![]() ![]() If anyone has any insights into how these kinds of sounds are made I would really appreciate it. ![]() When I try it mine basicly sounds like noise sped up no matter how I try and modulate it. It essentially seems like a noise track sped up but I'm having trouble recreating something like it. I've been having a lot of success using trackers for background music, menu noises etc but I'm having a lot of difficulty making action sound effects, has anyone else used a tracker for these?įor a simple attack sound I took the sword slash sound from A Link to the Past and took a look at it in Audacity. What I'm going for are some basic sound effects like slashing a sword, firing an arrow, opening a door, picking up an item etc without any foley work. Works also when things are generated at runtime and not complete in the ROM.Lately I've been trying to create some basic video game audio using a number of trackers (Sunvox, Milkytracker, Buzz) and Audacity for processing but I've been running into more trouble than I anticipated. This sort of technique is common enough when you can't either access the ROM (newer stuff is often encrypted and the keys might be some time off/hard to get but you might still be able to access the memory) or the file is compressed and you are unwilling or unable to decompress it. With that done you should have some nice wave files you can convert to something more practical or play with as you will. I attached a version (including source) here because why not, hopefully we don't have any version weirdness happening where that does not work or something. Run them through the swav2wav program mentioned (can't see downloads on that link above but it is a common enough program, indeed the old google code page it comes from has such things ). If doing the good boy method you might have to flip the bytes to get the correct number). Grab them both (if you are being a good boy hacker then there should be a size indicator soon after the SWAV -, if being a cowboy then select several megs after it so you know you have it all and the program should stop when it hits the end. With said dump in a hex editor if you text/ASCII search for SWAV then you will apparently get two hits for it (owing to the way a lot of modern code works it might vary between dumps, or indeed other songs/sounds in the game, so do the search). Some other features: Full real-time emulation of all channels. That allows music created in FamiTracker to be played on the real hardware, or to be used in NES-applications. One of the features of FamiTracker is NSF -file exporting. What I suspect zoogie did was dump the memory after booting the game and getting to the title screen or main gameplay (even a savestate if it is not compressed will do here, however no$gba, and especially its debugger version, is the main thing to run DSi stuff and generally has a nice memory dump - ). FamiTracker, above, is a free Windows tracker for producing music for the NES/Famicom-systems. I don't know if no$gba is up to the task these days (it was looking at DSi at one point) to play loop back but if you have a working setup of it then hopefully you can just grab it with an old school line in rip (as in stick an aux cable into the headphone socket and the other end into the line in of your computer).Īssuming you have not got a PM in the meantime then at least for the others playing along at home and future forum searchers. I should also say if this is to have it available to play back then there are other options. ![]() is them but I don't think any of those would have been popular enough (generally speaking if it is on DSiware then it is invisible to most people) to see other hackers poke around in them and note what went. If a dev goes to the effort of making/buying in a tracker module library then chances are they used it in other games. Being a complete cowboy and copy-pasting it from the working track above did not a lot. It looks like the pattern section is blank in this so might be provided by the game, where another might not even within the same game which might well explain zoogie's findings. Reading the document though there might be some quirks I am missing here as far as base tracks and whatever else. Proceeded to poke it with a stick (which is to say increased the track length to a minute or so) but still silent, grabbed a random xm from just to test my setup and it played OK. The version number appears to be higher than the one there (both in the document and mentioned at the start) but if the text file does indeed come to us from 1994. XM files version v1.04. (the document uses decimal offsets rather than hex which is slightly annoying but still has it). That said I also tried a raw import (ADPCM worked better though was far from good) and the SWAV thing later makes me wonder if it was something else.Įventually tracked down a nice description of the format I do not have much in the way of module/tracker music players right now but all those I do also gave me a few seconds of silence. I saw the Extended Module: Milkytracker thing at the start as well so that does point towards it being some actual XM and not just a coincidence in extension choice. ![]()
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