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Need help with "addmusic" or porting?

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I've wanted to port this for a while, since this song is really nostalgic for me:

Super Bonk - Blue Sky (or Bad City)

I had to use all the channels and ended up squeezing 4 instruments into one channel. It's missing the vibrato on that one last note, but I'll get to fixing that soon.
I've been checking around, but since there is no search feature and my basic abilities of looking are limited to googling site:smwcentral.net, forgive me if this has already been answered somewhere.

I've got two questions. The first and foremost is whether there's a list of what sound effects occupy what channels out there. I've been able to limit most of my track counts to 4 channels, but usually at the sacrifice of a relatively important 5th track. If I can figure out what items, enemies, and other objects use what channels, I might be able to take advantage of a 5th channel by not using said objects.

Second question: in the first track of one of my songs, there is a problem between the last note and the first note of the loop. The note is supposed to end, but instead it draws out through the end of the song and continues up until the next note is used after going through the loop. I can't figure out for the life of me what's causing it, and it would be great if someone could take a look at it. It should be in 20.txt.
MK: There is a list of I/O ports for sound effects here. As far as I know, $1DFC occupies channel #7 in the TXT (8 in the emulator), $1DF9 occupies #4 in the TXT (5 in the emulator), and $1DFA occupies #5 in the TXT (6 in the emulator).

As for your TXT - the loop error you're speaking of usually occurs when the last note played is too long - when the song loops, the note kind of 'crosses' the loop, and fades out. To fix this, you could try making the last note that appears in the TXT a rest sound (very short one though so that it won't interfere with the song). That should fix your issue. I can't test it at the moment and debug it personally for you, but hopefully what I have said makes sense. Good luck.
Originally posted by Sonia
MK: There is a list of I/O ports for sound effects here. As far as I know, $1DFC occupies channel #7 in the TXT (8 in the emulator), $1DF9 occupies #4 in the TXT (5 in the emulator), and $1DFA occupies #5 in the TXT (6 in the emulator).


Actually, I'm pretty sure that $1DFC occupies #4, $1DF9 occupies #6 and $1DFA is occupies #7. (I may have the first 2 switched around, but I know for a fact that $1DFA is occupies #7.) So, if you have a song that uses more than 5 channels, make sure to use the channels occupied by SFX for things like percussion, or other parts of the song that are harder to hear. Good luck with the porting. :)
Actually, you're right - I was just able to check. Thanks for correcting that for me.

(which reminds me, I should add the channel numbers to the I/O thread for future reference. >_>)
Anyone remember Destiny Islands from Kingdom Hearts?

Well, Me and Geno put together a Destiny Islands SPC.



Notte Luminosa Progress:

Click here to download It! :D
I ported that MP3 I made earlier.

"Corridors"

Relatively short track, but it should fit in .. somewhere.
@Sonia: Sounds very nice. The music I've been hearing from this hack seems very professional in quality, and the instruments are great.

Yeah, this was always one of my favorite songs from one of my favorite games.
Can you guess what it is?
This is my second music port. It's The boss select from MegaMan X.
SPC
It is still beta and needs the size reduced.
Your layout has been removed.
It sounds nice regardless =)

Not sure if you guys have seen this before but it seems like it would be very helpful.

SNES Nintendo Music Format Spec
"Faith is the great cop-out, the great excuse to evade the need to think and evaluate evidence. Faith is belief in spite of, even perhaps because of, the lack of evidence." -RD
It's me again and I tried to port a song from Terranigma,but my problem is,that I can't find any good instruments.I tried my best.
Spc + Txt
I didn't looped now,I'll do it later.

F-Mario X News:C3 Thread Ahead!
By the way, I gaved up hacking SMW. I think I'll come back, but not yet. ~ X-King
Hey...shit happens get over it....oh andI have a question and I am sorry if this should not be asked here

I asked in SMW hacking basics on were I can get the tool to make my own custom music and broozer said I should check here since broozer also said that the tool was never posted in the tools spot can some please tell me were I can get it?
N00B Saibot's:

Current projects:
Lost Mario New Adventre demo 2 2/8 levels complete
The cave (custom music)....its....coming along

I think you mean Tinymm.
Download it here.
I think Broozer means that you must download the midi files for making Custom Music.
A good site for Midi's is VGmusic.com,where you can dowload tons
of Midi's.
To use tinymm,simple drag and drop you midi file in the .exe file and you get a new file (.mml).You're done with the first step.
Then download Spigmikes Custom Music Tutorial.
You can also take a look in Ice Man's Music Tutorial.

I hope it is that what you meant.


And now something from me:
Originally posted by X-King
It's me again and I tried to port a song from Terranigma,but my problem is,that I can't find any good instruments.I tried my best.
Spc + Txt
I didn't looped now,I'll do it later.

I need some feedback for it. D:

F-Mario X News:C3 Thread Ahead!
By the way, I gaved up hacking SMW. I think I'll come back, but not yet. ~ X-King
Hey...shit happens get over it....oh andLOL thanks that lots of help but I was asking for the tool to MAKE custom music....I apologize if you jst explained it to me in the last message but i didn't see anything about me abl to MAKE my own music
N00B Saibot's:

Current projects:
Lost Mario New Adventre demo 2 2/8 levels complete
The cave (custom music)....its....coming along

There are two options to for making custom music. You can either write it directly in the TXT (difficult), or compose your stuff in an external program, like Anvil Studio (easier, Google it).

In other news, I just finished a port.

Cave Story - Scorching Back

Ignore the stuff after the loop.

Comments?
I have a bit of a problem:
I was porting the Megaman X intro theme, and i flipped the octaves, added the header, and inserted it with addmusic. Then the command propt told me this. Can anyone help me out? I will supply the .txt if needed.
<TLMB> I use YY-CHR to edit DNA
The numbers represent the line the error is on. Use Ctrl + G to find the desired line.

"Musical octave too low" - octave goes below o1. Fix it.

"Musical octave too high" - octave goes above o6. Fix it.

"Invalid octave" - o7 or o8 somewhere in the song. Fix it.
Thanks, Sonia, but it says "Musical interval", not "Musical Octave". Is it the same thing? And ctrl+g dosent do anything in notepad...


EDIT: yeah, i decided to do that song later, so i jumped over to Cathedral by Van Halen. But there's an issue:
Right in the middle of the song, it seems to be WAAAYY to low. I've listened to the Midi countless times, and it's just fine. I have the txt and spc and files you guys can look at to try and help me out (please dont steal the TXT)
also, the txt is kinda big cuz i havent looped it yet...
SPC
TXT
<TLMB> I use YY-CHR to edit DNA
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