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Question regarding OWMusic.asm
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Question regarding OWMusic.asm
Pages: « 1 »
I already used this patch on my own hack with AddmusicK, but the game will freeze while music changes.
How to fix it? I think it's possible to do since SMWCP2 already fixed it.
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I can't remember if this is all I did, but here you go:

- make sure all your main map tracks use the same exact samples in the same order;
- insert them and track their sizes down (I think the Stats folder helps here);
- figure out which of them has the biggest insert size;
- add #pad $size to all your main map tracks, where "size" is the biggest one;
- tell AddmusicK not to load samples while on the overworld; you can simply add this code right below ChangeMusic: in asm/SNES/patch.asm:
Code
	LDA $0100|!SA1Addr2		;;; added this
	CMP #$0E
	BNE +
	LDA #$01
	STA !NoUploadSamples
+

- use this OWMusic.asm instead (don't forget your MusicTBL);
- done (probably)

You might get weird results though.. like this (I don't even remember how I fixed that). Also "bulky" echo values might crash, regardless of whether they're legit, weirdly enough.
Pages: « 1 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Question regarding OWMusic.asm

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