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[Download] Addmusic Expansion Kit

I was using "music.asm" and "more.asm" I'm guessing those arent the right ones >_>
Where are "dsx.asm" and "oampatch.asm"? I cant find them.
<TLMB> I use YY-CHR to edit DNA
Originally posted by Nekomusume
I was using "music.asm" and "more.asm" I'm guessing those arent the right ones >_>
Where are "dsx.asm" and "oampatch.asm"? I cant find them.


Oam patch can be found in this thread.
http://www.smwcentral.net/?p=thread&id=5891

and you can get dsx.asm with any dynamic Yoshi's Island custom sprites.
Neko, music.asm and more.asm are for addmusic while dsx.asm and oampatch.asm are for dynamic sprites only. It's just a guess that both come in conflict with each other, in case you have dynamic sprites inserted. Otherwise there shouldn't be a problem, I think.
I wansnt using those patches...
so i DONT need to apply anything if im not using dynamic sprites? (well, im gonna have to, i will insert them tomorrow)
<TLMB> I use YY-CHR to edit DNA
I made a couple more songs, and tested the whole 60-7F.txt thing. Everything works perfectly.

One
Two
Three

Water

You might notice the two new commands in the water SPC. I made a synth-ish effect with them.
I know this is a bit off topic. But, i'll ask this anyway.

S.N.N., does this mean that you will be remaking the music for Mario's Keytastrophe? (which reminds me, I need to try that out at some point)

Also, it's great to see things are improving on the music based side of SMW Hacking which reminds me of something...
LWares87
I applied dsx.asm and used a dynamic sprite and i got this gunk:

That's only after the custom sprite has been used (a winged cloud.). It's normal before i use it.
EDIT: Fixed. Turns out the ball 'n' chain and the thwomp are in the range of the dynamic sprites' GFX. >_>
<TLMB> I use YY-CHR to edit DNA
Yea, dynamic sprites use the last 4 rows of SP4. ;) Just avoid using sprites within this range in dynamic sprite levels and you're fine.
Ive been having numerous errors with these new features.
The most biggest concern is that if I patch more.asm and music.asm to a rom, it will corrupt with basically any edit done in LM.

I also insert songs such as 60 or f0 using addmusic 4.0, which should eliminate the need to use the hex editor to re point the stuff. However the songs don't play.

edit:
Even after expanding, I patched the two patches and inserted bramble blast as song 30. But still, if I did a basic action like extracting and reinserting the gfx, the rom gets corrupted!
Your layout has been removed.
this guy deserves a medal. =P

nice find man!
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Tip:
Sorry for the late post, but this is awesome. I'll look forward in trying it out later. Keep up the great work :)

If you apply Music.asm or More.asm to an already modified ROM,
you need to do some settings,
or you might overwrite something.

in Music.asm
Code
!MainCodeLocation	= $1EE6E0	;Point it to some free space

!FreeRAM = $06A0 			;Point them to some unused and unmodified RAM
!FreeRAM_2 = $06A1			;
!FreeRAM_3 = $06A2			;


and in More.asm
Code
!MainCodeLocation	= $208000	;Point it to some free space!
!Loc1		= $08		;add #$08 to address above and write Low byte  
!Loc2		= $80		;write High byte
!Loc3		= $20		;write Bank



Thanks to Carol's new addmusic,
the following process I wrote has become unnecessary.
Originally posted by homing

Previously, level music data was written
at "PC:$0A0200 ~ $0B39F1" as "20~3F music".
This code allows your ROM to
recognize data at "PC:$120200 ~ $1339F1" as "60~7F musics".
recognize data at "PC:$1A0200 ~ $1B39F1" as "A0~BF musics".
recognize data at "PC:$220200 ~ $2339F1" as "E0~FF musics".

So, if you want to insert "MUSIC SET A" as "60~7F musics",
insert this set as "20~3F" with addmusic as usual.
Then, copy PC:$0A0200 ~ $0B39F1 and paste it at PC:$120200 ~ $1339F1.

New addmusic can insert music above-mentioned addresses.
If there is something on these area,
addmusic will overwrite them.

Hey, i had applied the MORE.ASM and the MUSIC.ASM with xkas, and i have used addmusic 4.0
I inserted Brambles music into 20.txt and it works perfectly !! but i wanna use the new "slots" like 60 or 70, but in the game looks like MUTE. what i am doing wrong ?
Mega Mario:
Originally posted by homing


in Music.asm
Code
!MainCodeLocation	= $1EE6E0	;Point it to some free space

!FreeRAM = $06A0 			;Point them to some unused and unmodified RAM
!FreeRAM_2 = $06A1			;
!FreeRAM_3 = $06A2			;




From 1024

Originally posted by 1024

I found (& submitted) some RAM that was in the $0660 area (which I'm sure is used a lot):
$7E:0680--21 bytes--Misc.--Used for the lightning effect. (So watch out if you're using the Lightning generator!)



I've removed my NoFades patch until I can find the brightness code for Star Road warps.
I think that the solution of my problem ( of MUTE musics if I use 60-7F and all the other slots) is because i haven´t used the INIT command of addmusic4.0
I have to say that i have used the init command of the others addmusics versions, but not 4.0

And im trying to do it but I cant, this is the error:

Exception in thread "main" java.lang.IndexOutOfBoundsException
at java.io.RandomAccesFile.readBytes<Native Method>
at java.io.RandomAccesFile.read<Unknown Source>
at Zyunbi.kakikae<Zyunbi.java:66>
at Zyunbi.run<Zyunbi.java:21>
at AddMusic.romInit<AddMusic.java:62>
at AddMusic.main<AddMusic.java:27>

What i need to do?


P.D. Im using an Expanded 4MB rom, and it´s my hack (so It´s modified), and i had used addmusic 3.0 (I guess it´s 3.0 cause its the last version before the Carol´s version).



EDIT: Well I have tried with an SMW clean rom and it still doesn´t work. BTW, this were my steps:

1) Expand the rom to 4MB with Lunar Expand.
2) Cmd: addmusic smw.smc INIT
3) Cmd: xkas music.asm smw.smc
4) Cmd: xkas more.asm smw.smc
5) Cmd: addmusic smw.smc LEVEL

and the new spaces (or slots) doesn´t work :/
Mega Mario:
Originally posted by homing
If you apply Music.asm or More.asm to an already modified ROM,
you need to do some settings,
or you might overwrite something.

in Music.asm
Code
!MainCodeLocation	= $1EE6E0	;Point it to some free space

!FreeRAM = $06A0 			;Point them to some unused and unmodified RAM
!FreeRAM_2 = $06A1			;
!FreeRAM_3 = $06A2			;


and in More.asm
Code
!MainCodeLocation	= $208000	;Point it to some free space!
!Loc1		= $08		;add #$08 to address above and write Low byte  
!Loc2		= $80		;write High byte
!Loc3		= $20		;write Bank



I expanded my 2 mb rom to 4 mb then I checked offsets x1EE6E0 and x208000 in a hex editor and I did not find any space being used. So I applied the patches, but once again, I attempt to extract and reinsert ExGfx and my rom gets corrupted (But still functions in LM)
What am I doing wrong? And specifically what do I modify in the asm files to fix this problem?

edit:
Even before I do basic things in lm that corrupts my rom, it still doesn't play the music in slot 60 T_T
Your layout has been removed.
Amazing! I've checked the demo, really nice. But, I've checked too the levels the haves an star over it. They haves custom level scrollers 0.o
One of them makes a diagonal scroller, and left normal scroller (makes Mario spin jump automatically, Bomberman 4 Music), etc...
I've opened it on LM, but any custom sprite was found. Does the custom music affect the stage's settings too?
Now I leave my IPS patches of my hacks for everyone play and edit as you want to.

Bramble Invasion & Surreliatus


I just tried everything without more.asm.
And to be surprise, it works :O
Seriously, this rocks!!
I look forward to seeing more ports with addmusic 4.0 :)
Your layout has been removed.
Originally posted by Black Yoshi
Amazing! I've checked the demo, really nice. But, I've checked too the levels the haves an star over it. They haves custom level scrollers 0.o
One of them makes a diagonal scroller, and left normal scroller (makes Mario spin jump automatically, Bomberman 4 Music), etc...
I've opened it on LM, but any custom sprite was found. Does the custom music affect the stage's settings too?

What demo are you talking about? Cheepdemo? - off topic.
By the way, thanks Ice Man. It really works this editor. And I have to say that Brambles in SMW sounds even better than DKC2 original Brambles.
Originally posted by MetaKnight
What demo are you talking about? Cheepdemo? - off topic.

Hahaha lol, he's obviously talking about the demo homing posted in this thread. <.<