So I need a suggestion: I want to make the syntax for the $E6 loop more natural (i.e. not need an actual hex command just for a simple loop). The problem is that I can't implement it just by reusing the [ ] command because of various complications (mostly with the * and label loops). So I want someone to suggest an alternate syntax that would specify an $E6 loop; what would you guys suggest?
Originally posted by Vitor VilelaI'm pretty sure that this is SPC-700 slowdown. This song have lot of pXX,XX / vibrato commands. Huh, if it slowdowns on normal playing, it should be a chaos then the time is < 100 (aka time is running out). Maybe AMK's engine needs a little optimization?
I haven't touched any vibrato-related code, so if there's any optimization to do it would be to the original code. And I have no clue how the vibrato routines work, to be perfectly honest...
Originally posted by ShadowFan-XFound another bug. When you hit a P-switch and then get a starman (in that order), then when the P-switch runs out, the invincibility music will stop, and the normal music will start playing. When the starman runs out, it will switch to the P-switch music.
Man, I hate it when old bugs just keep reappearing and don't die. Thanks; I'll look into it.
Originally posted by cheat-master30Not a problem with AddMusic K itself, but if anyone wants another patch that needs fixing, it's the sprite status bar. That one seems to crash the game when applied too.
I assume it changes the same sort of code that layer 3 exgfx does.
I'm not getting any issues with that patch. Could you give me any more information?
Originally posted by imameliaOkay, there's a bit of a problem with defines...not so much a bug as a design flaw. If you use #if or the like to skip over a section of data, and there is an error in the text file that wasn't in the skipped part, the line number it shows the error on doesn't count the skipped part, making it hard to tell where the error is.
Thank you; that's been fixed.
Originally posted by imameliaActually, on the subject of defines, would it be feasible to make a case system for them? Something like this:
*code*
I don't know what the best syntax for it would be (there's probably a better way than my example), but you get the idea: You use the #switch command, and it will assemble the data defined by a list of label pairs in the corresponding case statement.
I'm not sure I see the point, to be honest. That could be done just as well with a series of #ifs.
Originally posted by RuberjigAnd two glitches I found:
1. Pressing Start and unpausing the game, causes the songs to stop playing.
I'm going to guess that you didn't copy over Addmusic_sound effects.txt. Replace your version with the one in the zip file.
Originally posted by Ruberjig2. I used songs, such as "Terra Diver - Ota City Sky Stage1" and getting hit by an enemy causes songs to stop playing due to SFX.
Again, I'm not getting any errors like that. Could you give me some more details?