I should probably note right off the back that if you're not familiar with older addmusic programs, then you should probably avoid this one for now. It's pretty complicated.
With permission from homing, the creator, I'm going to link this here. (note to homing: if for some reason you want me to take this down, please let me know at any time.)
Link.
Most of the folks on #lolmusic from yesterday already know about this, but it is basically the next level of addmusic which seems to do quite a lot more than the previous version. I spent most of last night trying to figure it out, as well as talking to smkdan, so I have quite a bit of information to share for those who are interested in using this.
First off, you'll need to download ActivePerl to use this, as it's a .pl file. Upon getting that installed, it looks like you need to expand your ROM to 2 MB and then patch the included INIT.asm file. Upon doing that, run addmusic in Command Prompt and type the following:
followed by your ROM name. list.txt contains all of the track names, and works similar to the old addmusic.ini in Romi's addmusic.
A newer feature with this one is the insertion of .brr files, which are .. well .. single samples converted from WAVs. They are inserted via "blist.txt", and using the command:
followed by your ROM name, and then -b. These .brr files appear to be accessed with a new N-SPC command: $F3 $XX $YY, where $XX is the sample number and $YY is the tuning pitch. For instance:
which would load an ADSRed sample 23. For sample porters, this is a blessing, as you no longer need to overwrite old samples.
At this point, this is about the extent of what I know. Since I don't speak Japanese, and most online translators are pretty awful, I've been scrounging for more details on this. In addition to $F3, here are some new features with this addmusic.
-The Yoshi drum channel can finally be enabled/disabled with $F4 $XX (confirm?).
-It looks like SMW's original music now takes up song slots 00 - 2B or so, which allows 2C - FF to be used for custom tracks.
-Although I haven't figured this one out, there is a new method used for ADSR which prevents the SFX channel from cutting out the ADSR:
-Looks like FIR (echo enhancing) is available in this version as well, but there is no documentation on it yet besides:
-There are a few others as well ($F8, $E8, etc.), but I'm not entirely sure how to use those yet.
If you're curious to know just how powerful this is .. well .. the folks over on the Japanese sites have made ports such as:
Kirby 64: Shiver Star Stage 1
and
Pokemon D/P: Galactic Boss Cyrus
with it. Kudos.
Well .. that is about it, I suppose.
With permission from homing, the creator, I'm going to link this here. (note to homing: if for some reason you want me to take this down, please let me know at any time.)
Link.
Most of the folks on #lolmusic from yesterday already know about this, but it is basically the next level of addmusic which seems to do quite a lot more than the previous version. I spent most of last night trying to figure it out, as well as talking to smkdan, so I have quite a bit of information to share for those who are interested in using this.
First off, you'll need to download ActivePerl to use this, as it's a .pl file. Upon getting that installed, it looks like you need to expand your ROM to 2 MB and then patch the included INIT.asm file. Upon doing that, run addmusic in Command Prompt and type the following:
Code
addmusicM.pl -l list.txt
followed by your ROM name. list.txt contains all of the track names, and works similar to the old addmusic.ini in Romi's addmusic.
A newer feature with this one is the insertion of .brr files, which are .. well .. single samples converted from WAVs. They are inserted via "blist.txt", and using the command:
Code
addmusicM.pl -b blist.txt
followed by your ROM name, and then -b. These .brr files appear to be accessed with a new N-SPC command: $F3 $XX $YY, where $XX is the sample number and $YY is the tuning pitch. For instance:
Code
@0 $F3 $23 $04 $ED $7F $ED
which would load an ADSRed sample 23. For sample porters, this is a blessing, as you no longer need to overwrite old samples.
At this point, this is about the extent of what I know. Since I don't speak Japanese, and most online translators are pretty awful, I've been scrounging for more details on this. In addition to $F3, here are some new features with this addmusic.
-The Yoshi drum channel can finally be enabled/disabled with $F4 $XX (confirm?).
-It looks like SMW's original music now takes up song slots 00 - 2B or so, which allows 2C - FF to be used for custom tracks.
-Although I haven't figured this one out, there is a new method used for ADSR which prevents the SFX channel from cutting out the ADSR:
Code
where n = channel #$F6 $XX $n5 $F6 $YY $n6
-Looks like FIR (echo enhancing) is available in this version as well, but there is no documentation on it yet besides:
Code
$F5 $XX $XX $XX $XX $XX $XX $XX $XX
-There are a few others as well ($F8, $E8, etc.), but I'm not entirely sure how to use those yet.
If you're curious to know just how powerful this is .. well .. the folks over on the Japanese sites have made ports such as:
Kirby 64: Shiver Star Stage 1
and
Pokemon D/P: Galactic Boss Cyrus
with it. Kudos.
Well .. that is about it, I suppose.