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-
- Scream Tracker 3.0 Beta
-
- ---- USER'S MANUAL ----
-
- (C) 1994 Kalle Kaivola
-
- Edge / Unexpected
-
-
- Contents:
-
- 1. Introduction
- 1.1 What is Scream Tracker 3.0?
- 1.2 Hardware Requirements
- 1.3 Distributing ST 3.0
-
- 2. Brief Guide to Scream Tracker
- 2.1 Samples
- 2.2 Patterns
- 2.3 Orders
- 2.4 Effects
- 2.5 Setting up Scream Tracker
-
- 3. Scream Tracker Interface
- 3.1 F1 - Order list and Global Variables
- 3.1.1 Order list
- 3.1.2 Channels
- 3.1.3 Global Variables
- 3.2 F2 - Edit Pattern
- 3.2.1 The Edit Display
- 3.2.2 Entering Notes
- 3.2.3 Pattern Edit Commands
- 3.2.4 Area Commands
- 3.3 F3 - Instrument List
- 3.4 F4 - Instrument Library
- 3.5 F5 - Info Screen
- 3.6 Global Commands
-
- 4. Miscellaneous
- 4.1 Adlib FM-songs
- 4.2 Closing Words by Sami Tammilehto
-
-
- Chapter 1. Introduction
-
- A word to all the people in the demoscene. After a long, long
- wait, PSI's famous Scream Tracker 3 Beta is out for everyone to
- use. As the name implies, this is the Beta version of Scream
- Tracker 3. Although there never will be a ST3, I will use the
- term Scream Tracker 3 when referring to this beta throughout
- this text, however. The reason ST3 will never be finished is that
- PSI doesn't have time for such projects. In my opinion, though,
- this beta should be more than enough for any demo musician.
- You should also note that most probably no new versions of this
- tracker will be released. If you find a bug, then figure out a way
- to avoid it. This tracker has been tested in use, but bugs still
- exist. If you can't find any, consider yourself lucky :) If you do,
- however, find a serious bug, or have something extremely important to
- inform the author about, you should do it via my e-mail account,
- edge@pcuf.fi. I will not have time to answer the mail, but every
- message will be read and the most important ones relayed to the
- author. Do NOT use the Future Crew e-mail addresses for ANY questions
- regarding Scream Tracker! Gore and Jake have their hands full as it
- is and discussing a music program is the last thing they need.
- This document is not a complete beginner's guide to the Scream
- Tracker program, nor is it a text on making better music. It does
- not tell you how to program an .S3M player (the technical specs for
- that are in TECH.DOC) and it most certainly contains no code. It is
- made for those who have have worked with similar programs before
- and know some music theory. If you are not such a person, I suggest
- you don't try to blow your brains by trying to memorize this text and
- the things discussed herein. You would be better off printing the
- document, starting the program and reading the docs when something
- you don't understand comes up. And also, don't blame me if this
- document contains errors, I have only used this tracker for some
- weeks, ever since PSI asked me to document it. So if something
- seems quite strange, it might be some error on my part. Particularly
- the end was made in quite a hurry, but the text has been proofread
- several times.
- For those of you who have had a lot of experience with trackers
- before and think that the tracker's quickhelp is enough for you,
- have a look at the Miscellaneous chapter. It contains a few useful
- hints about using the program you might not find otherwise.
-
- 1.1 What is Scream Tracker 3.0?
-
- ST is a program for composing "modules", songs containing digital
- and FM instruments (samples) and note data (patterns). Most of you
- should be familiar with these terms, so they will not be described
- in depth here. This documentation is a starting guide for a person
- who has had previous experience with trackers.
- Scream Tracker is able to handle a maximum of 16 digital channels
- and 9 FM channels. Supported fileformats are normal .MOD's,
- Fasttracker 6 and 8-channel .MOD's, Oktalyzer .OKT's, Scream Tracker
- 2.* .STMs, (Multitracker .MTMs), and naturally Scream Tracker 3.0
- .S3Ms. ST3 only saves in .S3M and .MOD format, though.
-
- 1.2 Hardware Requirements
-
- In order to run Scream Tracker 3.0, you need at least a 386SX,
- a VGA display and a soundcard. The supported soundcards are Sound
- Blaster, Sound Blaster Pro, Gravis Ultrasound and all cards that
- are 100% compatible with any of the above. The FM-options only work
- on SB and SB-Pro compatible cards, since GUS doesn't have an FM
- chip. There is no mouse support, since it wouldn't really be
- convenient in this style of tracker.
- You should also have some EMS, since Scream Tracker loads the
- sampledata into EMS (even with a GUS). The patterndata is stored in
- conventional (below 640k) memory. If you're running low on memory,
- the FreeMem display in the main screen will turn red. It would be a
- very good idea to save your work, since ST tends to turn unstable in
- low memory situations. When I have worked with Scream Tracker without
- EMS, loading a big module has often resulted in a crash warning and
- the computer hanging.
-
- 1.3 Distributing ST 3.0
-
- The Scream Tracker is distributed as freeware, and this means that
- you can give it to your friends and distribute it in any way as long
- as no money is involved. The basic idea is that you have the right
- to use the program but not sell it. As an exception to selling, a
- right is given to pd/shareware companies to include this program
- in their collections as long as no special pricing policy is used
- with the Scream Tracker.
- There is no warranty. Since you paid nothing for this software
- it's only fair that you use it at your own risk. The author can not
- guarantee that the software always works as expected. Any damages
- you caused (to yourself or to others) by using the program are
- entirely your own responsibility. Luckily the software seems quite
- stable if you really don't try to do something weird :-)
-
- 2. Brief Guide to Scream Tracker
-
- This chapter describes shortly the terms that are necessary to
- know when using Scream Tracker 3. The effect list is also included.
-
- 2.1 Samples
-
- Module music consists of instruments, called samples. They are
- raw 8-bit, digital data fed back at varying frequencies and volumes
- through your soundcard to form music. For soundcards that support
- FM-synthesis, there are synthesized instruments, but those are
- described in more detail in section 4.1.
- Samples vary from in length from 1 to 65536 bytes. However,
- Scream Tracker can only handle samples up to 64000 bytes, so some
- sampledata might be lost if you load a module with huge samples.
- ST will automatically cut samples that are too big when loaded.
- Some samples also have loops, which make the sample repeat a certain
- part of the sample. There are two values to a loop, the loop begin
- and the loop end. The begin value is where the sample should be
- started again once it reaches the loop end value. Every sample also
- has a default volume and pitch. The default volume is the volume
- that is used when no other volume is given in the pattern. The
- default pitch is the frequency the sample should be played at C-4.
- The samples are accessed by going into the instrument list by
- pressing F3.
-
- 2.2 Patterns
-
- Modules also have note data, called patterns. Patterns are where
- the music actually comes from. Every pattern consists of a varying
- number of 32 columns and 64 horizontal rows. Each position then has
- five values for the note - pitch, instrument number, volume, effect
- and infobyte. Here is an example note:
-
- C#4 04 25 H81
-
- This would mean a C sharp in the fourth octave with the fourth
- instrument at volume 25, vibrating with a speed of 8 and frequency
- of 1. You will find a list of the effects in section 2.4 if you
- aren't familiar with them.
- You can also omit some parts of the note like this:
-
- C#4 04 .. ...
- ... 04 .. ...
- ... 05 .. ...
-
- This would play a C sharp first two times with instrument 4 and
- then once with instrument 5.
-
- C-5 04 25 ...
- D#5 .. .. ...
- E-5 .. .. ...
- G-5 .. .. ...
-
- This plays C, D sharp, E, and G all with instrument 4 and volume 25.
- However, if there had been an instrument number in one of the notes
- other than the C-5, it would have been played with the default
- volume.
-
- C-5 04 .. H81
- ... .. .. H00
- ... .. .. H00
- ... .. .. H00
-
- This would continue to vibrate the C-5 note at 81. The other commands
- that use the previous infobyte value in the effect in case of a 00 are
- D, E, F, G, I, J, K, L, and Q.
-
- 2.3 Orders
-
- The order the individual patterns are played in is stored in
- the order list. While the maximum number of patterns is 100, you
- can have a longer song by repeating patterns. Basically the order
- list is just 255 pattern numbers that instruct how the song is to
- be played.
-
- 2.4 Effects
-
- An effect is applied to a note to change how it or the whole pattern
- is played. If you are using a tracker for the first time, I suggest you
- just skip this chapter and come back when you have learned the basics.
- But for those with previous experience, Scream Tracker 3 supports
- nearly all Protracker effects and a few effects of its own. If you want
- to see how these commands can be used in a song, check the example song
- 64MANIA.S3M, it contains most of these effects. It is no masterpiece of
- melody, it is made just to acquaint a beginner with the different
- effects and how they can change the sound of a song completely.
- Here is a list of all the effects and what they do (a shortened list
- can be found in the ST3 internal quickhelp system by pressing F10 in
- the pattern editor):
-
- Axx Set speed to xx (the default is 06)
-
- This command is used for setting the song's speed. The
- speed varies from 1 (fastest) to FF (slowest). With most
- standard trackers, however, the slowest possible speed is
- 1F, since speed and tempo are in the same command.
-
- Bxx Jump to order xx (hexadecimal)
-
- This command jumps to the order number specified in the
- infobyte (remember to give the order number is hexadecimal
- format). The row this command is on is still played, but the
- next row played will be the first row of the pattern at order
- xx.
-
- Cxx Break pattern to row xx (decimal)
-
- This command breaks the pattern after playing the row it's
- on. It will skip to the next pattern in order and automatically
- jump to row xx. (Decimal)
-
- D0y Volume slide down by y
-
- This will slide the volume down with the value of y. The
- amount of the slide will be (speed-1) * y. Thus a command
- of D04 at speed 8 will drop the volume by 28.
-
- Dx0 Volume slide up by x
-
- This will slide the volume up with the value of x. The amount
- of the slide is the same as with the volume slide down command,
- speed times x. The volume can't be higher than 64, though.
-
- DFy Fine volume down by y
-
- Fine volume differs from volume slide in that it doesn't
- slide the volume smoothly, but instead changes the volume in
- the beginning of the row. It has lost some usefulness in ST3,
- because there is a separate volume column, but it still has
- its uses. Fine volume is also independent of the speed, it
- always changes the volume by the infobyte y. If y is 0, the
- command will be treated as a volume slide up with a value of
- f (15). If a DFF command is specified, the volume will be
- slid up.
-
- DxF Fine volume up by x
-
- Same as fine volume down, but raises the volume instead of
- lowering it. Volumes going over 64 are changed into 64.
-
- Exx Slide down by xx
-
- This command will slide the pitch of the note down as
- specified by xx. The range is 00..DF, since values above that
- are cosidered fine slides.
-
- EFx Fine slide down by x
-
- Fine slide, like fine volume, is unlike normal slide in
- that it slides to the desired pitch in the beginning of the
- row, not smoothly. It is also independent of the speed, it
- always slides the same amount, as dictated by x.
-
- EEx Extra fine slide down by x
-
- Acts list a fine slide, but is four times more accurate.
-
- Fxx Slide up by xx
-
- This command will slide the pitch of the note up as
- specified by xx. The range is 00..DF, since values above that
- are cosidered fine slides.
-
- FFx Fine slide up by x
-
- Fine slide, like fine volume, is unlike normal slide in
- that it slides to the desired pitch in the beginning of the
- row, not smoothly. It is also independent of the speed, it
- always slides the same amount, as dictated by x.
-
- FEx Extra fine slide up by x
-
- Acts list a fine slide, but is four times more accurate.
-
- Gxx Tone portamento with speed xx
-
- This command will start changing the current pitch to match
- the note given with this command. Subsequent G-commands will
- continue sliding the pitch until the note is reached at which
- time the portamento will be stopped.
-
- Hxy Vibrato with speed x and depth y
-
- Vibrato vibrates the note by changing the pitch with speed
- x and depth y.
-
- Ixy Tremor with ontime x and offtime y
-
- Tremor turns the note on for x frames and off for y frames.
- It is not a ProTracker command, so all tremor commands will
- be discarded when the song is saved as a .MOD file.
-
- Jxy Arpeggio with halfnote additions of x and y
-
- Arpeggio changes the playing frequency between the note,
- the note + x halfnotes and the note + y halfnotes 50 times
- per second. It is best to use it with clear or tight-looped
- (chip) instruments. Old users of the Commodore 64 remember
- this effect which was used to make chords. A C minor chord,
- for example, would be made with J37, which would play C, D#
- and G.
-
- Kxy Dual command: H00 and Dxy
-
- This is the old vibrato + volumeslide from the Protracker
- command set. If the volumeslide part is 0, the command acts
- like the old Amiga retrig. It continues the vibrato begun before
- the command and adds a volumeslide. You cannot, however, use
- fine volume sliding. An example of usage:
-
- C-5 04 28 H82 Start the vibrato
- ... .. .. K02 Continue vibrato while lowering volume
- ... .. .. H83 Deepen the vibrato
- ... .. .. K01 Slide the volume down with the new
- vibrato depth value
-
- At speed 6, the volume would end up being 13.
-
- Lxy Dual command: G00 and Dxy
-
- This is the old toneport + volumeslide from the Protracker
- command set. You must first use a G command and then put the
- L command. It will continue the toneport and slide the volume
- like a normal volumeslide with value xy. You cannot, however,
- use fine volume sliding.
-
- Oxy Set sample offset
-
- This command starts playing the sample at offset 256 times
- xy. A command of O10 would start playing the sample at
- position 256 * 16 = 4096. If the sample offset is used in
- a looped sample and the offset given exceeds the loop end
- value, the loop is taken into consideration and the offset
- will be calculated as if the sample had looped. In the
- example song pattern 3, the sample offset command is used
- to create a hihat-type sound by playing only the end part
- of the snare sample.
-
- Qxy Retrig (+volumeslide) note
-
- The retrig command triggers the sample many times in one
- row. The y value tells how many frames there are between the
- retrigs. There are as many frames in one as the speed is. At
- speed 6 a retrig of Q03 would trigger the note two times. The
- x value tells if there should be a volumeslide between the
- retrigs. The amount the volume will change is shown in the
- following table:
-
- 0: 0 (No volumeslide)
- 1: -1
- 2: -2
- 3: -4
- 4: -8
- 5: -16
- 6: 2/3 times the original volume
- 7: 1/2 times the original volume
- 8: ?
- 9: +1
- A: +2
- B: +4
- C: +8
- D: +16
- E: 3/2 times the original volume
- F: 2 times the original volume
-
- Example of use:
-
- (speed 8)
- C-5 04 64 Q72 -Four retrigs, their volumes being
- 64, 32, 16 and 8
- (speed 6)
- C-5 04 12 QC2 -Three retrigs with volumes 12, 20
- and 28
-
- Rxy Tremolo with speed x and depth y
-
- Tremolo acts like vibrato, but changing the volume of the
- note instead of the pitch. If the volume is at 64, all volumes
- going over 64 will be clipped at 64, so you should use lower
- volumes.
-
- S0x Set filter
-
- An Amiga hardware function, not implemented in Scream
- Tracker.
-
- S1x Set glissando control
-
- Makes toneportamentos slide a halfnote at a time. Not
- implemented in Scream Tracker.
-
- S2x Set finetune (=C4Spd)
-
- The set finetune command is used only to retain Protracker
- compatibility. Because Scream Tracker has a more accurate way
- of setting the desired instrument frequency, using this
- command is pretty pointless. However, if you want to dabble
- around with it, these are the C4Spd values the command uses:
-
- 0 - 7895 Hz
- 1 - 7941 Hz
- 2 - 7985 Hz
- 3 - 8046 Hz
- 4 - 8107 Hz
- 5 - 8169 Hz
- 6 - 8232 Hz
- 7 - 8280 Hz
- 8 - 8363 Hz (No finetune)
- 9 - 8413 Hz
- A - 8463 Hz
- B - 8529 Hz
- C - 8581 Hz
- D - 8651 Hz
- E - 8723 Hz
- F - 8757 Hz
-
- S3x Set vibrato waveform to x
-
- Sets the waveform of the vibrato command. The different
- options are 0 - the normal sine waveform, 1 - ramp down,
- 2 - square waveform, and 3 - random.
-
- S4x Set tremolo waveform to x
-
- Acts like the set vibrato waveform command, but affecting
- the waveform used for the tremolo command.
-
- S8x Amiga command E8x
-
- This command has no function in Scream Tracker 3.0, but some
- PC players use it for panning. If saved as a .MOD, this effect
- is saved as a normal E8x command with the right infobyte.
-
- SAx Stereo control
-
- This is an old command no longer implemented in Scream
- Tracker. The only .S3M file released that would support it
- is the soundtrack from Panic by Future Crew.
-
- SBx Pattern loop.
-
- Pattern loop is used for looping inside the pattern. First,
- you must use an SB0 command to set the loop point where the
- loop is to begin. Then you must use SBx to return to the loop
- point x times. In the example song in pattern 5, you can see
- how this command can be used to save pattern space. Also, you
- should not try looping back to a loop point in another
- pattern!
-
- SCx Notecut in x frames
-
- The note played will be cut in x number of frames. At speed
- 8, for example, an SC4 command would cut the note at exactly
- halfway through the row.
-
- SDx Notedelay for x frames
-
- This delays the playing of the note until x frames into the
- row. Until the new note comes out, the previous one is played.
-
- SEx Patterndelay for x notes
-
- This repeats the current row x times without triggering the
- notes again but applying the effects.
-
- SFx Funkrepeat with speed x
-
- Not implemented in Scream Tracker 3.
-
- Txx Tempo = xx (hex)
-
- Changes the tempo (BPM's) to xx. The valid values are 20
- to FF. The default is 7D hex, which is 125 decimal.
-
- Vxx Set global volume
-
- Changes the global volume at which the whole song is played.
- Accepted values are 0 to 40.
-
- The Protracker effects left out, thus, are Glissando control, Set
- filter and Funkrepeat. Most songs play fine without them, though.
-
- 2.5 Setting up Scream Tracker
-
- The first thing you most likely want to do is set up ST. Pressing
- Shift + F9 will activate the setup screen. The first thing on the left
- is the screen color selection. You can define 13 of the 16 colors on
- the palette by changing the values there. The numbers are the red,
- green and blue values of each color. They range between 0 and 63. You
- can use the + and - keys to adjust the brightness of the color. D will
- restore the default palette.
- The two directories are the default directories for your samples and
- songs. The trailing backslash is not necessary.
- The chords are the those you use when editing the patterns in the
- chord mode. They can also be changed, but a set of common chords is
- included in the default setup. The chord system will be described
- in section 3.2, Editing Patterns.
- The soundcard configuration is handled by autodetection. If ST
- fails to detect your soundcard correctly, you can enter the settings
- from the commandline. Valid switches are:
-
- -s1 Sound Blaster soundcard
- -s2 Gravis Ultrasound soundcard
- -s5 Sound Blaster soundcard
- -m### Set mixing speed to ### (Does not affect Gravis)
- -a### Soundcard address
- -i### Soundcard interrupt (only required for SB)
- -c### Soundcard DMA channel (only required for SB)
- -b012 Force 512/1024/2048 byte buffer for SB
- -? List of all switches
-
- 3. Scream Tracker 3 Interface
-
- As you may notice when starting the program (I assume you started
- the program before reading the documentation as most of us do), the
- external appearance of ST has changed since version 2. Many of the
- old commands are still under the same keys, though, so those familiar
- with the old Scream Tracker (or Composer 669 and Multitracker for
- that matter) will find it easy to get used to the new interface.
- Those who have been using only Protracker or its clones have more
- to learn, though. The different screens and their commands are
- described in this chapter.
-
- 3.1 F1 - Order List and Variables
-
- 3.1.1 Order list
-
- This is where the order list is edited. On the left, there is a
- list of the orders and the patterns that go with them. They can be
- edited with the number keys. Pressing G changes the current pattern
- to the one under the cursor jumps to edit pattern mode.
-
- 3.1.2 Channels
-
- The 32 possible channels are defined here. There are 8 digital
- channels on the left and 8 on the right (16 mono on SB). They are,
- respectively, L1 through L8 and R1 through R8. A (--) means the
- channel is not played. There are also 9 Ad-lib channels ranging
- from A1 to A9. They are mono and can only be used on soundcards
- with an FM chip (Sound Blaster and Sound Blaster Pro).
-
- 3.1.3 Global Variables
-
- From here you can set the following variables:
-
- Tempo - Global tempo, the tempo at which the song is
- played if no other tempo is specified. Defaults
- to 7D.
-
- Speed - Global speed, the speed at which the song is
- played if no other speed is specified. Defaults
- to 6. Can be changed with the brackets keys from
- the edit pattern screen.
-
- Global Volume - The global volume of the song, affecting all
- channels. The range is 0 through 40.
-
- Master Volume - This will affect the oversampling rate on SB cards,
- on a GUS card this value is ignored. If a song
- sounds bad on an SB, lowering the master volume
- might help.
-
- Volume 0 opt. - This option is also for Sound Blaster cards. It will
- turn off notes that are left on 0 volume for a longer
- time in order to save processing power. It is mainly
- used in demos and such. On a GUS the processing time
- saved is minimal.
-
- Force Amiga lim - Forces the old Amiga limits on the song. The main
- restriction is that you can only use octaves 3-5
- (former Amiga octaves 1-3). You can still enter
- notes above and below these barriers but they will
- be played as C-3 or B-5.
-
- Enable Stereo - Enables stereo playback of the song on stereo cards.
- Otherwise the song will be played mono regardless of
- the channel allocations.
-
- 3.2 F2 - Edit Pattern
-
- The pattern edit screen is where you'll spend most of your composing
- time. Many commands are familiar from other trackers, but the keys
- might be different from what you are used to. The basic commands are
- still mostly under the same keys as in Scream Tracker 2. This chapter
- describes the keys in depth, but a quickhelp of the keys can be
- obtained from the tracker by pressing F10.
-
- 3.2.1 The Edit Display
-
- This is what the pattern edit screen looks like:
-
- ▐▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▌
- ▐ Pattern Editor (F2) ▌
- ▐ 01: L1 02: R1 03: L2 04: R2 05: L3 ▌
- ▐ 00▌C-5 04 12 H81▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 01▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 02▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 03▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 04▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 05▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 06▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 07▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 08▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 09▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 10▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 11▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 12▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 13▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 14▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 15▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 16▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 17▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 18▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 19▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 20▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 21▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 22▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 23▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 24▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 25▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 26▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 27▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 28▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 29▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 30▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ 31▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌∙∙∙ ∙∙ ∙∙ .00▌ ▌
- ▐ <-- The edit mask ▌
- ▐▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▌
-
-
- In a closeup, we can see what fields each channel is made out of:
-
- 01: L1
- 00▌C#5 04 12 H81▌
- 01▌∙∙∙ ∙∙ ∙∙ .00▌
- 02▌∙∙∙ ∙∙ ∙∙ .00▌
- 03▌∙∙∙ ∙∙ ∙∙ .00▌
- ^ ^ ^ ^ ^ ^ ^
- │ │ │ │ │ │ │
- │ │ │ │ │ │ └─ Infobyte (00-FF, hexadecimal)
- │ │ │ │ │ └─── Effect command (A-Z)
- │ │ │ │ └────── Volume (0-64, decimal)
- │ │ │ └───────── Instrument (00-99, decimal)
- │ │ └─────────── Octave (0-7, decimal)
- │ └───────────── Note
- └──────────────── Row
-
- 3.2.2 Entering Notes
-
- For entering notes into the tracker, the keyboard is turned into
- a piano in the following way:
-
- Actual note: C# D# F# G# A# C# D# F# G# A# C# D#
- │ │ ││ │ │ │ ││ ││ │ │ │ ││ │ │ │ ││ ││ │ │ │ ││ │ │
- │ │ ││ │ │ │ ││ ││ │ │ │ ││ │ │ │ ││ ││ │ │ │ ││ │ │
- │ │S││D│ │ │G││H││J│ │ │2││3│ │ │5││6││7│ │ │9││0│ │
- │ └┬┘└┬┘ │ └┬┘└┬┘└┬┘ │ └┬┘└┬┘ │ └┬┘└┬┘└┬┘ │ └┬┘└┬┘ │
- │ Z│ X│ C│ V│ B│ N│ M│ Q│ W│ E│ R│ T│ Y│ U│ I│ O│ P│
- └──┴──┴──┴──┴──┴──┴──┴──┴──┴──┴──┴──┴──┴──┴──┴──┴──┘
- Actual note: C D E F G A B C D E F G A B C D E
-
- The period (.) key is used for clearing a note.
-
- Pressing one of the above keys enters the desired note, but the
- following things must be taken into consideration:
-
- 1. Baseoctave
-
- In the top right part of the screen, you will see the current
- baseoctave. It can be changed with the * and / keys, most easily
- accessed from the keypad. The number is the octave of the lower
- keyboard.
-
- 2. Edit Mask
-
- The edit mask is shown in the bottom row of the screen just below
- the channel you are editing. It shows what entering a note will
- change on the current row. The small triangles indicate what is
- changed. The default is the note and the instrument. By pressing the
- comma (,) on the either the volume or effect row you can turn the
- respective column on so that a new note will include the last value
- used in these columns with the new note. Also, entering a period
- (.) will only delete the values in the columns indicated by the
- edit mask.
-
- 3. Skip Value
-
- The skip value is how many rows the cursor will advance after
- entering the note. The default is one, but it can be changed with
- ALT-1 through ALT-8 which will change the skip value to the respective
- number.
-
- 4. Chord Mode
-
- The chord mode enables you to enter chords by placing the notes
- of a chord on separate channels. It is activated by pressing one of
- the chord keys, which are ALT+Z through ALT+M (the lowest keyboard
- row). It is deactivated with the colon mark (:). When you press one
- of the chord keys, the appropriate chord name pops up in the chord
- field in the top right part of the screen. You should also see more
- cursors appearing (if you're using the default chordset). Typing a
- new note will now place a note in all the columns with a cursor. The
- pitch of the note will depend on what kind chord is being used. If
- you have a chord like this:
-
- Sus4 C F G
-
- Pressing E-5 will naturally place an E-5 in the first column, an
- A-5 in the next and a B-5 in the one after that. Since teaching music
- theory is not the main purpose of this document, I will not go into
- more detail, but those who know music basics should know how this
- works. You can edit the different chords in the Setup screen
- (Shift-F9).
-
- 5. Default note playing
-
- Pressing SHIFT+Q through SHIFT+P (the upper keyboard row) will
- enter the respective (1-10) instrument with the current note. The
- current note is the one that was last played or one picked up by
- pressing ENTER on an already existing note. This command is useful
- for creating drumlines and such.
-
- 6. Polychannel Mode
-
- By pressing ALT+N, you can invoke the polychannel mode. A small
- M will appear below the channel you are currently on and the channel
- is marked as a polychannel. You can toggle each channel as polychannel
- with ALT+N. In this mode, when you enter a note on polychannel, the
- cursor will skip to the next available polychannel, taking the skip
- value into consideration.
-
- 3.2.3 Pattern Edit Commands
-
- Since this document is only a clarification of the helps found in
- the tracker itself, the pattern edit commands are going to be listed
- in the same order as found in the tracker. Most of these commands are
- best experimented in the tracker, but if you can't figure them out,
- look here. And again, don't try memorizing them all in one try, there
- are quickhelps available through the tracker behind the F10 key.
-
- , Toggles the edit mask, described in section 3.2.2.
-
- < > Changes the current instrument. Another way of changing the
- instrument is going into the instrument list with F3 and using
- the up and down arrow keys.
-
- / * Changes the baseoctave. Described in section 3.2.2
-
- + - Changes pattern. For quicker movement in the patterns, SHIFT +
- and SHIFT - jump four patterns instead of one. You should use
- the keypad.
-
- { } Changes global speed. You can change the default playing speed
- with these. It can also be changed from F1 along with the
- default tempo. Provides a quick way to change the speed without
- messing up the pattern.
-
- . Empties current field taking the edit mask into consideration.
-
- 1 Adlib noteoff command. This is used for deactivating an Adlib
- voice. It is described better in section 4.1, Adlib FM-Songs.
- The command can also be used to stop a regular note.
-
- 4 Plays current note under cursor. The cursor must be over the
- note column. Originally a debugging tool, but it can be used
- to play melodies step by step to point out mistakes etc.
-
- 8 Plays current row under cursor. The cursor must be on top of
- the note column.
-
- ALT-1-8 Changes the skip value, described in section 3.2.2
-
- ALT-N Toggle polychannel mode for channel. Described in section
- 3.2.2
-
- CT-Home Moves the cursor up one row regardless of the skip setting.
-
- CT-End Moves the cursor down one row regardless of the skip setting.
-
- Home The first time pressed, the cursor moves to the note part of
- the current channel. The second time it moves to the first row
- in the pattern. On the third press the cursor moves to the first
- channel.
-
- End The first time pressed, the cursor moves to the infobyte part
- of the current channel. The second time it moves to the last row
- in the pattern. On the third press the cursor moves to the last
- defined channel.
-
- BKSPC Goes back to last note, useful in polychannel mode.
-
- INS Inserts a row in the current channel. In chord mode, a blank
- row is inserted in every channel with a cursor. SHIFT+INS inserts
- a blank row in every channel.
-
- DEL Deletes the row under the cursor from the current channel. In
- chord mode, a row is deleted from every channel with a cursor.
- SHIFT+INS deletes a row from every channel.
-
- ENTER Reads the default note, instrument, volume, effect and
- infobyte from the current row.
-
- CT-BKSPC Undo. Restores the pattern in the undo buffer. Only the area
- commands automatically save the pattern in the undo buffer.
-
- CT-ENTER Stores the pattern to the undo buffer. If you want to mess
- around with the pattern and the restore it, press CT-ENTER and
- after testing, press CT-BKSPC to restore the original pattern.
- Do not use area commands while testing, though, since they
- overwrite the undo buffer.
-
- ALT-T Toggles current channel to be a stationary channel in the left
- part of the edit screen. You can toggle a maximum of four
- channels to stay in the left window. Comes in handy when making
- songs with many channels so you can have certain channels be
- visible at all times.
-
- ALT-R Resets left window. This removes the stationary channels from
- the left window and returns to the normal one-window mode.
-
- S-QWER.. Default note playing, discussed in section 3.2.2
-
- S-ZXCV.. Sets chord mode, discussed in section 3.2.2
-
- 3.2.4 Area commands
-
- These commands are all associated with selecting and editing area of
- notes. When a new area is selected, the previous one is forgotten.
-
- ALT-D Quickselects an area. When pressed the first time, it forms
- an area starting from the cursor and ending 16 rows down the
- channel. The next time pressed, the size of the area expands
- to 32 rows and on the third press to 64.
-
- ALT-B Marks the beginning of an area.
-
- ALT-E Marks the end of an area.
-
- ALT-L Selects the whole channel as an area. When pressed a second
- time, the whole pattern is selected as the area.
-
- ALT-U Unmarks area. When pressed twice, the clipboard is emptied.
- The only advantage of that is its freeing up memory.
-
- ALT-C Copies area to clipboard (=memory). Stores the selected area
- in memory for later pasting or mixing.
-
- ALT-P Pastes the area in the clipboard starting from the cursor.
- The exception to this is pasting an entire channel, which is
- always pasted on top of the old one, not from the cursor. If
- there are notes that go under the bottom of the screen, they
- are lost, so be careful where you paste.
-
- ALT-M Mixes clipboard with the already existing notes. What it does
- is that it acts like a paste, but it doesn't touch existing
- notes. It is useful for making echoes, a fast way to do it is
- by first setting the skip level to 2 and writing the melody.
- Then copy the melody to an adjacent channel, lower its volume
- with ALT-J, insert it one row, and mix it with the original
- melody.
-
- ALT-H Overwrites the clipboard without changing the volumes and
- effects already present in the pattern.
-
- ALT-Y Swaps areas. Swaps the selected area with a same sized area
- starting from the cursor. Comes in handy if you want to convert
- your .S3M into a .MOD and want to change the pattern data to
- better suit the Amiga Left-Right-Right-Left panning method.
-
- ALT-Z When pressed twice, erases the selected area.
-
- ALT-X When pressed twice, deletes the effects and infobytes from the
- selected area.
-
- ALT-Q Raises the pitch of all the notes in the selected area by a
- halfnote. If no area is selected, the note under the cursor is
- changed.
-
- ALT-A Lowers the pitch of all the notes in the selected area by a
- halfnote. If no area is selected, the note under the cursor is
- changed.
-
- ALT-V Changes all volumes in the selected area to the default
- volume.
-
- ALT-W Changes all volumes in the notes in the selected area to
- the default volume. Leaves rows with only volumes alone.
-
- ALT-S Changes all samples in the selected area to the default
- sample.
-
- ALT-I Multiplies all the volume in the area by 3/2. Useful for
- creating echoes.
-
- ALT-J Multiplies all the volume in the area by 2/3. Useful for
- creating echoes.
-
- ALT-F Doubles area length. Inserts a blank row between all the
- existing rows in the area. If you have marked a too big area,
- notes will be lost if they go below the last row.
-
- ALT-G Halves area length. Halves an area by removing every other
- row in the selected area and a same sized area following it.
-
- ALT-K Slides volume in area. By filling the volume column in
- the first and last row of the marked area and pressing ALT-K,
- you can make a smooth volume slide from the beginning volume
- to the end volume. Especially useful for fade-ins and fade-outs.
-
- 3.3 F3 - Instrument List
-
- The instrument list is where you select and edit the samples used in
- the song. This is what a sample might look like:
-
- ▌ 03▌turtle.jamaica.d50organ ▌SMP▌44▌08363▌TM▌T▌
- │ │ │ │ │ │ │
- │ │ │ │ │ │ └── Test sample (plays note)
- │ │ │ │ │ └───── Test sample with multiple
- │ │ │ │ │ channels
- │ │ │ │ └─────────── C4Spd, the frequency the
- │ │ │ │ sample is played at C-4
- │ │ │ └────────────── Default volume, the volume
- │ │ │ used when none is given
- │ │ └────────────────── Sample type (Normal or FM)
- │ └─────────────────────────────────────────────── Name of sample
- └────────────────────────────────────────────────── Number of sample
-
- You can use the test sample and test sample with multiple channels
- fields for playing the sample with the keyboard. Pressing F8 will stop
- playing the sample. The subwindow on the right tells information about
- the current sample. This is an example window for the above sample:
-
- Instrument 03: sample - Sampletype
- ▐▀▀▀▀▀▀▀▀▀▀▀▀▀▌
- Filename:▐ORGAN2 ▌ - Sample filename
- Loop:▐on ▌ - Loop toggle
- Loop start:▐004700 ▌ - Starting point of loop
- Loop end:▐017250 ▌ - Ending point of loop
- Length:▐018542 ▌ - Length of sample
- UsedLength:▐000000 ▌ - How far the sample was played
- ▐▄▄▄▄▄▄▄▄▄▄▄▄▄▌ in the song, works only on SB
- Segment:F007 Guspos:0346
-
- The available keys in the instrument list are:
-
- TAB Switches between the main list and the subwindow.
-
- ALT-D Deletes instrument from memory.
-
- ALT-O Saves current instrument to disk. It will save to the
- current directory. The directory can be changed from F4, and
- I suggest using multiple directories, or you are going to get
- very confused. A header is saved with the sample also so that
- the loop, C4Spd and other data can easily be restored.
-
- ALT-M Maximizes the volume of the sample like Digiplayer. It will
- warn if the change will affect the quality of the sample. Does
- not work with FM-sounds.
-
- ALT-X Exchanges two samples in the instrument list. It doesn't
- change the patterns.
-
- ALT-S Swaps two samples, both in the instrument list and the
- patterns.
-
- ALT-V Displays the sample as a text file. Included for those who
- want to send their hellos etc. in the module by loading a text
- file as a sample.
-
- ENTER Loads an instrument from the sample library. Pressing enter
- on the desired sample replaces the current one with it.
-
- The following commands only work when the cursor is on top of the
- C4Spd field:
-
- + - Multiplies or divides the C4Spd by two. Useful if you want
- to hear a sound an octave higher / lower without having to
- touch the patterns.
-
- * Resets the C4Spd value to 8363.
-
- / Asks the note which you want to be played at C-4 and changes
- the C4Spd accordingly. Nice if you use samples that are
- digitized from varying pitches.
-
- 3.4 F4 - Instrument Library
-
- The instrument library is where you store your samples. The default
- instrument directory is <ST3 path>\I\. If you plan on making music and
- storing samples on your hard disk, it would be advisable to create
- several subdirectories under the main one. Here is an example:
-
- C:\ST3\I\
- C:\ST3\I\LEAD
- C:\ST3\I\BASS
- C:\ST3\I\DRUMS
- C:\ST3\I\CHORDS
- C:\ST3\I\EFFECTS
- C:\ST3\I\SPEECH
-
- You can use a more complex one depending on how many samples you are
- going to be saving to the hard disk.
- Entering the instrument library happens from the instrument list. You
- can either press F4 or Enter in the instrument list. If you pressed
- enter, you can load a sample by pressing enter again on top of the
- sample you want to load. You can change the directory by either pressing
- enter on the directory you want to change to or by pressing ALT-G and
- typing the name of the drive and directory you want to change to.
-
- 3.5 F5 - Info Screen
-
- Here you can watch the song being played. If there is no other output
- (a sample playing, etc) when you press F5, the command acts like the
- global command shift-F5, play song. The available keys for the info
- screen are:
-
- ALT-S Toggle stereo. Works like the stereo toggle discussed in
- section 3.1.3
-
- CTRL-T Toggle trackmode. Changes between the 5, 8, and 18-channel
- track viewers. A global command.
-
- LEFT/ Scrolls the channels shown in the bottom infoscreen to the
- RIGHT left and right.
-
- UP/DOWN Changes the number of channels shown in the upper equalizers.
-
- PGUP/DN Selects the bottominfo mode. Note that the ChannelScope and
- SOutputScope only work on SB cards because there is no actual
- mixing on the GUS card.
-
- + - Change the order being played.
-
- 3.6 Global Commands
-
- In addition to the specific commands, there is a multitude of global
- commands that work everywhere in the tracker. They are:
-
- ESC Brings up the main menu.
-
- F1 Changes to the order list and global variables menu.
-
- F2 Changes to the edit pattern mode.
-
- F3 Changes to the instrument list mode.
-
- F5 Changes to the info screen mode and starts playing the song
- if no other sound output is active.
-
- SH+F5 Plays song.
-
- F6 Plays current pattern.
-
- SH+F6 Starts playing the song from the current order.
-
- F7 Starts playing from mark. If no mark is set, starts playing
- from current cursor position.
-
- SH+F7 Sets / Clears mark. Sets a mark in the current position. If
- a mark already exits, it is cleared and F7 will function as
- play from cursor.
-
- F8 Stops playing song or voice.
-
- SH+F8 Re-loads instruments to GUS from memory.
-
- F9 Status screen. Displays information about the song.
-
- SH+F9 Changes to the setup screen. Discussed in section 2.5.
-
- F10 Pops up quickhelp.
-
- CTRL-R Loads new module. The colors in the load module menu can
- be chosen from the commandline with the following parameters:
-
- -f0 All colors white
- -f1 .S3Ms green, .STMs brown, .MODs white, others yellow
- -f2 .S3Ms green, others white.
- -f3 .S3Ms and .STMs green, others white (default)
-
- CTRL-N Clears current song.
-
- CTRL-W Saves and prompts for a filename.
-
- CTRL-R Quicksaves with the old filename.
-
- CTRL-D Shells to DOS. If you experience troubles with this command,
- try using the commandline switch -l.
-
- CTRL-Q Exits to DOS.
-
- 4. Miscellaneous
-
- This section is for those don't want to go through the trouble of
- reading the documentation. There are a couple of things that aren't
- in the quickhelps, though. On a GUS card, if your samples sound
- corrupted or just plain strange, it might be that they are loaded the
- wrong way into the GUS. Pressing shift+F8 should help. Also, you might
- be wondering where all those ########.ST3 files are coming from. They
- are just temporary files created by Scream Tracker to make loading
- samples faster. If you encounter them outside your instrument
- directories, feel free to delete them, they contain no important
- data.
-
- 4.1 Adlib FM-songs
-
- Scream Tracker 3 supports the FM chip on SB cards. You can use a GUS
- for normal samples and SB for the FM-sound simultaneously. You can enter
- FM-sounds by going to the sample type column in the instrument list and
- pressing A. You can then edit the FM parameters by pressing space on the
- Parameters in the subwindow. I will not describe the parameters in any
- detail, since there are lots of good books and text files on the
- subject. There is an example Adlib .S3M by Skaven included, from which
- you can rip the FM sounds (they can be saved as normal samples) to find
- out how they work. Also, when making Adlib songs, remember that pressing
-
- 4.2 Closing Words by Sami Tammilehto
-
- This program really was supposed to be out years ago, but too many
- other projects with more priority slowed its progress to practically
- nothing. For a long time the program was usable, but very far from
- bug free. Later on most bugs were found while the program was used
- for making music for Future Crew demos.
- The main reason I decided to finally release the Scream Tracker is
- that I convinced myself that it'll never be finished (in the way I
- originally dreamed). And since so many people have been asking for it
- and no other tracker with similar editing capabilites has appeared,
- a freeware release seemed as the easiest way of helping everybody
- (Hopefully I no longer have to answer questions like: When will ST3
- be released? :-)
- I'd like to thank Jonne Valtonen (PM/FC) and Peter Hajba (Skaven/FC)
- for extensive beta testing and Kalle Kaivola (Edge/Unexpected) for
- this excellent documentation and for helping me squeeze out the final
- (?) bugs.
- I really hope that you find this program useful. It certainly isn't
- the best or fastest player around, but the editing capabilities should
- make it a very useful utility for creating the modules.
- Ok, now it's time to forget this document and create the best tune
- anyone has ever heard anywhere! Good luck.
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