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                                 CANAME Ver.0.62.4

                                      by RYO

                             Translated by Albert Malik
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 * Introduction to the Jukebox

To run the jukebox, you must first pick the game that has the music/sounds you want to
listen to. Select the game, then select File, Jukebox. Or, you can right-click the desired
game and select Jukebox from this menu. Only the sound roms of a rom set will be loaded,
followed by the jukebox itself.
Jukebox-only ROM sets will load the jukebox if opened like any other ROM set. However you
can't play games using them.


 * Code Input Screen

Arrow keys - up and down allows you to browse the options, left and right changes the sound
bank code by 1. PageUp and PageDown changes the sound bank code by 16 (another way
of saying it is that it changes the second digit by 1). In QSound (CPS-2) and some CPS-1
ROM sets, holding Shift while pressing PageUp or PageDown changes the value by 256 (or
changes the third digit by 1).
Enter - Plays the sound currently selected.
S - Stops the currently playing sound. Also stops recording if it has been turned on.
R - Records the sound displayed.
F - Fast forwards through the sound. (Also speeds up all operations.)
Space - Displays a simple operation guide.
Esc - Displays the sound list screen.

Each bank consists of separate sections - background music (BGM), voice and sound effects.
There can be up to seven different voice and sound effect sections.
When specifying a bank, the code number will initialise.
If sound suddenly stops, retry by first pressing S, then playing the sound.
Fast forward is particularly beneficial when recording, as it allows you to speed up the
recording process of normal sound, rather than recording sped-up sound.


 * Sound List Display Screen

If a game's sound codes have been documented in the file 'sound.dat', then from the jukebox
screen, you can open up the Sound List Display.

Arrow Keys - Up and down moves through the sound you want to hear (or record). Left and right
browses through multiple sounds at at time.
Enter - Listens to the sound selected.
S - Stops playing (or recording) the current sound.
R - Records the currently selected sound, and will start from the beginning.
C - Displays the code of the selected sound.
N - Displays notes for the sound selected.
F - Fast-forwards the sound playing. (Also speeds up all operations.)
Space - Displays a simple operation guide.
Esc - Returns to the Code Input screen.

To return to the code screen, select 'Return to Code Input Screen' at the bottom of the menu.
If there is section information included, the section name will be displayed. Selecting this name
will cause the sound list to appear.
Pressing the N key will display some notes regarding the sound selected. When enabled, the
sound the notes are explaining will appear in a special colour.

The fast forward option works the same way as the one in the Code Input screen.


 * Random Track Play

You can randomise the order song tracks play in any game
that is included in the sound list file sound.dat. To use this
feature, keep the following in mind.

  1. Set the amount of time you want the songs to be played in
     the GUI. (30 - 300 seconds)
  2. You can begin random track playings from the Code Input
     Screen menu.
  3. You can only play tracks that are set in section 1 of the
     sound.dat file.
  4. There is a 5 second delay between tracks.
  5. Tracks will fade out automatically when they finish.
  6. If a period of silence continues for more than 5 seconds,
     the jukebox will automatically continue to the next track.
  7. You cannot use the recording feature in conjunction with the
     random track play.
  8. Pressing SPACE will display instructions for keyboard operation.


 * The sound.dat File

This file is used to display the names of each sound code in the sound list.
This fle is a text file, so it can be edited in any text editor.
The display format is as follows:

(romname):(code):(comment)

For example:

kof98:0721:Opening

Using ; you can get the jukebox to skip the line, so it's useful for comments.
If you want to specify a section, do it as follows:

  aof2:secs:BGM
  aof2:0729:Opening
            |
  aof2:0742:Continue
  aof2:sect:Ryo Sakazaki SE
  aof2:1a40:Art of Fighting
            |
  aof2:1c1a:Hey!
  aof2:sece:End Mark

You generate section information by inserting "secs", "sect" and "sece" into the code area.
Make sure you begin by inserting "secs".
Then, also make sure you specify a BGM as the first code.
To specify a move to the next section, insert "sect".
When doing this, specify another BGM like in the first section.
When finishing make sure you insert a "sece".

If you want to add some notes in, then on the line below the one you want to add notes for,
add a code called FFFF. Example:

  aof2:0726:The Horse and I
  aof2:FFFF:Ryo Sakazaki BGM

"The Horse and I" will appear in the notes section.

If you input "name" as the code number, you can get another game's sound list displayed.
For example, you can change "ssf2j" into "ssf2", or "ssf2xj" into "ssf2t" by writing the following:

  ssf2j:name:ssf2
  ssf2xj:name:ssf2t

While this is a good idea in the case of clones, it's not restricted to clone relationships. You
can specify any ROM set you like.

With QSound sound sections, make sure that you specify for a list to return to the top if it loops
back to code 0000. If you don't do this, then the sound section will just hang in limbo and do
nothing.

* Remixing

Remixing allows you to play with sound, freely changing it or fading it in and out as specified in the
remix.dat file.

This feature is still under development, and may change considerably in the future.

* Remix Play Screen

If the game you are playing has an entry in the remix.dat file, then you can jump to this screen from
the Code Input Screen.

  Up - Go back one from the song playing,
  Down - Go forward one from the song playing.
  Shift - Hold this while pressing up or down to go forward/back two songs.
  S - Stops the song and returns you to the menu.
  T - Displays the timer. Pressing it once displays in min/sec format; pressing twice will display
       in frames per second.
  Esc - Return to the Code Input Screen.

* About remix.dat

What follows is the writing parameters of the remix.dat file, used by the remix playing feature. 
This data file is in txt format, so you can edit it in any text editor.

The file format is as follows:

  (romname):(frame):(command):(code)
  OR
  (romname):title:(title)

For example:

  kof98:title:Remix data
  kof98:00000:play:0721

Basically, the syntax used in remix.dat is the same as cheat.dat, so by putting a ; (semi-colon)
at the beginning of a line, you can cause the interpreter to skip the line. Use this to make
remix.dat easier to read.

First the former pattern will be explained.

(frame)s are entered by inputting 5 decimal digits. After beginning to play a remix, once
the number of frames reaches the input number, commands will be input.
On the first line, make sure you specify '00000', and then add some commands.
Also, make sure that when you move to the next line you always write a frame number
that is larger than the previous one. If the above (frame) is a higher number than the
lower (frame), then the interpreter will not work properly.

Commands are input as four letter words. The command names are as follows:

"stop" - Stops the song that's playing. This command won't shut down the remix completely.
"play" - Plays the song. The song specified in (code) will play.
"fdin" - Fades the song in. Fades in a song based on the number of frames specified
            in (code).
"fdot" - Fades the song out. Fades out a song based on the number of frames
            specified in (code).
"jump" - Skips to another point in the song. Jumps to another line based on the number
            of lines specified in (code).
"quit" - Completely exits remix playing.

Any command can be input in (code), as it supports all commands. There is no digit limit.
For the command "play", digits are input in hexadecimal format; in all other cases they are
input in decimal format. When using the commands "stop" and "quit", input a zero (0).

Now for the latter pattern.

Put the title of the remix list in place of (title). On the Remix Playing Screen menu,
this title will appear. Also, the data following the title will correspond with it, until the next one.

  kof98:title:Remix data 1
  kof98:00000:play:0721
            |
  kof98:01600:quit:0
  kof98:title:Remix data 2
  kof98:00000:play:0725

According to the case above, "remix data 1"'s data will continue until the shutdown command
at frame 1600. Data following after that will be labelled as data from "remix data 2".
Be careful as remix data will become unreadable if you don't specify a title.

From RYO (ryo573@users.sourceforge.jp)
Translated from Japanese by Albert Malik (albertmalik@users.sourceforge.jp)