============================================================================= VideoTracker V0.93 Demo Beta ============================================================================= Created by: Peter "R/\77L[}{[/\|)" van Campen Distributed by: Creator Released as: FreeWare Released on: 21-5-93 Contents: - What is VideoTracker ? - Schematic VideoTracker screen. - Gadgets - How to make a simple video. - Routines - Libraries - Demo Vidules info - About ============================================================================= What is VideoTracker ? ============================================================================= With VideoTracker you can make a videoclip around a SoundTracker-module. You can use pictures, brushes, animations, animationbrushes, palettes, colorcycle, routines, texts, objects, vectorobjects, amigafonts, karafonts. When the video is finished, you can save the module and video data as a "Vidule". A vidule is an crunchable executable file which plays the module and the video. It is also possible to play several vidules in a row: When vidule 1 is playing, vidule 2 is loaded and decrunched. When vidule 1 is finished, vidule 2 starts playing synchron with the ritme and vidule 3 is loaded and decrunched. When the module plays a sample, VideoTracker shows an "effect" on screen. This effect can by a picture, a brush, etcetra. You can edit for each of the 128 song-positions the 31 samples and use up to 256 effects in a video. All the explained effects are used in the example-videos. ============================================================================= Schematic VideoTracker screen: ============================================================================= [Quit] (Information) Vidule size: [#] [Back] Module: [ (Module name) ] [Play] Save: Songpos: [#] [Delete] [Video] [Vidule] Sample: [ (Sample name) ] Load: Priority:[#] Effect Speed:[#] Effect Speed: [#] Pattern: [Video] [Module] Effect Loop: [S] Anim Loop: [S] [Copy] [Anim] [AnimBrush] Routine mode:[#] [-] [+] [Paste] [Picture][Brush] First Effect:[ (Effect name) ] Sample: [Palette][Routine] Last Effect: [ (Effect name) ] [Copy] [Font] [Backgrnd] [Paste] [Object] [Vector] [Text] You can click all gadgets with a black background. To start a function, click with your left mousebutton on a gadget. To select a setting, use your left mousebutton to go back and your right mousebutton to go forward. ============================================================================= Gadgets: ============================================================================= [Quit] Quits VideoTracker (Infomration) An information bar that shows errors etc. Vidule size: Shows the size of the vidule in kilobytes (1024 bytes). [Back] Removes the gadgetscreen so you can see the complete video screen. The gadgetscreen returns when you click the left mousebutton. Module: Shows the name of the module in memory. Songpos: Shows the song-position that is currently played. You can also use it to select the song-position you want to edit. Each of the 128 song-position has its own settings for the 31 samples. (Animspeed, Effectspeed etcetra.) Sample: Selects the sample that you want to edit. Priority: Selects the priority over other samples that are played. So the effect will not be removed by other samples with effects. Special values: "0" The sample is off. First Effect: Is the first effect that will be shown when the sample is played. The effectlist can hold maximum 256 effects. An effect can be: picture, brush, anim, etcetra You can load the same effect several times into the effectlist without extra use of memory. When the old effect on the screen has the same screenheigth, screenwidth and depth of the new effect and when the depth is 2,4 or 8 colors, the new effect will be shown together with the old effect using "Double Playfield". So you can use for example a scrolltext with a background-picture etcetra. Last Effect: Is the last effect that will be shown when the sample is played. Effect speed: Selects the speed of the effect-steps. Special values: "0" Triggermode: The next effect will be shown when the sample is played again. "1" Fastmode: The effects are shown without any delay. This can be usefull if you have a lot of objects or other data-files that need to be played. Effect Loop: Selects if the effects will stop at the last effect or start over again. Anim Speed: Selects the speed of the animframe-steps. Anim Loop: Selects if the anim will stop at the end or start over again. Routine mode: Selects the way a routine is played. Each routine has several ways to play: Example: Routine: Stars Values: "0" Normal "1" Rotate left "2" Rotate right [-] [+] You can use this to change the routine-mode number with steps of 1024. [Play] Starts playing the video from the current song-position. When the video is playing, this gadget shows [Stop]. When you click [Stop] the playing stops. (Excellent !) [Delete] Removes the effect that is shown in "First Effect:" When the effect is not used in another place in the effectlist, it will be removed from memory. Pattern: [Copy] Copies the shown patternsettings to a copybuffer. When you want to use the same patterneffects in another pattern you can Copy them to the buffer, select the other pattern and Paste the buffer to the other pattern. [Paste] Copies the copybuffer to the shown patternsettings. Sample: [Copy] Copies the shown samplesettings to a copybuffer. [Paste] Copies the copybuffer to the shown samplesettings. Save: [Video] Saves the video without module and effect data. [Vidule] Saves the video with module and effect data as an executable and crunchable file. Load: [Video] Loads a video into memory and loads the module and effects which are used in the video. [Module] Loads a module into memory. A module is a SoundTracker musicfile wich contains the song and sample data. There are many SoundTracker clones like ProTracker, NoiseTracker etc. which are all Public Domain so you can copy them for free. [Picture] Loads an IFF picture into memory. IFF is a picture-standard that is used by many drawing programs like DeluxePaint, Cinemorph etc. Also the colorcycle-information will be used in all IFF files. [Brush] Loads an IFF brush into memory. The advantage of a brush is that it uses lesser memory then a picture. Pictures has standard sizes like 320*256, and you can size a brush anyway you want. [Anim] Loads an IFF anim 5 animation into memory. IFF Anim 5 is an animation-standard that is used by many drawing programs like DeluxePaint, Cinemorph etc. An animation is realtime unpacked when it is played. It uses 2 bufferscreens plus the animationdata from memory. [AnimBrush] Loads an IFF anim 5 animationbrush into memory. An animationbrush will be completely unpacked by VideoTracker. In this way it is possible to use very fast animationspeed and to use less processor-time. But it will use a lot of memory, so remember: Animations has standard sizes like 320*256, but you can size an animationbrush anyway you want. [Palette] Loads an IFF palette into memory. You can use this to show a picture with other colors, fade the colors of the picture etc. [Routine] Loads a routine that is written for VideoTracker. "Routine mode:" selects the way a routine is played. [Text] Loads a text-file which can be used by one of the routines. You can load several textfiles into memory so that the "MultiScroll" routine can show more than one scroll on the screen. [Object] Loads an IFF animationbrush or brush from the "Object" directory. These brushes are reformed for usage as blitter-objects in routines like "Object_L8". [BackGround] Loads an IFF picture wich can be used by routines like "Object" as a background-picture. [Vector] Loads a vector data-file which can be used in the line-vector or filled-vector routines. Supported formats: -Rot (FreeWare 3D object editor) -Imagine -IFF pictures or brushes [Font] Loads an Amiga-font or a Kara-font which can be used by routines like "Scroll_L8". A KaraFont is a colorfont that can be used in DeluxePaint, you can edit or create them with Calligrapher. ============================================================================= How to make a simple video. ============================================================================= I'll explain how you can make a simple video with flashing brushes. You start VideoTracker. The first thing you must do is loading a music-module. You go to the right part of the control-screen where all the load-gadgets are. (picture,brush,module etc.) You click the "Module" gadget and a file-requester appears. The "Modules"-directory is already selected and we pick the "Mod.Techno1" module by double-clicking it. When the module is loaded, the control screen returns and you see the name of the module at the "Modulename:" gadget and the name of the first sample at the "Sample:" gadget. The modulename is "Techno1" and the first samplename is "Silent". We now select the sample that is going to show the flashing brushes. You go to the left centre of the screen and click the gadget that shows the name of the sample with your RIGHT mousebutton, to select the sample "Beep" wich is number 8. You can't click the number of the sample. (The number of the sample is just information, and has no black background which means you can't change it.) We're now going to load 2 brushes. Go to the "Load:" gadgets and click the "Brush" gadget. You now see a filerequester with the "Brush" directory already selected. Now double-click the "Techno_L8.bru" file. This is a brush that shows the word "TECHNO" in 8 color low-resolution. (I used the "_L8.bru" in the filename to remember the number of colors (8), resolution (L) and file-type (bru), but this is not needed in a file-name.) When you the control-screen returns, you see the filename at the left bottom of the screen in the "First effect:" and "Last effect:" gadgets. You loaded the brush into the effectlist at position 0. Now go to the "First effect:" gadget and click on the brush-name with your RIGHT mousebutton to select effectposition "1". (You see also the "Last effect:" change to "1", because the last effect can't be smaller than the first effect.) You now go again to "Load:" to load the second brush into effect-position "1". Click the "Brush" gadget and double-click the file "Skull_L8.bru". This brush shows a human skull in 8 color, low resolution. When the control-screen returns, you see the brushname in the "First effect:" gadget. Now you click the "First effect:" gadget with your LEFT mousebutton to select effect "0". You now see: "First effect: 0 Techno_L8.bru " " Last effect: 1 Skull_L8.bru " You now go to the left-centre of the control-screen and change the "Priority:" value from "0" to "1" by clicking it with your RIGHT mousebutton. With this you turn the effects on. Now you're ready, but remember that you've edited this sample only for song-position "0", so when the song reaches song-position "1" the effects will stop. Now go the the up-centre of the screen and click the "Play" gadget with you LEFT mouse and the show begins. This is ofcourse a very simple and pretty boring effect but it's a start. At the left-top of the screen, you see the "Song position:" gadget change while the song is playing. You can click this gadget to select the song-position you want to hear with the left- and right mousebutton. When you select song-position "0", this song-position will repeat untill you click "Play" again. ============================================================================= Routines: ============================================================================= Some routines need vector-objects, (anim)brushes, text-files etc. An example how to use these files: Effect Speed: 01 First Effect: 05 Cube.vec (This is a vector file) Last Effect: 06 Vector_L8.rot (This is a routine file) The vector file is detected by VT and stored in a table, The effect speed is 1 so the routine will be played directly. The routine checks the table and finds the vector file. (These lists are not yet complete and will be better explained in a future release and there will be a lot more routines: I am now making them.) Routine: Filename of the routine. Picture: Width * Heigth * Number of colors of the picture that is used by the routine. You need to know this when you want to play with the "Double Playfield" mode. When the width*heigth is bigger then, or equals, the viewable screensize (example: lores = 368*290) and the colors are the same number double playfield will always be used. "-" = The routine does not use a picture. View: The viewmode of the picture: "L" = Low resolution (Lo-Res) Viewable screensize 368*290. "H" = High resolution (Hi-Res Interlaced) Viewable screensize 736*580. Copperlist: Does the routine use a copperlist ? A copperlist is used by the routines to change for example the backgroundcolor several times on the screen. "-" = The routine does not use a copperlist. Memory: Number of kilobytes that the routine uses in memory. Routine Picture View Copperlist Memory -------------------------------------------------------------- ColorGrid - - Yes ? Object_L2 368*290*2 L - ? Object_L4 368*290*4 L - ? Object_L8 368*290*8 L - 151 Object_L16 368*290*16 L - ? Object_L32 368*290*32 L - ? Object_L64 368*290*64 L - ? Object_H2 736*580*2 H - ? Object_H4 736*580*4 H - ? Object_H8 736*580*8 H - ? Object_H16 736*580*16 H - ? PictureMove - - Yes ? Plasma - - Yes 114 Scroll_L2 368*290*2 L - ? Scroll_L4 368*290*4 L - ? Scroll_L8 368*290*8 L - ? Scroll_L16 368*290*16 L - ? Scroll_L32 368*290*32 L - ? Scroll_H2 736*580*2 H - ? Scroll_H4 736*580*4 H - ? Scroll_H8 736*580*8 H - ? Scroll_H16 736*580*16 H - ? Stars_L8 368*290*8 L - 50 Vector_L2 368*290*2 L - 32 Vector_L4 368*290*4 L - ? Vector_L8 368*290*8 L - ? Vector_L16 368*290*16 L - ? Vector_L32 368*290*32 L - ? Vector_L64 368*290*64 L - ? Vector_H2 736*580*2 H - ? Vector_H4 736*580*2 H - ? Vector_H8 736*580*2 H - ? Vector_H16 736*580*2 H - ? VectorShade_L2 368*290*2 L Yes ? Wave - - Yes 7 ============================================================================= Routinename: Plasma Version: With/without smooth plane. Description: Shows 3 sinuswaves on a backgroundcopperlist: blue, green and red. When they overlap eachother they mix their colors. blue+green=cyan, blue+red=purple etc. As extra there is a horizontal raster-sinus. The result is a great psychadelic effect. You can put a picture or brush on it. This routine has up to 65536 different modes, a big number but you can play a long time with this. There are 2 ways to get the right routine-mode. The fast but difficult way is to calculate it from the bitusage and the easy but slow way is to get it from the routine-mode list. I'll explain how you can calculate it: RoutineMode 16-bits (65536) bitusage: 3 1 2 6 4 1 7 3 0 0 5 1 6 8 9 2 1 2 3 1 8 4 6 4 2 8 2 6 4 1 |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber | | | | | |R | Blue | Green | Red | |a | | | | |s | | | | | | | | | | |t |D | H | W |D | H | W |D | H | W | |e |i | e | i |i | e | i |i | e | i | |r |r | i | d |r | i | d |r | i | d | | |e | g | t |e | g | t |e | g | t | |s |c | t | h |c | t | h |c | t | h | |i |t | h | |t | h | |t | h | | |n |. | | |. | | |. | | | 2 1 4 4 1 4 4 1 4 4 <-Number of settings Let's say, you want the green-bar with maximum heigth (4). You can see that bit 7 and 8 select it. There are 2 bits, so there are 2^2=4 possible heigths. These are the combinations: 08 | 07 Red Y: Black>Green Shading Blue Colorgrid 2 & 3 same as above. 1 X: Black>Green Y: Black>Blue Shading Red 2 X: Black>Blue Y: Black>Red Shading Green 3 X: Black>Red Y: Black>Blue Shading Green 4 X: Black>Green Y: Black>Red Shading Blue 5 X: Black>Blue Y: Black>Green Shading Red 6 X: Blue>Purple Y: Blue>Cyan 7 X: Red>Yellow Y: Red>Purple 8 Mode: Map Mixed Red>Green>Blue 16-31 Same as above but: Colorgrid 2: X: Black>Green Y: Black>Blue Shading Red 32-47 Same as above but: Colorgrid 2: X: Black>Blue Y: Black>Red Shading Green 48-63 Same as above but: Colorgrid 2: X: Black>Red Y: Black>Blue Shading Green 64-79 Same as above but: Colorgrid 2: X: Black>Green Y: Black>Red Shading Blue 80-95 Same as above but: Colorgrid 2: X: Black>Blue Y: Black>Green Shading Red 96-111 Same as above but: Colorgrid 2: X: Blue>Purple Y: Blue>Cyan 112-127 Same as above but: Colorgrid 2: X: Red>Yellow Y: Red>Purple 128-143 Same as above but: Colorgrid 2: Mode: Map Mixed Red>Green>Blue 256-511 Same as above but: Colorgrid 3: X: Black>Green Y: Black>Blue Shading Red 512-1023 Same as above but: Colorgrid 3: X: Black>Blue Y: Black>Red Shading Green 1024-1535 Same as above but: Colorgrid 3: X: Black>Red Y: Black>Blue Shading Green 1536-2047 Same as above but: Colorgrid 3: X: Black>Green Y: Black>Red Shading Blue 2048-2559 Same as above but: Colorgrid 3: X: Black>Blue Y: Black>Green Shading Red 2560-3071 Same as above but: Colorgrid 3: X: Blue>Purple Y: Blue>Cyan 3072-3583 Same as above but: Colorgrid 3: X: Red>Yellow Y: Red>Purple 3584-4095 Same as above but: Colorgrid 3: Mode: Map Mixed Red>Green>Blue 4096-8191 Same as above but: Colors: Grid 1: 1 Grid 2: Off Grid 3: Off 8192-12287 Same as above but: Colors: Grid 1: 9 Grid 2: Off Grid 3: Off 12288-16383 Same as above but: Colors: Grid 1: 0 Grid 2: 1 Grid 3: Off 16384-20479 Same as above but: Colors: Grid 1: 0 Grid 2: 9 Grid 3: Off 20480-24575 Same as above but: Colors: Grid 1: 1 Grid 2: 9 Grid 3: Off 24576-28671 Same as above but: Colors: Grid 1: 0 Grid 2: 1 Grid 3: 9 28672-32767 Same as above but: Colors: Grid 1: Off Grid 2: Off Grid 3: Off ============================================================================= Routinename: Stars Versions: L8 Description: Shows a 3D moving starfield. Routine mode Description ----------------------------------------------------------------------------- 0 Nothing 1 Rotates stars left. 2 Rotates stars right. ============================================================================= Routinename: Vector Versions: L2,L4,L8,L16,L32,L64,H2,H4,H8,H16 Description: Shows 3D pixel vector, line vector, glass-filled vector filled vector, ball vector, symmetric-filled vector objects and rotates them. The routine needs a vector-file wich can be a Imagine-object, a Rot-object or a IFF-brush. The colors of the vector-files are also used. These are the possible view-modes: 0 Pixel Shows only the vector-coordinates as pixels, very fast speed. 1 Line Shows the vector-lines, fast speed. 2 Glass-filled Shows the object with filled faces. You can see the faces through eachother which gives a glass-effect. Medium speed. 3 Filled Shows the object with solid filled faces. Slow speed. 4 Balls Shows only the vector-coordinates as objects (brushes or animbrushes). The color of a vector selects the object-number, so you can use, for example, 16 different blitter-objects in one vector-object. When you use a animbrush with, for example, 10 frames. The first frame will be shown when the vector is distant, and the last frame will be shown when the vector is forward. So for a cool 3D effect, size the frames from small to big. The colors of the objects will be copied and the number of colors must be the same as the screen-colors. Tricky modes: (To speed up drawing) 5 Symmetric- Shows the object with solid filled filled faces but draws only the most forward faces. Is only usefull on symmetric objects like, for example, cubes or footballs. Medium speed. You can choose for each of the X/Y/Z coordinates if they must rotate and if the object is moving forward or backwards. You can also set the speed of rotating and for special effects you can turn the double-buffering on/off so you can, for example, see how a big imagine-object is drawn as a solid filled-vector. You can also turn the clearscreen on/off so you can make a track of objects. RoutineMode 16-bits (65536) bitusage: 4 2 0 0 1 9 4 2 6 6 8 8 4 8 4 2 1 |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber | | | | | | | | | | | |S |D | |F | | X| Y| Z| | |c |o | |o | | | | | | |r |u | |rB| | R| R| R| | |e |b | Rotation |wa| Vector | o| o| o| | |e |l | speed |ac| mode | t| t| t| | |n |e | |rk| | a| a| a| | | | | |dw| | t| t| t| | |c |b | | a| | e| e| e| | |l |u | |or| | | | | | |r |f | |rd| | | | | | |. |. | | | | | | | 2 2 16 2 8 2 2 2 Routine mode Description ----------------------------------------------------------------------------- 0 Moves forward. Double-buffer on, Screenclear on, No rotation. Mode: Pixel-vector, Rotatespeed 0. 1 Rotates Z. 2 Rotates Y. 3 Rotates YZ. 4 Rotates X. 5 Rotates XZ. 6 Rotates XY. 7 Rotates XYZ. 8-15 Same as above but with Mode: Line 16-23 Same as above but with Mode: Glass 24-31 Same as above but with Mode: Solid 32-39 Same as above but with Mode: Ball 40-47 Same as above but with Mode: Symmetric 64-127 Same as above but moves backwards. 128-255 Same as above but with rotatespeed 1. 256-383 Same as above but with rotatespeed 2. 384-511 Same as above but with rotatespeed 3. 512-639 Same as above but with rotatespeed 4. 640-767 Same as above but with rotatespeed 5. 768-895 Same as above but with rotatespeed 6. 896-1023 Same as above but with rotatespeed 7. 1024-1151 Same as above but with rotatespeed 8. 1152-1279 Same as above but with rotatespeed 9. 1280-1407 Same as above but with rotatespeed 10. 1408-1535 Same as above but with rotatespeed 11. 1536-1663 Same as above but with rotatespeed 12. 1664-1791 Same as above but with rotatespeed 13. 1792-1919 Same as above but with rotatespeed 14. 1920-2047 Same as above but with rotatespeed 15. 2048-4095 Same as above but with double-buffer off. 4096-8191 Same as above but with screen-clear off. ============================================================================= Routinename: VectorShade Versions: L2,H2 Description: This is the same routine as the "Vector" routine and it uses the same routine-modes but this routine draws the object in 2 colors and shows the 4 last drawed frames behind the object which gives a nice blurry effect. It uses a copperlist to do this trick so you can't use double-playfield on this routine. ============================================================================= Routinename: Wave Versions: - Description: Puts a horizontal wave of 16 pixels into any picture or brush. The picture or brush width must be a multiply of 16. (example:240,368,144 etc.) Routine mode Description ----------------------------------------------------------------------------- 0 Saw shaped 1 Saw shaped growing 2 Sinus shaped 3 Sinus shaped 4 sizes 4 ")" shaped 5 ")" shaped 3 sizes 6 "(" shaped 7 "(" shaped 3 sizes 8 Sinus shaped "Double Playfield" mixed 9 Sinus shaped normal mixed 16-31 Same as above but scrolling up 32-47 Same as above but scrolling down 64-127 Same as above but with 2 times vertical size 128-255 Same as above but with 3 times vertical size 256-511 Same as above but with 4 times vertical size 512-1023 Same as above but with 5 times vertical size ============================================================================= Routinename: PictureMove Versions: - Description: Moves pictures that are bigger then the viewable screen in several ways. There are 2 seperate moves: the even planes and the odd planes. So when you use double playfield, you can give each picture it's own move. When you don't use double playfield, you must set both moves the same if you want to see the picture like it is. If you don't, you get a weird effect that can be nice too, like you can see in the demo-video of this routine. In double playfield mode, picture 1 uses the even planes and picture 2 uses the odd planes. These are the moving-shapes: Value | Description --------+----------------------------- 0 | No move. 1 | "-" Horizontal. 2 | "|" Vertical. 3 | "O" Circle-shaped. 4 | "(X)" Eigth-on-its-sid. 5 | "8" Eight. 6 | Weird shape 7-15 | Not used. | RoutineMode 16-bits (65536) bitusage: 1 6 1 |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber | | | | | | Odd | Even | | (not used) | planes | planes | | | shape | shape | | | | | 16 16 Routine modes: Routine mode Description ----------------------------------------------------------------------------- 0 No moves. 1 Even planes move "-" Horizontal. 2 Even planes move "|" Vertical. 3 Even planes move "O" Circle-shaped. 4 Even planes move "(X)" Eigth-on-its-sid. 5 Even planes move "8" Eight. 6 Even planes move Weird shape. 16-31 Same a above but the odd planes move "-" Horizontal. 32-47 Same a above but the odd planes move "|" Vertical. 48-63 Same a above but the odd planes move "O" Circle-shaped. 64-79 Same a above but the odd planes move "(X)" Eigth-on-its-sid. 80-95 Same a above but the odd planes move "8" Eight. 96-111 Same a above but the odd planes move Weird shape. ============================================================================= Routinename: Versions: Description: Routine modes: Routine mode Description ----------------------------------------------------------------------------- ============================================================================= Libraries: ============================================================================= VideoTracker uses the following libraries: =========== Req.Library =========== A Public Domain requester library used on 1.0-1.3 Amigas. On 2.0 and higher Amigas the Commodore "ASL.Library" is used. =========== IFF.Library =========== THE UNIVERSAL IFF LIBRARY FOR THE AMIGA VERSION 22.1, 02-Jun-92 BY CHRISTIAN A. WEBER BRUGGERWEG 2 CH-8037 ZURICH SWITZERLAND INTERNET: weber@amiga.physik.unizh.ch (E-MAIL: cbmehq!cbmswi!mighty!chris@cbmvax.commodore.com) THIS PROGRAM IS IN THE PUBLIC DOMAIN. IT MAY BE FREELY DISTRUBUTED, COPIED AND USED FOR COMMERCIAL OR NON-COMMERCIAL PURPOSES. IT MAY BE DISTRIBUTED WITH OR WITHOUT THIS DOCUMENTATION FILE. TO MAINTAIN COMPATIBILITY, YOU SHOULD NOT MAKE ANY CHANGES TO THE LIBRARY ITSELF. UPDATES WILL BE RELEASED BY THE AUTHOR. HOWEVER, YOU MAY CHANGE THE SOURCE CODES OR USE THEM IN YOUR OWN PROGRAMS. The iff.library is an easy to use Amiga library which gives you some powerful routines to deal with IFF files, especially ILBM files (pictures), ANIM files (animations) and 8SVX files (digitized sounds). It was fully written in Assembler and is only 3.2 KBytes long. The de- compression routines are the fastest I've ever written :-) To use iff.library, copy it to the 'LIBS:' directory of your boot partition or Workbench disk. Since the iff.library is a standard Amiga library, it can be used from any programming language such as C, C++, Modula-2, Assembler, Pascal, ARexx and many more. I started writing this library in September 1987, and now it is really bug- free (I hope) and it can handle any IFF files I know, including DPaint pic- tures with stencil, HAM and halfbrite pictures, ANIM files (with a trick), SHAM files, SoundFX instruments, and all other IFF files which do not con- tain nested chunks. If you have questions or suggestions, don't hesitate to contact me! ============================================================================= Demo Vidules info: ============================================================================= Programs used to create the vidules: ========== ProTracker ========== Protracker V2.2 Release A - (C) 1992 Mushroom Studios/Noxious 22/06-1992 Protracker is a Public Domain program, and may may be copied freely and included in any PD library. You may not charge anything for the program other than the cost of the disk and the PD-service. If you want to contact us for any reason (please do) write to: Peter "CRAYON" Hanning Vinterstigen 12 14440 Ronninge Sweden Or to: Anders "DOLPHIN" Ramsay Fornhojdsvagen 6 II 15158 Sodertalje Sweden You can also contact us at the Equipoise BBS: +46-755-87404 ==== FFEX ==== FFEX - The Fast Fractal Exploration Set V4.0 FFEX computes the well known Fractals and has all usual features like loading and saving (as IFF picture), different resolutions and different algorithms (Int_16 and Int_32 are faster, but have less precision than Real). This program is public domain It may be used, copied and spread without any restriction, as long as there is no payment demanded (except for disks and postage etc.)! The .dok and .doc files must also be copied along with the program. Programmed by: Robert Brandner / Schillerstr. 3 / A-8280 Fürstenfeld / AUSTRIA / EUROPE ========== Spirograph ========== Spirograph V1.0, Public Domain, by Peter van Campen. A program based on the kids toy "Spirograph". It calculates al kinds of spiral pictures using sinusses. ========= Cinemorph ========= Cinemorph V2.06, Copyright 1992 Nova Design, by Thomas Krehhiel It calculates smooth changing between 2 brushes. ============ Deluxe Paint ============ Deluxe Paint V4.1, Copyright 1985-1992 Electronic Arts, by Daniel Silva, Lee Taran & Steve Shaw. A great drawing program that also handles animations. ======== Imploder ======== Imploder V4.0, FreeWare, by Peter Struijk & Albert J. Brouwer. A great executable-file cruncher. Used to crunch the vidules. === Rot === Rot V0.5, FreeWare. Copyright (c) 04/04/87 C. French, Non-commercial copying encouraged! All other rights reserved ROT is a program to generate and display 3D objects. It is made up of two sections: the OBJECT editor and the ACTION editor. The first is used to create the database of your 3D object- each point's coords, and the points used as verticies for each polygon. The second section defines an action of 24 steps. At each step the position or orientation of the object may be changed. When these steps or frames are replayed quickly the object performs your action. ============================================================================= About: ============================================================================= VideoTracker V0.93: Programming & Graphics: Peter van Campen Hints & Tips: Roger Heykoop & Jaap Bleumink Testing: Roger Heykoop, Wim Rumping & Klaas Reimes MegaDemo "Otaku Trip" Vidules: Modules: Dick Jansen Samples: Dick Jansen Pictures: Martin Panbakker, Dick Jansen & Peter van Campen Animations: Martin Panbakker & Maarten Kreuger. 3D Objects: Maarten Kreuger & Peter van Campen. 3D Scenes: Maarten Kreuger. Morphing, Ray Tracing: Peter van Burgh Videos: Peter van Campen To contact Peter "RattleHead" van Campen: Third world mail: Peter van Campen Spoorsingel 90 1946 AG Beverwijk The Netherlands PostBank 5739358 P.J. van Campen Jr. Note: - I answer all letters/requests, but include money or a disk as payment for stamps. - Self-adressed envellopes can't be send out of The Netherlands with a foreign stamp on it. I mail these enveloppes but I'm not sure if they'll reach you. - Foreign cheques are useless: the banks ask about 10 dollars to cash them. Dollars or disks are the best way to pay. First world mail: Handle: "Peter van Campen" Networks: NLA, Fidonet:Amiga.028 DAN, AMY. BBS "The Red Dwarf": +31(0)2510-39479/47830 24H 2400-14400 v32bis File-Area: 50: "RattleSoft" Updates,Docs,Previews etc. File-Area: 51: "Creator" Vidules Mail-Area: 9: "RattleHead Weet Raad" Questions,hints,bug-reports etc. You can order my collection, preview and update-disk by sending 5 dollars in CASH (to small amount for cheques) to the above address. If you want it, I can sent you the disk when I have released a new program. You also can order a Public Domain disk with ProTracker, Spirograph, FFEX, Imploder, Rot and other great programs by sending 5 dollars to the above address. VideoTracker is programmed on: A600HD 1M chip 0K fast KickStart V2.0 It has been tested on: A600HD 512K chip 0K fast KickStart V1.3 emulation. A2000HD 030/882 1M chip 4K fast Kickstart V2.0 A500HD 030/882 1M chip 4K fast Kickstart V2.0 A1200HD (AGA) 2M chip 2K fast Kickstart V3.0 It should work on all configurations and NTSC Amigas. (The current routines are written for PAL Amigas, NTSC versions will follow.) NO CARRIER