Actually, I'm trying to move sound effects from the PAL version to the NTSC version, not the other way around.
Anyway, I took your advice, exporting the sounds individually and adding them in. It works fine in Smashbox, as far as I can tell. Unfortunately, the file is 43600 bytes larger than the original, which presumably means it wouldn't work in-game.
I've started looking for relatively long waves that aren't used much so I can shorten them, but if you know a better way to reduce the filesize, I'd like to hear it.
Looks like I misunderstood you about waves transferring. Increases can be quite big, but what really matters is the size. If you're just copying PAL samples, you should be fine.
...you need to figure out how to make this work on 64 bit computers... Sorry if it seems like I'm nagging but you really do. That's so unfair that I can't use it just because I happen to have one of the two kinds of computers.
*sigh* Use the BrawlBox way! I wrote down the groups and collections for a reason, you know.
@player_03: The structure must be exactly the same if you want to simply copy stuff over. You must manually export the Purin sounds and get them into the PAL brsar. @Pervy: That only happened to me once, when sound had a really weird frequency. I had no problems with your announcer sample. Try restarting your computer.
If you want to have Goku-sounding Goku (lol) in PAL SSBB: - you need to reinsert every sound manually because of wonderful multilingual crowd cheers in PAL version - you have to modify the sound IDs in FitCaptain.pac So yeah. It's possible, but requires a bit of work
It depends on what are you trying to insert. Not all hex packets are compatible (but if you have unmodified brsar they can be inserted into the brsar through old Sawndz, hex editing or HexInsert just fine). The .sawnd file shouldn't ruin anything. Many .wavs too.
Also, I just tested. Test sample inserted fine into Rob's announcer call slot, not ruining anything.