mirror of
https://github.com/cave-story-randomizer/cave-story-randomizer
synced 2024-11-14 10:52:49 +00:00
560 lines
19 KiB
Plaintext
560 lines
19 KiB
Plaintext
See this too: https://www.cavestory.org/guides/basicmodding/guide/tscnotes.htm
|
|
|
|
Doukutsu Monogatari - TSC notes (aka Cave Story)
|
|
by Kapow - 2006 April 24
|
|
additions by ShInInG PhAnToM - 2007 June 05
|
|
original: http://lotlot.net/misc/doukutsu/tsc.txt
|
|
updated: http://filespace.org/ShInInG_PhAnToM/TSC.TXT
|
|
|
|
THANKS:
|
|
caveoholic and upthorn from gameflaws forums
|
|
robert vandiver, for unused TSC commands
|
|
supergodantman
|
|
|
|
TSC COMMANDS (@ = available but unused commands found through disassembly - currently untested)
|
|
============
|
|
<AE+ Arms Energy + Refill ammo
|
|
<AM+x:y ArMs + Get weapon X, add Y to max ammo (just adds ammo if you have the weapon)
|
|
<AM-x ArMs - Lose weapon X
|
|
<AMJx:y ArMs Jump Jump to event Y if you have weapon X
|
|
<ANPx:y:z Animate NPc Animate npc X with method Y in direction Z [npc type determines Y values?]
|
|
<BOAx BOss Animate Animate boss
|
|
<BSLx Boss [Script Load?] Start a boss fight with npc X (npc flag 0200 must be set) (should work with anything that has HP)
|
|
<CAT [?] @ [same as SAT?]
|
|
<CIL Clear ILlustration Clear illustration during credits (used after SIL)
|
|
<CLO CLOse Close the text box (used after MSG/MS2/MS3)
|
|
<CLR CLeaR Clear the text box (used after MSG/MS2/MS3)
|
|
<CMPx:y:z Change Map [P?] Change map coords X:Y to tile Z
|
|
<CMUx Change MUsic Change music to song X
|
|
<CNPx:y:z Change NPc Change npc X to npc type Y with direction Z
|
|
<CPS Clear Prop. Sound Stop propeller sound (used after SPS) (from helicopter cutscene after final battles)
|
|
<CRE CREdits Roll credits
|
|
<CSS Clear Stream Sound Stop stream sound (used after SSS) (from River area)
|
|
<DNAx [?] [something to do with bosses]
|
|
<DNPx Delete NPc Npc X is removed completely
|
|
<ECJx:y [EC?] Jump @ Jump to event Y if any npc with ID X is present
|
|
<END END End scripted event
|
|
<EQ+x EQuip + Add X to equip flag bytes
|
|
<EQ-x EQuip - Subtract X from equip flag bytes
|
|
<ESC ESCape Quit to title screen
|
|
<EVEx EVEnt Jump to event X (non-conditional)
|
|
<FACx FACe Show face X in text box
|
|
<FAIx FAde In Fade in with direction X
|
|
<FAOx FAde Out Fade out with direction X
|
|
<FL+x FLag + Set flag X
|
|
<FL-x FLag - Clear flag X
|
|
<FLA FLAsh Flash the screen
|
|
<FLJx:y FLag Jump Jump to event Y if flag X is set
|
|
<FMU Fade MUsic Fade the music to a low volume (good to use before CMU)
|
|
<FOBx:y Focus On Boss [Focus view on boss X? why not use FON?], view movement takes Y ticks
|
|
<FOMx Focus On Me Focus view on you (normal view), view movement takes X ticks (WARNING: speed 0000 crashes)
|
|
<FONx:y Focus On Npc Focus view on npc X, view movement takes Y ticks
|
|
<FRE FREe Frees menu cursor [also used after ZAM for some reason?]
|
|
<GITx Graphic ITem Show weapon/item X icon above text box - add 1000 to X for items - GIT0000 to hide
|
|
<HMC Hide My Character Removes main character npc (use SMC after)
|
|
<INI INItialize Resets memory and starts game from the beginning
|
|
<INPx:y:z [I?] NPc @ Change npc X to npc type Y with direction Z with setting Flag 0x0100 [It seems that it setting the "No Player Damage" Flag and not the Costum 0x0100 Flag]
|
|
<IT+x ITem + Get item X
|
|
<IT-x ITem - Lose item X
|
|
<ITJx:y ITem Jump Jump to event Y if you have item X
|
|
<KEY KEYlock Hides status bars and locks out input to your character until END (used with MSG/MS2/MS3 and PRI)
|
|
<LDP LoaD Profile Loads profile.dat into memory and starts game from save
|
|
<LI+x LIfe + Restore X amount of health
|
|
<ML+x Max Life + Max health increased X amount
|
|
<MLP Map [LP?] Display map
|
|
<MM0 My Motion 0 Instantly halts your horizontal motion
|
|
<MNA [Map NAme?] Displays name of current map
|
|
<MNPx:y:z:w Move NPc Move npc X to coords Y:Z facing direction W
|
|
<MOVx:y MOVe Move you to coords X:Y
|
|
<MP+x [MaP ??] @ [map-related]
|
|
<MPJx [MaP Jump?] [Jump to event X if map exists for current area? the single instance of this seems to be dummied out]
|
|
<MS2 MeSsage 2 Open invisible text box at top of screen (text follows)
|
|
<MS3 MeSsage 3 Open normal text box at top of screen (text follows)
|
|
<MSG MeSsaGe 1 Open normal text box (text follows)
|
|
<MYBx MY Bump Knocks you back from direction X (0000 knocked right, 0002 knocked left, any other just hops in place)
|
|
<MYDx MY Direction Make you face direction X
|
|
<NCJx:y [NpC?] Jump Jump to event Y if any npc of type X is present
|
|
<NOD [Nod? Text box wait for button press (used after MSG/MS2/MS3)
|
|
<NUM0000 [Number?] Used to output Y from AM+ as text
|
|
<PRI [?] Hides status bars and freezes game action until KEY or END (used with MSG/MS2/MS3)
|
|
<PS+x:y [P? Slot?] Set teleporter slot X to location Y
|
|
<QUAx QUAke Shake the screen for X ticks
|
|
<RMU Restore MUsic Restore music playback [plays previous song? or only works with some songs?]
|
|
<SAT Speed-up All Text Instant text display on all messages until END (glitches scrolling text)
|
|
<SILx Show ILlustration Show illustration during credits (use CIL after)
|
|
<SK+x SKipflag + Set skipflag X (remains set until program exits, to avoid repeating cutscenes/dialogue after retrying)
|
|
<SK-x SKipflag -? @ Clear skipflag
|
|
<SKJx:y SKipflag Jump Jump to event Y if skipflag X is set
|
|
<SLP [Show? Location? P?] Teleporter location menu
|
|
<SMC Show My Character Restores main character npc (used after HMC)
|
|
<SMPx:y [?] [do something with npc X? - only used before and after the Omega fight]
|
|
<SNPx:y:z:w [Start?] NPc @ Create npc type X at coords Y:Z with direction W
|
|
<SOUx SOUnd Play sound effect X
|
|
<SPS Start Prop. Sound Start propeller sound (use CPS after) (from helicopter cutscene after final battles)
|
|
<SSSx Start Stream Sound Start stream sound at pitch X (use CSS after) (from River area - normal pitch is 0400)
|
|
<STC Save Time Counted Saves the current time to 290.rec
|
|
<SVP SaVe Profile Save game
|
|
<TAMx:y:z Trade ArMs Trade weapon X for weapon Y, set max ammo to Z (max ammo 0000 = no change) (GLITCH: first weapon 0000)
|
|
<TRAx:y:z:w TRAnsport Load map X, run event Y, transport you to coords Z:W
|
|
<TUR [?] Instant text display [until what? CLR?] (used after MSG/MS2/MS3)
|
|
<UNIx [?] [0000 normal / 0001 zero-g movement, facing direction is locked (disables focus commands) (from Stream boss) / 0002 movement is locked, can still fire]
|
|
<UNJx [?] Jump? [?]
|
|
<WAIx WAIt Pause script for X ticks
|
|
<WAS WAit until Standing Pause script until your character touches the ground
|
|
<XX1x [?] [shows distant view of island?]
|
|
<YNJx Yes/No Jump Ask yes or no, jump to event X if No
|
|
<ZAM Zero ArMs All weapons drop to level 1
|
|
|
|
Notes:
|
|
Invalid commands show an error message displaying the command before the game exits
|
|
The "jump if equipped" function is done with FLJ - an arbitrary flag is chosen, and every instance of EQ+/EQ- must also have the FL+/FL- command
|
|
The colon between parameters can be any character (it's ignored)
|
|
|
|
|
|
|
|
|
|
|
|
CREDITS FORMAT (credit.tsc)
|
|
==============
|
|
[T]X Text T with casts.pbm image X [on left?]
|
|
+X [?]
|
|
!X [?]
|
|
-X [line has height X?]
|
|
fX:Y Jump to location Y if flag X is set
|
|
jX Jump to location X
|
|
lX Location X
|
|
~ [switch to the left half of the screen?]
|
|
/ [end?]
|
|
<<< [comment?]
|
|
|
|
|
|
|
|
|
|
NPC FLAGS
|
|
==============
|
|
0x0001 - Solid
|
|
0x0002 - No effect about Tile 44
|
|
0x0004 - Invulnerable (Blink Sound)
|
|
0x0008 - Ignore solid
|
|
0x0010 - Bouncing at top
|
|
0x0020 - Shootable
|
|
0x0040 - Special Solid
|
|
0x0080 - Rear and top attack power 0
|
|
0x0100 - Costum
|
|
0x0200 - Boss Flag
|
|
0x0400 - ???
|
|
0x0800 - Is visible if FlagID is set
|
|
0x1000 - Costum
|
|
0x2000 - Call on Event
|
|
0x4000 - Is invisible if FlagID is set
|
|
0x8000 - Show Damage Numbers
|
|
|
|
|
|
|
|
|
|
|
|
COMMAND VALUES
|
|
==============
|
|
Maps (TRA) Profile.dat byte 0x008 - for position, 0x011-012: distance from left,
|
|
0x015-016: distance from top, 20h (32) per map tile (low byte first)
|
|
0000 0 Credits
|
|
0001 Pens1 Arthur's House - normal
|
|
0002 Eggs Egg Corridor
|
|
0003 EggX Egg No. 00 - normal
|
|
0004 Egg6 Egg No. 06
|
|
0005 EggR Egg Observation Room
|
|
0006 Weed Grasstown
|
|
0007 Santa Santa's House
|
|
0008 Chako Chaco's House
|
|
0009 MazeI Labyrinth I (vertical starting room)
|
|
0010 Sand Sand Zone - normal
|
|
0011 Mimi Mimiga Village
|
|
0012 Cave First Cave
|
|
0013 Start Start Point
|
|
0014 Barr Shack (Mimiga Village)
|
|
0015 Pool Reservoir
|
|
0016 Cemet Graveyard
|
|
0017 Plant Yamashita Farm
|
|
0018 Shelt Shelter (Grasstown)
|
|
0019 Comu Assembly Hall (Mimiga Village)
|
|
0020 MiBox Save Point (Mimiga Village)
|
|
0021 EgEnd1 Side Room (Egg Corridor)
|
|
0022 Cthu Cthulhu's Abode (Egg Corridor)
|
|
0023 Egg1 Egg No. 01
|
|
0024 Pens2 Arthur's House - Sue on computer
|
|
0025 Malco Power Room (Grasstown)
|
|
0026 WeedS Save Point (Grasstown)
|
|
0027 WeedD Execution Chamber (Grasstown)
|
|
0028 Frog Gum (Grasstown)
|
|
0029 Curly Sand Zone Residence
|
|
0030 WeedB Grasstown Hut
|
|
0031 Stream Main Artery (Waterway)
|
|
0032 CurlyS Small Room (Sand Zone)
|
|
0033 Jenka1 Jenka's House - normal
|
|
0034 Dark Deserted House (Sand Zone)
|
|
0035 Gard Sand Zone Storehouse
|
|
0036 Jenka2 Jenka's House - after Balrog attacks
|
|
0037 SandE Sand Zone - after boss fight
|
|
0038 MazeH Labyrinth H (sliding block room)
|
|
0039 MazeW Labyrinth W (main area w/shop, camp)
|
|
0040 MazeO Camp (Labyrinth)
|
|
0041 MazeD Clinic Ruins (Labyrinth)
|
|
0042 MazeA Labyrinth Shop
|
|
0043 MazeB Labyrinth B (booster)
|
|
0044 MazeS Boulder Chamber (Labyrinth)
|
|
0045 MazeM Labyrinth M (gaudi eggs)
|
|
0046 Drain Dark Place (Labyrinth)
|
|
0047 Almond Core (Labyrinth)
|
|
0048 River Waterway
|
|
0049 Eggs2 Egg Corridor?
|
|
0050 Cthu2 Cthulhu's Abode? (Egg Corridor?)
|
|
0051 EggR2 Egg Observation Room?
|
|
0052 EggX2 Egg No. 00 - hatched
|
|
0053 Oside Outer Wall
|
|
0054 EgEnd2 Side Room (Egg Corridor?)
|
|
0055 Itoh Storehouse (Outer Wall)
|
|
0056 Cent Plantation
|
|
0057 Jail1 Jail No. 1 (Plantation)
|
|
0058 Momo Hideout (Plantation)
|
|
0059 Lounge Rest Area (Plantation)
|
|
0060 CentW Teleporter (Plantation)
|
|
0061 Jail2 Jail No. 2 (Plantation)
|
|
0062 Blcny1 Balcony - normal
|
|
0063 Priso1 Last Cave
|
|
0064 Ring1 Throne Room (Balcony)
|
|
0065 Ring2 The King's Table (Balcony)
|
|
0066 Prefa1 Prefab House (Balcony) - normal
|
|
0067 Priso2 Last Cave Hidden
|
|
0068 Ring3 Black Space (Balcony)
|
|
0069 Little Little House (Outer Wall)
|
|
0070 Blcny2 Balcony - after boss fights
|
|
0071 Fall Ending
|
|
0072 Kings Intro
|
|
0073 Pixel Waterway Cabin
|
|
0074 e_Maze Credits - Labyrinth
|
|
0075 e_Jenk Credits - Jenka's House
|
|
0076 e_Malc Credits - Power Room
|
|
0077 e_Ceme Credits - Graveyard
|
|
0078 e_Sky Credits - Sky
|
|
0079 Prefa2 Prefab House (Balcony) - entrance to hell
|
|
0080 Hell1 Sacred Ground B1
|
|
0081 Hell2 Sacred Ground B2
|
|
0082 Hell3 Sacred Ground B3
|
|
0083 Mapi Storage (Graveyard)
|
|
0084 Hell4 Passage? - normal
|
|
0085 Hell42 Passage? - from Sacred Ground B3
|
|
0086 Statue Statue Chamber (Plantation/Sacred Grounds)
|
|
0087 Ballo1 Seal Chamber (Sacred Grounds) - normal
|
|
0088 Ostep Corridor (Sacred Grounds)
|
|
0089 e_Labo Credits - Laboratory
|
|
0090 Pole Hermit Gunsmith
|
|
0091 Island [map is totally blank - TSC is called right before good/best endings]
|
|
0092 Ballo2 Seal Chamber (Sacred Grounds) - after boss fight
|
|
0093 e_Blcn Credits - Balcony
|
|
0094 Clock Clock Room (Outer Wall)
|
|
|
|
|
|
|
|
Directions (FAI/FAO/MYD/MYB) Profile.dat bytes 0x018 (your direction)
|
|
0000 Left
|
|
0001 Up [FAI/FAO only?]
|
|
0002 Right
|
|
0003 Down
|
|
0004 Center [FAI/FAO only?]
|
|
NOTE: MYB is 0000 Right, 0002 Left (reversed)
|
|
|
|
|
|
|
|
Focus speed (FOB/FOM/FON)
|
|
0000 (CRASH - probably divide by zero error)
|
|
0001 Instant
|
|
0016 Fast
|
|
0032 Medium
|
|
0064 Slow
|
|
NOTE: Any value besides zero should work, these four are the only ones used normally
|
|
|
|
|
|
|
|
Weapons (AM+/AM-/AMJ/GIT/TAM) Profile.dat bytes 0x038-098 (every 4 bytes: weapon, level (1-3),
|
|
energy, max ammo (0 = infinite), current ammo) (every 20 bytes)
|
|
0000 [nothing?]
|
|
0001 Snake
|
|
0002 Polar Star
|
|
0003 Fireball
|
|
0004 Machine Gun
|
|
0005 Missile Launcher
|
|
0006 Missiles (GIT only)
|
|
0007 Bubbler
|
|
0008 [nothing?]
|
|
0009 Blade
|
|
0010 Super Missile Launcher
|
|
0011 Super Missiles (GIT only)
|
|
0012 Nemesis
|
|
0013 Spur
|
|
|
|
|
|
|
|
Items (GIT/IT+/IT-/ITJ) Profile.dat bytes 0x0D8-14C (every 4 bytes) [Add 1000 to GIT?]
|
|
0000 [Blank - Clears box in GIT]
|
|
0001 Arthur's Key
|
|
0002 Map System
|
|
0003 Santa's Key
|
|
0004 Silver Locket
|
|
0005 Beast Fang
|
|
0006 Life Capsule (GIT only)
|
|
0007 ID Card
|
|
0008 Jellyfish Juice
|
|
0009 Rusty Key
|
|
0010 Gum Key
|
|
0011 Gum Base
|
|
0012 Charcoal
|
|
0013 Explosive
|
|
0014 Puppy
|
|
0015 Life Pot
|
|
0016 Cure-All
|
|
0017 Clinic Key
|
|
0018 Booster 0.8
|
|
0019 Arms Barrier
|
|
0020 Turbocharge
|
|
0021 Curly's Air Tank
|
|
0022 Nikumaru Counter
|
|
0023 Booster v2.0
|
|
0024 Mimiga Mask
|
|
0025 Teleporter Room Key
|
|
0026 Sue's Letter
|
|
0027 Controller
|
|
0028 Broken Sprinkler
|
|
0029 Sprinkler
|
|
0030 Tow Rope
|
|
0031 Clay Figure Medal
|
|
0032 Little Man
|
|
0033 Mushroom Badge
|
|
0034 Ma Pignon
|
|
0035 Curly's Underwear
|
|
0036 Alien Medal
|
|
0037 Chaco's Lipstick
|
|
0038 Whimsical Star
|
|
0039 Iron Bond
|
|
|
|
|
|
|
|
Equip (EQ+/EQ-) Profile.dat bytes 0x02C-02D (low byte first)
|
|
0001 Booster v0.8 (ignored if v2.0 on)
|
|
0002 Map System
|
|
0004 Arms Barrier
|
|
0008 Turbocharge
|
|
0016 Curly's Air Tank
|
|
0032 Booster v2.0
|
|
0064 Mimiga Mask
|
|
0128 Whimsical Star
|
|
0256 Nikumaru Counter
|
|
NOTE: these are bitwise flags, the final value is the sum of the equipped items
|
|
|
|
|
|
|
|
Faces (FAC)
|
|
0000 [blank - does this set the text to normal width?]
|
|
0001 Sue (smile)
|
|
0002 Sue (frown)
|
|
0003 Sue (angry)
|
|
0004 Sue (hurt)
|
|
0005 Balrog (normal)
|
|
0006 Toroko (normal)
|
|
0007 King
|
|
0008 Toroko (angry)
|
|
0009 Jack
|
|
0010 Kazuma
|
|
0011 Toroko (rage)
|
|
0012 Igor
|
|
0013 Jenka
|
|
0014 Balrog (smile)
|
|
0015 Misery (normal)
|
|
0016 Misery (smile)
|
|
0017 Booster (hurt)
|
|
0018 Booster (normal)
|
|
0019 Curly (smile)
|
|
0020 Curly (frown)
|
|
0021 Doctor
|
|
0022 Momorin
|
|
0023 Balrog (hurt)
|
|
0024 Broken robot
|
|
0025 Curly (?)
|
|
0026 Misery (angry)
|
|
0027 Human Sue
|
|
0028 Itoh
|
|
0029 Ballos
|
|
|
|
|
|
|
|
Illustrations (SIL)
|
|
0001 riding Sky Dragon
|
|
0002 fighting Core
|
|
0003 fighting Misery
|
|
0004 Momorin's rocket
|
|
0005 Outer Wall
|
|
0006 fighting Ironhead
|
|
0007 fighting Balrog (with missiles)
|
|
0008 Clinic
|
|
0009 King fighting the Doctor
|
|
0010 Jenka with puppies
|
|
0011 Curly with Mimiga children
|
|
0012 riding Balrog
|
|
0014 Hell
|
|
0015 floating island (blue sky)
|
|
0016 floating island (orange sky)
|
|
0017 King, Jack, Sue
|
|
0018 Ballos
|
|
NOTE: any other values (including 0013) show 0001
|
|
|
|
|
|
|
|
Songs (CMU) Profile.dat byte 0x00C
|
|
0000 (none - silence)
|
|
0001 Mischievous Robot Egg Chamber
|
|
0002 Safety various homes
|
|
0003 (no title) game over
|
|
0004 Gravity boss battle
|
|
0005 On To Grasstown Grasstown
|
|
0006 Meltdown 2 Sand Zone
|
|
0007 Eyes of Flame major boss battle
|
|
0008 Gestation First Cave, various small rooms
|
|
0009 Mimiga Town Mimiga Village
|
|
0010 (no title) get item
|
|
0011 Balrog's Theme Balrog cutscenes
|
|
0012 Cemetary Graveyard
|
|
0013 Plant Yamashita Farm
|
|
0014 Pulse Egg No. 00, Waterway Cabin, Arthur's House after Waterway
|
|
0015 (no title) boss defeated
|
|
0016 (no title) get life capsule
|
|
0017 Tyrant Doctor cutscenes
|
|
0018 Run! Balcony areas after boss fights
|
|
0019 Jenka 1 Jenka's House, Labyrinth I & H (first two areas)
|
|
0020 Labyrinth Fight Labyrinth M (gaudi eggs)
|
|
0021 Access Shelter (Kazuma on computer)
|
|
0022 Oppression Core battle
|
|
0023 Geothermal Dark Place, Core, [Main Artery?]
|
|
0024 Cave Story title screen, Plantation
|
|
0025 Moonsong Outer Wall
|
|
0026 Hero's End bad ending
|
|
0027 Scorching Back Egg Corridor?
|
|
0028 Quiet Mimiga Village and homes after Waterway
|
|
0029 Final Cave Last Cave
|
|
0030 Balcony Balcony
|
|
0031 Charge Muscle Doctor battle
|
|
0032 Last Battle final battles
|
|
0033 The Way Back Home Credits
|
|
0034 Zombie before Undead Core battle, after Ballos battle
|
|
0035 Break Down Ending
|
|
0036 Running Hell Sacred Grounds
|
|
0037 Jenka 2 Labyrinth W (main area w/shop, camp)
|
|
0038 Living Waterway Waterway
|
|
0039 Seal Chamber before Ballos battle
|
|
0040 Toroko's Theme Title Screen - Toroko
|
|
0041 ["White"?] Title Screen - King
|
|
|
|
|
|
|
|
Sound Effects (SOU)
|
|
0000 <nothing>
|
|
0001 [blip]
|
|
0002 Message typing
|
|
0003 Bonk
|
|
0004 Weapon switch
|
|
0005 [?]
|
|
0006 [critter hop?]
|
|
0007 [nothing?]
|
|
0008 [nothing?]
|
|
0009 [nothing?]
|
|
0010 [nothing?]
|
|
0011 Door
|
|
0012 [*plsh* - map tile change?]
|
|
0013 [nothing?]
|
|
0014 Get weapon energy
|
|
0015 [click]
|
|
0016 Take damage
|
|
0017 Die
|
|
0018 [menu?]
|
|
0019 [nothing?]
|
|
0020 Health/ammo refill
|
|
0021 [bubble]
|
|
0022 Click (chest, life capsule, unlock door)
|
|
0023 [thud]
|
|
0024 [tap - walking?]
|
|
0025 [enemy killed?]
|
|
0026 [loud thud - balrog?]
|
|
0027 Level Up
|
|
0028 [thump]
|
|
0029 Teleport
|
|
0030 [jump]
|
|
0031 Invulnerable "ting"
|
|
0032 [shot - polar star?]
|
|
0033 [shot - fireball]
|
|
0034 [shot - fireball bounce?]
|
|
0035 [explosion (missiles?]
|
|
0036 [nothing?]
|
|
0037 [click]
|
|
0038 [get item?]
|
|
0039 [*bvng*]
|
|
0040 [water?]
|
|
0041 [water?]
|
|
0042 [beep]
|
|
0043 Computer beep (activate terminals, etc.)
|
|
0044 Blast (blow up door to Shelt)
|
|
0045 Weapon energy bounce
|
|
0046 [*ftt*]
|
|
0047 [?]
|
|
0048 [shot - bubble pop?]
|
|
0049 [shot - spur lv 1]
|
|
0050 [enemy squeak]
|
|
0051 [enemy take damage]
|
|
0052 [large enemy take damage (roar)]
|
|
0053 [enemy squeak-bblblbl]
|
|
0054 [object shot (thud)]
|
|
0055 [enemy squeak]
|
|
0056 [splash]
|
|
0057 [little damage sound]
|
|
0058 [*chlk*]
|
|
0059 [nothing?]
|
|
0060 [spur charge - lower]
|
|
0061 [spur charge - higher]
|
|
0062 Shot - Spur lv 2
|
|
0063 Shot - Spur lv 3
|
|
0064 Shot - Spur max
|
|
0065 Spur fully charged
|
|
0066 [nothing?]
|
|
0067 [nothing?]
|
|
0068 [nothing?]
|
|
0069 [nothing?]
|
|
0070 [Sue hitting you while you're unconscious in Jail1]
|
|
0071 [explosion]
|
|
0072 [explosion]
|
|
0073 [nothing?]
|
|
0074 [nothing?]
|
|
0075 [nothing?]
|
|
0076 [nothing?]
|
|
0077 [nothing?]
|
|
0078 [nothing?]
|
|
0079 [nothing?]
|
|
0080 [nothing?]
|
|
0081 [nothing?]
|
|
0082 [nothing?]
|
|
0083 [nothing?]
|
|
0084 [nothing?]
|
|
0085 [nothing?]
|
|
0086 [nothing?]
|
|
0087 [nothing?]
|
|
0088 [nothing?]
|
|
0089 [nothing?]
|
|
0090 [nothing?]
|
|
0091 [nothing?]
|
|
0092 [nothing?]
|
|
0093 [nothing?]
|
|
0094 [nothing?]
|
|
0095 [nothing?]
|
|
0096 [nothing?]
|
|
0097 [nothing?]
|
|
0098 [nothing?]
|
|
0099 [nothing?]
|
|
|
|
http://spgardebiter.sp.funpic.de/CaveStory/FAQ/TSC.txt
|