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AddmusicK

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Originally posted by MarioFanGamer
There is a reported case of a higher jump SFX on AMK. Apperantelly, it's really true.
In comparison:
original jump
AMK jump
I mean, it's really something minor although,
- someone still complained
- I'm curious for the reason of the higher pitch.

Then again, I use AMK1.03, though.


This is in all cases of AMK.

I did change the note slide. All I did was change this line in 35 Jump.txt:

Code
$DD $B4 $08 $1C $BA


To this:

Code
$DD $B4 $08 $1C $B9


It gave me something close to the original.
Hacks:
Originally posted by Coolmario
Originally posted by MarioFanGamer
There is a reported case of a higher jump SFX on AMK. Apperantelly, it's really true.
In comparison:
original jump
AMK jump
I mean, it's really something minor although,
- someone still complained
- I'm curious for the reason of the higher pitch.

Then again, I use AMK1.03, though.


This is in all cases of AMK.

I did change the note slide. All I did was change this line in 35 Jump.txt:

Code
$DD $B4 $08 $1C $BA


To this:

Code
$DD $B4 $08 $1C $B9


It gave me something close to the original.

I copied the output, but it was still high-pitched. I know most people here aren't aware of this, but I am. Maybe something else should be changed in the 35 Jump.txt file...?
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

I think, you should change the $B4 to $B3 too. Other then that, it can't be any closer then that, though.

Edit: At least without modifying some ASM files.

If you still complain, can you explain, how higher it sounds? AMK's jump SFX plays about one note higher than the original SFX and if it's about the same, get along. If it does sound differnt, can you possibly upload the SPC with the jump? Just in comparison.
Originally posted by MarioFanGamer
I think, you should change the $B4 to $B3 too. Other then that, it can't be any closer then that, though.

Edit: At least without modifying some ASM files.

If you still complain, can you explain, how higher it sounds? AMK's jump SFX plays about one note higher than the original SFX and if it's about the same, get along. If it does sound differnt, can you possibly upload the SPC with the jump? Just in comparison.

I left the $B3, but I changed the $1C to $1B, and it sounded like the original. This is the output:
Code
$DA $08
$2C $38 $38
$DD $B3 $08 $1B $B9
$03 $00 $00 $C6
$00

My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by Gloomier
Apparently there's a bug that only happens if a rom has both SA-1 and AMK installed: when the P-switch music ends, a random global song will play and then the music will stop for the rest of the level. Haven't tested with the starman music yet. The curious thing is that it only occurs with higan, it didn't happen with snes9X at all. I'm not really sure if it has to do with AMK's code that is specific to SA-1, or if it's an issue with the current version of the SA-1 pack, which is possible since it just got hardware compatibility and the problem in question only happens with higan. Used all latest versions of said tools, btw.


I have submitted a version that fixes this bug. Hopefully I didn't screw anything up and it gets accepted.

editing to explain bug: AMK has freeram at 7FB000. SA-1 cannot access this. This would be fine, since AMK's code runs entirely on the SNES, but it edits the code for the P-Switch to use these addresses as well. SNES9x does not emulate this correctly and lets SA-1 access memory it isn't supposed to. I don't blame Kipernal for this, since old versions of bsnes-accuracy seem to have this issue as well...
Can someone explain why Kipernal changed the jump sound pitch? I just want the original back... Is it possible to get it back?
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Inserting sound effects past the default limit doesn't work, it refuses to believe the file actually exists even when it does.

Also, in AMKGUI, if I cancel out of the open file box it comes up with an error.
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 DaSpongeBobMan
Can someone explain why Kipernal changed the jump sound pitch? I just want the original back... Is it possible to get it back?

Plz ans mah question I just wanna know
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

I'm really desperate for the ans plz tell me
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Originally posted by DaSpongeBobMan
I'm really desperate for the ans plz tell me

it's been 14 minutes. be patient, please.
Why are you asking that again? You even said you got it to sound like the original a few posts ago. Also, the high pitch was probably just a bad SFX rip, not something intentional.
I think I finally fuckin' got it.

Change this
Code
$DD $B4 $08 $1C $BA

to this:
Code
$DD $B3 $07 $1A $B9

This might be useful for some people. Thank me.
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Although I thought that I dislike AMK, I was remodeling AMK without realizing.

AddmusicK v1.x.x dev
test build ver...

I implemented some functions to AMK.
When using these commands, the following specifications are required.
Code
#amk 3


(1) async loop option
Code
#option exloop

This option provides asynchronous loop playback of songs.
This option will be useful for creating songs in which music and environmental sounds sound asynchronously.
e.g. Donkey Kong Country - Cave Dweller Concert

(2) New Remote command reset syntax
Code
(!!0) ; same as (!xxx,0)
(!!-1) ; reset (!xxx,-1) command effect
(!!1) ; reset (!xxx,1,y) ... (!xxx,4,y) effect


(3) loop break syntax
Code
[aaa : b]3

In the last loop, break out the loop.
This code will expand to "aaab aaab aaa".
This code can only be used for normal loop cmd($e9)!
It can not be used with SuperLoop!


(4) Add fade syntax
Code
t48,60         ;\  These are fade commands.
v60,255        ; | arg1 is duration, and arg2 is dest value.
w24,180        ;/


- NEW HEX COMMAND -
Code
$f4 $0a        ; Tremolo off cmd (like $e5$00$00$00)
$f4 $0b        ; Pitchenv off cmd (like $eb$00$00$00)
$f4 $0c        ; Remote command reset all (like $fc$xx$xx$00$xx)
$f4 $0d        ; Remote command reset (Key-ON type)
$f4 $0e        ; Remote command reset (Non-Key-On type)
 
$fd            ; Loop break cmd
$fe $xx $yy    ; Jump command.
               ; This command is used for #exloop.


Recruitment of opinion
I am considering extending AMK syntax to reduce HEX syntax. Please let me know if you have any good ideas.
After implementing it to a certain extent, I will post it in the Tools section.

GitHub
https://github.com/boldowa/AddmusicK/tree/amki_dev
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Huh. Does option 1 enable each channel to loop separately rather than having them all do so at once? I can also think of quite a few times when that loop break option would have been useful for a port or composition. And we were frankly overdue for some shorter "turn off" commands for some things.

As far as suggestions for syntax goes...I really can't think of any, I guess. I personally don't mind the hex commands anyway.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by 6646
asynchronous loop playback of songs

If this is indeed what imamelia and I think it is, you're awesome. This could save a lot of song space and opens very interesting possibilities.

I do have a concern, though: won't this break or be incompatible with SPC generation ? I'm not doubting the fact that it should work in-game, but SNES music originally use only synchronous looping, afaik.
I apologize if I'm proven to be totally wrong.
Hey there. I know I may seem new to the scene, but I've lurked as a guest here since around 2008 or 2009, observing and keeping to myself mostly while working on ASM code from time to time. I'm quite happy to see that this community is still quietly trucking along, so I decided that I should finally go ahead and toss my hat into the ring and help the community that has provided me with much entertainment over the years.

http://bin.smwcentral.net/u/30594/AddmusicKASM.zip

Over the past several days, I went ahead and documented AddmusicK's SPC700 asm files to make them easier to read for modification purposes. A relatively untouched main.asm (tested) has been provided in a subfolder of this zip if you wish to compare it to the one provided in 1.04. (I am aware that a 1.05 has been created and is under moderation, but I believe that has not done any changes to the SPC700's engine)

However, I decided to go one step further, and clean up the engine to be more structured (such as having the 1DFA commands use a table instead of several conditional branches), set up macros to make other sections easier to read, took advantage of the provided Notepad++ add-on to have it be possible to collapse various functions as seen fit within Notepad++ and even placed the aforementioned 1DFA commands into their own asm file (utilizing the table in order to be easier to understand and potentially customize with special commands in the future). There are still some messy parts left that I didn't tweak and I could have replaced more of the branch tags with descriptions of what they do, but it should be a lot easier to see how the whole thing ticks now. In fact, the engine is now smaller, going down from 0x1F63 to 0x1F29 bytes when including the vanilla sound effects, a reduction in size of 41 bytes with no loss in functionality. (None of the 65816 ASM files were changed, so I only included the files that I modified)

I see that someone else above is in the process of creating new commands for music files as well, and these are not currently implemented, but I can add them into this if they wish. If people would look over the files enclosed, it'd be greatly appreciated. I tested the updated ASM files and everything seems to be functioning as intended, however, if someone could test the revamped RunRemoteCode function, it'd be appreciated as I have only determined that revamped code's particular function works on paper at the current moment.
Fanatical like a Demon
Damn, Ima surely give that a try, also, what's the sa-1 address equivalent to $7FB001?
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Just checked AddmusicK's source code and it seems to be no address remapping. You probably will need to run the code on SNES' side though. Something like this:


Code
LDA.b #amk
STA $0183
LDA.b #amk>>8
STA $0184
LDA.b #amk>>16
STA $0185
LDA #$D0
STA $2209
.Wait
LDA $018A
BEQ .Wait
STZ $018A
RTL

amk:
LDA #$01
STA $7FB001
RTL
Originally posted by imamelia
Huh. Does option 1 enable each channel to loop separately rather than having them all do so at once?
It's possible.
Originally posted by imamelia
As far as suggestions for syntax goes...I really can't think of any, I guess. I personally don't mind the hex commands anyway.
I think that it's easier to change the specification if it's possible to separate the mml specification and the hex specification, so I would like to clearly distinguish it. That's all.

Originally posted by Mathos
won't this break or be incompatible with SPC generation ?
Probably no problem.
Originally posted by Mathos
I'm not doubting the fact that it should work in-game, but SNES music originally use only synchronous looping, afaik.
The synchronous loop is only N-SPC afaik.
The SQUARE(AKAO Type, Suzuki Type) and RARE SPC drivers adopt an asynchronous loop.

Originally posted by Codec
Hey there. I know I may seem new to the scene, but I've lurked as a guest here since around 2008 or 2009, observing and keeping to myself mostly while working on ASM code from time to time. I'm quite happy to see that this community is still quietly trucking along, so I decided that I should finally go ahead and toss my hat into the ring and help the community that has provided me with much entertainment over the years.
Source of SPC, it is hard to read.
I also did something similar before(Results are posted on the bio secretly).

Originally posted by Codec
(I am aware that a 1.05 has been created and is under moderation, but I believe that has not done any changes to the SPC700's engine)
It is only change of SNES sources.

I think that probably I'll not change the SNES sources. I'm not entirely sure tbh.
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Fanatical like a Demon
Anyone else having problems where the credit music isn't playing?
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.

Tool