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------------------------------------------------------------------------------
Digital Music Formats
------------------------------------------------------------------------------
SoundTracker MOD
NoiseTracker NST - MOD
ProTracker MOD
4-Channel StarTrekker MOD
Triton FastTracker MOD - 6CM - 8CM
Scream Tracker 2.0 STM
Scream Tracker 3.0 beta S2M - S3M
Scream Tracker 3.0 S3M
Grave WOW
669 Composer 669
Oktalyzer OKT
OctaMED MED
MultiTracker MTM
ProTracker Studio 16 P16
Advanced Module File AMF
------------------------------------------------------------------------------
FM Music Formats
------------------------------------------------------------------------------
Adlib Music File ROL
Creative Music File CMF
Standard MIDI File MID
------------------------------------------------------------------------------
Sample Formats
------------------------------------------------------------------------------
Creative Voice File VOC
Microsoft Windows WAVE/RIFF File WAV
Raw Sample File RAW
------------------------------------------------------------------------------
Graphic Image Formats
------------------------------------------------------------------------------
VGAGRAB Dump Images DMP
ANIVGA Pictures PIC
HANDY Scanner 2000 (Postering) HS2
ZSoft/Microsoft PaintBrush PCX
Compuserve Graphic Interch. Format GIF
ColorRix VGA Paint SCI
Autodesk Animator FLIC animation FLI
█▄ ▄█ █ █ █ █▀▀▄ █ (c) █
█ █ █ █ █ █▄ █ █ █ (tm) ▄▄█ ▄▄▄ ▄▄
█ █ █ █ █ █ █ █ █▄▄▀ █ ▀▀█ █ █ █▀█ █▀█ █▄█ █▄█ ▄█
█ █ █ █ █ █ █ █ █ ▄▄█ █ █ █▀▀ █ ▄▄█
█ █ █▄█ █ █▄█ █ █ █ █▄█ █▄█ █▄█ █ v3.25 1994
█
The Multimedia Desktop █
MULTIPLAYER
Version 3.25
(C) 1993-94 DGS Italian Software Company / ExCiTe!
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ User Manual │
│ │
└────────────────────────────────────────────────────────────────────────────┘
DUAL MODULE PLAYER is a program (C) by Otto Chrons 1992, 1994.
VANGELISTRACKER is a program (C) by VangelisTeam 1992.
IBM and OS/2 are registered trademarks of International Business Machines.
PKZIP and PKUNZIP are registered trademarks of PKWARE, Inc.
GIF is a registered trademark of CompuServe, Inc.
PCX is a registered trademark of ZSoft Corporation.
SCI and ColorRIX are registered trademarks of RIX Software.
FLI and AutoDesk Animator are registered trademarks of Autodesk Corporation.
SOUNDBLASTER, SOUNDBLASTER PRO and SOUNDBLASTER (ASP) 16 are registered trade
marks of Creative Labs.
PRO AUDIO SPECTRUM is a registered trademark of MediaVision, inc.
WINDOWS and WINDOWS SOUND SYSTEM are registered trademarks of Microsoft Corp.
GRAVIS ULTRASOUND is a registered trademark of Gravis.
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ INDEX │
│ │
└────────────────────────────────────────────────────────────────────────────┘
1. INTRODUCTION
1.1. What is Multiplayer?
1.2. Playing modes
1.3. Music files
1.4. Picture files
1.5. Text files
2. MULTIPLAYER INSTALLATION
2.1. Hardware required
2.2. Sound devices
2.3. Setup and running
3. MULTIPLAYER'S DESKTOP
3.1. Main desktop
3.2. File menu
3.3. Setup menu
3.4. Devices menu
3.5. MIDI menu
4. PLAYBACK
4.1. Multiplayer windows
4.2. Hotkeys
4.3. Mixer control panel
4.4. The VDS subsystem (version 1.063)
5. ERROR MESSAGES
6. MULTIPLAYER SCRIPT LANGUAGE
6.1. Command description, and examples
7. UTILITIES
8. WHAT TO DO?
9. INTERNET SUPPORT
10. ELECTRICAL SCHEMES FOR COVOX COMPATIBLE DACs
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ 1. INTRODUCTION │
│ │
└────────────────────────────────────────────────────────────────────────────┘
1.1. What is Multiplayer?
--------------------
MULTIPLAYER 3.25 is more than a module player. It's a graphics/music desktop,
allowing you to:
- play the most important types of digitized music files (modules) on any DAC
based sound device.
- play some popular sample format (VOC, WAV or RAW) on a SoundBlaster Card or
any compatible sound card.
- play synthetized music (CMF, ROL or MID) on all SoundBlaster Cards.
- display some popular image format (HS2, DMP, PIC, PCX, SCI or GIF) and ani-
mation sequences (FLI) on your VGA card.
- execute scripts written in a language, the MPS (Multiplayer Script), useful
for creating graphic presentations. See section 6.1, for a full description
of MPS instructions.
- show text files, having DOC or TXT extension.
Unlike actual module players available for PCs, MultiPlayer is not a command-
line program, but a menu-driven program. It can work as a stand-alone player
but it can be also used as a front-end for some module/FM player available in
the Public Domain. In the first case MultiPlayer provides a nice text screen,
shown during module playing, allowing you to give your own effects to song.
MultiPlayer was written in Borland Pascal 7.0, by using a modificated version
of VangelisTracker sound routines, and DSMI, a sound package by Otto Chrons.
1.2. Playing Modes
-------------
A digitized music file can be played by using different ways, called 'modes':
- Classic Mode : it works in the way MultiPlayer 1.x versions do. It includes
full support for PC Speaker, Covox and Sound Blaster Card. It plays a large
number of mod types, but limited to 64k-length samples.You can use only me-
mory under 640k base memory for a module. In Low Quality Mode, you can play
module bigger than 640k (up to 800k, sometimes), but you can notice a loss
of sound quality.
- Classic/Graph Mode : it works with all devices and module types Classic Mo-
de uses, but using a graphic display. A VGA card is needed.
- Advanced Mode : it uses enhanced module routines, written in 80386 assembly
language. A smaller number of module types can be played, but they can have
samples bigger than 64k bytes. Also, more sound devices are available and
the sound quality is better than Classic Mode. You can use only memory un-
der 640k base memory for a module.
- DMP Mode : in this case, MultiPlayer can be used as a front-end (shell) for
the Otto Chrons' Dual Module Player (version 2.86 or upper is recommended).
Supporting DMP is important 'cause of a great DMP feature, the DOS/EMS mode
allowing to play modules larger than conventional memory.
- DMP/32 Mode : like previous mode, but it uses DMP32, the Dual Module Player
protected mode version.
- Automatic Mode : it selects automatically classic, advanced or dmp mode, on
the basis of the sound device you selected or the module type you play.
- Editing Mode : allowing you to edit modules, invoking Dark Tracker Editor,
(DARKEDIT.EXE) a public domain editor. You must have a VGA graphic card, a
mouse and a SoundBlaster Card in order to run it.
Note 1 : all modes have a sense only when one or more digital module file are
selected. When a synthetized music, an image or a text file is sele-
cted, it will be played or shown, whatever current mode is.
1.3. Music Files
-----------
A lot of music files is supported by Multiplayer. Depending on mode currently
selected, some music format could not be playable. In Classic Mode, a maximum
of 64 channels is possible, if a SoundBlaster Pro (or a better card) is used.
Channel Limit is set to 16 for PC Speaker, Covox, and monophonic SoundBlaster
cards.
------------------------------------------------------------------------------
- MOD - SoundTracker / NoiseTracker / ProTracker / Startrekker / ModEdit
------------------------------------------------------------------------------
this is the original Amiga SoundTracker 4-channel format. At the be-
ginning, it supported only 15 instruments, then, NoiseTracker increa-
se number of instruments to 31. All MOD files created on Amiga have a
three octave range (1-3). On PCs, MOD format was slighty changed so
that five octaves (range 0-4) can be played. Norman Lin's ModEdit mo-
dules are recognized by Multiplayer, but they could not be played
correctly 'cause of ten octave range used by this program.
------------------------------------------------------------------------------
- 6CM/8CM - Triton FastTracker
------------------------------------------------------------------------------
they are variants of Protracker format (xCM is for x-Channel Module),
created by a popular composer for PCs, the Triton FastTracker. A com-
plete set of Protracker effects is supported. Since their file struc-
ture is very similar to MOD format, they can have .MOD extension too.
------------------------------------------------------------------------------
- WOW - Grave Mod Player
------------------------------------------------------------------------------
this is another small variation on Protracker format, but it uses 8
channels and 31 unsigned samples. These mods can be recognized only
by file extension (WOW), so it cannot be changed. This format is not
very popular, but some public domain utility can be found for conver-
ting other formats (MOD, 669) to the WOW format.
------------------------------------------------------------------------------
- STM - Scream Tracker 2.2
------------------------------------------------------------------------------
this is the module format that has become a standard on PCs, by an e-
ditor created on 1990. It uses 4 channels and 31 samples. It's sligh-
tly different from MOD format, but it have some effect more.
------------------------------------------------------------------------------
- S3M - Scream Tracker 3.0
------------------------------------------------------------------------------
this is the new Scream Tracker format, but an official editor doesn't
exist yet. It is used in Future Crew's demos and music disks. It can
have up to 32 channels and 64 digital instruments.
------------------------------------------------------------------------------
- 669 - The 669 Composer
------------------------------------------------------------------------------
this is a new format created on PCs on '92. All module have 8 channel
patterns. A public domain file converter is available, for converting
standard MODs to the 669 format.
------------------------------------------------------------------------------
- OKT - Oktalyzer
------------------------------------------------------------------------------
This is the first eight-channel module format for Commodore Amiga. It
was supported by a tracker called OKTALYZER, but it's no longer used
by Amiga users and musicians.
------------------------------------------------------------------------------
- MED - OctaMED Pro
------------------------------------------------------------------------------
a module format written by Teijo Kinnunen on Amiga (editor needed for
them is called MED or OctaMED). MED has currently two variants (type
0 and 1), and can have over than 60 instruments, synthetic or digital
(or both). Multiplayer can play digital instruments only. OctaMED can
have a large number of rows per pattern (up to 3200) but MultiPlayer
can play only modules having up to 128 rows per pattern. Also, MEDs
can have more than one module per file, but Multiplayer can play only
the first module stored in the file.
------------------------------------------------------------------------------
- MTM - MultiTracker Module Editor
------------------------------------------------------------------------------
a 32-channel format implemented by Daniel Goldstein in his editor. It
supports also 16-bit samples and auto-panning setting, but these fea-
tures are not implemented in MultiPlayer.
------------------------------------------------------------------------------
- ULT - UltraTracker
------------------------------------------------------------------------------
a module supporting up to 32 channels, 16-bit samples and AutoPanning
commands. Multiplayer can handle 8-bit samples only and discards some
not Protracker commands used by this format (AutoPanning included).
------------------------------------------------------------------------------
- LIQ - Liquid Tracker
------------------------------------------------------------------------------
a module format supporting up to 64 channels, 64 samples, several ef-
fects (similar to Protracker commands, but coded in a different way).
------------------------------------------------------------------------------
- FAR - Farandole Composer
------------------------------------------------------------------------------
a module format used by a public domain tracker for Gravis UltraSound
cards. It has 16 channels;it can handle up to 256 instruments and 256
patterns. Multiplayer includes a utility for converting all standard
MODs (NoiseTracker, ProTracker and FastTracker) to Farandole format.
Since Farandole format is still in beta-test, Multiplayer could play
some module wrong.
------------------------------------------------------------------------------
- P16 - ProTracker Studio 16
------------------------------------------------------------------------------
this is the module format called 'Protracker Studio 16' format. It is
written by Joshua C. Jensen, the Super Play Pro author. All P16 mods
have 16 channels and 31 instruments. Unlike other module types, P16
modules can have synthetic instruments too, but this feature is not
recognized by Multiplayer. For useful informations about this format,
look for PS16FORM.LZH, a public domain package. It includes a program
for converting MOD files to the P16 format, and some documentation.
Note:a new Protracker Studio 16 (PSM) format is more used now. It was
utilized in Epic Pinball game. Multiplayer cannot play these songs.
------------------------------------------------------------------------------
- AMF - Advanced Module Format
------------------------------------------------------------------------------
This is the DMP's internal format, created by Otto Chrons, a general
format compatible with all kind of mods. You can convert all mods re-
cognized by DMP (see below), by using M2AMF conversion utility provi-
ded with Otto Chrons' Dual Module Player. AMF format can be different
slightly, according to a specific DMP version. You can use AMFVER.EXE
to know what is the version number for an AMF module.
------------------------------------------------------------------------------
- CMF - Creative Music File
------------------------------------------------------------------------------
It's a FM-music file created by Creative Labs, so you can play it if
you have a SoundBlaster Card (or compatible). You must load a SBFMDRV
driver (included in a SoundBlaster diskette) in memory before you use
MultiPlayer.
------------------------------------------------------------------------------
- ROL - Adlib Music File (Roland)
------------------------------------------------------------------------------
This is the Adlib FM music file format. A lot of ROLs can be found on
public domain. You must have a FM sound driver like SOUND.COM program
provided with Adlib Sound Card (SoundBlaster Cards should use an enh-
anced driver called SB-SOUND.COM). This sound driver should be loaded
in memory as a TSR, before you load Multiplayer. Also, you must have
SPUTROL player in your PATH statement and a BANK Instrument Data File
(BNK) containing all instruments needed for playing ROL files. A Bank
Data File is included in Multiplayer distribution file.
------------------------------------------------------------------------------
- MID - Standard MIDI File
------------------------------------------------------------------------------
This is the most common format used by music synthetizers and sequen-
cers. It can be played on a music keyboard or a synthetizer through a
MIDI device (SoundBlaster, MPU401, and so on). Multiplayer uses a ex-
ternal program for playing MIDI files, according to your choice. See
sections 3.3 and 3.5 for full instructions.
------------------------------------------------------------------------------
- VOC - Creative Voice File
------------------------------------------------------------------------------
This is the Creative Voice File Format for digitized samples. To play
VOC files, you must have a SoundBlaster or compatible and the CT-VOI-
CE.DRV driver file copied in your SoundBlaster directory. VOC files
can have any length (they will be loaded and played one segment at a
time, by using DMA),but only monophonic VOC files will be played cor-
rectly (even if compressed). Stereo VOCs created by using the Creati-
ve Labs' Voice Editor, or some other stereo sampler, could hang your
PC.
------------------------------------------------------------------------------
- WAV - Microsoft Windows' WAVE/RIFF File
------------------------------------------------------------------------------
Similar to .VOC, provides more channels and 16-32 bit samples. It was
a native format for Microsoft Windows 3.1. Multiplayer can handle on-
ly 8 bit WAV samples smaller than 350k.
------------------------------------------------------------------------------
- RAW - Raw Sample
------------------------------------------------------------------------------
It has no header. RAW Samples are created by Multiplayer when you hit
'S' or 'D' key during a module playback (it will save all module in-
struments). Also, they can be created by using a 'Raw Sample File'
device (see above). Multiplayer can load samples up to expanded memo-
ry free amount long.
------------------------------------------------------------------------------
Note 1 : OKT, WOW, 669, MED, ULT and P16 modules are available in Classic Mo-
de only. AMF modules from release 1.01 to 1.11 (supported by DMP re-
lease 2.72) can be played by Advanced Mode only. Multiplayer cannot
play the AMF modules v1.12 or upper. If you want to play them, use a
DMP release 2.74 or newer and switch Multiplayer to DMP mode.
Note 2 : You can find some module with the HUC extension. These files are pa-
cked by a Huffman/RLE-based file compressor. MultiPlayer unpack them
in a temporary file before loading.
Note 3 : CMF and VOC files are played only on SoundBlasters or compatible. Be
sure to install the correct I/O Address on your SoundBlaster before
playing them.
Following table shows what kind of modules are recognized by MultiPlayer pla-
ying modes:
────────────────────────────────────────────────────────────────────────────
│ Playing Mode │MOD│6CM│8CM│WOW│STM│S3M│669│OKT│MED│P16│MTM│ULT│LIQ│AMF│FAR│
────────────────────────────────────────────────────────────────────────────
│ CLASSIC │ X │ X │ X │ X │ X │ X │ X │ X │ X │ X │ X │ X │ X │ │ X │
│ ADVANCED │ X │ X │ X │ │ X │ X │ │ │ │ │ │ │ │ X │ │
│ AUTOMATIC │ X │ X │ X │ X │ X │ X │ X │ X │ X │ X │ X │ X │ X │ X │ │
│ DMP-DMP/32 │ X │ X │ X │ │ X │ X │ X │ │ │ │ X │ │ │ X │ X │
│ EDITING │ X │ │ │ │ │ │ │ │ │ │ │ │ │ │ │
────────────────────────────────────────────────────────────────────────────
│ Playing Mode │CMF│ROL│MID│VOC│WAV│RAW│ │
────────────────────────────────────────────────────────────────────────────
│ CLASSIC │ │ │ │ │ │ │ │
│ ADVANCED │ │ │ │ │ │ │ │
│ AUTOMATIC │ X │ X │ X │ X │ X │ X │ │
│ DMP-DMP/32 │ │ │ │ │ │ │ │
│ EDITING │ │ │ │ │ │ │ │
───────────────────────────────────────────────────────────────────────────-
Note : When the module to be played is bigger than 500k, Automatic mode calls
DMP for playing it.
1.4. Pictures files
--------------
MultiPlayer can display some popular image format and animation file if there
is enough extended memory installed in your system.
- GIF : this is one of most popular formats on personal computers. Only GIF87
256-color format can be loaded by MultiPlayer.
- PCX : this is the ZSoft's PaintBrush image format. Multiplayer cannot show
4-color or 16-color images.
- SCI : this is the ColorRIX (VGA Paint) 256-color image format. You can find
several images with .SCX or .RIX extension too, but you should rename
them to .SCI, else, Multiplayer will not find them.
- DMP : format created by W. van Leijer. A public-domain grabber (VGAGRAB) is
available.
- HS2 : it's a simple bitmap format created by Postering, a graphic utility
for Handy Scanner 2000. Some HS2 file can be found on cs.uwp.edu mu-
sic archives.
- PIC : format created by Kai Rohrbacher, for his AniVGA programming package.
It shouldn't be confused with ZSoft's PC-Pictor or IBM StoryBoard Li-
ve PIC format. A palette file must be stored near PIC file. It should
have same image file name, but with a .PAL extension. PIC images can
be compressed by HUC, a Huffman Coder compressor available in public
domain. In this case, MultiPlayer recognizes automatically compressed
images (they've .PIC extension too), and it can unpack them in memory
without using disk for decompression.
- FLI : animation sequence file format created and used by Autodesk Animator,
and many other software products. You must load a FLI from a fast I/O
source only (not floppy disks).
1.5. Text files
----------
Multiplayer can show raw-text files in a window, having a .TXT or a .DOC ext-
ension. 'Raw-Text files' expression mean that you CANNOT show a formatted do-
cument (for example if written by using Microsoft Word) or a binary file.
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ 2. MULTIPLAYER INSTALLATION │
│ │
└────────────────────────────────────────────────────────────────────────────┘
2.1. Hardware Required
-----------------
For a correct working, Multiplayer version 3.0 needs of:
- a PC-IBM 386/486, or compatible. 286 is not supported anymore. If you have
a PC-286, you can use MPLAY.EXE (the MultiPlayer's command line version).
- DOS 3.30 or upper. CONFIG.SYS file must have FILES = 20 (or more).
- a VGA card supporting the 13h display mode (320x200, 256 colors). It's nee-
ded for displaying images or animations.
- 2 MB RAM (640k base memory+1.2 MB Extended or Expanded Memory), 4 MB or mo-
re recommended. You should have a memory manager installed (HIMEM, EMM386,
QEMM or 386MAX). Expanded memory is used when Multiplayer's kernel uses its
overlays, when a image is displayed, or a sample is played. You need enough
memory to load images or samples ENTIRELY into expanded memory. Music modu-
les don't use extended memory, so they cannot be bigger than free
conventional memory. Generally, a music module should be smaller than 450k.
Anyway, you can increase this limit if you have a video memory manager like
Quaterdeck's VIDRAM utility (included in the QEMM386 memory manager): if
you install it, you will have 64k more available memory, but you cannot use
VGA graphic display for 28-43-50 line display mode, and for showing images.
- a hard disk. 1.3MB free space is needed for a full installation, and about
1MB free space during MultiPlayer execution (for disk swapping, or tempora-
ry files).
- a sound device, one of that described below.
- LHA, PKUNZIP, PAK, SQZ or ARJ located in your <PATH> statement, in order to
unpack corresponding archives.
- a mouse (you must have MOUSE.COM driver loaded before you run MultiPlayer).
WARNING! MultiPlayer doesn't work, or it works badly if:
- you have a 8086, 80186 or 80286 based machine. Actually, most of the Multi-
Player sound routines are written in 80386 assembly language, for a better
sound quality. If you have a 80286, you can use only MPLAY, the Multiplayer
command line player.
- you run it under Microsoft Windows 3.00 or 3.10, when it is executed in 386
Enhanced Mode, or in a OS-2 2.1 DOS Window. There could be an ugly conflict
between Windows 3.1 SoundBlaster drivers and MultiPlayer's sound handling.
- you have a write-delayed disk cache installed (SmartDrive, HyperDsk, and so
on). Please disable it when you use MULTIPLAYER! During some disk swapping
operation, an enabled disk cache can have conflict with module data present
in memory, resulting in some trouble when you make access to disk or an au-
tomatic reboot after or before you return to DOS.
2.2. Sound Devices
-------------
MULTIPLAYER can use one of following sound devices, if they're recognized:
a) PC Speaker is supported, but it's not recommended, due to its low sound
quality: anyway, some Amstrad PC has a good internal speaker, with a
volume pad, so, if you have one of these PCs, you can use MultiPlayer's
PC-Speaker support.
b) Adlib Synthetizer Card. Quality is not good on this card: volume is ve-
ry low, so you should pump up the HI-FI's amplifier volume for a better
sound.
c) Creative Labs' Sound Blaster 1.x, 2.x, Sound Blaster PRO, or Sound Bla-
ster ASP 16 (or all compatible sound cards, of course). DMA is used for
Standard and Pro Sound Blasters, only DMA mode is supported. Sound Bla-
ster ASP 16 is supported in PRO emulation mode in most of the cases,
with some enhancement depending from current playing mode. SoundBlaster
compatible cards (for example, Sound Galaxy) should work correctly, but
they were not tested. If MULTIP.CFG configuration file is not found in
the MultiPlayer directory, SoundBlaster I/O address is automatically
detected; anyway, you can choose it from Devices Menu.
d) Covox or compatible cards, including Covox LPT1 Interfaces, Walt Disney
Sound Source, DWY interfaces and SoundMaster ][. You can build a simple
Covox digital-analog converter for your parallel ports, by using one of
the electrical schemes reported at the bottom of this documentation. It
can be connected to LPT1 or LPT2, or any compatible port. If you build
a Covox Stereo board, you should connect to two different ports (for
example, LPT1 and LPT2). In all cases you must configure your Covox by
inserting port addresses in the Device Menu (see above).
e) Pro Audio Spectrum Plus or 16 card. This device is available in Advan-
ced and DMP mode.
f) Gravis UltraSound. This device is available in DMP mode only.
g) Aria Sound Card. This device is available in Advanced Mode or DMP mode.
h) Microsoft Windows(tm) Sound System. Available in DMP mode only.
i) A special device supported from release 1.20 is the FILE DEVICE. If you
select it as default device, Module will be played on a raw sample file
called like module but with RAW extension. Be careful when you use this
device, because output file can require a lot of disk space. Songs cre-
ated can be played by using the Multiplayer's internal sample player or
some external player, like RAWPLAY, provided in this package. A sample
shouldn't be bigger than the expanded memory amount available on your
system, else you should use other kind of players. If you want to use a
VOC player (like VPLAY, utility provided with all SoundBlasters), you
should convert your sample to a VOC file, by using a conversion program
(for example, SOX or VOC-HDR). You must set some parameters: 8-bit sam-
ple and the sampling rate set to the frequency mix rate used during mo-
dule playback. If you specify a different value, sample will be played
at a different speed.
If you have a monophonic Sound Blaster Card and a Covox, you can play modules
in a great stereo sound (by choosing the Covox+SoundBlaster option in the Se-
tup Menu). If you seethe sound quality is very different in the Sound Blaster
Card and in the Covox, the only way you have for improving sound is to change
equalization manually on your HI-FI system.
Following table shows sound devices, as they are recognized by playing modes:
─────────────────────────────────────────────────────────────────────────────
│DEVICE │ CLASSIC │ ADVANCED │ AUTOMATIC │ DMP │ EDIT │
─────────────────────────────────────────────────────────────────────────────
│PC Speaker │ X │ │ X │ X │ │
│Adlib │ X │ │ X │ │ │
│Covox DAC │ X │ │ X │ X │ │
│SoundBlaster │ X │ X │ X │ X │ X │
│SoundBlaster Pro │ X │ X │ X │ X │ │
│Covox+SoundBlaster │ X │ │ X │ │ │
│Pro Audio Spectrum │ │ X │ X │ X │ │
│SoundBlaster ASP 16 │ X │ X │ X │ X │ │
│Gravis UltraSound │ │ │ X │ X │ │
│Windows Sound System │ │ │ X │ X │ │
│Aria Sound Card │ │ X │ X │ X │ │
│Raw Sample File │ X │ │ X │ │ │
─────────────────────────────────────────────────────────────────────────────
(*) note : Classic-Graph Mode works with all devices used by Classic Mode.
DMP/32 Mode doesn't work with Speaker, Covox and Aria cards.
2.3. Setup and running.
------------------
MultiPlayer must be installed by running the SETUP.EXE application. In the
public version, Multiplayer installation files were compressed in a ZIP file
(usually named MULTPxxx.ZIP, where <xxx> is current version number). Unpack
this file into a 1.44MB diskette and run SETUP. It will expand all files in a
directory on your hard disk, then can update your AUTOEXEC.BAT, according to
your choices. But, you can make your updates manually as reported below.
The Multiplayer's public version needs about 1.3Mb free space on your hard
disk, including documentations, utilities and some examples.
Another version, is available FREELY via the author. It includes a second di-
skette containing Dual Module Player v2.86, Dark Tracker Package and 900kb of
additional examples (songs, samples, animations and pictures).
After the installation has been completed, a manual update for your AUTOEXEC.
BAT could be necessary for a correct Multiplayer working.
- Modify your <PATH> statement by adding directory where you have installed
MultiPlayer. Reboot your PC for making these changes actived.
- Set a TMP variable in your DOS environment space to a value, indicating the
directory where temporary files must be put (i.e., the songs extracted from
compressed archives, or the swapping files created by overlays and external
programs).
- Set a MPMODDIR variable, where Multiplayer looks for module files the FIRST
time it will be executed.
You can run Multiplayer by typing MULTIP followed by some parameters:
MULTIP [/rows] [/m] [/pro] [/?] [/option]
rows can be 25, 28, 43 or 50: it specifies number of screen lines you wish to
use on your desktop. Remember to use a slash (/) before number.
If you have a monochrome or a Color Graphics Adapter (CGA), the value you can
choose is 25. If you have an EGA card, you can choose 25 or 43. If you have a
VGA card, you can use all values, except 43. For example, if you want to use
a 50 line display on your VGA you should type:
MULTIP /50
As first parameter, you can also specify following options:
/m : for monochrome cards (MDA, Hercules, Olivetti)
/pro : supported for compatibility with older Multiplayer releases, has no
effect in this version.
/? : shows a quick help about possible command-line options.
The first parameter can be specified directly in the MPENV environment varia-
ble, for example:
SET MPENV=/50
lets Multiplayer to be ran in 50 line display mode, unless you specify a dif-
ferent parameter on the command line. MPENV can be installed by SETUP program
or by yourself. If command-line and MPENV variable are both null, Multiplayer
will start using a 25 line display.
You can specify other options after first parameter:
/ni : skips the animated intro.
/noxm : doesn't check if enough expanded or extended memory is present: so,
you can run Multiplayer also if you've only 640k memory (but images
cannot be displayed, and samples cannot be played!)
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ 3. MULTIPLAYER'S DESKTOP │
│ │
└────────────────────────────────────────────────────────────────────────────┘
3.1. Main Desktop
------------
After a short graphic animation is displayed, a text-based desktop will take
place on the screen. You can see a menu with three options, at the top of the
screen.
File │ Setup │ Devices │ MIDI
You can open submenus, or perform some operation by pressing some key sequen-
ce directly, like reported in the following table:
<F1> to load and display this manual.
<F3> to display the file selection window (file requester).
<F8> to display the lzmod filter requester.
<F9> to display soundblaster's mixer control panel window.
<Alt-F> to open File submenu.
<Alt-S> to open Setup submenu.
<Alt-D> to open Device submenu.
<Alt-M> to open MIDI submenu.
<Alt-X> or <ESC> to exit.
<Alt-1> to switch current mode to the classic mode.
<Alt-2> to switch current mode to the classic/graph mode.
<Alt-3> to switch current mode to the advanced mode.
<Alt-4> to switch current mode to the automatic mode.
<Alt-5> to switch current mode to the dmp mode.
<Alt-6> to switch current mode to the editing mode.
*WARNING* : some key depends from the message language utilized. Usually, a
menu option is selected by pressing the <ALT> key followed by the
FIRST option letter.
When a submenu is opened, you can select a particular option, by using cursor
keys (up and down) or moving the mouse pointer, and pressing <Enter> (or left
mouse button) on your favorite choice. You can close a submenu by hitting ESC
key or right mouse button.
All submenu options are described in next sections.
3.2. File Menu
---------
<Load modules and play>
Actually, this is the most important option in this version of MultiPlayer.
It's available by pressing <F3> key too. A file requester will appear. Se-
lect the files you want to play (or view) by pressing <Space> bar, then
press <F10> when you want to play them. Up to 700 different files can be
selected in a directory. If you want to select a file in the current direc-
tory, you can specify the file name (or a part of it), by pressing <Tab>.
Also, you can press <Enter> key on a directory name to make it the current,
<Alt-D> to open device selection menu, or <Esc> to leave file requester wi-
thout playing the selected modules and return to desktop. If you press <En-
ter> on a file, all the others will be unselected and the current file will
be processed. You can choose files from the request window directly, but
you can select compressed archives too (ARC, ZIP, PAK, LZH, SQZ or ARJ for-
mats): in this case, if your system has the corresponding unpack utility
installed in <PATH> statement, you can select a file (only one) included in
the archive, by using another requester, showing all files included in the
archive). After you pressed <Enter> key, MultiPlayer will run the unpack
program needed for unpacking selected file. Depending on the TMP environmnt
variabile, the module will be unpacked in a temporary directory, played,
then it will be removed from hard disk. See notes reported below for some
informations about file dearchivers.
<Use LZMOD Archive>
Similar to previous option, but it doesn't display a file requester working
on the current directory, but looks for an archive, called LZMODARC, placed
in a directory stored in your PATH statement. LZMODARC is a file created by
the LZMOD program, a database management system allowing you to store your
modules automatically, by using its true name (that is, the song name) and
a LZH archive name (where the module is stored). The LZMODARC file format
looks like a sequence compound by C structures, like follows:
struct archive_record {
unsigned short title_length; /* it's always 25 */
char dummy[5]; /* it should be five spaces */
char title[20]; /* module title, or description */
unsigned short name_length; /* it's always 12 */
char name[12]; /* module's file name */
unsigned short num_length; /* it's always 10 */
char length[10]; /* string containing the module
length */
unsigned short arcn_length; /* put it always to 12 */
char archive_name [12]; /* archive name, where the module
is stored */
}
Note for C programmers: the 'char' definitions refer to not-null-terminated
strings. Write to the author for further informations about LZMOD.
You can select one of the LZMODARC record directly from the file requester,
or by specifing its name (see previous option for instructions for the file
requester usage). After a file is selected, Multiplayer looks for the right
archive in all drives until a diskette containing it, will be inserted into
any disk drive. Then, Multiplayer works in the same way the previous option
does. LZMOD archive is entirely shown, unless you've selected a filter in
the 'LZMOD filter' option (see section 3.3).
<Output Device>
You can choose the sound device to be used. Depending from current playing
mode, a reduced list of possible sound devices is available. All unavaila-
ble sound cards are grayed.
<Playing Mode>
allow you to select a playing mode. See above for a full explanation about
all playing modes.
<About Multiplayer>
shows the introduction window. Press <Enter> to exit.
<System Information>
give some informations about your current system configuration: processors,
graphic and sound cards, all informations about memory and so on.
<Dos Shell>
executes a secondary command processor. Multiplayer swaps itself to the Ex-
tended or Expanded memory, if they're found on your system, or on the hard
disk, if no enough memory is available for swapping. In this case, about
600k disk space must be available. Due to this swapping, your system will
have a lot of DOS memory free space for executing applications. Don't load
TSR programs, or the system can crash. Type EXIT at the DOS prompt in order
to come back to the Multiplayer's desktop.
<Exit>
end the Multiplayer session and go to DOS. A dialog box will appear and let
you confirm this operation.
Note 1 : The MPMODDIR environment variable can change the file requester
behaviour. If it's set to a particular directory, the file requester
make this directory the current one. If MPMODDIR variable doesn't e-
xist, it uses by default the current DOS directory.
Note 2 : Following extract utilities are needed, for unpacking the compressed
archives (they must be installed in your system's PATH variable):
- LHA.EXE release 2, for LZH or LHA files.
- PKUNZIP.EXE release 0.9 to 2.0, for ZIP files.
- PAK.EXE release 2.50 (by NoGate Consulting), for PAK or ARC files.
- ARJ.EXE release 2, for ARJ files.
- SQZ.EXE release 1.08, for SQZ files.
3.3. Setup Menu
----------
<Frequency Mix Rate>
allows you to select a change the frequency mixing rate. A higher frequency
mix rate means a better sound quality, but needs a faster computer. Default
value are 16000Hz for the Classic Mode, and 22000Hz for Advanced or DMP Mo-
de. Editing mode selects a frequency mixing speed automatically, depending
on the computer speed. If you've a fast PC, and the actual playing mode is
set to Classic, you can try to increase the frequency but you should be ca-
reful. If frequency is too high your system can crash. A best sound device
allows higher frequency values. In all playing modes, you can set frequency
rate up to 16000Hz for a SoundBlaster, 22000Hz for a SoundBlaster Pro,44000
Hz for Gravis UltraSound Card, Pro Audio Spectrum or SoundBlaster ASP 16.If
you use the PC Speaker or a Covox DAC, you shouldn't exceed 10000 Hz, due
to hardware limitations (on my 386sx/25, when a SoundBlaster-Covox couple
is choosen, Multiplayer is not able to select a frequency rate greater than
8500Hz). You can use the WHICH utility to know what is the optimum frequen-
cy rate allowed by your sound card.
<Initial volume>
selects initial playing volume. Classic Mode allows you to set a volume ra-
te in the range 0..255, while in the Advanced and DMP Modes volume can vary
from 0 to 64.
<Fade Speed>
the 'fade out' speed used when you press 'N' during a module playback.
<Loop Module>
if this option is switched to YES, a module will be rewound and played back
again, each time it reaches its end, else it will be played back only once,
unless it has an internal Jump command ('B' event in Protracker modules)
simulating the loop.
<Mono Mode>
in Classic Mode,allows most of 4-Channel Modules (NoiseTracker, ProTracker,
StarTrekker, Scream Tracker 2.0 and ModEdit) and 699 Composer's Modules to
be played in mono on all stereo devices (Covox+SoundBlaster included), but
the volume and the sound quality decrease slightly. In Advanced Mode, it
works on any kind of module, but your card should have a stereo/mono regi-
ster (e.g. SoundBlaster PRO).
<Spatial Sound>
this is a specific MultiPlayer feature! This option available only in four-
Channel Modules and only when Classic Mode is selected, allows module to be
played in enhanced 3D-Stereo (on stereo devices). When option is enabled,
MultiPlayer puts channel 1 and 2 on both device DACs, while voice 3 will be
played on DAC connected to left device, and voice 4 will be played on the
right device. Advanced and DMP modes don't need this option, because they
have an internal mechanism allowing you to 'pan' channels through both ste-
reo sides (see below).
<Save Memory Space for Mods>
enable or disable the Low Quality Mode. In Classic Mode, when this option
is setted to YES,memory needed for module is reduced to about 50%. A module
bigger than 430k can be played easily, also if the sound quality is not ve-
ry good. If the option is setted to NO, you need more memory for a module
but the sound quality is better. Anyway, this option does not affect all
modules. Protracker mods are not modified by this option, while Scream Tra-
cker 3.0 modules will be improved considerably when the option is enabled.
In Advanced (or DMP Mode), this option enables (or disables) an enhanced
quality mode support for 8-bit cards (SoundBlaster v1.5 or Pro) and removes
all unused patterns and samples from memory during module loading.
<User Panning>
this option can work with Advanced Mode only. When it's switched to YES,you
can use your own panning table, as you can configure by using the <Panning
Control Panel>. If this option is switched to NO, a default panning table
will be used for playback.
<Channels>
let you set the maximum channels a module can play simultaneously. This op-
tion is useful for improving sound quality when you play modules having a
fixed (and high) channel number in it. For example, Protracker Studio 16
(P16) modules has no informations about channel number stored into them so
fixed value is 16. But this value is too high for a good quality, even if
module uses less than 16 voices. So, if you set maximum channel to 4, you
improve the sound quality a lot, but, if module has more than 4 channels,
some voice is not played back. Listen to the module before setting this op-
tion. If AUTO is selected for Channels option, no modifications on channel
number will be made. This option can be used in Classic Modes only.
<MIDI Player>
let you choose a player for standard MIDI files. Two players are available:
PLAYMIDI, the Creative Labs MIDI Player, and Midi Master, a public domain
player (included in the Multiplayer's package). Both programs can use the
General MIDI instrument patch. Drums are mapped according to the MT-32 drum
patch.
PLAYMIDI needs of SBMIDI driver installed, and supports SoundBlaster Pro 2,
ASP 16, or Multi-CD sound cards. It can use internal synthetizer chips, MI-
DI OUT port or MPU-401 interface, according to options utilized when SBMIDI
driver is loaded. You can configure PLAYMIDI for working with General, Ext-
ended or Basic MIDI. PLAYMIDI doesn't work with SoundBlaster 1.x, 2.x, or
Pro v1.
Midi Master is a program written by Cornel Huth, based on Ruckus' SoundCard
Toolkit. It works with Gravis UltraSound, and all SoundBlaster cards having
OPL chips; the most important thing is: no external driver is needed. Gene-
ral, Extended or Basic MIDI files can be played.Gravis Ultrasound users can
change instrument patch by using patch files provided with Gravis disks.
Anyway, Midi Master is a beta-test program (v0.20), so, it could have trou-
bles on some MIDI files (especially if these files are bigger than 64k),
crashing or resetting your system; but, if QEMM386 is installed, a system
exception can occur, resulting in a display scroll due to an invisible mes-
sage shown by QEMM386. In this case,if PC seems to be blocked, try to press
'T' key (for 'T'erminate process). If nothing happens, switch your computer
off. If the process termination is successful, you will see the Multiplayer
screen again. However I hope the Midi Master author will release a bug-free
version soon... :-)
MIDI players can be configured by using MIDI Menu. See section 3.5 for full
details.
<Graphic Image>
allows you to select the image to display on the graphic desktop, when you
use the 'Classic/Graph' playing mode. Only PIC format images can be used. A
request window will appear. If you pressed ESC, no image will be selected.
<LZMOD Filter>
let you choose a particular set of modules from LZMOD archives, in the 'Use
LZMOD Archive' option. A requester will appear. Select a module type and
press <Enter>. If you press <Esc>, all files will be shown when you consult
the LZMOD archive. A filter is useful, if you want to search for a specific
set of module types in your module database.
<Panning Control Panel>
let you create a new panning table, to use with Advanced Playing Mode. Pan-
ning gives you the possibility to choose channel position on an amplifier
side. Select the channel to pan with <up> and <down> arrows, then change
panning by pressing <left> and <right> arrows (moving highlited bar). If
bar is on the left, the corrispondent channel will be totally played on the
left side. If bar is on the right, it will be played on the right side. It
is possible to choose intermediate values: a negative number indicates that
a channel will be put mainly on the left side, but also on the right. A
null value allows a channel to be put on both side with same intensity. 'L'
key puts a channel totally on the left. 'R' put it totally on the right,'M'
puts it on the middle. 'C' puts all channels on the middle side, 'D' sets
all values to the default one. You can exit from Panning Control Panel by
pressing <ESC> key.
<Default values>
if you select this option, all parameters setted by setup menu will be bro-
ught back to the default values (that is, the values setted by MultiPlayer
internally). Sound Card Settings will not be changed by this option.
Note 1 : All parameters configured by Setup Menu will be saved on disk in a
text file called MULTIP.CFG when you exit from menu. This file will
be loaded automatically when you restart MultiPlayer. You can modify
the configuration file manually, by using a simple text editor, but
be careful when you do it.
Note 2 : This menu has no effect on FM music and on VOC playback.
3.4. Devices Menu
------------
<Covox Left I/O Address>
allows you to choose the I/O Port address where a Covox (or compatible)
device is installed. If current output device is setted to Covox Stereo,
this parameter can be used to choose left device (well, of course, you
should put the Covox plug into left side of your amplifier).If current out-
put device is setted to Covox Mono, or Covox+SoundBlaster, use this option
in order to modify the Covox I/O port address. You can put decimal or hex-
adecimal numbers in input field, by putting a 'h' after the number, (e.g.
0408h). When you use a digital-analog converter plugged into LPT1, you must
specify 0378h. When it's plugged into LPT2, you must write 0278h.
<Covox Right I/O Address>
allows you to set the I/O Port address where a Covox or compatible card is
installed in order to be used as a right device (if its plug is connected
to right side of your amplifier, of course). This option must be used only
when the Covox Stereo Device is choosen (in the output device menu option).
See above for information about port values.
<SoundBlaster Settings>
invokes a submenu, allowing you to select all hardware parameters for a
SoundBlaster (or compatible) card: that is the I/O Address (possible values
are 210h, 220h, 230h, 240h, 250h or 260h), the Interrupt Line (0 to 7), the
DMA channel (0 to 3). Also, you can let Multiplayer to detect parameters
automatically by selecting 'Autodetect' option, or use the values stored
into the BLASTER environment variable, if the 'BLASTER' option is selected.
Warning: a wrong value for some parameter can cause your PC to crash or re-
boot automatically.
<SoundBlaster Pro Mixer>
shows the mixer control panel window. This option assumes you have a Sound-
Blaster Pro card, so your system can crash if you choose this option and
the SoundBlaster PRO is not installed or properly configured. For complete
instructions, read section 4.3.
3.5. MIDI Menu
---------
This menu allows you to modify configuration for PLAYMIDI or Midi Master pro-
grams. Options will be saved on MULTIP.CFG, but the 'Default Values' option
in the Setup Menu will not be able to restore original values.
<FM Device> *MIDI MASTER*
It tells MIDI MASTER which FM chips should be used for playing MIDI files.
If a SoundBlaster is installed, possible choices are <2> if you want to use
OPL2 chips, or <3> for using the OPL3 chips. For Gravis UltraSound users,
the only available option is <5>.
<Volume Response> *MIDI MASTER*
Choose the volume response type for playing your MIDI files. <1> means a
linear response, <0> a logarythmic response. Most MIDI files can be played
in linear mode, even if they're log-based.
<4op Voices> *MIDI MASTER*
Number of 4op chips utilized by MIDI MASTER during playback. Possible valu-
es are in the range [0,6]. Default value is 0.
<LFO Effects> *MIDI MASTER*
It specifies what LFO effects to use. <1> selects FM vibrato. <2> selects
AM vibrato. <3> selects both effects.
<Drum Channel> *MIDI Master, PLAYMIDI*
It specifies MIDI channel to use for drum patch. Default is 10.
<Patch Quality> *MIDI MASTER*
<0> value loads all required patches, in original form (16-or 8-bit, whate-
ver it is). <1> loads all patches in low-resolution form.
<Timer> *MIDI MASTER*
force MIDI Master to use a specific timer. <0> uses the PC timer, <1> uses
the sound card's internal timer.
<Music Volume> *MIDI MASTER*
let you choose the global volume for MIDI files. Possible values are in the
range [0,100]. Values can differ for linear or logarythmic volume modes.
<WDS Adjust> *MIDI MASTER*
it works on Windows dual-sequence MIDI files only. If this option is set to
<0>, the device capabilities are consuled to know what sequence to play, if
extended (channels 1-10) or basic (channels 13-16). <1> forces the basic-
sequence channel playing, <2> forces the extended-sequence channel playing.
<Voices> *MIDI MASTER*
change the maximum number of voices to play, in the range [1,32]. Optimum
value is 32; if a lower value is specified, some voice can be muted during
playback.
<Default Patch> *MIDI Master, PLAYMIDI*
Select what patch to use (for Gravis UltraSound only). Value should be in
the range [0,127], indicating what patch to use. Default is <0>, indicating
the acoustic piano patch. A value greater than 127, causes no default patch
will be used. If PLAYMIDI player is selected (see Setup Menu), this option
selects Extended (0), Basic (1) or General (2) MIDI patches.
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ 4. PLAYBACK │
│ │
└────────────────────────────────────────────────────────────────────────────┘
4.1. MultiPlayer windows
-------------------
Now let's see what MultiPlayer shows during module playback.
During playback, MultiPlayer's Desktop shows two windows. the first, smaller,
placed at the screen top, shows information about module currently played:
------------------------------------------------------------------------------
Module Name: Debbie Gibson Remix Tempo: 006 Frequency Rate: 12000 Hz
Track : 001/024/012 (001) BPM : 125 Filter On : 1
Format : NoiseTracker/ProTracker Filter Off : 2
Device : #12:Covox+SoundBlaster Equalizer : ON
Volume : ████ 015 Looping : ON
------------------------------------------------------------------------------
Figure #1: The Information Window
At the top-left side, you can see internal module name, track informations
(current pattern, total patterns, current row, current pattern number), modu-
le format, device name, current volume, current tempo, beats per minute, cur-
rent frequency mix rate, filter settings, equalizer switch and a switch indi-
cating if module has to be looped).
The second window displays animated bars, pattern partitures, samples or help
according to mode currently selected by function keys (see below). An example
reported below shows the 'bar' mode:
------------------------------------------------------------------------------
01 BassDrum E-2 048 - L
02 Chorus C-3 024 - R
03 Electric Guitar A-2 024 42 R
04 Pizza E-1 024 - L
05 Chorus C-3 024 - L
06 BassDrum E-2 048 - R
------------------------------------------------------------------------------
Figure #2: The Main Window
4.2. HotKeys
-------
When you play a module, you can change some effect and switch in order to mo-
dify sound reproduction, by pressing alpha-numeric or function keys on your
keyboard. The following table shows all keys utilized by
─────────────────────────────────────────────────────────────────────
│ Keys │ Classic │ Classic-Graph │ Advanced │
│ │ Mode │ Mode │ Mode │
─────────────────────────────────────────────────────────────────────
│ F1 │ Help Page 1 │ Show or hide │ Help Page 1 │
│ │ │ channel numbers │ │
─────────────────────────────────────────────────────────────────────
│ F2 │ Help Page 2 │ Change Color │ Help Page 2 │
│ │ │ │ │
─────────────────────────────────────────────────────────────────────
│ F3 │ Show Partiture │ │ │
│ │ (Ch. 1-4) │ │ │
─────────────────────────────────────────────────────────────────────
│ F4 │ Show Partiture │ │ │
│ │ (Ch. 5-8) │ │ │
─────────────────────────────────────────────────────────────────────
│ F5 │ Show Partiture │ │ │
│ │ (Ch. 9-12) │ │ │
─────────────────────────────────────────────────────────────────────
│ F6 │ Show Partiture │ Volume Mode │ │
│ │ (Ch. 13-16) │ │ │
─────────────────────────────────────────────────────────────────────
│ F7 │ Instrument List │ Instrument List │ Instrument List │
│ │ │ │ │
─────────────────────────────────────────────────────────────────────
│ F8 │ VU-Meters │ Vu-Meters │ Vu-Meters │
│ │ │ │ │
────────────────────────────────────────────────────────────────────│
│ F9 │ │ Graphic Scope │ │
│ │ │ │ │
─────────────────────────────────────────────────────────────────────
│ F10 │ Virtual DOS │ Module │ Virtual DOS │
│ │ Shell │ informations │ Shell │
─────────────────────────────────────────────────────────────────────
│ Ctrl │ VU-Meters │ │ │
│ F1 │ Page (1) │ │ │
─────────────────────────────────────────────────────────────────────
│ Ctrl │ VU-Meters │ │ │
│ F2 │ Page (2) │ │ │
─────────────────────────────────────────────────────────────────────
│ Ctrl │ VU-Meters │ │ │
│ F3 │ Page (3) │ │ │
─────────────────────────────────────────────────────────────────────
│ Ctrl │ VU-Meters │ │ │
│ F4 │ Page (4) │ │ │
─────────────────────────────────────────────────────────────────────
│ Ctrl │ VU-Meters │ │ │
│ F5 │ Page (5) │ │ │
─────────────────────────────────────────────────────────────────────
│ Home │ Jumps to the │ Jumps to the │ Jumps to the │
│ │ song beginning │ song beginning │ song beginning │
─────────────────────────────────────────────────────────────────────
│ Left │ Change Tempo │ Change Tempo │ Change Tempo │
│ or Right │ │ │ │
─────────────────────────────────────────────────────────────────────
│ Ctrl-Left │ Change BPM │ Change BPM │ Change BPM │
│Ctrl-Right │ │ │ │
─────────────────────────────────────────────────────────────────────
│ Up │ Change │ Change │ │
│ or Down │ Mixing Speed │ Mixing Speed │ │
─────────────────────────────────────────────────────────────────────
│ PgUp │ Jump forwards │ Jump forwards │ Jump forwards │
│ or PgDn │ or backwards │ or backwards │ or backwards │
─────────────────────────────────────────────────────────────────────
│ 1..0 │ turn on/off │ turn on/off │ turn on/off │
│ │ channels │ channels │ channels │
─────────────────────────────────────────────────────────────────────
│ Alt │ │ │ panning to │
│ F1..F10 │ │ │ left channel │
─────────────────────────────────────────────────────────────────────
│ Alt │ decrease │ decrease │ panning to │
│ 1..0 │ channel volume │ channel volume │ the middle │
─────────────────────────────────────────────────────────────────────
│ Alt │ increase │ increase │ panning to │
│ Q..P │ channel volume │ channel volume │ right channel │
─────────────────────────────────────────────────────────────────────
│ C │ │ │ │
│ │ │ │ │
─────────────────────────────────────────────────────────────────────
│ D │ save samples │ save samples │ save samples │
│ │ (signum convers)│ (signum convers) │ (sgn convers) │
─────────────────────────────────────────────────────────────────────
│ E │ equalizer │ equalizer │ │
│ │ │ │ │
─────────────────────────────────────────────────────────────────────
│ F │ filter cut │ filter cut │ soundblaster │
│ │ freq. selection │ freq. selection │ pro filter on │
─────────────────────────────────────────────────────────────────────
│ G │ filter type │ filter type │ soundblaster │
│ │ selection │ selection │ pro filter off │
─────────────────────────────────────────────────────────────────────
│ I │ sample │ sample │ sample │
│ │ informations │ informations │ informations │
─────────────────────────────────────────────────────────────────────
│ K │ │ │ soundblaster │
│ │ │ │ pro stereo set │
─────────────────────────────────────────────────────────────────────
│ L │ turn off │ turn off │ turn off │
│ │ right channels │ right channels │ right channels │
─────────────────────────────────────────────────────────────────────
│ M │ soundblaster │ soundblaster │ soundblaster │
│ │ pro mixer │ pro mixer │ pro mixer │
─────────────────────────────────────────────────────────────────────
│ N │ song fading and │ song fading and │ sound fading and │
│ │ load next file │ load next file │ load next file │
─────────────────────────────────────────────────────────────────────
│ P │ pause or resume │ pause or resume │ pause or resume │
│ │ module playback │ module playback │ module playback │
─────────────────────────────────────────────────────────────────────
│ R │ turn off │ turn off │ turn off │
│ │ left channels │ left channels │ left channels │
─────────────────────────────────────────────────────────────────────
│ S │ save samples │ save samples │ save samples │
│ │ (no sgn convers)│ (no sgn convers) │ (no sgn convers) │
─────────────────────────────────────────────────────────────────────
│ + or - │ increase or │ increase or │ increase or │
│ │ decrease volume │ decrease volume │ decrease volume │
─────────────────────────────────────────────────────────────────────
│ / │ toggle │ toggle │ toggle │
│ │ looping mode │ looping mode │ looping mode │
─────────────────────────────────────────────────────────────────────
│ < or > │ change vu-meter │ change vu-meter │ change vu-meter │
│ │ bar characters │ bar characters │ bar characters │
─────────────────────────────────────────────────────────────────────
│ Enter │ │ │ │
│ │ │ │ │
─────────────────────────────────────────────────────────────────────
│ Space │ │ │ │
│ │ │ │ │
─────────────────────────────────────────────────────────────────────
│ Tab │ │ │ │
│ │ │ │ │
─────────────────────────────────────────────────────────────────────
│ Esc │ stop module and │ stop module and │ stop module and │
│ │ stop sequence │ stop sequence │ stop sequence │
─────────────────────────────────────────────────────────────────────
──────────────────────────────────────────────────────
│ Keys │ CMF │ VOC │ Sample (RAW/WAV) │
│ │ Playback │ Playback │ Playback │
──────────────────────────────────────────────────────
│ F1 │ Help │ Help │ │
│ │ Page │ Page │ │
──────────────────────────────────────────────────────
│ F2 │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ F3 │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ F4 │ │ │ Change Octave │
│ │ │ │ (-4) │
──────────────────────────────────────────────────────
│ F5 │ │ │ Change Octave │
│ │ │ │ (-3) │
──────────────────────────────────────────────────────
│ F6 │ │ │ Change Octave │
│ │ │ │ (-2) │
──────────────────────────────────────────────────────
│ F7 │ │ │ Change Octave │
│ │ │ │ (-1) │
──────────────────────────────────────────────────────
│ F8 │ │ │ Change Octave │
│ │ │ │ (middle) │
──────────────────────────────────────────────────────
│ F9 │ │ │ Change Octave │
│ │ │ │ (+1) │
──────────────────────────────────────────────────────
│ F10 │ Virtual │ Virtual │ Change Octave │
│ │ Dos Shell│ Dos Shell│ (+2) │
──────────────────────────────────────────────────────
│ Ctrl │ │ │ │
│ F1 │ │ │ │
──────────────────────────────────────────────────────
│ Ctrl │ │ │ │
│ F2 │ │ │ │
──────────────────────────────────────────────────────
│ Ctrl │ │ │ │
│ F3 │ │ │ │
──────────────────────────────────────────────────────
│ Ctrl │ │ │ │
│ F4 │ │ │ │
──────────────────────────────────────────────────────
│ Ctrl │ │ │ │
│ F5 │ │ │ │
──────────────────────────────────────────────────────
│ Home │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ Left │ set song │ │ │
│ or Right │ speed │ │ │
──────────────────────────────────────────────────────
│ Ctrl-Left │ change │ │ │
│Ctrl-Right │ BPM │ │ │
──────────────────────────────────────────────────────
│ Up │ transpose│ │ │
│ or Down │ song │ │ │
──────────────────────────────────────────────────────
│ PgUp │ │ │ │
│ or PgDn │ │ │ │
──────────────────────────────────────────────────────
│ 1..0 │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ Alt │ │ │ │
│ F1..F10 │ │ │ │
──────────────────────────────────────────────────────
│ Alt │ │ │ │
│ 1..0 │ │ │ │
──────────────────────────────────────────────────────
│ Alt │ │ │ │
│ Q..P │ │ │ │
──────────────────────────────────────────────────────
│ C │ │ │ convert sample │
│ │ │ │ signum │
──────────────────────────────────────────────────────
│ D │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ E │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ F │ │ │ soundblaster │
│ │ │ │ pro filter on │
──────────────────────────────────────────────────────
│ G │ │ │ soundblaster │
│ │ │ │ pro filter off │
──────────────────────────────────────────────────────
│ I │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ K │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ L │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ M │ sbpro │ sbpro │ soundblaster │
│ │ mixer │ mixer │ pro mixer │
──────────────────────────────────────────────────────
│ N │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ P │ pause or │ pause or │ │
│ │ resume │ resume │ │
──────────────────────────────────────────────────────
│ R │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ S │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ + or - │ │ │ increase or │
│ │ │ │ decrease volume │
──────────────────────────────────────────────────────
│ / │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ < or > │ │ │ │
│ │ │ │ │
──────────────────────────────────────────────────────
│ Enter │ │ see │ │
│ │ │ note 1 │ │
──────────────────────────────────────────────────────
│ Space │ │ │ plays sample │
│ │ │ │ at last frequency│
──────────────────────────────────────────────────────
│ Tab │ │ see │ │
│ │ │ note 1 │ │
──────────────────────────────────────────────────────
│ Esc │ stop │ stop │ exit from │
│ │ song │ voice │ sample playback │
──────────────────────────────────────────────────────
Note 1:
During a VOC playback, <ENTER> key breaks a sample section, and moves sample
offset to next marker immediately. <TAB> key works in a similar way, but wait
sample offset just after the current loop has finished.See your Creative Labs
manual for more information.
Note 2:
In Classic Mode, "Lock" keys (CapsLock, NumLock and ScrollLock) allow Multi-
player to handle a different set of channels when numeric keys are pressed.
Normally, key <1> turns channel #1 on (or off), key <2> does the same thing
on channel #2, and so on. When <NumLock> key is on, it adds 10 to the channel
number used by a key, that is, channel 11 will be affected after <1> is pres-
sed and so on. <Scroll Lock> key adds 20 when it's turned on, and <Caps Lock>
adds 40 to the channel number. A combination of lock keys can be used for in-
termediate values. For examples, channel 34 can be affected by pressing 4 key
when both <NumLock> and <ScrollLock> have their light turned on.
Note 3:
During sample playback different from VOC files (RAW or WAV), a piano keybo-
ard will be displayed on the main window. You have a piano keyboard's octave
simulated on your PC keyboard:
▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█
▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█
▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█▐█ ▐█ ▐█▐█ ▐█ ▐█ ▐█
▐█▌██▌██▐█▌██▌██▌██▐█▌██▌██▐█▌██▌██▌██▐█▌██▌██▐█▌██▌██▌██▐█▌██▌██▐█▌██▌██▌██
▐█▌██▌██▐█▌██▌██▌██▐█▌██▌██▐█▌██▌██▌██▐█▌██▌██▐█▌██▌██▌██▐█▌██▌██▐█▌██▌██▌██
2 E 5 6 7
Q W R T Y U U I
All keys reported above allow Multiplayer to play a sample at different notes
by changing their playing frequency rate. The middle C frequency rate is 8800
Hz.
Note 4:
MultiPlayer plays also ROL files. No windows will be displayed. Only ESC key
key will work, stopping the song.
4.3. Mixer Control Panel
-------------------
If you have a SoundBlaster Pro, or a 100% compatible card, you can get a full
control of its internal mixer capabilities by running a Mixer Control Panel
programmed into Multiplayer. Mixer is not available on a monophonic SoundBla-
ster (1.x or 2.x). If no SoundBlaster is installed, your computer can crash.
If a SoundBlaster 16 (or ASP) is mounted on your system, Mixer Control Panel
could have some trouble when it tries to set mixer registers.
You can run Mixer Control Panel on main desktop (by pressing F9, or selecting
corresponding menu option in the Devices menu), while a module or a sample is
playing (by pressing M key), or in a DOS session, by typing DGSMIXER at the
DOS prompt. You will see a window similar to figure #3. It can be different a
few, if it's executed on main destop or during a module playback, but working
is similar. Mouse can be used, but only if Mixer is executed in main desktop.
Mixer parameters you can modify are Master Volume (the common volume for each
channel), Voice (for modules or samples), FM (for all synthetized songs), Mi-
crophone and Line-In volumes (not used in Multiplayer, but you can be intere-
sted to change them if you're mixing a module with an external input device),
CD volume (for a CD-ROM connected to SoundBlaster directly - this is not used
in Multiplayer). A channel can be selected by moving left and right arrow key
(it will be highlighted by a white bar); its volume can be changed by presing
up or down arrow key. Coloured bars indicate the channel volume level. If you
have a mouse installed, you can click on the bars for changing volume. In the
main desktop's mixer, you can change left, right or both channel volumes, it
depends by current mode. Mode is reported at the bottom, to the left of mixer
window. Normally, mode is set to middle, indicating that a volume change will
affect BOTH channel volumes. This mode can be set by pressing M. Other modes
are LEFT (press the L key) and RIGHT (press the R key). In these cases, only
one bar per channel will be increased or decreased (see figure #3). This fea-
ture is not available when mixer is used during a playback: in this case, the
only existing mode is MIDDLE.
The Mixer Control Panel used on the main desktop (not during a playback!) can
turn on (or off) in-out filters built into SoundBlaster Pro, by pressing F or
G. Also, S key can be pressed if you want to active Stereo internal register.
If you use a mouse, simply click on radio-buttons displayed at the mixer win-
dow's right.
During a Advanced Mode playback, you can press <F> or <G> keys to set filters
or <K> for stereo/mono playback (but not when mixer is shown).
You can close the Mixer by pressing <ESC> key, or by clicking left mouse but-
ton on the [OK] button.
-----------------------------------------------------------------------------
SoundBlaster Pro Mixer Control Panel
Mast Voic FM CD Micr Line [■] filter in
max _ [ ] filter out
_ █ █ [ ] stereo
_ █ █ █ █
_ █ █ █ █ █ █ █
_ █ █ █ █ █ █ █ █
_ █ █ █ █ █ █ █ █
min _ █ █ █ █ █ █ █ █
14 14 10 10 12 10 00 00 01 01 08 12
middle v2.5
-----------------------------------------------------------------------------
Figure #3 : Mixer Window
Multiplayer's Mixer Control Panel modifies internal sound card registers, so
all channels will keep same volume also after Multiplayer is quitted. Another
application that doesn't modify mixer register by itself, will use these set-
tings.
4.4. The VDS subsystem (release 1.063)
---------------------------------
VDS is for Virtual Dos Shell. It's a new Ms-Dos interface, created by dgs. It
will be installed in several dgs products, but actually it's installed in the
MultiPlayer desktop only. It allows you to perform all typical operations on
data files in a window while Multiplayer continue to play a module. VDS works
similarly to the shell included into Telemate, a great shareware communicati-
ons program, maybe the best.
Like Telemate's Shell, VDS is not a real Ms-Dos shell, so you cannot execute
external programs in it. Instead, you can execute most of basic Dos commands,
and something more. Syntax is very similar to the original Dos commands, but,
there may be some little difference.
Generally, all operations made by VDS don't affect sound quality. You can see
it, especially if you have a fast machine, and a good hard disk.
VDS can be used during module, CMF and VOC playback, but all desktop keys are
disabled. You cannot use VDS while you play a RAW/WAV sample or a ROL/MID mo-
dule song. If you're not playing modules (main desktop), you can run a 'real'
dos shell by selecting it from the FILE menu.
Here are the commands implemented in the VDS:
- COPY : copy files from a drive or a directory to another. Syntax is simi-
lar to Ms-Dos <COPY> command, but when you specify 'C:' you mean
to indicate the hard disk's root directory. F or example, if you
type the following command:
COPY REDHOT.MOD A:
VDS will copy REDHOT.MOD in the root directory of drive A. You can
use also wildcards (*,?). Don't try to copy from standard devices
like CONsole device: effects can be unpredictable.
- MOVE : copy files from a drive or a directory to another, then remove the
original files. Wildcards (*,?) are allowed too. About directory
specification, see the COPY command.
- REN : rename a file. You must specify old name and new name.
- DIR : if no parameter is specified after <dir>, it shows the current di-
rectory; if parameter is a directory or a drive name, it displays
its contents. You can also specify wildcards (*,?) as parameters.
In this case, it displays a group of files only. This is a simpli-
fied version of MS-DOS <dir> command.
- CD : change current directory. If directory doesn't exist, the command
will have no effect.
- TYPE : displays a text file. You can break this operation by pressing any
key during file scrolling.
- CLS : clear the virtual screen, that is, the text window used by VDS.
- VOLUME : this is not a DOS command. It changes master volume of module cur-
rently played. You must specify an offset, not an absolute number,
that is, a signed value to add to master volume. If number is po-
sitive, master volume will be increased; otherwise it will be de-
creased. This command doesn't work when you play CMF or VOC files.
- INSIDE : looks into a compressed archive, and displays informations of fi-
les included in it: file name, compressed file size, original file
size, compression ratio (expressed in percent) and the compression
method used. INSIDE recognizes ZIP, LHA, LZH, SQZ, PAK, ARC and
ARJ compressed files.
For ZIP files,the compression type is identified by a digit in the
range 0..9, according to the table reported below:
0 : Stored
1 : Shrunk (all versions)
2 : Reduce (v0.92)
6 : Implode (v1.00)
8 : Deflate (v1.93)
For PAK and ARC archives, method is identified by a number too:
2 : Stored
3 : Distilled
4 : Squeezed
8 : Crunched
9 : Squash
10 : Crushed
11 : Distilled
For LZH files, compression method is displayed with original level
name (-lh1- to -lh5-), indicating the compression rate (that is,
-lh5- method is the best, while -lh1- method is the worst)
For ARJ archives, compression method is identified by a number:
0 : Stored File
1 : Good Compression
2 : Normal Compression
3 : Fast Compression
4 : Fastest Compression
For SQZ archives, a number in the range 0 to 4 identifies the com-
pression rate.
- HELP : show all commands recognized by VDS (without description!).
- EXIT : exit from VDS. After VDS is turned off, display will come back to
Bar Mode.
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ 5. ERROR MESSAGES │
│ │
└────────────────────────────────────────────────────────────────────────────┘
[115] Device not supported.
Sound device selected by 'File' menu option is not supported by current
playing mode, for example, when using a Covox in advanced mode, or when
a sample is played. Check 'Sound Device' and 'Playing Mode' options.
[116] Too many channels.
There was an attempt to play a WAV sample having more than one channel.
Multiplayer supports one-channel WAV samples only.
[117] Can't play 16-bit samples.
Self-explaining. It could happen when a WAV sample is played. Multipla-
yer supports 8-bit samples only.
[118] Out of memory.
A sample, or an image cannot fit in expanded memory. A module cannot be
allocated in conventional memory. A file is corrupted.
[119] External file not found.
One of the overlays cannot be found in the Multiplayer's directory.
Check if you have a complete Multiplayer installation.
[120] External program failure.
One of the overlays generated an error. It can occour when:
a) you want to play a synth music file, and corresponding TSR driver is
not installed in memory.
b) an unrecoverable error is occurred (disk or memory access).
c) overlay file is not correct, or it's missing.
d) a music file is damaged.
[121] Error on LZMOD database.
LZMODARC file was not found in a directory where PATH statement points,
or it's damaged.
[122] Error in loading image.
An image file is corrupted, or is not one of the formats recognized.
[123] VGA card not installed.
An image cannot be displayed. Only VGA can be used for displaying it.
[124] Invalid module type.
A module is not recognized, or it's corrupted. Try to use another modu-
le player.
[125] File Open Error (or [File Error]).
A module cannot be played. It can occur when:
a) it's not a format recognized.
b) it's corrupted.
c) it has the read-only attributed turned on.
d) it's not found after it was extracted. In this case, check if tempo-
rary directory exists, or if your hard disk is full.
e) you are using Multiplayer on a network, and module is currently loa-
ded by another user.
[127] SoundBlaster Driver Error.
A CMF music file was trying to be played, and SBFMDRV.COM driver wasn't
installed in memory.
[128] Module file corrupted.
Some trouble occurred when a module was loaded (some pattern or samples
miss in the module file).
[130] Module not loaded.
Some trouble occurred when a module was loaded (file disappeared)
[132] Module file too short.
Some pattern or sample cannot be loaded properly. It shouldn't occur,
since Multiplayer tries to load the module anyway.
[135] File damaged.
A generic file (module, image or sample) is damaged.
[136] File format not supported.
A module type is recognized, but it's not supported yet. For example it
occour if you try to load a JMPlayer module (JMS), or a UltraTracker
module having 16-bit samples.
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ 6. MULTIPLAYER SCRIPT LANGUAGE │
│ │
└────────────────────────────────────────────────────────────────────────────┘
Multiplayer can execute script files written in a language, the MPS. It's a
language oriented to graphic presentations, like Multimedia Player (MMPLAY)
provided with SoundBlaster cards. Unlike MMPLAY, it can shows images (GIF or
PCX), Autodesk Animator FLICs (FLI), use more sound devices, write text, work
on multiple screen modes (all modes supported by VGA BIOS). All this can be
combined with module file playback, stored in one of the formats supported by
Classic Mode.
All script files must have .MPS extension, if they should be executed by Mul-
tiplayer directly. If MPSPLAY is used, any file, extension can be used, but
MPS is the default extension when no extension is specified.
In this version, MPS language has 36 instructions. A parameter may be present
after the command; it can be surrounded by double-quotes.You can use any text
editor to create scripts. Commands are case insensitive, and can be preceeded
by spaces, NOT tabs. Any text line cannot be longer than 75 characters.
6.1. Command Description, and Examples
---------------------------------
! <text>
# <text>
; <text>
one of these symbols is used for putting a comment in a script file. A space
must be present between symbol and text.
LOADMOD <module>
loads a module in memory, without playing it. File extension is mandatory.
LoadMOD "debmix1.6cm"
PlayMOD
SHOWPIC <filename>
loads and displays a picture file (GIF or PCX), then, waits for a command key
to continue. An arrow key moves the picture through the screen. Press ESC key
to continue with script execution. Screen must be set to 320x200, 256 colors.
Screen 19
ShowPIC wendy.gif
KEY <ASCII value>
PAUSE <ASCII value>
Text "Press <C> key to continue"
Key 99
wait until a key is pressed. If <ASCIIvalue> is specified, script can be con-
tinued only if that key is pressed. If no value is specified, any key can be
pressed.
TEXT <string>
displays a string specified in the current cursor position.
Text "This is a text string"
SCREEN <mode>
change screen mode, according to standard VGA bios modes, explained in any
VGA manual. Here follows more frequently used VGA modes:
Screen 0 - Text Mode, 40x25
Screen 3 - Text Mode, 80x25
Screen 19 - Graphic Mode, 320x200, 256 colors
PLAYFLIC <animation>
loads a Autodesk Animator sequence (FLI), and show a indefinite number of ti-
mes, until a key is pressed. Screen must be set to 320x200, 256 colors.
Screen 19
PlayFLIC "3dstudio.fli"
XPOS <value>
sets current x position for next TEXT command.
XPos 10
YPos 12
Text "This is a string"
YPOS <value>
sets current y position for next TEXT command.
HOME
sets current position to (1,1).
SHOWIMG <file name>
loads a picture (GIF or PCX). Screen must be set to 320x200, 256 colors. Only
first part of a picture will be displayed on screen.
Screen 19
Home
ShowIMG "lisa.gif"
Text "Press <Enter>"
Key 13
ShowIMG "lorella.pcx"
CLS
clear screen, and puts currents position to <home> position (1,1). Color will
be set to colors previously decided by <BColor> and <FColor> commands.
BColor 1
FColor 14
Cls
Text "Yellow on Blue"
FCOLOR <color number>
sets current foreground color. A number from 0 to 255 can follow the command.
FColor 14
Text "Yellow"
BCOLOR <color number>
sets background color, in text mode. A number from 0 to 7 can be utilized.
FColor 11
BColor 4
Text "Cyan on Red"
STOP
stops script execution immediately. It should be last instruction in a script
file.
SLEEP <value>
delays script execution for <value> seconds.
ShowIMG "debbie.pcx"
Sleep 3
ShowFLI "car.fli"
PLAYMOD
plays the module currently loaded and continues script execution.
LoadMOD "canguro.mod"
PlayMOD
Text "Press a key to stop module"
Key
StopMOD
STOPMOD
stops current module.
LOADPLAYMOD <module>
loads a module and starts playback, then continue script execution. It is a
short way to perform LoadMOD and PlayMOD commands.
LoadPlayMOD "u2.mod"
Key 13
StopMOD
JUMP <line>
jumps in script file backwards (or forward) to the line number specified. <1>
is the first script line. A line number can be deduced by a text editor.
Text "Jump Demonstration"
Text "Press <Enter>"
Key 13
LoadCSample "ding.raw"
PlayFLIC1 "girl.fli"
Text "Press a key to repeat"
Key
Jump 4
(note: to exit from this example, press <Ctrl-Break>, when you will be asked
for a key)
PLAYFLIC1 <animation>
loads and displays a Autodesk Animation sequence only one time.
PlayFLIC1 "demo.fli"
LOADCSAMPLE <name>
loads and plays a raw sample. Before playing it, a signum conversion is per-
formed. Playback frequency must be set by <Frequency> command, else a default
frequency will be set to 11000Hz.
SoundDevice 5
Frequency 22000
LoadCSample "ding.raw"
LOADSAMPLE <name>
loads and plays a raw sample, at frequency decided by <Frequency> command, or
11000Hz by default.
FREQUENCY <value>
sets frequency value for sample playback.
VOLUME <value>
sets current master volume, for module or sample playback.
LoadMOD "goldrake.6cm"
Volume 50
PlayMOD
SOUNDDEVICE <device number>
sets current sound card used. A number from 1 to 9 should be specified.
1 : PC Speaker
2 : Adlib
3 : Covox Mono
4 : Covox Stereo
5, or 9 : SoundBlaster
6 : SoundBlaster Pro, or SoundBlaster 16
7 : Pro Audio Spectrum
warning: devices from 1 to 4 shouldn't be used if some FLI sequence must be
displayed, since they don't use DMA for playback.
; Now I select the Covox Mono Device
SoundDevice 4
LoadSample "glass.raw"
MIXRATE <value>
sets frequency mix rate to <value>. Default value is 16000.
SoundDevice 6
MixRate 22000
LoadPlayMOD LIYE.MOD
Sleep 60
StopMOD
REPEAT <times>
command
command
..
..
END
repeats a sequence of commands, included by <Repeat> and <End> commands, a
number of times specified by Repeat parameter. For example:
Repeat 3
PlaySample "foo.raw"
PlayFLIC1 "foo2.fli"
Xpos 1
Ypos 25
Text "Press <Enter>"
Key 13
End
(this example is easy to understand, I hope...)
NEWLINE
move the text cursor position to the following screen row, in the column 1.
Cls
Text "Screen Row 1"
NewLine
Text "Screen Row 2"
FADEIN
fades the current screen in. The <ResetPalette> command must be called before
fade-in. For example:
ResetPalette
Text "ready for fade-in"
Text "press a key"
Key
FadeIn
(note: strings after <Text> commands will be displayed only after FadeIn com-
mand)
FADEOUT
fades the current screen out, by resetting all screen palettes.
Screen 19
LoadIMG "mike.pcx"
Sleep 2
FadeOut
Screen 3
RESETPALETTE
blanks current palette, for fade-in purposes (see Fade-In command).
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ 7. UTILITIES │
│ │
└────────────────────────────────────────────────────────────────────────────┘
MultiPlayer package includes several external command-line programs:
[DGSMIXER.EXE] - SoundBlaster Pro Mixer.
This utility runs Multiplayer's internal Mixer Control Panel, directly from
DOS command line. All Multiplayer overlay files must be installed.
[MOD2FAR.EXE] - A module converter.
It converts the most common MODs (Sound/Noise/ProTracker, ModEdit, StarTrek-
ker and Triton FastTracker) to Farandole Composer format. Both source and de-
stination file names must be specified. You can specify a transpose parameter
too, a integer number (positive or negative) indicating how much semitones
must be added or subtracted to notes utilized in module patterns. This option
is included in MOD2FAR because some module tracker plays FAR files by using a
different tone offset.
[STEREO.EXE] - Turns the stereo register on/off.
This small utility sets the SoundBlaster Pro Stereo register in order to play
music files in Mono or Stereo. If you specify a value of 0 on the command li-
ne, SoundBlaster Pro register will be set to Mono, so all music applications
play music files in Mono (unless they set the Stereo register by theirselves,
like DMP does). If a value of '1' is specified on the command line, SoundBla-
ster is put in Stereo Mode:in this case MultiPlayer will play all music files
in stereo. This is the default value chosen when no parameter is specified on
the command line.
STEREO.EXE looks for the BLASTER variable in the DOS environment table to de-
termine SoundBlaster's I/O address.
Note: This program works on SoundBlaster Pro release 1.0 only, since Standard
and 16-bit SoundBlasters hasn't the Stereo register.
[AMFPLAY.EXE] - AMF module player.
This program allows to play the Otto Chrons' AMF modules, up to release 1.11,
directly from the command line.
It requires a PC with a 80386 or a 80486 processor, 640k RAM, a SoundBlaster,
a Pro Audio Spectrum or an Aria sound card. No configuration file is needed,
since your sound card will be automatically detected.
The AMFPLAY syntax is the following:
AMFPLAY <module file name> <options>
Options can be:
-b : set the buffer size to a value specified.
-f : change frequency rate.
-l : play module in loop mode.
-s : don't load unused samples and patterns (save memory for bigger mods).
Buffer size must be less than 8192 bytes, and the frequency mix rate up to 22
KHz, resulting in a very good sound output (AMFPLAY uses same routines used
in Multiplayer's Advanced Mode).
You can stop module playing and return to DOS by pressing ESC.
[AMFVER.EXE] - AMF module utility.
This utility returns the version number for an AMF module.
[MPLAY.EXE] - Multiplayer Command/Line Player.
This is a little player allowing you to play all module formats available in
Multiplayer's Classic Mode. You must specify module file name only.
The playing information (Frequency Rate, Device, and so on) is loaded direc-
tly from MULTIP.CFG file. You can stop module and return to DOS by pressing
the <ESC> key. Unlike MultiPlayer, MPLAY can be executed on a PC with a 80286
processor too.
[RAWPLAY.EXE] - Raw Sample Player.
This utility plays 8-bit samples, including all raw samples created by Multi-
player's <Raw Sample File> output device. Also, you can play VOC/WAV files,
but you should use <-o> option in order to skip its header.
RAWPLAY requires a 80386 or a 80486 processor, any SoundBlaster, PAS or Aria
sound card. Sample can be loaded into base memory (by default) or into expan-
ded/extended memory. The sample will be loaded entirely in memory, so, you
need enough memory to load it.
The RAWPLAY syntax is the following:
RAWPLAY <sample file> <options>
Options can be:
-f : specify the sampling rate.
-c : convert the signum (from unsigned to signed, or viceversa). Original si-
gnum cannot be detected. If a sample squeaks during playback, try to use
this option.
-l : loop the sample, until you press a key.
-e : use expanded memory. It must be used when a sample cannot fit in the ba-
se memory. Be sure you've any memory manager (QEMM, EMM386, MEMMAKER or
similar) installed.
-x : use extended memory. It must be used when a sample cannot fit in the ba-
se memory. You must have HIMEM.SYS (or an equivalent driver) installed.
-o : starts the sample playback at a specific offset, that is, the first byte
in the sample file. You can use this option to play correctly files with
a header (for example, VOCs or WAVs).
-v : set the master volume.
-r : specify the frequency mix rate. If the sample was created by Multiplayer
you should specify the same sampling rate used during the original modu-
le playback.
-b : specify a buffer size for samples. Default value is 2048 bytes. A higher
value is required when RAWPLAY is executed under Microsoft Windows.
A sample is played in mono, on both amplifier channels, even if you have some
stereo board. You can stop sample playback by pressing any key. RAWPLAY was
written by using DSMI release 1.0, the Otto Chrons Digital Sound Music Inter-
face programming toolkit.
[WHICH.EXE] - Gives some information on a sound card installed.
This utility displays all main informations on your sound card. It's included
in Multiplayer package, since it informs you about the minimum and maximum
frequency rate supported by sound card (needed for configuring Multiplayer in
the best way). A <No Sound Card> message will be shown if your sound card is
not recognized or not installed properly.
[MPLANG.EXE] - Installs a Multiplayer's language file.
MPLANG shows a little menu, on the basis of language text files installed in
the Multiplayer's directory. Available languages will depend from current
Multiplayer version. A numeric key is used to choose a particular language.
Press <0> or <Ctrl-C> to return to DOS without changing configuration.
[MPPATCH.EXE] - Shows current Multiplayer's patch level.
You can launch this program directly from DOS command line. Press <Enter>
after the message box is displayed. If no message is returned, you have an
unpatched version for Multiplayer.
[PICGRAB.EXE] - A picture grabber.
It's a TSR program. You can install it in upper or lower memory, requiring a-
bout 44k. It can be actived when screen is in graphic mode. Simply press Ctrl
Alt and G keys. A rectangle will appear over your image. Press <Space> to re-
size the rectangle, so it can grab a complete screen. Then, press left mouse
button. A .PIC image will be created, together with .PAL palette file. PIC is
compatible with images utilized in Classic/Graph mode.
[MPSPLAY.EXE] - a script player.
This program executes MPS scripts. A file name must be specified. It's fully
compatible with MPS language described in section 6.1.
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ 8. WHAT TO DO? │
│ │
└────────────────────────────────────────────────────────────────────────────┘
I don't know if Multiplayer will be released again in the future. Anyway, if
it will happen, it will have (I hope...):
a) a Karaoke system (editing+playback).
b) new music and graphics formats.
c) a lot of things....
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ 9. INTERNET SUPPORT │
│ │
└────────────────────────────────────────────────────────────────────────────┘
MultiPlayer is available via Internet on Anonymous FTP Sites , or via several
Bulletin Board Systems.
The compressed file is called MULTPxxx.ZIP, where <xxx> is the actual version
number (for example, MULTP122.ZIP is the file containing release 1.22).
Multiplayer is available through some patch file too. A patch is a bugfix pa-
ckage: it cannot be installed without having a specific program version. Mul-
tiplayer 3.0 has several patch levels. These files are called MP3PLxxx.ZIP
and can be found on FTP, together with complete package.
Multiplayer has now an official anonymous FTP site, where Multiplayer's last
release is stored. Just type:
ftp -v csdux01.cised.unina.it
and login as 'anonymous' or 'ftp'. Then, insert your e-mail address as pass-
word and change to the /pub/msdos/sound directory.
Here follow other FTP sites where you can find some Multiplayer release:
garbo.uwasa.fi /pc/sound [2.11]
nic.funet.fi /pub/msdos/sound/sound [2.05]
sun.rz.tu-clausthal.de /pub/msdos/sound [2.01]
cs.uwp.edu /pub/msdos/modplayers [3.00]
sound.usach.cl /pub/Sound/Players/PC [1.50]
wuarchive.wustl.edu /pub/MSDOS_UPLOADS/modplayers [3.05]
The Multiplayer Mailing List (M.M.L.) is now available for all Multiplayer's
users. Simply contact me by writing to the following e-mail address:
<progetto@csdux01.cised.unina.it>
and specify the subject 'Multiplayer Mailing List' in the mail header. Throu-
gh this mailing list, you can have informations, give your comments, bug re-
ports and so on. Also, you can be contacted in order to collaborate on impro-
ving Multiplayer by yourself.
If you have not access to Internet, you can give your own comments, by using
the postal mail by writing to:
DGSoftware / Music
c/o Davide Guida
via Rodolfo Falvo 10
80127 Napoli (Italia)
Note: also if you will be a M.M.L. member, you cannot ask me for source code,
particularly the sound routines. The VangelisTeam sound library is ava-
ilable by writing to VangelisTracker's authors directly or via Internet
in the file vt12src.zip (located in the most popular FTP sites). The
Otto Chrons' DSMI (Digital Sound and Music Interface) package is a com-
mercial product, so, you should buy a copy of it if you want to use it.
See DMP program documentations, for further informations about this de-
velopment kit.
┌────────────────────────────────────────────────────────────────────────────┐
│ │
│ 10. ELECTRICAL SCHEMES FOR COVOX COMPATIBLE DACS │
│ │
└────────────────────────────────────────────────────────────────────────────┘
COVOX LPT1 CARD
RESISTOR ELECTRICAL SCHEME
Printer Port:
signal pin 20k 20k
D0 2 >───░░░─┬─░░░──0v
20k ░ 10k
D1 3 >───░░░─┤
20k ░ 10k
D2 4 >───░░░─┤
20k ░ 10k
D3 5 >───░░░─┤
20k ░ 10k
D4 6 >───░░░─┤
20k ░ 10k
D5 7 >───░░░─┤
20k ░ 10k
D6 8 >───░░░─┤
20k ░ 10k
D7 9 >───░░░─┤
░ 10k 100nF
├──────┤█────> TO AMPLIFIER
░ 10k
GND 20 >───────┼────────────>
0v
COVOX LPT1 CARD
FERRANTI ELECTRICAL SCHEME
Zn426e +5V
D-type pin no \ ┌────────┐ │
(2) D0 ───┤9 14├──┤
(3) D1 ───┤10 │ ┌┴┐
(4) D2 ───┤11 │ │ │ 390Ω
(5) D3 ───┤12 │ └┬┘
(6) D4 ───┤13 5├──┤
(7) D5 ───┤1 6├──┤ +
(8) D6 ───┤2 4├──│────────┤█────> TO AMPLIFIER
(9) D7 ───┤3 7 │ │ 10µF
└────┬───┘ +╧ (may not be needed)
│ 4.7µF█
│ │
(25) GND ────────┴──────┴────────────── GND
COVOX LPT1 CARD
DAC080 ELECTRICAL SCHEME
DAC 080x
Parallel Port Pin ┌────────┐0.01µF 0.1µF
(2) D0 ───┤12 16├──┤█────┤█──────┬─── GND
(3) D1 ───┤11 │ │
(4) D2 ───┤10 15├─────────██████─┘5kΩ
(5) D3 ───┤9 │
(6) D4 ───┤8 14├─────────██████─┐5kΩ
(7) D5 ───┤7 13├────────────────┤
(8) D6 ───┤6 2├──┤█────────────┴── +5V
(9) D7 ───┤5 3 1 4├──────────┤█────> TO AMPLIFIER
└──┬─┬───┘0.1µF + 10µF
└─┤ (may not be needed)
│
(25) GND ────────┴──────────────────── GND
Note : capacitors are ceramic!
These electrical schemes was taken from ModPlay's documentation. ModPlay is a
module player created by Mark J. Cox.
==============================================================================
MultiPlayer History File
-----------------------------------------------------------------------------
Release 3.25 (April 10th, 1994)
- Bugs fixed.
+ Added 8-bit UltraTracker (ULT), Liquid Tracker (LIQ) and Farandole Compo-
ser (FAR) module formats.
+ A new MIDI player can be used in place of PLAYMIDI, for use with GUS card
or standard SoundBlasters.
+ Added the MultiPlayer Script Language (MPS), for creating superb multime-
dia presentations.
+ Graph Playing Mode has changed look. See MANUAL.DOC for informations.
+ Improved sound with all devices used in Classic Mode.
+ DMP-32 Playing Mode added! - for using Multiplayer as a front-end for new
<Protected Mode> Dual Module Player.
+ Added PICGRAB.EXE - utility for creating PIC images.
+ 'LZMOD Filter' option added - for selecting a part of a LZMOD archive.
-----------------------------------------------------------------------------
Release 3.05 (March 19th, 1994)
- Bugs fixed and minor corrections made.
+ /noxm option added for no extended memory checking.
+ Mouse support improved.
+ Added MPMODDIR environment variable.
+ AMFVER.EXE utility added.
+ DGSMIXER.EXE utility added.
-----------------------------------------------------------------------------
Release 3.04 (March 16th, 1994)
- Bugs fixed and minor corrections made.
+ Added Spanish message file.
+ Added ColorRix VGA Paint (SCI) graphic format.
-----------------------------------------------------------------------------
Release 3.03 (March 2nd, 1994)
- Bugs fixed.
- Now Multiplayer needs less memory to run: about 1Mb free expanded memory.
+ Multiplayer loads read-only files correctly now.
+ Added HS2 graphic format support.
-----------------------------------------------------------------------------
PatchPack v1.01 - February 26th, 1994
- Version required : Multiplayer v3.00
Multiplayer PatchPack v1.00
- Files added : MPPMESG.FRE
MPLANG.EXE
- Files modified : MPPADV.OVL
MPP300.OVL
MULTIP.EXE
RAWPLAY.EXE
- Additions : <K> command in Advanced Mode, in order to switch from
mono to stereo sound output (or viceversa).
Overlay file containing messages in French.
MPLANG program, in order to simplify the language in-
stallation.
A screen saver: just press the left mouse button on
the white box located at the top, to the right of the
screen).
- Modifications : Changed and improved all file requesters.
- Enhancements : Improved mouse support in the file requesters.
Enhanced RAWPLAY.EXE utility. See internal help, for
options).
-----------------------------------------------------------------------------
PatchPack v1.00 - February 2nd, 1994
- Version required : Multiplayer v3.00
- Files added : MPPATCH.EXE
- Files modified : MPP300.OVL
MULTIP.EXE
- Additions : XMS support.
- Modifications : Fixed CPU Identification (it failed on 486s).
- Enhancements : None.
-----------------------------------------------------------------------------
Release 3.00 (January 23th, 1994)
- Several bugs fixed, routines corrected, source code optimized and so on...
- S3MRIP utility not included from this release, since it's obsolete (it do-
esn't work good with new Future Crew's demos).
+ Added a 'multimedial' intro for graphic lovers!
+ Added a System Information option in the file menu.
+ ARJ/SQZ compressed archives can be used for (un)packing modules.
+ Now you can display PIC/PCX/GIF/FLI graphic files, and TXT/DOC text files.
+ Added Classic/Graph mode, for displaying a real-time graph during a module
playback.
+ Enhanced SoundBlaster Pro Mixer Control Panel.
+ The internal sample player and RAWPLAY.EXE can play samples long up to ex-
panded memory size.
-----------------------------------------------------------------------------
Release 2.12b (December 11th, 1993)
- Bugs fixed and colors adjusted.
+ Adjusted some MED command implementation.
+ Added a 'confirmation box' when exiting to DOS.
-----------------------------------------------------------------------------
Release 2.11 (December 9th, 1993)
+ MTM (MultiTracker) format added (in Classic Mode).
+ You can view VGA Dump Images (DMP) created by VGAGRAB screen dumper by W.
van Leijer.
+ Channels option added. See documentation for more informations.
+ Up to 32 channels can be played now.
+ New coloured desktop with nice colors and windows.
-----------------------------------------------------------------------------
Release 2.10 (November 28th, 1993)
- MsDos 6.2 makes MultiPlayer 2.05 out of order....! PC crashes every time a
key is pressed while a module is played. All bugs are now removed, I hope!
- Bug fixed : when you are in Automatic Mode, SoundBlaster Pro Mixer was di-
sabled when a MED, P16 or OKT module was played.
+ Added WAV/RAW internal player.
+ Mouse (with graphical cursor) support added!
-----------------------------------------------------------------------------
Release 2.05 (November 18th, 1993)
- Bugs removed in some Advanced Mode function.
+ Frequency rate can be increased up to 65000 (in setup menu) : you can know
what is the maximum allowed by your card by using the WHICH utility.
+ Improved CMF-VOC playing screens.
+ MIDI support for SoundBlaster Pro, ASP or WAVEBlaster Cards (thru a SBMIDI
driver installed and the PLAYMIDI program stored in your PATH).
+ ROL Bank File now should be present in the MultiPlayer directory.
+ Now LHARC archives can have .LZH or .LHA extensions.
-----------------------------------------------------------------------------
Release 2.01 (November 1st, 1993)
- Bug removed on Jump Command (Classic Mode).
-----------------------------------------------------------------------------
Release 2.00 (October 31st, 1993)
+ A new world : you can play all mods in 4 playing modes (Classic, Advanced,
DMP, Editing). Advanced Playing Mode can pump up the frequency rate up to
22000 Hz, resulting in a very good sound quality! Editing mode invoke Dark
Tracker Editor (if you have it), and allows you to modify module.
+ More powerful sound devices are available in Advanced Mode.
+ MED support!! Since it's not still properly tested, it sounds good with a
good number of OctaMED modules.
+ AMF internal support added (in Advanced/DMP mode).
+ Multiplayer is now a CMF/ROL/VOC (Type 0) player shell too. You should ha-
ve SPUTROL for a correct working on ROL files.
+ LZMOD Archives supported. See documentation for more details.
+ Added the 'D' command during module playback. Like 'S' command, it saves
all module samples to disk, but it converts them before saving (from unsi-
gned to signed, or vice versa)
+ Now loop mode can be toggled by pressing '/' during module playback.
+ 25/28/43/50 line display mode support enhanced. Added an MPENV environment
variable for automatic setting of this parameter.
+ Added a command line module player for all digital formats.
- 286 processor can be used in Classic Mode only, while Advanced and DMP mo-
des use 386 instructions. So, 386 or 486 is strongly recommended now.
- SoundBlaster ASP 16's speaker volume setting removed from mixer. Now mixer
supports only SoundBlaster PRO registers.
-----------------------------------------------------------------------------
Release 1.60 (September 16th, 1993)
+ MultiPlayer Professional is now available! It supports SoundBlaster PRO or
SoundBlaster ASP 16, more memory for mods (about 8k!) and an internal mi-
xer control panel!
+ Added ProTracker Studio 16 (.P16) digital module support.
+ MASTERVOL command in the Virtual Dos Shell is renamed to VOLUME.
+ Added HELP command in the VDS, showing full VDS command list.
+ Included the AMFPLAY program, allowing you to play AMF mods, and RAWPLAY,
a raw-sample player.
-----------------------------------------------------------------------------
Release 1.55 (September 5th, 1993)
+ Added a command in the VDS: you can see compressed archive contents by ty-
ping INSIDE <filename>.
+ Added PAK and ARC archive shell support.
+ Enhanced SoundBlaster Settings: you can change I/O Port, DMA Channel and
IRQ directly from Setup Menu.
+ Added 50 display line mode on VGA cards.
+ Improved Bar Display Mode, making it more real.
+ Added 'S' command: you can save module samples while MultiPlayer plays.
+ Master Volume can be changed smoothly (at a step rate 1), if your keyboard
has NUMLOCK key pressed.
- Removed a bug in the file requester, calculating in a wrong way total disk
drives available.
- Removed a bug in the instrument loader.
- Bugs fixed on the PKZIP archive shell support.
-----------------------------------------------------------------------------
Release 1.50a (August 23th, 1993)
- Bugs Removed.
+ Now you can break a TYPE command in the VDS by pressing a key.
+ In the VDS,if an error occurs when you perform a COPY, a RENAME, or a MOVE
command, the error number will be displayed.
-----------------------------------------------------------------------------
Release 1.50 (August 20th, 1993)
- Several bugs removed.
+ Optimized Main Source Code and Module Library in some critical point.
- Removed Time, since it conflicts with some DOS Interrupt Vector.
+ Added PKZIP 1.x/2.x shell support.
+ Added VDS (Virtual Dos Shell) subsystem: you can use a lot of DOS commands
(especially file operations) while you play mods!
+ Now you can change both Left and Right Covox's Port Address, if you have
this device mounted on another port. Covox SoundMaster ][ can be used if
you specify $22F as Port Address. Also, you can change SoundBlaster port
from setup menu, and SoundBlaster DMA Channel and IRQ line by changing
configuration file directly.
+ Adjusted screen mode so that it can display up to 16 channels (bar mode)
per song and 48 samples (sample mode).
+ Adjusted colors: display uses a 16-color text screen on VGA cards.
+ Enhanced support for MonoChrome Adapters (I know someone continue to use
them....)
+ When NUMLOCK light is turned on,you can mute channels 11 to 16 by pressing
1-6 keys. Also, you can change its volume by pressing usual keys assigned
to channels 1-6.
+ Quality Mode added: you can improve sound quality of mods (losing some
chunk of memory).
+ Adjusted file requester on the screen, making it bigger for viewing more
mods at a time.
+ ScreamTracker 3.0 extended commands are displayed correctly now.
+ Added MonoMode and Spatial Stereo Sound for 669 Composer's modules.
+ Who says: 'Intro Screen changed for last time?' :-) A new screen logo is
shown when program is loaded.
-----------------------------------------------------------------------------
Release 1.22 (July 22th, 1993)
- Mr. Bug strikes again! When you select more than one file, and play them,
main window was not cleared. Now it's refreshed totally before a module is
played.
+ Changed Intro Screen, for last time!
-----------------------------------------------------------------------------
Release 1.21 (July 20th, 1993)
- Little bugs fixed...
-----------------------------------------------------------------------------
Release 1.20 (July 18th, 1993)
- A lot of little bugs fixed!
+ File Device added to Sound Device Menu : it's possible to convert a module
to a raw sample file.
+ Now the Sound Device Menu detects automatically sound cards installed on
your system, making other devices unselectable.
+ Mono Mode and Spatial Sound Mode work also on STM mods now.
+ You can change single channel volume 'smoothly' at a step rate 4, while
release 1.15 used step rate 8.
+ Module sample list can be displayed by pressing F7.
+ Module can be paused by pressing P.
+ Multiplayer loads constant strings directly from disk, so a lot of memory
space is saved.
+ Modified the display look a little.
-----------------------------------------------------------------------------
Release 1.15 (July 08th, 1993)
+ Added Intro Screen, including thanks for VangelisTeam support.
+ Increased available memory for mods (about 2K). Maximum Module Size is so
grown up, as described by the following table:
DOS Memory Free Maximum Mod Size
HIMEM.SYS 570k 345k
HIMEM+VIDRAM 670k 445k
QEMM386 635k 410k
QEMM+VIDRAM 700k 475k
+ Added pattern partiture display, 4 channels at a time.
+ Added song time.
+ Added help screens.
+ Changed default bar shape, you can change it by pressing '<' and '>'.
+ Enhanced LHA file selection window.
+ Multiplayer now recognizes the ModEdit format, but it can play only five
octaves (0-4) while ModEdit plays ten octaves (0-9).
- Removed system clock, 'cause of some conflict with song time.
- S2M format is no longer supported.
-----------------------------------------------------------------------------
Release 1.10c (June 27th, 1993)
+ About 5k RAM space more is available for mods. Modules bigger than 400k
can be played now (if you have an expanded or any video memory manager in-
stalled).
- Fixed some little bug in the soundblaster routines.
-----------------------------------------------------------------------------
Release 1.10b (June 21th, 1993)
- Removed some little bug.
-----------------------------------------------------------------------------
Version 1.10 (June 20th, 1993)
- Fixed some bug causing Loop Mode to work incorrectly.
- Fixed a bug causing a new module loaded to keep tracks muted during last
module playing.
- Fixed a bug displaying an error message if the module is 'short', that is,
with less samples than number declared.
- Fixed a bug causing the configuration to be saved in the directory curren-
tly selected by file requester.
- Fixed a bug displaying an incorrect available memory rate in many circum-
stances (eg. while module is playing).
- Fixed other minor bugs.
+ Improved memory handling routines, so MultiPlayer has now about 20k RAM
free space more for modules.
+ Improved volume settings: now you can change a single channel volume!
+ Added NoiseTracker Mono/Stereo Mode for stereo devices.
+ Added NoiseTracker Spatial Stereo Sound Mode for stereo devices.
+ Added some nice color to text windows, and modified the screen look sligh-
tly.
------------------------------------------------------------------------------
Version 1.00 (June 13th, 1993)
+ Initial release.
==============================================================================
CREDITS
Thanks for tips and bug reports, to
Pasquale Alfuso
Oscar Alvarez
Paolo Cozzi
Piotr Karocki
Sabatino Volpicelli