Code: Select all
80 * 14 02 01 03 81 0C 00 FF 01 01 00 33 33 AA 00
->
80 * 14 // sprite number and its length
02 // varAction 2
01 // TTD feature (road vehicle)
03 // sprite ID (for reference)
81 // access type of this action2 (byte access for this vehicle)
0C // check callback var for callback type
00 FF // adjust current variable (shift var right = 0, AND mask result by 0xff)
01 // number of ranges to check for (1)
01 00 // chain to sprite ID (1) on result true (33)
33 33 // range to check for callback type (sound callback)
AA 00 // chain to sprite ID 0xAA on result false
Your varAction 2 is malformed. You are checking two (2) ranges.If I append the command like this:
then the text will not appear.Code: Select all
02 01 03 // varAction2 road vehicle 81 0C 00 FF 01 // check for cb 02 00 33 33 // chain to ID 2 if sound cb AA 00 // chain to sprite ID 0xAA if not 00 80 23 23 // chain to text ID 0 if additional text cb FE 00 // chain to ID 0xFE if not
FF xx here denotes the sprite ID of the purchase sprite. You only need this if you want to display a different vehicle sprite in the purchase menu. In addition cb 23 needs to be cheked for in the purchase menu chain. In your case, both refer to sprite ID 3.Code: Select all
* 10 03 01 01 44 01 FF 03 00 03 00
So, this makes no sense:
Code: Select all
188 * 1 00
189 * 9 02 01 AA 01 01 00 00 00 00
190 * 9 02 01 DD 01 01 01 00 01 00
191 * 14 02 01 01 81 10 00 FF 01 49 80 01 01 AA 00
192 * 14 02 01 03 81 0C 00 FF 01 01 00 33 33 AA 00
192 * 14 02 01 DD 81 0C 00 FF 01 00 80 23 23 FE 00
193 * 10 03 01 01 44 01 FF DD 00 03 00
->
189 * 9 02 01 AA 01 01 00 00 00 00 // vehicle sprite (on map)
190 * 9 02 01 DD 01 01 01 00 01 00 // vehicle sprite (in purchase menu)
191 * 14 02 01 01 81 10 00 FF 01
49 80 01 01 AA 00 // cb: sound effect (0x49, bridge sound)
192 * 14 02 01 03 81 0C 00 FF 01
01 00 33 33 AA 00 // check cb: sound
192 * 14 02 01 04 81 0C 00 FF 01
00 80 23 23 DD 00 // check cb: additional text (text ID 0)
193 * 10 03 01 01 44 01 FF 04 00 03 00
Michael