787 lines
37 KiB
Groff
787 lines
37 KiB
Groff
===============================================================================
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SAP Beta Version 0.5
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written by
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Kenrick Mock
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Updated 7/26/91 - See Update file for new changes
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===============================================================================
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Requirements
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------------
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1. IIGS with at least 1.25 megs of memory
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2. A paint program capable of saving $C0 pictures
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3. A text editor
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4. A hard drive is STRONGLY recommended
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5. A accelerator is recommended
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6. A audio/video digitizer may be desirable
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Table of Contents
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-----------------
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1. What is SAP?
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2. SAP Overview
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3. SAP Tutorial
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4. SAP Command Reference
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5. Major Limitations
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6. Other Comments
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==============================================================================
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What is SAP?
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==============================================================================
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SAP is an animation program. If you have ever used Take-1 (c) Baudville,
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or Art & Film Director (c) Epyx, then you are already familiar with this
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program. To put it simply, SAP lets you create movies and put together
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animations on your GS. This program was somewhat modelled after Take-1,
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so if you have used this program you shouldn't have much problem adapting
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to SAP.
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Originally, I envisioned SAP as an acronym for "Simple Animation Program."
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However, once you look at the program, you will see that this is quite a
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misnomer! The program sports my patented user-hostile interface, and it
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may take a while to get used to. But please stick with it! Once you master
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the myriad of commands, it all becomes very simple. In any case, if you feel
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that "Simple" doesn't apply to this program, feel free to substitute your
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favorite "S" word in its place (e.g. Stupid, Slick, Sweet, Slow, Silly, etc).
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This program is distributed as "Show-Ware". This means that you are free to
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distribute or copy the program as you wish. However, if you create any
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nifty animations, then I'd like you to show it to me! This is all I ask.
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Of course, if you want to send any money or something for some strange reason,
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I won't turn you away! My address and contact number is listed at the end
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of this file.
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==============================================================================
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SAP Overview
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==============================================================================
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Installation:
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I strongly recommend a hard drive. Currently, SAP only recognizes certain
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directories. If you don't have a hard drive, you'll be stuck with working
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on the floppy that SAP comes on, and there isn't much extra disk space.
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Consequently, if you do own a hard drive then first create a subdirectory
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on your hard disk called "SAP" and then copy all the files and directories
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from the SAP disk to the SAP directory.
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Your hard drive directory should look something like:
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*/SAP/SAP.DATA
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/MOVIES
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/SCENES
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/ACTORS
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/PICTURES
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/SOUNDS
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and the files PROJECTOR, SCENEEDIT, and ACTOREDIT should be in the */SAP
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directory. There will be various files in the other directories.
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If you have unpacked directly to a hard disk, then all is fine. If you
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unpacked onto a floppy, just copy everything to the hard drive.
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Terminology:
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BACKGROUND: A $C0 Apple Preferred picture. This picture comprises the
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background scenery for your animation.
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PICTURE: A $C0 Apple Preferred picture. This is the same as
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"Background," but the term "Picture" is used to refer to a
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picture containing shots of actors (see below) rather than
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background scenery for animation.
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ACTOR: An actor is any object which will be animated on the screen.
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This includes pictures of people, text, or anything else.
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Currently, all actors are bit mapped graphics. An actor is
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comprised of SHOTS, described below.
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SHOT: A shot is one "still shot" of an actor. For example, if you
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have an actor which is a talking face, this actor may be
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composed of three shots. The first might be the face with
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the lips closed, the second is the face with the lips partly
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open, and the third the face with the lips fully open. When
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displayed in succession, it will appear that the face is
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"talking."
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SOUND: A standard digitized sound file.
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FRAME: A frame is a just like a frame in a regular movie. It is a
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snapshot in time containing shots of actors overlaid on a
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background. A collection of frames makes up a SCENE.
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SCENE: A scene is a complete animation all on a single background.
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It is composed of frames containing shots of actors and
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sounds.
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MOVIE: A bunch of scenes played back-to-back to create a movie.
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Brief description of the programs:
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ACTOREDIT - Use to load up $C0 pictures and "cut" out the shots of the
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actor.
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SCENEEDIT - This program is where most of the work comes in. You put
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together your animation/scenes with this program.
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PROJECTOR - Simply plays back movies, which are just a bunch of scenes.
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Description of Directories:
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SAP recognizes only certain directories. Files must be copied into the
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right directory for SAP to work correctly.
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*/SAP.DATA - Contains data files for SAP to work correctly.
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*/SOUNDS - Any sounds you want to play must be copied to this
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directory. Standard sounds, no ACE or anything.
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*/PICTURES - All $C0 pictures go here. This includes background
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pictures as well as pictures you will use to cut out
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actors from.
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*/SCENES - All scenes will be saved in this directory.
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*/ACTORS - All actors will be saved in this directory.
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*/MOVIES - Save your movie files in this directory.
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*/SOUNDSMITH - Save your soundsmith songs and wave files in this directory.
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The following outlines the general process you follow to create a movie.
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1. Envision in your mind what you want the scene to look like. THIS IS VERY
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IMPORTANT! You must know exactly how your scene will fit together before
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you create it. This is because SAP works well when you create your
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scene going forward, but if you have to jump around and do a lot of
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editing, then SAP becomes EXTREMELY difficult to work with. In the future
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I plan to implement cut and paste features which will make things much
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easier.
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2. Create shots of your actors and background picture with your favorite
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paint program. I did not include a paint program with SAP since there
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are already so many good paint programs on the market, such as Dream
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Graphix (stick to 16 color palette though).
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Make sure that the background color in your actor picture is color 0.
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This is normally black. Color 0 will always be "transparent," that is,
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any color in the background picture will "show through" color 0 in an
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actor.
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3. Using the ACTOREDIT program, chop out your actors from the $C0 picture
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and save them on the disk in actor format.
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4. Using the SCENEEDIT program, put together your actors and sounds onto
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a background picture. This takes the most work. Save your scene.
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5. Repeat steps 1-4 to create more scenes.
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6. Using a text editor, create a file with the name of the scenes you wish
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to play in your movie in the order that you want the scenes to appear.
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Make the last line "0" to make the movie end, or make it "1" to make the
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movie loop. Save this file in the MOVIES directory. If you name the
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movie file "AUTORUN" then this movie will automatically run when the
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PROJECTOR program is launched.
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7. Use the PROJECTOR program to play back your movie.
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==============================================================================
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SAP Tutorial
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==============================================================================
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This tutorial will walk you through the creation of some simple scenes. It
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should give you a good idea of how to create your own movies. I advise you
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to print out this section and follow along with the program as you read.
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First, let's make a ball bounce on the screen.
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To get an idea of what is going on, the best place to start is not with the
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SAP programs, but with your paint program. So if you own a hard drive,
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then after you copy all the SAP files to the hard disk, launch your favorite
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paint program.
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1. Create Your Actors
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Normally, you will have to create your own actors in the paint program.
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However, I have already saved some for you on the disk. Open up the
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picture called "TUTORIAL.PIC" in the */SAP/PICTURES directory.
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You should see two circles with the centers colored black, and several figures
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of a running man. Each figure will become what I call a "shot" of an "actor."
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What normally happens is that you create your actors with your paint program,
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and then you will cut out the actor from the picture for use in SAP. Later
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we will make the man run across the screen by showing consecutive shots of
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the actor, one after the other, and it will look like he is running.
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After you've checked out the picture, take a look at the palette. Notice that
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there are TWO blacks! Why is this? Well, the first (color #0, the black on
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the far left of the palette) is TRANSPARENT in SAP. That is, any background
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colors will "show through" color #0 in any actor. All other colors will be
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copied directly to the screen. This means that the other black, which is not
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color #0, won't have the background show through.
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The red circle is filled in with color #0 in the center. When this is animated
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on the screen, it will look like it has a "hole" in the middle.
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The blue circle is filled in with a different color black (not #0) in the
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center. When this is animated on the screen, it won't have a hole but instead
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a center colored black.
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If this is unclear, it will make more sense when we animate the circles on
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the screen.
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You should make sure that the background color of the picture you are going
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to cut the actors from is color #0. If it is not then you may get funny
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looking rectangular shapes in your animations.
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2. Cut Out Your Actors
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Now, exit your paint program and launch the file ACTOREDIT. After it has
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finished loading you should see a mousetext screen with several numbered
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options.
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Choose option 1), Load Picture, by pressing "1". Another screen will show
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the directory of file names in the SAP/PICTURES directory. Use the arrow keys
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to select the file named "TUTORIAL.PIC" and press return.
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The picture will load and be displayed on the screen. Click the mouse
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or press any key to make the picture go away and you will be returned to
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the main menu.
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At the bottom of the screen should be displayed "shot : 0 (empty)". This
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means that shot 0 is empty; you have no current shots.
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Choose option 3), Cut Actor From Picture. A message will be displayed about
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selecting the upper left corner of the actor. Click the mouse or press any
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key to make this message disappear. Now, move the mouse. You should see a
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pair of crosshairs move on the screen in tune with your mouse. Notice that
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you can only move the crosshairs by two pixels in the horizontal direction -
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more on this later. Move the crosshairs to the upper left corner of the
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red circle. You can only cut out rectangular areas, so make sure that the
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red circle is below and to the right of the white lines. Click the mouse
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once when you have maneuvered to the right point. Only click once! DO NOT
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hold down the mouse button and attempt to drag. You only click once!
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Now, when you move the mouse, a rectangular box will grow or shrink. Move
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the box until it contains the entire red circle, and click the mouse. Try to
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get as close to the circle as possible; the smaller your selected area, the
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faster SAP will run and the more memory and disk space you save. The area
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under the white lines will also be included as part of your actor. Finally,
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you will be shown another message box about saving or discarding your
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selection. Click or press a key to make the message go away. Now, if you
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are satisfied with your selection, click the mouse. If you messed up and want
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to try again, press the spacebar and your selection will not be saved.
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You will be returned to the main menu. If you clicked the mouse to save the
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shot, the bottom of the screen should now say "shot : 1 (empty)". Shot 0 now
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contains the red circle.
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Repeat the previous step, but this time select the blue circle instead of the
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red circle.
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The main menu should now display "shot : 2 (empty)" at the bottom. You may
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use the left and right arrow keys to move between the currently selected shot.
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For example, if you move back to shot 0 and press "4" for Delete, the red
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circle will be deleted and shot 1 (the blue circle) will become shot 0.
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However, don't delete anything right now!
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Instead, let's see what you've done so far. Press "6" to view the current
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actor. A message box will be displayed instructing you to use the left and
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right arrow keys. Press any key or click the mouse to make the message go
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away. You should now see the current shot in the upper left corner of the
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screen. Use the arrow keys to move among your different shots. In the lower
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right corner of the screen, the current shot number will be displayed. Press
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spacebar to return to the main menu
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Notice that the shots are superimposed on the old display screen. If you like,
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you can clear the SHR screen to color #0 by pressing "8", and then try viewing
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the shots again with option "6".
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Congratulations! You have just created an actor composed of two shots, a red
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circle and a blue circle. This actor could very well have included shots of
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the running man as well, but it usually makes more sense to save this as a
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different actor.
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To save this actor, select option 7. You'll be asked for a filename for your
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actor (it must be less than 15 characters) and it will be saved in the ACTORS
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directory. Type "CIRCLES" for the actor filename, and press return.
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Before moving on to the scene editor, lets also cut out shots of the running
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man while we are in the ACTOREDIT program.
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If you have cleared the screen, then once again use the load option "1" to
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load in the picture "TUTORIAL.PIC". Now, this time you won't have to cut
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out each shot from the picture like you did for the circles. I've already
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done some of the work for you! I've chopped out 6 of the 8 shots and saved
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it to disk. It's up to you to cut out the rest.
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To load in the saved actor, press "2". The file menu will come up and show
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a directory of all files in the ACTORS directory. Use the arrows to select
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the file named "RUNNER" and press return.
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Take a look at the actor you've loaded by pressing "6", View Actor. Use the
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left and right arrow keys to toggle among the different shots. When you are
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finished, press spacebar to return to the main menu.
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Now, the bottom of the screen should read "current shot : 0". If you cut
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from the picture into the current shot, you will erase whatever is in shot 0
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now. Press the right arrow key six times until the screen reads,
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"current shot : 6 (empty)". At this point, whatever we cut will be placed in
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the sixth slot, which is now empty.
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Next, use option "3" to cut the shot from the picture. The running man you
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want to select is in the right hand column and three rows down from the top.
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Cut this actor out into shot #6. Repeat the process and cut out the man
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in the lower right hand corner into shot #7.
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Once you have finished, you man again use the View Actor option to make sure
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everything looks okay. If it does, then congratulations! Save this actor
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(with option 7) and call the file "RUNNER.2".
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If something went wrong, then use the left and right arrow keys on the main
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menu to select the shot which is messed up, press "4" to delete that shot, and
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try cutting from the picture again into that shot.
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You may use this process whenever you want to edit an actor which you have
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already created and saved on disk.
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3. Create the Scene
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Next, we will do the fun (and hardest) part - creating the animation! If you
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are still in the ACTOREDIT program, type "9" to quit. Now, run the
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SCENEEDIT program.
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Once the program loads, you should be presented with a screen similar to the
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main menu of the ACTOREDIT program. The first thing you should do is type
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"1" to load a background screen for your scene.
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After choosing option 1, you will again be presented with the directory of
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pictures. Choose the picture called "STUFF". This is a fairly simple picture
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with a bunch of boxes and lines all over the place.
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IMPORTANT NOTE: Make certain that the background picture and the picture that
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you created your actors in (in this case, "TUTORIAL.PIC") SHARE THE SAME
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PALETTE. If they do not, your actors will be the wrong color when animated on
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the screen! The program will use the palette stored with the background
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picture as the colors to use when drawing the actors.
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Now, we need to load in an actor. Type "2" to load in a saved actor. You will
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be presented with a list of filenames; these are the actors which you saved
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from the ACTOREDIT program. Select the "CIRCLES" actor. When you are
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returned to the main menu, you'll see the "CIRCLES" displayed in the upper
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right hand corner showing that this actor has successfully been loaded.
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Okay, you've loaded a background picture and an actor - the minimum
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requirements to begin shooting a scene - so lets start! Type "6" to shoot
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the scene and begin the adventure.
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The graphics screen will come up and display a picture with a lot of lines and
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some boxes. This is the picture "STUFF" that you loaded for your background.
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In the lower right hand corner is the number "0000". This is the current
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frame. Frame 0 is the first frame. At this point, you may get a list of
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commands by typing "?". Do it now. A somewhat imposing list of commands will
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be displayed on the screen. Take a look at them, and see if it makes sense.
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If it does, then great! If not, they will make sense shortly, so don't panic
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or give up hope. When finished, press a key to return to the graphics screen.
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The first thing you need to do is C)ast an actor. Type "C" now. This will add
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a new actor to the current frame. You should see your red circle in the upper
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left hand corner. Move the mouse - the red circle will move along with the
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mouse. You can use the mouse to place the circle wherever you want on the
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screen. Try moving it off the screen - the circle will be "clipped" so you
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can have actors smoothly cruise off any edge of the screen.
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Notice that the red circle appears to have a hole in the middle! The
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background shows through. This is because you filled the center with color #0,
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the transparent color. Let's switch to the other circle, the blue one, which
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was not filled with color #0. To switch to the next shot of the current
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actor, press the up or down arrow. Since you only have two shots, the up and
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down arrow will "toggle" between the blue and the red circle. With the blue
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circle activated, try moving it with the mouse. You'll notice that the
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center is filled in black, and the background does not show through. Recall
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that earlier, the circles were filled in with different numbered blacks.
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Switch back to the red circle, and move it to the middle of the left hand side
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of the screen. Now, watch the number in the lower right hand corner of the
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screen and click the mouse or press return (they both do the same thing).
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What happened? The number should have turned into 0001, but aside from that,
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nothing else should have changed on the screen.
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However, something did happen! A new frame, frame 0001, was created, and frame
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0000 was copied into frame 0001. Then, you were moved to frame 1. Since the
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previous frame was copied into this frame, the location of the actors is
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identical and everything looks the same. However, if you change the location
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of the circle, you'll be able to see the difference.
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With the mouse, move the circle a couple of centimeters to the right and a
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couple of centimeters down.
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Press the left arrow. This takes you back one frame, to frame 0000. The ball
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is back in its original position. Press the right arrow to bring you back to
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frame 0001. The ball moves slightly to the new position.
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Make sure you are in frame 0001, and press return or click the mouse. Now,
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frame 0002 is created and frame 0001 is copied into frame 0002. We want to
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move the ball diagonally down again, but as you may have noticed, sometimes it
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is hard to make precise control with the mouse. In this case, you can use
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the keyboard for "fine tuning." The 8,4,6,and 2 keys move the circle just
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slightly in the respective direction on the numeric keypad. The W,A,S, and D
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keys move it a little more. Try pressing "D" twice and "S" twice to move the
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circle diagonally down and to the right.
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Repeat the process until the circle reaches the bottom of the screen.
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Let's take a look at what you've done. Type ESC to quit back to the main
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menu, and then type "P" for the scene projector. You should see the red
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circle slide over toward the bottom of the screen! Press any key to return
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to the main menu when it is over.
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Time to add a little more to the animation. How about we make the circle
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"bounce" back up, diagonally and to the right. From the main menu, type "6"
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to return to the "shoot scene" portion of the program.
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You can use the arrow keys to move to the last frame, but it is easier to use
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the "J)ump" command. Type "J" and then "L" for last frame, and the program
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will jump to the last frame you created.
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You may want to check the previous (second to last) frame to see if it is
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identical to the last frame. It is common to have the last frame repeated
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twice, if you pressed return but didn't change anything. If the last frame
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is the same as the previous frame, then move to the last frame. If not, then
|
|
go to the last frame and press return to create a new frame.
|
|
|
|
Now, press the up arrow key to switch to the blue circle. Press the "D" key
|
|
twice and the "W" key twice to move the circle right and up.
|
|
|
|
Repeat the process, creating new frames and moving the circle up and to the
|
|
right until it goes off the edge of the screen. When you're done, press ESC
|
|
to return to the main menu.
|
|
|
|
Choose an intro effect for your scene by pressing "7". Choose any option
|
|
you like. Do the same for the exit effect by pressing "8".
|
|
|
|
View your creation through the projector, "P"!
|
|
|
|
Assuming everything looks okay, save your scene via the save scene option, "5".
|
|
Call the scene "CIRCLE.BOUNCE"
|
|
|
|
4. More Advanced Scenes
|
|
|
|
The last scene you created contained only one actor. This time, lets make a
|
|
new scene with three actors and we'll also add some sound. We'll use the
|
|
circles in addition to the runner.
|
|
|
|
Currently, there is no clean way to wipe out the current scene from memory,
|
|
so you should use one of the following methods:
|
|
|
|
1) Quit the sceneeditor and re-run it
|
|
2) Select "4" to load a saved scene, but instead of choosing a scene
|
|
press ESC to abort. The current scene will be erased, except for the
|
|
background picture.
|
|
|
|
Use one of the above techniques to start fresh. Using the commands you have
|
|
previously learned, load in the background picture "STUFF", the actor
|
|
"CIRCLES", and finally the actor "RUNNER".
|
|
|
|
Additionally, use option "3" to load a digitized sound. The familiar screen
|
|
of file names will appear. Select the sound "NICESOFTWARE". When prompted
|
|
for the playback speed, type in "200". The playback speed determines how
|
|
fast the sound will be played back; 1000 would be quick, and 10 very slow.
|
|
Of course, this all depends on the original digitization frequency.
|
|
|
|
Type "6" to begin shooting the scene. Type "C" to cast a new actor; you
|
|
should see the red circle in the upper left hand corner. Move the circle
|
|
to the middle of the screen. Type "C" again to cast another actor. Another
|
|
red circle will appear. Now, type "N" to change this actor to a new one -
|
|
in this case, the runner. The runner should appear in the spot where the
|
|
red circle was. If you type "N" again, it will change to the next actor,
|
|
which would make it turn into the red circle again. For now, leave it as
|
|
the runner and move it just to the left of the red circle. Type "C" one more
|
|
time to cast yet another actor. Another red circle will appear. Type the
|
|
up arrow to change the red circle to a blue circle. You have changed the
|
|
shot to a different one, but you haven't changed the actor. Move the blue
|
|
circle to the right of the red circle.
|
|
|
|
Okay, right now you should have the runner on the left, and right next to it a
|
|
red circle and then to the right of it a blue circle. You are going to make
|
|
the runner run across both of these circles and you will see a very interesting
|
|
thing.
|
|
|
|
As you've noticed, you can only control one actor on the screen at a time.
|
|
To select a different actor, press the spacebar. The newly selected actor
|
|
will blink for a moment so you know which one it is. Press the spacebar until
|
|
the runner is the selected actor.
|
|
|
|
Press return to create a new frame. Frame 0000 will be copied into the new
|
|
frame, frame 0001. The runner should still be the selected actor. We're
|
|
going to try and make him run to the right. The trick is to watch the feet.
|
|
You want the feet to line up as we switch to the next shot of the runner.
|
|
So, with your eyes on the feet, press the up arrow key to change the runner to
|
|
the next shot. Now, use the "D" or "6" key to move the runner slightly to
|
|
the right so that the feet are near to where they used to be, but the runner
|
|
is still moving towards the right.
|
|
|
|
Repeat the process until the runner has moved to the right side of the screen.
|
|
The basic procedure is:
|
|
|
|
Press return to copy/create a new frame
|
|
Press up-arrow to switch to the next shot
|
|
Use the A,D,4,6 keys to position the runner a little to the right of
|
|
the previous position
|
|
|
|
While moving the runner, it may appear that the runner goes over the red
|
|
circle and over the blue circle. However, when using the projector, this
|
|
will not be the case! In the editor, the selected actor (in this case, the
|
|
runner) is always brought to the foreground. In the projector, ACTORS ARE
|
|
DRAWN IN THE ORDER THEY WERE CAST. This means that the runner will run
|
|
OVER the red circle, since the runner was cast AFTER the red circle. However,
|
|
the runner will run BEHIND the blue circle, since the blue circle was cast
|
|
AFTER the runner. See for yourself! Press ESC to exit the editor, and
|
|
type "P" to view the projection. The runner will move over the red, but
|
|
behind the blue. This can be a very useful tool in making actors appear
|
|
to go behind or over things.
|
|
|
|
Once this has been understood, return to the main menu and back to shooting
|
|
your scene, option "6". We also want to add some sound in here. Lets make it
|
|
start at frame 5. Use the J)ump command to get there, or press the right
|
|
arrow 5 times to get to frame 5. Next type "P" for "Play Sound". You will be
|
|
presented with all of the loaded sounds; since you've only loaded one, choose
|
|
sound 1. Now, when frame 5 comes up, the sound will play! Try it out.
|
|
Press ESC to go back to the main menu, and run the projector again to check it
|
|
out.
|
|
|
|
Of course, it is also possible to animate more than one actor simultaneously.
|
|
From the main menu, select option 6, and use the J)ump command to jump to the
|
|
last frame. Move the selected actor to some random spot on the scene. Press
|
|
spacebar to select the next actor. Move it to some other random spot. Press
|
|
return to create a new frame. Repeat the process - move the actor to some
|
|
random spot, press space to select a new actor, and move it to some random
|
|
spot, etc. Now, when this is played, after the man runs across the screen
|
|
you should see actors pop up at various locations on the screen. You can also
|
|
edit existing frames by going there with the arrow keys or the jump command,
|
|
selecting the actor you want, and moving it. When you leave the frame, any
|
|
changes you have made will be saved.
|
|
|
|
Feel free to play around some more with the scene; when you are finished with
|
|
your creation, add some intro and exit effects, and save this scene under
|
|
the name "RUNNER.CIR".
|
|
|
|
5. The Projector
|
|
|
|
The final step is making a movie. A movie is merely the linking together of
|
|
various scenes. We'll make a miniature movie consisting of your first scene,
|
|
the circle bouncing around, and the second scene, the man running across it.
|
|
|
|
To do this you will need to enter your text editor. The proterm editor, Orca
|
|
editor, or any word processor will do (as long as you save the file as text).
|
|
Run your word processor and enter the following:
|
|
|
|
CIRCLE.BOUNCE
|
|
RUNNER.CIR
|
|
0
|
|
END
|
|
|
|
Save this file in the */MOVIES directory under the filename "TUTOR.SAP". What
|
|
will this do? As you might guess, it will first run the scene named
|
|
"CIRCLE.BOUNCE" and then the scene named "RUNNER.CIR". These are the names
|
|
that you used to save your previous scenes. The "0" means that the projector
|
|
should quit after running the scene "RUNNER.CIR". If you had used a "1"
|
|
instead, then the projector will re-loop the entire movie. The last line
|
|
should always contain the word "END".
|
|
|
|
As another example, if you had instead created the following movie file:
|
|
|
|
CIRCLE.BOUNCE
|
|
CIRCLE.BOUNCE
|
|
RUNNER.CIR
|
|
1
|
|
END
|
|
|
|
Then upon running the movie, you would see the circle bounce scene twice, the
|
|
runner, and then the whole thing would repeat indefinitely until ESC is pressed
|
|
to abort the movie.
|
|
|
|
To run your movie, launch the PROJECTOR file. The familiar file menu will
|
|
appear. Simply select the movie you've just created "TUTOR.SAP" and it will
|
|
run. Abort at any time by pressing ESCAPE. Any other key will pause the movie
|
|
at the current frame until another key is pressed.
|
|
|
|
6. Copying Movies To A Floppy
|
|
|
|
If you wish to copy your creation onto a self-contained floppy disk, there
|
|
are a few things you need to do.
|
|
|
|
First, create the subdirectories PICTURES, SOUNDS, MOVIES, SCENES, ACTORS,
|
|
SOUNDSMITH, and SAP.DATA on the root directory of the floppy disk.
|
|
|
|
Copy the PROJECTOR program onto the root directory of the floppy.
|
|
Copy the TOOL219 tool onto the root directory of the floppy.
|
|
|
|
From your SAP disk, copy the file "FILEDIR.SCR" from the */SAP.DATA directory
|
|
to the SAP.DATA directory of the floppy.
|
|
|
|
Copy all the necessary files from the PICTURES, SOUNDS, MOVIES, SCENES, ACTORS,
|
|
and SOUNDSMITH directories to their respective directories on the floppy.
|
|
|
|
Thats it - upon running the PROJECTOR program, your movie should run.
|
|
|
|
If you want the PROJECTOR program to automatically run your movie, then
|
|
rename your movie file to "AUTORUN". When the projector program is first
|
|
run, it initially looks for this file. If found, it will run it. If not,
|
|
it will bring up the directory of movie files.
|
|
|
|
|
|
That is all for the tutorial - experiment, and have fun!
|
|
|
|
If you have problems, look at the "DEMO1" and "DEMO2" scenes and "DEMO.SAP"
|
|
movie. These are finished examples of what you might get after using the
|
|
tutorial.
|
|
|
|
==============================================================================
|
|
SAP SCENEEDITOR Command Reference
|
|
==============================================================================
|
|
|
|
The most complicated commands are in the SCENEEDITOR while shooting the scene.
|
|
The following is a command summary.
|
|
|
|
C - Cast new actor on the screen. This creates a new actor and adds it to
|
|
the current frame. You may not have more than 15 actors on the
|
|
screen simultaneously.
|
|
|
|
N - Changes the currently selected actor to the next loaded actor.
|
|
|
|
SP - Spacebar selects a different actor on the screen.
|
|
|
|
Up - Up Arrow switches to the next shot of the currently selected actor.
|
|
|
|
Dwn - Down Arrow switches to the previous shot of the currently selected actor.
|
|
|
|
R - Remove the currently selected actor from the frame.
|
|
|
|
I - Insert new frame in front of the current frame. The current frame
|
|
is copied to this new frame.
|
|
|
|
K - Delete the entire current frame.
|
|
|
|
J - Jump to a different frame.
|
|
|
|
<- - Left arrow moves to the previous frame.
|
|
|
|
-> - Right arrow moves to the next frame.
|
|
|
|
CR - Creates a new frame if currently on the last frame. Otherwise,
|
|
it moves to the next frame (same as right arrow). Clicking the
|
|
mouse has the same effect.
|
|
|
|
P - Play a loaded digitized sound
|
|
|
|
O - Other options to take effect on the current frame
|
|
- Turn off transwarp/zip chip for speed dependent animation.
|
|
This is useful if animating in tune with music or sound, so
|
|
everything will be synchronized for those with and without
|
|
accelerators.
|
|
- Wait for a key to be pressed.
|
|
- Pause for a certain amount of time. This time is based on the GS's
|
|
clock, so it doesn't matter of an accelerator is running.
|
|
- Soundsmith options
|
|
- Screen Transitions
|
|
|
|
A,W,S,D - Move the actor by 4,4,4,4 pixels in the specified direction.
|
|
4,8,2,6 - Move the actor by 2,1,1,2 pixels in the specified direction.
|
|
|
|
|
|
==============================================================================
|
|
SAP Limitations
|
|
==============================================================================
|
|
|
|
Maximum of:
|
|
|
|
15 shots per actor. If you have an actor that needs more shots,
|
|
you'll need to split it up into several different actors.
|
|
|
|
A single shot of an actor cannot be bigger than half the screen.
|
|
|
|
Maximum of 20 actors on the screen at once. This means you can only
|
|
use the "C"ast command a maximum of 20 times for one frame.
|
|
|
|
Maximum of 15 actors may be loaded at one time in the SCENEEDIT program.
|
|
|
|
Maximum of 5 digitized sounds per scene.
|
|
|
|
Maximum of 200K combined sound per scene. The combined memory of the
|
|
5 allowable digitized sounds must not exceed 200K or great chaos shall
|
|
erupt.
|
|
|
|
Perhaps the greatest limitation is in moving/cutting out the actors. You may
|
|
notice that in moving horizontally, you can't move by 1 pixel. You have to
|
|
move 2 pixels at a time. This can be a problem if you have an actor you would
|
|
like to line up with something on the background, but you can't do it because
|
|
you will be off by 1 pixel. In this case, you'll have to edit your background
|
|
with a paint program and move the background over 1 pixel. The reason for
|
|
this is that SAP uses byte addressing, whereas each byte contains two pixels
|
|
of color.
|
|
|
|
Speed - SAP is kind of slow.
|
|
|
|
|
|
==============================================================================
|
|
SAP Comments and Addendum
|
|
==============================================================================
|
|
|
|
Despite stack screen updating, SAP can still be slow due to a large amount
|
|
of overhead and C code. You can do the following to increase speed:
|
|
|
|
1) Keep actors small.
|
|
2) Keep actors close together. In particular, keeping the vertical distance
|
|
between actors will speed things up. Two men, running horizontally on
|
|
the top and bottom of the screen will be slower than two men running
|
|
horizontally one right on top of the other.
|
|
|
|
Additionally, I am aware of the following additions which need to be made:
|
|
|
|
1) Cut and Paste features in the Sceneeditor. This will make it
|
|
much easier to do editing.
|
|
2) Ability to remove actors and sounds in the sceneeditor. Currently
|
|
you have to erase everything and start all over even if you want to
|
|
just delete an actor or sound.
|
|
3) A built-in editor for the projector, so you don't need to load up
|
|
your text editor.
|
|
4) General improvements to the user interface.
|
|
5) Perhaps a simple paint program in the ACTOREDIT program to make quick
|
|
and minor adjustments.
|
|
|
|
When System 6.0 and Apple's animation toolset comes out, I may rewrite SAP
|
|
using the new tools.
|
|
|
|
==============================================================================
|
|
|
|
Please give me feedback about this program! If I don't get much response,
|
|
then I WON'T WRITE ANY NEW VERSION. This may sound familiar - I had done
|
|
the same thing with Columns Beta and Columns 1.0. However, the response to
|
|
both was very positive and I continued to work on Columns 2.0. SAP can also
|
|
grow, but it won't if nobody cares for it.
|
|
|
|
You may freely distribute this program, but if you create anything I'd like
|
|
to see it.
|
|
|
|
I may be contacted at:
|
|
|
|
Kenrick Mock ; at this address until September, 1991
|
|
540 Canyon Woods Cir, #110
|
|
San Ramon, CA 94583
|
|
|
|
Kenrick Mock ; at this address after September, 1991
|
|
2300 Sycamore Lane, #18
|
|
Davis, CA 95616
|
|
|
|
GEnie: K.MOCK
|
|
Net : mock@iris.eecs.ucdavis.edu or mock@alderon.lanl.gov
|
|
BBS : Infinity's Edge: 415-820-9401, user #68
|
|
Altered Apple : 916-737-1235, user #15
|
|
Talisman : 612-332-8876, user #46
|
|
UOP : 415-991-4832, user #53
|
|
|
|
SAP is written in Orca/C and Orca/M (c) Byte Works, with various routines
|
|
utilizing the 360 text toolkit (c) 360 Microsystems and Tool219 (c) FTA
|
|
for Soundsmith.
|
|
|