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AddmusicM V0.92

I should probably note right off the back that if you're not familiar with older addmusic programs, then you should probably avoid this one for now. It's pretty complicated.

With permission from homing, the creator, I'm going to link this here. (note to homing: if for some reason you want me to take this down, please let me know at any time.)

Link.

Most of the folks on #lolmusic from yesterday already know about this, but it is basically the next level of addmusic which seems to do quite a lot more than the previous version. I spent most of last night trying to figure it out, as well as talking to smkdan, so I have quite a bit of information to share for those who are interested in using this.

First off, you'll need to download ActivePerl to use this, as it's a .pl file. Upon getting that installed, it looks like you need to expand your ROM to 2 MB and then patch the included INIT.asm file. Upon doing that, run addmusic in Command Prompt and type the following:

Code
addmusicM.pl -l list.txt


followed by your ROM name. list.txt contains all of the track names, and works similar to the old addmusic.ini in Romi's addmusic.

A newer feature with this one is the insertion of .brr files, which are .. well .. single samples converted from WAVs. They are inserted via "blist.txt", and using the command:

Code
addmusicM.pl -b blist.txt


followed by your ROM name, and then -b. These .brr files appear to be accessed with a new N-SPC command: $F3 $XX $YY, where $XX is the sample number and $YY is the tuning pitch. For instance:

Code
@0
$F3 $23 $04
$ED $7F $ED


which would load an ADSRed sample 23. For sample porters, this is a blessing, as you no longer need to overwrite old samples.

At this point, this is about the extent of what I know. Since I don't speak Japanese, and most online translators are pretty awful, I've been scrounging for more details on this. In addition to $F3, here are some new features with this addmusic.

-The Yoshi drum channel can finally be enabled/disabled with $F4 $XX (confirm?).
-It looks like SMW's original music now takes up song slots 00 - 2B or so, which allows 2C - FF to be used for custom tracks.
-Although I haven't figured this one out, there is a new method used for ADSR which prevents the SFX channel from cutting out the ADSR:

Code
$F6 $XX $n5 $F6 $YY $n6
where n = channel #

-Looks like FIR (echo enhancing) is available in this version as well, but there is no documentation on it yet besides:

Code
$F5 $XX $XX $XX $XX $XX $XX $XX $XX


-There are a few others as well ($F8, $E8, etc.), but I'm not entirely sure how to use those yet.


If you're curious to know just how powerful this is .. well .. the folks over on the Japanese sites have made ports such as:

Kirby 64: Shiver Star Stage 1

and

Pokemon D/P: Galactic Boss Cyrus

with it. Kudos.

Well .. that is about it, I suppose.

Woah. Totally unexpected.

This looks like an awesome addition to the addmusic collection. I am definately going to be using this addmusic rather than the other two.

On a side note, does anyone know if there are any side effects of using this? Both Carol's and Romi's did strange things to the ROM, and I'd love to see that this one doesn't.
Now with extra girl and extra hacker
According to homing, it seems to still be a slight work in progress. While I haven't really run across any major errors yet, he would know much better than I would the current negative effects of using this.

As a side note, you know it is possible to make a blunt EXE that you can use it instead of downloading the entire ActivePerl package. Gotta research about that. Forget I ever said that; too much effort.


This is really neat. I can't wait to see what people do with it. I've heard some pretty amazing Japanese ports.


question: How do you find the pitch of a .wav?
And .wav conversion to .brr

Also... uhhh... what version of activeperl do I need, mines doesn't work.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Interesting. Carol's already lets you use custom sample numbers, but the rest of the new stuff here will be nice. I'll probably switch over to this once it's a bit further along.
English translation beta

I tried to the best of my ability to translate the program itself. If there is something obscenely wrong with the messages (e.g. false error report) or if you know where to change this ASCII garbage that I could not find, please let me know.

Also Fakescaper, try googling IxHash.pm and saving it to C:\Perl\lib\Tie and running it again. If that alone doesn't work, I use version 5.10.1, and after putting that file into place, it runs fine.

Just look above you...
If it's something that can be stopped, then just try to stop it!
I've been trying for a while now to insert a functional TXT using variable labelling and custom samples above 20 ($F3 $2X $04). Seems like no matter what I put into the header of the .brr though, I just end up with crackling garbage, even after using Split700 and SMWS to detect the loop starting point.

If the creator/any of the helpers in this project notices this point, some input would be nice. Thanks.
hm, i better start learnig how to use this, as i dont want there to be 2 addmusics i have access to but not know how to use.
As soon as I saw homing online today, I knew we were about to receive something awesome. :)

I have yet to try it out (in fact, I'll stick to Romi's one until all bugs are fixed - I expect one or two to show up soon), but just judging by the first post and how advanced those new songs sound, it looks like an extremely powerful tool that will bring music hacking to an even higher level.

Think of it... About three years ago, the possibility to add custom music didn't even exist, then came the first Addmusic with a few simple and rather primitive tracks, and now we're that far already.


 
This music program is INSANE!

Adding samples without overwriting any of the original samples? This is just TOO much!
Byte space seems to still be a factor though. It's not like you can suddenly have unlimited samples - you can just have more to work with.

On a side note, I might go through the read me and see if I can translate it, since Kyoseron already did a great job on the program itself. It might at least shed some light on some of the commands we don't know about yet (h##, s##, waveforms, etc.)
Haven't tried this out yet, but I can already smell swellness from the download link. Oh yes, I can. The separate sample inserting process indeed seems to be quite revolutionary, and those Japanese songs definitely sound amazing...

I should totally try this out soon.
I'm kind of terrified to even try to use this because I have a bad feeling I'll be screwing around with it for hours with no luck, also I don't really port music, and I'm doing fine with the amount of samples SMW has so I'm not sure if I'll even bother. Still though, this looks quite amazing and having FF samples is spectacular. I'm quite excited to see some new works of art created with the new features of this tool :D

My YouTube Channel
FINALLY! Time to port Dimensional Tower and Craggy Coast! <3
(dibs)
Hey, if you have a complete listing of everything that needs to be translated, I could see if my linguistics teacher would be willing to do it, since she is a native speaker of Japanese.

Yeah, though, this looks pretty cool. I don't port music, though, so it might not be all that useful to me. (Also, I'm with WhiteYoshiEgg on this...for the time being, I'll stick to Romi's; you never know what might turn up.)

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
Hey, if you have a complete listing of everything that needs to be translated, I could see if my linguistics teacher would be willing to do it, since she is a native speaker of Japanese.

Yeah, though, this looks pretty cool. I don't port music, though, so it might not be all that useful to me. (Also, I'm with WhiteYoshiEgg on this...for the time being, I'll stick to Romi's; you never know what might turn up.)


We've been fumbling for awhile with the translation, since my brother is fluent in the language, but it's hard to translate because it's a highly technical document.
Hey those .brr samples... so will they work in ANY level you put a song in that uses the direct hex commands... what about if you do it for one of the MISC songs?

Also you might wanna upload .txts of the translations.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Fascinatingly enough, this refuses to work for me. I use a clean 512 kb rom, make it 2mb, and patch INIT- it doesn't work. I take a clean 512 kb rom, save once in lunar magic, make it 2mb, and patch INIT- it doesn't work. Does a certain version of xkas have to be used? Although, I am not getting any errors.