################################################################ # # # File: script # # Author: T.Landspurg # # Date: 28/06/91 # # Version:1.01 # # Virtual World # # # # # ################################################################ # DO NOT MODIFY THIS FILE!!!!!!! # # If you try to do this...theresult will be a ...GURU! # # So please, don't change anything.This language was just made # # to personnal purpose. # ################################################################ FADE_OUT REM_ALL # Enleve tout les objets REM_ALL_SPRITE # Enelve tout les sprites LOAD_MUS "modules/mod.hysteria" START_TASK LOAD_EXT "intro.ext",3 LOAD_BACK "pics/Virtual.iff" STOP_TASK EFFECT 3,0 START_TASK UNLOAD_EXT 3 RESTORE_COP LOAD_EXT "writer.ext",2 LOAD_EXT "anim_obj.ext",0 LOAD_EXT "texte.ext",1 # EFFECT 0,9,"snd/helico.snd" GOTO "SKIP THIS" LAB "SKIP THIS" PROF 5 START_TASK LOAD_BACK "pics/colormap" STOP_TASK # CALL "test" # CALL "AFF INTRO" # CALL "AFF SPHERES" CALL "AFF CIRCLE" CALL "AFF ALL" LAB "DEBUT" CALL "anim TL" CALL "globe" ################################# # On passe a un autre script # ################################# CALL "show objets" CALL "anims" CALL "VADER" CALL "AFF POIPOI" PROF 4 CALL "AFF MOUSE" CALL "intro" CALL "town" CALL "DOCK" CALL "PLANETE" CALL "SPACE_CDRYK" CALL "SURFACE" CALL "AFF OCEANO" # CALL "test" CALL "oceano2" CALL "ILE" CALL "BLADE" EFFECT 1,0,400," THE END " FADE_OUT START_TASK LOAD_MUS "modules/mod.hysteria" STOP_TASK START_TASK LOAD_BACK "pics/colormap" STOP_TASK CALL "bonus" # CALL "moto" GOTO "DEBUT" ################################# LAB "BLADE" EFFECT 1,0,0," THIS IS A TRIBUTE TO ONE OF THE BEST 'RAY-ARTISTS' ON THE AMIGA" START_TASK LOAD_BACK "pics/blade_run_32_320.200.pic" STOP_TASK VAL_COL 16 ################################# # On passe a un autre script # ################################# BACK_ON OMBRE_OFF ADD_OBJ "HOOVER CAR" SET_SPANG 0,0,0 SET_SPEED 0,0,0 SET_ANGLE 00,0,120 SET_POS -1000,-250,550 VIT_OBJ 10 WAIT 65 # VIT_OBJ 0 # WAIT 50 REM_OBJ "HOOVER CAR" # Deuxieme Script! ADD_OBJ "HOOVER CAR" SET_SPANG 0,0,0 SET_SPEED 0,0,0 SET_ANGLE 20,0,180 SET_POS -600,1000,5000 VIT_OBJ 10 WAIT 100 VIT_OBJ 10 SET_SPANG -4,0,0 WAIT 10 SET_SPANG 0,0,0 WAIT 43 REM_OBJ "HOOVER CAR" # Troisieme script! ADD_OBJ "BLADE RUNNER" SET_SPANG 0,0,0 SET_SPEED 0,0,0 SET_ANGLE 0,0,0 SET_POS 300,100,-1000 VIT_OBJ 10 WAIT 10 WAIT 30 SET_SPANG -4,0,0 WAIT 10 SET_SPANG 0,0,0 WAIT 100 SET_SPANG 0,2,0 WAIT 40 SET_SPANG -4,2,0 WAIT 10 SET_SPANG 0,2,0 WAIT 30 SET_SPANG -4,2,0 WAIT 10 SET_SPANG 0,0,0 WAIT 10 VIT_OBJ 50 WAIT 50 WAIT 10 # attente REM_OBJ "BLADE RUNNER" CLEAR_FOND EFFECT 1,0,400," HIS NAME IS: - TOBIAS RICHTER - " RETURN LAB "WAIT" WAIT 10 RETURN LAB "anims" ############################################################### # Ceci est la partie ou 3 vaisseaux foncent sur l'obeservateur ############################################################### BACK_OFF OMBRE_OFF CLEAR_RDV 0,4 ADD_OBJ "SHUTTLE","PROG SHUTTLE1" ADD_OBJ "SHUTTLE2","PROG SHUTTLE2" ADD_OBJ "SHUTTLE3","PROG SHUTTLE3" WAIT 20 WAIT_RDV 0 WAIT 2 ################################# ################################# # On passe a un autre script # ################################# OMBRE_ON 10 ADD_OBJ "SHUTTLE" CALL "CLEAR OBJ" SET_POS 200,-150,2000 VIT_OBJ 10 WAIT 50 VIT_OBJ 0 WAIT 30 SET_SPANG 0,0,8 VIT_OBJ 10 WAIT 20 SET_SPANG 0,0,0 VIT_OBJ 20 SET_SPEED 0,10,0 WAIT 10 SET_SPANG 2,-4,0 VIT_OBJ 20 WAIT 50 SET_SPANG 0,0,0 WAIT 30 REM_OBJ "SHUTTLE" RETURN ######################## LAB "DOCK" EFFECT 1,0,300," THE SHIP IS LEAVING THE ORBITAL STATION. FOR A LONG TRIP. " START_TASK LOAD_BACK "pics/Intern_Ship" STOP_TASK VAL_COL 16 CENTRE 160,160 BACK_ON OMBRE_OFF SET_DATA 0,0 # la donee 0= vitesse des portes ADD_OBJ "STAR_WARS" # objet 7 = transporteur star wars VIT_OBJ 0 SET_SPANG 0,0,0 # vitesses de rotation a 0 SET_SPEED 0,0,0 # vitesses de deplacement a 0 SET_ANGLE 0,0,180 # angles du vaisseau SET_POS 300,-200,-20 # Apparition du vaisseau WAIT 10 # attente SET_SPANG 0,0,4 # Il tourne sur lui meme WAIT 43 SET_DATA 0,1 # Ouverture du mur du fond SET_SPEED 0,0,10 # Super,non? SET_SPANG 0,0,0 WAIT 60 SET_SPANG 1,0,1 # Il tourne sur lui meme SET_SPEED 0,10,80 # Deuxieme parcours, on va plus vite WAIT 50 SET_DATA 0,-1 SET_SPANG 0,0,0 # Il tourne sur lui meme SET_SPEED 100,100,500 # Deuxieme parcours, on va plus vite WAIT 20 REM_OBJ "STAR_WARS" # objet 7 = transporteur star wars # WAIT 50 FADE_OUT CENTRE 160,128 RETURN ################################# # On passe a un autre script # ################################# LAB "VADER" OMBRE_OFF ADD_OBJ "TEST_OBJ" SET_SPANG 0,0,0 SET_SPEED 0,0,0 SET_ANGLE 00,0,120 SET_POS -1000,0,500 VIT_OBJ 5 WAIT 20 VIT_OBJ 5 SET_SPANG -2,-2,0 SET_SPEED 0,0,0 WAIT 30 SET_SPANG -4,-4,0 WAIT 40 SET_SPANG 4,4,0 WAIT 20 REM_OBJ "TEST_OBJ" RETURN ################################# # Animation du T et du L! # ################################# LAB "anim TL" EFFECT 1,0,400," LET'S START WITH A LITTLE BIT OF MEGALOMANIA! BUT SIMPLE VECTORS... " BACK_OFF PROF 3 VAL_COL 16 CLEAR_RDV 0,2 ADD_OBJ "T","SCRIPT T" ADD_OBJ "L","SCRIPT L" WAIT_RDV 0 RETURN # Affichage d'un premier objet, le T! LAB "SCRIPT T" SET_POS -100,0,4000 SET_SPANG 0,0,0 SET_SPEED 0,0,-80 SET_ANGLE 0,0,0 WAIT 50 SET_SPEED 0,0,0 WAIT 20 SET_SPANG 0,1,2 WAIT 40 VIT_OBJ 2 WAIT 10 SET_SPEED 0,4,0 WAIT 50 WAIT 50 SET_SPEED 20,0,40 WAIT 50 SET_SPEED 20,20,100 WAIT 50 RETURN LAB "SCRIPT L" SET_POS 100,0,4000 SET_SPANG 0,0,0 SET_SPEED 0,0,-80 SET_ANGLE 0,0,0 WAIT 50 SET_SPEED 0,0,0 WAIT 20 SET_SPANG 2,0,4 WAIT 40 SET_SPANG 0,2,0 WAIT 10 WAIT 50 VIT_OBJ 2 SET_SPANG 4,0,4 WAIT 50 SET_SPEED 0,20,40 WAIT 50 SET_SPEED 0,20,100 WAIT 50 WAIT_RDV 0 RETURN ################################# LAB "show objets" BACK_OFF VAL_COL 16 # GOTO "s1" EFFECT 1,0,300," JUST TO REMEMBER ONE OF MY EARLIER DEMO... OF COURSE IN 5 BITPLANES. " PROF 5 BACK_OFF OMBRE_OFF ADD_OBJ "DIRIGABLE" SET_POS 0,600,0 SET_SPEED 0,-5,0 SET_SPANG 0,0,2 WAIT 100 SET_SPEED 0,0,0 SET_SPANG 0,0,-2 WAIT 20 SET_SPANG 2,0,-2 WAIT 20 SET_SPANG -2,0,-2 WAIT 22 SET_SPANG 0,0,-2 WAIT 30 REM_OBJ "DIRIGABLE" # EFFECT 0,1,0,0 LAB "s1" EFFECT 1,0,300," LOOK AT THIS NICE COPTER NOW! " OMBRE_OFF PROF 5 ADD_OBJ "HELICO" EFFECT 0,0,1,2 CALL "app loin" RESTORE_COP SET_POS -1000,-600,2600 SET_ANGLE 0,0,140 WAIT 100 REM_OBJ "HELICO" ################################# # On passe a un autre script # ################################# # UNLOAD_EXT 0 EFFECT 1,0,300," STRANGE OBJECTS... " OMBRE_OFF ADD_OBJ "PALMIER" SET_SPANG 0,0,0 SET_SPEED 0,0,0 SET_ANGLE -20,0,0 SET_POS 500,-100,0 WAIT 50 SET_SPANG 0,0,6 SET_SPEED 0,10,0 WAIT 100 REM_OBJ "PALMIER" RETURN LAB "app loin" SET_POS -600,-200,200 GOTO "app_suite" RETURN # Petite procedure sympa qui fait venir un objet de gauche a droite LAB "APPARITION1" SET_POS -600,-200,0 LAB "app_suite" SET_SPANG 0,0,0 SET_SPEED 0,0,0 SET_ANGLE 00,0,120 VIT_OBJ 5 WAIT 10 SET_SPANG 0,0,2 WAIT 10 SET_SPANG -4,-4,0 WAIT 50 SET_SPANG 0,0,0 WAIT 40 VIT_OBJ 10 WAIT 30 RETURN LAB "PROG SHUTTLE1" # EFFECT 0,10 CALL "CLEAR OBJ" SET_POS -800,0,5000 VIT_OBJ 20 WAIT 40 SET_SPANG 0,2,0 SET_SPEED 0,20,0 WAIT_RDV 0 RETURN LAB "PROG SHUTTLE2" CALL "CLEAR OBJ" SET_POS 800,0,5000 VIT_OBJ 20 WAIT 40 SET_SPEED 0,20,0 SET_SPANG 0,-2,0 WAIT_RDV 0 RETURN LAB "PROG SHUTTLE3" CALL "CLEAR OBJ" SET_POS 0,0,5000 VIT_OBJ 20 WAIT 40 SET_SPEED 0,20,0 WAIT 30 WAIT_RDV 0 RETURN # This function clear the position, speed and angle of the object LAB "CLEAR OBJ" SET_SPANG 0,0,0 SET_SPEED 0,0,0 SET_ANGLE 0,0,180 VIT_OBJ 0 RETURN LAB "AFF CIRCLE" EFFECT 1,0,500," YES,NICE BUT NOW FOR THE FIRST TIME IN A DEMO,AND FOR THE SECOND TIME IN THE AMIGA STORY(AS FAR AS I KNOW!),THIS:" ADD_OBJ "CIRCLE" PROF 1 WAIT 2 FADE_IN SET_SPANG 0,4,2 SET_SPEED 0,0,00 SET_ANGLE 00,0,0 SET_POS 0,0,00 WAIT 100 SET_SPEED 0,2,0 WAIT 50 VIT_OBJ 5 SET_SPANG -2,-2,0 WAIT 70 REM_OBJ "CIRCLE" RETURN LAB "AFF MOUSE" EFFECT 1,0,500," IT WAS REALLY AN HARD WORK TO DEVELOP ALL OF THIS! BUT NOW,WE CAN EXPLORE NEW KIND OF OBJECTS " PROF 4 OMBRE_ON $333 BACK_OFF ADD_OBJ "MOUSE" SET_POS 0,-250,1000 SET_SPANG 0,0,0 SET_SPEED 0,0,0 SET_ANGLE 0,0,180 SET_COL 1,$444 SET_COL 2,$5ff SET_COL 3,$666 SET_COL 4,$777 SET_COL 5,$999 SET_COL 6,$aaa SET_COL 7,$543 VIT_OBJ 0 WAIT 10 VIT_OBJ 10 WAIT 20 VIT_OBJ 0 WAIT 30 SET_SPANG 0,0,4 WAIT 90 SET_SPANG 0,0,0 WAIT 30 WAIT 30 SET_SPANG 0,0,10 WAIT 16 VIT_OBJ 10 SET_SPANG 0,0,0 WAIT 20 CALL "SOURIS1" CALL "SOURIS1" CALL "SOURIS1" REM_OBJ "MOUSE" RETURN LAB "SOURIS1" VIT_OBJ 0 SET_SPANG 0,0,10 WAIT 5 VIT_OBJ 20 SET_SPANG 0,0,0 WAIT 15 VIT_OBJ 0 SET_SPANG 0,0,-10 WAIT 5 VIT_OBJ 30 SET_SPANG 0,0,0 WAIT 15 RETURN # Script pour l'apparition des spheres! LAB "AFF SPHERES" ################################# # On passe a un autre script # ################################# FADE_OUT BACK_OFF OMBRE_OFF EFFECT 1,0,600," AFTER SOME MONTHS OF DEVELOPEMENT,I'M PROUD TO PRESENT YOU FOR THE FIRST TIME IN A DEMO: REAL 3D SPHERE" ADD_OBJ "BALLES" SET_SPANG 0,0,2 SET_SPEED 0,0,0 SET_ANGLE 0,0,0 SET_POS 0,0,0 WAIT 2 FADE_IN WAIT 50 SET_SPANG 6,2,4 WAIT 50 SET_SPANG 6,10,4 SET_SPEED 0,0,10 WAIT 50 SET_SPEED 0,0,100 WAIT 50 REM_OBJ "BALLES" FADE_OUT ################################# RETURN ######################## # The poipoi are back! # ######################## LAB "AFF POIPOI" START_TASK FADE_OUT OMBRE_ON 0 EFFECT 1,0,0," NOW LET'S MEET SOME FRIENDS " # LOAD_BACK "pics/poipoi.back" LOAD_BACK "pics/PI.Thomas-Stage" # RESTORE_COP STOP_TASK CENTRE 160,100 BACK_ON PROF 4 FADE_IN ADD_OBJ "POIPOI" EFFECT 0,3 CALL "CLEAR OBJ" SET_POS 0,-400,000 SET_ANGLE 0,0,120 SET_SPEED 6,0,30 SET_SPANG 0,0,2 WAIT 50 ADD_OBJ "POIPOI CLAV" EFFECT 0,13 CALL "CLEAR OBJ" SET_POS 0,-200,000 SET_ANGLE 0,0,200 SET_SPEED -6,0,30 SET_SPANG 0,0,-2 WAIT 50 SELECT "POIPOI" SET_SPEED 0,0,-60 SET_SPANG 0,0,-3 WAIT 35 SET_SPEED 0,0,0 SET_SPANG 0,0,0 WAIT 25 SELECT "POIPOI CLAV" SET_SPEED 0,0,-60 SET_SPANG 0,0,5 ADD_OBJ "POIPOI GUIT" EFFECT 0,14 SET_POS 0,-200,000 SET_ANGLE 0,0,200 SET_SPEED 0,0,30 SET_SPANG 0,0,-2 WAIT 30 SET_SPEED 0,0,-40 SET_SPANG 0,0,0 SELECT "POIPOI CLAV" SET_SPEED 0,0,0 SET_SPANG 0,0,0 WAIT 20 SELECT "POIPOI GUIT" SET_SPEED 0,0,0 WAIT 20 WAIT 10 SET_SPANG 0,0,10 SET_SPEED 0,30,10 SELECT "POIPOI CLAV" SET_SPANG 0,5,10 SET_SPEED -10,30,10 SELECT "POIPOI" SET_SPANG 2,0,5 SET_SPEED -4,30,10 WAIT 50 FADE_OUT REM_ALL CENTRE 160,128 RETURN ################################################# # Animation sous la mer,avec poissions et tout! # ################################################# LAB "AFF OCEANO" BACK_OFF VAL_COL 0 EFFECT 1,0,500," '- HERE EXPLORER ONE. WE ARE UNDER THE SEA NOW. THERE IS SOME STRANGE FISH HERE. BUT NOTHING ELSE TO SIGNAL'" START_TASK LOAD_BACK "pics/decor2-abyss" PROF 5 BACK_ON OMBRE_OFF STOP_TASK ADD_OBJ "BUBBLES" EFFECT 0,7 SET_POS 500,0,500 ADD_OBJ "OCEANO" EFFECT 0,2 SET_POS -380,-1000,500 SET_ANGLE 0,0,2 SET_SPANG 0,0,0 ADD_SPRITE 2,72,232 WAIT 1 FADE_IN SET_SPEED 0,10,0 WAIT 100 SET_SPEED 0,0,0 VIT_OBJ 4 WAIT 100 SET_SPANG 0,0,4 VIT_OBJ 4 WAIT 100 REM_SPRITE 2 SET_SPANG 0,0,0 WAIT 50 CLEAR_RDV 0,3 ADD_OBJ "FISH","APPARITION2" SELECT "OCEANO" SET_SPANG 0,0,-4 WAIT 50 ADD_OBJ "FISH2","FISH_SCRIPT" SELECT "OCEANO" SET_SPANG 0,0,0 WAIT 50 SET_SPANG 0,0,4 WAIT 15 SET_SPANG 0,0,0 WAIT 110 WAIT_RDV 0 FADE_OUT REM_ALL RETURN LAB "APPARITION2" CALL "APPARITION1" WAIT_RDV 0 RETURN LAB "FISH_SCRIPT" SET_POS -200,150,5000 SET_ANGLE 0,0,200 SET_SPANG 0,0,0 VIT_OBJ 5 WAIT 100 SET_SPANG 0,0,-1 WAIT 150 WAIT_RDV 0 RETURN ########################### # Aaffichage du cylindre! # ########################### LAB "AFF ALL" FADE_OUT PROF 5 OMBRE_OFF EFFECT 1,0,300," BUT LET'S MIX ALL OF THIS" ADD_OBJ "CYLINDRE" SET_SPANG 0,4,2 FADE_IN WAIT 50 SET_SPANG 4,8,2 WAIT 50 SET_SPANG 4,0,0 WAIT 50 SET_SPANG 0,4,0 WAIT 50 SET_SPANG 0,0,4 WAIT 50 FADE_OUT REM_OBJ "CYLINDRE" EFFECT 1,0,600," A SPECIAL LANGUAGE HAVE BEEN DEVELOPPED FOR THIS PIECE OF CODE. IT'S CALLED MODEL AND ALLOW YOU TO MAKE COMPLEX SCRIPTS" RETURN ################################# LAB "AFF INTRO" START_TASK EFFECT 1,0,400," YOU THINK THAT 3D DEMOES ARE BORING WITH ALWAYS THE SAME KIND OF OBJECTS.." EFFECT 1,0,400," SO NOW PREPARE YOURSELF FOR A NEW STEP\n IN 3D WORLD\n" STOP_TASK RETURN ######################## # The poipoi are back! # ######################## LAB "PLANETE" START_TASK OMBRE_OFF EFFECT 1,0,200," AFTER SOME MONTH OF VOYAGE,THEY APPROACH FROM KLJON SYSTEM" VAL_COL 0 LOAD_BACK "pics/pi.thomas-space" PROF 5 CALL "PLANETE2" RETURN LAB "PLANETE2" VAL_COL 0 FADE_IN STOP_TASK BACK_ON ADD_OBJ "STAR_WARS" SET_POS 1000,-100,-900 SET_ANGLE 0,0,300 SET_SPANG 0,0,0 SET_SPEED 0,0,0 VIT_OBJ 4 WAIT 80 SET_SPANG 0,0,1 WAIT 30 SET_SPANG 0,2,1 WAIT 20 SET_SPANG 0,-2,1 ADD_OBJ "SHUTTLE" SET_POS 0,-500,-500 SET_ANGLE 0,0,0 VIT_OBJ 5 WAIT 10 ADD_OBJ "MISSILE" SET_POS 0,-400,-300 SET_ANGLE 0,0,0 VIT_OBJ 10 WAIT 10 SELECT "STAR_WARS" SET_SPANG 0,0,0 VIT_OBJ 10 WAIT 100 SELECT "SHUTTLE" VIT_OBJ 10 ADD_OBJ "BLADE RUNNER" SET_POS 1200,0,1000 SET_ANGLE 0,0,-90 SET_SPANG 0,0,0 VIT_OBJ 16 WAIT 25 SET_SPANG 0,12,4 WAIT 30 SET_SPANG 0,0,-2 WAIT 10 SET_SPANG 0,0,0 SELECT "SHUTTLE" VIT_OBJ 14 REM_OBJ "STAR_WARS" WAIT 150 FADE_OUT REM_ALL BACK_OFF RETURN LAB "SPACE_CDRYK" START_TASK OMBRE_OFF EFFECT 1,0,300," THEY ARE NEAR THE PLANET WYTZUL,WHICH IS THE CENTER OF THIS SYSTEM,... " EFFECT 1,0,300," BUT A LOT OF ASTEROIDS MAKE THE PROGRESSION VERY DIFFICULT... BUT YOU'D BETTER LOOK! " LOAD_BACK "pics/decor1-space" PROF 5 BACK_ON STOP_TASK FADE_IN SET_SPRITE 5,0,145,4,45 # Gross pierre SET_SPRITE 6,64,145,4,75 # Machin du fond ADD_OBJ "STAR_WARS" SET_SPEED 0,0,0 SET_POS -1500,0,500 SET_ANGLE 0,0,90 SET_SPANG 0,0,0 ADD_SPRITE 4,43,61 ADD_SPRITE 3,124,100 ADD_SPRITE 5,135,163 VIT_OBJ 4 WAIT 100 REM_SPRITE 4 # Enleve la premiere pierre WAIT 100 REM_ALL_SPRITE ADD_SPRITE 6,263,79 SET_POS 2500,0,2000 # Le vaisseau passe derriere le truc, a l'arriere plan SET_ANGLE 300,45,0 WAIT 100 SET_SPANG 0,-1,0 WAIT 50 SET_SPANG 0,0,0 WAIT 60 FADE_OUT REM_ALL_SPRITE REM_ALL RETURN # Sequence de la surface, ou le gros vaisseau largue # les deux petits LAB "SURFACE" START_TASK LOAD_BACK "pics/decor5-Sea" PROF 5 BACK_ON STOP_TASK FADE_IN ADD_OBJ "STAR_WARS" SET_POS 600,1000,2500 SET_ANGLE 0,0,-160 SET_SPANG 0,0,0 SET_SPEED 0,-10,0 VIT_OBJ 4 OMBRE_ON $1 WAIT 100 SET_SPEED 0,0,0 WAIT 50 VIT_OBJ 0 WAIT 20 VAL_COL 0 EFFECT 1,0,300," -SPACE SHIP ONE READY. THE EXPLORATION CREW IS GOING OUT " EFFECT 1,0,300," WE'RE GOING BACK HOME...GOOD LUCK GUYS!" VAL_COL 16 ADD_OBJ "CONTAINER" SET_POS -400,0,300 SET_SPANG 0,0,6 SET_SPEED 0,-5,0 ADD_OBJ "CONTAINER2" SET_POS -300,0,300 SET_SPANG 0,0,4 SET_SPEED 0,-4,4 SELECT "STAR_WARS" VIT_OBJ 4 SET_SPANG 0,0,10 WAIT 20 SET_SPANG 0,0,0 VIT_OBJ 20 SET_SPEED 0,20,0 WAIT 48 ADD_OBJ "CONTAINER" SET_SPEED 0,0,0 SET_SPANG 0,0,1 WAIT 16 ADD_OBJ "CONTAINER2" SET_SPANG 0,0,2 SET_SPEED 0,0,0 # WAIT 20 WAIT 100 REM_ALL OMBRE_OFF RETURN LAB "SEQ WATER" OMBRE_ON 5 ADD_OBJ "water base" SET_POS 0,-400,2000 SET_ANGLE 0,0,130 CLEAR_FOND PUT_FOND "water base" REM_ALL BACK_ON ADD_OBJ "BOAT" SET_POS 500,-400,1500 SET_ANGLE 0,0,130 VIT_OBJ 4 WAIT 50 SET_SPANG 0,0,2 WAIT 80 SET_SPANG 0,0,0 VIT_OBJ 8 WAIT 100 BACK_OFF SELECT "BOAT" SET_POS 0,-400,0 WAIT 100 REM_ALL RETURN ######################## # Sequence de la ville # ######################## LAB "town" EFFECT 1,0,0," NOW, YOU'LL ENTER THE SECOND PART OF THE DEMO...... WAIT AND ENJOY! " START_TASK LOAD_MUS "modules/mod.(((((apocalypse))))" EFFECT 1,0,0," HEADQUARTERS OF THE UNITED FEDERATION, SEPTEMBER 2019 EARTH..." LOAD_BACK "pics/decor3-city" VAL_COL 16 PROF 5 BACK_ON OMBRE_OFF STOP_TASK SET_SPRITE 5,128,155,8,34 # Immeuble du mileu SET_SPRITE 6,0,190,4,55 # Immeuble de gauche ADD_SPRITE 6,32,72 ADD_OBJ "HOOVER CAR2","PROC1" ADD_OBJ "HOOVER CAR" SET_ANGLE 12,0,334 SET_POS 500,0,-600 VIT_OBJ 6 WAIT 110 ADD_SPRITE 5,196,145 ADD_OBJ "BLADE RUNNER" SET_ANGLE 345,5,237 SET_POS 0,-200,2500 SET_SPEED 0,10,0 WAIT 50 SET_SPEED 0,0,0 VIT_OBJ 6 SET_SPANG 0,0,4 WAIT 60 VIT_OBJ 12 SET_SPANG 0,0,0 WAIT 90 REM_ALL REM_ALL_SPRITE VAL_COL 0 EFFECT 1,0,300," THE SUPREME CONCIL IS IN MEETING " START_TASK LOAD_BACK "pics/PI.Thomas-Council" BACK_ON FADE_IN WAIT 400 VAL_COL 0 EFFECT 1,0,300," -LT JOHN,YOU'VE FAILED IN YOUR MISSION IN MARS...... " EFFECT 1,0,400," -BUT WE'VE DECIDED TO GIVE YOU ANOTHER CHANCE, BY EXPLORING THE RECENTLY DISCOVERED KLJON SYSYEM " EFFECT 1,0,300," -YOU MUST COMPLETE THIS MISSION! " STOP_TASK RETURN # Animation du vehicule "en haut" LAB "PROC1" SET_ANGLE 340,0,236 SET_POS 300,-10,5000 VIT_OBJ 10 WAIT 200 RETURN LAB "oceano2" START_TASK LOAD_BACK "pics/PI.Thomas-Undersea2" PROF 5 BACK_ON VAL_COL 16 OMBRE_OFF STOP_TASK SET_SPRITE 5,128,190,2,47 # Bateau ADD_SPRITE 5,101,185 ADD_OBJ "MANTA" EFFECT 0,11 SET_POS -450,-450,1000 SET_ANGLE 0,0,150 VIT_OBJ 0 WAIT 10 VIT_OBJ 4 WAIT 50 SET_SPANG 0,0,4 REM_ALL_SPRITE WAIT 40 VIT_OBJ 8 SET_SPANG 0,0,0 WAIT 80 VIT_OBJ 4 SET_ANGLE 0,0,90 SET_POS -1000,-200,0 WAIT 120 ADD_OBJ "OCEANO" SET_ANGLE 0,0,200 SET_POS 1000,1000,3000 SET_SPEED 0,-10,0 VIT_OBJ 5 WAIT 30 REM_OBJ "MANTA" WAIT 40 # EFFECT 1,0,500," #- EXPLORER ONE... WAIT 40 SET_SPEED 0,0,0 WAIT 100 REM_ALL RETURN ######################################### # Scenario avec BOING, the Great Boing! # ######################################### LAB "intro" EFFECT 1,0,0," IT'S A..... " START_TASK LOAD_BACK "pics/LG.Tom-Soft" PROF 5 BACK_ON OMBRE_ON $111 STOP_TASK ADD_OBJ "BOING" EFFECT 0,6 SET_ANGLE 0,0,200 SET_POS 1500,100,3000 WAIT 1 FADE_IN VIT_OBJ 5 WAIT 120 VIT_OBJ 0 WAIT 100 SET_SPANG 0,0,2 WAIT 40 VIT_OBJ 5 SET_SPANG 0,0,0 WAIT 100 REM_ALL RETURN LAB "ILE" START_TASK LOAD_BACK "pics/PI.Thomas-Island" STOP_TASK PROF 5 VAL_COL 16 BACK_ON OMBRE_ON 0 ADD_OBJ "BOAT" SET_POS 0,-400,0 SET_ANGLE 0,0,60 SET_SPANG 0,0,0 VIT_OBJ 4 WAIT 50 SET_SPANG 0,0,-2 WAIT 30 SET_SPANG 0,0,2 WAIT 15 SET_SPANG 0,0,0 VIT_OBJ 10 WAIT 100 REM_ALL CLEAR_FOND EFFECT 1,0,400," THE EXPLORATION IS NOT YET FINISHED ...BUT WE HAVE NO TIME TO FINISH IT... MAY BE SEE YOU LATER... " RETURN LAB "globe" START_TASK LOAD_BACK "pics/colormap" STOP_TASK PROF 4 BACK_OFF OMBRE_OFF VAL_COL 16 ADD_OBJ "WORLD" SET_POS 0,-400,1000 ADD_OBJ "AVION" EFFECT 0,12 # WAIT 1 SET_POS 1000,-400,1000 SET_ANGLE 0,0,180 SET_SPANG 0,0,2 VIT_OBJ 8 WAIT 250 SET_SPANG 0,2,0 WAIT 200 REM_ALL BACK_ON ADD_OBJ "AVION" CLEAR_FOND BACK_ON SELECT "AVION" EFFECT 0,15," [[[ NOW THE CREDITS [[[" SET_POS -1500,-800,2500 SET_ANGLE 271,16,351 SET_SPANG 0,-1,0 VIT_OBJ 8 WAIT 250 CLEAR_FOND BACK_ON SELECT "AVION" EFFECT 0,15,"GRAPHICS BY ELMER" SET_SPANG 0,0,0 SET_POS -1400,00,1500 SET_ANGLE 300,300,50 VIT_OBJ 8 WAIT 200 EFFECT 0,15,"CDRYK AND SKREW " SET_POS -1400,-200,1300 SET_ANGLE 300,300,50 WAIT 200 CLEAR_FOND BACK_ON SELECT "AVION" EFFECT 0,15,"[[[[[[[[ YEAAAAAAHHHH A COOL WRITER [[[[[[[[" SET_POS -1500,500,3000 SET_ANGLE 102,145,171 SET_SPANG 0,-1,2 WAIT 400 CLEAR_FOND BACK_ON SELECT "AVION" EFFECT 0,15,"IT S A NICE EFFECT NO" SET_POS 0,-300,1000 SET_ANGLE 102,145,171 SET_SPANG 2,-1,0 WAIT 250 REM_ALL CLEAR_FOND EFFECT 2,0,10," AND MUSICS BY AUDIOMONSTER GREAT! " EFFECT 2,0,10," THIS NICE TEXT WRITER HAVE BEEN MADE BY: PERFORMER OF SILENTS THANKS " VAL_COL 0 RESTORE_COP RETURN LAB "moto" VAL_COL 16 PROF 5 ADD_OBJ "MOTO" SET_POS -300,-350,1200 SET_SPANG 0,0,0 SET_ANGLE 0,0,130 VIT_OBJ 10 ADD_OBJ "MOTO2" SET_POS -500,-350,1000 SET_SPANG 0,0,0 SET_ANGLE 0,0,130 VIT_OBJ 10 ADD_OBJ "MOTO3" SET_POS -700,-350,700 SET_SPANG 0,0,0 VIT_OBJ 10 SET_ANGLE 0,0,130 WAIT 30 SET_ANGLE 0,0,220 SELECT "MOTO" SET_ANGLE 0,0,40 WAIT 30 REM_ALL RETURN LAB "bonus" CLEAR_FOND EFFECT 1,0,400," NOW SOME BONUS TRACKS! LIKE: - THE GREETINGS - SOME WORDS... " EFFECT 1,0,600," SORRY, BUT THERE WAS NO GLENZ VECTOR (WITHOUT ANY CELEBRANDIL MODE) NO RASTERS, NOT A LOT OF ONE VBL 3D OBJECTS... BUT THAT'S WHAT I LIKE! " EFFECT 1,0,600," THE GREETINGS FIRST: TO MARTYN OF NEWSFLASH, MARAUDER/MYSTICS, THE NAZCLUB,REG FROM TLK DELTA/RED SECTOR,NHP, RONAN AND OF COURSE ALL THAT I'VE FORGOT... " EFFECT 1,0,600," NOTE: I USE THE TEC'S LINEDRAWING ROUTINE, SO THANKS TO HIM! " CALL "last one" EFFECT 1,0,600,"THE CREDITS,JUST BECAUSE IT WAS NOT VERY READABLE: GFX: - ELMER - C-DRYK - SKREW MUSIC: - AUDIOMONSTER PROGRAMMING - THOMAS LANDSPURG ADDITIONNAL CODING: - PERFORMER OF SILENTS " EFFECT 1,0,700," CONTACT ADRESS: THOMAS LANDSPURG 9, RUE BALDUNG-GRIEN 67000 STRASBOURG FRANCE NO ILLEGAL SWAPPING AND ..NOT ALWAYS AN ANSWER! " CALL "last one2" EFFECT 1,0,600," ABOUT THIS DEMO: - 400 KBYTES OF COMPACTED GFX - 200 KBYTES OF MUSIC - A LOT OF HARD CODING... " EFFECT 1,0,600,"AND OF COURSE NO LAME\nTRACKDISK LOADING!\nBUT A FULL AMIGADOS\n SUPPORT\n (I HOPE!) MAYBE A CDTV VERSION? " EFFECT 1,0,600," SORRY,BUT I CAN'T ANSWER TO ALL THE LETTERS LIKE: PLEASE,EXPLAIN ME HOW TO MAKE FILLED 3D, OR HOW TO SHOW AN IFF PICTURE! SORRY GUYS! " RETURN LAB "test" # STOP_TASK VAL_COL 16 # BACK_ON # CLEAR_FOND OMBRE_OFF ADD_OBJ "MICKY" SET_SPANG 0,0,2 SET_SPEED -5,0,20 CALL "go back" PUT_FOND "MICKY" ADD_OBJ "HOOVER CAR" SET_SPANG 0,0,2 SET_SPEED 0,-5,20 CALL "go back" PUT_FOND "HOOVER CAR" # ADD_OBJ "BIG SHIP","go back" # SET_SPANG 0,0,2 # SET_SPEED 0,5,20 WAIT 100 REM_ALL RETURN LAB "go back" SET_POS 0,0,0 WAIT 100 # PUT_FOND "CURRENT" RETURN LAB "last one" VAL_COL 16 BACK_OFF OMBRE_OFF ADD_OBJ "MICKY" SET_SPANG 0,0,2 SET_SPEED -5,0,20 CALL "go back" WAIT 100 REM_ALL RETURN LAB "last one2" VAL_COL 16 BACK_OFF OMBRE_OFF ADD_OBJ "SPOING" SET_ANGLE -20,0,0 SET_SPANG 0,0,5 SET_SPEED 5,0,20 CALL "go back" REM_ALL RETURN END