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- by Volkov73 at 1:28 AM EST on January 23, 2025
- hey WDL, just letting you know I tried the same thing on Banjo-Kazooie - using the sound list tool to find the CTL offset value and filling a large portion that area with '00' values
I booted up the game and about 2/3rd of the sfx are gone, but some are still there. I'll keep trying - but it was enough to get the first song done!
https://www.youtube.com/watch?v=EwcfMU1qOXc&ab_channel=VideogameBackingTracks
- by Volkov73 at 2:57 AM EST on February 2, 2025
- Hoping WDL comes back to read this, or someone else can shed some light
I'm trying mute some sfx in Banjo-Kazooie (so I can record the songs cleanly from real game)
For the Title Theme - I need to be able to mute the frog sfx and the 2nd sfx banjo makes (or both)
For the other four songs, the problem was due to the bubble sfx you get when near the water in-game
If I make the sequences play in another location, then some instruments dont play right/at all.
Any idea on how to mute these sounds?
Here's what I had done so far to get clean audio recordings:
find the Ctl offset (0xd846c0) and then I just null the values after this position
0xd846c8 to 0xd8679b i made '00', and then 2/3rds of the game sfx are muted with no side effects
I did 55 songs and I would love to be able to do the last 5 <3
- by WDLmaster at 8:43 AM EST on February 2, 2025
- First of all: the "proper" way to disable an entire soundbank is to set the count to zero instead of overwriting stuff with "00". The 2 bytes right after the "B1" (start of the soundbank) is the instrument count. Set those to "0000" to effectively make it an "empty" soundbank.
But the problem with this game is that SFX are also included in the instrument bank. The following instruments are SFX: 0, 15, 16, 26, 27, 31, 32, 33, 34, 35, 37, 38, 39, 41, 42, 43, 45, 46, 47, 50, 52, 57, 59, 61, (62), 65, 67, 69, (72), 75, 84 and 85.
You have to locate the list of instrument pointers and set each one to "00000000". Find the instrument bank first, then go 40532 bytes forward to land on the start of the instrument pointers. Each group of 4 bytes is one entry. Count "4 * instrument number" to reach the position you want to have "disabled" and set those 4 bytes to 0.
edited 8:44 AM EST February 2, 2025
- by Volkov73 at 1:44 PM EST on February 2, 2025
- This is for Banjo-Kazooie, right? How do I find the instrument bank? :')
- by WDLmaster at 2:03 PM EST on February 2, 2025
- Depends on the version of the ROM. I guess you have the US version, in which case the offset is 15351472 (the instrument pointers start at 15392004).
The offsets for each game can be found in "gameconfigmidi.ini" of the N64MidiTools by SubDrag.
And yes, this is for Banjo Kazooie. Banjo Tooie cannot be edited like this because the Soundbanks are compressed.
- by Volkov73 at 7:32 PM EST on February 2, 2025
- Thank you I will have a look tonight.
I tried messing with banjo tooie. Console crashes when changing note velocity to 00, however it works by 00 the channel pointer info at the start of the sequence, I'm able to temporarily mute each channel. I can record some song this way but there's that annoying slide whistle sfx every time you change area. In banjo kazooie I just stopped the slide note whistle notes from playing in the sequence. But strangely whenever I edit the whistle slide sequence file in banjo tooie (just a two note sequence with pitch bend data) any edits to this sequence cause crashes.
I'll keep messing around with it, but I'm just blanking and changing random data on the sequence bin and importing it back and see what happens. That's how I've managed to figure out everything else so far, but I might be stuck on banjo tooie
- by Volkov73 at 4:30 AM EST on February 3, 2025
- I went to 15392004 and found 00009418, changed it to 00000000 and game crashed during the intro, probably instead of playing that sound
Whatever I did earlier, blanking part of the ctl (14173896-14182314) has muted 95% of the sfx during the intro theme, only the frog sfx is still playing and banjo's second noise.
i'll keep poking around, but any help would be appreciated
- by Volkov73 at 5:13 AM EST on February 3, 2025
- Okay, so I completely overlooked that there was a second ctl set for Banjo-Kazooie, starting at 15351472
I did as earlier, and 00'd a massive chunk of data and the frog sfx stopped. By raw trial and error, I managed to deduce that going to location 15351604 - you will find bytes '7F7F' and changing that to '0000' made the frog sfx stop playing
Banjo's second sigh noise was muted by changing a nearby value at 15351524, from 7F7F to 0000 also
There's still hope to get the last few songs recorded after all <3
I might have to just guess a lot to mute the rest
edited 5:40 AM EST February 3, 2025
edited 6:39 AM EST February 3, 2025
- by WDLmaster at 7:46 AM EST on February 3, 2025
- Ok, I actually never thought about this solution. What you did there was setting the attack and decay volumes to zero. If it works – why not.
About the sliding whistle: try setting the channel pointer to zero (there's only one channel) instead of modifying the sequence by hand.
edited 7:59 AM EST February 3, 2025
- by Volkov73 at 8:53 AM EST on February 3, 2025
- Yes, it as funny I changed each 7F to 00 at first and noticed it was slightly quieter each time, but when changing both 7F's to 00, then it was silent, it makes total sense now that it was the AD settings.
As for your suggestion on Banjo-Tooie - simply exporting the whistle slide-up sequence .bin and importing it without any changes makes the game crash upon booting.
Changing the channel pointer to zero (at the start of the sequence data) has been a staple for me muting specific channels for a long time
Are you saying there's another way to edit the rom to prevent this sequence from playing? Is there a lookup table which points to each sequence and says how long it goes for or something else?
If I could stop this whistle slide up/down sounds, then its possible I can edit the Banjo-Tooie sequences and record a few songs, with a lot of effort - I'll keep trying!
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