=Quick n dirty list of the wav files= This is a collection of wav files I have recorded of the Zelda3 sound effects. It is a long ways from complete, but it's still quite a lot to work with. I will update it when I have added a lot more more sounds. Also, as I gain information on how the original sounds actually sounded, I will change these to reflect that. All sounds were carefully recorded while playing Zelda3 using ZSNES, by enabling only the sound channels that were used for the particular sound (found by trial and error). Some were still very difficult to get. Just put the ones you want in the \QuestDesigner\Sounds directory. Then add them to your quest using the Sound Manager. Then you can use them in your scripts by adding a line that says: PlaySound("", 240); Replace the with the name of the sound you want to play. (The 240 is the volume. If you don't specify it, it will play at 128, which is half-volume.) Have fun. :) -G8orByte (j4tunamelt@aol.com) ------------------------ //The ones with a * are ones that sound significantly different when I downsampled them to // 11kHz from 44kHz. So instead I only brought them down to 22kHz, which is still half // the size, but retains the sound quality (otherwise the high sounds are changed alot). //Hopefully most of them are self explanatory. For a lot of it, I simply went // through the beginning of Z3 and recorded new stuff as I came to it. //The "Inside" ones have a reverb effect, as if in a cave/dungeon. //If there is no Inside version of a particular sound, then it means they // were the same. //The numbers are which sound channels they were played on, it's really // just for my own reference, ignore them. MainMenuUpDown: 8 *MainMenuSelect: 7,8 *IntroNintendo: 8 SubscreenOpen: 8 SubscreenClose: 8 SubscreenMoveCursor: 8 LiftObject: 7,8 ThrowObject: 8 DestroyBreakableObject: 7,8 *DestroyBush: 6,7,8 PickUpPowerup: 6 //Heart, MagicBottle, Bombs, etc. *PickUpCoin: 6 *PickUpCoin-Ver2: 6,7,8 //includes MoneyIncreased sound EndOfMessage: 7 //also for sound when changing floors in a dungeon when it shows the number FallinHole: 8 LandInDirt: 8 //sound when you land from dropping in, and after JumpOffEdge LandInWater: 7,8 //sound when you land in water FoundSecret: 6,7 //used a lot in dungeons when opening the trap doors StepInWater: 8 StepInGrass: 8 JumpOffEdge: 8 DungeonStairsClimbing: 8 DungeonStairsDescending: 8 DungeonStairwellTopDescending: 6 DungeonStairwellTopAscending: 6 DungeonStairwellBottomDescending: 8 DungeonStairwellBottomAscending: 8 *Sword: 8 Sword360: 7,8 SwordCharged: 8 Sword4: 8 //sword4 is the tempered master sword Sword4Inside: 8 Sword4Inside360: 7,8 Sword4InsideCharged: 8 Bomb: 8 BombInside: 8 BombBlow: 8 Lamp: 8 LinkHurt: 8 LinkHurtInside: 8 EnemyHurt: 7 EnemyKilled: 4 EnemyKilledInside: 6,7,8 EnemyDroppingFromAbove: 8 //in the room where pulling the wrong lever made snakes drop down OpenChest: 8 GotItemFromChest: 2,3,4,5,6 *SoldierDash: 8 //when they see you SoldierBlock: 5 //when you hit their sword, also when you hit a wall w/ a boomerang, etc SoldierFalls: 7,8 //when you knock them off a pit edge *DashStart: 8 //first part of dash sound *DashRepeat1: 8 //next two parts which repeat after each other *DashRepeat2: 8 // DashIntoWall: 7 Rain: 7,8 //can be looped (i'm pretty sure) Thunder: 6 Wrong: 8 LinkElectrified: 4 *OpenCurtain: 5 HealthIncreasedOneHeart: 8 MagicIncreasedLittle: 5 //for the small magicbottle *MoneyIncreased: 7,8 //seems the same sound regardless of how much DoorClose: 8 DoorOpen: 6 KeyBounce1: 8 //sounds made when a key is dropped to the floor (hits ground twice) KeyBounce2: 8 // PickUpKey: 7,8 *KeyDoorOpen: 7,8 PushBlock: 8 //pushing a movable block, also pulling a lever in the wall