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- \/ / »»»»»-[ pRoUDLY pReSeNTS ]-«««««« /\ /
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- / IFF-ILBM Animation Player *FULL SOURCE-CODE* \/
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- / The Complete Assembly source-code is supplied!
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- Notes:
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- These routines are really quite nice, they will allow you with little work
- to display and play IFF-Animation sequences from your games and demos. The
- routines do not use any OS techniques.. 100% independant.. Excellent for
- little ingame animation sequences and the like..
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- The player is currently setup for; 320 width x 256 height screen in
- 16/32 colours or less.. The example routine simply cycles through the
- animation frames.. It can easily be modified to ping-pong or play once, etc.
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- Below shows you the way the routine has been modularized. It can be use
- more than once in one frame.. eg. say to have 2 independant anims playing
- on the same screen from different anim files.. This is acheived by using
- the below structure for each seperate anim to be played. This strucute is
- passed to each routine..
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- *-------------- Animation structure -: Required for every seperate animation
- * and configured by calling _LVOAnimInit with correct parameters.
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- Anim_Struct: ds.l 1 ;IFF-Anim data ptr
- Anim_Length: ds.l 1 ;IFF-Anim data size
- Anim_Copper: ds.l 1 ;Palette copperlist dump adr
- Anim_Screen1: ds.l 1 ;Screen buffer 1
- Anim_Screen2: ds.l 1 ;Screen buffer 2
- Reserved: ds.l 2 ;not used (reserved for future use)
- Frame_Width: ds.w 1 ;Anim frame width
- Frame_Depth: ds.w 1 ;Anim frame depth
- Frame_Total: ds.w 1 ;Anim total frames
- Frame_Current: ds.w 1 ;Anim current frame no.
- Frame_Ptr: ds.l 1 ;Anim current frame gfx ptr
- Frame_List ds.l 75*4 ;storage for frame list pointers
- even ;a ptr`s used for each plane of frames
- ;thus upto 75 frames worth is allocated
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- Use and abuse!!!! Really useful stuff!!
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