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Customize Sound Effects
You can customize character and game sound effects (such as changing Ryu's "Shoryuken!" to "oh snap!"). There's no real reason to do this, but hey here are the steps in case you want them. Note that this is slightly technical - these aren't quite normal WAV files, but it's not very hard. Note that this step is only applicable to MvC2, and not other Capcom games.
Note that the Collection uses a bugged sound effect for Sentinel's impact/death sounds. The Sentinel Bug part of the steps below addresses how to fix it. The Collection is using the subpar iOS audio files: it's on my radar to maybe just release a pack that restores the Dreamcast/arcade audio effects.
Steps:
Get ReadyNote that there is a visual guide to doing this for Megaman 11 here. That would be great to reference alongside of this document for anybody new to this. (There's also a Resident Evil-based guide here, but the Megaman one is easier to follow.) Once you get it going once, it should be very easy. I started with Ryu's Hadoken sound (sound\se\mvc2\snd_pl00\wav\mvc2_pl00_21) because that was a simple and easy starting point. First, download all your voice clips/effects that you want to be in your mix. Now we need to extract out the ARC file that contains the SFX/VFX files. These are actually not stored in the main game file: they are instead stored in game_5s.arc. So run CollectionTool.bat to extract those again: use the "Marvel vs Capcom Collection" option, use the "Marvel vs Capcom 2" option, use the "Sound Effects" option, then select Unpack. Or use Paxtez's Mod Manager and select "Extract Steam ARC Files" : "game_5s.arc : MARVEL vs. CAPCOM 2 New Age of Heroes (Sounds)". Or use ARCTool by hand, pointing ARCTool to game_5s.arc. OK, now let's go to the "MVC\game_5s" folder that arctool just created for you. Make a copy of this folder so that you have a backup! We require these files for reference, so you must do this. And it's smart to do that anyways. Now go to the "sound\se\mvc2" folder in there. Characters
Figure out which character you're interested in. Go into that folder. In that folder will be two files we will ignore and the WAV folder that we care about. Go into the WAV folder now. SFX LayoutThese ".724DF879" files are close to normal ".WAV" files, except with extra data in them. Rename the ones you are interested in from ".724DF879" to ".WAV". Note that you'll have to rename them back at the end. If you're in the command line, you can use We can see their normal filenames. Those filenames will now look along the lines of "mvc2_pl00_00.wav". That form translates to "Game_Character_Event.wav". For example "mvc2_pl00_00.wav" is mvc2's event "00" for Ryu. Different characters have different actions and events, but the general logic for Capcom's MvC2 audio event layout is:
That's the general gist of how things are laid out. You can only use/modify existing character event SFX. Sentinel Bug: Note that in the Collection they accidentally swapped Sentinel's "death" sound (00) with his "light impact" sound (01). In order to fix that, just swap the files "mvc2_pl34_00.724DF879" and "mvc2_pl34_01.724DF879": no editing is required. Convert your songs to WAVNow we will blank/delete the audio from the file we are copying to. Click on the waveform data. Click CTRL+A to select all. Click Delete to watch it go away. Now go to window for the replacement audio you're splicing in. Click on the waveform data. Click CTRL+A to select all. Click CTRL+C to copy it. Go back to the target audio file. Click CTRL+V to paste it in. That gets us the sweet sweet 48kHz MSADPCM mono waveform we want. (You may now also want to go to Effect : Change Volume and increase the volume if the sample clip you're splicing in is quiet.) Click Save: we are now done with Goldwave. Note that this file will currently NOT work in the game, and if you try to inject it the game will not run. Keep going. Make your WAV game-compatibleFirst, go back to the backup folder you made earlier. Open the unchanged ".724DF879" file in a binary editor. I use Visual Studio's Binary Editor because I'm lazy. Anything works, really. Scroll to the end of the backup source file. You will see three critical RIFF (the WAV file format) chunks: "smpl", "tIME", and "ver.". Copy everything from the beginning of "smpl" to the end of the file (which will be eight bytes after the "ver." chunk header). Now open up your target file. Scroll to the end of this target file. There will be a "fact" RIFF chunk. Replace everything starting with "fact" until the end of the file with the data we just copied from the source file. You should now have a "smpl", "tIME", and "ver." chunk in your WAV file. If you don't, the game won't run, so you need to do this. Save your file. Now change the extension back to ".724DF879". Finishing Up |