NWO Demo Tutorial

V1.0B by Carsten aka Roy/SAC

General Information and Data

  • „New World Order“ - Multipart Demo by Roy/SAC Created in January 2010 with the Oldskool Demomaker (OSDM) V2.01.140 by Peace/Testaware
  • Download All Resources, Images, Objects, Ini, Screen Shots, Tutorial in TXT format and Win32 Exe of the Demo in one ZIP archive here NWO TUt.zip NWO (4.9 MB)

Demo Parts

The Demo Consists of 11 Parts

  1. Roy/SAC is Back
  2. Roy/SAC Proundly Presents
  3. NWO Logo Animation
  4. Vector Stars
  5. Text and Copper
  6. 3D Balls Carpet
  7. Bigscroller
  8. Vector Space Ship
  9. Dollar Pyramid Flashing
  10. Pyramid Parallax Scroller and End Text
  11. Final Part
  • Not really a part: 12) Quit Demo via Scroll Text Control Code
  • Transitions between many of the demo parts using the C64 Back effect. See details further down below.

Main

Enabled Effects

  • Starfield
  • Copper Bars
  • Plasma
  • Logo
  • Background
  • Mask Picture
  • C64 Back
  • Music
  • 3D Ball Object
  • 3D Vector Object
  • Bounce Bobs
  • Reflection
  • Sinus Text 16
  • Sinus Text 32
  • Scroll Text
  • Page Text
  • Amiga Text
  • Sprites

Display

  • Display: Full Screen Mode 640×480 pixels Resolution
  • Frame Rate (FPS): 60
  • Display Size: 100
  • RGB Hide: (0,0,0) (Black)
  • Allow to fade display in and out: enabled
  • Render View / Adjust to size of Display: enabled

Stars

  • 3D Simulation enabled
  • X, Y and Z Rotation: enabled
  • Number: 200
  • Planes Depth: 4
  • Angle: 9
  • Speed: 9
  • Use Star Picture: Data\Bobs\Miscellaneous\03.PNG

Notes

  • The stars effect is used for the background and mostly just as visual support for the main effect in a whopping 5 parts of the demo
    1. Part 5) Amiga Text
    2. Part 6) 3D Ball Carpet
    3. Part 7) Big Scroll
    4. Part 8) Vector Space Ship
    5. Part 11) Final Part
  • The settings for the rotation and speed were configured primarilly for the Vector Space Ship part, because there the effect plays an integrated part in the scene beyond merely providing visual support.

Copper and Plasma FX

Copperbars Effect

  • RGB Copperbars Color: 64, 128, 128
  • Number: 16
  • Size: 14
  • Speed: 3
  • Tail: On

Notes

  • The Copperbars are only used as background for the Amiga Text Effect of part 5) of the demo

Plasma

  • Color: 0, 0, 40
  • Random: Off
  • Colorize: Off
  • X-Sin: 120 , X-Speed: 2
  • Y-Sin: 95, Y-Speed: 1
  • Step: 2

Notes

  • I like to use the plasma effect to add some visual depth to various scenes. It just looks cooler if you have something going on in the background instead of having just a black screen there. I like blue as a color in general, but it is also a nice fit for the space scenes in this demo. However, the effect is used for visual support in 3 parts of the demo altogether.
    1. Part 6) 3D Ball Carpet
    2. Part 7) Big Scroll
    3. Part 8) Vector Space Ship

Copper Media

Copper Amiga Text Data\Copper\green-copper.PNG

See Amiga Text Settings for Image

Media

Data\Anim\Vertical\women01b-_V9.jpg (click on image for full size version)

forum.deltaforceteam.de_images_gallery_366.jpg

  • Anim: On
  • # Frames: 9
  • Frame Delay: 15
  • Logo Effect: Wave Stretch
  • RGB Hide: Black (0,0,0)
  • Position: X = 80, Y = 100
  • Alpha: 100
  • Fade: Enabled, Speed: 2
  • FX Speed: 1
  • X/Y Swing: Off

Notes

  • The logo effect is only used for the final part (11) of the demo. I almost did not use it at all, but felt bad about that fact and decided to add a small and short bonus part at the end of the demo as a result of it. I use a Vertical Frame animation as logo, a girl covered in silk throwing back her hair in slow motion. It almost looks like she is underwater, which is the reason why I applied the „Wave Stretch“ effect to the logo to enhance this notion even further.

Background

Data\Layer\Novus Okdo Seclorum2.png (click on image for full size version)

  • Horizontal Scroll: Swing Left, Amount: 5
  • Vertical Scroll: Swing Down, Amount: 5
  • Zoom: Screensize
  • Mirror: Off

Notes

  • This effect is only used for part 9) of the demo. The black regions of the image are transparent and make the MASK effect visible. The order in which the effects are rendered is controlled via the „Storyboard“ feature under the „Regie“ (Direction) tab of the OSDM interface.

Mask

Data\Layer\Novus Okdo Seclorum2.png

(Same Image as for Background)

  • Mask Effect: Flashing Skid Boxes
  • Alpha: 30

Notes

  • This nice effect is used in 3 parts of the demo 5) Text and Copper (to enhance the copper background effect), 9) just on its own and 10) as background for the same image used with the BACK image and only visible throuh the black and thus transparent regions of the BACK image effect.

Fonts

Font 16

Data\Fonts\16\megafont16-x16.png

Notes

  • Used for Big Scroll and Sinus Scroll 16 (Final Part). As you can see, most characters of the font were replaced by graphical elements, which are vital for its use for the two effects in the demo.

Font 32

Data\Fonts\32\OSDM_Fnt32x32_EarwigFactory - ccu.png

Notes

  • Used for the End Scroller in part 10 of the demo (Page Text) and for the short Sinus 32 Scroller in the Final Part (11) of the demo

Amiga Text

Data\Fonts\32\OSDM_Fnt32x32_OnesizeReverse-GoldCCU4.png

Notes

  • Only used for the Text Part (5) of the demo with a green copper effect applied to it. See details at the information about the „Amiga Text“ effect

Music

Data\Modules\Nervous Disorder by Keith 303 of Radical Rhythms.XM (NWOmodule.zip (305.41 KB))

Notes

  • I only used a single Fast Tracker 2 (.XM) tune, so there was nothing really to configure for me on this screen (except for selecting the tune itself). I am not using the Equalizer effect nor the multiple tunes packed into an OMA archive features.

Text

Scroll Text

Notes

  • ID 1-7 are used for the “Big Scroll“ Part
  • ID 8 is used to quit the demo at the end. It only contains control codes. ^P3 for a short pause and ^Q1 to trigger the QUIT (and some spaces at the beginning as „buffer“)
  • The Big Scroll uses a special tweaked font where the letters are replaced by graphical elements that make up the scroller, in this case square boxes in blue colors with different shades.
  • Each scroller starts with a ^B control code to initiate the „bounce“ effect. The amount is set to a different value for each scroller to achieve the stretch and swing effect that you can see in the final demo. The ^S0 code at the end of each scroller sets the speed to 0 to avoid that the scroller restarts.
  • In Order to prevent the Scroller No 8 with the Script command to be executed while my Big Scroller runs, I set its speed via OSDM Script to 0 prior running the big scroller. I then changed the speed back to “-5“ at the end of the demo to execute the command. To avoid any acidential execution caused by potential delays between the effect activation and the modfication of its speed to stop it, I added a few spaces at the beginning of scroller #8 and also the pause (^P3) prior the quit command.
Note: I removed 52 blanks/space Characters of scroller texts 1 to 7 before the S0 control command for display/space reasons

ID: 1 , Speed: 6, Y-Pos: 110, Font Mode: Font 16

^B1   HHHHHHHHH HHH   HHH  HHH   HHHHHHHH        HHH   HHHHHHHH          HHHHHHH   HHH   HHH  HHHHHHH         HHH     HHH   HHHHHHH   HHHHHHH    HHH        HHHHHHH        HHH  HHH  HHH ^S0

ID: 2 , Speed: 6, Y-Pos: 126, Font Mode: Font 16

^B2      III    III   III  III  III   III        III  III   III         III   III  III   III  III  III        III     III  III   III  III  III   III        III  III       III  III  III ^S0

ID: 3 , Speed: 6, Y-Pos: 142, Font Mode: Font 16

^B3      JJJ    JJJ   JJJ  JJJ  JJJ              JJJ  JJJ               JJJ   JJJ  JJJ   JJJ  JJJ   JJJ       JJJ     JJJ  JJJ   JJJ  JJJ   JJJ  JJJ        JJJ   JJJ      JJJ  JJJ  JJJ ^S0

ID: 4 , Speed: 6, Y-Pos: 158, Font Mode: Font 16

^B4      KKK    KKKKKKKKK  KKK   LLLLLLL         KKK   LLLLLLL          KKK   KKK  KKK   KKK  KKKKKKKK        KKK     KKK  KKK   KKK  KKKKKKKK   KKK        KKK   KKK      KKK  KKK  KKK ^S0

ID: 5 , Speed: 6, Y-Pos: 182, Font Mode: Font 16

^B5      JJJ    JJJ   JJJ  JJJ        JJJ        JJJ        JJJ         JJJ   JJJ  JJJ   JJJ  JJJ   JJJ       JJJ  J  JJJ  JJJ   JJJ  JJJ   JJJ  JJJ   JJJ  JJJ   JJJ      JJJ  JJJ  JJJ ^S0

ID: 6 , Speed: 6, Y-Pos: 200, Font Mode: Font 16

^B6      III    III   III  III  III   III        III  III   III         III   III   III III   III   III       III III III  III   III  III   III  III   III  III  III                     ^S0

ID: 7 , Speed: 6, Y-Pos: 222, Font Mode: Font 16

^B8      HHH    HHH   HHH  HHH  HHHHHHHH         HHH  HHHHHHHH           HHHHHHH     HHHHH    HHH   HHH        HHHH HHHH    HHHHHHH   HHH   HHH   HHHHHHHH  HHHHHHH        HHH  HHH  HHH ^S0

ID: 8 , Speed: 1, Y-Pos: 240, Font Mode: Font 16

      ^P3^Q1

Sinus Text

Notes

  • Both Sinus Text Scrollers were only used for the final part (11) of the demo

Sinus 16

Note: I added a line-break in the middle of the scroll text for display reasons
  • High: 44, Frequency: 4, Speed: 3, Y-Pos: 100, Copper: Off
ABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCB
ABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCBABCDEFGFEDCB

Notes

  • It uses the modified font like the Bigscroll but it uses different letters, which were replaced with gray boxes in different shades.

Sinus 32

  • High: 100, Frequency: 10, Speed: 5, Y-Pos: 90, Copper: Off
       THANK YOU FOR WATCHING THIS DEMO!                                                                                                                   

Amiga Text

Letter FX

  • Zomm: Enabled
  • Shadow: Enabled
  • Copper: Enabled (specified in Copper/Copper Media Screen, Data\Copper\green-copper.PNG)

  • Page Effect: Vertical
  • Page Lines: 7
  • Wait: 45
  • X-Pos: 25, Y-Pos: 60
  • Size: 32
  • Page 1
THIS IS THE
LASTEST OSDM
DEMO RELEASE
BY ROY OF
SUPERIOR ART
CREATIONS IN
THE YEAR 2010
  • Page 2
IT IS CALLED
 NOVUS OKDO 
  SEDORUM
WHICH TRANSLATES
NEW WORLD ORDER
NO, THIS IS NOT A
CONSPIRACY THEORY

* Page 3

I HOPE YOU
ENJOY WATCHING
 THIS DEMO 
 AS MUCH AS
 I ENJOYED 
CREATING IT
 FOR YOU!
  • Page 4
MOVING   .
ON       ..
   .........
   ..........
   .........
         ..
         .

Page Text

Notes

  • This effect was only used in the End Scroller Part (10) of the demo

Settings

  • Page Lines: 16
  • Wait: 10
  • X-Pos: 25
  • Y-Pos: 5
  • Page Mode: FX scroll up
  • Font Size: Font 32
  • FX Speed: 2
  • FX Fade: 3

FX Effects

  • Jump: Enabled
  • Stretch: Enabled
  • FX High: 480
  • Text



"NEW WORLD ORDER"

NOVUS OKDO SEDORUM

AN OSDM DEMO BY
ROY OF SAC IN 2010

DEMO CREDITS:
-----------------
CODE: PEACE & EPYX
DESIGN: ROY/SAC
GRAPHICS: ROY/SAC
VECTORS: ROY/SAC
MUSIC: KEITH303

GREETINGS TO:
-----------------
ALL MEMBERS AT

FORUM DOT
 DELTAFORCETEAM
    DOT DE

ESPECIALLY TO
WILDCOP, REBELL
PEACE, BOBO
DER EIZ, JIZZY
MARIE, GENOM
SANITY, INC
SKID, TWILIGHT

ALSO GREETINGS TO
MAD MAX/CPI
RAD MAN/ACID
BEN GARRET
LORD SCARLET
JASON SCOTT

ALL CURRENT AND
FORMER MEMBERS OF
SAC, DYNASTY
RAZOR1911, DYTEC
TRSI/FAITH, TOAO
BACKLASH, PNS

CHEERS!
ROY OF SAC IN 2010!

DO NOT FORGET TO 
VISIT ROYSAC.COM

SIGNING OFF...

3D

3D Ball

Data\Objects\NWO.mOBJ (NWOmOBJ.zip (9.38 KB))

Uses a multi-object file, because it contains more than one object.

  1. The Roy/SAC object from the beginning and
  2. the 3D Ball Carpet.

The MOBJ file was created using the “Create Multiple 3D Ball Object“ feature under Tools\Utils (Select Tool via the Dropdown in the top right)

Uses the “Solarsystem“ Bobs Set from OSDM

  • Data\Bobs\Solarsystem\00.PNG
  • Data\Bobs\Solarsystem\01.PNG
  • Data\Bobs\Solarsystem\02.PNG
  • Data\Bobs\Solarsystem\03.PNG
  • Data\Bobs\Solarsystem\04.PNG
  • Data\Bobs\Solarsystem\05.PNG
  • Data\Bobs\Solarsystem\06.PNG
  • Data\Bobs\Solarsystem\07.PNG

  • X,Y,Z Position: Off (will be set via Script)
  • X,Y,Z Move: Off (Not used, can't be controlled via script)

Rotaion

  • X: Off, Y: Off, Z: 16 (fix for all objects, cannot be changed via script)

Angle

  • X: 5, Y: 5, Z: 5

3D Vector

Data\Vectors\NWO.mVOBJ (NWOmVOBJ.zip (10.88 KB))

Uses also a multi object file, created using the “Create Multiple 3D Vector Object“ feature under Tools\Utils

It contains

  1. the Bouncing Stars Circle Object and
  2. the Space Ship Object
  • X,Y,Z Position: Off (will be set via Script)

Rotation

  • X: 1, Y: 1, Z: 16 (fix for all objects, cannot be changed via script)
  • X,Y,Z Move: Off (Not used, can't be controlled via script)
  • Fast Vector Shading: Off
  • Wireframe: Off

Notes

  • Due to the lack of control of 3D objects via OSDM Script in the current version of OSDM (Peace is fixing this in the upcoming version of OSDM) is it quite a challenge to use multiple different objects in a single demo, because the rotation settings etc. are all fix and the same for all objects. You can only control the movement of the object on the X and Y axis as well as zoom it on the Z-axis. While the settings worked nicely for the Stars Circle vector object, it was a different story with the spaceship. It just did not look right and changing the current settings would have screwed up the other effect. As a solution for this dilema I added animation commands to the space ship object. All points are animated on the X, Y and Z coordinates to add some extra movement.
  • Also to consider was the fact that once you enable the vector effect, ALL objects within the mVOBJ object definition file start to rotate according to the settings in OSDM. This happens regardless if you selected a particular object via IDN = X. This means that the appearance of an object changes depending on how long you had the effect enabled prior to show other objects. Depending on the object and the rotation settings, this can have dramatic impact on how each of the vector parts are going to look like.
  • The same limitations and challenges also apply to the 3D Ball vector objects.

Misc.

Sprites

  • I uses 6 of the available 8 Sprite slots
  1. Data\Anim\Horizontal\Smokeburst-gray_h18.jpg (click on image for full size version)

forum.deltaforceteam.de_images_gallery_365.jpg

  • X-Pos: 1, Y-Pos: 1, Alpha: 1, Zoom: 205
  • Anim: On, Frames: 18, Delay: 20, Start: 1
  • Angle: 285, Rotate: Left, Speed: 2

Notes

  • Used as background effect of the intro part (2) with the 3D Balls Roy/SAC logo
  1. Data\Anim\Horizontal\earth05b_H30.png (click on image for full size version)

  • X-Pos: 100, Y-Pos: 390, Alpha: 1, Zoom: 240
  • Anim: On, Frames: 30, Delay: 22, Start: 1
  • Angle: Off, Rotate: Off

Notes

  • Used for the Title animation part (3) of the demo
  1. Data\Layer\anewproductioncalled.png

  • X-Pos: 320, Y-Pos: 350, Alpha: 1, Zoom: 100
  • Anim: Off
  • Angle: Off, Rotate: Off

Notes

  • A simple text layer used for the intro sequence (part 2) of the demo. Faded in and out using OSDM Script.
  1. Data\Layer\proudlypresents.png

  • X-Pos: 320, Y-Pos: 155, Alpha: 1, Zoom: 100
  • Anim: Off
  • Angle: Off, Rotate: Off

Notes

  • Another simple text layer faded in and out during the intro sequence (part 2) of the demo
  1. Data\Layer\NewWorldOrder.png (click on image for full size version)

  • X-Pos: 320, Y-Pos: 240, Alpha: 1, Zoom: 100
  • Anim: Off
  • Angle: Off, Rotate: Off

Notes

  • Used for the title animation part (3) of the demo. Zoomed and faded via OSDM script.
  1. Data\Anim\Horizontal\mou2blackbg_H20.png (click on image for full size version)

  • X-Pos: 121, Y-Pos: 240, Alpha: 1, Zoom: 200
  • Anim: On, Frames: 33, Delay: 22, Start: Off
  • Angle: Off, Rotate: Off

Notes

  • The funny animation of the mouse that is scared of what it sees to escape with a squish in classic comic style. Used for the title animation part 3 of the demo.

Bounce Bob

Data\Layer\RoySACisBacknoyear.png

  • Size: 100, Ground: Off
  • Number: 1, Alpha: 50, Rotate: Off
  • X-Mirror: Off, Frames: Off
  • X/Y Bounce Off Mask *: X: On, Y: On, Color: RGB(0,0,128)

* The Bounce Off settings are irrelevant and can be switched off, because the bounce bob appears on a screen that is entirely black.

Note: I only used the bounce bob effect for this, because I could not use another sprite slot anymore, because adding a 7th sprite would reduce the maximum allowed file size for all other sprites as well and some of the vital frame animations would exceeed this lower maximum.

Reflection

  • Start Mirror Y: 11, Height: 312
  • View Mirror Below Y: 325, Size: 54%
  • RGB Mask: (2,2,2), Alpha: 29

Notes

  • The Reflection Effect is used for two parts of the demo, 5) Text and Copper and 11) Final Part

C64 Back

Data\Copper\Copper_33.PNG

  • Vertical Position: Center, High: 480
  • Effect Mode: Raster Mirror Outside, Speed: 2

Notes:

  • I use the C64 Back Effect for most of the transitions between the individual demo parts. See screenshot of a transition further up in this tutorial.
  • I call the effect via CAL = C64 (OSDM Script) right before I stop the display at the end of a demo part via STP = DISPLAY and stop it within the next demo part via STP = C64, right before I enable the display again via the CAL = DISPLAY command.

Regie

Storyboard

  • Fade: On
  • Speed: 25
  • ReStart: 2:00 (irrelevant)

Order (Top to Bottom = Back to Front)

Note: Start and End of each effect is irrelevant because it is controlled via script. It is also irrelevant if an effect is „checked“ or not, meaning if the checkbox in front of each effect is enabled or not,

  1. (A) Plasma
  2. (E) BorderLines (Not Used)
  3. (F) 3D DOT Object (Not Used)
  4. (B) Back Picture
  5. (C) Copperbars
  6. (D) Starfield
  7. (O) Mask
  8. (G) 3D Vector Object
  9. (H) Bounce Bob
  10. (X) Sprites
  11. (K) Scroll Text
  12. (L) Sinus Text 16
  13. (I) 3D Ball Object
  14. (J) Logo
  15. (M) Sinus Text 32
  16. (N) Page Text
  17. (P) Equalizer (Not Used)
  18. (Q) 3D Direct Object (Not Used)
  19. (S) Zini Text (Not Used)
  20. (T) Magnifying (Not Used)
  21. (V) DYXCP Text (Not Used)
  22. (W) Amiga Text
  23. (R) Reflection
  24. (U) C64 Back

List with NOT used Effects removed

  1. (A) Plasma
  2. (B) Back Picture
  3. (C) Copperbars
  4. (D) Starfield
  5. (O) Mask
  6. (G) 3D Vector Object
  7. (H) Bounce Bob
  8. (X) Sprites
  9. (K) Scroll Text
  10. (L) Sinus Text 16
  11. (I) 3D Ball Object
  12. (J) Logo
  13. (M) Sinus Text 32
  14. (N) Page Text
  15. (W) Amiga Text
  16. (R) Reflection
  17. (U) C64 Back

Script

  • Include Script and Sort effects by Storyboard Only: Enabled (IMPORTANT!!!!)
  • Paste by Selection: Enabled (No Idea what that is for)

Notes

  • The heart and core of the demo where everything comes together. The whole direction of the demo and the separation into its individual parts is controlled via script, also the direction of the individual effects within each part as well as the transition between them is all done via this script.
FPS = 60
PSH
CAL = MUSIC
STP = DISPLAY

;New World Order
;11 Part OSDM
;Demo by Roy/SAC
;in 2010
;RoySAC.com/osdm/

;0 - is back
JSR = 1

;1 - 3DBalls
JSR = 2

;2 - Mouse 
JSR = 3

;3 - Vector Stars
JSR = 4

;4 - Amiga
;plus 6 (subroutine for Amiga)
JSR = 5

;5 - Balls 2
JSR = 7

;6 - Scroll
JSR = 8

;7 - 3DVect Ship
JSR = 9

;8 - Mask and Credits
JSR = 10

;9 - End 
;Plus 12 for Quit Demo
JSR = 11
End

;-----------------
;Is Back
LAB = 1
CAL = BOUNCE+DISPLAY
NOP = 1
CAL = C64
STP = DISPLAY 
NOP = 1
STP = C64+BOUNCE
RTS

;----------------------
;3DBall
;roy23b - Copy.obj
LAB = 2
CAL = SPRITE
LEA = SPRITE
IDN = 1
MVA = 0
MVX = 320
MVY = 240
IDN = 2
MVA = 0
IDN = 3
MVA = 0
IDN = 4
MVA = 0
IDN = 0
MVX = 320
MVY = 240
CAL = 3DBALL
LEA = 3DBALL
IDN = 0
;MVX = -500
;MVY = -240
MVX = 0
MVY = 0
MVZ = 700
NOP = 0
CAL = DISPLAY
LEA = SPRITE
IDN = 0
REP = 40
  ADA = 2
  ADZ = 5
LOP
NOP = 1
LEA = 3DBALL
IDN = 0
REP = 200
  ADZ = 4
  ADX = -1
  ADY = 1
LOP 
REP = 400
  ADZ = -4
  ADX = 1
  ADY = -1
LOP 
REP = 200
  ADZ = 4
  ADX = -1
  ADY = 1
LOP 
LEA = SPRITE
IDN = 3
REP = 52
  ADA = 4
LOP
MVA = 255
NOP = 1
REP = 52
  ADA = -4
LOP
MVA = 0
NOP = 1
LEA = 3DBALL
IDN = 0
REP = 200
  ADZ = 4
  ADX = 1
  ADY = 1
LOP
REP = 400
  ADZ = -4
  ADX = -1
  ADY = -1
LOP
REP = 200
  ADZ = 4
  ADX = 1
  ADY = 1
LOP
LEA = SPRITE
IDN = 2
REP = 52
  ADA =4
LOP
MVA = 255
NOP = 1
REP = 52
  ADA = -4
LOP
MVA = 0
NOP = 2
CAL = C64
STP = DISPLAY+3DBall
NOP = 1
RTS

;----------------------
;Mouse
LAB = 3
;Initialize
LEA = SPRITE
IDN = 0
MVA = 0
IDN = 4
MVA = 0
MVZ = 0
MVX = 320
MVY = 240
IDN = 5
MVA = 0
IDN = 1
MVA = 0
MVZ = 200
MVX = 320
MVY = 240
NOP = 0
STP = C64
CAL = DISPLAY
;Fade and Zoom-In Logo
IDN = 4
REP = 100
  ADA = 1
  ADZ = 1
LOP
REP = 50
  IDN = 4
  ADA = 3
LOP
IDN = 4
MVA = 254
IDN = 5
MVA = 254
;Play Anim 
;and Switch Off
IDN = 1
REP = 20
  ADA = 5
  ADZ = 5
LOP
MVA = 254
NOP = 2
IDN = 5
MVA = 0
;Fade and Zoom Out Logo
REP = 253
  IDN = 4
  ADA = -1
  ADZ = 1
  IDN = 1
  ADA = -1
  ADZ = 2
LOP
CAL = C64
STP = DISPLAY
NOP = 1
IDN = 4
MVA = 0
IDN = 1
MVA = 0
RTS

;----------------------
LAB = 4
;3D Vector Star
;outx5.vobj
;z-rotate 16
CAL = 3DVECTOR
LEA = 3DVECTOR
IDN = 0
;MVX = -640
;MVY = -320
MVX = 0
MVY = 0
MVZ = 1000
OSX = -100
OSY = 0
OSZ = 0
MVS = 30
OSX = 0
STP = C64
CAL = DISPLAY
NOP = 9
CAL = C64
STP = DISPLAY
NOP = 1
STP = 3DVector
STP = C64
OSY = 0
OSX = 0
OSZ = 0
NOP = 0
RTS

;----------------------
;Amiga
LAB = 5
CAL = MASK
LEA = MASK
MVA = 100
CAL = REFLECTION+STARS
CAL = COPPERBAR
TRS
CAL = DISPLAY
NOP = 1
CAL = AMIGATEXT
LEA = AMIGATEXT
MVC = -2
REP = 100
  JSR = 16
LOP
TIM = 22
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64
STP = AMIGATEXT+STARS
STP = COPPERBAR+REFLECTION
LEA = MASK
MVA = 30
STP = MASK
NOP = 0
RTS

;----------------------
LAB = 6
LEA = AMIGATEXT
REP = 6
  ADC = 1
LOP
REP = 6
  ADC = -1
LOP
NOP = 0
RTS

;-----------------
;3DBall 2
LAB = 7
CAL = STARS+PLASMA
CAL = 3DBALL
LEA = 3DBALL
IDN = 1
OSZ = -100
;OSX = 100
;OSY = 100
MVZ = 1900
;MVX = -600
;MVY = -400
MVX = 0
MVY = 0
CPW = 100
CPZ = 20
NOP = 0
CAL = DISPLAY
LEA = 3DBALL
IDN = 1
REP = 300
  ADZ = -6
LOP
REP = 250
  ADZ = 4
LOP
REP = 250
  ADZ = -3
LOP
REP = 250
  ADX = -1
  ADZ = 2
LOP
REP = 350
  ADX = 2
  ADZ = 2
LOP
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64
OSZ = 0
OSX = 0
OSY = 0
STP = 3DBALL
STP = STARS+PLASMA
RTS

;-----------------
;Scroll
LAB = 8
TRS
CAL = STARS
CAL = PLASMA
CAL = SCROLL
LEA = SCROLL
IDN = 7
MVS = 0
CAL = DISPLAY
NOP = 1
TIM = 17
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64
STP = SCROLL
STP = PLASMA+STARS
NOP = 0
RTS

;----------------
;Vect Spaceship
LAB = 9
CAL = 3DVECTOR
LEA = 3DVECTOR
IDN = 1
;MVX = -700
;MVY = -300
MVX = -100
MVY = 0
MVZ = 1200
NOP = 0
CAL = STARS+PLASMA
CAL = DISPLAY
NOP = 1
NOP = 8
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64
STP = 3DVECTOR
STP = STARS+PLASMA
NOP = 0
RTS

;-----------------
;Mask and Credits
LAB = 10
TRS
CAL = MASK
CAL = DISPLAY
NOP = 1
NOP = 2
STP = DISPLAY
NOP = 1
CAL = BACK
CAL = DISPLAY
CAL = PAGE
TIM = 52
CAL = C64
STP = DISPLAY
NOP = 1
STP = C64+PAGE+BACK+MASK
RTS

;----------------
;End
LAB = 11
  CAL = SINUS16
  LEA = SINUS16
  MVS = 10
  NOP = 1
  MVS = 4
  CAL = DISPLAY
  CAL = LOGO+STARS
  CAL = SINUS32+REFLECTION
  NOP = 3
  JSR = 12
RTS

;-----------------
LAB = 12
;Quit Demo
CAL = SCROLL
LEA = SCROLL
IDN = 7
MVS = 0
NOP = 1
MVS = -1
RTS

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EXTRAS

 
 tutorials/nwo_demo_tutorial.txt · Zuletzt geändert: 2013/04/05 08:33 (Externe Bearbeitung)
 
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