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Melee "High-Damage/Hurt" Voices

GenoGar

Smash Apprentice
Joined
Feb 26, 2008
Messages
126
Location
California
Is it possible to alter the way hurt voices are played in Brawl?

Right now, the "minor-damage" voice is played after hurt contact, well into your knockback flight in the air. In Melee, hurt voices played pretty much on the frames of contact (as soon as you got hit). I thought that was a more realistic "pain" sense... The major-damage voice played as soon as you tacked relatively high damage.

It seems the Brawl ISO has the sound files (minor-damage AND major-damage) but it seems like the major-damage voice for all characters isn't used(?). Is there a way to alter when their hurt voices are played as well as incorporate the major-damage voice?
 

Glick

Smash Lord
Joined
Mar 19, 2008
Messages
1,186
Location
Brooklyn, NY
I could imagine.

Are you saying that there are voices for each character that nobody has heard yet in brawl?
I wonder what they sound like...
 

GenoGar

Smash Apprentice
Joined
Feb 26, 2008
Messages
126
Location
California
Turn on Melee and go into training. Have the CPU as Marth. Give him 200% and hit him with a very strong move (like Fox U-Smash). The same (pain) voice you hear from Marth is in Brawl, but not used...

AT LEAST ACCORDING TO THE SOUND LIBRARY... "DamageFly01/02" should be the "Major-Damage" voices I was talking about. Every character should have one.
 

Kuga

Smash Journeyman
Joined
Oct 19, 2008
Messages
202
Location
Brazil
Dont forget the pain sound when you get a Star KO and you hit the screen.(Imagine Marth Melee)
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Nope, can't be done.

The voice files in Brawl are all contained in one sound pack, the file name being a .bsar. As far as I know, there is no way to unpack this file and edit each individual file inside of it. If you could, I'm sure there would be a guide somewhere, but, there isn't.

So... in other words, this is impossible at this current time.
 

GenoGar

Smash Apprentice
Joined
Feb 26, 2008
Messages
126
Location
California
I believe it's something that a portion of players here would want/try out... and grow to like, but I guess I could hope for a coder with time on his (her...) hands to jump on this...


Necessity or not, it's still **** sexy, nostalgic, and neat...

...like textures... and stage mods... and custom music... and CSS... ... ...and Roy...
 

bleyva

Smash Ace
Joined
Feb 17, 2009
Messages
511
I believe it's something that a portion of players here would want/try out... and grow to like, but I guess I could hope for a coder with time on his (her...) hands to jump on this...


Necessity or not, it's still **** sexy, nostalgic, and neat...

...like textures... and stage mods... and custom music... and CSS... ... ...and Roy...
the delayed pain-yelping in brawl may not be crucial, but its a big pet peeve. it really doesnt even make sense; if someone uppercutted you in the jaw and you went flying, would you wait momentarily before making a yell?
 

Rudra

Smash Ace
Joined
Jul 12, 2008
Messages
541
Location
Bahamas
the delayed pain-yelping in brawl may not be crucial, but its a big pet peeve. it really doesnt even make sense; if someone uppercutted you in the jaw and you went flying, would you wait momentarily before making a yell?
Looks like Sakurai even nerfed the concept of Pain itself. The delay between the strong hit and their yelp is only second to bad Wifi Connection. :laugh:
 

bobson

Smash Lord
Joined
Jul 28, 2008
Messages
1,674
The voice files in Brawl are all contained in one sound pack, the file name being a .bsar. As far as I know, there is no way to unpack this file and edit each individual file inside of it. If you could, I'm sure there would be a guide somewhere, but, there isn't.
.BRSARs can be unpacked and edited freely at this point, but it's not known how to repack them with edited files yet.
Regardless, what he's asking wouldn't require actually editing the sound files. The "pain" sound starts when the character that was hit goes into freefall after getting launched from a powerful attack over a certain damage threshold; changing when the sound starts certainly seems possible to me, although I don't know much about codes.
 

GenoGar

Smash Apprentice
Joined
Feb 26, 2008
Messages
126
Location
California
bobson said:
.BRSARs can be unpacked and edited freely at this point, but it's not known how to repack them with edited files yet.
Regardless, what he's asking wouldn't require actually editing the sound files. The "pain" sound starts when the character that was hit goes into freefall after getting launched from a powerful attack over a certain damage threshold; changing when the sound starts certainly seems possible to me, although I don't know much about codes.
So it's like taking a car apart and figuring out how to put it back together... I can imagine many possibilities if brsar can be repacked... and this could be one of them. I guess we'll just have to wait...

Well in the mean time... is there anyone with free time to work on this particular code (altering the time when the hurt voice plays in freefall knockback TO instant)?
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
Y'know, if the sounds are already in the game, but not used, I don't think it's a matter of changing the .brsar, but rather making a code that uses those sounds when the characters get hit
 

BG3

Smash Journeyman
Joined
May 25, 2009
Messages
294
I loved hearing Kirby and Pikachu's scream in melee. I just liked hearing it, LMAO.
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
I really miss those sound effects.
If there was a way we could get them back it'd be amazing.
 

GenoGar

Smash Apprentice
Joined
Feb 26, 2008
Messages
126
Location
California
If we can change Ness' F-Smash sound from a thwack to a ping... I'm pretty sure we could access Major and Minor damage voices... and alter which plays...

A code could be made to alter when the sound is heard and offset it to near instant, playing before flight from a strong hit.

It SOUNDS nice on paper, but can it be done? It seems so simple... but I don't know. Any other intake people?
 

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
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/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
If what I know of ASM (in relation to SNES rom hacking), it is indeed plausible.

DEPENDANT, on whether or not there's any variable passed (or very unlikely but - easily accessible in memory) on the damage (knockback of a move)

I'm not sure how Brawl+'s ASM changes go about things, do they replace currently unused segments and add the 'if'? I know this has produced quite large code segments in the past (which some were eventually replaced with one liners); but yeah...

Changing the hurt sound to come after being hit instead of waiting for another a 'falling' state is potentailly a one liner code...

Real question would be is how come Dedede if he's killed upwards whilst doing a dair or uair do we keep hearing the awesome hammer spinning sound.
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,130
Location
Montreal, Quebec
So you want the minor damage sound to play WHEN they get hit at minor damage? It would remove an indicator of when you leave hitstun, but it would sound cool.
 
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