Replaces a few calls that refer to the confirm-sound-effect with other sounds available and some additional similar changes are made, too. To make good use of all that stuff, it may be necessary to re-assign some system-sounds mid-game again, again and again to make them always fit the current scene/screen or situation.
To get battle-start-sound back, a sound-command can be put before a battle in an event is starting. Also, random-encounters can be catched and redirected to manual battles with Encounter Randomness Alert / ERA MEPR.
Originally made and first released by KotatsuAkira.
RPG2000 | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1.00 | UNKNOWN | 2000-05-07 | 2000-06-19 | 2000-07-11 | 2000-11-13 | 2000-11-15 | 2000-12-27 1.07 | 2001-05-05 1.10 | 2003-03-27 1.50 | 2003-06-25 1.51/1.52 | 2015-07-05 1.60 | 2015-09-15 1.61 | 2017-09-14 1.62 |
✕ | ✕ | ✕ | ✕ | ✕ | ✕ | ✕ | ✕ | ✕ | ✕ | ✕ | ✕ | ✕ | ✔ |
RPG2000 |
---|
2017-09-14 1.62 |
0047414Fh 0007354Fh |
JMP __00474169h ; Skip Sound for BattleStart NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP
EB18 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
RPG2000 |
---|
2017-09-14 1.62 |
004753CCh 000747CCh |
CALL PROC__00470058h ; TLcfgSystem.GetSoundEscape (FakeSave)
E887ACFFFF
RPG2000 |
---|
2017-09-14 1.62 |
00475458h 00074858h |
CALL PROC__004700B8h ; TLcfgSystem.GetSoundEnemyAttack (FakeLoad)
E85BACFFFF
RPG2000 |
---|
2017-09-14 1.62 |
00478630h 00077A30h |
CALL PROC__00470118h ; TLcfgSystem.GetSoundEnemyDamage (FakeBuy)
E8E37AFFFF
RPG2000 |
---|
2017-09-14 1.62 |
004787ABh 00077BABh |
CALL PROC__00470178h ; TLcfgSystem.GetSoundActorDamage (FakeSell)
E8C879FFFF
RPG2000 |
---|
2017-09-14 1.62 |
0047FDA6h 0007F1A6h |
CALL PROC__004701D8h ; TLcfgSystem.GetSoundEvasion (FakeEquip)
E82D04FFFF
RPG2000 |
---|
2017-09-14 1.62 |
00480F83h 00080383h |
MOV EAX, [004A0B8Ch] ; TLcfgSystem MOV EAX, [EAX] PUSH EAX CALL PROC__00470238h ; TLcfgSystem.GetSoundEnemyCollapse (FakeSkillUse) MOV EDX, EAX POP EAX CALL PROC__0046F96Ch ; TLcfgSystem.SoundPlay JMP __00481068h NOP NOP NOP PROC__00480FA0h: CMP EDI, 1 ; Is StateID equal to Knockout? JNE __00480FBFh PROC__00480FA8h: PUSH EAX MOV EAX, [004A0B8Ch] ; TLcfgSystem MOV EAX, [EAX] PUSH EAX CALL PROC__0046FFF8h ; TLcfgSystem.GetSoundBattleStart (FakeActorCollapse) MOV EDX, EAX POP EAX CALL PROC__0046F96Ch ; TLcfgSystem.SoundPlay POP EAX __00480FBFh: MOV ECX, __0047DFECh ; Placeholder String "???" RET NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP __00481068h: (...)
A18C0B4A00 8B00 50 E8A8F2FEFF 8BD0 58 E8D4E9FEFF E95D000000 8D4000 81FF01000000 7517 50 A18C0B4A00 8B00 50 E842F0FEFF 8BD0 58 E8AEE9FEFF 58 B9ECDF4700 C3 8D4000 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
RPG2000 |
---|
2017-09-14 1.62 |
00482A9Ch 00081E9Ch |
JMP __00482AACh ; Skip Sound for BattleStart NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP
EB0E 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
RPG2000 |
---|
2017-09-14 1.62 |
0047CFEFh 0007C3EFh |
CALL PROC__00480FA8h ; Insert Sound before displaying ActorCollapse String
E8B43F0000
RPG2000 |
---|
2017-09-14 1.62 |
0047DF88h 0007D388h |
CALL PROC__00480FA0h ; Insert Sound before ActorAffected String if it is Knockout
E813300000