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Multimedia Special
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Multimedia Special (Mustang)(1994).iso
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dmp
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dmp.ini
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INI File
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1994-06-27
|
6KB
|
226 lines
; DMP.INI
;
; Config file for DMP.EXE
;
[StartUp]
; Use these entries to change the default behaviour of DMP
; Default cmdline (overrides DMP environment variable)
;CmdLine =
; Directory DMP will change to before searching for modules
; Useful if your modules are in only one directory
;DefaultDir =
; DMP automatically tries following extensions when given a filename
; without extension
DefaultExt = MOD STM NST AMF S3M 669 MTM FAR ZIP LZH LHA ARJ
; Following characters are used as channel identificators in
; instrument list (32 chars)
ChannelID = 123456789ABCDEFGHIJKLMNOPQRSTUVW
[Colors]
; This section defines the colors used in DMP, but if you're using
; a monochrome video, then DMP uses [MonoColors] section instead.
; Each entry defines one attribute, upper nibble is background color
; lower nibble is foreground color.
; NOTE! You can also use bright backgorund colors, because blinking
; is disabled (for example 3D2 uses "bright" black background).
; Here is a list of colors and matching numbers (in hexadecimal):
; BLACK = 0 DARK GREY = 8
; BLUE = 1 BRIGHT BLUE = 9
; GREEN = 2 BRIGHT GREEN = A
; CYAN = 3 BRIGHT CYAN = B
; RED = 4 BRIGHT RED = C
; MAGENTA = 5 BRIGHT MAGENTA = D
; BROWN = 6 YELLOW = E
; GREY = 7 WHITE = F
; Top line (the copyright)
Header = 0x4F
; Module playing info
Info1 = 0x17
Info2 = 0x1E
; 3D effect in track display
3D1 = 0x7F
3D2 = 0x8F
3D3 = 0x78
; Track info
Track = 0x78
; Volume bar colors
VolumeBar1 = 0x7A
VolumeBar2 = 0x7E
VolumeBar3 = 0x7C
; Instrument list colors
Instr1 = 0x1E
Instr2 = 0x1A
Instr3 = 0x1D
; Contact screen colors
Contact1 = 0x07
Contact2 = 0x0A
; Help screen colors
Help1 = 0x5F
Help2 = 0x5E
[MonoColors]
; Attributes on monochrome video adapters
; NORMAL = 0x07
; REVERSE = 0x70
; BRIGHT = 0x0F
; BRIGHT REV= 0x74
; UNDERLINE = 0x01
; BRIGHT UND= 0x09
; Top line (the copyright)
Header = 0x7F
; Module playing info
Info1 = 0x07
Info2 = 0x0F
; 3D effect in track display
3D1 = 0x7F
3D2 = 0x8F
3D3 = 0x78
; Track info
Track = 0x78
; Volume bar colors
VolumeBar1 = 0x7F
VolumeBar2 = 0x7F
VolumeBar3 = 0x7F
; Instrument list colors
Instr1 = 0x07
Instr2 = 0x09
Instr3 = 0x0F
; Contact screen colors
Contact1 = 0x07
Contact2 = 0x0F
; Help screen colors
Help1 = 0x70
Help2 = 0x7F
;[VGAColors]
; Here you can specify the hardware palette of VGA
; For example white is 63 63 63 (red green blue)
; and bright yellow is 63 63 33
; By default all entries are commented out, so they don't affect the palette
;BLACK = 00 00 00
;BLUE = 00 00 42
;GREEN = 00 42 00
;CYAN = 00 42 42
;RED = 42 00 00
;MAGENTA = 42 00 42
;BROWN = 42 21 00
;LIGHTGRAY = 42 42 42
;DARKGRAY = 21 21 21
;LIGHTBLUE = 33 33 63
;LIGHTGREEN = 33 63 33
;LIGHTCYAN = 33 63 63
;LIGHTRED = 63 33 33
;LIGHTMAGENTA = 63 33 63
;YELLOW = 63 63 33
;WHITE = 63 63 63
[Unpack]
; This section defines a list of extensions that are archives and
; how to extract modules from them. You can have up to 10 different
; extensions
; Directory to put extracted modules into (must exist)
TempDir = C:\
; The syntax is:
;
; .XXX = command line
;
; Where .XXX is the archive extension and command line is how to extract
; modules from the archive
;
; Following characters have special meaning in command line
;
; first %s = name of the archive
; second %s = temp directory
;
; After DMP has extracted the modules it tries to play the extracted
; files in the temp directory and then deletes played files.
;
; Note that DMP plays *only* the newly created files in the directory,
; not the ones that were there already so you can use your normal TEMP
; directory for this purpose.
.ZIP = pkunzip -e -o %s %s
.LHA = lha e -m %s %s
.LZH = lha e -m %s %s
.ARJ = arj e -y %s %s
[DigitalEffects]
;
; Settings for digital effects
;
; Each entry is of form:
;
; EffectN = name type parm0 [parm1] [parm2] ...
;
; <name> is a one word name for the effect and cannot contain white space
; You can use '_' instead of space character to break it into multiple words
;
; <type> can be:
;
; R Reverb/echo effect.
; parm0 is feedback value (0-100).
; parm1...parmN define a maximum of 8 reverb delay/gain pairs
; for example:
; Effect1 = HallReverb R 40 30 50 40 30 50 20 60 30
; defines Reverb with 40% feedback and echo positions at
; 30ms (50% gain), 40ms (30% gain), 50ms (20% gain), 60ms (30% gain)
;
; Negative gain values can be used to create 180 degree phase shift
;
; F Filter effect. parm0 is the type of the filter:
; 1 = Simple lowpass filter (effective)
; 2 = Simple lowpass filter (soft)
;
; See DMP.DOC for information on how these effects work.
;
; Setting 'Default = N' selects effect N to be the default effect.
; Value zero means no effect.
;
; 'Default' is set to 'Soft lowpass filter'
;
Default = 2
Effect1 = Lowpass_filter F 1
Effect2 = Soft_lowpass_filter F 2
Effect3 = Hall_reverb R 90 70 15 90 -30 110 25 130 -15 200 25
Effect4 = Room_reverb R 30 10 20 25 30 35 -20 45 40
Effect5 = Huge_reverb R 35 10 -30 18 40 25 -40 45 30 100 20 150 -30
Effect6 = Metallic_reverb R 60 30 30 40 -25 50 25 80 25
Effect7 = Distant_echo R 75 160 30 300 50
Effect8 = Short_echo R 40 240 100
Effect9 = Long_echo R 80 300 80
Effect10 = Dead_bass R 100 0 -100