Willkommen auf Rollenspielhaus.de
Overview
image   Homepage- News
image   Overview 1 - Games - Emulators
image   Games - File - Romsearch
image   Scene Online Radios - Index
image   Manual for Mobile Devices
Top 10 from the categorie
C64 Software
Cuneiform(37)
64`er Commander...(36)
Profi-Ass 64(27)
Action Replay 6...(24)
GoatTracker V1....(24)
Packer Collecti...(23)
Voice Tracker v...(22)
Ultimate Utilit...(21)
Future Message ...(21)
Action Replay T...(21)
Top 10 from all downloads
Sex-Cartoons(141)
Rhaa Lovely II(115)
Commando Lybia(111)
WinVICE-2.2-x86...(98)
Flashback(90)
2048(87)
Memento(86)
20 Years +4(84)
Seas Of Blood(83)
LOD is Back(83)
Last downloads
MBC Info 4(13)
Twirled Minds(20)
Metal Force 02(14)
Rejo-Turbo(48)
FloodIt(83)
Tiny Eprommer V...(27)
Tinymon v1.0(19)
Blue Pages 1(15)
Dangerous Robot...(11)
Vice1.22 (Plays...(29)
Newest downloads
Flashbak (16)
Twirled Minds (20)
Last Stand (10)
Are Am Eye - Co... (11)
My Life (10)
Latex Sensation... (8)
Infiltrator Sho... (7)
Indiana Show (4)
Commando Show 2 (15)
Commando Show 1 (8)
image
Commodore C64 / C64 / Brotkasten / 64er / CBM 64 / VIC-64 - C64 Software - Odin Tracker 1.12
Size: 18 Kb
Upload Date: 3.06.2014 - 22:06
Vote for us thanks! Note 0 bei 0 Bewertungen

Titel: Odin Tracker 1.12
Total Downloads: 3
Last Download Date: 11.09.2014 - 17:35
Views: 49

Picture:
Download Link: Hier klicken um den Download zu starten!
Description: Sprache:
Englisch

This is the same help that you can read in the tracker.

Please note that some C64 characters are not in ASCII.
Here is a quick translation from ASCII to C64 characters
and the key usually used in PC most emulators:

ASCII C64 character emulator keystroke
----- ------------- ------------------
pound Insert
^ up arrow Del
_ left arrow [key beside 1, ~ on US keyboards]

================================================================


P00 Welcome to Odin Tracker

Welcome to Odin Tracker 1.12 for C64
released by Zed on 20 Mar 2001.

Use Up/Down/Left/Right to navigate back
and forth in this help. Any other key
exits.

If the editor happens to hang, restart
it with SYS2064 after reset.


P01 Song structure

The song is structured in the good old
tracker style. The orderlist found in
the top left corner contains pattern
numbers. Each pattern consist of 3
track numbers and the transpose values
for each of them. You can see these
above the pattern display.


P02 Global keys

These keys work in all editor screens.

SPACE play song/stop playing
SHIFT+SPACE play pattern

F1 show this help
F2 context help (well, sort of)
F3 orderlist editor
F5 pattern editor
F7 instrument editor
F4 config menu
F6 specials menu
F8 disk menu
./, select instrument
-/+ inc/dec order position

RUNSTOP and SHIFT+RUNSTOP work like
TAB and SHIFT+TAB on PC.

Controlling voices
C=+1..3 mute/unmute voice 1,2,3
C=+4 mute/unmute all voice


P03 Instrument editor (press F7)

Here are the instrument parameters.
(MSB means Most Significant Bit,
LSB means Least Significant Bit.)

0-1. Attack/Decay/Sustain/Release
2. Wave table start: index of first
element in wave table.
3. Wave table end: index of last
element in wave table.
4. Wave table loop: if the player
has reached the end index, it
continues from this index. If
you want no loop, set end=loop.
5-7. Arpeggio table start/end/loop:
All similar to wave table.
8. Vibrato delay: number of ticks
before starting instrument
vibrato.
9. Vibrato depth/speed: high nybble
is depth, low nybble is speed.
Larger number means deeper and
faster vibrato.


P04 Instrument editor (cont)

10. Pulse width: 8 MSBs of initial
pulse width.
11. Pulse speed: value added to the
8 LSBs of pulse width in each
tick.
12. Pulse limits: high nybble is 4
MSBs of lower limit, low nybble
is 4 MSBs of upper limit.
13-15. Filter table start/end/loop:
All similar to wave/arp table.

The wave table bytes are dumped to SID
waveform registers in each tick.
The arpeggio table bytes are added to
the note, so looping $00,$04,$07 should
create a major chord, for example.
Arpeggio bytes >= $80 are absolute note
values, note is set to byte-$80.
Not even track transpose is added.


P05 Instrument editor (cont)

Filters now work quite a bit different
than in version 1.0x. Do this:

Select filter type with track effect
F9x, filter input and resonance with
effect Exx, just as in versions 1.0x.
The filter cutoff frequency's 8 MSBs
will be read from the filter table
using start/end/loop indices specified
in the instrument you select with FEx.

Huh. Damn complicated, but it should be
powerful. You can always override the
filter table's cutoff frequency with
effect Cxx.

Remember that instrument 0 cannot be
defined.


P06 Instrument editor, keyboard

Moving around
CURSORS,HOME as expected
RUNSTOP next field
SHIFT+RS previous field
=/SHIFT+= page up/down in tables
RETURN go to wave/arp/filter
table (and back)
C=+N edit instrument name
./, select instrument
INST/DEL in tables only

Copying instruments
C=+X cut instrument
C=+C copy instrument
C=+V paste instrument

Keyjazz
CTRL+1..7 select octave
SHIFT+Z..M,Q..P test instrument


P07 Instrument editor, keyboard

Editing filter table
C=+B/C=+E mark block begin/end
C=+R unselect block
C=+Q/C=+A increment/decrement data
in block
C=+F fill block with data
linearly interpolated
between block begin/end


P08 Pattern editor (press F5)

Looks like in any other tracker:
note, instrument, effect and effect
parameter for all 3 voices.
Don't forget that you edit separate
tracks, unlike in MOD. You can see the
track number and transpose value above
the track's data. Transpose $0C is an
octave up, $8C is an octave down.

There are many key combinations to
remember, but some of them should be
familiar from other programs.


P09 Pattern editor, effects

0 Do nothing.
1 If parameter<$80 slide down, else
slide up by parameter-$80.
2 Set pulse width. Parameter is 8 MSBs
if pulse width.
3 Slide to note. Just like in MOD.
4 Vibrato. High nybble is depth, low
is speed. Temporarily overrides
instrument vibrato.
5 Set pulse speed. See instrument
editor.
6 Set pulse limits. See instrument
editor.
7 Set Attack/Decay.
8 Set Sustain/Release.
9 Set waveform. Overrides wave table.
A Arpeggio. Parameters like in MOD,
Overrides arpeggio table.
B Order jump. Just like in MOD.


P10 Pattern editor, effects (cont)

C Set filter cutoff frequency.
Parameter is 8 MSBs of frequency.
Overrides filter table.
D Pattern break. Parameter is hex,
unlike in MOD.
E Filter resonance/input control.
High nybble is resonance, bit 0,1,2
enable filter for voice 1,2,3.
F If parameter<$80, set speed.
Speed 0 stops the player.
If parameter=$8x, set global
volume to x.
If parameter=$9x, set filter mode.
bit 0: low pass, bit 1: band pass,
bit 2: high pass, bit 3: cut off
voice 3's output.
If parameter=$Ax, fine slide down.
If parameter=$Bx, fine slide up.
If parameter=$Cx, note cut.
If parameter=$Ex, select instrument
that controls the filter cutoff
If parameter=$Fx, set hard restart
ticks to x. See tips.


P11 Pattern editor, keyboard

Moving around
CURSORS,HOME as expected
RUNSTOP next voice
SHIFT+RUNSTOP previous voice
=/SHIFT+= page down/up
INST/DEL as expected
/SHIFT+ del/ins in all tracks
RETURN play from current row

Entering notes
CTRL+1..7 select octave
Z..M,Q..P enter notes
SHIFT+Z..M,Q..P keyjazz
/ enter note off
^ delete note/effect
./, select instrument
_/SHIFT+_ inc/dec cursor step

Editing song structure
*/@ inc/dec pattern for curr order
;/: inc/dec track for curr voice
C=+Y enter track number for voice


P12 Pattern editor, keyboard (cont)

Editing track transpose
C=+W/C=+S inc/dec track transpose
C=+D enter track transpose

Copying effects
C=+G/C=+F grab/drop effect

Selection keys
C=+B/C=+E mark block begin/end
C=+T select whole track
C=+R unselect block

Block operations
C=+X cut block
C=+C copy block
C=+V paste block (overwrite)
C=+M paste block (mix)
C=+Q/C=+A transpose block up/down
(all instruments)
C=+P/C=+L transpose block up/down
(current instrument only)
C=+Z undo last block operation


P13 Pattern editor, tips

If there is no instrument in the track,
the parameters you set previously with
track effects will not be re-read from
the instrument.
When entering notes, select instrument
0 to avoid entering an instrument
number at the same time.

The Gate bit in SID is released when
the wave table element has bit 0 clear,
and also when a note off is found in
the track.
To create long sounds, set bit 0 to 1
in each wave table element for the
instrument, and enter a note off into
the track when you want to start
decaying the note.

Add filter effects. Filters are there
to give realism to the sound.


P14 Pattern editor, tips (cont)

The number of ticks for hard restart
before the new note can be set with
effect FFx for each voice separately.
The default value is 2 ticks.
Use FF0 to effectively disable hard
restart and tie notes together.
Hard restart is always disabled when
slide to note effect is used.

Reuse tracks (possibly with track
transpose) whenever possible to save
memory. (Each track costs 192 bytes.)
Use absolute arpeggio for drums so that
they do not get transposed.

WARNING: Effects don't remember their
parameters like they do in MODs. E.g.
entering 300 does not continue sliding
with the previous setting, but stops
sliding. Always enter the parameters!


P15 Orderlist editor (press F3)

You will not use this very often, most
editing can be done from the pattern
editor using =/- for navigating in
orderlist and */@ to change pattern
number.

Moving around
CURSORS,HOME as expected
INST,DEL as expected
SHIFT+A,Z page up/down
=/SHIFT+= page up/down, too
SHIFT+Q,W,E,R go to position $00,
$40,$80,$C0

Enter order numbers using 0-9,A-F or
use */@.


P16 Config menu (press F4)

Set up your favourite colors.

RETURN update srceen
SHIFT+1..4 load default color sets

Press F4 again to restore current
colors.

If you find a particularly nice color
set, send it to me.


P17 Specials menu (press F6)

Clear song clears tracks, patterns and
orderlist but keeps instruments.

You can replace instruments in a set
of tracks or all tracks in a set of
patterns. Remember that instrument 0
means no instrument.

Swapping tracks also operates in a set
of patterns you enter.

Song start positions list the first
orderlist indices for the subsongs.
This works in packed songs only.
Use effect Bxx to loop the songs.
RETURN closes this small editor.

You can escape all input fields using
RUN/STOP.


P18 Disk menu (press F8)

The fileformat has changed in version
1.1x. If a song you just loaded sounds
like garbage, it may be the old format
and needs to be loaded using "Import
1.0x song".
WARNING: the filter settings will not
be imported, and you will NEVER be able
to load the new format into 1.0x!

Save song dumps memory from $4000 to
the end of the last track used in the
song with no playroutine.

Read/write tracks make it possible to
remix songs.

Please read the next page before using
the packer/relocator.


P19 Disk menu, packer

WARNING: You will absolutely _never_ be
able to load packed songs back into the
tracker! Always keep an unpacked copy.

Before starting the packer, put $FF
after the last position used in the
order list and in the song start
positions list to avoid saving
unnecessary data.
Unused tracks are automatically
discarded, but unused intruments are
not remapped. Use a continous block of
instruments to minimize file size.

You can relocate the player to page
boundaries. You can save everything
into a single file, or save the tracks
in a separate file. Useful when you do
not have enough continous memory free.
Don't specify overlapping areas, or
you'll suffer.


P20 Disk menu, packer (cont)

To use your songs:
Init: LDA
JSR $xx00
Play: JSR $xx03
Stop: JSR $xx06
(xx is where you relocated the player.)

The player uses zeropage variables
$FB-$FE and takes around $30
rasterlines. (Yuck.)

I am thinking about a packer that will
create smaller files by actually
packing stuff.


P21

Well, that's it. You figure out the
rest. :)

Suggestions on improvements are
welcome. Just tell me what you want.

The packer may feature bugs, mail me if
something suspicious happens.

I'm still waiting for more tunes.



Comments (0)
Name :
eMail :
Code "16839" enter please
Comment:



Help: Enter your name and comment. eMail is optional. HTML is not allowed.
COPYRIGHT NOTICE: The material presented on this website are copyright to its respective owners/composer(s) and/or release/publishing company(s). We does not own the copyright to ANY of the material provided on this side. If you own the rights to any material on this site but wants it removed, contact us. We'll respect your decision! We have collected the stuff to make sure we preserved the part of history we took part in. It's our view that these games are no longer commercially interesting and won't harm any legal business, hence this is not piracy in our view, even if it's strictly legally technically is! If you run or represent a business, which feel that this collection harm your business in any way, then please let us know and we'll happily remove the part disturbing you. The intention is not to cause harm, but to spread a part of the history we're proud of! Legal notice