Need help with hacking

Started by hyperion, June 16, 2014, 12:03:49 AM

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I'm super new to modding and I stumbled across the Lucina v2.0 mod : http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204448

Can someone help me insert the files correctly into my SD card (im running a hackless PM) so that i dont screw up?
I'm downloading it to replace Dedede but have no clue how to replace the sounds, sfx and rel files correctly.
Any help would be greatly appreciated!
Thanks!

It doesn't replace Dedede. You'll have to use the plug-and-play .rel. For figuring out how to place files, use my file setup template. It doesn't use Project M, but it says what files go where.

June 16, 2014, 03:28:36 AM #2 Last Edit: June 16, 2014, 03:39:16 AM by hyperion
within the files, there is a rel to replace DDD. the layout of the DL is very organized. I just dont know where certain files go and dont know how to put sawndz files properly into the PM folders.
Thank you for the reply though.

Post Merge: June 16, 2014, 03:39:16 AM

In addition to the provided rel file. the modder(s) included a note with port codes. I am puzzled by what the codes mean and what they are used for.

For the character files (FitMarth.pac/pcs), put them in /projectm/pf/fighter/dedede. Don't forget to rename them FitDedede.pac/pcs. The .rel goes in /projectm/pf/module. I'll make a .gct with the codes for you. The .sawnd goes in /projectm/pf/sound/sfx. It has to be renamed to 12. The announcer call goes into the .brsar. Open up the .brsar in Super Sawndz. Go to characall, and Audio[1F]. Press the "..." button and select Lucina Announcer.wav. Press "insert" with Audio[1F] still selected.

That's about it. Do you want the Wall Jump?

I can't find a .brsar in the project M files. I really appreciate your coding! thanks so much.
Other than that i think that i should be set to go.

They stop using a brsar the same time they stop supporting Riivolution (2.6b was the latest version with it.)

Then how would i get the announcer call to work in the PM stuff?
Quote from: Makarew on June 16, 2014, 03:39:04 PM
For the character files (FitMarth.pac/pcs), put them in /projectm/pf/fighter/dedede. Don't forget to rename them FitDedede.pac/pcs. The .rel goes in /projectm/pf/module. I'll make a .gct with the codes for you. The .sawnd goes in /projectm/pf/sound/sfx. It has to be renamed to 12. The announcer call goes into the .brsar. Open up the .brsar in Super Sawndz. Go to characall, and Audio[1F]. Press the "..." button and select Lucina Announcer.wav. Press "insert" with Audio[1F] still selected.

That's about it. Do you want the Wall Jump?

I'll pass on the wall jump. Thanks so much for the help! im just waiting on the codes :)

If brsar doesnt work, then how would i put the announcer call into the files?

If you want to put announcer calls now, you'll have to find a SFX.
The SFX ID number for the announcer is 223.

do I modify it thru brawlbox? Or can I use brawl song manager.

June 17, 2014, 01:50:19 AM #9 Last Edit: June 17, 2014, 01:53:13 AM by TheDarkMysteryMan
Ok here's what I mean.
Let's say you find a SFX hack that's ok to use in P:M.
Like this one:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202077

When you download it, it's not a Brsar, only a Sawnd file.

Here's what you do with it.
Open up the projectm folder. Next go to pf and open the folder, "Sfx".
When you do that check of the hack is named correctly. In this case, it would be 223. Rename it and place It there. If you wanted to be the announcer call for a little while, I suggest keeping a back up of the one that was in the folder.

Here's a list I made a while ago that might help you:
Quote from: TheDarkMysteryMan on April 20, 2014, 08:05:32 PM
Remember this:
Mewtwo's SFX is 323 (which replaces Galleom.)
Roy's SFX is 325 (which replaces Duon.)

Now for the rest of the cast:

Mario Sfx is 8.
Link's is 9.
Pit is 10.
Metaknight is 11.
Dedede is 12.
Donkey kong is 13.
Samus and Zero Suit Samus are both 14.
Yoshi is 15.
Kirby is 16 (his hats are 48.)
Fox is 17.
Pikachu is 18.
Luigi is 19.
Captain Falcon is 20.
Ness is 21.
Bowser is 22.
Peach is 23.
Zelda and Shiek are both 24.
Ice climbers are 25.
Marth is 26.
Game and Watch is 27.
Falco is 28.
Ganon is 29.
Wario is 30.
Olimar is 31.
Lucas is 32.
Diddy kong is 33.
Pokemon trainer (just him) is 34.
Charzard is 35.
Sqruitle is 36.
Ivysaur is 37.
Lucario is 38.
Ike is 39.
R.O.B. is 40.
Jigglypuff is 41.
Toonlink is 42.
Wolf is 43.
Snake is 44.
Sonic is 45.

Remember when you get a Sfx for a Character, rename it to the number they equal to (the numbers on top.)

Hope this helped

okay thanks. Now what if the file is a .wav file lol. its not a sawnd nor a brsar

This is why I hate people who do that.
If it's not a brawl related format, then it isn't helping anyone![/mindless ranting]

Well in this case, you would have to use either brawl box or super sawndz to put it in a brsar and then extract it as a SFX, but that always comes out too complicated for beginners. Your safe bet IS to just ask a person who you know that makes them to apply it to the SFX.

Here's the code. I made a little mistake when telling you what to do. Do not rename the .sawnd file.

June 17, 2014, 02:48:09 AM #13 Last Edit: June 17, 2014, 02:49:56 AM by hyperion
okay. Thanks Makarew. So i do not change the .sawnd to 12.sawnd at all despite it going into for DDD?
in addition, the .wav file is for a announcer call for a certain character. i've tried putting it in thru super sawndz and it failed. I'll just contact the original modder.


Post Merge: June 17, 2014, 02:49:56 AM

Quote from: Makarew on June 17, 2014, 02:37:49 AM
Here's the code. I made a little mistake when telling you what to do. Do not rename the .sawnd file.

Makarew How would i implement the code into the PM folders??

Keep the .sawnd what it's originally called. I'll see if I can get announcer call working.