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Add global volume fade #298
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KungFuFurby
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This is my earliest modification made to the AddmusicK sound driver for Super Mario All-Stars and Super Mario World: adding a custom global volume fade. This is my original changelog entry that goes with this code (initially inserted into the top of main.asm): 4/23/20 - Corrected a conflict with the master volume when handling fades. - Added support for fading to any volume value through the SNES. $FF will fade out with the exact same purpose as before. 4/24/20 - Accidentally forgot to account for master volume fade's usage of the variables when handling fades. 5/28/20 - Modified global volume to use $FF as a maximum instead of $F0 The multiplication values are now $11, instead of $10, so that the maximum value can be achieved via a max target volume.
There are some conflicts value-wise if there are more than 127 songs, but this will kind of ensure that things move alongs smoothly. However, I will recommend direct storages to $2142 to get these working quicker.
This is the code I originally removed because of a conflict with the music VCMDs.
Due to RPGHacker/asar#245 , some ANDing has to be done in order to avoid getting an out of range error in the first pass, which causes the phantom error in the first place.
$F0 is a leftover from when I set the maximum to that value instead of $FF. It was corrected so that the volume of the song would default to not being modified at all.
Partially cherry picked off of commit e026687 .
14 tasks
…code These can now properly detect out of range errors as of asar 1.90 without silently failing. Therefore, the bug circumnavigation measures are no longer needed in order to avoid breaking the SPC side during playback.
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(Initially) directly ported from my contribution to YoshiFanatic's AddmusicK for Super Mario All Stars + Super Mario World.
This commit closes #95.