Language…
16 users online: deported, Domokun007, eltiolavara9, GiraffeKiller, Golden Yoshi, gothic251, h.carrell, koffe190, Maw, MeteorSmasher4, OEO6, OrangeRock57, Raccoon Sam, Rykon-V73, The_Uber_Camper, Ztarhaven - Guests: 248 - Bots: 327
Users: 64,795 (2,375 active)
Latest user: mathew

AddmusicK

Tool

Originally posted by ggamer77
I though you didn't like GAIN..

Anyway try:

@30 $ED $7F $E0
$FA $05 $AC
o4c8. r2^4..


That should work, but if it doesn't its probably a bug.


Yeah... that really didn't work. So yeah, I guess it IS a bug after all..?
I've found a lot of problems with AddMusicK. I've uploaded 2 videos to Youtube with the problems that I've found.
Here you go.
Part 1
Part 2

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

I have a request for a command.
I'd like a Direct GAIN decrease. It seems like it could be a bit different from $E8 so, would you mind doing that? Also some games included some weird commands, such as FIR slide, feedback slide, so I think that it would be easier if you'd make a DSP addr slide command.
Confirmed: The bugs DPBOX showed do exist. I tried on a 4 MB SMW game, too.
The egg music bug appears to be ZSNES exclusive. I can tell it's ZSNES for two reasons: 1. The audio hardware doesn't crash when a star is collected; 2. The Powerup sound is incorrect. Try it on SNES9X and see what happens.
The credits and egg rescue may be due to the program changing the wrong addresses. I think the death music speedup is a side-effect of fixing that bug in older Addmusics...
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Yes, I did use zSnes.

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

You have forgotten put patches fix on the release zip
Okay, partial update. Here is a version of the program with (hopefully) all bugs up until my previous post fixed, as well as some of the bugs sent to me via PM (I'm not submitting this version to the site just yet; I'll do that once all the bugs people have reported are fixed). Sorry this is taking so long, but some of these bugs are really subtle and time-consuming to find (for example, the bug regarding loops at the beginning of a channel only applied to auto-generated SPCs, which made debugging very difficult, and was due to a minor glitch with the qXX command of all things).

If you've reported a bug after my previous post, consider it acknowledged (I'll reply to them proper once I've actually fixed the bugs they mention).
I should get a new layout.

Probably won't, though.
Don't worry Kipernal, take your tie. After all you're making the lives easier for a lot of people and the least we can do is help you and wait patiently :P
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Some things that I believe need addressing as well, I'm no music expert, so it's just general stuff.



I already transfered my hack to a new rom so that AMK could work with it, and it works nicely, just some things that need tweaking.

Bugs so far:

- Doesn't like sound "20 Koopaling land in lava", at all. (You'll notice the game slows down and lags a lot when the sound plays), and I REALLY need this sound working.
I did this on a clean rom too!

- The game will crash whenever you either:
• Fall in a pit.
• Fall in lava.
• Get crushed by a "Layer 2" Pillar.
>> To be quite frank, it doesn't seem to be fond of "Insta Kill"

- Death Music is totally out of whack.

- If you enter a pipe while the P-Switch Music is playing, and the room you are entering has a different song set for the level: (Like a bonus room maybe, hint hint)
The "Bonus Room" music will not play; however, it will be the music of the level you just left.

>> AddmusicK also isn't very fond of these two songs that I've included in the .zip file. "Lufia, Rise of the Sinistrials: Final Battle" and "Pokemon (I don't know which one) Dark Cave". The SPC's show how they sound with Addmusic4 (HuFlungDu). The ones marked "K" at the end show how they sound with AddmusicK, and it is really bothering to hear them off key like that; especially the Orbitual Void/Lufia song, because I was going to use that as the song for my final level, which I'm currently working on. (Songs and stuff)

- When inserting music with the tool, it resets the Overworld Music Selection to the defaults, regardless of whether you've modified it or not. That is really troublesome and tedious, especially whenever something is not in those directories either.
Just noticed, the generated SPC's that claim to be Yoshi SPC's... aren't. And though it's probably intentional that the globals don't generate SPC's at all, I figure they may as well.
Your layout has been removed.
Query: Do custom instruments take up less space than whatever you call "INSTRUMENT=$f3 $20 $06 $ed $7f $e7 h6"?
Check out my music!
As far as I know, each custom instrument should take 6 bytes for its data (the srcn/adsr/gain/tuning stuff stored in the table), and each call is worth 2 bytes (aka $DA $XX).
The "INSTRUMENT=$f3 $20 $06 $ed $7f $e7 h6" stuff just replaces each istance of INSTRUMENT with $f3 $20 $06 $ed $7f $e7 h6, before assembling the txt and inserting data into your rom, so it doesn't really use less space than typing $f3 $20 $06 $ed $7f $e7 h6 directly.
So yeah, usually custom instruments should take less space, but it can also depend on how many times you're going to define that one instrument.
Of course, you could also use both like "INSTRUMENT=@30" if you like calling instruments with their name.
Yeah. Custom instruments do take up less space in my scenario then.
Thanks!
Check out my music!
Is there any reasonable way, in AddmusicK, to upload sample data to a certain point in ARAM and then repoint a specific sample pointer to that data? (See, here's a reason why $F7 should be kept in...) That sample data could be overwritten later.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
ugh, is there any way to speed up the spc700? One of my old Asterix and Obelix ports is really slowing down and I cant seem to do anything to fix it. And even with that I can barely do anything the original game could. 5 channels had tremolo and 2 had vibrato in the original. Here I can barely have the 2 with vibrato and it still slows down.

Mabey if there's more code that could be optimized, maybe that would help. ;-:
________________________________________________________
Mario the Gaul
Well I thought I should say that since after I reinserted all my music with the updated version, even though it fixed the music crashing at the moment I die when using BSNES, it also seemed to have caused a minor issue with this port I inserted before I used the updated version.

It for some reason has the channels 4 & 5 as shown on the SPC sounding
lower pitched about after 7 seconds in. It's nothing really concerning me, but I thought I should report it anyway. Thanks.
Hey y'all, Scott here!

PFP by: https://twitter.com/GinCalico (🔞 Warning)
Also, how hard would it be to make certain global music tracks (death, P-switch, and star) differ depending on what local track is currently being played? It would be a similar concept to DKC2's death music, where if, say, the local track used in lava levels was playing, then the death music (and P-switch and star music) would also be the "lava level" ones. Even if it would require a special directive and for all the different versions to be written in the same text file, it could be useful.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
It's already possible to switch up the samples, at least (since they don't get reloaded for global music).
Your layout has been removed.

Tool