Another Sounds Table: Inventory (Item Sounds)

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Another Sounds Table: Inventory (Item Sounds)

Post by Nefarius » Wed Feb 05, 2003 7:57 pm

After I found the monster sounds, I looked for these, I always wanted my cow launcher to make cow sound when it drops and you move it around your inventory :mrgreen:

Well after doing some small search I found this table:

1.09B D2Client.dll, STARTING OFFSET @F2E78

Dword 1: Sound ID (Reverse Byte Order, from Sounds.txt)
Dword 2: Interval in frames after which the sound is played (for the flippy file, its usually set to 0C, to play just before the drop anim ends.)

Code: Select all

CD 00 00 00 0C 00 00 00 = Amulet
CE 00 00 00 0C 00 00 00 = Belt
CF 00 00 00 0C 00 00 00 = Book
D0 00 00 00 0C 00 00 00 = Boots
D3 00 00 00 0C 00 00 00 = Bow
D4 00 00 00 0C 00 00 00 = Cap
D5 00 00 00 0C 00 00 00 = Chain Armor
D7 00 00 00 0C 00 00 00 = Cross Bow
D9 00 00 00 0C 00 00 00 = Gem
DA 00 00 00 0C 00 00 00 = Gloves
DD 00 00 00 0C 00 00 00 = Gold
DF 00 00 00 0C 00 00 00 = Helm
E0 00 00 00 0C 00 00 00 = Herb
E1 00 00 00 0C 00 00 00 = Javelin
E3 00 00 00 0C 00 00 00 = Key
E5 00 00 00 0C 00 00 00 = Metal Weapon (Large)
E6 00 00 00 0C 00 00 00 = Light Armor
E7 00 00 00 0C 00 00 00 = Metal Shield
E8 00 00 00 0C 00 00 00 = Skull (Hollow Bone Sound)
E9 00 00 00 0E 00 00 00 = "Monster Guts" (Organs)
EC 00 00 00 0C 00 00 00 = Plate Mail
ED 00 00 00 0E 00 00 00 = Potion
EF 00 00 00 0C 00 00 00 = Quiver
F0 00 00 00 0C 00 00 00 = Rare (???)
F1 00 00 00 0C 00 00 00 = Ring
F3 00 00 00 0A 00 00 00 = Scroll
F4 00 00 00 0C 00 00 00 = Metal Weapon (Small)
F5 00 00 00 0C 00 00 00 = Staff
F6 00 00 00 0C 00 00 00 = Sword
F7 00 00 00 0C 00 00 00 = Wand
F8 00 00 00 0C 00 00 00 = "Whip" (???)
F9 00 00 00 0C 00 00 00 = Wood Shield
D1 00 00 00 0C 00 00 00 = Chain Boot
D2 00 00 00 0C 00 00 00 = Metal Boots
DB 00 00 00 0C 00 00 00 = Chain Gloves
DC 00 00 00 0C 00 00 00 = Metal Gloves
D6 00 00 00 0C 00 00 00 = Charm
E2 00 00 00 0C 00 00 00 = Jewel
F2 00 00 00 0C 00 00 00 = Rune
FA 00 00 00 0C 00 00 00 = Polearm (Large Wood Weapon)
DE 00 00 00 0C 00 00 00 = Head (Necro Totem)
EA 00 00 00 0C 00 00 00 = Orb (Same Sound as Wand, double entry in sounds.txt)
The sound ID used in weapons, armor and misc.txt is in the same order as in this table 1=amulet and so on.
Last edited by Nefarius on Wed Feb 05, 2003 9:12 pm, edited 3 times in total.
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Re: Another Sounds Table: Inventory (Item Sounds)

Post by *Astalion* » Wed Feb 05, 2003 8:08 pm

Nice, but we still need to find where assigns this to the item number, the same thing as with the monster sound tables. Do you have any idea what the second dword does?
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Re: Another Sounds Table: Inventory (Item Sounds)

Post by Joel » Wed Feb 05, 2003 8:08 pm

And what about DWORD 2 ? volumes ?
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Re: Another Sounds Table: Inventory (Item Sounds)

Post by Nefarius » Wed Feb 05, 2003 8:28 pm

Nice, but we still need to find where assigns this to the item number, the same thing as with the monster sound tables. Do you have any idea what the second dword does?
The place this table gets assigned to items is directly in the txt files, check the sound column in misc.txt, armor.txt and weapons.txt it contains the indexed number of the table entries, aka amulets contain 1 in the sound column, and hence table entry 1 is amulet :)

As for thr second dword, maybe, ill set it to FF and see if my sound blasters explode :mrgreen:

EDIT: I just attached some background music to the "whip" sound, and gave that index number to an item, its just like a radio now 8-O
Last edited by Nefarius on Wed Feb 05, 2003 8:32 pm, edited 1 time in total.
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Re: Another Sounds Table: Inventory (Item Sounds)

Post by *Astalion* » Wed Feb 05, 2003 8:52 pm

What I meant was where it calls these tables and assigns it to a number that you use in the txt files, so we could add more sounds to add to items.
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Re: Another Sounds Table: Inventory (Item Sounds)

Post by Nefarius » Wed Feb 05, 2003 9:02 pm

the numbers are given to the entries thru the location in the table, indeed something allocates the IDs to this, but not in the way it does with monsters.

As for the monsters, Im going to continue to work on them after ill finish some of my recent work.


EDIT: Discovered what DWORD 2 does, it controls the number of frames after the drop animation has loaded to play the sound. has to do with the length of the drop animation.

So FF would be 255 frames AFTER the drop animation begins. :mrgreen:
Last edited by Nefarius on Wed Feb 05, 2003 9:10 pm, edited 1 time in total.
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Re: Another Sounds Table: Inventory (Item Sounds)

Post by Myhrginoc » Thu Feb 06, 2003 5:22 am

*Astalion*";p="64295" wrote:What I meant was where it calls these tables and assigns it to a number that you use in the txt files, so we could add more sounds to add to items.
The problem with dll tables is they are compiled together with all the other data in the dll, so there is no room for expanding it in place. You have to move the whole table to another location that has room (such as D2Extra), and change the calling mechanism (in every place that occurs) to point to the new location.

I believe it would be possible to externalize any dll table by making a new txt file (in which case it becomes seriously expandable). But then you must remember to use decimal equivalents for the data, not the hex values in the dll table---d2common.10578 will convert them for you when the txt file gets loaded to memory. Then all that remains is to use the heap pointer for the loaded table instead of the dll data section pointer every time the table is referenced.
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