| General Porting Discussion/Discoveries Thread |
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Forum Index - SMW Hacking - General SMW Hacking Help - Custom Music Help - General Porting Discussion/Discoveries Thread |
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| Posted on 2012-02-12 08:04:35 AM |
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Wait, I thought Addmusic ignores all of the rests at the end of each channel (which is why most of them end with c64). I'll try that and report back later.
E: Well, I fixed the loop position, but the flute is still acting up. The tempo seems to slow down and it plays off-beat.
New SPC
New TXT
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| Last edited on 2012-02-12 09:50:21 AM by X-cniS. |
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| Posted on 2012-02-12 11:28:39 AM |
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I noticed something about p###,### if that it's in 4 or more channels it can cause massive slowdown, either get rid of one or two or replace them with the $DE command.
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| Last edited on 2012-02-12 11:30:46 AM by Slash Man. |
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| Posted on 2012-02-12 11:58:56 AM |
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(sigh)
Nope. That didn't seem to fix it.
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| Posted on 2012-02-12 01:20:08 PM |
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I think I see the problem: Compared to the rest of the channels channel #0's / command is a quarter note too early and channel #4's is a sixty-fourth note too late. Try fixing those.
Originally posted by Slash ManI noticed something about p###,### if that it's in 4 or more channels it can cause massive slowdown, either get rid of one or two or replace them with the $DE command.
Just for the record, pXXX,XXX is exactly the same as $DE $00 $XX $XX, just like @XX is the same as $DA $XX and such. There shouldn't be any difference between the two.
Originally posted by imameliaInteresting, although that's basically the same thing my $DA technique does, except that mine doesn't depend on garbage values. What would @@19-@@29 do, though? Instruments 19 and 20 are invalid, but 21-29 are percussion, and then have separate N-SPC commands ($D0-$D8).
@@19 and @@20 play nothing, @@21 - @@29 play their respective percussion instruments, and @@30 - @@39 play nothing. It seems only @@40+ produces anything of interest (sort of).
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| Posted on 2012-02-12 01:29:53 PM |
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What do you know, it worked! Thanks!
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| Posted on 2012-02-12 09:14:13 PM |
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@Kipernal, p###,### always screwed up on me, it's actually why I resorted to using $DE because it never fails on me like p does.
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| Posted on 2012-02-13 09:32:59 AM |
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Uhm, I got a little question. What samples aren't used by SFX?
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| Posted on 2012-02-13 10:02:13 AM |
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05 (@8)
07 (@5) - used in the goal tape victory music
09 (@7)
0A (@9) - used in the normal SMW death music
0C (@13) - Used in the Game Over-Music
0D (@14)
0F (@21)
10 (@12)
11 (@17)
12 (@15) - used in the "getting on Yoshi" sound effect
I recommend to not delete the ones with the - after it if you're going to submit it here though.
And you can use the "opt.bnk" too.
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| Posted on 2012-02-19 07:10:35 AM |
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Thanks Torchkas. I'm already using opt.bnk, but I'm running out on space. Anyway, I've got yet another question: what is the volume slide command?
Edit: Nevermind. I found out another way to do the same thing (sort of).
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| Last edited on 2012-02-19 08:12:32 AM by Grav. |
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| Posted on 2012-02-19 10:34:53 AM |
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Guys, what is wrong with:
Code
y10 $DA $19 d
y11 $DA $16 d
y12 $DA $1A d
y13 $DA $16 d
y14 $DA $1B d
y15 $DA $16 d
y16 $DA $1C d
y17 $DA $1D d
y10 $DA $17 d
y9 $DA $1E d
y8 $DA $18 d
y7 $DA $1C d
y6 $DA $1F d
y5 $DA $1D d
y4 $DA $1A d
y3 $DA $1C d
Which uses this too:
Code$ED $82 $61 $36 $00 $54
$15 $7E $95 $B8 $0F ;use $DA $13 to call sample 15
$20 $0B $E8 $B8 $04 ;use $DA $14 to call sample 20
$21 $0B $E8 $B8 $04 ;use $DA $15 to call sample 21
$16 $6D $73 $B8 $03 ;use $DA $16 to call sample 16
$17 $6D $73 $B8 $03 ;use $DA $17 to call sample 17
$18 $6D $73 $B8 $03 ;use $DA $18 to call sample 18
$19 $6D $73 $B8 $03 ;use $DA $19 to call sample 19
$1A $6D $73 $B8 $03 ;use $DA $1A to call sample 1A
$1B $6D $73 $B8 $03 ;use $DA $1B to call sample 1B
$1C $6D $73 $B8 $03 ;use $DA $1C to call sample 1C
$1D $6D $73 $B8 $03 ;use $DA $1D to call sample 1D
$1E $6D $73 $B8 $03 ;use $DA $1E to call sample 1E
$1F $6D $73 $B8 $03 ;use $DA $1F to call sample 1F
$22 $2F $EE $B8 $03 ;use $DA $20 to call sample 22
$23 $08 $E8 $B8 $03 ;use $DA $21 to call sample 23 chord 1
$23 $08 $E8 $B8 $08 ;use $DA $22 to call sample 23 chord 2
$23 $08 $E8 $B8 $05 ;use $DA $23 to call sample 23 chord 3
???
The channel where I have used the first code doesn't ever plays, It's quiet. Any idea How to fix it?
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| Last edited on 2012-02-19 10:35:29 AM by Luigi370. |
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| Posted on 2012-02-19 11:40:40 AM |
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You forgot to add 0x80 to the second byte of each instrument (assuming you do indeed want ADSR and not Gain)...although this doesn't really seem like the place to ask that.
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| Last edited on 2012-02-19 11:41:06 AM by imamelia. |
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| Posted on 2012-02-19 01:24:35 PM |
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Thanks! Now I can use samples with MISC music.
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| Posted on 2012-02-21 02:24:57 PM |
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I just found something very unusual relating to volume. I don't know how I did it, but watch channel 8 closely at around 1:05 in this song. Now how did that happen?
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| Posted on 2012-02-21 02:50:16 PM |
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That's rather interesting. But looking at the txt, I'd assume that that could be a sound engine glitch, since there aren't any pan sweeps, volume slides or changes on ch #7 during that specific part at 01:07/01:08. That's still weird, though, since I'm 100% sure that the SPC700 is capable of properly handling even eight pan slides at the same time (unless some vibrato or tremolo effects are enabled), and processing two or three of them shouldn't be a problem, I guess.
Did you make sure if that happens in-game too?
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| Last edited on 2012-02-21 02:52:00 PM by Lui37. |
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| Posted on 2012-02-21 08:35:21 PM |
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Because pan slide in the song used wrong value. Valid values are: $00 - left and $13 - right. $0A is the middle pan.
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| Posted on 2012-02-25 12:26:46 PM |
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Uhm, guys. I've recently been able to successfully set up AMM (at my first try even, woot!) but now I'm wondering why this gives me an 'Error too high pitch'?
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| Posted on 2012-02-25 01:25:16 PM |
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Code#1 @0 v220 y10
@6 $ED $7F $E0 $EE $30
o4r1^1^1^1^1^1
d+4^8^16^32r32d+8^16f8^16d+8
d2^4^8^16^32r1^1^1^1^4^32
a+4a4g4
a4^16^32r32c4^16^32r32<a4
>d1^2^4^8^16
r16^32
>@3c32r16^32e32r16^32g32r16^32>
The italic part probably. You're getting o6 there.
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| Posted on 2012-02-25 01:26:59 PM |
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Originally posted by TorchkasCode#1 @0 v220 y10
@6 $ED $7F $E0 $EE $30
o4r1^1^1^1^1^1
d+4^8^16^32r32d+8^16f8^16d+8
d2^4^8^16^32r1^1^1^1^4^32
a+4a4g4
a4^16^32r32c4^16^32r32<a4
>d1^2^4^8^16
r16^32
>@3c32r16^32e32r16^32g32r16^32>
The italic part probably. You're getting o6 there.
still doesn't work.
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| Posted on 2012-02-25 02:13:11 PM |
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Try changing that o4 to o3.
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| Posted on 2012-02-25 03:10:15 PM |
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Originally posted by MasterlinkTry changing that o4 to o3.
I tried that, but it didn't work.
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Forum Index - SMW Hacking - General SMW Hacking Help - Custom Music Help - General Porting Discussion/Discoveries Thread |