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- ************************* D E L U X E F R A M E ****************************
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-
- by: J.Buitenhuis
- J.C.Kapteynlaan 5
- 9714 CL GRONINGEN
- HOLLAND
-
- What is DFrame?
-
- DFrame is an Utilitie thats helps you in creating animated bobs. It
- installs itself in DPaint II! So you can draw in the best drawing program
- (in any resulution or depth) and make and check animated bobs. When I
- say 'bobs' I don't mean high-level C-structures.
-
- Most prgrammers who use animated bobs, or bobs in general, make those
- bobs in a (IFF)picture. That picture gets loaded into memory.The exact
- position of each bob is used to program the blitter. The blitter moves
- the bob from memory to screen. In an animated bob-sequence this means moving
- several bobs, thus creating the frames of a movie.
-
- DFrame helps you to draw these animated bobs.You draw each bob in
- DPaint II within its own frame (that is his own precise position) and
- check the animation by calling DFrame.
-
-
- Installing DFrame.
-
- You can either click the DFrame-icon first and then the DPaint-icon or
- the otherway around. After loading DFrame nothing appears to happen.
- After loading both programs go to the DPaint screen. Now press
- the 'f' key on your keyboard. The screen flashes indicating
- you have activated DFrame. DFrame now searches for DPaint and installs
- itself. If the installing was succesful you can read "DFrame installed"
- in Dpaints menubar at the effects item! When DPaint II was not in memory
- DFrame remaines active waiting for you to press the 'f' key and start
- searching again.
-
-
- Calling DFrame.
-
- After installing DFrame you can call DFrame by moving the mouse pointer to
- the far RIGHT of the DPaint screen. Then press the 'f' key. Dpaint II
- shuts down and DFrame pops up.
-
- WARNING:
- - Do NOT call DFrame when DPaint II is working. That is when the DPaint
- mouse pointer has changed to the 'bussy' image.
- - Avoid calling DFrame with toggled window title bar.
-
- Because of the UNDO function of DPaint, DFrame only displays that part
- of the bobs that can NOT be removed by UNDO. DPaint works with two pictures.
- One on the screen, limited in size because of the screen size. And the
- second one, somewhere in memory, containing the whole picture. DFrame
- uses this complete picture (HaHa to Pixmate) allowing you to draw your bobs
- on maximum sized DPaint pages (1000 x 1000 pixels).
-
- You can leave DFrame by simple clicking the close gadget on the DFrame window.
- DFrame is still active. Waiting for you to call it again. If you want to
- remove DFrame from memory, you have to choose the QUIT item from the DFrame
- menu bar.
-
-
-
- Implemented instructions.
-
- -ABOUT. Shows the name of the Author.
-
- -QUIT Removes DFrame from memory
-
- -SIZE Allows you to change the size of the bobs your
- working on.
-
- -PAUZE OVERALL Allows you to change the display speed. the value
- inserted is used in a slow-down loop. So zero is the
- fasted speed (app.35 frames/s).
-
- -ANIMATE DO Starts the animation. You can stop the animation
- by pressing the RIGHT AMIGA-KEY.
-
- -LAY-OUT Allows you to insert the screen layout of the bobs.
- It needs the number of rows, and the number of
- bobs pro row.
-
- Future expansions.
-
- DFrame was programmed with maximum of flexibility in mind. Each frame
- described in the lay-out and size inputs has its own data structure. This
- data structure is used by DFrame. In this data structure each bob has its
- own 'pauze' (display time) allowing you to use individual display times.
- Further more DFrame reads the exact position of the bob on the screen
- from the data structure. Allowing you to change the range of the displayed
- bobs. These expansions are of course only of use in working with DFrame.
- These data structures could of course be saved and loaded.
- A further expansion would be automatic grid drawing. That is drawing a
- grid in DPaint II to draw on.
- This explaines the non selectable menu-items.
- I found working with the implemented instructions satisfactory. But since
- the possibilities are there to expand DFrame, I am open for requests.
-
-
- To get started.
-
- HOW TO RUN THE DEMOS.
-
- -"dframe_demo.owl"
-
- insertions: -DPaint II: Lo-res, 8 colors, normal page size
- -DFrame : size: frame width= 5 (x 16 pixels)
- frame height= 67 lines
- lay-out: 2 rows
- 4 frames pro row
- pauze: 40
- Then choose animate do and the animation starts. To stop press the right
- amiga key.
-
-
- -"dframe_demo.buble"
-
- insertions: -DPaint II: Lo-res, 8 colors, normal page size
- -DFrame : size: frame width= 4 (x 16 pixels)
- frame height= 87 lines
- lay-out: 2 rows
- 4 frames pro row
- pauze: 40
-
-
- -"dframe_demo.dancer1" and "dframe_demo.dancer2" and dframe_demo.grid
-
- insertions: -DPaint II: Med-Res, 8 colors,
- page size:width=768, height=384
- -DFrame : size: frame width= 12 (x 16 pixels)
- frame height= 128 lines
- lay-out: 3 rows
- 4 frames pro row
- pauze: 25
-
-
-
- How to draw animated bobs.
-
- Drawing animations is not easy. A big problem, next to the drawing itself,
- is that each image has to be in the exact right position. Therefore it is
- necessary to draw in a grid. See the example "dframe_demo.grid".
- A short 'tutorial' (a bit pretentious?) is included. The example
- "dframe_demo.grid" shows a grid I use to draw my bobs. The
- picture "dframe_demo.dancer1" shows the basic animation drawing,
- "dframe_demo.dancer2" shows the final animated bob sequence.
-
-
-
-
-
- DON't's.
-
- -DO NOT CALL DFRAME WHEN DPAINT IS BUSSY !
-
- _DO NOT CALL DFRAME WITH TOGGLED DPAINT TITLE BAR.
-
-
- For any requests, questions, bugs etc, etc, etc,
-
- J. Buitenhuis,
- J.C.Kapteynlaan 5,
- 9714 CL Groningen,
- HOLLAND.
-