AMOS:Music Bank format
This bank has the name "Music" and is created with various conversion utilities shipped with AMOS.
To be wikified:
The file format of AMOS music banks. by Stuart Caie <email@example.com> First draft, 25 March 2003. As I haven't yet written a complete converter/player based on the information here, there may be minor technical inaccuracies. This information is based on the AMOS-format music player in the AMOS 1.3 music extension, and the GMC to AMOS, Sonix to AMOS and SoundTracker to AMOS converter programs provided with AMOS 1.3. François Lionet originally intended to release an AMOS music tracker (like SoundTracker) which would support all the SoundTracker commands, but by AMOS 1.34 he had given up trying to to compete with SoundTracker and NoiseTracker, and simply included a real tracker replay in the AMOS music extension (based on the Startrekker 1.2 replayer), in addition to the standard AMOS music player. The format is divided into the following sections: - Standard AMOS bank header - main header - instruments data - songs data - patterns data All multi-byte integers are big-endian. Because the player uses offsets in the main header to find out where the instruments data, songs data and patterns data are, they might not be consecutive or even in the order given. The standard AMOS bank header may be truncated, depending on whether it's a file on disk, it's ripped from an AMOS compiled program, or it's badly ripped. The largest format, a normal file on disk, is as follows: - 0x00: 4 bytes: "AmBk" ID - 0x04: 2 bytes: bank number (1-15 -- should be 3 for AMOS music) - 0x06: 2 bytes: 0 for CHIP mem bank, 1 for FAST mem bank - 0x08: 4 bytes: bits27-0=bank length, bit31=try fastmem, bit30=try chipmem - 0x0C: 8 bytes: bank name (which will be "Music " in this case) - 0x14: x bytes: [the above-counted bank length, minus 8] Other noted standard AMOS bank header variants include: - starting from 0x08 of the disk format (i.e. beginning with bank length) - starting from 0x0C of the disk format (i.e. beginning with "Music ") MAIN HEADER - 0x00: 4 bytes: offset to instruments data - 0x04: 4 bytes: offset to songs data - 0x08: 4 bytes: offset to patterns data - 0x0C: 4 bytes: always 0 - 0x10: SIZEOF - All offsets are from the start of this header, not the start of the AMOS standard header. Use these offsets! The instruments, songs and patterns data may be in any order. INSTRUMENTS DATA - 0x00: 2 bytes: number of instruments - 0x02: 0x20 * number of instruments: instrument data - after the instrument data, raw sample data. The SoundTracker to AMOS converter also inserts 4 bytes of zeros for the non repeating samples. INSTRUMENT DATA - 0x00: 4 bytes: offset (from start of instruments data section) of the sample data for this instrument. - 0x04: 4 bytes: offset (from start of instruments data section) of the repeating section of this instrument's sample data. If the sample doesn't repeat, this will point to either 4 or 2 bytes of zeros. - 0x08: 2 bytes: In a repeating sample, this is the offset of the repeating part (in 4-byte longwords, from the start of the sample data for that sample). In a non-repeating sample, it is the length of the sample (in 2-byte words). - 0x0A: 2 bytes: length (in 2-byte words) of repeating section of sample data. If the sample doesn't repeat, this will either be 2 or 1. - 0x0C: 2 bytes: default volume of sample, from 0x00 (min) to 0x40 (max). As this is copied raw from mods, it may also accidentally include a Protracker finetune value in the MSB. The AMOS player does not acknowledge the finetune value. - 0x0E: 2 bytes: sample length (in 2-byte words) - WARNING, this may often be set incorrectly in AMOS songs (to a value like 2 or 4). - 0x10: 16 bytes: sample name (ASCII text, padded with spaces or nulls) - 0x20: SIZEOF - to find the true length of a sample, it is necessary to take all sample offsets and sort them into order. Each sample's length is that of its offset subtracted from the offset of the next sample. For the final sample, its offset should be subtracted from the overall length of the instruments data block (which will be the offset of the instruments block subtracted from the offset of the section following it, or the overall length of the file if no other section follows it). SONGS DATA - 0x00: 2 bytes: number of songs. - 0x02: number of songs * 4 bytes: offsets (from start of songs data) to song data, one for each song. SONG DATA - 0x00: 2 bytes: offset (from song data) to channel 0 playlist - 0x02: 2 bytes: offset (from song data) to channel 1 playlist - 0x04: 2 bytes: offset (from song data) to channel 2 playlist - 0x06: 2 bytes: offset (from song data) to channel 3 playlist - 0x08: 2 bytes: default tempo, 1-100, default is 17. not used by player! - 0x0A: 2 bytes: seems to be unused - 0x0C: 16 bytes: name of song (ASCII text, padded with spaces or nulls) - 0x1C: 4 playlists, at the offsets given. USE THE OFFSETS, sometimes they're not consecutive or in order. PLAYLISTS - A playlist is a sequence of 2-byte words, giving the list of patterns to play in order for that channel. The patterns start from 0 and go up to however many patterns there are. The list is terminated with 0xFFFE. Each channel has its own set of patterns, so pattern 0 on channel 0 is not the same as pattern 0 on channel 1. PATTERNS DATA - 0x00: 2 bytes: number of patterns - 0x02: 8 bytes * number of patterns: channel pattern offsets. - each pattern is defined 4 times, once per channel. CHANNEL PATTERN OFFSETS - 0x00: 2 bytes: offset (from patterns data) to this pattern for channel 0 - 0x02: 2 bytes: offset (from patterns data) to this pattern for channel 1 - 0x04: 2 bytes: offset (from patterns data) to this pattern for channel 2 - 0x06: 2 bytes: offset (from patterns data) to this pattern for channel 3 - 0x08: SIZEOF PATTERN - A pattern is a series of 2-byte word commands and notes. Commands appear first, and are executed immediately. When a note appears, processing for the pattern has finished for that vertical blank, and processing will re-commence after that note once the delay counter (see the delay command) has elapsed. Unlike SoundTracker, there can be any number of commands per note, although generally it's not useful, as repeating the same command again and again would simply overwrite its value. - A command has bit 15 set ($8000-$FFFF). Notes do not have bit 15 set ($0000-$7FFF). - In a note, all that matters is bits 12 to 0 ($000-$FFF). This, like Soundtracker, is an Amiga note period (audXper). When a note is triggered, the current note volume is set to the default volume for the instrument being played. A note cannot be played before the first "set instrument" command, as notes do not implicitly have an instrument associated with them. - Each command has a parameter, although many commands don't need and therefore ignore their parameter. The command value is the bits 14 to 8 of each word, the parameter value is bits 7 to 0. - All "effect" commands which have a lasting effect, between notes are assumed to continue running forever until they are changed to another effect, or stopped with the "stop effect" command. A channel can only run one effect. So if AMOS did a "shift down" command, a "delay" of 14 and then a "stop effect", the equivalent in SoundTracker would be to repeat the portamento down command 14 times, once in each position, and positions after that would simply have the empty arpeggio command (000). - There is no implicit delay of one position between commands or notes, as there is in SoundTracker. Instead, a "delay" (0x10) command must be executed. - Other than the "set tempo" and "low pass filter on/off" commands, the effect of every command is limited to the channel it runs on. - After clearing the top bit, the commands are as follows: - 0x00: end of pattern: Advance to the next pattern in the playlist. Also stops any currently running effects like the "stop effect" command. Unlike SoundTracker, each channel is independant and could potentially change patterns at a different time for each channel. Fortunately, most AMOS tunes are converted from tracker music and GMC music, so therefore don't do that. - 0x01: old slide up: not supported by player. identical to slide up? - 0x02: old slide down: not supported by player. identical to slide down? - 0x03: set volume: Sets the volume of the note currently playing to the value given by the parameter, range 0 to 63 (64, the valid maximum Amiga volume, is surprisingly not supported by the player, and will be rounded down to 63). This is equivalent to the SoundTracker "C" command. - 0x04: stop effect: Stops an currently running effect. No parameter. - 0x05: repeat: If the parameter is 0, this is the "repeat mark". If The parameter is non-zero, the position in the pattern should jump back to the repeat mark for the number of times given by the parameter. This is equivalent to the Protracker "E50" and "E6x". As far as I know, it is not present in SoundTracker. The Soundtracker to AMOS converter does not use it. - 0x06: low-pass filter on: Equivalent to the SoundTracker "E01" command. - 0x07: low-pass filter off: Equivalent to the SoundTracker "E00" command. - 0x08: set tempo: sets the tempo of replay. The parameter is between 1 and 100. AMOS has a different tempo system from SoundTracker. SoundTracker's speed is a number between 1 and 255, and that is the number of vertical blanks between advancing one position in the pattern. AMOS instead has a counter that has the tempo value added to it once per vertical blank. When the counter is greater or equal to 100 (or 120 for NTSC), AMOS advances the position and reduces the counter by 100 (or 120 for NTSC). This gives an average SoundTracker speed of (100/tempo) at 50Hz or (120/tempo) at 60Hz, which gives a (tempo/2) Hz change in position, regardless of frame rate. This is quite nice, but as timing is still in 50 or 60Hz multiples, it's possible that instruments may sound fractionally out of time -- for example, tempo=17 gives 8 positions advance every 6 vertical blanks, and then the 9th position advances after 5 vertical blanks. To convert from SoundTracker speeds to AMOS tempos, the converter uses the formula: amos_tempo = 100 / soundtracker_speed That's not an accurate conversion, and conversion back is even more fun. For simple conversion, I recommend the following roughly accurate speeds: AMOS tempo: SoundTracker speed: 1 100 (F64) * 2 50 (F32) * 3 33 (F21) * 4 25 (F16) 5 20 (F14) 6 17 (F11) 7 14 (F0E) 8 12 (F0C) 9 11 (F0B) 10 10 (F0A) 11 9 (F09) 12 8 (F08) 13-15 7 (F07) 16-18 6 (F06) 19-22 5 (F05) 23-28 4 (F04) 29-40 3 (F03) 41-66 2 (F02) 67-100 1 (F01) * the first three speeds are not possible with Protracker, as it uses Fxx commands with a parameter of 32 or more as the CIA BPM timer rather than the vertical blank timer. - 0x09: set instrument: Sets the instrument that the next note command will use. Parameter is from 0 (first instrument) to the last instrument. - 0x0A: arpeggio: Causes the current instrument to be played as an arpeggio chord. The parameter is broken into the upper 4 bits and lower 4 bits. The arpeggio chord played will be current note, current note with pitch raised by [upper 4 bits] halftones, current note with pitch raised by [lower 4 bits] halftones. This is an effect and will continue until a new effect, or change of pattern. Equivalent to SoundTracker "0" command. - 0x0B: tone portamento: Causes the currently playing note to slide towards the pitch of the next playing note. This is an effect and will continue until a new effect, or change of pattern. Equivalent to the SoundTracker "3" command. - 0x0C: vibrato: Causes the currently playing note to alter in pitch according to a sine wave. The upper 4 bits of the parameter give the speed of the vibrato and the lower 4 bits give the depth. This is an effect and will continue until a new effect, or change of pattern. Equivalent to the SoundTracker "4" command. - 0x0D: volume slide: Raises or lowers the volume of the currently playing note. The parameter is divided into the upper 4 bits and lower 4 bits. The upper 4 bits give a number between 0 and 15. If the number is between 1 and 15, the volume will be raised by that amount every vertical blank. If the upper 4 bits give the value 0, then the lower 4 bits are considered. If they are between 1 and 15, the volume will be lowered by that amount each vertical blank. Equivalent to Soundtracker "A" command. - 0x0E: portamento up: Raises the pitch of the currently playing note by decreasing the note period by the amount given by the parameter every vertical blank, to the lowest period of 113. This is an effect and will continue until a new effect, or change of pattern. Equivalent to SoundTracker "1" command. - 0x0F: portamento down: Lowers the pitch of the currently playing note by increasing the note period by the amount given by the parameter every vertical blank, to the highest period of 856. This is an effect and will continue until a new effect, or change of pattern. Equivalent to SoundTracker "2" command. - 0x10: delay: States that after the current list of commands and final note has been played, the channel will wait for the number of positions given as the parameter before executing any more commands and notes. Each note should have this. - 0x11: position jump: changes the position in the song to that which is given as the parameter (position 0 = start of song), then performs the same as an end of pattern command. Equivalent to SoundTracker "B" command.