______________________________________________________________________________ / / \ /\/ /\/ / \ _________ ____ ____ ____ ____ /\ / .---\_ __ /| ¡ | ¡ |----. / |:::| / | | | | |::::| \ / |:::| ___|__ | __| | |__.:| \/ |:::| | | | |:| |:::| ¡ | ¡ |----. .--':| /|:::| | | | | |::::| / `---^--------^----^----' `----^----' \ / \ / \/ / »»»»»-[ pRoUDLY pReSeNTS ]-«««««« /\ / / \ / \ / /\ / \/ \ / / \/ \ / / IFF-ILBM Animation Player *FULL SOURCE-CODE* \/ / The Complete Assembly source-code is supplied! / ______________________________________________________________________________ Notes: These routines are really quite nice, they will allow you with little work to display and play IFF-Animation sequences from your games and demos. The routines do not use any OS techniques.. 100% independant.. Excellent for little ingame animation sequences and the like.. The player is currently setup for; 320 width x 256 height screen in 16/32 colours or less.. The example routine simply cycles through the animation frames.. It can easily be modified to ping-pong or play once, etc. Below shows you the way the routine has been modularized. It can be use more than once in one frame.. eg. say to have 2 independant anims playing on the same screen from different anim files.. This is acheived by using the below structure for each seperate anim to be played. This strucute is passed to each routine.. *-------------- Animation structure -: Required for every seperate animation * and configured by calling _LVOAnimInit with correct parameters. Anim_Struct: ds.l 1 ;IFF-Anim data ptr Anim_Length: ds.l 1 ;IFF-Anim data size Anim_Copper: ds.l 1 ;Palette copperlist dump adr Anim_Screen1: ds.l 1 ;Screen buffer 1 Anim_Screen2: ds.l 1 ;Screen buffer 2 Reserved: ds.l 2 ;not used (reserved for future use) Frame_Width: ds.w 1 ;Anim frame width Frame_Depth: ds.w 1 ;Anim frame depth Frame_Total: ds.w 1 ;Anim total frames Frame_Current: ds.w 1 ;Anim current frame no. Frame_Ptr: ds.l 1 ;Anim current frame gfx ptr Frame_List ds.l 75*4 ;storage for frame list pointers even ;a ptr`s used for each plane of frames ;thus upto 75 frames worth is allocated Use and abuse!!!! Really useful stuff!! _______________________________________________________________________________