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AddmusicK Beta Release Thread

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Here: IPS
Open your hack with accurate emulators.
Originally posted by Ripperon-X
Here: IPS
Open your hack with accurate emulators.


I'm not having any problems with that patch no matter what emulator I use. This is something on your end, I'm afraid.
I should get a new layout.

Probably won't, though.
Just great. Oh, another bug: : When the victory music ends(when Mario's points were added to the score), and if by accident a P-switch finishes, the level music keeeps playing, instead of the fading sound effect or a little bit after.
Yes, this glitch is in the latest release.
Originally posted by Ripperon-X
Oh, another bug: : When the victory music ends(when Mario's points were added to the score), and if by accident a P-switch finishes, the level music keeeps playing, instead of the fading sound effect or a little bit after.
Yes, this glitch is in the latest release.


That...was fixed a while back; I just double-checked it and the level music doesn't restart either during the victory march or the iris out "sound effect". Are you remembering to copy over everything in the ZIP file (specifially the asm directory)? It's not just the program itself that matters.
I should get a new layout.

Probably won't, though.
I actually just tested this aswell and got the same result, if the P-Switch ends like a second after Mario is posing, the level music plays.

Yes, using the latest version, copied everything over.

Edit:

Using these songs:
[Sampled] The Final Phase
[M] [Sampled] Jazz Jackrabbit - Medivo

My inserts:
30 The Final Phase.txt
31 Medivo.txt


I had the AMM port playing when I tested this. It seems some reason half the time it only will start playing the level music after the score tallies up but at other times it will start even if the score is tallying, after the P-Switch ends.


Edit2: Just tested multiple times with "The Final Phase", this did not happen, only with the AMM port. Happens in BSNES and ZSNES, haven't tried SNES9X.
meh
Yes, I did copy everything.
About the glitch, I used an AMM sogn made by Dominator. I applied your setting on it and worked. Maybe this song made the glitch.
@SS141.35: It seems someone else did get the glitch! Looks like I wasn't dreaming.
Edit: When Mario enters an area with different music, before the music of that area starts, there's usually an out of place sound playing.
Kind of the same thing with BSNES when sampled songs start playing at the beginning of a level.
By the way, Dominator's port is Youkai Haltman theme.
@Edit: Your tool doesn't work with the Dynamic Sprites Patch(Asar version).
The No More Sprite Limits patch does however.
Edit: New glitch found. In the cutscenes, we know when Mariod estroys a castle, a song is played. Well, now it's silence and the song plays right after Mario is sent to the OW.
I'm pretty sure Dominator uses insanely large samples for his ports, thus eating up all the ARAM and forcing the also-large echo buffer to wrap around the program. So that might explain why AMK makes it sound weird.

Unless it's an unsampled port with an echo buffer below $0c, in which case I'm afraid I don't know the problem.

e: Downloaded the song. It's the first case.
Check out my music!
Some minor problems I found:

First of all, if you use different music for two submaps and exit between them with a door/ladder/walking exit, Mario freezes for a few seconds at the transition point while the song loads. This doesn't happen in other music tools and looks jarring to say the least.

This song doesn't work for some reason:

http://www.smwcentral.net/download.php?id=4364&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.
Also, some songs seem to break, when inserted more than once,
Megaman X3 Gravity Beetle is a good AMM example.
Also, the glitch where you die while riding Yoshi and start the level again, the SMW with bongos plays, instead of the normal version. Also, some AMM song fix themselves, when you perform the glitch. he song above is a good example.
Hey, may as well say something positive too, because apart from the few problems I've had, this tool has worked perfectly!

Really, I love the whole design and concept of this program. Instead of adding yet another crappy proprietary format only compatible with this one music program, it handles both addmusic 4 and addmusic m files and actually damn simplifies things. That's what more tools here need to do, actually simplify SMW hacking and game development rather than just force everyone to switch to yet another format or jump through more hoops.

Seriously, when Kipernal fixes the submap music issue, then I'm probably switching to this tool for my game's music. Because damn it's an awesome tool.
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.
Can you go any higher than @28 for SFX? It seems to stop there for me. It'll just be silence.
Sorry for a somewhat long wait between the last update and this one. This code behind this update completely redid how sound effects are handled so that the SFX decoding routine isn't copied between $1DFA's SFX and $1DFC's sound effects. This should save a significant amount of space, and allows for sound effects to play on any channel (though they now, by default, only play on channels #6 and #7). The process behind this basically involved gutting the SPC engine and rewriting everything involving sound effects from scratch, so that was the source of the long delay.

That being said, the big things I'd want people to look out for right now are sound effect bugs. If you happen to hear any, please let me know what they are and how I can reproduce them. I think I've ironed most of them out, but it's impossible to be sure.

And for a more music-oriented update, I've added commands for arpeggio, trill, and glissando at the recommendation of Slash Man. Check the readme for more information about how those commands work; they could help save a lot of insert space.

Note that you will, once again, need a clean ROM for this update.

Originally posted by SolidSnake141.35
I actually just tested this aswell and got the same result, if the P-Switch ends like a second after Mario is posing, the level music plays.


I'm still not getting this error, though I find it very, very odd that it only occurs some of the time. For anyone with this problem, could you try to give me some sort of exact steps that I could use to duplicate the issue with some degree of accuracy? Something like "cut the goal tape 2 seconds after hitting a p-switch with this song playing" would be just fine.

Originally posted by Ripperon-X
Edit: When Mario enters an area with different music, before the music of that area starts, there's usually an out of place sound playing.
Kind of the same thing with BSNES when sampled songs start playing at the beginning of a level.


Again, not a glitch that I've been noticing. Could you tell me how to duplicate it (what songs you're using, etc.?)

Originally posted by Ripperon-X
By the way, Dominator's port is Youkai Haltman theme.


Preferably a song in the music section (or at least one you have a link to). I don't know where to find that song.

Originally posted by Ripperon-X
@Edit: Your tool doesn't work with the Dynamic Sprites Patch(Asar version).


It should now, thank you.

Originally posted by Ripperon-X
Edit: New glitch found. In the cutscenes, we know when Mariod estroys a castle, a song is played. Well, now it's silence and the song plays right after Mario is sent to the OW.


Yeah, I'm not quite sure what's up with that. I've noticed it for a while but haven't looked into it yet because of the more pressing issues currently at hand. I will get to it, though.

Originally posted by cheat-master30
First of all, if you use different music for two submaps and exit between them with a door/ladder/walking exit, Mario freezes for a few seconds at the transition point while the song loads. This doesn't happen in other music tools and looks jarring to say the least.


Did that not happen in AddmusicM? Regardless, it's been fixed. Thank you.

Originally posted by cheat-master30
This song doesn't work for some reason:

http://www.smwcentral.net/download.php?id=4364&type=music


It looks like the song itself has problems. For example:

Code
$E5 $A0 $05 $59 $EE $F3


The $59 there is extraneous. I don't know why it's there, but it's not supposed to be. Or maybe it is, and the $05 shouldn't be there? It's impossible to tell, and that's why errors are being generated. For errors like this (where you are absolutely certain that it's a problem with the port and not a bug in AMK), it would probably be wise to contact the author of the port in question and ask them to fix it.

Originally posted by Ripperon-X
Also, some songs seem to break, when inserted more than once,
Megaman X3 Gravity Beetle is a good AMM example.


It seems to glitch out regardless of whether or not I insert it once or twice, and I know why: AM 4.05 only ever allowed two dots after a note (so d1...... is the same as d1..). That port uses 3 dots in a row in some places. I've added code that detects AM 4.05 songs (via their echo header) and only counts two periods after a note if necessary.

Originally posted by Ripperon-X
Also, the glitch where you die while riding Yoshi and start the level again, the SMW with bongos plays, instead of the normal version. Also, some AMM song fix themselves, when you perform the glitch. he song above is a good example.


The Gravity Beetle song is a good example of Yoshi drums fixing themselves? What? At any rate, I'll look into the Yoshi drum issue. I think it's just a problem with SMW not sending the correct sound effects (the one that enable or disable the bongos) to the SPC at the right times.

Originally posted by cheat-master30
That's what more tools here need to do, actually simplify SMW hacking and game development rather than just force everyone to switch to yet another format or jump through more hoops.


I've said this a couple of times before, but simplicity was my goal, both for hack creators and music makers. There's no point in making things overly complicated if you don't have to.

Originally posted by mario90
Can you go any higher than @28 for SFX? It seems to stop there for me. It'll just be silence.


No, I'm afraid; it's basically impossible, at least without rather ugly workarounds. The SPC can only index tables with a size less than 256 bytes, and at 9 bytes an instrument, 29th instrument would go beyond that (261, to be exact). @28 is a pretty hard limit.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Originally posted by SolidSnake141.35
I actually just tested this aswell and got the same result, if the P-Switch ends like a second after Mario is posing, the level music plays.


I'm still not getting this error, though I find it very, very odd that it only occurs some of the time. For anyone with this problem, could you try to give me some sort of exact steps that I could use to duplicate the issue with some degree of accuracy? Something like "cut the goal tape 2 seconds after hitting a p-switch with this song playing" would be just fine.


Wait roughly 3 seconds after hitting the P-Switch and use (I'm thinking any AMM port from what I've tested but...) [M] [Sampled] Jazz Jackrabbit - Medivo
meh
Glitch: When pausing the game, the music doesn't stop.
Also, is it just me, or is the haltman song louder than the spc that came with it?
For any user who want the song, here's a link:
Haltman song:
Song here

Glitch: At the beggining of the AddM sampled port of Journey to Silius - Stage 2 (SMW)(custom version), there's a weird sound, as if Mario was picking up a mushroom, but sounds even more pitched.
Ha, I couldn't even get past the display message in the intro level with this update. Just found that a little funny.

Just for details, all I did was enable fastrom via LM and expand to 4MB.
Well, I can't get the new one to work properly...at least, not consistently. And yes, I used a clean ROM. Here's what I did:

- Get a clean, unheadered ROM; insert FastROM patch, LZ3 compression, GFX and ExGFX, save level with custom music number and ExAnimation enabled (to insert those hacks; change them back to normal afterward), move Layer 1 tile on overworld, move it back, save overworld. (This is the base ROM.)
- Copy both AddmusicK .exe files to the music folder, plus the readme, sound effects, music, and ASM source.
- Insert music (with three or four custom tracks that aren't used yet).
- Set the music in level C5 to 1E and in level C7 to 15.
- Now, from here, a variety of things can happen. In SNES9X, before I copied the sound effects and music over from the new version (keeping the ones from the previous version), sometimes the "Nintendo Presents" sound effect would play, and then the titlescreen would never come up and the game would freeze at a black screen, while other times, the sound effect would play and then the game would freeze, and still other times, the game would make it to the titlescreen but not play any music. None of these seemed to show up after I copied over the music and sound effects, but now...if I am continuing a game with 0 exits, sometimes the Yoshi's Island submap music wouldn't play, although that didn't seem to happen in bsnes and doesn't seem to be happening anymore. If I am starting a new game, in both SNES9X and bsnes, the music in the intro level doesn't play, resulting in the submap and subsequent level being silent as well (except for a few garbled sound effects). The "Nintendo Presents" sound effect does play once at the start of the intro level, though, and the "ching" for selecting a 1/2-player game sometimes doesn't play (although perhaps that happened in SMW as well...?).

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

I'm working on a hack! Check it out here.
I'm absolutely loving this new AddMusic, and it's definitely coming a long way. The new $FB command features are pretty cool, though it would be nice if you could add an extra byte to the command to specify if portamento's enabled on it or not.

Also, you might want to listen to this SPC: http://dl.dropbox.com/u/28007574/SPC/AddMusicK/smw_overworld.spc

^This happened when I was play-testing Level 106. It was already like that when I started the level, but I dumped the SPC while riding Yoshi.
Aaaaaah sorry about the crashes, everyone. I accidentally mixed up some files, so the ZIP you all got contained a mix of old and new asm code. Redowload it, hopefully everything should be okay now. This should fix the crashes and any odd SFX glitches, though you might need a new ROM.

Originally posted by CrispyYoshi
Also, you might want to listen to this SPC: http://dl.dropbox.com/u/28007574/SPC/AddMusicK/smw_overworld.spc


That was what tipped me off to the above, so major thanks. Just before I released the update last night I fixed the bug that was causing that exact same glitch, so the fact that it was apparently still in the released code meant something was very wrong.

Originally posted by CrispyYoshi
The new $FB command features are pretty cool, though it would be nice if you could add an extra byte to the command to specify if portamento's enabled on it or not.


A whole byte just for one value, though? It seems a bit wasteful.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Originally posted by CrispyYoshi
The new $FB command features are pretty cool, though it would be nice if you could add an extra byte to the command to specify if portamento's enabled on it or not.


A whole byte just for one value, though? It seems a bit wasteful.

Well, whatever works. Having the option would be great. :P

EDIT: I noticed another thing. Focus on the guitar in these two SPCs:

OST version: https://dl.dropbox.com/u/52772496/OST_guitar.spc
AddMusicK version: https://dl.dropbox.com/u/52772496/AMK_guitar.spc
Edit: Never mind, it apparently fixed itself. Odd...
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