Editing Sound Replacement Tutorial

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Once this is done, 0x6.json should be good to go. <br>
 
Once this is done, 0x6.json should be good to go. <br>
  
The final step is to fix the <b>se.bms.txt</b> we made earlier. You'll want to consult [https://pikmintkb.com/wiki/Se.bms this page] again to see how this file works. <br>
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The final step is to fix the <b>se.bms.txt</b> we made earlier. You'll want to consult [https://pikmintkb.com/wiki/Se.bms/ this page] again to see how this file works. <br>
 
As of writing this, it doesn't have much for the enemy category, though. <br>
 
As of writing this, it doesn't have much for the enemy category, though. <br>
 
After opening the .txt, search for <b>"@JUMPTABLE_60628h"</b>. This is the final sound in the normal game's jumptable for enemy sounds. The @ at the start is important, don't confuse the table entry with the data itself. <br>
 
After opening the .txt, search for <b>"@JUMPTABLE_60628h"</b>. This is the final sound in the normal game's jumptable for enemy sounds. The @ at the start is important, don't confuse the table entry with the data itself. <br>

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