![]() * The BotW Link and Zelda actors’ custom code triggered playback of the Ganon / boss SFX like any other SFX, which caused the voice lines to be played in game. * Other patches replaced entries in the game’s lists of SFX for Ganon and other boss voice sound effects with pointers to our new SFX. * Patches to the game’s OS audio code (which is itself stored in RAM) allowed it to read samples from RAM instead of cartridge ROM. * The hyperspeed loader converted the controller inputs back into data and placed it in the Expansion Pak RAM. * The TAStm32 converted this into individual controller inputs and sent them to the console. * The scripts on the computer converted this data to commands to the TAStm32 replay device (the box TASBot was holding) over USB. * We used a tool to encode the audio files into N64 format. (They are not the official voice actors from BotW / Nintendo, but they do both have professional voice acting experience.) * Our voice actors recorded the lines in their home studios and sent us the WAV files. ![]() Audio is just more data which was injected through controller input. Again, generally, the same way as we made all the other custom content. ![]()
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