Banner
Views: 844,750,214
Time:
10 users online: Fern4nDitto, Infinity,  JamesD28, kebabchilla, LOLRyan2006 the Goombud, Nirv, OEO6,  Telinc1, The_Uber_Camper, WhiteYoshiEgg - Guests: 35 - Bots: 81 Users: 46,453 (2,758 active)
Latest: niandra
Tip: You can edit the properties of the original sprites using Tweaker.Not logged in.
AddmusicK Beta Release Thread
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - AddmusicK Beta Release Thread
Pages: « 1 2 3 417 18 » Thread Closed
First off, I want to avoid commotion, so this IS compatible with virtually every song that currently exists out there. Just so we're clear.

Okay.

I'll skip the boring stuff of how this came to exist and just get to the details. This is a new Addmusic that's built like and as stable as AM 4.05, but with the features of AddmusicM. It is 100% compatible with ZSNES, bsnes, and SNES9X, and should hold an extremely high degree of compatibility with all existing songs. You may download the beta here. This is NOT the most recent version! The most recent version--the final version--will be released later tonight.

So, while keeping compatible with all the NSPC commands you already know, here are some other things you can do:

  • Define custom instruments within a song, which can be accessed with @30+
  • Define which samples your song uses within the song's text file itself, so no more needing an external tool like Sample Tool or an external file like blist.txt.
  • The main SPC program is compiled completely from scratch, so if there's a feature missing, you can request it and it can easily be added.
  • Fixed tremolo command.
  • Custom sound effects (and the ability to modify existing sound effects).
  • Extremely high echo buffers. Using the default SMW samples you can easily get up to $0C.
  • The AM 4.05 header is no longer required, nor is the short silence before a song starts.
  • Support for both .brr and .bnk, though .brrs are more highly recommended since there's no limit on their use.
  • Up to 256 samples per song.
  • Various new commands (manipulate GAIN, pitch modulation, etc.)
  • The jump and girder sound effects are moved to channel #6.
  • $EE, $E4, and $ED $81 no longer change the pitch of sound effects.
  • ADSR can be used on sound effect channels without issue.


And, once again, you don't need to use any of these when porting if you don't want to. They are completely optional.

My goal when making this, aside from compatibility with both songs and emulators, was to ensure that it was as easy to use as possible for both music porters and hack designers. All you need to do to use this tool to insert music is add the song you want to Addmusic_list.txt, run AddmusicK.exe, and then type in your ROM name. Or use AddmusicK GUI which puts all that into one step. No more fiddling around with more than one tool or figuring out which samples go where in blist.txt or copying cmd.exe everywhere.

I'm currently working on making the tool compatible with hacks that already have AM 4.05 or AMM installed on them. Right now it can detect if you have used AM 4.05 or Sample Tool on the ROM and get it into working order so that it doesn't crash, but it does not delete their data yet, wasting a fair about of space. I hope to fix this before an official release if I can figure out where they store said data. In an ideal scenario, all that would be required to jump from an older Addmusic to this would be, well, nothing at all except for running this program exactly as you always would.

So...yeah. I think that's it. I would greatly appreciate comments, constructive criticisms, and, most importantly, bug reports, if you happen to find any. Just read the readme for instructions and maybe run a few songs through it to see if anything goes awry. I'm not releasing this tool officially until as many people as possible are satisfied with it.
I should get a new layout.

Probably won't, though.
Wait, what? This thing is beta only because it doesn't have compatibility with other addmusics?

If so, then this is in theory the best addmusic in existance.

Let me try the beta and I'll continue with my speech.

EDIT: my speech has been stopped.

According to the readme, the addmusic should generate a .msc file, which it doesn't. Instead, 4 0s appear at the top left the the status bar, overlapping the "MARIO" text.
shit shit shit shit shit SHIIIIIIIIIIIIIIIT
Amazing! #smw{O_O}
Looking forward for the final release #smw{^_^}

Eyegasm and Eargasm is ON
Whoa... this was completely unexpected, I almost died reading the features, it's just... amazing...!

One question though, does this support all the addmusic405 and addmusicM specific commands? Or some of them were deleted?

Edit: Whoops, nevermind #smw{^_^;}
Originally posted by Dakress
According to the readme, the addmusic should generate a .msc file, which it doesn't.


Shoot, I forgot to enable that.

Originally posted by Dakress
Instead, 4 0s appear at the top left the the status bar, overlapping the "MARIO" text.


Shoot, I forgot to disable that.

Both things should be working now.
I should get a new layout.

Probably won't, though.
Ho-ly-crap, this is the best thing I've seen this year. I never saw it coming. Custom instruments through @30+? Two friggin hundred and fifty six samples per song? Storing ADSR to ARAM automatically?! High echo buffers?!? FIXED TREMOLO?!?!???!??!?!??!!!?

Kipernal, you're my god now, literally. I'll make a new religion called kipernalism.
Yeah, with Addmusic 5 more or less out of the running, this will definitely be the music insertion tool of the future. There's really no reason to use either Addmusic 4.05 or AddmusicM at this point (at least, there won't be once AddmusicK has a full release and acceptance into the tools section). About the one thing I wanted to see included was defines for the sound effect channels so that we could move them to whichever channels we wanted (say, #6 and #7 instead of #4 and #6). I'll probably do that myself once the tool is released, though.

Now if I could only get split700 to work properly...
Hmm... I tried inserting Dominator's Dialga and Palkia's theme port but it didn't work, the program says that the echo buffer was too big to fit in ARAM, I deleted the echo line and the music inserted fine but it didn't play in the game, I'm missing something?

Here's the txt file.

Also, what I need to do so the music's name displays on Lunar Magic? The ";title=" thing doesn't work apparently.

And my last question, it's channel #7 disabled by default or I need something else for that?
Originally posted by Masterlink
Hmm... I tried inserting Dominator's Dialga and Palkia's theme port but it didn't work, the program says that the echo buffer was too big to fit in ARAM, I deleted the echo line and the music inserted fine but it didn't play in the game, I'm missing something?

Here's the txt file.


Well, it means that the size of the song, samples, program data, and required ARAM buffer couldn't all fit into ARAM. The solution (in this case) is to decrease the buffer size. I'd be willing to guess that if you were to put that song into AMM and play it on bsnes that the echo buffer would overwrite the sample data and sound glitchy.

Originally posted by Masterlink
Also, what I need to do so the music's name displays on Lunar Magic? The ";title=" thing doesn't work apparently.


It's working just fine for me. Is it not working for that song that you posted, or for all songs?

Originally posted by Masterlink
And my last question, it's channel #7 disabled by default or I need something else for that?


By default, channel #7 is now free of sound effects.
I should get a new layout.

Probably won't, though.
I tried using AddmusicK GUI, and it says it can't find Addmusic_list.txt, even though it is in the same folder. However, the command line version will find it just fine. If it matters, the ROM wasn't in the same folder as the executables.

--------------------
Originally posted by Kipernal
Well, it means that the size of the song, samples, program data, and required ARAM buffer couldn't all fit into ARAM. The solution (in this case) is to decrease the buffer size. I'd be willing to guess that if you were to put that song into AMM and play it on bsnes that the echo buffer would overwrite the sample data and sound glitchy.


And how I do that? I don't know anything about the buffer thing :/

Originally posted by Kipernal
It's working just fine for me. Is it not working for that song that you posted, or for all songs?


All the songs, even the originals shows with its number and a 1.



Originally posted by Kipernal
By default, channel #7 is now free of sound effects.


Amazing, thanks.

Edit: Okay, this is odd. I used an unsampled port and the tool inserts it fine but the music won't work on the game, instead of playing my music, plays the original music (in my case, Here we go).

Any clues on what's happening?
Originally posted by ShadowFan-X
I tried using AddmusicK GUI, and it says it can't find Addmusic_list.txt, even though it is in the same folder. However, the command line version will find it just fine. If it matters, the ROM wasn't in the same folder as the executables.


That's odd. Try the newest version, see if that works.

Originally posted by Masterlink
And how I do that? I don't know anything about the buffer thing :/


Find the $F1 command (should look like $F1 $XX $YY $ZZ) and decrease $XX until it works correctly.

Originally posted by Masterlink
All the songs, even the originals shows with its number and a 1.


Ah, I see. It should be fixed now, thanks for reporting that.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Find the $F1 command (should look like $F1 $XX $YY $ZZ) and decrease $XX until it works correctly.


Even with 01 I get the error but eh, it's not a problem right now, just this one:

Originally posted by Me
Okay, this is odd. I used an unsampled port and the tool inserts it fine but the music won't work on the game, instead of playing my music, plays the original music (in my case, Here we go).

Any clues on what's happening?


Also, sorry if I'm asking too much.
Originally posted by Masterlink
Even with 01 I get the error but eh, it's not a problem right now, just this one:


Chances are the samples you're using are really huge, then. :P

Originally posted by Masterlink
Originally posted by Me
Okay, this is odd. I used an unsampled port and the tool inserts it fine but the music won't work on the game, instead of playing my music, plays the original music (in my case, Here we go).

Any clues on what's happening?


Also, sorry if I'm asking too much.


Sorry, I guess I missed that. But...um...it seems like Lunar Magic isn't installing its music hijack in the level loading routine. Like, I ran it through the debugger, and it just loads the standard level music no matter what you set in Lunar Magic. I don't know how I missed this, but until I get it sorted out, test songs by replacing the default SMW ones I suppose.

And no, you're not asking too much at all. I want to find glitches like these before release, so it's better to ask these questions now when it's extremely easy to change everything.
I should get a new layout.

Probably won't, though.
with every release, you turn me 1 step closer from hetero to homo, i love you for this.

you make me feel like this guy down here.


@Maxodex may i join?
Originally posted by Kipernal
Chances are the samples you're using are really huge, then. :P


Probably, they're high quality samples.

Originally posted by Kipernal
And no, you're not asking too much at all. I want to find glitches like these before release, so it's better to ask these questions now when it's extremely easy to change everything.


Well that's good, I was worried that I was being annoying. Heh.

Now that I can test songs by replacing the original music I have another problem; The h command gets ignored, I needed to use $ed $81 $xx to tune all the samples correctly.

And... another question, it's intentional that all the SFX doesn't get affected by the echo?
Originally posted by Masterlink
Now that I can test songs by replacing the original music I have another problem; The h command gets ignored, I needed to use $ed $81 $xx to tune all the samples correctly.


That's odd. It's working for me in the default SMW music (like for Piano.txt). Is this for the same file you showed me before?

Originally posted by Masterlink
And... another question, it's intentional that all the SFX doesn't get affected by the echo?


Yes. This is so that, for example, if you have a sky theme that uses heavy echo, Mario's jumps won't sound echoey in wide open areas like that. If you want to force echo for sound effects, put "LDA #$07 : STA $1DFA" in Level Init. This will make it so that, even if the channel a sound effect is currently playing on doesn't normally echo, it be forced to while a sound effect is playing on it (the song must have some echo for it to work, however).


Also, for those who didn't know whenever I update, you can just redownload from the link in the first post.


EDIT: And the Lunar Magic issue should be fixed now. Did you know Lunar Magic inserts a custom object into the level whose sole purpose is to play the music that you specify? I sure didn't.
I should get a new layout.

Probably won't, though.
By the way, why don't you include the optimized versions of all the original samples? Using those would cut the space needed for them in half.
Originally posted by Kipernal
That's odd. It's working for me in the default SMW music (like for Piano.txt). Is this for the same file you showed me before?


Yes, it's the same port (if you're curious, this is how it sounds and this is how it's supposed to sound).

Originally posted by Kipernal
Yes. This is so that, for example, if you have a sky theme that uses heavy echo, Mario's jumps won't sound echoey in wide open areas like that. If you want to force echo for sound effects, put "LDA #$07 : STA $1DFA" in Level Init. This will make it so that, even if the channel a sound effect is currently playing on doesn't normally echo, it be forced to while a sound effect is playing on it (the song must have some echo for it to work, however).


Aha, thanks!

That's the last question for now, thanks for your help. I'm going to use all the features to see if they're more bugs to post them here :P
Pages: « 1 2 3 417 18 » Thread Closed
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - AddmusicK Beta Release Thread

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy