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StarInfo/Whitehouse/!Trees/Instr

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 » Recent acquisitions » Acorn ADFS disks » adfs_AcornUser_199607.adf » Regulars
Filename: StarInfo/Whitehouse/!Trees/Instr
Read OK:
File size: 18AB bytes
Load address: 0000
Exec address: 0000
File contents
�HEADER
Load this file from the icon bar menu of !Trees, or from the Help option on the filer menu.
�END

This program is an adaption of the same program by Tim Jones on the Jan 94 AU disc. The original was written in Basic, and in this version the most important bits have been (fairly directly) translated into ARM code, speeding it up overall by a factor of 40 or more (and also using memory about 4 times more efficiently)
This version also has a few additions - producing a bumpy terrain, allowing more than one tree, and letting you edit the settings.


Using Trees---------------------------------------------------------

I recommend that you save any important data in memory before running trees - the program is NOT crash-proof.


When run the program just installs itself on the icon bar.  Click on its icon to open the options window.  The top left part is for memory.  The top right will list any problems that will prevent the current settings being used.  The bottom half of the window is that actual settings.  These are split into 4 groups - click on the radio icons to change the group being displayed.

When a tree is drawn it will initially appear covering the whole screen.  Once you press space, the desktop reappears, with the tree inside a window - this can now be saved as a sprite.  If you close the window containing the picture it can be recovered by clicking on the icon bar icon.

The interactive help gives some advice about the settings, and a few are explained below -


A tree is calculated by starting with the trunk, which then splits into several branches, each of which splits into several smaller branches and so on. Leaves are added to the smallest branches and a grassy floor is drawn around the base of the tree.

BRANCHES SPLIT INTO... - This determines how many new branches are created when a larger branch splits up. It will normally be 2 or 3 (3 is best). Because this applies at every stage of the tree the cumulative effect of changing this can be very great.

NUMBER OF BRANCH SPLITTINGS - This determines how many layers of branches are added before the program stops. If this is 1 the tree will just be a trunk with a group of branches coming from it. Again increasing this greatly increases the complexity of the tree.

RESOLUTION REDUCTION - This reduces the 'branch sides' and 'branch sections' for each layer of branches. For a large tree the outer branches are much smaller than the trunk, so don't need to be made up of as many segments. Since most of the segments in a diagram are in the branches and most of the branches of a tree are in the outer layer, using this system can reduce the number of segments used in a tree without making it look noticeably different. It is worth using at least 1 here. If sides and sections start very large then 2 might be worthwhile. The program range checks sides and sections and will prevent them going too low.
Note - this does NOT change the overall size or position of the branches, just how many pieces they are chopped up into for plotting.

LEAF GENERATIONS - This determines how many of the generations of branches have leaves on. 2 is generally best, if 1 (outermost branches only) then the foliage may look rather sparse, 3 or more and it can be hard to see any branches at all. The branches with leaves are always the outermost generations.

TREE SHAPE - This changes the orientation of the branches of the tree. The numbers have no particular meaning.  Unless you change this or one of the other settings, clicking again on the Draw button will produce exactly the same tree(s). With multiple trees, the positions of the trees on the terrain are random - each time the picture is drawn the trees will be in different places.

LEAF SIZE and NUMBER LEAVES - These control the leaves that appear on EACH appropriate branch. If you increase one it is best to decrease the other to keep the overall amount of foliage about constant.

TREE SEPARATION - This controls the minimum spreading of the trees and of the control points in the terrain. The units are arbitrary, but the system works in terrain blocks (independant of the size these are on screen). Thus increasing the grass segment size will also make the trees further apart on the screen. If the program creates an error 'Failed to find suitable positions for tree-trunks and/or terrain.' when trying to draw, then this setting was too high.



Memory--------------------------------------------------------------

If the tree you have selected needs more memory than is available, then a warning will appear in the box at the top right of the options window. The settings should be changed until this goes away.
If short of memory reduce the settings Branch sections and sides and/or increase Resolution Reducion. This will decrease the memory needed for each branch. The memory used on leaves and the grass is normally fairly insignificant.

The amount of memory allocated to Trees can be increased or decreased by dragging its bar in the Task manager's memory display.  To simply grab all the spare memory in the machine click on the Claim button in the options window.
Trees will probably need at least 1MB to do anything worthwhile.


Time----------------------------------------------------------------

Even a complex tree on a slower machine should not take more than a few minutes to draw.  Many trees will take less than a minute.


About the program---------------------------------------------------

If you want to know how the program works, then I suggest you look back at the original Basic version (on AU January 94 disc), which is much clearer. The parts that have been converted to machine code are those dealing with individual rectangles. The parts that calculate the general structure of the tree are relatively unchanged.
AU described the Basic version as being mathematically sound. This is no longer true. Much of the armcode is approximate, and for example, the plotter is is (I think) incorrect - I certainly wouldn't describe it as sound. However the result still looks about the same.

Please note - the template file is non-standard.  It will crash any template editor other than Tempest.  The module's name and number are both official Acorn allocated ones.  The module and the !Browzer application remain my copyright.

00000000  a4 48 45 41 44 45 52 0a  4c 6f 61 64 20 74 68 69  |.HEADER.Load thi|
00000010  73 20 66 69 6c 65 20 66  72 6f 6d 20 74 68 65 20  |s file from the |
00000020  69 63 6f 6e 20 62 61 72  20 6d 65 6e 75 20 6f 66  |icon bar menu of|
00000030  20 21 54 72 65 65 73 2c  20 6f 72 20 66 72 6f 6d  | !Trees, or from|
00000040  20 74 68 65 20 48 65 6c  70 20 6f 70 74 69 6f 6e  | the Help option|
00000050  20 6f 6e 20 74 68 65 20  66 69 6c 65 72 20 6d 65  | on the filer me|
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00000090  65 20 70 72 6f 67 72 61  6d 20 62 79 20 54 69 6d  |e program by Tim|
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00000230  55 73 69 6e 67 20 54 72  65 65 73 2d 2d 2d 2d 2d  |Using Trees-----|
00000240  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |----------------|
*
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00000c40  20 32 20 69 73 20 67 65  6e 65 72 61 6c 6c 79 20  | 2 is generally |
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00001140  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |----------------|
*
00001170  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 0a 0a 49 66  |------------..If|
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00001450  0a 0a 0a 54 69 6d 65 2d  2d 2d 2d 2d 2d 2d 2d 2d  |...Time---------|
00001460  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |----------------|
*
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000014c0  20 73 68 6f 75 6c 64 20  6e 6f 74 20 74 61 6b 65  | should not take|
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00001530  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |----------------|
*
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00001570  74 6f 20 6b 6e 6f 77 20  68 6f 77 20 74 68 65 20  |to know how the |
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000015b0  68 65 20 6f 72 69 67 69  6e 61 6c 20 42 61 73 69  |he original Basi|
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00001740  6c 6f 74 74 65 72 20 69  73 20 69 73 20 28 49 20  |lotter is is (I |
00001750  74 68 69 6e 6b 29 20 69  6e 63 6f 72 72 65 63 74  |think) incorrect|
00001760  20 2d 20 49 20 63 65 72  74 61 69 6e 6c 79 20 77  | - I certainly w|
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00001780  20 69 74 20 61 73 20 73  6f 75 6e 64 2e 20 48 6f  | it as sound. Ho|
00001790  77 65 76 65 72 20 74 68  65 20 72 65 73 75 6c 74  |wever the result|
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000017d0  74 65 6d 70 6c 61 74 65  20 66 69 6c 65 20 69 73  |template file is|
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00001830  65 27 73 20 6e 61 6d 65  20 61 6e 64 20 6e 75 6d  |e's name and num|
00001840  62 65 72 20 61 72 65 20  62 6f 74 68 20 6f 66 66  |ber are both off|
00001850  69 63 69 61 6c 20 41 63  6f 72 6e 20 61 6c 6c 6f  |icial Acorn allo|
00001860  63 61 74 65 64 20 6f 6e  65 73 2e 20 20 54 68 65  |cated ones.  The|
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00001880  21 42 72 6f 77 7a 65 72  20 61 70 70 6c 69 63 61  |!Browzer applica|
00001890  74 69 6f 6e 20 72 65 6d  61 69 6e 20 6d 79 20 63  |tion remain my c|
000018a0  6f 70 79 72 69 67 68 74  2e 0a 0a                 |opyright...|
000018ab