Arcade King Super Arcade King Super is a program that creates pictures, shapes and sounds to be used in animation. These objects can be saved seperately or saved together in a table. Arcade King Super can also play most Sound Smith (TM) music files. The table maker is version 1.2. I. Global commands A. Menu Commands Apple menu... The standard about menu plus various desk accessories. File menu... New-- Initializes a new table. This will destroy the table presently in memory. Open-- Loads a table from memory Close-- Close the front desk accessory window Close All-- Close all the desk accessory windows Save-- Save the table under the current chosen name Save as-- Chose a name to use for the table to be save under Delete-- Delete a file or files. This will not delete locked files Initialize disk-- This will only initialize 3.5 and 5.25 inch diskettes. It won't even recognize a hard disk. GSOS can't tell if there is an unformatted disk in a 5.25 inch drive or if the drive is empty. So the program may try an initialize an empty 5.25 inch drive. If you have hit the initialize key by mistake or just want to leave the initialize mode the quickest way is to hit return to get to the "name the file" dialog box. Use the delete key to erase any name from the box then hit the return key. You will then be out of the initialize mode. Page setup-- For printer Print-- Prints the background picture to a printer Quit-- Quits the program Edit menu... Undo-- Undo the last thing that was painted to the screen with one of the paint commands. The menu item says what is to be undone. Such as undo trace, undo line, ect. Right after you do an undo command it then say undo undo. If you do something that can't be undone it will just say undo. Anything that can't be undone will be proceeded with a message asking if you want to save the background before you continue. What undo actually does is swap pages of the background. Whenever you do a paint command such as trace, line, ect. It first copies the present background to the other page and sets a flag to say the background has changed since it was lasted saved or loaded. Cut-- Cuts a shape that is presently animated to the clipboard and deletes it from the table. See Add shape Copy-- Copies a shape that is presently animated to the clipboard and leaves the shape animatedd and in the table. See Add Shape Paste-- Paste a shape from the clipboard. Shows it on the screen and adds it to the table. See Add Shape Clear-- Clears the background to the background color Graphics-- Sets the program to the graphic mode. Sound-- Sets the program to the sound mode. Show clipboard-- Creates a window showing the clipboard. To get rid of the clipboard window you can either us the menu command which is a toggle or just press the mouse outside of the clipboard window but inside the background window. Show statistics-- Shows the number of bytes used in the table and the number of shapes and sounds in the table. II. Paint program This is a no frills paint program for creating the shapes to be animatedd. It creates the shapes in a table. It can also create backgrounds and shapes separately. A. Menu Commands Graphics... Picture size-- You can choose the size of the background. The widest it can be is 655 pixels. The highest it can be is 409 pixels. The largest it can be is ((pixels wide)/2) * pixels high = 65535. The background must be at least 320 pixels wide and 200 pixels high. palette-- You can choose the colors for the 16 palette colors. You can also choose the range and direction for cycling the palette. Choose the color number you want to change by clicking on the color bar in the right of the dialog box with the mouse. Each color has three components red, green, and blue. Use the scroll bars to choose the color. You can check the number values of RGB by pressing the value button or pressing "V" on the keyboard. There are four separate ranges for cycling as numbered at the bottom of the dialog box. Each of the four ranges also has two directions as indicated by the arrows to the left of the speed bar. The speed bar controls the speed at which the cycling occurs. This is separate for each of the ranges. For each of the four ranges you choose the range by clicking and dragging the horizontal bar of the bracket just to the right of the color bar in the dialog window. When the top and bottom bar are on the same color there will be no cycling for that range. There are several ways to leave the palette dialog box. If you hit the cancel button, press the escape key, or press the mouse button outside of the dialog box all the changes you have made will be lost. To save the changes press the OK button or just hit the return key. Another dialog box will come up warning you that you will lose the other palette if you continue. Just like there are two backgrounds there are two palettes. If you continue the palette that existed before you made the present changes will be moved into the restore palette buffer. The palette that was there before will be the one that will be lost. If you hit cancel or press the escape key the palette color changes will not be saved BUT the cycle changes will be. Restore palette-- Switches between the two palettes mentioned above Default palette-- Sets the palette to the default. The warning that you will loose the other palette is presented. Shape palette-- If a shape was loaded from disk you can use this command to use the palette that came with that shape. When you use this command it uses the palette from the last shape that was loaded from disk if any. The warning that you will loose the other palette is presented. Background palette-- If a background was loaded from disk you can use this command to use the palette and cycle information that came with that background. When you use this command it uses the palette from the last background that was loaded from disk if any. The warning that you will loose the other palette is presented. Cycle-- Starts and stops the cycling of the palette. It is a toggle switch Delete a shape-- This deletes the shape that is presently animatedd Undelete shape-- This un-deletes the last shape that was deleted. Also making it animated. Tool box-- This is a toggle switch that removes and replaces the tool.box that is on the right of the screen containing the paint commands and palette and ect. Info bar-- This switch toggles on and off the info bar at the bottom of the screen. The info bar contains the number of the shape that is animatedd if any. And the coordinates of the mouse in the graphics window. Parts menu... Load background-- Loads a background. PNT or PIC file Save background-- Saves a background as a PNT file Load shape-- Loads a PNT file as a shape and adds it to the table and animates it. Save shape-- Saves a shape as a PNT file Choose font-- Choose the font to be used with the text mode Set high bit-- When this is checked the characters printed in text mode will have there high bit set allowing special characters from fonts. B. Tool box commands The tool box is on the right side of the screen. It contains the drawing commands. The palette of colors and other commands. To choose the commands click the mouse in the icon. Pen size-- The two left and right "arrows" control the size of the pen to be drawn with. The box just above them shows the size of the pen. Trace-- The "S" shape is for the trace mode of drawing. You can trace the pen on the screen when you hold down the mouse button. Line-- The "/" shape is for the line mode of drawing. Press the mouse button where you want the line to start. Keep the mouse button down until the line is where you want it to end. Curve-- The "curved" shape is for the arc drawing mode. Press the mouse button where you want the curve to start. Keep the mouse button down until the end of the curve is where you want it. To make the curve bend the other way move the mouse passed the zero point x or y axis if the original point is at zero, zero. Fill-- The "paint bucket" shape is for the fill mode. The fill mode fills in an enclosed area with the color in the paint bucket. The point chosen for filling is at the tip of the paint coming out of the paint bucket cursor. The fill mode will fill passed the edge of the visible screen. Square-- The half shaded "square" shape is for the square drawing mode. The upper left is for a unfilled square. The lower right is for a filled square. Click the mouse where you want the square to start and then drag the mouse to where you want the square to stop and release. In the square drawing mode there is a cross hair that stretches to the entire screen. If the pen size is smallest the rest of this discussion is unimportant. The cross hair starts out in the middle of the square. Pressing keys 1-4 moves the cross hair to the corners of the square. This is so you can better align the square that you want to draw. The realignment of the cross hair doesn't take affect until the pen is moved. Oval-- The half shaded "oval" shape is for the oval drawing mode. The upper left is for a unfilled oval. The lower right is for a filled oval. Click the mouse where you want the center of the oval to be and then drag the mouse away the center for the size of the oval. Polygon-- The half shaded "polygon" shape is for the polygon drawing mode. The upper left is for a unfilled polygon. The lower right is for a filled polygon. Click and release the mouse where you want one corner of the polygon to start. A line will start at that point. To create the next corner click and release the mouse where you want to corner to be. To finish the polygon click the mouse on the first point of the polygon or press the space bar. Alphabet-- The "A" is for the text drawing mode. When the text mode is first entered a vertical bar cursor is put in the upper left corner of the window. All key strokes are supported. Also supported are carriage return, space bar and cursor movement keys. With the high bit set checked in the Parts menu you can print 251 characters total. The cursor can also be moved to any place in the window by clicking the mouse on that point. Where ever the pointer is clicked that will be the upper left limit of the cursor of character placement. A carriage return at the end of a line will bring the cursor back to that left limit and not to the left edge of the screen. You can change the color of the characters and the color of there background using the color controls. The delete key is not supported. Magnify-- The "Magnifying glass" is for creating a magnified image. The window is cut in half. The right half is the magnified image of the left. You can use most of the paint tools in both halves of the window. The tools that can't be used while the magnify window are active are "Fill", "Alpha" and "Add". Add-- The "Add" is for adding shapes to the table. In the add mode there are cross hairs like in the square mode but there is no pen square. Click the cross hairs at one corner of the shape you want to save and drag to the diagonal corner of the shape you want to save and release. At this point you are put in the see mode. And the added shape is animated. See-- The "See" is for viewing a shape that is in the table. The shape can be moved around the screen (animated). Also you can paint as in the trace mode with that shape. To activate see you can also press the "S" key. The pointer can be moved to the upper left hand corner of the shape by pressing the '1' key. Undo-- The "Undo" is the undo in the edit menu Clear-- The "CLR" is the clear in the edit menu Color controls-- At the bottom of the tool box (the lower right hand corner of the screen) is the color control panel. At the top of the this panel is a square within a square (color indicator square). The inner square is the foreground color. The foreground color is the color of the painting pen and also the color of the character in the text mode. The outer square is the background color. The background color is used in clearing the screen and the background in the text mode. To choose a color for the foreground color, click the pointer on one of the colors in the color control panel below the color indicator square. To choose a background color while clicking on one of the colors hold down the command (open apple) key. C. Miscellaneous graphic information While in the painting window the pointer can be made invisible by pressing the escape key. Sometimes it needs to be pressed twice. This works as a toggle switch pressing it again will bring back the pointer. The arrow keys are used for scrolling the paint window except in the text mode. Pressing command-M (open apple M) will remove the top menu bar. This is a toggle switch. Sometimes the palette information in a loaded picture may be damaged. When you load the picture the screen may go all black or all one color. If this happens here is what you can do. Press command-R (open apple R). The restore palette command. You will then be using the palette that was there before and the picture should be visible. III. Sound program A. Menu commands Sound menu... Play music-- Plays a music file that has been loaded from memory. Play sound-- Play a sound that has been loaded from memory. Stop music-- Stops music from playing Stop sound-- Stops sound from playing Dump music-- Clear and free up the ram memory used by a loaded music file Dump sound-- Clear and free up the ram memory that was used by a loaded sound. Parts menu... Load music-- Load a music file. The music file can be either a Sound Smith (TM) file, or the music file created by Arcade King Super. When a music file is loaded its name is put in the music part of the sound window at the bottom. The values in the scroll bars are set by values from the file. Save music-- Save a music file in the Arcade King Super format. Load sound-- Load a sound file from disk. When a sound is loaded its name is put in the sound window just below the delete button. The values in the scroll bars are set from values loaded with the sound file. If the file is of the correct format. Save sound-- Save a sound file to memory in the Arcade King Super format. B. Sound window controls Rate scroll bar-- This scroll bar controls the playback rate of a loaded sound. Volume scroll bar-- This scroll bar controls the volume that a loaded sound is played at. Reverb scroll bar-- This scroll bar controls the reverb value used to play a loaded sound. With a reverb value of 0 the sound is played on only one generator. With a value of greater then 0 is used two generators are used to play the same sound. The delay in the start of the second sound depends on the reverb value. If The reverb value is set next to 1, the volume is increased a little more. Loop check box-- When this box is checked the sound will loop and continually play. Key equivalent - X Edit line box-- The number you insert in this box is the number of the sound from the Arcade King Super table. Play button-- When this button is pressed a sound is played from the table. The number of the sound is in the edit line box. The name of the sound, if there is one for the number in the edit line box, is just below the loop check box. The values in the scroll bars are set from values saved in the table for that sound. Key equivalent - P Add button-- This button adds a sound to the table that had been previously loaded. The rate, volume and reverb values must be set before the sound is added to the table. They cannot be set afterward. Key equivalent - A Delete button-- This button deletes a sound from the table. The number of the sound is in the edit line box. The name of the sound, if there is one for the number in the edit line box, is just below the loop check box. Key equivalent - D C. Music window controls Tempo scroll bar-- This controls the tempo of the music. It is initially set by the loaded music file. Volume scroll bar-- This control decreases the volume of the music. It may be set by the music file that is loaded. loop box-- When this is checked the music will loop and continually play. IV. Animation tools version 1.0 The animation tools are for drawing shapes to the super high resolution screen. And for playing sounds and music. The shapes and sounds are from the table created by the table making part of the program. Backgrounds saved as PNT files can also be drawn to the super high resolution screen. Music files created by Music Studio, Sound Smith, SynthLAB, and Music Composer can be played with the animation tools. This is a user tool so it must be loaded and activated by each application that uses it. The process for doing this is explained in the sample program called SHELL included with this program. The following is a list and description of the animation tool calls. $0100 ClayABootInit Initializes the animation tool; called only by the Tool Locator. An application should never make this call. The stack is not affected by this call. There are no input or output parameters. There are no errors. $0200 ClayAStartup Starts up the animation tool to be used by an application. You must make this call before making any other Animation tool call except the status and version calls. The animation tool requires the Miscellaneous tool set, the Scheduler, Sound manager, Apple Desktop bus, Interger Math Note Synthesizer, and Note Sequencer tools. It does not use the Quick Draw II or Event manager tools. The start up saves the memory for the super high resolution screen for itself. Sets the mouse for 320 mode. Sets several Heart Beat Tasks. One of them is for a one second timer. The super high resolution screen is turned and and cleared to zeros. All the scan line control bytes are set to 0. The following needs to be pushed onto the stack in order: Space for return of address. LONG Bank zero starting address of one page of direct-page space. WORD ID number of the application. WORD The following needs to be pulled off the stack: The address of a one second timer. The number in this location is incremented every second. The following is a list of errors: $0001 Animation tool Already active $0007 Screen memory already in use $0001 Tool no found $1923 Note Sythesizer not started up $0303 Specified task already in Heartbeat queue $0305 Damaged Hearbeat queue detected Memory manager errors returned unchanged. $0333 ClayAShutDown Shuts down the Animation tool and frees any memory it used. If your application started up the Animation tool, it must make this call before it quits. The stack is not affected by this call. There are no input or output parameters. There are no errors. $0400 ClayAVersion Returns the version number of the animate tool. The following needs to be pushed onto the stack in order: Space for the return of the version number. WORD The following needs to be pulled off the stack: Version number of the Animation tool set. WORD There are no errors. $0500 ClayAReset Doesn't do anything The stack is not affected by this call. There are no input or output parameters. There are no errors. $0600 ClayAStatus Indicates whether the animate tool is active. The following needs to be pushed onto the stack in order: Space for the return of the status. WORD The following needs to be pulled off the stack: True (Not zero) if the tool is active. WORD There are no errors. $0900 LoadTable2 Loads an Arcade King Super table created by the table making program of Arcade King Super. When a table is loaded you need to say what color you want the background color to be ($0 - $F). When the table is loaded all the shape objects are adjusted so that all the color numbers matching the background are changed to $0. Also another shape is created. This shape can be considered a black and white inverse shape of the original. This is for punching a whole in the background to store the shape into. The following needs to be pushed onto the stack in order: Pointer to a GSOS string containing the pathname of the table to load. LONG The user id of the application. WORD The color number of the background ($0 - $F). WORD Nothing is returned on the stack The following is a list of errors: $0002 animte tool not active GSOS errors returned unchanged Memory manager errors unchanged $0A00 DumpTable2 This call frees up the memory used by a loaded table The stack is not affected by this call. There are no input or output parameters. The following is a list of errors: $0002 animate tool not active $0003 There is no loaded table $0B00 ReadJoystick2 This call reads both axis of the joystick at once. The reading of the joy stick in the middle for both axis is about 114. The maximum readings are about 230. The super high resolution screen is 320 pixels wide. This does limit somewhat where you can move a shape on the screen by the joystick readings alone without adjustments. The call can read either paddle 0 and 1 or 2 and 3. The following needs to be pushed onto the stack in order: Space for the return of the joystick readings. LONG False (0) to read paddles 0 and 1. True (Not 0) to read paddles 2 and 4. WORD The following needs to be pulled off the stack: The value for the x axis. WORD The value for the y axis. WORD There are no errors. $0C00 GraphicsOn2 This call turns on the super high resolution screen. The stack is not affected by this call. There are no input or output parameters. There are no errors. $0D00 GraphicsOff2 This call turns off the super high resolution screen. The stack is not affected by this call. There are no input or output parameters. There are no errors. $0E00 SetPalette2 This call gets a color table palette and puts it in the color table area of the super high resolution screen. The palette needs to be put in memory by the application. The following needs to be pushed onto the stack in order: Pointer to the color table palette. LONG The color table number that this palette is to have ($0 - $F). WORD Nothing is returned on the stack The following is a list of errors: $0002 animate tool not active $2200 SetSCB2 This call sets one scan line control byte to a value. See Apple IIGS Toolbox Reference for details of the scan line control byte. The following needs to be pushed onto the stack in order: The number of the scan line (0 - 199 acceptable). WORD The value to pass to the scan line control byte. WORD Nothing is returned on the stack The following is a list of errors: $0002 animate tool not active $0004 Value out of range error $0F00 SetSCBs2 This call sets all the scan line control bytes to one value. What it mostly is used for is to set all the scan lines to point to one table. The following needs to be pushed onto the stack in order: The value to use. WORD Nothing is returned on the stack. There are no errors. $1000 ClearScreen2 This call clears the super high resolution screen to one color. The following needs to be pushed onto the stack in order: The value to use for the color (0 - $F). WORD Nothing is returned on the stack. The following is a list of errors: $0002 animate tool not active $1100 LoadBackground2 This call loads a PNT file to be used as a background. The following needs to be pushed onto the stack in order: A pointer to a GSOS string containing the pathname of the paint file to be used as a background. LONG The application user id. WORD Nothing is returned on the stack. The following is a list of errors: $0002 animate tool not active Memory manager errors returned unchanged GSOS errors returned unchanged $1200 DumpBackground2 This call frees the memory used by the PNT file that was used as a background. The stack is not affected by this call. There are no input or output parameters. The following is a list of errors: $0002 animate tool not active. $0005 There is no background image $1003 DrawBackground2 This call draws the background to the high resolution screen. The background image can be larger then the screen. Therefore you may need to use an offset into the image to say what part of the background to draw to the screen. The following needs to be pushed onto the stack in order: The horizontal offset into the background image to be used as the left side of the background. WORD The vertical offset into the background image to be used as the top of the background. WORD Nothing is returned on the stack. The following is a list of errors: $0002 animate tool not active. $0005 There is no background image. $1400 AddToBackground2 This call adds a shape from the table to the background image on the screen. This call actually adds the shape to a buffer used to draw the background to the screen and not the loaded image. So if you use DrawBackground call any added shape by this call will be erased from the screen as the background is drawn. The following needs to be pushed onto the stack in order: The number of the shape to use. WORD The horizontal position to draw to. WORD The vertical postition to draw to. WORD Nothing is returned on the stack. The following is a list of errors: $0002 animate toll not active. $0003 There is no loaded table $0004 Value out of range $0005 There is no loaded background $1500 SetDrawMode2 This call has two seperate switches. Only one word is pushed onto the stack. The low byte controls whether shadowing is turned on or off. False (0) for shadowing on. True (not zero) for shadowing off. With shadowing off a shape is first drawn to bank 1 then the entire screen area is copied to bank $E1. The high byte control takes a little more explaning. When a shape is drawn to the screen any color in it that matches the background color (Not neccessarily the colors that are on the background) allows the background to show through. The background image is kept in its own buffer and nothing is ever written to it (Unless you use AddToBackground of course). What happens is the background image is AND with an inverse black and white image of the shape creating a whole for the shape to be ORed into. With the high byte of the input word of SetDrawMode false (zero) the background image is gotten from the background buffer. With the high byte true (not zero) the background image is gotten from the veiwing screen. The reason for the two modes is if the entire shape is not erased each time before it is redrawn, the remaining image will be picked up as background when it is redrawn. There may be times when you want to pick up other shapes that are animated on the screen and in that case the whole shape needs to be erased first and you want to get the background from the viewing screen. The following needs to be pushed onto the stack in order: Mode value. WORD Nothing is returned on the stack. The following is a list of errors: $0002 animate tool is not active $1600 DrawShape2 This call draws a shape from the table to the screen. The following needs to be pushed onto the stack in order: The shape number. WORD The horizontal position of shape. WORD The vertical position of shape. WORD Nothing is returned on the stack. The following is a list of errors: $0002 animate tool is not active $0003 No table has been loaded $0004 Number is out of range $1700 ErasePartShape2 This call is used when a shape is being moved on the screen. It erases only part of a drawn shape. It erases only the area of the screen that the shape is no longer on when it has moved. The following needs to be pushed onto the stack in order: The shape number. WORD The old horizontal shape position. WORD The old vertical shape position. WORD The new horizontal shape position. WORD The new vertical shape position. WORD Nothing is returned on the stack. The following is a list of the errors: $0002 animate tool is not active $0003 No table has been loaded $0004 Number is out of range $1800 EraseWholeShape2 This call erases the entire shape from the screen. The following needs to be pushed onto the stack in order: The shape number. WORD The horizontal shape position. WORD The vertical shape position. WORD Nothing is returned on the stack. The following is a list of the errors: $0002 animate tool is not active $0003 No table has been loaded $0004 Number is out of range $1900 EraseArea2 This call erases an area of the screen. It is called by ErasePartShape and EraseWholeShape. An area of the screen is erased by drawing the background to the screen. The following needs to be pushed onto the stack in order: The horizontal position of the upper left hand corner. WORD The vertical position of the upper left hand corner. WORD The width of the area to erase in pixels. WORD The depth of the area to erase in pixels. WORD Nothing is returned on the stack. The following is a list of the errors: $0002 animate tool is not active $1A00 SetAnimationTable2 This call sets a pointer to an animation table that will be used by the DrawAll call. The animation table is in the applications memory. The following needs to be pushed onto the stack in order: A pointer to the start of the animation table. LONG Nothing is returned on the stack. The following is a list of errors: $0002 animate tool is not active $1B00 DrawAll2 This call automatically erases and draws all the characters listed in the animation table. The animation table contains the number of characters to be animated. And position information for each character. Each character can have several shapes associated with it, or just one. The following is the structure of the animation table: dw $0000 ;The number of characters in the table * Information for each character. 16 bytes each. dw $0000 ;The shape number of the character. dw $0000 ;The old horizontal character position (for erasing) dw $0000 ;The old vertical character position (for erasing) dw $0000 ;The new horizontal character position (for drawing) dw $0000 ;The new vertical character position (for drawing) ds 6 ;Nothing here for now The size of the table would be 16 times the number of characters + 2. DrawAll has two modes. One use ErasePartShape. The other uses EraseWholeShape. The following needs to be pushed onto the stack in order: The mode word. False(0) for ErasePartShape. True(not 0) for EraseWholeShape. WORD Nothing is returned on the stack. The following is a list of errors: $0002 animate tool is not active $0003 No table has been loaded $0004 Number out of range $1C00 Cycle2 This call causes different parts of the color table to cycle according to how they were set up in the Arcade King Super table. There are four different cycle ranges. This feature is control by a single WORD. The first 2 bits of the low byte (0 - 3) control which range is accessed. If The entire word is -1 ($FFFF) all the ranges cycling is turned off. If the high byte of the word is -1 ($FFxx) The cycling for that chosen range is turned off. The high nibble of the low byte controls which direction the colors cycle. False (0) one direction and True(not 0) the other. The high byte controls the speed at which the cycling occurs. The lower the number the faster the cycling occurs. The acceptable ranges are 1 - $80. Any number outside of this range such as zero will cause the diffault set in the Arcade King Super table to be used. Again a value of -1 ($FF) will cause cycleing to stop. The following needs to be pushed onto the stack in order: The mode word. WORD Nothing is returned on the stack. The following is a list of errors: $0002 animate tool is not active $1D00 PlaySound2 This call plays a sound from the Arcade King Super table. The following needs to be pushed onto the stack in order: The sound number. WORD Nothing is returned on the stack. The following is a list of errors: $0002 animate tool is not active $0003 No table loaded $0004 Number out of range $1921 No generators available to allocate $1923 Note Synthesizer not started up. $1E00 LoadMusic2 This call loads a music file and all the instruments to play it into memory. The following needs to be pushed onto the stack in order: Pointer to a GSOS string containing the pathname of a music file modified by the Arcade King Super table. LONG The application user ID. WORD Nothing is returned on the stack. The following is a list of errors: $0002 animate tool is not active Memory manager errors returned unchanged GSOS file errors returned unchanged $1F00 PlayMusic2 This call plays a music file that was loaded. The following needs to be pushed onto the stack in order: The mode word. False(0) play music once. True(not 0) play music continuously. WORD Nothing is returned of the stack. The following is a list of errors: $0002 animate tool is not active $0006 No music file has be loaded. $1921 No generator is avaiable. $1A05 Note Sequencer has not been started up $2000 StopMusic2 This call stops the playing of music The stack is not affected by this call. There are no input or output parameters. The following is a list of errors: $0002 animate tool is not active $2100 DumpMusic2 This call frees up the memory used by a music file. The stack is not affected by this call. There are no input or output parameters. The following is a list of errors: $0002 animate tool is not active $2300 PauseMusic2 This call temporarily halts halts music that was playing. The stack is not effected by this call. There are no input or output parameters. The following is a list of errors: $0002 animate tool is not active $0006 no music has been loaded $0008 no muisc is playing $2400 RestartMusic2 This call restarts music that was temporarily halted with the PauseMusic2 call. The stack is not effected by this call. There are no input or output parameters. The following is a list of errors: $0002 animate tool is not active $0006 no music has been loaded $0008 no muisc is playing $2500 MusicStatus2 This call tells you whether music is playing or not. The following needs to be pushed onto the stack in order: Space for the return of the status. WORD The following needs to be pulled off the stack: True (Not zero) if music is playing. WORD This is a sumary of the error codes: $0001 animate tool already active The animation tool has not been shut down since the last time it was started up. $0002 animate tool not active The animation tool has not been started up. $0003 No table has been loaded No Arcade King Super table has been loaded into memory with the LoadTable call. Or the memory has been freed with the DumpTable call. $0004 Number is out of range An object number for a shape or a sound was chosen that did not exist in the Arcade King Super table that was loaded. $0005 No background has been loaded No background PNT file has been loaded with the LoadBackground call. Or the memory for the background has been freed with the DumpBackground call. $0006 No music file has been loaded No Music file has been loaded with the LoadMusic call. Or the memory for the music file has been freed with the DumpMusic call. $0007 Screen memory already in use The screen memory locations $012000-$019CFF and/or $E12000-$E19FFF is owned by someone else. $0008 Music is not playing V. Files included with this program. Read.Me Quick information MANUAL Manual for Arcade King Super program ArcadeKingSuper Table making program of Arcade King Super Clays.ATool The animate tool for Arcade King Super program ClayTool.Macs.S Merlin type macros Demos Folder ..Shell Folder ....Header.S Header file ....Macros.S Macro file ....Shell.S Source file ....Shell Shell program demonstrating the starting up of the animation tool ..Read.Joystick Folder ....Header.S Header file ....Macros.S Macro file ....Read.Joystick.S Source file ....Read.Joystick A program to read the joy stick ..Dodge.Ball Folder ....Header.S Header file ....Macros.S Macro file ....Dodge.Ball.S Source file ....Dodge.Ball A demonstration animation program ....Dodge.BAll2 Another demonstration animation program ....Table A shape and sound table created by the Arcade King Super table program used by the dodge.ball program ....Background Background PNT file used by the dodge.ball program ....Music Folder ......Blizzard Music file modified by the Arcade King Super table program ......Amegas Music file modified by the Arcade King Super table program ......Behind Music file modified by the Arcade King Super table program ......AfterTho Instrument file ......Aligator Instrument file ......AnalogString Instrument file ......BassDrum.2 Instrument file ......BassDrum.3 Instrument file ......Claves Instrument file ......Dangerous Instrument file ......ElecTom Instrument file ......FunBass Instrument file ......HiHat1 Instrument file ......HiHat2 Instrument file ......JahRMarkT Instrument file ......Koto Instrument file ......Marimba Instrument file ......MetalKey Instrument file ......Pizza Instrument file ......PopBass Instrument file ......PopSnare.1 Instrument file ......PopSnare.2 Instrument file ......Room.Bras Instrument file ......Shaker Instrument file ......Shamus Instrument file ......SnareDr2 Instrument file ......Squares Instrument file ......Strings3 Instrument file ......WoodBlok Instrument file