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  1. ┌──────────────────────────────────────────────────────────────────────────────┐
  2. │ EdLib v1.05a rev 055 ................... AdLib editor by Jens-Christian Huus │
  3. ├──────────────────────────────────────────────────────────────────────────────┤
  4. │                                                                              │
  5. │                                                                              │
  6. │       INTRODUCTION                                                           │
  7. │       ────────────                                                           │
  8. │                                                                              │
  9. │       At last you can lay your hands on an editor which makes full use       │
  10. │       of the OPL2 AdLib capabilities of your AdLib card or compatibles       │
  11. │       such as the entire Sound Blaster series! The editor you now have       │
  12. │       in your possession was in fact developed mainly in 1992-1993. In       │
  13. │       1993 I enhanced it furthermore, this time mostly cosmetical only       │
  14. │       but also a few userfriendly additions such as a filesystem which       │
  15. │       packs the work tune on your harddisk to save space. Since 1993 I       │
  16. │       hardly touched it - however, it was used a lot in games projects       │
  17. │       such as LollyPop from Brain Bug (released by Rainbow Arts).            │
  18. │                                                                              │
  19. │       Actually it was my intention to keep the editor for ourselves in       │
  20. │       order to support AdLib in games.  However, since the development       │
  21. │       of the editor I have experienced a generel hostility towards the       │
  22. │       old AdLib standard. People begun to actually hate FM sounds. The       │
  23. │       arrival of GUS and AWE 32 made wavetable techniques very popular       │
  24. │       and indeed it sounds very good, but there are some things in the       │
  25. │       old FM standard that is unique. You can't fiddle with samples in       │
  26. │       the same way  as you can with FM. I personally never quite liked       │
  27. │       sampling, I find it downright boring. With a FM chip it  is like       │
  28. │       on a C64; you have a few parameters and everything you do has to       │
  29. │       be done within these parameters. These boundaries makes it funny       │
  30. │       to make music, to see how far you can actually push AdLib. To do       │
  31. │       sounds on FM requires expertice but if you're good at it, almost       │
  32. │       any instrument can be reproduced properly, except perhaps drums.       │
  33. │                                                                              │
  34. │       This is the reason why I decided to release my editor. It uses a       │
  35. │       system very similar to the ordinary tracker system, but has been       │
  36. │       enhanced with individual sequences for each track. Each sequence       │
  37. │       can  even vary in size. Because  of the natural way of designing       │
  38. │       my system, I  find it vastly  superior to the tracker system. It       │
  39. │       uses  much less memory and allows each sequence to be transposed       │
  40. │       individually. This is the exact same system as I used on the C64       │
  41. │       editor which was heavily used in that scene.                           │
  42. │                                                                              │
  43. │       Freaks from the good old C-64 with the editing system used there       │
  44. │       should be able to use the editor right away. Just tap ALT-F1 and       │
  45. │       a list of keys will appear. :)                                         │
  46. │                                                                              │
  47. │       As an extra bonus I have included a player with the instructions       │
  48. │       on how to use the finished music in your own programs! Please go       │
  49. │       to the "USE" directory and read the DOC file there for some more       │
  50. │       information on this.                                                   │
  51. │                                                                              │
  52. │       All files in this archive is freeware - if you payed for it, you       │
  53. │       have been cheated! However, I reserve the rights to maintain all       │
  54. │       copyrights. Do NOT reverse engineer my code or else! :(                │
  55. │                                                                              │
  56. │       If you make some nice tunes in it, why not let it be "EDL-Ware"?       │
  57. │       I would be very happy to hear what you can do with this! :)            │
  58. │                                                                              │
  59. │                                                                              │
  60. │       FEATURES                                                               │
  61. │       ────────                                                               │
  62. │                                                                              │
  63. │       The archive contains both the  editor and loads of demo songs to       │
  64. │       demonstrate the editor. Below is just some of the things you can       │
  65. │       do with the editor...                                                  │
  66. │                                                                              │
  67. │                                                                              │
  68. │       - Edit and play 9 voices of AdLib while viewing and editing 1024       │
  69. │         instruments complete with a name for each instrument.                │
  70. │                                                                              │
  71. │       - Save all music and instruments in a work file of approximately       │
  72. │         3 to 9 Kb size. These files will have the extension "EDL".           │
  73. │                                                                              │
  74. │       - Pack the music to a compressed format (around 1 - 6 Kb), which       │
  75. │         is directly playable in your own programs. Extension is "D00".       │
  76. │         Packed music also uses much less processor time.                     │
  77. │                                                                              │
  78. │       - Edit song name and composer name. This information also exists       │
  79. │         in the compressed D00 format.                                        │
  80. │                                                                              │
  81. │       - Because EDL and D00 is not compatible, you can be sure the D00       │
  82. │         cannot be ripped and edited. The editor does not load D00. You       │
  83. │         may find this bad, but I actually see this as an advantage. Do       │
  84. │         you like people to mess around in your source tune? ;)               │
  85. │                                                                              │
  86. │       - All AdLib parameters editable, with extra enhancements such as       │
  87. │         hard restart, arpeggio, modulation programs and finetune.            │
  88. │                                                                              │
  89. │       - Both tune speed and  timer IRQ speed may be edited. The normal       │
  90. │         tune speed uses a floating point  system to access more speeds       │
  91. │         with a smaller granularity than normally possible.                   │
  92. │                                                                              │
  93. │       - Use "+++" to hold a note in sequences and "---" to release it.       │
  94. │         This makes it easier to control the ADSR of an instrument.           │
  95. │                                                                              │
  96. │       - Play with instruments  using "QWERT..." - and if your keyboard       │
  97. │         is connected via a  MPU-401 compatible MIDI interface, you can       │
  98. │         even play  the AdLib instruments on it, complete with velocity       │
  99. │         and aftertouch. And polyphonic too of course. I've tested this       │
  100. │         on both the original  MPU-401 and the Sound Blaster 16. I only       │
  101. │         use the UART mode on the interface.                                  │
  102. │                                                                              │
  103. │       - Very flexible track and sequence system taking less memory and       │
  104. │         is much more efficient than the standard tracker system. Every       │
  105. │         sequence is piled on top of each other to show you exactly how       │
  106. │         the music is played.                                                 │
  107. │                                                                              │
  108. │       - Unique tienote command makes it possible to play notes without       │
  109. │         restarting the effects set for the instruments.                      │
  110. │                                                                              │
  111. │       - Full delete, insert, copy and other similar editing facilities       │
  112. │         available in both tracks and sequences.                              │
  113. │                                                                              │
  114. │       - Use "FollowPlay" to see the music scroll as it is being played       │
  115. │         at the same time. You may even use fast forward in this mode.        │
  116. │                                                                              │
  117. │                                                                              │
  118. │       REQUIREMENTS                                                           │
  119. │       ────────────                                                           │
  120. │                                                                              │
  121. │       The editor requires a PC with 80x50 text screen capabilities and       │
  122. │       an AdLib card or  compatible. Anything  that is equipped with an       │
  123. │       OPL2 chip or better. I wouldn't recommend using the SBOS program       │
  124. │       for the GUS however - it doesn't emulate FM sounds 100% correct.       │
  125. │                                                                              │
  126. │       Enhanced keyboard is optional - F11 and F12 is used but has been       │
  127. │       duplicated elsewhere to support all keyboards.                         │
  128. │                                                                              │
  129. │       If you have a MPU-401 interface (or compatible) you can use your       │
  130. │       synthesizer to play with AdLib instruments through MIDI.               │
  131. │                                                                              │
  132. │                                                                              │
  133. │       FILES                                                                  │
  134. │       ─────                                                                  │
  135. │                                                                              │
  136. │       The following files should be present in the archive. If they're       │
  137. │       not, the archive has  been tampered  with and should be replaced       │
  138. │       by a new copy. Remember to unzip with the "-d" switch.                 │
  139. │                                                                              │
  140. │                                                                              │
  141. │          EDLIB.001              7382     Part of the main editor             │
  142. │          EDLIB.002              7350     Part of the main editor             │
  143. │          EDLIB.DOC             96022     This documentation                  │
  144. │          EDLIB.EXE             19184     The main editor                     │
  145. │          EDLIB.REV              1722     Revision update list                │
  146. │                                                                              │
  147. │          PLAYER\DATA.BIN         164     Initialized player data             │
  148. │          PLAYER\INTERFAC.BIN     801     Combines player with editor         │
  149. │          PLAYER\PLAYER.BIN      4576     AdLib player v04.01                 │
  150. │                                                                              │
  151. │          SONGS\DRX_BUS.EDL      3593     Drax - "Bus"                        │
  152. │          SONGS\DRX_FLAS.EDL     4513     Drax - "Flash2"                     │
  153. │          SONGS\DRX_HUMA.EDL     3962     Drax - "Human Nature"               │
  154. │          SONGS\DRX_SAD.EDL      3253     Drax - "Sad"                        │
  155. │          SONGS\DRX_STRE.EDL     3671     Drax - "Street Wise"                │
  156. │                                                                              │
  157. │          SONGS\JCH_INS8.EDL     2526     Jch - "Instrument Test #8"          │
  158. │          SONGS\JCH_PH6.EDL      2383     Jch - "Phase" (TEST)                │
  159. │                                                                              │
  160. │          SONGS\MSK_FRSH.EDL     2782     Msk - "Fresh"                       │
  161. │          SONGS\MSK_OBER.EDL     3086     Msk - "En lille test"               │
  162. │                                                                              │
  163. │          SONGS\MTL_ALTT.EDL     3173     Metal - "Alttoga"                   │
  164. │          SONGS\MTL_HY11.EDL     4185     Metal - "Hybrid"                    │
  165. │          SONGS\MTL_NM11.EDL     4212     Metal - "Soul Shock"                │
  166. │          SONGS\MTL_SL12.EDL     3477     Metal - "Sulfo12"                   │
  167. │          SONGS\MTL_SP13.EDL     4087     Metal - "Space13"                   │
  168. │                                                                              │
  169. │          SONGS\PJO_ARGH.EDL     2483     Jo - "Aaaaarggghhh"                 │
  170. │          SONGS\PJO_DIP.EDL      2137     Jo - "Dip"                          │
  171. │          SONGS\PJO_GALW.EDL     2549     Jo - "Like Galway"                  │
  172. │          SONGS\PJO_HORR.EDL     2461     Jo - "Fly in Spiders Web!"          │
  173. │          SONGS\PJO_KOER.EDL     2472     Jo - "Koere"                        │
  174. │          SONGS\PJO_LAL.EDL      2707     Jo - "Drums are hard to do"         │
  175. │          SONGS\PJO_MTHS.EDL     2748     Jo - "Submission to -X-"            │
  176. │          SONGS\PJO_REGG.EDL     2293     Jo - "Reggae"                       │
  177. │          SONGS\PJO_SUND.EDL     2513     Jo - "Boring Sunday"                │
  178. │          SONGS\PJO_TRY2.EDL     2784     Jo - "Hard Guitar"                  │
  179. │          SONGS\PJO_WAIT.EDL     2393     Jo - "1st Interstellar Jmp"         │
  180. │                                                                              │
  181. │          SONGS\VIB_FIS3.EDL     2812     Vibrants - "Fis3"                   │
  182. │          SONGS\VIB_VOL3.EDL     2619     Vibrants - "Volly3"                 │
  183. │                                                                              │
  184. │          USE\-                   277     MakeFile for Borland "MAKE"         │
  185. │          USE\GLOBALS.INC        2937     Labels used by the player           │
  186. │          USE\MPLAYER.DOC       32636     Documentation on how to use         │
  187. │          USE\MPLAYER.OBJ        5783     Player v04.00 OBJ link file         │
  188. │          USE\STR_WISE.D00       3082     Drax - "Street Wise" tune           │
  189. │          USE\TEST.ASM          12523     Example source code                 │
  190. │          USE\TEST.EXE           5869     Run this to hear the music          │
  191. │          USE\TEST.OBJ           1285     Test OBJ link file                  │
  192. │                                                                              │
  193. │          USE\DOS\THE_EGA.CPI    9805     New character set for DOS           │
  194. │                                                                              │
  195. │                                                                              │
  196. │       CPI FILE                                                               │
  197. │       ────────                                                               │
  198. │                                                                              │
  199. │       I have included a file named "THE_EGA.CPI" which  you can use in       │
  200. │       your AUTOEXEC.BAT instead of the old "EGA.CPI" file. It contains       │
  201. │       a new 80x25 character set by Claus Marn¢e (Banshee/Bonzai) and a       │
  202. │       great new 80x50 character set by Niels Krogh Mortensen (Who made       │
  203. │       the original Hugo TV character for SilverRock Productions). When       │
  204. │       using EdLib the editor will look much better with this installed       │
  205. │       in your AUTOEXEC.BAT. The editor redefines a few characters, but       │
  206. │       still uses  the rest of the character set in DOS. If you live in       │
  207. │       Denmark as I do, these lines will do the trick:                        │
  208. │                                                                              │
  209. │          C:\DOS\MODE CON CP PREP=((865) C:\DOS\THE_EGA.CPI)                  │
  210. │          C:\DOS\MODE CON CP SELECT=865                                       │
  211. │                                                                              │
  212. │       Remember to copy the file in USE/DOS into your DOS directory and       │
  213. │       you are off running with the new character set. Look in your DOS       │
  214. │       manual for other contry codes specific for your country.               │
  215. │                                                                              │
  216. │                                                                              │
  217. │       INSTRUCTIONS                                                           │
  218. │       ────────────                                                           │
  219. │                                                                              │
  220. │       In the following chapters I will try to  describe all the things       │
  221. │       that you really need  to know. I will not go  into detail on how       │
  222. │       to make music, enter notes and build up a tune  from scratch - I       │
  223. │       leave that up to you to  figure that out. If you have previously       │
  224. │       been using trackers, you should have no trouble using my editor.       │
  225. │                                                                              │
  226. │       During these chapters  I will discuss  the commands available in       │
  227. │       the  tracks and  sequences, the instrument and SpFX tables, keys       │
  228. │       available  in the entire editor - and the command line switches.       │
  229. │       Other things global to the editor will be discussed here.              │
  230. │                                                                              │
  231. │       While editing tracks, sequences and tables  you can benefit from       │
  232. │       the help window in the lower left corner of the screen. I advise       │
  233. │       you to read this DOC at least once, however.                           │
  234. │                                                                              │
  235. │       All the three-letter box values in the lower right corner of the       │
  236. │       screen will be discussed in the section over keys. The space you       │
  237. │       see above the "Oc?" box (octave) will be ticked  whenever a tune       │
  238. │       has been modified without saving. This way, you can always check       │
  239. │       if it is time to save your tune. However, this version  of EdLib       │
  240. │       does not check the box if you only alter the tables. This is due       │
  241. │       to technical reasons; the table  routines have  been placed in a       │
  242. │       seperate module - and frankly, I was too lazy to fix it! ;)            │
  243. │                                                                              │
  244. │       The version v04.01 of the player is displayed in the upper right       │
  245. │       corner of the screen. In the subdirectory "PLAYER" you will find       │
  246. │       the file "PLAYER.BIN" which is the actual player. It is possible       │
  247. │       that later  versions of the editor only  requires this player to       │
  248. │       be replaced - in case of player updates only. In the upper right       │
  249. │       corner  you will also find a  tune clock. Useful if you  want to       │
  250. │       measure the exact length of the song.                                  │
  251. │                                                                              │
  252. │       When using the load/save requester, all EDL files will be placed       │
  253. │       in a subdirectory called "SONGS". Later I may enhance the editor       │
  254. │       with diretories and path input, but until then you must save and       │
  255. │       load all your songs in this directory. Note that when saving the       │
  256. │       song you can type the new name at the input prompt in the bottom       │
  257. │       of the requester. Songs with an EDL extension will be compressed       │
  258. │       to save disk space.                                                    │
  259. │                                                                              │
  260. │       It is possible to predefine the contents of all sequences in the       │
  261. │       editor before actually  using  them. Edit sequence #000 until it       │
  262. │       has the appearance you want all sequences to have and then press       │
  263. │       Shift-F1 to  fill all  other sequences with it.  Because this is       │
  264. │       really happens when the song is cleared; sequence #000 is copied       │
  265. │       into all the other sequences!                                          │
  266. │                                                                              │
  267. │                                                                              │
  268. │       SEQUENCE COMMANDS                                                      │
  269. │       ─────────────────                                                      │
  270. │                                                                              │
  271. │       The first column of two in the sequences may take any command of       │
  272. │       four hexadecimal digits each. The commands in player v04.01 is:        │
  273. │                                                                              │
  274. │                                                                              │
  275. │       6000            Cut/Stop the voice instantly. Instrument #000 in       │
  276. │                       the instrument table is used to cut the voice.         │
  277. │                                                                              │
  278. │       7XYY            Vibrato - X defines the  speed (0-F), and YY the       │
  279. │                       depth (00-FF) of the vibrato effect. This effect       │
  280. │                       does NOT make use of the internal OPL2 vibrato.        │
  281. │                                                                              │
  282. │       90XX            New level - XX defines the  level (00-3F), where       │
  283. │                       3F is silent. Level is another word for volume.        │
  284. │                                                                              │
  285. │       BXXX            Pointer to SpFX table. The SpFX table is the one       │
  286. │                       you can access  with the  "K" key. Refer to this       │
  287. │                       table for  more information. This  command works       │
  288. │                       like an instrument, thus it overrides a CXXX. It       │
  289. │                       may range from 000-7FF.                                │
  290. │                                                                              │
  291. │       CXXX            Instrument. XXX may range from 000 to 3FF. It is       │
  292. │                       good practise to  leave #000  as a "no sound" as       │
  293. │                       this instrument is in fact  used when typing the       │
  294. │                       cut command (6000). The table may  be entered by       │
  295. │                       pressing  the "M" key. Refer  to this  table for       │
  296. │                       more information.                                      │
  297. │                                                                              │
  298. │       DXXX            Slide up. XXX defines the speed of sliding.            │
  299. │                                                                              │
  300. │       EXXX            Slide down. XXX defines the speed of sliding. It       │
  301. │                       does not  automatically "tie unto" the next note       │
  302. │                       like in other music  players. You must "tie" the       │
  303. │                       next note yourself with the ½-key and adjust the       │
  304. │                       speed of sliding  until  it is perfect. This may       │
  305. │                       sound awkward at first, but this way  of sliding       │
  306. │                       is much more flexible.                                 │
  307. │                                                                              │
  308. │                                                                              │
  309. │       TRACK COMMANDS                                                         │
  310. │       ──────────────                                                         │
  311. │                                                                              │
  312. │       The track consists of a DWORD in the editor, but the table is in       │
  313. │       fact interpreted word for word internally.                             │
  314. │                                                                              │
  315. │                                                                              │
  316. │       8XYY????        The 8000 command defines  the transposition of a       │
  317. │                       sequence. X is the  direction, 0=Up.  YY defines       │
  318. │                       the number of halftones to transpose. A value of       │
  319. │                       810C transposes the sequence down one octave but       │
  320. │                       does not change  the on-screen appearance of the       │
  321. │                       notes in the  sequence. Using the  transposition       │
  322. │                       feature  properly, you can  save a LOT of  space       │
  323. │                       compared to the average tracker system! The word       │
  324. │                       ???? defines the sequence number itself.               │
  325. │                                                                              │
  326. │       FFFFXXXX        When this DWORD  is met,  the voice will restart       │
  327. │                       at the position defined in XXXX. It is important       │
  328. │                       to know that it counts in WORD steps. This means       │
  329. │                       that if you have ten  sequences in a row  with a       │
  330. │                       FFFFXXXX in the end, use FFFF0006 to wrap to the       │
  331. │                       fourth sequence - like this:                           │
  332. │                                                                              │
  333. │                               80000001      0 - 1      1st...                │
  334. │                                                                              │
  335. │                               80000003      2 - 3      2nd...                │
  336. │                                                                              │
  337. │                               80000001      4 - 5      3rd...                │
  338. │                                                                              │
  339. │                            ┌> 80000004      6          4th...                │
  340. │                            │                                                 │
  341. │                            │  80070001                 5th...                │
  342. │                            │                                                 │
  343. │                            │  80070003                 6th...                │
  344. │                            │                                                 │
  345. │                            │  80070001                 7th...                │
  346. │                            │                                                 │
  347. │                            │  80070005                 8th...                │
  348. │                            │                                                 │
  349. │                            │  80000002                 9th...                │
  350. │                            │                                                 │
  351. │                            │  80000006                 10th...               │
  352. │                            │                                                 │
  353. │                            └─ FFFF0006                 Wrap...               │
  354. │                                                                              │
  355. │                       The player  interpretes the  wraps independantly       │
  356. │                       from voice to voice. This means that neither the       │
  357. │                       wrap position nor the length of tracks has to be       │
  358. │                       aligned.                                               │
  359. │                                                                              │
  360. │       FFFE????        This command stops the voice  entirely. The ????       │
  361. │                       WORD will be ignored. Very useful for jingles!         │
  362. │                                                                              │
  363. │                                                                              │
  364. │       THE INSTRUMENT TABLE                                                   │
  365. │       ────────────────────                                                   │
  366. │                                                                              │
  367. │       This is the table you enter when pressing "M".  You can also use       │
  368. │       the "L" key to toggle between  this table and the SpFX table. If       │
  369. │       the table window is not active, it will be made  active (pop-up)       │
  370. │       before entering the table.                                             │
  371. │                                                                              │
  372. │       The instrument table  consists  of 400h (1024) instruments, each       │
  373. │       of 16 bytes in size. The bytes mainly controls the hardware OPL2       │
  374. │       registers on the card, but I have added a few of my own as well.       │
  375. │       When an instrument has been defined, use the CXXX command in the       │
  376. │       sequences to use it.                                                   │
  377. │                                                                              │
  378. │       But first, lets have a look at the instrument itself:                  │
  379. │                                                                              │
  380. │                                                                              │
  381. │               FFFF 3F 20 00  FFFF 3F 20 00  01 02 03 04 05 06                │
  382. │              └─────────────┘└─────────────┘                                  │
  383. │                  Carrier       Modulator                                     │
  384. │                                                                              │
  385. │                                                                              │
  386. │       The parameters in both carrier and modulator uses the exact same       │
  387. │       parameters, only the "modulator" part usually changes the  color       │
  388. │       of the sound while the "carrier" changes the volume and pitch. I       │
  389. │       said "usually", because this depends on the way the operators is       │
  390. │       connected. More about this later.                                      │
  391. │                                                                              │
  392. │       NOTE: It is wise to leave instrument #0000 at the values defined       │
  393. │       in the example above since this instrument is in fact  used when       │
  394. │       executing a CUT command (6000 in the command column).                  │
  395. │                                                                              │
  396. │       The carrier and modulator parameters will be send to the OPL2 FM       │
  397. │       chip directly, as they are hardware based. Lets  have a  look at       │
  398. │       the parameters individually.                                           │
  399. │                                                                              │
  400. │                                                                              │
  401. │       FFFF    This parameter controls the ADSR of the instrument. Some       │
  402. │               of you already knows what this  means. If you  come from       │
  403. │               the Commodore 64  and have been fiddling with ADSR here,       │
  404. │               all you have to know is that is behaves upside-down - it       │
  405. │               takes FF02 instead of 00FE! Otherwise it is very simple.       │
  406. │               Each nibble ("F", a halfbyte), takes a parameter from 0h       │
  407. │               to Fh, to define four parameters named the Attack, Decay       │
  408. │               Sustain and Release. The attack defines the speed of the       │
  409. │               volume to reach maximum level, Fh is fastest. As soon as       │
  410. │               this level has been reached, the Decay value defines the       │
  411. │               speed of the  volume to reach  the Sustain level. Again,       │
  412. │               Fh is fastest. Sustain is a pseudo-volume level (volume)       │
  413. │               where 0 is loudest. Release again  defines the  speed of       │
  414. │               the volume to go from the Sustain level  to silence. All       │
  415. │               in all, a diagram like this  can be drawn  to illustrate       │
  416. │               the ADSR envelope:                                             │
  417. │                                                                              │
  418. │                                                                              │
  419. │                               /\                                             │
  420. │                              /  \                                            │
  421. │                             /    \                                           │
  422. │                            /      \________________                          │
  423. │                           /                        \                         │
  424. │                          /                          \                        │
  425. │                         /                            \                       │
  426. │                                                                              │
  427. │                                                                              │
  428. │                         └─────┴───┴───────────────┴───┘                      │
  429. │                            A    D         S         R                        │
  430. │                                                                              │
  431. │                                                                              │
  432. │               In the sequence itself, the ADS part of the ADSR will be       │
  433. │               run as soon as the note is triggered, and maintained for       │
  434. │               as long as the HOLD events (+++) are present. As soon as       │
  435. │               the REST events is met (---), the  note releases (R). An       │
  436. │               exception to this rule exists in the instrument however.       │
  437. │               If bit 5 is set to 0 in the  4th/9th byte (the bytes set       │
  438. │               to 20h above), the  Sustain is ignored  and only  an ADR       │
  439. │               is executed. In other words, it ignores the HOLD (+++).        │
  440. │                                                                              │
  441. │               In the modulator, the ADSR works is a similar way - only       │
  442. │               it affects the modulation instead of the volume.  Use it       │
  443. │               to give "life" to the instrument.                              │
  444. │                                                                              │
  445. │                                                                              │
  446. │       3F      This parameter is split into bit 0-5 for the main volume       │
  447. │               (level) and bit 6-7 for keyboard scaled level (KSL). The       │
  448. │               level is 00h-3Fh, where 00h is loudest. Add  40h, 80h or       │
  449. │               C0h for three rates of KSL. The KSL defines how much the       │
  450. │               volume decreases  in volume as the notes climbs upwards.       │
  451. │               In other words, the higher the note, the lower the level       │
  452. │               of the note. This feature is not used very often.              │
  453. │                                                                              │
  454. │               In the modulator part, the level affects the  modulation       │
  455. │               instead of the volume. 00h is full modulation (100%).          │
  456. │                                                                              │
  457. │                                                                              │
  458. │       20      This is a multiple purpose register of the FM chip. Bits       │
  459. │               0-3 defines the multiplier, which  works  like an octave       │
  460. │               parameter only it steps in a rather absurd way. With it,       │
  461. │               you can change the pitch without  editing the music - to       │
  462. │               some degree! Bit 4 (add 10h)  sets the KSR - which means       │
  463. │               keyboard scaled rate. It works like KSL only it  affects       │
  464. │               the speed of which the ADSR is processed. The higher the       │
  465. │               note, the faster the ADSR. Bit 5 (add 20h) selects  ADSR       │
  466. │               or only ADR. Normally, you would set this to 1 (ADSR) or       │
  467. │               the HOLD/REST in sequences will be ignored;  notes  will       │
  468. │               release as soon as the note has been triggered. This may       │
  469. │               come in handy at times though. Bit 6 (add 40h) enables a       │
  470. │               hardware vibrato. This vibrato is quite  insufficient at       │
  471. │               times to say the least, so I added my own vibrato to the       │
  472. │               sequence commands (7XYY). Last, bit 7 (add 80h)  enables       │
  473. │               the hardware tremolo. Tremolo vibrates the level - think       │
  474. │               of it as the "Elvis Costello" bit! ;)                          │
  475. │                                                                              │
  476. │                                                                              │
  477. │       00      Only values  from 00 to 03  is used here (bits 0-1). All       │
  478. │               other bits is ignored. This value  defines the  waveform       │
  479. │               of the operator. If you come from the  Commodore 64 with       │
  480. │               its marvellous SID-chip, you will be disappointed to see       │
  481. │               what waveforms this chip has. They are  not  as flexible       │
  482. │               as the SID-chip waveforms.  00 is a sine and is loudest.       │
  483. │               I have also noticed that waveforms 02 and 03 seems to be       │
  484. │               one octave higher than 00 and 01.  I will try my best to       │
  485. │               draw the waveforms now using the terrible ASCII chars.         │
  486. │                                                                              │
  487. │                                                                              │
  488. │                                   ┌──┐                                       │
  489. │                                  ┌┘  └┐                                      │
  490. │                                  │    │                                      │
  491. │                                 ┌┘    └┐                                     │
  492. │                                 │      │                                     │
  493. │                                 │      │                                     │
  494. │                          00  =  └──────┼──────┐                              │
  495. │                                        │      │                              │
  496. │                                        │      │                              │
  497. │                                        └┐    ┌┘                              │
  498. │                                         │    │                               │
  499. │                                         └┐  ┌┘                               │
  500. │                                          └──┘                                │
  501. │                                                                              │
  502. │                                   ┌──┐                                       │
  503. │                                  ┌┘  └┐                                      │
  504. │                                  │    │                                      │
  505. │                                 ┌┘    └┐                                     │
  506. │                                 │      │                                     │
  507. │                                 │      │                                     │
  508. │                          01  =  └──────┴───────                              │
  509. │                                                                              │
  510. │                                                                              │
  511. │                                                                              │
  512. │                                                                              │
  513. │                                                                              │
  514. │                                                                              │
  515. │                                                                              │
  516. │                                   ┌──┐   ┌──┐                                │
  517. │                                  ┌┘  └┐ ┌┘  └┐                               │
  518. │                                  │    │ │    │                               │
  519. │                                 ┌┘    └┬┘    └┐                              │
  520. │                                 │      │      │                              │
  521. │                                 │      │      │                              │
  522. │                          02  =  └──────┴──────┘                              │
  523. │                                                                              │
  524. │                                                                              │
  525. │                                                                              │
  526. │                                                                              │
  527. │                                                                              │
  528. │                                                                              │
  529. │                                                                              │
  530. │                                   ┌─┐    ┌─┐                                 │
  531. │                                  ┌┘ │   ┌┘ │                                 │
  532. │                                  │  │   │  │                                 │
  533. │                                 ┌┘  │  ┌┘  │                                 │
  534. │                                 │   │  │   │                                 │
  535. │                                 │   │  │   │                                 │
  536. │                          03  =  └───┴──┴───┴───                              │
  537. │                                                                              │
  538. │                                                                              │
  539. │                                                                              │
  540. │                                                                              │
  541. │               This should give you an idea of what the waveforms looks       │
  542. │               like. All waveforms are variations on the sine waveform.       │
  543. │                                                                              │
  544. │                                                                              │
  545. │       That concludes the five bytes in each operator, which constructs       │
  546. │       the actual sound. The last 6 bytes in the instrument all behaves       │
  547. │       globally to the instrument.                                            │
  548. │                                                                              │
  549. │                                                                              │
  550. │       01      This is the last hardware register. In bit 0, you define       │
  551. │               the connection of the two operators. Normally it  is set       │
  552. │               to 0 (modulation), but if set to 1 (additive), the modu-       │
  553. │               lator operator will behave exactly as the  carrier. This       │
  554. │               is great for organ sounds! Bits 1-3 defines the feedback       │
  555. │               of the modulation  (0,2,4...E), which is  the number  of       │
  556. │               times the output is fed right back  into the  modulation       │
  557. │               process, creating overtones. If you set it high (E or F)       │
  558. │               you get so many of them that you get...noise! So this is       │
  559. │               the parameter you use the make drums. Again, if you come       │
  560. │               from the Commodore 64 you will be a little disappointed.       │
  561. │               The noise is stuck at a high frequency, and cannot sound       │
  562. │               as good as the noise on the SID-chip. :(  Often drums on       │
  563. │               AdLib can be improved by  using a second voice, in which       │
  564. │               you create a bassdrum-like sine which is sliding down.         │
  565. │                                                                              │
  566. │                                                                              │
  567. │       02      This is a software parameter. Use values  00-7F to fine-       │
  568. │               tune the instrument - if you are using two voices on top       │
  569. │               of each other, this may phase the two voices together in       │
  570. │               order to produce a chorus effect.                              │
  571. │                                                                              │
  572. │                                                                              │
  573. │       03      Hard restart timer value. Defines  the  number of frames       │
  574. │               BEFORE the next note, that the next value below is to be       │
  575. │               processed. 00h turns this OFF. Frames is a  term for the       │
  576. │               smallest timeunit a player can measure, which  of course       │
  577. │               is the number of times the player is called. If the  IRQ       │
  578. │               value is set to 46h, the frame corresponds to 1/70'th of       │
  579. │               a second. Good values are 01-03.                               │
  580. │                                                                              │
  581. │                                                                              │
  582. │       04      Hard restart Sustain/Release value. When the timer is up       │
  583. │               in the previous byte above, this value  is  put into the       │
  584. │               Sustain/Release on the soundcard for that voice. This is       │
  585. │               useful to "cut down" on a  long release  before the next       │
  586. │               note in a sequence. ADSR usually continues on the Attack       │
  587. │               from whatever point the Release from the last note might       │
  588. │               have reached, but this is not always desirable.  You can       │
  589. │               also use these parameters to make the music more funky.        │
  590. │                                                                              │
  591. │                                                                              │
  592. │       05-06   These bytes are unused in player v04.01. Do  not put any       │
  593. │               information into them as they may be used later on. Keep       │
  594. │               them at 00h.                                                   │
  595. │                                                                              │
  596. │                                                                              │
  597. │       THE SpFX TABLE                                                         │
  598. │       ──────────────                                                         │
  599. │                                                                              │
  600. │       This is the table you enter when pressing "K".  You can also use       │
  601. │       the "L" key to jump between this table and the instrument table.       │
  602. │       If the table window is not active, it will be made active before       │
  603. │       entering the table.                                                    │
  604. │                                                                              │
  605. │       The SpFX (Special Effects) table consists of 800h (2048) effects       │
  606. │       lines, of 8 bytes in size. When an SpFX has been defined you can       │
  607. │       use the BXXX command in the sequences to point to it.                  │
  608. │                                                                              │
  609. │       A SpFX "set" may look like this:                                       │
  610. │                                                                              │
  611. │                                                                              │
  612. │               0001 0C FF 10 20 0002                                          │
  613. │                                                                              │
  614. │                                                                              │
  615. │       Let's have a look at these parameters individually.                    │
  616. │                                                                              │
  617. │                                                                              │
  618. │       0001    This WORD defines the instrument to use for the set. Use       │
  619. │               values 000-3FF. Add with 8000h to use locked frequencies       │
  620. │               with the next byte below.                                      │
  621. │                                                                              │
  622. │                                                                              │
  623. │       0C      Half note value, added to the actual note for as long as       │
  624. │               this "set" lasts. Eg, if the note in the sequence is C-2       │
  625. │               and this value is 02, the note will sound as D-2. If you       │
  626. │               add the WORD value above with 8000h, the values will NOT       │
  627. │               be added. Instead, the values will refer to raw notes as       │
  628. │               if 00h equals C-0, 01 equals C#0 and so forth. When used       │
  629. │               to add the note, the value is signed; 00-7F for positive       │
  630. │               and FF-80 for negative (-01h - -80h). Locked frequencies       │
  631. │               can often be useful for drums which should be unaffected       │
  632. │               by tranpositions.                                              │
  633. │                                                                              │
  634. │                                                                              │
  635. │       FF      New modulator level. The value overrides the 8th byte in       │
  636. │               the instrument. If this value is FF, the 8th byte is NOT       │
  637. │               replaced  and this value will be ignored.  Useful if you       │
  638. │               want to add to the original value in the instrument.           │
  639. │                                                                              │
  640. │                                                                              │
  641. │       10      Modulator level add. Added each frame to the 8th byte in       │
  642. │               the instrument, as an alternative to the ADSR modulating       │
  643. │               process. The value is a signed byte; 00-7F for  positive       │
  644. │               and FF-80 for negative (-01h - -80h). Use the byte above       │
  645. │               to set the start modulator level if needed.                    │
  646. │                                                                              │
  647. │                                                                              │
  648. │       20      Duration. Defines the number of  frames (00-FF)  of this       │
  649. │               set. 00h is ONE frame. When the counting is up, the next       │
  650. │               WORD specifies the next SpFX line to interprete.               │
  651. │                                                                              │
  652. │                                                                              │
  653. │       0002    Pointer to next SpFX line. After the duration counter in       │
  654. │               the previous byte  above is up, this WORD  specifies the       │
  655. │               next line to jump to. Values ranges from 0000h-07FFh.          │
  656. │                                                                              │
  657. │                                                                              │
  658. │       This table is very useful if you want to make arpeggio or sounds       │
  659. │       with more life than the normal ADSR modulation can give you. Now       │
  660. │       I won't advise you to make arpeggio chords when you have as much       │
  661. │       as 9 voices, but it could come in handy when improving drums. As       │
  662. │       an example, here is the dreaded 0-3-7 arpeggio chord:                  │
  663. │                                                                              │
  664. │                                                                              │
  665. │               0000: 0001 00 FF 00 0001                                       │
  666. │               0001: 0001 03 FF 00 0002                                       │
  667. │               0002: 0001 07 FF 00 0000                                       │
  668. │                                                                              │
  669. │                                                                              │
  670. │       The above example uses instrument #0001 to produce a 0-3-7 chord       │
  671. │       using arpeggio. The duration bytes  are all 00, meaning that the       │
  672. │       arpeggio  will run at the fastest possible speed.  No modulation       │
  673. │       adding is involved. Notice how the pointers makes the three sets       │
  674. │       spin around in an endless loop! Use B000 in  the sequence to try       │
  675. │       out this minor arpeggio chord.                                         │
  676. │                                                                              │
  677. │                                                                              │
  678. │       KEYS                                                                   │
  679. │       ────                                                                   │
  680. │                                                                              │
  681. │       Here is a list of all keys available in EdLib, some of them with       │
  682. │       a deeper description than found in the HELP pages (Alt-F1).            │
  683. │                                                                              │
  684. │                                                                              │
  685. │       F1              Play normally from StartPoint (SP) position.           │
  686. │                                                                              │
  687. │                       This key does not scroll the  music, useful when       │
  688. │                       editing the music while it is playing.                 │
  689. │                                                                              │
  690. │                                                                              │
  691. │       F2              Stop all music activity.                               │
  692. │                                                                              │
  693. │                       You can also use the ESCAPE key. If you're using       │
  694. │                       a MIDI keyboard, you can also cut hanging voices       │
  695. │                       with this key.                                         │
  696. │                                                                              │
  697. │                                                                              │
  698. │       F3              FollowPlay from StartPoint position.                   │
  699. │                                                                              │
  700. │                       The music scrolls as the music plays to show the       │
  701. │                       current position being played. Use the CTRL keys       │
  702. │                       as a fast forward function in this mode. NOTE: I       │
  703. │                       do not recommend using  disk cache software such       │
  704. │                       as "SMARTDRV" as it disrupts the scrolling! :(         │
  705. │                                                                              │
  706. │                                                                              │
  707. │       F4              Set new StartPoint position (SP).                      │
  708. │                                                                              │
  709. │                       You can set the new position anywhere, no matter       │
  710. │                       if you're halfway through a sequence or not. The       │
  711. │                       hexadecimal stepcounter to the  left of the main       │
  712. │                       editing area will turn dark blue below the point       │
  713. │                       and light blue after it.                               │
  714. │                                                                              │
  715. │                                                                              │
  716. │       F5              Copy any sequence into the current sequence.           │
  717. │                                                                              │
  718. │                       Use this key to overwrite the  sequence you  are       │
  719. │                       currently editing, with the contents of another.       │
  720. │                                                                              │
  721. │                                                                              │
  722. │       F6              Decrease the tune speed.                               │
  723. │                                                                              │
  724. │                       Hold CTRL to specifically define it.                   │
  725. │                                                                              │
  726. │                                                                              │
  727. │       F7              Increase the tune speed.                               │
  728. │                                                                              │
  729. │                       Hold CTRL to specifically define it. The Spd box       │
  730. │                       in the bottom right corner of the screen informs       │
  731. │                       you of the current value.                              │
  732. │                                                                              │
  733. │                                                                              │
  734. │       F8              Define new SuperInsert size.                           │
  735. │                                                                              │
  736. │                                                                              │
  737. │       F9              Execute the SuperInsert in a sequence.                 │
  738. │                                                                              │
  739. │                       When pressing this key you  will insert  as many       │
  740. │                       events into the sequence as defined  with the F8       │
  741. │                       key. The SpI counter  in the bottom right corner       │
  742. │                       of the  screen informs you of the current value.       │
  743. │                       Note that you can have no  more than 5Fh  events       │
  744. │                       in a single sequence. If you want more than this       │
  745. │                       you have to split it up into two sequences.            │
  746. │                                                                              │
  747. │                                                                              │
  748. │       F10             Goto any stepcounter line.                             │
  749. │                                                                              │
  750. │                       The hexadecimal stepcounter is the column to the       │
  751. │                       far left of the editing area.                          │
  752. │                                                                              │
  753. │                                                                              │
  754. │       F11             Define new RhythmJump value.                           │
  755. │                                                                              │
  756. │                       Sets the number of events the cursor jumps after       │
  757. │                       pressing a note key in the sequence. The RtJ box       │
  758. │                       in the bottom right corner of the screen informs       │
  759. │                       you of the current value.                              │
  760. │                                                                              │
  761. │                                                                              │
  762. │       F12             Load music in EDL format.                              │
  763. │                                                                              │
  764. │                       Brings up a  file requester  from which  you can       │
  765. │                       choose an EDL file to load. You can also use the       │
  766. │                       Ctrl-F3 key.                                           │
  767. │                                                                              │
  768. │                                                                              │
  769. │       Shift F1        Clear all tracks and sequences.                        │
  770. │                                                                              │
  771. │                       Leaves the instruments and SpFX tables intact. A       │
  772. │                       useful function when  borrowing instruments from       │
  773. │                       another song. Sequence #000 is actually  used to       │
  774. │                       fill all sequences, so if you edit this sequence       │
  775. │                       before clearing you can userdefine all at once.        │
  776. │                                                                              │
  777. │                                                                              │
  778. │       Shift F2        Clear instruments and SpFX tables.                     │
  779. │                                                                              │
  780. │                       Leaves the tracks and sequences intact. May come       │
  781. │                       in handy if you disliked all the instruments and       │
  782. │                       want to start all over defining them again.            │
  783. │                                                                              │
  784. │                                                                              │
  785. │       Shift F5        Copy any sequence into another sequence.               │
  786. │                                                                              │
  787. │                       As the F5 key, only it takes both a source and a       │
  788. │                       destination input.                                     │
  789. │                                                                              │
  790. │                                                                              │
  791. │       Shift F12       Save music in EDL format.                              │
  792. │                                                                              │
  793. │                       Brings up a  file requester  from which  you can       │
  794. │                       save your song. You can also use the Ctrl-F4 key       │
  795. │                       instead.                                               │
  796. │                                                                              │
  797. │                                                                              │
  798. │       Ctrl F1         Decrease the IRQ timer speed.                          │
  799. │                                                                              │
  800. │       Ctrl F2         Increase the IRQ timer speed.                          │
  801. │                                                                              │
  802. │                       The above keys changes the timer interrupt speed       │
  803. │                       of the song. Be careful when using these! Better       │
  804. │                       have a talk with the programmer using your music       │
  805. │                       to make sure he accepts the  new value. Normally       │
  806. │                       they are set to 46h (70) which matches the speed       │
  807. │                       of the screen  update in 320x200 mode. This way,       │
  808. │                       the music can be  used in a vertical retrace. In       │
  809. │                       some situations you can make use of a fast timer       │
  810. │                       interrupt to speed up the arpeggio in an instru-       │
  811. │                       ment. If you only want to change  the speed of a       │
  812. │                       song, use the F6/F7 keys instead. The Irq box in       │
  813. │                       the bottom right corner of the screen keeps hold       │
  814. │                       of the current timer interrupt speed.                  │
  815. │                                                                              │
  816. │                                                                              │
  817. │       Ctrl F3         Load music in EDL format.                              │
  818. │                                                                              │
  819. │                       You can also use the F12 key.                          │
  820. │                                                                              │
  821. │                                                                              │
  822. │       Ctrl F4         Save music in EDL format.                              │
  823. │                                                                              │
  824. │                       You can also use the Shift-F12 key.                    │
  825. │                                                                              │
  826. │                                                                              │
  827. │       Ctrl F5         Convert the music to D00 format and save it.           │
  828. │                                                                              │
  829. │                       This brings up a requester asking for a filename       │
  830. │                       of the packed tune. After typing this, the music       │
  831. │                       will be  packed and saved as a  D00 file - to be       │
  832. │                       used in your own programs. The packed tune can't       │
  833. │                       be loaded into the editor again, so  be sure you       │
  834. │                       save your source with Shift-F12 or Ctrl-F4! Note       │
  835. │                       that the  packer goes into  a 9-PASS process. It       │
  836. │                       has been tested intensively with  no problems so       │
  837. │                       far - however, should the packer ever lock up at       │
  838. │                       any time, please  note the pass  number and mail       │
  839. │                       me this number. My  address can be  found in the       │
  840. │                       end of this file. Thank you!                           │
  841. │                                                                              │
  842. │                                                                              │
  843. │       Ctrl F6         Define new tune speed.                                 │
  844. │                                                                              │
  845. │                       Input the speed. Use F6/F7 to decrease/increase.       │
  846. │                                                                              │
  847. │                                                                              │
  848. │       Ctrl F7         Define new tune speed.                                 │
  849. │                                                                              │
  850. │                       Input the speed. Use F6/F7 to decrease/increase.       │
  851. │                                                                              │
  852. │                                                                              │
  853. │       Ctrl F9         Input music name in top of screen.                     │
  854. │                                                                              │
  855. │                       The input takes 20 characters as the name of the       │
  856. │                       music. Remember to do this  before saving a tune       │
  857. │                       to disk or  packing it! D00-files also  contains       │
  858. │                       this string.                                           │
  859. │                                                                              │
  860. │                                                                              │
  861. │       Ctrl F10        Input composer name in top of screen.                  │
  862. │                                                                              │
  863. │                       Again takes 20 characters.  Remember to press it       │
  864. │                       before saving or packing the tune! The D00-files       │
  865. │                       also contains this string.                             │
  866. │                                                                              │
  867. │                                                                              │
  868. │       M               Enter instrument table.                                │
  869. │                                                                              │
  870. │                       Will enter the instrument table at  the position       │
  871. │                       you left it at last time. If the table window is       │
  872. │                       not active, it will be made active first.              │
  873. │                                                                              │
  874. │                                                                              │
  875. │       K               Enter SpFX table.                                      │
  876. │                                                                              │
  877. │                       Will enter the table at the position you left it       │
  878. │                       at last time. If the table window is not active,       │
  879. │                       it will be made active first.                          │
  880. │                                                                              │
  881. │                                                                              │
  882. │       L               Toggle between instrument and SpFX tables.             │
  883. │                                                                              │
  884. │                       Enters the other table. If you type it outside a       │
  885. │                       table it will enter the other table than the one       │
  886. │                       you edited last time. If the table window is not       │
  887. │                       active, it will be made active first.                  │
  888. │                                                                              │
  889. │                                                                              │
  890. │       Alt Down        Change main volume byte below the current voice.       │
  891. │                                                                              │
  892. │                       Beneath each voice you'll find a value which can       │
  893. │                       be edited with this key combination. The volumes       │
  894. │                       controls the main volume for that voice, and has       │
  895. │                       priority over volume commands in the sequence.         │
  896. │                                                                              │
  897. │                                                                              │
  898. │       Alt Up          Change logical voice byte above the voice.             │
  899. │                                                                              │
  900. │                       Using "Alt-Up"  you can change the value above a       │
  901. │                       voice. This value is the  physical  voice number       │
  902. │                       attached to the voice.  Changing the values, you       │
  903. │                       can  completely rearrange voices - you  can even       │
  904. │                       make the same voice appear at several places! It       │
  905. │                       may come in handy when some voices has something       │
  906. │                       in common, like chords or double-voice drums.          │
  907. │                                                                              │
  908. │                                                                              │
  909. │       Ctrl            Fast forward while in FollowPlay mode.                 │
  910. │                                                                              │
  911. │                       Only works when in  FollowPlay mode. You  cannot       │
  912. │                       use fast forward when playing with F1.                 │
  913. │                                                                              │
  914. │                                                                              │
  915. │       Alt 1-9         Toggles voices 1-9 ON or OFF.                          │
  916. │                                                                              │
  917. │                       Note that the logical voice numbers above voices       │
  918. │                       goes dark grey when a voice is OFF.                    │
  919. │                                                                              │
  920. │                                                                              │
  921. │       Alt Tab         Turn all voices OFF except the edited voice.           │
  922. │                                                                              │
  923. │                                                                              │
  924. │       ,               Turn all voices ON.                                    │
  925. │                                                                              │
  926. │                                                                              │
  927. │       .               Turn all voices OFF.                                   │
  928. │                                                                              │
  929. │                                                                              │
  930. │       -               Toggle current voice ON or OFF.                        │
  931. │                                                                              │
  932. │                                                                              │
  933. │       Q2W3ER5...      Play in note column or instrument/SpFX tables.         │
  934. │                                                                              │
  935. │                       Use these keys to play with the instrument or to       │
  936. │                       type notes in the right column of a sequence. As       │
  937. │                       you type a key the instrument last edited in the       │
  938. │                       main instrument table will play. Use the Ctrl-Up       │
  939. │                       and Ctrl-Down keys to change the octave.               │
  940. │                                                                              │
  941. │                                                                              │
  942. │       Spacebar        Erase sequence command or a REST in note column.       │
  943. │                                                                              │
  944. │                       In the sequence itself you can erase commands or       │
  945. │                       notes by tapping space on them.  SPACE on a note       │
  946. │                       enters a REST (---) event.                             │
  947. │                                                                              │
  948. │                                                                              │
  949. │       X/C/V           Put a HOLD (+++) in the note column.                   │
  950. │                                                                              │
  951. │                       All 3 keys have the  exact same  meaning. I made       │
  952. │                       this to make it easier  for you to edit blindly.       │
  953. │                       As the key is pressed, a HOLD (+++) appears.           │
  954. │                                                                              │
  955. │                                                                              │
  956. │       Z               HOLD to the previous note, REST to the next.           │
  957. │                                                                              │
  958. │                       A very useful command that should be used  when-       │
  959. │                       ever possible instead of SPACE  and X/C/V. Press       │
  960. │                       it to put HOLD (+++) up towards the note and put       │
  961. │                       REST (---) down towards the next one. It ignores       │
  962. │                       the presence  of old HOLD and REST. Also, it may       │
  963. │                       be pressed in  the command column - which is not       │
  964. │                       possible with the other HOLD/REST keys.                │
  965. │                                                                              │
  966. │                                                                              │
  967. │       ½               Toggle tienote ON or OFF.                              │
  968. │                                                                              │
  969. │                       On my keyboard it is the key just below  the ESC       │
  970. │                       and above the TAB key. When pressed  on an event       │
  971. │                       in a sequence, it toggles the note white/yellow.       │
  972. │                       When white, the note is changed in the music but       │
  973. │                       the effects of the instrument is NOT restarted.        │
  974. │                                                                              │
  975. │                                                                              │
  976. │       Enter           Jumps between track editing or sequence editing.       │
  977. │                                                                              │
  978. │                       Also used to edit names in the instrument table.       │
  979. │                                                                              │
  980. │                       This is probably the most used key when  editing       │
  981. │                       notes as it jumps in and out of track values. In       │
  982. │                       the instrument table you can edit the name of an       │
  983. │                       instrument  with this key. This name may contain       │
  984. │                       up to 16 characters.                                   │
  985. │                                                                              │
  986. │                                                                              │
  987. │       Tab             Jump to the right voice.                               │
  988. │                                                                              │
  989. │       Ctrl Tab        Jump to the left voice.                                │
  990. │                                                                              │
  991. │                       Use the above keys  to switch between voices. As       │
  992. │                       you enter a new voice the voice is "blown up" to       │
  993. │                       show the entire voice (track, commands & notes).       │
  994. │                       The other voices  will be shrinked, so that only       │
  995. │                       the notes can be seen - the most essential part!       │
  996. │                       You can spot the beginning  and end of sequences       │
  997. │                       by observing the ">   <" signs around the notes.       │
  998. │                                                                              │
  999. │                                                                              │
  1000. │       Q               Enter the next unused sequence in the track.           │
  1001. │                                                                              │
  1002. │                       Another useful function. When editing a song and       │
  1003. │                       deleting/inserting  sequences, you  may at times       │
  1004. │                       forget which sequences  you have  used and which       │
  1005. │                       you have trashed. By pressing the key on a track       │
  1006. │                       number, the  editor will  automatically find the       │
  1007. │                       first unused sequence number and enter the value       │
  1008. │                       for you.                                               │
  1009. │                                                                              │
  1010. │                                                                              │
  1011. │       ///         Cursor keys, used globally in the editor.              │
  1012. │                                                                              │
  1013. │                                                                              │
  1014. │       Home/End        Used globally in the editor.                           │
  1015. │                                                                              │
  1016. │                                                                              │
  1017. │       Delete          Delete in track or sequence mode.                      │
  1018. │                                                                              │
  1019. │                                                                              │
  1020. │       Insert          Insert in track or sequence mode.                      │
  1021. │                                                                              │
  1022. │                       Note that you can have no  more than 5Fh  events       │
  1023. │                       in a single sequence. If you want more than this       │
  1024. │                       you have to split it up into two sequences.            │
  1025. │                                                                              │
  1026. │                                                                              │
  1027. │       ESC             Exits modes, also stops the music.                     │
  1028. │                                                                              │
  1029. │                       This is also used to remove the windows with the       │
  1030. │                       instrument and SpFX tables.                            │
  1031. │                                                                              │
  1032. │                                                                              │
  1033. │       Page Up/Down    Used globally in the editor.                           │
  1034. │                                                                              │
  1035. │                                                                              │
  1036. │       Ctrl Up         Increase the note octave.                              │
  1037. │                                                                              │
  1038. │       Ctrl Down       Decrease the note octave.                              │
  1039. │                                                                              │
  1040. │                       The above keys changes the octave available with       │
  1041. │                       "Q2W3ER5..." keys. The Oc? counter in the bottom       │
  1042. │                       right corner  of the screen  informs you of  the       │
  1043. │                       current value. Also Ctrl-Right may decrease.           │
  1044. │                                                                              │
  1045. │                                                                              │
  1046. │       Ctrl Pg Up      Home to the absolute top.                              │
  1047. │                                                                              │
  1048. │                                                                              │
  1049. │       Ctrl Pg Down    Home to the absolute bottom.                           │
  1050. │                                                                              │
  1051. │                       Does not yet work in the voice editing area.           │
  1052. │                                                                              │
  1053. │                                                                              │
  1054. │       S               Toggle CPU rastertime ON or OFF.                       │
  1055. │                                                                              │
  1056. │                       The rastertime is shown as  a grey block in  the       │
  1057. │                       outscan border. May be useful for the programmer       │
  1058. │                       but keep in mind that the  music takes much more       │
  1059. │                       rastertime in the editor than when packed!             │
  1060. │                                                                              │
  1061. │                                                                              │
  1062. │       Ctrl Break      Exit to DOS.                                           │
  1063. │                                                                              │
  1064. │                       You can skip the palette fade with the /P switch       │
  1065. │                       on the commandline.                                    │
  1066. │                                                                              │
  1067. │                                                                              │
  1068. │       COMMANDLINE PARAMETERS                                                 │
  1069. │       ──────────────────────                                                 │
  1070. │                                                                              │
  1071. │       Note that all switches may be preceeded with  either a slash "/"       │
  1072. │       or a minus "-" character. Slash is used in the examples below.         │
  1073. │                                                                              │
  1074. │       You can load an EDL file from the commandline prompt, if needed.       │
  1075. │                                                                              │
  1076. │       Usage:  EDLIB [<Switches>] [<Name of EDL file>]                        │
  1077. │                                                                              │
  1078. │                                                                              │
  1079. │       /?              Help page briefly describing the switches.             │
  1080. │                                                                              │
  1081. │                                                                              │
  1082. │       /F              Use followplay immediately.                            │
  1083. │                                                                              │
  1084. │                       Useful when loading an EDL file from the command       │
  1085. │                       line and you want to play it right away.               │
  1086. │                                                                              │
  1087. │                                                                              │
  1088. │       /P              Do not fade colors when quitting.                      │
  1089. │                                                                              │
  1090. │                       If you feel annoyed having to  wait for the fade       │
  1091. │                       to get finished, use this switch to skip it.           │
  1092. │                                                                              │
  1093. │                                                                              │
  1094. │       /C              Convert EDL to D00 (NOT READY YET).                    │
  1095. │                                                                              │
  1096. │                       Reserved for future expansion; may in later ver-       │
  1097. │                       sions of EdLib convert  from EDL  to D00 without       │
  1098. │                       having to enter the editor itself. Until this is       │
  1099. │                       implemented  you must  do it with Ctrl-F5 inside       │
  1100. │                       the editor.                                            │
  1101. │                                                                              │
  1102. │                                                                              │
  1103. │       /M              Use the MPU-401 interface.                             │
  1104. │                                                                              │
  1105. │                       If you have  an  external  synthesizer connected       │
  1106. │                       through you MPU-401 MIDI interface  you can play       │
  1107. │                       the AdLib instruments on it. Cursor up  and down       │
  1108. │                       in the instrument table to choose the instrument       │
  1109. │                       and change the octave with Ctrl-Up or Ctrl-Down.       │
  1110. │                       Now you can play this instrument on the keyboard       │
  1111. │                       synth, using full  polyphony and  velocity. Note       │
  1112. │                       that aftertouch uses a  default vibrato  setting       │
  1113. │                       which is independant of the bytes in the editor.       │
  1114. │                       You cannot use the MIDI to record music  in this       │
  1115. │                       version of EdLib.                                      │
  1116. │                                                                              │
  1117. │                                                                              │
  1118. │       /A              Ignore AdLib detection.                                │
  1119. │                                                                              │
  1120. │                       Useful at times when the detection routine might       │
  1121. │                       fail, even  if an  OPL2 IS present! E.g, if your       │
  1122. │                       computer uses both a Sound Blaster and  a Gravis       │
  1123. │                       Ultrasound at the same time. The timer detection       │
  1124. │                       does not always work in those circumstances.           │
  1125. │                                                                              │
  1126. │                                                                              │
  1127. │       CONTACT ADDRESS                                                        │
  1128. │       ───────────────                                                        │
  1129. │                                                                              │
  1130. │       That does it for this DOC. I'm  sorry if I haven't  been nice to       │
  1131. │       your printer making formfeeds, table of contents and  other nice       │
  1132. │       stuff. But what the heck - you only want to read this once - the       │
  1133. │       help pages in the editor ought to do the rest. :)                      │
  1134. │                                                                              │
  1135. │       I hope you actually managed to read the DOC in spite of my awful       │
  1136. │       grammar! I know it turns out a smile once in a while. As long as       │
  1137. │       you can understand what I mean, I don't really give a damn...          │
  1138. │                                                                              │
  1139. │       If you want to contact me for some (legal only!) reason, you can       │
  1140. │       write to the following snail mail address:                             │
  1141. │                                                                              │
  1142. │                                                                              │
  1143. │               Jens-Christian Huus                                            │
  1144. │               Tranegaardsvej 71 a                                            │
  1145. │               2900 Hellerup                                                  │
  1146. │               Denmark                                                        │
  1147. │                                                                              │
  1148. │                                                                              │
  1149. │       FidoNet: 2:236/86.22 (Kilroy BBS)                                      │
  1150. │                                                                              │
  1151. │                                                                              │
  1152. │       THE BORING STUFF                                                       │
  1153. │       ────────────────                                                       │
  1154. │                                                                              │
  1155. │       All files in the archive should be distributed in their original       │
  1156. │       form - it is forbidden to modify anything. The player may not be       │
  1157. │       used commercially in any way without permission from the author.       │
  1158. │                                                                              │
  1159. │       The names Vibrants, the SirFace System and EdLib  are trademarks       │
  1160. │       of Jens-Christian Huus. Other product and  company names are the       │
  1161. │       trademarks of their respective owners.                                 │
  1162. │                                                                              │
  1163. │       All warranties are disclaimed, including damage to your hardware       │
  1164. │       and/or software from use of this product.  In no event will I be       │
  1165. │       liable to you for any damages - including any lost profits, lost       │
  1166. │       savings or other incidental or consequential damages arising out       │
  1167. │       of your use or inability to use the  program, or any other claim       │
  1168. │       by any other party.                                                    │
  1169. │                                                                              │
  1170. │                                                                              │
  1171. └──────────────────────────────────────────────────────────────────────────────┘
  1172.