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AddmusicK Beta Release Thread

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On the topic of portamento on $FB, Kipernal. I think it would be best to have it in there by default because the risk of rearticulation, it could sound crappy at fast speeds.
I think a post layout goes here somewhere...
Would it be possible to add something that allows you to substitute 'silence' in a rest for a definable 'Gain' value over $7F?

An example of this can be found in the music of 'Asterix and Obelix' and the Megaman X series for SNES.
Check out my music!
Originally posted by Moose
Would it be possible to add something that allows you to substitute 'silence' in a rest for a definable 'Gain' value over $7F?

An example of this can be found in the music of 'Asterix and Obelix' and the Megaman X series for SNES.


AFAIK the way Capcom's sound engine does this is with a duration rate command (VCMD $06 in MMX) which works similar to the qXY command. The only difference is that the Capcom engine was a much wider range of durations ($01-$FF) and that GAIN is operated when the duration counter ends. I'm not sure if other games that use similar commands but it's possible.

Also, if I could request another command, Is it possible to add a pan sweep that loops back and forth? Chrono Trigger and a lot of other Squaresoft games have an effect like that.
Please excuse my lack of an avatar or banner. I'm just too damn lazy to create one.
Originally posted by mju90
Originally posted by Moose
Would it be possible to add something that allows you to substitute 'silence' in a rest for a definable 'Gain' value over $7F?

An example of this can be found in the music of 'Asterix and Obelix' and the Megaman X series for SNES.


AFAIK the way Capcom's sound engine does this is with a duration rate command (VCMD $06 in MMX) which works similar to the qXY command. The only difference is that the Capcom engine was a much wider range of durations ($01-$FF) and that GAIN is operated when the duration counter ends. I'm not sure if other games that use similar commands but it's possible.

Also, if I could request another command, Is it possible to add a pan sweep that loops back and forth? Chrono Trigger and a lot of other Squaresoft games have an effect like that.

Is there a problem with manually telling it to slowly pan to the other speaker using $DC $XX $YY? I'd imagine it wouldn't waste that many bytes, but I guess it would be nice to have for the sake of convenience.
Originally posted by CrispyYoshi
Originally posted by mju90
Originally posted by Moose
Would it be possible to add something that allows you to substitute 'silence' in a rest for a definable 'Gain' value over $7F?

An example of this can be found in the music of 'Asterix and Obelix' and the Megaman X series for SNES.


AFAIK the way Capcom's sound engine does this is with a duration rate command (VCMD $06 in MMX) which works similar to the qXY command. The only difference is that the Capcom engine was a much wider range of durations ($01-$FF) and that GAIN is operated when the duration counter ends. I'm not sure if other games that use similar commands but it's possible.

Also, if I could request another command, Is it possible to add a pan sweep that loops back and forth? Chrono Trigger and a lot of other Squaresoft games have an effect like that.

Is there a problem with manually telling it to slowly pan to the other speaker using $DC $XX $YY? I'd imagine it wouldn't waste that many bytes, but I guess it would be nice to have for the sake of convenience.

Actually I was referring to the panning effect used in this song.
https://www.youtube.com/watch?v=aQx9QaAxhk8&feature=youtube_gdata_player
Edit: Sorry if I didn't post the link the right way. I'm using my phone to post right now so I can't link the SPC.
Please excuse my lack of an avatar or banner. I'm just too damn lazy to create one.
Originally posted by mju90
Originally posted by CrispyYoshi
Originally posted by mju90
Originally posted by Moose
Would it be possible to add something that allows you to substitute 'silence' in a rest for a definable 'Gain' value over $7F?

An example of this can be found in the music of 'Asterix and Obelix' and the Megaman X series for SNES.


AFAIK the way Capcom's sound engine does this is with a duration rate command (VCMD $06 in MMX) which works similar to the qXY command. The only difference is that the Capcom engine was a much wider range of durations ($01-$FF) and that GAIN is operated when the duration counter ends. I'm not sure if other games that use similar commands but it's possible.

Also, if I could request another command, Is it possible to add a pan sweep that loops back and forth? Chrono Trigger and a lot of other Squaresoft games have an effect like that.

Is there a problem with manually telling it to slowly pan to the other speaker using $DC $XX $YY? I'd imagine it wouldn't waste that many bytes, but I guess it would be nice to have for the sake of convenience.

Actually I was referring to the panning effect used in this song.
https://www.youtube.com/watch?v=aQx9QaAxhk8&feature=youtube_gdata_player
Edit: Sorry if I didn't post the link the right way. I'm using my phone to post right now so I can't link the SPC.

That's pretty interesting. It's still possible with $DC, but I can see why it would be nice to have a command for that. Though, if you need something like that, it would have to be on a per-channel basis.
Not sure if this has already been mentioned, but when you die on Yoshi and go to a level where the music has Yoshi bongos, they will still play even though you aren't on Yoshi. They stop playing as soon as you mount and then dismount a Yoshi.
Edit: Nevermind. It was mentioned on the previous page.
GradientToolLevelMusic UtilitySM64 Clean ROM verifierHQX VirtualDub FilterImoSPC2 (Alpha)Music Section SPC PlayerEmbeddable SPC Player for SMWCYouTube EmbedderJSRomcleanJS Address ConverterLazyHDMA
Before I go to bed and forget.. SFX destroys echo, and echo's only enabled when a SFX is playing.

$EF $FE $36 $36
$F1 $04 $48 $01

That was what I was using.
Talking about the $FB stuff, why not make it work with the regular portamento ($F4 $01 iirc)... I think it'd be more sane, no?

Originally posted by CrispyYoshi
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


That happened in amm too, in fact they use the same txts I guess. Also in that same spc you posted (the amk one) if you go at :31~ you can notice the other bongo pattern comes too early. Oh, here's an spc in case you don't remember the original (shame!!1).
Alright, this is the last feature update for now. The bug list is getting a bit lengthy, so after this I'm going to go through the thread and kill all the bugs that have been mentioned up to this point.

So for this "last" new feature, I've added automatic SPC generation. For every song in your list, an SPC will be automatically generated in the SPCs folder (two SPCs if your song uses Yoshi drums). Assuming that the tempo remains constant throughout the song, the SPC should also be the actual length of the song (two loops plus the intro). In addition, I've added the #SPC tag, which you can use to define the ID666 tags for the generated SPC (see the readme for more information on how that works).

Also, I've fixed Here We Go, both the issue CrispyYoshi mentioned and the one Lui37 mentioned. Hopefully I'll have the rest of the bugs (or at least a good chunk of them) gone soon.

EDIT: Forgot to include two important files. Should be fixed now.
I should get a new layout.

Probably won't, though.
There seems to be a glitch with the Kirby SuperStar Nightmare warship sampled song. Around the beginning, the song slows down for more than a second.
Also: Not sure if your tool did this, but basically, when Mario enters the OW, a really black bold border appears on the left side of the OW border, when Mario enters a level. To trigger this glitch, go to the Main OW, enter a level, exit it and go back to the submap and enter a level.
Another song glitch: At the sampled version of The Legend of Zelda- The Minish Cap - Minish Woods, at 4 seconds, the song stops a bit and continues. That's not right.
Originally posted by Kipernal
So for this "last" new feature, I've added automatic SPC generation. For every song in your list, an SPC will be automatically generated in the SPCs folder (two SPCs if your song uses Yoshi drums). Assuming that the tempo remains constant throughout the song, the SPC should also be the actual length of the song (two loops plus the intro). In addition, I've added the #SPC tag, which you can use to define the ID666 tags for the generated SPC (see the readme for more information on how that works).

Now that sounds pretty useful. Actually, I'm surprised I haven't heard anyone mention such a thing before...it seems obvious now that it's on the table. I have to ask, though...did you ever add integer support for #define (and related commands)?

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

I'm working on a hack! Check it out here.
Glitch: When Mario gets a mushroom, the song remains stuck at the current note, until the Mushroom effect is done.
This happens with the Mega Man X6 - Weapon Center (Infinity Mijinion) [S1] song.
It seems like some instruments do sound louder.
The vsdoroche song has channels 2,3,4 that sound louder than channel 1. That's probably just me.
Link to song: Here
Alright, here's the current bug listing. I mostly compiled it for my own sake so I can keep track of what I need to do, but if you've reported a bug and it's not on this list, feel free to yell at me and I'll put it up.

Originally posted by Lui37
2. Pressing start+select to exit a level will result in all the music being muted (except for SFX), until you enter another level and die/win/(and make some global song play in general, I guess).


Originally posted by mario90
Edit 2: Forgot to explain what I meant about the Yoshi drums. So it goes to the intro level, but it plays "Here we go" instead of the intro tune, and if Mario landed on Yoshi in the title screen cutscene then it also has the Yoshi drums playing.


Originally posted by mario90
Found yet another bug. (At this point I'm hoping its not just me). There's a conflicting issue with the Star and P-Switch. If you grab a star before the P-switch timer ends, it will continue playing the P-Switch music after the star wears off instead of the level music.


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.


Originally posted by CrispyYoshi
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.


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.)


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


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.


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.


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.


Originally posted by CrispyYoshi
Before I go to bed and forget.. SFX destroys echo, and echo's only enabled when a SFX is playing.

$EF $FE $36 $36
$F1 $04 $48 $01

That was what I was using.


Originally posted by Ripperon-X
There seems to be a glitch with the Kirby SuperStar Nightmare warship sampled song. Around the beginning, the song slows down for more than a second.
Also: Not sure if your tool did this, but basically, when Mario enters the OW, a really black bold border appears on the left side of the OW border, when Mario enters a level. To trigger this glitch, go to the Main OW, enter a level, exit it and go back to the submap and enter a level.
Another song glitch: At the sampled version of The Legend of Zelda- The Minish Cap - Minish Woods, at 4 seconds, the song stops a bit and continues. That's not right.


Originally posted by Ripperon-X
Glitch: When Mario gets a mushroom, the song remains stuck at the current note, until the Mushroom effect is done.
This happens with the Mega Man X6 - Weapon Center (Infinity Mijinion) [S1] song.
It seems like some instruments do sound louder.
The vsdoroche song has channels 2,3,4 that sound louder than channel 1. That's probably just me.
Link to song: Here


Originally posted by imamelia
I have to ask, though...did you ever add integer support for #define (and related commands)?


It's going to be included as part of the #ifdef (etc.) command rework that will fix its glitches (like no nested #ifdefs and such).

On a side note, once I'm done with this, I'll start adding the features I've missed that have been suggested so far (letting $F4 $01 work with $FB, for example).
I should get a new layout.

Probably won't, though.
Here's a couple more bugs for you to add:

When the timer goes below 100 seconds, the music speeds up, but when you go to a level with different music, the music goes back to normal.
Also, there's something weird going on with the sound effect that plays when the timer goes below 100. It sounds kinda weird, as if it's playing the wrong instrument (might have to do with the currently playing song?). Also, I think Mario's jumping sound overrides it.


Also, there's still the Yoshi drums issue:
Quote
When you die on Yoshi and go to a level where the music has Yoshi bongos, they will still play even though you aren't on Yoshi. They stop playing as soon as you mount and then dismount a Yoshi.

GradientToolLevelMusic UtilitySM64 Clean ROM verifierHQX VirtualDub FilterImoSPC2 (Alpha)Music Section SPC PlayerEmbeddable SPC Player for SMWCYouTube EmbedderJSRomcleanJS Address ConverterLazyHDMA
Originally posted by ShadowFan-X
When the timer goes below 100 seconds, the music speeds up, but when you go to a level with different music, the music goes back to normal.

I think that is also an issue with all the Addmusics =|
!!! YOUR SAMPLES ARE COMING SOON !!!

Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.




I've noticed that when the rom is 4MB it will always take up space starting with bank 20. Could you possibly make that definable where it begins? Like for example, if I wanted it to start at $178000, I could put that in one of the ASM files (or you could make it a command line or something)

Edit: I applied the dynamic sprite patch after using AMK and it pretty much nukes the rom. I thought that was fixed? It seems to work just fine if I apply it before AMK, but I don't see how either of these conflict.

Edit 2: It seems the overworld exanimation patch isn't compatible either. All the layer 1 tiles won't show up at all. However if you use AMK first then apply it, they'll show up but nothing will animate.

Turns out it was the Layer 3 ExGFX patch that conflicted with that due to the overworld part of it. I think THAT is what conflicts with AMK. However I think I found the problem with the dynamic sprites patch.

dsx.asm hijacks here
Code
org $82BC
	REP #$30


And the NMI patch you have in AMK hijacks here:
Code
org $82B9
autoclean JML Exit
NOP


Your JML in the NMI Patch overwrites into it by 2 bytes. Its the opposite if you apply dsx.asm AFTER you use AMK. dsx.asm will overwrite 2 bytes from the NMI Patch. Again, it'll work if you apply dsx.asm before using AMK but I don't think its a good idea to leave it like that.
If you use the layer 3 patch on the rom, the game crashes with music playing after the intro:

http://www.smwcentral.net/download.php?id=819&type=patches

No idea why this is, maybe a ram address conflict or something?

Edit: Also, this song doesn't work for whatever reason:

http://koopa.es.land.to/music/files/hiath.zip

Says something about unrecognised hex commands.
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.
Looks like the new version of AddmusicK isn't compatible with the dynamic sprties patch and the no more psrite limits patch. In ZSNES, it's fine, even though soem songs have ear-bleeding sound and in accurate emulators, at the intro, no music is played and when I start a new game, a black screen is all I get. Without these, it works fine and the souns is right.
Well, that dsx hijack is unecessary as the hijack is to fix an older version of the dsx, so commenting it out is a good thing to do.

As for the crashing problem with dsx, well I studied enough what's the problem and I assume the problem is in NMIfix.asm but I managed to "fix" the dsx.asm, I'll add in My Files and I'll post it later but the music can disappear sometimes, I didn't tested it too much but the crash is fixed for now.

As for the No More Sprite Tile Limits issue, it's compatible for me as I'm using SNES9x 1.53 so the problem could be the dsx hijack issue.

As for the Layer 3 patch, I've fixed the problem and I'll post the dsx and Layer 3 ExGFX Patch soon, since here is night and I'm about to sleep...

Edit: Well, here's the pack with the fixed patches. Link

As for the Layer 3 patch, don't forget to insert GFX and ExGFX or the game will crash.
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