SFX Editor

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Image:version-2.50.png The information below describes features introduced in Zelda Classic version 2.50.

The SFX (or Sound Effects) Editor allows for customization of The Legend Of Zelda's original sfx.dat file, which are often undesriable as sound effects in modern quests, and for the addition of new sound effects, which are all hard-coded into the quest file, and can then be accsessed by various Custom Items, Screen Data flags and Scripts. New SFX can only be added in .wav file format.

[edit] How to use the SFX Editor

The SFX Editor is accessed by going to 'Quest->SFX Data' while in the ZQuest main screen.

Joe123 08:53, 12 November 2007 (PST) If someone could add a picture here it'd be great, I'm not sure how.

The Editor is generally very simple to use. There are 6 buttons, plus a drop-down box.

SFX ID Drop-down box
The drop-down box at the top of the screen shows the ID number of the current SFX being edited/added. The first 60 SFX are hard-coded into the default template, but all numbers greater than 60 are free slots, for general purpose usage.
Load
Once an ID number has been selected from the box, if the Load button is pressed, ZQuest will open up a Browser menu, where new SFX files can be added, which will replace the currect SFX ID displayed by the drop-down box.
Play
Press to play the current selected SFX ID
Default
Pressing 'Default' will set the current SFX ID back to it's default from the default Z1 template.
Default All
Pressing 'Default All' will set all sound effects in the editor back to their original sounds from the default template, and so should be used sparingly.
OK
Pressing 'OK' will save all changes made in the current session in the SFX Editor.
Cancel
Pressing 'Cancel' will revert all changes made in the current session in the SFX Editor to the values they were last time the Editor was closed.

[edit] Default SFX

The SFX in the Editor are referred to by number, and there is no way of explicitly naming sounds within the Editor.

"Hard-coded" sound effect slots are those whose functions are not tied to items, strings, enemies or screens, and thus cannot be changed in those editors.

  1. - Arrow is fired.
  2. - Sword beam is fired.
  3. - Bomb explodes. Hard-coded sound for enemy bomb explosions.
  4. - Boomerang spinning.
  5. - Rupee picked up. Hard-coded sound for the subscreen cursor.
  6. - Shield is hit.
  7. - Hard-coded sound effect for the chime when screen item appears.
  8. - Dodongo's roar.
  9. - Hard-coded shutter bang.
  10. - Hard-coded enemy death sound.
  11. - Hard-coded enemy damage sound.
  12. - Hard-coded 'low hearts' warning beep.
  13. - Candle flame. Hard-coded sound for enemy fire and Wand/Book fire.
  14. - Hard-coded music that plays when Ganon appears/dies.
  15. - Hard-coded boss damage scream.
  16. - Hammer pound.
  17. - Hookshot chain rattle.
  18. - Message string typing.
  19. - Hard-coded Link damage sound.
  20. - "Pickup Sound" Chime when item is held above head.
  21. - Hard-coded sound for when a bomb is placed, and when a subscreen item is attached to a slot.
  22. - Heart/Rupee is collected.
  23. - Hard-coded sound for hearts being refilled.
  24. - Aquamentus, Gleeok and Ganon's roar.
  25. - Chime when fairy appears, or item is picked up. Hard-coded sound for a Guy appearing.
  26. - "Ocean Sound" screen ambience.
  27. - Chime when Screen Secrets are triggered.
  28. - Hard-coded music that plays when Link dies.
  29. - Hard-coded sound for Link marching down stairs.
  30. - Sword swipe.
  31. - Patra and Manhandla's shriek.
  32. - Wand magic sound. Hard-coded sound for enemy magic.
  33. - Whistle music.
  34. - Hard-coded music that plays when the ending sequence begins.
  35. - Hard-coded sound for sword/hammer charging up for an attack.
  36. - Hard-coded sound for sword/hammer charging up for a Hurricane Spin or Super Quake attack.
  37. - Din's Fire blast while the "More Sound Effects" Quest Rule is enabled.
  38. - Hard-coded sound effect for an enemy falling from the ceiling (currently unused).
  39. - Farore's Wind spell while the "More Sound Effects" Quest Rule is enabled.
  40. - Hard-coded sound effect for an enemy fireball while the "More Sound Effects" Quest Rule is enabled.
  41. - Hard-coded sound effect for a "Tall Grass", "Flowers" or "Bush" combo being slashed while the "More Sound Effects" Quest Rule is enabled.
  42. - Hard-coded sound effect for a "Pound" combo being pounded by the hammer while the "More Sound Effects" Quest Rule is enabled.
  43. - Hover Boots hovering hum.
  44. - Hard-coded sound effect for enemy ice magic (currently unused).
  45. - Roc's Feather jump.
  46. - Hard-coded sound effect for the Lens of Truth being turned off while the "More Sound Effects" Quest Rule is enabled.
  47. - Lens of Truth is turned on while the "More Sound Effects" Quest Rule is enabled.
  48. - Nayru's Love shield shield hum while the "More Sound Effects" Quest Rule is enabled.
  49. - Nayru's Love shield running out while the "More Sound Effects" Quest Rule is enabled.
  50. - Hard-coded sound effect for pushing a push block while the "More Sound Effects" Quest Rule is enabled.
  51. - Hard-coded sound effect for an enemy rock being fired while the "More Sound Effects" Quest Rule is enabled.
  52. - Hard-coded sound effect for a spell rocket descending while the "More Sound Effects" Quest Rule is enabled.
  53. - Hard-coded sound effect for a spell rocket launching while the "More Sound Effects" Quest Rule is enabled.
  54. - Sword spinning.
  55. - Hard-coded sound effect for Link landing in shallow water, or hammering shallow water while the "More Sound Effects" Quest Rule is enabled.
  56. - Hard-coded sound effect for an enemy summoning other enemies while the "More Sound Effects" Quest Rule is enabled.
  57. - Hard-coded sound effect for a sword tapping a solid (unwalkable) combo (but not a solid water combo).
  58. - Hard-coded sound effect for a sword tapping a solid (unwalkable) with a Bomb flag.
  59. - Hard-coded sound effect for a whistle whirlwind twirling across the screen while the "More Sound Effects" Quest Rule is enabled.

The remaining sound effects are empty by default.

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