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