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 SolidSnake141.35I 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-XEdit: 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-XBy 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-XEdit: 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-master30First 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
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-XAlso, 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-XAlso, 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-master30That'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 mario90Can 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.