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a E i - Commodore Is Awesome

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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.

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