Language…
24 users online: 1UPdudes, Abstract, badummzi,  Blaagon, CharlieUltra, dashlet, Dennsen86, DixyNL, GamesInTweed, GiraffeKiller, Hammerer, Inflagrandy, JezJitzu,  MarioFanGamer, Metal-Yoshi94, MorrieTheMagpie, mtheordinarygamer, Papangu, playagmes169, rafaelfutbal, Rykon-V73, Ryrir,  Segment1Zone2, TheOrangeToad - Guests: 296 - Bots: 463
Users: 64,795 (2,369 active)
Latest user: mathew

[Download] Addmusic Expansion Kit

I've found this on a Japanese site and it allows you to insert more songs to SMW. :O

Before you could only insert level songs from 20-2F & 30-3F, right?
Well, now you can insert from 60-7F and A0-BF and E0-FF as well. Only Level Music though.

NOTE: This is in Japanese, so if someone wants to translate the files again, feel free to do so.

http://www.smwcentral.net/download.php?id=118&type=tools
Holy crap, nice find Ice Man. I believe SNN is looking into this now. This would help with more songs. Now we can almost have a different song per level :O
Originally posted by Lyrica Prismriver
Now we can almost have a different song per level :O

Almost? We can have over 100 different songs in the game. :D
128 level songs and 16 OW songs, if I'm not wrong.
That is really cool. Wouldn't we be restricted by how many songs we insert because of the size? We wouldn't need that many overworld songs unless we made an ASM hack to have more submaps.
YES NO MORE BYTE LIMITS WOWOWOWOOWOWQOKOWOWOQWOQOOQ

right?

But seriously, awesome find.
EDIT: does it work if you used the original addmusic?
<TLMB> I use YY-CHR to edit DNA
I'm just curious what site you found this on.
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I'm sorry for my poor English.
(I've learned English only for six years)
I'm from Japan, and I'm author of "Music.asm".
To use it, apply this patch with xkas to your ROM
after using "Addmusic INIT".


Previously, level music data was written
at "PC:$0A0200 ~ $0B39F1" as "20~3F music".
This code allows your ROM to
recognize data at "PC:$120200 ~ $1339F1" as "60~7F musics".
recognize data at "PC:$1A0200 ~ $1B39F1" as "A0~BF musics".
recognize data at "PC:$220200 ~ $2339F1" as "E0~FF musics".

So, if you want to insert "MUSIC SET A" as "60~7F musics",
insert this set as "20~3F" with addmusic as usual.
Then, copy PC:$0A0200 ~ $0B39F1 and paste it at PC:$120200 ~ $1339F1.

However,this process may be a bit troublesome.
So, Mr.Carol (author of Brutal mario) upgraded addmusic.
This can insert musics whose numbers are NOT 20~3F directly.
(Carol is not author of ORIGINAL Addmusic, though.)


Music.asm Ver 1.0 had serious bags concerning loop and change,
so I have mixed Music.asm code and Mr.Romi's code (that repairs POW switch glitch) and uploaded as Ver3.0. (and one introduced above is in this version.)
But this was still inadequate.

Now, I have almost repaired this problem.
Please wait a minute for my releasing Ver4.0.


Here is a sample.
(my stupid ASM experiments are also included in blinking stages...)
http://mario.ellize.com/up/src/smw_1805.zip
Originally posted by homing
I'm sorry for my poor English.
(I've learned English only for six years)

Don't worry about your English, I got almost everything of your post.

Originally posted by Homing
Here is a sample.
(my stupid ASM experiments are also included in blinking stages...)
http://mario.ellize.com/up/src/smw_1805.zip


I am speechless... I didn't know addmusic could do so many effects.

So version 4.0 will have various bugs fixed?
Originally posted by homing

Here is a sample.
(my stupid ASM experiments are also included in blinking stages...)
http://mario.ellize.com/up/src/smw_1805.zip


Just wow. With that music you prove everyone wrong who said that SMW's samples suck. Very impressive work there.

(And nice work with the scroll commands there, btw.)


:o Wow, never thought that this is all possible! Really, really nice job there. (BTW, I love your ASM experiments too. ;)

And welcome to SMWC! :D
Yes, indeed very nice. There are alot more songs than these though and they remade the DKC2 Brambles one with new commands as well. It needs a seperate IPS patch to work and it sounds 100% like original. It's fantastic!
People knew about this for a bit now, as SNN has been playing mind games and not giving us the necessary info. But I used the power of google to find em.

I must admit that those ports are amazing and I look forward to addmusic 4.0.
I hope to see a tutorial on how to do such fine quality. Originally, Remilia Scarlet's theme was impossible to make in good quality because of the long intro and the fact it just didn't fit well with smw instruments.. Now I am just speechless on the well done job with the new addmusic.
Bravo, and I hope this community will be able to do such work too!
Your layout has been removed.
homing: Thanks for your input. We really appreciate it when you guys come and let us know the scoop on stuff.

Anyway, I have been experimenting with this, and using the Stickerbrush Symphony TXT as a base, I found out some info about the new (and old, unknown) commands.

1. (##) <- This appears to be a label, which can be used to "label" patterns of notes. See the following example:

a8b16c32
d8e16f8d16e8
a8b16c32
a8b16c32
a8b16c32
d8e16f8d16e8
d8e16f8d16e8

Would turn into:

(1)[a8b16c32]1
(2)d8e16f8d16e8]1
(1)3
(2)2

Basically, it makes the file size even smaller, as now you can loop with labels. This also eliminates the need to loop inside of loops!

Here are a few N-SPC commands I picked up too.

;$DD $XX $YY $ZZ = pitch slide.
;$ED $XX $YY = held vibrato effect. This is probably the coolest effect. Know how notes always fade out past about r1^4? With this, the note will vibrate, lower pitch, and stay held forever. It's how the effects are done at the beginning of Stickerbrush Symphony. Very useful.
;$E8 $FF $80 = I'm assuming this is some sort of fade-out effect.

Note: The (##) labels require the IPS file to work, which I will upload later.
Wow, why is it that all the important stuff always happens while I'm asleep? DX

Seriously, This is looking awesome. Bravo to you! :D
Thank you for your welcome reply.
Here is Music.asm Ver4.0 and...?
http://mario.ellize.com/up/src/smw_1835.zip


I edited some of musics inserted in sample IPS,
(DKC2map ~ Remilia Scarlet's theme)
but other musics are edited by "◆oL7G5poF4c",
who is working here.
http://exp.s285.xrea.com/smw/view.cgi/1198136239/
I borrowed his musics so that I can show you
how many musics can be inserted with Music.asm.
(Actually, we can insert twice as many musics as sample IPS.)


As S.N.N. say, (##) means label loop.
Carol's new addmusic enabled this command.

$E8 and $DD are old command.
you can use them with original addmusic.
$E8 $XX $YY will change volume to $YY gradually.
$XX means the time it takes. Value $30 here corresponds "length 4"
$DD $XX $YY $ZZ means
"wait $XX time and start pitch slide to $ZZ "
$YY means the time it takes, again.

$ED is gocha's original command.
$ED $XX $YY will write $XX to ADSR(1)
and write $YY to ADSR(2) directly.
It requires "MORE.asm" to use this command.
Please read "http://patpend.net/technical/snes/snes.txt" to understand what ADSR means.
Thanks alot homing, but I got a question. When I insert Seiken Densetsu 3 - Sacrifice Part Three music to the overworld and use it for Title Screen music, it doesn't work. Why?
This would be absolutely brilliant if someone could translate it.

So this is how Carol got all those songs in Cheepdemo.zip. :/
Originally posted by Ice Man

When I insert Seiken Densetsu 3 - Sacrifice Part Three music to the overworld and use it for Title Screen music, it doesn't work. Why?



This is the largest music ever edited.(about 6,000 bytes)
Perhaps you may have inserted more than 11,200 bytes.

But if you have inserted this music only,
it might be bug...
Thanks a lot for all this information homing. I've tested the new MUSIC.asm, plus the MORE.asm that was enclosed, and it works beautifully. We really appreciate it, and I look forward to hearing more of the SPCs that come from you guys.