Texmaster/Custom sounds and graphics

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Revision as of 15:20, 18 November 2024 by Simonlc (talk | contribs) (Created page with "To replace the background graphics, move some BMP images, sized 320 x 240, into a folder called `data` within the Texmaster folder. Name the files like the following: bg_xx.bmp where xx is 00-09 (representing the Stage). To replace the sound, move some WAV files into the aforementioned `data` folder within the Texmaster directory. The allowed filenames are as follows === BGM === * tm1_1.wav (NORMAL 000-499) * tm1_2.wav (NORMAL 500-999) * tm2_1.wav (SPECIAL 000-499) (...")
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To replace the background graphics, move some BMP images, sized 320 x 240, into a folder called `data` within the Texmaster folder. Name the files like the following: bg_xx.bmp where xx is 00-09 (representing the Stage).

To replace the sound, move some WAV files into the aforementioned `data` folder within the Texmaster directory. The allowed filenames are as follows

BGM

  • tm1_1.wav (NORMAL 000-499)
  • tm1_2.wav (NORMAL 500-999)
  • tm2_1.wav (SPECIAL 000-499) (NOVICE 000-299)
  • tm2_2.wav (SPECIAL 500-699) (SUDDEN 000-299 NOVICE staff roll)
  • tm2_3.wav (SPECIAL 700-899) (SUDDEN 300-499)
  • tm2_4.wav (SPECIAL 900-999) (SUDDEN 500-999)
  • tm3_1.wav (SPECIAL Ti 000-499(speed))
  • tm3_2.wav (SPECIAL Ti 500-799(speed))
  • tm3_3.wav (SPECIAL Ti 800-1899(speed)) (SUDDEN Ti 000-499)
  • tm3_4.wav (SUDDEN Ti 500-699)
  • tm3_5.wav (SUDDEN Ti 700-999)
  • tm3_6.wav (SUDDEN Ti 1000-1299)
  • tm1_endroll.wav (NORMAL staff roll)
  • tm2_endroll.wav (ADVANCE / SPECIAL staff roll) (SPECIAL Ti / SUDDEN Ti staff roll)
  • tm3_endroll.wav [NOT SUPPORT]
  • tm2_menu.wav (menu)
  • tm3_menu.wav
  • tm1_gameover.wav (NORMAL game over)
  • tm2_gameover.wav (NOVICE / ADVANCE / SPECIAL / SUDDEN game over)
  • tm3_gameover.wav (SPECIAL Ti / SUDDEN Ti game over)

Looping music

Texmaster has the ability to loop a BGM back to an earlier part of the song when it reaches the end. By editing the bgm_special_loop.txt file within the data folder, one can specify the music filename and then the number of samples after which it should loop. For example, a normal WAV file might be 44,100 Hz, or 44100 samples per second. To change the loop point, the user can multiply the samples per second by the seconds of the loop point (drop the resulting decimal places).

Example file:
data/tm2_1.wav 620243
data/tm2_2.wav 0
data/tm2_3.wav 0
data/tm2_4.wav 0

Effect

  • applehouse.wav
  • break.wav
  • chime.wav (SPECIAL Ti / SUDDEN Ti *99 chime)
  • chime2.wav (SPECIAL SUDDEN *99 chime)
  • danger.wav
  • decision.wav
  • get_medal.wav
  • gm.wav
  • grade_up.wav
  • hold.wav
  • level_up.wav
  • line_fall.wav
  • rotates_beforehand.wav (irs)
  • select.wav
  • tetromino_landing.wav
  • tetromino_lock.wav
  • voice_go.wav
  • voice_ready.wav
  • next_yellow.wav
  • next_blue.wav
  • next_orange.wav
  • next_green.wav
  • next_perple.wav
  • next_skyblue.wav
  • next_red.wav
  • cool.wav
  • regret.wav