T-skjorte Ninja
Smash Journeyman
Why yes. The announcer said "Isaac" when I'm using pure files.
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Yep, those are correct, I'll add them to the op. Thanks sambosje!Hi, dunno if this can be discussed here but i made the announcer calls for Isaac, Sami etc. Also S Solaros here is a list of some more soundbank id's
Soundbank ID Name
01 mario
02 link
03 pit
04 metaknight
05 dedede
06 Donkey
07 Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain
0E Ness
0F Koopa
10 Peach
11 Zelda
12 Iceclimber
13 Marth
14 GameWatch
15 Falco
16 Ganon
17 Wario
18 Pikmin
19 lucas
1A Diddy
1B PokeTrainer
1C PokeLizardon
1D PokeZenigame
1E PokeFushigisou
1F Lucario
20 Ike
21 Robot
22 Purin
23 ToonLink
24 Wolf
25 snake
26 Sonic
27 select
28 ZakoFighter
116 Kuribo
117 Patapata
118 Hammerbros
119 Killer
11A Dekakuribo
11B GalFire
11C Poppercam
11D Bitan
11E Roada
11F Bombhead
120 Gyraan
121 Bucyulus
122 Tautau
123 Flows
124 Aroaros
125 Botron
126 Jyakeel
127 Ghamgha
128 Pacci
129 Faulong
12A Deathpod
12B Spar
12C Kokkon
12D Jdus
12E Mite
12F Shelly
130 Ngagog
131 Cymal
132 Teckin
133 Cataguard
134 Siralamos
135 Boobas
136 Arman
137 Prim
138 Robo
139 Bosspackun
13A Rayquaza
13B Porky
13C Galleom
13D Ridley
13E Duon
13F Metaridley
140 Taboo
141 Masterhand
142 Crazyhand
143 Falconflyer
Also Solaros you are using the wrong ID's, use the ones from this list: http://opensa.dantarion.com/wiki/SFX_ID_List(NTSC_AND_JPN)
I don't know if I should cry or be relieved, thank you for your serviceHere is a list of some more soundbank id's . . .
Also Solaros you are using the wrong ID's, use the ones from this list: http://opensa.dantarion.com/wiki/SFX_ID_List(NTSC_AND_JPN)
Wait, can we not refer to Super Sawndz for a .sawnd name? What about the group ID shown when a character is highlighted, negating the need for converting a soundbank ID?Yep, those are correct, I'll add them to the op. Thanks sambosje!
Just so everyone knows, when you name a .sawnd file, you'll need to convert the soundbank ID to a decimal value and add 7 (in decimal) to the name.
Did you remove all of the stuff from Snake's folder beforehand?I'm trying to port Ridley over Snake using the download file provided in the OP.
I renamed the Ridley folder to Snake (and all pac and pcs files in it ofc) and replaced the char ID in the rel file included to go over Snake as well. The game freezes when I select a stage.
I merged the folders, prompting Windows to ask me if I wanted to replace the files already there. I haven't replaced the Soundbank though, still need to figure out how to get that sorted (If it involves hex editing the GCT file or using GCTEdit.)
Time to shine? I'm cryin' already... KappaYou would need to redirect their SFX to use someone else's SFX files, unless you want Ridley or whoever sounding like Toon Link. lol
My time to shine! If you want your ported fighter to use someone else's SFX file, start by using the code:
XXXXXXXX YYYYYYYY
Replace XXXXXXXX with the codes of the fighter you're porting/replacing over.
A list of XXXXXXXX codes for some fighters... [Under Construction]
CHAR CODES
Mario - 04AD89E0
Isaac - 04AD8A8C
Marth - 04AD8A20
G&W - 04AD8A28
. . .
Replace YYYYYYYY with a character's soundbank ID
[List Under Construction]
Soundbank IDs
Mario - 00000001
Marth - 00000013
CrazyHand - 00000142
. . .
To demonstrate, let's say you want to port a fighter over Isaac and have them use Marth's SFX, so you would use the code 04AD8A8C 00000013 to do so. (04AD8A8C being Isaac's XXXXXXX code, and 00000013 being Marth's soundbank ID.)
Now that you have your new code, hold on to it. The next step is to open RSBE01.gct with the HxD software Pyotr previously linked, and use CTRL-F to find "F0 00 00 00 00 00 00 00" while using 'Hex values' for your search query.
Paste your code right before the F0 00. . . portion, then click OK on the confirm window. Now save the .gct, then exit. When you start up your build, your ported fighter's SFX should now be redirected.
I'm guessing you want to change Isaac's announcer call, but at the moment that can't be done without changing Mario's announcer call as well. But if you want to change Knuckles' announcer call or whoever, you would need Super Sawndz, the 'smashbros_sound.brsar' file, and a lot of patience.
Replacing is fine, but I guarantee leaving anything leftover that was in there originally will likely cause issues.I merged the folders, prompting Windows to ask me if I wanted to replace the files already there. I haven't replaced the Soundbank though, still need to figure out how to get that sorted (If it involves hex editing the GCT file or using GCTEdit.)
1) Bowser's soundbank ID is 0000000F, you're using Marth's soundbank ID lol. So the correct code is 04AD8A8C 0000000F.
Don't overwrite the files, just delete them then insert Ridley's. This way there's less room for error. As for redirecting the character's SFX in the .gct file, refer to my earlier post. You can just use HxD for that, it's fairly simple!I merged the folders, prompting Windows to ask me if I wanted to replace the files already there. I haven't replaced the Soundbank though, still need to figure out how to get that sorted (If it involves hex editing the GCT file or using GCTEdit.)
Yep, you edit the RSBE01.gct file via HxD. (The specific code you need is 04AD8A8C 00000142.) And to answer your second question, unfortunately it's not as simple as just renaming Lucina's .sawnd file. You would have to manually edit Crazy Hand's sound effects via Super Sawndz. Reason being, a character's .pac file has the information for what action triggers what SFX.So let me see if I got this. I need to hex edit the GCT file so I can redirect Isaac's SFX to someone like Crazy Hand. Ok, so afterwards would I need to manually edit Crazy Hand's SFX or can I just replace it with a random SFX file?
(Like the Lucina file that came in the port I got.)
The best way to defeat the final boss!Now play solo mode and listen to Tabuu going all girly like.
Subspace Emissary got so much better after that.Now play solo mode and listen to Tabuu going all girly like.
Had the code right, just pasted it wrong on here.1) Bowser's soundbank ID is 0000000F, you're using Marth's soundbank ID lol. So the correct code is 04AD8A8C 0000000F.
2) Not just for Cynapse but for anyone reading this, doing something like having Ridley use Bowser's sound effects is more complicated than just redirecting the SFX. You need to edit Ridley's .pac file via PSA to change the SFX triggers, for every move.
Try this: https://www.dropbox.com/sh/md2968lcbmst3w6/AADTrPl2hJLUe1UZae5Zo7KLa?dl=0#Had the code right, just pasted it wrong on here.
As for PSA, version 2.7 won't open the .pac included in the P&P, nor would version 1.3. What do? I Even if it did open, I've not the slightest idea how to go about editing triggers, and I haven't found jack about it in guides. Could Brawlbox accomplish the same goal?
Thank you. Can confirm, this version works with Ridley's .pac. What version of PSA is this, and what does the Data Tree checkbox do?
No idea about Brawlbox, I've only used it for changing cosmetics like stock icons, CSPs, etc. But since we now have a PSA that can open Ridley's .pac, here's the steps (assuming you're unfamiliar with PSA):I've not the slightest idea how to go about editing triggers, and I haven't found jack about it in guides. Could Brawlbox accomplish the same goal?
Most similar issues are solved by re-doing the porting process. If that still doesn't work, try over another character. If you're using the Waluigi mod for Brawl that was released recently, I believe it hasn't been tuned for Project M yet. Or you can ask Pyotr who has a personal Waluigi PM mod.I've been trying to replace Waluigi over Isaac for about an hour now using the Pit rel, but despite following the directions very well, clicking Isaac crashes the game immediately.
https://github.com/Sammi-Husky/Project-Smash-AttacksThank you. Can confirm, this version works with Ridley's .pac. What version of PSA is this, and what does the Data Tree checkbox do?
This is far from simple, but I did get it to work. 056A is an ID for Falcon, btw. I'm so confused as to how to go about matching everything up. Guess I'll just open Bowser's .pac as a reference and work from there.4) Hope this works out for you, should be a fairly simple process. Although I haven't gotten it working for me yet...so don't cry just yet...
lol u mixed up the numbers, 05A6 (what I said before) is a Bowser sound, while 056A is a Falcon sound. And wait, what exactly did you get working? Are you using the Sami build, or official 3.6?This is far from simple, but I did get it to work. 056A is an ID for Falcon, btw. I'm so confused as to how to go about matching everything up. Guess I'll just open Bowser's .pac as a reference and work from there.
Edit: Do Bowser and Giga share a soundbank?
Cynapse , Bowser and Giga Bowser share a soundbank in a sense. The Koopa(Bowser) soundbank is divided up into two parts, unlike most other characters' soundbanks. The way they work is that Bowser loads his sounds exclusively from the first two with one exception, and Giga Bowser loads all of his sounds from the last two. (Bowser's exception is his down taunt roar, which is his Wii remote sound) If you plan on adding a voice to Giga Bowser's voice bank(not his sound effect one), you may run into an issue I found. For Giga Bowser's voice clips, they have an in engine filter effect. What it does is that while Giga's voice clip files are just copies of Bowser's, in game they are pitched down about 19% and *very* slightly slowed down compared to the real files.This is far from simple, but I did get it to work. 056A is an ID for Falcon, btw. I'm so confused as to how to go about matching everything up. Guess I'll just open Bowser's .pac as a reference and work from there.
Edit: Do Bowser and Giga share a soundbank?
I noticed. Managed to give Ridley's aerial down-b landing the same effects as Bowser's. My only real success, really. Can't seem to figure out what anything else is. Would really like to know both of his roars and side-b slash.Cynapse , Bowser and Giga Bowser share a soundbank in a sense. The Koopa(Bowser) soundbank is divided up into two parts, unlike most other characters' soundbanks. The way they work is that Bowser loads his sounds exclusively from the first two with one exception, and Giga Bowser loads all of his sounds from the last two. (Bowser's exception is his down taunt roar, which is his Wii remote sound) If you plan on adding a voice to Giga Bowser's voice bank(not his sound effect one), you may run into an issue I found. For Giga Bowser's voice clips, they have an in engine filter effect. What it does is that while Giga's voice clip files are just copies of Bowser's, in game they are pitched down about 19% and *very* slightly slowed down compared to the real files.
*nudge*I noticed. Managed to give Ridley's aerial down-b landing the same effects as Bowser's. My only real success, really. Can't seem to figure out what anything else is. Would really like to know both of his roars and side-b slash.
Nudge? I don't want Pit to sound monstrous and stuff, though that would be hilarious. Plus this is definitely a learning experience for me. Got frustrated with my other project and put it on hold.*nudge*
By the way, why use Bowser's sounds over Ridley's?
Nah, I meant just have Ridley's SFX on a boss or something, if possible.Nudge? I don't want Pit to sound monstrous and stuff, though that would be hilarious. Plus this is definitely a learning experience for me. Got frustrated with my other project and put it on hold.
Using boss Ridley is possible, but I recall reading somewhere that there is an issue where the sfx fades the further away you are from an opponent.Nah, I meant just have Ridley's SFX on a boss or something, if possible.
And the nudge was for my earlier question lol, about getting something working? The sound effects?
Use this code: http://smashboards.com/threads/kingjigglypuffs-project-m-throne-room.393855/page-22#post-20714040Using boss Ridley is possible, but I recall reading somewhere that there is an issue where the sfx fades the further away you are from an opponent.
Oh.
Ehh I meant add Ridley's sound effects to Rayquaza's or something, but never mind.Using boss Ridley is possible, but I recall reading somewhere that there is an issue where the sfx fades the further away you are from an opponent.
????
As for actual .REL discussion, PyotrLuzhin how goes the upcoming .rel's? Looking forward to Ganondorf's!
Just curious, but is this still being worked on? I would love to add more characters by using the existing clone engine slots over replacing existing characters.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.
I'll be releasing PM+BEX soonJust curious, but is this still being worked on? I would love to add more characters by using the existing clone engine slots over replacing existing characters.
I'm now Hyped for this because, I just learned how to use BeX 2 weeks agoI'll be releasing PM+BEX soon