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ObEd V1.02 - The Ultimate Object Editor for Demos and Simulators
CREDITS
Design Per Christian Odegard
Programming Per Christian Odegard
Graphics Per Christian Odegard
Documentation Per Christian Odegard
ReqToolsLibrary Nico François
Per Christian Odegard works for Quark Grafix.
Contacts:
Snail mail:
Per Christian Odegard
Djupdalsfaret 7
N-2200 KONGSVINGER
NORWAY
Internet:
perod@ifi.uio.no
IRC:
Viol8r, CoolHand or Quark
---------------
--- GENERAL ---
---------------
ABOUT OBED
ObEd is a general purpose 3D model designer, programmed for the
author's own use, but released as Public Domain software as a result
of public request. The editor does only support 16 colour, simple,
and relatively small objects, and is NOT intended to be used as an
editor for use with ray tracing programs. The current limits are:
Colours: 16
Points: 999
Surfaces: 999
Objects: 999
Coord. values: -9999 to +9999
These limits will probably change, as the author is planning an
A1200 version of ObEd. However, he doesn't own one yet, so all
offers are welcome :-)
HISTORY
The work on ObEd started when the author needed a tool for creating
models for a flight simulator he was working on. Writing dc.w lines
in the source code got a bit boring after the sqillionth line, so he
decided that something had to be done. The actual coding started one
hot summer afternoon in the year of 1992, and he has added new stuff
when he had time for such pleasures, which wasn't very often, as he
had to do his military duties this year. However, on his leaves, he
sat up all night getting red-eyed programming new bits on ObEd. By
Chistmas 1992 the program version 1.0 was finished. Still, the docs
had to be written, and here it is - in January 1993 - ObEd V1.0.
The author really hopes you enjoy this piece of Amiga software.
DISCLAIMER
The author is not responsible for any damage this piece of software
may cause the user (or any other being or corporation). Use at own
risk, in other words.
LIBRARIES
ObEd will only work on Amigas with Kickstart 2.04 ROMs. You'll also
need these libraries:
diskfont.library V37
dos.library V37.44
exec.library V37.132
gadtools.library V37
graphics.library V37.35
intuition.library V37.318
reqtools.library V37
REQUESTERS
From time to time, you will be asked to verify your actions (a
chance to chicken out), in other words, a requester will pop up on
the screen, asking you a 'yes or no' question. Pressing Y, V or
ENTER will activate the 'Yep' gadget, while N or B will activate the
'Nope' gadget. You may also use the mouse to select your reply.
WARNINGS
Sometimes, ObEd opens a window displaying a warning or a piece of
information. Just press SPACE (or click on the gadget) to continue
after you've read the message.
RELEASES
V1.01 - Late January 1993:
- CloseWindow() bug fixed. This caused crashes on 'lesser'
machines ;-)
- Now uses topaz 8 everywhere, not the default font as in
V1.00
- Minor bug fixed in Undo routine
- Buffers now contain '---', not 000 as in V1.0
V1.02 - Early February 1993:
- Unused now searches midpoint list too
- Unused searches FROM current point. This enables the user
to find all unused points before deleting any
- More warnings and info messages added
- Both PAL and NTSC versions available
- Easier colour selection (see Using the mouse...)
- SHIFT-K will swap front and back colour of a surface
KNOWN BUGS
The screen flickers somewhat on slower machines. This is because
the blitter is unable to transfer 4 bitplanes in one frame.
STRUCTURE
---------
Points: Coorinates in 3-space consists of X, Y and Z
values. The coordinates may be in the range -9999 to
9999. The maximum number of points is currently set
to 999.
Surfaces: Each surface consists of four points. In order to
make a triangle, make the last two point numbers
the same. For a line, make the last three point
numbers the same etc. The colour of a surface is
defined by four digits. The fourth digit is the
surface's main colour, the third is its shade
colour. The first and second digits work in the
same way, only for the back side of the surface.
Examples follow:
0003 - Surface colour is 3
040b - Front colour is $b and back col. is 4
0062 - Surface is shaded using cols 6 and 2
Note: A surface value of 0 makes it invisible
(hidden). Each surface has a 'wireframe flag', which
indicates whether the surface should be drawn in
wireframe or filled mode. You may not have more than
999 surfaces.
Objects: Several surfaces make up objects. You set the start-
surface and the number of surfaces for every object.
In order to sort the objects, a so-called
'midpoint' exists for each object. This point may be
any point in the point list and may be manipulated
in order to make the object look right. Take a look
at the demo objects to see how this works. The upper
limit for the number of objects is 999.
Models: Models contain one or many objects.
NOTE: In the following text, <type> will be used to indicate Point,
Surface or Object, depending on which panel that is highlighted.
THE DEFAULT COLOURS
The colours 0 to 15 are used in the model, and may be changed any
way you want them to. However, the colours 16 to 31 are special
colours used in the panels and windows. If you wish to alter the
look of these, used the table below. The colour table looks a bit
confusing, because sprite colours and colours used for special
effects must be stored at certain locations in the table. However,
here it comes in all it so-called glory:
Table entry Describtion Default colour
16 Panel data text Black
17 Menu colour 1 White
18 Main panel colour Grey
19 Panel selected Red
20 Bright edge White
21 Shadow edge Black
22 Headlines Black
23 Panel not selected Black
24 Number (#) text Blue
25 SPRITE COLOUR!!! Variable
26 Panel data text 2 White
27 Menu colour 2 Yellow
28 Menu colour 3 Red
29 SPRITE COLOUR!!! Variable
30 Menu colour 4 Green
31 Menu colour 5 Orange
NOTE: The entries marked 'SPRITE COLOUR!!!' may not be changed. Of course
course, you could always try, but the program will change them back
at some time (when cycling sprite colours).
THE SOURCE AND WHAT IT MEANS
Consider the following example file of a cube with a line on top of
it. Comments will not appear in the saved file.
*** THE COMMON DATA SHARED BY ALL MODELS OF THE SAME TYPE ***
DefOb: dc.w 009 ;number of points - 1
dc.w 001 ;number of objects - 1
dc.l PTX ;address of points
dc.l XOAddr ;pointers to objs' 1st surf
dc.l XOS ;pointer to list of
;objects' # of surfaces
dc.l XOMid ;pointer to list of
;objects' midpoints
*** THE MODEL STRUCTURE ***
XO: dc.l DefOb ;pointer to common data
dc.w 0 ;the following dc.s lines
dc.l 0 ;work as data storage in
dc.l 0 ;the author's filght sim
dc.l 0 ;system, and may be removed
dc.l 0 ;or used to whatever you
dc.l 0 ;find useful
dc.l 0
dc.w 0*16 ;X-, Y- and Z-rotation
dc.w 0*16 ;of the model
dc.w 0*16
PTX: dc.w 0100, 0100, 0100 ;the X, Y and Z values of
dc.w -0100, 0100, 0100 ;the point
dc.w -0100,-0100, 0100
dc.w 0100,-0100, 0100
dc.w 0100, 0100,-0100
dc.w -0100, 0100,-0100
dc.w -0100,-0100,-0100
dc.w 0100,-0100,-0100
dc.w 0000, 0100, 0000
dc.w 0000, 0500, 0000
XO000: Surf 000,003,002,001,$0006,0 ;the 1st, 2nd, 3rd and 4th
Surf 004,005,006,007,$0002,0 ;point, the colour value,
Surf 001,002,006,005,$0062,0 ;and the wireframe flag
Surf 000,004,007,003,$002E,0
Surf 000,001,005,004,$000F,0
Surf 003,007,006,002,$000D,0
XO006: Surf 008,009,009,009,$0009,1 ;the line
XOMid: dc.w 000*6,009*6 ;the midpoints of the objs
XOAddr: dc.l XO000,XO006 ;the addresses of the first
;surfaces of the object
XOS: dc.w 005,000 ;the number of surfaces of
;objects
Surf is a macro defined like this:
Surf: macro
dc.w \1*6,\2*6,\3*6,\4*6,\5,\6
endm
HOW THE BINARY FILE IS STORED
This info may be useful if you want to write a program that converts
ObEd files into files that other 3D programs can understand.
Consider the same example model as above. The binary file will
contain the following datas: (all values in hexadecimal)
HEX VALUES COMMENTS
---------- --------
4f 62 45 64 ;'ObEd'. ID text
0009 ;number of points - 1
0001 ;number of objects - 1
0006 ;number of surfaces - 1
0064 0064 0064 ;x,y,z values of the points
ff9c 0064 0064
ff9c ff9c 0064
0064 ff9c 0064
0064 0064 ff9c
ff9c 0064 ff9c
ff9c ff9c ff9c
0064 ff9c ff9c
0000 0064 0000
0000 01f4 0000
0000 0012 000c 0006 0006 0000 ;surface points, colours and wf-mode
0018 001e 0024 002a 0002 0000
0006 000c 0024 001e 0062 0000
0000 0018 002a 0012 002e 0000
0000 0006 001e 0018 000f 0000
0012 002a 0024 000c 000d 0000
0030 0036 0036 0036 0009 0001 ;the line
0000 0036 ;midpoints (*6)
0000 0000 0000 0048 ;1st surface start (relative offset)
0005 0000 ;objects' number of surfaces
-------------------------
--- THE CONTROL PANEL ---
-------------------------
The 'current' point, surface and object is the topmost entry of
respective panels. The selected panel has a highlighted title.
THE POINTS PANEL
This panel contains (left to right) the point number (#), the
x-coordinate (X), the y-coordinate (Y), and the z-coordinate (Z).
THE SURFACES PANEL
This panel contains (left to right) the surface number (#), the
first point of the surface (POINTS), the second, the third, the
fourth, the colour code (COL), and finally the wireframe flag (WF).
THE OBJECTS PANEL
This panel contains (left to right) the first surface of the object
(SU), the number of surfaces it contains in addition to the first
(i.e. number of surfaces - 1) (#) and the midpoint of the object
(MID).
THE ROTation DATA
The number of degrees the model is rotated about the X-, Y- and Z-
axis (respectively) is displayed here.
THE NUMber DATA
The number of points, surfaces and objects (respectively) is
displayed here.
THE BUFfer DATA
The buffered point, surface and object (respectively) is displayed
here.
THE DATa DATA
The top row contains the WAS-flags' status (1=on). W=WireFrame Mode
On, A=AllMode On, S=SpriteOff Mode On. The second and third row show
which two points that are found to be equal. They contain '---' if
none are found.
THE OTHER DATA
Below these datas you will find the model's current position in
3-space. At the very bottom, a colour reference list is displayed in
all its colourfulness.
---------------------
--- THE MAIN VIEW ---
---------------------
MOVING AND ROTATING THE OBJECT
You may move the object in 3-space using the keys described in the
key overview file.
Moving and rotating is useful for seeing how it looks from different
ranges and angles. Speaking of angles, the entire object may be
rotated using the numerical keypad. Note that Shifts speeds up these
operations.
EDITING THE OBJECT: Using edit windows
--------------------------------------
EDITING THE POINTS
In order to edit the points, use the cursor keys to scroll the point
list until the point you want to modify tops the point panel. You
may now press 'ESC' (of the point panel is highlighted) or 'F1'. A
window will open, displaying the current values of the point.
Pressing 'X' will allow you to change the values of the x-coordinate
(Similar keypresses for the other coordinates). Press 'ENTER' if
you're satisfied, or 'TAB' to cycle to the next coordinate. Press
'A' for accept if you're pleased with the new values, or 'R' for
regret if you're not. ESCape also works as an 'ooops' key on all the
edit windows.
EDITING THE SURFACES
Editing the surfaces works in the same way as with the points. Fill
in the point values and colour code as explained above. You can also
select whether the surface should be drawn in wireframe mode or not
here. Note the hotkeys on this screen too. Press 'F2' at any time,
or 'ESC' when the 'Surfaces' panel is hightlighted to enter this
window.
EDITING THE OBJECTS
This works as with the two above, and hotkeys are available on this
screen as well. Press 'F3' or 'ESC' when the 'Objects' panel is
highlighted.
EDITING THE MODEL: Using special keys
--------------------------------------
EDITING THE POINTS
The coordinate values may be changed using the keys surrounding the
numerical keypad. Normal step value is 1, but using SHIFTed keys, a
step value of 10 will be used.
EDITING THE SURFACES
Using the keys '4', '5', '6' and '7', you may insert the current
point at position 1, 2, 3 and 4 respectively. Pressing '8' will
change the surfaces's wireframe flag.
EDITING THE OBJECTS
You may change the number of surfaces in the current object by
using the keys '>' (for more) and '<' (for less). Pressing '9' on
the main keypad will use the current surface as the object's first
surface. Using the current point as the object's 'midpoint' can be
done by pressing '0' on the main keypad.
FILE OPERATIONS
---------------
DELETING ALL (NEW)
Pressing 'O' will delete everything currently stored in the computer
memory, and leave you with a blank model. Make sure you save your
model before pressing this key. However, you can always get your old
model back by pressing the UNDO key. This key is described elsewhere
in this documentation.
LOADING A MODEL
Loading a model will delete all your previous work, so make sure
you've saved it. A new model will be loaded, and it will appear at
the same positions and using the same rotations as the previous
ones. Press 'Amiga-L' to do this.
LOADING A PALETTE
You may load a previously saved palette (range of colours) by
pressing 'Amiga-]'.
SAVING A MODEL AS BINARY
When you are plased with your work, save it by pressing 'Amiga-B'.
This should be done frequently, and you should make backups of your
work.
SAVING A MODEL AS ASSEMBLY SOURCE
This is the single most useful feature of the editor. The file
created may be added to a demo or flight simulator for instant use.
You'd just have to change the label names slightly. The source is in
MC68000 assembly format, so don't try it in your C source ;) Press
'Amiga-T' to achieve this little miracle.
SAVING A PALETTE
If you've created a palette that pleases your eyes (or otherwise, as
the case might be), simply press 'Amiga-[' to save it. If you save
it as 'StdPalette', this file will be loaded at the beginning of the
program, thus making it the default palette.
IMPORTING A MODEL
You may wish to import a previously done work into your current
model. This routine makes your dreams come true. Very useful, and
very easy to use. The imported data is added at the end of the lists.
To execute, press 'Amiga-I'.
GETTING VERSION NUMBER
Clicking in the data panel area will display a little info about
ObEd.
QUITTING THE PROGRAM
When you are pleased with your model (AND IT IS SAVED), you may quit
ObEd by pressing the 'Amiga-ESC' key combination.
ADDITIONAL EDIT OPERATIONS
--------------------------
NEW <TYPE>
Pressing 'N' will add a single <type> at the end of the <type> list.
This will only contain zeros, and whould be edited before used in
other <type>s.
INSERTING
You may insert a new point anywhere in the point list by pressing
'J'. Inserting surfaces in the surface list is a bit more
complictated. The only place you may insert new surfaces, is before
the first surface of any object. For example, if your model contains
two objects (00 05 17 and 07 03 32) you may insert surfaces at
positions 00 or 07.
COPYING
You may copy the contents of one <type> into another, by first
BUFFERING the source <type>, then selecting the destination <type>
and finally pressing 'C' to do the copying.
EXCHANGING
Exchanging the contents of two <type>s, works like this: BUFFER
the first <type>, select the other <type> and press 'E' to exchange
these two <type>s.
DELETING
Deleting <types> doesn't require much brainwork. Simply select the
<type> you want to delete and press 'D'. If the <type> is used in
another type (e.g. a point is used in a surface), you won't be able
to delete it. If you press 'Amiga-1' you will delete the first
point, surface, and object. This is particulary useful when a new
object is CREATEd and you want to delete the dummy object, surface,
and point (all containing 0 as default).
MOVING
Pressing the 'M' key, a window will open, asking you to input the
X, Y, and Z movement. If <type> is a surface, it will move all the
points in the surface, and if it is an object, it will move all the
points contained by its surfaces. Note that if any of the points are
used by other surfaces or objects, these will change as well,
causing often unwanted results.
ROTATING
If you press 'R', you will be asked for rotation angle about the X-,
Y-, and Z-axis, respectively. This angle must be in the range 0-359
degrees. Please note that different objects and surfaces may use the
same points, and will thus change as well. Only objects and models
may be rotated. If you wish to rotate a model, set the AllMode flag.
CLONING
Selecting a <type> and pressing 'Y', will clone this <type>, i.e.
creating a new <type> looking exactly like the current one, and
placing it at the end of the <type> list.
BUFFERING
Before you can use the COPY or EXCHANGE functions, you have to use
this function. What it does, is to select the first <type> that will
take part in the operation. For exapmle, if you were to exchange the
points #2 and #9, you should select point #2, buffer it, select
point #9 and execute EXCHANGE. As for COPY, the BUFFERed <type> is
the source in the operation. Press 'SPACE' in order to buffer a
<type>.
UNDOING CHANGES
With all the functions and operations available to the user of ObEd,
you're bound to do a mistake sooner or later. Or maybe you just want
to try out an idea to see how it looks, but want to be able to get
the old model back. Help is literally at hand. Pressing the 'HELP'
key will undo the very last changes on your model.
VIEWING THE MODEL
-----------------
Six preset views are available to the user. These are:
View Key
Top 'T'
Underside 'U'
Front 'F'
Behind 'B'
Left 'L'
Right 'R'
SPECIAL OPERATIONS
------------------
SUBSTITUTING (GLUING)
If you dicovered that two of your points share the same coordinate
values, you may want to remove one of them. This is done by first
searching for equal points (as described above), and then pressing
the 'G' key. Note that gluing when two equal points do not exist, is
no good.
FLIPPING A SURFACE
Being able to flip a surface can be useful many a time. Exchanging
the front and back colours of a surface can be done with this
function, but the main reason for incorporating it is this: Say that
you create a new surface, only to find that you inserted the points
in anti-clockwise order, thus making it hidden at the wrong angles.
One solution could be to edit the colour codes (exchange the first
and last bytes), but a far cleaner approach would be to execute a
flip. What this does, is simply to put the points in an anti-
clockwise order (relative to the input order). Press 'K' for this
handy function.
CHANGING THE ORDER OF THE POINTS IN THE SURFACE
Not satisfied with the order at which the points appear in the
surface? Consider your problems solved! Just press 'V' and hey
presto! It has changed! Do you need this function? Probably not. But
life as a programmer sure isn't easy. Just imagine having to put a
function on every key on a large, never-ending keyboard. Functions
like this simply have to turn up once in a while.
MIRRORING
Any <type> can be 'mirrored', i.e. changing the sign of the
specified coordinate(s) used by the <type>. Mirroring 'About X' will
change the sign of the x-coordinates, while the Y- and Z-
coordinated stay intact. Example: You are creating a model of a
fighter aircraft, and have created the left wing. It would be a
boring task to create the right wing from scratch, so what you do is
simply to CLONE the wing, and then MIRROR it 'About X'.
Note that 'About Z' is not a mathematically correct expression.
'About the XY-plane' would be far better, but I find 'About Z' more
intuitive, in that you see which coordinate that will be changed
without any harmful brainwork. Press 'F6', 'F7' and 'F8' for X-, Y-
and Z-mirroring respectively.
SCALING
Say you want to create St. Paul's Cathedral. That would fill quite a
few screens, wouldn't it? A 3D insect would also be nice to be able
to create. But the Cathedral wouldn't be very surveyable at all, and
the insect would be very hard to edit because of its less than
impressing size. Problems. What problems? You just have to make the
Cathedral small and the insect large and scale them up or down when
you are pleased with their looks. Some frequently used scaling
percentages are available on various F-keys (see key overview), and
you can input any (within certain limits) percentage yourself by
pressing 'Amiga-P'.
CREATING MODELS
Pressing the '~' key at the main keyboard will give you an option to
create any of four 'predefined' models. You will be asked for a few
parameters, and ObEd will create the models for you, complete with
points, surfaces and objects. The objects available are:
BOX You will be prompted for X-, Y- and Z-length from the centre
of the box. Simple, clean fun. Adds:
Box Rectangle
Points 8 4
Surfaces 6 1
Objects 1 1
PYRAMID Enter X- and Y-length from the centre of the bottom surface
as well as the height of the pyramid. Adds:
Pyramid Triangle
Points 5 3
Surfaces 5 1
Objects 1 1
PYRRAD A PyrRad object a pyramid where all the surfaces are
identical as far as size is concerned. You siply have to
enter the radius of the object, i.e. the length from its
centre to its corners. Adds:
PyrRad
Points 4
Surfaces 4
Objects 1
CYLINDER
This is one handy object. Entering the height, radius and
step value, a cylinder will be created. The step value is
the number of 'pie parts' the circle at the top and bottom
will be divided into. 4 parts will result in a box, and 10
will result in something that may be mistaken for a
cylinder. Adds:
Cylinder Disc
Points 2+2*STEPS 1+STEPS
Surfaces 3*STEPS STEPS
Objects 1 1
NOTE: STEPS is the step value as described above.
MISC OPERATIONS
---------------
FINDING POINT
It is often useful to find the first surface to include the current
point. Pressing '/' will put this surface at the top of the surface
display (making it 'current'). Repeatedly pressing this key, will
find all occurences of the point in the surface list.
CHECKING FOR UNUSED POINTS
It isn't too hard to imagine why unused points are unwanted in the
point list. By pressing the '\' key, the first of these will become
current. The search starts at the current point.
FINDING EQUAL POINTS
As the reader may understand, having stored two points with exactly
the same coordinates, is highly undesirable. Pressing the '=' key,
the two equal points (if any) will be stored in a special buffer,
and their point numbers will be displayed at the screen. You may
then use the GLUE command to delete one of the points without
destroying the object.
CHANGING THE PALETTE
The author is the first to admit that the default colours make the
expression 'tasteless' fit quite perfectly. Therefore, a little
utility to change the palette is included. This works the same way
as any other palette modifier the user may have experienced, so no
detailed explantion should be needed. Your new palette may be saved
for later use. The 'P' key opens the palette window.
RESETTING THE PALETTE
If your choise of colours wasn't a lucky one, simply press 'SHIFT-P'
for getting the default colours instead.
CHANGING SPRITE COLOUR
Sometimes, seeing the sprites is difficult because they are
displayed in the same (or similar) colour as the background image.
This problem is easily avoided by changing the colour of the
sprites. Use the '.' key on the numerical keyboard for this
operation.
-----------------
--- THE FLAGS ---
-----------------
THE ALLMODE FLAG
When this flag is set, some operations work on the enire model.
These are: Scale, Move and Rotate. Press 'Amiga-M' to turn this
flag on and off.
THE SPITESOFF FLAG
Setting this flag turns the sprites off. Press '0' on the numeric
keypad to turn this flag on and off.
THE WIREFRAME FLAG
Setting this flag puts the editor in wireframe mode, i.e. everything
will be displayed in wireframe. Press 'DEL' to turn this flag on and
off.
THE SPITENUMBER OFF FLAG
If you set this flag, the spites will not display the pointnubmer,
i.e. you will only see the crosshairs. 'BACKSPACE' will set or clear
this flag.
-------------------------------
--- USING THE MOUSE IN OBED ---
-------------------------------
Using the mouse, you can select most of the operations that are
available from the keyboard. For a menu overview, see below. Other
mouse operations:
* Clicking on the 'quit' icon will exit the program after a request
* Clicking in the graphics window will select the point closest to
the cursor
* Clicking in the <type> panels will select <type>
* Clicking in the data panel will display an 'About' window
* Clicking on a colour will make it the surface's main colour
* A SHIFTed click on a colour will make it the surface's 'shade'
colour
--------------------
--- THE MENU BAR ---
--------------------
Remebering all the keys is something of a nightmare. Therefore,
menus are available at the top of the screen to let you choose some
of the most frequently used commands easily. The menu strip is
divided into 5 parts:
Menu Submenu Submenu Comment
FILE
New New model
Load Load Object
Load Palette
Save Save Object
Save Source
Save Palette
Import Import binary
About
Quit
EDIT
New New <type>
Edit Edit <type>
Insert
Copy
Exchange
Delete
Move
Rotate Object or Model (AllMode on)
Clone
Buffer
Undo Undo last changes
VIEW
Top
Underside
Front
Behind
Left
Right
Reset
SPECIAL
Glue Two equal points->one point
Flip Turn surface upside-down
Mirror About X
About Y
About Z
Scale 0.50
0.66
0.75
0.90
1.10
1.25
1.50
2.00
Input Input scale percentage
Create Create new object
MISC
Find Point
Unused
Find Equal
WireFrame Flags
AllMode
Sprites
Palette Edit
Reset
--------------------------------
-- THE UNAVOIDABLE GREETINGS ---
--------------------------------
This is no fancy hardware-bashing euro demo. In fact, it's just a
boring system-friendly utility. Still, where would the Amiga be
today without the greetings that pop up on every single piece of
software these days? So here's my little, no-scrolling list:
(Appearing in alphabetical order)
Dag Lem (_Hot_ in Spain, eh? Nudge, nudge)
Lars Haugseth (The Gandalf of Amiga programming)
Morten Amundsen (Gives the expression Party Animal a new meaning)
Paal Johansen (Soon getting an A4000, you workaholic?)
Stian W Arnesen (Deeply in love with the Amiga)
Stig A Olsen (Intel inside, but still a cool dude)
Svein A Johansen(Nothing beats his party moonwalkings)
Tommy Rivrud (Get rid of that 'beard', eh?)
And lots of greetings to everybody at the University of Oslo.