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| How to Change Hyrule Field's Music | |
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| Topic Started: Jun 21 2016, 08:26 AM (1,207 Views) | |
| keanine | Jun 21 2016, 08:26 AM Post #1 |
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Hey there! I was wondering about how I would be able to replace each segment of Hyrule Field's Theme, so that it still dynamically changes with the actions you perform. If it is possible at all, will I be able to do it with tools, or is it a hex job? I'm not hugely knowledgeable about OoT editing, so if it is something that has to be done through hex editing it may be out of my ability for now, but I'd love to hear the answer anyway so I can give it some thought! Thanks! |
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| Dzeko | Jun 21 2016, 08:58 AM Post #2 |
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Hey, I don't think you can do it with Hex editing because Hex editing don't allow to add new thing but allow to edit existing thing. Maybe you can do it with ASM. |
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| zelda5655 | Jun 21 2016, 09:39 AM Post #3 |
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project 3ds team leader.
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No you don't really have to do that Hylain tool box or sharp Ocarina could do that for you. But you have to extract the game files and then we inject them at the right places with sharp Ocarina or Hylain tool box. I don't know if there is any program where you could just edit the Music but there might be that I don't know of. Also if you want to use your own personal music like custom music that's a little bit more difficult and I can't help you there. |
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| PwnzLPs | Jun 21 2016, 10:18 AM Post #4 |
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Global Moderator and Self Proclaimed BBCode Expert
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We're still talking about Ocarina of Time here, right? Pretty sure OoT's Hyrule Field theme doesn't Dynamically Change. Twilight Princess' theme does. But as far as replacing the music, you'd want something like... InstEd. Sorry, had to go find it. InstEd is a program that not only allows you to change the instrument sets for each music sequence, but also the actual MIDI makeup of the music itself. So, say for instance I wanted to import ALTTP's Dark World music (Dark Hyrule Field). I would first find or create a midi for it, and then I would use InstEd to import that into the game. InstEd is a program I figured out myself pretty easily a while back. Since then, I've barely used it, so I can't really help you with it. But if you can't find it, I know Sylux's Tool Pack contains InstEd, so you can get it from there. /Ryan |
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| ChriisTiian | Jun 21 2016, 10:30 AM Post #5 |
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Estoy seguro que esto serĂ¡ traducido... =P
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Uh... for Music Value of the Area: Room Offset - Stage: 0x27D600F for Child Link Day. 0x27E7697 for Child Link Night. 0x27E72D7 for Adult Link Day. 0x27E7AD7 for Cutscene 01. 0x27E7B77 for Cutscene 02. 0x27E7CC7 for Cutscene 03. 0x27E7D67 for Cutscene 04. 0x27E7E67 for Cutscene 05. 0x27E7F27 for Cutscene 06. 0x27E8027 for Cutscene 07. 0x27E80E7 for Cutscene 08. 0x27E8187 for Cutscene 09. For the Instrument Set: 0x00BCC5C2 Edited by ChriisTiian, Jun 21 2016, 10:33 AM.
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| SoundBlitz | Jun 21 2016, 05:11 PM Post #6 |
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@ChriisTiian Not to be off topic but you just helped me out big time with that post. I have been looking for those offsets for some time now. If you have any more offsets like that relavent to the instruments, pming those to me would be marvolous. Or a link to where you found those. If not just saying I've been looking for that. I have some deep stuff to use those offsets on.
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| ChriisTiian | Jun 21 2016, 07:27 PM Post #7 |
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Estoy seguro que esto serĂ¡ traducido... =P
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Tell me what you need (more specific), and i see what we can do... =P |
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| mzxrules | Jun 21 2016, 08:36 PM Post #8 |
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go to Hyrule Field, lock the current game time. Stand still for a bit and fast forward the emulator. Now start moving around. @SoundBlitz: Have you never looked at the raw data of a scene header before? http://wiki.cloudmodding.com/oot/Scenes_and_Rooms#Header_Commands Or do you not understand how the 0x18 command works? Edit:, or do you mean this: http://wiki.cloudmodding.com/oot/Audioseq#Instrument_Sets Edited by mzxrules, Jun 21 2016, 08:40 PM.
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| SoundBlitz | Jun 21 2016, 08:38 PM Post #9 |
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I'm mainly searching for information on actors sound data. I know actor sounds have their own instruments so offsets to when they play a sound would be nice. That way I could port actor sounds. I'm thinking of porting some sound effects from mm to oot so this helps. Their isn't much to go on for me in the wiki on that. One of the main things I'm working on is porting zora links voice over adult links. So if you know what offset links sounds are at that would be nice. I remember that there are codes to change links voice but I'm hoping to port some over instead. Edit: just so you know mzx (call you by that for now) I posted this just 3 minutes after you posted yours. I don't really deal with scene headers to much. (not when it comes to edits at least) Like I said I'm looking at actor sounds. So yes instruments. Either there isn't that much information their on it or I'm just missing the message on that page by leaps and bounds. Edited by SoundBlitz, Jun 21 2016, 08:44 PM.
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| mzxrules | Jun 21 2016, 09:25 PM Post #10 |
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I don't know much about audio personally. I do know though that +0x20 of an actor's instance is where sfx ids are written though, so that could be a good starting point. I also know that doing weird things to that instrument table (mainly editing the first record, which defines two instrument sets rather than 1 like the rest) causes sfx to glitch out. |
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I have some deep stuff to use those offsets on.
2:23 PM Jul 11