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-
-
- MODPLAY ********* (C) Mark J Cox
- MODPLAY ** 1990/1991
- MODPLAY ******* Freeware
- MODPLAY ************** Version 2.00δ
-
- Play AMIGA 4 channel music files on a PC
-
-
- I. QUICK START
- ─────────────────────────────────────────────────────────
-
- If you are impatient and don't want to read all the documentation before
- trying this program, type:
-
- mp -i
- or mp -a-i If your machine is 10Mhz - 12Mhz
- or mp -s-i If you have a SoundBlaster Card installed
-
-
-
- II. EXTRA INFORMATION
- ─────────────────────────────────────────────────────────
-
- 1 On startup some machines think they have a Soundblaster
- card installed even if they do not. If you do not have
- a Soundblaster card but it thinks you do, please do not
- use the -s option or change output device to Soundblaster
- (it may hang up your machine and you will have to reboot)
-
- 2 If your video card supports text modes such as 25*132,
- 44*132, 60*132 or just about any other text mode then enter
- this mode (using the utility supplied with your card) and
- MODPLAY will take full advantage of it.
-
-
-
- III. INTRODUCTION TO MODPLAY
- ─────────────────────────────────────────────────────────
-
- Modplay allows you to play Amiga soundtracker/noisetracker files
- (or 4 channel Startrekker files) on a PC (10Mhz or faster clock speed).
- Modplay is written *entirely* in assembler and now runs to over
- 7,000 lines of source and has taken around 300 hours to produce.
-
-
-
- 1. WHAT ARE MODULES?
- ─────────────────────────────────────────────────────────
-
- A module consists of 15 (or 31) sampled instruments and a four channel
- music track. By playing the instruments at different pitches a
- soundtrack lasting many minutes can be produced. The PC speaker is not
- really up to handling modules, since in total we have a 10 bit sample
- to be played, and the speaker can only handle 5 (and thats only just
- possible). A D/A converter gives 8 and the stereo version gives
- effectively 9. The output sounds OK through a good sized PC speaker, the
- cheap piezo devices found in some computers including laptops are not
- really designed to cope. So through external harware MODPLAY comes
- close to the quality you would get on an AMIGA.
-
-
- 2. IMPLEMENTATION
- ─────────────────────────────────────────────────────────
-
- MODPLAY implements all Amiga effects such as volume sliding, vibrato etc.
- Most Amiga modules have samples in them that are less than 64k each in
- length, these can be played as normal on any 286 10Mhz or better; a
- rare few have samples >64k in them and although these will be played
- by modplay you really need a 16MHz machine minimum to keep up. These
- modules are marked with a '*' on the top line of the display next to the
- filename when they are playing.
-
-
-
- 3. MODPLAY OPTIONS - COMMAND LINE PLAYING
- ─────────────────────────────────────────────────────────
-
- From the command line a module can be played through any of the output
- devices with or without a moving graph display. The format is
-
- MP [-q] [-0..6] [-a/-b] filename [.MOD]
-
- Items in [ ] are optional. The -q if present tells MODPLAY not to
- display any text and so the module will play without disturbing the
- text display. (You could use this in a game's title screen written
- in C or Basic, by doing a system or shell command - MODPLAY exits when
- a key is pressed). The -(number) tells MODPLAY what hardware to play
- the module through. The filename can contain wildcard characters
- (*,?), so MODPLAY * would be valid and would play all the *.MOD files
- in the current directory one after the other. Playback of a sequence
- of files can be aborted by pressing ESCape two or three times in rapid
- sucession.
-
- -0 is the PC Speaker
- -1 is a D/A converter on printer port 1
- -2 is a D/A converter on printer port 2
- -3 is 2 D/A converters, one on port1 the other on port2 (gives stereo)
- -4 is 2 D/A converters as above but giving mono.
- -5 is a D/A converter on printer port 1 (when the port is on a video card)
- -s is a Soundblaster card (any base address 210-260 is detected)
-
- -xm
- This is of use if you have a single D/A converter on an expansion
- port or any known address. Use -xm(address) where the address is
- a 3 digit hex number. (Example -xm3B7 would play in mono to a
- D/A converter at address 03B7)
-
- -xs
- This is similar to -xm, allowing two D/A converters and hence stereo
- operation. Use -xs(address1)(address2). [Example, -xs300301 would
- play in stereo to D/A converters at 0300 and 0301. Note that these
- switchs must be used from the command line and cannot be changed when
- inside MODPLAY
-
- Stereo-on-1
- Modplay will autodetect a Stereo-on-1 board on any Parallel port and
- use it. See HARDWARE.DOC for more information
-
- Soundblaster
- Modplay will autodetect a Soundblaster card at any base address and
- use it.
-
- (Using a /number will ignore anything autodetected).
-
- -a should be used if your computer crashes when playing tunes, it
- decreases the rate of playing samples - decreasing the quality
- noticably through the speaker, but should mean 10Mhz-12Mhz machines
- can cope.
- -b This is the default mixing speed designed for a 12MHz PC
-
- -d This option is used when if you don't like my choice of character
- for drawing the bars. I've had lots of mail all saying you would
- like different characters - so now you can choose your own,
- Usage is -dxx where xx is a two-digit hexidecimal number of the
- character you want to use,
-
- -dF0 Would be ≡, the default bar
- -df7 Would be ≈, one of my favorites
- -d02 is quite fun for 'acid house' type mods.
-
- And if you are still not satisfied, then pressing F1 or F2 when
- playing changes the character as well! F3 and F4 even change the
- colour of the moving bar. Hours of fun (yawn)!
-
- Playing is stopped by pressing *any* key, or when the module is finished
- Modules that loop at the end, or jump backwards are stopped so they
- will only play once.
-
- There are some special keys, described in the next section that can
- be used to whiz through a module like a CD player.
-
-
-
- 4. MODPLAY IN INTERACTIVE MODE
- ─────────────────────────────────────────────────────────
-
- MP -i will bring up a display menu screen - help on all key presses
- is available by pressing F1. From this screen you can change
- directory, change drive or play one or more modules.
-
- The commands allowed are:
-
- Basic Keys:
-
-
- Cursor Keys Move the highlight bar together with the 'PgUp',
- 'PgDn', 'Home' and 'End' keys.
-
- <SPACE> This will play the current module highlighted, or change
- to the directory or drive hightlighted
-
- <ESC> Quits modplay
-
- <c> Brings up a menu showing all the possible output devices.
- Lets you move around them using the arrow keys and select
- one by pressing SPACE or RETURN.
-
- <!> Lets you perform DOS commands.
-
-
- Advanced:
-
-
- <t> Tags the currently highlighted module (displays a "+")
- or untags the module if already tagged.
-
- <T> Tags all modules in directory
-
- <U> Untags all modules in directory
-
- <p> Plays all tagged modules in sequence.
-
- <s> Takes you into the Sample sub-menu screen
-
-
- Sample Sub-menu:
-
-
- From here you can look at the samples that make up the module - there
- are a few special keys that perform various functions that are not
- fully tested and are provided for users that know what they are
- doing (i.e. not bomb proof input routines!)
-
- <p> Plays the sample highlighted
-
- <m> Plays the whole module
-
- <w> Prompts for a filename and then saves the sample to disk
-
- <r> Reads a new sample into the old slot.
-
-
-
- 5. PLAYBACK KEYS
- ─────────────────────────────────────────────────────────
-
- During any playback, pressing the left arrow key will slow the music
- down, the right arrow key will speed it up and the down arrow key
- restores to default speed. The PageDown key will skip to the next
- track, PageUp jumps back one track. The END key will (almost)
- pause the music, with the down arrow key restoring the speed.
-
-
-
- 6. TEST MODE
- ─────────────────────────────────────────────────────────
-
- You can obtain an alternative display when playing modules from the
- interactive mode by starting MODPLAY with the -t-i switches. This
- display may not update quickly enough on slower machines.
-
-
-
- 7. LISTS OF MODULES
- ─────────────────────────────────────────────────────────
-
- If like me you have hundreds of modules spread over many disks you
- may find the -o option useful. This option writes out a list of
- mods in the current directory to the screen which can be redirected
- to a file. Example:
-
- A:\> mp -o > c:\modlist.021
-
- Would create a file c:\modlist.021 with the following contents
-
- AXELF.MOD axel f 15 83 110k 10:24
- FCMEDINA.MOD funky cold medina 31 31 229k 01:56
- HUMANINV.MOD human invasion 31 26 197k 03:15
- KYLIEMIX.MOD kyliemix 15 15 59k 01:52
- SJUNGLE.MOD street jungle 31 45 135k 05:38
- THEMODEL.MOD the model 31 28 74k 03:30
- MCHAMMER.ZIP MCHAMMER.MOD 15 0 106k 00:00
-
-
-
- 8. VERSION
- ─────────────────────────────────────────────────────────
-
- The -v flag displays automatic information about your version of MODPLAY.
- It will show the main version number and the exact date/time it was
- compiled, for example:
-
- C:\> mp -v
- Program : MODPLAY (MP.COM)
- Version : 2.00Σ (September 1991)
- Compiled on : 14-09-1991 at 13:50:59
- Compiled by : Mark J Cox
-
-
-
- 9. ARCHIVED MODULES
- ─────────────────────────────────────────────────────────
-
- Using a popular archiving utility normally saves about 30% of disk space
- for modules. Support is now added so that MODPLAY will automatically
- find and play modules stored in archives (in interactive mode only at
- present). Modules can be archived into LZH or ZIP formats and there
- must be only one module per archive (modules must have a .MOD extension)
- MODPLAY runs your unpacker for you, creating the .MOD file temporarily on
- your hard disk; plays the .MOD file then deletes it. To play ZIP files
- you must have a program or a batch file called PKUNZIP somewhere on your
- path; to play LZH files you must have a program called LHARC.
- If you have a better method you would like adding, please let me know.
-
-
-
- 10. SOURCE OF MODULES
- ─────────────────────────────────────────────────────────
-
- You can obtain modules from many Bulletin Boards, Internet sites or from
- friends Amiga's. Modules usually come archived in LZH form, these can be
- unpacked with the excellent LHARC program. The files will usually unpack
- as 'mod.something' and so MSDOS cuts them short to 'mod.SOM' and it is
- best to rename these to 'something.mod' so that MODPLAY will automatically
- detect them.
-
-
-
- 11. FREEWARE
- ─────────────────────────────────────────────────────────
-
- This software is Freeware - that means that there is no registration fee,
- you can copy this software, give it to anyone, and use it for anything
- (subject to the license at the end of this document). If you like this
- software, and would like the author to continue writing- a gift would be
- appreciated, send any spare UK currency you have left (from holiday etc.)
- 8-)
-
- *** Was free, Is free, Always free ***
-
-
- 12. CREDIT & THANKS DUE TO:
- ─────────────────────────────────────────────────────────
-
- ╔════════════════════════════════════════════════════════════════════════╗
- ║ ║
- ║ DABS PRESS - For providing a Soundblaster Board that enabled ║
- ║ Manchester, UK MODPLAY to finally work with it! DABS PRESS ║
- ║ supply PC's and a whole host of peripherals, ║
- ║ including Soundblaster boards at excellent ║
- ║ prices. Look at the adverts in most UK ║
- ║ computer magazines or ring 061-773 8632 now! ║
- ║ ║
- ╚════════════════════════════════════════════════════════════════════════╝
-
- Mahoney & Kaktus - A sample Amiga assembler noisetracker replay
- routine that provided some details on how a
- module was comprised and sparked the initial
- idea.
-
- Francois Jalbert - For spending hours wading through my source code
- looking for a nasty bug that only seemed to occur
- when we were not looking for it - and providing
- moral support when I get bored.
-
- Norman Lin (Modedit) - Who pointed out a few mistakes in my
- initial implementation.
-
- Derek Beacroft - For obtaining the Soundblaster programming
- information and other ideas
-
- Pete Jones, Paul - For finding all the bugs in pre-release versions
- Sutton, Phil Copeland and picking holes in the documentation
-
- And the other (now over 100) people who have commented on MODPLAY and
- given ideas for the future.
-
-
-
- 13. COPYRIGHT/LICENSE/WARRANTY
- ─────────────────────────────────────────────────────────
-
- The files MP.COM, HARDWARE.DOC and this document MP.DOC ("the
- software") are copyrighted by the author. The copyright owner hereby
- licenses you to: use the software; make as many copies of the program
- and documentation as you wish; give such copies to anyone; and
- distribute the software and documentation via electronic means.
-
- You are specifically prohibited from charging, or requesting donations,
- for any such copies, however made; and from distributing the software
- and/or documentation with commercial products without written
- contract.
-
- This software may be distributed in Shareware/Public Domain libraries
- that charge for copying and distributing disks.
-
- ║ No Copy Of The Software May Be Distributed Or Given Away Without ║
- ║ This Document; And Neither The Program Or Document May Be Altered ║
- ║ In Any Way, Or Reverse-Engineered By Disassembly Or Other Method. ║
-
- There is no warranty of any kind, and the copyright owner is not liable
- for damages of any kind. By using this free software, you agree to
- this.
-
- The software and documentation are
- Copyright (C) 1990/1991 by Mark J Cox
-
-
-
- 14. EXAMPLE QUESTIONS
- ─────────────────────────────────────────────────────────
-
- These are a selection of comments/suggestions and questions I have
- received.
-
- Q. I keep getting 'Divide Error' and my computer locks up
- A. Some modules I have seen are corrupt - there is no way MODPLAY can
- tell and there is no time to do any checks - use the 's' command and
- you should be able to see if the module has any garbage in it.
-
- Q. It sounds like my computer is about to explode.
- A. You have a small piezo speaker - why not build a resistor D/A as
- explained above or put a nice sized speaker (Radio Shack/Tandy) in
- instead.
-
- Q. Can I edit modules?
- A. Not with MODPLAY - use MODEDIT written by Norman Lin that uses
- MODRES a resident version of MODPLAY
-
- Q. Ever thought of supporting 8 channels like 'Startreker'?
- A. Yeah, but you would need a 20Mhz+ to run it...and I haven't found
- enough modules that support it yet though.
-
- Q. I can't find this ZN426E chip
- A. Try MAPLIN (if you are in the UK) otherwise you could always
- substitute any D/A or use the resistor version
-
- Q. I really like MODPLAY
- A. A gift would be appreciated :-)
-
- Q. "Speech on the IBM PC is not just a case of 'yet another Lotus-1-2-3'
- but a basic piece of innovative software which is being incorporated
- into several commercial products at this very moment. Releasing an
- un-supported non-commercial product of this nature is a highly
- irresponsible act which we cannot stand by and watch without doing our
- utmost to prevent" - A UK company talking about the PLAY program.
- A. (I'll let you make your own answer up, send me your favourite)
-
-
-
- 15. CONTACT/SUPPORT
- ─────────────────────────────────────────────────────────
-
- Before June 1992:
- -----------------
- Mark J Cox Electronic Mail:
- 17 Kirkburn Place (JANET) m.j.h.cox@uk.ac.bradford (UK)
- Bradford m.j.h.cox@bradford.ac.uk (other)
- W. Yorks, UK (NETMAIL) Post a message in PLAY SUPPORT on
- BD7 2BZ Kingdom of Greyhawk BBS
- (+44 332 756414)
- After June 1992:
- ----------------
- 29 Lundie Close (NETMAIL) Post a message in PLAY SUPPORT on
- Stenson Fields Kingdom of Greyhawk BBS
- Derby, UK (+44 332 756414)
- DE2 3AN
-
- All comments on PLAY, RESPLAY, MODPLAY or future software are welcomed!
- Please enclose a SSAE for quicker reply.
-
- Any company need a PC assembler programmer?
-