Hello, I have an issue where during a cutscene when moving units (by using Move[UNIT:Character]), the footstep sounds does not match what I have set in the footstep/movement sounds.
For example, here, I have set Lyn and Eliwood’s footsteps sfx to “Default, walking sound” and Hector to “Armorknight,—”.
The proper footstep sfx played during normal gameplay but in this cutscene there’s a mix of pegasus wing flaps (why even) and default walking sounds with no armor knight sounds.
I was in Discord and a kind fellow asked if I have extended the list of classes for the footsteps and I have done that prior to this problem and no one knows what the problem is.
Please help me!
Apologies for the lack of images as I can’t post with media embedded or post a link for imgur.
But the event really only consisted of Lyn, Eliwood, and Hector moving together using MOVE, MOVE, MOVE+ENUN commands.
The movement sound format isn’t well documented. I played with it a lot in the past, so I know this problem happens because there are two sets of sounds for all footstep types: a lone unit moving and multiple units moving. I’m not sure why the armour sounds would be slightly off (it’s vanilla, apparently), but here’s what’s going on:
The byte at 0x9A29C0 is A4 and +0x20 after that is A5. These are the final two armour sounds, but they should be the first two. The pegasus sounds are A6 and A7, hence why those play during cutscenes with multiple units moving and armours are involved. I think the correct way to fix this is to change A4 and A5 so that they become A2 and A3. That’ll make the multiple-unit footsteps point to the second set of armour sounds instead of the pegasus ones.
As for how I found that data, the Movement Sounds editor lists 0x8078FD4 for the knights. That location is one portion of the settings, which contains a pointer +0x4 bytes afterwards, and that pointer is 0x89A29BC. That’s where the actual sounds are defined, as well as how many frames between sounds there are. (Worth noting that the pointer is +0x6 in FE7 and +0x8 in FE6)
As for why the multiple-unit sound is +2 from the listed sounds…I dunno, it’s automated in some way. However many sounds are used for the footsteps determines how many the game assumes to be immediately after. This same problem occurs with the big dragon footsteps in FE7, so you would have to move its sound ID to a place where there’s room to duplicate the entry and match it in the movement settings.
Checking the previous games, looks like they all point to A4 and A5 for the armour sounds, and that’s still two places after it should be even in FE6. It’s absolutely a bug on IntSys’ end since the sound priority on A4/A5 are meant for the multiple-unit set.
Well, sorry for the rabbit hole rant, but this is the closest I’m getting to documenting it. I’m old man now, getting lazy. The answer to your problem should be in the second paragraph.
Thank you so so much for replying and giving a solution to this specific problem! You are my savior
I must admit, I was so confused because I have never done hex editing before… it took me a while to figure out that when people say bytes and address they meant the hex editor. (I am really new at this)
It took a helpful fellow at discord to let me know how I can change the numbers and voila! Your solution totally works! Now Hector gets to have armor knight sounds in cutscenes!
Words can’t describe how thankful I am to you!
As for your investigations, they are so interesting… I can’t even remember if armor knights in vanilla gameplay have the correct footstep sfx! It’s honestly cool how people can be like “I’m curious about this hyper specific issue in the game’s code” and went to check all the games.
Please don’t apologize, it’s an interesting ‘fun fact’ and I’m glad you typed it all, should another person has the same issue as mine they can read your explanations!