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staticres.cpp

/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.

 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.      See the
 * GNU General Public License for more details.

 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword1/staticres.cpp $
 * $Id: staticres.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */


#include "sword1/sworddefs.h"
#include "sword1/swordres.h"
#include "sword1/screen.h"
#include "sword1/resman.h"
#include "sword1/objectman.h"
#include "sword1/menu.h"
#include "sword1/music.h"
#include "sword1/sound.h"
#include "sword1/sword1.h"
#include "sword1/logic.h"

namespace Sword1 {

const uint8 SwordEngine::_cdList[TOTAL_SECTIONS] = {
      0,          // 0        inventory

      1,          // 1        PARIS 1
      1,          // 2
      1,          // 3
      1,          // 4
      1,          // 5
      1,          // 6
      1,          // 7
      1,          // 8

      1,          // 9        PARIS 2
      1,          // 10
      1,          // 11
      1,          // 12
      1,          // 13
      1,          // 14
      1,          // 15
      1,          // 16
      1,          // 17
      1,          // 18

      2,          // 19       IRELAND
      2,          // 20
      2,          // 21
      2,          // 22
      2,          // 23
      2,          // 24
      2,          // 25
      2,          // 26

      1,          // 27       PARIS 3
      1,          // 28
      1,          // 29
      1,          // 30 - Heart Monitor
      1,          // 31
      1,          // 32
      1,          // 33
      1,          // 34
      1,          // 35

      1,          // 36       PARIS 4
      1,          // 37
      1,          // 38
      1,          // 39
      1,          // 40
      1,          // 41
      1,          // 42
      1,          // 43
      0,          // 44 <NOT USED>

      2,          // 45       SYRIA
      1,          // 46       PARIS 4
      2,          // 47
      1,          // 48       PARIS 4
      2,          // 49
      2,          // 50
      0,          // 51 <NOT USED>
      0,          // 52 <NOT USED>
      2,          // 53
      2,          // 54
      2,          // 55

      2,          // 56       SPAIN
      2,          // 57
      2,          // 58
      2,          // 59
      2,          // 60
      2,          // 61
      2,          // 62

      2,          // 63       NIGHT TRAIN
      0,          // 64 <NOT USED>
      2,          // 65
      2,          // 66
      2,          // 67
      0,          // 68 <NOT USED>
      2,          // 69
      0,          // 70 <NOT USED>

      2,          // 71       SCOTLAND
      2,          // 72
      2,          // 73
      2,          // 74       END SEQUENCE IN SECRET_CRYPT
      2,          // 75
      2,          // 76
      2,          // 77
      2,          // 78
      2,          // 79

      1,          // 80       PARIS MAP

      1,          // 81 Full-screen for "Asstair" in Paris2

      2,          // 82 Full-screen BRITMAP in sc55 (Syrian Cave)
      0,          // 83 <NOT USED>
      0,          // 84 <NOT USED>
      0,          // 85 <NOT USED>

      1,          // 86       EUROPE MAP
      1,          // 87       fudged in for normal window (sc48)
      1,          // 88       fudged in for filtered window (sc48)
      0,          // 89 <NOT USED>

      0,          // 90       PHONE SCREEN
      0,          // 91       ENVELOPE SCREEN
      1,          // 92       fudged in for George close-up surprised in sc17 wardrobe
      1,          // 93       fudged in for George close-up inquisitive in sc17 wardrobe
      1,          // 94       fudged in for George close-up in sc29 sarcophagus
      1,          // 95       fudged in for George close-up in sc29 sarcophagus
      1,          // 96       fudged in for chalice close-up from sc42
      0,          // 97 <NOT USED>
      0,          // 98 <NOT USED>
      0,          // 99       MESSAGE SCREEN (BLANK)

      0,          // 100
      0,          // 101
      0,          // 102
      0,          // 103
      0,          // 104
      0,          // 105
      0,          // 106
      0,          // 107
      0,          // 108
      0,          // 109

      0,          // 110
      0,          // 111
      0,          // 112
      0,          // 113
      0,          // 114
      0,          // 115
      0,          // 116
      0,          // 117
      0,          // 118
      0,          // 119

      0,          // 120
      0,          // 121
      0,          // 122
      0,          // 123
      0,          // 124
      0,          // 125
      0,          // 126
      0,          // 127
      0,          // 128  GEORGE'S GAME SECTION
      0,          // 129      NICO'S TEXT       - on both CD's

      0,          // 130
      1,          // 131      BENOIR'S TEXT - on CD1
      0,          // 132
      1,          // 133      ROSSO'S TEXT      - on CD1
      0,          // 134
      0,          // 135
      0,          // 136
      0,          // 137
      0,          // 138
      0,          // 139

      0,          // 140
      0,          // 141
      0,          // 142
      0,          // 143
      0,          // 144
      1,          // 145      MOUE'S TEXT       - on CD1
      1,          // 146      ALBERT'S TEXT     - on CD1
};

const MenuObject Menu::_objectDefs[TOTAL_pockets + 1] = {
      {     // 0 can't use
            0, 0, 0, 0, 0
      },
      {     // 1 NEWSPAPER
            menu_newspaper,                                       // text_desc
            ICON_NEWSPAPER,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_NEWSPAPER,                                       // luggage_icon_res
            SCR_icon_combine_script,            // use_script
      },
      {     // 2 HAZEL_WAND
            menu_hazel_wand,                                // text_desc
            ICON_HAZEL_WAND,                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_HAZEL_WAND,                                // luggage_icon_res
            SCR_icon_combine_script,            // use_script
      },
      {     // 3 BEER_TOWEL
            0,                                                                            // text_desc - SEE MENU.SCR
            ICON_BEER_TOWEL,                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_BEER_TOWEL,                                // luggage_icon_res
            SCR_icon_combine_script,            // use_script
      },
      {     // 4 HOTEL_KEY
            menu_hotel_key,                                       // text_desc
            ICON_HOTEL_KEY,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_HOTEL_KEY,                                       // luggage_icon_res
            SCR_icon_combine_script,            // use_script
      },
      {     // 5 BALL
            menu_ball,                                                  // text_desc
            ICON_BALL,                                                  // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_BALL,                                                  // luggage_icon_res
            SCR_icon_combine_script,            // use_script
      },
      {     // 6 STATUETTE
            menu_statuette,                                       // text_desc
            ICON_STATUETTE,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_STATUETTE,                                       // luggage_icon_res
            SCR_icon_combine_script,            // use_script
      },
      {     // 7 RED_NOSE
            0,                                                                            // text_desc - SEE MENU.SCR
            ICON_RED_NOSE,                                        // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_RED_NOSE,                                        // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 8 POLISHED_CHALICE
            menu_polished_chalice,              // text_desc
            ICON_POLISHED_CHALICE,              // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_POLISHED_CHALICE,              // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 9 DOLLAR_BILL
            menu_dollar_bill,                               // text_desc
            ICON_DOLLAR_BILL,                               // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_DOLLAR_BILL,                               // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 10 PHOTO
            menu_photograph,                                // text_desc
            ICON_PHOTOGRAPH,                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_PHOTOGRAPH,                                // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 11 FLASHLIGHT
            menu_flashlight,                                // text_desc
            ICON_FLASHLIGHT,                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_FLASHLIGHT,                                // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 12 FUSE_WIRE
            menu_fuse_wire,                                       // text_desc
            ICON_FUSE_WIRE,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_FUSE_WIRE,                                       // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 13 GEM
            menu_gem,                                                         // text_desc
            ICON_GEM,                                                         // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_GEM,                                                         // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 14 STATUETTE_PAINT
            menu_statuette_paint,                     // text_desc
            ICON_STATUETTE_PAINT,                     // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_STATUETTE_PAINT,                     // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 15 STICK
            menu_stick,                                                 // text_desc
            ICON_STICK,                                                 // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_STICK,                                                 // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 16 EXCAV_KEY
            menu_excav_key,                                       // text_desc
            ICON_EXCAV_KEY,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_EXCAV_KEY,                                       // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 17 LAB_PASS
            menu_lab_pass,                                        // text_desc
            ICON_LAB_PASS,                                        // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_LAB_PASS,                                        // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 18 LIFTING_KEYS
            menu_lifting_keys,                              // text_desc
            ICON_LIFTING_KEYS,                              // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_LIFTING_KEYS,                              // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 19 MANUSCRIPT
            menu_manuscript,                                // text_desc
            ICON_MANUSCRIPT,                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_MANUSCRIPT,                                // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 20 MATCH_BOOK
            menu_match_book,                                // text_desc
            ICON_MATCHBOOK,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_MATCHBOOK,                                       // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 21 SUIT_MATERIAL
            menu_suit_material,                             // text_desc
            ICON_SUIT_MATERIAL,                             // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_SUIT_MATERIAL,                             // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 22 STICK_TOWEL
            menu_stick_towel,                               // text_desc
            ICON_STICK_TOWEL,                               // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_STICK_TOWEL,                               // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 23 PLASTER
            menu_plaster,                                               // text_desc
            ICON_PLASTER,                                               // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_PLASTER,                                               // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 24 PRESSURE_GAUGE
            menu_pressure_gauge,                      // text_desc
            ICON_PRESSURE_GAUGE,                      // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_PRESSURE_GAUGE,                      // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 25 RAILWAY_TICKET
            menu_railway_ticket,                      // text_desc
            ICON_RAILWAY_TICKET,                      // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_RAILWAY_TICKET,                      // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 26 BUZZER
            menu_buzzer,                                                // text_desc
            ICON_BUZZER,                                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_BUZZER,                                                // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 27 ROSSO_CARD
            menu_rosso_card,                                // text_desc
            ICON_ROSSO_CARD,                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_ROSSO_CARD,                                // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 28 TOILET_KEY
            menu_toilet_key,                                // text_desc
            ICON_TOILET_KEY,                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_TOILET_KEY,                                // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 29 SOAP
            menu_soap,                                                  // text_desc
            ICON_SOAP,                                                  // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_SOAP,                                                  // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 30 STONE_KEY
            menu_stone_key,                                       // text_desc
            ICON_STONE_KEY,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_STONE_KEY,                                       // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 31 CHALICE
            menu_chalice,                                               // text_desc
            ICON_CHALICE,                                               // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_CHALICE,                                               // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 32 TISSUE
            menu_tissue,                                                // text_desc
            ICON_TISSUE,                                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_TISSUE,                                                // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 33 TOILET_BRUSH
            menu_toilet_brush,                              // text_desc
            ICON_TOILET_BRUSH,                              // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_TOILET_BRUSH,                              // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 34 TOILET_CHAIN
            menu_toilet_chain,                              // text_desc
            ICON_TOILET_CHAIN,                              // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_TOILET_CHAIN,                              // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 35 TOWEL
            menu_towel,                                                 // text_desc
            ICON_TOWEL,                                                 // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_TOWEL,                                                 // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 36 TRIPOD
            menu_tripod,                                                // text_desc
            ICON_TRIPOD,                                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_TRIPOD,                                                // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 37 LENS
            menu_lens,                                                  // text_desc
            ICON_LENS,                                                  // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_LENS,                                                  // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 38 MIRROR
            menu_mirror,                                                // text_desc
            ICON_MIRROR,                                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_MIRROR,                                                // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 39 TOWEL_CUT
            menu_towel_cut,                                       // text_desc
            ICON_TOWEL_CUT,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_TOWEL_CUT,                                       // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 40 BIBLE
            menu_bible,                                                 // text_desc
            ICON_BIBLE,                                                 // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_BIBLE,                                                 // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 41 TISSUE_CHARRED
            menu_tissue_charred,                      // text_desc
            ICON_TISSUE_CHARRED,                      // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_TISSUE_CHARRED,                      // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 42 FALSE_KEY
            menu_false_key,                                       // text_desc
            ICON_FALSE_KEY,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_FALSE_KEY,                                       // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 43 PAINTED_KEY - looks identical to excav key, so uses that icon & luggage
            menu_painted_key,                               // text_desc
            ICON_EXCAV_KEY,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_EXCAV_KEY,                                       // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 44 KEYRING
            0,                                                                            // text_desc - SEE MENU.SCR
            ICON_KEYRING,                                               // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_KEYRING,                                               // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 45 SOAP_IMP
            menu_soap_imp,                                        // text_desc
            ICON_SOAP_IMP,                                        // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_SOAP_IMP,                                        // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 46 SOAP_PLAS
            menu_soap_plas,                                       // text_desc
            ICON_SOAP_PLAS,                                       // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_SOAP_PLAS,                                       // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 47 COG_1 - the larger cog with spindle attached
            menu_cog_1,                                                 // text_desc
            ICON_COG_1,                                                 // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_COG_1,                                                 // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 48 COG_2 - the smaller cog, found in the rubble
            menu_cog_2,                                                 // text_desc
            ICON_COG_2,                                                 // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_COG_2,                                                 // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 49 HANDLE
            menu_handle,                                                // text_desc
            ICON_HANDLE,                                                // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_HANDLE,                                                // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 50 COIN
            menu_coin,                                                  // text_desc
            ICON_COIN,                                                  // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_COIN,                                                  // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 51 BIRO
            menu_biro,                                                  // text_desc
            ICON_BIRO,                                                  // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_BIRO,                                                  // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      },
      {     // 52 PIPE
            menu_pipe,                                                  // text_desc
            ICON_PIPE,                                                  // big_icon_res
            0,                                                                            // big_icon_frame
            LUGG_PIPE,                                                  // luggage_icon_res
            SCR_icon_combine_script,                  // use_script
      }
};

const Subject Menu::_subjectList[TOTAL_subjects] = {
      {     // 256
            0,                                              // subject_res
            0                                                     // subject_frame
      },
      {     // 257
            ICON_BEER,                    // subject_res
            0                                                     // subject_frame
      },
      {     // 258
            ICON_CASTLE,                  // subject_res
            0                                                     // subject_frame
      },
      { // 259
            ICON_YES,                           // subject_res
            0                                                     // subject_frame
      },
      { // 260
            ICON_NO,                            // subject_res
            0                                                     // subject_frame
      },
      { // 261
            ICON_PEAGRAM,                 // subject_res
            0                                                     // subject_frame
      },
      { // 262
            ICON_DIG,                           // subject_res
            0                                                     // subject_frame
      },
      { // 263
            ICON_SEAN,                    // subject_res
            0                                                     // subject_frame
      },
      { // 264
            ICON_GEM,                           // subject_res
            0                                                     // subject_frame
      },
      { // 265
            ICON_TEMPLARS,          // subject_res
            0                                                     // subject_frame
      },
      { // 266
            ICON_LEPRECHAUN,  // subject_res
            0                                                     // subject_frame
      },
      { // 267
            ICON_GOODBYE,                 // subject_res
            0                                                     // subject_frame
      },
      { // 268
            ICON_GEORGE,                  // subject_res
            0                                                     // subject_frame
      },
      { // 269
            ICON_ROSSO,                   // subject_res
            0                                                     // subject_frame
      },
      { // 270
            ICON_GHOST,                   // subject_res
            0                                                     // subject_frame
      },
      { // 271
            ICON_CLOWN,                   // subject_res
            0                                                     // subject_frame
      },
      { // 272
            ICON_CAR,                           // subject_res
            0                                                     // subject_frame
      },
      { // 273
            ICON_MOUE,                    // subject_res
            0                                                     // subject_frame
      },
      { // 274
            ICON_NICO,                    // subject_res
            0                                                     // subject_frame
      },
      { // 275
            ICON_MOB,                           // subject_res
            0                                                     // subject_frame
      },
      { // 276
            ICON_CHANTELLE,         // subject_res
            0                                                     // subject_frame
      },
      { // 277
            ICON_PLANTARD,          // subject_res
            0                                                     // subject_frame
      },
      { // 278
            ICON_JACKET,                  // subject_res
            0                                                     // subject_frame
      },
      { // 279
            ICON_BRIEFCASE,         // subject_res
            0                                                     // subject_frame
      },
      {
            0, //ICON_GLASS,  // subject_res
            0                                                     // subject_frame
      },
      { // 281
            ICON_GLASS_EYE,         // subject_res
            0                                                     // subject_frame
      },
      { // 282
            ICON_BULL,                    // subject_res
            0                                                     // subject_frame
      },
      { // 283
            ICON_KLAUSNER,          // subject_res
            0                                                     // subject_frame
      },
      { // 284
            0, //ICON_LOOM,         // subject_res
            0                                                     // subject_frame
      },
      { // 285
            ICON_ULTAR,                   // subject_res
            0                                                     // subject_frame
      },
      { // 286
            ICON_PHONE,                   // subject_res
            0                                                     // subject_frame
      },
      { // 287
            ICON_PHOTOGRAPH,  // subject_res
            0                                                     // subject_frame
      },
      { // 288
            ICON_CREST,                   // subject_res
            0                                                     // subject_frame
      },
      { // 289
            ICON_LOBINEAU,          // subject_res
            0                                                     // subject_frame
      },
      { // 290
            ICON_BOOK,                    // subject_res
            0                                                     // subject_frame
      },
      { // 291 (SNARE)
            ICON_FUSE_WIRE,         // subject_res
            0                                                     // subject_frame
      },
      { // 292
            ICON_LEARY,                   // subject_res
            0                                                     // subject_frame
      },
      { // 293
            ICON_LADDER,                  // subject_res
            0                                                     // subject_frame
      },
      { // 294
            ICON_GOAT,                    // subject_res
            0                                                     // subject_frame
      },
      { // 295
            ICON_TOOLBOX,                 // subject_res
            0                                                     // subject_frame
      },
      { // 296
            ICON_PACKAGE,                 // subject_res
            0                                                     // subject_frame
      },
      { // 297
            ICON_FISH,                    // subject_res
            0                                                     // subject_frame
      },
      { // 298
            ICON_NEJO,                    // subject_res
            0                                                     // subject_frame
      },
      { // 299
            ICON_CAT,                           // subject_res
            0                                                     // subject_frame
      },
      { // 300
            ICON_AYUB,                    // subject_res
            0                                                     // subject_frame
      },
      { // 301
            ICON_STATUETTE,         // subject_res
            0                                                     // subject_frame
      },
      { // 302
            ICON_NEJO_STALL,  // subject_res
            0                                                     // subject_frame
      },
      { // 303
            ICON_TEMPLARS,          // subject_res
            0                                                     // subject_frame
      },
      { // 304
            ICON_ARTO,                    // subject_res
            0                                                     // subject_frame
      },
      { // 305
            ICON_HENDERSONS,  // subject_res
            0                                                     // subject_frame
      },
      { // 306
            ICON_CLUB,                    // subject_res
            0                                                     // subject_frame
      },
      { // 307
            ICON_SIGN,                    // subject_res
            0                                                     // subject_frame
      },
      { // 308
            ICON_TAXI,                    // subject_res
            0                                                     // subject_frame
      },
      { // 309
            ICON_BULLS_HEAD,  // subject_res
            0                                                     // subject_frame
      },
      { // 310
            ICON_DUANE,                   // subject_res
            0                                                     // subject_frame
      },
      { // 311
            ICON_PEARL,                   // subject_res
            0                                                     // subject_frame
      },
      { // 312
            ICON_TRUTH,                   // subject_res
            0                                                     // subject_frame
      },
      { // 313
            ICON_LIE,                           // subject_res
            0                                                     // subject_frame
      },
      { // 314
            0, //ICON_SUBJECT,// subject_res
            0                                                     // subject_frame
      },
      { // 315 KEY
            ICON_HOTEL_KEY,         // subject_res
            0                                                     // subject_frame
      },
      { // 316
            ICON_FLOWERS,                 // subject_res
            0                                                     // subject_frame
      },
      { // 317
            ICON_BUST,                    // subject_res
            0                                                     // subject_frame
      },
      { // 318
            ICON_MANUSCRIPT,  // subject_res
            0                                                     // subject_frame
      },
      { // 319
            ICON_WEASEL,                  // subject_res
            0                                                     // subject_frame
      },
      { // 320
            ICON_BANANA,                  // subject_res
            0                                                     // subject_frame
      },
      { // 321
            ICON_WEAVER,                  // subject_res
            0                                                     // subject_frame
      },
      { // 322
            ICON_KNIGHT,                  // subject_res
            0                                                     // subject_frame
      },
      { // 323
            ICON_QUEEN,                   // subject_res
            0                                                     // subject_frame
      },
      { // 324
            ICON_PIERMONT,          // subject_res
            0                                                     // subject_frame
      },
      { // 325
            ICON_BALL,                    // subject_res
            0                                                     // subject_frame
      },
      { // 326
            ICON_COUNTESS,          // subject_res
            0                                                     // subject_frame
      },
      { // 327
            ICON_MARQUET,                 // subject_res
            0                                                     // subject_frame
      },
      { // 328
            ICON_SAFE,                    // subject_res
            0                                                     // subject_frame
      },
      { // 329
            ICON_COINS,                   // subject_res
            0                                                     // subject_frame
      },
      { // 330
            ICON_CHESS_SET,         // subject_res
            0                                                     // subject_frame
      },
      { // 331
            ICON_TOMB,                    // subject_res
            0                                                     // subject_frame
      },
      { // 332
            ICON_CANDLE,                  // subject_res
            0                                                     // subject_frame
      },
      { // 333
            ICON_MARY,                    // subject_res
            0                                                     // subject_frame
      },
      { // 334
            ICON_CHESSBOARD,  // subject_res
            0                                                     // subject_frame
      },
      { // 335
            ICON_TRIPOD,                  // subject_res
            0                                                     // subject_frame
      },
      { // 336
            ICON_POTS,                    // subject_res
            0                                                     // subject_frame
      },
      { // 337
            ICON_ALARM,                   // subject_res
            0                                                     // subject_frame
      },
      { // 338
            ICON_BAPHOMET,          // subject_res
            0                                                     // subject_frame
      },
      { // 339
            ICON_PHRASE,                  // subject_res
            0                                                     // subject_frame
      },
      { // 340
            ICON_POLISHED_CHALICE,  // subject_res
            0                                                                       // subject_frame
      },
      { // 341
            ICON_NURSE,                   // subject_res
            0                                                     // subject_frame
      },
      { // 342
            ICON_WELL,                    // subject_res
            0                                                     // subject_frame
      },
      { // 343
            ICON_WELL2,                   // subject_res
            0                                                     // subject_frame
      },
      { // 344
            ICON_HAZEL_WAND,  // subject_res
            0                                                     // subject_frame
      },
      { // 345
            ICON_CHALICE,                 // subject_res
            0                                                     // subject_frame
      },
      { // 346
            ICON_MR_SHINY,          // subject_res
            0                                                     // subject_frame
      },
      { // 347
            ICON_PHOTOGRAPH,  // subject_res
            0                                                     // subject_frame
      },
      { // 348
            ICON_PHILIPPE,          // subject_res
            0                                                     // subject_frame
      },
      { // 349
            ICON_ERIC,                    // subject_res
            0                                                     // subject_frame
      },
      { // 350
            ICON_ROZZER,                  // subject_res
            0                                                     // subject_frame
      },
      { // 351
            ICON_JUGGLER,                 // subject_res
            0                                                     // subject_frame
      },
      { // 352
            ICON_PRIEST,                  // subject_res
            0                                                     // subject_frame
      },
      { // 353
            ICON_WINDOW,                  // subject_res
            0                                                     // subject_frame
      },
      { // 354
            ICON_SCROLL,                  // subject_res
            0                                                     // subject_frame
      },
      { // 355
            ICON_PRESSURE_GAUGE,    // subject_res
            0                                                                 // subject_frame
      },
      { // 356
            ICON_RENEE,                   // subject_res
            0                                                     // subject_frame
      },
      { // 357
            ICON_CHURCH,                  // subject_res
            0                                                     // subject_frame
      },
      { // 358
            ICON_EKLUND,                  // subject_res
            0                                                     // subject_frame
      },
      { // 359
            ICON_FORTUNE,                 // subject_res
            0                                                     // subject_frame
      },
      { // 360
            ICON_PAINTER,                 // subject_res
            0                                                     // subject_frame
      },
      { // 361
            0, //ICON_SWORD,  // subject_res
            0                                                     // subject_frame
      },
      { // 362
            ICON_GUARD,                   // subject_res
            0                                                     // subject_frame
      },
      { // 363
            ICON_THERMOSTAT,  // subject_res
            0                                                     // subject_frame
      },
      { // 364
            ICON_TOILET,                  // subject_res
            0                                                     // subject_frame
      },
      { // 365
            ICON_MONTFAUCON,  // subject_res
            0                                                     // subject_frame
      },
      { // 366
            ICON_ASSASSIN,          // subject_res
            0                                                     // subject_frame
      },
      { // 367
            ICON_HASH,                    // subject_res
            0                                                     // subject_frame
      },
      { // 368
            ICON_DOG,                           // subject_res
            0                                                     // subject_frame
      },
      { // 369
            ICON_AYUB,                    // subject_res
            0                                                     // subject_frame
      },
      { // 370
            ICON_LENS,                    // subject_res
            0                                                     // subject_frame
      },
      { // 371
            ICON_RED_NOSE,          // subject_res
            0                                                     // subject_frame
      },
      { // 372
            0,                                              // subject_res
            0                                                     // subject_frame
      },
      { // 373
            0,                                              // subject_res
            0                                                     // subject_frame
      },
      { // 374
            0,                                              // subject_res
            0                                                     // subject_frame
      }
};

const uint32 ResMan::_scriptList[TOTAL_SECTIONS] = { //a table of resource tags
      SCRIPT0,          // 0        STANDARD SCRIPTS

      SCRIPT1,          // 1        PARIS 1
      SCRIPT2,          // 2
      SCRIPT3,          // 3
      SCRIPT4,          // 4
      SCRIPT5,          // 5
      SCRIPT6,          // 6
      SCRIPT7,          // 7
      SCRIPT8,          // 8

      SCRIPT9,          // 9        PARIS 2
      SCRIPT10,         // 10
      SCRIPT11,         // 11
      SCRIPT12,         // 12
      SCRIPT13,         // 13
      SCRIPT14,         // 14
      SCRIPT15,         // 15
      SCRIPT16,         // 16
      SCRIPT17,         // 17
      SCRIPT18,         // 18

      SCRIPT19,         // 19       IRELAND
      SCRIPT20,         // 20
      SCRIPT21,         // 21
      SCRIPT22,         // 22
      SCRIPT23,         // 23
      SCRIPT24,         // 24
      SCRIPT25,         // 25
      SCRIPT26,         // 26

      SCRIPT27,         // 27       PARIS 3
      SCRIPT28,         // 28
      SCRIPT29,         // 29
      0,                            // 30
      SCRIPT31,         // 31
      SCRIPT32,         // 32
      SCRIPT33,         // 33
      SCRIPT34,         // 34
      SCRIPT35,         // 35

      SCRIPT36,         // 36       PARIS 4
      SCRIPT37,         // 37
      SCRIPT38,         // 38
      SCRIPT39,         // 39
      SCRIPT40,         // 40
      SCRIPT41,         // 41
      SCRIPT42,         // 42
      SCRIPT43,         // 43
      0,                            // 44

      SCRIPT45,         // 45       SYRIA
      SCRIPT46,         // 46       PARIS 4
      SCRIPT47,         // 47
      SCRIPT48,         // 48       PARIS 4
      SCRIPT49,         // 49
      SCRIPT50,         // 50
      0,                            // 51
      0,                            // 52
      0,                            // 53
      SCRIPT54,         // 54
      SCRIPT55,         // 55

      SCRIPT56,         // 56       SPAIN
      SCRIPT57,         // 57
      SCRIPT58,         // 58
      SCRIPT59,         // 59
      SCRIPT60,         // 60
      SCRIPT61,         // 61
      SCRIPT62,         // 62

      SCRIPT63,         // 63       NIGHT TRAIN
      0,                            // 64
      SCRIPT65,         // 65
      SCRIPT66,         // 66
      SCRIPT67,         // 67
      0,                            // 68
      SCRIPT69,         // 69
      0,                            // 70

      SCRIPT71,         // 71       SCOTLAND
      SCRIPT72,         // 72
      SCRIPT73,         // 73
      SCRIPT74,         // 74

      0,                            // 75
      0,                            // 76
      0,                            // 77
      0,                            // 78
      0,                            // 79
      SCRIPT80,         // 80
      0,                            // 81
      0,                            // 82
      0,                            // 83
      0,                            // 84
      0,                            // 85
      SCRIPT86,         // 86
      0,                            // 87
      0,                            // 88
      0,                            // 89
      SCRIPT90,         // 90
      0,                            // 91
      0,                            // 92
      0,                            // 93
      0,                            // 94
      0,                            // 95
      0,                            // 96
      0,                            // 97
      0,                            // 98
      0,                            // 99
      0,                            // 100
      0,                            // 101
      0,                            // 102
      0,                            // 103
      0,                            // 104
      0,                            // 105
      0,                            // 106
      0,                            // 107
      0,                            // 108
      0,                            // 109
      0,                            // 110
      0,                            // 111
      0,                            // 112
      0,                            // 113
      0,                            // 114
      0,                            // 115
      0,                            // 116
      0,                            // 117
      0,                            // 118
      0,                            // 119
      0,                            // 120
      0,                            // 121
      0,                            // 122
      0,                            // 123
      0,                            // 124
      0,                            // 125
      0,                            // 126
      0,                            // 127
      SCRIPT128,  // 128

      SCRIPT129,  // 129
      SCRIPT130,  // 130
      SCRIPT131,  // 131
      0,                            // 132
      SCRIPT133,  // 133
      SCRIPT134,  // 134
      0,                            // 135
      0,                            // 136
      0,                            // 137
      0,                            // 138
      0,                            // 139
      0,                            // 140
      0,                            // 141
      0,                            // 142
      0,                            // 143
      0,                            // 144
      SCRIPT145,  // 145
      SCRIPT146,  // 146
      0,                            // 147
      0,                            // 148
      0,                            // 149
};

const uint32 ObjectMan::_objectList[TOTAL_SECTIONS] = { //a table of pointers to object files
      0,                // 0

      COMP1,            // 1        PARIS 1
      COMP2,            // 2
      COMP3,            // 3
      COMP4,            // 4
      COMP5,            // 5
      COMP6,            // 6
      COMP7,            // 7
      COMP8,            // 8

      COMP9,            // 9        PARIS 2
      COMP10,           // 10
      COMP11,           // 11
      COMP12,           // 12
      COMP13,           // 13
      COMP14,           // 14
      COMP15,           // 15
      COMP16,           // 16
      COMP17,           // 17
      COMP18,           // 18

      COMP19,           // 19       IRELAND
      COMP20,           // 20
      COMP21,           // 21
      COMP22,           // 22
      COMP23,           // 23
      COMP24,           // 24
      COMP25,           // 25
      COMP26,           // 26

      COMP27,           // 27       PARIS 3
      COMP28,           // 28
      COMP29,           // 29
      COMP30,           // 30 - Heart Monitor
      COMP31,           // 31
      COMP32,           // 32
      COMP33,           // 33
      COMP34,           // 34
      COMP35,           // 35

      COMP36,           // 36       PARIS 4
      COMP37,           // 37
      COMP38,           // 38
      COMP39,           // 39
      COMP40,           // 40
      COMP41,           // 41
      COMP42,           // 42
      COMP43,           // 43
      0,                      // 44

      COMP45,           // 45       SYRIA
      COMP46,           // 46       PARIS 4
      COMP47,           // 47
      COMP48,           // 48       PARIS 4
      COMP49,           // 49
      COMP50,           // 50
      0,                      // 51
      0,                      // 52
      COMP53,           // 53
      COMP54,           // 54
      COMP55,           // 55

      COMP56,           // 56       SPAIN
      COMP57,           // 57
      COMP58,           // 58
      COMP59,           // 59
      COMP60,           // 60
      COMP61,           // 61
      COMP62,           // 62

      COMP63,           // 63       NIGHT TRAIN
      0,                      // 64
      COMP65,           // 65
      COMP66,           // 66
      COMP67,           // 67
      0,                      // 68
      COMP69,           // 69
      0,                      // 70

      COMP71,           // 71       SCOTLAND
      COMP72,           // 72
      COMP73,           // 73
      COMP74,           // 74       END SEQUENCE IN SECRET_CRYPT
      COMP75,           // 75
      COMP76,           // 76
      COMP77,           // 77
      COMP78,           // 78
      COMP79,           // 79

      COMP80,           // 80       PARIS MAP

      COMP81,           // 81 Full-screen for "Asstair" in Paris2

      COMP55,           // 82 Full-screen BRITMAP in sc55 (Syrian Cave)
      0,                      // 83
      0,                      // 84
      0,                      // 85

      COMP86,           // 86       EUROPE MAP
      COMP48,           // 87       fudged in for normal window (sc48)
      COMP48,           // 88       fudged in for filtered window (sc48)
      0,                      // 89

      COMP90,           // 90       PHONE SCREEN
      COMP91,           // 91       ENVELOPE SCREEN
      COMP17,           // 92       fudged in for George close-up surprised in sc17 wardrobe
      COMP17,           // 93       fudged in for George close-up inquisitive in sc17 wardrobe
      COMP29,           // 94       fudged in for George close-up in sc29 sarcophagus
      COMP38,           // 95       fudged in for George close-up in sc29 sarcophagus
      COMP42,           // 96       fudged in for chalice close-up from sc42
      0,                      // 97
      0,                      // 98
      COMP99,           // 99       MESSAGE SCREEN (BLANK)

      0,                      // 100
      0,                      // 101
      0,                      // 102
      0,                      // 103
      0,                      // 104
      0,                      // 105
      0,                      // 106
      0,                      // 107
      0,                      // 108
      0,                      // 109

      0,                      // 110
      0,                      // 111
      0,                      // 112
      0,                      // 113
      0,                      // 114
      0,                      // 115
      0,                      // 116
      0,                      // 117
      0,                      // 118
      0,                      // 119

      0,                      // 120
      0,                      // 121
      0,                      // 122
      0,                      // 123
      0,                      // 124
      0,                      // 125
      0,                      // 126
      0,                      // 127

//mega sections
      MEGA_GEO,         // 128 mega_one the player
      MEGA_NICO,        // 129 mega_two
      MEGA_MUS,         // 130
      MEGA_BENOIR,      // 131
      0,                      // 132
      MEGA_ROSSO,       // 133
      MEGA_DUANE,       // 134
// james megas
      0,                            // 135
      0,                            // 136
      0,                            // 137
      0,                            // 138
      0,                            // 139
      0,                            // 140
      0,                            // 141
      0,                            // 142
      0,                            // 143

// jeremy megas
      0,                            // 144 mega_phone
      MEGA_MOUE,              // 145 mega_moue
      MEGA_ALBERT,            // 146 mega_albert
      0,                            // 147
      0,                            // 148
      TEXT_OBS,               // 149
};

const uint32 ObjectMan::_textList[TOTAL_SECTIONS][7] = {
      {ENGLISH0,        FRENCH0,          GERMAN0,          ITALIAN0,         SPANISH0,         CZECH0,           PORT0},           // 0        INVENTORY         BOTH CD'S - used in almost all locations
      {ENGLISH1,        FRENCH1,          GERMAN1,          ITALIAN1,         SPANISH1,         CZECH1,           PORT1},           // 1        PARIS 1                 CD1
      {ENGLISH2,        FRENCH2,          GERMAN2,          ITALIAN2,         SPANISH2,         CZECH2,           PORT2},           // 2                                            CD1
      {ENGLISH3,        FRENCH3,          GERMAN3,          ITALIAN3,         SPANISH3,         CZECH3,           PORT3},           // 3                                            CD1
      {ENGLISH4,        FRENCH4,          GERMAN4,          ITALIAN4,         SPANISH4,         CZECH4,           PORT4},           // 4                                            CD1
      {ENGLISH5,        FRENCH5,          GERMAN5,          ITALIAN5,         SPANISH5,         CZECH5,           PORT5},           // 5                                            CD1
      {ENGLISH6,        FRENCH6,          GERMAN6,          ITALIAN6,         SPANISH6,         CZECH6,           PORT6},           // 6                                            CD1
      {ENGLISH7,        FRENCH7,          GERMAN7,          ITALIAN7,         SPANISH7,         CZECH7,           PORT7},           // 7                                            CD1
      {0},                                                                                                                                                                                                                                      // 8                                            -
      {ENGLISH9,        FRENCH9,          GERMAN9,          ITALIAN9,         SPANISH9,         CZECH9,           PORT9},           // 9        PARIS 2                 CD1
      {0},                                                                                                                                                                                                                                      // 10                                           -
      {ENGLISH11,       FRENCH11,         GERMAN11,         ITALIAN11,  SPANISH11,  CZECH11,    PORT11},    // 11                                           CD1
      {ENGLISH12,       FRENCH12,         GERMAN12,         ITALIAN12,  SPANISH12,  CZECH12,    PORT12},    // 12                                           CD1
      {ENGLISH13,       FRENCH13,         GERMAN13,         ITALIAN13,  SPANISH13,  CZECH13,    PORT13},    // 13                                           CD1
      {ENGLISH14,       FRENCH14,         GERMAN14,         ITALIAN14,  SPANISH14,  CZECH14,    PORT14},    // 14                                           CD1
      {ENGLISH15,       FRENCH15,         GERMAN15,         ITALIAN15,  SPANISH15,  CZECH15,    PORT15},    // 15                                           CD1
      {ENGLISH16,       FRENCH16,         GERMAN16,         ITALIAN16,  SPANISH16,  CZECH16,    PORT16},    // 16                                           CD1
      {ENGLISH17,       FRENCH17,         GERMAN17,         ITALIAN17,  SPANISH17,  CZECH17,    PORT17},    // 17                                           CD1
      {ENGLISH18,       FRENCH18,         GERMAN18,         ITALIAN18,  SPANISH18,  CZECH18,    PORT18},    // 18                                           CD1
      {ENGLISH19,       FRENCH19,         GERMAN19,         ITALIAN19,  SPANISH19,  CZECH19,    PORT19},    // 19       IRELAND                 CD2
      {ENGLISH20,       FRENCH20,         GERMAN20,         ITALIAN20,  SPANISH20,  CZECH20,    PORT20},    // 20                                           CD2
      {ENGLISH21,       FRENCH21,         GERMAN21,         ITALIAN21,  SPANISH21,  CZECH21,    PORT21},    // 21                                           CD2
      {ENGLISH22,       FRENCH22,         GERMAN22,         ITALIAN22,  SPANISH22,  CZECH22,    PORT22},    // 22                                           CD2
      {ENGLISH23,       FRENCH23,         GERMAN23,         ITALIAN23,  SPANISH23,  CZECH23,    PORT23},    // 23                                           CD2
      {ENGLISH24,       FRENCH24,         GERMAN24,         ITALIAN24,  SPANISH24,  CZECH24,    PORT24},    // 24                                           CD2
      {ENGLISH25,       FRENCH25,         GERMAN25,         ITALIAN25,  SPANISH25,  CZECH25,    PORT25},    // 25                                           CD2
      {0},                                                                                                                                                                                                                                      // 26                                           -
      {ENGLISH27,       FRENCH27,         GERMAN27,         ITALIAN27,  SPANISH27,  CZECH27,    PORT27},    // 27       PARIS 3                 CD1
      {ENGLISH28,       FRENCH28,         GERMAN28,         ITALIAN28,  SPANISH28,  CZECH28,    PORT28},    // 28                                           CD1
      {ENGLISH29,       FRENCH29,         GERMAN29,         ITALIAN29,  SPANISH29,  CZECH29,    PORT29},    // 29                                           CD1
      {0},                                                                                                                                                                                                                                      // 30                                           -
      {ENGLISH31,       FRENCH31,         GERMAN31,         ITALIAN31,  SPANISH31,  CZECH31,    PORT31},    // 31                                           CD1
      {ENGLISH32,       FRENCH32,         GERMAN32,         ITALIAN32,  SPANISH32,  CZECH32,    PORT32},    // 32                                           CD1
      {ENGLISH33,       FRENCH33,         GERMAN33,         ITALIAN33,  SPANISH33,  CZECH33,    PORT33},    // 33                                           CD1
      {ENGLISH34,       FRENCH34,         GERMAN34,         ITALIAN34,  SPANISH34,  CZECH34,    PORT34},    // 34                                           CD1
      {ENGLISH35,       FRENCH35,         GERMAN35,         ITALIAN35,  SPANISH35,  CZECH35,    PORT35},    // 35                                           CD1
      {ENGLISH36,       FRENCH36,         GERMAN36,         ITALIAN36,  SPANISH36,  CZECH36,    PORT36},    // 36       PARIS 4                 CD1
      {ENGLISH37,       FRENCH37,         GERMAN37,         ITALIAN37,  SPANISH37,  CZECH37,    PORT37},    // 37                                           CD1
      {ENGLISH38,       FRENCH38,         GERMAN38,         ITALIAN38,  SPANISH38,  CZECH38,    PORT38},    // 38                                           CD1
      {ENGLISH39,       FRENCH39,         GERMAN39,         ITALIAN39,  SPANISH39,  CZECH39,    PORT39},    // 39                                           CD1
      {ENGLISH40,       FRENCH40,         GERMAN40,         ITALIAN40,  SPANISH40,  CZECH40,    PORT40},    // 40                                           CD1
      {ENGLISH41,       FRENCH41,         GERMAN41,         ITALIAN41,  SPANISH41,  CZECH41,    PORT41},    // 41                                           CD1
      {ENGLISH42,       FRENCH42,         GERMAN42,         ITALIAN42,  SPANISH42,  CZECH42,    PORT42},    // 42                                           CD1
      {ENGLISH43,       FRENCH43,         GERMAN43,         ITALIAN43,  SPANISH43,  CZECH43,    PORT43},    // 43                                           CD1
      {0},                                                                                                                                                                                                                                      // 44                                           -
      {ENGLISH45,       FRENCH45,         GERMAN45,         ITALIAN45,  SPANISH45,  CZECH45,    PORT45},    // 45       SYRIA                   CD2
      {0},                                                                                                                                                                                                                                      // 46       (PARIS 4)         -
      {ENGLISH47,       FRENCH47,         GERMAN47,         ITALIAN47,  SPANISH47,  CZECH47,    PORT47},    // 47                                           CD2
      {ENGLISH48,       FRENCH48,         GERMAN48,         ITALIAN48,  SPANISH48,  CZECH48,    PORT48},    // 48       (PARIS 4)         CD1
      {ENGLISH49,       FRENCH49,         GERMAN49,         ITALIAN49,  SPANISH49,  CZECH49,    PORT49},    // 49                                           CD2
      {ENGLISH50,       FRENCH50,         GERMAN50,         ITALIAN50,  SPANISH50,  CZECH50,    PORT50},    // 50                                           CD2
      {0},                                                                                                                                                                                                                                      // 51                                           -
      {0},                                                                                                                                                                                                                                      // 52                                           -
      {0},                                                                                                                                                                                                                                      // 53                                           -
      {ENGLISH54,       FRENCH54,         GERMAN54,         ITALIAN54,  SPANISH54,  CZECH54,    PORT54},    // 54                                           CD2
      {ENGLISH55,       FRENCH55,         GERMAN55,         ITALIAN55,  SPANISH55,  CZECH55,    PORT55},    // 55                                           CD2
      {ENGLISH56,       FRENCH56,         GERMAN56,         ITALIAN56,  SPANISH56,  CZECH56,    PORT56},    // 56       SPAIN                   CD2
      {ENGLISH57,       FRENCH57,         GERMAN57,         ITALIAN57,  SPANISH57,  CZECH57,    PORT57},    // 57                                           CD2
      {ENGLISH58,       FRENCH58,         GERMAN58,         ITALIAN58,  SPANISH58,  CZECH58,    PORT58},    // 58                                           CD2
      {ENGLISH59,       FRENCH59,         GERMAN59,         ITALIAN59,  SPANISH59,  CZECH59,    PORT59},    // 59                                           CD2
      {ENGLISH60,       FRENCH60,         GERMAN60,         ITALIAN60,  SPANISH60,  CZECH60,    PORT60},    // 60                                           CD2
      {ENGLISH61,       FRENCH61,         GERMAN61,         ITALIAN61,  SPANISH61,  CZECH61,    PORT61},    // 61                                           CD2
      {0},                                                                                                                                                                                                                                      // 62                                           -
      {ENGLISH63,       FRENCH63,         GERMAN63,         ITALIAN63,  SPANISH63,  CZECH63,    PORT63},    // 63       TRAIN                   CD2
      {0},                                                                                                                                                                                                                                      // 64                                           -
      {ENGLISH65,       FRENCH65,         GERMAN65,         ITALIAN65,  SPANISH65,  CZECH65,    PORT65},    // 65                                           CD2
      {ENGLISH66,       FRENCH66,         GERMAN66,         ITALIAN66,  SPANISH66,  CZECH66,    PORT66},    // 66                                           CD2
      {0},                                                                                                                                                                                                                                      // 67                                           -
      {0},                                                                                                                                                                                                                                      // 68                                           -
      {ENGLISH69,       FRENCH69,         GERMAN69,         ITALIAN69,  SPANISH69,  CZECH69,    PORT69},    // 69                                           CD2
      {0},                                                                                                                                                                                                                                      // 70                                           -
      {ENGLISH71,       FRENCH71,         GERMAN71,         ITALIAN71,  SPANISH71,  CZECH71,    PORT71},    // 71       SCOTLAND          CD2
      {ENGLISH72,       FRENCH72,         GERMAN72,         ITALIAN72,  SPANISH72,  CZECH72,    PORT72},    // 72                                           CD2
      {ENGLISH73,       FRENCH73,         GERMAN73,         ITALIAN73,  SPANISH73,  CZECH73,    PORT73},    // 73                                           CD2
      {ENGLISH74,       FRENCH74,         GERMAN74,         ITALIAN74,  SPANISH74,  CZECH74,    PORT74},    // 74                                           CD2
      {0},                                                                                                                                                                                                                                      // 75                                           -
      {0},                                                                                                                                                                                                                                      // 76                                           -
      {0},                                                                                                                                                                                                                                      // 77                                           -
      {0},                                                                                                                                                                                                                                      // 78                                           -
      {0},                                                                                                                                                                                                                                      // 79                                           -
      {0},                                                                                                                                                                                                                                      // 80                                           -
      {0},                                                                                                                                                                                                                                      // 81                                           -
      {0},                                                                                                                                                                                                                                      // 82                                           -
      {0},                                                                                                                                                                                                                                      // 83                                           -
      {0},                                                                                                                                                                                                                                      // 84                                           -
      {0},                                                                                                                                                                                                                                      // 85                                           -
      {0},                                                                                                                                                                                                                                      // 86                                           -
      {0},                                                                                                                                                                                                                                      // 87                                           -
      {0},                                                                                                                                                                                                                                      // 88                                           -
      {0},                                                                                                                                                                                                                                      // 89                                           -
      {ENGLISH90,       FRENCH90,         GERMAN90,         ITALIAN90,  SPANISH90,  CZECH90,    PORT90},    // 90       PHONE                   BOTH CD'S (NICO & TODRYK PHONE TEXT - can phone nico from a number of sections
      {0},                                                                                                                                                                                                                                      // 91                                           -
      {0},                                                                                                                                                                                                                                      // 92                                           -
      {0},                                                                                                                                                                                                                                      // 93                                           -
      {0},                                                                                                                                                                                                                                      // 94                                           -
      {0},                                                                                                                                                                                                                                      // 95                                           -
      {0},                                                                                                                                                                                                                                      // 96                                           -
      {0},                                                                                                                                                                                                                                      // 97                                           -
      {0},                                                                                                                                                                                                                                      // 98                                           -
      {ENGLISH99,       FRENCH99,         GERMAN99,         ITALIAN99,  SPANISH99,  CZECH99,    PORT99},    // 99       MESSAGES          BOTH CD'S - contains general text, most not requiring samples, but includes demo samples
      {0},                                                                                                                                                                                                                                      // 100                                          -
      {0},                                                                                                                                                                                                                                      // 101                                          -
      {0},                                                                                                                                                                                                                                      // 102                                          -
      {0},                                                                                                                                                                                                                                      // 103                                          -
      {0},                                                                                                                                                                                                                                      // 104                                          -
      {0},                                                                                                                                                                                                                                      // 105                                          -
      {0},                                                                                                                                                                                                                                      // 106                                          -
      {0},                                                                                                                                                                                                                                      // 107                                          -
      {0},                                                                                                                                                                                                                                      // 108                                          -
      {0},                                                                                                                                                                                                                                      // 109                                          -
      {0},                                                                                                                                                                                                                                      // 110                                          -
      {0},                                                                                                                                                                                                                                      // 111                                          -
      {0},                                                                                                                                                                                                                                      // 112                                          -
      {0},                                                                                                                                                                                                                                      // 113                                          -
      {0},                                                                                                                                                                                                                                      // 114                                          -
      {0},                                                                                                                                                                                                                                      // 115                                          -
      {0},                                                                                                                                                                                                                                      // 116                                          -
      {0},                                                                                                                                                                                                                                      // 117                                          -
      {0},                                                                                                                                                                                                                                      // 118                                          -
      {0},                                                                                                                                                                                                                                      // 119                                          -
      {0},                                                                                                                                                                                                                                      // 120                                          -
      {0},                                                                                                                                                                                                                                      // 121                                          -
      {0},                                                                                                                                                                                                                                      // 122                                          -
      {0},                                                                                                                                                                                                                                      // 123                                          -
      {0},                                                                                                                                                                                                                                      // 124                                          -
      {0},                                                                                                                                                                                                                                      // 125                                          -
      {0},                                                                                                                                                                                                                                      // 126                                          -
      {0},                                                                                                                                                                                                                                      // 127                                          -
      {0},                                                                                                                                                                                                                                      // 128                                          -
      {ENGLISH129,      FRENCH129,  GERMAN129,  ITALIAN129, SPANISH129, CZECH129,   PORT129},   // 129      NICO                    BOTH CD'S   - used in screens 1,10,71,72,73
      {0},                                                                                                                                                                                                                                      // 130                                          -
      {ENGLISH131,      FRENCH131,  GERMAN131,  ITALIAN131, SPANISH131, CZECH131,   PORT131},   // 131      BENOIR                  CD1                     - used in screens 31..35
      {0},                                                                                                                                                                                                                                      // 132                                          -
      {ENGLISH133,      FRENCH133,  GERMAN133,  ITALIAN133, SPANISH133, CZECH133,   PORT133},   // 133      ROSSO                   CD1                     - used in screen 18
      {0},                                                                                                                                                                                                                                      // 134                                          -
      {0},                                                                                                                                                                                                                                      // 135                                          -
      {0},                                                                                                                                                                                                                                      // 136                                          -
      {0},                                                                                                                                                                                                                                      // 137                                          -
      {0},                                                                                                                                                                                                                                      // 138                                          -
      {0},                                                                                                                                                                                                                                      // 139                                          -
      {0},                                                                                                                                                                                                                                      // 140                                          -
      {0},                                                                                                                                                                                                                                      // 141                                          -
      {0},                                                                                                                                                                                                                                      // 142                                          -
      {0},                                                                                                                                                                                                                                      // 143                                          -
      {0},                                                                                                                                                                                                                                      // 144                                          -
      {ENGLISH145,      FRENCH145,  GERMAN145,  ITALIAN145, SPANISH145, CZECH145,   PORT145},   // 145      MOUE                    CD1                     - used in screens 1 & 18
      {ENGLISH146,      FRENCH146,  GERMAN146,  ITALIAN146, SPANISH146, CZECH146,   PORT146},   // 146      ALBERT                  CD1                     - used in screens 4 & 5
      {0},                                                                                                                                                                                                                                      // 147                                          -
      {0},                                                                                                                                                                                                                                      // 148                                          -
      {0},                                                                                                                                                                                                                                      // 149                                          -
};


RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
      {
            0,                                  //total_layers  --- room 0 NOT USED
            0,                                  //size_x                = width
            0,                                  //size_y                = height
            0,                                  //grid_width      = width/16 + 16
            {0,0,0,0},                    //layers
            {0,0,0},                      //grids
            {0,0},                              //palettes        { background palette [0..183], sprite palette [184..255] }
            {0,0},                              //parallax layers
      },

      //------------------------------------------------------------------------
      // PARIS 1

      {
            3,                                                                            //total_layers          //room 1
            784,                                                                    //size_x
            400,                                                                    //size_y
            65,                                                                           //grid_width
            {room1_l0,room1_l1,room1_l2},                               //layers
            {room1_gd1,room1_gd2},                                            //grids
            {room1_PAL,PARIS1_PAL},                                           //palettes
            {room1_plx,0},                                                                      //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 2
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {room2_l0,room2_l1,room2_l2,0},                                   //layers
            {room2_gd1,room2_gd2,0},                                          //grids
            {room2_PAL,PARIS1_PAL},                                           //palettes
            {0,0},                                                                        //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 3
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {room3_l0,room3_l1,room3_l2,0},                                   //layers
            {room3_gd1,room3_gd2,0},                                          //grids
            {room3_PAL,PARIS1_PAL},                                           //palettes
            {0,0},                                                                        //parallax layers
      },
      {
            3,                                                                                                                //total_layers          //room 4
            640,                                                                                                        //size_x
            400,                                                                                                        //size_y
            56,                                                                                                               //grid_width
            {room4_l0,room4_l1,room4_l2,0},                             //layers
            {room4_gd1,room4_gd2,0},                                                //grids
            {room4_PAL,PARIS1_PAL},                                                 //palettes
            {0,0},                                                                                                      //parallax layers
      },
      {
            3,                                                                                                                //total_layers          //room 5
            640,                                                                                                        //size_x
            400,                                                                                                        //size_y
            56,                                                                                                               //grid_width
            {room5_l0,room5_l1,room5_l2,0},                             //layers
            {room5_gd1,room5_gd2,0},                                                //grids
            {room5_PAL,PARIS1_PAL},                                                 //palettes
            {0,0},                                                                                                      //parallax layers
      },
      {
            2,                                                                                                                //total_layers          //room 6
            640,                                                                                                        //size_x
            400,                                                                                                        //size_y
            56,                                                                                                               //grid_width
            {room6_l0,room6_l1,0,0},                                                //layers
            {room6_gd1,0,0},                                                                    //grids
            {room6_PAL,SEWER_PAL},                                                  //palettes
            {0,0},                                                                                                      //parallax layers
      },
      {
            3,                                                                                                                //total_layers          //room 7
            640,                                                                                                        //size_x
            400,                                                                                                        //size_y
            56,                                                                                                               //grid_width
            {room7_l0,room7_l1,room7_l2,0},                             //layers
            {room7_gd1,room7_gd2,0},                                                //grids
            {room7_PAL,SEWER_PAL},                                                  //palettes
            {0,0},                                                                                                      //parallax layers
      },
      {
            3,                                                                                                                //total_layers          //room 8
            784,                                                                                                        //size_x
            400,                                                                                                        //size_y
            65,                                                                                                               //grid_width
            {room8_l0,room8_l1,room8_l2,0},                             //layers
            {room8_gd1,room8_gd2,0},                                                //grids
            {room8_PAL,PARIS1_PAL},                                                 //palettes
            {room8_plx,0},                                                                            //parallax layers
      },

      //------------------------------------------------------------------------
      // PARIS 2

      {
            3,                                                                                                                      //total_layers          //room 9
            640,                                                                                                              //size_x
            400,                                                                                                              //size_y
            56,                                                                                                                     //grid_width
            {room9_l0,room9_l1,room9_l2,0},                                   //layers
            {room9_gd1,room9_gd2,0},                                                      //grids
            {room9_PAL,PARIS2_PAL},                                                       //palettes
            {0,0},                                                                                                            //parallax layers
      },
      {
            2,                                                                                                                      //total_layers          //room 10
            640,                                                                                                              //size_x
            400,                                                                                                              //size_y
            56,                                                                                                                     //grid_width
            {room10_l0,room10_l1,0,0},                                              //layers
            {room10_gd1,0,0},                                                                         //grids
            {room10_PAL,R10SPRPAL},                                                       //palettes
            {0,0},                                                                                                            //parallax layers
      },
      {
            3,                                                                                                                      //total_layers          //room 11
            640,                                                                                                              //size_x
            400,                                                                                                              //size_y
            56,                                                                                                                     //grid_width
            {room11_l0,room11_l1,room11_l2,0},                    //layers
            {room11_gd1,room11_gd2,0},                                              //grids
            {room11_PAL,PARIS2_PAL},                                                      //palettes
            {0,0},                                                                                                            //parallax layers
      },
      {
            2,                                                                                                                      //total_layers          //room 12
            640,                                                                                                              //size_x
            400,                                                                                                              //size_y
            56,                                                                                                                     //grid_width
            {room12_l0,room12_l1,0,0},                                              //layers
            {room12_gd1,0,0},                                                                         //grids
            {room12_PAL,PARIS2_PAL},                                                      //palettes
            {0,0},                                                                                                            //parallax layers
      },
      {
            3,                                                                                                                      //total_layers          //room 13
            976,                                                                                                              //size_x
            400,                                                                                                              //size_y
            77,                                                                                                                     //grid_width
            {room13_l0,room13_l1,room13_l2,0},                    //layers
            {room13_gd1,room13_gd2,0},                                              //grids
            {room13_PAL,R13SPRPAL},                                                       //palettes
            {0,0},                                                                                                            //parallax layers
      },
      {
            2,                                                                                                                      //total_layers          //room 14
            640,                                                                                                              //size_x
            400,                                                                                                              //size_y
            56,                                                                                                                     //grid_width
            {room14_l0,room14_l1,0,0},                                              //layers
            {room14_gd1,0,0},                                                                         //grids
            {room14_PAL,PARIS2_PAL},                                                      //palettes
            {0,0},                                                                                                            //parallax layers
      },
      {
            3,                                                                                                                      //total_layers          //room 15
            640,                                                                                                              //size_x
            400,                                                                                                              //size_y
            56,                                                                                                                     //grid_width
            {room15_l0,room15_l1,room15_l2,0},                    //layers
            {room15_gd1,room15_gd2,0},                                              //grids
            {room15_PAL,PARIS2_PAL},                                                      //palettes
            {0,0},                                                                                                            //parallax layers
      },
      {
            2,                                                                                                                      //total_layers          //room 16
            640,                                                                                                              //size_x
            400,                                                                                                              //size_y
            56,                                                                                                                     //grid_width
            {R16L0,R16L1,0,0},                                                                        //layers
            {R16G1,0,0},                                                                                          //grids
            {room16_PAL,PARIS2_PAL},                                                      //palettes
            {0,0},                                                                                                            //parallax layers
      },
      {
            3,                                                                                                                      //total_layers          //room 17
            640,                                                                                                              //size_x
            400,                                                                                                              //size_y
            56,                                                                                                                     //grid_width
            {room17_l0,room17_l1,room17_l2,0},                    //layers
            {room17_gd1,room17_gd2,0},                                              //grids
            {room17_PAL,PARIS2_PAL},                                                      //palettes
            {0,0},                                                                                                            //parallax layers
      },
      {
            3,                                                                                                                      //total_layers          //room 18
            640,                                                                                                              //size_x
            400,                                                                                                              //size_y
            56,                                                                                                                     //grid_width
            {room18_l0,room18_l1,room18_l2,0},                    //layers
            {room18_gd1,room18_gd2,0},                                              //grids
            {room18_PAL,R18SPRPAL},                                                       //palettes
            {0,0},                                                                                                            //parallax layers
      },

      //------------------------------------------------------------------------
      // IRELAND

      {
            3,                                                                            //total_layers          //room 19 - Ireland Street
            848,                                                                    //size_x
            864,                                                                    //size_y
            69,                                                                           //grid_width
            {R19L0,R19L1,R19L2,0},              //layers
            {R19G1,R19G2,0},                                //grids
            {R19PAL,R19SPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            4,                                                                            //total_layers          //room 20 - Macdevitts
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R20L0,R20L1,R20L2,R20L3},    //layers
            {R20G1,R20G2,R20G3},                      //grids
            {R20PAL,R20SPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 21 - Pub Cellar
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R21L0,R21L1,R21L2,0},              //layers
            {R21G1,R21G2,0},                                //grids
            {R21PAL,SPRITE_PAL},                      //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 22 - Castle Gate
            784,                                                                    //size_x
            400,                                                                    //size_y
            65,                                                                           //grid_width
            {R22L0,R22L1,0,0},                              //layers
            {R22G1,0,0},                                                //grids
            {R22PAL,R22SPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 23 - Castle Hay Top
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R23L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R23PAL,SPRITE_PAL},                      //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 24 - Castle Yard
            880,                                                                    //size_x
            400,                                                                    //size_y
            71,                                                                           //grid_width
            {R24L0,R24L1,0,0},                              //layers
            {R24G1,0,0},                                                //grids
            {R24PAL,SPRITE_PAL},                      //palettes
            {R24PLX,0},                                                 //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 25 - Castle Dig
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R25L0,R25L1,0,0},                              //layers
            {R25G1,0,0},                                                //grids
            {R25PAL,R25SPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 26 - Cellar Dark
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R26L0,R26L1,R26L2,0},              //layers
            {R26G1,R26G2,0},                                //grids
            {R26PAL,R26SPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },

      //------------------------------------------------------------------------
      // PARIS 3

      {
            3,                                                                                                                            //total_layers          //room 27
            640,                                                                                                                    //size_x
            400,                                                                                                                    //size_y
            56,                                                                                                                           //grid_width
            {R27L0,R27L1,R27L2,0},                                                              //layers
            {R27G1,R27G2,0},                                                                                //grids
            {room27_PAL,SPRITE_PAL},                                                            //palettes
            {0,0},                                                                                                                  //parallax layers
      },
      {
            3,                                                                                                                            //total_layers          //room 28
            640,                                                                                                                    //size_x
            400,                                                                                                                    //size_y
            56,                                                                                                                           //grid_width
            {R28L0,R28L1,R28L2,0},                                                              //layers
            {R28G1,R28G2,0},                                                                                //grids
            {R28PAL,R28SPRPAL},                                                                             //palettes
            {0,0},                                                                                                                  //parallax layers
      },
      {
            2,                                                                                                                            //total_layers          //room 29
            640,                                                                                                                    //size_x
            400,                                                                                                                    //size_y
            56,                                                                                                                           //grid_width
            {R29L0,R29L1,0,0},                                                                              //layers
            {R29G1,0,0},                                                                                                //grids
            {R29PAL,R29SPRPAL},                                                                             //palettes
            {0,0},                                                                                                                  //parallax layers
      },
      {
            1,                                                                                                                            //total_layers          //room 30 - for MONITOR seen while player in rm34
            640,                                                                                                                    //size_x
            400,                                                                                                                    //size_y
            56,                                                                                                                           //grid_width
            {MONITOR,0,0,0},                                                                                //layers
            {0,0,0},                                                                                                          //grids
            {MONITOR_PAL,PARIS3_PAL},                                                           //palettes
            {0,0},                                                                                                                  //parallax layers
      },
      {
            1,                                                                                                                            //total_layers          //room 31
            640,                                                                                                                    //size_x
            400,                                                                                                                    //size_y
            56,                                                                                                                           //grid_width
            {room31_l0,0,0,0},                                                                              //layers
            {0,0,0},                                                                                                          //grids
            {room31_PAL,PARIS3_PAL},                                                            //palettes
            {0,0},                                                                                                                  //parallax layers
      },
      {
            3,                                                                                                                            //total_layers          //room 32
            640,                                                                                                                    //size_x
            400,                                                                                                                    //size_y
            56,                                                                                                                           //grid_width
            {room32_l0,room32_l1,room32_l2,0},                          //layers
            {room32_gd1,room32_gd2,0},                                                    //grids
            {room32_PAL,PARIS3_PAL},                                                            //palettes
            {0,0},                                                                                                                  //parallax layers
      },
      {
            3,                                                                                                                            //total_layers          //room 33
            640,                                                                                                                    //size_x
            400,                                                                                                                    //size_y
            56,                                                                                                                           //grid_width
            {room33_l0,room33_l1,room33_l2,0},                          //layers
            {room33_gd1,room33_gd2,0},                                                    //grids
            {room33_PAL,PARIS3_PAL},                                                            //palettes
            {0,0},                                                                                                                  //parallax layers
      },
      {
            4,                                                                                                                            //total_layers          //room 34
            1120,                                                                                                                   //size_x
            400,                                                                                                                    //size_y
            86,                                                                                                                           //grid_width
            {room34_l0,room34_l1,room34_l2,room34_l3},      //layers
            {room34_gd1,room34_gd2,room34_gd3},                         //grids
            {room34_PAL,PARIS3_PAL},                                                            //palettes
            {R34PLX,0},                                                                                                 //parallax layers
      },
      {
            2,                                                                                                                            //total_layers          //room 35
            640,                                                                                                                    //size_x
            400,                                                                                                                    //size_y
            56,                                                                                                                           //grid_width
            {room35_l0,room35_l1,0},                                                            //layers
            {room35_gd1,0},                                                                                       //grids
            {room35_PAL,PARIS3_PAL},                                                            //palettes
            {0,0},                                                                                                                  //parallax layers
      },

      //------------------------------------------------------------------------
      // PARIS 4

      {
            2,                                                                            //total_layers          //room 36
            960,                                                                    //size_x
            400,                                                                    //size_y
            76,                                                                           //grid_width
            {R36L0,R36L1,0,0},                              //layers
            {R36G1,0,0},                                                //grids
            {room36_PAL,R36SPRPAL},             //palettes
            {R36PLX,0},                                                 //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 37
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R37L0,R37L1,0,0},                              //layers
            {R37G1,0,0},                                                //grids
            {room37_PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 38
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R38L0,R38L1,0,0},                              //layers
            {R38G1,0,0},                                                //grids
            {room38_PAL,R38SPRPAL},             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 39
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R39L0,R39L1,0,0},                              //layers
            {R39G1,0,0},                                                //grids
            {room39_PAL,R39SPRPAL},             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 40
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R40L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {room40_PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 41
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R41L0,R41L1,0,0},                              //layers
            {R41G1,0,0},                                                //grids
            {room41_PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 42
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R42L0,R42L1,R42L2,0},              //layers
            {R42G1,R42G2,0},                                //grids
            {room42_PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 43
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R43L0,R43L1,0,0},                              //layers
            {R43G1,0,0},                                                //grids
            {room43_PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 44
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },

      //------------------------------------------------------------------------
      // SYRIA

      {
            2,                                                                            //total_layers          //room 45 - Syria Stall
            1152,                                                                   //size_x
            400,                                                                    //size_y
            88,                                                                           //grid_width
            {R45L0,R45L1,0,0},                              //layers
            {R45G1,0,0},                                                //grids
            {R45PAL,R45SPRPAL},                             //palettes
            {R45PLX,0},                                                 //parallax layers
      },
      {
            3,                                                                                                    //total_layers          //room 46 (Hotel Alley, Paris 2)
            640,                                                                                            //size_x
            400,                                                                                            //size_y
            56,                                                                                                   //grid_width
            {room46_l0,room46_l1,room46_l2,0},  //layers
            {room46_gd1,room46_gd2,0},                            //grids
            {room46_PAL,PARIS2_PAL},                                    //palettes
            {0,0},                                                                                          //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 47 - Syria Carpet
            640,                                                                    //size_x
            800,                                                                    //size_y
            56,                                                                           //grid_width
            {R47L0,R47L1,R47L2,0},              //layers
            {R47G1,R47G2,0},                                //grids
            {R47PAL,SYRIA_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 48 (Templar Church, Paris 4)
            1184,                                                                   //size_x
            400,                                                                    //size_y
            90,                                                                           //grid_width
            {R48L0,R48L1,R48L2,0},              //layers
            {R48G1,R48G2,0},                                //grids
            {R48PAL,R48SPRPAL},                             //palettes
            {R48PLX,0},                                                 //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 49 - Syria Club
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R49L0,R49L1,R49L2,0},              //layers
            {R49G1,R49G2,0},                                //grids
            {R49PAL,SYRIA_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            4,                                                                            //total_layers          //room 50 - Syria Toilet
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R50L0,R50L1,R50L2,R50L3},    //layers
            {R50G1,R50G2,R50G3},                      //grids
            {R50PAL,SYRIA_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 51 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 52 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 53 - Bull Head Pan
            880,                                                                    //size_x
            1736,                                                                   //size_y
            71,                                                                           //grid_width
            {R53L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R53PAL,R53SPRPAL},                             //palettes
            {FRONT53PLX,BACK53PLX},             //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 54 - Bull Head
            896,                                                                    //size_x
            1112,                                                                   //size_y
            72,                                                                           //grid_width
            {R54L0,R54L1,0,0},                              //layers
            {R54G1,0,0},                                                //grids
            {R54PAL,SYRIA_PAL},                             //palettes
            {R54PLX,0},                                                 //parallax layers - SPECIAL BACKGROUND PARALLAX - MUST GO IN FIRST SLOT
      },
      {
            1,                                                                            //total_layers          //room 55 - Bull Secret
            1040,                                                                   //size_x
            400,                                                                    //size_y
            81,                                                                           //grid_width
            {R55L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R55PAL,R55SPRPAL},                             //palettes
            {R55PLX,0},                                                 //parallax layers
      },

      //------------------------------------------------------------------------
      // SPAIN

      {
            3,                                                                            //total_layers          //room 56 - Countess' room
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R56L0,R56L1,R56L2,0},              //layers
            {R56G1,R56G2,0},                                //grids
            {R56PAL,SPAIN_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 57 - Spain Drive
            1760,                                                                   //size_x
            400,                                                                    //size_y
            126,                                                                    //grid_width
            {R57L0,R57L1,0,0},                              //layers
            {R57G1,0,0},                                                //grids
            {R57PAL,SPAIN_PAL},                             //palettes
            {R57PLX,0},                                                 //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 58 - Mausoleum Exterior
            864,                                                                    //size_x
            400,                                                                    //size_y
            70,                                                                           //grid_width
            {R58L0,R58L1,0,0},                              //layers
            {R58G1,0,0},                                                //grids
            {R58PAL,SPAIN_PAL},                             //palettes
            {R58PLX,0},                                                 //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 59 - Mausoleum Interior
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R59L0,R59L1,R59L2,0},              //layers
            {R59G1,R59G2,0},                                //grids
            {R59PAL,SPAIN_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 60 - Spain Reception
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R60L0,R60L1,R60L2,0},              //layers
            {R60G1,R60G2,0},                                //grids
            {R60PAL,SPAIN_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 61 - Spain Well
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R61L0,R61L1,0,0},                              //layers
            {R61G1,0,0},                                                //grids
            {R61PAL,SPAIN_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 62 - CHESS PUZZLE
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R62L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R62PAL,SPRITE_PAL},                      //palettes
            {0,0},                                                                  //parallax layers
      },

      //------------------------------------------------------------------------
      // NIGHT TRAIN

      {
            2,                                                                            //total_layers          //room 63 - train_one
            2160,                                                                   //size_x
            400,                                                                    //size_y
            151,                                                                    //grid_width
            {R63L0,R63L1,0,0},                              //layers
            {R63G1,0,0},                                                //grids
            {R63PAL,TRAIN_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 64 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 65 - compt_one
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R65L0,R65L1,0,0},                              //layers
            {R65G1,0,0},                                                //grids
            {R65PAL,TRAIN_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 66 - compt_two
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R66L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R66PAL,TRAIN_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 67 - compt_three
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R67L0,R67L1,0,0},                              //layers
            {R67G1,0,0},                                                //grids
            {R67PAL,TRAIN_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 68 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 69 - train_guard
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R69L0,R69L1,0,0},                              //layers
            {R69G1,0,0},                                                //grids
            {R69PAL,R69SPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 70 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },

      //------------------------------------------------------------------------
      // SCOTLAND

      {
            2,                                                                            //total_layers          //room 71 - churchyard
            1760,                                                                   //size_x
            400,                                                                    //size_y
            126,                                                                    //grid_width
            {R71L0,R71L1,0,0},                              //layers
            {R71G1,0,0},                                                //grids
            {R71PAL,SPRITE_PAL},                      //palettes
            {R71PLX,0},                                                 //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 72 - church_tower
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R72L0,R72L1,0,0},                              //layers
            {R72G1,0,0},                                                //grids
            {R72PAL,SPRITE_PAL},                      //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            3,                                                                            //total_layers          //room 73 - crypt
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R73L0,R73L1,R73L2,0},              //layers
            {R73G1,R73G2,0},                                //grids
            {R73PAL,R73SPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            2,                                                                            //total_layers          //room 74 - secret_crypt
            1136,                                                                   //size_x
            400,                                                                    //size_y
            87,                                                                           //grid_width
            {R74L0,R74L1,0,0},                              //layers
            {R74G1,0,0},                                                //grids
            {R74PAL,ENDSPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 75 - secret_crypt
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R75L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R75PAL,ENDSPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 76 - secret_crypt
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R76L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R76PAL,ENDSPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 77 - secret_crypt
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R77L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R77PAL,ENDSPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 78 - secret_crypt
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R78L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R78PAL,ENDSPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 79 - secret_crypt
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R79L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R79PAL,ENDSPRPAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },

      //------------------------------------------------------------------------
      // MAPS

      {
            1,                                                                            //total_layers          //room 80 - paris map
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {room80_l0,0,0,0},                              //layers
            {0,0,0},                                                          //grids
            {room80_PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 81 - for sequence of Assassin coming up stairs to rm17
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {ASSTAIR2,0,0,0},                               //layers
            {0,0,0},                                                          //grids
            {ASSTAIR2_PAL,SPRITE_PAL},    //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 82 - Map of Britain, viewed frrom sc55 (Syria Cave)
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {BRITMAP,0,0,0},                                //layers
            {0,0,0},                                                          //grids
            {BRITMAP_PAL,SPRITE_PAL},           //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 83 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 84 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 85 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 86 - europe map
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {room86_l0,0,0,0},                              //layers
            {0,0,0},                                                          //grids
            {room86_PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 87 - normal window in sc48
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {WINDOW1,0,0,0},                                //layers
            {0,0,0},                                                          //grids
            {WINDOW1_PAL,SPRITE_PAL},           //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 88 - filtered window in sc48
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {WINDOW2,0,0,0},                                //layers
            {0,0,0},                                                          //grids
            {WINDOW2_PAL,SPRITE_PAL},           //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 89 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 90 - phone screen
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R90L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R90PAL,PHONE_PAL},                             //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 91 - envelope screen
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {R91L0,0,0,0},                                        //layers
            {0,0,0},                                                          //grids
            {R91PAL,SPRITE_PAL},                            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 92 - for close up of George surprised in wardrobe in sc17
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {SBACK17,0,0,0},                                //layers
            {0,0,0},                                                          //grids
            {SBACK17PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 93 - for close up of George inquisitive in wardrobe in sc17
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {IBACK17,0,0,0},                                //layers
            {0,0,0},                                                          //grids
            {IBACK17PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 94 - for close up of George in sarcophagus in sc29
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {BBACK29,0,0,0},                                //layers
            {0,0,0},                                                          //grids
            {BBACK29PAL,BBACK29SPRPAL},   //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 95 - for close up of George during templar meeting, in sc38
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {BBACK38,0,0,0},                                //layers
            {0,0,0},                                                          //grids
            {BBACK38PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 96 - close up of chalice projection
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {CHALICE42,0,0,0},                              //layers
            {0,0,0},                                                          //grids
            {CHALICE42_PAL,SPRITE_PAL},   //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 97 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            0,                                                                            //total_layers          //room 98 - NOT USED
            0,                                                                            //size_x
            0,                                                                            //size_y
            0,                                                                            //grid_width
            {0,0,0,0},                                                  //layers
            {0,0,0},                                                          //grids
            {0,0},                                                                  //palettes
            {0,0},                                                                  //parallax layers
      },
      {
            1,                                                                            //total_layers          //room 99 - blank screen
            640,                                                                    //size_x
            400,                                                                    //size_y
            56,                                                                           //grid_width
            {room99_l0,0,0,0},                              //layers
            {0,0,0},                                                          //grids
            {room99_PAL,SPRITE_PAL},            //palettes
            {0,0},                                                                  //parallax layers
      }
};

const char Music::_tuneList[TOTAL_TUNES][8] = {
      "",                     // 0  SPARE
      "1m2",            // DONE 1   George picks up the newspaper
      "1m3",            // DONE 2   In the alley for the first time
      "1m4",            // DONE 3   Alleycat surprises George
      "1m6",            // DONE 4   George fails to remove manhole cover. Even numbered attempts
      "1m7",            // !!!! 5   George fails to remove manhole cover. Odd numbered attempts
      "1m8",            // DONE 6   George leaves alley
      "1m9",            // DONE     7     George enters cafe for the first time
      "1m10",           // DONE 8   Waitress
      "1m11",           // DONE 9   Lying doctor

      "1m12",           // DONE 10  Truthful George
      "1m13",           // DONE 11  Yes, drink brandy
      "1m14",           // DONE 12  Yes, he's dead (Maybe 1m14a)
      "1m15",           // DONE 13  From, "...clown entered?"
      "1m16",           // DONE 14  From, "How did the old man behave?"
      "1m17",           // DONE 15  Salah-eh-Din
      "1m18",           // DONE 16  From, "Stay here, mademoiselle"
      "1m19",           // DONE 17  Leaving the cafe
      "1m20",           // DONE 18  Stick-up on Moue's gun
      "1m21",           // DONE 19  From, "Stop that, monsieur"

      "1m22",           // DONE 20  From, "If you can"
      "1m23",           // DONE 21  From, "Yeah,...clown"
      "1m24",           // DONE 22  From, he claimed to be a doctor
      "1m25",           // DONE 23  First time George meets Nico
      "1m26",           // DONE 24  From, "Oh God, him again." (Read notes on list)
      "1m27",           // DONE 25  From, "He's inside"
      "1m28",           // DONE 26  From, "You speak very good English"
      "1m29",           // DONE 27  From, "Why won't you tell me about this clown?"
      "1m28a",    // DONE 28  Costumed killers from, "How did Plantard get your name?"
      "1m30",           // DONE 29  From, "I really did see the clown" when talking to Moue at cafe doorway

      "1m31",           // DONE 30  From, "I found this (paper) in the street" (talking to Moue)
      "1m32",           // DONE 31  From, "What's the difference?"
      "1m34",           // DONE 32  Roadworker "Did you see a clown?"
      "1m35",           // DONE 33  Worker re: explosion, "I guess not"
      "2m1",            // DONE 34  From, "What about the waitress?"
      "2m2",            // DONE 35  From, "Did you see the old guy with the briefcase?"
      "2m4",            // DONE 36  "Would you like to read my newspaper?" (2M3 is at position 144)
      "2m5",            // DONE 37  From, "Ah, what's this Saleh-eh-Din?"
      "2m6",            // DONE 38  From, "It was a battered old tool box".
      "2m7",            // DONE 39  George "borrows" the lifting key

      "2m8",            // DONE 40  From 'phone page. Call Nico
      "2m9",            // DONE 41  Leaving the workman's tent
      "2m10",           // DONE 42  Use lifting keys on manhole
      "2m11",           // DONE 43  Into sewer no.1 from George on his knees (Alternative: 2m12)
      "2m12",           // DONE 44  Into sewer (alternative to 2m11)
      "2m13",           // DONE 45  George bends to pick up the red nose
      "2m14",           // DONE 46  Paper tissue, "It was a soggy..."
      "2m15",           // DONE 47  Cloth, as George picks it up. (Alternative: 2m16)
      "2m16",           // !!!! 48  Alternative cloth music
      "2m17",           // DONE 49  George climbs out of sewer.

      "2m18",           // DONE 50  From, "The man I chased..."
      "2m19",           // DONE 51  Spooky music for sewers.
      "2m20",           // DONE 52  "She isn't hurt, is she?"
      "2m21",           // DONE 53  Click on material icon
      "2m22",           // DONE 54  Spooky music for sewers.
      "2m23",           // DONE 55  From, "So you don't want to hear my experiences in the desert?"
      "2m24",           // DONE 56  On the material icon with Albert (suit icon instead, because material icon done)
      "2m25",           // DONE 57  After "What was on the label?" i.e. the 'phone number.
      "2m26",           // DONE 58  Leaving yard, after, "I hope you catch that killer soon." Also for the Musee Crune icon on the map (5M7).
      "2m27",           // DONE 59  As George starts to 'phone Todryk.  (Repeated every time he calls him). Also, when the aeroport is clicked on (5M21).

      "2m28",           // DONE 60  Todryk conversation after, "Truth and justice"
      "2m29",           // DONE 61  'Phoning Nico from the roadworks. Also, 'phoning her from Ireland, ideally looping and fading on finish (6M10).
      "2m30",           // DONE 62  First time on Paris map
      "2m31",           // DONE 63  Click on Rue d'Alfred Jarry
      "2m32",           // DONE 64  From, "Will you tell me my fortune?"
      "2m33",           // DONE 65  After "Can you really tell my future?"
      "1m28",           // DONE 66  "What about the tall yellow ones?" Copy from 1M28.
      "2m24",           // DONE 67  Material Icon. Copy from 2M24
      "2m6",            // DONE 68  Exit icon on "See you later". Copy from 2M6.
      "1m25",           // DONE 69  On opening the front foor to Nico's. Copy from 1M25. .

      "2m38",           // DONE 70  Victim 1: From, "Tell me more about the clown's previous victims."
      "2m39",           // DONE 71  Victim 2: After, "What about the clown's second victim?"
      "2m40",           // DONE 72  Victim 3: On clown icon for 3rd victim.
      "3m1",            // DONE 73  George passes Nico the nose.
      "3m2",            // DONE 74  With Nico. From, "I found a piece of material..."
      "3m3",            // DONE 75  After George says, "... or clowns?"
      "3m4",            // DONE 76  After, "Did you live with your father?"
      "1m28",           // DONE 77  After, "Do you have a boyfriend?". Copy from 1M28.
      "2m26",           // DONE 78  After, "Good idea" (about going to costumier's). Copy from 2M26.
      "3m7",            // DONE 79  On costumier's icon on map.

      "3m8",            // DONE 80  Costumier's, after, "Come in, welcome."
      "3m9",            // DONE 81  On entering costumier's on later visits
      "3m10",           // DONE 82  After, "A description, perhaps."
      "2m13",           // DONE 83  Red nose icon at costumier's. Copy 2M13.
      "3m12",           // DONE 84  Tissue icon. Also, after Nico's "No, I write it (the magazine) 5M19.
      "3m13",           // DONE 85  Photo icon over, "Do you recognise this man?"
      "3m14",           // DONE 86  Exit icon, over, "Thanks for your help, buddy."
      "2m9",            // DONE 87  Clicking on police station on the map.
      "3m17",           // DONE 88  Police station on, "I've tracked down the clown's movements."
      "3m18",           // DONE 89  "One moment, m'sieur," as Moue turns.

      "3m19",           // DONE 90  G. on Rosso. "If he was trying to impress me..."
      "3m20",           // DONE 91  G. thinks, "He looked at me as if I'd farted."
      "3m21",           // DONE 92  Over Rosso's, "I've washed my hands of the whole affair."
      "3m22",           // DONE 93  Played over, "So long, inspector."
      "3m24",           // DONE 94  Conversation with Todrk, "He bought a suit from you, remember?"
      "3m26",           // !!!! 95  This piece is a problem. Don't worry about it for present.
      "3m27",           // DONE 96  George to Nico (in the flat): "Have you found out anymore?" [about the murders? or about the templars? JEL]
      "2m26",           // DONE 97  After, "Don't worry, I will." on leaving Nico's.
      "3m29",           // DONE 98  Ubu icon on the map.
      "3m30",           // DONE 99  G and Flap. After, "I love the clowns. Don't you?" AND "after "Not if you see me first" (3M31)

      "3m32",           // DONE 100 Source music for Lady Piermont.
      "3m33",           // DONE 101 More music for Lady P.
      "2m13",           // DONE 102 Red Nose music Copy 2M13
      "4m3",            // DONE 103 On photo, "Do you recognise the man in this photograph"
      "4m4",            // DONE 104 With Lady P. After, "Hi there, ma'am."
      "4m5",            // DONE 105 After, "I think the word you're looking for is...dick"
      "4m6",            // DONE 106 After, "English arrogance might do the trick." Also for "More English arrogance" (4M27)
      "4m8",            // !!!! 107 As George grabs key.
      "4m9",            // DONE 108 Room 21, on "Maybe it wasn't the right room"
      "4m10",           // DONE 109 On coming into 21 on subsequent occasions.

      "4m11",           // DONE 110 As George steps upto window.
      "4m12",           // DONE 111 Alternative times he steps up to the window.
      "4m13",           // DONE 112 In Moerlin's room
      "4m14",           // DONE 113 Sees "Moerlin" on the Stairs
      "4m15",           // DONE 114 George closing wardrobe door aftre Moerlin's gone.
      "4m17",           // DONE 115 After, "take your mind off the inquest"
      "4m18",           // DONE 116 "It was just as I'd imagined."
      "4m19",           // DONE 117 Show photo to Lady P
      "4m20",           // DONE 118 Lady P is "shocked" after the name "Khan".
      "4m21",           // DONE 119 After, "A bundle of papers, perhaps".

      "4m22",           // DONE 120 After, "Plantard's briefcase"
      "4m24",           // DONE 121 On fade to black as George leaves the hotel (prior to being searched)
      "4m25",           // DONE 122 After, "I break your fingers"
      "4m28",           // DONE 123 After clerk says, "Voila, m'sieur. Le manuscript..."
      "4m29",           // DONE 124 Onto the window sill after getting the manuscript.
      "4m31",           // DONE 125 Searched after he's dumped the manuscript in the alleyway.
      "4m32",           // DONE 126 Recovering the manuscript in the alley, "If the manuscript was..."
      "5m1",            // DONE 127 The manuscript, just after, "It's worth enough to kill for."
      "5m2",            // !SMK 128 The Templars after, "...over 800 years ago."
      "5m3",            // DONE 129 After, "Let's take another look at that manuscript"

      "5m4",            // DONE 130 On "Knight with a crystal ball" icon
      "5m5",            // DONE 131 On Nico's, "Patience"
      "5m6",            // DONE 132 After "I'm sure it will come in useful" when George leaves. Also, George leaving Nico after, "Keep me informed if you find anything new" (5M20). + "just take care of yourself"
      "5m8",            // DONE 133 Entering the museum for the first time on the fade.
      "5m9",            // DONE 134 George with guard after, "park their cars." Guard saying "No, no, no"
      "5m10",     // DONE 135 Incidental looking around the museum music. + fading from map to museum street, when lobineau is in museum
      "5m11",           // DONE 136 From "In the case was a spindly tripod, blackened with age and pitted with rust...". George answers Tripod ((?)That's what the cue list says). Also 5M15 and 5M16)
      "5m12",           // DONE 137 More looking around music.
      "5m13",           // DONE 138 Opening the mummy case.
      "5m14",           // DONE 139 High above me was a window

      "5m17",           // DONE 140       "As I reached toward the display case" (5M18 is in slot 165)
      "5m22",           // !SMK 141 From Ireland on the Europe map.
      "5m23",           // !!!! 142 IN front of the pub, searching.
      "5m24",           // DONE 143 Cheeky Maguire, "Wait 'til I get back"
      "2m3",            // DONE 144 Before, "Did anybody at the village work at the dig?" Loop and fade.
      "6m1",            // DONE 145 After, "You know something ... not telling me, don't you?"
      "6m2",            // DONE 146 On, "Mister, I seen it with my own eyes."
      "6m3",            // DONE 147 After, "Did you get to see the ghost" + On George's, "As soon as I saw the flickering torches..." in SCR_SC73.txt.
      "6m4",            // DONE 148 "the bloody place is haunted", just after G's "rational explanation... the castle"
      "6m5",            // DONE 149 Pub fiddler 1. Please programme stops between numbers - about 20" and a longer one every four or five minutes.

      "6m6",            // DONE 150 Pub fiddler 2.
      "6m7",            // DONE 151 Pub fiddler 3.
      "6m8",            // DONE 152 Pub fiddler 4.
      "6m12",           // DONE 153 Exit pub (as door opens). Copy from 2M6.
      "2m6",            // DONE 154 Going to the castle, start on the path blackout.
      "5m1",            // DONE 155 On, "Where was the Templar preceptory?" Copy 5M1
      "6m15",           // DONE 156 "On, "Do you mind if I climb up your hay stack..."
      "7m1",            // DONE 157 On plastic box, "It was a featureless..."
      "7m2",            // DONE 158 On tapping the plastic box with the sewer key
      "7m4",            // !!!! 159 "Shame on you, Patrick!" Fitzgerald was at the dig

      "7m5",            // !!!! 160 On the icon that leads to, "Maguire says that he saw you at the dig"
      "7m6",            // !!!! 161 On "The man from Paris"
      "7m7",            // !!!! 162 On, "I wish I'd never heard of..."
      "7m8",            // DONE 163 Exit pub
      "7m11",           // DONE 164 George picks up gem.
      "7m14",           // DONE 165 On George's icon, "the driver of the Ferrari..."
      "7m15",           // DONE 166 After George, "His name is Sean Fitzgerald"
      "5m18",           // DONE 167 Leaving museum after discovering tripod.
      "6m11",           // !!!! 168 With Fitz. On G's, "Did you work at...?". This is triggered here and on each subsequent question, fading at the end.
      "7m17",           // DONE 169 "You don't have to demolish the haystack"

      "7m18",           // DONE 170 George begins to climb the haystack.
      "7m19",           // DONE 171 Alternative climbing haystack music. These two tracks can be rotated with an ascent with FX only).
      "7m20",           // DONE 172 Attempting to get over the wall.
      "7m21",           // DONE 173 Descending the haystack
      "7m22",           // !!!! 174 Useful general purpose walking about music.
      "7m23",           // DONE 175 "Plastic cover" The exposed box, LB and RB.
      "7m28",           // !!!! 176 "No return"
      "7m30",           // !!!! 177 Picking up drink music (This will definitely clash with the fiddle music. We'll use it for something else). *
      "7m31",           // !!!! 178 Showing the landlord the electrician's ID.
      "7m32",           // !!!! 179 Stealing the wire (Probable clash again) *

      "7m33",           // DONE 180 On fade to black before going down into dark cellar.
      "7m34",           // DONE 181 On opening the grate, as George says, "I lifted the..." Khan's entrance.
      "8m1",            // DONE 182 Going down into the light cellar, starting as he goes through bar door.
      "8m2",            // DONE 183 General cellar music on, "It was an empty carton".
      "8m4",            // !!!! 184 Trying to get the bar towel. On, "The man's arm lay across..." *
      "8m7",            // DONE 185 Squeeze towel into drain. On, "Silly boy..."
      "8m10",           // DONE 186 Entering the castle as he places his foot on the tool embedded into the wall.
      "8m11",           // DONE 187 On, "Hey, billy." Goat confrontation music.
      "8m12",           // DONE 188 First butt from goat at moment of impact.
      "8m13",           // DONE 189 On examining the plough.

      "8m14",           // DONE 190 Second butt from goat.
      "8m15",           // DONE 191 Third butt from goat.
      "8m16",           // DONE 192 All subsequent butts, alternating with no music.
      "8m18",           // DONE 193 Poking around in the excavation music. I'd trigger it as he starts to descend the ladder into the dig.
      "8m19",           // DONE 194 "There was a pattern..." The five holes.
      "8m20",           // DONE 195 George actually touches the stone. Cooling carving (?)
      "8m21",           // DONE 196 "As I swung the stone upright" coming in on "Upright"
      "8m22",           // DONE 197 "The sack contained"
      "8m24",           // DONE 198 Down wall. As screen goes black. George over wall to haystack.
      "8m26",           // DONE 199 Wetting the towel

      "8m28",           // DONE 200 Wetting plaster. As George reaches for the towel prior to wringing water onto the plaster.
      "8m29",           // DONE 201 Mould in "The hardened plaster..."
      "8m30",           // DONE 202 Entering castle. As George steps in.
      "8m31",           // DONE 203 After George, "Hardly - he was dead." in nico_scr.txt
      "8m37",           // !!!! 204 Talking to Lobineau about the Templars. 5M2Keep looping and fade at the end.
                                    //                            The problem is that it's an enormous sample and will have to be reduced in volume.
                                    //                            I suggest forgetting about this one for the time being.
                                    //                            If there's room when the rest of the game's in, then I'll re-record it more quietly and call it 8M37, okay?
      "8m38",           // DONE 205 "A female friend"
      "8m39",           // DONE 206 "Public toilet"
      "8m40",           // DONE 207 When George asks, "Where was the site at Montfaucon?" (to Lobineau, I suppose)
      "8m41",           // DONE 208 On matchbox icon. "Does this matchbook mean anything to you?"
      "9m1",            // DONE 209 On George, "It was the king of France" in ross_scr.txt

      "9m2",            // DONE 210 George, "Why do you get wound up...?" in ross_scr.txt
      "9m3",            // DONE 211 Ever heard of a guy called Marquet? Jacques Marquet?
      "9m5",            // DONE 212 On fade up at the hospital drive
      "9m6",            // DONE 213 On fade up inside the hospital
      "9m7",            // DONE 214 With Eva talking about Marquet. Before, "I'm conducting a private investigation."
      "9m8",            // DONE 215 With Eva, showing her the ID card.
      "9m9",            // DONE 216 With Eva, second NURSE click, "If nurse Grendel is that bad..."
      "9m10",           // DONE 217 Saying goodbye to Eva on the conversation where he discovers Marquet's location + on fade up on Sam's screen after being kicked off the ward
      "9m11",           // DONE 218 Talking to Sam. On, "Oh - hiya!" + first click on MR_SHINY
      "9m13",           // DONE 219 When George drinks from the cooler.

      "9m14",           // DONE 220 To Grendel, third MARQUET click. On "Do you know who paid for Marquet's room?"
      "9m15",           // DONE 221 To Grendel on first CLOWN click, "Do you have any clowns on the ward?"
      "9m17",           // DONE 222 When George pulls Shiny's plug the first time, on "As I tugged the plug..."
      "9m18",           // DONE 223 On subsequent plug tuggings if George has failed to get the white coat.
      "9m19",           // DONE 224 With the consultant, on "Excuse me, sir..."
      "9m20",           // DONE 225 Talking to Grendel. Launch immediately after she gives him the long metal box and "a stunning smile"
      "9m21",           // DONE 226 On Eric's, "Doctor!" when George is trying to get by for the first time, i.e. ward_stop_flag==0.
      "9m22",           // DONE 227 On Eric's, "Oh, Doctor!" when George is trying to get by for the second time, i.e. ward_stop_flag==1.
      "9m23",           // DONE 228 On Eric's, "You haven't finished taking my blood pressure!" when George is trying to get by for the third+ time, i.e. ward_stop_flag>1.
      "9m24",           // DONE 229 Giving the pressure gauge to Benoir, on, "Here, take this pressure gauge."

      "9m25",           // DONE 230 With Benoir, suggesting he use the gauge on the nurse. On, "Use it on Nurse Grendel."
      "10m1",           // DONE 231 Immediately after Marquet's, "Well, what are you waiting for? Get it over with!"
      "10m2",           // DONE 232 When George pulls open the sarcophagus lid prior to his successful hiding before the raid.
      "10m3",           // DONE 233 On fade to black as George spies on the Neo-Templars.
      "10m4",           // DONE 234 On second peer through the hole at the "Templars"
      "11m1",           // DONE 235 On clicking on the Marib button.
      "11m3",           // DONE 236 Loop in the Club Alamut, alternating with...
      "11m4",           // DONE 237 Loop in the Club Alamut.
      "11m7",           // DONE 238 When the door in the Bull's Mouth closes on George.
      "11m8",           // DONE 239 When the door opens to reveal Khan, immediately after, "You!" in KHAN_55.TXT.

      "11m9",           // !SMK 240 Over the "Going to the Bull's Head" smacker. Probably.
      "12m1",           // DONE 241 Clicking on the Spain icon from the aeroport. (AFTER CHANGING CD!)
      "11m2",           // DONE 242 Loop in the marketplace of Marib.
      "spm2",           // DONE 243 On fade up in the Countess' room for the first time.
      "spm3",           // DONE 244 At the end of VAS1SC56, triggered immediately before the Countess says, "Senor Stobbart, if I find that you are wasting my time..."
      "spm4",           // DONE 245 Immediately before Lopez enters the mausoleum with the chess set.
      "spm5",           // DONE 246 (This is actually 5m2 copied for CD2) Played through the chess puzzle. Ideally, when it finsishes, give it a couple of seconds and then launch 12m1. When that finishes,  a couple of seconds and then back to this and so on and so forth.
      "spm6",           // DONE 247 On fade up from completing the chess puzzle. The climax is now "spm6b"
      "scm1",           // DONE 248 This is used whenever George goes out of a carriage and onto the corridor.
      "scm2",           // DONE 249 As George climbs out of the train window.

      "scm3",           // DONE 250 As George lands inside the guard's van.
      "scm4",           // DONE 251 On Khan's death speech, "A noble foe..."
      "scm5",           // DONE 252 George to Khan. On, "You're talking in riddles!"
      "scm6",           // DONE 253 Before, "He's dead"
      "scm7",           // DONE 254 Kissing Nico. After, "Where do you think you're going?"
      "scm8",           // DONE 255 In the churchyard after Nico's, "I rather hope it did"
      "scm11",    // DONE 256 Click on the opened secret door.
      "rm3a",           // DONE 257 Immediately they fade up in the great cave.
      "rm3b",           // DONE 258 The scene change immediately after Eklund says, "If you wish to live much longer..."
      "scm16",    // DONE 259 The big end sequence from when the torch hits the gunpowder. Cross fade with the shortened version that fits on the Smacker.

      "scm1b",    // DONE 260 When George passes the trigger point toward the back of the train and he sees Guido.
      "spm6b",    // DONE 261 The climax of "spm6", which should coincide with the Countess holding up the chalice.
      "marquet",  // DONE 262 Starts at the fade down when George is asked to leave Jacques' room
      "rm4",            // DONE 263 "On crystal stand icon. As George walks to the centre of the cavern." I'd do this on the first LMB on the stump.
      "rm5",            // DONE 264 "On icon. As George places the crystal on top of the stand." When the player places the gem luggage on the emplaced tripod.
      "rm6",            // DONE 265 "Chalice reflection. On icon as George places Chalice on floor of Church" i.e. the mosaic in the Baphomet dig. It's over thirty seconds long so it had best start running when the chalice luggage is placed on the mosaic so it runs through the big screen of the reflection.
      "rm7",            // DONE 266 "Burning candle. On icon as George sets about lighting candle." One minute forty-eight, this one. I've no idea how long the burning candle Smacker is but the cue description seems to indicate it should run from the moment the burning tissue successfully lights the candle, i.e. the window is shut.
      "rm8",            // DONE 267 "Down well. George descends into circus trap well." I think the circus reference refers to the lion. Run it from the moment that George gets off the rope and has a look around. Run it once only.

      "rm3c",           // DONE 268 On the scene change to the Grand Master standing between the pillars as the earth power whomps him.
      "rm3d",           // DONE 269 ONe the scene change after the Grand Master says, "George, we have watched you..." This one might need a bit of fiddling to get it to match to the fisticuffs.
};

const FxDef Sound::_fxList[312] = {
            // 0
      {
            0,                                  // sampleId
            0,                                  // type                 (FX_LOOP, FX_RANDOM or FX_SPOT)
            0,                                  // delay                (random chance for FX_RANDOM sound fx)
            {                                         // roomVolList
                  {0,0,0},          // {roomNo,leftVol,rightVol}
            },
      },
      //------------------------
      // 1 Newton's cradle. Anim=NEWTON.
      {
            FX_NEWTON,        // sampleId
            FX_SPOT,                // type
            7,                                  // delay (or random chance)
            {                                         // roomVolList
                  {45,4,2},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 2
      {
            FX_TRAFFIC2,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {1,12,12},  // {roomNo,leftVol,rightVol}
                  {2,1,1},
                  {3,1,1},
                  {4,13,13},
                  {5,1,1},
                  {8,7,7},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 3
      {
            FX_HORN1,               // sampleId
            FX_RANDOM,        // type
            1200,                         // delay (or random chance)
            {                                         // roomVolList
                  {1,3,3},          // {roomNo,leftVol,rightVol}
                  {3,1,1},
                  {4,1,1},
                  {5,2,2},
                  {8,4,4},
                  {18,2,3},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 4
      {
            FX_HORN2,               // sampleId
            FX_RANDOM,        // type
            1200,                         // delay (or random chance)
            {                                         // roomVolList
                  {1,4,4},          // {roomNo,leftVol,rightVol}
                  {3,2,2},
                  {4,3,3},
                  {5,2,2},
                  {8,4,4},
                  {18,1,1},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 5
      {
            FX_HORN3,               // sampleId
            FX_RANDOM,        // type
            1200,                         // delay (or random chance)
            {                                         // roomVolList
                  {1,4,4},          // {roomNo,leftVol,rightVol}
                  {2,4,4},
                  {3,2,2},
                  {4,3,3},
                  {5,2,2},
                  {8,4,4},
                  {18,1,1},
            },
      },
      //------------------------
      // 6
      {
            FX_CAMERA1,       // sampleId
            FX_SPOT,                // type
            25,                                 // delay (or random chance)
            {                                         // roomVolList
                  {1,8,8},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 7
      {
            FX_CAMERA2,       // sampleId
            FX_SPOT,                // type
            25,                                 // delay (or random chance)
            {                                         // roomVolList
                  {1,8,8},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 8
      {
            FX_CAMERA3,       // sampleId
            FX_SPOT,                // type
            25,                                 // delay (or random chance)
            {                                         // roomVolList
                  {1,8,8},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 9
      {
            FX_SWATER1,       // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {7,12,12},  // {roomNo,leftVol,rightVol}
                  {6,12,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 10 Mad dogs in Spain, triggered by George going around the corner in the villa hall.
      // In 56 and 57, the dogs will continue barking after George has either been ejected or sneaked up stairs
      // for a couple of loops before stopping.
      {
            FX_DOGS56,        // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {60,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0}                 // NULL-TERMINATOR
            },
      },
      //------------------------
      // 11
      {
            FX_DRIP1,               // sampleId
            FX_RANDOM,        // type
            20,                                 // delay (or random chance)
            {                                         // roomVolList
                  {7,15,15},  // {roomNo,leftVol,rightVol}
                  {6,8,8},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 12
      {
            FX_DRIP2,               // sampleId
            FX_RANDOM,        // type
            30,                                 // delay (or random chance)
            {                                         // roomVolList
                  {7,15,15},  // {roomNo,leftVol,rightVol}
                  {6,8,8},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 13
      {
            FX_DRIP3,               // sampleId
            FX_RANDOM,        // type
            40,                                 // delay (or random chance)
            {                                         // roomVolList
                  {7,15,15},  // {roomNo,leftVol,rightVol}
                  {6,8,8},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 14
      {
            FX_TWEET1,        // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {1,5,5},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 15
      {
            FX_TWEET2,        // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {1,5,5},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 16
      {
            FX_TWEET3,        // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {1,5,5},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 17
      {
            FX_TWEET4,        // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {1,5,5},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 18
      {
            FX_TWEET5,        // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {1,5,5},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 19 Tied to large bird flying up screen anim
      {
            FX_CAW1,                // sampleId
            FX_SPOT,                // type
            20,                                 // delay (or random chance)
            {                                         // roomVolList
                  {1,5,5},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 20 George picking the canopy up: GEOCAN
      {
            FX_CANUP,               // sampleId
            FX_SPOT,                // type
            5,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {1,10,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 21 George dropping the canopy: GEOCAN
      {
            FX_CANDO,               // sampleId
            FX_SPOT,                // type
            52,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {1,10,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 22 George dusts himself down: GEOCAN
      {
            FX_DUST,                // sampleId
            FX_SPOT,                // type
            58,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {1,10,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 23 George picks up the paper and opens it: GEOPAP
      {
            FX_PAP1,                // sampleId
            FX_SPOT,                // type
            23,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {1,10,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 24 George puts the paper away: GEOPAP2
      {
            FX_PAP2,                // sampleId
            FX_SPOT,                // type
            3,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {1,10,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 25 George gives the paper away: GEOWRK8
      {
            FX_PAP3,                // sampleId
            FX_SPOT,                // type
            13,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {4,14,12},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 26 Workman examines paper: WRKOPN - it's now just WRKPPR
      {
            FX_PAP4,                // sampleId
            FX_SPOT,                // type
            15,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {4,14,12},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 27 Workman puts paper down: WRKOPN (REVERSED) - now just WRKCLM
      {
            FX_PAP5,                // sampleId
            FX_SPOT,                // type
            2,                                  // delay (or random chance)*
            {                                         // roomVolList
                  {4,14,12},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 28 Pickaxe sound 1:, Screen 4 - WRKDIG
      {
            FX_PICK1,               // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {4,10,10},
                  {0,0,0}                 // NULL-TERMINATOR
            },
      },
      //------------------------
      // 29 Pickaxe sound 2:, Screen 4 - WRKDIG
      {
            FX_PICK2,               // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {4,10,10},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 30 Pickaxe sound 3:, Screen 4 - WRKDIG
      {
            FX_PICK3,               // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {4,10,10},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 31 Pickaxe sound 4:, Screen 4 - WRKDIG
      {
            FX_PICK4,               // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {4,10,10},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 32 Shorting light: FLICKER
      {
            FX_LIGHT,               // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {3,15,15},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 33 Cat leaps out of bin and runs: CATJMP!
      {
            FX_CAT,                       // sampleId
            FX_SPOT,                // type
            20,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {2,10,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 34 George rocks plastic crate: GEOCRT
      {
            FX_CRATE,               // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {2,8,8},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 35 George tries to climb drainpipe: GEOCLM02
      {
            FX_DRAIN,               // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {2,10,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 36 George removes manhole cover: GEOMAN8
      {
            FX_HOLE,                // sampleId
            FX_SPOT,                // type
            19,                                 // delay (or random chance) ?
            {                                         // roomVolList
                  {2,12,11},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 37 Brandy bottle put down: CHNDRN
      {
            FX_BOTDN,               // sampleId
            FX_SPOT,                // type
            43,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {3,8,8},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 38 Brandy bottle picked up: GEOBOT3
      {
            FX_BOTUP,               // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {3,10,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 39 Chantelle gulps on brandy: CHNDRN
      {
            FX_GULP,                // sampleId
            FX_SPOT,                // type
            23,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {3,4,3},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 40 Chantelle picked up off the floor: GEOCHN
      {
            FX_PIKUP,               // sampleId
            FX_SPOT,                // type
            28,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {3,11,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 41 George searches Plantard's body: GEOCPS
      {
            FX_BODY,                // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {3,10,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 42 Moue cocks handgun. MOUENT
      {
            FX_PISTOL,        // sampleId
            FX_SPOT,                // type
            23,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {4,4,7},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 43 George rummages in toolbox: GEOTBX
      {
            FX_TBOX,                // sampleId
            FX_SPOT,                // type
            12,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {4,12,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 44 rat squeak 1
      {
            FX_RAT1,                // sampleId
            FX_RANDOM,        // type
            193,                          // delay (or random chance)
            {                                         // roomVolList
                  {6,5,7},          // {roomNo,leftVol,rightVol}
                  {7,5,3},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 45 rat squeak 2
      {
            FX_RAT2,                // sampleId
            FX_RANDOM,        // type
            201,                          // delay (or random chance)
            {                                         // roomVolList
                  {6,3,5},          // {roomNo,leftVol,rightVol}
                  {7,4,6},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 46 George climbs down ladder:
      {
            FX_LADD1,               // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {6,10,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 47 Rushing water loop
      {
            FX_SWATER3,       // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {6,10,11},  // {roomNo,leftVol,rightVol}
                  {7,12,11},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 48 Left hand bin being opened: GEOCAT?
      {
            FX_BIN3,                // sampleId
            FX_SPOT,                // type
            12,                                 // delay (or random chance)
            {                                         // roomVolList
                  {2,12,11},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 49 Middle bin being opened: GEOBIN
      {
            FX_BIN2,                // sampleId
            FX_SPOT,                // type
            12,                                 // delay (or random chance)
            {                                         // roomVolList
                  {2,11,11},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 50 Right hand bin being opened: GEOLID?
      {
            FX_BIN1,                // sampleId
            FX_SPOT,                // type
            12,                                 // delay (or random chance)
            {                                         // roomVolList
                  {2,10,11},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 51 Passing car sound
      {
            FX_CARS,                // sampleId
            FX_RANDOM,        // type
            120,                          // delay (or random chance)
            {                                         // roomVolList
                  {10,8,1},
                  {12,7,7},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 52 Passing car sound
      {
            FX_FIESTA,        // sampleId
            FX_RANDOM,        // type
            127,                          // delay (or random chance)
            {                                         // roomVolList
                  {10,8,1},
                  {12,7,7},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 53 Passing car sound
      {
            FX_CARLTON ,      // sampleId
            FX_RANDOM,        // type
            119,                          // delay (or random chance)
            {                                         // roomVolList
                  {10,8,1},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 54 Bird
      {
            FX_BIRD,                // sampleId
            FX_RANDOM,        // type
            500,                          // delay (or random chance)
            {                                         // roomVolList
                  {9,10,10},  // {roomNo,leftVol,rightVol}
                  {10,2,1},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 55 George tries the door: GEOTRY
      {
            FX_DOORTRY,       // sampleId
            FX_SPOT,                // type
            7,                                  // delay (or random chance)
            {                                         // roomVolList
                  {9,9,9},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 56 George opens the door: GEODOOR9
      {
            FX_FLATDOOR,      // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {9,9,9},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 57 George picks the 'phone up: GEOPHN10
      {
            FX_FONEUP,        // sampleId
            FX_SPOT,                // type
            15,                                 // delay (or random chance)
            {                                         // roomVolList
                  {10,9,9},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 58 George puts the 'phone down: GEPDWN10
      {
            FX_FONEDN,        // sampleId
            FX_SPOT,                // type
            4,                                  // delay (or random chance)
            {                                         // roomVolList
                  {10,9,9},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 59 Albert opens the door: ALBOPEN
      {
            FX_ALBOP,               // sampleId
            FX_SPOT,                // type
            13,                                 // delay (or random chance)
            {                                         // roomVolList
                  {5,10,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 60 Albert closes the door: ALBCLOSE
      {
            FX_ALBCLO,        // sampleId
            FX_SPOT,                // type
            20,                                 // delay (or random chance)
            {                                         // roomVolList
                  {5,9,9},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 61 George enter Nico's flat. GEOENT10
      {
            FX_NICOPEN,       // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance)
            {                                         // roomVolList
                  {10,7,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 62 George leaves Nico's. GEOLVS10
      {
            FX_NICLOSE,       // sampleId
            FX_SPOT,                // type
            13,                                 // delay (or random chance)
            {                                         // roomVolList
                  {10,7,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 63 Another bird for the street.
      {
            FX_BIRD2,               // sampleId
            FX_RANDOM,        // type
            500,                          // WAS 15 (TOO LATE)
            {                                         // roomVolList
                  {9,10,10},  // {roomNo,leftVol,rightVol}
                  {10,2,1},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 64 George sits in the chair: GEOCHR
      {
            FX_GEOCHAIR,      // sampleId
            FX_SPOT,                // type
            14,                                 // delay (or random chance)
            {                                         // roomVolList
                  {10,5,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 65 George sits on the couch: GEOCCH
      {
            FX_GEOCCH,        // sampleId
            FX_SPOT,                // type
            14,                                 // delay (or random chance)
            {                                         // roomVolList
                  {10,5,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 66 George gets up from the chair:  GEOCHR9
      {
            FX_GEOCHR9,       // sampleId
            FX_SPOT,                // type
            5,                                  // delay (or random chance)
            {                                         // roomVolList
                  {10,3,3},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 67 George is electrocuted: COSSHK
      {
            FX_SHOCK1,        // sampleId
            FX_SPOT,                // type
            19,                                 // delay (or random chance)
            {                                         // roomVolList
                  {11,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 68 George plays record: GEOWIND
      {
            FX_GRAMOFON,      // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {11,11,13}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 69 George is frisked: GORFRK
      {
            FX_FRISK,               // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance)
            {                                         // roomVolList
                  {12,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 70 Traffic sound
      {
            FX_TRAFFIC3,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {11,5,4},
                  {12,1,1},
                  {16,4,4},
                  {18,2,3},
                  {46,4,3},
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 71 Latvian reading: LATRDS
      {
            FX_PAPER6,        // sampleId
            FX_SPOT,                // type
            8,                                  // delay (or random chance)
            {                                         // roomVolList
                  {13,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 72 Deskbell
      {
            FX_DESKBELL,      // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {13,10,8},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 73 George picks up hotel 'phone: GEOTEL
      {
            FX_PHONEUP2,      // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {13,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 74 George puts down hotel 'phone: GEOTEL9
      {
            FX_PHONEDN2,      // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {13,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 75 George tries doors in corridor: GEODOR
      {
            FX_TRYDOR14,      // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {14,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 76 George opens bedside cabinet: BEDDOR
      {
            FX_CABOPEN,       // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance)
            {                                         // roomVolList
                  {15,10,14}, // {roomNo,leftVol,rightVol}
                  {17,10,14},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 77 George closes bedside cabinet: BEDDOR (reversed)
      {
            FX_CABCLOSE,      // sampleId
            FX_SPOT,                // type
            5,                                  // delay (or random chance)
            {                                         // roomVolList
                  {15,10,14}, // {roomNo,leftVol,rightVol}
                  {17,10,14},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 78 George opens the window: WINDOW
      {
            FX_WINDOPEN,      // sampleId
            FX_SPOT,                // type
            19,                                 // delay (or random chance)
            {                                         // roomVolList
                  {15,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 79 George goes right along the ledge: GEOIRW
      {
            FX_LEDGE1,        // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance)
            {                                         // roomVolList
                  {16,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 80 George goes left along the ledge: GEOILW
      {
            FX_LEDGE2,        // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance)
            {                                         // roomVolList
                  {16,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 81 Pigeon noises
      {
            FX_COO,                       // sampleId
            FX_RANDOM,        // type
            80,                                 // delay (or random chance)
            {                                         // roomVolList
                  {16,7,9},         // {roomNo,leftVol,rightVol}
                  {46,5,4},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 82 Pigeon noises
      {
            FX_COO2,                // sampleId
            FX_RANDOM,        // type
            60,                                 // delay (or random chance)
            {                                         // roomVolList
                  {15,3,4},         // {roomNo,leftVol,rightVol}
                  {16,8,5},         // {roomNo,leftVol,rightVol}
                  {17,3,4},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 83 George picks up and opens case: GEOBFC
      {
            FX_BRIEFON,       // sampleId
            FX_SPOT,                // type
            16,                                 // delay (or random chance)
            {                                         // roomVolList
                  {17,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 84 George closes and puts down case: GEOBFC (reversed)
      {
            FX_BRIEFOFF,      // sampleId
            FX_SPOT,                // type
            12,                                 // delay (or random chance)
            {                                         // roomVolList
                  {17,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 85 George gets into wardrobe. GEOWRB2 Attention, James. This is new as of 15/7/96
      {
            FX_WARDIN,        // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance)
            {                                         // roomVolList
                  {17,4,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 86 George gets out of wardrobe. GEOWRB2  (Reversed). Attention, James. This is new as of 15/7/96
      {
            FX_WARDOUT,       // sampleId
            FX_SPOT,                // type
            41,                                 // delay (or random chance)
            {                                         // roomVolList
                  {17,4,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 87 George jumps in through window: GEOWIN2
      {
            FX_JUMPIN,        // sampleId
            FX_SPOT,                // type
            7,                                  // delay (or random chance)
            {                                         // roomVolList
                  {15,8,10},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 88 George climbs in: GEOWIN2/GEOWIN8
      {
            FX_CLIMBIN,       // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {17,8,16},  // {roomNo,leftVol,rightVol}
                  {15,8,16},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 89 George climbs out: GEOWIN1/GEOWIN9
      {
            FX_CLIMBOUT,      // sampleId
            FX_SPOT,                // type
            17,                                 // delay (or random chance)
            {                                         // roomVolList
                  {17,9,10},  // {roomNo,leftVol,rightVol}
                  {15,9,10},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 90 George picks the 'phone up: GEOTEL18
      {
            FX_FONEUP,        // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {18,4,3},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 91 George puts the 'phone down: GEOTL18A
      {
            FX_FONEDN,        // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance)
            {                                         // roomVolList
                  {18,4,3},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 92 George tries to get keys. GEOKEY
      {
            FX_KEY13,               // sampleId
            FX_SPOT,                // type
            8,                                  // delay (or random chance)
            {                                         // roomVolList
                  {13,3,2},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 93 George manages to get keys. GEOKEY13
      {
            FX_KEY13,               // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance)
            {                                         // roomVolList
                  {13,3,2},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 94 George electrocutes Maguire: MAGSHK
      {
            FX_SHOCK2,        // sampleId
            FX_SPOT,                // type
            8,                                  // delay (or random chance)
            {                                         // roomVolList
                  {19,9,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 95 George opens dray door : GEOTRP8
      {
            FX_TRAPOPEN,      // sampleId
            FX_SPOT,                // type
            20,                                 // delay (or random chance)
            {                                         // roomVolList
                  {19,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 96 George breaks switch : Which anim?
      {
            FX_SWITCH19,      // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {19,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 97 Leary pulls pint: LESPMP
      {
            FX_PULLPINT,      // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance)
            {                                         // roomVolList
                  {20,10,8},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 98 Glasswasher fuse blows (and the glass washer grinds to a halt)
      {
            FX_FUSE20,        // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {20,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 99 Fitz leaps to his feet: FTZSTD
      {
            FX_FITZUP,        // sampleId
            FX_SPOT,                // type
            5,                                  // delay (or random chance)
            {                                         // roomVolList
                  {20,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 100 Fitz runs for it: FTZRUN
      {
            FX_FITZRUN,       // sampleId
            FX_SPOT,                // type
            15,                                 // delay (or random chance)
            {                                         // roomVolList
                  {20,12,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 101 George pulls lever: GEOLVR & GEOLVR26
      {
            FX_LEVER,               // sampleId
            FX_SPOT,                // type
            26,                                 // delay (or random chance)
            {                                         // roomVolList
                  {21,8,10},  // {roomNo,leftVol,rightVol}
                  {26,8,10},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 102 George pulls lever: GEOLVR8 & GEOLVR08
      {
            FX_LEVER2,        // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance)
            {                                         // roomVolList
                  {21,8,10},  // {roomNo,leftVol,rightVol}
                  {26,8,10},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 103 George opens tap: No idea what the anim is
      {
            FX_TAP,                       // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {21,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 104 George closes tap: No idea what this anim is either
      {
            FX_TAP2,                // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {21,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 105 Bar flap: FLPOPN
      {
            FX_BARFLAP,       // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance)
            {                                         // roomVolList
                  {20,6,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 106 Farmer leaves: FRMWLK
      {
            FX_FARMERGO,      // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance)
            {                                         // roomVolList
                  {22,6,9},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 107 George climbs haystack: GEOCLM
      {
            FX_CLIMBHAY,      // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance)
            {                                         // roomVolList
                  {22,14,14}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 108 George drives sewer key into wall: GEOKEY23
      {
            FX_KEYSTEP,       // sampleId
            FX_SPOT,                // type
            39,                                 // delay (or random chance)
            {                                         // roomVolList
                  {23,8,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 109 George climbs over wall: GEOCLM23
      {
            FX_CASTLWAL,      // sampleId
            FX_SPOT,                // type
            17,                                 // delay (or random chance)
            {                                         // roomVolList
                  {23,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 110 George falls from wall: GEOTRY23
      {
            FX_CLIMBFAL,      // sampleId
            FX_SPOT,                // type
            43,                                 // delay (or random chance)
            {                                         // roomVolList
                  {23,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 111 Goat chewing: GOTEAT
      {
            FX_GOATCHEW,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance)
            {                                         // roomVolList
                  {24,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 112 George moves plough: GEOPLW
      {
            FX_PLOUGH,        // sampleId
            FX_SPOT,                // type
            8,                                  // delay (or random chance)
            {                                         // roomVolList
                  {24,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 113 George drops slab: STNFALL
      {
            FX_SLABFALL,      // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance)
            {                                         // roomVolList
                  {25,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 114 George picks up slab: GEOSTN8
      {
            FX_SLABUP,        // sampleId
            FX_SPOT,                // type
            29,                                 // delay (or random chance)
            {                                         // roomVolList
                  {25,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 115 Secret door opens: ALTOPN
      {
            FX_SECDOR25,      // sampleId
            FX_SPOT,                // type
            17,                                 // delay (or random chance)
            {                                         // roomVolList
                  {25,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 116 George wrings out cloth: GEOTWL25
      {
            FX_WRING,               // sampleId
            FX_SPOT,                // type
            24,                                 // delay (or random chance)
            {                                         // roomVolList
                  {25,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 117 Rat running across barrels: RATJMP
      {
            FX_RAT3A,               // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance)
            {                                         // roomVolList
                  {26,8,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 118 Rat running across barrels: RATJMP
      {
            FX_RAT3B,               // sampleId
            FX_SPOT,                // type
            8,                                  // delay (or random chance)
            {                                         // roomVolList
                  {26,7,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 119 Rat running across barrels: RATJMP
      {
            FX_RAT3C,               // sampleId
            FX_SPOT,                // type
            26,                                 // delay (or random chance)
            {                                         // roomVolList
                  {26,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 120 Irish bird song 1:
      {
            FX_EIRBIRD1,      // sampleId
            FX_RANDOM,        // type
            720,                          // delay (or random chance)
            {                                         // roomVolList
                  {19,6,8},         // {roomNo,leftVol,rightVol}
                  {21,2,3},
                  {22,8,5},
                  {23,6,5},
                  {24,8,8},
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 121 Irish bird song 2:
      {
            FX_EIRBIRD2,      // sampleId
            FX_RANDOM,        // type
            720,                          // delay (or random chance)
            {                                         // roomVolList
                  {19,8,6},         // {roomNo,leftVol,rightVol}
                  {21,2,3},
                  {22,6,8},
                  {23,5,5},
                  {24,8,8},
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 122 Irish bird song 3:
      {
            FX_EIRBIRD3,      // sampleId
            FX_RANDOM,        // type
            720,                          // delay (or random chance)
            {                                         // roomVolList
                  {19,8,8},         // {roomNo,leftVol,rightVol}
                  {21,3,4},
                  {22,8,8},
                  {23,5,6},
                  {24,6,8},
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 123 Rat 3D:
      {
            FX_RAT3D,               // sampleId
            FX_RANDOM,        // type
            600,                          // delay (or random chance)
            {                                         // roomVolList
                  {26,2,3},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 124 Wind atop the battlements
      {
            FX_WIND,                // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {23,6,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 125 Glasswasher in the pub (Room 20) *JEL* Stops after fuse blows and starts when george fixes it.
      {
            FX_WASHER,        // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {20,4,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 126 Running tap in the cellar: (Room 21) *JEL* Only when the tap is on.
      {
            FX_CELTAP,        // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {21,3,3},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 127 Lopez's hose. Basically a loop but stops when George cuts the water supply. Replaces MUTTER1.
      {
            FX_HOSE57,        // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {57,3,1},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 128 Lopez's hose being switched off. Anim GARD05. Replaces MUTTER2.
      {
            FX_HOSE57B,       // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance)
            {                                         // roomVolList
                  {57,3,2},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 129 Nejo bouncing the ball off the door. NEJ8
      {
            FX_BALLPLAY,      // sampleId
            FX_SPOT,                // type
            13,                                 // delay (or random chance)
            {                                         // roomVolList
                  {45,5,1},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      //------------------------
      // 130 Cricket loop for Syrian desert Only audible in 55 when the cave door is open.
      {
            FX_CRICKET,       // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {54,8,8},         // {roomNo,leftVol,rightVol}
                  {55,3,5},
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 131 Display case shatters: GEOTOTB
      {
            FX_SMASHGLA,      // sampleId
            FX_SPOT,                // type
            35,                                 // delay (or random chance)
            {                                         // roomVolList
                  {29,16,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 132 Burglar alarm: Once the case is smashed (see 131)
      {
            FX_ALARM,               // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {28,12,12}, // {roomNo,leftVol,rightVol}
                  {29,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 133 Guido fires: GUIGUN
      {
            FX_GUN1,                // sampleId
            FX_SPOT,                // type
            7,                                  // delay (or random chance)
            {                                         // roomVolList
                  {29,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 134 Guido knocked down: NICPUS1
      {
            FX_GUI_HIT,       // sampleId
            FX_SPOT,                // type
            40,                                 // delay (or random chance)
            {                                         // roomVolList
                  {29,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 135 Museum exterior ambience
      {
            FX_MUESEXT,       // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {27,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 136 Cat gets nowty: CAT3
      {
            FX_STALLCAT,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance)
            {                                         // roomVolList
                  {45,10,6},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 137 Cat gets very nowty: CAT5
      {
            FX_CATHIT,        // sampleId
            FX_SPOT,                // type
            4,                                  // delay (or random chance)
            {                                         // roomVolList
                  {45,10,6},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 138 Desert wind: Only audible in 55 when the cave door is open.
      {
            FX_SYRIWIND,      // sampleId
            FX_RANDOM,        // type
            720,                          // delay (or random chance)
            {                                         // roomVolList
                  {54,10,10}, // {roomNo,leftVol,rightVol}
                  {55,5,7},
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      // 139 Bell on Nejo's stall: GEOSYR7
      {
            FX_STALLBEL,      // sampleId
            FX_SPOT,                // type
            7,                                  // delay (or random chance)
            {                                         // roomVolList
                  {45,10,8},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            }
      },
      //------------------------
      //------------------------
      // 140 George electrocutes Khan: GEOSYR40
      {
            FX_SHOCK3,        // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance)
            {                                         // roomVolList
                  {54,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 141 George thumps Khan: GEOSYR40
      {
            FX_THUMP1,        // sampleId
            FX_SPOT,                // type
            22,                                 // delay (or random chance)
            {                                         // roomVolList
                  {54,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 142 Khan hits the floor: KHS9
      {
            FX_KHANDOWN,      // sampleId
            FX_SPOT,                // type
            24,                                 // delay (or random chance)
            {                                         // roomVolList
                  {54,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 143 Hospital ambience
      {
            FX_HOSPNOIS,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {32,6,4},         // {roomNo,leftVol,rightVol}
                  {33,7,7},
                  {34,3,4},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 144 Mr Shiny switched on: DOMPLG (Start FX_SHINY)
      {
            FX_SHINYON,       // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {33,12,14}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 145 Mr Shiny running
      {
            FX_SHINY,               // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {32,4,3},         // {roomNo,leftVol,rightVol}
                  {33,12,14},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 146 Mr Shiny switched off: GEOPLG33 (Turn off FX_SHINY at the same time)
      {
            FX_SHINYOFF,      // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {33,12,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 147 Benoir takes blood pressure: BENBP1 or BENBP2
      {
            FX_BLOODPRE,      // sampleId
            FX_SPOT,                // type
            39,                                 // delay (or random chance)
            {                                         // roomVolList
                  {34,14,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 148 George takes blood pressure: GEOBP1 or GEOBP2
      {
            FX_BLOODPRE,      // sampleId
            FX_SPOT,                // type
            62,                                 // delay (or random chance)
            {                                         // roomVolList
                  {34,14,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 149 Goat baas as it attacks: GOTCR and GOTCL
      {
            FX_GOATBAA,       // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance)
            {                                         // roomVolList
                  {24,12,12},       // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 150 Goat peeved at being trapped: GOTPLW (I'd advise triggering this anim randomly if you haven't done that)
      {
            FX_GOATDOH,       // sampleId
            FX_SPOT,                // type
            7,                                  // delay (or random chance)
            {                                         // roomVolList
                  {24,7,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 151 George triggers the Irish secret door: GEOPUT
      {
            FX_TRIGER25,      // sampleId
            FX_SPOT,                // type
            35,                                 // delay (or random chance)
            {                                         // roomVolList
                  {25,6,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 152 George winds up gramophone: GEOWIND
      {
            FX_WINDUP11,      // sampleId
            FX_SPOT,                // type
            16,                                 // delay (or random chance)
            {                                         // roomVolList
                  {11,7,7},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 153 Marib ambience
      {
            FX_MARIB,               // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {45,7,7},         // {roomNo,leftVol,rightVol}
                  {47,5,5},
                  {50,5,4},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 154 Statuette breaks: STA2
      {
            FX_STATBREK,      // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {45,7,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 155 George opens toilet door: CUBDOR50
      {
            FX_CUBDOR,        // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance)
            {                                         // roomVolList
                  {50,6,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 156 Crowd goes, "Ooh!": CRO36APP
      {
            FX_OOH,                       // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance)
            {                                         // roomVolList
                  {36,6,7},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 157 Phone rings: When Nico calls back in room 41. Loops until the guard answers it.
      {
            FX_PHONCALL,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {41,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 158 Phone picked up in 41: GUA41ANS
      {
            FX_FONEUP41,      // sampleId
            FX_SPOT,                // type
            18,                                 // delay (or random chance)
            {                                         // roomVolList
                  {41,5,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 159 George turns thermostat: GEO41THE (another dummy). Also used on the reverse.
      {
            FX_THERMO1,       // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance)
            {                                         // roomVolList
                  {41,6,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 160 Low echoing rumble of large church
      {
            FX_CHURCHFX,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance)
            {                                         // roomVolList
                  {38,5,5},         // {roomNo,leftVol,rightVol}
                  {48,5,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 161 George drys hand: GEO43HAN
      {
            FX_DRIER1,        // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance)
            {                                         // roomVolList
                  {43,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 162 George jumps in through window: GEOWIN8
      {
            FX_JUMPIN,        // sampleId
            FX_SPOT,                // type
            49,                                 // delay (or random chance)
            {                                         // roomVolList
                  {17,8,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 163 Khan fires: KHS12
      {
            FX_SHOTKHAN,      // sampleId
            FX_SPOT,                // type
            30,                                 // delay (or random chance)
            {                                         // roomVolList
                  {54,5,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 164 Khan fires: KHS5
      {
            FX_SHOTKHAN,      // sampleId
            FX_SPOT,                // type
            5,                                  // delay (or random chance)
            {                                         // roomVolList
                  {54,5,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 165 George falls: GEOSYR37
      {
            FX_GEOFAL54,      // sampleId
            FX_SPOT,                // type
            25,                                 // delay (or random chance)
            {                                         // roomVolList
                  {54,5,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 166 George falls after going for the gun (GEOSYR42)
      {
            FX_GEOFAL54,      // sampleId
            FX_SPOT,                // type
            46,                                 // delay (or random chance)
            {                                         // roomVolList
                  {54,5,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 167 Pickaxe sound 5: Screen 1 - WRKDIG01
      {
            FX_PICK5,               // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {1,3,3},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 168 George climbs ladder in 7: GEOASC07
      {
            FX_SEWLADU7,      // sampleId
            FX_SPOT,                // type
            7,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {7,8,9},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 169 George picks keys up in Alamut: GEOKEYS1
      {
            FX_KEYS49,        // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {49,8,7},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 170 George puts down keys up in Alamut: GEOKEYS2
      {
            FX_KEYS49,        // sampleId
            FX_SPOT,                // type
            7,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {49,8,7},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 171 George unlocks toilet door: GEOSYR43
      {
            FX_UNLOCK49,      // sampleId
            FX_SPOT,                // type
            16,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {49,6,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 172 George breaks the toilet chain. GEOSYR48
      {
            FX_WCCHAIN,       // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {50,6,7},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 173 George breaks the branch of the cliff edge tree. GEOSYR20
      {
            FX_BREKSTIK,      // sampleId
            FX_SPOT,                // type
            16,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {54,6,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 174 George climbs down the cliff face. GEOSYR23
      {
            FX_CLIMBDWN,      // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {54,6,7},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 175 George pulls ring:  GEOSYR26
      {
            FX_RINGPULL,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {54,7,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 176 Bull's Head door opens: SECDOR
      {
            FX_SECDOR54,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {54,7,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 177 Inside Bull's Head door opens: DOOR55 (and its reverse).
      {
            FX_SECDOR55,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {55,4,12},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 178 Ayub opens door. AYU1
      {
            FX_AYUBDOOR,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {45,8,3},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 179 George knocks at the door in location 4: GEONOK followed by reverse of GEONOK
      {
            FX_KNOKKNOK,      // sampleId
            FX_SPOT,                // type
            13,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {4,16,16},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 180 George knocks at the door in location 5: GEONOK05
      {
            FX_KNOKKNOK,      // sampleId
            FX_SPOT,                // type
            8,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {5,8,8},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 181 Those pesky Irish birds turn up in Spain, too.
      {
            FX_SPNBIRD1,      // sampleId
            FX_RANDOM,        // type
            720,                          // delay (or random chance) *
            {                                         // roomVolList
                  {57,1,4},
                  {58,8,4},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 182 Those pesky Irish birds turn up in Spain, too.
      {
            FX_SPNBIRD2,      // sampleId
            FX_RANDOM,        // type
            697,                          // delay (or random chance) *
            {                                         // roomVolList
                  {57,4,8},         // {roomNo,leftVol,rightVol}
                  {58,4,1},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 183 The secret door in the well: SECDOR61 anim
      {
            FX_SECDOR61,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {61,4,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 184 Spanish countryside ambience
      {
            FX_SPAIN,               // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {57,1,2},         //
                  {58,2,2},         //
                  {60,1,1},         //
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 185 Spanish well ambience
      {
            FX_WELLDRIP,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {61,4,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 186 Fish falls on George's head: GEOTOT29
      {
            FX_FISHFALL,      // sampleId
            FX_SPOT,                // type
            60,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {29,10,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 187 Hospital exterior ambience
      {
            FX_HOSPEXT,       // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {31,3,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 188 Hospital exterior gravel footstep #1
      {
            FX_GRAVEL1,       // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {31,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 189 Hospital exterior gravel footstep #2
      {
            FX_GRAVEL2,       // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {31,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 190 George opens sarcophagus: GEOSAR
      {
            FX_SARCO28A,      // sampleId
            FX_SPOT,                // type
            26,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {28,6,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 191 George closes sarcophagus: GEOSAR2
      {
            FX_SARCO28B,      // sampleId
            FX_SPOT,                // type
            24,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {28,3,3},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 192 Guard opens sarcophagus: MUSOPN
      {
            FX_SARCO28C,      // sampleId
            FX_SPOT,                // type
            14,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {28,3,3},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 193 George peeks out of sarcophagus: GEOPEEK
      {
            FX_SARCO29,       // sampleId
            FX_SPOT,                // type
            4,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {29,5,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 194 The rope drops into the room: ROPE29
      {
            FX_ROPEDOWN,      // sampleId
            FX_SPOT,                // type
            3,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {29,3,3},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 195 George pushes the totem pole: GEOTOT29
      {
            FX_TOTEM29A,      // sampleId
            FX_SPOT,                // type
            30,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {29,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 196 George pushes the totem pole over: GEOTOTB
      {
            FX_TOTEM29B,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {29,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 197 George rocks the totem pole in museum hours: TOTEM28
      {
            FX_TOTEM28A,      // sampleId
            FX_SPOT,                // type
            8,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {28,4,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 198 Ambient sound for Montfaucon Square
      {
            FX_MONTAMB,       // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {36,6,6},         // {roomNo,leftVol,rightVol}
                  {40,6,6},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 199 Ambient sound churchyard.
      {
            FX_WIND71,        // sampleId
            FX_RANDOM,        // type
            720,                          // delay (or random chance) *
            {                                         // roomVolList
                  {71,10,10}, // {roomNo,leftVol,rightVol}
                  {72,7,7},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 200 Owl cry #1 in churchyard
      {
            FX_OWL71A,        // sampleId
            FX_RANDOM,        // type
            720,                          // delay (or random chance) *
            {                                         // roomVolList
                  {71,8,8},         // {roomNo,leftVol,rightVol}
                  {72,6,4},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 201 Owl cry #2 in churchyard
      {
            FX_OWL71B,        // sampleId
            FX_RANDOM,        // type
            1080,                         // delay (or random chance) *
            {                                         // roomVolList
                  {71,8,8},         // {roomNo,leftVol,rightVol}
                  {72,7,6},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 202 Air conditioner in the museum
      {
            FX_AIRCON28,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {28,6,6},         // {roomNo,leftVol,rightVol}
                  {29,3,3},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 203 George breaks the handle off in the church tower. GEOWND72
      {
            FX_COG72A,        // sampleId
            FX_SPOT,                // type
            5,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {72,10,10},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 204 Countess' room ambience
      {
            FX_AMBIEN56,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {56,3,2},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 205 Musical effect for George drinking beer. GEODRN20
      {
            FX_DRINK,               // sampleId
            FX_SPOT,                // type
            17,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {20,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 206 Torch thrown through the air. GEOTHROW
      {
            FX_TORCH73,       // sampleId
            FX_SPOT,                // type
            14,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {73,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 207 Internal train ambience.
      {
            FX_TRAININT,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {63,3,3},         // {roomNo,leftVol,rightVol}
                  {65,2,2},
                  {66,2,2},
                  {67,2,2},
                  {69,2,2},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 208 Countess' clock. PENDULUM. Note: Trigger the sound effect on alternate runs of the pendulum animation.
      {
            FX_PENDULUM,      // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {56,2,2},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 209 Compartment door.  DOOR65
      {
            FX_DOOR65,        // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {65,3,3},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 210 Opening window. GEOOPN1
      {
            FX_WINDOW66,      // sampleId
            FX_SPOT,                // type
            8,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {66,5,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 211 Wind rip by the open window. Triggered at the end of effect 210.
      {
            FX_WIND66,        // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {66,5,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 212 George electrocutes himself on the pantograph. Fool.  GEOSHK64
      {
            FX_SHOCK63,       // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {63,12,14}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 213 The train brakes violently. GEOSTP69
      {
            FX_BRAKES,        // sampleId
            FX_SPOT,                // type
            13,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {69,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 214 The train ticks over. From the end of BRAKE.
      {
            FX_TICK69,        // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {69,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 215 Eklund shoot Khan.  FIGHT69
      {
            FX_EKSHOOT,       // sampleId
            FX_SPOT,                // type
            120,                          // delay (or random chance) *
            {                                         // roomVolList
                  {69,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 216 Eklund shoots George. GEODIE69
      {
            FX_EKSHOOT,       // sampleId
            FX_SPOT,                // type
            21,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {69,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 217 Khan pulls the door open. FIGHT69
      {
            FX_DOOR69,        // sampleId
            FX_SPOT,                // type
            42,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {69,8,12},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 218 Wind shriek. Loops from the end of DOOR69 wav to the beginning of BRAKES.
      {
            FX_WIND66,        // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {69,8,12},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 219 Brakes releasing pressure. Only after BRAKE has been run.
      {
            FX_PNEUMO69,      // sampleId
            FX_RANDOM,        // type
            720,                          // delay (or random chance) *
            {                                         // roomVolList
                  {69,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 220 External train sound. Played while George is on the top of the train.
      {
            FX_TRAINEXT,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {63,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 221 The passing train. FIGHT69
      {
            FX_TRNPASS,       // sampleId
            FX_SPOT,                // type
            102,                          // delay (or random chance) *
            {                                         // roomVolList
                  {69,4,16},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 222 George descends into sewer. GEODESO6
      {
            FX_LADD2,               // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {6,4,4},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 223 George ascends into alley. GEOASC06
      {
            FX_LADD3,               // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {6,4,4},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 224 George replaces manhole cover. GEOMAN9
      {
            FX_COVERON2,      // sampleId
            FX_SPOT,                // type
            19,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {2,12,11},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 225 Montfaucon sewer ambience.
      {
            FX_AMBIEN37,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {37,5,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 226 George's winning smile. GEOJMP72.
      {
            FX_PING,                // sampleId
            FX_SPOT,                // type
            26,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {72,10,14}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 227 George starts to open the manhole. GEO36KNE
      {
            FX_MANOP36,       // sampleId
            FX_SPOT,                // type
            19,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {36,4,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 228 George opens the manhole. GEO36OPE
      {
            FX_PULLUP36,      // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {36,4,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 229 George replaces the manhole cover. GEO36CLO
      {
            FX_REPLCE36,      // sampleId
            FX_SPOT,                // type
            20,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {36,4,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 230 George knocks at righthand arch. GEO37TA3
      {
            FX_KNOCK37,       // sampleId
            FX_SPOT,                // type
            20,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {37,6,12},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 231 George knocks at middle or lefthand arch. GEO37TA1 or GEO37TA2.
      {
            FX_KNOCK37B,      // sampleId
            FX_SPOT,                // type
            20,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {37,4,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 232 George winds the chain down  HOO37LBO
      {
            FX_CHAIN37,       // sampleId
            FX_SPOT,                // type
            14,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {37,6,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 233 George winds the chain up.  HOO37LBO (In reverse)
      {
            FX_CHAIN37B,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {37,6,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 234 George breaks hole in door. GEO37TA4
      {
            FX_HOLE37,        // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {37,6,12},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 235 Plaster door collapses. DOR37COL
      {
            FX_DOOR37,        // sampleId
            FX_SPOT,                // type
            23,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {37,8,15},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 236 Barge winch. GEO37TUL (If it runs more than once, trigger the effect on frame one. Incidentally, this is a reversible so the effect must launch on frame one of the .cdr version as well. )
      {
            FX_WINCH37,       // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {37,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 237 George places chess piece. GEOSPA17
      {
            FX_CHESS,               // sampleId
            FX_SPOT,                // type
            23,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {59,4,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 238 Piano loop for the upstairs hotel corridor.
      {
            FX_PIANO14,       // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {14,2,2},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 239 Door opens in church tower. PANEL72
      {
            FX_SECDOR72,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {72,8,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 240 George rummages through debris. Tied to the end of the whichever crouch is used. Use either this one or RUMMAGE2 alternatively or randomly. Same kind of schtick as the pick axe noises, I suppose.
      {
            FX_RUMMAGE1,      // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {72,8,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 241 George rummages through debris. See above for notes.
      {
            FX_RUMMAGE2,      // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {72,8,6},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 242 Gust of wind in the graveyard.
      {
            FX_GUST71,        // sampleId
            FX_RANDOM,        // type
            1080,                         // delay (or random chance) *
            {                                         // roomVolList
                  {71,3,3},         // {roomNo,leftVol,rightVol}
                  {72,2,1},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 243 Violin ambience for Ireland.
      {
            FX_VIOLIN19,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {19,3,3},         // {roomNo,leftVol,rightVol}
                  {21,2,2},
                  {26,2,2},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 244 Footstep #1 for underground locations. Same schtick as for 188 and 189.
      {
            FX_SEWSTEP1,      // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {6,8,8},          // {roomNo,leftVol,rightVol}
                  {7,8,8},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 245 Footstep #2 for underground locations. Same schtick as for 188 and 189.
      {
            FX_SEWSTEP2,      // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {6,16,16},  // {roomNo,leftVol,rightVol}
                  {7,16,16},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 246 Nico's carabiner as she descends into the museum. NICPUS1
      {
            FX_CARABINE,      // sampleId
            FX_SPOT,                // type
            4,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {29,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 247 Rosso is shot (with a piece of field artillery).  ROSSHOT
      {
            FX_GUN79,               // sampleId
            FX_SPOT,                // type
            2,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {79,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 248 George is hit by the thrown stilletto. GEODIE1
      {
            FX_DAGGER1,       // sampleId
            FX_SPOT,                // type
            2,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {73,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 249 George is hit by the thrown stilletto after walking forward. GEODIE2
      {
            FX_DAGGER1,       // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {73,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 250 Can hits the well water. The cue is in GAR2SC57.TXT immediately after the line, "over: Lopez threw the can away. It seemed to fall an awfully long way."
      {
            FX_CANFALL,       // sampleId
            FX_SPOT,                // type
            4,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {57,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 251 Mad, fizzing damp and ancient gunpowder after the application of a torch.
      {
            FX_GUNPOWDR,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {73,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 252 Maguire whistling. MAGSLK. Plays while Maguire is idling, stops abruptly when he does something else.
      {
            FX_WHISTLE,       // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {19,2,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 253  George is hit by the goat. GEOHITR and GEOHITL.
      {
            FX_GEOGOAT,       // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {24,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 254 Manager says, "Hello". MAN2
      {
            FX_MANG1,               // sampleId
            FX_SPOT,                // type
            7,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {49,6,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 255 Manager says, Don't go in there!" MAN3
      {
            FX_MANG2,               // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {49,6,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 256 Manager says, "Here are the keys." MAN4
      {
            FX_MANG3,               // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {49,6,5},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 257 George pulls the lion's tooth. GEOSPA26
      {
            FX_TOOTHPUL,      // sampleId
            FX_SPOT,                // type
            19,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {61,8,16},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 258 George escapes the lion.  LION1
      {
            FX_LIONFALL,      // sampleId
            FX_SPOT,                // type
            7,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {61,8,16},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 259 George gets flattened. LION2
      {
            FX_LIONFAL2,      // sampleId
            FX_SPOT,                // type
            4,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {61,8,16},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 260 Rosso dies. ROSSFALL
      {
            FX_ROSSODIE,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {74,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 261 Eklund chokes George. FIGHT79
      {
            FX_CHOKE1,        // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {79,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 262 Eklund chokes George some more. FIGHT79
      {
            FX_CHOKE2,        // sampleId
            FX_SPOT,                // type
            54,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {79,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 263 Eklund dies. FIGHT79
      {
            FX_FIGHT2,        // sampleId
            FX_SPOT,                // type
            44,                           // delay (or random chance) *
            {                                         // roomVolList
                  {79,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 264 George hears museum break-in. GEOSUR29
      {
            FX_DOOR29,        // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {94,14,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 265 George hits the floor having been shot. GEODED.
      {
            FX_GDROP29,       // sampleId
            FX_SPOT,                // type
            27,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {29,10,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 266 George hits the floor having been stunned. GEOFISH
      {
            FX_GDROP29,       // sampleId
            FX_SPOT,                // type
            27,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {29,10,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 267 Fitz being knocked down as heard from inside the pub. Triggered from the script, I think. This is just a stopgap until Hackenbacker do the full version for the Smacker, then I'll sample the requisite bit and put it in here.
      {
            FX_FITZHIT,       // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {20,16,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 268 Gendarme shoots lock off. GENSHOT
      {
            FX_GUN34,               // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {34,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 269 ECG alarm, Marquet in trouble. Start looping imeediately before George says, "Thanks, Bunny".
      // Incidentally, James, please switch off Mr Shiney permanently when George first gets into Marquet's room. He gets in the way when they're figuring out that Eklund's an imposter.
      {
            FX_PULSE2,        // sampleId
            FX_LOOP,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {30,16,16}, // {roomNo,leftVol,rightVol}
                  {34,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 270 ECG alarm, Marquet dead. Switch off the previous effect and replace with this immediately before the gendarme says, "Stand back, messieurs."
      {
            FX_PULSE3,        // sampleId
            FX_LOOP,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {30,16,16}, // {roomNo,leftVol,rightVol}
                  {34,13,13},
                  {35,13,13},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 271 Door closing. GEOENT15
      {
            FX_DORCLOSE,      // sampleId
            FX_SPOT,                // type
            4,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {15,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 272 Cupboard opening. GEOCOT
      {
            FX_CUPBOPEN,      // sampleId
            FX_SPOT,                // type
            8,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {33,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 273 Cupboard closing. GEOCOT
      {
            FX_CUPBCLOS,      // sampleId
            FX_SPOT,                // type
            33,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {33,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 274 Closing door when George leaves hotel room. GEOLVS15 and GEODOR17 (they're identical).
      {
            FX_DORCLOSE,      // sampleId
            FX_SPOT,                // type
            44,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {15,12,12}, // {roomNo,leftVol,rightVol}
                  {17,12,12},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 275 Closing door when George leaves the pub. DOROPN20 (Reversed)
      {
            FX_DORCLOSE20,// sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {20,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 276 Nico call for a cab.  NICPHN10
      {
            FX_PHONICO1,      // sampleId
            FX_SPOT,                // type
            15,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {10,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 277 Nico puts down the phone. NICDWN10
      {
            FX_FONEDN,        // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {10,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 278 Painter puts down the phone. PAI41HAN
      {
            FX_FONEDN41,      // sampleId
            FX_SPOT,                // type
            5,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {41,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 279 Mechanical hum of heating system in the dig lobby.
      {
            FX_AIRCON41,      // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {41,6,6},         // {roomNo,leftVol,rightVol}
                  {43,8,8},
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      //------------------------
      // 280 The Sword is Reforged (Grandmaster gets zapped) GMPOWER
      {
            FX_REFORGE1,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {78,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 281 The Sword is Reforged (G&N gawp at the spectacle) There's no anim I know of to tie it to unless the flickering blue light is one.
      {
            FX_REFORGE2,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {75,12,12}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 282 The Sword is Reforged (We watch over G&N's heads as the Grandmaster gets zapped) GMWRIT74
      {
            FX_REFORGE2,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {74,14,14}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 283 The Sword is Reforged (Grandmaster finishes being zapped) GMWRITH
      {
            FX_REFORGE4,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {78,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 284 Baphomet Cavern Ambience
      {
            FX_BAPHAMB,       // sampleId
            FX_LOOP,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {74,6,8},         // {roomNo,leftVol,rightVol}
                  {75,7,8},         // {roomNo,leftVol,rightVol}
                  {76,8,8},         // {roomNo,leftVol,rightVol}
                  {77,8,8},         // {roomNo,leftVol,rightVol}
                  {78,8,8},         // {roomNo,leftVol,rightVol}
                  {79,7,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 285 Duane's Happy-Snappy Camera. XDNEPHO3 and XDNEPHO5.
      {
            FX_CAMERA45,      // sampleId
            FX_SPOT,                // type
            30,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {45,4,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 286 Grand Master strikes the floor with his cane. GMENTER
      {
            FX_STAFF,               // sampleId
            FX_SPOT,                // type
            28,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {73,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 287 George descends ladder in 7: GEOASC07 (Reversed) This used to be handled by effect #46 but it didn't fit at all.
      {
            FX_SEWLADD7,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {7,8,9},          // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 288 Sam kicks the recalcitrant Mr. Shiny. DOMKIK
      {
            FX_KIKSHINY,      // sampleId
            FX_SPOT,                // type
            16,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {33,9,9},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 289 Gust of wind outside bombed cafe. LVSFLY
      {
            FX_LVSFLY,        // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {1,16,16},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 290 Ron's disgusting No.1 Sneeze. Either this or the next effect (randomly chosen) is used for the following animations, RONSNZ & RONSNZ2
      {
            FX_SNEEZE1,       // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {20,10,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 291 Ron's disgusting No.2 Sneeze. Either this or the previous effect (randomly chosen) is used for the following animations, RONSNZ & RONSNZ2
      {
            FX_SNEEZE2,       // sampleId
            FX_SPOT,                // type
            11,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {20,10,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 292 Dripping tap in the pub cellar. TAPDRP
      {
            FX_DRIPIRE,       // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {21,4,4},         // {roomNo,leftVol,rightVol}
                  {26,4,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 293 Dripping tap in the pub cellar. TAPDRP
      {
            FX_DRIPIRE2,      // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {21,4,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 294 Dripping tap in the excavation toilet. (see WATER43 - but it's looped anyway, not triggered with anim)
      {
            FX_TAPDRIP,       // sampleId
            FX_SPOT,                // type
            6,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {43,8,8},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 295 George closes the mausoleum window. GEOSPA23
      {
            FX_WINDOW59,      // sampleId
            FX_SPOT,                // type
            24,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {59,10,8},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 296 George opens the mausoleum window, the feebleminded loon. GEOSPA23 reversed.
      {
            FX_WINDOW59,      // sampleId
            FX_SPOT,                // type
            14,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {59,10,8},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 297      When George & Nico hear chanting from sc73
      {
            FX_CHANT,               // sampleId
            FX_SPOT,                // type
            10,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {73,2,4},         // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 298      EKFIGHT
      {
            FX_FIGHT1,        // sampleId
            FX_SPOT,                // type
            31,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {74,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 299 Small van passes, left to right. CARA9 and CARC9
      {
            FX_LITEVEHR,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {9,16,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 300 Small van passes, right to left to right. CARB9
      {
            FX_LITEVEHL,      // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {9,16,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 301 Truck passes, left to right. TRUCKA9 and TRUCKB9
      {
            FX_HVYVEHR,       // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {9,14,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 302 Truck passes, right to left. TRUCKC9
      {
            FX_HVYVEHL,       // sampleId
            FX_SPOT,                // type
            1,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {9,14,10},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 303 With anim FIGHT69
      {
            FX_FIGHT69,       // sampleId
            FX_SPOT,                // type
            78,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {69,12,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 304 With anim GEODIE1 in sc73
      {
            FX_GDROP73,       // sampleId
            FX_SPOT,                // type
            14,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {73,12,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 305 With anim GEODIE2 in sc73
      {
            FX_GDROP73,       // sampleId
            FX_SPOT,                // type
            21,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {73,12,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 306 With anim GEODES25
      {
            FX_LADDWN25,      // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {25,12,8},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 307 With anim GEOASC25
      {
            FX_LADDUP25,      // sampleId
            FX_SPOT,                // type
            8,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {25,12,8},  // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 308 With anim GKSWORD in sc76
      {
            FX_GKSWORD,       // sampleId
            FX_SPOT,                // type
            9,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {76,10,10}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 309 With anim GEO36KNE in sc36
      {
            FX_KEYIN,               // sampleId
            FX_SPOT,                // type
            18,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {36,14,14}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 310 With anim GEO36ENT in sc36
      {
            FX_COVDWN,        // sampleId
            FX_SPOT,                // type
            85,                                 // delay (or random chance) *
            {                                         // roomVolList
                  {36,14,14}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
      // 311 With anim SECDOR59 in sc59
      {
            FX_SECDOR59,      // sampleId
            FX_SPOT,                // type
            0,                                  // delay (or random chance) *
            {                                         // roomVolList
                  {59,16,16}, // {roomNo,leftVol,rightVol}
                  {0,0,0},          // NULL-TERMINATOR
            },
      },
      //------------------------
};

//--------------------------------------------------------------------------------------
// Continuous & random background sound effects for each location

// NB. There must be a list for each room number, even if location doesn't exist in game

const uint16 Sound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] =
{
      {0},                                                              // 0

      // PARIS 1
      {2,3,4,5,0},                                          // 1
      {2,0},                                                            // 2
      {2,3,4,5,32,0},                                 // 3
      {2,3,4,5,0},                                          // 4
      {2,3,4,5,0},                                          // 5
      {9,11,12,13,44,45,47},        // 6
      {9,11,12,13,44,45,47},        // 7
      {2,3,4,5,0},                                          // 8

      // PARIS 2
      {54,63,0},                                            // 9
      {51,52,53,54,63,0},                       // 10
      {70,0},                                                           // 11
      {51,52,70,0},                                         // 12
      {0},                                                              // 13
      {238,0},                                                    // 14
      {82,0},                                                           // 15
      {70,81,82,0},                                         // 16
      {82,0},                                                           // 17
      {3,4,5,70,0},                                         // 18

      // IRELAND
      {120,121,122,243,0},                // 19
      {0},                                                              // 20 Violin makes the ambience..
      {120,121,122,243,0},                // 21
      {120,121,122,0},                          // 22
      {120,121,122,124,0},                // 23
      {120,121,122,0},                          // 24
      {0},                                                              // 25
      {123,243,0},                                          // 26

      // PARIS 3
      {135,0},                                                    // 27
      {202,0},                                                    // 28
      {202,0},                                                    // 29
      {0},                                                              // 30
      {187,0},                                                    // 31
      {143,145,0},                                          // 32
      {143,0},                                                    // 33
      {143,0},                                                    // 34
      {0},                                                              // 35

      // PARIS 4
      {198,0},                                                    // 36
      {225,0},                                                    // 37
      {160,0},                                                    // 38
      {0},                                                              // 39
      {198,0},                                                    // 40
      {279,0},                                                    // 41
      {0},                                                              // 42
      {279,0},                                                    // 43
      {0},                                                              // 44 Doesn't exist

      // SYRIA
      {153,0},                                                    // 45
      {70,81,0},                                            // 46 - PARIS 2
      {153,0},                                                    // 47
      {160,0},                                                    // 48 - PARIS 4
      {0},                                                              // 49
      {153,0},                                                    // 50
      {0},                                                              // 51
      {0},                                                              // 52
      {0},                                                              // 53
      {130,138,0},                                          // 54
      {0},                                                              // 55

      // SPAIN
      {204,0},                                                    // 56
      {181,182,184,0},                          // 57
      {181,182,184,0},                          // 58
      {0},                                                              // 59
      {184,0},                                                    // 60
      {185,0},                                                    // 61
      {0},                                                              // 62 Just music

      // NIGHT TRAIN
      {207,0,0},                                            // 63
      {0},                                                              // 64 Doesn't exist
      {207,0},                                                    // 65
      {207,0},                                                    // 66
      {207,0},                                                    // 67
      {0},                                                              // 68 Disnae exist
      {0},                                                              // 69

      // SCOTLAND + FINALE
      {0},                                                              // 70 Disnae exist
      {199,200,201,242,0},                // 71
      {199,200,201,242,0},                // 72
      {0},                                                              // 73
      {284,0},                                                    // 74
      {284,0},                                                    // 75
      {284,0},                                                    // 76
      {284,0},                                                    // 77
      {284,0},                                                    // 78
      {284,0},                                                    // 79
      {0},                                                              // 80
      {0},                                                              // 81
      {0},                                                              // 82
      {0},                                                              // 83
      {0},                                                              // 84
      {0},                                                              // 85
      {0},                                                              // 86
      {0},                                                              // 87
      {0},                                                              // 88
      {0},                                                              // 89
      {0},                                                              // 90
      {0},                                                              // 91
      {0},                                                              // 92
      {0},                                                              // 93
      {0},                                                              // 94
      {0},                                                              // 95
      {0},                                                              // 96
      {0},                                                              // 97
      {0},                                                              // 98
      {0},                                                              // 99
};

#define ENCODE8(VAL) \
      (uint8)(VAL & 0xFF)
#define ENCODE16(VAL) \
      (uint8)(VAL & 0xFF), (uint8)(VAL >> 8)
#define ENCODE24(VAL) \
      (uint8)(VAL & 0xFF), (uint8)((VAL >> 8) & 0xFF), (uint8)(VAL >> 16)
#define ENCODE32(VAL) \
      (uint8)(VAL & 0xFF), (uint8)((VAL >> 8) & 0xFF), (uint8)((VAL >> 16) & 0xFF), (uint8)(VAL >> 24)

#define LOGIC_CALL_FN(FN_ID, PARAM) \
      opcCallFn,     ENCODE8(FN_ID), ENCODE8(PARAM)
#define LOGIC_CALL_FN_LONG(FN_ID, PARAM1, PARAM2, PARAM3) \
    opcCallFnLong, ENCODE8(FN_ID), ENCODE32(PARAM1), ENCODE32(PARAM2), ENCODE32(PARAM3)
#define LOGIC_SET_VAR8(VAR_ID, VAL) \
      opcSetVar8,  ENCODE16(VAR_ID), ENCODE8(VAL)
#define LOGIC_SET_VAR16(VAR_ID, VAL) \
      opcSetVar16, ENCODE16(VAR_ID), ENCODE16(VAL)
#define LOGIC_SET_VAR32(VAR_ID, VAL) \
      opcSetVar32, ENCODE16(VAR_ID), ENCODE32(VAL)
#define GEORGE_POS(POS_X, POS_Y, DIR, PLACE) \
      opcGeorge,   ENCODE16(POS_X),  ENCODE16(POS_Y), DIR, ENCODE24(PLACE)

#define INIT_SEQ_END \
      opcSeqEnd
#define RUN_START_SCRIPT(SCR_ID) \
      opcRunStart, ENCODE8(SCR_ID)
#define RUN_HELPER_SCRIPT(SCR_ID) \
      opcRunHelper, ENCODE8(SCR_ID)

const uint8 g_startPos0[] = {                   // Intro with sequence
      LOGIC_CALL_FN(opcPlaySequence, 4),
      GEORGE_POS(481, 413, DOWN, FLOOR_1),
      INIT_SEQ_END
};

const uint8 g_startPos1[] = {                   // Intro without sequence
      GEORGE_POS(481, 413, DOWN, FLOOR_1),
      INIT_SEQ_END
};

const uint8 g_startPos2[] = {                   // blind alley
      GEORGE_POS(480, 388, DOWN_LEFT, FLOOR_2),
      LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
      LOGIC_CALL_FN(opcAddObject, ROSSO_CARD),
      INIT_SEQ_END
};

const uint8 g_startPos3[] = {                   // cafe
      GEORGE_POS(660, 368, DOWN_LEFT, FLOOR_3),
      INIT_SEQ_END
};

const uint8 g_startPos4[] = {                   // ready to use the phone
      GEORGE_POS(463, 391, DOWN, FLOOR_4),
      LOGIC_SET_VAR8(MOUE_TEXT,         1),
      LOGIC_SET_VAR8(MOUE_NICO_FLAG,    1),
      LOGIC_SET_VAR8(PARIS_FLAG,        5),
      LOGIC_SET_VAR8(NICO_PHONE_FLAG,   1),
      LOGIC_SET_VAR8(TAILOR_PHONE_FLAG, 1),
      LOGIC_SET_VAR8(WORKMAN_GONE_FLAG, 1),
      LOGIC_SET_VAR8(ALBERT_INFO_FLAG,  1),
      LOGIC_SET_VAR8(SEEN_SEWERS_FLAG,  1),
      // item stuff missing
      INIT_SEQ_END
};

const uint8 g_startPos5[] = {                   // court yard
      GEORGE_POS(400, 400, DOWN_LEFT, FLOOR_5),
      INIT_SEQ_END
};

const uint8 g_startPos7[] = {                   // sewer two
      GEORGE_POS(520, 310, DOWN_LEFT, FLOOR_7),
      INIT_SEQ_END
};

const uint8 g_startPos8[] = {                   // cafe repaired
      GEORGE_POS(481, 413, DOWN, FLOOR_8),
      INIT_SEQ_END
};

const uint8 g_startPos11[] = {                        // costumier
      GEORGE_POS(264, 436, DOWN_RIGHT, FLOOR_11),
      LOGIC_CALL_FN(opcAddObject, TISSUE),
      LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
      INIT_SEQ_END
};

const uint8 g_startPos12[] = {                        // hotel street
      GEORGE_POS(730, 460, LEFT, FLOOR_12),
      LOGIC_SET_VAR8(NICO_ADDRESS_FLAG,     1),
      LOGIC_SET_VAR8(NICO_PHONE_FLAG,       1),
      LOGIC_SET_VAR8(COSTUMES_ADDRESS_FLAG, 1),
      LOGIC_SET_VAR8(HOTEL_ADDRESS_FLAG,    1),
      LOGIC_SET_VAR8(AEROPORT_ADDRESS_FLAG, 1),
      LOGIC_SET_VAR8(TAILOR_PHONE_FLAG,     1),
      INIT_SEQ_END
};

const uint8 g_startPos14[] = {                        // hotel corridor
      GEORGE_POS(528, 484, UP, FLOOR_14),
      LOGIC_CALL_FN(opcAddObject, HOTEL_KEY),
      LOGIC_CALL_FN(opcAddObject, MANUSCRIPT),
      INIT_SEQ_END
};

const uint8 g_startPos17[] = {                        // hotel assassin
      GEORGE_POS(714, 484, LEFT, FLOOR_17),
      INIT_SEQ_END
};

const uint8 g_startPos18[] = {                        // gendarmerie
    GEORGE_POS(446, 408, DOWN_LEFT, FLOOR_18),
      LOGIC_SET_VAR8(PARIS_FLAG, 5),
      INIT_SEQ_END
};

const uint8 g_startPos19[] = {                        // ireland street
      GEORGE_POS(256, 966, UP_RIGHT, FLOOR_19),
      RUN_HELPER_SCRIPT(HELP_IRELAND)
};

const uint8 g_startPos20[] = {                        // macdevitts
      GEORGE_POS(194, 417, DOWN_RIGHT, FLOOR_20),
      LOGIC_SET_VAR8(FARMER_MOVED_FLAG,  1),
      LOGIC_SET_VAR8(FARMER_SEAN_FLAG,   5),
      LOGIC_SET_VAR8(PUB_FLAP_FLAG,      1),
      LOGIC_SET_VAR8(PUB_TRAP_DOOR,      2),
      LOGIC_SET_VAR8(KNOWS_PEAGRAM_FLAG, 1),
      RUN_HELPER_SCRIPT(HELP_IRELAND)
};

const uint8 g_startPos21[] = {                        // pub cellar
      GEORGE_POS(291, 444, DOWN_RIGHT, FLOOR_21),
      LOGIC_CALL_FN(opcAddObject, BEER_TOWEL),
      LOGIC_SET_VAR8(FARMER_MOVED_FLAG,       1),
      LOGIC_SET_VAR8(FLEECY_STUCK,            1),
      LOGIC_SET_VAR8(LIFTING_KEYS_IN_HOLE_23, 1),
      RUN_HELPER_SCRIPT(HELP_IRELAND)
};

const uint8 g_startPos22[] = {                        // castle gate
      GEORGE_POS(547, 500, UP_LEFT, FLOOR_22),
      LOGIC_SET_VAR8(IRELAND_FLAG, 4),
      RUN_HELPER_SCRIPT(HELP_IRELAND)
};

const uint8 g_startPos23[] = {                        // castle hay top
      GEORGE_POS(535, 510, UP, FLOOR_23),
      RUN_HELPER_SCRIPT(HELP_IRELAND)
};

const uint8 g_startPos24[] = {                        // castle yard
      GEORGE_POS(815, 446, DOWN_LEFT, FLOOR_24),
      RUN_HELPER_SCRIPT(HELP_IRELAND)
};

const uint8 g_startPos25[] = {                        // castle dig
      GEORGE_POS(369, 492, LEFT, FLOOR_25),
      LOGIC_CALL_FN(opcAddObject, BEER_TOWEL),
      LOGIC_SET_VAR8(BEER_TOWEL_BEEN_WET, 1),
      LOGIC_SET_VAR16(WET_BEER_TOWEL_TIMER, 1000),
      RUN_HELPER_SCRIPT(HELP_IRELAND)
};

const uint8 g_startPos26[] = {                        // cellar dark
      GEORGE_POS(291, 444, DOWN_RIGHT, FLOOR_26),
      RUN_HELPER_SCRIPT(HELP_IRELAND)
};

const uint8 g_startPos27[] = {                        // museum street
      GEORGE_POS(300, 510, UP_RIGHT, FLOOR_27),
      LOGIC_SET_VAR8(PARIS_FLAG,                  12),
      LOGIC_SET_VAR8(MANUSCRIPT_ON_TABLE_10_FLAG,  1),
      INIT_SEQ_END
};

const uint8 g_startPos31[] = {                        // hospital street
      GEORGE_POS(400, 500, UP_RIGHT, FLOOR_31),
      LOGIC_SET_VAR8(PARIS_FLAG, 11),
      LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
      LOGIC_CALL_FN(opcAddObject, LAB_PASS),
      INIT_SEQ_END
};

const uint8 g_startPos32[] = {                        // hospital desk (after we've found out where Marquet is)
      GEORGE_POS(405, 446, UP_RIGHT, FLOOR_32),
      LOGIC_SET_VAR8(GOT_BENOIR_FLAG, 1),
      LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
      LOGIC_CALL_FN(opcAddObject, LAB_PASS),
      RUN_HELPER_SCRIPT(HELP_WHITECOAT)
};

const uint8 g_startPos35[] = {                        // hospital jacques
      GEORGE_POS(640, 500, LEFT, FLOOR_35),
      LOGIC_SET_VAR8(DOOR_34_OPEN,   1),
      LOGIC_SET_VAR8(GOT_BENOIR_FLAG,  2),
      LOGIC_SET_VAR8(HOS_POS_FLAG,    26),
      LOGIC_SET_VAR8(BENOIR_FLAG,     24),
      RUN_HELPER_SCRIPT(HELP_WHITECOAT)
};

const uint8 g_startPos36[] = {                        // montfaucon
      GEORGE_POS(300, 480, RIGHT, FLOOR_36),
      LOGIC_CALL_FN(opcAddObject, LENS),
      LOGIC_CALL_FN(opcAddObject, RED_NOSE),
      LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
      LOGIC_SET_VAR8(MONTFAUCON_CONTROL_FLAG, 1),
      INIT_SEQ_END
};

const uint8 g_startPos37[] = {                        // catacomb sewer
      GEORGE_POS(592, 386, RIGHT, FLOOR_37),
      LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
      LOGIC_CALL_FN(opcAddObject, TRIPOD),
      LOGIC_CALL_FN(opcAddObject, GEM),
      INIT_SEQ_END
};

const uint8 g_startPos38[] = {                        // catacomb room
      GEORGE_POS(200, 390, RIGHT, FLOOR_38),
      LOGIC_CALL_FN(opcAddObject, TRIPOD),
      LOGIC_CALL_FN(opcAddObject, GEM),
      INIT_SEQ_END
};

const uint8 g_startPos39[] = {                        // catacomb meeting
      GEORGE_POS(636, 413, DOWN_LEFT, FLOOR_39),
      LOGIC_SET_VAR8(MEETING_FLAG, 3),    // meeting finished
      LOGIC_CALL_FN(opcAddObject, TRIPOD),
      LOGIC_CALL_FN(opcAddObject, GEM),
      INIT_SEQ_END
};

const uint8 g_startPos40[] = {                        // excavation exterior
      GEORGE_POS(648, 492, LEFT, FLOOR_40),
      LOGIC_SET_VAR8(NICO_PHONE_FLAG,  1),
      LOGIC_SET_VAR8(PARIS_FLAG,      16),
      LOGIC_CALL_FN(opcAddObject, PLASTER),
      LOGIC_CALL_FN(opcAddObject, POLISHED_CHALICE),
      INIT_SEQ_END
};

const uint8 g_startPos45[] = {                        // syria stall
      GEORGE_POS(410, 490, DOWN_RIGHT, FLOOR_45),
      RUN_HELPER_SCRIPT(HELP_SYRIA)
};

const uint8 g_startPos47[] = {                        // syria carpet
      GEORGE_POS(225, 775, RIGHT, FLOOR_47),
      RUN_HELPER_SCRIPT(HELP_SYRIA)
};

const uint8 g_startPos48[] = {                        // templar church
      GEORGE_POS(315, 392, DOWN, FLOOR_48),
      LOGIC_SET_VAR8(CHALICE_FLAG, 2),
      LOGIC_SET_VAR8(NEJO_TEXT,    1),
      LOGIC_CALL_FN(opcAddObject, CHALICE),
      LOGIC_CALL_FN(opcAddObject, LENS),
      INIT_SEQ_END
};

const uint8 g_startPos49[] = {                        // syria club
      GEORGE_POS(438, 400, DOWN_RIGHT, FLOOR_49),
      LOGIC_CALL_FN(opcAddObject, TOILET_BRUSH),
      RUN_HELPER_SCRIPT(HELP_SYRIA)
};

const uint8 g_startPos50[] = {                        // syria toilet
      GEORGE_POS(313, 440, DOWN_RIGHT, FLOOR_50),
      LOGIC_CALL_FN(opcAddObject, TOILET_KEY),
      RUN_HELPER_SCRIPT(HELP_SYRIA)
};

const uint8 g_startPos53[] = {                        // bull's head pan
      LOGIC_SET_VAR32(CHANGE_PLACE, FLOOR_53),
      LOGIC_CALL_FN(opcAddObject, TOWEL_CUT),
      RUN_HELPER_SCRIPT(HELP_SYRIA)
};

const uint8 g_startPos54[] = {                        // bull's head
      GEORGE_POS(680, 425, DOWN_LEFT, FLOOR_54),
      LOGIC_CALL_FN(opcAddObject, TOWEL_CUT),
      RUN_HELPER_SCRIPT(HELP_SYRIA)
};

const uint8 g_startPos55[] = {                        // bull secret
    GEORGE_POS(825, 373, DOWN_LEFT, FLOOR_55),
      RUN_HELPER_SCRIPT(HELP_SYRIA)
};

const uint8 g_startPos56[] = {                        // contess' room
      GEORGE_POS(572, 443, LEFT, FLOOR_56),
      RUN_HELPER_SCRIPT(HELP_SPAIN)
};

const uint8 g_startPos57[] = {                        // Spain drive
      GEORGE_POS(1630, 460, DOWN_LEFT, FLOOR_57),
      RUN_HELPER_SCRIPT(HELP_SPAIN)
};

const uint8 g_startPos58[] = {                        // Mausoleum Exterior
      GEORGE_POS(SC58_PATH_X, SC58_PATH_Y, UP_RIGHT, FLOOR_58),
      RUN_HELPER_SCRIPT(HELP_SPAIN)
};

const uint8 g_startPos59[] = {                        // Mausoleum interior
      GEORGE_POS(750, 455, LEFT, FLOOR_59),
      RUN_HELPER_SCRIPT(HELP_SPAIN)
};

const uint8 g_startPos60[] = {                        // Spain reception
      GEORGE_POS(750, 475, DOWN_LEFT, FLOOR_60),
      RUN_HELPER_SCRIPT(HELP_SPAIN)
};

const uint8 g_startPos61[] = {                        // Spain well
      GEORGE_POS(400, 345, DOWN, LEFT_FLOOR_61),
      LOGIC_CALL_FN(opcAddObject, STONE_KEY),
      LOGIC_CALL_FN(opcAddObject, MIRROR),
      RUN_HELPER_SCRIPT(HELP_SPAIN)
};

const uint8 g_startPos62[] = {                        // chess puzzle
      LOGIC_SET_VAR32(CHANGE_PLACE, FLOOR_62),
      LOGIC_SET_VAR8(TOP_MENU_DISABLED, 1),
      LOGIC_SET_VAR8(GEORGE_ALLOWED_REST_ANIMS, 0),
      LOGIC_CALL_FN_LONG(opcNoSprite, PLAYER, 0, 0),
      RUN_HELPER_SCRIPT(HELP_SPAIN)
};

const uint8 g_startPos63[] = {                        // train one
      GEORGE_POS(710, 450, LEFT, FLOOR_63),
      LOGIC_SET_VAR8(DOOR_SC65_FLAG, 2),
      LOGIC_SET_VAR8(DOOR_ONE_63_OPEN, 0),
      LOGIC_SET_VAR8(DOOR_65_OPEN, 1),
      LOGIC_SET_VAR8(VAIL_TEXT, 1),
      RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN)
};

const uint8 g_startPos65[] = {                        // compt one
      GEORGE_POS(460, 430, DOWN, FLOOR_65),
      RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN)
};

const uint8 g_startPos66[] = {                        // compt two
      GEORGE_POS(460, 430, DOWN, FLOOR_66),
      RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN)
};

const uint8 g_startPos67[] = {                        // compt three
      GEORGE_POS(460, 430, DOWN, FLOOR_67),
      RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN)
};

const uint8 g_startPos69[] = {                        // train_guard
      GEORGE_POS(310, 430, DOWN, FLOOR_69),
      RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN)
};

const uint8 g_startPos71[] = {                        // churchyard
      GEORGE_POS(1638, 444, LEFT, RIGHT_FLOOR_71),
      LOGIC_SET_VAR8(NICO_SCOT_SCREEN, 71),
      LOGIC_SET_VAR8(NICO_POSITION_71, 1),
      RUN_HELPER_SCRIPT(HELP_SCOTLAND)
};

const uint8 g_startPos72[] = {                        // church tower
      GEORGE_POS(150, 503, RIGHT, FLOOR_72),
      LOGIC_SET_VAR8(NICO_SCOT_SCREEN, 72),
      RUN_HELPER_SCRIPT(HELP_SCOTLAND)
};

const uint8 g_startPos73[] = {                        // crypt
      GEORGE_POS(250, 390, DOWN_RIGHT, FLOOR_73),
      LOGIC_SET_VAR8(NICO_SCOT_SCREEN, 73),
      LOGIC_SET_VAR8(NICO_POSITION_73, 1)
};

const uint8 g_startPos80[] = {                        // Paris map
      GEORGE_POS(645, 160, DOWN, FLOOR_80),
      LOGIC_SET_VAR8(PARIS_FLAG, 3),
      LOGIC_SET_VAR8(NICO_CLOWN_FLAG, 3),
      LOGIC_SET_VAR8(NICO_DOOR_FLAG, 2),

      LOGIC_CALL_FN(opcAddObject, RED_NOSE),
      LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
      LOGIC_CALL_FN(opcAddObject, PLASTER),
      LOGIC_CALL_FN(opcAddObject, LAB_PASS),

      LOGIC_SET_VAR8(MANUSCRIPT_FLAG,       1),
      LOGIC_SET_VAR8(NICO_ADDRESS_FLAG,     1),
      LOGIC_SET_VAR8(NICO_PHONE_FLAG,       1),
      LOGIC_SET_VAR8(COSTUMES_ADDRESS_FLAG, 1),
      LOGIC_SET_VAR8(HOTEL_ADDRESS_FLAG,    1),
      LOGIC_SET_VAR8(MUSEUM_ADDRESS_FLAG,   1),
      LOGIC_SET_VAR8(HOSPITAL_ADDRESS_FLAG, 1),
      LOGIC_SET_VAR8(MONTFACN_ADDRESS_FLAG, 1),
      LOGIC_SET_VAR8(AEROPORT_ADDRESS_FLAG, 1),
      LOGIC_SET_VAR8(NERVAL_ADDRESS_FLAG,   1),

      LOGIC_SET_VAR8(IRELAND_MAP_FLAG,      1),
      LOGIC_SET_VAR8(SPAIN_MAP_FLAG,        1),
      LOGIC_SET_VAR8(SYRIA_FLAG,            2),

      LOGIC_SET_VAR8(TAILOR_PHONE_FLAG,     1),
      INIT_SEQ_END
};

const uint8 g_genIreland[] = {
      LOGIC_SET_VAR8(PARIS_FLAG, 9),
      LOGIC_CALL_FN(opcAddObject, RED_NOSE),
      LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
      LOGIC_CALL_FN(opcAddObject, LAB_PASS),
      LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
      LOGIC_CALL_FN(opcAddObject, MATCHBOOK),
      LOGIC_CALL_FN(opcAddObject, BUZZER),
      LOGIC_CALL_FN(opcAddObject, TISSUE),
      INIT_SEQ_END
};

const uint8 g_genSyria[] = {
      LOGIC_SET_VAR8(PARIS_FLAG, 1),
      LOGIC_CALL_FN(opcAddObject, BALL),
      LOGIC_CALL_FN(opcAddObject, RED_NOSE),
      LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
      LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
      LOGIC_CALL_FN(opcAddObject, MATCHBOOK),
      LOGIC_CALL_FN(opcAddObject, BUZZER),
      LOGIC_CALL_FN(opcAddObject, TISSUE),
      LOGIC_SET_VAR8(CHANGE_STANCE, STAND),
      INIT_SEQ_END
};

const uint8 g_genSpain[] = {
      LOGIC_SET_VAR8(PARIS_FLAG, 1),
      LOGIC_SET_VAR8(SPAIN_VISIT, 1),           // default to 1st spain visit, may get overwritten later
      LOGIC_CALL_FN(opcAddObject, RED_NOSE),
      LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
      LOGIC_CALL_FN(opcAddObject, LAB_PASS),
      LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
      LOGIC_CALL_FN(opcAddObject, BUZZER),
      LOGIC_CALL_FN(opcAddObject, TISSUE),
      LOGIC_CALL_FN(opcAddObject, BALL),
      LOGIC_CALL_FN(opcAddObject, MATCHBOOK),
      LOGIC_CALL_FN(opcAddObject, PRESSURE_GAUGE),
      INIT_SEQ_END
};

const uint8 g_genSpain2[] = { // 2nd spain visit
      LOGIC_SET_VAR8(SPAIN_VISIT, 2),
      LOGIC_CALL_FN(opcRemoveObject, PRESSURE_GAUGE),
      LOGIC_CALL_FN(opcAddObject, POLISHED_CHALICE),
      INIT_SEQ_END
};

const uint8 g_genNightTrain[] = {
      LOGIC_SET_VAR8(PARIS_FLAG, 18),
      INIT_SEQ_END
};

const uint8 g_genScotland[] = {
      LOGIC_SET_VAR8(PARIS_FLAG, 1),
      LOGIC_CALL_FN(opcAddObject, RED_NOSE),
      LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH),
      LOGIC_CALL_FN(opcAddObject, LAB_PASS),
      LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS),
      LOGIC_CALL_FN(opcAddObject, BUZZER),
      INIT_SEQ_END
};

const uint8 g_genWhiteCoat[] = {
      LOGIC_SET_VAR8(PARIS_FLAG,       11),
      LOGIC_SET_VAR8(EVA_TEXT,          1),
      LOGIC_SET_VAR8(EVA_MARQUET_FLAG,  2),
      LOGIC_SET_VAR8(EVA_NURSE_FLAG,    4),
      LOGIC_SET_VAR8(FOUND_WARD_FLAG,   1),
      LOGIC_SET_VAR8(CONSULTANT_HERE,   1),

      LOGIC_CALL_FN_LONG(opcMegaSet, PLAYER, GEORGE_WLK, MEGA_WHITE),

      LOGIC_SET_VAR32(GEORGE_CDT_FLAG, WHT_TLK_TABLE),
      LOGIC_SET_VAR8(GEORGE_TALK_FLAG,          0),
      LOGIC_SET_VAR8(WHITE_COAT_FLAG,           1),
      LOGIC_SET_VAR8(GEORGE_ALLOWED_REST_ANIMS, 0),
      INIT_SEQ_END
};

const uint8 *Logic::_startData[] = {
      g_startPos0,
      g_startPos1,
      g_startPos2,
      g_startPos3,
      g_startPos4,
      g_startPos5,
      NULL, //g_startPos6,
      g_startPos7,
      g_startPos8,
      NULL, //g_startPos9,
      NULL, //g_startPos10,
      g_startPos11,
      g_startPos12,
      NULL, //g_startPos13,
      g_startPos14,
      NULL, //g_startPos15,
      NULL, //g_startPos16,
      g_startPos17,
      g_startPos18,
      g_startPos19,
      g_startPos20,
      g_startPos21,
      g_startPos22,
      g_startPos23,
      g_startPos24,
      g_startPos25,
      g_startPos26,
      g_startPos27,
      NULL, //g_startPos28,
      NULL, //g_startPos29,
      NULL, //g_startPos30,
      g_startPos31,
      g_startPos32,
      NULL, //g_startPos33,
      NULL, //g_startPos34,
      g_startPos35,
      g_startPos36,
      g_startPos37,
      g_startPos38,
      g_startPos39,
      g_startPos40,
      NULL, //g_startPos41,
      NULL, //g_startPos42,
      NULL, //g_startPos43,
      NULL, //g_startPos44,
      g_startPos45,
      NULL, //g_startPos46,
      g_startPos47,
      g_startPos48,
      g_startPos49,
      g_startPos50,
      NULL, //g_startPos51,
      NULL, //g_startPos52,
      g_startPos53,
      g_startPos54,
      g_startPos55,
      g_startPos56,
      g_startPos57,
      g_startPos58,
      g_startPos59,
      g_startPos60,
      g_startPos61,
      g_startPos62,
      g_startPos63,
      NULL, //g_startPos64,
      g_startPos65,
      g_startPos66,
      g_startPos67,
      NULL, //g_startPos68,
      g_startPos69,
      NULL, //g_startPos70,
      g_startPos71,
      g_startPos72,
      g_startPos73,
      NULL, //g_startPos74,
      NULL, //g_startPos75,
      NULL, //g_startPos76
      NULL, //g_startPos77
      NULL, //g_startPos78
      NULL, //g_startPos79
      g_startPos80
};

const uint8 *Logic::_helperData[] = {
      g_genIreland,
      g_genSyria,
      g_genSpain,
      g_genNightTrain,
      g_genScotland,
      g_genWhiteCoat,
      g_genSpain2
};

} // End of namespace Sword1

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