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 Luigi370Anyway, 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 MooseIs 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 worldpeaceMay 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 MooseOne 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 SomeGuy712xI 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 SomeGuy712xUPDATE:
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 FalkenheartI 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 FalkenheartI 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 Falkenheartactually 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 MooseMoar 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.
So hey, let's hope this is really the final version this time!