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AddmusicK Beta Release Thread

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The glitch I mentioned in my second to last post happens with the boss defeated music as well.
I think I may have pinpointed the problem I was having. When I turned on duplicate sample checking, it got about halfway through my music list and told me the total number of samples for my rom has been exceeded. So there IS a limit to the amount of samples/sampled songs you can have?
Originally posted by cheat-master30
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.


The problem seems to have been identified; see below.

Originally posted by cheat-master30
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.


Alright; I'll take a look at them.

Originally posted by mario90
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.


I'm going to redo some stuff regarding how samples are loaded, so hang tight. It should fix any sample-related glitches.

Originally posted by ShadowFan-X
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.


Odd...it shouldn't be doing that. I'll take a look.


Originally posted by ShadowFan-X
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)


I've never gotten that in any emulator, and my code hijacks don't touch anything related to graphic displays. Not sure what could be up there...


Originally posted by ShadowFan-X
By the way, is it possible to make the music fade when going to a level with different music, instead of abruptly stopping?


Yes...sort of. You'd have to know that the next level doesn't play the same music, and if it doesn't, then play song FF before going to it. Determining what song the next level uses, however, would be extremely difficult.

Originally posted by Ripperon-X
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.


Alright, I'll take a look.

Originally posted by Ripperon-X
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.


Already reported and fixed, but it looks like I forgot to actually include the fix.

Originally posted by HuFlungDu
Edit: No source? What gives?


It'll be in the release; it's just that packaging up all the source files over and over again isn't nearly as convenient as just copying the executable when I update.

Originally posted by mario90
I think I may have pinpointed the problem I was having. When I turned on duplicate sample checking, it got about halfway through my music list and told me the total number of samples for my rom has been exceeded. So there IS a limit to the amount of samples/sampled songs you can have?


Yeah. There's a maximum of 256 samples per ROM (also per song, but that's not the issue) right now, but it's looking like that isn't going to work. Give me a little bit, I'll increase the maximum and hopefully that will fix all the errors people have been getting.
I should get a new layout.

Probably won't, though.
Does this tool re-arrange SMW's instrument locations? I say this. becayse when I inserted Castlevania 3 Dracula's Curse - Aquarius, two of these intruments sounded wrong. I'm reffering to those that sound kind of like bongos.
Edit: I found a new glitch: When the P-switch music finished, while the windowing fade sond effect was playing, when the points finished adding to te score at the end of the level, the song that the level uses restarts right after the windowing fade sound effect finished playing.
This glitch might happen with the Starman song.
Also, the glitch above can happen in a different way. Example: When Mario takes the goal tape, a second later, the P-switch stops and teh victory song is overwritten by the song the level uses.
Edit: By the way, why doesn this song: http://www.smwcentral.net/download.php?id=4437&type=music
work, when I insert it with AdmK?
Also:
20 Castlevania 3 Dracula's Curse - Aquarius.txt
21 Dark Dungeons.txt
22 Journey to Silius - Stage 2 (SMW).txt
23 wbyf.txt
24 Mother Brain.txt
25 Star Fox - Venom (Level 2).txt
26 Mega Man X6 - Weapon Center (Infinity Mijinion) [S1].txt
27 FFA-Courage.txt

When I inserted the last long on the lst in the game, the level did not start. I guess I've already overflown the echo buffer.
3 sogns use only brrs and the next 4 use .bnks.
Alright, the sample limit for the ROM has been upped from 85 (yes, only 85 due to a glitch. I didn't know that SEP #$10 clears the high byte of X and Y. I mean, it makes sense in retrospect, but. I've never once seen it mentioned.) to 32768. The glitch that was limiting it was also what was causing crashes when too many samples were inserted into the ROM, so hopefully that's fixed as well. Also, for anyone who was horrified at the amount of space the large, empty music and sample tables were taking up can breathe a sigh of relief now; those tables are now only as large as they need to be. Not that it really matters much, they're stuck in bank $0E anyway.

NOTE: You will need a clean ROM (or, at least, one not modified by a previous version of AMK) to use this latest update; I make no guarantees of what will happen if you don't.

Originally posted by Ripperon-X
Does this tool re-arrange SMW's instrument locations?


Yes. It literally moves everything.

Originally posted by Ripperon-X
I say this. becayse when I inserted Castlevania 3 Dracula's Curse - Aquarius, two of these intruments sounded wrong. I'm reffering to those that sound kind of like bongos.


Could you be more specific? A channel number and time would be considerably more useful.

Originally posted by Ripperon-X
Edit: I found a new glitch: When the P-switch music finished, while the windowing fade sond effect was playing, when the points finished adding to te score at the end of the level, the song that the level uses restarts right after the windowing fade sound effect finished playing.


That's been fixed; thanks.

Originally posted by Ripperon-X
Edit: By the way, why doesn this song: http://www.smwcentral.net/download.php?id=4437&type=music
work, when I insert it with AdmK?


I'm not having any issues. No error messages, and the song plays just fine. Could you elaborate?
I should get a new layout.

Probably won't, though.
Whenever I use the updated beta, the program crashes and windows says it's stopped working the second I type in a ROM name.
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.
What is the limit sample space for one song?

BTW is there a possiblity to delete the global songs from ARAM and place them in Locals? It could give more ARAM space to have bigger delays and samples.
All the problems I've been having/seeing are gone with this update. But since we're still in the beta stage of this program I'd like to ask if its possible if you could implement a way to enable and disable channels by a ram address or some other type of command similar to how you force sound effects to have echo or not.

Just to be clear I'm talking about the $F4 command. Instead of basing it on Yoshi (because not everyone uses him) people could enable or disable channels at will. If you can't do it for ALL channels thats fine but I might as well ask if it could be done for all of them instead of just one.

Edit: There's also nothing in your readme about how sound effects work or how you set them up, etc. It won't insert any of the available ones being used as it gives errors on all of them.
When I try to use the new version I get this error:



This is what temp.log says:

Originally posted by temp.log
asm\SNES\tweaks.asm:1: error: Unknown command. [@include]


Also, if you wonder, yes, I used a clean rom.
Too old Asar version. I think I added that feature in 1.30, so grab the latest one.
<blm> zsnes users are the flatearthers of emulation
Same error in AMK but temp.log says this now:

Originally posted by temp.log
asm\main.asm:1695: warning: This patch may not assemble cleanly on all platforms. Please use / instead.
asm\main.asm:1757: warning: This patch may not assemble cleanly on all platforms. Please use / instead.
asm\main.asm:2345: warning: This patch may not assemble cleanly on all platforms. Please use / instead.


Edit: Nevermind, I used the asar included with the latest version and works now. Thanks anyway.
Huh. There are no \s on those lines. Kipernal must've sent a backslash on the command line.

Bug fixed. Just stick to 1.30 for now.
<blm> zsnes users are the flatearthers of emulation
Originally posted by cheat-master30
Whenever I use the updated beta, the program crashes and windows says it's stopped working the second I type in a ROM name.


Are you using a new ROM?

Originally posted by Luigi370
What is the limit sample space for one song?


Depends on the size of your song and how much echo you're using.

Originally posted by Luigi370
BTW is there a possiblity to delete the global songs from ARAM and place them in Locals? It could give more ARAM space to have bigger delays and samples.


Yes, but when making songs for others, you should probably assume that they're going to be using at least those local songs, so I wouldn't delete them just to make more room.

Originally posted by mario90
All the problems I've been having/seeing are gone with this update. But since we're still in the beta stage of this program I'd like to ask if its possible if you could implement a way to enable and disable channels by a ram address or some other type of command similar to how you force sound effects to have echo or not.

Just to be clear I'm talking about the $F4 command. Instead of basing it on Yoshi (because not everyone uses him) people could enable or disable channels at will. If you can't do it for ALL channels thats fine but I might as well ask if it could be done for all of them instead of just one.


Sure. It'll probably come with whatever update fixes the glitchy Yoshi bongos.

Originally posted by mario90
Edit: There's also nothing in your readme about how sound effects work or how you set them up, etc. It won't insert any of the available ones being used as it gives errors on all of them.


The default sound effects are compiled each time you run the program, so you shouldn't be getting errors with them. But yeah, I guess I never mentioned how they work. Refer to the sound effects readme in Addmusic 4.05 for now, I suppose. They pretty much work the same.

Originally posted by Alcaro
Huh. There are no \s on those lines. Kipernal must've sent a backslash on the command line.

Bug fixed. Just stick to 1.30 for now.


The program automatically switches everything between / and \ depending on if you're using Windows or not, so when it sends patches to asar on Windows, it does "asar asm\main.asm".
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
The default sound effects are compiled each time you run the program, so you shouldn't be getting errors with them. But yeah, I guess I never mentioned how they work. Refer to the sound effects readme in Addmusic 4.05 for now, I suppose. They pretty much work the same.


I should have specified. I meant the few custom sound effects that are available give errors when trying to insert them.

Just to be specific, it says "Error parsing volume command" on an infinite loop, and if you delete the volume commands, it just freezes the program and nothing inserts.
Originally posted by Kipernal
Originally posted by cheat-master30
Whenever I use the updated beta, the program crashes and windows says it's stopped working the second I type in a ROM name.


Are you using a new ROM?


Am now, and that works. But why would it make a difference?
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 Kipernal
Originally posted by Alcaro
Huh. There are no \s on those lines. Kipernal must've sent a backslash on the command line.

Bug fixed. Just stick to 1.30 for now.


The program automatically switches everything between / and \ depending on if you're using Windows or not, so when it sends patches to asar on Windows, it does "asar asm\main.asm".

Yes, that should be safe. The bug is that Asar whined about stuff found in the base path when incsrcing something. An incsrc shouldn't care about what's on the command line.
(I'm not sure if the changelong is big enough to warrant a release of 1.33 yet, though.)

(By the way, I can swear I saw a leading / on one of the incsrcs... you may want to take a look at that.)
<blm> zsnes users are the flatearthers of emulation
Originally posted by mario90
I should have specified. I meant the few custom sound effects that are available give errors when trying to insert them.

Just to be specific, it says "Error parsing volume command" on an infinite loop, and if you delete the volume commands, it just freezes the program and nothing inserts.


Could you give me the sound effect you're trying to insert?

Originally posted by cheat-master30
Am now, and that works. But why would it make a difference?


Because of this:

Originally posted by Kipernal
NOTE: You will need a clean ROM (or, at least, one not modified by a previous version of AMK) to use this latest update; I make no guarantees of what will happen if you don't.


The new update moves around some pointers from where AMK expects them to be, so when it tries to access stuff made by the old AMK, it attempts to clear an invalid RATS tag and segfaults. When this is released in full I won't expect people to use a new ROM for every update, but this is still just beta.

Originally posted by Alcaro
(By the way, I can swear I saw a leading / on one of the incsrcs... you may want to take a look at that.)


Ah, thanks. I think that was in an attempt to quell the warnings asar was giving out, and I forgot to remove it. It's been fixed.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Could you give me the sound effect you're trying to insert?


Here. Any one of these should give you the error.
Originally posted by mario90
Here. Any one of these should give you the error.


Alright, it should be working fine now. That's for reporting that.
I should get a new layout.

Probably won't, though.
Alright, about the Castlevania 3 Dracula's Curse - Aquarius.txt, check channels 2 and 3. Those have the bongos at the beginning and seem to continue to the middle.
chanels 1-8
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