VIDEOTRACKER V1.42 Manual ========================= RETYPED BY SHARD - N&B Contents: --------- What is VideoTracker ? VideoTracker Versions Functions How to make a simple video. VideoTracker Developer Kit Routines Some Videos Explained History About What is VideoTracker ? ---------------------- With VideoTracker you can make a videoclip around a 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 Versions --------------------- There are 3 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: This version is for the OCS Amigas. A demo made with this version, will work on all Amigas. Both versions are multi-tasking and work on Kickstart 2.0 and higher. VideoTracker_Int: VideoTracker_Interactive, the user-interface is interactive and works on Kickstart 1.3 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 each other 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. 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 or OctaMed 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 future Amiga's, like the A5000 and the follow-up of the A1200, will have the possibility to expand them to 16 megabytes of chip-memory, which means that you can use up to 15,5 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 16 meg you can start to immitate MTV ! "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_Int. 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.Techno2" 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 "Techno2" 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. VideoTracker Developer Kit: --------------------------- The VideoTracker Developer Kit 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. 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. 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 Shade Red 32-47 Same as above but: Colorgrid 2: X: Black>Blue Y: Black>Red Shade Green 48-63 Same as above but: Colorgrid 2: X: Black>Red Y: Black>Blue Shade Green 64-79 Same as above but: Colorgrid 2: X: Black>Green Y: Black>Red Shade Blue 80-95 Same as above but: Colorgrid 2: X: Black>Blue Y: Black>Green Shade 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 Shade Red 512-1023 Same as above but: Colorgrid 3: X: Black>Blue Y: Black>Red Shade Green 1024-1535 Same as above but: Colorgrid 3: X: Black>Red Y: Black>Blue Shade Green 1536-2047 Same as above but: Colorgrid 3: X: Black>Green Y: Black>Red Shade Blue 2048-2559 Same as above but: Colorgrid 3: X: Black>Blue Y: Black>Green Shade 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 like a glass. 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 blit-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 back. 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: 4,8,4AGA 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. Version 4AGA shows the picture in pixels of size 4*4, it uses the complete view-screen. This version uses a picture 384*288*256 to get the small 4*4 pixels, it has a special 3D tunnel mode which is used int the "Bonzai" video. 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) 16 Shows the brush in a 3D tunnel and moves forward, only in the 4AGA version ! 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. Routinename: PaletteFade Authors: Peter van Campen Description: This routine needs 2 colorsets, it will fade from the first colorset to the second colorset. With the routinemode you set the speed of the fading. On AGA this effect is real smooth because of the 24-bit colors. The 2 colorsets and the current picture on the screen must have the same amount of colors ! It is heavily used in the "Bonzai" video. Routinename: Equalizer Authors: Peter van Campen Versions: L2 Description: This routine shows the wavefroms of the currently played samples on the screen. Routine mode Description ---------------------------------------------------------------------------- 0 Shows the 4 channels in 4 wave-boxes. 1 Shows the 4 channels in 1 big wave-box. Routinename: Tunnel Authors: Peter van Campen Versions: L2 Description: This routine needs a Background-picture with height 256 and width 320 and 2 colors. It changes this picture into a 3D tunnel that's moving. It is used in the "Bonzai" video, you can make your own tunnel in this way. It also uses a copperlist to get an extra depth-effect. Some Videos Explained: ---------------------- - 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 yourselfs. 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 colourful 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 colourful 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 colourful 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 *********************************************************************** 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. ************************************************************************* Video Bonzai_AGA 2008 The "Bonzai" video, the first AGA-only video with 4 new routines: 2 awesome 3D tunnels, in 4096 color 4*4 pixels version and in 2*2 grey-pixels, an Equalizer and a 24 bit palette-to-palette fader. We wanted to make a high-quality AGA video with good graphics, good music and good routines. Modules mod.bonzai 287448 This module is made with OctaMed. (VideoTracker can now play OctaMed modules) It's a remix of the wellknown "Bonzai" house-hit with good quality samples and lots of speech like "Hey... I know, Mantronics' really great... but my style is much better !" and "Tatatataa ! Tatatataa ! Umtaa ! Umtaa !" Composed by Joost Vreeken. (Xenomorph/Creator) Anim LadyAnim2_32.anim 42392 An animation of a nice girl-face with pastel colors. Drawn by Martin Panbakker. (Ford Fairlane/Creator) Picture Beestje_8.pic 11244 This "Uhm!" shouting wobbly creature is shown when the sample plays "Uhm!" (and not "Ta!"). Drawn by Martin Panbakker. (Ford Fairlane/Creator) Compo_64.pic 35502 A really good AGA picture, it has 4 figures: A head, an indian, 2 birds and a plant that all fit together like a jigsaw-puzzle. The 4 figures have their own palette, so we could play with the palettefade routine to fade in each figure. Drawn by Martin Panbakker. (Ford Fairlane/Creator) Brush DiamondRGB_HAM.bru 4700 This is the same brush that is used in the "Rave" video, I used it to get a nice colourful 3D tunnel. Drawn by Peter van Campen. (RattleHead/Creator) Eye_HAM6.bru 8608 A nice eye, it was drawn in 64 colors and converted to HAM6 so it could be used by the magnify and tunnel routine. Drawn by Martin Panbakker. (Ford Fairlane/Creator) MickeyMouse_4.bru 6152 That boring mouse from Bolt Dizzy. MickeyMoose_4.bru 5788 Mickey Mouse in a really excellent neo-realistic style, it shows the true face of Mickey ! It only took 20 days to get the expression right. Drawn by Martin Panbakker. (Ford Fairlane/Creator) (His best drawing ever) Scummer_HAM6.bru 13706 A keeeewlll 256 picture by an english dude who sent it to Me so I could use it in times of trouble. (doesn't this sentence sound C00L ? ) It is converted to HAM6 so it could be rotated, magnified and used in the 3D tunnel. Pictures are always welcome ! We'll give you full credits and a silly fart. Drawn by D.J. Harrigan. TA_4.bru 4276 This brush is shown when the sample "Ta!" is played, together with palette-fades. Drawn by Martin Panbakker. (Ford Fairlane/Creator) VT_H16.bru 10920 A VideoTracker logo that's used at the end of the video. Drawn by Dick Jansen. Weed_8.bru 8486 Weed-leave ! Drawn by Martin Panbakker. (Ford Fairlane/Creator) Background Tunnel1_L2.bck 6410 This background-picture is used by the tunnel-routine. You can change it and make your own tunnel. Drawn by Peter van Campen. (RattleHead/Creator) Colors B&W_2.pal 66 W&B_2.pal 66 These palettes are used for the flashy effects with the equalizer-routine. Lady.pal 156 This is the original palette of the lady-animation. TA.pal 136 TA_01.pal 136 TA_03.pal 136 TA_05.pal 136 TA_07.pal 136 TA_09.pal 136 TA_11.pal 136 TA_13.pal 136 TA_15.pal 136 TA_17.pal 136 TA_19.pal 136 TA_21.pal 136 TA_23.pal 136 TA_25.pal 136 TA_27.pal 136 TA_29.pal 136 TA_31.pal 136 These palettes are used for the "TA TA TA TAA" effects. Uhm.pal 84 Uhm_01.pal 84 Uhm_02.pal 84 Uhm_03.pal 84 Uhm_04.pal 84 Uhm_05.pal 84 Uhm_06.pal 84 Uhm_07.pal 84 Uhm_08.pal 84 Uhm_09.pal 84 Uhm_10.pal 84 These palettes are used for the "UHM" effects. Colorset Black_8.set 84 Weed.set 84 These colorsets are used by the palettefade routine to fade the weed brush. Black_32.set 156 Lady.set 156 Red_32.set 156 These colorsets are used by the palettefade routine to fade in the lady-animation and to fade her to red. VT.set 108 VT_Yel.set 108 These colorsets are used by the palettefade routine to fade the Videotracker-logo from yellow to cyan. White_64.set 252 Compo.set 252 CompoB&W.set 252 CompoB.set 252 CompoBase.set 252 CompoH.set 252 CompoHI.set 252 CompoHIB.set 252 CompoHP.set 252 CompoHWhite.set 252 CompoI.set 252 CompoIB.set 252 These colorsets are used by the palettefade routine to fade the Compo-picture in many ways. 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 gadgets-bug in the Guideline-version on Kick 3.0 is fixed. -VBR support. -IMPORTANT: Some routines are improved. When you install a video, older versions of the routines may be on that video-disk. On the VideoTracker-update, ALL routines are included ! When you re-install your update-disk after installing the video, the newer routines will be copied over the older routines. v1.4 22-3-94 The third official update. - The "load video" gives a Continue/Retry/Cancel when something goes wrong. - The "cancel error" window is removed. - No more lock-up when VideoTrackers can't find the "VideoTracker:" device. - The routinemode can now be entered with the keyboard. - Some tiny bugs removed. - The musicplayers are now on disk, you can use Octamed-modules. - All the OCS routines are converted to AGA, but the overscan lo-res pictures are not compatible, due to the maximum "fetchmode", which gives more processor-time. (Look at the AGA videos how to solve this) - There are 4 new routines, used in the Bonzai video. - The HD-installer is improved and can unpack LHA'd videos. About: ------ VideoTracker by: Peter van Campen (RattleHead/Creator) Routines by: Peter van Campen (RattleHead/Creator) Roger Heykoop Modules by: Dick Jansen Robert Kersbergen (Killraven/Creator) Joost Vreeken (Xenomorph/Creator) Mathijs Chilling Peter van Campen (RattleHead/Creator) Graphics by: Martin Panbakker (Ford Fairlane/Creator) Peter van Campen (RattleHead/Creator) Roger Heykoop Dick Jansen Maarten Kreuger Peter van Burgh D.J. Harrigan Hints & Tips: Roger Heykoop Jaap Bleumink Martijn Thieme Testing: Mike Rooze Martin Panbakker (Ford Fairlane/Creator) Martijn Thieme Peter van Campen (RattleHead/Creator) Roger Heykoop You can also order the following Public Domain disks at 5 dollars a disk or download them from the support-BBS: "VideoTracker Bonzai" The first AGA-only video with high quality graphics, samples and routines. "VideoTracker Women" An erotic AGA-only video for women ! "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. 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.