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- M E D I A M E I S T E R
-
- by Dave Moorman
-
-
- Maybe you have this great idea for
- a Multi-Media Extravaganza: music,
- full screen titles, high-res and
- multi-color graphics, with lines of
- text at the bottom of some of the
- graphics. Maybe you have all the
- elements -- the SID Player music
- files and graphics screens and a
- terrific script...
-
- But you just don't feel up to
- doing all that grubby programming.
- There's a lot to figure out -- how to
- play SIDPlayer tunes, how to display
- graphics. Even getting text to look
- good with fonts and stuff is a hassle.
-
- If the above is true -- or could
- be true -- then you are going to have
- a [blast] with MediaMeister. This
- program does all the grunt work. All
- you have to do is bring together the
- elements and write the script.
-
- Well, of course, you will need
- some creativity. But that has never
- been in short supply among Commodore
- people. And, you will have to learn
- how to use some special commands,
- which you will write right into your
- script.
-
- But MediaMeister will do all the
- rest!
-
-
- [GETTING STARTED]
- [---------------]
-
- The first step is to copy all of
- your materials to a work disk,
- inluding "b.mediameister" and
- "mediameister" from this disk. For
- convenience, also copy Edstar or
- Mr.Edstar to your disk (or have your
- favorite PETASCII text editor on
- another drive where you can get to it
- quickly.)
-
- As you gather together your music
- and graphics, you will want to note
- how long each file is in disk blocks.
- This will be important later in the
- process.
-
- All bitmap graphics need to be in
- SHP format. Use STB PRINT from LS 205
- to convert OCP, Doodle, or Koala
- graphics to the SHP format.
-
- All music files must be SIDPlayer
- files. Often, these have ".mus" as an
- extension.
-
- LOAD "b.mediameister" but do not
- RUN it yet. First, list lines 60000-.
- Here is where you put the data for
- your own production by changing the
- DATA statements.
-
- On line 60001, type in the
- filename you will use for your
- production. Do [not] include any
- prefix such as "b.". MediaMeister will
- handle all that.
-
- On line 60003, type in the name of
- your production as you want it
- displayed on the title screen. If the
- name is shorter than half a screen,
- the characters will be spaced apart.
-
- On line 60005, type in your byline
- -- "by Yer Name".
-
- Now RUN the program. MediaMeister
- will create two files: a boot file for
- your production (with the "b." prefix)
- and the script file (with a "m."
- prefix).
-
- Now you are ready to write your
- script. Use Edstar, Mr.Edstar, or any
- PETASCII text editor.
-
-
- [Memory Areas]
-
- You will be loading graphics and
- music into your production.
- MediaMeister makes this fairly easy by
- setting up seven Memory Areas, each 16
- pages long. The beauty here is that
- disk blocks more or less correspond to
- memory pages. (Actually, a disk block
- is 254 bytes and a page is 256. So
- some files might show one more disk
- block than the number of pages they
- will occupy. You may want to check the
- actual length of iffy files. Or not.)
-
- Just remember, if a file is over
- 16 disk blocks in length, it will
- occupy 2 Memory Areas, overlapping
- into the second area. (Some 17 block
- files are exactly 16 pages in size.
- This is the case of the FTS files from
- Mr.MICK. If you are not sure, test --
- or play it safe.)
-
- If the file is over 32 disk
- blocks, you will need three areas.
- Fortunately, most SHP files are less
- than 32 blocks long. And music files
- are generally shorter than 16 blocks.
-
- Memory Area 0 cannot be used for
- files over 16 blocks long. This is a
- good place for music, scripts, or FTS
- files.
-
- Memory Areas 1, 2, 3, and 4 are
- contiguous. The best place for a 33+
- block graphic would be Memory Area 1.
- Just remember that in this case,
- MemArea 3 is being used also.
-
- MemAreas 5 and 6 will swap with 3
- and 4 when a bitmap is displayed, then
- swap back. This is why music can only
- be played from 0, 1, or 2.
-
- And lastly, Scripts should not be
- longer than 13 blocks. Mr.Mouse adds 3
- bytes per text line to the end when
- setting up the index -- which can
- exceed the 16 pages alotted for the
- script. If you have an unexplainable
- error in running a script, check its
- length.
-
- With seven Memory Areas, you will
- usually be able to load a music file
- and three bitmap graphics at one time.
- If you display one of the graphics
- before turning on the music, you can
- then load another graphic into that
- Memory Area.
-
-
- [The Commands]
-
- Boot up your text editor and load
- "m.filename" (where "filename" is the
- name of your production). You will see
- a single command:
-
- <e>
-
- This means END. [Note:] All
- commands must begin in column 0 (at
- the far left of the screen). The first
- character of each command is always a
- "<". Also, all commands are lower
- case.
-
- When you ran MediaMeister with
- your production information, it
- created "m.filename", and put in the
- <e> command. This way, if you just ran
- your production boot, nothing untoward
- would occur.
-
-
- [Load] -- <l#filename>
-
- This loads "filename" into Memory
- Area #. You might start a production
- with:
-
- <l0music.mus>
- <l1pic1.shp>
- <l3pic2.shp>
- <l5pic3.shp>
-
- Notice how the SHP files were loaded
- into odd Memory areas. Also, music
- files can only be loaded into Memory
- Areas 0, 1, or 2.
-
- [Display] -- <d#>
-
- This displays a bitmap graphic
- from Memory Area #. The data is moved
- to the display area, so you can load
- other files to the Memory Area if you
- want.
-
- [Music Play] -- <m#>
-
- This will begin playing the music
- in Memory Area #. Remember, the data
- for the music remains in the Memory
- Area. Don't load something over it.
- Also, the <m#> command will only play
- music in Memory Areas 0, 1, and 2.
-
- See how four graphics can be set
- up before starting the music:
-
- <l0music.mus>
- <l1cover.shp>
- <d1>
- <l1first.shp>
- <l3second.shp>
- <l5third.shp>
- <m0>
-
- Here, "cover.shp" is loaded and
- displayed immediately. Then the other
- graphics are loaded and the music is
- turned on.
-
-
- [Wait] -- <w>
-
- This command Waits for a keypress
- or a predetermined number of jiffies.
-
-
- [Keypress] -- <k#>
-
- <k0> turns off the keyboard.
- <k1> turns on the keyboard.
-
- In either case, the "Q" key will
- quit the production.
-
-
- [Jiffies] -- <j#>
-
- This sets the number of Jiffies
- before a Wait command is automatically
- cancelled. If # = 0, then the time is
- infinite. Otherwise, use 60 Jiffies
- per second.
-
-
- [Pause] -- <p#>
-
- Forces a Pause for # Jiffies which
- cannot be ended with the keyboard.
- Call it overkill!
-
- [Quit Music] -- <q>
-
- Turns off the music -- an
- excellent idea before loading any more
- files.
-
-
- [Text] -- <t#>
-
- MediaMeister has two types of
- text: Full screen text-mode titles,
- and bottom-of-the-screen captions with
- bitmap graphics. <t0> indicates a
- full-screen title. If the value is
- greater than 0, the value tells how
- many lines of text will be displayed
- at the bottom of the graphic.
-
- <t0> clears the title screen,
- draws a border, then prints the
- following non-command lines.
-
- <t0>
-
-
-
- This is Centered
-
-
- And so is This!
- <l0music.mus>
-
- You can continue to print to the
- title screen after another command
- (such as Load). However, at this point
- blank lines must be marked with "\"
- (English Pound Sign).
-
- \
- \
- \
- Press Key
- <w>
-
- To print captions, first Display
- the graphic, then the <t#> command:
-
- <d1>
- <t2>
- This is caption line 1.
- This is caption line 2.
- <w>
-
- The number of printed lines must
- equal the value given in the <t#>
- command. You can reprint to the
- graphic by just giving new lines to be
- printed. To print a blank caption
- line, you [must] always use a "\"
- (English Pound Sign).
-
- This is printed over the above
- \
- <w>
-
-
- [Color] -- <c#h>
-
- You can control the color of your
- production with the Color command,
- where # is the which color type to
- change, and h is the hexadecimal color
- value. Here are examples:
-
- <c10> - text to black
- <c2a> - caption text to pink
- <c32> - caption edge to red
- <c41> - border to white
- <c57> - background to yellow
- <c6f> - reverse caption edge
- to light gray.
-
- To make the text more readable in
- multi-color bitmap mode, I have
- designed a font that kind of
- "anti-aliases" some of the blocky
- edges of the characters. Color types 3
- and 6 control multi-colors %01 and
- %10.
-
-
- [Reverse] -- <v#>
-
- <v0> turns Reverse off, <v1> turns
- Reverse on. Pretty simple.
-
-
- [Font Changing] -- <f%filename>
-
- This loads "filename" to one of
- the two fonts. If % is "h", the high
- resolution (text) font is loaded. If %
- is "m", the multi-color font is
- loaded.
-
- <fhf.hiresfont>
- <fmf.multicolfont>
-
-
- [Display Mr.MICK FTS Screen] -- <b#>
-
- A Mr.MICK screen and font must be
- saved as an FTS file and Loaded into a
- Memory Area. The FTS file is 16 pages
- long, so fits in one Memory Area.
- These screen images are great because
- you can modify the font, use
- multi-color text or extended
- background color modes, and create
- dazzling effects. And -- all in 16
- memory pages!
-
- To display, just use the <b#>
- command, where # is the Memory Area.
-
-
- [Appending Further Scripts]
-
- Your MediaMeister script can be
- only 16 pages long. To allow virtually
- any length of production, you can use
- the Load command to load a second
- script to a free Memory Area. Then use
- the command
-
- <s#> where # is the Memory Area
- that contains the script. The script
- is moved to its own location, and read
- immediately.
-
-
- [End] -- <e>
-
- And of course, the <e> command,
- which brings your production to a
- close.
-
-
- [Summary]
-
- That's about it. Once you have
- written your script, LOAD and RUN your
- production boot program. If there
- seems to be a problem or hang-up, go
- back to your script and check for
- correct commands and values.
-
- One last thing about Memory Areas:
- Areas 5 and 6 (which reside under
- Kernal ROM) are swapped with 3 and 4
- when a bitmap graphic is displayed,
- then swapped back. This is why music
- can only be in Areas 0, 1, and 2.
-
- Also, do not try to load overlong
- files. The memory directly above Area
- 4 is the bitmap color memory. And if
- you over-run Area 6, the data will
- overwrite zero page!
-
- Anyway -- [ENJOY!]
-
- DMM
-
-
-