Banner
Views: 236,421,434
Time: 2013-05-23 01:15:50 PM
22 users online: AltheronX, Archie, Daniel08, DragezeeY, Eevee, Gloomy Star, Hailcrash, Incognito, Kazeshin, LaughingLuigi, levelengine, Mariohacker14, Moose, Nesquik Bunny, Rextep, o Richard Nixon, Riolu180, Sokobansolver, thekiller678, Vitor Vilela, WeegeeBen, WhiteYoshiEgg - Guests: 40 - Bots: 11Users: 22,869 (1,276 active)
Latest: jwarne2016
Tip: Never put a Hammer Brothers Sprite near lava. After being killed, it will still throw hammers until it sinks or goes off-screen.
General Porting Discussion/Discoveries Thread
Forum Index - SMW Hacking - General SMW Hacking Help - Custom Music Help - General Porting Discussion/Discoveries Thread
Pages: « 1 2 3 4 5 »
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
Last edited on 2012-02-12 09:50:21 AM by X-cniS.
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.
Last edited on 2012-02-12 11:30:46 AM by Slash Man.
(sigh)
Nope. That didn't seem to fix it.
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 Man
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.


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 imamelia
Interesting, 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).
What do you know, it worked! Thanks!
@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.
Uhm, I got a little question. What samples aren't used by SFX?
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.
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).
Last edited on 2012-02-19 08:12:32 AM by Grav.
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?
Last edited on 2012-02-19 10:35:29 AM by Luigi370.
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.
Last edited on 2012-02-19 11:41:06 AM by imamelia.
Thanks! Now I can use samples with MISC music.
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?
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?
Last edited on 2012-02-21 02:52:00 PM by Lui37.
Because pan slide in the song used wrong value. Valid values are: $00 - left and $13 - right. $0A is the middle pan.
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'?
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.
Originally posted by Torchkas
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.

still doesn't work.
Try changing that o4 to o3.
Originally posted by Masterlink
Try changing that o4 to o3.

I tried that, but it didn't work.
Pages: « 1 2 3 4 5 »
Forum Index - SMW Hacking - General SMW Hacking Help - Custom Music Help - General Porting Discussion/Discoveries Thread

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 27

Menu