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- nAME: qbUDmORPH.pRO
- tYPE: c64, dEMO, mORPHING, dlOc, pROWLER, norml FRIENDLY
- sIZE: 40 BLOCKS
- sTART aDDRESS: $0801 (rUNABLE ON A NORMAL c64 (ntsc))
- lONG dESCRIPTION:
-
- tHIS IS JUST A QUICK DEMO TO SHOW HOW EASY IT IS TO TRANSFER 3 COLOR
- GRAPHICS FROM THE aMIGA TO THE c64. tHE MORPH WAS MADE WITH dPAINT 4.0
- ON THE aMIGA, AND CONVERTED TO THE c64 BY THE FOLLOWING PROCESS:
-
- cREATE ANIMATION WITH dPAINT 4
-
- sAVE ALL FRAMES OF THE ANIMATION AS iff FILES
-
- cONVERT EACH iff FILE TO PPM WITH ILBMTOPPM
-
- cONVERT EACH ppm FILE TO KOALA WITH PPMTOKOALA
-
- nULL-MODEM ALL THE FILES TO A 64
-
- cONVERT EACH FILE INTO cset AND screen DATA WITH cENTAURI eDITOR
-
- (nOW COMES THE HARD PART)
-
- mOST OF THE FRAMES IN MY ANIMATION ONLY USED $20 OR SO CHARACTERS, SO i
- COPIED THE cset DATA FROM EACH FRAME INTO ONE CHARACTER SET, NOTING THE
- STARTING POSITION OF EACH, UNTIL THAT cset WAS FULL (fIRST $0800-0FFF,
- THEN $2000-$27FF, THEN $2800-$2FFF, AND SO ON. i LEFT $100-$1FFF CLEAR
- TO EVENTUALLY ADD MUSIC.)
-
- nEXT, i ADDED THE OFFSET FOR EACH FRAME'S cset TO EACH CHARACTER OF THAT
- FRAME'S screen DATA. (TO ACCOUNT FOR IT'S cset DATA'S POSITION IN THE
- cset BEING SHOWN).
-
- iT MAY SOUND COMPLICATED, BUT ACTUALLY IT WAS PRETTY EASY. tRY IT, EH...
-
- pROWLER OF dlOc
- PROWLER@IGLOU.COM
-
-