I don't know, it just seems to be a fix for exporting sawnd files if the ID doesn't match when inserting a custom sawnd file.
What I told you is only a thought I have that may help you, but I currently am using Riivolution (Not ready to use this Clone Engine yet, watching progress on it, possibly waiting till V2/ See if it ever does become compatible with Riivolution) and it's been months since I last tried any modding on Gecko, but the sound issues you're having sound like something that was happening with the announcer calls in mine when I last tried gecko, except they sounded like weird arcade beeps, plus a weird music bug where the song changed in the middle of the fight to something weird, so I don't know how well the RSBE Code works now.
The thing is, that I never exceed the filesize limit. And I tried to to what you said before, but I still got the same effect: New .sawnd included, non-sawnd SFX messed up.
Well, maybe what you're having happen is sawndz might not be exporting the sawnd files correctly, maybe you should import the sawnd file into a brsar and see what ID it says it's replacing in comparison to the ID of what you exported, if the ID(s) are different between what's exported and what's inserted, I believe the fix is this (If I remember right): delete the sawnd.sawnd file that exists in the program's directory (where sawndz.exe/SuperSawndz.exe is), then insert you're wav files or whatever they are and export your sawnd file (be sure you have the Group ID/Wave ID selected when you export so it exports only those sounds).
I guess the sawnd.sawnd file that shows in the directory contains data from other sounds inserted before and somehow conflicts when exporting any sounds >.> ?
Well, I don't know a ton about adding to/changing character models, but I still should've been able to do it from what I could tell :/ Anyway, here are my results for Megaman X: I have a few different versions. One is just the model with the bones matched up with the bones of the model that comes with the moveset, it works fine based on the test I did. Then the other 2 versions are not working , one is with all the transformations in (looks epic in BrawlBox, but I can't test it because the filesize just will not go down far enough, the other is with only the color of the buster transforming (filesize fine, but glitching polygons in-game, also, it looks pretty cool in BrawlBox, but I don't think just the buster color changing is very accurate to the real Megaman X).
I don't have anywhere to upload to yet because I rarely have any reason to do so, but if you want the working model or want to see if you can find out where I may have messed up on the malfunctional versions, I may try to find a way to get them to you soon.
Anyway, for now, I think I'll just use your previous Megaman X Over ROB (The one with the discussed model), because that one still looks tons better than the 1 to 2 year old version that was over Peach (which I currently have installed), I will say YAY for the release of Bomberman though, certainly looking forward to trying that out
I don't see how that matters, but my default is 0.67b, though I use the others as needed.
Edit: I just tried lightening all 3 face textures for X again, and it shows the difference in BrawlBox 0.70
Edit 2: Also, in case you still wanna get the better model working with this, this could do the trick: Use BrawlBox to cut the dimensions of each of the textures in half, if the problem is filesize, that will decrease it immensely. I was trying to use the new Lucina model that's on the Vault for a while with her moveset, and as soon as I did this with her textures, BAM it worked. I don't know if that's the problem with using the other Megaman X Model(s) with the new X moveset, but if it is, that could very well be the fix.
Edit 3 (in coherence with Edit 1): Actually, it only changes the color of the skin, doesn't really lighten it, so I'm at a there currently :/
Download is coming soon. along with some other hacks people asked me for.
That is the most accurate Megaman X moveset I have ever seen (you actually made his armor switch colors with the element type) Only thing I don't really like about it based on that video though, is that the model looks like a downgrade from your previous versions