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When you rename a sawnd file to a different character's sawnd (ie: using a sonic sawnd and renaming it to mario's id), the game will freeze. (atleast without the soundbank code)
Yep, exactly. You can't do that because of the way the game's files are indexed. Perhaps there's a way to store new soundbanks in unused memory and redirect entries in the game's pointer table to those previously unused areas, but I've never experimented with that - I have enough on my plate as it is right now lol
Thanks again! Although I think I worded my original message wrong lol. I have replaced the Marth.rel over Dedede's .rel, but I would to keep using Dedede's 12.sawnd file (instead of Marth's) so that I can further replace each individual sound effect in Super Sawndz.
(Basically I am replacing a Lucina PSA over Dedede via the Marth.rel, I have done everything except the sound effects which I am totally lost at.)
I'm sorry to say this but the replacing the soundbanks is extremely confusing, is it possible for someone to understand to do a youtube video of a full explanation, if that is possible
I'm sorry to say this but the replacing the soundbanks is extremely confusing, is it possible for someone to understand to do a youtube video of a full explanation, if that is possible
2. Go to THIS WEBSITE, or any hexadecimal calculator
3. Using the hexadecimal calculator, multiply your character's ID by 20 (the Character Offset).
4. Using the same hexadecimal calculator, add 9E0 to the Character Offset
After following the above steps, you now have the XXX portion of 04AD8XXX.
To obtain the second part of the code, refer to the soundbank list in the OP.
Inserting codes:
1. Download THIS program, HxD
2. Open up your RSBE01.gct in HxD
3. Press Ctrl+F, and paste "F0 00 00 00 00 00 00 00" into the "Search for" field
4. Select "hex-values" from the datatype drop-down menu
5. Copy the code you just made
6. Paste the code you just made right before the "F0 00 00 00 00 00 00 00"
7. Save your RSBE01.gct
Hi! I tried to port the Marth .rel over Olimar in PM, but it would just freeze at the beginning of the match before the announcer says: "GO!" it freezes. Anyway to fix this? Or has this always been a bug with Olimar in the first place?
Hi! I tried to port the Marth .rel over Olimar in PM, but it would just freeze at the beginning of the match before the announcer says: "GO!" it freezes. Anyway to fix this? Or has this always been a bug with Olimar in the first place?
Hi! I tried to port the Marth .rel over Olimar in PM, but it would just freeze at the beginning of the match before the announcer says: "GO!" it freezes. Anyway to fix this? Or has this always been a bug with Olimar in the first place?
Tried in training mode, and even re-ported the P+P Marth .rel over Pikmin, using the basic Marth PM psa with the costumes and everything, and still freezes at before it says "GO!" :/.
Tried in training mode, and even re-ported the P+P Marth .rel over Pikmin, using the basic Marth PM psa with the costumes and everything, and still freezes at before it says "GO!" :/.
Okay, I'll look at it this weekend. Also, now that development on PM has ceased, I will release a build of vanilla PM with the remaining clone slots opened and in functional states. You will be able to use my P+P .rels to fill those slots.
Okay, I'll look at it this weekend. Also, now that development on PM has ceased, I will release a build of vanilla PM with the remaining clone slots opened and in functional states. You will be able to use my P+P .rels to fill those slots.
The 5 slots can be potentially combined with your alloy engine for a total of 8 (9?) slots, all of this without the need for BrawlEX, right? That's a lot more than I'll ever need. At least one good thing came out of this mess.
Are you gonna make a tutorial to set up the clones' cosmetics and sfx when you release the builds?
The 5 slots can be potentially combined with your alloy engine for a total of 8 (9?) slots, all of this without the need for BrawlEX, right? That's a lot more than I'll ever need. At least one good thing came out of this mess.
Are you gonna make a tutorial to set up the clones' cosmetics and sfx when you release the builds?
It will be 9 slots, and you better believe it. I'll explain the entire process, but everyone needs to understand one thing: it's impossible to make a clone module without a remote debugger of some kind. Every clone is created on a character-by-character basis, with special codes created to patch out any glitches.
The only Characters I need in PM is
[x] Knuckles
[x] Lyn
[x] Isaac
[x] Waluigi
[ ] Shadow
[x] Ridley
[x] OoT Ganon
The only PSA that doesn't exist for PM is Shadow. Although I will add these characters through the Cloning Engine you talked about.
The only Characters I need in PM is
[x] Knuckles
[x] Lyn
[x] Isaac
[x] Waluigi
[ ] Shadow
[x] Ridley
[x] OoT Ganon
The only PSA that doesn't exist for PM is Shadow. Although I will add these characters through the Cloning Engine you talked about.
I personally wont mind having the Wa, Ridley, and the forbidden four in a future build... though if I want to release it publicly, then PM's 4 scrapped characters have to be made from the ground up (using none of the models from the dev builds). Maybe in the future I can use Bomberman and Banjo, but we'll see...
Also when you make the almighty clone engine tutorial be sure to cover adding the css slots, espcially since some people use custom CSS layouts like Ondo's Out of the Box CSS.
Im using a port (with your rels) of OOT Ganondorf over Isaac. how would I set things up for him to point to OOT Ganon's soundbank, and not Toon Link's(Isaac doesn't have his own SFX set up, but has his own slot and points to Toon link's sounds)?