__ _______ \ \ / /_ _| \ \_/ / | | \ / | | | | _| |_ |_| |_____| Version 1.01 Music ported by LadiesMan217 Post mixing with Musicalman SFX ripped entirely by Vitor Vilela and Lui37 This is a pack of music ported and SFXs ripped from Super Mario World 2: Yoshi's Island which includes a total of 45 songs ready to be inserted and 127 SFXs ready to be used with AMK! The pack includes all original songs from the original game and Super Mario Advance 3. In terms of SFX it should include most single channel SFXs from the game with the exception of some which are hardcoded in the SPC engine. Some examples of this include multichannel SFX as well as some that were causing problems despite the data being set right which needs further attention. Some SFX also sound slightly off tune bc YI's SFX instruments follow the same format as regular song instruments which have a subtuning multiplier which SMW does not have. Very few 2 channel SFX were kept in that didn't sound so off without its other channel. SPCs from the ost have been edited to cut out unnecessary silence and fade outs for those who download simply to listen them. Directions for Usage: Songs should insert just fine without problem, what needs tweaking before using is the SFX. The SFX were directly ripped and only the commands from YI were converted to that of AMK's. To get the SPCs generted, a custom default sample group was made which followed YI's main sample group. Let me rephrase, this sample group was made to PRODUCE to SPCs that are in this pack. DO NOT REPLACE YOUR #default WITH THIS ONE!!! This sample group follows YI's main sample group from the actual game and is what will be used as a guide for editing the SFX to be inserted into your ROM. #default { "YI/yi-2b.brr"! "YI/yi-2a.brr"! "YI/yi-1c.brr"! "YI/yi-22.brr"! "EMPTY.brr" "YI/yi-2e.brr"! "YI/yi-1e.brr"! "YI/yi-26.brr"! "EMPTY.brr" "EMPTY.brr" "YI/yi-16.brr"! "YI/yi-3c.brr"! "YI/yi-3d.brr"! "YI/yi-3e.brr"! "default/02 SMW @2.brr"! "default/12 SMW @15.brr"! "default/00 SMW @0.brr"! "YI/yi-18.brr"! "EMPTY.brr" "YI/yi-19.brr"! "YI/yi-3f.brr"! "YI/yi-40.brr"! "YI/yi-41.brr"! "YI/yi-42.brr"! "YI/yi-25.brr"! "YI/yi-24.brr"! } Go into AddmusicK's asm directory and in there you will find a file called InstrumentData.asm. Open it and scroll to the bottem. There, you will find the SFX Instrument table: ; Format: 9 bytes per sample instrument. ; Byte 0: Left volume ; Byte 1: Right volume ; Byte 2: Starting pitch 1 ; Byte 3: Starting pitch 2 ; Byte 4: Sample (SRCN) number ; Byte 5: ADSR 1 / GAIN ; Byte 6: ADSR 2 ; Byte 7: GAIN ; Byte 8: Tuning ;org $5570 ;base $5570 SFXInstrumentTable: db $70, $70, $00, $10, $06, $DF, $E0, $B8, $02 db $70, $70, $00, $10, $00, $FE, $0A, $B8, $03 db $70, $70, $00, $10, $03, $FE, $11, $B8, $03 db $70, $70, $00, $10, $04, $FE, $6A, $B8, $03 db $70, $70, $00, $10, $00, $FE, $11, $B8, $03 db $70, $70, $00, $10, $08, $FE, $6A, $B8, $03 db $70, $70, $00, $10, $02, $FE, $6A, $B8, $06 db $70, $70, $00, $10, $06, $FE, $6A, $B8, $05 db $70, $70, $00, $10, $00, $CA, $D7, $B8, $03 db $70, $70, $00, $10, $10, $0E, $6A, $7F, $04 db $70, $70, $00, $10, $0B, $FE, $6A, $B8, $02 db $70, $70, $00, $10, $0B, $FF, $E0, $B8, $05 db $70, $70, $00, $10, $0E, $FE, $00, $7F, $06 db $70, $70, $00, $10, $00, $B6, $30, $30, $06 db $70, $70, $00, $10, $12, $0E, $6A, $70, $03 db $70, $70, $00, $10, $01, $FA, $6A, $70, $03 db $70, $70, $00, $10, $02, $FE, $16, $70, $03 db $70, $70, $00, $10, $13, $0E, $16, $7F, $03 db $70, $70, $00, $10, $02, $FE, $33, $7F, $03 If you want the SFX's to work you must follow the table and edit the instruments in the text accordingly. This table right here: db $70, $70, $00, $10, $03, $FE, $F5, $B8, $03 ;@0 db $70, $70, $00, $10, $10, $FE, $0A, $B8, $03 ;@1 db $70, $70, $00, $10, $03, $FE, $11, $B8, $04 ;@2 db $70, $70, $00, $10, $0B, $FE, $E0, $B8, $02 ;@3 db $70, $70, $00, $10, $10, $FE, $11, $B8, $03 ;@4 db $70, $70, $00, $10, $06, $FE, $6A, $B8, $03 ;@5 db $70, $70, $00, $10, $0E, $FE, $6A, $B8, $06 ;@6 db $70, $70, $00, $10, $18, $FE, $6A, $B8, $05 ;@7 db $70, $70, $00, $10, $11, $FE, $6A, $B8, $02 ;@8 db $70, $70, $00, $10, $11, $FE, $00, $7F, $05 ;@9 db $70, $70, $00, $10, $0F, $0E, $6A, $70, $03 ;@10 db $70, $70, $00, $10, $0A, $FE, $E0, $70, $03 ;@11 db $70, $70, $00, $10, $0D, $0E, $16, $7F, $02 ;@12 db $70, $70, $00, $10, $0A, $B7, $10, $70, $01 ;@13 db $70, $70, $00, $10, $0F, $F7, $6A, $70, $03 ;@14 db $70, $70, $00, $10, $13, $FE, $94, $B8, $05 ;@15 db $70, $70, $00, $10, $14, $FF, $E0, $B8, $02 ;@16 db $70, $70, $00, $10, $15, $FF, $E0, $B8, $03 ;@17 db $70, $70, $00, $10, $16, $FF, $E0, $B8, $02 ;@18 db $70, $70, $00, $10, $00, $FF, $E0, $B8, $03 ;@19 db $70, $70, $00, $10, $01, $FE, $E0, $B8, $04 ;@20 db $70, $70, $00, $10, $05, $FF, $E0, $B8, $04 ;@21 db $70, $70, $00, $10, $0C, $FF, $E0, $B8, $04 ;@22 db $70, $70, $00, $10, $07, $FF, $E0, $B8, $05 ;@23 db $70, $70, $00, $10, $19, $F9, $E0, $B8, $03 ;@24 db $70, $70, $00, $10, $0A, $BD, $40, $B8, $03 ;@25 db $70, $70, $00, $10, $02, $FE, $E0, $B8, $04 ;@26 db $70, $70, $00, $10, $17, $FE, $E0, $B8, $03 ;@27 db $70, $70, $00, $10, $0D, $FE, $F3, $7F, $03 ;@28 db $70, $70, $00, $10, $0E, $FE, $F5, $B8, $06 ;@29 db $70, $70, $00, $10, $10, $CA, $D7, $B8, $04 ;@30 db $70, $70, $00, $10, $0A, $BA, $4A, $70, $01 ;@31 db $70, $70, $00, $10, $0A, $B8, $E0, $70, $02 ;@32 Is YI's original SFX instrument table converted to SMW's format. Look at the table format to see what the bytes stand for. Particularly what you're interested in is the byte which holds the sample number. To add a custom sample you must go into your addmusic sample group text and add the sample to YOUR #default sample group. For example, if you wanted add the SFX for the Red Coin, look at the text "93 Red Coin", it uses @5. Now in this table we can see @5 uses sample 06, which in our custom default sample group is "YI/yi-1e.brr". Go to your #default and add "YI/yi-1e.brr"! to it (you MUST add an "!" otherwise it won't work!!!). Next, copy: db $70, $70, $00, $10, $06, $FE, $6A, $B8, $03 ;@5 and add it to your instrument table in the InstrumentData.asm. Last but not least, go into the sfx's text, look for @5 and change it to the appropiate new instrument number, in this case it would be @19 since we added it to SMW's SFX Instrument table (with SMW originally only having @0-@18). You must follow these steps for any sampled SFX. Just bc the SFX does not use a custom sample doesn't necessarily mean you can simply add it. First you have to make sure the ADSR and tuning is the same as the table above. If both are met, you may add the text of the SFX and simply change its instrument. If not, you'll have to follow the procedure above minus adding the custom sample to the sample group. Here's an example of an SFX that uses on of SMW's examples but doesn't use the same ADSR. If you wanted add the SFX for Yoshi's fluttering, look at the text "@37 Yoshi's Hovering_Empty Egg Plant", it uses @14. Now in this table we can see @14 uses sample 0F, which in our custom default sample group is "default/12 SMW @15.brr". We can skip adding this to to our #default sample group since it's already in SMW thus saving us a step. Now, simply copy: db $70, $70, $00, $10, $0F, $F7, $6A, $70, $03 ;@14 and add it to your instrument table in the InstrumentData.asm. Last but not least, go into the sfx's text, look for @14 and change it to the appropiate new instrument number, in this case it would be @19. If you had, for example, added Red Coin from the previous example and then added this one, it would be @20 instead. A sample guide has also been included for those who are interest in what sample is what in case they'd like to use them for other personal uses. Unfortunately, with how amk code handles sfx, only custom sfx instruments available for usage are @19-@27. Anything after that will cause overflow bc of 8 bit math. Change Log: 7-14-19 Fixed some typos in the readme as well as extended it to be a more descriptive. Fixed 49 Yoshi jumping which would continuously loop.