Sound is handled differently in battles. The more important value is the "Shift" which tells the game what sound bank to use. Changing a sound without changing the bank will give odd results. I tried to change Cloud's sword swipe once and got a door opening sound... Either way, there's not a way to define what sounds are battle appropriate so I'm not going to make exclusions.
Same thing about the textures. Interesting to know that above 47 causes the game to crash. I'll make a note of that in the readme, but it likely won't appear very prominently.
Yes, I'm aware of that I forgot to post that, I rushed...
I didn't post my notes because I didn't think it was necessary, but I still have to sort through the remaining
sounds. Also I all my characters could not critical attack (given the 3Xh damage modifier), so I had consistency
and did not mistakenly record the wrong sound. So with Shift F8, 01h - C6h will equal 0dec - 197dec in Cosmo.
C8h - D1h equal 198dec - 207dec in Cosmo. And finally D3h - FFh equal 209dec - 252dec.
Funny huh, very confusing isn't it? Well that's because 00h, C7h, and D2h don't call sounds. They're either
dividers or 'no sounders.'
For Shift F9h DCh, DDh, and E8h have no sound. They're either dividers or 'no sounders.' On to the 'how',
from 00h - DBh you (add 1dec if your calculator isn't all great with hex) to your value and add that to 252
and search Cosmo for the result there's your sound. DEh - E7h you subtract it by 1 (or 2 if you added 1 in
the above method) add 252dec and search for the result in Cosmo and there's your sound. E9 - FF subtract by
2 (3 if you subtracted 2 or/and added above) and add 252 search that in Cosmo and that sould be your sound.
Sorry I didn't post information on the shift, (makes my post dis-informational) thanks.
It has also come to my attention that these MAY only equal my findings IF you alter the hit sound. I don't
know about others. This is just too funny and mind shattering.
Shift:
Displayed in Hex. A new field as of 1.3.
With different values this will "increase"
the other sound indexes by 100h:
F8 - no increase
F9 - Hit & Miss +100h
FA - Critical +100h(?)
FB - Hit, Miss & Critical + 100h
No weapon uses value FA so feel free to test it.
If you change sounds of one weapon to sound like
another without changing the shift then you'll get
really weird sounds.
What did you mean by this? That only hit and miss will be functioning on sounds from +256 in Cosmo? I checked with Shift F9
and that is not consistent with the sound I heard (used 00h and 01h).
Under current evidence it should be a piano key sound (which is in that range), there instead was a strange club sound. I know what it should be, updated my evidence.
Yeah, these are hard coded. I'm not sure where the Cat's Bell function is, but you can easily find the location of character HP data, then trace the +2 that's added with every step in a debugger.
I have a feeling the Curse Ring's code is somewhre in EQIPMENU.MNU. It probably sets... some flag for the battle engine.
Thank you, however I am using PC non-emulated version of FFVII, I have one question, were I to use disassembly codes, would they be compatible with the PC version? Also do you know the equivalent of "EQIPMENU.MNU" for the PC?