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Author Topic: Cloud Strife SFX v1.5 and Announcer (UPDATE)  (Read 15171 times)
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Hackingstar
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    « on: February 20, 2011, 05:28:35 PM »


    well v1.5 of my cloud strife sfx project has been released. and announcer is now hearable. opinions anyone?

    Cloud SFX v1.5
    http://www.mediafire.com/?c3gnoco59cn6wws

    Cloud Announcer
    http://www.mediafire.com/?vs45tid3m5h6r51
    « Last Edit: March 08, 2011, 01:55:17 PM by Hackingstar » Logged

    Juri Han
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    « Reply #1 on: February 23, 2011, 09:01:06 AM »


    Man, now I REALLY have a reason to get Riivolution going :/

    You used purely Dissidia sounds, no? O:
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    Hackingstar
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    « Reply #2 on: February 23, 2011, 01:32:12 PM »


    Man, now I REALLY have a reason to get Riivolution going :/

    You used purely Dissidia sounds, no? O:

    some were dissidia some were kh2. (kingdom hearts 2)
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    Kaye Cruiser
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    « Reply #3 on: February 24, 2011, 05:36:56 PM »


    You need to redo your hex packet for Cloud's Announcer voice. You did it wrong.

    The data offset for Wave33, Ike's announcer call, isn't where you're supposed to be looking for the sound. It's the second data offset of the announcer character call group, plus the second one for the one that appear when you first open it, plus the offset for Wave33

    In this case, it'd be 4C3E400 + 0 + 4AB80 = 4C88F80 <-- THIS is where your sound is, where you should be inserting the sound, and where you should be copying the data for the hex packet from to upload it so we can use it.

    There we go. Right thread this time. XD;
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    SmashClash
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    « Reply #4 on: February 24, 2011, 05:46:56 PM »


    After you fix the Cloud Announcer can you convert the Cloud SFX to GW's slot? Cuz I have a ft_Ike.rel over GW.
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    Hackingstar
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    « Reply #5 on: February 24, 2011, 05:49:47 PM »


    You need to redo your hex packet for Cloud's Announcer voice. You did it wrong.

    The data offset for Wave33, Ike's announcer call, isn't where you're supposed to be looking for the sound. It's the second data offset of the announcer character call group, plus the second one for the one that appear when you first open it, plus the offset for Wave33

    In this case, it'd be 4C3E400 + 0 + 4AB80 = 4C88F80 <-- THIS is where your sound is, where you should be inserting the sound, and where you should be copying the data for the hex packet from to upload it so we can use it.

    There we go. Right thread this time. XD;

    lol NOW i know how to hex XD i'll fix it
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    Hackingstar
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    « Reply #6 on: February 24, 2011, 05:50:25 PM »


    After you fix the Cloud Announcer can you convert the Cloud SFX to GW's slot? Cuz I have a ft_Ike.rel over GW.

    idk how to convert DX sorry
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    SmashClash
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    « Reply #7 on: February 24, 2011, 05:51:58 PM »


    After you fix the Cloud Announcer can you convert the Cloud SFX to GW's slot? Cuz I have a ft_Ike.rel over GW.

    idk how to convert DX sorry
    Well, is it possible you could start from scratch on GW's SFX file and add the Cloud SFX on his file.
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    Hackingstar
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    « Reply #8 on: February 24, 2011, 05:57:20 PM »


    fix fixed XD
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    Hackingstar
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    « Reply #9 on: February 24, 2011, 06:27:57 PM »


    You need to redo your hex packet for Cloud's Announcer voice. You did it wrong.

    The data offset for Wave33, Ike's announcer call, isn't where you're supposed to be looking for the sound. It's the second data offset of the announcer character call group, plus the second one for the one that appear when you first open it, plus the offset for Wave33

    In this case, it'd be 4C3E400 + 0 + 4AB80 = 4C88F80 <-- THIS is where your sound is, where you should be inserting the sound, and where you should be copying the data for the hex packet from to upload it so we can use it.

    There we go. Right thread this time. XD;

    (apologies for double post) wtf! that didn't work at all...guess my way was right. no offense
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    Kaye Cruiser
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    « Reply #10 on: February 24, 2011, 06:29:17 PM »


    Nonono Hackingstar, that's not what I meant. I didn't say fix just the Readme, I said fix the Hex file. DX

    The data in it is wrong as well, which is why nothing changes when you insert it.

    Your hex packet has the data on the brsar that's at 4AB80. You need to copy the data with your sound file inserted that's at 4C88F80. 4C88F80 is where the sound needs to be inserted, and your current hex packet will just mess up if it's inserted.

    Honestly, did you ever test the files yourself before uploading? It'd kinda help. T_T;

    And now the download link is invalid. Did you forget to paste in the new one?

    And don't double post, edit your post. >_>
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    Hackingstar
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    « Reply #11 on: February 24, 2011, 06:35:41 PM »


    Nonono Hackingstar, that's not what I meant. I didn't say fix just the Readme, I said fix the Hex file. DX

    The data in it is wrong as well, which is why nothing changes when you insert it.

    Your hex packet has the data on the brsar that's at 4AB80. You need to copy the data with your sound file inserted that's at 4C88F80. 4C88F80 is where the sound needs to be inserted, and your current hex packet will just mess up if it's inserted.

    Honestly, did you ever test the files yourself before uploading? It'd kinda help. T_T;

    And now the download link is invalid. Did you forget to paste in the new one?

    And don't double post, edit your post. >_>
    Nonono Hackingstar, that's not what I meant. I didn't say fix just the Readme, I said fix the Hex file. DX

    The data in it is wrong as well, which is why nothing changes when you insert it.

    Your hex packet has the data on the brsar that's at 4AB80. You need to copy the data with your sound file inserted that's at 4C88F80. 4C88F80 is where the sound needs to be inserted, and your current hex packet will just mess up if it's inserted.

    Honestly, did you ever test the files yourself before uploading? It'd kinda help. T_T;

    And now the download link is invalid. Did you forget to paste in the new one?

    And don't double post, edit your post. >_>

    ohhh thats whatcha meant. got it. on it.
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    xZedkiel
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    « Reply #12 on: February 24, 2011, 08:28:54 PM »


    After you fix the Cloud Announcer can you convert the Cloud SFX to GW's slot? Cuz I have a ft_Ike.rel over GW.
    :O What does the ft_Ike.rel do?
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    SmashClash
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    « Reply #13 on: February 24, 2011, 08:51:13 PM »


    After you fix the Cloud Announcer can you convert the Cloud SFX to GW's slot? Cuz I have a ft_Ike.rel over GW.
    :O What does the ft_Ike.rel do?
    It ports Ike over any character.
    So you can have as much Ike PSAs vertexes and PSAs over another character.
    Look in the "OffOn-Topic" board.
    « Last Edit: February 24, 2011, 09:00:59 PM by SmashClash » Logged

    Albafika
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    « Reply #14 on: February 24, 2011, 08:57:02 PM »


    After you fix the Cloud Announcer can you convert the Cloud SFX to GW's slot? Cuz I have a ft_Ike.rel over GW.
    :O What does the ft_Ike.rel do?
    It ports Ike over any character.
    So you can have as much Ike PSAs vertexes and PSAs over another character.
    Look in the "ON-Topic" board.

    Fixed.
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