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AddmusicK 1.0.8

Tools → AddmusicK 1.0.8

This file is obsolete. The latest version is AddmusicK 1.0.10. For other versions, check the version history.

Submission Details

Name: AddmusicK 1.0.8
Author: Kipernal
Added:
Version History: View
Operating System: Windows
Platforms: SNES
Games: SMW
Source Available: Yes
Featured: Essential
Website: None
Description: A tool used to insert custom music into Super Mario World. This tool is completely hardware compatible and is designed with ease-of-use in mind. This tool supports both songs made for Addmusic 4.05 as well as AddmusicM with minimal tweaking.

Please read the readme for more information.

1.0.8:

(KevinM): added my "Better Pause" fix to prevent songs that use long notes/legato from breaking when pausing. Also removed Medic's pause fix from 1.0.7 since it's obsoleted by this change. Do note that a new SFX was added in slot $2C in $1DF9, make sure you don't change it!

1.0.7:

(Lui): Fixes an issue with hardware timing after uploading SPC data

(Medic): This version fixes the bug where the music would break sometimes when pausing and unpausing **IMPORTANT NOTE: This adds a new freeRAM !FREERAM_FIX_PAUSE used in the asm\SNES\patch.asm which may need to be checked for conflicts** (removed in 1.0.8)

(Vitor): Added a fix for bank crossing issues on large SA-1 roms

(Medic): This version fixes the bug where AMK would break the credits music.

(KungFuFurby): This version alleviates some of the slowdown caused by higher tempos and/or frequent pitch bends.

1.0.6:

(Medic): This version fixes the bug that caused random music to play after the P-switch timer ran out on accurate emulators while using the SA-1.

(HertzDevil): This version fixes the issue where certain error messages do not show up in the AddmusicK GUI, especially the one about missing sample groups.

Tags: addmusic amk brr brr samples inserter music sa-1 samples
Comments: 139 (jump to comments)
Rating:
5.0 (4 ratings)
No rating
Download 2.03 MiB | 16,535 downloads

Comments (139)

Mibubrazil Link
Excellent work!
horses.1079 Link
did you guys know that you can type ".." (means a privious folder) when you're typing the rom name, for example: "../../SMWedit.smc" (actually this is my rom address)
ElectricMario Link
When I insert a song, it gives me this error


7 up Link
Is this song in the same folder as your AddmusicK? BTW, it's recommended that you have a song list for your hack in a special folder. Just copy all the AMK components you need to your hack's folder.
matthew27567 Link
When I try to insert music into the game it breaks other music I have used values that arent being used by other songs and when i boot the game up the intro music is the yoshis island music and the world map is the castle complete theme
Satsumaimo Link
I inserted songs with this, if I want to use amm will that mess with the songs inserted using addmusicK?
7 up Link
I don't think this tool is reverse compatible with AMM. And hell, just don't use AMM these days.
Hamilton64 Link
Thank you.
Hamilton64 Link
When are you going to release a new version of Addmusick to fix castle knockdown crashes?
7 up Link
It's waiting for a release. I use it myself and I'm not disappointed, though.
Satsumaimo Link
Originally posted by KungFuFurby
The download is still extant in this topic.

My AddmusicKFF fork has support for the special pulse wave and has some enhanced compatibility with AddmusicM, and I have a prerelease 1.0.9 build that has some compatibility bugfixes as well (though it does not have the special pulse wave: that's only in my fork for now).


Thank you very much! I'll gladly check out your AdmusicKFF fork when I have the time, sounds awesome! I always thought the S-SMP could benefit from some sort of wavetable channel.
Satsumaimo Link
Has anybody seen where the AddmusicM download went? I used to have it (but for some reason got rid of it) and it would be nice to have it back :O
 KungFuFurby Link
The download is still extant in this topic.

My AddmusicKFF fork has support for the special pulse wave and has some enhanced compatibility with AddmusicM, and I have a prerelease 1.0.9 build that has some compatibility bugfixes as well (though it does not have the special pulse wave: that's only in my fork for now).
paper ness Link
Whenever I try to a specific song in it says Error parsing pan ("y") command. any help would be great.
TwoKrazy Link
Originally posted by Katerpie
Originally posted by MegaSonic1999
Should it be in the same folder as the rom or at least the folder of Addmusick 1.0.8 in the same folder as the rom?

It's supposed to be in the same folder as your ROM, yes. Paste all contents from inside the folder.

Would it work if I just put a shortcut to the app in the folder rather than all the files in the app's folder?
 Katerpie Link
Originally posted by MegaSonic1999
Should it be in the same folder as the rom or at least the folder of Addmusick 1.0.8 in the same folder as the rom?

It's supposed to be in the same folder as your ROM, yes. Paste all contents from inside the folder.
MegaSonic1999 Link
Should it be in the same folder as the rom or at least the folder of Addmusick 1.0.8 in the same folder as the rom?
 Anorakun Link
Originally posted by MegaSonic1999
It's not working for me, when I try to run to a rom, it gives me that the path access is unauthorized.


It's probably on your end, not the tool's fault. Try another folder.
MegaSonic1999 Link
It's not working for me, when I try to run to a rom, it gives me that the path access is unauthorized.
Francium Link
The vanilla background music that comes with this tool is partially incomplete.#smw{>_>}
Mapping_bl Link
thanks
 Kevin Link
Originally posted by Xboy1282
It's fine on a vanilla ROM but I made a patch to change the music at 99 seconds and it crashes when Mario dies ik it's not the patch because it works fine with vanilla music how do you fix it?

Your patch probably hijacks the same spot as one of AddmusicK's edits. You can check in the hijack map.
Xboy1282 Link
It's fine on a vanilla ROM but I made a patch to change the music at 99 seconds and it crashes when Mario dies ik it's not the patch because it works fine with vanilla music how do you fix it?
SimFan96 Link
Sorry about posting too many comments, but I wanted to report that if you use #am4 and the #pad command, you cannot pad the song out by more than 2 digits, everything after the first 2 digits of the value give an error in AMK and only the 2 first digits will be read. Just wanted to report that issue!
Satsumaimo Link
You shouldn't feel too bad. I myself wish I had posted more comments lol
I never even finished 1 hack because I gave up too easily
TheXander Link
I need help! I am new to this page and I am having problems With AddmusicK, when I try to use my Rom to insert Custom Music, it tell me the following:

ERROR: Couldn't not find "Mainloop_pos "
Press "ENTER" to continue...

I have no idea what is happening, I have checked and verified that everything is fine, and everything is fine and is keep coming out.

I have used the AMKGUI, but it did not insert anything... so I concluded that some AddmusicK files had been damaged... I downloaded otros again, I did everything like this in the README but I still gen this error, any help would be very appreciable, and I really don't know what to do With this problem...#smw{<_<}
SimFan96 Link
Just wanted to post a bug I found, occasionally when you're in a situation that has heavy sfx usage such as grinders, saws, some custom sprites (I'm assuming they are all using $1DF9 sounds) and pause the game then unpause, the game will be muted. You can correct this in-game by pausing/unpausing again or dying/exiting the level. Small issue but I just wanted to make note of this!
 Pokemon Hacker Link
We need that custom music, because without it the romhack has no soul
Anas Link
I noticed that the UberASM code provided by AMK for enabling echo on SFX doesn't fully work; if a global songs plays and ends afterwards, then the echo may not affect SFX at all or after a few seconds in the song in the level with echo. Try this instead.
mason Link
Originally posted by Atari
I used this tool to insert a sampled track into my ROM to test it out and it worked, though I realized all SFX didn't sound as great anymore.
Afterwards I noticed when Castle 1 is completed, during the castle destruction scene the game totally freezes for about 1 sec when the castle is halfway destroyed.
I played on to Castle 2 that has a slightly different destruction scene, yet the exact same 1 second freeze occurs at the exact destruction point of the castle, when it is halfway going down into the ground.(I didn't test any others)
It appears that it is linked to me using this tool so I reverted back until I learn more of why this is happening.
I don't need the castle cutscenes in my ROM but I am concerned in case there are other problems as well I don't know about that may affect the ROM down the line.
Does anyone know about this issue?


This is due to the fact that it takes the SNES (or emulator) some time to locate and load up the correct set of samples to use, especially if the sampled port you've inserted omits some of the vanilla samples. Or, if you mean that you're transitioning between two different sampled songs, it will definitely take some time to switch samples. This can also be observed at the end of levels in Casio Mario World, where Mario freezes for a second before grabbing the goal tape (that's when the right samples are loaded for the ending theme). It's not really an issue that's feasible to fix.
Atari Link
I used this tool to insert a sampled track into my ROM to test it out and it worked, though I realized all SFX didn't sound as great anymore.
Afterwards I noticed when Castle 1 is completed, during the castle destruction scene the game totally freezes for about 1 sec when the castle is halfway destroyed.
I played on to Castle 2 that has a slightly different destruction scene, yet the exact same 1 second freeze occurs at the exact destruction point of the castle, when it is halfway going down into the ground.(I didn't test any others)
It appears that it is linked to me using this tool so I reverted back until I learn more of why this is happening.
I don't need the castle cutscenes in my ROM but I am concerned in case there are other problems as well I don't know about that may affect the ROM down the line.
Does anyone know about this issue?
GaloombaCat Link
i like this
its_4life Link
Originally posted by Nara Sherko
When I type the rom name it says
Code
ROM not found.
Press ENTER to continue...


There are 2 simple solutions to that issue.

1. Drag and drop your rom into the same folder as the executable you're trying to use and then type your rom name in the cmd window.

2. Drag and drop your rom into the cmd window. (Much simpler imo)
SimFan96 Link
Hello there! First of all, awesome job at updating this to fix the slowdown for songs that have high tempos, it's been great to have more songs that do not suffer from this issue anymore!

I did want to report a bug. Some of the songs on the site that are usually used as global songs have echo in them.

What happens for example is if you're playing a level that has music that has no echo, or has a lower echo buffer than the global song with said echo. Once the global song starts playing, there is a small pause when the global song plays which is sometimes accompanied with staticky/crackling noises.

Either that or if you are using a custom starman song that has echo in it, once you lose your star power and the regular level's music plays, the music will either majorly glitch or the music engine will crash, therefore causing the game to crash there or by the next time you exit a level. This doesn't happen when the level' echo buffer matches the same value as the one's with the global song.

Just wanted to inform you about this issue!
Nara Sherko Link
When I type the rom name it says
Code
ROM not found.
Press ENTER to continue...
Bonobi Link
It there's a way to Disable the better music pause?
 Kevin Link
Originally posted by StackDino
When I press start+select quickly (almost at the same time), to leave the level, the song still plays.
A good idea is to use the noise clock mute flag to pause the music instead of backup the echo volume and lowering the master volume.

You're right, that way is much better so I'll update the sfx (although it doesn't solve the issue when doing start+select quickly).
Edit: found out how to fix it, so thanks for reporting the issue.
StackDino Link
When I press start+select quickly (almost at the same time), to leave the level, the song still plays.
A good idea is to use the noise clock mute flag to pause the music instead of backup the echo volume and lowering the master volume.
brickblock369 Link
Okay good! Now I don't need to add a reminder about adding the "better music pause" patch
 Kevin Link
After some people requested it, and in agreement with the music mods we decided to integrate the pause fix in AMK so porters don't have to worry about pausing breaking their songs. Also the fix has been slightly improved from the standalone patch version (the song won't play for a brief second when exiting a level with start+select).
spingeb0b From older version: AddmusicK 1.0.7 Link
Love it
Shiva619 From older version: AddmusicK 1.0.7 Link
Great....#smrpg{<3}
Klug From older version: AddmusicK 1.0.7 Link
Quote
This version fixes the bug where the music would break sometimes when pausing and unpausing **IMPORTANT NOTE: This adds a new freeRAM !FREERAM_FIX_PAUSE used in the asm\SNES\patch.asm which may need to be checked for conflicts**

Now, that's perfect!
Zavok From older version: AddmusicK 1.0.7 Link
OH YES!
 dtothefourth From older version: AddmusicK 1.0.7 Link
I've recompiled Addmusick with a handful of reqested fixes. Tested on SA-1, Snes9X, BSNES, Mesen and console verified on NT+SD2SNES. Do note the new FreeRAM usage.
Ezek.The Square Remixer From older version: AddmusicK 1.0.6 Link
Originally posted by Rickyickerson
Is is used to make music, or do I need another software to make music?

No, several programs are needed, PetiteMM, AddmusicK 1.0.7, Notepad and a MIDI are needed. For more information see the wakana tutorial.
Dimka From older version: AddmusicK 1.0.6 Link
Error: The identifier for this ROM, "
 Hooded Edge From older version: AddmusicK 1.0.7 Link
Finally! A fix for all my issues of the past!!! Time to spam the vibrato like anything now!!!! #ab{8-)}
Klug From older version: AddmusicK 1.0.7 Link
Finally.
tjb0607 From older version: AddmusicK 1.0.6 Link
For Linux/Mac users: The included version of Asar is broken in the latest version of Wine. To fix this, drag in a newer Asar.exe, and then you'll need to change the deprecated read(...) to read1(...) in line 56 of asm/SNES/AMUndo.asm.
musicalman From older version: AddmusicK 1.0.7 Link
As someone who often finds myself stressing amk when making wild ports, this is a great improvement! I've noticed slowdown being reduced considerably or completely eliminated on all of my busy ports. Once these changes are approved I will be able to finish and release many of said ports. Yay!
SimFan96 From older version: AddmusicK 1.0.7 Link
Heck yess!!
Lumy From older version: AddmusicK 1.0.7 Link
Yessssssss. Begone, wicked slowdown! ✝️
Anas From older version: AddmusicK 1.0.7 Link
Wow, what a surprise!
Dark Mario Bros From older version: AddmusicK 1.0.7 Link
oh boi!
galladegamer From older version: AddmusicK 1.0.6 Link
HELP ME! I CAN'T OPEN ANY ROMS ON THE EDITOR! WHAT DO I DO!?
LeaderAngelo From older version: AddmusicK 1.0.6 Link
Hello, I have a problem inserting music that has .brr files, can someone help me?
Rickyickerson From older version: AddmusicK 1.0.6 Link
Is is used to make music, or do I need another software to make music?
FireFireDocks From older version: AddmusicK 1.0.6 Link
Works perfectly with no-sample songs but for some reason doesn't work otherwise. Maybe it's the songs themselves :|
koopsultra500 From older version: AddmusicK 1.0.6 Link
Can you show how to add music on SMW Central!
OMEGALOVANIA X From older version: AddmusicK 1.0.6 Link
What Kind of software so we use to make Super Mario World Hacks
is it the the main software or no
mariogamerexpert From older version: AddmusicK 1.0.6 Link
Took me a while to get this working but it's cool. I'm writing my own music with the help of a friend.
TheLucraftTeam From older version: AddmusicK 1.0.6 Link
They Should Fix a Bug where music is randomized in Mush More recent Versions of Lunar Magic
yupyup From older version: AddmusicK 1.0.6 Link
nice! great for...well music!#smrpg{mlem}
TheLucraftTeam From older version: AddmusicK 1.0.6 Link
were are a here a year and a half later and they didn't even fix a bug from lunar magic version 3.03 where the music is placed randomly
zefennekinfan008 From older version: AddmusicK 1.0.6 Link
Why does adding music have to be so god damned difficult for noobies like me? Even when following The read.me provided, it seems that wether or not the song will work is random sice every text file for every song is different. I think it's mostly because the songs are not sampled? that or there is'nt a sign of any bnk file anywhere in any of the maybe 30 songs I have downloaded today. help #w{:<}
yabobay From older version: AddmusicK 1.0.6 Link
Linux port when?
Overcomon7 From older version: AddmusicK 1.0.6 Link
Great fricken software
7 up From older version: AddmusicK 1.0.6 Link
I'm certain about issues specific to newer versions which weren't even there in the beginning. Stuttering and original music/sound effect oddities still haven't been fixed. The latter is apparently nitpicky.
 Ayami From older version: AddmusicK 1.0.6 Link
Pretty sure lag issues with boss fights and castle cutscenes are a thing since earliest versions (if not since the very first), not specific of this one. Either way, annoying as fuck.
7 up From older version: AddmusicK 1.0.6 Link
AMK is more and more broken once a new update gets submitted. Not only does it change pitch of certain sound effects like jump or rope/chainsaw/grinder, but also makes the game stutter during a boss fight or castle cutscenes and play faster music after beating a level where the hurry up alarm had played. But still, it gets 5 stars because there's no better SMW music insertion tool yet.
Mischievous Marc From older version: AddmusicK 1.0.6 Link
If yall are having problems then you can go to the forums.
Dark Mario Bros From older version: AddmusicK 1.0.6 Link
man, if #tempoimmunity were effective in stages music,
would help so much the problem with songs farting when time goes 099
due the use of vibrato

Edit: with farting i mean, it doesnt go fast when the tempo hike happen
hendog30_ From older version: AddmusicK 1.0.6 Link
For some reason, whenever I add a song or change the slot of an existing song using this, it causes the game to freeze when Mario dies or touches the goal. Can this somehow be explained?
loohhoo From older version: AddmusicK 1.0.6 Link
I just used this to replace a song and now for some reason all my music is like... set to the wrong values? Seems offset but I'm unsure how. My level itself now has no music at all. Frustrating because I do not understand how to revert the music and just start over.
 MANGOMILK From older version: AddmusicK 1.0.6 Link
Trying to run the gui application via Wine gives me the following error (it's a long one):

I assume the solution is to just use the program via the command line?

(edit) Doing that only inserts the global songs and doesn't generate any SPCs, which I find exceedingly strange
TheLucraftTeam From older version: AddmusicK 1.0.6 Link
fix support with lunar magic 3.03
RidgetBlade From older version: AddmusicK 1.0.6 Link
i uploaded a song, it said it was fine, i inserted it into my level,
i run the rom in an emulator, and when i go into the level. the musics gone!, how do i fix it?
elieltonl From older version: AddmusicK 1.0.6 Link
Olá, eu gostaria de saber como fazer as músicas do jogo ficarem com o efeito do level de caverna, com eco?
Depois que eu coloquei as músicas usando esse programa, os leveis que deveriam ter eco do mario pulando e os efeitos dos sprits também não tem mais eco, os leveis que deveriam ter um efeito de caverna não tem mais.
Como eu faço para resolver esse poblema?
Como colocar o level com efeito de caverna?

Hello, I would like to know how to make the songs in the game have the effect of cave level, with echo?
After I put the songs using this program, the levels that should have echo of Mario jumping and the effects of the sprits also no longer echo, the levels that should have a cave effect has no more.
How do I solve this problem?
How to put the level with cave effect?
BetaGaming From older version: AddmusicK 1.0.6 Link
How do you modify SMW music?😡😡
King Boo From older version: AddmusicK 1.0.6 Link
If anyone is getting the "temp.txt" error, then make sure you're using your C drive. I had mine on my Y drive and it wouldn't work.
TheLucraftTeam From older version: AddmusicK 1.0.6 Link
fix the bug where the intro music is the grassland theme
oderjunks From older version: AddmusicK 1.0.6 Link
I read the readme and still don't know how to use it
DogWorldps From older version: AddmusicK 1.0.6 Link
muito util eu sou muito obrigado (eu sou br)

DogWorldps From older version: AddmusicK 1.0.6 Link
muito util eu sou muito obrigado (eu sou br)

Satsumaimo From older version: AddmusicK 1.0.6 Link
To the people who developed this tool, thank you so much! #smrpg{haha}

Hopefully I can get this to work with Lunar Magic 2.53...

(...I never got AddmusicM or K to work, as it always just adds blank music. But, I've always been
the absolute worst at troubleshooting! Ha ha ha. And yes, I'll try first, then look in the forums.
If all else fails, I'll just look it up on YT. I'd do that first but I'm to proud and stubb-
wait wait what am I blathering about on here lol who tf cares about this, this is the download section,
not the noob section, sorry guys #w{=3})
TheLucraftTeam From older version: AddmusicK 1.0.6 Link
okay, so first thing first, vanilla dome is finish music and intro music is here we go, fix in an update
overmariofan From older version: AddmusicK 1.0.6 Link
So good and easy to work with it!!
nightsintodreams From older version: AddmusicK 1.0.6 Link
Fantastic and simple: 5/5.
 Hooded Edge From older version: AddmusicK 1.0.6 Link
It doesn't work well with SA-1 roms over four megabytes. It comes up with an error about a bank border.

https://www.smwcentral.net/?p=viewthread&t=94957
Kiatus From older version: AddmusicK 1.0.6 Link
I don't understand why This port sounds like my ports with this AddMusicK ver
 RPG Hacker From older version: AddmusicK 1.0.6 Link
Ironically, that Readme actually seems to be even less up-to-date than the one included in the ZIP file. The one in the ZIP file actually includes a full changelog up to version 1.0.6. The one on the GitHub only goes up to 1.0.2. Can't really explain that. I assume HertzDevil might have updated the Readme locally and not commited their changes to GitHub?
nyanpasu64 From older version: AddmusicK 1.0.6 Link
Updated readme at https://github.com/HertzDevil/AddmusicK/tree/master/doc

I have a fork at https://github.com/jimbo1qaz/AddmusicK/tree/readme/doc with warnings about various bugs I encountered.
 RPG Hacker From older version: AddmusicK 1.0.6 Link
Mod's note: I think the Readme could use an update by now. Some of the information in it seems a bit outdated or misleading.
Drummerrific From older version: AddmusicK 1.0.5 Link
If you use the tutorial for this tool and you keep getting stuck with it not being able to find a sample. The fix is to put the ENTIRE FOLDER OF YOUR NEW MUSIC'S SAMPLES into addmusicK's "samples" folder, and NOT to put the CONTENTS of your new music's sample's folder into addmusicKs "samples" folder.
That being said, this tool is fantastic!
Supermaro From older version: AddmusicK 1.0.5 Link
great
HammerBrother From older version: AddmusicK 1.0.5 Link
uh, the version number on the window says version 1.0.3, as well as 1.0.5 not stated in the readme.
UnclePropeller From older version: AddmusicK 1.0.5 Link
AMKGUI stays on the "please wait a moment" screen for an indeterminate amount of time. It the loading supposed to take this long?
MarvelousChester From older version: AddmusicK 1.0.5 Link
The arrows to move song up and down in AMMGUI don't show.
they are like cut off
David L89 From older version: AddmusicK 1.0.5 Link
Thanks, it works very good!!
Tattletale From older version: AddmusicK 1.0.5 Link
Grinders SFX was move to the same place they play other important SFX's (and even correlated sfx, such as the spinjump contact sfx), causing them to get drowned out completely or only play for a couple frames.
TomsMostHammed From older version: AddmusicK 1.0.5 Link
Whew, now this helps me change my starman music, thanks :)
DougieBomber12 From older version: AddmusicK 1.0.5 Link
Seems to crash the ROM with combination with the SM64 HP+Knockback patch. :/
mish1 From older version: AddmusicK 1.0.5 Link
somehow it stopped working
vide0gameah From older version: AddmusicK 1.0.5 Link
i cant open a rom i would rate 0.1 stars if i could
Medic From older version: AddmusicK 1.0.5 Link
if you want an SPC folder you have to make it yourself first, then the tool will fill it with SPCs. oversight on my part, but no big deal
illusionhill From older version: AddmusicK 1.0.4 Link
hey, i have been encountering a problem lately.
every time i add music, it adds an ~ file type and obviously having a .smc~ is causing problems. there any known fixes?
lolyoshi From older version: AddmusicK 1.0.5 Link
This doesn't create and SPC folder for some reason.
 Wakana From older version: AddmusicK 1.0.4 Link
@Vamperumbra thy majestic issue happens due to your magnificentiam collection of samples textona "Addmusic_sample groups.txt" not having the required sample group recalled in the port .txt. Make sure that your "Addmusic_sample groups.txt" includes the samples group recalled by your in-use musically art "port".
If thou still have final technical boss issues, feel obrigado "free" to PM me with the pit port you're having problems with. Excellentiam magister Wakana from the peaceful lands called "e" will try help you out gladly!
Vamperumbra From older version: AddmusicK 1.0.4 Link
Been buggishly problematic exasperation of desultory manifestation. I've never encountered this aberrant computerized contradistinction with this magnificum musicalis program before. I implement euphonious songs desired into canticum enumeration, " add music listing" thus emanates vacuus(blank) box.
Green Jerry From older version: AddmusicK 1.0.5 Link
v Doesn't happen on my computer.
LMPuny From older version: AddmusicK 1.0.5 Link
Broken zip? (I can't extract the files)
lx5 From older version: AddmusicK 1.0.4 Link
Originally posted by aCrowned
This tool still needs an option to keep using #4 for the jump SFX, though.


Said options does exists, but you can't toggle it via AMKGUI or Addmusick, you need to change a define inside of asm/SNES/tweaks.asm

Code
!JumpSFXOn1DFC = !true			; Change this to !false to move the jump sound effect to 1DFA.


Just change it to !false and you'll be fine.
HammerBrother From older version: AddmusicK 1.0.4 Link
Note that encase you encounter a "." symbol in the mml when converting a midi file, that symbol extends the note length by 1/2 (formula: x+(x/2))
 MarioFanGamer From older version: AddmusicK 1.0.4 Link
Pro tip: Use AddmusicK.exe if a blank error on AMKGUI appears. Some errors won't get displayed there.
 aCrowned From older version: AddmusicK 1.0.4 Link
Daily reminder that AMK and cloud-syncing software (i.e. Dropbox) do not mesh well together. If you're having bugs (other than music order being out of whack), remove your AMK folder from Dropbox and try again. Same thing with SpriteTool, although that one often corrupts sprites rather than plain crashing.

This tool still needs an option to keep using #4 for the jump SFX, though.

AMK2 when?
ForthRightMC From older version: AddmusicK 1.0.4 Link
I'm using this programme to add some music, also I finally know how to insert samples in the samples folder, if some of the music is sampled.
DatLakitu From older version: AddmusicK 1.0.4 Link
Uh, I'm no expert, but...

http://i.imgur.com/lUHetqG.png

I really, REALLY don't think this should be happening.
Andyana Jonseph From older version: AddmusicK 1.0.4 Link
It worked before, now it doesn't, it just switches some of the themes around.
TMW From older version: AddmusicK 1.0.4 Link
For some unknown reason the music files "Here We Go" and "Welcome" were switched in addmusic_list for me. So if you have any issues with the music being switched around just go to the addmusic_list and switch them with the appropriate song. Also this should be fixed in the next update Kipernal! Thank You.
TMW From older version: AddmusicK 1.0.4 Link
So... Do you even need the AM4 and AMM batches or can I delete them?
Davros From older version: AddmusicK 1.0.4 Link
If any of you are having problems with version 1.0.4. then use this version for now until someone does a proper update of the tool.
Foxmc30 From older version: AddmusicK 1.0.4 Link
This AddmusicK have many bugs, I prefer the older version (1.0.3)
Luigi_master1 From older version: AddmusicK 1.0.4 Link
Bug:
When you insert the music it inserts the sound effects as music.
Wizard The Wizzisential From older version: AddmusicK 1.0.4 Link
APPCRASH when you click run, then empty message from AMKGUI saying there was an error
 HuFlungDu From older version: AddmusicK 1.0.4 Link
How does the GUI crash? Works fine on mine.
Wizard The Wizzisential From older version: AddmusicK 1.0.4 Link
gui seems to crash every time i try to apply changes to a rom, but 1.02 seems to work just fine so i guess i can just keep using that
Queen Samus From older version: AddmusicK 1.0.4 Link
Is Kipernal developing the SMAS AMK?
TuxedoDorrito From older version: AddmusicK 1.0.4 Link
lol mlg m8
Erikas0012 From older version: AddmusicK 1.0.4 Link
You just had to fuck it up
 HuFlungDu From older version: AddmusicK 1.0.4 Link
Late, but in case anyone else needs to know, this fixes a bug where using code insertion in 1DFC sound effects would cause an spc crash. Now it doesn't do that anymore.
 Erik From older version: AddmusicK 1.0.4 Link
What's the difference?
GageThornton From older version: AddmusicK 1.0.3 Link
It worked! THX! \(^0^)/
HertzDevil From older version: AddmusicK 1.0.3 Link
Compiling AMK from the source file generates the following errors:

error: 'class Music' has no member named 'spaceInfo'
error: 'class Music' has no member named 'pathlessSongName'
Kaisaan From older version: AddmusicK 1.0.3 Link
Does this fix the problem regarding using the NMSTL patch?
 sincx From older version: AddmusicK 1.0.3 Link
I believe it's just a minor SFX fix.
 Sayuri From older version: AddmusicK 1.0.3 Link
I assume this was discussed on #imamusic but I haven't been on it in a while; what's been changed in this version?
Nickelony From older version: AddmusicK 1.0.2 Link
Best tool for adding custom music so far ;)
 aCrowned From older version: AddmusicK 1.0.1 Link
There seems to be a more recent version hosted, shouldn't this one be deleted?