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SoulEye
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Joined: 31 Jan 2004
Location: Helsingborg, Sweden!
PostPosted: Sun Jun 25 2006 17:10    
A "tutorial song" for "oldschool FX"
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In here is probably nothing new for anybody who's been chipping for a year or so, but anybody else interested in what all the fuzz is about on chiptunes and those bleepy sounds might have something to sink their teeth in.

http://souleye.madtracker.net/souleye%20-%20fxtut.mt2


http://www.souleye.se
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Martin
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Joined: 05 May 2003
Location: Norway
PostPosted: Sun Jun 25 2006 17:35    
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very nice! a great display of the FastTracker commands.

Cool Very Happy


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Martin
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Joined: 05 May 2003
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PostPosted: Sun Jun 25 2006 17:44    
impulse tracker effect
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Here`s an explanation of the Impulse tracker effects written by Jeffrey Lim (who wrote IT)

(c) http://www.lim.com.au/ImpulseTracker/

Not all work a 100% with Madtracker. Use madtracker effect 10 to use these effects (like c-4 .. .. 10 Axx)


Axx Set Speed.

I prefer to think of this command as "Set Frames per Row".
Normally, the tracker operates at around 50 frames a
second. If the rows were played at this speed, then a huge
amount of space would be required to enter the pattern data.
Instead, setting the 'speed' of the song will cause the
tracker to wait on the current row for 'xx' frames. Hence,
setting the speed at 50 (decimal = 32hex) will cause each
row to last about a second - quite a long time! The default
is A06. The initial speed can be set in the variables
screen on F12.

If two Axx commands are given in the same row, then the
command in the higher channel (by number) will take effect.

Bxx Jump to order.

Causes the song to jump to order xx (hex). This is often
used to create looping songs.

If two Bxx commands are given, then the command in the
higher channel will take effect.

Cxx Break to row.

The Command Cxx signifies the end of the current pattern,
and also that the next pattern should be played from row
xx (hex)

If two Cxx commands are given... you know Smile

D0x Volume slide down

The volume slide down command causes the volume of the
note to be reduced by x for each frame after (for that
row). ie. If you have a note at volume 64, with command
D01 and speed A06, then the final volume will be 64-5=59.
A note at volume 32 with command D02 at speed A05 will
result in a volume of 24.

For greater S3M compatibility, D0F will cause the volume
to drop by 15 EVERY frame, instead of just off-note frames.

Here's a full frame-by-frame description which should provide
greater understanding:

At 'speed' 4:
C-4 01 .. D04

What this does is:
Frame 1: Plays C-4 with instrument 1
Frame 2: Lowers the volume by 4
Frame 3: Lowers the volume by 4
Frame 4: Lowers the volume by 4

The next frame will be controlled by the next row of
information.

Dx0 Volume slide up.

Operates exactly the same way as D0x, but slides the
volume up by 'x'. Volumes cannot exceed 64 (checked
and limited internally).

For greater S3M compatibility, DF0 will cause the volume
to rise by 15 EVERY frame, instead of just off-note frames.

DFx Fine volume slide down.

Takes the volume down by x at the start of the row.

DxF Fine volume slide up.

Takes the volume up by x at the start of the row.

Exx Pitch slide down

The pitch will slide down with speed xx (hex). In linear
frequency mode, a pitch slide down by a particular value
will always cause the same "pitch interval" - this does
not occur in Amiga frequency mode. Valid ranges for xx
are between 0 and 0DFh (as > 0E0h will be interpreted as
fine slides)

EFx Fine pitch slide down

Slides the pitch down by x at the start of the row.

EEx Extra fine pitch slide down

Same as EFx, but 4 times finer. (ie. EE4 is equivalent to
EF1)

Fxx Pitch Slide up
FFx Fine Pitch slide up
FEx Extra fine pitch slide up

Operates in the same manner as the Exx commands, but
slides the pitch up. If the pitch gets 'too high', then
the channel is turned off.

Gxx Portamento to note.

This command requires 2 parameters: A note to slide to
and a speed. Example:

C-4 01 ùù .00
G-4 01 ùù G08
ùùù ùù ùù G00
ùùù ùù ùù G00

This will cause the note C-4 to slide to G-4 with speed 8.

You *CAN* change the sample that the note is sliding to.
It is a good idea to make sure that the C5Speed of the
samples is similar, if you want to try this! The new sample
will play from it's beginning.

Hxy Vibrato with speed x, depth y

Causes the frequency to osciallte with depth 'y' at speed
'x' which causes an interesting effect. Don't get carried
away with it though! If you specify EITHER x or y as 0, then
the previous value will be used.

Ixy Tremor with ontime x, offtime y.

Causes the volume of the instrument to remain normal for
x frames, then sets the volume to 0 for y frames.

Jxy Arpeggio with halftones x, y.

This causes the note to quickly cycle through three notes -
the note playing, a note x halftones above, and a note y
halftones above. This causes an effect similar to old
C-64 chords.

Example: C-4 01 ùù J47 will cause the notes C-4, E-4 and
G-4 to be cycled.

Kxx Dual command: Vibrato + Dxx (Volume slide)

Note: The vibrato could have been set with either Hxx or
Uxx

Lxx Dual Command: G00 + Dxx (Portamento to and Volume slide)

Mxx Set channel volume

Each channel has a volume range from 0->40h. The lower
the value, the softer the notes in the channel. This
command is convenient for making 'echoes'... you won't have
to modify the echoing channel from the original, except
for placing a M20 at the top of it!

Values greater than 40h are ignored at playtime.

N0x, Nx0, NFx, NxF Slide channel volume commands

These commands work in the same manner as the slide
volume commands, but operate on the channel volume,
rather than directly on the note volume.

Oxx Set sample offset.

This will cause a sample to be played from offset yxx00h.
This is useful to skip past the first part of a sample
which may have a loud hit, or to start a speech sample
half way through.

If you specify a value PAST the end of a sample, then the
command is ignored.

The "y" part of yxx00h is set with command "SAy"

Example:
... .. .. SA5
C-4 01 .. O10

This will play note C-4, instrument 1 at offset 51000hex

Note to programmers: Oxx for 16-bit samples will move
to the xx00h*2 position in the sample - ie. the 'xx00th'
sample.

P0x, Px0, PFx, PxF Slide panning commands.

These work in the same maner as the slide volume
commands, but operate on the channel panning. P0x slides
the panning right, while Px0 slides the panning left.

Qxy Retriggers a note after y frames with volume modifier x.

This will cause a sample to be replayed from it's
beginning after every y frames. 'x' can be any of the
following:

Value Effect on volume each retrig.
0 No change
1 -1
2 -2
3 -4
4 -8
5 -16
6 *2/3
7 *1/2
8 No change
9 +1
A +2
B +4
C +8
D +16
E *3/2
F *2

Rxy Tremelo with speed x, depth y

This command acts similarly to the vibrato command, but
affects the note volume, instead of the pitch. If you specify
EITHER x or y as 0, then the previous value will be used.

S3x Sets vibrato waveform to x
S4x Sets tremelo waveform to x
S5x Sets panbrello waveform to x

Values for x: 0 = sine wave
1 = square wave
2 = Ramp down
3 = Random!

S70 Past note cut
S71 Past note off
S72 Past note fade

With the loss of 1-1 correspondence of editing channels
to internal playing channels, these commands provide
control over notes that have already been played by a
channel.

Example:
Consider the following situation, where instrument
1, notes C-4 & D-4 map to a looped sample, and the
New Note Action is set to continue.

C-4 01 64 .ùù
D-4 01 64 .ùù
E-4 01 64 .ùù <--- Use S70 here!

Ordinarily, control would be lost over C-4 and D-4, but
using command S70 at the point indicated, the notes C-4
and D-4 would be stopped immediately when the note E-4
plays.

Similarly, note off commands and Fadeout commands can
also be issued.

Note: You *MUST* be in instrument mode for these
to have any significance.

S6x Pattern delay for x ticks.

S73 Set NNA to note cut
S74 Set NNA to continue
S75 Set NNA to note off
S76 Set NNA to note fade

These options allow you to override the default NNA for a
particular NOTE (ie. it does not affect the instrument)
See section 2.5 for an explanation of NNAs.

Note: You *MUST* be in instrument mode for these to have
any effect.

S77 Turn Volume envelope off.

Stops the processing of the volume envelope. This is for the
times that you don't want to use the volume envelope that
you've created.

S78 Turn volume envelope on.

Sometimes, you'll decide that it's better not to use the
volume envelope for most cases, but you may just want to
use it a few times - this is the command that lets you
do that!

Note: You *MUST* be in instrument mode for this to work.

S8x Set panning position

Set panning position, S80 is leftmost, S8F is rightmost.
This is an obsolete command, provided only for ST3
compatibility. Use command Xxx instead.

S91 Set surround sound!

For those of you who are lucky enough to have a dolby
surround sound decoder (myself not included - so if ya
wanna send me something.....), this *should* cause the
sound to come from the surround speaker. This is a
pseudo-panning command, and issuing either Xxx or S8x
will cause the surround sound to be reset.

If you try and play Surround Sound on a GUS, Interwave
or AWE32, it will be played as a central pan.

SAy Set high-offset. Check Oxx for an example.

SB0 Set loopback point
SBx Loop x times.

This pattern space-saving feature will cause the pattern
to be looped x times back to the last SB0. Note that you
can only loop within the pattern! Also, each channel has
it's own loop-back information... so you HAVE to have the
SB0 and SBx in the same channel for it to operate.

SCx Note cut after x frames

This will cause a note to be immediately stopped after x
frames. It is similar to issuing a "^^^" in the note column,
just that it has a finer control over timing.

SDx Note delay for x frames

Actually, this command works like "interpretation" delay
for x frames. Any data - note, sample/instrument or volume
in the channel will not be interpreted until x frames into
the row.

SEx Pattern delay for x rows

This will cause a "pause" on the row for effectively x rows
longer.

Note that if TWO pattern delay commands are issued, then
the only the command in the higher channel will be considered.

Txx Set tempo to xx

Valid ranges are between 20h and 0FFh. The higher the
value, the faster the playback. This essentially
determines the time length of each frame, by the following
formulas:
Frames per minute = 24*Tempo
equivalently:
Frames per second = 0.4*Tempo

T0x Tempo slide down
T1x Tempo slide up

Tempo slides up and down are used to smoothly modify the
speed of the song. The tempo is modified by ñx every
non-row frame.

Uxy Fine vibrato with speed x, depth y

Same as vibrato, but 4 times finer in depth.

Vxx Set Global volume

Valid ranges are between 0 and 80h. All notes playing are
affected by this change.
Values greater than 80h are ignored at playtime.

W0x, Wx0, WFx, WxF Slide global volume

Similar to the Dxx commands, but operate on the global
volume. Useful when fading out songs.

Xxx Set panning position

Sets the panning position anywhere from left to right (X00
is left, XFF is right).

Yxy Panbrello with speed x, depth y.

What the hell is panbrello? Well, it's a word that I coined
late one night after a friend suggested that there should
be a random pan position command. I decided.. why not - I'll
make the vibrato/tremelo equivalent of panning! And so you
have here, 'panbrello.' What this does is instead of
oscillating frequency (pitch) or volume, it oscillates the
panning position about the 'set' panning position for a
channel. This is for you techno freaks out there who want
another function to stuff around with! Smile

The random pan position can be achieved by setting the
waveform to 3 (ie. a S53 command). In this case *ONLY*, the
speed actually is interpreted as a delay in frames before
another random value is found. so S14 will be a very QUICK
panbrello, and S44 will be a slower panbrello. With any
other waveform, the higher the value for x, the faster the
panbrello, like vibrato and tremelo. If you don't know what
I'm talking about, check out the stereo-indicators on the
info page (don't forget that you have to be in stereo mode!)

If you specify EITHER x or y as 0, then the previous value
will be used.


~ http://martin.madtracker.net ~
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SoulEye
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Joined: 31 Jan 2004
Location: Helsingborg, Sweden!
PostPosted: Sun Jun 25 2006 17:45    
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there's actually some mt commands too... like... panning and some others


http://www.souleye.se
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G3ronimo
Hot & Sexeh


Joined: 27 Dec 2005
Location: The Netherlands, Wezep
PostPosted: Sun Jun 25 2006 18:39    
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I must say that this thing is quite damned awesome Very Happy

I also think that this should be extended further (if possible) and to be included in the song package that comes standard with madtracker

furthermore this shows again that Souleye is an awesome tracker...


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Ampli
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Joined: 15 Mar 2005
Location: Sweden
PostPosted: Mon Jun 26 2006 20:58    
Oldschool
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Hey all
i had to post my example of Oldschool!

http://ampli.madtracker.net/Player2.rar ~1kb rar


//Ampli


Cheers all Madtracker lovers! c,")
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-M-o-V-A-J-
Registered User


Joined: 05 Feb 2004
Location: Madrid&Barcelona, Spain
PostPosted: Tue Jun 27 2006 18:33    
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very nice chiptune MT2!!
Quickly and easy!!

----
See more

a very long url

There are some good chiptune mods!!

----
Visitad hhtp://elektromusika.es.mw


Visit http://www.electromusica.com
----
Making music since 1998

-M-o-V-A-J-
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Inge
Man-At-Arms


Joined: 04 May 2003
Location: Nieuw Lekkerland @ Holland
PostPosted: Tue Jun 27 2006 21:17    
Re: A "tutorial song" for "oldschool FX"
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SoulEye wrote:
In here is probably nothing new for anybody who's been chipping for a year or so, but anybody else interested in what all the fuzz is about on chiptunes and those bleepy sounds might have something to sink their teeth in.

http://souleye.madtracker.net/souleye%20-%20fxtut.mt2


Very nice. I'll contact Yannick to ask if this one can be included with MT too.


Care for a game of Monopoly?
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G3ronimo
Hot & Sexeh


Joined: 27 Dec 2005
Location: The Netherlands, Wezep
PostPosted: Tue Jun 27 2006 22:13    
Re: A "tutorial song" for "oldschool FX"
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Inge wrote:
SoulEye wrote:
In here is probably nothing new for anybody who's been chipping for a year or so, but anybody else interested in what all the fuzz is about on chiptunes and those bleepy sounds might have something to sink their teeth in.

http://souleye.madtracker.net/souleye%20-%20fxtut.mt2


Very nice. I'll contact Yannick to ask if this one can be included with MT too.


EXTEND IT!! EXTEND IT!!


www.soundsector.net
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SoulEye
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Joined: 31 Jan 2004
Location: Helsingborg, Sweden!
PostPosted: Wed Jun 28 2006 06:29    
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Umm. If this is going to be official it needs more work Smile


http://www.souleye.se
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G3ronimo
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Joined: 27 Dec 2005
Location: The Netherlands, Wezep
PostPosted: Wed Jun 28 2006 07:12    
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SoulEye wrote:
Umm. If this is going to be official it needs more work Smile


Indeed gimme more of those wicked effects Razz


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SoulEye
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PostPosted: Wed Jun 28 2006 14:22    
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As I've included most of the easy ones, and I don't really want to fiddle around in infinity, how about you guys post some effects you'd like to see included and I'll incorporate them in the song.

This way we get effects that people actually use and can understand quickly.

It not supposed to be a song that demonstrates EEEEVVVEEERYYYTHING. It's supposed to be an introduction of sorts, not a reference song. It's a song to get a user going, and perhaps wet his appeteite. If he wants to know EVERYTHING then... RTFM imho.


http://www.souleye.se
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G3ronimo
Hot & Sexeh


Joined: 27 Dec 2005
Location: The Netherlands, Wezep
PostPosted: Wed Jun 28 2006 15:39    
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SoulEye wrote:
As I've included most of the easy ones, and I don't really want to fiddle around in infinity, how about you guys post some effects you'd like to see included and I'll incorporate them in the song.

This way we get effects that people actually use and can understand quickly.

It not supposed to be a song that demonstrates EEEEVVVEEERYYYTHING. It's supposed to be an introduction of sorts, not a reference song. It's a song to get a user going, and perhaps wet his appeteite. If he wants to know EVERYTHING then... RTFM imho.



ehm the reverse command... the holy 24 is nice imo


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TOffe
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Joined: 04 May 2003
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PostPosted: Wed Jun 28 2006 22:07    
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what about doing the fxs in diffrent tracks and then name the track after which fx is used?


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http://www.myspace.com/meltic

"You don't get harmony when everybody sings the same note." -Doug Floyd
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SoulEye
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Joined: 31 Jan 2004
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PostPosted: Wed Jun 28 2006 23:05    
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That would need 2348723489 channels (hard to scroll, no overview), and perhaps people would misunderstand it; they might think that it's the channel the does the effect.


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