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Posted on 09-04-16, 04:48 pm (rev. 6 by  Hiccup on 09-04-16, 05:23 pm)
Birdo


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I want to copy a non-empty sound sequence into some empty (and presumably unused) sound sequences, to see if the presumably unused empty sounds are actually used, but unheard due to their emptiness. Sound sequences are stored in the SSARs.
Posted on 09-04-16, 04:56 pm
I Am Not Inteligent

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Are you referring to the SSAR files? They contain sound effects such as the power-up sound, but it can't be opened/edited with current tools, as far as I know. Only through hex editing.

If you're referring to editing the SWAR files, then of course you can, using Swav2Swar (it already features wav2swav). Your WAV audio has to be mono, less than 1141 kbps and probably other settings in order to be converted.
Posted on 09-04-16, 05:00 pm (rev. 1 by  Hiccup on 09-04-16, 05:17 pm)
Birdo


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Yeah, the sound sequences inside the SSARs (which I assume stands for Sound Sequence ARchive). I seem to remember something about a tool that can extract an SDAT to a folder and then recompile the modified files?
Posted on 09-04-16, 05:02 pm (rev. 1 by Asprok on 09-04-16, 05:07 pm)
I Am Not Inteligent

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Get the modified sound_data made by Orengefox and compile it using NDS Editor/kiwi.ds.

I could not…
Posted on 09-04-16, 05:08 pm (rev. 2 by  Hiccup on 09-05-17, 09:11 am)
Birdo


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Here are those things for anyone else reading this thread:
* kiwi.ds (nicknamed "NDS Editor") https://filetrip.net/nds-downloads/utilities/download-nds-editor-0-1-f5658.html
* "unpacked, ordered SDAT" http://nsmbhd.net/post/50882/

---

I'll use those to make a new SDAT, but how do you edit the SSARs?
Posted on 09-04-16, 05:11 pm
I Am Not Inteligent

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There's also this trick which I've roundly failed to reproduce. If someone manages to do it, please, share your procedure.
Posted on 09-04-16, 05:17 pm (rev. 2 by  Hiccup on 09-04-16, 05:17 pm)
Birdo


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Well, I'm not trying to mod the music right now. Certainly not to play MP3s.

Do you know how to copy one SFX in an SSAR into the slot of another?
Posted on 09-04-16, 05:33 pm


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Posted by Asproek
There's also this trick which I've roundly failed to reproduce. If someone manages to do it, please, share your procedure.


That's never going to work in NSMBDS.
Posted on 09-04-16, 05:45 pm
I Am Not Inteligent

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Posted by skawo
That's never going to work in NSMBDS.

Yeah. I had been hopeful because  ray did it. Best thing would be a hack to allow NSMB to use WAVs/MP3s instead.

And  Hiccup, I don't know how to do it, but maybe you could swap files and see what happens. This might help, though.
Posted on 09-04-16, 06:17 pm
Birdo


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I'd appreciate if someone could explain how to understand the SSAR section of that.
Posted on 09-05-17, 09:16 am (rev. 1 by  Hiccup on 09-05-17, 09:16 am)
Birdo


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Bump. For some reason, I've only just tried this. The SDAT rebuilds as expected - but replacing one SSAR with another means the game crashes when loading it. How do I replace an individual sequence inside an SSAR? It can be with anything.
Posted on 09-06-17, 05:14 am


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If you're comfortable with hex editing, you could modify the starting sequence event offset of the SSAR entry you're interested in to match that of some non-silent entry in the same SSAR.
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Posted on 09-06-17, 05:46 pm
Birdo


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I'm not really sure how to do that. Could you explain (or possibly make (or explain how to make) an ASM hack that replaces all sounds with a single sound)?
Posted on 09-06-17, 06:01 pm
Mariomaster

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I don't see why someone'd ever need that...
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Posted on 09-06-17, 08:10 pm
Buzzy Beetle


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Posted by Hiccup
I'm not really sure how to do that. Could you explain (or possibly make (or explain how to make) an ASM hack that replaces all sounds with a single sound)?


You can use Kiwi DS to dump the SSAR files which can give some info about the files.
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Posted on 09-07-17, 07:26 am


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Sure. I'll pick two arbitrary sound effects from the sound effects list on the wiki as an example...

Let's try to replace SE_PLY_FOOTNOTE (Mario's footstep sound while on the world map) with SE_SYS_NEW_POINT (the appearance of a new world map path).

The sound effects both need to be in the same SSAR for this technique to work. In this case, the sounds are both in SAR_MENU.ssar, so, first, we extract that from sound_data.sdat. There are lots of programs that can do this; I used Kiwi DS.

According to the sound effects list, these sounds' global IDs are 18 and 31 respectively; we can subtract the ID of the first sound in the SSAR we're interested in to find their IDs within that SSAR. In this case, that leaves us with 0 and 31.

We can find the offsets of their entries in the SSAR file with the formula offset = 32 + id * 12. For our two sounds, that gives us (written in hexadecimal) 0x20 and 0x194.

The twelve bytes beginning at SE_SYS_NEW_POINT's offset are:
DA 03 00 00 23 00 7F 60 50 0B 00 00
This defines stuff such as the starting event offset, the bank ID and the volume.

We can copy all of this information into SE_PLY_FOOTNOTE's entry to effectively make it an exact copy of SE_SYS_NEW_POINT. So we do.

After that, it's just a matter of inserting this SSAR back into the SDAT (I used DS Sound Studio for this) and inserting the SDAT back into the ROM. Once that's done...


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