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Talk:The Legend of Zelda: Skyward Sword

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Useful codes

Want to check stuff out of bounds and such? You can use these codes.

Special thanks to Bully@WiiPlaza for porting the PAL codes. {EspyoT} 12:54, 6 July 2013 (EDT)

NTSC-US

hold left on dpad to walk through walls & on air [wiiztec]
043407D8 4BFFF669
0434081C 4BFFB735
0433F9EC 4BFE7945
28599D0C FFFE0001
043407D8 60000000
0434081C 60000000
0433F9EC 60000000
E0000000 80008000

PAL

walk on air toggle 1+2 -PAL- [wiiztec]
285FDE0A 00000300
0433FF7C 4BFE7945
CC000000 00000001
0433FF7C 60000000
E0000000 80008000
off by default

Hold left on dpad to walk through walls & other obstructions [Riddley]
04340D68 4BFFF669
04340DAC 4BFFB735
2859B28C FFFE0001
04340D68 60000000
04340DAC 60000000
E0000000 80008000

Levitation [Bully@Wiiplaza]
04001600 42500000
C223E1F8 00000007
C29D00C4 3D80805F
618CDE0A A18C0000
2C0C0008 40820018
3D808000 C2AC1600
EE94A82A D29D00C4
48000008 D05D00C4
60000000 00000000
*Works without jumping*
*Press D-PAD_UP*

Both

Master Button Activator [Bully@Wiiplaza]
F6000001 80008100
B0A305F4 B00305F6
F4000014 02EF3F02
81230000 3D808000
912C150C 00000000
E0000000 80008000

Free Fly [Bully@Wiiplaza]
F6000001 80008100
C03F00C4 2C05007B
F4000008 0296670F
C05F00C0 C15F00C4
C17F00C8 3D808000
A14C150E 3D604250
916C1600 C18C1600
2C0A0002 40820008
EC42602A 2C0A0001
40820008 EC426028
2C0A2002 40820008
ED6B602A 2C0A2001
40820008 ED6B6028
2C0A2008 40820008
ED4A6028 2C0A0008
40820008 ED4A602A
D05F00C0 D15F00C4
D17F00C8 00000000
E0000000 80008000
*Don´t use with "Link Teleporter"*
*Requires the "Master Button Activator" code*
*Best used with "Total Position Lock" to have perfect control over Link*
*Video: http://www.youtube.com/watch?v=jnoriTWJo4A
*Press D-PAD_UP to move up*
*Press D-PAD_LEFT to move left*
*Press D-PAD_RIGHT to move right*
*Press Z + D-PAD_LEFT to move forth*
*Press Z + D-PAD_RIGHT to move back*
*Press Z + D-PAD_UP to move down*

Total Position Lock [Bully@Wiiplaza]
F6000001 80008100
C03D00C8 C01D0158
2800150E FEFF0100
1400003C 60000000
14000044 60000000
14000048 60000000
CC000000 00000000
1400003C D09D00C0
14000044 D05D00C4
14000048 D01D00C8
E0000000 80008000
*Requires the "Master Button Activator" code*
*Press 2 to toggle Total Position Lock ON/OFF*

Test room

More info about the test room can be found here. {EspyoT} 13:56, 30 January 2012 (EST)

Unconfirmed content

There are a few things I'm not sure about, and I'd like some confirmation. First off, I found 2 textures for Groose's crude drawing of Link, used in the former's punching bag. One of the drawings depicts Link with the knight's uniform, and the other without. Does the picture change in-game when you get the uniform? I can't even test if the "uniform version" one happens in my game - my Wii won't even let my controller work. The picture doesn't change - the hood version goes unused. Second thing: there's this drawing of Zelda and her father, used in a painting in her room. The texture for that, however, also has other graphics, like what might be a small painting of Pipit's head with a heart. I believe this might be from Karane's room, but is there anything in the game like that? Karane's has a book with this picture. Finally, does Groose have a painting of himself in his room? Of course he does. Why did I expect him not to have a drawing of himself? Anyway, there are 2 versions of this texture. {EspyoT} 13:56, 30 January 2012 (EST) {EspyoT} 17:32, 31 January 2012 (EST)

Faron Woods E3 textures?

I found some "F100_E303*" pictures in Stage\F100\F100_stg_l0.arc.LZ\g3d\stage.brres\Textures. I know the E3 level was set in the Faron Woods, and I don't remember seeing that texture with floor tiles with engraved leaves anywhere in-game. Can anyone confirm if these are used? {EspyoT} 17:54, 22 February 2012 (EST)

[Japanese] 私はそれをフィローネの森で見ました。たぶんこれだと思います。しかし、F100_E303Stone02以降のテクスチャは確認できませんでした。
[English] I saw that in Faron Woods. It might be this. But I was not able to confirm anything beyond the texture F100_E303Stone02.
ZELDA SS F100 E303Floor01.jpg
--RGBA CRT 08:16, 27 September 2012 (EDT)
this is used in the final game, when you climb on top of the Skyview Temple to reach a Goddess Cube. WhoIAm (talk) 15:47, 12 July 2016 (EDT)

"Black Stone"?

Someone uploaded this image and we aren't really sure where it comes from... It might just be Beta leftovers since I don't think it's anywhere in the game, but since I didn't see it on this page, I thought I would bring it up and see if anyone can find some information about it. --Dany36 11:37, 22 April 2012 (EDT)

Don't remember seeing that anywhere. But I also never found it in the game's files. Granted, I only looked at like a third of them... {EspyoT} 19:13, 22 April 2012 (EDT)

Unseen64 stuff

[1] It's a bit hard to know for sure what of that is unused, and what is just content seen in prototypes. But I think there are a few things here that made it in the beta, so let's explore, people! {EspyoT} 11:32, 25 October 2012 (EDT)

One thing someone could possibly dig into is the second bullet on their list -> "an older version of that temple you go into at the beginning of the game (StageF402Bef and StageF402Bef _s)". If SS has a file system similar to WW, it wouldn't be too dificult to dig through the file system and find this said older version of the temple and get a few pictures. The only other thing that we might be able to dig up in the ISO would be the red chuchu although that would be more complex to do. I don't see much else on their page that we could look into. I'll throw this info up onto the forum and someone will look into it. --Cuber456 12:02, 25 October 2012 (EDT)

Unplayable areas

[2] [3]

Do these warrant inclusion in the article? I do not recall off-bound areas to be nearly as huge as these in previous Zelda games... Montas1992 19:28, 12 December 2012 (EST)

Well why exactly should they be included? Do they show off something that is unused in the game? To me, these videos seem to be showing off glitches to get to normally out of bounds areas. That isn't reason enough to include them. If that isn't the case then just be a little more specific about why these videos should be included on the page. --Cuber456 20:23, 12 December 2012 (EST)

Maybe because this specific big out-of-bounds Sand Sea area (It is a first for a Zelda game to have off-bound areas that big, or modeled) are unreachable in-game, and thus qualify as tcrf material, it's not about the glitch itself. That Sand Sea has also loaded some elements that shouldn't be normally visible since they're so far away in the map such as the Ship, and the Pirate Hideout. The Sky Keep one has actually the whole elaborate geometry of the 9 slots in which the rooms are moving, and this is unseen during normal gameplay.

The glitch itself can also warp you to the different alternate low-res versions of Lanayru Desert showing in the title screen, but this glitch makes it playable, and the differences are very interesting: It's not like an unloaded zone, but a whole different map. You can check them in YT as "Wrong Warps". Montas1992 20:48, 12 December 2012 (EST)

If these out-of-bounds areas showcase early level designs that didn't make it into the final versions of these areas, then I say document the differences and put it in the article.

In Borderlands there's a part of the game where there is a East and West division of a level, and you travel between the two with transition points. However, you can jump through clipping and get to the otherside without using these transition. What you find is early level geometry that differs from the actual area you would access if you did use the transition. The differences include not only different land, but also some buildings are arranged differently. Most interesting of all is that there are actually two viable objective items that are not only functional, but complete the mission--and they're placed in specific locations that differ from the actual level if you used the transition.

All of these evidences together suggest that the inaccessible area was at least LOD generated based on early designs, or actual lifts of the early design that was left over, perhaps, from when the area wasn't divided in two parts. I mention all of this because I think it's a good example of how an out-of-bounds area can merit being part of TCRF: if the areas are indicative of old designs, functions, or layouts that were later redesigned, then they are a viable comparison source in the game's development. Kind of like the LOD planets in Super Mario Galaxy (also mentioned on TCRF). --Celice 20:56, 15 December 2012 (EST)

Early Loftwing

I've read on many different Zelda sites that the introduction to the game shows a different version of the Loftwing. Eagus rides it; I don't have access to the game so I can't confirm. Though the same image crops up over and over:

SkywardSword-LoftwingEagus.png

and it does look different than other Loftwings, most noticeably the beak. Can someone confirm this (and possibly rip the model)? WhoIAm 22:42, 14 April 2013 (EDT)

Just a reminder that we try to avoid the terms "alpha" and "beta" on the wiki, as they're frequently misused. See here for more information! :) Cool rumor, though. Wonder if it's true?
--GlitterBerri 22:44, 14 April 2013 (EDT)
I see. And by introduction I think they meant waiting on the title screen. WhoIAm 22:54, 14 April 2013 (EDT)
That just looks like the low-poly version of it Skawo 01:17, 15 April 2013 (EDT)
The main page lists a "low-resolution version of the crimson Loftwing" in the game files, does it look similar to this one? WhoIAm 14:58, 23 April 2013 (EDT)
Skyward Sword LOD Loftwing.png
Oh, didn't think it would be relevant at the time. But yeah, seeing again, I noticed the model's name is "BirdLOD" (LOD being short for Level of Detail). It has 2 animations, one for gliding, and one for flapping its wings to stay in place. And as you can see in the image I uploaded, it looks a lot like Eagus' "different" Loftwing. I guess it's basically confirmed that its model is just erroneously the low-poly version, not a prototype. {EspyoT} 08:27, 24 April 2013 (EDT)
Look at the wings, they're not the same model, the main part before the feathers is actually longer in the one pictured. -- Antidote
They probably figured not many people would wait on the title screen to see it so they quickly altered the LOD model a bit and called it a day. WhoIAm 18:53, 21 July 2013 (EDT)

Chest out of bounds

Heh, awesome. There's a chest out of bounds near Karane's room, and it looks like it's empty. {EspyoT} 20:00, 22 April 2013 (EDT)

Here is a question, has anyone ever tried opening the chest at the start of a new game or has anyone looked at the game's data to see if the chest is really defined to be empty? --Cuber456 09:07, 24 April 2013 (EDT)
I think the video's uploader is one of those guys that makes codes and doesn't share them. No offense if he isn't, but if he is... {EspyoT} 17:18, 24 April 2013 (EDT)
It appears that the only code he is using is a code to walk through walls. Even if that is the case, is it possible to look at the data for the game? Is it possible to view data in this game using Wind Viewer? --Cuber456 17:38, 24 April 2013 (EDT)
Wind viewer would need to be updated to support SS, as the zev.dat file would probably contain that data, there is a plc file as well but that only handles placement of entities not what is contained in chests. -- Antidote 2:18 July 5 (PST)
From whenever I used to speedrun this game, I remember checking OoB a lot. Iirc there is a chest out of bounds behind the Fire Dragon containing the harp, as well as a chest out of bounds from the map inside the Lumpy Pumpkin and I don't remember what was inside. Also, I'm not entirely sure that chest in Karane's room is empty, as just letting go of the float button causes you to fall. I can check as soon as I make a dump of my game to get some quality screenshots. --Abahbob 23:21, 27 July 2013 (EDT)
I was gonna do a livestream with some friends, and use codes to check OoB. Before that, I tried the Karane chest, and it wasn't empty, it had a piece of heart. I'll go check those places you mentioned, and hopefully I'll find some other things. Doubt it a bit, though. I mean, you're a great speedrunner, and you know the game back and forth. You probably checked everything, so I doubt I'll find much. Still, worth a try. And it'll be fun. Oh, and it needs to be documented, really. Hmmm... is the level model format and object placement format figured out well, yet? If so, maybe someone could whip out a program that detects objects located out of bounds. {EspyoT} 08:29, 28 July 2013 (EDT)
I have no clue about other rooms, it's entirely possible that there are other chests (I vaguely remember a chest if you walk into the side of the bazaar while still on the main skyloft map). I would love to watch the stream :D. I haven't speedran SS in a long time and I didn't check most maps. I'm sure you'll find some interesting stuff! --Abahbob 14:48, 28 July 2013 (EDT)
Ah yes, I remember bumping into that chest as well. That one's kinda blue though, it's weird. Anyway, the stream was meant to be a small thing with like 3 spectators, some friends, but sure, you can come in! I'll let you know when I plan on doing it. The more people, the higher the chance of someone spotting something on the corner of the screen! {EspyoT} 07:42, 29 July 2013 (EDT)

Unused Wii Remote model?

[English]Was this Wiimote model data used? (I got an error when I tried to upload it to TCRF. The filename doesn't match with the MIME type.)

[Japanese]このWiiリモコンのモデルデータは使用されていますか?(TCRFではアップロードエラーでした(ファイルの拡張子がMIMEタイプと一致しません。))

Picture

[English]File Path: Disk:\GAME_PARTITION\ObjectPack.arc.LZ\orac\WiiRemocon.arc (Japanese Version)
All the Wiimotes in the game ought to have been icons. Does anyone know the story behind this?

[Japanese]ファイルパスは(略)です。ゲーム内のWiiリモコンはすべてアイコンだったはずですが、誰か知ってる人はいませんか? --RGBA CRT 07:19, 23 April 2013 (EDT)

It looks like the same model used in Wii Sports Resort, I'd have to see the model from WSR to confirm 100%
But it's definitely NOT used in game.
-- Antidote

[English]Sorry. I made a mistake. This model is used in the Boss Key.[[4]]

[Japanese]すみません、未使用ではないことがわかりました。どうやらボス部屋のカギを合わせるシーン(Wiiリモコンを使って回転させるとき)にうっすらと表示されていたみたいです。チェックの甘さによりこのようなミスを引き起こしたことをお詫びします。 --RGBA CRT (talk) 00:49, 8 April 2014 (EDT)

Really obscure easter egg

Found this while messing around in Blender and using the Triangle to Quad conversion tool, tried several times and got the same result, it really surprised me. Probably wasn't even intentional: http://dl.dropboxusercontent.com/u/21757902/fi_head.png -- Antidote

Uh... what am I looking at here? {EspyoT} 07:06, 5 July 2013 (EDT)
The eyes. -- Antidote
Is this how the model is without editing? Or did you edit it to get this effect? -Gamma 12:49, 5 July 2013 (EDT)
All i did was use the requad tool in Blender, no other editing was done. Feel free to do it for yourself, just load up the model and press alt+j then zoom in on the eyes. I should be clear though, You can already see it without requadding, it's just the quads make it more obvious. -- Antidote
Can you give us a pic that shows it without requadding the model? -Gamma 12:55, 5 July 2013 (EDT)
Why certainly, http://dl.dropboxusercontent.com/u/21757902/fi_head_noquads.png -- Antidote
Alright, alright. I wasn't sure about it because of the requadding business, but since it's there without editing, it would be a nice addition to the page. -Gamma 13:01, 5 July 2013 (EDT)
I'm no math wizard, but here's my two cents: I think when you tile equilateral triangles, you inevitably get a triforce pattern. Here are some triangle grids. As such, I think this is a(n unavoidable) coincidence. -- Pompolic 13:04, 5 July 2013 (EDT)
They would have tried to avoid triangles in the center of such an odd mesh while you ARE correct, this was modeled in Maya which is a quad modeler to begin with and they would have had to cut those triangles in themselves or had some really weird fluke when converting this to G3D. To add to that, these aren't equilateral by any means. -- Antidote
Other round areas of her face (e.g. mouth, chin) also seem to have triangles. I could still be wrong, but it looks like an Occam's razor sort of situation to me. "Turned out that way" sounds like a more plausible explanation than "the artist hid a triforce for someone ripping the assets to find." -- Pompolic 13:29, 5 July 2013 (EDT)
Trust me, as someone who knows topology, you DON'T do something like that if it can be avoided, I can understand areas you can't see like the back of the neck, under her cloak, or under her chin. But for them to have triangles that terminate in such a stupid way there are 3 options, a) The modeler is incompetent, b) It was intended or c) a really odd fluke in conversion, her eyes are not part of the whole mesh, they're separate with the outlying triangles not even merged. -- Antidote
Alright then. Please excuse my naysaying. :v -- Pompolic 13:40, 5 July 2013 (EDT)
I'd rather have naysayers pointing out all the options than have my picture taken for granted, don't worry about it :P -- Antidote
It's just a coincidence. I may not have studied topology, but I've worked with 3D models enough. Can you think of any other way they could have modeled out the eyes there in a way that uses the same or less polygons while still keeping the same contour? I imagine you'll find this coincidental pattern in a lot of the models if you look. --Peardian 21:23, 5 July 2013 (EDT)
Every other model with eyes in Skyward Sword and even Twilight Princess has two rows of triangles that can be easily turned into quads -- Antidote
I think this is more a case of projectivism than actual object: what's happening is you're recognizing the trifoce via an association between three specific shapes in a certain arrangement. I could just as easily say this is an obscure reference to a hexagonal emblem from the Resident Evil franchise, or maybe even those medallions from Ocarina of Time, in virtue of my knowledge of these two things, and my recognition of them in the model. It's fairly arbitrary, you see, and in no way a necessary reference to the triforce.--Celice 05:53, 6 July 2013 (EDT)

Something I'm curious about, more than anything.

A while back, a PAL demo version from E3 (Based on the title of the file) was leaked to the internet. Has anyone here bothered to look at the demo for unused content that could answer questions about the final retail builds? --Team Fail 14:00, 5 July 2013 (EDT)

I completely forgot about that, cool, a prototype (if it is actually from E3)--Hiccup 15:02, 5 July 2013 (EDT)
From what I'm able to gather it's pretty identical to the retail version, I'd have to get a copy of it to really know for certain. -- Antidote
If I am allowed to, I can google up a quick link for you. --Team Fail 20:09, 5 July 2013 (EDT)
Send me an email @ antidote.crk@gmail.com rather than distributing a link on the site. -- Antidote
Said and done. Go nuts. c: --Team Fail 22:29, 5 July 2013 (EDT)
FYI, there are codes for the demo as well to enable all items. http://geckocodes.org/index.php?c=DAXP01
I couldn't seem to find a working code for disabling the time limit though. Then again, I really didn't look too hard. :/ Robotortoise 04:24, 6 July 2013 (EDT)
Yay. So...leads. Well, first off, there's a nifty little Triforce animation at the load screen, and I think that qualifies. Hmmm....After looking in the "Layout" folder, it seems there's exactly 60 .arc files of...something... that isn't in the final version. Quite a bit of it is menus and such, but that counts, right? Also, in the "Sound" folder, the WZSound.brsar is about 1 MB smaller than the final revision, which might hint at something. And in the "Stage/D100" path, there's something REALLY interesting: The D100_stg_l2.arc.LZ is 892 KB, while in the final, it's 568 KB! That's 324 KB of possible...stuff!
Hmm, what else, what else.....ah! So, in general, the file locations from the demo are way different from the final, making things difficult, uh there's some sort of localization files in the "Font" folder, same thing in the "Object" folder, and that's all for now. I tried my best in extracting the files from D100_stg_l2.ar.LZ, but I wasn't successful. If anyone wants to give it a shot, go ahead.
Oh, and one final thing. A code to disable the time limit would be nice. And it seems the Demo is missing the HOME menu data, but I reckon if you copy the data over from the final revision, you can get the HOME menu to load. Not that I can think of any reason to. Robotortoise, signing off....at 4:00 AM. I need to sleep.Robotortoise 07:05, 6 July 2013 (EDT)

A video from a long time ago, running on a real wii: http://www.youtube.com/watch?v=J2GWPshbpWI --Hiccup 11:22, 20 July 2013 (EDT)

Hm. It'll easily run in Dolphin. I read somewhere that you have to force NSTC. The only issue is I can't seem to get any of the regular SS codes to work. I don't see why they would work on the final, but not on the demo....any ideas? I can't do this without a walk-through walls code. Robotortoise 23:32, 29 July 2013 (EDT)
They don't work because the instructions that the codes modify are not in the same places between the demo and final versions, since the program is not the same. This is also why you need separate codes for NTSC and PAL. --BMF54123 23:37, 29 July 2013 (EDT)
That...makes sense. The file structure in the final and beta are very different...at least when you compare the PAL demo to the NSTC final, anyways. Robotortoise 01:51, 30 July 2013 (EDT)

OOB Chest and Save Bird in Lake Floria

So I was changing my videos from private to public on YT (Stupid YT, trying to get me to use my real name and messing with my settings...) Anyways, I stumbled upon this old video. I had walked throught the walls in one of the areas in Floria, and since the card was acting screwy, I thought it was funny and uploaded it....but now that I look at it, there might be something there. There's a solid floor, too. Should I rerecord this in adequate quality? Like, is this worthwhile to add to the article, or just a leftover from another room? Robotortoise 18:55, 21 August 2013 (EDT)

Whether they are misplaced objects or remnants from older versions, they're still worth putting up. I'm guessing you should re-record. The audio is both hilarious and terrifying... which reminds me, I'm really scared about going out-of-bounds in games. {EspyoT} 07:19, 22 August 2013 (EDT)
Gotcha. Doing it now. Also, the OOB Fairy will eat your flesh tonight. Robotortoise 20:33, 25 August 2013 (EDT)
Okay, so I uploaded the videos, but I have no idea how to upload videos. I could learn in about 3 seconds, but I'm not feeling like it tonight, so I'll just stick em here and upload them later. I found 2 save stones, and one...block thing.
Stone 1: http://www.youtube.com/watch?v=1zv11daWCD8
Stone 2: http://www.youtube.com/watch?v=fZKrMiFFzLI&feature=youtu.be
Block texture thing: http://www.youtube.com/watch?v=OLG9c1FctqQ&feature=youtu.be
Feel free to add these if you feel like it. I have a feeling there are quite a bit more of these things. SS has so much stuff out of bounds it's not even funny. And I didn't even figure out where that first stone from that video was! Robotortoise 21:51, 25 August 2013 (EDT)
We have a big ol' section dedicated to embedding videos on the help pages. :) --GlitterBerri (talk) 02:44, 26 August 2013 (EDT)
F-Fairy?! OoB? GAAH! S-seriously, this brought me flashbacks from the giant Great Fairy in OOT. I can just imagine there being something weird like that out-of-bounds at any second, ready to pop up instantly when the skybox decides to change, occupying the entire screen and scaring the shit out of me. Anyway... I'm not sure if that texture block is really worth mentioning. But hey, I have a feeling that we'll need a subpage just for things out of bounds in Skyward Sword, because come on, even the save stone #2 video shows you traveling far beyond the boundaries. Maybe half of the OoB things are miles away from the terrain; there must be hundreds of them. And I mean that you can include the texture block because including these minor, but still valid things makes the difference between a list of 100 items and a list of 120 items. If we're going for a giant list of OoB things, might as well go to ludicrous levels! {EspyoT} 07:50, 26 August 2013 (EDT)
Okay, I've been trying to create the subpage, but every time I do it, the following message comes up: "The website encountered an error while retrieving http://tcrf.net/index.php? title=The_Legend_of_Zelda:_Skyward_Sword&action=submit. It may be down for maintenance or configured incorrectly.
Reload this webpage. Press the reload button to resubmit the data needed to load the page. Error code: 500"

I've submitted the edit in a .txt file in case anyone wants to have a look. I'm betting I mis-typed something. Robotortoise (talk) 17:38, 28 August 2013 (EDT)

Surround Sound

Oh, this'll be fun. So I was looking through the Skyward Sword sound files and found that many, and I mean MANY of the songs have separate, isolated tracks that play out of the back speakers in a surround system. For instance, at Skyloft in-game you'd hear the same song replicated on the foreground speakers and the background speakers. However, if you look at the game files, Skyloft has four channels with completely different tracks. "But wait!"you cry. "Skyloft's main theme fades in and out! That MUST be what it's for!" Patience, my friend. Here's an example that DOESN'T fade out, and (as far as I'm aware) is mixed together in the final game: Romance.

Here's the foreground (Center, Left and Right) speaker bit.

Here's the background music (Uh....back left and back right speakers, I guess? Not sure of the proper names.)

So the question is: These isolated mixes are all over Skyward Sword's OST. Are they used for surround sound in-game, or not? Robotortoise (talk) 18:04, 16 October 2013 (EDT)

Interesting! Really hope someone can get more info on this. Maybe post it on a Zelda fansite's forum? {EspyoT} 08:53, 17 October 2013 (EDT)
What forum would you suggest? I've had little to no response on posts from GBATemp. Robotortoise (talk) 22:51, 17 October 2013 (EDT)
Don't really know that many, but I was thinking more along the lines of a normal Zelda board, not a hacking board. I say this because a lot of people must play the game with surround sound, and that doesn't require any technological knowhow. {EspyoT} 05:36, 18 October 2013 (EDT)
Try ZeldaUniverse ([5]). Simple Zelda fansite, but the people there know their stuff. If there's another (better?) site, feel free to prove me wrong. -Einstein95 (talk) 07:03, 18 October 2013 (EDT)
I think ZeldaUniverse in pretty much the main zelda forum. --Hiccup (talk) 11:49, 18 October 2013 (EDT)
Hm....maybe I didn't make myself clear. What I meant was that I have a surround sound system at home, and played the game, and the music was mixed together through the foreground and background speakers, not isolated bits attached to each speaker like in the game files. (I ran them through Foobar and converted them to .wavs) My question is does the game mix the track sections together, were they intended for surround sound or something else, or are they just for certain sequences? (For instance, I'm pretty sure when Koloktos reaches a certain phase of the battle, the drumming track unmutes.) Robotortoise (talk) 18:56, 18 October 2013 (EDT)
So, let me get this straight, in-game, with surround sound, the exact same audio plays on the front and back? And on the game's files, there are several audio files with different bits. Well, it must be for when tracks change. On that Romance example, I think that I've heard Romance play in-game without those drums. But when I heard the drums file together with the no-drums file, I think I also, at one point, heard Romance like THAT, in-game. {EspyoT} 08:13, 19 October 2013 (EDT)
Yes, that's a good summary. So I guess the different tracks are just for event sequences, and weren't meant for surround sound, huh...? Robotortoise (talk) 15:27, 19 October 2013 (EDT)
Must be. Now we just have to find unused ones. ...If any. {EspyoT} 07:35, 20 October 2013 (EDT)
I still think there's something funny about all this. For instance, look at the Stalfos boss battle theme: http://i.imgur.com/I31KGEx.png (Imgur's easier then the TCRF image-hosting service and uses less bandwith. Don't judge me.) There's three segments! If you look on Youtube and memories of the game, I can't think of a single time there WASN'T drumming in that song. And it HAPPENS to be mono for one channel, and stereo for two separate channels? Doesn't that scream "5 speakers" to you? Oh, and P.S., you can use vgmstream in Winamp and it'll automatically play in 5.1 surround. And to view in Audacity, you can use VGMStream and Foobar and convert it to a .wav file and open that in Audacity. Robotortoise (talk) 21:30, 20 October 2013 (EDT)
Yeah, I can really see what you mean... certainly looks like it's related to Surround Sound. I don't suppose the file names, directories, or config files nearby would help... Say, since you use Surround Sound, do you remember any other game that had split tracks, that actually sounded surround in any other game? If so, you could take a close listen, see if there's a drum track on one speaker, maybe a flute track on another, etc., and then compare it with Skyward Sword. Assuming you didn't already. {EspyoT} 07:35, 21 October 2013 (EDT)
Ah, I was listening to Romance in the Air, from GilvaSunner's YouTube channel, and there are two variations of the song: one with drums, and one without. It switches to the drums version after a loop, on the video. So either there are really two versions of the song, and that explains the two channels you caught up, or GilvaSunner also accessed the game's files directly and uploaded a mix with the two, without knowing when they appear exactly. {EspyoT} 16:22, 28 October 2013 (EDT)
Well, that's standard for video game OSTs. When there's a multi-part version of the song, after a loop it transitions into the second bit. Heck, even Super Mario Galaxy 2's Official OST does this. But when you mentioned split songs...I actually can't think of any games that use multiple tracks for the split songs. SMG2 and SMG1 use dual-layer BRSTMs, but that's just it: two layers. And even then, it's for stuff like Starshine Beach Galaxy, where it wouldn't make sense to play both at once. Robotortoise (talk) 12:46, 11 November 2013 (EST)

E3 Demo Full Soundtrack

So on the page, it says the following: "On a related note, said demo has the entire text from the final version, along with the full soundtrack." Now, I don't know about you, but here's the files I could find: Stalfos Battle, with drumming, Romance, with drumming, Skyview Temple, with all three layers of the track, whatever "10BAB99AF131BF0979699BFEFCC44EA8" is supposed to be, some sort of dramatic jingle, start of the race jingle, Fairy's Fountain theme, Ghiriham's battle theme, with drumming, Ghiriham's theme, Ghiriham's intro, Race music, and another version of the Skyview temple theme. Sorry if that's hard to read. In a nutshell, there's not the full soundtrack. Maybe the MIDI soundtrack is there? Robotortoise (talk) 12:55, 11 November 2013 (EST)

Unused Area (Lanayru Desert)

I just tested the strange discovery of my friend Sanitarium026 from the Lanayru Desert.

SkywardSword-LanayruDesert low-res.jpg

It would be a low-res textures Lanayru Desert seen from the area of the Temple of Time. It is obviously necessary to use Moon Jump to visit this part. There are several differences, but I do not know if this is the remains of an older version of Lanayru Desert. I would try to make a comparison between the two versions because it's worth it to know more about it.

F300 for Lanayru Desert

F300_4 for Lanayru Desert (Zone: Temple of Time)

--Dark Linkaël (talk) 08:17, 12 November 2013 (EST)

I modified the text on this part. Is it more understandable ?
--Sanitarium026 (talk) 14:56, 14 November 2013 (EST)Sanitarium026
It's better I think, but maybe it will require more details.
--Dark Linkaël (talk) 15:11, 14 November 2013 (EST)

2 Songs comparison in the game files.

The songs 9C1A4520DB787B4DEB030BCCC807D294.brstm and 47BEF24C1A164ED458543B2E6BF01771.brstm are really similar, the biggest difference that 9C1A4520DB787B4DEB030BCCC807D294.brstm has just 1 instrument stream, and 47BEF24C1A164ED458543B2E6BF01771.brstm has 2 streams of instruments. Basically the 9C1A4520DB787B4DEB030BCCC807D294 has the 2 streams that 47BEF24C1A164ED458543B2E6BF01771 have bundled in one stream.

9C1A4520DB787B4DEB030BCCC807D294.brstm -> Has only one brstm stream, which actually composes the song with many instruments without changing with the user's progression. 47BEF24C1A164ED458543B2E6BF01771.brstm -> Has two brstm streams, which probably was used to change when the user did something on the battle/mission.

(Notice: Both are the same song, the only difference is that one of them includes all instruments in one stream and the other is grouped by 2 streams)

I don't know which one is really "used" in-game, I don't remember if this song plays with all the instruments on (9C1...), or it starts an instrument after you do something else in the battle/mission (47BEF...). Or if they both are used, I don't know.

Open them in BrawlBox and you'll understand.

Edit: Both songs have a different intro, and they have different Tempo as well. Gabrielwoj (talk) 10:59, 1 April 2014 (EDT)

Gabrielwoj (talk) 23:02, 27 March 2014 (EDT)

Menu.dat in 'E3' PAL demo

Much like the Twilight Princess Wii 'E3' demo that was released, the demo version for Skyward Sword also has it's Menu.dat file still. This file contains all the entries for the game's map select. It's the same format used in Wind Waker and Twilight Princess. The map select was shown once or twice in videos prior to the game's release while showcasing it. You can check out the entries here: http://pastebin.com/fNu23JRR Evilhamwizard (talk) 15:43, 31 July 2014 (EDT)