ÄÅÍÏÍË ÂY ÌEN ÆULMER ÈORIZEN ON ÑLINK 128 ÄEMOMK STARTED AS A VERY SIMPLE ROUTINE THAT READ ËOALA OR ÒUNÐAINT FILES AND DISPLAYED THEM ON YOUR Ã-128 SCREEN. ÁS WITH MOST OF THE PROGRAMS É WRITE, THEY START OFF AS A VERY SMALL ROUTINE AND É DEVELOPE THAT INTO A MUCH LARGER AND SOPHISTICATED PROGRAM. ÔHIS ONE GREW INTO A MONSTER OF 75 BLOCKS OF BASIC PROGRAM CODE. ÃOMBINE THAT WITH 26 BLOCKS OF MACHINE LANGUAGE SOURCE CODE AND YOU NOW HAVE A FULL BLOWN DEMO MAKER PROGRAM. ÍACHINE LANGUAGE IS ONLY USED FOR TRANSFERING LARGE AMOUNTS OF BIT MAP DATA AND MOVEMENT OF A CURSOR ON THE BIT MAP. ÔHE PROGRAM IS PUBLIC DOMAIN SO FEEL FREE TO ADD TO IT OR MODIFY IT IN ANYWAY YOU WISH. É TRIED TO KEEP AS MUCH OF THE PROGRAM IN BASIC AS POSSIBLE. ÔO GET STARTED YOU WILL NEED A PICTURE IN AN UNCOMPRESSED ËOALA OR ÒUNÐAINT MED-RES FORMAT. ÆOR DOING HI-RES FILES THERE IS A LITTLE TRICK THAT É USE. ÕSE ÒUNÐAINT TO LOAD THE HI-RES FILE. ×ITH ÒUNÐAINT SWITCH TO MED RES MODE. ÙOUR HI-RES FILE WILL NOT LOOK CORRECT, BUT NOT TO WORRY. ÎOW SAVE THE FILE AS A MED-RES PROGRAM. ÄEMOMK ALWAYS LOADS FILES AS MED-RES PROGRAMS, YOU HAVE THE OPTION TO USE EITHER MED-RES OR HI-RES IN THE PROGRAM. ÓIMPLY SELECT WHICH MODE YOU WANT AND THE FILE WILL BE DISPLAYED PROPERLY. É USE ÁDVANCE ÁRT ÓTUDIO IN 64 MODE TO DO MED-RES FILES. ÔHIS ENTAILS ANOTHER STEP FOR ME. ÔHE ÁÁÓ FILES MUST BE CONVERTED TO ËOALA TYPE OF FILES FIRST. ÔHERE ARE SEVERAL UTILITIES TO ACCOMPLISH THIS, É USE ÐIXEL ÐACKER. ÔHE ADVANTAGE TO ÁÁÓ IS É CAN SCAN A GRAPHIC, SAVE WITH ÓÓÖ5 AS AN ÁÁÓ HI-RES FILE. ×HEN ÁÁÓ LOADS IT COMES IN AS A MED-RES PICTURE. ÔHE LINES USUALLY NEED TO BE TRIMMED DOWN BECAUSE OF THE RESOLUTION OF MED-RES, BUT OVER ALL IT IS A QUICK WAY TO DO A PICTURE. ÙOU WILL ALSO NEED THREE FILES CALLED ÓÃÒÎ2, ÓÃÒÎ3, ÓÃÒÎ4. ÔHESE ARE SIMILAR TO YOUR ORIGINAL PICTURE. ÔHESE PICTURES HAVE A 256 PIXEL BY 96 LINE PORTION OF THE SCREEN THAT IS DIFFERENT. ÄEMOPLY ANIMATES THESE SCREENS BY STARTING WITH YOUR ORIGINAL AND OVERLAYING ÓÃÒÎ2, ÓÃÒÎ3,¯ÓÃÒÎ4. ÎEXT YOU WILL NEED SPRITE DATA. ÔHIS IS THE INFORMATION SO THE OPERATING SYSTEM CAN DRAW THE SPRITES. ÔHE DEMOMK PROGRAM USES THE BUILT IN SPRITE EDITOR. ÉF YOU HAVE A FAVORITE SPRITE UTILITY, DEMOMK ALLOWS YOU TO LOAD DATA CREATED WITH IT AND INCORPORATE IT INTO YOUR DEMO. ÔHE LAST FILE IS A ÓÉÄ .MUS FILE. ÔHESE FILES ARE MUSIC DATA THAT IS PLAYED IN THE BACKGROUND. É HAVE PROVIDED ONE FILE CALLED "MOMENT MUSIC.MUS". ÑLINK HAS A VERY LARGE LIBRARY OF SUCH FILE TO SELECT FROM. ÁFTER LOADING AND RUNNING THE DEMOMK PROGRAM YOU WILL BE PRESENTED WITH FOUR MENUS. ÈɯÒÅÓ¯ÆÉÌÅ,¯ÇÆØ¯ÆÉÌÅ,¯ÓÐÒÉÔÅÓ,¯ÍÕÓÉïÆÉÌÅ. ÙOU ACCESS THE MENUS BY USING THE CURSOR KEYS AND PRESSING RETURN TO SELECT THE DESIRED MENU. ÁS YOU MOVE UP AND DOWN IN THE MENUS YOU WILL SEE EACH FUNCTION IS HIGH LIGHTED, PRESS RETURN WHEN YOU WISH TO SELECT A DESIRED FUNCTION. ÐROMPTS AT THE BOTTOM OF THE MENU WILL DIRECT YOU IN WHAT EVER THE PROGRAM IS NEEDING FOR INPUT. ÈÉ ÒÅÓ ÆÉÌÅ ×HEN YOU ACCESS THIS MENU EIGHT OPTIONS WILL BE PRESENTED. ÇÆØ¯ÍÏÄÅ: ÔHIS ALLOWS YOU TO TOGGLE BETWEEN ÈÉ-ÒÅÓ AND ÍÅÄ-ÒÅÓ MODE. ÐRESS THE ÒÅÔÕÒÎ KEY AND THE MODE WILL SWITCH BETWEEN THE TWO. ÔHE DEMONSTRATION FILE "DEMOPIC" IS A HI-RES FILE, SO SET THIS TO HI RES MODE. ÉF YOUR PICTURE IS A MED-RES FILE, NATURALLY YOU WILL SELECT MED-RES MODE. ÆÉÌůÎÁÍÅ: ÔHE DEFAULT FILE NAME OF "ÄÅÍÏÐÉÃ" IS DISPLAYED. ÉF YOU PRESS ÒÅÔÕÒÎ, YOU WILL BE ABLE TO SET A NEW NAME. ÔHE DEMOPLY PROGRAM WILL LOOK FOR THIS FILE NAME WHEN THE ACTUAL DEMO IS COMPLETED AND RAN. ÖÉÅׯÆÉÌÅ: ÔHIS ALLOWS YOU TO SEE THE PICTURE THAT YOU HAVE DESIGNATED IN THE ÆÉÌůÎÁÍÅ FUNCTION. ÙOU WILL SEE A LOADING PROMPT TO THE RIGHT, ONCE IT IS LOADED THE PICTURE IS DISPLAYED. ÐRESS SPACE BAR WHEN YOU ARE FINISHED LOOKING AT THE PICTURE. ÔHE NEXT THREE OPTIONS ARE DISK HOUSEKEEPING FUNCTIONS. ÓCRATCH ALLOWS YOU TO SCRATCH (DELETE) A FILE. ÃOPY ALLOWS YOU TO COPY A FILE ON A DISK. ÒENAME WILL LET YOU RENAME A FILE TO A DIFFERENT NAME. ÙOU NEED ONLY PRESS ÒÅÔÕÒÎ TO ACCESS THESE FEATURES. ÆOLLOW THE PROMPTS AND YOU SHOULDN'T HAVE ANY TROUBLES. ÄIRECTORY WILL LET YOU VIEW THE CURRENT DIRECTORY, PRESS ANY KEY WHEN YOU ARE FINISHED VIEWING THE DIRECTORY. ÔHE PROGRAM ALWAYS USES THE DEVICE NUMBER THAT IT WAS LOADED FROM. ÉF YOU RUN"DEMOMK",U9 THEN ALL COMMANDS WILL BE SENT TO DRIVE 9. ÅØÉÔ: ×ITH ALL THE MENUS YOU HAVE AN EXIT MODE. ÔHIS ALLOWS YOU TO GET BACK TO THE MAIN MENU. ÇÆØ¯ÆÉÌÅ ÇÆØ¯ÍÏÄÅ: ÔHIS OPTION AGAIN ALLOWS YOU TO SET THE DESIRED GRAPHICS MODE TO EITHER HI-RES OR MED-RES MODE. ÆÉÌůÎÁÍÅ: ÓÃÒÎ1 IS THE FIRST AND WILL BE DISPLAYED WHEN YOU ÖÉÅ× ÆÉÌÅ. ÓÃÒÎ1¯IS ACTUALLY THE SAME FILE THAT YOU DESIGNATED IN THE ÈɯÒÅÓ¯ÆÉÌÅ MENU. ÓÃÒÎ1-4 ARE REALLY WINDOWS AND ARE ANIMATED WITH THE DEMOPLY PROGRAM. ×HEN YOU PRESS ÒÅÔÕÒÎ THE FILE NAME WILL INCREASE FROM 1, TO 2, TO 3 TO 4. ×HEN CREATING ÓÃÒÎ1-4 WITH YOUR DRAWING PROGRAM YOU SHOULD KEEP IN MIND EXACTLY WHERE THE WINDOW IS LOCATED. ÓÃÒÎ2-4 SHOULD HAVE THE EXACT SAME 256 PIXEL X 96 LINE WINDOW. ÉF YOU VARY FROM SCREEN TO SCREEN THEN YOUR DEMO WILL NOT DISPLAY THE GRAPHICS CORRECTLY. ÖÉÅׯÆÉÌÅ: ÔHIS WILL DISPLAY THE PICTURE. ÁGAIN ÓÃÒÎ1 IS YOUR ORIGINAL, ÓÃÒÎ2-4 ARE VERSIONS OF ÓÃÒÎ1 WITH THE 256 PIXEL X 96 LINES CHANGED FOR ANIMATION. ÂÕÉÌÄ ÇÆØ: ÔHIS IS WHERE THE WINDOW IS ESTABLISHED AND SAVED INTO MEMORY. YOU WILL SEE A BLINKING CURSOR ON THE BIT MAP IN TOP LEFT HAND CORNER. ÙOU ARE ALLOWED TO MOVE LEFT OR RIGHT 8 SQUARES. ÕP AND DOWN YOU HAVE 13 SQUARES TO MOVE. ÂY PRESSING THE ÒÅÔÕÒÎ KEY YOU ESTABLISH THE TOP LEFT CORNER OF THE WINDOW. ÔHE COLOR INFORMATION AND BIT MAP DATA IS STORED IN BANK1 FOR LATER SAVING IN THE MUSIC MENU. ×HEN YOU BUILD ÓÃÒÎ1 REMEMBER HOW MANY SQUARES YOU MOVE TO THE RIGHT AND DOWN. ÍOVE THE SAME AMOUNT ON THE OTHER ÓÃÒÎ'S. ÉF YOU MAKE A MISTAKE, GO BACK AND RELOAD THE FILE NAME. ÖÉÅ×¯ÇÆØ: ÔHIS DISPLAYES THE 256 PIXEL BY 96 LINES GRAPHIC THAT YOU MADE IN ÂÕÉÌÄ¯ÇÆØ. ÉF IT IS INCORRECT, GO BACK AND RELOAD WHICH EVER SCREEN YOU ARE WORKING ON. ÔHIS ENTAILS PRESSING ÒÅÔÕÒÎ AT THE ÆÉÌůÎÁÍÅ FUNCTION FOUR TIMES AND VIEWING THE FILE AGAIN. ÅACH TIME ÒÅÔÕÒÎ IS PRESSED AT THE FILE NAME A VARIABLE IS SET WITH THE BASIC PROGRAM. ÁNY CHANGE WILL MAKE THE PROGRAM RELOAD THE ÓÃÒÎ FILE. ÅØÉÔ: ÔHIS TAKES YOU OUT OF ÇÆØ ÆÉÌÅ MENU AND BACK TO THE MAIN MENU. ÓÐÒÉÔÅÓ ÌÏÁįÆÉÌÅ: ÔHIS OPTION ALLOWS YOU TO LOAD A SET OF SPRITES THAT HAVE BEEN CREATED. ÐRESS ÒÅÔÕÒÎ AND ENTER A FILE NAME UP TO 16 CHARACTERS LONG.. ÓÁÖůÆÉÌÅ: ÔHIS WILL ALLOW YOU TO SAVE A SET OF SPRITES. ×HAT EVER NAME YOU GIVE AT THIS PROMPT IS THE ONE DEMOPLY WILL LOOK FOR WHEN THE DEMO IS RAN. ÓÐÒÉÔÅ #: ÂY PRESSING ÒÅÔÕÒÎ YOU CYCLE THROUGH THE NUMBERS 1-8. ÔHIS ALLOWS YOU TO SET WHICH EVER SPRITE YOU ARE WORKING ON IN THE OTHER MENUS. ÁÔÔÒÉÂÕÔÅ: ÔHE INFORMATION SET IN THIS MENU IS THE INFORMATION THAT IS USED IN THE BASIC "SPRITE" COMMAND. ÏÎ/ÏÆÆ: ÉF YOU LEAVE THIS FUNCTION OFF THEN THE SPRITE WILL NOT BE DISPLAYED. ÐÒÉÏÒÉÔÙ: ÔHIS DETERMINES IF THE SPRITE DATA OR THE BACKGROUND DATA WILL BE DISPLAYED. ×ITH THIS COMMAND YOU CAN HAVE YOUR SPRITE FLOAT OVER THE PICTURE, OR BEHIND THE PICTURE. ÐLAY AROUND WITH THIS SETTING TO SEE EXACTLY HOW IT WORKS. Ø-ÅØÐ: ÔHIS EXPANDS THE SPRITE HORIZONTALLY. Ù-ÅØÐ: ÔHIS EXPANDS THE SPRITE VERTICALLY. ÇÆØ ÍÏÄÅ: ÙOU CAN SET THE SPRITE TO EITHER HI-RES MODE, OR MULTI-COLORED MODE IN THIS OPTION. ×HEN YOU USE MULTI-COLORED MODE, YOU LOSE HORIZONTAL RESOLUTION, BUT GAIN THE AMOUNT OF COLORS YOU CAN USE. ÅØÉÔ: ÒETURNS YOU TO THE ÓÐÒÉÔÅ MENU. ÍÏÖÅÍÅÎÔ: ÔHIS MENU IS WHERE YOU SET THE STARTING COORDINATES, SPEED, AND ANGLE OF THE 8 SPRITES. Ø-ÐÏÓ: ×HEN DEMOPLY SETS THE STARTING POSITION OF THE SPRITE, IT USES THIS NUMBER FOR THE Ø POSITION. Ù-ÐÏÓ: ×HEN DEMOPLY SETS THE STARTING POSITION OF THE SPRITE, IT USES THIS NUMBER FOR THE Ù POSITION. ÁÎÇÌÅ: ÁNY DEGREE OF DIRECTION BETWEEN 0 AND 360 IS VALID IN THIS FUNCTION. ÓÐÅÅÄ: Á VALUE OF 0 TO 15 WILL SET THE SPEED AT WHICH THE SPRITE MOVES. ÅØÉÔ: ÔAKES YOU BACK TO THE ÓÐÒÉÔÅ MENU. ÅØÉÔ: ÒETURNS YOU TO THE MAIN MENU. ÍÕÓÉïÆÉÌÅ. ÔHIS MENU ALLOWS YOU TO SET THE MUSIC FILE NAME AND BUILD THE ACTUAL DEMO. ÆÉÌůÎÁÍÅ: ÔHIS IS THE FILE NAME OF THE ÓÉį.MUS FILE. ÐRESS RETURN, AND ENTER THE NAME OF THE FILE YOU WISH TO USE. ÉF YOU DON'T HAVE ANY .MUS FILES USE THE "MOMENT MUSIC.MUS". ÐÌÁÙ ÍÕÓÉÃ: ×HEN THIS OPTION IS ACTIVATED IT TURNS ALL THE SPRITES OFF. É HAD A PROBLEM WITH THE ÓÉÄ PLAYER AND ALL OF THE SPRITES MOVING ON THE SCREEN. ÆOR SOME REASON THE PROGRAM WOULD LOCK UP. ÍY ANSWER WAS TO SHUT THE SPRITES OFF WHENEVER THE PLAY MUSIC OPTION WAS ACTIVATED. ÁLL OF YOUR SPRITE SETTINGS ARE SAVED IN AN ARRAY AND THEY WILL MOVE IN THE ACTUAL DEMO ACCORDING TO YOUR SETTINGS IN THE ÓÐÒÉÔůMENU. ÍÁËůÄÅÍÏ: ÔHIS PART OF THE PROGRAM IS WHERE ALL OF THE SETTINGS THAT YOU HAVE MADE ARE SAVED. ÉT GIVES YOU A LIST OF PROGRAMS AND FILES THAT WILL BE NECESSARY TO RUN YOUR DEMO. ÉT THEN GIVES YOU THE OPTION TO EITHER PRESS Á TO ABORT OR ANY KEY SAVES THE FILES. ÁLL OF THE FILE NAMES, ÓÃÒÎ1-4, YOUR ORIGINAL, AND SPRITE DATA ARE SAVED TO THE VARIOUS FILES. ÔO MAKE A DEMO DISK É COPY DEMOPLY, DEMOPLYML.O, THE MUSIC FILE É WANT, AND DEMOPIC TO A DISK. ÔHEN RUN THIS PROGRAM "DEMOMK". ÔHE LAST TWO OPTIONS ALLOW YOU TO EITHER EXIT FROM THE MENU BACK TO MAIN, OR EXIT THE PROGRAM COMPLETELY. É HOPE THAT YOU WILL DO SOME FILES WITH DEMOMK AND UPLOAD THEM TO Ñ-LINK. É HAVE ABOUT 3 TO 4 WEEKS OF PROGRAMMING IN THE PROGRAM. ÎOW THAT YOU HAVE DOWNLOADED IT, HERE COMES THE COST OF THE PROGRAM....YOU MUST DO AT LEAST ONE DEMO WITH THE DEMOMK AND UPLOAD TO Ñ-LINK. ÇIGGLE, HEART FAILURE HUH! ÔHOUGHT YOU WERE GOING TO HAVE PAY SOME BUCKS OR SOMETHING :Ä Á FEW NOTES ABOUT THE DEMOPLY PROGRAM. ÄEMOPLY IS THE ACTUAL DEMO PLAYER PART OF THE PROGRAM. ÉT USES ALL THE INFORMATION CREATED AND SAVED WITH DEMOMK. ÔHERE ARE THREE LINES THAT YOU MAY OR MAY NOT WISH TO CHANGE. ÄEPENDS ON WHICH DIRECTION YOU SET YOUR SPRITES. ÌINE 55: ÔHIS LINES PUTS THE SPRITES ON SCREEN STARTING WITH #8 AND ENDING WITH #1. É SET THE SPRITES TO MOVE AT A 90 DEGREE ANGLE, SO YOU MUST START WITH THE LAST FIRST. ÉF YOUR SPRITES WERE MOVING AT A DIFFERENT DIRECTION YOU MIGHT WANT TO HAVE NUMBER 1 SPRITE APPEAR FIRST. ÌINE 57: ÔHIS LINE IS A TIME DELAY BETWEEN WHEN THE DIFFERENT SPRITES ARE PLACED ON THE SCREEN AND MOVEMENT IS STARTED. ÆOR WIDER SPACING INCREASE THE 450, SHORTER DECREASE IT. ÌINE 5: ÔHE VARIABLE ÅÐ DETERMINES THE TIME DELAY BETWEEN ÓÃÒÎ4 AND WHEN ÓÃÒÎ1 IS DISPLAYED ON THE SCREEN. ÓÃÒÎ4 IS THE END OF THE ANIMATED SCREENS, ÓÃÒÎ1 WILL PUT YOUR ORIGINAL PICTURE BACK ON THE SCREEN. ÁN INCREASE IN THE VALUE OF ÅÐ HOLDS THE LAST ANIMATED SCREEN LONGER ON THE SCREEN.