Contents of the MANUAL.DOC file
Galliasoft VGA GUI Mod Editor
I was unable to purchase the extra pictures before this release of the
program. I will try to release them with the next version.
You will probably have to read through the manual, although mouse users
may be able to work everything out (but please read the .INI section of
Remember that this is shareware, not freeware. Please register. This
program has cost me a lot of time and money.
Run MED.BAT to start the program. Setup your .INI file BEFORE you run
the program (with a text editor). MED /I to test the .INI file.
*Lower* than DOS 3.3 users MUST use MED /O every time the program is
run. The program must also be run from the program directory.
DOS 3.3 and up can run the program using MED at the DOS prompt (in any
If you are running the program from a LAN or DR DOS 6 where rights can
be removed from directories (for example, removing write access from a
directory or passwording a directory), the program may crash or give
unpredictable results if any of the directories setup in the .INI file
have some missing rights.
If the program crashes, chances are you have setup your .INI file
incorrectly. Check the manual for details.
IMPORTANT: Once you have setup your .INI file for the first time,
BACKUP files you are going to edit because if your compression section
is setup incorrectly, your Mod files could be deleted.
If your compression fails and you have asked the program to delete your
files after attempting compression, you can still rescue them. See the
"Main Menu, Data Compression" section of the manual. It is important
NOT to quit the program if your compression has failed. Save the Mod
file under a NEW name.
Version 1.25 Comment:
If you have been using the keyboard in previous versions of this
program, please check the manual (the main menu and sample install
sections) as most of the keys relating to directory control have
Welcome to the Shareware Hi Res VGA
Mod Editor / Creator
(c) 1992 Michael Gallias
This product is shareware. This means that you can test this product
before you decide to buy it. You may use the program freely for 2
weeks and if you continue to use it, and keep it for longer than 2
weeks, you must register the product. The minimum registration
donation is R20. If you wish to register, please send the R20 to the
address given at the end of this manual.
Notice that if you have a registered copy, you may not duplicate the
registered copy for others.
Please copy this program for your friends. As long as the program
remains unmodified and all required files are copied with the program,
it can be copied freely. The files which must accompany the program
are given later in this manual. The author cannot take responsibility
for any losses causes by this program. With proper usage (that
includes reading the manual), the program should work properly. It
has been tested by many people who are very happy with its results.
The following sections are available:
Section 1, Mod Files
Section 2, Mod Editing and
Section 3, Making your own pictures.
Section 4, Mod Editor: General Information
SECTION 1: MOD FILES
Mod files are made up of samples, patterns and a sequence.
A sample is the digitised music that you hear. In the Mod file there
can be a number of different samples, or instruments, ranging from 1
to 31, the maximum.
A pattern is an arrangement of samples. A pattern controls the
speed, special effects and ordering of the samples. There can be up
to 64 patterns in a Mod file.
There is a sequence in the Mod file which determines in what order the
patterns are to be played. The sequence can be up to 128 patterns
The Mod file is stored in rather a strange format (and it took Chris
Becke quite a long time to work out. Chris Becke helped me with the
Mod file format.). The format is now available and is available in a
text file on Connectix. See the end of the manual.
ModRes is a resident Mod file player for Mod editors. I did not
however have documentation on ModRes and could thus not include
support for it. The documentation for ModRes is now also available on
Connectix and I will hopefully be able to include support for it soon.
You may notice that when you change octaves in the pattern editor, the
program changes the note as well. This is because the frequency table
has some duplicate numbers. Here are the frequencies for the Mod
files and the corresponding notes and octaves.
Approx. Amiga MOD Frequencies (Hex)
Oc/Nt 0 1 2 3 4 5 6 7 8 9
C 6B0 358 1AD 0D6 06B 035 01B 00D 007 003
C# 650 328 194 0CA 065 032 019 00D 006 003
D 5F5 2FB 17D 0BF 05F 030 018 00C 006 003
D# 5A0 2D0 168 0B4 05A 02D 016 00B 006 003
E 54F 2A7 154 0AA 055 02A 015 00B 005 003
F 503 281 141 0A0 050 028 014 00A 005 002
F# 4BB 25D 12F 097 04C 026 013 009 005 002
G 477 23B 11E 08F 047 024 012 009 004 002
G# 436 21B 10E 087 043 022 011 008 004 002
A 3FA 1FD 0FE 07F 040 020 010 008 004 002
A# 3C1 1E0 0F0 078 03C 01E 00F 007 004 002
B 38B 1C5 0E3 071 039 01C 00E 007 003 001
Approx. Amiga MOD Frequencies (Dec)
Oc/Nt 0 1 2 3 4 5 6 7 8 9
C 1712 856 429 214 107 53 27 13 7 3
C# 1616 808 404 202 101 50 25 13 6 3
D 1525 763 381 191 95 48 24 12 6 3
D# 1440 736 360 180 90 45 22 11 6 3
E 1359 679 340 170 85 42 21 11 5 3
F 1283 641 321 160 80 40 20 10 5 2
F# 1211 605 303 151 76 38 19 9 5 2
G 1143 571 286 143 71 36 18 9 4 2
G# 1078 539 270 135 67 34 17 8 4 2
A 1018 509 254 127 64 32 16 8 4 2
A# 961 480 240 120 60 30 15 7 4 2
B 907 453 227 113 57 28 14 7 3 1
Amiga MOD Special Effects (Summary)
Effect Description Parameter
0 Arepeggiation xy x=Halfsteps y=Halfsteps
1 Slide Up Speed
2 Slide Down Speed
3 Slide To Note Speed
4 Vibrato xy x=Speed y=Depth
10 Volume Slide x0 x=UpSpeed / 0y y=DownSpeed
11 Position Jump Pattern Position
12 Set Volume Volume (00-64)
13 Pattern Break Skip to Next Pattern
15 Set Speed Speed (00-31)
Note that the parameter can either be specified as a number from 0 to
255 or as 2 numbers from 0 to 15 each.
Where I have given xy, this shows that x is a number from 0 to 15 and
y is a number from 0 to 15. These 2 numbers are combined to form 1
number from 0 to 255.
Where x0 and 0y are specified, this indicates a value for x or y (but
not both) is required, a number from 0 to 15.
To convert 2 numbers (0 to 15) into 1 number (0 to 255), you will find
using hexadecimal notation very useful.
If you have x=8 and y=10, after converting to hex one has
x=8 and y=A.
(A = 10, B = 11, C = 12, D = 13, E = 14, F = 15)
Now, place the 2 values together.
The value you want is 8A.
In decimal, take the x value and multiply it by 16. In this example,
128. Add it to the y value, in this example 10. The final value is
138, or 8A.
SECTION 2: THE MOD EDITOR
If possible, print this document as you will find it easier to work
through the program while you are able to read the document. If you
have 2 monitors, some programs allow you to view a document on one
monitor and run the Mod Editor on the other.
For the beginner:
This program uses a GUI ("gooey") or Graphical User Interface. These
GUI's are becoming very popular as they are very easy to use. They
are designed for use with a mouse where you may simply move the mouse
pointer onto a "Button" and "Click". A Button is a picture of a
button on the screen with a name on it. For example, if there is a
picture of a button with the word "Quit" on it, you can move the mouse
pointer onto the button and click (press a button on your mouse). The
word click is used to show the difference between a button on the
screen and a button on the mouse. Clicking a button refers to moving
the mouse pointer to a picture of a button on the screen and then
pressing a mouse button (the physical mouse button).
You may find this program a little complicated at first if you have
never used text .INI files before and have never used a GUI. Don't
worry - you will be used to the system in a matter of hours! It's
really great fun.
What does this program do?
This program allows you to write Mod files which can be played using a
Mod player. It cannot play the Mod files itself because the program
uses large amounts of graphics. The program currently only uses
conventional memory (the first 640kb) and does not yet support EMS,
XMS, UMA or HMA. Thus entire Mod files can often not be loaded into
memory. To solve this problem, the program uses swap files. Samples
from the Mod files are stored in the swap files, freeing memory for
the Hi Res VGA graphics.
You can then load graphic pictures to represent the samples which
makes the Mod editing more fun and far easier. This program is
designed especially for VGA mouse users. Although you can use the
program without a mouse, you will find the mouse makes the editing far
When Mod editors for the IBM family came out, they were all numeric
and very complicated. I hope I have succeeded in making Mod editing
more easy by using pictures instead of names, graphs (analogue
displays) instead of digital values and mouse instead of keyboard.
This is a completely new idea and you will probably not have used a
Mod editor like this before. It may take some getting used to.
What does the program need?
The program requires these minimums:
DOS 2.11 or higher.
640kb memory with about 512 kb free conventional memory.
A 286 processor or better. (This program does not support the 8088 /
8086 XT as Mod files cannot be played on the XT).
A colour VGA which supports 640 x 480 Hi Res mode.
A hard drive with about 1 megabyte free space (at least) or a RAM
drive with about 1 megabyte free space.
DOS 3.3 or higher.
87 maths coprocessor.
Note that if you use a mouse, the mouse driver (software running the
mouse) must support VGA. If you are using the Genius Mouse Driver
Software, you will need Version 9.06 or better.
If the mouse does not move over the entire screen or does not appear
at all, please get a software update which supports VGA.
This section is for more advanced users
As the program uses swap files, a hard drive is needed. If possible,
you should use a RAM drive for your samples. See the section on the
Some older hard drives (like the 40 Mb drives) are often a bit slow
(28ms). This will mean loading and saving Mod files will take
longer. This program runs well on a 16ms hard drive. Above that, the
loading takes a few seconds longer. To speed up loading and saving
you should organise (or "compress") your hard disk regularly. Many
programs are available, many as shareware, which will organise the
files on your hard disk. For the best speed, ask the program to place
directories and files grouped together.
If you have extra memory available, create a large RAM drive for your
samples. Swap files are stored with the samples. This will increase
the speed greatly. Just remember to update your hard drive if you add
any new samples to the RAM drive before powering down. Everything in
the RAM drive is lost when you reboot.
Swap files are needed while the Mod Editor is running. Once you have
returned to DOS, all swap files are deleted. Swap files are created
with an extension .$$$. There is also one file called GMEDCONT.BAT.
Thus, if for some reason the power fails while the Mod Editor is
running, old .$$$ files may be left on your hard drive. These may be
Installing the Mod Editor
If you have received the files from a BBS, you should have received
one file with extension .ARJ, .ZIP or .LZH. The file will then have
to be unpacked.
Make sure you unpacked the Mod Editor into it's own directory. Unlike
most other Mod editors, this program allows you to keep your Mod
files, samples and pictures each in there own directory.
Once this has been done, you must setup the .INI file, MED.INI.
Simple .INI Setup
You will need some sort of text editor to change the .INI file. There
are many public domain and shareware editors available. There is also
EDLIN which comes with DOS 4.x and down and EDIT which comes with DOS
5.x and up. See your DOS manual on how to edit text files.
Looking through the MED.INI file, you will see various commands and
options. The .INI file uses the following system.
There are sections and then commands for each section. Section names
are given in brackets (). You will have to check the [Paths]
section to make sure the program is setup for your hard disk.
Look in the .INI file for a line with [Paths] on it.
Directly below this there are 4 commands.
For example, you may find this in the .INI file:
This .INI file tells the Mod Editor that it must look for program
files in the directory \MED on drive C:. Pictures are stored in the
program directory. Samples are in C:\SAMPLES and the completed music
files are in C:\MODS.
Simply change this to your requirements. Note that the may be no
space before or after the = sign.
If you want your pictures in the directory C:\MED\PICTURES then simply
change the .INI file to
and copy all your pictures into the correct directory.
Advanced .INI Setup
In the .INI file there are 3 possibilities, a heading, an option and a
comment. Any line with only a [Name] in brackets is a heading. This
determines what kind of options are to be found in the next section.
I.e. in the [Pictures] part, you can setup what pictures must be
loaded, in the [Samples] part, you can setup what file names must be
allocated to each sample and which picture must be allocated to each
sample. Under each of these headings are the commands. A command
line has a reserved word (listed later) followed directly by an = sign
which in turn is also directly followed by the user option. Then
there are also comments. Any line which has no brackets and no = sign
is treated as a comment. Also note that any invalid option is also
treated as a comment. For example, if in the [Paths] section you want
Program=C:\MED but mistype the name to Progtam=C:\MED, the spelling
error causes the program to ignore that line.
In the [System] section the following commands are available.
This will NOT set all the sample names to uppercase once you have
loaded the Mod file. This option lets you distinguish between samples
of the same name, some just with a different upper or lower case. For
example, if SampleUpCase is on, then a sample with name moog will be
assumed to be the same as samples with names Moog or MOOG. However,
if SampleUpCase is off, moog is considered to be a different sample to
Moog which is also different from MOOG. This will take effect under
the [Samples] section when you setup file names for different samples.
This option currently changes the sequence screen. If ExtraButtons is
on, then the sequence screen will have two extra buttons displayed.
These two buttons lie above the first pattern in the sequence near the
left and right arrows. They are an up arrow and a down arrow.
Clicking on Up or Down will change the pattern. These buttons are
however a little redundant as you can to the same by clicking on the
left or right of the Pat No button. Some users may prefer these
buttons to be near the Left and Right arrows. If you do want the
buttons to appear there, set ExtraButtons on. If you don't like the
buttons there, simply turn ExtraButtons off. This will make the
buttons invisible. You can still however click in the area of the
buttons and the pattern will change, the buttons are active, just
This option, when on, will make the program display the size of the
installed samples in the Sample Menu of the program. The problem is
that because the size is displayed, the full sample name cannot be
displayed and the last few characters cannot be seen. If SampleSize
is off, the full sample name is displayed but the size of the sample
is not displayed.
In some Mod files, messages are placed in the unused sample areas.
Thus, although a sample is not allocated any data, it has a name.
When DeleteSampleName is on, if the program detects an empty sample
with a name, it deletes the name. If DeleteSampleName is off, the
unused samples will still have the name attached to it. When
DeleteSampleName is off, messages can be placed in the unused areas.
This will change whether a sample is active (allocated) or not, even
though it is empty. I.e. If the sample has a size of 0 (not
allocated any data) and InactiveZero is on, the program marks the
sample as inactive and not allocated. If InactiveZero is off, the
program treats empty samples as if they were active. This allows you
to put friendly messages in the Mod files you create.
This removes the ST-??: from the file name of the samples. It does
not remove the ST-??: from the actual sample name. For example, if
you have a sample with a name of ST-00:MOOG2, the program would save
the sample as ST00MOOG.SAM if DeleteST where off. If however DeleteST
where on, the sample would be saved as MOOG2.SAM. This option is very
useful for samples such as ST-00:MOOG1 and ST-00:MOOG2. As the IBM
system allows 8 letters for a file name, both files would want the
file name ST00MOOG.SAM. With DeleteST on, the files would be called
MOOG1.SAM and MOOG2.SAM. You can however force different file names
under the [Samples] section. The DeleteST option is only useful with
the DeleteAllTemps option off.
This selects the signature of your 31 sample Mod files. Any Mod file
saved will use your favourite signature selected by this option.
Using BestSignature=1 in the .INI file will mean that any 31 sample
Mod file will have the signature M.K. in it. Using BestSignature=2
will use FLT4 and BestSignature=3 will use GSFT. Note that few Mod
players support GSFT. The most popular seems to be M.K. and you
should use this one. Selecting a number above 3 will use one of the
other user defined signatures found under the [Signatures] section.
This option allows you to collect samples from other Mod files. When
the program loads a Mod file, it extracts all the samples into
temporary swap files. If the sample has a name, that name is used to
store the sample on disk. If the sample has no name or has a name
which cannot be used as a file name, a random file name is taken.
Files which were created by using the sample name end in .SAM while
random file names end in .$$$.
If DeleteAllTemps is on, any samples created (as swap files) from the
Mod file loaded are deleted once you load a new Mod file or quit the
Mod Editor. If DeleteAllTemps is off, only the sample files ending in
.$$$ are deleted. Thus you can create a library of samples from other
Mod files. (Please make sure that the Mod file samples are not
copyright. You may only use samples from other Mod files if the
author has not copyrighted them.)
The advantage of having a library of samples is that many Mod files
use the same samples. This program will use the sample name to
determine a file name. If that file exists and the file is EXACTLY
the same size as the sample, the program ASSUMES that the samples are
identical. It then does not have to open a swap file for the sample
and the loading is far quicker. Less temporary disk space is also
required as a swap file is not used.
This option will force the computer to compress the Mod file once it
has been saved. Simply save the file as usual. The program switches
out and compresses the file using the first compression program listed
in the .INI file.
Out of LHA Ver 2.10 (.LZH files), ARJ Ver 2.22 (.ARJ files) and PKZip
Ver 1.10 (.ZIP files), I found that .LZH gave best compression
results, although .ARJ was very close (and sometimes compressed better
than .LZH) while .ZIP was very fast but did not compress as well.
These fine compression programs are available as shareware and are not
supplied with the program.
The .INI file must be setup correctly or the program may crash. If
the program tries to compress and simply returns to DOS, you have
probably run the .EXE file instead of the .BAT file. Type GMEDCONT
and the program may be able to continue.
When this option is on, the program deletes the current Mod file when
you Open a new file, Load a new file or Quit, IF the Mod file has been
saved and compressed. This will leave you with the compressed file
Note that the program assumes that when it crossed out to DOS to
compress the file, the compression was successful.
When this option is off, you will be left with a Mod file and a
If this is on, you will be warned when you Convey that the swap file
already exists (if it does exist).
If the option is off, you will not be warned and the file will simply
be overwritten. If your .INI file is setup correctly, you should keep
this option off.
Just in case you forgot to save, the program will usually never delete
the swap Mod file. You may however delete it once you have returned
to DOS with the Quit button. If you delete the Mod file during a
Convey, the Mod file being edited will be lost.
A Mod file contains a frequency value which determines the sample play
speed. This changes the sound of the sample (higher or lower). These
frequencies can be represented as notes (like G or A sharp). These
notes are not stored in the Mod file and must be calculated from a
reference formulae or table. The Mod Editor has this table in memory
and can calculate the correct note and octave from the frequency. The
problem is that it takes quite a few milliseconds, and on slower
computers it may take a few hundred milliseconds. When loading a Mod
file, these notes and octaves can be calculated. This however slows
the Mod loading process, especially if you don't have a 486. Like
most users I have a 286 which is slow for the calculations involved.
Thus you can turn off the NotesAtLoad option and the program will not
calculate the notes and octaves while loading the Mod file. This
saves a few seconds on a 286 as each pattern could have up to 64
sample calls and there can be 64 patterns in a Mod file.
The catch is that the notes then need to be calculated as you edit the
pattern. But the good news is that when you are editing the pattern,
only one calculation occurs for the current sample you are using. The
calculation isn't done for an entire pattern, only one sample so the
time taken is a few milliseconds rather than a few seconds. Thus you
don't actually notice the delay as much.
For users doing a lot of pattern editing I would suggest you calculate
the notes and octaves at load time while other users calculate the
notes and octaves during the pattern edit.
This option can disable the mouse. If Mouse is on, a mouse can be
used (but doesn't have to be) and if there is no mouse attached, the
Mouse value has no effect. If mouse is off, no mouse can be used,
even if you have a mouse.
If a mouse is used, a half second computer speed test is needed. If
no mouse is installed, the test is skipped.
If on, the program automatically changes into your Mod directory when
it loads, as set up in the .INI file. If off, the program stays in
the default directory.
If WaitOnStatus is on, you will have to press a key before the loading
status screen is cleared. Use this if you are interested in seeing
the information on the status screen. When off, the status screen
appears only while the program loads pictures and sets up the mouse.
The Mod Editor starts once the needed pictures are loaded.
This is the volume that will be used and assigned to a sample when you
install it into memory.
The following options can be set using =Y or =N:
where Y is used for Yes (or on) and N is used for No (or off).
The following options must be set using =nn:
DefaultSampleVolume, where nn is a number from 0 to 64.
BestSignature, where nn is a number from 1 to 3, or higher numbers if
you have setup your own signatures.
Example (extract of a possible .INI file)
You may leave some options out. If you do so, the Mod Editor defaults
come into effect.
The [Compression] Section.
The command is made up of a letter, either A or X, plus the compress
file extension and the option will be the command string to execute.
(C) is specified for the name of the compressed file, (U) is specified
for the name of the uncompressed file (the Mod file).
For example, using LHA, to extract the file TEST.MOD from the archive
TEST.LZH, one would use
LHA e TEST.LZH TEST.MOD
thus the option you would give in the .INI file would be
LHA e (C) (U)
and the Galliasoft Mod Editor does the rest.
XLZH=LHA e (C) (U)
ALZH=LHA a (C) (U)
XARJ=ARJ e (C) (U)
AARH=ARJ a (C) (U)
XZIP=PKUNZIP (C) (U)
AZIP=PKZIP (C) (U)
In the above example, the Mod Editor would be able to decode .LZH,
.ARJ and .ZIP files and encode .LZH files.
Note that each file type MUST be given both an extract option (X) and
an archive option (A).
The first command line tells the Mod Editor that to decode LZH files
it must run the program LHA e (Compressed File Name) (Mod File Name).
This assumes LHA is on the path. If the program where not on the
path, you would have to setup a path or specify the path before the
name, such as
XLHA=D:\COMPRESS\LHA e (C) (U)
The [Signatures] section.
This is the only section where you will not need a command before the
= sign. Signatures you find in Mod files that are not recognised by
the Mod Editor can be setup here. You can use one of two methods,
either specify the signature as a 4 letter text string or as 4 ASCII
The method one uses to setup a new signature is to add =newsignature
to the file, for example, adding
would add the signature MDED to the list of recognised signatures.
You may only have 100 different known signatures. The first 3 are
reserved by the Mod Editor, the rest you may use.
The above example in a .INI file would cause the 4th signature
recognised to be MDED and the 5th signature to be recognised to be
TTTT because the ASCII code for the letter 'T' is 84 (decimal). Note
that mded, MDED and MdEd are all different signatures and would have
to be installed exactly as it is to be found in the Mod file. To use
the signature MDED in your Mod file, simply set BestSignature to 4
in the [System] section (for this example). Also note that the above
was simply an example and to the best of my knowledge no Mod file has
the above signatures.
The [Pictures] section
The only command available here is Install. One can install the
pictures you require by simply stating Install=filename in your .INI
The pictures NOTE.GIP and DRUM.GIP would be installed in memory, if
sufficient memory were available. The maximum number of pictures you
can install depend on memory availability. The number of pictures you
can install is given on the loading status screen in brackets on the
Once the pictures have been installed, they can be easily referenced
from inside the Mod Editor. For example, to use the picture NOTE.GIP
in the Mod Editor, one can either reference it by the name NOTE,
NOTE.GIP or *1 (as it was the first picture installed). The picture
DRUM.GIP can be accessed within the Mod Editor as DRUM, DRUM.GIP or as
When using pictures for samples in the .INI file, one uses a different
method, see the [Samples] section.
Each picture uses about 500 bytes of memory and 486 bytes of disk
space. The .GIP stands for Galliasoft Instrument Picture and all
pictures used by the system must have this extension. Some pictures
are supplied with the original program. When you received the
program, you should have received some pictures. These pictures are
copyrighted and may only be used for this Mod Editor. They were
purchased by the author especially for this program. Should you wish
to add your own pictures to the Mod Editor, you are welcome to. The
program CUT2GIP will assist you with this.
Any pictures you create are yours and you may distribute them
separately as public domain or keep them for your own private use.
You may NOT sell (or release as shareware) pictures you create for the
Mod Editor without permission from Michael Gallias.
The [Samples] section
Here you can setup default names for your samples. You can also setup
default pictures for your samples.
In the above example, any sample with the name "akaiclosedhh" will be
saved to a file called AKAICLSD.SAM or loaded from that file if that
file exists and is the correct sample size. The sample will also be
allocated picture number 1. The first picture to be loaded is picture
1, the second, 2, etc..
"akaikick" will be stored in sample file AKAIKICK.SAM and picture 2
will be used to represent this sample.
"akaisnare" will be stored in file AKAISNRE.SAM and will have no
picture allocated to it. A picture may be allocated to it in the Mod
"moog" will become a temporary swap file, allocated to picture 4.
The [Convey] section
This part controls the Convey button. On the main menu screen, there
is a Convey button. Clicking on this button saves the current Mod
file and executes another program. Because this Mod Editor uses swap
files and because playing sound from EMS is very difficult (page
swapping in the middle of samples is not nice), this program cannot
play the music it writes. (The graphics uses all the memory.) To
solve this I included this Convey button.
Clicking on Convey executes the program of your choice. I suggest you
use Mod Play. Thus the program can swap out and play the Mod file you
There are the options available in the [Convey] section:
Use an * to set your Mod swap file name. This is the Mod file that is
created for the program which will be run. The name selected should
be something like TEMPMOD.MOD or SWAPMOD.MOD so you know that it is a
temporary Mod file.
1N will specify the name of the program. The name is not used within
the Mod Editor as yet but it should be included. Only the first 8
letters are used from the name.
1P is the path and file name to run. An * is used to specify the Mod
swap file name.
1N=Mod Play Pro Version 2.10 by Mark Cox
In the above example, the swap Mod file is set to SWAPMOD.MOD. The
program to be called is set to MOD PLAY. The program which will be
run is MP from the directory C:\MODPLAY. The * is included after the
MP so that MP automatically plays SWAPMOD.MOD. It is very important
to set this part of the .INI file CORRECTLY. The first time you use
this Convey feature, please save you work before you do anything else
in case you have set it up incorrectly.
General information on the .INI file
Because the code is already very large, I did not include a .INI file
tester in my code. This means that if you setup the .INI file
illegally the program could behave badly. You can however check that
the .INI file loaded to your satisfaction by running MED /I. This
will display the current .INI setup and will not run the Mod Editor.
Loading the program
Go to the directory which contains the Mod Editor. Then type MED to
load the program. Note that if you use GMED to load the program, the
Convey button will not be able to work.
The status page then appears on the screen. The message "Program too
big to fit into memory" appears if you do not have enough memory
The total amount of free memory available for patterns, pictures and
other features is displayed on the line "Memory Total". There will be
around 384 - 500 kb free. There will also be a number after the first
value, indicated by a + xxx kb. This is the amount of disk space
free, effectively the largest Mod file you can edit (because of the
space required by swap files). Some of this memory is required by
them program for swap file management etc. so it can't all be used by
pictures. The number of pictures you may load is given in brackets on
the "Total Pictures" line. This value is accompanied by another
value, the number of pictures loaded already (from the .INI file).
The memory free is the amount of memory left after the .INI file and
pictures have been loaded. Mouse will specify either Active, None or
Disabled. If Active, you can use the mouse in the program. If
Disabled, the mouse is available but has been deactivated in the .INI
file. If None, the program was unable to find a mouse. (If you are
having trouble getting your mouse to work, check your mouse driver.)
If the mouse is active, the computer speed will be given as Slow,
Medium or Fast. The line marked Picture displays the picture
currently being loaded.
If any errors occur, they are displayed on the bottom of the screen.
If this happens, quit immediately and solve the problem.
In the GUI VGA Mod Editor
Once the load is complete, you are placed inside the Galliasoft Hi Res
You will see the "Main Menu":
There will be 11 buttons on the screen, a bar across the top of the
screen and a list of files in the current directory. In the top left,
a mouse cursor will be present, if the mouse is active.
Furthermore, the Mod file name, current directory and current
directory mask are all displayed in the top left corner. If no Mod
file is loaded, "No Mod File Loaded" is displayed instead of a Mod
The following Buttons exist:
Note that I will now assume you have a mouse. If you don't have a
mouse, follow through the text and then check the equivalent key
presses given later. If you have a mouse, you may either use the
mouse to select a button or you may use the equivalent key press.
To select a file, simply click on the file name. The currently
selected file will be green, all the other files will be white.
You may load a file / go to the selected directory by double clicking
on the file name or directory name.
Click on Quit to return to DOS. If you have just returned from a
Convey, make sure you have saved your Mod file to the appropriate
file. Unless you have just returned from a Convey, if you have an
unsaved Mod file in memory, you will be warned that you are about to
lose your changes before you are taken back to DOS.
This button loads the selected Mod file. If the Mod file is corrupt,
the loader will not complete the file load and you will be unable to
edit the file. Some Mod files are purposely corrupted in such a way
that the sample sizes are specified incorrectly. This means that they
cannot be edited, yet, because Mod players ignore this error, they can
See the section, Data Compression, below.
This button will save the current Mod file in memory as the green
file. WARNING! The Mod file will be saved over the currently
selected file, not under the original file name that you loaded the
The saver will warn you if you are about to save a corrupt Mod file.
You can create corrupt Mod files by pointing a sequence area to a
pattern that does not exist. Because of the way Mod files are saved,
this destroys the Mod file and it can never be loaded again.
See the section, Data Compression, below.
This button allows you to change the name of the Mod file. Please
don't be confused between the Mod file-name and the name of the Mod
file. The Mod file name is the file's name and is the name you use to
read the file from disk (8 letters + .MOD) and the name of the Mod
file is the 20 letter name the Mod file has. The name button changes
the latter of these names.
This starts a new Mod file. A Mod file is created with no samples,
patterns or sequence. You can then add your own samples and create
your own patterns and sequence.
You can type in a new directory and drive to go to for your .MOD
Sets up a mask. The default is *.MOD. Keyboard users can set the
mask to the file name they need and the file they want will be the
only file in the directory listing (and hence the green one) and so
they can then load then file.
If more files are in the directory than can be displayed, a PgUp and
PgDn button appear. They can clicked on to move around the file
This button takes you to the sample install menu. You can then
install the required samples for your Mod file.
Edit the Mod file patterns.
The Mod file sequence can be edited.
Cross to another program, as defined in the .INI file. I suggest you
use Mod Play by Mark Cox as it accepts command line options and is
Quick keys for mouse users, keyboard button equivalents for non-mouse
Pat Ed 2
Seq Ed 3
Keyboard users may NO LONGER select a file by pressing [Alt][File
Number]. Owing to popular demand, this option has been replaced with
cursor key movement. Select a file by using the cursor keys (up and
down). Once you have selected the file / directory you want, simply
press 'L' for Load or press [Return].
That's it! It's that simple. Now that you can find your way around
the main menu, the rest will be just as easy. Practise makes perfect!
To save disk space, one can compress one's Mod files. One uses one of
the many programs available (mostly as shareware) to compress the
data. Each Mod file can be put into a compressed format. (Some
programs support multiple file compression. Please only use one file
at a time.)
If you were to use the program LHA to compress your data, each Mod
file would be converted to a .LZH file. The catch is that LHA must be
run on the file before you can use your Mod file.
The main menu displays any recognised compression formats (see the
.INI section). By clicking on a compressed file, the program swaps
out and decompresses the file, then uses the decompressed Mod file.
When one saves, one can have the Mod file recompressed.
Each Mod file must have it's own compressed file. For example, if you
wanted the file TEST.MOD compressed, one could run LHA on the program
and the file would be converted to TEST.LZH. The Mod file and
compressed file must have the same file name.
Remember that if you have setup your .INI file to delete the Mod files
once you have compressed them, then even if the compression fails (the
Mod Editor wouldn't know the compression failed), the Mod file will be
deleted. If your .INI file is setup such that Mod files are not
deleted after compression, you will have both the compressed and
uncompressed files on disk.
Note, once the program attempts to compress and returns, the Mod file
is still in memory and can be saved under a NEW name. Thus should the
compression fail, you still have an opportunity to save the Mod file.
Note that saving the file under it's OLD name will cause it to be
After clicking on the Sample button, you are taken to the sample
Five buttons will appear:
Another sixth button may appear, either
On the left you see all the available samples in your directory. On
the right are the samples currently active within your Mod file. The
sample areas are either numbered from 1 to 15 or from 1 to 31.
This returns you to the main menu
This button is for keyboard users (however mouse users can use the
button). This buttons lets you type in a new directory name (or
drive) where you may load other samples.
This option allows you to set a new file mask. Thus you can specify
which files are to be listed in the directory.
Erases the currently active sample from memory. The sample will be
erased from disk IF it is a temporary sample. If however you selected
the sample and allocated it to the Mod file and then clicked on Wipe,
it would not be erased from disk. Temporary samples are created when
you load Mod files. See the DeleteAllTemps option of the .INI file.
Changes the currently active sample name.
Make the Mod file a 31 sample Mod file.
Make the Mod file a 15 sample Mod file.
Mouse users can simply point to a file name and click and the file
will become the current file (green). They can then double click on a
sample area which will then turn blue (currently selected) and the
sample will be marked into that area. You are then asked for the
sample name. You have 22 letters for the sample's name.
Simply clicking on the sample area make the selected area the active
area (blue) but the current (green) sample file will not be allocated
Selecting a file:
Simply use the [Up] and [Down] arrow keys on the keypad to select your
Selecting an area to install the current sample file:
Press [Tab] to move to the sample allocation box. You can then select
which area you would like to use using the [Up] and [Down] cursor
keys. Press [Return] when the file you want is green and the area you
want is blue.
You may press [Tab] again to return to the files section to select a
new file (using the cursor keys).
There will be either 8 or 10 buttons on the screen.
The following 8 buttons will appear:
Quit (Top Right)
Pat No (Lower Right Sequence Box)
Pat Nm (Lower Right Sequence Box)
Pic Nm (Lower Right Sequence Box)
Total (Lower Right Sequence Box)
> (Top Left - Next to the circle)
< (Top Left - Next to the circle)
If your .INI file has ExtraButtons on, the following two buttons also
above the first pattern number in the top left corner.
In the blue circle there is a red number. This number is the current
pattern area you are editing. It is a number from 0 to 127. The
areas 0 to 127 each have a number which refer to which pattern is
currently being called.
There are blue rectangles on the screen. In each rectangle there is a
number. This is the pattern number that is being called. I.e. If in
the circle you see a 0 and in the rectangle adjacent to the < > arrows
you see a 5, this means that the first (0th) area of the sequence is
calling pattern 5.
Click on Quit to return to the main menu.
Click on > to move right. This allows you to view / edit the next
area of the sequence.
Click on < to move left. This allows you to view / edit previous
areas of the sequence.
Clicking on Sequence, Pat Nm or Pic Nm has no effect in Ver 1.00.
To change the current pattern, click on Pat No. This will be a number
from 0 to the maximum number of patterns you have.
Mouse Users Only: You may click on the left of the button and the
number will decrease, click on the right and the number will increase
if you use the right mouse button. If you click on the button using
the left mouse button, you will be prompted for a new number.
Change how long your sequence is. You can change the total number of
pattern calls in the file. Mouse users can click with either the left
or right mouse buttons for the usual effect, as described above.
The same as clicking the right of the Pat No button.
The same as clicking the left of the Pat No button.
Pat No B
This screen may seem a bit confusing at first but you will become
quite used to it. It's really very simple.
Quit (Top Right Corner)
Select Quit when done to return to the main menu. You can save your
work from the main menu.
Sample (Top Right)
Inserts a new pattern directly after the current pattern.
Deletes the current pattern from memory.
Now, a little more difficult, there are 10 little buttons with arrows
left and right on the screen. 5 point left, 5 point right.
The two in the top left corner control which pattern you are editing.
Clicking on the right arrow causes the pattern number to increase.
Clicking on the left arrow causes the number to decrease. The current
pattern number (a number from 0 to 63) is displayed between the two
arrows. A number in brackets displays the maximum number of patterns
Clicking on the pattern number (between the arrows) allows you to
change the pattern number by specifying a value from the keyboard.
As the Mod file has 4 tracks, you will be viewing 4 tracks of
information per pattern. This can be viewed in the middle of the
screen. All the sample calls by the patterns are in little blue
boxes. When you start a Mod file, these boxes will have 'No Call'
written inside. These blue boxes cannot be clicked on.
Each track has 64 sample calls, numbered 0 to 63. Each track has a
little blue circle next to it. The red number in the circle displays
which sample call you are currently editing. By clicking on the
little arrows closest to the track number, you are able to view / edit
other pieces of this pattern. Clicking on the left arrow decreases
the red number, the right arrow increases the red number.
The track you are currently editing has a bright blue circle while all
the others have a dull blue circle. You can click on the buttons
marked Track1, 2, 3 and 4 (on the left). This changes the currently
active track but it does not change the red number. If you click on
the left or right arrows, the track the arrows relate to becomes the
current track and the red number changes.
If you click with the left button, one track will be shifted, if you
click with the right button, all the patterns are shifted (if
Notice to mouse users:
If you click on the left or right arrows relating to a track, the
entire screen is updated. This is slow on most computers. Thus I
have included the following feature. If you hold the button, the info
and sample boxes will not be updated. Only the track pictures are
updated. To return to normal mode (and have the info box and sample
box updated again) you will have to give a single click on the
left or right arrow buttons. The mouse cursor will be unable to move
out of the left and right arrow area until you do this.
You will always be editing the first blue box of the currently active
track. To edit this sample / sample call, you will can use one of the
The Sample Box (Top Left)
This box allows you to change the sample values. Here there are a few
This button has no effect in Ver 1.00.
This displays the current sample file. For example, if the sample is
from the file AKAIKICK.SAM, AKAIKICK.SAM will be displayed next to the
button. If the file is to be deleted once you have completed editing
the Mod file, the file name has a , instead of a .. In the above
example, if the file where to be deleted after the edit was complete
(see the .INI section on sample swap files) the file would be
displayed as AKAIKICK,SAM. The file is still however called
Clicking on the F Name button allows you to select a new sample. To
select sample 1, type *1 as the file name. The first sample will be
used. For the 11th sample, type *11 as the file name. You cannot
type in an actual file name here.
Mouse users can use the right button to select a sample, as described
above in the Sequence section.
Selects the picture for the sample. You can either enter an * value
or give a file name. If you want the 10th picture that you loaded,
enter *10 as the file name. If you want the file DRUM.GIP as the
picture, type in DRUM. If the file has been loaded, the picture is
displayed. If the file has not been loaded, the program reads the
picture from disk (if there is enough memory) and displays the
picture. Note that if you had 3 pictures in memory and you loaded
another, you can from then on refer to the newly loaded picture as *4.
Again, mouse users can scroll through all the pictures until they find
the picture of their choice.
This specifies the sample name. NOTICE that you cannot select a
sample from here. This button allows you to change the sample name.
It does not search memory for the name you specify. You must use the
F Name button to select a new sample.
Displays the sample size. Clicking on this button has no effect.
Clicking on volume allows you to manually select the volume. Specify
a value from 0 to 64.
Mouse users can use the Zoom box to drag the volume graph or use this
Here the Loop Start value of the sample is displayed. If there is
enough space, the Loop End value is also displayed. If you click on
the Loop S button, you can set the Loop Start value.
You can change the Loop Length or Loop End values. Either click with
the left button to set the loop length or click with the right button
to specify the loop end value.
The Info Box
This changes values related to the sample call.
You can specify the note of the sample call (A-, A, A#, B, C etc.).
You can specify the octave of the sample call.
Specify an effect value of the sample call. Give a value from 0 to
Specify the effect parameter. Specify a value from 0 to 255.
You may give a frequency value from 0 to 4095.
This button is for mouse users only. This button will lock the mouse
inside the zoom box. You can then drag the graphs to the values you
require. Click on zoom again to exit the box and update the screen.
You may drag the graphs without clicking on zoom on faster computers
but most computers struggle a bit because of the screen update. If
you click on zoom, you can pull the graphs and the rest of the screen
will NOT be updated until you click on zoom again. If you don't click
on Zoom, the screen is continuously updated and the system runs a lot
The graph on the left (yellow) represents the volume. Pull the graph
(hold the mouse button and move the mouse) up and down until you are
happy with the value. Note that although the little pictures also
have this information graph, you can only change the zoom box which
then updates the little boxes. The little boxes cannot be changed
The graph on the right (purple) sets the frequency. This is also
related to the note (red) and octave (blue).
The dark red graph below the green graph represents the loop start and
loop end. Use your left and right mouse buttons to select the start
and end positions of the line.
The green graph represents the time the graph will play for. It
cannot be changed directly. It changes when you change the frequency
or the sample size.
F Name [Alt][F]
P Name [Alt][P]
LoopE [Alt][D] (not visible, equivalent to right mouse button
press on LoopL)
< (Pat) L
> (Pat) ;
< (Trk) ,
> (Trk) .
Command Line Options
If you have a DOS lower than DOS 3.3, you must include a /O when
loading the Mod Editor.
To view the .INI settings, use
SECTION 3: CUT to GIP
The program CUT2GIP.EXE is supplied with the Mod Editor. This will
assist you in creating your own pictures.
Graphic programs, such as Dr. Halo, allow you to draw pictures and
then save them to a .CUT file. You may create such drawings of size
(maximum) 36 (horizontal) x 24 (vertical) for your own samples. Using
CUT2GIP, you can convert the files to .GIP and the Mod Editor will be
able to use them.
If your graphics package does not support .CUT files, there is a
really nice package called VPIC (by Bob Montgomery) available. This
can convert from one graphic file format to another. The program is
shareware and I strongly recommend it.
To make your own picture, simply create a .CUT file with dimensions
36 x 24 (or as close as possible) and run CUT2GIP. You will be
prompted for the .CUT file name and the .GIP file name. The program
converts the picture and returns to DOS.
Please remember that you may only use the standard 16 VGA colours for
640 x 480 in the .CUT file. I have not yet included Super VGA
support. Using other colours may cause problems.
If you need some quick help, simply run CUT2GIP /?.
SECTION 4: GENERAL INFORMATION
Please remember that this is shareware, NOT freeware. This program
has taken vast stretches of my time. Please register. A small amount
of R20 is not a lot to ask for considering the quality and effort that
went into this program.
Please send the R20 to
P O Box 22106
If you are not in Durban, South Africa, you will have to add postage
costs to the R20. Simply go to your nearest post office and ask the
price of sending a package containing a floppy disk (and manual if
required) to Durban, South Africa, and add this to the R20. For
example, if you are living in an area where the cost of posting a disk
to Durban is R2,50, please send R22,50 as the registration donation.
If possible, please send your donation in rands.
What you get when you register:
A floppy or stiffy disk with the latest version. This version will be
registered to you. (Specify whether you would like floppy or stiffy.)
A copy of the source code for the GUI (with manual and data base), if
applicable (see below).
A copy of the manual, printed, if applicable. (see below).
If you make a R40 donation or more, you will receive a copy of my VGA
GUI unit AND complete documentation AND a Norton Guides data base file
so you can write VGA programs just like this one. It requires Turbo
Pascal Version 6.
If you are a programmer and simply want the GUI source code, manual
and NG data base, send a R25 donation to me, asking for the GUI source
code etc. and I'll send it to you. Please fill in the registration
form anyway and don't forget to state whether you want a floppy or a
stiffy disk. Also include the necessary postage.
If you would like a printed copy of the manual, please send an extra
R5, specifying that you would like a manual.
Files you should have received:
MED .DOC (this manual)
When you register, please see REG.DOC.
Some *.GIP files should be available with the program, hopefully many
more will be in the public domain soon. Check your favourite BBS.
Thank you to the following people:
Chris Becke for the drawing of the buttons and some of the mouse
routines. Chris also decoded the .MOD file format and the .CUT file
format for me.
Thomas Brazier for drawing the flexible push buttons and testing the
Steven Becke for the 3 pictures supplied with the program.
Greg Mahlknecht, Shanil Misra and Jon Hutchings for testing the
Hope you like the twirly cursor Greg! It's just for you.
And that's it - all you need to create the best looking (and sounding)
Mod files around.
I'm working on a few more ideas:
Have you any comments / suggestions? Please send them to me with your
The following great shareware / public domain programs are supported
by Galliasoft, although they are not included with this program. They
should be available from almost all BBS's.
PKZip FAST! (c) PKWare
LHA (c) Haruyasu Yoshizaki
ARJ (c) Robert K Jung
If you use any new / better programs, simply add support for them in
your .INI file.
For the latest Galliasoft software, check out Connectix (if you have a
Connectix - South Africa's Biggest Multiuser BBS
(031) 306 3656
(031) 306 4051
(031) 306 2277
Honey In The Rock!
(031) 463 1709
Use modem setting 8 N 1.