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AddmusicK Beta Release Thread

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Can you fix a bug (present in addmusic405 as well) where a percusion instrument it's replaced with @0 (or other instrument of an sfx that plays in that channel) if isn't defined every note?

Here's what I mean:

SPC

Also, just to mention, I can't define an instrument for every note in that part or else its pitch will return to normal and that's not what I want.
Echo buffer exceeded total space in ARAM by 0x1900 bytes.

It keeps popping up after I insert Twinbee Yahoo! - Stage 1.
WWhat I do?
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**Layout by Erik557


Originally posted by Ripperon-X
Looks like the TwinBee Yahoo - Flight stage 1 song doesn't work. I get this:


I'm not getting any errors like that. Are you sure you typed in the #samples command correctly?

Originally posted by DiscoMan
There's a bug in Layer 3 ExGFX that I overlook and it could cause strange behavior of OW graphics when AddmusicK is used after patching the ExGFX Layer 3 patch.


Oh, jeez, why'd the Layer 3 ExGFX patch have to hijack that routine? I guess I'll have to contact Roy and see if he can move it.

Originally posted by Masterlink
Can you fix a bug (present in addmusic405 as well) where a percusion instrument it's replaced with @0 (or other instrument of an sfx that plays in that channel) if isn't defined every note?


I unfortunately can't, just by virtue of how the NSPC's percussion instruments are set up. Their instrument data defines the pitch that they use, so while I could make it so that they are restored properly on SFX channels, they would always return to their default pitch upon doing so.

Originally posted by Ruberjig
Echo buffer exceeded total space in ARAM by 0x1900 bytes.

It keeps popping up after I insert Twinbee Yahoo! - Stage 1.
WWhat I do?


It tells you exactly what to do in the readme:

Quote
If you get an error along the lines of everything not fitting into ARAM, then there are four possible solutions. The first is to replace "#default" with "#minimal" or "#minimal" with "#tiny", if applicable. This is the ideal solution. If that fails, see if you can find something that looks like "$F1 $XX $YY $ZZ", where XX YY and ZZ are numbers. Decrease $XX until you don't get any more errors. If all that still fails, then this song is simply too big for your hack (though ideally this should never happen). In this worst-case scenario, you'll have to make some local songs global (see below) or delete some sound effects.


Originally posted by mario90
I've noticed that when the rom is 4MB it will always take up space starting with bank 20. Could you possibly make that definable where it begins? Like for example, if I wanted it to start at $178000, I could put that in one of the ASM files (or you could make it a command line or something)


First off, I am so sorry that I forgot to answer this when you actually asked it...I don't really have an excuse for that. The proper answer is that such an option sort of already exists; you can use -b as a command line option to force the program to attempt to save the music and sample data below bank $40. I'm not sure why you'd need more precision than that, to be honest.

Originally posted by cheat-master30
Edit: Also, this song doesn't work for whatever reason:

http://koopa.es.land.to/music/files/hiath.zip

Says something about unrecognised hex commands.


Gah, I somehow never got to your question either; sorry about that. To answer your question...I'm pretty sure I already addressed what was wrong with that song somewhere in the thread before, but I can't find where and clearly I seem to be forgetting all sorts of things lately. It's a problem with the song itself, not the tool. It has invalid values for ADSR and needs to be fixed manually.

Originally posted by Ripperon-X
Also: Not sure if your tool did this, but basically, when Mario enters the OW, a really black bold border appears on the left side of the OW border, when Mario enters a level. To trigger this glitch, go to the Main OW, enter a level, exit it and go back to the submap and enter a level.


I just confirmed that it's not my tool doing that; I don't know what it is.
I should get a new layout.

Probably won't, though.
There's a flaw with the new $E5(tremolo) command and backwards compatibility. The old, broken, $E5 used to be $E5 $delay+speed $nothing $amplitude. Because the new one is $E5 $delay $speed $amplitude, songs with $E5 will have a different output if it's done in this order.
Because reversing the order would probably create confusion, you could create some sort of backwards compatibility command that'd output the $E5 command as it used to be. Some people might have put junk in the second value, so I think that the best way to solve it is to copy the first value to the second value. Which could be done before inserting the song by AddMusic. (just like tuning[x]=y)
If I'd have:
$E5 $0A $7F $20
It'd be converted to:
$E5 $0A $0A $20
This way, it'd output the same as it used to be.
I hope this won't be too much of a hassle to do, but it's just a suggestion.
I was wondering if you could find a way to fix the $EA command, which has always been weird for some bogus reason I don't know. What I'm talking about is that sometimes when it is used, vibrato just waits forever before coming in, thus resulting in no vibrato at all. I've got a way to recreate that:

Originally posted by random.txt
$DE $30 $0C $3C $EA $48 c1^1

(ignore lack of everything, that's enough for it to trigger)
Also, the Layer 3 Customizer patch has the Layer 3 ExGFX patch included, so it will need to be fixed as well. Which hijack conflicts?

----------------

I'm working on a hack! Check it out here.
In the Twinbee Yahoo - Stage 1 song after 6 second in the sogn, there's an odd sound effect that's played for 2 seconds on the 4th channel.
Originally posted by imamelia
Also, the Layer 3 Customizer patch has the Layer 3 ExGFX patch included, so it will need to be fixed as well. Which hijack conflicts?


This hijack:

Code
org $00A0B3
JSL Label1
NOP
NOP


It conflicts with one hijack done by tweaks.asm
Originally posted by Torchkas
There's a flaw with the new $E5(tremolo) command and backwards compatibility. The old, broken, $E5 used to be $E5 $delay+speed $nothing $amplitude. Because the new one is $E5 $delay $speed $amplitude, songs with $E5 will have a different output if it's done in this order.


I'm aware of the issue. Kieran did me a favor and wrote a script that notified me of all songs that use tremolo, and I've fixed them all manually (there's only about a dozen or so in the music section). When the tool is properly released I'll submit the fixes.

Originally posted by Lui37
I was wondering if you could find a way to fix the $EA command, which has always been weird for some bogus reason I don't know. What I'm talking about is that sometimes when it is used, vibrato just waits forever before coming in, thus resulting in no vibrato at all. I've got a way to recreate that:

Originally posted by random.txt
$DE $30 $0C $3C $EA $48 c1^1

(ignore lack of everything, that's enough for it to trigger)


How does that command work, exactly? As in, what part of the vibrato does it fade? It might not be a glitch, it might just be that you can't use it directly after a vibrato command because they end up conflicting with one another (sort of like how you can't "overlap" the $DD command).

Originally posted by Ripperon-X
In the Twinbee Yahoo - Stage 1 song after 6 second in the sogn, there's an odd sound effect that's played for 2 seconds on the 4th channel.


That's because #tiny doesn't include the orchestra hit sample, which that song uses around that point. You're forced at this point to bump up to #minimal and decrease the echo buffer.

Originally posted by DiscoMan
This hijack:

Code
org $00A0B3
JSL Label1
NOP
NOP


It conflicts with one hijack done by tweaks.asm


Specifically, at the end of that hijack it restores what it overwrote...which is a JSR to a routine that uploads the overworld music bank. The code that it ends up jumping to doesn't exist any more, and it its place is god knows what (probably some part of the modified SPC upload routine).

tl;dr I'm afraid I can't do anything about this on my end.
I should get a new layout.

Probably won't, though.
I noted it though that after using the Addmusic, for some reason LM reports 513 bytes of Unprotected Used Space.

As for the patches, well, I got a bug report of my dsx "K" compatible version that is crashing when a dynamic sprite is used, well it's because I forgot to re-set the SEP #$30... The pack is reuploaded, just click in this link.
The SA-1 version isn't working. It crashes altogether, not even making it as far as the Nintendo Presents logo.

Also, Asar doesn't like spaces around the bitwise OR operator:
Code
!SFX1DF9Mir = 	$1DF9 | !SA1Addr2

GradientToolLevelMusic UtilitySM64 Clean ROM verifierHQX VirtualDub FilterImoSPC2 (Alpha)Music Section SPC PlayerEmbeddable SPC Player for SMWCYouTube EmbedderJSRomcleanJS Address ConverterLazyHDMA
It seems this tool doesn't like being used after a bunch of other resources are used, I used it after I inserted sprites, blocks, graphics and levels first and it just crashes when the ROM is loaded.

It doesn't do this if used first, but then it screws up sprites and asm by using too much space and shoving code into later ROM banks.

Edit: And it's not a case of too little space. I tested AddMusic 4 on the same game with the same songs, and it works perfectly.

Edit2: I used the music prior to level and gfx insertion and it seems to work, but it looks like something's not coded quite right in the tool if it can crash games.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by ShadowFan-X
The SA-1 version isn't working. It crashes altogether, not even making it as far as the Nintendo Presents logo.

Also, Asar doesn't like spaces around the bitwise OR operator:
Code
!SFX1DF9Mir = 	$1DF9 | !SA1Addr2


I already sended a fixed version to Kipernal, compatible with lastest version. Now just wait for full implementation or just use this.
GitHub - Twitter - YouTube - SnesLab Discord
Also, it seems there's a problem with sound effects, namely it mixes the order up for some reason.

Same with certain default pieces of music, it seems to play something like the P Switch music when a boss is defeated.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Also....

After the 100 second timer effect, the songs speeds up, but the tempo never returns to normal when you die and return to the overworld and/ or level.

Originally posted by cheat-master30
Same with certain default pieces of music, it seems to play something like the P Switch music when a boss is defeated.


It hasn't done that to me. I am not sure if you did this, I don't think the songs given were supposed to be in that exact number. Like '10 Piano', it says '10', but according to Lunar Magic, it is actually '01'. I could be wrong..
I do art commissions cheap! PM here or DM via Discord for more details.

**Layout by Erik557


Originally posted by Kipernal
How does that command work, exactly? As in, what part of the vibrato does it fade? It might not be a glitch, it might just be that you can't use it directly after a vibrato command because they end up conflicting with one another (sort of like how you can't "overlap" the $DD command).

The $EA $XX command is supposed to fade the amplitude from $00 to the value set by the $DE command, starting from when the vibrato fires (aka after the delay) for a duration of $XX (note lenghts and stuff).
Also turns out it doesn't kill vibrato if I put it before the actual $DE vibrato... but I think it's actually supposed to go after the $DE, because the fade is non-existant in that case (aka $EA $48 $DE $30 $0C $3C c1^1), while it's quite noticeable here ($DE $18 $08 $60 $EA $30 c1^1).
So, what's the current bug list? This thread has died down a bit, and it seems like AddmusicK is almost ready for a release.

----------------

I'm working on a hack! Check it out here.
I found a solution for the SPC Stall when using the wait_replace+FastROM setting, just increase the NOPs at the patch.asm from NOP #6 to NOP #8.

It's because the combination wait_replace+FastROM was too fast for the Addmusic to pick up the pace, so the SPC engine won't have time to upload data thus crashing the SPC.
Having [[ in a in a loop makes AMK infinitely spam an error.
________________________________________________________
Mario the Gaul
"smw" is apparently a different rom than "smw.smc". It would be great if "smw" meant the same thing as "smw.smc"
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