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Zelda ooa music corrupting with use of goldwave
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Topic: Zelda ooa music corrupting with use of goldwave (Read 532 times)
Jandazekon
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Posts: 76
Zelda ooa music corrupting with use of goldwave
«
on:
November 01, 2010, 02:41:48 PM »
Tlozooa.gbc is 2,00 MB (2 097 152 bytes) in size
The music begins at sample 473,337
and ends at sample 512,532
Here is video of corrupted music.
http://www.youtube.com/watch?v=8xgnLXOqaYw
«
Last Edit: November 02, 2010, 07:00:42 PM by Jandazekon
»
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Fatories
LALE Creator
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Posts: 223
Re: Zelda ooa music corrupting with use of goldwave
«
Reply #1 on:
November 01, 2010, 08:22:57 PM »
Ok :001_huh:
Not sure what the point of this is, other then ruining the music?
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The force of a true man can penetrate all. Nothing is safe.
Lin
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Posts: 580
Re: Zelda ooa music corrupting with use of goldwave
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Reply #2 on:
November 01, 2010, 09:59:04 PM »
All I can say is I hope this isn't for real.
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Jandazekon
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Posts: 76
Re: Zelda ooa music corrupting with use of goldwave
«
Reply #3 on:
November 01, 2010, 09:59:46 PM »
Quote from: Lin on November 01, 2010, 09:59:04 PM
All I can say is I hope this isn't for real.
It is real.
Use a hex editor that can find file a in file b to see the music array.
It starts at 000E71E3.
Here is the ripped music chunk:
«
Last Edit: November 01, 2010, 10:19:21 PM by Jandazekon
»
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Lin
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Re: Zelda ooa music corrupting with use of goldwave
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Reply #4 on:
November 01, 2010, 10:30:53 PM »
Wait, at first I thought you just opened the game with a random tool and picked a random address thinking it was special corrupted music. However, did you actually find the address/data of the music?
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Jandazekon
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Posts: 76
Re: Zelda ooa music corrupting with use of goldwave
«
Reply #5 on:
November 01, 2010, 10:48:20 PM »
Quote from: Lin on November 01, 2010, 10:30:53 PM
Did you actually find the address/data of the music?
Yes, i found the music data by using goldwave instead of hex editor.
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Jigglysaint
Hacking Guru
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Posts: 150
Re: Zelda ooa music corrupting with use of goldwave
«
Reply #6 on:
November 02, 2010, 12:47:03 AM »
I already found all the music data, and imported a song from Seasons into Ages.
What's left is trying to figure out the actual format of the data so we can made custom songs.
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Jandazekon
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Posts: 76
Re: Zelda ooa music corrupting with use of goldwave
«
Reply #7 on:
November 02, 2010, 07:21:33 AM »
Quote from: Jigglysaint on November 02, 2010, 12:47:03 AM
I already found all the music data, and imported a song from Seasons into Ages.
Then importing a song from Zelda DX into Ages.
Quote from: Jigglysaint on November 02, 2010, 12:47:03 AM
What's left is trying to figure out the actual format of the data so we can made custom songs.
How many days will that format take to figure out??? before anyone is able to modify the music the easy way.
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Mue
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Posts: 23
Re: Zelda ooa music corrupting with use of goldwave
«
Reply #8 on:
November 02, 2010, 10:49:50 AM »
Why do you think it is so easy to do things? You seem to think things can be done in a flash, well sorry, but that's not the way it is. Importing a song from LA to OOS/OOA would probably take to long to do and probably isn't worth it at the moment.
Also if you're so desperate for it to be done, then you learn programming, Z80 and whatnot.
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Jandazekon
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Posts: 76
Re: Zelda ooa music corrupting with use of goldwave
«
Reply #9 on:
November 02, 2010, 12:07:21 PM »
In zelda dx.
The music starts at 000790A4 and ends at 0007ADF0 in hex editor.
http://www.youtube.com/watch?v=jUTIlAQEO4w
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