![]() What happens for example is if you're playing a level that has music that has no echo, or has a lower echo buffer than the global song with said echo. Some of the songs on the site that are usually used as global songs have echo in them. Hello there! First of all, awesome job at updating this to fix the slowdown for songs that have high tempos, it's been great to have more songs that do not suffer from this issue anymore! It's not really an issue that's feasible to fix. This can also be observed at the end of levels in Casio Mario World, where Mario freezes for a second before grabbing the goal tape (that's when the right samples are loaded for the ending theme). Or, if you mean that you're transitioning between two different sampled songs, it will definitely take some time to switch samples. This is due to the fact that it takes the SNES (or emulator) some time to locate and load up the correct set of samples to use, especially if the sampled port you've inserted omits some of the vanilla samples. I don't need the castle cutscenes in my ROM but I am concerned in case there are other problems as well I don't know about that may affect the ROM down the line. It appears that it is linked to me using this tool so I reverted back until I learn more of why this is happening. I played on to Castle 2 that has a slightly different destruction scene, yet the exact same 1 second freeze occurs at the exact destruction point of the castle, when it is halfway going down into the ground.(I didn't test any others) I used this tool to insert a sampled track into my ROM to test it out and it worked, though I realized all SFX didn't sound as great anymore.Īfterwards I noticed when Castle 1 is completed, during the castle destruction scene the game totally freezes for about 1 sec when the castle is halfway destroyed. (HertzDevil): This version fixes the issue where certain error messages do not show up in the AddmusicK GUI, especially the one about missing sample groups.Īddmusic amk brr brr samples inserter music sa-1 samples (Medic): This version fixes the bug that caused random music to play after the P-switch timer ran out on accurate emulators while using the SA-1. (KungFuFurby): This version alleviates some of the slowdown caused by higher tempos and/or frequent pitch bends. ![]() (Medic): This version fixes the bug where AMK would break the credits music. (Vitor): Added a fix for bank crossing issues on large SA-1 roms (Medic): This version fixes the bug where the music would break sometimes when pausing and unpausing **IMPORTANT NOTE: This adds a new freeRAM !FREERAM_FIX_PAUSE used in the asm\SNES\patch.asm which may need to be checked for conflicts** (removed in 1.0.8) (Lui): Fixes an issue with hardware timing after uploading SPC data Do note that a new SFX was added in slot $2C in $1DF9, make sure you don't change it! Also removed Medic's pause fix from 1.0.7 since it's obsoleted by this change. (KevinM): added my "Better Pause" fix to prevent songs that use long notes/legato from breaking when pausing. Please read the readme for more information. This tool supports both songs made for Addmusic 4.05 as well as AddmusicM with minimal tweaking. This tool is completely hardware compatible and is designed with ease-of-use in mind. Yellow Toad ( New Super Mario Bros.Link Show random Submission Details Name:Ī tool used to insert custom music into Super Mario World.Mario
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