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- Occationally, people have been asking me about the sources used for 'The Hunt
- for 7th October', some are even willing to pay a decent lump of money for it.
- I don't have much use for it myself anymore, so I see no reason why a few of
- my old sources should stay unused in a dusty disk-box if someone finds them
- useful.
-
- Together with this file, you should find one of my vector-graphics sources and
- the files needed to assemble it. Almost a year after the release of 'The Hunt
- for 7th October', I did a few changes which made it slightly faster. I think it
- is that source you will find with this file.
-
-
- WARNINGS:
-
- * This is not at all a kind of 3D engine. Its usefulness beyond displaying
- a single rotating object is quite limited.
-
- * The code was written to make fast graphics, whenever I could save a few
- cycles at the cost of readability I chose to save those cycles. It is just
- a ugly lump of code - you will find no subroutines (!)
-
- * It will not work very well on AGA-machines. It should be a quite easy fix,
- though. I bet the copper-list is really nasty.
-
- * I present the source code exactly as I left it several years ago. It has not
- been prepared for a public release and documentation is sparse.
-
- * It wont assemble in its present form. Include paths are set to fit my
- original source disk.
-
- * No tools are provided. I didn't bother to search through my disks for them.
- They are such ugly hacks anyway, so I better not release them.
-
-
- The files that come with this release are:
- ------------------------------------------
-
- README: This file.
- COPYING: Some legacy stuff.
- 4bp_vector.S: The source. Modify the includes and add AGA-support if needed.
- newcomb: A lookup table needed to draw correct colours, I think.
- 8bitSine: Name says it all.
- fastblit.i: Some names of blitter registers, relative to $dff058.
-
- crb-logo.4bp:
- robot.4bp:
- station.4bp:
- tec.4bp: Some sample objects.
-
-
- A few notes on the object format:
- ---------------------------------
- Just look at the samples. I bet you are able to figure out how it works.
-
- There are a couple of this that may not be obvious:
- 1. 'Invisible points' are points that belong to a polygon, but it not used
- to draw it. Sorting is done by assigning a z-value to each polygon and
- sort in the order of those values. 'Invisible points' may be useful to
- assign a value to a polygon making correct sorting likely. This isn't
- a very good explanation, but a hint perhaps.
- 2. Each object has a list called 'sizes' with one entry for each polygon.
- You should be able to calculate these sizes by doing a cross product
- with the two vectors made by the three first points in each polygon. If
- these values are incorrect, the shading wont look good at all.
-
-
- If I forgot to include some needed files, please let me know.
- You can reach me on:
-
- Email:
- steinarm@ifi.uio.no
-
- Student address:
- Steinar Midtskogen
- Fjellbirkeland 26A435
- N-0864 OSLO
- Norway
-
- or by a even slower way (but more likely to reach me if I move) via my parents:
- Steinar Midtskogen
- Svenskerud 127
- N-3408 TRANBY
- Norway
-
-
-
- I release this under the GNU Lisence in the hope that it can be useful to
- someone. It is not released as public domain or shareware (read the COPYING
- file for details). However, if you insist to pay for it, I wont stop
- you from sending me whatever you want as a donation :-), but this code
- shall always be available at no cost.
-
- Steinar Midtskogen (once Tec of Cryptoburners), September 24, 1994.
-