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- Path: sparky!uunet!spool.mu.edu!agate!wchucky
- From: wchucky@ocf.berkeley.edu (Chuck Woo)
- Newsgroups: comp.sys.amiga.audio
- Subject: Re: MED modules vs Multiplayer
- Date: 8 Sep 1992 06:22:55 GMT
- Organization: U.C. Berkeley Open Computing Facility
- Lines: 21
- Distribution: your house
- Message-ID: <18hgrvINNb6t@agate.berkeley.edu>
- References: <crystal.715804150@glia> <jbickers.0f80@templar.actrix.gen.nz> <1992Sep7.074654.13841@bristol.ac.uk>
- NNTP-Posting-Host: sandstorm.berkeley.edu
-
- In article <1992Sep7.074654.13841@bristol.ac.uk> ccsw@bristol.ac.uk (EthaStorm) writes:
- >In article <jbickers.0f80@templar.actrix.gen.nz> jbickers@templar.actrix.gen.nz (John Bickers) writes:
- >> One thing that bugs me about MED MODs is that they loop ad
- >> infinitum (as far as I've been patient enough to tell), which
- >> affects a "program" in much the same way as a scratch affects a
- >> record.
- >
- >First, this is not STRICTLY true. There is a way (forgotten how at the moment)
- >of looping the module round on a BLANK section. Silence. I'm also not aware
- >of there being a way of stopping mods dead in ST/NT !?!?!?
-
- well, actually, this is not quite right either :) the command FFE in MED
- stops a song immediately. dead halt. stop. roll over and die. there's
- a similar command in Protracker (F00, I think), but I don't know about the
- original trackers.
-
- --
- ---------------------------------------------///
- Chuck Woo wchucky@ocf.berkeley.edu ///
- (bubba buh boo dee do buh boo dee do..) \\\///
- -----------------------------------------\XX/
-