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A Comprehensive List of Ambient Sounds for MCE Events

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Jun 11, 2005, 11:42 PM
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A List of Ambient Sounds for MCE Events

It's a semi-incomplete list I made until I get shown up by Pyromanus (which I'm 200% sure will do so soon enough). I wouldn't be surprised if there are others with a complete list, but I decided to share my findings here.

Code:
Ambient Sound   Event             MCE #
---------------------------------------
0...............
1...............
2...............
3...............Bees..............225
4...............Big Box...........232
5...............Big Rock..........231
6...............
7...............Bilsy Boss........114
8...............
9...............
10..............Boll Platform.....210
11..............Bonus Signpost....84
12..............
13..............Bridge............153
14..............Bubba.............199
15..............Bumble Bee........105
16..............Butterfly.........236
17..............Carrotus Pole.....203
18..............Cat (Cheshire 1)..111
19..............Cat (Cheshire 2)..112
20..............Caterpillar.......110
21..............
22..............
23..............
24..............Demon.............120
25..............
26..............Devan(Robot Boss).201
27..............Devil Devan Boss..200
28..............Diamondus Pole....205
29..............Doggy Dogg........116
30..............
31..............Dragon Fly........123
32..............Dragon............103
33..............
34..............
35..............
36..............
37..(38)........Eva...............217
38..(39)........
39..(40)........
40..(41)........Fat Chick.........125
41..(42)........Fencer............126
42..(43)........Fish..............127
43..(44)........Flag (CTF Base)...244
44..(45)........
45..(46)........
46..(47)........
47..(48)........Fruit Platform....209
48..(49)........Gem Ring..........192
49..(50)........
50..(51)........Grass Platform....211
51..(52)........Hatter............113
52..(53)........Helmut............118
53..(54)........
54..(55)........
55..(56)........
56..(57)........
57..(58)........Jungle Pole.......229
58..(59)........Lab Rat...........102
59..(60)........Lizard............104
59..(60)........Lizard (Floating).183
60..............
61..............
62..............
63..(67)........Monkey............124
63..(67)........Monkey (Standing).184
64..(68)........Moth..............128
65..(69)........
66..(70)........
67..(71)........
68..(72)........PIN: 500 Bump.....139
68..(72)........PIN: Carrot Bump..140
68..(72)........PIN: Left Paddle..137
68..(72)........PIN: Right Paddle.138
69..(73)........Pink Platform.....212
70..(74)........Psych Pole........204
71..(75)........Queen Boss........151
72..(76)........Rapier............106
73..(77)........Raven.............190
74..(78)........Robot.............202
75..(79)........Rotating Rock.....130
76..(80)........Rocket Turtle.....198
77..(81)........
78..(82)........
79..(83)........Skeleton..........115
80..(84)........Small Tree........193
81..(85)........Snow..............238
82..(86)........Sonic(Bolly) Boss.235
83..(87)........Sonic Platform....213
84..(88)........Sparks............107
85..(89)........
86..(90)........
87..(91)........
88..(92)........
89..(93)........Spike Boll........215
90..(94)........Spike Boll (3D)...223
91..(95)........Spike Platform....214
92..(96)........
93..(97)........
94..(98)........
95..(99)........Sucker............109
95..(99)........Sucker (Floating).152
96..(100).......Tube Turtle.......191
97..(101).......Tuf Boss..........101
98..(102).......Tuf Turt..........100
99..(103).......Turtle (Normal)...117
99..(103).......Turtleshell.......141
100.(104).......
101.(105).......Uterus............195
101.(105).......(Uterus) Crab.....196
102.(106).......Vine (Swinging)...42
103.(107).......
104.(108).......
105.(109).......
106.(110).......
107.(111).......
108.(112).......Witch.............197
....(113).......Xmas Bisly Boss...251
....(114).......Xmas Lizard.......249
....(114).......Xmas Lizard(Float)250
....(115).......Xmas Turtle.......248
....(116).......Addon Dog*........252
....(117).......Addon Sparks**....253

*Cat
**Blue Ghost
The numbers in parentheses are the sample sounds needed for the MCE to work in TSF. If it has no parentheses, that means the same sample sound is used for 1.23 and TSF. In case you missed it, there's a pattern (as usually, although I did need to do a little renaming) in that the event names appear alphabetically (or at least they should) and correspond to the sample sound number. After doing all this work, it feels like there is some obvious place which lists all of these events in that order.

And if you happen to be out of the loop (like I suspect many are), and don't know what Ambient Sounds have to do with MCE's, well, it's this. They give the correct sprites for whatever MCE you're using if you select the right one. So you just have to build a normal MCE, then somewhere else place an Ambient Sound event with the corresponding sample number. It's that easy.

Like I said, it isn't finished, so if you know how to get things like the Bat and Bees to work (I couldn't get it for some reason), feel free to post how and I'll update. There's also a chance I messed up somewhere (I did a lot of assuming with the TSF samples), so please point out any mistakes. Also expect Pyro to mention things like modifying parameters in MCE events even further (like the length of the chain on a platform is changeable with the delay speed, and so on).
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Last edited by blurredd; Jun 12, 2005 at 08:16 PM.
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Jun 11, 2005, 11:48 PM
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Quote:
Originally Posted by BlurredD
Also expect Pyro to mention things like modifying parameters in MCE events even further (like the length of the chain on a platform is changeable with the delay speed, and so on).
Only to the extent that an ordinary generator can modify things with its delay, though, right? In which case, it's speed as well as length, and potentially sync/swing but I haven't checked.

Anyway, nice looking list. Levels are going to start getting weird now.
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Can someone explain what an MCE Event is?
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An MCE is a Multiple Combo Event. With some special event placement you can get normal events to use different sprites (graphics) to make weird things like Jazz clones or bridges out of letters, etc.

I think there's an article on J2O somewhere, which explains how to do it.
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Jun 24, 2005, 03:33 PM
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My work here is done.
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Quote:
Originally Posted by LittleFreak
With some special event placement you can get normal events to use different sprites (graphics) to make weird things like Jazz clones or bridges out of letters, etc.
Or you could use them in a practical way by putting events which don't work in multiplayer by themselves in multiplayer.
Someone should try to do some research to find out why do Ambient Sounds correspond with the sprite library like this (in case if no one tried to find it out yet).
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Jun 28, 2005, 08:17 PM
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I think alphabetical order explains enough if you ask me. But if you want to know more on the subject, you might as well wait for an answer from Pyro, since he made an even more comprehensive list than mine.
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Does it matter where I put the Ambient Sound event?

And, why should you want to use MCEs if they dont use those wrong sprites? You can use simple generators too with the same effect, or am I wrong?

Also, what is the '#' in your list? There's nothing under it...
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It's useful for something like getting enemies to work online. And, the # collumn is part of MCE # (Multiple Combo Event Number).
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I always wondered how they did that with Team Foo Race 5! (Theres a turtle) thanks for saying that! but does it matter where you put the Ambient sound event?
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you are still allowed to answer that question... how is going the research? Need help? This is pretty interesting (well, it is VERY interesting). It looks like the research stopped, but why? no time? if there is already such a list, then I would like to see it! Thanks, and Im sorry for reviving this.
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I don't think it matters where the ambient sound goes, as it's just loading sprites, but I could be wrong. As for research, last I checked MCE's are pretty much complete and we're waiting for blur to eliminate some bug or other with generating trigger crates before documentation gets released.
...but that was a long time ago so I could be wrong.
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I should probably do more testings sometime, assuming there is a solution.
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Old Jul 19, 2006, 11:20 AM
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Red face Better late than never...

I can't believe i never posted in this thread...
Ambient Sounds.htm
positions of ambient sounds are non important btw
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Disguise: Nice animation , but the filesize is too big. Try and reduce it or remove the animation.

My upcomming tileset and SP pack:
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FINALLY ANSWERED!! UR MY GOD!!!
... GJ on that table. =D

EDIT: sound number 87 should show Spaz in 1.23, but with which event number? ;p there are more of these...
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Not entirely related to MCE events, but apparently there's a whole lot of undiscovered ambient sounds, at least from this list. I have been living under a rock for a while though, so this might already be common knowledge by now.

Example: Ambient sound #200 plays the "oh thank you" sound from the ending, as long as there is ambient sound #33 somewhere else in the level.

#Official Sound NameLength (s)Anim
0sWIND_WIND2A9.775(107)
1sCOMMON_BURNIN1.086(22)
2sSCIENCE_PLOPKAOS4.191(78)
3sAMMO_BMP20.139(0)
4sAMMO_BMP30.13(0)
5sAMMO_BMP40.117(0)
6sAMMO_BMP50.107(0)
7sAMMO_BMP60.27(0)
8sAMMO_BOEM10.596(0)
9sAMMO_BUL10.064(0)
10sAMMO_BULFL10.322(0)
11sAMMO_BULFL20.168(0)
12sAMMO_BULFL30.286(0)
13sAMMO_FIREGUN1A0.708(0)
14sAMMO_FIREGUN2A0.685(0)
15sAMMO_FUMP0.07(0)
16sAMMO_GUN10.164(0)
17sAMMO_GUN20.183(0)
18sAMMO_GUN3PLOP0.192(0)
19sAMMO_GUNFLP0.069(0)
20sAMMO_GUNFLP10.075(0)
21sAMMO_GUNFLP20.069(0)
22sAMMO_GUNFLP30.058(0)
23sAMMO_GUNFLP40.047(0)
24sAMMO_GUNFLPL0.052(0)
25sAMMO_GUNJAZZ0.06(0)
26sAMMO_GUNVELOCITY0.376(0)
27sAMMO_ICEGUN0.181(0)
28sAMMO_ICEGUN20.151(0)
29sAMMO_ICEGUNPU0.159(0)
30sAMMO_ICEPU10.227(0)
31sAMMO_ICEPU20.262(0)
32sAMMO_ICEPU30.254(0)
33sAMMO_ICEPU40.244(0)
34sAMMO_LASER0.238(0)
35sAMMO_LASER20.67(0)
36sAMMO_LASER30.727(0)
37sAMMO_LAZRAYS0.364(0)
38sAMMO_MISSILE0.856(0)
39sAMMO_SPZBL10.237(0)
40sAMMO_SPZBL20.258(0)
41sAMMO_SPZBL30.205(0)
42sBAT_BATFLY10.6441
43sBILSBOSS_BILLAPPEAR0.9087
44sBILSBOSS_FINGERSNAP0.3837
45sBILSBOSS_FIRE0.9117
46sBILSBOSS_FIRESTART2.317
47sBILSBOSS_SCARY38.8287
48sBILSBOSS_THUNDER4.1517
49sBILSBOSS_ZIP0.1977
50sBONUS_BONUS10.50111
51sBONUS_BONUSBLUB1.14911
52sBUBBA_BUBBABOUNCE10.29314
53sBUBBA_BUBBABOUNCE20.25314
54sBUBBA_BUBBAEXPLO0.97714
55sBUBBA_FROG20.14814
56sBUBBA_FROG30.1614
57sBUBBA_FROG40.19114
58sBUBBA_FROG50.14714
59sBUBBA_SNEEZE20.70514
60sBUBBA_TORNADOATTACK22.78114
61sBUMBEE_BEELOOP3.03715
62sCATERPIL_RIDOE2.01720
63sCOMMON_AIRBOARD2.488(22)
64sCOMMON_AIRBTURN0.135(22)
65sCOMMON_AIRBTURN20.067(22)
66sCOMMON_BASE10.34(22)
67sCOMMON_BELL_FIRE0.375(22)
68sCOMMON_BELL_FIRE20.186(22)
69sCOMMON_BENZIN10.827(22)
70sCOMMON_BIRDFLY0.425(22)
71sCOMMON_BIRDFLY20.421(22)
72sCOMMON_BLOKPLOP0.046(22)
73sCOMMON_BLUB10.071(22)
74sCOMMON_BUBBLGN10.853(22)
75sCOMMON_BURN0.988(22)
76sCOMMON_BURNIN1.086(22)
77sCOMMON_CANSPS0.638(22)
78sCOMMON_CLOCK0.2(22)
79sCOMMON_COIN0.354(22)
80sCOMMON_COLLAPS0.866(22)
81sCOMMON_CUP0.208(22)
82sCOMMON_DAMPED10.703(22)
83sCOMMON_DOWN0.137(22)
84sCOMMON_DOWNFL20.366(22)
85sCOMMON_DRINKSPAZZ10.367(22)
86sCOMMON_DRINKSPAZZ20.28(22)
87sCOMMON_DRINKSPAZZ30.282(22)
88sCOMMON_DRINKSPAZZ40.367(22)
89sCOMMON_EAT10.582(22)
90sCOMMON_EAT20.305(22)
91sCOMMON_EAT30.238(22)
92sCOMMON_EAT40.277(22)
93sCOMMON_ELECTRIC10.507(22)
94sCOMMON_ELECTRIC20.872(22)
95sCOMMON_ELECTRICHIT0.247(22)
96sCOMMON_EXPL_TNT0.437(22)
97sCOMMON_EXPSM10.4(22)
98sCOMMON_FLAMER0.817(22)
99sCOMMON_FLAP0.552(22)
100sCOMMON_FOEW10.063(22)
101sCOMMON_FOEW20.14(22)
102sCOMMON_FOEW30.059(22)
103sCOMMON_FOEW40.067(22)
104sCOMMON_FOEW50.066(22)
105sCOMMON_GEMSMSH11.203(22)
106sCOMMON_GLASS21.229(22)
107sCOMMON_GUNSM10.332(22)
108sCOMMON_HARP11.19(22)
109sCOMMON_HEAD0.897(22)
110sCOMMON_HELI10.422(22)
111sCOMMON_HIBELL0.366(22)
112sCOMMON_HOLYFLUT1.309(22)
113sCOMMON_HORN10.28(22)
114sCOMMON_ICECRUSH0.644(22)
115sCOMMON_IMPACT10.3(22)
116sCOMMON_IMPACT20.296(22)
117sCOMMON_IMPACT30.242(22)
118sCOMMON_IMPACT40.148(22)
119sCOMMON_IMPACT50.218(22)
120sCOMMON_IMPACT60.413(22)
121sCOMMON_IMPACT70.378(22)
122sCOMMON_IMPACT80.337(22)
123sCOMMON_IMPACT90.179(22)
124sCOMMON_ITEMTRE0.464(22)
125sCOMMON_JUMP0.112(22)
126sCOMMON_JUMP20.314(22)
127sCOMMON_LAND0.691(22)
128sCOMMON_LAND10.23(22)
129sCOMMON_LAND20.43(22)
130sCOMMON_LANDCAN10.162(22)
131sCOMMON_LANDCAN20.228(22)
132sCOMMON_LANDPOP0.075(22)
133sCOMMON_LOADJAZZ0.155(22)
134sCOMMON_LOADSPAZ0.237(22)
135sCOMMON_METALHIT0.386(22)
136sCOMMON_MONITOR0.321(22)
137sCOMMON_NOCOIN1.272(22)
138sCOMMON_PICKUP10.286(22)
139sCOMMON_PICKUPW10.348(22)
140sCOMMON_PISTOL10.475(22)
141sCOMMON_PLOOP10.542(22)
142sCOMMON_PLOP10.295(22)
143sCOMMON_PLOP20.187(22)
144sCOMMON_PLOP30.097(22)
145sCOMMON_PLOP40.068(22)
146sCOMMON_PLOPKORK0.332(22)
147sCOMMON_PREEXPL10.196(22)
148sCOMMON_PREHELI0.377(22)
149sCOMMON_REVUP1.092(22)
150sCOMMON_RINGGUN0.325(22)
151sCOMMON_RINGGUN20.718(22)
152sCOMMON_SHIELD10.865(22)
153sCOMMON_SHIELD41.212(22)
154sCOMMON_SHIELD_ELEC0.91(22)
155sCOMMON_SHLDOF30.573(22)
156sCOMMON_SLIP1.054(22)
157sCOMMON_SMASH0.639(22)
158sCOMMON_SPLAT10.621(22)
159sCOMMON_SPLAT20.391(22)
160sCOMMON_SPLAT30.557(22)
161sCOMMON_SPLAT40.718(22)
162sCOMMON_SPLUT0.356(22)
163sCOMMON_SPRING11.08(22)
164sCOMMON_STEAM1.138(22)
165sCOMMON_STEP0.098(22)
166sCOMMON_STRETCH0.133(22)
167sCOMMON_SWISH10.27(22)
168sCOMMON_SWISH20.276(22)
169sCOMMON_SWISH30.662(22)
170sCOMMON_SWISH40.186(22)
171sCOMMON_SWISH50.177(22)
172sCOMMON_SWISH60.115(22)
173sCOMMON_SWISH70.149(22)
174sCOMMON_SWISH80.278(22)
175sCOMMON_TELPORT10.422(22)
176sCOMMON_TELPORT20.691(22)
177sCOMMON_UP0.137(22)
178sCOMMON_WATER0.401(22)
179sCOMMON_WOOD10.345(22)
180sDEMON_RUN0.31224
181sDEVILDEVAN_DRAGONFIRE1.55927
182sDEVILDEVAN_FLAP0.52427
183sDEVILDEVAN_FROG40.19127
184sDEVILDEVAN_JUMPUP0.11327
185sDEVILDEVAN_LAUGH1.18427
186sDEVILDEVAN_PHASER20.49927
187sDEVILDEVAN_STRECH20.33427
188sDEVILDEVAN_STRECHTAIL0.82127
189sDEVILDEVAN_STRETCH10.31427
190sDEVILDEVAN_STRETCH30.89127
191sDEVILDEVAN_VANISH11.68727
192sDEVILDEVAN_WHISTLEDESCENDING21.37227
193sDEVILDEVAN_WINGSOUT1.6227
194sDOG_AGRESSIV1.17829
195sDOG_SNIF10.3429
196sDOG_WAF10.2629
197sDOG_WAF20.26929
198sDOG_WAF30.22129
199sDRAGFLY_BEELOOP3.03731
200sENDING_OHTHANK3.09633
201sENDTUNEJAZZ_TUNE5.45734
202sENDTUNESPAZ_TUNE5.45735
203sEPICLOGO_EPIC17.29136
204sEPICLOGO_EPIC24.43536
205sEVA_KISS10.16537
206sEVA_KISS20.79737
207sEVA_KISS30.41537
208sEVA_KISS40.07237
209sFAN_FAN0.82139
210sFATCHK_HIT10.40940
211sFATCHK_HIT20.46440
212sFATCHK_HIT30.15840
213sFENCER_FENCE10.29641
214sFROG_FROG0.3346
215sFROG_FROG10.1946
216sFROG_FROG20.14846
217sFROG_FROG30.1646
218sFROG_FROG40.19146
219sFROG_FROG50.14746
220sFROG_JAZZ2FROG1.58546
221sFROG_TONG0.44446
222sGLOVE_HIT0.23749
223sHATTER_CUP0.09351
224sHATTER_HAT0.16451
225sHATTER_PTOEI0.34551
226sHATTER_SPLIN0.46451
227sHATTER_SPLOUT0.6151
228sINTRO_BLOW0.3453
229sINTRO_BOEM12.39253
230sINTRO_BOEM21.76353
231sINTRO_BRAKE1.2953
232sINTRO_END0.7553
233sINTRO_GRAB0.96453
234sINTRO_GREN11.66953
235sINTRO_GREN20.82253
236sINTRO_GREN30.83153
237sINTRO_GUNM00.7653
238sINTRO_GUNM10.54653
239sINTRO_GUNM20.55553
240sINTRO_HELI3.44853
241sINTRO_HITSPAZ0.32553
242sINTRO_HITTURT0.31653
243sINTRO_IFEEL1.67853
244sINTRO_INHALE0.17553
245sINTRO_INSECT2.87453
246sINTRO_KATROL1.27153
247sINTRO_LAND0.94953
248sINTRO_MONSTER2.25753
249sINTRO_MONSTER20.54353
250sINTRO_ROCK1.18953
251sINTRO_ROPE10.82553
252sINTRO_ROPE21.14653
253sINTRO_RUN1.00553
254sINTRO_SHOT10.75353
255sINTRO_SHOTGRN1.20253


The Anim column indicates which extra anim needs to be loaded (i.e. another ambient sound), if it's parenthesised means it's already loaded. Also, this is for v1.23, so #110 and #111 will cause a crash.
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<TABLE border=1><TR><TD>Facts:
Jazz Sprite Dynamite (JSD)
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</TD><TD>Myths:
Jazz Creation Station Plus (JCS+) - 10%
Coming soon - a dedicated server! - 25%
Jazz Sprite Dynamite v2 (JSDv2) - 2%
Another generic single-player level - 0%
</TD></TR></TABLE>
Jgke Jgke's Avatar

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Nov 20, 2011, 08:52 AM
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No, that is not common knowledge. Thank you.
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Nov 21, 2011, 09:03 AM
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Hahahahahahaha! The RF Impact sound is called "BOEM"!!!!! How funny that is.

Very nice list Neo. How did you make it? Would it be possible to couple it to MCE sprite loading information?
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Nov 21, 2011, 10:32 AM
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They're pretty much in the order given in Anims.j2a data4 which, contrary to the ERE, has already been fully figured out. I could probably write up a quick GUI in VB6 C#/.NET to play through all 256 sounds for people too lazy to listen to them one by one on JJ2.

Also, there are another 200++ sounds which unfortunately cannot be played by ambient sound.
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<TABLE border=1><TR><TD>Facts:
Jazz Sprite Dynamite (JSD)
Tileset Extractor
Neobeo's Firetruck

</TD><TD>Myths:
Jazz Creation Station Plus (JCS+) - 10%
Coming soon - a dedicated server! - 25%
Jazz Sprite Dynamite v2 (JSDv2) - 2%
Another generic single-player level - 0%
</TD></TR></TABLE>
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Nov 21, 2011, 10:49 AM
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Quote:
Originally Posted by Neobeo View Post
They're pretty much in the order given in Anims.j2a data4 which, contrary to the ERE, has already been fully figured out.
I'm guessing this is meant to be a criticism of the ERE somehow, but I have never seen any proof of this statement. If it has been figured out, it is not figured out in any sort of public manner. Moreover, the ERE is editable by anyone.
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Nov 21, 2011, 11:06 AM
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Quote:
Originally Posted by Unknown Rabbit View Post
I'm guessing this is meant to be a criticism of the ERE somehow, but I have never seen any proof of this statement. If it has been figured out, it is not figured out in any sort of public manner. Moreover, the ERE is editable by anyone.
My apologies if it sounded like criticism -- it wasn't intended that way. I'll probably fill up the relevant information on the ERE sometime. But it's basically just PCM data (unsigned 8-bit, mono) with some headers (frequency, length).
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<TABLE border=1><TR><TD>Facts:
Jazz Sprite Dynamite (JSD)
Tileset Extractor
Neobeo's Firetruck

</TD><TD>Myths:
Jazz Creation Station Plus (JCS+) - 10%
Coming soon - a dedicated server! - 25%
Jazz Sprite Dynamite v2 (JSDv2) - 2%
Another generic single-player level - 0%
</TD></TR></TABLE>
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