FE6 Aircalibur sfx in FE7

I’m not sure whether this falls under questions or requests, but I recently added Mikey Seregon’s Aircalibur anims to my FE7 rebalance. Since it had no sound, I imported aircalibur1 and aircalibur2 from FE6 into FE7 (which transferred successfully) and edited the spell.txt commands with the locations for my sfx. I transfered the sfx to the empty tracks of 0301 and 0302, which translates to C030148 for aircalibur1 (the actual attack sound) and C030248 for aircalibur2 (the wind hitting target sound). Upon testing it, the music is no longer muted, and the sound effects DO work, but aircalibur1 only plays for a brief moment, and I can’t hear aircalibur2 at all on hit.

Vesly said I should post the animation here so someone could correctly script the commands for me, or tell me how at the least. (I can’t seem to attach 7zip or .txt files here, though).

#######################################################

#When importing to CSA_Creator delete # and after each line.
#######################################################
C000000 #NOP
C000000 #NOP
C000000 #NOP
C000000 #NOP
C000000 #NOP
C000000 #NOP
C000000 #NOP
C000040 #Scrolls the screen from being centered on the attacker to being centered on the defender
C000153 #screen stretching YY
O Spell_o_000.png
B Spell_b_001.png
1

O Spell_o_002.png
B Spell_b_001.png
1

C030148 #Sound
O Spell_o_003.png
B Spell_b_001.png
1

O Spell_o_004.png
B Spell_b_001.png
1

O Spell_o_005.png
B Spell_b_001.png
1

O Spell_o_006.png
B Spell_b_001.png
1

O Spell_o_007.png
B Spell_b_001.png
1

O Spell_o_008.png
B Spell_b_001.png
1

O Spell_o_009.png
B Spell_b_001.png
1

O Spell_o_010.png
B Spell_b_001.png
1

O Spell_o_011.png
B Spell_b_001.png
1

O Spell_o_012.png
B Spell_b_001.png
1

O Spell_o_013.png
B Spell_b_001.png
1

O Spell_o_014.png
B Spell_b_001.png
1

O Spell_o_015.png
B Spell_b_001.png
1

O Spell_o_016.png
B Spell_b_001.png
1

O Spell_o_017.png
B Spell_b_001.png
1

O Spell_o_018.png
B Spell_b_001.png
1

O Spell_o_019.png
B Spell_b_001.png
1

O Spell_o_020.png
B Spell_b_001.png
1

O Spell_o_021.png
B Spell_b_001.png
1

O Spell_o_022.png
B Spell_b_001.png
1

O Spell_o_023.png
B Spell_b_001.png
1

O Spell_o_024.png
B Spell_b_001.png
1

O Spell_o_025.png
B Spell_b_001.png
1

O Spell_o_026.png
B Spell_b_001.png
1

O Spell_o_027.png
B Spell_b_001.png
1

O Spell_o_028.png
B Spell_b_001.png
1

O Spell_o_029.png
B Spell_b_001.png
1

O Spell_o_030.png
B Spell_b_001.png
1

O Spell_o_031.png
B Spell_b_001.png
1

O Spell_o_032.png
B Spell_b_001.png
1

O Spell_o_033.png
B Spell_b_001.png
1

O Spell_o_034.png
B Spell_b_001.png
1

O Spell_o_035.png
B Spell_b_001.png
1

O Spell_o_036.png
B Spell_b_001.png
1

O Spell_o_037.png
B Spell_b_001.png
1

O Spell_o_038.png
B Spell_b_001.png
1

O Spell_o_039.png
B Spell_b_001.png
1

O Spell_o_040.png
B Spell_b_001.png
1

C000000 #NOP
C030248 #Sound
C00001A #Required before 1F or miss termination branch
C00001F #Play a hit tone (requires 1A just before)
~ #miss terminator
C000000 #NOP
CFFFF29 #Background brightness and opacity XX
O Spell_o_000.png
B Spell_b_041.png
1

C101029 #Background brightness and opacity XX
O Spell_o_000.png
B Spell_b_042.png
1

O Spell_o_000.png
B Spell_b_043.png
1

O Spell_o_000.png
B Spell_b_044.png
1

O Spell_o_000.png
B Spell_b_045.png
1

O Spell_o_000.png
B Spell_b_046.png
1

O Spell_o_000.png
B Spell_b_047.png
1

O Spell_o_000.png
B Spell_b_048.png
1

O Spell_o_000.png
B Spell_b_049.png
1

O Spell_o_000.png
B Spell_b_050.png
1

O Spell_o_000.png
B Spell_b_001.png
1

C000053 #screen stretching YY
/// - End of animation

l bet you it’s a priority issue. There are two priorities to keep track of: one in the Song Table and another in the Song Header. It’s hard to see it since it’s small, so here’s a screenshot. lt’s wedged riiight in the middle:

Battle sounds are usually 14, but check the original Aircalibur sounds just to be safe. FEBuilder doesn’t like to set this priority and the Reverb correctly a lot of the time.

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Looks like you were right! Priority was set to A and reverb to 80. By adjusting them to 14 and 0, the animation plays and sounds identical to FE6. =] Thanks so much for your speedy reply.

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