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Description: Upstream ships sound and graphics files which are under non-free
licenses, so these are removed before creating the orig.tar.gz - these changes
are necessary to configure the build system and game properly without them.
Author: Chris Carr <rantingman@gmail.com>
Forwarded: not-needed
--- a/lib/xtra/sound/sound.cfg 2015-01-12 23:42:25.000000000 +0000
+++ b/lib/xtra/sound/sound.cfg 2015-01-12 22:50:09.000000000 +0000
@@ -6,22 +6,7 @@
# <event name> = <sample-names seperated by spaces>
#
# Example:
-# hit = hit.mp3 hit1.mp3
-#
-
-#
-# This is the Dubtrain Angband Sound config list, v.3.1.0 - February 24th, 2009
-#
-# Licensed under a Creative Commons non-commercial agreement
-#
-# Inspired by the original Craig's Angband Sound Patch.
-#
-# But with all new sounds.
-#
-# contact angband@dubtrain.com
-#
-# download zipped archive at www.dubtrain.com/angband
-#
+# hit = hit.wav hit1.mp3
#
[Sound]
@@ -31,484 +16,481 @@
#
# Town during the day.
-ambient_day = amb_thunder_rain.mp3
+ambient_day =
# Town during the night.
-ambient_nite = amb_guitar_chord.mp3 amb_thunder_roll.mp3
+ambient_nite =
# Dungeon levels 1-20 (50'-1000')
-ambient_dng1 = amb_door_iron.mp3 amb_bell_metal1.mp3
+ambient_dng1 =
# Dungeon levels 21-40 (1050'-2000')
-ambient_dng2 = amb_bell_tibet1.mp3 amb_bell_metal2.mp3 amb_gong_strike.mp3
+ambient_dng2 =
# Dungeon levels 41-60 (2050'-3000')
-ambient_dng3 = amb_bell_tibet2.mp3 amb_dungeon_echo.mp3 amb_pulse_low.mp3
+ambient_dng3 =
# Dungeon levels 61-80 (3050'-4000')
-ambient_dng4 = amb_bell_tibet3.mp3 amb_dungeon_echowet.mp3 amb_gong_undertone.mp3
+ambient_dng4 =
# Dungeon levels 81 and beyond (4050'-)
-ambient_dng5 = amb_door_doom.mp3 amb_gong_chinese.mp3 amb_gong_low.mp3
+ambient_dng5 =
#
# Store sounds
#
# The shopkeep bought a worthless item.
-store1 = sto_man_hey.mp3
+store1 =
# The shopkeep paid too much for an item.
-store2 = id_bad_dang.mp3
+store2 =
# The shopkeep got away with a good bargain.
-store3 = sto_man_haha.mp3
+store3 =
# The shopkeep got away with a great bargain.
-store4 = sto_man_whoohaha.mp3
+store4 =
# You make a normal transaction (buying or selling).
-store5 = sto_coins_countertop.mp3 sto_bell_register1.mp3 sto_bell_register2.mp3
+store5 =
# You enter a store.
-store_enter = sto_bell_desk.mp3 sto_bell_ding.mp3 sto_bell_dingaling.mp3 sto_bell_jingles.mp3 sto_bell_ringing.mp3 sto_bell_shop.mp3
+store_enter =
# You enter your home.
-store_home = plm_door_entrance.mp3
+store_home =
# You leave a store.
-store_leave = plm_door_bolt.mp3
+store_leave =
#
# Player sounds - combat
#
# You succeed in a melee attack against a monster.
-hit = plc_hit_hay.mp3 plc_hit_body.mp3
+hit =
# It was a good hit!
-hit_good = plc_hit_anvil.mp3
+hit_good =
# It was a great hit!
-hit_great = plc_hit_groan.mp3
+hit_great =
# It was a superb hit!
-hit_superb = plc_hit_grunt.mp3
+hit_superb =
# It was a *GREAT* hit!
-hit_hi_great = plc_hit_grunt2.mp3
+hit_hi_great =
# It was a *SUPERB* hit!
-hit_hi_superb = plc_hit_anvil2.mp3
+hit_hi_superb =
# You miss a melee attack against a monster.
-miss = plc_miss_arrow2.mp3
+miss =
# You fire a missile.
-shoot = plc_miss_swish.mp3 plc_miss_arrow.mp3
+shoot =
# You hit something with a missile.
-shoot_hit = plc_hit_arrow.mp3
+shoot_hit =
# You receive a hitpoint warning.
-hitpoint_warn = plc_bell_warn.mp3
+hitpoint_warn =
# You die.
-death = plc_die_laugh.mp3
+death =
#
# Player sounds - status changes
#
# You become blind.
-blind = pls_tone_conk.mp3
+blind =
# You become confused.
-confused = pls_man_ugh.mp3
+confused =
# You become poisoned.
-poisoned = pls_tone_guiro.mp3
+poisoned =
# You become afraid.
-afraid = pls_man_yell.mp3
+afraid =
# You become paralyzed.
-paralyzed = pls_man_gulp_new.mp3
+paralyzed =
# You feel drugged (chaos effects).
-drugged = pls_breathe_in.mp3
+drugged =
# You become slower.
-slow = pls_man_sigh.mp3
+slow =
# You become stunned.
-stun = pls_bell_mute.mp3
+stun =
# You suffer a cut.
-cut = pls_man_argoh.mp3
+cut =
# A stat is drained
-drain_stat = pls_tone_headstock.mp3
+drain_stat =
# You recover from a condition (blind, confused, etc.)
-recover = pls_bell_chime_new.mp3
+recover =
# You become faster.
-speed = pls_bell_sustain.mp3
+speed =
# You attain a mystic shield.
-shield = pls_bell_bowl.mp3
+shield =
# You become blessed.
-blessed = sum_angel_song.mp3
+blessed =
# You feel heroic.
-hero = pls_tone_goblet.mp3
-
-# You are bold.
-bold = pls_bell_hibell_soft.mp3
+hero =
# You become berserk.
-berserk = pls_man_scream2.mp3
+berserk =
# You feel protected from evil.
-prot_evil = pls_bell_glass.mp3
+prot_evil =
# You feel invulnerable. (does any item/spell do this anymore?)
-invuln = pls_tone_blurk.mp3
+invuln =
# You can see invisible things.
-see_invis = pls_tone_clave6.mp3
+see_invis =
# You can see the infrared spectrum
-infrared = pls_tone_clavelo8.mp3
+infrared =
# You become resistant to acid.
-res_acid = pls_man_sniff.mp3
+res_acid =
# You become resistant to electricity.
-res_elec = pls_tone_elec.mp3
+res_elec =
# You become resistant to fire.
-res_fire = pls_tone_scrape.mp3
+res_fire =
# You become resistant to cold.
-res_cold = pls_tone_stick.mp3
+res_cold =
# You become resistant to poison.
-res_pois = pls_man_spit.mp3
+res_pois =
# You become hungry.
-hungry = pls_man_sob.mp3
+hungry =
#
# Player sounds - misc.
#
# You pick up money worth less than 200 au.
-money1 = plm_coins_light.mp3 plm_coins_shake.mp3
+money1 =
# You pick up money worth between 200 and 600 au.
-money2 = plm_chain_light.mp3 plm_coins_pour.mp3
+money2 =
# You pick up money worth 600 au or more.
-money3 = plm_coins_dump.mp3
+money3 =
# You (or a monster) drop something on the ground.
-drop = plm_drop_boot.mp3
+drop =
# You gain (or regain) a level.
-level = plm_levelup.mp3
+level =
# You successfully study a spell or prayer.
-study = plm_book_pageturn.mp3
+study =
# You teleport or phase door.
-teleport = plm_chimes_jangle.mp3
+teleport =
# You quaff a potion.
-quaff = plm_bottle_clinks.mp3 plm_cork_pop.mp3 plm_cork_squeak.mp3
+quaff =
# You zap a rod.
-zap_rod = plm_zap_rod.mp3
+zap_rod =
# You take a step. (unimplemented)
walk =
# You teleport someone else away.
-tpother = plm_chimes_jangle.mp3
+tpother =
# You bump into a wall or door.
-hitwall = plm_wood_thud.mp3
+hitwall =
# You eat something.
-eat = plm_eat_bite.mp3
+eat =
# You successfully dig through something.
-dig = plm_metal_clank.mp3
+dig =
# You open a door.
-opendoor = plm_door_bolt.mp3 plm_door_creak.mp3 plm_door_dungeon.mp3 plm_door_entrance.mp3 plm_door_open.mp3 plm_door_opening.mp3 plm_door_rusty.mp3 plm_door_squeaky.mp3
+opendoor =
# You shut a door.
-shutdoor = plm_bang_dumpster.mp3 plm_cabinet_shut.mp3 plm_close_hatch.mp3 plm_door_creakshut.mp3 plm_door_latch.mp3 plm_door_shut.mp3 plm_door_slam.mp3
+shutdoor =
# You teleport from a level (including via recall).
-tplevel = sum_bell_crystal.mp3
+tplevel =
# Default "bell" sound for system messages.
-bell = plm_jar_ding.mp3
+bell =
# You try to open something that's not a door.
-nothing_to_open = plm_click_switch2.mp3 plm_door_knob.mp3
+nothing_to_open =
# You fail to pick a lock.
-lockpick_fail = plm_click_dry.mp3 plm_click_switch.mp3 plm_click_wood.mp3 plm_door_echolock.mp3 plm_door_wooden.mp3
+lockpick_fail =
# You pick a lock.
-lockpick = plm_break_wood.mp3 plm_cabinet_open.mp3 plm_chest_unlatch.mp3 plm_lock_case.mp3 plm_lock_distant.mp3 plm_open_case.mp3
+lockpick =
# You disarm a trap.
-disarm = plm_bang_ceramic.mp3 plm_chest_latch.mp3 plm_click_switch3.mp3
+disarm =
# You go up stairs.
-stairs_up = plm_floor_creak2.mp3
+stairs_up =
# You go down stairs.
-stairs_down = plm_floor_creak.mp3
+stairs_down =
# You activate an artifact.
-act_artifact = plm_aim_wand.mp3
+act_artifact =
# You use a staff.
-use_staff = plm_use_staff.mp3
+use_staff =
# An object is destroyed.
-destroy = plm_bang_metal.mp3 plm_break_canister.mp3 plm_break_glass.mp3 plm_break_glass2.mp3 plm_break_plates.mp3 plm_break_shatter.mp3 plm_break_smash.mp3 plm_glass_breaking.mp3 plm_glass_break.mp3 plm_glass_smashing.mp3
+destroy =
# You wield or take off something.
-wield = plm_metal_sharpen.mp3
+wield =
# You wield a cursed item.
-cursed = pls_man_oooh.mp3
+cursed =
# You notice something (generic notice)
-notice = id_bad_hmm.mp3
+notice =
# You notice something about your equipment or inventory.
-pseudo_id = id_good_hmm.mp3
+pseudo_id =
# You successfully cast a spell.
-cast_spell = plm_spell1.mp3 plm_spell2.mp3 plm_spell3.mp3
+cast_spell =
# You successfully pray a prayer.
-pray_prayer = sum_angel_song.mp3
+pray_prayer =
#
# Monster Sounds - combat
#
# A monster flees in terror.
-flee = mco_creature_yelp.mp3
+flee =
# A monster is killed.
-kill = mco_howl_croak.mp3 mco_howl_deep.mp3 mco_howl_distressed.mp3 mco_howl_high.mp3 mco_howl_long.mp3
+kill =
# A unique is killed.
-kill_unique = sum_ghost_wail.mp3
+kill_unique =
# Morgoth, Lord of Darkness is killed.
-kill_king = amb_guitar_chord.mp3
+kill_king =
# Attack - hit
-mon_hit = mco_hit_whip.mp3
+mon_hit =
# Attack - touch
-mon_touch = mco_click_vibra.mp3
+mon_touch =
# Attack - punch
-mon_punch = mco_squish_snap.mp3
+mon_punch =
# Attack - kick
-mon_kick = mco_rubber_thud.mp3
+mon_kick =
# Attack - claw
-mon_claw = mco_ceramic_trill.mp3 mco_scurry_dry.mp3
+mon_claw =
# Attack - bite
-mon_bite = mco_snarl_short.mp3 mco_bite_soft.mp3 mco_bite_munch.mp3 mco_bite_long.mp3 mco_bite_short.mp3 mco_bite_gnash.mp3 mco_bite_chomp.mp3 mco_bite_regular.mp3 mco_bite_small.mp3 mco_bite_dainty.mp3 mco_bite_hard.mp3 mco_bite_chew.mp3
+mon_bite =
# Attack - sting
-mon_sting = mco_castanet_trill.mp3 mco_tube_hit.mp3
+mon_sting =
# Attack - butt
-mon_butt = mco_cuica_rubbing.mp3 mco_thud_crash.mp3
+mon_butt =
# Attack - crush
-mon_crush = mco_dino_low.mp3 mco_squish_hit.mp3
+mon_crush =
# Attack - engulf
-mon_engulf = mco_dino_talk.mp3 mco_dino_yawn.mp3
+mon_engulf =
# Attack - crawl
-mon_crawl = mco_card_shuffle.mp3 mco_shake_roll.mp3
+mon_crawl =
# Attack - drool
-mon_drool = mco_creature_choking.mp3 mco_liquid_squirt.mp3
+mon_drool =
# Attack - spit
-mon_spit = mco_attack_spray.mp3
+mon_spit =
# Attack - gaze
-mon_gaze = mco_thoing_backwards.mp3
+mon_gaze =
# Attack - wail
-mon_wail = mco_dino_low.mp3
+mon_wail =
# Attack - release spores
-mon_spore = mco_dub_wobble.mp3 mco_spray_long.mp3
+mon_spore =
# Attack - beg for money
-mon_beg = mco_man_mumble.mp3
+mon_beg =
# Attack - insult
-mon_insult = mco_strange_thwoink.mp3
+mon_insult =
# Attack - moan
-mon_moan = mco_strange_music.mp3
+mon_moan =
# Attack - shriek
-mon_shriek = mco_mouse_squeaks.mp3
+mon_shriek =
# Spell - create traps
-mon_create_trap = mco_thoing_deep.mp3
+mon_create_trap =
# Spell - cause fear
-mon_cast_fear = mco_creature_groan.mp3 mco_dino_slur.mp3
+mon_cast_fear =
# Multiply (breed explosively)
-multiply = mco_frog_trill.mp3
+multiply =
#
# Summons
#
# Summon one or more monsters.
-summon_monster = sum_chime_jangle.mp3
+summon_monster =
# Summon angels.
-summon_ainu = sum_angel_song.mp3
+summon_angel =
# Summon undead.
-summon_undead = sum_ghost_oooo.mp3
+summon_undead =
# Summon animals.
-summon_animal = sum_lion_growl.mp3
+summon_animal =
# Summon spiders.
-summon_spider = sum_piano_scrape.mp3
+summon_spider =
# Summon hounds.
-summon_hound = sum_lion_growl.mp3
+summon_hound =
# Summon hydras.
-summon_hydra = sum_piano_scrape.mp3
+summon_hydra =
# Summon demons.
-summon_demon = sum_ghost_wail.mp3 sum_laugh_evil2.mp3
+summon_demon =
# Summon dragon.
-summon_dragon = sum_piano_scrape.mp3
+summon_dragon =
# Summon greater undead.
-summon_gr_undead = sum_ghost_moan.mp3
+summon_gr_undead =
# Summon greater dragons.
-summon_gr_dragon = sum_gong_temple.mp3
+summon_gr_dragon =
# Summon greater demons.
-summon_gr_demon = sum_ghost_moan.mp3
+summon_gr_demon =
# Summon Ringwraiths.
-summon_ringwraith = sum_bell_hand.mp3
+summon_ringwraith =
# Summon uniques.
-summon_unique = sum_bell_tone.mp3
+summon_unique =
#
# Breath weapons
#
# Breathe frost.
-breathe_frost = mco_attack_breath.mp3
+breathe_frost =
# Breathe electricity.
-breathe_elec = mco_attack_breath.mp3
+breathe_elec =
# Breathe acid.
-breathe_acid = mco_attack_breath.mp3
+breathe_acid =
# Breathe gas.
-breathe_gas = mco_attack_breath.mp3
+breathe_gas =
# Breathe fire.
-breathe_fire = mco_attack_breath.mp3
+breathe_fire =
# Breathe confusion.
-breathe_confusion = mco_attack_breath.mp3
+breathe_confusion =
# Breathe disenchantment.
-breathe_disenchant = mco_attack_breath.mp3
+breathe_disenchant =
# Breathe chaos.
-breathe_chaos = mco_attack_breath.mp3
+breathe_chaos =
# Breathe shards.
-breathe_shards = mco_attack_breath.mp3
+breathe_shards =
# Breathe sound.
-breathe_sound = mco_attack_breath.mp3
+breathe_sound =
# Breathe light.
-breathe_light = mco_attack_breath.mp3
+breathe_light =
# Breathe darkness.
-breathe_dark = mco_attack_breath.mp3
+breathe_dark =
# Breathe nether.
-breathe_nether = mco_attack_breath.mp3
+breathe_nether =
# Breathe nexus.
-breathe_nexus = mco_attack_breath.mp3
+breathe_nexus =
# Breathe time.
-breathe_time = mco_attack_breath.mp3
+breathe_time =
# Breathe inertia.
-breathe_inertia = mco_attack_breath.mp3
+breathe_inertia =
# Breathe gravity.
-breathe_gravity = mco_attack_breath.mp3
+breathe_gravity =
# Breathe plasma.
-breathe_plasma = mco_attack_breath.mp3
+breathe_plasma =
# Breathe force.
-breathe_force = mco_attack_breath.mp3
+breathe_force =
# Breathe the elements (power dragon scale mail).
-breathe_elements = mco_attack_breath.mp3
+breathe_elements =
#
# Identifying Items
#
# Identify a bad item (including bad ego items and artifacts).
-identify_bad = id_bad_aww.mp3 id_bad_dang.mp3 id_bad_hmm.mp3 id_bad_hmph.mp3 id_bad_ohh.mp3
+identify_bad =
# Identify a good ego item.
-identify_ego = id_ego_whoa.mp3 id_ego_woohoo.mp3 id_ego_yeah.mp3 id_ego_yeah2.mp3 id_ego_yes.mp3
+identify_ego =
# Identify a good artifact.
-identify_art = id_good_hey.mp3 id_good_hey2.mp3 id_good_hmm.mp3 id_good_huh.mp3 id_good_ooh.mp3 id_good_ooo.mp3 id_good_wow.mp3
+identify_art =
--- a/lib/xtra/sound/Makefile 2015-01-12 23:42:25.000000000 +0000
+++ b/lib/xtra/sound/Makefile 2015-01-12 22:50:09.000000000 +0000
@@ -1,78 +1,6 @@
MKPATH=../../../mk/
include $(MKPATH)buildsys.mk
-DATA = sound.cfg \
- amb_bell_metal1.mp3 mco_scurry_dry.mp3 plm_drop_boot.mp3 \
- amb_bell_metal2.mp3 mco_shake_roll.mp3 plm_eat_bite.mp3 \
- amb_bell_tibet1.mp3 mco_snarl_short.mp3 plm_floor_creak.mp3 \
- amb_bell_tibet2.mp3 mco_spray_long.mp3 plm_floor_creak2.mp3 \
- amb_bell_tibet3.mp3 mco_squish_hit.mp3 plm_glass_break.mp3 \
- amb_door_doom.mp3 mco_squish_snap.mp3 plm_glass_breaking.mp3 \
- amb_door_iron.mp3 mco_strange_music.mp3 plm_glass_smashing.mp3 \
- amb_dungeon_echo.mp3 mco_strange_thwoink.mp3 plm_jar_ding.mp3 \
- amb_dungeon_echowet.mp3 mco_thoing_backwards.mp3 plm_levelup.mp3 \
- amb_gong_chinese.mp3 mco_thoing_deep.mp3 plm_lock_case.mp3 \
- amb_gong_low.mp3 mco_thud_crash.mp3 plm_lock_distant.mp3 \
- amb_gong_strike.mp3 mco_tube_hit.mp3 plm_metal_clank.mp3 \
- amb_gong_undertone.mp3 plc_bell_warn.mp3 plm_metal_sharpen.mp3 \
- amb_guitar_chord.mp3 plc_die_laugh.mp3 plm_open_case.mp3 \
- amb_pulse_low.mp3 plc_hit_anvil.mp3 plm_spell1.mp3 \
- amb_thunder_rain.mp3 plc_hit_anvil2.mp3 plm_spell2.mp3 \
- amb_thunder_roll.mp3 plc_hit_arrow.mp3 plm_spell3.mp3 \
- id_bad_aww.mp3 plc_hit_body.mp3 plm_use_staff.mp3 \
- id_bad_dang.mp3 plc_hit_groan.mp3 plm_wood_thud.mp3 \
- id_bad_hmm.mp3 plc_hit_grunt.mp3 plm_zap_rod.mp3 \
- id_bad_hmph.mp3 plc_hit_grunt2.mp3 pls_bell_bowl.mp3 \
- id_bad_ohh.mp3 plc_hit_hay.mp3 pls_bell_chime_new.mp3 \
- id_ego_whoa.mp3 plc_miss_arrow.mp3 pls_bell_glass.mp3 \
- id_ego_woohoo.mp3 plc_miss_arrow2.mp3 pls_bell_hibell_soft.mp3 \
- id_ego_yeah.mp3 plc_miss_swish.mp3 pls_bell_mute.mp3 \
- id_ego_yeah2.mp3 plm_aim_wand.mp3 pls_bell_sustain.mp3 \
- id_ego_yes.mp3 plm_bang_ceramic.mp3 pls_breathe_in.mp3 \
- id_good_hey.mp3 plm_bang_dumpster.mp3 pls_man_argoh.mp3 \
- id_good_hey2.mp3 plm_bang_metal.mp3 pls_man_gulp_new.mp3 \
- id_good_hmm.mp3 plm_book_pageturn.mp3 pls_man_oooh.mp3 \
- id_good_huh.mp3 plm_bottle_clinks.mp3 pls_man_scream2.mp3 \
- id_good_ooh.mp3 plm_break_canister.mp3 pls_man_sigh.mp3 \
- id_good_ooo.mp3 plm_break_glass.mp3 pls_man_sniff.mp3 \
- id_good_wow.mp3 plm_break_glass2.mp3 pls_man_sob.mp3 \
- mco_attack_breath.mp3 plm_break_plates.mp3 pls_man_spit.mp3 \
- mco_attack_spray.mp3 plm_break_shatter.mp3 pls_man_ugh.mp3 \
- mco_bite_chew.mp3 plm_break_smash.mp3 pls_man_yell.mp3 \
- mco_bite_chomp.mp3 plm_break_wood.mp3 pls_tone_blurk.mp3 \
- mco_bite_dainty.mp3 plm_cabinet_open.mp3 pls_tone_clave6.mp3 \
- mco_bite_gnash.mp3 plm_cabinet_shut.mp3 pls_tone_clavelo8.mp3 \
- mco_bite_hard.mp3 plm_chain_light.mp3 pls_tone_conk.mp3 \
- mco_bite_long.mp3 plm_chest_latch.mp3 pls_tone_elec.mp3 \
- mco_bite_munch.mp3 plm_chest_unlatch.mp3 pls_tone_goblet.mp3 \
- mco_bite_regular.mp3 plm_chimes_jangle.mp3 pls_tone_guiro.mp3 \
- mco_bite_short.mp3 plm_click_dry.mp3 pls_tone_headstock.mp3 \
- mco_bite_small.mp3 plm_click_switch.mp3 pls_tone_scrape.mp3 \
- mco_bite_soft.mp3 plm_click_switch2.mp3 pls_tone_stick.mp3 \
- mco_card_shuffle.mp3 plm_click_switch3.mp3 sto_bell_desk.mp3 \
- mco_castanet_trill.mp3 plm_click_wood.mp3 sto_bell_ding.mp3 \
- mco_ceramic_trill.mp3 plm_close_hatch.mp3 sto_bell_dingaling.mp3 \
- mco_click_vibra.mp3 plm_coins_dump.mp3 sto_bell_jingles.mp3 \
- mco_creature_choking.mp3 plm_coins_light.mp3 sto_bell_register1.mp3 \
- mco_creature_groan.mp3 plm_coins_pour.mp3 sto_bell_register2.mp3 \
- mco_creature_yelp.mp3 plm_coins_shake.mp3 sto_bell_ringing.mp3 \
- mco_cuica_rubbing.mp3 plm_cork_pop.mp3 sto_bell_shop.mp3 \
- mco_dino_low.mp3 plm_cork_squeak.mp3 sto_coins_countertop.mp3 \
- mco_dino_slur.mp3 plm_door_bolt.mp3 sto_man_haha.mp3 \
- mco_dino_talk.mp3 plm_door_creak.mp3 sto_man_hey.mp3 \
- mco_dino_yawn.mp3 plm_door_creakshut.mp3 sto_man_whoohaha.mp3 \
- mco_dub_wobble.mp3 plm_door_dungeon.mp3 sum_angel_song.mp3 \
- mco_frog_trill.mp3 plm_door_echolock.mp3 sum_bell_crystal.mp3 \
- mco_hit_whip.mp3 plm_door_entrance.mp3 sum_bell_hand.mp3 \
- mco_howl_croak.mp3 plm_door_knob.mp3 sum_bell_tone.mp3 \
- mco_howl_deep.mp3 plm_door_latch.mp3 sum_chime_jangle.mp3 \
- mco_howl_distressed.mp3 plm_door_open.mp3 sum_ghost_moan.mp3 \
- mco_howl_high.mp3 plm_door_opening.mp3 sum_ghost_oooo.mp3 \
- mco_howl_long.mp3 plm_door_rusty.mp3 sum_ghost_wail.mp3 \
- mco_liquid_squirt.mp3 plm_door_shut.mp3 sum_gong_temple.mp3 \
- mco_man_mumble.mp3 plm_door_slam.mp3 sum_laugh_evil2.mp3 \
- mco_mouse_squeaks.mp3 plm_door_squeaky.mp3 sum_lion_growl.mp3 \
- mco_rubber_thud.mp3 plm_door_wooden.mp3 sum_piano_scrape.mp3
-
+DATA = sound.cfg
PACKAGE = xtra/sound
--- copying.txt 2015-01-12 23:42:25.000000000 +0000
+++ ../copying.txt 2015-01-17 12:55:02.862255991 +0000
@@ -23,14 +23,6 @@
only under the terms of the Creative Commons Attribution 3.0 licence:
http://creativecommons.org/licenses/by/3.0/
- * Shockbolt's (64x64) graphics are distributed under the licence at the end
- of this file. Currently some of the tiles in the 64x64.png tilesheet were
- resized from tiles made by David Gervais for the 32x32 set.
-
- * The sounds are licenced under the Creative Commons Attribution-NonCommercial-
- Sharealike licence. They were created by Dubtrain <angband@dubtrain.com>.
- You can find them in Wave format at http://www.dubtrain.com/angband/.
-
* The font files are all by Leon Marrick and/or Sheldon Simms III and/or Nick
McConnell, all of whom have agreed to their Angband work being released
under the GPL.
@@ -394,24 +386,3 @@
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.
-------------------------------------------------------------------------------
-
-The Shockbolt Angband 64x64/128x64 tileset is copyright (C) Raymond Gaustadnes
-2012. It can be found in the file lib/xtra/graf/128x128.png.
-
-Permission is granted to:
-* use the tileset with in-development and released versions of Angband
-* distribute and make copies of the tileset with in-development and released
- versions of Angband, as long as no fee is charged for it
-* incorporate tiles designed by the author for variants of Angband and use and
- distribute them with Angband under the terms above
-
-Permission is not granted to:
-* modify the tileset without the author's permission.
-* incorporate tiles designed for ToME that do not appear in the Angband tileset.
-* use or distribute the tileset with other games or projects. If you want to
- use and distribute the tileset with other games or projects, you must obtain
- explicit permission from the author. Non-commercial games or projects may
- be granted permission to use them, and if so, use will be allowed as long
- as the game or project remains non-commercial. To use them in commercial
- games, a non-exclusive licence must be acquired from the author.
--- a/lib/xtra/graf/graphics.txt 2015-01-12 23:42:25.000000000 +0000
+++ b/lib/xtra/graf/graphics.txt 2015-01-17 13:11:44.374312609 +0000
@@ -47,8 +47,3 @@
I:16:16:8x16.png
P:nomad
X:0:0:0
-
-N:5:Shockbolt's tiles
-I:64:64:64x64.png
-P:shock
-X:1:29:31
--- a/lib/xtra/graf/Makefile 2015-01-12 23:42:25.000000000 +0000
+++ b/lib/xtra/graf/Makefile 2015-01-17 13:12:10.414314081 +0000
@@ -1,6 +1,6 @@
MKPATH=../../../mk/
include $(MKPATH)buildsys.mk
-DATA = 8x8.png 8x16.png 16x16.png 32x32.png 64x64.png mr_att.png graphics.txt
+DATA = 8x8.png 8x16.png 16x16.png 32x32.png mr_att.png graphics.txt
PACKAGE = xtra/graf
|