Hacking [Discussion] Smash WiiU Modding and Help Center

soniczx123

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I duplicated one of the character's existing skins in entirety and renamed it to c08 and added it like any other skin with sm4shexplorer and loaded it up in game.

Thanks! I got it working!

Do you know how ui_sound_voice_chara_db.bin works? I want to my Shadow voicebank to my shadow skin.
 

soniczx123

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I think I made a new discovery. I managed to add a specific voicebank to a specific skin without editing ui_sound_voice_chara_db.bin.

What I did was that I renamed my soundbank from snd_vc_Sonic.nus3bank to snd_vc_Sonic_c04.nus3bank.
The reason for this was that I searched through the sound folder of Robin and Corrin and noticed that they have two voicebanks.
The other is named after the same as the first one but with a cXX added on to it.
So I added a Shadow voicebank to data (eu_en)/fighter/sonic/sound in sm4shexplorer and named it snd_vc_Sonic_c04.nus3bank (which corresponds to his black skin, which I replaced with the Shadow Vertex hack from KTH)

Loaded up the skin in Training Mode along with another Sonic. The result was that the Shadow worked fine but the other Sonic didn't play any voice clips at all.

Loading up two Sonics that isn't Shadow plays their original voicebank.

Loading the Shadow Skin with any other character plays the Shadow skin along with the other character's atttached voicebank.

EDIT: Tested it online in a Sonic Ditto. Both soundbanks worked but my victory quote was silent.
 
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xKaii

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Thanks guys! the files that i was using all the time were v208

I have another question, in order to undub by myself, i need the japanese version of smash?

Yes, you must get the ls, dt00 & dt01 files from the Japanese backup and the Japanese update v244 from NUS using Uwizard. That's how i did it.
 
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Pikachuk

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I think I made a new discovery. I managed to add a specific voicebank to a specific skin without editing ui_sound_voice_chara_db.bin.

What I did was that I renamed my soundbank from snd_vc_Sonic.nus3bank to snd_vc_Sonic_c04.nus3bank.
The reason for this was that I searched through the sound folder of Robin and Corrin and noticed that they have two voicebanks.
The other is named after the same as the first one but with a cXX added on to it.
So I added a Shadow voicebank to data (eu_en)/fighter/sonic/sound in sm4shexplorer and named it snd_vc_Sonic_c04.nus3bank (which corresponds to his black skin, which I replaced with the Shadow Vertex hack from KTH)

Loaded up the skin in Training Mode along with another Sonic. The result was that the Shadow worked fine but the other Sonic didn't play any voice clips at all.

Loading up two Sonics that isn't Shadow plays their original voicebank.

Loading the Shadow Skin with any other character plays the Shadow skin along with the other character's atttached voicebank.

EDIT: Tested it online in a Sonic Ditto. Both soundbanks worked but my victory quote was silent.
i've a suggestion, for the other costumes,try to make snd_vc_Sonic_CXX.nus3bank for each costumes,it could work
 

Segtendo

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Oh sweet, though for one thing I wish I knew how to read is what is shown in the Param editor though. I found 3 Groups within ui_sound_db, only Group[3] shows some relevance as Name 25 for Entries 0 to 599 all have SOUNDXXX in them, which means that they correspond to the music track that can be seen in sound.msbt right? Also what can be used to access bgm_mymusic.mmb?
sound.msbt cotrols all of the music titles. I have a list of the MSBT names and what each one is. You'll need the MSBT Editor to edit them.
http://smashcustommusic.com/notes/smashu/sound.113.html (slightly outdated)
MsndN=Song Title
MsndN2=Sound Test Title
MsndO=Arrangement Notes
MsndS=Original Game
MsndW=Arranger/Composer
 
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ChainsawPolice

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Are there any Wii U-specific guides on editing movesets and testing them with SDCafiine? I've been doing a fair bit of 3DS moveset editing, and the Wii U looks a lot different. I'm not sure what to do with the edited files once I've made my edits. Do I have to repack them? What folder structure do I put them in on the SD card for SDCafiine to recognise and apply the changes?

Thanks in advance!

Also, I'm assuming unpacking dt00, dt01, and ls is done the same way as the 3DS - with the DTLS.exe method?
 
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eggman12

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On a semi-related note, I figured out what to edit in ui_stage_db.bin to make all the stages playable in 8-player smash.
You can't use the Parameter editor though, because it corrupts the file for some reason. You have to manually hex edit it.
Once I finish editing it so all regular and Omega stages can be played with 8 players, I'll upload it here and to gamebanana
I figured out too. I edited mine and all stages are now available in 8-players smash.
https://mega.nz/#!Ix5FzBwZ!ucDvIaEZCeYUjbyYPNNKabj3gCWGoeXcbfhAdegceks
It's the Eu_fr file, i don't knows if it works in any other langages.
 
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Sonicbrawler

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Last edited by Sonicbrawler,

RPD490

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sound.msbt cotrols all of the music titles. I have a list of the MSBT names and what each one is. You'll need the MSBT Editor to edit them.
http://smashcustommusic.com/notes/smashu/sound.113.html (slightly outdated)
MsndN=Song Title
MsndN2=Sound Test Title
MsndO=Arrangement Notes
MsndS=Original Game
MsndW=Arranger/Composer

Well that I figured out. Tried it last night with a few tracks I had downloaded for use already, did the changes with MSBT and worked like a charm. Though now I like to know what the bgm_mymusic.mmb is for and its purpose.
 
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