Originally posted by King DededeSure, I'll have to make the boss song global (which means that I can't use samples on them), but otherwise this is amazing!
You can change to another local song mid-level, but there will be a short pause (a lot of games did this, like Mega Man X, Donkey Kong Country, etc.). Also, you can use samples in global songs, but you have to make sure that they're only using samples that the currently playing local song is also using.
Originally posted by mario90Now that I have it in slot 20, it works. If I set Lunar Magic to play either 20 or 5D, the song will play without problems. Now, if I took it out of 20 and left it as 5D again, it goes back to freezing at the Mario start screen.
I'm still not having that issue, no matter which song I use or which slots I put them in. I don't suppose you could send me a zip file containing your current setup?
Originally posted by cheat-master30I'm testing the tool out on a test ROM, and while most songs work, the Japanese addmusic m songs that require bnks say something about an unrecognised character (presumably because the computer or program isn't set up to process Japanese letters). How would I edit the .brr files being called in the text file so they work with addmusic k?
Could you send me the song and the bank? I'm not sure what could be causing this error.
Originally posted by cheat-master30
Did you remember to replace the sXX_00_01_02_03 (etc.) line with the modified version as it says in the readme?
Also, that echo buffer...it would literally wipe out not only the SPC program, but all your sound effects and the songs itself. Chances are you're going to have to decrease it. I foresee Japanese M ports causing problems in the future...
Originally posted by Luigi370Well I have noticed another issue.
Portamento after song loop turns off.
Any way solving this?
You mean with the $F4 $01/$02 command? In AMM those commands
toggle portamento, so be careful where you put them; they retain the same behavior here.
Originally posted by yoshifanatic- When I beat a level (either by touching the goal tape, a goal sphere, or by pressing a switch palace switch), the sound effect that plays when Mario touches the goal tape starts playing continuously around the time Mario does his victory pose until Mario goes back to the overworld.
Should be fixed now; thanks.
Originally posted by yoshifanatic- If I jump on Yoshi when the "Here We Go!" song is playing, the Yoshi drums don't sound right. What's weird though is that this glitch corrects itself after the song loops, and it doesn't happen if I enter the level with Yoshi.
Strange. The Yoshi bongos seem to have a lot of glitches; I wonder if they existed in AMM as well but no one noticed them? I'll find a way to fix them.
Originally posted by yoshifanatic- When the timer bonus is being added to your score during the goal walk, the bullet bill shoot sound plays instead of the drum roll sound.
I noticed that, but I never got around to fixing it (until now).
Originally posted by yoshifanatic- When I enter a level that has no music, the music from the previous level continues playing.
Isn't that the default behavior? If you need a level to play no music, and you're not accessing it from the overworld, play song FF. That's the "fade out" command, and it will effectively stop your song.
Originally posted by yoshifanatic-
Link When I insert this song (DKC - Bad Boss Boogie by Slash Man), AddmusicK says there are errors in the song, yet, it still inserts it (at least the song itself doesn't glitch up in game, though).
Originally posted by Bad Boss Boogie< y14 160
That's it. Chances are it was supposed to be "< y14 v160", but since AM 4.05 never reported unrecognized characters, I guess it was never found.
Originally posted by yoshifanatic-
Link When I try to list all the .brr samples this song uses into the text file, then try to insert the song, I get an error saying that I exceeded the echo buffer in ARAM by some ridiculously large amount (according to addmusicK when I tried to insert that song with all 13 of it's samples just now, the echo buffer has apparently exceeded the total space in ARAM by 0xFFFFE200 bytes). However, if I take out two of the .brr samples, the song inserts fine. The addmusic 4.05 version of this same port
Link doesn't have this problem.
The newest version fixes the bug with the ARAM exceeded message always reporting huge values. When you get these errors, chances are you need to lower the echo buffer size; instructions should be in the readme. Alternatively, you can go into Addmusic_sample groups.txt and replace the piano sample with the smaller one, that should free up enough ARAM space (incidentally, the AM 4.05 version didn't have that problem because it deleted some important samples, hence why it says you need alternate goal music).
Originally posted by yoshifanatic- This is very minor, but I found a typo in addmusicK. When I get the above error, the word exceeded is spelled "exceeted"
Again, fixed in the latest version.
Originally posted by yoshifanatic- Unless I'm not doing something right, every time I tried to use the command line arguments (like -d), I would get an error saying the ROM is too small and needs to be expanded, even if the ROM has been expanded to at least 1MB (in fact, if I enter anything, but the name of a ROM in the same folder as AddmusicK, I get that same message). If it helps, I would usually try to type in something like this when I tried to use a command line argument: Test.smc -d
That's a glitch...sort of. If it can't find your ROM, it will report it as being too small instead of not being able to find it; that has now been fixed. See if that changes anything.
Originally posted by Ripperon-XWhen I enter any line argument specified in the ReadMe, it keeps saying: The ROM is too small. What?
That doesn't seem to be happening for me. "AddmusicK -v smw.smc" for example, works just fine.
Also, for future reference for everyone, before you report any bugs, just redownload the latest version to make sure that they haven't since been fixed. It'll save us both some time.