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- 0 byte mztempo
- 1 byte mzloop
- 2 13*32 dinsnames
- 418 16*32 dinsbase
- 930 13*32 fminsnames
- 1346 11*32 fminsbase
- 1698 256 ordbase
- 1954 4*128 patoffbase
- 2466 4*128 patlenbase
- 2978 ? pattern data
- ? ? digital instrument data
-
- Ok, first off... This is not a major release or anything...
- This is the digital+FM composer some people asked for after we released
- RBGDEMO2 with the DFM muzik driver... It is a very basic, bare-bones composer.
- This is because it was never meant for public distribution... But for the
- curious, here it is...
-
- I don't feel like typing up major long dox on this thing, so youre gonna
- have to figure most of the stuff in this thing out for yourself... (Someone
- out there, type up dox if ya can if ya figure this thing out... Or maybe one
- of us will do it sometime in the future...)... But for some basic help, hit
- '?' once youre in the program...
-
- These are the main filez you should have:
-
- CDFM.EXE - the DFM composer...
- CDFM.DAT - the FM instrument bank file...
- PLAY670.EXE - a standalone 670 file player...
-
- and one or two sample filez...
-
- Run CDFM without any parameters to get the syntax to run it, then create
- yourself a little batch file to run it quickly... (The -c# parameter takes
- a number right after the 'c'... This specifies the color scheme you want to
- use, the defined color schemes are between 0 and something, but you can
- experiment with letters and other ASCII symbols, you will get some very weird
- colorz)...
-
- The two type of filez this thing saves are '.C67' filez and '.670' filez...
- only the 670 files are actual 670 muzik filez... They can be saved (with
- ALT-F12) but not loaded... The C67 filez are the filez the composer uses to
- load and save, it contains the muzik and some misc info that only the
- composer uses... (BTW: You can play the 670 filez in RBGDEMO2 by specifying
- them on it's commandline)...
-
- The 670 format is not meant to be a major muzik format or anything. Like
- I said, the composer was done, and people wanted it, so you got it...
-
- Oh well, enjoy this thing... and if you do any good tunez, u/l em to the
- sound barrier, we might wanna hear 'em...
-
- Oh yeah, for those interested, the digital mixing in the composer is at 22k.
-
- Also, this thing is not totally bug free I think... hmm, but I have not
- encountered any major problems... CC and Mozaik tell me that the digital
- instruments sometimes fuck up after reloading... but I have not ren into
- this problem myself...
-
-
- Notes on this thing to help you out:
-
- 0) This is sorta like a combo of my other composers, many keys are the same
- as them, many especially like composer 669...
-
- 1) The digital instrument directory MUST have a trailing backslash...
-
- 2) In the FM instruments, If 'C' is 0 then ALWAYS leave the second 'Tl' at
- 0. If 'C' is 1 then leave BOTH 'Tl's at 0.
-
- 3) If you set the Loop to an order at which there is no pattern, you will
- suffer!!!
-
- 4) There better be some filez in the digital instrument directory you specify
- or the thing will fuk up!!!
-
- 5) Changing an instrument sound in the FM channels takes a physical amount
- of time during playback, so for the sake of speed in playback in the game
- or demo or whatever, try to keep the instrument and volume changes in the
- FM channels down to a minimum... (that is if the previous note was on
- instrument 13 and volume B, another note on 13 and B would take faster
- than one say on 14 and B, or 13 and D, ect...
-
- 6) The octaves are 0-3 (4 actually cuz of the upper row of note keys) for
- digital, and 0-6 (7) for FM. If ya try to do anything for the digital
- channels with the octave above 4, it will automatically be adjusted to
- 3 (for the lower keys, 4 for the upper)
-
- 7) Heres some keys before I forget, = and \ for volume, / and * for octave,
- + and - for pattern, < and > for loop, ; and ' for tempo...
-
- 8) The '-c' switch sets the color palette for the composer, without it the
- default pal is used, but you can specify 0-6 as a substitute color palette.
- You can use numbers higher than 6 and even any letter or character or
- anything, but there are no defined color schemes for those so you might
- get some pretty weird colorz...
-
- 9) Use F12 to save the song for reloading l8r, ALT-F12 creates a plain bare
- bones data file which you have no use for...
-
- A) There are a lot of channels here, you dont have to use all of them on a
- song, but ofcourse all channels will sound better. One way is to first
- write the muzik with as many or as few channels as you need, then come
- back and add some counter-melodies on the free channels...
-
- B) The FM channels can very easily totally overwhelm the digital channels, so
- take care when composing a muzik...
-
- C) The digital and FM instruments are sometimes out of tune with each other,
- that means a mid-C on the digital instrument would sound out of tune with
- a mid-C FM...
-
- D) All the block commands of 669 are here, and ` and ALT-M too... And the
- first letter thing works in the instrument selection thing...
-
- E) Hmm, i was a little mistaken in 'B)', with good enough digital instruments,
- it is the FM that can be totally overwhelmed... oh well, you gonna have
- to try for yourself...
-
- F) This is a very nice driver and format I just invented, even if we want
- only FM or only digital muzik, you can do it with this compozer and I'll
- probably use the new driver to play it in the game or demo... Meaning
- when youre compozing your muzik with this, youre not LOCKED into using all
- the channels, but rather the channels are all at your disposal, do with
- them whatever you want to create good muzik...
-
- 10) Marking and copying tracks between digital and FM channels can be a little
- tricky cuz of the different octave ranges...
-
- 11) The instruments included are the standard MIDI instruments, grouped
- alphabetically instead of they would be in a MIDI system. I ripped em
- outta SPJr and converted em... It seems I got the conversion right for
- most of the instruments, but a few seem to be fucked up, specifically
- the second 'Rr' parameter seems to be too high for some instruments...
- if it seems this way, simply decrease the second 'Rr' parm and it will
- sound ok maybe, but if the instrument sounds fine, then leave it... this
- is 128 instruments here, that means out of the 666 you got 538 to create
- yourself... (you will probably never create this many...)
-
- 12) There is one other 'instrument' I included... it is called 'STOP!'... all
- this is meant for is stopping the output of any other FM instruments on a
- channel... (you put it in the muzik trak wherever you wanna stop output).
- To stop output on a digital channel, simply play a nonexistant instrument.
-
- 13) The digital samples are stored in extended memory... Thus this thing will
- refuse to run if you do not have at least 384k of the stuff...
-
- Notes on this thing to help you out:
-
- 0) This is sorta like a combo of my other composers, many keys are the same
- as them, many especially like composer 669...
-
- 1) The digital instrument directory MUST have a trailing backslash...
-
- 2) In the FM instruments, If 'C' is 0 then ALWAYS leave the second 'Tl' at
- 0. If 'C' is 1 then leave BOTH 'Tl's at 0.
-
- 3) If you set the Loop to an order at which there is no pattern, you will
- suffer!!!
-
- 4) There better be some filez in the digital instrument directory you specify
- or the thing will fuk up!!!
-
- 5) Changing an instrument sound in the FM channels takes a physical amount
- of time during playback, so for the sake of speed in playback in the game
- or demo or whatever, try to keep the instrument and volume changes in the
- FM channels down to a minimum... (that is if the previous note was on
- instrument 13 and volume B, another note on 13 and B would take faster
- than one say on 14 and B, or 13 and D, ect...
-
- 6) The octaves are 0-3 (4 actually cuz of the upper row of note keys) for
- digital, and 0-6 (7) for FM. If ya try to do anything for the digital
- channels with the octave above 4, it will automatically be adjusted to
- 3 (for the lower keys, 4 for the upper)
-
- 7) Heres some keys before I forget, = and \ for volume, / and * for octave,
- + and - for pattern, < and > for loop, ; and ' for tempo...
-
- 8) The '-c' switch sets the color palette for the composer, without it the
- default pal is used, but you can specify 0-6 as a substitute color palette.
- You can use numbers higher than 6 and even any letter or character or
- anything, but there are no defined color schemes for those so you might
- get some pretty weird colorz...
-
- 9) Use F12 to save the song for reloading l8r, ALT-F12 creates a plain bare
- bones data file which you have no use for...
-
- A) There are a lot of channels here, you dont have to use all of them on a
- song, but ofcourse all channels will sound better. One way is to first
- write the muzik with as many or as few channels as you need, then come
- back and add some counter-melodies on the free channels...
-
- B) The FM channels can very easily totally overwhelm the digital channels, so
- take care when composing a muzik...
-
- C) The digital and FM instruments are sometimes out of tune with each other,
- that means a mid-C on the digital instrument would sound out of tune with
- a mid-C FM...
-
- D) All the block commands of 669 are here, and ` and ALT-M too... And the
- first letter thing works in the instrument selection thing...
-
- E) Hmm, i was a little mistaken in 'B)', with good enough digital instruments,
- it is the FM that can be totally overwhelmed... oh well, you gonna have
- to try for yourself...
-
- F) This is a very nice driver and format I just invented, even if we want
- only FM or only digital muzik, you can do it with this compozer and I'll
- probably use the new driver to play it in the game or demo... Meaning
- when youre compozing your muzik with this, youre not LOCKED into using all
- the channels, but rather the channels are all at your disposal, do with
- them whatever you want to create good muzik...
-
- 10) Marking and copying tracks between digital and FM channels can be a little
- tricky cuz of the different octave ranges...
-
- 11) The instruments included are the standard MIDI instruments, grouped
- alphabetically instead of they would be in a MIDI system. I ripped em
- outta SPJr and converted em... It seems I got the conversion right for
- most of the instruments, but a few seem to be fucked up, specifically
- the second 'Rr' parameter seems to be too high for some instruments...
- if it seems this way, simply decrease the second 'Rr' parm and it will
- sound ok maybe, but if the instrument sounds fine, then leave it... this
- is 128 instruments here, that means out of the 666 you got 538 to create
- yourself... (you will never create this many...)
-
- 12) There is one other 'instrument' I included... it is called 'STOP!'... all
- this is meant for is stopping the output of any other FM instruments on a
- channel... (you put it in the muzik trak wherever you wanna stop output).
- To stop output on a digital channel, simply play a nonexistant instrument.
-
-