Hi man! this is Tsunami typing again. So here are those requested Chaosland routines. I don't remember when your letter arrived, but hopefully this reply didn't take too long time after all.. So, you said you knew how the mouth thing was made;-) But, I'm still am 90% sure that you don't, hehe.. This is bcoz everyone seems to be thinking that it was an "optimum fuckup" routine! It is not... You couldn't have more than 16 color pics on OF routine. Now 4096 cols are possible and also moving into x-direction was made possible! So, that routine has nothing to do with OF-routine.. It was written totally(?) using copper. And it works fine in A3000, if you put one blitter wait into the source. I forgot it when coding the intro... I didn't see the fuck up, bcoz the intro ran fine on my slow machine;-( I do have lightsource vectors of some form. Very old sources, but I can try to find some. They probably won't work too fine on A1200 without small fixing;() And single copperblit-buffer may cause some probs on fast machines, too... The copperham.Skl gfx is obviously converted into standard chunky format. It wants to say that it is in byte/pixel mode. In the file the first byte is the color of the first pixel... and so on. Then there is another table containing all the color values. Finally the chunky file is converted into an absolute colorvalue file! A new one can be made first converting a .iff file into normal raw-format 176*176 pixels of size. Then just convert it into the byte/pixel mode. I try to find one conversion routine for that purpose. Then save the palette into separate file and put it to the place of the old palette... The fractal zoomer is really a simple routine, but even though it is only about 220 lines long source, it is very hard to get working! I have tried to explain it to about 10 guys, but only a few have understood it anyway;() But you already have the source if I recall it correctly? So here is a short explanation about the theory of fractal(???) zooming: The picture is divided into 32*32 puzzles (in theory..). Then I go to the first puzzle and take values from 2 tables containing the x-difference and y-dif., add these together and get a value that tells: FROM WHERE should I copy a block TO here! Then I do the copying action and go to the next puzzle. and so on. There is also additional x & y "shaking" routines that try to obtain a better result in rotation. Not so static you know... I have 2 buffers. I copy from the one I show to the other one hiding somewhere. Hmm... that's the method, but it is quite hard to explain. Hopefully you understand it, when looking both this short guide and the source? What kinda school are you in?? I have never needed coding capabilities at school, or actually not Assembler... Non standard routines are the only ones that I'm interested in, but still they are also the most difficult to invent. We probably will have some new ideas and quite hard code on our coming demo called "Psychedelic", but it will be an AGA-demo and released on Assembly'94 in 3 months. So, I probably cannot offer any new things before the Ass'94. I have had quite a lot to do in the school lately, but the school's gonna be over in 3 weeks from now! C00l!! Hopefully I didn't forget any files... They seem to be overall my HD;( I also cannot test all of the routines on my A1200. Btw: All post me should be posted from 1.6.-94 on to the following address: (reason: army....) Timo Aila Lapuankatu 6 as 4 65350 Vaasa Finland