[EVN] Cölr Resource Question

...is there any way to get the "logo" to cycle rather than show frames randomly?

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...'cos I'd really like (url="http://"http://homepage.macomb.com/~sirchuck/screenshots/Main_Menu.jpg")this planet(/url) to rotate rather than flutter.

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It is better to feed the goat than it is today.

(This message has been edited by UncleTwitchy (edited 07-31-2003).)

(This message has been edited by UncleTwitchy (edited 07-31-2003).)

I may be out of my depth here, but isn't that main menu animation controlled by a spďn, not cölr? In the default Nova scenario it's spďn RID 606 that controls the multi-frame graphic in PICT 8010. Or do the cölr and spďn interact with each other?

Well, the spďn resource I've got has the planet rotating and those little lights underneath scrolling in sequence, left to right. When I open Nova, the planet and lights just flicker random frames from the spďn.

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Quote

Originally posted by UncleTwitchy:
**Well, the spďn resource I've got has the planet rotating and those little lights underneath scrolling in sequence, left to right. When I open Nova, the planet and lights just flicker random frames from the spďn.
**

Well all I've found so far is a unique new way to crash my CPU. Right now my working hypothesis is that the number of tiles of the spin animation has to synchronize with some undocumented number of refresh cycles used by the game-engine. The default Nova scenario has 7 tiles for the "NOVA" graphic, 11 tiles for the top and bottom slider buttons, and only 10 tiles for the middle slider buttons, which only leaves me confused. Why don't you add to my confusion and tell me how many tiles your animated "Viewscreen" has?

I did discover that you have to have a minimum of two frames in the buttons themselves or Nova crashes, but the sliding panels can have as little as one frame.

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It is better to feed the goat than it is today.

I went through a similar batch of problems trying to make the main menu for Polycon. I never did figure out a way to make a looping menu animation. but after several weeks of testing, I figured out what was causing the crashes. As near as I can tell, there is some sort of undocumented memory limit for the various graphics that are used for the main menu, and if you exceed this size, the graphics will start to be filled with static, or the game will crash.

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