I've been editing Zelda: Tri Force Heroes by patching out certain audio to achieve different effects, and for the next step I wanted to edit out all audio except the "8-bit" sounds. For this, I've located every non-8-bit BCWAV in the game's BCSAR archive and every non-8-bit BCSTM in the Stream folder, and silenced them by zeroing the entire files below the DATA header. I've done this for both the game CIA and the DLC/update CIA.
No problems with the previous edits, but this time, a handful of the sounds that should have been silenced in the BCSARs are still playing in the game! They're mainly some voices and background noises like wind, fire, water, etc.. Also, they tend to start at a lower volume and quickly fade-in to full volume.
This leads me to think certain sounds are stored somewhere else in the RomFS and the game's playing them from this other location, but I can't find them anywhere. Any ideas what's going on?
I don't know much about environment/NPC models (the game uses BCH), but is it possible they're embedded in there?
No problems with the previous edits, but this time, a handful of the sounds that should have been silenced in the BCSARs are still playing in the game! They're mainly some voices and background noises like wind, fire, water, etc.. Also, they tend to start at a lower volume and quickly fade-in to full volume.
This leads me to think certain sounds are stored somewhere else in the RomFS and the game's playing them from this other location, but I can't find them anywhere. Any ideas what's going on?
I don't know much about environment/NPC models (the game uses BCH), but is it possible they're embedded in there?