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AddmusicK Beta Release Thread

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Originally posted by Torchkas
However, you could compensate the loudness ports would get by saying that w actually changes the MAIN-volume to compensate with that.


Just to be clear, by main you mean the global, DSP-controlled volume, right? That's what I'm going to be assuming.

Originally posted by Torchkas
So for example, w255 will be a MAIN-volume of 3F which will make the song half as loud so 4C will sound identical to 26. Instead, w510 (or something) will be the full MAIN-volume so 4C actually equals 4C.


I've considered that, but see below.

Originally posted by Torchkas
For songs that don't have a w, just automatically include w255 (you should give a warning though).


I really want to avoid things that would throw errors in a rather large number of songs if I can at all help it. People would be wondering left and right why their songs are throwing warnings, even if they are just warnings (like the checksum errors in ZSNES, for example).

Also, the default volume is actually 192, not 255.

Originally posted by Torchkas
I don't know if the MAIN-volume also affects the SFX, if it does, the story will probably be over...


It does. From the DSP's point of view, there is literally no difference between music and sound effects. The global volume also affects echo feedback in some way that I'm not completely sure of yet.
I should get a new layout.

Probably won't, though.
OH. MAN.

This is exactly what I need! An Addmusic for those who can't decide which one to use. AM4.5 has the most songs and can insert custom SFX, but AMM has the best quality and, more importantly, can change song mid-level, which is essential to those who don't want to use a door to go to the boss (AKA me).

Yours fixes the flaws of both and can use songs from all Addmusics. You can't start to understand how excited I am now! Sure, I'll have to make the boss song global (which means that I can't use samples on them), but otherwise this is amazing!

I can't really test it right now, but I'll definitely give it a try later.
Originally posted by Kipernal
That doesn't seem to be happening with me. This might be a stupid question, but you are remembering to change which song the level uses as well, right? If you try to play a song that doesn't exist, the game will crash.


I don't mind you asking that. Its safe to be thorough when trying to fix glitches. But let me break this down a little more.

I have "Beware the Forest's Mushrooms" in slot 5D in Addmusic_list.txt (Lunar Magic is set to play this song as well). It does not work at all while in this slot and just freezes at the Mario Start screen.

Now, I put the song as 20, but also leave it as 5D. So for reference, Addmusic_list now looks like this:

Originally posted by Addmusic_list.txt
Code
20 Beware the Forest's Mushrooms.txt
...
...
...
5D Beware the Forest's Mushrooms.txt


Now that I have it in slot 20, it works. If I set Lunar Magic to play either 20 or 5D, the song will play without problems. Now, if I took it out of 20 and left it as 5D again, it goes back to freezing at the Mario start screen.

This isn't just this specific song though. You can try pretty much any sampled port from the DKC Soundtrack and get the same result. If I had to guess, maybe its possibly some sort of compatibility issue with AM4 songs/Bnk files?
I'm testing the tool out on a test ROM, and while most songs work, the Japanese addmusic m songs that require bnks say something about an unrecognised character (presumably because the computer or program isn't set up to process Japanese letters). How would I edit the .brr files being called in the text file so they work with addmusic k?

Edit: It also says something about sample redefinition and that there was an error compiling the file when I try to use a sampled addmusic m song.
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.
if i were you, i would just outright rename the brr files and use those new names to call them. the readme in amk should explain how brr's are called if thats what you need to know.
I did, but it seems the file does something pretty different, it doesn't have brr files list or whatever.

It's this one:

http://www40.atwiki.jp/addmusic/?plugin=ref&serial=71
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.
Well I have noticed another issue.
Portamento after song loop turns off.

Any way solving this?
I've been messing around with this new addmusic yesterday, and I have to say that I'm really liking some of the new features AddmusicK has over Addmusic 4.05 (particularly the fact that I don't need to use SampleTool to insert sample banks, which was the most tedious thing for me to do whenever I had to port to a new ROM, since I use a lot of them). I'm definitely going to switch to this addmusic once it's officially released. :)

Since I was messing around with it, I found a few bugs:

- When I beat a level (either by touching the goal tape, a goal sphere, or by pressing a switch palace switch), the sound effect that plays when Mario touches the goal tape starts playing continuously around the time Mario does his victory pose until Mario goes back to the overworld.
- If I jump on Yoshi when the "Here We Go!" song is playing, the Yoshi drums don't sound right. What's weird though is that this glitch corrects itself after the song loops, and it doesn't happen if I enter the level with Yoshi.
- When the timer bonus is being added to your score during the goal walk, the bullet bill shoot sound plays instead of the drum roll sound.
- When I enter a level that has no music, the music from the previous level continues playing.
- Link When I insert this song (DKC - Bad Boss Boogie by Slash Man), AddmusicK says there are errors in the song, yet, it still inserts it (at least the song itself doesn't glitch up in game, though).
- Link When I try to list all the .brr samples this song uses into the text file, then try to insert the song, I get an error saying that I exceeded the echo buffer in ARAM by some ridiculously large amount (according to addmusicK when I tried to insert that song with all 13 of it's samples just now, the echo buffer has apparently exceeded the total space in ARAM by 0xFFFFE200 bytes). However, if I take out two of the .brr samples, the song inserts fine. The addmusic 4.05 version of this same port Link doesn't have this problem.
- This is very minor, but I found a typo in addmusicK. When I get the above error, the word exceeded is spelled "exceeted"
- Unless I'm not doing something right, every time I tried to use the command line arguments (like -d), I would get an error saying the ROM is too small and needs to be expanded, even if the ROM has been expanded to at least 1MB (in fact, if I enter anything, but the name of a ROM in the same folder as AddmusicK, I get that same message). If it helps, I would usually try to type in something like this when I tried to use a command line argument: Test.smc -d
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (7/8/2022 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Originally posted by Luigi370
Well I have noticed another issue.
Portamento after song loop turns off.

Any way solving this?


That happens in addmusicM too, it's because the song doesn't loops and the command it's used again, to fix that just put something like this in the channel that has portamento:

r128 $f4 $01/

And this for the other channels:

r128/

This is amazing! I'll give it a try as soon as I get some free time. Great job :D
C3 2016 - C3 2014 - C3 2013

Quest on Full Moon Island 2
When I enter any line argument specified in the ReadMe, it keeps saying: The ROM is too small. What?
I am definatly going to try this out, as AddmusicM takes up ALOT of room. If this works, reporting everything to a new ROM will definatly be worth it, as there are not a lot of unique musics out there for AddmusicM as there is HuFlungDu's Addmusic (4.05).
Your layout has been removed.
Originally posted by yoshifanatic

Since I was messing around with it, I found a few bugs:

- When I beat a level (either by touching the goal tape, a goal sphere, or by pressing a switch palace switch), the sound effect that plays when Mario touches the goal tape starts playing continuously around the time Mario does his victory pose until Mario goes back to the overworld.
- If I jump on Yoshi when the "Here We Go!" song is playing, the Yoshi drums don't sound right. What's weird though is that this glitch corrects itself after the song loops, and it doesn't happen if I enter the level with Yoshi.
- When the timer bonus is being added to your score during the goal walk, the bullet bill shoot sound plays instead of the drum roll sound.


I also noticed these bugs, but since no one else said something about them I thought the problem was my ROM :P

I hope to have a full version of the tool because I was using a sample bank and custom sound effects (which can be very annoying).

Thak you, Kipernal!
Originally posted by King Dedede
Sure, I'll have to make the boss song global (which means that I can't use samples on them), but otherwise this is amazing!


You can change to another local song mid-level, but there will be a short pause (a lot of games did this, like Mega Man X, Donkey Kong Country, etc.). Also, you can use samples in global songs, but you have to make sure that they're only using samples that the currently playing local song is also using.

Originally posted by mario90
Now that I have it in slot 20, it works. If I set Lunar Magic to play either 20 or 5D, the song will play without problems. Now, if I took it out of 20 and left it as 5D again, it goes back to freezing at the Mario start screen.


I'm still not having that issue, no matter which song I use or which slots I put them in. I don't suppose you could send me a zip file containing your current setup?

Originally posted by cheat-master30
I'm testing the tool out on a test ROM, and while most songs work, the Japanese addmusic m songs that require bnks say something about an unrecognised character (presumably because the computer or program isn't set up to process Japanese letters). How would I edit the .brr files being called in the text file so they work with addmusic k?


Could you send me the song and the bank? I'm not sure what could be causing this error.

Originally posted by cheat-master30
I did, but it seems the file does something pretty different, it doesn't have brr files list or whatever.

It's this one:

http://www40.atwiki.jp/addmusic/?plugin=ref&serial=71



Did you remember to replace the sXX_00_01_02_03 (etc.) line with the modified version as it says in the readme?

Also, that echo buffer...it would literally wipe out not only the SPC program, but all your sound effects and the songs itself. Chances are you're going to have to decrease it. I foresee Japanese M ports causing problems in the future...

Originally posted by Luigi370
Well I have noticed another issue.
Portamento after song loop turns off.

Any way solving this?


You mean with the $F4 $01/$02 command? In AMM those commands toggle portamento, so be careful where you put them; they retain the same behavior here.

Originally posted by yoshifanatic
- When I beat a level (either by touching the goal tape, a goal sphere, or by pressing a switch palace switch), the sound effect that plays when Mario touches the goal tape starts playing continuously around the time Mario does his victory pose until Mario goes back to the overworld.


Should be fixed now; thanks.

Originally posted by yoshifanatic
- If I jump on Yoshi when the "Here We Go!" song is playing, the Yoshi drums don't sound right. What's weird though is that this glitch corrects itself after the song loops, and it doesn't happen if I enter the level with Yoshi.


Strange. The Yoshi bongos seem to have a lot of glitches; I wonder if they existed in AMM as well but no one noticed them? I'll find a way to fix them.

Originally posted by yoshifanatic
- When the timer bonus is being added to your score during the goal walk, the bullet bill shoot sound plays instead of the drum roll sound.


I noticed that, but I never got around to fixing it (until now).

Originally posted by yoshifanatic
- When I enter a level that has no music, the music from the previous level continues playing.


Isn't that the default behavior? If you need a level to play no music, and you're not accessing it from the overworld, play song FF. That's the "fade out" command, and it will effectively stop your song.

Originally posted by yoshifanatic
- Link When I insert this song (DKC - Bad Boss Boogie by Slash Man), AddmusicK says there are errors in the song, yet, it still inserts it (at least the song itself doesn't glitch up in game, though).


Originally posted by Bad Boss Boogie
< y14 160


That's it. Chances are it was supposed to be "< y14 v160", but since AM 4.05 never reported unrecognized characters, I guess it was never found.

Originally posted by yoshifanatic
- Link When I try to list all the .brr samples this song uses into the text file, then try to insert the song, I get an error saying that I exceeded the echo buffer in ARAM by some ridiculously large amount (according to addmusicK when I tried to insert that song with all 13 of it's samples just now, the echo buffer has apparently exceeded the total space in ARAM by 0xFFFFE200 bytes). However, if I take out two of the .brr samples, the song inserts fine. The addmusic 4.05 version of this same port Link doesn't have this problem.


The newest version fixes the bug with the ARAM exceeded message always reporting huge values. When you get these errors, chances are you need to lower the echo buffer size; instructions should be in the readme. Alternatively, you can go into Addmusic_sample groups.txt and replace the piano sample with the smaller one, that should free up enough ARAM space (incidentally, the AM 4.05 version didn't have that problem because it deleted some important samples, hence why it says you need alternate goal music).

Originally posted by yoshifanatic
- This is very minor, but I found a typo in addmusicK. When I get the above error, the word exceeded is spelled "exceeted"


Again, fixed in the latest version.

Originally posted by yoshifanatic
- Unless I'm not doing something right, every time I tried to use the command line arguments (like -d), I would get an error saying the ROM is too small and needs to be expanded, even if the ROM has been expanded to at least 1MB (in fact, if I enter anything, but the name of a ROM in the same folder as AddmusicK, I get that same message). If it helps, I would usually try to type in something like this when I tried to use a command line argument: Test.smc -d


That's a glitch...sort of. If it can't find your ROM, it will report it as being too small instead of not being able to find it; that has now been fixed. See if that changes anything.

Originally posted by Ripperon-X
When I enter any line argument specified in the ReadMe, it keeps saying: The ROM is too small. What?


That doesn't seem to be happening for me. "AddmusicK -v smw.smc" for example, works just fine.




Also, for future reference for everyone, before you report any bugs, just redownload the latest version to make sure that they haven't since been fixed. It'll save us both some time. :P
I should get a new layout.

Probably won't, though.
I've also noticed the ROM freezing at start screen if too many sampled songs are added. It doesn't seem to cause problems for non sampled songs, but it seems having the sampled versions of Stickerbrush Symphony, Haunted Hall, Krook's March, jingle bells, New Super Mario Bros Castle and Forest Maze in one ROM causes problems, and any sampled music added in a later slot freezes on a black screen.

Of course, it might be because the test ROM used has a whole bunch of stuff used (every one of carol's sprites, some custom graphics and level tests, some blocks, some level asm and the VWF dialogues patch among others) and the banks use a lot of space, but I swear addmusic 4 let you use more sampled music, as did addmusic m.

As for broken addmusic m songs, it's not just Japanese ones the tool seems to be having trouble with. This song from the music section seemingly didn't work:

http://www.smwcentral.net/download.php?id=3421&type=music

nor did much/all of Ice Man's Kirby Super Star soundtrack:

http://icesite.bplaced.net/music.php

Says stuff about unrecognised characters.
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.
Since you mentioned that it could very well be the fact that I have a lot of sampled songs being used. I've stripped down the songs that didn't work at all to barely anything like so.

Code
#samples
{"Mario.bnk"} ;Just a random test bank
w230 t38

#0 o4
v250
r1


And yet it still froze, until I remove the sample define from being used on it. I think it pretty much has to be some sort of limit on the number of banks or sampled songs you have or they aren't being assorted properly or something like that.
Originally posted by Kipernal
You can change to another local song mid-level, but there will be a short pause (a lot of games did this, like Mega Man X, Donkey Kong Country, etc.). Also, you can use samples in global songs, but you have to make sure that they're only using samples that the currently playing local song is also using.


Oh, I think I misunderstood last time. I don't mind the short pause at all, as long as it works!

I'm going to beta-test it soon and I'll return with feedback!
AddmusicK seems to be confusing upper-case characters from AddmusicM ports with commands. For example, with U.N. Owen Was Her I had to replace the characters "H" and "Y" with different letters, because it was confusing them with the h and y commands. After doing this, the song inserts, but it still gives off a bunch of warnings.


Also, I get a weird graphical glitch in LMSW (but not in ZSNES. Note: I haven't checked any other emulators yet so it might just be LMSW):

Sprites disappear on the glitched scanlines, as if hiding behind something (but are still invisible even where the BG colour shows through)


By the way, is it possible to make the music fade when going to a level with different music, instead of abruptly stopping?
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There seem to be sampel AddM songs that simply won't insert, unless I delete almost every global song and almost every sound effect. Twinbee Yahoo Stage 1 song is the example that comes into my mind.
It simply won't work. I tried reducing the space the song occupies the ARAM buffer, but I always seem to have 0600 bytes left to remove.
Edit: Also, there's a severe glitch: When the victory music ends(when Mario's points were added to the score), a sound effect plays repeatedly, until the windowing effect begins.
Neato. Haven't messed with this yet, but it seems to be the addmusic I was patching addmusic404 as an intermediary for. Really nice.

Edit: No source? What gives?
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