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-
- ShowANIM Version 5.30
- 13 September 1988
-
- written by Gary Bonham
-
- Copyright (c) 1988 by SPARTA Inc.
- Laguna Hills, Calif.
- All Rights Reserved
-
- ShowANIM is a freely distributable player for ANIM animation files and for
- IFF ILBM picture files.
-
- ShowANIM 5.3 represents a significant advance from the previously released
- versions, the latest of which was v4.3. I wish to thank all those who have
- contributed suggestions and hope that at least most of you will be pleased
- with this release. The most significant change in this release is a rework
- of the internal way of handling overscan and the display in general. The
- result is that this version will support both NTSC and PAL in all resolutions
- and all normal levels of overscan. Overscan levels that have been verified
- include no overscan (320/640 x 200/400), medium overscan (352/704 x 220/440),
- and severe overscan (384/768 x 240/480). Also the corresponding levels
- for PAL which are identical in width but 56/112 taller. Note that PAL
- overscan will, in general, require more than 512k of chip ram. Therefore,
- you may not be able to utilize these modes until Commodore releases new
- chips which permit 1Mb of chip ram. In addition keyboard
- control of animation speed as well as pause/restart/resume has been added,
- and full control of ShowANIM can now be specified from a workbench icon via
- the tooltypes table (which duplicates all command line parameters when run
- from the CLI).
-
- In addition, this version will properly handle ANIMs which have new color
- maps on each frame. Also, color cycling is supported.
-
- Separate timing is provided for the first and last frame of an animation.
- These are defaulted to 3 seconds apiece so running ShowANIM without any
- parameters on an ANIM will hold the first frame 3 seconds, play the ANIM,
- and then hold on the last frame for 3 seconds before termination. During
- this time you can use the keyboard to pause, or alter other settings such
- as looping playback and speed. If showing a single picture, such as an
- IFF ILBM picture from a paint program, the two 3 second delays combine into
- one 6 second period during which the picture is displayed.
-
- Specific features are as follows:
-
- 1) Continuous play mode. In continuous play it is assumed that the last two
- frames of an ANIM exactly match the first two frames. The ANIM can then
- be run in a continuous loop mode where frame 3 follows the last frame.
-
- CLI command line: -C# where # indicates the number of times the
- ANIM is to be continuously looped. If left
- off, then it will loop forever (well, at
- least a LOT of times - something like 32000).
-
- Icon Tooltype: CONTINUOUS=# same as above except that # is
- required. If you want infinite play, set it
- to a large value such as 32000.
-
- 2) Looping play mode. In looping play, each loop the ANIM will start with
- frame 1 like starting from scratch. There will be a definite pause at
- this point since the compression used for the initial frame is not very
- fast, and it contains the entire picture and not just the differences
- from the previous frame. The delay for first and last frames apply to
- the first and last frames of each loop. If both continuous and looping
- play are selected then the continuous loop is inside of the looping play
- loop.
-
- CLI command line: -L# where # indicates the number of times the
- ANIM is to be repeated. If left
- off, then it will loop forever (well, at
- least a LOT of times - something like 32000).
-
- Icon Tooltype: LOOP=# same as above except that # is required.
- If you want infinite play, set it to a large
- value such as 32000.
-
- 3) PingPong mode. In this mode an ANIM will play first to last and then
- backwards back to the first, and so on. N.B. that this mode will ONLY
- WORK if the ANIM was generated in the XOR mode. As of the date of this
- writing, there is no commercial product offering the XOR mode, and when
- one becomes available, it will probably be a slightly different
- compression technique which will necessitate a revision to ShowANIM.
- There will be a product from Aegis in the next few months which will
- offer this as an option, unless it is pulled prior to release.
-
- CLI command line: -B# where # indicates the number of times the
- ANIM is to be pingpong looped. If left
- off, then it will loop forever (well, at
- least a LOT of times - something like 32000).
-
- Icon Tooltype: PINGPONG=# same as above except that # is
- required. If you want infinite play, set it
- to a large value such as 32000.
-
- 4) ANIM timing. Normally, an ANIM will play back as fast as possible unless
- there are timing values on the file itself (the relative timing parameter
- in the ANHD chunk on each frame). One can override this value by
- specifying the timing for all frames (in jiffies - 1/60 sec video frames).
- Note that this is different than the special timing delays for the first
- and last frames - this will affect ALL frames, overriding any timing on
- the ANIM file itself.
-
- CLI command line: +# where # indicates the timing in jiffies
- (1/60 second video frames).
-
- Icon Tooltype: TIMING=#
-
- 5) Special timing delay for first/last frames. These permit you to delay the
- first and last frames of an ANIM. If in looping play mode, these apply to
- the first and last frames of each loop. These are defaulted to 180
- jiffies (3 seconds) each.
-
- CLI command line: +F# For timing delay on first frame.
- +L# For timing delay on last frame.
-
- Icon Tooltype: FIRST=#
- LAST=#
-
-
- 6) Color Cycling. Not many products can generate an ANIM with cycling info,
- but if they do, ShowANIM can play them. Also, showing still pictures will
- frequently require color cycling since most paint programs support
- cycling. Cycling is normally off, but may be activated with the
- following:
-
- CLI command line: +C Acivate Color Cycling.
-
- Icon Tooltype: CYCLING=ON
-
- N.B. that there is NO CYCLING=OFF command. The contents of the right side
- of this expression is ignored - the very presence of this command
- will activate cycling.
-
- 7) Keyboard control. While an ANIM or picture is being displayed, one can
- type the following keys for the following actions:
-
- ESC or CTRL-C - aborts the play.
-
- F1 - Set timing to 1 jiffy (60 fps). Note that these timings will
- not force a given speed if the Amiga cannot decompress the images
- fast enough. The timing is used to delay so the ANIM will not
- play faster than this speed.
- F2 - Set timing to 2 jiffies (30 fps).
- F3 - Set timing to 3 jiffies (20 fps).
- F4 - Set timing to 4 jiffies (15 fps).
- F5 - Set timing to 5 jiffies (12 fps).
- F6 - Set timing to 6 jiffies (10 fps).
- F7 - Set timing to 10 jiffies (6 fps).
- F8 - Set timing to 20 jiffies (3 fps).
- F9 - Set timing to 30 jiffies (2 fps).
- F10 - Set timing to 60 jiffies (1 fps).
-
- TAB - Toggle color cycling.
-
- Down Arrow - Pause.
- Up Arrow - Continue.
- Right Arrow - Go to next frame immediately.
- Left Arrow - Restart ANIM from first frame - Note, this puts play
- into the Looping play mode with 32000 loops.
-
- C - Set continuous loop mode with 32000 loops.
- L - Set looping mode with 32000 loops.
-
- **********************************************************************
-
- One last disclaimer ... This program does its own copperlist creation.
- Therefore, if anyone encounters difficulties with particular size
- pictures, resolutions, etc., please contact me so it can be corrected.
- Many thanks go to Bart, Dale, Jimm, and others who have been very
- helpful in getting this code to run.
-
- ... Gary Bonham, SPARTA Inc., Laguna Hills, Calif - 714) 768-8161
-
-