Saturday, April 17, 2010

OSDM Demo Tutorial – New World Order

I wrote a couple months ago a tutorial for the OSDM Wiki for the creation of my Oldskool Demomaker multi-part demo production “New World Order”. Unfortunately does it appear to be the case that the tutorial was not indexed by search engines like Google yet, so I decided to republish it at my personal blog once more that people will be able to find it, if they are searching for content like this.

Overview

  • New World Order“ - Multipart Demo by Roy/SAC Created in January 2010 with the Oldskool Demomaker (OSDM) V2.01.140 by Peace/Testaware
  • Watch the Video Capture of the Demo and download the Win32 executable here.
  • OSDM Settings File Location: Data\Prefs\Roy - NewWorldOrder-fs.ini
    (zip download NWOPrefsIni.zip (6.84 KiB)
  • Download All Resources, Images, Objects, Ini, Screen Shots, Tutorial in TXT format and Win32 Exe of the Demo in one ZIP archive here NWO TUt.zip NWO (4.9 MB)

The Demo Parts

First a break-down of the individual demo parts and which OSDM effects were used for each of those parts.

1. Roy/SAC is Back
- Bounce Bobs Effect
2. Roy/SAC Proudly Presents
- Sprites Effect
- 3D Ball Effect
3. NWO Logo Animation

- Sprites Effect
4. Vector Stars
- 3D Vector Effect
5. Text and Copper Bars

- Mask Effect
- Star field Effect
- Copper Bars Effect
- Amiga Text Effect
6. 3D Balls Carpet

- Plasma Effect
- Star field Effect
- 3D Ball Effect
7. Big Scroller

- Plasma Effect
- Star field Effect
- Scroll Text Effect
8. Vector Space Ship

- Plasma Effect
- Star field Effect
- 3D Vector Effect
9. Dollar Pyramid Flashing

- Mask Effect
10. Pyramid Parallax Scroll & Text

- Mask Effect
- Back Effect
- Page Text Effect


11. Final Part

- Star field Effect
- Reflection Effect
- Logo Effect
- Sinus 16 and 32 Effects
Not really a part: 12) Quit Demo via Scroll Text Control Code and Transitions between many of the demo parts are using the C64 Back effect. See details further down.

- C64 Back Effect
- Scroll Text Effect

The Settings

I am now going over all Settings Tabs and their configuration in detail. I also added notes to the effects settings where I felt it to be important to explain the “WHY” and “WHAT FOR”.

Main

Enabled Effects

  • Star field
  • Copper Bars
  • Plasma
  • Logo
  • Background
  • Mask Picture
  • C64 Back
  • Music
  • 3D Ball Object
  • 3D Vector Object
  • Bounce Bobs
  • Reflection
  • Sinus Text 16
  • Sinus Text 32
  • Scroll Text
  • Page Text
  • Amiga Text
  • Sprites

Display

  • Display: Full Screen Mode 640×480 pixels Resolution
  • Frame Rate (FPS): 60
  • Display Size: 100
  • RGB Hide: (0,0,0) (Black)
  • Allow to fade display in and out: enabled
  • Render View / Adjust to size of Display: enabled

Stars

  • 3D Simulation enabled
  • X, Y and Z Rotation: enabled
  • Number: 200
  • Planes Depth: 4
  • Angle: 9
  • Speed: 9
  • Use Star Picture: Data\Bobs\Miscellaneous\03.PNG Miscellaneous/03.png

Stars Effect Notes

  • The stars effect is used for the background and mostly just as visual support for the main effect in a whopping 5 parts of the demo
  1. Part 5) Amiga Text
  2. Part 6) 3D Ball Carpet
  3. Part 7) Big Scroll
  4. Part 8) Vector Space Ship
  5. Part 11) Final Part
  • The settings for the rotation and speed were configured primarily for the Vector Space Ship part, because there the effect plays an integrated part in the scene beyond merely providing visual support.

Copper (FX) and Plasma

Copper bars Effect

  • RGB Copper bars Color: 64, 128, 128
  • Number: 16
  • Size: 14
  • Speed: 3
  • Tail: On

Plasma

  • Color: 0, 0, 40
  • Random: Off
  • Colorize: Off
  • X-Sin: 120 
  • X-Speed: 2
  • Y-Sin: 95
  • Y-Speed: 1
  • Step: 2

Copper Media

Copper Amiga Text
“Data\Copper\green-copper.PNG”

See Amiga Text Settings for Image

Copper Bars Effect Notes

  • The Copper bars are only used as background for the Amiga Text Effect of part 5) of the demo

Plasma Effect Notes

  • I like to use the plasma effect to add some visual depth to various scenes. It just looks cooler if you have something going on in the background instead of having just a black screen there. I like blue as a color in general, but it is also a nice fit for the space scenes in this demo. However, the effect is used for visual support in 3 parts of the demo altogether.
  1. Part 6) 3D Ball Carpet
  2. Part 7) Big Scroll
  3. Part 8) Vector Space Ship

Media – Logo

File: “Data\Anim\Vertical\women01b-_V9.jpg”
(click on image for full size version)

women01b-_V9.jpg

  • Anim: On
    # Frames: 9
    Frame Delay: 15
  • Logo Effect: Wave Stretch
  • RGB Hide: Black (0,0,0)
  • Position:
    X = 80
    Y = 100
  • Alpha: 100
  • Fade: Enabled
    Speed: 2
  • FX Speed: 1
  • X/Y Swing: Off

Logo Effect Notes

  • The logo effect is only used for the final part (11) of the demo. I almost did not use it at all, but felt bad about that fact and decided to add a small and short bonus part at the end of the demo as a result of it. I use a Vertical Frame animation as logo, a girl covered in silk throwing back her hair in slow motion. It almost looks like she is underwater, which is the reason why I applied the „Wave Stretch“ effect to the logo to enhance this notion even further.

Media – Background

File "Data\Layer\Novus Okdo Seclorum2.png"
(click on image for full size version)

Novus Okdo Seclorum2.png

  • Horizontal Scroll: Swing Left
    Amount: 5
  • Vertical Scroll: Swing Down
    Amount: 5
  • Zoom: Screen size
  • Mirror: Off

Background Effect Notes

  • This effect is only used for part 9) of the demo. The black regions of the image are transparent and make the MASK effect visible. The order in which the effects are rendered is controlled via the „Storyboard“ feature under the „Regie“ (Direction) tab of the OSDM interface.

Media – Mask

File: "Data\Layer\Novus Okdo Seclorum2.png"
(Same Image as for Background)

  • Mask Effect: Flashing Skid Boxes
  • Alpha: 30

Mask Effect Notes

  • This nice effect is used in 3 parts of the demo 5) Text and Copper (to enhance the copper background effect), 9) just on its own and 10) as background for the same image used with the BACK image and only visible through the black and thus transparent regions of the BACK image effect.

Fonts

Font 16

File "Data\Fonts\16\megafont16-x16.png"

megafont16-x16.png

Font 32

File:
"Data\Fonts\32\OSDM_Fnt32x32_EarwigFactory - ccu.png"

OSDM_Fnt32x32_EarwigFactory - ccu.png

Amiga Text

File:
"Data\Fonts\32\OSDM_Fnt32x32_OnesizeReverse-GoldCCU4.png"

OSDM_Fnt32x32_OnesizeReverse-GoldCCU4.png

Font 16 Notes

  • Used for Big Scroll and Sinus Scroll 16 (Final Part). As you can see, most characters of the font were replaced by graphical elements, which are vital for its use for the two effects in the demo.

Font 32 Notes

  • Used for the End Scroller in part 10 of the demo (Page Text) and for the short Sinus 32 Scroller in the Final Part (11) of the demo

Amiga Text Font Notes

  • Only used for the Text Part (5) of the demo with a green copper effect applied to it. See details at the information about the „Amiga Text“ effect

Music

File: "Data\Modules\Nervous Disorder by Keith 303 of Radical Rhythms.XM" (NWOmodule.zip (305.41 KB))

Music Notes

  • I only used a single Fast Tracker 2 (.XM) tune, so there was nothing really to configure for me on this screen (except for selecting the tune itself). I am not using the Equalizer effect nor the multiple tunes packed into an OMA archive features.

Text - Scroll Text

Scroll Text Effect Notes

  • ID 1-7 are used for the "Big Scroll" Part

  • ID 8 is used to quit the demo at the end. It only contains control codes. ^P3 for a short pause and ^Q1 to trigger the QUIT (and some spaces at the beginning as „buffer“)
  • The Big Scroll uses a special tweaked font where the letters are replaced by graphical elements that make up the scroller, in this case square boxes in blue colors with different shades.
  • Each scroller starts with a ^B control code to initiate the „bounce“ effect. The amount is set to a different value for each scroller to achieve the stretch and swing effect that you can see in the final demo. The ^S0 code at the end of each scroller sets the speed to 0 to avoid that the scroller restarts.
  • In Order to prevent the Scroller No 8 with the Script command to be executed while my Big Scroller runs, I set its speed via OSDM Script to 0 prior running the big scroller. I then changed the speed back to “-5“ at the end of the demo to execute the command. To avoid any accidental execution caused by potential delays between the effect activation and the modification of its speed to stop it, I added a few spaces at the beginning of scroller #8 and also the pause (^P3) prior the quit command.

Note: I removed 52 blanks/space Characters of scroller texts 1 to 7 before the
S0 control command for display/space reasons. I also added line-breaks for the same reasons.

ID: 1 , Speed: 6, Y-Pos: 110, Font Mode: Font 16
^B1 HHHHHHHHH HHH HHH HHH HHHHHHHH HHH HHHHHHHH HHHHHHH
HHH HHH HHHHHHH HHH HHH HHHHHHH HHHHHHH HHH HHHHHHH
HHH HHH HHH ^S0

ID: 2 , Speed: 6, Y-Pos: 126, Font Mode: Font 16
^B2 III III III III III III III III III III III III
III III III III III III III III III III III III III
III III ^S0

ID: 3 , Speed: 6, Y-Pos: 142, Font Mode: Font 16
^B3 JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ
JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ
JJJ JJJ ^S0

ID: 4 , Speed: 6, Y-Pos: 158, Font Mode: Font 16
^B4 KKK KKKKKKKKK KKK LLLLLLL KKK LLLLLLL KKK KKK KKK
KKK KKKKKKKK KKK KKK KKK KKK KKKKKKKK KKK KKK KKK KKK
KKK KKK ^S0

ID: 5 , Speed: 6, Y-Pos: 182, Font Mode: Font 16
^B5 JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ
JJJ JJJ JJJ JJJ J JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ JJJ
JJJ JJJ ^S0

ID: 6 , Speed: 6, Y-Pos: 200, Font Mode: Font 16
^B6 III III III III III III III III III III III
III III III III III III III III III III III III III III
III ^S0

ID: 7 , Speed: 6, Y-Pos: 222, Font Mode: Font 16
^B8 HHH HHH HHH HHH HHHHHHHH HHH HHHHHHHH HHHHHHH
HHHHH HHH HHH HHHH HHHH HHHHHHH HHH HHH HHHHHHHH HHHHHHH
HHH HHH HHH ^S0

ID: 8 , Speed: 1, Y-Pos: 240, Font Mode: Font 16
^P3^Q1

Text - Sinus Text

Sinus 16 Settings

  • High: 44
  • Frequency: 4
  • Speed: 3
  • Y-Pos: 100
  • Copper: Off

Sinus 32 Settings

  • High: 100
  • Frequency: 10
  • Speed: 5
  • Y-Pos: 90
  • Copper: Off

 Sinus Text Effect Notes

  • Both Sinus Text Scrollers were only used for the final part (11) of the demo

Sinus 16 Text

Note: I added  line-breaks to the scroll text for display reasons
ABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCB
ABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCB
ABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCB
ABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCB

Sinus Text 16 Effect Notes

  • It uses the modified font like the Big scroll but it uses different letters, which were replaced with gray boxes in different shades.

Sinus 32 Text

THANK YOU FOR WATCHING THIS DEMO!

Text - Amiga Text

green-copper.png

Letter FX

  • Zoom: Enabled
  • Shadow: Enabled
  • Copper: Enabled (set at Copper/Copper Media Screen, “Data\Copper\green-copper.PNG”)
  • Page Effect: Vertical
  • Page Lines: 7
  • Wait: 45
  • X-Pos: 25
  • Y-Pos: 60
  • Size: 32

Page 1
THIS IS THE
LASTEST OSDM
DEMO RELEASE
BY ROY OF
SUPERIOR ART
CREATIONS IN
THE YEAR 2010

Page 2
IT IS CALLED
NOVUS OKDO
  SEDORUM
WHICH TRANSLATES
NEW WORLD ORDER
NO, THIS IS NOT A
CONSPIRACY THEORY

Page 3
I HOPE YOU
ENJOY WATCHING
THIS DEMO
AS MUCH AS
I ENJOYED
CREATING IT
FOR YOU!

Page 4
MOVING   .
ON       ..
   .........
   ..........
   .........
         ..
         .

Text - Page Text

Settings

  • Page Lines: 16
  • Wait: 10
  • X-Pos: 25
  • Y-Pos: 5
  • Page Mode: FX scroll up
  • Font Size: Font 32
  • FX Speed: 2
  • FX Fade: 3

FX Effects

  • Jump: Enabled
  • Stretch: Enabled
  • FX High: 480
  • Text

Page Text (continued 1) (continued 2) (continued 3)
"NEW WORLD ORDER"

NOVUS OKDO SEDORUM

AN OSDM DEMO BY
ROY OF SAC IN 2010

DEMO CREDITS:
-----------------
CODE: PEACE & EPYX
DESIGN: ROY/SAC
GRAPHICS: ROY/SAC
VECTORS: ROY/SAC
MUSIC: KEITH303

GREETINGS TO:
-----------------
ALL MEMBERS AT

FORUM DOT
DELTAFORCETEAM
    DOT DE

ESPECIALLY TO
WILDCOP, REBELL
PEACE, BOBO
DER EIZ, JIZZY
MARIE, GENOM
SANITY, INC
SKID, TWILIGHT

ALSO GREETINGS TO
MAD MAX/CPI
RAD MAN/ACID
BEN GARRET
LORD SCARLET
JASON SCOTT

ALL CURRENT AND
FORMER MEMBERS OF
SAC, DYNASTY
RAZOR1911, DYTEC
TRSI/FAITH, TOAO
BACKLASH, PNS

CHEERS!
ROY OF SAC IN 2010!
DO NOT FORGET TO
VISIT ROYSAC.COM

SIGNING OFF...

Page Text Effect Notes

  • This effect was only used in the End Scroller Part (10) of the demo

3D - 3D Ball



The 3D Ball Images

00.PNG01.PNG02.PNG03.PNG 

04.PNG05.PNG06.PNG07.PNG

Uses the "Solarsystem" Bobs Set from OSDM – Files:

  • Data\Bobs\Solarsystem\00.PNG
  • Data\Bobs\Solarsystem\01.PNG
  • Data\Bobs\Solarsystem\02.PNG
  • Data\Bobs\Solarsystem\03.PNG
  • Data\Bobs\Solarsystem\04.PNG
  • Data\Bobs\Solarsystem\05.PNG
  • Data\Bobs\Solarsystem\06.PNG
  • Data\Bobs\Solarsystem\07.PNG

The MOBJ file was created using the "Create Multiple 3D Ball Object" feature under Tools\Utils (Select Tool via the Dropdown in the top right)

File: "Data\Objects\NWO.mOBJ"
(NWOmOBJ.zip (9.38 KB)) – which contains:

  1. The Roy/SAC object from the beginning and
  2. the 3D Ball Carpet.

Position

  • X,Y,Z Position: Off (will be set via Script)
  • X,Y,Z Move: Off
    (Not used, can't be controlled via script)

Rotation
(fix for all objects, cannot be changed via script)

  • X: Off
  • Y: Off
  • Z: 16

Angle

  • X: 5
  • Y: 5
  • Z: 5

3D - 3D Vector

Uses also a multi object file, created using the "Create Multiple 3D Vector Object"
feature under Tools\Utils

File: "Data\Vectors\NWO.mVOBJ"
(NWOmVOBJ.zip (10.88 KB)) - It contains:

  1. the Bouncing Stars Circle Object and
  2. the Space Ship Object

Position

  • X,Y,Z Position: Off (will be set via Script)

Rotation
(fix for all objects, cannot be changed via script)

  • X: 1
  • Y: 1
  • Z: 16 
  • X,Y,Z Move: Off
  • Fast Vector Shading: Off
  • Wireframe: Off

3D Vector Effects Notes

  • Due to the lack of control of 3D objects via OSDM Script in the current version of OSDM (Peace is fixing this in the upcoming version of OSDM) is it quite a challenge to use multiple different objects in a single demo, because the rotation settings etc. are all fix and the same for all objects. You can only control the movement of the object on the X and Y axis as well as zoom it on the Z-axis. While the settings worked nicely for the Stars Circle vector object, it was a different story with the spaceship. It just did not look right and changing the current settings would have screwed up the other effect. As a solution for this dilemma I added animation commands to the space ship object. All points are animated on the X, Y and Z coordinates to add some extra movement.
  • Also to consider was the fact that once you enable the vector effect, ALL objects within the mVOBJ object definition file start to rotate according to the settings in OSDM. This happens regardless if you selected a particular object via IDN = X. This means that the appearance of an object changes depending on how long you had the effect enabled prior to show other objects. Depending on the object and the rotation settings, this can have dramatic impact on how each of the vector parts are going to look like.
  • The same limitations and challenges also apply to the 3D Ball vector objects.

Misc. – Sprites

I uses 6 of the available 8 Sprite slots

1. File: "Data\Anim\Horizontal\Smokeburst-gray_h18.jpg" (click on image for full size version)

Smokeburst-gray_h18.jpg

  • X-Pos: 1, Y-Pos: 1, Alpha: 1, Zoom: 205
  • Anim: On, Frames: 18, Delay: 20, Start: 1
  • Angle: 285, Rotate: Left, Speed: 2

Sprite 1 Notes

  • Used as background effect of the intro part (2) with the 3D Balls Roy/SAC logo

2. File: "Data\Anim\Horizontal\earth05b_H30.png" (click on image for full size version)

earth05b_H30.png

  • X-Pos: 100, Y-Pos: 390, Alpha: 1, Zoom: 240
  • Anim: On, Frames: 30, Delay: 22, Start: 1
  • Angle: Off, Rotate: Off

Sprite 2 Notes

  • Used for the Title animation part (3) of the demo

3. File: "Data\Layer\anewproductioncalled.png"

anewproductioncalled.png

  • X-Pos: 320, Y-Pos: 350, Alpha: 1, Zoom: 100
  • Anim: Off
  • Angle: Off, Rotate: Off

Sprite 3 Notes

  • A simple text layer used for the intro sequence (part 2) of the demo. Faded in and out using OSDM Script.

4. File: "Data\Layer\proudlypresents.png"

proudlypresents.png

  • X-Pos: 320, Y-Pos: 155, Alpha: 1, Zoom: 100
  • Anim: Off
  • Angle: Off, Rotate: Off

Sprite 4 Notes

  • Another simple text layer faded in and out during the intro sequence (part 2) of the demo

5. File: "Data\Layer\NewWorldOrder.png" (click on image for full size version)

NewWorldOrder.png
  • X-Pos: 320
    Y-Pos: 240
    Alpha: 1
    Zoom: 100
  • Anim: Off
  • Angle: Off
    Rotate: Off

Sprite 5 Notes

  • Used for the title animation part (3) of the demo. Zoomed and faded via OSDM script.

6. File: "Data\Anim\Horizontal\mou2blackbg_H20.png" (click on image for full size version)

mou2blackbg_H20.png

  • X-Pos: 121 , Y-Pos: 240 , Alpha: 1 , Zoom: 200
  • Anim: On , Frames: 33 , Delay: 22 , Start: Off
  • Angle: Off , Rotate: Off

Sprite 6 Notes

  • The funny animation of the mouse that is scared of what it sees to escape with a squish in classic comic style. Used for the title animation part 3 of the demo.

Misc. Bounce Bob

File "Data\Layer\RoySACisBacknoyear.png"
(click on image for full size version)

RoySACisBacknoyear.png

  • Size: 100
  • Ground: Off
  • Number: 1
  • Alpha: 50
  • Rotate: Off
  • X-Mirror: Off
  • Frames: Off
  • X/Y Bounce Off Mask *:
    X: On
    Y: On
    Color: RGB(0,0,128)

 

Bounce Bobs Effect Notes

  • * The Bounce Off settings are irrelevant and can be switched off, because the bounce bob appears on a screen that is entirely black.
  • I only used the bounce bob effect for this, because I could not use another sprite slot anymore, because adding a 7th sprite would reduce the maximum allowed file size for all other sprites as well and some of the vital frame animations would exceed this lower maximum.

Misc. – Reflection

  • Start Mirror Y: 11
  • Height: 312
  • View Mirror Below Y: 325
  • Size: 54%
  • RGB Mask: (2,2,2)
  • Alpha: 29

Reflection Effect Notes

  • The Reflection Effect is used for two parts of the demo, 5) Text and Copper and 11) Final Part

Misc. - C64 Back

File: "Data\Copper\Copper_33.PNG"

  • Vertical Position: Center
    High: 480
  • Effect Mode: Raster Mirror Outside
    Speed: 2

C64 Back Effect Notes:

  • I use the C64 Back Effect for most of the transitions between the individual demo parts. See screenshot of a transition further up in this tutorial.
  • I call the effect via CAL = C64 (OSDM Script) right before I stop the display at the end of a demo part via STP = DISPLAY and stop it within the next demo part via STP = C64, right before I enable the display again via the CAL = DISPLAY command.

Regie (Direction) – Storyboard

  • Fade: On
  • Speed: 25
  • Restart: 2:00 (irrelevant)

Order (Top to Bottom = Back to Front)

  1. (A) Plasma
  2. (E) Border Lines (Not Used)
  3. (F) 3D DOT Object (Not Used)
  4. (B) Back Picture
  5. (C) Copper bars
  6. (D) Star field
  7. (O) Mask
  8. (G) 3D Vector Object
  9. (H) Bounce Bob
  10. (X) Sprites
  11. (K) Scroll Text
  12. (L) Sinus Text 16
  13. (I) 3D Ball Object
  14. (J) Logo
  15. (M) Sinus Text 32
  16. (N) Page Text
  17. (P) Equalizer (Not Used)
  18. (Q) 3D Direct Object (Not Used)
  19. (S) Zini Text (Not Used)
  20. (T) Magnifying (Not Used)
  21. (V) DYXCP Text (Not Used)
  22. (W) Amiga Text
  23. (R) Reflection
  24. (U) C64 Back

List with NOT used Effects removed

  1. (A) Plasma
  2. (B) Back Picture
  3. (C) Copper bars
  4. (D) Star field
  5. (O) Mask
  6. (G) 3D Vector Object
  7. (H) Bounce Bob
  8. (X) Sprites
  9. (K) Scroll Text
  10. (L) Sinus Text 16
  11. (I) 3D Ball Object
  12. (J) Logo
  13. (M) Sinus Text 32
  14. (N) Page Text
  15. (W) Amiga Text
  16. (R) Reflection
  17. (U) C64 Back

Storyboard Notes

Start and End of each effect is irrelevant because it is controlled via script. It is also irrelevant if an effect is „checked“ or not, meaning if the checkbox in front of each effect is enabled or not,

Regie (Direction) – Script

  • Include Script and Sort effects by Storyboard Only: Enabled (IMPORTANT!!!!)
  • Paste by Selection: Enabled
    (I have no idea what that is for)
  • See Script Code below

Script Notes

  • The heart and core of the demo where everything comes together. The whole direction of the demo and the separation into its individual parts is controlled via script, also the direction of the individual effects within each part as well as the transition between them is all done via this script.



Script Code (continued 1) (continued 2) (continued 3)
PSH
CAL = MUSIC
STP = DISPLAY
;New World Order
;11 Part OSDM
;Demo by Roy/SAC
;in 2010
;RoySAC.com/osdm/

;0 - is back
JSR = 1
;1 - 3DBalls
JSR = 2
;2 - Mouse
JSR = 3
;3 - Vector Stars
JSR = 4
;4 - Amiga
;plus 6
;(subroutine for Amiga)
JSR = 5
;5 - Balls 2
JSR = 7
;6 - Scroll
JSR = 8
;7 - 3DVect Ship
JSR = 9
;8 - Mask and Credits
JSR = 10
;9 - End
;Plus 12 for Quit Demo
JSR = 11
End
;-----------------
;Is Back
LAB = 1
CAL = BOUNCE+DISPLAY
NOP = 1
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64+BOUNCE
RTS
;-------------------
;3DBall
;roy23b - Copy.obj
LAB = 2
CAL = SPRITE
LEA = SPRITE
IDN = 1
MVA = 0
MVX = 320
MVY = 240
IDN = 2
MVA = 0
IDN = 3
MVA = 0
IDN = 4
MVA = 0
IDN = 0
MVX = 320
MVY = 240
CAL = 3DBALL
LEA = 3DBALL
IDN = 0
;MVX = -500
;MVY = -240
MVX = 0
MVY = 0
MVZ = 700
NOP = 0
CAL = DISPLAY
LEA = SPRITE
IDN = 0
REP = 40
ADA = 2
ADZ = 5
LOP
NOP = 1
LEA = 3DBALL
IDN = 0
REP = 200
ADZ = 4
ADX = -1
ADY = 1
LOP
REP = 400
ADZ = -4
ADX = 1
ADY = -1
LOP
REP = 200
ADZ = 4
ADX = -1
ADY = 1
LOP
LEA = SPRITE
IDN = 3
REP = 52
ADA = 4
LOP
MVA = 255
NOP = 1
REP = 52
ADA = -4
LOP
MVA = 0
NOP = 1
LEA = 3DBALL
IDN = 0
REP = 200
ADZ = 4
ADX = 1
ADY = 1
LOP
REP = 400
ADZ = -4
ADX = -1
ADY = -1
LOP
REP = 200
ADZ = 4
ADX = 1
ADY = 1
LOP
LEA = SPRITE
IDN = 2
REP = 52
ADA =4
LOP
MVA = 255
NOP = 1
REP = 52
ADA = -4
LOP
MVA = 0
NOP = 2
CAL = C64
STP = DISPLAY+3DBall
NOP = 1
RTS
;------------------
;Mouse
LAB = 3
;Initialize
LEA = SPRITE
IDN = 0
MVA = 0
IDN = 4
MVA = 0
MVZ = 0
MVX = 320
MVY = 240
IDN = 5
MVA = 0
IDN = 1
MVA = 0
MVZ = 200
MVX = 320
MVY = 240
NOP = 0
STP = C64
CAL = DISPLAY
;Fade+Zoom-In Logo
IDN = 4
REP = 100
ADA = 1
ADZ = 1
LOP
REP = 50
IDN = 4
ADA = 3
LOP
IDN = 4
MVA = 254
IDN = 5
MVA = 254
;Play Anim
;and Switch Off
IDN = 1
REP = 20
ADA = 5
ADZ = 5
LOP
MVA = 254
NOP = 2
IDN = 5
MVA = 0
;Fade+Zoom Out Logo
REP = 253
IDN = 4
ADA = -1
ADZ = 1
IDN = 1
ADA = -1
ADZ = 2
LOP
CAL = C64
STP = DISPLAY
NOP = 1
IDN = 4
MVA = 0
IDN = 1
MVA = 0
RTS
;-----------------
LAB = 4
;3D Vector Star
;outx5.vobj
;z-rotate 16
CAL = 3DVECTOR
LEA = 3DVECTOR
IDN = 0
;MVX = -640
;MVY = -320
MVX = 0
MVY = 0
MVZ = 1000
OSX = -100
OSY = 0
OSZ = 0
MVS = 30
OSX = 0
STP = C64
CAL = DISPLAY
NOP = 9
CAL = C64
STP = DISPLAY
NOP = 1
STP = 3DVector
STP = C64
OSY = 0
OSX = 0
OSZ = 0
NOP = 0
RTS
;-------------------
;Amiga
LAB = 5
CAL = MASK
LEA = MASK
MVA = 100
CAL = REFLECTION+STARS
CAL = COPPERBAR
TRS
CAL = DISPLAY
NOP = 1
CAL = AMIGATEXT
LEA = AMIGATEXT
MVC = -2
REP = 100
JSR = 16
LOP
TIM = 22
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64
STP = AMIGATEXT+STARS
STP = COPPERBAR
STP = REFLECTION
LEA = MASK
MVA = 30
STP = MASK
NOP = 0
RTS
;----------------------
LAB = 6
LEA = AMIGATEXT
REP = 6
ADC = 1
LOP
REP = 6
ADC = -1
LOP
NOP = 0
RTS
;-----------------
;3DBall 2
LAB = 7
CAL = STARS+PLASMA
CAL = 3DBALL
LEA = 3DBALL
IDN = 1
OSZ = -100
;OSX = 100
;OSY = 100
MVZ = 1900
;MVX = -600
;MVY = -400
MVX = 0
MVY = 0
CPW = 100
CPZ = 20
NOP = 0
CAL = DISPLAY
LEA = 3DBALL
IDN = 1
REP = 300
ADZ = -6
LOP
REP = 250
ADZ = 4
LOP
REP = 250
ADZ = -3
LOP
REP = 250
ADX = -1
ADZ = 2
LOP
REP = 350
ADX = 2
ADZ = 2
LOP
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64
OSZ = 0
OSX = 0
OSY = 0
STP = 3DBALL
STP = STARS+PLASMA
RTS
;-----------------
;Scroll
LAB = 8
TRS
CAL = STARS
CAL = PLASMA
CAL = SCROLL
LEA = SCROLL
IDN = 7
MVS = 0
CAL = DISPLAY
NOP = 1
TIM = 17
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64
STP = SCROLL
STP = PLASMA+STARS
NOP = 0
RTS
;----------------
;Vect Spaceship
LAB = 9
CAL = 3DVECTOR
LEA = 3DVECTOR
IDN = 1
;MVX = -700
;MVY = -300
MVX = -100
MVY = 0
MVZ = 1200
NOP = 0
CAL = STARS+PLASMA
CAL = DISPLAY
NOP = 1
NOP = 8
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64
STP = 3DVECTOR
STP = STARS+PLASMA
NOP = 0
RTS
;-----------------
;Mask and Credits
LAB = 10
TRS
CAL = MASK
CAL = DISPLAY
NOP = 1
NOP = 2
STP = DISPLAY
NOP = 1
CAL = BACK
CAL = DISPLAY
CAL = PAGE
TIM = 52
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64+PAGE
STP = BACK+MASK
RTS
;----------------
;End
LAB = 11
CAL = SINUS16
LEA = SINUS16
MVS = 10
NOP = 1
MVS = 4
CAL = DISPLAY
CAL = LOGO+STARS
CAL = SINUS32
CAL = REFLECTION
NOP = 3
JSR = 12
RTS
;-----------------
LAB = 12
;Quit Demo
CAL = SCROLL
LEA = SCROLL
IDN = 7
MVS = 0
NOP = 1
MVS = -1
RTS

Tools – Export








  • Export Icon: Enabled

File: "Data\Misc\RoySAC.ico"
(NWOMiscIco.zip (625 Bytes))


  • Start Screen Picture: Enabled

File: "Data\Logos\Roysacny2010-loading.png"

Roysacny2010-loading.png


EXTRAS