-------------------------------------------------
<MAIN> myscript |0|1</MAIN>              the main script to play...

<KIMG> logomkd.gif | dataS5/logomkd.gif </KIMG>

<KIMG> background1.gif | dataS5/background1b.iff </KIMG>

<KIMG> gre3  | dataS5/03b.gif </KIMG>

<t3dEnvMap> tmapenv | gre3  </t3dEnvMap>

<KIMG> gre4  | dataS5/04b.iff </KIMG>
<KIMG> gre5  | dataS5/05b.iff </KIMG>
<KIMG> gre6  | dataS5/06b.iff </KIMG>
<KIMG> gre8  | dataS5/09.iff </KIMG>

<KIMG> la  | dataS5/a.iff </KIMG>
<KIMG> le  | dataS5/e.iff </KIMG>
<KIMG> ld  | dataS5/d.iff </KIMG>
<KIMG> lh  | dataS5/h.iff </KIMG>
<KIMG> cp  | dataS5/cp.iff </KIMG>
<K IMG> gre9  | dataS5/09.iff </KIMG>

<KIMG> gre6c  | dataS5/06c.iff </KIMG>

a camera
<KCAM> cam_1 | 0|0|0|0|0|0|1  </KCAM>

a music
<KDBM> BupyCooOl.DBM | dataS5/BupyCooOl.DBM  </KDBM>

--------------------------------------------------
<KSCRIPT>                           let's write a script to play.

    <ID> myscript </ID>

    <PLAY> part0       | 600 | 0 | 1 </PLAY>
    <PLAY> silentpart  | 15 | 0 | 1 </PLAY>
    <PLAY> part2        | 600 | 0 | 1 </PLAY>
    <PLAY> silentpart  | 15 | 0 | 1 </PLAY>

    <PLAY> part3        | 600 | 0 | 1 </PLAY>
    <PLAY> silentpart  | 15 | 0 | 1 </PLAY>
    <PLAY> part4        | 600 | 0 | 1 </PLAY>
    <PLAY> part4b        | 600 | 600 | 1 </PLAY>
    <PLAY> silentpart  | 15 | 0 | 1 </PLAY>
    <PLAY> part5        | 1350 | 0 | 1 </PLAY>
    <PLAY> silentpart  | 25 | 0 | 1 </PLAY>

    < PLAY> silentpart!   | 50 | 0 | 1 </PLAY>

  
</KSCRIPT>
------------------------
///<KPART>  <ID> part0  </ID>


---------------     always set the palette at start.
 <Fx>
        <Pa>playpart</Pa>
        <Pa> MACRO_palette</Pa>
        <pa> aff|0|2 </pa>
    </Fx>

---------------     throw the music
    <Fx><Pa> PlayDBM</Pa>
        <Pa> BupyCooOl.DBM </Pa>
    </Fx>
------------------ draw image
    <Fx>
        <Pa> SpritePlain </Pa>
        <Pa></Pa>
        <Pa> logomkd.gif </Pa>
        <Pa> 4cte |0|0|1|1 </Pa>
    </Fx>

  <Fx><Pa>RadialBlur</pa>
        <Pa>  </Pa>     rectangle by default.
        <Pa> coltab2 </Pa>              "persistence with decay" is very handy with radialblur.
        <Pa> sin|0.5|0.4|0.2 </Pa>  X center of the radial blur.
        <Pa> sin|0.5|0.3|0.2</Pa>   Y
        <Pa>cte|0.5</Pa>           Width zooming strength [0,1]
        <Pa>cte|0.5</Pa>           Height zooming strength [0,1]
    </Fx>

   

///</KPART>
------------------------
///<KPART>  <ID> silentpart </ID>

    <Fx>
        <Pa>setpalette</Pa>
        <Pa>gre3</Pa>
    </Fx>

  <Fx><PA>fillrc</Pa><PA></Pa> <PA>cte| 7 </Pa>  </Fx>


///</KPART>

------------------------
///<KPART> <ID> MACRO_palette  </ID>
<ktable> coltab |0,1|150,0|300,0|450,0.3|600,0|650,0.5|750,0|800,0.7|850,0.2|950,0|1000,1 </ktable>

      <Fx><Pa>BindPalette</Pa>  1st parameter is always the name of the effect.
            <Pa>aftmod|coltab|0|0</Pa>

            <Pa>CTE|1</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa>  logomkd.gif  </Pa>     palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>            optional source Palette(2)

            <Pa>CTE|1</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa> logomkd.gif </Pa>       Palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>       optional source Palette(2)

            <Pa>CTE|1</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa> logomkd.gif </Pa>       Palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>       optional source Palette(2)
        </Fx>

///</KPART>
------------------------
///<KPART>  <ID> part2  </ID>

    <Fx>
        <Pa>playpart</Pa>
        <Pa> MACRO_palette</Pa>
        <pa> aff|0|1 </pa>
    </Fx>

   <Fx><Pa> Warper </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> background1.gif  </Pa> the 256x256 texture to deform

            <Pa>CTE|0.7</Pa>        a zoomx rate
            <Pa>CTE|0.7</Pa>        a zoomy rate
            <Pa>sin|0.7|0.2|0.4 </Pa> texture offset x
            <Pa>COS|0.7|0.3|0.2</Pa> texture offset Y

            <Pa>CTE|0.05</Pa>        amplitude of deformation
            <Pa>CTE|0.75</Pa>        frequency of deformation
            <Pa>SIN|0|0.9|0.3</Pa>    X offset of the deformation
            <Pa>cos|0|0.9|0.15</Pa>

            <Pa>CTE|0</Pa> mapping type
    </Fx>
  
<KCOLORTABLE> coltab1 | dataS5/colortablemodel.iff |1| 255|  255|  255    </KCOLORTABLE>



<KCOLORTABLE> coltab2 | dataS5/colortablemodel.iff |0| 0|  0|  0    </KCOLORTABLE>


<World3D> world1 </World3D>
<KCAM> the_camera |0|0|-3|0|0|0|1  </KCAM>

<t3dFlat> t_Red   | 1  </t3dFlat>
<t3dFlat> t_Yellow| 94  </t3dFlat>
<t3dFlat> t_black | 95  </t3dFlat>
<star3d> starOutLine | world1 |0|0|0|0|0|0|1|1|1 |8|0.5|0.4|0.2|0.3| | |t_black | | | t_black </star3d>

    <Fx><Pa> Set3DObject </Pa>
        <Pa>  starOutLine </Pa>

        <Pa> bounce|100|150|750|-2.2|0 </pa> position
        <Pa> 2cte |0|-0.75  </Pa>

        <Pa> sin |0|0.2|0.5  </Pa>  rotations
        <Pa> sin |0|0.25|1.2 </Pa>
        <Pa> aff |0|0.01</Pa>

        <Pa> 3cte|1|1|1 </Pa> scale
    </Fx>


   <Fx><Pa> Draw3DWorld </Pa>
          <Pa>   </Pa>
          <Pa> world1 </Pa>
          <Pa> the_camera </Pa>
          <Pa> cte|0 </Pa>
          <Pa> cte|0.25 </Pa>
          <Pa> cte|30</Pa>
    </Fx>
  <Fx><Pa>RadialBlur</pa>
        <Pa>  </Pa>     rectangle by default.
        <Pa> coltab2 </Pa>              "persistence with decay" is very handy with radialblur.
        <Pa> sin|0.5|0.4|0.2 </Pa>  X center of the radial blur.
        <Pa> sin|0.5|0.3|0.2</Pa>   Y
        <Pa>cte|0.5</Pa>           Width zooming strength [0,1]
        <Pa>cte|0.5</Pa>           Height zooming strength [0,1]
    </Fx>

///</KPART>
------------------------
///<KPART>  <ID> part3 </ID>

    <Fx>
        <Pa>setpalette</Pa>
        <Pa> gre3</Pa>
    </Fx>

   <Fx><Pa> Warper </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> gre3 </Pa> the 256x256 texture to deform

            <Pa>CTE|1.0</Pa>        a zoomx rate
            <Pa>CTE|1.0</Pa>        a zoomy rate
            <Pa>sin|0.7|0.2|0.4 </Pa> texture offset x
            <Pa>COS|0.7|0.3|0.2</Pa> texture offset Y

            <Pa>CTE|0.05</Pa>        amplitude of deformation
            <Pa>CTE|0.75</Pa>        frequency of deformation
            <Pa>SIN|0|0.9|0.3</Pa>    X offset of the deformation
            <Pa>cos|0|0.9|0.15</Pa>

            <Pa>CTE|0</Pa> mapping type
    </Fx>






<World3D> world2 </World3D>


<s tar3d> starOutLine2 | world2 |0|0|0|0|0|0|1|1|1 |8|0.5|0.4|0.2|0.3| | |t_black | | | t_black </star3d>
<tore> starOutLine2| world2 |0|0|5|0|0|0|1|1|1|
        14 | 6 |1 |0.5 | 0|0.0|0.00|1|0.5 |tmapenv|tmapenv|tmapenv|tmapenv </tore>


    <Fx><Pa> Set3DObject </Pa>
        <Pa>  starOutLine2 </Pa>

        <Pa> bounce|100|150|750|2.4|-0.6 </pa> position
        <Pa> 2cte |0|-0.75  </Pa>

        <Pa> sin |0|0.1|0.5  </Pa>  rotations
        <Pa> sin |0|0.07|1.2 </Pa>
        <Pa> aff |0|0.003</Pa>

        <Pa> 3cte|1|1|1 </Pa> scale
    </Fx>


   <Fx><Pa> motionblur </Pa>
         <Pa>  </Pa>
         <Pa> coltab2  </Pa>
    </Fx>

   <Fx><Pa> Draw3DWorld </Pa>
          <Pa>   </Pa>
          <Pa> world2 </Pa>
          <Pa> the_camera </Pa>
          <Pa> cte|0 </Pa>
          <Pa> cte|0.25 </Pa>
          <Pa> cte|30</Pa>
    </Fx>



  <F x><Pa>RadialBlur</pa>
        <Pa>  </Pa>     rectangle by default.
        <Pa> coltab2 </Pa>              "persistence with decay" is very handy with radialblur.
        <Pa> sin|0.5|0.4|0.2 </Pa>  X center of the radial blur.
        <Pa> sin|0.5|0.3|0.2</Pa>   Y
        <Pa>cte|0.5</Pa>           Width zooming strength [0,1]
        <Pa>cte|0.5</Pa>           Height zooming strength [0,1]
    </Fx>

///</KPART>
------------------------
///<KPART>  <ID> part4  </ID>

    <Fx>
        <Pa>setpalette</Pa>
        <Pa> gre3</Pa>
    </Fx>

<k table> coltab4 |0,1|100,0|4000,0 </ktable>

      <F x><Pa>BindPalette</Pa>  1st parameter is always the name of the effect.
            <Pa>aft|coltab4|0|0</Pa>

            <Pa>CTE|1</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa>  logomkd.gif  </Pa>     palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>            optional source Palette(2)

            <Pa>CTE|1</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa> logomkd.gif </Pa>       Palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>       optional source Palette(2)

            <Pa>CTE|1</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa> logomkd.gif </Pa>       Palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>       optional source Palette(2)
        </Fx>

    <F x>
        <Pa>playpart</Pa>
        <Pa> MACRO_palette</Pa>
        <pa> aff|0|1 </pa>
    </Fx>

  <Fx><Pa> spriteplain </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> gre5 </Pa> the 256x256 texture to deform
            <pa> rnd|-0.04|0</pa>
            <pa> rnd|-0.04|0</pa>
            <pa> rnd|1|1.04</pa>
            <pa> rnd|1|1.04</pa>

            <p a> coltab1 </pa>
            </fx>

<t3dFlat> tt_Red   | 1 |coltab1 </t3dFlat>
<t3dFlat> tt_Yellow| 3|coltab1  </t3dFlat>
<t3dFlat> tt_black | 0 |coltab1 </t3dFlat>



<World3D> world3 </World3D>
<s tar3d> starOutLine3 | world3 |0|0|0|0|0|0|1|1|1 |8|0.5|0.4|0.2|0.3| | |t_black | | | t_black </star3d>

<star3d> starOutLine3 | world3 |0|0|0|0|0|0|1|1|1 |5|2.0|2.0|0.2|0.1|
          t_Red |t_Yellow | |t_Red |t_Yellow|  </star3d>

< sphere> spheremap | world3 |-2|-1|4|0|0|0|1|1|1|
         8 | 8 | 0.2| 0|0.0|0.5|1|1|tt_Red|tt_Yellow|tt_Yellow|tt_Red</sphere>

    <F x><Pa> Set3DObject </Pa>
        <Pa>  spheremap </Pa>

        <P a> bounce|100|150|750|2.4|-0.6 </pa> position
        <Pa> 3cte |0|0|-0.75  </Pa>

        <Pa> sin |0|0.1|0.5  </Pa>  rotations
        <Pa> sin |0|0.07|1.2 </Pa>
        <Pa> aff |0|0.003</Pa>

        <Pa> 3cte|1|1|1 </Pa> scale
    </Fx>



    <Fx><Pa> Set3DObject </Pa>
        <Pa>  starOutLine3 </Pa>
        <Pa> cte |0  </Pa>
        <Pa> bounce|100|150|750|2.5|1 </pa> position
        <Pa> cte |-0.75  </Pa>

        <Pa> aff |0|0.01</Pa>
        <Pa> sin |0.4|0.2|0.0 </Pa>  rotations
        <Pa> sin |0|0.25|0</Pa>
        

        <Pa> 3cte|1|1|1 </Pa> scale
    </Fx>




   <Fx><Pa> Draw3DWorld </Pa>
          <Pa>   </Pa>
          <Pa> world3 </Pa>
          <Pa> the_camera </Pa>
          <Pa> cte|0 </Pa>
          <Pa> cte|0.25 </Pa>
          <Pa> cte|30</Pa>
    </Fx>

  <F x><Pa> sprite </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> gre5 </Pa> the 256x256 texture to deform
            <pa> rnd|-0.04|0</pa>
            <pa> rnd|-0.04|0</pa>
            <pa> rnd|1|1.04</pa>
            <pa> rnd|1|1.04</pa>

            <p a> coltab1 </pa>
            </fx>
   <F x><Pa> Warper </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> background1.gif </Pa> the 256x256 texture to deform

            <Pa>CTE|0.7</Pa>        a zoomx rate
            <Pa>CTE|0.7</Pa>        a zoomy rate
            <Pa>sin|0.7|0.2|0.4 </Pa> texture offset x
            <Pa>COS|0.7|0.3|0.2</Pa> texture offset Y

            <Pa>CTE|0.3</Pa>        amplitude of deformation
            <Pa>CTE|0.5</Pa>        frequency of deformation
            <Pa>SIN|0|0.9|0.3</Pa>    X offset of the deformation
            <Pa>cos|0|0.9|0.15</Pa>

            <Pa>CTE|0</Pa> mapping type
    </Fx>

  <Fx><Pa>RadialBlur</pa>
        <Pa>  </Pa>     rectangle by default.
        <Pa> coltab2 </Pa>              "persistence with decay" is very handy with radialblur.
        <Pa> sin|0.5|0.4|0.2 </Pa>  X center of the radial blur.
        <Pa> sin|0.5|0.3|0.2</Pa>   Y
        <Pa>cte|0.5</Pa>           Width zooming strength [0,1]
        <Pa>cte|0.5</Pa>           Height zooming strength [0,1]
    </Fx>

 <Fx><Pa> spriteplain </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> gre6</Pa> the 256x256 texture to deform
            <pa> cte|0</pa>
            <pa> bounce|550|600|1125|-0.75|0.25</pa>
            <pa> cte|1</pa>
            <pa> bounce|500|550|1150|-0.25|0.75</pa>
            </fx>
---------------------------------------
<KCAM> cam_1b |0|0|0|0|0|0|1  </KCAM>
<Fx><Pa> SetCamCoord </Pa>
            <Pa> cam_1b </Pa>

            <Pa> cos |0|0.8|1</Pa>    x
            <Pa> cte | 0 </Pa>        y
            <Pa> sin |-0.5|0.8|1</Pa>    z

            <Pa> 3cte |0|0|0</Pa>  a multiparameter setting angle o1,o2,o3 to 0

            <Pa> CTE | 0.8 </Pa>  FOV (never set 0 or negative, mathematicaly impossible.)
            </Fx>

   <Fx><Pa> SpriteLight </Pa>
        <Pa></Pa>
        <Pa> la </Pa>
        <Pa> 4cam| cam_1b |1|1|-2|0|4 </Pa>  z=4,far away in front of the camera
        <Pa> coltab1 </Pa>
        <Pa> sin |0.5|2.8|0.5</Pa>
    </Fx>
<Fx><Pa> SetCamCoord </Pa>
            <Pa> cam_1b </Pa>

            <Pa> cos |0|1.2|1</Pa>    x
            <Pa> cte | 0 </Pa>        y
            <Pa> sin |-0.5|0.3|1</Pa>    z

            <Pa> 3cte |0|0|0</Pa>  a multiparameter setting angle o1,o2,o3 to 0

            <Pa> CTE | 0.8 </Pa>  FOV (never set 0 or negative, mathematicaly impossible.)
            </Fx>
  <Fx><Pa> SpriteLight </Pa>
        <Pa></Pa>
        <Pa> le </Pa>
        <Pa> 4cam| cam_1b |1|1|2|0|4 </Pa>  z=4,far away in front of the camera
        <Pa> coltab1 </Pa>
        <Pa> sin |0.5|2.8|0.5</Pa>
    </Fx>
<Fx><Pa> SetCamCoord </Pa>
            <Pa> cam_1b </Pa>

            <Pa> cos |0|1.4|1</Pa>    x
            <Pa> cte | 0 </Pa>        y
            <Pa> sin |-0.5|0.7|1</Pa>    z

            <Pa> 3cte |0|0|0</Pa>  a multiparameter setting angle o1,o2,o3 to 0

            <Pa> CTE | 0.8 </Pa>  FOV (never set 0 or negative, mathematicaly impossible.)
            </Fx>
  <Fx><Pa> SpriteLight </Pa>
        <Pa></Pa>
        <Pa> ld </Pa>
        <Pa> 4cam| cam_1b |2|3|1|1|4 </Pa>  z=4,far away in front of the camera
        <Pa> coltab1 </Pa>
        <Pa> sin |0.5|2.8|0.5</Pa>
    </Fx>

<Fx><Pa> SetCamCoord </Pa>
            <Pa> cam_1b </Pa>

            <Pa> cos |0|1.23|1</Pa>    x
            <Pa> cte | -0.2 </Pa>        y
            <Pa> sin |-0.5|0.7|1</Pa>    z

            <Pa> 3cte |0|0|0</Pa>  a multiparameter setting angle o1,o2,o3 to 0

            <Pa> CTE | 0.8 </Pa>  FOV (never set 0 or negative, mathematicaly impossible.)
            </Fx>
  <Fx><Pa> SpriteLight </Pa>
        <Pa></Pa>
        <Pa> lh </Pa>
        <Pa> 4cam| cam_1b |2|3|1|1|4 </Pa>  z=4,far away in front of the camera
        <Pa> coltab1 </Pa>
        <Pa> sin |0.5|1.7|0.5</Pa>
    </Fx>

///</KPART>
------------------------
///<KPART>  <ID> part4b  </ID>

    <F x>
        <Pa>setpalette</Pa>
        <Pa> gre3</Pa>
    </Fx>
<ktable> coltab4b |600,0|625,1|4000,1 </ktable>

      <Fx><Pa>BindPalette</Pa>  1st parameter is always the name of the effect.
            <Pa>aft|coltab4b|0|0</Pa>

            <Pa>CTE|0</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa>  logomkd.gif  </Pa>     palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>            optional source Palette(2)

            <Pa>CTE|0</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa> logomkd.gif </Pa>       Palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>       optional source Palette(2)

            <Pa>CTE|0</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa> logomkd.gif </Pa>       Palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>       optional source Palette(2)
        </Fx>
   

    <F x>
        <Pa>playpart</Pa>
        <Pa> MACRO_palette</Pa>
        <pa> aff|0|1 </pa>
    </Fx>
     
  
   <Fx><Pa> Warper </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> gre6c </Pa> the 256x256 texture to deform

            <Pa>CTE|0.7</Pa>        a zoomx rate
            <Pa>CTE|0.7</Pa>        a zoomy rate
            <Pa>sin|0.7|0.2|0.4 </Pa> texture offset x
            <Pa>COS|0.7|0.3|0.2</Pa> texture offset Y

            <Pa>CTE|0.3</Pa>        amplitude of deformation
            <Pa>CTE|0.7</Pa>        frequency of deformation
            <Pa>SIN|0|0.9|0.3</Pa>    X offset of the deformation
            <Pa>cos|0|0.9|0.15</Pa>

            <Pa>CTE|0</Pa> mapping type
    </Fx>

  <F x><Pa>RadialBlur</pa>
        <Pa>  </Pa>     rectangle by default.
        <Pa> coltab2 </Pa>              "persistence with decay" is very handy with radialblur.
        <Pa> sin|0.5|0.4|0.2 </Pa>  X center of the radial blur.
        <Pa> sin|0.5|0.3|0.2</Pa>   Y
        <Pa>cte|0.5</Pa>           Width zooming strength [0,1]
        <Pa>cte|0.5</Pa>           Height zooming strength [0,1]
    </Fx>

 <Fx><Pa> spriteplain </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> gre6</Pa> the 256x256 texture to deform
            <pa> cte|0</pa>
            <pa> bounce|550|600|1125|-0.75|0.25</pa>
            <pa> cte|1</pa>
            <pa> bounce|500|550|1150|-0.25|0.75</pa>
            </fx>

///</KPART>

------------------------
///<KPART>  <ID> part5  </ID>

    <F x>
        <Pa>setpalette</Pa>
        <Pa> gre3</Pa>
    </Fx>

<ktable> coltab4 |0,1|50,0|100,1|1150,1|1200,0|4000,0 </ktable>

      <Fx><Pa>BindPalette</Pa>  1st parameter is always the name of the effect.
            <Pa>aft|coltab4|0|0</Pa>

            <Pa>CTE|1</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa>  logomkd.gif  </Pa>     palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>            optional source Palette(2)

            <Pa>CTE|1</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa> logomkd.gif </Pa>       Palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>       optional source Palette(2)

            <Pa>CTE|1</Pa>              type of fade:0,1,2,3
            <Pa>CTE|255</Pa>            optional color 0->255 (0)
            <Pa> logomkd.gif </Pa>       Palette where to fade ( "B" )
            <Pa> logomkd.gif </Pa>       optional source Palette(2)
        </Fx>

  <Fx><Pa> spriteplain </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> gre8 </Pa> the 256x256 texture to deform
            <Pa> bounce|0|150|1050|-3|0 </pa>
            <pa> rnd|-0.0|0</pa>
            <Pa> bounce|0|150|1050|2|1 </pa>
            <pa> rnd|1|1</pa>
            </fx>
  

   <F x><Pa> Warper </Pa>
            <Pa> </Pa>              the rectangle where to draw (default)
            <Pa> background1.gif  </Pa> the 256x256 texture to deform

            <Pa>CTE|0.7</Pa>        a zoomx rate
            <Pa>CTE|0.7</Pa>        a zoomy rate
            <Pa>sin|0.7|0.2|0.4 </Pa> texture offset x
            <Pa>COS|0.7|0.3|0.2</Pa> texture offset Y

            <Pa>CTE|0.05</Pa>        amplitude of deformation
            <Pa>CTE|0.75</Pa>        frequency of deformation
            <Pa>SIN|0|0.9|0.3</Pa>    X offset of the deformation
            <Pa>cos|0|0.9|0.15</Pa>

            <Pa>CTE|0</Pa> mapping type
    </Fx>

<World3D> world4 </World3D>

<s tar3d> starOutLine4 | world4 |0|0|0|0|0|0|1|1|1 |8|0.5|0.4|0.2|0.3| | |t_black | | | t_black </star3d>
  
<star3d> starOutLine4 | world4 |0|0|0|0|0|0|1|1|1 |
         5|0.75|0.25|0.2|0.1| tt_Red | tt_Red |t_black| tt_Red | tt_Red |t_black </star3d>
 <star3d> starOutLine4a | starOutLine4 |1|0|0|0|0|0|1|1|1 |
         5|0.75|0.25|0.2|0.1| tt_Yellow | tt_Yellow  |t_black| tt_Yellow  | tt_Yellow  |t_black </star3d>
 <star3d> starOutLine4b | starOutLine4 |-1|0|0|0|0|0|1|1|1 |
         5|0.75|0.25|0.2|0.1| tt_Yellow | tt_Yellow  |t_black| tt_Yellow  | tt_Yellow  |t_black </star3d>

 <star3d> starOutLine4c | starOutLine4 |0|1|0|0|0|0|1|1|1 |
         5|0.75|0.25|0.2|0.1| tt_Yellow | tt_Yellow  |t_black| tt_Yellow  | tt_Yellow  |t_black </star3d>

 <star3d> starOutLine4d | starOutLine4 |0|-1|0|0|0|0|1|1|1 |
         5|0.75|0.25|0.2|0.1| tt_Yellow | tt_Yellow  |t_black| tt_Yellow  | tt_Yellow  |t_black </star3d>


    <Fx><Pa> Set3DObject </Pa>
        <Pa>  starOutLine4 </Pa>
        <Pa> bounce|100|150|1050|-2|0.7 </pa>
        <Pa> cte |0|0 </Pa>
        <Pa> bounce|100|150|1050|-3.75|1 </pa>
        <Pa> sin |0|0.2|0.5  </Pa>  rotations
        <Pa> sin |0|0.25|1.2 </Pa>
        <Pa> aff |0|0.01</Pa>

        <Pa> 3cte|1|1|1 </Pa> scale
    </Fx>


   <Fx><Pa> Set3DObject </Pa>
        <Pa>  starOutLine4a </Pa>
        <Pa> 3cte |1|0|0 </Pa>
        <Pa> sin |0|0.2|0.5  </Pa>  rotations
        <Pa> sin |0|0.25|1.2 </Pa>
        <Pa> aff |0|0.01</Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
    </Fx>
   <Fx><Pa> Set3DObject </Pa>
        <Pa>  starOutLine4b </Pa>
        <Pa> 3cte |-1|0|0 </Pa>
        <Pa> sin |0|0.2|0.5  </Pa>  rotations
        <Pa> sin |0|0.25|1.2 </Pa>
        <Pa> aff |0|0.01</Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
    </Fx>
   <Fx><Pa> Set3DObject </Pa>
        <Pa>  starOutLine4c </Pa>
        <Pa> 3cte |0|1|0 </Pa>
        <Pa> sin |0|0.2|0.5  </Pa>  rotations
        <Pa> sin |0|0.25|1.2 </Pa>
        <Pa> aff |0|0.01</Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
    </Fx>
   <Fx><Pa> Set3DObject </Pa>
        <Pa>  starOutLine4d </Pa>
        <Pa> 3cte |0|-1|0 </Pa>
        <Pa> sin |0|0.2|0.5  </Pa>  rotations
        <Pa> sin |0|0.25|1.2 </Pa>
        <Pa> aff |0|0.01</Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
        <Pa> sin |1.25|0.25|0.25 </Pa>
    </Fx>


   <Fx><Pa> Draw3DWorld </Pa>
          <Pa>   </Pa>
          <Pa> world4 </Pa>
          <Pa> the_camera </Pa>
          <Pa> cte|0 </Pa>
          <Pa> cte|0.1 </Pa>
          <Pa> cte|30</Pa>
    </Fx>
  <F x><Pa>RadialBlur</pa>
        <Pa>  </Pa>     rectangle by default.
        <Pa> coltab2 </Pa>              "persistence with decay" is very handy with radialblur.
        <Pa> sin|0.5|0.4|0.2 </Pa>  X center of the radial blur.
        <Pa> sin|0.5|0.3|0.2</Pa>   Y
        <Pa>cte|0.5</Pa>           Width zooming strength [0,1]
        <Pa>cte|0.5</Pa>           Height zooming strength [0,1]
    </Fx>

 <Fx><Pa> SpriteLight </Pa>
        <Pa></Pa>
        <Pa> cp </Pa>
        <Pa> bounce|900|950|2000|1|0 </pa>
        <Pa> rnd|0.8|0.81 </pa>
        <Pa> bounce|900|950|2000|1.5|0.5 </pa>
        <Pa> rnd|1|1.01 </pa>
        <Pa> coltab1 </Pa>


        <Pa> sin |0.5|1.7|0.5</Pa>
    </Fx>

///</KPART>
------------------------
