155 lines
7.8 KiB
Plaintext
155 lines
7.8 KiB
Plaintext
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Hi everybody, Tumblin is back with a new release, Vector Balls II.
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The purpose of this release is to help out all those people who tried to
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compile the original Vector Balls program (VECTBALL.CPP) without any luck.
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Vector Balls II features:
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- new binary object format that you can load in from disk
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- comes with Dot Edit (coded by Tumblin) to create vector dot objects
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- uses 32-bit fixed point math routines
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- includes some palette fading routines
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- comes with PCX2CSRC.EXE so you can port your PCX pictures into it
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- includes ALL source code, headers, obj's, and graphics (need nothing
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else to compile (except for a C++ compiler :-)
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Just for your information, this stuff was developed using:
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A 486-DX 33MHz computer, Turbo C++ v3.0, TASM v3.1, XLIB v6.1, Deluxe Paint
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Animation, Pov Ray v2.2, and Dot Edit (our own utility).
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Alright, here is how to get this thing compiled and running:
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1. Go into the Turbo C++ IDE (I am assuming you are using a Borland C++
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compiler) and load in the vectbal2.prj project.
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2. When you get this far you should make sure that you are using the large
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memory model (try doing an ALT [O]ptions, [C]ompiler, [C]ode generation,
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and then select the large memory model).
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3. Next you have to make sure that you have the correct directories setup.
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On my system here is what I have done:
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My copy of Turbo C++ is in the c:\tc directory, so what I did was create
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a directory called c:\tc\xlib61 and put all the XLIB 6.1 files in there.
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Then you must make sure that your directories in your IDE take this into
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account. Use the Alt [O]ptions, [D]irectory keys.
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On my system I have them set to these:
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Include directories:
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c:\TC\INCLUDE; C:\TC\XLIB61
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Library directories:
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c:\TC\LIB; C:\TC\XLIB61
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If you are using the Borland C++ 3.1 compiler, for example, then you
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might have to change the TC above to BC, and the rest should be the same
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(hopefully :-).
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This makes it very convenient for me to compile and maintain the stuff I
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make with XLIB. For example I can just simply use #include <xlib_all.h>
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at the beginning of my C++ program and don't have to worry about it.
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Oh, by the way, I highly recommend the XLIB graphics library to people
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who are starting out. It is this library that I have been doing most of
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my coding with and find it very useful.
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4. The files that should be in your project file are:
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vectbal2.cpp - the main program
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fixedl.asm - the 32-bit fixed point multiply and divide functions
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xlib61l.lib - XLIB v6.1 large memory model library file.
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5. The files you should have in your current directory (which ever one you
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want to compile Vector Balls II in) are:
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vectbal2.cpp - the main program
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fixedl.asm - the 32-bit fixed point multiply and divide functions
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vectbal2.h - include file that contains the bitmap and palette data
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6. Then hit F9 (Make) and watch the program compile and link.
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7. You should be able to run it from your compiler with ALT [R]un, and [R]un.
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Usually I just drop to DOS and test it there because I usually spit out
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text for debugging purposes, but you don't have to if you don't want to.
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That should get you started. But if not, just email me at:
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m9cl@jupiter.sun.csd.unb.ca
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and I will get back to you as soon as possible.
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Greetings from Tumblin go to:
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Rush, Lord Feff, and Gyro of Bodies In Motion.
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Raptor and Nut Cracker of Imortal Syndicate (hope to meet you 2 some day)
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Accidental,
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The Emulator Institute,
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Night Vision,
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Starry Knight Productions,
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Dare Devil, C.C.Catch, and Ryan Cramer of Renaissance (love your music!)
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Gore, Purple Motion, Skaven, and Pixel of the Future Crew,
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Mr. H, and Vogue of Triton (nice tracker!)
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Necros - Your music has been very inspiring, hope to meet you in person!)
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Fear of Mental Design - hope to meet you at Asm '95! Sent me those disks yet?
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The IRC croud,
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And finally, to all those people who left me email (and that guy from
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Iillinois who called me long distance) to tell me how much they liked the
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original Vector Balls release. Although it wasn't much of a program, I got
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a very good response from it. Well guys, let me know how much you like
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this one!!!
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Lets see if we can all make it to the NAID Party, it should be a blast!!!
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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What does Bodies In Motion have planned for the future?
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Well, let me try to answer that question. We have the following projects
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on the go (we are not sure when they will be released, but it would be safe
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to say that we will get most of them out during our Christmas break from
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university) :
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- VED v0.4 beta with the source code. The object files are still in ASCII
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text format, so it still will only display them. The main purpose of this
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release will be to give everybody some source code for doing light-source
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shaded polygon objects. I guess the source code right now prints out on
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25+ pages! (this one is late getting released)
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- A texture mapping tutorial by Tumblin, using his own algorithms.
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- Joseph Mega-mix which is an MTM tune composed by Rush for a play he did a
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few months back. (this one is late too)
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- VED v1.0, (probably a shareware release, will have to see). The new
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version of our light source shaded polygon vector editor. This one WILL
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let you create objects on the screen without any need for graph paper.
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(this one is almost ready)
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- A music disk with songs from Rush, and the rest of Bodies In Motion (so
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far we have two songs ready, more to come)
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- Astron BBS intro. This will be our first little intro for a BBS in our
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home town. (About half done)
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- Free Fall, our first Mega Demo. (Will try for a release at NAID)
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So as you can see, we've been pretty busy. (With everything else but demos
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it seams :-)
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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I hope that you all have a very merry Christmas and happy new year!
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Tumblin / Bodies In Motion (aka Terry Sznober)
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