Proto:The Legend of Zelda: Majora's Mask/Debug Version/Audio Debugger
This is a sub-page of Proto:The Legend of Zelda: Majora's Mask/Debug Version.
The audio debugger is used for testing and monitoring anything related to audio in the game.
Contents
- 1 Access
- 2 General Controls
- 3 Enumerations
- 4 Page 1 — Non
- 5 Page 2 — Free Area
- 6 Page 3 — Scroll Print
- 7 Page 4 — memory dump
- 8 Page 5 — Link Anime SE Test
- 9 Page 6 — Demo SE Test
- 10 Page 7 — VRS Info
- 11 Page 8 — SE Parameter Change
- 12 Page 9 — Ocarina Test
- 13 Page 10 — Natural Sound Control
- 14 Page 11 — Block Change BGM
- 15 Page 12 — SE Flag Swap
- 16 Page 13 — Interface Info
- 17 Page 14 — Channel Info
- 18 Page 15 — Sub Track Info
- 19 Page 16 — Grp Track Info
- 20 Page 17 — Heap Info
- 21 Page 18 — Spec Info
- 22 Page 19 — Sound Control
Access
To turn on the Audio Debugger using the Memory Editor, perform the following steps with Controller 2.
- Press L + C-Left to activate SREG in the Memory Editor.
- Press L + C-Left twice more to reach page 3.
- Use D-Down to scroll to SREG36.
- Use D-Right to set SREG36 to 1 (or any odd number), displaying the audio debugger.
- Press L + C-Left four more times to exit SREG, so only the audio debugger is displayed on the screen.
You can also use the Gameshark code 803E416D 0001 to enable the debugger without using the memory editor.
General Controls
Controller 4 is used with the audio debugger.
These controls apply regardless of what page you're currently on:
Button | Function |
---|---|
L | Go to Previous Page |
R | Go to Next Page |
Z | Change color of audio debugger text |
Enumerations
Some fields on these pages display names and/or numbers from a limited set of values ("enumerations"). For brevity, those enumerations are listed here.
Sound Bank Types | |
---|---|
Number | Name |
0 | PLAYER |
1 | ITEM |
2 | ENVIRONMENT |
3 | ENEMY |
4 | SYSTEM |
5 | OCARINA |
6 | VOICE |
S-Out Types | ||
---|---|---|
Number | Name | Notes |
0 | W-STEREO | |
1 | MONO | |
2 | HEADPHONE | |
3 | 3D SOUND | Dolby Surround Sound |
Color Sets | ||
---|---|---|
Number | Name | Notes |
0 | Black | |
1 | Blue | |
2 | Green | |
3 | Cyan | With other colors |
4 | Red | |
5 | Magenta | With other colors |
6 | Yellow | With other colors. Audio ScrPrt default. |
7 | White | With other colors. Audio Debugger default. |
Page 1 — Non
Controls whether or not music/sound effects are muted, various checks, and displays information about sounds Link makes.
Controls
A + B | D-Pad | C-Buttons | |||
---|---|---|---|---|---|
A | Toggle music | D-Left | - | C-Left | Toggle EX-RAM |
D-Down | - | C-Down | - | ||
B | Toggle sound effects | D-Right | - | C-Right | - |
D-Up | - | C-Up | Toggle FX CHK |
Legend
Editable Properties | ||
---|---|---|
Field | Values | Use |
BGM CANCEL | OFF/ON | Toggles music in the game |
SE MUTE | OFF/ON | Toggles sound effects in the game |
EX-RAM | OFF/ON | Unknown (Involves Expansion Pak?) |
FX CHK | OFF/ON | Unknown |
Displayed Information | ||
Field | Values | Use |
SE HANDLE | Sound Bank Types | Which sound bank info gets printed underneath (changed from Page 19) |
SE HANDLE Row | 00 - FF | Notes when effect was played in relation to others in bank (e.g. 00 = played first) |
0000 - FFFF | Sound effect number (matches Audio ScrPrt output) | |
00 - FF ? | Unknown | |
00000000 - FFFFFFFF | Address? |
Page 2 — Free Area
Displays lots of information about audio, the nature of which is presently unclear.
Controls
This page appears to have no controls.
Legend
Displayed Information | ||
---|---|---|
Field | Values | Use |
env_fx | ? | Unknown |
code_fx | ? | Unknown |
SPEC | 0 - 15 | Unknown. Changes with "Spec" on Page 19. |
<unlabeled S-Out> | S-Out types | Indicates type of sound output. Changes with "S-Out" on Page 19. |
SOUND GAME FRAME NOW | Floating-point | Current time per frame, in seconds(?). |
SOUND GAME FRAME MAX | Floating-point | Longest time for frame in current game(?). |
SWITCH BGM MODE | ? | Unknown |
? | Unknown | |
? | Unknown | |
(FLAG <value>) | ? | Unknown |
ENEMY DIST | Floating-point | Indicates the distance between Link and an enemy. Raises and lowers the volume of the enemy music accordingly. |
VOL | 0 - ? | The volume of the enemy music. |
WATER FLAG | ? | 20 when underwater. |
? | 20 when underwater. | |
DEMO FLAG | 0 - 1 | Cutscene Flag. 1 = In cutscene, otherwise 0. |
KALEIDO FLAG | 0 - 2 | Pause Screen Flag. 2 = In pause screen, otherwise 0. (Briefly says 1 when exiting pause) |
MID-BOSS BGM | 0000 - FFFF ? | Unknown |
00 - FF ? | Unknown | |
SE MUTE FLAG | 0000 - 007F ? | Shows 007F if effects muted on page 1, 0000 if not. |
ROOM BGM SW | ? | Unknown |
TIMER | ? | Unknown |
MOVE | ? | Unknown |
ROOM ZERO | ? | Unknown |
MULTI SPEAKER CNT | ? | Unknown |
RADIO FLAG | ? | Unknown |
NATURE FAILED | 0 - 1 ? | Unknown |
TASK MAX | ? | Unknown (number of sound tasks?) |
/LIMIT | ? | Unknown (most sound tasks possible?) |
POLI <value 1>(<value 2>) | 24? | Unknown. (Always 24?) |
0 - <value 1> ? | Unknown. (At most first value?) |
There is an additional row of 11 numbers at the bottom, whose meaning is unclear.
Page 3 — Scroll Print
Controls the Audio Scroll Print, which prints what music and sound effects are currently playing.
Controls
A + B | D-Pad | C-Buttons | |||
---|---|---|---|---|---|
A | Reset ScrPrt Position & Color | D-Left | Previous Value | C-Left | Move ScrPrt Left |
D-Down | Next Option | C-Down | Move ScrPrt Down | ||
B | Clear ScrPrt | D-Right | Next Value | C-Right | Move ScrPrt Right |
D-Up | Previous Option | C-Up | Move ScrPrt Up |
Legend
Editable Properties | ||
---|---|---|
Field | Values | Use |
Swicth | 0 - 1 | Toggles Audio ScrPrt |
Lines | 1 -25 | How many lines of output to show |
Color | Color Sets | Changes colors used for Audio ScrPrt |
PLAYER | 0 - 1 | Toggles printing of PLAYER sound effects |
ITEM | 0 - 1 | Toggles printing of ITEM sound effects |
ENVIRONMENT | 0 - 1 | Toggles printing of ENVIRONMENT sound effects |
ENEMY | 0 - 1 | Toggles printing of ENEMY sound effects |
SYSTEM | 0 - 1 | Toggles printing of SYSTEM sound effects |
OCARINA | 0 - 1 | Toggles printing of OCARINA sound effects |
VOICE | 0 - 1 | Toggles printing of VOICE sound effects |
SEQ ENT | 0 - 17 | Toggles printing of music. The meaning of all these values is unclear. |
Page 4 — memory dump
Displays a portion of the RAM memory.
Controls
A + B | D-Pad | C-Buttons | |||
---|---|---|---|---|---|
A | - | D-Left | Move Cursor Left | C-Left | - |
D-Down | Decrease Values under Cursor | C-Down | Show More Memory | ||
B | - | D-Right | Move Cursor Right | C-Right | - |
D-Up | Increase Values under Cursor | C-Up | Show Less Memory |
Legend
Displayed Information | ||
---|---|---|
Field | Values | Use |
Address | 80000000 (first row) - 80800097 (last possible row) | Address of first byte in row |
Byte | 00 - FF | One of eight consecutive bytes in RAM, starting at the address to the left |
Page 5 — Link Anime SE Test
Presumably for testing sound effects played with Link's animations.
Controls
A + B | D-Pad | C-Buttons | ||||
---|---|---|---|---|---|---|
A | (De)select Row | D-Left | Move Cursor Left (when row is selected) | C-Left | - | |
D-Down | Next Row | Decrease Value under Cursor (when row is selected) | C-Down | Toggle Line Under Numbers (info or "OFF") | ||
B | Clear Row | D-Right | Move Cursor Right (when row is selected) | C-Right | - | |
D-Up | Previous Row | Increase Value under Cursor (when row is selected) | C-Up | - |
Legend
Editable Properties | ||
---|---|---|
Field | Values | Use |
Number Row | 0000 - 9999 | Unknown |
0000 - 9999 | Unknown | |
0000 - 9999 | Unknown | |
0000 - FFFF | Unknown | |
Displayed Information | ||
Field | Values | Use |
DOUSA | ? | Unknown |
LOOP | ? | Unknown |
ANIME | ? | Unknown |
Page 6 — Demo SE Test
It's not known what kind of sound effects these are supposed to test.
Controls
A + B | D-Pad | C-Buttons | ||||
---|---|---|---|---|---|---|
A | (De)select Row | D-Left | Move Cursor Left (when row is selected) | C-Left | - | |
D-Down | Next Row | Decrease Value under Cursor (when row is selected) | C-Down | Toggle Line Under Numbers (DEMO FRAME/ADM FRAME/OFF) | ||
B | Clear Row | D-Right | Move Cursor Right (when row is selected) | C-Right | - | |
D-Up | Previous Row | Increase Value under Cursor (when row is selected) | C-Up | - |
Legend
Editable Properties | ||
---|---|---|
Field | Values | Use |
Number Row | 0000 - 9999 | Unknown |
0000 - 9999 | Unknown | |
0000 - FFFF | Unknown | |
Displayed Information | ||
Field | Values | Use |
DEMO FRAME | ? | Unknown |
ADM FRAME | 0000-9999 | Unknown. Constantly goes up, game freezes at 9999. |
Page 7 — VRS Info
This screen is meant for use with the Voice Recognition System (aka Voice Recognition Unit). It's currently unknown if Majora's Mask ever supported the VRS, and if so if any functionality is left.
Controls
A + B | D-Pad | C-Buttons | |||
---|---|---|---|---|---|
A | - | D-Left | Choose ENTRY DICT | C-Left | - |
D-Down | - | C-Down | - | ||
B | - | D-Right | Choose ALL DICT | C-Right | - |
D-Up | - | C-Up | - |
Legend
Editable Properties | ||
---|---|---|
Field | Values | Use |
INFO | ENTRY DICT or ALL DICT | Unknown |
Page 8 — SE Parameter Change
Used for changing and testing parameters associated with various sound effects.
Controls
A + B | D-Pad | C-Buttons | ||||
---|---|---|---|---|---|---|
A | Play Selected Sound Effect | D-Left | Previous Value | C-Left | Changes SE No. and SE PR by 0x08 when held | |
D-Down | Next Option | C-Down | Flips Current Bit (SE SW8/16) | Changes SE No. by 0x80 when held | ||
B | Cancel All Sound Effects | D-Right | Next Value | C-Right | - | |
D-Up | Previous Option | C-Up | Reset Selection to 0 (SE HD and SE No.) |
Legend
Editable Properties | ||
---|---|---|
Field | Values | Use |
SE HD | Sound Bank Types | Selects bank of sounds to work with |
SE No. | 0 - 3FF | Selects sound from current bank |
SE SW8 | 00000000 - 11111111 | Unknown, edited via flipping individual bits |
SE SW16 | 000000000000000 - 1111111111111111 | Unknown, edited via flipping individual bits |
SE PR | 00 - FF | Unknown |
Displayed Information | ||
Field | Values | Use |
SE SW8 | 00 - FF | A hexadecimal representation of the editable bits appears to the right of them |
SE SW16 | 00 - FFFF | A hexadecimal representation of the editable bits appears to the right of them |
Page 9 — Ocarina Test
Displays information involving the ocarina. Additional information appears under PLAY INFO via D-Left/Right, but by default nothing appears here.
Controls
A + B | D-Pad | C-Buttons | |||
---|---|---|---|---|---|
A | - | D-Left | Display Previous Block of Info | C-Left | - |
D-Down | - | C-Down | - | ||
B | - | D-Right | Display Next Block of Info | C-Right | - |
D-Up | - | C-Up | - |
Legend
Displayed Information | ||
---|---|---|
Field | Values | Use |
SEQ INFO | 0 - 4 | Current Ocarina Note Played by Game (4 if never played in current map) |
00 - 01 ? | 1 = Game is playing ocarina, 0 otherwise. | |
00 - 08 | Current Note Position Played by Game. 0 = Not playing. | |
PLAY INFO | 0 - 4, 255 | Current Ocarina Note Played by Link (255 if never played in current map) |
FE - FF ? | FE = Link is playing Ocarina, FF otherwise. | |
00 - 08 | Last Note Position Played by Link. 0 = Not playing. | |
<0a, #02x> | ? | Unknown |
SEQ CHECK STATUS | ? | Unknown. Always 37DF? |
OCA | 0 - 1 | 1 if ocarina is being used at all, 0 otherwise. |
SEQ | ? | 400037DF if Link is playing, 0000 otherwise. |
PLAY | 0 - 1 | 1 if game is playing ocarina, 0 otherwise. |
REC | 0, 2 ? | 2 if recording song with scarecrow, 0 otherwise. |
DELAY OCA | ? | Unknown. Always 0? |
TIMER | ? | Unknown. Always 000? |
First Block | ||
8min REC POINTER | Address | Pointer to memory |
Byte | 00 - FF | One of 32 consecutive bytes, starting at the given address pointer. |
Second Block | ||
8note REC POINTER | Address | Pointer to memory |
Byte | 00 - FF | One of 32 consecutive bytes, starting at the given address pointer. |
Third Block | ||
Check Key Buffer | 00 - FF (each byte) | 8 byte buffer containing the latest notes played by Link |
Page 10 — Natural Sound Control
This page is blank, and may no longer be used.
Controls
No apparent controls.
Legend
No information on this page.
Page 11 — Block Change BGM
This page is blank, and may no longer be used.
Controls
No apparent controls.
Legend
No information on this page.
Page 12 — SE Flag Swap
Appears to be for swapping/adding flags of some kind.
Controls
A + B | D-Pad | C-Buttons | ||||
---|---|---|---|---|---|---|
A | (De)select Row | D-Left | Move Cursor Left (when row is selected) | C-Left | Toggle Presence of SWAP OFF under Page Title | |
D-Down | Next Row | Decrease Value under Cursor (when row is selected) | C-Down | Toggle SWAP/ADD for Current Row | ||
B | Clear Row | D-Right | Move Cursor Right (when row is selected) | C-Right | - | |
D-Up | Previous Row | Increase Value under Cursor (when row is selected) | C-Up | - |
Legend
Editable Properties | ||
---|---|---|
Field | Values | Use |
Row | 0000 - FFFF | One of two 2-byte values that can be set. Use is unknown. |
SWAP or ADD | Unknown, probably sets type of operation | |
Displayed Information | ||
Field | Values | Use |
SWAP OFF | Present or absent | Presumably indicates whether the below rows do anything. |
Page 13 — Interface Info
Displays information on sound effects playing, organized by bank.
Controls
A + B | D-Pad | C-Buttons | |||
---|---|---|---|---|---|
A | - | D-Left | Previous Set of Info for Bank | C-Left | Move Interface Info Left |
D-Down | Next Bank | C-Down | Move Interface Info Down | ||
B | Reset Interface Info Position | D-Right | Next Set of Info for Bank | C-Right | Move Interface Info Right |
D-Up | Previous Bank | C-Up | Move Interface Info Up |
Legend
Displayed Information | ||
---|---|---|
Field | Values | Use |
[bank] <[value]> | Sound Bank Types | Which sound bank this section displays information for |
0 - 4 | Which page of information is being displayed for this bank. 0 = No information. | |
Row of Page 1 | 00 - FF | Presumably number of sound, in order played. FF if no sound. |
Signed int? | X coordinate of sound (left/right), relative to camera. 5 dashes if no sound. | |
Signed int? | Z coordinate of sound (up/down), relative to camera. 5 dashes if no sound. | |
Signed int? | Y coordinate of sound (forward/backward), relative to camera. 5 dashes if no sound. | |
? | Unknown. 2 dashes if no sound. | |
? | Unknown. 4 dashes if no sound. | |
0000 - FFFF | Number of current sound effect, same as Audio ScrPrt. 4 dashes if no sound. | |
Row of Page 2 | 00 - FF | Presumably number of sound, in order played. FF if no sound. |
Signed int? | X coordinate of sound (left/right), relative to camera. 5 dashes if no sound. | |
Signed int? | Z coordinate of sound (up/down), relative to camera. 5 dashes if no sound. | |
Signed int? | Y coordinate of sound (forward/backward), relative to camera. 5 dashes if no sound. | |
? | Unknown. 3 dashes if no sound. | |
? | Unknown. 3 dashes if no sound. | |
0000 - FFFF | Number of current sound effect, same as Audio ScrPrt. 4 dashes if no sound. | |
Row of Page 3 | 00 - FF | Presumably number of sound, in order played. FF if no sound. |
Signed int? | X coordinate of sound (left/right), relative to camera. 5 dashes if no sound. | |
Signed int? | Z coordinate of sound (up/down), relative to camera. 5 dashes if no sound. | |
Signed int? | Y coordinate of sound (forward/backward), relative to camera. 5 dashes if no sound. | |
? | Unknown. 3 dashes if no sound. | |
? | Unknown. 3 dashes if no sound. | |
0000 - FFFF | Number of current sound effect, same as Audio ScrPrt. 4 dashes if no sound. | |
Row of Page 4 | 00 - FF | Presumably number of sound, in order played. FF if no sound. |
0000 - FFFF | Number of current sound effect, same as Audio ScrPrt. 4 dashes if no sound. |
Page 14 — Channel Info
This page is blank, and may no longer be used.
Controls
No apparent controls.
Legend
No information on this page.
Page 15 — Sub Track Info
Displays information on each sub track of the four group tracks. The group track value is linked to the one on page 16.
Controls
A + B | D-Pad | C-Buttons | |||
---|---|---|---|---|---|
A | - | D-Left | Previous Sub Track | C-Left | - |
D-Down | Previous Group Track | C-Down | - | ||
B | - | D-Right | Next Sub Track | C-Right | - |
D-Up | Next Group Track | C-Up | - |
Legend
Displayed Information | ||
---|---|---|
Field | Values | Use |
Group Track | 0 - 4 | Current group track being viewed. |
Sub Track | 0 - 15 | Current sub track being viewed. |
TRK NO. | 0 - F | List of all subtracks. Highlighted one is being viewed. |
ENTRY | O or X | O = Subtrack being used, otherwise X (?). Highlighted one is being viewed. |
MUTE | O or X | O = Muted, otherwise X (?). Highlighted one is being viewed. |
OPENNOTE | 0 - 9 ? | Unknown. Highlighted one is being viewed. |
<value1>, <value2> | ? | Sum of all OPENNOTE values for current group track. |
? | Highest OPENNOTE sum for current group track in current gameplay. | |
The following are blank if the current sub track isn't being used. | ||
VOL | Signed 8-bit integer? | Volume of current sub track. |
E VOL | ? | Unknown. Always 127? |
BANK ID | ? | Unknown. |
PROG | ? | Unknown. |
PAN | ? | Unknown, presumably related to stereo pan. |
PANPOW | ? | Unknown, presumably related to stereo pan. |
FXMIX <value1> (<value2>) | ? | Unknown |
? | Unknown | |
PRIO | ? | Unknown. Perhaps "priority"? |
VIB PIT | ? | Unknown, presumably related to Vibrato. |
VIB DEP | 0 - 15 | Vibrato depth (left/right analog stick on Ocarina) |
TUNE | ? | Indicates portamento (100 = no bend, 89 = analog stick down on Ocarina, 111 = analog stick up on Ocarina) |
The preceding are blank if the current sub track isn't being used. | ||
PORT | 00 - FF (each byte) | 8 bytes of unknown meaning. |
Page 16 — Grp Track Info
Displays info about each of the five group tracks. The group track value is linked to the one on page 15.
Controls
A + B | D-Pad | C-Buttons | |||
---|---|---|---|---|---|
A | - | D-Left | Previous Group Track | C-Left | - |
D-Down | - | C-Down | - | ||
B | - | D-Right | Next Group Track | C-Right | - |
D-Up | - | C-Up | - |
Legend
Displayed Information | ||
---|---|---|
Field | Values | Use |
Group Track | 0 - 4 | Current group track being viewed |
SEQ ID | 00 - FF ? | Unknown. H after number presumably means "hexadecimal" |
BANK ID | 00 - FF ? | Unknown. H after number presumably means "hexadecimal" |
TEMPO | ? | Tempo of sequence playing in current group track. |
VOLUME | ? | Unknown |
VOLMOVEMODE | ? | Unknown |
EX VOLUME | ? | Current volume of group track |
PAUSE STAT | ? | Unknown. H after number presumably means "hexadecimal" |
PAUSE VOL | ? | Volume of track when game is paused. |
TRANSPOSE | ? | Unknown. |
PORT | 00 - FF (each byte) | Unknown. Different from PORT on Sub Track Info |
BG LOAD | ? | Unknown, 2 digit number. |
? | Unknown, 8 digit number. | |
EVOL PARA | 00 - FF (each byte) | Unknown. |
Page 17 — Heap Info
Presumably displays info about audio on the heap.
Controls
This page appears to have no controls.
Legend
Displayed Information | ||
---|---|---|
Field | Values | Use |
TOTAL | ? | Unknown |
DRIVER <value1>/<value2> | 000000 - FFFFFF ? | Unknown |
000000 - FFFFFF ? | Unknown | |
AT-SEQ <val1>-<val2> (<val3>-<val4> / <val5>) | 00 - FF ? | Unknown |
00 - FF ? | Unknown | |
00000 - FFFFF ? | Unknown | |
00000 - FFFFF ? | Unknown | |
00000 - FFFFF ? | Unknown | |
AT-BNK <val1>-<val2> (<val3>-<val4> / <val5>) | 00 - FF ? | Unknown |
00 - FF ? | Unknown | |
00000 - FFFFF ? | Unknown | |
00000 - FFFFF ? | Unknown | |
00000 - FFFFF ? | Unknown | |
ST-SEQ <val1>seqs (<val2> / <val3>) | ? | Unknown |
00000 - FFFFF ? | Unknown | |
000000 - FFFFFF ? | Unknown | |
<unlabeled value> | ? | Appears under ST-SEQ, not always visible. |
ST-BNK <val1>banks (<val2> / <val3>) | ? | Unknown |
00000 - FFFFF ? | Unknown | |
000000 - FFFFFF ? | Unknown | |
<unlabeled value> | ? | Appears under ST-BNK, not always visible. |
E-MEM <val1> / <val2> | 00000 - FFFFF ? | Unknown |
00000 - FFFFF | Unknown | |
S-WAVE-S [<val1>] (<val2> / <val3>) | ? | Unknown |
00000 - FFFFF ? | Unknown | |
00000 - FFFFF ? | Unknown | |
S-WAVE-A [<val1>] (<val2> / <val3>) | ? | Unknown |
00000 - FFFFF ? | Unknown | |
00000 - FFFFF ? | Unknown |
Page 18 — Spec Info
Appears to display information about the audio in general.
Controls
A + B | D-Pad | C-Buttons | |||
---|---|---|---|---|---|
A | - | D-Left | Previous FX LINE No. | C-Left | - |
D-Down | - | C-Down | - | ||
B | - | D-Right | Next FX LINE No. | C-Right | - |
D-Up | - | C-Up | - |
Legend
Displayed Information | ||
---|---|---|
Field | Values | Use |
NOW SPEC | ? | Unknown |
CHANNELS <value> ch | ? | Unknown |
G-TRACKS <value> tracks | ? | Number of group tracks? |
OUTRATE <value> Hz | ? | Rate of audio output? |
I-FRAMES <value> frame[s] | ? | Unknown |
STATICS <value> bytes | ? | Unknown |
DYNAMICS <value> bytes | ? | Unknown |
DMACACHE | ? | Unknown |
FX LINES | ? | Number of FX LINE No. options below? |
FX LINE No. | 0 - 1 ? | Displays extra information. Two dashes for no extra information. |
The following don't appear unless FX LINE No. is set. | ||
FXCOMP | ? | Unknown |
FXSIZE <value> samples | ? | Unknown |
FXFEEDB <value>h | 0000 - FFFF ? | Unknown |
FXMINGAIN <value>h | 0000 - FFFF ? | Unknown |
CROSS MIX <val1>h, <val2>h | 0 - F ? | Unknown |
0 - F ? | Unknown | |
CNCT LINE | ? | Unknown. Can go negative. |
CNCT LV <value>h | 0000 - FFFF ? | Unknown. |
Page 19 — Sound Control
Allows you to play various sound effects and music, and control various other aspects of the game's sound.
Controls
A + B | D-Pad | C-Buttons | |||
---|---|---|---|---|---|
A | Activate Selected Value | D-Left | Previous Value | C-Left | - |
D-Down | Next Option | C-Down | Seq 0 only: play selected track and stop Seq 1 | ||
B | Cancel Highlighted Sound Effect/Music | D-Right | Next Value | C-Right | Toggle ON/OFF (when Seq 0 highlighted) |
D-Up | Previous Option | C-Up | Reset Selected Value to Default |
Legend
Editable Properties | ||
---|---|---|
Field | Values | Use |
Seq 0 | 0 - 7F | Selects a piece of music to use. |
<unlabeled value> | ON or OFF | Unknown, appears to have no effect. |
Seq 1 | 0 - 7F | Selects a piece of music to use. |
SE HD | Sound Bank Types | Selects sound bank to choose sounds from. |
SE No. | 0 - 3FF | Selects sound effect from chosen bank. |
S-Out | S-Out Types | Selects type of sound output to use. |
BGM Ent | 0 - 1 | Unknown |
Spec | 0 - F | Unknown |
Na Snd | 0 - 1F | Selects a looping nature sound to use. |
Cam Wt | OFF or ON | Unknown |
Lnk Wt | OFF or ON | Unknown |
SE Ent | 0 or 1 | Unknown |
SND REG0 | 0 - FF | Unknown |
SND REG1 | 0 - FF | Unknown |
SND REG2 | 0 - FF | Unknown |