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- MainActor 1.5 Documentation
- ***************************
-
- Warm Up
- *******
-
- MainActor is shareware. The program may be freely distributed and
- copied as long as the following conditions are acknowledged:
-
- - The sales price must not be higher than the cost of an (empty)
- disk plus a nominal copying fee plus costs for shipping. The total
- price must not be higher than US 6 $ or 10 DM.
-
- - All parts of the program and the documentation must be complete.
- The distribution of single parts is not allowed.
-
- - MainActor or parts of it must not be sold in combination with
- commercial software without the written permission of the author.
-
- - Program and documentation must not be changed in any ways. The
- repacking of this distribution with different packers is, however,
- allowed.
-
- - Permission is granted to include this archive in Public-Domain
- collections, especially in Fred Fishs Amiga Disk Library (including
- CD ROM versions of it).
-
- - The author is not responsible for misuse, or damage caused by
- MainActor.
-
- Installation
- ************
-
- Just copy the MainActor drawer to a device of your choice and add an
- assign to your user-startup, like
-
- `assign MainActor: <Path>'
-
- The `Locale', `Rexx' and `Docs' directories should stay in the
- `MainActor' directory.
-
- The default configuration file will clone your Workbench, the
- positions of the windows are however saved according to my setup and
- may look strange on yours.
-
- If you have an older version of MainActor installed, make sure to
- delete it before installing the new version (except perhaps the
- preferences files).
-
- Introduction
- ************
-
- MainActor is a full featured animation program. You can create /
- edit / time / play animations of any size on your native amiga chipset
- or your graphic card (if supported).
-
- What is MainActor ?
- ===================
-
- MainActor is a modular animation package for the `Amiga'. At the
- moment, there exist four different kinds of modules:
-
- 1) Animation Loaders
-
- 2) Animation Savers
-
- 3) Picture Loaders
-
- 4) Picture Savers
-
- This can change in the future.
-
- You can handle up to five projects; every project can have an
- animation or picture loader, as well as an animation or picture saver.
- This makes it possible to convert everything in any ways, the number of
- available modules can be easily upgraded.
-
- Features
- ========
-
- - Intelligent caching/tracking, MainActor can cache your animations
- and picture lists, if you have not enough memory it will directly
- access your data from any device. This makes it for example
- possible to create/edit/play a 400MB animation on your 2MB Amiga.
-
- - If you run OS 3.0 or higher, you will get an extra speed bonus on
- animations by the use of the new graphic routines. For OS2.0/2.1
- users there are specific routines in the modules, which will give
- them the best playback speed possible on their system (and my
- knowledge :)).
-
- - Under OS 3.0 you will get the extra features of showing pictures or
- playing animations in a scrollable, resizable window on your
- MainActor or Workbench screen. The colors will be properly
- adjusted to your screen attributes.
-
- - The modules have play routines of their own, so it will be possible
- to redirect the input/output of special modules to graphic boards
- or other hardware.
-
- - The play routines support a timecode per frame option. A sound
- module (per frame) option will be there in one of the next
- releases.
-
- - MainActor has a totally user reconfigureable GUI. The settings of
- your sessions can be saved, this includes the size/position of
- windows as well as the status of the projects.
-
- - MainActor has an arexx port, nearly all functions can be accessed
- through it. You can for example scale or dither whole animations
- on the fly through the use of an image processor, scripts are
- included.
-
- - MainActor lets you setup and save nearly everything concerning the
- display mode for playing an animation or showing a picture. For
- example you can set the X/Y offsets, the display mode ID of your
- screen (view) and so on.
-
- - MainActor supports localization (wb 2.1+ required).
-
- New features in v1.1
- ====================
-
- - You can now map your arexx scripts to the function keys.
-
- - New IFF-Anim8_32, IFF-Anim8_16, PCX modules.
-
- - The new Universal modules allow you to easily load all of the
- supported graphic formats. The Universal_Picasso-II modules remap
- the output of all modules directly to the Picasso-II graphics
- board from Village Tronic.
-
- - MainActor now has a powerful external player named 'MainView', it
- can view all animations/pictures for which MainActor has the proper
- loader module. It is executeable from the Workbench or CLI and
- supports, per tooltypes or CLI arguments, all of MainActors view
- options.
-
- - MainActor now (optionally) saves icons for your newly created
- animations or pictures, enabling you to view the
- animations/pictures by selecting their icons. These icons support
- the same tooltypes as MainView.
-
- - You can now control how many times MainActor/MainView plays
- animations.
-
- - The new 'Flash' option allows you to profile your animations.
-
- New features in v1.2
- ====================
-
- - MainActor/MainView now have a center option which allows highly
- accurate centration of your images or animations.
-
- - New BorderBlank option.
-
- - MainActor has a new window called Project Information Window. The
- new functions included in the window are:
-
- * An information window which will give you detailed
- descriptions of your current animation or picture list.
-
- * You can now view the size and time profiles of your projects
- as a graphical representation.
-
- * You can compare the decompression times of your projects
- through new timer functions.
-
- - New GIF/FLI/FLC/DL loader modules and FLI/FLC saver modules.
-
- - Chunky pixel modules (GIF/FLI/FLC) will fly if loaded through
- universal modules which support graphic cards (like
- Universal_PicassoII etc.). You can of course also view them on
- your native chipset as normal.
-
- - Introduction of a new (light) registration package. It does not
- have the handbook or the disk based updates but is cheaper.
-
- - You can now use the save/append functions again, even if you have
- not registered MainActor. You will have to deal with requesters
- though.
-
- New features in v1.5
- ====================
-
- - Major hd playback improvements of all modules. Average speed
- increase is about 2 - 5 times the speed of v1.2, giving you
- maximum performance.
-
- - Sound Support. MainActor now has Sound Modules which allow you to
- associate sound effects to every frame of an animation. This works
- for pictures too. The sound information is module independent, that
- means that you could use the same sound information ("#?.snd") on
- every module type MainActor supports.
-
- - New Real3D, IFF-Anim3, IFF-AnimJ, Picasso and AVI animation loader.
-
- - The usage of the Append function is now easier. The saver module
- now recognizes automatically if the destination project is of the
- right type. That means that you can now use the universal modules
- for appending.
-
- The Menus
- *********
-
- You are able to access most of MainActor's functions through the
- various menu items and their equivalent shortcuts. Some functions can
- only be accessed in the menus.
-
- Project Menu
- ============
-
- `Open New Project'
-
- will open a new project window. You can open up to five project
- windows, see Project Window.
-
- The attributes of the project window will be set, according to the
- defaults selectable in the MainActor Preferences Window.
-
- `Project'
-
- Consists of several submenu items, their functions are identical to
- the gadgets of the Project Control Panel Window.
-
- `Open Prefs'
-
- Opens an ASL-requester which lets you choose a MainActor preferences
- file, saved with one of the two following menu items. When you have
- choosen a prefs file, the display AND all projects and their contents
- will be closed, MainActor will then be reopened with the settings of
- the preferences file.
-
- You can also activate MainActor by simply clicking on the icons of
- the preferences files.
-
- `Save Prefs As ...'
-
- Saves your current setup of MainActor; nearly everything will be
- saved : the complete project information, all view settings, the actual
- project name, the size and position of all windows, the settings of the
- system preferences ... .
-
- An self-executing icon will be created for the preferences file.
- You should save every setup you use frequently !
-
- `Save Prefs As Defaults'
-
- This will save your setup as the default preferences file, which will
- be automatically loaded when you start MainActor. The default
- preferences file is `MainActor:Prefs/Default_Prefs'. Replace the
- default by your most used setup.
-
- `Iconify'
-
- MainActor will be terminated and the MainActor icon will be placed
- on your Workbench. If you want to reactivate MainActor, just click on
- the icon.
-
- `About'
-
- Gives you some information of the current version of MainActor and
- it's author.
-
- `Quit'
-
- Will close all projects and quit MainActor.
-
- Text Buffer Menu
- ================
-
- MainActor uses the Text Buffer Window for presenting feedback to the
- user.
-
- `Print Buffer'
-
- Prints the information stored in the Text Buffer Window.
-
- `Save Buffer As ...'
-
- Will let you choose a file into which the contents of the Text
- Buffer Window will be saved.
-
- `Clear Buffer'
-
- Will clear the Text Buffer Window and delete its buffer.
-
- Selection Menu
- ==============
-
- The Selection Menu is very important for easy selection of the items
- in your source project. You can select or deselect all or a range of
- items. The menu items are only accessable when a project is loaded
- into the source project.
-
- `Select All'
-
- Will select all items (frames/pictures) in your source project.
-
- `Select Range'
-
- A requester will pop up, just enter the start/stop frame for the
- range of items to be selected.
-
- `DeSelect All'
-
- This item will deselect all frames/pictures in your source project.
-
- `DeSelect Range'
-
- A requester will pop up, just enter the start/stop frame for the
- range of frames/pictures to be deselected.
-
- `Invert'
-
- Inverts the selection status of the items in the source project. All
- selected items will become deselected and all deselected items will
- become selected.
-
- Miscellaneous Menu
- ==================
-
- The menu items of this menu will only be accessable when a project
- is loaded into the source project. The `Set Timecode' item will only be
- activated if an animation project is loaded into the source project.
-
- `Project Information'
-
- This menu item is identical to the `Project Information' function of
- the Project Information Window.
-
- `Project Profile'
-
- This menu item is identical to the `Project Profile' function of the
- Project Information Window.
-
- `Set Sound'
-
- This function opens the `Sound Module Requester', which allows you
- to associate sound effects to every frame of an animation or picture
- (list).
-
- The listview requester to the right shows you the name of the
- pictures for which a sound effect was associated. Only one effect per
- picture is possible. You can select the pictures in the listview
- requester with your mouse, the name of the currently selected picture
- is visible in the text field to the right of the `Choose Frame' gadget.
-
- Add Sound
- This gadget will add a new item to the listview requester named
- "Choose Frame". You can now select a picture for it through the
- `Choose Frame' gadget.
-
- Clone
- If you have selected an item in the listview requester, you can
- use this gadget to add a new item to the listview requester. This
- new item will have the same `Choose Sound Module' and `Choose
- Sound Object' fields of the old item. The only thing you have to
- do is to select a picture for it.
-
- Remove
- If you select this gadget, the currently selected item in the
- listview requester will be removed from the list.
-
- Test
- If you have initialized the currently selected sound item
- correctly, you will be able to test it through this gadget.
-
- Channel Cycle Gadget
- You can choose between three different settings :
-
- Left Sound Channel
- If you have choosen this setting, the sound effect will only
- use the left sound channel (and therefore only the left
- speaker).
-
- Right Sound Channel
- The same as above, only for the right sound channel.
-
- Stereo Sound
- This setting will enable stereo mode, the sound effect will
- use both sound channels at the same time.
-
- Choose Frame
- You can (re)select the picture for the currently selected sound
- effect by clicking on this gadget. You can see the currently
- selected picture for the sound effect to the right of this gadget.
- If this field contains "Choose Frame", you will have to select a
- picture for it, otherwise it will not be saved.
-
- Choose Sound Module
- Select the sound module in the requester, the sound module should
- bear the anme of the format of your sound object. If you have,
- for example, selected a sample as sound object, you will have to
- use the `IFF-Sample' module as sound module. You can see the
- currently selected sound module to the right of this gadget.
-
- Choose Sound Object
- Choose the sound object itself in the ASL-Requester or enter the
- name in the string requester to the right. You can select the
- initial path for your sound objects in the `Choose Sound Path'
- gadget of the MainActor Preferences Window.
-
- If you want to test if the combination of sound object and sound
- module is ok, just select the `Test' gadget.
-
- Ok
- This gadget writes the sound information to your harddisk under
- the name of the source project + ".snd". You can test it out by
- playing the animation or showing the pictures for which a sound
- effect was added.
-
- Cancel
- Will quit the `Sound Module Requester' without saving the changes.
-
- If you want an example how to use the Sound Module Requester, load
- the provided example animation and examine the settings of the sound
- items.
-
- `Set Timecode'
-
- Enter the timecode in the requester which you want to be applied to
- all selected frames in the source project. Remember to hit return after
- you typed a new value into the integer gadget. The new timecode will
- be set immediately. All timecodes are entered in 1/60 of a second,
- MainActor calculates the right timecode for your vertical beam
- frequency itself.
-
- After setting the timecode, playback of the animation will be
- adjusted to the new timecodes. If you for example set the new timecode
- for frame 1 to 120/60 of a second, playback will stop for two seconds
- at the first frame of the animation.
-
- Arexx Menu
- ==========
-
- See The Arexx Interface, for more information of MainActor's arexx
- capabilities.
-
- `Install Arexx Scripts'
-
- This menu item will open a window in which you can map your most
- used arexx scripts to the function keys. The cycle gadget in the upper
- part of the window will let you choose the function key on which you
- want to install an arexx script. The function keys are displayed as F1
- ... F20, F10 ... F20 mean the function key + one of the shift keys.
- You can choose the function key by clicking on the gadget or (the
- faster method) by simply pressing the appropriate function key.
- (Remember that you have to press F1 together with the shift key to get
- the F11 key).
-
- Below the cycle gadget are the `Select Script ...' gadget and a
- string gadget. The arexx script which is currently associated to the
- actual function key displayed in the cycle gadget is visible in the
- string gadget. You can enter a new arexx script or edit the name of the
- existing one in the string gadget. You can use the `Select Script ...'
- gadget to choose the arexx script via an ASL-requester.
-
- The three gadgets in the lower part of the window are labeled `Save',
- `Use' and `Cancel'.
-
- `Save'
- saves your definitions of the function keys, they will be
- automatically reloaded the next time you start MainActor.
-
- `Use'
- will keep the definitions, but will not save them
-
- `Cancel'
- ignores the changes you made to the definitions.
-
- `Start Arexx Script'
-
- Will let you choose an arexx script, which will then be executed.
-
- Windows Menu
- ============
-
- This menu will let you open/close the different MainActor windows by
- simply selecting the desired menu item.
-
- The Windows
- ***********
-
- The windows are MainActor's main interface to the user. Their use is
- however optional, you can close all of them (except the Project Windows)
- and only use the menus. The choice is yours. The position and status of
- the windows will be saved in the preferences files.
-
- The following is a detailed description of MainActor's windows and
- their gadgets.
-
- Project Window
- ==============
-
- A new Project Window will be opened by selecting the `Open New
- Project' menu item in the Project Menu.
-
- You can open up to five Project Windows, the number of your Project
- Window will be displayed in the title bar, in front of the project
- name, like `1: HAM8_Animation'. If no project is loaded, the title is
- `Unused Project'.
-
- The Project Windows are mainly controlled by the Project Control
- Panel Window.
-
- `Project Mode Gadget'
-
- Depending on your project's mode, it will be labeled "Source
- Project", "Destination Project" or "DeActivated Project".
-
- "The Source Project"
- You can only have one source project. This is the project on which
- all actions from the Project Control Panel Window will be
- executed. The gadgets of the Project Control Panel and the Project
- View Settings will be set up according to the source project.
-
- "The Destination Project"
- This is the project into which all selected data from the source
- project will be appended through the `Append' gadget of the
- Project View Settings Window.
-
- There can only be one Destination Project.
-
- "The DeActivated Projects"
- These projects are waiting to be switched into the source or
- destination mode. There can be more than one DeActivated Project.
-
- You can change the project mode by clicking on the `Project Mode
- Gadget', for example if you click on the source project's `Project Mode
- Gadget', it will be changed into the destination project and the former
- destination project will changed into the source project.
-
- If you click on a DeActivated project's `Project Mode Gadget', it
- will change into the source project.
-
- If only one Project Window is open, you cannot change the `Project
- Mode Gadget'.
-
- Everytime you switch the source project, the gadgets in the Project
- Control Panel Window and the Project View Settings Window will be
- adjusted to the settings of the new source project.
-
- `Caching'
-
- This is a simple toggle gadget. If it is checked, it means that your
- project is cached or is going to be cached in ram.
-
- If you do not have enough ram, you will have to disable it. That
- means that, for example animations will be directly played from your
- harddisk, which will be much slower than playing them directly from ram.
-
- You can only toggle the status of the `Caching' gadget when the
- project window is unused. As soon as you load a project, it will become
- "ghosted".
-
- `Select Load Module'
-
- When clicking on this Button Gadget, a requester will appear in which
- you can select the load module for this project.
-
- The cycling gadget in the requester will let you switch between
- "Picture Loaders" or "Animation Loaders".
-
- When hitting the `Load' gadget in the Project Control Panel Window,
- MainActor executes the animation/picture loader you have selected for
- the source project.
-
- The name of the current load module is visible in a text gadget
- directly under the `Select Load Module' gadget. Next to the name is a
- small recessed box with an `A' or `P' in it. They stand for
- `A'nimation or `P'icture loader.
-
- The `Select Load Module' gadget will be ghosted as soon as you load
- a project.
-
- `Select Save Module'
-
- When clicking on this button gadget, a requester will appear in which
- you can select the save module.
-
- The cycling gadget in the requester will let you switch between
- "Picture Savers" or "Animation Savers".
-
- When hitting the `Save' gadget in the Project Control Panel Window,
- MainActor executes the animation/picture saver you have selected for
- the source project.
-
- The name of the current save module is visible in a text gadget
- directly under the `Select Save Module' gadget. Next to the name is a
- small recessed box with an `A' or `P' in it. They stand for `A'nimation
- or `P'icture saver.
-
- The `Select Save Module' gadget will only be accessable when a
- project is loaded.
-
- `The Scrolling Frames/Picture List'
-
- The scroll list will let you choose the frames or pictures you want
- to execute a certain operation on.
-
- If you have an animation loader for this project window, the scroll
- list will show you the numbered frames of the animation along with
- their timecodes.
-
- If you have a picture loader, the scroll list will show you the
- names of the pictures you have loaded.
-
- Just (de)select the frame/picture by clicking on it's text. For
- multiple selection do not release the mouse button and move over the
- items to be selected. The list will scroll if you come to the top or
- bottom border.
-
- See MainActor Preferences Window, you can select how many items
- shall be displayed in the scroll list. You can also select a special
- font for it. (The default is Topaz 8 for the font and 8 for the number
- of items which shall be visible).
-
- Project Control Panel Window
- ============================
-
- This window executes it's functions on the current source Project
- Window.
-
- `Load'
-
- If you have an animation loader selected for the source project, an
- requester will appear in which you have to select an animation of the
- appropriate type.
-
- If you have a picture loader selected, the first requester will ask
- you about the first picture, after selecting this picture the second
- requester will ask you about the last picture. MainActor will now
- alphabetically sort the pictures and load them. For example, if you
- have a picture list:
-
- Amiga_Pic.00001
- Amiga_Pic.00002
- .
- .
- Amiga_Pic.00155
-
- and select Amiga_Pic.00055 in the first requester and
- Amiga_Pic.00100 in the next, all pictures from Amiga_Pic.00055 to
- Amiga_Pic.00100 will be loaded. The second requester is optional, that
- means you can abort it by clicking on `Cancel' if you just want to load
- one picture.
-
- MainActor checks the icon (if there is one) of the project for the
- following tooltypes: "Window", "FrameInfo", "NoCaching", "BBlank",
- "XOffset", "YOffset", "Repeat". If you saved the project with
- MainActor, these tooltypes will restore the settings of the Project
- View Settings Window.
-
- The `Load' gadget is only available if you have not loaded a project
- into the source project yet.
-
- `Unload'
-
- Is the gadget directly under the `Load' gadget. It will unload the
- current project of the source project.
-
- It is only available when you have loaded a project into the source
- project.
-
- `Play'
-
- Is next to the `Load' gadget. It is only available when you have
- loaded an animation project into the source project.
-
- If you play your animation on a screen, there are two routines
- available. MainActor checks automatically if you run an OS Version
- lower than Amiga OS 3.0 and will play it the old fashioned way. If you
- have OS 3.0 or higher you will profit from the new double buffering
- routines.
-
- The animation will be played according to the settings of the
- Project View Settings Window.
-
- The following keys can be used to control the playing of the
- animation:
-
- ESCAPE OR A MOUSEBUTTON
- will abort playing the animation
-
- SPACE
- will stop playing the animation. While the animation is stopped
- you can use the "TAB" key to flip to the next frame.
-
- RETURN
- will enable the timecodes you see in the scroll list of the source
- project and which you can change (these timecodes are default).
-
- THE CURSOR KEYS
- scroll the display, the offset changes will be shown in the
- Project View Settings Windows x and y offset gadgets.
-
- N
- M
- If you have activated the `Frame Info' option, you can cycle the
- color of the info text using N and M up and down.
-
- THE FUNCTION KEYS
- are used to set the frame rate, they override the defaults. You
- can reactivate the defaults by pressing "RETURN".
-
- F1
- sets the timecode to 1/60 Second (60 fps)
-
- F2
- sets the timecode to 2/60 Second (30 fps)
-
- F3
- sets the timecode to 3/60 Second (20 fps)
-
- F4
- sets the timecode to 4/60 Second (15 fps)
-
- F5
- sets the timecode to 5/60 Second (12 fps)
-
- F6
- sets the timecode to 10/60 Second (6 fps)
-
- F7
- sets the timecode to 20/60 Second (3 fps)
-
- F8
- sets the timecode to 40/60 Second (1.5 fps)
-
- F9
- sets the timecode to 60/60 Second (1 fps)
-
- F10
- sets the timecode to 120/60 Second (0.333 fps)
-
- `Show'
-
- Is the gadget under `Play'. It will display all the frames/pictures
- you have selected in the source project's scroll list. This gadget is
- available for both animation and picture projects.
-
- The frames/pictures will be shown according to the settings of the
- Project View Settings Window.
-
- The following keys can be used to control the showing of the
- pictures:
-
- ESCAPE OR A MOUSEBUTTON
- will abort showing the pictures.
-
- SPACE
- will show the next pictures you have selected.
-
- THE CURSOR KEYS
- scroll the display, the offset changes will be shown in the
- Project View Settings Windows x and y offset gadgets.
-
- `Save'
-
- If you have an animation saver activated in your source project, it
- will ask you about the name of the new animation. Then it will build up
- the new animation in the appropriate animation format. It will only
- save the frames you have `SELECTED' in the source project's scroll
- list. If you just want to convert or resave the animation, you have to
- select all the frames in the scroll list.
-
- If you have a picture saver activated in your source project, a
- requester will appear in which you have to select the directory and the
- base name of the pictures.
-
- Example: You have activated an animation loader and a picture saver
- and loaded an animation. The animation is called `Example_Anim'. Now
- you select the first ten frames of the animation and click on the
- `Save' gadget. In the requester, you type `Ram:' for the Directory and
- `Example_Pics' for the base name. The ten pictures will then be saved
- as
-
- Ram:Example_Pics.00001
- Ram:Example_Pics.00002
- .
- .
- Ram:Example_Pics.00010
-
- This is also valid if you have a picture loader and a picture saver.
-
- If you have an animation saver, some more requester will appear and
- ask you for some specific attributes of the new animation, like
- `Palette per Picture' and `Looping Animation'.
-
- The following combinations are possible:
-
- 1. Animation Loader and Animation Saver
-
- 2. Animation Loader and Picture Saver
-
- 3. Picture Loader and Animation Saver
-
- 4. Picture Loader and Picture Saver
-
- In this way, you can easily convert any picture/animation format
- into any picture/animation format.
-
- If frames or pictures of the source project, which have MainActor
- generated sound effects associated to them, are saved, the sound
- information for these frames will be saved for usage in the new project.
-
- `Append'
-
- You can append the frames/pictures you have selected in the source
- project to the destination project. The destination project has to be
- an animation project.
-
- The source project's animation saver has to belong to the
- destination's loader module (for example the IFF-Anim5 loader and
- saver). The destination project must `NOT' be cached.
-
- Some animation types have to fulfill some other attributes, for
- example the IFF-Anim5 format can only append to non-looping animations.
- When you want to append frames to a loop Anim5 animation, just resave it
- and select `NO' in the loop animation requester, then append the frames.
-
- If you want to add a loop to a non-looping animation, just append
- two pictures which are identical to the first two, then reload the
- animation.
-
- See The Modules, for more information about the specific attributes
- of the modules.
-
- Project View Settings Window
- ============================
-
- This window controls the output of the `Play' and `Show' gadgets of
- the Project View Settings Window. The values will be set individually
- for each project and will be saved with the preferences files.
-
- `Select Display'
-
- You can choose the view mode for your project with this gadget.
- This will override the old value, if you resave the animation/picture,
- the new view mode id will be saved. This gadget will be disabled if
- you view your project in the window mode.
-
- `X/Y Offsets'
-
- With these two integer gadgets, you can select the offsets for your
- project. If you scroll a frame (while playing an animation or showing a
- picture), the values of the gadgets will immediately be set up to the
- new values. These gadgets will only be enabled if the `Center' option
- is disabled and you dont use the window mode.
-
- `Display Mode'
-
- This cycle gadget will let you choose between the screen and window
- mode. In the screen mode the animation/pictures will be shown on a
- screen (view) of its own.
-
- In the window mode your project will be shown in a resizeable,
- scrollable window on your MainActor screen.
-
- THIS OPTION IS ONLY AVAILABLE ON SYSTEMS RUNNING OS3.0+.
-
- The more colors the MainActor screen has available (see System
- Preferences Window), the better is the dithering of your frame/picture.
- If you show a 256 color picture on a 4 color screen, you will be
- disappointed by the result. The timecodes of the animation will be
- ignored, the animation will be displayed as fast as possible.
-
- `Number of Repeats'
-
- This integer gadget controls how often MainActor will play an
- animation. If it contains for example a "1", MainActor will play it
- one time. Possible values are 1 to 9999.
-
- This gadget is only enabled if the source project contains an
- animation.
-
- `Frame Info'
-
- This switch (when activated) will give you informations about the
- current frame while playing animations, it is only availaible if the
- source project contains an animation.
-
- If playing on a screen you will see the info on the top right edge
- of the screen. When you see no info text, use the M and N keys while
- playing to cycle the color of the info text up and down.
-
- When playing in a window, the window's title text will display the
- infos for the current frame.
-
- This gadget is only enabled if the source project contains an
- animation.
-
- `Center'
-
- If you enable the center option, MainActor will automatically center
- the display for your project.The x and y offset gadgets will be disabled
- but will contain the values for centration. The gadget will be disabled
- if you use the window mode.
-
- `BBlank'
-
- If you enable the BorderBlank feature (BBlank), MainActor/MainView
- will set the color of the border of your display to black.
-
- Example:
-
- You have an 320*200 animation with blue as color 0. Without the
- BorderBlank option the whole screen has blue as color 0. If you enable
- the BBlank option only your animation (320*200) will have blue as color
- 0, the border (the rest of the display) will be black.
-
- The BBlank gadget is only availabe if you view your images in the
- screen mode.
-
- Project Information Window
- ==========================
-
- This window will supply you with informations about your current
- source project.
-
- `Project Information'
-
- This gadget opens an information window which should give you all
- needed information about your current source project. The window is
- opened centered on the visible part of your working screen. It's title
- bar shows you which project you are informed about (the actual source
- project that is).
-
- Width, Height :
- This line shows you the width and height of your project in pixels.
-
- Number of Pictures/Frames :
- Shows you the number of frames in your animation or the number of
- pictures in your picture list.
-
- Number of Colors :
- Shows you the number of colors of your project.
-
- Special Flags :
- This line shows you special attributes of the project (if there
- are any). The flags can currently be:
-
- ---
- for no flags
-
- HAM
- for HAM pictures or animations
-
- EHB
- for extra halfbrite images
-
- Size of Project in Bytes :
- Shows you the size of your animation or the total size of all
- pictures in your picture list in bytes.
-
- Supports Chunky Pixels
- This line will only appear if your source project is chunky pixel
- based. Chunky pixel based formats are for example : GIF/FLI/FLC.
- If you dont have a chunky pixel device (like Retina or the
- Picasso-II), decompression time of these formats are higher, as
- they have to be converted to the amiga's bitmap format. You can
- prove that for yourself through the BitMap/Chunky Pixel Time
- functions.
-
- Animation Text
- This line will only appear if your source project is an animation.
- It informs you if you have a color palette per frame or only one
- color palette per animation and if the animations has a loop or
- not.
-
- Picture/Frame List Gadget
- This gadget (the one under the black line) lists your frames or
- pictures. You can only select one at a time, the size and
- compression attributes of the currently selected picture are given
- in the two gadgets below. If you have a looping animation, this
- gadget will contain two more pictures which are not given in the
- `Number of Pictures :' line ! These two pictures represent the
- loop. Some animation formats (like the IFF-AnimBrush loader) need
- only one picture for the loop information.
-
- Size in Bytes
- This gadget shows the size of the currently selected picture or
- frame in bytes.
-
- Comp. Method
- Informs you about the compression method used for the currently
- selected picture. For example "ByteRun" for IFF images or "Delta5"
- for IFF-Anim5 frames. Consider that the first frame of an IFF-AnimX
- animation mostly has an IFF-ByteRun image for the first frame.
-
- `Size Profile'
-
- This function opens a window and shows you the sizes of the images
- in your animation/picture list as a graphical representation. The
- largest picture has the biggest vertical image, the smallest picture
- the smallest one. The graphic is layed out to be 600 pixels in width,
- so the horizontal pixel width for every frame is calculated by : 600 /
- Number of Pictures. If there are more than 600 Pictures in your source
- project the pixel width will be 1 for every picture and you may have to
- scroll with the windows scroll gadgets to see the whole graphic.
-
- `Time Profile'
-
- This function opens a window and shows you the time needed to
- decompress the images in your animation as a graphical representation.
- The image which has the slowest decompression time has the biggest
- vertical bar, the fastest the smallest one.
-
- The bars can have two different colors:
-
- black
- This indicates that this image could not be decompressed in the
- given timecode. If for example image nr.3 of your animation has a
- timecode of 3/60 of a second, its bar will be black if the
- decompression time is bigger than 3/60. The first frame of your
- animations have mostly black bars, as these images can not be
- stored with delta compression.
-
- blue
- Everything is ok. This image could be decompressed within its
- timecode.
-
- Things you have to consider:
-
- * If you have black bars, consider that these images will decompress
- fast on fast machines and slow on slow machines. Try to increase
- the timecode of these frames until they have blue bars.
-
- * If you want to be sure your animation runs smoothly on an A1200,
- remember to check the color of the bars on an A1200, your current
- machine (A3000 etc.) could be faster.
-
- * The Time Profile function will always decompress the animations
- in their native format : Bitmap based animations will be
- decompressed in bitmap mode, chunky animations will be
- decompressed in chunky mode.
-
- The graphic is layed out to be 600 pixels in width, so the horizontal
- pixel width for every frame is calculated by : 600 / Number of frames.
- If there are more than 600 frames in your animation the pixel width
- will be 1 for every frame and you may have to scroll with the windows
- scroll gadgets to see the whole graphic.
-
- The Time Profile function is only available if your source project
- is an animation.
-
- `BitMap Time'
-
- If you select this gadget MainActor will decompress the whole source
- project one time in bitmap format. That means that chunky formats like
- FLI will take more time due to the conversion to the amiga's bitmap
- format.
-
- If the source project is an animation, MainActor will decompress the
- animation (without the loop frames) one time, if the source project is
- a picture list, MainActor will decompress each picture in the list one
- time.
-
- The time needed for decompression is given in the text gadget below
- the `BitMap Time' gadget. The time is displayed in seconds.
-
- Note that the time given for decompression has nothing to do with the
- time needed to actually play the animation on a screen. The decomp. time
- function will just decompress the frames as quickly as possible and
- does not care about time codes or vertical blank interrupts. It is
- therefore quiete accurate.
-
- It is quiete useful to be able to compare the decompression time of
- animations who have different animation formats. Choose the format who
- has the best decompression time and compression ratio and suits you
- best.
-
- `Chunky Time'
-
- This gadget will only be enabled if the source projects module format
- supports chunky pixels (i.e. FLI/GIF etc.).
-
- If you select it, MainActor will decompress the whole source project
- one time in chunky format.
-
- If the source project is an animation, MainActor will decompress the
- animation (without the loop frames) one time, if the source project is
- a picture list, MainActor will decompress each picture in the list one
- time.
-
- The time needed for decompression is given in the text gadget below
- the `Chunky Time' gadget. The time is displayed in seconds.
-
- System Preferences Window
- =========================
-
- This window handles everything concerning the outer appearance of
- MainActor.
-
- `Select Font'
-
- Choose your font for MainActor. This font will then be used for all
- windows, gadgets, menus. Only the list items of the Project Window will
- be displayed in a different font, you can select it in the MainActor
- Preferences Window.
-
- The actual font and it's size are displayed beneath the gadget. The
- `Select Font' gadget is not activated when you clone the Workbench
- screen.
-
- OS 2.0 will display the font requester only on the workbench screen
- and not on the MainActor screen.
-
- `Select Display'
-
- ONLY AVAILABLE AT OS 2.1 +
-
- Choose your display mode for your MainActor screen. The current
- display mode is displayed beneath the gadget.
-
- This gadget is only activated when
-
- * MainActor has a screen of its own
-
- * You dont clone the Workbench screen
-
- `Use own Screen'
-
- If enabled, MainActor uses a screen of its own, if not, MainActor
- will use the Workbench screen or the actual public screen.
-
- `SHANGHAI Windows'
-
- If enabled, MainActor uses the SHANGHAI public screen mode, that
- means that for example shell windows will automatically pop up on the
- MainActor screen.
-
- This gadget is only activated when you run MainActor on a screen of
- its own.
-
- `Screen Size'
-
- This gadget is only available when you have enabled the `Use own
- Screen' gadget. You can choose MainActor's screen size and it's
- overscan mode with this cycle gadget. The screen size of the current
- mode is displayed in the two integer gadgets to the right of the
- `Screen Size' gadget. The screen size depends on the screen mode you
- selected with the `Select Display' gadget.
-
- You can select the following screenmodes:
-
- "WorkBench"
- Clones the Workbench screen properties (screen size, overscan
- mode, display mode, font)
-
- "Custom"
- Enter MainActor's screen size in the two integer gadgets to the
- right.
-
- "Standard"
- Use the standard screen size, without overscan ( for Example 640 *
- 512) at Pal: HighRes Interlace).
-
- "Text Overscan"
- The normal overscan mode, which the Workbench uses.
-
- "Video Overcan"
- Tries to open as big a screen as possible. Flickers on normal
- displays at the right border.
-
- "Max Overscan"
- Slightly smaller than the Video Overscan mode, but as useless on
- normal displays due to its flicker.
-
- `Palette Size'
-
- Select the colors of your palette with this gadget. The value left
- to the slider gadget shows the current colors available on your
- MainActor screen.
-
- This gadget only makes sense if you display pictures or play
- animations in the window mode. More colors == better dithering of your
- frames/ pictures. (the window mode is only available under OS 3.0 +).
-
- This gadget is only activated when
-
- * MainActor has a screen of its own
-
- * You dont clone the Workbench screen.
-
- `Use System Preferences'
-
- If you want to enable the changes you have made to your display just
- click on this gadget.
-
- MainActor Preferences Window
- ============================
-
- This window lets you choose/enter some special MainActor attributes.
-
- `Select Default Load Module'
-
- Lets you choose the default load module. Everytime you open a new
- project window, the default load module will be the one choosen for
- this new project's load module.
-
- `Select Default Save Module'
-
- Lets you choose the default save module. Everytime you open a new
- project window, the default save module will be the one choosen for
- this new project's save module.
-
- `Select List Item Font'
-
- Choose the font for your list items in your Project Window, this
- font must have a fixed width, the current font and its size are
- displayed to the right of the gadget, the default is topaz.font 8.
-
- `Select Sound Path'
-
- Select the initial path for your sound objects. This path is then
- used by the Choose Sound Object function, integrated in the Sound
- Module Requester.
-
- `Number of List Items'
-
- You can enter how many list items will be displayed in the project
- windows with this integer gadget, the default is 8.
-
- `Save Icon'
-
- If you enable this gadet, MainActor will save an Workbench icon for
- every animation/picture you create. You can then view them by double
- clicking on their icons. The icons support the same tooltypes as
- MainView, see MainView. The initial settings of the tooltypes clone
- the settings of the source project (from which you create the new
- animation/picture).
-
- `Use MainActor Preferences'
-
- Will enable the changes made to the MainActor preferences.
-
- Text Buffer Window
- ==================
-
- This window shows and buffers messages for feedback to the user.
- You can use the cursor up/down keys to scroll the text one line up/down.
- Control+cursor up/down will move to the start/end of the buffer. You
- can also use the window's scrollbar to scroll through the buffer.
-
- See Text Buffer Menu, for more functions concerning the text buffer.
-
- The Modules
- ***********
-
- MainActor has animation and picture modules of which each has load
- and save modules. Since Version 1.5, MainActor has also sound modules,
- which can be associated to every frame or picture of the source project.
-
- The Animation Modules
- =====================
-
- Anim Universal
- --------------
-
- This module examines the animation format and executes the proper
- animation module. You should mostly use the universal modules as they
- are able to directly redirect the output of the modules to special
- hardware (PicassoII,Retina etc.).
-
- Pecularities:
-
- - The "Append" function will not work if the destination project has
- an Universal loader.
-
- Anim Universal_Merlin
- ---------------------
-
- This module examines the animation format and executes the proper
- animation module. It redirects the output of the modules directly to
- the Merlix board from X-Pert.
-
- Pecularities:
-
- - Attention : During playback you have to use the digi keys (1 - 0)
- to adjust playback speed, *NOT* the function keys like normal.
-
- - It is faster to view animations of the bitmap formats (like
- Anim-5/7/8) on the native chipset as these formats have to be
- converted to the picasso's chunky pixel mode.
-
- - Animations of the chunky formats like FLI/FLC are of course much
- faster on the Merlin than on the native chipset.
-
- - The frame info, display mode etc. options have of course no
- meaning for this module, the handling of the time codes is however
- correct and you can still stop the animation and flip to the next
- frame like normal. The digi keys also control the speed of the
- animation.
-
- Anim Universal_PicassoII
- ------------------------
-
- This module examines the animation format and executes the proper
- animation module. It redirects the output of the modules directly to
- the Picasso-II board from VillageTronic.
-
- Pecularities:
-
- - It is faster to view animations of the bitmap formats (like
- Anim-5/7/8) on the native chipset as these formats have to be
- converted to the picasso's chunky pixel mode.
-
- - Animations of the chunky formats like FLI/FLC are of course much
- faster on the Picasso-II than on the native chipset.
-
- - The frame info, display mode etc. options have of course no
- meaning for this module, the handling of the time codes is however
- correct and you can still stop the animation and flip to the next
- frame like normal. The function keys also control the speed of
- the animation.
-
- Anim Universal_Retina
- ---------------------
-
- This module examines the animation format and executes the proper
- animation module. It redirects the output of the modules directly to
- the Retina board from MacroSystems.
-
- Pecularities:
-
- - It is faster to view animations of the bitmap formats (like
- Anim-5/7/8) on the native chipset as these formats have to be
- converted to the retina's chunky pixel mode.
-
- - Animations of the chunky formats like FLI/FLC are of course much
- faster on the Retina than on the native chipset.
-
- - The frame info, display mode etc. options have of course no
- meaning for this module, the handling of the time codes is however
- correct and you can still stop the animation and flip to the next
- frame like normal. The function keys also control the speed of
- the animation.
-
- AVI
- ---
-
- This is the `Video for Windows' format from MicroSoft. It is chunky
- pixel based and mostly has audio streams associated with the animation.
-
- Pecularities:
-
- - MainActor supports CRAM and BI_RGB codecs, MainActor is also
- currently limited to 8 bit animations.
-
- - Audio streams are ignored, it is not yet possible to play them
- within MainActor.
-
- - It is not possible to influence the timecodes of AVI animations.
-
- DL
- --
-
- DL animations are chunky pixel based and dont support data crunching.
- MainActor supports type 1 and type 2 DL animations. Type 1 animations
- are fixed to an resolution of 160*100, type 2 animations can contain
- resolutions of 320*200, 160*100 and 80*50. The image depth is fixed to
- 8 bit.
-
- Pecularities:
-
- - The images of DL animations are stored as raw data, therefore no
- loop frames are needed.
-
- - MainActor plays DL animations in a linear fashion, the playlist at
- the end of DL animations is ignored.
-
- FLI
- ---
-
- FLI animations are created by Animator Pro, an animation program
- only available on pc computers. It is quiete old, it can only contain
- 320*200 animations and its depth is fixed to 8 bit. The successor of
- FLI is FLC. I have included the FLI modules because a lot of animations
- (especially on CD-ROM) are in this format.
-
- Pecularities:
-
- - FLI animations always contain a loop, so it is not possible to
- append to FLI animations. The FLI saver is therefore not able to
- append to FLI animations.
-
- - FLI animations have only one (global) timecode, it applies to all
- frames of the animation. The `Set Timecode' function will therefore
- only be able to set the global timecode and will not set a timecode
- per frame as usual.
-
- - Because of the missing timecode per frame feature, a lot of
- animations contain 'Dummy' frames. This are empty frames who shall
- time the animations. N Dummy frames will for example delay the
- playback of the animation for n * global timecode. You can
- recognice Dummy frames in the `Project Information Window', they
- have a bytesize of 0 and a compression type of Dummy.
-
- FLC
- ---
-
- FLC animations are created by Animator Pro, an animation program
- only available on pc computers. FLC is the successor of FLI. FLC
- animations are not fixed to 320*200 resolutions like FLI and have
- faster DELTA chunks.
-
- Pecularities:
-
- - FLC animations always contain a loop, so it is not possible to
- append to FLC animations. The FLC saver is therefore not able to
- append to FLC animations.
-
- - FLC animations have only one (global) timecode, it applies to all
- frames of the animation. The `Set Timecode' function will therefore
- only be able to set the global timecode and will not set a timecode
- per frame as usual.
-
- - Because of the missing timecode per frame feature, a lot of
- animations contain 'Dummy' frames. This are empty frames who shall
- time the animations. N Dummy frames will for example delay the
- playback of the animation for n * global timecode. You can
- recognice Dummy frames in the `Project Information Window', they
- have a bytesize of 0 and a compression type of Dummy.
-
- IFF-Anim3
- ---------
-
- The opcode 3 animation format is very old. I did find some old
- Tobias Richter animations which used this format and decided to support
- it.
-
- Pecularities:
-
- - Some odd sized animations can cause trouble on AGA machines as
- opcode3 animations assume that the bitmap width should only be
- divideable by 8. AGA machines in higher fetchmodes need bitmaps
- which are divideable by 32/64, if you experience this, your only
- chance is to avoid higher fetchmodes by selecting a LowRes display.
-
- IFF-Anim5
- ---------
-
- The IFF-Anim5 specification was created by `Electronic Arts'.
-
- It is a "good at compressing but slow at playing" format.
-
- Pecularities:
-
- - You cannot append to looping animations. You can bypass this by
- resaving it to a non-looping animation and then appending the
- frames. You can make a non-looping animation to a looping
- animation by appending two frames which are identical to the first
- two (you have to reload the animation to make the loop appear).
-
- - There are some bad animation packers out there, which do not save
- the first ANHD chunk before the BODY chunk. In this case MainActor
- cannot insert the timecode for the first frame and will give you
- an error message (the other timecodes will be set). If you want
- to time the first frame, just resave the animation with MainActor
- to avoid this problem.
-
- IFF-Anim7
- ---------
-
- The IFF-Anim7 specification was created by `Wolfgang Hofer'.
-
- It is a quite good compromise between speed and animation size. The
- IFF-Anim7_16 modules use words (16 bits), the Anim-7_32 modules
- longwords (32 bits) for compression. Therefore the 16 bit variant
- compresses slightly better than the 32 bit modules, but playback is
- slower.
-
- The IFF-Anim7_32 modules are, in my opinion, the best choice for
- timeable, fast animations.
-
- Pecularities:
-
- - You cannot append to looping animations. You can bypass this by
- resaving it to a non-looping animation and then appending the
- frames. You can make a non-looping animation to a looping
- animation by appending two frames which are identical to the first
- two (you have to reload the animation to make the loop appear).
-
- - There are some bad animation packers out there, which do not save
- the first ANHD chunk before the BODY chunk. In this case MainActor
- cannot insert the timecode for the first frame and will give you
- an error message (the other timecodes will be set). If you want
- to time the first frame, just resave the animation with MainActor
- to avoid this problem.
-
- - The modules do NOT support animations with a DLTA chunk instead of
- a BODY chunk as the first frame.
-
- - Make sure that the width of the animation is divideable by 16 for
- IFF-Anim7_16 animations or 32 for IFF-Anim7_32 anims. Otherwise
- you will see a small area to the right of the screen which will
- not be updated correctly.
-
- IFF-Anim8
- ---------
-
- The IFF-Anim8 specification was created by Joe Porkka of `ASDG'.
-
- Pecularities:
-
- - You cannot append to looping animations. You can bypass this by
- resaving it to a non-looping animation and then appending the
- frames. You can make a non-looping animation to a looping
- animation by appending two frames which are identical to the first
- two (you have to reload the animation to make the loop appear).
-
- - There are some bad animation packers out there, which do not save
- the first ANHD chunk before the BODY chunk. In this case MainActor
- cannot insert the timecode for the first frame and will give you
- an error message (the other timecodes will be set). If you want
- to time the first frame, just resave the animation with MainActor
- to avoid this problem.
-
- - The modules do NOT support animations with a DLTA chunk instead of
- a BODY chunk as the first frame.
-
- - Make sure that the width of the animation is divideable by 16 for
- IFF-Anim8_16 animations or 32 for IFF-Anim8_32 anims. Otherwise
- you will see a small area to the right of the screen which will
- not be updated correctly.
-
- IFF-AnimBrush
- -------------
-
- The IFF-AnimBrush specification was created by `Dan Silva' of
- Electronic Arts. Anim Brushes are used/saved by DPaint.
-
- Pecularities:
-
- - There is no save module at the moment.
-
- IFF-AnimJ
- ---------
-
- The IFF-AnimJ (.movie) format was created by `Eric Graham', who also
- made the famous Juggler demo. Which in fact is an IFF-AnimJ animation.
-
- Pecularities:
-
- - This animation format is quite old and is supported for nostalgic
- reasons only.
-
- Picasso
- -------
-
- This animation format was especially created for the Picasso graphic
- board from VillageTronic. The modules can handle resolutions of 8/16/24
- bit. Picasso animations are only recognized by the
- `Universal_PicassoII' universal module.
-
- Pecularities:
-
- - The functionality of the Picasso modules are the same as that of
- the IFF-AnimX. That means that you can add a loop to animations,
- select if you want to have a color palette per frame (of course
- only in 8 bit mode), set the timecode for each frame etc.
-
- - If you want to create a 24-Bit animation you will be asked if the
- resolution shall be dithered down to 16-Bit. 16-Bit is faster than
- 24-Bit and offers nearly the same image quality so you should give
- it a try.
-
- Real3D
- ------
-
- The Real3D animation format is used by Real3D, a commercial raytracer
- available for the Amiga.
-
- Pecularities:
-
- - The animation format only allows one color palette per animation,
- animations always contain a loop.
-
- - No compression is used on the delta data, which allows fast
- playback but results in bigger animations.
-
- The Picture Modules
- ===================
-
- Picture Universal
- -----------------
-
- This module examines the picture format and executes the proper
- picture module. You should always use the universal modules.
-
- Picture Universal_Merlin
- ------------------------
-
- This module examines the picture format and executes the proper
- picture module. It redirects the output of the modules directly to the
- Merlin board from X-Pert.
-
- Pecularities:
-
- - The frame info, display mode etc. options have of course no
- meaning for this module. The only options you have is to press
- space for the next picture or escape to abort viewing.
-
- Picture Universal_PicassoII
- ---------------------------
-
- This module examines the picture format and executes the proper
- picture module. It redirects the output of the modules directly to the
- Picasso-II board from VillageTronic.
-
- Pecularities:
-
- - The frame info, display mode etc. options have of course no
- meaning for this module. The only options you have is to press
- space for the next picture or escape to abort viewing.
-
- Picture Universal_Retina
- ------------------------
-
- This module examines the picture format and executes the proper
- picture module. It redirects the output of the modules directly to the
- Retina board from MacroSystems.
-
- Pecularities:
-
- - The frame info, display mode etc. options have of course no
- meaning for this module. The only options you have is to press
- space for the next picture or escape to abort viewing.
-
- GIF
- ---
-
- A widely spread image format, designed by `CompuServe'. Revisions
- 87A and 89A are supported.
-
- Pecularities:
-
- - This format is chunky pixel based, so it will be fastest if viewed
- through the universal modules which support chunky pixel devices
- (like Universal_PicassoII etc.), otherwise the module will convert
- the image to your native chipsets bitplane mode, which will take
- somewhat longer.
-
- - No saver module yet.
-
- IFF
- ---
-
- This is the standard Interchangeable File Format (IFF), the
- specification was designed by `Electronic Arts'.
-
- Pecularities:
-
- - Starting from MainActor Version 1.02, the IFF modules can load/save
- IFF24 (24-Bit) pictures.
-
- PCX
- ---
-
- PCX is a picture format heavily used on PC's, it was designed by
- `ZSoft'.
-
- Pecularities:
-
- - No save module yet
-
- Workbench-Icon
- --------------
-
- These modules support the Workbench icons.
-
- Pecularities:
-
- - The save module will append ".info" to the save name.
-
- The Sound Modules
- =================
-
- IFF-Sample
- ----------
-
- The IFF-Sample module is able to play back samples of any size.
-
- Pecularities:
-
- - Stereo samples are not supported, you can however play mono samples
- in stereo mode.
-
- - The IFF-Sample module does not support fibonacci compressed
- samples.
-
- Sound Support
- *************
-
- MainActor's sound support is module independent. That means that you
- can use the same sound information file on every animation or picture
- format MainActor supports.
-
- If you use the `Sound Module Requester', available through the `Set
- Sound' function of the Miscellaneous Menu, to apply sound to a loaded
- project, MainActor will write an information file to your harddisk
- which has the name of the source project + ".snd". The sound
- information for the supplied example animation "Examples/CountAnim7_32"
- has for example the name "Examples/CountAnim7_32.snd".
-
- Now imagine you have a 200 frame `FLI' animation with the name
- "Test" and want to use the same sound information for it. To do this,
- just rename the "CountAnim7_32.snd" file to "Test.snd". It does not
- matter if "Test" has more or less frames than "CountAnim7_32":
- MainActor/MainView will check if the frames for which sound information
- is supplied exist within the provided animation.
-
- The same, of course, applies to single pictures or picture lists.
- It does not matter if the `.snd' file points to an animation or picture
- (list).
-
- Remember that the sound objects will have to be cached in chip-ram,
- MainActor does not yet support to play the objects directly from hd.
- The maximum amount of chip-ram you can have is 2mb, so be careful which
- and how many samples you use inside your animation.
-
- For further information have a look into the `Set Sound' function or
- into the `Tutorial'.
-
- The Arexx Interface
- *******************
-
- MainActor's arexx port name is `MAINACTOR'.
-
- Format:
-
- <>
- Parameters in these angle brackets have to be supplied
-
- []
- Parameters in square brackets are optional
-
- |
- Vertical bars mean OR and are used to seperate options of which
- you can choose one : [ON | OFF]
-
- The result variable contains the result of the operation, it's
- possible contents are listed in the command reference.
-
- Look at the `MainActor:rexx' directory for examples. Note that
- MainActor does not support blanks in filenames, which are arexx
- arguments.
-
- The arexx commands integrated in MainActor 1.5 are:
-
- Append
- ======
-
- `Format:'
-
- Appends the selected frames/pictures of the source project to the
- destination project.
-
- result: -
-
- DeSelectAll
- ===========
-
- `Format:' DeSelectAll
-
- Deselects all frames/pictures in the source project.
-
- result: -
-
- DeSelectRange
- =============
-
- `Format:' DeSelectRange <start> <stop>
-
- Will deselect all frames/pictures in the source project from the
- integer value `start' to `stop'.
-
- result: -
-
- DeSelectRangeRequest
- ====================
-
- `Format:' DeSelectRangeRequest
-
- The DeSelectRange requester will appear, letting you choose the
- frames or pictures to deselect.
-
- result: -
-
- GetSPInfo
- =========
-
- `Format:' GetSPInfo
-
- Returns information about the current source project:
-
- The width of the source project, followed by it's height, followed
- by the amount of colors (`HAM6',`HAM8',`EHB' will be given back
- literally for AdPro compatibility), followed by the number of
- frames/pictures in your project, followed by `CACHING=NO' or
- `CACHING=YES' depending if you have caching en/disabled, followed by
- `LOOP=YES' or `LOOP=NO' depending on the loop status and at last
- `CPF=YES' or `CPF=NO' depending on your color per frame status.
-
- Picture lists have `LOOP' disabled and `CPF' enabled.
-
- result: width height colors #ofpics caching loop cpf
-
- `Examples':
-
- result=320 256 HAM6 220 CACHING=YES LOOP=YES CPF=NO
-
- result=320 256 16 10 CACHING=YES LOOP=YES CPF=YES
-
- GetSPLoader
- ===========
-
- `Format:' GetSPLoader
-
- Returns two arguments, the first is `ANIM' or `PIC' depending of the
- load module type of the source project. The second argument is the
- name of the module itself.
-
- result: ModuleType ModuleName
-
- GetSPName
- =========
-
- `Format:' GetSPName
-
- If the source project has an animation loaded, it returns the full
- animation name with path, else it returns two arguments, the first is
- the name of the first picture with full path, the second is the name of
- the last picture without it's path.
-
- result: Name of animation or name of first and last picture.
-
- GetSPSaver
- ==========
-
- `Format:' GetSPSaver
-
- Returns two arguments, the first is `ANIM' or `PIC' depending of the
- save module type of the source project. The second argument is the
- name of the module itself.
-
- result: ModuleType ModuleName
-
- Invert
- ======
-
- `Format:' Invert
-
- Ths function inverts the selection status of the items in the source
- project. All selected items will become deselected and all deselected
- items will become selected.
-
- result: -
-
- LoadProject
- ===========
-
- `Format:' LoadProject <Name1> [Name2]
-
- LoadProject will load an animation or picture list, according to the
- type of the load module of the source project.
-
- `Name1' is the name of the animation or the name of the first picture
- of the picture list.
-
- `Name2' is only needed if you want to load a picture list, it is then
- the name of the last picture.
-
- `Examples':
-
- LoadProject Graphics:CountAnim.00001 Graphics:CountAnim.00010
-
- LoadProject Graphics:CountAnim.00001 CountAnim.00010
-
- LoadProject Graphics:Test/mandel7_32
-
- result:-
-
- OpenNewProject
- ==============
-
- `Format:' OpenNewProject [CACHING]
-
- Opens a new project window (up to five). If you supply the
- `CACHING' parameter, the project window will have caching enabled,
- otherwise it will be disabled.
-
- result: -
-
- PlayProject
- ===========
-
- `Format:' PlayProject
-
- Plays the animation contained in the source project, will fail if
- the source project is a picture list.
-
- result: -
-
- PrintTxt
- ========
-
- `Format:' PrintTxt <text>
-
- Displays `text' in the Text Buffer Window.
-
- result: -
-
- PrintAndStoreTxt
- ================
-
- `Format:' PrintAndStoreTxt <text>
-
- Displays and buffers `text' in the Text Buffer Window.
-
- result: -
-
- Quit
- ====
-
- `Format:' Quit
-
- Closes all projects and quits MainActor.
-
- result: -
-
- RequestFile
- ===========
-
- `Format:' RequestFile <text>
-
- This command pops up an ASL-file requester, `text' will be displayed
- in the requester's title bar.
-
- `Example:'
-
- RequestFile "Select File Name"
-
- result: full path of selected file
-
- RequestInteger
- ==============
-
- `Format:' RequestInteger <InitValue> <text>
-
- This command pops up an integer requester, `text' will be displayed
- above the integer value which was initialized with `InitValue'.
-
- `Example:'
-
- RequestInteger 640 "Enter new Width"
-
- result: integer value
-
- RequestSaveFile
- ===============
-
- `Format:' RequestSaveFile <text>
-
- This command pops up an ASL-savefile requester, `text' will be
- displayed in the requesters title bar.
-
- `Example:'
-
- RequestSaveFile "Select Save File Name"
-
- result: full path of selected file
-
- Save
- ====
-
- `Format:' Save <Name> [CPF=YES|NO] [LOOP=YES|NO]
-
- An animation saver will save the selected frames into a new animation
- under the name you put in the `Name' parameter. `CPF' decides wether
- you want a color palette per frame or not, `LOOP' decides if you want
- to have a looping animation. `LOOP' and `CPF' overrule the normal
- behaviour, if you don't supply them, everything will be saved as though
- you had activated the `Save' gadget.
-
- If you have a picture saver, `Name' is the base name for the
- pictures, `LOOP' and `CPF' have, in this case, no meaning.
-
- result: -
-
- ScreenToBack
- ============
-
- `Format:' ScreenToBack
-
- Flips the MainActor screen to the back.
-
- result: -
-
- ScreenToFront
- =============
-
- `Format:' ScreenToFront
-
- Flips the MainActor screen to the front.
-
- result: -
-
- SelectAll
- =========
-
- `Format:' SelectAll
-
- Selects all frames/pictures in the source project.
-
- result: -
-
- SelectRange
- ===========
-
- `Format:' SelectRange <start> <stop>
-
- Will select all frames/pictures in the source project from the
- integer value `start' to `stop'.
-
- result: -
-
- SelectRangeRequest
- ==================
-
- `Format:' SelectRangeRequest
-
- The SelectRange requester will appear, letting you choose the frames
- or pictures to select.
-
- result: -
-
- ShowPictures
- ============
-
- `Format:' ShowPictures
-
- Shows the selected pictures/frames of the source project.
-
- result: -
-
- SetSPLoader
- ===========
-
- `Format:' SetSPLoader <ModuleType> <ModuleName>
-
- Sets the load module of the source project to the module type
- `ModuleType' with the module name `ModuleName'.
-
- `EXAMPLES:'
-
- SetSPLoader PIC IFF
-
- SetSPLoader ANIM IFF-Anim5
-
- result: -
-
- SetSPSaver
- ==========
-
- `Format:' SetSPSaver <ModuleType> <ModuleName>
-
- Sets the save module of the source project to the module type
- `ModuleType' with the module name `ModuleName'.
-
- `EXAMPLES:'
-
- SetSPSaver PIC IFF
-
- SetSPSaver ANIM IFF-Anim5
-
- result: -
-
- SetTimecode
- ===========
-
- `Format:' SetTimecode <Timecode>
-
- Sets `Timecode' (a value from 1 to 999) to the selected frames of
- the source project.
-
- result: -
-
- SwapDeActivatedToSource
- =======================
-
- `Format:' SwapDeActivatedToSource
-
- Flips the first deactivated project to the source and the source
- project to the destination project.
-
- result: -
-
- SwapProjects
- ============
-
- `Format:' SwapProjects
-
- Flips the destination project to the source and the source project
- to the destination project.
-
- result: -
-
- UnloadProject
- =============
-
- `Format:' UnloadProject
-
- Unloads the current project of the source project.
-
- result: -
-
- Version
- =======
-
- `Format:' Version
-
- Will return the actual version string of MainActor.
-
- result: MainActor xx.xx (xx.xx.xx)
-
- WBToFront
- =========
-
- `Format:' WBToFront
-
- Flips the Workbench screen to the front.
-
- result: -
-
- MainView
- ********
-
- MainView is MainActor's external player. It can display all
- animations/pictures for which MainActor has the proper load modules.
-
- The key commands while playing animations or showing pictures are
- the same as if you would view them directly with MainActor. That is
- the reason for not listing them here again, have a look at the Project
- Control Panel Window under `Play' and `Show'.
-
- If MainActor saved an icon for the animations/pictures to view,
- MainView will take the view settings from this icon (overruling its own
- settings)! You can change this behaviour through the `IgnoreIcons'
- option.
-
- MainView will use MainActors center option (which centers the
- display of your animations or pictures) by default. If you specify an X
- or Y Offset the center option will be disabled and the specified
- offsets will be used instead.
-
- You can start MainView from the workbench or form the cli.
-
- `Starting MainView from the Workbench'
-
- If you start MainView from the Workbench (per icon), you can select
- the file(s) to view in an ASL-requester. For multi selecting just press
- one of the shift keys and select the files with the mouse. (Starting
- from OS 2.1+)
-
- MainView supports the following tooltypes:
-
- "Window"
- This tooltype enables the window mode, all animations or pictures
- will be displayed in a window on the current public screen. It is
- disabled by default.
-
- "FrameInfo"
- FrameInfo enables the FrameInfo mode. It is disabled by default.
-
- "NoCaching"
- Disables caching. With caching disabled MainView plays direct from
- the harddisk (or whatever). This allows you to play big animations
- even if you have not much ram. It is disabled by default.
-
- "IgnoreIcons"
- Ignores the icons of the animations/pictures It is disabled by
- default.
-
- "BBlank"
- Enables the BBlank option. It is disabled by default.
-
- "XOffset=<Value>"
- You can directly set the start x offset. 0 is the left border. If
- you specify an XOffset centration will be disabled !
-
- "YOffset=<Value>"
- You can directly set the initial y offset. 0 is the top border.
- If you specify an YOffset centration will be disabled !
-
- "Repeat=<Value>"
- Repeats the animation <Value> times. For example `Repeat=1' would
- play the animation one time. Defaults to 100.
-
- "Directory=<Path>"
- This is the initial directory for the ASL-requester.
-
- "Anim_Module=<Module>"
- Chooses the default load module for animations. Default is the
- `Universal' module.
-
- "Pic_Module=<Module>"
- Chooses the default load module for pictures. Default is the
- `Universal' module. If you want to view all pictures for example
- on the Picasso-II gfx board, choose the `Universal_PicassoII'
- module.
-
- `Starting MainView from the cli'
-
- Starting MainView from the CLI will give you enhanced functionality.
- You can, for example, define patterns for animations or picture lists.
-
- Usage is : MainView [-<options>] <file>
-
- You can enter as many files as you like.
-
- MainView supports these options :
-
- -w : enables the window mode
- -fi : enables the frameinfo option
- -nc : turns caching off
- -i : ignores the icons for the animations/pictures
- -bb : enables the BorderBlank (BBlank) option
- -xvalue : value describes the initial x offset
- -yvalue : the same for the y offset.
- -rvalue : value describes how often the animation
- should be repeated
- -amodule : where module is the default animation loader
- for example `-aUniversal' selects the universal
- loader (default).
- -pmodule : where module is the default picture loader
- for example `-aUniversal' selects the universal
- loader (default).
- If you want to remap your pictures to the
- Picasso-II board enter `-pUniversal_PicassoII'
-
- Examples:
-
- `MainView -nc -r1 Graphics:Pics/#? Animation/#?8_32' will show all
- files in the Graphics:Pics/ directory as well as all files in the
- Animation/ directory which end with '8_32' and all animations will be
- directly played from the harddisk (one time).
-
- `MainView -pUniversal_PicassoII Graphics:#?_24Bit' will display all
- pictures which names end with '_24Bit' on the Picasso-II board.
-
- Tutorial
- ********
-
- This tutorial will try to (quickly) explain the tasks you can
- perform with MainActor. It is just meant to give you the idea behind
- MainActor, you still have to read all of the documentation to get the
- most out of MainActor.
-
- `This tutorial will tell you how to'
-
- Load Animations
- ===============
-
- You need an unused project to load an animation into MainActor.
- Select the `Select Load Module' gadget of the Project Window and select
- the proper animation format (if you, for example, want to load an
- IFF-Anim5 animation, select the IFF-Anim5 loader or the Universal
- loader). If you want to cache the animation (buffer the animation in
- memory), enable the `Caching' gadget. Now select the `Load' gadget of
- the Project Control Panel Window and select the animation in the opening
- ASL-requester. MainActor will now examine the animation and load it
- into memory (if caching is enabled). After that, the frames of the
- animation are listed in the scroll list area of the project window,
- also all gadgets (except the `Load' and perhaps the `Append' gadget) of
- the Project Control Panel Window are now enabled.
-
- Load Picture(s)
- ===============
-
- You need an unused project to load a picture or a picture list into
- MainActor. Select the `Select Load Module' gadget of the projects
- window and select the proper picture format (if you, for example, want
- to load an IFF picture, select the IFF loader). If you want to cache
- the picture(s) (buffer the picture(s) in memory), enable the `Caching'
- gadget. Now select the `Load' gadget of the Project Control Panel
- Window and select the first picture of the picture list in the opening
- ASL-requester. If you want to load only one picture, you can cancel the
- second requester, otherwise select the last picture of the picture list
- in the second requester. MainActor will now load the selected
- picture(s) and buffer them into memory (if caching is enabled). After
- that, the picture(s) are listed in the scroll list area of the project
- window, also all gadgets (except the `Load' and `Play' and perhaps the
- `Append' gadgets) of the Project Control Panel Window are now enabled.
-
- Play Animations
- ===============
-
- You have to load an animation first. Just click on the `Play'
- gadget of the Project Control Panel Window. For further details have a
- look into the documentation.
-
- Show Pictures
- =============
-
- You have to load an animation or a picture list first. Select the
- pictures you want to show in the source project's list view gadget,
- after that simply press the `Show' gadget of the Project Control Panel
- Window. For further details have a look into the documentation.
-
- Create/Convert Animations
- =========================
-
- You have to load an animation or a picture list first. Select the
- pictures which should be included in the new animation in the source
- projects list view gadget. After that select the `Select Save Module'
- gadget and select the proper animation format. Now click on the `Save'
- gadget of the Project Control Panel Window and enter the name of the
- new animation. MainActor will then create the animation, you may have
- to answer some requesters (looping or non looping animation and so on).
- For further details have a look into the documentation.
-
- Save Pictures From Animations
- =============================
-
- The procedure is exactly the same as before, just select a picture
- save module instead of an animation module. For further details have a
- look into the documentation.
-
- Convert Picture Formats
- =======================
-
- The procedure is exactly the same as before, just load a picture or a
- picture list and select another picture format's save module.
-
- Append To Animations
- ====================
-
- Load an animation or picture list into the source project and an
- animation into the destination project. The `Append' gadget of the
- Project Control Panel Window should now be enabled. Select the pictures
- you want to append (to the destination project) in the source project.
- After that select the `Append' gadget, MainActor will now append the
- selected pictures of the source project to the animation in the
- destination project. For further details have a look into the
- documentation.
-
- Time Animations
- ===============
-
- Load an animation and select the pictures you want to give a new
- timecode. Now select the `Select Timecode' item in the Miscellaneous
- Menu and enter the new timecode into the integer gadget. MainActor
- will now write the new timecodes to the animation, you can check the
- new timecodes by playing the animation.
-
- Associate Sound Effects
- =======================
-
- Load an animation or picture (list) and select the `Set Sound'
- function of the Miscellaneous Menu.
-
- Choose the `Add Sound' gadget and select the picture for the sound
- effect with the `Choose Frame' gadget, select the sound module type
- with the `Choose Sound Module' gadget and choose the effect file itself
- trough the `Choose Sound Object' gadget.
-
- If you want to test the sound effect, just press on the `Test'
- gadget.
-
- Now click on `Ok' and play the animation.
-
- Load the supplied "CountAnim7_32" animation in the "Examples"
- directory as example how to use the `Sound Module Requester'.
-
- For further information have a look at the `Set Sound' function and
- at the Sound Support chapter.
-
- Execute Arexx Scripts
- =====================
-
- You can directly execute arexx scripts by selecting the `Start Arexx
- Script' item in the Arexx Menu and selecting the arexx scripts. You
- can map arexx scripts to the function keys through the `Install Arexx
- Scripts' item (again in the Arexx Menu). You can really speed up your
- work by using them, take a look at their header to get a short
- description of what they do.
-
- Show Pics/Anims On Graphic Boards
- =================================
-
- Just use the proper universal module (like `Universal_PicassoII'),
- they remap the output of every module to the proper gxf board. Note
- that it is faster to view animations of the bitmap formats (like
- Anim-5/7/8) on the native chipset as these formats have to be converted
- to chunky pixel modes. Chunky pixel animation formats like FLI/FLC are
- on the other hand faster on the graphic boards as on the native chip
- set.
-
- Tips and Tricks
- ***************
-
- * Remember that the Amigas native display is bitmap based ! Chunky
- pixel based animation formats like FLI/FLC/DL or the GIF picture
- format have to be converted to bitmaps ! This is slow ! You have
- to have a chunky pixel based display (like the Picasso-II or
- Retina gfx cards) to be able to view them full speed (use the
- Universal_#? loader). On the other hand bitmap based formats like
- IFF-Anim5/7/8 are slow on these cards as they have to be converted
- from bitmap to chunky pixel.
-
- * Always try to create animations with only one color palette per
- animation (CPA). They are faster than animations with color
- palettes per frame (CPF), especially if you have deeper (8-bit)
- displays. CPF animations also have slower playback rates from hd.
-
- * Remember that FLI and FLC animations are always identified as CPF
- animations, even if they dont have a color palette per every
- frame. Try to convert them to an CPA animation first if you are
- not sure if the color palette changes inside of the animation.
-
- * IF you use the IFF-Anim7_16 or IFF-Anim8_16 animation savers,
- remember that the source frames should have a width which is
- divideable by 16 ! The same for the IFF-Anim7_32 and IFF-Anim8_32
- savers which need a width which is divideable by 32. If you ignore
- this, you will get a small area to the right of your screen which
- is not updated correctly.
-
- * The preferences files are *SNAPSHOTS* of your current settup of
- MainActor, that means that if you save a prefs file and start
- MainActor later with it you will have exactly the same environment
- as before.
-
- Registration
- ************
-
- If you want to register MainActor you can choose between two
- different packages :
-
- Package One
- The registration fee for this package is `$50' (85 german marks)
- or any aquivalent sum in your local currency.
-
- What you get for this package:
-
- * A packet consisting of:
-
- - A TeX set, printed handbook
-
- - The latest version of MainActor
-
- - A keyfile
-
- * Two free disk based updates (you have to contact me for your
- free updates)
-
- * Additional updates are $20 (30 DM) with and $10 (15 DM)
- without a new handbook
-
- Package Two
- The registration fee for this package is `$25' (40 german marks)
- or any aquivalent sum in your local currency.
-
- What you get for this package:
-
- * A packet consisting of:
-
- - The latest version of MainActor
-
- - A keyfile
-
- * Additional updates are $20 (30 DM) with and $10 (15 DM)
- without a new handbook
-
- You can send cash or international money order to
-
- MainConcept, GbR Moenig/Zabel
- Im Johannistal 36
- 52064 Aachen
- Germany
- Tel : (49) - 241- 707032
- FAX : (49) - 241- 707839
- BBS : (49) - 241- 707138
-
- If you prefer direct transfer:
-
- MainConcept, GbR Moenig/Zabel
- NO. 20020251
- Sparkasse Aachen
- BLZ 390 500 00 (Germany)
- Usage: MainActor
- PLEASE INCLUDE YOUR NAME ON THE TRANSFER ORDER !!
-
- If you transfer money to our account from the outside of europe, the
- price for MainActor is $55 or $30, bank cost included.
-
- If you have questions/suggestions feel free to contact me through email:
-
- Internet zeus@jupiter.oche.de
- Internet moenig@pool.informatik.rwth-aachen.de
- ADSP markusm@tolkien.adsp.sub.org
-
- The Future
- **********
-
- Future enhancements which are on my list:
-
- - Support for EGS and Graffity (oMniBus) will be out soon.
-
- - An animation loader/saver for VRLIs Vista Pro format (VANIM).
-
- - MPEG and JPEG loader.
-
- - More picture and animation modules (in general).
-
- - Far more arexx scripts (sinus (de)-acceleration scripts and more).
-
- - German documentation.
-
- - Special modules for commercial hardware (digitizers,gfx boards ..)
- are possible.
-
- - The modules are designed to be expandable, that means that future
- expansions like image processing modules or multimedia effect
- modules are not only possible but were planned from day one of the
- development.
-
- Your suggestions are always welcome.
-
- Credits
- *******
-
- This package was developed by usage of the following products:
-
- - Dice, from Obvious Implementation Corp
-
- - Devpac 3.04, from HiSoft
-
- - WShell2.0 and Arexx, from Wishful Thinking Corp
-
- - TurboText from Oxxi
-
- Thanks for producing high quality software.
-
- Special thanks to:
-
- - Stefan Becker for his Amiga knowledge, without him this project
- would not have been become possible
-
- - All GAMMA and BETA testers
-
- - Norbert Bogenrieder for the icons
-
- - Thanks to Marc Podlipec for descriptions of some of the supported
- animation formats
-
- - All registered users for their support and trust in my work
-
- Index
- *****
-
-
-
- Amiga What is MainActor ?
- Anim Universal Anim Universal
- Anim Universal_Merlin Anim Universal_Merlin
- Anim Universal_PicasssoII Anim Universal_PicassoII
- Anim Universal_Retina Anim Universal_Retina
- Animator Pro FLC
- Animator Pro FLI
- Append Append
- Append To Animations Append To Animations
- Arexx Menu Arexx Menu
- ASDG IFF-Anim8
- Associate Sound Effects Associate Sound Effects
- AVI AVI
- CompuServe GIF
- Convert Picture Formats Convert Picture Formats
- Create/Convert Animations Create-Convert Animations
- Credits Credits
- Dan Silva IFF-AnimBrush
- DeSelectAll DeSelectAll
- DeSelectRange DeSelectRange
- DeSelectRangeRequest DeSelectRangeRequest
- DL DL
- Electronic Arts IFF-Anim5
- Electronic Arts IFF
- Eric Graham IFF-AnimJ
- Execute Arexx Scripts Execute Arexx Scripts
- Features Features
- FLC FLC
- FLI FLI
- GetSPInfo GetSPInfo
- GetSPLoader GetSPLoader
- GetSPName GetSPName
- GetSPSaver GetSPSaver
- GIF GIF
- IFF IFF
- IFF-Anim3 IFF-Anim3
- IFF-Anim5 IFF-Anim5
- IFF-Anim7 IFF-Anim7
- IFF-Anim8 IFF-Anim8
- IFF-AnimBrush IFF-AnimBrush
- IFF-AnimJ IFF-AnimJ
- IFF-Sample IFF-Sample
- Installation Installation
- Introduction Introduction
- Invert Invert
- Load Animations Load Animations
- Load Picture(s) Load Picture(s)
- LoadProject LoadProject
- MacroSystems Anim Universal_Retina
- MainActor Preferences Window MainActor Preferences Window
- MainView MainView
- MicroSoft AVI
- Miscellaneous Menu Miscellaneous Menu
- New features in v1.1 New features in v1.1
- New features in v1.2 New features in v1.2
- New features in v1.5 New features in v1.5
- OpenNewProject OpenNewProject
- OS 3.0 Project Control Panel Window
- PCX PCX
- Picasso Picasso
- Picture Universal Picture Universal
- Picture Universal_Merlin Picture Universal_Merlin
- Picture Universal_PicassoII Picture Universal_PicassoII
- Picture Universal_Retina Picture Universal_Retina
- Play Animations Play Animations
- PlayProject PlayProject
- PrintAndStoreTxt PrintAndStoreTxt
- PrintTxt PrintTxt
- Project Control Panel Window Project Control Panel Window
- Project Information Window Project Information Window
- Project Menu Project Menu
- Project View Settings Window Project View Settings Window
- Project Window Project Window
- Quit Quit
- Real3D Real3D
- Registration Registration
- RequestFile RequestFile
- RequestInteger RequestInteger
- RequestSaveFile RequestSaveFile
- Save Save
- Save Pictures From Animations Save Pictures From Animations
- ScreenToBack ScreenToBack
- ScreenToFront ScreenToFront
- SelectAll SelectAll
- Selection Menu Selection Menu
- SelectRange SelectRange
- SelectRangeRequest SelectRangeRequest
- SetSPLoader SetSPLoader
- SetSPSaver SetSPSaver
- SetTimecode SetTimecode
- Show Pics/Anims On Graphic Boards Show Pics-Anims On Graphic Boards
- Show Pictures Show Pictures
- ShowPictures ShowPictures
- Sound Support Sound Support
- SwapDeActivatedToSource SwapDeActivatedToSource
- SwapProjects SwapProjects
- System Preferences Window System Preferences Window
- Text Buffer Menu Text Buffer Menu
- Text Buffer Window Text Buffer Window
- The Animation Modules The Animation Modules
- The Arexx Interface The Arexx Interface
- The Future The Future
- The Menus The Menus
- The Modules The Modules
- The Picture Modules The Picture Modules
- The Sound Modules The Sound Modules
- The Windows The Windows
- Time Animations Time Animations
- Tips and Tricks Tips and Tricks
- Tutorial Tutorial
- UnloadProject UnloadProject
- Version Version
- VillageTronic Anim Universal_PicassoII
- Warm Up Disclaimer
- WBToFront WBToFront
- What is MainActor ? What is MainActor ?
- Windows Menu Windows Menu
- Wolfgang Hofer IFF-Anim7
- Workbench-Icon Workbench-Icon
- X-Pert Anim Universal_Merlin
- ZSoft PCX
-
-