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- iT cAME fRoM tHE mANSiON aGAiN +44-(FiND iT)
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- \___ l__| \_ /___ l_ / l__/ iN 1994: |
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- DEMOMANIAC FULL DOCUMENTATION
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- GReeTING`S mORTALS
-
- cHA®ON iS bACK wITH tHE fULL dOCS
-
- FoR DEMOMANIAC
-
- INTRODUCTION
-
- Many intromakers, titling 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
- possibillities - but it is still possible to give them much more
- possibillities than such programmes habe 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 make demos 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 modularly structured this is
- a simple take. In this case Demomaniac will become a great help in the
- design and the music / sound of your demonstration.
-
- 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 spectator fly through a
- vector world.
- These effect modules are now connected to so call `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 slowly fades 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`
- 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`.
-
- THE FIRST STEPS
-
- To give you a glimpse of what is possible in demomaniac, here is a test run
- in form of a simple expamle.
-
- Enter the construct editor first by choosing it in the pulldown menu or
- clicking 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
- possibke 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 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 place in layers and not just anywhere will become apparen 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 stars will be
- allocated to `LAYER )` 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 have to offer.
- Okease 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.
- Now that you have had a short play around with the parameters press `RESET`
- to return to the standard value and the ok to complet the editing of the
- parameters. Click on TEST PATTERN ato view the stars effect. After a short
- while you will already find yourself in deepest darkest space(LAME)
-
- Press the left mouse button to complete the test and return to the editor
- 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 on screen. This is the
- starting value
- Starnumber incr. :How quickly should the number of stars
- rise.
- (0=not at all,1=very slowly,100=v.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 learned how to change parameters we can get a bit more
- complex - after all, demomaniac can handle more than just one effect.
-
- So lets scroll down the pattern list (top window) using the slider next to
- it so that the next layer (LAYER1) becomes visible and click on it.
- We would like the 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 wel will not be explaining
- fully in this chapter. But if you now full of enthusiaism 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 find one marked MEMORY.
- Select it and you will find yourself on a new screen. Please choose `BLOCK
- 0` (this is the only block on the 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 all 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. Its starting to look good isn`t it?
-
- Now lets 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
- Y-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 lets chooes one. Click on `PLAYER` (top right) and choose `TRACKER
- PACKER` 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.
- For this click on `SONG` (all music can be packed with the Power Packer)
- 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.
-
- 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 cliking on the
- CONSTRUCTION button at the lower part of the screen or hitting the F6
- function key. You can also enter it via the pulldown menus.
-
- THE PATTERN LIST
-
- In this editor patterns are developed and tested. Each pattern is manager
- through the pattern list that is in the top window. The list is built up
- in the 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 `DESIGN EDITOR`
-
- Time isrepresented - 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 could`nt 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
- 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 lenght 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 thats
- 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 `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 have to move the effect
- modules around you can use these layer relation. This layer represebts a
- layer and its positio 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 sequebce to 543210 then the situation
- is exactly the opposite without you having to change the position of the
- effect modules themselves.
- `Weird` cp,binations are also possible sucg 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 laters 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.
-
- 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 effext loading (or
- which layer the next delete effect is to affect).
- If you click on a line that contains a parameter for an effect you can then
- change these parameters.
-
- 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 paramter
- can be changed using the slider and the arrows 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 insert variables
- instead of constant values. This allows you to change an effect while it`s
- running by changing the value in 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 postion
- 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 differ 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 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 `#$%^&Q!`. Calling you variable
- `007` for example is also possible but will surely cause some problem as
- you may later not recognise it as being a variable and not a definate value
- of `007`. So please us 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 useing 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.
-
- 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 habe 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 descrition of the
- effect`s features.
-
- THE EFFECTS LIST
-
- All available effects are listed in the three windows in the bottom part of
- the screen. The split into three windows 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 transtional effects (fades, bumps etc.) and the right
- one the special effects. If you click on any of these effects it will be
- loaded into the current kayer, if an effect is already in the respective
- layer the programme will double check whether you really want to replace
- the ol effect with the new one.
-
- THE PATTERN ADMINISTRATION
-
- In the top left 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 patern opened in such a way automatically copies the design
- and layer relations of its predecessor.
- 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 ddeletes 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 habe only made
- one pattern you can delete it - all entries will be set to standard but it
- will naturally bot be removed from the lise.
- 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`
- buton 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`.
-
- 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 habe 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)
- 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 shows 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 follows:
-
- Choose patterns : Every time you choose a script entry you
- will be able to choose the pattern to be
- inserted from a list.
-
- Choose Commands : 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 theat 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 resulting free space in the
- script can now be edited in the choosen mode (choose pattern, choose
- command etc.). That meant 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 the 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.
-
- 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.
- THE SCRIPT COMMANDS
-
- We have already mentioned the fact that script are not just a list of
- patterns but also include COMMANDS.
-
- If you choose a script entry while in `Choose Command` mode instead of
- being the `Choose Pattern` mode you will be presented a list of all
- possible script commands. Choose a command from 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....
-
- FADE MUSIC IN : 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`.
-
- FADE MUSIC OUT : Fade-out
-
- SILENT : Switches the music off. This is mainy 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 scripts entries X times.
-
- ENDLOOP : Marks the end of the loop block (started with
- LOOP X)
-
- GOSUB X : Jumps the script position X and returns once it
- finds a `RETURN` command.
-
- RETURN : Ends a subblok 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
- date 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: FADE MUSIC IN :Start fading the music in
- 0003: SMALL INFO (0001) :Start pattern
- 0004: FADE MUSIC OUT :Fade out music
- 0005: WAIT 1 :Wait until complete
-
- So you don`t habe any problems fading music we suggest you use the
- Demomaniac player tracker packer!. This player is also capable of fading
- CIA-timed songs with many effects.
-
- Lets continue with the other editors...
-
- 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.
- 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 theres 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 give 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 acces 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:
-
- LOAD FILE : 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.
-
- UNLOAD FILE : Empties a block
-
- SHOW BLOCK : Shows you the contents of the active block.
-
- SORT BLOCKS TYPE: Sorts memory blocks by data types. This does not
- affect all other lists.
-
- SORTBLOCKS ALPHA: Sorts memory blocks in alphabetical order.
-
- SORTBLOCKS SIZE : Sorts memory blocks by size.
-
- REMOVE UNUSED : Removes all blocks that aren`t use by any pattern.
-
- MAKE TEXT : Use this option to edit text for the active memory
- block.
-
- 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 Thisisthenameofthistextfile
- This is the first line of my text file...
- and this the second...
- ...blah blah blah ...
-
- 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.
-
- PICTURE : Pictures are standard IFF pictures as all Amiga
- Paint programmes generate (12, 18 and 24 bit
- pictures are not supported.)
-
- SAMPLE : Sampe is the term used for sound effects. They
- have to be standard IFF format (IFF-8SVX). 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 Demomaniac font converter. We regret you cannot
- use Amiga system fonts as these (for techinical
- reasons) are saved in a different format. (A
- converter will be available shortly)
-
- OBJECT : Vector objects.
-
- SCAPE : Whole vector landscapes.
-
- DATA : If a file is described as `Data` this means a
- specific data type could not be recognised.
-
- Now you know how to load data into memory and how Demomaniac manages it.
- Try not to waste memory as you can never habe too much of it when making a
- demo. Let`s go on to the next editor.
-
- 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 choosen 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 tje design editor also allows you to habe rainbows
- background colours, include mirrors etc.
-
- How do you make your own design?
-
- Once again the whole thing is managed by an easy to understand list that
- contains all effects, colours and settings. This are listen 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 editing momentarily. You can edit the
- name any time 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 are 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.
-
- 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 devide the screen.
-
- These five commands add effects to the screen design. When you choose one
- of these effects you will always first 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 construction editor).
- Please note that object and grapgics effects require a picture to be loaded
- into the memory editor beforehand.
-
- So you can edit designs comfortably we habe include 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)
-
- 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 habe a look at the effect a mirror has on the overall look.
-
- 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 habe to littl 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 pictures 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 (throught the graphics co-processor
- COPPER). Usually these are calculated just before a pattern 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 habe enough memory and if so you can switch this function on.
-
- The next option if FreeUsedEffects and as you may guess is for handling
- consumption and freeing of memory. This function only has an effect in an
- executable demo! it 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 syste, used to create the demo. The only disadvanatage
- this option has is that after the demo has finished your computr`s memory
- is "messy" and without reseting the machine you will not be able to
- continue. Bue 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.
- THE GENERAL SCREEN
-
- 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 the 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.
-
- SCRIPT CONTROL
-
- Here you can save the demo, consisting of effects, data and lists.
-
- You can save the demo without all data (graphices, music etc.), just with
- the paths and file names of the data, its 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 habe to find the datas on loads of disks
- first pr of 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. If working
- with numerous disks you shouldn`t load a file with `DF0:picture.iff`, but
- with `PICTURES:picture.iff` (if the respective disk is call PICTURES).
- This 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 necessary files together. Of course this saved file is somewhat
- 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 fileonto a disk or hard disk. This is a stand-alone, from
- workbench or shell executable program.
- A demo that has been saved as an executable can`t be reloaded into
- Demomaniac and thus also not re-edited. You should always kepp 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, Imploader, Titanics cruncher etc.
-
- Another form of saving an executable demo is saving as BootBlock. The demo
- is save 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 disadvantage is
- that all data previously on the said disk will be deleted.
-
- EFFECTS CONTROL
-
- Apart from the script commands the general screen also contains
- possibilities to alter the effect list (list 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 ne effects, all
- you habe to do is copy them into your DM_effects directory, press `ADD
- EFFECT` and they will be automatically added to your list of effects.
-
- `SHOW EFFECTS` lists all available effects.
-
- To delete an effecct from the list use the function `REMOVE EFFECT`. This
- funtion 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.
-
- DISK CONTROL
-
- These commands are included to save you the job of having to enter the
- Workbench or CLI for small file operations. `CHECK FILE` tries to
- recognise the tyoe if file (text, graphics, effect module, script etc) and
- `SHOW FILE` will show the file.
-
- 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. It 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. It`s very simple to use:
- Once you have sekected 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. 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.
-
- 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 wau each effect that is
- shown on the monitor gets its own bitplanes and can be presented without
- loss of speed. There is just on 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 requires 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.
-
- REPLAYERS
-
- The replayers we have included all have different characteristics we would
- like to list:
-
- Noise packer V3 quite old
-
- Noise Tracker V2 To be used with very old modules
-
- Sound Tracker V2 For old songs,doesn`t support CIA-timing
-
- Sound Tracker V2.6 For old songs,doesn`t support CIA-timing
-
- Star Trekker V4 Getting a bit long in the tooth...
-
- Pro Tracker V1-V3 These are the original replayers
-
- Pro Packer V2 Can play modules packed with the propacker
- WARNING:unpacked sounds will cause this to crash
-
- Pro Packer V2Fx At the moment the only replayer that allows you
- to play music and sound effects simultaneously
-
- Pro Runner V2 A good replayer for Pro Tracker music. The module
- is automatically packed after loading and is kept
- and played packed. Thus replayer also allows music
- fading!.
-
- Tracker Packer V3 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
- its fine.
- Its supports music fading and will thus fade any
- any active sound effects.
-
- As you se there isn`t really a replayer that has all the features you would
- wish for (play packed songs, Protracker compatible, CIA timing, sound
- fading, sound effects amd speed)
-
- INTERNAL
-
- Demomaniac`s modular system works in the following way. Each drawer
- contatins data of just the on type (for instance effects in the DM_effects
- drawer). This drawer also has to be assigned so that the data can be found
- on disk or hard disk.
- Example: You need to assign the DM_effects drawer that you have placed in
- the partition then include the following assign
-
- Assign DM_effects: HD0:demomaniac/DM_effects
- ©Black Legend Software and Complex Developments
- Dox type in by CHA®ON-OGN
-
- Greets goto:
-
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-
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-
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