aboutsummaryrefslogtreecommitdiff
path: root/_old_files/midiplay.bas
diff options
context:
space:
mode:
Diffstat (limited to '_old_files/midiplay.bas')
-rw-r--r--_old_files/midiplay.bas590
1 files changed, 590 insertions, 0 deletions
diff --git a/_old_files/midiplay.bas b/_old_files/midiplay.bas
new file mode 100644
index 0000000..2aa1324
--- /dev/null
+++ b/_old_files/midiplay.bas
@@ -0,0 +1,590 @@
+0 REM MIDI PLAYER EXAMPLE PROGRAM COPYRIGHT (C) 2010 JOEL YLILUOMA
+1 DEFINT A-Z: OPTION BASE 0: KEY OFF: REM http://iki.fi/bisqwit/
+
+2 DIM adl(180, 11), chins(17), chpan(17), chpit(17)
+3 FOR i = 0 TO 180: FOR x = 0 TO 11: READ adl(i, x): NEXT x, i
+4 GOTO 100 ' Begin program
+
+5 'Set up OPL parameters (In: c = channel (0..17))
+6 'Out: p=I/O port, q = per-OPL channel (0..8), o=operator offset
+7 p = &H388 + 2 * (c\9): q = c MOD 9: o = (q MOD 3) + 8 * (q\3): RETURN
+
+8 'OPL_NoteOff(c): c=channel. CHANGES: q,p,o
+9 GOSUB 5: OUT p, &HB0 + q: OUT p+1, chpit(c) AND &HDF: RETURN
+
+10 'OPL_NoteOn(c,h#): c=channel,h#=hertz (0..131071). CHANGES: q,p,o,x
+11 GOSUB 5
+12 x = &H2000: WHILE h# >= 1023.5: h# = h#/2: x=x+&H400: WEND 'Calculate octave
+13 x = x + CINT(h#)
+14 OUT p, &HA0 + q: OUT p+1, x AND 255: x = x \ 256
+15 OUT p, &HB0 + q: OUT p+1, x: chpit(c) = x: RETURN
+
+16 'Technically, AdLib requires some delay between consecutive OUT commands.
+17 'However, BASIC is slow enough, that this is not an issue really.
+18 'The paradigm "OUT p,index: OUT p+1,value" works perfectly.
+
+20 'OPL_Touch(c,v): c=channel, v=volume. CHANGES: q,p,o,i,v
+21 'The formula below: SOLVE(V=127*127 * 2^( (A-63) / 8), A)
+22 IF v < 72 THEN v = 0 ELSE v = LOG(v) * 11.541561# - 48.818955#
+25 'OPL_Touch_Real(c,v): Same as OPL_Touch, except takes logarithmic volume.
+26 GOSUB 5: i = chins(c)
+27 OUT p, &H40+o: q = adl(i, 2): GOSUB 29
+28 OUT p, &H43+o: q = adl(i, 3)
+29 OUT p+1, (q OR 63) - v + ((q AND 63) * v) \ 63: RETURN
+
+30 'OPL_Patch(c): c=channel. CHANGES: q,p,o,x,i
+31 GOSUB 5: i = chins(c): q = p+1
+32 FOR x = 0 TO 1
+33 OUT p, &H20+o+x*3: OUT q, adl(i, 0+x)
+34 OUT p, &H60+o+x*3: OUT q, adl(i, 4+x)
+35 OUT p, &H80+o+x*3: OUT q, adl(i, 6+x)
+36 OUT p, &HE0+o+x*3: OUT q, adl(i, 8+x)
+37 NEXT: RETURN
+
+38 'OPL_Pan(c): c=channel. CHANGES: q,p,o
+39 GOSUB 5: OUT p, &HC0+q: OUT p+1, adl(chins(c),10)-chpan(c): RETURN
+
+40 'OPL_Reset(). CHANGES: c,q,p,o,x,y,v,i
+41 'Detect OPL3 (send pulses to timer, opl3 enable register)
+42 c=0: GOSUB 5: FOR y = 3 TO 4: OUT p, 4: OUT p+1, y*32: NEXT: ?INP(p)
+43 c=9: GOSUB 5: FOR y = 0 TO 2: OUT p, 5: OUT p+1, y AND 1: NEXT
+44 'Reset OPL3 (turn off all notes, set vital settings)
+45 c=0: GOSUB 5: OUT p, 1: OUT p+1, 32 'Enable wave
+46 c=0: GOSUB 5: OUT p,&HBD:OUT p+1, 0 'Set melodic mode
+47 c=9: GOSUB 5: OUT p, 5: OUT p+1, 1 'Enable OPL3
+48 c=9: GOSUB 5: OUT p, 4: OUT p+1, 0 'Select mode 0 (also try 63 for fun!)
+50 'OPL_Silence(): Silence all OPL channels. CHANGES q,p,o,v,c,i
+51 v = 0: FOR c = 0 TO 17: GOSUB 8: GOSUB 25: NEXT: RETURN
+
+70 'ReadString(): Read N bytes from file. Input: x. Output: s$. CHANGES x
+71 s$ = "": WHILE x > 0: x = x - 1: GET #1: s$ = s$ + b$: WEND: RETURN
+
+75 'ReadVarLen(): Read variable length int from file. Output: x#. CHANGES x
+76 x# = 0
+77 GET #1: x = ASC(b$): x# = x# * 128 + (x AND 127): IF x >= 128 THEN 77
+78 RETURN
+
+80 'ConvertInteger(): Parses s$ as big-endian integer, stores to x#. CHANGES x
+81 x# = 0: FOR x=1 TO LEN(s$): x# = x# * 256 + ASC(MID$(s$, x, 1)): NEXT: RETURN
+82 'The reason why # (DOUBLE) is used to store integer values
+83 'is that GW-BASIC has only one integer type: INTEGER.
+84 'It supports values in the range -32768..+32737. Making it unsuitable
+85 'for storing values such as delta-times and track lengths, both of which
+86 'are often greater than +32767 in common MIDI files. QuickBASIC supports
+87 'the LONG datatype instead, but I was aiming for GW-BASIC compatibility
+88 'in order to utilize my cool syntax highlighter for the majority
+89 'of the duration of demonstrating this program on Youtube. :)
+
+94 'Ethical subroutine
+95 GOTO 97
+96 KILL filename$
+97 RETURN
+
+100 '*** MAIN MIDI PLAYER PROGRAM ***
+101 'Information about each track:
+102 DIM tkPtr%(100), tkDelay#(100), tkStatus(100), playwait#
+103 'The same, but for loop-beginning:
+104 DIM loPtr%(100), loDelay#(100), loStatus(100), loopwait#
+105 'The same, but cached just in case loop-beginning must be written:
+106 DIM rbPtr%(100), rbDelay#(100), rbStatus(100)
+
+109 'Persistent settings for each MIDI channel.
+110 DIM ChPatch(15), ChBend#(15), ChVolume(15), ChPanning(15), ChVibrato(15)
+
+120 'For each active note, we need the following:
+121 ' Original note number (ORIGINAL, not simulated)
+122 ' Keyoff (Search Key)
+123 ' Aftertouch (Search Key)
+124 ' Simulated note number
+125 ' Keyon -> OPL_NoteOn
+126 ' Bend -> OPL_NoteOn
+127 ' Keyon/touch pressure
+128 ' Ctrl:Volume
+129 ' Adlib channel number
+130 ' All of above
+131 ' MIDI channel (multi search key)
+132 ' Bend
+133 ' Ctrl:Volume
+134 ' Ctrl:Pan
+140 DIM ActCount(15) 'number of active notes on each midi channel
+141 DIM ActTone(15,127) 'orignotenumber -> simulated notenumber
+142 DIM ActAdlChn(15,127) 'orignotenumber -> adlib channel
+143 DIM ActVol(15,127) 'orignotenumber -> pressure
+144 DIM ActRev(15,127) 'orignotenumber -> activeindex (index to ActList)
+145 DIM ActList(15,99) 'activeindex -> orignotenumber (index to ActVol etc)
+
+146 DIM chon(17),chage#(17)'adlchannel -> is_on,age (for channel allocation)
+148 DIM chm(17),cha(17) 'adlchannel -> midichn,activeindex (for collisions)
+149 DIM chx(17),chc(17) 'adlchannel -> x coordinate, color (for graphics)
+
+160 filename$ = "chmmr.mid" '<- FILENAME OF THE MIDI TO BE PLAYED
+161 GOSUB 40 ' Reset AdLib
+162 GOSUB 40 ' ...twice (just in case someone misprogrammed OPL3 previously)
+163 PLAYmode$ = "T255P64"
+164 PLAYmode% = 255 * 64 'Event tick frequency
+165 PLAYbuflen = 2 'Number of events to keep buffered
+166 COLOR 8: CLS : txtline = 2: PRINT "Press Q to quit; Space to pause"
+169 GOSUB 200 ' Load and play MIDI file
+
+170 'Begin main program (this simply monitors the playing status)
+171 'Beware that the timer routine accesses a lot of global variables.
+172 paused = 0
+173 hlt(0) = &HCBF4' HLT; RETF.
+174 hlt = VARPTR(hlt(0))
+175 CALL hlt
+176 ' ^This subroutine saves power. It also makes DOSBox faster.
+177 ' However, QuickBASIC has a different syntax for calling ASM
+178 ' subroutines, so the line 175 will have to be changed when
+179 ' porting to QuickBASIC. Disable it, or try this (qb /Lqb.qlb):
+180 'DEF SEG = VARSEG(hlt(0)): CALL ABSOLUTE(hlt)
+
+182 y$ = INKEY$
+183 IF y$ <> " " THEN 186
+184 paused = 1 - paused
+185 IF paused THEN ? "Pause": PLAY STOP ELSE ? "Ok": PLAY ON
+186 IF y$ <> "q" AND y$ <> CHR$(27) AND y$ <> CHR$(3) THEN 174
+190 PLAY OFF: PRINT "End!": GOSUB 50: KEY ON: END
+
+200 'Subroutine: Load MIDI file
+210 OPEN filename$ FOR RANDOM AS #1 LEN = 1: FIELD #1, 1 AS b$ 'Open file
+
+211 'QuickBASIC has BINARY access mode, which allows to use INPUT$() rather
+212 'than the silly fixed-size GET command, but GW-BASIC does not support
+213 'BINARY, so we use RANDOM here. The difference between BINARY and INPUT
+214 'is that INPUT chokes on EOF characters and translates CRLFs, making it
+215 'unsuitable for working with MIDI files.
+
+220 x = 4: GOSUB 70: IF s$ <> "MThd" THEN ERROR 13'Invalid type file
+230 x = 4: GOSUB 70: GOSUB 80: IF x# <> 6 THEN ERROR 13
+231 x = 2: GOSUB 70: GOSUB 80: Fmt = x#
+232 x = 2: GOSUB 70: GOSUB 80: TrackCount = x#: IF TrackCount>100 THEN ERROR 6
+233 x = 2: GOSUB 70: GOSUB 80: DeltaTicks = x#
+234 InvDeltaTicks# = PLAYmode% / (240000000# * DeltaTicks)
+240 Tempo# = 1000000# * InvDeltaTicks#
+241 bendsense# = 2 / 8192#
+250 FOR tk = 1 TO TrackCount
+251 x = 4: GOSUB 70: IF s$ <> "MTrk" THEN ERROR 13'Invalid type file
+252 x = 4: GOSUB 70: GOSUB 80: TrackLength% = x#: y% = LOC(1)
+253 GOSUB 75: tkDelay#(tk) = x# 'Read next event time
+254 tkPtr%(tk) = LOC(1) 'Save first event file position
+255 GET #1, y% + TrackLength% 'Skip to beginning of next track header
+270 NEXT
+275 FOR a = 0 TO 15: ChVolume(a) = 127: NEXT
+281 PLAY ON: ON PLAY(PLAYbuflen) GOSUB 300 'Set up periodic event handler
+282 began = 0: loopStart = 1: playwait# = 0: PLAY "MLMB"
+
+300 'Subroutine: Timer callback. Called when the PLAY buffer is exhausted.
+301 IF began THEN playwait# = playwait# - 1#
+302 'For each track where delay=0, parse events and read new delay.
+303 WHILE playwait# < .5#: GOSUB 310: WEND
+304 'Repopulate the PLAY buffer
+305 WHILE PLAY(0) < PLAYbuflen: PLAY PLAYmode$: WEND: RETURN
+
+310 'Subroutine: Process events on any track that is due
+311 FOR tk = 1 TO TrackCount
+312 rbPtr%(tk) = tkPtr%(tk)
+313 rbDelay#(tk) = tkDelay#(tk)
+314 rbStatus(tk) = tkStatus(tk)
+315 IF tkStatus(tk) < 0 OR tkDelay#(tk) > 0 THEN 319
+316 GOSUB 350 'Handle event
+317 GOSUB 75: tkDelay#(tk) = tkDelay#(tk) + x# 'Read next event time
+318 tkPtr%(tk) = LOC(1) 'Save modified file position
+319 NEXT
+320 IF loopStart = 0 THEN 338
+321 'Save loop begin
+322 FOR tk = 1 TO TrackCount
+323 loPtr%(tk) = rbPtr%(tk)
+324 loDelay#(tk) = rbDelay#(tk)
+325 loStatus(tk) = rbStatus(tk)
+326 NEXT
+327 loopwait# = playwait#
+328 loopStart = 0
+329 GOTO 338
+330 'Return to loop beginning
+331 FOR tk = 1 TO TrackCount
+332 tkPtr%(tk) = loPtr%(tk)
+333 tkDelay#(tk) = loDelay#(tk)
+334 tkStatus(tk) = loStatus(tk)
+335 NEXT
+336 loopEnd = 0
+337 playwait# = loopwait#
+338 'Find shortest delay from all tracks
+339 nd# = -1
+340 FOR tk = 1 TO TrackCount
+341 IF tkStatus(tk) < 0 THEN 343
+342 IF nd# = -1 OR tkDelay#(tk) < nd# THEN nd# = tkDelay#(tk)
+343 NEXT
+344 'Schedule the next playevent to be processed after that delay
+345 FOR tk = 1 TO TrackCount: tkDelay#(tk) = tkDelay#(tk) - nd#: NEXT
+346 t# = nd# * Tempo#: IF began THEN playwait# = playwait# + t#
+347 FOR a = 0 TO 17: chage#(a) = chage#(a) + t#: NEXT
+348 IF t# < 0 OR loopEnd THEN 330 ELSE RETURN 'Loop or done
+
+350 'Subroutine: Read an event from track, and read next delay. Input: tk
+
+351 'Note that we continuously access the disk file during playback.
+352 'This is perfectly fine when we are running on a modern OS, possibly
+353 'under the encapsulation of DOSBox, but if you're running this on
+354 'vanilla MS-DOS without e.g. SMARTDRV, you are going to find this
+355 'program very unsuitable for your MIDI playing needs, for the disk
+356 'drive would probably make more noise than the soundcard does.
+357 'We cannot cache tracks because of memory constraints in GW-BASIC.
+358 'In QBASIC, we could do better, but it would be cumbersome to implement.
+
+359 GET #1, tkPtr%(tk) + 1: b = ASC(b$)
+360 IF b < &HF0 THEN 380
+361 'Subroutine for Fx special events
+362 '? tk;":";HEX$(b);" at $";hex$(LOC(1))
+363 IF b = &HF7 OR b = &HF0 THEN 76'SysEx. Ignore Varlen.
+364 IF b = &HF3 THEN GET #1: RETURN
+365 IF b = &HF2 THEN GET #1: GET #1: RETURN
+370 'Subroutine for special event FF
+371 GET #1: evtype = ASC(b$): GOSUB 75: x = x#: GOSUB 70
+372 IF evtype = &H2F THEN tkStatus(tk) = -1
+373 IF evtype = &H51 THEN GOSUB 80: Tempo# = x# * InvDeltaTicks#
+374 IF evtype = 6 AND s$ = "loopStart" THEN loopStart = 1
+375 IF evtype = 6 AND s$ = "loopEnd" THEN loopEnd = 1
+376 IF evtype < 1 OR evtype > 6 THEN RETURN
+377 txtline = 3 + (txtline - 2) MOD 20
+378 LOCATE txtline, 1: COLOR 8: PRINT "Meta"; evtype; ": "; s$: RETURN
+
+380 'Subroutine for any normal event (80..EF)
+381 IF b < 128 THEN b = tkStatus(tk) OR &H80: GET #1, tkPtr%(tk)
+382 MidCh = b AND 15: tkStatus(tk) = b
+383 '? tk;":";HEX$(b);" at $";hex$(LOC(1))
+384 ON b\16 - 7 GOTO 400,420,460,470,490,492,495 'Choose event handler
+
+400 'Event: 8x Note Off
+401 GET #1: note = ASC(b$): GET #1': vol=ASC(b$)
+402 ChBend#(MidCh) = 0
+403 n = ActRev(MidCh,note): IF n = 0 THEN RETURN
+404 m = MidCh: GOTO 600 'deallocate active note, and return
+
+420 'Event: 9x Note On
+421 GET #1: note = ASC(b$): GET #1: vol = ASC(b$)
+422 IF vol = 0 THEN 402' Sometimes noteoffs are optimized as 0-vol noteons
+423 IF ActRev(MidCh,note) THEN RETURN 'Ignore repeat notes w/o keyoffs
+424 'Determine the instrument and the note value (tone)
+425 tone = note: i = ChPatch(MidCh)
+426 IF MidCh = 9 THEN i = 128+note-35: tone = adl(i,11) 'Translate percussion
+427 '(MIDI channel 9 always plays percussion and ignores the patch number)
+429 'Allocate AdLib channel (the physical sound channel for the note)
+430 bs# = -9: c = -1
+431 FOR a = 0 TO 17
+432 s# = chage#(a)
+433 IF chon(a) = 0 THEN s# = s# + 3d3 ' Empty channel = privileged
+434 IF chins(a) = i THEN s# = s# + .2# ' Same instrument = good
+435 IF i<128 AND chins(a)>127 THEN s# = s#*2+9'Percussion is inferior to melody
+436 IF s# > bs# THEN bs# = s#: c = a ' Best candidate wins
+437 NEXT
+438 IF chon(c) THEN m=chm(c): n=cha(c): GOSUB 600 'Collision: Kill old note
+439 chon(c) = 1: chins(c) = i: chage#(c) = 0: began = 1
+440 'Allocate active note for MIDI channel
+441 '"Active note" helps dealing with further events affecting this note.
+442 n = ActCount(MidCh) + 1
+443 ActList(MidCh, n) = note
+444 ActRev(MidCh,note) = n
+445 ActCount(MidCh) = n
+449 'Record info about this note
+450 ActTone(MidCh,note) = tone
+451 ActAdlChn(MidCh,note) = c
+452 ActVol(MidCh,note) = vol
+453 chm(c) = MidCh: cha(c) = n ' Save this note's origin so collision works.
+454 GOSUB 30 ' OPL_Patch
+455 GOSUB 530' OPL_Pan with ChPanning
+456 GOSUB 540' OPL_Touch with ChVolume
+457 chx(c) = 1 + (tone+63)MOD 80: chc(c) = 9+(chins(c)MOD 6)
+458 LOCATE 20-c, chx(c): COLOR chc(c): PRINT "#";
+459 GOTO 520 ' OPL_NoteOn with ChBend, and return
+
+460 'Event: Ax Note touch
+461 GET #1: note = ASC(b$): GET #1: vol = ASC(b$)
+462 IF ActRev(MidCh,note) = 0 THEN RETURN'Ignore touch if note is not active
+463 c = ActAdlChn(MidCh,note)
+464 LOCATE 20-c, chx(c): COLOR chc(c): PRINT "&";
+465 ActVol(MidCh,note) = vol
+466 GOTO 540 'update note volume, and return
+
+470 'Event: Bx Controller change
+471 GET #1: ctrlno = ASC(b$): GET #1: value = ASC(b$)
+472 IF ctrlno = 1 THEN ChVibrato(MidCh) = value 'TODO: handle
+473 IF ctrlno = 6 THEN bendsense# = value / 8192#
+474 IF ctrlno = 7 THEN ChVolume(MidCh) = value: mop = 2: GOTO 500
+475 IF ctrlno = 10 THEN 482 'Pan
+476 IF ctrlno = 121 THEN 486 'Reset controllers
+477 IF ctrlno = 123 THEN mop=5: GOTO 500 'All notes off on channel
+478 'Other ctrls worth considering:
+479 ' 0 = choose bank (bank+patch identifies the instrument)
+480 ' 64 = sustain pedal (when used, noteoff does not produce an adlib keyoff)
+481 RETURN
+482 'Ctrl 10: Alter the panning of the channel:
+483 p = 0: IF value < 48 THEN p = 32 ELSE IF value > 79 THEN p = 16
+484 ChPanning(MidCh) = p
+485 mop=4: GOTO 500
+486 'Ctrl 121: Reset all controllers to their default values.
+487 ChBend#(MidCh)=0: ChVibrato(MidCh)=0: ChPan(MidCh)=0
+488 mop=1: GOSUB 500: mop=2: GOSUB 500: mop=4: GOTO 500
+
+490 'Event: Cx Patch change
+491 GET #1: ChPatch(MidCh) = ASC(b$): RETURN
+
+492 'Event: Dx Channel after-touch
+493 GET #1: vol = ASC(b$): mop=3:GOTO 500 'TODO: Verify, is this correct action?
+
+495 'Event: Ex Wheel/bend
+496 GET #1: a = ASC(b$): GET #1
+497 ChBend#(MidCh) = (a + ASC(b$) * 128 - 8192) * bendsense#
+498 mop = 1: GOTO 500 'Update pitches, and return
+
+500 'Subroutine: Update all live notes. Input: MidCh,mop
+501 'Update when mop: 1=pitches; 2=volumes; 3=pressures; 4=pans, 5=off
+502 x1 = ActCount(MidCh)
+503 FOR a = 1 TO x1
+504 note = ActList(MidCh, a)
+505 c = ActAdlChn(MidCh,note): ON mop GOSUB 508,509,510,530,511
+506 NEXT
+507 RETURN
+508 tone = ActTone(MidCh,note): GOTO 520
+509 vol = ActVol(MidCh, note): GOTO 540
+510 ActVol(MidCh,note) = vol: GOTO 540
+511 m = MidCh: n = a: GOTO 600
+
+520 'Subroutine: Update note pitch. Input: c,MidCh,tone. CHANGES q,p,o,x,h#
+521 ' 907*2^(n/12) * (8363) / 44100
+522 h# = 172.00093# * EXP(.057762265#*(tone+ChBend#(MidCh))): GOTO 10'OPL_NoteOn
+
+530 'Subroutine: Update note pan. Input: c,MidCh
+531 chpan(c) = ChPanning(MidCh): GOTO 38 'OPL_Pan
+
+540 'Subroutine: Update note volume. Input: c,MidCh,vol. CHANGES q,p,o,v
+541 v = vol * ChVolume(MidCh): GOTO 20 'OPL_Touch
+
+600 'Subroutine: Deallocate active note (m = MidCh, n = index). CHANGES c,x,q
+601 'Uses m instead of MidCh because called also from alloc-collision code.
+602 x = ActCount(m) ' Find how many active notes
+603 q = ActList(m,n) ' q=note to be deactivated
+604 ActRev(m,q) = 0 ' that note is no more
+605 ActCount(m) = x-1 ' The list is now shorter
+606 c = ActAdlChn(m,q) ' But wait, which adlib channel was it on, again?
+607 chon(c)=0: chage#(c)=0: GOSUB 8'OPL_NoteOff
+608 LOCATE 20-c, chx(c): COLOR 1: PRINT ".";
+610 IF n = x THEN RETURN' Did we delete the last note?
+611 q = ActList(m,x) ' q = last note in list
+612 ActList(m,n) = q ' move into the deleted slot
+613 ActRev(m,q) = n
+614 cha(ActAdlChn(m,q)) = n
+615 RETURN
+
+760 'This FM Instrument Data comes from Miles Sound System, as used
+761 'in the following PC games: Star Control III and Asterix, under
+762 'the name AIL (Audio Interface Library). Today, AIL has been
+763 'released as "open-source freeware" under the name Miles Sound System.
+764 'AIL was used in more than fifty PC games, but so far, I have found
+765 'this particular set of General MIDI FM patches only in SC3 and Asterix.
+766 'Other games using AIL used different sets of FM patches. There is no
+767 'particular reason for preferring this patch set, and in fact, the
+768 'descendant of this program, ADLMIDI, http://iki.fi/source/adlmidi.html ,
+769 'features a large set of different FM patch sets to choose from.
+
+773 'In the Youtube video, I enter this huge blob of DATA lines very quickly
+774 'by using a preprogrammed input TSR, "inputter", which I made just for
+775 'this purpose.
+776 'It inputs the inline command "COLOR 0,4", turning text into black on red,
+777 'and then starts entering DATA lines in an arbitrary geometrical fashion.
+778 'After inputting, the text color is reset to normal with "COLOR 7,0".
+779 'Of course, the whole time, the poor syntax highlighter TSR (synhili)
+780 'does its best to make sense of whatever is being displayed on the screen,
+781 'causing the text to stay red only for a short while, whereever the cursor
+782 'was last. The resulting effect looks very cool, and most importantly,
+783 'the long sequence of DATA gets input in a non-boring manner.
+
+790 'The data bytes are:
+791 ' [0,1] AM/VIB/EG/KSR/Multiple bits for carrier and modulator respectively
+792 ' [2,3] KSL/Attenuation settings for carrier and modulator respectively
+793 ' [4,5] Attack and decay rates for carrier and modulator respectively
+794 ' [6,7] Sustain and release rates for carrier and modulator respectively
+795 ' [8,9] Wave select settings for carrier and modulator respectively
+796 ' [10] Feedback/connection bits for the channel (also stereo/pan bits)
+797 ' [11] For percussive instruments (GP35..GP87), the tone to play
+
+800 DATA 1, 1,143, 6,242,242,244,247,0,0, 56, 0: REM GM1:AcouGrandPiano
+801 DATA 1, 1, 75, 0,242,242,244,247,0,0, 56, 0: REM GM2:BrightAcouGrand
+802 DATA 1, 1, 73, 0,242,242,244,246,0,0, 56, 0: REM GM3:ElecGrandPiano
+803 DATA 129, 65, 18, 0,242,242,247,247,0,0, 54, 0: REM GM4:Honky-tonkPiano
+804 DATA 1, 1, 87, 0,241,242,247,247,0,0, 48, 0: REM GM5:Rhodes Piano
+805 DATA 1, 1,147, 0,241,242,247,247,0,0, 48, 0: REM GM6:Chorused Piano
+806 DATA 1, 22,128, 14,161,242,242,245,0,0, 56, 0: REM GM7:Harpsichord
+807 DATA 1, 1,146, 0,194,194,248,248,0,0, 58, 0: REM GM8:Clavinet
+808 DATA 12,129, 92, 0,246,243,244,245,0,0, 48, 0: REM GM9:Celesta
+809 DATA 7, 17,151,128,243,242,242,241,0,0, 50, 0: REM GM10:Glockenspiel
+810 DATA 23, 1, 33, 0, 84,244,244,244,0,0, 50, 0: REM GM11:Music box
+811 DATA 152,129, 98, 0,243,242,246,246,0,0, 48, 0: REM GM12:Vibraphone
+812 DATA 24, 1, 35, 0,246,231,246,247,0,0, 48, 0: REM GM13:Marimba
+813 DATA 21, 1,145, 0,246,246,246,246,0,0, 52, 0: REM GM14:Xylophone
+814 DATA 69,129, 89,128,211,163,243,243,0,0, 60, 0: REM GM15:Tubular Bells
+815 DATA 3,129, 73,128,117,181,245,245,1,0, 52, 0: REM GM16:Dulcimer
+816 DATA 113, 49,146, 0,246,241, 20, 7,0,0, 50, 0: REM GM17:Hammond Organ
+817 DATA 114, 48, 20, 0,199,199, 88, 8,0,0, 50, 0: REM GM18:Percussive Organ
+818 DATA 112,177, 68, 0,170,138, 24, 8,0,0, 52, 0: REM GM19:Rock Organ
+819 DATA 35,177,147, 0,151, 85, 35, 20,1,0, 52, 0: REM GM20:Church Organ
+820 DATA 97,177, 19,128,151, 85, 4, 4,1,0, 48, 0: REM GM21:Reed Organ
+821 DATA 36,177, 72, 0,152, 70, 42, 26,1,0, 60, 0: REM GM22:Accordion
+822 DATA 97, 33, 19, 0,145, 97, 6, 7,1,0, 58, 0: REM GM23:Harmonica
+823 DATA 33,161, 19,137,113, 97, 6, 7,0,0, 54, 0: REM GM24:Tango Accordion
+824 DATA 2, 65,156,128,243,243,148,200,1,0, 60, 0: REM GM25:Acoustic Guitar1
+825 DATA 3, 17, 84, 0,243,241,154,231,1,0, 60, 0: REM GM26:Acoustic Guitar2
+826 DATA 35, 33, 95, 0,241,242, 58,248,0,0, 48, 0: REM GM27:Electric Guitar1
+827 DATA 3, 33,135,128,246,243, 34,248,1,0, 54, 0: REM GM28:Electric Guitar2
+828 DATA 3, 33, 71, 0,249,246, 84, 58,0,0, 48, 0: REM GM29:Electric Guitar3
+829 DATA 35, 33, 74, 5,145,132, 65, 25,1,0, 56, 0: REM GM30:Overdrive Guitar
+830 DATA 35, 33, 74, 0,149,148, 25, 25,1,0, 56, 0: REM GM31:Distorton Guitar
+831 DATA 9,132,161,128, 32,209, 79,248,0,0, 56, 0: REM GM32:Guitar Harmonics
+832 DATA 33,162, 30, 0,148,195, 6,166,0,0, 50, 0: REM GM33:Acoustic Bass
+833 DATA 49, 49, 18, 0,241,241, 40, 24,0,0, 58, 0: REM GM34:Electric Bass 1
+834 DATA 49, 49,141, 0,241,241,232,120,0,0, 58, 0: REM GM35:Electric Bass 2
+835 DATA 49, 50, 91, 0, 81,113, 40, 72,0,0, 60, 0: REM GM36:Fretless Bass
+836 DATA 1, 33,139, 64,161,242,154,223,0,0, 56, 0: REM GM37:Slap Bass 1
+837 DATA 33, 33,139, 8,162,161, 22,223,0,0, 56, 0: REM GM38:Slap Bass 2
+838 DATA 49, 49,139, 0,244,241,232,120,0,0, 58, 0: REM GM39:Synth Bass 1
+839 DATA 49, 49, 18, 0,241,241, 40, 24,0,0, 58, 0: REM GM40:Synth Bass 2
+840 DATA 49, 33, 21, 0,221, 86, 19, 38,1,0, 56, 0: REM GM41:Violin
+841 DATA 49, 33, 22, 0,221,102, 19, 6,1,0, 56, 0: REM GM42:Viola
+842 DATA 113, 49, 73, 0,209, 97, 28, 12,1,0, 56, 0: REM GM43:Cello
+843 DATA 33, 35, 77,128,113,114, 18, 6,1,0, 50, 0: REM GM44:Contrabass
+844 DATA 241,225, 64, 0,241,111, 33, 22,1,0, 50, 0: REM GM45:Tremulo Strings
+845 DATA 2, 1, 26,128,245,133,117, 53,1,0, 48, 0: REM GM46:Pizzicato String
+846 DATA 2, 1, 29,128,245,243,117,244,1,0, 48, 0: REM GM47:Orchestral Harp
+847 DATA 16, 17, 65, 0,245,242, 5,195,1,0, 50, 0: REM GM48:Timpany
+848 DATA 33,162,155, 1,177,114, 37, 8,1,0, 62, 0: REM GM49:String Ensemble1
+849 DATA 161, 33,152, 0,127, 63, 3, 7,1,1, 48, 0: REM GM50:String Ensemble2
+850 DATA 161, 97,147, 0,193, 79, 18, 5,0,0, 58, 0: REM GM51:Synth Strings 1
+851 DATA 33, 97, 24, 0,193, 79, 34, 5,0,0, 60, 0: REM GM52:SynthStrings 2
+852 DATA 49,114, 91,131,244,138, 21, 5,0,0, 48, 0: REM GM53:Choir Aahs
+853 DATA 161, 97,144, 0,116,113, 57,103,0,0, 48, 0: REM GM54:Voice Oohs
+854 DATA 113,114, 87, 0, 84,122, 5, 5,0,0, 60, 0: REM GM55:Synth Voice
+855 DATA 144, 65, 0, 0, 84,165, 99, 69,0,0, 56, 0: REM GM56:Orchestra Hit
+856 DATA 33, 33,146, 1,133,143, 23, 9,0,0, 60, 0: REM GM57:Trumpet
+857 DATA 33, 33,148, 5,117,143, 23, 9,0,0, 60, 0: REM GM58:Trombone
+858 DATA 33, 97,148, 0,118,130, 21, 55,0,0, 60, 0: REM GM59:Tuba
+859 DATA 49, 33, 67, 0,158, 98, 23, 44,1,1, 50, 0: REM GM60:Muted Trumpet
+860 DATA 33, 33,155, 0, 97,127,106, 10,0,0, 50, 0: REM GM61:French Horn
+861 DATA 97, 34,138, 6,117,116, 31, 15,0,0, 56, 0: REM GM62:Brass Section
+862 DATA 161, 33,134,131,114,113, 85, 24,1,0, 48, 0: REM GM63:Synth Brass 1
+863 DATA 33, 33, 77, 0, 84,166, 60, 28,0,0, 56, 0: REM GM64:Synth Brass 2
+864 DATA 49, 97,143, 0,147,114, 2, 11,1,0, 56, 0: REM GM65:Soprano Sax
+865 DATA 49, 97,142, 0,147,114, 3, 9,1,0, 56, 0: REM GM66:Alto Sax
+866 DATA 49, 97,145, 0,147,130, 3, 9,1,0, 58, 0: REM GM67:Tenor Sax
+867 DATA 49, 97,142, 0,147,114, 15, 15,1,0, 58, 0: REM GM68:Baritone Sax
+868 DATA 33, 33, 75, 0,170,143, 22, 10,1,0, 56, 0: REM GM69:Oboe
+869 DATA 49, 33,144, 0,126,139, 23, 12,1,1, 54, 0: REM GM70:English Horn
+870 DATA 49, 50,129, 0,117, 97, 25, 25,1,0, 48, 0: REM GM71:Bassoon
+871 DATA 50, 33,144, 0,155,114, 33, 23,0,0, 52, 0: REM GM72:Clarinet
+872 DATA 225,225, 31, 0,133,101, 95, 26,0,0, 48, 0: REM GM73:Piccolo
+873 DATA 225,225, 70, 0,136,101, 95, 26,0,0, 48, 0: REM GM74:Flute
+874 DATA 161, 33,156, 0,117,117, 31, 10,0,0, 50, 0: REM GM75:Recorder
+875 DATA 49, 33,139, 0,132,101, 88, 26,0,0, 48, 0: REM GM76:Pan Flute
+876 DATA 225,161, 76, 0,102,101, 86, 38,0,0, 48, 0: REM GM77:Bottle Blow
+877 DATA 98,161,203, 0,118, 85, 70, 54,0,0, 48, 0: REM GM78:Shakuhachi
+878 DATA 98,161,153, 0, 87, 86, 7, 7,0,0, 59, 0: REM GM79:Whistle
+879 DATA 98,161,147, 0,119,118, 7, 7,0,0, 59, 0: REM GM80:Ocarina
+880 DATA 34, 33, 89, 0,255,255, 3, 15,2,0, 48, 0: REM GM81:Lead 1 squareea
+881 DATA 33, 33, 14, 0,255,255, 15, 15,1,1, 48, 0: REM GM82:Lead 2 sawtooth
+882 DATA 34, 33, 70,128,134,100, 85, 24,0,0, 48, 0: REM GM83:Lead 3 calliope
+883 DATA 33,161, 69, 0,102,150, 18, 10,0,0, 48, 0: REM GM84:Lead 4 chiff
+884 DATA 33, 34,139, 0,146,145, 42, 42,1,0, 48, 0: REM GM85:Lead 5 charang
+885 DATA 162, 97,158, 64,223,111, 5, 7,0,0, 50, 0: REM GM86:Lead 6 voice
+886 DATA 32, 96, 26, 0,239,143, 1, 6,0,2, 48, 0: REM GM87:Lead 7 fifths
+887 DATA 33, 33,143,128,241,244, 41, 9,0,0, 58, 0: REM GM88:Lead 8 brass
+888 DATA 119,161,165, 0, 83,160,148, 5,0,0, 50, 0: REM GM89:Pad 1 new age
+889 DATA 97,177, 31,128,168, 37, 17, 3,0,0, 58, 0: REM GM90:Pad 2 warm
+890 DATA 97, 97, 23, 0,145, 85, 52, 22,0,0, 60, 0: REM GM91:Pad 3 polysynth
+891 DATA 113,114, 93, 0, 84,106, 1, 3,0,0, 48, 0: REM GM92:Pad 4 choir
+892 DATA 33,162,151, 0, 33, 66, 67, 53,0,0, 56, 0: REM GM93:Pad 5 bowedpad
+893 DATA 161, 33, 28, 0,161, 49,119, 71,1,1, 48, 0: REM GM94:Pad 6 metallic
+894 DATA 33, 97,137, 3, 17, 66, 51, 37,0,0, 58, 0: REM GM95:Pad 7 halo
+895 DATA 161, 33, 21, 0, 17,207, 71, 7,1,0, 48, 0: REM GM96:Pad 8 sweep
+896 DATA 58, 81,206, 0,248,134,246, 2,0,0, 50, 0: REM GM97:FX 1 rain
+897 DATA 33, 33, 21, 0, 33, 65, 35, 19,1,0, 48, 0: REM GM98:FX 2 soundtrack
+898 DATA 6, 1, 91, 0,116,165,149,114,0,0, 48, 0: REM GM99:FX 3 crystal
+899 DATA 34, 97,146,131,177,242,129, 38,0,0, 60, 0: REM GM100:FX 4 atmosphere
+900 DATA 65, 66, 77, 0,241,242, 81,245,1,0, 48, 0: REM GM101:FX 5 brightness
+901 DATA 97,163,148,128, 17, 17, 81, 19,1,0, 54, 0: REM GM102:FX 6 goblins
+902 DATA 97,161,140,128, 17, 29, 49, 3,0,0, 54, 0: REM GM103:FX 7 echoes
+903 DATA 164, 97, 76, 0,243,129,115, 35,1,0, 52, 0: REM GM104:FX 8 sci-fi
+904 DATA 2, 7,133, 3,210,242, 83,246,0,1, 48, 0: REM GM105:Sitar
+905 DATA 17, 19, 12,128,163,162, 17,229,1,0, 48, 0: REM GM106:Banjo
+906 DATA 17, 17, 6, 0,246,242, 65,230,1,2, 52, 0: REM GM107:Shamisen
+907 DATA 147,145,145, 0,212,235, 50, 17,0,1, 56, 0: REM GM108:Koto
+908 DATA 4, 1, 79, 0,250,194, 86, 5,0,0, 60, 0: REM GM109:Kalimba
+909 DATA 33, 34, 73, 0,124,111, 32, 12,0,1, 54, 0: REM GM110:Bagpipe
+910 DATA 49, 33,133, 0,221, 86, 51, 22,1,0, 58, 0: REM GM111:Fiddle
+911 DATA 32, 33, 4,129,218,143, 5, 11,2,0, 54, 0: REM GM112:Shanai
+912 DATA 5, 3,106,128,241,195,229,229,0,0, 54, 0: REM GM113:Tinkle Bell
+913 DATA 7, 2, 21, 0,236,248, 38, 22,0,0, 58, 0: REM GM114:Agogo Bells
+914 DATA 5, 1,157, 0,103,223, 53, 5,0,0, 56, 0: REM GM115:Steel Drums
+915 DATA 24, 18,150, 0,250,248, 40,229,0,0, 58, 0: REM GM116:Woodblock
+916 DATA 16, 0,134, 3,168,250, 7, 3,0,0, 54, 0: REM GM117:Taiko Drum
+917 DATA 17, 16, 65, 3,248,243, 71, 3,2,0, 52, 0: REM GM118:Melodic Tom
+918 DATA 1, 16,142, 0,241,243, 6, 2,2,0, 62, 0: REM GM119:Synth Drum
+919 DATA 14,192, 0, 0, 31, 31, 0,255,0,3, 62, 0: REM GM120:Reverse Cymbal
+920 DATA 6, 3,128,136,248, 86, 36,132,0,2, 62, 0: REM GM121:Guitar FretNoise
+921 DATA 14,208, 0, 5,248, 52, 0, 4,0,3, 62, 0: REM GM122:Breath Noise
+922 DATA 14,192, 0, 0,246, 31, 0, 2,0,3, 62, 0: REM GM123:Seashore
+923 DATA 213,218,149, 64, 55, 86,163, 55,0,0, 48, 0: REM GM124:Bird Tweet
+924 DATA 53, 20, 92, 8,178,244, 97, 21,2,0, 58, 0: REM GM125:Telephone
+925 DATA 14,208, 0, 0,246, 79, 0,245,0,3, 62, 0: REM GM126:Helicopter
+926 DATA 38,228, 0, 0,255, 18, 1, 22,0,1, 62, 0: REM GM127:Applause/Noise
+927 DATA 0, 0, 0, 0,243,246,240,201,0,2, 62, 0: REM GM128:Gunshot
+928 DATA 16, 17, 68, 0,248,243,119, 6,2,0, 56, 35: REM GP35:Ac Bass Drum
+929 DATA 16, 17, 68, 0,248,243,119, 6,2,0, 56, 35: REM GP36:Bass Drum 1
+930 DATA 2, 17, 7, 0,249,248,255,255,0,0, 56, 52: REM GP37:Side Stick
+931 DATA 0, 0, 0, 0,252,250, 5, 23,2,0, 62, 48: REM GP38:Acoustic Snare
+932 DATA 0, 1, 2, 0,255,255, 7, 8,0,0, 48, 58: REM GP39:Hand Clap
+933 DATA 0, 0, 0, 0,252,250, 5, 23,2,0, 62, 60: REM GP40:Electric Snare
+934 DATA 0, 0, 0, 0,246,246, 12, 6,0,0, 52, 47: REM GP41:Low Floor Tom
+935 DATA 12, 18, 0, 0,246,251, 8, 71,0,2, 58, 43: REM GP42:Closed High Hat
+936 DATA 0, 0, 0, 0,246,246, 12, 6,0,0, 52, 49: REM GP43:High Floor Tom
+937 DATA 12, 18, 0, 5,246,123, 8, 71,0,2, 58, 43: REM GP44:Pedal High Hat
+938 DATA 0, 0, 0, 0,246,246, 12, 6,0,0, 52, 51: REM GP45:Low Tom
+939 DATA 12, 18, 0, 0,246,203, 2, 67,0,2, 58, 43: REM GP46:Open High Hat
+940 DATA 0, 0, 0, 0,246,246, 12, 6,0,0, 52, 54: REM GP47:Low-Mid Tom
+941 DATA 0, 0, 0, 0,246,246, 12, 6,0,0, 52, 57: REM GP48:High-Mid Tom
+942 DATA 14,208, 0, 0,246,159, 0, 2,0,3, 62, 72: REM GP49:Crash Cymbal 1
+943 DATA 0, 0, 0, 0,246,246, 12, 6,0,0, 52, 60: REM GP50:High Tom
+944 DATA 14, 7, 8, 74,248,244, 66,228,0,3, 62, 76: REM GP51:Ride Cymbal 1
+945 DATA 14,208, 0, 10,245,159, 48, 2,0,0, 62, 84: REM GP52:Chinese Cymbal
+946 DATA 14, 7, 10, 93,228,245,228,229,3,1, 54, 36: REM GP53:Ride Bell
+947 DATA 2, 5, 3, 10,180,151, 4,247,0,0, 62, 65: REM GP54:Tambourine
+948 DATA 78,158, 0, 0,246,159, 0, 2,0,3, 62, 84: REM GP55:Splash Cymbal
+949 DATA 17, 16, 69, 8,248,243, 55, 5,2,0, 56, 83: REM GP56:Cow Bell
+950 DATA 14,208, 0, 0,246,159, 0, 2,0,3, 62, 84: REM GP57:Crash Cymbal 2
+951 DATA 128, 16, 0, 13,255,255, 3, 20,3,0, 60, 24: REM GP58:Vibraslap
+952 DATA 14, 7, 8, 74,248,244, 66,228,0,3, 62, 77: REM GP59:Ride Cymbal 2
+953 DATA 6, 2, 11, 0,245,245, 12, 8,0,0, 54, 60: REM GP60:High Bongo
+954 DATA 1, 2, 0, 0,250,200,191,151,0,0, 55, 65: REM GP61:Low Bongo
+955 DATA 1, 1, 81, 0,250,250,135,183,0,0, 54, 59: REM GP62:Mute High Conga
+956 DATA 1, 2, 84, 0,250,248,141,184,0,0, 54, 51: REM GP63:Open High Conga
+957 DATA 1, 2, 89, 0,250,248,136,182,0,0, 54, 45: REM GP64:Low Conga
+958 DATA 1, 0, 0, 0,249,250, 10, 6,3,0, 62, 71: REM GP65:High Timbale
+959 DATA 0, 0,128, 0,249,246,137,108,3,0, 62, 60: REM GP66:Low Timbale
+960 DATA 3, 12,128, 8,248,246,136,182,3,0, 63, 58: REM GP67:High Agogo
+961 DATA 3, 12,133, 0,248,246,136,182,3,0, 63, 53: REM GP68:Low Agogo
+962 DATA 14, 0, 64, 8,118,119, 79, 24,0,2, 62, 64: REM GP69:Cabasa
+963 DATA 14, 3, 64, 0,200,155, 73,105,0,2, 62, 71: REM GP70:Maracas
+964 DATA 215,199,220, 0,173,141, 5, 5,3,0, 62, 61: REM GP71:Short Whistle
+965 DATA 215,199,220, 0,168,136, 4, 4,3,0, 62, 61: REM GP72:Long Whistle
+966 DATA 128, 17, 0, 0,246,103, 6, 23,3,3, 62, 44: REM GP73:Short Guiro
+967 DATA 128, 17, 0, 9,245, 70, 5, 22,2,3, 62, 40: REM GP74:Long Guiro
+968 DATA 6, 21, 63, 0, 0,247,244,245,0,0, 49, 69: REM GP75:Claves
+969 DATA 6, 18, 63, 0, 0,247,244,245,3,0, 48, 68: REM GP76:High Wood Block
+970 DATA 6, 18, 63, 0, 0,247,244,245,0,0, 49, 63: REM GP77:Low Wood Block
+971 DATA 1, 2, 88, 0,103,117,231, 7,0,0, 48, 74: REM GP78:Mute Cuica
+972 DATA 65, 66, 69, 8,248,117, 72, 5,0,0, 48, 60: REM GP79:Open Cuica
+973 DATA 10, 30, 64, 78,224,255,240, 5,3,0, 56, 80: REM GP80:Mute Triangle
+974 DATA 10, 30,124, 82,224,255,240, 2,3,0, 56, 64: REM GP81:Open Triangle
+975 DATA 14, 0, 64, 8,122,123, 74, 27,0,2, 62, 72: REM GP82
+976 DATA 14, 7, 10, 64,228, 85,228, 57,3,1, 54, 73: REM GP83
+977 DATA 5, 4, 5, 64,249,214, 50,165,3,0, 62, 70: REM GP84
+978 DATA 2, 21, 63, 0, 0,247,243,245,3,0, 56, 68: REM GP85
+979 DATA 1, 2, 79, 0,250,248,141,181,0,0, 55, 48: REM GP86
+980 DATA 0, 0, 0, 0,246,246, 12, 6,0,0, 52, 53: REM GP87