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- ADORAGE
- MULTI - EFFECT - SYSTEM
-
-
- LIST OF CONTENTS
-
- 1. General information about Adorage ......................1-1
- 1.1. What is Adorage ? .................................1-1
- 1.2. IFF/SSA animations ................................1-2
- 1.3. Hardware and other requirements ...................1-3
- 1.4. Installing Adorage ................................1-4
- 1.4.1. Support/Registration card ................1-4
- 1.5. Loading and starting the program ..................1-5
- 1.6. Using graphics, text etc ..........................1-6
-
- 2. Elementary elements of Adorage .........................2-1
- 2.1. The user interface ................................2-1
- 2.1.1. Effect ...................................2-1
- 2.1.2. Sequence .................................2-2
- 2.1.3. Direction ................................2-2
- 2.1.4. Script ...................................2-2
- 2.1.5. Animation ................................2-2
- 2.1.6. Option ...................................2-2
- 2.1.7. Information/Status display ...............2-3
- 2.1.8. Other switches ...........................2-3
- 2.2. Working with Adorage ..............................2-3
- 2.2.1. The dialogue requesters ..................2-3
- 2.2.2. Information concerning inputs options ....2-4
- 2.2.3. Notes on keyboard inputs .................2-4
-
- 3. Tutorial - Initial experiments with Adorage ............3-1
- 3.1. Generating a movement effect ......................3-1
- 3.2. Generating a fade-in ..............................3-3
- 3.2.1. During the test calculation (test mode) ..3-5
- 3.2.2. During the calculation ...................3-5
- 3.2.3. Following the calculation ................3-6
- 3.3. Generating a fade-out .............................3-6
- 3.4. Appending fade-in and fade-out effects: ...........3-7
- 3.5. Short-cut/The ALT key .............................3-7
- 3.6. Creating an effect scene-change ...................3-8
- 3.6.1. The fade-in effect .......................3-9
- 3.6.2. The fade-out effect ......................3-9
-
-
- 4. Advanced program functions .............................4-1
- 4.1. The Script function ...............................4-1
- 4.2. The individual functions ..........................4-1
- 4.2.1. The 'Type' function ......................4-1
- 4.2.2. The 'Start' function .....................4-2
- 4.2.3. The 'Check' function .....................4-2
- 4.3. Ado-Prefs (default settings) ......................4-2
- 4.3.1. Screen position .........................4-2
- 4.3.2. Animation planes ........................4-2
- 4.3.3. Graphics buffer .........................4-3
- 4.3.4. Intermediate graphics storage ...........4-3
- 4.3.5. Effect interval .........................4-3
- 4.3.6. SSA/IFF animation .......................4-3
- 4.3.7. Effect duration in seconds/frames .......4-3
- 4.3.8. Old/New object selection ................4-3
- 4.3.9. Dialogue requester scrolling ............4-4
- 4.3.10. Memory path for IFF images ..............4-4
- 4.3.11. Save IFF images as ......................4-4
-
- 5. Basic Adorage tools ....................................5-1
- 5.1. The 'Sequence' field ..............................5-1
- 5.1.1. Starting image ...........................5-1
- 5.1.2. Running time .............................5-1
- 5.1.3. Stroboscope ..............................5-1
- 5.2. The 'Option' field ................................5-2
- 5.2.1. Workbench ................................5-2
- 5.2.2. Background ...............................5-2
- 5.2.3. Test .....................................5-2
- 5.3. The 'Direction' field .............................5-2
-
- 6. Animation field/Control ................................6-1
- 6.1. 'Play' subitem ....................................6-1
- 6.2. 'Change' subitem ..................................6-1
- 6.2.1. 'Screen position' function ...............6-1
- 6.2.1. The 'Intervals' function .................6-2
- 6.2.3. The 'Anim colours' function ..............6-2
- 6.2.4. the 'Play mode' function .................6-3
- 6.3. The 'File' subitem ................................6-3
- 6.4. The 'Delete' subitem .............................6-3
- 6.5. The 'Effect' subitem ..............................6-3
- 6.6. The 'Cancel' subitem ..............................6-3
-
- 7. Overview of effects ....................................7-1
-
- 8. Tips & Tricks ..........................................8-1
- 8.1. Interference .....................................8-1
- 8.2. Selecting an object ..............................8-1
- 8.3. Pixel-by-pixel selection, fine adjustment ........8-1
- 8.4. Using brushes ....................................8-2
- 8.5. Tips to remedy a lack of memory capacity .........8-2
- 8.6. Setting the centre ...............................8-2
- 8.7. LACE/Interlace ...................................8-3
- 8.8. Requester DF0: ...................................8-3
- 8.9. Foreground/background ............................8-3
- 8.10. Half-frames (for NTSC-users) .....................8-4
-
- ADDENDUM ADORAGE V 2.0
-
- 9. The wreath effects .........................................Add-2
- 9.1. PLANE A ...............................................Add-2
- 9.1.1. Horizontal and vertical rotation of a plane .....Add-2
- 9.1.2. Horizontal rotation around a de-centralised
- centre with a spring and a large depth
- movement .......................................Add-3
- 9.1.3. Vertical rotation around a decentralised
- centralised centre with a spring and a large
- depth movement ..................................Add-3
- 9.2. PLANE B ...............................................Add-4
- 9.2.1. Both a tilt and a rotation around a central
- point with a depth movement .....................Add-4
- 9.2.2. Local rotation around the top right corner
- of the image with a depth movement ..............Add-4
- 9.2.3. Image appears with both a tilt rotation angle
- as well as a depth movement. It will be distorted
- and will become a spring effect .................Add-5
- 9.3. Helix .................................................Add-5
- 9.3.1. The image will fade in with great extension like
- a 'spiral fog' ..................................Add-5
- 9.3.2. The image will fade in with great extension
- like a 'spiral fog' and will be transformed
- like a dome .....................................Add-6
- 9.3.3. The fractals of the image will fade in like a
- dome, while simultaneously springing up and down Add-6
-
- 9.4. Comet .................................................Add-6
- 9.4.1. The fractals of the image will fly over the
- screen and turn in wide curves ..................Add-7
- 9.4.2. The fractals will be blowing in the 3D space,
- while transforming themselves
- like sheets in the wind .........................Add-7
- 9.4.3. First the image will fade in like a pirouette
- with big tracks, with the tracks becoming
- progressively smaller ...........................Add-7
-
- 10. The roll effects ...........................................Add-8
- 10.1. Curl (6 variants) ......................................Add-8
- 10.1.1. Spring intensity .................................Add-8
- 10.1.2. The graphic will fade in like a curl. The position
- will change from the top to the bottom while
- the curl radius becomes progressively smaller ....Add-9
- 10.1.2. The graphic will fade in like a curl. The
- position will change from the right top to the
- left bottom of the screen, while the curl radius
- decreases. During this, the spring will hold it
- back to the centre of the screen .................Add-9
- 10.1.3. The image will fade in and draw together like a
- curl. Then it will expend to the full image. The
- spring intensity will influence the vertical move Add-10
- 10.2. Roller (3 variants) ....................................Add-10
- 10.2.1. Spring intensity .................................Add-10
- 10.2.2. The image will fade in from the left like paint
- off a roller. The horizontal and vertical
- displacements help strengthen the 3D effect ......Add-10
- 10.2.3. The image will fade in from the right like paint
- off a roller. The roller will transform from the
- large start radius to the small end radius. The X
- and Y values result a local 180 degree contortion Add-11
- 10.2.4. The image will roll in from the left and right
- simultaneously ...................................Add-11
-
- Annex 1: Index
-
-
- 1. GENERAL INFORMATION ABOUT ADORAGE
-
- 1.1 WHAT IS ADORAGE
-
- Adorage is a multi-effect system, i.e. it includes an infinite number of
- options for the generation of video effects, as used in television. The
- main feature of Adorage is the generation of high-grade fade-ins,
- crossfades and dissolves between computer graphics or images and, as if
- by magic, between computer graphics and a running video signal, which
- presupposes the use of a Genlock.
-
- This means, for examples, that a graphic image or text can scroll on a
- running video image and rotate about several axes before exploding out of
- the screen, whereupon the second scene commences, in which a logo is
- brought in undulating only to disappear again in a spiral nedula - just
- one example of the unbelievably wide range of options offered by Aborage.
-
- Adorage was primarily developed for the video user. This has resulted in
- a optimum combinations of the quality required for professional
- applications and ease of operation for "home video film makers" who often
- have little knowledge of computers.
-
- Apart from this, rapid calculation of the effects was also one of the
- main objectives, as neither professional nor hobby users like having to
- put up with long calculation times. Adorage also offers "presenters" as a
- secondary feature, which provide an ideal tool for the incorporation of
- high-quality digital effects into presentations that are controlled by
- other programs.
-
- Whoever uses Adorage has the opportunity to play back calculated
- computer animations at a rate of 50 frames per second for the very first
- time. This has been made possible by the SSA format, one of our own
- developments. There is therefore hardly any difference between the
- resulting film and a professional production, generated using incredibly
- expensive hardware. Adorage can also be used to produce professional
- results on a "small" Amiga, which are merely accentuated on a "large"
- Amiga, of course.
-
- Page 1-1
-
- 1.2 IFF/SSA ANIMATIONS
-
- There are several distinguishing criteria which differentiate between
- IFF animations and SSA animations. IFF animations are generated and
- played back as complete single images by means of so-called page-
- flipping. The advantage of IFF animation is to be found in their
- compatibility. This means that e.g. IFF animations which have been
- generated in Adorage can be imported and played back in DPaint and then,
- e.g. in Scala. This format presents serious disadvantages in all other
- respects, However. The quality of the animation leaves a lot to be
- desired when larger quantities of data are involved. Apart from this,
- They require a lot of memory space.
-
- The SSA animation format is new. Frames are calculated and played back
- in this format. SSA = Super Smooth Animations; data is compressed to a
- much greater extent, which is indicated by the modest memory requirement.
- These advantages ensure a considerably higher degree of flexibility in
- the realisation of animations.
-
- BY THE WAY
- You will find that SSA offers the better alternative sooner or later.
- When this happens, and you are annoyed because all of your other
- animations buck and refuse to be played back as smoothly and gently as
- those produced with Adorage, do not worry - there is a solution -
- clariSSA. clariSSA, which is also a proDAD product, offers a means of
- converting Standard IFF or AnimS animations into the SSA format to which
- you have become accustomed with Adorage. And that is not all.
-
- clariSSA offers a further 40% improvement (compared with Adorage) with
- respect to the smooth, natural playback of animations. this means that
- you can even improve the quality of an Adorage animation, so if an
- animation starts bucking in Adorage, simply import it into clariSSA for
- smooth, non-bucking playback. Apart from this, you can combine graphic
- formats and palettes independently of the animation in this program, as a
- different palette can be used for each frame !! clariSSA also offers a
- lot of useful cutting functions, which allow you to inject the
-
- Page 1-2
-
- animations into videos and presentations. It goes without saying that
- you can also combine animations produced by different programs to produce
- a single one - all in all a incredible number of facilities for versatile
- animation.
-
- Find out more - you`ll be pleased you did!
-
- NOTE: SSA-Animation in ADORAGE can only be created with INTERLACE -
- PICTURES! (vertical resolution min. 512 rows)
-
- IFF Single frame sequences cannot be played back with ADORAGE.
-
- 1.3 HARDWARE AND OTHER REQUIREMENTS
-
- As mentioned above, Adorage was originally developed in a professional
- environment for professional applications, where larger-scale system
- configurations are usually found, as far as storage media and memory
- capacity are concerned. In spite of this, Adorage also offers a means of
- producing amazing effects on smaller AMIGA systems.
-
- HOWEVER: The greater the capacity of the main memory (FastMem),
- the greater the volume of data which can be processed and
- the better or smoother the effects. Apart from this, the
- memory capacity limits are soon reached for higher-level
- graphics formats if you wish it use a lot of colours
- (EHB), for instance, or high resolution (e.g. Hires 256
- colours).
-
- RECOMMENDED: AMIGA xxxx with at least 4 Mbyte Chip/FastMem, hard disk
-
- PREREQUISITE: AMIGA xxxx with at least 1 Mbyte.
-
- You can more or less disregard the ChipMem, the 0.5 Mbyte of the older
- AMIGA`s is quite adequate here, as the data is generated by Adorage is
- stored in the FastMem.
-
- Adorage is capable of running on systems with Kickstart 1.2 and above.
- The ECS resolutions are supported from Kickstart 2.x and systems with
- Kickstart 3.x and above, which also enable the use of the AGA modes, can
- use these in Adorage. Adorage does not support Amiga`s HAM mode, as the
- typical HAM fringes mean that these are not particularly well suited for
- fade-in, crossfadding and dissolving.
-
- Page 1-3
-
- Furthermore, the computing times for these modes are very long,
- whereby there is virtually no noticeable differences between e.g. 256
- colours in dithering mode and HAM. Integration of the HAM modes into a
- future version of Adorage is quite conceivable if there are interesting
- developments in the hardware configuration.
-
- When choosing a monitor, always make sure that if a flicker fixer card
- is installed, it can be deactivated. This counteracts the SSA affect of
- Adorage, so that the sequences of effects do not appear smooth, at least
- not on this monitor. The smooth, natural playback of the animations
- remains unaffected at the Amiga`s video output or via a Genlock.
-
- Actually, we must mention that the use of a Genlock is really
- obligatory, because this is what turns the Amiga into a really
- professional video machine. A genlock offers the only means of
- synchronising the Amiga and video signals, in order to superimpose one on
- top of the other. And this is the only way to obtain fade-in to the
- running video image.
-
- 1.4 INSTALLING ADORAGE
-
- Before installing the program, first make a backup copy of the disk.
- When the Adorage disk is inserted, the Adorage symbol (icon) appears on
- the Amiga workbench. A double click (left-hand mouse button) on this icon
- opens the Adorage directory. This directory contains an icon with the
- name "HDInstall". Drag this icon to the hard disk partition of your
- choice (e.g. Work:) and start the installation program with a double
- click on the icon. The program now creates an Adorage directory which is
- where the Adorage program will be located following installation.
-
- 1.4.1 SUPPORT/REGISTRATION CARD
-
- Please remember to return the registration card. If you do not do this,
- we will not be able to help if you have any problems. If you do have a
- problem, please call us at proDAD, we will be happy to help you any way
- we can. Alternatively, you can always send us a letter or a telefax, of
- course. Another adventure of returning your registration card is that we
- will keep you informed of any new developments in the software field.
-
- Page 1-4
-
- 1.5 LOADING AND STARTING THE PROGRAM
-
- Start the program with a double click on the "Multi-effect software"
- icon.
-
- Adorage runs in parallel with other programs in multi-task mode without
- any known problems, although the available memory capacity is the
- predominant factor here as well. Programs which are not absolutely
- necessary should not be run in parallel, as they take up an unnecessary
- amount of memory capacity. Adorage has been programmed in such a way that
- it does not require any ChipMem. The advantage of this is that the
- ChipMem required for the operation of these programs as DPaint, is at the
- full disposal of such programs. At any rate, the command "FastMemFirst"
- should be entered in the start-up sequence when Kickstart 1.2 is used to
- ensure full utilisation of the FastMem.
-
- On starting, Adorage creates a RAM disk, although this RAM disk is not
- reset-proof. We decided not to use a reset-proof RAM as this initially
- requires a certain amount of memory capacity, which is available to
- different extents according to the respective configuration. We therefore
- decided to leave this to the discretion of the individual user.
-
- Once the program has been loaded, the user level appears on screen,
- which is described in more detail in the following chapters. If any
- problems occur during start-up, these are displayed in a GURU-type
- requester. Appropriate measures, e.g. release memory, are then displayed
- and must be implemented accordingly.
-
- 1.6 USING GRAPHICS, TEXT ETC.
-
- All you need to bear in mind when importing graphics is to ensure that
- the graphic images have been stored in standard IFF format beforehand. As
- far as screen resolutions and number of colours are concerned, this IFF
- format can be processed in any form with the exception of HAM. Text must
- therefore also be available in the IFF graphics format. If you are using
- a background image, make sure that the palette and the resolution formats
- are exactly the sane as for the foreground image. The program draws
- attention to any operating errors in this respect.
-
- Page 1-5
-
- THE USER INTERFACE
-
- 2 ELEMENTARY ELEMENTS OF ADORAGE
-
- 2.1. THE USER INTERFACE
-
- *** See Fig 2-1 ***
-
- The first thing that you notice when looking at the user interface is
- the perspective design which offers both visual and practical advantages.
- This becomes evident when you click on a switch. If the switch was raised
- beforehand, it is virtually pressed inwards when clicked and a red pilot
- symbol appears for "active". This indicates which switches are currently
- active or inactive. The "Test" switch or "Background" switch is activated
- and/or the "Workbench" deactivated, for instance, as soon as the program
- is started.
-
- The subdivision of specific logically related areas or fields, such as
- "Effects", "Script" or "Modes" is a further advantage.
-
- 2.1.1. EFFECT
-
- All of the basic effects with the corresponding switches are presented
- here. "Pressing" one of these switches activates the associated effect.
-
- PAGE 2-1
-
- 2.1.2 SEQUENCE
-
- *** See Fig 2-2 ***
-
- This field is used to define specific parameters and to set direction
- for the effects, which together fundamentally affect the subsequently
- calculation and sequence. The field is activated by clicking on the
- parameter display.
-
- 2.1.3. DIRECTION
-
- *** See Fig 2-2 ***
-
- This field is used to specify whether the effect is to calculated as a
- fade-in or as a fade-out (out/in).
-
- 2.1.4. SCRIPT
-
- *** See Fig 2-2 ***
-
- No text in manual
-
- 2.1.5. ANIMATION
-
- *** See Fig 2-2 ***
-
- Following calculation, the finished animations are further processed and
- controlled in this field.
-
- 2.1.6. OPTION
-
- *** See Fig 2-2 ***
-
- Basic items, which are preset for each mode, can be programmed in this
- field:
-
- Workbench on/off
- Background on/off
- Test on/off
-
- Page 2-2
-
- 2.1.7. INFORMATION/STATUS DISPLAY
-
- The full-width field at the bottom of the screen is used to display
- various items of information while you are working with the program.
- Problem messages or options for various switches are displayed here
- automatically.
-
- 2.1.8.
-
- The `Adorage-Prefs` can also be used to program default settings.
- Information concerning the system, i.e. memory management or information
- about specific image data can be requested by activating the '???'
- switch.
-
- 2.2. WORKING WITH ADORAGE
-
- 2.2.1. THE DIALOGUE REQUESTER
-
- The dialogue requester play a critical role in simplifying Adorage
- operation. Critical because requesters of this type accompany the user
- from the beginning right through to the finished product, which in this
- case is the effect i.e. appropriate information is provided for each
- individual step. This makes it virtually impossible for the user to
- overlook subitems and ensures full utilisation of the program.
-
- A dialogue requester is characterised by the following features:
-
- General information or option(s) is/are displayed in yellow text.
-
- The mouse can be used to select the various items by clicking on the
- corresponding switch/activated switches are also displayed in yellow
- text, whereas deactivated switches are displayed in grey text.
-
- Virtually all requesters contain the item `Cancel` which can be used to
- interrupt the generation of an effect from any working step, for example.
-
- Pressing the `RETURN` key executes the operation for the switch
- displayed in yellow text.
-
- Page 2-3
-
- If the ALT key is held down, the program runs through the requesters in
- succession, adopting any previously selected settings, such as the
- position of the graphic object or definition of the background image.
-
- 2.2.2. INFORMATION CONCERNING INPUT OPTIONS
-
- Using the mouse: The mouse is used for most of the essential input
- options in the Adorage program.
-
- The right-hand mouse button can be used to cancel an effect calculation
- operation.
-
- It goes without saying that the mouse is also used for other functions
- in certain subitems, which will be described in greater detail in a later
- chapter.
-
- 2.2.3. NOTES ON KEYBOARD INPUTS
-
- Apart from using the keyboard to enter the input values, it can also be
- used to activate various functions which facilitate operator control:
-
- FUNCTION Keys enable speed selection for sequence ==> strobe
-
- ALT KEY like a click with the left-hand mouse button; when held
- down, it has the same function as a `continuous mouse
- click`, i.e. runs through all steps, adopting the
- previously set values (yellow text).
-
- Apart from the standard functions, the keyboard can also be used for
- other useful functions in various situations.
-
- Page 2-4
-
- 3 TUTORIAL - INITIAL EXPERIMENTS WITH ADORAGE
-
- 3.1. GENERATING A MOVEMENT EFFECT
-
- TUTORIAL CONTENT
-
- * Effect selection
-
- * Effect variants
-
- * Loading a foreground image
-
- * Test calculation
-
- * Animation calculation
-
- STARTING POINT:
-
- * Adorage start-up
- * The following are set on the user interface:
- Option field: "Background" inactive, "Test" active
-
- How to generate the fade-in effect "moving upwards":
-
- 1. Click on "Move" effect (Effect selection)
-
- *** See Fig 3-1 ***
-
- 2. Click on "Up" (Effect variant)
- 3. Foreground image appears, click on "File selection"
- 4. File requester `Load foreground image` appears
- 5. Select and load "Logo_IFF" with a double click
- 6. Graphic image appears, click left-hand mouse button to confirm
- 7. Requester "Select object for further processing" appears, click on
- "Whole image"
- 8. Calculation requester appears
- 9. Click on !Yes" for a test calculation
- 10. The animation is calculated for viewing (i.e. without recording)
- 11. To view again, simply press `ALT`
- 12. Press the right-hand mouse button to cancel
- 13. User level appears again
-
- Page 3.1
-
- Having generated this fade-in effect, all you need now is a calculation
- of the animation. To obtain this, proceed as follows:
-
- 1. Deactivate the `Test` switch in the option field
- 2. Activate `Start` in the `Script` field
-
- *** See Fig 3-1 ***
-
- 3. A calculation requester appears on the screen, asking whether the
- calculation is to include recording of an SSA animation.
- 4. Click on "Yes"
- 5. The program calculates the effect
- 6. The program returns to the user level automatically on completion of
- the calculation.
-
- Proceed as follows to play back the effect:
-
- 1. Click on the "Control" switch in the "Animation" field
-
- *** See Fig 3-1 ***
-
- 2. The `Animation processing` requester appears
- 3. Click on "Play" to activate stand-by for playback
- 4. Start the effect with the left-hand mouse button
- 5. The effect is played back continuously in SSA mode
- 6. Right-hand mouse button = terminates playback
-
- Page 3-2
-
- 3.2. GENERATING A FADE-IN
-
- Knowledge of the fundamentals described in the previous chapters is
- required in order to understand the following section:
-
- Animation generations always commence with the section of the basic
- settings:
-
- OPTION FIELD : * Background image (on/off, here: active)
- * Test (on initially)
- * Workbench (deactivated if possible)
-
- DIRECTION FIELD: The flow direction for the animation is defined here.
- * forwards/out (to fade out)
- * backwards/in (to fade in) <== active initially
-
- SEQUENCE FIELD: * Starting image = 0
- * Changing the running time to 2.0
- * Stroboscope value = 0
-
- The effect is selected first of all. Each effect comprise several
- variants, on the other hand, and different settings, which when combined
- add up to produce an infinite number of possible effects. The effects and
- their variants are described in the Annex.
-
- ACTUAL EFFECT EDITING:
-
- Example
-
- 1. Click on `Scroll`
- 2. The effect variant requester appears
- 3. Select the effect variant (here `right/middle`)
-
- REQUEST FOR SELECTION OF THE FOREGROUND IMAGE
-
- 4. Click on foreground image/file selection
- 5. The file requester opens
- 6. Select the graphics file (in this case `Logo_IFF`)
- 7. The graphic image with the proDAD logo appears
- 8. Press left-hand mouse button to confirm selection
- 9. Requester for background image selection appears
- 10. Click on "Empty image" = no function
-
- Page 3-3
-
- SELECTING THE OBJECT FOR FURTHER PROCESSING
-
- 11. Click on "with the mouse"
- 12. A selection rectangle appears
-
- * Left-hand mouse button alters the size of the window
- * Position the window rectangle by click marking between the two
- lines outlining the object with the left-hand mouse button, moving
- the mouse at the same time.
- * Right-hand mouse button = inverted display of the area with
- simultaneous move facility
- * ESC key = display just the selected object
-
- 13. Define the proDAD logo as the object so that the window contains the
- complete logo.
- 14. Click on the little box in the top left-hand corner of the window
- (close gadget) with the left-hand button of the mouse to terminate
- the object definition operation
- 15. To position the foreground object against the background (empty
- image), first activate the "Define position" switch in the following
- requester.
- 16. The window is now displayed as a cross-hair cursor for positioning.
- 17. Press the ESC key once to return the graphic image to the screen.
- 18. Keep the left-hand mouse button pressed and move the graphic image
- 19. Having reached the desired position (e.g. bottom left), click on the
- close gadget to terminate the positioning operation.
-
- THE SUBSEQUENT REQUESTER OFFERS THE FOLLOWING OPTIONS:
-
- * Define the position again
- * "Foreground/Object", in response to the prompt "Move which
- screen?"
- * "Background" in response to the prompt "Move which screen?"
- * Move nothing
- * Cancel in order to return to the "Select object" operation
-
- 21. At this point, click on "Foreground/Object"
- 22. The calculation requester "Preview/Test ?" appears
-
- * "No" = cancel
- * "Screen position" to change the position of the screen => also
- refer to 4.3.1
- * "recording as SSA" = super smooth animation calculation
- * "Yes" = preview calculation
-
- Page 3-4
-
- * "Colour definition" = to change the colour used in the graphics =>
- also refer to 6.2.3 for a description
- * Select "Yes" here to start the test calculation
- * The program now calculates the animation for viewing; it is not
- recorded
-
- CALCULATION AS AN SSA ANIMATION
-
- Deactivate "Test" mode
- Click on Script/Start
- Acknowledge requester with "yes"
-
- The program calculates the animation
-
- Please also read the following chapters. For playback, proceed in the
- same way as described for the example on page 3-2 and read item 3.2.3
- carefully.
-
- 3.2.1. DURING THE TEST CALCULATION (TEST MODE)
-
- A strobe effect can be built into a provisional calculation. This is
- achieved by pressing the function keys, to which continuously ascending
- stroboscope values have been assigned. These are displayed behind the
- colon in the "Sequence" field. The Shift key can be used to interrupt the
- calculation. The animation calculation operation is resumed when the
- Shift key is pressed again. Pressing the Alt key terminates or repeats
- the calculation.
-
- To calculate the actual animation, terminate the test calculation with
- the right-hand mouse button. Then deactivate the "Test" switch in the
- "Option" field, click on the "Start" switch in the "Script" field and
- respond to the question "Calculation recording as an SSA animation?" with
- "Yes". The program then calculates the animation.
-
- 3.2.2. DURING THE CALCULATION
-
- You have the option of deactivating the screen while the program is
- calculating the animation. To do this, keep the left-hand mouse button
- pressed until the screen goes dark (you may have to repeat this step as
- the screen can only be deactivated every xth interval). Another mouse
- click reactivates the screen.
-
- Page 3-5
-
- 3.2.3. FOLLOWING THE CALCULATION
-
- Adorage returns to the user interface having completed the calculation.
- Now activate the "Control" switch in the "Animation" field. The animation
- control level appears on the screen. Information concerning the animation
- appears in the top section of the screen, with the switches for animation
- editing options below (==> refer to chapter 6 "Animation field/Control").
-
- Activate the "Play" switch; the animation screen appears. Play back the
- SSA animation by clicking the left-hand mouse button. Clicking the right-
- hand mouse button terminates or exits the animation.
-
- 3.3. GENERATING A FADE-OUT
-
- The situation after "Generating a fade-in" must have been reached for
- this example. The faded-in graphic image is to be faded out again after a
- period of e.g. 2 seconds.
-
- 1. Terminate playback, if applicable (click right-hand mouse button)
- 2. Change the user level of the "Effect" switch
- 3. Activate the "out" switch in the "Direction" field
- 4. Deactivate the "Background" switch and activate the "Test" switch in
- the "Option" field
- 5. The graphic image is faded out (without moving against the
- background)
- 6. Click on "Scroll" ==> Effect selection
- 7. Select "left/wide" ==> Effect selection
- 8. Acknowledge the fore ground image requester with "From the
- animation"
- 9. Respond to the following requester with "Last image" to declare the
- last image from the animation as the basis for the next (out) effect
- (confirm with left-hand mouse button)
- 10. Define selection of the object for further processing "with the
- mouse" again.
- 11. Define the proDAD logo as the object in suck a way that the window
- contains the complete logo. (Same procedure as for the previous
- example)
- 12. Confirm the object with "Adopt values" in the subsequent requester
- 13. Respond to the "Preview" calculation requester with "Yes".
- 14. View the calculation and terminate with the right-hand mouse button
- when ready.
- 15. Deactivate the "Test" switch in the "Option" field on the user
- interface.
- 16. Click on the "Start" in the "Script" field to start the calculation
- as an SSA animation with "Yes"
-
- Animation played back as described on page 3-2
-
- 3.4. APPENDING FADE-IN AND FADE-OUTS
-
- If Adorage is used to calculate animations, the individual calculations
- are attached to one another in succession. Please ensure that both the
- graphics format and the palette are the same for each effect. It will not
- be possible to link them to one another if this is not the case.
-
- PREREQUISITE: Animation from the previous 2 examples
-
- Proceed as follows if you wish to fade in the same graphic object "fade-
- in" as a `Wave` effect:
-
- Please program the following settings before hand:
-
- * "Direction" = "in" (= fade-in)
- * "Background" = deactivated
- * "Test" = activated
-
- 1. Select "Wave" ==> Effect selection
- 2. Select "right" and "fine" ==> Effect variant
- 3. Select "Repeat graphic image" to confirm reprocessing of the
- previously used graphic image ==> Graphic selection
- 4. Define the object in the same way as before ==> Graphic object
- 5. Start the test calculation
- 6. Deactivate the "Test" switch and start the actual calculation in the
- same way as before
- 7. If you look at the animation now, you will find that the wave effect
- has been appended.
-
- 3.5. SHORT-CUT/THE ALT KEY
-
- If you wish to fade the logo out, you can take a short-cut. The magic
- word is "Alt" key.
-
- Please program the following settings beforehand:
-
- * "Direction" = "forwards" or "out" (= fade-out)
- * "Background" = deactivated
- * "Test" = deactivated
-
- Page 3-7
-
- 1. Select "Fragment" ==> Effect selection
-
- *** See Fig 3- 1 ***
-
- 2. Select the "wide scatter" column "very fine" ==> Effect variant
-
- The following procedure is sufficient from this point onwards:
-
- 3. Keep the ALT key pressed until the calculation requester appears,
- than release.
- You may now activate the test calculation or move straight to the SSA
- animation calculation. This procedure cuts out the object definition and
- positioning items. The program calculates the animation for subsequent
- viewing.
-
- NOTE:
- As already mentioned above, you can start pressing the ALT key from any
- requester onwards. You can also press it for each effect or for every
- effect variant, of course. This facility cuts out the subsequent steps
- leading up to the calculation, offering a simple means of previewing
- several variants of an effect in test mode before passing it on for final
- calculation as an animation.
-
- 3.6. CREATING AN EFFECT SCENE-CHANGE
-
- Using Adorage to change the scene is basically very simple. This manual
- does not describe each individual operation step by step, but rather more
- explains the basic principle. You should certainly have familiarised
- yourself with the fundamental program functions with reference to the
- examples above beforehand.
-
- A full-scale image of any format is required in Overscan, whereby the
- colour 0 must not have been used in generating the image. This image is
- adopted as the foreground image. The AMIGA signal in then mixed with the
- video signal using the Genlock.
-
- Page 3-8
-
- 3.6.1. THE FADE-IN EFFECT
-
- First erase all previous effects with Animation/Control/Delete/All
- images, then change to the user interface with "Effect".
-
-
-
- 1. Select "Wind" ==> Effect selection
- 2. Select "Helix" and "medium" ==> Effect variant
- 3. Load the selected image ==> Graphic selection
- 4. `Whole image` ==> Graphic object
- 5. Calculate initially for viewing, then as an SSA animation
-
- 3.6.2. THE FADE-OUT EFFECT
-
- Please program the following settings beforehand:
-
- * Background = off
- * Direction (out)
- * Running time: 1 second
-
- 1. `Fire` ==> Effect selection
- 2. `Fine` ==> Effect variant
- 3. `Repeat graphic image` ==> Foreground image
- 4. `Whole image` ==> Graphic object
- 5. First calculate for viewing, then as an SSA animation
-
- Now change the interval between two effects to 30 seconds. To do this,
- select "Animation"/"Control", then click on the "Change" gadget. All
- items which can be modified are listed here. First select
- "Interval"/"Strobe", then select "Change all intervals". Define an effect
- interval of 30 seconds by entering 30 and pressing the Enter key. Now
- return to the control level with "Cancel" and playback the animation with
- "Play". You will now find that the interval between the fade-in effect
- and the fade-out effect has been changed to 30 seconds.
-
- Page 3-9
-
- You can also control the interval manually, however, by pressing the
- left-hand mouse button when you wish the interval to start. The interval
- continues until the left-hand mouse button is released, partially
- starting the fade-out effect.
-
- Proceed as follows to realise a SCENE-CHANGE:
-
- 1. Record the video signal (from play-in recorder 1)
- 2. Fade the Amiga signal (graphic image) in on the required scene. (1st
- effect = Wind)
- 3. Keep the left-hand mouse button pressed 4. Start the new scene
- (play-in recorder 2)
- 5. Release the mouse button at the right moment, the image is faded out
- (2nd effect = Fire)
-
- The effect scene-change is complete.
-
- (You do not need 2 play-in recorders, as you can use a single play-in
- recorder to wind forwards or backwards between different scenes)
-
- Tips:
- Experienced users can obtain even better results using more
- sophisticated equipment. If the last image in a scene is digitised, for
- example, freezing the image, it can be dissolved with a fade-out effect
- while the next scene is already running in the background.
-
- This can only be achieved with correspondingly sophisticated cutting
- techniques, of course, but if a lot of colours are used, the results are
- certainly comparable with professional productions.
-
- The examples and descriptions above are intended to give you
- inspiration. Study basic ideas, use your own graphics, try out all of the
- functions and practice using the numerous editing aids that Adorage
- offers. Every user will eventually be capable of using the program
- effectively and to the full. This manual does not describe the IFF mode
- in any great detail as the procedures are more or less the same and the
- points at which they differ are adequately explained by the dialogue
- requesters. All you need to do if you wish to generate IFF animations is
- to switch over from SSA to IFF in the Ado-Prefs. The animations are then
- generated in the RAM in the form of frames and can be imported to DPaint,
- for example, as single-frame sequence.
-
- Page 3-10
-
- 4. ADVANCED PROGRAM FUNCTIONS
-
- 4.1. THE SCRIPT FUNCTION
-
- Instead of having to save a complete, calculated effect, all you need to
- do is to save a script. Proceed as follows for this:
-
- A script comprises a maximum of two effects (starting and closing
- effects). The closing effect is subject to certain limitations, but you
- will be advised of these during editing in Adorage. Proceed in the manner
- described above to generate a starting effect (normal effect creation).
- If you wish to add a closing effect, on the other hand, always calculate
- the starting effect in test mode (programmable in "Option") beforehand.
- This is necessary as the final calculated image in the starting effect
- constitutes the basis for calculation of the closing effect. Having run
- through the starting effect one in test mode, you can deactivate test
- mode again if you wish, the intermediate image has been recorded. Now
- switch over to `Closing` in the Script/Type field. The program then
- generates the effect and you can subsequently play the complete script
- back with `Script`/`Start`. You can also store the script in the memory
- by selecting "Check"/"Save" which means that you can calculate the script
- again at a later date with the "Load" function. "Delete" offers you the
- option of erasing the entire script (`A`) or just closing the effect
- (`B`).
-
- 4.2. THE INDIVIDUAL FUNCTIONS
-
- 4.2.1. THE `TYPE` FUNCTION
-
- A script comprises a starting effect and a closing effect. If you wish
- to edit both of these, a test calculation of the starting effect is
- followed by a test calculation of the closing effect in test mode. The
- settings which are programmed while editing the effects are stored with
- the effect to which they apply.
-
- * Starting: Starting effect
- * Closing: Closing effect
-
- Page 4-1
-
- 4.2.2. THE `START` FUNCTION
-
- If a script, comprising one or two effects, has been edited or loaded,
- it can be activated, i.e. started for calculation, with the `Start`
- function.
-
- The calculation of an animation is also started with this function
- following the preview in test mode, as the preview is basically nothing
- more or less than a test run of the script with the newly programmed
- settings.
-
- 4.2.3. THE `CHECK` FUNCTION
-
- Scripts can be loaded, saved or deleted with this function.
-
- 4.3. ADO-PREFS (default settings)
-
- Ado-Prefs is called by clicking the mouse. This screen explains the
- option for the default settings which apply to Adorage.
-
- 4.3.1. SCREEN POSITION
-
- If you click on 'Screen position' the bar cursor for the mouse appears
- on the screen, you can use the cursor arrow keys to move the screen,
- accurate to a pixel. Pressing the HELP key during the move operation has
- the effect of an undo. The Undo option is available once the mouse has
- been clicked again and, apart from this, the standard values from the
- start-up sequence can be adopted. Any screen chaos can be attributed to
- excessive screen movement. To remedy the situation, press the HELP key
- once.
-
- 4.3.2. ANIMATION PLANES
-
- This value is usually managed dynamically by the program. It can also be
- changed manually, however. This is necessary, e.g. if an animation to be
- calculated is expected to require a lot of memory capacity. This
- function is used to reserve the number of bit planes the number of bit
- planes (not images) to be calculated in advance. This means that Adorage
- gathers up garbage during calculation operation, which results in
- efficient utilisation of the memory capacity.
-
- Page 4-2
-
- 4.3.3. GRAPHICS BUFFER
-
-
- Loaded graphics are buffered for further processing, ensuring
- uninterrupted effect generation. Apart from this, the Adorage user
- interface is also stored on the ram disk as Adorage`s dynamic ChipMem
- management deletes the user interface if necessary, in order to obtain
- additional memory capacity. It is then loaded from the RAM disk following
- termination of the effect generation operation.
-
- 4.3.4. INTERMEDIATE GRAPHICS STORAGE
-
- The last calculated image (this also applies after a calculation has
- been cancelled) is put into temporary storage so that it can be used for
- subsequent calculations. This offers a useful facility when working with
- script animations.
-
- 4.3.5. EFFECT INTERVAL
-
- You can determine the effect interval by clicking the mouse on `+` or `-
- `. It specifies the length of interval between two effects, i.e. how long
- one graphic image is to be retained before the 2nd effect takes over on
- the screen. (Can also be adjusted with Control/Change/Interval).
-
- 4.3.6. SSA/IFF ANIMATION
-
- This setting selects the animation format to be generated by Adorage.
- Please refer to Chapter 1.2 `IFF/SSA animations` for more detailed
- information about the two formats.
-
- 4.3.7. EFFECT DURATION IN SECONDS/FRAMES
-
- This setting determines whether the effect duration is entered and
- displayed in seconds or frames. 50 frames correspond to one second.
-
- 4.3.8. OLD/NEW OBJECT SELECTION
-
- The old object selection procedure has been integrated into this program
- to provide a familiar technique for those users who do not wish to change
- to a different method. New users should familiarise themselves with the
- new selection procedure.
-
- Page 4-3
-
- The new object selection facility includes the following functions:
-
- A frame, similar to the workbench or window type, is used to select the
- object. The rectangular window comprises the upper edge, which allows the
- window to be moved when the mouse button is held down. Clicking the mouse
- cursor on any other point enables the reduction/enlargement of the
- object. The filled rectangular close gadget in the top left-hand corner
- is used to terminate the graphics selection operation. These functions
- are assigned to the left-hand mouse button. If the right-hand mouse
- button is used for these functions, the graphics image is displayed as an
- inverse image, which facilitates definition of the object in some cases.
-
- 4.3.9. DIALOGUE REQUESTER SCROLLING
-
- When the dialogue requester scrolling function has been activated, the
- requesters are scrolled over the screen from the bottom to the top. The
- requesters simply appear on the screen when this function is deactivated.
-
- 4.3.10. MEMORY PATH FOR IFF IMAGES
-
- This item appears if you have chosen IFF animations as the core image
- format.
-
- You can enter the path for storage of IFF ANIMATIONS, i.e. the disk
- drive and the corresponding sub directory in which the animation images
- are to be stored, e.g. `DF0:Images/`
-
- 4.3.11.
-
- This item appears if you have chosen IFF animations as the core image
- format.
-
- IFF ANIMATION images are stored under the general label name. This name
- comprises a 10-character identifier, with a consecutive number assigned
- for each frame. These numbers are assigned by the program and are
- required for subsequent lading in e.g. DPaint. Enter the name after
- selecting `Label name` and press RETURN to terminate the operation.
-
- Page 4-4
-
- 5. BASIC ADORAGE TOOLS
-
- 5.1. THE "SEQUENCE" FIELD
-
- *** See Fig 5-1 ***
-
- The "Sequence" field is in the lower part of the user interface, on the
- left-hand side. To activate this field, click on the field below it with
- the left-hand mouse button. You can then enter data for the order,
- starting image, running time, and stroboscope, using the ENTER key to
- switch from one field to the next.
-
- 5.1.1. STARTING IMAGE
-
- Starting image: Xth image from an existing animation which constitutes
- the starting point for the next animation to be calculated.
-
- 5.1.2. RUNNING TIME
-
- Number of images = number of frames, or the effect duration in seconds,
- which make up the animation according to the calculation; the higher the
- number, the slower the effect and the greater the required memory
- capacity.
-
- PAL television standard: 1 second corresponds to 50 frames
- NTSC television standard: 1 second corresponds to 60 frames
-
- Specify the input format - seconds or frames - in Prefs.
-
- 5.1.3. STROBOSCOPE
-
- Stroboscope Graduations in the animation to produce an intentional,
- homogeneous bucking effect.
- 0 Without strobe effect
-
- Bear in mind: the strobe effect takes up more memory capacity in the
- animation.
-
- Page 5-1
-
- 5.2. THE "OPTION" FIELD
-
- The following options are available:
-
- * Workbench on/off
- * Background on/off
- * Test on/off
-
- 5.2.1. WORKBENCH
-
- "Workbench" is only significant if you are running short of memory
- capacity. Deactivating this item releases a further 40 kbytes of memory.
-
- 5.2.2. BACKGROUND
-
- You can use a background image if this item has been deactivated. This
- may be e.g. an empty image, which enables positioning of a graphic
- object. Alternatively, you can use another graphic image as the
- background image, enabling crossfading from one graphic image to the
- other. If you`re working with a background picture, make sure that the
- graphic format and the colour palette is the same like the foreground
- picture.
-
- 5.2.3. TEST
-
- The effect can be previewed in test mode if this item has been
- activated. This means that the animation is not calculated, but the
- individual phases are displayed as they will subsequently appear. If used
- in conjunction with the ==> ALT key, you can run through several effects
- with a single graphic image at lightning speed.
-
- The preview rendering can be aborted with click on right mouse button.
-
- 5.3. THE "DIRECTION" FIELD
-
- As the name already implies, this item offers the facility os specifying
- the flow direction for an animation. There are two directions:
-
- * (out) - to fade a graphic image out
- * (in) - to fade a graphic image in
-
- Page 5-2
-
- 6. ANIMATION FIELD/CONTROL
-
- Only affects operations in SSA mode (set in the ==> Prefs)
-
- All functions required for subsequent processing of animations that have
- already been calculated are call in this field. Adorage offers a wide
- range of editing functions for changes and information.
-
- Click the left-hand mouse button to activate "Control". The subitems
- described in this chapter appear on the screen. Some buttons like play
- are only available, when a SSA - Animation is calculated or loaded in
- memory.
-
- 6.1. "PLAY" SUBITEM
-
- Used to play back a generated animation: it opens the graphics screen
- and the effect sequence commences with the next click of the left-hand
- mouse button. You can override the programmed intervals between the
- animations manually by clicking the left-hand mouse button when the
- interval starts. The animation is frozen until the mouse button is
- released.
-
- 6.2. "CHANGE" SUBITEM
-
- Enables various changes to generated animations.
-
- 6.2.1. "SCREEN POSITION" FUNCTION
-
- Click on "Search"
-
- Used to select an image or an interval from an SSA animation. Adorage
- waits for a click with the left-hand mouse button. After the mouse
- button, the animation runs until the next interval/sequence (click with
- right-hand mouse button = cancels the "Search" function). The search
- resumes when the left-hand mouse button is clicked again. Once you have
- found the image that you have been looking for, confirm by clicking the
- right-hand mouse button (do not confuse this with the cancel operation,
- as this can only be used between two actual effect intervals, i.e. during
- effect playback). This search function can also be used to change palette
- or intervals.
-
- Page 6-1
-
- Once you have reached the required image, interrupt the search function
- with the right-hand mouse button, then use the cursor (arrow) keys on the
- keyboard to change the position of the image. Having successfully change
- the position, confirm by pressing the ENTER key. The following switches
- are then available for selection:
-
- * OK: activates the position changes that have just been made
- * Undo: ignores the position changes that have just been made
- * Startup: activates the original values
-
- 6.2.2. THE "INTERVALS" FUNCTION
-
- This function is used to alter the intervals between individual
- animation sequences. You can either search for just one interval that you
- want to alter or you can change all intervals to a specific value. You
- can also change the strobe setting with this function, whereby the value
- is changed from a particular point onwards. To search for an image ==>
- "Search" (previous item).
-
- 6.2.3. THE "ANIM COLOURS" FUNCTION
-
- To search for an image: ==> "Search" (item 6.2.1.)
-
- This function can be used to change the palette for animation following
- calculation. The advantage of this is that once the graphic image has
- been positioned and superimposed onto the Genlock image, any undesirable
- colour overlays or unsuitable colour combinations become visible,
- intensified by the Genlock image, and you can alter these
- retrospectively. The colour requester offers the item `Selection` for you
- to choose the colours. Clicking on `Selection` with the mouse enables you
- to click onto each colour in the graphic directly, which is then
- displayed inversely. A click with the right-hand mouse button returns you
- to the requester. You can now use the RGB shift (RGB = Red, Green, Blue)
- to alter the colour. Click on the `View` item with the mouse to check the
- results. `Undo` returns the most recently altered colour to its original
- state, while `ALT` returns the complete palette to its original values.
- Use the `+` and `-` keys to run through the colours in the palette
- successively; this facilitates colour selection. `OK` confirms the set
- values. `Canc` cancels the colour change function. `I` is used to move
- the requester vertically (`Shift` key => returns the requester to its
- original position)
-
- Page 6-2
-
- 6.2.4. THE "PLAY MODE" FUNCTION
-
- "continuous": an animation is repeated continuously
- "without update": the last image in an effect is not erased
- "play once only": one run followed by an empty screen, click with the
- right-hand mouse button terminates this idle state
-
- 6.3. THE "FILE" SUBITEM
-
- Use to load, save or delete an effect. It is also possible to link
- animations to one another with "Append", i.e. attaching existing effects
- to one another. The same file requester is used for each function to
- maintain a certain amount of transparency. Animations can only be
- appended to one another, however, if they all use the same resolution and
- palette.
-
- 6.4. THE "DELETE" SUBITEM
-
- Enables the deletion of a complete animation or individual sequences
-
- "Search" ==> Chapter 6.2.1
-
- Having found the required point, all of the subsequent images can be
- deleted.
-
- * "All images": deletes all of the images in the animation
- * "Last effect": deletes the most recently generated effect
-
- 6.5. THE "EFFECT" SUBITEM
-
- This subitem changes to the user interface in order to generate a new
- effect and returns to this animation processing level immediately
- afterwards.
-
- 6.6. THE "CANCEL" SUBITEM
-
- Cancels the animation functions; returns to the user interface
-
- Adorage information: ???
-
- Page 6-3
-
- Activating `???` on the user interface calls a SYSTEM OVERVIEW to the
- screen, which contains useful information regarding memory capacity and
- the images currently being processed. This information may be essential
- to subsequent operation with Adorage.
-
- If Adorage does not operate properly, this can usually be attributed to
- a lack of memory capacity, and can be analysed precisely in `???`. You
- can then take suitable measures, such as deactivating the workbench or
- the intermediate memory, to remedy the situation.
-
- Page 6-4
-
- 7. OVERVIEW OF EFFECTS
-
- The following overview assumes that the direction has been set to `in`.
- If this has been set to `out`, the information applies to the effect
- accordingly.
-
- The new "Whirl" *** See Fig 7-1 *** and "Roll" effects *** See Fig 7-1
- *** are described in the instruction manual for version 2.0.
-
- LOGO CHECK
-
- *** See Fig 7-1 ***
-
- * Pattern: Diagonal check pattern
- * Coarse opening: The graphic image is generated from several openings
- * Single lines: The graphic image builds up vertically
- * Chequerboard: Chequered graphic display
- * Fine opening: Like coarse opening, but with more, finer openings
- * Double lines: The graphic image builds up vertically with double
- lines
-
- LOUVRE
-
- *** See Fig 7-1 ***
-
- * Horizontal: Horizontal louvres
- The figure specifies the number of louvres used
- * Vertical: Vertical louvres
- The figure specifies the number of louvres used
-
- The graphic image is built in louvres. The size of the louvre is
- determined by the size of the graphic image and the selected number of
- louvres.
-
- Page 7-1
-
- FRAGMENT
-
- *** See Fig 7-1 ***
-
- * Wide scatter * coarse
- * medium
- * fine
- * very fine
- * ultra
-
- * Narrow scatter * coarse
- * medium
- * fine
- * very fine
- * ultra
-
- "Fragment" causes a graphic image to explode into several parts. `Wide
- or narrow scatter` determines the distribution of the individual
- fragments on the screen. The values below these refer to the size or
- gauge of the fragments. The finer the fragment, the longer the time
- required and the more memory capacity required.
-
- FIRE
-
- *** See Fig 7-1 ***
-
- * Wide scatter * coarse
- * medium
- * fine
- * very fine
- * ultra
-
- * Narrow scatter * coarse
- * medium
- * fine
- * very fine
- * ultra
-
- `Wide or narrow scatter` determines the distribution of the individual
- segments on the screen. The values below these refer to the size or gauge
- of the segments. The finer the parts, the longer
-
- Page 7-2
-
- the time required for calculation and the more memory capacity required.
- Unlike "Fragment", "Fire" causes the graphic image to "fall into itself"
- in the centre before exploding.
-
- The following applies to both `Fire` and "Fragment":
- Each finer grade ==> requires approx. 4 times the computing capacity
-
- WILD CHECK
-
- *** See Fig 7-1 ***
-
- * 8 x 8
- * 10 x 10
- * 15 x 15
- * 22 x 22
- * 25 x 25
- * 28 x 28
-
- Wild check puts the graphic image together with checks according to the
- random principle. The grade determines the way in which the graphic image
- is distributed over the individual checks. The size of the check
- increases with the size of the graphic image.
-
- CIRCLES
-
- *** See Fig 7-1 ***
-
- * Radius: The graphic image is generated from its radius
- * Diameter: The graphic image is generated from its diameter
- * Fan: The graphic image is built up in the form of a fan, with
- two pie wedges
- * Propeller: The graphic image is built up in four pie wedges
- * Double fan: Like fan, but with 4 wedges
- * Zermedes: Like fan, but with 3 wedges
-
- Page 7-3
-
- MOSAIC
-
- *** See Fig 7-2 ***
-
- * very coarse
- * coarse
- * medium
- * fine
- * very fine
- * ultra
-
- The graphic image is put together like a mosaic, whereby the grade is
- determined by the switch designations. The size of the mosaic pieces does
- not increase with the size of the selected window.
-
- SCROLL
-
- *** See Fig 7-2 ***
-
- * Left/shallow: The graphic image is scrolled in from the left: shallow
- scroll
- * Left/medium: The graphic image is scrolled in from the left: medium
- scroll
- * Left/wide: The graphic image is scrolled in from the left: wide
- scroll
- * Right/shallow: The graphic image is scrolled in from the right:
- shallow scroll
- * Right/medium: The graphic image is scrolled in from the right: medium
- scroll
- * Right/wide: The graphic image is scrolled in from the right: wide
- scroll
-
- Page 7-4
-
- DASHES
-
- *** See Fig 7-2 ***
-
- * Horizontal dashes: Horizontal lines from two directions with
- vertical offset
- * Horizontal wedges: Horizontal wedges from two directions with
- vertical offset
- * Horizontal slide: Parts of the image slide into one another on the
- horizontal plane
- * Vertical dashes: Vertical lines from two directions with
- horizontal offset
- * Vertical wedges: Vertical wedges from two directions with
- horizontal offset
- * Vertical slide: Parts of the image slide into one another on the
- vertical plane
- * Horiz. coarse slide: The image is divided into a comb-like pattern
- then regenerated
- * Horiz. fine comb: Like coarse, but with finer screening
- * Vert. coarse comb: As above, but scrolling the image vertically
- * Vert. fine comb: As coarse, but with finer screening
-
- PIECES
-
- *** See Fig 7-2 ***
-
- * Dot: The graphic image emerges from the centre in 4
- directions
- * Line: The graphic image emerges from the centre in 2
- directions
- * Mill: The graphic image emerges from the centre twisted
- * Vertical duo: The graphic image is produced in two vertical parts
- * Horizontal duo: The graphic image is produced in two horizontal
- parts
- * Vertical Press: The graphic image is pulled vertically in two
- directions from the centre
- * Horizontal Press: The graphic image is pulled horizontally in two
- directions from the centre
-
- Page 7-5
-
- MOVE
-
- *** See Fig 7-2 ***
-
- * right: Moves the graphic image to the right
- * left: Moves the graphic image to the left
- * down: Moves the graphic image to the down
- * up: Moves the graphic image to the up
- * to the left: Move the graphic image across the entire screen to the
- left
- * to the right: Move the graphic image across the entire screen to the
- right
- * left/top: The graphic image appears from left/top
- * right/top: The graphic image appears from right/top
- * left/bottom: The graphic image appears from left/bottom
- * right/bottom: The graphic image appears from right/bottom
- Spring movements = IS = programmable in Spring
- Acceleration movements = IA = programmable in Spring
-
- WINDOW
-
- *** See Fig 7-2 ***
-
- * Dot: The graphic image emerges from the centre as a window
- * Line: The graphic image appears from its vertical centre
- * Mill: The graphic image emerges from the centre turning
- clockwise
- * Parts: The graphic image in 4 parts, horizontal and vertical
- * Vertical duo: The graphic image simultaneously appears from the top
- to bottom and vice versa
- * Horizontal duo: The graphic image simultaneously appears from left to
- right and vice versa
-
- Page 7-6
-
- WAVE
-
- *** See Fig 7-2 ***
-
- Undulating movements
-
- * very coarse
- * coarse
- * medium
- * fine
- * very fine
- * ultra
- * spacial
-
- * left
- * top
- * bottom
- * right
-
- WIND
-
- *** See Fig 7-2 ***
-
- Various effects using segments which move as if blown by a wind.
- Variants:
-
- * Fall/F
- * Channel/F
- * Helix/F
- * Flag/S
-
- Can be changed according to the spring constant and by moving the
- central point.
-
- Page 7-7
-
- 8. TIPS AND TRICKS
-
- 8.1. INTERFERENCE
-
- The term interference is used to describe a conspicuous flicker
- affecting some pixels during movements along the vertical axis. Proceed
- as follows to prevent this sort of interference:
-
- 1. Generate the required effect (e.g. move up or down)
- 2. Terminate animation play mode with a click on the right-hand mouse
- button
- 3. Select `Cancel` to return to the user interface
- 4. Click on `Script` / `???`
- 5. The information menu appears
- 6. Note the `Optimum value for vert. movement (yellow text)
- 7. Mouse click = return to the user level
- 8. Click on the mouse on the `Sequence` display field
- 9. Leave the `Starting image` value at 0 (RETURN)
- 10. Enter the optimum value from the information menu for `No. of
- images` (RETURN)
- 11. Leave the `Stroboscope` value unchanged (RETURN)
- 12. Recalculate or append the corrected animation (for comparison if
- applicable)
- 13. Deactivate `Test`
- 14. Activate `Script` / `Start`
- 15. Acknowledge `Record as SSA` with `Yes`
- 16. Animation is calculated as described above
- 17. Playback as described above
-
- Observation: this 2nd animation is much more clearly defined i.e. no
- flicker.
-
- 8.2. SELECTING AN OBJECT
-
- If problems occur while selecting a graphic object, you can remedy the
- situation in the following way
-
- ESC. key: display the defined object only
- Right mouse button: inverse display of the graphic image to intensify
- the contrast
-
- Page 8-1
-
- 8.3. PIXEL-BY-PIXEL SELECTION, FINE ADJUSTMENT
-
- Keep the left-hand ALT and Amiga keys pressed down and use the cursor
- keys to move the object or change its size.
-
- 8.4. USING BRUSHES
-
- A special trick in Adorage enables the recognition of graphic images
- which were stored as brushes when they are loaded. This works in the
- following way:
-
- 1. Store a brush of e.g. 120 * 150 pixel in the graphics program e.g.
- DPaint, activate Background
- 2. Commence effect editing
- 3. Load the brush in Adorage as a graphic object
- 4. Define an empty image as the background
- 5. Define`Whole image` as the selected graphic object
- 6. When positioning on the empty image, you will notice that the program
- has recognised the actual size of 120 * 150
- 7. Terminate effect editing.
-
- 8.5. TIPS AND REMEDY A LACK OF MEMORY CAPACITY
-
- Terminate unnecessary tasks Clear the RAM disk Delete brushes and
- sketches in graphic programs running in parallel Deactivate
- Option/Workbench, i.e. close.
- 8.6. SETTING THE CENTRE
-
- A centre can be set for certain effects. This centre may have a drastic
- affect on the appearance of an effect. In the `Flag` variant of the
- `Wind` effect, for example, you can move the centre into a corner of the
- screen to produce a sort of 3D whirl.
-
- You can also use this facility in the `Fire` effect to define the
- direction from which the segments come together to produce the graphic
- image. These are just 2 examples, but experiment yourself. That is the
- best way of exploring the possibilities.
-
- Page 8-2
-
- IMPORTANT: If you move the centre away from the centre of the screen,
- the other radii will increase the increments between the individual
- images. The displacement between the images (delta) increases as a
- consequence of this. This is why an animation suddenly becomes longer.
- The risk of bucking is also greater, of course, as the processor is more
- occupied with delta displacement.
-
- 8.7. LACE/INTERLACE
-
- For creating SSA-Animations, you must always use INTERLACE (LACE) IFF
- graphics. If you don`t use interlace pics, you`ll see an error message
- like this:
-
- "cannot create animation, picture format contains no LACE"
-
- With NON interlace picture, you can create IFF single-frame sequences,
- which can be played back with other software like Deluxe Paint or
- clariSSA.
-
- 8.8. REQUESTER DF0:
-
- If you continually get a requester saying
-
- "please insert df0: in any drive:
-
- With Ado-Prefs you can set the used paths as preset paths. First, render
- an effect, choosing the proper paths for the images. Next click on "Ado-
- Prefs" then click on "save". This defines the previously used paths
- (foreground, background etc.) as presets.
-
- 8.9. FOREGROUND/BACKGROUND
-
- When using a background image, make sure that both pictures have the
- same colour palette and the same screen format.
-
- Page 8-3
-
- 8.10. HALF-FRAMES (FOR NTSC-USER)
-
- The manual makes reference to "half-frames", which are also known as
- "fields". In NTSC (the standard for TV broadcasting in the United
- States), there are 30 frames per second, and 60 fields per second (two
- fields make one frame). In other words, an animation of one second has 60
- half-frames.
-
- PAL: 25 frames = 50 fields
- NTSC: 30 frames = 60 fields
-
- Page 8-4
-
-
- ADDENDUM ADORAGE V 2.0 AGA
- COPYRIGHT proDAD 1993
-
- NEW FEATURES:
-
- * Many new effects
- * New effects freely definable with user-supplied parameters
- * Better rendering-performance
- * New GUI
- * Supports AGA modes up to 256 colours
-
- THE NEW EFFECTS
-
- NOTE: To reproduce the effects in the following examples, the images
- must always be centred on the screen. Other positions will work, but will
- produce results other than what is described.
-
- You can use the graphic !Logo_IFF" in drawer "Images", so you must not
- use an empty screen as a back ground-pic to place the image selection.
- This is a Hires-INTERLACE graphic for creating Super-Smooth-Animations
- (SSA).
-
- Page ADD-1
-
- 9. THE WREATHS EFFECTS
-
- *** See Fig 9-1 *** This icon is the third effect in the last row.
-
- DESCRIPTION
-
- Causes segments of the image to appear like wreaths or planes.
-
- CENTRE POINT
-
- Choose the centre point with the left mouse button. Clicking the right
- mouse button confirms the new centre point.
-
- centre of the object: Normal rotation of the segments
-
- centre point for from centre: Wide rotation of the segments. More
- memory will be used and there will be
- greater possibility of jerkiness in the
- animation playback.
-
- SPRING INTENSITY
-
- high spring intensity: Variable effects possibilities. More
- memory will be used and there will be a
- greater possibility of jerkiness in the
- animation playback.
-
- Low spring intensity: Possibly smoother playback.
-
- 9.1. PLANE A
-
- GENERAL INFORMATION
-
- Rotation angle: XY - level 0 = normal position of the objects. ==>
- angle speed
- Tilt angle: XZ - level 0 = actual position of the objects.
- Moving depth: factor for depth distortion
-
- DIFFERENT PARAMETERS FOR NICE EFFECTS
-
- Because the Wreath effects can be time consuming, we recommend you use
- "Very Coarse! for test renderings and "Fine", "Very Fine" or "Ultra" for
- SSA recordings.
-
- Page ADD-2
-
- 9.1.1. HORIZONTAL AND VERTICAL ROTATION OF A PLANE.
-
- PARAMETERS
- Effect Length: 1.5 secs
- Effect Direction: in
- Rotation Angle: 720
- Tilt Angle: 360
- Move Depth: 0
- Centre: Central
-
- 9.1.2. HORIZONTAL ROTATION AROUND A DECENTRALISED-CENTRALISED CENTRE WITH
- A SMALL DEPTH MOVEMENT
-
- PARAMETERS
- Effect Length: 1.5 secs
- Effect Direction: in
- Rotation Angle: 360
- Tilt Angle: 0
- Move Depth: 30
- Centre: Central
-
- 9.1.3. VERTICAL ROTATION AROUND A DECENTRALISED-CENTRALISED CENTRE WITH A
- SPRING AND A LARGE DEPTH MOVEMENT
-
- PARAMETERS
- Effect Length: 2.5 secs
- Effect Direction: in
- Rotation Angle: 0
- Tilt Angle: 360
- Move Depth: 30
- Centre: Central
- Spring intensity: 100
-
- Page ADD-3
-
- 9.2. PLANE B
-
- GENERAL INFORMATION
-
- Rotation angle: XY - level 0 = normal position for the objects ==>
- angle speed
- Tilt angle: XZ - level 0 = normal position of the objects
- Moving depth: Factor for depth distortion
- Distortion: Factor for spectral projection
-
- 9.2.1. BOTH TILT AND A ROTATION AROUND A CENTRAL POINT WITH A DEPTH
- MOVEMENT
-
- PARAMETERS
- Effect Length: 2.5 secs
- Effect Direction: in
- Rotation Angle: 360
- Tilt Angle: 360
- Move Depth: 20
- Distortion: 0
- Centre: Central
- Spring intensity: 100
-
- 9.2.2. LOCAL ROTATION AROUND THE TOP RIGHT CORNER OF THE IMAGE WITH A
- DEPTH MOVEMENT
-
- PARAMETERS
- Effect Length: 3.5 secs
- Effect Direction: in
- Rotation Angle: 360
- Tilt Angle: 0
- Move Depth: 50
- Distortion: 0
- Centre: TOP RIGHT HAND CORNER OF THE IMAGE
- Spring intensity: 0
-
- Page ADD-4
-
- 9.2.3. IMAGE APPEARS WITH BOTH A TILT ROTATION ANGLE AS WELL AS DEPTH
- MOVEMENT. IT WILL BE DISTORTED AND WILL BECOME A SPRING EFFECT.
-
- PARAMETERS
- Effect Length: 0 secs
- Effect Direction: in
- Rotation Angle: 360
- Tilt Angle: 360
- Move Depth: 50
- Distortion: 500
- Centre: top left of the image
- Spring intensity: 40
-
- 9.3. HELIX
-
- GENERAL INFORMATION
-
- Rotation angle: XY - level 0 = Normal position for the objects ==> angle
- speed
- Tilt angle: XZ - level 0 = Normal position of the objects
- Extension: Percentage expansion in relation to the rotation angle
- Diminution: Fractal diminution at the centre. Positive = Fractals at
- the centre are large and projecting outward.
- Depth: The higher this parameter, the more depth the object
- has. This is only noticeable, if a tilt angle is used.
-
- 9.3.1. THE IMAGE WILL FADE IN WITH GREAT EXTENSION LIKE A "SPIRAL FOG"
-
- PARAMETERS
- Effect Length: 2.0 secs
- Effect Direction: in
- Rotation Angle: 360
- Tilt Angle: 0
- Extension: 100
- Diminution: 0
- Depth: 0
- Centre: centre of the image
- Spring intensity: 0
-
- Page ADD-5
-
- 9.3.2. THE IMAGE WILL FADE IN WITH GREAT EXTENSION LIKE A "SPIRAL FOG"
- AND WILL BE TRANSFORMED LIKE A DOME.
-
- PARAMETERS
- Effect Length: 2.0 secs
- Effect Direction: in
- Rotation Angle: 360
- Tilt Angle: 180
- Extension: 100
- Diminution: 100
- Depth: 100
- Centre: centre of the image
- Spring intensity: 0
-
- 9.3.3. THE FRACTALS OF THE IMAGE WILL FADE IN LIKE A DOME, WHILE
- SIMULTANEOUSLY SPRINGING UP AND DOWN
-
- PARAMETERS
- Effect Length: 2.5 secs
- Effect Direction: in
- Rotation Angle: 180
- Tilt Angle: 360
- Extension: 100
- Diminution: 200
- Depth: 200
- Centre: centre of the image
- Spring intensity: 60
-
- 9.4. COMET
-
- GENERAL INFORMATION
-
- Rotation angle: XY - level 0 = Normal position for the objects ==> angle
- speed
- Tilt angle: XZ - level 0 = Normal position of the objects
- Extension: Percentage expansion in relation to the rotation angle
- Diminution: Fractal diminution at the centre. Positive = Fractals at
- the centre are large and projecting outward.
- Depth: The higher this parameter, the more depth the object
- has. This is only noticeable, if a tilt angle is used.
-
- Page ADD 9-6
-
- 9.4.1. THE FRACTALS OF THE IMAGE WILL FLY OVER THE SCREEN AND TURN IN
- WIDE CURVES
-
- PARAMETERS
- Effect Length: 2.0 secs
- Effect Direction: in
- Rotation Angle: 360
- Tilt Angle: 360
- Extension: 100
- Depth: 300
- Centre: top left corner of the image
- Spring intensity: 0
-
- 9.4.2. THE FRACTALS WILL BE BLOWING IN THE 3D SPACE, WHILE TRANSFORMING
- THEMSELVES LIKE SHEETS IN THE WIND.
-
- PARAMETERS
- Effect Length: 1.5 secs
- Effect Direction: in
- Rotation Angle: 360
- Tilt Angle: 360
- Extension: 200
- Depth: 200
- Centre: centre of the image
- Spring intensity: 50
-
- 9.4.3. FIRST THE IMAGE WILL FADE IN LIKE A PIROUETTE WITH BIG TRACKS,
- WITH THE TRACKS BECOMING PROGRESSIVELY SMALLER.
-
- PARAMETERS
- Effect Length: 1.5 secs
- Effect Direction: in
- Rotation Angle: 360
- Tilt Angle: 1500
- Extension: 100
- Depth: 250
- Centre: centre of the image
- Spring intensity: 20
-
- Page ADD-7
-
- 10. THE ROLL EFFECTS
-
- *** See Fig 9-1 *** This is the fourth effect in the last row.
-
- DESCRIPTION
-
- The effect group will Roll will cause the image to roll on the screen
- based on geometric forms like curls and rollers.
-
- GENERAL INFORMATION FOR ROLL EFFECTS
-
- Start radius: Roll radius at the beginning of the effect.
- End radius: Roll radius at the end of an effect.
- X - value: X - displacement from the Centre per 360 degrees
- (positive values only !)
- Y - value: Y - displacement (can be negative or positive value)
- Contortion: Rotational speed of the image
- Note: If the value is too high, the graphic will tear
- apart)
- Relation %: the relation between the X - and Y - resolution
-
- 10.1. CURL (6 VARIANTS)
-
- 10.1.1. SPRING INTENSITY
-
- The spring intensity is very important to influence the curl effects.
- Please experiment with this value to see the effect!
-
- Page ADD-8
-
- 10.1.2. THE GRAPHIC WILL FADE IN LIKE A CURL. THE POSITION WILL CHANGE
- FROM THE TOP TO THE BOTTOM, WHILE CURL RADIUS BECOMES
- PROGRESSIVELY SMALLER
-
- PARAMETERS
- Effect Variant: Curl down A
- Effect length: 1.5 sec
- Effect Direction: in
- Start Radius: 100
- End Radius: 10
- X - Value: 5
- Y - Value: 30
- Contortion: 90
- Relation %: 70
- Spring: 0
-
- 10.1.3. THE GRAPHICS WILL FADE LIKE A CURL. THE POSITION WILL CHANGE FROM
- THE RIGHT TOP TO THE LEFT BOTTOM OF THE SCREEN, WHILE THE CURL
- RADIUS DECREASES. DURING THIS, THE SPRING WILL HOLD IT BACK TO
- THE CENTRE OF THE SCREEN.
-
- PARAMETERS
- Effect Variant: Curl up A
- Effect length: 2.5 sec
- Effect Direction: in
- Start Radius: 80
- End Radius: 20
- X - Value: 20
- Y - Value: 40
- Contortion: 180
- Relation %: 50
- Spring: 50
-
- Page ADD-9
-
- 10.1.4. THE IMAGE WILL FADE AND DRAW TOGETHER LIKE A CURL. THEN IT WILL
- EXPAND TO THE FULL IMAGE. THE SPRING INTENSITY WILL INFLUENCE THE
- VERTICAL MOVE
-
- PARAMETERS
- Effect Variant: Curl down C
- Effect length: 1.5 sec
- Effect Direction: in
- Start Radius: 80
- End Radius: 50
- X - Value: 30
- Y - Value: 20
- Contortion: 180
- Relation %: 30
-
- 10.2. ROLLER (3 VARIANTS)
-
- 10.2.1. SPRING INTENSITY
-
- The spring intensity will have no influence with this effect.
-
- 10.2.2. THE IMAGE WILL FADE IN FROM THE LEFT LIKE PINT OFF A ROLLER. THE
- HORIZONTAL AND VERTICAL DISPLACEMENTS HELP STRENGTHEN THE 3D
- EFFECT
-
- PARAMETERS
- Effect Variant: Roller right
- Effect length: 1.5 sec
- Effect Direction: in
- Start Radius: 100
- End Radius: 50
- X - Value: 10
- Y - Value: 10
- Contortion: 90
- Relation %: 30
-
- Page ADD-10
-
- 10.2.3. THE IMAGE WILL FADE IN FROM THE RIGHT LIKE PAINT OFF A ROLLER.
- THE ROLLER WILL TRANSFORM FROM THE LARGE START RADIUS TO THE
- SMALL
- END RADIUS. THE X AND Y VALUES RESULT IN A LOCAL 180 DEGREE
- CONTORTION
-
- PARAMETERS
- Effect Variant: Roller right
- Effect length: 1.5 sec
- Effect Direction: in
- Start Radius: 150
- End Radius: 10
- X - Value: 5
- Y - Value: 20
- Contortion: 180
- Relation %: 100
-
- 10.2.4. THE IMAGE WILL ROLL IN FROM THE LEFT AND RIGHT SIMULTANEOUSLY
-
- PARAMETERS
- Effect Variant: Roller LR
- Effect length: 3.5 sec
- Effect Direction: in
- Start Radius: 500
- End Radius: 500
- X - Value: 20
- Y - Value: 20
- Contortion: 10
- Relation %: 10
-
- Page ADD-11
-
- APPENDIX 1: INDEX
-
- anim colours .........................6-2
-
- background ...........................5-2
- 8-3
- brushes ..............................8-2
-
- check function .......................4-2
- circles-effect .......................7-3
- comet-effect .........................Add-6
- curl effects .........................Add-8
-
- dashes-effect ........................7-5
- DF0 ..................................8-3
- dialogue requester ...................2-3
- Direction field ......................3-3
-
- effect duration ......................4-3
- Effect Editing .......................3-3
- effect interval ......................4-3
-
- Fade in ..............................3-3
- 3-9
- Fade out .............................3-6
- 3-9
- fine adjustment ......................8-2
- fire-effect ..........................7-2
- Foreground image .....................3-3
- 8-3
- fractals .............................Add-6
- Add-7
- fragment-effect ......................7-2
-
- graphics buffer ......................4-3
-
- half-frames ..........................8-4
- Hardware .............................1-3
- helix effects ........................Add-5
-
- IFF/SSA animations ...................1-2
- Input Options ........................2-4
- Installing Adorage ...................1-4
- interface ............................8-3
- interference .........................8-1
-
- Keyboard inputs ......................2-4
-
- lace .................................8-3
- logo check-effect ....................7-1
- louvre effect ........................7-1
-
- memory capacity ......................8-2
- memory path ..........................4-4
- mosaic-effect ........................7-4
- move-effect ..........................7-6
- Movement effect ......................3-1
-
- Option field .........................3-3
-
- pieces-effect ........................7-5
- plane A effects ......................Add-2
- plane B effects ......................Add-4
- play mode ............................8-3
-
- roller effects .......................Add-10
- rotation of a plane ..................Add-3
-
- scene-change .........................3-8
- 3-10
- scroll-effect ........................7-4
- Sequence field .......................3-3
- spiral fog ...........................Add-5
- Add-6
- spring intensity .....................Add-10
- start function .......................4-2
- Starting the program .................1-5
- stroboscope ..........................5-1
-
- Test mode ............................3-5
- type function ........................4-1
-
- Using graphics .......................1-5
- Using interface ......................2-1
-
- wave-effect ..........................7-7
- wild check-effect ....................7-3
- wind-effect ..........................7-7
- window-effect ........................7-6
- workbench ............................5-2
-
- The END
-