...:::VILE:::...
Smash Ace
- Joined
- Apr 15, 2009
- Messages
- 786
You will need/use:
SmashBox v0.57 (it can be done without it, but for the sake of simplicity its going to be used) ~ http://www.mediafire.com/?3mwmnjcqdll .
A clean smashbros_sound.brsar.
Hex Workshop (I will be using this for the tutorial, you can use a different one, but for it to be understood better, use Hex Workshop the first time), you should also hae the concept of replacing (just delete the said highlighted area and copy and paste the told hex in).
sndconv.exe (wii sdk file).
Some sounds you want in brawl.
Notepad/Wordpad (i like Notepad better).
A sound editting program (Goldwave is ok).
Setup:
Create a folder on your C: drive named "brawlsound" (it goes without saying that the " aren't included). In that folder, put in: sndconv.exe, SmashBox v0.57, smashbros_sound.brsar and your sounds you want in brawl.
Guide:
1. Open smashbox. In there open smashbros_sound.brsar. Navigate to the sound group (its the sounds of a specific thing all grouped up) you want to edit (Groups > snd_group_*thing*_*nameofthing*).
2. In there you will find another set of groups (can be one), this usually defines what sounds are where (for characters, misc sounds and voices will be split up). When you go into one of these sound groups, you will fine another 2 subgroups, Sounds and Waves. Without going into much detail, the group "Sounds" are kind of like header files, "Waves" are like the sound itself. Right now all we want to do is find our sound we want to replace, so go into Waves and listen to each sound until you find one you want to swap.
3. Once you've found your sound (remember the number after the Wave file, Wave**), export it and check its details (frequency, length, save type, you know all that jazz. This step can be done in smashbox, for the sake of making everything easier, just do it in Goldwave). Check to see if your new sound and your exported one match, if they don't, just tinker with your new sound until they do (if the sound you want to replace it with is longer, either find a different sound, or just shorten it by whatever means). Once you are ready to put your new sound in, make a duplicate of it and rename to "newsound.wav".
4. Make a new .txt file in your "brawlsound" folder and in it put:
PATH C:\brawlsound\
BEGIN NEWSOUND
FILE newsound.wav
SAMPLERATE *the samplerate of your new sound*
OUTPUT ADPCM
END
And save it as "newsound.txt".
5. Open command prompt (Run > cmd) and navigate to your brawlsound folder (type "cd c:\brawlsound\" and hit enter). Now type "sndconv.exe newsound.txt" and hit enter. Sndconv.exe should have given you: newsound.spt, newsound.spd and newsound.h.
6. Now go back to smashbox and click on the main group you where in (snd_group_***_***). Make a new .txt file named "info.txt" and in it jot down the values of both Data1Offset, Data1Length, Data2Offset, Data2Length. Also find out the value of Data1Offset and Data1Length added together and label it "Data1OffsetLength", do the same for Data2Offset and Data2Length and name it "Data2OffsetLength". If you want, you can also jot down the Wave** number i told you to remember earlier, but if you can remember it that's fine.
7. Open smashbros_sound.brsar in Hex Workshop. Press ctrl+G, make sure "Hex" is selected, check "Beginning of File" and in the Offset slot, put your Data2Offset in there and hit "Go". You should be somewhere mid file. Now press ctrl+G again and this time in the offset box, put your Data2OffsetLength in and check "Current Position", then hit "Go". Highlight the area between your first position and your current position and "right click > cut". "File > New" and paste your cut in there, save it as "WaveGroup.rwsd".
8. Press ctrl+G, make sure "Hex" is selected, check "Beginning of File" and in the Offset slot, put your Data1Offset in there and hit "Go". You should be somewhere mid file (you should be at the magic header RWSD, RaWSounD). Now press ctrl+G again and this time in the offset box, put your Data1OffsetLength in and check "Current Position", then hit "Go". Highlight the area between your RWSD and your current position and "right click > cut". "File > New" and paste your cut in there, save it as "SoundGroup.rwsd".
9. Go back to smashbox, click on the second group you went in to find your sound (0x***). Now jot down all the Data*Length/Offsets (to differentiate them, when labeling in your .txt file, add a 0x before Data****). Also write down the 0xData*OffsetLength's. Now repeate the principal of step 7 and 8 with the new 0xData*Offsets and OffsetLength's, instead of "WaveGroup.rwsd" save as "Waves.spd" and "SoundGroup.rwsd" as "Sounds.spt".
10. Now this is where your actually replacing the sounds, ill start with the easier part of it. Go to smashbox and go to the Wave** sound you chose to replace, look at its "DataOffset", write this value down labeled as "WaveOffset". Now look at the Wave** after it and its DataOffset, write that vlue down as "WaveOffsetLength".
11. Open Waves.spd in Hex Workshop. Ctrl+G, check "Beggining of File" and for the offset, use the WaveOffset. Ctrl+G again, and this time use the WaveOffsetLength as the offset. Replace the space between your first position and your current position with "newsound.spd". If the newsound.spd was smaller than what you deleted, fill the end of the newsound.spd with 0's until it is the original size.
12. Open Sounds.spt in Hexworkshop. Press ctrl+F, make sure the type is "Hex Values", check "Find All Instances" and for the value, put in "00000001000000000000", hit "Ok". A few results should come up (they appear on the bottom right). Add 1 to your Wave** number and count down that many times on your results. Once you are on the right adress, select the start of that result and go down 4E bytes (78 in decimal) and replace that with "newsound.spt".
13. Now all the replacing is done, time to repack the file. Go to your SoundGroup.rwsd, ctrl+G, check "Beginning of File" and use the value of 0xData1Offset and paste in your Sounds.spt. Do the same for WaveGroup.rwsd and Wave.spd (instead of 0xData1Offset use 0xData2Offset).
14. Now go to smashbros_sounds.brsar and you guessed it, ctrl+G, check "Beginning of File" and use Data1Offset as the offset. In here Paste SoundGroup.rwsd. Do the same but use Data2Offset this time and paste in WaveGroup.rwsd.
15. Save.
16. Test in smashbox.
SmashBox v0.57 (it can be done without it, but for the sake of simplicity its going to be used) ~ http://www.mediafire.com/?3mwmnjcqdll .
A clean smashbros_sound.brsar.
Hex Workshop (I will be using this for the tutorial, you can use a different one, but for it to be understood better, use Hex Workshop the first time), you should also hae the concept of replacing (just delete the said highlighted area and copy and paste the told hex in).
sndconv.exe (wii sdk file).
Some sounds you want in brawl.
Notepad/Wordpad (i like Notepad better).
A sound editting program (Goldwave is ok).
Setup:
Create a folder on your C: drive named "brawlsound" (it goes without saying that the " aren't included). In that folder, put in: sndconv.exe, SmashBox v0.57, smashbros_sound.brsar and your sounds you want in brawl.
Guide:
1. Open smashbox. In there open smashbros_sound.brsar. Navigate to the sound group (its the sounds of a specific thing all grouped up) you want to edit (Groups > snd_group_*thing*_*nameofthing*).
2. In there you will find another set of groups (can be one), this usually defines what sounds are where (for characters, misc sounds and voices will be split up). When you go into one of these sound groups, you will fine another 2 subgroups, Sounds and Waves. Without going into much detail, the group "Sounds" are kind of like header files, "Waves" are like the sound itself. Right now all we want to do is find our sound we want to replace, so go into Waves and listen to each sound until you find one you want to swap.
3. Once you've found your sound (remember the number after the Wave file, Wave**), export it and check its details (frequency, length, save type, you know all that jazz. This step can be done in smashbox, for the sake of making everything easier, just do it in Goldwave). Check to see if your new sound and your exported one match, if they don't, just tinker with your new sound until they do (if the sound you want to replace it with is longer, either find a different sound, or just shorten it by whatever means). Once you are ready to put your new sound in, make a duplicate of it and rename to "newsound.wav".
4. Make a new .txt file in your "brawlsound" folder and in it put:
PATH C:\brawlsound\
BEGIN NEWSOUND
FILE newsound.wav
SAMPLERATE *the samplerate of your new sound*
OUTPUT ADPCM
END
And save it as "newsound.txt".
5. Open command prompt (Run > cmd) and navigate to your brawlsound folder (type "cd c:\brawlsound\" and hit enter). Now type "sndconv.exe newsound.txt" and hit enter. Sndconv.exe should have given you: newsound.spt, newsound.spd and newsound.h.
6. Now go back to smashbox and click on the main group you where in (snd_group_***_***). Make a new .txt file named "info.txt" and in it jot down the values of both Data1Offset, Data1Length, Data2Offset, Data2Length. Also find out the value of Data1Offset and Data1Length added together and label it "Data1OffsetLength", do the same for Data2Offset and Data2Length and name it "Data2OffsetLength". If you want, you can also jot down the Wave** number i told you to remember earlier, but if you can remember it that's fine.
7. Open smashbros_sound.brsar in Hex Workshop. Press ctrl+G, make sure "Hex" is selected, check "Beginning of File" and in the Offset slot, put your Data2Offset in there and hit "Go". You should be somewhere mid file. Now press ctrl+G again and this time in the offset box, put your Data2OffsetLength in and check "Current Position", then hit "Go". Highlight the area between your first position and your current position and "right click > cut". "File > New" and paste your cut in there, save it as "WaveGroup.rwsd".
8. Press ctrl+G, make sure "Hex" is selected, check "Beginning of File" and in the Offset slot, put your Data1Offset in there and hit "Go". You should be somewhere mid file (you should be at the magic header RWSD, RaWSounD). Now press ctrl+G again and this time in the offset box, put your Data1OffsetLength in and check "Current Position", then hit "Go". Highlight the area between your RWSD and your current position and "right click > cut". "File > New" and paste your cut in there, save it as "SoundGroup.rwsd".
9. Go back to smashbox, click on the second group you went in to find your sound (0x***). Now jot down all the Data*Length/Offsets (to differentiate them, when labeling in your .txt file, add a 0x before Data****). Also write down the 0xData*OffsetLength's. Now repeate the principal of step 7 and 8 with the new 0xData*Offsets and OffsetLength's, instead of "WaveGroup.rwsd" save as "Waves.spd" and "SoundGroup.rwsd" as "Sounds.spt".
10. Now this is where your actually replacing the sounds, ill start with the easier part of it. Go to smashbox and go to the Wave** sound you chose to replace, look at its "DataOffset", write this value down labeled as "WaveOffset". Now look at the Wave** after it and its DataOffset, write that vlue down as "WaveOffsetLength".
11. Open Waves.spd in Hex Workshop. Ctrl+G, check "Beggining of File" and for the offset, use the WaveOffset. Ctrl+G again, and this time use the WaveOffsetLength as the offset. Replace the space between your first position and your current position with "newsound.spd". If the newsound.spd was smaller than what you deleted, fill the end of the newsound.spd with 0's until it is the original size.
12. Open Sounds.spt in Hexworkshop. Press ctrl+F, make sure the type is "Hex Values", check "Find All Instances" and for the value, put in "00000001000000000000", hit "Ok". A few results should come up (they appear on the bottom right). Add 1 to your Wave** number and count down that many times on your results. Once you are on the right adress, select the start of that result and go down 4E bytes (78 in decimal) and replace that with "newsound.spt".
13. Now all the replacing is done, time to repack the file. Go to your SoundGroup.rwsd, ctrl+G, check "Beginning of File" and use the value of 0xData1Offset and paste in your Sounds.spt. Do the same for WaveGroup.rwsd and Wave.spd (instead of 0xData1Offset use 0xData2Offset).
14. Now go to smashbros_sounds.brsar and you guessed it, ctrl+G, check "Beginning of File" and use Data1Offset as the offset. In here Paste SoundGroup.rwsd. Do the same but use Data2Offset this time and paste in WaveGroup.rwsd.
15. Save.
16. Test in smashbox.