128 ─EMOMK STARTED AS A VERY SIMPLE ROUTINE THAT READ ╦OALA OR ╥UN╨AINT FILES AND DISPLAYED THEM ON YOUR ├-128 SCREEN. ┴S WITH MOST OF THE PROGRAMS ╔ WRITE, THEY START OFF AS A VERY SMALL ROUTINE AND ╔ DEVELOPE THAT INTO A MUCH LARGER AND SOPHISTICATED PROGRAM. ╘HIS ONE GREW INTO A MONSTER OF 75 BLOCKS OF BASIC PROGRAM CODE. ├OMBINE THAT WITH 26 BLOCKS OF MACHINE LANGUAGE SOURCE CODE AND YOU NOW HAVE A FULL BLOWN DEMO MAKER PROGRAM. ═ACHINE LANGUAGE IS ONLY USED FOR TRANSFERING LARGE AMOUNTS OF BIT MAP DATA AND MOVEMENT OF A CURSOR ON THE BIT MAP. ╘HE PROGRAM IS PUBLIC DOMAIN SO FEEL FREE TO ADD TO IT OR MODIFY IT IN ANYWAY YOU WISH. ╔ TRIED TO KEEP AS MUCH OF THE PROGRAM IN BASIC AS POSSIBLE.
╘O GET STARTED YOU WILL NEED A PICTURE IN AN UNCOMPRESSED ╦OALA OR ╥UN╨AINT MED-RES FORMAT. ╞OR DOING HI-RES FILES THERE IS A LITTLE TRICK THAT ╔ USE. ╒SE ╥UN╨AINT TO LOAD THE HI-RES FILE. ╫ITH ╥UN╨AINT SWITCH TO MED RES MODE. ┘OUR HI-RES FILE WILL NOT LOOK CORRECT, BUT NOT TO WORRY. ╬OW SAVE THE FILE AS A MED-RES PROGRAM. ─EMOMK ALWAYS LOADS FILES AS MED-RES PROGRAMS, YOU HAVE THE OPTION TO USE EITHER MED-RES OR HI-RES IN THE PROGRAM. ╙IMPLY SELECT WHICH MODE YOU WANT AND THE FILE WILL BE DISPLAYED PROPERLY. ╔ USE ┴DVANCE ┴RT ╙TUDIO IN 64 MODE TO DO MED-RES FILES. ╘HIS ENTAILS ANOTHER STEP FOR ME. ╘HE ┴┴╙ FILES MUST BE CONVERTED TO ╦OALA TYPE OF FILES FIRST. ╘HERE ARE SEVERAL UTILITIES TO ACCOMPLISH THIS, ╔ USE ╨IXEL ╨ACKER. ╘HE ADVANTAGE TO ┴┴╙ IS ╔ CAN SCAN A GRAPHIC, SAVE WITH ╙╙╓5 AS AN ┴┴╙ HI-RES FILE. ╫HEN ┴┴╙ LOADS IT COMES IN AS A MED-RES PICTURE. ╘HE LINES USUALLY NEED TO BE TRIMMED DOWN BECAUSE OF THE RESOLUTION OF MED-RES, BUT OVER ALL IT IS A QUICK WAY TO DO A PICTURE.
┘OU WILL ALSO NEED THREE FILES CALLED ╙├╥╬2, ╙├╥╬3, ╙├╥╬4. ╘HESE ARE SIMILAR TO YOUR ORIGINAL PICTURE. ╘HESE PICTURES HAVE A 256 PIXEL BY 96 LINE PORTION OF THE SCREEN THAT IS DIFFERENT. ─EMOPLY ANIMATES THESE SCREENS BY STARTING WITH YOUR ORIGINAL AND OVERLAYING ╙├╥╬2, ╙├╥╬3,»╙├╥╬4.
╬EXT YOU WILL NEED SPRITE DATA. ╘HIS IS THE INFORMATION SO THE OPERATING SYSTEM CAN DRAW THE SPRITES. ╘HE DEMOMK PROGRAM USES THE BUILT IN SPRITE EDITOR. ╔F YOU HAVE A FAVORITE SPRITE UTILITY, DEMOMK ALLOWS YOU TO LOAD DATA CREATED WITH IT AND INCORPORATE IT INTO YOUR DEMO.
╘HE LAST FILE IS A ╙╔─ .MUS FILE. ╘HESE FILES ARE MUSIC DATA THAT IS PLAYED IN THE BACKGROUND. ╔ HAVE PROVIDED ONE FILE CALLED "MOMENT MUSIC.MUS". ╤LINK HAS A VERY LARGE LIBRARY OF SUCH FILE TO SELECT FROM.
┴FTER LOADING AND RUNNING THE DEMOMK PROGRAM YOU WILL BE PRESENTED WITH FOUR MENUS. ╚╔»╥┼╙»╞╔╠┼,»╟╞╪»╞╔╠┼,»╙╨╥╔╘┼╙,»═╒╙╔├»╞╔╠┼. ┘OU ACCESS THE MENUS BY USING THE CURSOR KEYS AND PRESSING RETURN TO SELECT THE DESIRED MENU. ┴S YOU MOVE UP AND DOWN IN THE MENUS YOU WILL SEE EACH FUNCTION IS HIGH LIGHTED, PRESS RETURN WHEN YOU WISH TO SELECT A DESIRED FUNCTION. ╨ROMPTS AT THE BOTTOM OF THE MENU WILL DIRECT YOU IN WHAT EVER THE PROGRAM IS NEEDING FOR INPUT.
╚╔ ╥┼╙ ╞╔╠┼
╫HEN YOU ACCESS THIS MENU EIGHT OPTIONS WILL BE PRESENTED.
╟╞╪»═╧─┼: ╘HIS ALLOWS YOU TO TOGGLE BETWEEN ╚╔-╥┼╙ AND ═┼─-╥┼╙ MODE. ╨RESS THE ╥┼╘╒╥╬ KEY AND THE MODE WILL SWITCH BETWEEN THE TWO. ╘HE DEMONSTRATION FILE "DEMOPIC" IS A HI-RES FILE, SO SET THIS TO HI RES MODE. ╔F YOUR PICTURE IS A MED-RES FILE, NATURALLY YOU WILL SELECT MED-RES MODE.
╞╔╠┼»╬┴═┼: ╘HE DEFAULT FILE NAME OF "─┼═╧╨╔├" IS DISPLAYED. ╔F YOU PRESS ╥┼╘╒╥╬, YOU WILL BE ABLE TO SET A NEW NAME. ╘HE DEMOPLY PROGRAM WILL LOOK FOR THIS FILE NAME WHEN THE ACTUAL DEMO IS COMPLETED AND RAN.
╓╔┼╫»╞╔╠┼: ╘HIS ALLOWS YOU TO SEE THE PICTURE THAT YOU HAVE DESIGNATED IN THE ╞╔╠┼»╬┴═┼ FUNCTION. ┘OU WILL SEE A LOADING PROMPT TO THE RIGHT, ONCE IT IS LOADED THE PICTURE IS DISPLAYED. ╨RESS SPACE BAR WHEN YOU ARE FINISHED LOOKING AT THE PICTURE.
╘HE NEXT THREE OPTIONS ARE DISK HOUSEKEEPING FUNCTIONS. ╙CRATCH ALLOWS YOU TO SCRATCH (DELETE) A FILE. ├OPY ALLOWS YOU TO COPY A FILE ON A DISK. ╥ENAME WILL LET YOU RENAME A FILE TO A DIFFERENT NAME. ┘OU NEED ONLY PRESS ╥┼╘╒╥╬ TO ACCESS THESE FEATURES. ╞OLLOW THE PROMPTS AND YOU SHOULDN'T HAVE ANY TROUBLES. ─IRECTORY WILL LET YOU VIEW THE CURRENT DIRECTORY, PRESS ANY KEY WHEN YOU ARE FINISHED VIEWING THE DIRECTORY. ╘HE PROGRAM ALWAYS USES THE DEVICE NUMBER THAT IT WAS LOADED FROM. ╔F YOU RUN"DEMOMK",U9 THEN ALL COMMANDS WILL BE SENT TO DRIVE 9.
┼╪╔╘: ╫ITH ALL THE MENUS YOU HAVE AN EXIT MODE. ╘HIS ALLOWS YOU TO GET BACK TO THE MAIN MENU.
╟╞╪»╞╔╠┼
╟╞╪»═╧─┼: ╘HIS OPTION AGAIN ALLOWS YOU TO SET THE DESIRED GRAPHICS MODE TO EITHER HI-RES OR MED-RES MODE.
╞╔╠┼»╬┴═┼: ╙├╥╬1 IS THE FIRST AND WILL BE DISPLAYED WHEN YOU ╓╔┼╫ ╞╔╠┼. ╙├╥╬1»IS ACTUALLY THE SAME FILE THAT YOU DESIGNATED IN THE ╚╔»╥┼╙»╞╔╠┼ MENU. ╙├╥╬1-4 ARE REALLY WINDOWS AND ARE ANIMATED WITH THE DEMOPLY PROGRAM. ╫HEN YOU PRESS ╥┼╘╒╥╬ THE FILE NAME WILL INCREASE FROM 1, TO 2, TO 3 TO 4. ╫HEN CREATING ╙├╥╬1-4 WITH YOUR DRAWING PROGRAM YOU SHOULD KEEP IN MIND EXACTLY WHERE THE WINDOW IS LOCATED. ╙├╥╬2-4 SHOULD HAVE THE EXACT SAME 256 PIXEL X 96 LINE WINDOW. ╔F YOU VARY FROM SCREEN TO SCREEN THEN YOUR DEMO WILL NOT DISPLAY THE GRAPHICS CORRECTLY.
╓╔┼╫»╞╔╠┼: ╘HIS WILL DISPLAY THE PICTURE. ┴GAIN ╙├╥╬1 IS YOUR ORIGINAL, ╙├╥╬2-4 ARE VERSIONS OF ╙├╥╬1 WITH THE 256 PIXEL X 96 LINES CHANGED FOR ANIMATION.
┬╒╔╠─ ╟╞╪: ╘HIS IS WHERE THE WINDOW IS ESTABLISHED AND SAVED INTO MEMORY. YOU WILL SEE A BLINKING CURSOR ON THE BIT MAP IN TOP LEFT HAND CORNER. ┘OU ARE ALLOWED TO MOVE LEFT OR RIGHT 8 SQUARES. ╒P AND DOWN YOU HAVE 13 SQUARES TO MOVE. ┬Y PRESSING THE ╥┼╘╒╥╬ KEY YOU ESTABLISH THE TOP LEFT CORNER OF THE WINDOW. ╘HE COLOR INFORMATION AND BIT MAP DATA IS STORED IN BANK1 FOR LATER SAVING IN THE MUSIC MENU. ╫HEN YOU BUILD ╙├╥╬1 REMEMBER HOW MANY SQUARES YOU MOVE TO THE RIGHT AND DOWN. ═OVE THE SAME AMOUNT ON THE OTHER ╙├╥╬'S. ╔F YOU MAKE A MISTAKE, GO BACK AND RELOAD THE FILE NAME.
╓╔┼╫»╟╞╪: ╘HIS DISPLAYES THE 256 PIXEL BY 96 LINES GRAPHIC THAT YOU MADE IN ┬╒╔╠─»╟╞╪. ╔F IT IS INCORRECT, GO BACK AND RELOAD WHICH EVER SCREEN YOU ARE WORKING ON. ╘HIS ENTAILS PRESSING ╥┼╘╒╥╬ AT THE ╞╔╠┼»╬┴═┼ FUNCTION FOUR TIMES AND VIEWING THE FILE AGAIN. ┼ACH TIME ╥┼╘╒╥╬ IS PRESSED AT THE FILE NAME A VARIABLE IS SET WITH THE BASIC PROGRAM. ┴NY CHANGE WILL MAKE THE PROGRAM RELOAD THE ╙├╥╬ FILE.
┼╪╔╘: ╘HIS TAKES YOU OUT OF ╟╞╪ ╞╔╠┼ MENU AND BACK TO THE MAIN MENU.
╙╨╥╔╘┼╙
╠╧┴─»╞╔╠┼: ╘HIS OPTION ALLOWS YOU TO LOAD A SET OF SPRITES THAT HAVE BEEN CREATED. ╨RESS ╥┼╘╒╥╬ AND ENTER A FILE NAME UP TO 16 CHARACTERS LONG..
╙┴╓┼»╞╔╠┼: ╘HIS WILL ALLOW YOU TO SAVE A SET OF SPRITES. ╫HAT EVER NAME YOU GIVE AT THIS PROMPT IS THE ONE DEMOPLY WILL LOOK FOR WHEN THE DEMO IS RAN.
╙╨╥╔╘┼ #: ┬Y PRESSING ╥┼╘╒╥╬ YOU CYCLE THROUGH THE NUMBERS 1-8. ╘HIS ALLOWS YOU TO SET WHICH EVER SPRITE YOU ARE WORKING ON IN THE OTHER MENUS.
┴╘╘╥╔┬╒╘┼: ╘HE INFORMATION SET IN THIS MENU IS THE INFORMATION THAT IS USED IN THE BASIC "SPRITE" COMMAND.
╧╬/╧╞╞: ╔F YOU LEAVE THIS FUNCTION OFF THEN THE SPRITE WILL NOT BE DISPLAYED.
╨╥╔╧╥╔╘┘: ╘HIS DETERMINES IF THE SPRITE DATA OR THE BACKGROUND DATA WILL BE DISPLAYED. ╫ITH THIS COMMAND YOU CAN HAVE YOUR SPRITE FLOAT OVER THE PICTURE, OR BEHIND THE PICTURE. ╨LAY AROUND WITH THIS SETTING TO SEE EXACTLY HOW IT WORKS.
╪-┼╪╨: ╘HIS EXPANDS THE SPRITE HORIZONTALLY.
┘-┼╪╨: ╘HIS EXPANDS THE SPRITE VERTICALLY.
╟╞╪ ═╧─┼: ┘OU CAN SET THE SPRITE TO EITHER HI-RES MODE, OR MULTI-COLORED MODE IN THIS OPTION. ╫HEN YOU USE MULTI-COLORED MODE, YOU LOSE HORIZONTAL RESOLUTION, BUT GAIN THE AMOUNT OF COLORS YOU CAN USE.
┼╪╔╘: ╥ETURNS YOU TO THE ╙╨╥╔╘┼ MENU.
═╧╓┼═┼╬╘: ╘HIS MENU IS WHERE YOU SET THE STARTING COORDINATES, SPEED, AND ANGLE OF THE 8 SPRITES.
╪-╨╧╙: ╫HEN DEMOPLY SETS THE STARTING POSITION OF THE SPRITE, IT USES THIS NUMBER FOR THE ╪ POSITION.
┘-╨╧╙: ╫HEN DEMOPLY SETS THE STARTING POSITION OF THE SPRITE, IT USES THIS NUMBER FOR THE ┘ POSITION.
┴╬╟╠┼: ┴NY DEGREE OF DIRECTION BETWEEN 0 AND 360 IS VALID IN THIS FUNCTION.
╙╨┼┼─: ┴ VALUE OF 0 TO 15 WILL SET THE SPEED AT WHICH THE SPRITE MOVES.
┼╪╔╘: ╘AKES YOU BACK TO THE ╙╨╥╔╘┼ MENU.
┼╪╔╘: ╥ETURNS YOU TO THE MAIN MENU.
═╒╙╔├»╞╔╠┼.
╘HIS MENU ALLOWS YOU TO SET THE MUSIC FILE NAME AND BUILD THE ACTUAL DEMO.
╞╔╠┼»╬┴═┼: ╘HIS IS THE FILE NAME OF THE ╙╔─».MUS FILE. ╨RESS RETURN, AND ENTER THE NAME OF THE FILE YOU WISH TO USE. ╔F YOU DON'T HAVE ANY .MUS FILES USE THE "MOMENT MUSIC.MUS".
╨╠┴┘ ═╒╙╔├: ╫HEN THIS OPTION IS ACTIVATED IT TURNS ALL THE SPRITES OFF. ╔ HAD A PROBLEM WITH THE ╙╔─ PLAYER AND ALL OF THE SPRITES MOVING ON THE SCREEN. ╞OR SOME REASON THE PROGRAM WOULD LOCK UP. ═Y ANSWER WAS TO SHUT THE SPRITES OFF WHENEVER THE PLAY MUSIC OPTION WAS ACTIVATED. ┴LL OF YOUR SPRITE SETTINGS ARE SAVED IN AN ARRAY AND THEY WILL MOVE IN THE ACTUAL DEMO ACCORDING TO YOUR SETTINGS IN THE ╙╨╥╔╘┼»MENU.
═┴╦┼»─┼═╧: ╘HIS PART OF THE PROGRAM IS WHERE ALL OF THE SETTINGS THAT YOU HAVE MADE ARE SAVED. ╔T GIVES YOU A LIST OF PROGRAMS AND FILES THAT WILL BE NECESSARY TO RUN YOUR DEMO. ╔T THEN GIVES YOU THE OPTION TO EITHER PRESS ┴ TO ABORT OR ANY KEY SAVES THE FILES. ┴LL OF THE FILE NAMES, ╙├╥╬1-4, YOUR ORIGINAL, AND SPRITE DATA ARE SAVED TO THE VARIOUS FILES. ╘O MAKE A DEMO DISK ╔ COPY DEMOPLY, DEMOPLYML.O, THE MUSIC FILE ╔ WANT, AND DEMOPIC TO A DISK. ╘HEN RUN THIS PROGRAM "DEMOMK".
╘HE LAST TWO OPTIONS ALLOW YOU TO EITHER EXIT FROM THE MENU BACK TO MAIN, OR EXIT THE PROGRAM COMPLETELY.
╔ HOPE THAT YOU WILL DO SOME FILES WITH DEMOMK AND UPLOAD THEM TO ╤-LINK. ╔ HAVE ABOUT 3 TO 4 WEEKS OF PROGRAMMING IN THE PROGRAM. ╬OW THAT YOU HAVE DOWNLOADED IT, HERE COMES THE COST OF THE PROGRAM....YOU MUST DO AT LEAST ONE DEMO WITH THE DEMOMK AND UPLOAD TO ╤-LINK. ╟IGGLE, HEART FAILURE HUH! ╘HOUGHT YOU WERE GOING TO HAVE PAY SOME BUCKS OR SOMETHING :─
┴ FEW NOTES ABOUT THE DEMOPLY PROGRAM. ─EMOPLY IS THE ACTUAL DEMO PLAYER PART OF THE PROGRAM. ╔T USES ALL THE INFORMATION CREATED AND SAVED WITH DEMOMK. ╘HERE ARE THREE LINES THAT YOU MAY OR MAY NOT WISH TO CHANGE. ─EPENDS ON WHICH DIRECTION YOU SET YOUR SPRITES.
╠INE 55: ╘HIS LINES PUTS THE SPRITES ON SCREEN STARTING WITH #8 AND ENDING WITH #1. ╔ SET THE SPRITES TO MOVE AT A 90 DEGREE ANGLE, SO YOU MUST START WITH THE LAST FIRST. ╔F YOUR SPRITES WERE MOVING AT A DIFFERENT DIRECTION YOU MIGHT WANT TO HAVE NUMBER 1 SPRITE APPEAR FIRST.
╠INE 57: ╘HIS LINE IS A TIME DELAY BETWEEN WHEN THE DIFFERENT SPRITES ARE PLACED ON THE SCREEN AND MOVEMENT IS STARTED. ╞OR WIDER SPACING INCREASE THE 450, SHORTER DECREASE IT.
╠INE 5: ╘HE VARIABLE ┼╨ DETERMINES THE TIME DELAY BETWEEN ╙├╥╬4 AND WHEN ╙├╥╬1 IS DISPLAYED ON THE SCREEN. ╙├╥╬4 IS THE END OF THE ANIMATED SCREENS, ╙├╥╬1 WILL PUT YOUR ORIGINAL PICTURE BACK ON THE SCREEN. ┴N INCREASE IN THE VALUE OF ┼╨ HOLDS THE LAST ANIMATED SCREEN LONGER ON THE SCREEN.