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readme.txt
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Paragon Five Gameboy Tracker documentation << by Andrew Lemon (2001)
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==
Some info is extracted from the Paragon 5 tracker help file written
by Stephane Hockenhull. This info file is best viewed with a fixed
font.
Included with these docs are several tunes:
01 - Bob by Andrew Lemon
02 - Ceramic Beats by Andrew Lemon
03 - Station 0 by Andrew Lemon
04 - Planet Fuzz by Jonne Valtonen
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Table of Contents: `t.`4k. ``````4NNNN QQQ ll i ; .
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1......License
2......Disclaimer
3......Getting Started
4......Gameboy Sound Hardware + Limitations
5......Important Things to Remember
6......Keyboard Commands
7......Note Effects
8......Tutorial Song (ABC of Gameboy Tracking)
9......WWW Links
10.....Author's notes
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1.) License `t.`4k. ``````4NNNN QQQ ll i ; .
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Paragon Five grants you a non-exclusive license to use the Software
free of charge if your use of the Software is exclusively for non-
commercial purposes. For commercial inquiries contact Paul Bragiel
at paul@paragon5.com.
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2.) Disclaimer of Warranty `t.`4k. ``````4NNNN QQQ ll i ; .
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Free of charge Software is provided on an "AS IS" basis, without
warranty of any kind, including without limitation the warranties
of merchantability, fitness for a particular purpose and non-
infringement. The entire risk as to the quality and performance of
the Software is borne by you. Should the Software prove defective,
you and not Paragon Five assume the entire cost of any service and
repair.
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3.) Getting Started `t.`4k. ``````4NNNN QQQ ll i ; .
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First things first! - Have you ever tracked music before?
If the answer is yes, then you will find this relatively easy to get into,
especially if you have used Amiga Sound/Protracker, PC Screamtracker III or
PC Fast Tracker II before.
If the answer is no, then you'll have to do some practicing on PC based
tracker and Beyond Tracker side by side, moving straight to doing 4 channel
gameboy music is quite a difficult thing to do, but if you must, then have a
go! What have you got to lose?
One very important point is even if you have done a lot of tracking before:
the gameboy has only 4 channels of sound making equipment. So if you are used
to 64 channels of filtered stereophonic surround sound, you have a lot of
adjustments to make if you want to master composing for this console.
You have to remember that gameboy (from here referred to as GBC) music making
is all about optimization of sound. It's not the most powerful of sound
hardware, coming in with about half the capabilities of the c64 SID chip.
Second things last! - Read the following few chapters, jumping right in and
trying to make GBC music without reading these docs will result in audio
pain and possibly deafness. :)
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4.) Gameboy Sound Hardware + Limitations `t.`4k. ``````4NNNN QQQ ll i ;
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Here are some specifications on the Gameboy Color architecture:
CPU: modified Z80 (missing and/or new opcodes)
GB and GB pocket:
4K +128 Bytes of ram
4 Mhz (some say 1Mhz since all opcodes take a multiple of 4 cycles)
GB Color:
32K +128 Bytes of ram
4Mhz (1Mhz) or 8Mhz (2Mhz) selectable
All:
Custom sound circuitry with 4 generators.
These in turn are compromised of:
CHANNEL | TYPE
#1| Square wave *4 types see diagrams below, plus frequency sweep
#2| Square wave *4 types... no frequency sweep
#3| Wave Channel. Can load a wave of 32bytes or a series of 32b waves
#4| NOIZZZZE
SQUARE WAVE DUTY SHAPES:
00: 01:
-------------------------------- --------------------------------
############################# ########################
# #
# #
# #
#### #########
-------------------------------- --------------------------------
02: 03: (opposite of wave 01)
-------------------------------- --------------------------------
################ ####
# #
# #
# #
################# #############################
-------------------------------- --------------------------------
Now you see how the GBC makes its beep and blurp noises! The next question is
what the does the wave channel do? That's a tricky question to answer, the
best answer is, not much.
You 'can' mangle it into actually sounding very nice, as some people know, but
it takes practice. For the purpose of this particular document I won't get
into the wave channel too much, as that really should be covered in its
own FAQ.
The noise channel is another matter all together, it really does only what
it says on the tin, it produces noise, lots of it. Using the extended
features of the tracker you can produce some very effective noise instruments
like kickdrums, snares, hihats and aphex twin style gurglegrumble noises.
As I explain it further down into the document, the noise channel isn't as
useless as you first think.
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5.) Important Things to Remember `t.`4k. ``````4NNNN QQQ ll i ; .
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Just to recap, GBC music is based on 4channels of sound; two square wave
channels, one wave channel, and one noise channel.
- Channel 1 is identical to Channel 2 with the following exception:
Channel 1 has a frequency sweep function that channel 2 doesn't have.
That function can be used to create a similar basedrum so channel 1 might
be better used on music than SoundFX.
- The envelope speed and direction can be changed when the channel is still
playing. If it reach volume zero, changing the envelope wont work.
Instead, if the new setting is volume slide UP, volume will jump to 14
(0x0E) and stay there; if the new setting is volume slide DOWN, volume will
increase by 2 and stay there.
The current playing volume won't change unless the channel is restarted.
____________________________________________________
*- channel's 1 and 2 are Square wave generators:
____________________________________________________
-volume envelope functions
-4 pulse width settings: 0: -_______ (12%)
1: --______ (25%)
2: ----____ (50%)
3: ------__ (75%)
-free frequency setting of about 6 octaves wide
-only channel 1 has a frequency sweep function (slide up or down of pitch)
____________________________________________________
*- channel 3 is a digital wave loop output, it has:
____________________________________________________
-only 4 volume settings: full (100%), half (50%), quarter (25%) and silent
(0%)
-only 32 samples of 4 bits in a loop, to allow making of about any
waveform
-you can trick channel 3 into playing long (more than 32smp) digital
sounds but the channel needs to be stopped, reloaded with the next 32
samples, then restarted adding terrible glitches on the audio
-none of the volume envelope functions
-free frequency setting of about 6 octaves wide (MUCH BETTER FOR BASE)
____________________________________________________
channel 4 is a noise generator it has:
____________________________________________________
-volume envelope functions
-2 operating modes: 15 steps mode and 7 steps mode,
the 15 steps mode sound like noise
the 7 steps mode sound more like a buzz
-limited frequency settings using 2 variables:
X- 0 to 13
Y- 0 to 7 (for this 0 is considered like 0.5)
freq = (262144Hz / Y) SHR X
(SHR X means Shift Right (divided by '2 to the power of X') )
That gives the noise speed (at which rate the noise changes) but just
play around with the settings until you find the noise pitch you want.
X settings below 4 or 5 don't show up on the tracker because of the
44Khz mixing rate.
The gameboy has a much higher rate so it does make a difference on the
console.
Overall, the settings above are filtered by both the ear and internal
speaker & filter giving a softer white noise, but it doesn't sound
higher pitched than a setting of 4.
volume envelope functions are the following:
-starting volume, from 0 to 15 (0 to F)
-volume slide Up or Down
-number of frames for every volume changes (0 to 7)
(there are 60 frames per second, 16.67ms)
---------------//---------------//---------------//---------------//----------
Instrument, wave and pattern names must be a 1 or 2 digit hex number followed
by a ':' and an optional text name if the hex number is longer than two
digits, not followed by a ':' or invalid the item wont be exported (useful
to disable/swap instruments).
Instrument and soundFX names have to be valid assembler labels, that is:
- no spaces
- letters A-Z, a-z (case sensitive)
- numbers 0-9
- underscore allowed '_'
valid:invalid:
"0:""0 piano"
"1:snare"" 3:jumpsfx1"
"5F:intro""3: jumpsfx2"
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6.) Keyboard Commands `t.`4k. ``````4NNNN QQQ ll i ; .
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Main Gameboy Tracker Keys:
Ctrl+Q - Quit = quits the tracker software
Ctrl+S - Save module = saves current module
Ctrl+R - Open existing module = reads in a previously saved mgb file
F1 - Help = online help (similar to this part of text)
F2 - Pattern editor = tracker part
F3 - Instrument/SFX editor = make your instrument / fx sounds here
F4 - Wave editor = basic 32byte * N sample editor
F5 - Play song (with Shift for low-cpu usage)
F6 - Play pattern
F8 - Stop
F11 - Order list editor & misc options
F12 - System setup & messages (like directory setup)
TAB - cycle thru input fields
Shift+TAB - cycle backward thru input fields
ALT+F1 thru F4 - Mute Channel (see the X in the SFX Lock display on top)
Breakdown of these global keys starts here:
____________________________________________________
F1 -> Online Help -
____________________________________________________
Speaks for itself, scroll through help text.
____________________________________________________
F2 -> Pattern Editor
____________________________________________________
Standard tracker style editor, more in-depth on this later.
Use cursors to move around, tab to switch fields, KB keys for notes.
____________________________________________________
F3 -> Instrument Editor
____________________________________________________
Instrument/SFX editor keys:
------------------------------------------------------
Alt+Space - Test SoundFX (no specified note)
Alt+NoteKey - Test Instrument/SoundFX (with specified note)
Ctrl+Shift+S - Save current instrument (IGB format)
Ctrl+O - Open & Insert instrument (IGB format)
Ctrl+E - Export Instrument/SFX Bank
------------------------------------------------------
Alt+space normally plays the instrument at "C" or at the last note
you played via ALT+NoteKey. IGB format is the proprietary format
for saving instruments.
Instrument list:
------------------------------------------------------
Insert - Insert a new instrument after the current
Shift+Insert - Insert a new instrument before the current
Alt+Del - Delete current instrument
------------------------------------------------------
Instrument editor:
------------------------------------------------------
Insert - Insert an empty row in the current channel before
the current row
Shift+Insert - Insert an empty row in the current channel after
the current row
Alt+Del - Delete a row in the current channel
------------------------------------------------------
The above keys are ones you will have to get very used to, its worth
printing out this section of the documentation for familiarizing
yourself with the Keyboard layout.
____________________________________________________
F4 -> Wave editor keys -
____________________________________________________
Ctrl+Shift+S - Save current audio wave (AGB format)
Ctrl+O - Open & Insert audio wave (AGB format)
Ctrl+I - Import & Insert audio wave (8 bit unsigned raw)
------------------------------------------------------
(AGB format is what the tracker saves you samples into natively.)
(Saving an 8-bit sample is useful as you can use something like goldwave
-www.goldwave.com- to open and edit your wave, then simply re-insert
once you have finished your editing.)
* wave list:
------------------------------------------------------
Ctrl+E - Export (source code $12, $34, ... hex format)
Insert - Insert a new audio wave after the current
Shift+Insert - Insert a new audio wave before the current
Alt+Del - Delete current audio wave
------------------------------------------------------
* waveform editor:
------------------------------------------------------
Ctrl+H - Halve wave length by removing every 2nd sample
Ctrl+X - Remove N samples every 32 (number in dialog box)
Ctrl+M - Maximize wave volume
------------------------------------------------------
(You can use CTRL+H or CTRL+X to make your samples smaller,
but they will lose definition.)
____________________________________________________
F5 -> Play Song -
____________________________________________________
Hit key to play song that you have loaded/tracked. SHIFT+F5 allow for
half of the cpu to be taken up in playing a song. However, you won't
receive as accurate info in the tracker playback screen.
_________________________________________________
Instrument/SFX commands:
_________________________________________________
E:v:d:s - Envelope: (unsupported on channel 3)
e= Initial Volume (0-F)
d= Direction ('U'p or 'D'own)
v= Speed (0-7) 0 being no change
1-7 number of frames per volume changes
E:d:s - Envelope: (unsupported on channel 3, for instruments only)
d=Direction ('U'p or 'D'own)
s=Speed (0-7) 0 being no change
1-7 number of frames per volume changes
(volume is set using the Vxx command in the
pattern)
G: - Go: (for Instruments with note specified in pattern)
G:note - Go: (for SoundFX/Instruments without pattern note
specified unsupported on channel 4)
note = C0, C#1, D3, D#3, ... (octave range from
0 to 5)
example:
e:d:d:0 g:c0
g:a0
g:c1
e
P:p - Panning:
p = L(eft), R(ight), M(iddle)
Note that middle is in fact BOTH channels on,
it sounds twice as loud.
E - End:
Release soundfx locking, for musical instruments
end can be put right at the end of the instrument
script. For soundfx it is put on the frame
where music can restart playing on that channel.
_________________________________________________
* Chnl 1 and 2: THE SQUARE WAVE CHANNEL
_________________________________________________
R:r - pulse Ratio: (length of square pulse)
0: -_______
1: --______
2: ----____
3: ------__
example:
e:d:D:0 g
r:2
r:1
r:0
e
F:s:d:h - Frequency Sweep (only for channel 1)
Don't forget to put one in every instrument that uses
channel 1 as it is not reset when an instrument starts,
another instrument or sound fx could have changed it.
Speed: (0 - 7)
0 = off
x = x/128 of a second for every freq. changes
Direction:
'U'p or 'D'own
sHifts: h = (0 - 7)
new_freq = old_freq +/- (old_freq / (2 POW h))
In other words the bigger the value, the
smaller the change in the frequency for every
single change.
example:
e:d:d:2 r:2 f:2:d:2 g e
_________________________________________________
* Chnl 3: THE WAVE CHANNEL
_________________________________________________
W:id - ID of the wave to load into channel 3
wave must be exactly 32 samples long
V:v - Volume (0 - 3)
0: Off
1: 1/4 volume
2: 1/2 volume
3: full volume
X:id:s - play long wave <id> at speed <s>
wave length must be a multiple of 32
s is the number of frames to pause
after every chunk of 32 samples
(0 = play at 1920Hz, 1= @ 960Hz,
2 = @ 480Hz, ...)
use C-1 or B-0 to play wave at 1920Hz
C-0 for 960Hz
------------------------------------------------------
* Chnl 4:
P:r:s:d - Polynominal counter load:
clock Ratio: (0 - 13)
shift right the clock's frequency by r+1 bits
(divided by 2 to the power of (r+1))
Steps: (0 or 1)
0: 15 steps (shhhhhhhh noise)
1: 7 steps (buzzing noise)
Divider: (0-7)
re-divide the resulting frequency from the clock
Ratio by (d) (0 is worth 0.5, multiplying by 2)
Here are some nice example instruments
(try printing this section out and copy to the tracker);
_________________________________________________
name: channel 1 examples:
_________________________________________________
1:superdrum e:d:d:2 f:2:d:2 g e
2:bipp e:a:d:1 f:0:d:2 g
e:0:D:0 g e
3:pulser e:d:d:0 f:0:D:0 g r:2
r:1 g
r:0 g
r:1 g
r:2 g
e
_________________________________________________
channel 2 examples:
_________________________________________________
4:ch2_bip e:d:d:0 g
e:0:d:0 g e
5:ch2_ping e:6:u:4 g
e:8:d:4 g e
_________________________________________________
channel 3 examples: (WAVE CHANNEL)
_________________________________________________
6:simplewave v:3 w:0 g
e
7:longwave v:3 x:0:2 g e
_________________________________________________
channel 4 examples: (Noise Channel)
_________________________________________________
8:shorthat p:1:0:1 e:7:d:1 g e
9:longhat p:2:0:2 e:b:d:2 g e
A:meatyhit p:6:0:3 e:f:d:1 g e
B:superbaphex p:1:1:1 e:a:d:0 g
E:0:d:0 g
p:2:0:4 e:a:d:0 g
e:0:D:0 g
p:6:1:0 e:5:d:1 g e
_________________________________________________
Instruments are reordered on export so its fine to have them disordered in
the instrument list and unused instrument numbers take space (8 bytes) in
the instrument table, that is until I add song size optimizing functions
for example if two instruments are used:
"0:inst_A"
"2:inst_B"
This will create an empty instrument "1:" adding 8 useless bytes in the
instrument table (unless that is wanted, for example: using instrument 1 in
the song, with #1 being empty could allow for later instrument bank swapping
for different song mood)
Instrument numbers are in HEX (0,1,2,3,4,5,6,7,8,9,a,b,c,d,e,f, etc -> FF)
Names will be prefixed by "SFX_" when exported (that is "1:ping" in the
tracker will become "SFX_ping EQU 1" in the exported .inc file)
Song making tip: just use all of these existing instrument examples - and
construct a simple tune, maybe use some simple cords / arps (like L37 for 16
rows then L38 for 16 then L47 for 32rows) with the pulser instrument...
>>>>>>>>>>>>> Invalid names simply wont be exported... <<<-- REMEMBER THIS!!!
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7.) Note Effects `t.`4k. ``````4NNNN QQQ ll i ; .
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*Commands:
+ Axx - set speed for THIS row, speed will return to normal on the
next row (00 = 256)
+ C00 - pattern end
+ pattern stop here, the next one will play right away without
a pause, this is not exactly the same as a tracker break
pattern fx-- its effected earlier :-)
+ Exy + pitch slide down y=number of frame per change
+ Fxy + pitch slide up x=value of changes - 1 (0 to 3)
+ H0y + vibrato
+ y = speed/depth
+ Lxy + arpeggio with halftones x and y
+ O00 + effect Off
+ V0x - set starting volume of envelope
+ V3x - set volume (only for channel 3)
0=off
1=25%
2=50%
3=100%
+ P0x - Pulse Width (channel 1 and 2)
3= 75% ------__
2= 50% ----____
1= 25% --______
0= 12% -_______
+ Zxx - Flag Command
used to send an arbitrary value to the game as music plays
to do some custom effect
xx = any values from 00 to FF
+ (effects that stays on until turned off with O00)
The best way for you to learn about note effects in gameboy tracking is to
simply check out the simple demo tunes which are supplied with this document,
check through the tune and look at the different effects and how they affect
playback. Also check the next section as it details every bit of the songs
creation. GOOD LUCK! :)
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8.) Tutorial Song (ABCs of GBT) `t.`4k. ``````4NNNN QQQ ll i ; .
yymmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmlt.`4kmmmmmmmmmmmmmNNN ll i ; .
This guide assumes that you actually know how to operate the tracker via the
KB and also that you have messed around with the example instruments and tune.
If you haven't done these things, do them now before reading on, otherwise
you'll get horribly confused :)
DISCLAIMER: These are my personal views on GBC tracking, maybe you won't
agree with them, but they are only here to get people started. Hopefully
they'll form a decent basis for beginners and experienced trackers alike.
First off, the gameboy music chip is very underpowered, remember this.
It was designed this way so as to reduce manufacturing cost and to be
battery power conscious.
It doesn't have strong bass, and using realistic sounding samples in your own
tunes is troublesome (its not impossible - its just takes time).
However, the good thing about the GBC sound chip is that is capable of doing
a half decent c64 impression (though its not as powerful as the SID chip).
Also, you can also mangle it into sounding like a pretty good retro-techno
beatbox/synth with a little messing around.
I'm splitting this section down into areas of interest. I knocked up a tune
in 10mins to illustrate some of these points - also check out the other
couple of tunes in the package for more interesting tricks.
-a) Getting to grips with instruments and depth.
The gameboy is a curious little machine, comprised of the classic z80
and a super simple sound chip.
Firstly - get really into the instrument editor, this is really the
heart of the program as this is where your sounds are constructed.
Mess around on channels 1 & 2 with changing the REZ (r:X x being 0-3)
and spacing them out differently, you can create nice cheap filtering
fx with this sort of thing. Check the example tune, the lead sample
is simple - but when mixed into the tune gives the music a lot more
depth.
To make your tunes sound like anything half decent - we have to trick
the listener into thinking more is happening within the tune.
As we are limited to 4 channels, then 3 with actual note data - we
have to rely on things like fill noise instruments and arpeggio
sounds.
Check the example tune, there are two levels of arps running at the
same time, giving the listener a lot to listen to, some of the other
example tunes are even more heavily reliant on arps and fills than
the example tune. Remember though to spend time trying to give your
tunes depth - 4channels of sound is quite limiting - but it can also
force you to work harder and produce more interesting sounds and FX.
-b) Percussion on the GBC
There are two schools of thought on this one.
1. Do I use channel 1 or channel 4 or even channel 3
2. Use everything.
The only answer to which is better is really within your own head,
also its very dependant on what the project you are doing requires.
For example one of the included tunes uses ch1 and ch4, but even
uses high-pitched instrument drops to sound like effects.
-c) Bass
The GBC has a low and slightly awful bass output, we can remedy this
a bit by using nice samples on ch3 - as this channel has a much
better frequency range than ch1+2.
-d) Manual Arps
Whilst the tracker/player has an arp effect (LXX x being 00->FF) you
can also (for extra effect) construct your own arps. Make sure the
songspeed is set to "02" or so, then simply select a cord (for example
e-a-c) then arrange the notes in some order down the pattern shifting
the rez (PXX in the channel FX). This will create a pleasant phazing
effect over the arp. This way you can also make more complex arps than
the old mod arp fx effect allows.
-e) Using Arp FX for tunes
An old amiga trick is to use an arp of CC or C0 (effect would be LCC
or LC0 on GBC), then apply it over your tune/lead sample channel, or
just alternate.
Now you have some idea of what we are covering in this guide, make
a song with the example instruments above; also try and create new
and exciting FX based around the above tips. Create your 1st pattern
with a simple base line and melody, then add another pattern with
CTRL&+ keys, add in some of the example drums, then go to the order
list editor and join the two patterns. 00,01,x (x = loop to
start -> for a loop to specific pattern put the order number here
like x12 or something).
>> Hit F5 - it should play your 1st GBC 2 pattern tune. Add more to it- be
creative, rip some of the example songs instruments and mess with them! :)
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9.) WWW Links `t.`4k. ``````4NNNN QQQ ll i ; .
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> www.lfo.ukshells.co.uk Authors www site.
> www.paragon5.com Home of the Paragon Five gameboy tracker.
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10.) Author's Notes `t.`4k. ``````4NNNN QQQ ll i ; .
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I hope this documentation/tutorial helps. If anyone is interested in
contracting me for any music work (gbc/gba/console/film/tv/etc), please
contact me at: lfo@ukshells.co.uk.
. _________
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