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- This file describes just SOME of the features in OctaMED Pro V4
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- The file requester
- ~~~~~~~~~~~~~~~~~~
- The new file requester is much better than the one that has appeared on the
- previous versions of the program. The upper part of the requester contains
- all the gadgets, and the lower one all the file and device names.
-
- The save format gadgets replace the save format requester of OctaMED V2.0.
- MOD1(+instr) is the new MMD1 module format, including the instruments.
- MOD1(no inst) replaces the song format of OctaMED V2.0. This is basically a
- MMD1 module with no instruments (they are loaded by OctaMED). The
- files of this format can usually be powerpacked very effectively.
- MOD0 (old) is the MMD0 format, which is compatible with all versions of
- OctaMED, and MED starting from V2.1.
- ST-MODULE is the ST/NT/PT module format. Automatic conversion of commands is
- made.
-
- The INFO gadget allows you to select, if you want to save only the data
- required for playing, or also "extra" information e.g. instrument names,
- screen colours. When INFO is active, all information is saved. The resulting
- files are slightly shorter when it isn't.
-
- When the ICON gadget is selected, a Workbench icon file is saved. The icon is
- now saved for all module types. There's a new cassette icon image (designed
- by Izrael Similä, thanks!).
-
- LOAD/SAVE SONG/INSTR -gadgets are self-explaining, as well as DEL FILE.
-
- LOAD/SAVE MSG/MAP -gadgets are used for saving MIDI dump files, and keyboard
- input maps. These are described below.
-
-
- The vertical note editor screen
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- In order to make room for the extra command digit, the display looks a bit
- different. The borders on the left/right side have been removed. Also, the
- spaces between tracks have been replaced with thin separator bars (if this
- looks strange, don't worry, you'll get used to it quickly).
-
- Below the note data, there's another status line. On the left, there's a
- memory display, which displays the available chip and fast memory. Next to
- it, there's a gadget for block name. You can enter a name for each block,
- the names will be saved (if INFO is active) to MOD1 modules. Then there's
- a gadget for song name. Each song of a multi-module can have a name of its
- own, but you can use this gadget for non-multi-modules as well.
-
-
- The PLAY panel
- ~~~~~~~~~~~~~~
- This panel has not many changes. First, there's the HQ-gadget (High Quality).
- Turning this gadget on significantly increases the audio quality on splitted
- (8-channel) tracks. Unfortunately, it will also double the processor load,
- so a 68020 or higher processor is required to use the HQ in seven and eight
- channel modes.
-
- Due to a technical reason, the HQ-gadget slows down the playing speed a bit,
- but this can be compensated with the tempo settings.
-
- In 8-channel mode, you can control the playing speed more accurately (to
- techies: by changing the size of the mix buffer). This can be done with the
- left tempo gadget (values 1-10; the lower, the faster). Values 11-240 are
- equivalent to 10.
-
- Finally, it's possible to use BPM timing in 4-channel songs. Be sure that the
- right tempo gadget has the value of 6 (normal default value), then click the
- SPD text, which will change to BPM. Now, the left tempo gadget will control
- the BPM value (e.g. 60 = 1 beat/second). The right gadget controls the length
- of a beat in lines, e.g. if you want eight lines to be considered as one beat,
- set this gadget to eight. For example, if the tempo values were 060/08, Octa-
- MED would play exactly eight lines in a second.
-
- Due to technical reasons, very low speeds don't work correctly (this should
- not be a problem).
-
-
- The INSTR panel
- ~~~~~~~~~~~~~~~
- The order of the gadgets has been slightly modified. The JUMP gadget has been
- removed. The instrument scanning gadgets look like this:
-
- |< first instrument
- < previous instrument
- > next instrument
- >| last instrument
- >|< last used instrument
-
- The FINETUNE gadget(s) allow you to set the finetune value of the current
- sample. Also works for synth/hybrid sounds. Acceptable values are -8 to 7.
- Useful for tuning incorrectly sampled instruments.
-
-
- The EDIT panel
- ~~~~~~~~~~~~~~
- The octave selection gadgets have been changed, as the octave range has been
- extended. The numbers on the gadgets indicate the lower octave. E.g. '1'
- selects octaves 1+2, '9' selects 9+A.
-
- The leftmost advance gadget looks like a small loudspeaker. When activated,
- you can hear the notes, when moving the cursor up/down.
-
- When editing the programmable keys, the 'x'-key no longer enters an 'x'
- (it would be impossible to enter D-1), now use Return instead.
-
- MAP2 selects an alternative keypad mapping. Many users may prefer the new
- maps to the old ones. Below are the keypad functions in MAP2 mode:
-
- Track on/off:
-
- Keys 0 - 9 Turn on/off tracks 0 - 9
- '.' Turns off all tracks
- 'Enter' Turns on all tracks
-
- Select Instrument:
-
- Keys 0 - 9 select instruments 0 - 9
- '.' Changes the first instr. number (e.g. from 05 to 15 or 15 -> 05)
- 'Enter' activates "alpha-enter", after pressing Enter, the user can
- press the alpha-key ('A'-'V') to select the instrument.
- '+' next instrument
- '-' prev. instrument
- '{' decrease volume of the current instrument by one
- '}' increase volume of the current instrument by one
- '/' select last used instrument
- '*' pick instrument number nearest to the cursor
-
-
- The MISC panel
- ~~~~~~~~~~~~~~
- The MISC panel has two new gadgets:
- LOADGFX removes the synth/note/sample/MIDI editor graphics from the
- memory. The graphics files will be loaded when required.
- Saves some memory.
-
- MOUSE2 allows you to set the cursor position with the left mouse
- button, instead of turning on/off tracks.
-
-
- The RANGE panel
- ~~~~~~~~~~~~~~~
- Inside the CHORD gadget, there's a small RST (reset) gadget. When it is
- selected (default), the cursor returns to the initial track after entering
- a chord.
-
- The NOTE ECHO produces echoes automatically with the C-command, e.g:
-
- C-1 10000 ;the initial note
- --- 00000
- C-1 10C32 ;half volume
- --- 00000
- C-1 10C16 ;1/4 volume
- --- 00000
- C-1 10C08 ;1/8 volume
- ...
-
- Echo notes will be placed only on empty note slots. To use this feature,
- first select the range to affect. Then just click NOTE ECHO (editing must be
- on). The number in the DIST gadget is the distance between the echoes, e.g.
- value four places echoes every fourth line. MIN is the minimum volume of an
- echo, echoes with volume smaller than this will not be generated.
-
- The synthsound editor
- ~~~~~~~~~~~~~~~~~~~~~
- The hex number of the current waveform is now displayed next to the string
- gadget containing the decimal equivalent.
-
- The G.TRN gadget creates transitions. For example, consider the following
- waveform sequence list:
- line
- 00 00
- 01 0F
- 02 END
- Now position the cursor to line 01 (be sure that editing is on), click
- G.TRN, and a smooth transition from 00 to 0F is magically generated.
-
- The sample editor
- ~~~~~~~~~~~~~~~~~
- The most useful new feature of the sample editor is probably the Freehand
- option. Just click FREEHAND, and you can edit the waveform with the mouse.
- In freehand mode, the maximum display size is 640 bytes. You can zoom closer
- if you want.
-
- Another new button is D.PIXELS, when this is activated, the sample is
- displayed as pixels, not lines. The pixel display is much faster than the
- line display.
-
- One new, but not visible, change is that the echo rate is now specified as
- bytes instead steps of 8 bytes, this gives greater control over the effect.
-
-
- The SLIST editor
- ~~~~~~~~~~~~~~~~
- There are three new gadgets:
- SAVE INST saves the current instrument to the currently selected
- directory.
- SAVE ALL saves all instruments of the song to the currently selected
- directory.
- DELETE deletes the instrument from the directory. Not only removes
- the instrument name, but actually deletes the instrument
- from the disk.
-
- The other gadgets are the same as in previous versions, although a bit
- squeezed to make room for the new gadgets.
-
-
- The MIDI panel
- ~~~~~~~~~~~~~~
- The MIDI panel of OctaMED has changed a lot from the previous versions. It
- is now one of the big panels, and divided into three sections.
-
- The upper right section contains the normal MIDI functions, carried over
- from the previous versions. Next to them, there's the input map editor, which
- allows you to change the meaning of an input key. The lower section contains
- the new MIDI message editor.
-
- ----- Normal MIDI functions
- There are a couple of new gadgets; SEND OUT, when selected, causes OctaMED to
- replay input MIDI notes. This is useful, if you have a separate sound module
- and keyboard.
-
- ALL OFF: gadgets select the method to turn off all the notes (after pressing
- the space bar). N.OFF:s sends standard MIDI note off messages for each track
- $Bx7B00 sends MIDI All Notes Off messages for each MIDI channel. The latter
- is recommended, if your MIDI devices support it. It will kill all notes, not
- just those triggered by OctaMED.
-
- ----- Input map editor
- You can remap all the input keys. You can assign each key to:
- * enter any note/command you want (similar to programmable keys)
- * perform some action
- This also works for keys input from the keyboard of your Amiga. So, MIDI
- keyboard is not required.
-
- By default, there's no input map. Click NEW to create one (DEL will delete
- it when you're finished with it). For each note there's an entry like this:
- C-1xxxxxx
- This means, that the key C-1 will enter just C-1, with the current instrument
- number, and leave the command numbers untouched.
-
- You can edit an entry just like the programmable keys on the EDIT panel.
- First select an entry by clicking on it. Hold down the mouse button, point
- the number you want to change, and press a key on the keyboard to change it.
-
- The RESET gadget will reset the current entry to its default.
-
- Now comes the exciting part: you can perform most editing tasks without
- touching the keyboard of your Amiga or the mouse! It's possible to assign
- a key on your MIDI keyboard to e.g. move the cursor up/down. The set of
- FUNCT gadgets will be used for this.
-
- First select the note you want to assign to control editing functions.
- Then just use the FUNCT: < and > gadgets to scan through the available
- functions. Currently the available functions are:
- Play song/blk (block)
- Cont song/blk
- Stop play
- Curs up/down/left/right (cursor up/down/left/right)
- Prev/Next trk (previous/next track)
- Prev/Next blk
- Edit (turns editing on/off)
- Spc (turns SPC on/off)
- DEL (equivalent to pressing DEL)
- -|- (equivalent to pressing Return)
- Prev/Next inst
- Chord (turns chord mode on/off)
- 1st/last line (equivalent to pressing F6 and F10)
- Click the FUNCT: N to restore the note.
-
- The ACTIVE gadget can be used to turn off input mapping temporarily.
-
- You can save and load input maps, the FILE panel contains Load MAP and Save
- MAP gadgets for doing this.
-
- ----- MIDI message editor
- MIDI message editor offers the tools to capture/send/store MIDI data, and
- perform hex-level editing. It's well suited for storing SysEx data, but
- not limited to SysEx messages.
-
- When you enter the MIDI message editor after booting OctaMED, there are no
- messages. To create one, click NEW or N.HERE. NEW adds a new message to the
- end of the list (usually preferred), N.HERE inserts the new message at the
- current point on the list. DEL deletes the current message. CLEAR clears the
- current message (sets all bytes to zero).
-
- The newly created message is 8 bytes long. To capture a SysEx, for example,
- the buffer needs to be _much_ longer, depending on the SysEx. Before you can
- capture a SysEx, you'll have to set the message size high enough (the max.
- size OctaMED can handle is 65536 bytes). Set it to 60000, for example.
- To capture, press CAPT., then initiate SysEx send from your MIDI device.
- Provided that AUTO-TERMINATE is active, OctaMED will automatically report
- when the transfer is complete, and set the message size.
-
- If AUTO-TERMINATE is not active, OctaMED will capture all incoming bytes
- until the CAPT. button is released or the end of the buffer is reached.
- AUTO-TERMINATE causes OctaMED to stop capturing when a SysEx end byte ($F7)
- is received. OctaMED will also remove all unused bytes at the end of the
- buffer. You shouldn't leave any unused 00-bytes after the actual MIDI data.
- These 00's are also MIDI data, which will be sent, and this is likely to
- cause problems. So, using AUTO-TERMINATE is usually preferred.
-
- The SEND gadget sends out the current MIDI message. There's also a player
- command which allows you to send MIDI messages within a song. (See below.)
-
- The NAME gadget allows you to give a mnemonic name for the MIDI message.
- (It's usually difficult to recognize a MIDI message by looking at the hex
- dump :)
-
- You can edit the hex data. Hit Esc to turn on editing, if it already isn't.
- Now just use the cursor keys to move around the data and the number keys
- (0-9, A-F) to modify the hex data. Use DEL to delete a byte, and Shift-DEL
- to insert a new one.
-
- Suppose, for example, that you want to send the rare Tune Request message
- ($F6). Create a message, set size to one byte. Then enter F6, then just
- click SEND to send it. Using the command 10, you can send Tune Request at
- the beginning of the song automatically, if you want.
-
- The FILE panel has Load/Save MSG gadgets for loading/saving messages. All
- MIDI messages are automatically saved to modules (both MOD0 and MOD1).
-
-
- New commands recognized by the player
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Command 5 slide and fade
-
- This command is the combination of commands 0300 and 0Dxx. The
- data byte is the fade speed. The slide will continue during this
- command.
-
- C-1 10000
- D-3 10303 ;slide at speed of 3
- --- 00300 ;continue slide
- --- 00502 ;continue slide + fade speed 2
- --- 00502
-
- Command 6 vibrato and fade
-
- Combines commands 0400 and 0Dxx. The data byte is the fade speed.
- The vibrato will continue during this command.
-
- C-1 104A3 ;vibrato
- --- 00400 ;cont. vibrato
- --- 00603 ;cont. vibrato + fade speed 3
- --- 00603
-
- Command 7 tremolo
-
- This command is a kind of "volume vibrato". The left number is the
- speed of the tremolo, and the right one is the depth. The depth
- must be quite high before the effect is audible.
-
- D-2 107DF ;tremolo
- --- 00700 ;continue..
- --- 00700
- ...
-
- Command 10 send MIDI message
-
- Sends a MIDI message. The data byte is the message number. Note that
- the first message has number 0, so you must subtract one to convert
- the message number from the message editor for use with this command.
-
- --- 01000 ;send the first message
-
- Note that the MIDI message data has priority over the MIDI note data.
- MIDI timing pulses are sent immediately even if a message dump is
- going on.
-
- Command 11 slide pitch up once
-
- Allows you to control the pitch at the highest possible accuracy.
- When the command 1 "slides" the pitch smoothly, this command only
- changes it once per note.
-
- C-2 11105 ;slightly above the C-2
-
- To techies: with this command, you can play a note at any period
- value you wish. E.g. C-2 is 428. To play at period 431, just enter
- C-2 11103.
-
- Command 12 slide pitch down once
-
- Equivalent to cmd 11, except that it slides down.
-
- Command 14 PT compatible vibrato
-
- In Protracker, the vibrato command was changed from NoiseTracker.
- The maximum depth was halved, to give greater accuracy. This command
- is compatible with the new Protracker vibrato.
-
- Command 15 set finetune
-
- Allows you to set a finetune value for a note, overrides the default
- finetune value of the instrument.
-
- C#3 21503 ;finetune +3
- D-2 315F8 ;finetune -8
-
- Since these are hex numbers, negative numbers must be expressed as:
- -1 = FF -5 = FB
- -2 = FE -6 = FA
- -3 = FD -7 = F9
- -4 = FC -8 = F8
-
- Command 16 loop
-
- This interesting command enables you to construct a loop within a
- block. Example:
-
- ...
- 004 C-3 11600 ;data byte = 00 -> mark loop begin
- 005 D#2 10000
- 006 --- 11603 ;data byte = 03 -> loop three times
- ...
-
- This example would loop lines 004 - 006 three times before going on.
- You can't nest loops!
-
- Command 18 cut note
-
- Command 18 will mute the sound at the given timing pulse. This is
- done by setting the volume to zero (unlike command 8, which actually
- turns off the note by turning off DMA, and also works with MIDI).
-
- C-2 11801 ;very short
- D-2 11802 ;slightly longer
- E-2 11804 ;even more longer
-
- Command 19 sample start offset
-
- When playing a sample, this command sets the starting offset (at
- steps of $100 = 256 bytes). Useful for speech samples.
-
- C-2 11904 ;play the sample starting at offset $400 = 1024
-
- Command 1A slide volume up once
-
- Allows you to make slow volume slides, the volume is slided only
- once per line.
-
- D-2 11A01 ;a looped string, perhaps, default volume 0
- --- 01A01
- (and so on..)
-
- Command 1B slide volume down once
-
- Equivalent to 1A, except that it slides down.
-
- Command 1C change MIDI preset
-
- Changes the MIDI preset number of the current instrument. As with
- all commands which modify the song parameters, you should be very
- careful when using this command in multi-modules (perhaps it's
- better not to use it at all in multi-modules).
-
- Command 1D jump to next playseq block
-
- This command is like F00, except that you can specify the line
- number of the first line to be played. The line number is specified
- as HEX, you have to do the conversion.
-
- ...
- --- 01D03 ;next block, start at line 3 (skip the first 3 lines)
-
- Command 1E delay line
-
- Plays the commands of the current line the specified number of
- times. Doesn't replay the notes.
-
- C-2 10000--- 00000
- --- 00101--- 01E06 ;delay this line six times
-
- Command 1F note delay and retrigger
-
- Gives you accurate control over note playing. You can delay the
- note any number of timing pulses, and initiate fast retrigger.
- The left data byte number is the note delay value, the right one
- is the retrig value.
-
- Examples:
-
- C-2 11F20 ;delay 2 timing pulses =>
- pulse 0 ---
- 1 ---
- 2 C-2
- 3 ---
- ...
-
- C-2 11F02 ;retrig every second pulse =>
- pulse 0 C-2
- 1 ---
- 2 C-2
- 3 ---
- 4 C-2
- ...
-
- C-2 11F22 ;delay 2 pulses AND retrig every second pulse =>
- pulse 0 ---
- 1 ---
- 2 C-2
- 3 ---
- 4 C-2
- ...
-
- The command 0FF1 is equivalent to 1F03, and 0FF2 to 1F30.
-
-
- New keyboard features
- ~~~~~~~~~~~~~~~~~~~~~
- There are some new keyboard shortcuts, to make lives of advanced users
- easier...
-
- A Now inserts hold symbol -|- (like Return).
- Amiga-O Creates volume slide.
- Amiga-Space Play block (FINALLY!!)
- Shift-Return Inserts hold symbols to all tracks of the
- previous chord.
-
- When entering commands, hold down the Alt key to set the left command
- number to 1. E.g. press Alt-9 to enter command 19.
-
- When the Caps Lock is down, you can enter the programmable keys without
- holding Alt (and emulate a drum-machine, for example). Also, the keypad
- can be used to edit the play sequence, without holding Ctrl.
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- *****************************************************************************
- * *
- * OctaMED ProAlterations to manual *
- * *
- *****************************************************************************
-
- Sorry about this,but due to Tiejo being the perfectionist that he is,
- alterations to the prog are inevitable and as we must have the manual
- printed well in advance,any alterations have to be put on the disk.
-
- Below are some slight alterations to the program.
-
-
-
- +--------+-------+ +----+ +----+
- | Filter | Boost | | 16 | | 1 |
- +--------+-------+ +----+ +----+
- | Noise | DEPTH PHASE LENGTH
- +--------+
-
- Sound Quality Controls
-
-
- There are two parameters for both the FILTER & BOOST funtions, they are as
- follows:
-
-
- DEPTH allows you to adjust the amount by which a sample is filtered or
- boosted, the default value is 16, to change this simply enter a new value in
- the depth integer string gadget and click either FILTER or BOOST.
-
-
- PHASE LENGTH affects the frequency of the sample being filtered or boosted,
- the default value is 1, again to change this just enter a new value in the
- phase length integer string gadget and click either FILTER or BOOST.
-
- It is possible to create some special effects with this option and is probably
- best to experiment, so remember to copy your sample to the copy buffer before
- you start filtering or boosting.
-
-
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
-
-
- SONG AND SAMPLED INSTRUMENT COMMANDS:
- =====================================
-
-
- FF4 Delay note 1/3 of a line
-
-
- FF5 Delay note 2/3 of a line
-
-
- These commands can be used to create triplets as shown:
-
-
- C-2 10000 D-2 30000
- D-2 10FF4 --- 00000
- E-2 10FF5 D-2 30000
-
-
- Both these commands only work accurately when the secondary tempo is divisible
- by three, e.g. 3, 6, 9....
-
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
-
-
- MIDI COMMANDS:
- ==============
-
-
- SET PITCH BENDER II 13 well, thats what I, ( Dean ), have called it)
-
- This is equivalent to command 3 (set pitch-bender), but has the added advantage
- of being able to be used when there's a note next to it.
-
-
- This file addition has very kindly been written and supplied by Dean Murray
-
- thanks Dean.
-
-
-