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Thread: Want to help EB2? List the sound events from M2TW

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    Default Want to help EB2? List the sound events from M2TW

    Currently I am working on a modding tool which will generate the data for the following file: "data/sounds/events.dat". As part of this work there are a lot of "little" tasks and tests which I need to do to understand the file format better. This work isn't difficult, it just takes some spare time and preferably a clone army/henchmen to do it for you while you get on with the more challenging work. But then I thought, maybe I don't need to do that all on my own, maybe there are fans willing to help out?

    So, the task of today: compiling lists of "standalone events". In M2TW there are event "banks" (recognisable by the "bank" keyword) and there are what I term "standalone" events (recognisable by the fact that they are not part of an event "bank"). What I am after is the names of all such "standalone" events.

    If you have an unpacked M2TW (and/or Kingdoms) you can help by opening the *.txt files in the data/ directory and compiling a list of each of these events you find. (If you don't have an unpacked M2TW/Kingdoms but would like to help, look in the tools/ directory for unpack_all.bat, which can be used to unpack your M2TW first.) The relevant *.txt files are enumerated in data/descr_sounds.txt (by the lines which start with "include"). Alternatively the Vanilla sound code can be found here: http://www.twcenter.net/forums/showthread.php?t=74106

    Additionally you can separate these events further. There are two types of standalone events: type 2, and type 3. I refer to them by these names because of the files names generated when you unpack data/sounds/events.dat with XIDX (see link in my signature) like this:
    Code:
    C:\xidx\bin\xidx_x86.exe -xeb "C:\Medieval II - Total War\mods\americas\data\sounds\events.dat"
    This command will generate a lot of files, some names will start with "2_" others with "3_" and these correspond to the events which we're after. If you open the ones which start with "3_" in a hexeditor the first bytes will be quite readable, as these correspond to the name of the event which is encoded in the file.

    Finally the most difficult is identifying the type 2 events. You can help here as well by opening the Type 2 events (the ones with the "2_" prefix) in the hexeditor and comparing the names of the sound files (again this will be quite readable) with the M2TW event sound code and noting which events if any match the files. (E.g. 2_a_1.bin => some_event.)

    So to sum up:
    You can help EB2 by helping me to compile lists of standalone event names found in M2TW event sound code.
    You can help me even more by helping me to separate the events by type. Type 2 or Type 3. For this you will need XIDX (see the link in my sig) and a hexeditor (there are plenty of good free hexeditors available).
    It is a lot of work, so it would be best if volunteers could first post to "claim" the files that they will work on so the workload per volunteer can be reduced to something manageable. Also it would be good if there were a couple of volunteers for each file so any mistakes can be spotted & corrected more easily.

    Here's a list of the sound files used by the type 2 events that I've found. (280 events out of 313)
    Spoiler Alert, click show to read: 
    Code:
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/interface/open_message_mtw2.mp3
    data/sounds/SFX/campaign_map/merge_armies_02.wav
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_01.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_02.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_03.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_04.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_05.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_06.mp3
    data/sounds/SFX/interface/frontend/start_MTW2_short.mp3
    data/sounds/SFX/interface/frontend/text_slide.mp3
    data/sounds/SFX/interface/frontend/next_mtw_01.mp3
    data/sounds/SFX/interface/frontend/remove_army.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/frontend/dialog_disappear.mp3
    data/sounds/SFX/interface/check_button_mtw2.mp3
    data/sounds/SFX/interface/check_button_mtw2.mp3
    data/sounds/SFX/interface/frontend/go_back_02.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/slider.wav
    data/sounds/SFX/interface/frontend/text_input.wav
    data/sounds/SFX/Interface/Frontend/tick_on.mp3
    data/sounds/SFX/interface/frontend/tick_off.mp3
    data/sounds/SFX/campaign_map/engage_enemy.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/campaign_map/engage_enemy.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/slam_01.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/select_building.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/campaign_map/engage_enemy.mp3
    data/sounds/SFX/interface/frontend/slam_01.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/change_faction_mtw2.mp3
    data/sounds/SFX/interface/frontend/next_team.mp3
    data/sounds/SFX/interface/frontend/upgrade_armour.mp3
    data/sounds/SFX/interface/frontend/upgrade_experience.mp3
    data/sounds/SFX/interface/frontend/upgrade_weapon.mp3
    data/sounds/SFX/interface/frontend/remove_army.mp3
    data/sounds/SFX/interface/frontend/computer_choose_Army.mp3
    data/sounds/SFX/interface/frontend/quick_03.mp3
    data/sounds/SFX/interface/frontend/quick_03.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/interface/frontend/text_input.wav
    data/sounds/SFX/interface/tooltip_02.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/campaign_map/merge_armies_02.wav
    data/sounds/SFX/interface/keep_collapse.mp3
    data/sounds/SFX/interface/scroll_02_open.mp3
    data/sounds/SFX/interface/scroll_03_open.mp3
    data/sounds/SFX/interface/scroll_06_open.mp3
    data/sounds/SFX/interface/scroll_08_open.mp3
    data/sounds/SFX/interface/scroll_10_open.mp3
    data/sounds/SFX/interface/scroll_12_open.mp3
    data/sounds/SFX/interface/scroll_13_open.mp3
    data/sounds/SFX/interface/scroll_14_open.mp3
    data/sounds/SFX/interface/scroll_16_open.mp3
    data/sounds/SFX/interface/scroll_17_open.mp3
    data/sounds/SFX/interface/scroll_18_open.mp3
    data/sounds/SFX/interface/scroll_19_open.mp3
    data/sounds/SFX/interface/scroll_01_close.mp3
    data/sounds/SFX/interface/scroll_04_close.mp3
    data/sounds/SFX/interface/scroll_05_close.mp3
    data/sounds/SFX/interface/scroll_07_close.mp3
    data/sounds/SFX/interface/scroll_09_close.mp3
    data/sounds/SFX/interface/scroll_11_close.mp3
    data/sounds/SFX/interface/scroll_15_close.mp3
    data/sounds/SFX/interface/scroll_22_close.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/slider.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/campaign_map/summary_finance_01.mp3
    data/sounds/SFX/campaign_map/summary_finance_02.mp3
    data/sounds/SFX/campaign_map/summary_generic_01.mp3
    data/sounds/SFX/campaign_map/summary_generic_02.mp3
    data/sounds/SFX/campaign_map/summary_generic_03.mp3
    data/sounds/SFX/campaign_map/summary_generic_04.mp3
    data/sounds/SFX/campaign_map/summary_building_01.mp3
    data/sounds/SFX/campaign_map/summary_building_02.mp3
    data/sounds/SFX/campaign_map/summary_training_01.mp3
    data/sounds/SFX/campaign_map/summary_training_02.mp3
    data/sounds/SFX/campaign_map/summary_training_03.mp3
    data/sounds/SFX/campaign_map/summary_training_04.mp3
    data/sounds/SFX/campaign_map/summary_training_05.mp3
    data/sounds/SFX/interface/radar_click_mtw2.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/pickup_card.mp3
    data/sounds/SFX/interface/drop_building_mtw2.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/move_camera_mtw2.mp3
    data/sounds/SFX/interface/select_and_locate.mp3
    data/sounds/SFX/interface/select_and_locate.mp3
    data/sounds/SFX/interface/drop_building_mtw2.mp3
    data/sounds/SFX/interface/select_and_locate.mp3
    data/sounds/SFX/interface/drop_building_mtw2.mp3
    data/sounds/SFX/interface/move_camera_mtw2.mp3
    data/sounds/SFX/interface/view_settlement_battlefield_mtw2.mp3
    data/sounds/SFX/campaign_map/summary_generic_01.mp3
    data/sounds/SFX/campaign_map/summary_generic_02.mp3
    data/sounds/SFX/campaign_map/summary_generic_03.mp3
    data/sounds/SFX/campaign_map/summary_generic_04.mp3
    data/sounds/SFX/interface/radar_zoom.mp3
    data/sounds/SFX/interface/advisor_popout.mp3
    data/sounds/SFX/interface/advisor_popin.mp3
    data/sounds/SFX/interface/message.mp3
    data/sounds/SFX/interface/message_fall.mp3
    data/sounds/SFX/interface/message_stop.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_01.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_02.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_03.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_04.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_05.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_06.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_07.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_08.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/interface/select_building.mp3
    data/sounds/SFX/interface/remove_from_queue_mtw2.mp3
    data/sounds/SFX/interface/pickup_card.mp3
    data/sounds/SFX/interface/add_building_mtw2.mp3
    data/sounds/SFX/interface/remove_from_queue_mtw2.mp3
    data/sounds/SFX/interface/pickup_building_mtw2.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/panel_close.mp3
    data/sounds/SFX/interface/view_settlement_battlefield_mtw2.mp3
    data/sounds/SFX/Campaign_Map/report.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/interface/scroll_02_open.mp3
    data/sounds/SFX/interface/scroll_03_open.mp3
    data/sounds/SFX/interface/scroll_06_open.mp3
    data/sounds/SFX/interface/scroll_08_open.mp3
    data/sounds/SFX/interface/scroll_10_open.mp3
    data/sounds/SFX/interface/scroll_12_open.mp3
    data/sounds/SFX/interface/scroll_13_open.mp3
    data/sounds/SFX/interface/scroll_14_open.mp3
    data/sounds/SFX/interface/scroll_16_open.mp3
    data/sounds/SFX/interface/scroll_17_open.mp3
    data/sounds/SFX/interface/scroll_18_open.mp3
    data/sounds/SFX/interface/scroll_19_open.mp3
    data/sounds/SFX/interface/scroll_01_close.mp3
    data/sounds/SFX/interface/scroll_04_close.mp3
    data/sounds/SFX/interface/scroll_05_close.mp3
    data/sounds/SFX/interface/scroll_07_close.mp3
    data/sounds/SFX/interface/scroll_09_close.mp3
    data/sounds/SFX/interface/scroll_11_close.mp3
    data/sounds/SFX/interface/scroll_15_close.mp3
    data/sounds/SFX/interface/scroll_22_close.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_02.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_03.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_04.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_05.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_06.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_07.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_08.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_09.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_10.mp3
    data/sounds/SFX/interface/campaign/prisoner_group_execution_guillotine_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_group_execution_guillotine_02.mp3
    data/sounds/SFX/interface/campaign/prisoner_group_execution_hanging_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_group_execution_horse_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_execution_musket.mp3
    data/sounds/SFX/interface/campaign/prisoner_group_execution_guillotine_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_02.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_03.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_04.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_05.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_06.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_07.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_08.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_10.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_11.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_12.mp3
    data/sounds/SFX/interface/scroll_02_open.mp3
    data/sounds/SFX/interface/scroll_03_open.mp3
    data/sounds/SFX/interface/scroll_06_open.mp3
    data/sounds/SFX/interface/scroll_08_open.mp3
    data/sounds/SFX/interface/scroll_10_open.mp3
    data/sounds/SFX/interface/scroll_12_open.mp3
    data/sounds/SFX/interface/scroll_13_open.mp3
    data/sounds/SFX/interface/scroll_14_open.mp3
    data/sounds/SFX/interface/scroll_16_open.mp3
    data/sounds/SFX/interface/scroll_17_open.mp3
    data/sounds/SFX/interface/scroll_18_open.mp3
    data/sounds/SFX/interface/scroll_19_open.mp3
    data/sounds/SFX/interface/scroll_01_close.mp3
    data/sounds/SFX/interface/scroll_04_close.mp3
    data/sounds/SFX/interface/scroll_05_close.mp3
    data/sounds/SFX/interface/scroll_07_close.mp3
    data/sounds/SFX/interface/scroll_09_close.mp3
    data/sounds/SFX/interface/scroll_11_close.mp3
    data/sounds/SFX/interface/scroll_15_close.mp3
    data/sounds/SFX/interface/scroll_22_close.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/slider.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/panel_close.mp3
    data/sounds/SFX/interface/panel_close.mp3
    data/sounds/SFX/interface/radar_click_mtw2.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/GUI_slide_down.mp3
    data/sounds/SFX/interface/battlefield/GUI_slide_up.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/radar_zoom.mp3
    data/sounds/SFX/interface/radar_zoom.mp3
    data/sounds/SFX/interface/double_button.mp3
    data/sounds/SFX/interface/double_button.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/pickup_card.mp3
    data/sounds/SFX/interface/drop_building_mtw2.mp3
    data/sounds/SFX/interface/battlefield/zoom_to_unit.mp3
    data/sounds/SFX/interface/battlefield/zoom_to_unit.mp3
    data/sounds/SFX/interface/Battlefield/drag_formation.wav
    data/sounds/SFX/interface/battlefield/move.wav
    data/sounds/SFX/interface/Battlefield/group_select.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/flash_units.mp3


    Below is the list of the type 3 events I've found (659 event names out of 659 files):
    Spoiler Alert, click show to read: 

    Code:
    AGINCOURT_NARRATOR_1
    AGINCOURT_NARRATOR_10
    AGINCOURT_NARRATOR_11
    AGINCOURT_NARRATOR_12
    AGINCOURT_NARRATOR_13
    AGINCOURT_NARRATOR_14
    AGINCOURT_NARRATOR_15
    AGINCOURT_NARRATOR_2
    AGINCOURT_NARRATOR_3
    AGINCOURT_NARRATOR_4
    AGINCOURT_NARRATOR_5
    AGINCOURT_NARRATOR_6
    AGINCOURT_NARRATOR_7
    AGINCOURT_NARRATOR_8
    AGINCOURT_NARRATOR_9
    ANIM_ARCHER_AIM
    ANIM_ARCHER_FIRE
    ANIM_ARCHER_LOAD
    ANIM_Ballista_Crank
    ANIM_Ballista_Finish_Crank
    ANIM_Ballista_Fire
    ANIM_Ballista_Load
    ANIM_Ballista_distant_Fire
    ANIM_Basilisk_Fire
    ANIM_Bell_Standard
    ANIM_Bombard_Fire
    ANIM_Bombard_Recover
    ANIM_Building_collapse
    ANIM_Building_collapse_LARGE
    ANIM_Building_collapse_SMALL
    ANIM_CAMEL_ATTACK
    ANIM_CAMEL_DEATH
    ANIM_CARNYX_SIGNAL_CHARGE
    ANIM_Catapult_Crank
    ANIM_Catapult_Crank_Finish
    ANIM_Catapult_Fire
    ANIM_Catapult_distant_Fire
    ANIM_Catapult_whoosh
    ANIM_Crossbow_Fire
    ANIM_Crossbow_Load
    ANIM_Crossbow_Wind
    ANIM_Crossbow_Wind_End
    ANIM_Culverin_Fire
    ANIM_ELE_ATTACK
    ANIM_ELE_DEATH
    ANIM_FALL_SQUASH
    ANIM_Flag_flapping
    ANIM_Gate_metal_DESTROYED
    ANIM_Gate_metal_IMPACT
    ANIM_Gate_portcullis_DOWN
    ANIM_Gate_portcullis_UP
    ANIM_Gate_portcullis_move_down
    ANIM_Gate_portcullis_move_up
    ANIM_Gate_wood_IMPACT
    ANIM_Gate_wood_LARGE_DESTROYED
    ANIM_Gate_wood_SMALL_DESTROYED
    ANIM_Gate_wood_large_close
    ANIM_Gate_wood_large_creak
    ANIM_Gate_wood_large_open
    ANIM_Gate_wood_small_CLOSE
    ANIM_Gate_wood_small_OPEN
    ANIM_Gate_wood_small_creak
    ANIM_Great_Bombard_Fire
    ANIM_Gunner_Fire
    ANIM_HORSE_ATTACK
    ANIM_HORSE_DEATH
    ANIM_HORSE_REGROUP
    ANIM_Huge_Bombard_Chain
    ANIM_Huge_Bombard_Fire
    ANIM_Huge_Bombard_Move
    ANIM_Huge_Bombard_Prepare
    ANIM_Huge_Bombard_Recoil
    ANIM_Human_ready
    ANIM_KICK
    ANIM_KILL_MOUNT
    ANIM_Ladder_Destroyed
    ANIM_Ladder_Raised
    ANIM_Mortar_Fire
    ANIM_Musket_Ammo
    ANIM_Musket_Fire
    ANIM_Musket_Gunpowder
    ANIM_Musket_Rod
    ANIM_Musket_cock
    ANIM_RAM_PREPARE
    ANIM_RL_Fuse
    ANIM_RL_Fuse_loop
    ANIM_RL_Prepare
    ANIM_SCRAPE
    ANIM_SPEAR_FIRE
    ANIM_SQUASH
    ANIM_STAB
    ANIM_SWIM
    ANIM_SWOOSH
    ANIM_Serpentine_Fire
    ANIM_Siege_Tower_Close
    ANIM_Siege_Tower_Creak
    ANIM_Siege_Tower_Destroyed
    ANIM_Siege_Tower_Open
    ANIM_Siege_Tower_Wind
    ANIM_Stone_HITS
    ANIM_Stone_collapse_LARGE
    ANIM_Stone_collapse_LARGE_DISTANT
    ANIM_Stone_collapse_MEDIUM
    ANIM_Stone_collapse_MEDIUM_DISTANT
    ANIM_Stone_collapse_SMALL
    ANIM_Stone_collapse_SMALL_DISTANT
    ANIM_TESTUDO
    ANIM_Trebuchet_Crank
    ANIM_Trebuchet_Fire
    ANIM_Trebuchet_Rope_drop
    ANIM_Trebuchet_distant_Crank
    ANIM_Trebuchet_distant_Fire
    ANIM_Trebuchet_recover
    ANIM_Trebuchet_swing
    ANIM_WARDOG_ATTACK
    ANIM_WARDOG_BARK
    ANIM_WARDOG_DEATH
    ANIM_Wood_collapse_LARGE
    ANIM_Wood_collapse_LARGE_DISTANT
    ANIM_Wood_collapse_SMALL
    ANIM_Wood_collapse_SMALL_DISTANT
    ANIM_artillery_Fire
    ANIM_cannon_ball_jam
    ANIM_cannon_ball_roll
    ANIM_cannon_creaks
    ANIM_cannon_large_distant
    ANIM_cannon_load_ball
    ANIM_cannon_load_in
    ANIM_cannon_load_out
    ANIM_cannon_recover
    ANIM_cannon_small_distant
    ANIM_cannon_thud
    ANIM_cannon_wheel_bounce
    ANIM_destroyed_siege_LARGE
    ANIM_destroyed_siege_MEDIUM
    ANIM_destroyed_siege_SMALL
    ANIM_ribault_fuse
    ARROW_FLY
    ARROW_WHIZZ_SOUND
    ARSUF_NARRATOR_1
    ARSUF_NARRATOR_10
    ARSUF_NARRATOR_2
    ARSUF_NARRATOR_3
    ARSUF_NARRATOR_4
    ARSUF_NARRATOR_5
    ARSUF_NARRATOR_6
    ARSUF_NARRATOR_7
    ARSUF_NARRATOR_8
    ARSUF_NARRATOR_9
    Agincourt_Lose
    Agincourt_Sergeant_1
    Agincourt_Sergeant_2
    Agincourt_Sergeant_3
    Agincourt_Sergeant_4
    Agincourt_Sergeant_5
    Agincourt_Sergeant_6
    Agincourt_Sergeant_7
    Agincourt_Sergeant_8
    Agincourt_Sergeant_9
    Agincourt_Win
    Arabic_Tension
    Arsuf_Sergeant_1
    Arsuf_Sergeant_2
    Arsuf_Sergeant_3
    Aztec_Tension
    BATTLE_AI_ASSISTANCE_OFF
    BATTLE_AI_ASSISTANCE_ON
    BATTLE_CHARGE_MELEE_ATTACK_UNIT
    BATTLE_CHARGE_MISSILE_ATTACK_UNIT
    BATTLE_CHARGE_SIEGE_ATTACK
    BATTLE_DESELECT_ALL
    BATTLE_DESELECT_CARD
    BATTLE_DISABLE_FIRE_AT_WILL
    BATTLE_DISABLE_GUARD_MODE
    BATTLE_DISABLE_LINKING
    BATTLE_DISABLE_SKIRMISH_MODE
    BATTLE_DOUBLE_SPEED
    BATTLE_DROP_CARD
    BATTLE_ENABLE_FIRE_AT_WILL
    BATTLE_ENABLE_GUARD_MODE
    BATTLE_ENABLE_LINKING
    BATTLE_ENABLE_SKIRMISH_MODE
    BATTLE_END_DEPLOYMENT
    BATTLE_FOLLOW_UNIT
    BATTLE_GROUP_SELECTED_UNITS
    BATTLE_HALT_STOP_CURRENT_ORDERS
    BATTLE_HIDE_GROUP_FORMATIONS
    BATTLE_HIDE_UI
    BATTLE_INVALID_ATTACK_TARGET
    BATTLE_INVALID_DESTINATION
    BATTLE_LOOSE_FORMATION
    BATTLE_MELEE_ATTACK_UNIT
    BATTLE_MISSILE_ATTACK_UNIT
    BATTLE_NORMAL_FORMATION
    BATTLE_PANEL_MENU_CHECK_BUTTON
    BATTLE_PANEL_MENU_CLOSE_BUTTON
    BATTLE_PANEL_MENU_SCROLLING
    BATTLE_PANEL_MENU_SCROLL_ARROWS
    BATTLE_PANEL_MENU_SCROLL_BALL
    BATTLE_PANEL_MENU_SELECT
    BATTLE_PANEL_MENU_TICK_BOX_OFF
    BATTLE_PANEL_MENU_TICK_BOX_ON
    BATTLE_PANEL_MENU_X_BUTTON
    BATTLE_PAUSE
    BATTLE_PICKUP_CARD
    BATTLE_RUN_MODE
    BATTLE_SCROLL_CLOSES
    BATTLE_SCROLL_OPENS
    BATTLE_SELECT_ALL
    BATTLE_SELECT_CARD
    BATTLE_SELECT_CAVALRY
    BATTLE_SELECT_GROUP_FORMATION
    BATTLE_SELECT_INFANTRY
    BATTLE_SELECT_MELEE
    BATTLE_SELECT_MISSILE_
    BATTLE_SELECT_NEXT_GROUP
    BATTLE_SELECT_PREVIOUS_GROUP
    BATTLE_SELECT_SIEGE
    BATTLE_SELECT_UNIT_DESTINATION
    BATTLE_SHOW_GROUP_FORMATIONS
    BATTLE_SIEGE_ATTACK
    BATTLE_SPECIAL_FORMATION
    BATTLE_STOP_FOLLOWING_UNIT
    BATTLE_TIGHT_FORMATION
    BATTLE_TRIPLE_SPEED
    BATTLE_TURN_MUSIC_OFF
    BATTLE_TURN_MUSIC_ON
    BATTLE_TURN_SOUND_EFFECTS_OFF
    BATTLE_TURN_SOUND_EFFECTS_ON_
    BATTLE_UI_END_DRAG_FORMATION
    BATTLE_UI_END_DRAG_SELECTION
    BATTLE_UI_FLASH_UNIT_UNDERLAYS
    BATTLE_UI_GRAB_SIEGE_WEAPON
    BATTLE_UI_MISSILE_ATTACK
    BATTLE_UI_QUICK_MISSILE_ATTACK
    BATTLE_UI_QUICK_SPEAR_ATTACK
    BATTLE_UI_QUICK_SWORD_ATTACK
    BATTLE_UI_RUN_TO_LOCATION
    BATTLE_UI_SELECT_UNIT
    BATTLE_UI_SIEGE_ATTACK
    BATTLE_UI_SPEAR_ATTACK
    BATTLE_UI_START_DRAG_FORMATION
    BATTLE_UI_START_DRAG_SELECTION
    BATTLE_UI_SWORD_ATTACK
    BATTLE_UI_WALK_TO_LOCATION
    BATTLE_UNGROUP_SELECTED_UNITS
    BATTLE_UNHIDE_UI
    BATTLE_UNPAUSE
    BATTLE_WALK_MODE
    BATTLE_WITHDRAW
    BATTLE_ZOOM_GENERAL
    BATTLE_ZOOM_RADAR_IN
    BATTLE_ZOOM_RADAR_OUT
    BATTLE_ZOOM_TO_UNIT
    BATTLE_ZOOM_UNIT
    BURNING_SCREAM
    BUTTON_DOWN
    Burning_building_large
    Burning_building_medium
    Burning_building_small
    Burning_man_sound
    CANNON_FIRING
    CANNON_HIT_GROUND
    CANNON_HIT_GROUND_FIERY
    COW_FLY
    COW_FLYS_BUZZING
    COW_IMPACT
    CROSSBOW_FLY
    CROSSBOW_FLY_CONSTANT
    DORYLAEUM_NARRATOR_1
    DORYLAEUM_NARRATOR_10
    DORYLAEUM_NARRATOR_11
    DORYLAEUM_NARRATOR_12
    DORYLAEUM_NARRATOR_2
    DORYLAEUM_NARRATOR_3
    DORYLAEUM_NARRATOR_4
    DORYLAEUM_NARRATOR_5
    DORYLAEUM_NARRATOR_6
    DORYLAEUM_NARRATOR_7
    DORYLAEUM_NARRATOR_8
    DORYLAEUM_NARRATOR_9
    DRUID_CHANT
    Dorylaeum_Sergeant_1
    Dorylaeum_Sergeant_2
    Dorylaeum_Sergeant_3
    Dorylaeum_Sergeant_4
    Dorylaeum_Sergeant_5
    Dorylaeum_Sergeant_6
    Dorylaeum_Sergeant_7
    END_TURN
    END_TURN_CULTURE_1
    END_TURN_CULTURE_2
    END_TURN_CULTURE_3
    END_TURN_CULTURE_4
    END_TURN_CULTURE_5
    Euro_Tension
    FIRE_FLARE_UP
    HASTINGS_NARRATOR_1
    HASTINGS_NARRATOR_10
    HASTINGS_NARRATOR_2a
    HASTINGS_NARRATOR_2b
    HASTINGS_NARRATOR_2c
    HASTINGS_NARRATOR_2d
    HASTINGS_NARRATOR_3
    HASTINGS_NARRATOR_4
    HASTINGS_NARRATOR_5
    HASTINGS_NARRATOR_6
    HASTINGS_NARRATOR_7
    HASTINGS_NARRATOR_8
    HASTINGS_NARRATOR_9
    HATTIN_NARRATOR_1
    HATTIN_NARRATOR_10
    HATTIN_NARRATOR_11
    HATTIN_NARRATOR_12
    HATTIN_NARRATOR_2
    HATTIN_NARRATOR_3
    HATTIN_NARRATOR_4
    HATTIN_NARRATOR_5
    HATTIN_NARRATOR_6
    HATTIN_NARRATOR_7
    HATTIN_NARRATOR_8
    HATTIN_NARRATOR_9
    Hastings_Sergeant_1
    Hastings_Sergeant_2
    Hastings_Sergeant_3
    Hastings_Sergeant_4
    Hastings_Sergeant_5
    Hastings_Sergeant_6
    Hastings_Sergeant_7
    Hastings_Sergeant_8
    Hastings_Sergeant_9
    Hastings_Tutorial_Battle
    Hastings_Tutorial_General_1
    Hastings_Tutorial_General_2
    Hastings_Tutorial_General_3
    Hastings_Tutorial_Mobilize
    Hastings_Tutorial_Tension
    Hattin_Sergeant_1
    Hattin_Sergeant_2
    Hattin_Sergeant_3
    Hattin_Sergeant_4
    INCOMING
    MERGE_ARMIES
    Mediterranean_Tension
    Monster_Ribault_Fire
    NAPTHA_LOOP
    OPEN_MSG
    OTUMBA_NARRATOR_1
    OTUMBA_NARRATOR_10
    OTUMBA_NARRATOR_11
    OTUMBA_NARRATOR_12
    OTUMBA_NARRATOR_13
    OTUMBA_NARRATOR_2
    OTUMBA_NARRATOR_3
    OTUMBA_NARRATOR_4
    OTUMBA_NARRATOR_5
    OTUMBA_NARRATOR_6
    OTUMBA_NARRATOR_7
    OTUMBA_NARRATOR_8
    OTUMBA_NARRATOR_9
    Otumba_Lose
    Otumba_Sergeant_1
    Otumba_Sergeant_10
    Otumba_Sergeant_11
    Otumba_Sergeant_2
    Otumba_Sergeant_3
    Otumba_Sergeant_4
    Otumba_Sergeant_5
    Otumba_Sergeant_6
    Otumba_Sergeant_7
    Otumba_Sergeant_8
    Otumba_Sergeant_9
    Otumba_Win
    PAVIA_NARRATOR_1
    PAVIA_NARRATOR_10
    PAVIA_NARRATOR_11
    PAVIA_NARRATOR_12
    PAVIA_NARRATOR_2
    PAVIA_NARRATOR_3
    PAVIA_NARRATOR_4
    PAVIA_NARRATOR_5
    PAVIA_NARRATOR_6
    PAVIA_NARRATOR_7
    PAVIA_NARRATOR_8
    PAVIA_NARRATOR_9
    PREBATTLE_CHEERING
    Pavia_Sergeant_1
    Pavia_Sergeant_10
    Pavia_Sergeant_11
    Pavia_Sergeant_12
    Pavia_Sergeant_13
    Pavia_Sergeant_2
    Pavia_Sergeant_3
    Pavia_Sergeant_4
    Pavia_Sergeant_5
    Pavia_Sergeant_6
    Pavia_Sergeant_7
    Pavia_Sergeant_8
    Pavia_Sergeant_9
    Ribault_Fire
    Rocket_Launcher_Fire
    SETENIL_NARRATOR_1
    SETENIL_NARRATOR_2
    SETENIL_NARRATOR_3
    SETENIL_NARRATOR_4
    SETENIL_NARRATOR_5
    SETENIL_NARRATOR_6
    SETENIL_NARRATOR_7
    SETENIL_NARRATOR_8
    SETENIL_NARRATOR_9
    SM_ANIM_BATTLE
    SM_ANIM_FALL
    SM_ANIM_FOOTSTEP
    SM_ANIM_IDLE_CLEAR_THROAT
    SM_ANIM_IDLE_NECK_CRACK
    SM_ANIM_IDLE_SCRATCH_HEAD
    SM_ANIM_IDLE_SNEEZE
    SM_ANIM_IDLE_SNIFF
    SM_ANIM_IDLE_STRETCH_ARMS
    SM_ANIM_IDLE_STRETCH_BACK
    SM_ANIM_SCRAPE
    SM_ANIM_SMALL_SWOOSH
    SM_ANIM_SWOOSH
    SM_BODY_HIT
    START_GAME
    STRAT_ADD_BUILDING_TO_QUEUE
    STRAT_ADD_UNIT_TO_QUEUE
    STRAT_ADVICE_BUBBLE_APPEARS
    STRAT_ADVICE_BUBBLE_DISAPPEARS
    STRAT_ADVICE_PANEL_SLIDING_IN
    STRAT_ADVICE_PANEL_SLIDING_OUT
    STRAT_ARROW_BUTTONS
    STRAT_ASK_FOR_ADVICE
    STRAT_ASK_FOR_UNIT_ADVICE
    STRAT_BATTLE_ZOOM
    STRAT_BUILD_FORT
    STRAT_BUILD_WATCHTOWER
    STRAT_CLICK_ON_RADAR_TELEPORTS_SCREEN
    STRAT_CONSTRUCTION_DELETE_BUILDING
    STRAT_CONSTRUCTION_DRAG_BUILDING
    STRAT_CONSTRUCTION_SELECT_BUILDING
    STRAT_DESELECT_CARD
    STRAT_DESTROY_BUILDING
    STRAT_DIPLOMACY_AMBIENT
    STRAT_DIPLOMACY_ARROW_BUTTONS
    STRAT_DIPLOMACY_SCROLL_CLOSE
    STRAT_DIPLOMACY_SCROLL_OPEN
    STRAT_DIPLOMACY_TEXT_CLICK
    STRAT_DISBAND_UNIT
    STRAT_DROP_BUILDING
    STRAT_DROP_CARD
    STRAT_DROP_UNIT
    STRAT_END_TURN_DOWN
    STRAT_EVENT_CARD_STARTS_TO_FALL
    STRAT_EVENT_CARD_STOPS_FALLING
    STRAT_HIDE_INFO_RIGHT_CLICK_AGAIN
    STRAT_LOCATE_POSITION_OF_SETTLEMENT
    STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP
    STRAT_LOCATION_POSITION_OF_SETTLEMENT
    STRAT_MESSAGE_DISMISS
    STRAT_MOVE_CAMERA_TO_SELECTION_BUTTON
    STRAT_NEW_MESSAGES_AVAILABLE
    STRAT_OPEN_CONTRUCTION_PANEL
    STRAT_OPEN_DIPLOMATIC_STANDING_WINDOW
    STRAT_OPEN_FACTION_SUMMARY
    STRAT_OPEN_FINANCES_WINDOW
    STRAT_OPEN_MISSIONS_LOG
    STRAT_OPEN_POPE_TAB
    STRAT_OPEN_TRAINING_PANEL
    STRAT_PANEL_MENU_CHECK_BUTTON
    STRAT_PANEL_MENU_CLOSE_BUTTON
    STRAT_PANEL_MENU_FACTION_SHIELD_BUTTON
    STRAT_PANEL_MENU_SCROLLING
    STRAT_PANEL_MENU_SCROLL_ARROWS
    STRAT_PANEL_MENU_SCROLL_BALL
    STRAT_PANEL_MENU_SELECT
    STRAT_PANEL_MENU_TICK_BOX_OFF
    STRAT_PANEL_MENU_TICK_BOX_ON
    STRAT_PANEL_MENU_X_BUTTON
    STRAT_PICKUP_BUILDING
    STRAT_PICKUP_CARD
    STRAT_PICKUP_UNIT
    STRAT_PRISONERS_EXECUTED
    STRAT_PRISONERS_EXECUTED_GUNPOWDER
    STRAT_PRISONERS_RANSOMED
    STRAT_PRISONERS_RELEASED
    STRAT_REMOVE_FROM_QUEUE
    STRAT_REMOVE_RALLY_POINT
    STRAT_REMOVE_UNIT_FROM_QUEUE
    STRAT_SCROLL_CLOSES
    STRAT_SCROLL_OPENS
    STRAT_SELECT_BUILDING
    STRAT_SELECT_CARD
    STRAT_SELECT_CHARACTER
    STRAT_SELECT_CITY
    STRAT_SELECT_CITY_DOWN
    STRAT_SELECT_DETAIL
    STRAT_SELECT_NEXT
    STRAT_SELECT_PREVIOUS
    STRAT_SET_FACTION_HEIR
    STRAT_SET_GAME_OPTIONS
    STRAT_SHOW_BUILDINGS_IN_SETTLEMENT
    STRAT_SHOW_BUILDS_IN_SETTLEMENT
    STRAT_SHOW_CARDINAL_LIST
    STRAT_SHOW_EVENTS_LOG
    STRAT_SHOW_FAMILY_TREE
    STRAT_SHOW_INFO_RIGHT_CLICK
    STRAT_SHOW_MISSION_TARGET
    STRAT_SHOW_RALLY_POINTS
    STRAT_SHOW_TRADE_SUMMARY
    STRAT_SHOW_UNITS_IN_GARRISON
    STRAT_SHOW_UNITS_IN_GARRISON_THAT_REQURE_RETRAINING
    STRAT_SHOW_UNITS_ON_SHIP
    STRAT_SHOW_VISITORS_IN_SETTLEMENT
    STRAT_TAB_SELECT
    STRAT_TOOLTIP
    STRAT_TRAINING_QUEUE_DELETE_UNIT
    STRAT_TRAINING_QUEUE_DRAG_UNIT
    STRAT_TRAINING_QUEUE_SELECT_UNIT
    STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP
    Setenil_Sergeant_1
    Setenil_Sergeant_2
    Setenil_Sergeant_3
    Setenil_Sergeant_4
    Setenil_Sergeant_5
    Setenil_Sergeant_6
    Setenil_Sergeant_7
    TANNENBERG_NARRATOR_1a
    TANNENBERG_NARRATOR_1b
    TANNENBERG_NARRATOR_2
    TANNENBERG_NARRATOR_3
    TANNENBERG_NARRATOR_4
    TANNENBERG_NARRATOR_5
    TANNENBERG_NARRATOR_6
    TANNENBERG_NARRATOR_7
    TANNENBERG_NARRATOR_8
    TANNENBERG_NARRATOR_9
    TORCH
    TOWER_ARROW_FIRING
    TOWER_BALLISTA_FIRING
    TUTORIAL_NARRATOR_1
    TUTORIAL_NARRATOR_10
    TUTORIAL_NARRATOR_11
    TUTORIAL_NARRATOR_2
    TUTORIAL_NARRATOR_3
    TUTORIAL_NARRATOR_4
    TUTORIAL_NARRATOR_5
    TUTORIAL_NARRATOR_6
    TUTORIAL_NARRATOR_7
    TUTORIAL_NARRATOR_8
    TUTORIAL_NARRATOR_9
    Tannenberg_Sergeant_1
    Tannenberg_Sergeant_2
    Tannenberg_Sergeant_3
    Tannenberg_Sergeant_4
    Tannenberg_Sergeant_5
    Tannenberg_Sergeant_6
    Tannenberg_Sergeant_7
    Test
    UI_APPLY_VIDEO_SETTINGS
    UI_ARROW_BUTTONS
    UI_ATTACKER_BUTTON
    UI_CHANGE_ARMOUR
    UI_CHANGE_EXPERIENCE
    UI_CHANGE_WEAPON
    UI_CHOOSE_AN_ARMY
    UI_CHOOSE_CONDITIONS_FOR_BATTLE
    UI_CHOOSE_LOCATION
    UI_CLEAR_CURRENT_ARMY
    UI_COMPUTER_CHOOSE_ARMY
    UI_CONTINUE_CAMPAIGN
    UI_CUSTOMISE_THE_ARMIES
    UI_CUSTOMISE_THE_BATTLE
    UI_DEFFENDER_BUTTON
    UI_DROP_CARD
    UI_DROP_MENUS_DOWN
    UI_DROP_MENUS_UP
    UI_DROP_MENU_ITEM_HIGHLIGHT
    UI_DROP_MENU_ITEM_SELECT
    UI_DROP_MENU_SCROLLING
    UI_DROP_MENU_SCROLL_ARROW_HEAD
    UI_DROP_MENU_SCROLL_BALL
    UI_ERROR_DIALOG_APPEAR
    UI_ERROR_DIALOG_CHECK
    UI_ERROR_DIALOG_DISAPPEAR
    UI_ESC_KEY
    UI_F1_HELP
    UI_FACTION_SHIELD_BUTTONS
    UI_FIELD_CHANGED
    UI_GAME_APPEARS
    UI_GAME_DISAPPEARS
    UI_HELP_DIALOG_APPEAR
    UI_HELP_DIALOG_CHECK
    UI_HELP_DIALOG_DISAPPEAR
    UI_HIGHLIGHT
    UI_HOST_GAME
    UI_JOIN_AS_SPECTATOR
    UI_JOIN_GAME
    UI_KEY_REASSIGNED
    UI_LEVELS_ARROWS
    UI_LOAD_KEY_SETTINGS
    UI_LOAD_SELECT_GAME
    UI_MULTIPLAYER_TOGGLE_RECIEVE_INCOMING
    UI_MULTIPLAYER_TOGGLE_RECIEVE_OUTGOING
    UI_NEXT_FACTION_BUTTON
    UI_NEXT_TEAM_BUTTON
    UI_NO_FACTION_BUTTON
    UI_PICK_UP_CARD
    UI_QUIT_DIALOG_APPEAR
    UI_QUIT_DIALOG_CHECK
    UI_QUIT_DIALOG_DISAPPEAR
    UI_QUIT_DIALOG_X
    UI_REFRESH_GAME_LIST
    UI_REMOVE_UNIT
    UI_RESTORE_DEFAULT_KEYS
    UI_RETURN_TO_PREVIOUS
    UI_SAVE_KEY_SETTINGS
    UI_SELECT_A_FACTION
    UI_SELECT_BATTLE
    UI_SELECT_CAMPAIGN
    UI_SELECT_FUNCTION
    UI_SELECT_GAME
    UI_SELECT_MENU_ITEM
    UI_SELECT_UNIT
    UI_SORT_BY_COLUMN_BUTTONS
    UI_START_REASSIGNMENT
    UI_START_THE_BATTLE
    UI_START_THE_CAMPAIGN
    UI_START_THE_HISTORICAL_BATTLE
    UI_TEXT_FIELD_CLICKED
    UI_TEXT_FIELD_ENTERED
    UI_TICK_BOX_OFF
    UI_TICK_BOX_ON
    WEAPON_SAP_DIGGING
    WELL
    ambient_Settlement
    ambient_Settlement_arabic
    ambient_Settlement_night
    ambient_alchemy
    ambient_arabic_market
    ambient_archery
    ambient_ballista
    ambient_barracks
    ambient_blacksmith
    ambient_brothel
    ambient_cannon
    ambient_catapult
    ambient_cathedral
    ambient_church
    ambient_dog
    ambient_dog_night
    ambient_euro_bell
    ambient_farm
    ambient_gunsmith
    ambient_horse_stables
    ambient_market
    ambient_small_church
    ambient_swamp
    ambient_tavern
    Last edited by Tellos Athenaios; April 15, 2012 at 12:15 PM.
    -Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool

    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  2. #2

    Default Re: Want to help EB2? List the sound events from M2TW

    How's the progress on this brother tellos? I'm willing to help on this if you still need a hand.

  3. #3

    Default Re: Want to help EB2? List the sound events from M2TW

    Quote Originally Posted by Ishan View Post
    How's the progress on this brother tellos? I'm willing to help on this if you still need a hand.
    Cool. The current status is that I use dummies for the EVT tool to fill the gaps of missing/unknown event Id's for the type 2 events mentioned in the OP. The dummies are just the index (number) of the event prefixed with an underscore.

    If you could figure out the real name/id of some of those dummy entries that would be great. The index numbers refer to the first four bytes at the start of the type 2 event file; those bytes form a 32 bit (unsigned & Little Endian) integer which is the index number of the event. (Typically a hexeditor will have a UI pane to translate the bytes into common data types, such as an unsigned (little endian) 32 bit integer, floats etc, so identification of the events should not be very difficult.)

    The full list is currently as follows:
    Code:
    BUTTON_DOWN, // 0
        _1,
        _2,
        _3,
        OPEN_MSG, // 4
        MERGE_ARMIES, // 5
        END_TURN, // 6
        END_TURN_CULTURE_1, // 7
        END_TURN_CULTURE_2, // 8
        END_TURN_CULTURE_3, // 9
        END_TURN_CULTURE_4, //10
        END_TURN_CULTURE_5, // 11
        END_TURN_CULTURE_6, // 12
        _13,
        _14,
        _15,
        _16,
        _17,
        _18,
        START_GAME, // 19
        UI_HIGHLIGHT, // 20
        UI_SELECT_MENU_ITEM, // 21
        UI_F1_HELP, // 22
        UI_HELP_DIALOG_APPEAR, // 23
        UI_HELP_DIALOG_CHECK, // 24
        UI_HELP_DIALOG_DISAPPEAR, // 25
        UI_ESC_KEY, // 26
        UI_QUIT_DIALOG_APPEAR, // 27
        UI_QUIT_DIALOG_CHECK, // 28
        UI_QUIT_DIALOG_X, // 29
        UI_QUIT_DIALOG_DISAPPEAR, // 30
        UI_ERROR_DIALOG_APPEAR, // 31
        UI_ERROR_DIALOG_CHECK, // 32
        UI_ERROR_DIALOG_DISAPPEAR, // 33
        UI_RETURN_TO_PREVIOUS, // 34
        UI_DROP_MENUS_DOWN, // 35
        UI_DROP_MENUS_UP, // 36
        UI_DROP_MENU_ITEM_HIGHLIGHT, // 37
        UI_DROP_MENU_ITEM_SELECT, // 38
        UI_DROP_MENU_SCROLL_ARROW_HEAD, // 39
        UI_DROP_MENU_SCROLL_BALL, // 40
        UI_DROP_MENU_SCROLLING, // 41
        UI_TEXT_FIELD_CLICKED, // 42
        UI_TEXT_FIELD_ENTERED, // 43
        UI_TICK_BOX_ON, // 44
        UI_TICK_BOX_OFF, // 45
        UI_CONTINUE_CAMPAIGN, // 46
        UI_SELECT_A_FACTION, // 47
        UI_FACTION_SHIELD_BUTTONS, // 48
        UI_START_THE_CAMPAIGN, // 49
        UI_SELECT_CAMPAIGN, // 50
        UI_SELECT_BATTLE, // 51
        UI_CHOOSE_AN_ARMY, // 52
        UI_START_THE_HISTORICAL_BATTLE, // 53
        UI_CHOOSE_LOCATION, // 54
        UI_CUSTOMISE_THE_BATTLE, // 55
        UI_ARROW_BUTTONS, // 56
        UI_ATTACKER_BUTTON, // 57
        UI_DEFFENDER_BUTTON, // 58
        UI_NO_FACTION_BUTTON, // 59
        UI_CUSTOMISE_THE_ARMIES, // 60
        UI_PICK_UP_CARD, // 61
        UI_DROP_CARD, // 62
        UI_SELECT_UNIT, // 63
        UI_REMOVE_UNIT, // 64
        UI_LEVELS_ARROWS, // 65
        UI_START_THE_BATTLE, // 66
        UI_GAME_APPEARS, // 67
        UI_GAME_DISAPPEARS, // 68
        UI_JOIN_AS_SPECTATOR, // 69
        UI_JOIN_GAME, // 70
        UI_HOST_GAME, // 71
        UI_REFRESH_GAME_LIST, // 72
        UI_SORT_BY_COLUMN_BUTTONS, // 73
        UI_SELECT_GAME, // 74
        UI_CHOOSE_CONDITIONS_FOR_BATTLE, // 75
        UI_LOAD_SELECT_GAME, // 76
        UI_APPLY_VIDEO_SETTINGS, // 77
        UI_SELECT_FUNCTION, // 78
        UI_START_REASSIGNMENT, // 79
        UI_KEY_REASSIGNED, // 80
        UI_RESTORE_DEFAULT_KEYS, // 81
        UI_NEXT_FACTION_BUTTON, // 82
        UI_NEXT_TEAM_BUTTON, // 83
        UI_CHANGE_ARMOUR, // 84
        UI_CHANGE_EXPERIENCE, // 85
        UI_CHANGE_WEAPON, // 86
        UI_CLEAR_CURRENT_ARMY, // 87
        UI_COMPUTER_CHOOSE_ARMY, // 88
        _89,
        UI_MULTIPLAYER_TOGGLE_RECIEVE_INCOMING, // 90
        UI_MULTIPLAYER_TOGGLE_RECIEVE_OUTGOING, // 91
        UI_LOAD_KEY_SETTINGS, // 92
        UI_SAVE_KEY_SETTINGS, // 93
        UI_FIELD_CHANGED, // 94
        STRAT_HIGHLIGHT, // 95
        STRAT_TOOLTIP, // 96
        STRAT_SELECT_CHARACTER, // 97
        STRAT_SELECT_CITY, // 98
        STRAT_SHOW_INFO_RIGHT_CLICK, //99
        STRAT_HIDE_INFO_RIGHT_CLICK_AGAIN, //100
        STRAT_DISBAND_UNIT, // 101
        _102,
        _103,
        _104,
        _105,
        _106,
        _107,
        STRAT_DESTROY_BUILDING, // 108
        STRAT_SCROLL_OPENS, // 109
        STRAT_SCROLL_CLOSES, // 110
        STRAT_PANEL_MENU_SELECT, // 111
        STRAT_PANEL_MENU_SCROLL_BALL, // 112
        STRAT_PANEL_MENU_SCROLL_ARROWS, // 113
        STRAT_PANEL_MENU_SCROLLING, // 114
        STRAT_PANEL_MENU_TICK_BOX_ON, // 115
        STRAT_PANEL_MENU_TICK_BOX_OFF, // 116
        STRAT_PANEL_MENU_CLOSE_BUTTON, // 117
        STRAT_PANEL_MENU_CHECK_BUTTON, // 118
        STRAT_PANEL_MENU_X_BUTTON, // 119
        STRAT_PANEL_MENU_FACTION_SHIELD_BUTTON, // 120
        STRAT_SET_GAME_OPTIONS, // 121
        STRAT_OPEN_DIPLOMATIC_STANDING_WINDOW, // 122
        STRAT_OPEN_FINANCES_WINDOW, // 123
        STRAT_OPEN_POPE_TAB, // 124
        STRAT_OPEN_MISSIONS_LOG, // 125
        STRAT_OPEN_CONTRUCTION_PANEL, // 126
        STRAT_OPEN_TRAINING_PANEL, // 127
        STRAT_CLICK_ON_RADAR_TELEPORTS_SCREEN, // 128
        STRAT_SELECT_CARD, // 129
        STRAT_DESELECT_CARD, // 130
        STRAT_PICKUP_CARD, // 131
        STRAT_DROP_CARD, // 132
        STRAT_SHOW_UNITS_IN_GARRISON, // 133
        STRAT_SHOW_BUILDS_IN_SETTLEMENT, // 134
        STRAT_SHOW_VISITORS_IN_SETTLEMENT, // 135
        STRAT_SHOW_UNITS_ON_SHIP, // 136
        STRAT_MOVE_CAMERA_TO_SELECTION_BUTTON, // 137
        STRAT_OPEN_FACTION_SUMMARY, // 138
        STRAT_SELECT_NEXT, // 139
        STRAT_SELECT_PREVIOUS, // 140
        _141,
        STRAT_SHOW_MISSION_TARGET, // 142
        STRAT_SHOW_CARDINAL_LIST, // 143
        STRAT_SELECT_BUILDING, // 144
        STRAT_ADD_BUILDING_TO_QUEUE, // 145
        STRAT_REMOVE_FROM_QUEUE, // 146
        STRAT_PICKUP_BUILDING, // 147
        STRAT_DROP_BUILDING, // 148
        STRAT_ASK_FOR_ADVICE, // 149
        STRAT_LOCATE_POSITION_OF_SETTLEMENT, // 150
        STRAT_ADD_UNIT_TO_QUEUE, // 151
        STRAT_REMOVE_UNIT_FROM_QUEUE, // 152
        STRAT_PICKUP_UNIT, // 153
        STRAT_DROP_UNIT, // 154
        STRAT_ASK_FOR_UNIT_ADVICE, // 155
        STRAT_SHOW_RALLY_POINTS, // 156
        STRAT_REMOVE_RALLY_POINT, // 157
        STRAT_SHOW_UNITS_IN_GARRISON_THAT_REQURE_RETRAINING, // 158
        STRAT_SHOW_EVENTS_LOG, // 159
        STRAT_SHOW_FAMILY_TREE, // 160
        STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP, // 161
        STRAT_SET_FACTION_HEIR, // 162
        STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP, // 163
        STRAT_SHOW_TRADE_SUMMARY, // 164
        STRAT_LOCATION_POSITION_OF_SETTLEMENT, // 165
        STRAT_SHOW_BUILDINGS_IN_SETTLEMENT, // 166
        STRAT_ARROW_BUTTONS, // 167
        STRAT_SELECT_DETAIL, // 168
        STRAT_ADVICE_PANEL_SLIDING_IN, // 169
        STRAT_ADVICE_PANEL_SLIDING_OUT, // 170
        STRAT_ADVICE_BUBBLE_APPEARS, // 171
        STRAT_ADVICE_BUBBLE_DISAPPEARS, // 172
        STRAT_NEW_MESSAGES_AVAILABLE, // 173
        STRAT_EVENT_CARD_STARTS_TO_FALL, // 174
        STRAT_EVENT_CARD_STOPS_FALLING, // 175
        _176,
        STRAT_END_TURN_DOWN, // 177
        STRAT_SELECT_CITY_DOWN, // 178
        STRAT_BUILD_FORT, // 179
        STRAT_BUILD_WATCHTOWER, // 180
        STRAT_TRAINING_QUEUE_SELECT_UNIT, // 181
        STRAT_TRAINING_QUEUE_DELETE_UNIT, // 182
        STRAT_TRAINING_QUEUE_DRAG_UNIT, // 183
        STRAT_CONSTRUCTION_SELECT_BUILDING, // 184
        STRAT_CONSTRUCTION_DELETE_BUILDING, // 185
        STRAT_CONSTRUCTION_DRAG_BUILDING, // 186
        STRAT_TAB_SELECT, // 187
        STRAT_MESSAGE_DISMISS, // 188
        _189,
        STRAT_BATTLE_ZOOM, // 190
        STRAT_DIPLOMACY_AMBIENT, // 191
        STRAT_DIPLOMACY_TEXT_CLICK, // 192
        STRAT_DIPLOMACY_SCROLL_OPEN, // 193
        STRAT_DIPLOMACY_SCROLL_CLOSE, // 194
        STRAT_DIPLOMACY_ARROW_BUTTONS, // 195
        STRAT_PRISONERS_RELEASED, // 196
        STRAT_PRISONERS_EXECUTED, //197
        _198,
        _199,
        _200,
        _201,
        _202,
        _203,
        STRAT_PRISONERS_EXECUTED_GUNPOWDER, // 204
        _205,
        _206,
        _207,
        _208,
        _209,
        _210,
        STRAT_PRISONERS_RANSOMED, // 211
        STRAT_PRISONERS_PRE_RELEASE_HIGH, // 212
        STRAT_PRISONERS_PRE_RELEASE_MED, // 213
        STRAT_PRISONERS_PRE_RELEASE_LOW, // 214
        STRAT_PRISONERS_PRE_RANSOM_HIGH, // 215
        STRAT_PRISONERS_PRE_RANSOM_MED, // 216
        STRAT_PRISONERS_PRE_RANSOM_LOW, // 217
        STRAT_PRISONERS_PRE_EXECUTE_HIGH, // 218
        STRAT_PRISONERS_PRE_EXECUTE_MED, // 219
        STRAT_PRISONERS_PRE_EXECUTE_LOW, // 220
        STRAT_PRISONERS_PRE_ACCEPT_HIGH, // 221
        STRAT_PRISONERS_PRE_ACCEPT_MED, // 222
        STRAT_PRISONERS_PRE_ACCEPT_LOW, // 223
        STRAT_PRISONERS_PRE_REJECT_HIGH, // 224
        STRAT_PRISONERS_PRE_REJECT_MED, // 225
        STRAT_PRISONERS_PRE_REJECT_LOW, // 226
        _227,
        _228,
        BATTLE_SCROLL_OPENS, // 229
        BATTLE_SCROLL_CLOSES, // 230
        BATTLE_PANEL_MENU_SELECT, // 231
        BATTLE_PANEL_MENU_SCROLL_BALL, // 232
        BATTLE_PANEL_MENU_SCROLL_ARROWS, // 233
        BATTLE_PANEL_MENU_SCROLLING, // 234
        BATTLE_PANEL_MENU_TICK_BOX_ON, // 235
        BATTLE_PANEL_MENU_TICK_BOX_OFF, // 236
        BATTLE_PANEL_MENU_CLOSE_BUTTON, // 237
        BATTLE_PANEL_MENU_CHECK_BUTTON, // 238
        BATTLE_PANEL_MENU_X_BUTTON, // 239
        BATTLE_END_DEPLOYMENT, // 240
        BATTLE_FOLLOW_UNIT, // 241
        BATTLE_STOP_FOLLOWING_UNIT, // 242
        BATTLE_ZOOM_UNIT, // 243
        BATTLE_SELECT_ALL, // 244
        _245,
        BATTLE_SELECT_CAVALRY, // 246
        BATTLE_SELECT_INFANTRY, // 247
        BATTLE_SELECT_MELEE, // 248
        BATTLE_SELECT_MISSILE_, // 249
        BATTLE_SELECT_SIEGE, // 250
        BATTLE_SELECT_NEXT_GROUP, // 251
        BATTLE_SELECT_PREVIOUS_GROUP, // 252
        BATTLE_HIDE_UI, // 253
        BATTLE_UNHIDE_UI, // 254
        BATTLE_TURN_MUSIC_ON, // 255
        BATTLE_TURN_MUSIC_OFF, // 256
        BATTLE_TURN_SOUND_EFFECTS_ON_, // 257
        BATTLE_TURN_SOUND_EFFECTS_OFF, // 258
        BATTLE_SELECT_UNIT_DESTINATION, // 259
        BATTLE_INVALID_DESTINATION, // 260
        BATTLE_MELEE_ATTACK_UNIT, // 261
        BATTLE_CHARGE_MELEE_ATTACK_UNIT, // 262
        BATTLE_MISSILE_ATTACK_UNIT,//263
        BATTLE_CHARGE_MISSILE_ATTACK_UNIT, //264
        BATTLE_SIEGE_ATTACK, // 265
        BATTLE_CHARGE_SIEGE_ATTACK, // 266
        BATTLE_INVALID_ATTACK_TARGET, // 267
        BATTLE_ZOOM_RADAR_IN, // 268
        BATTLE_ZOOM_RADAR_OUT, // 269
        BATTLE_PAUSE, // 270
        BATTLE_UNPAUSE, // 271
        BATTLE_DOUBLE_SPEED, // 272
        BATTLE_TRIPLE_SPEED, // 273
        BATTLE_SELECT_CARD, // 274
        BATTLE_DESELECT_CARD, // 275
        BATTLE_PICKUP_CARD, // 276
        BATTLE_DROP_CARD, // 277
        BATTLE_ZOOM_TO_UNIT, // 278
        BATTLE_ZOOM_GENERAL, // 279
        BATTLE_HALT_STOP_CURRENT_ORDERS, // 280
        BATTLE_WITHDRAW, // 281
        BATTLE_GROUP_SELECTED_UNITS, // 282
        BATTLE_UNGROUP_SELECTED_UNITS, // 283
        BATTLE_ENABLE_LINKING, // 284
        BATTLE_DISABLE_LINKING, // 285
        BATTLE_TIGHT_FORMATION, // 286
        BATTLE_LOOSE_FORMATION, // 287
        BATTLE_ENABLE_SKIRMISH_MODE, // 288
        BATTLE_DISABLE_SKIRMISH_MODE, // 289
        BATTLE_ENABLE_FIRE_AT_WILL, // 290
        BATTLE_DISABLE_FIRE_AT_WILL, // 291
        BATTLE_NORMAL_FORMATION, // 292
        BATTLE_SPECIAL_FORMATION, // 293
        BATTLE_ENABLE_GUARD_MODE, // 294
        BATTLE_DISABLE_GUARD_MODE, // 295
        BATTLE_RUN_MODE, // 296
        BATTLE_WALK_MODE, // 297
        BATTLE_SHOW_GROUP_FORMATIONS, // 298
        BATTLE_HIDE_GROUP_FORMATIONS, // 299
        BATTLE_SELECT_GROUP_FORMATION, // 300
        BATTLE_AI_ASSISTANCE_ON, // 301
        BATTLE_AI_ASSISTANCE_OFF, // 302
        _303,
        _304,
        BATTLE_UI_START_DRAG_FORMATION, // 305
        BATTLE_UI_END_DRAG_FORMATION, // 306
        BATTLE_UI_START_DRAG_SELECTION, // 307
        BATTLE_UI_END_DRAG_SELECTION, // 308
        BATTLE_UI_FLASH_UNIT_UNDERLAYS, // 309
        _310,
        _311,
        _312;
    -Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool

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