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-
- All registers are saved before these functions do anything out of the
- ordinary, but in the event of the CIA replayers, anything could happen.
-
- -----------------------------------------------------------------------------
-
- Function: Begin
- Syntax: string$=Begin {NameOfFile$}
-
- NameOfFile$ = full path of file to be loaded
-
- This routine loads your file, recognises it if possible, does appropriate
- relocation and initialization and returns string$, which will contain an
- error message if something went wrong, or "" if everything is A.O.K..
-
- -----------------------------------------------------------------------------
-
- Function: CreatorID
- Syntax: string$=CreatorID {}
-
- This function returns a small ID for the type of module loaded in string$.
-
- _ALL_ modules will return something in string$.
-
- -----------------------------------------------------------------------------
-
- Function: InitMusic
- Syntax: string$=InitMusic {}
-
- This routine performs various initializations on the module.
-
- If everything went OK, then "" will be returned in string$, otherwise an
- error string will be returned.
-
- -----------------------------------------------------------------------------
-
- Function: StartMusic
- Syntax: string$=StartMusic {SongNumber.l}
-
- SongNumber.l = Number of SubSong you want to play
-
- This routine jumps to the MODs' startmusic routine.
-
- Note that before this routine is called, you should use GetNumSongs{} and
- SetSongNum{} to play anything bar song #1.
-
- If everything is OK, "" is returned in string$, else an error will be given.
-
- -----------------------------------------------------------------------------
-
- Statement: StopMusic
- Syntax: StopMusic {}
-
- This routine, yep, you guessed it, jumps to the MODs' stopmusic routine.
-
- -----------------------------------------------------------------------------
-
- Function: ContinueMusic
- Syntax: byte.b=ContinueMusic {}
-
- This function will attempt to continue playing the module where StopMusic
- left off and returns True in byte.b for success, False for failure.
-
- If the module can't be continued, the routine will call StartMusic{} instead.
-
- -----------------------------------------------------------------------------
-
- Statement: EndMusic
- Syntax: EndMusic {}
-
- This routine jumps to the MODs' endmusic routine.
-
- My brain is straining from RSI. :)
-
- -----------------------------------------------------------------------------
-
- Statement: Finish
- Syntax: Finish {}
-
- This routine cleans up all the allocated memory and resets various counters.
-
- -----------------------------------------------------------------------------
-
- Function: TimerModes
- Syntax: byte.b=TimerModes {}
-
- This routine checks which timing routines are present.
-
- It can return byte.b as:
- 0 - No timing systems present (Don't ever expect that to happen)
- 1 - PAL timing (VBlank50) present
- 2 - NTSC timing (VBlank60) present
- 4 - TimerTick timing present
- If more than one timing system is found the values will be added together.
- (seperable with a `byte AND 2' or `byte AND 1' or whatever)
-
- -----------------------------------------------------------------------------
-
- Function: Vblank50
- Syntax: byte.b=Vblank50 {}
-
- This jumps to the MODs' vblank50 routine and returns True in byte.b.
-
- -----------------------------------------------------------------------------
-
- Function: Vblank60
- Syntax: byte.b=Vblank60 {}
-
- This jumps to the MODs' vblank60 routine and returns True in byte.b.
-
- -----------------------------------------------------------------------------
-
- Function: Channel0
- Syntax: byte.b=Channel0 {}
-
- This is for use with GMOD's only, don't ask me _what_ it does :)
-
- Returns True for success, False for failure, in byte.b.
-
- -----------------------------------------------------------------------------
-
- Function: Channel1
- Syntax: byte.b=Channel1 {}
-
- This is for use with GMOD's only, don't ask me _what_ it does :)
-
- Returns True for success, False for failure, in byte.b.
-
- -----------------------------------------------------------------------------
-
- Function: Channel2
- Syntax: byte.b=Channel2 {}
-
- This is for use with GMOD's only, don't ask me _what_ it does :)
-
- Returns True for success, False for failure, in byte.b.
-
- -----------------------------------------------------------------------------
-
- Function: Channel3
- Syntax: byte.b=Channel3 {}
-
- This is for use with GMOD's only, don't ask me _what_ it does :)
-
- Returns True for success, False for failure, in byte.b.
-
- -----------------------------------------------------------------------------
-
- Function: GetNumSongs
- Syntax: longword.l=GetNumSongs {}
-
- Will return the number of songs this module contains in longword.l.
-
- -----------------------------------------------------------------------------
-
- Statement: SetSongNum
- Syntax: SetSongNum {SongNumber.l}
-
- This routine should be called just before StartMusic{}.
-
- Use GetNumSongs{} first to check how many songs there actually are, most
- modules will crash if you set a bad number.
-
- -----------------------------------------------------------------------------
- Function: GetSongName
- Syntax: string$=GetSongName {}
-
- This returns "" in string$ for failure, or the name of the song for success.
-
- -----------------------------------------------------------------------------
-
- Function: GetSongAuthor
- Syntax: string$=GetSongAuthor {}
-
- This returns "" in string$ for failure, or the name of the author for
- success.
-
- -----------------------------------------------------------------------------
-
- Function: GetMakerName
- Syntax: string$=GetMakerName {}
-
- This returns "" in string$ for failure, or the name of the program that
- created the module.
-
- -----------------------------------------------------------------------------
-
- Function: GetFrequency
- Syntax: byte.b=GetFrequency {}
-
- The value returned is for use with TimerTick, it determines some sort of
- value to use to call TimerTick every so often. To hell with it. Stick to
- CIA and VBlank timing :)
-
- -----------------------------------------------------------------------------
-
- Function: TimerTick
- Syntax: byte.b=TimerTick {}
-
- Reserved for very weird timing methods, use GetFrequency{} to determine how
- often to call this routine. Better still, stay clear of this altogether :)
-
- -----------------------------------------------------------------------------
-
- Function: Hook
- Syntax: longword.l=Hook {HookFlags.l,HookStructureAddress.l}
-
- HookFlags.l = Flags for the, erm, hook :)
- HookStructureAddress.l = Where the hook is stored in mem
-
- Erm, only for use with GMODs I would think, read the GMOD documentation
- for more details.
-
- -----------------------------------------------------------------------------
-
- Function: Jump
- Syntax: byte.b=Jump {Position.l}
-
- Position.l = Position in the module to `jump' to
-
- Useful for storing several modules inside the one file, also an alternative
- way to use subsongs, mainly in Protracker and MED modules, Jump{} will start
- playing the module from the specified Position.l, in the playlist.
-
- Returns True for success.
-
- -----------------------------------------------------------------------------
-
- Function: SetVolume
- Syntax: byte.b=SetVolume {Left.l,Right.l}
-
- Left.l & Right.l = Range should be between 0-255
-
- Sets the balance for the left and right channels. Range from 0-255 for
- modules with extremely finetuning (GMODs only so far:)
-
- If the moduleplayer routine only handles a mainvolume, the two numbers will
- be AVERAGED.
-
- Returns True for success.
-
- ----------------------------------------------------------------------------
-
- Function: GetScroll
- Syntax: string$=GetScroll {}
-
- If the module contains some sort of large info-text, GetScroll{} will return
- it in string$.
-
- ----------------------------------------------------------------------------
-