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AddMusicM: Getting Started

Clicky!

Note that this tutorial is made for people that already familiar with the previous versions of AddMusic. (Both Carol's and/or Romi's)
Wow...this is more complex than I thought it was. But nice job on the tutorial! I was a supporter of AddmusicM from the beginning (which seems odd when you consider that I don't port or compose with samples), so I'm thrilled that this is out. If I decide to do any of my hacks with samples, I should definitely use .brr files. I have to ask, though...what about the commands other than $F3? $F5, for example? You haven't messed with any of them, have you?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
Wow...this is more complex than I thought it was. But nice job on the tutorial! I was a supporter of AddmusicM from the beginning (which seems odd when you consider that I don't port or compose with samples), so I'm thrilled that this is out. If I decide to do any of my hacks with samples, I should definitely use .brr files. I have to ask, though...what about the commands other than $F3? $F5, for example? You haven't messed with any of them, have you?

No, actually. I probably should, and add it to the table at the very bottom of the page. ^^;
Okay. I notice you didn't put $F6 or $F7 in the table, though...hm. You know, since the $F5 command is followed by 8 bytes, it seems likely that each byte is for a different channel. Maybe each byte is the FIR filter strength of that channel? And I'm not sure what they mean by square wave ($F4 $04 and $FA $xx). Also, why didn't they mention $F9 anywhere? They couldn't just skip right from F8 to FA, could they?...and furthermore, a look into the source code confirms that $F9 does something; I just don't know what.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Thank you CrispyYoshi, this helped a lot, really. Actually, I tried to use AddmusicM a few days ago, but I thought it's my fault, that INIT.asm "crashes" the ROM. Well, I tried it again today, and it worked wonderfully. I just made a music test video with 3 beastly Japanese ports. :D
im having trouble getting the init to work right because nomatter what, mario still swims, what do i need to do?
I reordered the tutorial, and I polished up a few things as well. I might add a table of contents, as well as a layout later on to make it look nice, too.

As for you, omegazeroINFI, I can't really say anything other than keep trying different freespace slots. Also, check to see if you've expanded your rom, or exported/inserted graphics from Lunar Magic. (Yes, exporting/inserting graphics is effective for some reason. :P)


If you really have to know, though, I used a clean-turned-to-2MB rom, and patched at $7EC100.
Originally posted by CrispyYoshi
I reordered the tutorial, and I polished up a few things as well. I might add a table of contents, as well as a layout later on to make it look nice, too.

As for you, omegazeroINFI, I can't really say anything other than keep trying different freespace slots. Also, check to see if you've expanded your rom, or exported/inserted graphics from Lunar Magic. (Yes, exporting/inserting graphics is effective for some reason. :P)


If you really have to know, though, I used a clean-turned-to-2MB rom, and patched at $7EC100.


were in init.asm does it ask for freespace?
Originally posted by omegazeroINFI
were in init.asm does it ask for freespace?
lorom
header

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  ;
; addmusicM Ver0.94 ;
; INITpatch ;
; ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

!FreeRAM = $7EC100 ;$10バイト連続した空きRAMが必要
thats freeram, oh well, either way, it says that in mine, what should it be changed to then?
I noticed a thing about custom SFX with $1DFx, think you could try messing around with that?
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ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
ok, im even more lost, i tried using freespace were it said freeram and now the rom doesnt even open past nintendo.

wtf am i supposed to do, 7ec100 is a ram address im sure of that,
im getting sick of all the failiure
Errm.. why the hell would you change that to a freespace address. You shouldn't even need to edit that at all. You should be applying this stuff to a clean rom, no need to edit init.asm.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
im just following what crispy yoshis tutorial said, so i should put it on my rom before lunar magic and stuff?
Originally posted by omegazeroINFI
ok, im even more lost, i tried using freespace were it said freeram and now the rom doesnt even open past nintendo.

wtf am i supposed to do, 7ec100 is a ram address im sure of that,
im getting sick of all the failiure


Your rom doesnt open until music is ported with AddmusicM. Don't delete any of the files in the default brr and music folders. It is vital to success.
........i know that, but when i do insert, mario STILL swims
or the rom will break for good.
Open "INIT.asm" in a text document editor, and where it says "!FreeRAM = $XXXXXX", replace XXXXXX with a freespace location in the rom.

What the HELL are you thinking CrispyYoshi? (No offense).

I highly suggest removing that from your tutorial, no wonder people are getting confused. That makes no sense to do at all. I didn't know it was in there until now.

STA !FreeRAM+$0E ;This line from the patch should state how lolwtf doing what you said is.

You should never edit init.asm.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Originally posted by crispyyoshi
grab a copy of Lunar Expand. Select 16Mbit (2MB) [Or you can also go for another filesize, just as long as it's over 2MB] and apply this to our rom. Now let's patch "INIT.asm"


heres issue 1 with your tutorial. your telling us to patch init.asm now.

Originally posted by crispyyoshi
Alright! Now we got our rom patched! The next thing we want to do is insert the default music to see if we patched it correctly.


this is another issue, doing this will make mario swim if it did work right.

you told people to patch the rom then insert music,
this will screw with peoples minds, i learned this when on a wim i decided to insert init.asm again on the same rom i had a swimming mario with,

the first bit were expanding yoru rom was right, but were it started going wrong was inserting init.asm, you have to insert the music first, nothing will happen to the rom, it will play properly,
THEN you insert init.asm then it works properly, you told us things to do backwards then added the freespace in freeram crap
Not quite, because in the video tutorial I just made I inserted INIT first. What's really happening is that you're accidently letting LM save some routines in the spots it normally does (including bank $0F) and then installing INIT.asm which patches to bank $0F.

So you probably deleted some LM routines but I'm not sure. I really dunno why it's happening or how that works really.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
How does the $F3 command work with percussion? Since percussion instruments must be redefined every note, do you have to reapply $F3 before every note as well?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.