i_cellEnv | bdata/cellshadingEnv.iff
snowing | bdata/snow.iff
t_CellShading | i_cellEnv
t_BlackBorder | 0
bmft | bdata/fontdhl.iff | 32 | 32 | 8 | abcdefghijklmnopqrstuvwxyz0123456789 !?'[],-.
imfont| bdata/fontdhl.iff
ttext2 | Hi All on DHL 2017 ! My second w0rk on Amiga demotool Karate Fighter Demo-Script by Mankind, Big Thanks Mankind! Greets 2 ADAMSOFT, BLACK FOX, CRAZY BENDER, KAKOS NONOS, KOTSOFT, LASOFT, LILKA, LVD, MMCM, MOROZ1999, NQ, NYUK, ORGANIZM, PULSAR, Q-MASTER, SHURAN33, SQ, TMK, TREFI, VINNNY, ZS, AND ALL SPECCY PEOPLES!
outlinePatch | t_CellShading | t_BlackBorder |0.05
world1
yolko1 | world1 |0|0|0|0|0|0|1|1|1 | bdata/jolko_modif.lwo |1 | t_CellShading
o_w1c1 | world1 |0|1.25|0|0|0|0|1.25|0.25|1.25 | t_CellShading| t_CellShading| t_CellShading| t_CellShading| t_CellShading| t_CellShading
o_w1c2 | world1 |3.5|-0.25|3.5|0|0|0|1|3|1 | t_CellShading| t_CellShading| t_CellShading| t_CellShading| t_CellShading| t_CellShading
o_w1c3 | world1 |-3.5|-0.25|-3.5|0|0|0|1|3|1 | t_CellShading| t_CellShading| t_CellShading| t_CellShading| t_CellShading| t_CellShading
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i_lightmapGrey | bdata/lightmapgrey.iff
i_lightmapGrey2 | bdata/lightmapgrey2.iff
coltab1 | bdata/remaptable.iff |0| 255| 255|255
coltab2 | bdata/remaptable.iff |0| 255| 255|128
tLightMapGrey | i_lightmapGrey
t_edgegr |i_lightmapGrey | coltab1 | 1.0
edgepatch2 | tLightMapGrey | t_edgegr |0.8|0.45|0.05
tLightMapGrey2 | i_lightmapGrey2
t_edgegr2 |i_lightmapGrey | coltab2 | 1.0
edgepatch3 | tLightMapGrey2 | t_edgegr2 |0.25|0.4|0.0
world2
yolko2 | world2 |0|0|0|0|0|0|1|1|1 | bdata/jolko_modif.lwo |1 | tLightMapGrey2
DBMmusic | bdata/sandtraveller.dbm
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mainscript |0|1
the_camera |0|0|-3|0|0|0|0.4
the_camera2 |0|0|-5|0|0|0|0.8
mainscript
part_elkoscroll | 2300 | 0 | 1
< PLAY> part_world | 700 | 0 | 1
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part_elkoscroll
setpalette set the screen palette
i_cellEnv we have seen each image stands for a 256 color palette too.
PlayDBM
DBMmusic
fillrc clear the screen background to color 24.
default screen rectangle.
cte | 24
Warper
snowing
CTE|0.8
CTE|0.8
SIN|0|0.5|0.03
COS|0|0.5|0.03
CTE|0.4
CTE|0.2
SIN|0|0.4|1
COS|0|0.6|1
CTE|0
Set3DObject make the tore rotate all the time on the 3 axis:
yolko2
bounce|0|150|2100|-12|0
cte |0.75
bounce|0|250|2100|80|0
sin|0|1.25|0.25 rot.
sin|0|0.75|0.1
aff|0|-0.007 rot.
3cte|1|1|1 scale
Draw3DWorld
world2
the_camera2
cte|0
cte|1
cte|200
DisplayTextPlain
bmft
ttext2
cte | 1000
cte | 1000
cte | 0
aff | 1 | -0.01
cte | 0.9
aff | 1.0625 |-0.01
cte | 1
< Pa> sin |0.88|1.6|0.1 < /Pa>
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part_world
setpalette set the screen palette
i_cellEnv
fillrc clear the background
cte | 52
mvb_x1 | 0,-6 |150,0 |1400,0| 1600,6
Set3DObject make the plane turn around...
yolko1
3cte|0|0|0 position
aff|0|0.00 rot.
aff|0|0.00 rot.
aff|0|0.006 rot.
3cte|1|1|1 scale
cam_x | 0,-4 | 200,0 |300,4 |400,0 |500,0 |550,-3.5 |700,3
cam_y | 0,-4 | 200,-4|300,-3|400,-2 |500,0 |550,1 |700,1
cam_z | 0,0 | 200,4 |300,0 |400,-3.5|500,-3.5|550,3 |700,3
SetCamTarget
the_camera
aftmod | cam_x |0|0 x camera
aftmod | cam_y |0|0 y camera
aftmod | cam_z |0|0 z camera
3cte |0|0|0 x target
cte|0 angle rotation axe z
cte|0.5 fov
Draw3DWorld
world1
the_camera
cte|0
cte|0.25
cte|200
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