Home » Archimedes archive » Acorn User » AU 1996-08.adf » Regulars » StarInfo/Lowe/!Map/Map
StarInfo/Lowe/!Map/Map
This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.
Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.
Tape/disk: | Home » Archimedes archive » Acorn User » AU 1996-08.adf » Regulars |
Filename: | StarInfo/Lowe/!Map/Map |
Read OK: | ✔ |
File size: | 0EF9 bytes |
Load address: | 0000 |
Exec address: | 0000 |
File contents
10REM PSEUDO TEXTURE MAPPING 20REM BY ALAN LOWE 30 40PROCinitialise 50PROCmake_texture 60PROCcalculations 70PROCtexturemap 80 90END 100 110REM PROCinitialise initialises screen, variables and arrays 120DEF PROCinitialise 130: 140SYS "OS_CheckModeValid",28 TO ;f% 150IF (f% AND 2) = 2 THEN MODE 15 ELSE MODE 28 160 170PRINT" Pseudo texture mapping program" 180PRINT" By Alan Lowe 1996 " 190PRINT" ==============================" 200 210INPUT" Please enter the spritefile name (include file path)";spritely$ 220IF spritely$="" spritely$="<map$dir>.image" 230INPUT" Please enter the sprite name e.g. screendump";sprite$ 240IF sprite$="" sprite$="screendump" 250INPUT" Apply random tint (Y/N)";tint$ 260PRINT 270PRINT" Move the polygon around using the mouse and press SELECT" 280PRINT" to map the texture onto the surface." 290CLS 300 310OFF 320 330Xone=600 340Xtwo=800 350Yone=600 360Ytwo=200 370height1=200 380height2=300 390height3=500 400height4=800 410width1=200 420width2=300 430width3=900 440width4=1000 450Xone=width3-width2 460Xtwo=width4-width1 470Yone=height4-height1 480Ytwo=height3-height2 490bank1=1 500bank2=2 510intervals=100 520counter=0 530 540O$="OS_SpriteOp" 550REM Load in the Spritefile 560sprites$=spritely$ 570file%=OPENIN(sprites$) 580size%=EXT#file%+64 590CLOSE#file% 600DIM area% size% 610area%!0=size% 620SYS O$,256+9,area% 630SYS O$,256+10,area%,sprites$ 640DIM texture(11000) 650DIM text(10100,2) 660: 670ENDPROC 680 690REM PROCmake_texture creates a texture to be applied to the 700REM surface - by scanning a sprite 710DEF PROCmake_texture 720: 730SYS O$,256+34,area%,sprite$,0,0,0 740FOR X=0 TO 1600 STEP 16 750 FOR Y=0 TO 1600 STEP 16 760 texture(counter)=POINT(X/4,Y/4) 770 counter=counter+1 780 GCOL 0,texture(counter-1) 790 PLOT 69,600+X/4,600+Y/4 800 NEXT Y 810NEXT X 820: 830ENDPROC 840 850REM PROCcalculations calculates some variables for plotting 860DEF PROCcalculations 870REPEAT 880MOUSE X,Y,Z 890width3=X 900height2=Y 910height3=1023-Y 920width2=1279-X 930Xone=width3-width2 940Xtwo=width4-width1 950Yone=height4-height1 960Ytwo=height3-height2 970 980: 990Xintervalone=Xone/intervals 1000Xintervaltwo=Xtwo/intervals 1010Yintervalone=Yone/intervals 1020Yintervaltwo=Ytwo/intervals 1030upstepone= (height2-height1)/intervals 1040upsteptwo= (height4-height3)/intervals 1050upstepthree= (width2-width1)/intervals 1060upstepfour= (width4-width3)/intervals 1070 1080GCOL 0,63 TINT 255 1090 1100LINE width2,height2,width3,height1 1110LINE width3,height1,width4,height4 1120LINE width4,height4,width1,height3 1130LINE width1,height3,width2,height2 1140 1150IF Z=4 PROCtexturemap 1160 1170WAIT 1180SYS 6,113,bank1 1190SYS 6,112,bank2 1200SWAP bank1,bank2 1210CLS 1220UNTIL FALSE 1230: 1240ENDPROC 1250 1260DEF PROCtexturemap 1270: 1280counter=0 1290FOR X=1 TO intervals 1300PROCmap 1310NEXT X 1320PROCmapit 1330 1340: 1350ENDPROC 1360 1370DEF PROCmap 1380: 1390PROCtexturecalc 1400FOR count=1 TO intervals 1410PLOT 69,xstart,ystart 1420 text(counter,1)=xstart 1430 text(counter,2)=ystart 1440 1450 ystep=xstep*gradient 1460 ystart=ystart+ystep 1470 xstart=xstart+xstep 1480counter=counter+1 1490 1500NEXT count 1510ENDPROC 1520 1530DEF PROCmapit 1540SYS 6,113,1 1550SYS 6,112,1 1560FOR counter=0 TO 10000-22 1570PRINTTAB(0,0) "Calculating.. ";(counter/10000)*100;"% done " 1580IF tint$="Y" OR tint$="y" THEN x=RND(255) ELSE x=255 1590GCOL 0,texture(counter+(counter/100)) TINT x 1600 1610IF text(counter,2)>text(counter+101,2) THEN GOTO 1640 1620MOVE text(counter,1),text(counter,2): DRAW text(counter+1,1),text(counter+1,2): DRAW text(counter+101,1),text(counter+101,2) 1630PLOT 85,text(counter,1),text(counter,2):PLOT 85,text(counter+100,1),text(counter+100,2) 1640NEXT counter 1650INPUT "Save (Y/N):";save$ 1660IF save$="Y" OR save$="y" THEN PROCsave ELSE ENDPROC 1670ENDPROC 1680 1690DEF PROCtexturecalc 1700REM Calculate gradient 1710xstart=width2+(X*Xintervalone) 1720xfinal=width1+(X*Xintervaltwo) 1730 1740ystart=height2-(X*upstepone) 1750yfinal=height3+(X*upsteptwo) 1760IF (xfinal-xstart)=0 THEN dx=1 ELSE dx=(xfinal-xstart) 1770gradient=((yfinal-ystart)/dx) 1780 1790 1800xstep=(xfinal-xstart)/intervals 1810ENDPROC 1820 1830DEF PROCsave 1840*SCREENSAVE "Texture" 1850ENDPROC 1860
� PSEUDO TEXTURE MAPPING � BY ALAN LOWE (�initialise 2�make_texture <�calculations F�texturemap P Z� d n=� PROCinitialise initialises screen, variables and arrays x� �initialise �: �#ș "OS_CheckModeValid",28 � ;f% � � (f% � 2) = 2 � � 15 � � 28 � �&�" Pseudo texture mapping program" ��" By Alan Lowe 1996 " �&�" ==============================" � �F�" Please enter the spritefile name (include file path)";spritely$ �.� spritely$="" spritely$="<map$dir>.image" �<�" Please enter the sprite name e.g. screendump";sprite$ �%� sprite$="" sprite$="screendump" �%�" Apply random tint (Y/N)";tint$ � @�" Move the polygon around using the mouse and press SELECT" ,�" to map the texture onto the surface." "� , 6� @ JXone=600 TXtwo=800 ^Yone=600 hYtwo=200 rheight1=200 |height2=300 �height3=500 �height4=800 �width1=200 �width2=300 �width3=900 �width4=1000 �Xone=width3-width2 �Xtwo=width4-width1 �Yone=height4-height1 �Ytwo=height3-height2 �bank1=1 �bank2=2 �intervals=100 counter=0 O$="OS_SpriteOp" &� Load in the Spritefile 0sprites$=spritely$ :file%=�(sprites$) Dsize%=�#file%+64 N�#file% X� area% size% barea%!0=size% lș O$,256+9,area% vș O$,256+10,area%,sprites$ �� texture(11000) �� text(10100,2) �: �� � �=� PROCmake_texture creates a texture to be applied to the �$� surface - by scanning a sprite �� �make_texture �: �$ș O$,256+34,area%,sprite$,0,0,0 �� X=0 � 1600 � 16 � � Y=0 � 1600 � 16 �& texture(counter)=�X/4,Y/4) counter=counter+1 " � 0,texture(counter-1) � 69,600+X/4,600+Y/4 � Y *� X 4: >� H R=� PROCcalculations calculates some variables for plotting \� �calculations f� pȗ X,Y,Z zwidth3=X � height2=Y �height3=1023-Y �width2=1279-X �Xone=width3-width2 �Xtwo=width4-width1 �Yone=height4-height1 �Ytwo=height3-height2 � �: �Xintervalone=Xone/intervals �Xintervaltwo=Xtwo/intervals �Yintervalone=Yone/intervals �Yintervaltwo=Ytwo/intervals ,upstepone= (height2-height1)/intervals ,upsteptwo= (height4-height3)/intervals *upstepthree= (width2-width1)/intervals $*upstepfour= (width4-width3)/intervals . 8� 0,63 Ȝ 255 B L#� width2,height2,width3,height1 V#� width3,height1,width4,height4 `#� width4,height4,width1,height3 j#� width1,height3,width2,height2 t ~� Z=4 �texturemap � �Ȗ �ș 6,113,bank1 �ș 6,112,bank2 �Ȕ bank1,bank2 �� �� � �: �� � �� �texturemap �: counter=0 � X=1 � intervals �map � X ( �mapit 2 <: F� P Z � �map d: n�texturecalc x� count=1 � intervals �� 69,xstart,ystart � text(counter,1)=xstart � text(counter,2)=ystart � � ystep=xstep*gradient � ystart=ystart+ystep � xstart=xstart+xstep �counter=counter+1 � �� count �� � �� �mapit ș 6,113,1 ș 6,112,1 � counter=0 � 10000-22 "=�0,0) "Calculating.. ";(counter/10000)*100;"% done " ,.� tint$="Y" � tint$="y" � x=�(255) � x=255 6+� 0,texture(counter+(counter/100)) Ȝ x @ J2� text(counter,2)>text(counter+101,2) � � �DhF Tw� text(counter,1),text(counter,2): � text(counter+1,1),text(counter+1,2): � text(counter+101,1),text(counter+101,2) ^U� 85,text(counter,1),text(counter,2):� 85,text(counter+100,1),text(counter+100,2) h � counter r� "Save (Y/N):";save$ |'� save$="Y" � save$="y" � �save � � �� � �� �texturecalc �� Calculate gradient �"xstart=width2+(X*Xintervalone) �"xfinal=width1+(X*Xintervaltwo) � � ystart=height2-(X*upstepone) � yfinal=height3+(X*upsteptwo) �3� (xfinal-xstart)=0 � dx=1 � dx=(xfinal-xstart) �!gradient=((yfinal-ystart)/dx) � � #xstep=(xfinal-xstart)/intervals � &� �save 0*SCREENSAVE "Texture" :� D �
00000000 0d 00 0a 1c f4 20 50 53 45 55 44 4f 20 54 45 58 |..... PSEUDO TEX| 00000010 54 55 52 45 20 4d 41 50 50 49 4e 47 0d 00 14 12 |TURE MAPPING....| 00000020 f4 20 42 59 20 41 4c 41 4e 20 4c 4f 57 45 0d 00 |. BY ALAN LOWE..| 00000030 1e 04 0d 00 28 0f f2 69 6e 69 74 69 61 6c 69 73 |....(..initialis| 00000040 65 0d 00 32 11 f2 6d 61 6b 65 5f 74 65 78 74 75 |e..2..make_textu| 00000050 72 65 0d 00 3c 11 f2 63 61 6c 63 75 6c 61 74 69 |re..<..calculati| 00000060 6f 6e 73 0d 00 46 0f f2 74 65 78 74 75 72 65 6d |ons..F..texturem| 00000070 61 70 0d 00 50 04 0d 00 5a 05 e0 0d 00 64 04 0d |ap..P...Z....d..| 00000080 00 6e 3d f4 20 50 52 4f 43 69 6e 69 74 69 61 6c |.n=. PROCinitial| 00000090 69 73 65 20 69 6e 69 74 69 61 6c 69 73 65 73 20 |ise initialises | 000000a0 73 63 72 65 65 6e 2c 20 76 61 72 69 61 62 6c 65 |screen, variable| 000000b0 73 20 61 6e 64 20 61 72 72 61 79 73 0d 00 78 11 |s and arrays..x.| 000000c0 dd 20 f2 69 6e 69 74 69 61 6c 69 73 65 0d 00 82 |. .initialise...| 000000d0 05 3a 0d 00 8c 23 c8 99 20 22 4f 53 5f 43 68 65 |.:...#.. "OS_Che| 000000e0 63 6b 4d 6f 64 65 56 61 6c 69 64 22 2c 32 38 20 |ckModeValid",28 | 000000f0 b8 20 3b 66 25 0d 00 96 20 e7 20 28 66 25 20 80 |. ;f%... . (f% .| 00000100 20 32 29 20 3d 20 32 20 8c 20 eb 20 31 35 20 8b | 2) = 2 . . 15 .| 00000110 20 eb 20 32 38 0d 00 a0 04 0d 00 aa 26 f1 22 20 | . 28.......&." | 00000120 50 73 65 75 64 6f 20 74 65 78 74 75 72 65 20 6d |Pseudo texture m| 00000130 61 70 70 69 6e 67 20 70 72 6f 67 72 61 6d 22 0d |apping program".| 00000140 00 b4 1a f1 22 20 42 79 20 41 6c 61 6e 20 4c 6f |...." By Alan Lo| 00000150 77 65 20 31 39 39 36 20 22 0d 00 be 26 f1 22 20 |we 1996 "...&." | 00000160 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d |================| 00000170 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 3d 22 0d |==============".| 00000180 00 c8 04 0d 00 d2 46 e8 22 20 50 6c 65 61 73 65 |......F." Please| 00000190 20 65 6e 74 65 72 20 74 68 65 20 73 70 72 69 74 | enter the sprit| 000001a0 65 66 69 6c 65 20 6e 61 6d 65 20 28 69 6e 63 6c |efile name (incl| 000001b0 75 64 65 20 66 69 6c 65 20 70 61 74 68 29 22 3b |ude file path)";| 000001c0 73 70 72 69 74 65 6c 79 24 0d 00 dc 2e e7 20 73 |spritely$..... s| 000001d0 70 72 69 74 65 6c 79 24 3d 22 22 20 73 70 72 69 |pritely$="" spri| 000001e0 74 65 6c 79 24 3d 22 3c 6d 61 70 24 64 69 72 3e |tely$="<map$dir>| 000001f0 2e 69 6d 61 67 65 22 0d 00 e6 3c e8 22 20 50 6c |.image"...<." Pl| 00000200 65 61 73 65 20 65 6e 74 65 72 20 74 68 65 20 73 |ease enter the s| 00000210 70 72 69 74 65 20 6e 61 6d 65 20 65 2e 67 2e 20 |prite name e.g. | 00000220 73 63 72 65 65 6e 64 75 6d 70 22 3b 73 70 72 69 |screendump";spri| 00000230 74 65 24 0d 00 f0 25 e7 20 73 70 72 69 74 65 24 |te$...%. sprite$| 00000240 3d 22 22 20 73 70 72 69 74 65 24 3d 22 73 63 72 |="" sprite$="scr| 00000250 65 65 6e 64 75 6d 70 22 0d 00 fa 25 e8 22 20 41 |eendump"...%." A| 00000260 70 70 6c 79 20 72 61 6e 64 6f 6d 20 74 69 6e 74 |pply random tint| 00000270 20 28 59 2f 4e 29 22 3b 74 69 6e 74 24 0d 01 04 | (Y/N)";tint$...| 00000280 05 f1 0d 01 0e 40 f1 22 20 4d 6f 76 65 20 74 68 |.....@." 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