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WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
WOWII Version 1.30
Module Player for the PC
"Introduction to the World Of Music"
Contents:
I. What the hell IS WOWII?
II. What do I need to use WOWII properly?
III. I want to know how it sounds like!!!
IV. More information for the uninterested... (Or: How It Works)
1.) Commandline Options
2.) WOWII.INI - Optionsfile
3.) Keyboardcommands
V. Basic Information
1.) "Communication between WOWII and SoundBlaster" - The Audio DMA
2.) "WOWII looks cool!!" - The 'Tweaked' Video Mode
3.) "WOWII does not like managers" - Why you should not use EMM
4.) "Lovelife of Modules" - Portrait of a well-known format
VI. 'Hostile' Environments or "What WOWII can cope with"
1.) Windows 3.0, 3.1
2.) Desqview 2.31
3.) OS/2 2.0
VII. Copyright, Copyright and ... Copyright!
1.) The Shareware Idea
2.) CrippleWare? What is that?
3.) What am I allowed to do exactly?
4.) What could I do more?
5.) "Do I WANT to do more?" - Philosophical Excursions
6.) Copyrights and Restrictions in short!
Translation: T. Meyer Page 1 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
VIII. How To Register Easily
IX. Other things
1.) The All Important Address
2.) Acknowledgments
3.) Some history, sources and other blah
X. Afterword
All mentioned Trademarks and Copyrights are
registered by their respective owners.
This manual was formatted with PROFF written by
Ozan S. Yigit & Steven Tress
Translation: T. Meyer Page 2 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
I. What the hell IS WOWII?
──────────────────────────
WOWII is a program that plays four-voice musicfiles on an
IBM PC (or compatible).
With WOWII it is possible to play any Soundtracker or
ProTracker "Module" on the PC. These so-called "Modfiles"
originate on the Commodore Amiga homecomputer and serve
mostly as background or title tunes for games or demos. The
modules owe their popularity to their excellent sound that
is achieved by four independant digital channels. WOWII can
only play modules through the Soundblaster or Soundblaster
Pro soundcard.
II. What do I need to use WOWII properly?
─────────────────────────────────────────
A Soundblaster (Pro) card is absolutely necessary in order
for WOWII to work. On the Soundblasters 1.0, 1.5 and 2.0 the
music is being played in mono, but WOWII uses the
Soundblaster Pro's stereo mode for even better sound
quality.
Because the output of four digitized voices requires lots
of processing power, the minimal configuration is a 80286
AT. You will be able to customize WOWII to the computing
capacities of your specific computer. Additionally, a
Standard-VGA graphics card is necessary.
And last, but not least, you will need some modules.
Soundtracker and ProTracker modules are available on many
BBSes and at Public Domain dealers. "Modfiles" are very
popular, so it should be no problem for you to put your
hands on a few.
If you still have problems getting them, you can also
contact me. For a few bucks I will search my collection of
around 600 modules and copy a few of them for you.
III. I want to know how it sounds like!!!
─────────────────────────────────────────
If all requirements mentioned under II. are fulfilled, you
are absolutely ready to enjoy the pleasure of digitally
reproduced music.
The following recommendations should be followed:
- The files WOWII.EXE and WOWII.PIC must be in the same
directory.
- The parameter /I:x must be the interrupt number of your
Soundblaster (Pro) card.
Translation: T. Meyer Page 3 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
*WARNING*
If you do not specify the IRQ number and your
Soundblaster is configured to any other IRQ than IRQ
5, WOWII will refuse to work. If this happens, you
will possibly have to reset your computer (switch it
off, if necessary). Do this, if WOWII still refuses
to play the module, even when you specified the
correct IRQ this time.
Example: You want to play the module "AXEL-F.MOD" and the
Soundblaster is configured to use interrupt number 7
(factory setting). You should start WOWII on the DOS
commandline as follows:
WOWII /I:7 axel-f
The ".MOD" extension will be automatically appended; the
order of the parameters "/I:7" and "axel-f" is not
important.
When you press the [Return]-key the screen blanks and
after a brief moment you will see a display with 4
oscilloscopes and 4 peakmeters. If you do not see this, your
system has no VGA compatible graphics card installed or the
parameters were incorrect.
To quit the program, you will have to press the [Esc]-key.
A few informational texts appear and you will be returned to
the DOS commandprompt.
Translation: T. Meyer Page 4 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
IV. More information for the uninterested... (Or: How It Works)
───────────────────────────────────────────────────────────────
1.) Commandline Options
───────────────────────
WOWII has lots of commandline options and will interpret
them correctly (most of the time). The order of them is not
important, WOWII tries very hard to figure out what you
mean.
A quick reference of all options WOWII understands is
printed when you call WOWII *without* any option.
Example:
C:\MODFILES>WOWII [RETURN]
WOWII Version 1.30 SOUNDBLASTER(PRO) MODPlayer Copyright (c) ...
Usage: WOWII MODFile[.MOD] [/H:xxxx] [/I:x] [/B:xxxxx] [/PRO] ..
/H:xxxxx defines the output frequency.
/I:x specifies the IRQ of the SOUNDBLASTER.
/B:xxxxx defines the size of the DMA-Buffer (1000-31000).
/PRO enforces the SOUNDBLASTER Pro.
/SB enforces the normal SOUNDBLASTER.
/FLT enables the output filter of the SOUNDBLASTER PRO.
/S start program with unRealtime Spectrum Analyzer.
C:\MODFILES>
This reference can be displayed anytime this way, to ease
the usage of WOWII.
a.) Short reference of commandline options
──────────────────────────────────────────
/H:xxxxx specifies the output frequency. Allowed values
are between 6000 to 22000 Hz.
/I:x specifies the interrupt number (IRQ) of the
Soundblaster. The factory setting of the card is IRQ 7, but
if you experience problems with other hardware components,
values 2, 3, 5 and 10 can be used also. (Consult your
Soundblaster manual if you are not sure about the right
IRQ.)
/B:xxxxx specifies the size of the DMA-buffer. Allowed
values are between 1000 and 31000 bytes.
/PRO forces stereo output on the Soundblaster, *even* on
the Soundblasters 1.0, 1.5 and 2.0.
/SB forces mono output on all versions of the
Soundblaster.
Translation: T. Meyer Page 5 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
/FLT enables the highpass-filter of the Soundblaster Pro.
/S displays a "(un)RealTime Spectrum Analyzer" in the
lower part of the display instead of the 4 oscilloscopes.
b.) In-depth description
────────────────────────
The option /H:xxxxx specifies the output frequency in
Hertz. The higher the frequency, the more data must be
output and of course calculated per second.
A frequency of 22KHz requires a lot more processing power
than a frequency of 16KHz. The default frequency is 16 KHz
and should fit normal quality demands. When using the
highest frequency of 22 KHz, even fast computers like an IBM
386DX with 25MHz are at the peak of their capacities.
Specifying an output frequency that is too high for your
computer results in short interruptions or pauses during
play.
If you experience any of these problems, you will have to
decrease the output frequency or use the "(un)Realtime
Spectrum Analyzer" instead of the 4 oscilloscopes.
The option /I:x specifies the Soundblaster IRQ. You should
choose this parameter with utmost care because a wrong value
will "crash" the Soundblaster card, and a reboot of your
system will be necessary.
The option /B:xxxxx specifies the size of the DMA-buffer.
WOWII uses a variable sized memoryarea for the transfer of
the audio data. Parts of the digital music are stored here
and are being played by the Soundblaster itself.
The bigger the buffer, the longer the delay after pressing
special keys, e.g. Fast Forward, Rewind, or muting the
channels.
The smaller the buffer, the more often the Soundblaster
must be told to play the memoryarea, which results in an
undesired effect (see V.1.).
The advantage of specifying a small buffer is that the
delay after keypresses shortens.
The option /S forces WOWII to display the "(un)Realtime
Spectrum Analyter" right from the start of the program. This
display uses less processing time than the 4 oscilloscopes,
so you can squeeze some more Hertz out of a slower
computer.
Translation: T. Meyer Page 6 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
2.) WOWII.INI
─────────────
The WOWII.INI file can be used to store default options.
All options mentioned under IV.1. may be used, but only
*one* option on a line. WOWII.INI must reside in the same
directory as WOWII.EXE and WOWII.PIC!
Example for WOWII.INI:
────────────────────────────────────────────────── cut here
; WOWII.INI Copyright (c) 1992 Jan Ole Suhr
; Commands:
; modfile[.mod] Name of module.
; /I:x Specifies Soundblaster IRQ (default of WOWII is 5).
; /H:xxxxx Output frequency in Hertz (14000-23000).
; /B:xxxxx Specifies the size of the DMA-buffer (1000-31000default)
; /PRO Forces Soundblaster Pro stereo mode, even on the
; normal Soundblasters.
; /SB Forces the Soundblaster into mono mode.
; /FLT Enables the filter of the Soundblaster Pro.
; /S Starts WOWII with the "Spectrum Analyzer".
/I:7
/H:18000
────────────────────────────────────────────────── cut here again
Please note that lines starting with a semicolon (";") are
interpreted as remarks. The example sets the Soundblaster's
Interrupt as IRQ 7 and the output frequency to 18KHz.
3.) Keyboardcommands
────────────────────
WOWII allows the user to manipulate the reproduction of
the music in many ways. You can activate many options that
influence the music directly or indirectly.
The keyboard routine was implemented in a way that even
simultaneous keypresses are recognized correctly and are
even handled simultaneously most of the time.
Due to the output method via DMA (see also V.1.),
keypresses that have a direct effect on the music output can
be delayed to up to 2 seconds. This delay is directly
affected by the size of the DMA-buffer.
I have the following recommendation for keys that are
marked with a (X) below:
Be patient. If the desired effect is not experienced
immediately, one is normally tempted to press that key
again. This results in the deactivation of the according
option, so do not fall from your chair because of surprise.
Translation: T. Meyer Page 7 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
a.) Basic keys for program interaction
──────────────────────────────────────
[Esc] (X) : Press the Escape-Key to quit WOWII.
Cursor down/Cursor up : Switches from the instrument
display to the oscilloscope/analyzer display and vice versa.
Pressing the key while the screen is still scrolling will
immediately scroll back.
[Return] : Pressing the Return-key will switch the display
from the oscilloscopes to the "(un)RealTime Spectrum
Analyer" and vice versa. [Return] is ignored during fade-in
and -out.
T : Switches the timer from playing time to remaining time
and vice versa.
b.) Basic keys controlling the music output
───────────────────────────────────────────
Cursor left (X) : Rewind. "Rewinds" the music very fast.
Some Soundtracker/ProTracker modules behave somehow strange
during rewind, but these complications do not last very
long. If WOWII reaches the beginning of the module it halts
there.
Cursor right (X) : Fast Forward. "Fast Forwards" the music
very fast. If WOWII reaches the end of the module, it will
exit automatically.
The output volume is reduced to half of the original when
rewinding or fast forwarding!
[Pos1] (X) : Jumps to the beginning of the module.
Shift+[F1]..[F10] : Stores the actual position on that
function key (i.e. the Track, see V.6.).
[F1]..[F10] (X) : Jumps to the previously stored Track in
the module. If no position has been stored on the function
key, nothing will happen.
1..4 (X) : Mutes the according channel.
P : Stops the output immediately. Be careful when using
this on multitasking-systems. The computer may crash.
Translation: T. Meyer Page 8 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
V. Basic Information
────────────────────
"1.) "Communication between WOWII and SB" - DMA and other stuff
───────────────────────────────────────────────────────────────
In difference to other Module-Players like MP (ModPlay by
Mark J. Cox), WOW (oohh, from meeee) or SPP (Super Pro Play
by Joshua C. Jensen), WOWII uses the DMA-Transfer of the
Soundblaster (Pro) for digital output.
The main reason for using DMA is that it is the ONLY way
to play stereo digital sound on the Soundblaster Pro!
Compared to WOW, WOWII is a completely new program.
Additionally, DMA (Direct Memory Access) has some other
important advantages:
By using DMA, the processor is free to do other things,
while the Soundblaster outputs the data by itself.
Data-transfer from memory to the Soundblaster card is almost
transparent. This way, the processor can calculate the
digital data, while the Soundblaster reads the
pre-calculated data from memory and writes it to the analog
output.
Due to this method, some difficulties during the
development of WOWII were encountered:
The processor calculates the data, before it is actually
played. This is done by a process called "double-buffering".
The data that was calculated is written to a buffer, while
another buffer which has been filled before, is being
played. Once the "Play"-buffer was fully read by the
Soundblaster, the buffers are exchanged and so on.
This is very easy, but if some graphical output
corresponding to the audio output is desired, things get
complicated. The visual representation of the music must be
synchronized to the previously calculated audio data. For
this purpose WOWII uses an interrupt that is produced in
cyclic intervals by the Soundblaster's hardware.
Another almost unsolvable problem occurs when one tries to
synchronize the music to keyboard commands.
If a key gets hit that effects the music directly, this
happens:
At the time of the key being hit, the Soundblaster plays
one of the precalculated buffers. So the wanted effect, for
example Fast Forward, will not be heard until the other
buffer is being played, which can be up to 2 seconds later.
The long delay can be shortened by specifying a smaller
DMA-buffer, so that buffers are switched more often. This
again yields a very special disadvantage that gets further
explained in V.3.
Translation: T. Meyer Page 9 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
2.) "WOWII looks cool!!" - The 'Tweaked' Video Mode
───────────────────────────────────────────────────
WOWII uses an undocumented videomode of the standard VGA
graphics card for it's display. This mode supports a
resolution of 320x240 pixels in 256 colors with a
pixelresolution of 1:1 and is an improvement over the
standard 256 color mode with 320x200 pixels. Another
advantage is the possibility of more than one screen pages.
Although this videomode is undocumented, all standard VGA
graphics cards should support it.
Multitaskingsystems like Windows, DesqView (/X) or OS/2 do
not store the attributes of the videomode correctly when
switching to another application. This is not WOWII's fault
of using an "undocumented" videomode, but the programmers'
of these systems who seem to be uncapable of storing the
visual environment of the tasks correctly.
3.) "WOWII does not like managers" - Why you should not use EMM
───────────────────────────────────────────────────────────────
First let me say that WOWII works very well with memory
managers. It is even capable of using High Memory Areas (HMA
- regions of memory beyond the 640K boundary) as instrument
buffers. To enable this feature, the installed memory
manager must confirm to the XMS-Interface-Standard.
If WOWII would not work with installed memory managers, it
would not be possible to run WOWII under multitasking
environments like Windows, DesqView or OS/2.
But there is still a problem, which I am tempted to
conceal, but it is not my fault, so here we go...
Memory managers are switching 80386/486 processors into
the Protected Mode and mimic a normal 8086 to the OS MS-DOS.
This mode of operation is called Virtual V86-Mode and
improves the processing speed of certain operations.
Due to the principal of this mode, interrupts and commands
that access the hardware of the PC must be emulated by the
memory manager. These emulations are slower than without the
manager and delays or general loss of speed is unavoidable.
The problem with WOWII is now as follows: The Soundblaster
generates an interrupt when the processing of the DMA-buffer
is finished (IRQ 2, 3, 5, 7 or 10). The interrupt handler
now has the chance to start the playing of the other
buffer.
The delay between the occurance of the interrupt and the
playing of the following buffer seems to be enhanced by a
memory manager. The result is a short silence between
DMA-buffers, which can be heard in quite modules as a
"bubbling" or "klicking" noise.
Translation: T. Meyer Page 10 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
This problem is well-known and is experienced in *any*
software using DMA-transfer with installed memory managers.
Some module players do struggle especially hard with the
problem of choosing a small DMA-buffer and thereby
increasing the occurance of this "bubbling".
WOWII can be customized to your needs in specifying an
appropriate buffersize.
The largest buffersize of 31000 bytes takes exactly
31/15.5 = 2 seconds when being played in mono with a
frequency of 15.5KHz. The "bubbling" (if any) will occur
only every 2s.
This annoying effect only creeps up in very quiet modules.
A short pause is easily heard.
4.) "Lovelife of Modules" - Portrait of a well-known format
───────────────────────────────────────────────────────────
Sadly this has not been a very investigated topic yet...
Translation: T. Meyer Page 11 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
VI. 'Hostile' Environments or "What WOWII can cope with"
────────────────────────────────────────────────────────
1.) Windows 3.0, 3.1
────────────────────
Using WOWII with Windows only yielded a few problems. You
should not switch tasks when WOWII is playing because
Windows obviously is not able to restore WOWII's videomode
correctly. Retests have shown, that Windows 3.0 IS capable
of restoring the videomode, but NOT Windows 3.1. See? Don't
blame me!
Special care must be taken when using the 'P'(ause)-Key.
WOWII calls a Soundblaster command to stop the DMA-transfer
immediately and it caused all 3 tested multitasking
environments to crash.
Other applications may well continue working in the
background while WOWII is playing.
Remember to start WOWII in a full DOS screen - it will
definitely not work in a window. This applies to all other
multitasking systems, too.
2.) DesqView 2.31
─────────────────
Most problems mentioned under 1.) apply to DesqView, too.
Restoring the videomode when switching back to WOWII is more
an attempt of killing the monitor than having the wanted
effect.
You should definitely avoid switching tasks, which also
applies to using the Pause-key, which most likely crashes
DesqView.
WOWII has now been tested under DesqView/X also, with the
same result. DesqView/X cannot even restore the videomode
of WOWII, but crashes immediately. DO NOT switch tasks when
WOWII is playing.
3.) OS/2 2.0
────────────
As far as testing has gone, OS/2 2.0 seems to be the best
multitasking system for DOS, Windows and OS/2 applications.
OS/2 is able to run WOWII as a foreground task, too. On an
IBM AT 386 compatible computer with 33 MHz WOWII could play
a module with 22KHz effortlessly while the OS/2 mailbox
system Maximus BBS did it's work in the background.
But due to it's advanced videomode WOWII even pushes OS/2
2.0 to it's limits.
As yet it is unexplained why WOWII ignores some keypresses
when running under OS/2.
Translation: T. Meyer Page 12 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
[ And Now For Something Completely Different ]
VII. Copyright, Copyright and ... Copyright!
────────────────────────────────────────────
1.) The Shareware Idea
──────────────────────
Shareware are programs that were put together by hobby
programmers and that are not distributed via commercial
channels (e.g. a Software Publisher). Due to this, most
authors release versions of their programs that are more or
less usable and may be freely distributed. These versions
are spreading very fast most of the time and make the
program known to a lot of users.
By 'registering' the program, the user will get a fully
functioning version of the program. To do this, the user has
to send the author some money.
If a programmer receives lots of registrations he will be
convinced to put a lot more effort into the program, in
order to satisfy the users who registered.
Should the programmer receive very few registrations he
will most likely get deep depressions which can result in a
very strange behaviour. Some authors have even gone
commercially.
2.) CrippleWare? What is that??
───────────────────────────────
Shareware programs lacking so many features that they
become useless to the user are called CrippleWare.
The crippling of his software is the programmer's only way
of guaranteering it's protection from being copied like hell
with him not getting any rewards. The distance from bearable
to unbearable restrictions is very narrow. But think of the
programmer who is getting word of his program being used far
more often than he has received registrations...
The 'Era Of Trust' in the software business has vanished
long ago - if it ever existed.
Gone are the times when one was programming to receive
acknowledgment and praise. But there is still a lot of
idealism in Shareware, which to lose would mean the end of a
great idea.
Translation: T. Meyer Page 13 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
3.) What am I allowed to do exactly?
────────────────────────────────────
WOWII is a Shareware program. This yields the following
rules:
You are allowed to test WOWII for a period of 4 (four)
weeks after receipt, to see if it fits your needs. After
this period you are not allowed to use the program any
further.
Whoever gets himself another testversion of WOWII to get
himself another four weeks of testing incurs penalty ( ever
seen a PC disintegrating to stardust? ).
Beware! At the moment I am rendering my alternative
service and have the right to legal remedy. Yeeeeaaaahhh!
WOWII may be freely distributed, even after expiration of
the testing period.
Even Shareware-Distributors or dealers, who are
distributing Shareware by mail, may put WOWII in their
collection. The same is valid for other distribution
channels, e.g. 'Bildschirmtext' or 'Channel Videodat' and
other electronic online services. But I would like to send
me a note if you do this, so I do not get annoyed by calls
like "I got your program from BTX, why didn't you include
any modules?" - "Huh???".
WOWII may not be used commercially in the testing period.
This includes single sale and bundling with other soft- or
hardware. Exceptions may be granted after contacting me. If
I agree, I will send you a written permission.
WOWII may be used for display purposes, as long as the
source of the program can be recognized unmistakably.
WOWII may not be modified and this is valid for the
distribution archive, too. This includes adding advertising
textfiles for BBS or something like that to the archive.
Disassembling WOWII does *not* incur penalty. But when
using my routines, please state the original author.
4.) What could I do more?
─────────────────────────
If you register WOWII, you will receive a fully functional
and unrestricted version. I offer an "updateservice" free of
charge, which guarantees free new versions to the original
registrator. It is for the user to get himself the new
version, either by mail or modem.
Translation: T. Meyer Page 14 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
I am planning to implement many new features into WOWII.
The most important is an interactive interface, which allows
easy selection of modules instead of one at a time by
commandline.
The development of these features depends on the number of
registrations I will receive. Also, I'm very interested in
ideas you may have.
5.) "Do I WANT to do more?" - Philosophical Excursions"
───────────────────────────────────────────────────────
"I would like to express my deepest admiration to anyone,
who can live without WOWII after testing it for four weeks.
This leads me to the conclusion that there are still some
persons out there who can pull themselves together and keep
their most inner feelings and natural desires for play, fun
and suspense (version 2.0 in the handy chocolate egg -
doesn't melt in the hand, but on the modem's power supply)
under total control."
- Jan Ole Suhr, 1992
Not everyone is into registering Shareware, but
nonetheless I would like to explain what my reception of the
Shareware idea is.
There are loads and loads of Shareware authors, who are
scattered all over the world. They deliver high-quality
software to a wide range of users and many of their products
reach the quality standard of commercial products and some
are even better. Most of these programming ideas could not
be realized by the 'big' software companies, but a
corresponding market for the Shareware is non-existant. The
Biggies are busy enough handling their own brand products
and are scared of investing into other projects. On the
other hand, the small software companies do not have the
appropriate distribution channels and so they specialise on
individual solutions, that are paid for very good.
When a Shareware author takes the role of a 'lifeguard' of
innovation and does not get support from the *users*, it is
very frustrating.
And it is getting very annoying when one has to argue
about absolutely rediculously low fees, whose value often
only cover the author's expenses.
6.) Copyrights and Restrictions in short!
─────────────────────────────────────────
The program WOWII Version 1.xx is copyrighted and was
evidently developed by Jan Ole Suhr. Who ever spoils my soup
by taking my code without credit will get his stomach
emptied by me, ok?
Restrictions? Good heavens, these were mentioned already
Translation: T. Meyer Page 15 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
in VII.3.
Translation: T. Meyer Page 16 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
VIII. How To Register Easily
────────────────────────────
Those who want to get WOWII without a timelimit and
nerving texts, should contact the nice and needy author:
Please send a self-addressed envelope (not stamped), a
disk of current format and 20 US Dollars (or the equal
amount in your currency) in notes or a collection-only
check, plus a short note stating "Order of WOWII" to the
author:
Jan Ole Suhr
Bockhorster Weg 28
2806 Oyten
Germany
I urge you to note your name and address on an extra piece
of paper, so I can easily verify the authencity of a
registrator when I receive update requests.
Short addendum:
───────────────
Of course I am very pleased when I receive disks with new
modfiles. But please, if you do, just send *one* disk. If
the resonance is as huge as it was with WOW, I will have all
my hands full handling the registrations and cannot fill all
those disks with modules again.
Also, I am very interested in any new innovations in music
reproduction. Those who program stuff like this themselves
are encouraged to send it to me, too.
Translation: T. Meyer Page 17 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
IX. Other things
────────────────
1.) The All Important Address
─────────────────────────────
The author's address:
Jan Ole Suhr
Bockhorster Weg 28
2806 Oyten
Germany
Tel.: 04207/2571 Guaranteed to be a voiceline!
04207/801033 Call this number after 25-May-1992
Fido: Jan Ole Suhr, 2:241/2002.8
A very nice local (german) BBS I visit very often:
FANTASIA BBS, Achim
Line 1, 04202/84777 (U.S. Robotics Dual Standard)
Line 2, 04202/84649 (U.S. Robotics Dual Standard)
If you want to contact MnemoTroN, he can be reached thru InterNet as
i03a@alf.zfn.uni-bremen.de
2.) Acknowledgments
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At first, let me thank my betatesters Michael Baekow,
MnemoTroN (Thomas Meyer), Mogwai (Roger Böhmermann), Harald
Zappe, Michael Hesse, Daniel Meer and Markus Schwarz.
I am especially indebted to Michael Baekow for testing
WOWII in a very hard and intensive way (OS/2 2.0,
Soundblaster Pro).
WOWII's almost perfect emulation of most of the effects
from the original Amiga ProTracker is due to the information
provided by MnemoTroN (Thomas Meyer). As he is the author of
the Soundtrackers V2.3-V2.6 on the Amiga, he knows the
material very well. He also gave me the opportunity of
listening to WOWII on the Soundblaster Pro, thus awakening
tremendous euphoria.
"The World Is Waiting" (tm) - MnemoTroN, 1992.
Two other persons I would like to thank very deeply are
Harald Zappe, who spared no expenses in order to provide me
with information regarding the programming of the
Soundblaster Pro and Jim Chun Wah, Software Engineer at
Translation: T. Meyer Page 18 July 19, 1992
WOWII V1.30 Copyright (c) 1992 Jan Ole Suhr
Creative Labs, Singapore, who helped me with a few very
difficult problems.
I must not forget my friend Sven Rohde, who often bursted
my illusions with almost unsolvable suggestions and
improvement ideas. His criticism is appalling, but that's
how it goes with "non-computing" friends.
3.) Some history, sources and other blah
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to be continued ...
X. Afterword
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I would like to wish you much fun while testing WOWII and
may no bugs be with you!
"I'm a man on a mission! - WOW(II)" - Jan Ole Suhr, 1992.
Bye, bye and don't forget to register ;-)
Jan Ole Suhr
P.S. : Thanks to mom & dad for proof-reading this document!
P.P.S.: Many thanks to MnemoTroN for translating the whole
document into English. [No problem, it was fun...
NOT! :-) MTN]
Translation: T. Meyer Page 19 July 19, 1992