For those who have missed it, AddmusicK is what I hope to be the final step in SMW music hacking. While being compatible with virtually all existing songs, it fixes almost all known glitches with the SMW engine, adds a ton of new features, and is 100% customizable and extensible; the SPC and SNES ASM are all compiled from scratch, so bug fixes and feature updates require virtually no effort (unlike old Addmusics where such things required hijacks and extremely careful space management). And yes, it's compatible with ZSNES, bsnes, and SNES9X.
But enough talk. If you'd like more in-depth information, read the aforementioned thread or the included readme, because the changes are too numerous to mention here (but I'll list a few interesting ones):
Extremely easy to use; just add your text file to Addmusic_list.txt and then double click on the program! No more mucking about with Addmusic and trying to remember when to use what command line argument and if you need a sample bank and how to use Sample Tool. It's just two easy steps.
Automatic SPC generation for every song in your hack.
A slew of new and useful commands, such as #samples and #instruments, as well as new hex commands (such as a command for arpeggio).
Custom sound effects, as well as the ability to replace old ones.
Complete control over everything. Literally every piece of ASM code used is compiled from scratch when the program is run, so you can change anything and everything if you wish.
Much more space efficient, especially when compared to sample banks.
No need to start over from scratch if you've already used Addmusic 4.05 or AddmusicM
And a many more things that, like I said, are already explained in the readme. You may download it from the tools section, and if there are still any bugs left over, please don't hesitate to report them!
I should get a new layout.
Probably won't, though.
Location: Montana, USA
I've been following the development of AddmusicK pretty much from the beginning, and it's great to see it finally finished. (Though I do hope no more bugs are found, and I wonder what will become of Addmusic 5...or should it be Addmusic 6 now?) Pretty much every problem I had with Addmusic 4.05 has been eliminated in AddmusicK. I guess this means it's almost time to start submitting all those ports that I've been making for AMK the past few months.
I don't did a post in the thread of devolpement of AMK (in the Custom Music Help Section to be sure) but I see a lot of potential in this tool, and is simple to use, isn't like AMM and I like the tool is compatible with BSNES.
Also, people can submit for now AMK ports? Just asking... and You did an awesome tool Kip :>
Location: Montana, USA
Oh fuck yeah.
I've been more or less following this for a couple of months now, and it's great to see it's finally in a usable state.
Actually, "usable" is a bit of an understatement - it's so ridiculously easy that even after a year of not touching any music tool, I've got it to work on my first try (something I've never been able to do before). it's amazing how polished you've managed to make the whole thing look, and how incredibly powerful it is at the same time. If I had any say in a software business I'd hire you right away, that's for sure.
The only downside to this release is that I no longer have a reason to procrastinate my music writing :<
I love you forever, Kipernal. Switching to this one also.
Edit: I think there is a bug on there. I inserted a starman music for my hack, and when I touch the star, after I die, the music keeps on playing, and the overworld has the music of the level that I choose instead of the overworld music. Also, is it intentional that the P-switch music plays when I push the P-switch while on starman effect?
Okay, this is weird...when I touch the goal in Yoshi's Island 3, the victory music doesn't play, and then all the other music has a greatly slower tempo until I die, at which point it goes back to normal. I don't know if this is the fault of AddmusicK or my port, but it's something that I'd like to fix.
Also, is it just me, or is the h command kind of screwy? I know it's not as necessary now that we have the pitch submultiplier, but I'm trying to convert an older port, and it seems to modify the notes even outside of the current channel.
...aaand now one of my instruments is detuned (about a whole step too low) on one channel but not another. What...