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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