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Oh my god, Kattwah's layout works!
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Must have been living under a rock for the past couple of months, but this is my first time hearing about this.
It's a shame too - I mean, the game doesn't look bad, but the way he goes on about it is just .. wow. Never seen anyone as nuts as he is. Also....
Originally posted by Bob A young hero trying his best- like Mario, or Link- won't be abandoned and tossed aside, will he?
Not going to deny that I lol'ed at this.
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Oh my god, Kattwah's layout works!
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I meant to comment on this earlier, but it slipped my mind.
If you based this off of Addmusic RevX, then I would assume all of the commands used in the MML are the same. I noticed you wondering about the * command earlier today .. not sure if you're still wondering what it does, but I may as well elaborate since I'm here and I need something useful to post.
The * basically allows the first loop used in a specific channel to be used again elsewhere in the same channel. Something like:
#0
a32a32 b16c8
a32a32 b8d4^16
a32a32 a32a32
c32a16 a32a32
could translate to this:
#0
[a32a32]1 b16c8
* b8d4^16
*2
c32a16 *
where the 1 on the initial loop is required to SET the loop, and any *s after that call the loop. The *2 would loop the first loop twice.
Assuming you haven't figured that out yet, that's what it does. There are a ton of others as well, so if you're not sure of what they are, I might be able to help.
(of course, if you've already figured them all out, then never mind. Heh.)
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Oh my god, Kattwah's layout works!
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Ah. Alright.
-The / commands designates an intro. However, it must be used on every channel, or else when the song loops, it will only play the data on whatever channel has it. Here is a little sample.
Normal Loop:
#0
a16a16a16a16
b16b16b16b16
c16c16c16c16
#1
d16d16d16d16
e16e16e16e16
f16f16f16f16
I'm sure you're familiar with this, obviously. When the end of the data is reached, it will loop back to the first note on each.
One Channel /
#0
a16a16a16a16
/
b16b16b16b16
c16c16c16c16
#1
d16d16d16d16
e16e16e16e16
f16f16f16f16
When the song reaches the end of the data, it will loop. However, it will start from wherever the / is - in this case, it would play the set of 8 notes after the / in channel #0, and continuously loop back to that point. Channel #1, however, will not play anything after that, as you have not designated a / there.
Correct Use of /
#0
a16a16a16a16
/
b16b16b16b16
c16c16c16c16
#1
d16d16d16d16
/
e16e16e16e16
f16f16f16f16
That will make each channel start four notes in at the loop point. Just remember though .. if you have three 16th notes before the / on one channel, and four 16th notes before the / on another, the song will desync upon looping. Each / must have the exact same note durations before it.
tl;dr, it's a loop marker that should be used in each channel. Hope that clears things up.
The pan (y) command adjusts speaker position, as I'm sure you know. y10 is centered, y5 would be the left speaker, and y15 would be the right, if I recall. From my experiences, going any higher or lower than these seems to have some strange effects on the volume, so I'd say a desired range would be y5-y15. You can also change it mid channel to produce some really cool ambient, or echo effects.
i.e. a16 y6 b8 y7 c4 y9 d4 y10 e4 y12
etc.
As for the tempo, there was a formula if I remember correctly. I think that you take the tempo value (i.e. t50), multiply it by 12 and divide by 2 to get the BPM. I could be wrong though, but it's something similar to that.
Hope all of this info helps you out a bit. If you need any clarification or more help, just ask. 
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Oh my god, Kattwah's layout works!
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Originally posted by Bob THEY WANT TO SILENCE ME
FOR A REASON!
Them and the rest of the world.
What a nutjob :\.
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Oh my god, Kattwah's layout works!
--------------------------------
That has got to be the worst 9 ever. Totally.

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Oh my god, Kattwah's layout works!
--------------------------------
I'm almost sure when I first saw him do that to me, I threw the Game Boy down and jumped about three feet back. Still some freaky stuff there. 
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Oh my god, Kattwah's layout works!
--------------------------------
...and this is where I must say that I was expecting the (9) joke at least 20 posts earlier. 
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Oh my god, Kattwah's layout works!
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Good work there messiaen (as I already told you). I looked through some of my old MMLs, since I have about 250 that I've made over the past couple of years. I found a set of nice Cave Story ones which could work well in this. They don't use any N-SPC commands (SNES format), nor do they have anything that you DIDN'T say was in it.
Link
It's 7 Cave Story MMLs which are all set up, except for the instruments of course. You folks are more than welcome to play around with them, if you'd like.
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Oh my god, Kattwah's layout works!
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In SMW, channels 5, 7, and 8 are usually set to quiet percussion (usually kick drums, as these channels are sound effects, and SFX > Music in priority). I'm not sure how it works in SM64, so it could either be the same, or different.
Something else that would be interesting (once you finish with the instrument changing) would be the label loop, which would even further reduce the size of the insertion. Are you familiar with this works? If not, I can show you one of my more recent MMLs that uses it.
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