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AddmusicK Beta Release Thread

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Originally posted by Kipernal
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.


Neither problem was fixed. The symbols still aren't recognized, and the sounds still don't play properly.
Is there a possibility to use some carol's music only songs in Addmusic K?

There aren't very many (and the older ones like the Castlevania Dracula X map theme work perfectly with Addmusic K as is), but a couple of new ones like gocha's Yoshi's Island Castle, Castlevania 3 Clockwork and this Mario remix:

http://www.youtube.com/watch?v=sHTqeR3jPP8&list=PLC71173C4B3A35A15&index=69&feature=plpp_video

Don't work at all.

Here's some files I tried that didn't work (any not in the 'old' folder failed to insert):

http://www7.atpages.jp/smw/file/1228965036/1228965036.zip

It'd be nice if they were usable, the versions of the Yoshi's Island Castle theme and Castlevania 3 Clockwork here are ten times better than the SMW Central versions.
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 CrispyYoshi
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.


I'm still not getting any errors like that. Huh. See if the default setup (i.e. just extract the ZIP file somewhere, put ROM there, and just try running the program like that) still has issues like that.

Originally posted by Ripperon-X
Well, I tried the TwinBee Yahoo! - Twin Flight (Stage 1).txtsong this time like this:
While it sounds good, if you listen to the spc of the song, there are soem instruments that aren't played.


Did you try reducing the echo instead of using #tiny?

Originally posted by Ripperon-X
Now, if there was a #puny and #micro.


Can't be done. #tiny is the smallest possible group.

Originally posted by Ripperon-X
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.


It's completely compatible with FastROM (at least the one in Lunar Magic). Did you fix whatever was causing it to normally not work for you with bsnes and SNES9x before you tried FastROM with bsnes and SNES9x?

Originally posted by Lord Pokey
And, is this tool are compatible with music made for HuFlungDu's one?


Yes. At least, a good 99% of them.

Originally posted by mario90
Neither problem was fixed. The symbols still aren't recognized, and the sounds still don't play properly.


Alright, now try it. Apparently the sound effect parsing was glitchier than I thought...

Originally posted by cheat-master30
Is there a possibility to use some carol's music only songs in Addmusic K?

There aren't very many (and the older ones like the Castlevania Dracula X map theme work perfectly with Addmusic K as is), but a couple of new ones like gocha's Yoshi's Island Castle, Castlevania 3 Clockwork and this Mario remix:

http://www.youtube.com/watch?v=sHTqeR3jPP8&list=PLC71173C4B3A35A15&index=69&feature=plpp_video

Don't work at all.


That's because of an ADSR issue. It uses an attack value > $80, so it's assumed to be a HFD command. It would have to be fixed manually.


Originally posted by cheat-master30
Here's some files I tried that didn't work (any not in the 'old' folder failed to insert):

http://www7.atpages.jp/smw/file/1228965036/1228965036.zip

It'd be nice if they were usable, the versions of the Yoshi's Island Castle theme and Castlevania 3 Clockwork here are ten times better than the SMW Central versions.


It looks like they didn't work because they used label 0 as a loop value. I've implemented a workaround for that, so hopefully they should work now.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Originally posted by Ripperon-X
Now, if there was a #puny and #micro.


Can't be done. #tiny is the smallest possible group.

Not really. Sample 05 isn't used in any misc. music (as far as I know) and definitely not in any sound effects, and samples 0A and 0C could be removed if somebody isn't using the default death or Game Over music.

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

I'm working on a hack! Check it out here.
Originally posted by Kipernal
Originally posted by CrispyYoshi
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.


I'm still not getting any errors like that. Huh. See if the default setup (i.e. just extract the ZIP file somewhere, put ROM there, and just try running the program like that) still has issues like that.

Well yeah, I've been re-downloading a fresh copy each time I tested it on a new computer. I even did it today (I was just making sure if there was an update or not), and I'm still experiencing problems.

Also, did you ever get around to fixing this problem? I feel it's related to either $F4 $01 or the way I looped the TXT. If you need me to, I can you the TXT via PM. I can also send you the TXT/BRRs for the song I'm currently working on AMK that breaks upon inserting 2+ times. (Though I'm pretty sure it's not because of this specific port.)
Originally posted by cheat-master30
Here's some files I tried that didn't work (any not in the 'old' folder failed to insert):

http://www7.atpages.jp/smw/file/1228965036/1228965036.zip

It'd be nice if they were usable, the versions of the Yoshi's Island Castle theme and Castlevania 3 Clockwork here are ten times better than the SMW Central versions.


It looks like they didn't work because they used label 0 as a loop value. I've implemented a workaround for that, so hopefully they should work now.</div></div>

Says label redefinition, whatever that means.

Edit: And when I try and insert this song, the program crashes:

http://www.smwcentral.net/download.php?id=4057&type=music
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.
The sound effects seem to work perfectly now, although it still doesn't recognize the "&" symbol. But "+" works fine now.
Originally posted by imamelia
Not really. Sample 05 isn't used in any misc. music (as far as I know) and definitely not in any sound effects, and samples 0A and 0C could be removed if somebody isn't using the default death or Game Over music.


Oh, I thought sample 5 was used by a SFX instrument. Alright, I'll remove it. But for the other two, I'd imagine that, by default, most people aren't going to be replacing the two songs that use those two samples, and so I have to account for them.

Originally posted by CrispyYoshi
Well yeah, I've been re-downloading a fresh copy each time I tested it on a new computer. I even did it today (I was just making sure if there was an update or not), and I'm still experiencing problems.


I meant more like extract the newest copy to a completely clean directory and try just the included songs and such on a ROM, with nothing other than what's provided.

Originally posted by CrispyYoshi
Also, did you ever get around to fixing this problem? I feel it's related to either $F4 $01 or the way I looped the TXT. If you need me to, I can you the TXT via PM. I can also send you the TXT/BRRs for the song I'm currently working on AMK that breaks upon inserting 2+ times. (Though I'm pretty sure it's not because of this specific port.)


Not yet. I still have the .txt though, so I haven't forgotten about it.

Originally posted by cheat-master30
Says label redefinition, whatever that means.


For which song? I didn't get that error.

Originally posted by cheat-master30
Edit: And when I try and insert this song, the program crashes:

http://www.smwcentral.net/download.php?id=4057&type=music


It's inserting just fine for me, but I'm interested in why it's crashing instead of reporting an error for you. Did you remember to replace the s command with #samples command and such?

Originally posted by mario90
The sound effects seem to work perfectly now, although it still doesn't recognize the "&" symbol. But "+" works fine now.


It's not recognizing '&' but it's still working fine? Okay, going to have to investigate that.
I should get a new layout.

Probably won't, though.
Should we still be able to use $DA $XX (Where XX is 13-1B) in sound effects? Because it doesn't seem to work in AMK. It just plays silence or some faint slightly glitched sound.

Edit: Maybe this part in your readme is an alternate way to do this cause it looks like it.

Originally posted by Readme
#instruments: Define extra instruments to use in the song. Delimited by {
and }. There are 5 bytes to an instrument. They are, in this
order: Sample number, ADSR 1 / GAIN, ADSR 2, GAIN, tuning.
Note that the first byte must be the name of the sample to load
in quotes. For example, "sample.brr" $FE $6A $B8 $06.


So just to be clear, would this call X sample making it @30, with an ADSR of $FF $E0 and a tuning of $07?

Code
#instruments
{"sample.brr" $FF $00 $E0 $07}


It doesn't seem to work but the wording of the read me kind of throws me off a bit. But assuming I get this to work, I can call @30 in my sound effect instead of $DA $XX, right?
Originally posted by Kipernal


Not yet. I still have the .txt though, so I haven't forgotten about it.

Originally posted by cheat-master30
Says label redefinition, whatever that means.


For which song? I didn't get that error.


Castlevania 3 Clockwork (smw-cv3clock.txt)

Not sure if I'm supposed to edit this song.


Quote
It's inserting just fine for me, but I'm interested in why it's crashing instead of reporting an error for you. Did you remember to replace the s command with #samples command and such?


Never mind, turns out I'd made a typo.

But you'd think the program would do a bit better at error checking than that, like simply come up with a warning message saying the brr files weren't found rather than just locking up.
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 CrispyYoshi
Well yeah, I've been re-downloading a fresh copy each time I tested it on a new computer. I even did it today (I was just making sure if there was an update or not), and I'm still experiencing problems.


I meant more like extract the newest copy to a completely clean directory and try just the included songs and such on a ROM, with nothing other than what's provided.

Aaaand I'm an idiot. I just deleted my port I had been working on for the past 2 days.



Thankfully I have a copy of it on a separate computer from when I was working on it yesterday... all the work I did today is gone now, though.

... but yeah, it still breaks after the songs are inserted 2+ times. Is there any way we could pinpoint the problem? I could do a few tests for you, if you need me to.
Originally posted by mario90
Should we still be able to use $DA $XX (Where XX is 13-1B) in sound effects? Because it doesn't seem to work in AMK. It just plays silence or some faint slightly glitched sound.


No; everything is as compressed as possible so right after the SFX instrument data is the SFX pointer table. You can define your own SFX instruments in asm/InstrumentData.asm, though, if you need them.

Originally posted by cheat-master30
Castlevania 3 Clockwork (smw-cv3clock.txt)

Not sure if I'm supposed to edit this song.


The song itself has an error: the labels (1) and (3) are each defined more than once. It wouldn't compile in AM 4.05 either. It looks like they're defined with the same data each time, though, so it should be fairly easy to correct.


Originally posted by cheat-master30
Never mind, turns out I'd made a typo.

But you'd think the program would do a bit better at error checking than that, like simply come up with a warning message saying the brr files weren't found rather than just locking up.


It prints out an error when it can't open any file, not just samples. What was the typo?

Originally posted by CrispyYoshi
... but yeah, it still breaks after the songs are inserted 2+ times. Is there any way we could pinpoint the problem? I could do a few tests for you, if you need me to.


I'm baffled. Um...I guess send me a copy of whatever your current setup is (exactly; everything currently in whatever folder your copy of the program is in excluding the ROM) and I'll see if there's anything abnormal. But...this is weird. I can't even begin to imagine what the problem could be.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
No; everything is as compressed as possible so right after the SFX instrument data is the SFX pointer table. You can define your own SFX instruments in asm/InstrumentData.asm, though, if you need them.


If I did it this way, how would I call the instrument in my sound effect then exactly?
Quote


Originally posted by cheat-master30
Castlevania 3 Clockwork (smw-cv3clock.txt)

Not sure if I'm supposed to edit this song.


The song itself has an error: the labels (1) and (3) are each defined more than once. It wouldn't compile in AM 4.05 either. It looks like they're defined with the same data each time, though, so it should be fairly easy to correct.



Oh. How would you edit that, if you have no knowledge at all of music porting/making/editing?

Originally posted by cheat-master30
Never mind, turns out I'd made a typo.

But you'd think the program would do a bit better at error checking than that, like simply come up with a warning message saying the brr files weren't found rather than just locking up.


It prints out an error when it can't open any file, not just samples. What was the typo?</div></div>

I'd forgotten the .brr file extension on a few lines.
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 imamelia
Sample 05 isn't used in any misc. music (as far as I know).

Uuhm, it is used in the star music, that'd totally ruin that song. Don't remove it lol.
The new update fixed the SPC700 Stall for using both the GUI and cmd.exe.

Thanks, Kipernal! :D
Next glitch: When I apply FastROM, use LZ3 and expand the ROM to 4 MB and save and I use AddmusicK, the sound at the intro message is missign and after, gives me an ow with no sound and when I enter a level, the game freezes. It's NOT compatible with FastROM. That's my assumption.
Originally posted by mario90
If I did it this way, how would I call the instrument in my sound effect then exactly?


By using @19, @20, etc. You're basically adding more SFX instruments this way, so you can use higher values for "@".

Originally posted by cheat-master30
Oh. How would you edit that, if you have no knowledge at all of music porting/making/editing?


Do a search for "(1)" in the text editor of your choice. The first time you find it, it should look something like this: "(1)[ various things here ]". Now keep searching for more "(1)"s. Each time after that first time, it should only be a "(1)", with no "[ things ]" afterwards. If you do see that, delete it (so "(1)[ things ]" goes to just "(1)"). Do that for any labels that give an error about redefinition (in the one you gave me, it happened for (1) and (3)). I don't know why Carol's AddMusic accepted things like that, but it shouldn't have. I don't believe any music in the music section exhibits this behavior, so it's only songs made with Carol's Addmusic in mind that should have this glitch.

Originally posted by cheat-master30
I'd forgotten the .brr file extension on a few lines.


Ah, yep, that'd do it. The code that gets the file extension for the samples crashes if there isn't actually a file extension. It should be fixed now; thanks.

Originally posted by Torchkas
Uuhm, it is used in the star music, that'd totally ruin that song. Don't remove it lol.


Heh, alright, I've put it back.

Originally posted by CrispyYoshi
The new update fixed the SPC700 Stall for using both the GUI and cmd.exe.

Thanks, Kipernal! :D


There was actually another glitch involved. When erasing one specific RATS tag, it accidentally read the data the tag was protecting as the RATS tag metadata. God only knows why it only blew up 2MB and smaller ROMs, though... Either way, it's fixed now; thanks for the help.

Originally posted by Ripperon-X
Next glitch: When I apply FastROM, use LZ3 and expand the ROM to 4 MB and save and I use AddmusicK, the sound at the intro message is missign and after, gives me an ow with no sound and when I enter a level, the game freezes. It's NOT compatible with FastROM. That's my assumption.


Still not happening with me. That being said, though, it wouldn't surprise me at all if the glitch that CrispyYoshi was getting was affecting you too. Redownload the program and try it again.
I should get a new layout.

Probably won't, though.
That's what I did and still the same.
Originally posted by Ripperon-X
That's what I did and still the same.


Alright, then, like I asked of CrispyYoshi, send me a copy of whatever your current setup is and I'll take a look at what's up.
I should get a new layout.

Probably won't, though.
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