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============================================================================
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: 10-2-94
Contents:
- What is VideoTracker ?
- VideoTracker & VideoTracker_AGA
- Functions
- How to make a simple video.
- VideoTracker Developer Kit
- Routines
- 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 4 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.
The above versions are both in 2 other versions:
VideoTracker_Gui:
VideoTracker_Guideline, the user-interface is multi-tasking and works
on Kickstart 2.0 and higher.
VideoTracker_Int:
VideoTracker_Interactive, the user-interface is interactive and works
on Kickstart 1.3 and higher.
They all have their positive and negative things, look for yourself wich
one you like the most.
============================================================================
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_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.
The "House" video is an example of a demo you could make with
VideoTracker.
============================================================================
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.
============================================================================
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 <Bitnumber
---+----
0 | 0 Decimal value 0 = Minimum height
0 | 1 Decimal value 1 = 2 times sinus height
1 | 0 Decimal value 2 = 3 times sinus height
1 | 1 Decimal value 3 = 4 times sinus height (maximum)
Now you take the value of bit 7 and multiply it with the decimal
value like this:
2^7 * 3 = 128 * 3 = 384
Let's say, you also want the blue-bar with maximum height (4).
Bit 12 and 13 select it so:
2^12 * 3 = 4096 * 3 = 12288
Now you add the results and you get the right routine-mode:
384 + 12288 = 12672
But you can also use the routinemode list:
Routine mode Description
----------------------------------------------------------------------------
0 Standard values:
All sinusses moving right, maximum width, minimum height
no horizontal raster-sinus.
1 Red: 0.5 times sinus width.
2 Red: 0.33 times sinus width.
3 Red: 0.25 times sinus width.
4-7 Same as above but with Red: 2 times sinus height.
8-11 Same as above but with Red: 3 times sinus height.
12-15 Same as above but with Red: 4 times sinus height.
16-31 Same as above but with Red: sinus moving left.
32-63 Same as above but with Green: 0.5 times sinus width.
64-95 Same as above but with Green: 0.33 times sinus width.
96-127 Same as above but with Green: 0.25 times sinus width.
128-255 Same as above but with Green: 2 times sinus height.
256-383 Same as above but with Green: 3 times sinus height.
384-511 Same as above but with Green: 4 times sinus height.
512-1023 Same as above but with Green: sinus moving left.
1024-2047 Same as above but with Blue: 0.5 times sinus width.
2048-3071 Same as above but with Blue: 0.33 times sinus width.
3072-4095 Same as above but with Blue: 0.25 times sinus width.
4096-8191 Same as above but with Blue: 2 times sinus height.
8192-12287 Same as above but with Blue: 3 times sinus height.
12288-16383 Same as above but with Blue: 4 times sinus height.
16384-32767 Same as above but with Blue: sinus moving left.
32768-65535 Same as above but with the horizontal raster-sinus on.
============================================================================
Routinename: Scroll
Authors: Programmed by Peter van Campen.
Versions: L2,L4,L8,L16,L32,L64,H2,H4,H8,H16
Description: This routine is a text-viewer and scroller with many
possibilities.
You can use up to 16 different Fonts and also ColorFonts.
And you need a text-file ofcourse.
You can show the text on screen directly, you can scroll
text horizontal to the right and to the left, you
can scroll rows up, like in a movie-title.
You can set the scrollspeed, you can delay, change the
font-color, change the font-type, etcetra.
All the rows are shown centered on screen, but you can
also set the X/Y position or use reverse-centring if
you like that.
All the possibilities are used in the demo-videos.
The routine doesn't use the routinemode but is controlled
by commands in the text-file.
The routine detects a command when it starts with the
character "_".
"#" is a value which, for example, can be "15".
Commands:
_F# Font: Changes the font.
Example:
If you've loaded 3 fonts into memory, you can
choose them with the values 0,1,2.
_C# Color: Changes the font-color.
Example:
With no-color fonts you can have 31 different
colors on a 32-color screen.
With a 4 color-font you then have 32/4=8 different
colorsets on that screen.
With a 16 color-font you then have 32/16=2 different
colorsets on that screen.
So, with the right palette, you can make great
color-scrolls.
_S# Speed: Changes the scroll-speed.
_M# Mode: Changes the view-mode.
View modes:
1 Left horizontal scroll.
2 Right horizontal scroll.
3 Up vertical scroll.
5 Directly on screen.
_X# X-position (horizontal)
Sets the x-position of a character, for use in the
print and vertical scroll mode.
_Y# Y-position (vertical)
Sets the y-position of a character, for use in the
print and vertical scroll mode.
_R# Reverse
Sets the right-border of a row which results in
right centering.
_D# Delay
Delays the routine.
_E Empty screen.
Clears the screen
Look at the example-texts to see how you should use
these commands.
To get the best speeds with dual playfield and with
the several resolutions and to prefent a "shocking" effect
on the scrolls,
each version of the routine has different maximum font-
heights, also for the viewmodes.
When there is no special NTSC version of a routine, it
is not necessary or it is not possible because of the
faster screen refreshing of NTSC.
Here they are:
| Maximum font-heights | Usable with
Version | | dual playfield ?
| Horizontal | Vertical | PAL | NTSC
----------+--------------+------------+---------+---------
L2 | 160 | 80 | Yes | No
NTSC L2 | 144 | 24 | Yes | Yes
L4 | 80 | 88 | Yes | Yes
L8 | 36 | 40 | Yes | No
L16 | 56 | 56 | No | No
NTSC L16 | 40 | 56 | No | No
L32 | 36 | 32 | No | No
NTSC L32 | 32 | 32 | No | No
H2 | 80 | 56 | Yes | Yes
H4 | 72 | 72 | No | No
NTSC H4 | 48 | 72 | No | No
============================================================================
Routinename: ScrollBig
Authors: Programmed by Peter van Campen.
Versions: L8
Description: This is the same routine as the "Scroll" routine,
but this one can handle the biggest fontsizes possible.
I made this, so you can use most of the public domain
KaraFonts.
The reason I made 2 scroll-routines:
The "Scroll" routine can scroll fast with dual playfield
and also scrolls fast on 16 and 32 colorscreens, but can't
handle big fonts.
The "ScrollBig" routine uses a lot more memory and
scrolls bad with dual playfield but is perfect to
use with, for example, 80 pixels high 8-color fonts.
| Maximum font-heights
Version |
| Horizontal | Vertical
----------+--------------+------------
L8 | 80 | 88
============================================================================
Routinename: Object
Authors: Programmed by Peter van Campen.
Versions: L2,L4,L8,L16,L32,L64,H2,H4,H8,H16
Description: This routine can show up to 32 blitter-objects on screen.
An object is an animbrush or brush file that is reformed
for fast use with the blitter.
You can make, for example, a logo with seperate bouncing
letters on a 64-color picture.
The routine reads the anim-speed for animbrushes,
animloop is always on.
The routine also needs a background-picture.
If it hasn't got one, it will not clear to screen wich can
be a nice effect too like you can see in the demo-videos.
A background-picture is accepted when the size is the same
as the viewable screen (example: lo-res= 368*290) and when
the colornumber is the same.
The routine copies the palette of the background-picture
when it has the same number of colors, also when it's not
accepted because of its size.
In this way, you can turn of the clear and still change
the palette.
So the colors of the objects are not used !
(So you can use the same object with different background-
pictures.)
The objects must have the same number of colors too.
An object can move in 32 different ways and there are
63 screen positions.
There are 8 different move-sizes en 4 different move-speeds.
There are 9 horizontal and 7 vertical screenpositions
(9*7=63) and here is an example how to get the right one:
The screen:
9 X-positions
0 1 2 3 4 5 6 7 8 These are the values:
+-----------------+ +--------------------------+
0 | | | |00 01 02 03 04 05 06 07 08|
1 | | | |09 10 11 12 13 14 15 16 17|
7 2 |------# | |18 19 20 21 22 23 24 25 26|
Y-pos. 3 | | |27 28 29 30 31 32 33 34 35|
4 | | |36 37 38 39 40 41 42 43 44|
5 | | |45 46 47 48 49 50 51 52 53|
6 | | |54 55 56 57 58 59 60 61 62|
+-----------------+ +--------------------------+
You want the "#" object on the above position, the way
to get the right routine-mode is to multiply the
y-position (2) with the total number of x-positions (9)
and add the x-position wich gives: (2*9)+3=21
Or, perhaps more easy, get the value from the right
value-table.
These are the possible moves:
0 No movement.
1 "O" Circle shaped, moving against clock-direction.
2 "8" Eight shaped.
3 "(X)" Eight-on-it's-side shaped.
4 Very-weird shaped.
5 "|" Goes up and down.
6 "-" Goes left and right.
7 "|" Goes up and bounces when it's down.
8 "|" Goes down and bounces when it's up.
9 "-" Goes left and bounces when it's right.
10 "-" Goes right and bounces when it's left.
11-16 No movement. (future expansion)
17 "O" Circle shaped, moving with clock-direction.
18-31 No movement. (future expansion)
Routine modes:
RoutineMode 16-bits (65536) bitusage:
1
6 2
3 0
8 4 6
4 8 4 1
|15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
| | | | |
|Move-| Move- | Movetype | Screen- |
|speed| size | | position |
4 8 32 64
Routine mode Description
----------------------------------------------------------------------------
0 Movetype 0, Movesize 0, Movespeed 0.
Y-position 0, X-position 0.
1 X-position 1.
2 X-position 2.
3 X-position 3.
4 X-position 4.
5 X-position 5.
6 X-position 6.
7 X-position 7.
8 X-position 8.
9-17 Same as above but with Y-position 1.
18-26 Same as above but with Y-position 2.
27-35 Same as above but with Y-position 3.
36-44 Same as above but with Y-position 4.
45-53 Same as above but with Y-position 5.
54-62 Same as above but with Y-position 6.
64-127 Same as above but with Movetype 1.
128-191 Same as above but with Movetype 2.
192-255 Same as above but with Movetype 3.
256-319 Same as above but with Movetype 4.
320-383 Same as above but with Movetype 5.
384-447 Same as above but with Movetype 6.
448-511 Same as above but with Movetype 7.
512-575 Same as above but with Movetype 8.
576-639 Same as above but with Movetype 9.
640-703 Same as above but with Movetype 10.
1088-127 Same as above but with Movetype 17.
2048-4095 Same as above but with Movesize 1.
4096-6143 Same as above but with Movesize 2.
6144-8191 Same as above but with Movesize 3.
8192-10239 Same as above but with Movesize 4.
10240-12287 Same as above but with Movesize 5.
12288-14335 Same as above but with Movesize 6.
14336-16383 Same as above but with Movesize 7.
16384-32767 Same as above but with Movespeed 1.
32768-49151 Same as above but with Movespeed 2.
49152-65535 Same as above but with Movespeed 3.
============================================================================
Routinename: ColorGrid
Authors: Programmed by Peter van Campen.
Description: Shows a 16*16 color-copperlist all over the screen.
You can put a picture or brush over it.
There are 3 16*16 colorgrids so for example you
can see all 3 when you use the color-numbers
0,1 and 9 in DeluxePaint.
For each of the 3 grids, you can set one of the 2 modes
and one of the 8 possible color-presets.
There are 2 different modes:
"Shading" shows 256 colors on screen and changes them
into 16 shades.
"Map" Shows 256 colors out of a big colormap.
The map is moved around using a sinus-data.
You can enable, disable or combine each of the grids,
so you can speed up the routine or show a picture without
the distortion of color 0, 1 or 9.
RoutineMode 16-bits (65536) bitusage:
4 2
0 0 2 1
9 4 5 2 1
6 8 6 8 6 8 1
|15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
| | | | | |
| | | Grid 3 | Grid 2 | Grid 1 |
| | | | | |
| | | | | | | | |
| | G S | M| C | M| C | M| C |
| | r e | o| o | o| o | o| o |
| | i l | d| l | d| l | d| l |
| | d e | e| o | e| o | e| o |
| | s c | | r | | r | | r |
| | t | | | | | | |
| | | | | | | | |
8 2 8 2 8 2 8
Routine mode Description
----------------------------------------------------------------------------
0 Colors: Grid 1: 0 Grid 2: Off Grid 3: Off
Colorgrid 1 Mode: Shading
X: Black>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
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
----------------------------------------------------------------------------
============================================================================
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_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 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.
============================================================================
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.) can handle 16mb 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: pvcampen@waterland.wlink.nl
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 ?
I hear bad things about VideoTracker on A4000/40, but I just can't find a
good beta-tester.