So how exactly does Hyrule Field from Ocarina of Time work? by Can of Nothing at 4:29 PM EDT on May 29, 2015
By now it's no surprise that Hyrule Field has interactive music. It's even been mentioned by Koji Kondo and Mahito Yokota , where he mentions that he did it to prevent the music from getting too repetitive while exploring the vast overworld. He added that there were about 20 (as I'm certain the recent rips could confirm) different sections for the song, too. This is all good, but... how does it all work?

So I know some really basic triggers, like standing around doing nothing is guaranteed to get you into a certain section, and encountering an enemy triggers a section, as well, but I don't know about it much beyond that - and surprisingly enough, I've found little to no information about it whatsoever. Does anyone here happen to know more about this than I do?

EDIT: Not exactly related, but:
"Iwata: So in your head, you're wearing that green outfit. (laughs)
Kondo: Yeah. And that green hat! (laughs) I make the music in that state of mind."
Uhhhh...

edited 9:45 PM EDT May 29, 2015
by Kurausukun at 5:01 PM EDT on May 29, 2015
Basically, it's area-based. There's a variation for the Field, Death Mountain, Lake Hylia, Zora's River, etc. I guess the game runs a check to see what area you're in, and it switches over to that area's variation of the song when it finishes the section it's currently playing. OOT's music is sequenced, so the transitions work perfectly. At least I assume that's how it works--I've never actually dug around into OOT's files before.

This is all based on my experience, of course--I just seem to get the same variations in certain areas a lot, so I assume that's how it works.

edited 10:14 PM EDT May 29, 2015
by dj4uk6cjm at 5:02 PM EDT on May 29, 2015
Lol I just asked a question basically on how do we exactly merge the 20 midi files for overworld theme from OoT with N64 Soundbank Tool...no answer yet, would really like this for a remake.
by Kurausukun at 5:06 PM EDT on May 29, 2015
Should we even merge them? I think they're fine as separate tracks.
by dj4uk6cjm at 5:08 PM EDT on May 29, 2015
How do we remake the song then if we can't even merge them to the whole complete midi? It doesn't make sense why they are split in the first place to be quite honest but it's good that all 20 midis use one soundfont, so I guess that eases the pressure...
by Kurausukun at 5:19 PM EDT on May 29, 2015
Anvil Studio has a merging option IIRC, but I'm not sure if it will work the way we want it to. I can try ripping it and see how it works, but I don't know exactly where all of the variations go. I guess I could try matching the OST.
by dj4uk6cjm at 5:27 PM EDT on May 29, 2015
I have Anvil Studio and using it right now, merging files does work but they are out of place now and not at the right end point for loop for the soundfont :( theres gotta be an easier way to do this.
by Kurausukun at 5:46 PM EDT on May 29, 2015
Well, I can't even seem to rip the midis with N64SoundBankTool, so it doesn't seem like I'll be able to help with that, sorry. What do you mean that they are not at the right end point?
by dj4uk6cjm at 6:12 PM EDT on May 29, 2015
You can get the midis here look into the folder labeled "missing oot midis" and the songs are 15 through 35 (20 total in all) and by not at the right end point I mean for example, when I merge midi 15 (first starting midi for Hyrule Field) with 16 at the end loop point of 15 it doesn't sound right like the song clicks and whatnot.

edited 11:22 PM EDT May 29, 2015
by TheUltimateKoopa at 4:09 PM EDT on May 30, 2015
Guys? Am I failing at mathematical skills?
If it goes 15 to 35, how is it 20? I don't get it.
1 = 15
2 = 16
3 = 17
4 = 18
5 = 19
6 = 20
7 = 21
8 = 22
9 = 23
10 = 24
11 = 25
12 = 26
13 = 27
14 = 28
15 = 29
16 = 30
17 = 31
18 = 32
19 = 33
20 = 34.... wait, isn't it 35?
21 = 35? No wait, there's only 20?

*is being evilly pedantic*


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