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AddmusicK Beta Release Thread

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Except that that could potentially create ambiguity or cause conflict if somebody had a ROM called smw.sfc.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Then test both and pick the one that exists. If there's multiple candidates, ask the user what to do or default to whichever is your favourite.
<blm> zsnes users are the flatearthers of emulation
And it also seems like the sound effects are listed in the wrong order, since any ROM with AddMusic K seems to cause enemies to make the wrong sounds when attacking (like Hammer Bros throwing hammers with the Mushroom sound effect and SML sprites shooting fire with a glitchy sound effect I can't recognise).

Also, the music should be in this order:

Code
01 Piano
02 Here we go!
03 Water Level
04 Fight Bowser 1
05 Boss Battle
06 Cave Drums
07 Ghost House
08 Castle
09 Mario Died
0A Game Over
0B Passed Boss
0C Passed Level
0D Have Star
0E Direct Coins
0F Into Keyhole
10 Into Keyhole
11 Zoom In
12 Switch Palace
13 Welcome
14 Done Bonus Game


etc. That's how it is in the default game, and while you do an okay job at reordering the music used in the standard levels, it completely kills any sprite that's makes sound efects or change the music. It also seems to screw up the default Bowser battle, after adding music with the tool, the battle just causes the game to freeze/crash when you reach it. No patches were applied, no sprites added, no other tools used, just addmusic k.

Oddly enough, this isn't the case in my actual 'game', where despite the boss battle not being used and a whole ton of tools including addmusic k being used, it works perfectly except the music (which doesn't change as the battle progresses)
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by DiscoMan
I noted it though that after using the Addmusic, for some reason LM reports 513 bytes of Unprotected Used Space.


Odd...it should be erasing everything when it inserts music, and I'm not getting that error. Are you sure it's not a patch you're using or something?

Originally posted by cheat-master30
Also, it seems there's a problem with sound effects, namely it mixes the order up for some reason.

Same with certain default pieces of music, it seems to play something like the P Switch music when a boss is defeated.


I've remapped all the SMW music, so you shouldn't be getting any odd songs anywhere. As long as you don't touch or reorder the default songs, anyway. The SFX I know aren't reordered, though. Can you give me an example?

Originally posted by Ruberjig
Also....

After the 100 second timer effect, the songs speeds up, but the tempo never returns to normal when you die and return to the overworld and/ or level.


You need to replace the default SMW songs with the ones provided.

Originally posted by imamelia
So, what's the current bug list? This thread has died down a bit, and it seems like AddmusicK is almost ready for a release.


Mostly seems to be minor incompatibilities with other tools/patches. That, and I still want to find a way to delete a ROM's AM 4.05 and AMM data.

Originally posted by DiscoMan
I found a solution for the SPC Stall when using the wait_replace+FastROM setting, just increase the NOPs at the patch.asm from NOP #6 to NOP #8.


Oh wow, was that it? Thanks, I've gone ahead and fixed it.

Originally posted by ggamer77
Having [[ in a in a loop makes AMK infinitely spam an error.


Huh...that's been fixed. Thank you.

Originally posted by CrispyYoshi
"smw" is apparently a different rom than "smw.smc". It would be great if "smw" meant the same thing as "smw.smc"


Done. Well, technically "smw" won't be the same as "smw.smc" if you actually have a file called "smw", but that shouldn't be an issue.

Originally posted by imamelia
Except that that could potentially create ambiguity or cause conflict if somebody had a ROM called smw.sfc.


It detects if there's a situation like that and throws an error.

Originally posted by cheat-master30
And it also seems like the sound effects are listed in the wrong order, since any ROM with AddMusic K seems to cause enemies to make the wrong sounds when attacking (like Hammer Bros throwing hammers with the Mushroom sound effect and SML sprites shooting fire with a glitchy sound effect I can't recognise).


But hammer bros. don't make sounds when they throw hammers? What sound should they have been making?

Originally posted by cheat-master30
Also, the music should be in this order:

LIST

etc. That's how it is in the default game, and while you do an okay job at reordering the music used in the standard levels, it completely kills any sprite that's makes sound efects or change the music.


Can't do it, I'm sorry. The reordering was necessary to allow for customizable local songs (and again, I didn't reorder the SFX, so I'm not sure what's going on there). This does mean that sprites that, for example, play the P-switch, starman, level end, etc. music will need to be modified slightly, but that's extremely easy to do (usually just find a "$1DFB" and modify the line before that).

Originally posted by cheat-master30
It also seems to screw up the default Bowser battle, after adding music with the tool, the battle just causes the game to freeze/crash when you reach it. No patches were applied, no sprites added, no other tools used, just addmusic k.


AddmusicM also has that glitch, and I legitimately have no clue what's causing it. I could do more investigating, but, I dunno, is it really such a good idea to encourage more use of the default Bowser battle? The general impression I get is that everyone is sick of it anyway.


Okay, I'm instituting a rule here: Please keep on reporting bugs, but from here on out I'm requiring you to provide specific steps on how to reproduce the bug when starting out on a clean ROM. This can be something as simple as "X song sounds weird" or "I get an error if X appears in a song" or "If I use AMK and BTSD on the same ROM after saving a level in Lunar Magic it blows up". I'm sorry to do this, but it significantly slows down the process of finding the bug when it takes multiple posts to even identify it.


On a different note, I'd like to propose something. A very minor syntax that would identify which version of AMK the song was made for. Something short, like ";amk1", ";amk2", etc. The reason being that allowing AMK to detect which version of it the song targets would absolutely guarantee that every future song would always hold backwards compatibility with every future version of AMK, even if future versions introduce changes that would otherwise break older songs. Literally the only downside is that you'd need to type 4 extra characters in your songs. Just that would promise that it would never break no matter how much any syntax changes.

So I say it's a proposal, but it's really more me begging the music guys to say that it'd be okay. It would help free us from so many potential issues in the future.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
But hammer bros. don't make sounds when they throw hammers? What sound should they have been making?


There's a version in custom sprites which does make a sound effect, and other sprites like the Mario Land sprite pack also make them. These sound effects are by default the wrong ones when you use addmusic k.

I'm not sure why, but it's not a good idea to make people have to edit nearly every sprite which makes a sound effect. Especially as it's not the easiest thing to figure out.

Originally posted by Kipernal
AddmusicM also has that glitch, and I legitimately have no clue what's causing it. I could do more investigating, but, I dunno, is it really such a good idea to encourage more use of the default Bowser battle? The general impression I get is that everyone is sick of it anyway.


Maybe, but not every hack is 'chocolate' style, some are vanilla. What are they meant to do about it? Use no custom music? Because even with no Bowser, their options are basically Big Boo, Reznor and... no one.

But you're right, not a problem for many people, and certainly no issue for myself since every boss is custom in my project.

It also seems to cause problems for certain sprites that end levels, with a couple strangely not ending the level after defeat despite having the right code in the asm file. And for some carol made sprites, after addmusic k the game delays/freezes for about a second or two before the boss is defeated and warps you to the next screen.

RAM conflict?

Edit: I may have figured it out. After a carol boss is defeated, it sets the music to a non existant value, probably to cut out the music and give the effect of silence.

Edit 2: The sound effect for breathing fire should be number 20, but presumably isn't when this tool is used.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by cheat-master30
There's a version in custom sprites which does make a sound effect, and other sprites like the Mario Land sprite pack also make them. These sound effects are by default the wrong ones when you use addmusic k.


And they were right in other Addmusics? They shouldn't have been; the hammer bro sprite plays sound effect $20, which is the sound made when Yoshi spits out a shell. It's always been that.

Originally posted by cheat-master30
I'm not sure why, but it's not a good idea to make people have to edit nearly every sprite which makes a sound effect. Especially as it's not the easiest thing to figure out.


But I didn't rearrange the sound effects, so you shouldn't have to edit any sprites that make sound effects. Are you sure you didn't mess something up in Addmusic_sound effects.txt?

Originally posted by cheat-master30
Maybe, but not every hack is 'chocolate' style, some are vanilla. What are they meant to do about it? Use no custom music? Because even with no Bowser, their options are basically Big Boo, Reznor and... no one.


I guess that's a good point. It's not a priority at the moment, though.

Originally posted by cheat-master30
It also seems to cause problems for certain sprites that end levels, with a couple strangely not ending the level after defeat despite having the right code in the asm file. And for some carol made sprites, after addmusic k the game delays/freezes for about a second or two before the boss is defeated and warps you to the next screen.


Originally posted by Kipernal
Please keep on reporting bugs, but from here on out I'm requiring you to provide specific steps on how to reproduce the bug


Yeah, so which sprites? "Some carol made sprites" really doesn't help me.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Originally posted by cheat-master30
There's a version in custom sprites which does make a sound effect, and other sprites like the Mario Land sprite pack also make them. These sound effects are by default the wrong ones when you use addmusic k.


And they were right in other Addmusics? They shouldn't have been; the hammer bro sprite plays sound effect $20, which is the sound made when Yoshi spits out a shell. It's always been that.

Well, something seems different here. Also, the Nyolin code says it uses sound effect 20 (fire), but it doesn't, it uses a glitchy sounding static when in a rom with AddMusic K. Similar effect for the Podoboos.

This happens in levels with all kinds of songs. Final Fantasy Castle Pandemonium, NSMB Wii Castle (sampled), Other Final Fantasy 2 Castle Pandemonium and Castlevania 3 Clockwork.

Originally posted by cheat-master30
I'm not sure why, but it's not a good idea to make people have to edit nearly every sprite which makes a sound effect. Especially as it's not the easiest thing to figure out.


But I didn't rearrange the sound effects, so you shouldn't have to edit any sprites that make sound effects. Are you sure you didn't mess something up in Addmusic_sound effects.txt?

I don't ever edit that file, just copied it straight from the addmusic k download.

Originally posted by cheat-master30
Maybe, but not every hack is 'chocolate' style, some are vanilla. What are they meant to do about it? Use no custom music? Because even with no Bowser, their options are basically Big Boo, Reznor and... no one.


Originally posted by cheat-master30
It also seems to cause problems for certain sprites that end levels, with a couple strangely not ending the level after defeat despite having the right code in the asm file. And for some carol made sprites, after addmusic k the game delays/freezes for about a second or two before the boss is defeated and warps you to the next screen.


Originally posted by Kipernal
Please keep on reporting bugs, but from here on out I'm requiring you to provide specific steps on how to reproduce the bug


Yeah, so which sprites? "Some carol made sprites" really doesn't help me.


For the not ending the level, Morton by dahnamics is one example. The code's in the file to end the level, but it doesn't seem to activate despite working before.

As for carol sprites, while I mostly figured it out, the sprites obviously affected are Kaptain K Rool (extra bit, wily.asm), Meta Knight (metaknight.asm) and King Dedede (dedede.asm). The way they hijack the music code seems to have broke with something in addmusic k, and I fixed it by stopping the music change/fixing the number.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by Kipernal
Originally posted by DiscoMan
I noted it though that after using the Addmusic, for some reason LM reports 513 bytes of Unprotected Used Space.


Odd...it should be erasing everything when it inserts music, and I'm not getting that error. Are you sure it's not a patch you're using or something?


I didn't used any patch, except for wait_replace but it doesn't use freespace, also I tested it in a clean ROM without the wait_replace, it still gives me the 513 bytes of unprotected used space.

Also, the unprotected used space bytes increses when I insert more musics.

Edit: I checked my ROM with a hex editor and I found that the RATS tag was strange, it was "ST@R" rather than "STAR". By fixing this typo, LM doesn't warn about unprotected bytes anymore.

Edit2: This is seen in the file SongSampleList.txt as:

Quote
org $208000
db $53, $54, $40, $52 ; Needed to stop Asar from treating this like an xkas patch


But it should be $53, $54, $41 and $52, so it could spell "STAR" correctly.
It also looks like freespace isn't being found properly, when I try it with a certain amount of songs and samples (97 songs and 122 samples respectively), later songs on the list cause the game to freeze despite it saying they were added successfully and a non zero number listed as bytes left.

A look with Slogger also reveals 20 banks of unused free space, despite the fact samples and music doesn't need to be in the first few banks.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Update time, and it's rather significant. I've slightly changed the way sample groups are handled. #minimal and #tiny have been removed, and in their place is #optimized (which is exactly the same as #default, but it uses the optimized versions of the samples). The major change, however, is that any samples that are not used by a song (and that are not defined as "important", such as samples used by sound effects and such) will be automatically replaced with EMPTY.brr. So if you use #default, it will automatically act like #minimal did (unless you use the "extra" samples). In addition, when using custom instruments, instead of specifying a sample, you may specify a default SMW instrument to borrow a sample from (see IntroScreen.txt for a simple example). I've also fixed a crash that could occur when echo buffer checking was turned off and SPC generation was turned on, support for the SA1 patch has been increased with Vitor Vilela's help, a minor freespace finding bug has been squashed, and finally, the following fixes:

Originally posted by cheat-master30
For the not ending the level, Morton by dahnamics is one example. The code's in the file to end the level, but it doesn't seem to activate despite working before.

As for carol sprites, while I mostly figured it out, the sprites obviously affected are Kaptain K Rool (extra bit, wily.asm), Meta Knight (metaknight.asm) and King Dedede (dedede.asm). The way they hijack the music code seems to have broke with something in addmusic k, and I fixed it by stopping the music change/fixing the number.


I couldn't find a Morton sprite made by dahnamics in either the sprite section or his file bin. That being said, I did add some extra code that should fix a problem in the Morton sprite by Koops. Most code that fades music used a value of #$80 (though any negative number would work, so some used #$FF). Since song numbers can go up to #$FE now, I've made it so that any "invalid" song triggers the fade effect. I'm not sure if that's the glitch you've been getting, though.

Originally posted by DiscoMan
Edit: I checked my ROM with a hex editor and I found that the RATS tag was strange, it was "ST@R" rather than "STAR". By fixing this typo, LM doesn't warn about unprotected bytes anymore.

Edit2: This is seen in the file SongSampleList.txt as:

Quote
org $208000
db $53, $54, $40, $52 ; Needed to stop Asar from treating this like an xkas patch


But it should be $53, $54, $41 and $52, so it could spell "STAR" correctly.


#smw{-_-2}

I don't even. Thanks for finding that.

Originally posted by cheat-master30
It also looks like freespace isn't being found properly, when I try it with a certain amount of songs and samples (97 songs and 122 samples respectively), later songs on the list cause the game to freeze despite it saying they were added successfully and a non zero number listed as bytes left.

A look with Slogger also reveals 20 banks of unused free space, despite the fact samples and music doesn't need to be in the first few banks.


See if solving the above issue fixed that.
I should get a new layout.

Probably won't, though.
Huh. Did you make a new version of the worse-sounding samples (such as 0A) or just use the non-optimized versions, then? I know that if you use all optimized samples, you get 365A bytes' worth of sample data, but I haven't checked combinations of optimized and original. Also, what happens if you try to use song FF? Would it fade, crash, play no music, or something else entirely? And what do you mean by "support for the SA-1 patch has been increased"?

In any case, great. Release draws ever closer as the tool gets better and better.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
Huh. Did you make a new version of the worse-sounding samples (such as 0A) or just use the non-optimized versions, then?


I used the optimized .brrs from here, as well as an alternate sample 13 that I got from somewhere else (don't remember where).

Originally posted by imamelia
Also, what happens if you try to use song FF? Would it fade, crash, play no music, or something else entirely?


FF (or now any non-existent song) fades the music.

Originally posted by imamelia
And what do you mean by "support for the SA-1 patch has been increased"?


Addresses above $400000 are now properly mapped to $800000+. I say "increased" because I'm continually adding fixes as they're found.
I should get a new layout.

Probably won't, though.
SA-1 version still doesn't work:
Code
if !UsingSA1
	RTL
else
	JML $00806B ; [...]
endif


Code
org $8075
	JML MainLabel


I'm pretty sure that this will crash. Lastest SA-1 version doesn't need that tricky anymore. Just use JML $00806B for now.

Code
if read1($00FFD5) = $23


It should be a "==" instead of "=", unless if Asar accepts it.

Code
if !UsingSA1
!SFX1DF9Mir = 	$1DF9|!SA1Addr2
!SpecialMir = 	$1DFA|!SA1Addr2
!MusicMir = 	$1DFB|!SA1Addr2
!SFX1DFCMir = 	$1DFC|!SA1Addr2
else
!SFX1DF9Mir = 	$1DF9
!SpecialMir = 	$1DFA
!MusicMir = 	$1DFB
!SFX1DFCMir = 	$1DFC
endif


You don't need to make that check, because !SA1Addr2 will be $0000 or $6000, making this check useless.
Okay, this seems weird. I moved some songs and hasn't caused as many problems. It seems like whenever I put a sampled song on the list in a spot past about 80 it stops loading samples.

Seriously, I put sampled versions of the Marx theme (by Ice Man) and the Kirby 64 Factory theme (from the music section) past 80 on the list. They don't load samples. I put them before 80 on the list, they do load samples.

Weirder still, the song that crashed works if put in the list before position 80.

I'm not sure it's detecting free space, but something seems screwed up here.

Edit: It also seems to reset world map and title screen music whenever you use the program. So if you change the submap music, you have to change it again every single time. Same with the title screen music hex edit.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by Vitor Vilela
Code
if read1($00FFD5) = $23


It should be a "==" instead of "=", unless if Asar accepts it.

If Asar didn't accept that, it'd throw an error, and if it did, Kipernal wouldn't release it. Therefore, Asar does accept it.

Can't deny it'd be a good idea to fix, though. It looks rather strange. I'll remove it from the Asar manual.
<blm> zsnes users are the flatearthers of emulation
Originally posted by cheat-master30
Okay, this seems weird. I moved some songs and hasn't caused as many problems. It seems like whenever I put a sampled song on the list in a spot past about 80 it stops loading samples.

Seriously, I put sampled versions of the Marx theme (by Ice Man) and the Kirby 64 Factory theme (from the music section) past 80 on the list. They don't load samples. I put them before 80 on the list, they do load samples.

Weirder still, the song that crashed works if put in the list before position 80.


Fixed; should have been using a 16-bit register when accessing certain pointers.

Originally posted by cheat-master30
It also seems to reset world map and title screen music whenever you use the program. So if you change the submap music, you have to change it again every single time. Same with the title screen music hex edit.


That's a good point, but I'm not sure what to do about it. I think the best option would just be to only change them the first time the program is run. I'll see how that goes.

Originally posted by Vitor Vilela
SA-1 version still doesn't work:
Code
if !UsingSA1
	RTL
else
	JML $00806B ; [...]
endif


Whoops, forgot that bit. Fixed.

Originally posted by Vitor Vilela

Code
if read1($00FFD5) = $23


It should be a "==" instead of "=", unless if Asar accepts it.


Yep, that's been fixed as well. Thanks.

Originally posted by Vitor Vilela
Code
if !UsingSA1
!SFX1DF9Mir = 	$1DF9|!SA1Addr2
!SpecialMir = 	$1DFA|!SA1Addr2
!MusicMir = 	$1DFB|!SA1Addr2
!SFX1DFCMir = 	$1DFC|!SA1Addr2
else
!SFX1DF9Mir = 	$1DF9
!SpecialMir = 	$1DFA
!MusicMir = 	$1DFB
!SFX1DFCMir = 	$1DFC
endif


You don't need to make that check, because !SA1Addr2 will be $0000 or $6000, making this check useless.


Huh...good point; I'm surprised I didn't notice that earlier.

Also fixed a bug related to fading the music out, and included the program's source code this time around just for fun. Feel free to try to compile it, but given that I programmed this in MSVC, chances are pretty good that gcc (or any actually standards-compliant compiler) is going to spit out some nasty errors. I'll have to get around to fixing that later.
I should get a new layout.

Probably won't, though.
Found a couple of problems:

1. Messed up samples. For example, if you go into a level that doesn't use instrument @9 and die, instead of hearing the death piano, you'll hear drums. Some custom songs have messed up instruments as well (such as the SMB 1&3 underground theme in this pack, which has weird bongos playing in the background).

2. I'm getting some bizarre audio lag on bsnes for no apparent reason. In particular, with this song. The music is really slow at first, but eventually speeds up to normal (or slightly slower than normal). Seems like it doesn't happen if I play a different level first.
EDIT: It also happens in LMSW, which uses Snes9x, iirc.

Originally posted by cheat-master30
It also seems to reset world map and title screen music whenever you use the program. So if you change the submap music, you have to change it again every single time. Same with the title screen music hex edit.

Can't you just replace the original song in that case?
GradientToolLevelMusic UtilitySM64 Clean ROM verifierHQX VirtualDub FilterImoSPC2 (Alpha)Music Section SPC PlayerEmbeddable SPC Player for SMWCYouTube EmbedderJSRomcleanJS Address ConverterLazyHDMA
Originally posted by ShadowFan-X
Found a couple of problems:

1. Messed up samples. For example, if you go into a level that doesn't use instrument @9 and die, instead of hearing the death piano, you'll hear drums. Some custom songs have messed up instruments as well (such as the SMB 1&3 underground theme in this pack, which has weird bongos playing in the background).


That was actually half-fixed, though I guess I forgot to mention it. It was actually because the piano sample wasn't marked as important in the #default group. Just replace your Addmusic_sample groups.txt with the one in the ZIP file and you should be all set.

The other half was due to the program not marking percussion instruments' samples as ever being important. This has been fixed; thank you.

Originally posted by ShadowFan-X
2. I'm getting some bizarre audio lag on bsnes for no apparent reason. In particular, with this song. The music is really slow at first, but eventually speeds up to normal (or slightly slower than normal). Seems like it doesn't happen if I play a different level first.


I've noticed that as well, and I'm pretty sure that it's an issue with the N-SPC engine itself. I'm not sure what, though. By looking at SNES SPC700 Player it almost looks like each channel is doing something vibrato-related before its first note is keyed on (which would explain why it only affects the first song, and only certain songs), but I can't imagine why.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Originally posted by ShadowFan-X
2. I'm getting some bizarre audio lag on bsnes for no apparent reason. In particular, with this song. The music is really slow at first, but eventually speeds up to normal (or slightly slower than normal). Seems like it doesn't happen if I play a different level first.


I've noticed that as well, and I'm pretty sure that it's an issue with the N-SPC engine itself. I'm not sure what, though. By looking at SNES SPC700 Player it almost looks like each channel is doing something vibrato-related before its first note is keyed on (which would explain why it only affects the first song, and only certain songs), but I can't imagine why.


I'm pretty sure that this is SPC-700 slowdown. This song have lot of pXX,XX / vibrato commands. Huh, if it slowdowns on normal playing, it should be a chaos then the time is < 100 (aka time is running out). Maybe AMK's engine needs a little optimization?
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Found another bug. When you hit a P-switch and then get a starman (in that order), then when the P-switch runs out, the invincibility music will stop, and the normal music will start playing. When the starman runs out, it will switch to the P-switch music.
GradientToolLevelMusic UtilitySM64 Clean ROM verifierHQX VirtualDub FilterImoSPC2 (Alpha)Music Section SPC PlayerEmbeddable SPC Player for SMWCYouTube EmbedderJSRomcleanJS Address ConverterLazyHDMA
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