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AddMusicK increases the jump sound pitch?
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Pages: « 1 » Thread Closed
Whenever I insert custom music with AMK, it works fine but the jump sound pitch is high. I know I've heard this in many hacks, and I was wondering how to fix it and also the the echo SFX along with that of custom songs in the form of a patch?

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Your layout has been removed.


Not quite sure what you're referring to in the second question, but for the first question, go into AMK's "1DFC" folder and scroll down to the bottom, then open "35 Jump.txt". Inside you'll find the commands for the jump sound; the relevant one you're looking for is the third line:
Code
$DD $B4 $08 $1C $BA

That's a pitch slide, from $B4 (E o5) to $BA (A# o5). You can adjust those two values to change the pitch. If you need it, AMK's hex command reference page contains a table of what values correspond to what notes.

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Does this only happens on specific musics? If yes, then it's mostly likely caused by that.

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Okay, my layout looks ugly.
What numbers should I put in to make it sound normal?

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Your layout has been removed.
Would be $DD $B3 $08 $1C $B9.

As for activating echo in sound effects, you should use uberASM. Look in AMK readme for more info.

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MK2TDS
But when I hit a coin block, shoot fireballs, jump while collecting coins, etc., the jump sound gets muted. How to fix that? Also can someone please make a patch that re-enables the custom SFX echo of the custom music as well as the vanilla one?

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Your layout has been removed.
Originally posted by DaSpongeBobMan
But when I hit a coin block, shoot fireballs, jump while collecting coins, etc., the jump sound gets muted. How to fix that?

The fix is a bit complicated since it requires some edits at the music engine. In fact, the muting didn't even appeared in the original SMW but since Kipernal (the creator of AMK) thought that having 2 SFX channels (the SNES music is similar to MIDI music and SFX haven't got own channel which means they have to borrow one) is less limited (because the SFX borrows music channels some parts of the music got cutted of) then 3 SFX channels (the only sounds which used a third channel are grinders and the jump SFX).

Originally posted by DaSpongeBobMan
Also can someone please make a patch that re-enables the custom SFX echo of the custom music as well as the vanilla one?

Didn't you read Blind Devil's post? If you have read it but still don't understand it, use this code and put it into level ASM:
Code
LDA #$06
STA $1DFA


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Okay, my layout looks ugly.
I read it but wouldn't it be better to make a patch? Not trying to get more annoying.

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Your layout has been removed.
Well, I'm wondering myself why there is no echo command inside the music. A patch is also not needed (not to mention it's not recommend) since the tool itself use a modified music engine (in fact, SFX echos are even supported in the original game and the olders addmusics). Fortunatelly, the music engine are a seperate files found in the folder "asm". You then open main.asm and search for the word "PlaySong:". You'll so see these lines:
Code
PlaySong:

	;mov	y, #$00		
	;mov	$0387, y		; Zero out the tempo modifier.
	
	mov	!SFXEchoChannels, y

All what you need to do is to replace this to this one:
Code
PlaySong:

	;mov	y, #$00		
	;mov	$0387, y		; Zero out the tempo modifier.
	
	push	a
	mov	a, #$FF
	mov	!SFXEchoChannels, a	; Enables echo on SFX 
	pop	a


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Okay, my layout looks ugly.
Thank you, but if I do that, will my game break on certain emulators including the real SNES? Also how do I use AMK on my Mac?

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Your layout has been removed.
All what it does is to activate the SFX echo any time a song got loaded (it originally disabled that). Basically the same when you activate it manually except while a music got loaded instead when levelinitASM runs so it shouldn't crash.

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Okay, my layout looks ugly.
Try this
Code
$DA $08 
$04 $00 $B2
$06 $38
$DD $B2 $00 $05 $B5 
$28 $EB $00 $12 $B9 
$02 $C6 $00

Tada, normal jump sound

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Please check dates before posting this thread is 3 years old and the OP is banned anyways.
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