There are, however, a few set of rules you should follow to when posting here:
* Be as descriptive as possible.
* Post TXTs/SPCs when needed.
* No asking for help about addmusic, unless it's related to a specific port.
* This isn't a thread to ask for music requests, that goes here.
Haven't been able to find anything about this. Is there any way to clear/reset ADSR commands? Like, if I modify an instrument with a command, how would I set it back to the standard? Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Redefine your instrument, nothing complex is needed.
If by "redefine", you mean use the ADSR command again, what values do I actually need to use? Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Could someone give me a quick rundown of dumb things I could be doing that are crashing the game? I haven't ported music in years, and I figured I had everything working right for this file I made, but it freezes on Mario start.
Could someone give me a quick rundown of dumb things I could be doing that are crashing the game? I haven't ported music in years, and I figured I had everything working right for this file I made, but it freezes on Mario start.
It seems to insert just fine for me, in both AddMusic405 and AddMusicK (If you're not using AMK, I suggest you try it out)
Also, make sure you're defining the octave at the beginning of each channel for best results (e.g. o4, o3, o5).
Lastly, make sure you're using a clean rom. Maybe the hacked rom is incompatible with AddMusic? (I really hope this isn't the case)
FIRST OF ALL I'm really not sure if this is the correct forum to post this...
if it isn't then... my bad..
WELL..
I'm having a little problem with my hack's music... it's not supposed to make random noises and WITH random instruments when some SFXs sound... *I inserted MORE.bin using the:
Code
AddMusic.exe <ROMname.smc -se
at first
*I added the header for each song I inserted on my hack *I checked every single music so the channels #4 #5 and #7 were free or as free as possible
This is only happening on 2 or 3 of the song but, I know someone will found it a lethal bug for humanity and delete it from the hacks waiting to be moderated if I upload it...
btw, it started from when I started to use the newest version of AddMusic 4.05
Any help.. please!
*BRAND NEW [DEMO]v2 COMING SOON*
*NEW* features:
-Compatible with most (if not all) emulators
-Fixed some bugs & Re-addressed patches (it was a real mess)
-New level designs/re-edited levels
-New & custom GFX/ExGFX
-New & custom music
-Over 25 exits
-NOTICE-
looking for a BETA TESTER and/or a LP VIDEO MAKER from youtube to play MY HACK.(new version)
I feel like people don't notice this exists since threads asking for help are still appearing everywhere else...
Is there any way to use direct note lengths for the l value? A port I'm working on has a channel with notes of only the length 8^16. Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
So I've been trying to use the Storm Eagle theme from Mega Man X in one of my levels. I managed to insert the song into the ROM and have it play, but I want it to sound exactly like it does in Mega Man X (FYI I downloaded it from the music section here on smwcentral). The only song I've inserted before is Hot-Head Bop from DKC 2 (also from the music section on smwcentral) which used a sample bank and sounded just like it did in the original game.
The thing now is that the MMX song didn't come with a sample bank, but it did come with an spc. I'm thinking I should be able to insert the spc-into a custom bank using sample tool (to make it sound like it did in MMX), but I don't understand how to do that. I read the sample tool tut but didn't quite understand it
In case you didn't understand from my post I have very little experience inserting music :p
SPCs are listen-only. There's no way to insert one to a ROM and much less using Sample Tool. The reason the Hot Head Bop port sounded like the original is because the porter (Slash Man) made it a "sampled" port, which means he extracts samples from the original game (in this case DKC) and stores them into that .BNK file, which is then inserted with Sample Tool.
The Storm Eagle port was not meant to be sampled, as the porter simply decided to use the samples that Super Mario World provides to make it sound as close as possible without having to do the sample ripping process. If you want to have Storm Eagle to sound just like the original, you can feel free to request a sampled version here, but just so you know, by taking a port and adding a .BNK to it won't just magically make it sound like the original; there's more to it than that.
Having a bit of trouble with AMK. Not sure if it's a bug or if I'm just overlooking something, but this [part of a] song isn't working as intended.
Instead of switching samples as intended, the sample stays the same but the ADSR/GAIN changes normally, and even weirder is that even when I remove said sample from the song, it doesn't change a thing.
I've checked the BRRs and they are all different, so that rules out the possibility of badly ripped samples.
All of the necessary BRRs are here if anybody wants to help.
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