
The complete C64 music collection                            Jens-Christian Huus


Welcome to the complete collection of music originally created on the C64 and
now collected in this luxury package - by JCH of Vibrants. In this package you
will find all these astonishing things...


   All C64 music I did (both released and unreleased), adapted for SidPlay!

   The SID-files has been enhanced with TIME length and PLAYER versions!

   Description of most tunes in seperate "-README-.TXT" files!

   I especially modified my four digitunes for use with SidPlay!

   All my latest utilities (editor, packer, etc.) in a D64-file! :)

   Tons of DOCS describing how to use those utilities - both for C64 and PC!

   Three D64-files with loads of worktunes to load into the editor!

   C64 sourcecodes for the latest editor, packer and the latest players!

   All the "screens" Vibrants made, collected in four D64-files!

   In the end of this file a GLOSSARY explaining strange C64 jargon.


This and much more is included in the most complete collection ever made, where
I collected 99.9% of all the music I did on the Commodore 64. Note that this
package is completely freeware - no money should be charged for it. Apart from
the Vibrants "screens", this collection only contains music from JCH. If this
collection is well received, I will continue with a LINK collection later! :)

I spent a lot of time converting and describing the music and utilities. If you
want to get the most out of this package, I recommend that you read this file
no matter if you intend to use the D64-files, the editor utilities - or just
want to play the DAT-files with SidPlay.

All the special C64 utilities like editor, packer and players are free to use on
the Commodore 64 if you plan on transfering them. I also included all the latest
sourcecodes for the editor, packer, etc. You are also free to change these as
much as you want, even on the C64. My C64 editor has been rumored to be one of
the best editors ever made - now is your chance to see if this is true! ;)

Apart from this "-README-.TXT" file, the package includes all these files...


        INSTALL.BAT      5277           Unzips files to a specified path.

        D64.ZIP        571352           D64-files for the emulator.
        DIGI.ZIP        35949           All the digitunes I made.
        DOUBLE.ZIP      11282           All the doublespeed music I made.
        ED_TEXTS.ZIP   127248           DOCS for editors, players, etc.
        GAMES.ZIP       42632           Most music I did for games.
        GULDKORN.ZIP    31991           Music for "Guldkornekspressen".
        LAXITY.ZIP      12535           Music I did in Laxity's player.
        NOT_JCH.ZIP      7276           Music I did NOT compose.
        NP_00-05.ZIP    66630           Music in NewPlayer v00 - v05.
        NP_06-09.ZIP    75761           Music in NewPlayer v06 - v09.
        NP_10-14.ZIP    75024           Music in NewPlayer v10 - v14.
        NP_15-20.ZIP    73221           Music in NewPlayer v15 - v20.
        OLD_PLAY.ZIP    80932           All the music in the old player.
        ORC_LVLS.ZIP    39414           All levelmusic for "Orcus".
        ORC_MAIN.ZIP    17745           Main music for "Orcus".
        OTHER.ZIP        6972           Music done in other musicroutines.
        SOURCE.ZIP      23271           C64 editor sourcecode from amiga.
        WRK04-05.ZIP    17717           Worktunes in NewPlayer v04 - v05.
        WRK05-06.ZIP    24259           Worktunes in NewPlayer v05 - v06.
        WRK08-10.ZIP    22360           Worktunes in NewPlayer v08 - v10.
        WRK13-20.ZIP    36297           Worktunes in NewPlayer v13 - v20.
        WRK17.ZIP       29344           Worktunes in NewPlayer v17.


You can unpack the files yourself or use my INSTALL. I recommend that you use
my INSTALL as it unpacks to the correct directories. Also, you may use "/OKAY"
to install only the tunes of reasonable quality, or "/GREAT" to install the
best of the lot. Either way you will get all D64-files, sources and DOCS. Type
INSTALL at the DOS prompt without parameters for information on the syntax.

Check that all the files are present - if not, go get a better copy of this
package! ;)  Now follows a deeper description of these ZIP-files.


THE SIDPLAY MUSIC


Most of this collection contains DAT-files which can be played with SidPlay on
the PC by Michael Schwendt. By the time of testing, I used SidPlay v1.22, later
v1.24. SidPlay can be obtained on most popular BBS and InterNet.

All these ZIP-files contains DAT-files for SidPlay...


        DIGI.ZIP        35949           All the digitunes I made.
        DOUBLE.ZIP      11282           All the doublespeed music I made.
        GAMES.ZIP       42632           Most music I did for games.
        GULDKORN.ZIP    31991           Music for "Guldkornekspressen".
        LAXITY.ZIP      12535           Music I did in Laxity's player.
        NOT_JCH.ZIP      7276           Music I did NOT compose.
        NP_00-05.ZIP    66630           Music in NewPlayer v00 - v05.
        NP_06-09.ZIP    75761           Music in NewPlayer v06 - v09.
        NP_10-14.ZIP    75024           Music in NewPlayer v10 - v14.
        NP_15-20.ZIP    73221           Music in NewPlayer v15 - v20.
        OLD_PLAY.ZIP    80932           All the music in the old player.
        ORC_LVLS.ZIP    39414           All levelmusic for "Orcus".
        ORC_MAIN.ZIP    17745           Main music for "Orcus".
        OTHER.ZIP        6972           Music done in other musicroutines.
        WRK04-05.ZIP    17717           Worktunes in NewPlayer v04 - v05.
        WRK05-06.ZIP    24259           Worktunes in NewPlayer v05 - v06.
        WRK08-10.ZIP    22360           Worktunes in NewPlayer v08 - v10.
        WRK13-20.ZIP    36297           Worktunes in NewPlayer v13 - v20.
        WRK17.ZIP       29344           Worktunes in NewPlayer v17.


I recommend that you UNZIP each file into its own directory of the same name. In
each of these directories you will of course find loads of SID- and DAT-files,
but you will also find a "-README-.TXT" file describing all the tunes in the
directory. Read these before or after playing the files with SidPlay for a lot
of entertaining information on most of the tunes.

Some ZIP-files contains released "scene"-music collected in chronological order.
To follow the timeline from 1987 to 1992, listen to them in this order...


        OLD_PLAY.ZIP    80932           Music released in 1987-1988.
        LAXITY.ZIP      12535           Music released in 1988.
        NP_00-05.ZIP    66630           Music released in 1988-1989.
        NP_06-09.ZIP    75761           Music released in 1989-1990.
        NP_10-14.ZIP    75024           Music released in 1990.
        NP_15-20.ZIP    73221           Music released in 1990-1992.


Other ZIP-files was collected according to the type of music rather than the
chronological order...


        DIGI.ZIP        35949           All the digitunes I made.
        DOUBLE.ZIP      11282           All the doublespeed music I made.
        GAMES.ZIP       42632           Most music I did for games.
        GULDKORN.ZIP    31991           Music for "Guldkornekspressen".
        ORC_LVLS.ZIP    39414           All levelmusic for "Orcus".
        ORC_MAIN.ZIP    17745           Main music for "Orcus".
        OTHER.ZIP        6972           Music done in other musicroutines.


All the games music can also be found in the D64-"screens" for the emulator.

The following ZIP-files are chronological. All of them are worktunes which can
be loaded into the editor found in a D64-file, except "WRK04-05" which contains
worktunes that are incompatible with the editor. I cannot remember when I did
these tunes, but the version number of the tunes indirectly indicates the time
of composing...


        WRK04-05.ZIP    17717           Worktunes in NewPlayer v04 - v05.
        WRK05-06.ZIP    24259           Worktunes in NewPlayer v05 - v06.
        WRK08-10.ZIP    22360           Worktunes in NewPlayer v08 - v10.
        WRK13-20.ZIP    36297           Worktunes in NewPlayer v13 - v20.
        WRK17.ZIP       29344           Worktunes in NewPlayer v17.


Most of these worktunes are also available as D64-files.

The following odd ZIP-file contains a few tunes I either didn't do, or which I
may have converted into my own player system. Check it out...


        NOT_JCH.ZIP      7276           Music I did NOT compose.


Apart from the tunes above I find it necessary to point out that a lot of
misunderstandings took place due the text I put into the player - "PLAYER BY
JCH" and sometimes music by me. This is a textstring which can be edited in
the packer which compiles the music. However, some users of my editor made so
many tunes in it that editing this string couldn't bother them less. Hence,
some of the tunes states that I did it when I did not! So if you are searching
for a tune you thought I did but can't find it, I PROBABLY DIDN'T DO IT! :)

When you play the SidPlay files you will see that I enhanced the brown box in
the middle of the screen with "TIME" and "PLAYER". If you edit the SID-file you
can see that the information was merely added to the original SID strings.

In some cases it may be a good idea to listen through long tunes to see if I
made a melodic change later. In my period of composing on the C64, I often made
2-in-1 or 3-in-1 tunes whenever I was bored with the present theme. However,
most of the "-README-.TXT" files will inform you of such interesting changes.

The digitunes directory contains the only four tunes I made with NMI digi. All
those tunes was especially modified for use with SidPlay and will not work on
a real C64. However, I supplied a D64-file containing the digitunes for use with
the emulator by Miha Peternel - those versions can be used on a real C64! :)

The doublespeed tunes uses a technique on the C64 where the player is called
twice during the same frame rescan. A frame on the C64 lasts 1/50th of a second
thus a normal tune is updated 50 times a second. A doublespeed tune is updated
100 times a second to achieve even better effects in the player. Although quadro
speed players became very popular in the C64, I only made doublespeed music
myself. SidPlay does not support these special players at the time of writing
this, so you will have to enable "Fast Forward (2x)" while listening to them.

Apart from this you will find all the information you need in the "-README-.TXT"
files found in each ZIP-file with DAT-files.


THE D64-FILES


All the files found in "D64.ZIP" can be used with the excellent C64 emulator on
the PC by Miha Peternel, "C64S". This emulator is shareware and have to be
registered in order to use different D64-files. If you only have the shareware
version, you have to rename each D64-file to "TESTDISK.D64" each time you have
to use that particular diskimage. Follow the instructions for "C64S" in its own
DOC-file on how to use the emulator. It can be found on most BBS and InterNet -
I think the latest version at the time of writing this is v1.1c. If you just
want to manipulate and copy from/to the D64-files, I strongly recommend that you
fetch a copy of "The Star Commander" by Joe Forster/STA. This is a great "Norton
Commander"-clone which even speeds up the Commodore 1541 drive when used with
the X1541 cable.

Here is a list of the D64-files which can be found in the archive...


        DIGI.D64       174848           All the digitunes I made.
        D_DRV_51.D64   174848           Delux Driver v5.1 sources and objects.
        ED3_04.D64     174848           Editor v3.04 objects.
        GAMES1.D64     174848           Vibrants "screens" collection, side 1.
        GAMES2.D64     174848           Vibrants "screens" collection, side 2.
        GAMES3.D64     174848           Vibrants "screens" collection, side 3.
        GAMES4.D64     174848           Vibrants "screens" collection, side 4.
        JCH_SRC.D64    174848           Sourcecodes for packer and players.
        JCH_UTIL.D64   174848           Editor, packer and other utilities.
        WORK1.D64      174848           Worktunes for the editor, side 1.
        WORK2.D64      174848           Worktunes for the editor, side 2.
        WORK3.D64      174848           Worktunes for the editor, side 3.


The file "DIGI.D64" contains the four digitunes I made which, as mentioned
earlier, will also work if transfered to a real C64. "Little test" and "Easy
does it" is packed and started with SYS3840. "Shift" is a worktune I wasn't
satisfied with - SYS3840 too. "Better late" is a RUN file.

In "D_DRV_51.D64" you will find all the object- and sourcefiles needed to
create a new version of the "Delux Driver", a program I used to present all the
music packed in my player system. It checks a tune at loading time to see if it
starts at location $1000 - unfortunately, this check routine does not work too
well in the emulator for some reason - you have to use the program on a real
C64 to hear and see the driver in action.

The file "ED3_04.D64" contains all the objects which must be linked to form the
executable RUN file found in the bottom of the directory. The actual source-
code is present somewhere else in this package - more about this later.

All the files "GAMES1.D64" to "GAMES4.D64" contains fully runnable C64 "screens"
made for presentation purposes. Some of the screens won't work in the emulator
v1.1c; "GALACTYF./MUS1.0", "BALLFEVER/MUS3.0" and "PLURAL   /SFX1.0" crashes.
Also, in "CHS-HQ II/MUS1.0" the text never shows up!? Transfer these screens to
a real C64 if you want to see them. I coded most of the screens myself except
the "MON"-look-a-like screens in "B. MANIA /MUS1.0" and "STORML.II/MUS1.0" (I
would NEVER have done a pathetic thing like that!). ;) Most of the SFX found in
the various screens uses ring modulation or hard synchronization effects. These
effects are not supported in Miha Peternel's emulator, so to do these SFX real
justice you HAVE to listen to them on a real C64! :(

In "JCH_SRC.D64" you will find the latest sourcecodes of "NP-Packer v5.3" (The
latest packer I made) and of players v17.G1, v19.G1 and v20.G4 (the three best
players for the editor). There are also the sourcecode to the digiplayer I made.
Although there's a "Turbo Assembler" on the disk so that you can edit them in
the emulator, I strongly recommend that you transfer all this to a real C64 and
fiddle with it there. Remember, you are free to make any changes you want! :)

I believe that "JCH_UTIL.D64" will be the most important D64-file for all those
freaks still working on the C64. Here you will find the latest editor, packer,
swapper and other useful utilities for making music on the C64. More about this
later though.

The three files "WORK1.D64" to "WORK3.D64" contains most of the unreleased music
I made. All of them can be loaded into the editor and edited.


THE MUSIC UTILITIES


All the very latest versions of all my utilities has been released in this
package. It includes NP-Packer v2.5 (for old players), NP-Packer v5.3 (for new
players v10 and up), Data-Swapper v1.0 (swaps data between different player
versions) and of course the Editor v3.04 with a lot of "+" merge files. Apart
from using these in the emulator you can transfer them to a real C64 and make
music using it. Either way, I supplied loads of DOCS for the editor and players
in the "ED_TEXTS.ZIP". There are two versions of all textfiles, TXT for PC usage
and SEQ for C64 usage - if you want to print or read the text from the C64, only
transfer the SEQ-files. However, I recommend that you read the TXT-files on the
PC since these are easier to read and has been especially enhanced with ADDENDUM
update text during the production of this collection.

You can read all the DOC text for deep information on the details of the editor,
packer, players, keys to use and so on. However, even though these files are
quite thoroughly written, I still want to add a few (!?) things...


 I recommend that you print the MEMO-TEXT documents which was designed to fill
  out exactly one page. These are very helpful when making instruments.

 Although you have a wide range of players available for the editor, always
  choose between v17.G1, v19.G1 or v20.G4. Here are the differences...

        v17.G1 - Good compromise between v19 and v20. Uses only $14 scan-
                 lines, but has a "hardwired" hard restart. Sounds clear.

        v19.G1 - Extremely cut-down player using only $0D scanlines! :)
                 There is no vibrato routine and a very HARD restart.
                 However, the arpeggio is MUCH better than in "Music
                 Assembler" and its clones.

        v20.G4 - Although it only takes approximately $1F scanlines it is
                 the best player I have made. It almost makes coffee! ;)

  If you want to make double-, triple- or quatrospeed tunes, use v17.Q0 which
  is a modified v17.G1 containing the $1006 update routines. This player will
  default to DOUBLE in Editor v3.04. Use the "+" merge files to change the
  speed of this player.

 Editor v3.04 does not like player versions below v05.02. If you try to load
  v04.13 or v05.01 into it, you better reach for that reset button...

 There are two clocks in Editor v3.04. The rightmost is the tuneclock and the
  leftmost clock is measured hours and minutes you have been composing your
  music! :)  This clock will be saved together with your tune on the disk.
  This way you can see how long it has taken a composer to finish a tune.

 The merge programs which the editor can use always starts with a "+". These
  special files will be loaded by the editor without clearing anything. The
  files containing player versions can be used to overwrite a music routine
  with a fresh copy without touching the composition or instruments. This can
  be useful if the player screws up for some reason. The "+SPDC/VOL/TRIPLE"
  files (and similar names) changes the speed of the v17.Q0 player.

 The keyboard DOCS has been written for Editor v3.02 yet the latest version is
  v3.04. Well, the differences are marginal! From v3.02 to v3.03, player v20.G4
  is default and the merge program "+SPDC/VOL/DOUBLE" is default. The "SPDC"
  refers to the ability to change the speed of the "SHIFT-B" mode (FollowPlay)
  while playing. v3.02 did not understand this if the player changed the speed.
  Also, "VOL" refers to the volumen nibble in the top right corner of the screen
  which goes from 0-F in hexadecimal. v3.02 didn't understand this either if
  the tune changed the global volume during a tune. From v3.03 to v3.04 I fixed
  a bug which made the editor crash on a Commodore 128 or a portable SX-64.

 Suppose you only want to play with the editor and you just want a few fast
  instructions on how to do that. Well, read on! Run the editor, insert diskette
  with tunes and press F1 (if you are using the emulator, read the DOCS on how
  to change the diskette). Now cursor up and down through the directory and
  press enter to load a tune. Notice that the version number in the lower left
  corner changes to match the version of the tune you just loaded. Now press
  the F8-key. In the editor, press SHIFT-B to play with "FollowPlay". This mode
  restarts in the top when the tune wraps, so you can always see when the tune
  has ended. Press RUN-STOP (TAB in the emulator) to stop and SHIFT-X to enter
  the diskette menu again.

 The volume setting in the upper right corner of the screen (use SHIFT-@ and
  SHIFT-* to change) was invented in later players. Prior to player v15 (and
  in compromise players like v17 and v19), this value should not be changed
  since it might screw up the player. Use the volume knob on your monitor or
  loudspeakers instead! ;)

 Although I recommend that you stick with players v17, v19 or v20 if you want
  to make music, it is possible to make music in the older players. If you
  make music in players v5 - v9, use "NP-PACKER v2.5" to compile the music to
  a small, compact block. Are you using v10 - v20, use "NP-PACKER v5.3". This
  packer is much more efficient that v2.5; it removes unused commands and
  sequences apart from pushing the tables together.

 The "Data-Swapper" found on the utility disk is really a ghost from when I
  created the first versions of the editor and packer. I cannot guarantee that
  it will work with later players v17, v19 and v20. In fact, I never really
  used it myself...

 In the "Delux Driver v5" you can find a very sophisticated relocator which
  also splits up the music block into five parts. This "splitter" took me a
  long time to write. However, a faster and more simple relocator can be found
  on the utility disk, made by "Xerox" - a coder I knew on the C64. It only
  relocates the same block - however, it is extremely fast indeed.

 Don't mind the "Ed-Ideas #02" too much. It was a RUN-file I once created on
  a day I was bored, containing some of the ideas I wanted to make - but never
  did. Now that the sources are available in this package, perhaps YOU can use
  some of the ideas? :)


THE SOURCE CODES


As mentioned earlier, I have supplied all the source codes for my editor, packer
and players for you to have fun with. You may transfer them to a real C64 when
possible, and you are free to make any changes you want. All of the sources
contains the very latest versions I did. I won't go into too much detail on how
to compile and use the sources, if you are a cool C64 coder you should know
what to do with it. Still, let me point out a few things anyway.


 Most of the comments in the source codes are in DANISH! I'm sorry for the
  inconvenience this may cause, still it should be possible to figure out what
  goes on! :)

 The "Ed v3.04 objects" only contains the files to be LINKED. No sources here.
  In the directory "SOURCE" you will find a gigantic source code containing the
  actual code for the editor, which additional comments on the objects in the
  beginning of it. In older versions of the editor (like v2.53), I coded the
  entire editor in "Turbo Assembler" directly on the C64. However, I soon ran
  out of memory space as I got more and more ideas to implement. The only thing
  to do was to buy the Amiga-to-C64 development tool from Einstein/Upfront, a
  coder who made a complete assembler on the amiga which generates C64 code
  together with the electronic devices necessary for transfering it. Using this
  magnificent system I managed to add more functions to the editor, right up to
  version 3.04 which is the sourcecode you can find here. Please don't ask me
  how you're going to use it if you don't have a similar equipment, but if you
  do, you are free to make any changes you want! :)  I know that C64-to-C64
  systems exists which would work just as well. Microtop/Starion used such a
  system when he worked for SilverRock Productions.

 On the SOURCES diskette you will find the source codes for the three players
  I recommended earlier in this file. The "01.D5" source is for the NMI digi-
  player and "B5.10.B000" is NP-PACKER v5.3.

 In some of the source codes, I often assembled them to a different location
  than it would be when used in the final product. As you may already have
  figured out by yourself, this is caused by the fact that "Turbo Assembler"
  occupies memory location $A000-$FFFF. However, by the ORG commands in the
  source codes I have put comments on the temporary locations. This is true to
  the source codes of "NP-PACKER v5.3" and "DELUX DRIVER v5", but not to the
  players which are assembled to their correct locations.


Have fun with the source codes. If you manage to develope another (perhaps
even better) player, packer or editor using these sources - and you trust in
me using a PC emulator - why don't you send me a copy? I would be very happy
to see what you have done. The address can be found elsewhere in this file.
I connected my 1541 drive to the PC using a X1541 cable, so I can read the
good old C64 diskettes too.


THE AUTHOR


Born in 1966 which makes me 29 at the time of writing this. Occupation mail-
man since 1985 (However, I'm getting dead tired of it so I may go find myself
another job soon!). Entering the eighties I fiddled with a ZX-81, VIC 20 and a
TEXAS TI-99/4A (A marvellous computer where I managed to write quite a few
games in "Extended Basic") until I finally bought a C64 in 1983. Until 1986 I
lamed around doing close to nothing until I learned assembler language. In
1987 I began coding my first music player, strongly inspired by Rob Hubbard
and Martin Galway. It went on for another 5 years until I bought a PC. On the
PC I have made AdLib players and even MOD players. Recently I also tried to
compose a few tunes in FastTracker II. Today, I own a Pentium 133 Mhz, a PC I
bought a few weeks ago hoping that it would run any game available today. I
sure was shown otherwise when I tried to run Descent in 640x480! Grmmblll!
I KNEW I should have bought that moped instead! ;)

If you want to reach me you can only do it using snail-mail:

Jens-Christian Huus
Vangede Bygade 46 st mf
2820 Gentofte
Denmark


LAST WORDS


I gave myself time to finish this package correctly. I must admit that I had a
fun time listening to my old tunes (well, SOME of them!) and I encourage all
the good old C64 composers out there to do the same thing. You don't have to
be as thorough as I was, but I sure would like to see some collections from
other original musicians. After all, we are the only ones who are competent
enough to make a close-to-perfect collection. So how about it? :)

I will send my fast greetings to the creators of the emulator (Miha Peternel),
SidPlay (Michael Schwendt) and the Star Commander (Joe Forster) without whom
this would never have been possible. Keep up the great work!


THE BORING STUFF


The name "Vibrants" is a trademark of Jens-Christian Huus. Other product and
company names are the trademarks of their respective owners.

All warranties are disclaimed, including damage to your hardware and/or software
from the use of this product. In no event will I be liable to you for any
damages - including any lost profits, lost savings or other incidental or con-
sequential damages arising out of your use or inability to use these files, or
any other claim by any other party.





GLOSSARY


If a word is surrounded by "*" signs, you can also look it up elsewhere in this
glossary.


ADSR

An envelope controlling the volume of a note. ADSR really means "Attack", "De-
cay", "Sustain" and "Release". Each of the four parts uses a value from 0-15.
Attack sets the speed of which the sound reaches full volume, decay the speed
of which the volume decays to the sustain level, and release is the speed of
releasing the sound down to zero volume, like this:


                        /\ D
                    A  /  \    S
                      /    \_______
                     /             \ R
                    /               \
                   /                 \
          

Using a "gate"-switch (bit) on the SID-chip, the music programmer can "hold"
the note during the "ADS" part until the bit is cleared, then the SID-chip goes
into the release part. As you can see of the four values, attack, decay and
release actually sets a "speed" from 0-15 (0 is fastest"), while sustain is used
as a pseudovolume with 15 as the highest volume.


AFAIK

Short for "As Far As I Know". Typical FidoNet/Internet jargon.


ARPEGGIO

Jargon for very fast notes on the C64, usually put together to form a chord.
Since the C64 only has three voices, tricks like this had to be used to make it
sound like more voices. By playing, say, the C-4, D#4 and G-4 notes, changing
them each *FRAME* (playing them like C-D#-G-C-D#-G-C-D#-G etc.), you would have
a typical minor chord in just one voice.


COPY-PARTY

A meeting of many democoders, graphicians, musicians (etc) from the *SCENE*. It
often took place one or more times a year in great halls where up to 3000 people
would sit together with their own computer, sharing know-how and programs. Later
on competitions became very popular where the various groups could show who was
the best coders, musicians, graphicians and so on. Parties also exists on the
PC today - the most popular being "Assembly" in Finland and "The Party" in
Denmark at christmas time. See also *SCENE*.


DRAX

Nickname of Thomas Mogensen, a member of "Vibrants" who made much more music on
the C64 (in my editor) than I did - a very productive guy indeed. He owns a PC
today and composes MIDI music in "Musicator".


EOLM

Short for "End-Of-Level-Monster" - refers to the special jingles played in some
shoot'em up's, where a monster appears at the end of a scrolling level. These
monsters often occupied half of the screen (!) and had their own distinctive
type of melody.


FRAME

Each time the C64 screen is drawn it is called a "frame". On the C64, there are
50 frames a second. Since most music players are usually programmed so that they
update each frame, the music updates 50 times a second. See also *RASTERTIME*.


HARD RESTART

A technique used in players to overcome the wobbly *ADSR* in the SID-chip. You
can look up "ADSR" earlier in this glossary. Normally when ADSR is used it fails
from time to time. If you compose a sequence of notes, each having the same
length, note and ADSR, and then play it for a long time, you can hear that the
SID-chip "hiccups" every once in a while. To overcome this major problem, many
musicians invented "hard restart". Suppose you have a note that is 7 *FRAMES*
long before triggering the next note. When 5 of the 7 frames has played, the
music routine put $00 values in the ADSR registers. This immediately "cuts" the
note for the last two frames. The music sounds more "blunt", but when the ADSR
restarts on the next note, it NEVER fails again! Also, the ADSR is somewhat
harder, hence the expression. Many great musicians used this effect, such as
Rob Hubbard, *MON*, 20CC, Tim Follin and many more.


HARD SYNCHRONIZATION

An effect in the SID-chip which is simpler and more "raw" than the *RING MODU-
LATION* effect, but uses the same method of generating it. SidPlay also supports
it while Miha Peternel's emulator doesn't.


IMHO

Short for "In My Humble Opinion". Typical FidoNet/Internet jargon.


INTROTUNES

In contrary to demotunes, introtunes often had to be especially short. This was
because intro's was put "in front" of other programs, often cracks. The crackers
who cracked the games wanted to show other crackers who did the crack and this
was done by putting on an "intro". Since it was cool to have a shorter version
than other crackers, the intro's of course had to be as short as possible. I
made quite a few introtunes during my C64 period since I knew a few crackers
myself. I never had anything to do with cracks myself, though. However, the
difference between democoders and crackers in the *SCENE* was usually so small
that avoiding it was impossible.


JCH

Hey - that's my initials! :)  Short of Jens-Christian Huus!  MAN, I'm cool! ;)


JOZZ

Nickname of Johannes Bjerregaard, probably the best danish C64 composer ever.


LINK

Nickname of Klaus Grngaard, previous member of "Vibrants" who made some music
for games and demos in my editor. Later, he left for the amiga where he made
some MIDI music in "Bars and Pipes" on his Korg M1.


MON

Short of "Maniacs of Noise", a very successful dutch team where Jeroen Tel made
most of the music and Charles Deenen the player and SFX. They produced a lot of
music for games in the late eighties and became very popular. Charles Deenen
was also an excellent designer and made many *SCREENS* with cute color effects.
Today, Charles Deenen works for InterPlay on the PC.


PARTY

See *COPY-PARTY*.


RASTERTIME

Using a hardware-register called $D012, you can specify exactly which scanline
the player is called each *FRAME*. A frame is drawn 50 times a second, and each
frame consists of approximately 320 scanlines. If you use the register to call
the player at scanline 100 and at the same time change the color before and
after the player is called, you can see how long it takes for the CPU to execute
the player. A normal, adequate time is "3 or 4 characters". A character is eight
scanlines in heigth, so that equals 24 to 32 scanlines of rastertime. Really
effective but also normally sparse players uses 10-15 scanlines only. If the
player uses more than 36 scanlines it usually makes the democoder unhappy! ;)


RING MODULATION

An effect in the SID-chip which generates overtones using two voices. One is
used as the carrier and can be used for normal SID music. The second voice uses
a waveform with the "ring modulation"-bit switched on. By sliding this voice
up and down, the overtones adds a very rich sound to the entire music. SidPlay
from Michael Schwendt supports this, but Miha Peternel's C64 emulator doesn't.
One of the best examples of using it is my "Chordian" which begins with a very
distinctive ring modulation effect.


SCANLINES

See *RASTERTIME*.


SCENE

The "scene" on the C64 refers to an underground "network" of snailmail trading
democreators, musicians and crackers. Spread all over the world, groups of
typically 4-5 young kids (or more) with each their talents creates demos and
other "freeware" programs to show other groups how good they manage it. Later
on, some of them even hopes to get a job - either coding a game or making music
or graphics for one. Later, modems revolutionized the C64 scene and the snail-
mail trading slowly decreased while releases were spread all over US boards.
The bad thing about the C64 scene compared to the PC scene is the thin line
between crackers and democreators. This also made it difficult for some of them
to break loose and work for software houses - I have a suspision that this is
one of the reasons why I never made a breakthrough with games. However, the
C64 scene was also one of the best scenes there ever was. In the late eighties,
the activity and feedback between groups was very well organized, often much
better than you see in amiga and PC scenes today, IMHO. The C64 scene actually
exists today too - although it will never reach its glory days from the late
eighties again.


SCREENS

When musicians made music for games they usually collected all the music and SFX
in "screens" where the programmer could easily choose between the sounds by
pressing a few keys. As this was in fact a presentation screen for firms, many
musicians either coded or had other people code various color effects into the
screens to make it look a lot more attractive.


VIBRANTS

The musicians group I founded in 1988. Many people have been in and out of the
group, like "Deek" - the scottish member. Today, "Vibrants" are Thomas "Drax"
Mogensen, Thomas Egeskov "Laxity" Petersen, Torben "Metal" Hansen, Jesper "JO"
Olsen and of course myself. Laxity is making music for "FunCom" in Norway and
Jesper Olsen is currently working for "Rainbow Arts".


VIBRATO

A simple effect routine in players which vibrates the pitch.


