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- CITAS is a utility packaged with the GameSmith Development System which allows
- the user to completely build his/her animated graphic objects through the
- simple user interface. Everything from the image level to object-to-object
- and object-to-background collision detection can be built using CITAS. Once
- completed, the anim objects work directly in the GameSmith animation system.
- No fuss, no muss. :) You can generate complete source code for your objects
- in 'C' or assembler (including all of the controlling structures), or simply
- load the objects from disk when your program needs them. Disk-based objects
- are much more flexible in that they can be loaded/unloaded during program
- execution. Your program may also dynamically specify how many objects to
- allocate in the resultant object array.
-
- Final output files are encrypted for additional security, and you also
- optionally lock them to your serial number. This way you may distribute your
- objects without fear of anyone else using them.
-
- A complete manual is dedicated to CITAS, so much of the system and some
- terminology may be a little confusing at first. For instance, a GDS anim
- object is the same thing as a system BOB, a blitter controlled object. GDS
- objects may also be "blitted" using the CPU. Normal preferences is to buffer
- image data in Fast RAM, thus CITAS is limited only by the amount of Fast RAM
- in your system in the number of objects it may have loaded at the same time.
- Stock 68000 based machines may be too slow with large objects in Fast RAM. If
- this is the case, load them to Chip RAM. See the keyboard controls listed
- below for a brief rundown on how to operate CITAS.
-
- This is the crippled version of CITAS. It won't let you save your objects
- or generate source code for them. However, you can build anim objects of
- your own, or load and play with the ones provided. Example source code is
- also provided for the mech complex.
-
- What is the GameSmith Development System? Basically, it's a linker library
- and a set of utilities that provide all of the low level muscle needed for
- commercial quality games. Now 'C' and assembler programmers don't have to
- suffer for lack of inadequate Amiga programming tools. The modular systems
- include animation, sound, display, ILBM picture loader, and many misc. The
- system is completely AGA compatible, and runs on WB 1.3 on up. No royalties
- are required for use of this system.
-
- For more information about the GameSmith Development System, contact
- Bithead Technologies at:
-
- Bithead Technologies
- 8085 North Raleigh Place
- Westminster, Colorado 80030-4316
- USA
- (303) 427-9521 (10am - 4pm Mountain time)
-
- We'd be happy to send you a brochure.
-
- Or email John Enright (the author) at Fidonet 1:104/302.0, Internet
- john.enright@f302.n104.z1.fidonet.org.
-
- Call Core Link BBS for the latest GameSmith demos, or file request them via
- Fidonet. To call and download the demos, log in with a user name of Visitor,
- and a password of amiga.
-
- Core Link
- (303) 427-9165 24hr. 14.4K V.32bis
-
- Demos are also available on Aminet.
-
- ------------------------ CITAS Keyboard Controls --------------------------
-
- During Normal Display:
-
- + (including keypad) move to next anim sequence in memory
- - (including keypad) move to previous anim sequence in memory
- right arrow move to next image in the sequence (or click on it)
- left arrow move to previous image in the sequence
- up arrow begin animation playback/preview
- shift right arrow shift image one pixel to the right
- shift left arrow shift image one pixel to the left
- ctrl right arrow expand image cell size horizontally
- ctrl left arrow contract image cell size horizontally
- ctrl down arrow expand image cell size vertically
- ctrl up arrow contract image cell size vertically
-
- During Animation Playback:
-
- up arrow increase playback speed (in vertical blank intervals)
- down arrow decrease playback speed
- enter stop playback (or click mouse button)
- space pause playback
-
- During Playback Pause:
-
- right arrow display next cell in sequence
- left arrow display previous cell in sequence
- up arrow continue normal (automatic) playback
- shift arrows same as while not animating (shift image)
- enter end playback
-
- While Setting Collision Areas/Points:
-
- right arrow display next cell in sequence
- left arrow display previous cell in sequence
- shift arrows scroll zoom window by one magnified pixel
-
- ---------------------------------------------------------------------------
-
- I hope you enjoy this demo. CITAS is the next level in graphic object
- creation, as the GDS animation system is the next level in object
- manipulation and control. Together, they provide TRUE OBJECT ORIENTED
- HANDLING of animated graphical objects.
-
- PLEASE NOTE! The aqua graphics included with this demo release are
- copyrighted by Mike Alkan. Mech graphics are copyright Jason Fritz. These
- graphics may not be used within your own programs, and are distributed by
- permission.
-
-
- -John Enright
- President, Bithead Technologies
- April 18th, 1994
-