Hollywood Medieval by Atari, Inc.
This is the User Manual for Hollywood Medieval __________________________________ ********************** *** *** HOLLYWOOD MEDIEVAL *** *** * *** ********************** *** * by DOUGLAS CROCKFORD Program and manual contents (C)1982 Atari, Inc. Music (C) 1982 Douglas Crockford Music used by permission. All rights reserved. PLEASE COPY THIS PROGRAM ------------------------ You are invited to make copies of this program and to distribute them free of charge to other Atari owners. ****************** Hollywood Medieval ****************** P A R T O N E OVERVIEW -------- HOLLYWOOD MEDIEVAL is a piece of music which you fly through with your computer. This is an interactive musical experience. You have control over the music, choosing a course through the many melodies. This..."thing???" (it seems more than a program but isn't exactly a game) is suitable for all ages. Read Part One of this manual for the instructions on how to run Hollywood Medieval. Read Part Two only if you care to discover something more about it. HARDWARE REQUIREMENTS --------------------- -24K RAM using Disk Drive -ATARI 810/1050 Disk Drive -Optional Accessories: 1-4 Atari Joystick Controllers GETTING STARTED --------------- Load the Hollywood Medieval program. The program will load into computer memory and start auto- matically. If you care to, plug one or more Joysticks into any of the controller jacks. PERFORMING HOLLYWOOD MEDIEVAL ----------------------------- First you will see a title screen and hear the opening fanfare. The title screen will fade out and will be replaced by a display of flying through a rectangular trench. This is a graphical representation of the music. Don't pay too much attention to it. Mostly, use your ears. The action is controlled by the three yellow console buttons: OPTION: Start the program over. SELECT: Stop the music. Press SELECT again to continue. START: Take the next turn. NOTE: For your convenience, any Joystick Button will have the same meaning as START: Take the next turn. What does it mean to take a turn? Well, when the program starts, it repeats the fanfare over and over. It does this until you press START, which causes you to turn and go an alternate way through the trench. There are many places in the piece where the music can continue to go its own way or to go in some other direction. As you explore Hollywood Medieval you will discover the turning places and the consequences (always benign) of taking the turn or not. So play around, see what you can hear. At first many of the melodies may sound alike to you. As you get better acquainted, you should be able to distinguish the melodies and to tell the variations from the repeats. A FUN CHALLENGE! ---------------- For the gamesters, I offer one small challenge. In the game Sir Galahad and the Holy Grail (APX-20132 / Now available from ANTIC Publishing) there is music played when the Grail is finally delivered to the Chapel. That music is the finale or coda of Hollywood Medieval. Try to find it. You will know when you've gone past it because silence follows. Press START or OPTION to start over. P A R T T W O ABOUT THE MUSIC --------------- The music was written in a style I call Hollywood Medieval, after that great guy, Mister Hollywood himself, Carl Hollywood. It probably doesn't sound anything at all like the secular music of the Middle Ages. It does sound quite a lot like the music most of us would expect to hear in a movie about the Middle Ages. (It's important to keep your mythologies straight.) I've been collecting melodies like these for many years. The melodies assembled here are similar to each other in key, style, and tempo so that the flow can pretty much go from one to another without the need of transition material. As far as I am aware, the material is all original. The only deliberate plagiarism is the insertion of one measure of Bolero, for which I am indebted to Maurice Ravel and Peter Schickele. ABOUT THE PERFORMANCE --------------------- The sounds are extruded from a device called POKEY. POKEY is the Atari I/O and audio chip. It creates square waves from simple counters and shift registers. It is quite limited in its production of musical sounds, but does represent a very inexpensive way to synthesize music. I did several things to try to improve the quality of what you hear, the most audible being envelope generation. I also made lots of changes to the music itself. For example, I had to place each voice in a different octave or they would all blah together. Close harmony sounds horrible, forcing me to throw out some of my favorite stuff. I also had to cut the number of voices down to three or four. Even having four voices makes POKEY sound muddy. I used a trick where two voices are coupled into a single voice with greater range and better intonation. I tried to add color by varying the envelopes, but in the end it still sounds like square waves. I am eagerly looking forward to the next generation of personal computers with integral high-quality synthesizers. That should be fun. Speaking of fun, this program began as an experiment in integrating music into the action of video games. Great eh? ABOUT THE DISPLAY ----------------- The display is in ANTIC mode C, which is a high-resolution 2-color mode. Display-list interrupt is placed at the vanishing point to set the color for the floor. The wall detail is made out of missiles, which get brighter and wider as they reach the edges. The playfield is very wide, eliminating the usual borders. Using a fast-fill and two buffers, a new playfield is produced 15 times a second. The missiles are moved 60 times a second, improving the apparent frame rate. If the program goes 9 minutes or so without a turn, then color shifting begins. This is called "attract mode" for historical reasons. It prevents damage to your picture tube. Not all personal computers have this feature. But then, the Atari is far ahead of its time! Shop and compare. DEVELOPMENT TOOLS ----------------- I arranged the music using a Casio MT-30, my daughter Jane's Schoenhut, and Atari's Music Composer cartridge which is a very dull tool indeed. The programming was done on two Atari 800's. One was equipped with an Axlon Ramdisk. The other was attached to a 20MB Corvus Disk System via a Multiplexer network. It has been wonderful working with the Corvus. I don't know how I managed to put Galahad together with just a couple of 810's and an Assembler/Editor cartridge (another very dull tool). I used versions of MEDIT and AMAC (Atari's Macro Assembler) which had been modified to run on the Corvus. The music was prepared with a music compiler that I wrote in C, specifically John Palevich's Deep Blue C (APX-20166 / Now available from ANTIC Publishing), a nice tool. I used Basic/A+ to do a couple of cheap and dirty utilities along the way. Both ran on the Corvus without modification. USE AND ENJOY! +++++++++++++
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