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- Our Cosmohood
- version 1.10
-
- A 3d View of Our
- Cosmic Neighborhood
-
- (c) 1991 by Jeff Bondono
-
-
- When you look at the night sky, it looks like you are viewing stars,
- nebulae, and galaxies which have been glued to a clear sphere which rotates
- overhead. A glance at a star atlas shows the same thing: a two-dimensional
- projection of the universe onto a piece of paper. Of course, the true
- universe is a three-dimensional entity. All of the objects you see are so
- incredibly distant that your normal three-dimensional perception is
- rendered useless.
-
- Our Cosmohood enhances your view of our cosmic neighborhood by letting you
- view it in three dimensions. Our Cosmohood does not deal with objects
- within our galaxy, the Milky Way, but rather lets you view the nearest
- 2,368 galaxies to the Earth. The source for the program's data is "The
- Nearby Galaxies Catalog", by R. Brent Tully. That book and its companion,
- "The Nearby Galaxies Atlas", by R. Brent Tully and J. Richard Fisher, are
- highly recommended by this author.
-
- Our Cosmohood runs in two modes. The first mode, which is completely
- general in approach, lets you specify exactly where, in three dimensions,
- you wish to place your eye, where you wish to center your field of view,
- and how wide you wish the field to be. It also lets you select subsets of
- the dataset to plot, and allows you to select color-coding and object-
- labelling. The second mode, the demonstration, simply lets you view a
- "movie" which takes you on a trip through Our Cosmohood. It is, obviously,
- much simpler to operate than the first mode, and is how I recommend you
- begin using the program. To run the demo, press ! when you see the main
- program menu.
-
-
- TABLE OF CONTENTS
- #1. QUICK START
- #2. SYSTEM REQUIREMENTS
- #3. REGISTRATION
- #4. PRELIMINARIES
- #4A. INSTALLATION / CONFIGURATION / STARTUP PARAMETERS
- #4B. FILES
- #4C. TECHNIQUES OF INPUT
- #4D. IDENTIFICATION OF OBJECTS
- #4E. BEEPS
- #5. MAIN MENU OPERATION
- #5A. EYE
- #5B. VIEW
- #5C. ZOOM
- #5D. LENGTH OF AXES
- #5E. SELECT
- #5F. MARKERS
- #5G. DRAW
- #5H. IDENTIFY OBJECTS
- #5I. CREATE ANIMATION
- #5J. ANIMATE
- #5K. PLAYBACK FILM
- #5L. WATCH MOVIE
- #5M. DEMONSTRATION
- #5N. HELP
- #5O. QUIT PROGRAM
- #6. CREATE ANIMATION MENU OPERATION
- #6A. DEFINITIONS OF ANIMATION, FILMS, MOVIES
- #6B. TYPE OF MOTION
- #6C. EYE
- #6D. VIEW
- #6E. ZOOM
- #6F. LENGTH OF AXES
- #6G. SELECT
- #6H. NUMBER OF STEPS
- #6I. READ ANIMATION SEQUENCE
- #6J. WRITE ANIMATION SEQUENCE
- #6K. FILM ANIMATION
- #6L. HELP
- #6M. QUIT ANIMATION MENU
- #6N. EXAMPLES
- #7. MOVIES
- #8. OBJECT MEMBERSHIP
- #9. WARRANTY
-
-
- Section #1. QUICK START: For those of you who already know your way around
- computers, here is how to get Our Cosmohood up and running quickly. Insert
- the installation disk into drive A:, and type A:INSTALL. Complete
- instructions for installing and starting Our Cosmohood will be shown.
-
-
- Section #2. SYSTEM REQUIREMENTS: Our Cosmohood requires a PC-compatible
- machine with a hard disk and either a VGA, EGA ,CGA or Hercules graphics
- adapter. It is recommended that you have a VGA or EGA display adapter that
- is capable of displaying 2 pages of 640x350 graphics in 16 colors. The CGA
- version of the program will use the 1 page 640x200 black and white mode.
- The program has only been tested with MS DOS 4.01 and MS DOS 5.0, but I
- believe it will run with MS DOS 2.0 or higher. To run the fast
- demonstration, your hard disk must have 2.2 MegaBytes free. To run the
- slow demonstration, your hard disk needs only about 600 KiloBytes free. Our
- Cosmohood requires about 500K of free memory. A mouse is optional. If you
- wish to use one, load your mouse driver before you startup Our Cosmohood.
- The demo assumes you are using a 640x350 16-color graphics mode.
-
-
- Section #3. REGISTRATION: Your version Our Cosmohood is complete and is not
- crippled in any way. However, bear in mind that this is NOT FreeWare, but
- ShareWare. You have 14 days to try out the program to see if it is of
- interest to you. If you decide it is not, destroy your copies of the
- program and you owe nothing. If, however, you decide to keep the program,
- send a $25 registration fee to me. Many hours were spent typing and
- checking the data, and writing and refining the program and the
- demonstration. In return for registration, you will receive instructions
- for eliminating the registration reminder screens, and I'll send you the
- next upgrade to the program for free. I am currently working on a version
- which gives you a truer 3d effect through the use of 3d viewing glasses.
- I make no promises that this version will ever work or be released, but
- everyone who registers is assured of getting one if it is released. When
- a new version is released, I will send it to you automatically.
-
- To register, send
- $25
- your name and address
- your current version number (from the title screen)
- whether or not you have a math coprocessor
- the size and capacity of the disk you would like me to send
-
- Send registration to:
- Jeff Bondono
- 51054 Kingwood
- Shelby Twp, MI 48316
- (313) 731-4706 (evenings and weekends)
-
- If you would like a math-coprocessor copy (which is much faster) of your
- current version sent to you immediately upon receipt of your registration
- fee, please indicate so, and include an extra $4 to cover the diskette,
- duplication, and postage. You will still receive the next version free.
-
-
- Section #4. PRELIMINARIES: Before we begin using the program, a few
- preliminaries are in order:
-
-
- Section #4A. INSTALLATION / CONFIGURATION / STARTUP PARAMETERS: Throughout
- this documentation, I am assuming that your system's floppy drive is drive
- A:. If it is something else, then whenever I refer to A:, use your floppy
- drive's letter instead.
-
- To install Our Cosmohood onto your hard disk, get to a DOS prompt, put the
- installation disk in your floppy drive, and type A:INSTALL and press ENTER.
- The installation procedure will give you complete instructions for
- installing and starting up your version of the Our Cosmohood.
-
- I would strongly suggest that you run through the demonstration at least
- once to get your feet wet with the program and see its capabilities. The
- demonstration will explain the coordinate system which is used by the
- program, and give you a lot more valuable information which is NOT
- duplicated in this document. If you then wish to delete the demonstration,
- it is quite easy to do (see the #4B files section).
-
- Part of the installation process will determine the graphics mode which the
- program should use. This graphics mode will be written to a file named
- OCH.CFG, which you may change, if you wish, to one of these modes:
-
- OCH GRAPHICS GRAPHICS NUMBER NUMBER
- VALUE TYPE MODE SIZE OF COLORS OF PAGES Notes
-
- 90 VGA LO 640x200 16 2
- 91 VGA MED 640x350 16 2
- 92 VGA HI 640x480 16 1
- 30 EGA LO 640x200 16 2
- 31 EGA HI 640x350 16 2
- 40 EGA64 LO 640x200 16 1
- 41 EGA64 HI 640x350 4 1
- 53 EGAMONO HI 640x350 2 1 64K on card
- 54 EGAMONO HI 640x350 2 2 256K on card
- 70 Hercules MONO 720x348 2 2
- 14 CGA HI 640x200 2 1
- 24 MCGA MED 640x200 2 1
- 25 MCGA HI 640x480 2 1
-
- The demo assumes you are using a 640x350 16-color video mode. If you use
- a 1-page video mode, the animations in Our Cosmohood will appear jerky.
- A 2-page mode lets the program draw each screen while you're viewing the
- other page, then flips each page into view after it is completely drawn.
-
- You can override the graphics mode which is specified in OCH.CFG by
- specifying a /g## startup parameter on the command line. Replace ## with
- any of the above OCH VALUES. For example, OCH /G92 will run in 1-page
- 640x480 VGA mode.
-
- To run Our Cosmohood after you have installed it, switch into the directory
- you installed it into and type OCH.
-
-
- Section #4B. FILES: These files are part of Our Cosmohood:
-
- These files MUST be available to run Our Cosmohood:
- OCH.EXE the executable program
- OCH.OBJ data file of galaxies
- OCH.PNT data file of galaxies
- OCH.CFG configuration file (contains video mode)
- OCH.DOC the file you're reading now (used for HELP)
- These files are only part of the demonstration, and can be deleted if you
- no longer want the demonstration:
- *.DCR animation descriptor files
- *.ANI animation detail files
- *.FLM film files (fast demonstration only)
- *.MVI movie files
- This file is used only the first time Our Cosmohood is run, then is deleted
- from your hard disk:
- OCH.TXT text files used to build .DCR and .MVI files
-
- To erase the fast demo, if you need the disk space, ERASE *.FLM
-
-
- Section #4C. TECHNIQUES OF INPUT: Two types of input are used by Our
- Cosmohood. The first is simple selection of entries from menus. You may
- select a menu line in any of three ways: with your up and down cursor keys
- and the enter key, by typing the bright letter, or by pointing your mouse
- at the menu line and clicking your left mouse button.
-
- The other type of input into the program is character or numeric input.
- Defaults are usually supplied to all prompts. You may use your cursor
- keys, insert and delete, etc to move around and edit your response.
-
- The Escape key will cancel most extended program operations, like playing
- back movies, films, and animations.
-
-
- Section #4D. IDENTIFICATION OF OBJECTS. The galaxies are identified by one
- of the types of names listed below. If an object can be identified by a
- name which appears both higher and lower in the list, the higher one is
- used.
- M : Messier
- N : New General Catalog
- I : Index Catalogue
- U : Upsalla General Catalog
- UA: Upsalla General Catalog Appendix
- a name formed from the 1950 right ascension and declination.
-
- Cloud and group affiliations are described in section 8.
-
-
- Section #4E. BEEPS. The program will emit a beep occasionally when
- calculating a 3d projection. 3d projections are calculated when you build
- a movie, or when you display an animation, or when you simply draw a screen
- in manual mood. The beep indicates when a floating point operation
- overflow or zero-divide is encountered. An occasional beep is not a
- problem... it merely signifies a galaxy which is right at one of the
- boundaries of the volume you are viewing. If the program goes crazy,
- though, and emits many beeps in rapid succession, you have probably
- specified some parameter(s) which are out of range.
-
- Section #5. MAIN MENU OPERATION
-
-
- Section #5A. EYE: EYE is where your eyeball is placed; the spot where
- you're watching the data from. Simply type in the X, Y, and Z coordinates
- which you wish to view the data from.
-
-
- Section #5B. VIEW: VIEW is the center of the field which you are viewing,
- in X, Y, and Z coordinates. The demonstration always centers your view on
- 0,0,0 (the Milky Way), but the program is much more general than that.
-
-
- Section #5C. ZOOM: ZOOM specifies how large your field of view is. It is
- a single number, not an X, Y, Z coordinate. Note that the units of this
- number are NOT megaparsecs, or light years, or any other intuitive units,
- but are instead related to the internal graphical transformation techniques
- used by the program. You will just have to play around with various values
- to get the factor right for what you wish to see. The true size of the
- field of view is related to both the zoom factor and the distance of the
- eye from the view. For a general idea of true distance on the screen, note
- that the LENGTH OF AXES is displayed on the screen.
-
-
- Section #5D. LENGTH OF AXES: This number specifies the length of the three
- coordinate axes, in MegaParsecs. Be careful to specify a length which is
- within your zoom area, or else the coordinate axes will not show properly.
-
-
- Section #5E. SELECT: SELECT is used to select which galaxies out of the
- full database should be drawn. There are several types of selection
- criteria which can be used. All selection criteria you wish to use should
- be strung together into one string, with each individual criteria separated
- by a comma.
-
- The criteria are:
- object : Selects one specific object. Just type in the object
- identifier. Examples: M87,N4124
- group : Each galaxy is assigned one or two groups or associations.
- Examples of groups are 11+01 for all galaxies in the Virgo
- Association, or 11-01 for all galaxies in the Virgo Cluster, or
- 11 for all galaxies in cloud 11, or 1 for all galaxies in clouds
- 11 through 19. If you select a group, all of the galaxies in
- that group are selected.
- M : De-select non-Messier galaxies.
- Xnumber#number : De-select galaxies whose X coordinate are less than
- the first number, or greater than the second number.
- Ynumber#number : Same for Y coordinate.
- Znumber#number : Same for Z coordinate.
-
- The program uses a these steps to select galaxies. First, it deselects all
- galaxies. Then, it looks for an object or group selection criteria. If
- it doesn't find one, it selects all galaxies. If it does find one, it
- selects all matching galaxies. Finally, it de-selects galaxies which fail
- the M, X, Y, or Z criteria. Those that remain will be drawn.
-
- Examples of select criteria are:
- 11-01,M select only Messier galaxies in group 11-01
- X-2.5#5.5 select only galaxies whose x coordinate falls between
- -2.5 and 5.5
- 11-01,M,M31 select only Messier galaxies in group 11-01, and
- galaxy M31
-
- Section #5F. MARKERS: MARKERS are used to mark the galaxies which are drawn
- on the screen in various ways. Several types if markers can be used. All
- of the markers which you desire should be strung together into one string,
- with each individual marker separated by a comma. The markers are:
- M : Draw the name next to each Messier galaxy
- * : Draw the name next to every galaxy
- object : Draw the name next to the specified object
- O : Draw 3 small orthographic projections in the bottom left corner
- of the screen.
- Cgroup : Color the galaxies in the indicated group, and make other
- galaxies gray. Up to 12 C clauses can be specified in a marker,
- allowing 12 groups to be colored in different colors.
- G : Draw the galactic equator on the screen, using LENGTH OF AXES as
- its radius.
- E : Draw the equatorial equator on the screen, using LENGTH OF AXES
- as its radius.
- N : Draw the north celestial hemisphere on the screen, using LENGTH
- OF AXES as its radius.
- S : Draw the south celestial hemisphere on the screen, using LENGTH
- OF AXES as its radius.
-
- Examples of markers are:
- M87,N4124 label M87 and N4124
- C11-01,C11+01 Color galaxies belonging to group 11-01 and
- 11+01, and leave the rest gray.
- O,*,E Draw orthographic projections, label all
- galaxies, and draw in the celestial equator.
-
-
- Section #5G. DRAW: DRAW is used after you have set up EYE, VIEW, ZOOM,
- LENGTH OF AXES, SELECT, and MARKERS. It tells the program to use those
- parameters, perform the 3d-transformation, and draw the screen.
-
-
- Section #5H. IDENTIFY OBJECTS: After a screen is drawn, you can use
- IDENTIFY OBJECTS to obtain the names of the objects which were plotted.
- Use your cursor keys to move from one object to the next, or move your
- mouse to the object you wish to identify and click your left mouse button.
- You may also press ENTER while in IDENTIFY OBJECTS mode, then type in an
- object name. The object will be found for you.
-
-
- Section #5I. CREATE ANIMATION: This menu entry takes you to the CREATE
- ANIMATION submenu. That submenu is where you create animation sequences,
- such as those used in the demonstration. Section 6 explains the CREATE
- ANIMATION menu completely.
-
-
- Section #5J. ANIMATE: This function plays back an animation. The 3d
- projection is calculated for each selected point for each step in the
- animation. The played-back animation is in a .DCR file and an .ANI file.
-
-
- Section #5K. PLAYBACK FILM: This function plays back a film. Since the 3d
- projection of the selected points for each step was saved in a file, this
- runs much quicker than an animation. The played-back film is in a .DCR
- file, an .ANI file, and a .FLM file.
-
-
- Section #5L. WATCH MOVIE: A movie is simply a set of animation and film
- playbacks, with some special effects sprinkled in. A movie script is
- created and modified using a standard text editor, which is not supplied
- with Our Cosmohood. The demonstration for Our Cosmohood is actually a
- movie file, named U.MVI, which you can review as an example. A complete
- explanation of the various commands which are legal in a movie file is
- contained in section 7. All movie files must have an extension of .MVI.
- While you are watching a movie (or the demo), You can press the @ key to
- cause the remainder of the current film or animation to be skipped.
-
- Section #5M. DEMONSTRATION: This function plays the demonstration movie
- (U.MVI). The ! key starts up the demonstration.
-
-
- Section #5N. HELP: The help function lets you browse this OCH.DOC file.
- Instructions are provided on the browse screen. The only thing which needs
- further explaination is that FINDs always begin with the second line on the
- screen, and the found text is displayed on the top line of the screen.
-
-
- Section #5O. QUIT PROGRAM: This function quits The Our Cosmohood program
- and returns you to DOS.
-
-
- Section #6. CREATE ANIMATION MENU OPERATION: Now we get into the real meat
- of the program. If you've played around with the program in manual mode,
- you've seen that you must really go through a lot of work to get enough
- views of the data to really understand the three-dimensional relationships
- of the various galaxies. Animations let you easily define motion to
- perform, then draw the frames one after the other, as is done in the
- demonstration. CREATE ANIMATION provides you with a menu to generate these
- motions, then you may play them back from the main menu.
-
-
- Section #6A. DEFINITIONS OF ANIMATION, FILMS, MOVIES: Three levels of
- animations are used by the program. The first, an animation, allows you
- to specify a single motion to be performed. Animations alleviate you from
- having to type in the several parameters required for each viewpoint, but
- they are not especially fast or movie-like. Therefore, the second level
- of animation, a film, is provided. A film actually calculates the pixel
- position of each of the selected galaxies in each step of an animation, and
- writes those to a file. When a film is played-back, the calculations
- needed are minimal, and a much higher speed of refreshing the display is
- obtained. The third level of animation, a movie, is used to combine
- animations and films, along with many other miscellaneous drawing and
- labelling functions. The demonstration which comes with Our Cosmohood is
- actually simply a set of movies. Movies are simple text files which are
- created outside of the Our Cosmohood program with your favorite text
- editor, then played-back using the WATCH MOVIE command. The instructions
- for building a movie text file are explained in section 7. Now we can get
- on with specific instructions about how to build an animation.
-
-
- Section #6B. TYPE OF MOTION: TYPE OF MOTION specifies just that...the type
- of motion you wish to have in the animation sequence. 10 types of motion
- are permitted:
-
- EYE AROUND VIEW: This type of motion moves your EYE in a circle
- centered on the VIEW point. The VIEW point is the three-dimensional
- center of the circle which the eye moves around. The implication of
- that confusing sentence is that if your EYE begins, say, above the
- VIEW point, then when your EYE reaches the point 180 degrees around
- the circle, it will be BELOW the VIEW. The ZOOM factor can change
- during the rotation, if you wish, to create spiral motion. The
- rotation of 360 degrees is broken into NUMBER OF STEPS frames.
-
- EYE AROUND Z: This is the same as EYE AROUND VIEW, except as the EYE
- rotates, it is always held at the starting Z value.
-
- PAN: This moves both the EYE and the VIEW in NUMBER OF STEPS equal
- straight-line steps. If you hold VIEW constant (by specifying the
- same begin and end point), then you are panning your EYE (moving the
- camera in a line while pointing at a constant spot). If you hold the
- EYE constant, then you are panning your VIEW (keeping the camera in
- the same spot, but moving the center-of-field focal point).
-
-
- VIEW AROUND EYE: This is the same as EYE AROUND VIEW, except the EYE
- remains stationary, and the VIEW goes around in a circle. This is
- like standing somewhere and turning your head all the way around to
- see what is around you in all directions.
-
- VIEW AROUND Z: This is the same as EYE AROUND Z, except the EYE
- remains stationary, and the VIEW goes around in a circle.
-
- AXIS VIEWS 1-7: In the demonstration, this animation sequence is used
- a lot. It starts with a view looking down at all three axes. Step
- 1 moves the view to X=0, Z=0. Steps 2-3 move the view to Y=0, Z=0.
- Steps 4-5 move the view to X=0, Y=0. Steps 6-7 move the view to the
- original point.
-
- AXIS VIEWS 1-3: This sequence performs steps 1-3 of the AXIS VIEWS.
-
- AXIS VIEWS 4-7: This sequence performs steps 4-7 of the AXIS VIEWS.
-
- AXIS VIEWS 1-5: This sequence performs steps 1-5 of the AXIS VIEWS.
-
- AXIS VIEWS 6-7: This sequence performs steps 6-7 of the AXIS VIEWS.
-
-
- Section #6C. EYE: This specifies the beginning and ending point for the EYE
- during the motion. Some of the motion types do not require an ending
- point.
-
-
- Section #6D. VIEW: This specifies the beginning and ending point for the
- VIEW during the motion. Some of the motion types do not require an ending
- point.
-
-
- Section #6E. ZOOM: This specifies the beginning and ending ZOOM factor to
- be used during the animation. The difference in the ZOOM factor is spread-
- out evenly during the steps of the animation.
-
-
- Section #6F. LENGTH OF AXES: This specifies the length of the axes to be
- used during the animation. The axes are held at a fixed length throughout
- an entire animation.
-
-
- Section #6G. SELECT: This specifies the selection criteria which are used
- to limit the data which is plotted during an animation. The same format
- as the main menu's SELECT entry is used.
-
-
- Section #6H. NUMBER OF STEPS: This specifies the number of frames that the
- motion is broken down into. If this number is small, the motion will not
- take long, but will be jerky. If the number is large, the motion will be
- smoother, but will take a longer time.
-
- Section #6I. READ ANIMATION SEQUENCE: This function lets you select an
- animation sequence (.DCR file) to read from disk.
-
-
- Section #6J. WRITE ANIMATION SEQUENCE: This function lets you write an
- animation sequence (.DCR file and .ANI file) that you designed to disk.
-
-
- Section #6K. FILM ANIMATION: When animations are played back, the 3d
- projection for each selected point is recalculated at each step of the
- animation. This means that the playback may be very slow, depending on the
- number of selected points. Therefore, films are provided. When you film
- an animation, you are creating a file which contains the 3d projection for
- each selected point for each step of the animation. This file is read back
- in and quickly drawn on the screen when you playback the film, yielding a
- much faster animation. A .FLM file is created. Note that since a film
- file records actual pixel positions, it is dependant on the video mode you
- select.
-
-
- Section #6L. HELP: This help works the same as the main menu help entry.
-
-
- Section #6M. QUIT ANIMATION MENU: This function returns you to the main
- program menu.
-
-
- Section #6N. EXAMPLES: These three examples let you familiarize yourself
- with the process of creating animations. One word of caution is in order
- before we begin, though. The examples let you take a walk around the Virgo
- Cluster. No one really knows the exact placement of the galaxies in the
- Virgo Cluster, though, or any other cluster for that matter. The
- positional data in the Nearby Galaxies Catalog is simply based on redshift.
- If one galaxy has a higher redshift than another, it is assumed to be
- further. This, of course, completely neglects the portion of the redshift
- of each galaxy which is due to its own peculiar motion within the cluster.
- However, the redshift is the only data available to work from, so Tully
- used it to assign distances to galaxies. One correction was made, however.
- Assuming that the Virgo Cluster is somewhat round, Tully corrected the
- distances to the member galaxies so that the cluster would appear round in
- three dimensions. This process was used for several clusters of galaxies
- in the Nearby Galaxies Catalog. The conclusion of this discussion is that
- although the examples will make it appear that you are walking around an
- accurate model of the Virgo Cluster, the data on such a small scale is not
- yet accurate. The overall larger-scale structures shown in the data are
- accurate, but the detailed position of each galaxy within those structures
- is a subject still being researched.
-
-
- Section #6N1. Walking around the Virgo Cluster. Get into the CREATE
- ANIMATION submenu. Type in:
- TYPE OF MOTION: EYE AROUND Z
- EYE: 0, 0, 0
- VIEW: -3.8, 16.7, -0.7
- ZOOM: 2.2 to 2.2
- LENGTH OF AXES: 1.7
- SELECT: 11-01
- NUMBER OF STEPS: 72
- WRITE ANIMATION SEQUENCE: VIRGO (feel free to pick your own name)
- QUIT ANIMATION MENU
- ANIMATE (then select VIRGO)
- You should now see the Virgo Cluster rotating around on your screen.
-
-
- Section #6N2. To make that animation more smooth, go back to the CREATE
- ANIMATION submenu and type in:
- READ ANIMATION SEQUENCE: VIRGO
- NUMBER OF STEPS: 360
- WRITE ANIMATION SEQUENCE: VIRGO (replace it)
- QUIT ANIMATION MENU
- ANIMATE: VIRGO
- You should now see a much smoother animation. The steps are only 1 degree
- per frame. However, the animation takes a long time to run because of all
- the calculations which are being done.
-
-
- Section #6N3. To make the animation run quicker, go back to the CREATE
- ANIMATION submenu and type in:
- READ ANIMATION SEQUENCE: VIRGO
- FILM ANIMATION: VIRGO
- (go get a cup of coffee -- this will take a while)
- QUIT ANIMATION MENU
- PLAYBACK FILM: VIRGO
- (now sit back and enjoy)
-
-
- Section #7. MOVIES. Each line of a movie script file must contain a valid
- movie command. In order to make movies run as quickly as possible, the
- commands must conform to some very strict format conventions. The command
- letter must appear in the first position of the line, and must be in
- lowercase. Some commands have parameters which are required to be in
- definite formats. These commands and parameters are now documented:
-
- ;(comment): Anything following the command character is ignored when
- the movie is played back.
-
- d(descriptor): This command reads in an animation description (.DCR)
- file and determines which objects meet the selection criteria.
- Everything following the command character is assumed to be the
- filename of the descriptor file, with no extension.
-
- a(animate): This command plays back an animation. The descriptor must
- already have been read in. Everything following the command character
- is assumed to be the filename of the animation (.ANI) file, with no
- extension.
-
- f(film): This command plays back a film (.FLM file). The rules are
- the same as for the "a" command. If the film is not found when the
- movie is played back, this command is converted to an "a" and the
- program tries again.
-
- g(stolen film): This command plays back a film (.FLM file), also,
- except it uses a different film file that would normally be used.
- This command was included only to save you disk space on the demo
- (several of the animations all use data from one common film file),
- and I recommend that you do NOT use it.
-
- p(pause): This command writes out the "SPACE=CONTINUE....." message
- and waits for the user to press a key or a timer to expire. Anything
- following the command character is ignored.
-
- t(text): This command writes text to the screen. Positions 2 through
- 4 are a 3-digit horizontal position on the screen where the text will
- be written. Assuming a 640x350 video mode, the leftmost edge of the
- screen is position 000, and the rightmost is 639. Position 5 is
- ignored. Positions 6 through 8 are the 3-digit vertical position of
- the text, ranging from 000 on the top to 349 at the bottom (assuming
- 640x350 again). Position 9 is ignored. Positions 10 through 12 are
- the color of the text, which in 16-color mode are: 000=black,
- 001=blue, 002=green, 003=cyan, 004=red, 005=magenta, 006=brown,
- 007=lightgray, 008=darkgray, 009=lightblue, 010=lightgreen,
- 011=lightcyan, 012=lightred, 013=lightmagenta, 014=yellow, and
- 015=white. Position 13 is ignored. The rest of the record is the
- text to write.
-
- s(select): This command redefines the selection criteria for the
- records to be plotted. It follows the same conventions as the other
- selection criteria in the program. Everything after the command
- character must be the selection criteria.
-
- m(markers): This command redefines the markers which are used. It
- follows the same conventions as the main menu markers line.
- Everything after the command character must be the markers value.
-
- h(heading): This command defines a text heading which is written on
- the top line of the screen whenever objects are plotted on the screen.
- Everything after the command character is the text heading.
-
- r(redraw): This command forces the objects on the screen to be redrawn
- using the last defined projection criteria. Everything after the
- command character is ignored.
-
- x(text at xyz): This command writes text at the location projected for
- an x,y,z coordinate. Following the command character is an x
- coordinate and a comma, then a y coordinate and a comma, then a z
- coordinate and a comma, then a 3-character color code and a comma,
- then the text to write.
-
- y(line): This draws a line in 3d space. Following the command
- character is an x coordinate and a comma, a y coordinate and a comma,
- and a z coordinate and a comma. This x,y,z coordinate is at one end
- of the line. Next is the other end of the line, specified in an
- identical way. Next is a 3-character color code and a comma. The
- rest of the line is ignored.
-
- c(call): This command calls another movie file. Movie files can be
- nested 3 movies deep. Everything after the command character is the
- filename of the movie file (.MVI), without any extension.
-
-
- Section #8. OBJECT MEMBERSHIP
-
- The first 2 digits of a galaxy's membership is a cloud name. After the
- cloud name is either one or two sets of a sign and a 2-digit number. If
- the sign is negative, it indicates a group. If it is positive it indicates
- an association. The table below shows the cloud names as headings, with
- the groups and association within those clouds underneath. Only groups
- and associations which I was able to identify with a standard group name
- are shown.
-
- 11:Virgo Cluster / Southern Extension
- 01:Virgo Cluster 20:N5054
- 03:N4532 21:N5084
- 04:N4536 22:N5101
- 05:N4339 23:N4965
- 08:N4666 24:N4235=Virgo West Cluster
- 10:N4699 25:N4385
- 11:N4697 27:N4658
- 12:N4958 28:N5254
- 13:UA312 29:N4593
- 14:N4594=M104 30:N4902
- 15:N4856 31:N5044
- 17:N4995 32:N5161
- 18:N5170 33:UA327
- 19:N5042 34:N4433
- 35:I4351
- 12:Ursa Major Cloud
- 01:N3992=Ursa Major Cluster 11:N2146
- 02:N3631 12:N3613
- 03:N3998 13:N3445
- 04:U6534 14:N3065
- 05:N4036 16:N3780
- 06:N4151 17:N2551
- 07:N2985 18:N3656
- 08:N3403 19:U2855
- 09:N3259 20:U2729
- 10:N2655 21:U4576
-
- 13:Ursa Major Southern Spur
- 01:N3079 06:N2768
- 02:N3353 07:N3813
- 03:U6029 08:N3665
- 04:N2685 09:N3900
- 05:N2805 10:N3694
- 11:N4158
- 14:Coma-Sculptor Cloud
- 01:N4565=Coma I Cluster 11:I342/Maffei
- 02:N4725 12:N224=Local
- 04:N4258=Canes Venatici II 13:N55=Sculptor
- 05:N5194 14:N1313
- 06:N4631 15:N5128=Centaurus
- 07:N4736=Canes Venatici I 16:1424-46
- 09:N5457=M101 17:UA320
- 10:N3031=M81 18:N4517
-
- 15:Leo Spur
- 01:N3368=M96 Cluster 05:N3115
- 02:N3627=M66 06:N2683
- 03:N3423 09:N3675
- 04:N3486 10:N2681
- 11:N2541
- 16:Centaurus Spur
- 01:N5643 03:1418-46
- 02:N5483 04:N5121
- 05:N5398
- 17:Triangulum Spur
- 01:N1023 04:N628=M74
- 02:N278 05:N672
- 03:N1012 07:0102-06
-
- 18:Perseus Cloud
- 01:N1169 02:U2531
-
- 19:Pavo-Ara Cloud
- 01:N6744 05:I5201
- 02:N6300 06:N7424
- 03:N6221 07:N7713
- 04:N7090 08:N45
-
- 21:Leo Cloud
- 01:N3607 10:N3166
- 02:N3501 11:N3640
- 03:N3507 12:N3003
- 04:N3810 13:N3032
- 05:N3338 14:U5349
- 06:N3190 15:N2859
- 07:N3504 16:N2798
- 08:N3245 17:N2852
- 09:N3430 18:N2770
-
- 22:Crater Cloud
- 01:N4038 06:N3585
- 02:N3892 07:N3672
- 03:1213-11 08:N3818
- 04:N3923 09:N3952
- 05:N4105 10:N4030
- 11:N4123
- 23:Centaurus Cloud
- 01:N4696 05:I3253
- 02:N5064 06:N4588
- 03:N5266 07:N4835
- 04:N5333 08:I3896
- 09:N4976
- 24:Lynx Cloud
- 01:N2273 02:U3574
- 03:N2460
- 31:Antlia-Hydra Cloud
- 01:N3312 13:N2907
- 02:N3258=Antlia Cluster 14:N2781
- 03:N3347 15:N2992
- 04:N3095 16:N2855
- 05:N3089 18:N2974
- 06:N3256 19:N3023
- 07:N3250 20:U5249
- 08:1010-47 21:N2559
- 10:N3557 22:N2613
- 11:N3706 23:N2775
- 12:N2935 24:U3912
-
- 32:Cancer-Leo Cloud
- 01:N2750 04:N3367
-
- 33:Carina Cloud
- 01:N2842 03:0916-62
- 02:0913-601 04:N2417
-
- 34:Lepus Cloud
- 01:N2217 04:N1888
- 02:N1964 06:N2227
- 03:N1832 08:N2207
-
- 41:Virgo-Libra Cloud
- 01:N5846 Cluster 07:N5364
- 02:N5775 08:N5248
- 03:N5566 10:N5878
- 04:N5496 11:N4903
- 05:N5665 12:N5427
- 06:N5861 13:N5468
- 14:N5595
- 42:Canes Venatici-Camelopardalis Cloud
- 01:N5371 Cluster 08:N5322
- 02:N5198 12:U7168
- 03:N5676 13:N4589
- 04:N5448 14:N3735
- 05:N5783 16:N2276
- 06:N5473 17:N2336
- 07:N5678 18:N1530
- 19:U2824
- 43:Canes Venatici Spur
- 01:N5005 02:N5145
- 03:U9562
- 44:Draco Cloud
- 01:N5866=M102 05:N6340
- 02:N6015 06:N6236
- 03:U10736 07:N6412
- 04:N6207 08:N6643
-
- 45:Coma Cloud
- 01:N5012
-
- 51:Fornax Cluster / Eridanus Cloud
- 01:N1316=Fornax Cluster 08:N1407
- 03:N1097 09:UA87
- 04:N1332=Eridanus Cluster 10:UA95
- 05:N1302 11:N1421
- 06:N1187 13:0312-04
- 07:N1232 14:N1209
-
- 52:Cetus-Aries Cloud
- 01:N1084 08:N701
- 02:N1068=M77 09:N720
- 03:N936 10:N864
- 04:N1087 11:N676
- 05:N779 12:N488
- 06:N908 13:U1102
- 07:N584 14:N772
- 15:N691
- 53:Dorado Cloud
- 01:N1566 Cluster 12:N1800
- 02:N1559 13:N1532
- 03:N1672 14:N2188
- 04:N1947 15:0737-50
- 05:N1511 16:N2427
- 06:N2101 17:N2442
- 07:N1448 18:N3059
- 08:I1954 19:0756-76
- 09:N1291 20:N1637
- 10:N1808 21:N3136
- 11:0515-37 22:N2788
-
- 54:Antlia Cloud
- 01:N2997 03:N2835
- 02:N3175 05:N3511
-
- 55:Apus Cloud
- 01:N5833 03:N6438
- 02:N5612 04:1409-87
- 05:0000-80
- 61:Telescopium-Grus Cloud
- 01:N6868 Cluster 13:N7205
- 02:N6902 14:N7307
- 03:2041-46 15:I5269
- 04:N6707 Cluster 16:N7552=Grus
- 05:N6810 17:N7418
- 06:N7079 18:N134
- 07:N7196 19:N289
- 09:N7166 20:N150
- 10:N7049 21:N255
- 11:N7213 22:N210
- 12:N7144 23:N337
- 24:0049-00
- 62:Pavo-Indus Spur
- 01:N7083 02:N7192
- 03:N7125
-
- 63:Pisces Austrinus Spur
- 01:N7172 03:UA427
- 02:N7135 04:N7171
- 06:N7727
- 64:Pegasus Cloud
- 01:N7448 07:U12843
- 02:N7479 08:N7817
- 03:N7280 09:N7541
- 04:N7497 10:N7714
- 06:N7743 12:N7177
-
- 65:Pegasus Spur
- 01:N7331 04:N7640
- 02:N7332 06:N7814
- 03:N7741 07:U12423
-
- 66:Sagittarius Cloud
- 01:N6835
-
- 71:Serpens Cloud
- 01:N5962 04:N6070
- 02:N5970 05:U9977
- 03:U10086 06:N5961
-
- 72:Bootes Cloud
- 01:N5930
-
- 73:Ophiuchus Cloud
- 01:N6574 02:N6509
- 03:N6384
-
- Section #9. WARRANTY
-
- This program is provided "as is" without warranty of any kind. All
- warranties are disclaimed, including damage to hardware and/or software
- from use of this product, and implied warranties of merchantability and
- fitness. In no event will I be liable to you for any damages, including
- lost profits, lost savings or other incidental or consequential damages
- arising out of your use or inability to use the program, or any other claim
- by any other party. In no case shall my liability exceed the registration
- fees paid for the right to use the software.