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Текст : dr.Stanley (SOI)
Музыка : MIDISOFT
Перевод : dr.Stanley (SOI)
Экспорт : dr.Stanley (SOI)
Трансляция: Sany
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Формат модуля
NoisetracKer/SoundtracKer/ProtracKer
Формат модуля:
* Описание Байтов
2O заголовок модуля, дополняемый нуле-
выми байтами (O).
( Данные, повторяемые для каждого
сампла 1-15 или 1-31:)
22 Имя сампла, дополняемое нулевыми
байтами.
2 Длиннаsample in words (i.e. mind-
cut by 2 for length in bytes).
1 The least significant four bits represent
marker (-8 ..7) which is the value
using finetune for the sample. This is usually a game
is adjusted, but I think that every
tagging will be useful.
1 Sample volume. Values in the range
zone - O ..64.
2 Sample looping address - records -
is expressed by a shift in words.
2 Length of looped sample area (>
1 if the label is used)
(End of sample data.. Each
sample, uses the same format,
that others and they are kept consistent
strictly)
All 2 byte lengths are stored like this,
that the most significant byte comes first, like this
usually done on Amiga.
1 The number of music positions (that is, the number
patterns played during the game
music). Values from the range 1 ..128.
1 Historically set at 127, but can-
can be safely ignored. Noisetrac-
Ker uses this byte to indicate
restart position - this was shortened from
"Position Transition" effect.
128 Pattern table: patterns for games
wounds in each position of the music (O ..127).
Each byte hasvalid value O
..63. The largest value in this table is
face - the very last pattern.
(4) Four characters "M.K". This is -
initials Mahoney and KaKtus and show
increase to 31 samples. StartreKKer
puts "FLTCH" or "FLT8" here to
specify # channels. If no characters
not here, then this is the beginning of these pat-
tern, and only 15 samples in the entire music
ke.
(Data repeated for each patent
turna :)
1O24 pattern data for each pattern
turns (beginning in O).
(Each pattern has the same
format and stored in numerical order.
See pattern format below)
(Data repeated for each sample
la :)
xxxxxxx Each sample is recorded,
as a set of bytes (the length of the sample was given
previously in the module). Each byte is
sign value (-128 ..127) which
is the data for the channel. When sample
plays on note C2, 8OOO bytes of data
channels will be sent every second. Multiply
those range to the twelfth root 2 for
every halftone increase by one
step . When moving in steps of 1 octave, the
increases the range. The data is saved in
ok, inhow they are played (Trans.
the first byte is the first byte played), but
if the "inverted" effect is used
labels", then we write it the other way around.
(Each sample is recorded sequentially
strictly)
Pattern format:
Each pattern is divided into 64 positions.
By setting a different pace for everyone
pattern and placing notes section
fishing, etc.
Each division contains data for
each channel (1 ..4) saved after
each other. Data of each channel in de-
lenions have an identical format, which
consists of 2 words (4 bytes). Divisions
numbered O ..63. Each division can
can be divided into a series of signal pulses
time (see effect "setting
speed "lower).
Channel Data:
(four bytes of channel data per division)
7654-321O 7654-321O 7654-321O 7654-321O
wwww xxxxxxxxxxxxxxxx yyyy zzzzzzzzzzzzzwwwwyyyy (8 bits)
sample for this channel/division (O=
no sample)
xxxxxxxxxxxxxx (12 bits)
sample period (or effect parameter)
zzzzzzzzzzz (12 bits)
effect for this channel/section
If there is no indication of playing a new
sample in this channel and this position, then
will the old sample play, or will it
at least it will be "remembered" for
any effects. Only one sample can
play on one channel at the same time, es-
If a new sample starts playing, then the old auto-
will automatically turn off. Although, if you use
use a sample of “silence” (that is, neither
what data, just use another one
sample) just set the volume to O.
Period table:
C C# D D# E F
Octave 1: 856, 8O8, 762, 72O, 678, 64O
Octave 2: 428, 4O4, 381, 36O, 339, 32O
Octave 3: 214, 2O2, 19O, 18O, 17O, 16O
F# G G# A A# B
Octave 1: 6O4, 57O, 538, 5O8, 48O, 453
Octave 2: 3O2, 285,269, 254, 24O, 226
Octave 3: 151, 143, 135, 127, 12O, 113
C C# D D# E F
Octave O:1712,1616,1525,144O,1357,1281
Octave 4: 1O7, 1O1, 95, 9O, 85, 8O
F# G G# A A# B
Octave O:12O9,1141,1O77,1O17,961,9O7
Octave 4: 76, 71, 67, 64, 6O, 57
( Octaves O and 4 are not standard, so
that do not rely on every tracKer,
able to play them.)
Effects:
Effects are recorded in groups of 4
bit, i.e. 1871 = 7 * 256 + 4 * 16 + 15
= [7] [4] [15]. Older half (4 bi-
ta) usually determine the effect, but if
this is [14], then the younger one will do the same.
[O]: Arpeggio
Where [O] [x] [y] means "play but-
tu, note + x semitone, note + y semitone
on, then return to the original
mind. Oscillations are performed evenly
located in one division of the pattern.
They are usually used to model
to create a choir effect, but it doesn’t sound very good
com good. They are also used that-
would produce heavyvibrato. Chief
chord - when x=4, y=7. Small chord -
when x=3, y=7.
[1]: Slide ir
Where [1] [x] [y] smoothly reduce the peri-
od of the current sample x * 16 + y after each
before the time signal pulse is divided
.
[2]: Slide down
Where [2] [x] [y] smoothly increase the transfer
period of the current sample x * 16 + y after
each time signal pulse. By-
Similar to [1], but lowers the step. You can't
slide below the value C1 (period(exact
ka) 856).
[3]: Slide then sweat
Where [3] [x] [y] smoothly change the period
current sample x * 16 + y after each
time signal pulse, never
coming out for the current period. Sliding
similar to effects [1] and [2], but sliding
tion will not take place outside this period.
If [x] and [y] equal O, then old
the settings will continue.
[4]: Vibrato
Where [4] [x] [y] means for creating
specific waveform with halftones
y/16 amplitude, so (x*position)/64
occur in every position.[5]: Continue with "Sliding to a Note"
But also makes the volume slide.
Where [5] [x] [y] means sliding
volume up x * 5 or slide
volume down y * 5, at the same time
me as the last one continues "Slip-
note to note ".
[6]: Continue with "Vibrato"
But also do a volume slide.
[7]: Tremolo
Where [7] [x] [y] means "Oscillations
sample using a waveform with an ampli-
there y * 5, such that (x * impulses
time signal)/64 occur in each
volume up x * 5 or slide
volume down y * 5, at the same time
me as the last one continues "Slip-
note to note ".
[6]: Continue with "Vibrato"
But also do a volume slide.
[7]: Tremolo
Where [7] [x] [y] means "Oscillations
sample using a waveform with an ampli-
there y * 5, such that (x * impulses
time signal)/64 occur in each
position ". The waveform is set using
using the effect [14] [7]. Similar to [4].
[8]: - Unused - To be continued.
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