Atari ST - 1988
Animate
1 / 3- Genre
- Graphics - Animation
- Year
- 1988
- Language
- [unknown]
- Publisher
- [no publisher]
- Controls
- Keyboard / Mouse
- Distributor
- -
- Players
- —
- Developer
- [n/a]
- Resolution
- Low
- Licensed from
- -
- Programmer(s)
- Hudson, Tom
- Country

- Graphic Artist(s)
- —
- Software
- English
- Game design
- —
- Box/Instructions
- English
- Musician(s)
- —
- License
- PD / Freeware / Shareware
- Sound FX
- —
- Serial
- —
- Cover Artist(s)
- —
- ST Type
- ST, STe / 0.5MB
- MIDI
- —
- Version
- 4
- Dump
- Download
- Number of Disks
- 1 / Double Sided / HD Installable
- Dump format
- MSA
- Protection
- —
OTHER VERSIONS WITH THE SAME TITLE (1)
INSTRUCTIONS
ANIMATE4 (c) 1988 by Tom Hudson Program & Documentation by Tom Hudson This is a Public Domain utility. ANIMATE4.PRG is the fourth generation animation display program for the CYBER family of products: CYBER STUDIO CYBER CONTROL CYBER PAINT CYBER VCR and CYBER SCUUULPT This program will display delta-file AND sequence animations, created either by CYBER PAINT in .DLT or .SEQ format, or CYBER STUDIO/CONTROL in .DLT format. Delta files (with initial.PI1 files and data files with a .DLT extender) take up morespace on disk than sequence files (composed of only file file, which takes up about 30-40% less disk space than a comparable .PI1/.DLT combination). Sequence files take up the same amount of space in memory as delta files, however. This version of ANIMATE will also display all color-palette changes in .SEQ files created with CYBER PAINT 2.0, and no longer uses the double-buffering command of the previous animation programs. (The buffering is now automatic, and very fast.) To display .DLT files, click on the .DLT button in the custom file selector. Likewise, to display .SEQ files, click on the .SEQ button. Disk drives may be altered with the drive-letter buttons. Paths may be moved through with the "Back" and Reread" buttons. As with my previous animate programs, there are 2 operating modes: Batch and manual. Animations can be run in sequence from a hard disk and/or floppy drives in batch modes, with chained animation files easily accomodated. NOTE: You can only chain delta files -- sequence files are NOT chainable. MANUAL MODE The manual mode is invoked by simply double-clicking on the ANIMATE4.PRG icon. The program will display help information -- take some time to read it for the basic commands such as (F)orward, etc. Click on OK, and you will be presented with my new file selector. Loading Delta Files: Select the delta file you want to run (it can be either stereo or monoscopic). The program will load the delta file and its associated .PI1 file (L_ and R_ versions, if the animation is in stereo). It will ask if you have more delta file sections (this will only happen if you chained the animation), click on the appropriate button. If there are more delta files, the file selector will reappear, and you must select the name of the chained delta file. After all delta files are loaded, the program will start animation. Loading Sequence Files: Click on the .SEQ button, and the sequence files on the disk will be displayed. Select the sequence file you want to run (sequence files can only be monoscopic). The program will load it and begin running automatically. Press the F key to turn Ping-pong mode on or off. BATCH MODE The animator program will run in a batch mode for continuous demonstrations of animations. This is done through the use of a run control file, which has the extension .RUN. To work properly, the ANIMATE4.PRG program must be installed via the "Install application" selection on the desktop. Install ANIMATE4.PRG as a GEM application with document type RUN. To execute the animator in batch mode, just double-click on the appropriate .RUN file. The .RUN file format is discussed after the keyboard command section. KEYBOARD COMMANDS Once you have an animation sequence running, the following keys are operational: F1-F10 -- Control the speed of the animation from slow (F1) to fast (F10). Default speed is F6. Help -- Aborts the animation and displays the file selector for a new animation in both batch and manual modes. Changes to manual mode if running in batch mode. Undo -- Quits the program, returning to the desktop. F -- Toggles the animation direction from forward-only to a forward-reverse ping-pong effect. Default is forward-only. Space bar -- Pauses and single-steps the animation. Press any other key to resume normal operation. Alt-L -- Locks the keyboard to prevent tampering during demonstrations, no keys will have any effect. Press Alt-L again to unlock the keyboard. .RUN FILE FORMAT The .RUN file is a simple text file, which can be created with any text editor or 1st Word. Each line has the following format: PATH,FILE,MORE[,FWDBAK,BUFFER, SPEED,TIMES] PATH -- Drive and path of animation delta file or sequence file, may be upper or lower case. Example: A:\ANIMATIONS\ FILE -- Filename of animation delta file, in upper or lower case. Example: CARGO.DLT. If it is a sequence file, the example would be CARGO.SEQ. MORE -- Indicates whether or not there are more delta files to be chained to this one. Enter Y if there are more, or N if there are not. May be upper or lower case. If the Y is entered, the next line contains the filename of the next delta file in the chain, and the extra parameters on this line are not used. Any number of files may be chained. For sequence files, use an N. FWDBAK -- Indicates whether the animation should be run forward only (F) or forward/reverse (R). May be upper or lower case. Not used if the file has more delta files chained to it. BUFFER -- This parameter is no longer used in ANIMATE4.PRG, but should be included for compatibility with older programs. Simply include a B in this slot. SPEED -- Indicates the speed at which the animation should be run. Values range from 0-9, corresponding to function keys F1-F10. TIMES -- The number of times the animation is to be run before going to the next animation. In forward/reverse mode, this is the number of complete forward/reverse cycles; in forward mode, it is the number of normal animation cycles. ŠA value of 9999 indicates to run the animation forever, until HELP or UNDO is pressed. Use 9999 when you're creating a .RUN file that will be used to load one animation from a floppy disk and display it forever. Example batch files: b:\,cargo.dlt,n,f,b,8,9999 Runs the CARGO animation forward at speed 8, forever. c:\animate\,hollow.dlt,y c:\animate\,hollowb.dlt,n,f,b,9,9999 Runs the two-part HOLLOW animation (HOLLOW.DLT and HOLLOWB.DLT, in the ANIMATE folder on drive c:) forward at speed 9, forever. a:\,bounce.dlt,n,r,b,7,20 b:\,atari.dlt,y b:\,atarib.dlt,n,f,b,9,25 Runs the BOUNCE animation from drive A: 20 times in forward/reverse mode at speed 7, then runs the two-part ATARI animation (ATARI.DLT and ATARIB.DLT) from drive B: 25 times at speed 9 forward. When the ATARI animation is complete, operation resumes with BOUNCE again and continues until HELP or UNDO is pressed. a:\tutorial\,tesla.seq,n,f,b,9,9999 Runs the TESLA animation on the CYBER PAINT disk forward, at speed 9, forever (or as long as the hardware holds out, whichever comes first).
