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- ViDEOtRACkER V1.42 mANUAL bY SHaRD/N&B
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- . · CRaZY GaNG
- . +--------------------------------+
-
-
- VIDEOTRACKER V1.42 Manual
- =========================
- RETYPED BY SHARD - N&B
-
-
- Contents:
- ---------
-
- What is VideoTracker ?
- VideoTracker Versions
- Functions
- How to make a simple video.
- VideoTracker Developer Kit
- Routines
- Some Videos Explained
- History
- About
-
-
- What is VideoTracker ?
- ----------------------
-
- With VideoTracker you can make a videoclip around a 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 Versions
- ---------------------
-
- There are 3 versions of VideoTracker:
-
- VideoTracker_AGA:
- This version only works on AGA Amigas, it can handle all AGA extras like
- HAM8, 256 colors, super hires, 24-bit colors, dual playfield with 2
- 16-color pictures, etcetra.
-
- VideoTracker:
- This version is for the OCS Amigas. A demo made with this version, will
- work on all Amigas.
-
- Both versions are multi-tasking and work on Kickstart 2.0 and higher.
-
- VideoTracker_Int:
- VideoTracker_Interactive, the user-interface is interactive and works on
- Kickstart 1.3 and higher.
-
-
- Functions:
- ----------
-
- Quit
- Quits VideoTracker
-
- Vidule size
- Shows the size of the vidule. This includes the video-player and video-data.
-
- 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
- screenheight, 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 "dual 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.
-
- AGA
- Dual playfield will also work with 16 colors.
-
- 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.
-
- Play Songpos
- Starts playing the current song-position.
-
- Clean Video
- This will move all the effects in the effectlist after each other 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...
-
- Genlock
- When this is on, genlock-synchronisation is on. No genlock connected =
- lock up, when this is on !
-
-
- 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 or OctaMed 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.
-
- AGA:
- The maximum colorcycle-information is 8.
-
- 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)
-
- AGA:
- Due to the maximum "fetchmode", which gives more processor-time, x-sizes
- who are multiplies of 64 are recommended. (example: 192,320) Overscan in
- lores is a bit ugly, look at the example-videos how to solve this.
-
- 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.
-
- The animationdata is put in fast-memory (when available), so it is possible
- to make real big videos with lots of animations.
-
- 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 future Amiga's, like the A5000 and the follow-up of the A1200, will
- have the possibility to expand them to 16 megabytes of chip-memory, which
- means that you can use up to 15,5 megs of routines or other effects. On an
- A600, A1200, A3000 and A4000 you can use 2 meg which is enough to make good
- videos, but with 16 meg you can start to immitate MTV ! "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.
-
- -VideoScape 3D
- This format can handle polygons with many points. You can use "Pixel 3D"
- to convert a IFF-picture to vectors. Then you can reduce the number of
- points and polygons to speed up the vector drawing. When you save the
- object as a VideoScape-object, you have a complex but fast image. It is
- used in the "Blerk" video. (The zebra and dancing girl) This effect is
- also used in SpaceBalls "State of the Art" demo.
-
- -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 height difference & crunched IFF height 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 "CopperPalette" 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_Int.
- 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.Techno2" 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 "Techno2" 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.
-
-
- VideoTracker Developer Kit:
- ---------------------------
-
- The VideoTracker Developer Kit
-
- 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.
-
- AGA:
- VideoTracker_AGA needs special routines, due to 24-bits colors etcetra.
-
- 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.
-
-
- Routinename: Plasma
- Authors: Programmed by Roger Heykoop, converted by Peter van Campen.
- Version: Without smooth plane
- 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 height, 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 height (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 heights. Then these are the
- possible combinations:
-
- 08 | 07 <Bitnumber
- ---+----
- 0 | 0 Decimal value 0 = Minimum height
- 0 | 1 Decimal value 1 = 2 times sinus height
- 1 | 0 Decimal value 2 = 3 times sinus height
- 1 | 1 Decimal value 3 = 4 times sinus height (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 height (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 height
- 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 height.
- 8-11 Same as above but with Red: 3 times sinus height.
- 12-15 Same as above but with Red: 4 times sinus height.
- 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 height.
- 256-383 Same as above but with Green: 3 times sinus height.
- 384-511 Same as above but with Green: 4 times sinus height.
- 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 height.
- 8192-12287 Same as above but with Blue: 3 times sinus height.
- 12288-16383 Same as above but with Blue: 4 times sinus height.
- 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 dual playfield and with the several resolutions
- and to prefent a "shocking" effect on the scrolls, each version of the
- routine has different maximum font- heights, 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-heights | Usable with
- Version | | dual 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 dual 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 dual
- playfield but is perfect to use with, for example, 80 pixels high 8-color
- fonts.
-
- | Maximum font-heights
- 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 Shade Red
- 32-47 Same as above but:
- Colorgrid 2: X: Black>Blue Y: Black>Red Shade Green
- 48-63 Same as above but:
- Colorgrid 2: X: Black>Red Y: Black>Blue Shade Green
- 64-79 Same as above but:
- Colorgrid 2: X: Black>Green Y: Black>Red Shade Blue
- 80-95 Same as above but:
- Colorgrid 2: X: Black>Blue Y: Black>Green Shade 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 Shade Red
- 512-1023 Same as above but:
- Colorgrid 3: X: Black>Blue Y: Black>Red Shade Green
- 1024-1535 Same as above but:
- Colorgrid 3: X: Black>Red Y: Black>Blue Shade Green
- 1536-2047 Same as above but:
- Colorgrid 3: X: Black>Green Y: Black>Red Shade Blue
- 2048-2559 Same as above but:
- Colorgrid 3: X: Black>Blue Y: Black>Green Shade 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 like a glass.
- 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 blit-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 back. 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 dual 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 "dual 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 dual playfield, you can give each picture it's own move: In dual
- 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 dual 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.
-
-
- Routinename: Landscape
- Authors: PD source, improved and converted by Peter van Campen.
- Versions: L2,L8
- Description:
- Takes a landscape and can show and move through it in several ways.
-
- RoutineMode 16-bits (65536) bitusage:
-
- 6 1
- 4 6 1
-
- |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
- | | | | |
- | (not used) |M | S |(not used) |
- | |o | i | |
- | |d | z | |
- | |e | e | |
- | | | | |
- 2 4
-
- Routine mode Description
- ----------------------------------------------------------------------------
- 0-15 Size small, shown as points.
- 16-31 Same as above but size medium.
- 32-47 Same as above but size large.
- 48-63 Same as above but size very large.
- 64-127 Same as above but shown as lines.
-
-
- ============================================================================
-
- Routinename: CopperMagnify
- Authors: Peter van Campen
- Versions: 4,8,4AGA
- Description:
- Takes a HAM-brush, and rotates and magnifies it in a copperlist. The
- routine doesn't use the blitter, but is still very fast. I didn't use the
- blitter to get very high speeds on 680++ Amigas. The maximum height of the
- brush is 256, the maximum width is 256.
-
- Version 8 shows the picture in pixels of size 8*8, it uses the complete
- view-screen. This version doesn't need a picture, so you could use it with
- a picture in front of it. (dual playfield) You can add an empty picture
- over it with the routinemode to prevent dual playfield.
-
- Version 4 shows the picture in pixels of size 4*4, it uses part of the
- view-screen. This version uses a picture 192*192*32 to get the small 4*4
- pixels, it doesn't use the routinemode.
-
- Version 4AGA shows the picture in pixels of size 4*4, it uses the complete
- view-screen. This version uses a picture 384*288*256 to get the small 4*4
- pixels, it has a special 3D tunnel mode which is used int the "Bonzai"
- video.
-
-
- Routine mode Description
- ----------------------------------------------------------------------------
- 0 Don't use an empty picture on screen.
- 1 Use an empty picture on screen, this prevents dual
- playfield effects. (Only used by version 8)
- 16 Shows the brush in a 3D tunnel and moves forward, only
- in the 4AGA version !
-
-
-
- Routinename: CopperPalette
- Authors: Peter van Campen
- Versions: 16
- Description:
- Uses "ColorSets" to change the palette of each horizontal line of a
- 16-color picture,brush or animation. It's used in the "Gabberuh!" video on
- the "SoulHead_L16.bru" and the "Skeleton_L16.bru". It uses the blitter to
- change the copperlist to get the necessary speed.
-
-
- Routine mode Description
- ----------------------------------------------------------------------------
- 0 Scroll the colorsets upwards.
- 2 Scroll the colorsets from the screen-centre, upwards and
- downwards.
-
-
- Routinename: CopperPicture
- Authors: Peter van Campen
- Versions: -
- Description:
- This routine takes a brush or animbrush and shows it with 8*8 pixels on
- screen. It only uses the copperlist so you can use a picture in front of
- it. The width must be 48, and the height must be 36 ! Currently, the
- routine only handles 32/16/2-color or HAM images. You can change the
- palette of the shown image with colorsets, also when it's playing an
- animbrush. Look at the videos how to use it. You can add an empty picture
- over it with the routinemode to prevent dual playfield.
-
-
- Routine mode Description
- ----------------------------------------------------------------------------
- 0 Don't use an empty picture on screen.
- 1 Use an empty picture on screen, this prevents dual
- playfield effects.
-
-
- Routinename: PaletteFade
- Authors: Peter van Campen
- Description:
- This routine needs 2 colorsets, it will fade from the first colorset to the
- second colorset. With the routinemode you set the speed of the fading. On
- AGA this effect is real smooth because of the 24-bit colors. The 2
- colorsets and the current picture on the screen must have the same amount
- of colors ! It is heavily used in the "Bonzai" video.
-
-
- Routinename: Equalizer
- Authors: Peter van Campen
- Versions: L2
- Description:
- This routine shows the wavefroms of the currently played samples on the
- screen.
-
- Routine mode Description
- ----------------------------------------------------------------------------
- 0 Shows the 4 channels in 4 wave-boxes.
- 1 Shows the 4 channels in 1 big wave-box.
-
-
- Routinename: Tunnel
- Authors: Peter van Campen
- Versions: L2
- Description:
- This routine needs a Background-picture with height 256 and width 320 and 2
- colors. It changes this picture into a 3D tunnel that's moving. It is
- used in the "Bonzai" video, you can make your own tunnel in this way. It
- also uses a copperlist to get an extra depth-effect.
-
-
- Some Videos Explained:
- ----------------------
-
- - Rave The Amiga:
-
- Video
-
- 1600 Rave_The_Amiga
-
- This is a very flashy video, like the "Gabberuh!" video. It needs 2 meg
- chipmem, the vidule-size is 1.5 meg. My personal favorite video is
- "Gabberuh!" but this one is coming very close. I made it for the "Rave The
- Amiga" houseparty in Ijmuiden, it was a party for 12-18 year old kids. 75%
- of the music was Amiga ProTracker and OctaMED, it was a great evening and
- the beer was free for DJ's and VJ's. :) John v.d. Zee did a great job
- organizing this party. (There were 100-150 people, this was the first one,
- there will be more.)
-
- Anim
-
- 88070 dna.anim
-
- A multiple-palette 32-color animation of a rotating DNA-string rendered
- with Imagine v2.0 by Maarten Kreuger and Peter van Burgh for VideoTracker,
- excellent job !
-
- 172954 MTV+ST.anim
-
- A multiple-palette 8-color animation, it shows a MTV-logo movie and
- starship Enterprice flying towards you. I used it with dual playfield
- effects, this is the first video which shows the possible dual playfield
- effects like 2 8-color animations at once and a routine and an 8-color
- animation at once. I ripped the MTV and Enterprice animations out of 2 big
- 32-color PD animations.
-
- 58900 Zebra_L8.anim
-
- This is a wellknown 32-color loop-animation of a running zebra. I changed
- it to 8 colors so I also could use it with dual playfield.
-
- Brush
-
- 4726 Aaman_L8.bru
-
- Funny figure, drawn by Martin Panbakker who did a lot of drawing for the
- videos, he also did the clownshead in "Gabberuh!". We both have seen the
- light, will you ? :-)
-
- 8826 Amiga.bru
-
- Amiga-logo, drawn by me.
-
- 9278 BobMarley_HAM.bru
-
- A little HAM brush of Bob Marley's face that is rotated and scaled by the
- "CopperMagnify8" routine.
-
- 52312 BorisGirl_HAM.bru
-
- A wellknown HAM brush of a girl holding a glass ball that is rotated and
- scaled by the "CopperMagnify8" routine.
-
- 8196 CompuFace_L8.bru
-
- An 8-color rendered brush, I use most of the 8-color images for
- dual-playfield effects. I ripped it, it is to much work to draw everything
- yourselfs. All ripped images are out of PD animations or pictures, I don't
- use images that are created for other demos, that would be very sick.
-
- 4442 DeathMask_L8.bru
-
- An 8-color ghost-face, drawn by Martin Panbakker.
-
- 4700 DiamondRGB_HAM.bru
-
- A very colourful little HAM brush that is rotated and scaled by the
- "CopperMagnify8" routine. I drawed it pixel-by-pixel in Deluxe Paint, it
- was a nightmare to prevent the HAM side-effects. :-)
-
- 9418 Ijmuiden.bru
-
- An 8-color city-name board, by me.
-
- 45000 Parrot_HAM.bru
-
- A digitized colourful HAM brush of a parrot that is rotated and scaled by
- the "CopperMagnify8" routine.
-
- 3936 Rave.bru
-
- An 8-color brush with the word "Rave", it's also used in a dual playfield
- effect with the words "Rave","The", "Amiga" and "Ijmuiden".
-
- 9560 SlayerLogo_M4.bru
-
- Logo of the speed-metal band "Slayer", those were the days. :-)
-
- 5532 Steve_L8.bru
-
- Yeah ! true 90's art-style, drawn by Martin Panbakker. He saw the style
- in an art-book at his workplace. It's based on Virtual Reality, and this
- style would be easy to use in 3D rendering programs. (Hint!)
-
- 2496 The.bru
-
- Duh.... "The"
-
- Modules
-
- 174616 mod.real nightmare.klr
-
- "Real Nightmare" from Killraven/Mystic, the same guy who made the module
- that is used in "Gabberuh!". I thought it was terrible when I heard it the
- first time but Martin convinced me that this was a "True Underground Heavy
- House-Trip"(TM). When I played it more often I really started to like it,
- just like when I first heard songs from "Deicide" and "Slayer" you have to
- get used to it. It has metal-sound samples like a steel-plant sound and
- metal on metal hits. Also a disturbed "we're gonna get you" and a fast
- played guitar-part of good old Metallica. It's 8 minutes long, ideal for a
- big video. I like it ! more ! more ! more ! excellent for a party.
-
- Picture
-
- 10288 FlowerGirl_L8.pic
-
- Full screen 8-color girl, again a try-out style, drawn by Martin Panbakker,
- a very busy guy. Again used with nice dual-playfield effects.
-
- 41116 Noise_L8.pic
-
- That effect you see on a TV with no cable, created with color-cycle and
- calculated with SpiroGraph. Used as a dual playfield background.
-
- 30356 Plasma_L8.pic
-
- A plasma-cloud, it is in 8-colors but still looks nice with color-cycling
- and as a background for dual playfield.
-
- Routine
-
- 4733 CopperMagnify8.rot
-
- The new HAM rotate and magnify routine.
-
- ****************************************************************************
-
- - I Will Trance U:
-
- Video
-
- 1616 Trance
-
- The video "I Will Trance U". It is the first Ambient video, and has not
- much flashy effects to keep it relaxed like the music is. It needs 2 meg
- chipmem, length 1.5 meg. Half of the memory is used by a nice 21-frame
- fractal animation.
-
- Anim
-
- 68434 ChinChin.anim
-
- A 64-color woman's head, drawn by Martin Panbakker. He drawed it in
- several hours and saved 13 pictures while he was working. We put it in an
- animation and you see how the face was drawn, a very nice effect. And
- again a new style, this time pastel-colors.
-
- 86004 morph.anim
-
- A multiple-palette 32-color animation of a very strange changing tiny
- object, very psychadelic. Rendered with Imagine v2.0 by Maarten Kreuger
- and Peter van Burgh for VideoTracker, again excellent ! I hope you want to
- do more of this stuff, I'm also learning to work with 3D rendering programs
- now to get nice colourful animations.
-
- Modules
-
- 265540 mod.i_will_trans_u
-
- I got this module direct from the composer Mathijs Chilling. I is very
- trancing, with good synth-samples and A woman who is saying "I will trance
- you". Later in the song see starts to "hmmm" along with the music. The
- style is Ambient as far as my music-knowledge goes. Again a rare type of
- music and I know it's difficult to create such an atmosphere, I tried it
- myself, great job ! The length is 3/4 minutes which was a reason for me to
- try out a very big fractal-animation, which takes half of the video-length.
- (Such a big effect would become boring in an 8-minute video)
-
- Picture
-
- 6372 TRANCE_L2.pic
-
- A black/white picture of the word "TRANCE" with a nice effect.
-
- Brush
-
- 2762 Eye_L2.bru
-
- A black/white brush of an eye, used when the word "I" is said.
-
- 33726 MandelZoom0001_L32.bru
-
- And this is the 32-color, 21-frame fractal-zoom animation. Calculated with
- the demo-version of Mandel2000D from Cygnuss Software as a test to see how
- it would look. And it looks great, I zoomed from the 12-arm spiral to the
- spiral-galaxy. I saved the frames as seperate brushes for very fast
- zoom-ins, zoom-outs and combinations of these.
-
- 33822 MandelZoom0002_L32.bru
- 33380 MandelZoom0003_L32.bru
- 32522 MandelZoom0004_L32.bru
- 32090 MandelZoom0005_L32.bru
- 31824 MandelZoom0006_L32.bru
- 31716 MandelZoom0007_L32.bru
- 31646 MandelZoom0008_L32.bru
- 31554 MandelZoom0009_L32.bru
- 31466 MandelZoom0010_L32.bru
- 31318 MandelZoom0011_L32.bru
- 30920 MandelZoom0012_L32.bru
- 30682 MandelZoom0013_L32.bru
- 31184 MandelZoom0014_L32.bru
- 31306 MandelZoom0015_L32.bru
- 30966 MandelZoom0016_L32.bru
- 30500 MandelZoom0017_L32.bru
- 30260 MandelZoom0018_L32.bru
- 30314 MandelZoom0019_L32.bru
- 30494 MandelZoom0020_L32.bru
- 31620 MandelZoom0021_L32.bru
-
- 6064 N.P.T.O.D._L8.bru
-
- A black/white 8-color brush showing the words "No proper time of day" which
- is also said by the woman in the module. It uses a trick with different
- palettes.
-
- 5684 U_L2.bru
-
- A black/white brush showing the letter "U".
-
- 4552 WILL_L2.bru
-
- A black/white brush showing the word "Will".
-
- Colors
-
- 66 Eye_BW_0f.pal
-
- I played with black/white colors in the above images and these palettes
- fade the white color to black and the black color to white. C00L ! :-)
-
- 66 Eye_BW_1e.pal
- 66 Eye_BW_2d.pal
- 66 Eye_BW_3c.pal
- 66 Eye_BW_4b.pal
- 66 Eye_BW_5a.pal
- 66 Eye_BW_69.pal
- 66 Eye_BW_78.pal
- 66 Eye_BW_87.pal
- 66 Eye_BW_96.pal
- 66 Eye_BW_a5.pal
- 66 Eye_BW_b4.pal
- 66 Eye_BW_c3.pal
- 66 Eye_BW_d2.pal
- 66 Eye_BW_e1.pal
- 66 Eye_BW_f0.pal
-
- 84 N.P.T.O.D._01.pal
-
- The words "No proper time of day" are put on the screen in the same tempo
- as the woman's voice. This is done by giving each word its own color and
- than get the words on screen using different palettes.
-
- 84 N.P.T.O.D._02.pal
- 84 N.P.T.O.D._03.pal
- 84 N.P.T.O.D._04.pal
- 84 N.P.T.O.D._05.pal
- 84 N.P.T.O.D._06.pal
- 84 N.P.T.O.D._07.pal
-
- ***********************************************************************
-
- Video
-
- Camel 1132
-
- This is the video, it can be loaded with both VideoTracker versions.
-
- Modules
-
- mod.GO-FUCK-YOUR-CAMEL 155904
-
- This modules is a converted Octamed module. It is made by Joost, town:
- Castricum/The Netherlands.
-
- AnimBrush
-
- Blond_32.anbr 29278
- Colors_HAM6.anbr 79624
- Walk_L16.anbr 49258
- Tom&Jerry_16.anbr 41012
- Playboy_16.anbr 27888
- Batman_16.anbr 17380
-
- These are all 48*36 animbrushes, used by the CopperPicture routine. I
- ripped them all from normal animations. Except the "Color", that was build
- from a big HAM6-picture. I took brushes from the picture in a camera-like
- way.
-
- Routine
-
- CopperPicture.rot 2321
-
- This is the normal routine-file.
-
- Colorset
-
- blond.set 156
- Cya.set 108
- Pur.set 108
- Yel.set 108
- Red>Yel>Wht.set 108
- Rainbow.set 108
- B&W.set 108
- B&W_Invert.set 108
- Stencil.set 108
- Blu>Pur.set 108
- Cya>Pur.set 108
-
- All these colorsets are used to change the palettes of the
- copper-animations
-
- RoutineAGA
-
- CopperPicture.rot 2325
-
- This is the AGA routine-file.
-
- *************************************************************************
-
- Video
-
- Caotic 1664
-
- The video for VideoTracker v1.3.
-
- Caotic_AGA 1796
-
- The video for VideoTracker_AGA v1.0.
-
- This video was made for a Safe Sex Dance Party on 4-1-94, so there are a
- lot of condom-jokes in it. There where also many hires/lace/HAM8 Safe-Sex
- pictures and animations, raytraced and digitized by Roger Heykoop, that I
- used in extra videos with no special effects.
-
- Modules
-
- mod.CAOTIC 189316
-
- This modules is a converted Octamed module and I had to edit it, so it
- could fit on the disk. The original version sounded much better. It is
- made by Joost, town: Castricum/The Netherlands.
-
- AnimBrush
-
- Drum_8.anbr 10484
-
- Drawn by Martin Panbakker.
-
- Gabber_16.anbr 19332
-
- Drawn by Martin Panbakker.
-
- DurexBirds_2.anbr 5956
-
- Drawn by Martin Panbakker, "Durex" is a dutch condom-producer.
-
- Clap_2.anbr 3586
-
- Drawn by Martin Panbakker.
-
- Alien_16.anbr 41670
-
- Drawn by Martin Panbakker.
-
- Colors
-
- Schuifhoofd.pal 252
- Schuifhoofd_>B0001 252
- [ CUT ]
- Schuifhoofd_>B0031 252
- Schuifhoofd_>B0000 252
-
- These 32 palettes are used in the AGA video to fade the "Schuifhoofd_64"
- brush.
-
- SchuifEHB.pal 252
- SchuifEHB_>0001 252
- [ CUT ]
- SchuifEHB_>0031 252
-
- These 16 palettes are used in the OCS video to fade the "Schuifhoofd_EHB"
- brush.
-
- Picture
-
- SixArm_16.pic 45856
-
- Made with Mandel 2000.
-
- Durex1_16.pic 33656
-
- Digitized by Roger Heykoop.
-
- These 2 16-color pictures are used with dual playfield in the AGA video.
-
- SixArm_8.pic 34102
- Durex1_8.pic 21534
-
- These 2 8-color pictures are used with dual playfield in the OCS video.
-
- Brush
-
- Schuifhoofd_64.bru 20074
-
- 64 color picture, drawn by Martin Panbakker.
-
- Pol_128.bru 21976
-
- 128 color picture, drawn by Martin Panbakker, very nice style.
-
- These pictures are used in the AGA video.
-
- Schuifhoofd_EHB.bru 19542
- Pol_EHB.bru 18808
-
- These pictures are used in the OCS video.
-
- Bird_2.bru 3590
-
- Drawn by Martin Panbakker.
-
- OldMan_2.bru 6026
-
- Drawn by Martin Panbakker.
-
- TVFace_2.bru 2946
-
- Drawn by Martin Panbakker.
-
- Cap1.bru 6950
- Cap2.bru 7636
-
- Drawn by Martin Panbakker, these 2 brushes are used to make the cap-guy
- talk.
-
- Smubber_16.bru 12298
-
- I found it on a BBS, drawer unknown.
-
- AIDS_4.bru 7110
-
- The word "AIDS", drawn by me.
-
- Anim
-
- Belll_4.anim 17698
-
- Drawn by Martin Panbakker.
-
- AssFuck_L32.anim 219284
-
- Found on a BBS, the little hart and condom are drawm by me.
-
- *************************************************************************
-
- Video
-
- Bonzai_AGA 2008
-
- The "Bonzai" video, the first AGA-only video with 4 new routines: 2
- awesome 3D tunnels, in 4096 color 4*4 pixels version and in 2*2
- grey-pixels, an Equalizer and a 24 bit palette-to-palette fader. We wanted
- to make a high-quality AGA video with good graphics, good music and good
- routines.
-
- Modules
-
- mod.bonzai 287448
-
- This module is made with OctaMed. (VideoTracker can now play OctaMed
- modules) It's a remix of the wellknown "Bonzai" house-hit with good quality
- samples and lots of speech like "Hey... I know, Mantronics' really
- great... but my style is much better !" and "Tatatataa ! Tatatataa !
- Umtaa ! Umtaa !" Composed by Joost Vreeken. (Xenomorph/Creator)
-
- Anim
-
- LadyAnim2_32.anim 42392
-
- An animation of a nice girl-face with pastel colors. Drawn by Martin
- Panbakker. (Ford Fairlane/Creator)
-
- Picture
-
- Beestje_8.pic 11244
-
- This "Uhm!" shouting wobbly creature is shown when the sample plays "Uhm!"
- (and not "Ta!"). Drawn by Martin Panbakker. (Ford Fairlane/Creator)
-
- Compo_64.pic 35502
-
- A really good AGA picture, it has 4 figures: A head, an indian, 2 birds
- and a plant that all fit together like a jigsaw-puzzle. The 4 figures have
- their own palette, so we could play with the palettefade routine to fade in
- each figure. Drawn by Martin Panbakker. (Ford Fairlane/Creator)
-
- Brush
-
- DiamondRGB_HAM.bru 4700
-
- This is the same brush that is used in the "Rave" video, I used it to get a
- nice colourful 3D tunnel. Drawn by Peter van Campen. (RattleHead/Creator)
-
- Eye_HAM6.bru 8608
-
- A nice eye, it was drawn in 64 colors and converted to HAM6 so it could be
- used by the magnify and tunnel routine. Drawn by Martin Panbakker. (Ford
- Fairlane/Creator)
-
- MickeyMouse_4.bru 6152
-
- That boring mouse from Bolt Dizzy.
-
- MickeyMoose_4.bru 5788
-
- Mickey Mouse in a really excellent neo-realistic style, it shows the true
- face of Mickey ! It only took 20 days to get the expression right. Drawn
- by Martin Panbakker. (Ford Fairlane/Creator) (His best drawing ever)
-
- Scummer_HAM6.bru 13706
-
- A keeeewlll 256 picture by an english dude who sent it to Me so I could use
- it in times of trouble. (doesn't this sentence sound C00L ? ) It is
- converted to HAM6 so it could be rotated, magnified and used in the 3D
- tunnel. Pictures are always welcome ! We'll give you full credits and a
- silly fart. Drawn by D.J. Harrigan.
-
- TA_4.bru 4276
-
- This brush is shown when the sample "Ta!" is played, together with
- palette-fades. Drawn by Martin Panbakker. (Ford Fairlane/Creator)
-
- VT_H16.bru 10920
-
- A VideoTracker logo that's used at the end of the video. Drawn by Dick
- Jansen.
-
- Weed_8.bru 8486
-
- Weed-leave ! Drawn by Martin Panbakker. (Ford Fairlane/Creator)
-
- Background
-
- Tunnel1_L2.bck 6410
-
- This background-picture is used by the tunnel-routine. You can change it
- and make your own tunnel. Drawn by Peter van Campen. (RattleHead/Creator)
-
- Colors
-
- B&W_2.pal 66
- W&B_2.pal 66
-
- These palettes are used for the flashy effects with the equalizer-routine.
-
- Lady.pal 156
-
- This is the original palette of the lady-animation.
-
- TA.pal 136
- TA_01.pal 136
- TA_03.pal 136
- TA_05.pal 136
- TA_07.pal 136
- TA_09.pal 136
- TA_11.pal 136
- TA_13.pal 136
- TA_15.pal 136
- TA_17.pal 136
- TA_19.pal 136
- TA_21.pal 136
- TA_23.pal 136
- TA_25.pal 136
- TA_27.pal 136
- TA_29.pal 136
- TA_31.pal 136
-
- These palettes are used for the "TA TA TA TAA" effects.
-
- Uhm.pal 84
- Uhm_01.pal 84
- Uhm_02.pal 84
- Uhm_03.pal 84
- Uhm_04.pal 84
- Uhm_05.pal 84
- Uhm_06.pal 84
- Uhm_07.pal 84
- Uhm_08.pal 84
- Uhm_09.pal 84
- Uhm_10.pal 84
-
- These palettes are used for the "UHM" effects.
-
- Colorset
-
- Black_8.set 84
- Weed.set 84
-
- These colorsets are used by the palettefade routine to fade the weed brush.
-
- Black_32.set 156
- Lady.set 156
- Red_32.set 156
-
- These colorsets are used by the palettefade routine to fade in the
- lady-animation and to fade her to red.
-
- VT.set 108
- VT_Yel.set 108
-
- These colorsets are used by the palettefade routine to fade the
- Videotracker-logo from yellow to cyan.
-
- White_64.set 252
- Compo.set 252
- CompoB&W.set 252
- CompoB.set 252
- CompoBase.set 252
- CompoH.set 252
- CompoHI.set 252
- CompoHIB.set 252
- CompoHP.set 252
- CompoHWhite.set 252
- CompoI.set 252
- CompoIB.set 252
-
- These colorsets are used by the palettefade routine to fade the
- Compo-picture in many ways.
-
-
- History:
- --------
-
- VideoTracker
- v1.0 3-10-93
- The first release.
-
- v1.3 6-1-94
- The second release.
- -The cache-off routine has been removed, animations and 3D routines are now
- about 2 times faster on an A1200.
-
- -The gadgets-bug in the Guideline-version on Kick 3.0 is fixed.
-
- -VBR support.
-
- -IMPORTANT: Some routines are improved. When you install a video, older
- versions of the routines may be on that video-disk.
- On the VideoTracker-update, ALL routines are included !
- When you re-install your update-disk after installing the video,
- the newer routines will be copied over the older routines.
-
- v1.4 22-3-94
- The third official update.
-
- - The "load video" gives a Continue/Retry/Cancel when something goes
- wrong.
-
- - The "cancel error" window is removed.
-
- - No more lock-up when VideoTrackers can't find the "VideoTracker:"
- device.
-
- - The routinemode can now be entered with the keyboard.
-
- - Some tiny bugs removed.
-
- - The musicplayers are now on disk, you can use Octamed-modules.
-
- - All the OCS routines are converted to AGA, but the overscan lo-res
- pictures are not compatible, due to the maximum "fetchmode", which
- gives more processor-time.
- (Look at the AGA videos how to solve this)
-
- - There are 4 new routines, used in the Bonzai video.
-
- - The HD-installer is improved and can unpack LHA'd videos.
-
-
- About:
- ------
-
- VideoTracker by: Peter van Campen (RattleHead/Creator)
- Routines by: Peter van Campen (RattleHead/Creator)
- Roger Heykoop
- Modules by: Dick Jansen
- Robert Kersbergen (Killraven/Creator)
- Joost Vreeken (Xenomorph/Creator)
- Mathijs Chilling
- Peter van Campen (RattleHead/Creator)
- Graphics by: Martin Panbakker (Ford Fairlane/Creator)
- Peter van Campen (RattleHead/Creator)
- Roger Heykoop
- Dick Jansen
- Maarten Kreuger
- Peter van Burgh
- D.J. Harrigan
- Hints & Tips: Roger Heykoop
- Jaap Bleumink
- Martijn Thieme
- Testing: Mike Rooze
- Martin Panbakker (Ford Fairlane/Creator) Martijn Thieme
- Peter van Campen (RattleHead/Creator)
- Roger Heykoop
-
-
-
-
- You can also order the following Public Domain disks at 5 dollars a disk or
- download them from the support-BBS:
-
- "VideoTracker Bonzai"
- The first AGA-only video with high quality graphics, samples and
- routines.
-
- "VideoTracker Women"
- An erotic AGA-only video for women !
-
- "VideoTracker Caotic"
- A fast video with cartoon-like pictures and funny animations.
- There are 2 versions on this disk: Normal & AGA.
-
- "VideoTracker Camel"
- A video wich shows nice effects with the CopperPicture
- routine.
-
- "VideoTracker Real Nightmare"
- A mega-big Underground GabberHouse video which will need
- 2mb chipmem.
- It's 8 minutes long, and reaches 400bpm.
- This one is also very cool, it shows dual playfield effects like
- 2 8-color animations at the same time on screen, and more.
- Very flashy.
-
- "VideoTracker I Will Trance U"
- A relaxed trance video which will need 2mb chipmem.
- It's 4 minutes long, it shows a 21 frame mandelbrot-animation
- in seperate brushes to zoom very fast, and more.
-
- "VideoTracker Techno"
- Contains 2 house-videos, a 512k and a 1mb version,
- that demonstrate nice VideoTracker effects. 120bpm
-
- "VideoTracker Gabberuh!"
- A mega-big GabberHouse video which will need
- 1mb chipmem + 1mb publicmem.
- It's 6 minutes long, and reaches 240bpm.
- This one is really cool ! Very flashy.
-
- "VideoTracker Blerk"
- A relaxed video with Beavis & Butthead cartoon and
- SpaceBalls alike vector-animations.
- Needs 1mb chipmem + 1mb publicmem.
-
- "VideoTracker Zap"
- Contains "Zap", demonstrates morphing vector-balls
- and other nice vector-balls effects.
- Works on 512k chipmem.
-
- "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 Developer Kit 1"
- Contains the current routine-sources with comments so, when
- you're a coder, you can make your own VideoTracker routine-files.
-
-
-
- VideoTracker is programmed on:
- A600HD 2M chip 0K fast PAL Kick V2.0
- A1200HD 2M chip 0K fast PAL Kick V3.0
-
- It has been regular tested on:
- A600HD 2M chip 0K fast PAL Kick V2.0
- A1200HD 2M chip 0K fast PAL Kick V1.3 Emulate
- A1200HD 2M chip 0K fast PAL Kick V2.0 Emulate
- A1200HD 2M chip 0K fast NTSC Emulate Kick V1.3 Emulate
- A1200HD 2M chip 0K fast MTSC Emulate Kick V2.0 Emulate
- A1200HD 2M chip 0K fast NTSC Emulate Kick V3.0
-
- A500HD Genlock 1M chip 4K fast PAL Kick V2.0
- A500HD 030/882 1M chip 4K fast PAL Kick V2.0
- A2000HD 030/882 1M chip 4K fast PAL Kick V2.0
- A3000HD 030/882 2M chip 16K fastPAL Kick V2.0
-
- It should work on all configurations. The current routines are written for
- 68000/68020 Amigas, but they've been tested on 68030.
-
-
- -----------------------------------END--------------------------------------
-
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- / | \ | \/ ¬\/ & | _ \ | \ |_\/ ¬\/
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- +-------------------------------------------+
- --------------------------------------------------------------------------
-