The Guide To Blitz Neil Wright F1-136 £4.99 (2 disks) Any Amiga. (You will need the Blitz Basic programming language to make any sense of this guide of course, Covers commands, including PD extensions, up to V2.0) The guide to Blitz is a truley MASSIVE tome spanning over 400 A4 pages of text and covers virtually every subject you are ever likely to need to know about. This superb reference is an invaluable aid to beginners and will serve as a great reference work for experts. Guide To Blitz comes on two disks, disk two is choc full of remmed example programs that are covered in the main guide to save you any typing. If you are tired of the miniscule manual supplied with Blitz and need to know what the commands REALLY do then now's your chance. Just take a look at the subjects covered in this huge book: 1.1 Welcome to Blitz Basic 1.2 Using this manual 1.3 Basic programming concepts 1.3.1 Functions, statements & commands 1.4 Amiga Vs Blitz 1.5 Label Definitions 1.5.1 Restrictions 1.6 Variables 1.7 Numeric types 1.7.1 Manipulating quick numbers 1.8 NewTypes 1.8.1 NewType fields 1.8.2 Restrictions 1.8.3 NewType in action 1.9 Constants 1.10 Strings 1.11 Blitz Basic operators 1.11.1 Relational operators 1.11.2 Logical operators 1.12 Using operators with strings 1.12.1 Concatenation 1.12.2 Relational operators 1.13 Arrays 1.13.1 List arrays 1.13.2 Sorting arrays 1.14 Program control 1.15 Using data 1.16 End-of-Chapter summary 2. String Functions 2.1 Strings and roundabouts 2.2 Manipulating strings 2.3 String searching 2.3.1 Searching for characters in a string 2.3.2 Replacing characters in a string 2.3.3 Case sensitivity 2.4 Converting strings 2.5 Obtaining string information 2.6 Character strings 2.6.1 Integers 2.6.2 Long values 2.6.3 Quick values 2.7 End-of-Chapter summary 3. Mathematics 3.1 Arithmetical operators 3.2 Sign on the dotted line 3.3 Floating point numbers 3.4 Standard mathematical functions 3.5 Trigonometry 3.6 Random numbers 3.7 Machine code 3.8 End-of-Chapter summary 4. Control Structures 4.1 Unconditional jumps 4.2 Conditional jumps and structured tests 4.3 Conditional loops 4.4 Unconditional loops 4.5 Controlled loops 4.6 Interrupt handling 4.7 Error handling 4.8 Procedures 4.8.1 Statement-type procedures 4.8.2 Function-type procedures 4.8.3 Global variables 4.8.4 Some useful procedures 4.9 End-of-Chapter summary 5. Input/Output 5.1 Text 5.1.1 Printing on screen 5.1.2 Formatting numeric strings 5.1.3 Changing the text style 5.1.4 Setting the text colour 5.1.5 The text colour 5.2 The Keyboard 5.2.1 Reading the keyboard 5.3 The Joystick 5.4 Reading the mouse status 5.4.1 The mouse pointer 5.5 File access 5.5.1 File selectors 5.5.2 Opening a file 5.5.3 Examining files 5.5.4 Deleting files 5.5.5 Sequential files 5.5.6 Random access files 5.5.7 Advanced file access 5.6 End-of-Chapter summary 6. BitMaps and Slices 6.1 Creating a BitMap 6.1.1 Manipulating BitMaps 6.1.2 Loading and saving BitMaps 6.1.3 Display synchronisation 6.2 Defining a Slice 6.2.1 Syntax 1 6.2.2 Syntax 2 6.2.3 Manipulating Slices 6.2.4 Displaying a BitMap in a Slice 6.3 End-of-Chapter summary 7. Graphics 7.1 2D Drawing 7.1.1 Clearing with colour 7.1.2 Gunpowder plot 7.1.3 A few pointers 7.1.4 It's a fine line 7.1.5 Boxing clever 7.1.6 Circle circus 7.1.7 Polygon power 7.1.8 Fill her up! 7.2 Palettes 7.2.1 Loading a palette object 7.2.2 Controlling palette objects 7.2.3 Manipulating palettes 7.3 Fades 7.3.1 Fading into and out of reality 7.3.2 Manual fading 7.4 Colour cycling 7.5 Copper Lists 7.5.1 Copper load of this 7.5.2 Custom Copper Lists 7.5.3 Copper List functions 7.6 IFF Animation 7.6.1 Animated antics 7.6.2 A full example 7.7 End-of-Chapter summary 8. Sprites and Shapes 8.1 Sprites 8.1.1 Loading sprites from disk 8.1.2 Saving sprites to disk 8.1.3 Sprite commands 8.2 Shapes 8.2.1 Loading and saving shapes 8.2.2 Grabbing shapes 8.2.3 Manipulating shapes 8.2.4 Shape functions 8.2.5 Automatic shape flipping 8.2.6 Shape scaling and rotation 8.2.7 Cookiecuts 8.3 Blitting 8.3.1 A simple blit 8.3.2 Blit modes 8.3.3 Queue blits 8.3.4 Buffer blits 8.3.5 Stencil blits 8.4 Detecting Collisions 8.4.1 Colours and sprites 8.4.2 Executing collision detection 8.4.3 Collision checking 8.4.4 Sprite collisions 8.4.5 Shape collisions 8.4.6 Shape and sprite collisions 8.4.7 Sprite area collisions 8.4.8 Rectangular area collisions 8.5 End-of-Chapter summary 9. Audio 9.1 Pump up the volume 9.2 Rave the waves 9.3 Samples 9.3.1 Playing samples from memory 9.3.2 Playing samples from disk 9.3.3 Manipulating samples 9.4 Playing Tracker modules 9.5 Med modules 9.5.1 Playing Med modules 9.5.2 Manipulating Med modules 9.6 Speech 9.6.1 Walkie-Talkie 9.6.2 It's a foreign language 9.7 End-of-Chapter summary 10. Screens 10.1 Defining a screen 10.1.1 Syntax 1 10.1.2 Syntax 2 10.1.3 Interlaced screens 10.1.4 Extra Half-Brite 10.1.5 Hold And Modify 10.1.6 Screen BitMaps 10.2 Controlling screens 10.3 Screen priority 10.4 Manipulating screens 10.5 Screen functions 10.6 IFF screens 10.6.1 Loading and saving BitMaps 10.6.2 ILBM 10.7 End-of-Chapter summary 11. Windows 11.1 Opening a window 11.1.1 Super-BitMap windows 11.2 Manipulating windows 11.2.1 Moving between windows 11.2.2 Closing a window 11.2.3 Activating a window 11.2.4 Window titles 11.2.5 Altering window menus 11.2.6 Moving a window 11.2.7 Window scrolling 11.2.8 Window sizing 11.2.9 Window BitMaps 11.3 Window functions 11.3.1 Window dimensions 11.3.2 Window RastPort 11.4 Window events 11.4.1 IDCMP flags 11.4.2 Defining IDCMP flags 11.4.3 Adding IDCMP flags 11.4.4 Subtracting IDCMP flags 11.4.5 Window event functions 11.4.6 Gadget events 11.4.7 Menu events 11.4.8 Keyboard events 11.4.9 Clearing the event queue 11.5 Window text 11.5.1 Changing the text style 11.5.2 Setting the text colour 11.5.3 Changing the text colour 11.5.4 The text colour 11.6 Window input 11.6.1 Reading the keyboard 11.6.2 The input cursor 11.7 The mouse pointer 11.7.1 Mouse functions 11.7.2 Mouse buttons 11.7.3 The mouse pointer 11.8 Window graphics 11.9 End-of-Chapter summary 12. Menus 12.1 Defining menus 12.1.1 Text menu items 12.1.2 Shape menu items 12.2 Creating menus 12.3 Manipulating menus 12.4 A full example 12.5 End-of-Chapter summary 13. Gadgets 13.1 Text gadgets 13.1.1 Cycling text gadgets 13.2 Shape gadgets 13.3 String gadgets 13.3.1 Manipulating string gadgets 13.4 Gadget groups 13.5 Proportional gadgets 13.6 Gadget borders 13.7 Disabling gadgets 13.8 The GadTools Library 13.8.1 Basics of GadTools 13.8.2 Numeric gadgets 13.8.3 Text and string gadgets 13.8.4 Check box gadgets 13.8.5 Cycle gadgets 13.8.6 List gadgets 13.8.7 Highlight gadgets 13.8.8 Palette gadgets 13.8.9 Proportional gadgets 13.8.10 Shape gadgets 13.8.11 Gadget borders 13.8.12 Manipulating gadgets 13.9 End-of-Chapter summary 14. AGA 14.1 Advanced Graphics Architecture 14.2 Creating a CopList 14.2.1 Multiple CopLists 14.2.2 Non-AGA CopLists 14.3 Displaying a BitMap in a CopList 14.4 Palettes 14.5 A full example 14.6 AGA Sprite handling 14.7 End-of-Chapter summary 15. System functions 15.1 Display heights 15.2 Object handling 15.3 System date and time 15.4 Workbench functions 15.5 Food processor 15.6 BREXX 15.6.1 Emulating user input 15.6.2 Recording tape objects 15.6.3 Playing tape objects 15.6.4 BREXX functions 15.6.5 Loading and saving tape objects 15.6.6 Recording BREXX commands 15.6.7 Macro keys 15.7 End-of-Chapter summary 16. Advanced programming 16.1 Compiler directives 16.1.1 Include files 16.1.2 Conditional compiling 16.1.3 Macros 16.2 Assembler 16.3 End-of-Chapter summary 17. Program start up 17.1 Executable files 17.1.1 CLI Parameters 17.2 Runtime program start up 17.3 End-of-Chapter summary 18. The Future 18.1 The Blitz User Group 18.2 Blitz User International 18.3 Blitz User Magazine 18.4 Blitz User Disk Magazine 18.5 Magazine columns 18.6 Useful contacts Appendix 1: Blitz Basic Applications A1.1 Shapesmaker A1.1.1 Loading an IFF file A1.1.2 Shapes or sprites? A1.1.3 Detention centre A1.1.4 Masking tape A1.1.5 Preaching to the converted A1.2 MapEdit A1.2.1 First steps A1.2.2 Starting from scratch A1.2.3 I'm a map - edit me! A1.3 Shape-Ed V2 A1.4 BobEd V1.2 A1.5 Blitz-Case Appendix 2: Useful Programs A2.1 X-Plane Starfield A2.2 Z-Plane Starfield A2.3 Mandelbrot A2.4 Mirrored Text A2.5 System Reset A2.6 DF1: Test A2.7 Splerge! A2.8 Fireworks A2.9 Scrolling Text A2.10 Chipset? Appendix 3: Error Messages A3.1 You're bugging me A3.2 Blitz error messages Appendix 4: Glossary A4.1 Glossary of terms