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AddmusicK Beta Release Thread

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Some of them will insert but it also still doesn't recognize the "+" and "&" symbols, unless of course you've made new commands that replace them.

Edit: The sound effects don't even sound the way they should after being inserted as well. They all seem to play some type of jingle rather than making the sound they're supposed to.

Edit 2: Another bug with the goal tape. After Mario does the peace sign, the initial sound effect the tape makes after passing or hitting it plays about 4-5 times before the circle fade out thing starts.

Edit 3: It also happens with the "Passed Boss" music except it goes on infinite loop once it starts.
Even with the updated version, TwinBee Yahoo! - Twin Flight (Stage 1).txt still exceeds total space in ARAM by 1200 bytes. I want to insert the song, without sacrificing almost anything if possible.
Originally posted by Kipernal
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.

Just make a possibilty to put them out of the Globals label.
Originally posted by Luigi370
Just make a possibilty to put them out of the Globals label.

Already possible, just literally move them from the Global to the Locals group.
I noticed a few typos. One of them:



"redifinition" should be "redefinition".

Also, in the Readme, you refer to "#instruments" as "#instrument". It took me about 10 minutes to realize that was the problem with my port.

By the way, you might also want to mention that directory loading samples is possible with "./". I love that feature, but it would be nice to mention for people to organize their BRRs in separate port folders.
Are you sure this does work with SNES9x and BSNES?I didn't try BSNES, but I tried testing this with SNES9x 1.53 and it flatout crashes. Why?
And how do I use Command line arguments?
I thought it worked like: Open AddmusicK.exe and type romname.smc -e, but it doesn't.
I just discovered a new error.

[h-1 c4] d4

^This is apparently the same thing as:

[h-1 c4] h0 d4

-

From what I recall, it should work like this:

h-1 [c4] d4

I suppose it's more flexible the way it is right now, but it makes me worry about the current hosted ports...

EDIT: Apparently this only happens when using custom @ samples.

To answer your second question, Ripperon-X, you're supposed to copy cmd.exe (C:/WINDOWS/system32/cmd.exe) over to your AddMusic folder and type "addmusick.exe rom.smc -e" in the terminal. COPY IT, DON'T MOVE IT.
Originally posted by Ripperon-X
Are you sure this does work with SNES9x and BSNES?I didn't try BSNES, but I tried testing this with SNES9x 1.53 and it flatout crashes. Why?

What steps did you do, and what song did you use? AddmusicK hacks seems to work in Snes9x just fine for me (and bsnes as well). I only tested one quick music hack and a couple of songs, though.
GradientToolLevelMusic UtilitySM64 Clean ROM verifierHQX VirtualDub FilterImoSPC2 (Alpha)Music Section SPC PlayerEmbeddable SPC Player for SMWCYouTube EmbedderJSRomcleanJS Address ConverterLazyHDMA
I see. The old addmusic way. I thought this wasn't mandatory anymore.
Also, new glitch. See this video:
http://www.youtube.com/watch?v=7xAgdYbZkNs
Also, sampled version of DKC2 Stickerbush Symphony has an instrument that sounds way too loud, compared to the spc.
@Shadowfan-X:
I tested around 8 songs,4 Addmusic 4.05 sampled style and the other 4 AddmusicM style.
Inserting those crashes the hack in SNES9x latest.
New bug. After checking free space when using the -d command (duplicate sample checking) it nukes most (in my case all) free space in the entire rom, and that's just inserting the music only.
One small bug I've noticed is that the Echo Fade Command ($F2) doesn't give you your desired EVOL value. The final EVOL value is usually off by 1 or 2 (this happened on AddMusicM as well.)
Please excuse my lack of an avatar or banner. I'm just too damn lazy to create one.
Can #ifdef/#ifndef statements be nested? Because I can think of occasions where I'd want more than 2 possible states (such as having the option for a piece of music to be unsampled or one of 2 possible sampled versions), and since #defines are boolean values and not integers, then I'd pretty much have to nest them for that to work.

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

I'm working on a hack! Check it out here.
Woo changes. Yoshi drums should now work correctly. You can now also enable/disable Yoshi drums on any channel and on as many channels as you like (so you could potentially have the entire song be a "Yoshi song" or something silly like that). $F4 $00 enables/disables Yoshi drums for channel #5 for compatibility. If you want to enable/disable Yoshi drums for the current channel, use $F4 $06.

In addition, for ASMers, there's now functionality to silence channels and only turn them on/off when you want. Check out address $5e.

Also, opinion time. I'm considering moving the sound effect channels from #4 and #6 to #6 and #7, meaning that the top two channels will always be the sound effect channels, instead of them being spread out like they currently are. This should only break songs that assumed that #7 would be empty (either by AMM's built-in functionality or by the patch that remaps the jump SFX for AM 4.05), but it's not a difficult manual fix to make. Whatever the case, this decision needs to be made before the final release, because after that, it's too late. What do you guys think?

Originally posted by Ripperon-X
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


Alright, this has been fixed, but I had to slightly modify how sampled AMM ports work. Now, instead of adding

Code
#samples
{
	#AMM
	"sample1.brr"
	etc.
}


You need to do

Code
#samples
{
	#default
	#AMM
	"sample1.brr"
	etc.
}


or

Code
#samples
{
	#minimal
	#AMM
	"sample1.brr"
	etc.
}


Originally posted by mario90
Some of them will insert but it also still doesn't recognize the "+" and "&" symbols, unless of course you've made new commands that replace them.


I fixed some code regarding sound effect parsing, but I'm not sure if it's what was causing this problem. Try it out now.

Originally posted by mario90
Edit 2: Another bug with the goal tape. After Mario does the peace sign, the initial sound effect the tape makes after passing or hitting it plays about 4-5 times before the circle fade out thing starts.


Already mentioned multiple times and fixed. It was a problem with the music itself, though, so be sure you're copying that over as well.

Originally posted by Ripperon-X
Even with the updated version, TwinBee Yahoo! - Twin Flight (Stage 1).txt still exceeds total space in ARAM by 1200 bytes. I want to insert the song, without sacrificing almost anything if possible.


I've added extra space-saving options to the readme file. Try those.

Originally posted by Luigi370
Just make a possibilty to put them out of the Globals label.


You can, but you shouldn't. You should assume that people will at least be using that much ARAM space in their ROM. You're not helping them if you're giving yourself the advantage.

Originally posted by CrispyYoshi
I noticed a few typos. One of them:

*image*

"redifinition" should be "redefinition".


Aaaaaa how did I miss that. Fixed.

Originally posted by CrispyYoshi
Also, in the Readme, you refer to "#instruments" as "#instrument". It took me about 10 minutes to realize that was the problem with my port.


Also fixed.

Originally posted by CrispyYoshi
By the way, you might also want to mention that directory loading samples is possible with "./". I love that feature, but it would be nice to mention for people to organize their BRRs in separate port folders.


Alright, it's been added to the readme.

Originally posted by mario90
New bug. After checking free space when using the -d command (duplicate sample checking) it nukes most (in my case all) free space in the entire rom, and that's just inserting the music only.


Yep, that's a side effect of the sample fixing I did last update. The -d argument is pretty much useless now, as it will turn duplicate sample checking off for every sample ever loaded. So each song will have its own copy of every sample. It's pretty much just in there for the lulz at this point (and the readme now reflects that).

Originally posted by Ripperon-X
Are you sure this does work with SNES9x and BSNES?I didn't try BSNES, but I tried testing this with SNES9x 1.53 and it flatout crashes. Why?


I wouldn't release it if it weren't compatible with bsnes. I don't know what's going on, since I'm not having that problem.

Originally posted by Ripperon-X
I see. The old addmusic way. I thought this wasn't mandatory anymore.


It's not. It's only mandatory if you need command line arguments.

Originally posted by Ripperon-X
Also, new glitch. See this video:
http://www.youtube.com/watch?v=7xAgdYbZkNs


Already been mentioned, fixed in this version.

Originally posted by Ripperon-X
Also, sampled version of DKC2 Stickerbush Symphony has an instrument that sounds way too loud, compared to the spc.


Again, specifics would be nice here. But I found the issue, and it seems to be something with one of the AMM hacks involving a combination between the $EE command and the $DD command. I don't know exactly what the hack does, so does anyone happen to know the relation between those two commands? It seemed to be something about pitch correction, but apparently it's going to cause issues. Was it necessary in the first place?

Originally posted by CrispyYoshi
I just discovered a new error.

[h-1 c4] d4

^This is apparently the same thing as:

[h-1 c4] h0 d4

-

From what I recall, it should work like this:

h-1 [c4] d4

I suppose it's more flexible the way it is right now, but it makes me worry about the current hosted ports...

EDIT: Apparently this only happens when using custom @ samples.


That's odd, the looping commands don't touch the transposition data in any way. Could you give me an insertable example?

Originally posted by mju90
One small bug I've noticed is that the Echo Fade Command ($F2) doesn't give you your desired EVOL value. The final EVOL value is usually off by 1 or 2 (this happened on AddMusicM as well.)


I haven't touched that command, so chances are that glitch also existed in every Addmusic before this one and the original SMW engine.

Originally posted by imamelia
Can #ifdef/#ifndef statements be nested? Because I can think of occasions where I'd want more than 2 possible states (such as having the option for a piece of music to be unsampled or one of 2 possible sampled versions), and since #defines are boolean values and not integers, then I'd pretty much have to nest them for that to work.


Actually...they can't, now that I think about it. Huh. Let me work on that. Actually, they need a bit of touching up right now anyway. They're evaluated as they're encountered instead of before everything else, so, for example, putting #ifdefs and such in complex commands like #samples or #instruments will throw errors.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Also, opinion time. I'm considering moving the sound effect channels from #4 and #6 to #6 and #7, meaning that the top two channels will always be the sound effect channels, instead of them being spread out like they currently are. This should only break songs that assumed that #7 would be empty (either by AMM's built-in functionality or by the patch that remaps the jump SFX for AM 4.05), but it's not a difficult manual fix to make. Whatever the case, this decision needs to be made before the final release, because after that, it's too late. What do you guys think?

I would definitely support this. In fact, if you don't include it, I'll probably just attempt it myself after the official release. (Although would it be possible to specify which set goes to which channel? I'm just thinking that if somebody disables the jump SFX, then that channel will no longer be the most commonly used for sound effects and should be kept on #6.)

Originally posted by Kipernal
Actually...they can't, now that I think about it. Huh. Let me work on that. Actually, they need a bit of touching up right now anyway. They're evaluated as they're encountered instead of before everything else, so, for example, putting #ifdefs and such in complex commands like #samples or #instruments will throw errors.

I see. Perhaps you could include a mode for them where if there is a number after the define (e.g. #define samplemode 1, #ifdef samplemode 1), it acts as an integer value rather than a boolean? Or would that not be useful enough?

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

I'm working on a hack! Check it out here.
Originally posted by imamelia
I see. Perhaps you could include a mode for them where if there is a number after the define (e.g. #define samplemode 1, #ifdef samplemode 1), it acts as an integer value rather than a boolean? Or would that not be useful enough?


I suppose it couldn't hurt. I'll see if I can add that.


Also, for anyone who downloaded the program between the previous post and this one, please redownload it. I forgot to include an important fix.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
That's odd, the looping commands don't touch the transposition data in any way. Could you give me an insertable example?

Here is an example of useage: http://dl.dropbox.com/u/28007574/AddMusicK/brk.zip

I kinda lazily nuked my song to make that .zip, but if you look in the TXT, you can see how I did it in context. I also re-assigned h and played the same notes after the little pause, so you can hear the re-transposing suddenly fixing the tuning.

About the sound effect channel movement, I'd love that. I wouldn't want to download each song in the music section just to find out which ones are broken, though... Oh well, I guess it's worth compressing out an entire SFX channel. Are you sure that it won't cut off the SFX too often? I'm thinking that if it absolutely has to, then it reserves #4 in case it needs to play a third SFX at the same time... I dunno how hard that'd be to implement, but it's a suggestion.

Also, I noticed a fatal error. I'm not sure if it's just this computer I'm using (I'm on my brother's laptop now, running Windows 7 64-bit), but after inserting to the rom the first time, I get strange physics in my game, and if I use the GUI, I get an SPC700 Stall on INIT. Again, it works whenever I insert the first time for a clean rom, but everything after that breaks the rom somehow.

EDIT: Okay yeah, I tested it on 3 different computers. 2 of them were laptops running Windows 7 64-bit, and one of them was an iMac virtually emulating Windows 7 64-bit. All 3 of them had the same results stated above.
Originally posted by CrispyYoshi
Here is an example of useage: http://dl.dropbox.com/u/28007574/AddMusicK/brk.zip

I kinda lazily nuked my song to make that .zip, but if you look in the TXT, you can see how I did it in context. I also re-assigned h and played the same notes after the little pause, so you can hear the re-transposing suddenly fixing the tuning.


Alright, thanks. I'll take a look at it.

Originally posted by CrispyYoshi
About the sound effect channel movement, I'd love that. I wouldn't want to download each song in the music section just to find out which ones are broken, though... Oh well, I guess it's worth compressing out an entire SFX channel. Are you sure that it won't cut off the SFX too often? I'm thinking that if it absolutely has to, then it reserves #4 in case it needs to play a third SFX at the same time... I dunno how hard that'd be to implement, but it's a suggestion.


The number of broken songs I'd imagine would be very minimal, and, at any rate, they always required some sort of "fixing" to begin with (putting some code in levelinit.asm or applying a patch). Either way they're clearly marked, and a note can be made in the readme to ignore instructions like this and instead change "#7" to "#4".

Also, it shouldn't cause too much cut off. At any rate, it would cause no more than it is in the current release.


Originally posted by CrispyYoshi
Also, I noticed a fatal error. I'm not sure if it's just this computer I'm using (I'm on my brother's laptop now, running Windows 7 64-bit), but after inserting to the rom the first time, I get strange physics in my game, and if I use the GUI, I get an SPC700 Stall on INIT. Again, it works whenever I insert the first time for a clean rom, but everything after that breaks the rom somehow.

EDIT: Okay yeah, I tested it on 3 different computers. 2 of them were laptops running Windows 7 64-bit, and one of them was an iMac virtually emulating Windows 7 64-bit. All 3 of them had the same results stated above.


I'm not having any issues like that, but it seems weirdly specific. Does it fix itself if you decrease the number of songs or samples or things like that?
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Originally posted by CrispyYoshi
Also, I noticed a fatal error. I'm not sure if it's just this computer I'm using (I'm on my brother's laptop now, running Windows 7 64-bit), but after inserting to the rom the first time, I get strange physics in my game, and if I use the GUI, I get an SPC700 Stall on INIT. Again, it works whenever I insert the first time for a clean rom, but everything after that breaks the rom somehow.

EDIT: Okay yeah, I tested it on 3 different computers. 2 of them were laptops running Windows 7 64-bit, and one of them was an iMac virtually emulating Windows 7 64-bit. All 3 of them had the same results stated above.


I'm not having any issues like that, but it seems weirdly specific. Does it fix itself if you decrease the number of songs or samples or things like that?

No, it's still creating an SPC700 Stall, even after I removed every single sample I was using. I tried using vanilla samples, but inserting still crashes the rom.
Well, I tried the TwinBee Yahoo! - Twin Flight (Stage 1).txtsong this time like this:

#samples
{
#tiny
#AMM
"06 SMW @22.brr"
"19 [email protected]"
"1E [email protected]"
"22 [email protected]"
"16 [email protected]"
"20 [email protected]"
"21 [email protected]"
"23 [email protected]"
"18 [email protected]"
"1F [email protected]"
"1B [email protected]"
"17 [email protected]"
"1A [email protected]"
"1D [email protected]"
"1C [email protected]"
}

While it sounds good, if you listen to the spc of the song, there are soem instruments that aren't played.
Now, if there was a #puny and #micro.
By the way, I think you should mention that AddmusicK is NOT compatible with the FastROM patch. ZSNES will still work, but accurate emulators won't.
What a second, I don't think that there will be a new Addmusic. Anyway, Kipernal (Kippy). Your tool is absolutely great! And, is this tool are compatible with music made for HuFlungDu's one?
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