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-
- =============================================================================
- VideoTracker English V0.99 Demo Beta
- =============================================================================
-
- Created by: Peter "RattleHead" van Campen
- Distributed by: Creator
- Released as: FreeWare
- Released on: 15-8-93
-
-
- Contents:
-
- - What is VideoTracker ?
- - VideoTracker Guideline & Interactive.
- - Functions
- - How to make a simple video.
- - Hints
- - VideoTracker Developer Kit
- - Routines
- - Hard Disk installation.
- - Libraries
- - Demo Vidules info
- - About
-
- (Don't mind my bad english, I'm from Holland)
-
-
-
- =============================================================================
- What is VideoTracker ?
- =============================================================================
-
- With VideoTracker you can make a videoclip around a SoundTracker-module.
- You can use pictures, brushes, animations, animation-brushes, palettes,
- colorcycle, routines, texts, objects, vectorobjects, amigafonts, karafonts,
- landscapes, colorsets.
- When the video is finished, you can save the module and video data as a
- "Vidule".
- A vidule is a crunchable executable file which plays the module and the
- video.
- You can make a small intro or a big house-demo.
- You also can use VideoTracker with a GenLock and, for example, make
- professional movie-titles with colorfonts.
-
- When the module plays a sample, VideoTracker shows an "effect" on screen.
- This effect can by a picture, brush, anim, routine, etcetra. or a
- combination of these.
- You can edit for each of the 128 song-positions the 31 samples and use
- up to 256 effects in a video.
- All the explained effects are used in the example-videos.
-
-
-
-
-
-
- =============================================================================
- VideoTracker Guideline & Interactive:
- =============================================================================
-
- There are 2 versions of VideoTracker:
-
- Guideline:
- The interface is build according to the Commodore guidelines.
- Advantage: Easy to understand, multitasking.
- Disadvantage: No interactive video-editing wich slows you down.
- It only works on kickstart 2.0 and higher.
-
- Interactive:
- The interface is directly hitting the hardware.
- Advantage: Edit the video while it's playing, uses a splitscreen.
- It also works on kickstart 1.3 and lower.
- Disadvantage: No multitasking, probably breaks all the Commodore
- guidelines :-), sligthy delaying the routines.
-
- Interactive gadgets:
- You can click all gadgets with a black background.
- To start a function, click with your left mousebutton on a gadget.
- To select a setting, use your left mousebutton to go back and your
- right mousebutton to go forward.
-
- (They're both in an English and a German version.)
-
-
- =============================================================================
- Functions:
- =============================================================================
-
- [Quit] Quits VideoTracker
-
- Vidule size: Shows the size of the vidule in kilobytes (1024 bytes).
- This includes the video-player and video-data. (50k)
-
- Module: Shows the name of the module in memory.
-
- Songpos: Shows the song-position that is currently played.
- You can also use it to select the song-position you want
- to edit.
- Each of the 128 song-positions have its own settings for the
- 31 samples. (Animspeed, Effectspeed etcetra.)
-
- Sample: Selects the sample that you want to edit.
-
-
-
-
-
-
-
-
-
-
- Priority: Selects the priority over other samples that are played.
- So the effect will not be removed by other samples with
- effects.
- The higher the value, the bigger the priority.
- So, for example, when you have a basedrum that beats 4
- times in a song-position, and a trumpet that blows all
- the time, you could let the effect(s) of the basedrum
- have a bigger priority then the trumpet.
- So every time you hear the basedrum, you could show
- an animation of a drummer that hits a drum.
- And when the trumpet plays, you could show a picture
- of a trumpet.
- The sample keeps the priority as long as it plays.
- In the above example, the basedrum is a short sample,
- the drummer-animation will be shown short, because
- when the sample is over, the trumpet takes over again.
- Keep this in mind when you use the effect-loop and
- effect-speed, this will only work while the sample is
- playing.
-
- Special values:
- "0" The sample is off, effect will not be played.
-
-
-
-
-
-
- First Effect: Is the first effect that will be shown when the sample is
- played.
- The effectlist can hold maximum 256 effects.
- An effect can be:
- picture, brush, anim, etcetra
- You can load the same effect several times into
- the effectlist without extra use of memory.
- When the old effect on the screen has the same
- screenheigth, screenwidth, viewmode and depth of the
- new effect, and when the depth is not bigger than 8 colors,
- the new effect will be shown together with the old effect
- using the hardware "Double Playfield" mode.
- In this way you can also play animations and/or routines
- at the same time.
- So you can use for example a scrolltext with a
- background-picture etcetra.
-
- Last Effect: Is the last effect that will be shown when the sample is
- played.
-
-
-
-
-
-
-
-
-
- Effect speed: Selects the speed of the effect-steps.
- Special values:
- The higher the value, the higher the delay.
-
- "0" Triggermode:
- One effect is played, the following effect will be shown
- when the sample is played again.
-
- "1" Fastmode:
- All the effects are shown without any delay.
- This can be usefull if you have a lot of objects or other
- data-files that need to be played.
-
- Effect Loop: Selects if the effects will stop at the last effect or start
- over again.
-
- Anim Speed: Selects the speed of the animframe-steps.
-
- Anim Loop: Selects if the anim will stop at the end or start over again.
-
- Routine mode: Selects the way a routine is played.
- Each routine has several ways to play:
- Example: Routine: Stars
- Values: "0" Show the stars normal.
- "1" Rotate the stars left.
- "2" Rotate the stars right.
-
-
- [Play] Starts playing the video from the current
- song-position.
-
- [Delete] Removes the effect that is shown in "First Effect:"
- When the effect is not used in another place in the
- effectlist, it will be removed from memory.
-
- [PAL] Selects the American viewmode (NTSC) or European
- viewmode (PAL).
- With the help of this, you can make a video that will work
- all over the world.
- American Amigas (60hz) have a slightly faster view-refreshing
- then European Amigas (50hz).
- So some routines who run nice on European Amigas may "shock"
- on American Amigas, therefore there are special
- NTSC-versions of routines who may have this problem.
-
-
-
-
-
-
-
-
-
-
-
-
- Songpos:
-
- [Copy] Copies the current songposition to a copybuffer.
- When you want to use the same songposition-effects
- in another songposition, you can Copy them to the buffer,
- select the other songposition and Paste the buffer to the
- other songposition.
-
- [Paste] Copies the copybuffer to the current
- songposition-settings.
-
- Sample:
-
- [Copy] Copies the current sample-settings to a copybuffer.
-
- [Paste] Copies the copybuffer to the current sample-settings.
-
-
-
-
-
-
-
-
-
-
-
-
- ============================
- Special Guideline functions:
- ============================
-
- [Play Songpos] Starts playing the current song-position.
-
- [Clean Video] This will move all the effects in the effectlist
- after eachother so free bits in the effectlist
- will be removed and one large free block will
- appear at the end of the effectlist.
- This can be usefull when you're working on a big
- video.
-
- [Vidule Loop] When this is on, the vidule will restart when it's
- finished.
- When it's off, the vidule will exit.
- In this way, you can play several vidules in a row
- from a partition of your harddisk, using an execute
- script-file.
- When you don't crunch the vidules, there will only
- be a delay of 1 second.
- When you make your preference screen-colors black,
- there will not be a cli-screen when the next vidule
- is loading.
- Nice idea for a party...
-
-
-
- ==============================
- Special Interactive functions:
- ==============================
-
- [Stop] Stops playing the video.
-
- [Back] Removes the gadgetscreen so you can see the complete video
- screen.
- The gadgetscreen returns when you click the left mousebutton
- again.
- Interlace isn't working when the gadgetscreen is on, it's
- not so healthy for your eyes when you're editting a video.
- Some example-videos may "shock" a little bit, this is
- because the gadgetscreen takes a little of their
- processor-time.
- When you remove the gadgetscreen, the videos will work
- correctly.
-
- [-] [+] You can use this to change the routine-mode number
- with steps of 1024, which can be usefull with big
- routines like "Plasma".
-
-
-
-
-
-
-
- ===============
- Save functions:
- ===============
-
- [Video] Saves the video without module and effect data.
- A video-file holds all the settings for the
- anim-speed, effect-loop, etcetra, and the
- file-names of the pictures, anims, etcetra.
-
- [Vidule] Saves the video with module and effect data as an
- executable and crunchable file.
- Executable means that you can start it from the CLI
- or from the WorkBench.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- [Effect] Saves the effect that is shown in the "First Effect:"
- gadget as a "raw" file.
- This is only usefull for programmers who want to make
- their own VideoTracker-routines.
- VideoTracker converts the Brushes, Fonts, Vectors, etc.
- to fast usable data-files, these converted files are
- called "Effect-files".
- When programmers want to use, for example, a font in
- their routine, they can "incbin" these effect-files.
- They can also use it as a raw-converter for own products.
- More information is given in the example sources of the
- "VideoTracker Developer Kit" wich is Public Domain.
- The Kit contains all the current routine sources. (DevPac3)
- You can include your routine-source in the Kit-sourcefile
- and you can test them.
-
-
-
-
-
-
-
-
-
-
-
-
-
- ===============
- Load functions:
- ===============
-
- [Video] Loads a video into memory and loads the module and
- effects which are used in the video.
-
- [Module] Loads a module into memory.
-
- A module is a SoundTracker musicfile wich contains the
- song and sample data.
- There are many SoundTracker clones like ProTracker,
- NoiseTracker etc. which are all Public Domain so you can
- copy them for free.
- You can use different song-speeds.
- PowerPacked files can also be loaded.
- (ProTracker is also on the "VideoTracker Utilities 1" disk)
-
-
-
-
-
-
-
-
-
-
-
- ================
- Command-Effects:
- ================
-
- A command-effect will be directly shown on screen, a data-effect is
- used by the routines as a data-file.
-
-
- [Picture] Loads an IFF-Picture into memory.
- IFF is a picture-standard that is used by many drawing
- programs like DeluxePaint, Cinemorph etc.
- Also the colorcycle-information will be used in all
- IFF files, with a maximum of 4. (Like in Deluxe Paint)
- IMPORTANT: When colorcycle-information is found, it
- will be turned on.
- In DeluxePaint you can turn it on/off with the
- "tab"-key, but VideoTracker always turns it on.
- So if you don't want colorcycle, you have
- to clear the "Ranges" in DeluxePaint.
-
-
-
-
-
-
-
-
-
- [Brush] Loads an IFF-Brush into memory.
- The advantage of a brush is that it uses lesser memory then
- a picture.
- Pictures has standard sizes like 320*256, and you can size
- a brush anyway you want.
- I advice you to use x-sizes who are multiplies of 32, in
- that way you won't have problems with routines that use
- copper-effects. (example: 256, 288, 320, etcetra)
-
- [Anim] Loads an IFF-Anim5 animation into memory.
- IFF Anim 5 is an animation-standard that is used by many
- drawing programs like DeluxePaint, Cinemorph etc.
- Also multiple-palette animations can be used.
- An animation is realtime unpacked when it's played.
- It uses 2 bufferscreens plus the animationdata from
- memory.
-
-
-
-
-
-
-
-
-
-
-
-
- [AnimBrush] Loads an IFF-Anim5 animation-brush into memory.
- Anim-brushes are used in DeluxePaint.
- An animation-brush will be completely unpacked by
- VideoTracker.
- In this way it is possible to use very
- fast animationspeed and to use less processor-time.
- But it will use a lot of memory, so remember:
- Animations has standard sizes like 320*256, but you can
- size an animation-brush anyway you want, which can be a
- way to save memory.
- An AnimBrush will also restart at frame 1 when it's
- called, an animation would be to slow due to unpacking.
-
- [Palette] Loads an IFF-Palette into memory.
- You can use this to show a picture with other colors, fade
- the colors of the picture etc.
-
-
-
-
-
-
-
-
-
-
-
-
- [Routine] Loads a routine that is written for VideoTracker.
- This is the real power of VideoTracker, with these
- routines you can make high-quality demos like
- "Spaceballs" and "Jesus on E's".
- Like you can see in the "Routines" section, you can use
- filled vectors, plasmas, psychocircles, scrolls,
- etcetra, in many ways.
- The (possible) 6-monthly updates of VideoTracker will
- have the latest fashion-effects and ideas taken from
- the latest megademos at that time.
- The future Amiga's, like the A5000 and the follow-up of
- the A1200, will have the possibility to expand them
- to 8 megabytes of chip-memory, which means that you
- can use up to 7,5 megs of routines.
- On an A600 you can use 1 meg, on an A1200 2 meg which
- is enough to make good videos, but with 8 meg you can
- start to immitate MTV !
- I personally can't wait and I'll have a lot of routines
- ready at that time. :-)
- "Routine mode:" selects the way a routine is played.
-
-
-
-
-
-
-
-
- =============
- Data-Effects:
- =============
-
- [Text] Loads a text-file which can be used by one of the routines.
- (Like the "Scroll" routine.)
-
- [Object] Loads an IFF-Animation-brush or IFF-Brush from the "Object"
- directory.
- These brushes are reformed for usage as blitter-objects
- in routines like "Object".
-
- [BackGround] Loads an IFF-Picture or IFF-Brush wich can be used by
- routines like "Object" as a background-picture.
-
- [Font] Loads an Amiga-font or a Kara-font which can be used by
- routines like "Scroll".
- A KaraFont is a colorfont that can be used in
- DeluxePaint, you can edit or create them with
- Calligrapher.
- There are also some public domain Font and KaraFont
- collection-disks.
-
-
-
-
-
-
- [Vector] Loads a vector data-file which can be used in the
- routines. (Like the "Vector" routine)
- Supported formats:
-
- -Rot This is a public domain 3D
- (three dimensional) object editor.
- It is on the "VideoTracker Public
- Domain" disk.
-
- -Imagine A popular commercial raytracer.
- You don't need this program but there
- are a lot of detailed public domain
- 3D objects, like Star-Wars spaceships,
- which are made with Imagine.
- Maximum object size: 50k.
-
- -IFF-Brushes The brush will be translated to X/Y/Z
- pointers, so no lines are used.
-
-
-
-
-
-
-
-
-
-
- [Landscape] Loads a landscape data-file which can be used in the
- routines. (Like the "Landscape" routine)
- Supported formats:
-
- I don't know exactly the names but there are 3
- different formats: Raw-Z-value, Raw IFF heigth
- difference & crunched IFF heigth difference.
-
- They are used by programs like "Vista Pro",
- "Scenery Animator", "Terraform" & "Demmer".
-
- "Demmer" is ShareWare and is on the
- "VideoTracker Public Domain 2" disk.
-
- [Colorset] Loads an IFF-Colorset or Palette into memory which can be
- used in the routines. (Like the "CopperColors" routine)
- Colorsets are used in DeluxePaint, they can hold up to
- 256 colors which can be changed using "spread" etcetra.
-
-
-
-
-
-
-
-
-
-
- =============================================================================
- How to make a simple video.
- =============================================================================
-
- I'll explain how you can make a simple video with flashing brushes so
- you can get started.
-
- You start VideoTracker Interactive.
- The first thing you must do is loading a music-module.
- You go to the right part of the control-screen, where all the load-gadgets
- are. (picture,brush,module etc.)
- You click the "Module" gadget and a file-requester appears.
- The "Modules"-directory is already selected and we pick the "Mod.Techno1"
- module by double-clicking it.
-
- When the module is loaded, the control screen returns and you see the
- name of the module at the "Modulename:" gadget and the name of the first
- sample at the "Sample:" gadget.
- The modulename is "Techno1" and the first samplename is "Silent".
-
- We now select the sample that is going to show the flashing brushes.
- You go to the left centre of the screen and click the gadget that
- shows the name of the sample with your RIGHT mousebutton, to select
- the sample "Beep" wich is number 8.
- You can't click the number of the sample.
- (The number of the sample is just information, and has no black
- background which means you can't change it.)
-
- We're now going to load 2 brushes.
- Go to the "Load:" gadgets and click the "Brush" gadget.
- You now see a file-requester with the "Brush" directory already selected.
- Now double-click the "Techno_L8.bru" file.
- This is a brush that shows the word "TECHNO" in 8 color low-resolution.
- (I used the "_L8.bru" in the filename to remember the number of colors (8),
- resolution (L) and file-type (bru), but this is not needed in a file-name.)
-
- When the control-screen returns, you see the filename at the left
- bottom of the screen in the "First effect:" and "Last effect:" gadgets.
- You loaded the brush into the effectlist at position 0.
-
- Now go to the "First effect:" gadget and click on the brush-name with
- your RIGHT mousebutton to select effectposition "1".
- (You see also the "Last effect:" change to "1", because the last
- effect can't be smaller than the first effect.)
-
- You now go again to "Load:" to load the second brush into
- effect-position "1".
- Click the "Brush" gadget and double-click the file "Skull_L8.bru".
- This brush shows a human skull in 8 color, low resolution.
- When the control-screen returns, you see the brushname in the
- "First effect:" gadget.
-
- Now you click the "First effect:" gadget with your LEFT mousebutton
- to select effect "0".
-
-
- You now see:
-
- "First effect: 0 Techno_L8.bru "
- " Last effect: 1 Skull_L8.bru "
-
- You now go to the left-centre of the control-screen and change the
- "Priority:" value from "0" to "1" by clicking it with your RIGHT
- mousebutton.
- With this, you turn the sample on.
-
- You now go again to the left-centre of the control-screen and set the
- "Effect Loop:" to "On" by clicking it with your left mousebutton.
- With this, the effects will start over again when the last effect
- is reached.
-
- Now you're ready, but remember that you've edited this sample only
- for song-position "0", so when the song reaches song-position "1"
- the effects will stop.
-
- Now go the the up-centre of the screen and click the "Play" gadget
- with you LEFT mouse and the show begins.
-
- This is ofcourse a very simple and pretty boring effect but it's a
- start.
- You're also not restricted to use 1 sample in a songposition, you can
- use all the samples like you can see in the example-video "House".
-
-
- At the left-top of the screen, you see the "Song position:" gadget
- change while the song is playing.
- You can click this gadget to select the song-position you want to hear
- with the left- and right mousebutton.
-
-
- When you select song-position "0", this song-position will repeat untill
- you click "Play" again.
-
- Now, I suggest, take a look at the example-videos to see all the
- routines working.
- The "House" video is an example of a demo you could make with
- VideoTracker.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
- Hints:
- =============================================================================
-
- I already made some videos and I may have some tips for you:
-
- -When you edit a sample, keep some space in the effectlist.
- When the effectlist is empty at 10-20, start at position 15.
- In that way, you can load effects before or after the current
- effect. (Example: you want to add some palette-effects)
- When you're done with some songpositions, you can use the "Clean Video"
- option to pack the current effects.
-
- -The more colors you use in a picture, the more time the Amiga needs
- to show them, with the result that with 32 colors or more, the
- copper is delayed. So copper-routines can't be used then. (On ECS)
- Also the speed of routines will go slower.
- The less colors you use, the faster the effects can be, the lesser
- memory is used, the faster animations unpack.
- With 8 colors or lower, you can also use Double Playfield, which can
- be very nice.
- I personally use low-color pictures & animations in videos that have
- fast ritmes.
-
-
-
-
-
- -When you want to use a complex animation of effects, it's handy to make
- some fake-instruments.
- You can use them to control the animation, like some sort of script.
- I used this in the "Gabberuh!" video, to fade-in the clown slowly.
- You make them empty, so you can't hear them.
- And you can make them long (30000 bytes) and play them as the lowest
- note (C-1) so they can play a long time.
- Even as long as a songposition.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
- VideoTracker Developer Kit:
- =============================================================================
-
- "The VideoTracker Developer Kit v1.0 Disk 1 (14-8-93) PUBLIC DOMAIN"
-
- Contains the source-files of all the routines.
- I released these sources with the hope that some great demo-coders
- out there want to convert some of their great effects to the
- VideoTracker routine-format.
- You don't have to release your sources and you'll make a lot of people
- happy when they can use your effects in their videos.
- I already converted some PD-sources and it wasn't much work.
- When you send the routine-file (no source needed !) + manual to me,
- I can add it in the VideoTracker Manual with the author/group name.
-
- Use Devpac 3 to assemble the sources.
- Remember to make your routine-source completely position-independent !
- (PC-relative or with a base-address, look at the example-sources to see
- how it can be done.)
- The example-sources also check on NTSC when they use a complex copper-list.
- It's not necessary but it would be nice for the Americans to see some
- real demos once. :-)
- When you remove the "Rout" label in the source, your routine-source will
- be assembled as a VideoTracker routine-file.
- You then can remove the hunk-information with, for example, Hunk Wizard
- and test it with VideoTracker.
-
- =============================================================================
- Routines:
- =============================================================================
-
- In this section all the routines are explained.
- In the "Plasma" manual is explained how the "routine-mode" is
- calculated, but you don't have to know this because you can use
- the "Routinelist" to get the routine-mode you want.
- The "Plasma" is a very complicated routine to begin with.
- The "Star" routine has the easiest routine-modes, so I suggest that
- you start playing with that one.
- There are to many routines to understand at once, so when you make
- a video, select the routines you want and then start to read their
- manuals.
-
- Some routines need vector-objects, (anim)brushes, text-files etc.
- An example how to use these files:
-
- Effect Speed: 01
- First Effect: 05 Cube.vec (This is a vector file)
- Last Effect: 06 Vector_L8.rot (This is a routine file)
-
- The vector file is detected by VT and stored in a table,
- The effect speed is 1 so the routine will be played directly.
- The routine checks the table and finds the vector file.
- In the example-videos this is used, so you can see how it
- works.
-
- Routine: Filename of the routine.
-
- Picture: Width * Heigth * Number of colors of the picture that is
- used by the routine. You need to know this when you want
- to play with the "Double Playfield" mode.
- When the width * heigth is bigger then, or equals,
- the viewable screensize (example: lores = 368*290)
- and the colors are the same number, double playfield will
- always be used.
-
- "-" = The routine does not use a picture.
-
- View: The viewmode of the picture:
- "L" = Low resolution (Lo-Res)
- Viewable screensize 368*290.
- "H" = High resolution (Hi-Res Interlaced)
- Viewable screensize 736*580.
-
- Copperlist: Does the routine use a copperlist ?
- A copperlist is used by the routines to change for example
- the backgroundcolor several times on the screen.
- "-" = The routine does not use a copperlist.
-
- Memory: Number of kilobytes that the routine uses in memory.
- "?" = The routine is still under development.
-
-
-
- Routine Picture View Copperlist Memory
- --------------------------------------------------------------
- ColorGrid - - Yes 110
- CopperPalette_8 - - Yes (Under Construction)
- CopperPalette_16 - - Yes (Under Construction)
- Landscape_L2 368*290*2 L - (Under Construction)
- Landscape_L4 368*290*4 L - (Under Construction)
- Landscape_L8 368*290*8 L - (Under Construction)
- Landscape_L16 368*290*16 L - (Under Construction)
- Landscape_L32 368*290*32 L - (Under Construction)
- Object_H2 736*580*2 H - 157
- Object_H4 736*580*4 H - 307
- Object_H8 736*580*8 H - 456
- Object_L2 368*290*2 L - 59
- Object_L4 368*290*4 L - 109
- Object_L8 368*290*8 L - 160
- Object_L16 368*290*16 L - 211
- Object_L32 368*290*32 L - 261
- Object_EHB 368*290*64 L - 312
- PictureMove - - Yes 2
- Plasma - - Yes 114
- Plasma_L2 368*290*2 L Yes (Under Construction)
- ScrollBig_L8 368*290*8 L - 285
- ScrollNTSC_H4 736*468*4 H - 358
- ScrollNTSC_L2 368*234*2 L - 89
- ScrollNTSC_L16 368*234*16 L - 243
- ScrollNTSC_L32 368*234*32 L - 285
- Scroll_H2 736*580*2 H - 209
- Scroll_H4 736*580*4 H - 418
- Scroll_L2 368*290*2 L - 136
- Scroll_L4 368*290*4 L - 191
- Scroll_L8 368*290*8 L - 183
- Scroll_L16 368*290*16 L - 290
- Scroll_L32 368*290*32 L - 302
- Stars_L8 368*290*8 L - 56
- VectorShade_L2 368*290*2 L Yes 171
- Vector_H2 736*580*2 H - 315
- Vector_H4 736*580*2 H - 459
- Vector_L2 368*290*2 L - 97
- Vector_L4 368*290*4 L - 133
- Vector_L8 368*290*8 L - 169
- Vector_L16 368*290*16 L - 205
- Vector_L32 368*290*32 L - 241
- Wave - - Yes 6
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
-
- Routinename: Plasma
- Authors: Programmed by Roger Heykoop, converted by Peter van Campen.
- Version: Without smooth plane, L2.
- Description: Shows 3 sinuswaves on a backgroundcopperlist:
- blue, green and red. When they overlap eachother they
- mix their colors. (example: blue+green=cyan,
- blue+red=purple, etc.)
- As extra, there is a horizontal raster-sinus.
- For each wave you can select the heigth, width and
- direction (left/right) it moves to.
- The result is a great psychadelic effect.
- You can put a picture or brush over it.
- This routine has up to 65536 different modes, a big
- number but you can play a long time with this.
-
- There are 2 ways to get the right routine-mode.
- The fast but difficult way is to calculate it
- from the bitusage and the easy but slow way is to
- get it from the routine-mode list.
-
- I'll explain how you can calculate it:
- (It might be interresting for programmers who
- read this)
-
-
-
- RoutineMode 16-bits (65536) bitusage:
-
-
- 3 1
- 2 6 4 1
- 7 3 0 0 5 1
- 6 8 9 2 1 2 3 1
- 8 4 6 4 2 8 2 6 4 1
-
- |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
- | | | | |
- |R | Blue | Green | Red |
- |a | | | |
- |s | | | | | | | | | |
- |t |D | H | W |D | H | W |D | H | W |
- |e |i | e | i |i | e | i |i | e | i |
- |r |r | i | d |r | i | d |r | i | d |
- | |e | g | t |e | g | t |e | g | t |
- |s |c | t | h |c | t | h |c | t | h |
- |i |t | h | |t | h | |t | h | |
- |n |. | | |. | | |. | | |
- 2 1 4 4 1 4 4 1 4 4 <-Settingsnumber
-
-
-
-
-
-
- Let's say, you want the green-bar with maximum heigth (4).
- (No Police-Squad jokes please !)
- You can see that bit 7 and 8 select it.
- There are 2 bits, so there are 2^2=4 possible heigths.
- Then these are the possible combinations:
-
- 08 | 07 <Bitnumber
- ---+----
- 0 | 0 Decimal value 0 = Minimum heigth
- 0 | 1 Decimal value 1 = 2 times sinus heigth
- 1 | 0 Decimal value 2 = 3 times sinus heigth
- 1 | 1 Decimal value 3 = 4 times sinus heigth (maximum)
-
- Now you take the value of bit 7 and multiply it with the decimal
- value like this:
- 2^7 * 3 = 128 * 3 = 384
-
- Let's say, you also want the blue-bar with maximum heigth (4).
- Bit 12 and 13 select it so:
- 2^12 * 3 = 4096 * 3 = 12288
-
- Now you add the results and you get the right routine-mode:
-
- 384 + 12288 = 12672
-
-
-
-
- But you can also use the routinemode list:
-
- Routine mode Description
- -----------------------------------------------------------------------------
- 0 Standard values:
- All sinusses moving right, maximum width, minimum heigth
- no horizontal raster-sinus.
-
- 1 Red: 0.5 times sinus width.
- 2 Red: 0.33 times sinus width.
- 3 Red: 0.25 times sinus width.
- 4-7 Same as above but with Red: 2 times sinus heigth.
- 8-11 Same as above but with Red: 3 times sinus heigth.
- 12-15 Same as above but with Red: 4 times sinus heigth.
- 16-31 Same as above but with Red: sinus moving left.
-
- 32-63 Same as above but with Green: 0.5 times sinus width.
- 64-95 Same as above but with Green: 0.33 times sinus width.
- 96-127 Same as above but with Green: 0.25 times sinus width.
- 128-255 Same as above but with Green: 2 times sinus heigth.
- 256-383 Same as above but with Green: 3 times sinus heigth.
- 384-511 Same as above but with Green: 4 times sinus heigth.
- 512-1023 Same as above but with Green: sinus moving left.
-
- 1024-2047 Same as above but with Blue: 0.5 times sinus width.
- 2048-3071 Same as above but with Blue: 0.33 times sinus width.
- 3072-4095 Same as above but with Blue: 0.25 times sinus width.
-
- 4096-8191 Same as above but with Blue: 2 times sinus heigth.
- 8192-12287 Same as above but with Blue: 3 times sinus heigth.
- 12288-16383 Same as above but with Blue: 4 times sinus heigth.
- 16384-32767 Same as above but with Blue: sinus moving left.
-
- 32768-65535 Same as above but with the horizontal raster-sinus on.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
-
- Routinename: Scroll
- Authors: Programmed by Peter van Campen.
- Versions: L2,L4,L8,L16,L32,L64,H2,H4,H8,H16
- Description: This routine is a text-viewer and scroller with many
- possibilities.
- You can use up to 16 different Fonts and also ColorFonts.
- And you need a text-file ofcourse.
- You can show the text on screen directly, you can scroll
- text horizontal to the right and to the left, you
- can scroll rows up, like in a movie-title.
- You can set the scrollspeed, you can delay, change the
- font-color, change the font-type, etcetra.
- All the rows are shown centered on screen, but you can
- also set the X/Y position or use reverse-centring if
- you like that.
- All the possibilities are used in the demo-videos.
- The routine doesn't use the routinemode but is controlled
- by commands in the text-file.
- The routine detects a command when it starts with the
- character "_".
- "#" is a value which, for example, can be "15".
-
-
-
-
-
- Commands:
-
- _F# Font: Changes the font.
- Example:
- If you've loaded 3 fonts into memory, you can
- choose them with the values 0,1,2.
-
- _C# Color: Changes the font-color.
- Example:
- With no-color fonts you can have 31 different
- colors on a 32-color screen.
- With a 4 color-font you then have 32/4=8 different
- colorsets on that screen.
- With a 16 color-font you then have 32/16=2 different
- colorsets on that screen.
- So, with the right palette, you can make great
- color-scrolls.
-
- _S# Speed: Changes the scroll-speed.
-
- _M# Mode: Changes the view-mode.
-
-
-
-
-
-
-
- View modes:
-
- 1 Left horizontal scroll.
- 2 Right horizontal scroll.
- 3 Up vertical scroll.
- 5 Directly on screen.
-
- _X# X-position (horizontal)
- Sets the x-position of a character, for use in the
- print and vertical scroll mode.
-
- _Y# Y-position (vertical)
- Sets the y-position of a character, for use in the
- print and vertical scroll mode.
-
- _R# Reverse
- Sets the right-border of a row which results in
- right centering.
-
- _D# Delay
- Delays the routine.
-
- _E Empty screen.
- Clears the screen
-
-
-
-
- Look at the example-texts to see how you should use
- these commands.
-
- To get the best speeds with double-playfield and with
- the several resolutions and to prefent a "shocking" effect
- on the scrolls,
- each version of the routine has different maximum font-
- heigths, also for the viewmodes.
-
- When there is no special NTSC version of a routine, it
- is not necessary or it is not possible because of the
- faster screen refreshing of NTSC.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Here they are:
-
- | Maximum font-heigths | Usable with
- Version | | Double Playfield ?
- | Horizontal | Vertical | PAL | NTSC
- ----------+--------------+------------+---------+---------
- L2 | 160 | 80 | Yes | No
- NTSC L2 | 144 | 24 | Yes | Yes
- L4 | 80 | 88 | Yes | Yes
- L8 | 36 | 40 | Yes | No
- L16 | 56 | 56 | No | No
- NTSC L16 | 40 | 56 | No | No
- L32 | 36 | 32 | No | No
- NTSC L32 | 32 | 32 | No | No
- H2 | 80 | 56 | Yes | Yes
- H4 | 72 | 72 | No | No
- NTSC H4 | 48 | 72 | No | No
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
-
- Routinename: ScrollBig
- Authors: Programmed by Peter van Campen.
- Versions: L8
- Description: This is the same routine as the "Scroll" routine,
- but this one can handle the biggest fontsizes possible.
- I made this, so you can use most of the public domain
- KaraFonts.
- The reason I made 2 scroll-routines:
- The "Scroll" routine can scroll fast with double playfield
- and also scrolls fast on 16 and 32 colorscreens, but can't
- handle big fonts.
- The "ScrollBig" routine uses a lot more memory and
- scrolls bad with double playfield but is perfect to
- use with, for example, 80 pixels high 8-color fonts.
-
- | Maximum font-heigths
- Version |
- | Horizontal | Vertical
- ----------+--------------+------------
- L8 | 80 | 88
-
-
-
-
-
-
- =============================================================================
-
- Routinename: Object
- Authors: Programmed by Peter van Campen.
- Versions: L2,L4,L8,L16,L32,L64,H2,H4,H8,H16
- Description: This routine can show up to 32 blitter-objects on screen.
- An object is an animbrush or brush file that is reformed
- for fast use with the blitter.
- You can make, for example, a logo with seperate bouncing
- letters on a 64-color picture.
- The routine reads the anim-speed for animbrushes,
- animloop is always on.
- The routine also needs a background-picture.
- If it hasn't got one, it will not clear to screen wich can
- be a nice effect too like you can see in the demo-videos.
- A background-picture is accepted when the size is the same
- as the viewable screen (example: lo-res= 368*290) and when
- the colornumber is the same.
- The routine copies the palette of the background-picture
- when it has the same number of colors, also when it's not
- accepted because of its size.
- In this way, you can turn of the clear and still change
- the palette.
- So the colors of the objects are not used !
- (So you can use the same object with different background-
- pictures.)
- The objects must have the same number of colors too.
-
- An object can move in 32 different ways and there are
- 63 screen positions.
- There are 8 different move-sizes en 4 different move-speeds.
-
-
- There are 9 horizontal and 7 vertical screenpositions
- (9*7=63) and here is an example how to get the right one:
-
- The screen:
- 9 X-positions
- 0 1 2 3 4 5 6 7 8 These are the values:
- +-----------------+ +--------------------------+
- 0 | | | |00 01 02 03 04 05 06 07 08|
- 1 | | | |09 10 11 12 13 14 15 16 17|
- 7 2 |------# | |18 19 20 21 22 23 24 25 26|
- Y-pos. 3 | | |27 28 29 30 31 32 33 34 35|
- 4 | | |36 37 38 39 40 41 42 43 44|
- 5 | | |45 46 47 48 49 50 51 52 53|
- 6 | | |54 55 56 57 58 59 60 61 62|
- +-----------------+ +--------------------------+
-
- You want the "#" object on the above position, the way
- to get the right routine-mode is to multiply the
- y-position (2) with the total number of x-positions (9)
- and add the x-position wich gives: (2*9)+3=21
- Or, perhaps more easy, get the value from the right
- value-table.
-
- These are the possible moves:
-
- 0 No movement.
- 1 "O" Circle shaped, moving against clock-direction.
- 2 "8" Eight shaped.
- 3 "(X)" Eight-on-it's-side shaped.
- 4 Very-weird shaped.
- 5 "|" Goes up and down.
- 6 "-" Goes left and right.
- 7 "|" Goes up and bounces when it's down.
- 8 "|" Goes down and bounces when it's up.
- 9 "-" Goes left and bounces when it's right.
- 10 "-" Goes right and bounces when it's left.
- 11-16 No movement. (future expansion)
- 17 "O" Circle shaped, moving with clock-direction.
- 18-31 No movement. (future expansion)
-
-
-
-
-
-
-
-
-
-
-
-
- Routine modes:
-
- RoutineMode 16-bits (65536) bitusage:
-
- 1
- 6 2
- 3 0
- 8 4 6
- 4 8 4 1
-
- |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
- | | | | |
- |Move-| Move- | Movetype | Screen- |
- |speed| size | | position |
- 4 8 32 64
-
-
-
-
-
-
-
-
-
-
-
-
-
- Routine mode Description
- -----------------------------------------------------------------------------
- 0 Movetype 0, Movesize 0, Movespeed 0.
- Y-position 0, X-position 0.
- 1 X-position 1.
- 2 X-position 2.
- 3 X-position 3.
- 4 X-position 4.
- 5 X-position 5.
- 6 X-position 6.
- 7 X-position 7.
- 8 X-position 8.
-
- 9-17 Same as above but with Y-position 1.
- 18-26 Same as above but with Y-position 2.
- 27-35 Same as above but with Y-position 3.
- 36-44 Same as above but with Y-position 4.
- 45-53 Same as above but with Y-position 5.
- 54-62 Same as above but with Y-position 6.
-
- 64-127 Same as above but with Movetype 1.
- 128-191 Same as above but with Movetype 2.
- 192-255 Same as above but with Movetype 3.
- 256-319 Same as above but with Movetype 4.
- 320-383 Same as above but with Movetype 5.
- 384-447 Same as above but with Movetype 6.
- 448-511 Same as above but with Movetype 7.
-
- 512-575 Same as above but with Movetype 8.
- 576-639 Same as above but with Movetype 9.
- 640-703 Same as above but with Movetype 10.
- 1088-127 Same as above but with Movetype 17.
-
- 2048-4095 Same as above but with Movesize 1.
- 4096-6143 Same as above but with Movesize 2.
- 6144-8191 Same as above but with Movesize 3.
- 8192-10239 Same as above but with Movesize 4.
- 10240-12287 Same as above but with Movesize 5.
- 12288-14335 Same as above but with Movesize 6.
- 14336-16383 Same as above but with Movesize 7.
-
- 16384-32767 Same as above but with Movespeed 1.
- 32768-49151 Same as above but with Movespeed 2.
- 49152-65535 Same as above but with Movespeed 3.
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
-
- Routinename: ColorGrid
- Authors: Programmed by Peter van Campen.
- Description: Shows a 16*16 color-copperlist all over the screen.
- You can put a picture or brush over it.
- There are 3 16*16 colorgrids so for example you
- can see all 3 when you use the color-numbers
- 0,1 and 9 in DeluxePaint.
-
- For each of the 3 grids, you can set one of the 2 modes
- and one of the 8 possible color-presets.
-
- There are 2 different modes:
-
- "Shading" shows 256 colors on screen and changes them
- into 16 shades.
- "Map" Shows 256 colors out of a big colormap.
- The map is moved around using a sinus-data.
-
- You can enable, disable or combine each of the grids,
- so you can speed up the routine or show a picture without
- the distortion of color 0, 1 or 9.
-
-
-
-
-
- RoutineMode 16-bits (65536) bitusage:
-
- 4 2
- 0 0 2 1
- 9 4 5 2 1
- 6 8 6 8 6 8 1
-
- |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
- | | | | | |
- | | | Grid 3 | Grid 2 | Grid 1 |
- | | | | | |
- | | | | | | | | |
- | | G S | M| C | M| C | M| C |
- | | r e | o| o | o| o | o| o |
- | | i l | d| l | d| l | d| l |
- | | d e | e| o | e| o | e| o |
- | | s c | | r | | r | | r |
- | | t | | | | | | |
- | | | | | | | | |
- 8 2 8 2 8 2 8
-
-
-
-
-
-
-
-
- Routine mode Description
- -----------------------------------------------------------------------------
- 0 Colors: Grid 1: 0 Grid 2: Off Grid 3: Off
-
- Colorgrid 1 Mode: Shading
- X: Black>Red Y: Black>Green Shading Blue
- Colorgrid 2 & 3 same as above.
-
- 1 X: Black>Green Y: Black>Blue Shading Red
- 2 X: Black>Blue Y: Black>Red Shading Green
- 3 X: Black>Red Y: Black>Blue Shading Green
- 4 X: Black>Green Y: Black>Red Shading Blue
- 5 X: Black>Blue Y: Black>Green Shading Red
- 6 X: Blue>Purple Y: Blue>Cyan
- 7 X: Red>Yellow Y: Red>Purple
- 8 Mode: Map Mixed Red>Green>Blue
-
- 16-31 Same as above but:
- Colorgrid 2: X: Black>Green Y: Black>Blue Shading Red
- 32-47 Same as above but:
- Colorgrid 2: X: Black>Blue Y: Black>Red Shading Green
- 48-63 Same as above but:
- Colorgrid 2: X: Black>Red Y: Black>Blue Shading Green
- 64-79 Same as above but:
- Colorgrid 2: X: Black>Green Y: Black>Red Shading Blue
- 80-95 Same as above but:
- Colorgrid 2: X: Black>Blue Y: Black>Green Shading Red
-
- 96-111 Same as above but:
- Colorgrid 2: X: Blue>Purple Y: Blue>Cyan
- 112-127 Same as above but:
- Colorgrid 2: X: Red>Yellow Y: Red>Purple
- 128-143 Same as above but:
- Colorgrid 2: Mode: Map Mixed Red>Green>Blue
-
- 256-511 Same as above but:
- Colorgrid 3: X: Black>Green Y: Black>Blue Shading Red
- 512-1023 Same as above but:
- Colorgrid 3: X: Black>Blue Y: Black>Red Shading Green
- 1024-1535 Same as above but:
- Colorgrid 3: X: Black>Red Y: Black>Blue Shading Green
- 1536-2047 Same as above but:
- Colorgrid 3: X: Black>Green Y: Black>Red Shading Blue
- 2048-2559 Same as above but:
- Colorgrid 3: X: Black>Blue Y: Black>Green Shading Red
- 2560-3071 Same as above but:
- Colorgrid 3: X: Blue>Purple Y: Blue>Cyan
- 3072-3583 Same as above but:
- Colorgrid 3: X: Red>Yellow Y: Red>Purple
- 3584-4095 Same as above but:
- Colorgrid 3: Mode: Map Mixed Red>Green>Blue
-
- 4096-8191 Same as above but:
- Colors: Grid 1: 1 Grid 2: Off Grid 3: Off
- 8192-12287 Same as above but:
-
- Colors: Grid 1: 9 Grid 2: Off Grid 3: Off
- 12288-16383 Same as above but:
- Colors: Grid 1: 0 Grid 2: 1 Grid 3: Off
- 16384-20479 Same as above but:
- Colors: Grid 1: 0 Grid 2: 9 Grid 3: Off
- 20480-24575 Same as above but:
- Colors: Grid 1: 1 Grid 2: 9 Grid 3: Off
- 24576-28671 Same as above but:
- Colors: Grid 1: 0 Grid 2: 1 Grid 3: 9
- 28672-32767 Same as above but:
- Colors: Grid 1: Off Grid 2: Off Grid 3: Off
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
-
- Routinename: Stars
- Authors: Public Domain source, converted by Peter van Campen.
- Versions: L8
- Description: Shows a 3D moving starfield.
- Nothing more to explain.
-
- Routine mode Description
- -----------------------------------------------------------------------------
- 0 Normal
- 1 Rotates stars left.
- 2 Rotates stars right.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
-
- Routinename: Vector
- Authors: Programmed by Peter van Campen, with help from
- Roger Heykoop.
- Versions: L2,L4,L8,L16,L32,L64,H2,H4,H8,H16
- Description: Shows 3D pixel vector, line vector, glass-filled vector
- filled vector, ball vector, symmetric-filled
- vector objects and rotates them.
- The routine needs a vector-file wich can be a
- Imagine-object, a Rot-object or a IFF-brush.
- The colors of the vector-files are also used.
-
-
-
- These are the possible view-modes:
-
- 0 Pixel Shows only the vector-coordinates as
- pixels, very fast speed.
- 1 Line Shows the vector-lines, fast speed.
- 2 Glass-filled Shows the object with filled faces.
- You can see the faces through
- eachother which gives a glass-effect.
- Medium speed.
- 3 Filled Shows the object with solid filled
- faces. Slow speed.
-
-
- 4 Balls Shows only the vector-coordinates as
- "Objects" (brushes or animbrushes).
- Medium speed.
- The color of a vector selects the
- object-number, so you can use, for
- example, 16 different blitter-objects
- in one vector-object.
- When you use a animbrush with, for
- example, 10 frames. The first frame
- will be shown when the vector is
- distant, and the last frame will be
- shown when the vector is forward.
- So for a cool 3D effect, size
- the frames from small to big.
- The colors of the objects will be
- copied and the number of colors must
- be the same as the screen-colors.
-
- Tricky modes:
- (To speed up drawing)
-
- 5 Symmetric- Shows the object with solid filled
- filled faces but draws only the most forward
- faces. Is only usefull on symmetric
- objects like, for example, cubes or
- soccerballs. Medium speed.
-
-
- You can choose for each of the X/Y/Z coordinates if they
- must rotate and if the object is moving forward or backwards.
- You can also set the speed of rotating and for special
- effects you can turn the double-buffering on/off so you can,
- for example, see how a big imagine-object is drawn as a
- solid filled-vector.
- You can also turn the clearscreen on/off so you can make
- a track of objects and you can clear the rotate-positions.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- RoutineMode 16-bits (65536) bitusage:
-
- 8 4 2
- 1 0 0 1
- 9 9 4 2 6
- 2 6 8 8 4 8 4 2 1
- |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
- | | | | | | | | | | |
- | |R |S |D | |F | | X| Y| Z|
- | |o |c |o | |o | | | | |
- | |t |r |u | |rB| | R| R| R|
- | |a |e |b | Rotation |wa| Vector | o| o| o|
- | |t |e |l | speed |ac| mode | t| t| t|
- | |e |n |e | |rk| | a| a| a|
- | | | | | |dw| | t| t| t|
- | |c |c |b | | a| | e| e| e|
- | |l |l |u | |or| | | | |
- | |r |r |f | |rd| | | | |
- | | |. |. | | | | | | |
- 2 2 16 2 8 2 2 2
-
-
-
-
-
-
-
-
- Routine mode Description
- -----------------------------------------------------------------------------
- 0 Moves forward. Double-buffer on, Screenclear on,
- No rotation. Mode: Pixel-vector, Rotatespeed 0.
- 1 Rotates Z.
- 2 Rotates Y.
- 3 Rotates YZ.
- 4 Rotates X.
- 5 Rotates XZ.
- 6 Rotates XY.
- 7 Rotates XYZ.
-
- 8-15 Same as above but with Mode: Line
- 16-23 Same as above but with Mode: Glass
- 24-31 Same as above but with Mode: Solid
- 32-39 Same as above but with Mode: Ball
- 40-47 Same as above but with Mode: Symmetric
-
- 64-127 Same as above but moves backwards.
-
- 128-255 Same as above but with rotatespeed 1.
- 256-383 Same as above but with rotatespeed 2.
- 384-511 Same as above but with rotatespeed 3.
- 512-639 Same as above but with rotatespeed 4.
- 640-767 Same as above but with rotatespeed 5.
- 768-895 Same as above but with rotatespeed 6.
- 896-1023 Same as above but with rotatespeed 7.
-
- 1024-1151 Same as above but with rotatespeed 8.
- 1152-1279 Same as above but with rotatespeed 9.
- 1280-1407 Same as above but with rotatespeed 10.
- 1408-1535 Same as above but with rotatespeed 11.
- 1536-1663 Same as above but with rotatespeed 12.
- 1664-1791 Same as above but with rotatespeed 13.
- 1792-1919 Same as above but with rotatespeed 14.
- 1920-2047 Same as above but with rotatespeed 15.
-
- 2048-4095 Same as above but with double-buffer off.
-
- 4096-8191 Same as above but with screen-clear off.
-
- 8192-16383 Same as above but with the rotate-positions cleared.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
-
- Routinename: VectorShade
- Authors: Programmed by Peter van Campen, with help from
- Roger Heykoop.
- Versions: L2,H2
- Description: This is the same routine as the "Vector" routine
- and it uses the same routine-modes but this
- routine draws the object in 2 colors and shows
- the 4 last drawed frames behind the object which
- gives a very nice effect. (Used in the "House" video)
- It uses a copperlist to do this trick so you
- can't use double-playfield on this routine.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
-
- Routinename: Wave
- Authors: Programmed by Peter van Campen.
- Versions: -
- Description: Puts a horizontal wave of 16 pixels into any picture or
- brush.
- The picture or brush width must be a multiply of 16.
- (example:240,368,144 etc.)
-
- Routine mode Description
- -----------------------------------------------------------------------------
- 0 Saw shaped.
- 1 Saw shaped growing.
- 2 Sinus shaped.
- 3 Sinus shaped 4 sizes.
- 4 ")" shaped.
- 5 ")" shaped 3 sizes.
- 6 "(" shaped.
- 7 "(" shaped 3 sizes.
- 8 Sinus shaped "Double Playfield" mixed.
- 9 Sinus shaped normal mixed.
-
- 16-31 Same as above but scrolling up.
- 32-47 Same as above but scrolling down.
-
- 64-127 Same as above but with 2 times vertical size.
- 128-255 Same as above but with 3 times vertical size.
- 256-511 Same as above but with 4 times vertical size.
-
- 512-1023 Same as above but with 5 times vertical size.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
-
- Routinename: PictureMove
- Authors: Programmed by Peter van Campen.
- Versions: -
- Description: Moves pictures that are bigger then the viewable
- screen in several ways.
- There are 2 seperate moves: the even planes and
- the odd planes.
- So when you use double playfield, you can give
- each picture it's own move:
- In double playfield, the front picture uses the
- even planes, the back picture uses the odd planes.
- In normal mode, the picture uses the even AND
- odd planes.
- When you don't use double playfield, you must
- set both moves the same if you want to see the
- picture like it is.
- If you don't, you get a weird effect that can be
- nice too, like you can see in the demo-video of
- this routine and in the "House" video.
-
-
-
-
-
-
-
- These are the moving-shapes:
-
- Value | Description
- --------+-----------------------------
- 0 | No move.
- 1 | "-" Horizontal.
- 2 | "|" Vertical.
- 3 | "O" Circle-shaped.
- 4 | "(X)" Eigth-on-its-side.
- 5 | "8" Eight.
- 6 | Weird shape
- 7-15 | Not used.
- |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- RoutineMode 16-bits (65536) bitusage:
-
- 1
- 6 1
-
- |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
- | | | |
- | | Odd | Even |
- | (not used) | planes | planes |
- | | shape | shape |
- | | | |
- 16 16
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Routine modes:
-
- Routine mode Description
- -----------------------------------------------------------------------------
- 0 No moves.
- 1 Even planes move "-" Horizontal.
- 2 Even planes move "|" Vertical.
- 3 Even planes move "O" Circle-shaped.
- 4 Even planes move "(X)" Eigth-on-its-side.
- 5 Even planes move "8" Eight.
- 6 Even planes move Weird shape.
- 16-31 Same as above but the odd planes move "-" Horizontal.
- 32-47 Same as above but the odd planes move "|" Vertical.
- 48-63 Same as above but the odd planes move "O" Circle-shaped.
- 64-79 Same as above but the odd planes move "(X)" 8-on-its-side.
- 80-95 Same as above but the odd planes move "8" Eight.
- 96-111 Same as above but the odd planes move Weird shape.
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
-
- (Future expansion)
- Routinename:
- Authors:
- Versions:
- Description:
- Routine modes:
-
- RoutineMode 16-bits (65536) bitusage:
-
- 1
-
- |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
- | | | |
-
- Routine mode Description
- -----------------------------------------------------------------------------
-
-
-
-
-
-
-
-
-
-
- =============================================================================
- Hard Disk Installation
- =============================================================================
-
- VideoTracker searches for the "VideoTracker:" device when it starts up.
- When it hasn't found it, it uses the current directory.
-
- So, first make a directory on your harddisk where you want to have the
- VideoTracker directories.
- I use the same directory where DeluxePaint and ProTracker get their files
- from.
-
- Let's say, you use the "Expansion" directory on your WorkBench. (Like I do)
- You then must put this line in your startup-sequence:
-
- "Assign VideoTracker: Expansion"
-
- VideoTracker loads the fonts from your fonts-directory (Fonts:) so you
- must copy the VideoTracker font-directory to the "Fonts:" directory.
- Copy the "Libs" directory to your "Libs:" directory.
- Then copy the data-directories (Modules, Video, Picture, etcetra)
- to the expansion-directory.
- You then can move "VideoTracker" to your WorkBench, or expansion-directory.
-
-
-
-
-
- =============================================================================
- Libraries:
- =============================================================================
-
- VideoTracker uses the following libraries:
-
- ===========
- Req.Library
- ===========
-
- A Public Domain requester library used on 1.0-1.3 Amigas by the
- Interactive VideoTracker.
- On 2.0 and higher Amigas the Commodore "ASL.Library" is used when
- it is found.
-
- ===================
- Powerpacker.Library
- ===================
-
- Used to decrunch modules, wich are packed with PowerPacker.
-
-
-
-
-
-
-
-
- ===========
- IFF.Library
- ===========
-
- Is used for loading IFF-files into VideoTracker, but VideoTracker
- has it's own realtime animationplayer, so you DO NOT need to spread
- this library with your vidules !
-
-
- THE UNIVERSAL IFF LIBRARY FOR THE AMIGA
- VERSION 22.1, 02-Jun-92
- BY
- CHRISTIAN A. WEBER
- BRUGGERWEG 2
- CH-8037 ZURICH
- SWITZERLAND
- INTERNET: weber@amiga.physik.unizh.ch
- (E-MAIL: cbmehq!cbmswi!mighty!chris@cbmvax.commodore.com)
- THIS PROGRAM IS IN THE PUBLIC DOMAIN. IT MAY BE FREELY DISTRUBUTED, COPIED
- AND USED FOR COMMERCIAL OR NON-COMMERCIAL PURPOSES. IT MAY BE DISTRIBUTED
- WITH OR WITHOUT THIS DOCUMENTATION FILE.
- TO MAINTAIN COMPATIBILITY, YOU SHOULD NOT MAKE ANY CHANGES TO THE LIBRARY
- ITSELF. UPDATES WILL BE RELEASED BY THE AUTHOR. HOWEVER, YOU MAY CHANGE
- THE SOURCE CODES OR USE THEM IN YOUR OWN PROGRAMS.
- The iff.library is an easy to use Amiga library which gives you some
- powerful routines to deal with IFF files, especially ILBM files (pictures),
- ANIM files (animations) and 8SVX files (digitized sounds).
-
- It was fully written in Assembler and is only 3.2 KBytes long. The de-
- compression routines are the fastest I've ever written :-)
- To use iff.library, copy it to the 'LIBS:' directory of your boot partition
- or Workbench disk.
-
- Since the iff.library is a standard Amiga library, it can be used from any
- programming language such as C, C++, Modula-2, Assembler, Pascal, ARexx and
- many more.
- I started writing this library in September 1987, and now it is really bug-
- free (I hope) and it can handle any IFF files I know, including DPaint pic-
- tures with stencil, HAM and halfbrite pictures, ANIM files (with a trick),
- SHAM files, SoundFX instruments, and all other IFF files which do not con-
- tain nested chunks.
- If you have questions or suggestions, don't hesitate to contact me!
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
- Demo Vidules info:
- =============================================================================
-
- Programs I used to create the modules, pictures, anims, vectors, etcetra:
- (Not ment to make you buy them, but I think they're great !)
-
- ==========
- ProTracker
- ==========
-
- PROTRACKER 3.10 Beta. Amiga Format version, FreeWare.
- Protracker 3.10 is (C) Copyrighted 1992-93 by the Authors.
- This version of Protracker is a betaversion exclusively for the Amiga Format
- magazine. Protracker 3.10 by Cryptoburners is the latest edition to the
- Protracker family and is entirely based upon Protracker 1.3/2.0 by
- Lars Hamre of The Amiga Freelancers.
- Protracker V2.2 Release A - (C) 1992 Mushroom Studios/Noxious 22/06-1992
- By Peter Hanning & Anders Ramsay, Public Domain.
- (On the "VideoTracker Utilities 1" disk.)
-
-
-
-
-
-
-
-
- ====
- FFEX
- ====
-
- FFEX - The Fast Fractal Exploration Set V4.0
- FFEX computes the well known Fractals and has all usual features like
- loading and saving (as IFF picture), different resolutions and different
- algorithms (Int_16 and Int_32 are faster, but have less precision than
- Real).
- This program is public domain.
- Programmed by:
- Robert Brandner / Schillerstr. 3 / A-8280 Fürstenfeld / AUSTRIA / EUROPE
- (On the "VideoTracker Utilities 1" disk.)
-
- ==========
- Spirograph
- ==========
-
- Spirograph V1.0, Public Domain, by Peter van Campen.
- A program based on the kids toy "Spirograph".
- It calculates al kinds of spiral pictures using sinusses.
- (On the "VideoTracker Utilities 1" disk.)
-
-
-
-
-
-
- =================
- Digital Illusions
- =================
-
- Digital Illusions, ShareWare, by Tonny Espeset.
- Digital Illusions is a higly professional image processing program. Not
- only is it capable of processing still pictures, but it will also let you
- create stunning animations from ordinary flat pictures using a powerful
- 'In between' tecnique.
- (On the "VideoTracker Utilities 1" disk.)
-
- ========
- Imploder
- ========
-
- Imploder V4.0, FreeWare, by Peter Struijk & Albert J. Brouwer.
- A great executable-file cruncher.
- Used to crunch the vidules.
- (On the "VideoTracker Utilities 1" disk.)
-
-
-
-
-
-
-
-
-
- ===
- Rot
- ===
-
- Rot V0.5, FreeWare.
- Copyright (c) 04/04/87 C. French, Non-commercial copying encouraged!
- All other rights reserved
- ROT is a program to generate and display 3D objects. It is made up of
- two sections: the OBJECT editor and the ACTION editor. The first is used
- to create the database of your 3D object- each point's coords, and the
- points used as verticies for each polygon. The second section defines
- an action of 24 steps. At each step the position or orientation of the
- object may be changed. When these steps or frames are replayed quickly
- the object performs your action.
- (On the "VideoTracker Utilities 1" disk.)
-
- ======
- WB Fed
- ======
-
- WorkBench Font Editor v0.9, Copyright 1991 Patrick F. Clark.
- A ShareWare (Color)Font editor, remember to set your WorkBench to
- 16 colors.
- (On the "VideoTracker Utilities 1" disk.)
-
-
-
-
- =============
- Fractal Mania
- =============
-
- Fractal Mania v0.37, Public Domain, by Zsolt Nagy.
- Generates fractals with many options.
- (On the "VideoTracker Utilities 1" disk.)
-
- ======
- Demmer
- ======
-
- DEMMER (C) COPYRIGHT 1992 Bill McCarter All Rights Reserved, CRIPPLEWARE.
- PURPOSE:
- The purpose of this utility is to be able to take an IFF
- graphic and transform it to a format readable by VISTAPRO. I
- wanted to have a freeform method to produce landscapes and to
- have an easy way to digitize topo maps rather than relying on
- someone else to supply me with USGS data. VISTAPRO provides an
- excellent engine for the development of realistic landscape
- images.
- There are also a few extra features that I added to provide
- some image processing to smooth out transitions.
- (On the "VideoTracker Utilities 2" disk.)
-
-
-
-
- ======
- Plasma
- ======
-
- Plasma_32 v1.G, by Roger Uzun.
- This program generates very colorful Plasma Cloud Fractals in 32 colors.
- (On the "VideoTracker Utilities 2" disk.)
-
- ======
- Slicer
- ======
-
- Slicer v2.1, FreeWare, Copyright 1992 by Gary Teachout.
- Slicer is a program for creating abstract art based on mathematical
- functions, such as the Mandelbrot set, Julia sets, and related abstractions
- (chaotic dynamical systems). Features include; fast fixed or floating point
- arithmetic, many different functions (z²+c, z³-3a²z+b, sin(z) ...), many
- computation options (level sets, binary decomposition, epsilon cross,
- distance estimate), many coloring and rendering options, images may be
- recolored without recomputing, batch mode, focus, multi pass, zoom in, zoom
- out, pan, quick 2x zoom, and four dimensional navigation. The program is
- named "Slicer" because the pictures it makes can be thought of as cross
- sections or "slices" revealing the insides of solid (if imaginary) objects.
- (On the "VideoTracker Utilities 2" disk.)
-
-
-
-
- ========
- TreeGrow
- ========
-
- TreeGrow V1.0, © 1992 by PARADISE SOFT, FREEWARE, by Benjamin Stegemann.
- TreeGrow is a program which generates quasifractal trees or plants. Since
- only a couple interations are done, they are not really fractal. I found
- the idea in "Spectrum der Wissenschaft", the german release of "Scientific
- American".
- (On the "VideoTracker Utilities 2" disk.)
-
- =======
- Scenery
- =======
-
- Scenery v1.0, Public Domain, by Brett Casebolt.
- Creates nice landscape-pictures.
- (On the "VideoTracker Utilities 2" disk.)
-
-
-
-
-
-
-
-
-
-
- ======
- Mostra
- ======
-
- `Mostra' is (C) 1990,1991,1992 Sebastiano Vigna and it's $20 ShareWare.
- `Mostra' 1.09, a shareware IFF utility featuring
- real-time unpacking scroll, dozens of options, "smart" analysis of any
- IFF file (FORMs, LISTs,... also nested ILBM!), total control over
- display modes, simple slideshow processing, pattern matching,
- multipalette, double buffering, fast decompression, color cycling,
- TeXdocs, startup files for easy custom configurations and complete WB
- support.
- (On the "VideoTracker Utilities 2" disk.)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =========
- Cinemorph
- =========
-
- Cinemorph V2.06, Copyright 1992 Nova Design, by Thomas Krehhiel
- It calculates smooth changing between 2 brushes.
- (I love this one, You can also morph with Deluxe Paint 4, but this
- program has more possibilities.)
-
- ============
- Deluxe Paint
- ============
-
- Deluxe Paint V4.1, Copyright 1985-1992 Electronic Arts, by Daniel Silva,
- Lee Taran & Steve Shaw.
- A great drawing program that also handles animations.
- (Is mostly sold with your Amiga, so a lot of people have it.)
-
- =======
- PIXmate
- =======
-
- PIXmate v1.0, Copyright 1986-1987 Progressive Peripherals & Software,
- by Justin V. McCormick.
- Nice program to process a picture or its palette.
-
-
-
- ============
- Calligrapher
- ============
-
- Calligrapher, Copyright 1986 Inter/Active SoftWorks, by Edward Kilham.
- A very good ColorFont editor, you can use the fonts in DeluxePaint and
- VideoTracker.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- =============================================================================
- About:
- =============================================================================
-
- VideoTracker created by: Peter van Campen
- Routines created by: Peter van Campen & Roger Heykoop
- Modules created by: Dick Jansen, Robert Verkort &
- Peter van Campen
- Some graphics created by: Peter van Campen, Roger Heykoop,
- Maarten Kreuger & Peter van Burgh
- Hints & Tips: Roger Heykoop, Jaap Bleumink &
- Martijn Thieme
- Testing: Roger Heykoop A500 + 030/882
- Klaas Reimes A1200
- Wim Rumping A2000 + 030/882
- Patrick Vervoorn A4000
-
-
- To contact Peter "RattleHead" van Campen:
-
- Paper mail: Peter van Campen
- Tuinstraat 17
- 1944 VTBeverwijk
- The Netherlands
- +31-(0)2510-15660
- PostBank 5739358 P.J. van Campen Jr.
-
-
- Note:
- - I answer all letters/requests, but include money or a disk as
- payment for stamps.
- - Self-adressed envellopes can't be send out of The Netherlands
- with a foreign stamp on it. I mail these enveloppes but I'm not
- sure if they'll reach you.
- - Foreign cheques are useless: the banks ask about 10 dollars to
- cash them.
- Dollars or disks are the best way to pay.
-
- Digital mail:
-
- Handle: "Peter van Campen" Networks: AMY (International!), NLA,
- Fidonet:Amiga.028,
- Bosnet & DAN. (Software areas.)
-
- BBS "The Red Dwarf": +31(0)2510-39479/47830 24H 2400-14400 v32bis
-
- File-Area: 50: "RattleSoft" Updates,Docs,Previews,Vidules etc.
- Mail-Area: 9: "RattleHead Weet Raad" Questions,hints,bug-reports etc.
-
- You can order my collection, preview and update-disk by sending 5 dollars
- in CASH (to small amount for cheques) to the above address.
- If you want it, I can sent you the disk when I have released a new program.
-
-
-
-
- You can also order the following Public Domain disks at 5 dollars a disk
- or download them from the support-BBS:
-
- "VideoTracker Video Examples 1"
- Contains 2 house-videos, a 512k and a 1024k chipmem-version,
- that demonstrate the power of VideoTracker. 120bpm
-
- "VideoTracker Video Examples 2"
- Contains "Gabberuh!", a mega-big GabberHouse video which will need
- 2mb of ChipMem. It's 6 minutes long, and reaches 240bpm. :-)
- This one is really cool !
- The following Amiga's have 2mb ChipRam: A1200, A4000.
- The following Amiga's are expandable to 2mb ChipRam: A600, A3000
-
- "VideoTracker Scroll Examples"
- Contains example-videos that use the scroll-routines.
-
- "VideoTracker Object Examples"
- Contains example-videos that use the object-routines.
-
- "VideoTracker Vector Examples"
- Contains example-videos that use the vector-routines and
- the rest of the routines.
-
-
-
-
-
- "VideoTracker Utilities 1"
- Look at the "Demo Vidules Info" to see what's on this disk.
-
- "VideoTracker Utilities 2"
- Look at the "Demo Vidules Info" to see what's on this disk.
-
- "VideoTracker Vector-Objects 1"
- Contains a large collection of Imagine and Rot 3D vector-
- objects which you can use in your videos.
-
- "VideoTracker Developer Kit 1"
- Contains the current routine-sources with comments so, when
- you're a coder, you can make your own VideoTracker routine-files.
-
-
-
- I'm collecting PD ColorFont disks, Imagine 3D objects,
- and more usefull utilities.
- I'll keep you informed in the VideoTracker news-file wich can
- be downloaded from the above BBS and will be spread with the
- above disks.
-
-
-
-
-
-
-
- VideoTracker is programmed on:
- A600HD 2M chip 0K fast PAL Kick V2.0
-
- It has been regular tested on:
- A600HD 512K chip 0K fast PAL Kick V1.3 Emulate
- A600HD 512K chip 0K fast NTSC Emulate Kick V1.3 Emulate
- A600HD 1M chip 0K fast NTSC Emulate Kick V2.0
- A600HD 2M chip 0K fast NTSC Emulate Kick V2.0
- A2000HD 030/882 1M chip 4K fast PAL Kick V2.0
- A500HD 030/882 1M chip 4K fast PAL Kick V2.0
- A1200HD 2M chip 0K fast PAL Kick V3.0
- A1200HD 2M chip 2K fast PAL Kick V3.0
- A4000HD 2M chip 4K fast PAL Kick V3.0
-
-
- It should work on all configurations, GenLock and NTSC Amigas.
- The current routines are written for 68000 Amigas, but they've been
- tested on 68010 or higher.
- When I have an Amiga 1200, I'll start to make special routines for
- AGA, 68020 and 68882. (MBX 1200)
-
-
-
-
-
-
-
-
-