Here's a quick rundown on making sfx.dat files for your quest

First you need the "Grabber" program and then you need to set up folders for it, and to give you a place to work with the files.
The example below shows how I've set mine up.

A Shows the files needed to run the grabber program.

grabber-w.exe grabber for windows includes alleg41.dll

grabber.exe grabber for DOS

original sfx.dat for 192b183 , rename to sfx.dat before use

original sfx.dat for 2.10 , rename to sfx.dat before use

B Shows an example of how I rename the sfx.dat files so I know what each one represents, and these are also "copies" so in case of mistake you don't end up without, keep the originals in another folder.

C Shows how I've set up my folders to have a place to work and to keep these files seperate from my other sound files.
In the sounds folder I keep .wav files (sounds) and in the sfxtemp folder I download new sfx.dat files and rename them there to keep from overwritting other sfx.dat files, and keep copies there as back-ups.

D Shows the brook sound wav file we are going to use to replace the "sea" sound in the (copy of) original sfx.dat that comes with Zelda Classic.


How to export sounds from an sfx.dat file.

* First I'll show you how to remove a sound (wav) from a sfx.dat file.
Double click on grabber-w.exe to open the program.
"Load" the sfx.dat you intend to work with;

 

* We will be working with "practice_sfx.dat";

 

* Now we will export the "sea" sound to our grabber folder, by right clicking on wav_sea and choosing to export it.
Note; now the sea.wav is in our grabber folder in the widows explorer gif at the top (bottom item) available for use in other sfx.dat files, and you know how to export sounds :O)

 

How to "grab" sounds into an sfx.dat file.

* Ok, here's the part you've been waiting for,
how do I replace those old tired zelda sounds with cool new sounds?

We're going to replace the sea sound now with the sound of a "brook", so we place brook.wav in the folder with our grabber.
Open and load the "practice_sfx.dat, and right click on wav_sea and choose "grab".

* Ok here's the hardest step in the whole easy precess, you have to backspace the black box there at the pointer and fill in the address, note your root file at the top (ZCBeta\grabber\practice_sfx.dat) helps you remember the address.
so the address in this case is ZCBeta\grabber\brook.wav, which I've already changed in the gif, it was wrong to begin with.
Once you change a sound it then remembers the address, so if you change the brook sound back to the sea sound all you will need to do is click on the sea sound in the folder which will show in the area below the pointer.
That's all there is to it, you're on your way. :O)
You can double click on "wav_sea" to hear your new sound.

 

Making 183 sfx.dat work in the 2.10 version.

To fix custom sfx.dat files:
1. Open the grabber
2. Load sfx.dat
3. Export the signature object (first item in the list)
4. Edit the sig.txt file in notepad and change it to say "SFX.Dat v2.10 Build 0"
(without the quotes)
5. Save the sig.txt file.
6. In the grabber, import the sig.txt file again
(you may have to relocate it as it will probably default to wanting to open from drive f or g).
7. Save the sfx.dat file.

 

~ Freedom