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Utilities Professional 1-1500
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Utilities Professional 1-1500 (1994)(WPD)[!].iso
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07511000
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var0859.dms
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var0859.adf
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View.Doc
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1989-08-10
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View V1.3 - ANIM/ILBM Viewer
View is a program that allows you to view all ANIM opcode 5 or 6
animations and all ILBM IFF format pictures. This viewer program is
freely re-distributable. This means that you may distribute it to anyone,
or anywhere that you so desire providing that this unaltered file, and the
original unmodified program are distributed together.
View 1.3 supports IFF ANIM OpCode 5 animations. This is the standard
ANIM format that has (supposibly) been adopted by the Amiga community. Old
animations from VideoScape, & HASH Enterprises may NOT be OpCode 5. Some
ANIM and ILBMs have non-standard methods of filling the Bitmap Header
structure. Meaning that the values are not what View or other viewers expect.
This is very unfortunate and impossible to detect. Therefore View will
ignore the questionable values and insert the values that are set in the
users preferences. This way ALL pictures and animations will be centered onto
your display (that is if your preferences places your WorkBench screen into
the center of your monitor's display). This also is useful for those of you
that have Flicker-Fixers connected.
OpCode-6 Animation is my own creation and is not YET been recognized as
a standard IFF ANIM format by Commodore. The format is exactly the same as
OpCode 5 but is QUAD buffered instead of DOUBLE buffered. This allows the
player to show 2 screens at one time for the X-Specs Glasses. Each picture
MUST be viewed for 1/60th of a second, therefore to see a 3D-Picture the
viewer can only play ANIMs at 30 frames per second. (2 pictures = 1 frame).
Once I hear from Commodore the OpCode may or may not change depending on
whether OpCode 6 has been taken already, so don't write any code that may
depend on it. If you wish to have more information on this ANIM format,
feel free to contact me at any of the below listed places. There is a
problem inherent in this QUAD buffering technique! The problem is in the
fact that standard Amigas only have 512K of CHIP ram, and some is taken for
the workbench screen. But since you probably haven't got an animation that
is Op-Code 6 (since I haven't released any yet, and 3D Professional isn't
out yet to make your own) these problems are not yours. I will attempt to
do some memory magic to require only 2 of the four bitmaps to be in chip
ram at one time. But I have a feeling that this will cause the animations
to slow down, due to data swapping that may or may not need to be done.
Audio files are supported by View and are the same format as Sculpt
Movie format audio files. View supports IFF 8SVX type sounds, as well as
Future Sound files. The format of the Audio file is as follows.
Audio File FILENAME is "animname.audio", for instance if the ANIM is
called "foo" then the audio file that View will look for is titled
"foo.audio". The format for this file is as follows.
SOUNDPATH0 Sound file
SOUNDPATH1 Sound file
... list all desired sounds
* the SPLAT denotes end of sound list
1 Number of foreground sounds
0 0 L 50 0 = frame to start sound
0 = sound to use from above list
L = Left channel
50 = volume (0 - 64)
1 Number of foreground sounds
0 1 R 64 0 = frame to start sound
1 = sound to use from above list
R = Right channel
64 = volume (0 - 64)
NOTE: comments are NOT supported! They are only shown here to aid in the
understanding of the file format.
Background sounds start at the given frame number and repeat until the
animation is stopped. Foreground sounds start at the given frame and play
ONCE. Remember that the Amiga has only 4 channels, 2 right ans 2 left, so
you can only have that many playing at one time. i.e. if you have 2
background sounds, one right and one left. You can only play 2 foreground
sounds, one must be right the other must be left. If you start a
foreground sound at frame one, you can NOT use that channel until that
sound is complete. If you TRY, View will attempt to abort the old sound
in order to play the new one, BUT this attempt is not always successful.
The programs execution should be fairly easy to understand. To view a
single animation or picture either run view from CLI passing it the
filename, or click onto the PROJECT icon of the file.
Example: if desired ANIM is named "foo.anim"
<CLI> 1> view foo.anim
<WORKBENCH> double click the "foo.anim" icon. The icon MUST be a
project type icon, with its DEFAULT TOOL set to point to the View
program.
To view multiple animations or pictures simply run the view program with
no arguments. A file requester will appear and you may select a file.
After viewing the picture or animation the file requester will re-appear.
When you have seen enough click on the CANCEL gadget in the file selecter.
Example:
<CLI> 1> view
<WORKBENCH> double click the "VIEW" icon.
VIEWING CONTROLS:
<ESC> stops viewing for an animation or picture.
<ARROWS> move the view offsets of the picture or animation.
<FUNCTION KEYS> change the playback speed of the animation.
<RETURN> Default speed. This will use the timing information in the
ANIM file for its speed. This option is DEFAULT on.
<SPACE> Freezes the animation at the current frame.
<a> Advances forward one frame. (must first freeze it of course).
Mike Hartman
Cryogenic Software
3487 W. 97th Ave #26
Westminster, CO 80030
PLINK ID: cryo
Cryogenic Software
Phone: (303) 465-1330