1151 lines
44 KiB
Plaintext
1151 lines
44 KiB
Plaintext
Renaissance'93 presents...
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____ ____ _ _ _ _
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/ \__/ \ | | | | | | | |
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| |_ _| | _| |__ _| |__ _ __ __ _ __ | | _ _____ _ __
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| | | | | ||_ __|(|_ __| |/ _| \| |/ \| |/ | \| |/ _|
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| | | | | | | | | | _ | || | _| /| () | / \_| / () /| /
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| |\__/| | \_/ | | | || || || || | | | | \_/ | \ \__/\| |
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|____/ \____|\___/|_| \___/ |_|\___/|_| \___/|_|\____/|_|\_|_____/|_|
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Module Editor
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v1.01á
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The first public 32-track digital composer for use with both
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SoundBlaster(tm) compatible cards
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and the Gravis Ultrasound(tm)
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Copyright (c)1993 Daniel Goldstein
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(a.k.a. Starscream/Ren'93)
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Contents
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--------
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I Introduction
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1.1 What IS Multitracker Module Editor?
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1.2 Hardware requirements
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1.3 Format compatibility
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1.4 Shareware and registration
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II Basic Concepts
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2.1 Digital Playback
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2.2 Samples
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2.3 Tracks
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2.4 Patterns
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2.6 Orders
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2.5 Effects
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III Using the main editor
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3.1 Moving around
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3.2 Entering notes
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3.3 Entering instrument numbers
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3.4 Entering effects
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3.5 Playing your music
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3.6 Copying functions
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3.7 Turning tracks on/off
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IV Using the sample menu
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4.1 Loading a sample/patch
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4.2 Setting loop points and standard volume
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4.3 Entering a sample name
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4.4 Inserting and deleting samples
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4.5 Toggling signed/unsigned data
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4.6 Saving a sample
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V Using the sequencer (order editor)
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5.1 Creating patterns
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5.2 Inserting and deleting orders
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VI Miscellaneous
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6.1 Song name
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6.2 Song Message
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6.3 Palette editing (registered version only)
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6.4 Pan Positions
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6.5 Loading and saving files
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6.6 Clearing large amounts of data
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6.7 Memory indicators
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VII Closing
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VIII Reference
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6.1 List of Keys
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6.2 Protracker effects
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Section II - Introduction
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------------------------------------------------------------------------------
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1.1 What IS Multitracker Module Editor?
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The Multitracker Module Editor is a system by which you can compose
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professional sounding music on your personal computer. It has a minimum of
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hardware requirements (see section 1.2) because it was designed so that nearly
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anyone can use it. Even if you don't have a lot (or even any) knowledge of
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music theory, you can play around with this program and have a lot of fun. :)
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Read this text file and you'll be ready to make some cool music!
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1.2 Hardware requirements
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The only requirements for running this program are a 386 computer
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and either a Soundblaster(tm) compatible or Gravis Ultrasound(tm) sound card.
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With a Soundblaster(tm) compatible, it is much better if you have a fast 386
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(meaning a DX) because you can achieve higher mixing rates. This basically
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just means that the music will sound better. If you have a very slow
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computer, it is possible that you will not be able to run all 32 tracks
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simultaneously. If this happens, you should try lowering the mixing rate...
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however, be aware that this will make the sound worse. You may be better off
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just keeping a high mixing rate and using less voices in your musical
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compositions. Note that although a low mixing rate will make the music sound
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worse during composition, when the music is played back normally it will
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sound fine.
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With a Gravis Ultrasound(tm), you can only store as much sample data
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as you have RAM on the card. The normal base configuration for a GUS is
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256K. The editor will automatically detect and tell you how much free
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memory is on your GUS at any given time. Unfortunately, people who own
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cards with only 256K of memory may not be able to play the larger musical
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compositions available. The same goes for people using a Soundblaster(tm)
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compatible card, since with those cards you must use the computer's RAM
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for storage of the sample data. However, using computer memory should
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result in more than 256K being available. The only difference is that this
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memory is used to store pattern data as well.
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1.3 Format compatibility
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The Multitracker format (file extension .MTM meaning MultiTracker
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Module) is fully compatible with the .MOD format. It uses the standard MOD
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Protracker effect codes, so if you've written MOD's before you should feel
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right at home. The only major difference between MTM's and MOD's is that
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MTM's are sequenced by the track as well as by the pattern. This was done
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simply because repeated tracks are very memory wasteful... it still retains
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full format compatibility.
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*NOTE* Track sequencing does not affect the way that you write an MTM in any
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way whatsoever. The editor will handle all track sequencing for you.
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The explanation is provided for the information of programmers who wish
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to support the format only.
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From the editor, you can directly load a few different formats.
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These include MTM's, MOD's (15 instrument, 31 instrument and multichannel),
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669's, and FAR's. Both MTM's and MOD's should load perfectly. 669's are
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converted from what is essentially a totally different format. Therefore, they
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may not sound entirely correct through this playback system. Note that the
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669 loader in the original version of this program was far from perfect, and
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has since been greatly improved. FAR's should play pretty much correctly, and
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the loader routine is still being updated. Coming soon are loader routines
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for several other formats, a few of which may include ULT's, S3M's, PSM's, and
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OKT's.
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1.4 Shareware and registration
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This program has been released as what is called "Shareware".
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Shareware is a type of software which you can share with anyone you like,
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copying it freely. Anyone can try it out for a while without paying for the
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software. However, the trial period for this program is just 14 days. That
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means that legally, you must erase all of your functional copies of this
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program fourteen days after you have first tried it out.
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After giving it a few test runs, you may also choose to buy the
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program. This is called registration. By registering this editor, you will
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be allowed to continue using it indefinitely. You will also get a "key file"
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in the mail, which will enable a few cool new features, such as GUS patch
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loading and the ability to change the palette configuration.
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I suggest that you register this program for a few reasons. First of
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all, I believe that shareware is a wonderful way to market quality software.
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It benefits the consumer, because if you do not like the program, you do not
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have to pay for it, whereas if you buy a commercial software product you
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often do not know exactly what you are getting for your money. Secondly,
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registering a piece of software is like giving a positive message to the
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author that you would like to see more programs like the one he has written.
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Thirdly, you can send comments and questions about the program along with your
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registration fee, to which the author will listen and quite possibly respond.
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If you would like more information on how to register the MultiTracker
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Module Editor, please see the file REGISTER.DOC which came with this program.
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Section II - Basic Concepts
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------------------------------------------------------------------------------
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2.1 Digital Playback
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*NOTE* This is not going to tell you how to program a music player.
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This section of text was written for people who have never
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used a digital composer before.
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The idea behind digital music playback is really pretty simple. It
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all begins with what are called samples. These samples are essentially the
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same as 'computerized tape-recordings' of music, various instruments, people
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speaking, drums, or anything else that makes a sound. When played back at
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different speeds, these samples take on different pitches. With some work,
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your computer can mix together several of these samples while also altering
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their pitches. If the samples are of instruments, this can simulate real
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music very nicely. For instance, you could have three notes of a piano
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sample making a chord, a drum beating- even an entire orchestra!
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You may have seen that this is a 32-track (or, more accurately, a
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32-voice) composer. This means that you can have up to 32 different samples
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playing at any one time. Previously, there have been many 4 voice and a
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couple of 8 voice composers available. Obviously, it is a little bit
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limited being able to use only 4 samples at a time. It's like playing a piano
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with four fingers, except that you have to use one or two of your fingers
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for playing drums and another finger for any instruments in the background.
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With 32 different voices, you can play basically as many instuments
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and as many simultaneous notes as you would EVER need. Unfortunately, until
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recently, computers weren't really fast enough to handle much more than 4
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voices. Now, it has become a possibility (although it is still very hard to
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write a program that will do it on everyone's computer) and computerized
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music will obviously start to sound a lot better.
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2.2 Samples
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In the editor, there is a list of samples on the top left of the
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screen. You can access this, which I will refer to as the Sample Menu, by
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pressing either the TAB key or the F1 key. It looks something like the
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following:
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# .Sample Name .Length.LoopB .LoopE .Vl.
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1 ³BassDrum ³5895 ³0 ³0 ³64³
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2 ³Snare1 ³2454 ³0 ³0 ³59³
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3 ³Hi-hat ³2000 ³0 ³0 ³64³
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4 ³ChoirMajor ³29567 ³158 ³28775 ³30³
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5 ³ChoirMinor ³27999 ³324 ³25000 ³30³
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6 ³Piano2 ³10534 ³0 ³0 ³64³
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7 ³.....................³0 ³0 ³0 ³0 ³
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8 ³.....................³0 ³0 ³0 ³0 ³
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9 ³.....................³0 ³0 ³0 ³0 ³
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A ³.....................³0 ³0 ³0 ³0 ³
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B ³.....................³0 ³0 ³0 ³0 ³
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C ³.....................³0 ³0 ³0 ³0 ³
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First comes the sample number. (under the '#' header) This can be
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any number/letter from 1 to 9 and A to V. (A is really sample 10, B=11,
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C=12, etc.) If you had counted on your fingers, you would realize this gives
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you a total of 31 samples you can use.
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Second is the Sample name. (under the 'Sample Name' header) This
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is merely whatever you want to call the specific samples. It's easier to
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remember sample #6 by the name 'Piano2' than by the number 6. Many people
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who release their musics over bulletin boards replace the sample names with
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a message to people listening to their music. (They do this once they have
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finished writing the music, not while they write it.)
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Third is the Sample Length. (under the 'Length' header) It is the
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the amount of memory that each sample takes in bytes.
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Fourth comes the Beginning of the Sample Loop. (under the 'LoopB'
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header) Many samples loop around on themselves to make them seem longer.
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This is a nice trick for a couple of reasons. First of all, it takes up less
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memory on your computer than storing one huge sample. Secondly, it sounds
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really good for certain instruments. For example, you would use this
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technique to sustain a string instrument tone. It would not be useful to
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sustain a drum in most cases. Even though loops can sound quite good, you
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will often have to play around with the values for where in the sample the
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loop starts and ends. The best method for this is to use a separate sample
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editing program and write down the numbers you wish to use in this program.
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Then, you can come back to this and write in the loop begins and ends.
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Fifth is the End of the Sample Loop. (under the 'LoopE' header)
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This is merely the offset of the end of the sample loop in bytes.
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Sixth, all the way on the right, is the sample default volume.
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(under the 'Vl' header) This is a value from zero to 64. (64 is loudest,
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zero is silent) The default volume is the volume at which the sample will be
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played when you don't specify a volume for a particular note.
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2.3 Notes
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The most basic element of any song is the note. In an MTM, much like
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in normal musical notation, each note can also have an effect (like tremolo,
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vibrato, volume) which goes along with it. Finally, each note also contains
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a sample (sometimes refered to as an instrument) number. Notes look like
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this:
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³C#3A³000³
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note__/ ³³ \____effect
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octave____/³
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sample_____/
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Effects will later be explained in full detail. For now, all you
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need to know about notes is that they have a note, octave and sample number
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field. This should be relatively self-explanatory.
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2.3 Tracks
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The track is simply a list of 64 notes, each note played after the
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last at the current tempo. However, there is one important thing about
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tracks, more accurately called voices, that you must remember. If at one
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beat a note is played on some track and a few beats later a second note is
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played on that same track, then the second note will cut off the first. Of
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course, either you may want this to happen or the first note could
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end before the second is ready to be played, but nevertheless you must keep
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this fact in mind as you compose.
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2.4 Patterns
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Patterns are what make a module (a musical composition) into a song,
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rather than just a bunch of notes put together. They also let you play more
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than one note at once. Each pattern consists of 32 separate sample tracks.
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All, none, or a few of these tracks may be enabled at any given time. When
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the pattern is played, all of the enabled tracks are played back
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simultaneously, from start to finish, at the tempo of the module. You may
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ask why anyone would disable some of the tracks. Well, for people using
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SoundBlaster(tm) compatible cards, the more tracks that are enabled, the more
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the sound quality drops. GUS people will still hear the piece at full
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quality. It is, however, not always so pleasant for the composer.
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2.5 Orders
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A pattern can be thought of as a page of music, although it is
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usually not that long. As it turns out, you can combine these 'pages' in
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any order you choose, even repeating a page more than once during your piece.
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This is called ORDER SEQUENCING. Your module may have a sequence up to
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127 orders long. Each pattern (refered to by number) in the sequence is
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called an order(as you may have guessed). There should be ample space for
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nearly any composition.
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2.5 Effects
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The following is probably the most complex part of a module, since
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it requires you to learn a new numbering system. However, don't give up!
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Even if you are relatively new to modules, you should not have too tough a
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time trying to understand it:
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To the right of every note is what is called the effect field:
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³A#25³000³
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^^^ this thing!
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The effect field is normally set at 000. This means that no effect is
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going to be played at that note position. Other number combinations specify
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various musical effects. These number combinations are written in what is
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called hexadecimal. Hexadecimal is a number system with six extra possible
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'numbers' for each digit. (Base-16 for math people) Thus the name
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HEX-a-decimal. (HEX means six... like hexagon!) What are these other numbers
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you ask? A, B, C, D, E, and F. 'A' really means 10, B really means 11, etc.
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Anyway, the first digit in the effect field is the effect number. This ranges
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from 0 to F. (effects 0-15) You can look up which effect is which in the
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reference table at the end of this document. There is also online effect
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help screen accessible by pressing ALT-SLASH(on the question mark key). This
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gives a short description of each effect and its arguments.
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The righthand two digits are the argument(s) for the effect.
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Depending on the effect number, the arguments can be viewed as either one
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two-digit hexadecimal number or as two separate hexadecimal numbers. When
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it is viewed as a single two-digit argument, you can calculate the value by
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multiplying the lefthand digit by 16 and adding the righthand digit's value.
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For example: 39 hex=3*16+9=57 decimal. D4 hex=13*16+4=312 decimal.
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If you still don't understand, please either have someone explain it
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to you or else re-read this section, paying close attention to the examples
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given. Good modules ALWAYS have at least a few effects in them, so it would
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be quite beneficial if you learned how to do hex calculations in your head.
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Section III - The main editor
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------------------------------------------------------------------------------
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3.1 Moving around
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It is very easy to move around inside of the main editor. You may
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use the left and right cursor keys to move left or right one FIELD. This is
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not one track. If you wish to move one entire track, you have your choice
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of two sets of keys: either CTRL-LEFT/CTRL-RIGHT or SHIFT-TAB/TAB. Moving
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up or down is just as easy. You merely press the UP or DOWN cursor keys.
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You can also move over a whole 8 tracks by pressing either the SLASH or
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ASTERISK on the keypad.
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In order to change which ORDER you are editing, you can press the
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plus and minus symbols on the keypad. Remember that this indirectly changes
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which pattern number you are editing as well. You may look at the status
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on the top right of the editor to see which pattern you actually are editing.
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3.2 Entering notes
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Entering notes is a fairly simple procedure. The computer keyboard
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is segmented up into two octaves, each of which is much like a piano
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keyboard. (see below)
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C# D# F# G# A# C# D#
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ÚÄÄÂÄÂÄÂÄÂÄÄÂÄÄÂÄÂÄÂÄÂÄÂÄÂÄÄÂÄÄÂÄÂÄÂÄÂÄÄ¿
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³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³
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³ ³2³ ³3³ ³ ³5³ ³6³ ³7³ ³ ³9³ ³0³ ³
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³ ÀÂÙ ÀÂÙ ³ ÀÂÙ ÀÂÙ ÀÂÙ ³ ÀÂÙ ÀÂÙ ³
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³ Q ³ W ³ E ³ R ³ T ³ Y ³ U ³ I ³ O ³ P ³
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ÀÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÙ
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C D E F G A B C D E
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C# D# F# G# A# C# D#
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ÚÄÄÂÄÂÄÂÄÂÄÄÂÄÄÂÄÂÄÂÄÂÄÂÄÂÄÄÂÄÄÂÄÂÄÂÄÂÄÄ¿
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³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³
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³ ³S³ ³D³ ³ ³G³ ³H³ ³J³ ³ ³L³ ³;³ ³
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³ ÀÂÙ ÀÂÙ ³ ÀÂÙ ÀÂÙ ÀÂÙ ³ ÀÂÙ ÀÂÙ ³
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³ Z ³ X ³ C ³ V ³ B ³ N ³ M ³ < ³ > ³ / ³
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ÀÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÁÄÄÄÙ
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C D E F G A B C D E
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You merely type the key which corresponds to the piano key you
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wish to hit, and *poof*, that note is entered at the current cursor
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position. The space bar will erase the current note. If you have previously
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loaded some samples, you can listen to what you are playing as you go along
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by choosing which sample you wish to edit with. (You really HAVE to do this,
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since otherwise you will have no idea how the final output will sound :)
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We'll get to loading samples later, however you should know how to choose
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which one you are editing with:
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You may either hit the left bracket ([) or the right bracket (]) to
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decrement or increment the sample number you are editing with. If you are
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used to Triton's Fasttracker, you can use SHIFT-UP/DOWN instead. Also, a nice
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key to remember, although not necessary, is the backwards apostrophe `.
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(on the tilda key, right above TAB) This key will pickup the
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current editing sample from the note which you are on. This is very
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convenient, since you don't have to look up the sample number in the sample
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menu, you can just press ' on the note whose sample you want to use.
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There are octaves numbered zero through four fully available to you,
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and a couple of notes of octave five as well. Obviously, the two octaves
|
|
on the keyboard are not enough to utilize the total range of this tracker.
|
|
Therefore, you must change the editing octave using the equals and backslash
|
|
key. Equals decreases the octave and backslash increases it. The current
|
|
editing octave is displayed on the top right of the screen.
|
|
|
|
|
|
3.3 Entering instrument numbers
|
|
|
|
You may enter instrument numbers by themselves as well as whole notes.
|
|
Sometimes you may want to change the instrument number of a note without
|
|
having to reenter the entire note. This is accomplished by merely moving
|
|
over to the instrument number of the note using the cursor keys, and entering
|
|
the instrument number with which you wish to replace it. This number CAN be
|
|
zero if, for instance, you want to do a Portamento-to-Note effect without
|
|
restarting the currently playing sample.
|
|
|
|
|
|
3.4 Entering effects
|
|
|
|
Effects are quite easy to enter. You merely move over to the effect
|
|
field and type the effect number which you want. You do not have to enter
|
|
the entire effect. You may type only 1 or 2 hex digits and it will not change
|
|
the existing 2nd or 3rd digit.
|
|
|
|
|
|
3.5 Playing your music
|
|
|
|
Once you have entered a few notes, you may want to play back your
|
|
musical piece. The functions keys numbered five through eight do this in
|
|
various ways. F5 will start the module playing from the very beginning.
|
|
F6 will loop the current order, and F7 will play from the current note.
|
|
F8 stops the music. You may even edit WHILE the music is playing, so if you
|
|
want to try to keep ahead while making changes, you may.
|
|
There are currently four sets of play functions, the first of which
|
|
you have just read about. The second set will play only the track which you
|
|
are currently positioned on. You enable this type of playback by pressing
|
|
the SHIFT key in conjunction with any of the aforementioned function keys.
|
|
The third set of functions is a very powerful one. It enables you to
|
|
watch your music scroll by as it plays. This is called 'tracking' and is
|
|
very useful for finding that one wrong note that always pops up. To use this
|
|
set of playback commands, you press the ALT key in conjunction with any of
|
|
the other playback keys.
|
|
The fourth set is merely a combination of the second and third sets.
|
|
By pressing CTRL, you can play just the current track and also track through
|
|
your piece. This is really quite helpful sometimes.
|
|
|
|
*NOTE* You CAN enter notes and toggle tracks on/off while you are tracking
|
|
with CTRL or ALT. However, don't expect entered notes to play. I
|
|
may include this 'realtime record' function in the next version of
|
|
The MultiTracker Module Editor.
|
|
|
|
|
|
3.6 Copying functions
|
|
|
|
For convenience sake, there are many note copying and editing
|
|
functions available to you in the main editor. The most basic of these are
|
|
INSERT and DELETE, which rather obviously either insert or delete a note at
|
|
the current cursor position. You can also copy the current note/effect to
|
|
the next line at the same time as moving down one note by pressing the
|
|
single quotation mark (') on the note you wish to re-copy. A few
|
|
slightly more complicated functions involve marking parts of the tracks and
|
|
either altering these parts or copying these parts to other places in the
|
|
music.
|
|
In order to mark a piece of a track, you may either press ALT-B to
|
|
place the beginning marker and then ALT-E to place the end marker, or ALT-L
|
|
to mark the entire track. There are many ways in which you can alter this
|
|
block of notes. First of all, you can set every instrument number to the
|
|
current editing instrument. You do this by pressing ALT-I.
|
|
Second of all, you can transpose the notes in the section either by
|
|
an octave or by the half-note. This is accomplished by either pressing
|
|
ALT-S/ALT-W to decrement/increment the notes by a half-step, or by pressing
|
|
ALT-A/ALT-Q to decrement/increment the notes by one full octave.
|
|
Thirdly, you can erase every note in the block by pressing ALT-Z.
|
|
|
|
*NOTE* All of these block-functions affect only the current editing track.
|
|
|
|
The copying functions are also quite useful. The first of these
|
|
copies the highlighted block onto the 'clipboard' in memory. This is done
|
|
by pressing ALT-C. You can then overwrite another portion of any track with
|
|
this clipboard data by pressing ALT-O at the appropriate track and note
|
|
position. If you have a larger clipboard than the remainder of the track
|
|
which you want to copy over, then the data will merely be truncated at the
|
|
end of the track.
|
|
Another copying function is enabled by pressing ALT-M. This will
|
|
copy the current pattern to another pattern. This is useful since you will
|
|
often need to make the next pattern in the sequence very similar to the last,
|
|
merely containing a few variations to the melody and maybe some transposition.
|
|
|
|
|
|
3.7 Turning tracks on/off
|
|
|
|
You may, from time to time, need to turn some tracks off and others
|
|
on. This is very easy to do; you merely move to the track which you wish to
|
|
toggle off/on and press the BACKSPACE key on your keyboard. Upon boot-up, the
|
|
editor normally is set to only four tracks. However, you can obviously add
|
|
more or take some away by pressing BACKSPACE on the appropriate track.
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Section IV - Using the Sample Menu
|
|
------------------------------------------------------------------------------
|
|
|
|
4.1 Loading a sample/patch
|
|
|
|
Loading a sample is a fairly painless process. All you have to do is
|
|
to hit the space bar. Once you have done this, a listing of files in your
|
|
sample directory (which you should have specified while running the included
|
|
setup program) will be displayed on the screen, with one highlighted. You
|
|
may move around using the cursor keys and PAGE-UP/PAGE-DOWN and then choose
|
|
the sample you wish to load by pressing ENTER on it. If you decide that you
|
|
would rather not load a sample, you may press escape at any time to return
|
|
to the Sample Menu.
|
|
Several different types of sample files can be accurately loaded from
|
|
the Sample Menu. You can load .RAW, .SAM files and any compatible file types.
|
|
You may also load the General Midi Patches which come with the Gravis
|
|
Ultrasound(tm) card. These patches are usually located in your ULTRASND
|
|
directory. Each patch can be made up of several different samples,
|
|
so you may be prompted as to which sample you would like to load into memory.
|
|
Note that even if you own a SoundBlaster(tm) card, you may load Gravis format
|
|
patches if you have them.
|
|
Once you have a sample loaded, you may play it at any note by first
|
|
moving over to the field with its name and then pressing the corresponding
|
|
key. If you wish to change octaves, you may do that from the Sample Menu the
|
|
same way in which you do it from the main editor. (equals/backslash)
|
|
|
|
*NOTE* I you want to change the sample directory, just press F10.
|
|
Then, enter the new directory without a final backslash.
|
|
|
|
*NOTE* GUS patch loading is left out of the unregistered version of
|
|
the editor.
|
|
|
|
4.2 Setting the loop points and standard volume
|
|
|
|
If you wish to set the loop points of the sample, just move over to
|
|
the desired field and type in the new loop position, ending with an ENTER.
|
|
The same goes for the standard volume field.
|
|
|
|
|
|
4.3 Entering a sample name
|
|
|
|
When you load a sample, the sample name is automatically changed to
|
|
the sample's filename. You may, however, change this by pressing ENTER on
|
|
the sample name field and then typing the new name. Like nearly any other
|
|
input field in the editor, you can press escape if you decide against it half
|
|
way through.
|
|
|
|
4.4 Inserting and deleting samples
|
|
|
|
You may insert an empty sample anywhere in the list of samples by
|
|
pressing the INSERT KEY. This moves all proceding samples up one space and
|
|
clears the current sample. If sample number 31 is being used, this command
|
|
will NOT work. The reason it will not work is for safety purposes; you
|
|
probably would not want the last sample being deleted just because you had to
|
|
insert an empty one.
|
|
You can also delete samples, thereby freeing the memory which they
|
|
take up. This is accomplished by moving to the sample number which you wish
|
|
to delete and pressing the DELETE key. Doing this will also move all of the
|
|
proceding samples back one sample number.
|
|
|
|
4.5 Toggling signed/unsigned data
|
|
|
|
The MOD format originated on the AMIGA. Unfortunately, the AMIGA and
|
|
PC use fundamentally different sample file formats. When loading a sample,
|
|
the editor tries to figure out which of these formats you are using. The
|
|
way it does this is if the sample filename extension is .SAM it will load the
|
|
sample like an AMIGA sample. Anything else is loaded in the PC format.
|
|
Every once in a while, you may load a sample which sounds
|
|
horrendously noisy. This is most likely due to the editor not knowing that
|
|
it should convert the sample. There is no way around this, since AMIGA and
|
|
PC sample files do not look any different to your computer. However, if this
|
|
occurs you may press ALT-T, and the computer will internally convert the
|
|
format.
|
|
|
|
4.6 Saving a sample
|
|
|
|
In order to save a sample, you must position the cursor over that
|
|
sample number and press ALT-S. The program will then prompt you for a
|
|
filename. The filename will have already been created from the first 8
|
|
letters of the sample name. However, you may change this to any valid name.
|
|
MultiTracker saves in the .RAW format (or equivalent), so remember that you
|
|
should probably use that extension when saving.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Section V - Using the Sequencer (order editor)
|
|
------------------------------------------------------------------------------
|
|
|
|
5.1 Creating a pattern
|
|
|
|
To create a pattern, just press C in the sequencer. This will create
|
|
a new pattern and also tack a new sequence on to the end of the order,
|
|
setting it to the new pattern.
|
|
|
|
|
|
5.2 Inserting and deleting orders
|
|
|
|
You can insert or delete orders at any point by pressing the INSERT or
|
|
DELETE keys on any order number. The new order will be set to pattern number
|
|
zero.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Section VI - Miscellaneous
|
|
------------------------------------------------------------------------------
|
|
|
|
6.1 Song name
|
|
|
|
Every module has a song name. You can edit this name by pressing
|
|
ALT-F4 from the main editor. CTRL-F4 will clear the songname.
|
|
|
|
|
|
6.2 Song Message
|
|
|
|
Every song has a special song message included with it. You can view
|
|
or edit this message with the key combination ALT-F9. Once the message
|
|
pops up in a window on top of the editor screen, you can either move up or
|
|
down with the cursor keys, or edit the line you are on by pressing ENTER.
|
|
|
|
|
|
6.3 Palette editing (registered version only)
|
|
|
|
If you have registered your copy of the editor, you can edit the
|
|
palette configuration. This is done by pressing ALT-F10. Once in the
|
|
palette editing window, you can choose between preset palettes or else edit
|
|
each color individually. When you are done, hit escape or else go to the
|
|
DONE message and hit ENTER. You can then save your current palette
|
|
configuration to disk with ALT-F11. This new palette will then be used every
|
|
time you run the editor program.
|
|
|
|
|
|
6.4 Pan Positions
|
|
|
|
Every track has an intrinsic configurable panning position. Pressing
|
|
CTRL-F9 will let you see a list of track numbers and their respective pan
|
|
positions. You can then change a specific pan position with the left and
|
|
right keys, or move to a different track with UP and DOWN. When you are done,
|
|
you may hit ESCAPE to exit.
|
|
|
|
|
|
6.5 Loading and saving files
|
|
|
|
You can load modules with the extensions MOD, 669, FAR and MTM.
|
|
Merely press F11 anywhere in the editor to bring up a list of files, just like
|
|
the list for loading samples. If you wish to change the module directory, you
|
|
can press F9 at the main editor.
|
|
Saving your modules is a little different. You must first press
|
|
ALT-F12 to change the song filename. This filename should have the file
|
|
extension .MTM if you wish to load it again with this program. Then, you can
|
|
press F12 to save the module. If a module of the same name already exists,
|
|
the editor will prompt you as to whether you really want to save over it.
|
|
Additionally, the editor will often prompt you as to whether or not
|
|
you would like to erase the unused patterns in your module. What this means
|
|
is that you have created some patterns in the song which are not included in
|
|
the order. These patterns (they are usually either unfinished patterns or
|
|
ones which you decided did not fit into the song very well) take up extra
|
|
memory in the saved MTM file. It is usually a good idea to get rid of them.
|
|
The only side-effect of doing this is that it changes the numbering of your
|
|
patterns, so you may not want to answer 'yes' until you have totally finished
|
|
writing your module.
|
|
|
|
|
|
6.6 Clearing large amounts of data
|
|
|
|
Obviously, you will sometimes need to start from scratch. You can
|
|
wipe everything by pressing ALT-F8. Don't worry, it will ask if you really
|
|
want to before erasing your whole module! Alternatively, you can erase only
|
|
some of the module by pressing ALT-F1, ALT-F2, or ALT-F3 . These will wipe
|
|
all of the instruments, a whole pattern, or the entire order, respectively.
|
|
|
|
|
|
6.7 Memory Indicators
|
|
|
|
Unfortunately, modules eat up computer memory. A module can only be
|
|
as large as the amount of free memory on your computer. For this reason,
|
|
there is a memory indicator labelled "Free memory:". If you have a
|
|
SoundBlaster(tm) compatible card, this is the amount of memory free on your
|
|
computer; this memory must be used to store both pattern data and sample data.
|
|
(sample data is nearly always the biggest thing) If you have a Gravis
|
|
Ultrasound, then the free memory indicator tells how much memory is left on
|
|
the GUS. This memory is used to store sample data only. You may ask how you
|
|
can tell if you are going to run out of pattern data memory- however, pattern
|
|
data takes up a very small amount of space, and you should never run into any
|
|
problems for lack of that type of RAM.
|
|
As a convenience, I have also included an indication of how large your
|
|
module will be when finally saved to disk. This is labelled as "Disk memory"
|
|
and can be very handy when you are trying to limit the size of your module for
|
|
use in a demo, game, or anything else.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Section VII - Closing
|
|
------------------------------------------------------------------------------
|
|
|
|
Well, I hope that has covered all of the features of this editor. You
|
|
can convert your music files to MOD's using the included MTM to MOD converter.
|
|
They should convert perfectly, since the two formats are essentially the same.
|
|
However, in the original version of the editor this program did not really
|
|
work at all. It has since been fixed totally, at least to my knowledge.
|
|
If you wish to contact me, you can call The Sound Barrier (Renaissance HQ) at
|
|
either (718)979-6629 ot (718)979-9406 and leave mail to Daniel Goldstein. You
|
|
can also contact me by name over the SBCNet. Additionally, you can send real
|
|
mail to my PO Box if you can't swing the long distance bill, but don't expect
|
|
me to necessarily reply; I can't deal with a large amount of reply mail due
|
|
to the postage costs.
|
|
Although we at Renaissance feel that the MultiTracker Module Editor is
|
|
one of the best trackers around, we also believe in new releases. From time
|
|
to time, I will be releasing new versions of the editor (all compatible with
|
|
the original registration keys) with many new features. Some of these planned
|
|
features include:
|
|
|
|
ú Speed Increases in playback routines (especially for the GUS)
|
|
ú More loaders for different music formats (ULT,S3M,OKT,etc.)
|
|
ú MIDI support
|
|
ú 16-bit samples usable by the GUS and compatible with the SB/SBPro
|
|
ú Greater thatn 64k samples for the SB/SBPro
|
|
ú SBPro panning
|
|
ú SB/SBPro Interpolation
|
|
ú Many more that I can't remember right now!
|
|
|
|
Many of these features have been at least partially completed, so
|
|
they will probably all be in future versions. I guess that's about it, so
|
|
have fun!
|
|
|
|
Daniel Goldstein
|
|
a.k.a. StarScream/Ren'93
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Section VIII - Reference
|
|
------------------------------------------------------------------------------
|
|
|
|
8.1 LISTING OF KEYS
|
|
|
|
General
|
|
-------
|
|
F1 Change to sample menu
|
|
F2 Change to main editor
|
|
F3 Change to order menu
|
|
|
|
F5 Play Song
|
|
F6 Loop from current order
|
|
F7 Play Song from current note
|
|
F8 Stop Playback
|
|
|
|
ALT-F5 Track Song
|
|
ALT-F6 Looping track Song from current order
|
|
ALT-F7 Track Song from current note
|
|
|
|
SHFT-F5 Play Song (editing voice only)
|
|
SHFT-F6 Loop from current order (editing voice only)
|
|
SHFT-F7 Play Song from current note (editing voice only)
|
|
|
|
CTRL-F5 Track Song (editing voice only)
|
|
CTRL-F6 Looping track from current order (editing voice only)
|
|
CTRL-F7 Track Song from current note (editing voice only)
|
|
|
|
ALT-F1 Clear all samples
|
|
ALT-F2 Clear whole pattern
|
|
ALT-F3 Clear whole order
|
|
ALT-F4 Edit song name
|
|
CTRL-F4 Clear song name
|
|
ALT-F8 Clear whole song
|
|
ALT-F9 Edit song message
|
|
CTRL-F9 Edit pan positions
|
|
ALT-F10 Edit palette (registered version only)
|
|
ALT-F11 Save palette (registered version only)
|
|
|
|
F9 Change song directory
|
|
F10 Change sample directory
|
|
F11 Load song
|
|
F12 Save current song
|
|
ALT-F12 Change song filename
|
|
|
|
ALT-X Exit editor
|
|
|
|
|
|
Main Editor
|
|
-----------
|
|
= Minus one octave
|
|
\ Plus one octave
|
|
|
|
[ Decrement editing sample
|
|
] Increment editing sample
|
|
SHFT-UP Decrement editing sample
|
|
SHFT-DN Increment editing sample
|
|
|
|
- Minus one order
|
|
+ Plus one order
|
|
|
|
BKSPACE Toggle voice ON/OFF
|
|
|
|
' Copy last NOTE/EFFECT and move down one note
|
|
|
|
`(tilda)Pick-up current sample number
|
|
|
|
ALT-B Mark beginning of block
|
|
ALT-E Mark end of block
|
|
ALT-L Mark whole track
|
|
ALT-C Copy marked area to clipboard (current track only)
|
|
ALT-O Overwrite current track from cursor position with clipboard
|
|
ALT-Q/A Increment/Decrement the octave of all marked notes in current track
|
|
ALT-W/S Increment/Decrement all marked notes in current track by one half-step
|
|
ALT-I Set the instrument numbers of all marked notes in this track to the
|
|
current editing instrument
|
|
ALT-Z Clear marked area in this track
|
|
|
|
ALT-M Copy current pattern to another
|
|
|
|
LEFT Move cursor left one section of a note
|
|
RIGHT Move cursor right one section of a note
|
|
UP Move cursor up one note
|
|
DOWN Move cursor down one note
|
|
PAGE-UP Move cursor up 16 notes
|
|
PAGE-DN Move cursor down 16 notes
|
|
CTRL-LT Move cursor left one voice
|
|
CTRL-RT Move cursor right one voice
|
|
KEYPD-/ Move left eight voices
|
|
KEYPD-* Move right eight voices
|
|
SHFT-TB Move cursor left one voice
|
|
TAB Move cursor right one voice
|
|
HOME Go to beginning of current track
|
|
END Go to end of current track
|
|
|
|
'?' Bring up a help screen listing these commands
|
|
ALT-'/' Bring up a list of the Protracker effects
|
|
|
|
ALT-X Exit from editor
|
|
|
|
|
|
Sample Menu
|
|
-----------
|
|
SPACE Load sample/GUS patch (patch loader only available in registered copy)
|
|
ALT-S Save sample
|
|
|
|
ENTER Edit sample name
|
|
|
|
INSERT Insert a blank sample at cursor position
|
|
DELETE Free current sample and move all samples ahead back one space
|
|
|
|
ALT-T Toggle signed/unsigned sample data
|
|
|
|
LEFT Move cursor left one section
|
|
RIGHT Move cursor right one section
|
|
UP Move cursor up one sample number
|
|
DOWN Move cursor down one sample number
|
|
|
|
'?' Bring up a help screen listing these commands
|
|
|
|
|
|
Order Menu
|
|
----------
|
|
INSERT Insert an order here
|
|
DELETE Delete this order
|
|
'C' Create a new pattern and append it onto the song as the last order
|
|
|
|
UP Move back one order
|
|
DOWN Move forwards one order
|
|
|
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'?' Bring up a help screen listing these commands
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8.2 PROTRACKER EFFECTS
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*NOTE* In cooperation with the new pan position setting effect supported by
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the group Pentagon in their ZZPLAY GUS tracker, we have included the
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non-standard protracker extra effect E8 - set pan position. This is
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not a true Protracker effect. However, we hope that it will adopted
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into the next version of the Protracker format.
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0xy Arpeggiation/No effect
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If xy=00 then this command means that there is no effect.
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Otherwise, this makes the current note quickly switch between three
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different pitches- the normal pitch of the note, the normal pitch
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plus x halfsteps, and the normal pitch plus y halfsteps.
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1xx Portamento Up
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This slides the pitch of the current note upwards for the length of
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the pattern row at speed xx. Do not use this command to slide TO a
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note... If you need to do that, use command 3.
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2xx Portamento Down
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This slides the pitch of the current note downwards for the length of
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the pattern row at speed xx. Do not use this command to slide TO a
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note... If you need to do that, use command 3.
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3xx Portamento to Note
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This effect slides the pitch of the currently playing note towards
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the pitch of the note field associated with this effect. It slides
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at speed xx, much like effects 1 and 2. If xx=00, the pitch will
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continue to slide at the last slide speed used. Once either it hits
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the desired pitch or the current pattern row is over, the sliding will
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stop.
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4xy Vibrato
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Does a vibrato effect on the currently playing note. It wavers the
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pitch of the currently playing note at speed x and depth y. If
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xy=00 then the currently playing note will vibrate at the last
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specified speed and depth.
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5x0/50y Continue Portamento-to-Note while executing a Volume-Slide
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Continues the last Portamento-To-Note command (as if there was an
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effect 300 here) while also sliding the volume. Either x OR y should
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be specified- not both. If y=0 then the volume of the currently
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playing note will be slid upwards at speed x. Conversely, if x=0
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then the volume will be slid downwards at speed y.
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6x0/60y Continues Vibrato while executing a Volume-Slide
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Continues the last Vibrato command (as if there was an
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effect 400 here) while also sliding the volume. Either x OR y should
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be specified- not both. If y=0 then the volume of the currently
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playing note will be slid upwards at speed x. Conversely, if x=0
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then the volume will be slid downwards at speed y.
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7xy Tremolo (volume vibrato)
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Same as effect 4, but it vibrates the volume, rather than the pitch,
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of the currently playing note.
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8?? Currently unused
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9xx Set Sample Offset
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Starts the current note playing from xx * 256 bytes into the sample.
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Ax0/A0y Volume Slide
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Slides the volume of the currently playing note. Either x OR y should
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be specified- not both. If y=0 then the volume of the currently
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playing note will be slid upwards at speed x. Conversely, if x=0
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then the volume will be slid downwards at speed y.
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Bxx Position Jump
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Jumps to order number xx.
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Cxx Set Volume
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Sets the volume of the currently playing sample to xx. xx must be
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from 0 to 40 hex. Any volume over 40 hex will be truncated to
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the maximum allowable volume. (40 hex, of course :)
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Dxx Pattern Break
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Jumps to the next order, note number xx.
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Exy Miscellaneous Effects
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The E effect is actually many effects, all with only one argument: y.
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The miscellaneous effect number is specified by x. These effects
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are listed below...
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x Description
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Ä ÄÄÄÄÄÄÄÄÄÄÄ
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0 Unused
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1 Fine Portamento Up
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y=slide speed
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2 Fine Portamento Down
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y=slide speed
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3 UNSUPPORTED
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4 Unused
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5 Set Finetune
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y=finetune value y<7:positive 7<y<=F:negative
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I have purposely NOT let you change the finetuning of
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the various samples in the sample menu due to the evil
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Amiga nature of this effect. The editor is still
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compatible with this, so that it will be able to play
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older mods. However, I strongly urge you not to
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use it. If you need to finetune a sample, use a sample
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editor.
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6 UNSUPPORTED
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7 Unused
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8 Set Pan Position left 0-F right center=7
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9 Retrigger Note
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Restarts note at 'tick' number y. Ticks are 50ths of a sec.
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A Fine Volume Slide Up
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Adds y to the current note's volume
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B Fine Volume Slide Down
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Subtracts y from the current note's volume
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C Cut note
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Cuts off note at 'tick' number y. Ticks are 50ths of a sec.
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D Note Delay
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Waits until 'tick' number y to play the current note. Ticks
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are 50ths of a second.
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E Pattern Delay
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Delays playback of pattern for y notes.
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F Unused
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Fxx Set Tempo
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Sets the playback speed of the current song. If xx<20 hex then xx
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specifies the number of 'ticks' per note. One tick=one 50th of a
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second. If xx>19 hex then xx is the number of 'beats' played per
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minute. One 'beat' consists of four notes.
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