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*celebrating*

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I don't have any other choice so I release the compiler and samples of the SPC driver under construction.


SuperC SPC Driver
Edit:01/10/2017 - fix fatal issue, those who have v0.91 should replace with this as soon as possible.
Download link
(If you use Windows, download superc_v092_win.zip)

Samples
mml and spc and snsf...

Q&A
Q. Will you implement to SMW?
A. I'd like to implement it, but the timing is undecided.

Q. I want to read the English manual. Would you create it?
A. I will make it when I have time. Please read this for a while.

Q. I don't understand the difference with AMK?
A. (╯⊙ ⊱ ⊙╰ )


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The frame of "F**K YOU TAKE-SHOBO!"
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Thank you guys, I love you.

Originally posted by Theultimate12
I still have to actually find a way to use it, though (since the command line doesnt support kanji, it seems), but still, great job!

(also wow, this is seriously underrated, and it really needs the support more than other threads here... goddamnit, guys #wario{>:|})

Oh, I forgot to erase the Japanese of the batch file. I'm sorry. That Japanese has no particular meaning. (It meaning Rem is cute only.)

Originally posted by Theultimate12
(also wow, this is seriously underrated, and it really needs the support more than other threads here... goddamnit, guys #wario{>:|})

Perhaps there are people who understand. So I don't mind.
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File Name: Undertale - Unnecessary Tension
Submitted: 2016-12-30 03:51:55 AM by Kaisaan Squiddiqui
Authors: Decoy Blimp
Insert Size: 0x0092 bytes
Type: Song
Sampled: No
Custom: No
Duration: 0:6
Featured: No
Description: The fast paced unnecessary theme from Undertale. Can be used in (unnecessarily) tense situations.

SPC file link

Reject reasons:
This txt is more optimizable

Details:
This port has places where optimization is possible and places where improvement.

Improvement of loop
Line 17 and 18:
Code
[c+16<c+16c+16c+16>c+16<c+16c+16c+16>c+16<c+16c+16c+16>c+16<c+16c+16c+16]2
[>d+16<d+16d+16d+16>d+16<d+16d+16d+16>d+16<d+16d+16d+16>d+16<d+16d+16d+16]2

This can be optimized as follows.
Code
[[c+16<c+16c+16c+16]]8
[[>d+16<d+16d+16d+16]]8

- Others -
  • When I listened to the original song, there was also a noise part, so I think that adding it will make it even better.
  • Using the $DD command for #1 will be a better port.
  • Since echo isn't working so much, it may be good to change the parameter or turn off the echo, I think.

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File Name: MACINTOSH PLUS - RISAFURANKU 420 / GENDAI NO KONPYU
Submitted: 2016-12-16 10:49:17 AM by Nameless
Authors: Nameless
Insert Size: 0x01CE bytes
Type: Song
Sampled: No
Custom: No
Duration: 0:21
Featured: No
Description: sad reacts only

SPC file link

Reject reasons:
Optimizable and exists unknown code

Details:
Good ports, but I think a little improvement is necessary.

(1)Improvement of loop
#0 Line21:
Code
[[o3o1@21c4@21c8@21c8@21c4@21c4]]8

If you don't reuse the loop, SuperLoop is better.

#1 Line25:
Code
[[o2@23c8@23c8@10a8@23c8]]16

Pattern optimization is possible.

(2)Unused ADSR is exists
#2 Line29:
Code
$ED $0F $43 @0 v245 y12

$ED $0F $43 will overwrite by @0.
Is it a mistake in designation?

- Others -
Line13:
Code
#length "3:49" 

Is this correct?

If these correspondences are made, I'll accept.
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Although I thought that I dislike AMK, I was remodeling AMK without realizing.

AddmusicK v1.x.x dev
test build ver...

I implemented some functions to AMK.
When using these commands, the following specifications are required.
Code
#amk 3


(1) async loop option
Code
#option exloop

This option provides asynchronous loop playback of songs.
This option will be useful for creating songs in which music and environmental sounds sound asynchronously.
e.g. Donkey Kong Country - Cave Dweller Concert

(2) New Remote command reset syntax
Code
(!!0) ; same as (!xxx,0)
(!!-1) ; reset (!xxx,-1) command effect
(!!1) ; reset (!xxx,1,y) ... (!xxx,4,y) effect


(3) loop break syntax
Code
[aaa : b]3

In the last loop, break out the loop.
This code will expand to "aaab aaab aaa".
This code can only be used for normal loop cmd($e9)!
It can not be used with SuperLoop!


(4) Add fade syntax
Code
t48,60         ;\  These are fade commands.
v60,255        ; | arg1 is duration, and arg2 is dest value.
w24,180        ;/


- NEW HEX COMMAND -
Code
$f4 $0a        ; Tremolo off cmd (like $e5$00$00$00)
$f4 $0b        ; Pitchenv off cmd (like $eb$00$00$00)
$f4 $0c        ; Remote command reset all (like $fc$xx$xx$00$xx)
$f4 $0d        ; Remote command reset (Key-ON type)
$f4 $0e        ; Remote command reset (Non-Key-On type)
 
$fd            ; Loop break cmd
$fe $xx $yy    ; Jump command.
               ; This command is used for #exloop.


Recruitment of opinion
I am considering extending AMK syntax to reduce HEX syntax. Please let me know if you have any good ideas.
After implementing it to a certain extent, I will post it in the Tools section.

GitHub
https://github.com/boldowa/AddmusicK/tree/amki_dev
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File Name: The Flintstones - Unused Song 2
Submitted: 2016-12-24 09:17:31 PM by RednGreen
Authors: RednGreen
Insert Size: 0x1013 bytes
Type: Song
Sampled: Yes
Custom: No
Duration: 3:06
Featured: No
Description: One of the five unused tracks from the SNES game, originally composed by Dean Evans. Suitable for calm levels, space or underwater environments, night-time areas, or abstract settings in general.

SPC file link

Reject reasons:
Inefficient optimization

Details:
Great ports, but I think a little improvement is necessary.

(1)Loop
#0 Line71~:
Code
@30 (1)[ c+ < a g+ f+ ]
@31 (1)

It will compile below(0x13 bytes)
Quote
Code
$DA $1E $E9 $XX $YY $01
$DA $1F $E9 $XX $YY $01
AdyYYXX:
Code
$0C $7F $B1 $AD $AC $AA $00

On the other hand, this code
Code
@30 c+ < a g+ f+ >
@31 c+ < a g+ f+

will compile bellow (0x0e bytes)
Code
$DA $1E $0C $7F $B1 $AD $AB $A9
$DA $1F $B1 $AD $AC $AA

Therefore, if you do not use loops, you will be able to further reduce capacity.
I think it would be better to fix it in the following.
* It is only an example
Code
"MELO_PTN1= c+ < a g+ f+ >"
"MELO_PTN2= c+ < b g+ e >"

[[
  (1)[
    @30 MELO_PTN1
    @31 MELO_PTN1
    @32 MELO_PTN1
    @31 MELO_PTN1
  ]2
  (2)[
    @30 MELO_PTN2
    @31 MELO_PTN2
    @32 MELO_PTN2
    @31 MELO_PTN2
  ]
]]4



(2)Remote code 1
#1 line 286~
Code
v90 ...
v150 ...

These "v90" and "v150" had better to includ in RemoteCommand.

(3)Remote code 2
Quote
(!nnn,0)

This command disables the effect of all RemoteCommands.
Therefore,
#3 line 386
Code
(!100, 0) (!101, 0)

It is better to use (! 100,0) only.

#4 line 504
Code
(!108, 0)

This is unnecessary.
The effect of the remote command is overwritten without problems with (! 104, -1) (! 105, 3).

It was a very wonderful port, so I hope it will be fixed and resubmitted.
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File Name: Sad Cave
Submitted: 2016-12-25 07:27:17 AM by Daniel133
Authors: Daniel133
Insert Size: 0x0539 bytes
Type: Song
Sampled: No
Custom: Yes
Duration: 2:24
Featured: No
Description: A good song for levels type caves, water; etc.
Or maybe Overworld map.

SPC file link

Reject reasons:
r1^1^1^1^1^1^1...

Details:
I think this is a good song, but I feel it needs a bit of modification.

r1^1^1^1 ... to [r2]xx
#2 Line 51:
Code
r1^1^1^1^1^1^1^1^1^1^1^1^1^1^1^1

This is not good.
Let's fix it as follows.
Code
(80)[r2]32


#2 line 72:
Code
(80)5


Please fix the other parts as well.
I think that I accept it if these modifications are made.
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Originally posted by imamelia
Huh. Does option 1 enable each channel to loop separately rather than having them all do so at once?
It's possible.
Originally posted by imamelia
As far as suggestions for syntax goes...I really can't think of any, I guess. I personally don't mind the hex commands anyway.
I think that it's easier to change the specification if it's possible to separate the mml specification and the hex specification, so I would like to clearly distinguish it. That's all.

Originally posted by Mathos
won't this break or be incompatible with SPC generation ?
Probably no problem.
Originally posted by Mathos
I'm not doubting the fact that it should work in-game, but SNES music originally use only synchronous looping, afaik.
The synchronous loop is only N-SPC afaik.
The SQUARE(AKAO Type, Suzuki Type) and RARE SPC drivers adopt an asynchronous loop.

Originally posted by Codec
Hey there. I know I may seem new to the scene, but I've lurked as a guest here since around 2008 or 2009, observing and keeping to myself mostly while working on ASM code from time to time. I'm quite happy to see that this community is still quietly trucking along, so I decided that I should finally go ahead and toss my hat into the ring and help the community that has provided me with much entertainment over the years.
Source of SPC, it is hard to read.
I also did something similar before(Results are posted on the bio secretly).

Originally posted by Codec
(I am aware that a 1.05 has been created and is under moderation, but I believe that has not done any changes to the SPC700's engine)
It is only change of SNES sources.

I think that probably I'll not change the SNES sources. I'm not entirely sure tbh.
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File Name: Troddlers - Quartet
Submitted: 2017-01-18 08:33:09 PM by yoshi9429
Authors: yoshi9429
Insert Size: 0x51F bytes
Type: Song
Sampled: Yes
Custom: No
Duration: 1:17
Featured: No
Description: Troddlers castle stage theme.
I think it is useful castle stage.

SPC file link

Reject reasons:
Strange GAIN and discord

Details:
This port has the following problem.

(1)Strange GAIN
I think that it is probably using GAIN with conscious of the original song.
However, I do not necessarily need to use GAIN.

If you want to mimic the original song GAIN, I recommend using RemoteCommand.

(2)Discord
I think that Sample 0x15(Trod_09.brr) and 0x17(Trod_08.brr) should be tuned.
Quote
$00 $00 $3B $03 $75
Usually, I do not think you need to raise this value very much.

- Others -
  • I think that the percussion sound is slightly desync.(0:19~)

That's all. Please do your best.
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