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AddmusicK help

I need help with AddmusicK I ported Kirby's Dreamland 3 Grassland 1 With nintspc and got my instruments. It is on AddmusicM format and how does the AddmusicK format look like Here is the txt of the song.
http://pastebin.com/05fJaCXR
The differences between AMM and AMK aren't so large so you just need to change "#amm" into "#amk". Actually, the .txt files which are outputted by NintSPC can't be used directly by AM4 because AM4 doesn't support macros/replacements (i.e. the " "*something*=*note data*" " command).
So i change #amm to #amk what about the brr lists that i made in the song?
What's about them? AMK can insert them with no problems. If there was something about the .brr samples I already wrote about them.
There is a problem when i inserted the song. "The sample "music/.\kdl3-09_29.brr" was of an invalid length (the filesize - 2 should be a multiple of 9). Did you forget the loop header?"
Do not forget that you should also use the #instruments command for each sample. It looks like this:

#instruments
{
"sample.brr" $AA $BB $CC $DD $EE
}

AA is the first ADSR digit of a sample + 80. BB is the second ADSR digit, only you do not add 80. CC is the GAIN value of the instrument. DD is the instrument's tuning. EE is the tuning sub-multiplier; or, in other words, it fine-tunes the instrument.

Oh, and for that error message, you must've used split700 incorrectly. To fix that, make a .bat file in your split700 folder, then put this inside of it:

split700 --force -M *.spc
pause

Now, re-rip the instruments.
I've re ripped the Instruments and used the command and created a batch file. Does the NintSPC tutorial apply to addmusicK and works too.
No. Everything in that tutorial is meant for AddmusicM, not AddmusicK. If you really want to use NSPC, you'll have to port without the tutorial.
Actually, the tutorial works for AMK too because almost every command (almost every hex and every non hex but those commands propably won't be used) in AMM is also supported by AMK too. The only exceptions are the samples loading.
Originally posted by MarioFanGamer659
Actually, the tutorial works for AMK too because almost every command (almost every hex and every non hex but those commands propably won't be used) in AMM is also supported by AMK too. The only exceptions are the samples loading.

Thanks for the Advice MarioFanGamer659 So the tutorial for NintSPC is compatible with AddmusicK execpt Step 7 which is the Samples.
Correct. It's also recommend that you should use custom instruments (HOTL already told you, how to do it) if you want to use custom samples and when you defined your instruments, instead of writing "PATCHXXX=@X $ed $xx $xx $xx $xx $xx" you'll use "PATCHXXX=@XX" instead, where "XX" is the custom instrument number (@30, @31, etc.). Pitch, ADSR and samples are already done if you defined custom instruments.
Also whats the format on doing it can you show me an example and what about the brrs?
Fanatical like a Demon
You have my YI Soundtrack, use the texts as reference, I labeled every instrument. Use HOTL's post or the AMK readme to see what each hex number stands for. The first custom instrument starts @30. On forward are custom instruments.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
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
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Here is an example of my txt.
Quote
#instruments
{
"kdl3-09_29.brr"
"kdl3-09_2A.brr"
"kdl3-09_2B.brr"
"kdl3-09_2c.brr"
"kdl3-09_2D.brr"
"kdl3-09_2E.brr"
"kdl3-09_2F.brr"
"kdl3-09_30.brr"
"kdl3-09_31.brr"
"kdl3-09_32.brr"
"kdl3-09_33.brr"
"kdl3-09_34.brr"

}


"VCMD_PATCH=$da"
"VCMD_PANPOT=$db"
"VCMD_PAN_FADE=$dc"
"VCMD_VIBRATO_ON=$de"
"VCMD_VIBRATO_OFF=$df"
"VCMD_MASTER_VOL_FADE=$e1"
"VCMD_MASTER_VOLUME=$e0"
"VCMD_SET_TEMPO=$e2"
"VCMD_TEMPO_FADE=$e3"
"VCMD_GLOBAL_TRANSPOSE=$e4"
"VCMD_PERVOICE_TRANSPOSE="
"VCMD_TREMOLO_ON=$e5"
"VCMD_TREMOLO_OFF=$e5 $00 $00 $00" ; $e6
"VCMD_VOLUME=$e7"
"VCMD_VOL_FADE=$e8"
"VCMD_SUBROUTINE=$e9"
"VCMD_VIBRATO_FADE=$ea"
"VCMD_PITCHENV_TO=$eb"
"VCMD_PITCHENV_FROM=$ec"
"VCMD_PITCHENV_OFF=$eb $00 $00 $00"
"VCMD_TUNING=$ee"
"VCMD_ECHO_ON=$ef"
"VCMD_ECHO_OFF=$f0"
"VCMD_ECHO_PARAM=$f1"
"VCMD_ECHO_VOL_FADE=$f2"
"VCMD_PITCH_SLIDE=$dd"
"VCMD_PERC_PATCH_BASE="


"PATCH001=@4 h0 $ed $7f $e0
"PATCH003=@4 h0 $ed $7f $e0
"PATCH006=@4 h0 $ed $7f $e0
"PATCH022=@4 h0 $ed $7f $e0
"PATCH025=@4 h0 $ed $7f $e0
"PATCH026=@4 h0 $ed $7f $e0
"PATCH027=@4 h0 $ed $7f $e0
"PATCH028=@4 h0 $ed $7f $e0
"PATCH033=@4 h0 $ed $7f $e0
"PATCH039=@4 h0 $ed $7f $e0
"PATCH040=@4 h0 $ed $7f $e0
"PATCH041=@4 h0 $ed $7f $e0
Quote
#instruments
{
"kdl3-09_29.brr"
"kdl3-09_2A.brr"
"kdl3-09_2B.brr"
"kdl3-09_2c.brr"
"kdl3-09_2D.brr"
"kdl3-09_2E.brr"
"kdl3-09_2F.brr"
"kdl3-09_30.brr"
"kdl3-09_31.brr"
"kdl3-09_32.brr"
"kdl3-09_33.brr"
"kdl3-09_34.brr"

}

Nope, you actually should do this:

Quote
#samples
{
"kdl3-09_29.brr"
"kdl3-09_2A.brr"
"kdl3-09_2B.brr"
"kdl3-09_2c.brr"
"kdl3-09_2D.brr"
"kdl3-09_2E.brr"
"kdl3-09_2F.brr"
"kdl3-09_30.brr"
"kdl3-09_31.brr"
"kdl3-09_32.brr"
"kdl3-09_33.brr"
"kdl3-09_34.brr"
}

#instruments
{
"kdl3-09_29.brr" $aa $bb $cc $dd $ee ;@30
"kdl3-09_2A.brr" $aa $bb $cc $dd $ee ;@31
"kdl3-09_2B.brr" $aa $bb $cc $dd $ee ;@32
"kdl3-09_2c.brr" $aa $bb $cc $dd $ee ;@33
"kdl3-09_2D.brr" $aa $bb $cc $dd $ee ;@34
"kdl3-09_2E.brr" $aa $bb $cc $dd $ee ;@35
"kdl3-09_2F.brr" $aa $bb $cc $dd $ee ;@36
"kdl3-09_30.brr" $aa $bb $cc $dd $ee ;@37
"kdl3-09_31.brr" $aa $bb $cc $dd $ee ;@38
"kdl3-09_32.brr" $aa $bb $cc $dd $ee ;@39
"kdl3-09_33.brr" $aa $bb $cc $dd $ee ;@40
"kdl3-09_34.brr" $aa $bb $cc $dd $ee ;@41
}


Remember, to replace "$aa $bb $cc $dd $ee" into the needed values:

Originally posted by HackOfTheLegend
#instruments
{
"sample.brr" $AA $BB $CC $DD $EE
}

AA is the first ADSR digit of a sample + 80. BB is the second ADSR digit, only you do not add 80. CC is the GAIN value of the instrument. DD is the instrument's tuning. EE is the tuning sub-multiplier; or, in other words, it fine-tunes the instrument.
Thanks MariofanGamer659 I will replace all PATCH with the specified instrument number.
I need help with addmusicK , every time I enter the songs , the following message appears :
"asar reported an error while assembling asm/main.asm. Refer to temp.log for
details."
What should I do? I'm doing something wrong?
----
Hacks and GFXs
----
My instagram profile, if you are interesting to see my drawings.
----
MyAnimeList profile.
-
I was not planning make hacks for a while, so the third episode of the "o ninja negro" series will take a long time to make, and "Mario in neb's land 2" is cancelled.
Looks like you didn't copy the folder "asm". By the way, you just could create a new thread.
Thank you MFG , another doubt , why the following message appears :
File: DKC2 BossBossanova.txt - Line: 1:
Song did not I specify target program with #amk , # AM4 , or #amm .
File: DKC2 BossBossanova.txt - Line: 2:
Unknown hex ​​command .
File: DKC2 BossBossanova.txt - Line: 3:
Unknown hex ​​command .
There Were errors when compiling the music file . Compilation aborted . Your ROM has not been modified.
Why do I get this?
----
Hacks and GFXs
----
My instagram profile, if you are interesting to see my drawings.
----
MyAnimeList profile.
-
I was not planning make hacks for a while, so the third episode of the "o ninja negro" series will take a long time to make, and "Mario in neb's land 2" is cancelled.
You forgot to add, like it says, #amk, #am4 or #amm to the beggining of the txt. Where did you get the port from? That will give away a clue as of which addmusic it belongs to.
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