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	<id>https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Charlie43229</id>
	<title>ZeldaMods (Breath of the Wild) - User contributions [en]</title>
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	<updated>2026-05-25T08:36:13Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=11795</id>
		<title>Help:Dumping games</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=11795"/>
		<updated>2024-06-05T02:53:30Z</updated>

		<summary type="html">&lt;p&gt;Charlie43229: Added back &amp;quot;Before running Dumpling, disable auto power off and standby on your Wii U.&amp;quot; to the website version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to get a copy of the [[content]] files and [[executable]], you will need to dump &#039;&#039;Breath of the Wild&#039;&#039; from a console. This article provides instructions for Wii U and Switch users.&lt;br /&gt;
&lt;br /&gt;
== Wii U ==&lt;br /&gt;
The easiest method for dumping BOTW in a manner compatible with tools like Cemu and BCML is to use Dumpling.  &lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* BOTW 1.5.0 on your Wii U&lt;br /&gt;
* Any Wii U (Method 1)&lt;br /&gt;
* Modded Wii U with Homebrew Launcher (Method 2)&lt;br /&gt;
&lt;br /&gt;
=== Dumping your game files ===&lt;br /&gt;
&lt;br /&gt;
==== Method 1 (Any Wii U) - Website ====&lt;br /&gt;
&lt;br /&gt;
# Insert an SD card into your Wii U.&lt;br /&gt;
# Before running Dumpling, disable auto power off and standby on your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Launch the Internet Browser app.&lt;br /&gt;
# Go to https://dumplingapp.com/&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and copy the files onto your hard drive.&lt;br /&gt;
&lt;br /&gt;
==== Method 2 (Modded Wii U only) - Homebrew App ====&lt;br /&gt;
# Download the latest release of Dumpling from [https://github.com/emiyl/dumpling/releases here].&lt;br /&gt;
# Extract the ZIP to the root of your SD card.&lt;br /&gt;
# Before running Dumpling, disable auto power off and standby on your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Open Dumpling from the Homebrew Launcher.&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and copy the files onto your hard drive.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
Dump the game files directly to your SD card using nxdumptool. Update data can only be processed if the base game is available, because they share the same filesystem. DLCs don&#039;t, so they have to be dumped separately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: If you misbehave (piracy, online cheating or anything equally stupid), you might get banned from Nintendo online services. If you do not want to leave any traces, turn on airplane mode, back up your eMMC &#039;&#039;&#039;before running any homebrew&#039;&#039;&#039; and do not ever go online before you have restored the backup.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* [https://github.com/DarkMatterCore/nxdumptool nxdumptool].&lt;br /&gt;
* Keys file generated using [https://github.com/shchmue/Lockpick_RCM Lockpick_RCM], located at &amp;lt;code&amp;gt;sdmc:/switch/prod.keys&amp;lt;/code&amp;gt;. Run the payload on your console through RCM in order to dump the keys needed by nxdumptool to decrypt contents.&lt;br /&gt;
&lt;br /&gt;
=== Dumping game files ===&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update/DLC&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates/DLCs for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates/DLCs&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the files from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates are tagged as &amp;lt;code&amp;gt;(UPD)&amp;lt;/code&amp;gt;, and they use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 (0.0.12.0) corresponds to BotW v1.6.0 update.&lt;br /&gt;
*# DLCs are tagged as &amp;lt;code&amp;gt;(DLC)&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; are the known IDs for the existent BotW DLCs.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the internal filesystem from the selected update/DLC to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
Just like it was previously mentioned, updates share their filesystem data with the base game, so dumping the RomFS from an update is equivalent to dumping the whole filesystem from the updated game data. In other words, it isn&#039;t necessary to dump the base game filesystem separately if you choose an update.&lt;br /&gt;
&lt;br /&gt;
DLCs, on the other hand, must be dumped separately.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dumps in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/RomFS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is recommended to copy these dumps to your PC, for use with modding tools and to free up space on your SD card.&lt;br /&gt;
&lt;br /&gt;
=== Dumping binaries (executable files) ===&lt;br /&gt;
Executables in Switch titles are stored in a different section known as the ExeFS, which is only available in base games and updates. Unlike RomFS data, ExeFS data isn&#039;t shared between the update and its base game.&lt;br /&gt;
&lt;br /&gt;
These files can also be dumped using nxdumptool.&lt;br /&gt;
&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the  binaries from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the binaries from the selected update to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dump in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/ExeFS&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Charlie43229</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=11792</id>
		<title>Help:Dumping games</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=11792"/>
		<updated>2024-05-14T22:45:25Z</updated>

		<summary type="html">&lt;p&gt;Charlie43229: Added the web version of Dumpling to the Wii U section as an additional method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to get a copy of the [[content]] files and [[executable]], you will need to dump &#039;&#039;Breath of the Wild&#039;&#039; from a console. This article provides instructions for Wii U and Switch users.&lt;br /&gt;
&lt;br /&gt;
== Wii U ==&lt;br /&gt;
The easiest method for dumping BOTW in a manner compatible with tools like Cemu and BCML is to use Dumpling.  &lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* BOTW 1.5.0 on your Wii U&lt;br /&gt;
* Any Wii U (Method 1)&lt;br /&gt;
* Modded Wii U with Homebrew Launcher (Method 2)&lt;br /&gt;
&lt;br /&gt;
=== Dumping your game files ===&lt;br /&gt;
&lt;br /&gt;
==== Method 1 (Any Wii U) - Website ====&lt;br /&gt;
&lt;br /&gt;
# Insert an SD card into your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Launch the Internet Browser app.&lt;br /&gt;
# Go to https://dumplingapp.com/&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and copy the files onto your hard drive.&lt;br /&gt;
&lt;br /&gt;
==== Method 2 (Modded Wii U only) - Homebrew App ====&lt;br /&gt;
# Download the latest release of Dumpling from [https://github.com/emiyl/dumpling/releases here].&lt;br /&gt;
# Extract the ZIP to the root of your SD card.&lt;br /&gt;
# Before running Dumpling, disable auto power off and standby on your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Open Dumpling from the Homebrew Launcher.&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and copy the files onto your hard drive.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
Dump the game files directly to your SD card using nxdumptool. Update data can only be processed if the base game is available, because they share the same filesystem. DLCs don&#039;t, so they have to be dumped separately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: If you misbehave (piracy, online cheating or anything equally stupid), you might get banned from Nintendo online services. If you do not want to leave any traces, turn on airplane mode, back up your eMMC &#039;&#039;&#039;before running any homebrew&#039;&#039;&#039; and do not ever go online before you have restored the backup.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* [https://github.com/DarkMatterCore/nxdumptool nxdumptool].&lt;br /&gt;
* Keys file generated using [https://github.com/shchmue/Lockpick_RCM Lockpick_RCM], located at &amp;lt;code&amp;gt;sdmc:/switch/prod.keys&amp;lt;/code&amp;gt;. Run the payload on your console through RCM in order to dump the keys needed by nxdumptool to decrypt contents.&lt;br /&gt;
&lt;br /&gt;
=== Dumping game files ===&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update/DLC&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates/DLCs for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates/DLCs&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the files from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates are tagged as &amp;lt;code&amp;gt;(UPD)&amp;lt;/code&amp;gt;, and they use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 (0.0.12.0) corresponds to BotW v1.6.0 update.&lt;br /&gt;
*# DLCs are tagged as &amp;lt;code&amp;gt;(DLC)&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; are the known IDs for the existent BotW DLCs.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the internal filesystem from the selected update/DLC to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
Just like it was previously mentioned, updates share their filesystem data with the base game, so dumping the RomFS from an update is equivalent to dumping the whole filesystem from the updated game data. In other words, it isn&#039;t necessary to dump the base game filesystem separately if you choose an update.&lt;br /&gt;
&lt;br /&gt;
DLCs, on the other hand, must be dumped separately.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dumps in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/RomFS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is recommended to copy these dumps to your PC, for use with modding tools and to free up space on your SD card.&lt;br /&gt;
&lt;br /&gt;
=== Dumping binaries (executable files) ===&lt;br /&gt;
Executables in Switch titles are stored in a different section known as the ExeFS, which is only available in base games and updates. Unlike RomFS data, ExeFS data isn&#039;t shared between the update and its base game.&lt;br /&gt;
&lt;br /&gt;
These files can also be dumped using nxdumptool.&lt;br /&gt;
&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the  binaries from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the binaries from the selected update to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dump in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/ExeFS&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Charlie43229</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11790</id>
		<title>Help:Sound modding</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Sound_modding&amp;diff=11790"/>
		<updated>2024-04-27T17:21:53Z</updated>

		<summary type="html">&lt;p&gt;Charlie43229: Shared a method of circumventing the BFWAV duration limit using Switch Toolbox and slightly reworded surrounding text.  Also added Switch Toolbox to the prerequisites.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You&#039;ll need to understand the files in this game and how they work to get a good grasp on what you need to do to achieve the goals you want. This guide will show you how replace simple tracks in the game with ones you want. An illustrated guide can be found [https://gamebanana.com/tuts/13088 here] To replace bigger/more complex tracks, follow the advanced guide here (tutorial incomplete/not made yet).&lt;br /&gt;
&lt;br /&gt;
To see what can be done in music modding and have a reference point, there are examples such as [https://gamebanana.com/gamefiles/10178 Lylah&#039;s Complete Music Overhaul] which has modded over 210 music files in the game that function just how the base game&#039;s files do, employing the methods found here.&lt;br /&gt;
&lt;br /&gt;
==The 4 main sound files==&lt;br /&gt;
There are 4 types of files you mostly need to concern yourself with in music modding:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BFSTM&#039;&#039;&#039; (.bfstm) &amp;quot;Binary Cafe Stream&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFSTP&#039;&#039;&#039; (.bfstp) &amp;quot;Binary Cafe Stream Prefetch&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;BFWAV&#039;&#039;&#039; (.bfwav) &amp;quot;Binary Cafe Wave&amp;quot; files&lt;br /&gt;
*&#039;&#039;&#039;Bars&#039;&#039;&#039; (.bars) files&lt;br /&gt;
&lt;br /&gt;
BFSTMs are the main music files in this game, which you can find under content/Sound/Resource/Stream in the unpacked base game folder and DLC music in the Update Data folder. When making a mod, always treat it as an &#039;update&#039; so anything you make goes in one &#039;content&#039; file structure.&lt;br /&gt;
&lt;br /&gt;
BFSTPs are essentially the precursor of BFSTMs. A lot of BFSTMs can&#039;t play immediately as the game has to load them in, so in order to avoid that, there are &amp;quot;prefetch&amp;quot; files for each of these BFSTMs that contain compressed data of their respective file and only play for 1 second before switching over to the BFSTM to play the rest. These are known as BFSTPs.&lt;br /&gt;
&lt;br /&gt;
BFWAVs are another type of music file that are only for smaller sounds, short events, almost every sound effect in the game, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All&#039;&#039;&#039; BFWAVs and BFSTPs are contained within &#039;&#039;&#039;Bars&#039;&#039;&#039; files. Bars files are simply containers for these files, and can contain multiple BFSTPs or BFWAVs within them if they concern one object/category (e.g: Guardian sword sfx). These can be found under content/Sound/Resource in the update folder for the game data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; &#039;&#039;This game&#039;s sound files have a sample rate &#039;&#039;&#039;32000Hz&#039;&#039;&#039; for the Wii U version, and &#039;&#039;&#039;48000Hz&#039;&#039;&#039; for the Switch version. The music you get from Youtube and most MP3s are usually in &#039;&#039;&#039;44100Hz&#039;&#039;&#039; or above, so make sure to convert before you start working on your new files. All your music mods should be using the appropriate sample rate to avoid distortions and glitches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For simple files, such as the one that plays near the Temple of Time, you only need to worry about 1 BFSTM file. In this case: the file would be &#039;&#039;BGM_Spot_TempleOfTime.bfstm&#039;&#039;. This goes for other BGM_Spot files you may want to mod. However, if you want to replace the music for things that can start spontaneously, such as a Guardian battle (Stalkers/Skywatchers), that has at least 5 files associated with it: &#039;&#039;BGM_Guardian_main.bfstm&#039;&#039;, &#039;&#039;BGM_Guardian_outro.bfstm&#039;&#039;, and &#039;&#039;&#039;GuardianBGM.bars&#039;&#039;&#039; which contains BGM_Guardian_main.&#039;&#039;&#039;bfstp&#039;&#039;&#039; and BGM_Guardian_outro.&#039;&#039;&#039;bfstp&#039;&#039;&#039;.&lt;br /&gt;
This guide will go through how to replace the Temple of Time music as an example, and then the Guardian BGM later as it needs more steps. To mod only the former, only the 1st and 2nd resources listed below are required, but it is recommended to obtain everything in the list to make modding simpler in the future.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
&lt;br /&gt;
#A music editing software of your choice, e.g: Wavepad Sound Editor or Audacity&lt;br /&gt;
#[https://github.com/libertyernie/LoopingAudioConverter/releases Looping Audio Converter]&lt;br /&gt;
#[https://github.com/NanobotZ/bfstp-fixer bfstp fixer]&lt;br /&gt;
#[https://github.com/aboood40091/BCFSTM-BCFWAV-Converter BCFSTM-BCFWAV Converter]&lt;br /&gt;
#Python 3.7&lt;br /&gt;
#[https://github.com/NanobotZ/BarsTool/releases Bars Tool]&lt;br /&gt;
#VLC Media player for previewing BFSTM files (not necessary but highly recommended)&lt;br /&gt;
#NW4F Wave converter for converting Wav files to BFWAV&lt;br /&gt;
#[https://www.foobar2000.org/ Foobar2000 Media Player] and [https://github.com/vgmstream/vgmstream vgmStream plugin] for previewing/converting BFWAV and BFSTM files. Foobar2000&#039;s [https://www.foobar2000.org/FAQ FAQ] page has instructions for installing the plugin.&lt;br /&gt;
#[https://github.com/KillzXGaming/Switch-Toolbox/releases Switch Toolbox] for editing sample limits of BFWAV files&lt;br /&gt;
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==Creating a new sound==&lt;br /&gt;
Using the Temple of Time as an example, the fundamentals of this guide apply to any future tracks you make in terms of looping.&lt;br /&gt;
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First, preview the actual original game file you&#039;re replacing so that you are aware of how long it is and what constraints you should roughly keep your new file in (there&#039;s nothing wrong with making a loop a minute or so longer than normal for BGM_Spots, but it is not recommended for other tracks as it may function abnormaly).&lt;br /&gt;
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===Creating a loop===&lt;br /&gt;
Assuming you have a file or sample you want to use, open it up in a sound editor or software of your choice. This guide uses Wavepad, as it is perfect for this type of editing. &lt;br /&gt;
[[File:Wavepad_Demo_1.png|thumb|A file open in Wavepad, the sample rate is 41000Hz, which must be converted to 32000Hz before edits are made.]]&lt;br /&gt;
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====Editing the sound====&lt;br /&gt;
Make the edits as you wish to your file, such as volume adjustment (ideally near the original file&#039;s), reverb, fades, equalising, mixing, etc. If the file is very &#039;droney&#039; (like a choir) with little percussion or fades out, you can do an easy trick as shown below.&lt;br /&gt;
[[File:Wavepad_Demo_2,_Selecting_Intro.png|thumb|A zoomed in image of the selection process in Wavepad to create a seamless loop from the outro back into the main song.]]&lt;br /&gt;
Select a portion of the beginning of the song, find out precisely what &#039;&#039;sample&#039;&#039; you have selected it to (A sample is the most precise unit of song editing, as milliseconds are too imprecise here), and note it down. Then copy/paste your selection onto a new file and give it a fade in. After that, copy that file and paste mix it into the last part of the original song you are using so the intro fades in while the outro fades out.&lt;br /&gt;
Make a note of where your &#039;&#039;&#039;new endpoint&#039;&#039;&#039; for the song is (in samples, not milliseconds), and delete any excess space after that. If for some reason the editor you&#039;re using doesn&#039;t show the &#039;&#039;sample&#039;&#039;, get as accurate a time as possible (down to the one-thousanths of a second), and multiply that time, in seconds, by the sample rate of the file (e.g. 7.052 seconds * 48000Hz = 338,496 sample).&lt;br /&gt;
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IMPORTANT: When you are creating a loop, you must ensure that the start point and end point of the loop are ideally when the wave form reaches 0 amplitude, and one wave is coming up while the other is going down, to ensure optimal flow. This is how you achieve seamless loops. Failure to adhere to these principles means skips, clicks, &#039;pops&#039; or static will be heard when the song loops.&lt;br /&gt;
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Save your file as a .wav and then open it up in &#039;&#039;&#039;Looping Audio Converter&#039;&#039;&#039;.&lt;br /&gt;
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====Entering loop data====&lt;br /&gt;
When opening Looping Audio Converter, the setup should remain relatively untouched apart from 3 areas:&lt;br /&gt;
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*Save directory (can be anywhere you want that&#039;s the easiest to access)&lt;br /&gt;
*Output Format (should be BFSTM)&lt;br /&gt;
*Loop Information option (should be set to &#039;Ask for all files&#039;)&lt;br /&gt;
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[[File:File_open_in_Looping_Audio_Converter.png|thumb|The parameters highlighted should be the only ones changed to what is seen. The directory can be set to the quickest place to grab the outputted file from (e.g: Desktop)]]&lt;br /&gt;
Click &#039;Start&#039; and then a prompt should appear allowing you to enter your loop data in samples, which will be simple since you made a note of the points earlier. Ensure the &#039;Enable&#039; and &#039;Loop&#039; boxes are checked, and click &#039;Okay&#039;. This should output your wav as a BFSTM with the loop data written onto it. Rename your new track to the original name of the track you wanted to replace. It is now ready to be used in your mod. BFSTMs are stored under content/Sound/Resource/Stream.&lt;br /&gt;
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====Tracks that require a prefetch (.bfstp)====&lt;br /&gt;
Some tracks need to be loaded in by a one-second prefetch that contains compressed data of the BFSTM, and you can find these by analysing the list of .bars file to see if your track has one. All sound effects and battle themes have a bfstp stored inside a respective .bars file, e.g: &#039;&#039;GuardianBGM.bars&#039;&#039; contains the prefetches for the main Guardian theme and outro. Assuming you followed the same looping steps as mentioned above, you should have a Guardian_Main theme that loops, and a Guardian_Outro that does not loop (select &#039;Keep as non-looping&#039; in Looping Audio Converter). Once the new BFSTMs have been made, you should follow the [https://gamebanana.com/tuts/12856 bfstp fixer] method, where you place bfstpfixer.py, BCFSTM-BCFWAV-Converter, your BFSTMs, and a .bat file with the following code:&lt;br /&gt;
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&#039;&#039;&#039;For Wii U&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 0 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;For Switch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Important:&#039;&#039;&#039; &#039;&#039;The first line is used to also convert your current BFSTM(s) to use a little endian, since Looping Audio Converter converts using a big endian. Be sure to copy the new BFSTMs into your working folder after they&#039;ve been converted, otherwise your audio won&#039;t play ingame.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTM -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstm) do python main.py -format FSTP -bom 1 &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;for /r %%i in (*.bfstp) do python bfstpfixer.py &amp;quot;%%i&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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in the same directory and run the .bat file. This should output 2 new files for each BFSTM you had. Keep the .bfstps that have &#039;fixed&#039; at the end of their name.&lt;br /&gt;
[[File:The_directory_of_the_BFSTP_fixer_immediately_after_running_the_.bat_file.png|thumb]]&lt;br /&gt;
Make a copy of the .bars file you want to modify and place it somewhere safe to work with to avoid accidentally tampering with the game&#039;s core files. Open up the new copy of the .bars file and observe the names of the specific files you want to replace. They should have a similar or identical name to the BFSTMs they are made for. Rename your new files to these names respectively, and then click &#039;Replace&#039; for every file you are replacing. &lt;br /&gt;
[[File:A_file_open_in_Bars_Tool.png|thumb|GuardianBGM.bars open in Bars Tool, showing the various BFSTPs and BFWAVs inside.]]&lt;br /&gt;
A backup .bars file will be generated once you do so that contains the bars data before you made any edits, and the original file is now updated with your new data. Place the modified bars file into content/Sound/Resource of your mod folder, and your BFSTMs in content/Sound/Resource/Stream, and you should now have a working music mod without any glitches or abnormalities.&lt;br /&gt;
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====Sound effects (SFX) and BFWAVs====&lt;br /&gt;
Almost every sound effect in the game is in .bfwav format, and are also stored in .bars files. If a replacement BFWAV you make is not shorter than or the exact same length as the original file you are modding (which you can check by opening it in Foobar2000), you can open the .bars file with Switch Toolbox and edit the limit. Edit the &amp;quot;Unknown&amp;quot; paramater in the Meta Data for your .bfwav to be equal to or greater than the sample count of your new sound.  If/when your new sound effect in .wav format complies with this limit, you can simply drag it over the NW4FWaveConverter.exe and it should output a new bfwav of your file. Then, using the Bars tool as previously mentioned, replace the old bfwav with your new one and implement the new .bars file into your mod.&lt;br /&gt;
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[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Charlie43229</name></author>
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