
<MAIN> HunoPPCscript |0|1</MAIN>              the HunoPPC loading...V 1.1.8

<BMFONT> bmft  | data/fonts2.iff | 32 |  32 | 8 | abcdefghijklmnopqrstuvwxyz0123456789(): !?'[],-. </bmfont>

<KIMG> texture256x256 | data/hunotexture2.iff </KIMG>
<KIMG> texture256x256_2 | data/hunotexture1.iff </KIMG>
<KIMG> texture256x256a | data/hunotextureb1.iff </KIMG>
<KIMG> texture256x256b | data/hunotextureb2.iff </KIMG>

<KIMG> hunotext1  | data/loading.iff </KIMG>
<KIMG> hunotext2  | data/loading2.iff </KIMG>
<KIMG> purelamers256x256 | data/purelamers256x256.bsh </KIMG>
<KIMG> textureTwirl | data/twirl.iff </KIMG>


<KCAM> cam_1 |0|0|0|0|0|0|1  </KCAM> camera (x,y,z,o1,o2,o3,FOV)

<KCOLORTABLE> coltab1 | data/remaptable.iff |0|255|255|255    </KCOLORTABLE>

 our sub-rectangle:

<KRECT> rec3d   |0|0|1|1|  |0|0|1|1| </KRECT>

--------------------------------------------------
<KSCRIPT>

    <ID> HunoPPCscript </ID>
	<PLAY> hunopart1 | 335 | 0 | 1 </PLAY>   ;340
	<PLAY> hunopart2 | 2100 | 0 | 1 </PLAY>  ;2100
	<PLAY> hunopart3 | 2100 | 0 | 1 </PLAY>  ;2100
	<PLAY> hunopart4 | 1050 | 0 | 1 </PLAY>  ;1050
	<PLAY> hunopart5 | 1800 | 0 | 1 </PLAY>  ;1800
	<PLAY> hunofinal | 400 | 0 | 1 </PLAY>   ;400
    <Play> blankpart | 25 |0 | 1 </play>
    <PLAY> VerticalScroll | 2700 | 0 | 1 </PLAY>

</KSCRIPT>

--------------------------------------------------------
<KPART>

    <ID> hunopart1 </ID>

    <Fx>
        <Pa>setpalette</Pa>
        <Pa> texture256x256_2 </Pa>
    </Fx>

    <Fx><Pa> SetCamCoord </Pa>
            <Pa> cam_1 </Pa>

            <Pa>sin|0|0.26|2</Pa>    x
            <Pa>sin|0|0.35|1.75</Pa>        y
            <Pa>sin|0|0.28|2</Pa>    z

            <Pa>sin|0|0.2|0.15</Pa>    o1
            <Pa>sin|0|0.20|1.21</Pa>    o2
            <Pa>sin|0|0.22|1.30</Pa>    o3

            <Pa>CTE|0.7</Pa>       fov
            </Fx>

    <Fx><Pa> Ground </Pa>
            <Pa> </Pa>
            <Pa> texture256x256_2 </Pa>
            <Pa> cam_1 </Pa>

            <Pa>cte|1</Pa>
            <Pa>CTE|1</Pa>

            <Pa>CTE|1</Pa>
            <Pa>CTE|0</Pa>
            <Pa>CTE|1</Pa>
            </Fx>

   

    + 1 sprite :-)
    <Fx><Pa> Sprite </Pa>
        <Pa></Pa>
        <Pa> hunotext1 </Pa>
        <Pa> 4cte|0|0|.95|0.15 </Pa>
    </Fx>



       </KPART>

<KPART>

    <ID> hunopart2 </ID>

    <Fx>
        <Pa>setpalette</Pa>
        <Pa> texture256x256_2 </Pa>
    </Fx>


   <Fx><Pa> setcamcoord  </Pa>
        <PA> cam_1 </Pa>
        <PA> 2cte|0|0</Pa>
        <PA> aff|0|4 </Pa>

        <PA> aff|0|0.001 </Pa>
        <PA> aff|0|0.003 </Pa>
        <PA> aff|0|0.002 </Pa>
        <PA> cte|0.3 </Pa>
    </Fx>

<Fx><Pa> Tunnel </Pa>
            <Pa>  </Pa>
            <Pa> texture256x256_2  </Pa>
            <Pa> cam_1</Pa>

            <Pa>CTE|2</Pa>
            <Pa>CTE|0.25</Pa>

            <Pa>CTE|0</Pa>
            <Pa>CTE|0</Pa>
            <Pa>CTE|0</Pa>
            </Fx>

              </KPART>

    <KPART>

    <ID> hunopart3 </ID>

    <Fx>
        <Pa>setpalette</Pa>
        <Pa> texture256x256_2 </Pa>
    </Fx>


<KTABLE> cam_x | 0,0 | 200,0   |300,2.2|400,0  |500,-2.2|550,-1   |700,-3 |900,0|1200,0</KTABLE>
<KTABLE> cam_y | 0,-0.5 | 200,0|300,0|400,0  |500,0     |550,0.8 |700,-0.8|900,0|1200,0</KTABLE>
<KTABLE> cam_z | 0,0 | 200,3   |300,4|400,5.5|500,4     |550,3.5 |700,3   |900,0|1200,0</KTABLE>

<KTABLE> cam_tx | 0,0 | 200,0 |550,0 |700,0   |900,0|1200,0</KTABLE>
<KTABLE> cam_ty | 0,0 | 200,0 |550,0 |700,0.2 |900,0|1200,0</KTABLE>
<KTABLE> cam_tz | 0,4 | 200,4 |550,4 |700,-1  |900,-1|1200,-1</KTABLE>

<KTABLE> cam_o1 | 0,0 |300,0 | 400,-0.9|600,0.9 | 700,0 |900,0 |1200,0</KTABLE>

    <Fx><Pa> SetCamTarget </Pa>
            <Pa> cam_1 </Pa>

            <Pa> aftmod | cam_x |0|0 </Pa>
            <Pa> aftmod | cam_y |0|0 </Pa>
            <Pa> aftmod | cam_z |0|0 </Pa>

            <Pa> aftmod | cam_tx |0|0  </Pa>
            <Pa> aftmod | cam_ty |0|0  </Pa>
            <Pa> aftmod | cam_tz |0|0  </Pa>

            <Pa> aftmod | cam_o1 |0|0  </Pa>
            <Pa> aftmod | cam_fov |0|0 </Pa>
            </Fx>
<KTABLE> cam_fov | 0,1 | 200,0.4 |700,0.4 |900,1|1200,1</KTABLE>


    <Fx><Pa> Ground </Pa>
            <Pa> </Pa>
            <Pa> texture256x256_2 </Pa>
            <Pa> cam_1 </Pa>

            <Pa>cte|1</Pa>
            <Pa>CTE|1</Pa>

            <Pa>CTE|0</Pa>
            <Pa>CTE|0</Pa>
            <Pa>CTE|0</Pa>
            </Fx>

    <fx><pa> setrect  </pa>
        <pa> rec3d </pa>
        <Pa> 4cam| cam_1 |1|1|0|0|-1 </Pa>
        <Pa> 4cam| cam_1 |1|1|0|0|-1 </Pa>
    </fx>
    <Fx><Pa> Warper </Pa>
            <Pa> rec3d </Pa>
            <Pa> texture256x256 </Pa>

            <Pa>CTE|0.8</Pa>
            <Pa>CTE|0.8</Pa>
            <Pa>SIN|0|0.9|0.03</Pa>
            <Pa>COS|0|0.6|0.03</Pa>

            <Pa>CTE|0.6</Pa>
            <Pa>CTE|0.2</Pa>
            <Pa>SIN|0|0.4|2</Pa>
            <Pa>COS|0|0.6|2</Pa>

            <Pa>CTE|0</Pa>
    </Fx>
    <fx><pa>DBMVol</Pa>
        <Pa>  cos |0.5|1.5|0.5    </Pa>
    </Fx>



</KPART>
<KPART>

    <ID> hunopart4 </ID>

    <Fx>
        <Pa>setpalette</Pa>
        <Pa> texture256x256a </Pa>
    </Fx>

    <Fx><Pa> SetCamCoord </Pa>
            <Pa> cam_1 </Pa>

            <Pa>sin|0|0.26|2</Pa>    x
            <Pa>sin|0|0.35|1.75</Pa>        y
            <Pa>sin|0|0.28|2</Pa>    z

            <Pa>sin|0|0.2|0.15</Pa>    o1
            <Pa>sin|0|0.20|1.21</Pa>    o2
            <Pa>sin|0|0.22|1.30</Pa>    o3

            <Pa>CTE|0.7</Pa>       fov
            </Fx>

    <Fx><Pa> Ground </Pa>
            <Pa> </Pa>
            <Pa> texture256x256a </Pa>
            <Pa> cam_1 </Pa>

            <Pa>cte|1</Pa>
            <Pa>CTE|1</Pa>

            <Pa>CTE|1</Pa>
            <Pa>CTE|0</Pa>
            <Pa>CTE|1</Pa>
            </Fx>



    + 1 sprite :-)
    <Fx><Pa> Sprite </Pa>
        <Pa></Pa>
        <Pa> hunotext2 </Pa>
        <Pa> 4cte|0|0|.95|0.15 </Pa>
    </Fx>



       </KPART>
       <KPART>

    <ID> hunopart5 </ID>

    <Fx>
        <Pa>setpalette</Pa>
        <Pa> texture256x256b </Pa>
    </Fx>


   <Fx><Pa> setcamcoord  </Pa>
        <PA> cam_1 </Pa>
        <PA> 2cte|0|0</Pa>
        <PA> aff|0|4 </Pa>

        <PA> aff|0|0.001 </Pa>
        <PA> aff|0|0.003 </Pa>
        <PA> aff|0|0.002 </Pa>
        <PA> cte|0.3 </Pa>
    </Fx>

<Fx><Pa> Tunnel </Pa>
            <Pa>  </Pa>
            <Pa> texture256x256b  </Pa>
            <Pa> cam_1</Pa>

            <Pa>CTE|2</Pa>
            <Pa>CTE|0.25</Pa>

            <Pa>CTE|0</Pa>
            <Pa>CTE|0</Pa>
            <Pa>CTE|0</Pa>
            </Fx>

              </KPART>
              <KPART> <ID> blankpart  </ID>

    <Fx><Pa> FillRc </Pa><Pa></Pa><Pa>cte| 0 </Pa></Fx>

</KPART>

<KPART>
wrapper -> fixe -> zoom

    
    <ID> hunofinal </ID>
    <KTABLE> wrapperall | 0,1 | 200,0 | 300,0 | 400,0.5 </KTABLE>
    <KTABLE> wrapperdoffset | 0,1 | 200,0 | 300,0 | 400,0 </KTABLE>
    <KTABLE> wrapperzoom | 0,1 | 200,1 | 300,1 | 400,0 </KTABLE>
    <KTABLE> wrapperoffs | 0,0.5 | 200,0.5 | 300,0.5 | 400,1.5 </KTABLE>
    <KTABLE> fadeinout | 0,0 | 100,1 | 350,1 | 400,0 </KTABLE>

    <Fx><Pa>BindPalette</Pa>  1st parameter is always the name of the effect.

            <Pa> aft|fadeinout|0|0 </Pa>
            <Pa>CTE|0</Pa>              type of fade:0,1,2,3
            <Pa>CTE|0</Pa>            optional color 0->255 (0)
            <Pa> purelamers256x256 </Pa>     palette where to fade ( "B" )
            <Pa> purelamers256x256 </Pa>            optional source Palette(2)

            <Pa>CTE|0</Pa>              type of fade:0,1,2,3
            <Pa>CTE|0</Pa>            optional color 0->255 (0)
            <Pa>purelamers256x256</Pa>       Palette where to fade ( "B" )
            <Pa>purelamers256x256</Pa>       optional source Palette(2)

            <Pa>CTE|0</Pa>              type of fade:0,1,2,3
            <Pa>CTE|0</Pa>            optional color 0->255 (0)
            <Pa>purelamers256x256</Pa>       Palette where to fade ( "B" )
            <Pa>purelamers256x256</Pa>       optional source Palette(2)
        </Fx>

    <Fx><Pa> Warper </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> purelamers256x256 </Pa> the 256x256 texture to deform

            <pa>aft|wrapperzoom|0|0</pa> zoomx rate
            <pa>aft|wrapperzoom|0|0</pa> zoomy rate

            <pa>aft|wrapperoffs|0|0</pa> offset x
            <pa>aft|wrapperoffs|0|0</pa> offset y

            <pa>aft|wrapperdoffset|0|0</pa> amplitude
            <pa>aft|wrapperdoffset|0|0</pa> frequency
            <pa>aft|wrapperall|0|0</pa> defo x offset
            <pa>aft|wrapperall|0|0</pa> defo y offset

            <Pa>CTE|0</Pa> mapping type
    </Fx>

    

</KPART>

<KPART><ID> VerticalScroll  </ID>

  

<Fx><Pa> SetRect </Pa>
        <Pa> kc1  </Pa>
        <Pa>bounce  |0|200|2450|1|0  </Pa>
        <Pa>cte|0</Pa>
        <Pa>2cte|1|1</Pa> x2,y2
        <Pa> 4cte |0|0|1|1 </Pa>
</Fx>

<Fx><Pa> fillrc  </Pa><Pa> kc1 </Pa> <Pa>cte|4</Pa></Fx>

<Fx><Pa> SetRect </Pa>
        <Pa> kc1  </Pa>
        <Pa>2cte|0|0</Pa>
        <Pa>bounce  |0|200|2450|1|0  </Pa>
        <Pa>cte|1</Pa>
        <Pa> 4cte |0|0|1|1 </Pa>
</Fx>

<Fx><Pa> fillrc  </Pa><Pa> kc1 </Pa> <Pa>cte|0</Pa></Fx>



    <Fx><Pa> setcamcoord  </Pa>
        <PA> cam_1 </Pa>
        <PA> 2cte |0|0</Pa>   x,y,
        <PA> bounce |0|200|2550|-15|-1   </Pa>     z
        <PA>  4cte|0|0|0|1  </Pa>        o1 o2 o3 fov
    </Fx>
<Fx><Pa> SetRect </Pa>
        <Pa> kc2  </Pa>
        <Pa> 4cam|cam_1|1|1|0|0|0</Pa>
        <Pa> 4cam|cam_1|1|1|0|0|0</Pa>
</Fx>
<Fx>
        <Pa>setpalette</Pa>
        <Pa> textureTwirl </Pa>
    </Fx>

    <Fx>
        <Pa> Twirl </Pa>
        <Pa></Pa>
        <Pa> textureTwirl </Pa>

        <Pa>SIN|0|1|0.25</Pa> ofsx
        <Pa>COS|0|1|0.25</Pa> ofsY

        <Pa>SIN|0|0.1|1</Pa> start angle
        <Pa>CTE|0</Pa>    amp. angle
        <Pa>CTE|0</Pa>    freq angle

        <Pa>CTE|0</Pa>         start dist.
        <Pa>SIN|0|0.6|0.5</Pa> amp.dist
        <Pa>COS|0|0.2|32</Pa> freq dist

        <Pa>CTE|0</Pa> mapping type
    </Fx>


 

<KTEXT> ttext1 |
                    +
   LES PURELAM3RS   +
                    +
  VOUS ONT PRESENTE +
                    +
        POUR        +
                    +
   L'I.G.D.R.P.2    +
      MAI 2003      +
                    +
  .--------------.  +
  AMIGA  FOREVER ?  +
  '--------------'  +
                    +
UNE DEMO ENTIEREMENT+
  DEVELOPEE EN 24H  +
AVEC K-FIGHTER ALIAS+
    K A R A T E     +
 PAR MAITRE KRABOB  +
                    +
    CODE/SCRIPT:    +
      HUNO PPC      +
  SUR L'AMIGA 4000  +
  "DE LA MORT"  :)  +
                    +
    GFX/SUPPORT:    +
      POLYMERE      +
      PEGASOS       +
                    +
  GFX/HELP CODING:  +
SLOBMAN - WICKEDVINZ+
     AMIGA 1240     +
                    +
--------------------+
                    +
     GREETZ TO:     +
                    +
   CONCEPT-LIGHT    +
       CRISOT       +
   DIVISION  ZERO   +
    GRIM PROJECT    +
  KIKI PRODUCTIONS  +
      MANKIND       +
       PUR(E)       +
     SECTOR  ONE    +
      SHIVA 2K2     +
      TRIPLE A      +
      WOODTOWER     +
                    +
  ET TOUS CEUX QUE  +
 L'ON A OUBLIES ... +
                    +
--------------------+
                    +
AMIGA RULEZ         +
   PEGASOS RULEZ    +
     AMIGAONE RULEZ?+
                    +
--------------------+
                    +
     A BIENTOT      +
       A LA         +
   - HUNO PARTY -   +
                    +
--------------------+</KTEXT>

--------------- display scroltext
   <Fx><Pa> DisplayText </Pa>
        <Pa></Pa>               the rectangle where to draw
        <Pa> bmft </Pa>         a bitmap font object from < BMFONT>
        <Pa> ttext1 </Pa>       a text object with <KTEXT >

        <Pa> cte | 22 </Pa> number of char before return.
        <Pa> cte | 1500 </Pa> max number of char to draw.
        <Pa> cte | 0 </Pa> char start offset

        <Pa> cte |0.010 </Pa>                X1 Y1 X2 Y2 of 1st caracter.
        <Pa> aff |1.5      |-0.0025 </Pa>
        <Pa> cte |0.05  </Pa>
        <Pa> aff |1.56  |-0.0025 </Pa>

    </Fx>


</KPART>

