## SPACE FX MANUAL

## WELCOME!

SPACE FX version 1.0

SPACE FX version 1.0 is an animation utility which can generate up to 1000 animation frames of 320x200 or 320x240 24-bit TGA true colour images.
Planets, comets and spacecraft can all be combined and animated completely automatically.
The images created with SPACE FX can be converted to FLI animations by programs such as DTA (Dave's Targa Animator) or converted to 256 colour GIF, BMP or PCX pictures.
Although intended for space epics, there is no reason to stop there. You can combine and scale ANY combination of images to produce animations or just to get that perfect picture you can see in your imagination.

### FEATURES:

Easy to use. Advanced menu system and context sensitive online help.
Use a smoothly rendered coloured backdrop or your favourite BMP or PCX image.
Plot a realistic starry background, compiled from a genuine star catalogue (not just random dots).
Add a rotating planet or two.
Put in a comet or a halo around the Sun.
Add any BMP, PCX or TGA image of spacecraft, even your own creations!
Specify movement for ANY object and the program will calculate its new size, position and scale and then generate up to 1000 frames - completely automatically!
Before using this software, please read the legal nonsense at the end of this document. It's a shame that we live in a world where such mumbo-jumbo seems necessary but that's the way things are these days.
SPACE FX is shareware. Please register soon!
FRAMES
LIST: -

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## HELP SYSTEM

G'day, Many helpful details about this program can be found via the online help system. Menu items are explained and links are included to access further information.
Up to three hyperlinks (computer buzzword) may be provided to reach further screens. To select a LINK from the boxes displayed press the number keys 1 to 3 if shown. If absent, exit instructions are shown.
RETURN selects the first item (box 1). To get to the previous page, press ESCAPE. To exit, press function key F1, or try pressing the ESCAPE key until you do.

If you switch to many different links, you may not be able to exit just using the ESCAPE key. In that case, use function key F1 to exit.
The help window is displayed on top of the menus.
The mouse is not available during help functions.
FRAMES

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## MENUS

Click on a heading with the mouse, or press the ALT key plus the heading's first letter.
FILE - for key animation details.
SKY - sets up a starry backdrop,
PLANET - adds a planet or moon,
COMET - puts a comet dead ahead!
BITMAP - import a spacecraft image.
LIST - lists all defined objects.
OPTIONS - sets up optional items.

Each menu presents a new window and a number of items to select or edit. Use the arrow keys to move among the selections and press RETURN to edit or select the highlighted option.
Alternatively, the mouse can be used to click on a selection and immediately edit it.
F1 will launch the on-line help system and give
you a screen of context sensitive information.
Each object menu also has a 'current object' box.
This lists the current object, its name and the start and end frames.
If the current object matches the type of object for that menu window, it will be RED. If it doesn't match it will be GREY.
FILE

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## FRAMES

An animation can be considered as a sequence of FRAMES, joined together and displayed rapidly to give the illusion of movement. At 30 frames per second, a 10 second animation contains 300 frames. Therefore, to make such an animation, you need a way to generate those 300 images. Thats a lot of work!
Why can't someone come up with a program that lets me define the objects in a scene and generate all those images automatically?
I thought you'd never ask!
Enter SPACE FX version 1.0!

FILE

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## OBJECTS

Objects are the core of SPACEFX. An animation consists of a number of defined objects that the program manipulates.
For example, the first object in the list is often the starry sky. Next, a planet is added to the List followed by PCX images and so on.
SPACE FX takes your list, calculates their position, sorts them by distance and then draws the scene and saves it on the disk. It does this for all animation frames that you have defined.
Amazing stuff!

SPACE FX will correctly animate any number of objects up to a limit of 30. Each one can be assigned independent movement, planets can rotate, comets can pass by and images of spacecraft can zip around the screen under your control.
Additionally, each object can have their own start and end points so that they arrive and depart during the animation when YOU want them to!
Images can Fade in or out, be partly transparent or even accelerate from rest or brake to a stop.
SOLAR SYSTEM

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## FLIC FILES

When SPACE FX is finished, you run another program (such as DTA) to compile the frames into a FLI animation file.
Many multimedia players will display FLI animations and other formats as well.
For DOS, a good FLI animation viewer is AAPLAY. It has been around for quite a while so it is not hard to find.
In Windows, the Multimedia Player can play FLI files.
You can also use MPEG.

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## MPEG FILES

When SPACE FX is finished, you have a number of 24-bit TGA images.
To make them into an MPEG animation, you will need an MPEG encoder and (later) an MPEG viewer.
Once SPACE FX has created the images, they may also be converted to other formats, such as BMP, PCX or GIF.
Many graphics programs can do this task.

### STILL IMAGES

One of the nice things about SPACE FX is that you may compose your image and move things around until you are satisfied with the result before the final picture is generated.

### PREVIEWS

Being able to preview your work prior to storing it is a nice touch.
Although previews are in black and white, I have found that this gives the best idea of how the image will turn out.
I tried to use a fixed palette, but it is only approximate.
Why didn't I use a colour dithering function?
Well, when you think about it, each added element in the screen may have up to 256 colours. A scene with 20 objects may therefore have 5,120 unique colours. Another 256 are added as each new object is drawn.
To generate an accurate colour rendering, we would really need to re-dither the scene each time a new object was drawn. This would take a lot of horsepower to do, especially on the fly.
Since I want my program to operate on as many different computers as possible (old and new) it was one of the many design decisions made during development.

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## DATABASE

SPACEFX lets you create animations with the inner four planets, Mercury, Venus, Earth and Mars as well as the gas giant Jupiter. It includes the satellites of Mars (tiny Phobos and Diemos), Earth's Moon and the major ones around Jupiter.
The other planets are covered in the updated version - Saturn, Uranus Neptune and Pluto. Some of these have a complex system of rings, also depicted in the registered version.
There has to be a reason to get it, right?
See the README.TXT file for details.

MENUS

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## SOLAR SYSTEM

The SOLAR SYSTEM has one star, the Sun, & contains nine major planets. In order of the distance from the Sun, they are MERCURY, VENUS, EARTH, MARS, JUPITER, SATURN, URANUS, NEPTUNE and PLUTO.
This is remembered by the ditty, 'Many Volcanoes Erupt Mulberry Jam Sandwiches Under Normal Pressure'.
Some planets have moons and there are many asteroids (minor planets) as well as comets and other debris in orbit.

FILE

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## PLANETS

The solar system's nine major planets vary in size and structure, from the rocky inner system (Mercury to Mars) to the giant, gassy planets of the outer system (Jupiter to Neptune) and icy Pluto.
Asteroids or minor planets are tiny lumps of rock and ice. Planets are non-luminous, shining by the light reflected from the sun.
Some planets have been photographed by spacecraft left in orbit about them.

In SPACE FX, the major planets and some of the moons have complete maps. However some moons have only one hemisphere in the database, usually because I could not find suitable data.
Moons with only one visible face cannot be rotated, so if you don't get the expected result for some moons, this could be the reason.
Almost all planet images have been taken from NASA/JPL/Hubble sources and considerably altered by the author to form planet maps. I gratefully acknowledge these images and their source.

### NEXT: THE SPACE FX MENU SYSTEM

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## FILE

Sets up key animation file settings. You can use this menu to do just one image or set up an animation to automatically generate 1000 images! The actual number of frames we make with this program is set by the START and END selections. Planet rotation and movement can be controlled in other menus.
The settings can be saved in a project file which you can load when needed. To generate all frames automatically press DOALL (and have a coffee break) or just sleep on it if the PC does not have a numeric coprocessor!

FILE: - FRAME SPAN

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## SKY

This sets up an "outer space" backdrop. First you can set up a coloured background that fades from one colour to another and then add the stars.
The stars are developed from an astronomy star catalogue and accurately reflect the visible night sky.
STAR ENABLE can either turn stars OFF or switch from Northern orientation or the view in the southern hemisphere where I am.
This only affects stars; planets are always drawn with north at the top. (unless you change it...)

The window displays the available colours to be used for the coloured backdrop, if enabled.
Select colours by typing in its number in the Colour One or Colour Two options. Your selection will be highlighted in the palette display.
Press INSERT (F4) to store the sky object for the first time or SAVE (F2) if you are editing an existing object.
NOTE: the SAVE option will overwrite the current object. (if it has been defined)
Sky backgrounds are automatically placed at the maximum distance in the object list so that it is always drawn first.
SKY: - COLOUR ONE

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## PLANET

Select from a number of planets and moons to include in your epic animation. Almost any detail can be changed, such as rotation, illumination and backlighting.
Use ROTATION INC to automatically generate correct rotation over a number of frames.
Objects can also "move" by setting the TRAVEL options and letting the program work out where each object should be. They will also be sorted in order of distance as the animation continues!

A list of available planets is shown in the window.
To select a planet, click on NUMBER and enter its number in the edit field.
Press INSERT (F4) to store the planet object for the first time or SAVE (F2) if you are editing an existing object.
PLANET: - NUMBER

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## COMET

This menu sets up a coma, comet tail, halo or torus. The Torus option can simulate a Ring-Nebula or be used for experiments.
Tails may be Left-handed or Right-handed.
Left-handed means that the bulk of the tail streams away to the left hand side of the brightest part.
All components are partly transparent.
Additionally, the FADE options can make the comet fade out or in over several frames. And, no, I don't know why you would want to do that!

You can make up a pretty fair comet by combining a COMA and a TAIL. The only trick is working out where to plot the COMA so that it will be drawn over the brightest part of the TAIL.
The brightest part of a TAIL is about half the vertical height in from the left edge of a RHS TAIL and on the opposite side for a LHS TAIL.
COMET: - COMET TYPE

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## BITMAP

Import images from BMP, PCX or TGA files. You may like to include your favourite spacecraft images from raytracing programs like POVray to place in the scene.
Objects can also "move" by setting the TRAVEL options and letting the program work out where each image should be. They will also be scaled and sorted in order as the animation continues!
TGA (24-bit) images are limited in pixel size to a maximum of 170 wide, 256 high.
PCX or BMP (256 colour only) can be up to 512 pixels wide and 256 pixels high.

Bitmaps larger than the maximum size will be truncated. This is due to the size of the file buffer which lies in conventional memory in the shareware version.
I did not want this program to refuse to run on my old 386 which has only 2M memory. This would be the case if I used XMS or EMS for the buffers.
BITMAP: - BITMAP FILE

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## LIST

Each defined object (stars, planets and images) are listed here.
This list is sorted by distance specified for each object at their START frame. Movement is only taken into account when the animation frames are created.
To edit an object, first highlight it with the PREVIOUS and NEXT buttons then choose EDIT.
DELETE and CLEAR removes the highlighted object, or ALL objects respectively.

LIST: - PREV OBJECT

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## OPTIONS

Various options are available to adjust the way SPACEFX works. You can save the frames as TGA 24-bit files as well as monochrome (256 greyscale) BMP files.
Previews can be viewed in black & white or with a useless fixed (!) colour palette.
DOS path names can also be specified for imported images and output files.

OPTIONS: - BITMAP PATH

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## QUIT

No menu will come up for Quit! It just exits to the main screen if a menu is active or quits to DOS, depending.

FILE

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## FILE: - FRAME SPAN

This is the number of frames it takes to span an animation project.
This is a handy reminder of the length of the animation but that's about all.
The number of frames actually made by the program are set by the START FRAME and END FRAME values.
Important! Since each object can have their own START and END frames, check the current values before plotting the images.

FILE

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## FILE: - START FRAME

The START Frame of an animation. When the DOALL button is active the program will start with the START frame and then generate each image in turn until the END is reached. Limits are 0 to 999.
Each defined object may also be restricted to certain START and END frames. If you do this, the program will not display that object until its START frame is reached and will stop plotting it after the END frame.

FILE

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## FILE: - END FRAME

The END Frame of an animation. When the DOALL button is active the program will start at the START frame number and generate images in turn until the END is reached. Limits are 0 to 999.
Each defined object may also be restricted to certain START and END frames. If you do this, the program will not display that object until its START frame is reached and will stop plotting it after the END frame.

FILE

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## FILE: - THIS FRAME

The Number of the current frame. The program will use this value to process an image when the DOFRAME or PREVIEW buttons are pressed.
The program will adjust the value of its internal variables to compute the correct animation frame.
The current frame number and project name are used to derive the filename. For the default SPACEFX project, the files will be SPACExxx.TGA where 'xxx' is the current frame number. (000 to 999)

FILE

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## FILE: - WIDTH

Width (in pixels) of each frame. The maximum width is 320, minimum is 16.
Images can be full screen in size or just tiny icon-size thumbnails.

FILE

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## FILE: - HEIGHT

Height of each completed frame. The maximum height is 240, minimum is 16.
Images can be full screen in size or just tiny icon-size thumbnails.

FILE

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## FILE: - ASPECT RATIO

Select either 1.0 or 1.2 to adjust for the screen resolution. If the image will be displayed on a 320x200 screen - select 1.2 to adjust for non-square pixels. If this is not done, circular planets will be stretched like eggs (non-circular).
If the image will be used on a screen with 'square' pixels (such as 320x240 or even 640x480) use 1.0!
This value will affect stars positions and whether planets will appear circular, but does not affect other images.

FILE

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## FILE: - PIXELS/DEGREE

Number of pixels for one degree.
This value affects the star field display. Values below 4.0 create a wide angle view and the stars appear too crowded, while 10.0 or above may spread the stars out too much. This value will also affect the screen angle of view and the visibility of moving objects calculated with the "TRAVEL" options, where positions are based on distance/angle calculations. Small pixels/degree values give a wider field of view (fish-eye distortion) and large values can produce a telephoto effect.

FILE

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## FILE: - PROJECT FILE

Specifies a file name prefix describing the project and its configuration file.
The program will use this name to create a configuration project file (*.CFG) in the current directory. There is no need to include the extension (.CFG).
The FIRST 5 LETTERS in the project file name are used to derive the saved image file names. (combined with frame No.) e.g. for SPACEFX project- project file is SPACEFX.CFG images are SPACE001.TGA etc.

FILE

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## FILE: - LOAD PROJECT

Automatically loads the project file and updates the list of objects.
All current planets, comets and images are overwritten and a new object list is compiled.
All options and menu selections take the values when the project was last saved.

FILE

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## FILE: - SAVE PROJECT

Saves the current state in the project file.
All current planets, comets and images are saved and the project file is overwritten with the new object list.
All options and menu selections are stored in the project file.

FILE

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## FILE: - PREVIEW

Generates a preview image of the current frame.
Note that the preview is NOT saved on the disk! It just gives you a chance to see how the frame will turn out.
See the OPTIONS menu to switch between B&W or colourised previews.

FILE

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## FILE: - DOFRAME

Generate the TGA image for this frame only AND save it on the disk.
The "SAVE AS" options in the OPTIONS menu need to be enabled for saving on your hard disk.

FILE

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## FILE: - DOALL

Generate all frame images from the current START frame to the END frame.
Note that there must be enough disk space to store all animation frames. 60 frames of 320x200 24-bit images will occupy 11.5 Megabytes!
The "SAVE AS" options in the OPTIONS menu need to be enabled for saving on your hard disk.

FILE

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## FILE: - BACKDROP

Backdrop disk filename with extension.
Supported file types are 24 bit TGA and 256 colour PCX or BMP files.
The Backdrop image is copied directly to the output file at the start of EVERY frame.
The image is centred and truncated if it is larger than the frame WIDTH and HEIGHT.
PCX or BMP images must be 256 colour only.
If a filename is specified, it MUST exist!.

FILE

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## FILE: - FILE SEARCH

Enable a search for a different backdrop each frame based on the current frame No.
If this is ON, the program will attempt to substitute the numbered file if it exists for the default backdrop above.
The first 5 letters in the filename are used. Example: for BACKDROP.BMP, look for BACKD001.BMP at frame 1, look for BACKD002.BMP at frame 2 etc.
No error is generated if the numbered files do not exist.

FILE: - FRAME SPAN
FILE

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## SKY: - COLOUR ONE

The TOP screen colour for coloured backgrounds if enabled.
The top of the fade/merge background window will be this colour. Succeeding lines will gradually merge with, and become COLOUR TWO.
If FADE TYPE is NONE, no coloured backdrop will be produced.

SKY

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## SKY: - COLOUR TWO

Secondary colour for background fades if enabled.
The top of the fade/merge background window start with COLOUR ONE. Succeeding lines will gradually merge with, and become COLOUR TWO. (this colour)
If FADE TYPE is NONE, no coloured backdrop will be produced.

SKY

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## SKY: - FADE TYPE

Selects NONE (black background), LINEAR or POLAR fades.
LINEAR fades will start at the top of the defined rectangle (START X, START Y) with COLOUR ONE and gradually merge to COLOUR TWO at the bottom (END X, END Y).
POLAR fades use START X and START Y as the centre point (COLOUR ONE) and plots to the whole frame. The END X and END Y points defines where COLOUR TWO will be found.
The result is similar to a HALO but with more flexibility.

SKY

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## SKY: - START X

This is the upper left X coordinate of the fade/merge colour background.
This can be set to the screen limits or a smaller area anywhere on screen.
For Polar fades, this defines the centre point for COLOUR ONE.

SKY

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## SKY: - START Y

This is the upper left Y coordinate of the fade/merge colour background.
This can be set to the screen limits or a smaller area anywhere on screen.
For Polar fades, this defines the centre point for COLOUR ONE.

SKY

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## SKY: - END X

This is the bottom right X coordinate of the fade/merge colour background.
This can be set to the screen limits or a smaller area anywhere on screen.
For Polar fades, this defines the merge point for COLOUR TWO.

SKY

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## SKY: - END Y

This is the bottom right Y coordinate of the fade/merge colour background.
This can be set to the screen limits or a smaller area anywhere on screen.
For Polar fades, this defines the merge point for COLOUR TWO.

SKY

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## SKY: - STARS ENABLE

Select no stars, north view or south view.
NONE selects no stars.
NORTH selects a star field where North is at the top of screen, South is on the horizon and West is right.
SOUTH selects a star field where South is at the top, north is on the horizon and West is left.

SKY

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## SKY: - STAR CALC

Enables more accurate position for stars.
If ON, each star is drawn using an accurate calculation which takes into account the spherical nature of the sky. If you wish to plot stars near the poles, you MUST choose this option.
If OFF, a more simple calculation is used which suffers from much distortion if the star latitude is more than twenty degrees from the equator.

SKY

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## SKY: - STAR LONGITUDE

Allows horizontal adjustment of the star field.
The selected longitude (degrees) defines the screen centre.
The constellation ORION is about 80 deg. with a Latitude of 0 degrees.
The SCORPIO constellation is at 250 deg. and a Latitude of -30 degrees.
LEO the Lion is at 160 degrees and a Latitude of 15 degrees.
'Right Ascension' is the more correct term.

SKY

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## SKY: - STAR LATITUDE

Permits vertical adjustment of the starry backdrop.
The selected latitude (degrees) defines the latitude visible at the screen centre.
STAR CALC in this menu will need to be set for accurate star fields more than 20 degrees from the equator.
'Declination' is the more correct term.

SKY

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## SKY: - STAR LONG INC

Horizontal adjustment of the stars in an animation (degrees).
If this value is not zero, the longitude is incremented each frame, producing a left/right rotation of the star field.

SKY

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## SKY: - STAR LAT. INC

Vertical adjustment of starfield for an animation (degrees).
If this value is not zero, the latitude is incremented each frame, producing an up/down rotation of the star field.

SKY

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## SKY: - BRIGHTNESS

Limiting star brightness- 1.0 is normal. Higher values will increase the brightness of all stars making fainter ones more prominent.
Bright stars are limited to the maximum rgb component of 255. Too high a value will soon saturate them.

SKY

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## SKY: - TWINKLE

Selects the degree of the star twinkle effect. (0.0 means none).
This is not well implemented. Suggestions welcome...

SKY

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## PLANET: - NUMBER

Planet number in the database.
The planet is selected from the numbers given on the menu page.
You can select higher values to switch to coloured plain spheres. The colours match the palette entries on the star menu. Colour value is the selected value less the highest planet number.
If there are 16 planets available, number 17 selects colour 0, 18 selects colour 1 and so on.

PLANET

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## PLANET: - DIAMETER

Vertical diameter (pole to pole) of the planet for the START frame.
This is pixel diameter not a physical measurement. The first frame plotted will have this size. Subsequent frames will be adjusted if the travel options are used.

PLANET

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## PLANET: - OBLATE RATIO

Ratio of equatorial to polar diameter. Try 0.7 to 1.5
Some planets (such as Jupiter) have an equatorial bulge due to high rotation rate and an oblate ratio >1.0 (e.g. 1.07).
Some asteroids may be oblong vertically and the ratio will be < 1.0 (e.g. 0.8).
1.0 is a perfect circle outline.

PLANET

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## PLANET: - POLAR ANGLE

Orientation of the North Pole (normally 90 degrees)
The pole orientation of some planets is not 90 degrees, and the POLAR ANGLE needs to be adjusted. Earth has an inclination of 23 degrees and the POLAR ANGLE should be set at 67 (90-23) or 113 (90+23) to get a more realistic effect.
Feel free to vary this and see the result.

PLANET

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## PLANET: - PHASE

Illuminated phase angle of the planet. Full = 180 deg.
Illumination is presumed to come from the far left or right of the screen.
PHASE determines the parts of the planet that is lit up by the Sun. PHASE = 0.0 The night side is visible. PHASE = 90.0 Half lit, shadow on left. PHASE = 180 Fully lit, Sun behind us. PHASE = 270 Half lit, shadow on right.

PLANET

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## PLANET: - LATITUDE

Central latitude of planetary image.
This defines the latitude of the pixel in the centre of the image. Zero gives a normal upright image.
Specifying a positive value tips the pole so that the north polar region is visible.
Specifying a negative value tips the pole so that the south polar region is visible.

PLANET

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## PLANET: - ROTATION INIT

Initial Rotation angle (degrees) at the START frame. (major planets)
This defines the Longitude at the centre of the planet. If the INCrement value is zero, the displayed longitude will be fixed. If non-zero, the longitude will be adjusted for each frame.
Some moons have only one side in the data file and for these, rotation is fixed.

PLANET

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## PLANET: - ROTATION INC

Increase in planet rotation for each frame of an animation.
This determines the increase in Longitude at the centre of the planet. If zero, the displayed longitude will be fixed. If non-zero, the longitude will be adjusted for each frame. For a complete rotation (360 deg.) in 60 frames, set this value to 6.0 degrees.
Some moons have only one side in the data file and for these, rotation is fixed.

PLANET

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## PLANET: - X CENTRE

Horizontal position of the centre of the planet at the START frame.
If the travel options are used, the true position will be updated each frame, based on this position at the start.

PLANET

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## PLANET: - Y CENTRE

Vertical centre of planet at the START frame.
If the travel options are used, the true position will be updated each frame, based on this position at the start.

PLANET

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## PLANET: - SHADING

Terminator shading and illumination along the day/night border.
This is used with LIGHTING LIMIT to determine the planet's illumination.
High values make the terminator region sharp while low values make it soft.
1.0 gives a smooth fade from the planet's centreline to the terminator.
4.0 gives a sharp terminator line while 1.4 makes a nice soft planet.

PLANET

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## PLANET: - LIGHTING LIMIT

Determines the illumination limit of the brightest part of a planet image.
This is used in conjunction with SHADING to determine the planet's illumination.
It is usually best left at 1.0 unless you wish to brighten or darken the planet.

PLANET

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## PLANET: - BACKLIGHT

Illumination of the night side of a planet.
A value of 0.0 gives a completely blank night-side shadow.
0.1 to 0.2 provides for faint night-side illumination. This is useful to simulate moonlight or multiple Suns.
Larger values will progressively brighten it until no shadow is left.

PLANET

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## PLANET: - REF DISTANCE

Reference distance for the planet at its START frame.
This value is used to initially sort the plotting order so that the most distant objects get drawn first. Nearby objects are plotted last of all.
This value is used to recalculate the size of the image if the TRAVEL options are set.

PLANET

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## PLANET: - TRAVEL DIST

Distance travelled at Travel Angle for a single frame interval in an animation.
A travel distance of zero means that the object is fixed throughout the animation.
A non-zero value will cause the object to be moved by the specified amount in each frame. The resulting change of size and position is automatically calculated.

PLANET

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## PLANET: - TRAVEL ANGLE

Angle of travel of a moving object relative to the centre of the screen. (screen centre = 0).
Use 90 for left movement, 180 for moving towards the observer 270 for moving right of screen.

PLANET

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## COMET: - COMET TYPE

Comet type can be COMA, TAIL (left and right), HALO and TORUS.
COMA is a fuzzball with a sharpish centre.
TAIL simulates a comet tail if the ASPECT RATIO is large. RHS and LHS specify the direction of the tail from the point of maximum brightness.
HALO is a fuzzball with a gentle fade.
TORUS produces a glowing ring.
All are partly transparent.

You can make up a pretty fair comet by combining a COMA and a TAIL. The only trick is working out where to plot the COMA so that it will be drawn over the brightest part of the TAIL.
The brightest part of a TAIL is about half the vertical height in from the left edge of a RHS TAIL and the right edge of a LHS TAIL.
If the Aspect Ratio is less than 1.0, the TAIL looks like the HALO object. COMET

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## COMET: - MID COLOUR

The colour of the centre of the comet.
As the fuzzball is drawn, the pixel colour is gradually merged from the centre colour to the edge colour.
For a TORUS, the central colour may never be plotted since the centre is blank!

COMET

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## COMET: - EDGE COLOUR

The colour at the outer edge of the comet.
As the fuzzball is drawn, the pixel colour is gradually merged from the centre colour to the edge colour.
For these objects, the edge colour may not be plotted since the edge fades away in a smooth transparent fade!

COMET

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## COMET: - DIAMETER

Vertical dimension of the comet in pixels at the START frame.
If the travel options are used, the actual diameter will be re-calculated for each frame.
Note that by the time the edge is reached the pixels have faded away to nothing and the true edge will not be visible. You may have to make it slightly larger than you would otherwise.

COMET

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## COMET: - ASPECT RATIO

Ratio of horizontal to vertical size.
For a fuzzball, 1.0 produces a circular outline. This may need to be changed to 1.2 for a 320x200 screen size.
Values like 4.0 or higher produce an nice tail for a comet.
You could try values like 0.2 for a vertical comet tail, but I found it less than satisfactory.

Bear in mind that , for a REAL comet, the bulk of the tail points away from the Sun. In SPACE FX the Sun is presumed to be on a horizontal level so the tail would lie horizontally too.
If enough people want tails that stream away from coma at ANY angle, then I'll consider adding a Tail Angle option. COMET

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## COMET: - X CENTRE

Horizontal position of the centre of the comet at the START frame.
If the travel options are used, the true position will be updated each frame, based on this position at the start.
If you would like to match a coma and tail so that they move together, position the coma at the tail's distance and place it over the brightest part of the tail.

COMET

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## COMET: - Y CENTRE

Vertical position of the centre of the comet at the START frame.
If the travel options are used, the true position will be updated each frame, based on this position at the start.

COMET

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## COMET: - SPECKLE

Degree of turbulence in the fuzzball.
Currently I have not yet implemented this.
Any ideas how to do it?

COMET

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## COMET: - ILLUMINATION

Determines the illumination limit of the brightest part of a comet image.
It is usually best left at 1.0 unless you wish to brighten or darken the comet.
Too high a value will saturate the bright parts of the comet.

COMET

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## COMET: - FADE FUNCTION

This may be NONE, FADE IN or FADE OUT.
NONE means that the comet is not faded.
FADE IN means that the comet is gradually faded in from the START frame to the END frame.
FADE OUT makes the comet gradually fade away to nothing from the START frame to the END frame.

COMET

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## COMET: - REF DISTANCE

Reference distance for the comet at its START frame.
This value is used to initially sort the plotting order so that the most distant objects get drawn first. Nearby objects are plotted last of all.
This value is used to recalculate the size of the comet if the TRAVEL options are set.

COMET

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## COMET: - TRAVEL DIST

Distance travelled at Travel Angle for a single frame interval in an animation.
A travel distance of zero means that the object is fixed throughout the animation.
A non-zero value will cause the object to be moved by the specified amount in each frame. The resulting change of size and position is automatically calculated.

COMET

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## COMET: - TRAVEL ANGLE

Angle of travel of a moving object relative to the centre of the screen. (screen centre = 0).
Use 90 for left movement,
180 for moving towards the observer
270 for moving right of screen.

COMET

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## COMET: - VERTICAL ANGLE

Vertical Angle of travel of a moving comet relative to the centre of screen. (screen centre = 0).
Positive for upward movement,
Negative for downward movement.

COMET

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## COMET: - TRAVEL TYPE

Comets can travel in a LINEAR motion, ACCELerated motion, DECELerated motion, or a SINE or COSINE arc.
The motion is calculated over the interval between the START frame to the END frame.
ACCEL starts from zero velocity.
DECEL brakes to a stop.
SINE and COSINE swing side to side.

Accelerated motion is calculated using standard formulas (Newtons Laws).
Assuming an object moves 100 units in 10 frames; it's acceleration is 2 * Distance / (t * t).
That is 2*100/(10*10) = 2.0
The final speed at the last frame: V = U + AT. U (initial speed) is zero so after 10 frames, the final velocity is 2*10 = 20 units/frame.
Substitute your figures in your own animations.
This option is not usually used for comets.
COMET

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## BITMAP: - BITMAP FILE

Bitmap disk filename with extension.
Supported file types are 24 bit TGA and 256 colour PCX or BMP files.
TGA (24-bit) images are limited in pixel size to a maximum of 170 wide, 256 high. PCX or BMP (256 colour only) can be up to 512 pixels wide and 256 pixels high.
It pays to make the imported bitmap as large as the program allows to maximise the edge adjustment as it is scaled down. It reduces the pasted-on look.
See OPTIONS Edge Adjust for details.

BITMAP

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## BITMAP: - X SCALE

Horizontal scaling of the bitmap at the START frame.
1.0 represents full size.
If the travel options are used, the true scale will be updated each frame, based on this starting scale factor.

BITMAP

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## BITMAP: - Y SCALE

Vertical scaling of the bitmap at the START frame.
1.0 represents full size.
If the travel options are used, the true scale will be updated each frame, based on this starting scale factor.

BITMAP

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## BITMAP: - DISTANCE

Reference distance for the bitmap at its START frame.
This value is used to initially sort the plotting order so that the most distant objects get drawn first. Nearby objects are plotted last of all.
This value is used to recalculate the size of the image if the TRAVEL options are set.

BITMAP

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## BITMAP: - X CENTRE

Horizontal position of the centre of the bitmap at the START frame.
If the travel options are used, the true position will be updated each frame, based on this position at the start.

BITMAP

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## BITMAP: - Y CENTRE

Vertical position of the centre of the bitmap at the START frame.
If the travel options are used, the true position will be updated each frame, based on this position at the start.

BITMAP

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## BITMAP: - PLOT BLACK

Selects plotting of BLACK pixels.
If this option is OFF, black (colour 0) pixels are NOT plotted allowing the background to show through the gaps in the image.
If this option is ON, all pixels are plotted, even black ones.

BITMAP

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## BITMAP: - LIGHTING

Determines the illumination limit of the brightest part of a image.
It is usually best left at 1.0 unless you wish to brighten or darken the bitmap.
Too high a value will saturate the bright parts of the image.

BITMAP

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## BITMAP: - FADE FUNCTION

This may be NONE, FADE IN or FADE OUT.
NONE means that the image is not faded.
FADE IN means that the image is gradually faded in from the START frame to the END frame.
FADE OUT makes the image gradually fade away to nothing from the START frame to the END frame.

BITMAP

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## BITMAP: - TRANSPARENCY

Degree of transparency.
The image can be made partly transparent allowing the background to be faintly visible behind the image.
Use 0.0 to make it opaque.
1.0 is completely transparent (invisible).

BITMAP

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## BITMAP: - TRANS FUNCTION

Type of transparency, FLAT, LEFT, RIGHT, TOP, BOTTOM or PIXEL.
FLAT means that the object has the same transparency all over.
LEFT means that the left part of the bitmap gradually fades away.
RIGHT means that the right half fades.
TOP fades the upper half of the image.
BOTTOM fades the lower half only.
PIXEL fades by pixel brightness.

BITMAP

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## BITMAP: - FILE SEARCH

Enable a search for a different file for each frame based on the current frame No.
i.e look for NAME001.bmp at frame 1, NAME002 at frame 2 and so on.
If this is ON, the program will attempt to substitute the numbered file if it exists for the default name above. No error is generated if the numbered files do not exist.

BITMAP

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## BITMAP: - TRAVEL DIST

Distance travelled at Travel Angle for a single frame interval in an animation.
A travel distance of zero means that the object is fixed throughout the animation.
A non-zero value will cause the object to be moved by the specified amount in each frame. The resulting change of size and position is automatically calculated.

BITMAP

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## BITMAP: - TRAVEL ANGLE

Angle of travel of a moving object relative to the centre of the screen. (screen centre = 0).
Use 90 for left movement,
180 for moving towards the observer
270 for moving right of screen.

BITMAP

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## BITMAP: - VERTICAL ANGLE

Vertical Angle of travel of a moving image relative to the centre of screen. (screen centre = 0).
Positive for upward movement,
Negative for downward movement.

BITMAP

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## BITMAP: - TRAVEL TYPE

Images can travel in a LINEAR motion, ACCELerated motion, DECELerated motion, or a SINE or COSINE arc.
The motion is calculated over the interval between the START frame to the END frame.
ACCEL starts from zero velocity.
DECEL brakes to a stop.
SINE and COSINE swing side to side.

Accelerated motion is calculated using standard formulas (Newtons Laws).
Assuming an object moves 100 units in 10 frames; it's acceleration is 2 * Distance / (t * t).
That is 2*100/(10*10) = 2.0
The final speed at the last frame: V = U + AT. U (initial speed) is zero so after 10 frames, the final velocity is 2*10 = 20 units/frame.
Substitute your figures in your own animations.
This option is usually used for spacecraft images.
BITMAP

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## LIST: - PREV OBJECT

Moves the current object pointer backward in the list of objects.
Moving the object pointer requires you to select EDIT OBJECT to recall the object's variables into the menu selections.
Be careful that the object pointer is in the right place before you SAVE or DELETE.

LIST

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## LIST: - NEXT OBJECT

Moves the current object pointer forward in the list of objects.
Moving the object pointer requires you to select EDIT OBJECT to recall the object's variables into the menu selections.
Be careful that the object pointer is in the right place before you SAVE or DELETE.

LIST

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## LIST: - EDIT OBJECT

Uses the current object pointer recall the object's details for Editing.
The program automatically jumps to the appropriate menu and updates the object's variables into the menu selections.
Editing an empty slot will result in a "nothing to edit" error.

LIST

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## LIST: - DELETE OBJECT

Deletes the current object pointed to in the object list.
Once the object is deleted there is no getting it back. All you can hope for is that some old values still remain in the menu selections.
Deleting an empty slot will result in a "nothing to delete" error.

LIST

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## LIST: - CLEAR OBJECTS

Erases all defined objects in the project.
This option will remove all planets and bitmaps from the list, requiring the user to start again.

LIST

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## OPTIONS: - BITMAP PATH

Defines the search path for all imported bitmap images for the project.
Initially, this should be adjusted to the directory where SPACE FX resides.
If paths are enabled, the program will search THIS DIRECTORY ONLY for its images.
This has NO effect if PATH ENABLE is OFF.
Directories defined in this way MUST EXIST!
Strange but true...
Forward or back slashes / \ may be used!

OPTIONS

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## OPTIONS: - OUTPUT PATH

Defines the directory where the program saves its output TGA/BMP images.
Initially, this should be adjusted to the directory where SPACE FX resides.
If paths are enabled, the program will save in THIS DIRECTORY ONLY.
This has NO effect if PATH ENABLE is OFF.
Directories defined in this way MUST EXIST!
Strange but true...
Forward or back slashes / \ may be used!

OPTIONS

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## OPTIONS: - PATH ENABLE

Enables the loading and save directories defined in BITMAP PATH and OUTPUT PATH.
If this option is OFF, images are loaded and saved in the directory where SPACE FX resides.
If this is ON, the above paths will be used and the SPACE FX directory ignored.

OPTIONS

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## OPTIONS: - SAVE AS BMP

Enables the program to create a BMP image as each frame is created.
Existing images are overwritten without warning and placed in the OUTPUT PATH if enabled.
The BMP file is a 256 greyscale.

OPTIONS

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## OPTIONS: - SAVE AS TGA

Enables the program to create a TGA image as each frame is created.
Existing images are overwritten without warning and placed in the OUTPUT PATH if enabled.
The TGA file is 24 bit uncompressed.

OPTIONS

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## OPTIONS: - PREVIEW RGB

Selects a fixed colour palette for the preview frame function.
If this is OFF, preview frames will be displayed in glorious monochrome!
If ON, a fixed 256 colour palette is used. It's not very good trying to fit thousands of colours to a fixed palette but it may give you some idea how it may look.
Personally I prefer B&W previews.

OPTIONS

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## OPTIONS: - PREVIEW DEBUG

Enables a dialog box to be displayed in the preview frame for debugging info.
If ON, a dialog box will appear in the preview frame for EVERY object in the list except for a starfield. This box shows the objects size, scale and where it will be plotted.
This is handy when you loose an object off screen but can be a pain if there are a lot of defined objects.
If this option is OFF, no info is displayed.

OPTIONS

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## OPTIONS: - PHASE ADJUST

Enables automatic adjustment of a planet's illuminated phase as it moves across the screen.
If ON, the program takes account of the viewing angle to adjust the PHASE of a planet that is not on screen centre. If PIX/DEGREE is 4.0, the viewable screen represents 80 degrees (a wide angle view).
If OFF, the viewing angle is ignored. This may result in some distortion if the light source (the Sun) is also in the view.

OPTIONS

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## OPTIONS: - X PERSPECTIVE

Enables perspective placement of moving objects.
With a wide field of view, a moving object will sometimes appear to move in an arc as it sweeps past the camera, particularly if it is near the top or bottom of the view.
Turning this option OFF, changes the method of calculation to reduce this effect.

OPTIONS

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## OPTIONS: - EDGE ADJUST

Enable the merging of bitmap edges with the background.
This option is only useful with bitmaps that are scaled down. It does not work if the drawing scale is near 1.0.
With this option OFF, plotted images often appear with a slightly black edge lining, giving a "pasted-on" look.
With this option ON, the program attempts to merge the edge of a scaled down bitmap with the background colours.

OPTIONS

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## OPTIONS: - HELP

Information on commands and program functions.
For help at any time, press the F1 key for a brief description of the menu or function highlighted.
More detailed help is located in the manual. See SPACEFX.DOC or SPACEFX.HTM

HELP SYSTEM
OPTIONS

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## OPTIONS: - ABOUT

SPACEFX version 1.0 Build 07.
Shareware version.
Release date 1st June 1997.

HELP SYSTEM
OPTIONS

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## OPTIONS: - CREDITS

Programmer: Anthony M Hugo
Brisbane, Australia
Copyright 1997, All rights reserved.
Planet maps derived from NASA/JPL images and PD Hubble Telescope data.
Some X-mode graphics from XLIB05.LIB by Themie Gouthas and Matthew McKenzie.
Intro image FONTs from THG/FX.
Planets by Divine Providence.

OPTIONS

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## OPTIONS: - REGISTRATION

If you find this program useable...
Please register your copy with the author.
Internet: http://www.winshop.com.au/hugo/
Email: hugo@winshop.com.au
Tony Hugo P.O. Box 145 North Tamborine Queensland Australia 4272
Check out README.TXT for the latest info.

Three registration schemes are possible.
First, If you happy with what you have and wish to keep it beyond the 30 day trial period, just contribute $10:00 and we'll call it quits. If you have an email address, I'll send you a copy of the latest shareware version, if it is later than the one you have. Check Options/About for the Build No.
If you want it on disk, add a little extra for postage and I'll put a floppy in the mail.
Second, you can contribute $20:00 and receive the updated planet database (currently 30 planets and moons) and a version of Spacefx which will draw Saturn's rings and make larger images such as 640x480 or 1024x768.
This version requires at least 4Mb RAM.
Third, a contribution of $30:00 gets you the updates PLUS utilities to modify and prepare your own version of the planet file, adding new planets of your own or substituting updated maps for the existing ones!
I'll also throw in a quick DOS viewer for PCX, BMP and TGA files for any level two or three registered user!

### SOFTWARE LICENSE

It is a shame that we live in a world where this kind of gibberish is required, but here goes:
Non-licensed users are granted a limited license to use SPACE FX on a 30-day trial basis for the purpose of finding out whether it is suitable for their needs. Further use of SPACE FX, except for the initial 30-day trial, requires a contribution.
Animations or images created with this product are the sole responsibility of the USER. There are no restrictions on personal or non-commercial use of such derived material. Using such animations or derived images for commercial use or in promotions requires a contribution.
Users are advised that external images MUST be free of any copyright restrictions. They are further notified that the internal planetary database may require credit to be given to NASA/JPL/Hubble for their planetary data.
No one may modify or patch the SPACE FX executable or other files in any way, including but not limited to decompiling, disassembling, or otherwise reverse engineering the program. I doubt that anyone would want to do this but there you are.
A limited license is granted to copy and distribute SPACE FX only for the trial use of others, subject to the above limitations, and also the following:
1) SPACE FX and all of its release files must be copied in unmodified form, complete with this license information in the original ZIP file format received.
2) No fee, charge, or other compensation may be requested or accepted, except for the cost of media and handling.
3) SPACE FX may not be packaged with other software including modified loaders or headers without specific permission from me. It may however, be included on a BBS or by general distribution shareware companies or on CDROMs as long as I am notified of such inclusion.

### DISCLAIMERS AND OTHER NONSENSE

EXCEPT AS PROVIDED ABOVE, THE AUTHOR DISCLAIMS ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, WITH RESPECT TO THE PRODUCT. SHOULD THE PROGRAM PROVE DEFECTIVE, THE PURCHASER ASSUMES THE RISK OF PAYING THE ENTIRE COST OF ALL NECESSARY SERVICING, REPAIR, OR CORRECTION AND ANY INCIDENTAL OR CONSEQUENTIAL DAMAGES. IN NO EVENT WILL ANTHONY M HUGO BE LIABLE FOR ANY DAMAGES WHATSOEVER (INCLUDING WITHOUT LIMITATION DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION AND THE LIKE) ARISING OUT OF THE USE OR THE INABILITY TO USE THIS PRODUCT EVEN IF THE AUTHOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
Use of this program for ANY period of time constitutes your acceptance of this agreement and subjects you to its contents.
So there! OPTIONS

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### END OF SPACE FX MANUAL