Name: | AddmusicK 1.0.8 |
Author: | Kipernal |
Added: | |
Version History: | View |
Operating System: | Windows |
Platforms: | SNES |
Games: | SMW |
Source Available: | Yes |
Featured: | Essential |
Website: | None |
Description: | A tool used to insert custom music into Super Mario World. This tool is completely hardware compatible and is designed with ease-of-use in mind. This tool supports both songs made for Addmusic 4.05 as well as AddmusicM with minimal tweaking. Please read the readme for more information. 1.0.8: (KevinM): added my "Better Pause" fix to prevent songs that use long notes/legato from breaking when pausing. Also removed Medic's pause fix from 1.0.7 since it's obsoleted by this change. Do note that a new SFX was added in slot $2C in $1DF9, make sure you don't change it! 1.0.7: (Lui): Fixes an issue with hardware timing after uploading SPC data (Medic): This version fixes the bug where the music would break sometimes when pausing and unpausing **IMPORTANT NOTE: This adds a new freeRAM !FREERAM_FIX_PAUSE used in the asm\SNES\patch.asm which may need to be checked for conflicts** (removed in 1.0.8) (Vitor): Added a fix for bank crossing issues on large SA-1 roms (Medic): This version fixes the bug where AMK would break the credits music. (KungFuFurby): This version alleviates some of the slowdown caused by higher tempos and/or frequent pitch bends. 1.0.6: (Medic): This version fixes the bug that caused random music to play after the P-switch timer ran out on accurate emulators while using the SA-1. (HertzDevil): This version fixes the issue where certain error messages do not show up in the AddmusicK GUI, especially the one about missing sample groups. |
Tags: | addmusic amk brr brr samples inserter music sa-1 samples |
Comments: | 137 (jump to comments) |
Rating: |
Download
2.03 MiB | 13,994 downloads
Comments (137)
My AddmusicKFF fork has support for the special pulse wave and has some enhanced compatibility with AddmusicM, and I have a prerelease 1.0.9 build that has some compatibility bugfixes as well (though it does not have the special pulse wave: that's only in my fork for now).
Thank you very much! I'll gladly check out your AdmusicKFF fork when I have the time, sounds awesome! I always thought the S-SMP could benefit from some sort of wavetable channel.
My AddmusicKFF fork has support for the special pulse wave and has some enhanced compatibility with AddmusicM, and I have a prerelease 1.0.9 build that has some compatibility bugfixes as well (though it does not have the special pulse wave: that's only in my fork for now).
It's supposed to be in the same folder as your ROM, yes. Paste all contents from inside the folder.
Would it work if I just put a shortcut to the app in the folder rather than all the files in the app's folder?
It's supposed to be in the same folder as your ROM, yes. Paste all contents from inside the folder.
It's probably on your end, not the tool's fault. Try another folder.
Your patch probably hijacks the same spot as one of AddmusicK's edits. You can check in the hijack map.
I never even finished 1 hack because I gave up too easily
ERROR: Couldn't not find "Mainloop_pos "
Press "ENTER" to continue...
I have no idea what is happening, I have checked and verified that everything is fine, and everything is fine and is keep coming out.
I have used the AMKGUI, but it did not insert anything... so I concluded that some AddmusicK files had been damaged... I downloaded otros again, I did everything like this in the README but I still gen this error, any help would be very appreciable, and I really don't know what to do With this problem...
Afterwards I noticed when Castle 1 is completed, during the castle destruction scene the game totally freezes for about 1 sec when the castle is halfway destroyed.
I played on to Castle 2 that has a slightly different destruction scene, yet the exact same 1 second freeze occurs at the exact destruction point of the castle, when it is halfway going down into the ground.(I didn't test any others)
It appears that it is linked to me using this tool so I reverted back until I learn more of why this is happening.
I don't need the castle cutscenes in my ROM but I am concerned in case there are other problems as well I don't know about that may affect the ROM down the line.
Does anyone know about this issue?
This is due to the fact that it takes the SNES (or emulator) some time to locate and load up the correct set of samples to use, especially if the sampled port you've inserted omits some of the vanilla samples. Or, if you mean that you're transitioning between two different sampled songs, it will definitely take some time to switch samples. This can also be observed at the end of levels in Casio Mario World, where Mario freezes for a second before grabbing the goal tape (that's when the right samples are loaded for the ending theme). It's not really an issue that's feasible to fix.
Afterwards I noticed when Castle 1 is completed, during the castle destruction scene the game totally freezes for about 1 sec when the castle is halfway destroyed.
I played on to Castle 2 that has a slightly different destruction scene, yet the exact same 1 second freeze occurs at the exact destruction point of the castle, when it is halfway going down into the ground.(I didn't test any others)
It appears that it is linked to me using this tool so I reverted back until I learn more of why this is happening.
I don't need the castle cutscenes in my ROM but I am concerned in case there are other problems as well I don't know about that may affect the ROM down the line.
Does anyone know about this issue?
There are 2 simple solutions to that issue.
1. Drag and drop your rom into the same folder as the executable you're trying to use and then type your rom name in the cmd window.
2. Drag and drop your rom into the cmd window. (Much simpler imo)
I did want to report a bug. Some of the songs on the site that are usually used as global songs have echo in them.
What happens for example is if you're playing a level that has music that has no echo, or has a lower echo buffer than the global song with said echo. Once the global song starts playing, there is a small pause when the global song plays which is sometimes accompanied with staticky/crackling noises.
Either that or if you are using a custom starman song that has echo in it, once you lose your star power and the regular level's music plays, the music will either majorly glitch or the music engine will crash, therefore causing the game to crash there or by the next time you exit a level. This doesn't happen when the level' echo buffer matches the same value as the one's with the global song.
Just wanted to inform you about this issue!
A good idea is to use the noise clock mute flag to pause the music instead of backup the echo volume and lowering the master volume.
You're right, that way is much better so I'll update the sfx (although it doesn't solve the issue when doing start+select quickly).
Edit: found out how to fix it, so thanks for reporting the issue.
A good idea is to use the noise clock mute flag to pause the music instead of backup the echo volume and lowering the master volume.
Now, that's perfect!
No, several programs are needed, PetiteMM, AddmusicK 1.0.7, Notepad and a MIDI are needed. For more information see the wakana tutorial.
is it the the main software or no
would help so much the problem with songs farting when time goes 099
due the use of vibrato
Edit: with farting i mean, it doesnt go fast when the tempo hike happen
I assume the solution is to just use the program via the command line?
(edit) Doing that only inserts the global songs and doesn't generate any SPCs, which I find exceedingly strange
i run the rom in an emulator, and when i go into the level. the musics gone!, how do i fix it?
Depois que eu coloquei as músicas usando esse programa, os leveis que deveriam ter eco do mario pulando e os efeitos dos sprits também não tem mais eco, os leveis que deveriam ter um efeito de caverna não tem mais.
Como eu faço para resolver esse poblema?
Como colocar o level com efeito de caverna?
Hello, I would like to know how to make the songs in the game have the effect of cave level, with echo?
After I put the songs using this program, the levels that should have echo of Mario jumping and the effects of the sprits also no longer echo, the levels that should have a cave effect has no more.
How do I solve this problem?
How to put the level with cave effect?
Hopefully I can get this to work with Lunar Magic 2.53...
(...I never got AddmusicM or K to work, as it always just adds blank music. But, I've always been
the absolute worst at troubleshooting! Ha ha ha. And yes, I'll try first, then look in the forums.
If all else fails, I'll just look it up on YT. I'd do that first but I'm to proud and stubb-
wait wait what am I blathering about on here lol who tf cares about this, this is the download section,
not the noob section, sorry guys
https://www.smwcentral.net/?p=viewthread&t=94957
I have a fork at https://github.com/jimbo1qaz/AddmusicK/tree/readme/doc with warnings about various bugs I encountered.
That being said, this tool is fantastic!
they are like cut off
every time i add music, it adds an ~ file type and obviously having a .smc~ is causing problems. there any known fixes?
If thou still have final technical boss issues, feel obrigado "free" to PM me with the pit port you're having problems with. Excellentiam magister Wakana from the peaceful lands called "e" will try help you out gladly!
Said options does exists, but you can't toggle it via AMKGUI or Addmusick, you need to change a define inside of asm/SNES/tweaks.asm
Just change it to !false and you'll be fine.
This tool still needs an option to keep using #4 for the jump SFX, though.
AMK2 when?
http://i.imgur.com/lUHetqG.png
I really, REALLY don't think this should be happening.
When you insert the music it inserts the sound effects as music.
error: 'class Music' has no member named 'spaceInfo'
error: 'class Music' has no member named 'pathlessSongName'