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AddmusicK v2.00 - In Progress! (Discontinued)

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Yooooo this is based AF. I’m quite excited about the SPC engine having more freeform memory allocation with the defines, that will make it much easier to do certain cool things. Is there any chance this can ship with premade macros for commands? Correct me if I’m wrong but I’m under the impression that a lot of what you have to do when making stuff for the various Addmusics is just write byte code. That seems very user-unfriendly as it makes it hard to read and write. It uses asar, so it should be doable right?

allow shy guy emojis in post footers you cowards!
I commend your efforts on making a more stable AMK, but something that I'd really love to see is a proper implementation of the 'no reload samples between songs' feature, because the current one doesn't work properly at all. Or make it so if the user never uses sampled songs (or uses a global set for every song), the tool detects that and samples never get reloaded, since it's unnecessary to force that pause in game to reload samples without any need.
MK2TDS
I second that. I wonder if it would be worth having a list of sample sets that you could specify?

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

There's a few requests to do.
1. It may able to reduce "Lag/Freeze" time between switch tracks on gameplay? It mentioned Vitor
Addmusic Accelerator: attempts reducing at maximum loading times when handling music, either by reducing the amount of samples uploads, regrouping songs whenever possible and being possible to change songs without pausing the game.

2. FIR Filter Fade Command (from SNESMOD) and used Sinc-X TimeTrax from the Idol Entires

3. Noise Clock Sweep Command (from SNESMOD)

4. Absolute or fixed Pitch Table or Arps on some Chiptunes (ex: o4 c=3 < c=189 -> o3 ab1 c=192) See below for templates

5. No Staccato or Gapless Sample Switching and Sample Waveform Table (used nyan-wavetable tool) See below for templates

6. DKC2 Local Music Batcher (ex. Death and Level Clear)

7. Echo Buffer like 0CC-FamiTracker (Remote Commands?)

8. Sound Effect Samples?

Here's my template are working on

Code
;AddMusic 2.0 Template ideas

WV00=14,15,16,L,17 ;Wavetable Index Tables
AB00=12,L,00       ;Absolute Pitch or Arp Table

#samples
{ 
"pulse1.brr"
"pulse2.brr"
"pulse3.brr"
"pulse4.brr"
}

#instruments
{
WV00,xx $00 $00 $7f $04 $0F ; xx = Length
}

#Track0
@30 v255 AB00,xx o4 cdefg ; xx = Length
Originally posted by Blind Devil
I commend your efforts on making a more stable AMK, but something that I'd really love to see is a proper implementation of the 'no reload samples between songs' feature, because the current one doesn't work properly at all. Or make it so if the user never uses sampled songs (or uses a global set for every song), the tool detects that and samples never get reloaded, since it's unnecessary to force that pause in game to reload samples without any need.
Thirding this, along with full reverse-compatibility with the current AMK hosted. It would help immensely with a project I am helping out in that needs a very small number of HQ samples hack-wide (downsampled sounds really bad for these) to get rid of the added full second of delay between levels and overworld maps.

Just look above you...
If it's something that can be stopped, then just try to stop it!
while i understand why you are choosing not to allow for amk compatibility with the ports on the site, for the sheer undertaking of work it'd take to require a full remoderation... i just don't think smwcentral could accept a tool like that. and it's not at all in the interest of the site to split the music section up into new and old ports that work with two different tools.

i guess best of luck, but for usability i really do hope you reconsider that.
Pesronally, I think it would be much better if somebody could start from the "standard" version of N-SPC engine, but change the VCMD start position and a couple of other things to make it compatible with all existing ports.

I really want to try that, but since I am not an ASM expert...
Originally posted by tcdw
Pesronally, I think it would be much better if somebody could start from the "standard" version of N-SPC engine, but change the VCMD start position and a couple of other things to make it compatible with all existing ports.

I really want to try that, but since I am not an ASM expert...


Actually, it would be better and easier if StackDino just started scratch from AMK 1.0.7 without removing a single piece of code for backwards compatibility at all. It would indeed kill the music team to do a full remoderation of over 4,000+ ports, and nobody wants that. Plus, AM backwards compatibility is a different story, unlike ASM resource remoderations, because here, AMK was made with backwards compatibility right from the start at a time when none of the existing ports in the section were even made for AMK.
My Mode 0 guide.

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

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