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- DEMOMANIA 1.17
- Scanned and Edited By DIT 07-08-94
- For FIREFLASH of OTT
-
- DEMOMANIAC - PAGE 1 - CODE:2981
-
- LIST OF CONTENTS
-
- 1. Introduction
- 1.1. The Main Features
- 2. Installation
- 3. The Basics
- 4. The First Steps in DemoManiac
- 5. The Construction Edotor
- 5.1. The Pattern List
- 5.2. The Various Types of Parameters
- 5.3. The Effects List
- 5.4. The Pattern Administration
- 6. The Script Editor
- 6.1. The Script Commands
- 7. The Memory Editor
- 8. The Design Editor
- 9. The Configuration Editor
- 10. The General Screen
- 10.1. Script Control
- 10.2. Effects Control
- 10.3. Disk Control
- 11. The Menus
- 12. Limitations
- 13. Replayers
- 14. Internal ...
- 15. Your Own Effects
- 16. Bug Reports and Suggestions
- 17. Registration
- 18. Protection Codes
-
- COPY PROTECTION!
-
- This programme is copy protected. DemoManiac took two Years to develop
- and will also be supported in future by Black Legend and Complex
- Development - with hard work, time and money. Copying etc, is illegal;
- and unfair, not very nice, thoughtless and morally disgusting!
-
- (SO IS SELLING A PROGRAM THAT DOES NOT WORK FOR £25.99)
-
- This made it necessary to include a copy protection. When you are
- requested to enter a code on page x, please enter the number you find at
- the bottom of that page. Example: If you are asked for the code on page
- 2, the number you have to enter will be: 5344. (Bottom of this page ...!)
-
- DEMOMANIAC - PAGE 2 - CODE:5344
-
-
- 1. INTRODUCTION
-
- Many intromakers, tilting and multimedia programmes exist for the Amiga,
- but only a very small minority is powerful enough for you to receive what
- you want as an end-result. In most cases your imagination is very limited
- by the programme. Naturally it isn't possible to let the users
- imagination run freely in all cases - the computers hardware also limits
- the possibilities - but it is still possible to give them much more
- possibilities than such programmes have previously.
- DemoManiac does this for you. DemoManiac lets you create impressive demos
- and presentations, not requiring any programming knowledge whatsoever!
- With it you are in a position to produce in a few short minutes what
- would take you months to program yourself - and that is not counting the
- years of programming experience necessary to do that. You can even
- produce complete presentations without touching the
- keyboard: totally mouse-driven.
- But even if you have experiences in Assembly programming and
- theoretically can makedemos without DemoManiac, using it will make things
- for you a lot simpler. You can use your own routines instead of the
- effect modules supplied with DemoManiac. As the programme is modular
- structured this is a simple task. In this case DemoManiac will
- become a great help in the design and the music / sound interaction of
- your demonstration.
-
-
- 1.1. THE MAIN FEATURES
-
- Before we continue with a systematic approach explaining the build-up of
- the programme to you we will repeat the main features DemoManiac offers.
-
- Demos can be designed purely by using the mouse and without any
- programming knowledge whatsoever .
- The AGA-chipset (A1200 and A4000) is completely supported (and you can
- only really use DemoManiac to its full potential on AGA machines).
- But DemoManiac is also quite happy to run on A500 (68000, kickstart 1.3)
- if enough memory is available.
- Demos and presentations produced using DemoManiac can be passed on to
- friends and relatives without any problems and can even be used
- commercially (as long as a message is presented that DemoManiac was used
- to create the product).
- DemoManiac is built up in a modular way. This means that the collection
- of effect- modules and: replayers will be continuously enlarged (through
- updates from Black Legend). This way you are always at the forefront of
- technology when working with DemoManiac and working with it - and the
- products created by it - will never become boring or old-fashioned.
- DemoManiac includes a operating-system compatible editor that is very
- short in length because it has been completely programmed in Assembly ..
- Pieces of music created with all major music programmes can be used.
-
-
- DEMOMANIAC - PAGE 3 - CODE:0293
-
- Sound effects can be tied together with certain effects on screen (for
- that extra audio-visual experience).
- Demomaniac has a dynamic memory management, meaning that it only uses as
- much memory as is necessary.
- Newer and faster processors will speed up the effects, but not mess up
- your timing.
- DemoManiac doesn't tie you to one given screen-setup.
- Only the effect modules that are actually being used are in memory.
-
- There are of other possibilities and features with DemoManiac. But you
- are sure you will find them soon enough ...
-
-
- 2. INSTALLATION
-
- The disk supplied includes DemoManiac and all the relevant data in packed
- form. So you can use these they have to first be unpacked. This happens
- automatically and to no extra complication for you when you start the
- disk. You will be presented with a menu giving you a choice between
- installation on disk and on harddisk.
-
- The whole installation process is very simple and is accompanied by any
- necessary information on screen. Therefore we will not need to go into
- any further detail in the manual.
-
-
- 3. THE BASICS
-
- The basic unit or structure in DemoManiac are the 'EFFECT-MODULES' . Each
- of these offers you an effect which can be mutated through various
- parameters. There are both simple effects such as showing a picture on
- screen and very complex ones such as letting the spectatorflythrough a
- vectorworld.
- These effect-modules are now connected to so-called 'PATTERNS'. Within
- one pattern up to 6 effects can run simultaneously.
-
- Staying with our vector world example ... If you combine a fade-in effect
- (FADE) with the flight through the vector world (VECTORSCAPE) in one
- pattern, you will get a vector world that slowlyfades in. At the same
- time you could also present a text to the spectator as he is flying over
- the vector world. And you can fade the text in and out at the same time,
- too.
-
- To produce a complete presentation or demonstration you will first have
- to design the separate scenes ('PATTERNS') and then sort and present them
- correctly in a 'SCRIPT'.
-
- DEMOMANIAC - PAGE 4 - CODE:0021
-
- There are three levels when making a presentation: The lowest are the
- 'EFFECT-MODULES', the next are the 'PATTERNS' and the highest level is
- the 'Script'.
-
-
- 4. THE FIRST STEPS IN DEMOMANIAC
-
-
- To give you a glimpse of what is possible with DemoManiac, here a test
- run in form of a simple example . . .
-
- First start DemoManiac.
-
-
- Don't let all the gadgets irritate you. Enter the construct editor first
- by choosing it in the pulldown menu or clicking on the 'CONSTRUCTION'
- gadget at the bottom of the screen.
- Each pattern is designed in this editor.
- You will now see four blue windows. The top one holds all information for
- the pattern being edited at the moment and the lower three show all the
- possible effect-modules sorted by type and alphabet.
- Use the mouse to select 'LAYER 0' in the top window - just click on it
- and it is already selected. "What in the world is a LAYER?" you may be
- asking yourself right at this moment. Well, each PATTERN includes 6
- LAYERS and each of these LAYERS can be filled with an EFFECT-MODULE. Why
- the effects have to be placed in layers and not just anywhere will
- become apparent later on.
- To now allocate an effect to a layer you have to select one in the left-
- hand window below (MAIN EFFECTS). Please choose 'Stars' for this example;
- if you can't find stars on the list use the slider on the right to move
- the list up and down.
- After a short loading period the word 'Stirs' will be allocated to 'LAYER
- 0' and further information will be presented below it in the top window.
- The 'Stars' effect-module has now been allocated to 'LAYER 0'. The new
- lines between 'LAYER 0' and 'LAYER 1' are the variable parameters the
- stars effect has to offer.
- Please choose one of the parameters now (maximum number of stars). Next
- to your pointer a new window will appear in which you can edit the
- parameters. The value at the moment is 400; but if you now use the slider
- to change the number of stars you can have up to 2000 or go as low as one
- single star. If the slider isn't accurate enough for you then you can
- enter the value using the keyboard (press <Return> to complete).
- Now that you have had a short play-around with the parameters press
- 'RESET' to return to the standard value (400) and the 'OK to complete the
- editing of the parameters. Click on 'TEST PATTERN' to view the stars
- effect. After a short while you will already find yourself in deepest,
- darkest space ...
-
- Press the left mouse button to complete the test and return to the
- editor.
-
- DEMOMANIAC - PAGE 5 - CODE:5755
-
- Have a go at changing the parameters and effects and then view the
- results of your changes by clicking on 'TEST PATTERN'. This will give you
- a feel for DemoManiac. So you don't experience too many problems, here's
- a short explanation of the 'Stars' parameters:
-
- Effect delay : We'll tell you what this one is for later on.
- Start Starnumber : The 'stars' effect gradually increases the number
- of stars an screen. This is the starting value.
- Starnumber incr : How quickly should the number of stars rise.
- (0=not at all, 1=very slowly, 100=very fast)
- Maximum number : Maximum number of stars on screen .
-
-
- An explanation of all parameters of the other effects can be found in the
- back of the handbook.
-
- Now that you have legend how to change parameters we can get a bit more
- complex - after all, DemoManiac can handle more than just one effect.
-
- So, let's scroll down the pattern list (top window) using the slider next
- to it so that the next layer (LAYER 1 ) becomes visible and click on it.
-
- We would like LAYER 1 to contain the effect-module 'DotText' . So we
- click on 'DotText' in the 'MAIN EFFECTS' menu.
- This effect offers somewhat more parameters that we will not be
- explaining fully in this chapter. But if you now full of enthusiasm click
- on 'Test Pattern' DemoManiac will come up with an error message saying
- you have to load a text for the DotText effect And viewing the parameters
- you will realise that the parameter ('Actual Textpage') is empty. So,
- this parameter is waiting for data file! These are not loaded from the
- pattern editor though, but from the MEMORY EDITOR.
-
-
- In the bottom gadget line-up you will be pleased to fine one marked
- MEMORY. Select it and you will find yourself on a new screen. Please
- choose 'BLOCK 0' (this is the only block on screen anyway at the moment).
- After this click on 'LOAD FILE' and choose a file with the ending .TXT
- using the file requester and load it ('OK'). A text file is now in memory
- that can be used at any time in your product. You have now loaded a11 the
- necessary data and can continue work on the pattern (click on
- CONSTRUCTION).
- Back in the CONSTRUCTION EDITOR you can now active the 'Actual Page'
- parameter and will be presented a list of all text files in memory . Now
- choose your file from this list (the list isn't too big at the moment
- anyway).
-
- As all parameters are 'loaded' we can give it a trial-run by pressing the
- 'Test Pattern' button. It's starting to look good, isn't it?
-
- DEMOMANIAC - PAGE 6 - CODE:8428
-
- Now let's have a play-around with the parameters .. Why don't you give
- the following settings a try:
-
-
- X-Angle increment gl : 44
- Y-Angle increment gl : 77
- X-Angle increment rel : 0
- Y -Angle increment rel : 0
- Start X-Angle : 000
- Start Y-Angle : 000
- Speed : 2
- Number of Letters : 25
-
- or... X-Angle increment gl : 000
- X-Angle increment gl : 000
- X-Angle increment rel : 3
- Y-Angle increment rel : 0
- Start X-Angle : 130
- Start Y-Angle : 090
- Speed : 1
- Number of Letters : 25
-
-
- A bit of music and we could be as happy as a lark ...
-
-
- Actually there is just one programme on the Amiga that is used to make
- demo soundtracks - the ProTracker. But, there are loads of versions
- around, making it impossible to play all pieces of music with just one
- universal player. For this reason we have included a whole collection of
- players with DemoManiac. Before playing a song respectively module (the
- correct terminology) you have to select one of these players. (BEWARE:
- The wrong player combined with the wrong module may cause your computer
- to crash.)
-
- So, let's choose one. Click on 'PLAYER ., (top right) and choose
- 'TrackerPacker' from the list. All the modules include with DemoManiac
- have been packed with this one. This is also the only player that is
- capable of playing modules PACKED.
- As we have now made our player decision we can choose a module to listen
- to. For this click on 'SONG:'. (All music can be packed with the
- PowerPacker.)
- And with the next test run we can see and hear what kind of a difference
- sound can make.
-
- We might as well mention another feature while we are at it. Click on
- 'Design:' in the pattern list and choose the option 'NEWS SCREEN'.
- Another go at 'Test Pattern' will slowly give you a feeling what it is
- like to work with DemoManiac ...
-
- DEMOMANIAC - PAGE 7 - CODE:3812
-
- 5. THE CONSTRUCTION EDITOR
-
- We will explain this editor first because it handles the lowest level of
- a DemoManiac presentation, the effect modules.
- You can enter the CONSTRUCTION EDITOR anytime by clicking on the
- CONSTRUCTlON button get the lower part of the screen or hitting the F6
- function key. You can also enter it via the pulldown menus.
-
-
- 5.1. THE PATTERN LIST
-
- ln this editor patterns are developed and tested. Each pattern is managed
- through the pattern list that is in the top window. The list is built-up
- in following way:
-
- Name : {Pattern name}
- Design : {Name of the screen design used in this pattern}
- Time : {Time-length of the patterns}
- Relations : {Relations between the layers}
-
- Layer 0 : {Name of the effect module in LAYER 0}
- {its parameters}
-
- Layer 1 : {Name of the effect module in LAYER 1}
- {its Parameters}
-
- And so on ...
-
-
- The pattern name is of no importance to DemoManiac itself. It is purely
- to help you in your administration of the various patterns and the
- putting together of a script.
-
- Design is the screen setup. Please find more information on this one in
- the chapter on the 'DESIGN EDITOR'.
-
- Time is represented - as indeed all times in DemoManiac are - in seconds
- and frames. One frame is the time it takes the electron beam to build up
- a screen on your monitor. If something happened even faster then you
- wouldn't even recognise it as the screen couldn't be prepared so quickly.
- A frame is therefore the smallest time scale that is relevant for
- DemoManiac. One frame is 0.02 seconds (1 /50 second) in length. Therefore
- you can only enter values between 0 and 49, as 50 frames would be one
- second. Times are represented in DemoManiac as:
-
- DEMOMANIAC - PAGE 8 - CODE:4514
-
- SSSS/FF
-
- The S stands for seconds (maximum of 9999) and F stands for frames
- (maximum 49). One minute would thus equal 0060/00 and one minute and half
- a second 0060/25.
-
- You can also programme the length of a pattern as 'INFINITE' . This is
- also the time preset. To set it you have to leave the time-requester by
- pressing the 'INFINITE' key. If you have already calculated a time for
- your pattern and only want to enter the infinite mode for a test, then
- that's no problem whatsoever - the number will stay in memory and will
- automatically be enter once you switch back from infinite mode.
-
- The next option, relations, describes the relations between the 6 layers
- in memory and the 'real' layers you will see on screen. Each effect runs
- on a transparency; on 'unused' parts you can see the effect underneath.
- To change the order of these transparencies without having to move the
- effect-modules around you can use these layer relations. This layer
- relations entry contains 6 numbers (known as the layer sequence). Each of
- these numbers represents a layer and its position represents the position
- in the pile of transparencies. The standard layer sequence 012345 means
- that Layer 0 is at the bottom and Layer 5 is the top transparency (and
- not covered by any other one). If you change the layer sequence to
- 543210 then the situation is exactly the opposite without you having to
- change the position of the effect-modules themselves.
- 'Weird' combinations are also possible such as 425301 . This would result
- in following order in the transparencies:
-
-
- Layer 4 : at the bottom
- Layer 2 : over Layer 4
- Layer 5 : over Layer 2
- Layer 3 : over Layer 5
- Layer 0 : almost at the top
- Layer 1 : at the top
-
- The layer sequence is not the only thing you can change in the layer
- relations. Additionally to the order you can also set the transparency
- for the layer itself. This is basically a switch whether the layer is
- 'painted' with normal paint or see-through paint. Is this value for
- instance 1 - 3 - - , that means that just layers 1 and 3 are transparent.
- Using the requester that pops up when you enter the layer relations
- option is simple, once you have understood the principles of the layer
- sequence and transparency values. The top line (switches for the layer
- sequence) has 6 small gadgets that go up by one each time you click on
- them. This way you can enter any order you wish. The gadget below
- (switches for the transparency values) work like light switches - they
-
- are either ON or OFF. This way you can set the transparency for each
- individual layer.
-
-
- DEMOMANIAC - PAGE 9 - CODE:5314
-
-
- Now you know about all entries in the pattern list apart from LAYER
- entries. The layers contain the most important information for a pattern:
- the EFFECT MODULES.
- Each layer can hold one effect. Click on one of the lines that include
- the word 'LAYER x:' then you activate that layer. This way, you are
- telling DemoManiac in to which layer you would like the next effect
- loading (or which layer the next DeleteEffect is to affect).
- If you click on a line that contains a parameter for an effect you can
- then change these parameters .
-
-
- 5.2. THE VARIOUS TYPES OF PARAMETERS
-
- There are various types of parameters:
-
- The standard are VALUE parameters that contain a decimal number. If you
- choose one of these a new window will be opened. The value of the
- parameter can be changed using the slider and the arrow or just enter the
- number on your keyboard. If you mess up the parameters value totally you
- can press the 'RESET key to get back to the standard values. Leave the
- window by pressing 'RETURN' after entering your value, press the 'OK' or
- 'CANCEL' buttons or just click outside the window (same effect as
- choosing 'OK').
-
- Apart from the VALUE parameters, DemoManiac also includes VARIABLE
- parameters. Just like in a programming language you can insert variables
- instead of constant values. This allow you to change an effect while it's
- running by changing the value in a parameter. You can for instance define
- the position of a vector object as (x, y) instead of (160, 127). If
- another effect changes the variables it will automatically also change
- the position of said vector object. If you program the value of the
- variables to represent the current mouse position for instance, the user
- can move the vector object with the mouse.
-
-
- If all this sounds a bit too complicated, you can just ignore it. A VALUE
- parameter allowing variables differs from the "standard" parameter only
- by having another switch at the bottom of the window:
-
-
- 'VARIABLE' : Click on this switch and a string gadget and a 'CHOOSE'
- button will appear instead of the slider. You can now choose the name of
- the variable to be connected to the effect. The name can be any character
- combination as long as it doesn't start with a space or is made up
- entirely of spaces. All names are stored in capital letters. Possible
- names are for example 'x' , 'Hallo' , '3d' , 'X Position' or #$%yQ!'
- Calling you variable '007 for example is also possible but will surely
- cause some problems as you may later not recognise it as being a variable
- and not a definite value of '007'. So please use names you will recognise
- again later on. If you have already been using variables in your
- programme you can find them and implement them here, too, by using the
- 'CHOOSE' function. And if you decide a constant value is better after all
- then you can return to the VALUE requester by choosing the 'NUMBER'
- button.
-
- DEMOMANIAC - PAGE 10 - CODE:1954
-
- Above we have described parameters that accept either a constant or
- variable value. Next we have parameters that ALWAYS require a variable -
- they don't read a value from the variable, but a write to it. These are
- called 'OUTPUT parameters. Some effect modules don't actually do anything
- you can see on screen (DUMMY-EFFECTS) as their only function is to change
- the variables and thus for example allow interactivity.
-
- As certain effects require more data than just numbers further types of
- parameter exist:
-
-
- If you click on the PICTURE parameter you will be present with a list of
- all pictures located in memory to choose from. These already have to have
- been loaded into memory via the Memory-Editor. This type of parameter is
- therefore known as 'MEMORY parameter. There are various of these for
- animations, fonts, samples, texts etc.
-
- Apart from these major parameters (VALUE, VARIABLE and MEMORY) there are
- various other ones that for instance handle the relationship between the
- layer and the effect. Others work like switches between two positions
- (On/Off or Top/Bottom etc.).
-
- An exact description of each individual effect and its parameters can be
- found when you choose info in the Construction-Editor. You will have to
- select the respective layer beforehand . When using an effect for the
- first time it is best to read the info file for a complete description of
- the effect's features.
-
-
- 5.3. THE EFFECTS LIST
-
- All available effects are listen in the three window in the bottom part
- of the screen. The split into three window is purely for organisational
- purposes and doesn't have any internal significance to DemoManiac. The
- effects are sorted by type. The left window contains the main effects,
- the middle one contains transitional effects (fades, bumps etc.) and the
- right one the special effects. If you click on any of these effect it
- will be loaded into the current layer. Is an effect already in the
- respective layer they programme will double-check whether you really want
- to replace the old effect with the new one .
-
-
-
- 5.4. THE PATTERN ADMINISTRATION
-
- In the top 1eft of the screen you will find information on how many
- patterns you have already designed and the number of the one you are
- working on at the moment. To view the effect lists of the other patterns
- you can use the NEXT and PREVIOUS buttons. If you press the NEXT button
- when no further pattern is there then a new pattern is opened for you to
- edit.
- A new pattern opened in such a way automatically copies the design and
- layer relations of its predecessor.
-
- DEMOMANIAC - PAGE 11 - CODE:4653
-
- The BEG and END buttons allow you to jump to the first respectively last
- pattern available. The GOTO button lets you choose the pattern to edit
- from a list (only if you have more than one pattern of course).
-
- The DELETE button deletes the active pattern and moves all following ones
- up by one. Of course this movement does NOT mess up any previously uses
- made of the pattern numbers (for example in the script editor) as all
- these matters are corrected automatically by DemoManiac. If you have only
- made one pattern you can delete it - all entries will be set to standard
- - but it will naturally not be removed from the list.
- The INSERT button pushes the present pattern and all following ones up by
- one position. This way you get a new and empty position that you can now
- begin to edit.
-
- 'DELETE EFFECT' will delete the effect module in the chosen layer
- emptying the layer again. The execution of this command can be
- interrupted by pressing the left mouse button.
-
- 'TEST PATTERN' tests the pattern being edited at the moment. The
- execution can be interrupted by pressing the left mouse button .
-
- Before we continue with the next editor we would like to point out that
- can either leave the parameter editing window by either pressing the 'OK'
- button or by just choosing the next parameter by mouse. This of course
- saves time as every click outside the window is regarded as an 'OK'. You
- could also jump directly to 'Test Pattern'.
-
-
- 6. THE SCRIPT EDITOR
-
- After you have made all the patterns you want in the CONSTRUCTION EDITOR
- you can now start thinking about putting them together to a demo.
- The script editor is entered by choosing the SCRIPT gadget at the bottom
- of the screen.
-
- On the left-hand side of the script editor there's a long list the
- script. The script is partitioned in many entries, each of which can hold
- a PATTERN or a COMMAND. The number of entries you require can be set
- using the 'Script entries' (top right). The minimum number of script
- entries equals the number of patterns you have designed; otherwise you
- couldn't show all patterns you have designed and therefore would be
- wasting memory.
- Press NORMAL and the number of patterns will automatically be set to the
- number of patterns designed. Please do not exaggerate with the number of
- script entries; everything takes up memory and needs to be administrated
- and will slow DemoManiac down during editing.
-
- Just below the script entries you will the Active Pattern. This is the
- pattern number you have been working on last in the construction editor.
- This can be changed easily, either by the string gadget, the cursor keys
- or the CHOOSE function (has the same function as the GOTO button in the
- construction editor has).
-
- DEMOMANIAC - PAGE 12 - CODE:9874
-
- If you after changing the active pattern return to the construction
- editor, you will automatically be editing the pattern last addressed in
- the script editor. What the active pattern is needed for in the script
- editor will be explained later.
-
- Beneath the active pattern there are a further five gadgets that define
- what should happen when a script entry is selected. A blue arrow on the
- right next to the gadget show you which one is active at the moment. (You
- can select the active gadget resp. function by pressing it with the mouse
- pointer.)
-
- The functions are as follow:
-
- Choose Pattern : Every time you choose a script entry you will be able to
- choose the pattern to be inserted from a list.
-
- Choose Command : Choose a script command (to influence the course of the
- script run) and enter its parameters.
-
- Increase Pat : If you have already designed all patterns in a logical
- order and want to spare yourself the hassle of having to
- enter them all into the script (first pattern 1, then 2,
- then 3, then 4 etc.),. then this function will help.
- Just click on a script entry and the active pattern will
- be stored in that position and one is automatically
- added to the number of the active pattern. This way you
- only have to click once on each of the script entries.
-
-
- Decrease Pat : Works the same way as 'Increase Pat.' but one is
- deducted after each click.
-
-
- Edit Command : Change the parameters of a script command.
-
-
-
- The INSERT button stays pressed after you have selected it to show you
- that you are now in the insert mode. Just click on a script entry and all
- following entries are pushed down by one. The resuming free space in the
- script can now be edited in the chosen mode (choose pattern, choose
- command etc.). That means that immediately after the insertion of a
- position a pattern or command is entered. After the insert function has
- been completed the insert gadget is deactivated again and the script list
- is updated. All commands that referred to a script position are also
- updated so they don't point to a wrong entry.
-
- DEMOMANIAC - PAGE 13 - CODE:5554
-
- The DELETE function works in a similar fashion. When in delete mode, you
- can delete entries in your script by clicking on them and all following
- entries will move up one position.
-
-
- You can deactivate the insert and delete functions by pressing the
- buttons a second time.
-
- The 'TEST SCRIPT' and 'TEST PATTERN' gadgets are at the very bottom and
- do exactly what their names imply:
-
- Test Pattern : Has exactly the same function as it does in the
- construction editor with the difference that it refers to
- the active pattern (the | last pattern edited).
-
- Test Script : View the whole script. Press the right mouse button to
- break off the script test and the left mouse button to
- skip the active pattern.
-
-
- 6.1. THE SCRIPT COMMANDS
-
- We have already mentioned the fact that script are not just a list of
- patterns but also can include COMMANDS.
-
- If you choose a script entry while in 'Choose Command' mode instead of
- being in the 'Choose Pattern' mode you will be presented a list of all
- possible script commands. Choose a command form this list and (if
- necessary) set its parameters. Script Commands basically exist to
- influence the running of the script, but are also capable of much more.
- Let's have a look ...
-
-
- FadeMusiclN : If the Player supports fades then this command will fade
- the music in whilst the demo continues to run. At the very
- beginning you will have to set the music 'Silent'.
-
- FadeMusicOUT : Fade-out.
-
- Silent : Switches the music off. This is mainly necessary to enable
- a pause between the beginning of the demo and the fade-in.
-
- Goto X : Jump directly to script position X.
-
- Exit : End the script.
-
- Loop X : Repeats the following script entries X times.
-
- EndLoop : Marks the end of the loop block (started with Loop X).
-
- DEMOMANIAC - PAGE 14 - CODE:2560
-
- Gosub X : Jumps to script position X and returns once it finds a
- 'Return' command .
-
- Return : Ends a subblock started with the 'Gosub' command.
-
- FreeBlock X : This command only actually works in the executable demo as
- it frees any memory possible during the demo. CAUTION:
- This will of course only work if the data you are deleting
- is NOT needed later on in the demo!
-
- Skip X=Y : Jumps the next script position if the relation is correct.
-
- Nop XXXX : This command doesn't actually have a function and is
- solely there so you can insert notes and comments into the
- script.
-
- Wait X : Wait X seconds/frames.
-
-
- These script commands are possibly not very easy to understand, but they
- can open the doors to amazing possibilities once used correctly.
-
- The script commands are surely easily understandable for everyone. Here's
- a small example:
-
-
- 0001 : Silent ;Switch music off
- 0002 : FadeMusiclN ;Start fading the music in
- 0003 : Small Info(0001) ;Start pattern
- 0004 : FadeMusicOUT ;Fade out music
- 0005 : Wait1 ;Wait until complete
-
- So you don't have any problems fading music we suggest you use the
- DemoManiac-Player - TrackerPacker! . This player is also capable of
- fading CIA-timed songs with many effects.
-
- Let's continue with the other editors ...
-
-
- 7. THE MEMORY EDITOR
-
- In a demo or presentation you will be needing loads of data apart from
- all the effects we have already discussed. This data has to be available
- in memory and have to be handled in such a way, that you can use the same
- data more than once without having to load it into memory again.
-
- DEMOMANIAC - PAGE 15 - CODE:8488
-
- This task is handled by the MEMORY EDITOR. Enter it by choosing the
- MEMORY gadget in the bottom gadget list.
-
- The Memory Editor looks a lot like the Script Editor. Again, there's a
- long list on the left and gadgets on the right. The list (Memory List)
- contains all data files that have to be in memory during the
- presentation. Each of these data files is given a MEMORY BLOCK number.
-
- When you enter the Memory Editor for the first time you will only find
- one block (0000).
- Once you have filled this slot with data though, another empty block will
- appear. This way you always have access to an empty position.
-
- When you choose a block entry it will just be highlighted and will not
- automatically open a window as most other options. This has it's reasons:
- It is very important that data is not deleted from memory unnecessarily
- as this would cut up the computer's memory into small chunks. Always
- choose the block you want to edit before you using the gadgets .
-
- Following gadgets and functions are included in the memory editor:
-
- LoadFile : Load a file into the designated memory block.
- (This is necessary if you want to use the file with
- an effect.) When working with disks as opposed to a
- harddrive please always use the disk's name and not
- 'DF0:' etc. in the file requester. This way
- DemoManiac will be able to find your data at any
- time.
-
- UnLoadFile : Empties a block.
-
- Show Block : you the contents of the active block.
-
- Sort Blocks TYPE : Sorts memory blocks by data types. This does not
- affect all other lists.
-
- Sort Blocks ALPHA : Sorts memory blocks in alphabetical order.
-
- Sort Blocks SIZE : Sorts memory blocks by size.
-
- Remove Unused : Removes all blocks that aren't used by any pattern.
-
- Make Text : Use this option to edit text for the active memory
- block.
-
- DEMOMANIAC - PAGE 16 - CODE:7403
-
- All data files in the memory editor are presented in the following way:
-
- Block {Block number} : {Name} (Type) {Size in Bytes}
-
- The block number is of lesser importance whereas the name and the type
- are important, criteria for the data management. Following data types
- exist:
-
- Textfile : Standard ASCII file (you can edit yourself). A DemoManiac
- textfile has following standard setup:
-
- TEXT ThislsTheNameOfThisTextFile
- This is the first line of my text file ...
- and this the second ...
- ... bla bla bla ...
-
- The only thing you have to remember is that the first four
- letters of the text file have to be 'TEXT' (in capital
- letters) followed by a space. Everything typed after this
- space before the first return is the name of the file. And
- everything following this return is the actual text itself.
-
- Picture : Pictures are standard IFF pictures as all Amiga paint
- programmes generate. (1 2, 1 8 and 24 Bit pictures are not
- supported.)
-
-
- Sample : Sample is the term used for sound effects. They have to be
- standard IFF format (IFF8SVX). They are used to connect
- sound effects to actions on screen.
-
-
- Animation : These are standard animations (IFF-ANIM5) as generated by
- DPAINT.
-
-
- Font : Fonts are data files that can only be generated by the
- DemoManiacfont converter. We regret you cannot use Amiga
- system fonts as these (for technical reasons) are saved in a
- different format. (A converter will be available shortly.)
-
-
- Object : Vector objects.
-
-
- Scape : Whole vector landscapes.
-
- DEMOMANIAC - PAGE 17 - CODE:1477
-
- Data : If a file is described as 'Data' this means a specific data
- type could not be recognised.
-
- Now you now how to load data into memory and how DemoManiac manages it.
- Try not to waste memory as you can never have too much of it when making
- a demo. Let's go on to the next editor ...
-
-
- 8. THE DESIGN EDITOR
-
- The screen setup ('Design') is a very important part of a demo resp. a
- presentation. As much freedom as possible in making your own screen setup
- is important to let your imagination flow freely.
-
- The DESIGN EDITOR let's you do just this. You can enter it by clicking on
- the DESIGN gadget.
-
- The DESIGN EDITOR gives you following possibilities:
-
- You can limit the "action window' on the screen to any chosen area and
- present graphics in the empty parts of the screen above and below this
- window. Or you can have graphics on screen that are not linked to effects
- and areas ("over" or "under" the action) . The Amigas hardware sprites
- make this possible. You now can for instance lay a frame around the
- screen or create the feeling that you are sitting in a cockpit ... Apart
- from this graphical extras the design editor also allows you to have
- rainbows background colours, include mirrors etc.
-
-
- Once again the whole thing is managed by an easy to understand list that
- contains all effects, colours and settings. This are listed in order of
- their position on screen (from top to bottom). By clicking on one of
- these entries you can change the parameters.
-
- This design list is the large blue window in the design editor. Above you
- will find the name of the design you are editing momentarily. You can
- edit the name anytime by clicking on it. Also, there are two gadgets
- called 'CHOOSE' and 'NEW' there. When creating a new design, click on the
- 'NEW' gadget and then enter a name so as to avoid complications.
-
- When creating a design one 'effect' is always there - the 'ActionWindow'.
- This is the area on screen where the effect modules are actually
- displayed. Outside this area the effect can not be seen.
-
- You edit a design by using the gadgets on the righthand side of the
- screen:
-
- Add Graphic : Show graphics on screen.
-
- DEMOMANIAC - PAGE 18 - CODE:6832
-
- Add Rainbow : Change the background screen colours into a rainbow.
-
- Add Mirror : Add a mirror effect.
-
- Add Object : Define the start position for a graphical object.
-
- Add Bar : Add a colour bar to divide the screen.
-
-
- These five commands add effects to the screen design. When you choose one
- of these effects you will always first be asked where (on the screen) the
- effect has to start and where it finishes. Following your entry the
- effect is added to the design list on the left.
-
- Once an effect has been entered in the list you can activate it by
- clicking on it's name and edit it by clicking on the parameter you wish
- to change (as in the instruction editor).
- Please note that object and graphics effects require a picture to be
- loaded into the memory editor beforehand.
-
- So you can edit designs comfortably we have included further gadgets:
-
- Clear Design : Clears the complete design list.
-
- Remove Effect : Removes the active effect from the design list.
-
-
- Adjust Position : Allows you to change the position and size of the
- active effect visually. Use the mouse to change the position and press
- the right mouse button to change the size. Press the left mouse
- button to transfer the values (you have just set manually) into the
- design list.
-
-
- Test Design : View the active design.
-
- Load Design : Load a design from disk or harddisk.
-
- Save Design : Save the active design to disk or harddisk.
-
-
- When you take a look at your design with the 'Test Design' function you
- of course won't be able to see the mirrors as the ActionWindow is empty.
- This can bypassed if you set up a pattern in the construction editor
- already using the new pattern (and containing an effect in the Action
- Window).
-
- DEMOMANIAC - PAGE 19 - CODE:0715
-
- By pressing the Amiga+T (short cut for 'Test Pattern') you will be able
- to look at the pattern without leaving the design editor. This way you
- can easily have a look at the effect a mirror has on the overall look.
-
- 9. THE CONFIGURATION EDiTOR
-
- The sole role of this editor is to establish some general settings for
- DemoManiac and for the completed demo presentation.
-
- 'MINIMAL CONFIGURATION' lets you define the systems the demo should be
- able to run on and with how much / how little memory the demo shouldn't
- even start. (If you have to little memory the computer may only crash
- during the demo when it actually requires more than the available memory
- ...)
-
- It is best to configure these settings before you start making a demo.
- This way effects that won't run on the chosen 'minimal configuration'
- will be rejected when you try to load them.
- The same counts for picutres with too many colours and music that is too
- long. Of course the demo will run without any problems on any systems
- higher than your configuration settings ..
-
- Also, you can set whether the copper lists should be precalculated or
- realtime-calculated.
- Even if you aren't quite sure what copper lists are, you should know the
- consequences this button brings with it:
-
-
- Copper lists are nothing else than a description of your design lists
- that the computer can understand and use (through the graphics co-
- processor COPPER). Usually these are calculated just before a pattem is
- executed; this of course causes a slight delay, but a precalculation will
- take memory. (The amount can vary substantially.) It is up to you to
- decide if you have enough memory and if so you can switch this function
- on.
-
- The next option is FreeUsedEffects and as you may guess is for handling
- consumption and freeing of memory. This function only has an effect in an
- executable demo! lt deletes all effects that aren't to be used again from
- memory during the running of the demo. This makes the running of demos -
- especially long ones - possible on systems that have substantially less
- memory than the system used to create the demo. The only disadvantage
- this option has is that after the demo has finished your computers memory
- is "messy" and without reseting the machine you will not be able to
- continue. But if your demo! resets anyway or runs endlessly you can use
- this function without commiting second thoughts.
-
- All the other parameters the configuration editor offers are
- selfexplanatory and are not detailed any closer here.
-
- DEMOMANIAC - PAGE 20 - CODE:0229
-
- This is (as you surely will have noticed) the first screen you see when
- using DemoManiac.
- From here you can control all general disk and organisational operations.
-
- This screen contains following:
-
- The info panel details your system's capacities. It details the maximum
- amount of memory your system offers, not the amount of free memory at the
- moment.
-
-
- 10.1. SCRIPT CONTROL
-
- Here you can save the demo, consisting of effects, data and lists.
-
- You can save the demo without all data (graphics. music etc.), just with
- the paths and file names of the data, s that when you reload the script
- all can be found and included automatically. This saves loads of disk
- space, but can be a bother if you have to find the datas on loads of
- disks first or if you want to pass on the script to a friend. When
- loading the data you will also have to remember to include the FULL path.
- lf working with numerous disks you shouldn't load a file with
- 'DF0:picture.iff, but with 'PlCTURES:picture. iff (if the respective disk
- is called Pictures). Thsi could otherwise cause problems trying to
- retrieve data from various disks for a script.
-
- In such cases it is much easier to save your work as a MODULE (do not
- confuse this with the effect modules). This will save the script and all
- the necesssary files together. Of course this saved file is somwhat
- larger, but you can be sure you won't be missing any important
- data.
-
- The most important possibility is to save a DemoManiac demo as an
- EXECUTABLE file onto a disk or hard disk. This is a stand-alone, from
- Workbench or Shell executable programme.
- A demo that has been saved as an executable can't be reloaded into
- DemoManiac and thus also not re-edited. You should always keep a copy of
- your script or module if you want to continue work on your demo at a
- later date.
-
- We tried to keep the executable files generated by DemoManiac as short
- (in Kb) as possible, but we do suggest you still crunch it with one of
- the standard crunchers such as PowerPacker, Imploder, Titanics Cruncher
- etc.
-
- Another form of saving an executable demo is saving as BootB lock. The
- demo is saved directly onto the sectors of a disk and set so that it will
- automatically start when the disk is inserted in the drive - without a
- startup-sequence or other files being necessary. The only disadvatage is
- that all data previously on the said disk will be deleted.
-
-
- 10.2 EFFECTS CONTROL
-
- Apart from the script commands the general screen also contains
- possibilities to alter the effect list (lisr of all available effect
- modules). This becomes necessary when you want to include new effects
- into your system; these can either be ones you have programmed yourself
- or effects from future update or expansion disks. When adding new
- effects, all you have to do is copy them into your DM effects directory,
- press 'ADD EFFECT and they will automatically be added to your list of
- effects.
-
- 'SHOW EFFECTS' lists all available effects.
-
- To delete an effect from the list use the function 'REMOVE EFFECT'. This
- function is doubly secured as it is terminal.
-
- All changes to the effect list have to be saved by selecting 'SAVE
- EFFECT-LIST'. This will save your changes on disk or hard disk
- respectively.
-
-
- 10.3 DISK CONTROL
-
- These commands are included to save you the job of having to enter the
- Workbench or CLI for small file operations. 'CHECK FlLE' tries to
- recognise the type of file (text, graphics, effect module, script etc.)
- and 'SHOW FILE' will show the file.
-
-
- 11. THE MENUS
-
- The menus are sorted the same way as the various editors. Each editor has
- its corresponding menu that includes all the functions you can reach
- using the gadgets, but also often contain further functions, too.
-
- A very important , one for instance is the 'Record Time' function in the
- Construction menu. lt allows you to change the length of a pattern by
- clicking on the mouse button at the chosen moment instead of having to
- enter the number in the TIME parameter manually. lt's very simple to use:
- Once you have selected the 'Record Time' function the pattern begins to
- run as usual. Let it run until you feel it should switch to the next
- pattern in the actual demo (for instance a rhythm change in the music)
- and then press the left mouse button. The time passed will automatically
- be entered in the TIME parameter.
-
- DEMOMANIAC - PAGE 22 - CODE:3328
-
- A similar possibility has been included for the whole script. The 'Record
- Times' function here starts the script and runs as it is supposed to.
- meaning times will be used as set (this is why it is only possible to
- lengthen the times). Press the left mouse button to shorten the playing
- time of a certain pattern and the new time will be saved. When you rerun
- the pattern from the beginning this new time setting will be used.
-
- All other functions in the menu should be easy to understand.
-
-
- 12. LIMITATIONS
-
- DemoManiac tries to leave you as much freedom as possible when making
- demos, but naturally there are certain limitations and knowing what they
- are is very useful and important. The most important limitation is set by
- your computer system's memory - especially the graphics memory (called
- Chip Mem). The rule here is that you can almost never have enough. As a
- programmer you are often given the choice between memory consumption and
- speed and when developing DemoManiac we decide to produce the most
- flexible and also fastest demomaker on the market. So we decided to use
- an extra few bytes and instead have the highest possible speed. It will
- always require more memory to produce the demo than to actually watch it.
-
-
- The first limitation is memory, the second are bitplanes. DemoManiac uses
- the bitplane system of the Amiga hardware. This way each effect that is
- shown on the monitor gets its own bitplanes and can be presented without
- loss of speed. There is just one problem: The Amiga can only handle a
- maximum of 8 bitplanes and on an old (non-AGA) machine you can only
- present 5 bitplanes. This means you can't place as many effects over each
- other as you want even if you have empty layers. An effect with 2 colours
- uses one bitplane, an effect with 4 colours uses 2 bitplanes, 8 colours 3
- bitplanes and 16 colours 4. 32 colours use 5 bitplanes and 64 require 6.
- 128 colour effects require 7 and 256 colour effects the full 8 bitplanes.
- This means a four coloured stars effect (2 planes) and a 8 coloured font
- (3 planes) already use up a standard Amigas 5 bitplanes.
-
- If we have now confused you, don't worry . You will notice what is meant
- when playing around with the demo maker .
-
-
- 13. REPLAYERS
-
- The replayers we have included all have different characteristics we
- would like to list:
-
- NoisePackerV3 : Quite old.
- NoiseTrackerV2 : To be used with very old modules.
-
- DEMOMANIAC - PAGE 23 - CODE:3966
-
- SoundTrackerV2 : For old songs, doesn't support CIA-timing.
- SoundTrackerV2.6 : For old songs, doesn't support CIA-timing.
- StarTrekker4v : Getting a bit long in the tooth ...
-
- ProTrackerV1-V3 : This are the original replayers.
-
- ProPackerV2 : Can play modules packed with the ProPacker.
- Warning: Unpacked sounds will cause this player to
- crash.
-
- ProPackerV2Fx : At the moment the only replayer that allow you to play
- music and sound effects simultaneously ,
-
- ProRunnerV2 : A good replayer for ProTracker music. The module is
- automatically packed after loading and is kept and
- played packed. This replayer also allow music fading!
-
- TrackerPackerV3 : The standard DemoManiac player! It plays programmes
- packed with TrackerPacker, supports CIA-timing and
- music fading.
-
- NONE : This isn't really a replayer as it can't play any
- modules. It can play sound effects as is basically for
- use in demos you just require sound effects, it's
- fine. It supports music fading and will thus fade any
- active sound effects.
-
-
- As you see there isn't really a replayer that has all the features you
- would wish for (playing packed songs, ProTracker compatible, CIA-timing,
- sound fading, sound effects and speed).
-
-
-
- 14. INTERNAL ...
-
- DemoManiac's modular system works following way. Each drawer contains
- data of just the one type (for instance effects in the DM_effects
- drawer). This drawer also has to be assigned so that the data can found
- either on disk or hard disk.
- Example: You need to assign the DM_effects drawer that you have placed in
- the work:multimedia/demomaniac/ drive, then you have to include
- following:
-
-
- Assign DM_effects: work:multimedia/demomanic/dm_effects
-
- DEMOMANIAC - PAGE 24 - CODE:4034
-
-
- All these assigns will actually be done by the included batch datafile.
- DemoManiac just looks for 'DM_effects:xxx' which means it will accept any
- effect disk with the 'DM_effetcs' name. You this way can have numerous
- disks with the same name and can collect large amounts of effects even
- when you only have a one-disk system.
-
- A file called 'effects.1st' has to be in the main effects directory
- (requested when booting DemoManiac) that lists all the available files.
- This saves the computer having to scan the directory for files everytime
- you boot up.
-
-
- 15. YOUR OWN EFFECTS
-
- It's possible to include your own assembler-coded effects. The developer
- documentation will be given to registered users on request.
- All effects programmed according to the developer documentation are
- automatically joint copyright of Black Legend UK Ltd. and the
- developer/programmer himself. This means the effects aren't PD.!
-
- Please send any effects you develop to Black Legend so we can include
- them on our expansion disks and give them a worldwide market!
-
- 16. BUG REPORTS AND SUGGESTIONS
-
- If you find programme errors ew would be very greatful if you could
- inform us.
-
- WITH THE STATE OF THE PROGRAM THAT IS ON SALE AT THE MOMENT YOU WOULD
- NEED A LOT OF PAPER TO WRITE DOWN ALL OF THE BUGS
-
- DemoManiac is an on-going project and will be expanded (hopefully a
- working version first) and improved with update and expansion disk;
- if possible your suggestions will be used and included for these.
-
- 17. REGISTRATION
-
- To make sure you are informed about update disks, extra effects and
- multimedia clipart (graphics, fonts and music ) you have to return the
- registration card as soon as possible. (Registration card not supplied.)
-
- Please describe the hardware you are using as detailed as possibble so we
- can also support the kind of extensions you have.
-
- We hope you enjoy DemoManiac, Signed ...
-
- Black Legend Software and Complex Developments
-
-
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- Scanned and Edited by DIT 07-08-94
- Scanner supplied by FIREFLASH of OTT
-