Banner
Views: 843,194,779
Time:
23 users online: Adam, akari1129, BOB66, dogemaster, Eduard, Green Jerry, Hisbiscus, Infinity, Isaque World,  KevinM, Kusamochi, Kusrry,  MarioFanGamer, NewPointless, Nint, notsmallfish, PokerFace, shane, Snessy The Duck, SwampMage, tjb0607, yogui, zLukaasPvPz - Guests: 67 - Bots: 96 Users: 46,315 (2,880 active)
Latest: AmazingAlien
Tip: Only use a few different kinds of enemies per level. Overdoing it can make your level feel disjointed and clunky.Not logged in.
AddmusicK
Forum Index - SMW Hacking - Resource & Tool Releases - AddmusicK
Pages: « 1 242 43 44 45 »
I went ahead and fixed the Mario Jump sfx.

Code
$DA $08 
$04 $00 $B2
$06 $38
$DD $B2 $00 $05 $B5 
$28 $EB $00 $12 $B9 
$02 $C6 $00


Replace the entire contents of 35 Jump with this to get an accurate replication of how it worked in the base game.
Thank you for posting again before being made staff. Now you didn't beat Raiden's record of being staff with 2 posts.

--------------------
Your layout has been removed.
What a pleasant surprise, Codec. Thx for fixing the jump sound!
How'd ya do that?

If you're wondering why I'm editing my replies, it's because I wanna say more stuff.

--------------------
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
Quick question, does this work with Super Metroid or atleast partially work with it? I personally think it should since ircc Super Mario World and Super Metroid use the same, if not, extremely similar sound engines.
No. I'm pretty sure AddmusicK replaces the sound engine completely, and even if it doesn't, the sound engine moves around between games and AMK won't know how to find it in anything else.

It's probably possible to teach AMK how to handle Metroid, but I'm not sure how much effort that would be.

--------------------
<blm> zsnes users are the flatearthers of emulation
I'm honestly requesting an update for AddmusicK (if it even still gets updates) to support Super Metroid. I think musical changes in any rom hack defines it's difference from the original game or atleast expresses the effort put in.
...you are aware you're in the SMW Hacking section of SMW Central, right? Nobody here knows anything about Super Metroid.

We don't know where the sound engine is, we don't know how to find it, and we don't know if their sound engines are similar enough that any parts of AMK can be reused. Maybe they are, maybe they're not, we don't know.

Feel free to post this tool at the Super Metroid hacking forums, maybe someone around there can help you. Or do it yourself, the source code is right there.

--------------------
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
We don't know where the sound engine is, we don't know how to find it, and we don't know if their sound engines are similar enough that any parts of AMK can be reused. Maybe they are, maybe they're not, we don't know.

Sound engines, At least on the SNES, Are the same/similar if that exact development team made them.
Link for some proof.
Originally posted by this post
Earthbound uses the same N-SPC version as F-Zero, so I ported this song very easily.

Since the SPC700 is a programmable chip, we get different sound engines, for example in SMW SFX play on channel 7 or 8, but in another game it plays in channel 6. Maybe in one game this address controls echo and such and maybe in another game it's part of ARAM.
Quote
...you are aware you're in the SMW Hacking section of SMW Central, right? Nobody here knows anything about Super Metroid..

pretty sure the ROM Map in the Misc. ROM Hacking Subforum might have something for super metroid, Don't quote me on that. But i know for sure there are people here other than that guy that know a thing or two about this game. So in a way don't assume that 100% of the userbase hacks SMW and is all "what is super metroid, a SMW hack?" Some people find this site and post in the Misc. Hacking subforum because they potentially want to present it to another/bigger audience. I apologize for somewhat backseat modding a mod.
Hi, I'm a signature!
Hack Thread
Hack Testing Status: Available.
Layout by Koopster.
Originally posted by M A R I O W O R L D
Sound engines, At least on the SNES, Are the same/similar if that exact development team made them.


Not necessarily. It's of course very likely, since it's a common (and reasonable) programming practice to reuse code of old games in new games when you can, but nevertheless, there is nothing that prevents developers from making a new sound engine, anyways, and I'm pretty sure at least some dev team out there has done just that.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
You'd still need to decompile all the music and sound effects, which will take quite a bit of work. It's not really possible to just put this tool on another game and expect it to work the same.

--------------------
Super Mario World's N-SPC engine appears to be an earlier version distinct from other games using it. Of course it matters less now given how much the AddMusicK driver has modified against the original code.

Decompiling the music and sound effects would not take a lot of time given the right tools (i.e. what I do to hack over 15 different NES sound engines using the same MML compiler). It takes significantly more time to reorganize AddMusicK's source code into a maintainable manner.
YouTube · Bandcamp · Twitter · Github
Constructing Chiptune; Construing 8-Bit.
Custom theme based on Zenburn; install Lato and Liberation Mono for best results
Now I don't know why but the arrows to move the songs up and down are missing, like they are cut off.
I have decided to claim the authorship of version 1.0.6 myself after seeing the same screenshots at the Discord music channel every now and then. The executable and the changed source files are available at the end of this post; just copy AddmusicK.exe to an existing AddmusicK directory (after possibly making a backup of the original file). If this works as intended I will submit the whole archive to the Tools section later. Last time I checked, the 1.1.0 beta did not have these changes.

These are the (only) changes in this build:



Write error messages to standard error stream

All strings that indicate abnormal program termination are now properly written to the standard error stream instead of the standard output stream. From the command prompt there are no visible differences; however, the AMK GUI depends on these streams so that only the error messages and not the progress indicators are shown if an error occurs. When the program returns a non-zero exit status, the GUI displays the error stream instead of the output stream; if error messages go to the wrong stream, the user will not see them at all, instead seeing an empty dialog box. In particular, the following previously unseen messages are now available through the GUI:
  • ???: The specified sample group, "???", could not be found., the main reason behind this build
  • Could not delete critical file "???"., raised when AddmusicK cannot remove temporary files used during assembly
  • Error: "???" could not be found., raised when certain labels cannot be found in "asm/SNES/patch.asm"
  • Uncaught C++ exceptions
Additionally, the following error messages previously queried user input (through the standard input stream) even when using the GUI; these errors now reject the ROM automatically if -noblock is specified or the GUI is used, and also correctly flush the messages to the standard error stream:
  • Error: The identifier for this ROM, "???", could not be identified. It should be "@AMK". This either means that some other program has modified this area of your ROM, or your ROM is corrupted.
  • WARNING: This ROM was modified using a newer version of AddmusicK. You can continue, but it is HIGHLY recommended that you upgrade AMK first.
Upgrade to Visual Studio 2017 / C++17

Several cosmetic changes in AddmusicK's source code:
  • The AddmusicK source now uses std::filesystem or std::experimental::filesystem::v1 instead of boost::filesystem, whichever is available, so that developers now have one fewer external dependency to worry about.
  • LodePNG is now added to the source archive, so AMK should now build without extra configuration.
  • byte has been replaced with uint8_t, because the C++17 standard defines its own std::byte now.


Get the unofficial AMK 1.0.6 here.
YouTube · Bandcamp · Twitter · Github
Constructing Chiptune; Construing 8-Bit.
Custom theme based on Zenburn; install Lato and Liberation Mono for best results
Fanatical like a Demon
Something to bring and maybe add on future updates should be the updating of patch.asm. There's a lot of instances of people not hearing credits music playing. Medic gave a fix to this, I'm not sure why this hasn't been submitted (or why some people aren't having these problems such as Torchkas). Here's the thread. The fix is quite simple, in patch.asm:

Code
LevelEndMusicChange:
	LDA !MusicMir
	CMP !IrisOut
	BEQ Okay
	CMP !SwitchPalace	;;; bonus game fix
	BEQ Okay
	CMP !Miss		;;; sure why not
	BEQ Okay
	CMP !RescueEgg
	BEQ Okay		; Yep


Add this:

Code
CMP !StaffRoll
BEQ Okay
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
For some reason that I can't find out, my AddMusik doesn't want to insert anything with samples anymore. At least, that's my conclusion.

I inserted some earlier, it worked, as usual.
But recently, I tried inserting a couple of musics, and got an error: "The specified sample was not included in this song.". Then I don't know what I did but this error disappeared, and was replaced by an error, but AddMusik doesn't tell me what. The log is empty.

So I tried with an other couple of sampled musics, got the same issue. Then I tried with a couple of UNsampled musics, and I got no problem.

Is there a fix to that? A reason?

Thanks

EDIT: I started off fresh with AddMusick, and it seems like the fix for the credit without music after a Wendy fight was the problem. Which is very weird because I'm 99.99999999999999% sure I got the problem just before I did the credit fix

--------------------
Super Mario Pants World
Luigi's Lost Levels
New Super Mario Pants World
Hello! This is the first time I post this thread. In my opinion, there could be an update on the original songs. for example:
The "40 Cast list.txt" music there are many repetitive notes on channel #7 that could be with loops.
Fanatical like a Demon
Originally posted by NextTactics
Hello! This is the first time I post this thread. In my opinion, there could be an update on the original songs. for example:
The "40 Cast list.txt" music there are many repetitive notes on channel #7 that could be with loops.

Here.
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Is there a way to see how much RAM a song takes? It appears I'm only seeing the insert size. AMK does calculate it somehow to prevent echo buffer overflow, it just doesn't seem to display it...

--------------------
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Hello! I have a suggestion. There are some hexadecimal commands that allow a fade, such as: Pan, vibrato, global volume, etc... So instead of typing: $E1 $4C $FA could be: s4C[w250] the letter "s" specifies the fade value (in hexadecimal!), and inside the brackets the command you want to fade, another example: $DC $20 $0A to s20[y10]. I hope it was a good idea.
Originally posted by Wiimeiser
Is there a way to see how much RAM a song takes? It appears I'm only seeing the insert size. AMK does calculate it somehow to prevent echo buffer overflow, it just doesn't seem to display it...


I might be really late at this #ab{>_>} #ab{<_<} but you can see all ARAM usage stats and space left by going on the stats folder of AMK.

--------------------
https://www.youtube.com/watch?v=3xkRkaXPN_A
---
GitHub - Twitter - YouTube - Blog - SnesLab Discord
Pages: « 1 242 43 44 45 »
Forum Index - SMW Hacking - Resource & Tool Releases - AddmusicK

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy