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- KingMod Documentation
- _____________________
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- ____
- _ ver 1.1
-
- Graphical Module Editor
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- Copyright (C) 1993 Christopher E. Kingsbury
-
- Copyright and License
-
- Both this document and the KingMod application are copyrighted by
- Christopher E. Kingsbury. Neither the KingMod program or it's
- documentation may be altered in any manner.
-
- KingMod is completely a Public Domain program. This means that
- anyone may own this program free of charge. In fact, I encourage
- all of you to give of copy of this to your family, friends, and
- local computer billboards.
-
- There is no warranty of any kind, and the copyright owner is not
- liable for damages of any kind. By using this software, you agree
- to all the above terms.
-
- TABLE OF CONTENTS
-
- Chapter 1 Introduction
-
- Chapter 2 Overview
-
- Chapter 3 Hardware Requirements
-
- Chapter 4 Music Theory Overview
-
- Chapter 5 Using the Graphical Interface
-
- Chapter 6 Construction of a Module
-
- Chapter 7 Composing Music
-
- Chapter 8 Menu Functions
-
- Chapter 9 Error Messages
-
- Chapter 10 Getting in Touch With The Author
-
- Chapter 11 Possible Improvements for Next Release
- Chapter One
-
- Introduction
-
- Thank you for giving KingMod a test drive. This program is the
- second release of hopefully what will be long line of graphical
- module editors for the IBM personal computer & compatible family.
- I originally started composing KingMod about 4 months ago, not
- knowing how large the program would become, or how many endless
- hours I would spend programming and debugging. However, I think
- the final product, which took about 1 1/2 months appears to be
- worth all the work.
-
- Today, you now possess Version 1.1. This version is an expansion
- of KingMod's original premise to create a graphical module editor,
- both simple in use, but extremely powerful. With the input of
- people like you, I was able to optimize the program towards a users
- standpoint, not the programmers.
-
- If you were to evaluate all of the other module editors available
- for the IBM PCs and compatibles you would probably find many
- similarities. Nonetheless, you would probably not find one module
- editor that supports Extended Memory, editing of modules over 2
- Megs in size, playback over many devices, and with the hardware
- compatibility that KingMod can offer you.
-
- I would like to take this time to thank all of you out there that
- have notified me of bugs and recommend suggestions. Especially
- Vincent Giovannone for all the time he spend BETA testing and
- proving recommendations, and Arthur Bouvier for his BETA testing,
- recommendations, and mouse routines.
-
- Chapter Two
-
- Overview
-
- What is a Module? A Module is a music file that was originally
- designed for the Amiga. A tracker is a program used to play
- modules. Modules consist of digitized sound and sequencing
- information used to play music. Within a module, you can play up
- to four separate tracks simultaneously, with up to 31 different
- instruments (called samples).
-
- KingMod is both a module editor and tracker. It allows you to edit
- and create modules within the program, and play them back from
- within the editor. Unlike most module editors for the IBM family
- and compatibles, this program is graphically based, and for the
- most part musically correct.
-
- Although KingMod can read in a standard module file, it will save
- extra data pertinent to KingMod within the module. In order to
- accomplish this, KingMod requires the use of the 31 sample for it's
- own purposes. By using just the 31st sample, KingMod is able to
- save a music file in the standard module format, allowing
- compatibility with all other editors and players, while retaining
- other important data, including: key signature, sample colors, and
- the sharps and flats within the song. I feel that loosing one
- sample out of 31 is a very good compromise, considering the
- benefits that are gained.
-
- Note: To remove the KingMod Data Area, you will need to load the
- module into another module editor, and remove the 31 sample.
- However, if you are doing this to save space, it's not really
- necessary because it only takes 4134 bytes, and usually compress
- quite well.
-
- I would like to take this time to mention the excellent module
- playing routines that I used in KingMod. They were created by Mark
- J. Cox. The package that he has produced is called MODOBJ, and is
- very easy to integrate into Turbo Pascal programs. You can find
- this program as many FTP sites, including ftp.brad.ac.uk in the
- /misc/msdos/mp directory.
-
- Chapter Three
-
- Hardware Requirements
-
- - 268 Computer or higher
- - VGA Monitor
- - Microsoft compatible mouse
- - Hard Drive
- - At least 1 Meg of hard drive space
-
- The following hardware is recommend but not required, and can
- dramatically improve the performance of KingMod:
- - 386 Computer or higher
- - Sound Card
- - Extended Memory
- - Expanded Memory
-
- Hard disk memory requirements
- Because the playing routines used within this program require
- heavy use of the harddrive, some functions within the program
- are delayed by the harddrive. However, by using a disk
- caching program, such as smartdrive, supplied with most
- Microsoft products, the delays can almost be alleviated. To
- figure out how much hard disk memory you will need to use
- KingMod, use the following formula:
- 16384 + ModSize + LargestPresentSampleSize = mem required
- To see how much free hard disk space you have on your
- computer, type the following command at the DOS prompt:
- CHKDSK
- If you would like to dramatically improve the performance of
- KingMod, you can create a RAM drive with either your expanded
- or extended memory. KingMod will use the RAM drive as it's
- temporary swap disk, which are much faster than the fastest
- disk drives available. To create a swap disk, place the
- following line into your CONFIG.SYS file
- device=ramdrive.sys [bbbb] 128 64 [/E] [/A]
- - bbbb states the disk size, use the formula above to
- calculate this number.
- - /E tells the computer to create the disk in extended
- memory. If you use this switch, you cannot use the
- /A switch.
- - /A tells the computer to create the disk in expanded
- memory. If you use this switch, you cannot use the
- /E switch.
-
- Extended memory requirements
- KingMod has the ability to use extended memory, which will
- dramatically improve the performance of Kingmod, as long as
- you are using a memory manager. Upon boot up of the program,
- Kingmod will automatically detect whether or not your computer
- has extended memory. You will need approximately 400
- kilobytes or more of free extended memory. To see how much
- extended memory your computer has, type the following command
- at the DOS prompt:
- MEM
-
- Expanded memory requirements
- Kingmod has the ability to use expanded memory, as long as you
- are using memory manager. However, the performance increase
- will not be nearly as great as that achieved through the use
- of extended memory. Kingmod will automatically detect whether
- or not you computer has expanded memory. You will need
- approximately 100 kilobytes or more of free expanded memory.
- To see how much expanded memory your computer has, type the
- following command at the DOS prompt:
- MEM
-
- Chapter Four
-
- Music Theory Overview
-
- Note: If you are already familiar with the basic concepts of music,
- then you can skip this chapter.
-
- First of all, I am not a music major and I do not claim that my
- music knowledge is anywhere near most musically talented people.
- If any of you think that you can write a better/more comprehendible
- section, I would be very happy if you were to compose and mail it
- to me, for use in the next manual, and I will give you full credit.
- Although this section is by noway complete, I feel that this
- section is needed for people who have not yet had experience with
- music and musical notation or would just like a review.
-
- Notes
- Notation is the representation of music on paper, or in this
- case, on the computer screen. The first and most basic
- element found in music is the note, a symbol representing both
- the length and pitch of a sound. The following chart
- illustrates all the note lengths and how they compare with
- each other.
-
- Whole X-------------------------------
- Half X---------------X---------------
- Quarter X-------X-------X-------X-------
- Eighth X---X---X---X---X---X---X---X---
- Sixteenth X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-
- Thirty-Second XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
-
- Although the Thirty-Second note is not the last note length
- (there is actually no real note length in music), KingMod's
- shortest note value will be the thirty-second note. Within
- the program, a thirty-second note will receive one count, a
- sixteenth note will receive two counts, and a whole note will
- receive 32 counts.
-
- Notes are physically constructed of 3 parts, the head, stem
- and hook. The round part of the note is called the head.
- Attached to the head is a line called the stem. Finally,
- attached to the stem is a curved line called the stem. The
- following chart describes the physical construction of each of
- the notes.
- Whole Has no tail or hook, a non-filled circle
- Half Has no hook, it resembles a whole note with a stem
- Quarter Has no hook, Resembles a half note, circle is filled
- Eighth Resembles a Quarter note, with one hook
- Sixteenth Resembles an Eighth note, with two hooks
- Thirty-Second Resembles a Sixteenth note, with three hooks
-
- Rests
- The symbol which represents silent passages in music are
- called rests. The length of a rest is represented in the same
- format as that of the note values, however, rest take
- different physical shapes. The following chart describes the
- physical construction of the rests.
- Whole A rectangular box, hanging from top of a staff line
- Half A rectangular box, sitting on top of a staff line
- Quarter A vertical squiggly line (you have to see it)
- Eighth A small circle attached to a slanted line
- Sixteenth Two small circles attached to a slanted line
- Thirty-Second Three small circles attached to a slanted line
-
- Staff
- A staff is a collection of five parallel lines in which notes
- and rests are placed. Notes can be placed on both the lines
- and the spaces between the lines. The higher up on the staff
- the note is, the higher the pitch of the note. Likewise, the
- lower the note is on the staff, the lower the pitch of the
- note will be. Usually, 2 staffs will be placed together to
- allow for the greatest amount of range. The upper staff is
- called the treble clef while the lower staff is called the
- base clef. Each position within the staff is represented by
- a letter "A" .."G". The following chart displays both staffs,
- and their character names.
- G
- -----------F---------------------------------------------------
- E
- -----------D---------------------------------------------------
- C
- -----------B---------------------------------------------------
- A
- -----------G---------------------------------------------------
- F
- -----------E---------------------------------------------------
- D
- C
- B
- -----------A---------------------------------------------------
- G
- -----------F---------------------------------------------------
- E
- -----------D---------------------------------------------------
- C
- -----------B---------------------------------------------------
- A
- -----------G----------------------------------------------------
- F
- Although there are only twenty-three different note positions
- shown on the staff, It is still possible to display and play
- notes that are both lower and higher than the two staffs.
- Within Kingmod, notes lower than the bass clef are accompanied
- by a number. This number represents how many octaves lower
- the note really is. Notes that are higher than the treble
- clef are also accompanied by a number. This number represents
- how many octaves higher the note actually is.
-
- Sharps and Flats.
- Now to make things more complicated, I'll try and explain
- sharps and flats. These are halfsteps between 2 consecutive
- notes. Sharps and flats are called accidentals in the music
- field. A sharp note is a note that is played one halfstep
- higher than it's position on the staff. Sharp notes are
- regular notes with a pounds sign "#". A flat notes is a note
- that is played a halfstep lower than it's position on the
- staff. Flat notes are regular notes with a symbol that is
- similar to the letter "b". Notes that are neither flat not
- sharp are called natural. Only certain notes can be sharp nor
- flat. Notes that can be sharp are F, C, G, D, A. Notes that
- can be flat are B, E, A, D, G.
-
- When writing music, most composers will usually decide whether
- they will be using sharps or flats in there song, and which
- notes will be sharp or flat. This is what is known as the key
- signature, and usually holds true through the remainder of the
- song. However, the composer is not required to stick to this
- key signature. When choosing a key signature, you must abide
- by two rules. First you cannot have both flats and sharps in
- the same key signature. Second, you must choose them in the
- following consecutive order.
- Sharps: F C G D A
- Flats : B E A D G
- Thus, if you decide that your song will have three flats, then
- the key signature will be F, C, G.
-
- Note: Although I mentioned that you cannot sharp B and E or flat F
- and C, technically you can. B sharp is actually C, E sharp is
- actually F, F flat is actually E, and C flat is actually B.
-
- Now, through the combination of notes, rests and their lengths,
- music can be created. To put this into a little easier
- perspective, examine the following X,Y graph.
- |
- |
- |
- |X----------------------------------------->
- Note |
- Pitches |
- |
- |___________________________________________
- Note Length
-
- Putting it all Together
- Now that you have the basic idea of musical notation down, I will
- attempt to explain how you can put all of this together to create
- a song.
-
- Measures
- Most music is composed of measures, much like novels are
- composed of sentences. Measure provide a means in which to
- break down the music into more readable sections. For our
- purpose, each measure in KingMod will be capable of holding;
- 32 Thirty-Second notes, or 16 Sixteenth notes, or 8 Eighth
- notes, or 4 quarter notes, or 2 Half notes, or 1 Whole note.
- Each measure can have any combination of the prementioned
- notes. If the total value of all the notes in a measure
- exceeds 32, then you have what is called carrying. This means
- that the remainder (total of notes - 32) will be added to the
- beginning of the next measure. For example, if a measure has
- 1 half note and then 1 whole note, a carry of sixteen will be
- added to the beginning of the next measure. In KingMod,
- carries are represented by blank spaces at the beginning of a
- measure.
-
- Chapter Five
-
- Using the Graphical Interface
-
- This purpose of this chapter is to describe and explain all of the
- graphical interface tools in this program. The following tools
- will be included in the chapter:
- - Menu Bar
- - Status Window
- - Button
- - Icon
- - Pop Up Menu
- - Scroll Bar
- - Scroll List
- - Text Window
- - File/Directory Window
-
- Menu Bar
- A menu bar is a hierarchal graphic tool containing both
- headings and subheadings. KingMod contains one menu bar at
- the top of the screen. It contains the following headings;
- File, Edit, Play, Sample, and Music. Associated with each
- heading is a list of subheadings. To use the menu bar, just
- place the mouse anywhere over the menu bar then press and hold
- down the left mouse button. While are holding the left button
- down, you can move the mouse back and forth across the menu
- bar to view each of the subheading menus. To select one of
- the subheadings, first place the mouse over the heading you
- want to select and press the mouse button. The subheading bar
- will now appear. Move the mouse into this bar while your
- still holding the left mouse button down, and you will see a
- pink bar hilight the subheading that the mouse is currently
- over. If you wish to look under a different heading, just
- move the mouse over to the heading and it's corresponding
- subheading list will be displayed. If you want to select one
- of the subheadings, first make sure that the mouse is over the
- subheading and it is hilighted, then, release the left mouse
- buttons. If you do not wish to select anything in the menu
- bar after you have entered it, just make sure that the mouse
- is not over any of the subheading bars, and release the left
- mouse buttons.
-
- Status Window
- A status window is a window that displays pertinent
- information about the program to the user. They are
- completely controlled by the program, and require no
- interaction whatsoever by the user.
-
- Button
- A button is a button (what else can I say) with a short saying
- as to what will happen if you press the button. To use a
- button, first place the mouse over the button, then press the
- left mouse button. You will know that you have pressed the
- button, because the button will retract. To finish, make sure
- that the mouse is still over the button, and release the left
- mouse button. If you have pressed the button, then move the
- mouse away from the button, the button will expand, until you
- move the mouse back over the button.
-
- Icon
- An icon is a picture/image/representation of an action or
- object within KingMod. Within this program, icons are used to
- represent the different note and rest values. They are also
- used to simplify movement through the music. To use an icon,
- just move the mouse over the icon you wish to select, then
- press and release the left mouse button.
-
- Pop Up Menu Bar
- A pop up menu bar is similar to a menu bar, with the exception
- that there are no headings. They resemble a three dimensional
- box, protruding outward, with it's selected value in the
- center. Follow these instructions in order to use a pop up
- menu bar. First, move the mouse over the pop up menu bar you
- wish to select. Next, press the left mouse button, and hold
- it down. A new window will now appear containing all of the
- selectable values within the menu. To select one of the
- values, first make sure that you have not released the left
- mouse button. Second, move the mouse onto the value you
- desire, make sure that it is hilighted. You will know what
- value that you have selected, because it will be displayed as
- the new selected value in the pop up menu bar. If you have
- entered the sub heading menu but do not wish to select any of
- the items, just remove the mouse from the menu, and release
- the mouse button. The original selection will then be re-
- selected.
-
- Scroll Bar
- A scroll bar is similar to a slide rule. It is composed of a
- ruler with a central sliding piece. At each end of the ruler
- is an arrow. Associated with scroll bars are numeric values
- which correspond with the slides position within the ruler.
- To figure out the value of a scroll bar, first you must
- determine whether the bar is vertical or horizontal. If the
- bar is vertical and the slide is at the top, then the bar
- value is zero. If the bar is vertical and the slide is at
- the bottom, then it is set to the scroll bars highest value.
- If the bar is horizontal and the slide section is all the way
- to the right, then it is set to zero. If the bar is
- horizontal and the slide is all the way to the left, then it
- is set to the scroll bars highest value. There are three ways
- to move the slide along the ruler. First you can use the
- arrows. Just place the mouse over the arrow pointing in the
- direction you want to move, then press and release the left
- mouse button. The slide value will then be incremented or
- decremented by one. Second, you can grasp ahold of the slide,
- and drag it to the position you desire. To accomplish this,
- place the mouse over the slide, press and hold the left mouse
- button, move the slide to the position you desire, then
- release the mouse button. Third, you can increment the scroll
- bar value by 2 by placing the mouse either in front of or
- behind the slide, but along the ruler, and pressing and
- releasing the left mouse button.
-
- Scroll List
- A scroll list is basically a list of something, such as a list
- of files. Scroll lists are usually used to display multiple
- lines of text, or a scroll list can also contain items from
- which the user can select from. They are composed of one
- scroll bar, and a text list area. The list is composed of
- text, where each value is placed on a separate line. Moving
- about a list is quite easy. First you can use the scroll bar
- to scroll the text list up and down, until you find something
- from the list you would like to select. To select the item,
- just place the mouse over the item, and press and release the
- left mouse button. You will know that you selected it because
- the item will be hilighted. Another way to move through the
- list is to click the left mouse button in the list area.
- While holding down the left button, move the mouse either
- above or below the list. You will see the list scroll in the
- direction that your mouse is. Once the item you want to
- select has scrolled into reach, just move you mouse over the
- item while you are still holding down the left mouse button,
- and release the button. The item should know be selected. To
- quickly select an item within the scroll lists, you can double
- click on the item.
-
- Text Window
- A text window is an area in which you can write and edit text.
- A text window is composed of a rectangular box, in which text
- is displayed. To enter text into an empty text window, just
- place the mouse over the box, and press and release the left
- mouse button. A line called an I-Beam will appear. This I-
- Beam is the cursor, it tells you where you are about to enter
- or delete characters. Once the I-Beam appears, you can start
- entering text just like a word processor. The following keys
- are legal; Alphabetic; Numeric; Space; Left & Right arrow;
- Delete; Backspace; & Return. Do not worry about running out
- of room in the text box, because it the text will scroll. You
- will be limited to 256 characters. Once you have finished
- entering your text, either press return or move the mouse out
- of the box and press and release the left mouse button. To
- edit text, you can place the mouse in the box, press the left
- mouse button, and edit just as you have entered in the text.
- Or, you can place the mouse in the box, then press and hold
- the right mouse button. While holding the mouse button down,
- you can move the mouse back and forth, and hilight regions of
- text. To stop hilighting text, you must release the right
- mouse button. Now that the text is hilighted, you can use
- either the delete or backspace key to delete all the text that
- you have hilighted. Or, if you do not want to delete the
- hilighted text, just place the mouse over the text box, and
- press and release the left mouse button.
-
- File and Directory Window
- The file and directory window is a window containing most of
- the formentioned graphical interface tools, in which the user
- can select files. The window can be found in many areas of
- Kingmod, including reading and saving Module and Samples. The
- window contains a scrollable list on the left side, displaying
- all the files and directories in the current directory. There
- are two text boxes on the right. The top text box contains
- the current working directory. The bottom text box is used
- for manually typing in the filename. At the bottom right of
- the screen are two buttons. One say "Done" and the other says
- "Cancel", I think that these functions are self explanatory.
- To use the file and directory window, first make sure that you
- are in the correct directory. If you are not, then change the
- directory in the directory window. Then select the filename
- from the scrollable list and press the "Done" button. Another
- way to enter in a filename is to directly enter in the name in
- the filename text window. If you do not specify a directory
- when manually entering the filename in the filename textbox,
- the default directory will be used. If you have entered the
- file and directory window, and wish to get out without
- selecting a file, just press the cancel button.
-
- Chapter 6
-
- Construction of a Module in the KingMod Format
-
- Basic Composition
- - Name
- - Samples
- - Music
-
- Name
- Each module contains a name that can be up to 20 characters
- long.
-
- Samples
- Modules can hold up to 30 different instruments called
- samples. Samples are digitally recorded pieces of music.
- These sample can range from recordings of musical instruments,
- noises, human voices, or whatever else you can think to
- record. Each sample can be up to 65,535 bytes in size.
- Associated with each sample are the following:
- - Name
- - Volume
- - Repeat Point
- - Repeat Length
-
- Sample Name
- The name is where you can store the name of the sample, up to
- 22 characters in length
-
- Sample Volume
- The volume is the default volume of the sample. The value
- must be in the range of 0 - 64, with 64 the loudest. This
- value is only the default, the volume of every note can be
- changed anytime from within the music.
-
- Sample Repeat Point and Repeat Length
- The repeat point and repeat length are two variables which
- allow you to make the sample play endlessly. The repeat point
- represents the starting point of the repeat, in bytes. The
- repeat length represent how many bytes should be played after
- the repeat point, in bytes. For example: If you had an
- sample that is 10,000 bytes in size, you could set the repeat
- point at 8,000 and the repeat length at 2,000. When the
- sample is played, it will first play through the whole thing
- completely. Once it reached the end, it will jump backwards
- to the repeat point, and play the number of bytes represented
- by the repeat length, then jump back to the repeat point.
- This will in a never-ending loop.
-
- Music
- Each module can contain a very large music section. Each
- module can contain up to 128 measures for each track (a track
- is a single line of music. Modules can play up to 4 tracks
- simultaneously.). Only one measure will be displayed on a
- page at any time. Each song starts at page 1 and ends at page
- 128. The combination of two pages is called a pattern. A
- module can contain up to 64 different patterns.
- Each pattern can contain up to 64 different notes, thus
- each track can contain up to 4096 different notes. Each note
- has an associated sample number and effect field. The sample
- number field represents the sample that will be used for this
- note. The effect field represents the effect that will be
- used when playing the note.
-
- Creating You Own Samples
- There are many ways in which you can create your own samples.
- Probably the easiest way is to get a copy of BLASTER Master
- (C) Gary Maddox. Within this excellent program you can record
- and manipulate your own sound files, including VOC and WAV.
- Then, if you would like to import them into KingMod as a
- sample, all you have to do is save the sound files in the .NTI
- format.
-
- There are other programs out there that will accomplish this,
- including SOX. However, this program is much more complicated
- than BLASTER Master.
-
- BLASTER Master can be found at just about any BBS you can
- find. SOX gets around, but is still hard to find. If you
- have Internet access, you can find both of these programs at
- WUARCHIVE.WUSTL.EDU in the /mirrors/msdos/sound directory.
-
- NOTE: You cannot load VOC or WAV files directly into KingMod.
- They must be converted with one of the previously mentioned
- programs.
-
- Chapter 7
-
- Composing Music
-
- Composing music within KingMod is quite easy. The editor is simple
- enough for the beginner, however is powerful enough for even the
- most proficient moduler (a person who composses modules). The
- following paragraph gives a brief description of the editor layout.
- _____________________________________________________
- | Menu Bar | Status Window |
- |__________________________________|__________________|
- | |
- | Track 1 |
- | |
- | Track 2 |
- | |
- | Track 3 |
- | |
- | Track 4 |
- |_____________________________________________________|
- | Icons | Sample Effects |
- |__________________________________|__________________|
-
- Selecting Samples
- The first thing you need to do before you can start composing
- your music to is select an instrument. Choose "Load Sample"
- from the sample menu. The sample window should appear. This
- is a list containing all of the samples currently being used
- in your song. Hilight item #1, the first item. Now press the
- Done button. The File and Directory window should now appear,
- and you can select the sample you would like to load. For now
- on, that sample will be designated sample #1. You can load up
- to 30 samples in the same manner.
-
- Entering Notes
- In order to compose music, you must first select a note value.
- Press one of the note icons at the bottom. If you cannot tell
- which icons are the note icon, they are the white ones. They
- are displayed in this order: Whole, Half, Quarter, Eighth,
- Sixteenth, and Thirty-Second. Once you have selected the note
- length, move the mouse into the track and staff position (note
- value, for example "A", "B", "C") in which you would like to
- place the note. Then, just press left mouse button. As long
- as you hold down the left mouse button, you will be able to
- move the note around the tracks and the staffs. But, when you
- release the left mouse button, the note will permanently be
- placed at that position. No matter where you place the mouse
- on the staff, the note will move as far to the left as
- possible, in accordance with the note before it. To insert
- one note after the other, just move the mouse to the right of
- the last note in the track you wish to enter. You will notice
- by selecting different note values that a Thirty-Second note
- only takes one space, while a Eighth note takes up 4 spaces.
- This allows you to exactly know when each note will be played.
-
- Inserting Notes
- To insert a note, first make sure that you have selected the
- right note length from the icons. Then just place the mouse
- at the desired staff position and between the two notes you
- wish to insert this new note, and press and release the left
- mouse button. Or, you can insert the note anywhere on any
- staff, and while holding down the left mouse button, move the
- note to the position you would like it, and release the left
- mouse button. The note should now be inserted.
-
- Editing Notes
- To edit a note, select the arrow icon at the bottom left of
- the icon bar. Then, place the mouse over the note you would
- like to edit, and press and hold the left mouse button. You
- will then be able to move the note to any position in the
- screen you would like, similar to when you are entering notes.
-
- Entering Rest
- Entering a rest is done just like you enter notes, however,
- you do not have to designate any staff position. The rest
- will automatically be placed in the center of the top staff of
- the track you selected.
-
- Inserting a Rest
- Inserting a rest is exactly the same as inserting a note.
-
- Editing a Rest
- Editing a rest is exactly the same as editing a note.
-
- Entering Sharp and Flat Notes
- To enter a sharp or flat note, first select the desired offset
- from the bottom left pop up menu called the offset pop up
- menu. From now on, every note that you enter will have the
- offset that the offset pop up menu specifies.
-
- Setting the Notes Effect
- Every note and rest in a module can have an effect. The
- effect field can be used to set volumes, song speed, attack
- rates, slides, ect... Each effect and there values will be
- described below. To change the effect of notes to be entered,
- select the effect that you want from the large pop up menu at
- the bottom right of the screen. From now on, all notes that
- you enter will have that effect, until you change it. If a
- note has an effect, then its index character "A".."P" will be
- displayed along side of the note.
-
- The following explains how each of the effect work. For
- simplification, the first effect number will be designated as
- x, and the second effect number will be designated as y. If
- both x and y are together, then it means that x is then tens
- value, and y is the ones value.
-
- A - None / Arepeggiation
- This causes the note to flutter between the original note, and
- in halfstep increments of x + y. Note: if you specify zero
- for both the x and y values, then the note has no effect, and
- no effect letter will be displayed next to the note.
-
- B - Slide Up
- This causes the pitch to slide up at xy speed.
-
- C - Slide Down
- This causes the pitch to slide down at xy speed.
-
- D - Slide To Note
- This causes the pitch to slide towards the note as xy speed.
-
- E - Vibrato
- This causes the note to become vibrato, with x as the speed,
- and y is the vibrato depth.
-
- F - Slide to Note + Volume Slide
- Slides to a note, while the volume is also sliding. If X is
- specified, then x will be the speed that the volume will slide
- up. If Y is specified, then y will be the speed that the
- volume will slide down.
-
- G - Vibrato + Volume Slide
- This causes the note to have a vibrato effect while the volume
- is sliding. X is the speed to slide the volume up while y is
- the speed to slide the volume down.
-
- H - Tremolo
- This causes the volume of the note to tremor. X is the speed
- of the tremor, and y is it's depth.
-
- I - Not In Use
-
- J - Set Sample Offset
- This effect allows the user to play a sample from a specified
- byte in the sample length. To compute the byte to start at,
- multiply xy * 256.
-
- K - Volume Slide
- This causes the volume to slide up or down. X is the up
- speed, and y is the down speed.
-
- L - Position Jump
- This effect will make the song immediately jump to the pattern
- specified in xy (hexadecimal)
-
- M - Set Volume
- This cause the note to be played at the volume xy.
-
- N - Pattern Break
- This causes the current pattern to stop, and jumps to the next
- pattern in the module.
-
- O - Other Option
-
- P - Set Speed
- This effect will set the speed of the whole song using the xy
- value. The lower the number, the faster.
-
- Setting the Notes Effect Numbers
- Each effect has two numbers used to determine certain
- characteristics of that effect when it is played. The two
- small pop up menus at the bottom right of the screen are the
- effect numbers. The right menu is the ones field, while the
- left menu is the tens field. To change the effect numbers of
- notes to be entered, select the effect numbers that you want
- from the two effect number pop up menus. From now on, all
- notes that you enter will have that effect number, until you
- change it.
-
- Moving Through the Music
- To move through the music, you will use the 4 bottom left
- icons. The first icon, "BOF", stands for Beginning of File,
- which will bring you to first page in your music composition.
- The second icon is a left arrow, which will move you one page
- backwards. The third icon is a right arrow, which will move
- you one page forwards. The fourth icon, "EOF", stands for End
- Of File, and will move you to the last page that you have
- composed. When you use the right arrow icon to move to the
- next page, the program will automatically search the previous
- page and fill in rest where they are required, so you do not
- have to do it yourself, likewise with EOF.
-
- Setting the I-Beam
- To set the I-beam, just place the mouse button in the position
- and track that you wish to place the beam in. Now, press and
- release the right mouse button. An I-Beam should know appear
- in the position that you have selected. The following chapter
- explains how to use the I-beam.
-
- Hilighting Music
- To hilight music, place the mouse either to the left or right
- of the note or notes in the track that you would like to
- hilight, and press and hold the right mouse. Now move the
- mouse either left or right until all of the notes that you
- would like to hilight are hilighted. To unhilight a note or
- notes, just click, press, and release the right mouse button
- anywhere on any of the staffs. The following chapter explains
- how to use the hilight beam.
-
- Changing the Effect & Effect Numbers of a Note Already Entered.
- To change the effect & effect numbers of a note already
- entered, just hilight the note, or notes, and change the
- effect pop up menus to the desired effect and effect numbers.
- All of the hilighted notes will then be set to the new effect
- values. Once you unhilight the notes, the pop up menus will
- return back to their original state before the last operation
- occurred.
-
- Making a Note Already Entered Sharp, Flat, Or Natural
- To change the offset of a note that has already been entered,
- just hilight the note, or notes, and change the offset pop up
- menu to the desired offset. All of the hilighted notes will
- then be set to the new offset values. Once you unhilight the
- notes, the offset pop up menu will return back to it's
- original state before the last operation occurred.
-
- Changing the Sample Number of A Note Already Entered
- To change the sample number of a note that has already been
- entered, just hilight the note or notes, the do the following.
- Select "Set Current" from the Sample menu. Then select the
- new sample number from the sample list. All the notes that
- you have hilighted will then be set to the new sample that you
- have selected.
-
- Or, you can hilight the note or notes that you would like to
- change, and select the sample from the sample popupmenu at the
- bottom left of the screen.
-
-
- Chapter 8
-
- Menu Functions
-
- File
-
- Load
- This function is used for loading modules into Kingmod. The
- function works for normal modules and KingMod format modules.
- Any module that is currently in memory will be deleted.
-
- New
- This function removes the current module, including the
- samples from memory, so you can start a new module.
-
-
- Save
- This function saves the current module that is in memory. It
- will only save the module in KingMod format.
-
- File Settings
- This function allows the user to configure how the non KingMod
- modules will be loaded into the KingMod editor. When
- selected, a window will pop up with two pop up menus and two
- buttons. The first pop up menu is used to determine whether
- notes will be read in as flats or sharps. When set to Sharps,
- all notes that are not natural will be read in a Sharps, and
- visa vera for flats. The second pop up menu is used to
- determine how to optimize the module as it reads it in. If it
- is set to 0, then every note will be read in as a thirty-
- second note. If it is set to 2, the KingMod will attempt to
- combine any thirty-second notes that are next to rest. When
- set to 1/32, then KingMod will fully optimize all modules that
- are read into the editor. I recommend that you leave this
- setting at 1/32. Both of these options have no effect on
- modules that are already in the KingMod format.
-
- Environment
- This function brings up a window with the following text
- windows; Swap Directory; Module Directory; Sample Directory;
- Module extension; and Sample Extension. These text boxes
- designate where all of the files will be stored, and what
- their extensions will be. The Swap Directory is where the
- program will place it's temporary swap files (if you make this
- directory a RAM Disk, then the performance of KingMod will
- increase dramatically). The module directory is where all of
- your modules are located. The sample directory is where all
- of your samples are located. The Module and Sample extensions
- are the DOS extensions that you normally associate with your
- modules and samples, for example *.mod & *.sam.
-
- There is a popupmenu in this window that allows you to specify
- whether or not the hotkeys can be activated while music is
- playing. I included this function, because sometimes you can
- get better sound quality when you turn of the hotkeys. This
- is especially noticeable when you are playing through the PC
- speaker.
-
- Mouse Environment
- This function brings up a window with the following 2 scroll
- bars. The first scroll bar controls the speed at which a
- double click is defined. The faster you set it, the faster
- you must double click the mouse button. The second scroll bar
- sets the mouse sensitivity. The faster you set this value,
- the more units the mouse pointer will move in accordance with
- your mouse. When your done, just press Done. If you do not
- want to save you changes, just press cancel.
-
- Environ Colors
- This function brings up a window with 1 scroll list, 2
- buttons, and 16 different color palettes. The purpose of this
- window is to allow you to change the default colors of the
- KingMod editor. Select the graphical tool from the scroll
- list, then choose the place the mouse over the color you would
- like to select, and press the left mouse button. The Color
- you selected should then indent. When you are done, press the
- done button, and the screen should redraw in accordance with
- the new colors. Otherwise, select cancel.
-
- Note: When you change the hilight color, the different color
- palettes do not correspond to the color that will actually
- appear. You will have to do some experimentation, to figure
- out which color appeals to you the most.
-
- HotKeys
- This function brings up a window with a scroll list displaying
- all the different user defined hotkeys. Within the list are
- the different functions that you can select, and their
- associated keys. To change the hotkey of a certain function,
- hilight the function you would like to change, and press
- select. A small window will ask you to press a key. At this
- point press the key that you want associated with the
- function. When your done, just select the done button. The
- hotkeys will automatically be saved when you exit KingMod.
-
- Note: You can specify whether or not the hotkeys are
- functional when a module is playing through the environment
- function.
-
- About
- This function brings up the opening credit window, which
- displays the name, authors name, and author of module playing
- routines.
-
- Quit
- Quit leaves KingMod, and any module that is presently in
- memory is erased.
-
- Edit
-
- Cut
- This function copies any notes that are presently hilighted,
- and places them into the clipboard. Then, it deletes all the
- notes that are hilighted.
-
- Copy
- This function copies any notes that are presently hilighted,
- and places them into the clipboard.
-
- Paste
- This function places any notes that are in the clipboard at
- the position that the I Beam is located.
-
- Clear
- This function deletes all of the notes that are presently
- hilighted.
-
- Transpose
- This function brings up a window with two pop up windows, and
- two buttons. The first pop up window specifies how many
- octaves you want to transpose the hilighted notes. The second
- pop up menu specifies how may half-steps you want to transpose
- the hilighted notes. If you have entered this function, but
- do not want to transpose anything, just hit the cancel button,
- otherwise, hit the done button.
-
- Key Signature
- This function allows you to set the key signature for the
- song. When selected, a window will pop up with 2 pop up menu
- bars. The first menu specifies how many sharps the song will
- have. The second menu specifies how many flats the song will
- have. You cannot have both flats and sharps in the same key
- signature. Once you have set they key signature, from then
- on the computer will automatically sharpen or flatten all the
- notes in the keysignature that you enter that you enter.
-
- Goto Page
- This function allows you to specify a page to go to. When
- selected, a window will appear with a text box and two
- buttons. Enter the page number (must be greater than 0 and
- less than 129) then press Done. KingMod will automatically go
- to that page, or if the page doesn't exists, it will go to the
- end of the file. If you have entered this function but decide
- not to use it, just press cancel
-
-
- Sound
-
- Play Current Mod
- This function will play the mod that is currently in the
- editor.
-
- Play Disk Module
- This function will bring up the File and Directory menu, and
- allow you to select a module to play.
-
- Play Pattern
- This functions will play the current pattern of the current
- module in the editor.
-
- Play Track
- This function allows you to play a single track from the
- module. When selected, a window will pop up with five
- buttons. The buttons say Track 1, Track 2, Track 3, Track 4,
- and Cancel. Press the button that corresponds to the track
- that you would like to hear, otherwise press cancel to
- discontinue the process.
-
- Play HiLighted
- This function will play all of the notes that are presently
- hilighted.
-
- Playback Settings.
- This function allows you to configure the playback settings,
- including the sampling speed, output device, and track volume.
- When selected, a window will pop up with 3 pop up menus, 4
- scroll bars, and 2 buttons.
- The first pop up menu is used to control the device
- speed. By changing the value, you can modify the sound
- quality through the output device. The larger the number, the
- greater the sound quality. When you are using a Sound Blaster
- card, you do not have to set the device speed to a very high
- value (usually between 10,000 and 15,000). When you are using
- the PC speaker as the output device, you should set the device
- speed as high a possible, without locking up the program (On
- my 15 Megahertz 286 I have set the speed to 20,000. On my 50
- Megahertz 486, I have set the speed to 25,000). The higher
- the device speed, the slower KingMod will run while playing
- music.
- The second pop up menu is used to set the output device.
- It is quite simple. You just set it to the output device that
- you have on you computer. If you do not have a sound card,
- you can set it to output through your internal PC speaker.
- The third pop up menu is used to control the order in
- which the module will be played. If it is set to Continuous
- play, when KingMod has reached the end of the song, it will
- start playing the song from the beginning again. If it is set
- to Play Once, then KingMod will stop the module as soon as it
- has reached the modules end.
- The four scroll bars are used to set the volume of each
- track. You can change the volume of any track anytime, even
- as a module is playing. However, it will not take effect
- until you hit the done button.
-
- Stop Module
- This function will stop any module that is currently playing.
- If no module is currently playing, nothing will happen.
-
-
- Sample
-
- Set Current
- This function sets the default sample. The default sample is
- the sample that any notes entered into the module will be set
- to. Also, if any notes are hilighted, their associated sample
- will be set to the newly selected default sample. When
- selected, a window called the sample selection window will pop
- up. Just select the sample that you would like to be the
- default and press the done button, otherwise press cancel.
-
- Load Sample
- This function allows you to load a sample into the module.
- When selected, the sample selection window will appear. You
- must first choose a sample number that you want to load the
- sample into. If there is already a sample in the field you
- choose, that sample will be deleted first. Next, press the
- done button. The sample will then be loaded. It's name will
- be it's filename, it's volume will be set to 64, and both it's
- repeat point and repeat length will be set to zero. If you
- entered the load sample function, but did not wish to
- continue, just hit the cancel button.
-
- Save Sample
- This function allows you to save a sample that is in a module.
- When selected, the sample selection window will appear.
- First, you must choose the sample that you would like to save.
- The press the done button. The file and directory will then
- pop up, and you can then enter the filename of the sample you
- want to save. If at any time you want to cancel, just hit the
- cancel button.
-
- Edit Sample
- This function allows you to edit the attributes of a sample.
- When selected, the sample selection window will appear. You
- must first choose the sample that you wish to edit. Then hit
- the done button. A window will appear with the following
- information: Sample Name, Sample Length, Sample Volume, Repeat
- Point, Repeat Length, Tuning, Fine Tune, and color. The
- Tuning and Fine Tune fields are non functional at this point
- (I could not get the module player to respond to these
- fields). The sample name can be up to 22 characters. The
- sample volume must be in a range between 1 and 64. The repeat
- point should not be greater than the sample length. The
- repeat length + repeat point should not be greater than the
- sample length. To choose the color, just place the mouse over
- the color you want to select, and the color should appear in
- the color bar below.
-
- Remove Sample
- This function allows you to remove a sample that is currently
- in the module. When selected, the sample selection window
- will appear. You should then select the sample you would like
- to delete and press the done button. Otherwise, press the
- cancel button.
-
- Play Sample
- This function allows you to play a sample that is in the
- current module. When selected, the sample selection window
- will appear. First, you should select the sample that you
- would like to play. Next press the done button. You will
- hear the note played, and another window will pop up with the
- following four buttons: Higher, Lower, Done, and Play. If you
- would like to hear the note played again, press the play
- button. If you would like to hear the note played higher,
- press the higher button. If you want to hear the note played
- lower, press the lower button. Each time the note is
- incremented or decremented one half step. When you are done,
- just press the done button.
-
-
- Song
-
- Name
- This function allows you to change the name of the song. When
- selected a window will appear with a text box, and two
- buttons. Type in the name, up to 20 characters, and press
- done. Otherwise press cancel.
-
- Chapter Nine
-
- Error Messages
-
- This chapter is devoted to error messages. This chapter will
- included every error message that might appear on your screen. It
- shall explain what might have caused this error message to appear.
- And, it shall attempt to explain how to overcome or fix the
- problem. This first set of error message will appear from within
- the editor in the error message window.
-
- 'Not enough free XMS, you must use swap files'
- This error message appear when your system has extended
- memory, but not enough for KingMod to use. To fix this, you
- can either remove any other memory resident programs that
- might already be using the extended memory, or you can buy
- more memory (it's really cheap now).
-
- 'Out of memory'
- This error occurs when you run out of standard RAM. Try
- removing as many of the memory resident programs as possible,
- and also try loading DOS into High Memory.
-
- 'Not Enough Room To Insert That Note'
- This error message will appear if you have reached the maximum
- number of notes allowed in a certain track. The maximum
- number of notes in one track is 4096, but that is if every
- note is a thirty second note. To figure out how much room you
- have left, just go to the end of the file, and see how many
- pages are left.
-
- 'Out of Memory Reading Module, Mod is Probably Corrupt'
- This error message occurs when it is trying to read in a
- module. The module that you are reading in is not in the
- standard module format. To fix this, you will have to load
- the module into another module editor that can save modules
- into the standard format, then try to load it back into
- KingMod.
-
- 'Error Reading Module'
- This error occurs when trying to read in a module. Either the
- module is corrupt, or it is not in the standard module format.
- Follow the same instruction given in the previous error
- message for loading non-standard modules.
-
- 'Warning!!! Can Only Read In First 64 Patterns'
- This error occurs will occur within standard modules that make
- calls to more than 64 different patterns. Although this is
- legal within the standard module format, KingMod does not
- support it. If this error occurs, only the first 64 patterns
- will be read in.
-
- 'File Not Found'
- This error occurs when you have specified a file that KingMod
- cannot find. Make sure that you are specifying the correct
- drive and path when entering filenames.
-
- 'File does not exist'
- This error occurs when you have specified a file that KingMod
- cannot find. Make sure that you are specifying the correct
- drive and path when entering filenames.
-
- 'Not a mod'
- This error occurs when KingMod is reading in a module that
- does not appear to be a module. However, if the module is in
- a format not supported by KingMod, just load it into another
- module editor that supports that format, save it, then reload
- it into KingMod.
-
- 'Error Saving Module'
- This error occurs when trying to save a module to the disk.
- This usually occurs when the disk is full. Make sure that the
- disk has enough room to save the file before hand.
-
- 'Nothing to Copy!!!'
- This error occurs when you select copy from the edit menu, but
- have not hilighted anything yet. Make sure that you have
- hilighted something before you select this option.
-
- 'Nothing in the clipboard to paste'
- This error occurs when you select paste from the edit menu,
- but you have not placed anything into the clipboard yet. To
- place something into the clipboard you must either copy or
- cut.
-
- 'The cursor has not been set'
- This error occurs when you attempt to place something without
- placing the I Beam. First place the I Beam where you want to
- paste the text, then select paste.
-
- 'You have not hilighted anything'
- This error occurs when you attempt to cut or copy something,
- but you have not hilighting anything yet. Make sure that you
- are hilighting something before you attempt to cut or copy.
-
- 'New Swap Directory Will Not Take Place Until You Reload KingMod'
- This is really not an error, but just a warning message. This
- occurs when you change the swap directory. It just means that
- you will have to quit then reload before you can use the new
- swap directory.
-
- 'Missing the Configuration File.Creating new one.'
- This error occurs when KingMod cannot find your configuration
- file. When this happens, it has to create a new one. To
- prevent this from happening, make sure that you do not delete
- any files within the KingMod directory with the extension
- "cfg".
-
- 'You have enter an invalid number'
- This error occurs when you have entered a value within a text
- box that is not a number. Make sure that you enter numbers
- where specified.
-
- 'The Number must be greater than 0 and less than 31'
- This error occurs when you enter a number that does not fit
- within the specified range. Make sure to enter numbers that
- reside within the range.
-
- 'Number must be greater than 0, and less the number of pages'
- This error occurs when you are using the Goto Page command,
- and enter a number that is either less than 0 or greater than
- the number of pages. Make sure that you enter in a number
- that reside within the specified range.
-
- 'Already playing'
- This error message might appear if you try to play a module
- that is already in the process of being played. To play the
- module, first select Stop Module from the music menu, the try
- to play the module.
-
- 'You cannot have both flats and sharps in the key signature'
- This error occurs when you have tried to give a song both a
- sharp and flat key signature from within the key signature
- menu. Make sure that you only set one of the two key
- signatures.
-
- 'You are at the last sheet'
- This error occurs when you hit the right icon, and are already
- at the last page in the document. (page 128).
-
- 'You are at the first sheet'
- This error occurs when you hit the left icon, and are already
- at the first page in the document (page 1).
-
- This next section contains error messages that will appear if
- KingMod crashes on you, and drops back to DOS. These error
- messages will appear in the following format:
-
- "Run-time error nnn at xxxx:yyyy"
- The only part of the error message that you need to worry
- about is the nnn section.
-
- "Runtime Error 2"
- This error message will occur if KingMod cannot locate a file.
- If this error message occurs, please contact the author and
- explain what happened.
-
- "Runtime Error 3"
- This error message will occur if KingMod cannot locate a path.
- If this message occurs, please contact the author and explain
- what happened.
-
- "Runtime Error 4"
- This error message will occur if KingMod has attempted to open
- more files that you have set up your system to handle. Make
- sure that your config.sys allows up to 15 open files. (You
- must have a line in you config.sys that says "files=15". The
- number does not have to be 15, it can be greater.)
-
- "Runtime Error 5"
- This error will most likely occur if your computer runs out of
- hard-disk space. Make sure that you have enough free hard-
- disk space. If the error still occurs after making room on
- your hard-drive, please contact the author.
-
- "Runtime Error 100" Through "Runtime Error 214"
- Please contact the author if any of these error messages
- occurs, and explain what happened.
-
-
- Chapter Ten
-
- Getting In Touch With The Author
-
- KingMod is the first release of what I hope will become a line of
- many releases. However, I do not think that this can happen
- without input from all of the end-users. I happily welcome
- comments, questions, suggestions for improvements, and criticism.
- Well not happily for the last one, but everything needs a little.
- To contact me you can either send a letter to me in the United
- States at the following address:
-
- Christopher E. Kingsbury
- 9013 Penn Manor Ct.
- Springfield VA, 22153
- U.S.A.
-
- Or you can mail me via E-Mail, I log onto my Internet address about
- once a day, and Prodigy about twice a week.
-
- Internet Address
- 6167AQ@GMUVAX.GMU.EDU
-
- Prodigy
- BKDP83A
-
- I read all of my mail, so go ahead and write me. I should
- hopefully have the Internet address until the end of August or
- beginning of September. If you cannot reach me at the above
- address, my new address might by CKINGS@GMUVAX.GMU.EDU .
- Nevertheless, sending me a letter through the mail is sure to make
- it to me.
-
-
- Chapter Eleven
-
- Possible Improvements for the Next Release
-
- In not to long from now, that is January 19, 1992, I would like to
- start working on the next release. Yet, I do not want to start
- working on it until I know what most of the bugs are, what should
- be improved, what should be removed, and what you would like added.
- Below is a small list of what I think will be included in the next
- minor release of KingMod:
- - Bugs Fixed
- - Optimize some of the functions
- - Module Player that does not require use of hard drive
- - Better error protection and more complete messages
- - Online Help
- - Better documentation
- - Real-Time music input
- - Printing of Modules into sheet music
-
- This next list contains some items and design implementations that
- I think could be added to the next major implementation of KingMod
- - Implementation under Microsoft Windows!!!
- - Making the editor look more like music!!!
- - Support for more module formats
- - Support for MIDI input/output
- - Support for more sound cards
- - New module format, that could hold more samples,
- patterns, and tracks.
- - UNIX compatible version, for X Windows.
-
- If have any other suggestions or ideas that you think belong on
- this list, I would like to hear from you.