Originally posted by Roberto zampariI have some questions about that tool:
1)In the addmusic_sample_music.txt:
-Where should I insert?
Normally at the bottom of the file.
Originally posted by Roberto zampari-The number is limited?
It should be able to go up to FE.
Originally posted by Roberto zampari2)Should I insert some patches for that AddmusicK works fine?
You shouldn't need any extra patches to make everything work. The only required patch is the NMI Fix patch, and that's included and patched automatically.
Originally posted by Roberto zampari3)Why don't put in the Resource Tool and Releases?
Because right now this is much more relevant to music porters. Once the tool is finished, however, it will go there.
Originally posted by mario90When used on an unmodified rom, during the title screen playback, if Mario gets yoshi and then you choose to start the game after he lands on him, the game will be playing yoshi drums in the intro level.
But the intro level doesn't have a yoshi drum track? Or am I misunderstanding you?
Originally posted by mario90Edit: The way I used $DA $XX seems to break and I'm not seeing anything in the readme about this. How would I set that up in my song file now? I always had it like this:
Code$ED $82 $61 $36 $00 $14 ;Aram write
$1A $FF $E0 $00 $03 ;$DA $13
$1D $FF $E0 $00 $07 ;$DA $14
$1B $FF $E0 $00 $05 ;$DA $15
$1C $FF $E0 $00 $03 ;$DA $16
Edit 2: Apparently I forgot to -1 where the 14 is. Weird how AM4 never picked up on that or the song didn't break when I had it like this the entire time I've been using it.
Your second edit picked up on it. Your code has to be correct, otherwise AMK is going to reject it. This wasn't an issue in AM4.05 because it didn't check your hex commands to make sure that they were valid.
Originally posted by Lui37Anyway while I was messing around with it I noticed a couple of bugs:
1. I accidentally nested a loop (i.e. [ (50) ]) and that made the program throw infinite (as in it didn't stop until I closed it) instances of "Error line X: nested loops not allowed" or something in the lines of that.
Alright, thanks. It's been fixed.
Originally posted by Lui372. Pressing start+select to exit a level will result in all the music being muted (except for SFX), until you enter another level and die/win/(and make some global song play in general, I guess).
Huh. Not sure what's up with that; I'll look into it.
Originally posted by Lui37Also, just a very random suggestion I had, assuming I'm not asking for the moon, how feasible would it be to have some sort of local song group system that'll load 2 or 3 songs toghether (aram space permitting, of course)? ... I mean like:
#group_a
{
bla.txt
yay.txt
somesong.txt
}
or something in the lines of that. I don't know if that's clear enough.
Really difficult, actually, due to the way the N-SPC program assumes hardcoded pointers for all songs. What you can do instead, however, if you know a bit of ASM, is use the #pad command in a global song to force them to be a certain size, and swap them out yourself when you need to.
Alternatively, there might be a way to have multiple global groups, but you'd end up using as much space as the largest group no matter which group you were using. Regardless, I'll look into it. It seems like a neat idea (albeit one that might not come along until a future release).
Originally posted by mario90Another minor thing, when AMK displays errors and shows the lines its on, it sometimes randomly says the line in hex instead of the way it normally does.
Ah, thanks for that. It should be fixed now.
Originally posted by TorchkasLooks pretty sweet so far!
When do you think you'll have this completely finished?
Also, how about a command that allows you to change the volume freely for the left and right pan instead of the stupid v command we currently have?
Do you mean stupid y command? If so, that's probably not going to be a feature for now because of the way pan is implemented (it's just a short look-up table of values); it doesn't make a feature like that easy to implement without breaking existing songs.
Also, I don't believe I mentioned this before, but the music file "_test.txt" contains examples of how to get custom samples and instruments working for those curious.