Ninjatracker V2.0 by Covert Bitops [web]
NinjaTracker V2.0 ----------------- Contents: ninjatr2.d64 - Disk image with the editor itself and example tunes example.prg - Gamemusic player example program nt2play.s - DASM format sourcecode for the gamemusic player ins2nt2.exe - Utility for converting GoatTracker V1.x or V2.x instruments to use as sound effects for the gamemusic player /src directory - Sourcecode of the editor & example. DASM, Pucrunch and c64tools package from http://covertbitops.c64.org are required to rebuild. 1. Introduction NinjaTracker V2.0 is still a somewhat minimal music editor. Main differences to previous versions are general purpose commands (or instruments), two-column tables and a slide function that knows to stop at the target pitch. NinjaTracker is freeware; customization is allowed and recommended. www: http://covertbitops.c64.org email: loorni@gmail.com 2. How to use 2.1 General keys F1 Play from beginning F3 Stop playing F5 Play from mark F6 Adjust colors F7 Toggle fastforward F8 Enter help screen <- Enter disk menu / Silence test notes < > Fast scroll up/down [ ] or , . Select octave 0-9,A-F Edit hexadecimal data Cursors Move around Ins/Del Delete rows Shift+Ins Insert rows Shift+M Mark copy start/end Shift+X,C,V Cut/copy/paste Shift+1,2,3 Switch to tracks 1-3 Shift+4 Switch to pattern Shift+5,6,7 Switch to tables Shift+8 Switch to commands Return Goto pattern/table/command Shift+Ret. Point and goto next unused pattern/table/command 2.2 Track editor special keys ; : Select subtune Space Mark playing position 2.3 Pattern editor special keys ; : Select pattern - + Select command number ZSXDCVGBH.. Enter lower octave notes Q2W3ER5T6.. Enter upper octave notes Space Enter keyoff/clear column Shift+Space Enter keyon Shift+Q Transpose halfstep down Shift+A Transpose halfstep up Shift+L Toggle command legato Shift+O Optimize pattern Return Fill with above note 2.4 Command editor special keys Space Keyoff test note Shift+Space Test current command Shift+S Smart paste (references of the source command are pointed to destination) Testing and cut/copy/paste/ins/del works only when the cursor is over the command parameters, not command name. The test note is C in the currently selected octave and on the channel active in the track editor. 3. The musicdata 3.1 Track data There can be a maximum of 16 different songs (subtunes), each with 3 tracks. All songs share the same 127 patterns, tables and 127 commands. Values in the track data: 00 Loop (followed by loop position) 01-7F Pattern to play 80-BF Transpose downwards C0-FF Transpose upwards (C0 = zero) The combined length of a subtune's all tracks cannot exceed 256 bytes. A subtune that plays only once can be realized by playing a silent pattern (with just a long keyoff note) last and looping to it indefinitely. 3.2 Pattern data A pattern consists of four columns. From left to right they are: Note/Keyoff/Keyon Command number 01-7F, or legato 81-FF Duration (using decimal notation) Command name (not editable) A note can range from C-1 to B-7. A note without a command number will use the last used command. Similarly, if the duration column is empty, the last used duration will apply. Command numbers 81-FF are the commands 01-7F called in legato mode. In legato mode hardrestart, init frame waveform setup and auto-keyon will be skipped (when used with a note), as well as ADSR setup; only the table pointers are set. Duration minimum is 2 and maximum is 65. However, for the last step of a pattern the minimum duration is 3, if there is a transpose or song loop coming up, or 4 if both transpose and song loop are coming up. If these minimums are not met the correct pattern will not be played. Keyoff is shown as --- and keyon as +++. There is no function to let the gatemask stay in its current value, sorry! 3.3 Table data In all tables, the left side selects the command/function, and right side has additional parameters for that function. Jump destination 00 will stop execution of that table. Wavetable left side values: 00-8F Set waveform, right side is arpeggio (00-7F relative, 8C-DF absolute notes) 90-BF No waveform, delay arpeggio by 00-2F frames C0-DF Vibrato with speed 00-1F, right side is depth E0-FE Slide with speed highbyte 00-1E, right side is speed lowbyte FF Jump, right side is destination, not to be entered directly from a command Vibrato continues indefinitely. For a delay before vibrato starts, a delayed arpeggio step can be used. When slide reaches target pitch, it jumps to the last arpeggio-step, normal or delayed, that was executed before the slide started. Pulse table left side values: 01-7F Modulate pulse for 01-7F frames, right side is signed mod.speed 80-FE Set pulse to right side value FF Jump, right side is destination, can be entered from a command Filter table left side values: 01-7F Modulate cutoff for 01-7F frames, right side is signed mod.speed 80-FE Set passband (left nybble-8), channels to be filtered (right nybble) and cutoff (right side) FF Jump, right side is destination, can be entered from a command When setting filter passband/channels/cutoff, resonance will also be set to the left nybble of the left side byte. 3.4 Command data Commands act both as instruments (when used with a note) and as general pattern commands to alter some part of the sound (without notes). A command sets ADSR and may set any or all of wave-, pulse- and filtertablepointers. The format of a command is: ADSR Wv Pu Fl A pointer value 00 leaves that pointer unchanged, letting the currently running table program (if any) continue. Commands can be named so that using them in patterns becomes easier. To avoid setting ADSR, use the command in legato mode (cmd. numbers 81-FF). Furthermore, the packer/relocator can optimize away the ADSR data of commands that are only used in legato mode, if they are put to the end of the command list. You cannot directly stop pulse/filter execution from a command, but you can achieve this by pointing table execution to a FF 00 -step. 3.5 Global settings These are accessed from the disk menu and allow setting the sustain/release value used in hardrestart (default 00) as well as the note init frame waveform (default 09). They are also saved with each song. 3.6 Playback optimizations Reading pattern data for a new note is split on 2 frames just before the note starts. During this time, a channel's pulse execution will be skipped, if the channel has a running wavetable program. When a command is executed (on the note init frame), both pulse and wavetable execution will be skipped on that frame. To minimize the effects of optimizations use as long note durations as possible. 4. Packing/relocating There are two distinct modes in the packer/relocator, Normal and Gamemusic. Normal saves the playroutine with the music data, and the calls are usual: Start+0 Init, A = subtune Start+3 Play, needs 3 bytes zeropage (chosen at relocation) In Gamemusic mode, you also have to choose the startaddress, but the play- routine is not saved with the music. This is to save diskspace in a game with lots of music modules. See the gamemusic player source code (nt2play.s) and the example (example.s) on how to use. To adjust volume of playback, find the instructions ORA #$0F; STA $D418 in the player code and change the value of the ORA instruction. 5. Closing words See the included example tunes to best find out how this music system works in practice. Good luck, and have fun!
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