Language…
15 users online:  AmperSam, Carnalwillow, crocodileman94, DanMario24YT, EvilAdmiralKivi, h4shcat, JezJitzu, MorrieTheMagpie, quantumcoder,  Segment1Zone2, signature_steve, simon.caio,  Tahixham, toady, TonyversoTV - Guests: 259 - Bots: 326
Users: 64,795 (2,378 active)
Latest user: mathew

Channel in old port playing inaccurately when inserted with AddMusicK

Hello everyone!

I had some questions involving AddMusicK. I've tested these problems with all the different AddMusicK's I could find (AddMusicK 1.0.5, 1.0.6, and the beta 1.1.0) and couldn't figure out what to do with these issues. I've tried all of the different tags (#AMM, #AM4, #AMK) with no differences to the problem.

I'm working on fixing an old hack as accurately to the original as possible, and to do that I'm using the original ports in the fixed version. When I've inserted the music in the ROM, I've noticed there are problems with the percussion in two songs of the hack. Channel #6 in the txt for Pokey Pipes, and Channel #6 of Carol's Cammy theme are in particular inaccurate or sound different when inserted into AddMusicK. I've provided the .txt files here:

DKC3 Pokey Pipes - Andres
Cammy Theme - Carol

Here are the SPCs of the originals:
Pokey Pipes
Cammy

Here are the SPCs when inserted into AddMusicK:
Pokey Pipes
Cammy

Would there be any way to correct the issue with the instruments playing inaccurately? If anybody would be willing to help me out, I'd highly appreciate it! Thank you!
Fanatical like a Demon
I remember Giftshaven having this problem with one of his ports. This has to do with bc SMW percussion instruments (@21-@29) are given a note aready at which they play, so @23 will always play an o3 a, and @24 will always play o4 c. To go around this you must define your own custom instruments using the #instruments command. To find the original adsr and tunings of smw's samples, go into the asm folder in your AMK directory and open InstrumentData.asm.
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
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Originally posted by LadiesMan217
I remember Giftshaven having this problem with one of his ports. This has to do with bc SMW percussion instruments (@21-@29) are given a note aready at which they play, so @23 will always play an o3 a, and @24 will always play o4 c. To go around this you must define your own custom instruments using the #instruments command. To find the original adsr and tunings of smw's samples, go into the asm folder in your AMK directory and open InstrumentData.asm.


You have been a big help, thank you!

So basically, I haven't really worked with custom instruments too much, so I don't know much about them. I looked at Wakana's tutorial on porting music and followed the instruments function like this and placed this at the beginning of the txt file

Code
#instruments
{	
	@23 $8C $E0 $70 $07 $00 $A1
}


And end up getting these errors:
Code
File: Donkey Kong Country 3 - Pokey Pipes.txt Line: 7:
Error parsing percussion definition.
File: Donkey Kong Country 3 - Pokey Pipes.txt Line: 7:
Unknown hex command.
File: Donkey Kong Country 3 - Pokey Pipes.txt Line: 8:
Triplet off directive found outside of a triplet block.
There were errors when compiling the music file.  Compilation aborted.  Your ROM has not been modified.


Would there be any way I could get past this error?

Also, thanks again for helping me find the fishing boo sprite as well, I really appreciate it!
Here's something similar to what I did to get around my issue:
Code
#instruments
{	
	@23 $8C $E0 $70 $07 $00 ;@30
}

I haven't seen or used any samples in #instruments that get defined with 6 commands. In your case, there's a $A1. This is actually just the default note it plays in hex (which is o3 a). I'm not sure if it can be there or not, but the method I have shown can work too.

Now you will need to replace all instances of @23 in your MML to @30. This way it plays the sample with the #instrument ADSR and tuning values, instead of the default ones.
Twitter
Originally posted by Giftshaven
Here's something similar to what I did to get around my issue:
Code
#instruments
{	
	@23 $8C $E0 $70 $07 $00 ;@30
}

I haven't seen or used any samples in #instruments that get defined with 6 commands. In your case, there's a $A1. This is actually just the default note it plays in hex (which is o3 a). I'm not sure if it can be there or not, but the method I have shown can work too.

Now you will need to replace all instances of @23 in your MML to @30. This way it plays the sample with the #instrument ADSR and tuning values, instead of the default ones.


Hello, Giftshaven!

Thank you so much for your fix, it worked! I removed the last #A1 on the end and both songs seem to work great now! If anybody's interested in the fixed files here are Andres's DKC3 - Pokey Pipes and Carol's Super Street Fighter 2 - Cammy's Theme

Thanks again to you both for all of your help!