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stosrout.dat
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1987-04-21
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STOSROUTS
¯¯¯¯¯¯¯¯¯
Okay, okey, I'll do it!!!!!, after a lot of hassle, I have at last
done what I was supposed to do, and that's is compile some of my
short STOS routines, so you can use then in your own demo's ,etc.
Firstly, a brief history of these routines, and the current
situation within the STOS coding community, basically, the top
STOS coders, such as THB,ACO,FLAIR, and STORM, have shown the
world that with a couple of small 68000 routines you can achieve
just as much in a demo, as you can if the whole thing was coded
in 68000, take for instance, my intro for this mag (if it is on
here!!!), that has a 70 dot starfield, a 140 pixel logo,twin
volume indicators, and a barrel scroller, plus the palette
switches, all running at 50 frames a second, in STOS!!!, this is
because STOS has some pretty crap routines for drawing pixels,
and clearing screens etc, so using a few 68000 routines you can
create wicked results!!!, enough of the old bullshit, now onto
the routines I have put in the STOSROUT folder, as it is
christmas, I have included both the assembled 68000 PRG files,
and the 68000 source codes, so even if you don't have Devpac, you
can still use the routines.
now, on with the routines.
----------------oOo--------------------
BARREL.PRG
This is a barrel scroller, which for those who don't know is
a routine that takes a screen, be it a scrolline, or what ever
and wraps it round an imaginary cylinder, it is most effective
when the screen is moving (see my intro!!),and the cylinder is
shaded using a raster routine.
to use the routine load it into a memory bank (do this with
all the routines!!), then the following registers need to be
set:
AREG(0) - POINTS TO SOURCE SCREEN
AREG(1) - POINTS TO DESTINATION SCREEN
DREG(0) - SOURCE POS. ON SCREEN ,Y*160 PLEASE
DREG(1) - DESTINATION POS. ON SCREEN, AGAIN Y*160
Then to run the routine just CALL bankno.
The routine only copies 1 plane, so if you want to copy 16
colour stuff, you need to call the routine 4 times, adding 2 to
the source, and destination address each time.
BYTEBENDER.PRG
This is the basic routine that is used to create one of
those bendy scrollines, its not particularly brilliant, as it
scrolls 8 pixels at a time, but its better than nothing!.
AREG(0) - DESTINATION SCREEN FOR SCROLLER
AREG(1) - BEND DATA - 40 WORDS OF Y*160
AREG(2) - ADDRESS OF STRIP
Areg(2) is set to point to the next part of a font, say for
instance, if your font screen is bank 15 and has the letter A in the top left
hand corner, then the first strip will be at START(15), the
second strip will be at START(15)+2, the third at START(15)+8,
and the fourth at START(15)+10, again the routine only copies a
single plane (for speed ).
DOT.PRG
this is a mega fast pixel plot routine, that is only single
plane, but is ultra fast.
AREG(0) - SCREEN TO DRAW TO
AREG(1) - PIXEL DATA
DREG(0) - NUMBER OF PIXELS TO PLOT-1
The pixel data is all words, and follows the format, screen pos
to nearest 16,pixel position, to make it easy for you, I have
included the converting program I use to turn a data file of x,y
co-ords into the desired format for this routine, see VECTCON.BAS
for details.
This routine is only single plane, but consider this my
friends, in STOS, 25 pixel plots, is about the limit, when you
have screen swapping, and a screen clear every vbl, using this
routine you can plot up to about 450 pixels every vbl!!!
MBARREL.PRG
this is almost identical to BARREL.PRG, but is used to take
a single vertical strip and copy it 5 times across another
screen, whilst wrapping it round a large barrel, this is ideal
for creating impressive scrollines, again single plane.
VOL2.PRG
This routine needs to be called every vbl, you need to set
AREG(5) to point to a bank address, because once called the
routine pokes the 3 volumes of the sound channels in 3
consecutive bytes starting at the point indicated by AREG(5).
VOL3.PRG AND VOL4.PRG
Basically the same thing as VOL2.PRG, but these also draw
two type of volume indicators, 3 large ones, and a twin meters
one, so as well as AREG(5) being set (not really needed, but it
could crash if you are unlucky!!), AREG(0) is set to a screen
where the indicators will be drawn, it may be a good idea to add
a value to this address such as (50*160), so they appear down the
screen a bit.
Well that's it for now, if I find some more routines then I
will add then, so for now this is Eddie of The Happening Boiz
saying good bye and a merry christmas to you all!!!
EDDIE 13 DEC 1991