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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
-
-
-