OnanManiak Posted August 5, 2006 Share Posted August 5, 2006 (edited) Hi all. I have a big error with San Andreas. Iam replaced (maybe deleted) many sounds in sfx directory,but when i playing game,game crash and get me a list with errors. Exception At Address: 0x004F02D3 Last SCM Opcode: 0x581 Registers: EAX: 0x00000039 EBX: 0x00B60000 ECX: 0x00000000 EDX: 0x00000000 ESI: 0x00B62CB0 EDI: 0x00B64100 EBP: 0x00000000 ESP: 0x0022FD8C EFLAGS: 0x00210213 Stack: 0xFFFFFFFA 0x00B6BC90 0x77D50554 0x00000000 0x00000039 0x00B6B508 0x00000100 0x00000000 0x00B6BC90 0xFFFFFFFA 0x00B6BC90 0x3F800000 0x00000000 0x00000000 0x00507899 0x0000001A 0x0AD85840 0x0053E990 0x00000001 0x008241AF 0x004D9486 0x0053ECC2 0x00000001 0x00619B71 0x0000001A 0x00000001 0x00000001 0x0000000A 0x00748DA0 0x0000001A 0x00000001 0x7C80B529 0x00000000 0x0022FFC0 0x7FFDE000 0x01250000 0x423E0D71 0x002527F0 0x00000008 0x00000100 How i can find losts (maybe corrupted) files from error report ??? Edited August 5, 2006 by OnanManiak Link to comment Share on other sites More sharing options...
Suction Testicle Man Posted August 5, 2006 Share Posted August 5, 2006 Don't delete sound effects. If at first you don't succeed, you fail, and the test will be terminated. Link to comment Share on other sites More sharing options...
OnanManiak Posted August 5, 2006 Author Share Posted August 5, 2006 (edited) Don't delete sound effects. I know,iam deleted only unneeded(i think) files for my mp modification. Iam extracted all of sfx sounds,and delete files 31 -> XXX ( XXX is end number of sounds in banks) from this files spc_ea,spc_fa,spc_ga,spc_na But iam maybe deleted some needed files,i need know that have stay. Sry for my bad english Edited August 5, 2006 by OnanManiak Link to comment Share on other sites More sharing options...
pdescobar Posted August 5, 2006 Share Posted August 5, 2006 Listen to STM. Deleting files is almost never a good idea. Especially in an area like SFX where we don't know a whole lot about their internal handling. Heck, we don't even have a decent directory of all the different SFX banks at this point, so it's almost impossible to say which ones are absolutely necessary. (note how much of my list is uncategorized) If you are really determined to get rid of a bunch of sounds in order to try and save space, I would suggest instead taking a short "blank" sound that's one or two seconds long and replacing all the sounds you don't want with that. That should still reduce the size of your SFX archives somewhat, but should also protect you from the game trying to play something that isn't there. Link to comment Share on other sites More sharing options...
OnanManiak Posted August 5, 2006 Author Share Posted August 5, 2006 Listen to STM. Deleting files is almost never a good idea. Especially in an area like SFX where we don't know a whole lot about their internal handling. Heck, we don't even have a decent directory of all the different SFX banks at this point, so it's almost impossible to say which ones are absolutely necessary. (note how much of my list is uncategorized) If you are really determined to get rid of a bunch of sounds in order to try and save space, I would suggest instead taking a short "blank" sound that's one or two seconds long and replacing all the sounds you don't want with that. That should still reduce the size of your SFX archives somewhat, but should also protect you from the game trying to play something that isn't there. Oki,its good idea,but i making a program (his name is MultiSA RePacker) where is can repack your sand andreas to only multiplayer version (this is for low-fi pcs,for more hard drive space(from 4GB to 1GB),faster loading and more speed ingame (i tested this on 650Mhz Amd Duron with 256,GF2Mx on medium visual sfx)). I only need,know how can i read filenames from error reports (a.k.a topic title). Link to comment Share on other sites More sharing options...
pdescobar Posted August 5, 2006 Share Posted August 5, 2006 I only need,know how can i read filenames from error reports (a.k.a topic title). Can't really help you there I'm afraid; my assembly experience is minimal and you'd proabably need one of the EXE hackers to guide you on that one. Keep in mind that you need more than just the filename; you also need to know which bank in the file and which sound in the bank are being accessed. However, putting aside the error message for a moment, here are some other general considerations on what you are trying to do and what approaches can be taken. I understand that your goal is to compact the install as much as you can and you want to be able to completely remove some sfx to help do that. Getting rid of sfx would be handled in one of two ways. The first is to try and remove individual sounds by, for example, reducing a given sound bank from 100 sounds to 50 sounds. This is an extremely bad idea because we have no control over what sounds are used in what situation. If a certain ped is used in the game and his/her sounds are necessary, all the sounds in the bank will be needed because they are all used in different situations. The game is hardcoded to do stuff like randomly play one of sounds 73-80 when the ped is in a fight, or play sound 6 when the ped is complimenting your clothes, etc. The numbers in that example are made-up but the essential idea is valid. Since we can't really alter which sound number is used in which situation, we have to keep the same layout of sounds in the bank to avoid future problems. That's why I suggested the blank placeholder method previously. The other approach is to essentially remove the entire bank. We can't just delete the bank because you run into the hardcoded indexing problem again; instead you would simply reduce the bank to zero sounds (or possibly to one small placeholder sound if zero causes a problem.) You then need to make sure the game doesn't try to access that bank. The only ways to do that are to be confident those sounds aren't used anywhere in the game, or determine through experimentation exactly which ped voice corredsponds to that bank and remove all references to that voice in the peds.ide file. For example, you could set all the different police peds to only use VOICE_EMG_LAPD1 and then you could zero out the SPC_EA banks which correspond to the other police peds. The main problem there is that you must experiment to see which bank corresponds to which voice ID since that's all hardcoded and the directory has never gotten that far along. Assuming you won't get any useful information out of the error message, peds.ide may be your guide to finding out which sounds you need. For example, "emergency services" peds like cops and paramedics all use the voice IDs of VOICE_EMG_* which should all correspond to banks in SPC_EA. Gang peds use VOICE_GNG_* which probably all correspond to banks in SPC_NA. Girlfriends and other special actors like shop clerks use VOICE_GFD_* which most likely correspond to banks in SPC_FA. And finally, all the other peds use VOICE_GEN_* which is the huge archive SPC_GA. Starting with that as your guide, you can possibly determine which bank corresponds to which voice id and then be able to blank out those which are unused as mentioned previously. Link to comment Share on other sites More sharing options...
OnanManiak Posted August 6, 2006 Author Share Posted August 6, 2006 (edited) I only need,know how can i read filenames from error reports (a.k.a topic title). Can't really help you there I'm afraid; my assembly experience is minimal and you'd proabably need one of the EXE hackers to guide you on that one. Keep in mind that you need more than just the filename; you also need to know which bank in the file and which sound in the bank are being accessed. However, putting aside the error message for a moment, here are some other general considerations on what you are trying to do and what approaches can be taken. I understand that your goal is to compact the install as much as you can and you want to be able to completely remove some sfx to help do that. Getting rid of sfx would be handled in one of two ways. The first is to try and remove individual sounds by, for example, reducing a given sound bank from 100 sounds to 50 sounds. This is an extremely bad idea because we have no control over what sounds are used in what situation. If a certain ped is used in the game and his/her sounds are necessary, all the sounds in the bank will be needed because they are all used in different situations. The game is hardcoded to do stuff like randomly play one of sounds 73-80 when the ped is in a fight, or play sound 6 when the ped is complimenting your clothes, etc. The numbers in that example are made-up but the essential idea is valid. Since we can't really alter which sound number is used in which situation, we have to keep the same layout of sounds in the bank to avoid future problems. That's why I suggested the blank placeholder method previously. The other approach is to essentially remove the entire bank. We can't just delete the bank because you run into the hardcoded indexing problem again; instead you would simply reduce the bank to zero sounds (or possibly to one small placeholder sound if zero causes a problem.) You then need to make sure the game doesn't try to access that bank. The only ways to do that are to be confident those sounds aren't used anywhere in the game, or determine through experimentation exactly which ped voice corredsponds to that bank and remove all references to that voice in the peds.ide file. For example, you could set all the different police peds to only use VOICE_EMG_LAPD1 and then you could zero out the SPC_EA banks which correspond to the other police peds. The main problem there is that you must experiment to see which bank corresponds to which voice ID since that's all hardcoded and the directory has never gotten that far along. Assuming you won't get any useful information out of the error message, peds.ide may be your guide to finding out which sounds you need. For example, "emergency services" peds like cops and paramedics all use the voice IDs of VOICE_EMG_* which should all correspond to banks in SPC_EA. Gang peds use VOICE_GNG_* which probably all correspond to banks in SPC_NA. Girlfriends and other special actors like shop clerks use VOICE_GFD_* which most likely correspond to banks in SPC_FA. And finally, all the other peds use VOICE_GEN_* which is the huge archive SPC_GA. Starting with that as your guide, you can possibly determine which bank corresponds to which voice id and then be able to blank out those which are unused as mentioned previously. Oh,man thanx. Iam using first method,stayed only 30 sound in every 1 banks. But for multiplayer game i need only 10 sounds (maybe 5) in every 1 bank. Game crash only! when i start fist fighting with other person(or pushing). Only this time.So in banks must stay sounds 6 and 73-80 ??? But some banks have only 15 sounds (about 10 banks) Thanx pdescobar for your helping Edited August 6, 2006 by OnanManiak Link to comment Share on other sites More sharing options...
pdescobar Posted August 6, 2006 Share Posted August 6, 2006 Oh,man thanx. Iam using first method,stayed only 30 sound in every 1 banks. But for multiplayer game i need only 10 sounds (maybe 5) in every 1 bank. Game crash only! when i start fist fighting with other person(or pushing). Only this time.So in banks must stay sounds 6 and 73-80 ??? But some banks have only 15 sounds (about 10 banks) Thanx pdescobar for your helping Those numbers were just examples and probably aren't accurate. I don't know exactly where the sounds for a given situation occur in each bank, and it probably varies from bank to bank. The point I was getting to is that the game expects to have a certain number of sounds in each bank and changing that number is a bad idea. So in a certain situation, it will want to play Bank 0, Sound 70 for a given ped. But if you had removed some sounds previously so that the bank only has 40 sounds, when it tries to play the 70th sound, it'll crash. The thing is, you can't really tell it "don't look for sound 70" because that's all hardcoded. Also, it isn't the content of the sound which matters, but its position. When I say "sound 70" I don't mean simply the specific audio clip that extracts as Sound_070.wav; I mean the 70th sound in the list, whatever it is. So let's say you removed the first 5 sounds from a bank that contains 100. If the game reaches a situation where it needs to play sound #1, it will still work fine only the actual audio you hear probably won't make any sense to the situation. But when it tries to play sound #97, it will crash because there are now only 95 sounds in the bank. So you can't simply preserve individual "important" sounds because they have to remain in the same place too. While it would be nice to be able to tell the game "hey, I only need 5 sounds; just use the first 5 because I don't care about the rest," there simply isn't a reasonable way to do that. With careful editing of peds.ide, you can probably blank out some of the banks, but removing a bank completely or removing individual sounds is pretty much guaranteed to cause you to crash eventually. Link to comment Share on other sites More sharing options...
OnanManiak Posted August 7, 2006 Author Share Posted August 7, 2006 (edited) Oh,man thanx. Iam using first method,stayed only 30 sound in every 1 banks. But for multiplayer game i need only 10 sounds (maybe 5) in every 1 bank. Game crash only! when i start fist fighting with other person(or pushing). Only this time.So in banks must stay sounds 6 and 73-80 ??? But some banks have only 15 sounds (about 10 banks) Thanx pdescobar for your helping Those numbers were just examples and probably aren't accurate. I don't know exactly where the sounds for a given situation occur in each bank, and it probably varies from bank to bank. The point I was getting to is that the game expects to have a certain number of sounds in each bank and changing that number is a bad idea. So in a certain situation, it will want to play Bank 0, Sound 70 for a given ped. But if you had removed some sounds previously so that the bank only has 40 sounds, when it tries to play the 70th sound, it'll crash. The thing is, you can't really tell it "don't look for sound 70" because that's all hardcoded. Also, it isn't the content of the sound which matters, but its position. When I say "sound 70" I don't mean simply the specific audio clip that extracts as Sound_070.wav; I mean the 70th sound in the list, whatever it is. So let's say you removed the first 5 sounds from a bank that contains 100. If the game reaches a situation where it needs to play sound #1, it will still work fine only the actual audio you hear probably won't make any sense to the situation. But when it tries to play sound #97, it will crash because there are now only 95 sounds in the bank. So you can't simply preserve individual "important" sounds because they have to remain in the same place too. While it would be nice to be able to tell the game "hey, I only need 5 sounds; just use the first 5 because I don't care about the rest," there simply isn't a reasonable way to do that. With careful editing of peds.ide, you can probably blank out some of the banks, but removing a bank completely or removing individual sounds is pretty much guaranteed to cause you to crash eventually. I located sounds for cop (basic type,first in multiplayer) : Bank 015 Sounds 15-20 will play when i push him Sounds 46-54 will play when i fight him Total = 15 sounds I previously said,some banks have only 15 sounds (this persons not have quests and dialogs ingame) I complete my program today (maybe tomorrow),but i maybe start locate all basic sounds in every bank (aka fighting and commenting) For now,really thax for your helping and sorry me for my bad english Edited August 7, 2006 by OnanManiak Link to comment Share on other sites More sharing options...
pdescobar Posted August 7, 2006 Share Posted August 7, 2006 This may or may not be helpful to you. But I did some poking about the exe and I'm pretty sure I found the internal ID string of each bank for most of the SFX archives (PAIN_A and all the SPC_*); these IDs are descriptive enough to give a reasonable clue as to their use. I also compared those strings to which IDs are referenced in peds.ide. So you may be able to use this list to help find unused banks which you can condense. Note that this list shouldn't be taken as absolute authority of what is and isn't used; some of the sound banks not referenced directly by peds.ide are still used in the game either through other (unknown) references or through "hardcoding." For example, VOICE_GFD_POL_ANN (SPC_FA Bank 11) is never mentioned in peds.ide but I'm pretty sure it is used for the police in helicopters and possibly boats based upon its content. There may be other such sounds that are called by something other than peds.ide as well. One interesting aside to this is that VOICE_GEN_NOVOICE (the ID string for peds which do not speak) links to an actual sound bank; however it contains only a single "blank" sound file. Someday, this will all find its way into my SFX Directory... SFX Archive PAINBnk Internal ID string peds=== ================== ====001 VOICE_PAIN_CARL n/a002 VOICE_PAIN_FEMALE n/a003 VOICE_PAIN_MALE n/a SFX Archive SPC_EABnk Internal ID string peds=== ================== ====001 VOICE_EMG_ARMY1 army(287);002 VOICE_EMG_ARMY2 n/a003 VOICE_EMG_ARMY3 army(287);004 VOICE_EMG_EMT1 laemt1(274);lvemt1(275);sfemt1(276);005 VOICE_EMG_EMT2 n/a006 VOICE_EMG_EMT3 n/a007 VOICE_EMG_EMT4 n/a008 VOICE_EMG_EMT5 laemt1(274);lvemt1(275);sfemt1(276);009 VOICE_EMG_FBI2 fbi(286);010 VOICE_EMG_FBI3 n/a011 VOICE_EMG_FBI4 n/a012 VOICE_EMG_FBI5 n/a013 VOICE_EMG_FBI6 fbi(286);014 VOICE_EMG_LAPD1 lapd1(280);015 VOICE_EMG_LAPD2 n/a016 VOICE_EMG_LAPD3 n/a017 VOICE_EMG_LAPD4 n/a018 VOICE_EMG_LAPD5 n/a019 VOICE_EMG_LAPD6 n/a020 VOICE_EMG_LAPD7 n/a021 VOICE_EMG_LAPD8 lapd1(280);022 VOICE_EMG_LVPD1 lvpd1(282);023 VOICE_EMG_LVPD2 n/a024 VOICE_EMG_LVPD3 n/a025 VOICE_EMG_LVPD4 n/a026 VOICE_EMG_LVPD5 lvpd1(282);027 VOICE_EMG_MCOP1 lapdm1(284);028 VOICE_EMG_MCOP2 n/a029 VOICE_EMG_MCOP3 n/a030 VOICE_EMG_MCOP4 n/a031 VOICE_EMG_MCOP5 n/a032 VOICE_EMG_MCOP6 lapdm1(284);033 VOICE_EMG_PULASKI n/a034 VOICE_EMG_RCOP1 csher(283);dsher(288);035 VOICE_EMG_RCOP2 n/a036 VOICE_EMG_RCOP3 n/a037 VOICE_EMG_RCOP4 csher(283);dsher(288);038 VOICE_EMG_SFPD1 sfpd1(281);039 VOICE_EMG_SFPD2 n/a040 VOICE_EMG_SFPD3 n/a041 VOICE_EMG_SFPD4 n/a042 VOICE_EMG_SFPD5 sfpd1(281);043 VOICE_EMG_SWAT1 swat(285);044 VOICE_EMG_SWAT2 n/a045 VOICE_EMG_SWAT4 n/a046 VOICE_EMG_SWAT6 swat(285); SFX Archive SPC_FABnk Internal ID string peds=== ================== ====001 VOICE_GFD_BARBARA COPGRL3(190);002 VOICE_GFD_BMOBAR BMOBAR(156);003 VOICE_GFD_BMYBARB BMYBAR(176);004 VOICE_GFD_BMYTATT BMYTATT(180);005 VOICE_GFD_CATALINA n/a006 VOICE_GFD_DENISE GANGRL3(195);007 VOICE_GFD_HELENA GUNGRL3(191);008 VOICE_GFD_KATIE NURGRL3(193);009 VOICE_GFD_MICHELLE MECGRL3(192);010 VOICE_GFD_MILLIE CROGRL3(194);011 VOICE_GFD_POL_ANN n/a012 VOICE_GFD_WFYBURG WFYBURG(205);013 VOICE_GFD_WFYCLOT WFYCLOT(211);014 VOICE_GFD_WMYAMMO WMYAMMO(179);015 VOICE_GFD_WMYBARB WMYBAR(177);016 VOICE_GFD_WMYBELL WMYBELL(167);017 VOICE_GFD_WMYCLOT WMYCLOT(217);018 VOICE_GFD_WMYPIZZ WMYPIZZ(155); SFX Archive SPC_GABnk Internal ID string peds=== ================== ====001 VOICE_GEN_BBDYG1 WBDYG1(24);002 VOICE_GEN_BBDYG2 WBDYG2(25);003 VOICE_GEN_BFORI BFORI(9);004 VOICE_GEN_BFOST BFOST(10);005 VOICE_GEN_BFYBE BFYBE(139);006 VOICE_GEN_BFYBU BFYBU(148);007 VOICE_GEN_BFYCRP VBFYCRP(11);008 VOICE_GEN_BFYPRO BFYPRO(63);009 VOICE_GEN_BFYRI BFYRI(12);010 VOICE_GEN_BFYST BFYST(13);011 VOICE_GEN_BIKDRUG BIKDRUG(254);012 VOICE_GEN_BIKERA BIKERA(247);013 VOICE_GEN_BIKERB BIKERB(248);014 VOICE_GEN_BMOCD BMOCD(262);015 VOICE_GEN_BMORI BMORI(14);016 VOICE_GEN_BMOSEC BMOSEC(253);017 VOICE_GEN_BMOST BMOST(15);BMOCHIL(168);018 VOICE_GEN_BMOTR1 BMOTR1(79);019 VOICE_GEN_BMYAP BMYAP(16);020 VOICE_GEN_BMYBE BMYBE(18);021 VOICE_GEN_BMYBOUN BMYBOUN(163);022 VOICE_GEN_BMYBOX VBMYBOX(80);023 VOICE_GEN_BMYBU BMYBU(17);024 VOICE_GEN_BMYCG BMYCG(144);025 VOICE_GEN_BMYCON BMYCON(260);026 VOICE_GEN_BMYCR BMYCR(21);027 VOICE_GEN_BMYDJ BMYDJ(19);028 VOICE_GEN_BMYDRUG BMYDRUG(28);029 VOICE_GEN_BMYMOUN BMYMOUN(51);030 VOICE_GEN_BMYPOL1 BMYPOL1(66);031 VOICE_GEN_BMYPOL2 BMYPOL2(67);032 VOICE_GEN_BMYRI BMYRI(20);033 VOICE_GEN_BMYST BMYST(22);034 VOICE_GEN_BYMPI n/a035 VOICE_GEN_CWFOFR CWFOFR(196);036 VOICE_GEN_CWFOHB CWFOHB(197);037 VOICE_GEN_CWFYFR1 CWFYFR1(198);038 VOICE_GEN_CWFYFR2 CWFYFR2(199);039 VOICE_GEN_CWFYHB1 CWFYHB(157);040 VOICE_GEN_CWMOFR1 CWMOFR(158);041 VOICE_GEN_CWMOHB1 CWMOHB1(159);042 VOICE_GEN_CWMOHB2 CWMOHB2(160);043 VOICE_GEN_CWMYFR CWMYFR(161);044 VOICE_GEN_CWMYHB1 CWMYHB1(162);045 VOICE_GEN_CWMYHB2 CWMYHB2(200);046 VOICE_GEN_DNFOLC1 DNFOLC1(129);047 VOICE_GEN_DNFOLC2 DNFOLC2(130);048 VOICE_GEN_DNFYLC DNFYLC(131);049 VOICE_GEN_DNMOLC1 DNMOLC1(132);050 VOICE_GEN_DNMOLC2 DNMOLC2(133);051 VOICE_GEN_DNMYLC DNMYLC(128);052 VOICE_GEN_DWFOLC DWFOLC(31);053 VOICE_GEN_DWFYLC1 DWFYLC1(151);054 VOICE_GEN_DWFYLC2 DWFYLC1(151);DWFYLC2(201);055 VOICE_GEN_DWMOLC1 DWMOLC1(32);056 VOICE_GEN_DWMOLC2 DWMOLC2(33);057 VOICE_GEN_DWMYLC1 DWMYLC1(34);058 VOICE_GEN_DWMYLC2 DWMYLC1(34);DWMYLC2(202);059 VOICE_GEN_HFORI HFORI(38);060 VOICE_GEN_HFOST HFOST(39);061 VOICE_GEN_HFYBE HFYBE(140);062 VOICE_GEN_HFYPRO HFYPRO(64);063 VOICE_GEN_HFYRI HFYRI(40);064 VOICE_GEN_HFYST HFYST(41);065 VOICE_GEN_HMORI HMORI(43);066 VOICE_GEN_HMOST HMOST(44);067 VOICE_GEN_HMYBE HMYBE(45);068 VOICE_GEN_HMYCM HMYCM(146);069 VOICE_GEN_HMYCR HMYCR(47);070 VOICE_GEN_HMYDRUG HMYDRUG(30);071 VOICE_GEN_HMYRI HMYRI(46);072 VOICE_GEN_HMYST HMYST(48);073 VOICE_GEN_IMYST n/a074 VOICE_GEN_IRFYST n/a075 VOICE_GEN_IRMYST n/a076 VOICE_GEN_MAFFA MAFFA(111);077 VOICE_GEN_MAFFB MAFFB(112);078 VOICE_GEN_MALE01 male01(7);079 VOICE_GEN_NOVOICE WFYSEX(178);OMYKARA(203);WMYKARA(204); HECK1(258);HECK2(259);WMOICE(264); lafd1(277);lvfd1(278);sffd1(279);080 VOICE_GEN_OFORI OFORI(53);081 VOICE_GEN_OFOST OFOST(54);082 VOICE_GEN_OFYRI OFYRI(55);083 VOICE_GEN_OFYST OFYST(56);084 VOICE_GEN_OMOBOAT OMOBOAT(210);085 VOICE_GEN_OMOKUNG OMOKUNG(49);086 VOICE_GEN_OMORI OMORI(57);087 VOICE_GEN_OMOST OMOST(58);OMONOOD(209);088 VOICE_GEN_OMYRI OMYRI(59);089 VOICE_GEN_OMYST OMYST(60);090 VOICE_GEN_SBFORI SBFORI(215);091 VOICE_GEN_SBFOST SBFOST(218);092 VOICE_GEN_SBFYPRO SBFYPRO(238);093 VOICE_GEN_SBFYRI SBFYRI(219);094 VOICE_GEN_SBFYST SBFYST(69);SBFYSTR(256);095 VOICE_GEN_SBFYSTR n/a096 VOICE_GEN_SBMOCD SBMOCD(220);097 VOICE_GEN_SBMORI SBMORI(221);098 VOICE_GEN_SBMOST SBMOST(222);099 VOICE_GEN_SBMOTR1 SBMOTR2(134);100 VOICE_GEN_SBMOTR2 SBMOTR2(134);101 VOICE_GEN_SBMYCR SBMYCR(143);102 VOICE_GEN_SBMYRI SBMYRI(185);103 VOICE_GEN_SBMYST SBMYST(142);104 VOICE_GEN_SBMYTR3 SBMYTR3(136);105 VOICE_GEN_SFYPRO SFYPRO(243);106 VOICE_GEN_SHFYPRO SHFYPRO(237);107 VOICE_GEN_SHMYCR SHMYCR(223);108 VOICE_GEN_SMYST SMYST(241);109 VOICE_GEN_SMYST2 SMYST2(242);110 VOICE_GEN_SOFORI SOFORI(224);111 VOICE_GEN_SOFOST SOFOST(225);112 VOICE_GEN_SOFYBU SOFYBU(141);113 VOICE_GEN_SOFYRI SOFYRI(169);114 VOICE_GEN_SOFYST SOFYST(226);115 VOICE_GEN_SOMOBU SOMOBU(227);116 VOICE_GEN_SOMORI SOMORI(228);117 VOICE_GEN_SOMOST SOMOST(229);118 VOICE_GEN_SOMYAP n/a119 VOICE_GEN_SOMYBU SOMYBU(187);120 VOICE_GEN_SOMYRI SOMYRI(186);121 VOICE_GEN_SOMYST SOMYST(170);122 VOICE_GEN_SWFOPRO SWFOPRO(75);123 VOICE_GEN_SWFORI SWFORI(231);124 VOICE_GEN_SWFOST SWFOST(232);125 VOICE_GEN_SWFYRI SWFYRI(216);126 VOICE_GEN_SWFYST SWFYST(233);SWFYSTR(257);127 VOICE_GEN_SWFYSTR n/a128 VOICE_GEN_SWMOCD SWMOCD(234);129 VOICE_GEN_SWMORI SWMORI(235);130 VOICE_GEN_SWMOST SWMOST(236);131 VOICE_GEN_SWMOTR1 SWMOTR1(77);132 VOICE_GEN_SWMOTR2 SWMOTR2(135);133 VOICE_GEN_SWMOTR3 SWMOTR3(137);134 VOICE_GEN_SWMOTR4 SWMOTR4(239);135 VOICE_GEN_SWMOTR5 SWMOTR5(230);136 VOICE_GEN_SWMYCR SWMYCR(250);137 VOICE_GEN_SWMYHP1 SWMYHP1(72);138 VOICE_GEN_SWMYHP2 SWMYHP2(73);139 VOICE_GEN_SWMYRI SWMYRI(240);140 VOICE_GEN_SWMYST SWMYST(188);141 VOICE_GEN_VBFYPRO VBFYPRO(245);142 VOICE_GEN_VBFYST2 VBFYST2(244);143 VOICE_GEN_VBMOCD VBMOCD(182);144 VOICE_GEN_VBMYCR VBMYCR(183);145 VOICE_GEN_VBMYELV VBMYELV(83);146 VOICE_GEN_VHFYPRO VHFYPRO(207);147 VOICE_GEN_VHFYST3 VHFYST3(246);148 VOICE_GEN_VHMYCR VHMYCR(184);149 VOICE_GEN_VHMYELV VHMYELV(82);150 VOICE_GEN_VIMYELV VIMYELV(84);151 VOICE_GEN_VWFYPRO VWFYPRO(85);152 VOICE_GEN_VWFYST1 VWFYST1(87);153 VOICE_GEN_VWFYWAI VWFYWAI(214);VWFYWA2(263);154 VOICE_GEN_VWMOTR1 VWMOTR1(212);155 VOICE_GEN_VWMOTR2 VWMOTR2(213);156 VOICE_GEN_VWMYAP n/a157 VOICE_GEN_VWMYBJD VWMYBJD(171);158 VOICE_GEN_VWMYCD VWMYCD(206);159 VOICE_GEN_VWMYCR VWMYCR(181);160 VOICE_GEN_WFOPJ n/a161 VOICE_GEN_WFORI WFORI(88);162 VOICE_GEN_WFOST WFOST(89);163 VOICE_GEN_WFYBE WFYBE(138);164 VOICE_GEN_WFYBU WFYBU(150);165 VOICE_GEN_WFYCRK WFYCRK(145);166 VOICE_GEN_WFYCRP VWFYCRP(172);167 VOICE_GEN_WFYJG WFYJG(90);168 VOICE_GEN_WFYLG WFYLG(251);169 VOICE_GEN_WFYPRO WFYPRO(152);170 VOICE_GEN_WFYRI WFYRI(91);171 VOICE_GEN_WFYRO WFYRO(92);172 VOICE_GEN_WFYST WFYST(93);173 VOICE_GEN_WFYSTEW WFYSTEW(76);174 VOICE_GEN_WMOMIB WMOMIB(165);175 VOICE_GEN_WMOPJ WMOPJ(62);176 VOICE_GEN_WMOPREA WMOPREA(68);177 VOICE_GEN_WMORI WMORI(94);178 VOICE_GEN_WMOSCI WMOSCI(70);179 VOICE_GEN_WMOST WMOST(95);180 VOICE_GEN_WMOTR1 WMOTR1(78);181 VOICE_GEN_WMYBE WMYBE(154);182 VOICE_GEN_WMYBMX WMYBMX(23);183 VOICE_GEN_WMYBOUN WMYBOUN(164);184 VOICE_GEN_WMYBOX VWMYBOX(81);185 VOICE_GEN_WMYBP WMYBP(26);186 VOICE_GEN_WMYBU WMYBU(147);187 VOICE_GEN_WMYCD1 WMYCD1(261);188 VOICE_GEN_WMYCD2 n/a189 VOICE_GEN_WMYCH WMYCH(255);190 VOICE_GEN_WMYCON WMYCON(27);191 VOICE_GEN_WMYCONB WMYCONB(153);192 VOICE_GEN_WMYCR WMYCR(100);193 VOICE_GEN_WMYDRUG WMYDRUG(29);194 VOICE_GEN_WMYGAR HMOGAR(35);195 VOICE_GEN_WMYGOL1 WMYGOL1(36);196 VOICE_GEN_WMYGOL2 WMYGOL2(37);197 VOICE_GEN_WMYJG WMYJG(96);198 VOICE_GEN_WMYLG WMYLG(97);199 VOICE_GEN_WMYMECH WMYMECH(50);200 VOICE_GEN_WMYMOUN WMYMOUN(52);201 VOICE_GEN_WMYPLT WMYPLT(61);202 VOICE_GEN_WMYRI WMYRI(98);203 VOICE_GEN_WMYRO WMYRO(99);204 VOICE_GEN_WMYSGRD n/a205 VOICE_GEN_WMYSKAT n/a206 VOICE_GEN_WMYST WMYST(101);207 VOICE_GEN_WMYTX1 n/a208 VOICE_GEN_WMYTX2 n/a209 VOICE_GEN_WMYVA WMYVA(189);WMYVA2(252); SFX Archive SPC_NABnk Internal ID string peds=== ================== ====001 VOICE_GNG_BALLAS1 BALLAS1(102);002 VOICE_GNG_BALLAS2 BALLAS1(102);003 VOICE_GNG_BALLAS3 BALLAS2(103);004 VOICE_GNG_BALLAS4 BALLAS2(103);005 VOICE_GNG_BALLAS5 BALLAS3(104);006 VOICE_GNG_BIG_BEAR n/a007 VOICE_GNG_CESAR n/a008 VOICE_GNG_DNB1 DNB1(121);009 VOICE_GNG_DNB2 DNB2(122);010 VOICE_GNG_DNB3 DNB3(123);011 VOICE_GNG_DNB5 DNB3(123);012 VOICE_GNG_DWAINE n/a013 VOICE_GNG_FAM1 FAM1(105);014 VOICE_GNG_FAM2 FAM1(105);015 VOICE_GNG_FAM3 FAM2(106);016 VOICE_GNG_FAM4 FAM2(106);017 VOICE_GNG_FAM5 FAM3(107);018 VOICE_GNG_JIZZY n/a019 VOICE_GNG_LSV1 LSV1(108);020 VOICE_GNG_LSV2 LSV1(108);021 VOICE_GNG_LSV3 LSV2(109);022 VOICE_GNG_LSV4 LSV2(109);023 VOICE_GNG_LSV5 LSV3(110);024 VOICE_GNG_MACCER n/a025 VOICE_GNG_MAFBOSS MAFBOSS(113);026 VOICE_GNG_OGLOC n/a027 VOICE_GNG_RYDER n/a028 VOICE_GNG_SFR1 SFR1(173);029 VOICE_GNG_SFR2 SFR1(173);030 VOICE_GNG_SFR3 SFR2(174);031 VOICE_GNG_SFR4 SFR2(174);032 VOICE_GNG_SFR5 SFR3(175);033 VOICE_GNG_SMOKE n/a034 VOICE_GNG_STRI1 TRIADA(117);TRIADB(118);TRIBOSS(120);035 VOICE_GNG_STRI2 n/a036 VOICE_GNG_STRI4 n/a037 VOICE_GNG_STRI5 TRIADA(117);038 VOICE_GNG_SWEET n/a039 VOICE_GNG_TBONE n/a040 VOICE_GNG_TORENO n/a041 VOICE_GNG_TRUTH n/a042 VOICE_GNG_VLA1 VLA1(114);043 VOICE_GNG_VLA2 VLA1(114);044 VOICE_GNG_VLA3 VLA2(115);045 VOICE_GNG_VLA4 VLA2(115);046 VOICE_GNG_VLA5 VLA3(116);047 VOICE_GNG_VMAFF1 VMAFF1(124);048 VOICE_GNG_VMAFF2 VMAFF1(124);049 VOICE_GNG_VMAFF3 VMAFF2(125);050 VOICE_GNG_VMAFF4 VMAFF3(126);051 VOICE_GNG_VMAFF5 VMAFF4(127);052 VOICE_GNG_WOOZIE n/a SFX Archive SPC_PABnk Internal ID string peds=== ================== ====001 VOICE_PLY_AG n/a002 VOICE_PLY_AG2 n/a003 VOICE_PLY_AR n/a004 VOICE_PLY_AR2 n/a005 VOICE_PLY_CD n/a006 VOICE_PLY_CD2 n/a007 VOICE_PLY_CF n/a008 VOICE_PLY_CF2 n/a009 VOICE_PLY_CG n/a010 VOICE_PLY_CG2 n/a011 VOICE_PLY_CR null(0);012 VOICE_PLY_CR2 n/a013 VOICE_PLY_PG n/a014 VOICE_PLY_PG2 n/a015 VOICE_PLY_PR n/a016 VOICE_PLY_PR2 n/a017 VOICE_PLY_WG n/a018 VOICE_PLY_WG2 n/a019 VOICE_PLY_WR n/a020 VOICE_PLY_WR2 n/a Philips_27 1 Link to comment Share on other sites More sharing options...
OnanManiak Posted August 9, 2006 Author Share Posted August 9, 2006 Excellent,this will help me !!! I will relase my program todayin two version: Extreme version (will all delete unneeded files,repack sfx sounds + repack all streams to lowless quality (from 1GB to 450MB)) Lite version (will delete only unneded files and repack sfx sounds) This version replace peds.ide,i modified all radio tags to no_voice,but in next version i will add some sounds for ever person. You have thuth,game is hard-coded,i tryed locate fight sounds but they is play randomly. Thanx PD Escobar for undestanding with audio files and for your program. I maked a mention of you in Readme and splash screen Link to comment Share on other sites More sharing options...
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