Zelda TP Sound Effects and Textures by Sylv at 4:06 PM EDT on June 15, 2008
Hi there. I have 2 questions about Twilight Princess.

The Music from TP was ripped so I wonder if someone have the SFX? I tried to do it myself (extract .baa and then .wsys, open in same directory as .aw but nothing happen if I'm open the .wsys) so is there a chance that someone rip the SFX and upload them somewhere? Or have I something misunderstood and it's not possible to rip the SFX?

Is it normal that some of the stage files that are extract through BMDview2 have broken textures? For example D_SB01 (Cave of Ordeals) If I'm extract that, all textures are black = completely corrupted? Maybe it's because of BMDview but i don't know. So any other way to extract them?
by Mouser X at 7:57 PM EDT on June 15, 2008
Ripping sound effects is possible. However, I am not aware of any tools to do it. I suppose part of the problem is that I have no idea where they'd be stored, or what file(s) they'd be stored in.

As for textures, this probably isn't the best place to ask. I would suggest asking at the Emutalk Forums. For that matter, they might have some better ideas about getting the sound effects as well.

Really, I can't say I'm familiar with any of the tools your using. While it's not very surprising that it's being done, I hadn't heard anything about getting textures from TP at all. Obviously, I'm not the one ask about that. Good luck with it though. Mouser X over and out.
by hcs at 9:08 PM EDT on June 15, 2008
Re sound effects:
baad 0.1 which extracts stuff from the .baa, and wsyster 0.1 which extracts the sound effects from the resultant .aw and .wsys files.

These tools aren't perfect but might be enough for your needs. As I recall you run badd.exe with the Z2Sound.baa file, which dumps a bunch of stuff, then you run wsyster.exe on each of the .wsys files. Note that this produces many thousands of files.
by marioman at 9:17 PM EDT on June 15, 2008
Welcome to the forum.

I have been looking for the textures for OoT for a while. (Particularly for the Pedestal of Time/Chamber of Sages.) Have you by chance seen an OoT texture pack anywhere?
by Mouser X at 10:13 PM EDT on June 15, 2008
There's a few different ones. Some people in Emutalk were working on some Hi-Res texture packs for use in N64 emulators. Though, I really don't know how far they got. I've seen 2 or 3 different texture packs for OoT. I think one of them gave it a cel-shaded look. Hope that helps? Mouser X over and out.
by Sylv at 2:35 AM EDT on June 16, 2008
@hcs

yeah i did that but when i run wsyster on the .wsys files NOTHING happen... i don't know why or what i do wrong.

@marioman

http://youtube.com/watch?v=sy_lVSSxJUc
by hcs at 5:24 AM EDT on June 16, 2008
I suggest running it from the command line, and changing into the directory with both the .wsys and .aw files first.
by Sylv at 6:09 AM EDT on June 16, 2008
Yes it works now, thx.
by marioman at 7:13 AM EDT on June 16, 2008
Sorry, I meant that I am looking for the original textures. I found those retexture packs, but the originals would be nice. Surely there is a complete texture set that people are using to make these retexture projects.

edited 7:15 AM EDT June 16, 2008
by Sylv at 8:51 AM EDT on June 16, 2008
I can't find the originals.
I don't know if this helps but here is a tutorial for rice plugin how to dump the textures.

http://www.emutalk.net/showthread.php?t=26229

stfth by uf at 12:21 PM EDT on June 16, 2008
I'm gay! eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeow!!!!!!!!!!!!111
by unknownfile at 5:00 PM EDT on June 16, 2008
yes you are. nice job hijacking the subject.

edited 5:08 PM EDT June 16, 2008
by Sylv at 6:36 PM EDT on June 16, 2008
@uf

Jefafa DunHam FTW but pls don't spam if you can't help.
by marioman at 7:19 PM EDT on June 16, 2008
Thanks for the link Sylv - looks like it will be useful. I am surprised that some Zelda freak has not already dumped the entire texture set, but oh well. Thanks.

edited 7:20 PM EDT June 16, 2008
by Sylv at 8:06 PM EDT on June 16, 2008
I'm glad I could help a little. But what sux is that you must play the entire game if you want all textures. I don't know if there's a easier way to do that, but if I found something I will post it here.
Z2BgmWave.aw's by SchNiVas at 10:42 AM EST on January 19, 2011
HCS

So I did exactly this and found alot that is looking for! Thanks so much!.. You are quite right... SOOOO many audio files... lol, I've looked through EVERY Z2SeWave.aw (over 11,000) trying to find ONE, or two, sound effects, which is the "tear of light floating" and "get" sounds... Unfortunately, I can't seem to find them ANYWHERE.. I found PART of it in the Z2BgmWave's, but all else is just each sound bit. It looks like the game actually takes each sound bit and complies it in-game in a loop. Is there a way to extract the sound bits in full music format?... You know, is there a file that can construct the seperated audio/instrument bits into the actual music files? If that is possible, that would be great! :-) or even help finding the sound effect's I'm looking for. If you WANT to, you can also message me back here and/or at Benqfan17@yahoo.com! Thanks for your Time!.. :-D...




hcs: Re sound effects:
baad 0.1 which extracts stuff from the .baa, and wsyster 0.1 which extracts the sound effects from the resultant .aw and .wsys files.

These tools aren't perfect but might be enough for your needs. As I recall you run badd.exe with the Z2Sound.baa file, which dumps a bunch of stuff, then you run wsyster.exe on each of the .wsys files. Note that this produces many thousands of files.
by Lunar at 2:52 PM EST on January 19, 2011
there truly are so many sound effects. i had the same problem. at one time i was going to organise them... but too much of a headache.

one thing I noticed is that many sound effects are duplicated numerous times across many of the banks. I'm not sure how the banks are used in game but that leads me to believe it's one bank per area or something like that (can't see why there'd be redundant samples otherwise.) probably a lot of the files could therefore be eliminated by using a tool such as PerfectDisk, that can detect dupes. that's assuming the files are bit-identical though, and there's no guarantee of that. worth a shot though. in fact.... i will go try it myself.

EDIT: GOOD NEWS. PerfectDisk scanned the files and eliminated 8000+ of them, leaving around 4000. so if you did that you could look for a needle in a considerably smaller haystack ;3 on the downside, it may not solve your problem with the sound effects actually being sequenced using multiple components, but it's something.

edited 3:19 PM EST January 19, 2011
by Avatarus at 3:17 AM EST on November 22, 2011
Hi, guys!
I have extracted sound effects from TP using baad + wsyster, removed some duplicates, but still can't normally organise that mess.
I looked in .bstn file with hex editor and noticed something like file names. Is there any way to extract sounds giving them appropriate names and maybe classify with .baa info?

edited 3:17 AM EST November 22, 2011
by Avatarus at 2:00 AM EST on November 26, 2011
Too bad, that nobody want to help me. I'm makng a Zelda game, but can't find enough sounds for it.

Here is my channel on YouTube with some videos.
http://www.youtube.com/user/AvatarusOne
by Kein at 7:52 PM EST on January 24, 2015
So, here is a stupid question, in case someone went through this before and I'm inventing a wheel.

I extracted from original GameCube ISO of ZTP and decoded all .AST stream files (and .AW banks just in case), but none of them contained this track:
http://www.youtube.com/watch?v=Mx8YP5pwZjU

What I'm missing?

Nevermind, found out it is in BMS that later needs to be compiled with AW soundbanks to sound properly. Oh well.

edited 1:11 AM EST January 25, 2015
by linkthedancer at 9:13 PM EST on November 7, 2023
Pretty old bump (did I use this term correctly?), but I'm curious to see if the game has its sounds and music stored differently on the Wii than on the Gamecube.


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