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Custom music and normal music=no
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Custom music and normal music=no
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I inserted custom msuic with HuFlungDU's addmusic gave it a test in BSNES. It works, but if I go in a section with regular SMW music, then the rest of the sound in game screws up for no reason. Only in this emulator it happens.
The same thing happens with other different songs inserted in the game.
Optional question: Why does the beginning of the song always produces an awkward sound effect, before the actual music plays?

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Putting my YI hack on hold.
it makes that noise because it has echo, to avoid that, you need to make the game play a silenced note for a certain time then restore the volume and it will be good to go.
You can't use vanilla music with custom music. I made this pretty clear in the readme. It was also a bug in Romi's addmusic, just no one noticed since their music broke anyways on the snes.
Well, can always also report the regular music into custom music so it can be used with HFD's addmusic on BSNES/SNES

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Living life takes forever
You could like, you know, patch where the old music sets the echo buffer. 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? :P

Maybe I should shut up and do it myself if it's so easy. Nah, too lazy.

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Your layout has been removed.
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.

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"You painted my paint job! PREPARE FOR SURGERY!"
- Knockout ~ Transformers Prime "TMI"
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.
Originally posted by HuFlungDu
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.


Would it make you happy if someone, say, went in and stripped all the rom modification stuff out of addmusic and just had it convert it to binary files that you could insert with xkas? Because that's about the extent that I feel addmusic actually effects things. Are you saying we need a totally new mml parser? Because I don't think we do. And every thing else is adjusting where stuff gets inserted.

The tricky part is the ASM side. How the spc uploads work, how more.bin enters into it, where echo buffers are put, blah blah blah. That's the stuff that really confuses me and you seem to have figured it out more or less. Am I wrong?

So what do you need addmusic to do that it is failing at now?
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