Difference between revisions of "David Warhol"

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m (I discovered this wonderful place and couldn't believe you guys forgot to credit Dave for that game. The music and sound effects are just perfect for such an amazing game (for its time). The injustice is fixed and the honor is safe. :P)
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| Name        = David Warhol
 
| Name        = David Warhol
 
| Picture    = Dwarhol1.jpg
 
| Picture    = Dwarhol1.jpg
| Born        = July 15, 19??
+
| Born        = 1959-07-15
 
| BirthPlace  = Manhattan Beach, CA
 
| BirthPlace  = Manhattan Beach, CA
 
| Nationality = American
 
| Nationality = American
 
| Flag        = USA
 
| Flag        = USA
| Alias01     = Dave Warhol
+
| Aliases     = Dave Warhol, Dave Worhal, Realtime Associates, Real Time Associates
| Alias02    = Dave Worhal
 
| Alias03    = Realtime Associates
 
| Alias04    = Real Time Associates
 
 
| Website    = rtassoc.com
 
| Website    = rtassoc.com
 
}}
 
}}
  
 
'''''Dave Warhol''''' is a composer, sound designer, and programmer. He played low brass instruments when he was in school. He started working at Mattel Electronics as a audio engineer, game designer and programmer. After being a video game musician and audio engineer for some time, he decided he wanted to make his own company for video games and he founded [[Realtime Associates]] in 1986. Realtime still exists to this day and is still run by David Warhol. He has also won the 12th Annual G.A.N.G. award.
 
'''''Dave Warhol''''' is a composer, sound designer, and programmer. He played low brass instruments when he was in school. He started working at Mattel Electronics as a audio engineer, game designer and programmer. After being a video game musician and audio engineer for some time, he decided he wanted to make his own company for video games and he founded [[Realtime Associates]] in 1986. Realtime still exists to this day and is still run by David Warhol. He has also won the 12th Annual G.A.N.G. award.
 
  
 
==Music Development==
 
==Music Development==
 
===GB===
 
===GB===
 
Warhol created a program that converted MIDI files to something that the GameBoy could read. According to one of the composer's at Realtime Associates, it was really touchy in that if a note overlapped another note a little bit in the MIDI file, the song wouldn't play back properly and instead hang on the said note.
 
Warhol created a program that converted MIDI files to something that the GameBoy could read. According to one of the composer's at Realtime Associates, it was really touchy in that if a note overlapped another note a little bit in the MIDI file, the song wouldn't play back properly and instead hang on the said note.
 +
 +
Warhol also developed a live interface for controlling the Game Boy's audio with a keyboard. This was utilized to more efficiently test parts and sounds before sequencing or finalizing them. This was something he had also done with the NES, but not until he was part-way through the NES' lifespan. For Game Boy development, this is something he had ready for the first title he worked on.
  
 
===GEN===
 
===GEN===
Line 28: Line 26:
 
===NES===
 
===NES===
 
Warhol created a program that converted MIDI files to the NES. He would compose his MIDI files in Cakewalk and then use his program to convert said MIDIs to the NES. If another composer at Realtime Associates was behind the music, he would use the same procedure, except he would arrange the composers' MIDI files first before converting them.
 
Warhol created a program that converted MIDI files to the NES. He would compose his MIDI files in Cakewalk and then use his program to convert said MIDIs to the NES. If another composer at Realtime Associates was behind the music, he would use the same procedure, except he would arrange the composers' MIDI files first before converting them.
 +
 +
Warhol has explained the process in which he was able to convert from MIDI as efficiently as possible:
 +
 +
{{Quote|
 +
MIDI files are way too large for an 8-bit cartridge for memory footprint, So my processes always read MIDI files, compressed them using very specific 5-bits per-note instructions, and then 3-bits per-duration. So I was able to get a note into 1 byte, instead of a MIDI command which might be 3 bytes for note on, 3 bytes for note off. That’s 6 bytes per note, that’s way too expensive. So I took it all the way down to be 1-bit per note on/ note off, except for some patches (that) might’ve required 2 bytes, but yeah, very, very conservative with memory.
 +
}}
 +
 +
Before developing his MIDI converter, he worked with sheet music and would program the music in hexadecimal notation. He described this as a "very labor intensive process", and his earliest NES games used this method.
 +
 +
None of his NES music utilizes the 5th audio channel for sample playback, as he was unable to figure out how to use it.
  
 
===SNES===
 
===SNES===
Line 33: Line 41:
  
 
==Gameography==
 
==Gameography==
{{Table Header
+
{| class="wikitable" |
| Color    = FFF0FF
+
! Released
| Caption01 = Released
+
! Title
| Caption02 = Title
+
! Sample
| Caption03 = Sample
+
|-
}}
 
 
| 1983-??-??
 
| 1983-??-??
 
| [[Thin Ice (INTV)]]
 
| [[Thin Ice (INTV)]]
Line 102: Line 109:
 
| [[World Tour Golf (AMI)]]
 
| [[World Tour Golf (AMI)]]
 
| Sound Effects
 
| Sound Effects
 +
|-
 +
| 1988-??-??
 +
| [[F/A-18 Interceptor (AMI)]]
 +
| Sound Effects & Music
 
|-
 
|-
 
| 1989-??-??
 
| 1989-??-??
Line 153: Line 164:
 
| 1990-??-??
 
| 1990-??-??
 
| [[Ski or Die (AMI)]]
 
| [[Ski or Die (AMI)]]
| Composer?
+
|  
 
|-
 
|-
 
| 1990-??-??
 
| 1990-??-??
 
| [[Ski or Die (C64)]]
 
| [[Ski or Die (C64)]]
| Composer?
+
|  
 
|-
 
|-
 
| 1990-??-??
 
| 1990-??-??
 
| [[Ski or Die (DOS)]]
 
| [[Ski or Die (DOS)]]
| Composer?
+
|  
|-
 
| 1990-??-??
 
| [[Ski or Die (NES)]]
 
| Composer?
 
 
|-
 
|-
 
| 1990-??-??
 
| 1990-??-??
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| [[Skate Or Die: Tour de Thrash (GB)]]
 
| [[Skate Or Die: Tour de Thrash (GB)]]
 
| Sound Driver
 
| Sound Driver
 +
|-
 +
| 1991-??-??
 +
| [[Neverwinter Nights (DOS)]]
 +
|
 
|-
 
|-
 
| 1992-07-??
 
| 1992-07-??
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| [[Wordtris (SNES)]]
 
| [[Wordtris (SNES)]]
 
| Sound Driver
 
| Sound Driver
 +
|-
 +
| 1993-??-??
 +
| [[Quest for the Shaven Yak starring Ren & Stimpy (SMS)]]
 +
|
 
|-
 
|-
 
| 1993-09-??
 
| 1993-09-??
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| 1994-??-??
 
| 1994-??-??
 
| [[Ghoul Patrol (SNES)]] (グール・パトロール)
 
| [[Ghoul Patrol (SNES)]] (グール・パトロール)
 +
| Sound Driver
 +
|-
 +
| 1994-??-??
 +
| [[Quest for the Shaven Yak starring Ren & Stimpy (GG)]]
 
| Sound Driver
 
| Sound Driver
 
|-
 
|-
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| [[BreakThru! (GB)]]
 
| [[BreakThru! (GB)]]
 
| Sound Driver
 
| Sound Driver
 +
|-
 +
| 1995-04-??
 +
| [[Metal Warriors (SNES)]]
 +
|
 
|-
 
|-
 
| 1995-11-05
 
| 1995-11-05
 
| [[Zoop (GB)]] (ズープ)
 
| [[Zoop (GB)]] (ズープ)
 
| Sound Driver Provider
 
| Sound Driver Provider
 +
|-
 +
| 1995-??-??
 +
| [[Zoop (GG)]]
 +
| Sound Driver
 
|-
 
|-
 
| Unreleased
 
| Unreleased
Line 253: Line 280:
 
* [https://twitter.com/davidwarhol twitter.com/davidwarhol] - Twitter.
 
* [https://twitter.com/davidwarhol twitter.com/davidwarhol] - Twitter.
 
* [http://www.youtube.com/watch?v=WeMseLpbREQ youtube.com/watch?v=WeMseLpbREQ] - Video Interview.
 
* [http://www.youtube.com/watch?v=WeMseLpbREQ youtube.com/watch?v=WeMseLpbREQ] - Video Interview.
 
+
* [https://www.remix64.com/interviews/interview-david-warhol.html remix64.com/interviews/interview-david-warhol.html] - Interview from April 23, 2002.
 +
* [http://www.vgarc.org/vgarc-originals/interview-with-david-warhol/ www.vgarc.org/vgarc-originals/interview-with-david-warhol/] - Audio Interview with Text Transcription from December 9, 2016 and June 14, 2017.
  
 
[[Category: Composers]]
 
[[Category: Composers]]
 
[[Category: Foley Artists]]
 
[[Category: Foley Artists]]
 
[[Category: Sound Programmers]]
 
[[Category: Sound Programmers]]

Revision as of 02:47, 8 May 2019

David Warhol
Dwarhol1.jpg
Born 1959-07-15
Birth Place Manhattan Beach, CA
Nationality American   USA.svg
Aliases Dave Warhol, Dave Worhal, Realtime Associates, Real Time Associates
Website rtassoc.com

Dave Warhol is a composer, sound designer, and programmer. He played low brass instruments when he was in school. He started working at Mattel Electronics as a audio engineer, game designer and programmer. After being a video game musician and audio engineer for some time, he decided he wanted to make his own company for video games and he founded Realtime Associates in 1986. Realtime still exists to this day and is still run by David Warhol. He has also won the 12th Annual G.A.N.G. award.

Music Development

GB

Warhol created a program that converted MIDI files to something that the GameBoy could read. According to one of the composer's at Realtime Associates, it was really touchy in that if a note overlapped another note a little bit in the MIDI file, the song wouldn't play back properly and instead hang on the said note.

Warhol also developed a live interface for controlling the Game Boy's audio with a keyboard. This was utilized to more efficiently test parts and sounds before sequencing or finalizing them. This was something he had also done with the NES, but not until he was part-way through the NES' lifespan. For Game Boy development, this is something he had ready for the first title he worked on.

GEN

David composed MIDI files in Cakewalk and converted them to the GEMS sound engine.

GG/SMS

David created a MIDI conversion tool.

NES

Warhol created a program that converted MIDI files to the NES. He would compose his MIDI files in Cakewalk and then use his program to convert said MIDIs to the NES. If another composer at Realtime Associates was behind the music, he would use the same procedure, except he would arrange the composers' MIDI files first before converting them.

Warhol has explained the process in which he was able to convert from MIDI as efficiently as possible:

MIDI files are way too large for an 8-bit cartridge for memory footprint, So my processes always read MIDI files, compressed them using very specific 5-bits per-note instructions, and then 3-bits per-duration. So I was able to get a note into 1 byte, instead of a MIDI command which might be 3 bytes for note on, 3 bytes for note off. That’s 6 bytes per note, that’s way too expensive. So I took it all the way down to be 1-bit per note on/ note off, except for some patches (that) might’ve required 2 bytes, but yeah, very, very conservative with memory.

Before developing his MIDI converter, he worked with sheet music and would program the music in hexadecimal notation. He described this as a "very labor intensive process", and his earliest NES games used this method.

None of his NES music utilizes the 5th audio channel for sample playback, as he was unable to figure out how to use it.

SNES

Warhol programmed a sound driver which converted MIDI files to the SNES. The instrument samples were taken from other SNES games. Warhol lent his sound driver to many video game developers, but only his company name was mentioned in those games.

Gameography

Released Title Sample
1983-??-?? Thin Ice (INTV)
1984-??-?? Realm Of Impossibility EA
1984-??-?? Zombies (C64)
1985-??-?? Heart of Africa (C64)
1985-??-?? Racing Destruction Set (C64)
1985-??-?? Stuart Smith's Adventure Construction Set (AMI)
1985-??-?? Stuart Smith's Adventure Construction Set (C64)
1985-??-?? World Tour Golf (DOS) Music / Sound Programming
1986-??-?? Robot Rascals (APL2)
1986-??-?? Robot Rascals (C64)
1986-??-?? Tass Times in Tonetown (AMI)
1986-??-?? Tass Times in Tonetown (DOS)
1986-??-?? Thunder Castle (INTV)
1987-??-?? Commando (INTV)
1988-??-?? Pool of Radiance (C64)
1988-??-?? World Tour Golf (AMI) Sound Effects
1988-??-?? F/A-18 Interceptor (AMI) Sound Effects & Music
1989-??-?? Curse of the Azure Bonds (A2)
1989-??-?? Curse of the Azure Bonds (C64)
1989-??-?? Curse of the Azure Bonds (DOS)
1989-??-?? Indiana Jones and the Last Crusade (AMI)
1989-??-?? Indiana Jones and the Last Crusade (DOS)
1990-08-?? Dick Tracy (NES) Sound Driver
1990-08-?? Swords and Serpents (NES) Sound Driver
1990-08-?? Total Recall (NES)
1990-10-?? Maniac Mansion (NES)
1990-12-?? The Adventures of Rad Gravity (NES)
1990-??-?? Champions of Krynn (APL2)
1990-??-?? LHX: Attack Chopper (DOS)
1990-??-?? Ski or Die (AMI)
1990-??-?? Ski or Die (C64)
1990-??-?? Ski or Die (DOS)
1990-??-?? Stormovik: Soviet Attack Fighter SU-25 (DOS) Sound Effects
1991-01-?? Fun House (NES) Sound Driver
1991-05-?? The Rocketeer (NES) Sound Driver
1991-06-?? Skate Or Die: Tour de Thrash (GB) Sound Driver
1991-??-?? Neverwinter Nights (DOS)
1992-07-?? Defenders of Dynatron City (NES) Sound FX and Arrangements
1992-09-?? Monster Truck Rally (NES) Sound Driver
1992-09-?? Toxic Crusaders (GB) Arrangements
1992-09-29 Wings 2: Aces High (SNES) (スカイミッション) Sound Driver
1992-10-?? Q*bert 3 (SNES) (〜キュー・バート3〜) Sound Driver
1992-11-?? Wordtris (GB) Sound Driver
1992-12-?? Caesars Palace (NES) Sound Driver
1992-12-?? Wordtris (SNES) Sound Driver
1993-??-?? Quest for the Shaven Yak starring Ren & Stimpy (SMS)
1993-09-?? Zombies Ate My Neighbors (SNES) Sound Driver
1994-??-?? Ghoul Patrol (SNES) (グール・パトロール) Sound Driver
1994-??-?? Quest for the Shaven Yak starring Ren & Stimpy (GG) Sound Driver
1994-06-?? BreakThru! (SNES) Music Orchestration
1994-09-?? Wild Snake (GB) (スーパースネーキー) Sound Driver
1995-01-?? BreakThru! (GB) Sound Driver
1995-04-?? Metal Warriors (SNES)
1995-11-05 Zoop (GB) (ズープ) Sound Driver Provider
1995-??-?? Zoop (GG) Sound Driver
Unreleased Robocop Vs. The Terminator (NES)
Unreleased WildSnake (GG) Sound Driver

Links