home *** CD-ROM | disk | FTP | other *** search
- ___________/\_____________ ____________/\___________
- / __________/________ \ \__ \_______ \
- \________ \__/ \ ____/ / / \ \
- / / \ \/ / / \ \
- / / /\ \_ __/ __/ \ /
- \___________/ \_______/ \_____/ \____/ \_______/__/
-
- !SPOON - THE GROUPING GROUP OF ALL GROUPS!
-
- Doc for Sound #2
-
- This file contains the text that didn't quite make it into the
- editorial. This file also reflects the (sorry) state of mind
- of the coder :)
-
- LEGAL DEPARTMENT :
-
- SOUND 2 IS NOT, AND WILL NEVER BE PUBLIC DOMAIN.
-
- SOUND 2 IS COPYRIGHTED BUT FREELY DISTRIBUTABLE SOFTWARE.
-
- THIS IS ALSO KNOWN AS FREEWARE
-
- YOU ARE ALLOWED TO SPREAD THE PACKAGE FREELY, AS LONG AS YOU
- DO NOT CHARGE MORE THAN A REASONABLE FEE TO COVER EXPENSES.
- SINCE THIS IS HARD TO GRASP FOR SOME DEALERS IN GERMANY,
- I DECLARE THAT NO GERMAN PD DISTRIBUTORS ARE ALLOWED TO CARRY
- THIS PROGRAM IN THEIR LIBRARIES.
- THE ONLY EXCEPTION ARE :
-
- AMIGA MAGAZIN PD-DISKS, IF THEY SHOULD DESIRE TO DISTRIBUTE
- THIS.
-
- IT IS ALSO ALLOWED FOR THE FOLLOWING TO PUT SOUND ON CD-ROM :
-
- FRED FISH ON HIS FRESH FISH AND OTHER FISH CD'S
- AMINET ON THE AMINET CD'S
-
- OTHER DISTRIBUTORS MUST CONTACT SPOON FOR A LICENSE.
-
- IT IS EXPRESSIVELY FORBIDDEN FOR THE GERMAN PD LIBRARY :
-
- MALLANDER SOFTWARE
-
- TO DISTRIBUTE SOUND, AND ALL OTHER SPOON RELEASES, AS THEY MOT
- ONLY CHARGE WAY TO MUCH FOR PD STUFF, BUT ALSO SELL VARIOUS
- SCENE RELEASES FOR HIGH PROFITS AND SELL DISKS WITH RIPPED GFX
-
- REMEMBER, THAT THE COPYRIGHT FOR SOUND LIES WITH JOHN
- 'SHAYERA' HINGE AND CHRISTINE HANSEN (CHRISTINE DE LA QUEEN)
- OF THE DEMO GROUP SPOON,BUT THE COPYRIGHT FOR THE MUSIC, LIES
- WITH THE INDIVIDUAL MUSICIANS THEMSELVES.
- THEREFOR, IF YOU LIKE THE MUSIC, AND WOULD LIKE TO USE IT
- OTHER THAN FOR PRIVATE LISTENING, THEN CONTACT US, AND WE
- WILL PUT YOU IN TOUCH WITH THE AUTHOR, AND USUALLY HE OR SHE
- WILL ALLOW YOUR USE OF THE MUSIC.
-
-
- The People responsible for Sound #2 are :
-
- Christine Hansen (CDLQ) :
- Concept, Design and Graphics
-
- Carsten Kaae (AXE) :
- Graphics
-
- Subsonic / Disaster :
- Font stuff
-
- Braintumor & Heywood / Stone Arts :
- Main tune
-
- John Hinge (SHAYERA) :
- Code and the small chars in the font (really bad eh. :)
-
- Intro :
- Slide / Polka Brothers :
- Code, Graphics, Music
- Shayera / Spoon :
- Startup code, and some minor details
-
- For the individual musicians, see the Info screen in Sound 2.
-
-
- History so far :
-
- The original code for Sound #1, has almost NOT been reused for
- this program for several reasons :
- The original code was a superb example of how NOT to code a
- program intended for easy maintaining..
- The source consisted of two main parts and a host of support-
- files, which not even I could remember quite which did what
- and why :)
- Also the code was very bad, and resembled nothing as much as
- the fact that it was written in great haste...
- The goal for the Sound 2 Source, is to achieve as much modu-
- larity as possible, thereby making migration of the code pos-
- sible. This could be used to port it to run on GFX-Cards, or
- even a Port to other machines (PC's, PowerPC's, HP-Apollo's
- etc...) I would only have to update for example GFXSupport
- (and the replayer if I port to a new machine)
-
-
- This program has been written entirely in 'C' except for the
- following :
- The Decruncher (RNC V2)
- The Replayer (The Player V6.1A)
-
- The source for Sound 2 is divided into these modules :
- Main.c :
- Opens global stuff, calls GFX routines, etc...
- Portable to any C-compiler (& therefor compu-
- ter :) )
- There is some native (Amiga-OS) stuff in this,
- but this will be fairly easy to port (I hope
- /suspect :)
-
- GFXSupport.c :
- Implementation specific graphics routines..
- Currently 1 version :
- One for Native AGA Amiga's
- This allocates screens, loads, and decrunches
- screen data, and handles gadgets etc..
-
- FileSupport.c :
- Implementation of General File Loading rou-
- tines...
-
- IntroSequence.c :
- This run the Spoon intro sequence, ie. shows
- some nice pictures.
-
- OnBoardGFX.c :
- This contains the 'onboard' graphics, gadgets
- and stuff, which is too small to deserve sepa-
- rate loading..
-
- Texts.c :
- This contains ModuleInfo's, Rules text, and
- the dreaded Editorial...
- I don't change this so often, so it's better
- to leave it in a separate file, and save com-
- pilation time..
-
- P61.o :
- This is a version of The Player V6.1 by Guru /
- Sahara Surfers adapted to work with C programs
- (Parameter calls etc..)
-
- RNC_2.o :
- This is a Decruncher for the ProPack 2.x by
- Rob Northen. This decrunches 'mode 2' crunched
- files.
-
- Due to the way I am organizing things the Main program is
- quite small. The Final Compile gives ca. 57 Kb. Compare this
- with 'EuroChart's 4-500 Kb (unpacked) Modularity Rulez :)
-
- as of 14.02.95 nearly all the code is up and running...
- It shows the texts correctlym and the Loader's are working...
- now it is a matter of banging on the selectors visually, and
- tackle the dreaded Intro-Sequence.. and ofcourse waiting for
- the Intro..
-
- as of 17.02.95 all the code is finished, and it appears to
- work :) Especially the selector gadgets were quite funny to
- set up...
- Sometimes Intuition can be a real pain... If you use struct
- Image stuff, it destroys the data in all 6 bitplanes, even
- though the image is only 5 planes deep. Therefor I decided
- to use struct Borders instead..
- Why is the autodocs for intuition so strange ??
- The documentation says the Border uses a sequence of vector
- coordinates, but it is really just plain coordinates !!! It
- looked very funny until I caught this little bug :)
-
- as of 24.02.95 I am getting REAL tired of this production..
- all code is running, and everything appears to be ok.
- I have gotten all the GFX inseted at its place, including
- some GFX I only found out I needed, when i looked through the
- data directory in order to clean out not needed files..
- Now there is pretty images for both sets of selectors :)
-
- The most of the time between 25.02 & 2.03 has been spent both
- waiting for the Intro, and bugfixing some stuff...
- The only real significant changes are :
- Sound now works form Startup-Sequence (as it should)
- You can Pause and Exit the Editorial
-
- For more insight into the progress of how I made this, read
- the text file called Sound2.LOG, it is sort of a day to day
- diary of what happened when..
-
- Small Instructions :
-
- In the CLI type Sound2 <return>
-
- When tired of it, either press ESCAPE or click on the
- 'exit to DOS' gadget
-
- Press the keys 1-\ on the keyboard(above the alphabetic keys)
- to load the 13 selectable tunes !!
- Due to policies, you can NOT reselect the wonderful first mo-
- dule, as this module is larger than the rest of the modules,
- and is a special introduction piece. This is NEVER meant to
- be re-selectable... listen, push gadget and weep :)
-
- Simple, eh... ??
-
- Amongst the response to Sound #1, several people (swappers
- mostly) have complained that Sound wasn't a 'one file' pro-
- gram, but that would be a real pain in the ***!!!
- I would have to make it either with overlays, since it isn't
- feasible to load ALL of the stuff (300Kb gfx & 500 Kb msx) at
- once AND leave space for buffers, spare screens etc... and
- frankly, I know zilch about overlays..
- Or make it as 2 files..
- A main program and one large datafile, like some diskmags do
- it... I have thought about this, but I find it much easier
- to do it with my current system of separate files...
-
- Sound #2 is developed on the following configuration :
-
- Commodore Amiga A1200, 2Mb Chip memory, AGA chipset
- Kickstart V 3.0 (39.106)
- Workbench V 3.0 (39.29)
- X-tra diskdrive,of suspect manufacturing:) (6 years/no err's)
- Quantum Prodrive ELP120 120 Mb 3½" HD
-
- Tested on :
- A1200, No FastRam, Kick 3
- A1200, 4 Mb FastRam, Kick 3 (Thanx Merge)
- A4030, 2 Mb Chip, 2 Mb Fast, Kick 3 (Thanx Bagger)
-
-
- Tools used in the creation of Sound #2 so far :
-
- SAS/C Amiga C/C++ compiler V6.50
- (I hope SAS Institure reconsiders their dropping the Amiga..
- it will be irritating to port this to eg. Maxon C/C++ 3)
-
- Cygnussoft CED 3.5
- (Miles beyond SAS/C's SE editor :)
-
- HiSoft Devpac Amiga Assembler V3.04
- (The best for serious system programming)
- ASM-One V1.25 by The Flame Arrows
- (GURU/S2 : Why did you drop the Devpac versions of P61 ???)
-
- Electronic Arts Deluxe Paint V4.5 (AGA)
- (It's old, It's slow, but it is trustworthy :)
-
- Cloanto's Personal Paint V6
- (Why can't DPaint use Sound's legal system font ??)
-
- PicCon V2.5 (Registered Version :)
- (This program is REALLY great, go out and register it today)
-
- ExoticRipper V2.27 (Registered)
-
- ProPack 2.08 by Rob Northen Computing
- (This cruncher gives really great performance !!
- the raw GFX data for sound takes up 1740800 bytes
- the crunched gfx takes 302202 bytes
- that is a crunch to only 17.36 % !!!)
-
- The Player V6.1A (610.1) - 08.01.95 by Guru / Sahara Surfers
- (The best for both speedy replay, and good diskspace saving)
-
- Directory Opus V4.12 by Innovatronics
- (nice.. still waiting for V5)
-
- DiskMaster V2.1c by Greg Cunningham / Progressive Peripherals
- Inc.
- (not so advanced but uses MUCH less memory than DOpus)
-
- AmigaDate by Tomi Ollila <too@cardhu.cs.hut.fi>
- (one of those tools you wonder how you got by without)
-
- Special Hardware used :
-
- Commodore Amiga CD32+FMV,
- to keep my mind distracted while I work :)
-
- Special thanks so far :
-
- Estrup / Static Bytes for input on how to 'cheat' Intuition..
- Actually the idea is NOT to cheat Intui.. For 12 revisions I
- was using an interlieved bitmap, and this has given me NO
- end of headaches as blitting into this,and extending it with
- an extra bitplane for text etc, was NOT so easy.
- Estrup claimed, that it wasn't neccessary to use an inter-
- lieved screen, and he was right:)(I don't know why it didn't
- work before ??)
-
- Merge / Polka B. for being friendly
-
- Airwalk / Polka B. for keeping me writing in C :) (You keep
- bugging me to write it in ASM, so I keep bugging you and
- keep on doing it in C ;^) Thanx for the wipe 'algorithm',
- but as of 14.02, I got some response on my current wipes, so
- it will probably not be implemented... except maybe for
- Sound #3, when I have rewritten it in C :)
-
- Colin Some day I WILL do a GFX card version,in the meantime,
- I am REALLY enjoying that CD32... Now I just have to get a
- SX-1 :)
-
- Slide / Polka B. Well the music for my 40K was nice atleast:)
- Thanks for lending me the batch of CD's... Now I have some-
- thing to listen to :)
-
- Bagger For letting me run this on a 4030,and for coming with
- good suggestions concerning code, even though I seldom use
- them :) (I don't know if the 'hack' from Viacom is necces-
- sary ??) (actually i KNOW the 'hack' form Viacom is not nec-
- cessary :)
-
- The AD&D 2nd. Ed. Crowd, for taking my mind of off things at
- least once in the week...
-
- Guru / Sahara Surfers for keeping on updating The Player, and
- making it more powerful with each revision...
-
- To these for keeping me 'sane' :
-
- J.M.Jarre : Concerts in China, Equinoxe, Oxygene
- Queen : A Day At The Races, The Game,News of
- the world, Innuendo, Greatest Hits I+II
- Erasure : Wonderland,The Circus,The Innocents,
- Wild!, Chorus, I Say I Say I Say
- Bjørn Lynne : Montage
- Pet Shop Boys : Very
- Mike Oldfield : Tubular Bells II
- Grid : Evolver
- Ace of Base : Happy Nation, US-Version
- ABBA : Gold (Ok, so I'm nostalgic. just bugger off)
- Kim Wilde : The Singles Collection
- The Commitments : Soundtrack
-
-
- Look out for other forthcoming Spoon productions :
-
- Blue Savannah :
- A Harddisk only, Music-Experience-Demo
- Code by : Shayera, GFX by : CDLQ,AXE, SFX by : B-Toven
- (after Erasure)
- This demo will be an AGA and Harddisk only, as the
- amount of data is too great to be practical on floppy
- disk, and besides; HD's are cheap, so let's all sup-
- port them, and then we can make as nice demo's as the
- PC's !!!
-
- If you are interested in joining Spoon (and you should be !!)
- Then send us some examples of your work.. Coders should con-
- tact me (Shayera) All others contact Christine de La Queen
- (adress elsewhere on this disk)
-
- We are searching for :
- Coders (AGA experience preferred)
- SFX (Protracker, or PT compatible (Fast/Take/Scream
- etc.. 4 channels .MOD)
- GFX (A 'full screen' painter would be nice)
- Trace (NOT just another 'look at them glassballs on
- that chessplane')
-
- We`ll put up people from Saudi Arabia or Kuwait are very wel-
- come, and can contact us concerning our special economic sup-
- port member program (ESMP) (We promise nice long letters and
- cheap membership :) (ok, just kidding, but don't hold back if
- you want to support us ;)
-
-
- Questions, bug reports etc, to :
-
- John 'SHAYERA' Hinge of SPOON
-
- Silkeborgvej 220 B, 1
-
- DK-8230 Åbyhøj
-
- Denmark
-
- email : nomachine-nowhere-noplace@thevoid.gov
- www : don't hold your breath :)
-
- actually you can reach Spoon via FidoNet :
- Duffy/Spoon :
- Rikard Bosnjakovic @ 2:203/316.100
-
- Make a note of which Spoonie the message is for, and Duffy
- will forward the message (he better... ;)
-
-
- Advert :
-
- If you are an official representative from a game company
- seeking new employees, then I can be contacted at the above
- address... I am fluent in 68K Assembler, and 'C', and,as this
- program shows,I am not afraid of working in big projects with
- modular builds. This has been a good excercise in managing
- such a project,and I feel pretty confident about my abilities
- when it comes to coding on the Commodore Amiga series of mini
- computers. I have also some experience in coding the
- Commodore 64, but this is probably not of any significance
- here in 1995 :)
-
-
- 1995, the revolution is coming...
- Spoon... We always eat our cornflakes
-
-