* 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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