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!AWMay91/Goodies/Coconizer/!Coconizer/ReadMe

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

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   *******************************************************************
   *                                                                 *
   *  The Archimedes Coconizer SoundTracker , Version 1.31 - ReadMe  *
   *                                                                 *
   *                         3rd March 1991                          *
   *                                                                 *
   *******************************************************************



The Coconizer consists of the following disc structure:

   The directory "!Coconizer" It contains the main program,  the  "Ready?" 
                              text (Coco's history) and this ReadMe file.

   The directory "Tools"      It contains the tools:
                              - Locater
                              - Modul
                              - Player, Turbo, Play
                              - Changer
                              - WipeRest, WipeSame
                              - LinLog
                              - AmiTrans

   The file "location"        It holds the instruments' allocation.

   The directories "SongsX"   They hold some of your song files.

   The "Sample Discs xx"      They are containing your instruments.




 SOME GENERAL NOTES
 ==================

The  Coconizer SoundTracker uses a method of managing songs that  is  very 
similar  to  other soundtrackers.  The whole program,  its tools  and  the 
player(s) are Freeware (see end of text for further details).

Well, there are some basic ideas when writing a new song:

 - First of all,  you should title your song, up to 19 characters long, or 
   rather type in your name and use the songs' file name as  title.  After 
   that you could choose the song format, that is, four or eight channels. 
   Let's explain what this means.
   The  eight channel format uses the eight independent stereo  voices  of 
   the Archimedes for playing.  And believe me, they sound a lot of better 
   than four channels (what surprise).  But as a result,  the player needs 
   more  processor  speed to handle  the  requested  sound_buffers.  Well, 
   whilst using Coco you won't and needn't care but if you think you  need 
   a song for a (fast) program then you've to judge (or test) which format 
   is to be preferred.  Nevertheless,  your Archimedes is very fast and so 
   it's well possible to play an eight voices song AND run a  program,  if 
   not programmed unskilled...
   On  the other side there is the four channel format,  using  only  four 
   voices at once,  like other computers do. The player routine needs less 
   time of the Arc in this mode.  And somebody knowing how to compose will 
   achieve quite cool songs with just four channels.

 - Well,  then let's begin. Now you could define some instruments you wish 
   to  use in your composition (for an explanation of what  an  instrument 
   is,  see paragraph "Instruments" please). They are labelled from "a" to 
   "z", resulting in a total instrument pool of 26 samples at once (though 
   future versions of Coco could allow the usage of more samples).  It  is 
   not  possible  to  create a pattern without one  instrument  loaded  at 
   least.

 - After this you may start editing the song itself.  Please read the next 
   chapter for full instructions on the usage of Coco.
   Well, what is a song?
   A songs consists of several patterns, each of them is 64 lines dept and 
   four  or  eight rows wide,  depending on the selected  channel  format. 
   Patterns are used to allow you to repeat several parts in your song and 
   to keep and/or beat the time,  and to keep the overview of course.  The 
   patterns hold the informations of the tones and how to play them.


 Let's see an example of how a tone is build up:

    C#0 a F 05
    / | |  \ \\_ Info Byte (left and right nibble)
   /  | |   \
  /   | |    \Command (or Effect)
 /    | |
Note  | Instrument number
      |
 Octave number


   And the interpretation of this information is easiest:

   � "C"  is the international C in this case,  the "0" holds  the  octave 
     number, here Octave zero. Current octaves are in the range from -3 to 
     +4,  and  this  means  even  some extremely low  or  high  notes  are 
     possible, especially for special sound effects.
     Further the note is played as "C Sharp". The "#" always indicates the 
     Sharp of a tone.
     If the note entry contains nothing, than no (new) note is played.
   � The  "a"  entry says that instrument "a" (that is the first  one)  is 
     used to play the note.  By selecting an instrument its volume is  set 
     to its default value.
     If the instrument byte contains nothing,  then the last selected  one 
     is used, inclusive its last volume.
   � The next entry "F" holds the desired command or effect.  In this case 
     command "Set Speed" (see below for a list of all commands).
   � And the last entry "05" is the Infobyte,  it contains values for  the 
     selected command/effect. In this case "Set Speed to 05".


   Quite  difficult?  Oh no.  All these informations are displayed  in  an 
   expanded form in the head line of the edit window.


Fine, now let's continue with the main steps...

 - After creating some patterns, you could choose the sequence of them, ie 
   setting the play order of the patterns.

 - Further  you could change the default setting of your selected  instru-
   ments.  Each of them has its own default Volume,  RepeatAt and  Repeat-
   Length.
   The  default  volume  of  an instrument is used  for  playing  when  an 
   instrument  is selected by the letter "a" - "z".  But the command "C  = 
   Set volume" overwrites this of course.
   If  Repeat_At  is  zero,  then your instrument  will  be  silent  after 
   arriving at the samples' end.  That means, the tone just sounds as long 
   as its sample is played.
   When set, then the instrument will start and be repeated at this offset 
   number, whilst playing <Repeat_Lenght> bytes each time.

 - And last but not least the stereo positions of the channels.  If a song 
   is started, they are set in a quite logical way. Beginning with channel 
   one at the most left stereo position,  ending with channel eight at the 
   most right position.  In four channel mode the two most right and  most 
   left stereo positions are not set.
   For finer control, there's a command available which allows the setting 
   of all stereo positions whilst playing.



 COCO'S COMMANDS AND EFFECTS
 ===========================

Although  programmed  in the same way,  we should  distinguish  between  a 
command and an effect. A command is performed once, like Set Speed, or Set 
Volume,  together with new playing instructions,  ie notes. And an effect, 
like Arpeggio or Sliding, etc. is performed every interrupt call, that is, 
it's not performed when set, but at the following five (or more, depending 
onto  speed) interrupt calls,  which are made until the next new  note  is 
played.  Of course you can perform commands/effects without playing a  new 
tone.
As  the used interrupt is called every Vsync (frame fly),  the  expression 
"every  interrupt"  and  "every  Vsync" mean the  same  in  the  following 
context.  And  as the Vsync event usually has 50Hz,  multisync modes  will 
change the play speed (but you could correct the counter appropriate).


The following effects/commands are currently available (indeed they  could 
increase to a theoretical amount of &FF) :

 * EFFECT &00 :
   Use  arpeggio  playing.  That is,  swap the note value 5  times  whilst 
   playing, this is the default. Or exactly: swap it <speed-1> times.
   During these <speed-1> steps the following is performed:
   1) Add left nibble of infobyte to the note value (and play).
   2) Add right nibble to the origin note (and play this).
   3) Play origin (base) note.
   4) Do step 1 again, ie add left nibble, etc.
   5) Do step 2 again, ie add right nibble, etc.

   For example, commando arpeggio playing, infobyte contains &54. The tone 
   which must be played is entered as "D". So at the first step, nibble &5 
   is added to the original note, resulting in the tone "G" (D - D sharp - 
   E - F - F sharp - G). This is played.
   At the second step,  nibble &4 is added to the original,  resulting  in 
   the tone "F Sharp". It is played, and so on.
   Originally  invented on four (and less) channel computers for  allowing 
   their voices to sound a little bit "fuller", and other effects.

 * EFFECT &01 :
   Slide up tone,  ie add the infobyte*64 to the output frequency, this is 
   usually 5 times (depending onto the speed) while playing a note,  until 
   a  certain frequency is achieved.  Invented for being able to  simulate 
   Amiga periods.

 * EFFECT &02 :
   Slide down tone, subtract infobyte*64 from frequency, <speed-1> times a 
   play, until a certain frequency (Amiga period) is achieved.

 * EFFECT &03 :
   Slide  up  volume.  Every first vsync,  the infobyte is  added  to  the 
   current volume (of the current instrument).  Because of the LSB  (lower 
   sign bit) format of the sample system, only even infobytes are allowed, 
   to achieve smooth sliding.

 * EFFECT &04 :
   Slide down volume.  Subtract infobyte every first Vsync,  for  allowing 
   slow sliding.

 * EFFECT &05 :
   Slide Arc pitch up.  Add infobyte*16 to frequency.  No maximum. This is 
   the preferred pitch sliding.

 * EFFECT &06 :
   Slide Arc pitch down.  Subtract infobyte*16.  Minimum is zero.  This is 
   the preferred pitch sliding.

 * COMMAND &07 :
   Set the stereo position of the current channel to infobyte value.  Each 
   used  channel  may  have its own  stereo  position.  The  infobyte  can 
   indicate one of the following 7 positions:

          01 100% Left Channel
          02  83% Left Channel
          03  67% Left Channel
          04      Center
          05  67% Right Channel
          06  83% Right Channel
          07 100% Right Channel

 * COMMAND &08 :
   Start  auto  volume_up.  That is,  slide up the volume of  the  current 
   instrument in this channel by the infobyte every first Vsync,  from now 
   on. This will be done automatically.
   In order to clear this auto flag, you've to use command effect &08 with 
   infobyte containing zero.

 * COMMAND &09 :
   Start auto volume_down. Appropriate to &08.
   Clear this auto flag by selecting same command + zero infobyte.

 * COMMAND &0A :
   Start auto sliding_up.  That is,  slide up the pitch (frequency)  every 
   vsync automatically with the infobyte value.
   Clear this auto flag by selecting same command + zero infobyte.

 * COMMAND &0B :
   Start auto sliding_down. Appropriate to &0A.
   Clear this auto flag by selecting same command + zero infobyte.

 * COMMAND &0C :
   Set  volume  of  the current instrument (on  current  channel)  to  the 
   infobyte  value.  The  volume is in the linear range from &00  to  &ff, 
   where  0 is loudest and 255 totally quiet.  Please note the LSB  sample 
   format (ie use only even numbers).

 * COMMAND &0D :
   Pattern  Break.  When  this command is set then the  whole  pattern  is 
   terminated,  and  the next one in the sequence is started.  It  doesn't 
   matter which channel activates it.

 * COMMAND &0F :
   Set  the  play speed to value contained in the  infobyte.  The  default 
   speed is 6.  That is, if the Vsync counter (interrupt counter) achieves 
   the  selected  speed,  then  the next pattern  information  has  to  be 
   interpreted (a new note is played) and the counter is reset.


An additional note to the auto commands:  Although these auto commands are 
executed as commands,  they actually make their appropriate effects to  be 
started.  They  are invented to allow you to make multiple effects at  the 
same time.  Even all four auto effects may be active at the same time  (or 
rather: after setting one, the next may be set too). Please don't "forget" 
an  auto effect when set once.  Clear it by setting the  command  together 
with infobyte zero.  Like the other effects,  the auto fx are performed in 
the  time between two new notes,  that is <speed-1> times,  and only if  a 
tone for this channel is (still) active.



 THE INSTRUMENTS
 ===============

Well,  an instrument is a digitised sample file.  Digitised at an original 
base octave (for example middle C).  Some people digitise(d) their samples 
at  other  octaves.  So don't wonder when hearing  different  instruments, 
about  having different base octaves.  If you digitise a new  sample  then 
please  do  it  at the default octave else  there's  confusion  about  the 
entered value and the actual played pitch of a note!  Current  instruments 
should not exceed the length of 64 KBytes.

A sample file contains digitised data bytes.  But what's with them?  Well, 
let's see what the manual says...
 The  sound DMA system of the Archimedes systematically outputs  the  data 
 bytes at a programmed sample rate;  each (16-byte) load of DMA data  from 
 memory is synchronized to the first stereo image position. Each byte must 
 be  stored as an eight bit signed logarithm,  ready for direct output  to 
 the VIDC chip:
 Multiple  channel  operations  are  possible  with  two,  four  or  eight 
 channels. When output the channels are multiplexed into what is effectiv-
 ely  one  half,  one quarter or one eight of the sample  period,  so  the 
 signal  level  per channel is scaled down by the same  amount.  Thus  the 
 signal level per channel is scaled,  depending on the number of channels; 
 but  the  overall  signal level remains the same for  all  multi  channel 
 modes.

Well,  why telling this?  Look,  there are some things resulting from  the 
VIDC 8 bit logarithm LSB (lower sign bit) format:
 If  you  digitise and/or handle a new sample with  appropriate  software, 
 then the resulting file often is a (signed) linear one and therefore  not 
 ready for direct sound output.  It first have to be converted by the tool 
 "LinLog" into the VIDC pleased signed logarithm format,  in order to  use 
 it with Coconizer.
 If  you create a synthetic sample,  ie the data bytes are created  by  an 
 algorithm (for example sinus or rectangle waves) then usually they are of 
 linear form and should be converted into the VIDC format.

And  last but not least some technical details to the maximum and  default 
sample rate.
 A high sample rate will give the best sound quality.  If too high a  rate 
 is  sought then DMA request conflicts will occur,  especially  when  high 
 bandwidths are also required from the Video Controller by high resolution 
 screen  modes.  To avoid such contentions the output period must  not  be 
 less  than 4 �s.  Outputting a byte to one of eight channels every  4  �s 
 results in a sample period of 32 �s, which gives a maximum sample rate of 
 31.25  kHz with eight active channels (with one active channel  even  250 
 kHz! CD players usually have about 42 kHz).
 Current ARM based computers use a VIDC system clock of 24  MHz;  however, 
 20 MHz and 28 MHz clocks are also supported. The default output period is 
 the shortest one that can be derived from all three clocks, thus ensuring 
 that  music  can  be  produced at the same pitch  on  any  likely  future 
 hardware.  This  is 6 �s.  Outputting a byte to one of eight every  6  �s 
 results in a sample period of 48 �s, which gives a default sample rate of 
 20.833 kHz.

This is what the manual says. And as Coco plays four or eight channels, we 
decided  to keep the default sample rate,  ie its sample period of 48  �s. 
You'll  find this value at the beginning of the player routines (and  some 
tools). Although you could change this - there's no actual reason to do so 
(believe me).

And the final conclusion:  A song just sounds as well as the used  samples 
(instruments)  are  digitised.  There  are samples  which  end  immediate, 
resulting  in  an abrupt click.  To avoid this you either  could  use  the 
command "Slide Volume down" when playing a note with this instrument. Then 
you  get  a volume envelope (getting quieter),  so the  "click"  won't  be 
heard.  Or you could search for a better instrument, ie use smooth samples 
only, obviously this should be the more preferred way...



 THE LOCATION OF INSTRUMENTS AND SONGS
 =====================================

The  samples are located on several discs (it's up to you to  expand  your 
collection). All files together are allocated in a file called "location". 
It  holds  the name,  length and directory number of each  sample  (file). 
After  adding  new samples to your existing ones you should run  the  tool 
"Locater" to scan them.

As  ADFS just allows a maximum of 77 directory entries,  the sample  files 
have  to be split up into several directories.  They are  named  "InstA.", 
"InstB.", "InstC.", and so on.
In  order to be able to calculate the disc number out from  the  directory 
number,  you  should always create pairs of InstX  dirs.  So,  always  two 
instrument directories must be on one sample disc.

Same thing with the songs.  They should be in several song directories. To 
keep  the overview,  Coco scans only directory names of the type  "S*"  at 
'Set  Directory'.  The song files may be of normal or packed  file  format 
(Packet).  You enter the 'Set Directory' mode by clicking the "D" icon  in 
the  song selection window (when you are the MAIN menu,  ie  nothing  else 
selected).

To install Coconizer on Harddisc or Disc,  see the "Ready?" text or Coco's 
!Boot file please.



 THE COCONIZER USAGE
 ===================

As a guideline for the mouse handling, the left button incs/decs slow, the 
mid button steps normal,  and the right button steps fast through a  list. 
When  changing  default settings like RepeatAt,  then  pressing  the  left 
button together with the right one step very fast.
With  some control icons like "Play" and "Load Inst/Song",  the  left  and 
right  button  perform  different actions.  The  left  one  continues  (if 
possible)  from the last stopped position,  and the right one begins  from 
the start, ie restarts.

You toggle channels on/off by clicking on the voice number (to the left to 
the graphic equalizer).  This will help you editing a song and isolating a 
single voice for controlling it.
When  playing a song or pattern,  the "DISPLAY" icon toggles  the  channel 
display with the spectrum analyzer display. During play the cursor up/down 
arrows control the overall volume (useful for external audio output).


It follows an overview about the main icons:

 * LOAD SONG
   Clicking  this icon opens the selection window.  To be able to  load  a 
   song, you should have inserted a disc with a song directory. The showed 
   songs are those of the default directory "Songs".  Please click the "D" 
   icon whilst being in the main menu (ie not at LOAD SONG) to set another 
   song directory.
   After loading the song,  the used instruments are loaded. So there will 
   be  more  or  less disc changes to be done.  Coco  always  loads  these 
   instruments  beginning  with  your Sample Disc 01  in  ascending  (disc 
   sorted) order. Instruments which couldn't be found in the location file 
   are  shown red,  and similar samples should be loaded  instead  (please 
   note, they can't be heard when they are red!).
   If the message "INSERT SAMPLE DISC xx" appears,  and you just  inserted 
   the  right  sample  disc  (or use a HD),  then  this  shows  that  your 
   "location"  file  is  not updated,  ie Coco thinks there  would  be  an 
   instrument that actually is not on your discs or in another InstX  than 
   specified.  Please relocate your sample discs with the tools  "Locater" 
   in such cases.

   An alternative way of loading songs is to drag or double click them  in 
   the  usual directory viewer method of the desktop.  For use  with  more 
   than one disc drive this method saves some disc changes.

 * SAVE SONG
   Your  work will be saved after entering a save name.  Packed saving  is 
   asked  for.  The  operation may be cancelled via the ESC  key.  If  the 
   saving  should fail,  you will notice an appropriate blinking  message. 
   Please click a button to clear the message, then retry.

   An  alternative  way  of  saving a song is via  the  "SaveBox"  of  the 
   Coconizer icon. This works in the usual desktop manner.

 * LOAD INST
   A  new  instrument  is  added to the instrument  pool  if  the  current 
   instrument place is empty,  and an old one is replaced with the new one 
   if its place was already used.
   The  number to the right of the instrument in the selection list  holds 
   the  K Bytes  of the sample on disc.  The following number  shows  onto 
   which disc it is located.

 * PLAY
   Clicking the left mouse button continues playing the song,  at the last 
   stopped  position  (if possible).  The middle button continues  at  the 
   beginning  of the last stopped pattern.  And the right button  restarts 
   the song from its beginning.

 * STOP
   Used  to  stop playing,  to leave the edit modus and  to  stop  pattern 
   playing.  When clicked in edit & play_pattern (debug off) then the left 
   button stops,  and sets the cursor to the last played line.  The  right 
   button sets the cursor to the top of the pattern.

 * EDIT PATTERN
   For  editing  there must be one loaded instrument at  least.  Then  the 
   current pattern number is entered.  You may step through your  patterns 
   by clicking the left/right arrow at the pattern number.
   If  you wish to create a new pattern,  then you've to select the  blank 
   pattern  after  the last one available,  you've to do this  before  you 
   click the EDIT icon.
   Quit editing with either the STOP icon or the ENTER key.

   Informations about the keymap:
     The  function keys F1 - F8 set the cursor to the equivalent  channel. 
     TAB jumps to the next channel row.
     If  the  cursor  is at the note row of a  channel,  then  pressing  a 
     "piano"  key  will  enter the pushed note &  current  octave.  A  new 
     instrument  entry will be performed if it was not the same  like  the 
     last  one.  Keypad keys "+" and "-" (or the octave icon) changes  the 
     current octave.
     Moving  the cursor allows you to enter all other  informations,  like 
     commands,  and  so on.  With Page up/down you step to  the  next/last 
     green mark.  RETURN steps to the upper right cursor position and  the 
     "~" key mutes all sound activity.

   Paste/delete functions:
     "Backspace"  clears  the current information entry.  Key  "-"  clears 
     either the note,  inst, command or the infobyte entry, depending onto 
     the cursor position.
     "Insert"  inserts  a  free tone entry at  your  current  voice.  With 
     "Delete" you kill one tone and shifts the followers up.
     The  keypad "/" deletes one whole channel row and keypad "*"  deletes 
     one  whole line.  And finally the "Home" key copies all 64  tones  of 
     your current channel into a buffer (doing a flash to indicate  this), 
     the "Copy" key writes the buffer back to the current channel.

 * PLAY PATTERN
   This command is for repeated playing of the current pattern.
   Clicking this icon in edit mode with debug on, changes its meaning: All 
   keyboard presses are recorded.  The pattern is played,  and your inputs 
   are directly entered to the current cursor position.

 * DEBUG on (off)
   If  you're in edit mode,  and debug is on,  then all the notes  of  one 
   pattern line are played when moving the cursor up/down.  This allows  a 
   very exact way of editing and/or finding "wrong" notes.
   If "play pattern" is active then recording works with slow motion,  and 
   some  keys,  like the space bar and the cursor  keys,  perform  special 
   actions.  The speed of the "slow motion" may be set with function  keys 
   F9-F12, in Vsyncs: F9=3, F10=5, F11=7, F12=12.
   Note that "debug_on" disables effects of being performed, cause of slow 
   motion (that even means "play pattern" mutes the effects too).

 * EDIT SEQUENCE
   The  selection  window  opens  and you may choose  the  order  of  your 
   patterns.  With  "Enter" you input a new pattern number,  or  edit  the 
   current one.  "Insert" copies the current pattern number and shifts its 
   followers downwards,  "Delete" clears the current number and shifts the 
   others upwards.
   The  pattern number at your cursor position is displayed in the  bottom 
   window and is set as "last stopped at" (for PLAYing,  started with  the 
   left button).

 * COMMANDS
   Well,  obviously this icon lets you enter some CLI commands of the  OS. 
   Certain  restrictions  are made to avoid a system crash  by  running  a 
   second program or other fatal things, etc.

 * RESTART
   Well,  clicking this icon restarts the Coconizer, ie you will loose all 
   your work after confirming the safety request.
   Cause of other memory management of the two different channel  formats, 
   it's  not  possible to change to the other format whilst working  at  a 
   song.  Only after restarting (and loosing your old song) you can select 
   the desired channel format. If you wish to change the channel format of 
   a saved song then use the tool "Changer" please.

 * QUIT
   By clicking this icon you swap back to the desktop.  All your work  and 
   current  pointers  are  saved  until  you  re-enter  Coco  via  iconbar 
   clicking.



 THE TOOLS
 =========

With the Coconizer comes a directory which contains several tools. Some of 
them have already been mentioned. Now a more detailed info.

Locater   :
 When you append new samples to your existing ones, delete, rename or move 
 existing  ones,  then please use this sample allocator.  It  creates  the 
 sample allocation file, containing all your sample names and their (disc) 
 directory positions. Run the "Locator", then insert your first instrument 
 disc.  For disc based use:  please ensure to have dismounted the old disc 
 (ie  *nodir) before,  else the locator can't find new  directories.  This 
 should also be applied to other tools scanning directory informations.
 After the two sample directories of a disc have been scanned, insert your 
 next sample disc and press "Y", or press any other key to start sorting & 
 updating if it was your last disc.

Changer   :
 With  it you have the possibility to convert a song to the other  channel 
 format,  but be careful when converting eight to four channels down cause 
 you will lose half your voices...
 You may select the new voice order, either for the destination song or of 
 the source songfile.
 Please  note  that  this  tool needs the  "Packit"  module  of  directory 
 !Coconizer, it is loaded initially (if necessary).

PackIt    :
 A further tool is the PackIt Module. Because it's used by Coco, this tool 
 is in the !Coconizer directory. You could use this module to achieve more 
 disc capacity.  Of course it's not fixed to song files,  it easily can be 
 used everywhere.  (And it really uses a very simple but fast  compressing 
 method).

WipeRest  :
 To  keep the overview over your sample file collection,  this  tool  will 
 scan all your songs and calculate all the used (needed)  instruments.  It 
 then  allows  the  deletion  of all the  unused  sample  files.  This  is 
 recommended  if you decided to wipe some songs and think that  you  don't 
 need their (now needless) sample files any more.
 Please ensure to enter ALL your song directories when running this  tool, 
 because  only sample files which have been found in those  scanned  songs 
 will be kept (ie not deleted) !

WipeSame  :
 In  case  you have several samples with the same name  but  in  different 
 directories, then this tool will find and delete them.

LinLog    :
 This  utility  converts  signed  linear sample  files  into  Archie  VIDC 
 logarithm LSB files, needed by the Coconizer.
 Copy  your linear samples into a directory called "Samples" on ram  disc, 
 then run "LinLog".  It will convert them to logarithm ones and write them 
 back  to directory "Samples.".  After this you should copy them from  ram 
 disc to your desired sample disc(s), cause your Arc has no idea where you 
 would like to put these new samples on!
 Please note that this program needs the "location" file when started  the 
 first time, therefore it is loaded initially.

AmiTrans  :
 This  utility  allows a limited conversion  of  Amiga  MasterSoundTracker 
 songs  into  a Coconizer song.  Please note that the  Amiga  uses  signed 
 linear sample files.
 Most things are converted pretty correctly.  Some differences may  appear 
 at  the  Slide up/down command.  This is because the  MasterTracker  uses 
 Amiga periods to store its note values.  Sliding up or down just modifies 
 this  period  by  a variable slide step and the  result  is  a  logarithm 
 increase/decrease  of the output frequency.  Coco is build up  on  single 
 note values (internal 01="C" Oct -3,  02="C#" Oct -3,  03="D" Oct -3, and 
 so  on)  which are directly translated into  sample  output  frequencies. 
 Increasing/decreasing the frequency is a totally linear  operation.  This 
 can  lead to some unwanted effects,  but probably most songs  will  sound 
 quite similar. And last but not least you could edit critical sections by 
 hand.
 Great  confusion  is about the different Amiga  SoundTrackers  available. 
 Lots of them only use a base set of compatible commands,  other  commands 
 differ...
 So problems could appear when you try to convert songs from newer tracker 
 formats.  Apart from using up to 31 instruments, some of them support the 
 Amiga hardware possibility of modulating voices which can't be  converted 
 to Coco so far.  This modulating is used for vibrato effects with  either 
 the  period or the volume of one channel depending onto the  sample  data 
 (!) of a next higher channel. Try sliding or arpeggio instead please, and 
 you will achieve quite good vibrato effects. Until now it's very unlikely 
 that we're going to imitate Amiga's "Paula", better concentrating on more 
 important things.
 This tool needs the "PackIt" module too, which is loaded initially.

Modul & Player :
 There are two player routines, an exact descriptions follows. The program 
 "Modul"  creates an autostartable module file from a  song.  That  means, 
 it's an Archimedes module, running in the RMA, whilst you work within the 
 Desktop, or run other programs. For ending it, simply RMKill this module.
 Using  a  song  in this module form is the  first  and  more  comfortable 
 possibility  of using songs together with own programs.  The  second  one 
 allows more direct song control,  like spectrum analyzing,  etc. It works 
 as follows:



 THE STAND ALONE PLAYER ROUTINE
 ==============================

The  Coconizer  Player Routine is a source assembler program  which  plays 
Coconizer songs via interrupt system.  All non technical interested  users 
should ignore the following paragraphs... :

In order to use your songs in your own programs, demos, games, etc, simply 
append the routine "Player" to your source assembler code.  Involve it  in 
your code by inserting a "PROC_Music" at the desired position, recommended 
between  your last closing "]" and the "NEXT pass" statement.  Please  use 
variable  'p' for your two-pass FOR-NEXT loop (because the player makes  a 
check for which pass is running).
The player routine has been written relatively, or rather: it recalculates 
some  addresses  after being called the first time,  so you  needn't  care 
about its location.  Therefore your program should be written  relatively, 
too (this is always preferable).  If not so,  then please adapt the player 
to your additional O% when loading samples, etc.
Please  remember  to reserve enough memory for your code  AND  the  entire 
sound at the beginning of assembling (DIM code xxx).

The music is started by calling "v_on".  Stop it with "v_off". If you like 
to restart your tune whilst play, your program could call "v_reset".
You  could set the overall volume of the player with  "STR Rx,Volume",  in 
the  range  fr fr 00=loud to &ff=totally quiet.  Like Coco  does  it,  you 
should only set even numbers because of the LSB (lower sign bit) format of 
the VIDC.  Otherwise you won't get a fine volume sliding.  When the player 
is  initialised  (after  BL v_on),  the current *VOLUME is  used  for  the 
overall volume.
The music is played via the 'Event' interrupt (&10),  and the sound system 
of the Arc uses repeatedly buffer filling. Under some seldom circumstances 
it's  possible that the used event interrupts the installed  sound  voice, 
resulting in the so called "losing channel syndrome".  The player tries to 
auto-sync at initialising, but after trying three times it aborts. If your 
program  should run with 50Hz then perhaps there's a possibility  to  call 
the  player directly via "BL v_inter" and some other slight changes  (then 
don't forget r12=Head address, originally supplied at the vector claim).

If  you want to make some sound effects (fx) together with the  tune,  you 
should  add your desired effect samples to your song,  as  unused  instru-
ments,  ie  they are loaded in the instrument pool but not played by  your 
song. After initialising the player with "BL v_on" you could call "fx1" to 
"fx4", with r1 containing the sound information. This will produce a sound 
fx on the appropriate channel (1-4),  while the song sound on this channel 
is  muted  until  the  effect has reached its  sample  end  (please  note: 
RepeatAt=On means until the next effect on same channel is started!).
Register  r1 contains the relevant sound information,  it is  exactly  the 
same  longword  that you use when you edit your song.  With top  byte  (3) 
first and low byte (0) last, this is:

 3 : Tone frequency (in half tones, as the effect Arpeggio use).
 2 : Instrument to use, please do not exceed the last instrument number!
 1 : Command or effect number.
 0 : Infobyte.

A BASIC statement example would be...  B%=&25110502 :CALL fx3
This is read as &25-11-05-02 and produces a sound fx on channel 3 :
Tone C#0 is played (=&25 =dez 37, as one octave has 12 halftones, starting 
with number 01 = C-3); with sample number 17 (=&11, instrument "q"); using 
the "Slide effect" (&05) with step &02.  In pattern-edit-form,  this would 
be: C#0 q 5 02

Alternatively you could modify the channel heads directly, to produce your 
sound  effects (the appropriate assembler part is  documented).  Therefore 
you just have to set byte 30 of the appropriate channel head,  in order to 
halt the song sound on this channel (0 means continue song).


There's a second player,  called "Play". But it isn't for use IN a runtime 
program. You start it in BASIC and the song will be played. After this you 
could  set  BASIC's  start value PAGE higher than  the  players  end,  for 
testing  and/or  loading your source program WHILE the sound  is  playing. 
This let you test several things like speed, synchronisation, etc, without 
linking all parts together each time.
Use CALL A% to stop the player (and please do not start other applications 
before  having stopped it!),  and later on CALL B% to reactivate  it.  The 
value  V% points to the overall volume longword.  (Provided  these  static 
variables haven't been corrupted by your program!)


You may freely use and copy the player routine(s).  And of course you  may 
adapt  it  to your requirements when appending it  to  your  program.  But 
please leave the original players and all other tools unchanged.



 SOME FINAL CONCLUSIONS
 ======================

Well, the aim of Coconizer is to allow you to create songs and to use them 
independently (stand alone) in own programs, with the possibility of using 
four or eight Archimedes channels.
Coco's  Player is mainly intended to be included into self made  programs. 
We think most programmers shouldn't have many problems.

And coming back to the "AmiTrans" tool and the known converting  problems: 
It's  not the main aim of Coco to play Amiga songs.  Although we tried  to 
keep several main commands and general structures,  Coconizer was  created 
to  be  an  Archimedes  soundtracker.  If you want  to  hear  Amiga  songs 
exclusively, please use the Player of Hugo Fiennes instead.
And  all assembler fans will see that our routines (try to) use  the  RISC 
32 bit  facilities the ARM provides.  So we use an own (ARM pleased)  song 
format.  We tried to write fast routines,  because lazy interrupt routines 
slow down the whole system considerably.  And though your Arc is very fast 
(yes, it is!), we don't think it's a good idea to waste its speed.


At this point we would like to thank the following people (and even if  we 
don't know all of them directly...) :

 � Guttorm for his news, hints and suggestions.
 � Karsten  Obarski,  Doc  and  others for  inventing  the  popular  Amiga 
   SoundTracker standard, and for a lot of PD songs and instruments.
 � Andy (of JLACS) and a few other nice people for their support.
 � And  finally Acorn for their exquisite Archimedes  series,  implemented 
   Assembler/Debugger and the superb ARM Basic.



 COPYRIGHT & CONTRIBUTIONS
 =========================

So that somebody may benefit from our efforts,  we have decided to set the 
status of Coconizer to FREEWARE.  According to the German law we keep  the 
copyright,  ie Coconizer is our intellectual property.  As the program  is 
free, you may use and copy it freely, with the following restrictions.

Freeware means you may copy as long as:

 1) This is not for commercial purposes.
     (Including charging for the copying!)
 2) That Coconizer and its resources & tools are not tampered with.
     (Except removing/adding samples and songs)
 3) This ReadMe file is always included with Coconizer.


Well, and if you have...

   Suggestion or improvements,
   Found some bugs (we don't hope so),
   Just some questions or comments of all kinds,
   Made a good song and would like to release it as Public Domain,

     ..then why not contacting us?



Well,  as  we always do,  we spent a lot of time and work on this  program 
(although this is our spare time - we don't care).  And perhaps there  are 
some people honouring this. So if you think that Coco is quite nice, or if 
you would like to support the authors for further programs on that  superb 
Archimedes, then why not sending a small donation or something in that way 
(like a nice 'Hello' :-)  to...


          ..either                      ..or

          Thomas Alber                  Eduard Pfarr
          Oggelshauserstrasse 7         Atzenbergerstrasse 2
          W-7952 Bad Buchau             W-7953 Otterswang

          Germany                       Germany



As  you  see,  we're  (unfortunately) no english men and so  we  hope  you 
understand  our terrible English in this text.  Always remember:  A  human 
should at least laugh three times a day - this file gives the impulse...



                  Written by Eduard Pfarr & Thomas Alber
                        (c) July 1990 by Playfield

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00000010  2a 2a 2a 2a 2a 2a 2a 2a  2a 2a 2a 2a 2a 2a 2a 2a  |****************|
*
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00000050  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
*
00000080  20 20 20 20 20 20 20 20  20 20 20 20 20 2a 0a 20  |             *. |
00000090  20 20 2a 20 20 54 68 65  20 41 72 63 68 69 6d 65  |  *  The Archime|
000000a0  64 65 73 20 43 6f 63 6f  6e 69 7a 65 72 20 53 6f  |des Coconizer So|
000000b0  75 6e 64 54 72 61 63 6b  65 72 20 2c 20 56 65 72  |undTracker , Ver|
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*
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00000150  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000160  20 20 2a 0a 20 20 20 2a  20 20 20 20 20 20 20 20  |  *.   *        |
00000170  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
*
000001a0  20 20 20 20 20 20 20 20  20 2a 0a 20 20 20 2a 2a  |         *.   **|
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*
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00000320  72 0a 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |r.              |
00000330  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00000340  2d 20 4d 6f 64 75 6c 0a  20 20 20 20 20 20 20 20  |- Modul.        |
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00000500  45 52 41 4c 20 4e 4f 54  45 53 0a 20 3d 3d 3d 3d  |ERAL NOTES. ====|
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000005e0  66 6f 72 20 66 75 72 74  68 65 72 20 64 65 74 61  |for further deta|
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00008e20  73 20 20 73 6f 75 6e 64  74 72 61 63 6b 65 72 2e  |s  soundtracker.|
00008e30  20 20 49 66 20 79 6f 75  20 77 61 6e 74 20 20 74  |  If you want  t|
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00008ea0  6d 62 6c 65 72 20 66 61  6e 73 20 77 69 6c 6c 20  |mbler fans will |
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000090c0  20 44 6f 63 20 20 61 6e  64 20 20 6f 74 68 65 72  | Doc  and  other|
000090d0  73 20 66 6f 72 20 20 69  6e 76 65 6e 74 69 6e 67  |s for  inventing|
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00009110  20 61 6e 64 20 66 6f 72  20 61 20 6c 6f 74 20 6f  | and for a lot o|
00009120  66 20 50 44 20 73 6f 6e  67 73 20 61 6e 64 20 69  |f PD songs and i|
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00009140  6e 64 79 20 28 6f 66 20  4a 4c 41 43 53 29 20 61  |ndy (of JLACS) a|
00009150  6e 64 20 61 20 66 65 77  20 6f 74 68 65 72 20 6e  |nd a few other n|
00009160  69 63 65 20 70 65 6f 70  6c 65 20 66 6f 72 20 74  |ice people for t|
00009170  68 65 69 72 20 73 75 70  70 6f 72 74 2e 0a 20 b7  |heir support.. .|
00009180  20 41 6e 64 20 20 66 69  6e 61 6c 6c 79 20 41 63  | And  finally Ac|
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000091a0  71 75 69 73 69 74 65 20  41 72 63 68 69 6d 65 64  |quisite Archimed|
000091b0  65 73 20 20 73 65 72 69  65 73 2c 20 20 69 6d 70  |es  series,  imp|
000091c0  6c 65 6d 65 6e 74 65 64  20 0a 20 20 20 41 73 73  |lemented .   Ass|
000091d0  65 6d 62 6c 65 72 2f 44  65 62 75 67 67 65 72 20  |embler/Debugger |
000091e0  61 6e 64 20 74 68 65 20  73 75 70 65 72 62 20 41  |and the superb A|
000091f0  52 4d 20 42 61 73 69 63  2e 0a 0a 0a 0a 20 43 4f  |RM Basic..... CO|
00009200  50 59 52 49 47 48 54 20  26 20 43 4f 4e 54 52 49  |PYRIGHT & CONTRI|
00009210  42 55 54 49 4f 4e 53 0a  20 3d 3d 3d 3d 3d 3d 3d  |BUTIONS. =======|
00009220  3d 3d 3d 3d 3d 3d 3d 3d  3d 3d 3d 3d 3d 3d 3d 3d  |================|
00009230  3d 3d 0a 0a 53 6f 20 74  68 61 74 20 73 6f 6d 65  |==..So that some|
00009240  62 6f 64 79 20 6d 61 79  20 62 65 6e 65 66 69 74  |body may benefit|
00009250  20 66 72 6f 6d 20 6f 75  72 20 65 66 66 6f 72 74  | from our effort|
00009260  73 2c 20 20 77 65 20 68  61 76 65 20 64 65 63 69  |s,  we have deci|
00009270  64 65 64 20 74 6f 20 73  65 74 20 74 68 65 20 0a  |ded to set the .|
00009280  73 74 61 74 75 73 20 6f  66 20 43 6f 63 6f 6e 69  |status of Coconi|
00009290  7a 65 72 20 74 6f 20 46  52 45 45 57 41 52 45 2e  |zer to FREEWARE.|
000092a0  20 20 41 63 63 6f 72 64  69 6e 67 20 74 6f 20 74  |  According to t|
000092b0  68 65 20 47 65 72 6d 61  6e 20 6c 61 77 20 77 65  |he German law we|
000092c0  20 6b 65 65 70 20 20 74  68 65 20 0a 63 6f 70 79  | keep  the .copy|
000092d0  72 69 67 68 74 2c 20 20  69 65 20 43 6f 63 6f 6e  |right,  ie Cocon|
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00009300  79 2e 20 20 41 73 20 74  68 65 20 70 72 6f 67 72  |y.  As the progr|
00009310  61 6d 20 20 69 73 20 0a  66 72 65 65 2c 20 79 6f  |am  is .free, yo|
00009320  75 20 6d 61 79 20 75 73  65 20 61 6e 64 20 63 6f  |u may use and co|
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00009340  74 68 20 74 68 65 20 66  6f 6c 6c 6f 77 69 6e 67  |th the following|
00009350  20 72 65 73 74 72 69 63  74 69 6f 6e 73 2e 0a 0a  | restrictions...|
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00009370  6f 75 20 6d 61 79 20 63  6f 70 79 20 61 73 20 6c  |ou may copy as l|
00009380  6f 6e 67 20 61 73 3a 0a  0a 20 31 29 20 54 68 69  |ong as:.. 1) Thi|
00009390  73 20 69 73 20 6e 6f 74  20 66 6f 72 20 63 6f 6d  |s is not for com|
000093a0  6d 65 72 63 69 61 6c 20  70 75 72 70 6f 73 65 73  |mercial purposes|
000093b0  2e 0a 20 20 20 20 20 28  49 6e 63 6c 75 64 69 6e  |..     (Includin|
000093c0  67 20 63 68 61 72 67 69  6e 67 20 66 6f 72 20 74  |g charging for t|
000093d0  68 65 20 63 6f 70 79 69  6e 67 21 29 0a 20 32 29  |he copying!). 2)|
000093e0  20 54 68 61 74 20 43 6f  63 6f 6e 69 7a 65 72 20  | That Coconizer |
000093f0  61 6e 64 20 69 74 73 20  72 65 73 6f 75 72 63 65  |and its resource|
00009400  73 20 26 20 74 6f 6f 6c  73 20 61 72 65 20 6e 6f  |s & tools are no|
00009410  74 20 74 61 6d 70 65 72  65 64 20 77 69 74 68 2e  |t tampered with.|
00009420  0a 20 20 20 20 20 28 45  78 63 65 70 74 20 72 65  |.     (Except re|
00009430  6d 6f 76 69 6e 67 2f 61  64 64 69 6e 67 20 73 61  |moving/adding sa|
00009440  6d 70 6c 65 73 20 61 6e  64 20 73 6f 6e 67 73 29  |mples and songs)|
00009450  0a 20 33 29 20 54 68 69  73 20 52 65 61 64 4d 65  |. 3) This ReadMe|
00009460  20 66 69 6c 65 20 69 73  20 61 6c 77 61 79 73 20  | file is always |
00009470  69 6e 63 6c 75 64 65 64  20 77 69 74 68 20 43 6f  |included with Co|
00009480  63 6f 6e 69 7a 65 72 2e  0a 0a 0a 57 65 6c 6c 2c  |conizer....Well,|
00009490  20 61 6e 64 20 69 66 20  79 6f 75 20 68 61 76 65  | and if you have|
000094a0  2e 2e 2e 0a 0a 20 20 20  53 75 67 67 65 73 74 69  |.....   Suggesti|
000094b0  6f 6e 20 6f 72 20 69 6d  70 72 6f 76 65 6d 65 6e  |on or improvemen|
000094c0  74 73 2c 0a 20 20 20 46  6f 75 6e 64 20 73 6f 6d  |ts,.   Found som|
000094d0  65 20 62 75 67 73 20 28  77 65 20 64 6f 6e 27 74  |e bugs (we don't|
000094e0  20 68 6f 70 65 20 73 6f  29 2c 0a 20 20 20 4a 75  | hope so),.   Ju|
000094f0  73 74 20 73 6f 6d 65 20  71 75 65 73 74 69 6f 6e  |st some question|
00009500  73 20 6f 72 20 63 6f 6d  6d 65 6e 74 73 20 6f 66  |s or comments of|
00009510  20 61 6c 6c 20 6b 69 6e  64 73 2c 0a 20 20 20 4d  | all kinds,.   M|
00009520  61 64 65 20 61 20 67 6f  6f 64 20 73 6f 6e 67 20  |ade a good song |
00009530  61 6e 64 20 77 6f 75 6c  64 20 6c 69 6b 65 20 74  |and would like t|
00009540  6f 20 72 65 6c 65 61 73  65 20 69 74 20 61 73 20  |o release it as |
00009550  50 75 62 6c 69 63 20 44  6f 6d 61 69 6e 2c 0a 0a  |Public Domain,..|
00009560  20 20 20 20 20 2e 2e 74  68 65 6e 20 77 68 79 20  |     ..then why |
00009570  6e 6f 74 20 63 6f 6e 74  61 63 74 69 6e 67 20 75  |not contacting u|
00009580  73 3f 0a 0a 0a 0a 57 65  6c 6c 2c 20 20 61 73 20  |s?....Well,  as |
00009590  20 77 65 20 61 6c 77 61  79 73 20 64 6f 2c 20 20  | we always do,  |
000095a0  77 65 20 73 70 65 6e 74  20 61 20 6c 6f 74 20 6f  |we spent a lot o|
000095b0  66 20 74 69 6d 65 20 61  6e 64 20 77 6f 72 6b 20  |f time and work |
000095c0  6f 6e 20 74 68 69 73 20  20 70 72 6f 67 72 61 6d  |on this  program|
000095d0  20 0a 28 61 6c 74 68 6f  75 67 68 20 74 68 69 73  | .(although this|
000095e0  20 69 73 20 6f 75 72 20  73 70 61 72 65 20 74 69  | is our spare ti|
000095f0  6d 65 20 2d 20 77 65 20  64 6f 6e 27 74 20 63 61  |me - we don't ca|
00009600  72 65 29 2e 20 20 41 6e  64 20 70 65 72 68 61 70  |re).  And perhap|
00009610  73 20 74 68 65 72 65 20  20 61 72 65 20 0a 73 6f  |s there  are .so|
00009620  6d 65 20 70 65 6f 70 6c  65 20 68 6f 6e 6f 75 72  |me people honour|
00009630  69 6e 67 20 74 68 69 73  2e 20 53 6f 20 69 66 20  |ing this. So if |
00009640  79 6f 75 20 74 68 69 6e  6b 20 74 68 61 74 20 43  |you think that C|
00009650  6f 63 6f 20 69 73 20 71  75 69 74 65 20 6e 69 63  |oco is quite nic|
00009660  65 2c 20 6f 72 20 69 66  20 0a 79 6f 75 20 77 6f  |e, or if .you wo|
00009670  75 6c 64 20 6c 69 6b 65  20 74 6f 20 73 75 70 70  |uld like to supp|
00009680  6f 72 74 20 74 68 65 20  61 75 74 68 6f 72 73 20  |ort the authors |
00009690  66 6f 72 20 66 75 72 74  68 65 72 20 70 72 6f 67  |for further prog|
000096a0  72 61 6d 73 20 6f 6e 20  74 68 61 74 20 20 73 75  |rams on that  su|
000096b0  70 65 72 62 20 0a 41 72  63 68 69 6d 65 64 65 73  |perb .Archimedes|
000096c0  2c 20 74 68 65 6e 20 77  68 79 20 6e 6f 74 20 73  |, then why not s|
000096d0  65 6e 64 69 6e 67 20 61  20 73 6d 61 6c 6c 20 64  |ending a small d|
000096e0  6f 6e 61 74 69 6f 6e 20  6f 72 20 73 6f 6d 65 74  |onation or somet|
000096f0  68 69 6e 67 20 69 6e 20  74 68 61 74 20 77 61 79  |hing in that way|
00009700  20 0a 28 6c 69 6b 65 20  61 20 6e 69 63 65 20 27  | .(like a nice '|
00009710  48 65 6c 6c 6f 27 20 3a  2d 29 20 20 74 6f 2e 2e  |Hello' :-)  to..|
00009720  2e 0a 0a 0a 20 20 20 20  20 20 20 20 20 20 2e 2e  |....          ..|
00009730  65 69 74 68 65 72 20 20  20 20 20 20 20 20 20 20  |either          |
00009740  20 20 20 20 20 20 20 20  20 20 20 20 2e 2e 6f 72  |            ..or|
00009750  0a 0a 20 20 20 20 20 20  20 20 20 20 54 68 6f 6d  |..          Thom|
00009760  61 73 20 41 6c 62 65 72  20 20 20 20 20 20 20 20  |as Alber        |
00009770  20 20 20 20 20 20 20 20  20 20 45 64 75 61 72 64  |          Eduard|
00009780  20 50 66 61 72 72 0a 20  20 20 20 20 20 20 20 20  | Pfarr.         |
00009790  20 4f 67 67 65 6c 73 68  61 75 73 65 72 73 74 72  | Oggelshauserstr|
000097a0  61 73 73 65 20 37 20 20  20 20 20 20 20 20 20 41  |asse 7         A|
000097b0  74 7a 65 6e 62 65 72 67  65 72 73 74 72 61 73 73  |tzenbergerstrass|
000097c0  65 20 32 0a 20 20 20 20  20 20 20 20 20 20 57 2d  |e 2.          W-|
000097d0  37 39 35 32 20 42 61 64  20 42 75 63 68 61 75 20  |7952 Bad Buchau |
000097e0  20 20 20 20 20 20 20 20  20 20 20 20 57 2d 37 39  |            W-79|
000097f0  35 33 20 4f 74 74 65 72  73 77 61 6e 67 0a 0a 20  |53 Otterswang.. |
00009800  20 20 20 20 20 20 20 20  20 47 65 72 6d 61 6e 79  |         Germany|
00009810  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00009820  20 20 20 20 20 20 20 47  65 72 6d 61 6e 79 0a 0a  |       Germany..|
00009830  0a 0a 41 73 20 20 79 6f  75 20 20 73 65 65 2c 20  |..As  you  see, |
00009840  20 77 65 27 72 65 20 20  28 75 6e 66 6f 72 74 75  | we're  (unfortu|
00009850  6e 61 74 65 6c 79 29 20  6e 6f 20 65 6e 67 6c 69  |nately) no engli|
00009860  73 68 20 6d 65 6e 20 61  6e 64 20 73 6f 20 20 77  |sh men and so  w|
00009870  65 20 20 68 6f 70 65 20  20 79 6f 75 20 0a 75 6e  |e  hope  you .un|
00009880  64 65 72 73 74 61 6e 64  20 20 6f 75 72 20 74 65  |derstand  our te|
00009890  72 72 69 62 6c 65 20 45  6e 67 6c 69 73 68 20 69  |rrible English i|
000098a0  6e 20 74 68 69 73 20 74  65 78 74 2e 20 20 41 6c  |n this text.  Al|
000098b0  77 61 79 73 20 72 65 6d  65 6d 62 65 72 3a 20 20  |ways remember:  |
000098c0  41 20 20 68 75 6d 61 6e  20 0a 73 68 6f 75 6c 64  |A  human .should|
000098d0  20 61 74 20 6c 65 61 73  74 20 6c 61 75 67 68 20  | at least laugh |
000098e0  74 68 72 65 65 20 74 69  6d 65 73 20 61 20 64 61  |three times a da|
000098f0  79 20 2d 20 74 68 69 73  20 66 69 6c 65 20 67 69  |y - this file gi|
00009900  76 65 73 20 74 68 65 20  69 6d 70 75 6c 73 65 2e  |ves the impulse.|
00009910  2e 2e 0a 0a 0a 0a 20 20  20 20 20 20 20 20 20 20  |......          |
00009920  20 20 20 20 20 20 20 20  57 72 69 74 74 65 6e 20  |        Written |
00009930  62 79 20 45 64 75 61 72  64 20 50 66 61 72 72 20  |by Eduard Pfarr |
00009940  26 20 54 68 6f 6d 61 73  20 41 6c 62 65 72 0a 20  |& Thomas Alber. |
00009950  20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00009960  20 20 20 20 20 20 20 28  63 29 20 4a 75 6c 79 20  |       (c) July |
00009970  31 39 39 30 20 62 79 20  50 6c 61 79 66 69 65 6c  |1990 by Playfiel|
00009980  64 0a 0a                                          |d..|
00009983