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-
- Welcome to the Shareware Hi Res VGA
- Galliasoft GUI
- Mod Editor / Creator
-
- Version 1.35
-
- (c) 1992 Michael Gallias
-
-
- Important Notice
-
- This product is postware. This means that you can use the program
- freely but the author would like you to send him either a postcard,
- letter or perhaps a donation.
-
- Please copy this program for your friends. As long as the program
- remains unmodified and all required files are copied with the program,
- it can be copied freely. The files which must accompany the program
- are given later in this manual.
-
- The author cannot take responsibility for any losses caused by this
- program. With proper usage (that includes reading the manual), the
- program should work properly. It has been tested by many people who
- are very happy with its results.
-
-
- The following sections are available:
-
- Section 1, Mod Files
- Section 2, Mod Editing and
- Section 3, Making your own pictures.
- Section 4, Mod Editor: General Information
-
-
- SECTION 1: MOD FILES
-
-
- Mod files are made up of samples, patterns and a sequence.
-
- A sample is the digitised music that you hear. In the Mod file there
- can be a number of different samples, or instruments, ranging from 1
- to 31, the maximum.
-
- A pattern is an arrangement of samples. A pattern controls the
- speed, special effects and ordering of the samples. There can be up
- to 64 patterns in a Mod file.
-
- There is a sequence in the Mod file which determines in what order the
- patterns are to be played. The sequence can be up to 128 patterns
- long.
-
- The Mod file is stored in rather a strange format (and it took Chris
- Becke quite a long time to work out. Chris Becke helped me with the
- Mod file format.). The format is now available and is available in a
- text file on Connectix. See the end of the manual.
-
- ModRes is a resident Mod file player for Mod editors. I have included
- support for this program, if you have it. ModRes does not come with
- this Mod Editor. If you have it, you will be able to play your Mod
- files from the Mod Editor without exiting.
-
- You may notice that when you change octaves in the pattern editor, the
- program changes the note as well. This is because the frequency table
- has some duplicate numbers. Here are the frequencies for the Mod
- files and the corresponding notes and octaves.
-
-
-
- Approx. Amiga MOD Frequencies (Hex)
-
- ╔═════╦═════╦═════╦═════╦═════╦═════╦═════╦═════╦═════╦═════╦═════╗
- ║Oc/Nt║ 0 ║ 1 ║ 2 ║ 3 ║ 4 ║ 5 ║ 6 ║ 7 ║ 8 ║ 9 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ C ║ 6B0 ║ 358 ║ 1AD ║ 0D6 ║ 06B ║ 035 ║ 01B ║ 00D ║ 007 ║ 003 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ C# ║ 650 ║ 328 ║ 194 ║ 0CA ║ 065 ║ 032 ║ 019 ║ 00D ║ 006 ║ 003 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ D ║ 5F5 ║ 2FB ║ 17D ║ 0BF ║ 05F ║ 030 ║ 018 ║ 00C ║ 006 ║ 003 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ D# ║ 5A0 ║ 2D0 ║ 168 ║ 0B4 ║ 05A ║ 02D ║ 016 ║ 00B ║ 006 ║ 003 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ E ║ 54F ║ 2A7 ║ 154 ║ 0AA ║ 055 ║ 02A ║ 015 ║ 00B ║ 005 ║ 003 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ F ║ 503 ║ 281 ║ 141 ║ 0A0 ║ 050 ║ 028 ║ 014 ║ 00A ║ 005 ║ 002 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ F# ║ 4BB ║ 25D ║ 12F ║ 097 ║ 04C ║ 026 ║ 013 ║ 009 ║ 005 ║ 002 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ G ║ 477 ║ 23B ║ 11E ║ 08F ║ 047 ║ 024 ║ 012 ║ 009 ║ 004 ║ 002 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ G# ║ 436 ║ 21B ║ 10E ║ 087 ║ 043 ║ 022 ║ 011 ║ 008 ║ 004 ║ 002 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ A ║ 3FA ║ 1FD ║ 0FE ║ 07F ║ 040 ║ 020 ║ 010 ║ 008 ║ 004 ║ 002 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ A# ║ 3C1 ║ 1E0 ║ 0F0 ║ 078 ║ 03C ║ 01E ║ 00F ║ 007 ║ 004 ║ 002 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ B ║ 38B ║ 1C5 ║ 0E3 ║ 071 ║ 039 ║ 01C ║ 00E ║ 007 ║ 003 ║ 001 ║
- ╚═════╩═════╩═════╩═════╩═════╩═════╩═════╩═════╩═════╩═════╩═════╝
-
-
- Approx. Amiga MOD Frequencies (Dec)
-
-
- ╔═════╦═════╦═════╦═════╦═════╦═════╦═════╦═════╦═════╦═════╦═════╗
- ║Oc/Nt║ 0 ║ 1 ║ 2 ║ 3 ║ 4 ║ 5 ║ 6 ║ 7 ║ 8 ║ 9 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ C ║ 1712║ 856 ║ 429 ║ 214 ║ 107 ║ 53 ║ 27 ║ 13 ║ 7 ║ 3 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ C# ║ 1616║ 808 ║ 404 ║ 202 ║ 101 ║ 50 ║ 25 ║ 13 ║ 6 ║ 3 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ D ║ 1525║ 763 ║ 381 ║ 191 ║ 95 ║ 48 ║ 24 ║ 12 ║ 6 ║ 3 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ D# ║ 1440║ 736 ║ 360 ║ 180 ║ 90 ║ 45 ║ 22 ║ 11 ║ 6 ║ 3 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ E ║ 1359║ 679 ║ 340 ║ 170 ║ 85 ║ 42 ║ 21 ║ 11 ║ 5 ║ 3 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ F ║ 1283║ 641 ║ 321 ║ 160 ║ 80 ║ 40 ║ 20 ║ 10 ║ 5 ║ 2 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ F# ║ 1211║ 605 ║ 303 ║ 151 ║ 76 ║ 38 ║ 19 ║ 9 ║ 5 ║ 2 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ G ║ 1143║ 571 ║ 286 ║ 143 ║ 71 ║ 36 ║ 18 ║ 9 ║ 4 ║ 2 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ G# ║ 1078║ 539 ║ 270 ║ 135 ║ 67 ║ 34 ║ 17 ║ 8 ║ 4 ║ 2 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ A ║ 1018║ 509 ║ 254 ║ 127 ║ 64 ║ 32 ║ 16 ║ 8 ║ 4 ║ 2 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ A# ║ 961 ║ 480 ║ 240 ║ 120 ║ 60 ║ 30 ║ 15 ║ 7 ║ 4 ║ 2 ║
- ╠═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╬═════╣
- ║ B ║ 907 ║ 453 ║ 227 ║ 113 ║ 57 ║ 28 ║ 14 ║ 7 ║ 3 ║ 1 ║
- ╚═════╩═════╩═════╩═════╩═════╩═════╩═════╩═════╩═════╩═════╩═════╝
-
- Amiga MOD Special Effects (Summary)
-
- Effect Description Parameter
- ──────────────────────────────────────────────────────────────────────
-
- 0 Arepeggiation xy x=Halfsteps y=Halfsteps
- 1 Slide Up Speed
- 2 Slide Down Speed
- 3 Slide To Note Speed
- 4 Vibrato xy x=Speed y=Depth
- 5 Unused
- 6 Unused
- 7 Unused
- 8 Unused
- 9 Unused
- 10 Volume Slide x0 x=UpSpeed / 0y y=DownSpeed
- 11 Position Jump Pattern Position
- 12 Set Volume Volume (00-64)
- 13 Pattern Break Skip to Next Pattern
- 14 Unused
- 15 Set Speed Speed (00-31)
-
-
- Note that the parameter can either be specified as a number from 0 to
- 255 or as 2 numbers from 0 to 15 each.
-
- Where I have given xy, this shows that x is a number from 0 to 15 and
- y is a number from 0 to 15. These 2 numbers are combined to form 1
- number from 0 to 255.
-
- Where x0 and 0y are specified, this indicates a value for x or y (but
- not both) is required, a number from 0 to 15.
-
- To convert 2 numbers (0 to 15) into 1 number (0 to 255), you will find
- using hexadecimal notation very useful.
-
- Example
-
- If you have x=8 and y=10, after converting to hex one has
- x=8 and y=A.
-
- (A = 10, B = 11, C = 12, D = 13, E = 14, F = 15)
- Now, place the 2 values together.
-
- 8A
-
- The value you want is 8A.
-
- In decimal, take the x value and multiply it by 16. In this example,
- 128. Add it to the y value, in this example 10. The final value is
- 138, or 8A.
-
-
- SECTION 2: THE MOD EDITOR
-
-
- General Information
-
- If possible, print this document as you will find it easier to work
- through the program while you are able to read the document. If you
- have 2 monitors, some programs allow you to view a document on one
- monitor and run the Mod Editor on the other.
-
- For the beginner:
-
- This program uses a GUI ("gooey") or Graphical User Interface. These
- GUI's are becoming very popular as they are very easy to use. They
- are designed for use with a mouse where you may simply move the mouse
- pointer onto a "Button" and "Click". A Button is a picture of a
- button on the screen with a name on it. For example, if there is a
- picture of a button with the word "Quit" on it, you can move the mouse
- pointer onto the button and click (press a button on your mouse). The
- word click is used to show the difference between a button on the
- screen and a button on the mouse. Clicking a button refers to moving
- the mouse pointer to a picture of a button on the screen and then
- pressing a mouse button (the physical mouse button).
-
- You may find this program a little complicated at first if you have
- never used text .INI files before and have never used a GUI. Don't
- worry - you will be used to the system in a matter of hours! It's
- really great fun.
-
- What does this program do?
-
- This program allows you to write Mod files which can be played using a
- Mod player. It cannot play the Mod files itself because the program
- uses large amounts of graphics. The program currently only uses
- conventional memory (the first 640kb) and does not yet support EMS,
- XMS, UMA or HMA. Thus entire Mod files can often not be loaded into
- memory. To solve this problem, the program uses swap files. Samples
- from the Mod files are stored in the swap files, freeing memory for
- the Hi Res VGA graphics.
-
- You can then load graphic pictures to represent the samples which
- makes the Mod editing more fun and far easier. This program is
- designed especially for VGA mouse users. Although you can use the
- program without a mouse, you will find the mouse makes the editing far
- easier.
-
- When Mod editors for the IBM family came out, they were all numeric
- and very complicated. I hope I have succeeded in making Mod editing
- more easy by using pictures instead of names, graphs (analogue
- displays) instead of digital values and mouse instead of keyboard.
-
- This is a completely new idea and you will probably not have used a
- Mod editor like this before. It may take some getting used to.
-
-
- What does the program need?
-
- The program requires these minimums:
-
- DOS 2.11 or higher.
- 640kb memory with about 512 kb free conventional memory.
- A 286 processor or better. (This program does not support the 8088 /
- 8086 XT as Mod files cannot be played well on the XT).
- A colour VGA which supports 640 x 480 Hi Res mode.
- A hard drive with about 1 megabyte free space (at least) or a RAM
- drive with about 1 megabyte free space.
-
- Optional:
-
- DOS 3.3 or higher.
- 87 maths coprocessor.
- A mouse.
- ModRes Version 1.20 or greater.
-
- Note that if you use a mouse, the mouse driver (software running the
- mouse) must support VGA. If you are using the Genius Mouse Driver
- Software, you will need Version 9.06 or better.
-
- If the mouse does not move over the entire screen or does not appear
- at all, please get a software update which supports VGA.
-
- This section is for more advanced users
-
-
- Hard Drive:
-
- As the program uses swap files, a hard drive is needed. If possible,
- you should use a RAM drive for your samples. See the section on the
- .INI file.
-
- Some older hard drives (like the 40 Mb drives) are often a bit slow
- (28ms). This will mean loading and saving Mod files will take
- longer. This program runs well on a 16ms hard drive. Above that, the
- loading takes a few seconds longer. To speed up loading and saving
- you should organise (or "compress") your hard disk regularly. Many
- programs are available, many as shareware, which will organise the
- files on your hard disk. For the best speed, ask the program to place
- directories and files grouped together.
-
- Extra Memory:
-
- If you have extra memory available, create a large RAM drive for your
- samples. Swap files are stored with the samples. This will increase
- the speed greatly. Just remember to update your hard drive if you add
- any new samples to the RAM drive before powering down. Everything in
- the RAM drive is lost when you reboot.
-
- Swap Files:
-
- Swap files are needed while the Mod Editor is running. Once you have
- returned to DOS, all swap files are deleted. Swap files are created
- with an extension .$$$. There is also one file called GMEDCONT.BAT.
- Thus, if for some reason the power fails while the Mod Editor is
- running, old .$$$ files may be left on your hard drive. These may be
- deleted.
-
- Installing the Mod Editor
-
- If you have received the files from a BBS, you should have received
- one file with extension .ARJ, .ZIP or .LZH. The file will then have
- to be unpacked.
-
- Make sure you unpacked the Mod Editor into it's own directory. Unlike
- most other Mod editors, this program allows you to keep your Mod
- files, samples and pictures each in there own directory.
-
- Once this has been done, you must setup the .INI file, MED.INI.
-
- Simple .INI Setup
-
- You will need some sort of text editor to change the .INI file. There
- are many public domain and shareware editors available. There is also
- EDLIN which comes with DOS 4.x and down and EDIT which comes with DOS
- 5.x and up. See your DOS manual on how to edit text files.
-
- Looking through the MED.INI file, you will see various commands and
- options. The .INI file uses the following system.
-
- There are sections and then commands for each section. Section names
- are given in brackets ([]). You will have to check the [Paths]
- section to make sure the program is setup for your hard disk.
-
- Look in the .INI file for a line with [Paths] on it.
-
- Directly below this there are 4 commands.
-
- For example, you may find this in the .INI file:
-
- [Paths]
- Program=C:\MED
- Pictures=C:\MED
- Samples=C:\SAMPLES
- Mods=C:\MODS
-
- This .INI file tells the Mod Editor that it must look for program
- files in the directory \MED on drive C:. Pictures are stored in the
- program directory. Samples are in C:\SAMPLES and the completed music
- files are in C:\MODS.
-
- Simply change this to your requirements. Note that the may be no
- space before or after the = sign.
-
- If you want your pictures in the directory C:\MED\PICTURES then simply
- change the .INI file to
-
- [Paths]
- Program=C:\MED
- Pictures=C:\MED\PICTURES
- Samples=C:\SAMPLES
- Mods=C:\MODS
-
- and copy all your pictures into the correct directory.
-
- Advanced .INI Setup
-
- In the .INI file there are 3 possibilities, a heading, an option and a
- comment. Any line with only a [Name] in brackets is a heading. This
- determines what kind of options are to be found in the next section.
- I.e. in the [Pictures] part, you can setup what pictures must be
- loaded, in the [Samples] part, you can setup what file names must be
- allocated to each sample and which picture must be allocated to each
- sample. Under each of these headings are the commands. A command
- line has a reserved word (listed later) followed directly by an = sign
- which in turn is also directly followed by the user option. Then
- there are also comments. Any line which has no brackets and no = sign
- is treated as a comment. Also note that any invalid option is also
- treated as a comment. For example, if in the [Paths] section you want
- Program=C:\MED but mistype the name to Progtam=C:\MED, the spelling
- error causes the program to ignore that line.
-
- In the [System] section the following commands are available.
-
- SampleUpCase
- ExtraButtons
- SampleSize
- DeleteSampleName
- InactiveZero
- DeleteST
- BestSignature
- DeleteAllTemps
- CompressMods
- DeleteCompressedMods
- SwapModWarn
- NotesAtLoad
- Mouse
- ModRes
- SoundOutputDevice
- WaitOnStatus and
- DefaultSampleVolume
-
- SampleUpCase
-
- This will NOT set all the sample names to uppercase once you have
- loaded the Mod file. This option lets you distinguish between samples
- of the same name, some just with a different upper or lower case. For
- example, if SampleUpCase is on, then a sample with name moog will be
- assumed to be the same as samples with names Moog or MOOG. However,
- if SampleUpCase is off, moog is considered to be a different sample to
- Moog which is also different from MOOG. This will take effect under
- the [Samples] section when you setup file names for different samples.
-
- ExtraButtons
-
- This option currently changes the sequence screen. If ExtraButtons is
- on, then the sequence screen will have two extra buttons displayed.
- These two buttons lie above the first pattern in the sequence near the
- left and right arrows. They are an up arrow and a down arrow.
- Clicking on Up or Down will change the pattern. These buttons are
- however a little redundant as you can to the same by clicking on the
- left or right of the Pat No button. Some users may prefer these
- buttons to be near the Left and Right arrows. If you do want the
- buttons to appear there, set ExtraButtons on. If you don't like the
- buttons there, simply turn ExtraButtons off. This will make the
- buttons invisible. You can still however click in the area of the
- buttons and the pattern will change, the buttons are active, just
- invisible.
-
- SampleSize
-
- This option, when on, will make the program display the size of the
- installed samples in the Sample Menu of the program. The problem is
- that because the size is displayed, the full sample name cannot be
- displayed and the last few characters cannot be seen. If SampleSize
- is off, the full sample name is displayed but the size of the sample
- is not displayed.
-
- DeleteSampleName
-
- In some Mod files, messages are placed in the unused sample areas.
- Thus, although a sample is not allocated any data, it has a name.
- When DeleteSampleName is on, if the program detects an empty sample
- with a name, it deletes the name. If DeleteSampleName is off, the
- unused samples will still have the name attached to it. When
- DeleteSampleName is off, messages can be placed in the unused areas.
-
- InactiveZero
-
- This will change whether a sample is active (allocated) or not, even
- though it is empty. I.e. If the sample has a size of 0 (not
- allocated any data) and InactiveZero is on, the program marks the
- sample as inactive and not allocated. If InactiveZero is off, the
- program treats empty samples as if they were active. This allows you
- to put friendly messages in the Mod files you create.
-
- DeleteST
-
- This removes the ST-??: from the file name of the samples. It does
- not remove the ST-??: from the actual sample name. For example, if
- you have a sample with a name of ST-00:MOOG2, the program would save
- the sample as ST00MOOG.SAM if DeleteST where off. If however DeleteST
- where on, the sample would be saved as MOOG2.SAM. This option is very
- useful for samples such as ST-00:MOOG1 and ST-00:MOOG2. As the IBM
- system allows 8 letters for a file name, both files would want the
- file name ST00MOOG.SAM. With DeleteST on, the files would be called
- MOOG1.SAM and MOOG2.SAM. You can however force different file names
- under the [Samples] section. The DeleteST option is only useful with
- the DeleteAllTemps option off.
-
- BestSignature
-
- This selects the signature of your 31 sample Mod files. Any Mod file
- saved will use your favourite signature selected by this option.
- Using BestSignature=1 in the .INI file will mean that any 31 sample
- Mod file will have the signature M.K. in it. Using BestSignature=2
- will use FLT4 and BestSignature=3 will use GSFT. Note that few Mod
- players support GSFT. The most popular seems to be M.K. and you
- should use this one. Selecting a number above 3 will use one of the
- other user defined signatures found under the [Signatures] section.
-
- DeleteAllTemps
-
- This option allows you to collect samples from other Mod files. When
- the program loads a Mod file, it extracts all the samples into
- temporary swap files. If the sample has a name, that name is used to
- store the sample on disk. If the sample has no name or has a name
- which cannot be used as a file name, a random file name is taken.
- Files which were created by using the sample name end in .SAM while
- random file names end in .$$$.
-
- If DeleteAllTemps is on, any samples created (as swap files) from the
- Mod file loaded are deleted once you load a new Mod file or quit the
- Mod Editor. If DeleteAllTemps is off, only the sample files ending in
- .$$$ are deleted. Thus you can create a library of samples from other
- Mod files. (Please make sure that the Mod file samples are not
- copyright. You may only use samples from other Mod files if the
- author has not copyrighted them.)
-
- The advantage of having a library of samples is that many Mod files
- use the same samples. This program will use the sample name to
- determine a file name. If that file exists and the file is EXACTLY
- the same size as the sample, the program ASSUMES that the samples are
- identical. It then does not have to open a swap file for the sample
- and the loading is far quicker. Less temporary disk space is also
- required as a swap file is not used.
-
- CompressMods
-
- This option will force the computer to compress the Mod file once it
- has been saved. Simply save the file as usual. The program switches
- out and compresses the file using the first compression program listed
- in the .INI file.
-
- Out of LHA Ver 2.10 (.LZH files), ARJ Ver 2.22 (.ARJ files) and PKZip
- Ver 1.10 (.ZIP files), I found that .LZH gave best compression
- results, although .ARJ was very close (and sometimes compressed better
- than .LZH) while .ZIP was very fast but did not compress as well.
- These fine compression programs are available as shareware and are not
- supplied with the program.
-
- The .INI file must be setup correctly or the program may crash. If
- the program tries to compress and simply returns to DOS, you have
- probably run the .EXE file instead of the .BAT file. Type GMEDCONT
- and the program may be able to continue.
-
- DeleteCompressedMods
-
- When this option is on, the program deletes the current Mod file when
- you Open a new file, Load a new file or Quit, IF the Mod file has been
- saved and compressed. This will leave you with the compressed file
- only.
-
- Note that the program assumes that when it crossed out to DOS to
- compress the file, the compression was successful.
-
- When this option is off, you will be left with a Mod file and a
- compressed file.
-
- SwapModWarn
-
- If this is on, you will be warned when you Convey that the swap file
- already exists (if it does exist).
-
- If the option is off, you will not be warned and the file will simply
- be overwritten. If your .INI file is setup correctly, you should keep
- this option off.
-
- Just in case you forgot to save, the program will usually never delete
- the swap Mod file. You may however delete it once you have returned
- to DOS with the Quit button. If you delete the Mod file during a
- Convey, the Mod file being edited will be lost.
-
- NotesAtLoad
-
- A Mod file contains a frequency value which determines the sample play
- speed. This changes the sound of the sample (higher or lower). These
- frequencies can be represented as notes (like G or A sharp). These
- notes are not stored in the Mod file and must be calculated from a
- reference formulae or table. The Mod Editor has this table in memory
- and can calculate the correct note and octave from the frequency. The
- problem is that it takes quite a few milliseconds, and on slower
- computers it may take a few hundred milliseconds. When loading a Mod
- file, these notes and octaves can be calculated. This however slows
- the Mod loading process, especially if you don't have a 486. Like
- most users I have a 286 which is slow for the calculations involved.
- Thus you can turn off the NotesAtLoad option and the program will not
- calculate the notes and octaves while loading the Mod file. This
- saves a few seconds on a 286 as each pattern could have up to 64
- sample calls and there can be 64 patterns in a Mod file.
-
- The catch is that the notes then need to be calculated as you edit the
- pattern. But the good news is that when you are editing the pattern,
- only one calculation occurs for the current sample you are using. The
- calculation isn't done for an entire pattern, only one sample so the
- time taken is a few milliseconds rather than a few seconds. Thus you
- don't actually notice the delay as much.
-
- For users doing a lot of pattern editing I would suggest you calculate
- the notes and octaves at load time while other users calculate the
- notes and octaves during the pattern edit.
-
- Mouse
-
- This option can disable the mouse. If Mouse is on, a mouse can be
- used (but doesn't have to be) and if there is no mouse attached, the
- Mouse value has no effect. If mouse is off, no mouse can be used,
- even if you have a mouse.
-
- If a mouse is used, a half second computer speed test is needed. If
- no mouse is installed, the test is skipped.
-
- ModRes
-
- Set this option off if you never use ModRes.
-
- SoundOutputDevice
-
- Specify a value to ModRes, selecting where the Mod files are to be
- played, i.e. PC Speaker, DAC. ModRes Ver 1.20 does not seem to
- support Sound Blaster.
-
- GotoModDir
-
- If on, the program automatically changes into your Mod directory when
- it loads, as set up in the .INI file. If off, the program stays in
- the default directory.
-
- WaitOnStatus
-
- If WaitOnStatus is on, you will have to press a key before the loading
- status screen is cleared. Use this if you are interested in seeing
- the information on the status screen. When off, the status screen
- appears only while the program loads pictures and sets up the mouse.
- The Mod Editor starts once the needed pictures are loaded.
-
- DefaultSampleVolume
-
- This is the volume that will be used and assigned to a sample when you
- install it into memory.
-
- The following options can be set using =Y or =N:
-
- SampleUpCase
- ExtraButtons
- SampleSize
- DeleteSampleName
- InactiveZero
- DeleteST
- DeleteAllTemps
- CompressMods
- DeleteCompressedMods
- SwapModWarn
- NotesAtLoad
- GotoModDir
- ModRes
- Mouse and
- WaitOnStatus
-
- where Y is used for Yes (or on) and N is used for No (or off).
-
- The following options must be set using =nn:
-
- DefaultSampleVolume, where nn is a number from 0 to 64.
-
- SoundOutputDevice, where nn is a valid ModRes value. See your ModRes
- Manual. (0 is PC Speaker.)
-
- BestSignature, where nn is a number from 1 to 3, or higher numbers if
- you have setup your own signatures.
-
- Example (extract of a possible .INI file)
-
- [System]
- SampleUpCase=Y
- ExtraButtons=N
- SampleSize=Y
- DeleteSampleName=N
- InactiveZero=Y
- DeleteST=Y
- DeleteAllTemps=N
- CompressMods=Y
- DeleteCompressedMods=Y
- SwapModWarn=N
- NotesAtLoad=N
- Mouse=Y
- ModRes=Y
- WaitOnStatus=N
- GotoModDir=Y
- DefaultSampleVolume=52
- BestSignature=1
- SoundOutputDevice=0
-
- You may leave some options out. If you do so, the Mod Editor defaults
- come into effect.
-
- The [Compression] Section.
-
- The command is made up of a letter, either A or X, plus the compress
- file extension and the option will be the command string to execute.
-
- (C) is specified for the name of the compressed file, (U) is specified
- for the name of the uncompressed file (the Mod file).
-
- For example, using LHA, to extract the file TEST.MOD from the archive
- TEST.LZH, one would use
-
- LHA e TEST.LZH TEST.MOD
-
- thus the option you would give in the .INI file would be
-
- LHA e (C) (U)
-
- and the Galliasoft Mod Editor does the rest.
-
- Example
-
- [Compression]
-
- XLZH=LHA e (C) (U)
- ALZH=LHA a (C) (U)
- XARJ=ARJ e (C) (U)
- AARH=ARJ a (C) (U)
- XZIP=PKUNZIP (C) (U)
- AZIP=PKZIP (C) (U)
-
- In the above example, the Mod Editor would be able to decode .LZH,
- .ARJ and .ZIP files and encode .LZH files.
-
- Note that each file type MUST be given both an extract option (X) and
- an archive option (A).
-
- The first command line tells the Mod Editor that to decode LZH files
- it must run the program LHA e (Compressed File Name) (Mod File Name).
- This assumes LHA is on the path. If the program where not on the
- path, you would have to setup a path or specify the path before the
- name, such as
-
- XLHA=D:\COMPRESS\LHA e (C) (U)
-
- The [Signatures] section.
-
- This is the only section where you will not need a command before the
- = sign. Signatures you find in Mod files that are not recognised by
- the Mod Editor can be setup here. You can use one of two methods,
- either specify the signature as a 4 letter text string or as 4 ASCII
- character values.
-
- The method one uses to setup a new signature is to add =newsignature
- to the file, for example, adding
-
- =MDED
-
- would add the signature MDED to the list of recognised signatures.
- You may only have 100 different known signatures. The first 3 are
- reserved by the Mod Editor, the rest you may use.
-
- Example
-
- [Signatures]
-
- =MDED
- =84,84,84,84
-
- The above example in a .INI file would cause the 4th signature
- recognised to be MDED and the 5th signature to be recognised to be
- TTTT because the ASCII code for the letter 'T' is 84 (decimal). Note
- that mded, MDED and MdEd are all different signatures and would have
- to be installed exactly as it is to be found in the Mod file. To use
- the signature MDED in your Mod file, simply set BestSignature to 4 in
- the [System] section (for this example). Also note that the above was
- simply an example and to the best of my knowledge no Mod file has the
- above signatures.
-
- The [Pictures] section
-
- The only command available here is Install. One can install the
- pictures you require by simply stating Install=filename in your .INI
- file.
-
- Example
-
- [Pictures]
-
- Install=NOTE.GIP
- Install=Drum
-
- The pictures NOTE.GIP and DRUM.GIP would be installed in memory, if
- sufficient memory were available. The maximum number of pictures you
- can install depend on memory availability. The number of pictures you
- can install is given on the loading status screen in brackets on the
- "Picture" line.
-
- Once the pictures have been installed, they can be easily referenced
- from inside the Mod Editor. For example, to use the picture NOTE.GIP
- in the Mod Editor, one can either reference it by the name NOTE,
- NOTE.GIP or *1 (as it was the first picture installed). The picture
- DRUM.GIP can be accessed within the Mod Editor as DRUM, DRUM.GIP or as
- *2.
-
- When using pictures for samples in the .INI file, one uses a different
- method, see the [Samples] section.
-
- Each picture uses about 500 bytes of memory and 486 bytes of disk
- space. The .GIP stands for Galliasoft Instrument Picture and all
- pictures used by the system must have this extension. Some pictures
- are supplied with the original program. When you received the
- program, you should have received some pictures. These pictures are
- copyrighted and may only be used for this Mod Editor. They were
- purchased by the author especially for this program. Should you wish
- to add your own pictures to the Mod Editor, you are welcome to. The
- program CUT2GIP will assist you with this.
-
- Any pictures you create are yours and you may distribute them
- separately as public domain or keep them for your own private use.
- You may NOT sell (or release as shareware) pictures you create for the
- Mod Editor without permission from Michael Gallias.
-
- The [Samples] section
-
- Here you can setup default names for your samples. You can also setup
- default pictures for your samples.
-
- Example
-
- [Samples]
- akaiclosedhh=AKAICLSD,1
- akaikick=AKAIKICK.SAM,2
- akaisnare=AKAISNRE.SAM
- moog=,4
- In the above example, any sample with the name "akaiclosedhh" will be
- saved to a file called AKAICLSD.SAM or loaded from that file if that
- file exists and is the correct sample size. The sample will also be
- allocated picture number 1. The first picture to be loaded is picture
- 1, the second, 2, etc..
-
- "akaikick" will be stored in sample file AKAIKICK.SAM and picture 2
- will be used to represent this sample.
-
- "akaisnare" will be stored in file AKAISNRE.SAM and will have no
- picture allocated to it. A picture may be allocated to it in the Mod
- Editor.
-
- "moog" will become a temporary swap file, allocated to picture 4.
-
- The [Convey] section
-
- This part controls the Convey button. On the main menu screen, there
- is a Convey button. Clicking on this button saves the current Mod
- file and executes another program. Because this Mod Editor uses swap
- files and because playing sound from EMS is very difficult (page
- swapping in the middle of samples is not nice), this program cannot
- play the music it writes. (The graphics uses all the memory.) To
- solve this I included this Convey button.
-
- Clicking on Convey executes the program of your choice. I suggest you
- use Mod Play. Thus the program can swap out and play the Mod file you
- are editing.
-
- There are the options available in the [Convey] section:
-
- *
- 1N
- 1P
-
- Use an * to set your Mod swap file name. This is the Mod file that is
- created for the program which will be run. The name selected should
- be something like TEMPMOD.MOD or SWAPMOD.MOD so you know that it is a
- temporary Mod file.
-
- 1N will specify the name of the program. The name is not used within
- the Mod Editor as yet but it should be included. Only the first 8
- letters are used from the name.
-
- 1P is the path and file name to run. An * is used to specify the Mod
- swap file name.
-
- Example
-
- [Convey]
- *=SWAPMOD.MOD
- 1N=Mod Play Pro Version 2.10 by Mark Cox
- 1P=C:\MODPLAY\MP *
-
- In the above example, the swap Mod file is set to SWAPMOD.MOD. The
- program to be called is set to MOD PLAY. The program which will be
- run is MP from the directory C:\MODPLAY. The * is included after the
- MP so that MP automatically plays SWAPMOD.MOD. It is very important
- to set this part of the .INI file CORRECTLY. The first time you use
- this Convey feature, please save you work before you do anything else
- in case you have set it up incorrectly.
-
- General information on the .INI file
-
- Because the code is already very large, I did not include a .INI file
- tester in my code. This means that if you setup the .INI file
- illegally the program could behave badly. You can however check that
- the .INI file loaded to your satisfaction by running MED /I. This
- will display the current .INI setup and will not run the Mod Editor.
-
- Loading the program
-
- Go to the directory which contains the Mod Editor. Then type MED to
- load the program. Note that if you use GMED to load the program, the
- Convey button will not be able to work.
-
- Example
-
- C:\> CD\MED
-
- C:\MED> MED
-
- The status page then appears on the screen. The message "Program too
- big to fit into memory" appears if you do not have enough memory
- available.
-
- The total amount of free memory available for patterns, pictures and
- other features is displayed on the line "Memory Total". There will be
- around 384 - 500 kb free. There will also be a number after the first
- value, indicated by a + xxx kb. This is the amount of disk space
- free, effectively the largest Mod file you can edit (because of the
- space required by swap files). Some of this memory is required by
- them program for swap file management etc. so it can't all be used by
- pictures. The number of pictures you may load is given in brackets on
- the "Total Pictures" line. This value is accompanied by another
- value, the number of pictures loaded already (from the .INI file).
- The memory free is the amount of memory left after the .INI file and
- pictures have been loaded. Mouse will specify either Active, None or
- Disabled. If Active, you can use the mouse in the program. If
- Disabled, the mouse is available but has been deactivated in the .INI
- file. If None, the program was unable to find a mouse. (If you are
- having trouble getting your mouse to work, check your mouse driver.)
-
- If the mouse is active, the computer speed will be given as Slow,
- Medium or Fast. The line marked Picture displays the picture
- currently being loaded.
-
- If any errors occur, they are displayed on the bottom of the screen.
- If this happens, quit immediately and solve the problem.
-
- In the GUI VGA Mod Editor
-
- Once the load is complete, you are placed inside the Galliasoft Hi Res
- VGA GUI.
-
- You will see the "Main Menu":
-
- There will be 11 buttons on the screen, a bar across the top of the
- screen and a list of files in the current directory. In the top left,
- a mouse cursor will be present, if the mouse is active.
-
- Furthermore, the Mod file name, current directory and current
- directory mask are all displayed in the top left corner. If no Mod
- file is loaded, "No Mod File Loaded" is displayed instead of a Mod
- name.
-
- The following Buttons exist:
-
- Quit
- Load
- Save
- Name
- Open
- Path
- Mask
-
- Sample
- Pat Ed
- Seq Ed
- Convey
-
- Note that I will now assume you have a mouse. If you don't have a
- mouse, follow through the text and then check the equivalent key
- presses given later. If you have a mouse, you may either use the
- mouse to select a button or you may use the equivalent key press.
-
- To select a file, simply click on the file name. The currently
- selected file will be green, all the other files will be white.
-
- You may load a file / go to the selected directory by double clicking
- on the file name or directory name.
-
-
- Quit
-
- Click on Quit to return to DOS. If you have just returned from a
- Convey, make sure you have saved your Mod file to the appropriate
- file. Unless you have just returned from a Convey, if you have an
- unsaved Mod file in memory, you will be warned that you are about to
- lose your changes before you are taken back to DOS.
-
- Load
-
- This button loads the selected Mod file. If the Mod file is corrupt,
- the loader will not complete the file load and you will be unable to
- edit the file. Some Mod files are purposely corrupted in such a way
- that the sample sizes are specified incorrectly. This means that they
- cannot be edited, yet, because Mod players ignore this error, they can
- be played.
-
- See the section, Data Compression, below.
-
- Save
-
- This button will save the current Mod file in memory as the green
- file. WARNING! The Mod file will be saved over the currently
- selected file, not under the original file name that you loaded the
- Mod file.
-
- The saver will warn you if you are about to save a corrupt Mod file.
- You can create corrupt Mod files by pointing a sequence area to a
- pattern that does not exist. Because of the way Mod files are saved,
- this destroys the Mod file and it can never be loaded again.
-
- See the section, Data Compression, below.
-
- Name
-
- This button allows you to change the name of the Mod file. Please
- don't be confused between the Mod file-name and the name of the Mod
- file. The Mod file name is the file's name and is the name you use to
- read the file from disk (8 letters + .MOD) and the name of the Mod
- file is the 20 letter name the Mod file has. The name button changes
- the latter of these names.
-
- Open
-
- This starts a new Mod file. A Mod file is created with no samples,
- patterns or sequence. You can then add your own samples and create
- your own patterns and sequence.
-
- Path
-
- You can type in a new directory and drive to go to for your .MOD
- files.
-
- Mask
-
- Sets up a mask. The default is *.MOD. Keyboard users can set the
- mask to the file name they need and the file they want will be the
- only file in the directory listing (and hence the green one) and so
- they can then load then file.
-
- If more files are in the directory than can be displayed, a PgUp and
- PgDn button appear. They can clicked on to move around the file
- listing.
-
- Sample
-
- This button takes you to the sample install menu. You can then
- install the required samples for your Mod file.
-
- Pat Ed
-
- Edit the Mod file patterns.
-
- Seq Ed
-
- The Mod file sequence can be edited.
-
- Convey
-
- Cross to another program, as defined in the .INI file. I suggest you
- use Mod Play by Mark Cox as it accepts command line options and is
- very good.
-
- Quick keys for mouse users, keyboard button equivalents for non-mouse
- users:
-
- Load L
- Save S
- Name N
- Open O
- Path P
- Mask M
-
- PgDn PgDn
- PgUp PgUp
-
- (Up) [Up]
- (Down) [Down]
-
- Sample 1
- Pat Ed 2
- Seq Ed 3
- Convey 4
-
- Keyboard users may NO LONGER select a file by pressing [Alt][File
- Number]. Owing to popular demand, this option has been replaced with
- cursor key movement. Select a file by using the cursor keys (up and
- down). Once you have selected the file / directory you want, simply
- press 'L' for Load or press [Return].
-
- That's it! It's that simple. Now that you can find your way around
- the main menu, the rest will be just as easy. Practise makes perfect!
-
-
- Data Compression
-
- To save disk space, one can compress one's Mod files. One uses one of
- the many programs available (mostly as shareware) to compress the
- data. Each Mod file can be put into a compressed format. (Some
- programs support multiple file compression. Please only use one file
- at a time.)
-
- If you were to use the program LHA to compress your data, each Mod
- file would be converted to a .LZH file. The catch is that LHA must be
- run on the file before you can use your Mod file.
-
- The main menu displays any recognised compression formats (see the
- .INI section). By clicking on a compressed file, the program swaps
- out and decompresses the file, then uses the decompressed Mod file.
-
- When one saves, one can have the Mod file recompressed.
-
- Each Mod file must have it's own compressed file. For example, if you
- wanted the file TEST.MOD compressed, one could run LHA on the program
- and the file would be converted to TEST.LZH. The Mod file and
- compressed file must have the same file name.
-
- Remember that if you have setup your .INI file to delete the Mod files
- once you have compressed them, then even if the compression fails (the
- Mod Editor wouldn't know the compression failed), the Mod file will be
- deleted. If your .INI file is setup such that Mod files are not
- deleted after compression, you will have both the compressed and
- uncompressed files on disk.
-
- Note, once the program attempts to compress and returns, the Mod file
- is still in memory and can be saved under a NEW name. Thus should the
- compression fail, you still have an opportunity to save the Mod file.
- Note that saving the file under it's OLD name will cause it to be
- deleted.
-
-
- Installing Samples
-
- After clicking on the Sample button, you are taken to the sample
- installing menu.
-
- Five buttons will appear:
-
- Quit
- Path
- File
- Wipe
- Name
-
- Another sixth button may appear, either
-
- More or
- Less.
-
- On the left you see all the available samples in your directory. On
- the right are the samples currently active within your Mod file. The
- sample areas are either numbered from 1 to 15 or from 1 to 31.
-
- Quit
-
- This returns you to the main menu
-
- Path
-
- This button is for keyboard users (however mouse users can use the
- button). This buttons lets you type in a new directory name (or
- drive) where you may load other samples.
-
- File
-
- This option allows you to set a new file mask. Thus you can specify
- which files are to be listed in the directory.
-
- Wipe
-
- Erases the currently active sample from memory. The sample will be
- erased from disk IF it is a temporary sample. If however you selected
- the sample and allocated it to the Mod file and then clicked on Wipe,
- it would not be erased from disk. Temporary samples are created when
- you load Mod files. See the DeleteAllTemps option of the .INI file.
-
- Name
-
- Changes the currently active sample name.
-
- More
-
- Make the Mod file a 31 sample Mod file.
-
- Less
-
- Make the Mod file a 15 sample Mod file.
-
- Mouse users can simply point to a file name and click and the file
- will become the current file (green). They can then double click on a
- sample area which will then turn blue (currently selected) and the
- sample will be marked into that area. You are then asked for the
- sample name. You have 22 letters for the sample's name.
-
- Simply clicking on the sample area make the selected area the active
- area (blue) but the current (green) sample file will not be allocated
- to it.
-
- Keyboard keys:
-
- Quit Q
- Path P
- File F
- Wipe W
- Name N
-
- More M
- Less L
-
- PgUp PgUp
- PgDn PgDn
- (Up) [Up]
- (Down) [Down]
- Cross Tab
-
-
- Selecting a file:
-
- Simply use the [Up] and [Down] arrow keys on the keypad to select your
- file.
-
- Selecting an area to install the current sample file:
-
- Press [Tab] to move to the sample allocation box. You can then select
- which area you would like to use using the [Up] and [Down] cursor
- keys. Press [Return] when the file you want is green and the area you
- want is blue.
-
- You may press [Tab] again to return to the files section to select a
- new file (using the cursor keys).
- Sequence Editing
-
- There will be either 8 or 10 buttons on the screen.
-
- The following 8 buttons will appear:
-
- Quit (Top Right)
- Sequence (Right)
- Pat No (Lower Right Sequence Box)
- Pat Nm (Lower Right Sequence Box)
- Pic Nm (Lower Right Sequence Box)
- Total (Lower Right Sequence Box)
- > (Top Left - Next to the circle)
- < (Top Left - Next to the circle)
-
- If your .INI file has ExtraButtons on, the following two buttons also
- appear:
-
- (Up)
- (Down)
-
- above the first pattern number in the top left corner.
-
- In the blue circle there is a red number. This number is the current
- pattern area you are editing. It is a number from 0 to 127. The
- areas 0 to 127 each have a number which refer to which pattern is
- currently being called.
-
- There are blue rectangles on the screen. In each rectangle there is a
- number. This is the pattern number that is being called. I.e. If in
- the circle you see a 0 and in the rectangle adjacent to the < > arrows
- you see a 5, this means that the first (0th) area of the sequence is
- calling pattern 5.
-
- Quit
-
- Click on Quit to return to the main menu.
-
- >
-
- Click on > to move right. This allows you to view / edit the next
- area of the sequence.
-
- <
-
- Click on < to move left. This allows you to view / edit previous
- areas of the sequence.
-
- Clicking on Sequence, Pat Nm or Pic Nm has no effect in Ver 1.00.
-
- Pat No
-
- To change the current pattern, click on Pat No. This will be a number
- from 0 to the maximum number of patterns you have.
-
- Mouse Users Only: You may click on the left of the button and the
- number will decrease, click on the right and the number will increase
- if you use the right mouse button. If you click on the button using
- the left mouse button, you will be prompted for a new number.
-
- Total
-
- Change how long your sequence is. You can change the total number of
- pattern calls in the file. Mouse users can click with either the left
- or right mouse buttons for the usual effect, as described above.
-
- (Up)
-
- The same as clicking the right of the Pat No button.
-
- (Down)
-
- The same as clicking the left of the Pat No button.
-
-
- [keyboard users]
-
- Quit Q
- Pat No B
- Total T
- > .
- < ,
- (Up) +
- (Down) -
-
- Pattern Editing
-
- This screen may seem a bit confusing at first but you will become
- quite used to it. It's really very simple.
-
- Quit (Top Right Corner)
-
- Select Quit when done to return to the main menu. You can save your
- work from the main menu.
-
- Sample (Top Right)
-
- No effect.
-
- Info
-
- No effect.
-
- Ins
-
- Inserts a new pattern directly after the current pattern.
-
- Del
-
- Deletes the current pattern from memory.
-
- Now, a little more difficult, there are 10 little buttons with arrows
- left and right on the screen. 5 point left, 5 point right.
-
- The two in the top left corner control which pattern you are editing.
- Clicking on the right arrow causes the pattern number to increase.
- Clicking on the left arrow causes the number to decrease. The current
- pattern number (a number from 0 to 63) is displayed between the two
- arrows. A number in brackets displays the maximum number of patterns
- available.
-
- Clicking on the pattern number (between the arrows) allows you to
- change the pattern number by specifying a value from the keyboard.
-
- As the Mod file has 4 tracks, you will be viewing 4 tracks of
- information per pattern. This can be viewed in the middle of the
- screen. All the sample calls by the patterns are in little blue
- boxes. When you start a Mod file, these boxes will have 'No Call'
- written inside. These blue boxes cannot be clicked on.
-
- Each track has 64 sample calls, numbered 0 to 63. Each track has a
- little blue circle next to it. The red number in the circle displays
- which sample call you are currently editing. By clicking on the
- little arrows closest to the track number, you are able to view / edit
- other pieces of this pattern. Clicking on the left arrow decreases
- the red number, the right arrow increases the red number.
-
- The track you are currently editing has a bright blue circle while all
- the others have a dull blue circle. You can click on the buttons
- marked Track1, 2, 3 and 4 (on the left). This changes the currently
- active track but it does not change the red number. If you click on
- the left or right arrows, the track the arrows relate to becomes the
- current track and the red number changes.
-
- If you click with the left button, one track will be shifted, if you
- click with the right button, all the patterns are shifted (if
- possible).
-
- Notice to mouse users:
-
- If you click on the left or right arrows relating to a track, the
- entire screen is updated. This is slow on most computers. Thus I
- have included the following feature. If you hold the button, the info
- and sample boxes will not be updated. Only the track pictures are
- updated. To return to normal mode (and have the info box and sample
- box updated again) you will have to give a single click on the left or
- right arrow buttons. The mouse cursor will be unable to move out of
- the left and right arrow area until you do this.
-
- You will always be editing the first blue box of the currently active
- track. To edit this sample / sample call, you will can use one of the
- following methods;
-
- The Sample Box (Top Left)
-
- This box allows you to change the sample values. Here there are a few
- buttons:
-
- Loaded
-
- This button has no effect in Ver 1.00.
-
- F Name
-
- This displays the current sample file. For example, if the sample is
- from the file AKAIKICK.SAM, AKAIKICK.SAM will be displayed next to the
- button. If the file is to be deleted once you have completed editing
- the Mod file, the file name has a , instead of a .. In the above
- example, if the file where to be deleted after the edit was complete
- (see the .INI section on sample swap files) the file would be
- displayed as AKAIKICK,SAM. The file is still however called
- AKAIKICK.SAM.
-
- Clicking on the F Name button allows you to select a new sample. To
- select sample 1, type *1 as the file name. The first sample will be
- used. For the 11th sample, type *11 as the file name. You cannot
- type in an actual file name here.
-
- Mouse users can use the right button to select a sample, as described
- above in the Sequence section.
-
- P Name
-
- Selects the picture for the sample. You can either enter an * value
- or give a file name. If you want the 10th picture that you loaded,
- enter *10 as the file name. If you want the file DRUM.GIP as the
- picture, type in DRUM. If the file has been loaded, the picture is
- displayed. If the file has not been loaded, the program reads the
- picture from disk (if there is enough memory) and displays the
- picture. Note that if you had 3 pictures in memory and you loaded
- another, you can from then on refer to the newly loaded picture as *4.
-
- Again, mouse users can scroll through all the pictures until they find
- the picture of their choice.
-
- Name
-
- This specifies the sample name. NOTICE that you cannot select a
- sample from here. This button allows you to change the sample name.
- It does not search memory for the name you specify. You must use the
- F Name button to select a new sample.
-
- Size
-
- Displays the sample size. Clicking on this button has no effect.
-
- Volume
-
- Clicking on volume allows you to manually select the volume. Specify
- a value from 0 to 64.
-
- Mouse users can use the Zoom box to drag the volume graph or use this
- method.
-
- Loop S
-
- Here the Loop Start value of the sample is displayed. If there is
- enough space, the Loop End value is also displayed. If you click on
- the Loop S button, you can set the Loop Start value.
-
- Loop L
-
- You can change the Loop Length or Loop End values. Either click with
- the left button to set the loop length or click with the right button
- to specify the loop end value.
-
- The Info Box
-
- This changes values related to the sample call.
-
- Note
-
- You can specify the note of the sample call (A-, A, A#, B, C etc.).
-
- Octave
-
- You can specify the octave of the sample call.
-
- Effect
-
- Specify an effect value of the sample call. Give a value from 0 to
- 15.
-
- Param
-
- Specify the effect parameter. Specify a value from 0 to 255.
-
- Freq
-
- You may give a frequency value from 0 to 4095.
-
- Zoom
-
- This button is for mouse users only. This button will lock the mouse
- inside the zoom box. You can then drag the graphs to the values you
- require. Click on zoom again to exit the box and update the screen.
-
- You may drag the graphs without clicking on zoom on faster computers
- but most computers struggle a bit because of the screen update. If
- you click on zoom, you can pull the graphs and the rest of the screen
- will NOT be updated until you click on zoom again. If you don't click
- on Zoom, the screen is continuously updated and the system runs a lot
- slower.
-
- The graph on the left (yellow) represents the volume. Pull the graph
- (hold the mouse button and move the mouse) up and down until you are
- happy with the value. Note that although the little pictures also
- have this information graph, you can only change the zoom box which
- then updates the little boxes. The little boxes cannot be changed
- directly.
-
- The graph on the right (purple) sets the frequency. This is also
- related to the note (red) and octave (blue).
-
- The dark red graph below the green graph represents the loop start and
- loop end. Use your left and right mouse buttons to select the start
- and end positions of the line.
-
- The green graph represents the time the graph will play for. It
- cannot be changed directly. It changes when you change the frequency
- or the sample size.
-
-
- If you have ModRes, you can also use the following.
-
-
- I Sam
-
- Play the current sample in interactive mode. The current sample will
- play but you can then play that same sample at different frequencies.
- Selecting I Sam will play the sample and then wait for you to press
- either #, +, -, [Space], [Esc], 0 to 9 or A to G.
-
- Pressing 0 to 9 selects the current Octave.
- Pressing A to G selects the frequency and plays the sample.
- Pressing # or + and then A to G plays the note selected as a sharp.
- Pressing - and then A to G plays the note selected as a flat.
- Pressing [Space] plays the sample as it is in the Mod file currently
- being edited.
- Pressing [Esc] returns to the pattern editor.
-
-
- P Sam
-
- Plays the current sample.
-
- P Pat
-
- Plays the current pattern.
-
- P Mod
-
- Plays the Mod file.
-
-
-
- Note, the above buttons simply won't work if you do not have enough
- memory or a sample is greater than 64 kb.
-
-
- Keyboard Users:
-
-
-
- Quit Q
- Track1 1
- Track2 2
- Track3 3
- Track4 4
- F Name [Alt][F]
- P Name [Alt][P]
- Name [Alt][N]
- Volume [Alt][V]
- LoopS [Alt][S]
- LoopL [Alt][L]
- LoopE [Alt][D] (not visible, equivalent to right mouse button
- press on LoopL)
- Note [Alt][T]
- Octave [Alt][O]
- Effect [Alt][E]
- Param [Alt][R]
- Freq [Alt][Y]
-
- < (Pat) L
- > (Pat) ;
- (Pat) '
-
- < (Trk) ,
- > (Trk) .
-
- Ins Ins
- Del Del
-
- I Sam U
- P Sam I
- P Pat O
- P Mod P
-
-
- Command Line Options
-
-
-
- If you have a DOS lower than DOS 3.3, you must include a /O when
- loading the Mod Editor.
-
- For example,
-
- MED /O
-
-
- To view the .INI settings, use
-
- MED /I
-
-
-
- SECTION 3: CUT to GIP
-
-
- The program CUT2GIP.EXE is supplied with the Mod Editor. This will
- assist you in creating your own pictures.
-
- Graphic programs, such as Dr. Halo, allow you to draw pictures and
- then save them to a .CUT file. You may create such drawings of size
- (maximum) 36 (horizontal) x 24 (vertical) for your own samples. Using
- CUT2GIP, you can convert the files to .GIP and the Mod Editor will be
- able to use them.
-
- If your graphics package does not support .CUT files, there is a
- really nice package called VPIC (by Bob Montgomery) available. This
- can convert from one graphic file format to another. The program is
- shareware and I strongly recommend it.
-
- To make your own picture, simply create a .CUT file with dimensions
- 36 x 24 (or as close as possible) and run CUT2GIP. You will be
- prompted for the .CUT file name and the .GIP file name. The program
- converts the picture and returns to DOS.
-
- Please remember that you may only use the standard 16 VGA colours for
- 640 x 480 in the .CUT file. I have not yet included Super VGA
- support. Using other colours may cause problems.
-
- If you need some quick help, simply run CUT2GIP /?.
-
- SECTION 4: GENERAL INFORMATION
-
- Please send postcards, letters or comments to:
-
- Michael Gallias
- P O Box 22106
- Glenashley
- 4022
-
- New graphic routines similar to those used in this program are
- available. If you are a pascal programmmer, look out for the PS range
- of software. PSGUI is the graphical user interface for EGA, VGA and
- Super VGA. It comes with source code and information on how to use it
- and example programs.
-
- Files you should have received:
-
- CUT2GIP .EXE
- GMED .EXE
- MED .BAT
- MED .DOC (this manual)
- REG .DOC
- README .DOC
- README .SBT
- README .BAT
- MED .INI
- * .GIP
-
- Some *.GIP files should be available with the program, hopefully many
- more will be in the public domain soon. Check your favourite BBS.
-
- Before you run the program please type at the prompt:
-
- TYPE README.DOC
-
- if you have no Sound Blaster or type at the DOS prompt:
-
- SBTALKER
- README
- REMOVE
-
- if you have a Sound Blaster.
-
-
- Thank you to the following people:
-
- Chris Becke, Steven Becke and Thomas Brazier for the drawing of the
- buttons and pictures. Chris also decoded the .MOD file format and the
- .CUT file format for me.
-
- And that's it - all you need to create the best looking (and sounding)
- Mod files around.
-
- I have noticed that people are not really interested in MOD editors.
- (I know two other MOD editor authors.) There seems to be little
- interest in PC MOD editing. For this reason I don't intend to
- continue improving this program. If however I start receiving many
- comments and suggestions, I may start improving it again.
-
- The following great shareware / public domain programs are supported
- by Galliasoft, although they are not included with this program. They
- should be available from almost all BBS's.
-
- PKZip FAST! (c) PKWare
- LHA (c) Haruyasu Yoshizaki
- ARJ (c) Robert K Jung
- MODRES (c) Mark J Cox
-
- If you use any new / better programs, simply add support for them in
- your .INI file.
-
- For the latest Galliasoft software, check out Connectix (if you have a
- modem).
-
- Connectix - South Africa's Biggest Multiuser BBS
-
- (031) 306 3656
- (031) 306 4051
- (031) 306 2277
-
- OR call
-
- Honey In The Rock!
-
- (031) 463 1709
-
- Use modem setting 8 N 1.
-
-
- If you have access to the Internet, drop me a note on
-
- isapeg@images.cs.und.ac.za
-
-
-
- Enjoy!