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TVtitles.doc
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1992-04-29
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442 lines
1.
TV TITLES
---------
TAURUS SOFTWARE 1993
VERSION 1.01
KELVIN TRUSWELL,
TAURUS SOFTWARE,
70 LACEY GREEN,
BALDERTON,
NR NEWARK,
NOTTS.,
NG 24 3NJ.
TAURUS SOFTWARE ARE:
MARK PATTRICK -GFX/SFX AND GENERAL PUT DOWNS.
KELVIN TRUSWELL -PROGRAM WRITER/SFX/GFX?
MANY THANX TO MIKE SAMMS FOR HIS COMMENTS????
[1]-------INTRODUCTION
[2]-------THE BASICS
[3]-------THE EDITOR
[4]-------THE MENUS
[5]-------THE PALETTE
[6]-------THE COMMANDS
2.
INTRODUCTION
------------
The reason this program was written was mostly for my own
personal use. Filming home movies is easy. Next comes editing, again
easy. But when this is done it leaves a sort of emptiness; something
missing. What it needs is some titles.
Creating titles for various movies for the odd one or two is
fairly straight forward and creating a new single program for each is
a little tedious. So TVtitles was born. This program takes away the
long struggle of experiment. It allows you to swap and change fonts
and colours at a touch of the keyboard.
The way in which the titles are created are explained later on
and i must admit, in this first version you need to know a little
about programming. Not alot is needed but more is the advantage. Later
versions will include an easy point and click method of doing titles.
As usual most of the bugs have been solved but i suspect there
are still some out there lurking around ready to jump out at a moments
notice. If you have any ideas of any kind to add to this program then
drop me a line at the address above.
3.
THE BASICS
----------
There are three screens to this editor. The top being the
current editing screen being either:-
COMMANDS (program)
DATA (text/fonts/colours/filenames)
The bottom screen is the editing screen. All commands are
entered on the COMMAND editor and all fonts/colours/text/filenames are
entered on to the DATA editor. The menu is brought up by pressing the
HELP button. This gives you various options and are explained later
on. The idea behind this is to enter a command in the COMMAND editor
and correspond to the relevant data in the DATA editor. Confused?? Well
here is an example:
COMMAND EDITOR.
1 SCROLLUP,1
2 TEXT,1,3,1
3 UPEND \\
/ ------\
DATA START DATA FINISH
AT LINE 1 AT LINE 3
----- |
\ |
\ |
\ |
\ |
DATA EDITOR. \ |
| |
1 7,4,HELLO - |
2 7,4,THIS IS |
3 7,4,THE DATA.----
All commands are explained later on. The way in which filenames
are included are as followed:
DATA EDITOR.
1 *DF1:Music1
Where an * denotes a filename. If a picture is used then a
number is put in front of the * as follows:
DATA EDITOR.
1 2*DF1:Piccy1.IFF
Where the number denotes the type of wipe to use; again
explained later.
Commands can only be entered one per line as to make the
program more understandable.
4.
THE EDITOR
----------
The editors are the same for both the COMMAND and DATA editors.
Normal text can be entered, deleted and edited in both the editors.
The list below gives a description of the functions available. Text
entered in the COMMAND editor is automatically entered in UPPER CASE
letters. Text entered in the DATA editor is entered as typed.
TEXT OPERATIONS IN STANDARD ENTRY MODE.
- [BACKSPACE]
Deletes character to the left ++
DEL [DELETE]
Deletes current line ++
RET [RETURN]
Inserts a line at the current position (as long as there is no
text in the current line being typed as the line will be entered)
TAB [TABULATION]
Enters into edit mode. Takes the current line to edit.
OPERATIONS IN EDIT MODE.
DEL [DELETE]
Deletes character and brings the rest of the text together.
<- [LEFT CURSOR]
Moves edit pointer to the left.
-> [RIGHT CURSOR]
Moves the edit pointer to the right.
RET [RETURN]
Enters the current line of text to the current line in the current
editor. (Enough currents to make a cake!!)
++ NOT IN EDIT MODE.
5.
THE MENUS
---------
The menus are brought up by pressing the [HELP] key. The
options are listed and explained below.
[LEFT ALT KEY]
[F1]--EDITOR
This places the program into the command mode and entries are
stored in the COMMAND editor.
[F2]--DATA
Same as above but for the DATA.
[F3]--LOAD PROG
This will bring up a file selector and you can load a program
in as long as the file has the extension of VT1.
[F4]--SAVE PROG
Again a file selector is up and you can write in the name of
the file you want to save the program as.
[F5]--TEST
This will run thru a test of all COMMAND and DATA lines. It
looks for unknown commands and filenames as well as the usual
mistakes.
[F6]--RUN
This will preform a test first and then will run the program.
Displays on screen any mistakes there are and where to find them. I
have supplied as much info as possible and it usually explains what
the mistake is.
[F7]--MUSIC STOP
This turns off any music that is playing at the time.
[F8]--GET FONTS
This command will search the current disk(s) and find all
bitmap fonts. If you wish to use a disk which just has fonts on it
then rename the disk as FONTS: and the program will automatically look
at that disk first.
[F9]--LIST FONTS
Now that you have the fonts you want to see what you have.
This will just display the font name and the font height of all the
fonts you have.
[F10]--EDITOR LINES
This allows the number of lines to be altered in the COMMAND
editor (max 500).
[RIGHT ALT KEY]
[F1]--DATA LINES
Same as above but for the DATA editor (max 700).
[F2]--CLEAR
Clears the program completely from memory.
[F3]--SET PALETTE
This allows you to edit the colour palette. The palette itself
only allows for 8 colours for the fonts.(SEE THE PALETTE)
[F4]--SAVE PALETTE
The palette is then saved to disk using the file selector (do
not forget the .PAL extension).
[F5]--LOAD PALETTE
You can now load a palette that has been saved before and use
it.
[F6]--GRAB FONTS
This is very useful. It looks thru the program and searches out
the different fonts that are used in the program. It then loads them
into memory and keeps them there ready for use with the program. If
you use this first before running the program, any change in font will
not slow the program down while it loads from disk.
[F7]--DIR
This justs does a directory listing of the current available
disks to screen.
[F8]--AUTOSAVE
This allows the time in minutes to be altered for AUTOSAVE.
Autosave will save the program away every X mins. AUTOSAVE will only
take place if a filename is given ie: a program is loaded from disk
and the name is then stored for autosave.
6.
THE PALETTE
-----------
The palette program is very straight forward and simple to use.
To change a colour click on one of the colours shown at the top. Then
this colour value of red, green and blue is shown at the left hand
side. To alter any of the RGB values, click on the R G or B boxes to
increment the value. This then changes the colour. Click on a
different one to change another or click on QUIT to quit back to the
editor. There are only 8 colours allowed for FONTS but if you are
using screens then up to 4096 colours can be used. This program will
be updated to make most of the new colours that are available to the
new A1200 as soon as i have sorted it ok?
7.
THE COMMANDS
------------
The commands are listed below and an explanation and value
limits are given as well.
SCROLLUP,A
sets up a scroll upwards where A= speed. Speeds 1 or 2 are available.
TEXT,A,B,C
uses data lines A to B for scrolling upwards and C for text placement
++
UPEND
closes scrolling up routine and fades out the closing screen behind
it.
SCROLLX,A,B
scroll across at speed A at screen position B. Error messages are
given for out of screen (0-255).
MESS,A,B
scroll across data lines A to B
XEND
closes scrollx and fades out.
APPEAR,A,B,C
difficult one this. This [appears] from one screen to another using
AMOS APPEAR command. A= the bitmap (play with this value; some goods
ones are 321,11 or any odd number really). B= time to wait in 50th of
a second. C= position text at (0-255).
DIS,A,B,C
display data lines A to B for the APPEAR command. C= display text type
++
PEND
closes APPEAR command and fade.
PLACE,A,B
place screen on top of next screen (text only). A= wait B= text
position at (0-255).
DIP,A,B,C
display A to B data lines for the PLACE command. C= display type ++.
PEND
also closes PLACE as well.
DELAY,A
delay in 50th of a second.
REPEAT,A
repeat last command A times (not the repeat command of course). This
only applies to the COMMAND editor as well.
FADEOUT,A
fadeout at speed of A.
^
not a command but a human rem line.
STYLE,A
where a= 1 to 8.
8= 0 ie no style.
bit 1= underline.(1)
bit 2= bold.(2)
bit 3= italics.(4)
so 7= underlined bold italics text.
WORD OF WARNING. This command can be a little sensitive so after
changing the style once, always put a STYLE,8 command in now and
again.
MLOAD,A
this will load a MED sound file in whose filename is at DATA line A.
The DATA must start with a * as below.
DATA EDITOR
1 *df1:music/GroovySounds
This command will only load it in. If you write your program then run
it once, then it loads the file in. If then you turn this command into
a rem line; the file is still in memory and still can be played
without loading it in again.
1 MLOAD,1
run and then turn it into
1 ^MLOAD,1
it won't load it again but it still can be played.
Only MED files can be loaded in. The only reason for this is because
MED is the best!! MED can load in SOUNDTRACKER files anyway. Plus
eight channels can be used (watch the speed difference though ((not
A1200s mind))).
MPLAY
now play that track.
MSTOP
stop it; it hurts my ears;
MCONT
now whoa there a second. Right. Ok. Carry on.....
SCNPUT,A,B,C
this command allows you to load and display IFF pictures made using
DPAINT or other packages of the same ilk. (what's an ilk?). This
command will display the pictures on top of each other (so if you have
a scanner or digitiser etc you can do that KODAK CD system thingy;
where they display your photos on screen via CD). A= DATA line start.
B= DATA line end. C= time to display each piccy in 50ths of a second.
Filenames are stored in DATA lines and begin with * as below:
DATA EDITOR
1 *df1:PICCY1
2 *df1:PICCY2
This will load in up to 4096 coloured pictures at the minute
(A1200 version will be out soon don't worry!!)
SCNWIPE,A,B,C
pronounced SC NU WI PE. The same as above but this allows the screen
to be wiped. A= DATA line start. B= DATA line end. C= display time.
Filenames are stored the same with a prefix of *. But; the wipe number
is stored in front of it as below.
DATA EDITOR
1 2*df1:PICCY99
|
= the wipe number.
Which are:
1-SHUTTER Y
this sort of blinds in, in the Y axis.
2-SHUTTER X
the same but in the X axis.
3-SLIDE X
takes columns of 16 pixels wide and scrolls in, in the X axis.
4-SLIDE Y
same but in the Y axis.
ANIM,A,B
this allows IFF ANIM files to be loaded in and run. This takes DPAINT
IFF ANIM files whose filename is at DATA line A. Filenames are stored
in the DATA editor and are prefixed with a *.
DATA EDITOR
1 *df1:IFFanim/introANIM
As this command will only load the file it can be turned into a rem
line as described in the MLOAD instruction.
APLAY,A,B
play ANIMation sequence A number of times at B frames per second.
BOUNCE,A,B,C
bounce a screen in. A= position of text on screen (0-255). B= the
speed of fall (about 20 or more). C= display on screen for C 50ths of
a second.
BEXT,A,B,C
display DATA lines A to B. C= ++. This command will also recognize
screens as well (filenames are described in SCNPUT) but the values
must be filled in.
BEND
please! Well in this program it means BOUNCE END which close the
screen and fades.
++ =
This is the way in which the text is printed on screen.
2= to the left 1= in the middle 3= to the right