Author Topic: Identifying battle sound effects  (Read 17802 times)

Mauron

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Re: Identifying battle sound effects
« Reply #45 on: April 14, 2018, 05:17:07 pm »
F9 - Which Lavos Core tech do you think uses it?

xcalibur

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Re: Identifying battle sound effects
« Reply #46 on: April 14, 2018, 05:23:49 pm »
F9 - Which Lavos Core tech do you think uses it?

it's unused. I'm only guessing that it was intended for Lavos Core based on placement. also, its synth sound is reminiscent of D0, which is used for the Rainbow/insta-kill tech. so my theory is that Lavos Core was intended to have an insta-kill that uses F9, but this idea was scrapped. as I said, it's all speculation on my part.

xcalibur

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Re: Identifying battle sound effects
« Reply #47 on: April 14, 2018, 07:37:00 pm »
Another minor question to fill in a detail: which Lavos Core tech uses 8B? Is it Erase or Tragedy?

Mauron

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Re: Identifying battle sound effects
« Reply #48 on: April 14, 2018, 09:04:27 pm »
Ah, I misread that note.

8B is used by a charge attack from the main body. It's the second attack the main body will use when its defense is up.

xcalibur

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Re: Identifying battle sound effects
« Reply #49 on: April 14, 2018, 09:23:47 pm »
don't you mean left/right bits? (of course I'm aware that the center bit isn't the real core, but I want to avoid confusion)

there are two attacks used by the bits when defense is up (as you said). one is B2, A2 (where it spins you), the other is B2, 67, 8B x2 (where it hits you and teleports away). based on the tech list, these attacks must be erase and tragedy (negate and obliterate on DS), the problem is, which is which?

Mauron

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Re: Identifying battle sound effects
« Reply #50 on: April 14, 2018, 09:42:24 pm »
I hadn't checked the left bit, but it was definitely used by the right bit.

The attack doesn't have a name in the SNES version, and Might not be specifically identifiable anywhere.

xcalibur

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Re: Identifying battle sound effects
« Reply #51 on: April 14, 2018, 10:15:42 pm »
maybe Erase and Tragedy are red herrings. either way, I listed them as melee attacks. also, it seems that only the Right Bit uses B2, A2.

I don't mean to burden you with details, I just want to fill in as much as I can.

Mauron

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Re: Identifying battle sound effects
« Reply #52 on: April 14, 2018, 10:22:54 pm »
They may have been named in supplemental material, but nothing I can access clarifies their names.

xcalibur

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Re: Identifying battle sound effects
« Reply #53 on: April 14, 2018, 11:25:43 pm »
understood. just made a major fix: Evil Star uses 7F, not 81.

seems like there's always more changes and additions to make. but like I said, it's mostly finished.

I'll try to wait until you've dealt with the level 3 packets.

Mauron

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Re: Identifying battle sound effects
« Reply #54 on: April 14, 2018, 11:34:04 pm »
Once I get far enough with those, I'll do another check on the unused sounds.

xcalibur

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Re: Identifying battle sound effects
« Reply #55 on: April 25, 2018, 03:46:09 am »
I have just a few more questions. I'll leave them here, and you can check on these whenever convenient.

59: the Salt sound is used by decedent and departed. I thought it was 'Jump Stab' at first, until I realized that departed uses this for 'Jump'. can you confirm that they both use 59 for the same tech, 'Jump'?

74: there's an attack called 'Flame' used by octoblush, juggler, and others. it's very similar to Inner Lavos' Flame Battle. can you confirm that the Flame enemy tech consists of 74 played in repetition?

CA: what sort of magical damage does 'Burst Ball' do?
« Last Edit: April 25, 2018, 03:48:41 am by xcalibur »

Mauron

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Re: Identifying battle sound effects
« Reply #56 on: April 25, 2018, 04:29:31 am »
Decedent and Departed both use an attack with 59 - it's the same animation for both.

Octoblush, Juggler, and Rolypoly all use the same tech that has a bunch of 74s.

Burst Ball: Dalton Plus has a non-elemental magic attack that seems to match this. TerraMutant's closest are both physical.

I should be able to find the layer 3 packet sounds soon.

xcalibur

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Re: Identifying battle sound effects
« Reply #57 on: April 25, 2018, 04:39:21 am »
ok, cool.

I didn't want to distract you from layer 3 packets, but this is almost done and I wanted to iron out the last few uncertainties.

Mauron

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Re: Identifying battle sound effects
« Reply #58 on: April 25, 2018, 04:50:25 am »
The full analysis of Layer 3 packets will take a while. They're looking to be very complex.

I'm going to document all the commands for now, label the individual animation and sound packets, and get any sounds used by layer 3 packets listed to wrap this up.

Mauron

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Re: Identifying battle sound effects
« Reply #59 on: April 29, 2018, 02:50:52 pm »
I've checked 17/139 packets so far. No new sounds to report.