Starport BBS
VIEWER: dmp.ini MODE: TEXT (ASCII)
; DMP.INI
;
; Config file for DMP.EXE
;

[StartUp]
; Use these entries to change the default behaviour of DMP

; Default cmdline (overrides DMP environment variable)
;CmdLine =

; Directory DMP will change to before searching for modules
; Useful if your modules are in only one directory
;DefaultDir =

; DMP automatically tries following extensions when given a filename
; without extension
DefaultExt = MOD STM NST AMF S3M 669 MTM FAR

; Following characters are used as channel identificators in
; instrument list (32 chars)
ChannelID = 123456789ABCDEFGHIJKLMNOPQRSTUVW

[Colors]
; This section defines the colors used in DMP, but if you're using
; a monochrome video, then DMP uses [MonoColors] section instead.

; Each entry defines one attribute, upper nibble is background color
; lower nibble is foreground color.

; NOTE! You can also use bright backgorund colors, because blinking
; is disabled (for example 3D2 uses "bright" black background).

; Here is a list of colors and matching numbers (in hexadecimal):

; BLACK     = 0         DARK GREY       = 8
; BLUE      = 1         BRIGHT BLUE     = 9
; GREEN     = 2         BRIGHT GREEN    = A
; CYAN      = 3         BRIGHT CYAN     = B
; RED       = 4         BRIGHT RED      = C
; MAGENTA   = 5         BRIGHT MAGENTA  = D
; BROWN     = 6         YELLOW          = E
; GREY      = 7         WHITE           = F

; Top line (the copyright)
Header = 0x3F

; Module playing info
Info1 = 0x17
Info2 = 0x1f

; 3D effect in track display
3D1 = 0x01
3D2 = 0x01
3D3 = 0x03

; Track info
Track = 0x0a

; Volume bar colors
VolumeBar1 = 0x0a
VolumeBar2 = 0x0c
VolumeBar3 = 0x0C

; Instrument list colors
Instr1 = 0x17
Instr2 = 0x1f
Instr3 = 0x1f

; Contact screen colors
Contact1 = 0x0a
Contact2 = 0x0a

; Help screen colors
Help1 = 0x5f
Help2 = 0x5f


[MonoColors]

; Attributes on monochrome video adapters

; NORMAL    = 0x07
; REVERSE   = 0x70
; BRIGHT    = 0x0F
; BRIGHT REV= 0x74
; UNDERLINE = 0x01
; BRIGHT UND= 0x09

; Top line (the copyright)
Header = 0x7F

; Module playing info
Info1 = 0x07
Info2 = 0x0F

; 3D effect in track display
3D1 = 0x7F
3D2 = 0x8F
3D3 = 0x78

; Track info
Track = 0x78

; Volume bar colors
VolumeBar1 = 0x7F
VolumeBar2 = 0x7F
VolumeBar3 = 0x7F

; Instrument list colors
Instr1 = 0x07
Instr2 = 0x09
Instr3 = 0x0F

; Contact screen colors
Contact1 = 0x0a
Contact2 = 0x0a

; Help screen colors
Help1 = 0x70
Help2 = 0x7F

;[VGAColors]
; Here you can specify the hardware palette of VGA
; For example white is 63 63 63 (red green blue)
; and bright yellow is 63 63 33
; By default all entries are commented out, so they don't affect the palette

;BLACK           = 00 00 00
;BLUE            = 00 00 42
;GREEN           = 00 42 00
;CYAN            = 00 42 42
;RED             = 42 00 00
;MAGENTA         = 42 00 42
;BROWN           = 42 21 00
;LIGHTGRAY       = 42 42 42
;DARKGRAY        = 21 21 21
;LIGHTBLUE       = 33 33 63
;LIGHTGREEN      = 33 63 33
;LIGHTCYAN       = 33 63 63
;LIGHTRED        = 63 33 33
;LIGHTMAGENTA    = 63 33 63
;YELLOW          = 63 63 33
;WHITE           = 63 63 63

[Unpack]
; This section defines a list of extensions that are archives and
; how to extract modules from them. You can have up to 10 different
; extensions

; Directory to put extracted modules into (must exist)
TempDir = C:\

; The syntax is:
;
; .XXX = command line
;
; Where .XXX is the archive extension and command line is how to extract
; modules from the archive
;
; Following characters have special meaning in command line
;
; first %s = name of the archive
; second %s = temp directory
;
; After DMP has extracted the modules it tries to play the extracted
; files in the temp directory and then deletes played files.
;
; Note that DMP plays *only* the newly created files in the directory,
; not the ones that were there already so you can use your normal TEMP
; directory for this purpose.

.ZIP = pkunzip -e -o %s %s
.LHA = lha e -m %s %s
.LZH = lha e -m %s %s
.ARJ = arj e -y %s %s


[DigitalEffects]
;
; Settings for digital effects
;
; Each entry is of form:
;
;   EffectN = name type parm0 [parm1] [parm2] ...
;
; <name> is a one word name for the effect and cannot contain white space
; You can use '_' instead of space character to break it into multiple words
;
; <type> can be:
;
; R     Reverb/echo effect.
;           parm0 is feedback value (0-100).
;           parm1...parmN define a maximum of 8 reverb delay/gain pairs
;       for example:
;           Effect1 = HallReverb R 40  30 50  40 30  50 20  60 30
;       defines Reverb with 40% feedback and echo positions at
;       30ms (50% gain), 40ms (30% gain), 50ms (20% gain), 60ms (30% gain)
;
;       Negative gain values can be used to create 180 degree phase shift
;
; F     Filter effect. parm0 is the type of the filter:
;       1 = Simple lowpass filter (effective)
;       2 = Simple lowpass filter (soft)
;
; See DMP.DOC for information on how these effects work.
;
; Setting 'Default = N' selects effect N to be the default effect.
; Value zero means no effect.
;
; 'Default' is set to 'Soft lowpass filter'
;
Default = 0

Effect1 = Lowpass_filter F 1
Effect2 = Soft_lowpass_filter F 2
Effect3 = Hall_reverb R 90  70 15  90 -30  110 25  130 -15  200 25
Effect4 = Room_reverb R 30  10 20  25 30  35 -20  45 40
Effect5 = Huge_reverb R 35  10 -30  18 40  25 -40  45 30  100 20  150 -30
Effect6 = Metallic_reverb R 60  30 30  40 -25  50 25  80 25
Effect7 = Distant_echo R 75  160 30  300 50
Effect8 = Short_echo R 40  240 100
Effect9 = Long_echo R 80  240 100
Effect10 = Dead_bass R 100 0 -100
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