home *** CD-ROM | disk | FTP | other *** search
- GameSmith Development System Release 2.0
- ________________________________________
-
- These demos and the included demo source code are designed to give you
- a first hand look at the types of things that are possible with the
- GameSmith Development System. For more information please contact us at:
-
- In North America contact:
-
- Oregon Research
- 16200 S.W. Pacific Hwy., Suite 162
- Tigard OR 97224
-
- Phone: (503) 620-4919
- FAX: (503) 624-2940
- Internet: orres@teleport.com
- Genie: ORA
- CompuServe: 71333,2655
-
- In Europe contact:
-
- HiSoft
- The Old School
- Greenfield, Bedford
- MK45 5DE UNITED KINGDOM
-
- Phone: +44 (0) 525 718181
- FAX: +44 (0) 525 713716
- Internet: hisoft@cix.compulink.co.uk
-
-
- GameSmith retails for $129.95 and is available at Amiga dealers everywhere.
- You may also order directly from Oregon Research or HiSoft.
-
-
- Demo Notes
- ----------
- Some of the blitter/animation demos can run in Super72 800x600, but this mode
- is not used by the demo scripts. See the demo code itself for how this is
- accomplished, or simply type the name of the demo file (in each subdirectory)
- for a list of available command line options. Note that Super72 mode is
- only possible if the Super72 monitor is installed in your Devs: drawer.
-
- IMPORTANT: Most demos require a mouse button click to exit (either one).
- The Tutorial demo requires a Joystick to exit.
-
- Most of the demos have the Joystick routines activated and will
- do extra things when you use a joystick.
-
- Some of the demos, the Moonrocks in particular, require a lot of
- chip ram.
- If you get a setup error, or a message saying "Bad news from the moon". Then
- try closing some windows or other means of freeing up additional chip ram.
-
- *****************************************************************
- ******** The GameSmith Development System Release 2 *************
- *****************************************************************
-
- So you want to write a game? Why? Games are fun! Besides that,
- about 99% of the games out there just aren't quite up to your
- standards. In this case the old adage rings true: "If you want
- something done right..." There's just one hitch: up until now,
- there were only 2 options: 1) Spend years developing all of the
- necessary low-level tools you'll need to make the games you want,
- or 2) Surrender to the empty promises of restricting BASIC
- language environments.
-
- 'C' and assembler programmers, this is your answer! AMOS and Blitz
- users: tired of BASIC restrictions? Tired of so-so tools? Do you
- want COMMERCIAL QUALITY results without spending years in
- development? Then check out what the GameSmith Development System
- has to offer.
-
- Three years in the making, the GameSmith Development System
- provides all of the low level muscle your programs require, freeing
- you to concentrate on the things you really want to spend time on -
- GAME CREATION! With the introduction of Commodore's exciting new
- CD32 game machine, more people than ever want to get in on the
- action. Amiga owners are in luck, because the GameSmith
- Development System allows even novice programmers to create
- stunning results. Its unrivaled power is currently available ONLY
- for the Amiga! Whether you're an experienced game programmer,
- hobbyist, or just getting your feet wet, the GameSmith Development
- System will SIGNIFICANTLY reduce development time, allowing you to
- be more creative. No matter what model of Amiga you're targeting,
- no matter what operating system level, GDS functions will run on
- it. Whether you want to make a fast paced shoot 'em up or a role
- playing adventure, the GameSmith Development System has a lot to
- offer.
-
-
- What is it?
- -----------
- The GameSmith Development System comes with a linker library of
- highly optimized game systems and several programs for game
- creation. Most of the system was written in assembler, giving you
- true arcade performance. Your programs can make use of any or all
- of the individual pieces in the linker library. Want to use the
- GameSmith animation and/or sound systems in an Intuition screen
- instead of the GameSmith display? No problem. And the utility
- CITAS lets you graphically put together your animated objects (i.e.
- BOB's). There are also utilities to encrypt your IFF graphic and
- sound files, keeping them safe from prying eyes when you're ready
- to distribute your program. You can even write your own encryption
- algorithms!
-
- The major components of the toolkit include:
-
- 1: The most sophisticated programmable animation system available
- today, and all at arcade speeds. Using animated objects has never
- been easier! It automatically and transparently handles:
-
- - Double buffering (if desired).
-
- - Prioritized display of objects (objects can move in front of
- or behind each other).
-
- - Saving and restoring of background data "behind" objects (if
- so desired).
-
- - Object-to-object collision detection. Objects may have any
- number of collision detection areas.
-
- - Object-to-background data collision detection. Objects may
- have any number of collision points.
-
- - Software interrupt collision handling. Tell the animation
- system what functions you want to handle collisions and those
- functions will automatically be called when a collision occurs.
-
- - Translucent objects.
-
- - Animating an object forward or backward.
-
- - Single shot forward and/or backward animations (the animation
- system repeats the last cell until the sequence is reset).
-
- - Automatic bitmap bounds checking.
-
- - Automatic virtual space object coordinate handling. Objects
- may lie outside of the actual bitmap.
-
- - Ability to shift real space within virtual space; perfect
- for tilemap scrollers.
-
- - Placement of attached, or child objects from a parent
- object. Chain any number of objects.
-
- - Automatic handling and placement of multi-sequence objects.
- To your program, these complex objects are as easily handled as a
- simple anim object. Imagine a Street Fighter character with all
- sorts of different moves: to your program it would still be ONE
- LOGICAL OBJECT! EASY!
-
- - Automatic handling of objects in any number of simultaneous
- bitmaps.
-
- - Optional use of the CPU or the Amiga blitter chip to display
- objects on a per object basis.
-
- - Load disk-based anim objects with a single function call.
- Automatically allocate any number of objects in an array (objects
- use a single copy of the actual image data to conserve memory).
- Free them at any time.
-
- - Full dynamic control over anim objects. Many, many
- options.
-
-
- 2: A sound sample/effects player of unrivaled ease. VERY
- efficient!
-
- - Load IFF 8SVX sound samples, including stereo samples and
- samples with a loop portion, with a single function call
- (including those you've encrypted with the supplied utility).
-
- - Load raw sound samples. Any file can be interpreted as
- sound data.
-
- - Interrupt driven automatic playback of samples in the
- background.
-
- - Playback of sound samples from Fast RAM (with a small, user
- specified amount of Chip RAM).
-
- - Playback of sound samples in any octave and note.
-
- - Unlimited sound sample size (memory permitting).
-
- - Automatic handling of looping samples for real-time echo.
-
- - Automatic special effects such as fades and frequency
- changes.
-
- - Total Dynamic user control of samples in progress.
-
-
- 3: An ILBM picture loader. Load any picture with a single function
- call (including encrypted graphics), or merely interrogate the file
- (get dimensions, color, etc.). Optionally fill a color table at
- load time and/or allocate one or two bitmaps to hold the picture.
-
-
- 4: Sophisticated display system for taking over the Amiga's display.
- Complete hardware level display, yet totally compatible with all Amiga's.
- You will not find a more sophisticated, compatible, and reliable display
- system for the Amiga.
-
- - FULLY AGA compatible. Use any display mode available in any
- supported depth (included "promoted" double scan displays).
-
- - Automatic and transparent double buffering.
-
- - Split the display into any number of viewports vertically
- (resolution allowing).
-
- - Hardware level smooth scrolling on a per viewport basis
- (yes, even on AGA machines!). Easily scroll at full display
- speeds (60 fps NTSC, 50 fps PAL) even during intense game play.
-
- - Put any viewport in dual playfield mode.
-
- - Independently scroll either playfield in dual playfield
- mode.
-
- - Optionally make use of user preferences for display
- placement (system display clip and positioning).
-
- - Supports new AGA enhanced dual playfield modes: 7 or 8
- bitplanes.
-
- - Change the color palette at any time: a single register or
- the entire palette (supports 24 bit AGA color values).
-
- - Fast (near instantaneous) user copper lists, modifiable at
- any time (REALLY!). Set AGA 24 bit color registers with the copper.
-
- - Parallax scrolling for great "Shadow of the Beast" type displays.
-
- - Hardware sprites.
-
- - Supports hardware border blanking on ECS Super Denise and AGA
- systems.
-
-
- 5: Many utility routines:
-
- - AmigaDOS librarian. One call to open the libs you need, one
- call to close 'em. Completely safe, open them as often as you
- like.
-
- - Joystick polling: both ports. EASY!
-
- - Vector routines. Move an object in a straight line at any
- angle or plot a line in a bitmap. User controlled speed and
- precision. Very fast, and highly optimized.
-
- - VERY good random number generator.
-
- - File requestor (this is the only function available only to
- SAS 'C' users). Runs on WB 1.3 systems.
-
- - Vertical blank timer.
-
- - Vertical blank controller: add any function to the system
- vertical blank server chain!! One call to add, one call to
- remove.
-
- - Fast plot routines for replacing the sluggish system ReadPixel
- and WritePixel routines. Flip any pixels color. Plot to any
- bitmap.
-
- - Many low-level blitter routines. These are the same routines
- used by the animation system. Blit any image using the
- Amiga's blitter chip or the CPU. Simple, just set a bit!
- Transparent operation.
-
- - Many additional utility routines are available.
-
-
- The system comes with 350 pages of manuals. You get a User's
- Guide, a Library Reference, and the CITAS manual.
-
-
- CITAS 3.1
- This revolutionary utility is like nothing you've ever seen before.
- CITAS began years ago as a shareware utility that turned an IFF
- image into 'C' or assembler source code so that the data could be
- referenced by your program. Well, CITAS has really grown up! You
- can now graphically build all aspects of an anim object beginning
- at the image level, and progressing all the way through collision
- detection. All this simply and easily with the click of a button
- or the press of a key. You can still create source output for your
- objects (including all of the complex controlling structures), but
- you can also create the more flexible disk-based objects. Disk
- based objects can be loaded and freed by your program, conserving
- memory by using only those that need to be loaded at one time.
- What's more they can be encrypted (non-editable by CITAS) and even
- locked to your unique serial number - only your program can load
- them. The beautiful part is that objects created by CITAS, whether
- linked into your program or loaded from disk, are directly usable
- by the animation system! No additional setup is necessary, just
- load 'n play!
-
- CITAS let's you easily: sequence images in an animation, preview
- animation at any time, adjust image placement, single step animation,
- flip and rotate images, set display method and priority, define
- object-to-object and object-to-background collision areas, etc., etc.
- Lots of great features! CITAS loads IFF images, so you can use your
- favorite graphics program to paint or render your artwork. CITAS will
- run in any available display mode, even allowing you to save display
- preferences.
-
-
- Compatibility
- The GameSmith Development System is fully compatible with every
- Amiga ever made. It will run on WorkBench releases 1.3 on up. It
- is also FULLY AGA COMPATIBLE, with many enhanced AGA features.
- Finally! Now you can write CORRECT AGA software!
-
-
- What if I Want to Sell Something I Make With This System?
- No problem. There are no distribution royalties whatsoever. In
- fact, people won't even be able to tell that you used this system
- for your program (although a little mention would be nice).
-
-
-
- C Compiler and 680x0 Assembler INCLUDED!
- ----------------------------------------
- Includes DICE GS C compiler and DevpacGS 680x0 assembler. These are
- fully functional special GameSmith versions of the commerical C
- compiler DICE 3.0 and 680x0 Assembler Devpac 3.
- Amiga
- Requirements
- ------------
- Programmers should be familiar with either the 'C' language or
- assembler. You don't have to be an expert by any means, but you
- should be familiar with the basic things like pointers, structures,
- hexidecimal notation, and how bitplanes are combined to form a bitmap
- for display.
-
- Other languages that support standard Amiga linker libraries and
- can handle pointers and structures may be directly supported by
- Oregon Research in the future.
-
-
- What if I Have a Problem or a Question?
- Don't worry, we're here for you! Technical support is
- available by letter, phone Monday - Friday Wednesday 9am - 12pm Pacific,
- FAX or electronically. Our technical support specialists are there
- for you.
-
- In North America contact:
-
- Oregon Research
- 16200 S.W. Pacific Hwy., Suite 162
- Tigard, OR 97224
-
- Phone: (503) 620-4919
- FAX: (503) 624-2940
- Internet: orres@teleport.com
- Genie: ORA
- CompuServe: 71333,2655
-
- In Europe contact:
-
- HiSoft
- The Old School
- Greenfield, Bedford
- MK45 5DE UNITED KINGDOM
-
- Phone: +44 (0) 525 718181
- FAX: +44 (0) 525 713716
- Internet: hisoft@cix.compulink.co.uk
-
-
- GameSmith retails for $129.95 and is available from Amiga dealers everywhere.
-
-
-
-
-