============================================================================
                     VideoTracker v2.0
============================================================================

              Created by: Peter van Campen
            Distributed by: Peter van Campen
        Released as: Copyright 1994 by Peter van Campen
               Released on: 18-7-94
            Manual version: 19-7-94

                  Contents:

      - What is VideoTracker ?
      - VideoTracker & VideoTracker AGA
      - Functions
            - How to make a simple video.
      - VideoTracker Developer Kit
      - Routines
      - VideoTracker News 1 (27-10-93)
      - VideoTracker News 2 (6-1-94)
      - VideoTracker News 3 (25-2-94)
      - VideoTracker News 4 (18-7-94)
      - History
            - About

============================================================================
                     What is VideoTracker ?
============================================================================

With VideoTracker you can make a video clip around a module.
You can use pictures, brushes, animations, animation-brushes, palettes,
color cycle, routines, texts, objects, vector objects, amiga fonts, karafonts,
landscapes, color sets.
When the video is finished, you can save the module and video data as a
"Vidule".
A vidule is a crunchable executable file which plays the module and the
video.
You can make a small intro or a big house-demo.
You also can use VideoTracker with a GenLock and, for example, make
professional movie-titles with color fonts.

When the module plays a sample, VideoTracker shows an "effect" on screen.
This effect can by a picture, brush, anim, routine, etcetera. or a
combination of these.
You can edit for each of the 128 song-positions the 31 samples and use
up to 256 effects in a video.
All the explained effects are used in the example-videos.


============================================================================
                 VideoTracker & VideoTracker_AGA:
============================================================================

There are 4 versions of VideoTracker:

VideoTracker_AGA:
This version only works on AGA Amigas, it can handle all AGA extras like
HAM8, 256 colors, super hires, 24-bit colors, dual playfield with 2
16-color pictures, etcetera.

VideoTracker:
This version is for the OCS Amigas.
A demo made with this version, will work on all Amigas.

The above versions are both in 2 other versions:

VideoTracker GUI:
VideoTracker Guideline, the user-interface is multi-tasking and works
on Kickstart 2.0 and higher.

VideoTracker Int:
VideoTracker Interactive, the user-interface is interactive and works
on Kickstart 1.3 and higher.
This version is not 100% supported by the routines since VideoTracker v1.4,
there are no registered users using Kickstart 1.3.

============================================================================
              Functions:
============================================================================

[Quit]      Quits VideoTracker

Vidule size:      Shows the size of the vidule.
      This includes the video-player and video-data.

Module:     Shows the name of the module in memory.

Songpos:      Shows the song-position that is currently played.
      You can also use it to select the song-position you want
      to edit.
            Each of the 128 song-positions have its own settings for the
            31 samples. (Animspeed, Effect speed etcetera.)

Sample:           Selects the sample that you want to edit.

Priority:      Selects the priority over other samples that are played.
            So the effect will not be removed by other samples with
      effects.
            The higher the value, the bigger the priority.
      So, for example, when you have a base drum that beats 4
      times in a song-position, and a trumpet      that blows all
      the time, you could let the effect(s) of the base drum
            have a bigger priority then the trumpet.
      So every time you hear the base drum, you could show
      an animation of a drummer that hits a drum.
            And when the trumpet plays, you could show a picture
      of a trumpet.
      The sample keeps the priority as long as it plays.
      In the above example, the base drum is a short sample,
      the drummer-animation will be shown short, because
            when the sample is over, the trumpet takes over again.
      Keep this in mind when you use the effect-loop and
            effect-speed, this will only work while the sample is
      playing.
           
      Special values:
      "0" The sample is off, effect will not be played.
 
First Effect:      Is the first effect that will be shown when the sample is
                played.
      The effect list can hold maximum 256 effects.
      An effect can be:
      picture, brush, anim, etcetera
      You can load the same effect several times into
            the effect list without extra use of memory.
      When the old effect on the screen has the same
      screen height, screen width, view mode and depth of the
      new effect, and when the depth is not bigger than 8 colors,
      the new effect will be shown together with the old effect
      using the hardware "dual playfield" mode.
      In this way you can also play animations and/or routines
      at the same time.
              So you can use for example a scroll text with a
              background-picture etcetera.

      AGA:
      Dual playfield will also work with 16 colors.


Last Effect:      Is the last effect that will be shown when the sample is
      played.

Effect speed:      Selects the speed of the effect-steps.
      Special values:
      The higher the value, the higher the delay.

            "0" Trigger mode:
      One effect is played, the following effect will be shown
      when the sample is played again.

      "1" Fast mode:
      All the effects are shown without any delay.
            This can be useful if you have a lot of objects or other
      data-files that need to be played.

Effect Loop:       Selects if the effects will stop at the last effect or start
            over again.
 
Anim Speed:       Selects the speed of the animframe-steps.

Anim Loop:      Selects if the anim will stop at the end or start over
            again.

Routine mode:      Selects the way a routine is played.
            Each routine has several ways to play:
      Example:      Routine: Stars
                  Values:     "0" Show the stars normal.
                   "1" Rotate the stars left.
                   "2" Rotate the stars right.

[Play]      Starts playing the video from the current
      song-position.

[Delete]      Removes the effect that is shown in "First Effect:"
      When the effect is not used in another place in the
      effect list, it will be removed from memory.

[PAL] Selects the American view mode (NTSC) or European
      view mode (PAL).
      With the help of this, you can make a video that will work
      all over the world.
      American Amigas (60hz) have a slightly faster
            view-refreshing then European Amigas (50hz).
      So some routines who run nice on European Amigas may "shock"
      on American Amigas, therefore there are special
            NTSC-versions of routines who may have this problem.
           
Songpos:

[Copy]      Copies the current song position to a copy buffer.
      When you want to use the same song position-effects
      in another songposition, you can Copy them to the buffer,
      select the other songposition and Paste the buffer to the
      other songposition.

[Paste]     Copies the copybuffer to the current
      songposition-settings.

Sample:

[Copy]      Copies the current sample-settings to a copybuffer.

[Paste]     Copies the copybuffer to the current sample-settings.

[Play Songpos]      Starts playing the current song-position.

[Clean Video]      This will move all the effects in the effectlist
            after eachother so free bits in the effectlist
      will be removed and one large free block will
            appear at the end of the effectlist.
      This can be usefull when you're working on a big
            video.

[Vidule Loop] When this is on, the vidule will restart when it's
      finished.
            When it's off, the vidule will exit.
      In this way, you can play several vidules in a row
      from a partition of your harddisk, using an execute
      script-file.
            When you don't crunch the vidules, there will only
      be a delay of 1 second.
      When you make your preference screen-colors black,
            there will not be a cli-screen when the next vidule
      is loading. Nice idea for a party...

[Genlock]      When this is on, genlock-synchronisation is on.
            No genlock connected = lock up, when this is on !


                  ===============
                  Save functions:
                  ===============

[Video]     Saves the video without module and effect data.
      A video-file holds all the settings for the
            anim-speed, effect-loop, etcetra, and the
      file-names of the pictures, anims, etcetra.
           
[Vidule]      Saves the video with module and effect data as an
      executable and crunchable file.
      Executable means that you can start it from the CLI
      or from the WorkBench.

[Effect]      Saves the effect that is shown in the "First Effect:"
      gadget as a "raw" file.
      This is only usefull for programmers who want to make
            their own VideoTracker-routines.
      VideoTracker converts the Brushes, Fonts, Vectors, etc.
      to fast usable data-files, these converted files are
      called "Effect-files".
      When programmers want to use, for example, a font in
            their routine, they can "incbin" these effect-files.
            They can also use it as a raw-converter for own products.
      More information is given in the example sources of the
      "VideoTracker Developer Kit" wich is Public Domain.
      The Kit contains all the current routine sources. (DevPac3)
      You can include your routine-source in the Kit-sourcefile
      and you can test them.
           

                  ===============
                  Load functions:
                  ===============

[Video]     Loads a video into memory and loads the module and
            effects which are used in the video.

[Module]      Loads a module into memory.

      A module is a SoundTracker or OctaMed musicfile wich
      contains the song and sample data.
      There are many SoundTracker clones like ProTracker,
            NoiseTracker etc. which are all Public Domain so you can
      copy them for free.
      You can use different song-speeds.
      PowerPacked files can also be loaded.
            (ProTracker is also on the "VideoTracker Utilities 1" disk)


                  ================
                  Command-Effects:
                  ================

A command-effect will be directly shown on screen, a data-effect is
used by the routines as a data-file.


[Picture]      Loads an IFF-Picture into memory.
            IFF is a picture-standard that is used by many drawing
            programs like DeluxePaint, Cinemorph etc.
      Also the colorcycle-information will be used in all
      IFF files, with a maximum of 4. (Like in Deluxe Paint)
      IMPORTANT: When colorcycle-information is found, it
      will be turned on.
      In DeluxePaint you can turn it on/off with the
            "tab"-key, but VideoTracker always turns it on.
      So if you don't want colorcycle, you have
            to clear the "Ranges" in DeluxePaint.
           
            AGA:
      The maximum colorcycle-information is 8.

[Brush]           Loads an IFF-Brush into memory.
      The advantage of a brush is that it uses lesser memory then
      a picture.
            Pictures has standard sizes like 320*256, and you can size
            a brush anyway you want.
            I advice you to use x-sizes who are multiplies of 32, in
      that way you won't have problems with routines that use
            copper-effects. (example: 256, 288, 320, etcetra)

      AGA:
      Due to the maximum "fetchmode", which gives more
      processor-time, x-sizes who are multiplies of 64 are
      recommended. (example: 192,320)
      Overscan in lores is a bit ugly, look at the example-videos
            how to solve this.

[Anim]      Loads an IFF-Anim5 animation into memory.
            IFF Anim 5 is an animation-standard that is used by many
      drawing programs like DeluxePaint, Cinemorph etc.
      Also multiple-palette animations can be used.
            An animation is realtime unpacked when it's played.
      It uses 2 bufferscreens plus the animationdata from
            memory.
      The animationdata is put in fast-memory (when available),
      so it is possible to make real big videos with lots of
      animations.

[AnimBrush]      Loads an IFF-Anim5 animation-brush into memory.
            Anim-brushes are used in DeluxePaint.
      An animation-brush will be completely unpacked by
            VideoTracker.
      In this way it is possible to use very
      fast animationspeed and to use less processor-time.
      But it will use a lot of memory, so remember:
      Animations has standard sizes like 320*256, but you can
      size an animation-brush anyway you want, which can be a
      way to save memory.
      An AnimBrush will also restart at frame 1 when it's
            called, an animation would be to slow due to unpacking.

[Palette]      Loads an IFF-Palette into memory.
            You can use this to show a picture with other colors, fade
      the colors of the picture etc.

[Routine]      Loads a routine that is written for VideoTracker.
      This is the real power of VideoTracker, with these
      routines you can make high-quality demos like
            "Spaceballs" and "Jesus on E's".
      Like you can see in the "Routines" section, you can use
      filled vectors, plasmas, psychocircles, scrolls,
            etcetra, in many ways.
            The 3-monthly updates of VideoTracker will
      have the latest fashion-effects and ideas taken from
            the latest megademos at that time.
      The future Amiga's, like the A5000 and the follow-up of
      the A1200, will have the possibility to expand them
      to 16 megabytes of chip-memory, which means that you
      can use up to 15,5 megs of routines or other effects.
      On an A600, A1200, A3000 and A4000 you can use 2 meg which
      is enough to make good videos, but with 16 meg you can
      start to immitate MTV !
      I personally can't wait and I'll have a lot of routines
      ready at that time. :-)
      "Routine mode:" selects the way a routine is played.


                  =============
                  Data-Effects:
                  =============

[Text]      Loads a text-file which can be used by one of the routines.
      (Like the "Scroll" routine.)

[Object]      Loads an IFF-Animation-brush or IFF-Brush from the "Object"
      directory.
            These brushes are reformed for usage as blitter-objects
      in routines like "Object".

[BackGround]      Loads an IFF-Picture or IFF-Brush wich can be used by
      routines like "Object" as a background-picture.

[Font]      Loads an Amiga-font or a Kara-font which can be used by
      routines like "Scroll".
      A KaraFont is a colorfont that can be used in
            DeluxePaint, you can edit or create them with
      Calligrapher.
            There are also some public domain Font and KaraFont
      collection-disks.

[Vector]      Loads a vector data-file which can be used in the
            routines. (Like the "Vector" routine)
      Supported formats:
             
      -Rot            This is a public domain 3D
                  (three dimensional) object editor.
                  It is on the "VideoTracker Public
                  Domain" disk.

      -Imagine      A popular commercial raytracer.
                  You don't need this program but there
                  are a lot of detailed public domain
                  3D objects, like Star-Wars spaceships,
                  which are made with Imagine.
                  Maximum object size: 50k.
                 
      -VideoScape 3D    This format can handle polygons with
                  many points. You can use "Pixel 3D"
                  to convert a IFF-picture to vectors.
                  Then you can reduce the number of points
                  and polygons to speed up the vector
                  drawing. When you save the object as
                  a VideoScape-object, you have a complex
                  but fast image. It is used in the "Blerk"
            video. (The zebra and dancing girl)
                  This effect is also used in SpaceBalls
                  "State of the Art" demo.
                 
      -IFF-Brushes      The brush will be translated to X/Y/Z
                  pointers, so no lines are used.

[Landscape]      Loads a landscape data-file which can be used in the
      routines. (Like the "Landscape" routine)
      Supported formats:
             
      I don't know exactly the names but there are 3
            different formats: Raw-Z-value, Raw IFF height
      difference & crunched IFF height difference.

            They are used by programs like "Vista Pro",
      "Scenery Animator", "Terraform" & "Demmer".
           
      "Demmer" is ShareWare and is on the
            "VideoTracker Public Domain 2" disk.
           
[Colorset]      Loads an IFF-Colorset or Palette into memory which can be
      used in the routines. (Like the "CopperPalette" routine)
      Colorsets are used in DeluxePaint, they can hold up to
      256 colors which can be changed using "spread" etcetra.


============================================================================
                       How to make a simple video.
============================================================================

I'll explain how you can make a simple video with flashing brushes so
you can get started.

You start VideoTracker_Int.
The first thing you must do is loading a music-module.
You go to the right part of the control-screen, where all the load-gadgets
are. (picture,brush,module etc.)
You click the "Module" gadget and a file-requester appears.
The "Modules"-directory is already selected and we pick the "Mod.Techno2"
module by double-clicking it.

When the module is loaded, the control screen returns and you see the
name of the module at the "Modulename:" gadget and the name of the first
sample at the "Sample:" gadget.
The modulename is "Techno2" and the first samplename is "Silent".

We now select the sample that is going to show the flashing brushes.
You go to the left centre of the screen and click the gadget that
shows the name of the sample with your RIGHT mousebutton, to select
the sample "Beep" wich is number 8.
You can't click the number of the sample.
(The number of the sample is just information, and has no black
background which means you can't change it.)

We're now going to load 2 brushes.
Go to the "Load:" gadgets and click the "Brush" gadget.
You now see a file-requester with the "Brush" directory already selected.
Now double-click the "Techno_L8.bru" file.
This is a brush that shows the word "TECHNO" in 8 color low-resolution.
(I used the "_L8.bru" in the filename to remember the number of colors (8),
resolution (L) and file-type (bru), but this is not needed in a file-name.)

When the control-screen returns, you see the filename at the left
bottom of the screen in the "First effect:" and "Last effect:" gadgets.
You loaded the brush into the effectlist at position 0.

Now go to the "First effect:" gadget and click on the brush-name with
your RIGHT mousebutton to select effectposition "1".
(You see also the "Last effect:" change to "1", because the last
effect can't be smaller than the first effect.)

You now go again to "Load:" to load the second brush into
effect-position "1".
Click the "Brush" gadget and double-click the file "Skull_L8.bru".
This brush shows a human skull in 8 color, low resolution.
When the control-screen returns, you see the brushname in the
"First effect:" gadget.

Now you click the "First effect:" gadget with your LEFT mousebutton
to select effect "0".

You now see:

"First effect: 0     Techno_L8.bru     "
" Last effect: 1     Skull_L8.bru      "

You now go to the left-centre of the control-screen and change the
"Priority:" value from "0" to "1" by clicking it with your RIGHT
mousebutton.
With this, you turn the sample on.

You now go again to the left-centre of the control-screen and set the
"Effect Loop:" to "On" by clicking it with your left mousebutton.
With this, the effects will start over again when the last effect
is reached.

Now you're ready, but remember that you've edited this sample only
for song-position "0", so when the song reaches song-position "1"
the effects will stop.

Now go the the up-centre of the screen and click the "Play" gadget
with you LEFT mouse and the show begins.

This is ofcourse a very simple and pretty boring effect but it's a
start.
You're also not restricted to use 1 sample in a songposition, you can
use all the samples like you can see in the example-video "House".


At the left-top of the screen, you see the "Song position:" gadget
change while the song is playing.
You can click this gadget to select the song-position you want to hear
with the left- and right mousebutton.


When you select song-position "0", this song-position will repeat untill
you click "Play" again.

Now, I suggest, take a look at the example-videos to see all the
routines working.
The "House" video is an example of a demo you could make with
VideoTracker.


============================================================================
                  VideoTracker Developer Kit:
============================================================================

"The VideoTracker Developer Kit v3.0 (17-7-94) PUBLIC DOMAIN"

Contains the source-files of all the routines.
I released these sources with the hope that some great demo-coders
out there want to convert some of their great effects to the
VideoTracker routine-format.
You don't have to release your sources and you'll make a lot of people
happy when they can use your effects in their videos.
I already converted some PD-sources and it wasn't much work.
When you send the routine-file (no source needed !) + manual to me,
I can add it in the VideoTracker Manual with the author/group name.

Use Devpac 3 to assemble the sources.
Remember to make your routine-source completely position-independent !
(PC-relative or with a base-address, look at the example-sources to see
how it can be done.)
The example-sources also check on NTSC when they use a complex copper-list.
It's not necessary but it would be nice for the Americans to see some
real demos once. :-)
When you remove the "Rout" label in the source, your routine-source will
be assembled as a VideoTracker routine-file.
You then can remove the hunk-information with, for example, Hunk Wizard
and test it with VideoTracker.


============================================================================
                  Routines:
============================================================================

In this section all the routines are explained.
In the "Plasma" manual is explained how the "routine-mode" is
calculated, but you don't have to know this because you can use
the "Routinelist" to get the routine-mode you want.
The "Plasma" is a very complicated routine to begin with.
The "Star" routine has the easiest routine-modes, so I suggest that
you start playing with that one.
There are to many routines to understand at once, so when you make
a video, select the routines you want and then start to read their
manuals.

AGA:
VideoTracker_AGA needs special routines, due to 24-bits colors etcetra.

Some routines need vector-objects, (anim)brushes, text-files etc.
An example how to use these files:

Effect Speed:      01
First Effect:      05      Cube.vec    (This is a vector file)
Last Effect:      06      Vector_L8.rot      (This is a routine file)

The vector file is detected by VT and stored in a table,
The effect speed is 1 so the routine will be played directly.
The routine checks the table and finds the vector file.
In the example-videos this is used, so you can see how it
works.


============================================================================

Routinename:      Plasma
Authors:      Programmed by Roger Heykoop, converted by Peter van Campen.
Version:      Without smooth plane
Description:      Shows 3 sinuswaves on a backgroundcopperlist:
      blue, green and red. When they overlap eachother they
      mix their colors. (example: blue+green=cyan,
      blue+red=purple, etc.)
      As extra, there is a horizontal raster-sinus.
            For each wave you can select the height, width and
      direction (left/right) it moves to.
      The result is a great psychadelic effect.
      You can put a picture or brush over it.
            This routine has up to 65536 different modes, a big
      number but you can play a long time with this.

            There are 2 ways to get the right routine-mode.
      The fast but difficult way is to calculate it
            from the bitusage and the easy but slow way is to
      get it from the routine-mode list.

      I'll explain how you can calculate it:
            (It might be interresting for programmers who
      read this)

      RoutineMode 16-bits (65536) bitusage:


         3  1
         2  6     4     1
         7  3     0     0  5     1
         6  8     9     2  1     2     3  1
         8  4     6     4  2     8     2  6      4     1
           
      |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
      |  |              |              |              |
      |R |     Blue     |    Green     |     Red      |
      |a |              |              |              |
      |s |  |     |     |  |     |     |  |     |     |
      |t |D | H   | W   |D | H   | W   |D | H   | W   |
      |e |i | e   | i   |i | e   | i   |i | e   | i   |
      |r |r | i   | d   |r | i   | d   |r | i   | d   |
      |  |e | g   | t   |e | g   | t   |e | g   | t   |
      |s |c | t   | h  |c | t   | h   |c | t   | h   |
      |i |t | h   |     |t | h   |     |t | h   |     |
      |n |. |     |     |. |     |     |. |     |     |
       2  1    4     4   1   4      4   1    4     4     <-Settingsnumber

      Let's say, you want the green-bar with maximum height (4).
      (No Police-Squad jokes please !)
      You can see that bit 7 and 8 select it.
      There are 2 bits, so there are 2^2=4 possible heights.
      Then these are the possible combinations:

      08 | 07    <Bitnumber
      ---+----
       0 | 0      Decimal value 0 = Minimum height
       0 | 1      Decimal value 1 = 2 times sinus height
       1 | 0      Decimal value 2 = 3 times sinus height
       1 | 1      Decimal value 3      = 4 times sinus height (maximum)

      Now you take the value of bit 7 and multiply it with the decimal
      value like this:
      2^7 * 3     = 128 * 3 = 384
     
      Let's say, you also want the blue-bar with maximum height (4).
      Bit 12 and 13 select it so:
      2^12 * 3 = 4096 * 3 = 12288
     
      Now you add the results and you get the right routine-mode:
     
      384 + 12288 = 12672

      But you can also use the routinemode list:

Routine mode      Description
----------------------------------------------------------------------------
0     Standard values:
            All sinusses moving right, maximum width, minimum height
      no horizontal raster-sinus.

1     Red: 0.5 times sinus width.
2     Red: 0.33 times sinus width.
3     Red: 0.25 times sinus width.
4-7   Same as above but with Red: 2 times sinus height.
8-11        Same as above but with Red: 3 times sinus height.
12-15 Same as above but with Red: 4 times sinus height.
16-31       Same as above but with Red: sinus moving left.

32-63 Same as above but with Green: 0.5 times sinus width.
64-95 Same as above but with Green: 0.33 times sinus width.
96-127      Same as above but with Green: 0.25 times sinus width.
128-255     Same as above but with Green: 2 times sinus height.
256-383     Same as above but with Green: 3 times sinus height.
384-511     Same as above but with Green: 4 times sinus height.
512-1023      Same as above but with Green: sinus moving left.

1024-2047      Same as above but with Blue: 0.5 times sinus width.
2048-3071      Same as above but with Blue: 0.33 times sinus width.
3072-4095      Same as above but with Blue: 0.25 times sinus width.

4096-8191      Same as above but with Blue: 2 times sinus height.
8192-12287      Same as above but with Blue: 3 times sinus height.
12288-16383      Same as above but with Blue: 4 times sinus height.
16384-32767      Same as above but with Blue: sinus moving left.

32768-65535      Same as above but with the horizontal raster-sinus on.

============================================================================

Routinename:      Scroll
Authors:      Programmed by Peter van Campen.
Versions:      L2,L4,L8,L16,L32,L64,H2,H4,H8,H16
Description:      This routine is a text-viewer and scroller with many
      possibilities.
      You can use up to 16 different Fonts and also ColorFonts.
      And you need a text-file ofcourse.
      You can show the text on screen directly, you can scroll
      text horizontal to the right and to the left, you
      can scroll rows up, like in a movie-title.
      You can set the scrollspeed, you can delay, change the
      font-color, change the font-type, etcetra.
      All the rows are shown centered on screen, but you can
      also set the X/Y position or use reverse-centring if
      you like that.
      All the possibilities are used in the demo-videos.
            The routine doesn't use the routinemode but is controlled
      by commands in the text-file.
      The routine detects a command when it starts with the
            character "_".   
      "#" is a value which, for example, can be "15".

      Commands:
           
            _F#      Font: Changes the font.      
                  Example:
                  If you've loaded 3 fonts into memory, you can
                  choose them with the values 0,1,2.

      _C#      Color: Changes the font-color.
                  Example:
                  With no-color fonts you can have 31 different
                  colors on a 32-color screen.
                  With a 4 color-font you then have 32/4=8 different
                  colorsets on that screen.
                  With a 16 color-font you then have 32/16=2 different
                  colorsets on that screen.
                  So, with the right palette, you can make great
                  color-scrolls.

      _S#      Speed: Changes the scroll-speed.

      _M#      Mode: Changes the view-mode.

                  View modes:
                 
                  1      Left horizontal scroll.
                  2      Right horizontal scroll.
                  3      Up vertical scroll.
                  5      Directly on screen.
                 
      _X#      X-position      (horizontal)
                  Sets the x-position of a character, for use in the
                  print and vertical scroll mode.

      _Y#      Y-position      (vertical)
                  Sets the y-position of a character, for use in the
                  print and vertical scroll mode.

      _R#      Reverse
                  Sets the right-border of a row which results in
                  right centering.

      _D#      Delay
                  Delays the routine.

      _E      Empty screen.
                  Clears the screen
           
            Look at the example-texts to see how you should use
      these commands.

      To get the best speeds with dual playfield and with
            the several resolutions and to prefent a "shocking" effect
      on the scrolls,
      each version of the routine has different maximum font-
      heights, also for the viewmodes.

      When there is no special NTSC version of a routine, it
            is not necessary or it is not possible because of the
      faster screen refreshing of NTSC.

      Here they are:
           
                      |   Maximum font-heights    | Usable with
      Version   |                           | dual playfield ?
                    |  Horizontal  |  Vertical  |   PAL   |  NTSC
      ----------+--------------+------------+---------+---------
                 L2      |     160      |      80    |     Yes    |  No
      NTSC L2      |     144      |      24    |  Yes      |  Yes
                 L4      |      80      |      88    |  Yes      |  Yes
                 L8      |      36      |      40    |  Yes      |  No
                 L16  |      56      |      56    |  No      |  No
      NTSC L16  |      40      |      56    |  No      |  No
                 L32  |      36      |      32    |  No      |  No
      NTSC L32  |      32      |      32    |  No      |  No
                 H2      |      80      |      56    |  Yes      |  Yes
                 H4      |      72      |      72    |  No      |  No
      NTSC H4      |      48      |      72    |  No      |  No

============================================================================

Routinename:      ScrollBig
Authors:      Programmed by Peter van Campen.
Versions:      L8
Description:      This is the same routine as the "Scroll" routine,
      but this one can handle the biggest fontsizes possible.
      I made this, so you can use most of the public domain
      KaraFonts.
            The reason I made 2 scroll-routines:
      The "Scroll" routine can scroll fast with dual playfield
      and also scrolls fast on 16 and 32 colorscreens, but can't
      handle big fonts.
      The "ScrollBig" routine uses a lot more memory and
      scrolls bad with dual playfield but is perfect to
      use with, for example, 80 pixels high 8-color fonts.
           
                      |   Maximum font-heights   
      Version   |                          
                    |  Horizontal  |  Vertical 
      ----------+--------------+------------
                 L8      |      80      |      88   

============================================================================

Routinename:      Object
Authors:      Programmed by Peter van Campen.
Versions:      L2,L4,L8,L16,L32,L64,H2,H4,H8,H16
Description:      This routine can show up to 32 blitter-objects on screen.
      An object is an animbrush or brush file that is reformed
      for fast use with the blitter.
      You can make, for example, a logo with seperate bouncing
      letters on a 64-color picture.
      The routine reads the anim-speed for animbrushes,
      animloop is always on.
      The routine also needs a background-picture.
      If it hasn't got one, it will not clear to screen wich can
      be a nice effect too like you can see in the demo-videos.
      A background-picture is accepted when the size is the same
      as the viewable screen (example: lo-res= 368*290) and when
      the colornumber is the same.
      The routine copies the palette of the background-picture
      when it has the same number of colors, also when it's not
      accepted because of its size.
      In this way, you can turn of the clear and still change
      the palette.
            So the colors of the objects are not used !
      (So you can use the same object with different background-
      pictures.)
            The objects must have the same number of colors too.

      An object can move in 32 different ways and there are
      63 screen positions.
      There are 8 different move-sizes en 4 different move-speeds.
           
            There are 9 horizontal and 7 vertical screenpositions
      (9*7=63) and here is an example how to get the right one:
           
      The screen:
                       9 X-positions
                     0 1 2 3 4 5 6 7 8        These are the values:
                    +-----------------+   +--------------------------+
                  0 |   |         |      |00 01 02 03 04 05 06 07 08|
                  1 |   |         |      |09 10 11 12 13 14 15 16 17|
            7      2 |------#      |      |18 19 20 21 22 23 24 25 26|
      Y-pos.      3 |       |      |27 28 29 30 31 32 33 34 35|
                  4 |       |      |36 37 38 39 40 41 42 43 44|
                  5 |       |      |45 46 47 48 49 50 51 52 53|
                  6 |       |      |54 55 56 57 58 59 60 61 62|
                    +-----------------+   +--------------------------+

      You want the "#" object on the above position, the way
      to get the right routine-mode is to multiply the
            y-position (2) with the total number of x-positions (9)
      and add the x-position wich gives: (2*9)+3=21
      Or, perhaps more easy, get the value from the right
      value-table.

      These are the possible moves:
           
      0      No movement.
            1      "O" Circle shaped, moving against clock-direction.
      2      "8" Eight shaped.
      3      "(X)" Eight-on-it's-side shaped.
      4      Very-weird shaped.
            5      "|" Goes up and down.
      6      "-" Goes left and right.
      7      "|" Goes up and bounces when it's down.
      8      "|" Goes down and bounces when it's up.
      9      "-" Goes left and bounces when it's right.
      10      "-" Goes right and bounces when it's left.
      11-16      No movement. (future expansion)
      17      "O" Circle shaped, moving with clock-direction.
            18-31      No movement. (future expansion)
           
Routine modes:

      RoutineMode 16-bits (65536) bitusage:

           1
           6        2
           3        0
           8        4              6
             4        8              4                 1
           
      |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
      |     |        |              |                 |
      |Move-| Move-  |   Movetype   |   Screen-       |
      |speed|  size  |              |    position     |
         4      8          32               64   
                                                      
Routine mode      Description
----------------------------------------------------------------------------
0     Movetype 0, Movesize 0, Movespeed 0.
      Y-position 0, X-position 0.
1     X-position 1.
2           X-position 2.
3     X-position 3.
4     X-position 4.
5           X-position 5.
6     X-position 6.
7     X-position 7.
8           X-position 8.

9-17  Same as above but with Y-position 1.
18-26 Same as above but with Y-position 2.
27-35 Same as above but with Y-position 3.
36-44 Same as above but with Y-position 4.
45-53 Same as above but with Y-position 5.
54-62 Same as above but with Y-position 6.

64-127            Same as above but with Movetype 1.
128-191     Same as above but with Movetype 2.
192-255     Same as above but with Movetype 3.
256-319     Same as above but with Movetype 4.
320-383     Same as above but with Movetype 5.
384-447     Same as above but with Movetype 6.
448-511     Same as above but with Movetype 7.

512-575           Same as above but with Movetype 8.
576-639     Same as above but with Movetype 9.
640-703     Same as above but with Movetype 10.
1088-127      Same as above but with Movetype 17.

2048-4095      Same as above but with Movesize 1.
4096-6143      Same as above but with Movesize 2.
6144-8191      Same as above but with Movesize 3.
8192-10239      Same as above but with Movesize 4.
10240-12287      Same as above but with Movesize 5.
12288-14335      Same as above but with Movesize 6.
14336-16383      Same as above but with Movesize 7.

16384-32767      Same as above but with Movespeed 1.
32768-49151      Same as above but with Movespeed 2.
49152-65535      Same as above but with Movespeed 3.

============================================================================

Routinename:      ColorGrid
Authors:      Programmed by Peter van Campen.
Description:      Shows a 16*16 color-copperlist all over the screen.
      You can put a picture or brush over it.
            There are 3 16*16 colorgrids so for example you
      can see all 3 when you use the color-numbers
      0,1 and 9 in DeluxePaint.

      For each of the 3 grids, you can set one of the 2 modes
      and one of the 8 possible color-presets.
           
      There are 2 different modes:
           
      "Shading"   shows 256 colors on screen and changes them
                  into 16 shades.
      "Map"             Shows 256 colors out of a big colormap.
                  The map is moved around using a sinus-data.

            You can enable, disable or combine each of the grids,
      so you can speed up the routine or show a picture without
      the distortion of color 0, 1 or 9.    

      RoutineMode 16-bits (65536) bitusage:

                  4   2
                  0   0       2  1
                  9   4       5  2        1
                  6   8       6  8        6  8        1
           
      |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
      |  |        |           |           |           |
      |  |        |  Grid 3   |  Grid 2   |  Grid 1   |
      |  |        |           |           |           |
      |  |        |  |        |  |        |  |        |
      |  |  G S   | M|   C    | M|   C    | M|   C    |
      |  |  r e   | o|   o    | o|   o    | o|   o    |
      |  |  i l   | d|   l    | d|   l    | d|   l    |
      |  |  d e   | e|   o    | e|   o    | e|   o    |
      |  |  s c   |  |   r    |  |   r    |  |   r    |
      |  |    t   |  |        |  |        |  |        |
      |  |        |  |        |  |        |  |        |
             8     2     8     2     8     2     8


Routine mode      Description
----------------------------------------------------------------------------
0     Colors:     Grid 1: 0  Grid 2: Off      Grid 3: Off

      Colorgrid 1       Mode: Shading
      X: Black>Red      Y: Black>Green      Shading Blue
            Colorgrid 2 & 3 same as above.

1     X: Black>Green      Y: Black>Blue      Shading Red
2           X: Black>Blue      Y: Black>Red      Shading Green
3     X: Black>Red      Y: Black>Blue      Shading Green
4           X: Black>Green      Y: Black>Red      Shading Blue
5     X: Black>Blue      Y: Black>Green      Shading Red
6           X: Blue>Purple      Y: Blue>Cyan
7     X: Red>Yellow      Y: Red>Purple
8     Mode: Map   Mixed Red>Green>Blue

16-31 Same as above but:
      Colorgrid 2:      X: Black>Green      Y: Black>Blue      Shade Red
32-47 Same as above but:
      Colorgrid 2:      X: Black>Blue      Y: Black>Red      Shade Green
48-63 Same as above but:
      Colorgrid 2:      X: Black>Red      Y: Black>Blue      Shade Green
64-79 Same as above but:
      Colorgrid 2:      X: Black>Green      Y: Black>Red      Shade Blue
80-95 Same as above but:
      Colorgrid 2:      X: Black>Blue      Y: Black>Green      Shade Red

96-111      Same as above but:
      Colorgrid 2:      X: Blue>Purple      Y: Blue>Cyan
112-127     Same as above but:
      Colorgrid 2:      X: Red>Yellow      Y: Red>Purple
128-143     Same as above but:
      Colorgrid 2:      Mode: Map   Mixed Red>Green>Blue

256-511     Same as above but:
      Colorgrid 3:      X: Black>Green      Y: Black>Blue      Shade Red
512-1023      Same as above but:
      Colorgrid 3:      X: Black>Blue      Y: Black>Red      Shade Green
1024-1535      Same as above but:
      Colorgrid 3:      X: Black>Red      Y: Black>Blue      Shade Green
1536-2047      Same as above but:
      Colorgrid 3:      X: Black>Green      Y: Black>Red      Shade Blue
2048-2559      Same as above but:
      Colorgrid 3:      X: Black>Blue      Y: Black>Green      Shade Red
2560-3071      Same as above but:
      Colorgrid 3:      X: Blue>Purple      Y: Blue>Cyan
3072-3583      Same as above but:
      Colorgrid 3:      X: Red>Yellow      Y: Red>Purple
3584-4095      Same as above but:
      Colorgrid 3:      Mode: Map   Mixed Red>Green>Blue

4096-8191      Same as above but:
      Colors:     Grid 1: 1  Grid 2: Off      Grid 3: Off
8192-12287      Same as above but:

      Colors:     Grid 1: 9  Grid 2: Off      Grid 3: Off
12288-16383      Same as above but:
      Colors:     Grid 1: 0  Grid 2: 1  Grid 3: Off
16384-20479      Same as above but:
      Colors:     Grid 1: 0  Grid 2: 9  Grid 3: Off
20480-24575      Same as above but:
      Colors:     Grid 1: 1  Grid 2: 9  Grid 3: Off
24576-28671      Same as above but:
      Colors:     Grid 1: 0  Grid 2: 1  Grid 3: 9
28672-32767      Same as above but:
      Colors:     Grid 1: Off      Grid 2: Off      Grid 3: Off


============================================================================

Routinename:      Stars
Authors:      Public Domain source, converted by Peter van Campen.
Versions:      L8
Description:      Shows a 3D moving starfield.
      Nothing more to explain.

Routine mode      Description
----------------------------------------------------------------------------
0     Normal
1     Rotates stars left.
2     Rotates stars right.


============================================================================

Routinename:      Vector
Authors:      Programmed by Peter van Campen, with help from
            Roger Heykoop.
Versions:      L2,L4,L8,L16,L32,L64,H2,H4,H8,H16
Description:      Shows 3D pixel vector, line vector, glass-filled vector
      filled vector, ball vector, symmetric-filled
      vector objects and rotates them.
      The routine needs a vector-file wich can be a
      Imagine-object, a Rot-object or a IFF-brush.
      The colors of the vector-files are also used.

      These are the possible view-modes:
           
            0      Pixel Shows only the vector-coordinates as
                  pixels, very fast speed.
      1      Line  Shows the vector-lines, fast speed.
      2      Glass-filled      Shows the object with filled faces.
                  You can see the faces through
                  eachother like a glass.
                  Medium speed.
            3      Filled      Shows the object with solid filled
                  faces. Slow speed.
      4      Balls Shows only the vector-coordinates as
                  "Objects" (brushes or animbrushes).
                  Medium speed.
                  The color of a vector selects the
                  object-number, so you can use, for
                  example, 16 different blit-objects
                  in one vector-object.
                  When you use a animbrush with, for
                  example, 10 frames. The first frame
                  will be shown when the vector is
                  distant, and the last frame will be
                  shown when the vector is forward.
                  So for a cool 3D effect, size
                  the frames from small to big.
                  The colors of the objects will be
                  copied and the number of colors must
                  be the same as the screen-colors.

      Tricky modes:
            (To speed up drawing)

      5      Symmetric-  Shows the object with solid filled
                  filled      faces but draws only the most
                  forward faces.
                  Is only usefull on symmetric
                  objects like, for example, cubes or
                  soccerballs. Medium speed.

      You can choose for each of the X/Y/Z coordinates if they
      must rotate and if the object is moving forward or back.
      You can also set the speed of rotating and for special
      effects you can turn the double-buffering on/off so you can,
      for example, see how a big imagine-object is drawn as a
      solid filled-vector.
      You can also turn the clearscreen on/off so you can make
      a track of objects and you can clear the rotate-positions.

      RoutineMode 16-bits (65536) bitusage:

              8  4  2
              1  0  0           1
              9  9  4           2  6
              2  6  8           8  4        8  4  2  1
      |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
      |     |  |  |  |           |  |        |  |  |  |
      |     |R |S |D |           |F |        | X| Y| Z|
      |     |o |c |o |           |o |        |  |  |  |
      |     |t |r |u |           |rB|        | R| R| R|
      |     |a |e |b | Rotation  |wa| Vector | o| o| o|
      |     |t |e |l |  speed    |ac|  mode  | t| t| t|
      |     |e |n |e |           |rk|        | a| a| a|
      |     |  |  |  |           |dw|        | t| t| t|
      |     |c |c |b |           | a|        | e| e| e|
      |     |l |l |u |           |or|        |  |  |  |
      |     |r |r |f |           |rd|        |  |  |  |
      |     |  |. |. |           |  |        |  |  |  |
                2  2      16      2     8     2  2  2                       

Routine mode      Description
----------------------------------------------------------------------------
0     Moves forward.      Double-buffer on, Screenclear on,
            No rotation. Mode: Pixel-vector, Rotatespeed 0.
1     Rotates Z.
2           Rotates Y.
3     Rotates YZ.
4           Rotates X.
5     Rotates XZ.
6           Rotates XY.
7     Rotates XYZ.

8-15  Same as above but with Mode: Line
16-23 Same as above but with Mode: Glass
24-31 Same as above but with Mode: Solid
32-39 Same as above but with Mode: Ball
40-47 Same as above but with Mode: Symmetric

64-127            Same as above but moves backwards.

128-255     Same as above but with rotatespeed 1.
256-383     Same as above but with rotatespeed 2.
384-511     Same as above but with rotatespeed 3.
512-639     Same as above but with rotatespeed 4.
640-767     Same as above but with rotatespeed 5.
768-895     Same as above but with rotatespeed 6.
896-1023      Same as above but with rotatespeed 7.

1024-1151      Same as above but with rotatespeed 8.
1152-1279      Same as above but with rotatespeed 9.
1280-1407      Same as above but with rotatespeed 10.
1408-1535      Same as above but with rotatespeed 11.
1536-1663      Same as above but with rotatespeed 12.
1664-1791      Same as above but with rotatespeed 13.
1792-1919      Same as above but with rotatespeed 14.
1920-2047      Same as above but with rotatespeed 15.

2048-4095      Same as above but with double-buffer off.

4096-8191      Same as above but with screen-clear off.

8192-16383      Same as above but with the rotate-positions cleared.

============================================================================

Routinename:      VectorShade
Authors:      Programmed by Peter van Campen, with help from
            Roger Heykoop.
Versions:      L2,H2
Description:      This is the same routine as the "Vector" routine
      and it uses the same routine-modes but this
            routine draws the object in 2 colors and shows
      the 4 last drawed frames behind the object which
            gives a very nice effect. (Used in the "House" video)
            It uses a copperlist to do this trick so you
      can't use dual playfield on this routine.

============================================================================

Routinename:      Wave
Authors:      Programmed by Peter van Campen.
Versions:      -
Description:      Puts a horizontal wave of 16 pixels into any picture or
      brush.
      The picture or brush width must be a multiply of 16.
            (example:240,368,144 etc.)
           
Routine mode      Description
----------------------------------------------------------------------------
0     Saw shaped.
1           Saw shaped growing.
2     Sinus shaped.
3     Sinus shaped 4 sizes.
4     ")" shaped.
5     ")" shaped 3 sizes.
6     "(" shaped.
7     "(" shaped 3 sizes.
8     Sinus shaped "dual playfield" mixed.
9           Sinus shaped normal mixed.

16-31 Same as above but scrolling up.
32-47 Same as above but scrolling down.

64-127      Same as above but with 2 times vertical size.
128-255           Same as above but with 3 times vertical size.
256-511     Same as above but with 4 times vertical size.

512-1023      Same as above but with 5 times vertical size.

============================================================================

Routinename:      PictureMove
Authors:      Programmed by Peter van Campen.
Versions:      -
Description:      Moves pictures that are bigger then the viewable
      screen in several ways.
      There are 2 seperate moves: the even planes and
      the odd planes.
      So when you use dual playfield, you can give
      each picture it's own move:
      In dual playfield, the front picture uses the
            even planes, the back picture uses the odd planes.
      In normal mode, the picture uses the even AND
            odd planes.
      When you don't use dual playfield, you must
            set both moves the same if you want to see the
      picture like it is.
      If you don't, you get a weird effect that can be
            nice too, like you can see in the demo-video of
      this routine and in the "House" video.

            These are the moving-shapes:

      Value      |      Description
            --------+-----------------------------
             0     |      No move.
             1     |      "-"      Horizontal.
             2     |      "|"      Vertical.
             3     |      "O"      Circle-shaped.
             4     |      "(X)"      Eigth-on-its-side.
             5     |      "8"      Eight.
             6     |      Weird shape
             7-15  |      Not used.
                   |    

            RoutineMode 16-bits (65536) bitusage:

                                           1
                                           6           1
           
       |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
       |                       |           |           |
       |                       |  Odd      |  Even     |
       |       (not used)      |   planes  |   planes  |
       |                       |     shape |    shape  |
       |                       |   |           |
                                   16          16   

Routine modes:

Routine mode      Description
----------------------------------------------------------------------------
0     No moves.
1           Even planes move "-"      Horizontal.
2     Even planes move "|"      Vertical.
3     Even planes move "O"      Circle-shaped.
4     Even planes move "(X)" Eigth-on-its-side.
5     Even planes move "8"   Eight.
6     Even planes move Weird shape.
16-31 Same as above but the odd planes move "-"   Horizontal.
32-47 Same as above but the odd planes move "|"   Vertical.
48-63 Same as above but the odd planes move "O"   Circle-shaped.
64-79 Same as above but the odd planes move "(X)" 8-on-its-side.
80-95 Same as above but the odd planes move "8"   Eight.
96-111      Same as above but the odd planes move Weird shape.

============================================================================

Routinename:      Landscape
Authors:      PD source, improved and converted by Peter van Campen.
Versions:      L2,L8
Description:      Takes a landscape and can show and move through it in
      several ways.

      RoutineMode 16-bits (65536) bitusage:

                                      6     1
                                      4     6           1
           
       |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
       |                          |  |     |           |
       |    (not used)            |M |  S  |(not used) |
       |                          |o |  i  |           |
       |                          |d |  z  |           |
       |                          |e |  e  |           |
       |                          |  |     |           |
                                     2    4

Routine mode      Description
----------------------------------------------------------------------------
0-15  Size small, shown as points.
16-31 Same as above but size medium.
32-47 Same as above but size large.
48-63 Same as above but size very large.
64-127      Same as above but shown as lines.

============================================================================

Routinename:      CopperPalette
Authors:      Peter van Campen
Versions:      16
Description:      Uses "ColorSets" to change the palette of each horizontal
      line of a 16-color picture,brush or animation.
      It's used in the "Gabberuh!" video on the "SoulHead_L16.bru"
      and the "Skeleton_L16.bru".
      It uses the blitter to change the copperlist to get
      the necessary speed.


Routine mode      Description
----------------------------------------------------------------------------
0     Scroll the colorsets upwards.
2     Scroll the colorsets from the screen-centre, upwards and
      downwards.

============================================================================

Routinename:      CopperPicture
Authors:      Peter van Campen
Versions:      -
Description:      This routine takes a brush or animbrush and shows it with
      8*8 pixels on screen.
      It only uses the copperlist so you can use a picture in
      front of it.
            The width must be 48, and the height must be 36 !
      Currently, the routine only handles 32/16/2-color or HAM
      images.
            You can change the palette of the shown image with
      colorsets, also when it's playing an animbrush.
      Look at the videos how to use it.
      You can add an empty picture over it with the routinemode
      to prevent dual playfield.


Routine mode      Description
----------------------------------------------------------------------------
0     Don't use an empty picture on screen.
1     Use an empty picture on screen, this prevents dual
      playfield effects.

============================================================================

Routinename:      PaletteFade
Authors:      Peter van Campen
Description:      This routine needs 2 colorsets, it will fade from the
      first colorset to the second colorset.
      With the routinemode you set the speed of the fading.
      On AGA this effect is real smooth because of the 24-bit
      colors.
            The 2 colorsets and the current picture on the screen
      must have the same amount of colors !
            It is heavily used in the "Bonzai" video.

============================================================================

Routinename:      Equalizer
Authors:      Peter van Campen
Versions:      L2
Description:      This routine shows the wavefroms of the currently played
      samples on the screen.

Routine mode      Description
----------------------------------------------------------------------------
0     Shows the 4 channels in 4 wave-boxes.
1     Shows the 4 channels in 1 big wave-box.

============================================================================

Routinename:      Tunnel
Authors:      Peter van Campen
Versions:      L2
Description:      This routine needs a Background-picture with height 256
      and width 320 and 2 colors.
      It changes this picture into a 3D tunnel that's moving.
      It is used in the "Bonzai" video, you can make your own
      tunnel in this way.
      It also uses a copperlist to get an extra depth-effect.
           
============================================================================

Routinename:      CopperColor
Authors:      Peter van Campen
Description:      This is a simple but nice effect, it needs a Colorset of
      256 colors and shows the colors form top to bottom using the
      copper.
            You can put a picture on top of it.
      It can handle 24-bit colors in the AGA version.
      It is used in the Women video.
           
Routine mode      Description
----------------------------------------------------------------------------
0     Shows the colors on screen with no movement.
1     Scrolls the colors up.
2     Scrolls the colors down.
3     Scrolls the colors up fast.
4     Scrolls the colors down fast.

============================================================================

Routinename:      CopperMagnify
Authors:      Peter van Campen
Versions:      4,8,3AGA 4AGA
Description:      Takes a HAM-brush, and rotates and magnifies it in a
      copperlist.
            The routine doesn't use the blitter, but is still very
      fast.
            I didn't use the blitter to get very high speeds on
      680++ Amigas.
            The maximum height of the brush is 256, the maximum
      width is 256.

      Version 8 shows the picture in pixels of size 8*8, it
            uses the complete view-screen.
      This version doesn't need a picture, so you could use
      it with a picture in front of it. (dual playfield)
      You can add an empty picture over it with the routinemode
      to prevent dual playfield.

      Version 4 shows the picture in pixels of size 4*4, it
            uses part of the view-screen.
      This version uses a picture 192*192*32 to get the small
      4*4 pixels, it doesn't use the routinemode.

      Version 4AGA shows the picture in pixels of size 4*4, it
            uses the complete view-screen.
      This version uses a picture 384*288*256 to get the small
      4*4 pixels, it has a special 3D tunnel mode which is used
      int the "Bonzai" video.

      Version 3AGA shows the picture in pixels of size 3*3, it
            uses the complete view-screen.
                It uses a new trick to get the full screen 3*3 pixels.
      This version uses a pictureline 384*1*128 to get the small
      3*3 pixels, it has a special 3D tunnel mode.


Routine mode      Description
----------------------------------------------------------------------------
0     Don't use an empty picture on screen.
1     Use an empty picture on screen, this prevents dual
      playfield effects. (Only used by version 8)
16-31       Shows the brush in a 3D tunnel and moves in several ways,
                (depends on the routinemode), only in the 3AGA and 4AGA
                version !

============================================================================

Routinename:      PictureFade
Authors:      Peter van Campen
Description:      This is an AGA only routine, it is not possible on OCS/ECS
      Amigas.
            This routine can fade 2 16-color pictures through eachother.
            You have to use this routine with 2 black 16-color dual
      playfield pictures on screen, and their palettes as
      colorsets.
            Look at the example-videos or the Women-video to see how
            it's exactly done.
            The routinemode is the speed of the fading.

============================================================================

Routinename:      PictureWipe
Authors:      Peter van Campen
Description:      This routine can show a picture on screen with a nice
      effect like flipping a page or zooming out.
            At this moment the routine is not finished yet, but I
      made an example video to show you what's the idea.

============================================================================

                  (Future expansion)
Routinename:
Authors:
Versions:
Description:
Routine modes:

      RoutineMode 16-bits (65536) bitusage:

                                                        1
           
       |15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00|<-Bitnumber
       |                       |           |           |

Routine mode      Description
----------------------------------------------------------------------------

============================================================================
                   VideoTracker News 1:
============================================================================

***********************************************************************
VideoTracker News 1, 27-10-93.
***********************************************************************

(I'm dutch so there may be some spelling-errors)

- On 13-11-93 I will have an A1200 and then I will start programming
  VideoTracker AGA with special routine-files for AGA and 68020.

- 2 new videos are finished and will be released on 15-11-93.
  "Rave The Amiga" and "I Will Trance U".

- 2 new routines will be released on 15-11-93:
  - 8-bit (copper backgroundcolors) HAM-picture rotate and magnify WITHOUT
    the blitter ! On 68000 it's as fast as other magnifiers but when I
    saw it on 68030 it was really fast. :-)
  - 4-bit (copper with 32 colorscreen 192*192 = 48*48 pixels) HAM-picture
    rotate and magnify without the blitter.

- Registered users will get VideoTracker updates and videos for free.
  So after paying your register-fee, you won't have to pay extra
  afterwards for updates like VideoTracker AGA.
  BUT when I manage to sell VideoTracker AGA to a distributor, you will
  have to wait untill the distributor starts to sell the program.
  (But you still get it for free, and as fast as when it's released.)
 
- VideoTracker v1.0 with "Save Video" option was released on 3-10-93,
  that's about 3 weeks ago.
  There is now 1 registered user of VideoTracker, but I expect to get
  more reactions within the next 1 or 2 months.
  I know of some people who are playing now with VT and are making their
  own video.
  I hope that, when they are convinced, they want to see their video as a
  vidule and support me so I can buy more necessary hardware soon.
 
- I had reactions during and after the development from England,
  Germany, USA, Italy and ofcourse The Netherlands.
  It's very nice to know that there are other people who enjoy such
  a program, it really helps me to continue this project.
  I also want to thank all the people that helped me with beta-testing,
  drawing, rendering, composing, programming and (also VERY important!)
  spreading.
 
***********************************************************************

- Rave The Amiga:

  Video

     1600 Rave_The_Amiga

           This is a very flashy video, like the "Gabberuh!" video.
           It needs 2 meg chipmem, the vidule-size is 1.5 meg.
            I made it for the "Rave The Amiga" houseparty in Ijmuiden,
            it was a party for 12-18 year old kids.
      75% of the music was Amiga ProTracker and OctaMED, it was
      a great evening and the beer was free for DJ's and VJ's. :)
      John v.d. Zee did a great job organizing this party. 
      (There were 100-150 people, this was the first one, there
            will be more.)

  Anim

    88070 dna.anim

      A multiple-palette 32-color animation of a rotating
      DNA-string rendered with Imagine v2.0 by Maarten Kreuger
      and Peter van Burgh for VideoTracker, excellent job !

   172954 MTV+ST.anim
  
      A multiple-palette 8-color animation, it shows a MTV-logo
      movie and starship Enterprice flying towards you.
      I used it with dual playfield effects, this is the
      first video which shows the possible dual playfield
      effects like 2 8-color animations at once and a routine
            and an 8-color animation at once.
      I ripped the MTV and Enterprice animations out of 2 big
      32-color PD animations.

    58900 Zebra_L8.anim

      This is a wellknown 32-color loop-animation of a running
      zebra.
            I changed it to 8 colors so I also could use it with
      dual playfield.

  Brush

     4726 Aaman_L8.bru

      Funny figure, drawn by Martin Panbakker who did a lot of
      drawing for the videos, he also did the clownshead in
      "Gabberuh!". We both have seen the light, will you ? :-)

     8826 Amiga.bru

      Amiga-logo, drawn by me.
           
     9278 BobMarley_HAM.bru

            A little HAM brush of Bob Marley's face that is rotated
      and scaled by the "CopperMagnify8" routine.
           
    52312 BorisGirl_HAM.bru

      A wellknown HAM brush of a girl holding a glass ball that is
      rotated and scaled by the "CopperMagnify8" routine.
           
     8196 CompuFace_L8.bru

            An 8-color rendered brush, I use most of the 8-color
      images for dual-playfield effects.
      I ripped it, it is to much work to draw everything
            ourselfs.
      All ripped images are out of PD animations or pictures,
      I don't use images that are created for other demos, that
      would be very sick.

     4442 DeathMask_L8.bru

      An 8-color ghost-face, drawn by Martin Panbakker.
           
     4700 DiamondRGB_HAM.bru

      A very colourful little HAM brush that is rotated
            and scaled by the "CopperMagnify8" routine.
      I drawed it pixel-by-pixel in Deluxe Paint, it was a
      nightmare to prevent the HAM side-effects. :-)
           
     9418 Ijmuiden.bru

      An 8-color city-name board, by me.
           
    45000 Parrot_HAM.bru

      A digitized colourful HAM brush of a parrot that is
            rotated and scaled by the "CopperMagnify8" routine.
           
     3936 Rave.bru

      An 8-color brush with the word "Rave", it's also used
      in a dual playfield effect with the words "Rave","The",
      "Amiga" and "Ijmuiden".

     9560 SlayerLogo_M4.bru

      Logo of the speed-metal band "Slayer", those were the
      days. :-)
           

     5532 Steve_L8.bru

      Yeah ! true 90's art-style, drawn by Martin Panbakker.
      He saw the style in an art-book at his workplace.
      It's based on Virtual Reality, and this style would be
      easy to use in 3D rendering programs. (Hint!)

     2496 The.bru

      Duh.... "The"
           
  Modules

   174616 mod.real nightmare.klr

            "Real Nightmare" from Killraven/Mystic, the same guy who
      made the module that is used in "Gabberuh!".
            I thought it was terrible when I heard it the first time but
            Martin convinced me that this was a "True Underground Heavy
            House-Trip"(TM).
      When I played it more often I really started to like
            it, just like when I first heard songs from "Deicide" and
            "Slayer" you have to get used to it.
      It has metal-sound samples like a steel-plant sound and
      metal on metal hits.
      Also a disturbed "we're gonna get you" and a fast played
      guitar-part of good old Metallica.
      It's 8 minutes long, ideal for a big video.
            I like it ! more ! more ! more ! excellent for a party.

  Picture

    10288 FlowerGirl_L8.pic

      Full screen 8-color girl, again a try-out style, drawn by
      Martin Panbakker, a very busy guy.
      Again used with nice dual-playfield effects.
           

    41116 Noise_L8.pic

      That effect you see on a TV with no cable, created with
            color-cycle and calculated with SpiroGraph.
      Used as a dual playfield background.
           
    30356 Plasma_L8.pic

      A plasma-cloud, it is in 8-colors but still looks nice
      with color-cycling and as a background for dual playfield.

  Routine

     4733 CopperMagnify8.rot

      The new HAM rotate and magnify routine.

***********************************************************************

- I Will Trance U:

  Video

     1616 Trance

      The video "I Will Trance U".
      It is the first Ambient video, and has not much flashy
      effects to keep it relaxed like the music is.
      It needs 2 meg chipmem, length 1.5 meg.
      Half of the memory is used by a nice 21-frame fractal
      animation.
 
  Anim

    68434 ChinChin.anim

      A 64-color woman's head, drawn by Martin Panbakker.
            He drawed it in several hours and saved 13 pictures
      while he was working.
      We put it in an animation and you see how the face
            was drawn, a very nice effect.
      And again a new style, this time pastel-colors.

    86004 morph.anim

      A multiple-palette 32-color animation of a very strange
      changing tiny object, very psychadelic.
      Rendered with Imagine v2.0 by Maarten Kreuger
      and Peter van Burgh for VideoTracker, again excellent !
      I hope you want to do more of this stuff, I'm also
            learning to work with 3D rendering programs now to get
      nice colourful animations.

  Modules

   265540 mod.i_will_trans_u

      I got this module direct from the composer Mathijs Chilling.
      I is very trancing, with good synth-samples and A woman
      who is saying "I will trance you".
      Later in the song see starts to "hmmm" along with the music.
      The style is Ambient as far as my music-knowledge goes.
      Again a rare type of music and I know it's difficult to
      create such an atmosphere, I tried it myself, great job !
      The length is 3/4 minutes which was a reason for me to
      try out a very big fractal-animation, which takes half
      of the video-length.
      (Such a big effect would become boring in an 8-minute
            video)


  Picture
 
     6372 TRANCE_L2.pic

      A black/white picture of the word "TRANCE" with a nice
      effect.

  Brush
 
     2762 Eye_L2.bru

      A black/white brush of an eye, used when the word "I"
      is said.

    33726 MandelZoom0001_L32.bru

      And this is the 32-color, 21-frame fractal-zoom animation.
      Calculated with the demo-version of Mandel2000D from
            Cygnuss Software as a test to see how it would look.
      And it looks great, I zoomed from the 12-arm spiral to
            the spiral-galaxy.
      I saved the frames as seperate brushes for very fast
      zoom-ins, zoom-outs and combinations of these.

    33822 MandelZoom0002_L32.bru
    33380 MandelZoom0003_L32.bru
    32522 MandelZoom0004_L32.bru
    32090 MandelZoom0005_L32.bru
    31824 MandelZoom0006_L32.bru
    31716 MandelZoom0007_L32.bru
    31646 MandelZoom0008_L32.bru
    31554 MandelZoom0009_L32.bru
    31466 MandelZoom0010_L32.bru
    31318 MandelZoom0011_L32.bru
    30920 MandelZoom0012_L32.bru
    30682 MandelZoom0013_L32.bru
    31184 MandelZoom0014_L32.bru
    31306 MandelZoom0015_L32.bru
    30966 MandelZoom0016_L32.bru
    30500 MandelZoom0017_L32.bru
    30260 MandelZoom0018_L32.bru
    30314 MandelZoom0019_L32.bru
    30494 MandelZoom0020_L32.bru
    31620 MandelZoom0021_L32.bru

     6064 N.P.T.O.D._L8.bru

      A black/white 8-color brush showing the words
            "No proper time of day" which is also said by the woman
            in the module.
      It uses a trick with different palettes.

     5684 U_L2.bru

      A black/white brush showing the letter "U".
           
     4552 WILL_L2.bru

      A black/white brush showing the word "Will".

  Colors

       66 Eye_BW_0f.pal
      
            I played with black/white colors in the above images
            and these palettes fade the white color to black and
            the black color to white. C00L ! :-)

       66 Eye_BW_1e.pal
       66 Eye_BW_2d.pal
       66 Eye_BW_3c.pal
     66 Eye_BW_4b.pal
       66 Eye_BW_5a.pal
       66 Eye_BW_69.pal
       66 Eye_BW_78.pal
       66 Eye_BW_87.pal
       66 Eye_BW_96.pal
       66 Eye_BW_a5.pal
       66 Eye_BW_b4.pal
       66 Eye_BW_c3.pal
       66 Eye_BW_d2.pal
       66 Eye_BW_e1.pal
       66 Eye_BW_f0.pal

       84 N.P.T.O.D._01.pal

      The words "No proper time of day" are put on the screen
      in the same tempo as the woman's voice.
      This is done by giving each word its own color and than
      get the words on screen using different palettes.
           
       84 N.P.T.O.D._02.pal
       84 N.P.T.O.D._03.pal
       84 N.P.T.O.D._04.pal
       84 N.P.T.O.D._05.pal
       84 N.P.T.O.D._06.pal
       84 N.P.T.O.D._07.pal

***********************************************************************

- And now some necessary words... (back to the reality of money)
  Piracy is a big problem, I have experience with another program I
  made called "RattleCopy".
  v1.0 of this program was no-protected $10 shareware, with no reactions.
  v2.2 was copy-protected and I sold it myself voor $15 dollars, I sold
       about 25 copies.
       It couldn't be copied with a nibbler or a hardware-copier.
       After 4 months it was cracked and spread and my money-making days
       were over.
  v4.0 was $15 shareware with 1 reaction. 
  v5.0 I sold to a german distributor for good money.
 
  What I want to say with this:
  When I make a new program, I try to sell it first to a distributor
  because shareware does not really work in reality.
  I couldn't sell VideoTracker because several distributors found the
  program to specialized and to difficult to learn for starting users.
  (They earn most of their money from beginning Amiga-users)
  I could make a copy-protection just like in RattleCopy v2.2 with the
  knowledge that I probably could sell 20 copies before it was cracked.
  But it would be terrible to use than, you had to load the program from
  disk and work with files on harddisk.
  So I released the program as crippled shareware with working "Save Video"
  but no working "Save Vidule".

  As an extra protection, I gave the routines in my videotracker-sourcefile
  a letter. (A-Z)
  Each registered version of VideoTracker has the name of the user and
  an original routineorder in the sourcefile which results in a 26
  word code like AHGEPOQ... which I only know.
  When a registered version of VideoTracker with a removed name is
  spread, I still can see who spread it by this code !
  This system is impossible to crack because you have to have the
  source-file of VideoTracker to change the routine-order.
  The user that is responsible for illegal spreading the program, will
  get no updates, no new videos and no help from me anymore, I also will
  release his name and make sure that in his part of the world there
  will be no more new registered users.
  That's all I can do against piracy without annoying the honest user.

  Remember that when more people register, I sooner can buy more hardware
  and improve the program.
  In simple reality: When I get no more registered users, I can buy an
  68882/32-bits expansion board on 1-5-94, each registration brings
  that date a month down.
  With 32-bits fastmem I can make special routines that use the fastmem
  to go faster, I already have a 3D vector routine for 68882, programmed
  by Roger Heykoop, but I can't beta-test it correctly now.
   
- I know of computer-clubs that registered other shareware-programs
  with a group of people because they don't want to pay that much money
  for a program.
  (example: 5 people pay each $10 dollar and register 1 VideoTracker.) 
  I can understand that but keep in mind that it's the registered user's
  responsibility NOT to give it to people outside that group !
  When somebody has not payed for a program, it is very easy for him to
  give it to a friend who gives it to another friend who gives it to a
  friend who is part of a pirate-group that will happily spread it
  around the globe. (that would be my real nightmare)

That was the first VideoTracker newsfile, greetings !


============================================================================
                   VideoTracker News 2:
============================================================================

*************************************************************************
VideoTracker News 2, 6-1-94.
*************************************************************************

(I'm dutch so there may be some spelling-errors)

- This is the first VideoTracker update.

- VideoTracker_AGA v1.0 is released !
  Most of the routines still have to be converted for it, but you already
  can play with AGA anims, pictures, 24-bit palettes, etcetra.

- 2 new videos are finished and released on 6-1-94:
  "Camel" and "Caotic".

- 1 new routine is released on 6-1-94:
  - CopperPicture, it plays animations in the copperlist, already
    converted for AGA.
    No blitter usage: the faster your processor, the faster it plays.
 
- VideoTracker v1.0 with "Save Video" option was released on 3-10-93,
  that's about 3 months ago.
  There are now 6 registered users of VideoTracker, and I saw some
  good videos from them.
  If you have made a good video and want to spread it, send or upload
  it to me so I can put it on the support-BBS.


*************************************************************************

Video

Camel                       1132

      This is the video, it can be loaded with both VideoTracker
      versions.

Modules

mod.GO-FUCK-YOUR-CAMEL    155904

      This modules is a converted Octamed module.
      It is made by Joost, town: Castricum/The Netherlands.

AnimBrush

Blond_32.anbr              29278
Colors_HAM6.anbr           79624
Walk_L16.anbr              49258
Tom&Jerry_16.anbr          41012
Playboy_16.anbr            27888
Batman_16.anbr             17380

      These are all 48*36 animbrushes, used by the CopperPicture routine.
      I ripped them all from normal animations.
      Except the "Color", that was build from a big HAM6-picture.
      I took brushes from the picture in a camera-like way.

Routine

CopperPicture.rot           2321

      This is the normal routine-file.

Colorset

blond.set                    156
Cya.set                      108
Pur.set                      108
Yel.set                      108
Red>Yel>Wht.set              108
Rainbow.set                  108
B&W.set                      108
B&W_Invert.set               108
Stencil.set                  108
Blu>Pur.set                  108
Cya>Pur.set                  108

      All these colorsets are used to change the palettes of the
      copper-animations

RoutineAGA

CopperPicture.rot           2325

      This is the AGA routine-file.

*************************************************************************

Video

Caotic                      1664

      The video for VideoTracker v1.3.

Caotic_AGA                  1796

      The video for VideoTracker_AGA v1.0.

      This video was made for a Safe Sex Dance Party on 4-1-94,
      so there are a lot of condom-jokes in it.
      There where also many hires/lace/HAM8 Safe-Sex pictures and
      animations, raytraced and digitized by Roger Heykoop, that I
      used in extra videos with no special effects.

Modules

mod.CAOTIC                189316

      This modules is a converted Octamed module and I had to
      edit it, so it could fit on the disk.
      The original version sounded much better.
      It is made by Joost, town: Castricum/The Netherlands.

AnimBrush

Drum_8.anbr                10484

      Drawn by Martin Panbakker.

Gabber_16.anbr             19332

      Drawn by Martin Panbakker.

DurexBirds_2.anbr           5956

      Drawn by Martin Panbakker, "Durex" is a dutch condom-producer.

Clap_2.anbr                 3586

      Drawn by Martin Panbakker.

Alien_16.anbr              41670

      Drawn by Martin Panbakker.

Colors

Schuifhoofd.pal              252
Schuifhoofd_>B0001           252
[ CUT ]
Schuifhoofd_>B0031           252
Schuifhoofd_>B0000           252

      These 32 palettes are used in the AGA video to fade the
      "Schuifhoofd_64" brush.

SchuifEHB.pal                252
SchuifEHB_>0001              252
[ CUT ]
SchuifEHB_>0031              252

      These 16 palettes are used in the OCS video to fade the
      "Schuifhoofd_EHB" brush.

Picture

SixArm_16.pic              45856

      Made with Mandel 2000.

Durex1_16.pic              33656

      Digitized by Roger Heykoop.

      These 2 16-color pictures are used with dual playfield in the
      AGA video.

SixArm_8.pic               34102
Durex1_8.pic               21534

      These 2 8-color pictures are used with dual playfield in the
      OCS video.

Brush

Schuifhoofd_64.bru         20074

      64 color picture, drawn by Martin Panbakker.

Pol_128.bru                21976

      128 color picture, drawn by Martin Panbakker, very nice style.

      These pictures are used in the AGA video.

Schuifhoofd_EHB.bru        19542
Pol_EHB.bru                18808

      These pictures are used in the OCS video.

Bird_2.bru                  3590

      Drawn by Martin Panbakker.

OldMan_2.bru                6026

      Drawn by Martin Panbakker.

TVFace_2.bru                2946

      Drawn by Martin Panbakker.

Cap1.bru                    6950
Cap2.bru                    7636

      Drawn by Martin Panbakker, these 2 brushes are used to make
      the cap-guy talk.

Smubber_16.bru             12298

      I found it on a BBS, drawer unknown.

AIDS_4.bru                  7110

      The word "AIDS", drawn by me.

Anim

Belll_4.anim               17698

      Drawn by Martin Panbakker.

AssFuck_L32.anim          219284

      Found on a BBS, the little hart and condom are drawm by me.

*************************************************************************

That was the second VideoTracker newsfile, greetings !


============================================================================
                   VideoTracker News 3:
============================================================================

*************************************************************************
VideoTracker News 3, 25-2-94.
*************************************************************************

(I'm dutch so there may be some spelling-errors)

- The VideoTracker v1.4 update will be released in March, we're still
  trying to get it 100% working on A4000/40 but it doesn't look good. :(
  The problem is the 68040 and beta-testing from a distance is almost
  impossible.
  Maybe I'll buy a high-end Amiga (A5000?) or 68040 A1200 expansion-board
  to get it right.
  Also some tiny but annoying bugs have been removed:
  - The "load video" gives a Continue/Retry/Cancel when something goes
    wrong.
  - The cancel error is removed.
  - No more lock-up when VideoTrackers can't find the "VideoTracker:"
    device.
  - The routinemode can now be entered with the keyboard.
  - And more tiny bugs...

- The musicplayers are now on disk, you can use Octamed-modules in the
  v1.4 update.

- All the OCS routines are converted to AGA, but the overscan lo-res
  pictures are not compatible, due to the maximum "fetchmode", which gives
  more processor-time.
  look at the AGA videos how to solve this.
  There are 4 new routines:
 
  - Equalizer   Shows the sample-data on screen, OCS & AGA.
  - CopperMagnify4AGA Rotate & Magnify on an overscan 4*4 pixels screen.
                  It's very fast and has a special 3D tunnel mode.
                  AGA only, it's not possible on OCS.
  - Tunnel  This changes a background picture into a 3D tunnel
                  and moves through it. OCS & AGA, but a 680++
                  processor is recommended.
  - PaletteFade No need to load lots of palettes anymore: this
                  routine fades the colors between 2 colorsets.
                  OCS & AGA.
 
- VideoTracker v1.0 with "Save Video" option was released on 3-10-93,
  that's about 5 months ago.
  There are now 7 registered users of VideoTracker, just 1 new registration
  this time.
  Because of this low number, all the save options will be removed in the
  v1.4 update.
  You had enough time to check out the program, now it's time to register
  or not.
  VideoTracker, Routine & Video updates and releases will continue for at
  least a year, registered users don't have to worry about that.
  We're already working on new routines and a new very special video. :)
  We send updates to the registered users, every 2 or 3 months.
 
- 1 new AGA video is finished and released on 23-2-94:
  "Bonzai"


*************************************************************************

Video

Bonzai_AGA                  2008

      The "Bonzai" video, the first AGA-only video with 4 new routines:
      2 awesome 3D tunnels, in 4096 color 4*4 pixels version and
      in 2*2 grey-pixels, an Equalizer and a 24 bit palette-to-palette
      fader.
      We wanted to make a high-quality AGA video with good graphics, good
      music and good routines.
      Released under the "Creator" label.
      This video is dedicated to:

      RattleHead:
      Those shiny happy songs from Joy Division.
      Every girl I had but never dreamed off.
      Oprah's unconditional love.
      Schnautzy der Wunderhund.
      The dutch diskmagazine "Jong Snel en Wild" for their total
      ignoring of our group Creator, way to go guys...
      Miep, as sex liberation person.
     
      Ford Fairlane:
      Bob Marley, for always putting me up after being in severe mental
      instable periods.
      White Eagle, my spiritual leader.
        Ren & Stimpy, happy! happy! joy! joy!
        All the 14 girls I had.
        Gabber-clothes, Aldi-beer, Omar and Schuifhoofd way to go dudes,
        tablesoccer-champs of da world.
        Good satisfyin' sex.
       
        DinDee:
        Arte demo, goofy and kewl.
        Thunderdome I, II, III, IV.
        Speedlimit 140 BPM+.
        Sofie, for being there, while suffering from severe hangover.
        Postbank, for extending my limits.
        2-Unlimited.
       
Modules

mod.bonzai                287448

      This module is made with OctaMed.
      (VideoTracker can now play OctaMed modules)
      It's a remix of the wellknown "Bonzai" house-hit with good
      quality samples and lots of speech like "Hey... I know, Mantronics'
      really great... but my style is much better !" and "Tatatataa !
      Tatatataa ! Umtaa ! Umtaa !"
      Composed by Joost Vreeken. (DinDee/Creator)

Anim

LadyAnim2_32.anim          42392

      An animation of a nice girl-face with pastel colors.
      Drawn by Martin Panbakker. (Ford Fairlane/Creator)

Picture

Beestje_8.pic              11244

      This "Uhm!" shouting wobbly creature is shown when the sample
      plays "Uhm!" (and not "Ta!").
      Drawn by Martin Panbakker. (Ford Fairlane/Creator)
     
Compo_64.pic               35502

      A really good AGA picture, it has 4 figures: A head, an indian,
      2 birds and a plant that all fit together like a jigsaw-puzzle.
      The 4 figures have their own palette, so we could play with
      the palettefade routine to fade in each figure.
      Drawn by Martin Panbakker. (Ford Fairlane/Creator)

Brush

DiamondRGB_HAM.bru          4700

      This is the same brush that is used in the "Rave" video, I
      used it to get a nice colourful 3D tunnel.
      Drawn by Peter van Campen. (RattleHead/Creator)

Eye_HAM6.bru                8608

      A nice eye, it was drawn in 64 colors and converted to HAM6 so
      it could be used by the magnify and tunnel routine.
      Drawn by Martin Panbakker. (Ford Fairlane/Creator)

MickeyMouse_4.bru           6152

      That boring mouse from Bolt Dizzy.

MickeyMoose_4.bru           5788

      Mickey Mouse in a really excellent neo-realistic style, it
      shows the true face of Mickey !
      It only took 20 days to get the expression right.
      Drawn by Martin Panbakker. (Ford Fairlane/Creator)
      (His best drawing ever)

Scummer_HAM6.bru           13706

      A keeeewlll 256 picture by an english dude who sent it to Me so I
      could use it in times of trouble. (doesn't this sentence sound
      C00L ? )
      It is converted to HAM6 so it could be rotated, magnified and
      used in the 3D tunnel.
      Pictures are always welcome ! We'll give you full credits and
      a silly fart.
      Drawn by D.J. Harrigan.

TA_4.bru                    4276

      This brush is shown when the sample "Ta!" is played, together
      with palette-fades.
      Drawn by Martin Panbakker. (Ford Fairlane/Creator)

VT_H16.bru                 10920

      A VideoTracker logo that's used at the end of the video.
      Drawn by Dick Jansen.

Weed_8.bru                  8486

      Weed-leave !
      Drawn by Martin Panbakker. (Ford Fairlane/Creator)

Background

Tunnel1_L2.bck              6410

      This background-picture is used by the tunnel-routine.
      You can change it and make your own tunnel.
      Drawn by Peter van Campen. (RattleHead/Creator)

Colors

B&W_2.pal                     66
W&B_2.pal                     66

      These palettes are used for the flashy effects with the
      equalizer-routine.

Lady.pal                     156

      This is the original palette of the lady-animation.

TA.pal                       136
TA_01.pal                    136
TA_03.pal                    136
TA_05.pal                    136
TA_07.pal                    136
TA_09.pal                    136
TA_11.pal                    136
TA_13.pal                    136
TA_15.pal                    136
TA_17.pal                    136
TA_19.pal                    136
TA_21.pal                    136
TA_23.pal                    136
TA_25.pal                    136
TA_27.pal                    136
TA_29.pal                    136
TA_31.pal                    136

      These palettes are used for the "TA TA TA TAA" effects.

Uhm.pal                       84
Uhm_01.pal                    84
Uhm_02.pal                    84
Uhm_03.pal                    84
Uhm_04.pal                    84
Uhm_05.pal                    84
Uhm_06.pal                    84
Uhm_07.pal                    84
Uhm_08.pal                    84
Uhm_09.pal                    84
Uhm_10.pal                    84

      These palettes are used for the "UHM" effects.

Colorset

Black_8.set                   84
Weed.set                      84

      These colorsets are used by the palettefade routine to fade
      the weed brush.

Black_32.set                 156
Lady.set                     156
Red_32.set                   156

      These colorsets are used by the palettefade routine to fade
      in the lady-animation and to fade her to red.

VT.set                       108
VT_Yel.set                   108

      These colorsets are used by the palettefade routine to fade
      the Videotracker-logo from yellow to cyan.

White_64.set                 252
Compo.set                    252
CompoB&W.set                 252
CompoB.set                   252
CompoBase.set                252
CompoH.set                   252
CompoHI.set                  252
CompoHIB.set                 252
CompoHP.set                  252
CompoHWhite.set              252
CompoI.set                   252
CompoIB.set                  252

      These colorsets are used by the palettefade routine to fade
      the Compo-picture in many ways.

*************************************************************************

That was the third VideoTracker newsfile, greetings !


============================================================================
                   VideoTracker News 4:
============================================================================

17-7-94

Greetings,

It took a while, but here is v2.0 of VideoTracker.
The full working version is send to all 22 registered users.
I wanted to include an ambient video (AGA+2MegFast), but it isn't
finished yet.
This version is debugged for high end Amigas like the 4000/40 and I
didn't want to wait another month to send it.
I've uploaded a simple preview of the video to the support BBS.

VideoTracker v1.42 has been released on a CU Amiga coverdisk, they made
me a good offer.
This does not mean that I quit development, I still hold the copyright
and registered users will get updates and new videos as promised.

After this coverdisk release, I bought an expansionboard with:

68030 at 28mhz + MMU, 68882 at 28mhz, 4 meg fastram and a clock.

The routines in the v1.42 version, didn't make good use of fastmem,
that's changed now.
I rewrote VideoTracker and all routines to make maximum use of fastmem
and the results are good:

As an example, the memory usage of the Bonzai video:

                      Size    Fastmem   Chipmem
VideoTracker v1.42    1547k     75K      1473k
VideoTracker v2.0     1600k    756k       844k  

It saves a lot of chipmem like you can see.

I also used Enforcer (MMU needed) for debugging VideoTracker, moduleplayers
(ProTracker) and some routines. (CopperMagnify)
Some routines didn't look well on NTSC (tunnel.rot), I fixed them to.

There is a way now to make VideoTracker react on music from a CD-player,
tape, or a live mixing DJ.
I have a rebuilded 3-way lightorgan connected to my computer, instead of
sending the signals to lightbulbs, it sends them to electronic switches that
are connected to a Joystick-plug.
I made a player that reacts on signals from joystick port 2, I've put a
testvideo called "Joystick" on this disk.
The video must be 8 songpositions, it reacts on left, up and right, the
button selects the next songposition, when it's at 8 it restarts at 0.
For better bass and hihat reactions, you can add an Equalizer.

New or improved routines:

CopperColor
CopperMagnify3AGA.rot
PictureFade
PictureWipe
Vector

The Vector routines can now handle 8-color geo-files.
There are example-videos of the new or improved routines on this disk.

There is a new file-area on the support-BBS called "VideoTracker-Extra",
it's used for videos and vidules from registered users and other stuff
that is not spread with the VideoTracker-package.
All the files are free download and you don't have to enter your name
and stuff to save phonecosts, just enter the "Free Files" area when
you log in.

Here are the current VideoTracker files on the BBS:

Area: [69] [VideoTracker - Extra] [1/1-6]

[Filename] VTHEAVEN.DMS                         [File 1 VAN 6] [FREE]
[Size    ] 810645                               [Mon 30 May 94 22:45]
[Dwnlds  ] 7                                    [Time  ] 10:25

MegaDemo 7th Heaven by Digital Dreams, (3 vidules, crunched with titanics
cruncher, great example for how to make a megademo with VideoTracker)

[Filename] VTCRESYN.DMS                         [File 2 VAN 6] [FREE]
[Size    ] 820708                               [Mon 30 May 94 22:55]
[Dwnlds  ] 8                                    [Time  ] 10:33

2 videos: "Syndrome" by John v/d Zee and "Credits" by Peter van Campen,
Syndrome is an A500 video, Credits is an A1200 video made to show the
credits of the Starlight Party Video. Starlight contains a SuperHires
InterLace OverScan 256 color mandelbrot, using colorcycle and different
palettes.

[Filename] VTFURGAR.DMS                         [File 3 VAN 6] [FREE]
[Size    ] 808710                               [Mon 30 May 94 23:07]
[Dwnlds  ] 4                                    [Time  ] 10:24

2 videos: "Gargamel" and "Furious", by John v/d Zee and Joost Vreeken,
Gargamel is for the A500, Furious for the A600 and A1200, Gargamel contains
trance-techno music and Furious a Thunderdome 5 Remix with Party Zone
video-effects. Gargamel has several smurf-animations.

[Filename] VTLIVE1.LHA                      [File 5 VAN 6] [FREE]
[Size    ] 42364                                [Wed  6 Jul 94 16:46]
[Dwnlds  ] 1                                    [Time  ] 0:32

2 jpeg framegrabs from a Sosumi show in Cleveland, Ohio, USA where they
used VideoTracker on a big screen.

[Filename] VTAMBPRE.EXE                         [File 6 VAN 6] [FREE]
[Size    ] 1767344                              [Mon 18 Jul 94 17:58]
[Dwnlds  ] 0                                    [Time  ] 22:43

Simple preview vidule of the new Ambient video, needs AGA + 2Meg FastMem,
only tested on 28mhz 68030, original length: 3220k, crunched with
Titanics cruncher.



Area: [70] [VideoTracker - Support]

[Filename] VTGABBER.DMS                         [File 2 VAN 21] [FREE]
[Size    ] 358889                               [Sat 14 Aug 93 13:11]
[Dwnlds  ] 31                                   [Time  ] 4:36

VideoTracker GabberHouse Video

[Filename] VTOBJECT.DMS                         [File 3 VAN 21] [FREE]
[Size    ] 130109                              [Sat 14 Aug 93 13:14]
[Dwnlds  ] 22                                   [Time  ] 1:40

VideoTracker Object Example Videos

[Filename] VTSCROLL.DMS                         [File 4 VAN 21] [FREE]
[Size    ] 188766                               [Sat 14 Aug 93 13:15]
[Dwnlds  ] 29                                   [Time  ] 2:25

VideoTracker Scroll Example Videos

[Filename] VTVECTOR.DMS                         [File 5 VAN 21] [FREE]
[Size    ] 116182                               [Sat 14 Aug 93 13:17]
[Dwnlds  ] 23                                   [Time  ] 1:29

VideoTracker Vector Example Videos

[Filename] VTTECHNO.DMS                         [File 6 VAN 21] [FREE]
[Size    ] 177549                               [Sat 14 Aug 93 13:18]
[Dwnlds  ] 23            [Time  ] 2:16

VideoTracker Techno Video

[Filename] VTUTIL1.DMS                          [File 7 VAN 21] [FREE]
[Size    ] 649786                               [Sat 14 Aug 93 13:22]
[Dwnlds  ] 24                                   [Time  ] 8:21

VideoTracker Utilities 1

[Filename] VTZAP.DMS                            [File 8 VAN 21] [FREE]
[Size    ] 229825                               [Fri 17 Sep 93 21:41]
[Dwnlds  ] 20                                   [Time  ] 2:57

Video "Zap" + examples.

[Filename] VTBLERK.DMS                          [File 9 VAN 21] [FREE]
[Size    ] 432758                               [Fri 17 Sep 93 22:13]
[Dwnlds  ] 25                                   [Time  ] 5:33

Video "Blerk". (Beavis & Butthead)

[Filename] VTRAVE.DMS                           [File 10 VAN 21] [FREE]
[Size    ] 586171                               [Tue 16 Nov 93 16:09]
[Dwnlds  ] 21                                   [Time  ] 7:32

VideoTracker "Rave The Amiga" video, tested on A600 & A1200.

[Filename] VTTRANC1.DMS                         [File 11 VAN 21] [FREE]
[Size    ] 376661                               [Tue 16 Nov 93 16:11]
[Dwnlds  ] 10                                   [Time  ] 4:50

VideoTracker: "I WIll Trance U", relaxed video. Part 1/2

[Filename] VTTRANC2.DMS                         [File 12 VAN 21] [FREE]
[Size    ] 568743                               [Tue 16 Nov 93 16:12]
[Dwnlds  ] 10                                   [Time  ] 7:18

VideoTracker: "I Will Trance U", part 2/2.

[Filename] VTCAMEL.DMS                          [File 13 VAN 21] [FREE]
[Size    ] 364805                               [Thu  6 Jan 94 20:58]
[Dwnlds  ] 13                                   [Time  ] 4:41

VideoTracker: "Camel" video.
1meg chip, new animation-routine.

[Filename] VTCAOTIC.DMS                         [File 14 VAN 21] [FREE]
[Size    ] 598386                               [Thu  6 Jan 94 21:04]
[Dwnlds  ] 10                                   [Time  ] 7:41

VideoTracker: "Caotic" video.
1meg chip, 2 versions: OCS & AGA !

[Filename] VTBONZAI.DMS                         [File 15 VAN 21] [FREE]
[Size    ] 387787                               [Fri 25 Feb 94 22:43]
[Dwnlds  ] 13                                   [Time  ] 4:59

Video: "Bonzai", excellent AGA video ! TATATATAA !!!!

[Filename] VTWOMEN.DMS                          [File 16 VAN 21] [FREE]
[Size    ] 862927                               [Tue 12 Apr 94 17:15]
[Dwnlds  ] 11                                   [Time  ] 11:05

"Women" video, AGA

[Filename] VTUTIL2.DMS                          [File 17 VAN 21] [FREE]
[Size    ] 583632                               [Fri 10 Jun 94 21:39]
[Dwnlds  ] 4                                    [Time  ] 7:30

VT Utilities 2 PD Contains:
Titanics Cruncher, Graphics Ripper, Tree 4D,
Mand2000D, Spirodraw02, Plasma, Demmer,
Scenery, TreeGrow, Mostra

[Filename] VTMAIN19.INF                         [File 18 VAN 21] [FREE]
[Size    ] 5455                                 [Tue  5 Jul 94 17:09]
[Dwnlds  ] 1                                    [Time  ] 0:04

Info about the VideoTracker v1.99 update

[Filename] VTMAIN19.DMS                         [File 19 VAN 21] [FREE]
[Size    ] 621365                               [Tue  5 Jul 94 17:16]
[Dwnlds  ] 1             [Time  ] 7:59

VideoTracker v1.99 demoversion, released for beta-testing.
The v2.0 update will soon be send to all registered users.

[Filename] VTROUT14.LHA                         [File 20 VAN 21] [FREE]
[Size    ] 258230          [Tue  5 Jul 94 17:20]
[Dwnlds  ] 0                                    [Time  ] 3:19

All routines for VideoTracker v1.42, The CU Amiga June 94 release.

[Filename] VTDEVE19.DMS                         [File 21 VAN 21] [FREE]
[Size    ] 852717                               [Tue  5 Jul 94 17:29]
[Dwnlds  ] 0                                    [Time  ] 10:57

VideoTracker v1.99 Developer Kit, with all routinesources, also
incbins, includes.


============================================================================
             History:
============================================================================

VideoTracker
v1.0  3-10-93
      The first release.

v1.3  6-1-94
      The second release.
      -The cache-off routine has been removed, animations and 3D routines
       are now about 2 times faster on an A1200.
      -The gadgets-bug in the Guideline-version on Kick 3.0 is fixed.
      -VBR support.
      -IMPORTANT: Some routines are improved.
       When you install a video, older versions of the routines may be on
       that video-disk.
       On the VideoTracker-update, ALL routines are included !
       When you re-install your update-disk after installing the video,
       the newer routines will be copied over the older routines.

v1.4  22-3-94
      The third official update.
        - The "load video" gives a Continue/Retry/Cancel when something goes
          wrong.
        - The "cancel error" window is removed.
        - No more lock-up when VideoTrackers can't find the "VideoTracker:"
          device.
        - The routinemode can now be entered with the keyboard.
        - Some tiny bugs removed.
        - The musicplayers are now on disk, you can use Octamed-modules.
        - All the OCS routines are converted to AGA, but the overscan lo-res
          pictures are not compatible, due to the maximum "fetchmode", which
          gives more processor-time.
          (Look at the AGA videos how to solve this)
        - There are 4 new routines, used in the Bonzai video.
        - The HD-installer is improved and can unpack LHA'd videos.

v2.0  18-7-94
      The fourth official update.
      - Much better use of fastmem, all routines are rewritten for this.
      - No enforcer-hits from VideoTracker and the routines, I hope all
        problems on 4000/40 are over now, there were many like bad
        moduleplaying, coppermagnify routine lockup, routine slow down.
      - Programmed and debugged on 68030/28mhz, 68882/28mhz, MMU, 4meg
        fast.
        - Read the news-file for more info.
       
============================================================================
                   About:
============================================================================

      VideoTracker by: Peter van Campen    (RattleHead/Creator)
                Routines by: Peter van Campen    (RattleHead/Creator)
                             Roger Heykoop
                 Modules by: Dick Jansen
                              Robert Kersbergen    (Killraven/Creator)
                              Joost Vreeken        (DinDee/Creator)
                              Mathijs Chilling
                        Peter van Campen    (RattleHead/Creator)
                Graphics by: Martin Panbakker (Ford Fairlane/Creator)
                             Peter van Campen    (RattleHead/Creator)
                         Roger Heykoop
                         Dick Jansen
                         Maarten Kreuger
                         Peter van Burgh
             D.J. Harrigan
               Hints & Tips: Roger Heykoop
                            Jaap Bleumink
                            Martijn Thieme
                  Testing: Mike Rooze
             Martin Panbakker (Ford Fairlane/Creator)       Martijn Thieme
             Peter van Campen    (RattleHead/Creator)
             Roger Heykoop


To register send 50 dollars, 100 german marks, 35 english pounds or
100 dutch guilders AND your telephone-number and real name to:



NO P.O. boxes !

You will get:
1 disk with VideoTracker with working "Save Video" and "Save Vidule" option.
8 disks with all videos (archived).
2 disks with PD utilities.
1 disk with the Routine Developer Kit, with example-sources.
Send with registered mail, within 24 hours of receiving.
4 free updates.

Crackers can be tracked down through routine-shuffled assembling !


Note:
- I answer all letters/requests, but include money or a disk as
  payment for stamps.
- Self-adressed envellopes can't be send out of The Netherlands
  with a foreign stamp on it. I mail these enveloppes but I'm not
  sure if they'll reach you.
- Foreign cheques are useless: the banks ask about 10 dollars to
  cash them.
  Dollars or disks are the best way to pay.


Digital mail:

Handle: "Peter van Campen"
Internet: peter_van_campen@f130.n1017.z60.pvcampen.wlink.nl
Fido: 2:281/218.5

BBS "The Red Dwarf" 2400-14400 v32bis:

For people inside The Netherlands:
02510-47830 (After 10-10-95: 0251247830)

For people outside The Netherlands:
+31-2510-47830 (After 10-10-95: +31-251247830)

Enter the "Free Files" section at the first menu, then you don't have
to enter your name, password, etc.

File-Area: 70: "VideoTracker Support"
Unregistered updates, documents, previews, videos, vidules etc. from
the developers of VideoTracker. (The Creator group)
Free download !

File-Area: 69: "VideoTracker Extra"
Videos, vidules, modules, and graphics from registered VideoTracker users
Free download !

You can order the following Public Domain disks at 2 dollars a disk
or download them from the support-BBS.
You also can order all these disks + the latest VideoTracker demoversion
for $20 dollars, the videos are archived in this case, reducing 18 disks
to 12 disks.

"VideoTracker Women" 1 disk.
      An erotic AGA-only video for women, with hardcore music.

"VideoTracker Bonzai" 1 disk.
      The first AGA-only video with high quality graphics, samples and
      routines.

"VideoTracker Caotic" 1 disk.
      A fast video with cartoon-like pictures and funny animations.
      There are 2 versions on this disk: Normal & AGA.

"VideoTracker Camel" 1 disk.
      A video wich shows nice effects with the CopperPicture
      routine.

"VideoTracker Real Nightmare" 1 disk.
      A mega-big Underground GabberHouse video which will need
      2mb chipmem.
      It's 8 minutes long, and reaches 400bpm.
      This one is also very cool, it shows dual playfield effects like
      2 8-color animations at the same time on screen, and more.
      Very flashy.

"VideoTracker I Will Trance U" 2 disks.
      A relaxed trance video which will need 2mb chipmem.
      It's 4 minutes long, it shows a 21 frame mandelbrot-animation
      in seperate brushes to zoom very fast, and more.

"VideoTracker Techno" 1 disk.
      Contains 2 house-videos, a 512k and a 1mb version,
      that demonstrate nice VideoTracker effects. 120bpm

"VideoTracker Gabberuh!" 1 disk.
      A mega-big GabberHouse video which will need
      1mb chipmem + 1mb publicmem.
      It's 6 minutes long, and reaches 240bpm.
      This one is really cool ! Very flashy.

"VideoTracker Blerk" 1 disk.
      A relaxed video with Beavis & Butthead cartoon and
      SpaceBalls alike vector-animations.
      Needs 1mb chipmem + 1mb publicmem.

"VideoTracker Zap" 1 disk.
      Contains "Zap", demonstrates morphing vector-balls
      and other nice vector-balls effects.
      Works on 512k chipmem.

"VideoTracker Scroll Examples" 1 disk.
      Contains example-videos that use the scroll-routines.

"VideoTracker Object Examples" 1 disk.
      Contains example-videos that use the object-routines.

"VideoTracker Vector Examples" 1 disk.
      Contains example-videos that use the vector-routines and
      the rest of the routines.

"VideoTracker Utilities 1" 1 disk.
      Look at the "Demo Vidules Info" to see what's on this disk.

"VideoTracker Utilities 2" 1 disk.
      Look at the "Demo Vidules Info" to see what's on this disk.

"VideoTracker Developer Kit" 1 disk.
      Contains the current routine-sources with comments so, when
      you're a coder, you can make your own VideoTracker routine-files.


VideoTracker is programmed on:
A600HD         2M   chip  0K fast  PAL   Kick v2.0
A1200HD        2M   chip 0K fast  PAL   Kick v3.0
A1200HD 030/882        2M   chip       4K fast  PAL   Kick v3.0

It has been regular tested on:
A600HD         2M   chip  0K fast  PAL   Kick v2.0
A1200HD        2M   chip 0K fast  PAL   Kick v1.3 Emulate
A1200HD        2M   chip 0K fast  PAL   Kick v2.0 Emulate
A1200HD        2M   chip 0K fast  NTSC Emulate      Kick v1.3 Emulate
A1200HD        2M   chip 0K fast  MTSC Emulate      Kick v2.0 Emulate
A1200HD        2M   chip 0K fast  NTSC Emulate      Kick v3.0

A500HD Genlock     1M   chip      4K fast  PAL   Kick v2.0
A500HD 030/882     1M   chip      4K fast  PAL         Kick v2.0
A2000HD 030/882    1M   chip      4K fast  PAL   Kick v2.0
A3000HD 030/882    2M   chip      16K fast PAL    Kick v2.0

It should work on all configurations.