Enhanced Music

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In addition to, or instead of, using MIDIs, ZQuest 2.10 and 2.50 permit you to use enhanced music (known as alternate music in 2.10) from a variety of formats:

  • GBS : Nintendo Game Boy sound files.
  • GYM : Sega Genesis/Mega Drive YM2612 audio files.
  • IT : Impulse Tracker audio files.
  • MOD : Module files. The tracker music format.
  • NSF : Nintendo Entertainment System (NES)/Family Computer (Famicom) audio files. Note: ZQuest does not support FDS (Famicom Disk System) NSFs.
  • OGG : The Xiph.org open music format.
  • S3M : ScreamTracker 3 module files.
  • SPC : Super NES/Super Famicom S-SMP audio files.
  • VGM : The Video game Music format.
  • XM : Triton FastTracker 2 'Extended Module' format.
  • MP3 : MPEG-2 Audio Layer III music.
-->What encoding bitrates are usable?

Note that for technical reasons, some files of the formats listed above are not supported in Zelda Classic. Also, you cannot load an enhanced music file whose name breaks the character limit of 255.

You may set these in the DMap Editor, or you may call them with the PlayEnhancedMusic( ) function in ZScript (2.50 only).

Enhanced music files are stored externally (not embedded in .qst files) and must be distributed with quests that use them; in other words, these music files must be included in the same folder/directory as Zelda Classic or the quest files that use these files in order for Zelda Classic to play them. Furthermore, unlike MIDIs, enhanced music files do not have a user-defined loop option. You must directly edit the files, to loop, if you desire this behavior.

ZQuest requires the correct extension to match the format, in order to play the files. e.g. An NSF file must be named as filename.nsf, not filename.ogg. You cannot use the wrong filetype extension in ZQuest, as you can in many players (e.g. VLC). ZQuest does not check the datatype, or header of the file, relying solely on the file name to determine the file type.

Note: Although you may load an enhanced music file from any directory path when making a quest, the file must be in the root of the ZC directory, for Zelda Classic to load it.

Thus, if the you have a file: mymusic.ogg, and your path to zeldaw.exe is C:\ZC\zeldaw.exe, with the music file stored at C:\ZC\Music\OGG\mymusic.ogg, you may load it into ZQuest, and attach it to a DMAP, but the file must be at C:\ZC\mymusic.ogg to load it in Zelda Classic (when playing the game).

If using a *nix filesystem (i.e. Linux, MacOS X), the paths will follow *nix formats. The above example assumes a Windows-version of ZC, but the same policy of requiring the music files at the same path as ZC applies on all platforms.

When specifying enhanced music by script, you specify only the filename, not the absolute path.

The reason that absolute paths are not used, is because they will be different for each user. Thus, relative paths are essentially mandatory for external file loading to work.