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- Renaissance'93 presents...
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- | | | | | ||_ __|(|_ __| |/ _| \| |/ \| |/ | \| |/ _|
- | | | | | | | | | | _ | || | _| /| () | / \_| / () /| /
- | |\__/| | \_/ | | | || || || || | | | | \_/ | \ \__/\| |
- |____/ \____|\___/|_| \___/ |_|\___/|_| \___/|_|\____/|_|\_|_____/|_|
-
-
- Module Editor
- v1.01ß
-
- The first public 32-track digital composer for use with both
- SoundBlaster(tm) compatible cards
- and the Gravis Ultrasound(tm)
-
- Copyright (c)1993 Daniel Goldstein
-
- (a.k.a. Starscream/Ren'93)
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-
- Contents
- --------
- I Introduction
- 1.1 What IS Multitracker Module Editor?
- 1.2 Hardware requirements
- 1.3 Format compatibility
- 1.4 Shareware and registration
-
- II Basic Concepts
- 2.1 Digital Playback
- 2.2 Samples
- 2.3 Tracks
- 2.4 Patterns
- 2.6 Orders
- 2.5 Effects
-
- III Using the main editor
- 3.1 Moving around
- 3.2 Entering notes
- 3.3 Entering instrument numbers
- 3.4 Entering effects
- 3.5 Playing your music
- 3.6 Copying functions
- 3.7 Turning tracks on/off
-
- IV Using the sample menu
- 4.1 Loading a sample/patch
- 4.2 Setting loop points and standard volume
- 4.3 Entering a sample name
- 4.4 Inserting and deleting samples
- 4.5 Toggling signed/unsigned data
- 4.6 Saving a sample
-
- V Using the sequencer (order editor)
- 5.1 Creating patterns
- 5.2 Inserting and deleting orders
-
- VI Miscellaneous
- 6.1 Song name
- 6.2 Song Message
- 6.3 Palette editing (registered version only)
- 6.4 Pan Positions
- 6.5 Loading and saving files
- 6.6 Clearing large amounts of data
- 6.7 Memory indicators
-
- VII Closing
-
- VIII Reference
- 6.1 List of Keys
- 6.2 Protracker effects
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- Section II - Introduction
- ------------------------------------------------------------------------------
- 1.1 What IS Multitracker Module Editor?
-
- The Multitracker Module Editor is a system by which you can compose
- professional sounding music on your personal computer. It has a minimum of
- hardware requirements (see section 1.2) because it was designed so that nearly
- anyone can use it. Even if you don't have a lot (or even any) knowledge of
- music theory, you can play around with this program and have a lot of fun. :)
- Read this text file and you'll be ready to make some cool music!
-
-
- 1.2 Hardware requirements
-
- The only requirements for running this program are a 386 computer
- and either a Soundblaster(tm) compatible or Gravis Ultrasound(tm) sound card.
- With a Soundblaster(tm) compatible, it is much better if you have a fast 386
- (meaning a DX) because you can achieve higher mixing rates. This basically
- just means that the music will sound better. If you have a very slow
- computer, it is possible that you will not be able to run all 32 tracks
- simultaneously. If this happens, you should try lowering the mixing rate...
- however, be aware that this will make the sound worse. You may be better off
- just keeping a high mixing rate and using less voices in your musical
- compositions. Note that although a low mixing rate will make the music sound
- worse during composition, when the music is played back normally it will
- sound fine.
- With a Gravis Ultrasound(tm), you can only store as much sample data
- as you have RAM on the card. The normal base configuration for a GUS is
- 256K. The editor will automatically detect and tell you how much free
- memory is on your GUS at any given time. Unfortunately, people who own
- cards with only 256K of memory may not be able to play the larger musical
- compositions available. The same goes for people using a Soundblaster(tm)
- compatible card, since with those cards you must use the computer's RAM
- for storage of the sample data. However, using computer memory should
- result in more than 256K being available. The only difference is that this
- memory is used to store pattern data as well.
-
-
- 1.3 Format compatibility
-
- The Multitracker format (file extension .MTM meaning MultiTracker
- Module) is fully compatible with the .MOD format. It uses the standard MOD
- Protracker effect codes, so if you've written MOD's before you should feel
- right at home. The only major difference between MTM's and MOD's is that
- MTM's are sequenced by the track as well as by the pattern. This was done
- simply because repeated tracks are very memory wasteful... it still retains
- full format compatibility.
-
- *NOTE* Track sequencing does not affect the way that you write an MTM in any
- way whatsoever. The editor will handle all track sequencing for you.
- The explanation is provided for the information of programmers who wish
- to support the format only.
-
- From the editor, you can directly load a few different formats.
- These include MTM's, MOD's (15 instrument, 31 instrument and multichannel),
- 669's, and FAR's. Both MTM's and MOD's should load perfectly. 669's are
- converted from what is essentially a totally different format. Therefore, they
- may not sound entirely correct through this playback system. Note that the
- 669 loader in the original version of this program was far from perfect, and
- has since been greatly improved. FAR's should play pretty much correctly, and
- the loader routine is still being updated. Coming soon are loader routines
- for several other formats, a few of which may include ULT's, S3M's, PSM's, and
- OKT's.
-
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- 1.4 Shareware and registration
-
- This program has been released as what is called "Shareware".
- Shareware is a type of software which you can share with anyone you like,
- copying it freely. Anyone can try it out for a while without paying for the
- software. However, the trial period for this program is just 14 days. That
- means that legally, you must erase all of your functional copies of this
- program fourteen days after you have first tried it out.
- After giving it a few test runs, you may also choose to buy the
- program. This is called registration. By registering this editor, you will
- be allowed to continue using it indefinitely. You will also get a "key file"
- in the mail, which will enable a few cool new features, such as GUS patch
- loading and the ability to change the palette configuration.
- I suggest that you register this program for a few reasons. First of
- all, I believe that shareware is a wonderful way to market quality software.
- It benefits the consumer, because if you do not like the program, you do not
- have to pay for it, whereas if you buy a commercial software product you
- often do not know exactly what you are getting for your money. Secondly,
- registering a piece of software is like giving a positive message to the
- author that you would like to see more programs like the one he has written.
- Thirdly, you can send comments and questions about the program along with your
- registration fee, to which the author will listen and quite possibly respond.
-
- If you would like more information on how to register the MultiTracker
- Module Editor, please see the file REGISTER.DOC which came with this program.
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- Section II - Basic Concepts
- ------------------------------------------------------------------------------
- 2.1 Digital Playback
-
- *NOTE* This is not going to tell you how to program a music player.
- This section of text was written for people who have never
- used a digital composer before.
-
- The idea behind digital music playback is really pretty simple. It
- all begins with what are called samples. These samples are essentially the
- same as 'computerized tape-recordings' of music, various instruments, people
- speaking, drums, or anything else that makes a sound. When played back at
- different speeds, these samples take on different pitches. With some work,
- your computer can mix together several of these samples while also altering
- their pitches. If the samples are of instruments, this can simulate real
- music very nicely. For instance, you could have three notes of a piano
- sample making a chord, a drum beating- even an entire orchestra!
- You may have seen that this is a 32-track (or, more accurately, a
- 32-voice) composer. This means that you can have up to 32 different samples
- playing at any one time. Previously, there have been many 4 voice and a
- couple of 8 voice composers available. Obviously, it is a little bit
- limited being able to use only 4 samples at a time. It's like playing a piano
- with four fingers, except that you have to use one or two of your fingers
- for playing drums and another finger for any instruments in the background.
- With 32 different voices, you can play basically as many instuments
- and as many simultaneous notes as you would EVER need. Unfortunately, until
- recently, computers weren't really fast enough to handle much more than 4
- voices. Now, it has become a possibility (although it is still very hard to
- write a program that will do it on everyone's computer) and computerized
- music will obviously start to sound a lot better.
-
- 2.2 Samples
-
- In the editor, there is a list of samples on the top left of the
- screen. You can access this, which I will refer to as the Sample Menu, by
- pressing either the TAB key or the F1 key. It looks something like the
- following:
-
- # .Sample Name .Length.LoopB .LoopE .Vl.
- 1 │BassDrum │5895 │0 │0 │64│
- 2 │Snare1 │2454 │0 │0 │59│
- 3 │Hi-hat │2000 │0 │0 │64│
- 4 │ChoirMajor │29567 │158 │28775 │30│
- 5 │ChoirMinor │27999 │324 │25000 │30│
- 6 │Piano2 │10534 │0 │0 │64│
- 7 │.....................│0 │0 │0 │0 │
- 8 │.....................│0 │0 │0 │0 │
- 9 │.....................│0 │0 │0 │0 │
- A │.....................│0 │0 │0 │0 │
- B │.....................│0 │0 │0 │0 │
- C │.....................│0 │0 │0 │0 │
-
- First comes the sample number. (under the '#' header) This can be
- any number/letter from 1 to 9 and A to V. (A is really sample 10, B=11,
- C=12, etc.) If you had counted on your fingers, you would realize this gives
- you a total of 31 samples you can use.
- Second is the Sample name. (under the 'Sample Name' header) This
- is merely whatever you want to call the specific samples. It's easier to
- remember sample #6 by the name 'Piano2' than by the number 6. Many people
- who release their musics over bulletin boards replace the sample names with
- a message to people listening to their music. (They do this once they have
- finished writing the music, not while they write it.)
- Third is the Sample Length. (under the 'Length' header) It is the
- the amount of memory that each sample takes in bytes.
- Fourth comes the Beginning of the Sample Loop. (under the 'LoopB'
- header) Many samples loop around on themselves to make them seem longer.
- This is a nice trick for a couple of reasons. First of all, it takes up less
- memory on your computer than storing one huge sample. Secondly, it sounds
- really good for certain instruments. For example, you would use this
- technique to sustain a string instrument tone. It would not be useful to
- sustain a drum in most cases. Even though loops can sound quite good, you
- will often have to play around with the values for where in the sample the
- loop starts and ends. The best method for this is to use a separate sample
- editing program and write down the numbers you wish to use in this program.
- Then, you can come back to this and write in the loop begins and ends.
- Fifth is the End of the Sample Loop. (under the 'LoopE' header)
- This is merely the offset of the end of the sample loop in bytes.
- Sixth, all the way on the right, is the sample default volume.
- (under the 'Vl' header) This is a value from zero to 64. (64 is loudest,
- zero is silent) The default volume is the volume at which the sample will be
- played when you don't specify a volume for a particular note.
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- 2.3 Notes
- The most basic element of any song is the note. In an MTM, much like
- in normal musical notation, each note can also have an effect (like tremolo,
- vibrato, volume) which goes along with it. Finally, each note also contains
- a sample (sometimes refered to as an instrument) number. Notes look like
- this:
-
- │C#3A│000│
- note__/ ││ \____effect
- octave____/│
- sample_____/
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- Effects will later be explained in full detail. For now, all you
- need to know about notes is that they have a note, octave and sample number
- field. This should be relatively self-explanatory.
-
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- 2.3 Tracks
-
- The track is simply a list of 64 notes, each note played after the
- last at the current tempo. However, there is one important thing about
- tracks, more accurately called voices, that you must remember. If at one
- beat a note is played on some track and a few beats later a second note is
- played on that same track, then the second note will cut off the first. Of
- course, either you may want this to happen or the first note could
- end before the second is ready to be played, but nevertheless you must keep
- this fact in mind as you compose.
-
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- 2.4 Patterns
-
- Patterns are what make a module (a musical composition) into a song,
- rather than just a bunch of notes put together. They also let you play more
- than one note at once. Each pattern consists of 32 separate sample tracks.
- All, none, or a few of these tracks may be enabled at any given time. When
- the pattern is played, all of the enabled tracks are played back
- simultaneously, from start to finish, at the tempo of the module. You may
- ask why anyone would disable some of the tracks. Well, for people using
- SoundBlaster(tm) compatible cards, the more tracks that are enabled, the more
- the sound quality drops. GUS people will still hear the piece at full
- quality. It is, however, not always so pleasant for the composer.
-
-
- 2.5 Orders
-
- A pattern can be thought of as a page of music, although it is
- usually not that long. As it turns out, you can combine these 'pages' in
- any order you choose, even repeating a page more than once during your piece.
- This is called ORDER SEQUENCING. Your module may have a sequence up to
- 127 orders long. Each pattern (refered to by number) in the sequence is
- called an order(as you may have guessed). There should be ample space for
- nearly any composition.
-
-
- 2.5 Effects
-
- The following is probably the most complex part of a module, since
- it requires you to learn a new numbering system. However, don't give up!
- Even if you are relatively new to modules, you should not have too tough a
- time trying to understand it:
-
- To the right of every note is what is called the effect field:
-
- │A#25│000│
- ^^^ this thing!
-
- The effect field is normally set at 000. This means that no effect is
- going to be played at that note position. Other number combinations specify
- various musical effects. These number combinations are written in what is
- called hexadecimal. Hexadecimal is a number system with six extra possible
- 'numbers' for each digit. (Base-16 for math people) Thus the name
- HEX-a-decimal. (HEX means six... like hexagon!) What are these other numbers
- you ask? A, B, C, D, E, and F. 'A' really means 10, B really means 11, etc.
- Anyway, the first digit in the effect field is the effect number. This ranges
- from 0 to F. (effects 0-15) You can look up which effect is which in the
- reference table at the end of this document. There is also online effect
- help screen accessible by pressing ALT-SLASH(on the question mark key). This
- gives a short description of each effect and its arguments.
- The righthand two digits are the argument(s) for the effect.
- Depending on the effect number, the arguments can be viewed as either one
- two-digit hexadecimal number or as two separate hexadecimal numbers. When
- it is viewed as a single two-digit argument, you can calculate the value by
- multiplying the lefthand digit by 16 and adding the righthand digit's value.
- For example: 39 hex=3*16+9=57 decimal. D4 hex=13*16+4=312 decimal.
- If you still don't understand, please either have someone explain it
- to you or else re-read this section, paying close attention to the examples
- given. Good modules ALWAYS have at least a few effects in them, so it would
- be quite beneficial if you learned how to do hex calculations in your head.
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- Section III - The main editor
- ------------------------------------------------------------------------------
-
- 3.1 Moving around
-
- It is very easy to move around inside of the main editor. You may
- use the left and right cursor keys to move left or right one FIELD. This is
- not one track. If you wish to move one entire track, you have your choice
- of two sets of keys: either CTRL-LEFT/CTRL-RIGHT or SHIFT-TAB/TAB. Moving
- up or down is just as easy. You merely press the UP or DOWN cursor keys.
- You can also move over a whole 8 tracks by pressing either the SLASH or
- ASTERISK on the keypad.
- In order to change which ORDER you are editing, you can press the
- plus and minus symbols on the keypad. Remember that this indirectly changes
- which pattern number you are editing as well. You may look at the status
- on the top right of the editor to see which pattern you actually are editing.
-
- 3.2 Entering notes
-
- Entering notes is a fairly simple procedure. The computer keyboard
- is segmented up into two octaves, each of which is much like a piano
- keyboard. (see below)
-
- C# D# F# G# A# C# D#
- ┌──┬─┬─┬─┬──┬──┬─┬─┬─┬─┬─┬──┬──┬─┬─┬─┬──┐
- │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │
- │ │2│ │3│ │ │5│ │6│ │7│ │ │9│ │0│ │
- │ └┬┘ └┬┘ │ └┬┘ └┬┘ └┬┘ │ └┬┘ └┬┘ │
- │ Q │ W │ E │ R │ T │ Y │ U │ I │ O │ P │
- └───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
- C D E F G A B C D E
-
- C# D# F# G# A# C# D#
- ┌──┬─┬─┬─┬──┬──┬─┬─┬─┬─┬─┬──┬──┬─┬─┬─┬──┐
- │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │
- │ │S│ │D│ │ │G│ │H│ │J│ │ │L│ │;│ │
- │ └┬┘ └┬┘ │ └┬┘ └┬┘ └┬┘ │ └┬┘ └┬┘ │
- │ Z │ X │ C │ V │ B │ N │ M │ < │ > │ / │
- └───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
- C D E F G A B C D E
-
-
- You merely type the key which corresponds to the piano key you
- wish to hit, and *poof*, that note is entered at the current cursor
- position. The space bar will erase the current note. If you have previously
- loaded some samples, you can listen to what you are playing as you go along
- by choosing which sample you wish to edit with. (You really HAVE to do this,
- since otherwise you will have no idea how the final output will sound :)
- We'll get to loading samples later, however you should know how to choose
- which one you are editing with:
- You may either hit the left bracket ([) or the right bracket (]) to
- decrement or increment the sample number you are editing with. If you are
- used to Triton's Fasttracker, you can use SHIFT-UP/DOWN instead. Also, a nice
- key to remember, although not necessary, is the backwards apostrophe `.
- (on the tilda key, right above TAB) This key will pickup the
- current editing sample from the note which you are on. This is very
- convenient, since you don't have to look up the sample number in the sample
- menu, you can just press ' on the note whose sample you want to use.
- There are octaves numbered zero through four fully available to you,
- and a couple of notes of octave five as well. Obviously, the two octaves
- on the keyboard are not enough to utilize the total range of this tracker.
- Therefore, you must change the editing octave using the equals and backslash
- key. Equals decreases the octave and backslash increases it. The current
- editing octave is displayed on the top right of the screen.
-
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- 3.3 Entering instrument numbers
-
- You may enter instrument numbers by themselves as well as whole notes.
- Sometimes you may want to change the instrument number of a note without
- having to reenter the entire note. This is accomplished by merely moving
- over to the instrument number of the note using the cursor keys, and entering
- the instrument number with which you wish to replace it. This number CAN be
- zero if, for instance, you want to do a Portamento-to-Note effect without
- restarting the currently playing sample.
-
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- 3.4 Entering effects
-
- Effects are quite easy to enter. You merely move over to the effect
- field and type the effect number which you want. You do not have to enter
- the entire effect. You may type only 1 or 2 hex digits and it will not change
- the existing 2nd or 3rd digit.
-
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- 3.5 Playing your music
-
- Once you have entered a few notes, you may want to play back your
- musical piece. The functions keys numbered five through eight do this in
- various ways. F5 will start the module playing from the very beginning.
- F6 will loop the current order, and F7 will play from the current note.
- F8 stops the music. You may even edit WHILE the music is playing, so if you
- want to try to keep ahead while making changes, you may.
- There are currently four sets of play functions, the first of which
- you have just read about. The second set will play only the track which you
- are currently positioned on. You enable this type of playback by pressing
- the SHIFT key in conjunction with any of the aforementioned function keys.
- The third set of functions is a very powerful one. It enables you to
- watch your music scroll by as it plays. This is called 'tracking' and is
- very useful for finding that one wrong note that always pops up. To use this
- set of playback commands, you press the ALT key in conjunction with any of
- the other playback keys.
- The fourth set is merely a combination of the second and third sets.
- By pressing CTRL, you can play just the current track and also track through
- your piece. This is really quite helpful sometimes.
-
- *NOTE* You CAN enter notes and toggle tracks on/off while you are tracking
- with CTRL or ALT. However, don't expect entered notes to play. I
- may include this 'realtime record' function in the next version of
- The MultiTracker Module Editor.
-
-
- 3.6 Copying functions
-
- For convenience sake, there are many note copying and editing
- functions available to you in the main editor. The most basic of these are
- INSERT and DELETE, which rather obviously either insert or delete a note at
- the current cursor position. You can also copy the current note/effect to
- the next line at the same time as moving down one note by pressing the
- single quotation mark (') on the note you wish to re-copy. A few
- slightly more complicated functions involve marking parts of the tracks and
- either altering these parts or copying these parts to other places in the
- music.
- In order to mark a piece of a track, you may either press ALT-B to
- place the beginning marker and then ALT-E to place the end marker, or ALT-L
- to mark the entire track. There are many ways in which you can alter this
- block of notes. First of all, you can set every instrument number to the
- current editing instrument. You do this by pressing ALT-I.
- Second of all, you can transpose the notes in the section either by
- an octave or by the half-note. This is accomplished by either pressing
- ALT-S/ALT-W to decrement/increment the notes by a half-step, or by pressing
- ALT-A/ALT-Q to decrement/increment the notes by one full octave.
- Thirdly, you can erase every note in the block by pressing ALT-Z.
-
- *NOTE* All of these block-functions affect only the current editing track.
-
- The copying functions are also quite useful. The first of these
- copies the highlighted block onto the 'clipboard' in memory. This is done
- by pressing ALT-C. You can then overwrite another portion of any track with
- this clipboard data by pressing ALT-O at the appropriate track and note
- position. If you have a larger clipboard than the remainder of the track
- which you want to copy over, then the data will merely be truncated at the
- end of the track.
- Another copying function is enabled by pressing ALT-M. This will
- copy the current pattern to another pattern. This is useful since you will
- often need to make the next pattern in the sequence very similar to the last,
- merely containing a few variations to the melody and maybe some transposition.
-
-
- 3.7 Turning tracks on/off
-
- You may, from time to time, need to turn some tracks off and others
- on. This is very easy to do; you merely move to the track which you wish to
- toggle off/on and press the BACKSPACE key on your keyboard. Upon boot-up, the
- editor normally is set to only four tracks. However, you can obviously add
- more or take some away by pressing BACKSPACE on the appropriate track.
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- Section IV - Using the Sample Menu
- ------------------------------------------------------------------------------
-
- 4.1 Loading a sample/patch
-
- Loading a sample is a fairly painless process. All you have to do is
- to hit the space bar. Once you have done this, a listing of files in your
- sample directory (which you should have specified while running the included
- setup program) will be displayed on the screen, with one highlighted. You
- may move around using the cursor keys and PAGE-UP/PAGE-DOWN and then choose
- the sample you wish to load by pressing ENTER on it. If you decide that you
- would rather not load a sample, you may press escape at any time to return
- to the Sample Menu.
- Several different types of sample files can be accurately loaded from
- the Sample Menu. You can load .RAW, .SAM files and any compatible file types.
- You may also load the General Midi Patches which come with the Gravis
- Ultrasound(tm) card. These patches are usually located in your ULTRASND
- directory. Each patch can be made up of several different samples,
- so you may be prompted as to which sample you would like to load into memory.
- Note that even if you own a SoundBlaster(tm) card, you may load Gravis format
- patches if you have them.
- Once you have a sample loaded, you may play it at any note by first
- moving over to the field with its name and then pressing the corresponding
- key. If you wish to change octaves, you may do that from the Sample Menu the
- same way in which you do it from the main editor. (equals/backslash)
-
- *NOTE* I you want to change the sample directory, just press F10.
- Then, enter the new directory without a final backslash.
-
- *NOTE* GUS patch loading is left out of the unregistered version of
- the editor.
-
- 4.2 Setting the loop points and standard volume
-
- If you wish to set the loop points of the sample, just move over to
- the desired field and type in the new loop position, ending with an ENTER.
- The same goes for the standard volume field.
-
-
- 4.3 Entering a sample name
-
- When you load a sample, the sample name is automatically changed to
- the sample's filename. You may, however, change this by pressing ENTER on
- the sample name field and then typing the new name. Like nearly any other
- input field in the editor, you can press escape if you decide against it half
- way through.
-
- 4.4 Inserting and deleting samples
-
- You may insert an empty sample anywhere in the list of samples by
- pressing the INSERT KEY. This moves all proceding samples up one space and
- clears the current sample. If sample number 31 is being used, this command
- will NOT work. The reason it will not work is for safety purposes; you
- probably would not want the last sample being deleted just because you had to
- insert an empty one.
- You can also delete samples, thereby freeing the memory which they
- take up. This is accomplished by moving to the sample number which you wish
- to delete and pressing the DELETE key. Doing this will also move all of the
- proceding samples back one sample number.
-
- 4.5 Toggling signed/unsigned data
-
- The MOD format originated on the AMIGA. Unfortunately, the AMIGA and
- PC use fundamentally different sample file formats. When loading a sample,
- the editor tries to figure out which of these formats you are using. The
- way it does this is if the sample filename extension is .SAM it will load the
- sample like an AMIGA sample. Anything else is loaded in the PC format.
- Every once in a while, you may load a sample which sounds
- horrendously noisy. This is most likely due to the editor not knowing that
- it should convert the sample. There is no way around this, since AMIGA and
- PC sample files do not look any different to your computer. However, if this
- occurs you may press ALT-T, and the computer will internally convert the
- format.
-
- 4.6 Saving a sample
-
- In order to save a sample, you must position the cursor over that
- sample number and press ALT-S. The program will then prompt you for a
- filename. The filename will have already been created from the first 8
- letters of the sample name. However, you may change this to any valid name.
- MultiTracker saves in the .RAW format (or equivalent), so remember that you
- should probably use that extension when saving.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Section V - Using the Sequencer (order editor)
- ------------------------------------------------------------------------------
-
- 5.1 Creating a pattern
-
- To create a pattern, just press C in the sequencer. This will create
- a new pattern and also tack a new sequence on to the end of the order,
- setting it to the new pattern.
-
-
- 5.2 Inserting and deleting orders
-
- You can insert or delete orders at any point by pressing the INSERT or
- DELETE keys on any order number. The new order will be set to pattern number
- zero.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Section VI - Miscellaneous
- ------------------------------------------------------------------------------
-
- 6.1 Song name
-
- Every module has a song name. You can edit this name by pressing
- ALT-F4 from the main editor. CTRL-F4 will clear the songname.
-
-
- 6.2 Song Message
-
- Every song has a special song message included with it. You can view
- or edit this message with the key combination ALT-F9. Once the message
- pops up in a window on top of the editor screen, you can either move up or
- down with the cursor keys, or edit the line you are on by pressing ENTER.
-
-
- 6.3 Palette editing (registered version only)
-
- If you have registered your copy of the editor, you can edit the
- palette configuration. This is done by pressing ALT-F10. Once in the
- palette editing window, you can choose between preset palettes or else edit
- each color individually. When you are done, hit escape or else go to the
- DONE message and hit ENTER. You can then save your current palette
- configuration to disk with ALT-F11. This new palette will then be used every
- time you run the editor program.
-
-
- 6.4 Pan Positions
-
- Every track has an intrinsic configurable panning position. Pressing
- CTRL-F9 will let you see a list of track numbers and their respective pan
- positions. You can then change a specific pan position with the left and
- right keys, or move to a different track with UP and DOWN. When you are done,
- you may hit ESCAPE to exit.
-
-
- 6.5 Loading and saving files
-
- You can load modules with the extensions MOD, 669, FAR and MTM.
- Merely press F11 anywhere in the editor to bring up a list of files, just like
- the list for loading samples. If you wish to change the module directory, you
- can press F9 at the main editor.
- Saving your modules is a little different. You must first press
- ALT-F12 to change the song filename. This filename should have the file
- extension .MTM if you wish to load it again with this program. Then, you can
- press F12 to save the module. If a module of the same name already exists,
- the editor will prompt you as to whether you really want to save over it.
- Additionally, the editor will often prompt you as to whether or not
- you would like to erase the unused patterns in your module. What this means
- is that you have created some patterns in the song which are not included in
- the order. These patterns (they are usually either unfinished patterns or
- ones which you decided did not fit into the song very well) take up extra
- memory in the saved MTM file. It is usually a good idea to get rid of them.
- The only side-effect of doing this is that it changes the numbering of your
- patterns, so you may not want to answer 'yes' until you have totally finished
- writing your module.
-
-
- 6.6 Clearing large amounts of data
-
- Obviously, you will sometimes need to start from scratch. You can
- wipe everything by pressing ALT-F8. Don't worry, it will ask if you really
- want to before erasing your whole module! Alternatively, you can erase only
- some of the module by pressing ALT-F1, ALT-F2, or ALT-F3 . These will wipe
- all of the instruments, a whole pattern, or the entire order, respectively.
-
-
- 6.7 Memory Indicators
-
- Unfortunately, modules eat up computer memory. A module can only be
- as large as the amount of free memory on your computer. For this reason,
- there is a memory indicator labelled "Free memory:". If you have a
- SoundBlaster(tm) compatible card, this is the amount of memory free on your
- computer; this memory must be used to store both pattern data and sample data.
- (sample data is nearly always the biggest thing) If you have a Gravis
- Ultrasound, then the free memory indicator tells how much memory is left on
- the GUS. This memory is used to store sample data only. You may ask how you
- can tell if you are going to run out of pattern data memory- however, pattern
- data takes up a very small amount of space, and you should never run into any
- problems for lack of that type of RAM.
- As a convenience, I have also included an indication of how large your
- module will be when finally saved to disk. This is labelled as "Disk memory"
- and can be very handy when you are trying to limit the size of your module for
- use in a demo, game, or anything else.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Section VII - Closing
- ------------------------------------------------------------------------------
-
- Well, I hope that has covered all of the features of this editor. You
- can convert your music files to MOD's using the included MTM to MOD converter.
- They should convert perfectly, since the two formats are essentially the same.
- However, in the original version of the editor this program did not really
- work at all. It has since been fixed totally, at least to my knowledge.
- If you wish to contact me, you can call The Sound Barrier (Renaissance HQ) at
- either (718)979-6629 ot (718)979-9406 and leave mail to Daniel Goldstein. You
- can also contact me by name over the SBCNet. Additionally, you can send real
- mail to my PO Box if you can't swing the long distance bill, but don't expect
- me to necessarily reply; I can't deal with a large amount of reply mail due
- to the postage costs.
- Although we at Renaissance feel that the MultiTracker Module Editor is
- one of the best trackers around, we also believe in new releases. From time
- to time, I will be releasing new versions of the editor (all compatible with
- the original registration keys) with many new features. Some of these planned
- features include:
-
- · Speed Increases in playback routines (especially for the GUS)
- · More loaders for different music formats (ULT,S3M,OKT,etc.)
- · MIDI support
- · 16-bit samples usable by the GUS and compatible with the SB/SBPro
- · Greater thatn 64k samples for the SB/SBPro
- · SBPro panning
- · SB/SBPro Interpolation
- · Many more that I can't remember right now!
-
- Many of these features have been at least partially completed, so
- they will probably all be in future versions. I guess that's about it, so
- have fun!
-
- Daniel Goldstein
- a.k.a. StarScream/Ren'93
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Section VIII - Reference
- ------------------------------------------------------------------------------
-
- 8.1 LISTING OF KEYS
-
- General
- -------
- F1 Change to sample menu
- F2 Change to main editor
- F3 Change to order menu
-
- F5 Play Song
- F6 Loop from current order
- F7 Play Song from current note
- F8 Stop Playback
-
- ALT-F5 Track Song
- ALT-F6 Looping track Song from current order
- ALT-F7 Track Song from current note
-
- SHFT-F5 Play Song (editing voice only)
- SHFT-F6 Loop from current order (editing voice only)
- SHFT-F7 Play Song from current note (editing voice only)
-
- CTRL-F5 Track Song (editing voice only)
- CTRL-F6 Looping track from current order (editing voice only)
- CTRL-F7 Track Song from current note (editing voice only)
-
- ALT-F1 Clear all samples
- ALT-F2 Clear whole pattern
- ALT-F3 Clear whole order
- ALT-F4 Edit song name
- CTRL-F4 Clear song name
- ALT-F8 Clear whole song
- ALT-F9 Edit song message
- CTRL-F9 Edit pan positions
- ALT-F10 Edit palette (registered version only)
- ALT-F11 Save palette (registered version only)
-
- F9 Change song directory
- F10 Change sample directory
- F11 Load song
- F12 Save current song
- ALT-F12 Change song filename
-
- ALT-X Exit editor
-
-
- Main Editor
- -----------
- = Minus one octave
- \ Plus one octave
-
- [ Decrement editing sample
- ] Increment editing sample
- SHFT-UP Decrement editing sample
- SHFT-DN Increment editing sample
-
- - Minus one order
- + Plus one order
-
- BKSPACE Toggle voice ON/OFF
-
- ' Copy last NOTE/EFFECT and move down one note
-
- `(tilda)Pick-up current sample number
-
- ALT-B Mark beginning of block
- ALT-E Mark end of block
- ALT-L Mark whole track
- ALT-C Copy marked area to clipboard (current track only)
- ALT-O Overwrite current track from cursor position with clipboard
- ALT-Q/A Increment/Decrement the octave of all marked notes in current track
- ALT-W/S Increment/Decrement all marked notes in current track by one half-step
- ALT-I Set the instrument numbers of all marked notes in this track to the
- current editing instrument
- ALT-Z Clear marked area in this track
-
- ALT-M Copy current pattern to another
-
- LEFT Move cursor left one section of a note
- RIGHT Move cursor right one section of a note
- UP Move cursor up one note
- DOWN Move cursor down one note
- PAGE-UP Move cursor up 16 notes
- PAGE-DN Move cursor down 16 notes
- CTRL-LT Move cursor left one voice
- CTRL-RT Move cursor right one voice
- KEYPD-/ Move left eight voices
- KEYPD-* Move right eight voices
- SHFT-TB Move cursor left one voice
- TAB Move cursor right one voice
- HOME Go to beginning of current track
- END Go to end of current track
-
- '?' Bring up a help screen listing these commands
- ALT-'/' Bring up a list of the Protracker effects
-
- ALT-X Exit from editor
-
-
- Sample Menu
- -----------
- SPACE Load sample/GUS patch (patch loader only available in registered copy)
- ALT-S Save sample
-
- ENTER Edit sample name
-
- INSERT Insert a blank sample at cursor position
- DELETE Free current sample and move all samples ahead back one space
-
- ALT-T Toggle signed/unsigned sample data
-
- LEFT Move cursor left one section
- RIGHT Move cursor right one section
- UP Move cursor up one sample number
- DOWN Move cursor down one sample number
-
- '?' Bring up a help screen listing these commands
-
-
- Order Menu
- ----------
- INSERT Insert an order here
- DELETE Delete this order
- 'C' Create a new pattern and append it onto the song as the last order
-
- UP Move back one order
- DOWN Move forwards one order
-
- '?' Bring up a help screen listing these commands
-
-
-
-
-
-
-
- 8.2 PROTRACKER EFFECTS
-
- *NOTE* In cooperation with the new pan position setting effect supported by
- the group Pentagon in their ZZPLAY GUS tracker, we have included the
- non-standard protracker extra effect E8 - set pan position. This is
- not a true Protracker effect. However, we hope that it will adopted
- into the next version of the Protracker format.
-
- 0xy Arpeggiation/No effect
-
- If xy=00 then this command means that there is no effect.
- Otherwise, this makes the current note quickly switch between three
- different pitches- the normal pitch of the note, the normal pitch
- plus x halfsteps, and the normal pitch plus y halfsteps.
-
- 1xx Portamento Up
-
- This slides the pitch of the current note upwards for the length of
- the pattern row at speed xx. Do not use this command to slide TO a
- note... If you need to do that, use command 3.
-
- 2xx Portamento Down
-
- This slides the pitch of the current note downwards for the length of
- the pattern row at speed xx. Do not use this command to slide TO a
- note... If you need to do that, use command 3.
-
- 3xx Portamento to Note
-
- This effect slides the pitch of the currently playing note towards
- the pitch of the note field associated with this effect. It slides
- at speed xx, much like effects 1 and 2. If xx=00, the pitch will
- continue to slide at the last slide speed used. Once either it hits
- the desired pitch or the current pattern row is over, the sliding will
- stop.
-
- 4xy Vibrato
-
- Does a vibrato effect on the currently playing note. It wavers the
- pitch of the currently playing note at speed x and depth y. If
- xy=00 then the currently playing note will vibrate at the last
- specified speed and depth.
-
- 5x0/50y Continue Portamento-to-Note while executing a Volume-Slide
-
- Continues the last Portamento-To-Note command (as if there was an
- effect 300 here) while also sliding the volume. Either x OR y should
- be specified- not both. If y=0 then the volume of the currently
- playing note will be slid upwards at speed x. Conversely, if x=0
- then the volume will be slid downwards at speed y.
-
- 6x0/60y Continues Vibrato while executing a Volume-Slide
-
- Continues the last Vibrato command (as if there was an
- effect 400 here) while also sliding the volume. Either x OR y should
- be specified- not both. If y=0 then the volume of the currently
- playing note will be slid upwards at speed x. Conversely, if x=0
- then the volume will be slid downwards at speed y.
-
- 7xy Tremolo (volume vibrato)
-
- Same as effect 4, but it vibrates the volume, rather than the pitch,
- of the currently playing note.
-
- 8?? Currently unused
-
-
- 9xx Set Sample Offset
-
- Starts the current note playing from xx * 256 bytes into the sample.
-
- Ax0/A0y Volume Slide
-
- Slides the volume of the currently playing note. Either x OR y should
- be specified- not both. If y=0 then the volume of the currently
- playing note will be slid upwards at speed x. Conversely, if x=0
- then the volume will be slid downwards at speed y.
-
- Bxx Position Jump
-
- Jumps to order number xx.
-
- Cxx Set Volume
-
- Sets the volume of the currently playing sample to xx. xx must be
- from 0 to 40 hex. Any volume over 40 hex will be truncated to
- the maximum allowable volume. (40 hex, of course :)
-
- Dxx Pattern Break
-
- Jumps to the next order, note number xx.
-
- Exy Miscellaneous Effects
-
- The E effect is actually many effects, all with only one argument: y.
- The miscellaneous effect number is specified by x. These effects
- are listed below...
-
- x Description
- ─ ───────────
- 0 Unused
- 1 Fine Portamento Up
- y=slide speed
- 2 Fine Portamento Down
- y=slide speed
- 3 UNSUPPORTED
- 4 Unused
- 5 Set Finetune
- y=finetune value y<7:positive 7<y<=F:negative
- I have purposely NOT let you change the finetuning of
- the various samples in the sample menu due to the evil
- Amiga nature of this effect. The editor is still
- compatible with this, so that it will be able to play
- older mods. However, I strongly urge you not to
- use it. If you need to finetune a sample, use a sample
- editor.
- 6 UNSUPPORTED
- 7 Unused
- 8 Set Pan Position left 0-F right center=7
- 9 Retrigger Note
- Restarts note at 'tick' number y. Ticks are 50ths of a sec.
- A Fine Volume Slide Up
- Adds y to the current note's volume
- B Fine Volume Slide Down
- Subtracts y from the current note's volume
- C Cut note
- Cuts off note at 'tick' number y. Ticks are 50ths of a sec.
- D Note Delay
- Waits until 'tick' number y to play the current note. Ticks
- are 50ths of a second.
- E Pattern Delay
- Delays playback of pattern for y notes.
- F Unused
-
- Fxx Set Tempo
-
- Sets the playback speed of the current song. If xx<20 hex then xx
- specifies the number of 'ticks' per note. One tick=one 50th of a
- second. If xx>19 hex then xx is the number of 'beats' played per
- minute. One 'beat' consists of four notes.
-