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The Party 1994: Try This At Home
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1994-06-15
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SOURCE CODE FOR INCONEXIA'S ART-GALLERY SEQUENCE // ARM
Well, Jare & JCAB beat me to it, but here's the rest of the source code for
Iguana's Inconexia :-) After hours and hours of and moving and deleting
files, I think I've managed to neatly sort out all this mess into
subdirectories, with makefiles that make it easy to apply changes, rebuild,
and run the program to see what they do.
You'll need 4DOS and Borland's TASM, TLINK, MAKE, and TP6.0 to use these
sources as they are.
Here are a few quick tips to get you started, you may want to print this:
VIEW PREASSEMBLED SAMPLE PROGRAM
Run RUN\OTHER\NICE_EX.EXE and enjoy! ;-) (sorry, but I seem to have lost
the source for this one O:-( )
BUILDING THE EXECUTABLE FROM THE SOURCES
Simply type "BUILD" (build.btm) to build and run A_GALLRY.EXE. You'll see
that when freed from DemoVT the routine is not quite as slow as Inconexia
makes it look O:-( Note that the the makefile constructs this .exe with
full debug info (TASM /zi, TLINK /v), you may have to assemble/link without
those switches if you are running short on memory.
Use "CLEAN" (clean.btm) to erase all the files that BUILD creates (except
A_GALLRY.EXE).
MAKE OPTIONS
make -DSYNC_NO=0 .exe runs under DemoVT (pretty slow)
make -DSYNC_NO=1 .exe synchronizes with system timer
make -DSYNC_NO=2 (default) .exe runs at full speed, w/o synchronization
The last option gives the smoothest animation, but the camera's speed
depends on the computer's speed... and that's no good for a demo :'(
RUNNING THE DemoVT VERSION
"del a_gallry.obj" then make with "make -DSYNC_NO=0" then "copy
a_gallry.exe run\". Change to RUN\ and use the batch file "RUN" (run.btm)
to configure DemoVT and run the program.
CHANGING TEXTURES
Simply drop your own 320x200x256 GIFs in place of any of the TEXTURE\*.GIF
files and MAKE (from TEXTURE\MAKEFILE). You may also add new textures to
the old ones, but then you must update both makefiles, add a new
w_pic?.asm, edit the texture lists in a_gallry.asm, and edit MAP\MAP.GRI to
use blocks with the new texture.
CHANGING THE MAP
Edit "MAP\MAP.GRI" file with any ascii editor and then make from the base
directory (the file's format is simple enough...).
CHANGING THE CAMERA'S PATH
The hard way: edit DATA\SCRIPT.INC directly and make. (This lets you play
with changing light levels and eye heights).
The easy way: "cd MAP" and execute PPATH.EXE. Load current path by typing
"Lmypath.ppp" and edit it with the mouse, save with "Smypath.ppp" and then
do a make from the base directory.
PPATH.PAS comments explain the available functions. For example: press t to
place time restraint, which works like a sync point to let you synchronize
the camera's motion to the music (units are in 1/50ths of a second since
start of trajectory). Reasonable sync-points will be met closely, but keep
in mind that they are adjusted with a B-spline to avoid generating jerky
motion.
The script (script.inc) is simply a list of key-frames (camera
position and angle, etc. for given times). When drawing each frame the main
program simply reads the time and interpolates between the available
key-frames.
CHANGING THE PALETTE
Edit COLOR\COLORS file (16 basic colors, *ratios* red:green:blue) and then
do a make from the base directory (this will rebuild all the TEXTURE\
files, since all images have to be fitted to the new palette).
Note: "PAL2 /p colors" will create a palette.col file you can use with
Autodesk Animator, in case you want it for anything. Remember that it's not
necessary to adjust a GIFs palette because TEXTURE\MAKEFILE does a pretty
good job fitting any GIF's colors to the program's palette (given in
pal2bin.pal).
...................................................................
Have fun!
Arturo Ramirez-Montesinos (ARM)
2:341/27.7 (FidoNet)