Dissolve
Volume Number: | | 2
|
Issue Number: | | 6
|
Column Tag: | | Graphics Lab: Asm
|
Wizzo Shows Dissolve Effects
By Chris Yerga, Berkely, CA, MacTutor Contributing Editor
Fair Warning
Welcome to the second installment of the Graphic Lab. In this column we will explore the Mac's graphic capablilities and try to exploit them for all their worth. But I must warn prospective readers: This column is not for the so-called "power-users" or anyone else who bought their Mac to print out mailing labels. If you own a numeric keypad, this one isn't for you. This column is for people who'd rather watch a spaceship fly around on their screen than boot up Excel, given the choice. This column is for programmers who look forward to designing the title graphics for their applications, not the I/O drivers. This column is for those who never turn off the animation option in Switcher. So you've been warned. Everything beyond this paragraph will be pure frivolity. Let's go!
Crimes of Graphics
This second installment will deal with two crimes: one bad, and one good. First the bad one. Many of the people I've spoken with don't fully understand the potential of the Mac's graphics. They're blown away by some of the things they see, but they are convinced that the techniques are so involved that such feats are beyond their grasp. As a result, we haven't seen a lot of programs that push the Mac as far as they could. The good crime is one that we will commit, and one that will help us understand some basic principles of QuickDraw and graphics in general.
This is the crime of theft. We are going to use a Desk Accessory called BitNapper published in last month's column to steal graphics from other applications. Then we will show some title animation using those stolen bit maps in a fun little animation demo called Wizzo. The BitNapper DA is listed in last month's Graphics Lab column. With it, we can cut BitMaps from any application that supports desk accessories, or we can use it to cut our own graphics from MacPaint. BitNapper saves the stolen BitMap to disk as an MDS source file which allows us to install them as resources into our applications much like we have done with icons and the icon converter program published previously in Vol. 2 No.1 of MacTutor.
To use the BitNapper, install it into the system file on the disk with the application whose graphics you want to pilfer. When the picture you want is on the screen, select the BitNapper. It will install its own menu into the menu bar. Now select "Steal Bits" from its menu. Position the upper left hand corner of the selection rectangle at the upper left hand corner of the BitMap you want to steal. Now drag down to the lower right hand corner. The BitNapper will invert those bits within the selected rectangle. Release the button and the rest is self explanatory. The word constraint option will not be needed until later. It forces the selected BitMap to have left and right sides that coincide with word boundaries, which is sometimes useful. The BitNapper source, published last month, is also available on the source code disk #8 from MacTutor's mail order store.
What the good book has to say
Since we don't want to be complete outlaws, we will begin with some standard QuickDraw info taken straight from Inside Macintosh. The main QD data structure we will concern ourselves with is the BitMap. The BitMap is a rectangular arrangement of bits that describes some image. As a matter of fact, the Mac screen itself is a BitMap. Lets look at the structure of a BitMap.
From figure #1 we can see that the actual bit image of the BitMap is not a part of the BitMap data structure. Rather, there is a pointer to the bit image. This is because bit images, such as that of the Mac screen, tend to be quite large. The way that BitMaps are defined allows several different BitMaps use the same bit image. This is useful, as many times BitMaps only differ in their bounds rectangles. Another item of note is the fact that the rowBytes value should always be even. The reason for this is shown in figure #2. It makes sure that the beginning of each row of data, or each scanline in the case of the Mac screen, occurs on a word boundary. This allows us to access the rows using word or long sized instructions, which generally makes life simpler.
Peaceful coexistence
Now that we have grabbed a chunk of graphics from our favorite application, what shall we do next? How do we get our application to access the BitMap with ease? The answer is to keep the BitMap in the resource fork of the application. In the resource file for our application we do something like:
Resource 'GNRL' 135
Include MyPicture.BMAP
Where MyPicture.BMAP is the filename of the BitMap that you saved with BitNapper. The ID number can be whatever you want. Although I was tempted to use my own resource type, I decided to go by the book and use GNRL, which Apple considers legal. To facilitate the use of BitMaps in resources, I have written a few utilities which simplify things a bit.
The first utility is a routine called GetBitMap, which loads a BitMap in from resources. It looks for an ID number in D0 and returns a handle to the BitMap in A2. The handle allows the BitMap to be relocatable in memory, preventing heap fragmentation, but creating a problem. The way that BitNapper stores the data is shown in figure #3. Since our resource BitMaps can move around in memory behind our backs, we can never be sure if the basAddr pointer actually points to the bit image that follows it.
The answer is a routine called LockBitMap. It locks the BitMap in memory and correctly sets the basAddr pointer according to the current position of the BitMap in memory. It takes a handle to the BitMap in A2 and returns a pointer to the BitMap in A3. Call LockBitMap just before you start using the BitMap. If memory is sparse, try to avoid allocating memory when there are locked BitMaps in memory. This will sidestep any heap fragmentation problems.
After you are done working with a BitMap, call UnLockBitMap to allow the memory manager to relocate the BitMap as it sees fit. UnlockBitMap takes a handle to the BitMap in A2. But be sure to lock it down again before using it.
The final routine is KillBitMap which, given a handle to the BitMap in A2, releases the memory occupied by the BitMap. If you don't want to kill your application as well, be sure not to use the handle after killing the BitMap.
More than one way to skin a BitMap
So we've stolen a BitMap, linked it into our resource fork, and are holding onto it by the handle. Now lets get it on the screen. This month's source code contains a couple examples of alternate ways to display a BitMap.
These routines fall into two general categories: ones that employ patterns and ones that employ regions. Lets start with the pattern based copies.
Wizzo Shows Bit Map Animation
Our Wizzo program shows how we can read in the stolen bit maps created with BitNapper and display it on the screen with some dissolve effects. Wizzo has two pattern based routines for use in titling or other dramatic drawing of the bit map. The two examples of pattern based routines are FadeIn and FadeOut.
FadeIn Shows Dissolve Effect
FadeIn takes a BitMap handle in A2 and dissolves it slowly onto the screen. The top,left corner of the destination is passed to FadeIn in D3,D4. First it locks the BitMap in memory. Then it makes a duplicate copy of the BitMap.
In the main loop it copies the source BitMap to the destination BitMap (which is off the screen). It then sets the pen mode to notPatBic. In this mode, any time a pattern is drawn on the BitMap, it performs a logical AND with the BitMap's current bit image. Figure #4 should make this more clear. The application has a table of 18 patterns of increasing darkness. In each iteration, a pattern is drawn over the entire duplicate BitMap, which at this point contains a copy of the source BitMap. Now we have a copy of the source BitMap in which only those bits set in our current pattern are set. I know...confusing, but the illustration is more clear.
After this, the duplicate is copied to the screen. Then the process begins again with a slightly darker pattern, until finally we have an all-black pattern which copies the entire BitMap. FadeIn then unlocks the source BitMap and disposes of the memory it allocated for the duplicate BitMap.
FadeOut does the opposite, as you may have guessed. Except that FadeOut only requires that you pass it a pointer to a rectangle in A4. It dissolves the bits enclosed within the rectangle on the screen. When it returns, the rectangle will be completely white.
FadeOut simply sets the pen mode to notPatBic and repeatedly does a _PaintRect with successively lighter patterns. It works from the end of our pattern list to the beginning.
These are fairly simple examples. Other possibilities are patterns of diagonal lines which move in barbershop-polelike fashion. Or perhaps altternating checkerboard patterns. Experiment with different variations.
A two-edged sword
The next set of copy routines are region based. They facilitate the use of QuickDraw's ability to clip graphics to an arbitraty region. The problem that arises here is that QuickDraw, as David Letterman might say, is "just too darn powerful." It can do all sorts of fabulous calculations with regions, but it requires great sacrifices in speed. When any kind of region calculations are involved, QuickDraw bogs down. There are certain solutions, but in some cases it is better to write your own application-specific routines which are frightfully optimized for your specific case. Examples of this will come in future issues. Stay tuned, campers.
Our region based routines, OpenRight and OpenOut repeatedy call _CopyBits with maskRgns that reveal more and more of the BitMap with each iteration. If you are not aware of it, _CopyBits allows the caller to pass it a region to which the copied bits will be clipped. OpenRight starts with a rectangular region which clips all but the leftmost vertical row of bits, and expands the region to the right until the entire BitMap is copied. OpenOut starts with a region that clips all but the centermost bit of the BitMap and expands outward in all directions until the entire BitMap is copied. Both of these routines use the routine _RectRgn which creates a rectangular region, given a rectangle and a region handle.
Fig. 5 Output of the BitNapper DA Formatted for an MDS Resource Include File
The saga continues...
These examples were intended to give you a basic familiarity with the techniques involved with using the BitNapper and the sample routines. In the coming months we will explore other areas of interest, such as scrolling and animation techniques. I'm very interested in hearing from readers. If you have any suggestions or questions, drop me a line at:
2556 Mabel St.
Berkeley, CA 94702-2141
Figure 5 shows the MDS text file format that BitNapper creates for us. As you can see, this is all ready to be included in our resource file. Figure 6 shows the bit map example used by Wizzo. Of course with any animation example, the real action is over by the time we get a screen shot. Perhaps next time we will look at exploding and imploding BitMaps...see you then.
Fig. 6 Output of our Wizzo program after Fadein Animation.
Chris Yerga wins $50 as our outstanding article for his Bitnapper DA and this month's Wizzo program!
!START
/Output WizzoGraf
]
Wizzo
/Resources
WizzoRes
/TYPE 'APPL' 'WIZZ'
$
; BitMap Demo #1
;
; © 1986 by Chris Yerga for MacTutor
INCLUDE MacTraps.D
; Declare external labels
XDEF START
MACRO Center String,MidPT,Y =
CLR.W -(SP)
PEA '{String}'
_StringWidth
CLR.L D3; Clear high word of D3 for DIVU
MOVE.W (SP)+,D3 ; Get the width (in pixels) in D3
DIVU #2,D3 ; Divide by 2
MOVE.L #{MidPT},D4
SUB.W D3,D4 ;103-(width/2) to center text
MOVE.W D4,-(SP) ;Push the X coordinate
MOVE.W #{Y},-(SP) ;Push the Y coordinate
_MoveTo;Position the pen
PEA '{String}'
_DrawString
| ;End of Macro
;========= Local Constants =================
AllEvents EQU $0000FFFF ; Mask for FlushEvents
MaxEvents EQU 12
DWindLenEQU $AA ; size of a Dialog Record
windowSizeEQU $9C ; size of window data struct
DiskEvent EQU 7
shiftKeyEQU 512 ; eventRec mask modifier bits
;======= Start of Main Program ================
BadPtr: _Debugger;Should never get here.
START:
MOVEM.LD0-D7/A0-A6,-(SP) ;The routine
LEA SaveRegs(A5),A0 ;which saves the registers
MOVE.L A6,(A0)
MOVE.L A7,4(A0)
;======== Initialize the ROM routines =============
PEA -4(A5) ;QD Global ptr
_InitGraf;Init QD global
_InitFonts ;Init font manager
_InitWindows ;Init Window Manager
_InitMenus ;Guess what...you got it!
CLR.L -(SP) ;Standard SysErr/DS dialog
_InitDialogs ;Init Dialog Manger
_TEInit;Init ROM Text edit
MOVE.L #AllEvents,D0;And flush ALL previous
_FlushEvents ;events
_InitCursor;Get the standard arrow
;======== Begin our routine processing ==========
MOVE #128,D0 ;get bitmap #128
BSR GetBitMap;from resources into A2
; This is where the BitMap routines are called
BMTest:
PEA Screen
PEA White
_FillRect
MOVE #2,-(SP) ;Get Geneva 12
_TextFont
MOVE #12,-(SP)
_TextSize
Center MacTutor BitMap Demo,256,50
MOVE #100,D3 ;top coordinate
MOVE #140,D4 ;left coordinate
BSR FadeIn ;FadeIn (Note handle in A2)
LEA TempRect(A5),A4 ;get tempRect
BSR FadeOut ;and erase its contents
MOVE #100,D3 ;top coordinate
MOVE #140,D4 ;left coordinate
BSR OpenRight;OpenRight
LEA TempRect(A5),A4 ;get tempRect again
BSR FadeOut ;and erase its contents
MOVE #100,D3 ;top
MOVE #140,D4 ;left
BSR OpenOut ;OpenOut
BSR BlackOut
BSR GetEvent ;check for any events
MOVE Event(A5), D0
CMP #0, D0 ;do we have an event?
BEQ BMTest ;no, keep going
Adios:
LEA SaveRegs(A5),A0 ;yes prepare to exit
MOVE.L (A0),A6
MOVE.L 4(A0),A7
MOVEM.L(SP)+,D0-D7/A0-A6
RTS
; ========== Subroutines ==================
GetEvent:
CLR -(SP) ;returned event
MOVE #AllEvents,-(SP) ;mask all events
PEA EventRecord(A5) ; event record block
_GetNextEvent ;go check the mouse
MOVE (SP)+,D0 ;get event result
MOVE D0, Event(A5);save event in our global
RTS ;return
; =======These are the general BitMap utilities ======
; GetBitMap : Reads a BitMap in from resources
;
;on entry : D0 = BitMap resource ID
;returns a handle to the BitMap in A2
GetBitMap:
CLR.L -(SP) ;room for Handle
MOVE.L #'GNRL',-(SP);the resType
MOVE D0,-(SP) ;resID
_GetResource
MOVE.L (SP)+,A2 ;get the handle
RTS
; LockBitMap : Locks the BitMap in memory and calculates the
; BasAddr field so that it's ready to use.
;
;on entry : A2 = handle to BitMap
;returns a pointer to the locked BitMap in A3
LockBitMap:
MOVE.L A2,A0 ;copy handle
_HLock ;lock it
MOVE.L (A2),A3 ;get pointer
ADDA #14,A3 ;point to bit image
MOVE.L A3,-14(A3) ;set basAddr field
MOVE.L (A2),A3 ;get pointer
RTS
; UnLockBitMap : makes the BitMap relocatable. Called
; whenever processing has been finished on a bitMap
; that will be used again so that Heap Fragmentation
; doesn't occur.
;
;on entry : A2 = handle to bitMap
UnLockBitMap:
MOVE.L A2,A0 ;copy handle
_HUnLock ;unlock it
RTS
; KillBitMap : Does what it says
;
;on entry : A2 = handle to bitMap
;
;BE SURE NOT TO REUSE A DEAD BITMAP! DANGLING
;POINTERS! YOUR APPLICATION WILL DIE ALSO!
KillBitMap:
MOVE.L A2,A0 ;copy handle
_DisposHandle
RTS
; ====These are the sample BitMap display routines =====
; FadeIn : Displays the BitMap with a reverse dissolving effect
;
;on entry : A2 = bitMap handle
;D3,D4 = top,left coordinates of display rect
FadeIn:
MOVE.L A2,A0 ;copy handle
_GetHandleSize ;get handle size
_NewPtr,Clear ;allocate an equal sized block
MOVE.L A0,A4 ;copy pointer
BSR LockBitMap ;lock and init bitMap
LEA TempRect(A5),A0 ;get ptr to dest rect
MOVE D3,(A0) ;copy top
MOVE D4,2(A0) ;copy left
ADD 10(A3),D3;calculate bottom
MOVE D3,4(A0)
ADD 12(A3),D4;calculate right
MOVE D4,6(A0) ;copy the header info
MOVE.L 4(A3),4(A4)
MOVE.L 8(A3),8(A4)
MOVE 12(A3),12(A4)
LEA 14(A4),A0
MOVE.L A0,(A4) ;set basAddr
MOVE.L A4,-(SP) ;the dest bitMap
_SetPBits
MOVE #15,-(SP) ;notPatBic mode
_PenMode
MOVE #0,D3 ;pat counter
@1 MOVE.L A3,-(SP) ;source BitMap
MOVE.L A4,-(SP) ;dest BitMap
LEA 6(A3),A0 ;get pointer to bitMap bounds
MOVE.L A0,-(SP) ;sourceRect
MOVE.L A0,-(SP) ;destRect
MOVE #0,-(SP) ;srcCopy
CLR.L -(SP)
_CopyBits
LEA PatList,A0 ;ptr to patterns
MOVE D3,D0 ;copy pattern index
MULU #8,D0 ;offset to pattern
ADDA D0,A0
MOVE.L A0,-(SP) ;point to pattern
_PenPat
PEA 6(A4) ;BitMap bounds
_PaintRect ;paint the rect
MOVE.L A4,-(SP) ;source BitMap
MOVE.L (A5),A0
PEA $FFFFFF86(A0);dest BitMap (GrafPort)
PEA 6(A4) ;sourceRect
PEA TempRect(A5) ;destRect
MOVE #0,-(SP) ;srcCopy
CLR.L -(SP)
_CopyBits
ADDQ #1,D3 ;next pattern...
CMP #19,D3 ;done?
BNE @1;not done..
MOVE.L (A5),A0 ;restore screenbits
PEA $FFFFFF86(A0)
_SetPBits
MOVE.L A4,A0 ;free up memory
_DisposPtr
BSR UnLockBitMap
RTS
; FadeOut : Erases the contents of a rect with a dissolve
;
;on entry : A4 = pointer to rect to be erased
FadeOut
MOVE #15,-(SP) ;set pattern mode to notPatBic
_PenMode
MOVE #18,D3;init pattern counter
@1 LEA PatList,A0 ;ptr to patterns
MOVE D3,D0 ;copy pattern index
MULU #8,D0 ;offset to pattern
ADDA D0,A0
MOVE.L A0,-(SP) ;point to pattern
_PenPat
MOVE.L A4,-(SP) ;BitMap bounds
_PaintRect ;paint the rect
TST D3;are we done
BEQ @2;yes
SUBQ #1,D3 ;decrement the pattern number
BRA @1;loop
@2 RTS
; OpenRight : Opens the BitMap on the screen from left to right
;
;on entry : D3,D4 = top,left of screen destination
; A2 = handle to bitMap
OpenRight
BSR LockBitMap ;lock the handle in memory
CLR.L -(SP) ;room for rgnHandle
_NewRgn
MOVE.L (SP)+,TempRgn(A5) ;save the handle
MOVE D3,RgnRect(A5) ;copy top of bounds
MOVE D4,RgnRect+2(A5) ;copy left of bounds
MOVE D3,D0
ADD 10(A3),D0;calc bottom
MOVE D0,RgnRect+4(A5)
MOVE D4,RgnRect+6(A5) ;make it 1 pixel wide
@1 ADD #1,RgnRect+6(A5) ;extend right edge 1 pixel
MOVE.L TempRgn(A5),-(SP) ;push rgnHandle
PEA RgnRect(A5);push the rect
_RectRgn ;make it a region
MOVE.L TempRgn(A5),A4 ;copy rgnHandle to A4
BSR ShowBitMap
ADD #1,RgnRect+2(A5) ;extend left edge 1 pixel
MOVE 12(A3),D0 ;get right edge of BitMap
ADD D4,D0 ;calculate width
CMP RgnRect+6(A5),D0 ;have we extended the rect
;all the way there?
BNE @1;no...keep going
MOVE.L TempRgn(A5),-(SP) ;free up memory
_DisposRgn
RTS
; OpenOut : Opens the BitMap up from the center outward
;
;on entry : D3,D4 = top,left of display rect
; A2 = handle to bitMap
OpenOut
BSR LockBitMap ;lock the handle in memory
CLR.L -(SP) ;room for rgnHandle
_NewRgn
MOVE.L (SP)+,TempRgn(A5) ;save the handle
MOVE D3,D0 ;copy top
ADD D3,D0 ;multiply by 2
ADD 10(A3),D0;add offset
EXT.L D0;extend to 32 bit precision
DIVU #2,D0 ;find center
MOVE D4,D1 ;copy left
ADD D4,D1 ;multiply by 2
ADD 12(A3),D1;add offset
EXT.L D1;extend precision
DIVU #2,D1 ;find center
MOVE D0,RgnRect(A5) ;top of the rect
MOVE D1,RgnRect+2(A5) ;left
ADD #1,D0
MOVE D0,RgnRect+4(A5) ;bottom
ADD #1,D1
MOVE D1,RgnRect+6(A5) ;right
@1 MOVE.L TempRgn(A5),-(SP) ;push the rgnHandle
PEA RgnRect(A5);and the rect
_RectRgn
MOVE.L TempRgn(A5),A4 ;copy rgnHandle to A4
BSR ShowBitMap
ADD #1,RgnRect+4(A5) ;extend the bottom 1 pixel
ADD #1,RgnRect+6(A5) ;extend the right 1 pixel
SUB #1,RgnRect(A5) ;extend the top 1 pixel
SUB #1,RgnRect+2(A5) ;extend the left 1 pixel
MOVE 12(A3),D0 ;get right edge of BitMap
ADD D4,D0 ;calculate width
CMP RgnRect+6(A5),D0 ;have we extended the rect
;all the way there?
BGE @1;no...keep going
MOVE 10(A3),D0 ;get bottom of BitMap
ADD D3,D0
CMP RgnRect+4(A5),D0 ;are we done?
BGE @1;no...
MOVE.L TempRgn(A5),-(SP)
_DisposRgn
RTS
; ShowBitMap : Displays the BitMap on the screen
;
;on entry : D3,D4 top,left of screen destination
; A4 = maskRgn or NIL
ShowBitMap
BSR LockBitMap ;lock it in memory
LEA TempRect(A5),A0 ;get ptr to dest rect
MOVE D3,(A0) ;copy top
MOVE D4,2(A0) ;copy left
MOVE D3,D0
MOVE D4,D1
ADD 10(A3),D0;calculate bottom
MOVE D0,4(A0)
ADD 12(A3),D1;calculate right
MOVE D1,6(A0)
MOVE.L A3,-(SP) ;source BitMap
PEA thePort(A5);get GrafPtr
_GetPort
MOVE.L thePort(A5),A0
PEA 2(A0) ;dest BitMap (GrafPort)
PEA 6(A3) ;sourceRect
PEA TempRect(A5) ;destRect
MOVE #0,-(SP)
MOVE.L A4,-(SP)
_CopyBits
RTS
; BlackOut : Matthias Jabs would be proud...
BlackOut:
MOVE #8,-(SP) ;set the pattern mode to patCopy
_PenMode
MOVE #0,D3 ;init pattern counter
@1 LEA PatList,A0 ;ptr to patterns
MOVE D3,D0 ;copy pattern index
MULU #8,D0 ;offset to pattern
ADDA D0,A0
MOVE.L A0,-(SP) ;point to pattern
_PenPat
PEA Screen ;the whole screen
_PaintRect ;paint the rect
CMP #18,D3 ;are we done
BEQ @2;yes
ADDQ #1,D3 ;decrement the pattern number
BRA @1;loop
@2 RTS
;======== Program Variables ==================
SaveRegs: DS.L 2 ;For saving the SP etc..
thePort:DS.L1
TempRect: DS.W 4
RgnRect:DS.W4
TempRgn:DS.L1
EventRecord:DS.B 16;event record block
Event: DS.W1 ;save event number
; ======Program Constants =================
BlackPat: DC.L $FFFFFFFF,$FFFFFFFF
White: DC.L0,0
GrayPat:DC.B$55,$AA,$55,$AA,$55,$AA,$55,$AA
Screen: DC.W0,0,342,512
PatList:;Pattern data for fade routines...if you have
;to type this in, you have my sympathy
DC.B 0,0,0,0,0,0,0,0
DC.B $08,$00,$00,$00,$02
DC.B $00,$00,$00,$08
DC.B $00,$00,$00,$02
DC.B $20,$00,$00,$08
DC.B $00,$40,$00,$02
DC.B $24,$00,$00,$08
DC.B $00,$42,$00,$02
DC.B $24,$80,$08,$88
DC.B $00,$42,$00,$02
DC.B $26,$80,$28,$A8
DC.B $00,$42,$00,$82
DC.B $26,$80,$28,$A8
DC.B $00,$4E,$20,$82
DC.B $A6,$80,$2E,$A9
DC.B $01,$4E,$21,$82
DC.B $A6,$C0,$2E,$A9
DC.B $01,$5E,$21,$86
DC.B $A6,$C0,$2E,$A9
DC.B $23,$5E,$25,$C6
DC.B $A6,$C0,$2E,$A9
DC.B $23,$5E,$25,$C6
DC.B $AE,$D1,$2E,$AD
DC.B $23,$DF,$25,$D6
DC.B $AE,$D1,$AE,$AD
DC.B $23,$DF,$E5,$D6
DC.B $AE,$D7,$AE,$FF
DC.B $6F,$DF,$E5,$DF
DC.B $AF,$F7,$BE,$FF
DC.B $6F,$DF,$F5,$FF
DC.B $AF,$F7,$BE,$FF
DC.B $7F,$DF,$FD,$FF
DC.B $EF,$FF,$FE,$FF
DC.B $FF,$DF,$FD,$FF
DC.B $FF,$FF,$FF,$FF
DC.B $FF,$FF,$FF,$FF
DC.B $FF,$FF,$FF,$FF
; Thats it...
; This is how you get your BitMaps
; in your resource fork
.Align 2
Resource 'GNRL' 128 'test BitMap'
INCLUDE SpinalTap.BMAP