Extracting the sound effect.
1.
Open the file MENU_SSAR_LIST.txt and look for the sound you want to change.
E.g.
OBJ_KINO_HOUSE_APP
2.
To the left of the name there is a number, that's the position in the SSAR, note it down.
E.g.
4DE
3.
Now find the value below the one previously noted.
E.g.
- 4DE OBJ_KINO_HOUSE_APP
- 51A OBJ_STAR_COIN_BOARD
4.
Open the original SSAR file in a hex editor, select the part between the two values and copy it.
E.g.
4DE-51A
FE 02 00 93 01 48 03 00 81 0B 3C 68 08 81 09 C3
F4 C8 01 CE 01 30 7F 0C C9 30 54 7F 05 CE 00 C8
00 FF 81 0B 3C 68 08 81 09 C3 F8 C8 01 CE 01 30
7F 18 C9 30 54 7F 05 CE 00 C8 00 FF
5.
Create a new file in the hex editor and paste the bytes.
6.
Open the file NEWER_MENU_SSAR_LIST and look for the sound you wish to export.
E.g.
OBJ_KINO_HOUSE_APP
7.
To the left of the name you find the value that indicates the offset in the SSAR, note that down.
E.g.
382
8.
Note down the value below the previous one.
E.g.
- 382 OBJ_KINO_HOUSE_APP
- 388 OBJ_STAR_COIN_BOARD
9.
Open Newer's SSAR, select the part between the two values from before and copy them
E.g.
382-388
81 1A 3C 7F 00 FF
10.
Create a new file and paste the bytes
11.
If the sound you copied from the original SSAR is bigger than the one taken from Newer,
paste Newer's at the beginning of Untitled 1 and fill the unchanged bytes with FFs
E.g.
FE 02 00 93 01 48 03 00 81 0B 3C 68 08 81 09 C3
F4 C8 01 CE 01 30 7F 0C C9 30 54 7F 05 CE 00 C8 -Original sound effect
00 FF 81 0B 3C 68 08 81 09 C3 F8 C8 01 CE 01 30
7F 18 C9 30 54 7F 05 CE 00 C8 00 FF
81 1A 3C 7F 00 FF -Newer sound effect
81 1A 3C 7F 00 FF 03 00 81 0B 3C 68 08 81 09 C3
F4 C8 01 CE 01 30 7F 0C C9 30 54 7F 05 CE 00 C8
-Paste it at the beginning
00 FF 81 0B 3C 68 08 81 09 C3 F8 C8 01 CE 01 30
-(Use paste write - CTRL + B)
7F 18 C9 30 54 7F 05 CE 00 C8 00 FF
81 1A 3C 7F 00 FF
FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF -Replace the unchanged bytes
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF
Before pasting this in the SSAR follow the next steps:
Exporting the SWAV and the instrument.
1.
Open Newer's SDAT with Nitro Studio.
2.
Open the SBNK corresponding to the SSAR and its SWARs.
E.g.
SAR_MENU -->
BANK_MENU_SE - WAVE_MENU_SE - WAVE_CANNON
SAR_COURSE -->
BANK_COURSE_SE - WAVE_COURSE_SE - WAVE_PON
3.
In the sound effect you copied before (81 1A 3C 7F 00 FF FF FF FF ...) there should be one or more bytes starting with 81,
the byte after that is the instrument number which needs to be converted in decimal.
E.g.
81 1A -->
0x1A -->
26
4. Once the SBNK has been opened find the instrument number you converted in step 3 (
26),
click on it and write down the number inside the SWAV NUMBER box.
4.5.
If in the box next to the SWAV NUMBER, SWAR NUMBER there is a number from 1 to 3,
you'll need to open the corresponding SWAV and find the sound there
P.S. The number and the name of the SWAVs are listed on the right side of the window.
5.
Right-click on the same instrument and export it with a name of your choice.
6.
Open the SWAV and look for the sound with the number you wrote previously.
Press Play to make sure it's the right sound.
Right-click on it and click on export.
Export it in a SWAV format with a name of your choice.
Inserting the SWAV and the instrument
1.
Open the SDAT you want to edit.
2.
Open the SBNK corresponding to the SSAR and its SWAR.
E.g.
SAR_MENU -->
BANK_MENU_SE - WAVE_MENU_SE
SAR_COURSE -->
BANK_COURSE_SE - WAVE_COURSE
3.
In the opened SWAR import the SWAV from before and remember its number.
4.
In the SBNK you opened right-click on the last instrument, click on
ADD BELOW and import the instrument you exported previously.
4.5.
Change the SWAV NUMBER with the one you saw in the imported SWAV and save all the open windows in Nitro Studio and the SDAT.
5.
Write down the number of the new instrument and convert it to hexadecimal
E.g. 39 --> 0x27
6.
Open the hex editor again and change the instrument byte (81
1A) with the number you converted in
step 5.
7.
Copy the file and paste it in the SSAR.
8.
Open the SDAT you opened before in Nitro Studio, in the hex editor and open a
not modified copy of the SSAR.
9.
Copy the entire unchanged SSAR and switch to the SDAT.
10.
Press
CTRL + F (find function) and in the search box paste the modified SSAR.
Don't forget to change the datatype to Hex-values.
Click on OK.
10.5.
The program should select the SSAR found in the SDAT.
11.
Copy the modified SSAR and paste it in the selected part in the SDAT.
12.
Save the SDAT and re-import it in the game.
If you have problems with some steps or something is unclear, just ask