Airikita
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The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
Airikita replied to haddockd's topic in Modifications
Oh yeah, I had that happen on the Kokiri bridge once. Well, I bet you could somehow, but it'd be a silly thing to do. :x -
The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
Airikita replied to haddockd's topic in Modifications
LOL, did you take the projection of Link from the Equipment menu and put it on Link's shield? Rofl. -
You know, I believe sphere mapping the texture will do that. But I'm unsure if xdaniel even implemented it... @Jason777: I'll look at it later, but until there's something to add or fix, I'm not usually focused enough to fix everything. After my usual work I'm pretty tired, and tend to space out often.
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It'd be even more perfect to change the sample rate in-game, and force it. Hell, now that we can SEE the sample rate the original audio has, I'm sure finding it will just be second-hand now. ========================== EDIT: Fun facts about N64 Audio: http://en.wikipedia.org/wiki/Nintendo_64_technical_specifications "The RSP is theoretically capable of a maximum of 100 channels of PCM at a time, but only in a case where all system resources are devoted to audio. It has a maximum sampling rate of 48 kHz with 16-bit audio. In practice, however, storage limitations caused by the ROM cartridge format limit the audio size and thus quality." Even at 48 kHz would improve the quality, but perhaps there might be a way to hack it to possibly be 64 kHz? I would imagine the likelihood of hardware limitations. I am currently finding it difficult to find the sample rate in hex for the accordion... I would assume a preset value given that the sound can't just be enhanced without the game spewing out glitchy sounds.
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No more garbled bs now (still a shitty sound though, but no clicks and pops... it's a work-in-progress): --------------------------------------------------------------------------
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Well Navi's voice IS rather high-pitched, so yeah... I can imagine that then. Btw, I was correct, OOT's instrument accordion takes a special sample rate: 30464 Hz... such a specific number. Now, if I can figure out how to give the new audio a specific sample rate... Nevermind, found the "resampling" option. ======================================= Btw: ------- http://mp3.about.com/od/essentialsoftware/tp/bestaudioeditors.htm "2. Wavosaur" "can handle MP3, WAV,OGG, aif, aiff, wavpack, au/snd, raw binary, Amiga 8svx & 16svx, ADPCM Dialogic vox, and Akai S1000 audio formats" ================================================= OMG WIN! This is a thing of beauty: -------------------------------------------------
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You know if you're just taking a sound from MM to OOT, just use the raw binary instead of compressing it again. Thing is the sounds are already compressed in OOT and MM, and re-compressing them doesn't work. The tool allows you to get the raw binary... But yeah, mine was with a raw wav file. I'll be looking around for a different audio tool (if anything else can make aiff files like Audacity)
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Omg, no you're not! I don't expect everyone to know just about anything.
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lol, that's the link I posted for you earlier. Well, no worries... I'm just asking because I'm terribly sick and haven't been able to do any testing today.
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Maybe not... I'm literally just replacing stuff like the ocarina flute sound, etc...
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Hm, no... that's midi music, I'm talking about porting the aifc sound file itself, not the soundtracks.
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Maybe, but I was looking to replace the existing instruments too.
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So you're saying I can't replace the accordion? It shouldn't be impossible to do... I guess there's always a way around it, but then I have to dig for the other instruments too.
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I'm reading this topic: https://www.the-gcn.com/topic/2352-how-to-create-custom-sound-effects-for-oot/?hl=aiff So I found the accordion instrument, and thought I'd have a hand at making it higher quality. I got excited, downloaded a nice quality wav file, and converted it appropriately. ...it was garbled... but yes, I knew from swapping Navi's voice that there was a sample rate and speed to set it at. Even at 32000 sample rate and 10% faster, the quality was good BUT NOT BETTER than the original instrument. After attempting this, I have grown a strange appreciation for the original accordion sound file. I know some old projects had custom music, but has anyone replaced an instrument before? There are still slight pops in the sound I port in that still ruins the quality, and I have tried various formats of sampling rates and speeds. I guess I got lucky with Unicat's sound, but of course Unicat still doesn't sound like the actual wav file I have of a kitten mewing. But it still worked.. My frustration is that only once I got it at the ideal settings, and it wasn't better. It sounded good, but not good enough. It seems to me that the sound file converted has to be a sine tone before it can even sound clean enough for OoT. If I add any depth to the sound, such as normalization or echo, the sound will sound like I'm strangling a frog when ported to OOT.
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You can find information here (although it might be outdated): http://forums.zeldaspeedruns.com/index.php?topic=419.0 Also some other nifty things to know for modding in that topic.
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HUD colors requires some ASM hacking, especially since the buttons on Debug are all wrong for N64 as it was developed for Gamecube. Initially the icons themselves are just grey images colored by the code.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
...stuff... :3 -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
That's just a sound delay from the screen capture. I got a new one because Camstudio was being a bunghole. -
I think someone needs a warm glass of milk. You can't always rush documentation mzx... feel free to make changes to the page if you want, I enjoy kicking back and dozing off often.
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
6 Magic Arrows? 6 Barriers? 2+2=FISH!!! -
Not quite... but I can manipulate it so that it uses a new set of flags determined by its variable, and have separate magic arrows for each barrier.
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I also noticed the variable order of the barriers is strange: ------------------------------------------------------------------------ 0001 -> Water/Ice 0002 -> Light 0003 -> Fire 0004 -> Shadow 0005 -> Spirit 0006 -> Forest (Wind) Might not be significant, since it could have been done any way. Usually variable order is by development order, or even map ordering seems to be in dev order...
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lol, ty ty.
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Here's a thought I had... The 6 barriers in Ganon's castle represent each medallion in game, 6 medallions, 6 magics, 6 magic arrows. In the final release, it's obvious that the 3 other magic arrows were obfuscated in the final release, and the magic barriers require the Light Arrow to destroy them. It's now known that the medallions were once used to charge the arrows/bow... What if it is possible each magic barrier once required the use of all 6 magic arrows instead of one? Each used respectively to each magic barrier representing each chamber.