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authorTorbjörn Andersson2011-11-08 21:46:10 +0100
committerTorbjörn Andersson2011-11-08 21:46:10 +0100
commit1ffb83266652cc952e006fa55c52b6b895cb45ef (patch)
treebb25bde25b93857a4733e7036b9751e35a807207 /engines/sword1/swordres.h
parent9f61470a99c0218e065e87c694ed2b7cfaff17b9 (diff)
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SWORD1: Fix bug #3431552 ("Wrong background sound in Windows demo")
This is a slightly updated version of the patch I attached to the bug report. Apparently, the DOS/Windows demo has a slightly different set of sound resources than the full game. (There were also some other minor differences in the sound effects list, but I didn't think them worth the trouble to implement.) I've played through the demo, and I didn't notice any problems.
Diffstat (limited to 'engines/sword1/swordres.h')
-rw-r--r--engines/sword1/swordres.h592
1 files changed, 296 insertions, 296 deletions
diff --git a/engines/sword1/swordres.h b/engines/sword1/swordres.h
index 384c240283..b1fc206b80 100644
--- a/engines/sword1/swordres.h
+++ b/engines/sword1/swordres.h
@@ -1298,66 +1298,66 @@ namespace Sword1 {
// 2 entities in TXTs, 2 in datafiles.
// paris_1
// sound_fx
-#define FX_CAMERA1 0x06000000
-#define FX_CAMERA2 0x06000001
-#define FX_CAMERA3 0x06000002
-#define FX_CANDO 0x06000003
-#define FX_CANUP 0x06000004
-#define FX_CAW1 0x06000005
-#define FX_DUST 0x06000006
-#define FX_HORN1 0x06000007
-#define FX_HORN2 0x06000008
-#define FX_HORN3 0x06000009
-#define FX_LVSFLY 0x0600000A
-#define FX_PAP1 0x0600000B
-#define FX_PAP2 0x0600000C
-#define FX_PICK1 0x0600000D
-#define FX_PICK2 0x0600000E
-#define FX_PICK3 0x0600000F
-#define FX_PICK4 0x06000010
-#define FX_PICK5 0x06000011
-#define FX_TRAFFIC2 0x06000012
-#define FX_TWEET1 0x06000013
-#define FX_TWEET2 0x06000014
-#define FX_TWEET3 0x06000015
-#define FX_TWEET4 0x06000016
-#define FX_TWEET5 0x06000017
-#define FX_BIN1 0x06000018
-#define FX_BIN2 0x06000019
-#define FX_BIN3 0x0600001A
-#define FX_CAT 0x0600001B
-#define FX_COVERON2 0x0600001C
-#define FX_CRATE 0x0600001D
-#define FX_DRAIN 0x0600001E
-#define FX_HOLE 0x0600001F
-#define FX_BODY 0x06000020
-#define FX_BOTDN 0x06000021
-#define FX_BOTUP 0x06000022
-#define FX_GULP 0x06000023
-#define FX_LIGHT 0x06000024
-#define FX_PIKUP 0x06000025
-#define FX_PAP3 0x06000026
-#define FX_PAP4 0x06000027
-#define FX_PAP5 0x06000028
-#define FX_PISTOL 0x06000029
-#define FX_TBOX 0x0600002A
-#define FX_KNOKKNOK 0x0600002B
-#define FX_ALBCLO 0x0600002C
-#define FX_ALBOP 0x0600002D
-#define FX_LADD1 0x0600002E
-#define FX_LADD2 0x0600002F
-#define FX_LADD3 0x06000030
-#define FX_RAT1 0x06000031
-#define FX_RAT2 0x06000032
-#define FX_SEWSTEP1 0x06000033
-#define FX_SEWSTEP2 0x06000034
-#define FX_SWATER3 0x06000035
-#define FX_DRIP1 0x06000036
-#define FX_DRIP2 0x06000037
-#define FX_DRIP3 0x06000038
-#define FX_SWATER1 0x06000039
-#define FX_SEWLADD7 0x0600003A
-#define FX_SEWLADU7 0x0600003B
+#define FX_CAMERA1 {0x06,0x00,0x00}
+#define FX_CAMERA2 {0x06,0x01,0x01}
+#define FX_CAMERA3 {0x06,0x02,0x02}
+#define FX_CANDO {0x06,0x03,0x03}
+#define FX_CANUP {0x06,0x04,0x04}
+#define FX_CAW1 {0x06,0x05,0x05}
+#define FX_DUST {0x06,0x06,0x06}
+#define FX_HORN1 {0x06,0x07,0x07}
+#define FX_HORN2 {0x06,0x08,0x08}
+#define FX_HORN3 {0x06,0x09,0x09}
+#define FX_LVSFLY {0x06,0x0A,0xFF}
+#define FX_PAP1 {0x06,0x0B,0x0A}
+#define FX_PAP2 {0x06,0x0C,0x0B}
+#define FX_PICK1 {0x06,0x0D,0x0C}
+#define FX_PICK2 {0x06,0x0E,0x0D}
+#define FX_PICK3 {0x06,0x0F,0x0E}
+#define FX_PICK4 {0x06,0x10,0x0F}
+#define FX_PICK5 {0x06,0x11,0x10}
+#define FX_TRAFFIC2 {0x06,0x12,0x11}
+#define FX_TWEET1 {0x06,0x13,0x12}
+#define FX_TWEET2 {0x06,0x14,0x13}
+#define FX_TWEET3 {0x06,0x15,0x14}
+#define FX_TWEET4 {0x06,0x16,0x15}
+#define FX_TWEET5 {0x06,0x17,0x16}
+#define FX_BIN1 {0x06,0x18,0x17}
+#define FX_BIN2 {0x06,0x19,0x18}
+#define FX_BIN3 {0x06,0x1A,0x19}
+#define FX_CAT {0x06,0x1B,0x1A}
+#define FX_COVERON2 {0x06,0x1C,0x1B}
+#define FX_CRATE {0x06,0x1D,0x1C}
+#define FX_DRAIN {0x06,0x1E,0x1D}
+#define FX_HOLE {0x06,0x1F,0x1E}
+#define FX_BODY {0x06,0x20,0x1F}
+#define FX_BOTDN {0x06,0x21,0x20}
+#define FX_BOTUP {0x06,0x22,0x21}
+#define FX_GULP {0x06,0x23,0x22}
+#define FX_LIGHT {0x06,0x24,0x23}
+#define FX_PIKUP {0x06,0x25,0x24}
+#define FX_PAP3 {0x06,0x26,0x25}
+#define FX_PAP4 {0x06,0x27,0x26}
+#define FX_PAP5 {0x06,0x28,0x27}
+#define FX_PISTOL {0x06,0x29,0x28}
+#define FX_TBOX {0x06,0x2A,0x29}
+#define FX_KNOKKNOK {0x06,0x2B,0x2A}
+#define FX_ALBCLO {0x06,0x2C,0x2B}
+#define FX_ALBOP {0x06,0x2D,0x2C}
+#define FX_LADD1 {0x06,0x2E,0x2D}
+#define FX_LADD2 {0x06,0x2F,0x2E}
+#define FX_LADD3 {0x06,0x30,0x2F}
+#define FX_RAT1 {0x06,0x31,0x30}
+#define FX_RAT2 {0x06,0x32,0x31}
+#define FX_SEWSTEP1 {0x06,0x33,0x32}
+#define FX_SEWSTEP2 {0x06,0x34,0x33}
+#define FX_SWATER3 {0x06,0x35,0x34}
+#define FX_DRIP1 {0x06,0x36,0x35}
+#define FX_DRIP2 {0x06,0x37,0x36}
+#define FX_DRIP3 {0x06,0x38,0x37}
+#define FX_SWATER1 {0x06,0x39,0x38}
+#define FX_SEWLADD7 {0x06,0x3A,0xFF}
+#define FX_SEWLADU7 {0x06,0x3B,0x39}
// 60 entities in TXTs, 60 in datafiles.
// room1
#define PARIS1_PAL 0x06010000
@@ -1767,52 +1767,52 @@ namespace Sword1 {
// 8 entities in TXTs, 8 in datafiles.
// paris_2
// sound_fx
-#define FX_BIRD 0x07000000
-#define FX_BIRD2 0x07000001
-#define FX_CARLTON 0x07000002
-#define FX_CARS 0x07000003
-#define FX_DOORTRY 0x07000004
-#define FX_FIESTA 0x07000005
-#define FX_FLATDOOR 0x07000006
-#define FX_HVYVEHR 0x07000007
-#define FX_HVYVEHL 0x07000008
-#define FX_LITEVEHR 0x07000009
-#define FX_LITEVEHL 0x0700000A
-#define FX_FONEUP 0x0700000B
-#define FX_FONEDN 0x0700000C
-#define FX_GEOCCH 0x0700000D
-#define FX_GEOCHAIR 0x0700000E
-#define FX_GEOCHR9 0x0700000F
-#define FX_NICOPEN 0x07000010
-#define FX_NICLOSE 0x07000011
-#define FX_PHONICO1 0x07000012
-#define FX_GRAMOFON 0x07000013
-#define FX_SHOCK1 0x07000014
-#define FX_WINDUP11 0x07000015
-#define FX_FRISK 0x07000016
-#define FX_TRAFFIC3 0x07000017
-#define FX_DESKBELL 0x07000018
-#define FX_KEY13 0x07000019
-#define FX_PAPER6 0x0700001A
-#define FX_PHONEDN2 0x0700001B
-#define FX_PHONEUP2 0x0700001C
-#define FX_PIANO14 0x0700001D
-#define FX_TRYDOR14 0x0700001E
-#define FX_CABCLOSE 0x0700001F
-#define FX_CABOPEN 0x07000020
-#define FX_DORCLOSE 0x07000021
-#define FX_WINDOPEN 0x07000022
-#define FX_COO 0x07000023
-#define FX_COO2 0x07000024
-#define FX_LEDGE1 0x07000025
-#define FX_LEDGE2 0x07000026
-#define FX_BRIEFOFF 0x07000027
-#define FX_BRIEFON 0x07000028
-#define FX_JUMPIN 0x07000029
-#define FX_WARDIN 0x0700002A
-#define FX_WARDOUT 0x0700002B
-#define FX_CLIMBIN 0x0700002C
-#define FX_CLIMBOUT 0x0700002D
+#define FX_BIRD {0x07,0x00,0x00}
+#define FX_BIRD2 {0x07,0x01,0x01}
+#define FX_CARLTON {0x07,0x02,0x02}
+#define FX_CARS {0x07,0x03,0x03}
+#define FX_DOORTRY {0x07,0x04,0x04}
+#define FX_FIESTA {0x07,0x05,0x05}
+#define FX_FLATDOOR {0x07,0x06,0x06}
+#define FX_HVYVEHR {0x07,0x07,0xFF}
+#define FX_HVYVEHL {0x07,0x08,0xFF}
+#define FX_LITEVEHR {0x07,0x09,0xFF}
+#define FX_LITEVEHL {0x07,0x0A,0xFF}
+#define FX_FONEUP {0x07,0x0B,0x07}
+#define FX_FONEDN {0x07,0x0C,0x08}
+#define FX_GEOCCH {0x07,0x0D,0x09}
+#define FX_GEOCHAIR {0x07,0x0E,0x0A}
+#define FX_GEOCHR9 {0x07,0x0F,0x0B}
+#define FX_NICOPEN {0x07,0x10,0x0D}
+#define FX_NICLOSE {0x07,0x11,0x0E}
+#define FX_PHONICO1 {0x07,0x12,0x0F}
+#define FX_GRAMOFON {0x07,0x13,0x10}
+#define FX_SHOCK1 {0x07,0x14,0x11}
+#define FX_WINDUP11 {0x07,0x15,0x12}
+#define FX_FRISK {0x07,0x16,0x13}
+#define FX_TRAFFIC3 {0x07,0x17,0x14}
+#define FX_DESKBELL {0x07,0x18,0x15}
+#define FX_KEY13 {0x07,0x19,0xFF}
+#define FX_PAPER6 {0x07,0x1A,0x16}
+#define FX_PHONEDN2 {0x07,0x1B,0x17}
+#define FX_PHONEUP2 {0x07,0x1C,0x18}
+#define FX_PIANO14 {0x07,0x1D,0x19}
+#define FX_TRYDOR14 {0x07,0x1E,0x1A}
+#define FX_CABCLOSE {0x07,0x1F,0x1B}
+#define FX_CABOPEN {0x07,0x20,0x1C}
+#define FX_DORCLOSE {0x07,0x21,0x1D}
+#define FX_WINDOPEN {0x07,0x22,0x1E}
+#define FX_COO {0x07,0x23,0x1F}
+#define FX_COO2 {0x07,0x24,0x20}
+#define FX_LEDGE1 {0x07,0x25,0x21}
+#define FX_LEDGE2 {0x07,0x26,0x22}
+#define FX_BRIEFOFF {0x07,0x27,0x23}
+#define FX_BRIEFON {0x07,0x28,0x24}
+#define FX_JUMPIN {0x07,0x29,0x25}
+#define FX_WARDIN {0x07,0x2A,0x26}
+#define FX_WARDOUT {0x07,0x2B,0x27}
+#define FX_CLIMBIN {0x07,0x2C,0x28}
+#define FX_CLIMBOUT {0x07,0x2D,0x29}
// 46 entities in TXTs, 46 in datafiles.
// room9
#define PARIS2_PAL 0x07010000
@@ -2349,38 +2349,38 @@ namespace Sword1 {
// 9 entities in TXTs, 9 in datafiles.
// paris_3
// sound_fx
-#define FX_MUESEXT 0x08000000
-#define FX_AIRCON28 0x08000001
-#define FX_SARCO28A 0x08000002
-#define FX_SARCO28B 0x08000003
-#define FX_SARCO28C 0x08000004
-#define FX_TOTEM28A 0x08000005
-#define FX_ALARM 0x08000006
-#define FX_CARABINE 0x08000007
-#define FX_DOOR29 0x08000008
-#define FX_FISHFALL 0x08000009
-#define FX_GDROP29 0x0800000A
-#define FX_GUI_HIT 0x0800000B
-#define FX_GUN1 0x0800000C
-#define FX_ROPEDOWN 0x0800000D
-#define FX_SARCO29 0x0800000E
-#define FX_SMASHGLA 0x0800000F
-#define FX_TOTEM29A 0x08000010
-#define FX_TOTEM29B 0x08000011
-#define FX_HOSPEXT 0x08000012
-#define FX_GRAVEL1 0x08000013
-#define FX_GRAVEL2 0x08000014
-#define FX_HOSPNOIS 0x08000015
-#define FX_CUPBOPEN 0x08000016
-#define FX_CUPBCLOS 0x08000017
-#define FX_KIKSHINY 0x08000018
-#define FX_SHINY 0x08000019
-#define FX_SHINYOFF 0x0800001A
-#define FX_SHINYON 0x0800001B
-#define FX_BLOODPRE 0x0800001C
-#define FX_GUN34 0x0800001D
-#define FX_PULSE2 0x0800001E
-#define FX_PULSE3 0x0800001F
+#define FX_MUESEXT {0x08,0x00,0x00}
+#define FX_AIRCON28 {0x08,0x01,0x01}
+#define FX_SARCO28A {0x08,0x02,0x02}
+#define FX_SARCO28B {0x08,0x03,0x03}
+#define FX_SARCO28C {0x08,0x04,0x04}
+#define FX_TOTEM28A {0x08,0x05,0x05}
+#define FX_ALARM {0x08,0x06,0x06}
+#define FX_CARABINE {0x08,0x07,0x07}
+#define FX_DOOR29 {0x08,0x08,0x08}
+#define FX_FISHFALL {0x08,0x09,0x09}
+#define FX_GDROP29 {0x08,0x0A,0x0A}
+#define FX_GUI_HIT {0x08,0x0B,0x0B}
+#define FX_GUN1 {0x08,0x0C,0x0C}
+#define FX_ROPEDOWN {0x08,0x0D,0x0D}
+#define FX_SARCO29 {0x08,0x0E,0x0E}
+#define FX_SMASHGLA {0x08,0x0F,0x0F}
+#define FX_TOTEM29A {0x08,0x10,0x10}
+#define FX_TOTEM29B {0x08,0x11,0x11}
+#define FX_HOSPEXT {0x08,0x12,0x12}
+#define FX_GRAVEL1 {0x08,0x13,0x13}
+#define FX_GRAVEL2 {0x08,0x14,0x14}
+#define FX_HOSPNOIS {0x08,0x15,0x15}
+#define FX_CUPBOPEN {0x08,0x16,0x16}
+#define FX_CUPBCLOS {0x08,0x17,0x17}
+#define FX_KIKSHINY {0x08,0x18,0xFF}
+#define FX_SHINY {0x08,0x19,0x18}
+#define FX_SHINYOFF {0x08,0x1A,0x19}
+#define FX_SHINYON {0x08,0x1B,0x1A}
+#define FX_BLOODPRE {0x08,0x1C,0x1B}
+#define FX_GUN34 {0x08,0x1D,0x1C}
+#define FX_PULSE2 {0x08,0x1E,0x1D}
+#define FX_PULSE3 {0x08,0x1F,0x1E}
// 32 entities in TXTs, 32 in datafiles.
// benoir
#define MEGABEN 0x08010000
@@ -2794,29 +2794,29 @@ namespace Sword1 {
// 30 entities in TXTs, 30 in datafiles.
// paris_4
// sound_fx
-#define FX_COVDWN 0x09000000
-#define FX_KEYIN 0x09000001
-#define FX_MANOP36 0x09000002
-#define FX_MONTAMB 0x09000003
-#define FX_OOH 0x09000004
-#define FX_PULLUP36 0x09000005
-#define FX_REPLCE36 0x09000006
-#define FX_AMBIEN37 0x09000007
-#define FX_CHAIN37 0x09000008
-#define FX_CHAIN37B 0x09000009
-#define FX_DOOR37 0x0900000A
-#define FX_HOLE37 0x0900000B
-#define FX_KNOCK37 0x0900000C
-#define FX_KNOCK37B 0x0900000D
-#define FX_WINCH37 0x0900000E
-#define FX_AIRCON41 0x0900000F
-#define FX_FONEDN41 0x09000010
-#define FX_FONEUP41 0x09000011
-#define FX_PHONCALL 0x09000012
-#define FX_THERMO1 0x09000013
-#define FX_TAPDRIP 0x09000014
-#define FX_DRIER1 0x09000015
-#define FX_CHURCHFX 0x09000016
+#define FX_COVDWN {0x09,0x00,0xFF}
+#define FX_KEYIN {0x09,0x01,0xFF}
+#define FX_MANOP36 {0x09,0x02,0x00}
+#define FX_MONTAMB {0x09,0x03,0x01}
+#define FX_OOH {0x09,0x04,0x02}
+#define FX_PULLUP36 {0x09,0x05,0x03}
+#define FX_REPLCE36 {0x09,0x06,0x04}
+#define FX_AMBIEN37 {0x09,0x07,0x05}
+#define FX_CHAIN37 {0x09,0x08,0x06}
+#define FX_CHAIN37B {0x09,0x09,0x06}
+#define FX_DOOR37 {0x09,0x0A,0x07}
+#define FX_HOLE37 {0x09,0x0B,0x08}
+#define FX_KNOCK37 {0x09,0x0C,0x09}
+#define FX_KNOCK37B {0x09,0x0D,0x0A}
+#define FX_WINCH37 {0x09,0x0E,0x0B}
+#define FX_AIRCON41 {0x09,0x0F,0x0C}
+#define FX_FONEDN41 {0x09,0x10,0x0D}
+#define FX_FONEUP41 {0x09,0x11,0x0E}
+#define FX_PHONCALL {0x09,0x12,0x0F}
+#define FX_THERMO1 {0x09,0x13,0x10}
+#define FX_TAPDRIP {0x09,0x14,0xFF}
+#define FX_DRIER1 {0x09,0x15,0x11}
+#define FX_CHURCHFX {0x09,0x16,0x12}
// 23 entities in TXTs, 23 in datafiles.
// room36
#define R36SPRPAL 0x09010000
@@ -3302,56 +3302,56 @@ namespace Sword1 {
// 39 entities in TXTs, 39 in datafiles.
// ireland
// sound_fx
-#define FX_EIRBIRD3 0x0A000000
-#define FX_SHOCK2 0x0A000001
-#define FX_EIRBIRD1 0x0A000002
-#define FX_EIRBIRD2 0x0A000003
-#define FX_SWITCH19 0x0A000004
-#define FX_TRAPOPEN 0x0A000005
-#define FX_VIOLIN19 0x0A000006
-#define FX_WHISTLE 0x0A000007
-#define FX_BARFLAP 0x0A000008
-#define FX_DORCLOSE20 0x0A000009
-#define FX_DRINK 0x0A00000A
-#define FX_FITZHIT 0x0A00000B
-#define FX_FITZRUN 0x0A00000C
-#define FX_FITZUP 0x0A00000D
-#define FX_FUSE20 0x0A00000E
-#define FX_PULLPINT 0x0A00000F
-#define FX_SNEEZE1 0x0A000010
-#define FX_SNEEZE2 0x0A000011
-#define FX_WASHER 0x0A000012
-#define FX_CELTAP 0x0A000013
-#define FX_DRIPIRE 0x0A000014
-#define FX_DRIPIRE2 0x0A000015
-#define FX_TAP 0x0A000016
-#define FX_TAP2 0x0A000017
-#define FX_CLIMBHAY 0x0A000018
-#define FX_FARMERGO 0x0A000019
-#define FX_CASTLWAL 0x0A00001A
-#define FX_CLIMBFAL 0x0A00001B
-#define FX_KEYSTEP 0x0A00001C
-#define FX_WIND 0x0A00001D
-#define FX_GEOGOAT 0x0A00001E
-#define FX_GOATBAA 0x0A00001F
-#define FX_GOATCHEW 0x0A000020
-#define FX_GOATDOH 0x0A000021
-#define FX_PLOUGH 0x0A000022
-#define FX_EIRDRIP1 0x0A000023
-#define FX_EIRDRIP2 0x0A000024
-#define FX_LADDWN25 0x0A000025
-#define FX_LADDUP25 0x0A000026
-#define FX_SECDOR25 0x0A000027
-#define FX_SLABFALL 0x0A000028
-#define FX_SLABUP 0x0A000029
-#define FX_TRIGER25 0x0A00002A
-#define FX_WRING 0x0A00002B
-#define FX_LEVER 0x0A00002C
-#define FX_LEVER2 0x0A00002D
-#define FX_RAT3A 0x0A00002E
-#define FX_RAT3B 0x0A00002F
-#define FX_RAT3C 0x0A000030
-#define FX_RAT3D 0x0A000031
+#define FX_EIRBIRD3 {0x0A,0x00,0x00}
+#define FX_SHOCK2 {0x0A,0x01,0x01}
+#define FX_EIRBIRD1 {0x0A,0x02,0x02}
+#define FX_EIRBIRD2 {0x0A,0x03,0x03}
+#define FX_SWITCH19 {0x0A,0x04,0x04}
+#define FX_TRAPOPEN {0x0A,0x05,0x05}
+#define FX_VIOLIN19 {0x0A,0x06,0x06}
+#define FX_WHISTLE {0x0A,0x07,0x07}
+#define FX_BARFLAP {0x0A,0x08,0x08}
+#define FX_DORCLOSE20 {0x0A,0x09,0x09}
+#define FX_DRINK {0x0A,0x0A,0x0A}
+#define FX_FITZHIT {0x0A,0x0B,0x0B}
+#define FX_FITZRUN {0x0A,0x0C,0x0C}
+#define FX_FITZUP {0x0A,0x0D,0x0D}
+#define FX_FUSE20 {0x0A,0x0E,0x0E}
+#define FX_PULLPINT {0x0A,0x0F,0x0F}
+#define FX_SNEEZE1 {0x0A,0x10,0xFF}
+#define FX_SNEEZE2 {0x0A,0x11,0xFF}
+#define FX_WASHER {0x0A,0x12,0x10}
+#define FX_CELTAP {0x0A,0x13,0x11}
+#define FX_DRIPIRE {0x0A,0x14,0xFF}
+#define FX_DRIPIRE2 {0x0A,0x15,0xFF}
+#define FX_TAP {0x0A,0x16,0x12}
+#define FX_TAP2 {0x0A,0x17,0x13}
+#define FX_CLIMBHAY {0x0A,0x18,0x14}
+#define FX_FARMERGO {0x0A,0x19,0x15}
+#define FX_CASTLWAL {0x0A,0x1A,0x16}
+#define FX_CLIMBFAL {0x0A,0x1B,0x17}
+#define FX_KEYSTEP {0x0A,0x1C,0x18}
+#define FX_WIND {0x0A,0x1D,0x19}
+#define FX_GEOGOAT {0x0A,0x1E,0x1A}
+#define FX_GOATBAA {0x0A,0x1F,0x1B}
+#define FX_GOATCHEW {0x0A,0x20,0x1C}
+#define FX_GOATDOH {0x0A,0x21,0x1D}
+#define FX_PLOUGH {0x0A,0x22,0x1E}
+#define FX_EIRDRIP1 {0x0A,0x23,0xFF}
+#define FX_EIRDRIP2 {0x0A,0x24,0xFF}
+#define FX_LADDWN25 {0x0A,0x25,0xFF}
+#define FX_LADDUP25 {0x0A,0x26,0xFF}
+#define FX_SECDOR25 {0x0A,0x27,0x21}
+#define FX_SLABFALL {0x0A,0x28,0x22}
+#define FX_SLABUP {0x0A,0x29,0x23}
+#define FX_TRIGER25 {0x0A,0x2A,0x24}
+#define FX_WRING {0x0A,0x2B,0x25}
+#define FX_LEVER {0x0A,0x2C,0x26}
+#define FX_LEVER2 {0x0A,0x2D,0x27}
+#define FX_RAT3A {0x0A,0x2E,0x28}
+#define FX_RAT3B {0x0A,0x2F,0x28}
+#define FX_RAT3C {0x0A,0x30,0x28}
+#define FX_RAT3D {0x0A,0x31,0x28}
// 50 entities in TXTs, 50 in datafiles.
// room19
#define R19SPRPAL 0x0A010000
@@ -3811,23 +3811,23 @@ namespace Sword1 {
// 16 entities in TXTs, 16 in datafiles.
// spain
// sound_fx
-#define FX_SPNBIRD1 0x0B000000
-#define FX_SPNBIRD2 0x0B000001
-#define FX_AMBIEN56 0x0B000002
-#define FX_DOGS56 0x0B000003
-#define FX_PENDULUM 0x0B000004
-#define FX_CANFALL 0x0B000005
-#define FX_HOSE57 0x0B000006
-#define FX_HOSE57B 0x0B000007
-#define FX_SPAIN 0x0B000008
-#define FX_CHESS 0x0B000009
-#define FX_SECDOR59 0x0B00000A
-#define FX_WINDOW59 0x0B00000B
-#define FX_LIONFALL 0x0B00000C
-#define FX_LIONFAL2 0x0B00000D
-#define FX_TOOTHPUL 0x0B00000E
-#define FX_SECDOR61 0x0B00000F
-#define FX_WELLDRIP 0x0B000010
+#define FX_SPNBIRD1 {0x0B,0x00,0x00}
+#define FX_SPNBIRD2 {0x0B,0x01,0x01}
+#define FX_AMBIEN56 {0x0B,0x02,0x02}
+#define FX_DOGS56 {0x0B,0x03,0x03}
+#define FX_PENDULUM {0x0B,0x04,0x04}
+#define FX_CANFALL {0x0B,0x05,0x05}
+#define FX_HOSE57 {0x0B,0x06,0x06}
+#define FX_HOSE57B {0x0B,0x07,0x07}
+#define FX_SPAIN {0x0B,0x08,0x08}
+#define FX_CHESS {0x0B,0x09,0x09}
+#define FX_SECDOR59 {0x0B,0x0A,0xFF}
+#define FX_WINDOW59 {0x0B,0x0B,0xFF}
+#define FX_LIONFALL {0x0B,0x0C,0x0B}
+#define FX_LIONFAL2 {0x0B,0x0D,0x0C}
+#define FX_TOOTHPUL {0x0B,0x0E,0x0D}
+#define FX_SECDOR61 {0x0B,0x0F,0x0E}
+#define FX_WELLDRIP {0x0B,0x10,0x0F}
// 17 entities in TXTs, 17 in datafiles.
// room56
#define SPAIN_PAL 0x0B010000
@@ -4186,34 +4186,34 @@ namespace Sword1 {
// 8 entities in TXTs, 8 in datafiles.
// syria
// sound_fx
-#define FX_CAMERA45 0x0C000000
-#define FX_SHOCK3 0x0C000001
-#define FX_STALLBEL 0x0C000002
-#define FX_AYUBDOOR 0x0C000003
-#define FX_BALLPLAY 0x0C000004
-#define FX_CATHIT 0x0C000005
-#define FX_MARIB 0x0C000006
-#define FX_NEWTON 0x0C000007
-#define FX_STALLCAT 0x0C000008
-#define FX_STATBREK 0x0C000009
-#define FX_KEYS49 0x0C00000A
-#define FX_MANG1 0x0C00000B
-#define FX_MANG2 0x0C00000C
-#define FX_MANG3 0x0C00000D
-#define FX_UNLOCK49 0x0C00000E
-#define FX_WCCHAIN 0x0C00000F
-#define FX_CUBDOR 0x0C000010
-#define FX_BREKSTIK 0x0C000011
-#define FX_CLIMBDWN 0x0C000012
-#define FX_CRICKET 0x0C000013
-#define FX_GEOFAL54 0x0C000014
-#define FX_KHANDOWN 0x0C000015
-#define FX_RINGPULL 0x0C000016
-#define FX_SECDOR54 0x0C000017
-#define FX_SHOTKHAN 0x0C000018
-#define FX_SYRIWIND 0x0C000019
-#define FX_THUMP1 0x0C00001A
-#define FX_SECDOR55 0x0C00001B
+#define FX_CAMERA45 {0x0C,0x00,0xFF}
+#define FX_SHOCK3 {0x0C,0x01,0x00}
+#define FX_STALLBEL {0x0C,0x02,0x01}
+#define FX_AYUBDOOR {0x0C,0x03,0x02}
+#define FX_BALLPLAY {0x0C,0x04,0x03}
+#define FX_CATHIT {0x0C,0x05,0x04}
+#define FX_MARIB {0x0C,0x06,0x05}
+#define FX_NEWTON {0x0C,0x07,0x06}
+#define FX_STALLCAT {0x0C,0x08,0x07}
+#define FX_STATBREK {0x0C,0x09,0x08}
+#define FX_KEYS49 {0x0C,0x0A,0x09}
+#define FX_MANG1 {0x0C,0x0B,0x0A}
+#define FX_MANG2 {0x0C,0x0C,0x0B}
+#define FX_MANG3 {0x0C,0x0D,0x0C}
+#define FX_UNLOCK49 {0x0C,0x0E,0x0D}
+#define FX_WCCHAIN {0x0C,0x0F,0x0E}
+#define FX_CUBDOR {0x0C,0x10,0x0F}
+#define FX_BREKSTIK {0x0C,0x11,0x10}
+#define FX_CLIMBDWN {0x0C,0x12,0x11}
+#define FX_CRICKET {0x0C,0x13,0x12}
+#define FX_GEOFAL54 {0x0C,0x14,0x13}
+#define FX_KHANDOWN {0x0C,0x15,0x14}
+#define FX_RINGPULL {0x0C,0x16,0x15}
+#define FX_SECDOR54 {0x0C,0x17,0x16}
+#define FX_SHOTKHAN {0x0C,0x18,0x17}
+#define FX_SYRIWIND {0x0C,0x19,0x18}
+#define FX_THUMP1 {0x0C,0x1A,0x19}
+#define FX_SECDOR55 {0x0C,0x1B,0x1A}
// 28 entities in TXTs, 28 in datafiles.
// duane
#define DUANE_MEGA 0x0C010000
@@ -4578,19 +4578,19 @@ namespace Sword1 {
// 37 entities in TXTs, 37 in datafiles.
// train
// sound_fx
-#define FX_SHOCK63 0x0D000000
-#define FX_TRAINEXT 0x0D000001
-#define FX_TRAININT 0x0D000002
-#define FX_DOOR65 0x0D000003
-#define FX_WIND66 0x0D000004
-#define FX_WINDOW66 0x0D000005
-#define FX_BRAKES 0x0D000006
-#define FX_DOOR69 0x0D000007
-#define FX_EKSHOOT 0x0D000008
-#define FX_FIGHT69 0x0D000009
-#define FX_PNEUMO69 0x0D00000A
-#define FX_TICK69 0x0D00000B
-#define FX_TRNPASS 0x0D00000C
+#define FX_SHOCK63 {0x0D,0x00,0x00}
+#define FX_TRAINEXT {0x0D,0x01,0x01}
+#define FX_TRAININT {0x0D,0x02,0x02}
+#define FX_DOOR65 {0x0D,0x03,0x03}
+#define FX_WIND66 {0x0D,0x04,0x04}
+#define FX_WINDOW66 {0x0D,0x05,0x05}
+#define FX_BRAKES {0x0D,0x06,0x06}
+#define FX_DOOR69 {0x0D,0x07,0x07}
+#define FX_EKSHOOT {0x0D,0x08,0x08}
+#define FX_FIGHT69 {0x0D,0x09,0xFF}
+#define FX_PNEUMO69 {0x0D,0x0A,0x09}
+#define FX_TICK69 {0x0D,0x0B,0x0A}
+#define FX_TRNPASS {0x0D,0x0C,0x0B}
// 13 entities in TXTs, 13 in datafiles.
// room63
#define TRAIN_PAL 0x0D010000
@@ -4828,33 +4828,33 @@ namespace Sword1 {
// 57 entities in TXTs, 57 in datafiles.
// scotland
// sound_fx
-#define FX_WIND71 0x0E000000
-#define FX_GUST71 0x0E000001
-#define FX_OWL71A 0x0E000002
-#define FX_OWL71B 0x0E000003
-#define FX_COG72A 0x0E000004
-#define FX_PING 0x0E000005
-#define FX_RUMMAGE1 0x0E000006
-#define FX_RUMMAGE2 0x0E000007
-#define FX_SECDOR72 0x0E000008
-#define FX_CHANT 0x0E000009
-#define FX_DAGGER1 0x0E00000A
-#define FX_GDROP73 0x0E00000B
-#define FX_GUNPOWDR 0x0E00000C
-#define FX_STAFF 0x0E00000D
-#define FX_TORCH73 0x0E00000E
-#define FX_BAPHAMB 0x0E00000F
-#define FX_FIGHT1 0x0E000010
-#define FX_REFORGE2 0x0E000011
-#define FX_ROSSODIE 0x0E000012
-#define FX_GKSWORD 0x0E000013
-#define FX_REFORGE1 0x0E000014
-#define FX_REFORGE4 0x0E000015
-#define FX_CHOKE1 0x0E000016
-#define FX_CHOKE2 0x0E000017
-#define FX_EKDIES 0x0E000018
-#define FX_FIGHT2 0x0E000019
-#define FX_GUN79 0x0E00001A
+#define FX_WIND71 {0x0E,0x00,0x00}
+#define FX_GUST71 {0x0E,0x01,0x01}
+#define FX_OWL71A {0x0E,0x02,0x02}
+#define FX_OWL71B {0x0E,0x03,0x03}
+#define FX_COG72A {0x0E,0x04,0x04}
+#define FX_PING {0x0E,0x05,0x05}
+#define FX_RUMMAGE1 {0x0E,0x06,0x06}
+#define FX_RUMMAGE2 {0x0E,0x07,0x07}
+#define FX_SECDOR72 {0x0E,0x08,0x08}
+#define FX_CHANT {0x0E,0x09,0xFF}
+#define FX_DAGGER1 {0x0E,0x0A,0x09}
+#define FX_GDROP73 {0x0E,0x0B,0xFF}
+#define FX_GUNPOWDR {0x0E,0x0C,0x0A}
+#define FX_STAFF {0x0E,0x0D,0xFF}
+#define FX_TORCH73 {0x0E,0x0E,0x0B}
+#define FX_BAPHAMB {0x0E,0x0F,0xFF}
+#define FX_FIGHT1 {0x0E,0x10,0xFF}
+#define FX_REFORGE2 {0x0E,0x11,0xFF}
+#define FX_ROSSODIE {0x0E,0x12,0x0C}
+#define FX_GKSWORD {0x0E,0x13,0xFF}
+#define FX_REFORGE1 {0x0E,0x14,0xFF}
+#define FX_REFORGE4 {0x0E,0x15,0xFF}
+#define FX_CHOKE1 {0x0E,0x16,0x0D}
+#define FX_CHOKE2 {0x0E,0x17,0x0E}
+#define FX_EKDIES {0x0E,0x18,0xFF}
+#define FX_FIGHT2 {0x0E,0x19,0x0F}
+#define FX_GUN79 {0x0E,0x1A,0x10}
// 27 entities in TXTs, 27 in datafiles.
// room71
#define R71L0 0x0E010000