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				    W.G.S.S.

		              In association with

				 SAGA of PUSSY

				    Presents

		             Strikes again... V2.0

	   Documents for Version V2.0  Last Revision 18/9/90  20:12
	   --------- --- ------- ----  ---- -------- -------  -----

First of all: What does it do?

	Well basically it hunts through chip ram for familiar data structures
and reports it's findings back to the user, at which point you can visually
verify it's findings and act according to what you wish to do with the given
intelligence you hold. i.e. You can just listen, look or save it out to disk.

	Familiar data structures in this version are:-

		IFF samples
		Soundtracker modules
		Noisetracker modules
		Soundmon modules
		Future Composer modules

	This list is subject to constant updating, (depending on how
	many player source codes I can get hold of, with example 
	modules (hint, hint)).

Right then I suppose I better go through how to operate this little beauty:-

	N.B. In the following info it may be better if you have loaded up the
ripper itself before reading on as it refers to the layout and what is on the
screen quite frequently. 


	Basic Control
	-------------

	Keys                     Description
	----                     -----------
   	 

	Up/Down Cursors - Moves you up or down through memory by the width of	
	(Caps light off)  the bottom display window.

Shift +	Up/Down Cursors	- Moves you up or down through memory by the overall
			  size of the bottom display window i.e. height x 
			  width.

	Up/Down Cursors	- Moves you up or down through memory by the overall
	(Caps light on)	  size of the (top) waveform window.

	Left/Right	- Moves you up or down in memory by a byte at a time.
	Cursors


	Fiddley bits
	------------

	Keys                     Description
	----                     -----------
	 
	 f		- Allows you to hunt through memory for a string upto
			  32 characters in length.

	 g		- Allows you to go direct to any memory location in
			  Chip ram, input in Hex. 
	
	 h		- Hunts through memory for familiar data structures
			  depending on which items have been requested for id.	
			  Pressing escape will halt the hunt and leave you 
			  at the point it had reached in memory.

Shift +  h		- Lists available structures for use in the hunt 
			  option and allows items to be omitted from hunt 
			  (for improvements in speed).

	 i		- Attempts to identify the memory at the current 
			  memory address (all structures are checked in this 
			  function),for use if you stumble upon something by 
			  accident.

	 l              - Allows you to view all available structures for 
			  identification during the hunt facility.

	 p		- Defaults the size of the wavefrom window to 256 
			  bytes this is as small as it gets.

Shift +  p		- Will attempt to play the lastmodules identified in 
			  ram from the hunt option.

	 r              - Toggles between single shot/Repeat for when you are
			  playing the waveform window as a sample.

	 s		- Will allow you to save all data between points 
			  start and end (viewable on the right hand side of 
			  the screen).

	 w		- Turns on/off the update of the waveform window 
			  which	speeds up the display time when hunting for 
			  text in the bottom window.

Shift +	 w		- Turns on/off the bottom window which speeds up the
			  display time when searching for samples in the top
			  window.

	 []		- Increase/Decrease the size of the waveform window
			  by 256 bytes.

	 ;'    		- Increase/Decrease the frequency for when playing 
			  the waveform window as a sample.

	 * (key pad)	- Filter on/off


	 Return/Enter	- Plays the waveform window as a sample (at the 
			  specified frequency).

	 Esc		- Alternates the bottom window mode between:-

			  ASCII
			  HEX
			  HEX/ASCII

	 Tab		- Swaps screen colors (why not?).

	 F1		- Places the current window address in Start.

	 F2		- Places the current waveform window end address in 
			  Stop.

	 F3 		- Places the current waveform window end address in 
			  Start.

	 0		- Will stop the current sample/module playing.

	 1		- Attempts to play the current memory location as a
			  Soundtracker module.
			  
	 2    		- Attempts to play the current memory location as a 
			  Noisetracker module.

	 3		- Attempts to play the current memory location as a
			  Soundmon module.

	 4 		- Attempts to play the current memory location as a
			  Future Composer module.

	 
	 Because of the problems distinguishing Soundtracker modules from
	 Noisetracker modules (especially when people insist on writing
	 stupid messages in the header), an extra function has been added.

	 If a message appears in the hunt option that a Soundtracker module
	 has been located, and it looks like a module, you may need to track
   	 back in memory by a few bytes to find it's true beggining or if it 
	 seems ok but when you try to play it with Shft+p or by pressing 1 
	 (or 2 for a Noisetracker module), it seems way out, you might
	 try the re-identify option, this will take your word for it and
	 calculate the new end address for the module, here's how you do it.

Shift +  1		- Will re-identify the current address as a Sound-
			  tracker module (allowing you to play or save 
			  normally).

Shift +  2		- Will re-identify the current address as a Noise-
			  tracker module (allowing you to play or save 
 			  normally).

	 However it is at your own risk, and if it's realy shitted up it 
	 might crash if you try to play it, or the ripper may strongly 
	 disagree and deny re-identification (beleive me he knows best).


	 FFFEEEWWWW.


	 Hope all that sunk in.