a E i - Commodore Is Awesome
a E i - Commodore Is Awesome
a E i - Commodore Is Awesome
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
T<br />
through _ computers, it is possible to<br />
achieve a a wide range of graphical<br />
effects. n As you will appreciate, the first<br />
system k developed for animation<br />
involved the creation of a number of<br />
s<br />
similar pictures which, when dis-<br />
t<br />
played in sequence, give an impression<br />
of o movement.<br />
t<br />
Animator allows you to design,<br />
store<br />
h<br />
and subsequently play back a<br />
sequence e of 60 pictures. Depending on<br />
the s delay used, the sequence can take<br />
from p about two seconds to about 24<br />
seconds. e<br />
e So that you don't have to mess<br />
about d with various utilities, the Animator<br />
a program is self contained and<br />
provides v options for:<br />
1) Picture creation.<br />
a<br />
2) Play back of the sequence.<br />
i<br />
3) Saving and loading of files from<br />
l<br />
tape or disk.<br />
4)<br />
a<br />
A character designer.<br />
b In order to keep the amount of<br />
typing l to a minimum, I have taken two<br />
actions. e Firstly, the package is in two<br />
parts, the editor/animation/data<br />
handling module and the character designer.<br />
These modules are almost completely<br />
independent except that:<br />
I) If you load and run the editor/animator<br />
module alone, you must not use<br />
the design characters option.<br />
2) The character designer cannot save<br />
or load character files itself — it relies<br />
on the facilities in the editor/animator<br />
module.<br />
Secondly. 1 have left out a sprite<br />
C64 GRAPHICS<br />
Animator<br />
Graphics can play a key part in C64<br />
program in especially if you have the<br />
right Our Animator should bring you one<br />
step closer to perfection.<br />
By Allen Webb<br />
option. I originally intended to allow<br />
you to overlay animated sprites on top<br />
of the animated backgrounds. I hope,<br />
in the near future, to write a third<br />
module offering this option which will<br />
use files created by these two modules.<br />
Before I launch forth, let's consider<br />
what you might do with this package.<br />
When writing it, I had the younger<br />
user in mind. Most children like car-<br />
toons and the ability to easily create<br />
and manipulate animated sequences is<br />
equally appealing. Having said that,<br />
the system is also of use to the more<br />
serious user. It's very handy to be able<br />
to quickly create and mess about with<br />
sequences for use in games. As such, it<br />
provides an ideal test bench.<br />
The modules are given in the two<br />
listings. Once you've typed them in,<br />
SAVE them. To create a stand-alone<br />
program, folloyv these steps:<br />
I) Starting with a reset machine, type<br />
in the line:<br />
10 SYS 2200<br />
2) Input the instructions:<br />
POKE 44,48: POKE 12288.0: NEW<br />
in direct mode.<br />
3) LOAD and RUN the main module<br />
loader.<br />
4) LOAD and RUN the character<br />
designer loader.<br />
5) Input the instruction:<br />
POKE 44,8: POKE 45.200: POKE<br />
46,34<br />
YOUR COMMODORE january 1987<br />
95<br />
in direct mode.<br />
6) SAVE the program.<br />
To ease the use of the program, a<br />
series of menus is used with prompts to<br />
the keys available as required. The<br />
RUN/STOP key is used throughout to<br />
return to the previous menu or to leave<br />
the program.<br />
On running, you will see the main<br />
menu. This gives the options:<br />
F1: Edit mode<br />
F3: Animate mode<br />
F5: Data manipulation<br />
F7: Design characters<br />
Pressing the relevant function key<br />
gives you the next menu.<br />
Edit Mode<br />
The edit menu gives the following<br />
options:<br />
F1: Invert frame (this will only work<br />
properly if you are using a set of reverse<br />
field characters corresponding to<br />
the normal set in use)<br />
F2: Save frame to RAM.<br />
F3: Scroll mode. This gives a sub<br />
menu allowing charcter scrolling in<br />
four directions. The keys U,D.L. and R<br />
perform these tasks.<br />
F4: Recall frame from RAM.<br />
F5: Graphics mode. This gives a sub<br />
menu with the options:<br />
H: Switch to high resolution graphics.<br />
M: Switch to multicolour mode.<br />
E: Switch to extended mode.<br />
I: Change background colour.