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Renaissance '92
presents
Composer 669 v1.3
(c) 1992, Tran
The first 8 channel
digital composer/player
for the PC.
Disclaimer:
Composer 669 is Copyright 1992 by the author Tran (a.k.a. Tomasz Pytel).
You are free to distribute the unregistered version of this composer and its
documentation in any maner you choose. Including uploading it to BBSs,
distributing through a software house, or including in any commercial
package, provided that all the files are included and nothing has been
modified. No fee may be charged for the composer itself other than the cost
of the media on which it is distributed and any other small misc details the
total of which shall not exceed $5.00. (This does not include the fee for
the commercial product if any). This software is provided AS-IS. The author
of this software will not be liable for any damages caused in any manner by
the use of this software. By using Composer 669 you agree to all these
terms.
Contents:
1-A - Introduction
1-B - Requirements
1-B-1 - Memory
2-A - General overview
2-B - Composer colors
2-C - Configuration file
2-D - Directories
2-E - Command line options
3-A - Instruments
3-A-1 - Loading and saving them
3-A-2 - Instrument loops
3-B - The song message
3-C - The status bars
3-D - The musical keyboard
3-E - SBPro mixer
4-A - Patterns
4-A-1 - Pattern tempo
4-A-2 - Order list
4-A-3 - Pattern breaks
4-B - Toggling channels on/off
4-C - Notes
4-D - Special commands
4-E - Blocks
5-A - Playing songs
5-B - Tracking songs
5-C - Saving and loading songs
6-A - Misc
6-B - Renaissance
Note: All values in the composer are in hexadecimal unless otherwise
specified. If you do not know hexadecimal, dont worry. You will pick it up
very quickly just by looking at the number bars in the composer.
1-A. Introduction.
Composer 669 is an 8 channel digital music composer/player. Thats right,
digital. It uses digital samples as instruments in music pieces and mixes
the output in real time, 8 channels into 1 on a mono system, and 8 channels
into 2 on a stereo system. This results in much higher quality music than
FM, and since the music is stored as instruments and notes, it takes up much
less space than a full track digital music piece. Things like this have
existed before, mostly on Amiga systems, and mostly in 4 channel versions.
But lately, the technique of real time digital mixing has found its way to
the PC world. This is the first player for the PC that gives you 8 channels
to work with. The quality of the music you can create with this composer is
very good to approaching professional level.
1-B. Requirements.
To run this composer you must have the following hardware:
1) A 386 or better computer.
2) 2 megz RAM. (1408k extended).
3) A VGA card.
4) A Sound Blaster or a Sound Blaster Pro sound card. (On an SB you will
get mono music, on an SBPro you will get stereo).
5) DOS 3.0 or above.
When you run this composer, you must not have any memory managers or any
other programs that run the system in V86 mode, and you must not have DOS
loaded high. The best configuration would be a clean system, but you can
experiment to see what TSRs and device drivers you can have in memory.
Note: Your SB or SBP must be on IRQ 3,5, or 7... IRQs 2 and 10 are not
supported.
1-B-1. Memory.
This composer requires you to have at least 2 megz RAM in your system, if
you have more it will not be used. This is done to ensure that all 699
musics can be played on all systems. But dont worry, you will probably
never even fill up the first half of the 1408k assigned for samples. You
must also have 640k base memory in your system, not a k less!
2-A. General overview.
Composer 669 lets you create and play 8 channel digital musics. Each music
can have up to 64 instruments using a maximum of 1408k memory. The max
size of each sample (the words instrument and sample will be used
interchangably in this doc) is 1 meg. Each music can have up to 128
patterns, a pattern a small chunk of music and it will be explained in more
detail later in this doc. Each pattern is made up of 64 rows, each of which
can contain a note to be played on each of the 8 channels. Instruments
are loaded and saved as pure digital files, and you can also load and save
.VOC files as instruments. The composer runs in VGA 80x50 text mode, and I
tried to fit as much information as possible onto the screen. You will do
almost all your editing on this screen. All the commands in the composer are
usually available in 1 keystroke. The mixing and output is done at 22kHz.
2-B. Composer colors.
The color setup of the composer can be changed to whatever you like. At any
one time there are 8 color sets for you to switch among instantly, and any
color in any of these sets can be changed to anything you like. To edit the
composer colors, hit ALT-F10 from the main screen. A window will appear
with the 8 color sets you have to choose from, with the currently selected
set highlighted. If you are running the composer for the first time, you
will have the 8 default color sets to choose from. To change the active
color set, press up and down on the cursor keypad, the colors will be
changed instantly to those of the set you have selected. You can change any
color in any of the sets. Do this by using the left and right arrow keys to
move the pointer on the right to the color you wish to change. Then you can
change that color by using the keypad keys 1,2,3,4,5,6,7,8, and 9. You can
select the RGB values for that color. The values range from 0 (none) to
3F (full) value for the red, green, and blue components of the color. You
can also change the name of the active color set by pressing SPACE or ENTER
and then typing in a new name. Press ESC to exit color editing. But if you
want the changes you made to remain for the next time you run the composer,
you must save the configuration file by pressing ALT-F11.
2-C. Configuration file.
The composer will run with or without a configuration file. You can create
this file by pressing ALT-F11 on the main screen of the composer. This file
will be created in whatever directory the composer is in, this may or may
not be the same directory you are running it from. Every time the composer
is started, it looks for this configuratin file in the directory COMPOSD.EXE
is located in. If it does not find it, it runs with the default values for
everything and any command line options you used (command line options will
be explained later). If the file is found, it is loaded and used to set up
the composer. Any command line options that you used will be checked after
the config file is loaded so they will override any config options.
The information the config file stores is the following:
1) The mixer settings for the SBPro (to be discussed later).
2) The song and instrument directories.
3) The color sets and the active set.
You can delete the config file if you wish, there will be no ill effects to
the composer other than loosing any info that was in the file.
2-D. Directories.
The composer uses 3 basic directories. Its own base directory (usually
\COMPOSD). A .669 song file directory (usually \COMPOSD\669). And a sample
directory (usually \COMPOSD\INS). The base directory is always set to the
directory the composer resides in and is used only to save the config file.
The song directory is the directory the composer will load and save .669
music files to. The instrument directory is the directory the composer loads
and saves all instruments to. The song and instrument directories must be
specified before any of their respective file types are loaded or saved.
They can be specified in the composer by pressing F9 to enter the song
directory, and F10 for the instrument directory. They will automatically
be loaded from a configuration file if one exists. You can also specify
them from the command line, if you do specify them on the command line, they
will override the config file.
2-E. Command line options.
There are 5 command line options you can specify, they are:
/s - Sets the song directory to the string directly following this switch.
/i - Sets the instrument directory.
/f - Loads the music file directly following this switch. You must not
specify a path name or extention, the music will be loaded from the
song directory from the config file or the /s switch. If there is
no config file and you did not specify the /s switch, the composer
will look in the current directory for the file.
/p - After the music is loaded, it will be played once and then the
composer will quit to DOS. This is useful for playing groups of musics
from a batch file.
/c - Sets the color scheme to the number following this switch (0-7),
overriding the default active color set.
Example:
COMPOSD /S\MUSIC /I\VOCS /FMUSIC1 /C4 /P
This command line will set the song directory to '\MUSIC', the instrument
directory to '\VOCS'. Then it will load the file 'MUSIC1.669' from the
song directory and play it, when the song finishes it will quit to DOS.
And it will do all this in color set #4 which is by default 'Swamp Green'
3-A. Instruments.
The instruments used by this composer are digital samples. That is, the are
real instruments digitized. Since they are digital, they sound much better
than FM like the Adlib uses. And because they are really digital samples,
you can use anything as an instrument, voices, sound FX, or any digital
sample. You can have up to 64 different instruments, as long as the sum of
their sizes does not exceed 1408k. The maximum size of a sample you can have
is 1 megabyte, but you will probably never use instruments larger than 128k,
and most of the time you will probably use instruments in the range of 1 -
5k.
3-A-1. Loading and saving instruments.
Instruments are loaded and saved from the instrument edit menu. To get to
this menu, press F1 in the composer. You can move the highlighted bar around
with the cursor keys and PgUp, PgDn ect... (all the keys are listed in the
help in the composer, to get the help press ? on the main screen). The
column of numbers on the left of the instrument names are the instrument
numbers. To load an instrument press the space bar. If you have an
instrument directory specified and there are files in it, you will be
presented with a file list. Choose the file you want to load. If the file
has the extention .VOC, it will be loaded as a VOC file, that is the header
will be stripped and only the actual digital data will be loaded. A VOC file
will be loaded correctly if the following conditions are true:
1) It consists of one block.
2) It is not packed.
3) It has a standard VOC header.
If you wish to digitize VOCs and load them as instruments, the guideline is
that the sample, played at around 8740Hz, should be the middle C of the
instrument, or whatever youre digitizing.
Anything that does not have a .VOC extention will be loaded straight as a
pure digital file. Since there is no way of distinguishing pure digital
sample files from other files, you will be able to load any file as an
instrument. Although any files other than digital files will probably sound
like garbage.
You can save any instrument as either a pure digital file or a .VOC file.
But you must make sure that the instrument name is a valid DOS filename.
Since some people like to replace instrument names with messages, you may
have to rename the instrument first (press enter on the instrument) to a
DOS filename. If youre saving the sample as a VOC file, any extention the
instrument had will be replaced with .VOC. The VOC will be unpacked and the
sampling rate will be 8740Hz (which should be the middle C of the sample).
3-A-2. Instrument loops.
Sometimes you may want an instrument to keep playing over and over without
stopping, like for instance you may want a string instrument to keep playing
a note after it has been struck. You can do this with loops. In the
instrument edit screen, there are 3 numbers following the instrument name.
They are: the loop beginning, the loop end, and the length of an instrument.
If the loop end is numerically less than the instrument length, the sample
will loop over and over. After the instrument is played, when it reaches
the loop end, the instrument will be reset to the loop beginning, that is
the offset within the instrument will be set to the value of the loop begin.
The default values for the loop beginning and loop end are 0 and FFFFF
respectively. Since the loop end is FFFFF, no matter how large the
instrument you load, it will always be smaller than the loop end number.
Examine how the loop is used in the demo song.
3-B. The song message.
In the middle upper section of the screen, there is a black rectangle. This
is the song message area. You can enter any text you wish in this area and
it will be saved in the 669 music file along with the music. This is just
a little area where you can put some info like the name of the song, author,
date of creation, ect... But you can put anyting in here including leaving
it blank. To edit this message press ALT-F4 from the main screen. Use the
cursor keys to move around and type in text. Pressing ENTER or ESC will
leave the message editing. Pressing CTRL-F4 on the main screen will clear
the message.
3-C. The status bars.
There are 3 status bars on the screen. One at the top of the screen, one at
the bottom, and a vertical row of values in the middle of the screen. The
status bar at the top is the simplest. It contains the Copyright notice,
the sound card detected in the system, and the filename of the song youre
currently editing. The status bar at the bottom contains 6 values:
1) Tempo - The basic tempo of the pattern youre currently editing.
2) Octave - The base octave for entering and playing the notes.
3) Voice - The current voice selected for editing and playing on.
4) Pattern - The pattern youre editing, it is displayed in the largest
part of the screen just above this status bar.
5) Order - The location of the cursor in the order list.
6) Mem - This value is in decimal and it represents the amount of
memory taken up by the currently loaded samples.
If you dont know what some of these refer to, dont worry, ill get to that
soon.
In the middle of the screen there is a group of 6 other values, they are:
1) Vol - The current volume selected for entering and playing notes.
2) Ord - This and the next 2 values are used to give you information
when music is playing. This value is the order number in the
order list which is currently playing.
2) Pat - This is the pattern that is being played.
3) Row - This is the row in the pattern that is currently playing.
4) Loop - This is the order to which the song will loop after reaching
the end.
5) Inst - This is the instrument number youre currently editing and
playing with.
3-D. The musical keyboard.
For entering notes and playing instruments, the keyboard(computer) is
partitioned a little like the keyboard(musical). That is, you have 2 full
octaves on the keyboard to enter notes with. Here is a diagram:
C# D# F# G# A# C# D# F# G# A#
┌─┬─┬─┬─┬──┬──┬─┬─┬─┬─┬─┬──┬──┬─┬─┬─┬──┬──┬─┬─┬─┬─┬─┬─┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │
│ │S│ │D│ │ │G│ │H│ │J│ │ │2│ │3│ │ │5│ │6│ │7│ │
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │
│ └┬┘ └┬┘ │ └┬┘ └┬┘ └┬┘ │ └┬┘ └┬┘ │ └┬┘ └┬┘ └┬┘ │
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
│Z │ X │ C │ V │ B │ N │ M │ Q │ W │ E │ R │ T │ Y │ U│
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└──┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴──┘
C D E F G A B C D E F G A B
The lower keys represent the base octave and the upper keys play one
octave above that. When you hit one of these keys, the appropriate note
will be played using the instrument indicated by Inst in the middle group
of stats. If this happens to be a null instrument, no sound will be
generated. The note will be played on the channel indicated by Voice in the
bottom status bar. And the octave will be the octave indicated by Octave
in the same status bar, or 1 octave higher, depending on what key was
pressed. The note will be played at a volume set by Vol in the middle stat
group (a volume of 0 is silence).
3-E. SBPro mixer.
If you have a Sound Blaser Pro, there will be a group of 7 vertical bars
on the screen to the left of the middle stats group. These are the volumes
of the SBPro mixer in the following order from left to right: Master volume
left, right, Voc volume left, right, Line-In volume left, right, and mic
volume. You can adjust these values to whatever you like using CTRL and one
of the following keys: A,Z,S,X,D,C,F,V,G,B,H,N,J,and M. These keys are
paired, upper and lower, to increase and decrease the volume of their
respective channels. A and Z correspond to Master volume left, S and X to
Master volume right, D and C to Voc volume left, ect... When you save a
configuration file, these values are stored in it and the composer will
set the mixer to those values whenever it is ran. These volumes only adjust
the final output level of the music, they have absolutely nothing to do
with the music itself.
A misc note, on the SBPro the music will be in stereo, channels 1,3,5, and 7
will be played on the left and channels 2,4,6, and 8 will be played on the
right.
4-A. Patterns.
Patterns are a basic unit of music in this composer. They are groups of 64
notes on all 8 channels. Patterns make it easier to work on your music and
to repeat certain parts of it in playback. The largest part of the screen is
dedicated to editing patterns. On the lower half of the screen, you can see
32 rows of a pattern at a time. The numbers on the left are the row numbers
within the pattern.
4-A-1. Pattern tempo
Each pattern has its own individual basic tempo, that is a tempo that the
notes in the pattern will be played at. This basic tempo is displayed in the
bottom status bar for the pattern youre currently editing. It is also
displayed in the order list for each pattern in this list. The tempo can be
changed in the pattern itself if necessary through a special command
(special commands will be explained later). You can increase and decrease
the basic tempo of the pattern youre editing by pressing 7 and 1 on the
numeric keypad. Lower values are faster, higher is slower.
4-A-2. Order list.
The order list is the order in which the patterns of a music will be played.
It is displayed in the upper right corner of the screen. There are 3 columns
of numbers. The first column contains the order numbers, when setting the
loop for a song, refer to this number. The second column are the actual
pattern numbers to be played. The third column are the tempos for their
respective patterns (the second column). You can edit the patterns and the
tempos by moving to this section of the screen with F3, the pressing either
[, or ] to edit the pattern number and tempo for that pattern. For example,
if the list looks something like this:
00 00 4
01 02 4
02 01 3
03 01 3
04 03 4
05 04 3
06 ∙∙ ∙
07 ∙∙ ∙
In playback, pattern 0 will be played first at its tempo of 4. Then pattern
2 at its tempo of 4, then pattern 1 will be played twice at its tempo of 3,
then pattern 3, then finally pattern 4. After pattern 4 is played, the song
wil loop back to order number 0 and start over. You can specify what order
the song loop will loop to by specifying the Loop value in the middle stat
group, you do this by pressing ALT-F9.
4-A-3. Pattern breaks.
When a pattern is played, normally it is played all the way through from row
0 to row 3F. But you can specify where a pattern is to be played to by
setting its break-point to something other than 3F. The break-point is
displayed in the vertical column to the right of the row numbers of the
pattern. A -B- in this column indicates the location of the break-point for
the current pattern. The break point is the last row in the pattern that
will be played before going on to the next pattern, thus if you set a break
point at row 0, only row 0 of the pattern will be played whenever the
pattern is played.
4-B. Toggling channels on/off.
You can toggle the 8 channels on and off. The status of the channels is
displayed right above the pattern edit part of the screen. Normally they are
all On. But you can shut off any or all of the channels by pressing ALT-1
through ALT-8, these correspond to channels 1-8. When you toggle a channel
off, its status light will change from On to Off. Anything that is played
on a channel that is off will not be heard, including just playing the
instruments from the keyboard.
4-C. Notes
Ok, now for entering the notes. If you load up the demo song, you will see
a whole bunch of notes and numbers in the pattern edit area. These are the
notes to be played along with other information like the instrument to use,
the volume, and any special commands. The notes have the following format:
C 200Fd1
├─┘├┘│├┘
│ │ │This is the special command to apply to the note.
│ │ │
│ │ This is the volume at which the note will be played.
│ │
│ This is the instrument number to use.
│
This is the note to play and the octave to play it on.
You enter notes by moving to the pattern edit screen with F2, then entering
notes with the keyboard just as you would play them. When you enter a note,
The note, octave, instrument, and volume will be entered. No special
commands, you must specifically enter any special commands to be applied to
the note. After you have entered a note, you may edit the instrument or
volume to be used by pressing either [ or ] (same keys as in the order edit
but you are no longer in the order edit, you are in the pattern edit).
After specifying the new sample or volume number, the current editing values
for either sample or volume will be set to the value you just entered. You
can also change these values manually by using the keys 8, 2, 5 (on the
keypad), =, and \. To find out exactly what these keys do check the key list
in the composer by pressing ?. If you press ` on a note, that notes
instrument and volume values will be copied to the current editing values.
You do not have to enter a note though, you may enter only a volume, or only
a special command, or both. If only a volume is specified then the volume
of the output for that channel will be changed to that value. Thus you can
set an instrument to slowly fade in by first playing it at a volume of 0,
then gradually increasing the values like this:
D#3000∙∙ (No special command was specified).
∙∙∙∙∙1∙∙ (In the composer the instrument and volume numbers are displayed
∙∙∙∙∙2∙∙ in different colors so you dont get confused).
∙∙∙∙∙3∙∙
∙∙∙∙∙4∙∙ ect...
If the instrument does not loop and it finished playing before the the song
gets to the other volumes, they will have no effect.
4-D. Special commands.
There are six special commands you can enter. To enter a special command hit
Backspace in the pattern edit screen, enter a letter (a-f) then a number
(1-F). The first 5 commands alter the way the note will be played, the
sixth, 'f', changes the tempo in the pattern and has no effect on the note
being played. All commands except 'c' can be specified as part of a note or
alone. If they are specified alone, their effect starts where they were
placed, not when the note was struck. If no instrument is playing on the
channel where the command was encountered, there will be no effect (except
for command 'f', it always changes the tempo). The commands continue to
affect the way the instrument is played untill another note or command
is encountered in the pattern (an 'f' command will cancel the effects of
any previous command, but nothing cancels the effect of the 'f' command).
The format of the commands is c#, where c is the command and # is the
command value which is the user defined parameter for how much the command
will affect the instrument. The commands are:
a - Portamento up - This command will cause the frequency of the note to
increase over time, the command value indicates how fast the pitch
will increase. (For those of you who know what this means, the port
is linear, not logarithmic).
b - Portamento down - Same as 'a' but in the other direction.
c - Port to note - This is the only command that requires there to be a
note on the same line. This commands sets the note to portamento at
the speed defined by the command value towards the note on the line.
The instrument value of the note is ignored, but the volume is set
to the volume in the note on this line. When the note reaches the
destination note, the portamento is stopped and it continues playing
at the destination note frequency.
d - Frequency adjust - This command adjusts the frequency of the note
currently playing a little bit. This is useful for when you have 2
notes playing at the same pitch using the same instrument, use this
command to adjust the frequency of one of the notes to make it sound
a little more harmonic.
e - Frequency vibrato - This command sets the frequency of the note that
is playing to vibrate. The command value specifies how much to
vibrato the note by.
Note: A command value of 0 on any of the previous commands cancels the effect
of any previous command and sets the note to play normally.
f - Set tempo - Usually you will set the tempo for the patterns through
their basic tempo. But there are times when you may want to change
the tempo within a pattern. Use this command to do it. The tempo will
remain at this tempo untill another set tempo command or untill
another pattern is reached in the order list (even the same pattern
that is playing now).
4-E. Blocks.
When editinig a pattern, there are times when you have to reproduce whole
blocks of notes. Reentering all the notes would be extremely cumbersome.
You can do this very quickly in this composer by using the block commands.
Mark the beginning and ending rows of a block with ALT-B and ALT-E. The
highlighted section of the info bar (the one where the patter-break resides)
displays the location of the marked block. The actual block is only defined
for one channel, the channel in which the cursor is located. Use ALT-L to
mark the entire channel, this is equivalent to setting the beginning of the
block at row 0 and the end at row 3F.
You can perform several functions on a block. Pressing ALT-Q increases the
octave of all the notes in the block, ALT-A decreases the octave. ALT-W and
ALT-S increase and decrease the notes in the block by a semitone. You can
set the volume of all the notes in the block to the current editing volume
by pressing ALT-V, you can do the same to the instrument with ALT-I. You can
set or delete a special command for all the notes in the block by pressing
ALT-Backspace or CTRL-Backspace. Pressing ALT-Z will clear everything in the
block, and ALT-U unmarks the block.
To copy the block press ALT-C. Now you have the block saved in a buffer, you
can do anything you want to the original data including deleting it.
Pressing ALT-O copies the contents of the buffer to the row and channel the
cursor is currently on. If the size (in rows) of the data in the buffer
exceeds the size that is left between the location of the cursor and the
end of the pattern, only that much information will be copied, but the
contents of the buffer will remain unchanged.
For example, if you wanted to copy all the contents of channel 1 in pattern
0 to channel 3 in pattern 5, you would do the following:
1) Go to pattern 0 and move the cursor to channel 0.
2) Hit ALT-L to mark the entire channel.
3) Hit ALT-C to copy the contents of the marked block to the buffer.
4) Go to pattern 5 and move the cursor to row 0 and channel 3.
5) Hit ALT-O to copy the buffer to the pattern.
To copy an entire pattern to another one, press ALT-M. You will be asked
which pattern to copy to. The contents of the pattern you are editing will
be copied to the pattern you specify, any data that was in that pattern will
be destroyed.
5-A. Playing songs.
To play a song, press F5. This will cause the composer to start playing the
song that is currently in memory. Technically, playback will start at order
0 and continue untill a blank is found in the order list, the song will then
loop to the order specified by Loop. If the order 0 is a blank, no playback
will be started. While the song is playing you can do anything, including
editing the song itself, the order list, instruments, colors ect... You can
even load and save instruments, the config file, and you can save the song.
If you load a new song however, the playback will be stopped. You cannot
however play the instruments, if you try, no sound will be generated.
You can start playback at any order you want, provided that there is a
pattern to play in that order. To do this, move the cursor in the order edit
screen to the order you want to start playback on and press F7. Playback
will start at that order. If you do not want to switch to the order edit
screen, you can use 9 and 6 on the numeric keypad to increase and decrease
the order. The current location of the cursor is displayed in the bottom
status bar as Order.
You can also play one pattern individually. Press F6, the pattern played
will be the one youre currently editing. There does not have to be any valid
pattern numbers in the order list in order for this command to work, the
entire list can be blank. The pattern youre editing will be played over and
over. Again, you can do anything while the pattern is playing, including
switching to another pattern and editing it.
Pressing F8 causes any playback to stop.
5-B. Tracking songs.
If you want to watch a song as its being played, you can use the keys
ALT-F5, ALT-F6, or ALT-F7 to start playback. These keys work just like the
same keys without ALT except that the composer will begin to track the music
as its being played. You will see what notes in that pattern are playing.
You cannot do everything you can when tracking as you could when just
playing the song. The only keys that work are ALT-1 through ALT-8, the SBPro
mixer setting keys, and F5 - F8. Pressing any other key causes you to drop
out of tracking mode back to regular playback. Pressing F6 during tracking
however, works a little differently. The pattern that is currently playing
will be the one to start playing over and over, not the one you may be
editing.
If you press any one of the tracking keys during normal playback, they will
merely start tracking the song where it is currently playing, that is the
song will not be restarted or anything.
5-C. Saving and loading songs.
To save or load songs you must have a song directory specified. Press F11
to load a song. If you have the song directory specified and if there are
and 669 songs in that directory, you will be presented with a list of them,
just like when loading an instrument. Select the song you want to load and
press enter. After it is loaded you can do anything to it, edit, play, ect..
To save a song, you must first specify a song filename. If you loaded a song
this will be the filename of the song, but if you created it from scratch,
you will have to enter a filename. Press ALT-F12 to do this, you must
specify a valid DOS filename and no extention. After you have the filename
set, press F12 to save the song. Saving the song can only be done in the
registered version of the composer however. So if you do not have a
registered version, this composer is basically only a 669 music file player
for you since you cannot save any songs you have done.
What is saved in the song filename is all the instruments, the song message,
and any patterns that appear in the order list. This is very important
because if you create a lot of patterns, and you dont specify them in the
order list, they will not be saved! Technically, all the patterns below
and including the numerically highest pattern in the order list will be
saved. So if you specify only patterns 0 and 3 in the order list, the
patterns that will be saved are actually 0, 1, 2, and 3.
Note: Whenever entering a number or string in the composer, you can press ESC
to abort.
6-A. Misc.
Composer 669 was coded entirely by Tran of Renaissance. It runs in 32bit
protected mode, using a V86 task to access only the DOS file routines.
I could not explain all the functions of all the keys in this doc (the
closest thing is the Key list which simply lists all the keys). You will
have to use the composer and experiment for yourself.
6-B. Renaissance.
Renaissance is a small group started in December of 1991. We are basically
a music oriented group, but we do games and demos and stuff. We eventually
intend to start a software company and do games... A game we did a while ago
and released as freeware was a big hit here in NY, Kaeon... Like I said,
we did that game a while ago, our skill has improved greatly since then...
Our next major release will probably be Kaeon ][. This one should totally
blow away the first one...
You can reach us on our WHQ BBS:
The Sound Barrier (718)979-6629, sysop Daredevil
Our main members are:
Tran - Coder, some muzik and grafix.
White Shadow - Another awesome coder.
Zeek - A third great coder.
C.C.Catch - Great Muzik, ANSI.
Daredevil - Coding/Distribution
Thanx go out to all those who helped out testing this thing...