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Computerspiele Selbermachen
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computerspieleselbermachen.iso
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dta
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dta2.txt
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1994-10-09
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Miscellaneous examples:
DTA ROCKET*.TGA /FC /OROCKET
Make a palette for all .TGA files starting with "ROCKET".
Output the palette to an Animator palette file called "ROCKET.COL".
DTA SKY.GIF /L BEFORE.TGA MORF*.TGA AFTER.TGA
Build a multilayer flic. SKY.GIF gets put in the background, and
the pictures FIRST.TGA, a bunch of TGAs beginning with the string
MORF, and LAST.TGA get superimposed over it. SKY.GIF shows through
any parts of the other pictures which are transparent.
This example assumes that the pictures BEFORE.TGA and AFTER.TGA
had transparency added to them with my other program, DMorf
(Rel. 1.1 or higher), and that the MORF*.TGA files are morphed
pictures built with DMorf.
DTA PIC1 PIC2 PIC3 /FM /OXYZ
Make a palette for .TGA files "PIC1.TGA", "PIC2.TGA", and "PIC3.TGA"
Output the palette to a PICLAB palette file called "XYZ.MAP".
DTA ROCKET* /OROCKET /DF
Make input from all .TGA files beginning with "ROCKET".
Output to an animation file called "ROCKET.FLI".
Dither the frames.
DTA ROCKET* /G /DO2 /P
Make input from all .TGA files beginning with "ROCKET".
Map colors to grayscale.
Dither, using ordered dither strength 2.
Ping-pong it.
Output to an animation with the default name of "ANIM.FLI"
DTA ROCKET
Make input from ROCKET.TGA.
Output to an animation with the default name of "ANIM.FLI".
DTA @WING2.LST /S10 /OWING2.FLI
Make input from files listed in a text file called "WING2.LST".
Set playback speed to "10".
Output to an animation with the name of "WING2.FLI".
DTA BBB*.TGA AAA*.TGA /UPAL1.COL /UPAL2.MAP /OFRED
Make input from all .TGA files whose name begins with "BBB", and "AAA".
NOTE:
The "BBB" files will appear in the animation before the "AAA" files.
The "BBB" files will be sorted alphabetically, and so will the
"AAA" files, but separately.
Read in an Animator palette file called "PAL1.COL", and merge it with
a Piclab palette file called "PAL2.MAP".
Use this combined palette for the animation.
Output to an animation with the name of "FRED.FLI".
DTA *.TGA /FG
Make .GIFs from all .TGAs in the current directory.
DTA SOMBRERO /FG /DR2 /G
Make a dithered grayscale .GIF from a file called SOMBRERO.TGA.
DTA LEFT*.TGA RGHT*.TGA /3D
Make a red/blue 3D .FLI file .
Use the .TGA files beginning with "LEFT" as the red component
And the ones beginning with "RGHT" as the blue component.
NOTE: For this to work right, there must be an equal number of
"LEFT" and "RGHT" .TGAs.
Output to an animation with the default filename of "ANIM.FLI"
DTA XXX* /FTYY /AA
Make input from .TGAs beginning with "XXX".
Average all files.
Output to a new Targa file called "YY.TGA".
NOTE: averaging will work with up to 10 files, but no more.
DTA XXX*.TGA /T3 /DO3 /OZZZ
Make input from all .TGA files beginning with "XXX"
Trail 3 frames.
Use ordered dithering, strength 3.
Output an animation called "ZZZ.FLI"
DTA XXX*.TGA /X3
Make input from all .TGA files beginning with "XXX"
Expand 3. Assuming 5 .TGA input files, this would create a 15 frame
animation.
Output an animation called "ANIM.FLI"
DTA *.GIF
Creates a file called ANIM.FLI from all .GIF files in the current
directory.
DTA *.TGA /K2 /C2
Assuming 60 .TGA files, create a flic containing only 30 frames.
Generate the palette from only 15 frames.
DTA *.GIF /SC
Create a flic from a bunch of GIF files, and rescale all the
images to the screen size (320x200).
DTA *.TGA /R6 /SD240
Create a 640x480 FLC file from a bunch of TGA files. Rescale each
picture so that the depth is 240, but leave the width alone.
This one is useful when you want to turn a bunch of 320x200
pictures into a 640x480 flic... because 320x200 screens use a
different aspect ratio than 640x480. 320x200 pictures look a
bit squat when you display them in 640x480 mode, but 320x240 looks
correct.
DTA FLIC1.FLI FLIC2.FLI /OFLIC3
Create a new flic by appending two existing flics. Unlike my old
FLAP program, DTA will create a new palette.
DTA FLIC.FLI /FG /NM
Create GIF files from the frames in FLIC.FLI. The /NM is required
to tell DTA *not* to generate an optimized palette. That would be
a waste of time, since a FLIC file already contains an optimized
palette.
----------------------------------------------------------------------
Speed concerns:
DTA is fastest when you use grayscale instead of a palette.
If you let DTA generate its own palette, DTA is still
relatively speedy. It gets (lots) slower if you dither.
If you create an animation from .TGA files stored in an
archive file (.LZH, .ZIP, .ARJ), then DTA is REAL slow, because
it takes time to shell out to the de-archiving program.
ZIP files compress the least, but PKUNZIP is the fastest
dearchiver. ARJ files compress really well, but the dearchiver
is the slowest. LZH files compress well, but not as well as
ARJ, and LHA's speed is somewhere between ARJ and PKUNZIP.
If you average multiple files or rescale pictures, that is going
to slow things down.
----------------------------------------------------------------------
Credits:
To create palettes and select colors from palettes, this
program uses an algorithm that I found in an article called "A
Simple Method for Color Quantization: Octree Quantization," by
Michael Gervautz and Werner Purgathofer, which can be found in
a book called "Graphics Gems," edited by Andrew S. Glassner. I
recommend this book highly.
The .FLI file format was explained in a document called
FLIDOC.TXT from Jim Kent's FLILIB. I wasn't able to use this C
library in DTA, since I do my coding in Pascal, but the
document contained all the info I needed. (Jim Kent is also
the guy who, with Tom Hudson, wrote TGAFLI, and who developed
Animator and Animator Pro.)
More thanks to Jim Kent for his info about 640x480 .FLIs on
BIX.
Thanks to Dan Farmer, Alexander Enzmann, Jeff Bowermaster,
and others for their excellent suggestions.
Thanks to Dan Farmer for sprucing up this documentation
file.
Thanks to Tim Wegner for talking me into finally adding GIF89a
input.
Thanks to the Cafe Pamplona in Harvard Square for being such
a cool place to swill coffee and discuss ray-tracing and animation.
----------------------------------------------------------------------
Disclaimer:
If you use DTA, you do so at your own risk. I won't be held
responsible if it screws anything up.
----------------------------------------------------------------------
Support:
If you've got any requests/bug reports/suggestions, send a message
to:
"David Mason" on the "You Can Call Me Ray" BBS, (708) 358-5611,
and on "The Graphics Alternative", (510) 524-2780,
and on "Channel 1" BBS, (617) 354-8873.
"76546,1321" on Compuserve.
You'll probably get some kind of a response (maybe sooner, maybe
later)
----------------------------------------------------------------------
Money matters:
DTA is a shareware program. If you think this program is worth
it, send some money or some computer hardware or something to:
David K. Mason
P.O. Box 181015
Boston, MA 02118
I think $35 is an appropriate amount, but feel free to send more
or less.