Originally posted by Gamma V
I thought the problem was only with Cave Drums. I'm assuming it may happen with the water level music too since I believe that uses an echo. My hack uses vanilla music for one submap, haunted areas, boss battles, a level in Pipe City, Gaddly's Hut, and all but the last castle. It got accepted, but I just finished doing another revision. I was never able to test in BSNES because my computer is too dated to run it, but the vanilla music I used didn't break in SNES9X 1.53, which is, I believe, the second most accurate emulator.
Well, technically only music with echo will break intrinsically, but any music will break if a sound effect plays that that uses echo (Chuck clap/bubble pop or a yoshi fireball for instance).
Originally posted by KilloZapit
Of course you could also set a reasonable default value for custom music instead of relying on the header, but obviously that's just crazy talk. Fixing bugs instead of working around them? Who does that?
Uh huh, and your proposed solution is? Hijack music upload area and change the position of the echo buffer depending on whether it's OW or level music? Ooh, sorry, but I already filled up all the freeRAM in the SPC, the only thing left to do is to cut into the sound effect space, which I have done but too much more and having a sound effect insertion command would pretty much be useless. It also would require some way to tell if music is OW or level music, which would mean hijacking everywhere the music is uploaded to use another SPC port. Maybe we could just intrinsically add the fixes during insertion? Oh, but that forces an extra 9, useless bytes into anybody who uses a custom echo buffer's music. Believe it or not, I really did
think this through.
I've told you before, fixing these bugs would require an entire rewrite of addmusic (i.e. a new tool), and I have neither the time nor willpower to do something like that, though it would be great if someone would.