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Forums > C64 Composing > Double Tracker - How to make a Tune.exe?
2008-05-18 20:07
ZZAP69

Registered: Feb 2002
Posts: 30
Double Tracker - How to make a Tune.exe?

I have been fiddling around a little with the Double Tracker editor. Unless you already knew, the base of this editor is taken from Polonus Voicetracker. Now, when I have started making tunes, a relative question appears: How do I make a routine to play the tunes?

Ofcourse I know how to play multispeed music, but this player also runs all the instruments of 1,2 or 3 channels in double speed. (Sing/More).
2008-05-18 20:39
Mace

Registered: May 2002
Posts: 1799
I have no idea how Double Tracker works, and I'm not sure I understand what you are saying, but...

I know there are music routines that have 3 JSRs:
1 = init
2 = play next note
3 = trigger instruments in multi-speed

This means you have to JSR (2) once every frame, but JSR (3) more times per frame, evenly divided over the rasterlines.

Can it be something like that?
2008-05-19 07:31
Richard

Registered: Dec 2001
Posts: 621
Hmm. I don't know if this will work, but it might be worth a try as Voicetracker was a rip off from the DUSA music assembler (I think). When I use advance music search to find USA Music assembler tunes in memory, the result turns out as Voice Tracker :)

Anyway try this:

INIT: LDA #$00
JSR $1048

PLAY: JSR $1021
JSR $1021
;rest of program

I tried it and it seems to work :)


2008-05-19 08:13
Zyron

Registered: Jan 2002
Posts: 2381
Voictracker & Music Assembler tunes came with an IRQ located at the beginning of the file, so you could simply sys4096(VT)/sys49152(MA) to play them. Maybe Double Tracker has something like this too.
2008-05-19 09:17
Mace

Registered: May 2002
Posts: 1799
Quote:
Voictracker & Music Assembler tunes came with an IRQ located at the beginning of the file, so you could simply sys4096(VT)/sys49152(MA) to play them.

Huh?
Think not... at least not the USA Music Assembler I used.
Aren't you confusing it with Sound Monitor or USA's Rockmonitor, which had a SYS49152 to start?

ZZAP69, can you rephrase the question, please?
We are starting to guess widely around your initial post now :-)
2008-05-19 09:46
Zyron

Registered: Jan 2002
Posts: 2381
Strange, at least the 2 or 3 versions of Music Assembler I tried had an IRQ at $c000, which seems to be the main reason why init was at $C048 & play at $C021 instead of the "standard" $00/$03. This layout was later kept in Voicetracker which I used alot back in the days. I didn't care much for that IRQ though so I replaced $1000 with JMP $1048 & $1003 with JMP $1021 & used the rest of the IRQ-space for information-text.
2008-05-19 13:17
Mace

Registered: May 2002
Posts: 1799
Hmmm... perhaps I never noticed that, because I always started with loading another tune.
If that tune didn't have that IRQ, my tunes probably never had it either :-)
I did that, so I didn't have to go through the hassle of making up my own sounds... :-P

So, in retrospect, you might be right...
2008-05-19 17:56
ZZAP69

Registered: Feb 2002
Posts: 30
OK, to get back on track here I firstly want to say that Double Tracker does not have that play function at $1006 that Voicetracker had. And to get back to my original question: The Double Tracker has this function that let's you play a whole tune in up to quadro-speed. But that is not what I'm intrested in here. However, it can play one, two or three tracks in double speed, even if the rest of the tune is in normal speed. This is a way to make the instruments sound nicer. Thus there is one JSR for the instruments in track one at, for instance, rasterline 40-45 and another JSR for the rest of the tune at line 60-80.
2008-05-19 18:33
Mace

Registered: May 2002
Posts: 1799
..and now you'd like to know which JSR is which and how to put that in a routine?
2008-05-19 18:37
ZZAP69

Registered: Feb 2002
Posts: 30
Exactly. What JSR to play double speed mode in track#1, #2 and/or #3, and how to put that in a routine.
2008-05-20 08:38
Frantic

Registered: Mar 2003
Posts: 1648
I guess it would be rather easy to search the memory for JSR's pointing to the area where the player is located and figure it out that way?

In the retro replay monitor you can do things like:

.H C000 D000 20 ?? 10

...to hunt for JSR's where the hibyte of the adress is $10 and the lobyte is unspecified. When located, you could then go on to set breakpoints at these JSR calls to see in what order they are called and how often etc.
 
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