how to run and use bomb ----------------------- platform-specific information: linux if the DISPLAY environment variable is set, then bomb opens an X window and runs there. 8, 16, and 24-bit displays are supported. otherwise bomb uses svgalib, and must be run as root in a `graphics capable virtual console'. the usual way to get this is to hit Control-Alt-F2 and log in as root. this one runs full-screen and at a higher frame-rate than with X. the file guile.txt documents how to script bomb in lisp, so that you can compose rather than improvise. set the "fps" environment variable to control the frames per second. mac big-bomb runs with replicated pixels, so it fills more of the screen. ssaver-bomb exits on keyboard input so that it can work as a screen saver with autolaunch (http://www.stclairsw.com/alch_bg.html). for best effect, set your screen to eight bits per pixel and the lowest number of pixels. win32 make sure you used a 32-bit unzip program (one that supports long file names). basic operation --------------- if you run it and leave it alone (ie don't touch the keyboard), it will go into automatic mode (automode). put on your favorite audio CD, sit back, and enjoy the show. use Control-C or ESC (or Command-Q on the mac) to exit. a collection of ~20 parameters control how the image on the screen changes. each parameter set defines a particular texture, shape, or effect. as long as the parameters remain unchanged the same basic visual pattern will evolve on screen. in automode the parameters are occasionally varied at random. `bomb' starts out with roughly the same parameters every time: a boiling texture dissolving the title page. if you wait, the parameters will change and new effects will appear. keyboard commands ----------------- it's also possible to change the parameters manually with the keyboard. the space bar randomizes all parameters and clears the screen. it can be used as a `reject button': if the program is doing something stupid, hit the space bar and a new (and hopefully better) effect will appear. this is the crudest possible control. the rest of the keys are mapped to commands that adjust the various parameters. the normal layout is described below. access to the easier-to-remember `mood organ' mappings follow. the middle row of keys (asdfghjkl;') changes the rule. the rule controls the basic algorithm used by the effect. variants of a rule can be accessed by pressing the same key repeatedly (try hitting 'f' or 'g' several times). a rug 2 s image rug 1 d RD 2 (RD = reaction/diffusion) f rotor/flame 9 g acidlife 2 h multi rug 1 j anneal rug 2 k slip 1 l rug rug 1 ; brain rug 1 ' fish/slugs 2 A static 1 F fuse 4 G quad 1 the lower row of keys (zxcvbn) randomize individual parameters for finer control: z change speed/texture x fill screen c change color v next shape b next shape II n toggle rhythm m next shape III v is context sensitive, think of it as getting the `next shape'. eg in image rule it loads a new image, in rotor rule it picks a new harmony or flame, in the brain it changes the excitation rules. b is a variant of v, be sure to try it with the brain. use m and b with RD. m in image mode uses the image sequences. the top row selects an individual parameter to vary. after the parameter is selected, the ,. keys (unshifted <>) move the value up and down. eg while in image rule try pressing r, then several commas. you can also type a number followed by RETURN to enter a specific value, or repeatedly hit the parameter key to increment/toggle the value (try uuuu) q color map w beat size e beat speed r texture/speed t # icons in window y icon sequence u toggle smooth color i texture/mask -- unusable o misc p blit rect size [ speed of shape change ] speed of driver rule \ assoc search time { hot time } cool time | brain rule P brain shift O cycle bkg (in rug2) I smooth/random underflow advanced behavior ----------------- B fade to black Q enter automode 0 (zero) disable automode L toggle mode lock = dump frame to dribble dir (PPM format) + toggle periodic dribble Z new image and clear screen (good for image mode) WER pulse colormap C invert driver / load driver D permute colormap by rotating bits of indices (press 8 times = identity) S toggle smooth/plain cmap J double board horiz H double board vert ^F toggle display frame rate and audio input (not on linux) random, useless, and broken --------------------------- Y cooler U hotter V previous drift pattern T brighten other organs ------------ the above keyboard commands allow exploration of bomb's entire parameter space, but by using clumsy random-walking and type-a-number interfaces. keybaord mappings called `organs' allow you to (eg) map a single parameter across the whole keyboard. in these modes the space bar and exit-program commands still function, but all the other keys (including shift and control combinations) are mapped to the parameter. the basic organs are 1 standard 2 mood 3 shape 4 color [[ currently the digits 1-4 have been hijacked and are bound to change the organ rather than type-in-numbers ]] bomb starts out with the standard organ described above. the shape organ drives with different images. the color organ picks the colormap (even keys produce smooth/looped colors; odd keys produce plain colormaps). the mood organ binds entire parameter sets to individual keys (only a-n so far). audio input ----------- the mac, SGI, and win32 versions support audio input. as of now, bomb makes only minimal and rather simplistic use of the audio signal. some of the modes are uneffected by audio; 's' and ';' are two that work relatively well. the 'n' key toggles use of audio, if available and applicable. on win32, a beep during startup indicates that the audio driver could not be opened, and bomb will run without it.