============================================================================= VideoTracker v1.3 & VideoTracker_AGA v1.0 ============================================================================= Created by: Peter van Campen Distributed by: Peter van Campen Released as: Copyright 1993 by Peter van Campen Released on: 6-1-94 Manual version: 6-1-94 Contents: - What is VideoTracker ? - VideoTracker & VideoTracker_AGA - Functions - How to make a simple video. - Hints - VideoTracker Developer Kit - Routines - Libraries - Utilities - VideoTracker Announce (Internet) - VideoTracker News 1 (27-10-93) - VideoTracker News 2 (6-1-94) - History (Update information !!!) - About (How to register !!!) ============================================================================= What is VideoTracker ? ============================================================================= With VideoTracker you can make a videoclip around a SoundTracker-module. You can use pictures, brushes, animations, animation-brushes, palettes, colorcycle, routines, texts, objects, vectorobjects, amigafonts, karafonts, landscapes, colorsets. When the video is finished, you can save the module and video data as a "Vidule". A vidule is a crunchable executable file which plays the module and the video. You can make a small intro or a big house-demo. You also can use VideoTracker with a GenLock and, for example, make professional movie-titles with colorfonts. When the module plays a sample, VideoTracker shows an "effect" on screen. This effect can by a picture, brush, anim, routine, etcetra. or a combination of these. 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. ============================================================================= VideoTracker & VideoTracker_AGA: ============================================================================= There are 2 versions of VideoTracker: VideoTracker_AGA: This version only works on AGA Amigas, it can handle all AGA extras like HAM8, 256 colors, super hires, 24-bit colors, dual playfield with 2 16-color pictures, etcetra. VideoTracker: The interface is build according to the Commodore guidelines. It only works on kickstart 2.0 and higher. ============================================================================= Functions: ============================================================================= [Quit] Quits VideoTracker Vidule size: Shows the size of the vidule. This includes the video-player and video-data. 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-positions have 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. The higher the value, the bigger the priority. So, for example, when you have a basedrum that beats 4 times in a song-position, and a trumpet that blows all the time, you could let the effect(s) of the basedrum have a bigger priority then the trumpet. So every time you hear the basedrum, you could show an animation of a drummer that hits a drum. And when the trumpet plays, you could show a picture of a trumpet. The sample keeps the priority as long as it plays. In the above example, the basedrum is a short sample, the drummer-animation will be shown short, because when the sample is over, the trumpet takes over again. Keep this in mind when you use the effect-loop and effect-speed, this will only work while the sample is playing. Special values: "0" The sample is off, effect will not be played. 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 screenheight, screenwidth, viewmode and depth of the new effect, and when the depth is not bigger than 8 colors, the new effect will be shown together with the old effect using the hardware "dual playfield" mode. In this way you can also play animations and/or routines at the same time. So you can use for example a scrolltext with a background-picture etcetra. AGA: Dual playfield will also work with 16 colors. 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: The higher the value, the higher the delay. "0" Triggermode: One effect is played, the following effect will be shown when the sample is played again. "1" Fastmode: All 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" Show the stars normal. "1" Rotate the stars left. "2" Rotate the stars right. [Play] Starts playing the video from the current song-position. [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. [PAL] Selects the American viewmode (NTSC) or European viewmode (PAL). With the help of this, you can make a video that will work all over the world. American Amigas (60hz) have a slightly faster view-refreshing then European Amigas (50hz). So some routines who run nice on European Amigas may "shock" on American Amigas, therefore there are special NTSC-versions of routines who may have this problem. Songpos: [Copy] Copies the current songposition to a copybuffer. When you want to use the same songposition-effects in another songposition, you can Copy them to the buffer, select the other songposition and Paste the buffer to the other songposition. [Paste] Copies the copybuffer to the current songposition-settings. Sample: [Copy] Copies the current sample-settings to a copybuffer. [Paste] Copies the copybuffer to the current sample-settings. [Play Songpos] Starts playing the current song-position. [Clean Video] This will move all the effects in the effectlist after eachother so free bits in the effectlist will be removed and one large free block will appear at the end of the effectlist. This can be usefull when you're working on a big video. [Vidule Loop] When this is on, the vidule will restart when it's finished. When it's off, the vidule will exit. In this way, you can play several vidules in a row from a partition of your harddisk, using an execute script-file. When you don't crunch the vidules, there will only be a delay of 1 second. When you make your preference screen-colors black, there will not be a cli-screen when the next vidule is loading. Nice idea for a party... [Genlock] When this is on, genlock-synchronisation is on. No genlock connected = lock up, when this is on ! =============== Save functions: =============== [Video] Saves the video without module and effect data. A video-file holds all the settings for the anim-speed, effect-loop, etcetra, and the file-names of the pictures, anims, etcetra. [Vidule] Saves the video with module and effect data as an executable and crunchable file. Executable means that you can start it from the CLI or from the WorkBench. For better crunching and for a clean start I recommend that you only save vidules from videos that have not been started yet. [Effect] Saves the effect that is shown in the "First Effect:" gadget as a "raw" file. This is only usefull for programmers who want to make their own VideoTracker-routines. VideoTracker converts the Brushes, Fonts, Vectors, etc. to fast usable data-files, these converted files are called "Effect-files". When programmers want to use, for example, a font in their routine, they can "incbin" these effect-files. They can also use it as a raw-converter for own products. More information is given in the example sources of the "VideoTracker Developer Kit" wich is Public Domain. The Kit contains all the current routine sources. (DevPac3) You can include your routine-source in the Kit-sourcefile and you can test them. =============== Load functions: =============== [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. You can use different song-speeds. PowerPacked files can also be loaded. (ProTracker is also on the "VideoTracker Utilities 1" disk) ================ Command-Effects: ================ A command-effect will be directly shown on screen, a data-effect is used by the routines as a data-file. [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, with a maximum of 4. (Like in Deluxe Paint) IMPORTANT: When colorcycle-information is found, it will be turned on. In DeluxePaint you can turn it on/off with the "tab"-key, but VideoTracker always turns it on. So if you don't want colorcycle, you have to clear the "Ranges" in DeluxePaint. AGA: The maximum colorcycle-information is 8. [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. I advice you to use x-sizes who are multiplies of 32, in that way you won't have problems with routines that use copper-effects. (example: 256, 288, 320, etcetra) AGA: Due to the maximum "fetchmode", which gives more processor-time, x-sizes who are multiplies of 64 are recommended. (example: 192,320) Overscan in lores is a bit ugly, look at the example-videos how to solve this. [Anim] Loads an IFF-Anim5 animation into memory. IFF Anim 5 is an animation-standard that is used by many drawing programs like DeluxePaint, Cinemorph etc. Also multiple-palette animations can be used. An animation is realtime unpacked when it's played. It uses 2 bufferscreens plus the animationdata from memory. The animationdata is put in fast-memory (when available), so it is possible to make real big videos with lots of animations. [AnimBrush] Loads an IFF-Anim5 animation-brush into memory. Anim-brushes are used in DeluxePaint. An animation-brush 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 animation-brush anyway you want, which can be a way to save memory. An AnimBrush will also restart at frame 1 when it's called, an animation would be to slow due to unpacking. [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. This is the real power of VideoTracker, with these routines you can make high-quality demos like "Spaceballs" and "Jesus on E's". Like you can see in the "Routines" section, you can use filled vectors, plasmas, psychocircles, scrolls, etcetra, in many ways. The (possible) 6-monthly updates of VideoTracker will have the latest fashion-effects and ideas taken from the latest megademos at that time. The future Amiga's, like the A5000 and the follow-up of the A1200, will have the possibility to expand them to 8 megabytes of chip-memory, which means that you can use up to 7,5 megs of routines or other effects. On an A600, A1200, A3000 and A4000 you can use 2 meg which is enough to make good videos, but with 8 meg you can start to immitate MTV ! I personally can't wait and I'll have a lot of routines ready at that time. :-) "Routine mode:" selects the way a routine is played. ============= Data-Effects: ============= [Text] Loads a text-file which can be used by one of the routines. (Like the "Scroll" routine.) [Object] Loads an IFF-Animation-brush or IFF-Brush from the "Object" directory. These brushes are reformed for usage as blitter-objects in routines like "Object". [BackGround] Loads an IFF-Picture or IFF-Brush wich can be used by routines like "Object" as a background-picture. [Font] Loads an Amiga-font or a Kara-font which can be used by routines like "Scroll". A KaraFont is a colorfont that can be used in DeluxePaint, you can edit or create them with Calligrapher. There are also some public domain Font and KaraFont collection-disks. [Vector] Loads a vector data-file which can be used in the routines. (Like the "Vector" routine) Supported formats: -Rot This is a public domain 3D (three dimensional) object editor. It is on the "VideoTracker Public Domain" disk. -Imagine A popular commercial raytracer. You don't need this program but there are a lot of detailed public domain 3D objects, like Star-Wars spaceships, which are made with Imagine. Maximum object size: 50k. -VideoScape 3D This format can handle polygons with many points. You can use "Pixel 3D" to convert a IFF-picture to vectors. Then you can reduce the number of points and polygons to speed up the vector drawing. When you save the object as a VideoScape-object, you have a complex but fast image. It is used in the "Blerk" video. (The zebra and dancing girl) This effect is also used in SpaceBalls "State of the Art" demo. -IFF-Brushes The brush will be translated to X/Y/Z pointers, so no lines are used. [Landscape] Loads a landscape data-file which can be used in the routines. (Like the "Landscape" routine) Supported formats: I don't know exactly the names but there are 3 different formats: Raw-Z-value, Raw IFF height difference & crunched IFF height difference. They are used by programs like "Vista Pro", "Scenery Animator", "Terraform" & "Demmer". "Demmer" is ShareWare and is on the "VideoTracker Public Domain 2" disk. [Colorset] Loads an IFF-Colorset or Palette into memory which can be used in the routines. (Like the "CopperPalette" routine) Colorsets are used in DeluxePaint, they can hold up to 256 colors which can be changed using "spread" etcetra. ============================================================================= How to make a simple video. ============================================================================= I'll explain how you can make a simple video with flashing brushes so you can get started. 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 file-requester 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 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 sample on. You now go again to the left-centre of the control-screen and set the "Effect Loop:" to "On" by clicking it with your left mousebutton. With this, the effects will start over again when the last effect is reached. 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. You're also not restricted to use 1 sample in a songposition, you can use all the samples like you can see in the example-video "House". 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. Now, I suggest, take a look at the example-videos to see all the routines working. The "House" video is an example of a demo you could make with VideoTracker. ============================================================================= Hints: ============================================================================= I already made some videos and I may have some tips for you: -When you edit a sample, keep some space in the effectlist. When the effectlist is empty at 10-20, start at position 15. In that way, you can load effects before or after the current effect. (Example: you want to add some palette-effects) When you're done with some songpositions, you can use the "Clean Video" option to pack the current effects. -The more colors you use in a picture, the more time the Amiga needs to show them, with the result that with 32 colors or more, the copper is delayed. So copper-routines can't be used then. (On ECS) Also the speed of routines will go slower. The less colors you use, the faster the effects can be, the lesser memory is used, the faster animations unpack. With 8 colors or lower, you can also use dual playfield, which can be very nice. I personally use low-color pictures & animations in videos that have fast tempo's. (GabberHouse) -When you want to use a complex animation of effects, it's handy to make some fake-instruments. You can use them to control the animation, like some sort of script. I used this in the "Gabberuh!" video, to fade-in the clown slowly. You make them empty, so you can't hear them. And you can make them long (30000 bytes) and play them as the lowest note (C-1) so they can play a long time. Even as long as a songposition. ============================================================================= VideoTracker Developer Kit: ============================================================================= "The VideoTracker Developer Kit v1.0 Disk 1 (14-8-93) PUBLIC DOMAIN" Contains the source-files of all the routines. I released these sources with the hope that some great demo-coders out there want to convert some of their great effects to the VideoTracker routine-format. You don't have to release your sources and you'll make a lot of people happy when they can use your effects in their videos. I already converted some PD-sources and it wasn't much work. When you send the routine-file (no source needed !) + manual to me, I can add it in the VideoTracker Manual with the author/group name. Use Devpac 3 to assemble the sources. Remember to make your routine-source completely position-independent ! (PC-relative or with a base-address, look at the example-sources to see how it can be done.) The example-sources also check on NTSC when they use a complex copper-list. It's not necessary but it would be nice for the Americans to see some real demos once. :-) When you remove the "Rout" label in the source, your routine-source will be assembled as a VideoTracker routine-file. You then can remove the hunk-information with, for example, Hunk Wizard and test it with VideoTracker. ============================================================================= Routines: ============================================================================= In this section all the routines are explained. In the "Plasma" manual is explained how the "routine-mode" is calculated, but you don't have to know this because you can use the "Routinelist" to get the routine-mode you want. The "Plasma" is a very complicated routine to begin with. The "Star" routine has the easiest routine-modes, so I suggest that you start playing with that one. There are to many routines to understand at once, so when you make a video, select the routines you want and then start to read their manuals. AGA: VideoTracker_AGA needs special routines, due to 24-bits colors etcetra. The current routines will soon be converted to AGA-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. In the example-videos this is used, so you can see how it works. Routine: Filename of the routine. Picture: Width * height * Number of colors of the picture that is used by the routine. You need to know this when you want to play with the "dual playfield" mode. When the width * height is bigger then, or equals, the viewable screensize (example: lores = 368*290) and the colors are the same number, dual 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. "?" = The routine is still under development. Routine Picture View Copperlist Memory -------------------------------------------------------------- ColorGrid - - Yes 110 CopperMagnify8 64*16*2 L Yes 244 CopperPalette_16 - - Yes 20 CopperPicture 64*16*2 L Yes 112 Landscape_L2 368*290*2 L - 30 Landscape_L8 368*290*8 L - 82 Object_H2 736*580*2 H - 157 Object_H4 736*580*4 H - 307 Object_H8 736*580*8 H - 456 Object_L2 368*290*2 L - 59 Object_L4 368*290*4 L - 109 Object_L8 368*290*8 L - 160 Object_L16 368*290*16 L - 211 Object_L32 368*290*32 L - 261 Object_EHB 368*290*64 L - 312 PictureMove - - Yes 2 Plasma - - Yes 114 ScrollBig_L8 368*290*8 L - 285 ScrollNTSC_H4 736*468*4 H - 358 ScrollNTSC_L2 368*234*2 L - 89 ScrollNTSC_L16 368*234*16 L - 243 ScrollNTSC_L32 368*234*32 L - 285 Scroll_H2 736*580*2 H - 209 Scroll_H4 736*580*4 H - 418 Scroll_L2 368*290*2 L - 136 Scroll_L4 368*290*4 L - 191 Scroll_L8 368*290*8 L - 183 Scroll_L16 368*290*16 L - 290 Scroll_L32 368*290*32 L - 302 Stars_L8 368*290*8 L - 56 VectorShade_L2 368*290*2 L Yes 171 Vector_H2 736*580*2 H - 315 Vector_H4 736*580*2 H - 459 Vector_L2 368*290*2 L - 97 Vector_L4 368*290*4 L - 133 Vector_L8 368*290*8 L - 169 Vector_L16 368*290*16 L - 205 Vector_L32 368*290*32 L - 241 Wave - - Yes 6 ============================================================================= Routinename: Plasma Authors: Programmed by Roger Heykoop, converted by Peter van Campen. Version: Without smooth plane Description: Shows 3 sinuswaves on a backgroundcopperlist: blue, green and red. When they overlap eachother they mix their colors. (example: blue+green=cyan, blue+red=purple, etc.) As extra, there is a horizontal raster-sinus. For each wave you can select the height, width and direction (left/right) it moves to. The result is a great psychadelic effect. You can put a picture or brush over 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: (It might be interresting for programmers who read this) 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 <-Settingsnumber Let's say, you want the green-bar with maximum height (4). (No Police-Squad jokes please !) You can see that bit 7 and 8 select it. There are 2 bits, so there are 2^2=4 possible heights. Then these are the possible 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 Authors: Public Domain source, converted by Peter van Campen. Versions: L8 Description: Shows a 3D moving starfield. Nothing more to explain. Routine mode Description ----------------------------------------------------------------------------- 0 Normal 1 Rotates stars left. 2 Rotates stars right. ============================================================================= Routinename: Vector Authors: Programmed by Peter van Campen, with help from Roger Heykoop. 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). Medium speed. 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 soccerballs. 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 and you can clear the rotate-positions. RoutineMode 16-bits (65536) bitusage: 8 4 2 1 0 0 1 9 9 4 2 6 2 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 | | | | | | | | | | | | |R |S |D | |F | | X| Y| Z| | |o |c |o | |o | | | | | | |t |r |u | |rB| | R| R| R| | |a |e |b | Rotation |wa| Vector | o| o| o| | |t |e |l | speed |ac| mode | t| t| t| | |e |n |e | |rk| | a| a| a| | | | | | |dw| | t| t| t| | |c |c |b | | a| | e| e| e| | |l |l |u | |or| | | | | | |r |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. 8192-16383 Same as above but with the rotate-positions cleared. ============================================================================= Routinename: VectorShade Authors: Programmed by Peter van Campen, with help from Roger Heykoop. 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 very nice effect. (Used in the "House" video) It uses a copperlist to do this trick so you can't use dual playfield on this routine. ============================================================================= Routinename: Wave Authors: Programmed by Peter van Campen. 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 "dual 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 Authors: Programmed by Peter van Campen. 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 dual playfield, you can give each picture it's own move: In dual playfield, the front picture uses the even planes, the back picture uses the odd planes. In normal mode, the picture uses the even AND odd planes. When you don't use dual 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 and in the "House" video. These are the moving-shapes: Value | Description --------+----------------------------- 0 | No move. 1 | "-" Horizontal. 2 | "|" Vertical. 3 | "O" Circle-shaped. 4 | "(X)" Eigth-on-its-side. 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-side. 5 Even planes move "8" Eight. 6 Even planes move Weird shape. 16-31 Same as above but the odd planes move "-" Horizontal. 32-47 Same as above but the odd planes move "|" Vertical. 48-63 Same as above but the odd planes move "O" Circle-shaped. 64-79 Same as above but the odd planes move "(X)" 8-on-its-side. 80-95 Same as above but the odd planes move "8" Eight. 96-111 Same as above but the odd planes move Weird shape. ============================================================================= Routinename: Landscape Authors: PD source, improved and converted by Peter van Campen. Versions: L2,L8 Description: Takes a landscape and can show and move through it in several ways. RoutineMode 16-bits (65536) bitusage: 6 1 4 6 1 |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber | | | | | | (not used) |M | S |(not used) | | |o | i | | | |d | z | | | |e | e | | | | | | | 2 4 Routine mode Description ----------------------------------------------------------------------------- 0-15 Size small, shown as points. 16-31 Same as above but size medium. 32-47 Same as above but size large. 48-63 Same as above but size very large. 64-127 Same as above but shown as lines. ============================================================================= Routinename: CopperMagnify Authors: Peter van Campen Versions: 4,8 Description: Takes a HAM-brush, and rotates and magnifies it in a copperlist. The routine doesn't use the blitter, but is still very fast. I didn't use the blitter to get very high speeds on 680++ Amigas. The maximum height of the brush is 256, the maximum width is 256. Version 8 shows the picture in pixels of size 8*8, it uses the complete view-screen. This version doesn't need a picture, so you could use it with a picture in front of it. (dual playfield) You can add an empty picture over it with the routinemode to prevent dual playfield. Version 4 shows the picture in pixels of size 4*4, it uses part of the view-screen. This version uses a picture 192*192*32 to get the small 4*4 pixels, it doesn't use the routinemode. Routine mode Description ----------------------------------------------------------------------------- 0 Don't use an empty picture on screen. 1 Use an empty picture on screen, this prevents dual playfield effects. (Only used by version 8) ============================================================================= Routinename: CopperPalette Authors: Peter van Campen Versions: 16 Description: Uses "ColorSets" to change the palette of each horizontal line of a 16-color picture,brush or animation. It's used in the "Gabberuh!" video on the "SoulHead_L16.bru" and the "Skeleton_L16.bru". It uses the blitter to change the copperlist to get the necessary speed. Routine mode Description ----------------------------------------------------------------------------- 0 Scroll the colorsets upwards. 2 Scroll the colorsets from the screen-centre, upwards and downwards. ============================================================================= Routinename: CopperPicture Authors: Peter van Campen Versions: - Description: This routine takes a brush or animbrush and shows it with 8*8 pixels on screen. It only uses the copperlist so you can use a picture in front of it. The width must be 48, and the height must be 36 ! Currently, the routine only handles 32/16/2-color or HAM images. You can change the palette of the shown image with colorsets, also when it's playing an animbrush. Look at the videos how to use it. You can add an empty picture over it with the routinemode to prevent dual playfield. Routine mode Description ----------------------------------------------------------------------------- 0 Don't use an empty picture on screen. 1 Use an empty picture on screen, this prevents dual playfield effects. ============================================================================= (Future expansion) Routinename: Authors: Versions: Description: Routine modes: RoutineMode 16-bits (65536) bitusage: 1 |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber | | | | Routine mode Description ----------------------------------------------------------------------------- ============================================================================= Libraries: ============================================================================= VideoTracker uses the following libraries: =================== Powerpacker.Library =================== Used to decrunch modules, wich are packed with PowerPacker. =========== IFF.Library =========== Is used for loading IFF-files into VideoTracker, but VideoTracker has it's own realtime animationplayer, so you DO NOT need to spread this library with your vidules ! 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! ============================================================================= Utilities: ============================================================================= Programs I used to create the modules, pictures, anims, vectors, etcetra: (Not ment to make you buy them, but I think they're great !) ========== ProTracker ========== PROTRACKER 3.10 Beta. Amiga Format version, FreeWare. Protracker 3.10 is (C) Copyrighted 1992-93 by the Authors. This version of Protracker is a betaversion exclusively for the Amiga Format magazine. Protracker 3.10 by Cryptoburners is the latest edition to the Protracker family and is entirely based upon Protracker 1.3/2.0 by Lars Hamre of The Amiga Freelancers. Protracker V2.2 Release A - (C) 1992 Mushroom Studios/Noxious 22/06-1992 By Peter Hanning & Anders Ramsay, Public Domain. (On the "VideoTracker Utilities 1" disk.) ==== 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. Programmed by: Robert Brandner / Schillerstr. 3 / A-8280 Fürstenfeld / AUSTRIA / EUROPE (On the "VideoTracker Utilities 1" disk.) ========== 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. (On the "VideoTracker Utilities 1" disk.) ================= Digital Illusions ================= Digital Illusions, ShareWare, by Tonny Espeset. Digital Illusions is a higly professional image processing program. Not only is it capable of processing still pictures, but it will also let you create stunning animations from ordinary flat pictures using a powerful 'In between' tecnique. (On the "VideoTracker Utilities 1" disk.) ======== Imploder ======== Imploder V4.0, FreeWare, by Peter Struijk & Albert J. Brouwer. A great executable-file cruncher. Used to crunch the vidules. (On the "VideoTracker Utilities 1" disk.) === 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. (On the "VideoTracker Utilities 1" disk.) ====== WB Fed ====== WorkBench Font Editor v0.9, Copyright 1991 Patrick F. Clark. A ShareWare (Color)Font editor, remember to set your WorkBench to 16 colors. (On the "VideoTracker Utilities 1" disk.) ====== Demmer ====== DEMMER (C) COPYRIGHT 1992 Bill McCarter All Rights Reserved, CRIPPLEWARE. PURPOSE: The purpose of this utility is to be able to take an IFF graphic and transform it to a format readable by VISTAPRO. I wanted to have a freeform method to produce landscapes and to have an easy way to digitize topo maps rather than relying on someone else to supply me with USGS data. VISTAPRO provides an excellent engine for the development of realistic landscape images. There are also a few extra features that I added to provide some image processing to smooth out transitions. (On the "VideoTracker Utilities 2" disk.) ====== Plasma ====== Plasma_32 v1.G, by Roger Uzun. This program generates very colorful Plasma Cloud Fractals in 32 colors. (On the "VideoTracker Utilities 2" disk.) ======== TreeGrow ======== TreeGrow V1.0, © 1992 by PARADISE SOFT, FREEWARE, by Benjamin Stegemann. TreeGrow is a program which generates quasifractal trees or plants. Since only a couple interations are done, they are not really fractal. I found the idea in "Spectrum der Wissenschaft", the german release of "Scientific American". (On the "VideoTracker Utilities 2" disk.) ======= Scenery ======= Scenery v1.0, Public Domain, by Brett Casebolt. Creates nice landscape-pictures. (On the "VideoTracker Utilities 2" disk.) ====== Mostra ====== `Mostra' is (C) 1990,1991,1992 Sebastiano Vigna and it's $20 ShareWare. `Mostra' 1.09, a shareware IFF utility featuring real-time unpacking scroll, dozens of options, "smart" analysis of any IFF file (FORMs, LISTs,... also nested ILBM!), total control over display modes, simple slideshow processing, pattern matching, multipalette, double buffering, fast decompression, color cycling, TeXdocs, startup files for easy custom configurations and complete WB support. (On the "VideoTracker Utilities 2" disk.) ========= Cinemorph ========= Cinemorph V2.06, Copyright 1992 Nova Design, by Thomas Krehhiel It calculates smooth changing between 2 brushes. (I love this one, You can also morph with Deluxe Paint 4, but this program has more possibilities.) ============ 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. (Is mostly sold with your Amiga, so a lot of people have it.) ======= PIXmate ======= PIXmate v1.0, Copyright 1986-1987 Progressive Peripherals & Software, by Justin V. McCormick. Nice program to process a picture or its palette. ============ Calligrapher ============ Calligrapher, Copyright 1986 Inter/Active SoftWorks, by Edward Kilham. A very good ColorFont editor, you can use the fonts in DeluxePaint and VideoTracker. ======== Pixel 3D ======== Pixel 3D v2.01, By Scott Greyson Thede, Copyright 1991 Axion Software. A vector-conversion program. I used it to make a vector-animation out of a IFF animation. ============================================================================= VideoTracker Announce: ============================================================================= TITLE Videotracker VERSION 1.0 AUTHOR Peter van Campen Tuinstraat 17 1944 VT Beverwijk The Netherlands +31-(0)2510-15660 Internet: Peter.Van.Campen@p26.f202.n281.z2.fidonet.org Fido: 2:281/202.26 NLA: 14:102/106.5 DESCRIPTION VideoTracker is a utility designed to create videoclips around Protracker modules. However, it's not limited to just videos, and can for example also be used to create small intros and techno-demos. Videotracker supports genlocks, so it can also be used to generate videotitles, for example using colorfonts. The power of Videotracker is that all videoroutines are external: new routines can be added without any difficulty, and it's very easy to create your own. Version 1.0 is able to handle to handle the following data files: - Protracker modules - IFF Pictures, brushes, anims, and animbrushes (No AGA yet) - Palettes and colorsets - Amiga bitmap fonts, Karafonts, and textscripts - Vector objects, objects and landscapes In the example videos (in the main archive and separate), all the supported datafiles are used, to give an idea of its capabilities. Some new routines are included in the videoarchives. When you've finished your video, you can save the module, video data and the used routines as a "Vidule" (Registered version only!). A vidule is a (crunchable) executable file which plays the module and the video. VideoTracker works on PAL and NTSC Amigas. SPECIAL REQUIREMENTS A hard disk and 2 meg chipmem are recommended. There are 2 versions included in the archive: The "Interactive" version, which works on all kickstarts (tested on Kickstart 1.3, 2.0 and 3.0), and the "Guideline" version, which requires at least kickstart 2.0. There is a bug in the guideline which only shows up when run on kickstart 3.0, but this has been fixed in the not yet released AGA update. HOST NAME Any Aminet site such as: wuarchive.wustl.edu (128.252.135.4) VideoTracker support BBS: The Red Dwarf (SysOp: Wim Rumping) +31-(0)2510-47830 (Supra 14K4, 24 hours online) DIRECTORY /pub/aminet/gfx/misc FILE NAME VTMain10.lha (287336 bytes) VideoTracker English v1.0 main disk. VTTechno.lha (161304 bytes) 2 videos for 512k & 1meg chipmem. VTZap.lha (231053 bytes) A video with a vector-balls animation and more. VTGabber.lha (351636 bytes) A big "Gabberhouse" video. with 3 animations and more. VTBlerk.lha (419125 bytes) A big video with SpaceBalls alike vector-animations and more. VTRave.lha (519699 bytes) A big flashy underground-video with many dual playfield effects, scale and magnify routine and more. VTTranc1.lha (367586 bytes) An example of a relaxed video, disk 1. VTTranc2.lha (549021 bytes) An example of a relaxed video, disk 2. VTObject.lha (126448 bytes) Several videos with blitter-objects. VTScroll.lha (188175 bytes) Several videos with scrolls & fonts. VTVector.lha (106376 bytes) Several videos with vector-objects. VTUtil1.lha (518470 bytes) VideoTracker PD utilities 1. VTUtil2.lha (403408 bytes) VideoTracker PD utilities 2. VTDevel1.lha (234588 bytes) VideoTracker Developer Kit Contains about 10 example routine sources. PRICE The unregistered version is able to save videos, but has no "Save Vidule" option. The register-fee is 50 dollars, the above disks are included in the package. Updates and new videos will be send to the registered user automatically. DISTRIBUTABILITY VideoTracker is copyright 1993, by Peter van Campen. The unregistered version is crippled and may be spread. The video, utility and developer disks are public domain. OTHER Videotracker v1.3 is almost finished, some bugs on Kickstart 3.0 have been removed. (The sliders in the Guideline version didn't work.) VideoTracker AGA v1.0 wil be released together with VideoTracker v1.3. ============================================================================= VideoTracker News 1: ============================================================================= *********************************************************************** VideoTracker News 1, 27-10-93. *********************************************************************** (I'm dutch so there may be some spelling-errors) - On 13-11-93 I will have an A1200 and then I will start programming VideoTracker AGA with special routine-files for AGA and 68020. - 2 new videos are finished and will be released on 15-11-93. "Rave The Amiga" and "I Will Trance U". - 2 new routines will be released on 15-11-93: - 8-bit (copper backgroundcolors) HAM-picture rotate and magnify WITHOUT the blitter ! On 68000 it's as fast as other magnifiers but when I saw it on 68030 it was really fast. :-) - 4-bit (copper with 32 colorscreen 192*192 = 48*48 pixels) HAM-picture rotate and magnify without the blitter. - Registered users will get VideoTracker updates and videos for free. So after paying your register-fee, you won't have to pay extra afterwards for updates like VideoTracker AGA. BUT when I manage to sell VideoTracker AGA to a distributor, you will have to wait untill the distributor starts to sell the program. (But you still get it for free, and as fast as when it's released.) - VideoTracker v1.0 with "Save Video" option was released on 3-10-93, that's about 3 weeks ago. There is now 1 registered user of VideoTracker, but I expect to get more reactions within the next 1 or 2 months. I know of some people who are playing now with VT and are making their own video. I hope that, when they are convinced, they want to see their video as a vidule and support me so I can buy more necessary hardware soon. - I had reactions during and after the development from England, Germany, USA, Italy and ofcourse The Netherlands. It's very nice to know that there are other people who enjoy such a program, it really helps me to continue this project. I also want to thank all the people that helped me with beta-testing, drawing, rendering, composing, programming and (also VERY important!) spreading. *********************************************************************** - Rave The Amiga: Video 1600 Rave_The_Amiga This is a very flashy video, like the "Gabberuh!" video. It needs 2 meg chipmem, the vidule-size is 1.5 meg. My personal favorite video is "Gabberuh!" but this one is coming very close. I made it for the "Rave The Amiga" houseparty in Ijmuiden, it was a party for 12-18 year old kids. 75% of the music was Amiga ProTracker and OctaMED, it was a great evening and the beer was free for DJ's and VJ's. :) John v.d. Zee did a great job organizing this party. (There were 100-150 people, this was the first one, there will be more.) Anim 88070 dna.anim A multiple-palette 32-color animation of a rotating DNA-string rendered with Imagine v2.0 by Maarten Kreuger and Peter van Burgh for VideoTracker, excellent job ! 172954 MTV+ST.anim A multiple-palette 8-color animation, it shows a MTV-logo movie and starship Enterprice flying towards you. I used it with dual playfield effects, this is the first video which shows the possible dual playfield effects like 2 8-color animations at once and a routine and an 8-color animation at once. I ripped the MTV and Enterprice animations out of 2 big 32-color PD animations. 58900 Zebra_L8.anim This is a wellknown 32-color loop-animation of a running zebra. I changed it to 8 colors so I also could use it with dual playfield. Brush 4726 Aaman_L8.bru Funny figure, drawn by Martin Panbakker who did a lot of drawing for the videos, he also did the clownshead in "Gabberuh!". We both have seen the light, will you ? :-) 8826 Amiga.bru Amiga-logo, drawn by me. 9278 BobMarley_HAM.bru A little HAM brush of Bob Marley's face that is rotated and scaled by the "CopperMagnify8" routine. 52312 BorisGirl_HAM.bru A wellknown HAM brush of a girl holding a glass ball that is rotated and scaled by the "CopperMagnify8" routine. 8196 CompuFace_L8.bru An 8-color rendered brush, I use most of the 8-color images for dual-playfield effects. I ripped it, it is to much work to draw everything ourselfs. All ripped images are out of PD animations or pictures, I don't use images that are created for other demos, that would be very sick. 4442 DeathMask_L8.bru An 8-color ghost-face, drawn by Martin Panbakker. 4700 DiamondRGB_HAM.bru A very colorfull little HAM brush that is rotated and scaled by the "CopperMagnify8" routine. I drawed it pixel-by-pixel in Deluxe Paint, it was a nightmare to prevent the HAM side-effects. :-) 9418 Ijmuiden.bru An 8-color city-name board, by me. 45000 Parrot_HAM.bru A digitized colorfull HAM brush of a parrot that is rotated and scaled by the "CopperMagnify8" routine. 3936 Rave.bru An 8-color brush with the word "Rave", it's also used in a dual playfield effect with the words "Rave","The", "Amiga" and "Ijmuiden". 9560 SlayerLogo_M4.bru Logo of the speed-metal band "Slayer", those were the days. :-) 5532 Steve_L8.bru Yeah ! true 90's art-style, drawn by Martin Panbakker. He saw the style in an art-book at his workplace. It's based on Virtual Reality, and this style would be easy to use in 3D rendering programs. (Hint!) 2496 The.bru Duh.... "The" Modules 174616 mod.real nightmare.klr "Real Nightmare" from Killraven/Mystic, the same guy who made the module that is used in "Gabberuh!". I thought it was terrible when I heard it the first time but Martin convinced me that this was a "True Underground Heavy House-Trip"(TM). When I played it more often I really started to like it, just like when I first heard songs from "Deicide" and "Slayer" you have to get used to it. It has metal-sound samples like a steel-plant sound and metal on metal hits. Also a disturbed "we're gonna get you" and a fast played guitar-part of good old Metallica. It's 8 minutes long, ideal for a big video. I like it ! more ! more ! more ! excellent for a party. Picture 10288 FlowerGirl_L8.pic Full screen 8-color girl, again a try-out style, drawn by Martin Panbakker, a very busy guy. Again used with nice dual-playfield effects. 41116 Noise_L8.pic That effect you see on a TV with no cable, created with color-cycle and calculated with SpiroGraph. Used as a dual playfield background. 30356 Plasma_L8.pic A plasma-cloud, it is in 8-colors but still looks nice with color-cycling and as a background for dual playfield. Routine 4733 CopperMagnify8.rot The new HAM rotate and magnify routine. *********************************************************************** - I Will Trance U: Video 1616 Trance The video "I Will Trance U". It is the first Ambient video, and has not much flashy effects to keep it relaxed like the music is. It needs 2 meg chipmem, length 1.5 meg. Half of the memory is used by a nice 21-frame fractal animation. Anim 68434 ChinChin.anim A 64-color woman's head, drawn by Martin Panbakker. He drawed it in several hours and saved 13 pictures while he was working. We put it in an animation and you see how the face was drawn, a very nice effect. And again a new style, this time pastel-colors. 86004 morph.anim A multiple-palette 32-color animation of a very strange changing tiny object, very psychadelic. Rendered with Imagine v2.0 by Maarten Kreuger and Peter van Burgh for VideoTracker, again excellent ! I hope you want to do more of this stuff, I'm also learning to work with 3D rendering programs now to get nice colorfull animations. Modules 265540 mod.i_will_trans_u I got this module direct from the composer Mathijs Chilling. I is very trancing, with good synth-samples and A woman who is saying "I will trance you". Later in the song see starts to "hmmm" along with the music. The style is Ambient as far as my music-knowledge goes. Again a rare type of music and I know it's difficult to create such an atmosphere, I tried it myself, great job ! The length is 3/4 minutes which was a reason for me to try out a very big fractal-animation, which takes half of the video-length. (Such a big effect would become boring in an 8-minute video) Picture 6372 TRANCE_L2.pic A black/white picture of the word "TRANCE" with a nice effect. Brush 2762 Eye_L2.bru A black/white brush of an eye, used when the word "I" is said. 33726 MandelZoom0001_L32.bru And this is the 32-color, 21-frame fractal-zoom animation. Calculated with the demo-version of Mandel2000D from Cygnuss Software as a test to see how it would look. And it looks great, I zoomed from the 12-arm spiral to the spiral-galaxy. I saved the frames as seperate brushes for very fast zoom-ins, zoom-outs and combinations of these. 33822 MandelZoom0002_L32.bru 33380 MandelZoom0003_L32.bru 32522 MandelZoom0004_L32.bru 32090 MandelZoom0005_L32.bru 31824 MandelZoom0006_L32.bru 31716 MandelZoom0007_L32.bru 31646 MandelZoom0008_L32.bru 31554 MandelZoom0009_L32.bru 31466 MandelZoom0010_L32.bru 31318 MandelZoom0011_L32.bru 30920 MandelZoom0012_L32.bru 30682 MandelZoom0013_L32.bru 31184 MandelZoom0014_L32.bru 31306 MandelZoom0015_L32.bru 30966 MandelZoom0016_L32.bru 30500 MandelZoom0017_L32.bru 30260 MandelZoom0018_L32.bru 30314 MandelZoom0019_L32.bru 30494 MandelZoom0020_L32.bru 31620 MandelZoom0021_L32.bru 6064 N.P.T.O.D._L8.bru A black/white 8-color brush showing the words "No proper time of day" which is also said by the woman in the module. It uses a trick with different palettes. 5684 U_L2.bru A black/white brush showing the letter "U". 4552 WILL_L2.bru A black/white brush showing the word "Will". Colors 66 Eye_BW_0f.pal I played with black/white colors in the above images and these palettes fade the white color to black and the black color to white. C00L ! :-) 66 Eye_BW_1e.pal 66 Eye_BW_2d.pal 66 Eye_BW_3c.pal 66 Eye_BW_4b.pal 66 Eye_BW_5a.pal 66 Eye_BW_69.pal 66 Eye_BW_78.pal 66 Eye_BW_87.pal 66 Eye_BW_96.pal 66 Eye_BW_a5.pal 66 Eye_BW_b4.pal 66 Eye_BW_c3.pal 66 Eye_BW_d2.pal 66 Eye_BW_e1.pal 66 Eye_BW_f0.pal 84 N.P.T.O.D._01.pal The words "No proper time of day" are put on the screen in the same tempo as the woman's voice. This is done by giving each word its own color and than get the words on screen using different palettes. 84 N.P.T.O.D._02.pal 84 N.P.T.O.D._03.pal 84 N.P.T.O.D._04.pal 84 N.P.T.O.D._05.pal 84 N.P.T.O.D._06.pal 84 N.P.T.O.D._07.pal *********************************************************************** - And now some necessary words... (back to the reality of money) Piracy is a big problem, I have experience with another program I made called "RattleCopy". v1.0 of this program was no-protected $10 shareware, with no reactions. v2.2 was copy-protected and I sold it myself voor $15 dollars, I sold about 25 copies. It couldn't be copied with a nibbler or a hardware-copier. After 4 months it was cracked and spread and my money-making days were over. v4.0 was $15 shareware with 1 reaction. v5.0 I sold to a german distributor for good money. What I want to say with this: When I make a new program, I try to sell it first to a distributor because shareware does not really work in reality. I couldn't sell VideoTracker because several distributors found the program to specialized and to difficult to learn for starting users. (They earn most of their money from beginning Amiga-users) I could make a copy-protection just like in RattleCopy v2.2 with the knowledge that I probably could sell 20 copies before it was cracked. But it would be terrible to use than, you had to load the program from disk and work with files on harddisk. So I released the program as crippled shareware with working "Save Video" but no working "Save Vidule". As an extra protection, I gave the routines in my videotracker-sourcefile a letter. (A-Z) Each registered version of VideoTracker has the name of the user and an original routineorder in the sourcefile which results in a 26 word code like AHGEPOQ... which I only know. When a registered version of VideoTracker with a removed name is spread, I still can see who spread it by this code ! This system is impossible to crack because you have to have the source-file of VideoTracker to change the routine-order. The user that is responsible for illegal spreading the program, will get no updates, no new videos and no help from me anymore, I also will release his name and make sure that in his part of the world there will be no more new registered users. That's all I can do against piracy without annoying the honest user. Remember that when more people register, I sooner can buy more hardware and improve the program. In simple reality: When I get no more registered users, I can buy an 68882/32-bits expansion board on 1-5-94, each registration brings that date a month down. With 32-bits fastmem I can make special routines that use the fastmem to go faster, I already have a 3D vector routine for 68882, programmed by Roger Heykoop, but I can't beta-test it correctly now. - I know of computer-clubs that registered other shareware-programs with a group of people because they don't want to pay that much money for a program. (example: 5 people pay each $10 dollar and register 1 VideoTracker.) I can understand that but keep in mind that it's the registered user's responsibility NOT to give it to people outside that group ! When somebody has not payed for a program, it is very easy for him to give it to a friend who gives it to another friend who gives it to a friend who is part of a pirate-group that will happily spread it around the globe. (that would be my real nightmare) That was the first VideoTracker newsfile, greetings ! Peter van Campen Tuinstraat 17 1944 VT Beverwijk The Netherlands +31-(0)2510-15660 ============================================================================= VideoTracker News 2: ============================================================================= ************************************************************************* VideoTracker News 2, 1-6-94. ************************************************************************* (I'm dutch so there may be some spelling-errors) - This is the first VideoTracker update. - VideoTracker_Interactive is dropped, 512k chipmem is to low for VideoTracker anyway. - VideoTracker_AGA v1.0 is released ! Most of the routines still have to be converted for it, but you already can play with AGA anims, pictures, 24-bit palettes, etcetra. - 2 new videos are finished and released on 6-1-94: "Camel" and "Caotic". - 1 new routine is released on 6-1-94: - CopperPicture, it plays animations in the copperlist, already converted for AGA. No blitter usage: the faster your processor, the faster it plays. - VideoTracker v1.0 with "Save Video" option was released on 3-10-93, that's about 3 months ago. There are now 6 registered users of VideoTracker, and I saw some good videos from them. If you have made a good video and want to spread it, send or upload it to me so I can put it on the support-BBS. ************************************************************************* Video Camel 1132 This is the video, it can be loaded with both VideoTracker versions. Modules mod.GO-FUCK-YOUR-CAMEL 155904 This modules is a converted Octamed module. It is made by Joost, town: Castricum/The Netherlands. AnimBrush Blond_32.anbr 29278 Colors_HAM6.anbr 79624 Walk_L16.anbr 49258 Tom&Jerry_16.anbr 41012 Playboy_16.anbr 27888 Batman_16.anbr 17380 These are all 48*36 animbrushes, used by the CopperPicture routine. I ripped them all from normal animations. Except the "Color", that was build from a big HAM6-picture. I took brushes from the picture in a camera-like way. Routine CopperPicture.rot 2321 This is the normal routine-file. Colorset blond.set 156 Cya.set 108 Pur.set 108 Yel.set 108 Red>Yel>Wht.set 108 Rainbow.set 108 B&W.set 108 B&W_Invert.set 108 Stencil.set 108 Blu>Pur.set 108 Cya>Pur.set 108 All these colorsets are used to change the palettes of the copper-animations RoutineAGA CopperPicture.rot 2325 This is the AGA routine-file. ************************************************************************* Video Caotic 1664 The video for VideoTracker v1.3. Caotic_AGA 1796 The video for VideoTracker_AGA v1.0. This video was made for a Safe Sex Dance Party on 4-1-94, so there are a lot of condom-jokes in it. There where also many hires/lace/HAM8 Safe-Sex pictures and animations, raytraced and digitized by Roger Heykoop, that I used in extra videos with no special effects. Modules mod.CAOTIC 189316 This modules is a converted Octamed module and I had to edit it, so it could fit on the disk. The original version sounded much better. It is made by Joost, town: Castricum/The Netherlands. AnimBrush Drum_8.anbr 10484 Drawn by Martin Panbakker. Gabber_16.anbr 19332 Drawn by Martin Panbakker. DurexBirds_2.anbr 5956 Drawn by Martin Panbakker, "Durex" is a dutch condom-producer. Clap_2.anbr 3586 Drawn by Martin Panbakker. Alien_16.anbr 41670 Drawn by Martin Panbakker. Colors Schuifhoofd.pal 252 Schuifhoofd_>B0001 252 [ CUT ] Schuifhoofd_>B0031 252 Schuifhoofd_>B0000 252 These 32 palettes are used in the AGA video to fade the "Schuifhoofd_64" brush. SchuifEHB.pal 252 SchuifEHB_>0001 252 [ CUT ] SchuifEHB_>0031 252 These 16 palettes are used in the OCS video to fade the "Schuifhoofd_EHB" brush. Picture SixArm_16.pic 45856 Made with Mandel 2000. Durex1_16.pic 33656 Digitized by Roger Heykoop. These 2 16-color pictures are used with dual playfield in the AGA video. SixArm_8.pic 34102 Durex1_8.pic 21534 These 2 8-color pictures are used with dual playfield in the OCS video. Brush Schuifhoofd_64.bru 20074 64 color picture, drawn by Martin Panbakker. Pol_128.bru 21976 128 color picture, drawn by Martin Panbakker, very nice style. These pictures are used in the AGA video. Schuifhoofd_EHB.bru 19542 Pol_EHB.bru 18808 These pictures are used in the OCS video. Bird_2.bru 3590 Drawn by Martin Panbakker. OldMan_2.bru 6026 Drawn by Martin Panbakker. TVFace_2.bru 2946 Drawn by Martin Panbakker. Cap1.bru 6950 Cap2.bru 7636 Drawn by Martin Panbakker, these 2 brushes are used to make the cap-guy talk. Smubber_16.bru 12298 I found it on a BBS, drawer unknown. AIDS_4.bru 7110 The word "AIDS", drawn by me. Anim Belll_4.anim 17698 Drawn by Martin Panbakker. AssFuck_L32.anim 219284 Found on a BBS, the little hart and condom are drawm by me. ************************************************************************* That was the second VideoTracker newsfile, greetings ! Peter van Campen Tuinstraat 17 1944 VT Beverwijk The Netherlands +31-(0)2510-15660 ============================================================================= History: ============================================================================= VideoTracker v1.0 3-10-93 The first release. v1.3 6-1-94 The second release. -The cache-off routine has been removed, animations and 3D routines are now about 2 times faster on an A1200. The "Zap" video doesn't work correctly because of this extra speed. -The gadgets-bug in the Guideline-version on Kick 3.0 is fixed. -VBR support. ============================================================================= About: ============================================================================= To register send 50 dollars, 100 german marks or 100 dutch guilders AND your telephone-number and real name to: Peter van Campen Postbank 5739358 P.J. van Campen Jr. Tuinstraat 17 Telephone: +31-(0)2510-15660 1944 VT Beverwijk NO P.O. boxes ! The Netherlands',$a You will get: 1 disk with VideoTracker with working "Save Vidule" option. 12 disks with video-examples. 2 disks with PD utilities. 1 disk with the Routine Developer Kit, with example-sources. Send with registered mail, within 24 hours of receiving. Access to the VideoTracker voice help-line, BBS file-area and mail-area. Crackers can be tracked down through routine-shuffled assembling ! Future ideas: A 700 meg CD-ROM full of animations for GabberHouse, House, Ambient,etc. and all the videos and routines I and others made. I now have around 20 meg of example-videos and animations. The new range of Amigas (A5000 etc.) will have 8mb Chipmem, VideoTracker by: Peter van Campen Routines by: Peter van Campen & Roger Heykoop Modules by: Dick Jansen, Robert Verkort, Mathijs Chilling, Joost & Peter van Campen Graphics by: Martin Panbakker, Peter van Campen, Roger Heykoop, Maarten Kreuger & Peter van Burgh Hints & Tips: Roger Heykoop, Jaap Bleumink & Martijn Thieme Testing: Roger Heykoop, Martin Panbakker, Martijn Thieme, Peter van Campen Paper mail: Peter van Campen Tuinstraat 17 1944 VT Beverwijk The Netherlands +31-(0)2510-15660 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. Digital mail: Handle: "Peter van Campen" Networks: AMY (International!), NLA, Fidonet:Amiga.028, Bosnet & DAN. Internet Peter.Van.Campen@p26.f202.n281.z2.fidonet.org Fido 2:281/202.26 NLA 14:102/106.5 BBS "The Red Dwarf": +31(0)2510-39479/47830 24H 2400-14400 v32bis File-Area: 50: "RattleSoft" Updates,Docs,Previews,Vidules etc. Free download ! Mail-Area: 9: "RattleHead Weet Raad" Questions,hints,bug-reports etc. You can also order the following Public Domain disks at 5 dollars a disk or download them from the support-BBS: "VideoTracker Caotic" A fast video with cartoon-like pictures and funny animations. There are 2 versions on this disk: Normal & AGA. "VideoTracker Camel" A video wich shows nice effects with the CopperPicture routine. "VideoTracker Real Nightmare" A mega-big Underground GabberHouse video which will need 2mb chipmem. It's 8 minutes long, and reaches 400bpm. This one is also very cool, it shows dual playfield effects like 2 8-color animations at the same time on screen, and more. Very flashy. "VideoTracker I Will Trance U" A relaxed trance video which will need 2mb chipmem. It's 4 minutes long, it shows a 21 frame mandelbrot-animation in seperate brushes to zoom very fast, and more. "VideoTracker Techno" Contains 2 house-videos, a 512k and a 1mb version, that demonstrate nice VideoTracker effects. 120bpm "VideoTracker Gabberuh!" A mega-big GabberHouse video which will need 1mb chipmem + 1mb publicmem. It's 6 minutes long, and reaches 240bpm. This one is really cool ! Very flashy. "VideoTracker Blerk" A relaxed video with Beavis & Butthead cartoon and SpaceBalls alike vector-animations. Needs 1mb chipmem + 1mb publicmem. "VideoTracker Zap" Contains "Zap", demonstrates morphing vector-balls and other nice vector-balls effects. Works on 512k chipmem. "VideoTracker Scroll Examples" Contains example-videos that use the scroll-routines. "VideoTracker Object Examples" Contains example-videos that use the object-routines. "VideoTracker Vector Examples" Contains example-videos that use the vector-routines and the rest of the routines. "VideoTracker Utilities 1" Look at the "Demo Vidules Info" to see what's on this disk. "VideoTracker Utilities 2" Look at the "Demo Vidules Info" to see what's on this disk. "VideoTracker Developer Kit 1" Contains the current routine-sources with comments so, when you're a coder, you can make your own VideoTracker routine-files. Soon te be released: More videos and: "VideoTracker Developer Kit 2" Contains the current routine-sources with comments so, when you're a coder, you can make your own VideoTracker routine-files. VideoTracker is programmed on: A600HD 2M chip 0K fast PAL Kick V2.0 A1200HD 2M chip 0K fast PAL Kick V3.0 It has been regular tested on: A600HD 2M chip 0K fast PAL Kick V2.0 A1200HD 2M chip 0K fast PAL Kick V1.3 Emulate A1200HD 2M chip 0K fast PAL Kick V2.0 Emulate A1200HD 2M chip 0K fast NTSC Emulate Kick V1.3 Emulate A1200HD 2M chip 0K fast MTSC Emulate Kick V2.0 Emulate A1200HD 2M chip 0K fast NTSC Emulate Kick V3.0 A500HD Genlock 1M chip 4K fast PAL Kick V2.0 A500HD 030/882 1M chip 4K fast PAL Kick V2.0 A2000HD 030/882 1M chip 4K fast PAL Kick V2.0 A3000HD 030/882 2M chip 16K fastPAL Kick V2.0 It should work on all configurations. The current routines are written for 68000/68020 Amigas, but they've been tested on 68030. Are there any A4000-040 beta-testers out there who want to help me ?