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Re: Editing guard's voices

Posted: May 1st, 2018, 11:50 am
by David
Norbert wrote: April 30th, 2018, 9:27 pm The first two (0, 1) were probably included in the list to make it start at the actual start (0).
Yes, they are fillers so the array of guard names can be indexed with the guard type directly.
I could quite easily rewrite the editor to subtract 2 from the guard type before indexing. Then I could remove the first two (bad) items.
Somehow I didn't think of this back then.
Norbert wrote: April 30th, 2018, 9:27 pm The last 5 appear to be picked arbitrarily, but maybe the list continues up to and including 24 (0x18) because that's the max. amount for certain other things (24 rooms and thus 24 guards). Another possibility is that these 'bad' bits are used in the original game, but in unused rooms (that may or may not have actual guards in them).
Not because of that.
I probably just didn't know which was the last valid guard type.
I guess I should remove these bad items as well.