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Mod2Exe.DOCS
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1992-04-11
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10KB
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202 lines
------------------- PHILOSOPHY SOFTWORKS PRESENTS -------------------
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XXXX : XXXX "XX" "XX"X XXXXXXX XX XX "XX"
------------------------------ MOD2EXE ------------------------------
.-----------------.
|** What is it? **|
`-----------------'
Mod2Exe is a program to convert a SoundTracker/NoiseTracker module into an
executable file. The program provides a way for anyone to easily
transform mods into executable that will multitask smoothly with your
other programs. Additionally, it will automatically create an icon if you
wish so that it can be run from the workbench by even the most novice of
users. It is also useful in that it doesn't provide a way to stop it
except for the KillPlayer program or running the mod (or any other
executable mod) again. This way, if you're using it for a demo (for
instance) then it wouldn't be accidentally stopped by a nosey user.
.----------------------------------.
|** Compatibility & Requirements **|
`----------------------------------'
Mod2Exe requires an Amiga personal computer and Workbench version 1.3.
As with ANY program, the more memory you have, the more use you will get
out of the program. However, 512k should be sufficient for average mods.
Note that the executable mod loads itself into CHIP RAM, so 1 meg CHIP
would be a big plus!
Mod2Exe makes no claims as to its functionality on systems running other
than the suggested configuration. It has been tested--with excellent
results--under WorkBench 2.0. However, certain bugs (unbeknownst to us)
may arise, and therefore, we make no claims of 2.0 compatibility. Using
the program on any other system that does not conform to the intended
specifications may yield strange and bizzare results (can you say guru?).
Mod2Exe has been tested on a 33 Mhz 68030, with good results. So it is
relatively safe to assume that Mod2Exe will work on higher processors. We
thank Robbie for testing Mod2Exe on his machine! =-)
.------------------------.
|** How it works (1.3) **|
`------------------------'
Mod2Exe is a very simple program to use.
Under WorkBench version 1.3, you may only use it from the CLI. By simply
typing the name, you will be presented with the following text:
Mod2Exe 1.05
Written by Allan Saddi.
Copyright © 1991 By Philosophy SoftWorks.
All Rights Reserved.
Usage: Mod2Exe <mod file> <executable file> [PAL] [ICON]
This line (beginning with Usage) is the "Syntax" line. It shows you in
what order the program expects the information (parameters). Following is
a brief explanation of the parameters.
The "mod file" field is the path/name of the source mod file. "Executable
file" is the destination path/name for the executable. Use the "PAL"
switch if you wish that the mod is played in PAL speed. Use the "ICON"
switch if you want the program to automatically write an icon out for the
created executable.
Version 1.05 Note: The mod should play at the right speeds now, even on PAL
machines. This is accountable to the fact that the play routines, normally
timed on the vertical blank frequency, is now timed on one of CIAB's timers.
Also, the executable mod will attempt to allocate the audio channels now --
to keep other programs from using the audio simultaneously and possibly
crashing the machine. Also note that Mod2Exe and KillPlayer are both
re-entrant and pure. Unfortunately, executable mods are not. I may fix this
in a later version. - Allan
.------------------------.
|** How it works (2.0) **|
`------------------------'
Basically everything is the same here. To use the program, select "All
files" in the "window/show" menus in the current directory's window. Click
on Mod2Exe's icon or name (depending on how you have 2.0 configured). Now,
a window entitled "Execute a file" should pop up. In the window should be
a string gadget and the words "Enter command arguments:". In the string
gadget should be the word "Mod2Exe" already. Now type the parameters in
the requester just like you would type them from the CLI.
2.0 will now open a window entitled "Command output window" (or something
to that effect). Mod2Exe will work for a little while, and as soon as you
think its done, close the output window.
.--------------------------.
|** ...and like magic... **|
`--------------------------'
And presto chango! You should now have a completely executable mod. We
suggest that (as you should before doing ANYTHING new) you save everything
that might get lost if you crashed as you try and run your new executable.
This is not insecurity on our parts, just preventive thinking. This step
is ESPECIALLY important on machines that have configurations other than the
suggested setup.
Double click on the mod's icon or type its name from the CLI and be
prepared to be thrilled with your great sounding mod (remember, MS-DOS'ers
pay a high premium for half of the Amiga's sound ability, so think of a
beamer: don't take your mods for granted). :-)
.-----------------------.
|** Stopping Mod Play **|
`-----------------------'
To stop a mod from playing, simply double click (or type from the CLI) the
"KillPlayer" icon. This will abort whatever song is in progress.
Additionally, if you double click (or type from the CLI) the name of any
executable mod (including the current one) the player stops.
.--------------------.
|** Error messages **|
`--------------------'
The process is so simple you really shouldn't run into any errors except
due to typos. Occasionally with rather large mods, you may run into a
situation where you run out of memory. In this case, you don't have very
many options unless you take it over to a friend's house who has more
memory or something. In any case, a self-explaintory error message will be
displayed upon a failure.
.-----------------.
|** Legal Stuff **|
`-----------------'
You may freely copy this program as long as all the files included within
this archive are distributed along with the executable. Also, you may
not alter any of them in any way. If you have an idea or suggestion for the
author, discuss it with him, DO NOT make your own changes and then
distribute the altered version. We do not assume any liability for any
damages caused through the use of this program. It has been tested for bugs,
however we make no guarentees that it will work exactly as described. You
are accepting this software "AS IS". There is NO guarentee made that it will
perform to your expectations. By using this software you are acknowledging
the fact that you have read this documentation and agree with the terms of
licensing stated above.
Mod2Exe is being released under the term "freely distributable". You MAY
copy it, include it in collections, upload it to BBSs, anything you see
fit, as long as the following 3 conditions are met. 1) You do not make ANY
money whatsoever off of it. This is not to be confused with money from
duplicating costs or modest media expenses. 2) The entire archive remains
INTACT and UNCHANGED!! This is extremely important!! I don't believe that
it is necessary to go into the particulars of this. 3) You are giving it
to someone who will--to the best of your knowledge--respect these
conditions as well. Thank you.
-------------------------------------------------------
Mod2Exe Credits
Programmed by Allan Saddi
Docs & Icons by Kelly Hallman
Idea & Testing by Richard Jones
Additional Testing by Jeff Castle
and Robbie Van Buren
-------------------------------------------------------
Send all comments, suggestions, pats on back to:
Snail Mail:
Allan Saddi
929 West Creston
Santa Maria, CA 93454
Internet Mail:
asaddi@caticsuf.CSUFresno.EDU
-------------------------------------------------------
Send all bug reports to NIL: !! :-)
-------------------------------------------------------
Mod2Exe © 1991 by Philosophy SoftWorks
Version 1.00 Release Date: 12/01/91
Version 1.05 Release Date: 01/04/92
-------------------------------------------------------