ZX Format #02: Premiere: Guide to Digital Studio v1.12

Keeping up with the times, we decided to present to your attention the official manual for the new music digital editor DIGITAL STUDIO v1.12.

(C) UNDERGROUND SYSTEMS 1995
________________________________

Technical specifications.

number of patterns 32
number of positions 99
number of instruments 16
free memory size, K 96
octave range 4
mixing frequency, kHz 10

Main menu.

Selection of items in the main menu is done using the arrow controlled by the keys [Q], [A], [O], [P], [SPACE] or [M].

The main menu contains the following items:

POSITION - number of the current sequencer position
PATTERN - number of the pattern assigned to the current position
LENGTH - number of used positions
TEMPО - music tempo
WORK PAT. - number of the working pattern
SAMPLE - number of the current instrument
OCTAVE - current octave
STEP - step (see editing section)

You can change the value of the above items, as well as other items containing numerical values, by selecting the corresponding arrows located opposite these items.

GLOBAL PLAY - play music from the first position
PLAY FROM - play music from the current position
DISK - exit to disk menu
TITLE - enter melody name
SAMPLE TEST - test instruments (see below)
ABOUT ME - the official version of the editor should display the text:
(C) 1995 UNDERGROUND SYSTEMS

Stopping the player and returning from any item to the main menu is done using the [EXTEND MODE] key.

Pattern control.

EDIT - enter edit mode
PLAY - play the working pattern from the current line
HOME - set the starting line of the pattern
A B C - turn off/on the corresponding channels

Service functions.

PAT. - source pattern, to the right is the receiver pattern
CHAN. - source channel, to the right is the receiver channel
SAMP. - replaced instrument, to the right is the replacing one
TONES - number of semitones
HOME - initial setup of the above items
COPY - copy the contents of the source pattern channel to the receiver pattern channel
CLEAR - clear the receiver pattern channel
EXCHANGE - replace instruments in all notes of the receiver pattern channel (considering item SAMP.)
UP DOWN - change notes up or down in the channel, pattern, receiver by the set number of semitones (when exiting the current octave range, the note remains unchanged)

Note: when performing the copy operation, text is combined according to the MERGE principle. For full copying, you should select the CLEAR item before the COPY item.

Editing.

Editing the pattern is done using a cursor that shows the current line and channel of the pattern. The cursor is controlled by the arrow keys as well as the keys [Q], [I] - up, [A], [L] - down, [O] - left, [P] - right.

Notes are entered using the following keys:

[Z] - (C) do,
[S] - (C#) do-sharp,
[X] - (D) re,
[D] - (D#) re-sharp,
[C] - (E) mi,
[V] - (F) fa,
[G] - (F#) fa-sharp,
[B] - (G) sol,
[H] - (G#) sol-sharp,
[N] - (A) la,
[J] - (A#) la-sharp,
[M] - (B) si.

Octaves are switched using the keys [1], [2], [3], [4]. Quick instrument change: [SYMBOL SHIFT] + [0] - [9], + [A], + [B], + [C], + [D], + [E], + [F].

Special editor marks:

PAUSE - turn off the channel until the next note, key [R]
END - end of the pattern, key [E]
TEMP * - change the music tempo, * is taken from the TEMPO item in the main menu, key [T]

Note: after entering a note or mark, the cursor moves down by the number of lines specified in the STEP item of the main menu.

Additional editing functions:

[W] - replace the instrument in the current line of the current channel
[6] - insert, all text in the channel below the cursor will be shifted down by one line, starting from the current cursor position
[7] - delete, i.e. all text in the channel below the cursor will be shifted up by one line, starting from the next cursor position
[9] - play the pattern from the current line
[0] - HOME, the cursor is set to the zero line

Instrument test (SAMPLE TEST).

The SAMPLE TEST function is used for quick searching and listening to instruments. Listening to instruments is done by pressing the keys [0] - [9], [A], [B], [C], [D], [E], [F].
The octave is switched using the [SPACE] key.

Disk menu.

The disk menu contains two windows. The large window displays files on the disk, while the small one shows instruments loaded into memory. File selection is done using the arrow keys "up" and "down", as well as the keys [Q] and [A]. Changing the current instrument is done using the arrow keys "left" and "right", as well as the keys [O] and [P]. Loading the selected file is done using the keys [M] or [SPACE].

File types:

I - SAMPLES - digital instruments
M - MODULES - text of the melody with instruments
S - SONGS - text of the melody without instruments

Disk menu items:

READ SAMPLES - all instruments on the disk are displayed in the file window, key [1]
READ MODULES - all modules on the disk are displayed in the file window, key [2]
READ SONGS - all songs on the disk are displayed in the file window, key [3]
SAVE MODULE - save module to disk, key [4]
SAVE SONG - save song to disk, key [5]
CLEAR SAMPLE - clear the current instrument, key [Z]
CLEAR SONG - clear all patterns, key [C]
EXIT TO DOS - restart the system, key [E]

Note: After loading the instrument with the [SPACE] key, the current instrument changes to the next one.

________________

"DIGITAL STUDIO COMPILER"
Version 1.01

DIGITAL STUDIO COMPILER is designed for compiling music for subsequent use in your programs. The input file is a module, which after compilation and compression is transformed into several output files, each corresponding to a specific memory page. Specifically, these will be the files:

COMPFILE Main file with the player, which has a fixed load address and length.

COMPFIL0 ...COMPFIL7 These files contain information about the music and instruments. The last digit in the name corresponds to the page number. If any page was not used by the editor, the corresponding file is not created.

To run the compiled melody, you need to:

1. Load all files recorded by the compiler into memory at their addresses, switching the pages corresponding to these files.

2. Decompress the music by typing the command RANDOMIZE USR 31238.

3. Start the player - RANDOMIZE USR 31232. To stop playback, you need to press [EXTEND MODE] (CAPS SHIFT).

The player uses the second interrupt mode and has its own autonomous stack. When the player stops, the stack and interrupt mode return to their original state.

Amateurs (and professionals) of assembly programming are given the opportunity to hang (or attach) small programs to interrupts.

There are two types of interrupts in the player:

a) Standard (50 Hz); to use it, simply write in the cells 31424, (5), the address of your program. Initially, these cells contain the address of the subroutine STOP PLAY.

WARNING !!!

All registers used in your program except IX, IY and the alternative group must be saved in the stack and then restored. It is not recommended to change interrupt modes.

b) "Tempo" interrupt - interrupt after processing the next note. The address of the service program for this interrupt is located in cells 31526, (7). Saving registers in this mode is not required.

If you use interrupt mode (a), to stop the player you need to transfer control to address 31235. Upon the next start of the player, playback will begin from the current position. The number of the current position is located at address 31241.

The above information, as well as information about free memory and the melody as a whole, can be obtained directly in the compiler in the INFORMATION section.

GOOD LUCK !

P.S. This editor and compiler were written in TASM 2.0 assembly (global assembler for SPECTRUM 128).
________________________________

Contents of the publication: ZX Format #02

  • IS-DOS
    Announcement of a school-ready hardware-software complex by Iskra Soft and Peters, featuring a networked computer class setup on ZX Spectrum with IS-DOS.
  • IS-DOS - Владимир Елисеев
    Explanation of command line monitor and text editor restart in IS-DOS using mon.com utility as an example.
  • IS-DOS
    Introduction to IS-DOS system utilities, covering functions like help, user menu, file viewing, editing, and file operations.
  • IS-DOS
    Detailed description of the eliminat.com program for freeing memory from resident tasks and drivers, featuring interactive mode and command-line keys. Specific channel numbers allocated for task and driver types. Includes usage options and color customization.
  • IS-DOS Window System - Владимир Елисеев
    Exploration of IS-DOS window system restarts for printing text in windows and absolute screen coordinates. Examples of restart implementations such as lwt, adrwt, lenwt, prstr, str, and lnstr. Continuation to cover auxiliary restarts in next issue.
  • Assembler
    Introduction to assembly language basics, focusing on flags, arithmetic operations, and register manipulation. Discusses addition, subtraction, and complex operations like multiplication and division through examples. Highlights specific assembly commands and their functions for ZX Spectrum.
  • Hardware
    Discussion of hardware modifications for Scorpion ZS-256-Turbo, including the implementation of a Turbo/Normal switch. Pros and cons of software-based switching methods. Advice on soldering and circuit adjustments.
  • Hardware
    Discussion of a new music add-on for ZX Spectrum by X-TRADE and HACKER STINGER, called 'ZX GENERAL SOUND', offering high-quality audio and minimal processor usage.
  • Hardware
    Discussion on hardware innovations and marketing strategies, focusing on mouse and keyboard interfaces for ZX Spectrum. Critique of competitor's misleading advertising and analysis of serial versus passive mouse technology. Author questions necessity and cost of advanced features.
  • Hardware
    Discussion of hardware acceleration methods for ZX Spectrum, focusing on turbo-modes and their effects on performance and compatibility.
  • Toys
    Fantasy tale about magical creatures battling human intrusion. Main character recruits allies for a quest to restore the land's former glory. Challenges include finding tools, overcoming obstacles, and reviving companions.
  • Toys
    Review of 'Carrier Command' game, focusing on its strategic and simulation aspects. Includes detailed gameplay mechanics, controls, and objectives. Highlights strategies for success and unique features like managing resources and autonomous systems.
  • Interview
    Interview with Sergey Zonov and Andrey Larchenko discussing their experience with microprocessors and ZX Spectrum development, including the creation of the Scorpion ZS 256 computer.
  • Information
    Contact information and staff list of ZX-Format No. 2 (1995) including editor, coders, and designers.
  • Information
    Editor's address to readers of ZX Format, discussing the positive feedback, past errors, and the quest for a cartoonist, with future plans for the magazine.
  • Information
    Discussion on the new interpretation of the 'PULLDOWN' window menu system for ZX Spectrum, focusing on interface updates and user interaction enhancements.
  • Information
    Discussion about companies illegally distributing ZX Format, emphasizing the benefits of purchasing official copies.
  • Competition
    The article discusses the lack of participation in ZX Format's competition, detailing the rules and prizes, and encourages readers to engage with new ideas.
  • Let's Relax
    A humorous account of a software vendor's challenges dealing with clueless customers, illustrating the nerve-wracking nature of his job.
  • Mailbox
    Overview of hardware components and prices for ZX Spectrum enthusiasts with ordering details.
  • Mailbox
    Reader letters section in ZX Format #02 discusses reader feedback, addresses issues with ZX Format features, and offers future improvements.
  • Premiere
    Guide to Digital Studio v1.12, a music editor for ZX Spectrum, including features, menu navigation, and the use of Digital Studio Compiler.
  • For Programmers
    Exploration of tools that extend the standard Basic 48, including Renumber for Basic 128, Trace & Speed, Blast Toolkit, and ZXeditor, highlighting their functionalities and utilities.
  • Various
    History of Amiga computer models and their evolution from A1000 to A4000/60T with specifications and unique features. Explanation of technical terms and differences between chip and fast memory. Mention of new developments like AGA chipset and models for different needs.
  • Miscellaneous
    The article presents upcoming ZX Spectrum software releases and reviews game innovations like 'Adventures of Winnie the Pooh' and 'UFO 2: Devils of the Abyss'. It highlights features, creators, and technical requirements. It also includes announcements from SOFTLAND and Cracked Masters Group.
  • Systems
    Discussion of creating music with Instrument 3.01, focusing on digitized sound. Analysis of program's capabilities and conversion from ASC Sound Master. Instructions for composition and conversion.
  • What's New
    Review of new ZX Spectrum games entering the St. Petersburg market in late 1995. Detailed game descriptions, memory requirements, controls, and music/graphics evaluations. Highlights include Night Hunter, Extreme, Grell & Falla, and more.