Animation Construction Kit 3D ACK-3D Lary Myers Contents: 1 ........... Purpose 2 ........... Using the ACK engine (DISCLAIMER) 3 ........... Hardware Requirements 4 ........... Development Environment 5 ........... Multi-User 6 ........... The Interface Structure 7 ........... Important fields in the Interface Structure 8 ........... Array Formats in the Interface Structure 9 ........... Initializing the ACK-3D engine 10 ........... ACK-3D Bitmaps 11 ........... Loading Bitmaps 12 ........... Creating Objects 13 ........... Using Overlays 14 ........... Moving around in ACK-3D 15 ........... Moving objects 16 ........... Normal and Secret Doors 17 ........... Sound and ACK-3D 18 ........... Function summary 19 ........... Where to Begin (EXAMPLES) 20 ........... Closing Comments (1) Purpose: ACK-3D began as an experiment to emulate the 3D effects seen in games like Wolfenstein-3D and Ken's Labyrinth and to make the technique available to the general public. So far things have worked out very well and in some areas have even exceeded the before mentioned games. With this latest installment ACK-3D gives the developer an easy to use library that can be linked into thier own applications without having to delve into the inner workings of the ray-casting engine. My hope is that others will use the ACK-3D engine to produce a new generation of 3D games that all of us can enjoy. Please forgive any glaring mistakes in this documentation. I find that I can write code all day long without getting weary, but as soon as I have to write documentation, forget it, too much like work! I hope the text below gives you enough information to use the engine. (2) Using the ACK-3D engine: (DISCLAIMER) The ACK-3D engine is being released as "PublicWare" and can be freely used in any private or commercial programs. The only restriction I would impose is that anything developed with the engine have its own disclaimer about liability and that under no circumstances will the author (me) be liable for any damages of any kind that may result from the use of the engine. "Basically the engine is being released "AS-IS" so it's left up to the developer to use it in a professional manner". If you develope a wonderful new game using the engine, I'd appreciate a mention in the documentation or credits screen, but only if you feel the ACK engine helped the game. Thanks. (3) Hardware Requirements: The current version of ACK-3D requires a minimum of a 386 33Mhz machine and will not run on a 286 or below because of 386 code being used. A coprocessor is NOT required or needed for the engine itself. Any other hardware requirements are left up to the applications that use the engine (ie. mouse, VGA, etc). A VGA is only required if the ACK display routines are used (which is up to the application). If the application chooses to use another display mode then it should issue the appropriate hardware requirements. (4) Development Environment: ACK-3D was developed using BorlandC Version 3.1 in compact model. It is setup to also use large model (both may be supplied). The assembly routines were compiled using the Microsoft Assembler (MASM) version 5.00A and should work with later versions of MASM. The library was created using the Microsoft Library Manager (LIB) version 3.02 and should also work with later versions of LIB. All of the ACK code is written in either normal C or assembler. Compiler switches used with Borland; -ml = Large model -c = Compile only, don't link -3 = Use 386 instructions -O2 = Compile for size -G = Compile for speed -I = specifies the include path for header files -o = specifies the object path and file name Assembler switches used with MASM; /Ml = Case sensitive for all symbols and labels /B63 = Size of buffer during assembly (does not affect OBJ file) /D_ML /D_MC = Assembly directive for large (_ML) or compact (_MC) model. Used by ET.MAC for various macros. Directory structure; I use the following subdirectories for the ACK engine and demo. This is provided for your information. It is what the .MAK files are setup for. Engine source; \borlandc\ack3d\eng <- .C .H .MAK files \borlandc\ack3d\eng\cmobj <- Compact model .OBJ and .LIB files \borlandc\ack3d\eng\lmobj <- Large model .OBJ and .LIB files Demo source; \borlandc\ack3d\demo <- .C .H .BAT .MAK .EXE .DAT files \borlandc\ack3d\demo\bitmaps <- .BBM and .LBM files \borlandc\ack3d\demo\sound <- .VOC .CMF .PWM files (5) Multi-User: ACK-3D uses an interface structure to communicate between the application and the engine. This structure (which will be explained later) contains the pertinent data that the engine needs to draw the current Point of View (POV). It is possible to do some fancy things with this approach. Here are some of the things I've tried; 1. Displaying more than one view at the same time such as directly in front (the normal view) and directly behind (essentially eyes in the back of your head!). 2. Displaying more than one player on the map is also possible but has some restrictions that may make it unusable. These restrictions may be lifted in the near future. Some discussion has been going on for a network version of ACK-3D. While this is not built into the engine for this version, it does seem to be a straightforward progression from this point. Future versions of the engine may indeed support multiple players logging into a 3D world and interacting with each other in real-time! (6) The Interface Structure: ACK-3D uses a structure from the application to get the necessary information for building a complete POV. It is the applications responsibility to correctly create and setup this structure before the ACK engine is called. Limited bounds checking is in the engine to prevent degradation of speed during the build process. UNPREDICTABLE RESULTS MAY OCCUR WITH INVALID DATA! The structure is defined in the header file ACK3D.H and can be either in the data segment of the calling application or allocated in memory whichever the application desires. Within the structure are variables for things like the current location and angle of the player, the actual map arrays for the walls and objects, pointers to the screen buffer, overlay buffer and background buffer, as well as dimensions of the viewport to build the walls into. The term "build" is being used here because the ACK engine will not display to the screen unless told to do so in a separate function. This way the application is free to display the current POV anyway it wants to, or it can use the supplied function to display if it doesn't. This offers maximum flexibility in how the engine is used. (7) Important fields in the Interface Structure: Before calling the ACK engine to initialize, some very important items need to be filled into the interface structure. These are described below; WinStartX <- The leftmost pixel coordinate of the viewport WinEndX <- The rightmost pixel coordinate of the viewport WinStartY <- The upper pixel coordinate of the viewport WinEndY <- The lower pixel coordinate of the viewport These four fields will allow the ACK engine to fill in some other fields within the interface structure, such as WinWidth, WinHeight, etc. Before calling the function to construct the background, the following fields must be filled in; TopColor <- Color value of the ceiling BottomColor <- Color value of the floor LightFlag <- Whether light shading is on or off Before calling the function to actually build the POV, the following fields must be filled in; xPlayer <- X coordinate for the POV yPlayer <- Y coordinate for the POV PlayerAngle <- POV angle in ACK units The ACK engine relies on the POV fields above to build the current scene. By changing these values it's possible to build a variety of scenes one after the other. For example, changing the PlayerAngle to be 180 degrees from the current angle and then calling the build routine, will create a scene that is directly behind the current POV. (8) Array Formats in the Interface Structure: Several arrays are used to build the 3D POV scene. ACK-3D uses a map layed out in squares like graph paper to determine what the POV sees at any given time. This map is a 2 dimensional array of 64 columns by 64 rows. When the initialize routine reads in this map, it processes the data and builds the arrays in the interface structure. These arrays are xGrid and yGrid which are used for drawing the walls. The layout of these arrays is different from the map file and is described below; 1,1,1,1,1,1,1,1 Example map of size 8x8, the real map 1,0,0,0,0,0,0,1 would be the same except 64x64 1,0,0,0,0,0,0,1 1,0,1,1,1,0,0,1 1,0,1,0,1,0,0,1 1,0,1,1,1,0,0,1 1,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1 This is an example of a map where 0 is a blank square and non-zero values represent wall bitmap numbers (from 1 to 255). The ACK engine requires this same information broken down into walls that fall on X planes and walls that fall on Y planes, so the array above is changed into; 1,1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,1,1 This would be a map of X walls, note the extra 1,0,0,0,0,0,0,1,1 column on the right side of the map. 1,0,1,1,1,0,0,1,1 1,0,1,0,1,0,0,1,1 1,0,1,1,1,0,0,1,1 1,0,0,0,0,0,0,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,1 This would be a map of Y walls, note the extra 1,0,0,0,0,0,0,1 row on the bottom of the map. 1,0,1,1,1,0,0,1 1,0,1,0,1,0,0,1 1,0,1,1,1,0,0,1 1,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1 This is basically what becomes of the original map in order for the engine to see walls in either the X or Y planes. What this means is that anytime the map needs to be looked at, the following applies; int MapPosn; /* Location to look at in map */ xGrid[MapPosn]; /* This would be the left X walls */ xGrid[MapPosn + 1]; /* This would be the right X wall */ yGrid[MapPosn]; /* This would be the top Y wall */ yGrid[MapPosn + GRID_WIDTH]; /* This would be the bottom wall */ If all four of these locations is 0 then there is nothing at this square in the map. What does this mean? One thing that would be possible (but not part of the ACK engine), is that walls would not have to be cubes, but could be single wall panels (might look alittle funny from the side since they wouldn't have any width to them). It could also mean that different bitmaps could be used for various sides of the cube. The next two arrays are bMaps and oMaps which, for now, are simple arrays that point to the wall and object bitmaps respectively. Each bitmap takes 4096 bytes of memory for the 64x64 size bitmap. BUT, the important point is that ACK reads these bitmaps in normal row order, where there is a row of color bytes one after the other, like so; 1,2,3,... An arbitrary bitmap of 64x64 1,1,1,... 4,2,4,... .... This bitmap is then "rotated" 90 degrees so it is in column order, which makes it easier to use when drawing the bitmap, thus the above becomes; 1,1,4,.... Bitmap rotated 90 degrees 2,1,2,.... 3,1,4,.... ----------------------------------------- Another important array in the interface structure is the PalTable[] array which controls how the ACK engine will perform light shading. The array contains 16 ranges of 256 colors each which are used to substitute for the actual colors of the bitmap based on the distance away from the POV. The distance to the wall or object is first divided by 64 to get the zone to use for shading (zones greater than 15 are set at 15). This zone of 256 is then used as a lookup table indexed by the color of the bitmap. What all this allows is a gradual darkening of walls and objects as they become farther away from the POV while still allowing some colors to be used as constant lighting colors (they will never darken with distance). ----------------------------------------- Now we come to doors. Within the interface structure there is a sub- structure labeled Door[MAX_DOORS]. This structure array holds the current status of all doors that may be in the process of opening or closing. This array is NOT all the doors in the map, only those that are in motion. If the ColOffset field of the array is non-zero the door is active and either opening or closing. When an application makes a call to AckCheckDoorOpen() the engine will determine if the POV is close enough to a door and initialize it in the Door[] array. After that, every call to AckBuildView() will cause the door to be updated until it goes fully open then fully closed. During this time the application is free to alter the fields in the Door[] array (BEWARE that mPos and mPos1 are map positions and should NOT be altered during this time). If, for example, the application wants a door to remain open for a long period of time, it can check the value of ColOffset to see where a door currently is. If the value is less than 64 the door is partially open (or partially closed). Once the value becomes greater than 64 the door is no longer visible and is fully open. By keeping the value greater than 64 (setting the Speed field to zero) the door will no longer be moved. Another way might be to set the field ColOffset to zero and not allow the door to be seen anymore. This method would be the best if the application desires the door to remain permanently open. Here is a breakdown of the DOORS structure; mPos <- Map position for one side of cube mPos1 <- Map position for other side of cube mCode <- Bitmap code that represents the door mCode1 <- Bitmap code for door on other side ColOffset <- Current column offset of door (see above) Speed <- Speed is added to ColOffset during open/close Type <- Type of door (ie DOOR_XCODE or DOOR_YCODE) Flags <- Current door action (DOOR_OPENING or DOOR_CLOSING) The current version of the ACK engine uses the following wall bitmap values for doors; 60 <- Door lies on the X plane (vertical) 61 <- Side panel that appears on both sides of door 62 <- Door lies on the Y plane (horizontal) ----------------------------------------- Okay, now let's look at the OBJECT sub-structure. Again, this is an array stored within the interface structure and accessable to the application as well as the ACK engine. Every object in the map is represented by an entry in this array. The AckInitialize() function automatically fills in the initial X and Y coordinates of the object when it finds one in the map file. The rest of the object data must be filled in by the application before the objects can be used. The section below on Creating Objects describes what fields should be setup by the application. Some of the other fields in the OBJECT array are described below; Active <- 0 or 1 to indicate the object should be considered during the AckCheckObjectMovement() function. bmNum <- Holds from 1 to MAX_VIEW bitmap indices to display for the object. If more than 1 bitmap the object will either animate in place or display multiple views as the POV walks around the object. Sides <- Calculated by AckCreateObject() function dependent on the number of bitmaps in bmNum. Dir <- Which direction the object will move. Flags <- This field can contain OF_PASSABLE which allows the POV to walk right through the object. (Good for overhead lights and such). It can also contain OF_ANIMATE, which is used by the function AckCheckObjectMovement() to cycle between multiple bitmap images for the object. CurNum <- Current index (base 0) of the bitmap to display out of bmNum. If the object only has 1 bitmap then CurNum will always be 0. MaxNum <- Total number of bitmaps (base 0) contained in bmNum. If the object only has 1 bitmap then MaxNum will be 1. Speed <- The speed at which the object will move. Normal values are from 2 to 40, higher than this causes alot of jmuping and may cause the object to pass through walls. VidRow <- Reserved. x and y <- Map coordinates of the object, from 0 to 4095. mPos <- The actual map grid location of the object. If x and y are changed by the application then mPos should also be updated by using the equation; mPos = (y & 0xFFC0) + (x >> 6); The Dir field is a left-over from the older version of the engine, where it was used for crude 8 direction movement, or rotating in place. With this latest version, the OF_ANIMATE flag is used to indicate cycling through the bitmaps for the object and the Dir field is ignored. The application can still use this field for storing an angle of movement for use with the function AckMoveObjectPOV(). (9) Initializing the ACK-3D engine: Before anything can be done with the ACK engine, it must be initialized. This is done by creating the interface structure and passing it into the AckInitialize() function. The following example shows one method to accomplish this; ACKENG ae; /* Interface structure in global memory */ int main() { int result; ae.WinStartY = 0; /* Setup viewport coordinates */ ae.WinEndY = 104; ae.WinStartX = 0; ae.WinEndX = 319; result = AckInitialize(&ae); /* Initialize the engine */ if (result) { printf("Error initializing - Code: %d\n",result); exit(1); } result = AckReadMapFile(&ae,"DEMOMAP.L01"); /* Read map file */ if (result) { printf("Error reading map - Code: %d\n",result); exit(1); } } Example 1 The function AckInitialize() will return an error code if there was a problem initializing the engine or a zero if successful. At this point the ACKENG interface structure is initialized, the file "TRIG.DAT" has been read into the various tables that ACK-3D requires. No bitmaps have been dealt with yet so there is still more to do before actually drawing the first POV. No objects have been dealt with yet. The application must handle these either on its own or by using one of the supplied ACK-3D functions. (10) ACK-3D Bitmaps: All bitmaps used by ACK-3D are 64 pixels wide by 64 pixels tall and are stored in normal line by line fashion (ie. One row of 64 pixels then another row, and so forth). Each byte represents one pixel and may have a color from 0 to 255. The engine itself requires the bitmaps to be in raw image form, however the function AckLoadBitmap() will accept either raw IMG format or Deluxe Paint II brush files (.BBM extensions). (11) Loading Bitmaps: ACK-3D provides several functions to load in bitmaps. These functions don't have to be used and are only provided for convienence to the application. They are as follows; NOTE: If the application chooses to load it's own bitmaps it MUST be sure to rotate the bitmaps 90 degrees into the column/row order needed by the engine. Also, the function below uses Extended memory (XMS) if available which the application may or may not decide to support. int AckLoadBitmap(ACKENG *ae,int BitmapNumber,int BitmapType, char *bmFileName); where: ae <- Interface structure BitmapNumber <- A value from 1 to 255 BitmapType <- Either TYPE_WALL or TYPE_OBJECT bmFileName <- Name of bitmap file to read This is the general purpose bitmap load routine. It will read either raw image files (.IMG) or Deluxe Paint brush files (.BBM) and place the bitmap into the appropriate bitmap array (bMaps for walls and oMaps for objects). int AckLoadWall(ACKENG *ae,int WallNumber,char *bmFileName); where: ae <- Interface structure WallNumber <- Value from 1 to 255 bmFileName <- Name of bitmap file to read This routine simply calls AckLoadBitmap() with TYPE_WALL set. int AckLoadObject(ACKENG *ae,int BmpNumber,char *bmFileName); where: ae <- Interface structure BmpNumber <- Value from 1 to 255 bmFileName <- Name of bitmap file to read This routine simply calls AckLoadBitmap() with TYPE_OBJECT set. (12) Creating Objects: Objects in ACK-3D can be either stationary or movable depending on the needs of the application. Both types of object are handled exactly the same, the stationary ones just never change location. Objects can share bitmaps if needed and can have more than one bitmap to accomplish different tasks. If the object has multiple bitmaps it can either stay in one spot and display the bitmaps in sequence (this animates the object) or can use the mulitple bitmaps to show different views of the object when the POV is walking around it. The sequence for creating an object is as follows; 1) Load any bitmaps associated with the object. 2) Specify the object speed and any flags such as OF_PASSABLE or OF_ANIMATE. 3) Call the routine AckCreateObject() to fill-in other information in the object structure. Example; int main() { /* Initialization done per Example 1 above */ AckLoadObject(&ae,1,"object1.bbm"); /* Load in a bitmap for object */ ae.ObjList[1].Flags |= OF_ANIMATE; /* Stay in place and animate */ ae.ObjList[1].Speed = 1; /* Speed is non-zero to activate */ AckCreateObject(&ae,1,1,nums); } Example 2 The example above uses an array of unsigned chars called nums[] to specify the different views of the object. In this case there is only one so the number of views is also passed as 1. There can be as many as MAX_VIEWS (ack3d.h) different bitmaps assigned to one object for use as animation, etc. (13) Using Overlays: If the application so desires, an overlay screen can be used with ACK-3D. This overlay will only be effective if the AckDisplayScreen() function is used, unless the application manipulates the overlay on its own. What an overlay does is allow a full screen picture to be used which may overlay some of the area where walls are displayed. There could be ancient pillars, or merely a sign that says "Demo in progress" or whatever, the whole point to the overlay is to provide a means of displaying graphics over the top of the viewport when displayed on the screen. The overlay is read in like a normal bitmap, except it is full-screen in size (320x200). It is then compiled into drawing commands that are placed in the interface structure pointed to by OverlayBuffer. Everytime the function AckDisplayScreen() is called, this pointer is used to draw the overlay on top of the last POV that was built. Overlays are optional and do not need to be used unless desired by the application. For those who wish to process the compiled overlay themselves, here is the format for the OverlayBuffer; Length 2 bytes <- Length of data below (does not include offset) Offset 2 bytes <- Offset into screen to show data Data n bytes <- Actual data of size Length Length,Offset,Data combinations will continue until a Length of zero is reached, meaning no more data. The function AckDrawOverlay(ScreenBuffer,OverlayBuffer) can be used to place the overlay on top of any walls that were drawn. This function processes the overlay commands described above and draws into the screen buffer. The application can then do any additional drawing it desires before actually displaying to the video. (14) Moving around in ACK-3D: Once things are initialized and the current POV is built and displayed, it becomes time to move around in the map. This is accomplished by using the function: int AckMovePOV(ACKENG *ae,int Angle,int Amount); where: ae <- Interface structure Angle <- Direction to move Amount <- Amount to move In its simplest form the function can just be called with the current angle the POV is facing and some amount to move, such as; AckMovePOV(&ae,ae.PlayerAngle,16); But it can also be used to backup, with the following; NewAngle = ae.PlayerAngle + INT_ANGLE_180; if (NewAngle >= INT_ANGLE_360) NewAngle -= INT_ANGLE_360; AckMovePOV(&ae,NewAngle,16); This function does the necessary collision detection and returns 0 if the POV actually moved, in which case the values ae.xPlayer and ae.yPlayer have been updated with the new coordinates of the POV. If the application wishes to do the moving itself, it can make a call to the function AckCheckHit() which returns 0 if no walls are in the way. Any collisions with objects will not be returned from AckCheckHit. (15) Moving Objects: ACK-3D contains two functions for handling object animation and movement. Animation is performed by switching the displayed bitmap for the object whenever the function is called. The application is responsible for setting up the object structure to provide the engine with the necessary information to animate or move the object. void AckCheckObjectMovement(ACKENG *ae); This function will check all active objects and determine if any need to have thier bitmaps changed for animation. The application can perform this check itself if so desired. This function is provided for convienence. int AckMoveObjectPOV(ACKENG *ae,int ObjIndex,int Angle,int Amount); This function actually moves the object at the specified Angle for the specified Amount. The return value can be processed by the application to determine if the object has struck a wall, another object, or the player. (16) Normal and Secret Doors: Once ACK-3D reads in the map file, it is processed for a variety of things, one of these being where doors will appear in the map. The application should establish where doors will appear within the map file BEFORE calling the function AckInitialize(). Doors are treated as special walls in the ACK engine and will not automatically be checked to see if they should open. This is up to the application and can be accomplished with the function; void AckCheckDoorOpen(int xPlayer,int yPlayer,int PlayerAngle,ACKENG *ae); where: xPlayer <- Current x coordinate of the POV yPlayer <- Current y coordinate of the POV PlayerAngle <- Current angle the POV is facing ae <- Pointer to the interface structure What this function does is determine if the POV is close enough to either a normal or secret door and set the appropriate information to begin opening the door. This information is kept in the Door[] array of the interface structure and is then used by the ACK engine during subsequent builds. After the door has been triggered to open, the process is automatic (unless the application manipulates the Door array, which it can if need be) until the door goes back to fully closed. (17) Sound and ACK-3D: The ACK engine is being released with a public domain program from Mystic software that allows playing of SoundBlaster .CMF and .VOC files. In addition the files with .PWM extensions are capable of playing through the PC speaker. Since the sound features are public domain there are some limitations that are imposed by Mystic Software. The first is that a Terminate and Stay Resident program (TSR) must be loaded before using the sound routines. The program is included with the ACK demo and is called WORXLITE.EXE. This TSR need be loaded only once when first running the demo program. The second limitation is how the sound is used. Sound files consume alot of memory so don't try to load several of them or large ones, they won't fit. There also appears to be some problems with the sound routines that need to be watched out for. On some machines it appears that playing background music with the .CMF files will occasionally lock up the machine and require a hard reboot to clear it. Playing the sound effect (.VOC files) alone seems to work fine. The other problem is that .VOC files cannot be loaded after background music is started playing, this forces all VOC files to be loaded up front which contributes to the memory overhead mentioned earlier. But, the sound routines are provided to allow you to experiment with them in the 3D engine without having to write your own. The full fledged WORX library can be purchased from Mystic Software if you wish to use it in a full fledged shareware or commercial application. (18) Function Summary: Here is a list of the available ACK-3D functions and what they do. ------------------------------------------------------------------------------ int AckInitialize(ACKENG *ae); where: ae <- Pointer to interface structure Purpose: Initializes the various arrays used by the ACK engine. Reads and processes the file "TRIG.DAT". Reads and processes the Map file supplied in the call. Allocates 64000 bytes for the ScreenBuffer. Calculates viewport items based on initial dimensions setup by the application. Returns: 0 if successful One of the error codes listed in ACK3D.H Notes: This function must be called before any other ACK function. ------------------------------------------------------------------------------ int AckReadMapFile(ACKENG *ae,char *MapFileName); where: ae <- Pointer to interface structure MapFileName <- Name of map/object file to read Purpose: Reads and processes the ACK binary map file. Returns: 0 if successful One of the error codes listed in ACK3D.H Notes: Upon return the xGrid and yGrid arrays will be filled in with the wall bitmap numbers. The application is then free to change these if it wishes some walls to be different. ------------------------------------------------------------------------------ int AckLoadBitmap(ACKENG *ae,int BitmapNumber,int BitmapType,char *bmFileName); where: ae <- Pointer to interface structure BitmapNumber <- Index number into bitmap array BitmapType <- Either TYPE_WALL or TYPE_OBJECT bmFileName <- Name of bitmap file to read Purpose: Reads in either raw (IMG) or DPII (BBM) bitmap file and processes it into the form that ACK-3D requires. Allocates the 4K of memory for the bitmap and stores the pointer in either bMaps[] or oMaps[] array based on BitmapType. Returns: 0 if successful One of the error codes listed in ACK3D.H Notes: This function now uses XMS (Extended Memory) when possible to load bitmaps. ------------------------------------------------------------------------------ int AckLoadWall(ACKENG *ae,int WallNumber,char *bmFileName); where: ae <- Pointer to interface structure WallNumber <- Index number into bitmap array bmFileName <- Name of bitmap file to read Purpose: Calls AckLoadBitmap() function with TYPE_WALL BitmapType set. Returns: 0 if successful One of the error codes listed in ACK3D.H Notes: This function now uses XMS (Extended Memory) when possible to load bitmaps. ------------------------------------------------------------------------------ int AckLoadObject(ACKENG *ae,int BmpNumber,char *bmFileName); where: ae <- Pointer to interface structure BmpNumber <- Index number into bitmap array bmFileName <- Name of bitmap file to read Purpose: Calls AckLoadBitmap() function with TYPE_OBJECT BitmapType set. Returns: 0 if successful One of the error codes listed in ACK3D.H Notes: This function now uses XMS (Extended Memory) when possible to load bitmaps. ------------------------------------------------------------------------------ int AckCreateObject(ACKENG *ae,int ObjNumber,int NumBitmaps,UCHAR *bmNums); where: ae <- Pointer to interface structure ObjNumber <- Index number into ObjList array (Different than bitmap number!). NumBitmaps <- Number of bitmap indexes contained in bmNums. bmNums <- List of bitmap numbers associated with this object. Purpose: Sets up ObjList structure with information regarding the object. Calculates the number of sides to the object if multiple bitmaps are specified. Returns: 0 if successful One of the error codes listed in ACK3D.H Notes: None ------------------------------------------------------------------------------ int AckCreateOverlay(ACKENG *ae, UCHAR far *OverlayScreen); where: ae <- Pointer to interface structure OverlayScreen <- Pointer to 64k screen image to use. Purpose: Determines which part of the screen is within the viewport and compiles this area for use by the AckDisplayScreen() function. The compiled commands are placed in the pointer OverlayBuffer in the interface structure. Returns: 0 if successful One of the error codes listed in ACK3D.H Notes: This function process the overlay screen passed and builds a compiled overlay buffer (which is allocated) and returned in ae->OverlayBuffer. ------------------------------------------------------------------------------ int AckBuildBackground(ACKENG *ae); where: ae <- Pointer to interface structure Purpose: Builds a static floor and ceiling background image based on the values of TopColor, BottomColor and LightFlag in the interface structure. The resulting image is pointed to by BkgdBuffer in the interface structure. Returns: 0 always Notes: This function builds a psuedo-shaded ceiling and floor picture that is used for the background of the screen. The application can override this and have its own background if desired. ------------------------------------------------------------------------------ int AckBuildView(ACKENG *ae); where: ae <- Pointer to interface structure Purpose: Constructs the current POV and places the result into ScreenBuffer pointer in the interface structure. No displaying is done to the screen at this time, nor has the optional overlay buffer been processed by this function. Returns: 0 always Notes: The best place to put this function is in the applications main loop so it is repeatedly called whenever the POV moves or objects move or animate. ------------------------------------------------------------------------------ void AckDrawOverlay(UCHAR far *Screen,UCHAR far *Overlay); where: Screen <- Buffer to draw overlay buffer into Overlay <- Pointer to compiled overlay image Purpose: Processes the compiled overlay image and draws into the screen buffer. Notes: This function should be called before AckDisplayScreen (or the applications own display function) if an overlay is used. ------------------------------------------------------------------------------ int AckDisplayScreen(ACKENG *ae); where: ae <- Pointer to interface structure Purpose: Display the last built POV onto the screen in normal VGA mode 13h. Returns: 0 always Notes: If the application wishes to use an overlay it must call the function, AckDrawOverlay() before calling AckDisplayScreen(). ------------------------------------------------------------------------------ void AckCheckObjectMovement(ACKENG *ae); where: ae <- Pointer to interface structure Purpose: Scans the ObjList sub-structure of the interface structure to determine if any objects need to be updated. This function should be called before the AckBuildView() function. Returns: Nothing Notes: This routine is mainly good for animating objects that have multiple bitmaps. The application should devise its own movement algorithms and call AckMoveObjectPOV() to carry them out. ------------------------------------------------------------------------------ int AckMovePOV(ACKENG *ae,int Angle,int Amount); where: ae <- Pointer to interface structure Angle <- Angle to move POV Amount <- Amount to move POV Purpose: Determines if the move is valid and then sets the new coordinates into xPlayer and yPlayer of the interface structure. Returns: 0 if successful 1 if X wall was hit 2 if Y wall was hit 3 if an object was hit Notes: None ------------------------------------------------------------------------------ int AckCheckDoorOpen(int xPlayer,int yPlayer,int PlayerAngle,ACKENG *ae); where: xPlayer <- Current x coordinate of the POV yPlayer <- Current y coordinate of the POV PlayerAngle <- Current angle POV is facing ae <- Pointer to interface structure Purpose: Determines if the POV is close enough to trigger a door open. If so, the door is placed in the Door sub-structure of the interface structure and the opening process is begun. Subsequent calls to AckBuildView() will automatically continue the open and close process. Returns: 0 if no door was opened 1 if X door was opened 2 if Y door was opened 3 if X secret door was opened 4 if Y secret door was opened Notes: None ------------------------------------------------------------------------------ int AckCheckHit(int xPlayer,int yPlayer,int ViewAngle,ACKENG *ae); where: xPlayer <- Current x coordinate of the POV yPlayer <- Current y coordinate of the POV ViewAngle <- Current angle POV is facing ae <- Pointer to interface structure Purpose: Allows the application to determine if an obstacle is close to the POV. Returns: 0 if nothing nearby 1 if X wall is close 2 if Y wall is close Notes: This function is called by AckMovePOV() and checks for collisions with walls (not objects). ------------------------------------------------------------------------------ int AckGetObjectHit(void); Purpose: Allows the application to determine the object the POV last came in contact with. Returns: Returns the object index of the last object the POV hit. Notes: None ------------------------------------------------------------------------------ int AckDeleteObject(ACKENG *ae,int ObjectIndex); where: ae <- Pointer to interface structure ObjectIndex <- Index number of object to delete Purpose: Essentially sets the objects Active flag to 0 so the object is no longer checked by the engine. Good idea to call this function for future versions which may need to do more processing. Returns: -1 if object already inactive 0 if object was deleted from map Notes: None ------------------------------------------------------------------------------ void AckSetVGAmode(void); Purpose: Places the screen into standard 320x200 VGA mode 13h. Returns: Nothing Notes: This is a utility function. The application can set the screen to graphics using its own routines if it so desires, the ACK engine does not depend on mode 13h unless the AckDisplayScreen() function is called. ------------------------------------------------------------------------------ int AckLoadAndSetPalette(char *FileName); where: FileName <- Name of palette file to load Purpose: Reads the specified palette file then sets the palette of the VGA. Returns: 0 if successful One of the error codes listed in ACK3D.H Notes: This is a utility function to read a palette file (768 bytes) and set the video palette to the contents of the file. The application can use it's own function if desired or can also use AckSetPalette() with a buffer if needed. ------------------------------------------------------------------------------ void AckSetPalette(UCHAR far *PalBuffer); where: PalBuffer <- 768 byte buffer containing palette information Purpose: Sets the contents of the PalBuffer into the video palette. Returns: Nothing Notes: Use this function to set a palette that has already been read into a buffer. Use AckLoadAndSetPalette() to read AND set a palette from a file. This is a utility function. ------------------------------------------------------------------------------ void AckFadeIn(int Begin,int Count,UCHAR far *Palette); where: Begin <- Starting color index to fade in Count <- Number of sequential color indexes to fade Palette <- Buffer containing palette information to use Purpose: Slowly fades the screen from black to the contents of the Palette buffer passed. Notes: This is a utility function. ------------------------------------------------------------------------------ void AckFadeOut(int Begin,int Count); where: Begin <- Starting color index to fade in Count <- Number of sequential color indexes to fade Purpose: This function slowly fades the screen from the current palette to black. Notes: This is a utility function. ------------------------------------------------------------------------------ void AckSetTextmode(void); Purpose: Places the screen into normal 80x25 text color mode 3. Returns: Nothing Notes: This is a utility function. ------------------------------------------------------------------------------ UCHAR far *AckReadiff(char *FileName); where: FileName <- Name of .LBM or .BBM file to read Purpose: Reads in a Deluxe Paint picture (.LBM) or brush (.BBM) file, allocates a buffer for the images and returns the buffer pointer to the caller. The image in the buffer will contain 4 bytes at the beginning with the width and height of the image in integer format. This function is provided if the application wishes to read its own images and is also needed if the overlay image is Deluxe Paint format. Returns: Pointer to buffer if successful NULL if an error reading the image Notes: None ------------------------------------------------------------------------------ int AckWrapUp(ACKENG *ae); where: ae <- Pointer to interface structure Purpose: Frees up memory buffers used by the ACK engine. Returns: 0 always Notes: This function MUST be called before exiting the application so that XMS memory is returned to the system. ------------------------------------------------------------------------------ int AckSoundInitialize(int DefaultSoundDevice); where: DefaultSoundDevice <- One of the DEV_ values in ACKSND.H Purpose: Starts up WORX routines and determines hardware Returns: 0 if okay -1 if error initializing Notes: This function MUST be called before the other sound routines are used. Calling with DEV_NOSOUND will force all sound off. Calling with DEV_PCSPEAKER will force sound through the speaker even if a sound card is present. ------------------------------------------------------------------------------ int AckPlayBackground(char *MusicFileName); where: MusicFileName <- Name of .CMF file to begin playing in background. Purpose: Continuously plays the music file in the background. Returns: 0 if okay -1 if error loading file Notes: See text in section Sound and ACK-3D for limitations with music. ------------------------------------------------------------------------------ int AckLoadSound(int VocIndex,char *VocFileName); where: VocIndex <- One of the SOUND_ defines in ACKSND.H VocFileName <- Name of .VOC file to load. Purpose: Loads up a sound file for later playing. Returns: 0 if okay -1 if error loading sound Notes: This function will load the .VOC file if a SoundBlaster or Adlib card is present. If the PC speaker is specified then the routine will look for .PWM files (created with the VOC2PWM.EXE program). The application should always call with the .VOC extent. ------------------------------------------------------------------------------ void AckPlaySound(int SoundIndex); where: SoundIndex <- One of SOUND_ indexes from ACKSND.H Purpose: Plays the specified sound effect (.VOC file) Returns: Nothing Notes: Sound file must have been previously loaded with AckLoadSound(). ------------------------------------------------------------------------------ void AckStopBackground(void); where: Nothing Purpose: Stops the current background music file (.CMF) Returns: Nothing Notes: None ------------------------------------------------------------------------------ void AckSoundShutdown(void); where: Nothing Purpose: Closes down the WORX routines, freeing memory, etc. Returns: Nothing Notes: This routine MUST be called before exiting the application if sound is being used in the ACK engine. (19) Where to Begin: (EXAMPLES) Okay, now that we've covered some of the details, let's look at how an application begins to use the ACK engine. The first thing to do is to make some decisions, such as (and these may not be related to each other); 1. Will the interface structure be in global memory, or allocated memory? 2. What size of viewport will be used? 3. Will light shading be used? Will the ceiling and floor be shaded? 4. Are objects going to be manipulated by the ACK engine, or the app? 5. Will there be an overlay screen? Why is question 1 important? The interface structure is not small, just to begin with there are four 8k arrays within it to hold the map data, as well as object and door arrays, so if you plan on having alot of global data in the application then the interface structure should be allocated from the far heap. It doesn't really matter to the engine since a pointer to the structure is passed in the library calls as far data. Let's say for our example that we'll allocate the structure and hold it in a global data pointer within the application. We could begin with something like; #include "ack3d.h" ACKENG *ae; /* This is our global pointer */ /* This could be a routine that the application uses to initialize things */ int AppInitialize(void) { int result = 0; ae = malloc(sizeof(ACKENG)); /* We first get memory for the structure */ if (ae == NULL) /* Whoops, we didn't get the memory */ return(-1); /* So return an error */ memset(ae,0,sizeof(ACKENG)); /* Now we clear out the entire structure */ /* Perform other initialization here */ return(result); } Snippet 1 This code snippet does nothing more than allocate and clear the interface structure that will be used by the application and the ACK engine. Now we need to setup the size of the viewport and initialize the engine; #include "ack3d.h" #define VIEW_X 80 /* Size of the 3D viewport */ #define VIEW_X1 240 #define VIEW_Y 40 #define VIEW_Y1 160 char *MapFileName = "LEVEL1.MAP"; int AppSetupEngine(void) { int result; ae->WinStartX = VIEW_X; ae->WinStartY = VIEW_Y; /* Plug in the size we want */ ae->WinEndX = VIEW_X1; /* for our viewport */ ae->WinEndY = VIEW_Y1; result = AckInitialize(ae); /* Then initialize the engine! */ return(result); /* 0 if no error, else errorcode */ } Snippet 2 Code snippet 2 sets up an arbitrary viewport size (I usually load a picture into Deluxe Paint and write down the coordinates of where I want the 3D walls to be), and then calls the engine to intialize. Upon return the value of result will either be zero, meaning no problems, or one of the ERR_ codes listed in the ACK3D.H header file. If an error occurs the application should NOT continue, since unpredictable results WILL occur. At this point the engine has filled in quite a bit of the ACKENG structure with information about the viewport and the map file that was read in and processed. A buffer is automatically allocated for the ScreenBuffer pointer in the structure and the map arrays now contain the necessary wall and object information to build the POV. But, we can't do that just yet. First we have to decide on a couple more things. Lets take code snippet 2 and expand it; #include "ack3d.h" #define VIEW_X 80 /* Size of the 3D viewport */ #define VIEW_X1 240 #define VIEW_Y 40 #define VIEW_Y1 160 #define CEILING_COLOR 23 #define FLOOR_COLOR 27 #define DOORSPEED 4 /* Doors need a speed to open/close */ #define PLAYER_X 390 /* Initial X coordinate */ #define PLAYER_Y 260 /* Initial Y coordinate */ #define PLAYER_ANGLE 480 /* Initial POV angle */ char *MapFileName = "LEVEL1.MAP"; int AppSetupEngine(void) { int result; ae->WinStartX = VIEW_X; ae->WinStartY = VIEW_Y; /* Plug in the size we want */ ae->WinEndX = VIEW_X1; /* for our viewport */ ae->WinEndY = VIEW_Y1; ae->xPlayer = PLAYER_X; /* Setup intial coordinates */ ae->yPlayer = PLAYER_Y; /* for the POV */ ae->PlayerAngle = PLAYER_ANGLE; ae->DoorSpeed = DOORSPEED; /* Set a default door speed */ result = AckInitialize(ae); /* Then initialize the engine! */ if (result) return(result); /* Error, so get out now */ result = AckReadMapFile(ae,MapFileName); if (result) return(result); ae->TopColor = CEILING_COLOR; /* Setup our colors for the */ ae->BottomColor = FLOOR_COLOR; /* background.... */ ae->LightFlag = SHADING_ON; /* Yes, we want light shading */ result = AckBuildBackground(ae); /* Build the ceiling, floor */ if (result) return(result); /* Error, so get out now */ return(result); /* 0 if no error, else errorcode */ } Snippet 3 Code snippet 3 adds to snippet 2 by setting up the background ceiling and floor that the ACK engine requires. In the example above we decided to shade the background. By using SHADING_OFF (both found in ACK3D.H) we could also decide to have a solid background. Note the two defines for ceiling and floor color, these can be any color from 0 to 255, whatever is appropriate for the applications. Also note that the initial coordinates and angle of the POV are setup here but do not need to be. These can be deferred until the call to AckBuildView() is made. They are done here merely for convienence. Okay, things are coming along nicely. Now we need to decide if an overlay is needed or not. Remember an overlay is only need if there will be some part of the full screen that will always display over the 3D walls. An example would be gothic pillars, or perhaps magic staffs that border the full screen display. Whatever the application needs to give the visual effect. An overlay is not mandatory and does induce a slight speed degradation when displaying the engine. It also means the function AckDisplayScreen() must be called to actually use the overlay (unless the application has it's own routine to handle it). Let's say we want an overlay, this is what we would do; #include "ack3d.h" char *PictureFile = "MYPIC.LBM"; int AppSetupOverlay(void) { int result = 0; UCHAR far *OverlayPic; OverlayPic = AckReadiff(PictureFile); /* Load a Deluxe Paint picture */ if (OverlayPic == NULL) /* Whoops, got a problem */ return(-1); /* So return with an error */ result = AckCreateOverlay(ae,&OverlayPic[4]); /* Compile the overlay */ free(OverlayPic); /* Free up the picture unless */ /* we want to use it later */ return(result); } Snippet 4 This example reads in a Deluxe Paint LBM file and calls the ACK engine to compile it. The resulting overlay sequence will be in the interface structure pointed to by OverlayBuffer (unless an error occurs). One change to this code snippet would be to keep the picture buffer around so it can be displayed on the screen. Note, only the portion which will cover the 3D viewport will be compiled, NOT the entire picture. The application can use the supplied LBM read routine if it wishes, or read in the picture on its own, as long as the picture buffer passed to the routine is a flat 320 by 200 (64000 byte) image that the overlay section can be snipped out of. The AckReadiff() routine places the width and height of the image in the first four bytes of the buffer, which is why &OverlayPic[4] was passed to the engine. Again remember, the overlay is optional and only needs to be used if part of the screen is going to appear over the walls. By now we've setup quite a bit of the information we'll need to actually draw a 3D view of our map, but things will look pretty bad if we try to draw at this point, we don't have any bitmaps yet! Let's proceed with what is needed to get some walls into our application; #include "ack3d.h" typedef struct { int Number; int Type; char *Name; } BMTABLE; BMTABLE bmTable[] = { 1 ,TYPE_WALL ,"swall1.bbm", 2 ,TYPE_WALL ,"swall2.bbm", 3 ,TYPE_WALL ,"swall3.bbm", 4 ,TYPE_WALL ,"swall4.bbm", 5 ,TYPE_WALL ,"swall5.bbm", 58 ,TYPE_WALL ,"secret.bbm", 59 ,TYPE_WALL ,"secret.bbm", 60 ,TYPE_WALL ,"sdoor.bbm", 61 ,TYPE_WALL ,"sside.bbm", 62 ,TYPE_WALL ,"sdoor.bbm", 1 ,TYPE_OBJECT ,"eyeball.bbm", 2 ,TYPE_OBJECT ,"treasure.bbm", -1 ,-1 ,"" /* End of table */ }; int AppLoadBitmaps(void) { int result; int i = 0; while (bmTable[i].Number != -1) { result = AckLoadBitmap(ae, bmTable[i].Number, bmTable[i].Type, bmTable[i].Name); if (result) /* Error during load */ break; /* so get out now */ i++; /* Next index in table */ } return(result); } Snippet 5 What code snippet 5 does is loop through a table and load all the bitmaps for this example application (the bitmap names are arbitrary). Should an error occur the routine exits immediately and returns the error to the caller. Note also that this same routine can be used to load objects as well as walls, just use TYPE_OBJECT instead of TYPE_WALL (defined in ACK3D.H) for the objects. Upon return from code snippet 5 we'll have all the bitmaps loaded that are needed to begin. If no objects are going to be used then we can proceed, but for example purposes let's say we have the two objects loaded in snippet 5 to setup. We do this by calling the function AckCreateObject() as in the following example; #include "ack3d.h" int AppSetupObjects(void) { int result; UCHAR BitmapNumbers[2]; ae->ObjList[1].Dir = 0; /* Direction doesn't matter */ ae->ObjList[1].Speed = 0; /* is a stationary object */ BitmapNumbers[0] = 1; /* Bitmap to use with object (eyeball) */ result = AckCreateObject(ae,1,1,BitmapNumbers); if (result) /* An error occurred */ return(result); /* so get out now */ ae->ObjList[2].Dir = 0; /* Again a direction is irrelavent */ ae->ObjList[2].Speed = 0; /* Because speed 0 is stationary */ BitmapNumbers[0] = 2; /* Bitmap to use (treasure) */ result = AckCreateObject(ae,2,1,BitmapNumbers); return(result); } Snippet 6 Snippet 6 is a brute force method of creating the objects. A more elegant method would be to setup a table to create the objects, similiar to what we did in snippet 5 with the bitmaps. At this point we've got the engine initialized, a background buffer built, bitmaps loaded, and objects created. We're not even in graphics mode yet! The ACK engine provides some support functions that may be used (unless the application has its own), to setup graphics mode and later go back to text mode. These functions are; AckSetVGAmode(); <- Sets video into mode 13h (320x200 w/ 256 colors) AckSetTextmode(); <- Sets video into mode 3 (80x25 16 color text) Use these if desired, they are just thrown in as support routines. Another routine can also be used, this one reads in a palette file and sets up the VGA palette registers; AckLoadAndSetPalette( FileName ); <- Reads a palette file and sets regs. This routine may be used AFTER the video is placed in graphics mode. Pass the name of a 768 byte palette file to use. Upon return the new palette will be set. Let's put these routines into a code snippet; #include "ack3d.h" char *PalFile = "DEMO.PAL"; int AppSetGraphics(void) { int result; AckSetVGAmode(); /* Go into graphics */ result = AckLoadAndSetPalette(PalFile); return(result); } Snippet 7 Okay, we've got the beginnings of a 3D game! As part of this introduction we need to be concerned with only a couple more things. Beyond that it becomes the applications responsibility to handle user interaction with the engine. Once we're ready to begin displaying the POV on the screen we need to make one more mandatory call to the engine to tell it to build the current scene. The code snippet below shows this process (for now we'll assume the application is going to let the ACK engine perform the actual display); #include "ack3d.h" void AppShow3D(void) { /* Any preprocessing the application wishes to do can go here */ AckBuildView(ae); /* Tell the ACK engine to construct the POV */ AckDisplayScreen(ae); /* Display the POV on the video screen */ } Snippet 8 Remember that the initial coordinates of the POV were setup in code snippet number 3 above. They can easily be setup anytime before calling AckBuildView() if the application so decides. It's high time we put all these code snippets together into a running example program. This is shown below; #include "ack3d.h" #define VIEW_X 80 /* Size of the 3D viewport */ #define VIEW_X1 240 #define VIEW_Y 40 #define VIEW_Y1 160 #define CEILING_COLOR 23 #define FLOOR_COLOR 27 #define PLAYER_X 390 /* Initial X coordinate */ #define PLAYER_Y 260 /* Initial Y coordinate */ #define PLAYER_ANGLE 480 /* Initial POV angle */ char *MapFileName = "LEVEL1.MAP"; char *PictureFile = "MYPIC.LBM"; char *PalFile = "DEMO.PAL"; typedef struct { int Number; int Type; char *Name; } BMTABLE; BMTABLE bmTable[] = { 1 ,TYPE_WALL ,"swall1.bbm", 2 ,TYPE_WALL ,"swall2.bbm", 3 ,TYPE_WALL ,"swall3.bbm", 4 ,TYPE_WALL ,"swall4.bbm", 5 ,TYPE_WALL ,"swall5.bbm", 58 ,TYPE_WALL ,"secret.bbm", 59 ,TYPE_WALL ,"secret.bbm", 60 ,TYPE_WALL ,"sdoor.bbm", 61 ,TYPE_WALL ,"sside.bbm", 62 ,TYPE_WALL ,"sdoor.bbm", 1 ,TYPE_OBJECT ,"eyeball.bbm", 2 ,TYPE_OBJECT ,"treasure.bbm", -1 ,-1 ,"" /* End of table */ }; /* Prototypes */ int AppInitialize(void); int AppSetupEngine(void); int AppSetupOverlay(void); int AppLoadBitmaps(void); int AppSetupObjects(void); int AppSetGraphics(void); void AppShow3D(void); /* Entry point for application */ int main(void) { int result,done = 0; result = AppInitialize(); if (result) { printf("Error initializing: ErrorCode = %d\n",result); return(1); } result = AppSetupEngine(); if (result) { printf("Error setting up ACK engine: ErrorCode = %d\n",result); return(1); } result = AppSetupOverlay(); if (result) { printf("Error loading overlay: ErrorCode = %d\n",result); return(1); } result = AppLoadBitmaps(); if (result) { printf("Error loading bitmaps: ErrorCode = %d\n",result); return(1); } result = AppSetupObjects(); if (result) { printf("Error creating objects: ErrorCode = %d\n",result); return(1); } result = AppSetGraphics(); if (result) { AckSetTextmode(); printf("Error loading palette: ErrorCode = %d\n",result); return(1); } while (!done) { AppShow3D(); if (getch() == 27) /* Check for the escape key */ break; } AckSetTextmode(); return(0); } Example 3 (20) Closing comments: And here I said at the start of this document that writing docs is too much like work! Anyway, I hope the information provided above, as well as the actual source to the ACK engine, is enough to get you started on your own 3D adventure. It's been a very exciting project and I've met alot of nice folks who have pitched in and helped in many ways. I wish to express thanks to all of you who made this possible and advanced thanks to all of you who may use the engine to produce more games for all of us to enjoy. Those who have been of GREAT help are; Jaimi McEntire who helped a great deal with programming and graphics. Jaimi also did the neat space station picture in the title! Ken Lemieux who provided the space dudes and shuttle! Steve Salter who did ALOT of the wall and object graphics! Frank Sachse who provided the sound routine interface and music! Ron Sachse who provided some of the wall bitmaps! Mark Betz who allowed me to use his fading routines! Bart Stewart who built an image editor for this thing! Michael Wilson who's XMS code was readily available and is working great! Thanks guys! Without you the ACK engine and demo would not have been possible! Now some bad news: There is currently a problem with displaying objects that sometimes causes "ghosts" images to be displayed. While this does not cause any damage to anything it is very annoying and I haven't been able to track down the cause. If anyone has any suggestions or ideas I'd appreciate hearing them and building an update for others. Thanks! One last note: This will be my final installment of ACK3D for awhile. I'm not going to drop out of the picture totally but I've got some new things that I'm eager to try out! Maybe some more goodies will come out of it, one can never tell. If you wish to reach me on CompuServe I'm usually hanging around the Game Design library of The Gamers forum, or you can email me direct. My CompuServe account is 72355,655. Sincerely, Lary Myers