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AddmusicK

Tool

Change q6d on the above line to q6f
Now it should work.
Just one question. Where do I download this updated version, because I downloaded the Addmusic again (using the link provided in the first post) and it didn't fix any of my problems. Just asking if I did download the wrong thing.

If I did download the updated version, then I probably might need to report my rom again.
Originally posted by Kipernal
(As a note, I haven't updated the Dropbox file, so don't take that to be the version I'm talking about here.)

He did fix the bugs, but the version currently available for download is the older one. Once the tool is really completely finished, we'll get to se the final version.
Okay, so here's the most recent release. Note that, by default, this is NOT compatible with any of the songs in the music section. Or, at least, 99% of them. I'll contact Kieran in a short while to see what the status is of the music updating script, but until then, don't expect the songs in the music section to work "out of the box" with this (they need their #am4 and #amm tags). This should have all bugs since the last post fixed, so thank you to everyone who reported them.

Originally posted by Luigi370
Anyway, I found another useful command.
A pan slide command present in square engines.
Example #0,#1 Boundaries
It works like a tremolo command.
Try implementing that.


I feel like we're reaching the point where if I start implementing commands for every little thing, there's going to be more space wasted in terms of code implementing it than would actually be wasted just inserting extra pan fades. But that's just a personal opinion. If the porters want to override that, feel free.

Originally posted by Moose
Is the problem that no txt exists for those particular songs?

If so, I'd like to give a shot at ripping them for you. Which ones do you need?


Yeah, that's the problem. If you want to see if you can rip them, we basically need the Bowser zooming in/out "sound effects", the brief piece that plays while fireballs are raining down, the "Bowser's clown car flying off" sound effect, the Peach rescued music, and the 3 credits themes.

Yeah, that's kind of a lot. Not sure if it's really worth it...

Originally posted by worldpeace
May be a stupid question, but is it safe to use '[' and '[[' consecutively without spaces or delimiters? How is '[[[' parsed?


That's actually a really good question. Originally I think it was parsed with '[[' taking precedence, but thanks to you bringing that up I've made AMK throw an error if it comes across anything ambiguous like that; thanks.

Originally posted by Moose
One more thing, and I just found this out.

Apparently, Demon's Crest's music employed attack rates other than F and was still able to use a 'Gain' fade-out. I believe it was because the Delay rate was left at its default position of 7+00 ($e0).

Would this be possible with AMK? I would imagine so, as from what I gather, as long as the envelope can be defined in only one byte, a fade-out would be possible, but I just thought I'd take it up with you just in case I was wrong. I can't exactly test it myself right now.


Basically, if you can tell me what needs to be done to do it, I can probably do it, but from the sound of it, what you're describing should be possible just by using AMK's built-in ADSR-related commands. Try it out, at any rate, and see what happens.

Originally posted by SomeGuy712x
I decided to give AddMusicK a simple try today, and I tried it with this song in SMW Central's music section: "Touhou 1 - The Positive and the Negative", but there are some parts that just don't sound right... Video.

Did I make a mistake when inserting that song somehow, or is this a glitch between AMK and that song? Just wondering...


Minor glitch related to AM 4.05 custom instruments. Should be fixed now.

Originally posted by SomeGuy712x
UPDATE:
The above AddMusicK video that I made yesterday was done using ZSNES, but I just tried that exact same ROM on Snes9x now, and here's the result: Video.

The sound completely malfunctions when I hit the goal, and then the game crashes afterwards. So, is this another AMK glitch? Or did I maybe insert the music incorrectly somehow?


That was fixed some time ago, but not in the "official" release. I posted an update earlier in the thread that contains a link that fixes that major bug, but if you don't want to use that, the version in the Tools section should be updated soon.

Originally posted by Falkenheart
I am having some trouble importing some sound effects with AddMusicK the SFX in question are the climbing sound effect and turning sound effect from Super Mario All-Stars as provided with koyuki's climbsfx and turningsfx patches respectively. I'm not sure if the cause is a bug or something else. also is there a way to overwrite sound effect files that were imported using AM 4.05, because I'd really like to get the sound effects to work with the original cave drums music, which as you know 405 corrupts Vanilla music/sfx, I could just roll back the hack to before I inserted the sound effects. But I just want make sure the sound effects I'm using will work with AMK


Not sure what you mean about the climbing SFX not working; I'm having no issues with that. But as for the Addmusic 4.05 sound effects, you should be able to just use AddmusicK on your ROM without any issues regardless of whatever you did to it with other Addmusics. But...make a backup just in case.

Originally posted by Moose
$FA $02 $XX apparently doesn't apply to $DD. Is this a bug in the engine itself, or can it be remedied?


As far as I know, it didn't in Addmusic 4.05 either ($FA $02 is the same as $ED $82...or whatever the custom tuning command was).

Originally posted by Falkenheart
I don't have any echo with cave music is there a way to get it back?


I've added a note in the basic section of the readme dedicated to this, so you can look there for an answer now. Long story short, the music still echos, but the sound effects won't unless you enable it.

Originally posted by Falkenheart
actually I have another question as well, is there any way to import only custom sound effects without having to import all the other optimized sound effects and music?


I'm not sure what you mean. If you only want custom sound effects, just delete all the default SMW ones in 1DF9 and 1DFC.

Originally posted by Moose
Moar bugs

For some reason, a particular note cuts out early right before it reaches its target pitch bend. I've fiddled with the vibrato, q command, and the note length, but nothing's changed.

Here's the full channel (it's that short):

Code
#2
v100
$e8 $c8 $ff
@30
y1
q6b
r=5 r=5 [o4 d32 e32 g32 e32 b32 g32 > d32 c+32]7
< d32 e32 g32 e32 b32 g32 r=2 

$de $20 $18 $b0
q6d
< a4 $dd $18 $06 $b5 ;problem area cuts off right before reaching $b5
> > q7d g32 g32 r32 f4 ^32 f8 g16 g32 f4. ^32
e32 e32 r32 d8 ^32 r16 < a16 r32 g+16. g8 a8 a+16. > c32 r16 d2 ^16 


Luigi370 pretty much nailed it; since you're using the q command in that way you're shortening the note by just a touch. To correct it, you'll have to shorten the duration part of the $DD command a touch as well.

Originally posted by S.C.O.R.P.I.O.N.
Just one question. Where do I download this updated version, because I downloaded the Addmusic again (using the link provided in the first post) and it didn't fix any of my problems. Just asking if I did download the wrong thing.

If I did download the updated version, then I probably might need to report my rom again.


You shouldn't ever have to re-port your ROM from a malfunction in AddmusicK. I'll always do my best to ensure this. But to answer your question, when you asked it, it was in one of my earlier posts in this thread. Now, it's this post. #ab{;)}


So hey, let's hope this is really the final version this time!
I should get a new layout.

Probably won't, though.
Already found one extremely minor thing, the
Quote
Warning: A hex command was found that will act as a note instead of a special
effect. If this is a song you're using from someone else, you can most likely
ignore this message, though it may indicate that a necessary #amm or #am4 is
missing.
still tells you that it may indicate a missing tag even in songs that already have one (if the message shows up for an unrelated reason). Although that may be a good thing for the sake of the rare circumstance where someone uses the opposite tag for what they need.

And it looks like you've managed to fix the clapping chuck thing, so that's all the bugs I know about gone.
Your layout has been removed.
The latest version throws errors when you use a qXX command without putting a space after it (say, q7Bd instead of q7B d). That's the only problem I've noticed so far.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Every addmusic does that afaik, just like doing $EAb4.

Also thanks a lot for releasing the final version Kipernal! Works splendid so far!
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Earlier versions of AddmusicK didn't do that, though.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
This is certainly nice, but I noticed that there's something weird going on. If I enable SFX echoing in a level, it will not take effect unless I access such level from the overworld. Same thing goes for yoshi drums, since, whenever I enter a sublevel with yoshi, the bongos won't play unless I dismount and mount again.
A quick question, the final version of AMK will be compatible with SA-1, or will have a special version for that?
This tool detects if the ROM is using SA-1 (see asm/snes/patch.asm), in which case it already does the necessary tweaks on itself.

e: also, any chance $FA $05 $XX could work with qXY? That would make that command much more useful, I think.
Also, the new version seems to completely ignore the #length field in the SPC data specification.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Bug.

For some reason, using @xx at the same time a pitch slide is being preformed messes up the pitch slide. Sometimes it happens, sometimes it doesn't.
________________________________________________________
Mario the Gaul
Why AMK takes so long to insert everything? I don't get why.
It takes 15-33 minutes seconds to insert all data. Isn't possible to decrease that time?

I suggest doing some optimizations and using asar.dll, since calling asar.exe multiples times will waste lot of time.
GitHub - Twitter - YouTube - SnesLab Discord
The vibrato fade command ($EA) seems to be a bit buggy. All it does is turn off the vibrato instead of fading it, and also is there a reason why there isn't a duration? It seems kind of useless without one.
soundcloud / bandcamp / twitter / buy/stream my EP / buy my touhou music / buy my NEW album!!!
While I was debugging a SA-1 ROM, I noticed two missing SA-1 remapping on AMK:

tweaks.asm:
Code
org $00973B
	NOP : NOP		;BRA Skip6
	STA.w $0DDA 		;NOP : NOP : NOP
Skip6:


NMIFix.asm:
Code
	LDA $1DFB


edit: And after I fixed that, the overworld is loading the normal song and after it loaded, it loads the correct song. WAT?
GitHub - Twitter - YouTube - SnesLab Discord
Originally posted by X-cniS
The vibrato fade command ($EA) seems to be a bit buggy. All it does is turn off the vibrato instead of fading it, and also is there a reason why there isn't a duration? It seems kind of useless without one.

I think the duration is specified in the vibrato command ($DE). Specifically, the byte that specifies how long before the vibrato starts ($de $xx...).
Check out my music!
As far as I know, $EA's argument is actually the duration of the fade itself, not the final amplitude. You need to specify the latter like you would normally, aka by using $DE before $EA. Also, I think I already posted something about that in the other thread, since it is actually weird sometimes, but it's not a bug with the addmusic itself, meaning it was present in the original engine as well. Not sure if any basic N-SPC engine fixed it somehow, but I kinda doubt it.
I do not envy the music moderating team once they start accepting AMK ports... My own backlog alone is getting pretty large.
Your layout has been removed.

Tool