SOUNDBOOSTER INSTRUCTIONS -------------------------
GENERAL -------
PRESS: F1 TO PLAY THE SONG ----- F2 TO STOP THE SONG F3 TO RESTART THE SONG ZXV TO VARIABLE CONVERTER ESC FOR BLOCKEDIT (AND RETURN FROM BLOCKEDIT) C= TO EDIT TRACK 1 R/STOP TO EDIT TRACK 2 CTRL TO EDIT TRACK 3 HOME TO EDIT THE SOUNDS
PRESS F8 AT ALL TIMES TO ENTER THE MAIN MENU
TRACKEDIT ---------
HERE YOU CAN ENTER THE FOLLOWING:
00-3F : A BLOCK OF NOTES,SOUNDS,... 40-5F : REPEAT THE FOLLOWING BLOCK XX-40 TIMES 80-9F : TRANSPOSE ALL FOLLOWING BLOCKS (SET 80 TO TRANSPOSE 0 NOTES) FD : STOP THAT TRACK TO PLAY FF : STOP PLAY & RESTART
BLOCKEDIT ---------
HERE YOU CAN ENTER THE NOTES, SOUNDS TIMES, ETC...
D*XX : DURATION XX S*0X : PLAY SOUND X (00-0F) G*XZ : GLYDE (PORTAMENTO); SEE REMARK HOLD : LETS A NOTE SUSTAIN FOR TWICE THE DURATION (WITHOUT GATING) C-0...B-7 : THE NOTES
PRESS ESC AGAIN TO RETURN FROM THE BLOCKEDITOR
REMARK ON GLYDE: THE HIGH-NIBBLE IS THE DURATION BEFORE GLYDING; THE LOW-NIBBLE IS THE RATE. GLYDE-RATING CAN GO FROM 0-7. A RATE FROM 8-F WILL GLYDE UP
SOUNDEDIT ('/'FOR ARPEGGIO) --------- AD = ATTACK/DECAY SR = SUSTAIN/RELEASE WA = THE WAVE TO PLAY BITS: XXXX XXXX x GATE x SYNC. x RING MOD. x NOT USED x TRIANGLE x SAWTOOTH x PULSE x NOISE VC = VOICE CONTROLL BITS: XXXX XXXX - FILTER WAVE - VIBRATO - ARPEGGIO - DRUM
IF DRUM IS SELECTED, THEN BITS 0 & 1 DETERMINE WHAT DRUM IS USED (0-3)
NOTE THAT GLYDE, VIBRATO AND ARPEGGIO DON'T MIX; THE FILTER (BIT0) CAN BE USED IN ALL CASES.
P1 = PULSE WIDTH LOW BYTE P2 = PULSE WIDTH HIGH NIBBLE PC = PULSE COUNTER PM = PULSE MODE: XY X = DELAY BEFORE COUNTING Y = DURATION OF COUNT (IF Y=0 THEN COUNT CONTINUOUSLY)
IF BIT 7 IN P2 IS SET, THEN COUNTING ONLY TO THE HIGH NIBBLE; ELSE TO P1 AND P2!
FF = FILTER CUTOFF-FREQUENCY FC = FILTER COUNTER FM = FILTER MODE (SEE PM FOR DETAILS) FR = FILTER RESONANCE + COUNTER: XY X = RESONANCE FREQ. Y = COUNT TO RESONANCE
>PRESS SPACE< SD = SUSTAIN DURATION FT = FILTER TYPE (LOW- BAND- HIGHPASS) VI = VIBRATO/ARPEGGIO LEVEL: XY ° X = DELAY BEFORE VIBRATO Y = VIBRATO RATE (0-7) OR ° X = NUMBER OF BYTES FOR ARP.(1-4) Y = TIME FOR THE ARP. NOTES (0-7) RV = RELEASE VOICE; PLAYED WHEN SD=0
NOTE TO FILTER: ONLY ONE TRACK CAN MAKE USE OF THE FILTER. WHEN THE FILTER IS ON FOR ONE PARTI- CULAR TRACK, THEN THE OTHER TRACKS HAVE TO WAIT UNTIL THE FILTER IS RELEASED. SO CAREFULL IN FILTERING THE THREE VOICES...
ARPEGGIO --> AA BB CC DD AA = NOTES 1 BB = NOTES 2 CC = NOTES 3 DD = NOTES 4
SEE VI FOR ARPEGGIO CONTROLL
A SPECIAL OPTION IS MADE TO PLAY THE SOUNDS ON THE KEYBOARD. HERE YOU CAN'T EDIT THE SOUNDS; THIS IS ONLY TO HELP YOU COMPOSE...
SOME FURTHER REMARKS -------------------- * TO ESCAPE FROM ARPEGGIO-EDIT, PRESS '/' AGAIN * DO NOT ENTER MORE THAN ABOUT 40-50 VALUES INTO ONE BLOCK; THIS CAN CAUSE ERRORS... * CHANGE BLOCKS WITH < > . * NEVER LET THE FIRST TRACK BYTE $FF AND DON'T TRY TO REPEAT THE $FF TOO! THERE IS A TOTAL DUR. OF THAT BLOCK THIS IS AN AID * NEVER MIX NOISE WITH OTHER VOICES. THIS CAN LOCK UP THE SID
DRUMBEAT EDITOR ---------------
THE DRUMEDITOR TAKES CARE OF 4 DIFFERENT DRUMBEATS. EVERY DRUM CONSISTS OF 32 BYTES, 16 BYTES WITH THE HIGH-FREQ. ($D401) AND 16 BYTES WITH WAVES ($D404) TO MAKE A GOOD DRUMSOUND,BE SURE TO SET THE FIRST 3-5 WAVES GATE-ON AND THE REST GATE-OFF PRESS F1 TO HEAR & STOP THE SOUND PRESS F2/F3 FOR THE NEXT/PREV. DRUM A SPECIAL OPTION IS MADE TO RESTORE THE ORIGINAL DRUM-DATA...
DISK-MENU --------- HERE YOU CAN LOAD ANY FILE YOU HAVE SAVED. (LOAD AT ABSOLUTE ADRES, SPECIFIED BY THE DISK HEADER)
SAVE : A COMPLETE SONG
ONLY DATA, WITHOUT ROUTINE
THE DRUMBEATS OR THE SOUNDS
A SAVED MUSIC CAN BE PLAYED WITHIN THE IRQ WITH: BOOSTER PLAYER FILE
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