mzxrules Posted July 24, 2014 Share Posted July 24, 2014 An incredibly bizarre glitch was discovered semi-recently: And it made me realize that I don't know how sound effects work. Anyone know? Link to comment Share on other sites More sharing options...
0 SanguinettiMods Posted July 24, 2014 Share Posted July 24, 2014 It's probably some glitch in the play sound function. When a sound effect is called it looks like this: BXXX where B = "SE HD" and XXX = "SE No." according to my probably faulty documentation. The first X of "XXX" is also usually 8, and one is added on when an "SE No." reaches 100 or more. I don't have any real information on how to answer this. BXXX B = "SE HD" X? = 8 "SE No." XX = "SE No." 0 = Player 1 = Item 2 = Environment 3 = Enemy 4 = System 5 = Ocarina 6 = Voice Link to comment Share on other sites More sharing options...
0 Jason777 Posted July 25, 2014 Share Posted July 25, 2014 This documents how playing SFX work in audio debug: http://www.cs.utexas.edu/~jason777/Izou_Zelda/Misc/Hacking%20Notes/Audio_Debug_PlaySound_800F2C34_800F2CA8.txt According to my notes, SFX numbers are decided like this: ((SE HD << 12) + SE No. + 0x0800) & 0xFFFFRelevant RAM Addresses found on: http://www.cs.utexas.edu/~jason777/Izou_Zelda/Misc/Misc_NOTES.txt 80210B2C 0001 - Audio Debug Enabler 80131F20 (Audio Debug - SE Parameter Change) 0x0 (2 bytes) - SE HD 0x2 (2 bytes) - SE No. external_func_800F738C(u16 sfx_id, void * a1, u16 a2) // "PlaySound" used by Audio Debug external_func_8002F828(u16 sfx_id, void * actor) // PlaySound used by regular actors (wrapper for 800F738C) external_func_8002F7DC(u16 sfx_id, void * actor) // PlaySound used by Link (wrapper for 800F738C) 8016BAB8 - Controller 4 Buttons (Audio Debug Input) 1 Link to comment Share on other sites More sharing options...
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mzxrules
An incredibly bizarre glitch was discovered semi-recently:
And it made me realize that I don't know how sound effects work. Anyone know?
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