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213 lines
7.6 KiB
Plaintext
213 lines
7.6 KiB
Plaintext
http://garvalf.online.fr/index.php?page=articles_vortex_tracker.en
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I want arps!
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To create an arpeggio, use the ornaments tab. It's very simple and easy
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to get the hang of, even though it looks scary.
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Adjust the length of the ornament to 3. Now, just enter "0" in the first
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row, "3" in the second row, and "7" in the third row. Go to the test
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field and hit some notes. Minor arp!
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00|+00
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00|+03
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00|+07
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To use this in your song, go back to the pattern editor. Change the
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third period after the note you want to arp to "1". Play your song, and
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you'll hear some arps. To turn the arping off (so you can have it
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applying only to specific notes, not to a whole column), just enter the
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number of an ornament you haven't used yet. Such as F.
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http://karoshi.auic.es/index.php?topic=397.msg4641#msg4641
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Hello.
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Long ago I tried to write a kind of doc about PT3 modules. I stopped it
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but due to a certain person who asked for it ... (this goes especially
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for Nerlaska) I write here what I have. I can't remember exactly what I
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wrote on some papers so when you see something like (?), it means I
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can't remember what I wrote Shocked Shocked Shocked
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It would be very nice if someone could complete the info here given.
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It's very easy; just write some basic on Vortex Tracker II and start
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watching with an hex-viewer the changes ... at least, that's what I did
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Grin
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Have fun.
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===========================================================================
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PT3 format:
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*Info inside the module*
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$00: "ProTracker 3."
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$0D: Version (always "5" for Vortex Tracker II).
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$0E: " compilation of "
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$1E: Name of the module.
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$3E: " by "
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$42: Author of the module.
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$63: Frequency table (from 1 to 4).
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$64: Speed ----------------------------------------------------------- Delay: 1 byte
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$65: Number of patterns.
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$66: Pattern loop --------------------------------------------------- LPosPtr: 1 byte
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$67: Position of patterns inside the module ---------------- PatsPtrs: 2 bytes
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$69: Position of samples inside the module ----------------- SamPtrs: 2 bytes
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(2 bytes per address * 32 samples = 64 bytes)
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$A9: Position of ornaments inside the module ------------- OrnPtrs: 2 bytes
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(2 bytes per address * 16 ornaments = 32 bytes)
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$C9: It points to where the patterns order ist ------------- CrPsPtr: 2 bytes
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If you have a look to where this address points you can see, for instance,
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$00,$03,$06,$03,$FF, which means:
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pattern 0 ($00), pattern 1 ($03), pattern 2 ($06), pattern 1 ($03), END ($FF).
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As you can see, you have to multiply for 3 every pattern number.
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------------------------------------------------------------------------------
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Now, in group of 6 bytes, come the address of every channel of every pattern.
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So the first 6 bytes will point to the address of channel A, B and C of
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pattern 0 (3 channels * 2 bytes = 6 bytes). The next 6 bytes to the 3 channels
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of pattern 1, etc ...
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------------------------------------------------------------------------------
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In $69 (SamPtrs) we have the address where the definition of the samples
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start. So $69 and $70 will contain the address of the definition of the first
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sample in the module. $71 and $72 of the second, and so on.
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The definition of the samples are like this:
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byte 1: Loop
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byte 2: Length of the sample
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byte 3: 0 0 0 0 0 0 0 0
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¦_¦ ¦______¦ ¦___ 0: Envelope 1: No envelope
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¦ ¦
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¦ ¦________ Noise: 0 - 31
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¦
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¦______________ 10: Volume down 11: Volume up
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byte 4: 0 0 0 0 0 0 0 0
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¦_¦ ¦_¦ ¦____¦
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¦ ¦ ¦
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¦ ¦ ¦______ Volume
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¦ ¦
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¦ ¦___________ Noise slide (?)
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¦
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¦______________ Frequency slide (?)
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byte 5: Low byte.
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byte 6: High byte.
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These two bytes (5 and 6) contain the frequency slide. In case of negative
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slide (higher pitch) the frequency you want to rest is rested to $FFFF and
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stored in these 2 bytes.
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Bytes 3,4,5 and 6 form a line of the sample (raster). So a sample will have
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so many groups of these bytes as lines has the sample.
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------------------------------------------------------------------------------
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Definition of ornaments are much easier:
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Byte 1: Loop
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Byte 2: Length
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Byte 3: Note (0-95)
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The same as for samples. Byte 3 contains the definition of one line so there
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will be as much bytes containing the new note as lines of definition has the
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ornament.
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------------------------------------------------------------------------------
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Now it becomes more complex Smiley
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The address of the channels of every pattern come in group of 6, as we said.
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If we go to the address pointed for channel A (the first 2 bytes of those 6)
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we'll have definition of the channel A in the tracker. The bytes are coded so
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we have to read the higher 4 bites:
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$4x: Ornament ($40-$4F)
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$50-$AF: Note to play. There are 96 (12 notes * 8 octaves). The byte before
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this one tells the length in lines inside the tracker. For instance:
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$05,$50 will play C1 (Do in octave 1) during 5 lines of tracker. If
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the Speed (Delay) is 6, the player will play this note during 30
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(6 rasters * 5 lines in tracker) rasters.
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$Bx: Envelope. We have to add 1 to know which value should we give to register
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13. If there's envelope (a value different to $B1) the next 2 bytes are
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register 12 and register 11 of the PSG. An example: $B9, $00, $50 means
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R13=$08, R12=$00, R11=$50.
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$Cx: Volume - $C0-$CF
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$Dx: Sample - $D0-$EF
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$0X: Effects/Commands ... The values they handle are set after note value
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($50-$AF).
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*Effects*
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$01: Sound frequency decreasing in that channel.
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First byte indicates the delay used to add the new frequency.
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Next 2 bytes will indicate the frequency to add. Example:
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$02,$23,$00 will add $23 to the final frequency in that raster
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and another $23 every 2 rasters.
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$01: Sound frequency increasing in that channel.
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It's the same as above but the value is rested to $FFFF. Example:
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$01,$DD,$FF will rest $23 to the final frequency in every raster.
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$02: Tone portamento.
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First byte is delay again. (?)
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$03: Starts playing sample from a particular position/line definition.
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Byte indicates from which position.
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$04: Starts playing ornament from a particular position/line definition.
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Byte indicates from which position.
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$06: Periodical sound off/on in that channel.
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Two bytes are used here. The first one tells how many rasters will be
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played and the second how many will be not. Example. $03,$04 means
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that that channel will be played 3 rasters, 4 not played, 3 played, ...
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$08: Envelope frequency increasing.
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Two bytes will indicate the frequency to add to registers R12 and R11.
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Example: $34,$00 will add $34 to R11.
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$09: Set playing speed (new Delay).
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The byte after the note will tell the new delay.
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$0A: Envelope frequency decreasing.
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Same as increasing but the value is rested to $FFFF.
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Example: $CC,$FF will rest $34 to R11.
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------------------------------------------------------------------------------
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*Example 1*
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So if we have this in the module: $D2,$CF,$B1,$05,$50 we will have this in the
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tracker:
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C-1 2..F ....
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--- .... ....
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--- .... ....
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--- .... ....
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--- .... ....
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$D2: Sample 2 ($Dx samples)
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$CF: Volume 15 ($Cx volume)
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$B1: No envelope ($Bx envelope)
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$05,$50: Play note $50 (C1) during five tracker lines.
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*Example 2*
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If we have this in the module: $D1,$CE,$09,$B1,$08,$50,$07
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$D1: Sample 1.
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$CE: Volume 14.
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$09: New delay will be set. See after note is set.
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$B1: No envelope.
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$08,$50: Play note $50 (C1) during eight tracker lines.
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$07: New Delay.
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