home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
17 Bit Software 1: Collection A
/
17Bit_Collection_A.iso
/
files
/
1178.dms
/
1178.adf
/
Virtual
/
script
< prev
next >
Wrap
Text File
|
1991-07-07
|
23KB
|
1,623 lines
################################################################
# #
# File: script #
# Author: T.Landspurg #
# Date: 28/06/91 #
# Version:1.01 #
# Virtual World #
# #
# #
################################################################
# DO NOT MODIFY THIS FILE!!!!!!! #
# If you try to do this...theresult will be a ...GURU! #
# So please, don't change anything.This language was just made #
# to personnal purpose. #
################################################################
FADE_OUT
REM_ALL # Enleve tout les objets
REM_ALL_SPRITE # Enelve tout les sprites
LOAD_MUS "modules/mod.hysteria"
START_TASK
LOAD_EXT "intro.ext",3
LOAD_BACK "pics/Virtual.iff"
STOP_TASK
EFFECT 3,0
START_TASK
UNLOAD_EXT 3
RESTORE_COP
LOAD_EXT "writer.ext",2
LOAD_EXT "anim_obj.ext",0
LOAD_EXT "texte.ext",1
# EFFECT 0,9,"snd/helico.snd"
GOTO "SKIP THIS"
LAB "SKIP THIS"
PROF 5
START_TASK
LOAD_BACK "pics/colormap"
STOP_TASK
# CALL "test"
CALL "AFF INTRO"
CALL "AFF SPHERES"
CALL "AFF CIRCLE"
CALL "AFF ALL"
LAB "DEBUT"
CALL "anim TL"
CALL "globe"
#################################
# On passe a un autre script #
#################################
CALL "show objets"
CALL "anims"
CALL "VADER"
CALL "AFF POIPOI"
PROF 4
CALL "AFF MOUSE"
CALL "intro"
CALL "town"
CALL "DOCK"
CALL "PLANETE"
CALL "SPACE_CDRYK"
CALL "SURFACE"
CALL "AFF OCEANO"
# CALL "test"
CALL "oceano2"
CALL "ILE"
CALL "BLADE"
EFFECT 1,0,400,"
THE END
"
FADE_OUT
START_TASK
LOAD_MUS "modules/mod.hysteria"
STOP_TASK
START_TASK
LOAD_BACK "pics/colormap"
STOP_TASK
CALL "bonus"
# CALL "moto"
GOTO "DEBUT"
#################################
LAB "BLADE"
EFFECT 1,0,0,"
THIS IS A TRIBUTE TO
ONE OF THE BEST
'RAY-ARTISTS'
ON THE AMIGA"
START_TASK
LOAD_BACK "pics/blade_run_32_320.200.pic"
STOP_TASK
VAL_COL 16
#################################
# On passe a un autre script #
#################################
BACK_ON
OMBRE_OFF
ADD_OBJ "HOOVER CAR"
SET_SPANG 0,0,0
SET_SPEED 0,0,0
SET_ANGLE 00,0,120
SET_POS -1000,-250,550
VIT_OBJ 10
WAIT 65
# VIT_OBJ 0
# WAIT 50
REM_OBJ "HOOVER CAR"
# Deuxieme Script!
ADD_OBJ "HOOVER CAR"
SET_SPANG 0,0,0
SET_SPEED 0,0,0
SET_ANGLE 20,0,180
SET_POS -600,1000,5000
VIT_OBJ 10
WAIT 100
VIT_OBJ 10
SET_SPANG -4,0,0
WAIT 10
SET_SPANG 0,0,0
WAIT 43
REM_OBJ "HOOVER CAR"
# Troisieme script!
ADD_OBJ "BLADE RUNNER"
SET_SPANG 0,0,0
SET_SPEED 0,0,0
SET_ANGLE 0,0,0
SET_POS 300,100,-1000
VIT_OBJ 10
WAIT 10
WAIT 30
SET_SPANG -4,0,0
WAIT 10
SET_SPANG 0,0,0
WAIT 100
SET_SPANG 0,2,0
WAIT 40
SET_SPANG -4,2,0
WAIT 10
SET_SPANG 0,2,0
WAIT 30
SET_SPANG -4,2,0
WAIT 10
SET_SPANG 0,0,0
WAIT 10
VIT_OBJ 50
WAIT 50
WAIT 10 # attente
REM_OBJ "BLADE RUNNER"
CLEAR_FOND
EFFECT 1,0,400,"
HIS NAME IS:
- TOBIAS RICHTER -
"
RETURN
LAB "WAIT"
WAIT 10
RETURN
LAB "anims"
###############################################################
# Ceci est la partie ou 3 vaisseaux foncent sur l'obeservateur
###############################################################
BACK_OFF
OMBRE_OFF
CLEAR_RDV 0,4
ADD_OBJ "SHUTTLE","PROG SHUTTLE1"
ADD_OBJ "SHUTTLE2","PROG SHUTTLE2"
ADD_OBJ "SHUTTLE3","PROG SHUTTLE3"
WAIT 20
WAIT_RDV 0
WAIT 2
#################################
#################################
# On passe a un autre script #
#################################
OMBRE_ON 10
ADD_OBJ "SHUTTLE"
CALL "CLEAR OBJ"
SET_POS 200,-150,2000
VIT_OBJ 10
WAIT 50
VIT_OBJ 0
WAIT 30
SET_SPANG 0,0,8
VIT_OBJ 10
WAIT 20
SET_SPANG 0,0,0
VIT_OBJ 20
SET_SPEED 0,10,0
WAIT 10
SET_SPANG 2,-4,0
VIT_OBJ 20
WAIT 50
SET_SPANG 0,0,0
WAIT 30
REM_OBJ "SHUTTLE"
RETURN
########################
LAB "DOCK"
EFFECT 1,0,300,"
THE SHIP IS LEAVING
THE ORBITAL STATION.
FOR A LONG TRIP.
"
START_TASK
LOAD_BACK "pics/Intern_Ship"
STOP_TASK
VAL_COL 16
CENTRE 160,160
BACK_ON
OMBRE_OFF
SET_DATA 0,0 # la donee 0= vitesse des portes
ADD_OBJ "STAR_WARS" # objet 7 = transporteur star wars
VIT_OBJ 0
SET_SPANG 0,0,0 # vitesses de rotation a 0
SET_SPEED 0,0,0 # vitesses de deplacement a 0
SET_ANGLE 0,0,180 # angles du vaisseau
SET_POS 300,-200,-20 # Apparition du vaisseau
WAIT 10 # attente
SET_SPANG 0,0,4 # Il tourne sur lui meme
WAIT 43
SET_DATA 0,1 # Ouverture du mur du fond
SET_SPEED 0,0,10 # Super,non?
SET_SPANG 0,0,0
WAIT 60
SET_SPANG 1,0,1 # Il tourne sur lui meme
SET_SPEED 0,10,80 # Deuxieme parcours, on va plus vite
WAIT 50
SET_DATA 0,-1
SET_SPANG 0,0,0 # Il tourne sur lui meme
SET_SPEED 100,100,500 # Deuxieme parcours, on va plus vite
WAIT 20
REM_OBJ "STAR_WARS" # objet 7 = transporteur star wars
# WAIT 50
FADE_OUT
CENTRE 160,128
RETURN
#################################
# On passe a un autre script #
#################################
LAB "VADER"
OMBRE_OFF
ADD_OBJ "TEST_OBJ"
SET_SPANG 0,0,0
SET_SPEED 0,0,0
SET_ANGLE 00,0,120
SET_POS -1000,0,500
VIT_OBJ 5
WAIT 20
VIT_OBJ 5
SET_SPANG -2,-2,0
SET_SPEED 0,0,0
WAIT 30
SET_SPANG -4,-4,0
WAIT 40
SET_SPANG 4,4,0
WAIT 20
REM_OBJ "TEST_OBJ"
RETURN
#################################
# Animation du T et du L! #
#################################
LAB "anim TL"
EFFECT 1,0,400,"
LET'S START WITH A LITTLE
BIT OF MEGALOMANIA!
BUT SIMPLE VECTORS...
"
BACK_OFF
PROF 3
VAL_COL 16
CLEAR_RDV 0,2
ADD_OBJ "T","SCRIPT T"
ADD_OBJ "L","SCRIPT L"
WAIT_RDV 0
RETURN
# Affichage d'un premier objet, le T!
LAB "SCRIPT T"
SET_POS -100,0,4000
SET_SPANG 0,0,0
SET_SPEED 0,0,-80
SET_ANGLE 0,0,0
WAIT 50
SET_SPEED 0,0,0
WAIT 20
SET_SPANG 0,1,2
WAIT 40
VIT_OBJ 2
WAIT 10
SET_SPEED 0,4,0
WAIT 50
WAIT 50
SET_SPEED 20,0,40
WAIT 50
SET_SPEED 20,20,100
WAIT 50
RETURN
LAB "SCRIPT L"
SET_POS 100,0,4000
SET_SPANG 0,0,0
SET_SPEED 0,0,-80
SET_ANGLE 0,0,0
WAIT 50
SET_SPEED 0,0,0
WAIT 20
SET_SPANG 2,0,4
WAIT 40
SET_SPANG 0,2,0
WAIT 10
WAIT 50
VIT_OBJ 2
SET_SPANG 4,0,4
WAIT 50
SET_SPEED 0,20,40
WAIT 50
SET_SPEED 0,20,100
WAIT 50
WAIT_RDV 0
RETURN
#################################
LAB "show objets"
BACK_OFF
VAL_COL 16
GOTO "s1"
EFFECT 1,0,300,"
JUST TO REMEMBER ONE
OF MY EARLIER DEMO...
OF COURSE IN 5 BITPLANES.
"
PROF 5
BACK_OFF
OMBRE_OFF
ADD_OBJ "DIRIGABLE"
SET_POS 0,600,0
SET_SPEED 0,-5,0
SET_SPANG 0,0,2
WAIT 100
SET_SPEED 0,0,0
SET_SPANG 0,0,-2
WAIT 20
SET_SPANG 2,0,-2
WAIT 20
SET_SPANG -2,0,-2
WAIT 22
SET_SPANG 0,0,-2
WAIT 30
REM_OBJ "DIRIGABLE"
# EFFECT 0,1,0,0
LAB "s1"
EFFECT 1,0,300,"
LOOK AT THIS NICE
COPTER NOW!
"
OMBRE_OFF
PROF 5
ADD_OBJ "HELICO"
EFFECT 0,0,1,2
CALL "app loin"
RESTORE_COP
SET_POS -1000,-600,2600
SET_ANGLE 0,0,140
WAIT 100
REM_OBJ "HELICO"
#################################
# On passe a un autre script #
#################################
# UNLOAD_EXT 0
EFFECT 1,0,300,"
STRANGE OBJECTS...
"
OMBRE_OFF
ADD_OBJ "PALMIER"
SET_SPANG 0,0,0
SET_SPEED 0,0,0
SET_ANGLE -20,0,0
SET_POS 500,-100,0
WAIT 50
SET_SPANG 0,0,6
SET_SPEED 0,10,0
WAIT 100
REM_OBJ "PALMIER"
RETURN
LAB "app loin"
SET_POS -600,-200,200
GOTO "app_suite"
RETURN
# Petite procedure sympa qui fait venir un objet de gauche a droite
LAB "APPARITION1"
SET_POS -600,-200,0
LAB "app_suite"
SET_SPANG 0,0,0
SET_SPEED 0,0,0
SET_ANGLE 00,0,120
VIT_OBJ 5
WAIT 10
SET_SPANG 0,0,2
WAIT 10
SET_SPANG -4,-4,0
WAIT 50
SET_SPANG 0,0,0
WAIT 40
VIT_OBJ 10
WAIT 30
RETURN
LAB "PROG SHUTTLE1"
# EFFECT 0,10
CALL "CLEAR OBJ"
SET_POS -800,0,5000
VIT_OBJ 20
WAIT 40
SET_SPANG 0,2,0
SET_SPEED 0,20,0
WAIT_RDV 0
RETURN
LAB "PROG SHUTTLE2"
CALL "CLEAR OBJ"
SET_POS 800,0,5000
VIT_OBJ 20
WAIT 40
SET_SPEED 0,20,0
SET_SPANG 0,-2,0
WAIT_RDV 0
RETURN
LAB "PROG SHUTTLE3"
CALL "CLEAR OBJ"
SET_POS 0,0,5000
VIT_OBJ 20
WAIT 40
SET_SPEED 0,20,0
WAIT 30
WAIT_RDV 0
RETURN
# This function clear the position, speed and angle of the object
LAB "CLEAR OBJ"
SET_SPANG 0,0,0
SET_SPEED 0,0,0
SET_ANGLE 0,0,180
VIT_OBJ 0
RETURN
LAB "AFF CIRCLE"
EFFECT 1,0,500,"
YES,NICE BUT NOW FOR THE
FIRST TIME IN A DEMO,AND
FOR THE SECOND TIME IN
THE AMIGA STORY(AS FAR AS
I KNOW!),THIS:"
ADD_OBJ "CIRCLE"
PROF 1
WAIT 2
FADE_IN
SET_SPANG 0,4,2
SET_SPEED 0,0,00
SET_ANGLE 00,0,0
SET_POS 0,0,00
WAIT 100
SET_SPEED 0,2,0
WAIT 50
VIT_OBJ 5
SET_SPANG -2,-2,0
WAIT 70
REM_OBJ "CIRCLE"
RETURN
LAB "AFF MOUSE"
EFFECT 1,0,500,"
IT WAS REALLY AN
HARD WORK TO DEVELOP
ALL OF THIS!
BUT NOW,WE CAN EXPLORE
NEW KIND OF OBJECTS
"
PROF 4
OMBRE_ON $333
BACK_OFF
ADD_OBJ "MOUSE"
SET_POS 0,-250,1000
SET_SPANG 0,0,0
SET_SPEED 0,0,0
SET_ANGLE 0,0,180
SET_COL 1,$444
SET_COL 2,$5ff
SET_COL 3,$666
SET_COL 4,$777
SET_COL 5,$999
SET_COL 6,$aaa
SET_COL 7,$543
VIT_OBJ 0
WAIT 10
VIT_OBJ 10
WAIT 20
VIT_OBJ 0
WAIT 30
SET_SPANG 0,0,4
WAIT 90
SET_SPANG 0,0,0
WAIT 30
WAIT 30
SET_SPANG 0,0,10
WAIT 16
VIT_OBJ 10
SET_SPANG 0,0,0
WAIT 20
CALL "SOURIS1"
CALL "SOURIS1"
CALL "SOURIS1"
REM_OBJ "MOUSE"
RETURN
LAB "SOURIS1"
VIT_OBJ 0
SET_SPANG 0,0,10
WAIT 5
VIT_OBJ 20
SET_SPANG 0,0,0
WAIT 15
VIT_OBJ 0
SET_SPANG 0,0,-10
WAIT 5
VIT_OBJ 30
SET_SPANG 0,0,0
WAIT 15
RETURN
# Script pour l'apparition des spheres!
LAB "AFF SPHERES"
#################################
# On passe a un autre script #
#################################
FADE_OUT
BACK_OFF
OMBRE_OFF
EFFECT 1,0,600,"
AFTER SOME MONTHS OF
DEVELOPEMENT,I'M
PROUD TO PRESENT YOU
FOR THE FIRST TIME IN
A DEMO: REAL 3D SPHERE"
ADD_OBJ "BALLES"
SET_SPANG 0,0,2
SET_SPEED 0,0,0
SET_ANGLE 0,0,0
SET_POS 0,0,0
WAIT 2
FADE_IN
WAIT 50
SET_SPANG 6,2,4
WAIT 50
SET_SPANG 6,10,4
SET_SPEED 0,0,10
WAIT 50
SET_SPEED 0,0,100
WAIT 50
REM_OBJ "BALLES"
FADE_OUT
#################################
RETURN
########################
# The poipoi are back! #
########################
LAB "AFF POIPOI"
START_TASK
FADE_OUT
OMBRE_ON 0
EFFECT 1,0,0,"
NOW LET'S MEET SOME
FRIENDS
"
# LOAD_BACK "pics/poipoi.back"
LOAD_BACK "pics/PI.Thomas-Stage"
# RESTORE_COP
STOP_TASK
CENTRE 160,100
BACK_ON
PROF 4
FADE_IN
ADD_OBJ "POIPOI"
EFFECT 0,3
CALL "CLEAR OBJ"
SET_POS 0,-400,000
SET_ANGLE 0,0,120
SET_SPEED 6,0,30
SET_SPANG 0,0,2
WAIT 50
ADD_OBJ "POIPOI CLAV"
EFFECT 0,13
CALL "CLEAR OBJ"
SET_POS 0,-200,000
SET_ANGLE 0,0,200
SET_SPEED -6,0,30
SET_SPANG 0,0,-2
WAIT 50
SELECT "POIPOI"
SET_SPEED 0,0,-60
SET_SPANG 0,0,-3
WAIT 35
SET_SPEED 0,0,0
SET_SPANG 0,0,0
WAIT 25
SELECT "POIPOI CLAV"
SET_SPEED 0,0,-60
SET_SPANG 0,0,5
ADD_OBJ "POIPOI GUIT"
EFFECT 0,14
SET_POS 0,-200,000
SET_ANGLE 0,0,200
SET_SPEED 0,0,30
SET_SPANG 0,0,-2
WAIT 30
SET_SPEED 0,0,-40
SET_SPANG 0,0,0
SELECT "POIPOI CLAV"
SET_SPEED 0,0,0
SET_SPANG 0,0,0
WAIT 20
SELECT "POIPOI GUIT"
SET_SPEED 0,0,0
WAIT 20
WAIT 10
SET_SPANG 0,0,10
SET_SPEED 0,30,10
SELECT "POIPOI CLAV"
SET_SPANG 0,5,10
SET_SPEED -10,30,10
SELECT "POIPOI"
SET_SPANG 2,0,5
SET_SPEED -4,30,10
WAIT 50
FADE_OUT
REM_ALL
CENTRE 160,128
RETURN
#################################################
# Animation sous la mer,avec poissions et tout! #
#################################################
LAB "AFF OCEANO"
BACK_OFF
VAL_COL 0
EFFECT 1,0,500,"
'- HERE EXPLORER ONE.
WE ARE UNDER THE SEA
NOW. THERE IS SOME STRANGE
FISH HERE.
BUT NOTHING ELSE TO SIGNAL'"
START_TASK
LOAD_BACK "pics/decor2-abyss"
PROF 5
BACK_ON
OMBRE_OFF
STOP_TASK
ADD_OBJ "BUBBLES"
EFFECT 0,7
SET_POS 500,0,500
ADD_OBJ "OCEANO"
EFFECT 0,2
SET_POS -380,-1000,500
SET_ANGLE 0,0,2
SET_SPANG 0,0,0
ADD_SPRITE 2,72,232
WAIT 1
FADE_IN
SET_SPEED 0,10,0
WAIT 100
SET_SPEED 0,0,0
VIT_OBJ 4
WAIT 100
SET_SPANG 0,0,4
VIT_OBJ 4
WAIT 100
REM_SPRITE 2
SET_SPANG 0,0,0
WAIT 50
CLEAR_RDV 0,3
ADD_OBJ "FISH","APPARITION2"
SELECT "OCEANO"
SET_SPANG 0,0,-4
WAIT 50
ADD_OBJ "FISH2","FISH_SCRIPT"
SELECT "OCEANO"
SET_SPANG 0,0,0
WAIT 50
SET_SPANG 0,0,4
WAIT 15
SET_SPANG 0,0,0
WAIT 110
WAIT_RDV 0
FADE_OUT
REM_ALL
RETURN
LAB "APPARITION2"
CALL "APPARITION1"
WAIT_RDV 0
RETURN
LAB "FISH_SCRIPT"
SET_POS -200,150,5000
SET_ANGLE 0,0,200
SET_SPANG 0,0,0
VIT_OBJ 5
WAIT 100
SET_SPANG 0,0,-1
WAIT 150
WAIT_RDV 0
RETURN
###########################
# Aaffichage du cylindre! #
###########################
LAB "AFF ALL"
FADE_OUT
PROF 5
OMBRE_OFF
EFFECT 1,0,300,"
BUT LET'S MIX ALL OF THIS"
ADD_OBJ "CYLINDRE"
SET_SPANG 0,4,2
FADE_IN
WAIT 50
SET_SPANG 4,8,2
WAIT 50
SET_SPANG 4,0,0
WAIT 50
SET_SPANG 0,4,0
WAIT 50
SET_SPANG 0,0,4
WAIT 50
FADE_OUT
REM_OBJ "CYLINDRE"
EFFECT 1,0,600,"
A SPECIAL LANGUAGE
HAVE BEEN DEVELOPPED
FOR THIS PIECE OF
CODE. IT'S
CALLED MODEL AND
ALLOW YOU TO MAKE
COMPLEX SCRIPTS"
RETURN
#################################
LAB "AFF INTRO"
START_TASK
EFFECT 1,0,400,"
YOU THINK THAT
3D DEMOES ARE BORING
WITH ALWAYS
THE SAME KIND OF
OBJECTS.."
EFFECT 1,0,400,"
SO NOW PREPARE YOURSELF
FOR A NEW STEP\n
IN 3D WORLD\n"
STOP_TASK
RETURN
########################
# The poipoi are back! #
########################
LAB "PLANETE"
START_TASK
OMBRE_OFF
EFFECT 1,0,200,"
AFTER SOME MONTH OF
VOYAGE,THEY APPROACH
FROM KLJON SYSTEM"
VAL_COL 0
LOAD_BACK "pics/pi.thomas-space"
PROF 5
CALL "PLANETE2"
RETURN
LAB "PLANETE2"
VAL_COL 0
FADE_IN
STOP_TASK
BACK_ON
ADD_OBJ "STAR_WARS"
SET_POS 1000,-100,-900
SET_ANGLE 0,0,300
SET_SPANG 0,0,0
SET_SPEED 0,0,0
VIT_OBJ 4
WAIT 80
SET_SPANG 0,0,1
WAIT 30
SET_SPANG 0,2,1
WAIT 20
SET_SPANG 0,-2,1
ADD_OBJ "SHUTTLE"
SET_POS 0,-500,-500
SET_ANGLE 0,0,0
VIT_OBJ 5
WAIT 10
ADD_OBJ "MISSILE"
SET_POS 0,-400,-300
SET_ANGLE 0,0,0
VIT_OBJ 10
WAIT 10
SELECT "STAR_WARS"
SET_SPANG 0,0,0
VIT_OBJ 10
WAIT 100
SELECT "SHUTTLE"
VIT_OBJ 10
ADD_OBJ "BLADE RUNNER"
SET_POS 1200,0,1000
SET_ANGLE 0,0,-90
SET_SPANG 0,0,0
VIT_OBJ 16
WAIT 25
SET_SPANG 0,12,4
WAIT 30
SET_SPANG 0,0,-2
WAIT 10
SET_SPANG 0,0,0
SELECT "SHUTTLE"
VIT_OBJ 14
REM_OBJ "STAR_WARS"
WAIT 150
FADE_OUT
REM_ALL
BACK_OFF
RETURN
LAB "SPACE_CDRYK"
START_TASK
OMBRE_OFF
EFFECT 1,0,300,"
THEY ARE NEAR THE
PLANET WYTZUL,WHICH
IS THE CENTER OF THIS
SYSTEM,...
"
EFFECT 1,0,300,"
BUT A LOT OF ASTEROIDS
MAKE THE PROGRESSION
VERY DIFFICULT...
BUT YOU'D BETTER LOOK!
"
LOAD_BACK "pics/decor1-space"
PROF 5
BACK_ON
STOP_TASK
FADE_IN
SET_SPRITE 5,0,145,4,45 # Gross pierre
SET_SPRITE 6,64,145,4,75 # Machin du fond
ADD_OBJ "STAR_WARS"
SET_SPEED 0,0,0
SET_POS -1500,0,500
SET_ANGLE 0,0,90
SET_SPANG 0,0,0
ADD_SPRITE 4,43,61
ADD_SPRITE 3,124,100
ADD_SPRITE 5,135,163
VIT_OBJ 4
WAIT 100
REM_SPRITE 4 # Enleve la premiere pierre
WAIT 100
REM_ALL_SPRITE
ADD_SPRITE 6,263,79
SET_POS 2500,0,2000 # Le vaisseau passe derriere le truc, a l'arriere plan
SET_ANGLE 300,45,0
WAIT 100
SET_SPANG 0,-1,0
WAIT 50
SET_SPANG 0,0,0
WAIT 60
FADE_OUT
REM_ALL_SPRITE
REM_ALL
RETURN
# Sequence de la surface, ou le gros vaisseau largue
# les deux petits
LAB "SURFACE"
START_TASK
LOAD_BACK "pics/decor5-Sea"
PROF 5
BACK_ON
STOP_TASK
FADE_IN
ADD_OBJ "STAR_WARS"
SET_POS 600,1000,2500
SET_ANGLE 0,0,-160
SET_SPANG 0,0,0
SET_SPEED 0,-10,0
VIT_OBJ 4
OMBRE_ON $1
WAIT 100
SET_SPEED 0,0,0
WAIT 50
VIT_OBJ 0
WAIT 20
VAL_COL 0
EFFECT 1,0,300,"
-SPACE SHIP ONE READY.
THE EXPLORATION CREW IS
GOING OUT
"
EFFECT 1,0,300,"
WE'RE GOING BACK
HOME...GOOD LUCK
GUYS!"
VAL_COL 16
ADD_OBJ "CONTAINER"
SET_POS -400,0,300
SET_SPANG 0,0,6
SET_SPEED 0,-5,0
ADD_OBJ "CONTAINER2"
SET_POS -300,0,300
SET_SPANG 0,0,4
SET_SPEED 0,-4,4
SELECT "STAR_WARS"
VIT_OBJ 4
SET_SPANG 0,0,10
WAIT 20
SET_SPANG 0,0,0
VIT_OBJ 20
SET_SPEED 0,20,0
WAIT 48
ADD_OBJ "CONTAINER"
SET_SPEED 0,0,0
SET_SPANG 0,0,1
WAIT 16
ADD_OBJ "CONTAINER2"
SET_SPANG 0,0,2
SET_SPEED 0,0,0
# WAIT 20
WAIT 100
REM_ALL
OMBRE_OFF
RETURN
LAB "SEQ WATER"
OMBRE_ON 5
ADD_OBJ "water base"
SET_POS 0,-400,2000
SET_ANGLE 0,0,130
CLEAR_FOND
PUT_FOND "water base"
REM_ALL
BACK_ON
ADD_OBJ "BOAT"
SET_POS 500,-400,1500
SET_ANGLE 0,0,130
VIT_OBJ 4
WAIT 50
SET_SPANG 0,0,2
WAIT 80
SET_SPANG 0,0,0
VIT_OBJ 8
WAIT 100
BACK_OFF
SELECT "BOAT"
SET_POS 0,-400,0
WAIT 100
REM_ALL
RETURN
########################
# Sequence de la ville #
########################
LAB "town"
EFFECT 1,0,0,"
NOW, YOU'LL ENTER THE
SECOND PART OF THE
DEMO......
WAIT AND ENJOY!
"
START_TASK
LOAD_MUS "modules/mod.(((((apocalypse))))"
EFFECT 1,0,0,"
HEADQUARTERS OF THE
UNITED FEDERATION,
SEPTEMBER 2019
EARTH..."
LOAD_BACK "pics/decor3-city"
VAL_COL 16
PROF 5
BACK_ON
OMBRE_OFF
STOP_TASK
SET_SPRITE 5,128,155,8,34 # Immeuble du mileu
SET_SPRITE 6,0,190,4,55 # Immeuble de gauche
ADD_SPRITE 6,32,72
ADD_OBJ "HOOVER CAR2","PROC1"
ADD_OBJ "HOOVER CAR"
SET_ANGLE 12,0,334
SET_POS 500,0,-600
VIT_OBJ 6
WAIT 110
ADD_SPRITE 5,196,145
ADD_OBJ "BLADE RUNNER"
SET_ANGLE 345,5,237
SET_POS 0,-200,2500
SET_SPEED 0,10,0
WAIT 50
SET_SPEED 0,0,0
VIT_OBJ 6
SET_SPANG 0,0,4
WAIT 60
VIT_OBJ 12
SET_SPANG 0,0,0
WAIT 90
REM_ALL
REM_ALL_SPRITE
VAL_COL 0
EFFECT 1,0,300,"
THE SUPREME CONCIL
IS IN MEETING
"
START_TASK
LOAD_BACK "pics/PI.Thomas-Council"
BACK_ON
FADE_IN
WAIT 400
VAL_COL 0
EFFECT 1,0,300,"
-LT JOHN,YOU'VE FAILED
IN YOUR MISSION IN
MARS......
"
EFFECT 1,0,400,"
-BUT WE'VE DECIDED TO
GIVE YOU ANOTHER CHANCE,
BY EXPLORING THE
RECENTLY DISCOVERED
KLJON SYSYEM
"
EFFECT 1,0,300,"
-YOU MUST COMPLETE
THIS MISSION!
"
STOP_TASK
RETURN
# Animation du vehicule "en haut"
LAB "PROC1"
SET_ANGLE 340,0,236
SET_POS 300,-10,5000
VIT_OBJ 10
WAIT 200
RETURN
LAB "oceano2"
START_TASK
LOAD_BACK "pics/PI.Thomas-Undersea2"
PROF 5
BACK_ON
VAL_COL 16
OMBRE_OFF
STOP_TASK
SET_SPRITE 5,128,190,2,47 # Bateau
ADD_SPRITE 5,101,185
ADD_OBJ "MANTA"
EFFECT 0,11
SET_POS -450,-450,1000
SET_ANGLE 0,0,150
VIT_OBJ 0
WAIT 10
VIT_OBJ 4
WAIT 50
SET_SPANG 0,0,4
REM_ALL_SPRITE
WAIT 40
VIT_OBJ 8
SET_SPANG 0,0,0
WAIT 80
VIT_OBJ 4
SET_ANGLE 0,0,90
SET_POS -1000,-200,0
WAIT 120
ADD_OBJ "OCEANO"
SET_ANGLE 0,0,200
SET_POS 1000,1000,3000
SET_SPEED 0,-10,0
VIT_OBJ 5
WAIT 30
REM_OBJ "MANTA"
WAIT 40
# EFFECT 1,0,500,"
#- EXPLORER ONE...
WAIT 40
SET_SPEED 0,0,0
WAIT 100
REM_ALL
RETURN
#########################################
# Scenario avec BOING, the Great Boing! #
#########################################
LAB "intro"
EFFECT 1,0,0,"
IT'S A.....
"
START_TASK
LOAD_BACK "pics/LG.Tom-Soft"
PROF 5
BACK_ON
OMBRE_ON $111
STOP_TASK
ADD_OBJ "BOING"
EFFECT 0,6
SET_ANGLE 0,0,200
SET_POS 1500,100,3000
WAIT 1
FADE_IN
VIT_OBJ 5
WAIT 120
VIT_OBJ 0
WAIT 100
SET_SPANG 0,0,2
WAIT 40
VIT_OBJ 5
SET_SPANG 0,0,0
WAIT 100
REM_ALL
RETURN
LAB "ILE"
START_TASK
LOAD_BACK "pics/PI.Thomas-Island"
STOP_TASK
PROF 5
VAL_COL 16
BACK_ON
OMBRE_ON 0
ADD_OBJ "BOAT"
SET_POS 0,-400,0
SET_ANGLE 0,0,60
SET_SPANG 0,0,0
VIT_OBJ 4
WAIT 50
SET_SPANG 0,0,-2
WAIT 30
SET_SPANG 0,0,2
WAIT 15
SET_SPANG 0,0,0
VIT_OBJ 10
WAIT 100
REM_ALL
CLEAR_FOND
EFFECT 1,0,400,"
THE EXPLORATION IS
NOT YET FINISHED
...BUT WE HAVE NO
TIME TO FINISH IT...
MAY BE SEE YOU LATER...
"
RETURN
LAB "globe"
START_TASK
LOAD_BACK "pics/colormap"
STOP_TASK
PROF 4
BACK_OFF
OMBRE_OFF
VAL_COL 16
ADD_OBJ "WORLD"
SET_POS 0,-400,1000
ADD_OBJ "AVION"
EFFECT 0,12
# WAIT 1
SET_POS 1000,-400,1000
SET_ANGLE 0,0,180
SET_SPANG 0,0,2
VIT_OBJ 8
WAIT 250
SET_SPANG 0,2,0
WAIT 200
REM_ALL
BACK_ON
ADD_OBJ "AVION"
CLEAR_FOND
BACK_ON
SELECT "AVION"
EFFECT 0,15," [[[ NOW THE CREDITS [[["
SET_POS -1500,-800,2500
SET_ANGLE 271,16,351
SET_SPANG 0,-1,0
VIT_OBJ 8
WAIT 250
CLEAR_FOND
BACK_ON
SELECT "AVION"
EFFECT 0,15,"GRAPHICS BY ELMER"
SET_SPANG 0,0,0
SET_POS -1400,00,1500
SET_ANGLE 300,300,50
VIT_OBJ 8
WAIT 200
EFFECT 0,15,"CDRYK AND SKREW "
SET_POS -1400,-200,1300
SET_ANGLE 300,300,50
WAIT 200
CLEAR_FOND
BACK_ON
SELECT "AVION"
EFFECT 0,15,"[[[[[[[[ YEAAAAAAHHHH A COOL WRITER [[[[[[[["
SET_POS -1500,500,3000
SET_ANGLE 102,145,171
SET_SPANG 0,-1,2
WAIT 400
CLEAR_FOND
BACK_ON
SELECT "AVION"
EFFECT 0,15,"IT S A NICE EFFECT NO"
SET_POS 0,-300,1000
SET_ANGLE 102,145,171
SET_SPANG 2,-1,0
WAIT 250
REM_ALL
CLEAR_FOND
EFFECT 2,0,10,"
AND MUSICS BY
AUDIOMONSTER
GREAT!
"
EFFECT 2,0,10," THIS NICE TEXT
WRITER HAVE BEEN
MADE BY:
PERFORMER OF SILENTS
THANKS
"
VAL_COL 0
RESTORE_COP
RETURN
LAB "moto"
VAL_COL 16
PROF 5
ADD_OBJ "MOTO"
SET_POS -300,-350,1200
SET_SPANG 0,0,0
SET_ANGLE 0,0,130
VIT_OBJ 10
ADD_OBJ "MOTO2"
SET_POS -500,-350,1000
SET_SPANG 0,0,0
SET_ANGLE 0,0,130
VIT_OBJ 10
ADD_OBJ "MOTO3"
SET_POS -700,-350,700
SET_SPANG 0,0,0
VIT_OBJ 10
SET_ANGLE 0,0,130
WAIT 30
SET_ANGLE 0,0,220
SELECT "MOTO"
SET_ANGLE 0,0,40
WAIT 30
REM_ALL
RETURN
LAB "bonus"
CLEAR_FOND
EFFECT 1,0,400,"
NOW SOME BONUS TRACKS!
LIKE:
- THE GREETINGS
- SOME WORDS...
"
EFFECT 1,0,600,"
SORRY, BUT THERE WAS NO
GLENZ VECTOR (WITHOUT
ANY CELEBRANDIL MODE)
NO RASTERS, NOT A LOT
OF ONE VBL 3D OBJECTS...
BUT THAT'S WHAT I LIKE!
"
EFFECT 1,0,600,"
THE GREETINGS FIRST:
TO
MARTYN OF NEWSFLASH,
MARAUDER/MYSTICS,
THE NAZCLUB,REG FROM TLK
DELTA/RED SECTOR,NHP,
RONAN AND OF COURSE ALL
THAT I'VE FORGOT...
"
EFFECT 1,0,600,"
NOTE: I USE THE TEC'S
LINEDRAWING ROUTINE, SO
THANKS TO HIM!
"
CALL "last one"
EFFECT 1,0,600,"THE CREDITS,JUST BECAUSE IT
WAS NOT VERY READABLE:
GFX:
- ELMER
- C-DRYK
- SKREW
MUSIC:
- AUDIOMONSTER
PROGRAMMING
- THOMAS LANDSPURG
ADDITIONNAL CODING:
- PERFORMER OF SILENTS
"
EFFECT 1,0,700,"
CONTACT ADRESS:
THOMAS LANDSPURG
9, RUE BALDUNG-GRIEN
67000 STRASBOURG
FRANCE
NO ILLEGAL SWAPPING
AND ..NOT ALWAYS AN
ANSWER!
"
CALL "last one2"
EFFECT 1,0,600,"
ABOUT THIS DEMO:
- 400 KBYTES OF
COMPACTED GFX
- 200 KBYTES OF MUSIC
- A LOT OF HARD CODING...
"
EFFECT 1,0,600,"AND OF COURSE NO LAME\nTRACKDISK LOADING!\nBUT A FULL AMIGADOS\n SUPPORT\n
(I HOPE!)
MAYBE A CDTV VERSION?
"
EFFECT 1,0,600,"
SORRY,BUT I CAN'T ANSWER
TO ALL THE LETTERS LIKE:
PLEASE,EXPLAIN ME HOW
TO MAKE FILLED 3D, OR HOW
TO SHOW AN IFF PICTURE!
SORRY GUYS!
"
RETURN
LAB "test"
# STOP_TASK
VAL_COL 16
# BACK_ON
# CLEAR_FOND
OMBRE_OFF
ADD_OBJ "MICKY"
SET_SPANG 0,0,2
SET_SPEED -5,0,20
CALL "go back"
PUT_FOND "MICKY"
ADD_OBJ "HOOVER CAR"
SET_SPANG 0,0,2
SET_SPEED 0,-5,20
CALL "go back"
PUT_FOND "HOOVER CAR"
# ADD_OBJ "BIG SHIP","go back"
# SET_SPANG 0,0,2
# SET_SPEED 0,5,20
WAIT 100
REM_ALL
RETURN
LAB "go back"
SET_POS 0,0,0
WAIT 100
# PUT_FOND "CURRENT"
RETURN
LAB "last one"
VAL_COL 16
BACK_OFF
OMBRE_OFF
ADD_OBJ "MICKY"
SET_SPANG 0,0,2
SET_SPEED -5,0,20
CALL "go back"
WAIT 100
REM_ALL
RETURN
LAB "last one2"
VAL_COL 16
BACK_OFF
OMBRE_OFF
ADD_OBJ "SPOING"
SET_ANGLE -20,0,0
SET_SPANG 0,0,5
SET_SPEED 5,0,20
CALL "go back"
REM_ALL
RETURN
END