I am bored and I hope some of this could be salvaged at a later date for a proper guide so
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In your defence some of those required a tiny leap of logic and some understanding of how files and methods work which admittedly not everybody is cut out for and there is no shame in not being able to do such things although it certainly does not excuse acting the fool.įor most others someone would have served it up on a silver platter or held your hand but the twenty or so minutes it would take to generate the pictures and sort it all for that tends to be the sort of efforts reserved for those that engage in civil conversation. So far you have had at least three hackers that have done a fair bit in DS sound hacking work and maybe even could be said to be noted for their work in it and several others that certainly know what they are doing give you viable methods, viable guides and viable alternatives should one of those methods fall short. Others have tried to be polite and usually I would carry on ignoring things but you are making it very hard for that to continue and chief among those is your continued typing in capitals and overuse of exclamation marks.
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Some people add in elements of 2 to make sure the sounds being played are the ones that are needed or appear more commonly. Now it is not always completely straightforward and games can skip around but usually if you find the channels responsible for the sounds you do not want (most of the time this is actually music without the SFX but as you want SFX so be it).įrom here you can either use the sound dumping options of desmume (file -> record wav) or loopback audio options if your sound setup should support it (most do).
![desmume emulator how to get rid of hud desmume emulator how to get rid of hud](https://desmume4330.files.wordpress.com/2020/04/image-31.png)
Here you will be presented with 16 channels (8 per "screen") each of which tends to be given over to making some aspect of the sound (it all layers up to create the audio of the game). Indeed that is what was done for the earlier castlevania portrait of ruin stability hack and some similar ones for pokemon.ģ) Run the rom in desmume and open up the sound options (I only have an old version in front of me but it is under tools -> sound state but regardless of what it is called in later versions it will be along with the disassembler, tile viewer, memory viewer and such). has some basics on how it works although I should note MKDS course modifier got some nice sound abilities recently.Ģ) If you do the audio swap but rather than point to new/different audio you point outside the file (make the address it thinks a file it is at is beyond the file or the length of the file 00) or otherwise to something it can not decode it plays silence instead- it is the exact same sections and parts thereof that gets changed. SFX are usually SWAR and other archives of files which are readily converted (indeed they are probably easier to convert that SSEQ audio which does most game audio by virtue of the fact they are largely various forms of PCM audio in a wrapper.
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You were told though and indeed pointed at three methods that might do for you, it just required a minor tweak on the logic of the conventional methods or reapplication thereof (most people do not care for the sound effects as far as ripping things goes and indeed may encounter a point where they have to get rid of the them to get a proper rip).ġ) Was the conventional audio rip.