A nice and sweet song from EO2. Works very well for calm enviorments, like forests, icy places, clouds, etc.
Warning: this is a long-ass port, be wary of insert size, and also percussion will tend to cut off frequently. Preferably suitable for long levels with little SFX (such as cutscenes) or overworld maps.
@Roadhog360 Gaming: AMK uses a different engine to SMW's (and because AM4 just hijacks the engine, this addmusic too) because it is based on a modern N-SPC engine. Because of that, it is easier to use effects which weren't present in the original engine, not to mention that these settings reset when a music is loaded (and you can add even more stuff if you know how to code in SPC700 ASM) and AMK itself has got more features too anyway.
The only downsides (in comparison to AM4 only, AMM had them too) are that
1. samples are tied to songs and not levels (which itself is more a function of sample tool rather then AM4) but than again, almost nobody used that feature to use a different sample set for the same music, not to mention that switching samples is a bit of a hassle with AM4 and
2. only one local song is stored at time (AM4 stores for custom songs 4 locals at time) so when you switch between local songs, the game freezes a bit.
And the latter was chosen for a clear reason: Using one local song at time allows you to use more ARAM (i.e. more stuff for music engine, larger songs, more samples and greater echo delay) then with AM4, not to mention that the freeze would have appeared when you want to use songs from a different bank than the current one or change samples in AM4 anyway in addition for using some more code.
3. A third downside is that the song numbers are rearranged (related to one local song in ARAM at time). This cause that wrong musics are played but that can be easily fixed too anyway.
Again, not without a reason too: SMW stores levels, overworld + title screen and credit musics in seperate banks which is IMO unnecessarry pretty complicated (then again, ARAM is limited). That way you can use overworld and credit musics in levels and vice versa.
In addition, it also has got a failsave to not overwrite parts of ARAM where the music engine lies i.e. crashes of the music engine are generally averted which is a must for SMWC.
The only reason to prefer the older ones over AMK is for romi's VWF cutscenes due to the way how or rather when the SNES interacts with SPC700 with the latter's modifications.
So just one question after this wall of text: What is your definition of "inferior"?
It's not really inferior though, that's just your uninformed opinion. There was never "tri-compatibility" either; AMK was meant to replace AM4 and AMM, which is why once a very stable version was released and accepted in the Tools section, the other two programs were removed and the music submission rules changed to accommodate the new standard. It kept compatibility with the older ports just so it doesn't flop like Tessera (sorry imamelia).
Also, if you're being passive-aggressive just because something doesn't work with outdated tools, you can't expect everyone to react in a nice way.
Yeah sounds about right so next time I'll make a shitty port for a pair of tools that havent even been hosted for over 2 years because they're literal garbage next to AMK. nothing dumb about that huh??
Because AM4 and AMM are outdated. AMK was made with retrocompatibility in mind, but that's all; it's not supposed to be an alternative, it's supposed to be the only one. If you're still using AMM or AM4, then that's your problem.