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AddmusicK 1.1.0 Beta Release (New Beta Up 5/7)

the empty channel would be used to stream samples. example: in ggamer's port of one winged angel, one of the channels would stream the choir while the others play their instruments and watnot
So...the empty channel is the one using the streamed samples? I thought you implied that you'd have to play the streamed sample on another channel.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
no, its just that the channel will have to be "reserved", aka you cant use it for anything else besides streaming. so it remains empty during the portions of the song that dont require streamed samples.
I have a suggestion, wouldn't be useful to have a command like $F4 $02 that completely removes staccato (zero silence between notes)? It would make ports sound less cutoffy and more fluid IMO.

EDIT*
I know $F4 $01 exists, but the note doesn't reset with that one.
I've been asked about it before and am looking into finding out the cause that results in the cutoff observed, although I've been busy as of recently and haven't determined yet fully why it occurs in AMK.
Could legato be somehow done in sound effects without using PitchBend commands? (to save space)

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What am I doing wrong that these aren't inserting? If I put one of those files in it just says "file not found" and refuses to insert anything...
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I know that the last update added an option that would remove the pause when switching certain vanilla tracks, but could this version of patch.asm (with my awful piece of code) be a better idea?
Link
This works with any track change. It checks if the next song uses the same amount of samples as the last one that updated samples and then compares if they use the same samples, and if they do, it doesn't upload them.
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Originally posted by Super Maks 64
I know that the last update added an option that would remove the pause when switching certain vanilla tracks, but could this version of patch.asm (with my awful piece of code) be a better idea?
Link
This works with any track change. It checks if the next song uses the same amount of samples as the last one that updated samples and then compares if they use the same samples, and if they do, it doesn't upload them.


I'll definitely look into this! I just need to make sure that it also knows if the order is the same, as it may cause issues otherwise.

Originally posted by Wiimeiser
What am I doing wrong that these aren't inserting? If I put one of those files in it just says "file not found" and refuses to insert anything...


Hmm, curious, I don't see why that'd be the case. I'll take a look this week and see what happens when I try to use them because the formatting doesn't seem to be substantially different.
I couldn't figure out how to utilize the new Sfx you added.
If it's not too much, I'd appreciate seeing AMK obtain MSU-1 support, considering how it's now handled by both snes9x and bsnes. It doesn't even seem like too much work from what I observed.

Here is a bunch of files I hope may be of some help (sorry for the mess by the way): the .zip includes the main MSU-1 patch (made SA-1 hybrid), main.asm and patch.asm to use with AMK 1.0.5 that Medic made, and main.asm and patch.asm to use with the latest AMK that I made by myself (1.1.0 5/7). I successfully made everything work on both SA-1 and non-SA-1 ROMs with AMK 1.0.5, but when it comes to 1.1.0 5/7 I get SFXs with a pitch 2x higher than it should be (rest works perfectly). I couldn't fix this nor properly implement the whole thing itself (did it in a very hacky way), so I leave all this in your capable hands. Hope you'll turn it into something awesome like you always do. #tb{:]}
Originally posted by Mathos
If it's not too much, I'd appreciate seeing AMK obtain MSU-1 support, considering how it's now handled by both snes9x and bsnes. It doesn't even seem like too much work from what I observed.

Here is a bunch of files I hope may be of some help (sorry for the mess by the way): the .zip includes the main MSU-1 patch (made SA-1 hybrid), main.asm and patch.asm to use with AMK 1.0.5 that Medic made, and main.asm and patch.asm to use with the latest AMK that I made by myself (1.1.0 5/7). I successfully made everything work on both SA-1 and non-SA-1 ROMs with AMK 1.0.5, but when it comes to 1.1.0 5/7 I get SFXs with a pitch 2x higher than it should be (rest works perfectly). I couldn't fix this nor properly implement the whole thing itself (did it in a very hacky way), so I leave all this in your capable hands. Hope you'll turn it into something awesome like you always do. #tb{:]}


I kindly support AMK having MSU-1 support too.
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