
  Its around 4 am, May 28 1994. Have you ever coded by a full moon? Iron
Maiden is on, Fear of the Dark. Im tired of writing up PMODE 3.0 dox and BC4
interface libs. So I dug out the source to Timeless and am writing up this
little doc as of now. Some people requested that I release the source, so here
it is. Not much of a source really... I don't think it will do many people
much good, but youre welcome to it. Its all 32bit ASM, coded under TASM 4.0
and TLINK 3.01.

  But I think the background routine is all you really want. It is very
simple, a full 360 3D ground texture mapping of a 256x256 bitmap with various
skewing on the X. I did not spend too much time optimizing the inner loop, in
GNBG.ASM at line 197, since it spends most of its time waiting for the video
card.

  The source code is not well commented, and very messy. But it may be
possible to extract some useful pieces. Here are the files that should be
present:

  TIMELESS.TXT  - this doc
  MAKETIME.BAT  - builds TIMELESS.EXE

  ARGC.ASM      - command line argument library
  END.ASM       - end piccy put code
  GNBG.ASM      - background routine code
  GRFX.ASM      - various grafix and related data
  KB.ASM        - keyboard handler
  L0.ASM        - background sequence code
  L1.ASM        - sprite sequence code
  L2.ASM        - lens sequence code
  LOW_GUS.ASM   - low level GUS interface
  LOW_NONE.ASM  - low level nothing interface
  LOW_SB.ASM    - low level SB interface
  MTMPLAY.ASM   - crappy little MTM player
  MUZ.ASM       - high level muzik interface
  PMODE.ASM     - PMODE v2.4 protected mode extender
  SC.ASM        - crappy scaling routine
  V.ASM         - main file
  VRT.ASM       - vertical retrace timing and palette setting

  CSPRS.M       - compiled sprites
  ENDPIC.M      - end piccy
  GNBGTBL.M     - precompiled background vector data
  L0P?.M        - background part code
  L1P?.M        - sprite part code
  L2P?.M        - lens part code
  LOW_DATA.M    - data structure for muzik driver
  MISC.M        - misc setup stuff
  MUZIK.M       - MTM muzik file
  PALS.M        - palette data
  SCTBL.M       - tables for scale routine
  TILES.M       - tiles for background

  *.LBM         - various DPII enhanced grafix files
  *.INC         - various defines
  *.RT          - various misc routines

  Look through it, compile it, learn from it, whatever you want... The code
is not important. I did this demo because while I was testing a 3D ground
routine, I really liked how nice daisies looked on gradiented spheres. I
forget, but I think it took me around 1-3 weeks to do this thing. I gotta get
a projector... I want to see this on my celing.

  Oh well... Gotta say hi to my friends around the world... Keep doing your
code or muzik or grafix or whatever you do...

                                        L8r for now...
                                        Tran... (a.k.a. Thomas Pytel)
					tran@phantom.com... (Hey, why should
					I answer mail?!? I'm evil...)

