
   -- PLEASE READ THE FILE MANUAL.WRI ON YOUR WINDOWS WRITE PROGRAM. -------




                              MAJESTICK Anim8
                         Version 1.13,  November 1995.
                                 Shareware




      This program was written for my personal use only, but I found
      out that its power is pretty impressive compared to what other
      software packages of the same category offer. The software was
      very fun to produce; I had new ideas coming every time I thought
      I had finished the program. I hope you'll enjoy using it as well.

                                                        - Nawfel Tricha

                            TABLE OF CONTENTS:


     A.  ANIMATION
     B.  ANIMATION PACKAGES
     C.  MAJESTICK ANIM8
     D.  SYSTEM REQUIREMENT

     1. GLOBAL COMMANDS
         1.1  ANIMATE
         1.2  ZOOM
         1.3  UNZOOM
         1.4  LOAD PALETTE
         1.5  SAVE PALETTE
         1.6  SET PALETTE
         1.7  NEW
         1.8  LOAD
         1.9  SAVE
         1.10 QUIT
     2. ANIMATION COMMANDS
         2.1  FRAME TIME SELECTOR
         2.2  GLOBAL TIME SELECTOR
         2.3  FRAME SLOT SELECTOR
     3. EDIT COMMANDS
         3.1  COPY
         3.2  PASTE
         3.3  CLEAR
         3.4  INSERT
         3.5  DELETE
     4. TRANSFORMATION COMMANDS
         4.1  SYMMETRY
         4.2  360 ROTATION
         4.3  90 DEGREE ROTATION
         4.4  WRAP-AROUNDS
     5. ZOOM MENU
         5.1  EDITING THE SPRITE
         5.2  CHOOSING A PEN COLOR
         5.3  EDITING A PEN COLOR
         5.4  CLEARING A FRAME
         5.5  CHOOSING FRAMES
         5.6  FRAME SLOT SELECTOR
         5.7  COPYING A FRAME
         5.8  PASTING A FRAME
         5.9  UNZOOM
     6. PALETTE CONTROL PANEL
         6.1  CHOOSING A COLOR
         6.2  STARTING COLOR
         6.3  ENDING COLOR
         6.4  GOTO START
         6.5  GOTO END
         6.6  RGB 
         6.7  INTENSITY
         6.8  SPREADING
         6.9  COMPRESSING
         6.10 REMOVING UNWANTED COLORS
         6.11 IMPORTING A PALETTE
         6.12 RESETTING A PALETTE
         6.13 SAVING A PALETTE
         6.14 LOADING A PALETTE
         6.15 EXITING THE PCP
     7. OTHER TOPICS
         7.1 LOADER
         7.2 LOADING AN ANIMATION
         7.3 SAVING AN ANIMATION
         7.4 LOOP SELECTOR
         7.5 PERFORMING ROTATIONS
         7.6 CONFIG MENU
         7.7 MOUSE DRIVERS
     8. GLOSSARY OF TERMS
     9. REGISTERING	     
     X. DISCLAIMER
     

To our reader:
Throughout the entire manual, we will be refering to the left mouse button as
the LMB and the right mouse button as the RMB.  



  A. ANIMATION:

     Animation has become an essential technique used in video games
     nowadays. The whole process consists of moving small images trough
     the screen, giving life to every object and character found in a
     video game. The animation logic is very straight forward, but its
     implementation in computer language is a very difficult task.
     Animation is done by drawing pictures and moving them on the
     display. Moving pictures is implemented by software compilers
     such as C, C++, BASIC, COBOL, ASSEMBLY, and PASCAL. Drawing
     pictures is done by image-editing and animation software such as
     Majestick Anim8 .


   B. ANIMATION PACKAGES:

     The technical term used by video programmers for animation
     packages is sprite editors. Sprite editors are programs that
     let the user work on tiles, also known as bit-maps or sprites,
     and move them on the screen at different speeds. A whole set
     of transformation and editing tools are found in every editor
     that falls in this category. Sprite editors should not be confused
     with image editors, each of these packages has it's own advantages
     and  drawbacks.


   C. MAJESTICK ANIM8:

     You have the unregistered version of Majestick Anim8. All editing
     tools are fully operational; however, you cannot save your animation
     to your hard disk. Palette files can be loaded and saved in this
     version. 


   D. SYSTEM REQUIREMENTS:

     Anim8 requires a 32-bit CPU such as a 386 (486 recommended). The
     interface needs a 2-button mouse. No EMS or XMS are required. A VGA
     card with VLB would be appreciated. Less than 512k of base memory
     is required to run the program.





1. GLOBAL COMMANDS:

   1.1 ANIMATE:
      Animates the current sprites at the chosen speed.
      If the LOOP toggle is pressed, then the animation
      will run indefinitely. Each frame is affected by
      the frame speed variable (See Frame Time Selector).
      Pres the RMB to interrupt the animation.
      (See LOOP SELECTOR)
   1.2 ZOOM:
      This feature will enable you to edit the current
      frame trough the enlarged grid. A new window will open
      in the right side of the screen revealing new editing
      features.
      (See ZOOM MENU)
   
   1.3 UNZOOM:
      Leaves the Zoom Menu and returns to the Main Menu.

   1.4 LOAD PALETTE:
      Loads a palette file '.PAL' from the current palette
      directory.
      (Use the CONFIG icon to change the directory)
      (See LOADING A PALETTE)

   1.5 SAVE PALETTE:
      Saves the palette into the palette directory.
      (Use the CONFIG icon to change the directory)
      (See SAVING A PALETTE)

   1.6 SET PALETTE:
      The palette window offers different color handling
      functions such as palette compression, imports and
      color spreading.
      (See PALETTE CONTROL PANEL)

   1.7 NEW:
      Clears all the frames and resets the current timing
      variables (FTs & GT).

   1.8 LOAD:
      Loads an animation file '.NM8' from the current animation
      directory.
      (Use the CONFIG icon to change the directory)
      (See LOADING AN ANIMATION)      

   1.9 SAVE:
      Saves the current animation in the current animation
      directory. 
      (Use the CONFIG icon to change the directory)
      (See SAVING AN ANIMATION)

   1.10 QUIT:
      Exits the program.


2. ANIMATION COMMANDS:

   2.1 FRAME TIME SELECTOR:
      The FTS icons are located on the right side of the screen (Green
      LEDs). The Frame Time is the number of milliseconds the CPU has
      to wait before the next frame is updated on the screen. Each
      frame has it's own variable.
      The range of the FTS goes from 1 millisecond to 1 second.
      Pressing the LMB updates the FTS one millisecond at a time.
      Pressing the RMB updates the FTS ten milliseconds at a time.

   2.2 GLOBAL TIME SELECTOR:
      The GTS icons are located on the right side of the screen (Red
      LEDs). The Global Time represents the animation speed.
      The animation speed is expressed: GT + FT[Frame].
      The range of the GTS goes from 1 millisecond to 1 second.
      Pressing the LMB updates the GTS one millisecond at a time.
      Pressing the RMB updates the GTS ten milliseconds at a time.

   2.3 FRAME SLOT SELECTOR:
      The FSS is a pair of icons found on the lower left side of the
      screen. The FSS is used to specify the number of frame slots in the
      animation. Each animation may take a different number of frames;
      please check the included examples for a better comprehension.
      Pressing the LMB updates the FSS one frame at a time.
      Pressing the RMB updates the FSS ten frames at a time.
      You can have up to 30 frame slots for your animation.
      (See ANIMATION)



3. EDIT COMMANDS:

   3.1 COPY:
      Press the LMB on the COPY icon to save the frame for future use.
      The COPY icon is used with the PASTE icon to draw the same
      picture on different frames.
      COPY also saves the current Frame Time.
      Notice:
      When using the 360 rotation from the Main Menu, the copy data is
      lost. Please paste your work before doing 360 rotations on a sprite.
      (See PASTE)

   3.2 PASTE:
      Press the LMB on the PASTE icon to restore the copied frame into
      the current sprite.
      PASTE also restores the copied Frame Time.
      (See COPY)

   3.3 CLEAR:
      Press the LMB on the red CL icon to clear the current frame and to
      reset the current Frame Time.
      Warning:
      Clearing a frame is not the same as deleting a frame. If you want
      to delete a frame from the animation, press the LMB on the DEL
      icon from the Main Menu.

   3.4 INSERT:
      Press the LMB on the insert icon to insert a frame. The current
      frame will precede the inserted frame. The inserted frame FT will
      be set to 0 milliseconds. Inserting is not possible when all 30
      frame slots are operational.

   3.5 DELETE:
      Press the LMB on the delete icon to delete a frame. Deleting a
      frame will erase it from memory and connect the two adjacent
      frames together. Deleting is not possible when only one frame
      slot is operational.
      Warning:
      Deleting a frame is not the same as clearing a frame. If you want
      to clear a frame, press the LMB on the red CL icon from the
      Main Menu or the Zoom Menu.



4. TRANSFORMATION COMMANDS:

   From the Main Menu you can perform several transformation commands such
   as 90 degree rotation, full (1 by 1) 360 degree rotation, symmetry and
   other useful commands.
    The transformation menu is a set of eight icons found on the lower right side      
     of the screen. The first row of icons performs rotations, and the second row                  
     performs wrap-arounds.

   4.1 SYMMETRY:    
      You can perform two types of symmetry on the current frame:
      X-AXIS SYMMETRY:
        Press the LMB on the X icon next to the frame window.
      Y-AXIS SYMMETRY:
        Press the LMB on the Y icon next to the frame window.

   4.2 360 ROTATION:
      You can perform a (1 by 1) 360 degree rotation on your sprite;
      simply press the LMB on the circular arrows (first and second
      icons of the transformation menu).
      Notice:
      This process overwrites the copied frame. (See COPY)

   4.3 90 DEGREE ROTATION:
      90 degree rotations are performed by pressing the LMB on the broken  
      arrow.
    
   4.4 WRAP-AROUNDS:
      The editor can perform wrap-arounds on the current sprite.
      The wrap-around is used to center or scroll your sprite instead
      of redrawing the sprite manually.
      All wrap-around icons are on the second line of the transformation
      menu. The arrows correspond to the wrap-around direction.


5. ZOOM MENU:

   You access the Zoom Menu by pressing the LMB on the ZOOM icon.
   The Zoom Menu is used to edit the current frame. The grid is an enhanced
   representation of the current sprite.


   5.1 EDITING THE SPRITE:
      You can edit the sprite only through the grid. By pressing the LMB
      you draw pixels or simply erase them depending on the color you
      have chosen.

   5.2 CHOOSING A PEN COLOR:
      Choosing a color can be done from anywhere in the screen. Just press
      the RMB and you will update the current color. We suggest that you
      chose the colors from the color grid; it gives you a more accurate
      manipulation. Press the RMB on the background color of the grid
      (black) to erase a misplaced pixel.
      The Pen Color is only updated from the Zoom Menu, The PCP doesn't
      have access to it.

   5.3 EDITING A PEN COLOR:
      While away from the Palette Control Panel, you can still perform some
      easy palette manipulations on the current color. On the right side of
      the screen are located 3 pairs of RGB control icons. These icons
      behave in the same manner as the ones found in the PCP.
      (See PALETTE CONTROL PANEL, RGB)

   5.4 CLEARING A FRAME:
      You can clear the current frame by pressing the LMB on the red
      CL icon.
      Warning:
      Clearing a frame is not the same as deleting a frame. If you want
      to delete a frame from the animation, press the LMB on the DEL
      icon from the Main Menu.

   5.5 CHOOSING FRAMES:
      Pressing the LMB on the arrows on the top-left of the screen will
      move you to the previous or next frames. The maximum frame number is
      set by the FSS.

   5.6 FRAME SLOT SELECTOR:
      The FSS is a pair of icons found on the lower left side of the
      screen. The FSS is used to specify the number of frame slots in the
      animation. Each animation may take a different number of frames;
      please check the included examples for a better comprehension.
      Pressing the LMB updates the FSS one frame at a time.
      Pressing the RMB updates the FSS ten frames at a time.
      (See ANIMATION)

   5.7 COPYING A FRAME:
      Press the LMB on the COPY icon to save the frame for future use.
      The COPY icon is used with the PASTE icon to draw the same
      picture on different frames.
      COPY also saves the current Frame Time.
      Notice:
      When using the 360 rotation from the Main Menu, the copy data is
      lost. Please paste your work before doing 360 rotations on a sprite.
      (See PASTE, FRAME TIME SELECTOR)

   5.8 PASTING A FRAME:
      Press the LMB on the PASTE icon to restore the copied frame into
      the current sprite.
      PASTE also restores the copied Frame Time.
      (See COPY, FRAME TIME SELECTOR)

   5.9 UNZOOM:
      Press the LMB on the UNZOOM icon to go back to the Main Menu.


6. PALETTE CONTROL PANEL:

   The editor offers a variety of color manipulation commands. You can
   control 240 colors, 16 colors are locked by the editor for represen-
   tation purposes. The Palette Control Panel is a window that can be
   accessed from the Main Menu by pressing the LMB on the Set Palette icon.

   6.1 CHOOSING A COLOR:
      The Color icons are used to chose the current color from the PCP.
      You control 240 colors (16 to 255). The chosen color can be treated
      by other icons such as RGB icons.
      The chosen color does not correspond to the Pen Color. The Pen Color
      is chosen from the Zoom Menu. (See ZOOM MENU)
      Press the LMB to update the current color one unit at a time.
      Press the RMB to update the current color ten units at a time.

   6.2 STARTING COLOR:
      The Start icons control the starting color. These are used along
      with the End icons to determine the extremums of the color spread
      function.
      (See SPREADING, GOTO START)
      Press the LMB to update the starting color one unit at a time.
      Press the RMB to update the starting color ten units at a time.

   6.3 ENDING COLOR:
      The End icons control the ending color. These are used along with
      the Start icons to determine the extremums of the color spread
      function.
      (See SPREADING, GOTO END)
      Press the LMB to update the ending color one unit at a time.
      Press the RMB to update the ending color ten units at a time.

   6.4 GOTO START:
      Press the LMB on the S->C icon to put the current color on the
      starting color. This method is used to control the starting color
      RGB through the current color.
      (See RGB)

   6.5 GOTO END:
      Press the LMB on the E->C icon to put the current color on the
      ending color. This method is used to control the ending color
      RGB through the current color.
      (See RGB)
      
   6.6 RGB :
      Your monitor has three wideband amplifiers, one for each of Red,
      Green, and Blue electron guns. The electrons are shot into the
      phosphore dots producing millions of colors depending on the
      different gun intensities. An equal electron shot from the guns
      produces a white color at normal viewing distance.
      (Please examine your monitor glass through a magnifier. The RGB
       dots can be seen with a bare human eye from near distances)
      The VGA card mode used is 320X x 200Y x 256 colors; this is the best
      mode used for animation, regardless to Mode-X. The DAC (Digital to
      Analog Converter) palette registers are 6-bits long; therefore, you
      can have 26 = 64 different intensities for each Red, Green,
      and Blue register. The total viewable colors are 256 out of
      64x64x64 = 262144 colors.

      The RGB icons are found on the panel under the names Red, Green, and
      Blue.
      Pressing the LMB on the RGB icons will update the DACs for the current
      color one unit at a time.
      Pressing the RMB on the RGB icons will update the DACs for the current
      color ten units at a time.
      Example of plane colors, use the intensity icons to add shading
      to each one of the colors:
         Red:                          RED = 63, GREEN =  0, BLUE =  0;
         Green:                        RED =  0, GREEN = 63, BLUE =  0;
         Blue:                   	 	RED =  0, GREEN =  0, BLUE = 63;
         Yellow:                  		RED = 63, GREEN = 63, BLUE =  0;
         Cyan:                    		RED =  0, GREEN = 63, BLUE = 63;
         Light Human Flesh:            RED = 46, GREEN = 38, BLUE = 29;
         Dark  Human Flesh:            RED = 26, GREEN = 20, BLUE = 18;
         Wood:                    		RED = 20, GREEN = 14, BLUE = 12;
         Sky:                     		RED = 19, GREEN = 35, BLUE = 37;
         Ocean:                   		RED = 15, GREEN = 16, BLUE = 32;
         Forest:                  		RED = 04, GREEN = 26, BLUE = 02;
         Desert:                  		RED = 36, GREEN = 32, BLUE = 27;
         Baby Pink:               		RED = 63, GREEN = 44, BLUE = 40;
         Orange Fluo:                  RED = 59, GREEN = 24, BLUE = 20;
         Cream:                   		RED = 63, GREEN = 56, BLUE = 32;

   6.7 INTENSITY:
      The intensity icons are found next to the RGB icons. They behave in
      the same manner as their neighbors. Intensity icons update all
      RGB dacs for the current color at once.

   6.8 SPREADING:
      Pressing the LMB on the SPREAD icon will smoothly make a transition
      from the starting color to the ending color. All colors found within
      the start-end gap will be lost. Spreading is very useful in sprite
      and image drawing; it gives the effect of shading and depth, but
      consumes many color slots. Use it wisely!
      (See STARTING COLOR, ENDING COLOR, RGB, COMPRESSING)

   6.9 COMPRESSING:
      Press the LMB on the CMP icon to remove all unused colors for
      more color handling. Most of the time you will find yourself using
      only two to three colors out of the sixteen or more shades you made
      using the Spread option. Compressing colors is done by checking all
      the frames used in the animation and removing all unused colors.
      The copy frame colors are also checked.

   6.10 REMOVING UNWANTED COLORS:
      Once you have compressed the palette colors, you can remove all
      unwanted colors by pressing the LMB on the RMV icon. All unused
      colors are set to a back color.
      (See COMPRESSING)

   6.11 IMPORTING A PALETTE:
      You can import palettes from a common image file format namely known
      as PCX. The import only takes the 240 colors out of the 256
      colors found on the files; the editor needs 16 colors for the panel.
      Press the LMB on the IMPORT icon.
      Notice:
      The current palette will be lost if not saved.

   6.12 RESETTING A PALETTE:
      Press the LMB on the RESET icon to restore the loaded palette.
      Notice:
      The current palette will be lost if not saved.

   6.13 SAVING A PALETTE:
      Saving can be done either from the PCP or from the Main Menu. When
      pressed with the LMB, the SAVE icon opens a window that prompts you
      for a file name. You cannot specify the directory of the palette from
      that window (See CONFIG). If you don't want to save the palette, just
      press Esc.
      The palette format would be:
            Palette file specs as of August 1995:
	Palette size:  12 + 720 = 732 bytes.        
	Number of colors :  240.
   @Byte 0000:0000:     
        00012  bytes:  Signature  '1995 * NT * '
	@Byte 0000:0012:
	     00720  bytes:   RGB run.   Value [0-63]

      In this C++ example, you load the palette from color 16.
      The first 16 colors should be loaded otherwise, or just left intact.
      This program is not optimized in any way! It just shows novice
      programmers how to load the palette file.
       #include <IOSTREAM.H>           			// cout.
       #include <FSTREAM.H>            			// ifstream, ios:: seekg, ios::read.
       #include <DOS.H>                    			// FP_SEG( ), FP_OFF( ).
       char load_pal(char *pal_name);
           void main(){
         asm {mov ax, 0013h; int 10h;}             		// Set Bios mode 13h
         char answer = load_pal("example.pal");    	// Load palette.
         if (answer) cout << "File not found!" << endl;
           }
       char load_pal(char *pal_name){
           unsigned char pal1[768] = {0};
           unsigned int s1, o1;
           ifstream palin(pal_name, ios::binary);
       if (!palin) return 1;           				// Return error if file not found.   
            palin.seekg(12);                         		// Bypass the Signature.
               palin.read((char *) pal1 + 48, 720);     	// Load at color 16.
            s1 = FP_SEG(pal1);         			// Get the segment of pal1.
            o1 = FP_OFF(pal1);         			// Get the offset of pal1.
                    asm{
               push es                 				// Save ES. Not necessary.
               mov ax, 1012h           				// Set Update Block Function.
                         mov dx, s1              			// Pal1 is on ES:DX
                         mov es, dx              			
               mov dx, o1              
               xor bx, bx              				// bx = first color = 0.
                         mov cx, 256   				// cx = number of colors = 256.
               int 10h                 				// Update DACs.
               pop es                  				// Restore ES.
               }
       return 0;       					// Palette saved. 
       }
      The function load_pal() can be compiled and stored in an object
      file or a library.

   6.14 LOADING A PALETTE:
      Press the LMB on the LOAD from the PCP, or LOAD PALETTE from the
      Main Menu to load a palette. The palette is loaded from the current
      palette directory. (See CONFIG, LOADER)
      Notice:
      The old palette will be lost. Save it before loading a new palette.

   6.15 EXITING THE PCP:
      To exit the Palette Control Panel, press the LMB on the return
      icon. (Bent arrow)


7. OTHER TOPICS:

   7.1 LOADER:
      The loader is a black window found on the right side of the screen; 
       this window enables you to open files for editing.
       On the right side of the Loader are located four buttons. The icons
       with double arrows let you scroll fourteen files at a time (one screen).                                                                 
       The icons with one arrow move one file at a time. The first file in 
       the loader window is the chosen file (red color).
       To load the chosen file use the OK icon.
       To cancel  and go back to the main menu use the CANCEL icon.
       ALL icons related to the Loader operate only with the LMB.
      
   7.2 LOADING AN ANIMATION:
      Loading an animation is done by pressing the LMB on the LOAD icon
      from the Main Menu. The current animation will be lost and the
      frame slots are updated along with the palette.

   7.3 SAVING AN ANIMATION:      
      Notice:
      Saving an animation is done by pressing the LMB on the SAVE icon
      from the Main Menu. The editor saves the animation frames, the
      Frame Times, Global Time, Palette, and Loop Selector.

      The animation format is:
            Animation file specs as of August 1995:
   Animation size:  12 + 720 + (802 * maxframe) + 3.
	Number of colors :  240.
   @Byte 0000:0000:     
        00012  bytes:  Signature  '1995 * NT * '
	@Byte 0000:0012:
        00720  bytes:  RGB run.   Value [0-63]
   @Byte 0000:0802:
        00002  bytes:  Maximum Frame Number. Value [1-30] (MFN)
   @Byte 0000:0804:
        00002  bytes:  Global Speed . Value [1-1000] 
   @Byte 0000:0806:
        00001  byte :  Loop Flag . Value [1 or 0] 
   -- Image data ---
   @Byte 0000:0807:
        00002  bytes:  Frame Speed . Value [1-1000]
   @Byte 0000:0809:
        00800  bytes:  Frame Data.
               784 pixels starting from the top left corner and going
               horizontaly to the right.
               The last 16 bytes are reserved for future upgrades.
      FS and frame data should be read squencially for MFN times.
     (See SAVING A PALETTE, CONFIG)

 
   7.4 LOOP SELECTOR:
      The Loop Selector is next to the Loader window. Pressing the LMB
      on the LOOP icon toggles the Loop Selector ON and OFF. When the
      Loop Selector is on, the animation runs indefinitely until the RMB
      is pressed.
   
   7.5 PERFORMING ROTATIONS:
      Rotations can be performed by the Transformation Icons.
      Some of the rotations are performed by numerous icon combinations:
      90 DEGREE:
         90 degree rotations are performed by the 90-Degree icon.
      180 DEGREE:
         X-Symmetry + Y-Symmetry / 2 x 90-Degree.
      270 DEGREE:
         90-Degree + X-Symmetry / 3 x 90-Degree.
      360 (1 BY 1) ROTATION:
         The editor is very precise at 1 by 1 rotations, but since the view-
         able size is only 28x28 pixels, there is some kind of distortion
         after various rotations. We suggest that you do basic rotations
         first, then tune up your rotation angle.
         A 130 degree rotation would come out better with the following
         procedure:
            90-degree + (1 by 1) 40 degree .
         Notice:
         360 rotations overwrite the copied frame.

   7.6 CONFIG MENU:
      This menu will let you configure some options of the program.
         PAL will let you choose the palette directory. (ESC to restore)
         NM8 will let you choose the animation directory. (ESC to restore)
         PCX will let you choose the PCX directory. (ESC to restore)
         + will increase the mouse speed. (RMB for 10 unit update)
         - will decrease the mouse speed. (RMB for 10 unit update)
         Q will quit the config menu.

   7.7 MOUSE DRIVERS:
      We highly recommend that you use the driver included with your
      mouse package. Operating system drivers are very effective, but
      they have to support a large number of mice, which makes them
      inaccurate for editing tasks. 
  
   
  8. Glossary of terms:

ANIMATION:
	See Animation. 
BIT-MAP:
	Memory area (RAM) containing formatted graphics data.
            Bit -Maps are arrays holding two dimentional
            graphic representations.
	Also know as sprite.
BUG:
	Error in a computer program. 
CPU:
	Central Processing Unit. Main computer processor.
DAC:
	Digital  to Analog Converter. Converts binary data to RGB signals
	projected on your screen.
EGA:
	Enhanced Graphic Adapter. Video system found on older PCs. 
FRAME:
	Single two dimmentional picture. 
FSS:
	Frame Slot Selector.
FT:
	Frame Time. The amount of time (in milliseconds) the CPU has to 
	wait before it updates the next frame.
FTS:
	Frame Time Selector.      
GT:
	Global Time. The animation speed in milliseconds. Comparable to
	Tempo in music.
GTS:
	Global Time Selector.
LMB:
   Left Mouse Button.
PCP:
	Palette Control Panel.
PIXEL:
	Dot, or a point on the screen.
RAM:
	Random Access Memory. Memory device used to store and to
	retrieve data. RAM is lost when the power is shut down.
RGB:
	See RGB on chapter 6.
RMB:
	Right Mouse Button.
VGA:
	Video Graphic Array. The standart video system on today's PCs.
        
  9. REGISTERING:
      The registered version contains:
         The latest version of the Anim8.
          Modex and Keyboard handling functions. 
          Fully documented source code to the program GAME.EXE.
         Animation file '.NM8' specs and palette file specs '.PAL'. 

   To register, send a $20 (US) check or money order to:
      Nawfel Tricha.
      7568 WESTLAKE TERRACE
      BETHESDA, MD, 20817-6541
    Registration fee includes shipping & handling  within the U.S. mainland.
    Foreign registrars must add $2.00  (US)

    All registrars will be able to upgrade to future versions of the product
    for free; however, they will have to keep the registered version files
    and they should download the upgrade from a bbs.


   X. DISCLAIMER:

                *********  THIS IS A SHAREWARE  *********
                         PLEASE DISTRIBUTE FREELY
      
   The SHAREWARE package can be distributed freely as long as all the
   files found within the package are kept unmodified. The product can be
   distributed on any storage media (Compact Disk, Optical Fibers, Diskettes, 
   Modem Lines, etc).
   No distribution fee or arrangement for the SHAREWARE version is necessary.
   The REGISTERED version must not be distributed under any circumstances.

MAJESTICK RESERVES THE RIGHT NOT TO BE HELD RESPONSIBLE FOR ANY DIRECT OR INDIRECT
INCIDENTAL DAMAGES CAUSED BY THE CONTENT OF THE PACKAGE OR THE SOFTWARE ITSELF.
THE USER IS OF FULL AWARENESS OF THE CONSEQUENCES AND DROPS ALL CHARGES AGAINST 
THE MANUFACTURER, PRODUCER, AND EDITOR BY RUNNING OR POSSESSING THE PACKAGE.
   THE SOFTWARE AND ALL WRITTEN MATERIALS IN THE PACKAGE ARE OWNED BY MAJESTICK. 
   THIS PRODUCT MAY NOT BE REPRODUCED OR EDITED IN WHOLE OR IN PART WITH
   THE EXCEPTION OF BRIEF QUOTING PASSAGES FOR THE PURPOSE OF REVIEWS.
   COPYRIGHT 1995 MAJESTICK. ALL RIGHTS RESERVED.
   COPYRIGHT 1995 NAWFEL TRICHA. ALL RIGHTS RESERVED.


IBM is a registered trademark and PC is a trademark of International Business
Machines Corporation.
WINDOWS and WRITE are trademarks of Microsoft Corporation.
MAJESTICK and ANIM8 are trademarks of Majestick Corporation.
