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MewTwo Shadowball SFX

BronzeGreekGod

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Anyone here have proper sawnd files for Mewtwos shadow ball that I could use in P:M? I duno why the PMBR didn't add the shadow ball SFX from melee, hopefully they eventually add them. But for now can anyone help?
 

Amazerommu

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I call upon the all mighty, all powerful, and all knowing SFX God!

@ Amazerommu Amazerommu
Will ur post notify him? lol
Is that even a question?

Firstly my guess is that the PMBR gave Mewtwo Lucario's chargey sound effect because of space... I of course think this was dumb and am going to fix it when I fix Roy as well with muh Melee SFX... Idk if i'll be able to make it work outside of my project however. Space is a foreign language there... but I'll try to do it for vanilla P:M sfx as well. Not sure when this'll happen though... I gotta somehow manage to break the spell of Lightning Returns... and Civ V... The little bit of free time I have has been going to those two... I have no control over it... It just happens lol
 

BronzeGreekGod

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Is that even a question?

Firstly my guess is that the PMBR gave Mewtwo Lucario's chargey sound effect because of space... I of course think this was dumb and am going to fix it when I fix Roy as well with muh Melee SFX... Idk if i'll be able to make it work outside of my project however. Space is a foreign language there... but I'll try to do it for vanilla P:M sfx as well. Not sure when this'll happen though... I gotta somehow manage to break the spell of Lightning Returns... and Civ V... The little bit of free time I have has been going to those two... I have no control over it... It just happens lol
Hahah, k cool thanks for the reply!
 

JohnTwo

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It IS possible, because there is a patch on ssbwiki.com that gives Mewtwo his Melee sounds, therefore improving his SFX. The Shadow Ball SFX is included, but you would have to do a bit of work.

I don't wanna do it becuz I have a tournament to prepare.
 

JohnTwo

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Is that even a question?

Firstly my guess is that the PMBR gave Mewtwo Lucario's chargey sound effect because of space... I of course think this was dumb and am going to fix it when I fix Roy as well with muh Melee SFX... Idk if i'll be able to make it work outside of my project however. Space is a foreign language there... but I'll try to do it for vanilla P:M sfx as well. Not sure when this'll happen though... I gotta somehow manage to break the spell of Lightning Returns... and Civ V... The little bit of free time I have has been going to those two... I have no control over it... It just happens lol
No, I'm afraid you're wrong. See, P:M 3.5 only takes up 700 MBs of space. They wanted to leave room for modders like Taiko, but even then there is still space. If you watch the 3.6 trailer, then you'll notice that it says "New Music, Sounds, and Announcer" . They were probably referring to some unfinished sound problems, like the Shadow Ball SFX.
 
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No, I'm afraid you're wrong. See, P:M 3.5 only takes up 700 MBs of space. They wanted to leave room for modders like Taiko, but even then there is still space. If you watch the 3.6 trailer, then you'll notice that it says "New Music, Sounds, and Announcer" . They were probably referring to some unfinished sound problems, like the Shadow Ball SFX.
And the fact that Duon and Galleom will have their proper SFX in 3.6, as well. That's...technically new. :p
 

BronzeGreekGod

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No, I'm afraid you're wrong. See, P:M 3.5 only takes up 700 MBs of space. They wanted to leave room for modders like Taiko, but even then there is still space. If you watch the 3.6 trailer, then you'll notice that it says "New Music, Sounds, and Announcer" . They were probably referring to some unfinished sound problems, like the Shadow Ball SFX.
i hope you're right about this. If the PM team just fixes the shadow ball that would save me a lot of trouble lol.
 

Amazerommu

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No, I'm afraid you're wrong. See, P:M 3.5 only takes up 700 MBs of space. They wanted to leave room for modders like Taiko, but even then there is still space. If you watch the 3.6 trailer, then you'll notice that it says "New Music, Sounds, and Announcer" . They were probably referring to some unfinished sound problems, like the Shadow Ball SFX.
You misunderstood... Mewtwo and Roy had limited 'slots' in their respective .sawnd files. Mewtwo has like... 33 sound slots or something currently... buuuuuuuuuut... Wow... I think I already know what they did for this:

And the fact that Duon and Galleom will have their proper SFX in 3.6, as well. That's...technically new. :p
And am now wondering why that wasn't done in the first place... if Duon and Galleom are actually gonna have their proper SFX back... Feeeeeeck! I'll have to completely redo both of those chars... But maybe I can make true Shadow Ball SFX work...?
 
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And am now wondering why that wasn't done in the first place... if Duon and Galleom are actually gonna have their proper SFX back... Feeeeeeck! I'll have to completely redo both of those chars... But maybe I can make true Shadow Ball SFX work...?
I think it's because back when they added Mewtwo and Roy, we didn't have the advancements in Brawl hacking we have now, like the RSBE; so they simply made the .sawnd files and had them overwrite sounds in a feature that wouldn't really matter in the mod. Now that Brawl hacking's gotten a lot more advanced (and they have more experience with it), they can do things they couldn't before.
 

JohnTwo

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I think it's because back when they added Mewtwo and Roy, we didn't have the advancements in Brawl hacking we have now, like the RSBE; so they simply made the .sawnd files and had them overwrite sounds in a feature that wouldn't really matter in the mod. Now that Brawl hacking's gotten a lot more advanced (and they have more experience with it), they can do things they couldn't before.
True, true. But there are still going to be difficulties. I mean, since they got this far, why not just take M2's Melee files and convert them to Brawl?
 
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True, true. But there are still going to be difficulties. I mean, since they got this far, why not just take M2's Melee files and convert them to Brawl?
Because Melee and Brawl are entirely different codes on entirely different engines, so direct conversion is nearly impossible or extremely tedious.
People have also already gotten the models from the game, and P:M is not Melee 2.0 anymore, so...yeah. :p

Besides that, that'd be...well, it wouldn't help the whole legalness of P:M situation for Nintendo. :p Direct use of assets you didn't create without any modifications, especially from the PMDT, would be the straw that snapped the camel's back, as it were. That sort of shenanigan would result in Nintendo taking action against it forcefully, since Nintendo owns those assets.

Roy and Mewtwo in P:M aren't at that risk because the models there are entirely custom-made, not ripped from intellectual property they don't own.
 

JohnTwo

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Because Melee and Brawl are entirely different codes on entirely different engines, so direct conversion is nearly impossible or extremely tedious.
People have also already gotten the models from the game, and P:M is not Melee 2.0 anymore, so...yeah. :p

Besides that, that'd be...well, it wouldn't help the whole legalness of P:M situation for Nintendo. :p Direct use of assets you didn't create without any modifications, especially from the PMDT, would be the straw that snapped the camel's back, as it were. That sort of shenanigan would result in Nintendo taking action against it forcefully, since Nintendo owns those assets.

Roy and Mewtwo in P:M aren't at that risk because the models there are entirely custom-made, not ripped from intellectual property they don't own.
Dude, you are VERY quick. :dizzy:

Honestly, if there's going to be legal problems, then I can understand why there hasn't been a lawsuit involving Mewtwo. But, what about Roy? I haven't seen any difference between Melee and P:M in terms of his animations.
 

Riddlrr

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We've changing the way that Mewtwo's and Roy's sfx load to preserve SSE boss sound effects slots. This makes slots a little more limited. I'm also against taking pure melee sounds, as they almost never work well with braw's sound engine. I'd love to make a new shadowball sound effect unique to mewtwo, I just have to find an empty slot for the sound.
 

BronzeGreekGod

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We've changing the way that Mewtwo's and Roy's sfx load to preserve SSE boss sound effects slots. This makes slots a little more limited. I'm also against taking pure melee sounds, as they almost never work well with braw's sound engine. I'd love to make a new shadowball sound effect unique to mewtwo, I just have to find an empty slot for the sound.
Aw nuts :(
does that mean the shadowball sfx isnt gona be changed in 3.6?
 

Riddlrr

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Most likely not, but not making any guarantees
 
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BronzeGreekGod

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Most likely not, but not making any guarantees
Do you think it'll be possible at some point in the future?

Also, just outa curiosity, how come it was possible for someone to add the shadowball sfx in that brawlvault mod? Or is that not working quite the right way?
 

Riddlrr

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We changed the way the clone sfx work for 3.6, and I'd like to think so. But I can't make those kinds of guarantees because I'm not even close to a coding wizard. I just make sounds :D
 

Amazerommu

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We've changing the way that Mewtwo's and Roy's sfx load to preserve SSE boss sound effects slots. This makes slots a little more limited. I'm also against taking pure melee sounds, as they almost never work well with braw's sound engine. I'd love to make a new shadowball sound effect unique to mewtwo, I just have to find an empty slot for the sound.
Depending on how and where the sounds are... I could probably (most likely) find a few spots that can be opened up.
 

Riddlrr

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We know there's slots, its more about space and priorities.
 
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Riddlrr

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Hey guess what. I lied! You know, like a liar. New Mewtwo Shadowball sfx.
 

BronzeGreekGod

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Hey guess what. I lied! You know, like a liar. New Mewtwo Shadowball sfx.
Hahaha i was thinking that last night! You sly dog you! :p

If i may... hope this isnt too off topic on the custom content page... i'm super happy he has his own charge sfx now :D - just a small piece of constructive feedback (this may just be my opinion though) - I feel the sfx (you made?) is a bit high pitched. Surely this is something i'd get used to, but a deeper pitch may sound more authentic to melee's SFX.

Is there a reason you chose to make it a bit higher pitched?
 
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Riddlrr

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The pitch is actually the exact same. What it is, is has a higher tone. Melee's frequency response were really low, so we lost a lot of the high frequencies when listening to those sounds. My shadowball has those high frequencies, along with other elements to make the sound effect I thought it shouldve sounded like.
 
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