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-
-
- - SiGnAlS -
-
- Issue I Volume I
-
- July 17, 1993
-
- "Dedicated to all the coderz and their insane delusions..."
-
- Executive Editor: Necrs, The PsYcHiC MoNkS
-
-
-
- I: Introduction
- ---------------
-
- Welcome to the first issue of our underground newsletter, SiGnAlS. Our aim is
- to encourage the musical development of the MOD format, and to help all the
- coders who may need a little introduction to the latest scene. To subscribe to
- our newsletter, simply e-mail segaag@craft.camp.clarkson.edu. Please note that
- some subsequent issues will be by subscription ONLY. Well, on to the fun
- stuff.
-
- II: Basix
- ------------
-
- First off, for those of you that don't know, the MOD format is a format
- designed to standardize the creation of music that uses digital instrument
- files. This format usually supports four to thirty-two tracks of samples,
- with each sample having 64K max of data. It is very similar to the MIDI or
- CMF format for music, but enjoys a much clearer and more realistic sound, due
- to the inclusion of digital waveforms.
-
- Why use MODs? For those of you who program the other formats, MOD programming
- may seem like a waste of time. This is untrue. The module format is far
- superior to either MIDI or CMF for the following reasons:
-
- 1) All instruments are sampled, thus resulting in a much more realistic
- sound.
-
- 2) All of the traditional MIDI and CMF effects are available, plus
- some extra which MIDI and CMF do not support.
-
- 3) Unlike MIDI, you do not need an external keyboard or rack synth to
- produce high-quality sound.
-
- It does have a few drawbacks, however, but these are small:
-
- 1) MOD format (usually) only supports 4 tracks, as opposed to 8-12 on
- MIDI or CMF.
-
- 2) Samples can only be played over a three octave range.
-
- 3) Designing your own instruments is harder that modifying, for example,
- a CMF instrument file.
-
- 4) Playback takes a large amount of processor time.
-
- Using a few tricks, though, can get you past most of the above drawbacks. If
- you haven't noticed, all of the new assembly demos (esp. those out of Europe)
- use the MOD format. Using a MOD in your demo or game can significantly
- enhance the sound quality of your product. It is also possible to overlay
- digital sound effect tracks over the music itself, thus resulting in a very
- professional sound.
-
- Enough of the sales pitch. (I'm not making any money here.)
-
- More basics about mods in the next issue.
-
- III: Tricks and Tips w/ Necrs
-
- T&T is for the intermediate to advanced .MOD programmer, and contains all of
- the tricks I've found during my coding days. (Well, maybe not ALL of them. I
- have to keep something up my sleeve for the demos, you know....)
-
- First off, a few notes about the peculiarity of the MOD format. MOD tracks
- contain 64 beats, with each beat containing a note, efx data, or nothing.
- This is somewhat biased to programming a 4/4 mod, since 4 beats per measure
- fills out the 64 beats nicely. However, it is possible to code a mod in a
- different time signature, like 6/8 or even 5/4! To do this, you need to use
- the --D00 (end pattern) effect. To show an example, let us pretend we're
- trying to write a mod in 6/8. We've entered the pattern data, and it ends
- right before beat 48. What we have to do is force the mod to go to the next
- track here, or else there will be an extra blank beat after each measure.
- Simply enter a --D00 effect on the last beat of your pattern, and the mod
- will skip to the next track. (Warning: make sure you put the effect on the
- beat with the last of your pattern data, not the blank beat after.) This will
- create a pattern of 48 beats (beats 0-47), which works out to either 6/8 or
- 3/4.
-
- Another peculiarity of MODs: Different trackers interpret some effects
- differently. One of the most notorious wrong implementations is the pitch
- slide. On early versions of TrakBlaster and other mod players, the pitch
- slides are off by as much as a factor of 2.4!!! To remedy this, try to use
- effect --3XX (pitch slide to note) instead of --1XX or -2XX (pitch slide
- up/down). To use --3XX, simply specify the effect on the second note of your
- glissando. For example, if we wanted to slide from C2 to G2 by 3 step
- increments, we would enter this:
-
-
- 01 C-2 01000 (using sample 1)
- 02 --- 00000
- 03 --- 00000
- 04 --- 00000
- 05 G-2 01303
- 06 --- 00303
- 07 --- 00303
- 08 --- 00303
- .
- .
- . etc.
-
- This will play a C2 on beat 1, and start the slide to the G on beat 5. The
- slide continues on beats 6, 7, and 8 until the slide is finished. Be careful
- to include a large enough step value to make sure the slide finishes. Usually
- the best value is determined by experimentation. If the slide keeps coming up
- short, raise the step value or make the slide longer.
-
- One more short trick:
-
- If you have a sound which is louder than most of the other sounds in your MOD
- (a thunderous gunshot, maybe...), you don't have to keep sticking CXX (volume
- set) on each beat where you play the sound. Just use the sample volume
- setting in your tracker (most good ones have this). Once it's set to a good
- level, keep it there. As long as you don't put any volume info in the beat,
- the sample will play at the volume you set instead of the default 64 volume.
- You can still manually set the volume with the CXX switch if you want. ;)
-
- - Necrs
-
- IV: Visualizations
- ------------------
- Before you can write a really good mod, it is necessary to be able to write
- really good music first. I have heard enough C-F-G mods, lame dance rips,
- strung-together-sample MODS, and Nintendo-sounding mods to make me puke five
- or six times over. Please try something different every once in a while.
- Don't stick to the lame voicings perpetrated by every bad demo group out
- there. Next time you want to write a C chord with a C bass, try a Csus2 with
- an E bass. Try weird sample efx. Add voice sample at inopportune spots. In
- short, don't be afraid to experiment. Sorry I sound a bit hostile today ;)
- , but as a person who downloads way too much, I am sick and tired of spending
- hours downloading mods, only to find that I have downloaded a 40 second
- sample of a Ministry song. To all of you who do write extremely good stuff,
- my respect: Future Crew, Cascada, Skull (not!), the guys at DENS, and all you
- others. If you want to hear any of my stuff, my archives (PsychicModsX.lzh)
- are available on wuarchive.wustl.edu in /pub/msdos_uploads/mods. Out for now.
-
-
- V: Conclusions
- ----------------
- Well guys, that's our first issue. I know it's not much, but there will be
- a new one every couple of days, depending on submissions. If you have any
- contributions (a neat new effect, where to find good samples, etc..), please
- send them to our address:
-
- e-mail: segaag@craft.camp.clarkson.edu
-
- turtle-express: Necrs
- re: Signals
- The PsYcHiC MoNkS
- 7958 State Route 69
- Oriskany, NY 13424
-
-
- peace and let the cyberspace fly
-