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  1. http://pastebin.com/YpStEa7C I used Fiddler to find out the hyperlinks as the game was downloading the necessary data into the cache. Feel free to use as necessary. Unpack the ZIP files, convert the CKB sounds to a playable audio form, whatever. Fair warning that, after unzipping the ZIP files, in order to open the images, I had to open them using a web browser. It involved local files rather than any https link. Anyway, go nuts. EDIT: I wasn't sure if it should've gone here or the hacking/resources forum. I'll leave the moderation to decide if it's appropriate to be here or there. Apologies.
  2. (NOTE: I'm pretty infrequent when it comes to updating this thread. I only update when I have something new to show. That is all.) Like many of the amazingly talented artists on this website, I do my own art! Unlike the rest of them, however, I do not draw, which is unfortunate. But in place of visual art, I compose my own (highly unprofessional) music. I try to compose music that paints a picture in the mind's eye that can lead to the imagination running wild with ideas...or at least influence interesting dreams. I've been doing this for a few years now, and while I am nowhere close in skill to the music composition you'd hear in games or popular songs, I still enjoy making music for fun, which to me is all that counts. Sometimes I post my work in the HHH thread, but now it's here in its own thread for the world to see...hopefully. You can find the link to my SoundCloud account here. The link is also in my signature. According to the amount of plays, these are the top 5 songs on my page: Sunlight Circuit Witching Static Funky Automaton Starlight Sea Cirque du Nouba And here's some links to some of the recent work I've done. Beneath the Mysterious Moonlight New Day's Canvas The Ripper or the Reaper An Anomaly in the Void I don't care how others perceive the music I make. Like it, hate it, praise it, crap all over it, it's all the same to me. Some of it may be good, and some of it may not be good, but all I care about is getting my name out there as a sound designer. If you like my work, that's great. If you don't like my work, that's fine, too, but at least do me a favor and be specific on what you like and don't like. I'm always looking to improve, after all. Thanks for listening! I'm also open for sound design inquiries. If you're working on a project that needs some original sounds or needs something cut together, then just shoot me a message and I'll do whatever I can to help.
  3. Does anyone know if ambient noises exist for FE7? Things like crickets chirping or the wind howling. I have heard it in some Let's Plays and in normal vanilla FE7, but I can't find the byte codes in the music/song list. Unless they're being mis-labeled? Is this an actual thing or have I just been dreaming it up? Could anyone point me to where I can find ambient noises if they don't exist?
  4. Uhh hey, I've run into another problem yet. It's a pretty small question: How do you change the sounds of when the character is moving? I have a flying class, and it's making a galloping noise when moving. Then I have a horse-mounted class, and it's making the heavy-armor noise when moving. I tried copying over the properties of similar classes over to the others and it didn't seem to work. I don't know how to access the change of such sounds.
  5. I would like to insert a custom sound as a 0x85 command for use in custom battle animations. Like instead of C49 to play a sage casting sound, I want to use C53-CFF to play whatever sound I insert. I think I need to find the pointer table for battle animation commands, and point the empty commands to my sounds, but I have no idea how to find pointer tables. I was able to find the pointer table for spell animations in this thread: http://serenesforest.net/forums/index.php?showtopic=27569 I was also able to find this bit of code inside FEditor\src\Model\AnimationBuilder.java: // For appending 0x85 commands onto the frame data to play any soundpublic void addSoundCommand(short musicID) {if (mode == MAX_MODE_COUNT)return;if (mode == 0 || mode == 2) {// NOP command to avoid anticipated issuesBGframeData.add(AnimationCommand.normal((byte)0, (byte)0));}add_helper(AnimationCommand.sound(musicID));if (hasLoop)wordCount++;}// addCommand method; tested and working!so it seems like this is definitely possible. I just have no idea how to actually do it.EDIT: I managed to (sort of) get it working. I used Sappy to find some of the sound effects. For my example I used Song 231 in FE8, which is the Brigand's war cry. I used Import Sample to put my WAV file at 0x0EA0000 and put in an instrument map at 0x0E80000: 00C00000 0000EA80 (pointer to WAV file) FF00FF00. Then I made a MIDI with one note and inserted it in place of Song 231, using the instrument map at 0x0E80000. Now when I use C33 in a battle animation it plays my WAV file instead of the Brigand war cry. HOWEVER there is still a problem, because around 50% of the time the sound fails to play. Also even if I get that working, this will only work for a very limited number of sounds. Does anyone have any advice? DOUBLE EDIT: Discovered the SXXXX command which lets you play whatever sound you like, so I'm filling in the blank sounds on the music table. This means I can have a huge number of possible sound effects. You do have to go into the song table and change the 00 00 00 00 of blank songs to 06 00 06 00, otherwise it cuts the music. But the sound still fails to play around half the time, seemingly without reason. FINAL EDIT: Got my solution, in case anyone else has the same issue. http://feuniverse.us/t/playing-custom-sounds-in-battle-animations/1034/3
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