Jump to content

!Tommy

Member
  • Posts

    165
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by !Tommy

  1. Honestly, I don't think so but Reaper is known to do funny things to MIDI files so it's possible there could be a bit of silence, but I know when I played the file itself there wasn't silence at all, but you could totally be right on the control file. Although there are no wait commands in it, there might be something needed to make it work properly.
  2. I have another question and I hope it's simple enough to answer. I really don't want to have to go through and change things all over again so what I want to know is is there a way to get rid of dead silence before the track loops again? Let me explain further... In one of the compositions I'm doing, I ended up breaking it up because the second part was just a repeat so to cut it short and sweet, I used reaper to cut it in two, no biggie. So it seemed like it would loop perfectly however I have a few seconds of dead silence before it starts playing again. How can I fix this within in the instrument text files or control file? I'm not seeing any waits or anything that would prevent it from starting again immediately. Any ideas or do I have to go through and do a lot of this again?
  3. It's really not hard to get started with a hex editor. It looks very intimidating at first but there's really nothing to it once you get started with it and start playing around with basic things in it. Anywho, welcome to the boards! Looking forward to the fanfic!
  4. It's not completely a perfect workaround, but it does work. Haven't figured out how to get around it though.
  5. It is possible to make music play at night, the thing is at this current point in time, this will play everywhere at night. It turns out that the nighttime sound effects is indeed a sequence file. The animals like birds, ducks, frogs, and even stuff like wind and rain are instruments located in instrument bank 2. InstEd will not allow you to change this by default but of course you can get around this by hex editing the instrument list to something else and then upload the music you want to play on sequence number 1, then you'll get your nighttime music. So of course this is still a major in progress deal but at least we're starting to figure out how it all works.
  6. https://sites.google.com/site/deathbasketslair/zelda/ocarina-of-time/sequenced-music-format That *might* start helping out out some, there are a few links around there as well that I won't post just because they're easy to find but I've been playing around with that and a few other things listed on there as well. See what you can figure out because I want this too and even though it's slightly different that what this topic is about, it's still somewhat the same as well so anything you find out, please report back here. I will do the same as well if I find anything. DeathBasket, Arcaith also mentioned somewhat what you said and I do think there's a possiblity that that method may work, but my fear is will it break the nighttime sound effects all together or can we make it so just one scene will play music and it won't ruin the other areas as I basically just want this for Hyrule Field. Although night music in other areas might be neat so either which way, I'm curious about this. I just wish I knew what some of these variables did. Such as this " Sequence Pointer TableThe sequence pointer table starts at 0xBCC6A0 in the OoT Debug ROM and follows this format: xxxx 0000 0000 0000 0000 0000 0000 0000 xxxx = number of sequences The rest of the table looks like: xxxxxxxx yyyyyyyy zzzz 0000 00000000 xxxxxxxx = Pointer to the start of the sequence in the sequenced music file (Audioseq) yyyyyyyy = Length in bytes of the sequence zzzz = Sequence type" This has me a bit intriqued but there's not a lot to mention about the zzzz variable. It seems a lot has 0202 but I've seen 0201 and a few others as well, which I'm not sure what it does. I also wonder if the sequences are in order or if they're mixed up such as adding new sequences, even if it replaces say 02 which is Hyrule Field, would it be at the bottom of the list or in 02's place?
  7. I've actually already asked this question but it was never really answered with the correct answer: https://www.the-gcn.com/topic/2775-background-music-in-ocarina-of-time/ (I have that very theme ported overmyself lol) I'm still trying to figure out how to do some of this stuff but since right now reading assembly code is like reading Greek to me, I guess I'm just stuck. Arcaith had a great idea about changing the night time sound effects but I believe it's really just random sound effects placed together as i couldn't figure out what bank is being pulled from. I dunno, the music itself is a strong point for me but when it comes to actually coding, I almost know nothing about it. Slightly offtopic but I was playing around with the music sequence headers and produced some very interesting effects, especially since I was trying to figure out how to change the actual looping information stored in the track itself.
  8. Almost Nmoyd. Hyrule Field as mzxrules pointed out definitely follows the OoT format but the difference between enemy themes occurred during twilight and then the regular part of the game. So when you were in the twilight or in twilight palace, it played the horns enemy theme that's similar to the shadow beasts theme but if the area wasn't covered in twilight, then it played the normal enemy theme. The spoiler is I'm using the horns enemy theme as a night time theme once I figure out how to actually do this. It's all ported over, it just needs to know to play the track at night instead of the normal enemy theme.
  9. Well, you've done some damn good things to OoT so far and as I said in a private message to CloudMax on an unrelated subject, I mentioned how impressed I was with your skills as a hacker. I would like to learn some of this stuff though as I really hate asking for help. Feel better!
  10. Well, from what I can understand, 8015FA7A in RAM is the time of day but since I know nothing about assembly or moreso how to use C, I don't really know what to exactly do with it. My initial thinking is this would have to follow a sort of format similar to the Gold Skulltulas since they only appear at night. I'd be more than happy to attempt this if someone with a bit more knowledge could help point me in the right direction. Breakpointing it in Nemu does cause the game to stop which is probably a good thing which means I might be on the right track. Edit: I have tried reading Jason's assembly hack instructions but as he said, it helps big time to have background knowledge in C, which I really do not have, but I'm fast to pick up on stuff like that.
  11. Okay, I have a question and I'm assuming maybe an assembly hack would be needed here but I would have no idea how to even begin going about one since I'm not a programmer, but here it goes. What I want is two different enemy themes, the normal one to play during the daytime and one to play during the night time. It's almost like the same concept if anyone is familiar with Pokemon Gold and Silver, you'd have a different theme play depending on the time of day. I want the same to happen here. Would this be probable or would it be something that probably wouldn't work out? I'm trying to give me ROM hack a much darker feeling to it, especially at night. And yes, this is for Ocarina of Time debug. lol
  12. It's too bad Hyrule Field couldn't be broken up into several maps like in Twilight Princess, that way it could still be vast but not too huge at the same time and therefor you could have a ton of actors. That is if you were to actually redo Hyrule Field completely.
  13. Hey buddy, Have you tried CloudMax's texture extractor tool? https://www.the-gcn.com/topic/2795-cloudmaxs-n64-texture-packer-v23-released/ This will for sure extract the button you're looking for, you could also use it to change the hearts to Majora's Mask style as well. Give it a whirl, I'm sure you'll be thrilled. You can also use Rice to extract the MM button and change the filename to the name of the OoT button, then just copy and paste, run the tool and it'll put it in the game for you. This tool will take a ton of work out of texture replacement, seriously, there's a lot to explore in it so have fun!
  14. It's pretty darn cool, too bad Link couldn't truly be badass enough to pull that sucker out of the pedestal while on Epona. Link: Look at me!! I'm on a horse inside the forbidden Temple of Time and I'm pulling the sword out at the same time! And oh my God, I just for the first time saw that sun! What did you do?! X,D
  15. Oh my God Airikita, you're the BEST!!! *high fives* I was so used to Navi's hey that I actually knew when it was coming up, I had it timed perfectly. No more!
  16. I'm interested! (In the compressor that is )
  17. Thanks for the information, DeathBasket. I also wondered why it was never in InstEd as a standalone instrument but now that I'm getting the hang of how percussion maps actually work, I don't mind doing a little extra work and relying on the drum kit to play it for me. Now if only we could figure out how to import instruments from Twilight Princess to OoT
  18. I don't believe that there's proper documentation of percussion maps and since I had a member ask me about it, I've decided to release a very rough crash course in how to work percussion maps more to your favor. I can't guarantee great results, but they should be good enough if you don't want to create a special instrument set with percussion instruments in them. How to use percussion sets First of all, this page (and site actually) is your friend: https://sites.google...nstrument-lists About 2/3s of the way down, you'll see the percussion maps. Notice how Timpani is 21-3F on Hyrule Field's percussion map? Take note of that. So, when you convert your MIDI into text, find the instrument you want as a timpani. So take this example. gate 4 note 0x19 0x28 0x00000060 rest 0x00000060 note 0x1C 0x28 0x00000060 rest 0x00000060 note 0x1D 0x28 0x00000060 What you're gonna want to do is the first number by the note, change it to the timpani range. So you'll change it to this. gate 4 note 0x29 0x28 0x00000060 rest 0x00000060 note 0x2C 0x28 0x00000060 rest 0x00000060 note 0x2D 0x28 0x00000060 If I'm correct, I believe that's the low timpani range so if you want a deep sound, you'd use the 20 range. If you want the higher timpani, you'd want to use the 30 range. So you'd end up with this. gate 4 note 0x39 0x28 0x00000060 rest 0x00000060 note 0x3C 0x28 0x00000060 rest 0x00000060 note 0x3D 0x28 0x00000060 I hope this helps someone out. If anyone has find I made a mistake, please feel free to tell me but I'm pretty sure that my information is at least somewhat accurate.
  19. I don't think it's actually in the program itself, but you can get to it if you have the Hyrule Field percussion map enabled, but the notes need to be between 20-3F in order to work. You can change those in a text editor. It's not the solution I really want at the time either but at least I figured out how to do it.
  20. Not a problem! I know I've been using InstEd for quite some time so I kind of know the bugs and workarounds as well. I usually try to thoroughly explain myself because I know sometimes I can get a little technical and whatever I say flies over someone's head so I usually write the 'for dummies' version of things if you get the idea. XD I'm actually getting really good at using InstEd and porting over music. Sure beats the hell out of mml/z64_zseq! And yes, certified computer tech since 2006
  21. It sounds great, Twili! Great job! I'm sure as we gain knowledge, we'll be able to create music in OoT that would blow the game away back from 1998.
  22. Ahh, you didn't say you were using Windows 7 x64. I'm glad you got it going either which way. I'm a computer tech myself by the way.
  23. Thanks Twili! It's a bit like my method but I was using Synthfont to create duplicate tracks, and then removing notes from each that conflicted with each other. I might give MIDI Editor a try though! Here's my work in progress. Something still isn't right and the fact that the MIDI loops twice which makes more work and the trumpet doesn't work right for whatever reason on the second part. You'll see though, it's actually quite good but not done sadly. The best part is, this uses the main Hyrule Field instrument map, so nothing is custom which is good!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.