Difference between revisions of "Talk:SFX (SA)"
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== Bank sound limit == | == Bank sound limit == | ||
− | Does anyone know where the idea of the 200 sound limit for each bank comes from? Both my own tools and | + | Does anyone know where the idea of the 200 sound limit for each bank comes from? Both my own tools and [https://web.archive.org/web/20151026050556/http://pdescobar.home.comcast.net/~pdescobar/gta/saat/sfx_dir.html#SPC_FA|the SFX directory] agree on the fact that <code>SPC_FA[0]</code> has 380 sounds and that multiple other banks in that package have over 200 sounds. This evidence seems pretty conclusive of the fact that the 200 sound limit is not correct, so for now I'll change the article to reflect this. – [[User:Squ1dd13|Squ1dd13]] ([[User talk:Squ1dd13|talk]]) 13:03, 29 August 2020 (UTC) |
+ | : Hey. This number came from the algorithm the game uses to computer the bank/sound id from script audio events (https://pastebin.com/ffQCPE5S). It's probably applicable only to the SCRIPT package and I ended up generalizing it to every other since the algorithm can be exploited to load any sound from any package. My mistake :) [[User:Link2012|Link2012]] ([[User talk:Link2012|talk]]) 02:43, 7 September 2020 (UTC) |
Latest revision as of 02:43, 7 September 2020
External links are outdated. Any mirrors? Seemann (talk) 22:11, 2 August 2016 (UTC)
- ZAZ had a mirror on SFX Directory (and web.archive has it archived as well). I don't think the other link (Online SCRIPT SFX browser) is recoverable since it had backend content involved. --Link2012 (talk) 22:57, 27 August 2016 (UTC)
Bank sound limit
Does anyone know where the idea of the 200 sound limit for each bank comes from? Both my own tools and SFX directory agree on the fact that SPC_FA[0]
has 380 sounds and that multiple other banks in that package have over 200 sounds. This evidence seems pretty conclusive of the fact that the 200 sound limit is not correct, so for now I'll change the article to reflect this. – Squ1dd13 (talk) 13:03, 29 August 2020 (UTC)
- Hey. This number came from the algorithm the game uses to computer the bank/sound id from script audio events (https://pastebin.com/ffQCPE5S). It's probably applicable only to the SCRIPT package and I ended up generalizing it to every other since the algorithm can be exploited to load any sound from any package. My mistake :) Link2012 (talk) 02:43, 7 September 2020 (UTC)