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Aminet 37
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Aminet 37 (2000)(Schatztruhe)[!][Jun 2000].iso
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AmigaGS-Dev.lha
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2000-04-13
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316 lines
; *************************************************
; * *
; * AMIGA GAME STUDIO DEVELOPMENT PROJECT *
; * *
; *-----------------------------------------------*
; * *
; * List for all functions defined in libraries *
; * given in AmigaGS archive : *
; * *
; * Display???.Library ECS/AGA Ver : 1.0 *
; * Chunky???.Library CPU020 Ver : 1.0 *
; * Ilbm.Library Ver : 1.0 *
; * Joystick.Library Ver : 1.0 *
; * MemoryBanks.Library Ver : 1.0 *
; * MemoryCopy???.Library CPU020 Ver : 1.0 *
; * Screens???.Library ECS/AGA Ver : 1.0 *
; * *
; *************************************************
; DATE : 13.April.2000 16:50
; Project Version 0.1a
;
;
; *******************
; * *
; * Display.Library *
; * *
; *******************
;
1 / Ags_Display :
-----------------
In : /
Out : /
Help : Activate AmigaGS display instead of workbench
2 / WB_Display :
----------------
In : /
Out : /
Help : restore workbench display.
3 / Ags_WaitVbl :
-----------------
In : /
Out : /
Help : Wait for vertical refresh.
4 / Ags_Screen :
----------------
In : A0=ScreenBase
Out : /
Help : Display any screen created with any of the
"screens???.library"
5 / Ags_SetColor :
------------------
In : D0=Color / D1=Red / D2=Green / D3=Blue
Out : /
Help : Define a 24bits color for AmigaGS display.
6 / Ags_Copper:
---------------
In : /
Out : A0=AGS-CopperBase
Help : Give you the adress where the AmigaGS copper
list is installed.
7 / Refresh_Copper :
--------------------
In : /
Out : /
Help : Send you back to AmigaGS Display.
8 / Screen_Offset :
-------------------
In : D0=XOffset / D1=YOffset
Out : /
Help : Make a scrolling for the screen installed in
AmigaGS Display.
;
; ******************
; * *
; * Chunky.Library *
; * *
; ******************
;
1 / Set_ChunkyBase :
--------------------
In : A0=Chunky_ScreenBase
Out : /
Help : Define where your chunky screen is located in
any kind of memory.
2 / Set_ScreenBase :
--------------------
In : A0=Planar_ScreenBase
Out : /
Help : Define where your planar screen is located in
chip memory.
( all planes must be allocated contiguously)
3 / Set_ChunkySize :
--------------------
In : D0=XSize / D1=YSize
Out : /
Help : Define The sizes of your chunky screen.
There are only 2 values available :
D0=320 / D1=200 or D0=160 / D1=100
4 / ChunkyConvert :
-------------------
In : /
Out : /
Help : convert the graphics contained inside chunky
screen to your planar screen.
5 / ChunkyPlot :
----------------
In : D0=XPos(0-319) / D1=YPos(0-199) / D2=Ink(0-255)
Out : /
Help : Draw a point inside chunky screen.
;
; ****************
; * *
; * Ilbm.Library *
; * *
; ****************
;
1 / IlbmConvert :
-----------------
In : A0=ScreenBase / A1=IffBase
Out : /
Help : Convert a previously loaded in memory IFF/ILBM
file into an AmigaGS Screen.
2 / IlbmXSize :
---------------
In : A0=IffBase
Out : D0=XSize
Help : Give you the X size of an IFF/ILBM Picture
in memory.
3 / IlbmYSize :
---------------
In : A0=IffBase
Out : D0=YSize
Help : Give you the Y size of an IFF/ILBM Picture
in memory.
4 / IlbmDepth :
---------------
In : A0=IffBase
Out : D0=Depth
Help : Give you how many bitplanes the IFF/ILBM picture
loaded in memory use.
5 / IlbmPalette :
-----------------
In : A0=IffBase
Out : A1=CMAP Base
Help : Give you the Adress of the color palette inside
The IFF/ILBM picture.
;
; ********************
; * *
; * Joystick.Library *
; * *
; ********************
;
1 / Joy0State :
---------------
In : /
Out : D0=Joystick state
Help : Give you the state of any joystick connected to
your mouse port (0).
Bits in D0 are organized like this :
Bit 0 = True -> Direction is UP
Bit 1 = True -> Direction is DOWN
Bit 2 = True -> Direction is LEFT
Bit 3 = True -> Direction is RIGHT
2 / Joy1State :
---------------
In : /
Out : D0=Joystick state
Help : Give you the state of any joystick connected to
your joystick port (1).
Bits in D0 are organized like this :
Bit 0 = True -> Direction is UP
Bit 1 = True -> Direction is DOWN
Bit 2 = True -> Direction is LEFT
Bit 3 = True -> Direction is RIGHT
3 / Joy0Fire?State :
--------------------
In : /
Out : D0=Button state
Help : Give you the state of any button of a joystick
OR mouse connected to mouse port (0).
You can check buttons 1,2 and 3.
4 / Joy1Fire?State :
--------------------
In : /
Out : D0=Button state
Help : Give you the state of any button of a joystick
OR mouse connected to joystick port (1).
You can check buttons 1,2 and 3.
5 / ArrowsKeysState :
---------------------
In : /
Out : D0=Arrow key pressed .
Help : Tell you if any of 4 directions arrows keys has
just been pushed.
;
; ***********************
; * *
; * MemoryBanks.Library *
; * *
; ***********************
;
1 / ReserveAsChipData :
-----------------------
In : D0=Bank / D1=Size (in bytes)
Out : A0=BankBase
Help : Try to allocate memory from Chip-RAM
2 / ReserveAsFastData :
-----------------------
In : D0=Bank / D1=Size (in bytes)
Out : A0=BankBase
Help : Try to allocate memory from Fast-RAM
3 / ReserveAsPublicData :
-------------------------
In : D0=Bank / D1=Size (in bytes)
Out : A0=BankBase
Help : Try to allocate memory from Public-RAM type.
4 / ReserveAs24BitDMAData :
---------------------------
In : D0=Bank / D1=Size (in bytes)
Out : A0=BankBase
Help : Try to allocate 24Bit DMA-Able memory.
5 / BankBase :
--------------
In : D0=Bank
Out : A0=BankBase
Help : Tell you where a bank is located in memory.
6 / EraseBank :
---------------
In : D0=Bank
Out : /
Help : Erase a previously allocated memory bank.
7 / EraseAllBanks :
-------------------
In : /
Out : /
Help : Erase all previously allocated memory banks.
;
; **********************
; * *
; * MemoryCOPY.Library *
; * *
; **********************
;
1 / MemoryClear :
-----------------
In : A0=MemoryAdress / D0=Size (in bytes)
Out : /
Help : Clear a zone of memory.
2 / MemoryCopy :
----------------
In : A0=Source / A1=Target / D0=Size (in bytes)
Out : /
Help : Copy D0 bytes from A0 memory zone to A1 memory
zone.
;
; *******************
; * *
; * Screens.Library *
; * *
; *******************
;
1 / Screen_Open :
-----------------
In : D0=Screen / D1=XSize / D2=YSize / D3=Depth
Out : /
Help : Open a screen using D3 bitplanes.
2 / Screen_Close :
------------------
In : D0=Screen
Out : /
Help : Close a previously opened screen.
3 / Screen_Base :
-----------------
In : D0=Screen
Out : A0=ScreenBase
help : Give you where a screen is located.