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AddmusicK

Tool

Now i can easily...Thank you, I could not understand the other admusics... I hope this works!
By the way, I think there's a bug involving musics that use echo, while I can play the P-switch theme normally in "Here We Go" normally, when I'm in cave and I try to play the theme, SPC crashes.

It happens when I try to upload a music that uses echo too.
I would like to let everyone know that AddmusicK acts weird with KilloZapit SMB2 Health Patch and Demonsul Always Small Patch. When patched before adding music, the hack crashes upon Mario's death. When patched after, it changes the death music to Bonus End. If I played around with it I'm sure I could make it work correctly but just as a percussion so you don't break your hack (once it starts crashing it's done!)

Also when I using a 4.05 sample song, the death music changes a little though I have only tried Masashi27's Super Bonk - Twilight Space.

Hope this helps! Beyond that it works great!
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Amazing, this is a breakthrough in music porting. Maybe now I can work with AddmusicM songs.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Originally posted by aterraformer
When patched after, it changes the death music to Bonus End.

AMK moves some songs around, so they end up being in a different order (aka the have different song numbers compared to the original SMW).
So yeah, long story short, find this piece of code in either of those two patches:

Code
LDA #$09
STA $1DFB

And change that #$09 to #$01 (by default, that's the song number of the death music in AMK (see Addmusic_list.txt)).

Originally posted by aterraformer
Also when I using a 4.05 sample song, the death music changes a little though I have only tried Masashi27's Super Bonk - Twilight Space.

Do you mean the (fail)piano sounding weird? That's because the sample is replaced by an optimized one in most bnks, which sounds noticeably worse actually, but uses less space in ARAM.

e: unmatched parenthesis sux
So, my friend and I were testing out an RS3 song, but to my surprise the $FA $XX oscillation command was removed. However, I noticed $F4 $04 was free. Wouldn't it be possible to make that the command for the oscillation?

(Also, my friend and I can't get any sample that sounds like the oscillation feature, either.)

EDIT: Also bring back the SRCN09 calling, aka the built-in square wave in AMM. The two commands for oscillation were made to work with this built-in sample, so it'd be awesome if you would bring that back, too.
Originally posted by imamelia
Oh, yeah, I forgot...did you ever allow it to work/make sure that it works on 8MB SA-1 ROMs? I imagine SuperFX ROMs wouldn't require anything extra.

I won't be using this Addmusic if it doesn't work on 6 or 8 MB SA-1 SMW game.
Originally posted by Lui37
text


It's not the biggest deal since I will probably use a different song for the intro, I just figured I'd state it.

For the death jingle, if I just used a different track would this new song also be off?
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Also, is it normal for AMK ports to be anywhere from 90 to 500 bytes bigger than the same port done in Addmusic 4.05? I don't know why there would be that much of a difference, unless the actual names of the .brr files are assembled into the ROM or something.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.

Getting this strange glitch in LMSW. Doesn't seem to affect SNES9X, haven't tried BSNES or ZSNES.

EDIT: Playing the switch palace music seems to corrupt the samples and boss sequences are silent except for the music(But I only tested the first one)

EDIT2: with the first issue it appears hitting the large switches increases the pitch of all of the game's sound effects...


Scratch that, it destroys the entire audio memory on SNES9X

EDIT2: Getting a star on SNES9X 1.53 has exactly the same effect as using any echo with older addmusics on BSNES. The tile displayed in LMSW is tile 17F in the Sprite graphics

EDIT: ZSNES doesn't have that problem, when by all accounts it should be the only emulator with issues.
Also, it's the star itself that's the problem, not the star music, suggesting SNES9X is using a compatibility hack of some sort...
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Guess: OAM got filled with garbage again due to something hijacking the F0 I DMA from again.

You are using the latest LMSW, right? I know I've fixed that bug once.
<blm> zsnes users are the flatearthers of emulation
hahaha Someone else please try inserting Slash Man's old port of Wind Man from Mega Man 6. The results are hilarious. You can find it in the Legacy hack thread here.

http://www.smwcentral.net/?p=viewthread&t=53444

A lot of the old ports do work fine however.
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Originally posted by Alcaro
Guess: OAM got filled with garbage again due to something hijacking the F0 I DMA from again.

You are using the latest LMSW, right? I know I've fixed that bug once.



Reinstalling and reconfiguring fixed the LMSW problems, but not the SNES9X ones. My assumption is that SNES9X 1.53 uses a game-specific hack to fix the powerup sound effects, but that's just a wild guess. Note that the powerup SFX are wrong in ZSNES and older versions of SNES9X...

EDIT: Also happens on BSNES... Not good. It must be thinking it's Carol's addmusic or something. Or maybe it's LM that's at fault?

EDIT2: Try this patch

EDIT3: On further study it happens if the previous track has echo. Also, if you die while invincible the overworld plays the music from the level you were just in(similar thing with the title screen). Yeah, I think something seriously broke somewhere...


EDIT4: It doesn't normally happen with the P-Switch, but hitting one at the same time as collecting a flower obliterated the SPC with a tuning fork. The problem, therefore, may be a conflict with the echo.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Just wondering, does this fix the glitch previous addmusics have, where if the music has sped up due to the timer reaching 99, loading a sublevel with different music (or even the same music, if it restarts due to a P-switch/star) resets it to its original speed?

–=–=–=–=–=–=–
Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
I think there should probably be some sort of built-in feature to change what music plays in specific circumstances, because right now (without manual hex editing) you get the same music played from dying and from the credits, for example.
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Star Man is glitched. I tried with regular, sampled 4.05, and sampled M getting the same results: falling into a pit with the star (and probably also layer 2 crush) causes the death jingle to not play and the overworld music becoming the stage you get the star man's original theme. I have yet to try it with an edited star theme however.
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Originally posted by aterraformer
Star Man is glitched. I tried with regular, sampled 4.05, and sampled M getting the same results: falling into a pit with the star (and probably also layer 2 crush) causes the death jingle to not play and the overworld music becoming the stage you get the star man's original theme. I have yet to try it with an edited star theme however.

Are you using ZSNES? On SNES9X 1.53 it has the same effect as echo in older Addmusic...
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Wiimeiser
Originally posted by aterraformer
Star Man is glitched. I tried with regular, sampled 4.05, and sampled M getting the same results: falling into a pit with the star (and probably also layer 2 crush) causes the death jingle to not play and the overworld music becoming the stage you get the star man's original theme. I have yet to try it with an edited star theme however.

Are you using ZSNES? On SNES9X 1.53 it has the same effect as echo in older Addmusic...


That was ZSNES. SNES9X crashes with some 4.05 sampled songs with P-Switch and Star Man, others it really messes up the music. With M sampled songs it crashes with Star Man and crashes just the music with the P-Switch. On most songs I've tried it blinks the screen as I enter a stage as well.
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Oh, and one more thing: previous Addmusics seem to have had support for playing percussion instruments at arbitrary pitches like any other instrument, but AddmusicK does not. See this song for a comparison between the two (just the first couple seconds).
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Also, there seems to be something screwy with label loops. I have one port where channel #0 contains and defines a label loop, and channel #1 starts with that same label. The portion of channel #1 that is covered by that label has a volume of 0. The notes still seem to play, the pitches change, but it is silent.

Edit: Text file. See the beginning of #1.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.

Tool