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Super Smash Bros. Brawl Hacking => Music & SFX => Topic started by: Battleon469 on August 31, 2012, 08:14:32 AM



Title: Inserting wav and hex packets through Sawndz 0.12?
Post by: Battleon469 on August 31, 2012, 08:14:32 AM
Well Im sorry if this topic sort of already exists but Im having trouble inserting wavs and hex packets through sawndz 0.12. Can some tell me how to do it?


Title: Re: Inserting wav and hex packets through Sawndz 0.12?
Post by: Reaver Ind. on August 31, 2012, 11:30:05 AM
This belongs in the music/sfx help section.

Edit: Here is a help guide in inserting the stuff you need

http://forums.kc-mm.com/index.php?topic=31609.0 (http://forums.kc-mm.com/index.php?topic=31609.0)

This should help out some.  Or use the Help button within the Sawndz program itself.  Ask me for any help if you need it.


Title: Re: Inserting wav and hex packets through Sawndz 0.12?
Post by: Battleon469 on September 01, 2012, 04:40:42 AM
Thanks A lot Reaver ind. I found how too use wav's but little bit confuzed on how hex packets work.


Title: Re: Inserting wav and hex packets through Sawndz 0.12?
Post by: Reaver Ind. on September 01, 2012, 10:53:22 AM
Hex packets can be inserted as the same as .sawnd files.  The empty box below asks you to fill in  the blank space with the Group ID of the character.  For example, we will be using Links Group ID 09 and the Melee hex packet file.  Once the Group ID is inserted, press the button where it says insert hex packet and look for the Melee Link file and press open.

This should change the voices to Links voice from Melee, however the offsets that was used in the past may be unstable and may have several glitches within the used offsets.  This means that even though the voice has been completely replaced, there is a possible chance that the sounds and voices below Link will be erased.

This would error up in game either hovering over a character or freezing before any menu.  So you may want to use Hex packets at your own risk.

The simplest way to work around this is to back up your sound.brsar file, insert the hex packet, create a .sawnd file and then delete the edited sound.brsar file.  Then use the copy sound.brsar file with the new .sawnd file of the hack, this eliminates any dangers that the hex packet carried.


Title: Re: Inserting wav and hex packets through Sawndz 0.12?
Post by: Battleon469 on September 02, 2012, 10:31:54 AM
 Thanks so much I think understand completely now because once I used sawndz0051 and I inserted a shadow hex packet but it messed up my brsar because ever time I used a character in the entry it said "shadow" which was supposed to replace donkey kong. >.< which is possibly the danger your talking about I really do appreciate your help but would tell me ID of donkey kong or is it 02 and now because of the shadow hex packet I have too delete my brsar and put all my voices into it again.     
Hey just one last question can you do this --> "The simplest way to work around this is to back up your sound.brsar file, insert the hex packet, create a .sawnd file and then delete the edited sound.brsar file.  Then use the copy sound.brsar file with the new .sawnd file of the hack, this eliminates any dangers that the hex packet carried."
When your hex packet includes an announcer call?
 


Title: Re: Inserting wav and hex packets through Sawndz 0.12?
Post by: Reaver Ind. on September 02, 2012, 02:06:49 PM
Yes, the method should work with all sfx.  But it'll probably be safer to make sure that you make a backup each time your going to use a hex packet even if you feel that there is no real danger with inserting some hex packets.

The hex packets don't use the actual Group IDs and some of them may even have errors already when inserted, so you have to be cautious and willing to fix the brsar file and to recreate the hack with a cleaner version to make sure no one else runs into the same problem.


Title: Re: Inserting wav and hex packets through Sawndz 0.12?
Post by: Battleon469 on September 03, 2012, 01:43:14 AM
Thanks I will try it out and tell you the result.
Hey Would you mind telling me if what donkey kong's group ID is? I thought its 02 but when use that ID it comes up with:"Process stopped no changes were done to your brsar you may use it again without loading backup"
and actually I think it would be better if you give a list of character ID's?  :-\


Title: Re: Inserting wav and hex packets through Sawndz 0.12?
Post by: Reaver Ind. on September 03, 2012, 03:51:04 AM
Character IDs:

Mario: 08
Link: 09
Pit: 0A
MetaKnight: 0B
Dedede: 0C
DK: 0D
Samus: 0E
Yoshi: 0F
Kirby: 010
Fox: 011
Pikachu: 012
Luigi: 013
Captain Falcon: 014
Ness: 015
Koopa: 016
Peach: 017
Zelda: 018
IceClimber: 019
Marth: 01A
G&W: 01B
Falco: 01C
Ganon: 01D
Wario: 01E
Pikmin: 01F
Lucas: 020
Diddy: 021
PokeTrainer: 022
Charizard/Lizardon: 023
Squirtle/Zenigame: 024
Ivysaur/Fushigisou: 025
Lucario: 026
Ike: 027
ROB: 028
JigglyPuff/Purin: 029
ToonLink: 02A
Wolf: 02B
Snake: 02C
Sonic: 02D


Title: Re: Inserting wav and hex packets through Sawndz 0.12?
Post by: Battleon469 on September 03, 2012, 09:39:35 AM
Thanks again LoL your like SFX Master XD. I was worried I wouldn't find any of the ID's and I will keep this thread open because Im really a Big noob when it comes too Music and SFX, and of course thanks again LOL! ( "so Happy") :)


Title: Re: Inserting wav and hex packets through Sawndz 0.12?
Post by: Reaver Ind. on September 04, 2012, 12:19:08 AM
I'm anything but the sfx master.  If I was the sfx master, I would have successfully been able to hex sounds and voices in using the old tutorials.  But I only was able to actually do when the Sawndz program was made.  And even then my mods were crap.