
                     Building the spin_1 example program.


File:
  spin_1.c       <-- Source code for the demo
  player.spr     <-- The player sprite file - has 60 frames
  alien.spr      <-- The alien sprite file  - has 60 frames
  makefile       <-- watcom make file
  link.cmd       <-- watcom linker command file - used by makefile
  readme.txt     <-- this file

Step 1 - Compile the sprites:

At the DOS prompt:

 spr2asm player_ship player

   This will compile the player.spr file, these file are created:
     player_c.c     <-- c source to bind the assembled sprites to your c code
     player_a.asm   <-- asm source for the compiled sprites

   The entry point into player_c.c will be names  draw_player_ship()
     it is passed (int who, int x, int y)

      Who is the frame to draw (0-59) for 60 total frames
      x/y are the x/y locations to draw the upper left corner of the
         sprite at.

Now compile the other sprite set:

 spr2asm alien_ship alien

    You will now have  alien_c.c  and  alien_a.asm


Edit files:
  Edit  spin_1.c  to change the path to the GUG.H file
  Edit  link.cmd  to change the path to the GUG lib file  (lib entry)


Execute the makefile:

 wmake

  
Correct any errors, once you get a good build you can run spin_1.exe
to see the demo. On my 486DX2-66/VLB system I get 155 FPS on this demo.

Be sure to read through the source code until you understand how the
demo works!

Neil


