Welcome to the
programmer support pages for
A chunky-graphics library for the Blitz Basic programming language
Written by
Paul West in 1998/1999.
Copyright (c) 1998-1999
Pagan Games
Last updated Tuesday 25th May 1999
Notice: Mildred was designed and written by Paul West during 1998 and
1999. However, the sourcecode, its copyright and freedom to make alterations,
modifications and additions has been transferred to Pagan Games under
contract for any use and application as they see fit. This has no effect on
public use of the compiled library in any of your projects, such as can be
downloaded in the archives below. There is no further work planned by the author
other than to release bug-fixed updates if any serious-enough and simply fixed
bugs are found or reported. It is wholly at the discretion of
Pagan Games as to wether such updates will be permitted for release.
All of the files and information available below for download are free for public
use and the author can no longer officially accept payments for use of
Mildred in your commercial products. Please enjoy this great library and good
luck with your projects.
Click HERE for library history,
or HERE for a list of commands.
(64k) Mildred.lha :
This is the actual Mildred library, version 1.50.
(47k) MildredGuide.lha :
This is an archive containing full documentation covering ALL commands in
Mildred for version 1.50, in AmigaGuide format. Alternatively you can
click HERE to view the text on-line.
(120k) MildredHtml.lha :
Html version of the MildredGuide.lha amigaguide v1.50 documentation. Alternatively,
you can click HERE to read the
Html documentation online.
(2k) Internal.lha :
This is a copy of the internal data area of Mildred v1.47. This may be needed if
you are writing your own libraries and wish to tap in to Mildred's data area
(which can also be achieved using MMildredBase). Alternatively you can click
HERE to view it online.
(16k) MiniMildred.lha :
This is the abridged MiniMildred library, version 1.19, the chunky-to-planar
subsystem of the main Mildred system. (Bugfixed)
(36k) OldHtml.lha :
This is an archive containing the OLD on-line html documenation for Mildred that
covered all of the chunky-to-planar-related commands. There are no pictures included.
(165k) DissolveDemo.lha :
This is a demonstration of how to use MPictureDissolveIn. Two example effects are
included but the possible effects are limited only by your imagination. Updated
to work with v1.44.
(19k) ILBMviewer.lha :
This is a demonstration mainly of the c2p system and its interlacing features. It
allows you to load in an ILBM picture and to display it in the form of a
superbitmap. This also includes some old code for an ILBM-to-Chunky loader, and a
screenmode-requester routine with a callback hook. Updated to work with v1.45.
(3k) MildredStructs.txt :
Here are the structures for Mildred's objects. This is not an archive.
(9k) BounceDemo.lha :
This is a demo for bouncing objects around the screen. It uses MQSBlit to put
objects behind the bitmap's stencil and into the queue and also performs an
unqueue from a store-bitmap. Updated to work with v1.43.
(15k) FDsExample1.lha :
This is an example program demonstrating the use of Mildred to produce a cool sinewave effect
on a logo, written by Mikkel Lokke.
(15k) MScreen.lha :
An example of how to open a screen that can be retargetted to graphics-card or
to AGA, in a way that works easily with Mildred and allows the use of
MBlockScroll for fast graphics-card output in 8-bit chunky. Updated for v1.45.
(3k) FDsExample2.lha :
Another example by Mikkel Lokke, demonstrating how to safely cludge a shape
onto previously created shape data.
(23k) CardTest.lha :
This is a couple of programs (Comparison and ILBMviewer2) that I was fiddling
with when experimenting with graphics-card output. Comparison does a speed-test
between using WritePixelArray8 and MBlockScroll for output, and ILBMviewer2 is
a reworking of the old ILBMviewer program but with different graphics-card output
(using MBlockScroll). The comparison program is also a combination of ILBMviewer
and the Bounce demo. Updated to work with v1.45.
(258k) Remap.lha :
This is a demonstration of the MReMapUsingShape command in combination with a
remapping table. Three precalculated tables are included for 50% merge, add,
and subtract or alternatively you can compute your own (see sourcecode). Note
that a generated table only works for the palette it was computed with. This
demo also has Mildred-based AGA and GFX-card support. You will need Mildred
v1.42 for this demo to work free of bugs, although it will work with earlier
versions. Now updated for v1.43 and using MQblit with MReMapMode instead of
MReMapUsingShape (which has been deleted from the library). Updated for v1.45.
(5k) GFXlib.lha :
This is an updated version of the blitzlibs:amigalibs/graphics.library files for
o/s 3.1, which provides the new function WriteChunkyPixels_() which can be
useful for graphics-card output. Note that the more recent Mildred demo's are
written using this library so if you get tokenisation problems there (ie the
wrong tokens come up) then you might like to try this update (or try loading in
the ascii sourcecode), although it will only be fully accessible if you have o/s 3.1.
(155k) Bounce9.lha :
This is a quick new demo of the `remap mode' blits that were introduced in
Mildred v1.27. Two tables have been precalculated showing 50% and 20% merge.
The sourcecode contains the necessary routines to generate further different
tables (it takes a while!) Now updated for v1.45.
(73k) FDsExample3.lha :
Welcome to a superbitmap scroll demo by, another fine effort by Flame Duck
himself, Mikkel Lokke. This demonstrates how you can scroll around a superbitmap.
Updated for v1.43.
(3k) FDsExample4.lha :
A nice little exploding firework effect using Mildred, by Mikkel Lokke. Updated
for v1.43.
(213k) ScrollDemo.lha :
This is a demonstration of various types of `scroll' commands in Mildred. The
featured effect from top-left are scroll, blockscroll, motionblur using 50%
merge, blacksmoke using subtract, stencil in colour, scroll from same bitmap, 50%
transparency, scroll behind stencil including x and y flips, scroll from same
bitmap and y-flipped copy of the 50% merge. See the effects for yourself. The
two necessary remap tables are included, along with the iff pic that is needed
(the tables are calculated based on its palette). Updated for v1.45.
(3k) PixelExplosion.lha :
This is a modification of Mikkel's pixel explosion program (FDsExample4.lha)
with much improved speed and performance. There are 15000 pixels exploding! The
enhancement has been done by Sami Naatanen, with thanks to Flame Duck for the
original program. Updated for v1.43.
(47k) MScreen2.lha :
This is an better example of how to do RTG in your Mildred programs. You will
need o/s v3.1 graphics.library (see above) in order to load the source properly,
but ascii is included (as is exe). You will need to put cybergfx.res into
blitzlibs: (included). The demo will make use of cybergraphics library if you
have it (or picasso96), and offers a selection of output methods (selectable with
variables). A simple bouncing line routine is done to show that the output works.
The demo defaults to custom Mildred output and triple buffering. See below for
the cybergraphics.library1 file if you haven't already installed one yourself.
Updated for v1.45.
(3k) PixelExplosion2.lha :
This is a further modification by myself to the pixel explosion routine that
Mikkel originally wrote, which was later modified by Sami. I have converted the
program to use the new particle animation routines, and is now at least
twice as fast, or many times faster on lower cpu's. Now updated for v1.43.
(10k) GravityExample.lha :
A fun little demo of a Gravity-Force style game written by Sami Nataanen. This
shows some simple use of some particle animation routines and output from a
superbitmap, as well as a nifty little gravity effect, thrust, and bullets.
Updated for v1.43.
(2k) CyberGFX.lha :
This is the cybergraphics.library1 library file which you can/should put into
your blitzlibs:amigalibs/ directory (and remake your deflibs) to provide the
standard set of tokens for the cybergraphics library. Also included is a .res
file which you should put into blitzlibs:, converted by Daniel Allsopp.
(73k) DispDemo.lha :
A superbitmap scroll demo by Andreas Hkansson, similar to FDExample3, but showing
you how to simply implement a split-screen display such as for a two-player game.
Updated for v1.43.
(7k) HStarDemo.lha :
Here is a nice little horizontal starfield with a bendy logo effect, written
mostly by Bruce Henderson.
(7k) Starfield2.lha :
This is a modification of HStarDemo.lha demonstrating how to use MScroll with a
custom-offsets list so that the bendy logo effect can be achieved with only one
call to MScroll rather than seperate calls for each line. The sinewave had to
be put into a lookup table for this purpose, so overall the effect is faster
(without the WaitTOF).
(20k) SineExample.lha :
Here are two demos of using a custom-offsets list to produce the sinewave logo
effect as originally written by Mikkel Lokke. Rather than blit each line
seperately the lookup table is used to offset each line as the scroll progresses.
The overall result is a much smoother effect. Also a second demo is included
which attemps to do a quick verticle sinewave simultaneously (although using a
seperate call for each column) so produce a liquid sort of effect.
(84k) ZoomDemo.lha :
Here are two demos featuring examples of the new zoom routines as introduced in
Midred v1.47. The first is a simple zoom of an image and the second shows how
to use a custom-offsets list to modify the zoom effect on each line (with which
much fun can be had!). Updated for v1.48.
(84k) DeResDemo.lha :
Here are two demos featuring examples of the new de-res effect that has been
added to the zoom routines in Mildred v1.48. The first is a simple de-res of an
image and the second shows how to use the custom-offsets list to modify the
de-res effect on each line.
(34k) CNKI.lha :
Here is a proposed file format for storing chunky shapes (which could also be
applied to chunky bitmaps), designed by Chris Deeney. It is able to store single
shapes or `anim shapes', and a converter program is included to convert IFF brush
and IFF animbrush files into CNKI files. Also supplied are some blitz routines to
handle the CNKI files including LoadCNK{} for loading in the CNKI files to your
program. The CNKI files can also have some compression.
The team of Pagan Games are
using Mildred in Dafel:Bloodline,
and is the birthplace of the Mildred initiative.
Mildred is also being used in
Operation:CounterStrike from
BlueBlack Solution by Daniel
Allsopp.
Rui "Grim" Calvalho of Dark Dreams Designs
is using Mildred in his new Bubbles game.
Paul Burkey is using MiniMildred in
Foundation.