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Cursor Sounds

ermaccer edited this page Apr 18, 2022 · 6 revisions

Have you ever wanted Mortal Kombat style character name announcers? Look no further!

In order to enable this feature, bHookCursorTable must be enabled.

It is recommended to enable developer mode with bDev_DisplayPos option.

Main file which controls cell sounds is inside cfg folder - soundAnn.dat. Can be opened with any text editing software (As always, Notepad++ is recommended).

NOTE: ; or # indicates a comment.

We need to populate it, but how? That's when bDev_DisplayPos comes to play, with it's help you can easily get your character position.

In order to create a cell entry, we need following elements:

  • Row
  • Column
  • Sound Group for Player 1
  • Sound Index for Player 1
  • Sound Group for Player 2
  • Sound Index for Player 2

Find an empty line, and enter these values in order. For example, our first Kung Fu Man entry would look like this:

0 0 100 1 99 99

0.5.4 update

0.5.4 update adds a new way of doing cursor announcers, selecting mode 1 allows you to specify character IDs instead of cursor position.

Instead of Row and Column, you just specify Character ID. Example:

15 100 1 99 99

Operation mode 1 is required to make random select work!

NOTE: Spaces are important, you cannot use , or anything else. Save the file and launch the game.

If you go select Kung Fu Man at first available slot, you'll hear the sound (assuming you are using default mugen package), but if you select Kung Fu Man as Player 2 nothing will play, why? We are missing the sound here, it looks for group 99 and index 99 but it does not exist. We need to add it to system.snd.

Multiple character choices can be done by adding new lines, eg:

0 0 100 1 99 99

0 1 100 1 99 99

Extra information:

  • Random cells are restricted to default sound because they randomize info too fast to be of any use (random sounds would play on random cells).
  • If a cell is missing entry in .dat, it will use first available line.