Solton: Solton exclusive messages
Part: name of the musical part
Lyrics: lyric events (rows of letters)
How to edit exclusive messages.
An exclusive message is made up of a set of bytes with values ranging between 0 and 127. Data in
the sequencer are given in hexadecimal notation in the 00h-7fh range. For the list of Solton exclusi-
ve messages, please refer to the annex in the Instructions Handbook. Press F6 (EXCL.MSG.) to
enter an exclusive message. At this point you will access a window with 24 boxes which will allow
you to enter up to 24 bytes (Solton messages have a smaller number of bytes). The position of the
message is given on the top left-hand corner; you may change this position by pressing the Value -/+
buttons. For every box you may enter or change a message byte, using the Cursor<> buttons to
select and the Value -/+ buttons to make changes. By pressing both Value -/+ buttons together you
will cancel the content of the selected box.
NOTE. The boxes must be filled one after the other, without leaving blank boxes.
Solton exclusive messages are already part of the instrument and can be recognized by the fact that
the first data byte (ID) is 26h(38).
The general form of a Solton exclusive message that can change the instrument parameters is:
F0h, 26h, 7Bh, parameter code value_1, value_2, .. ,value_n, F7
Values F0h and F7h are entered automatically by the sequencer.
Let us see some examples:
By entering 26h in the first box and 7bh in the second box, the third box gives you the message
parameter code.
Third box: 00h reverb type
01h chorus type
02h reverb level
06h delay type
11h distorsor type
" "
For the complete list, please refer to the annexes in the Instructions Handbook.
From the fourth box onwards, you must enter one or more values according to the parameter in the third
box. For example, by entering 26H 7BH 00H 00H, the instrument will set the reverb type 00h = box1.
By entering 26H 7BH 00H 07H you will set reverb number 07h(Hall2).
By entering 26H 7BH 06H 02H you will set delay number 02h(Delay3).
By entering 26H,7Bh,0Bh,00h as first 4 bytes, the fifth byte will indicate the part and the sixth effect
that the sound will take up on that part.
Example (effect allocation).
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