
"3m27", // DONE 96 George to Nico (in the flat): "Have you found out anymore?" [about the murders? or about the templars? JEL]
"2m26", // DONE 97 After, "Don't worry, I will." on leaving Nico's.
"3m29", // DONE 98 Ubu icon on the map.
"3m30", // DONE 99 G and Flap. After, "I love the clowns. Don't you?" AND "after "Not if you see me first" (3M31)
"3m32", // DONE 100 Source music for Lady Piermont.
"3m33", // DONE 101 More music for Lady P.
"2m13", // DONE 102 Red Nose music Copy 2M13
"4m3", // DONE 103 On photo, "Do you recognise the man in this photograph"
"4m4", // DONE 104 With Lady P. After, "Hi there, ma'am."
"4m5", // DONE 105 After, "I think the word you're looking for is...dick"
"4m6", // DONE 106 After, "English arrogance might do the trick." Also for "More English arrogance" (4M27)
"4m8", // !!!! 107 As George grabs key.
"4m9", // DONE 108 Room 21, on "Maybe it wasn't the right room"
"4m10", // DONE 109 On coming into 21 on subsequent occasions.
"4m11", // DONE 110 As George steps upto window.
"4m12", // DONE 111 Alternative times he steps up to the window.
"4m13", // DONE 112 In Moerlin's room
"4m14", // DONE 113 Sees "Moerlin" on the Stairs
"4m15", // DONE 114 George closing wardrobe door aftre Moerlin's gone.
"4m17", // DONE 115 After, "take your mind off the inquest"
"4m18", // DONE 116 "It was just as I'd imagined."
"4m19", // DONE 117 Show photo to Lady P
"4m20", // DONE 118 Lady P is "shocked" after the name "Khan".
"4m21", // DONE 119 After, "A bundle of papers, perhaps".
"4m22", // DONE 120 After, "Plantard's briefcase"
"4m24", // DONE 121 On fade to black as George leaves the hotel (prior to being searched)
"4m25", // DONE 122 After, "I break your fingers"
"4m28", // DONE 123 After clerk says, "Voila, m'sieur. Le manuscript..."
"4m29", // DONE 124 Onto the window sill after getting the manuscript.
"4m31", // DONE 125 Searched after he's dumped the manuscript in the alleyway.
"4m32", // DONE 126 Recovering the manuscript in the alley, "If the manuscript was..."
"5m1", // DONE 127 The manuscript, just after, "It's worth enough to kill for."
"5m2", // !SMK 128 The Templars after, "...over 800 years ago."
"5m3", // DONE 129 After, "Let's take another look at that manuscript"
"5m4", // DONE 130 On "Knight with a crystal ball" icon
"5m5", // DONE 131 On Nico's, "Patience"
"5m6", // DONE 132 After "I'm sure it will come in useful" when George leaves. Also, George leaving Nico after, "Keep me informed if you find anything new" (5M20). + "just take care of yourself"
"5m8", // DONE 133 Entering the museum for the first time on the fade.
"5m9", // DONE 134 George with guard after, "park their cars." Guard saying "No, no, no"
"5m10", // DONE 135 Incidental looking around the museum music. + fading from map to museum street, when lobineau is in museum
"5m11", // DONE 136 From "In the case was a spindly tripod, blackened with age and pitted with rust...". George answers Tripod ((?)That's what the cue list says). Also 5M15 and 5M16)
"5m12", // DONE 137 More looking around music.
"5m13", // DONE 138 Opening the mummy case.
"5m14", // DONE 139 High above me was a window
"5m17", // DONE 140 "As I reached toward the display case" (5M18 is in slot 165)
"5m22", // !SMK 141 From Ireland on the Europe map.
"5m23", // !!!! 142 IN front of the pub, searching.
"5m24", // DONE 143 Cheeky Maguire, "Wait 'til I get back"
"2m3", // DONE 144 Before, "Did anybody at the village work at the dig?" Loop and fade.
"6m1", // DONE 145 After, "You know something ... not telling me, don't you?"
"6m2", // DONE 146 On, "Mister, I seen it with my own eyes."
"6m3", // DONE 147 After, "Did you get to see the ghost" + On George's, "As soon as I saw the flickering torches..." in SCR_SC73.txt.
"6m4", // DONE 148 "the bloody place is haunted", just after G's "rational explanation... the castle"
"6m5", // DONE 149 Pub fiddler 1. Please programme stops between numbers - about 20" and a longer one every four or five minutes.
"6m6", // DONE 150 Pub fiddler 2.
"6m7", // DONE 151 Pub fiddler 3.
"6m8", // DONE 152 Pub fiddler 4.
"6m12", // DONE 153 Exit pub (as door opens). Copy from 2M6.
"2m6", // DONE 154 Going to the castle, start on the path blackout.
"5m1", // DONE 155 On, "Where was the Templar preceptory?" Copy 5M1
"6m15", // DONE 156 "On, "Do you mind if I climb up your hay stack..."
"7m1", // DONE 157 On plastic box, "It was a featureless..."
"7m2", // DONE 158 On tapping the plastic box with the sewer key
"7m4", // !!!! 159 "Shame on you, Patrick!" Fitzgerald was at the dig
"7m5", // !!!! 160 On the icon that leads to, "Maguire says that he saw you at the dig"
"7m6", // !!!! 161 On "The man from Paris"
"7m7", // !!!! 162 On, "I wish I'd never heard of..."
"7m8", // DONE 163 Exit pub
"7m11", // DONE 164 George picks up gem.
"7m14", // DONE 165 On George's icon, "the driver of the Ferrari..."
"7m15", // DONE 166 After George, "His name is Sean Fitzgerald"
"5m18", // DONE 167 Leaving museum after discovering tripod.
"6m11", // !!!! 168 With Fitz. On G's, "Did you work at...?". This is triggered here and on each subsequent question, fading at the end.
"7m17", // DONE 169 "You don't have to demolish the haystack"
"7m18", // DONE 170 George begins to climb the haystack.
"7m19", // DONE 171 Alternative climbing haystack music. These two tracks can be rotated with an ascent with FX only).
"7m20", // DONE 172 Attempting to get over the wall.
"7m21", // DONE 173 Descending the haystack
"7m22", // !!!! 174 Useful general purpose walking about music.
"7m23", // DONE 175 "Plastic cover" The exposed box, LB and RB.
"7m28", // !!!! 176 "No return"
"7m30", // !!!! 177 Picking up drink music (This will definitely clash with the fiddle music. We'll use it for something else). *
"7m31", // !!!! 178 Showing the landlord the electrician's ID.
"7m32", // !!!! 179 Stealing the wire (Probable clash again) *
"7m33", // DONE 180 On fade to black before going down into dark cellar.
"7m34", // DONE 181 On opening the grate, as George says, "I lifted the..." Khan's entrance.
"8m1", // DONE 182 Going down into the light cellar, starting as he goes through bar door.
"8m2", // DONE 183 General cellar music on, "It was an empty carton".
"8m4", // !!!! 184 Trying to get the bar towel. On, "The man's arm lay across..." *
"8m7", // DONE 185 Squeeze towel into drain. On, "Silly boy..."
"8m10", // DONE 186 Entering the castle as he places his foot on the tool embedded into the wall.
"8m11", // DONE 187 On, "Hey, billy." Goat confrontation music.
"8m12", // DONE 188 First butt from goat at moment of impact.
"8m13", // DONE 189 On examining the plough.
"8m14", // DONE 190 Second butt from goat.
"8m15", // DONE 191 Third butt from goat.
"8m16", // DONE 192 All subsequent butts, alternating with no music.
"8m18", // DONE 193 Poking around in the excavation music. I'd trigger it as he starts to descend the ladder into the dig.
"8m19", // DONE 194 "There was a pattern..." The five holes.
"8m20", // DONE 195 George actually touches the stone. Cooling carving (?)
"8m21", // DONE 196 "As I swung the stone upright" coming in on "Upright"
"8m22", // DONE 197 "The sack contained"
"8m24", // DONE 198 Down wall. As screen goes black. George over wall to haystack.
"8m26", // DONE 199 Wetting the towel
"8m28", // DONE 200 Wetting plaster. As George reaches for the towel prior to wringing water onto the plaster.
"8m29", // DONE 201 Mould in "The hardened plaster..."
"8m30", // DONE 202 Entering castle. As George steps in.
"8m31", // DONE 203 After George, "Hardly - he was dead." in nico_scr.txt
"8m37", // !!!! 204 Talking to Lobineau about the Templars. 5M2Keep looping and fade at the end.
// The problem is that it's an enormous sample and will have to be reduced in volume.
// I suggest forgetting about this one for the time being.
// If there's room when the rest of the game's in, then I'll re-record it more quietly and call it 8M37, okay?
"8m38", // DONE 205 "A female friend"
"8m39", // DONE 206 "Public toilet"
"8m40", // DONE 207 When George asks, "Where was the site at Montfaucon?" (to Lobineau, I suppose)
"8m41", // DONE 208 On matchbox icon. "Does this matchbook mean anything to you?"
"9m1", // DONE 209 On George, "It was the king of France" in ross_scr.txt
"9m2", // DONE 210 George, "Why do you get wound up...?" in ross_scr.txt
"9m3", // DONE 211 Ever heard of a guy called Marquet? Jacques Marquet?
"9m5", // DONE 212 On fade up at the hospital drive
"9m6", // DONE 213 On fade up inside the hospital
"9m7", // DONE 214 With Eva talking about Marquet. Before, "I'm conducting a private investigation."
"9m8", // DONE 215 With Eva, showing her the ID card.
"9m9", // DONE 216 With Eva, second NURSE click, "If nurse Grendel is that bad..."
"9m10", // DONE 217 Saying goodbye to Eva on the conversation where he discovers Marquet's location + on fade up on Sam's screen after being kicked off the ward
"9m11", // DONE 218 Talking to Sam. On, "Oh - hiya!" + first click on MR_SHINY
"9m13", // DONE 219 When George drinks from the cooler.
"9m14", // DONE 220 To Grendel, third MARQUET click. On "Do you know who paid for Marquet's room?"
"9m15", // DONE 221 To Grendel on first CLOWN click, "Do you have any clowns on the ward?"
"9m17", // DONE 222 When George pulls Shiny's plug the first time, on "As I tugged the plug..."
"9m18", // DONE 223 On subsequent plug tuggings if George has failed to get the white coat.
"9m19", // DONE 224 With the consultant, on "Excuse me, sir..."
"9m20", // DONE 225 Talking to Grendel. Launch immediately after she gives him the long metal box and "a stunning smile"
"9m21", // DONE 226 On Eric's, "Doctor!" when George is trying to get by for the first time, i.e. ward_stop_flag==0.
"9m22", // DONE 227 On Eric's, "Oh, Doctor!" when George is trying to get by for the second time, i.e. ward_stop_flag==1.
"9m23", // DONE 228 On Eric's, "You haven't finished taking my blood pressure!" when George is trying to get by for the third+ time, i.e. ward_stop_flag>1.
"9m24", // DONE 229 Giving the pressure gauge to Benoir, on, "Here, take this pressure gauge."
"9m25", // DONE 230 With Benoir, suggesting he use the gauge on the nurse. On, "Use it on Nurse Grendel."
"10m1", // DONE 231 Immediately after Marquet's, "Well, what are you waiting for? Get it over with!"
"10m2", // DONE 232 When George pulls open the sarcophagus lid prior to his successful hiding before the raid.
"10m3", // DONE 233 On fade to black as George spies on the Neo-Templars.
"10m4", // DONE 234 On second peer through the hole at the "Templars"
"11m1", // DONE 235 On clicking on the Marib button.
"11m3", // DONE 236 Loop in the Club Alamut, alternating with...
"11m4", // DONE 237 Loop in the Club Alamut.
"11m7", // DONE 238 When the door in the Bull's Mouth closes on George.
"11m8", // DONE 239 When the door opens to reveal Khan, immediately after, "You!" in KHAN_55.TXT.
"11m9", // !SMK 240 Over the "Going to the Bull's Head" smacker. Probably.
"12m1", // DONE 241 Clicking on the Spain icon from the aeroport. (AFTER CHANGING CD!)
"11m2", // DONE 242 Loop in the marketplace of Marib.
"spm2", // DONE 243 On fade up in the Countess' room for the first time.
"spm3", // DONE 244 At the end of VAS1SC56, triggered immediately before the Countess says, "Senor Stobbart, if I find that you are wasting my time..."
"spm4", // DONE 245 Immediately before Lopez enters the mausoleum with the chess set.
"spm5", // DONE 246 (This is actually 5m2 copied for CD2) Played through the chess puzzle. Ideally, when it finsishes, give it a couple of seconds and then launch 12m1. When that finishes, a couple of seconds and then back to this and so on and so forth.
"spm6", // DONE 247 On fade up from completing the chess puzzle. The climax is now "spm6b"
"scm1", // DONE 248 This is used whenever George goes out of a carriage and onto the corridor.
"scm2", // DONE 249 As George climbs out of the train window.
"scm3", // DONE 250 As George lands inside the guard's van.
"scm4", // DONE 251 On Khan's death speech, "A noble foe..."
"scm5", // DONE 252 George to Khan. On, "You're talking in riddles!"
"scm6", // DONE 253 Before, "He's dead"
"scm7", // DONE 254 Kissing Nico. After, "Where do you think you're going?"
"scm8", // DONE 255 In the churchyard after Nico's, "I rather hope it did"
"scm11", // DONE 256 Click on the opened secret door.
"rm3a", // DONE 257 Immediately they fade up in the great cave.
"rm3b", // DONE 258 The scene change immediately after Eklund says, "If you wish to live much longer..."
"scm16", // DONE 259 The big end sequence from when the torch hits the gunpowder. Cross fade with the shortened version that fits on the Smacker.
"scm1b", // DONE 260 When George passes the trigger point toward the back of the train and he sees Guido.
"spm6b", // DONE 261 The climax of "spm6", which should coincide with the Countess holding up the chalice.
"marquet", // DONE 262 Starts at the fade down when George is asked to leave Jacques' room
"rm4", // DONE 263 "On crystal stand icon. As George walks to the centre of the cavern." I'd do this on the first LMB on the stump.
"rm5", // DONE 264 "On icon. As George places the crystal on top of the stand." When the player places the gem luggage on the emplaced tripod.
"rm6", // DONE 265 "Chalice reflection. On icon as George places Chalice on floor of Church" i.e. the mosaic in the Baphomet dig. It's over thirty seconds long so it had best start running when the chalice luggage is placed on the mosaic so it runs through the big screen of the reflection.
"rm7", // DONE 266 "Burning candle. On icon as George sets about lighting candle." One minute forty-eight, this one. I've no idea how long the burning candle Smacker is but the cue description seems to indicate it should run from the moment the burning tissue successfully lights the candle, i.e. the window is shut.
"rm8", // DONE 267 "Down well. George descends into circus trap well." I think the circus reference refers to the lion. Run it from the moment that George gets off the rope and has a look around. Run it once only.
"rm3c", // DONE 268 On the scene change to the Grand Master standing between the pillars as the earth power whomps him.
"rm3d", // DONE 269 ONe the scene change after the Grand Master says, "George, we have watched you..." This one might need a bit of fiddling to get it to match to the fisticuffs.
};
const FxDef Sound::_fxList[312] = {
// 0
{
0, // sampleId
0, // type (FX_LOOP, FX_RANDOM or FX_SPOT)
0, // delay (random chance for FX_RANDOM sound fx)
{ // roomVolList
{0,0,0}, // {roomNo,leftVol,rightVol}
},
},
//------------------------
// 1 Newton's cradle. Anim=NEWTON.
{
FX_NEWTON, // sampleId
FX_SPOT, // type
7, // delay (or random chance)
{ // roomVolList
{45,4,2}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 2
{
FX_TRAFFIC2, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{1,12,12}, // {roomNo,leftVol,rightVol}
{2,1,1},
{3,1,1},
{4,13,13},
{5,1,1},
{8,7,7},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 3
{
FX_HORN1, // sampleId
FX_RANDOM, // type
1200, // delay (or random chance)
{ // roomVolList
{1,3,3}, // {roomNo,leftVol,rightVol}
{3,1,1},
{4,1,1},
{5,2,2},
{8,4,4},
{18,2,3},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 4
{
FX_HORN2, // sampleId
FX_RANDOM, // type
1200, // delay (or random chance)
{ // roomVolList
{1,4,4}, // {roomNo,leftVol,rightVol}
{3,2,2},
{4,3,3},
{5,2,2},
{8,4,4},
{18,1,1},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 5
{
FX_HORN3, // sampleId
FX_RANDOM, // type
1200, // delay (or random chance)
{ // roomVolList
{1,4,4}, // {roomNo,leftVol,rightVol}
{2,4,4},
{3,2,2},
{4,3,3},
{5,2,2},
{8,4,4},
{18,1,1},
},
},
//------------------------
// 6
{
FX_CAMERA1, // sampleId
FX_SPOT, // type
25, // delay (or random chance)
{ // roomVolList
{1,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 7
{
FX_CAMERA2, // sampleId
FX_SPOT, // type
25, // delay (or random chance)
{ // roomVolList
{1,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 8
{
FX_CAMERA3, // sampleId
FX_SPOT, // type
25, // delay (or random chance)
{ // roomVolList
{1,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 9
{
FX_SWATER1, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{7,12,12}, // {roomNo,leftVol,rightVol}
{6,12,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 10 Mad dogs in Spain, triggered by George going around the corner in the villa hall.
// In 56 and 57, the dogs will continue barking after George has either been ejected or sneaked up stairs
// for a couple of loops before stopping.
{
FX_DOGS56, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{60,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0} // NULL-TERMINATOR
},
},
//------------------------
// 11
{
FX_DRIP1, // sampleId
FX_RANDOM, // type
20, // delay (or random chance)
{ // roomVolList
{7,15,15}, // {roomNo,leftVol,rightVol}
{6,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 12
{
FX_DRIP2, // sampleId
FX_RANDOM, // type
30, // delay (or random chance)
{ // roomVolList
{7,15,15}, // {roomNo,leftVol,rightVol}
{6,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 13
{
FX_DRIP3, // sampleId
FX_RANDOM, // type
40, // delay (or random chance)
{ // roomVolList
{7,15,15}, // {roomNo,leftVol,rightVol}
{6,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 14
{
FX_TWEET1, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{1,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 15
{
FX_TWEET2, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{1,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 16
{
FX_TWEET3, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{1,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 17
{
FX_TWEET4, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{1,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 18
{
FX_TWEET5, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{1,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 19 Tied to large bird flying up screen anim
{
FX_CAW1, // sampleId
FX_SPOT, // type
20, // delay (or random chance)
{ // roomVolList
{1,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 20 George picking the canopy up: GEOCAN
{
FX_CANUP, // sampleId
FX_SPOT, // type
5, // delay (or random chance) *
{ // roomVolList
{1,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 21 George dropping the canopy: GEOCAN
{
FX_CANDO, // sampleId
FX_SPOT, // type
52, // delay (or random chance) *
{ // roomVolList
{1,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 22 George dusts himself down: GEOCAN
{
FX_DUST, // sampleId
FX_SPOT, // type
58, // delay (or random chance) *
{ // roomVolList
{1,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 23 George picks up the paper and opens it: GEOPAP
{
FX_PAP1, // sampleId
FX_SPOT, // type
23, // delay (or random chance) *
{ // roomVolList
{1,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 24 George puts the paper away: GEOPAP2
{
FX_PAP2, // sampleId
FX_SPOT, // type
3, // delay (or random chance) *
{ // roomVolList
{1,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 25 George gives the paper away: GEOWRK8
{
FX_PAP3, // sampleId
FX_SPOT, // type
13, // delay (or random chance) *
{ // roomVolList
{4,14,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 26 Workman examines paper: WRKOPN - it's now just WRKPPR
{
FX_PAP4, // sampleId
FX_SPOT, // type
15, // delay (or random chance) *
{ // roomVolList
{4,14,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 27 Workman puts paper down: WRKOPN (REVERSED) - now just WRKCLM
{
FX_PAP5, // sampleId
FX_SPOT, // type
2, // delay (or random chance)*
{ // roomVolList
{4,14,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 28 Pickaxe sound 1:, Screen 4 - WRKDIG
{
FX_PICK1, // sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{4,10,10},
{0,0,0} // NULL-TERMINATOR
},
},
//------------------------
// 29 Pickaxe sound 2:, Screen 4 - WRKDIG
{
FX_PICK2, // sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{4,10,10},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 30 Pickaxe sound 3:, Screen 4 - WRKDIG
{
FX_PICK3, // sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{4,10,10},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 31 Pickaxe sound 4:, Screen 4 - WRKDIG
{
FX_PICK4, // sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{4,10,10},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 32 Shorting light: FLICKER
{
FX_LIGHT, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{3,15,15}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 33 Cat leaps out of bin and runs: CATJMP!
{
FX_CAT, // sampleId
FX_SPOT, // type
20, // delay (or random chance) *
{ // roomVolList
{2,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 34 George rocks plastic crate: GEOCRT
{
FX_CRATE, // sampleId
FX_SPOT, // type
10, // delay (or random chance) *
{ // roomVolList
{2,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 35 George tries to climb drainpipe: GEOCLM02
{
FX_DRAIN, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{2,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 36 George removes manhole cover: GEOMAN8
{
FX_HOLE, // sampleId
FX_SPOT, // type
19, // delay (or random chance) ?
{ // roomVolList
{2,12,11}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 37 Brandy bottle put down: CHNDRN
{
FX_BOTDN, // sampleId
FX_SPOT, // type
43, // delay (or random chance) *
{ // roomVolList
{3,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 38 Brandy bottle picked up: GEOBOT3
{
FX_BOTUP, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{3,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 39 Chantelle gulps on brandy: CHNDRN
{
FX_GULP, // sampleId
FX_SPOT, // type
23, // delay (or random chance) *
{ // roomVolList
{3,4,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 40 Chantelle picked up off the floor: GEOCHN
{
FX_PIKUP, // sampleId
FX_SPOT, // type
28, // delay (or random chance) *
{ // roomVolList
{3,11,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 41 George searches Plantard's body: GEOCPS
{
FX_BODY, // sampleId
FX_SPOT, // type
10, // delay (or random chance) *
{ // roomVolList
{3,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 42 Moue cocks handgun. MOUENT
{
FX_PISTOL, // sampleId
FX_SPOT, // type
23, // delay (or random chance) *
{ // roomVolList
{4,4,7}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 43 George rummages in toolbox: GEOTBX
{
FX_TBOX, // sampleId
FX_SPOT, // type
12, // delay (or random chance) *
{ // roomVolList
{4,12,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 44 rat squeak 1
{
FX_RAT1, // sampleId
FX_RANDOM, // type
193, // delay (or random chance)
{ // roomVolList
{6,5,7}, // {roomNo,leftVol,rightVol}
{7,5,3},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 45 rat squeak 2
{
FX_RAT2, // sampleId
FX_RANDOM, // type
201, // delay (or random chance)
{ // roomVolList
{6,3,5}, // {roomNo,leftVol,rightVol}
{7,4,6},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 46 George climbs down ladder:
{
FX_LADD1, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{6,10,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 47 Rushing water loop
{
FX_SWATER3, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{6,10,11}, // {roomNo,leftVol,rightVol}
{7,12,11},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 48 Left hand bin being opened: GEOCAT?
{
FX_BIN3, // sampleId
FX_SPOT, // type
12, // delay (or random chance)
{ // roomVolList
{2,12,11}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 49 Middle bin being opened: GEOBIN
{
FX_BIN2, // sampleId
FX_SPOT, // type
12, // delay (or random chance)
{ // roomVolList
{2,11,11}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 50 Right hand bin being opened: GEOLID?
{
FX_BIN1, // sampleId
FX_SPOT, // type
12, // delay (or random chance)
{ // roomVolList
{2,10,11}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 51 Passing car sound
{
FX_CARS, // sampleId
FX_RANDOM, // type
120, // delay (or random chance)
{ // roomVolList
{10,8,1},
{12,7,7},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 52 Passing car sound
{
FX_FIESTA, // sampleId
FX_RANDOM, // type
127, // delay (or random chance)
{ // roomVolList
{10,8,1},
{12,7,7},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 53 Passing car sound
{
FX_CARLTON , // sampleId
FX_RANDOM, // type
119, // delay (or random chance)
{ // roomVolList
{10,8,1},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 54 Bird
{
FX_BIRD, // sampleId
FX_RANDOM, // type
500, // delay (or random chance)
{ // roomVolList
{9,10,10}, // {roomNo,leftVol,rightVol}
{10,2,1},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 55 George tries the door: GEOTRY
{
FX_DOORTRY, // sampleId
FX_SPOT, // type
7, // delay (or random chance)
{ // roomVolList
{9,9,9}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 56 George opens the door: GEODOOR9
{
FX_FLATDOOR, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{9,9,9}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 57 George picks the 'phone up: GEOPHN10
{
FX_FONEUP, // sampleId
FX_SPOT, // type
15, // delay (or random chance)
{ // roomVolList
{10,9,9}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 58 George puts the 'phone down: GEPDWN10
{
FX_FONEDN, // sampleId
FX_SPOT, // type
4, // delay (or random chance)
{ // roomVolList
{10,9,9}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 59 Albert opens the door: ALBOPEN
{
FX_ALBOP, // sampleId
FX_SPOT, // type
13, // delay (or random chance)
{ // roomVolList
{5,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 60 Albert closes the door: ALBCLOSE
{
FX_ALBCLO, // sampleId
FX_SPOT, // type
20, // delay (or random chance)
{ // roomVolList
{5,9,9}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 61 George enter Nico's flat. GEOENT10
{
FX_NICOPEN, // sampleId
FX_SPOT, // type
1, // delay (or random chance)
{ // roomVolList
{10,7,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 62 George leaves Nico's. GEOLVS10
{
FX_NICLOSE, // sampleId
FX_SPOT, // type
13, // delay (or random chance)
{ // roomVolList
{10,7,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 63 Another bird for the street.
{
FX_BIRD2, // sampleId
FX_RANDOM, // type
500, // WAS 15 (TOO LATE)
{ // roomVolList
{9,10,10}, // {roomNo,leftVol,rightVol}
{10,2,1},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 64 George sits in the chair: GEOCHR
{
FX_GEOCHAIR, // sampleId
FX_SPOT, // type
14, // delay (or random chance)
{ // roomVolList
{10,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 65 George sits on the couch: GEOCCH
{
FX_GEOCCH, // sampleId
FX_SPOT, // type
14, // delay (or random chance)
{ // roomVolList
{10,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 66 George gets up from the chair: GEOCHR9
{
FX_GEOCHR9, // sampleId
FX_SPOT, // type
5, // delay (or random chance)
{ // roomVolList
{10,3,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 67 George is electrocuted: COSSHK
{
FX_SHOCK1, // sampleId
FX_SPOT, // type
19, // delay (or random chance)
{ // roomVolList
{11,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 68 George plays record: GEOWIND
{
FX_GRAMOFON, // sampleId
FX_SPOT, // type
0, // delay (or random chance)
{ // roomVolList
{11,11,13}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 69 George is frisked: GORFRK
{
FX_FRISK, // sampleId
FX_SPOT, // type
6, // delay (or random chance)
{ // roomVolList
{12,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 70 Traffic sound
{
FX_TRAFFIC3, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{11,5,4},
{12,1,1},
{16,4,4},
{18,2,3},
{46,4,3},
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 71 Latvian reading: LATRDS
{
FX_PAPER6, // sampleId
FX_SPOT, // type
8, // delay (or random chance)
{ // roomVolList
{13,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 72 Deskbell
{
FX_DESKBELL, // sampleId
FX_SPOT, // type
0, // delay (or random chance)
{ // roomVolList
{13,10,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 73 George picks up hotel 'phone: GEOTEL
{
FX_PHONEUP2, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{13,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 74 George puts down hotel 'phone: GEOTEL9
{
FX_PHONEDN2, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{13,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 75 George tries doors in corridor: GEODOR
{
FX_TRYDOR14, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{14,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 76 George opens bedside cabinet: BEDDOR
{
FX_CABOPEN, // sampleId
FX_SPOT, // type
11, // delay (or random chance)
{ // roomVolList
{15,10,14}, // {roomNo,leftVol,rightVol}
{17,10,14},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 77 George closes bedside cabinet: BEDDOR (reversed)
{
FX_CABCLOSE, // sampleId
FX_SPOT, // type
5, // delay (or random chance)
{ // roomVolList
{15,10,14}, // {roomNo,leftVol,rightVol}
{17,10,14},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 78 George opens the window: WINDOW
{
FX_WINDOPEN, // sampleId
FX_SPOT, // type
19, // delay (or random chance)
{ // roomVolList
{15,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 79 George goes right along the ledge: GEOIRW
{
FX_LEDGE1, // sampleId
FX_SPOT, // type
1, // delay (or random chance)
{ // roomVolList
{16,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 80 George goes left along the ledge: GEOILW
{
FX_LEDGE2, // sampleId
FX_SPOT, // type
1, // delay (or random chance)
{ // roomVolList
{16,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 81 Pigeon noises
{
FX_COO, // sampleId
FX_RANDOM, // type
80, // delay (or random chance)
{ // roomVolList
{16,7,9}, // {roomNo,leftVol,rightVol}
{46,5,4},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 82 Pigeon noises
{
FX_COO2, // sampleId
FX_RANDOM, // type
60, // delay (or random chance)
{ // roomVolList
{15,3,4}, // {roomNo,leftVol,rightVol}
{16,8,5}, // {roomNo,leftVol,rightVol}
{17,3,4},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 83 George picks up and opens case: GEOBFC
{
FX_BRIEFON, // sampleId
FX_SPOT, // type
16, // delay (or random chance)
{ // roomVolList
{17,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 84 George closes and puts down case: GEOBFC (reversed)
{
FX_BRIEFOFF, // sampleId
FX_SPOT, // type
12, // delay (or random chance)
{ // roomVolList
{17,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 85 George gets into wardrobe. GEOWRB2 Attention, James. This is new as of 15/7/96
{
FX_WARDIN, // sampleId
FX_SPOT, // type
6, // delay (or random chance)
{ // roomVolList
{17,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 86 George gets out of wardrobe. GEOWRB2 (Reversed). Attention, James. This is new as of 15/7/96
{
FX_WARDOUT, // sampleId
FX_SPOT, // type
41, // delay (or random chance)
{ // roomVolList
{17,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 87 George jumps in through window: GEOWIN2
{
FX_JUMPIN, // sampleId
FX_SPOT, // type
7, // delay (or random chance)
{ // roomVolList
{15,8,10},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 88 George climbs in: GEOWIN2/GEOWIN8
{
FX_CLIMBIN, // sampleId
FX_SPOT, // type
0, // delay (or random chance)
{ // roomVolList
{17,8,16}, // {roomNo,leftVol,rightVol}
{15,8,16},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 89 George climbs out: GEOWIN1/GEOWIN9
{
FX_CLIMBOUT, // sampleId
FX_SPOT, // type
17, // delay (or random chance)
{ // roomVolList
{17,9,10}, // {roomNo,leftVol,rightVol}
{15,9,10},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 90 George picks the 'phone up: GEOTEL18
{
FX_FONEUP, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{18,4,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 91 George puts the 'phone down: GEOTL18A
{
FX_FONEDN, // sampleId
FX_SPOT, // type
11, // delay (or random chance)
{ // roomVolList
{18,4,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 92 George tries to get keys. GEOKEY
{
FX_KEY13, // sampleId
FX_SPOT, // type
8, // delay (or random chance)
{ // roomVolList
{13,3,2}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 93 George manages to get keys. GEOKEY13
{
FX_KEY13, // sampleId
FX_SPOT, // type
9, // delay (or random chance)
{ // roomVolList
{13,3,2}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 94 George electrocutes Maguire: MAGSHK
{
FX_SHOCK2, // sampleId
FX_SPOT, // type
8, // delay (or random chance)
{ // roomVolList
{19,9,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 95 George opens dray door : GEOTRP8
{
FX_TRAPOPEN, // sampleId
FX_SPOT, // type
20, // delay (or random chance)
{ // roomVolList
{19,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 96 George breaks switch : Which anim?
{
FX_SWITCH19, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{19,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 97 Leary pulls pint: LESPMP
{
FX_PULLPINT, // sampleId
FX_SPOT, // type
6, // delay (or random chance)
{ // roomVolList
{20,10,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 98 Glasswasher fuse blows (and the glass washer grinds to a halt)
{
FX_FUSE20, // sampleId
FX_SPOT, // type
0, // delay (or random chance)
{ // roomVolList
{20,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 99 Fitz leaps to his feet: FTZSTD
{
FX_FITZUP, // sampleId
FX_SPOT, // type
5, // delay (or random chance)
{ // roomVolList
{20,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 100 Fitz runs for it: FTZRUN
{
FX_FITZRUN, // sampleId
FX_SPOT, // type
15, // delay (or random chance)
{ // roomVolList
{20,12,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 101 George pulls lever: GEOLVR & GEOLVR26
{
FX_LEVER, // sampleId
FX_SPOT, // type
26, // delay (or random chance)
{ // roomVolList
{21,8,10}, // {roomNo,leftVol,rightVol}
{26,8,10},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 102 George pulls lever: GEOLVR8 & GEOLVR08
{
FX_LEVER2, // sampleId
FX_SPOT, // type
9, // delay (or random chance)
{ // roomVolList
{21,8,10}, // {roomNo,leftVol,rightVol}
{26,8,10},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 103 George opens tap: No idea what the anim is
{
FX_TAP, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{21,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 104 George closes tap: No idea what this anim is either
{
FX_TAP2, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{21,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 105 Bar flap: FLPOPN
{
FX_BARFLAP, // sampleId
FX_SPOT, // type
1, // delay (or random chance)
{ // roomVolList
{20,6,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 106 Farmer leaves: FRMWLK
{
FX_FARMERGO, // sampleId
FX_SPOT, // type
11, // delay (or random chance)
{ // roomVolList
{22,6,9}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 107 George climbs haystack: GEOCLM
{
FX_CLIMBHAY, // sampleId
FX_SPOT, // type
11, // delay (or random chance)
{ // roomVolList
{22,14,14}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 108 George drives sewer key into wall: GEOKEY23
{
FX_KEYSTEP, // sampleId
FX_SPOT, // type
39, // delay (or random chance)
{ // roomVolList
{23,8,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 109 George climbs over wall: GEOCLM23
{
FX_CASTLWAL, // sampleId
FX_SPOT, // type
17, // delay (or random chance)
{ // roomVolList
{23,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 110 George falls from wall: GEOTRY23
{
FX_CLIMBFAL, // sampleId
FX_SPOT, // type
43, // delay (or random chance)
{ // roomVolList
{23,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 111 Goat chewing: GOTEAT
{
FX_GOATCHEW, // sampleId
FX_SPOT, // type
1, // delay (or random chance)
{ // roomVolList
{24,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 112 George moves plough: GEOPLW
{
FX_PLOUGH, // sampleId
FX_SPOT, // type
8, // delay (or random chance)
{ // roomVolList
{24,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 113 George drops slab: STNFALL
{
FX_SLABFALL, // sampleId
FX_SPOT, // type
6, // delay (or random chance)
{ // roomVolList
{25,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 114 George picks up slab: GEOSTN8
{
FX_SLABUP, // sampleId
FX_SPOT, // type
29, // delay (or random chance)
{ // roomVolList
{25,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 115 Secret door opens: ALTOPN
{
FX_SECDOR25, // sampleId
FX_SPOT, // type
17, // delay (or random chance)
{ // roomVolList
{25,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 116 George wrings out cloth: GEOTWL25
{
FX_WRING, // sampleId
FX_SPOT, // type
24, // delay (or random chance)
{ // roomVolList
{25,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 117 Rat running across barrels: RATJMP
{
FX_RAT3A, // sampleId
FX_SPOT, // type
1, // delay (or random chance)
{ // roomVolList
{26,8,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 118 Rat running across barrels: RATJMP
{
FX_RAT3B, // sampleId
FX_SPOT, // type
8, // delay (or random chance)
{ // roomVolList
{26,7,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 119 Rat running across barrels: RATJMP
{
FX_RAT3C, // sampleId
FX_SPOT, // type
26, // delay (or random chance)
{ // roomVolList
{26,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 120 Irish bird song 1:
{
FX_EIRBIRD1, // sampleId
FX_RANDOM, // type
720, // delay (or random chance)
{ // roomVolList
{19,6,8}, // {roomNo,leftVol,rightVol}
{21,2,3},
{22,8,5},
{23,6,5},
{24,8,8},
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 121 Irish bird song 2:
{
FX_EIRBIRD2, // sampleId
FX_RANDOM, // type
720, // delay (or random chance)
{ // roomVolList
{19,8,6}, // {roomNo,leftVol,rightVol}
{21,2,3},
{22,6,8},
{23,5,5},
{24,8,8},
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 122 Irish bird song 3:
{
FX_EIRBIRD3, // sampleId
FX_RANDOM, // type
720, // delay (or random chance)
{ // roomVolList
{19,8,8}, // {roomNo,leftVol,rightVol}
{21,3,4},
{22,8,8},
{23,5,6},
{24,6,8},
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 123 Rat 3D:
{
FX_RAT3D, // sampleId
FX_RANDOM, // type
600, // delay (or random chance)
{ // roomVolList
{26,2,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 124 Wind atop the battlements
{
FX_WIND, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{23,6,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 125 Glasswasher in the pub (Room 20) *JEL* Stops after fuse blows and starts when george fixes it.
{
FX_WASHER, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{20,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 126 Running tap in the cellar: (Room 21) *JEL* Only when the tap is on.
{
FX_CELTAP, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{21,3,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 127 Lopez's hose. Basically a loop but stops when George cuts the water supply. Replaces MUTTER1.
{
FX_HOSE57, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{57,3,1}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 128 Lopez's hose being switched off. Anim GARD05. Replaces MUTTER2.
{
FX_HOSE57B, // sampleId
FX_SPOT, // type
1, // delay (or random chance)
{ // roomVolList
{57,3,2}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 129 Nejo bouncing the ball off the door. NEJ8
{
FX_BALLPLAY, // sampleId
FX_SPOT, // type
13, // delay (or random chance)
{ // roomVolList
{45,5,1}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
//------------------------
// 130 Cricket loop for Syrian desert Only audible in 55 when the cave door is open.
{
FX_CRICKET, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{54,8,8}, // {roomNo,leftVol,rightVol}
{55,3,5},
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 131 Display case shatters: GEOTOTB
{
FX_SMASHGLA, // sampleId
FX_SPOT, // type
35, // delay (or random chance)
{ // roomVolList
{29,16,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 132 Burglar alarm: Once the case is smashed (see 131)
{
FX_ALARM, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{28,12,12}, // {roomNo,leftVol,rightVol}
{29,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 133 Guido fires: GUIGUN
{
FX_GUN1, // sampleId
FX_SPOT, // type
7, // delay (or random chance)
{ // roomVolList
{29,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 134 Guido knocked down: NICPUS1
{
FX_GUI_HIT, // sampleId
FX_SPOT, // type
40, // delay (or random chance)
{ // roomVolList
{29,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 135 Museum exterior ambience
{
FX_MUESEXT, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{27,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 136 Cat gets nowty: CAT3
{
FX_STALLCAT, // sampleId
FX_SPOT, // type
1, // delay (or random chance)
{ // roomVolList
{45,10,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 137 Cat gets very nowty: CAT5
{
FX_CATHIT, // sampleId
FX_SPOT, // type
4, // delay (or random chance)
{ // roomVolList
{45,10,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 138 Desert wind: Only audible in 55 when the cave door is open.
{
FX_SYRIWIND, // sampleId
FX_RANDOM, // type
720, // delay (or random chance)
{ // roomVolList
{54,10,10}, // {roomNo,leftVol,rightVol}
{55,5,7},
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
// 139 Bell on Nejo's stall: GEOSYR7
{
FX_STALLBEL, // sampleId
FX_SPOT, // type
7, // delay (or random chance)
{ // roomVolList
{45,10,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
}
},
//------------------------
//------------------------
// 140 George electrocutes Khan: GEOSYR40
{
FX_SHOCK3, // sampleId
FX_SPOT, // type
6, // delay (or random chance)
{ // roomVolList
{54,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 141 George thumps Khan: GEOSYR40
{
FX_THUMP1, // sampleId
FX_SPOT, // type
22, // delay (or random chance)
{ // roomVolList
{54,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 142 Khan hits the floor: KHS9
{
FX_KHANDOWN, // sampleId
FX_SPOT, // type
24, // delay (or random chance)
{ // roomVolList
{54,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 143 Hospital ambience
{
FX_HOSPNOIS, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{32,6,4}, // {roomNo,leftVol,rightVol}
{33,7,7},
{34,3,4},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 144 Mr Shiny switched on: DOMPLG (Start FX_SHINY)
{
FX_SHINYON, // sampleId
FX_SPOT, // type
0, // delay (or random chance)
{ // roomVolList
{33,12,14}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 145 Mr Shiny running
{
FX_SHINY, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{32,4,3}, // {roomNo,leftVol,rightVol}
{33,12,14},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 146 Mr Shiny switched off: GEOPLG33 (Turn off FX_SHINY at the same time)
{
FX_SHINYOFF, // sampleId
FX_SPOT, // type
0, // delay (or random chance)
{ // roomVolList
{33,12,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 147 Benoir takes blood pressure: BENBP1 or BENBP2
{
FX_BLOODPRE, // sampleId
FX_SPOT, // type
39, // delay (or random chance)
{ // roomVolList
{34,14,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 148 George takes blood pressure: GEOBP1 or GEOBP2
{
FX_BLOODPRE, // sampleId
FX_SPOT, // type
62, // delay (or random chance)
{ // roomVolList
{34,14,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 149 Goat baas as it attacks: GOTCR and GOTCL
{
FX_GOATBAA, // sampleId
FX_SPOT, // type
1, // delay (or random chance)
{ // roomVolList
{24,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 150 Goat peeved at being trapped: GOTPLW (I'd advise triggering this anim randomly if you haven't done that)
{
FX_GOATDOH, // sampleId
FX_SPOT, // type
7, // delay (or random chance)
{ // roomVolList
{24,7,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 151 George triggers the Irish secret door: GEOPUT
{
FX_TRIGER25, // sampleId
FX_SPOT, // type
35, // delay (or random chance)
{ // roomVolList
{25,6,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 152 George winds up gramophone: GEOWIND
{
FX_WINDUP11, // sampleId
FX_SPOT, // type
16, // delay (or random chance)
{ // roomVolList
{11,7,7}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 153 Marib ambience
{
FX_MARIB, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{45,7,7}, // {roomNo,leftVol,rightVol}
{47,5,5},
{50,5,4},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 154 Statuette breaks: STA2
{
FX_STATBREK, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{45,7,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 155 George opens toilet door: CUBDOR50
{
FX_CUBDOR, // sampleId
FX_SPOT, // type
6, // delay (or random chance)
{ // roomVolList
{50,6,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 156 Crowd goes, "Ooh!": CRO36APP
{
FX_OOH, // sampleId
FX_SPOT, // type
1, // delay (or random chance)
{ // roomVolList
{36,6,7}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 157 Phone rings: When Nico calls back in room 41. Loops until the guard answers it.
{
FX_PHONCALL, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{41,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 158 Phone picked up in 41: GUA41ANS
{
FX_FONEUP41, // sampleId
FX_SPOT, // type
18, // delay (or random chance)
{ // roomVolList
{41,5,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 159 George turns thermostat: GEO41THE (another dummy). Also used on the reverse.
{
FX_THERMO1, // sampleId
FX_SPOT, // type
10, // delay (or random chance)
{ // roomVolList
{41,6,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 160 Low echoing rumble of large church
{
FX_CHURCHFX, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{38,5,5}, // {roomNo,leftVol,rightVol}
{48,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 161 George drys hand: GEO43HAN
{
FX_DRIER1, // sampleId
FX_SPOT, // type
9, // delay (or random chance)
{ // roomVolList
{43,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 162 George jumps in through window: GEOWIN8
{
FX_JUMPIN, // sampleId
FX_SPOT, // type
49, // delay (or random chance)
{ // roomVolList
{17,8,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 163 Khan fires: KHS12
{
FX_SHOTKHAN, // sampleId
FX_SPOT, // type
30, // delay (or random chance)
{ // roomVolList
{54,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 164 Khan fires: KHS5
{
FX_SHOTKHAN, // sampleId
FX_SPOT, // type
5, // delay (or random chance)
{ // roomVolList
{54,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 165 George falls: GEOSYR37
{
FX_GEOFAL54, // sampleId
FX_SPOT, // type
25, // delay (or random chance)
{ // roomVolList
{54,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 166 George falls after going for the gun (GEOSYR42)
{
FX_GEOFAL54, // sampleId
FX_SPOT, // type
46, // delay (or random chance)
{ // roomVolList
{54,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 167 Pickaxe sound 5: Screen 1 - WRKDIG01
{
FX_PICK5, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{1,3,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 168 George climbs ladder in 7: GEOASC07
{
FX_SEWLADU7, // sampleId
FX_SPOT, // type
7, // delay (or random chance) *
{ // roomVolList
{7,8,9}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 169 George picks keys up in Alamut: GEOKEYS1
{
FX_KEYS49, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{49,8,7}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 170 George puts down keys up in Alamut: GEOKEYS2
{
FX_KEYS49, // sampleId
FX_SPOT, // type
7, // delay (or random chance) *
{ // roomVolList
{49,8,7}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 171 George unlocks toilet door: GEOSYR43
{
FX_UNLOCK49, // sampleId
FX_SPOT, // type
16, // delay (or random chance) *
{ // roomVolList
{49,6,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 172 George breaks the toilet chain. GEOSYR48
{
FX_WCCHAIN, // sampleId
FX_SPOT, // type
10, // delay (or random chance) *
{ // roomVolList
{50,6,7}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 173 George breaks the branch of the cliff edge tree. GEOSYR20
{
FX_BREKSTIK, // sampleId
FX_SPOT, // type
16, // delay (or random chance) *
{ // roomVolList
{54,6,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 174 George climbs down the cliff face. GEOSYR23
{
FX_CLIMBDWN, // sampleId
FX_SPOT, // type
6, // delay (or random chance) *
{ // roomVolList
{54,6,7}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 175 George pulls ring: GEOSYR26
{
FX_RINGPULL, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{54,7,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 176 Bull's Head door opens: SECDOR
{
FX_SECDOR54, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{54,7,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 177 Inside Bull's Head door opens: DOOR55 (and its reverse).
{
FX_SECDOR55, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{55,4,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 178 Ayub opens door. AYU1
{
FX_AYUBDOOR, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{45,8,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 179 George knocks at the door in location 4: GEONOK followed by reverse of GEONOK
{
FX_KNOKKNOK, // sampleId
FX_SPOT, // type
13, // delay (or random chance) *
{ // roomVolList
{4,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 180 George knocks at the door in location 5: GEONOK05
{
FX_KNOKKNOK, // sampleId
FX_SPOT, // type
8, // delay (or random chance) *
{ // roomVolList
{5,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 181 Those pesky Irish birds turn up in Spain, too.
{
FX_SPNBIRD1, // sampleId
FX_RANDOM, // type
720, // delay (or random chance) *
{ // roomVolList
{57,1,4},
{58,8,4},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 182 Those pesky Irish birds turn up in Spain, too.
{
FX_SPNBIRD2, // sampleId
FX_RANDOM, // type
697, // delay (or random chance) *
{ // roomVolList
{57,4,8}, // {roomNo,leftVol,rightVol}
{58,4,1},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 183 The secret door in the well: SECDOR61 anim
{
FX_SECDOR61, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{61,4,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 184 Spanish countryside ambience
{
FX_SPAIN, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{57,1,2}, //
{58,2,2}, //
{60,1,1}, //
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 185 Spanish well ambience
{
FX_WELLDRIP, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{61,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 186 Fish falls on George's head: GEOTOT29
{
FX_FISHFALL, // sampleId
FX_SPOT, // type
60, // delay (or random chance) *
{ // roomVolList
{29,10,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 187 Hospital exterior ambience
{
FX_HOSPEXT, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{31,3,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 188 Hospital exterior gravel footstep #1
{
FX_GRAVEL1, // sampleId
FX_SPOT, // type
0, // delay (or random chance) *
{ // roomVolList
{31,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 189 Hospital exterior gravel footstep #2
{
FX_GRAVEL2, // sampleId
FX_SPOT, // type
0, // delay (or random chance) *
{ // roomVolList
{31,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 190 George opens sarcophagus: GEOSAR
{
FX_SARCO28A, // sampleId
FX_SPOT, // type
26, // delay (or random chance) *
{ // roomVolList
{28,6,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 191 George closes sarcophagus: GEOSAR2
{
FX_SARCO28B, // sampleId
FX_SPOT, // type
24, // delay (or random chance) *
{ // roomVolList
{28,3,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 192 Guard opens sarcophagus: MUSOPN
{
FX_SARCO28C, // sampleId
FX_SPOT, // type
14, // delay (or random chance) *
{ // roomVolList
{28,3,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 193 George peeks out of sarcophagus: GEOPEEK
{
FX_SARCO29, // sampleId
FX_SPOT, // type
4, // delay (or random chance) *
{ // roomVolList
{29,5,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 194 The rope drops into the room: ROPE29
{
FX_ROPEDOWN, // sampleId
FX_SPOT, // type
3, // delay (or random chance) *
{ // roomVolList
{29,3,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 195 George pushes the totem pole: GEOTOT29
{
FX_TOTEM29A, // sampleId
FX_SPOT, // type
30, // delay (or random chance) *
{ // roomVolList
{29,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 196 George pushes the totem pole over: GEOTOTB
{
FX_TOTEM29B, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{29,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 197 George rocks the totem pole in museum hours: TOTEM28
{
FX_TOTEM28A, // sampleId
FX_SPOT, // type
8, // delay (or random chance) *
{ // roomVolList
{28,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 198 Ambient sound for Montfaucon Square
{
FX_MONTAMB, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{36,6,6}, // {roomNo,leftVol,rightVol}
{40,6,6},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 199 Ambient sound churchyard.
{
FX_WIND71, // sampleId
FX_RANDOM, // type
720, // delay (or random chance) *
{ // roomVolList
{71,10,10}, // {roomNo,leftVol,rightVol}
{72,7,7},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 200 Owl cry #1 in churchyard
{
FX_OWL71A, // sampleId
FX_RANDOM, // type
720, // delay (or random chance) *
{ // roomVolList
{71,8,8}, // {roomNo,leftVol,rightVol}
{72,6,4},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 201 Owl cry #2 in churchyard
{
FX_OWL71B, // sampleId
FX_RANDOM, // type
1080, // delay (or random chance) *
{ // roomVolList
{71,8,8}, // {roomNo,leftVol,rightVol}
{72,7,6},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 202 Air conditioner in the museum
{
FX_AIRCON28, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{28,6,6}, // {roomNo,leftVol,rightVol}
{29,3,3},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 203 George breaks the handle off in the church tower. GEOWND72
{
FX_COG72A, // sampleId
FX_SPOT, // type
5, // delay (or random chance) *
{ // roomVolList
{72,10,10},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 204 Countess' room ambience
{
FX_AMBIEN56, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{56,3,2}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 205 Musical effect for George drinking beer. GEODRN20
{
FX_DRINK, // sampleId
FX_SPOT, // type
17, // delay (or random chance) *
{ // roomVolList
{20,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 206 Torch thrown through the air. GEOTHROW
{
FX_TORCH73, // sampleId
FX_SPOT, // type
14, // delay (or random chance) *
{ // roomVolList
{73,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 207 Internal train ambience.
{
FX_TRAININT, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{63,3,3}, // {roomNo,leftVol,rightVol}
{65,2,2},
{66,2,2},
{67,2,2},
{69,2,2},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 208 Countess' clock. PENDULUM. Note: Trigger the sound effect on alternate runs of the pendulum animation.
{
FX_PENDULUM, // sampleId
FX_SPOT, // type
6, // delay (or random chance) *
{ // roomVolList
{56,2,2}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 209 Compartment door. DOOR65
{
FX_DOOR65, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{65,3,3}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 210 Opening window. GEOOPN1
{
FX_WINDOW66, // sampleId
FX_SPOT, // type
8, // delay (or random chance) *
{ // roomVolList
{66,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 211 Wind rip by the open window. Triggered at the end of effect 210.
{
FX_WIND66, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{66,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 212 George electrocutes himself on the pantograph. Fool. GEOSHK64
{
FX_SHOCK63, // sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{63,12,14}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 213 The train brakes violently. GEOSTP69
{
FX_BRAKES, // sampleId
FX_SPOT, // type
13, // delay (or random chance) *
{ // roomVolList
{69,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 214 The train ticks over. From the end of BRAKE.
{
FX_TICK69, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{69,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 215 Eklund shoot Khan. FIGHT69
{
FX_EKSHOOT, // sampleId
FX_SPOT, // type
120, // delay (or random chance) *
{ // roomVolList
{69,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 216 Eklund shoots George. GEODIE69
{
FX_EKSHOOT, // sampleId
FX_SPOT, // type
21, // delay (or random chance) *
{ // roomVolList
{69,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 217 Khan pulls the door open. FIGHT69
{
FX_DOOR69, // sampleId
FX_SPOT, // type
42, // delay (or random chance) *
{ // roomVolList
{69,8,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 218 Wind shriek. Loops from the end of DOOR69 wav to the beginning of BRAKES.
{
FX_WIND66, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{69,8,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 219 Brakes releasing pressure. Only after BRAKE has been run.
{
FX_PNEUMO69, // sampleId
FX_RANDOM, // type
720, // delay (or random chance) *
{ // roomVolList
{69,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 220 External train sound. Played while George is on the top of the train.
{
FX_TRAINEXT, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{63,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 221 The passing train. FIGHT69
{
FX_TRNPASS, // sampleId
FX_SPOT, // type
102, // delay (or random chance) *
{ // roomVolList
{69,4,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 222 George descends into sewer. GEODESO6
{
FX_LADD2, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{6,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 223 George ascends into alley. GEOASC06
{
FX_LADD3, // sampleId
FX_SPOT, // type
10, // delay (or random chance) *
{ // roomVolList
{6,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 224 George replaces manhole cover. GEOMAN9
{
FX_COVERON2, // sampleId
FX_SPOT, // type
19, // delay (or random chance) *
{ // roomVolList
{2,12,11}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 225 Montfaucon sewer ambience.
{
FX_AMBIEN37, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{37,5,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 226 George's winning smile. GEOJMP72.
{
FX_PING, // sampleId
FX_SPOT, // type
26, // delay (or random chance) *
{ // roomVolList
{72,10,14}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 227 George starts to open the manhole. GEO36KNE
{
FX_MANOP36, // sampleId
FX_SPOT, // type
19, // delay (or random chance) *
{ // roomVolList
{36,4,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 228 George opens the manhole. GEO36OPE
{
FX_PULLUP36, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{36,4,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 229 George replaces the manhole cover. GEO36CLO
{
FX_REPLCE36, // sampleId
FX_SPOT, // type
20, // delay (or random chance) *
{ // roomVolList
{36,4,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 230 George knocks at righthand arch. GEO37TA3
{
FX_KNOCK37, // sampleId
FX_SPOT, // type
20, // delay (or random chance) *
{ // roomVolList
{37,6,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 231 George knocks at middle or lefthand arch. GEO37TA1 or GEO37TA2.
{
FX_KNOCK37B, // sampleId
FX_SPOT, // type
20, // delay (or random chance) *
{ // roomVolList
{37,4,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 232 George winds the chain down HOO37LBO
{
FX_CHAIN37, // sampleId
FX_SPOT, // type
14, // delay (or random chance) *
{ // roomVolList
{37,6,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 233 George winds the chain up. HOO37LBO (In reverse)
{
FX_CHAIN37B, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{37,6,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 234 George breaks hole in door. GEO37TA4
{
FX_HOLE37, // sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{37,6,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 235 Plaster door collapses. DOR37COL
{
FX_DOOR37, // sampleId
FX_SPOT, // type
23, // delay (or random chance) *
{ // roomVolList
{37,8,15}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 236 Barge winch. GEO37TUL (If it runs more than once, trigger the effect on frame one. Incidentally, this is a reversible so the effect must launch on frame one of the .cdr version as well. )
{
FX_WINCH37, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{37,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 237 George places chess piece. GEOSPA17
{
FX_CHESS, // sampleId
FX_SPOT, // type
23, // delay (or random chance) *
{ // roomVolList
{59,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 238 Piano loop for the upstairs hotel corridor.
{
FX_PIANO14, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{14,2,2}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 239 Door opens in church tower. PANEL72
{
FX_SECDOR72, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{72,8,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 240 George rummages through debris. Tied to the end of the whichever crouch is used. Use either this one or RUMMAGE2 alternatively or randomly. Same kind of schtick as the pick axe noises, I suppose.
{
FX_RUMMAGE1, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{72,8,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 241 George rummages through debris. See above for notes.
{
FX_RUMMAGE2, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{72,8,6}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 242 Gust of wind in the graveyard.
{
FX_GUST71, // sampleId
FX_RANDOM, // type
1080, // delay (or random chance) *
{ // roomVolList
{71,3,3}, // {roomNo,leftVol,rightVol}
{72,2,1},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 243 Violin ambience for Ireland.
{
FX_VIOLIN19, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{19,3,3}, // {roomNo,leftVol,rightVol}
{21,2,2},
{26,2,2},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 244 Footstep #1 for underground locations. Same schtick as for 188 and 189.
{
FX_SEWSTEP1, // sampleId
FX_SPOT, // type
0, // delay (or random chance) *
{ // roomVolList
{6,8,8}, // {roomNo,leftVol,rightVol}
{7,8,8},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 245 Footstep #2 for underground locations. Same schtick as for 188 and 189.
{
FX_SEWSTEP2, // sampleId
FX_SPOT, // type
0, // delay (or random chance) *
{ // roomVolList
{6,16,16}, // {roomNo,leftVol,rightVol}
{7,16,16},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 246 Nico's carabiner as she descends into the museum. NICPUS1
{
FX_CARABINE, // sampleId
FX_SPOT, // type
4, // delay (or random chance) *
{ // roomVolList
{29,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 247 Rosso is shot (with a piece of field artillery). ROSSHOT
{
FX_GUN79, // sampleId
FX_SPOT, // type
2, // delay (or random chance) *
{ // roomVolList
{79,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 248 George is hit by the thrown stilletto. GEODIE1
{
FX_DAGGER1, // sampleId
FX_SPOT, // type
2, // delay (or random chance) *
{ // roomVolList
{73,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 249 George is hit by the thrown stilletto after walking forward. GEODIE2
{
FX_DAGGER1, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{73,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 250 Can hits the well water. The cue is in GAR2SC57.TXT immediately after the line, "over: Lopez threw the can away. It seemed to fall an awfully long way."
{
FX_CANFALL, // sampleId
FX_SPOT, // type
4, // delay (or random chance) *
{ // roomVolList
{57,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 251 Mad, fizzing damp and ancient gunpowder after the application of a torch.
{
FX_GUNPOWDR, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{73,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 252 Maguire whistling. MAGSLK. Plays while Maguire is idling, stops abruptly when he does something else.
{
FX_WHISTLE, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{19,2,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 253 George is hit by the goat. GEOHITR and GEOHITL.
{
FX_GEOGOAT, // sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{24,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 254 Manager says, "Hello". MAN2
{
FX_MANG1, // sampleId
FX_SPOT, // type
7, // delay (or random chance) *
{ // roomVolList
{49,6,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 255 Manager says, Don't go in there!" MAN3
{
FX_MANG2, // sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{49,6,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 256 Manager says, "Here are the keys." MAN4
{
FX_MANG3, // sampleId
FX_SPOT, // type
6, // delay (or random chance) *
{ // roomVolList
{49,6,5}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 257 George pulls the lion's tooth. GEOSPA26
{
FX_TOOTHPUL, // sampleId
FX_SPOT, // type
19, // delay (or random chance) *
{ // roomVolList
{61,8,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 258 George escapes the lion. LION1
{
FX_LIONFALL, // sampleId
FX_SPOT, // type
7, // delay (or random chance) *
{ // roomVolList
{61,8,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 259 George gets flattened. LION2
{
FX_LIONFAL2, // sampleId
FX_SPOT, // type
4, // delay (or random chance) *
{ // roomVolList
{61,8,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 260 Rosso dies. ROSSFALL
{
FX_ROSSODIE, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{74,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 261 Eklund chokes George. FIGHT79
{
FX_CHOKE1, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{79,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 262 Eklund chokes George some more. FIGHT79
{
FX_CHOKE2, // sampleId
FX_SPOT, // type
54, // delay (or random chance) *
{ // roomVolList
{79,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 263 Eklund dies. FIGHT79
{
FX_FIGHT2, // sampleId
FX_SPOT, // type
44, // delay (or random chance) *
{ // roomVolList
{79,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 264 George hears museum break-in. GEOSUR29
{
FX_DOOR29, // sampleId
FX_SPOT, // type
10, // delay (or random chance) *
{ // roomVolList
{94,14,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 265 George hits the floor having been shot. GEODED.
{
FX_GDROP29, // sampleId
FX_SPOT, // type
27, // delay (or random chance) *
{ // roomVolList
{29,10,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 266 George hits the floor having been stunned. GEOFISH
{
FX_GDROP29, // sampleId
FX_SPOT, // type
27, // delay (or random chance) *
{ // roomVolList
{29,10,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 267 Fitz being knocked down as heard from inside the pub. Triggered from the script, I think. This is just a stopgap until Hackenbacker do the full version for the Smacker, then I'll sample the requisite bit and put it in here.
{
FX_FITZHIT, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{20,16,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 268 Gendarme shoots lock off. GENSHOT
{
FX_GUN34, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{34,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 269 ECG alarm, Marquet in trouble. Start looping imeediately before George says, "Thanks, Bunny".
// Incidentally, James, please switch off Mr Shiney permanently when George first gets into Marquet's room. He gets in the way when they're figuring out that Eklund's an imposter.
{
FX_PULSE2, // sampleId
FX_LOOP, // type
1, // delay (or random chance) *
{ // roomVolList
{30,16,16}, // {roomNo,leftVol,rightVol}
{34,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 270 ECG alarm, Marquet dead. Switch off the previous effect and replace with this immediately before the gendarme says, "Stand back, messieurs."
{
FX_PULSE3, // sampleId
FX_LOOP, // type
1, // delay (or random chance) *
{ // roomVolList
{30,16,16}, // {roomNo,leftVol,rightVol}
{34,13,13},
{35,13,13},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 271 Door closing. GEOENT15
{
FX_DORCLOSE, // sampleId
FX_SPOT, // type
4, // delay (or random chance) *
{ // roomVolList
{15,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 272 Cupboard opening. GEOCOT
{
FX_CUPBOPEN, // sampleId
FX_SPOT, // type
8, // delay (or random chance) *
{ // roomVolList
{33,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 273 Cupboard closing. GEOCOT
{
FX_CUPBCLOS, // sampleId
FX_SPOT, // type
33, // delay (or random chance) *
{ // roomVolList
{33,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 274 Closing door when George leaves hotel room. GEOLVS15 and GEODOR17 (they're identical).
{
FX_DORCLOSE, // sampleId
FX_SPOT, // type
44, // delay (or random chance) *
{ // roomVolList
{15,12,12}, // {roomNo,leftVol,rightVol}
{17,12,12},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 275 Closing door when George leaves the pub. DOROPN20 (Reversed)
{
FX_DORCLOSE20,// sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{20,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 276 Nico call for a cab. NICPHN10
{
FX_PHONICO1, // sampleId
FX_SPOT, // type
15, // delay (or random chance) *
{ // roomVolList
{10,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 277 Nico puts down the phone. NICDWN10
{
FX_FONEDN, // sampleId
FX_SPOT, // type
6, // delay (or random chance) *
{ // roomVolList
{10,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 278 Painter puts down the phone. PAI41HAN
{
FX_FONEDN41, // sampleId
FX_SPOT, // type
5, // delay (or random chance) *
{ // roomVolList
{41,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 279 Mechanical hum of heating system in the dig lobby.
{
FX_AIRCON41, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{41,6,6}, // {roomNo,leftVol,rightVol}
{43,8,8},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
//------------------------
// 280 The Sword is Reforged (Grandmaster gets zapped) GMPOWER
{
FX_REFORGE1, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{78,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 281 The Sword is Reforged (G&N gawp at the spectacle) There's no anim I know of to tie it to unless the flickering blue light is one.
{
FX_REFORGE2, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{75,12,12}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 282 The Sword is Reforged (We watch over G&N's heads as the Grandmaster gets zapped) GMWRIT74
{
FX_REFORGE2, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{74,14,14}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 283 The Sword is Reforged (Grandmaster finishes being zapped) GMWRITH
{
FX_REFORGE4, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{78,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 284 Baphomet Cavern Ambience
{
FX_BAPHAMB, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{74,6,8}, // {roomNo,leftVol,rightVol}
{75,7,8}, // {roomNo,leftVol,rightVol}
{76,8,8}, // {roomNo,leftVol,rightVol}
{77,8,8}, // {roomNo,leftVol,rightVol}
{78,8,8}, // {roomNo,leftVol,rightVol}
{79,7,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 285 Duane's Happy-Snappy Camera. XDNEPHO3 and XDNEPHO5.
{
FX_CAMERA45, // sampleId
FX_SPOT, // type
30, // delay (or random chance) *
{ // roomVolList
{45,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 286 Grand Master strikes the floor with his cane. GMENTER
{
FX_STAFF, // sampleId
FX_SPOT, // type
28, // delay (or random chance) *
{ // roomVolList
{73,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 287 George descends ladder in 7: GEOASC07 (Reversed) This used to be handled by effect #46 but it didn't fit at all.
{
FX_SEWLADD7, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{7,8,9}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 288 Sam kicks the recalcitrant Mr. Shiny. DOMKIK
{
FX_KIKSHINY, // sampleId
FX_SPOT, // type
16, // delay (or random chance) *
{ // roomVolList
{33,9,9}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 289 Gust of wind outside bombed cafe. LVSFLY
{
FX_LVSFLY, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{1,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 290 Ron's disgusting No.1 Sneeze. Either this or the next effect (randomly chosen) is used for the following animations, RONSNZ & RONSNZ2
{
FX_SNEEZE1, // sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{20,10,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 291 Ron's disgusting No.2 Sneeze. Either this or the previous effect (randomly chosen) is used for the following animations, RONSNZ & RONSNZ2
{
FX_SNEEZE2, // sampleId
FX_SPOT, // type
11, // delay (or random chance) *
{ // roomVolList
{20,10,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 292 Dripping tap in the pub cellar. TAPDRP
{
FX_DRIPIRE, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{21,4,4}, // {roomNo,leftVol,rightVol}
{26,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 293 Dripping tap in the pub cellar. TAPDRP
{
FX_DRIPIRE2, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{21,4,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 294 Dripping tap in the excavation toilet. (see WATER43 - but it's looped anyway, not triggered with anim)
{
FX_TAPDRIP, // sampleId
FX_SPOT, // type
6, // delay (or random chance) *
{ // roomVolList
{43,8,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 295 George closes the mausoleum window. GEOSPA23
{
FX_WINDOW59, // sampleId
FX_SPOT, // type
24, // delay (or random chance) *
{ // roomVolList
{59,10,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 296 George opens the mausoleum window, the feebleminded loon. GEOSPA23 reversed.
{
FX_WINDOW59, // sampleId
FX_SPOT, // type
14, // delay (or random chance) *
{ // roomVolList
{59,10,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 297 When George & Nico hear chanting from sc73
{
FX_CHANT, // sampleId
FX_SPOT, // type
10, // delay (or random chance) *
{ // roomVolList
{73,2,4}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 298 EKFIGHT
{
FX_FIGHT1, // sampleId
FX_SPOT, // type
31, // delay (or random chance) *
{ // roomVolList
{74,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 299 Small van passes, left to right. CARA9 and CARC9
{
FX_LITEVEHR, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{9,16,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 300 Small van passes, right to left to right. CARB9
{
FX_LITEVEHL, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{9,16,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 301 Truck passes, left to right. TRUCKA9 and TRUCKB9
{
FX_HVYVEHR, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{9,14,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 302 Truck passes, right to left. TRUCKC9
{
FX_HVYVEHL, // sampleId
FX_SPOT, // type
1, // delay (or random chance) *
{ // roomVolList
{9,14,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 303 With anim FIGHT69
{
FX_FIGHT69, // sampleId
FX_SPOT, // type
78, // delay (or random chance) *
{ // roomVolList
{69,12,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 304 With anim GEODIE1 in sc73
{
FX_GDROP73, // sampleId
FX_SPOT, // type
14, // delay (or random chance) *
{ // roomVolList
{73,12,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 305 With anim GEODIE2 in sc73
{
FX_GDROP73, // sampleId
FX_SPOT, // type
21, // delay (or random chance) *
{ // roomVolList
{73,12,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 306 With anim GEODES25
{
FX_LADDWN25, // sampleId
FX_SPOT, // type
0, // delay (or random chance) *
{ // roomVolList
{25,12,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 307 With anim GEOASC25
{
FX_LADDUP25, // sampleId
FX_SPOT, // type
8, // delay (or random chance) *
{ // roomVolList
{25,12,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 308 With anim GKSWORD in sc76
{
FX_GKSWORD, // sampleId
FX_SPOT, // type
9, // delay (or random chance) *
{ // roomVolList
{76,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 309 With anim GEO36KNE in sc36
{
FX_KEYIN, // sampleId
FX_SPOT, // type
18, // delay (or random chance) *
{ // roomVolList
{36,14,14}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 310 With anim GEO36ENT in sc36
{
FX_COVDWN, // sampleId
FX_SPOT, // type
85, // delay (or random chance) *
{ // roomVolList
{36,14,14}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
// 311 With anim SECDOR59 in sc59
{
FX_SECDOR59, // sampleId
FX_SPOT, // type
0, // delay (or random chance) *
{ // roomVolList
{59,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
};
//--------------------------------------------------------------------------------------
// Continuous & random background sound effects for each location
// NB. There must be a list for each room number, even if location doesn't exist in game
const uint16 Sound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] =
{
{0}, // 0
// PARIS 1
{2,3,4,5,0}, // 1
{2,0}, // 2
{2,3,4,5,32,0}, // 3
{2,3,4,5,0}, // 4
{2,3,4,5,0}, // 5
{9,11,12,13,44,45,47}, // 6
{9,11,12,13,44,45,47}, // 7
{2,3,4,5,0}, // 8
// PARIS 2
{54,63,0}, // 9
{51,52,53,54,63,0}, // 10
{70,0}, // 11
{51,52,70,0}, // 12
{0}, // 13
{238,0}, // 14
{82,0}, // 15
{70,81,82,0}, // 16
{82,0}, // 17
{3,4,5,70,0}, // 18
// IRELAND
{120,121,122,243,0}, // 19
{0}, // 20 Violin makes the ambience..
{120,121,122,243,0}, // 21
{120,121,122,0}, // 22
{120,121,122,124,0}, // 23
{120,121,122,0}, // 24
{0}, // 25
{123,243,0}, // 26
// PARIS 3
{135,0}, // 27
{202,0}, // 28
{202,0}, // 29
{0}, // 30
{187,0}, // 31
{143,145,0}, // 32
{143,0}, // 33
{143,0}, // 34
{0}, // 35
// PARIS 4
{198,0}, // 36
{225,0}, // 37
{160,0}, // 38
{0}, // 39
{198,0}, // 40
{279,0}, // 41
{0}, // 42
{279,0}, // 43
{0}, // 44 Doesn't exist
// SYRIA
{153,0}, // 45
{70,81,0}, // 46 - PARIS 2
{153,0}, // 47
{160,0}, // 48 - PARIS 4
{0}, // 49
{153,0}, // 50
{0}, // 51
{0}, // 52
{0}, // 53
{130,138,0}, // 54
{0}, // 55
// SPAIN
{204,0}, // 56
{181,182,184,0}, // 57
{181,182,184,0}, // 58
{0}, // 59
{184,0}, // 60
{185,0}, // 61
{0}, // 62 Just music
// NIGHT TRAIN
{207,0,0}, // 63
{0}, // 64 Doesn't exist
{207,0}, // 65
{207,0}, // 66
{207,0}, // 67
{0}, // 68 Disnae exist
{0}, // 69
// SCOTLAND + FINALE
{0}, // 70 Disnae exist
{199,200,201,242,0}, // 71
{199,200,201,242,0}, // 72
{0}, // 73
{284,0}, // 74
{284,0}, // 75
{284,0}, // 76
{284,0}, // 77
{284,0}, // 78
{284,0}, // 79
{0}, // 80
{0}, // 81
{0}, // 82
{0}, // 83
{0}, // 84
{0}, // 85
{0}, // 86
{0}, // 87
{0}, // 88
{0}, // 89
{0}, // 90
{0}, // 91
{0}, // 92
{0}, // 93
{0}, // 94
{0}, // 95
{0}, // 96
{0}, // 97
{0}, // 98
{0}, // 99
};
#define ENCODE8(VAL) \
(uint8)(VAL & 0xFF)
#define ENCODE16(VAL) \
(uint8)(VAL & 0xFF), (uint8)(VAL >> 8)
#define ENCODE24(VAL) \
(uint8)(VAL & 0xFF), (uint8)((VAL >> 8) & 0xFF), (uint8)(VAL >> 16)
#define ENCODE32(VAL) \
(uint8)(VAL & 0xFF), (uint8)((VAL >> 8) & 0xFF), (uint8)((VAL >> 16) & 0xFF), (uint8)(VAL >> 24)
#define LOGIC_CALL_FN(FN_ID, PARAM) \
opcCallFn, ENCODE8(FN_ID), ENCODE8(PARAM)
#define LOGIC_CALL_FN_LONG(FN_ID, PARAM1, PARAM2, PARAM3) \
opcCallFnLong, ENCODE8(FN_ID), ENCODE32(PARAM1), ENCODE32(PARAM2), ENCODE32(PARAM3)
#define LOGIC_SET_VAR8(VAR_ID, VAL) \
opcSetVar8, ENCODE16(VAR_ID), ENCODE8(VAL)
#define LOGIC_SET_VAR16(VAR_ID, VAL) \
opcSetVar16, ENCODE16(VAR_ID), ENCODE16(VAL)
#define LOGIC_SET_VAR32(VAR_ID, VAL) \
opcSetVar32, ENCODE16(VAR_ID), ENCODE32(VAL)
#define GEORGE_POS(POS_X, POS_Y, DIR, PLACE) \
opcGeorge, ENCODE16(POS_X), ENCODE16(POS_Y), DIR, ENCODE24(PLACE)
#define INIT_SEQ_END \
opcSeqEnd
#define RUN_START_SCRIPT(SCR_ID) \
opcRunStart, ENCODE8(SCR_ID)
#define RUN_HELPER_SCRIPT(SCR_ID) \
opcRunHelper, ENCODE8(SCR_ID)
const uint8 g_startPos0[] = { // Intro with sequence
LOGIC_CALL_FN(opcPlaySequence, 4),
GEORGE_POS(481, 413, DOWN, FLOOR_1),
INIT_SEQ_END
};
const uint8 g_startPos1[] = { // Intro without sequence
GEORGE_POS(481, 413, DOWN, FLOOR_1),
INIT_SEQ_END
};
const uint8 g_startPos2[] = { // blind alley
GEORGE_POS(480, 388, DOWN_LEFT, FLOOR_2),
LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
LOGIC_CALL_FN(opcAddObject, ROSSO_CARD),
INIT_SEQ_END
};
const uint8 g_startPos3[] = { // cafe
GEORGE_POS(660, 368, DOWN_LEFT, FLOOR_3),
INIT_SEQ_END
};
const uint8 g_startPos4[] = { // ready to use the phone
GEORGE_POS(463, 391, DOWN, FLOOR_4),
LOGIC_SET_VAR8(MOUE_TEXT, 1),
LOGIC_SET_VAR8(MOUE_NICO_FLAG, 1),
LOGIC_SET_VAR8(PARIS_FLAG, 5),
LOGIC_SET_VAR8(NICO_PHONE_FLAG, 1),
LOGIC_SET_VAR8(TAILOR_PHONE_FLAG, 1),
LOGIC_SET_VAR8(WORKMAN_GONE_FLAG, 1),
LOGIC_SET_VAR8(ALBERT_INFO_FLAG, 1),
LOGIC_SET_VAR8(SEEN_SEWERS_FLAG, 1),
// item stuff missing
INIT_SEQ_END
};
const uint8 g_startPos5[] = { // court yard
GEORGE_POS(400, 400, DOWN_LEFT, FLOOR_5),
INIT_SEQ_END
};
const uint8 g_startPos7[] = { // sewer two
GEORGE_POS(520, 310, DOWN_LEFT, FLOOR_7),
INIT_SEQ_END
};
const uint8 g_startPos8[] = { // cafe repaired
GEORGE_POS(481, 413, DOWN, FLOOR_8),
INIT_SEQ_END
};
const uint8 g_startPos11[] = { // costumier
GEORGE_POS(264, 436, DOWN_RIGHT, FLOOR_11),
LOGIC_CALL_FN(opcAddObject, TISSUE),
LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
INIT_SEQ_END
};
const uint8 g_startPos12[] = { // hotel street
GEORGE_POS(730, 460, LEFT, FLOOR_12),
LOGIC_SET_VAR8(NICO_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(NICO_PHONE_FLAG, 1),
LOGIC_SET_VAR8(COSTUMES_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(HOTEL_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(AEROPORT_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(TAILOR_PHONE_FLAG, 1),
INIT_SEQ_END
};
const uint8 g_startPos14[] = { // hotel corridor
GEORGE_POS(528, 484, UP, FLOOR_14),
LOGIC_CALL_FN(opcAddObject, HOTEL_KEY),
LOGIC_CALL_FN(opcAddObject, MANUSCRIPT),
INIT_SEQ_END
};
const uint8 g_startPos17[] = { // hotel assassin
GEORGE_POS(714, 484, LEFT, FLOOR_17),
INIT_SEQ_END
};
const uint8 g_startPos18[] = { // gendarmerie
GEORGE_POS(446, 408, DOWN_LEFT, FLOOR_18),
LOGIC_SET_VAR8(PARIS_FLAG, 5),
INIT_SEQ_END
};
const uint8 g_startPos19[] = { // ireland street
GEORGE_POS(256, 966, UP_RIGHT, FLOOR_19),
RUN_HELPER_SCRIPT(HELP_IRELAND)
};
const uint8 g_startPos20[] = { // macdevitts
GEORGE_POS(194, 417, DOWN_RIGHT, FLOOR_20),
LOGIC_SET_VAR8(FARMER_MOVED_FLAG, 1),
LOGIC_SET_VAR8(FARMER_SEAN_FLAG, 5),
LOGIC_SET_VAR8(PUB_FLAP_FLAG, 1),
LOGIC_SET_VAR8(PUB_TRAP_DOOR, 2),
LOGIC_SET_VAR8(KNOWS_PEAGRAM_FLAG, 1),
RUN_HELPER_SCRIPT(HELP_IRELAND)
};
const uint8 g_startPos21[] = { // pub cellar
GEORGE_POS(291, 444, DOWN_RIGHT, FLOOR_21),
LOGIC_CALL_FN(opcAddObject, BEER_TOWEL),
LOGIC_SET_VAR8(FARMER_MOVED_FLAG, 1),
LOGIC_SET_VAR8(FLEECY_STUCK, 1),
LOGIC_SET_VAR8(LIFTING_KEYS_IN_HOLE_23, 1),
RUN_HELPER_SCRIPT(HELP_IRELAND)
};
const uint8 g_startPos22[] = { // castle gate
GEORGE_POS(547, 500, UP_LEFT, FLOOR_22),
LOGIC_SET_VAR8(IRELAND_FLAG, 4),
RUN_HELPER_SCRIPT(HELP_IRELAND)
};
const uint8 g_startPos23[] = { // castle hay top
GEORGE_POS(535, 510, UP, FLOOR_23),
RUN_HELPER_SCRIPT(HELP_IRELAND)
};
const uint8 g_startPos24[] = { // castle yard
GEORGE_POS(815, 446, DOWN_LEFT, FLOOR_24),
RUN_HELPER_SCRIPT(HELP_IRELAND)
};
const uint8 g_startPos25[] = { // castle dig
GEORGE_POS(369, 492, LEFT, FLOOR_25),
LOGIC_CALL_FN(opcAddObject, BEER_TOWEL),
LOGIC_SET_VAR8(BEER_TOWEL_BEEN_WET, 1),
LOGIC_SET_VAR16(WET_BEER_TOWEL_TIMER, 1000),
RUN_HELPER_SCRIPT(HELP_IRELAND)
};
const uint8 g_startPos26[] = { // cellar dark
GEORGE_POS(291, 444, DOWN_RIGHT, FLOOR_26),
RUN_HELPER_SCRIPT(HELP_IRELAND)
};
const uint8 g_startPos27[] = { // museum street
GEORGE_POS(300, 510, UP_RIGHT, FLOOR_27),
LOGIC_SET_VAR8(PARIS_FLAG, 12),
LOGIC_SET_VAR8(MANUSCRIPT_ON_TABLE_10_FLAG, 1),
INIT_SEQ_END
};
const uint8 g_startPos31[] = { // hospital street
GEORGE_POS(400, 500, UP_RIGHT, FLOOR_31),
LOGIC_SET_VAR8(PARIS_FLAG, 11),
LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
LOGIC_CALL_FN(opcAddObject, LAB_PASS),
INIT_SEQ_END
};
const uint8 g_startPos32[] = { // hospital desk (after we've found out where Marquet is)
GEORGE_POS(405, 446, UP_RIGHT, FLOOR_32),
LOGIC_SET_VAR8(GOT_BENOIR_FLAG, 1),
LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
LOGIC_CALL_FN(opcAddObject, LAB_PASS),
RUN_HELPER_SCRIPT(HELP_WHITECOAT)
};
const uint8 g_startPos35[] = { // hospital jacques
GEORGE_POS(640, 500, LEFT, FLOOR_35),
LOGIC_SET_VAR8(DOOR_34_OPEN, 1),
LOGIC_SET_VAR8(GOT_BENOIR_FLAG, 2),
LOGIC_SET_VAR8(HOS_POS_FLAG, 26),
LOGIC_SET_VAR8(BENOIR_FLAG, 24),
RUN_HELPER_SCRIPT(HELP_WHITECOAT)
};
const uint8 g_startPos36[] = { // montfaucon
GEORGE_POS(300, 480, RIGHT, FLOOR_36),
LOGIC_CALL_FN(opcAddObject, LENS),
LOGIC_CALL_FN(opcAddObject, RED_NOSE),
LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
LOGIC_SET_VAR8(MONTFAUCON_CONTROL_FLAG, 1),
INIT_SEQ_END
};
const uint8 g_startPos37[] = { // catacomb sewer
GEORGE_POS(592, 386, RIGHT, FLOOR_37),
LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
LOGIC_CALL_FN(opcAddObject, TRIPOD),
LOGIC_CALL_FN(opcAddObject, GEM),
INIT_SEQ_END
};
const uint8 g_startPos38[] = { // catacomb room
GEORGE_POS(200, 390, RIGHT, FLOOR_38),
LOGIC_CALL_FN(opcAddObject, TRIPOD),
LOGIC_CALL_FN(opcAddObject, GEM),
INIT_SEQ_END
};
const uint8 g_startPos39[] = { // catacomb meeting
GEORGE_POS(636, 413, DOWN_LEFT, FLOOR_39),
LOGIC_SET_VAR8(MEETING_FLAG, 3), // meeting finished
LOGIC_CALL_FN(opcAddObject, TRIPOD),
LOGIC_CALL_FN(opcAddObject, GEM),
INIT_SEQ_END
};
const uint8 g_startPos40[] = { // excavation exterior
GEORGE_POS(648, 492, LEFT, FLOOR_40),
LOGIC_SET_VAR8(NICO_PHONE_FLAG, 1),
LOGIC_SET_VAR8(PARIS_FLAG, 16),
LOGIC_CALL_FN(opcAddObject, PLASTER),
LOGIC_CALL_FN(opcAddObject, POLISHED_CHALICE),
INIT_SEQ_END
};
const uint8 g_startPos45[] = { // syria stall
GEORGE_POS(410, 490, DOWN_RIGHT, FLOOR_45),
RUN_HELPER_SCRIPT(HELP_SYRIA)
};
const uint8 g_startPos47[] = { // syria carpet
GEORGE_POS(225, 775, RIGHT, FLOOR_47),
RUN_HELPER_SCRIPT(HELP_SYRIA)
};
const uint8 g_startPos48[] = { // templar church
GEORGE_POS(315, 392, DOWN, FLOOR_48),
LOGIC_SET_VAR8(CHALICE_FLAG, 2),
LOGIC_SET_VAR8(NEJO_TEXT, 1),
LOGIC_CALL_FN(opcAddObject, CHALICE),
LOGIC_CALL_FN(opcAddObject, LENS),
INIT_SEQ_END
};
const uint8 g_startPos49[] = { // syria club
GEORGE_POS(438, 400, DOWN_RIGHT, FLOOR_49),
LOGIC_CALL_FN(opcAddObject, TOILET_BRUSH),
RUN_HELPER_SCRIPT(HELP_SYRIA)
};
const uint8 g_startPos50[] = { // syria toilet
GEORGE_POS(313, 440, DOWN_RIGHT, FLOOR_50),
LOGIC_CALL_FN(opcAddObject, TOILET_KEY),
RUN_HELPER_SCRIPT(HELP_SYRIA)
};
const uint8 g_startPos53[] = { // bull's head pan
LOGIC_SET_VAR32(CHANGE_PLACE, FLOOR_53),
LOGIC_CALL_FN(opcAddObject, TOWEL_CUT),
RUN_HELPER_SCRIPT(HELP_SYRIA)
};
const uint8 g_startPos54[] = { // bull's head
GEORGE_POS(680, 425, DOWN_LEFT, FLOOR_54),
LOGIC_CALL_FN(opcAddObject, TOWEL_CUT),
RUN_HELPER_SCRIPT(HELP_SYRIA)
};
const uint8 g_startPos55[] = { // bull secret
GEORGE_POS(825, 373, DOWN_LEFT, FLOOR_55),
RUN_HELPER_SCRIPT(HELP_SYRIA)
};
const uint8 g_startPos56[] = { // contess' room
GEORGE_POS(572, 443, LEFT, FLOOR_56),
RUN_HELPER_SCRIPT(HELP_SPAIN)
};
const uint8 g_startPos57[] = { // Spain drive
GEORGE_POS(1630, 460, DOWN_LEFT, FLOOR_57),
RUN_HELPER_SCRIPT(HELP_SPAIN)
};
const uint8 g_startPos58[] = { // Mausoleum Exterior
GEORGE_POS(SC58_PATH_X, SC58_PATH_Y, UP_RIGHT, FLOOR_58),
RUN_HELPER_SCRIPT(HELP_SPAIN)
};
const uint8 g_startPos59[] = { // Mausoleum interior
GEORGE_POS(750, 455, LEFT, FLOOR_59),
RUN_HELPER_SCRIPT(HELP_SPAIN)
};
const uint8 g_startPos60[] = { // Spain reception
GEORGE_POS(750, 475, DOWN_LEFT, FLOOR_60),
RUN_HELPER_SCRIPT(HELP_SPAIN)
};
const uint8 g_startPos61[] = { // Spain well
GEORGE_POS(400, 345, DOWN, LEFT_FLOOR_61),
LOGIC_CALL_FN(opcAddObject, STONE_KEY),
LOGIC_CALL_FN(opcAddObject, MIRROR),
RUN_HELPER_SCRIPT(HELP_SPAIN)
};
const uint8 g_startPos62[] = { // chess puzzle
LOGIC_SET_VAR32(CHANGE_PLACE, FLOOR_62),
LOGIC_SET_VAR8(TOP_MENU_DISABLED, 1),
LOGIC_SET_VAR8(GEORGE_ALLOWED_REST_ANIMS, 0),
LOGIC_CALL_FN_LONG(opcNoSprite, PLAYER, 0, 0),
RUN_HELPER_SCRIPT(HELP_SPAIN)
};
const uint8 g_startPos63[] = { // train one
GEORGE_POS(710, 450, LEFT, FLOOR_63),
LOGIC_SET_VAR8(DOOR_SC65_FLAG, 2),
LOGIC_SET_VAR8(DOOR_ONE_63_OPEN, 0),
LOGIC_SET_VAR8(DOOR_65_OPEN, 1),
LOGIC_SET_VAR8(VAIL_TEXT, 1),
RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN)
};
const uint8 g_startPos65[] = { // compt one
GEORGE_POS(460, 430, DOWN, FLOOR_65),
RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN)
};
const uint8 g_startPos66[] = { // compt two
GEORGE_POS(460, 430, DOWN, FLOOR_66),
RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN)
};
const uint8 g_startPos67[] = { // compt three
GEORGE_POS(460, 430, DOWN, FLOOR_67),
RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN)
};
const uint8 g_startPos69[] = { // train_guard
GEORGE_POS(310, 430, DOWN, FLOOR_69),
RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN)
};
const uint8 g_startPos71[] = { // churchyard
GEORGE_POS(1638, 444, LEFT, RIGHT_FLOOR_71),
LOGIC_SET_VAR8(NICO_SCOT_SCREEN, 71),
LOGIC_SET_VAR8(NICO_POSITION_71, 1),
RUN_HELPER_SCRIPT(HELP_SCOTLAND)
};
const uint8 g_startPos72[] = { // church tower
GEORGE_POS(150, 503, RIGHT, FLOOR_72),
LOGIC_SET_VAR8(NICO_SCOT_SCREEN, 72),
RUN_HELPER_SCRIPT(HELP_SCOTLAND)
};
const uint8 g_startPos73[] = { // crypt
GEORGE_POS(250, 390, DOWN_RIGHT, FLOOR_73),
LOGIC_SET_VAR8(NICO_SCOT_SCREEN, 73),
LOGIC_SET_VAR8(NICO_POSITION_73, 1)
};
const uint8 g_startPos80[] = { // Paris map
GEORGE_POS(645, 160, DOWN, FLOOR_80),
LOGIC_SET_VAR8(PARIS_FLAG, 3),
LOGIC_SET_VAR8(NICO_CLOWN_FLAG, 3),
LOGIC_SET_VAR8(NICO_DOOR_FLAG, 2),
LOGIC_CALL_FN(opcAddObject, RED_NOSE),
LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
LOGIC_CALL_FN(opcAddObject, PLASTER),
LOGIC_CALL_FN(opcAddObject, LAB_PASS),
LOGIC_SET_VAR8(MANUSCRIPT_FLAG, 1),
LOGIC_SET_VAR8(NICO_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(NICO_PHONE_FLAG, 1),
LOGIC_SET_VAR8(COSTUMES_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(HOTEL_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(MUSEUM_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(HOSPITAL_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(MONTFACN_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(AEROPORT_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(NERVAL_ADDRESS_FLAG, 1),
LOGIC_SET_VAR8(IRELAND_MAP_FLAG, 1),
LOGIC_SET_VAR8(SPAIN_MAP_FLAG, 1),
LOGIC_SET_VAR8(SYRIA_FLAG, 2),
LOGIC_SET_VAR8(TAILOR_PHONE_FLAG, 1),
INIT_SEQ_END
};
const uint8 g_genIreland[] = {
LOGIC_SET_VAR8(PARIS_FLAG, 9),
LOGIC_CALL_FN(opcAddObject, RED_NOSE),
LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
LOGIC_CALL_FN(opcAddObject, LAB_PASS),
LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
LOGIC_CALL_FN(opcAddObject, MATCHBOOK),
LOGIC_CALL_FN(opcAddObject, BUZZER),
LOGIC_CALL_FN(opcAddObject, TISSUE),
INIT_SEQ_END
};
const uint8 g_genSyria[] = {
LOGIC_SET_VAR8(PARIS_FLAG, 1),
LOGIC_CALL_FN(opcAddObject, BALL),
LOGIC_CALL_FN(opcAddObject, RED_NOSE),
LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
LOGIC_CALL_FN(opcAddObject, MATCHBOOK),
LOGIC_CALL_FN(opcAddObject, BUZZER),
LOGIC_CALL_FN(opcAddObject, TISSUE),
LOGIC_SET_VAR8(CHANGE_STANCE, STAND),
INIT_SEQ_END
};
const uint8 g_genSpain[] = {
LOGIC_SET_VAR8(PARIS_FLAG, 1),
LOGIC_SET_VAR8(SPAIN_VISIT, 1), // default to 1st spain visit, may get overwritten later
LOGIC_CALL_FN(opcAddObject, RED_NOSE),
LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
LOGIC_CALL_FN(opcAddObject, LAB_PASS),
LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
LOGIC_CALL_FN(opcAddObject, BUZZER),
LOGIC_CALL_FN(opcAddObject, TISSUE),
LOGIC_CALL_FN(opcAddObject, BALL),
LOGIC_CALL_FN(opcAddObject, MATCHBOOK),
LOGIC_CALL_FN(opcAddObject, PRESSURE_GAUGE),
INIT_SEQ_END
};
const uint8 g_genSpain2[] = { // 2nd spain visit
LOGIC_SET_VAR8(SPAIN_VISIT, 2),
LOGIC_CALL_FN(opcRemoveObject, PRESSURE_GAUGE),
LOGIC_CALL_FN(opcAddObject, POLISHED_CHALICE),
INIT_SEQ_END
};
const uint8 g_genNightTrain[] = {
LOGIC_SET_VAR8(PARIS_FLAG, 18),
INIT_SEQ_END
};
const uint8 g_genScotland[] = {
LOGIC_SET_VAR8(PARIS_FLAG, 1),
LOGIC_CALL_FN(opcAddObject, RED_NOSE),
LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
LOGIC_CALL_FN(opcAddObject, LAB_PASS),
LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
LOGIC_CALL_FN(opcAddObject, BUZZER),
INIT_SEQ_END
};
const uint8 g_genWhiteCoat[] = {
LOGIC_SET_VAR8(PARIS_FLAG, 11),
LOGIC_SET_VAR8(EVA_TEXT, 1),
LOGIC_SET_VAR8(EVA_MARQUET_FLAG, 2),
LOGIC_SET_VAR8(EVA_NURSE_FLAG, 4),
LOGIC_SET_VAR8(FOUND_WARD_FLAG, 1),
LOGIC_SET_VAR8(CONSULTANT_HERE, 1),
LOGIC_CALL_FN_LONG(opcMegaSet, PLAYER, GEORGE_WLK, MEGA_WHITE),
LOGIC_SET_VAR32(GEORGE_CDT_FLAG, WHT_TLK_TABLE),
LOGIC_SET_VAR8(GEORGE_TALK_FLAG, 0),
LOGIC_SET_VAR8(WHITE_COAT_FLAG, 1),
LOGIC_SET_VAR8(GEORGE_ALLOWED_REST_ANIMS, 0),
INIT_SEQ_END
};
const uint8 *Logic::_startData[] = {
g_startPos0,
g_startPos1,
g_startPos2,
g_startPos3,
g_startPos4,
g_startPos5,
NULL, //g_startPos6,
g_startPos7,
g_startPos8,
NULL, //g_startPos9,
NULL, //g_startPos10,
g_startPos11,
g_startPos12,
NULL, //g_startPos13,
g_startPos14,
NULL, //g_startPos15,
NULL, //g_startPos16,
g_startPos17,
g_startPos18,
g_startPos19,
g_startPos20,
g_startPos21,
g_startPos22,
g_startPos23,
g_startPos24,
g_startPos25,
g_startPos26,
g_startPos27,
NULL, //g_startPos28,
NULL, //g_startPos29,
NULL, //g_startPos30,
g_startPos31,
g_startPos32,
NULL, //g_startPos33,
NULL, //g_startPos34,
g_startPos35,
g_startPos36,
g_startPos37,
g_startPos38,
g_startPos39,
g_startPos40,
NULL, //g_startPos41,
NULL, //g_startPos42,
NULL, //g_startPos43,
NULL, //g_startPos44,
g_startPos45,
NULL, //g_startPos46,
g_startPos47,
g_startPos48,
g_startPos49,
g_startPos50,
NULL, //g_startPos51,
NULL, //g_startPos52,
g_startPos53,
g_startPos54,
g_startPos55,
g_startPos56,
g_startPos57,
g_startPos58,
g_startPos59,
g_startPos60,
g_startPos61,
g_startPos62,
g_startPos63,
NULL, //g_startPos64,
g_startPos65,
g_startPos66,
g_startPos67,
NULL, //g_startPos68,
g_startPos69,
NULL, //g_startPos70,
g_startPos71,
g_startPos72,
g_startPos73,
NULL, //g_startPos74,
NULL, //g_startPos75,
NULL, //g_startPos76
NULL, //g_startPos77
NULL, //g_startPos78
NULL, //g_startPos79
g_startPos80
};
const uint8 *Logic::_helperData[] = {
g_genIreland,
g_genSyria,
g_genSpain,
g_genNightTrain,
g_genScotland,
g_genWhiteCoat,
g_genSpain2
};
} // End of namespace Sword1