DEMO CONSTRUCTION KIT
UTILISATION OF MANUAL
ORIGINALLY WRITTEN IN FRENCH
BY BARTHIMUS OF THE CRACKING ACADAMY
TRANSLATED AND RE-TYPED BY KARADOC OF ADRENALIN 1992
CHAPTER 1 : INTRODUCTION
THE DEMO CONSTRUCTION KIT IS A LOGICAL WAY OF CREATING ANIMATED
DEMOS INCLUDING COOL GRAPHICS.IT ALLOWS FULL INTEGRATION OF
MUSIC,TEXT AND IMAGES IN THE DEMONSTRATIONS.
IT FUNCTIONS ON ALL THE ATARI COMPUTERS AND COMPATIBLE ST'S,I.E
STF,STFM,STE,MEGA-STF,MEGA-STE AND CAN BE FITTED ON YOUR HARD
DISC IF YOU WISH.
YOU HAVE THREE DISCS:
THE FIRST DISC INCLUDES THE PROGRAMME AS WELL AS A FEW DEMOS
IN.PRG (CAN BE USED DIRECTLY AT THE OFFICE) AND IN DCK (FILE TO
BE LOADED UNDER THE PROGRAMME).HERE IS THE LIST OF FILES:
-DCK.PRG.
-DCK1.JNX.
-DCK2.JNX.
-DCK3.JNX.
-DCK4.JNX.
THE SECOND DISC INCLUDES THE FOLLOWING FILES:
-DESSINS (DESIGNS) INCLUDING THE BACKROUND PICTURES.
-FONTES (FONTS) INCLUDING THE CHARACTERS.
-SPRITES INCLUDING THE SPRITES.
-RASTERS INCLUDING THE RASTERS.
-TRAJ SPRITE INCLUDING THE TRAJECTORIES OF THE SPRITES IN
.DAT.
-TRAJ SCROLL INCLUDING THE TRAJECTORIES OF THE SCROLLERS IN
.TRJ.
THE THIRD DISC INCLUDES THE FOLLOWING FILES:
-DIGIT.STE (DATA STE) INCLUDING THE DIGITAL MUSIC FOR THE
STE.
-DIGIT.STF (DATA STF) INCLUDING THE DIGITAL MUSIC FOR THE
STF.
-MUSIC CHIP INCLUDING THE MUSIC FOR THE SOUND CHIP (ANY ST).
-SOUNDTRACK INCLUDING THE SOUNDTRACK MUSIC.
THIS PROGRAMME HAS BEEN CONCEIVED ENTIRELY ON A 68000 TO ENSURE
SPEED OF EXECUTION AND FLUENCY AND ALL THIS BY A FRENCHMAN IN
FRENCH(WELL IT WAS TILL I TRANSLATED IT).ALL THE FUNCTIONS OF
EXECUTION OF DEMOS SUCH ASSCROLLS,BORDERS,SPRITES,MUSIC,RASTERS,
STARS,EQUALIZERS,ETC....HAVE BEEN PUT TOGETHER IN ONE PROGRAMME
ONLY TO MAKE IT MORE ECONOMICAL AND EFFICIENT.
CHAPTER 2 : GENERALITIES
USE OF THE DCK
THE DCK USES THE ATARIS GEM INTERFACE.IT IS THEREFORE CONTROLLED
ENTIRELY BY THE MOUSE.THIS SYSTEM ALLOWS SPEED AND EASE OF
USE.THE MAIN SCREEN OF DCK IS SEPARATED INTO 2 PARTS:
-THE ROLLING MENUS
-THE SELECTION ICONS
THE ROLLING MENUS ARE REPRESENTED BY A MENU BAR WHICH IS AT THE
TOP OF THE SCREEN.EACH NAME ON THE MENU BAR HIDES SEVERAL
OPTIONS.IF YOU POINT AT A NAME ON THE MENU BAR WITH THE MOUSE(GOD
MAN THIS IS REALLY BASIC TUITION),A GATHERED SUB OPTION
APPEARS,YOU MUST THEN BRING THE MOUSE DOWN TO THE SUB OPTION
REQUIRED(THE ONE POINTED AT BY THE MOUSE,DARKENS)AND CLICK ON IT.
IN SOME CASES THE ROLLING MENUS ARE USED TO DEFINE WHETHER AN
OPTION HAS BEEN SELECTED OR NOT.IN THIS CASE IF A SUB OPTION HAS
BEEN SELECTED,A KIND OF V IS DISPLAYED ON ITS LEFT.
THE ICONS ARE REPRESENTED BY DRAWINGS ON WHICH YOU MUST CLICK.ON
THE MAIN SCREEN OF THE DCK THERE ARE 10 SITUATED AT THE
BOTTOM.THEY ARE ACCOMPANIED BY A WORD DESCRIBING THEIR
FUNCTION.THESE ARE:SCROLL,TEXT,DEFORMATION,SPRITES,BLOCK COPIERS,
STARS,BORDERS,COLOUR,MUSIC AND UTILISATION.
THERE IS A THIRD KIND OF OBJECT USED IN THE DCK.THESE ARE
DIALOGUE BOXES.YOU HAVE ACCESS TO THESE BOXES USING ICONS OR
ROLLING MENUS.EACH ANIMATION HAS ALL ITS PARAMETERS GATHERED IN A
BOX.
A BOX IS USUALLY REPRESENTED BY A LARGE WHITE SQUARE EDGED WITH A
BLACK LINE IN WHICH THERE IS:
-AT THE TOP:TEXT DESCRIBING THE BOX'S FUNCTION.
-AT THE BOTTOM:AN OK SWITCH ENABLING YOU TO GET OUT OF THE
BOX WHEN ALL THE PARAMETERS ARE ADJUSTED.
WITHIN THE BOXES,PARAMETERS CAN BE MODIFIED IN SEVERAL WAYS:
-IF THE PARAMETER CAN ONLY BE TRUE OR FALSE(SELECT OR
DESELECT) IT IS OFTEN REPRESENTED BY A BUTTON.THIS BUTTON
IS A TEXT EDGED WITH A BLACK BACKGROUND IF THE PARAMETER IS
SELECTED AND A WHITE BACKGROUND IF IT IS NOT.
-IF THE PARAMETER CAN TAKE A MULTITUDE OF VALUES,IT IS OFTEN
REPRESENTED BY TWO ARROWS ON EACH SIDE OF THE CORRESPONDING
NUMBERS(EITHER TOP/BOTTOM OR RIGHT/LEFT).ALL YOU NEED TO DO
IS CLICK ON THE ARROWS TO INCREASE OR DECREASE THE VALUE OF
THE PARAMETER.
THE SYSTEM OF CO ORDINATES
IN MOST ANIMATIONS,YOU MUST TELL THE COMPUTER WHERE IN THE
DRAWING YOU WANT TO ANIMATE IS OR DISPLAY IT ON THE SCREEN.THIS
INDICATION IS MADE WITH THE USE OF TWO COORDINATES (USUALLY
REPRESENTED BY X AND Y).
THESE TWO COORDINATES ARE MEASURED IN PIXELS.YOU MUST THEREFORE
KNOW THAT THE DEMOS GENERATED WITH DCK ARE IN LOW RESOLUTION
THEREFORE THE DIMENSIONS OF THE SCREEN ARE 320 PIXELS WIDE AND
200 PIXELS HIGH.YOU MUST NOT FORGET EITHER THAT THE CORNER OF
COORDINATES X=0,Y=0 IS THE TOP LEFT CORNER AND THAT THE MORE
RIGHT YOU GO,THE MORE X INCREASES AND,THE LOWER YOU GO,THE MORE Y
INCREASES.
EXAMPLE:
TOP RIGHT CORNER: X=139,Y=0(320 PIXELS FROM 0 TO 319).
BOTTOM LEFT CORNER: X=0,Y=199.
BOTTOM RIGHT CORNER: X=319,Y=199.
MIDDLE OF THE SCREEN: X=159,Y=99.
DEALING WITH COLOURS AND PLANS
THE DEMONSTRATIONS DONE WITH THE DCK FUNCTION IN BASE
RESOLUTION.THIS MODE ENABLES THE 16 COLOURS TO BE DISPLAYED SIMU-
LTANEOUSLY ON THE SCREEN WITHOUT USING ANY TRICKS(AND EVEN MORE
WITH THE RASTERS).THESE ARE CHOSEN FROM A PALLET OF 512 COLOURS
FOR THE ATARI STF OR FROM A PALLET OF 4096 COLOURS FOR THE
STE,MEGA-STE AND TT:IN FACT,THE COMPUTER DISPOSES OF 16 SLOTS TO
PUT THE COLOURS THAT YOU WANT.THESE SLOTS ARE NUMBERED FROM 0 TO
15(WHICH MAKES 16 POSSIBLE COLOURS).
EXAMPLE OF COLOUR:
-700:THE COMPONENT OF RED IS A7 AND THE OTHERS AO.THIS
COLOUR REPRESENTS RED.
-070:GREEN.
-007:BLUE.
-000:ALL THE COMPONENTS ARE AO.IT IS THEREFORE BLACK.
-770:A MIXTURE OF RED AND GREEN GIVES YELLOW.
-077:BLUE-GREEN.
-707:PURPLE.
-777:THE MIXTURE OF ALL COLOURS GIVES WHITE.
-333:LESS WHITE THAN WHITE,IT IS.......NO,NO A WASHING
POWDER IS GREY.
-ETC...
-PUB:THE WHITE,WHITER THAN WHITE ON STE,IT IS FFF.
LET'S NOW APPROACH THE THORNY SUBJECT OF PLANS.YOU NOW KNOW THAT
YOU HAVE 16 COLOURS SIMULTANEOUSLY AVAILABLE ON SCREEN.THE ATARI
HAS 4 PLANS IN LOW RESOLUTION.WHAT IS A PLAN AND WHY 4 OF THEM?
FIRST,YOU MUST HAVE MASTERED WHAT WE SAW PREVIOUSLY
OTHERWISE,WHAT FOLLOWS WILL SEEM VERY COMPLEX.
FIRST,LET'S GO THROUGH THE COLOUR NUMBERS(NOT THE COMPONENTS BUT
THE PLACE NUMBERS FROM 0 TO 15)IN BINARIES (OR BASE 2).
COLOUR 0:0000 COLOUR 8:1000
COLOUR 1:0001 COLOUR 9:1001
COLOUR 2:0010 COLOUR 10:1010
COLOUR 3:0011 COLOUR 11:1011
COLOUR 4:0100 COLOUR 12:1100
COLOUR 5:0101 COLOUR 13:1101
COLOUR 6:0110 COLOUR 14:1110
COLOUR 7:0111 COLOUR 15:1111
FROM THIS CONVERSION,CAN BE DETERMINED WHICH PLANS USE THE COLOUR
IN QUESTION.YOU NOTICE THAT THE COLOUR NUMBERS ARE CODED ON 4
BITS ( 4 BINARY NUMBERS ).THESE BITS CORRESPONDS TO PLAN 1 ( IF
THIS BIT IS A1,THE COLOUR USES PLAN 1,OTHERWISE IT DOES NOT USE
IT ).
THE 2nd TO THE RIGHT CORRESPONDS TO PLAN 2,THEN THE OTHERS
CORRESPOND SUCCESSIVELY TO PLANS 3 AND 4.
EXAMPLE:LETS EXAMINE COLOUR 5:THE CONVERSION OF 5 IN BASE 2,GIVES
0101.THE COLOUR 5 USES THEREFORE PLANS 1 AND 3.
THE COLOUR 1 USES ONLY PLAN 1 ( SINCE 1=0001 ).
THE COLOUR 0 USES NO PLAN SINCE 0=0000.THE COLOUR 0 IS THEREFORE
THE BACKGROUND COLOUR.IF FOR EXAMPLE,YOU PUT 700 IN THE SLOT OF
THE COLOUR No 0,THE BACKGROUND WILL BE RED.
SMALL BIT OF ADVICE:REREAD THESE EXPLANATIONS SEVERAL TIMES UNTIL
YOU ARE SURE YOU HAVE FULLY MASTERED THE PLANS AND THE COLOURS
SINCE THESE FACTS ARE NEEDED TO MAKE A GOOD DEMO.
A GOOD DEMO IS FLUID.THAT IS TO SAY THAT THE ANIMATIONS ARE NOT
JAGGED.FOR THIS,THE ENTIRE DEMO MUST NOT EXCEED 1/50tme PER
SECOND.IF THESE ARE JAGGERED,THEN THERE ARE TO MANY ANIMATIONS ON
SCREEN AT THE SAME TIME.YOU MUST THEREFORE GET RID OF SOME.TO SEE
THE TIME USED,YOU NEED TO PRESS ON ONE OR TWO OF THE SHIFT KEYS
DURING THE DEMO.YOU WILL SEE THAT THE BACKGROUND COLOUR CHANGES
IN ONE PLACE ON THE SCREEN.THE LOWER THIS CHANGE TAKES PLACE,THE
CLOSER THE TIME IS TO 50th OF A SECOND AND THEREFORE THE LESS
TIME YOU HAVE LEFT.
THE FOLLOWING IS A SUMMING UP CHART OF THE PLANS USED BY EACH
COLOUR ( KEEP IT HANDY ).
___________________________________________
:NUMBER:BINARY:PLAN 1:PLAN 2:PLAN 3:PLAN 4:
-------------------------------------------
: 00 : 0000 : NO : NO : NO : NO :
-------------------------------------------
: 01 : 0001 : YES : NO : NO : NO :
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: 02 : 0010 : NO : YES : NO : NO :
-------------------------------------------
: 03 : 0011 : YES : YES : NO : NO :
-------------------------------------------
: 04 : 0100 : NO : NO : YES : NO :
-------------------------------------------
: 05 : 0101 : YES : NO : YES : NO :
-------------------------------------------
: 06 : 0110 : NO : YES : YES : NO :
-------------------------------------------
: 07 : 0111 : YES : YES : YES : NO :
-------------------------------------------
: 08 : 1000 : NO : NO : NO : YES :
-------------------------------------------
: 09 : 1001 : YES : NO : NO : YES :
-------------------------------------------
: 10 : 1010 : NO : YES : NO : YES :
-------------------------------------------
: 11 : 1011 : YES : YES : NO : YES :
-------------------------------------------
: 12 : 1100 : NO : NO : YES : YES :
-------------------------------------------
: 13 : 1101 : YES : NO : YES : YES :
-------------------------------------------
: 14 : 1110 : NO : YES : YES : YES :
-------------------------------------------
: 15 : 1111 : YES : YES : YES : YES :
-------------------------------------------
*
*
*
THE GOOD USE OF PLANS ENABLES YOU TO GET A HUGE PROPORTION OF
UNUSUAL EFFECTS AMONGST WHICH THE TRANSPORT SCROLLINGS
EFFECTS,THE SUPERIMPOSITION OF OBJECTS OR SCROLLINGS.IF YOU
MASTER THE SYSTEM OF USING PLANS,YOU CAN SAVE TIME ON ANIMATIONS
AND THEREFORE YOU CAN DO MORE AT THE SAME TIME.
HOW TO SAVE TIME:
LET US,FOR EXAMPLE DO A SCROLLING ON THE 4 PLANS WITHOUT
BOTHERING ABOUT THE COLOUR USED BY THE SCROLLING BUT THIS METHOD
USES A LOT OF TIME.THE METHOD USING THE LEAST AMOUNT OF TIME
CONSISTS IN CHOSING THE COLOUR USED SO AS TO SCROLL ONLY ON THE
MINIMUM NUMBER OF PLANS.IN THE CASE OF A SCROLLING IN ONE COLOUR
ONE,YOU CAN MANAGE TO USE ONLY ONE PLAN.
POSSIBILITIES:
SCROLL ON PLAN 1=> FONTS ON COLOUR 1(0001).
SCROLL ON PLAN 2=> FONTS ON COLOUR 2(0010).
SCROLL ON PLAN 3=> FONTS ON COLOUR 3(0100).
SCROLL ON PLAN 4=> FONTS ON COLOUR 4(1000).
NOTICE:IT IS IMPRACTICAL TO ALWAYS SAVE THE FONTS IN ONE COLOUR
ON COLOUR No 15 SINCE IT USES ALL THE PLANS (15=1111 IN BINARY)
AND YOU CAN THEREFORE CHOOSE AN WHICH PLAN YOU WANT TO DO THE
SCROLLING.
CAREFUL:IF FOR EXAMPLE YOU DO A SCROLLING ON PLAN 1 USING A FONT
WHICH IS ON COLOUR 15,SINCE ONLY ONE PLAN IS USED,THE COLOUR OF
THE SCROLLING WILL BE COLOUR No 1.
EQUALLY,YOU CAN USE 3 COLOURS WITH 2 PLANS )E.G:COLOURS 1,2&3,USE
ONLY PLANS 1&2) 7 COLOURS WITH 3 PLANS AND THE 16 COLOURS WITH 4
PLANS.
LET'S IMAGINE,NOW THAT WE WANT TO PASS TWO SCROLLINGS,ONE ON TOP
OF THE OTHER (E.G:AN HORIZON AND A VERTICAL WHICH CROSS).IF YOU
DECLARE TWO SETTINGS ON 4 PLANS,THEY WILL ERASE EACH OTHER.THE
ONLY WAY TO GET THEM ON TOP OF EACH OTHER,IS TO MAKE THEM USE
DIFFERENT PLANS AND TO CHOOSE AND MANAGE THE COLOURS CAREFULLY.
EXAMPLE: LET'S PASS A SCROLLING ON PLAN 1 ON TOP OF A SCROLLING
ON PLAN 2.
THE SCROLLING ON PLAN 1 USES THE COLOUR 1(CAR 0001=1).
THE SCROLLING ON PLAN 2 USES THE COLOUR 2(CAR 0010=2).
WHEN THE SCROLLING PLAN 1 PASSES AT THE SAME PLACE ON THE SCREEN
OVER THE SCROLLING PLAN 2,YOU GET THE COMBINATION 0011 WHICH
CORRESPONDS TO THE COLOUR 3 THAT YOU WILL DETERMINE WHICH SCROLL
GOES ON TOP OF THE OTHER.
LET'S TAKE FOR EXAMPLE A SCROLL PLAN 1 GREEN (COLOUR No1 )AND A
SCROLL PLAN 2 BLUE (COLOUR No2).IF YOU WANT TO PASS THE SCROLL
PLAN 1 ON THE SCROLL PLAN 2,YOU WILL PUT COLOUR 3 TO BE
GREEN(SINCE COLOUR 3 CORRESPONDS TO THE COLOUR DISPLAYED AT THE
PLACE WHERE THERE IS A SUPERIMPOSITION FROM PLAN 1 AND FROM PLAN
2).THE SAME WAY,YOU WILL PUT GREEN IF YOU WANT THE SCROLL FROM
PLAN 2 TO GO OVER SCROLL PLAN 1.
THE GESTION OF PICTURES
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THE SYSTEM OF BUFFERS
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ALL THE DRAWINGS USED BY THE DEMO CONSTRUCTION KIT ARE IN DEGAS
FORMAT ( EXTENSION,PI1 OR PC1 ) OR NEOCHROME FORMAT (
EXTENSION,NEO ),TO MAKE ANIMATIONS,THE COMPUTER MUST HAVE THE
DRAWINGS IN ITS MEMORY.FOR THIS,IT HAS 3 SLOTS WHERE THE PICTURE
FILES CAN BE LOADED.THESE SLOTS ARE CALLED BUFFERS AND ARE
DIFFERENTIATED BY ONE NUMBER ( BUFFER 1,2 OR 3 ).WHEN YOU LOAD A
PICTURE,YOU WILL BE ASKED IN WHICH BUFFER YOU WANT TO STORE IT.
EXAMPLE:IF YOU WANT TO LOAD A FONT IN BUFFER 2,YOU WILL NEED TO
INDICATE IN THE BOX OF SCROLLING USING IT,THAT THE FONT IS IN
BUFFER 2.
THE OPERATIONS ON THE PICTURES ARE KEPT TOGETHER IN THE MENU
ROLLING UNDER THE NAME "BACKGROUND IMAGES".
LET'S NOW EXAMINE THE SUB OPTIONS AVAILABLE UNDER IMAGES.
LOAD PICTURE (CHARGER IMAGE)
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THIS OPTION ENABLES,AS ITS NAME INDICATES,YOU TO LOAD AN IMAGE IN
THE IMAGE BUFFERS.YOU FIRST NEED TO INDICATE THE BUFFER IN WHICH
YOU WANT THE PICTURE TO BE LOADED THEN,ALL YOU NEED TO DO IS
CLICK ON THE PICTURE FILE CHOSEN ( NEO,PI1 OR PC1 ).
SAVE PICTURE (SAUVER IMAGE)
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
THIS OPTION ENABLES YOU TO SAVE A PICTURE CONTAINED IN A
BUFFER.IMAGES CAN ONLY BE SAVED IN DEGAS FORMATS PI1 AND PC1.PC1
SAVES ON DISC SPACE AND IS IN ACTUAL FACT A COMPACTED DEGAS
PICTURE.
VISUALISE PICTURE (VISUALISE IMAGE)
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
THIS OPTION ENABLES YOU TO SEE THE PICTURES CONTAINED IN THE
DIFFERENT BUFFERS.FIRST THE NUMBER OF THE BUFFER IN QUESTION IS
ASKED.THEN YOU MUST INDICATE WHICH COLOURS OF THE PICTURE YOU
WANT TO SEE ON THE DEMO ( SORRY THIS IS THE BEST TRANSLATION THAT
I COULD DO WITH THIS PARTICULAR PHRASE ).
ERASE PICTURE (EFFACE IMAGE)
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THIS OPTION ENABLES YOU EITHER TO EMPTY THE BUFFER OF YOUR
CHOICE.
COPY THE PICTURE (COPIE IMAGE)
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
THIS OPTION ENABLES YOU TO COPY ONE FULL PICTURE FROM ONE BUFFER
TO ANOTHER,OR TO COPY PLAN BY PLAN.A BUFFER TO ANOTHER.THE MENU
BACKGROUND PICTURE ENABLES YOU TO DEFINE WHICH PICTURE IS ON THE
POSTER DURING THE ANIMATIONS.IF YOU DON'T WANT ANY BACKGROUND
PICTURE,ALL YOU NEED TO DO IS VALIDATE (CLICK).
KEEP YOUR REFERENCE
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TO KEEP YOUR DEMONSTRATIONS,YOU MUST SAVE ON TO THE DISC BEFORE
STOPPING THE COMPUTER.YOU MUST PUT A DISC (NOT WRITE PROTECTED)
INTO THE DISC DRIVE.MAKE SURE THAT THERE IS ENOUGH SPACE LEFT ON
THE DISC.THEN WHEN YOU ARE READY GOTO THE FILING MENU AND CLICK
ON THE SUB OPTION "SAVE DEMO"(SAUVER DEMO).
NOTE: TO EASILY RECOGNISE A FILE STORED WITH THE D.C.K,IT IS BEST
IF YOU GET INTO THE HABIT OF ALWAYS PUTTING THE SAME
EXTENSION(.DCK).
LATER ON YOU WILL BE ABLE TO LOAD YOUR DEMO WITH THE OPTION "LOAD
DEMO"(CHARGER DEMO)
IF AFTER FINISHING YOUR DEMO,YOU WANT TO STORE IT IN THE FORM OF
A PROGRAMME WHICH CAN BE EXECUTED UNDER THE DESK,YOU MUST CLICK
ON THE OPTION "COMPILE DEMO".YOU WILL HAVE TO GIVE THE NAME OF
YOUR PROGRAM AND END IT IN .PRG(EXTENSION.PRG).YOU WILL THEN BE
ASKED TO INSERT THE DISC DCK (DISC 1).THE DEMOS STORED WITH THE
DCK ARE AUTOMATICALLY COMPACTED TO SAVE SPACE ON THE DISC.YOU
WILL HOWEVER,NEED TO ENTER THE POWER OF COMPACTING (THE HIGHER
THE POWER,THE LONGER THE COMPACTING WILL TAKE).
THE WAITING TIMES ARE ROUGHLY AS FOLLOWS:
WEAK POWER -> 20 SECONDS
AVERAGE POWER -> 2 MINUTES
HIGH POWER -> 20 MINUTES
CAREFUL:DO NOT FORGET TO SAVE YOUR DEMO TO DISC BEFORE COMPILING
OTHERWISE THE MEMORY WILL BE INTIRELY ERASED.
EXECUTION OF YOUR DEMO
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TO EXECUTE YOUR DEMO AND TO SEE THE ANIMATIONS THAT YOU HAVE
GENERATED,ALL YOU NEED DO IS CLICK ON THE ICON VISU.TO REMOVE THE
DEMO FROM THE SCREEN AND RETURN TO THE EDITOR,PRESS ON THE SPACE
BAR.
CHAPTER 3 : EXPLANATION OF THE SCREEN
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THE COLOUR BOX(COULEUR)
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THIS BOX WILL ENABLE YOU TO MAKE ALL THE NECESSARY COLOUR
ADJUSTMENTS DURING YOUR DEMO.
CLICK ON THE COLOUR ICON (COULEUR) OR PRESS THE F8 KEY.THE MAIN
BOX OF SELECTION OF THE COLOUR MENU APPEARS.
TO SEE THE PICTURE WITHOUT ANY OTHER EFFECT,YOU MUST FIRST LOAD
YOUR PICTURE IN BUFFER 1 AND POSITION THE BACKGROUND PICTURE ON
THIS BUFFER,THEN YOU MUST POSITION YOURSELF ON THE SELCTION
(PALETTE) N000 THEN,SELECT COLOURS FROM BUFFER 1.(SINCE YOUR
PICTURE IS LOCATED IN BUFFER 1).
YOU COME OUT OF THE COLOUR BOX AND CHECK WHILE DOING THE DEMO
THAT YOUR PICTURE IS TRULY SEEN WITH THE COLOURS OF BUFFER
1.HOWEVER,IF YOU SELECT COLOURS FROM BUFFER 2 IN THE COLOUR
BOX,YOU CAN NOTICE THAT THE COLOURS DISPLAYED BECOME BLACK (IF NO
PICTURE HAS BEEN LOADED IN THIS BUFFER).NOW IF YOU LOOK AT YOUR
SCREEN,YOU WILL SEE A BLACK SCREEN SINCE THE COLOURS HAVE ALL
TURNED TO BLACK.
NOW,IN THE SAME WAY AS BEFORE,LOAD ANOTHER PICTURE IN THE BUFFER
2,THEN IN THE COLOUR BOX,SELECT COLOURS FROM BUFFER 2.THE COLOURS
DISPLAYED ARE THOSE OF BUFFER 2.
WHEN YOU DO THE DEMO,YOU NOW SEE THE PICTURE WHICH IS IN BUFFER 1
WITH THE PALETTE OF THE PICTURE CONTAINED IN BUFFER 2.
YOU HAVE 3 BUFFERS WHICH CAN BE USED IN THE SAME WAY PLUS A 4th
BUFFER WHICH WILL BE STUDIED LATER ON.
YOU CAN MANUALLY MODIFY THE COLOURS.
FOR THIS,UNDER THE COLOUR MENU,YOU CAN CHOOSE THE COLOUR YOU WANT
TO CHANGE BY CLICKING ON ONE OF THE ARROWS RIGHT OR LEFT OF THE
PARAMETER NUMBER SITUATED LEFT OF YOUR SCREEN.YOU WILL NOTICE
THAT THE BALCK CURSOR GOES AUTOMATICALLY ON THE CORRESPONDING
COLOUR.THE VALUE OF THIS COLOUR IS INDICATED IN THE PARAMETER
R.G.B.TO CHANGE THE VALUE OF THIS COLOUR,CHANGE THE VALUE OF THIS
PARAMETER WITH THE ARROWS (UP & DOWN).THE COLOUR CHANGES
AUTOMATICALLY.YOU CAN,FOR EXAMPLE,POSITION YOURSELF ON COLOUR
00,THEN PUT FFF AS THE VALUE AND LOOK AT THE PICTURE,YOU WILL
NOTICE THAT THE BACKGROUND HAS BECOME WHITE (THE VALUE OF $FFF
CORRESPONDS TO WHITE).
YOU CAN DO THE SAME THING FOR EACH COLOUR NUMBER.
YOU HAVE THE POSSIBILITY:
-TO DEFINE 275 DIFFERENT PALETTES
-TO CHANGE THEM WITH THE LOAD OR SAVE OPTION OR EVEN ERASE THEM
WITH THE ERASE OPTION.
TO CARRY ON,PUT THE BACKGROUND PICTURE ON NONE.
WITH THE COLOUR MENU,CLICK ON RASTERS.
LOAD,WITH THE OPTION LOAD,A WHOLE LOT OF COLOURS FOR YOUR
RASTERS.THE EXTENSION OF THE FILES IS .HBL.YOU WILL DISPLAY YOUR
RASTERS IN THE SAME WAY AS FOR PALETTES,THE PRINCIPLE FOR
MODIFICATION IS THE SAME AS THE ONE FOR THE PALETTES BUT WITH THE
BOX SITUATED ON THE RIGHT HAND SIDE OF YOUR COLOUR BOX.YOU ALSO
HAVE 274 DIFFERENT RASTERS AT YOUR DISPOSAL.
FIRST WE ARE GOING TO EXPLAIN HOW TO USE THEM AS SIMPLY AS
POSSIBLE.
PLACE THE PARAMETER INTERVAL ON 001 BY CLICKING ON THE RIGHT/LEFT
ARROWS AND THE PARAMETER ON COUL(COLOUR)ON 00 THEN COME OUT OF
THE COLOUR BOX.
GOTO THE 1st MENU VALIDATION AND VALIDATE THE RASTERS OPTION (A
SIGN APPEARS ON THE LEFT TO INDICATE THAT THIS OPTION IS
ACTIVATED DURING YOUR DEMO).
HAVE A LOOK AT YOUR DEMO:YOU SHOULD SEE COLOUR STRIPS ON YOUR
SCREEN,THESE STRIPS ARE CALLED RASTERS OR HBL.THE COLOURS OF
THESE RASTERS ARE THOSE THAT YOU LOADED UNDER THE COLOUR BOX
HEADING.
RETURN TO THE COLOUR BOX THE MODIFY THE PARAMETER OF THE
INTERVAL AND PUT IT TO 010.
DO YOUR DEMO AGAIN,YOU WILL NOTICE THAT YOUR COLOUR STRIPS ARE
WIDER.THE INTERVAL THEREFORE CORRESPONDS TO THE THICKNESS OF YOUR
COLOUR STRIPES.NOW,PUT THE COUL PARAMETER ON 02 AND HAVE A
LOOK:YOU WILL NOTICE THAT THE COLOUR STRIPES HAVE
DISAPPEARED,THIS IS NORMAL SINCE YOUR COLOUR STRIPES ARE ONLY
VISIBLE ON COLOUR 02 AND SINCE YOU HAVE NOT LOADED A PICTURE,THE
COLOUR 02 IS NOT USED (ONLY THE COLOUR 00 IS USED FOR AN EMPTY
PICTURE AND WHICH CORRESPONDS TO THE BACKGROUND).
NOW CANCEL THE RASTERS PARAMETER ON THE UNROLLING MENU,THEN LOAD
ON A PICTURE AND DO ALL THE NECESSARY OPERATIONS TO SEE IT IN THE
DEMO MODE WITH IT'S CORRECT COLOUR PALETTE.
AFTER THIS,WHILE STILL IN THE COLOUR BOX GOTO THE RASTERS
MODE,PLACE THE INTERVAL ON 001 AND ERASE THE RASTERS THEN PLACE
YOURSELF ON NUMBER 100 AND VALIDATE THE PAL PARAMETER.THEN GOTO
PALETTE MODE.IF YOU HAVE COMPLETED THE OPERATIONS CORRECTLY,YOU
WILL HAVE THE PALETTE OF YOUR PICTURE IN PALETTE NO:000.GOTO
PALETTE NO:001 AND MODIFY IT MANUALLY (PUT THE COLOURS THAT YOU
WANT!).
HAVE A LOOK AT YOUR DEMO:YOU SHOULD SEE YOUR PICTURE WITH THE
PALETTE AND WITHOUT ANY OTHER EFFECT.
GO BACK AND VALIDATE THE RASTERS IN THE PULL DOWN MENU AND LOOK
AT YOUR DEMO ONCE AGAIN:YOU WILL NOTICE THAT IN THE MIDDLE OF THE
SCREEN(100th LINE) THE PALETTE CHANGES AND CORRESPONDS TO THE
PALETTE NO:001 THAT YOU HAVE PUT IN.
WE CAN THEREFORE SEE THAT THE PARAMETER PAL MODIFIES THE PALETTE
OF THE GIVEN RASTER,YOU CAN OF COURSE CHANGE THE PALETTE OF YOUR
DEMO AS MANY TIMES AS THERE ARE PALETTES (274 PALETTES
AVAILABLE).AT EACH REQUEST FOR ALTERATION,YOU DISPLAY THE
FOLLOWING: FOR E.G,INDICATE A CHANGE OF PALETTE AT RASTER NO:150
BY PLACING YOURSELF ON NUMBER 150 AND BY VALIDATING THE PAL
PARAMETER.THEN PLACE YOURSELF IN PALETTE MODE ON THE PALETTE
NO:002 THEN PUT COLOURS ON IT.
HAVE A LOOK AT YOUR DEMO:YOU WILL NOTICE A CHANGE OF PALETTE AT
LINE 100 WITH PALETTE NO:001 AND A CHANGE OF PALETTE AT LINE 150
WITH PALETTE NO:002.
RETURN TO THE COLOUR BOX,THEN CANCEL THE FOLLOWING TWO PALETTES
ON RASTERS NO:100 AND 150.NOW SELECT THE "CYCLE" OPTION(CYCLAGE)
AND PUT THE PARAMETER (N.B PALETTE ON 001) THEN PUT A PAL
(SUIVAUTE) ON RASTER NO:000.
LOOOK AT YOUR DEMO:YOU WILL SEE A CYCLE OF COLOURS;THIS CYCLE
USES PALETTES 001 AND 002 IN THAT ORDER.
NOW SELECT THE PAL PARAMETER.SUIVAUTE OF RASTER NO:000 AND PLACE
A PAL SUIVAUTE ON RASTER NO:100.
LOOK AT YOUR DEMO:
YOU CAN NOTICE THAT THE CHANGE OF PALETTE ONLY OCCURS FROM RASTER
NO:100 ALWAYS WITH THE PALETTE 001 AND 002.IN FACT,THE CYCLE OF
PALETTE STARTS AT THE 1st RASTER WHERE THE PAL PARAMETER SUIVAUTE
IS POSITIONED.THIS CYCLE CAN USE ALL THE PALETTES AVAILABLE
EXCEPT PALETTE NO:000.
THE SCROLLS
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YOU CAN DEFINE 10 DIFFERENT SCROLLINGS.TO ACTIVATE THEM,YOU NEED
TO SELECT THEM IN THE VALIDATION MENU.THE 10 SCROLLINGS ARE NOTED
DOWN AS SCROLL 0 TO SCROLL 9.
CLICK ON THE SCROLL ICON OR PRESS ON THE F1 KEY TO GAIN ACCESS TO
THE BOX.YOU MUST SPECIFY WHICH SCROLL NUMBER YOU WANT TO EDIT:
TO DO THIS,CLICK ON THE CORRESPONDING NUMBER.YOU THEN HAVE ACCESS
THE SCROLL PARAMETER BOX.
YOU MUST HAVE LOADED A PICTURE BEFOREHAND CONTAINING THE OBJECTS
THAT YOU WANT TO SCROLL (BLENDING OF CHARACTERS DECOR OR OTHER)
IN ONE OF THE THREE BUFFERS.
YOU MUST SPECIFY IN WHICH BUFFER THE OBJECTS TO BE USED ARE,BY
CLICKING ON THE CORRESPONDING NUMBERS 1,2 OR 3.
THEN YOU MUST SPECIFY THE SIZE OF YOUR OBJECTS TO BE SCROLLED
WITH THE PARAMETERS OF THE LETTER BOX (LETTRES).
-HEIGHT(HAUTEUR):DEFINES THE HEIGHT OF YOUR OBJECTS IN NO:OF LINES.
-WIDTH(LARGEUR):DEFINES THE WIDTH OF YOUR OBJECTS IN NO:OF PIXELS.
-STARTING LINE(LIGNE DE DEPART):IS THE LINE WHERE YOUR FIRST
OBJECT IS IN THE BUFFER (THIS ENABLES YOU TO PUT SEVERAL KIND OF
OBJECTS IN THE SAME BUFFER).
YOU MUST NOTE THAT FOR ONE SAME SCROLL,YOUR OBJECTS ALWAYS HAVE
THE SAME DIMENSIONS.
YOU MUST DEFINE THE ORDER OF YOUR OBJECTS IN THE BUFFER,FOR
THIS,USE THE PARAMETERS FOUND IN THE ORDER BOX(ORDRE),SINCE EACH
OBJECT IS ASSOCIATED WITH A PRECISE LETTER WHICH WILL ENABLE YOU
TO SELECT IT LATER ON.
YOU CAN USE THE ASCII ORDER BY CLICKING ON IT OR DEFINING THE
ORDER YOURSELF BY CLICKING ON OTHER(AUTRE):AT THAT POINT,A BOX
APPEARS AND YOU MUST GIVE THE CORRESPONDING SIGN FOR YOUR
OBJECTS.(THE 1st SIGN DEFINES THE 1st OBJECT AND SO ON).HERE IS A
LIST OF THE ACCEPTABLE SIGNS:
!"#$%&'()*+,-./0123456789:;<=>?.
ABCDEFGHIJKLMNOPQRSTUVWXYZ
AS WELL AS A SPACE (DIFFICULT TO SHOW ON A LIST).
TO CHECK THAT YOU HAVE ENTERED THE DIMENSIONS OF YOUR AND ORDER
OF YOUR OBJECTS CORRECTLY,CLICK ON THE OPTION "SEE"(VOIR) YOU CAN
THEN SEE YOUR OBJECT BUFFER-MOREOVER,A SQUARE SURROUNDS AN
OBJECT;TO CHECK THAT THE ORDER THAT YOU HAVE GIVEN IS CORRECT,USE
THE KEYBOARD TO GO TO THE CORRESPONDING OBJECTS (PRESS ESCAPE TO
EXIT).
YOU CAN ALSO ACTIVATE/DE-ACTIVATE THE PLANS OF YOUR OBJECTS BY
USING F1 TO F4.
YOU NEED TO SPECIFY ON WHICH PLANS THE OBJECTS ARE BY
ACTIVATING/RELEASING THE CORRESPONDING PLAN PARAMETERS.
YOU MUST DEFINE THE TRAJECTORIES OF YOUR SCROLL.
THERE ARE 3 TYPES OF ROUTES(TRAJECTORIES)POSSIBLE:
-VERTICAL(VERTICALE)
-HORIZONTAL(HORIZONTALE)
-PARAMETABLE(PARAMETRABLE)
EACH TRAJECTORY WILL BE CREATED,STORED OR LOADED WITH
CORRESPONDING OPTIONS.
CLICK ON THE CREATED (CREE) OPTION:
YOU REACH THE OPTIONS PAGE OF YOUR TRAJECTORIES.
TO SELECT THE TYPE OF TRAJECTORY,PRESS ON:
-HELP : PARAMETABLE TRAJECTORY
-INSERT : HORIZONTAL TRAJECTORY
-UNDO : VERTICAL TRAJECTORY
THEN TO DEFINE THE PLACE OF YOUR TRAJECTORY ON THE SCREEN,USE THE
MOUSE.
HORIZONTAL TRAJECTORY
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AFTER HAVING PRESSED ON INSERT,AT THE TOP OF THE SCREEN ARE
WRITTEN:
-THE START COLUMN (COLONNE DE DEBUT)
-THE BEGINNING LINE (LIGNE DE DEBUT)
-THE END COLUMN OF YOUR TRAJECTORY (DE FIN DE VOTRE TRAJECTOIRE)
-THE MODULE (MODULO)
YOU MOVE YOUR TRAJECTORY DIRECTLY WITH THE MOUSE:
THE LEFT BUTTON MODIFIES THE PARAMETER FOR THE START COLUMN
(DEB).
THE RIGHT AND LEFT BUTTONS CHANGE THE END OF COLUMN PARAMETER
(FIN).
(1st PRESS ON THE RIGHT THEN KEEPING IT PRESSED DOWN,CLICK ON THE
LEFT).
THE MODULE PARAMETER INDICATES THE SPACE BETWEEN THE LINES OF
YOUR TRAJECTORY:IF THE VALUE IS 1,THIS MEANS YOU WILL HAVE A
NORMAL TRAJECTORY;IF IT IS 2,YOU SPACE OUT BY ONE LINE ETC....
IF THIS PARAMETER IS NEGATIVE,YOU WILL HAVE REVERSED
TRAJECTORY.TO MODIFY THIS PARAMETER,USE THE KEYBOARD (DON'T USE
THE NUMERICAL BOARD!).
-> FROM 0 TO 9 FOR THE VALUE OF THE MODULE.
-> - FOR THE SIGN OF THE MODULE.
YOU CAN ALSO DEFINE 10 DIFFERENT TRAJECTORIES BY USING THE DIGITS
0 TO 9 OF THE NUMERICAL BOARD.THE NUMBER OF THE TRAJECTORY IN
THE PROCESS OF EDITING IS INDICATED AT THE BOTTOM LEFT OF THE
SCREEN.EACH ONE OF THEM HAS A CODE (E.G :H0,H1...)WHICH WILL HAVE
TO BE ASSOCIATED TO THE TEXT OF THE EDITOR.
THE DIGITS + AND - OF THE NUMERICAL KEYBOARD ENABLE YOU TO CHANGE
THE COLUMN END OF TRAJECTORY PARAMETER.
VERTICAL TRAJECTORY
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PRESS ON UNDO TO DEFINE IT.
AT THE TOP OF THE SCREEN,THE CHARACTERISTICS OF YOUR TRAJECTORY
ARE INDICATED.
-COLUMN (COLONNE):INDICATES BEGINNING
-TOP LINE (LIGNE HAUT):INDICATES TOP LINE
-BOTTOM LINE (LIGNE BAS):INDICATES BOTTOM LINE
THE LEFT MOUSE BUTTON MODIFIES THE TOP LINE AND COLUMN.
THE RIGHT AND LEFT BUTTON MODIFIES THE BOTTOM LINE.
THE + AND - KEYS ACT AS A MORE PRECISE DEVISE ON THE BOTTOM
LINE.
YOU CAN ALSO HAVE ACCESS TO 10 TRAJECTORIES (V0 TO V9).
THE CURSOR KEYS ALSO ALLOW YOU TO MOVE YOUR TRAJECTORY MORE
ACCURATELY.
PARAMETABLE TRAJECTORY
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PRESS ON HELP TO DEFINE IT.
AT THE TOP OF THE SCREEN,THE POSITION OF EACH BLOCK USED BY YOUR
TRAJECTORY IS INDICATED.YOU HAVE 40 BLOCKS AT YOUR DISPOSAL THAT
YOU YOU CAN PLACE ON THE SCREEN INDEPENDENTLY WITH THE MOUSE.
THE LEFT BUTTON OF THE MOUSE ENABLES YOU TO DEFINE THE POSITION
OF EACH BLOCK.
THE RIGHT AND LEFT BUTTON ERASES THE CORRESPONDING BLOCK.
THE MODULE CAN CARRY FROM 1 TO 4,THE SAME WAYS AS FOR THE
HORIZONTAL SCREEN.
THE CURSOR KEYS ENABLE YOU TO MOVE YOUR TRAJECTORY MORE
ACCURATELY.
TO HAVE ACCESS TO 10 TRAJECTORIES,USE THE KEYS ON THE NUMERICAL
BLOCK (P0 TO P9).
TO EXIT FROM THE TRAJECTORY CREATION PRESS THE ESCAPE KEY.
THE DECAL.VERT (MOVE FORWARD) PARAMETER CORRESPONDS TO A GLOCAL
MOVE IN NUMBER OF LINES OF THE TRAJECTORY.
THE TEXT
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IN ORDER TO DEFINE THE SUCCESSION OF OJECTS TO SCROLL,YOU MUST
DEFINE IT IN A TEXT.
FOR THIS,CLICK ON THE TEXT (TEXTE) ICON OR PRESS THE F2 KEY.YOU
MUST ENTER THE NUMBER OF THE TEXT WHICH MUST BE THE SAME AS THE
NUMBER OF THE SCROLL TO WHICH IT IS LINKED.
THE BOX FOR EDITING TEXT APPEARS.
IN THIS BOX,YOU CAN LOAD,SAVE,EDIT AND PRINT A TEXT.
WITH THE KEYS F1 TO F8 YOU ALSO HAVE THE ESSENTIAL FUNCTIONS OF A
WORD PROCESSOR.
THE SIZE OF YOUR TEXT FOR SCROLLS NO: 0 AND 1 IS 5400 UNITS AND
FOR SCROLLS NO: 2 TO 9 IS 918 UNITS.
ALL YOU NEED TO DO IS TYPE YOUR TEXT (USING AUTHORIZED KEYS).
TO SHOW THE END OF YOUR TEXT,USE THE RETURN KEY:A SYMBOL FOR END
APPEARS.IF YOU DON'T PUT THIS SIGN,YOUR TEXT WILL GO UP TO THE
END OF THE BUFFER.
TO SELECT THE VARIOUS POSSIBLE CURVES FOR EACH TEXT,YOU MUST USE
THE HELP KEY:THE SYMBOL FOR CURVE SELECTION APPEARS.THEN YOU MUST
GIVE THE TYPE OF TRAJECTORY FOLLOWED BY ITS NUMBER:
-V FOR VERTICAL TRAJECTORY
-H FOR HORIZONTAL TRAJECTORY
-P FOR PARAMETABLE TRAJECTORY
NUMBERS RANGING FROM 0 TO 9 ( IT IS ADVISABLE TO 1st ENTER THE
NUMBER OF THE CURVE AND THEN THE TYPE OF SCROLL).
IF FOR EXAMPLE:YOU WANT TO USE A SCROLL IN PARAMETABLE MODE WITH
NO:8 CURVE,YOU MUST TYPE X8XP.
NOTE:YOU CAN CHANGE THE TYPE OF SCROLL OR/AND THE NUMBER OF THE
CURVE IN THE MIDDLE OF THE DEMO AS MANY TIMES AS YOU WISH.
PRESS THE ESCAPE KEY TO GET OUT OF TEXT EDITING.
STARS
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INITIALLY PUT THE BACKGROUND SCREEN ON NONE AND CANCEL ALL THE
OPTIONS THAT YOU HAD SELECTED IN THE PULL DOWN MENUS.THEN CLICK
ON THE STAR (ETOILEOU) ICON OR PRESS THE F6 KEY TO GET THE STAR
BOX.
YOU CAN DEFINE 4 DIFFERENT TYPES OF STARS:
-STARS MOVING VERTICALLY TOP->BOTTOM ( HAUT->BAS )
-STARS MOVING VERTICALLY BOTTOM->TOP ( BAS->HAUT )
-STARS MOVING HORIZONTALLY LEFT->RIGHT ( GAUCHE->DROITE )
-STARS MOVING HORIZONTALLY RIGHT->LEFT ( DROITE->GAUCHE )
TO CHANGE THE TYPE OF MOVEMENT,YOU NEED TO CLICK ON THE
CORRESPONDING BOX TO BLACKEN IT.
TO ACTIVATE THE STARS,YOU MUST,ON THE PULL DOWN MENU,ACTIVATE THE
STAR OPTION.
THEN,LOOK AT YOUR DEMO.THE BACKGROUND COLOUR IS THE ONE DEFINED
BY NUMBER 00 OF THE PALETTE N000.WHILE THE COLOUR OF THE STARS IS
THE ONE DEFINED BY NO:01 ( IF YOU LEFT STARS ON PLAN 1 ) OF
PALETTE N000;THE STARS MOVE ON THE ENTIRE SCREEN.
RETURN TO THE STAR BOX.
YOU CAN CHANGE THE NUMBER OF YOUR STARS WITH THE NUMBER
(NOMBRE)PARAMETER.THE SPEED (VITESSE) PARAMETER DEFINES THE
MINIMUM SPEED OF YOUR STARS WHILE THE DELAY (DECALAGE) PARAMETER
INDICATES THE NUMBER OF SPEEDS GREATER THAN THE MINIMUM SPEED;FOR
EXAMPLE,POSITION THE NUMBER ON 100,THE SPEED ON 01 AND THE DELAY
ON 03 THEN HAVE A LOOK AT YOUR DEMO.
YOU HAVE 100 STARS ON THE SCREEN WITH 4 DIFFERENT SPEEDS.
NOW,IF YOU PUT THE SPEED ON 00 AND THE DELAY ON 00,YOU WILL GET
FIXED STARS SINCE THE SPEED IS NIL AND THERE IS NO GREATER SPEED.
UP TO NOW THE STARS WERE MOVING ON THE ENTIRE SCREEN,YOU CAN MKAE
THEM MOVE ONLY ON A PRECISE PART OF THE SCREEN THANKS TO THE
CLIPPING PARAMETERS WHICH ENABLE YOU TO DEFINE THE RECTANGLE IN
WHICH YOU WANT YOUR STARS DISPLAYED.
THE PARAMETERS X MIN AND Y MIN DEFINE THE TOP LEFT CORNER OF YOUR
RECTANGLE WHILE X MAX AND Y MAX DEFINE THOSE OF THE BOTTOM RIGHT
HAND CORNER.
FOR EXAMPLE:PUT X MIN AT 000,Y MIN AT 000,X MAX AT 160,Y MAX AT
100 AND HAVE A LOOK AT THE DEMO:YOU SHOULD GET STARS IN THE TOP
LEFT QUARTER OF YOUR SCREEN.
THIS RECTANGLE OF CLIPPING MUST BE A MINIMUM OF 32 BY 32 PIXELS.
YOU CAN ALSO INDICATE ON WHICH PLAN YOU WANT TO DISPLAY YOUR
STARS.
THE COPIES OF THE BLOCKS
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TO SELECT THE COPYS BOX,CLICK ON THE COPY ( COPIE ) ICON OR PRES
THE F5 KEY;YOU MUST THEN SPECIFY WHICH COPY NUMBER YOU WANT TO
EDIT ( YOU CAN DEFINE 10 DIFFERENT COPIES ).
YOU MUST INDICATE WHICH PART OF THE SCREEN YOU WANT TO COPY.
THE SOURCE BLOCK BOX PARAMETER DETERMINES THE ZONE OF THE SCREEN
TO BE COPIED.
X1 AND Y1 DEFINE THE TOP LEFT CORNER OF YOUR SCREEN TO COPY.
WIDTH (LARGEUR) DEFINES THE WIDTH OF THE PART OF SCREEN AND
HEIGHT (HAUTEUR) THE HEIGHT IN NUMBER OF LINES.
THE MODULE ENABLES YOU TO DEFINE THE SPACING IN LINES OF THE
SOURCE BLOCK.
FOR EXAMPLE:IF YOU WISH TO COPY AN ENTIRE PART OF THE SCREEN.PUT
MODULE A1.HOWEVER IF FROM THIS PART OF THE SCREEN YOU ONLY WANT
TO TAKE ONE LINE OR TWO,PUT MODULE A2.
THE SIGN FOR MODULE CHANGES BY CLICKING ON IT.
IN THE SAME WAY,YOU HAVE TO SPECIFY THE TARGET BLOCK WHICH
REPRESENTS THE PART OF THE SCREEN WHERE THE SOURCE BLOCK WILL BE
COPIED WITH X2 AND Y2 WHICH REPRESENT THE TOP LEFT CORNER OF THIS
PLACE AND THE MODULE WHICH WORKS AS PREVIOUSLY.
YOU MUST ALSO INDICATE ON WHICH PLAN THE COPY MUST BE MADE.
THEN VALIDATE THE CORRESPONDING COPY IN THE VALIDATION MENU TO
ACTIVATE IT DURING THE DEMO.
DISTORTIONS (DEFORMATIONS)
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CLICK ON THE DISTORTIONS ICON OR PRESS THE F3 KEY TO GET THE
CORRESPONDING BOX.
YOU MUST DEFINE THE ZONE OF YOUR DEMO SCREEN TO BE DISTORTED:FOR
THIS,USE THE PARAMETERS DEFINED IN THE BLOCK TO BE DISTORTED.
X1 AND Y1 DEFINE THE TOP LEFT CORNER OF THE BLOCK TO BE
DISTORTED.
WIDTH DEFINES THE WIDTH OF THE BLOCK.
HEIGHT DEFINES THE HEIGHT OF THE BLOCK.
YOU MUST NOTE THAT THE DISTORTION ONLY ACTS ON WHAT IS ON THE
SCREEN,THEREFORE IF THE BLOCK ONCE DISTORTED EXCEEDS THE
SCREEN,IT WILL NOT COME BACK.
TO DEFINE THE SHAPE OF THE CURVE OF DISTORTION USE THE CURVE
(COURBE) BOX AND ALTER THE PARAMETERS ACCORDINGLY.
SPEED (VITESSE(NOT ROVER))-DEFINES THE SPEED OF THE CURVE.
AMPLITUDE-DEFINES THE AMPLITUDE OF THE CURVE.
THESE TWO PARAMETERS ARE DEPENDANT.
THE PARAMETER DOUBLE-COURSE (DOUBLE-COURBE) ENABLES YOU TO DOUBLE
YOUR CURVE OF DISTORTION:THE BLOCK WILL DISTORT TWICE AS SLOWLY
BUT THE TIME TAKEN BY THE DISTORTION WILL BE SMALLER.
YOU MUST THEN INDICATE ON WHICH PLAN THE BLOCK IS DEFINED.
THE SPRITES
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CLICK ON THE SPRITES ICON OR PRESS THE F4 KEY TO ACTIVATE THE
SPRITE BOX.
YOU HAVE THE POSSIBILTY TO DEFINE UP TO 50 SPRITES.
THE PARAMETER NUMBER ENABLES,AS ITS NAME INDICATES,TO DEFINE THE
NUMBER OF SPRITES USED DURING THE DEMO.
CAREFUL!!! SOME PARAMETERS ARE GENERAL (VALID FOR ALL SPRITES)
AND OTHERS CAN VARY FOR EACH SPRITE.
LET'S LOOK AT GENERAL PARAMETERS FIRST.
THE WIDTH PARAMETER DEFINES THE WIDTH OF THE SPRITES.IT IS
LIMITED TO 16 OR 32 PIXELS BUT THANKS TO A TRICK,YOU CAN MAKE
SPRITES WHICH CAN REACH UP TO 320 PIXELS IN WIDTH,(THE PICTURE IS
CUT OUT IN SQUARES OF 32 BY 32 AND EACH ONE OF THEM IS CONSIDERED
TO BE A SPRITE).
ANOTHER GENERAL PARAMETER IS THE NB OF PLANS (NB=NUMBER).THE ONLY
COMBINATIONS WHICH ARE POSSIBLE ARE:
-1 -> 1st PLAN
-2 -> PLANS 1 AND 2
-3 -> PLANS 1,2 AND 3
-4 -> ALL PLANS (SINCE THE ATARI ONLY HAS 4 PLANS)
THESE PLANS ARE CONSECUTIVE AND USE THEREFORE ALWAYS THE 1st
PLAN.
LET'S LOOK NOW AT THE RIGHT HAND SIDE BOX (STILL WITHIN THE
SPRITE BOX).
THE OPTION LOAD TRAJ (CHARGE TRAJ) ENABLES US TO LOAD THE
TRAJECTORY OF THE SPRITES.
FOR THOSE WHO WANT TO CREATE NEW ONES,IT IS AT FORMAT X,Y IN MOT
(THEREFORE 4 OCTETS PER CO-ORDINATE)-FOR THE OTHERS,SMALL
PROGRAMS IN GFA BASIC AND EASILY CHANGEABLE ARE PROVIDED.
THE OPTION STORE TRAJECT (SAUVE TRAJ) ENABLES US TO STORE A
TRAJECTORY COMING FROM A DEMO ON A FLOPPY DISC.
THE OPTION SEE TRAJECT (VOIR TRAJECT) ENABLES US TO SEE THE
TRAJECTORY OF A SPRITE AND TO CHANGE IT.
THE OPTION CREATE TRAJ (CREER TRAJ) ENABLES YOU TO CREATE A
TRAJECTORY OF A SPRITE WITH THE MOUSE.THE LEFT BUTTON ON THE
MOUSE RECORDS THE POSITION AND THE RIGHT HAND BUTTON ERASES THE
LAST POSITION TAKEN (MATERIALISED ON THE SCREEN BY A DOT).IT IS
POSSIBLE TO ENTER 1250 DOTS TO CREATE A TRAJECTORY.
A SPRITE CAN BE OF 3 TYPES.
1-THE DRAWING CHOSEN FOR THE SPRITE APPEARS ON THE SCREEN AND
RESTORES WHAT WAS BELOW WHEN LEAVING ITS POSITION.
2-THE DRAWING APPEARS IN SPRITE BUT ERASES THE SPRITE WHERE IT
WAS.
3-THE DRAWING APPEARS IN SPRITE BUT DOES NOT DISAPPEAR AND DOES
NOT RESTORE THE PICTURE BENEATH (CAN CREATE EFFECTS).
WHAT IS THE ADVANTAGE OF THIS KIND OF SPRITE?
THE PROBLEM WITH TYPE 1 IS THAT TO RESTORE THE BACKGROUND YOU
MUST SAFEGUARD WHAT WAS BENEATH BY RESTORING IT OFTEN BEFORE
DISPLAYING THE SPRITE AGAIN.THIS IS A LENGTHY PROCESS.
METHOD NUMBER 2 BRINGS WITH IT A USEFUL GAIN OF TIME.
THEREFORE IF THE SPRITES APPEAR ON A BACKGROUND WITHOUT DRAWINGS
OR ON PLANS NOT USED,CANCEL THE OPTION RESTORE
(RESTAURATION).WHILE YOU WILL NEED TO ACTIVATE IT IF THE SPRITES
APPEAR ON TOP OF A DRAWING WHICH YOU DO NOT WANT TO ERASE.
METHOD NUMBER 3 IS SPECIAL;INDEED,THE SPRITE DOES NOT ERASE
ITSELF AND DOES NOT RESTORE THE BACKGROUND.THEREFORE THE SPRITES
WILL REMAIN DISPLAYED IN THE BACKGROUND OF THE SCREEN.
IF YOUR SPRITES ONLY MOVE VERTICALLY (E.G REBOUND) ACTIVATE THE
OPTION X MULTIPLE OF 16 TO SAVE TIME.
LET'S MOVE ON TO THE STEP AND STAGGERING PARAMETERS OF THE CURVE.
THE STAGGERING IS THE ADDED VALUE IN THE CURVE FOR THE CO-
ORDINATES OF THE FOLLOWING SPRITES.(THIS PARAMETER IS ONLY USED
IF YOU HAVE A CERTAIN NUMBER OF SPRITE >1).
ON THE WHOLE IT CORRESPONDS TO THE WIDENING GAP OF THE SPRITES
IN THE CURVE.
EXAMPLE:
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STAGGERING 0 -> EACH SPRITE HAS THE SAME VALUE.
STAGGERING 9 -> EACH SPRITE TAKES THE CO-ORDINATE SITUATED 9 CO-
ORDINATES FURTHER THAN THE PREVIOUS SPRITE.
THE STEP (PAS) PARAMETER CORRESPONDS TO THE SPEED OF THE SPRITES.
EXAMPLE:
STEP=1-> THE FIRST SPRITE WILL GO THROUGH ALL OF THE POINTS
DEFINED BY THE CURVE.(THE POSITION OF THE FOLLOWING BEING DEFINED
BY STAGGERING).
STEP=10-> THE FIRST SPRITE WILL GO THROUGH THE POINTS OF THE
CURVE FROM 10 TO 10.
THERE IS A WAY OF MAKING SEVERAL SPRITES FOLLOW DIFFERENT
TRAJECTORIES AT THE SAME TIME WITH THESE TWO PARAMETERS.
EXAMPLE:
MAKE A CURVE ALTERNATING A CO-ORDINATE WITH A CIRCLE AND ONE WITH
ANOTHER.(2 CIRCLES).BY DEFINING 2 SPRITES ,ONE STEP OF 2 AND A
STAGGERING OF 0,SPRITE 1 WILL FOLLOW ONE CIRCLE AND SPRITE 2
WILL FOLLOW THE OTHER.
THE SPRITES,LIKE THE STARS HAVE A CLIPPING.THIS IS ONLY
TOP/BOTTOM.I.E THE SPRITE WILL NOT APPEAR OUTSIDE THE VERTICAL
LIMITS GIVEN.
THESE LIMITS ARE DEFINED WITH THE PARAMETERS Y MIN AND Y
MAX.(DESIGNATING THE BOTTOM AND TOP LIMITS RESPECTIVELY).
THIS IS IT FOR GENERAL PARAMETERS,LETS NOW MOVE ON TO PARAMETERS
TO BE DEFINED FOR EACH INDIVIDUAL SPRITE.
THE NUMBER PARAMETER IS THE NUMBER OF THE SPRITE WHOSE
CHARACTERISTICS ARE DISPLAYED (TO DEFINE SPRITE NO:2,POSITION
THIS PARAMETER ON 2).
EACH SPRITE CAN BE DIFFERENT.YOU MUST THEREFORE INDICATE WHERE IT
IS IN THE PROGRAM.
-THE PICTURE BUFFER-BY CLICKING ON THE 1,2 OR 3 IN THE TYPE BOX.
-THE POSITION OF SPRITE X,Y IN THE BUFFER.
-THE HEIGHT.
THE PARAMETERS ADD X AND ADD Y ARE THE VALUES ADDED TO THE CO-
ORDINATES TAKEN ON THE CURVE.THIS ENABLES YOU TO REPOSITION THE
SPRITE AT THE DESIRED PLACE IF THE CURVE IS NOT AT THE RIGHT
PLACE.
DO NOT FORGET THAT THESE PARAMETERS ARE DIFFERENT FOR EACH
SPRITE.
IF THE SPRITES ARE IN RESTORATION (RESTAURATION) MODE,YOU MUST
COPY THE DRAWINGS UNDER THE SPRITES SOMEWHERE IN MEMORY SO THAT
YOU CAN RESTORE THEM WHEN THESE SPRITES WILL CHANGE POSITION.
THIS PLACE MUST BE IN THE PICTURE BUFFER.YOU THEN NEED TO LEAVE
A SMALL PLACE IN ONE OF THE PICTURES USED AND DECLARE ITS
POSITION WITH POS X,POS Y AND BUFFER FOR EACH SPRITE IN SAUV DE
FOND (SAVE BACKGROUND).(CAREFUL!DO NOT GIVE THE SAME PLACE TO TWO
DIFFERENT SPRITES,SINCE THE PICTURE WOULD BE POORLY RESTORED).
THE MUSIC
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CLICK ON THE MUSIC (MUSIQUE) ICON OR PRESS THE F9 KEY TO ACTIVATE
THE MUSIC BOX.
YOU HAVE THE POSSIBILITY OF 4 DIFFERENT TYPES OF MUSIC:
-THE CHIP MUSIC
-SOUNDTRACKS(AMIGA YUK YUK YUK MODULES)
-STF DIGITAL FILES
-STE DIGITAL FILES (STE ONLY!)
THE CHIP MUSIC
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SELECT MUSICAL CHIPS BY CLICKING ON SOUNDCHIP.
YOU NEED TO LOAD A MUSIC WITH THE LOAD OPTION.IF YOU TRY TO LOAD
AN UNKNOWN MUSICAL FORMAT(APART FROM MAD MAX,WHITTAKER)AN
INFORMATION BOX WILL APPEAR AND TELL YOU (IN BLOODY FRENCH) AND
THE LOADING WILL BE STOPPED.ONCE LOADED YOU CAN LISTEN TO THE
MUSIC LOADED BY CLICKING ON THE LISTENING (ECOUTE) OPTION.(PRESS
THE SPACE BAR WHEN YOU WANT THE MUSIC STOP).YOU CAN STORE IT BY
CLICKING ON THE OPTION STORE AND BY GIVING A NAME TO THE FILE.
THE ERASE OPTION ENABLES YOU TO ERASE THE MUSIC,SINCE EVEN IF IT
ISN'T GOING TO BE USED IN YOUR DEMO,IT IS STILL TAKEN INTO
ACCOUNT FOR SAFEKEEPING.
FOR CHIP MUSIC,YOU CAN DEFINE THE NUMBER OF THE MUSIC TO BE
LISTENED TO BY USING THE NUMBER PARAMETER OF MUSIC,INDEED,SUCH
MUSIC CAN INCLUDE SEVERAL DIFFERENT PARTS.
VALIDATE THE MUSIC IN THE VALIDATE OPTION OF THE PULL DOWN MENU
AND IT WILL BE PLAYED BACK IN YOUR DEMO.
THE SOUNDTRACKS
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CLICK ON THE SOUNDTRACKS TO ACTIVATE THIS MODE.YOU CAN THEN LOAD
AN AMIGA MODULE.(CAREFUL,THERE IS NO CHECK WHEN LOADING.I.E IF
YOU LOAD THE WRONG FILE YOU RISK "CRASHING" YOUR MACHINE).THE
LOADING,STORING,LISTENING & ERASING ARE THE SAME AS PREVIOUSLY
EXPLAINED.
THE DIGITISATION
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CLICK ON DIGIT,THE OPTION OF LOADING ETC...ARE IDENTICAL.
YOU CAN INDICATE THE FREQUENCY OF LISTENING (4.9,7.68,9.6 AND 15
KHZ) WITH THE ARROWS.YOU CAN INDICATE IF YOUR DIGITAL MUSIC IS
SIGNED OR NOT.
+000/+255->DIGITAL NOT SIGNED.
-128/+128->DIGITAL SIGNED.
TO KNOW WHICH MODE TO USE.YOU NEED TO LISTEN TO THE MUSIC.IF IT
SEEMS UNCLEAN,CHANGE THE MODE BY CLICKING ON -128/+128 OR VICE-
VERSA.
-ON STE.
YOU CAN HAVE ACCESS TO MODE STE BY CLICKING ON IT.
AT THAT TIME YOU MUST INDICATE YOUR FREQUENCY(6.25,12.5,25 AND 50
KHZ) WITH THE ARROWS.
EQUALISERS
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EQUALISERS ARE IN THE MUSIC BOX.TO ACTIVATE ONE EQUALISER DURING
YOUR DEMO YOU MUST ACTIVATE IT WITH THE VALIDATION MENU.
YOU CAN DEFINE THE TYPE OF YOUR EQUALISER WITH ARROWS(THE NAME OF
THE CORRESPONDING EQUALISER APPEARS).TO PLACE YOUR EQUALISER ON
THE SCREEN OF YOUR DEMO,MODIFY THE COLUMN AND LINE PARAMETERS
WITH THE ARROWS.
THE PARAMETERS DIRECTIONS 1 AND 2 INDICATE THE DIRECTION OF
VARIATION OF THE DIODES:I.E TOP AND BOTTOM-I.E RIGHT/LEFT.
YOU CAN ALSO INDICATE ON WHICH PLAN YOUR EQUALISER WILL BE.
THE EQUALISERS DO NOT VARY WITH THE DIGIT STE.
THE BORDERS
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TO DEFINE THE EXTRA BORDERS OF YOUR SCREEN CLICK ON THE BORDER
ICON OR PRESS F7.
TO ACTIVATE THE TOP BORDERS,YOU NEED TO SELECT IT.YOU THEN GET 29
EXTRA LINES FOR YOUR SCREEN.TO ACTIVATE THE BOTTOM OF EDGE YOU
SELECT IT .YOU THEN GET 45 EXTRA LINES.
YOU CAN LOAD A BIT OF PICTURE WITH THE FUNCTION LOAD EXTRA
BACKGROUND.THIS PICTURE IS IN DEGAS OR NEO FORMAT AND IT WILL
ONLY BE LOADED ON THE FIRST 74 LINES OF THIS PICTURE.THIS BIT OF
PICTURE IS LOADED IN THE BUFFER NUMBER 4.
YOU CAN HAVE A LOOK AT IT OR ERASE IT WITH THE CORRESPONDING
FUNCTIONS.
YOU ALSO HAVE THE POSSIBILITY TO STAGGER THE MAIN BACKGROUND
PICTURE BY 199 LINES MAX TO CENTRE YOUR PICTURE WITH THE ACTIVE
BORDERS.
THE BORDERS DO NOT FUNCTION ON T.T
THE OTHER FUNCTIONS OF THE D.C.K ARE SELF EXPLANATORY AND BESIDES
IT IS 24:10 hrs ON THE 4TH OF MARCH 1992 AND I AM
KNACKERED.TOMORROW I WILL WRITE A SHORT DOC DISPLAYER SO THIS DOC
CAN BE DISPLAYED IN ALL ITS GLORY FOR YOU TO READ.HAVE FUN WITH
THE D.C.K AND I HOPE YOU APPRECIATE THIS LITTLE TRANSLATION AS IT
COST ME ABOUT 6 HOURS WORTH OF HARD GRAFT FITTING SOME SOCKETS IN
MY MATES HOUSE NEXT WEEK.
KARADOC OF ADRENALIN 1992...................