Uploaded a new beta to test, should be the last major jump before I go to make a finalized version with the features mentioned before.
New features in the 5/7 build:
-the ability to have quick transitions between SMW level themes (and the boss theme), between SMW OW themes, SMW Credits themes and SMW's bowser fight themes has been implemented go into SNES/patch.asm and set "!fastTransition" to "!true" to try it out as it actually makes the fight and credits in a playable state again! Do note that I set the org position in the new SampleChecker.asm to org $108000 for testing purposes. Move it around to wherever you have room if that's not free for you.
-as a consequence of testing this, all samples have been set to important in the default sample group as it seems AMK only will set the importance of a sample on the first attempt to locate it (i.e. I tried to make a sample group where all samples were important separate from the default, but it just resulted in some not being included based on the song). This should hopefully be fixed in the release candidate by making an easy way to group songs with a padding value. DO note though that I may not be able to get around that sfx still get dropped when transitioning songs as in earlier AMK builds, although I am toying around with an idea that may be able to get around this.
-fixed a bug that would occasionally crash the soundchip if a song didn't loop due to changes in how they were compiled
-included some sound effects from the GBA ports done by ear (can't rip them yet directly). They're not in the default sound effect list, which only has SMW and SMAS sounds, but a list with them is also included. Speaking of which, I will be changing the sound ids for several SMAS and GBA sounds in the next major 1.1 release (in order to remove several of the less necessary sounds, such as the unused ones), although the SMAS sounds themselves should be accurate.
-included two new .bat files for your convenience. AddmusicK+SFX.bat (launches AddmusicK like normal, but also will compile SFX SPCs) and Trackmusic.bat.
-Trackmusic.bat is a new feature, which allows you to quickly compile SPCs without SFX or SFX-related code being included and without needing to use a ROM or arguments! In fact, you can use a separate list from Addmusic_list.txt called "trackmusic_list.txt", which will be referenced to determine which SPCs you want to produce, keeping your ROM songs and your tracker music separate while remaining in the same folder! Do note though that SPCs for both are currently placed in the regular SPC folder. I may change that so that the ones made using the Trackmusic.bat are instead loaded into "TrackSPC" or something like that. Also, if you do not have a "trackmusic_list.txt" in your folder (the zip provides one, though), it assumes that it should read the "addmusic_list.txt" instead. Don't worry though, in either case, it won't include the global songs, providing the maximum amount of space possible!
-made the NINTENDO logo load moderately faster by making it upload only the one sample it uses for the coin sound
If people could test out the !fasttransition = !true feature, that'd be appreciated. It works fine with all samples in the #default sample group set to important (which is similar to how it was in SMW, I believe), but I just want to make sure any level transitions aren't quirky. You could technically group together the level and overworld themes to have lightning fast level transitions from the OW and back (most of the wait from level/map load is actually from uploading samples) . . . . but I didn't because this makes it VERY noticeably inconsistent when including custom music and, importantly, is extremely odd-looking. My personal testing didn't show any issues remaining, but you never know
Originally posted by CoolmarioCould you implement a command where the note releases when it's supposed to come off? I would love to have that kind of sound without dealing with this
Code
(!200)[$ED $7F $EF]
(!201)[$ED $7F $F3]
"R00=(!200, 3)"
"DR00=(!200, 0)"
e^< R01@41a^> @41R01g^ q3F {@41R01f+ @41R01g @41R01f+}
@41R01q5F e^<@41R00a1r2 DR00
It could be simplified to this
Code
$ED $7F $F3
$F4 $0Aorsomething ;Toggles the command
q5Fe^< a^> g^ q3F {f+ g f+}
q5F e^< $ED $7F $EF a1r2
Context
I can try thinking of a solution, but it likely won't be in 1.1 but instead later down the pipeline if it happens.