This guide walks you through everything you need to start making music in Datamoshpit, step by step, even if you've never used a tracker before.
For deeper technical references, see COMMANDS.md, NAVIGATION_AND_INPUT.md, SOUND_ENGINES.md, GROOVE_AND_TIMING.md, SLIMENTOLOGIKA_GUIDE.md, and CONTROLLER_SUPPORT.md.
A tracker is a type of music software that uses a spreadsheet-style grid instead of a piano roll. Notes are entered as text in rows that scroll from top to bottom. Each row is a "step" in time — when the sequencer reaches that row, it plays whatever note or command is there.
Trackers were invented in the late 1980s on the Commodore Amiga. They've been used to create everything from chiptune to breakcore to film scores. Famous trackers include ProTracker, FastTracker II, LSDJ (Game Boy), and LGPT (handheld). Datamoshpit carries that tradition forward into the browser.
If you've used a DAW like Ableton or FL Studio: Think of the tracker grid like a piano roll turned on its side and compressed into text. It looks alien at first, but once it clicks, many people find it faster than clicking notes on a grid.
- Double-click the DATAMOSHPIT icon on the K-OS desktop
- You'll see the Phrase screen — this is where you'll spend most of your time
- The screen shows a grid with columns: NOTE, INSTR (instrument), and CMD (effect command)
- A cursor highlights the current cell — use arrow keys to move it around
Datamoshpit is organized into screens arranged in a spatial grid. You move between them using Shift + Arrow Keys:
┌─────────┬─────────┬─────────┐
│ PROJECT │ SYNTH │ WAVE │
├────┬────┼─────────┼────┬────┤
│SONG│CHAIN│ PHRASE │INST│TABLE│
├────┴────┴─────────┴────┴────┤
│ GROOVE │
└─────────────────────────────┘
Where to start:
| Screen | What It's For |
|---|---|
| PHRASE | Where you write note patterns — this is home base |
| CHAIN | Strings phrases together into longer sequences |
| SONG | Arranges chains across 8 channels into a full song |
| INSTRUMENT | Edit how each instrument sounds |
| TABLE | Per-tick automation for detailed sound shaping |
| GROOVE | Controls the timing/swing feel |
| PROJECT | BPM, project settings, save/load |
Navigation tip: You can also press F1–F7 to jump directly to a screen, or Escape to go back.
Datamoshpit uses a simple control scheme inspired by Game Boy trackers. You only need a few keys:
CORE CONTROLS
─────────────────────────────────────────────
Arrow Keys Move cursor
Q + Arrows Edit value at cursor
Q + Right/Up = increase
Q + Left/Down = decrease
W Place note / confirm
Shift + Arrows Navigate between screens
Space Play / Stop
Tab Toggle hex / Slimentologika display
Escape Go back
CLIPBOARD & SELECTION
─────────────────────────────────────────────
Ctrl+C Copy
Ctrl+V Paste
Ctrl+X Cut
Ctrl+Z Undo
QUICK JUMPS
─────────────────────────────────────────────
F1 Song screen
F2 Chain screen
F3 Phrase screen
F4 Instrument screen
F5 Table screen
1-8 Jump to channel 1-8
Here's a step-by-step walkthrough to get sound coming out:
If you're not already there, press F3 or use Shift + Arrows to navigate to the Phrase screen.
- Move your cursor to an empty row in the NOTE column
- Press W to place a default note (usually C-5)
- You should see something like
C-5 00appear — that's note C, octave 5, instrument 00
With your cursor on the note:
- Q + Left/Right changes the note name (C, C#, D, D#, E, F, etc.)
- Q + Up/Down changes the octave
Move the cursor down a few rows and enter more notes. A simple pattern might look like:
Row 00: C-5 00 ---
Row 01: --- -- ---
Row 02: --- -- ---
Row 03: --- -- ---
Row 04: E-5 00 ---
Row 05: --- -- ---
Row 06: --- -- ---
Row 07: --- -- ---
Row 08: G-5 00 ---
Row 09: --- -- ---
Row 10: --- -- ---
Row 11: --- -- ---
Row 12: C-6 00 ---
Row 13: --- -- ---
Row 14: --- -- ---
Row 15: --- -- ---
That's a simple C major arpeggio spread across 16 steps.
Press Space to hear your phrase play. Press Space again to stop.
- Try changing instruments: move to the INSTR column and use Q + Up/Down to pick a different instrument number
- Try adding effect commands in the CMD column (see the effect commands section below)
- Navigate to the Instrument screen (F4) to tweak how your instrument sounds
Congratulations — you just wrote music in a tracker.
Datamoshpit organizes music in a hierarchy. Think of it like building blocks:
SONG (the whole piece)
└── CHAINS (sections — verse, chorus, etc.)
└── PHRASES (short patterns — a melody, a drum loop)
└── TABLES (per-tick automation — vibrato, arpeggios)
Here's what each level does:
| Level | Size | What It Holds |
|---|---|---|
| Song | 256 rows x 8 channels | References to chains. This is the arrangement. |
| Chain | 16 steps | References to phrases, with optional transpose per step. |
| Phrase | 2-256 rows (default 16) | The actual notes, instruments, and effect commands. |
| Table | 16 rows (loops) | Per-tick effects — runs 6x faster than phrases. Great for sound design. |
The workflow:
- Write phrases (your building blocks — a bass riff, a kick pattern, a melody)
- String phrases into chains (combine building blocks into sections)
- Arrange chains in the song screen (lay out your full track across 8 channels)
You don't have to use all levels right away. Many people just write phrases and hit play — that's totally valid.
Datamoshpit has multiple sound engines you can assign to any of its 8 channels:
| Engine | Description | Good For |
|---|---|---|
| Pulse | Square wave (Game Boy style) | Chiptune leads, basses, arpeggios |
| Wave | Wavetable synth with soft-synth features | Pads, textures, bass, custom waveforms |
| Noise | Noise generator with dynamic bit-crushing | Hi-hats, snares, risers, glitch FX |
| FM (YM2612) | 4-operator FM synthesis (Sega Genesis style) | Basses, bells, metallic sounds, complex tones |
| Sample | 16-bit sample playback | Drums, vocals, any recorded audio |
You can mix and match — run 2 pulse channels + 2 FM channels + a noise channel + 3 sample channels, or any combination that adds up to 8.
Commands go in the CMD column of the Phrase screen. Each command is a letter followed by a 2-digit hex value.
Most useful commands to learn first:
| Cmd | Name | What It Does | Example |
|---|---|---|---|
| C | Chord | Arpeggio — cycles between notes | C37 = minor chord, C47 = major |
| D | Delay | Delays the note by N ticks | D03 = delay 3 ticks |
| E | Envelope | Sets volume/amplitude | E08 = set volume to 8 |
| H | Hop | Jump/loop within a phrase | H00 = stop, H08 = jump to row 8 |
| K | Kill | Cuts the note after N ticks | K03 = cut after 3 ticks |
| L | Slide | Portamento/glide to next note | L03 = slide speed 3 |
| O | Output | Panning (left/right) | OFF = full stereo, OF0 = left only |
| P | Pitch | Pitch bend up or down | P01 = bend up slow, P81 = bend down slow |
| T | Tempo | Change BPM mid-song | T80 = set tempo to 128 BPM |
| V | Vibrato | Pitch wobble | V42 = speed 4, depth 2 |
Advanced commands:
| Cmd | Name | What It Does |
|---|---|---|
| A | Table | Start/stop a table automation |
| B | MayBe | Probability — note only plays sometimes (great for generative music) |
| G | Groove | Switch timing groove mid-phrase |
| R | Retrig | Retrigger note rapidly (rolls, stutters) |
| W | Wave | Change waveform/algorithm |
| Z | Random | Randomize the last command's value (controlled chaos) |
For the full command reference, see COMMANDS.md.
By default, every step in a phrase lasts 6 ticks (straight timing). The Groove screen lets you change this.
What's a groove? It's a repeating pattern of tick counts that determines how long each step lasts.
Straight timing (default):
Step 1: 6 ticks ████████
Step 2: 6 ticks ████████
(repeats)
Swing feel:
Step 1: 8 ticks ██████████
Step 2: 5 ticks ██████
(repeats — even steps feel "late")
Triplet feel:
Step 1: 4 ticks ██████
Step 2: 4 ticks ██████
Step 3: 4 ticks ██████
(repeats — three steps per beat instead of two)
Use the G command in a phrase to switch grooves on the fly. Different channels can run different grooves at the same time. Full timing math: GROOVE_AND_TIMING.md.
When you first open Datamoshpit, you might notice unfamiliar symbols instead of regular numbers. That's Slimentologika — a custom base-16 glyph system unique to KOOLSKULL OS.
Don't panic. Press Tab at any time to switch between Slimentologika and standard hex digits. You can compose entirely in hex mode if you prefer.
Slimentologika uses 16 pixel-art glyphs that map directly to hex values 0-F:
Standard hex: 0 1 2 3 4 5 6 7 8 9 A B C D E F
Slimentologika: (16 unique pixel-art glyphs — learn them visually)
Tips for learning Slimentologika:
- Start by learning just the first four glyphs (0-3)
- Use Tab to toggle back to hex whenever you're confused
- Let it happen naturally through repetition — don't force memorization
- The phrase editor row numbers are the best place to practice, since you see them constantly
For a deep dive into the number system, history, and glyph families, see SLIMENTOLOGIKA_GUIDE.md.
☦
"Make a joyful noise."
— Psalm 100:1