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Author Topic: Inserting wav and hex packets through Sawndz 0.12?  (Read 7403 times)
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Battleon469
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    « 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?
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    « Reply #1 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

    This should help out some.  Or use the Help button within the Sawndz program itself.  Ask me for any help if you need it.
    « Last Edit: August 31, 2012, 07:01:50 PM by Reaver Ind. » Logged


    Battleon469
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    « Reply #2 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.
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    « Reply #3 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.
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    Battleon469
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    « Reply #4 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?
     
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    « Reply #5 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.
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    Battleon469
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    « Reply #6 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?  Undecided
    « Last Edit: September 03, 2012, 02:09:49 AM by battleon469 » Logged

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    « Reply #7 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
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    Battleon469
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    « Reply #8 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") Smiley
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    « Reply #9 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.

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