.rel

Note: This guide currently does not cover K.O sound effects. ​

Skip to here if you're just looking to downright replace sound effects (e.g announcer noises, specific character noises, etc) . In this case, you will not need to continue with the tutorial after this step.

​

Skip to here if you already have a custom .sawnd, but need to redirect your character's SFX subaction values to those sound effects. Or if you just want certain moves to play certain sounds.

​

Skip to here if you're just looking to redirect a character's soundbank ID to someone else's. (e.g. porting Manchu over someone and having it(?) use Ganondorf's sound effects.)

​

This tutorial was written with the default SmashBoards color scheme in mind.



This tutorial was written with Project M 3.6 in mind, which also extends to PM+BeX (which uses 3.6 as a base). I assume the same process applies for 3.5 and older versions... but don't quote me on that.

"SFX" I mostly use in a plural sense, "sound effect" I mostly use as singular.

The files containing a character's SFX is a .sawnd file, or a soundbank. For example, you can find Mario's SFX in 8.sawnd .

file, or a soundbank. For example, you can find Mario's SFX in . Each sound effect has a corresponding hexadecimal value. A list of said values can be found here.

A character's FitXX.pac file contains the information on which moves call which sound effect from said character's .sawnd.

file contains the information on which moves call which sound effect from said character's A modified .sawnd cannot exceed the file size of the original. However the lengths of each individual sound effect does not matter.

Code: 04AD89E0 <- This is a byte of code, composed of eight bits.

Project M 3.6 or any version of PM+BeX I will not be providing this.

SuperSawndz The download link has v1.0 by agoaj, the same version I will be using.

A copy of smashbros_sound.brsar I will not be providing this.

brsar_unpacker used to obtain the ID's of custom SFX



Project Smash Attacks (PSA) I've linked a copy of Sammi PSA.



VLC (or another audio playback software that can handle several short audio files, not iTunes!)

A hexadecimal editor such as HxD.

The audio files that you wish to add. Must be in .wav format!

.wav

Spoiler

smashbros_sound.brsar

Spoiler

Make back-ups of smashbros_sound.brsar before making any changes! It's a big file, and you don't want to be re-downloading it a lot.

.sawnd

.sawnd

Example: Mewtwo replacing Galleom's soundbanks prior to PM 3.6. ​

.sawnd

Example: Marth and Roy sharing a soundbank in PM 3.6. ​

Spoiler

Crazy Hand having the most slots at 42, while Bosspack-Kun / Ridley tie the lowest at 20 slots. Crazy Hand having the most slots at 42, while Bosspack-Kun / Ridley tie the lowest at 20 slots.

.sawnd

.sawnd

.sawnds

Spoiler

projectm -> pf -> sfx ​ Project M+ BrawlEX v0.1 - v0.3

private -> wii -> app -> RSBE -> pf -> sfx ​ Project M +BrawlEX v0.4+

?????​ Project M 3.6Project M+ BrawlEX v0.1 - v0.3Project M +BrawlEX v0.4+

.sawnd

Spoiler 7 - Joucyu (Fighter Common/Menu)



8 - Mario

9 - Link

10 - Pit

11- Meta Knight

12 - King Dedede

13 - Donkey Kong

14 - Samus

15 - Yoshi

16 - Kirby

17 - Fox

18 - Pikachu

19 - Luigi

20 - Captain

21 - Ness

22 - Bowser

23 - Peach

24 - Zelda

25 - Ice Climbers

26 - Marth

27- Mr. Game & Watch

28 - Falco

29 - Ganondorf

30 - Wario

31 - Olimar

32 - Lucas

33 - Diddy

34 - Pokemon Trainer

35 - Charizard

36 - Squirtle

37 - Ivysaur

38 - Lucario

39 - Ike

40 - R.O.B.

41 - Jigglypuff

42 - Toon Link

43 - Wolf

44 - Snake

45 - Sonic



46 - Select (Wiimote Sounds)

47- Zako Fighter (Fighting Alloy Team)



48 - All (Kirby's Copy Abilities)

49-082.- Kirby's Copy Abilities (By Separated BNK.?)



83 - Crayon (Yoshi's Island)

84 - Dolpic (Delphino Plaza)

85 - Mansion (Luigi's Mansion)

86 - MarioPast (Mushroomy Kingdom)

87 - Kart (Mario Circuit)

88 - Donkey (75m)

89 - Jungle (Rumble Falls)

90 - Pirates (Pirate Ship)

91 - Oldin (Bridge of Eldin)

92 - Norfair

93 - Orpheon (Frigate Orpheon)

94 - Halberd

95 - Starfox (Lylat Cruise)

96 - Stadium (Pokémon Staduim 2)

97 - Tengan (Spear Pillar)

98 -Fzero (Port Town Aero Dive)

99 - Ice (Summit)

100 - GW (Flat Zone 2)

101 - Emblem (Castle Siege)

102 - Madein (Wario Ware Inc.)

103 - Pikmin (Distant Planet)

104 - Palutena (Skyworld)

105 - Famicom (Mario Bros.)

106 - Newpork (Newpork City)

107 - Village (Smashville)

108 - Metalgear (Shadow Moses Island)

109 - Greenhill (Green Hill Zone)

110 - Pictochat (Pictochat)

111 - Plankton (Hanenbow)

112 - Stageedit (Stage Builder)

113 - Garden (Kongo Jungle)

114 - Zebes (Brinstar)

115 - Greens (Green Greens)

116 - Corneria

117 - Pstadium (Pokémon Stadium)

118 - Bigblue (Big Blue)

119 - Onett



120 - Coinshooter

121 - Cleargetter (Challenge)



122 - Homerun (Homerun Contest)

123 - Target (Target Test)

124 - Chararoll (Credits)



125 - Item

126 - Monsterball (Pokéball)

127-153 -Assist Trophies



153-219 - Empty (Not even listed?)



220 - Menu Narrator Clips

221 - Melee (Mid-Match Narrator Clips)

222 - Menu (More Menu Narrator)

223 - Characall (Narrator Naming Characters)



224 - Common (SSE Common SFX)

225-284 - SSE Stage SFX and Ambience Loops

285-319 - SSE Minor Enemies SFX



318 - Prim

320 - Bosspack-kun

321 - Rayquaza

322 - Porky

323 - Galleom

324 - Ridley

325 - Duon

326 - Meta Ridley

327 - Taboo

328 - Master Hand

329 - Crazy Hand



For example, if you made a custom soundbank over Marth's SFX, you would then name it 26.sawnd

.sawnd

"But wait, how do I know the ID's of my custom sound effects?"

Spoiler



1) Extract the contents of the brsar Unpacker folder from the above download.

2) Open the brsar_unpack00 folder. Create a new folder inside and name it 'Modified brsar'

3) Take the smashbros_sound.brsar file that you modified earlier and place it in the new folder you made.

4) With the 'Modified_brsar' window open, open another window of the brsar_unpack00 folder. Drag your modified .brsar over the application "brsar_unpack".



In case that wording was confusing, here's a demonstrative screenshot:

Spoiler

You'll then see a command prompt showing up, seeing the unpacker do its handy work. A few moments later in your 'Modified brsar' folder you'll see the actual contents of smashbros_sound.brsar extracted into several folders within. (e.g. snd_player_stage, snd_player_system, etc)

If you injected your custom SFX to a boss, the boss SFX are found in the 'ADV_Default' folder.



If you injected your custom SFX with a fighter's, those SFX are found in snd_player_chara 5) When you find the folder that your custom SFX are in, open those in VLC. (Or another playback software.) You can then quickly see the names of each audio file, and play them to see which is which. Cross-reference those with the ID's from the SFX list I just mentioned. Well, you don't. Not at the moment at least. Let's find out! Time to mess with the brsar unpacker.1) Extract the contents of the brsar Unpacker folder from the above download.2) Open the brsar_unpack00 folder. Create a new folder inside and name it 'Modified brsar'3) Take thefile that you modified earlier and place it in the new folder you made.4) With the 'Modified_brsar' window open, open another window of the brsar_unpack00 folder. Drag your modified .brsar over the application "brsar_unpack".In case that wording was confusing, here's a demonstrative screenshot:You'll then see a command prompt showing up, seeing the unpacker do its handy work. A few moments later in your 'Modified brsar' folder you'll see the actual contents of smashbros_sound.brsar extracted into several folders within. (e.g. snd_player_stage, snd_player_system, etc)5) When you find the folder that your custom SFX are in, open those in VLC. (Or another playback software.) You can then quickly see the names of each audio file, and play them to see which is which. Cross-reference those with the ID's from the SFX list I just mentioned.

.sawnd

.sawnd.

RSBE01.gct

Spoiler CHARACTER CODES

04AD89E0 - Mario

04AD89E4 - Donkey Kong

04AD89E8 - Link

04AD89F2 - Samus

04AD89F6 - Yoshi

04AD8A00 - Kirby

04AD8A04 - Fox

04AD8A08 - Pikachu

04AD8A12 - Luigi

04AD8A16 - Captain Falcon

????????? - Ness

04AD8A0C - Bowser

04AD8A10 - Peach

04AD8A14 - Zelda

04AD8A18 - Sheik

04AD8A1C - Ice Climbers

04AD8A24 - Marth

04AD8A28 - Mr. Game & Watch

04AD8A32 - Falco

04AD8A36 - Ganondorf

04AD8A40 - Wario

04AD8A44 - Meta Knight

04AD8A48 - Pit

04AD8A52 - Zero Suit Samus

04AD8A56 - Olimar

????????? - Lucas

04AD8A4C - Diddy Kong

04AD8A54 - Charizard

04AD8A58 - Zenigame?

04AD8A5C - Shigisou?

04AD8A60 - King Dedede

04AD8A64 - Lucario

04AD8A68 - Ike

04AD8A72 - R.O.B.

04AD8A76 - Lyn

04AD8AE0 - Jigglypuff

04AD8AE4 - Mewtwo

04AD8AE8 - Roy

04AD8AF2 - Sami

04AD8AF6 - Toon Link

04AD8A8C - Isaac

04AD8A90 - Wolf

04AD8A94 - Knuckles

04AD8A98 - Snake

04AD8A9C - Sonic

. . .



I couldn't immediately calculate Ness & Lucas' codes due to their character IDs, if anyone asks I'll try again.

If a character's code doesn't work please let me know!

Spoiler Soundbank IDs

00000001 - Mario

00000002 - Link

00000003 - Pit

00000004 - Meta Knight

00000005 - Dedede

00000006 - Donkey Kong

00000007 - Samus

00000008 - Yoshi

00000009 - Kirby

0000000A - Fox

0000000B - Pikachu

0000000C - Luigi

0000000D - Captain

0000000E - Ness

0000000F - Koopa

00000010 - Peach

00000011 - Zelda

00000012 - Ice Climbers

00000013 - Marth

00000014 - GameWatch

00000015 - Falco

00000016 - Ganon

00000017 - Wario

00000018 - Pikmin

00000019 - Lucas

0000001A - Diddy

0000001B - PokeTrainer

0000001C - PokeLizardon

0000001D - PokeZenigame

0000001E - PokeFushigisou

0000001F - Lucario

00000020 - Ike

00000021 - R.O.B.

00000022 - Purin

00000023 - ToonLink

00000024 - Wolf

00000025 - Snake

00000026 - Sonic

00000027 - select

00000028 - ZakoFighter



00000116 Kuribo

00000117 Patapata

00000118 Hammerbros

00000119 Killer

0000011A Dekakuribo

0000011B GalFire

0000011C Poppercam

0000011D Bitan

0000011E Roada

0000011F Bombhead

00000120 Gyraan

00000121 Bucyulus

00000122 Tautau

00000123 Flows

00000124 Aroaros

00000125 Botron

00000126 Jyakeel

00000127 Ghamgha

00000128 Pacci

00000129 Faulong

0000012A Deathpod

0000012B Spar

0000012C Kokkon

0000012D Jdus

0000012E Mite

0000012F Shelly

00000130 Ngagog

00000131 Cymal

00000132 Teckin

00000133 Cataguard

00000134 Siralamos

00000135 Boobas

00000136 Arman

00000137 Prim

00000138 Robo

00000139 - Bosspackun (or as I like to call, Bosspack-kun)

0000013A - Rayquaza

0000013B - Porky

0000013C - Galleom

0000013D - Ridley

0000013E - Duon

0000013F - Meta Ridley

00000140 - Taboo

00000141 - Master Hand

00000142 - Crazy Hand

00000143 Falconflyer

. . .

Code: 04AD8A9C <- Sonic's XXXXXXXX code, as we're placing someone over Sonic 00000013 <- Marth's soundbank ID, as we want our ported character to use Marth's .sawnd

Code: 04AD8A9C 00000013

RSBE01.gct

.gct

If you haven't done worked with PM+BeX, I recommend going over a guide first. Otherwise, this is basically the same rundown as my PM+BeX guide:

​

.sawnd

Open your cloned character's FighterXX.dat in HxD. Navigate to Offset 1C. Replace the following byte with the soundbank ID of the character whose .sawnd you'll be using. Save, then exit. You're done!

Spoiler Soundbank IDs

00000001 - Mario

00000002 - Link

00000003 - Pit

00000004 - Meta Knight

00000005 - Dedede

00000006 - Donkey Kong

00000007 - Samus

00000008 - Yoshi

00000009 - Kirby

0000000A - Fox

0000000B - Pikachu

0000000C - Luigi

0000000D - Captain

0000000E - Ness

0000000F - Koopa

00000010 - Peach

00000011 - Zelda

00000012 - Ice Climbers

00000013 - Marth

00000014 - GameWatch

00000015 - Falco

00000016 - Ganon

00000017 - Wario

00000018 - Pikmin

00000019 - Lucas

0000001A - Diddy

0000001B - PokeTrainer

0000001C - PokeLizardon

0000001D - PokeZenigame

0000001E - PokeFushigisou

0000001F - Lucario

00000020 - Ike

00000021 - R.O.B.

00000022 - Purin

00000023 - ToonLink

00000024 - Wolf

00000025 - Snake

00000026 - Sonic

00000027 - select

00000028 - ZakoFighter



00000116 Kuribo

00000117 Patapata

00000118 Hammerbros

00000119 Killer

0000011A Dekakuribo

0000011B GalFire

0000011C Poppercam

0000011D Bitan

0000011E Roada

0000011F Bombhead

00000120 Gyraan

00000121 Bucyulus

00000122 Tautau

00000123 Flows

00000124 Aroaros

00000125 Botron

00000126 Jyakeel

00000127 Ghamgha

00000128 Pacci

00000129 Faulong

0000012A Deathpod

0000012B Spar

0000012C Kokkon

0000012D Jdus

0000012E Mite

0000012F Shelly

00000130 Ngagog

00000131 Cymal

00000132 Teckin

00000133 Cataguard

00000134 Siralamos

00000135 Boobas

00000136 Arman

00000137 Prim

00000138 Robo

00000139 - Bosspackun (or as I like to call, Bosspack-kun)

0000013A - Rayquaza

0000013B - Porky

0000013C - Galleom

0000013D - Ridley

0000013E - Duon

0000013F - Meta Ridley

00000140 - Taboo

00000141 - Master Hand

00000142 - Crazy Hand

00000143 Falconflyer

. . .

Want toport a character over anotherget their SFX working? Or what about making custom announcer noises? Or just have Captain Falcon say "HYES!" for all his attacks? As it so happens, I can help with that!To clarify: I'll be going through a tutorial on making and using a custom soundbank for a ported/cloned character, but the same knowledge can easily be applied for other SFX desires. Everything I discuss here applies to Project M and PM+BeX. This tutorial assumes you have no prior knowledge with Project M modding and the software linked below.[1] Preparing your SFX for Import[2] Importing SFX to SuperSawndz (and making custom soundpacks)[3] PSA[4] Soundbank IDs[5] ConclusionBefore we start...Things to know about how SFX work:Reading bytes and bits:With that being said, let's begin! To start off, here's what you'll need:As mentioned, your custom audio files must be offormat to import in-game. I'm not sure if it's necessary but I do recommend keeping the audio to 22050 Hz and Mono, as those are the same settings as the in-game audio files. (Better safe than sorry!) Here's an example screenshot:Once these settings have been applied to your sound effects, let's continue!With Super Sawndz, open. Here you'll see this window:As you can guess, the menu on the right-hand side is a list of each character'sfile. There you'll see the list of each sound effect for that fighter. Clicking on an audio file will play that sound effect, listing the effect's length as well. The black box in the lower-left corner is the software's output screen. And in the upper-left corner is where you can insert your own .wav files. It's fairly straightforward.Before we continue, you have two choices:1) Completely replace the soundbank of a SSE Boss, essentially giving your character their own. Preferable when the character you're adding has no similar SFX to anyone else. (e.g: Metal Face, Waluigi) However, this will result in that SSE Boss sounding ghetto in SSE.2) Modify the soundbank of a playable character, essentially "sharing" awith them. Preferable when the character you're adding does have similar SFX to another character. (e.g: Lucina & Marth, or Sonic & Knuckles)I don't have the exact numbers, but each character should have some blank audio slots to mess around with. What I can give you is the number of audio slots that each SSE Boss has:(For those looking to simply replace sound effects, here's the basic instructions.)Once you've decided whose soundbank you'll be modifying, proceed to it in Super Sawndz.Click on what audio you wish to replace -> Input File (on upper-left corner) -> Preview & Add File -> InsertNow, you'll see Super Sawndz do its magic outputted in the black box. It will inform you if the file size of your custom audio has exceeded the original. As mentioned, only the's total file size cannot exceed the original; individual audio lengths do not matter. Rinse and repeat for all your sound effects. Once done, click 'Create Sawnd' to export the newly edited. Then place the file in your build's SFX directory.Directory forIf you're sharing a soundbank with a character, no need to change the name of the. Otherwise, use this list:As mentioned earlier: if you're looking to simply replace sound effects, you need not continue with the guide after this point.So you have a customready, but how do we get our cloned fighter to actually use those SFX? Now's the time for PSA! Here's the basic rundown:1) Open the Sammi PSA I linked earlier, then open your character's FitCharacter.pac file. Under the Action Events tab, go to the Sub Actions tab. Change Event List to display SFX, as we'll only be messing with SFX.The Sub Action box lists every animation (or subaction) for your character.The Animation box lists the name of the current subaction.The Event List box has a few categories, but again we'll just be working with the SFX category.2) Proceed to the animation you want to change the SFX for. In the screenshot above, we're looking at the jumping-forward animation. In the main information box, we can see the Sound Effect being played, in this case sound effect 2965. Remember the SFX List I mentioned earlier? Time to bring that up! In that page, you'll see a list of every single sound effect in the game, along with their corresponding hexadecimal ID's.Now we have our character's customand their PSA information ready, but don't start up your build just yet! Last thing to do is configuring our character's soundbank ID. Similar to character IDs, soundbank IDs are a part of a fighter's coding needed to access a specific soundbank. Without a customized code, a character won't have access to any specificThis step mostly depends on what version of Project M you're using...We will be injecting the following two bytes of coding intoXXXXXXXX YYYYYYYYReplace XXXXXXXX with the codes of the base fighterA list of XXXXXXXX codes for most fighters...Replace YYYYYYYY with a character's soundbank IDTo demonstrate, let's say you want to port a fighter over Sonic and have them use Marth's SFX, so you would use the following code:Or:Now we have our customized code! Next, openwith the HxD software previously linked, and use CTRL-F to find "F0 00 00 00 00 00 00 00" while using 'Hex values' for your search query.Paste your codethe F0 00. . . portion, then click OK on the confirm window. Now save the, then exit. When you start up your build, your ported fighter's SFX should now be redirected. Congrats! Here's an example screenshot:Things are slightly easier for PM+BeX. To get your clone to use a certain, here's the rundown:(Here's the soundbank ID list again)So once that's all done, start up your build! Things should be working now. Congrats!So, that should be it for now, at least till my next revision. If there's anything I've missed or you just run into some issues, please reply here! If I'm not available, maybe others can help out with the problem.