Sorry for the lack of updates, I was off on Thanksgiving break and didn't really have a whole lot of free time to work on this
also Paper Mario: Sticker Star but hopefully things can get back on track now.
Originally posted by imameliaOh. The sample number? So we can actually only use 128 samples per song, not 256?
That is correct, and like I said, I can change it back if people don't like it. But also like I said, I doubt anyone would ever use that many samples.
Originally posted by imameliaI see. That still requires the same number of bytes as $F8 $XX, though.
It could save bytes from having to constantly redefine the ADSR when you switch instruments, however.
Originally posted by imameliaOh. I guess that makes sense. Let's just hope it won't be necessary to use very many custom SFX instruments, I suppose. Although I suppose if you knew where the table was, you could change the instruments dynamically. Is the same true for global tracks?
The global instruments are included in the main program, so while their position will be affected by any code changes, they will not be affected by adding or removing sound effects. If you want, you could always stick a
print pc
just before the SFX instrument data to see where it is.
Originally posted by imameliaI figured it was something like that. But then...can't the volume levels on either speaker have either or both bits set? I've seen the right speaker volume set to $F7 before.
The volume is two's compliment, so the highest bit of each DSP volume controls whether it's negative ("surround sound") or not.
Originally posted by imameliaEdit: Okay, now I'm having the weirdest problem with a sample...one specific sample sounds different in the latest version of AddmusicK than it did in the ones before the sixth instrument byte was added. I literally changed nothing in the text file except adding that sixth byte (a $00), the sample is still the same, and the sample data within the SPCs is the same (I checked in a hex editor).
This is what it's supposed to sound like, and
this is what it does sound like. The weirdest part is that it only seems to affect that one sample.
Which sample isn't working correctly? I couldn't hear a difference, though maybe I'm not listening closely enough.
Originally posted by TorchkasUhm...
For one thing I thought that all #7 SFX were moved to another channel, but why is it so glitchy?
I hope you'll take a look at this.
I hear a light pop at the end of the sound effect...is that the glitch you're talking about? As for it being on channel #7, it was decided a while back that sound effects would be grouped together in channels #6 and #7 (so it wouldn't be necessary to remember to jump over arbitrary channel numbers).
Originally posted by GlitchMrI'm trying to compile AddMusicK on Linux, but I've problem. ROM.cpp has following line:
ROM.h is nowhere to be seen.
I don't know why ROM.cpp was in there...it was never used, so don't bother trying to compile it. At any rate, though, that source is rather outdated, so I wouldn't rely on it. When this program is properly released, the actual source will be included.
Originally posted by RandomiserI've been having some problems regarding the directional coin blocks when using this program.
The music for the p-switches work fine, but if I use a directional coin block, the music just keeps looping forever. I'm not sure why, as they use the same file. Can anyone explain? Is there something I need to change?
The directional coins actually seem to have unique control over how it plays the p-switch music. I'll have to look into it; thanks for reporting that!
Originally posted by SokobansolverEvery time I try to insert music, it says "error: miss 1 txt not found". What do I do? What is the deal with all these XX missXtxt in the AddMusic song list? I'm trying to insert Culture Shock. I tried it on both a nearly clean ROM and one that already had AM 4.05 used on it.
I dun goofed and put in the list for SMWCP2 for some dumb reason. It should be fixed now; thank you.
Originally posted by MooseAMK is not recognizing AMM macros containing a note value (unrecognized HFD command, it says), thus preventing me from replicating a "percussion" instrument, which I frequently put in my ports.
Example:
Code"Kick=$f3 $28 $04 $ed $80 $7f o3 f"
Everything else is fine.
Lui already posted the answer, but this post reminded me of something: The ADSR command can actually use GAIN if the first byte is > $80. I don't know if it's always been like that, or if it was a Carol/AMM specific feature, but it's apparently something I now have to deal with. So I'm thinking something like this: If the song is recognized as an AMM or AMK song (through use of their specific features), then no HFD commands will be allowed (and thus $ED $80+ will be treated like normal and can use GAIN). Anyone have any problems with this?