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To: naimoli@cli.di.unipi.it, amos-list@access.digex.net
From: p.reece@trumpet.com.au (Paul Reece)
Subject: Re: AmosUpgrade
Date: Wed, 1 Feb 1995 09:09:29 GMT +1000
Message-Id: <p.reece.210.03D9334F@trumpet.com.au>
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In article  naimoli@cli.di.unipi.it writes:
>From: naimoli@cli.di.unipi.it
>Subject: AmosUpgrade
>To: amos-list@access.digex.net (amos list)
>Date: Tue, 31 Jan 1995 11:27:28 +0100 (MET)


>        Im tired. Im sick. What else can I say?

>   U know when u need to improve a file, u need source code! Well if this was a
>rule Ive broken it! 

>        OUTLAWYER! GUILTY! CONDAMN!

>   No, it's for a good proposal. As it seems that the source of AMOS has been
>lost in the deeps of the universe (or in a folder of a desk), well Ive decided
>to go on anyway. Im upgrading AMOS. 

>        HOW? U LIE! IMPOSSIBLE!

>   Well, quite... or no? It's a very hard work, but it goes on. Now Im in a
>transiction phase as Im also writing labels on labels. Im building a new source.
>To obtain a decent result 2 months will pass. After this We'll have what we were
>looking for.

If I were you, I wouldn't even try.  Europress would not stop at an instant to 
sue for breach of copyright etc.

The best thing for you to do would be to contact Europress yourself and ask 
for permission, as the members of ADT had done previously.


Patience is the key.


Regards,
Paul.

--
Paul Reece, Technical Support - Trumpet Software International
p.reece@trumpet.com.au                    Phone: +61 02 450220
                                          Fax:   +61 02 450210

For Tech-Support: tech-support@trumpet.com.au

From amos-request@svcs1.digex.net Wed Feb  1 04:09:41 1995
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To: amos-list@access.digex.net
From: p.reece@trumpet.com.au (Paul Reece)
Subject: Re: Star Wars Scroll (About Turbo Extension)
Date: Wed, 1 Feb 1995 13:33:43 GMT +1000
Cc: rscott@gate.net
Message-Id: <p.reece.212.04C90428@trumpet.com.au>
Status: RO
X-Status: 

In article  hugor@staff.udg.mx (Hugo Ramses -Multimedia) writes:
>Date: Tue, 31 Jan 95 14:56:56 CST
>From: hugor@staff.udg.mx (Hugo Ramses -Multimedia)
>To: amos-list@access.digex.net
>Subject: Re: Star Wars Scroll (About Turbo Extension)

>> 
>> > Does anyone know how the do a star wras scroll in Amos (the kind thata goes
>> > into the screen) i tried to do it with the Zoom command but that went to
>> > slow. Maybe somone knows where the get such a program?
>> 
>> Why not using the turbo extension? it has very good features and a very
>> powerfull star scrolling command.
>> 
>> You can find it on Aminet under dev/amos and it is called turbo19.lha
>> It includes docs.
>> 
>> M&F
>Does anybody knows what happen with Ryan Scott, Playfield and Turbo Extension?
>I sent my money to ryan a month ago and I didn't received my copy of
>Turbo Plus Extension nor playfield. I am sure he received my money because 
>he told me. Any help apreciated.


I think Ryan has other things on his mind now, since he started working for 
Cybergate.  He sometimes doesn't reply to email, and seldom has much to say 
anyway.

His priorities are definitely not with the Amiga *or* Playfield anymore.
	
We are also waiting on money over here....  RYAN!  WAKE UP.

 - Paul


--
Paul Reece, Technical Support - Trumpet Software International
p.reece@trumpet.com.au                    Phone: +61 02 450220
                                          Fax:   +61 02 450210

For Tech-Support: tech-support@trumpet.com.au

From amos-request@svcs1.digex.net Wed Feb  1 08:26:51 1995
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From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: Re: Current AMOS project -Reply
To: Jedon Thompson <jvt@acctrep.sannet.gov>
Cc: amos-list@access.digex.net, doctorx@rain.org
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> > Right now, I'm writing a programme called "ACK".. it stands for 
> > "Adventure Construction Kit."  If you've ever played with the awesome 
> > program called "ACS" for the c64, it's essentially that. It uses, of  course,
> > the Amiga's abilities for graphics, sound and menus, but the idea  is
> > essentially the same. If anyone is interested, I can put you on a  mailing
> > list for people to update to. It should be a really neat  program... at least
> > as good as the c64 program.
> > 
> > later pholx..
> 
> Adventure Construction Set was written by Stuart Smith (Who I happen to
> know) and was released for the Amiga long long ago. It was distributed
> through Electronic Arts. While you are at it, make it move about more like
> Dune II ! 

What are the capabilities of the old ACS and hwat will be the new ?
Dune II... this means I can make a game like DuneII??  (Which I finished 
just yestarday!!!!! :)


M&F

From amos-request@svcs1.digex.net Wed Feb  1 09:22:11 1995
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Date:  1 Feb 95  9:45 +0100
From: Angel Alvarez <angel@labein.es>
To: amos-list@access.digex.net
Cc: mentat@sefl.satelnet.org, Darryl_Lewis@comlink.mpx.com.au
Message-Id: <217*angel@labein.es>
Subject: Re: amos3d
Status: RO
X-Status: 

>> Does anyone know why they say amos 3D will not work with AmosPro?
>Well, I've never been able to get it to work...

Europress included a patched version of AMOS3d with the AMOSPro compiler to
work with AMOS Pro. It works fine but if you try to compile something with it
the system answers you "Unable to load 3d library" (or something like that)

===============================================================================
                     _/_/_/ _/     _/_/   _/_/_/    _/_/_/ _/_/_/ _/_/_/ _/_/_/
 Angel Alvarez      _/  _/ _/     _/  _/   _/      _/     _/  _/ _/       _/   
  (Aldi Soft)      _/_/_/ _/     _/  _/   _/      _/_/_/ _/  _/ _/_/     _/    
angel@labein.es   _/  _/ _/     _/  _/   _/          _/ _/  _/ _/       _/     
                 _/  _/ _/_/_/ _/_/   _/_/_/    _/_/_/ _/_/_/ _/       _/      
===============================================================================
             | Note: Aldi Soft isn't a software company. It's me. |
             ======================================================

From amos-request@svcs1.digex.net Wed Feb  1 10:33:43 1995
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Date: Wed, 1 Feb 1995 09:07:42 +0001 (GMT)
From: "Richard Stitson (Genetics)" <rnms@mole.bio.cam.ac.uk>
Subject: Re: AmosUpgrade
To: Angel Alvarez <angel@labein.es>
Cc: amos-list@access.digex.net
In-Reply-To: <216*angel@labein.es>
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On 31 Jan 1995, Angel Alvarez wrote:

> Andy wrote:
> 
> >        Im tired. Im sick. What else can I say?
> >
> Like the rest of the world ;-)
> 
> > U know when u need to improve a file, u need source code! Well if this was a
> > rule Ive broken it!
> >
> >        OUTLAWYER! GUILTY! CONDAMN!
> >
> Mmmmm...
> 
> > No, it's for a good proposal. As it seems that the source of AMOS has been
> > lost in the deeps of the universe (or in a folder of a desk), well Ive
> > decided to go on anyway. Im upgrading AMOS.
> >
> >       HOW? U LIE! IMPOSSIBLE!
> >
> Only you? I recommend you to join to the team which is upgrading AMOS. If you
> do the same as C=UK and CEI (that is, not join their efforts and money to buy
> C=) you will spent a lot of time.
> 
> > Well, quite... or no? It's a very hard work, but it goes on. Now Im in a
> > transiction phase as Im also writing labels on labels. Im building a new
> > source. To obtain a decent result 2 months will pass. After this We'll have
> > what we were looking for.
> >
> >    Another possibility is to rewrite all, but I leave this honour to someone
> > else (in this case we have to cope even with in-compatibility). Anyway it
> > would be good too. Id like to hear if someone would try to do that.
> >
> Mike Sikorky (hi Mike :)) is working (more or less) in this possibility. He is
> developing MARP, a library of C-functions with the functionality of the
> AMOS-functions. This is a very good, write programs/games in C without knowing
> anything about internal libraries, RKM (I don't know what it means) and so on.

Rom Kernal Manual - the big book of ROM libraries etc

> 
> >         ADT goes on!
> >
> > P.S. I was thinking... why don't we try to work (hard) till we obtain a good
> > upgrade, then we could send it for a review (on AF, for example). After that
> > we could create some decent programs (in AMOS, of course) n put 'em around, a
> > "saga" like the one of the (just-for-the-moment) more famous Team17. ADT will
> > be a mark every Amiga owner will look at!
> > 
> Good luck. I'm agree with you and I hope you succeed in upgrading AMOS.
> 
> > 
> >    BYE!!!!!!!!!!!!!!!
> > 
> >   /| __  __| | |
> >  /-||  ||  | |_|
> > /  ||  ||__|  _|         Andy - naimoli@cli.di.unipi.it
> 
> ===============================================================================
>                      _/_/_/ _/     _/_/   _/_/_/    _/_/_/ _/_/_/ _/_/_/ _/_/_/
>  Angel Alvarez      _/  _/ _/     _/  _/   _/      _/     _/  _/ _/       _/   
>   (Aldi Soft)      _/_/_/ _/     _/  _/   _/      _/_/_/ _/  _/ _/_/     _/    
> angel@labein.es   _/  _/ _/     _/  _/   _/          _/ _/  _/ _/       _/     
>                  _/  _/ _/_/_/ _/_/   _/_/_/    _/_/_/ _/_/_/ _/       _/      
> ===============================================================================
>              | Note: Aldi Soft isn't a software company. It's me. |
>              ======================================================
> 


From amos-request@svcs1.digex.net Wed Feb  1 09:32:03 1995
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Date: Wed, 1 Feb 1995 10:13:34 +0100 (MET)
From: Flint <Mathieu.Dhondt@rug.ac.be>
To: "stud.ass." <bcollin@mpi.nl>
Cc: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Recursive programming (Re: Paint, et all.)
In-Reply-To: <ECS9501311611A@mpi.nl>
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On Tue, 31 Jan 1995, stud.ass. wrote:

> > How does recursive programming work? Suppose I wanted to make a 
> > MineSweeper clone, how would I let the computer show all the
> > fields that aren't surrounded by a bomb whenever I hit a field
> > which is not surrounded by a bomb? 
> > Mind, I'm not trying to make a clone here, I just thought it's
> > the best way to illustrate whatever I try to... well, er, try,
> > really :)
> BTW, why would you want to use recursion for this Mines-clone. You 
> could just check the array, could you not?
No, because I have to know which clear squares connect to which. I mean, 
what do you exactly mean with checking the array. AFAIK checking the 
array implies resorting to some form of recursive programming.
(I learned that term from someone who sent me an example once of the 
core of minesweeper, and he spoke of recursive programming.)

So, could anyone post me something similar?

Flint.

"My boy, if ever you are lost at sea, drop right in and think of me."
- J. Heller


From amos-request@svcs1.digex.net Wed Feb  1 10:28:32 1995
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Subject: Re: amos 3D
To: mentat@sefl.satelnet.org (MenTaT - !Productions)
Date: Wed, 1 Feb 1995 09:18:23 +0000 (GMT)
From: "Ludwig Ledbury" <pl@soton.ac.uk>
Cc: amos-list@access.digex.net
In-Reply-To: <199501312230.RAA03145@sefl.satelnet.org> from "MenTaT - !Productions" at Jan 31, 95 05:30:25 pm
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> 
> > Does anyone know why they say amos 3D will not work with AmosPro?
> 
> Well, I've never been able to get it to work...

Eh? Mine works fine. Admittedly, i havent used it much (only to put a
nice 3D "insert Disk 2" logo up) but it seems to be OK. The actualy
object designer id awful though..is there any better ways to design the
objects, or an upgrade?
 
> > Are there any experienced Amos 3D'ers out there who might like to
> > collabrate on a game?
> 
> Sure, if you can tell me the secret of running it under Pro, and as long 
> as you're not trying to write DOOM in it. :)
> 
> --
> GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
> v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
> K+ !W--- M-- V po- Y+ t++ 5+ jx G?
> R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."
> 
> 


From amos-request@svcs1.digex.net Wed Feb  1 12:32:03 1995
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Date: Wed, 1 Feb 1995 07:54:49 -0500 (EST)
From: Michael Cox of EDS <mcox>
To: AMOS Mailing List <amos-list@access.digex.net>
Subject: Monthly agenda items
Message-Id: <Pine.SUN.3.91.950201075245.21078A-100000@access1.digex.net>
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I archived all of the messages for January and uploaded them to AmiNet.
The filename is AMOSList-0195.lzh and will be in dev/amos.

I updated the FAQ to list all the new files for or in AMOS.  I will post
the list after this message.  If you want a copy of the FAQ, please email
me.

Since it seems that Ryan Scott is too busy for things, will someone else
need to take the AMOS Web under their control?  I can do it if needed.

Let me know.

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Wed Feb  1 12:45:22 1995
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From: Michael Cox of EDS <mcox>
To: AMOS Mailing List <amos-list@access.digex.net>
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AMOS.txt             docs/rview  13K*Programmer: AMOS: The Creator
AMOS3D.txt           docs/rview   8K*Programmer: AMOS 3D and Compiler
AMOSList-0195.lzh    dev/amos   167K+Messages about AMOS during January 1995
AMOSList-1194.lzh    dev/amos   253K+Messages about AMOS during November 1994
AMOSList-1294.lzh    dev/amos    97K+Messages about AMOS during December 1994
AMOSProfession.txt   docs/rview   6K*Programmer: Amos Professional
amosutil.lha         dev/amos     2K*Small AMOS tools
ColConqII_v11.lha    game/think 342K+V1.1 of complex space strategy game.
Exit16v2.lha         game/think 103K+Simple puzzle game written in AMOS.
InterfaceDesgn.lha   dev/amos    46K+User-interface-designer for amospro. v1.0
Jump.lha             game/think 106K+A AMOS-Game in german...
laby.lha             dev/amos    47K+A simply labyrinth-maker in AMOS (German)
Memory.lha           game/think  56K+Memory-Game in AMOS (Trimory-Version, germ
SRMv23.lha           dev/amos    45K+An upgrade to the Resource Bank Maker
TTT.lha              game/think  48K+Tic-Tac-Toe in AMOS (V0.6, german)

If I missed anything, let me know!

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Wed Feb  1 11:39:43 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Wed, 1 Feb 1995 14:36:47 
Subject:       Re: AmosUpgrade
Priority: normal
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Status: RO
X-Status: 

    That's a good idea but a difficult one as well.The first thing 
you (or we, I don't know) have to do is making a list of AMOS's 
improvements.
                    Gregory.
                    

From amos-request@svcs1.digex.net Wed Feb  1 19:36:40 1995
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To: amos-list@access.digex.net
Reply-To: CRSO.Amos@canrem.com
Sender: CRSO.Amos@canrem.com
Subject: amos 3D
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.1596.6587.0C1CD16E@canrem.com>
In-Reply-To: <9502010110.AA0178d@comlink.mpx.com.au>
Date: Wed, 1 Feb 1995 13:14:00 -0500
Organization: CRS Online  (Toronto, Ontario)
Status: RO
X-Status: 

AMOS 3D works fine with APro.  You do have to switch out the 3D.Lib with the
AMOSPro3d.Lib that comes with APro.  Also, once you have compiled a 3D prg, you
will have to include the c3D.Lib in the same dir as the program, as it needs
this Lib to run.

And, other than the modeller only working under AD1.3, I have yet to find any
problems with it.

Well met and godspeed,
                      Giark

From amos-request@svcs1.digex.net Wed Feb  1 20:47:03 1995
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Date: Wed, 01 Feb 1995 09:53:47 -0800
From: Jedon Thompson <jvt@acctrep.sannet.gov>
To: mberetta@varano.ing.unico.it
Cc: amos-list@access.digex.net, doctorx@rain.org
Subject:  Re: Current AMOS project -Reply -Reply
Status: RO
X-Status: 

> What are the capabilities of the old ACS and hwat will be the new ?
> Dune II... this means I can make a game like DuneII??  (Which I finished 
> just yestarday!!!!! :)
> 
> 
> M&F
> 

ACS on the Amiga is almost identical to the c64 version. What I meant by
the DuneII comment was that I WISH there was something like ACS to
create things like DuneII, not that such a thing existed. It was merely a
suggestion if someone was going to make one.
							-Jedon


From amos-request@svcs1.digex.net Wed Feb  1 21:56:34 1995
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Date: Wed, 1 Feb 95 23:35:02 GMT
From: Max Monahan <mxm@bom.gov.au>
Message-Id: <9502012335.AA19563@aviation1.ho.bom.gov.au>
To: ph@doc.ic.ac.uk
Subject: Re: Please help with AMOS Pro
Cc: amos-list@access.digex.net, M.Monahan@bom.gov.au
Status: RO
X-Status: 

> > And a general question about coding:
> > 
> > What is a good procedure for detecting a "tap" of a fire button and a 
> > "press" (button held down)? - Carl Chavez
> > 

> 
> PROCEDURE TESTHOLDBUTTON[STICK]
>    Shared LAST_TIME,START_TIME
> 
>    If Fire(STICK) 
>       If LAST_TIME
> 	 'Button is still held from previous call
> 	    Pop Proc[-1]
>       Else
> 	 If START_TIME=0
> 	    'Beginning of a new press
> 	    START_TIME=Timer
> 	    Pop Proc[0]
> 	 Else
> 	    'Button pressed in a previous call, but
> 	    'timeout for a tap has not expired yet
> 	    If Timer-STARTTIME<2000
> 	       'Cant decide which it is yet
> 	       Pop Proc[0]
> 	    Else
> 	       'Decided it is a press
> 		LAST_TIME=True
> 		Pop Proc[-1]
> 	    End If
> 	 End If
>       End If
>    Else
>       'Button not pressed.
>       If LAST_TIME
> 	 'Just released from a press.
> 	 LAST_TIME=False
> 	 START_TIME=0
> 	 Pop Proc[0]
>       Else
> 	 If START_TIME
> 	    'Was a tap
> 	    START_TIME=0
> 	    Pop Proc[1]
> 	 Else
> 	    'Button Never Pressed at all.
> 	    Pop Proc[0]
> 	 End If
>       End If
>    End If
> End Proc
> 	
> This returns:
> 
> 	0 = Nothing as happend / the fire button is pressed, but not
> 	    enough time has passed to tell if it is a tap or press
> 	1 = A tap has occured
> 	-1 = A press has occured.
> 
> It also has that advantage that it doesn't wait in the procedure for
> 2000 50ths of a second, but exits immediately.As long as you call it
> regularly, there won't be a problem, but if you leave it too long
> between calls it might think taps are presses.
> 
> Note - I haven't tested this - I don't have an amiga handy.
> 
> - PAUL HICKMAN

I tried out this routine last night and with some small modifications it worked.
The logic was spot on, just some syntax and spelling problems.

I couldn't get the "pop proc[1]" type statement working nor could I find
reference to using pop proc in this manner. Please enlighten me if this 
is possible.  I simply used:

; button declared as global
      button=1      
      pop proc
 
I think I had problems with the START_TIME variable name as it clashed with a 
reserved word so I just used BEGIN_TIME.

Where Paul used "If START_TIME" I used "If BEGIN_TIME<>0".
Are these If's testing the same thing? (notwithstanding my change of variable name)

I would also like to test for the joystick being held or pressed to the left or right
or just tapped as well as the button being tested in this manner. Later I will probably
want to do the same for up and down!

Q1. Should I incorporate all of this in the one procedure which checks every feature of
    the joystick in one test of the joy(1) function or should I write seperate procedures.

Q2. I am just playing around with writing a program to move a car (bob that is) around on 
     the screen eventually with the ability to make 15 degree turns in an overhead perspective.
     The controls would be something like : press and hold fire button to accelerate
     press left to turn anticlockwise by 15 degrees and right to turn clockwise 15 deg.

     The car is moving around the screen but is a little (well, a lot) erratic and the feel
     is just not there.
      
     Has anybody out there written a car racing game that would give me some clues or code
     or logic for handling the "mechanics" of steering a car around.

 Q3. I seem to recall the Skidmarks game documentation referring to using BSpline quadratics
     for the movement of the cars around corners. Does anybody know anything about that?
     I seem to recall that they even supplied some of the assembler code they used. Yes I
     know it was written in Blitz Basic but they also used calls to assembler code. 

Thanks ,
Max Monahan
M.Monahan@bom.gov.au
      

From amos-request@svcs1.digex.net Wed Feb  1 23:27:39 1995
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Date: Wed, 1 Feb 1995 17:04:11 -0800 (PST)
From: Yarg Niquoj <doctorx@rain.org>
To: Jedon Thompson <jvt@acctrep.sannet.gov>
Cc: mberetta@varano.ing.unico.it, amos-list@access.digex.net
Subject: Re: Current AMOS project -Reply -Reply
In-Reply-To: <sf2f5abd.048@smtpgate.sannet.gov>
Message-Id: <Pine.SUN.3.91.950201170258.14379A@coyote.rain.org>
Mime-Version: 1.0
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Status: RO
X-Status: 

On Wed, 1 Feb 1995, Jedon Thompson wrote:
> > What are the capabilities of the old ACS and hwat will be the new ?
> > Dune II... this means I can make a game like DuneII??  (Which I finished 
> > just yestarday!!!!! :)
> ACS on the Amiga is almost identical to the c64 version. What I meant by
> the DuneII comment was that I WISH there was something like ACS to
> create things like DuneII, not that such a thing existed. It was merely a
> suggestion if someone was going to make one.

Well, if anyone wants to send me an old copy of DuneII, I'll check it out 
and consider it.  

From amos-request@svcs1.digex.net Thu Feb  2 11:38:00 1995
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Date: Wed, 1 Feb 1995 14:16:43 -0500
From: Begust@aol.com
Message-Id: <950201141304_10208860@aol.com>
To: amos-list@access.digex.net
Subject: Reading 4 buttons
Status: RO
X-Status: 


    I've written an Amos procedure to read all four buttons from 
a modified Saga Genisis joypad.

    Any body interested.

Brad.

From amos-request@svcs1.digex.net Thu Feb  2 10:53:06 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502021113.AA24514@pianeta>
Subject: Med Volume.
To: amos-list@access.digex.net
Date: Thu, 2 Feb 1995 12:14:42 +0100 (MET)
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Status: RO
X-Status: 

Hi all,

AMOS Pro has some commands to play med moduleS But it hasn't
a command to change med volume. Some of you can tell me if
is possible to change it in an other way or if exist an
extension that can help me? I think EME do this but i'm not
so sure...

Luca (aldo@di.unito.it)
-----------------------



From amos-request@svcs1.digex.net Fri Feb  3 02:32:44 1995
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Date: Wed, 1 Feb 1995 17:08:42 -0800 (PST)
From: Yarg Niquoj <doctorx@rain.org>
To: amos-list@access.digex.net
Subject: ACK update
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Right now the biggest problem I have is the user interface. The actual 
code for the game is, of course, a problem, but trying to make an 
interface that is easy to use, but small code-wize is a problem. For the 
people who had interest in my program, please tell me what you would like 
menu-wize.  

Origiinally, everything was in the right-button menubar. The problem with 
this was obvious.. the screen was being wasted.  Now, I've got a little 
menu that can be selected by mouse or by using the cursor keys. 

If I really wanted to, I could just make the menu items "1) Edit 
Objects,  2) Edit Graphics" or something -- no color or mouse interface. 
That would be eternally easier for me to code, but cheesy to look at and 
use. 

Also, I'll probably change the name to something more... original.

LEt me know what you would like. As for the DuneII idea.. well, someone 
explain to me what that's like.

Later..
 ---
   __| __  __ _||_ __  __  _ _
  (' |(' )('-|-||-(' )('r' >|<          (Yarg Niquoj (doctorx@rain.org))
   ~~  ~~  ~~  ~~  ~~  ~   ~ ~
     "I Hate Myself And Want To Die"      --       Kurt Cobain
     "Are You Wearing Panties?"           --       Howard Stern
             "Freedom is the choice to work or starve"


From amos-request@svcs1.digex.net Fri Feb  3 06:10:30 1995
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Date: Wed, 1 Feb 1995 22:20:39 -0500
Message-Id: <9502020320.AA12177@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Recursive programming (Re: Paint, et all.)
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>> BTW, why would you want to use recursion for this Mines-clone. You 
>> could just check the array, could you not?
>No, because I have to know which clear squares connect to which. I mean, 
>what do you exactly mean with checking the array. AFAIK checking the 
>array implies resorting to some form of recursive programming.
>(I learned that term from someone who sent me an example once of the 
>core of minesweeper, and he spoke of recursive programming.)
>
>So, could anyone post me something similar?

  The core of the "step" routine would look something like this:

Procedure _STEP[X,Y]
   'W and H are the width and height of the board
   Shared W,H

   If BOARD(X,Y)=-1
      'Oops, he stepped on a mine
   Else If BOARD(X,Y)>0
      'Display the count of surrounding mines
      DISP_COUNT[X,Y]
   Else
      'Square is clear, display it and step on surrounding squares
      DISP_CLEAR[X,Y]
      'Loop through surrounding squares.  Min() and Max() make sure we
      'don't go off the edge.
      For Y2=Max(0,Y-1) To Min(H-1,Y+1)
         For X2=Max(0,X-1) To Min(W-1,X+1)
            If X2<>X or Y2<>Y
               'Call _STEP recursively to step on the surrounding squares.
               _STEP[X2,Y2]
            End If
         Next X2
      Next Y2
   End If
End Proc

  Anybody get the idea I've written one too? :)  For that matter, I even
did a 3-D one, if anyone's interested.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/

From amos-request@svcs1.digex.net Thu Feb  2 19:21:09 1995
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Lines: 20
X-Mailer: ADMail version 1.0 beta 2 (c) 1995 S.T.Brown
From: Gareth Edwards <config@ultim.demon.co.uk>
To: amos-list@access.digex.net
Subject: Monthly agenda items (fwd)
Status: RO
X-Status: A

Apparently ,on Wed 1 Feb 1995, Michael Cox of EDS did spew:

>Since it seems that Ryan Scott is too busy for things, will someone else
>need to take the AMOS Web under their control?  I can do it if needed.

I'm gonna take over as Webmaster and have got access to Cybergate for the
updating. Unfortunately I'm having trouble getting my telnet daemon to
recognise the fact that I want to use ZModem to transfer the stuff.
Why the hell don't they use good ol' ftp? :(

If you've got any suggestions for the site, drop me a line.

Paul Hickman; how did you upload stuff to the web site?


G.
--
        Gareth Edwards, Leeds, UK.      <config@ultim.demon.co.uk>

   FUTURE LOVE PARADISE: http://minerva.cis.yale.edu/~ariedels/seal.html

From amos-request@svcs1.digex.net Thu Feb  2 18:51:10 1995
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Date: Thu, 2 Feb 1995 12:54:02 -0800 (PST)
From: Yarg Niquoj <doctorx@rain.org>
To: Jedon Thompson <jvt@acctrep.sannet.gov>
Cc: amos-list@access.digex.net
Subject: ACS for Amiga
Message-Id: <Pine.SUN.3.91.950202125253.28305A-100000@coyote.rain.org>
Mime-Version: 1.0
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Status: RO
X-Status: 

Well, I called EA about ACS and they looked through their books and they 
didn't have ACS for amiga on the lists. :(  
 ---
   __| __  __ _||_ __  __  _ _
  (' |(' )('-|-||-(' )('r' >|<          (Yarg Niquoj (doctorx@rain.org))
   ~~  ~~  ~~  ~~  ~~  ~   ~ ~
     "I Hate Myself And Want To Die"      --       Kurt Cobain
     "Are You Wearing Panties?"           --       Howard Stern
             "Freedom is the choice to work or starve"


From amos-request@svcs1.digex.net Thu Feb  2 23:27:36 1995
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Date: Thu, 2 Feb 1995 20:48:38 -0500 (EST)
From: "M.D.I." <mtdesert@saturn.caps.maine.edu>
Subject: Re: Reading 4 buttons
To: Begust@aol.com
Cc: amos-list@access.digex.net
In-Reply-To: <950201141304_10208860@aol.com>
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On Wed, 1 Feb 1995 Begust@aol.com wrote:

> 
>     I've written an Amos procedure to read all four buttons from 
> a modified Saga Genisis joypad.
> 
>     Any body interested.
> 
> Brad.
> 
  Yeah if it is small enough send it!  I have one of these pads and will 
soon be modifing it for HG.  It would be great to use it for other apps 
as well.  I tried modifing it before the way Psygnosis said in the HG 
manual but it seems they got it backwards.  :(


From amos-request@svcs1.digex.net Fri Feb  3 01:51:41 1995
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Date: Fri, 3 Feb 1995 16:37:42 +1300 (NZDT)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: Begust@aol.com
Cc: amos-list@access.digex.net
Subject: Re: Reading 4 buttons
In-Reply-To: <950201141304_10208860@aol.com>
Message-Id: <Pine.SUN.3.91.950203163604.1445B-100000@earthlight.co.nz>
Mime-Version: 1.0
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Status: RO
X-Status: 

On Wed, 1 Feb 1995 Begust@aol.com wrote:

> 
>     I've written an Amos procedure to read all four buttons from 
> a modified Saga Genisis joypad.
> 
>     Any body interested.
> 
> Brad.
> 

Yes very interested, what do you mean by modified Sega (saga) Genisis 
joypad? Would it work with a six button control pad if modified?

Ben Crowl


From amos-request@svcs1.digex.net Fri Feb  3 07:17:00 1995
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Date: Thu, 2 Feb 1995 15:58:24 +1300 (NZDT)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: amos-list@access.digex.net
Subject: A tetris clone
Message-Id: <Pine.SUN.3.91.950202155535.18918B-100000@earthlight.co.nz>
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Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

Giday all,

just looking for some help in writing a tetris game. The bit I'd like 
some help with is how you would check to see if the block had hit another 
block and so on.

Any help would be much appreciated.

Ben Crowl


From amos-request@svcs1.digex.net Fri Feb  3 07:40:28 1995
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Reply-To: CRSO.Amos@canrem.com
Sender: CRSO.Amos@canrem.com
Subject: Reading 4 buttons
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.1605.6587.0C1CD4FB@canrem.com>
In-Reply-To: <950201141304_10208860@aol.com>
Date: Thu, 2 Feb 1995 12:13:00 -0500
Organization: CRS Online  (Toronto, Ontario)
Status: RO
X-Status: 

Yes, I'm interested in your 4 button procedure.

Well met and godspeed,
                      Giark

From amos-request@svcs1.digex.net Fri Feb  3 07:52:49 1995
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Date: Wed, 1 Feb 1995 22:23:38 -0500
Message-Id: <9502020323.AA12221@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Monthly agenda items
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>I updated the FAQ to list all the new files for or in AMOS.  I will post
>the list after this message.  If you want a copy of the FAQ, please email
>me.

  Is the FAQ on Aminet?  If not, it should probably go there.
>Since it seems that Ryan Scott is too busy for things, will someone else
>need to take the AMOS Web under their control?  I can do it if needed.

  I can take it on.  I've actually been doing occasional work on it at
Ryan's site.  Give me a few days to set it up here - I'll let you know.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/

From amos-request@svcs1.digex.net Fri Feb  3 08:44:37 1995
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	  for  on Wed, 1 Feb 1995 19:10:09 -0800
Date: Wed, 1 Feb 1995 19:10:07 -0800 (PST)
From: Yarg Niquoj <doctorx@rain.org>
To: amos-list@access.digex.net
Subject: Coo
Message-Id: <Pine.SUN.3.91.950201190751.28386A-100000@coyote.rain.org>
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Status: RO
X-Status: 

This is an interesting little program I wrote.. check it out. It involves=
=20
little objects, a ghost, gravity, etc. If you make anything neet out of=20
it, let me know!


begin 644 Ghost.AMOS
M04U/4R!0<F\Q,#%6`````0``#OP?`0GJ`#X``````%P`/@```H``7``^```!\
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M```'`092``8@,"`]('@```<!!E(`!B`Q(#T@>0``"`$&4@`((#(@/2!D>"``,
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MP````````'```!```!```#```!`/`````!`(`````#`(`````,`(`````P`$^
M`````@`&```````#````#``!@```C````P````P``0```!L``````!#`````?
M`"!@`0```"`P`P``@$`8#```P,`,,`````$`#P`"`````!?07_0_^/_^?_S_N
M_O_^__[__O_^?_S__C_X7_07T!@P8`Q`!(`"@`(`````````````@`*``D`$?
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``
end
size 4978
=FB

From amos-request@svcs1.digex.net Fri Feb  3 09:23:48 1995
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	id AA21479; Thu, 2 Feb 1995 18:17:15 +0000
Date: Thu, 2 Feb 1995 18:17:15 +0000
From: ryan nicholas d <91211448@brookes.ac.uk>
Message-Id: <9502021817.AA21479@csmail>
To: amos-list@access.digex.net
Subject: Reading 4 buttons + more ...
Content-Length: 762
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X-Status: 

Hi,
 
  Seeing many messages about reading 4 button this, and 2 button thats, how
about putting these procedures on one of the WWW Amos Playfield sub-pages? I've
seen procedures to read 2-button joysticks, CD32 control pads, Sega pads, and a
few more obscure ones. (I don't actually have in my posession any of these at
the moment, but I would like them all).
 
  If there are any difficulties with this, then I would be almost happy to be
given a copy of them all, and I would provide them to anyone who requests them.
(at least until Summer'95 anyway).
 
  In the meantime, does anyone have any code/extensions that handles a second
mouse or even a 3 button mouse in Amos ?
 
 
   Nick
 
(viva la Cantona)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

From amos-request@svcs1.digex.net Fri Feb  3 10:53:32 1995
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Date: Wed, 1 Feb 95 12:22:36 GMT
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             (from Andy Church <achurch@dragon.mbhs.edu>)
             (on Tue, 31 Jan 1995 22:54:21 -0500)
Lines: 23
X-Mailer: ADMail version 1.0 beta 2 (c) 1995 S.T.Brown
From: Gareth Edwards <config@ultim.demon.co.uk>
To: amos-list@access.digex.net
Subject: Web site (was Star Wars Scroll)
Status: RO
X-Status: A

> >Does anybody knows what happen with Ryan Scott, Playfield and Turbo... 

>   Ryan has dropped PLAYFIELD! and all the stuff he was selling through it.
> Last I heard, he was making some sort of arrangement with Ben Marty (author
> of TechnoVenture) to give people with subscriptions registered copies of the
> game.  (Ben, what's going on with that?)  As for Turbo, etc., ask him about
> that.  His e-mail address is rscott@gate.net.

I'm gonna be Webmaster for the Playfield Amos W3 site from now on.
Paul Hickman was tending it previously but is now bogged down with his
studies.

I'll be maintaining the site on my machine locally, then uploading the new
pages/gifs to the site when I'm happy the HTML code and links are OK.
( As soon as I can figure out how to do upload ZModem with telnet ):

If you've got any suggestions about the site, drop me a line.

Cheers,

        Gareth Edwards, Leeds, UK.      <config@ultim.demon.co.uk>

   FUTURE LOVE PARADISE: http://minerva.cis.yale.edu/~ariedels/seal.html

From amos-request@svcs1.digex.net Fri Feb  3 11:13:26 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Iff anims
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I have a problem with playing Iff anims. When I try and make them looping,
ie play continous, a blank frame appears at the start of the loop. Can any
one help?

Open In 1,"Any anim"
L=Frame Load (1 to 1000)
Close

Do
     P=Frame Play(10,1,0)
     Double Buffer
     For X=2 to L-1
          P=Frame Play(P,1)
          Screen Swap
          Wait Vbl:Wait Vbl:Wait Vbl
     Next X
Loop

I think it has somthing to do with the double buffering or physical and
logical screens, but I'm not sure.
Darryl

-- Via DLG Pro v1.0


From amos-request@svcs1.digex.net Fri Feb  3 10:35:32 1995
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From: Simon Blake <sab@mfltd.co.uk>
To: "'SMTP:amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: Which Is The Best AMOS Book?
Date: Fri, 03 Feb 95 09:01:00 PST
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Hi,  a long time ago I used to write stuff under STOS basic
     (anybody remember that!) on a now defunct machine, when I got
     my 'ol 500 several hundred years ago I missed it. Well now I'm
     back on the Amiga scene with a 1200 and AMOS Pro from last months
     Amiga Format and Easy Amos from another mag and would like to
     know which is the best book to get to get me going.

     I don't need a book on how to program, heck, after all I help write a
     language for my job. What I'm really after is a good refence book with
     nice examples!

    So what do you recommend to be the best?

Simon Blake              (SAB at NWB) (uknet!mfmail!SAB)
JCEG WB Group.  (GBHFF7GF at IBMMAIL)  <SAB@mfltd.co.uk>
Tel. (01635) 565522                 : The number of errors in any computer 

Micro Focus LTD, NEWBURY            : system or program can be calculated 

Berks, ENGLAND.                     : by the formula n > a, where a is any 

                                    : given number!                 - GRAF 


From amos-request@svcs1.digex.net Fri Feb  3 12:56:29 1995
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From: naimoli@cli.di.unipi.it
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Subject: AmosLives
To: amos-list@access.digex.net (amos list)
Date: Thu, 2 Feb 1995 09:22:10 +0100 (MET)
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	Ive sent a message, few days ago, speaking of AmosUpgrades. It was a sign to wake all us up! Ive received many answers n comments on it n Ive worked something out:

	There's a general will to keep Amos living, but everyone notices the problems we've found to do that. What we can do is create a new language.

	A NEW LANGUAGE IS BORNING!

	Obviously we start from we stopped. Just shall make it "compatible" with Amos. I mean: we can improve the original idea of Amos, n I think that version 1.0 could even be really compatible with AmosPro. Anyway future versions must include new features...

	KEEP IN CONTACT... COMMENTS ARE WELCOME!


		Andy - naimoli@cli.di.unipi.it

From amos-request@svcs1.digex.net Fri Feb  3 13:35:48 1995
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          id <21065-0@fulmar.doc.ic.ac.uk>; Thu, 2 Feb 1995 09:48:15 +0000
To: amos-list@access.digex.net
Subject: Re: Please help with AMOS Pro
In-Reply-To: Your message of "Wed, 01 Feb 1995 23:35:02 GMT." <9502012335.AA19563@aviation1.ho.bom.gov.au>
X-Mailer: Oingo Boingo Mailer
Date: Thu, 02 Feb 1995 09:48:08 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Message-Id: <"fulmar.doc.082:02.01.95.09.48.32"@doc.ic.ac.uk>
Status: RO
X-Status: 


> I tried out this routine last night and with some small modifications it worked.
> The logic was spot on, just some syntax and spelling problems.
> 
> I couldn't get the "pop proc[1]" type statement working nor could I find
> reference to using pop proc in this manner. Please enlighten me if this 
> is possible.  I simply used:
> 
> ; button declared as global
>       button=1      
>       pop proc
>  


Perhaps that is AMOSPro only. A better style than yours is instead of
making button global, put "End Proc[button]" on the end of the procedure,
and delete all the pop procs. Since the code is all in a big IF ELSE ENDIF
statement, the logic will not change when you do this. End Proc[] definitely
works in all versions of AMOS. You can then call the procedure with:

TESTBUTTONPRESS[STICK] : BUTTON=Param


> I think I had problems with the START_TIME variable name as it clashed with a 
> reserved word so I just used BEGIN_TIME.
> 
> Where Paul used "If START_TIME" I used "If BEGIN_TIME<>0".
> Are these If's testing the same thing? (notwithstanding my change of variable name)

Yes. AMOS simply evaluates the BEGIN_TIME<>0 to either -1 (True) or 0 (False)
before considering the if, then the IF command looks at its now numeric
argument, and checks if it is non zero. Therefore to check for a variable
begin non-zero, you use IF <VARIABLE> and to check for a variable being zero,
you can use IF Not <VARIABLE>. I admit that it is better style to use <> 0
for numbers, but my style should be used for boolean variables.
 
> 
> I would also like to test for the joystick being held or pressed to the left or right
> or just tapped as well as the button being tested in this manner. Later I will probably
> want to do the same for up and down!
> 
> Q1. Should I incorporate all of this in the one procedure which checks every feature of
>     the joystick in one test of the joy(1) function or should I write seperate procedures.
> 

Using Jleft/Jright etc. is not significantly faster or slower than joy(). As
to the number of procedures, use whatever works best for you. Be aware that
having many very small procedures will be slightly slower.

> Max Monahan
> M.Monahan@bom.gov.au
>       


+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Fri Feb  3 14:01:04 1995
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Date: Fri, 3 Feb 1995 08:54:33 +0500
From: marty@cs.hope.edu (Ben Marty)
Message-Id: <9502031354.AA05376@sauron.cs.hope.edu>
To: amos-list@access.digex.net, achurch@goober.mbhs.edu
Subject: Re: Recursive programming (Re: Paint, et all.)
X-Sun-Charset: US-ASCII
Content-Length: 331
Status: RO
X-Status: 

>   The core of the "step" routine would look something like this:
> 	...

	I don't think that program will work because there's no recursion
stopper to prevent it from uncovering squares that are already uncovered.  It's
a minor change though.  Just check to see if the new square is still covered
before calling the recursion.
	

From amos-request@svcs1.digex.net Fri Feb  3 14:05:24 1995
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Date: Fri, 3 Feb 1995 13:48:58 +0000 (GMT)
From: Squidge <T.R.Matthews@bradford.ac.uk>
X-Sender: trmatthe@discovery.brad.ac.uk
To: Mike Crowl <mcrowl@earthlight.co.nz>
Cc: amos-list@access.digex.net
Subject: Re: A tetris clone
In-Reply-To: <Pine.SUN.3.91.950202155535.18918B-100000@earthlight.co.nz>
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On Thu, 2 Feb 1995, Mike Crowl wrote:

> Giday all,
> 
> just looking for some help in writing a tetris game. The bit I'd like 
> some help with is how you would check to see if the block had hit another 
> block and so on.
> 
> Any help would be much appreciated.
> 
> Ben Crowl

Gday Ben (and all you others)
	
	First of all I would like to issue a disclaimer :) It is 
semester one exma week at my university and I last went to bed 4 days 
ago, so forgive any minor errors in my code.
	
	OK. To drop pieces in Tetris, an array thje size of the playing 
area is created eg 11*25 (X*Y). This 2-dimensional array is filled with 
zeros to represnt no pieces. When a piece enters thje playing area, the 
area it occupies is filled with (for example) 1.

	A lovely ascii diagram will help here.

1. No pieces
2. L-shape just entering
3. L-shape a few moves on
4. L-shape after hitting the bottom
5. Square almost at the bottom
6. Square colliding with L-shape

grid is 8*9 in this example 

1. 00000000  2. 00200000  3. 00000000  4. 00000000  5. 00000000  6. 00000000
   00000000	00222000     00200000	  00000000     00000000     00000000
   00000000	00000000     00200000	  00000000     00000000     00000000
   00000000	00000000     00222000	  00000000     00000000     00000000
   00000000	00000000     00000000	  00000000     00000000     00000000
   00000000	00000000     00000000	  00000000     00001100     00000000
   00000000	00000000     00000000	  00200000     00201100     00201100
   00000000	00000000     00000000 	  00200000     00200000     00201100
   00000000	00000000     00000000	  00222000     00222000     00222000

The number 2 represents the code for the l-shape
The number 1 represents the code for the square

By now you will probably have realised how it all works. But I shall 
explain for the hard of thinking :)

Before a piece drops, its new position in the array is calculated. If 
this collides with any other numbers then the piece is stuck. It has hit 
the bottom.

A way for calculating collisions (just appeared off the top of my head) 
is to calculate a checksum for each horizontal line before and after the 
move. If the 'After move' sum is different to the 'Before move' sum then 
subtract the id code of the current piece (unless the piece is a square 
then subtract 2*id code). If the answer is different to the 'Before sum' 
no, then the new piece has collided.

What the ????

Explanation: The horizontal line in the array has a nujmber indicating a 
part of each block. If you add all these and then move the piece and then 
recalculate, a new id number may have appeared on the horizontal line, eg if 
a long thin block appears. If there is a difference, then the id code is 
subtracted from the 'after' total (if the piece is not one block wide then 
n*id code are subtracted where n is width). This subtraction effectively 
removes the block. If the answer of the processed 'After' is different to 
the 'Before' checksum, it means that an id code apart from the moving 
block one was removed. In other words, putting the new piece in the array 
obscured a previous code, which would signify a collision.

1. one line before new piece arrives

	01110020  checksum = 5

2. one line with new piece. this piece has been moving down unobstructed. 
this is its first encounter with other pieces. represented by letter code 3

	01110030  checksum = 6

checksum after - checksum before = 1. Aha. Different. This means a piece 
has arrived. Subtract the id code of the new piece

1 - 3 = -2

Aha. Not equal to 0. This indicates that a id code was removed when this 
piece arrived. Look at the diagrams and you will see that an id code of 
'2' was removed (7th column)

If anyone needs further explanation, then feel free to email me, 
privately or thru the list.

See ya

--
t.r.matthews@bradford.ac.uk         Founder Member of the 'Irresponsible Club'
Email me for details on how to join.  Must complete an *initiation* *ceremony*


From amos-request@svcs1.digex.net Fri Feb  3 13:05:36 1995
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From: Simon Blake <sab@mfltd.co.uk>
To: "'SMTP:amos-list@access.digex.net'" <amos-list@access.digex.net>,
        "'SMTP:mcrowl@earthlight.co.nz'" <mcrowl@earthlight.co.nz>
Subject: A tetris clone
Date: Fri, 03 Feb 95 13:21:00 PST
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Ben, a couple of years ago "TTWNN" (a very small codeing group)
     did a two player one, you can have the sources if you want to see how
     we did it.

Copied to AMOS-LIST just incase anyone else would like to see it,
I also have a demo of how to create an appearance of infinite bobs,
A mah-jong type game and a scrolly demo.


Regards,

Simon Blake              (SAB at NWB) (uknet!mfmail!SAB)
JCEG WB Group.  (GBHFF7GF at IBMMAIL)  <SAB@mfltd.co.uk>
Tel. (01635) 565522              : The number of errors in any computer 

Micro Focus LTD, NEWBURY         : system or program can be exactly 

Berks, ENGLAND.                  : calculated by the formula n > a, 

                                 : where a is any given number!  - GRAF

From amos-request@svcs1.digex.net Fri Feb  3 14:55:13 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: This and that
Status: RO
X-Status: 

Garth Edwards, thanks for your hypermedia program. It was great. Any chance
of sending me the pictures from Neuromancer that you drew? By the way, I
couldn't find in plot flaws in any of the novels. Also, make that 4 novels
not 3, as Molly appears in Johnny Mnemonic which is in his first book
,"BURNING CHROME".

Ben Marty, could you please resend Tank to me. It seems to have gotten
corrupted during transfer. Is it only in .zip format or do you also have it
in .lzh?

Darryl

-- Via DLG Pro v1.0


From amos-request@svcs1.digex.net Fri Feb  3 14:51:09 1995
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Date: Fri, 3 Feb 1995 15:08:12 +0000 (GMT)
From: Squidge <T.R.Matthews@bradford.ac.uk>
X-Sender: trmatthe@discovery.brad.ac.uk
To: ryan nicholas d <91211448@brookes.ac.uk>
Cc: amos-list@access.digex.net
Subject: Re: Reading 4 buttons + more ...
In-Reply-To: <9502021817.AA21479@csmail>
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On Thu, 2 Feb 1995, ryan nicholas d wrote:

> Hi,
>  
>   In the meantime, does anyone have any code/extensions that handles a second
> mouse or even a 3 button mouse in Amos ?
>  
>  
>    Nick

There are already procedures in Amos for handling a three button mouse. 
When you use the mouse button (I've forgotten the name) command it returns

1 for left mouse button
2 for right mouse button
3 for middle mouse button (or both left & right)

I'm pretty sure this is correct.

--
t.r.matthews@bradford.ac.uk         Founder Member of the 'Irresponsible Club'
Email me for details on how to join.  Must complete an *initiation* *ceremony*


From amos-request@svcs1.digex.net Fri Feb  3 15:57:45 1995
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From: Jedon Thompson <jvt@acctrep.sannet.gov>
To: amos-list@access.digex.net, mcrowl@earthlight.co.nz
Subject:  A tetris clone -Reply
Status: RO
X-Status: 

> Giday all,
> 
> just looking for some help in writing a tetris game. The bit I'd like  some
> help with is how you would check to see if the block had hit another 
> block and so on.
> 
> Any help would be much appreciated.
> 
> Ben Crowl
> 
> 

A quick and easy way is to turn on elements in a 2d arraywhere the blocks
are. If the array cheking is too slow, you could allocate a bank, and peek
and poke into it according to offsets depending on the size of your drop
area. I've never actually written a tetris game, this is just my first reaction to
your problem without giving it a lot of thought :-) C-ya
								-Jedon


From svcs1.digex.net!amos-request Fri Feb  3 18:16:13 1995 remote from cristal
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Date: Wed, 1 Feb 1995 17:08:42 -0800 (PST)
From: Yarg Niquoj <doctorx@rain.org>
To: amos-list@access.digex.net
Subject: ACK update
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Right now the biggest problem I have is the user interface. The actual 
code for the game is, of course, a problem, but trying to make an 
interface that is easy to use, but small code-wize is a problem. For the 
people who had interest in my program, please tell me what you would like 
menu-wize.  

Origiinally, everything was in the right-button menubar. The problem with 
this was obvious.. the screen was being wasted.  Now, I've got a little 
menu that can be selected by mouse or by using the cursor keys. 

If I really wanted to, I could just make the menu items "1) Edit 
Objects,  2) Edit Graphics" or something -- no color or mouse interface. 
That would be eternally easier for me to code, but cheesy to look at and 
use. 

Also, I'll probably change the name to something more... original.

LEt me know what you would like. As for the DuneII idea.. well, someone 
explain to me what that's like.

Later..
 ---
   __| __  __ _||_ __  __  _ _
  (' |(' )('-|-||-(' )('r' >|<          (Yarg Niquoj (doctorx@rain.org))
   ~~  ~~  ~~  ~~  ~~  ~   ~ ~
     "I Hate Myself And Want To Die"      --       Kurt Cobain
     "Are You Wearing Panties?"           --       Howard Stern
             "Freedom is the choice to work or starve"


From amos-request@svcs1.digex.net Sat Feb  4 07:54:39 1995
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To: amos-list@access.digex.net
Subject: Re: Monthly agenda items
In-Reply-To: Your message of "Wed, 01 Feb 1995 07:54:49 EST." <Pine.SUN.3.91.950201075245.21078A-100000@access1.digex.net>
X-Mailer: Oingo Boingo Mailer
Date: Thu, 02 Feb 1995 09:38:54 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Message-Id: <"fulmar.doc.810:02.01.95.09.39.03"@doc.ic.ac.uk>
Status: RO
X-Status: 

> I archived all of the messages for January and uploaded them to AmiNet.
> The filename is AMOSList-0195.lzh and will be in dev/amos.
> 
> I updated the FAQ to list all the new files for or in AMOS.  I will post
> the list after this message.  If you want a copy of the FAQ, please email
> me.
> 
> Since it seems that Ryan Scott is too busy for things, will someone else
> need to take the AMOS Web under their control?  I can do it if needed.
> 
> Let me know.

Andy church & I still have access to the AMOS Web pages - I've tried to
fix the gif on the title page, but it just won't seem to work. It works
when I use the same gif on the same page on my local machine, but not
accross the internet, and frankly I'm confused. 

If anyone has any pages they want linked to, or programs they want uploaded
E-Mail me. 

However, I have nothing to do with PLAYFIELD magazine, or the commerical
software ryan sold. As to where he is, he did mention to me in passing a
few months ago that cybergate were setting up in the UK, and he might be
comming over here to help, so perhaps he is of the net for while. (This
is pure conjecture on my part).


+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Fri Feb  3 16:27:44 1995
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Date: Fri, 03 Feb 1995 08:17:21 -0800
From: Jedon Thompson <jvt@acctrep.sannet.gov>
To: amos-list@access.digex.net
Subject:  iff anim -> bob
Status: RO
X-Status: 

Reading that stuff about iff anims reminds that I wrote a pretty nifty little
program a while back to take an animation and grab bobs out of it. This
allowed me to make animations of ie: karate guys doing moves, and when
it was all smooth and nice, I'd just run my procedure and I'd have the new
objects. I also have some procedures to take a bob and rotate it into
another bob (not realtime, just for stuff like cars and asteroids type
spaceships) If anybody wants them, let me know and I'll try and get around
to it. I don't actually program in AMOS anymore, but I find the conversation
here stimulating, so I stayed :-)
							-Jedon


From amos-request@svcs1.digex.net Fri Feb  3 17:59:44 1995
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Date: Fri, 3 Feb 1995 11:44:06 -0500 (EST)
From: Michael Cox of EDS <mcox>
To: Simon Blake <sab@mfltd.co.uk>
Cc: "'SMTP:amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: Re: Which Is The Best AMOS Book?
In-Reply-To: <2F326193@smtpgw.mfltd.co.uk>
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Status: RO
X-Status: 

I would recommend Mastering Amiga AMOS by Phil South for beginners and
ULTIMATE AMOS by Jason Holborn.

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Fri Feb  3 22:39:35 1995
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Subject: pester pester
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.1626.6587.0C1CD9F5@canrem.com>
In-Reply-To: <9502020320.AA12177@goober.mbhs.edu>
Date: Fri, 3 Feb 1995 14:09:00 -0500
Organization: CRS Online  (Toronto, Ontario)
Status: RO
X-Status: 

Hi Andy, it's me again.  Have you sent the intuition extension off in regular
mail yet?  If so, when did you send it?

Well met and godspeed,
                      Giark

From amos-request@svcs1.digex.net Fri Feb  3 21:49:24 1995
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Date: Fri, 3 Feb 1995 17:05:37 -0500 (EST)
From: Chris Wysocki <am851@freenet.toronto.on.ca>
Subject: Re: C/Assembler Programmer needed
To: amos-list@access.digex.net
In-Reply-To: <9501091332.AA14787@hel.ethz.ch>
Message-Id: <Pine.3.89.9502031634.B17186-0100000@yonge>
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Status: RO
X-Status: 

On Mon, 9 Jan 1995, Christian Mumenthaler wrote:
> 
> Hello!
> 
> I have programmed a protein (wire-frame) viewing program
> and I have experienced the same speed problems as you have.
> After having optimized the code, I have started to translate
> some routines in Assembler. Unfortunately, I was quite
> disappointed at the speed-increase. Excepted a simple
> Bubblesort routine which I use for a Z-sort and which
> ran about 40 times faster, the rest did not even run
> twice as fast as before. I'm not an Assembler expert, but
> I tried to use registers and keep the data in the cache. I
> don't believe that a good Assembler programmer would make it
> run much faster.
> 
> Anyway, as the program rotates about 550 lines 5 times per
> second on my A4000/040 and it did maybe 300 lines before
> I used my Assembler routines, I guess that you could speed
> up your actual program a lot by simply optimizing it!
> (An A1200 can't be 15-20 times slower than a A4000, can it?)
> 
> First, use only interger arithmetics by multiplying all coordinates
> by 2^x with x being at least 10 (depends on the accuracy needed).
> Before displaying it on the screen you will have to divide it again by 
> this number, but fortunately both, multiplication and division can
> be done with the shift operators of AmosPro (Asr.l and Asl.l, I think.
> I have Amos Creator where they don't exist.)
> Do also use the commands Add and Sub where possible. They are all
> translated pretty much 1:1 in Assembler, at least I guess so.
> 
> Secondly, use the TurboLib extension! The F_draw command is about
> twice as fast as the AMOS command which makes an enormous speed
> increase (in the current version of my program, 50% of the time
> is consumed in the drawing routine!). You can also use the fast
> command to clear the bitplanes.
> 
> I have never tested Amos3D, but maybe this could also be of some
> help? Anyone?
> 
> Good luck,
> 
> 	Chris
> 
I find that hard to believe that Assembler doesn't make your progs much 
faster.  All the programs that I translated from AMOS to BlitzBasic2 are 
at least five times as fast as compiled Amos codes. Assembler should be 
faster than BB2 as well so I think its just your coding.
BTW, is there a forum like this one for the amazing BlitzBasic?

Chris Wysocki
Toronto, Canada

From amos-request@svcs1.digex.net Sat Feb  4 00:24:49 1995
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Date: Fri, 3 Feb 1995 20:49:51 -0500
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From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: New AMOS Web Site
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

  The AMOS Web Site now has a new address:

http://www.mbhs.edu/~achurch/amos/

The old address, http://www.gate.net/~play/, will still work, but is not
guaranteed to be in sync with the new site.

  Enjoy!

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Sat Feb  4 11:59:25 1995
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Organization: Fortune Software
X-Mailviewer: Mail 1.15
From: Dominic Ramsey <amos@dynamo.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: A tetris clone
Status: RO
X-Status: 

Mike Crowl <mcrowl@earthlight.co.nz>
   wrote:
> 
> Giday all,
> 
> just looking for some help in writing a tetris game. The bit I'd like 
> some help with is how you would check to see if the block had hit another 
> block and so on.
> 
> Any help would be much appreciated.
> 

If you have AMOSPro, check out the Superblockout game that comes with it.

If not, look at the game MegaBlock2.lha in game/think on Aminet. It
doesn't include the source code, but if you want it I'll send it to you.

The basic idea is to store the "well" area in a 2D array, and check
the position in the array below the blocks current position before
you move it. You also need to keep arrays containing each of the blocks,
4 for each block (one for each rotation).


Dom

--
Dominic Ramsey      email: dom@dynamo.demon.co.uk
http://www.gate.net/user/play/people/dramsey.html

From amos-request@svcs1.digex.net Sat Feb  4 12:51:14 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Thu, 2 Feb 1995 14:49:15 
Subject:       An Idea...
Priority: normal
X-Mailer:     Pegasus Mail v3.1 (R1)
Message-Id: <6A071637582@ekefe.gel.ariadne-t.gr>
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Status: RO
X-Status: 

    What about creating a project list? I think this would be 
useful.The only have to do is send out cuurent projects.
                                    Gregory

From amos-request@svcs1.digex.net Sat Feb  4 13:29:46 1995
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X-Mailviewer: Mail 1.15
From: Dominic Ramsey <amos@dynamo.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: New AMOS Files
Status: RO
X-Status: 

Michael Cox of EDS <mcox@access.digex.net>
   wrote:

[snip]

> If I missed anything, let me know!

Megablock2.lha   game/think 370K+Best ever Amiga "Tetris" type game for all Amigas. (1mb)

(Written in AMOS, but does not include source code.)


Dom

--
Dominic Ramsey      email: dom@dynamo.demon.co.uk
http://www.gate.net/user/play/people/dramsey.html

From amos-request@svcs1.digex.net Sat Feb  4 16:50:14 1995
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From: Jedon Thompson <jvt@acctrep.sannet.gov>
To: doctorx@rain.org
Cc: amos-list@access.digex.net
Subject:  ACS for Amiga -Reply
Status: RO
X-Status: 

> Well, I called EA about ACS and they looked through their books and
> they  didn't have ACS for amiga on the lists. :(  
>  ---
>    __| __  __ _||_ __  __  _ _
>   (' |(' )('-|-||-(' )('r' >|<          (Yarg Niquoj (doctorx@rain.org))
>

I talked to my brother, and he is sending me his. He has both one of the
Beta's, and the release version (from the programmer himself). When I
get it, I will give more info on how to obtain it from the packaging. Maybe it
wasn't EA, but I really thought it was. 
						-Jedon



From amos-request@svcs1.digex.net Sat Feb  4 14:08:42 1995
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Date: Thu, 2 Feb 1995 14:41:57 PST
From: "stud.ass." <bcollin@mpi.nl>
Subject: Re: Please help with AMOS Pro
To: Max Monahan <mxm@bom.gov.au>
Cc: amos-list@access.digex.net
Message-Id: <ECS9502021457A@mpi.nl>
Priority: Normal
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On Wed, 1 Feb 95 23:35:02 GMT Max Monahan wrote:

[snipped buttontest-routine]

> I tried out this routine last night and with some small
> modifications it worked.
> The logic was spot on, just some syntax and spelling problems.
> 

> I think I had problems with the START_TIME variable name as it
> clashed with a reserved word so I just used BEGIN_TIME.
> 
> Where Paul used "If START_TIME" I used "If BEGIN_TIME<>0".
> Are these If's testing the same thing? (notwithstanding my change
> of variable name)
> 

No they're not. The former is testing boolean variables, the latter 
numeric variables. Actually;
If _START_TIME
is the same as
If _START_TIME = True
is the same as
If _START_TIME = -1
(is the same as If Not _START_TIME = False {EVIL GRIN}).



From amos-request@svcs1.digex.net Sat Feb  4 14:31:55 1995
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Date: Thu, 2 Feb 1995 14:45:33 PST
From: "stud.ass." <bcollin@mpi.nl>
Subject: Re: Recursive programming (Re: Paint, et all.) (fwd)
To: Amos Discussion List <amos-list@access.digex.net>
Message-Id: <ECS9502021433A@mpi.nl>
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Forwarded Message:
From: MenTaT - !Productions <mentat@sefl.satelnet.org>
Date: Tue, 31 Jan 1995 15:30:31 -0500 (EST)
Subject: Re: Recursive programming (Re: Paint, et all.)
To: "stud.ass." <bcollin@mpi.nl>

> 
> > How does recursive programming work? Suppose I wanted to make a 
> > MineSweeper clone, how would I let the computer show all the
> > fields that aren't surrounded by a bomb whenever I hit a field
> > which is not surrounded by a bomb? 
> > Mind, I'm not trying to make a clone here, I just thought it's
> > the best way to illustrate whatever I try to... well, er, try,
> > really :)
> > 
> 
> Recursive programming works by calling a procedure from itself.
> i.e.:
> Procedure Test[A]
>   Inc A
>   If A<10 Then Test[A]
> End proc
> 
> I am not sure this example will work in Amos, though. I seem to 
> remember that Amos has some limitations on recursion, for 
instance 
> that the procedure calls may not be nested more than 15 times, 
> which makes it useless for most applications.

You need to do a Set Buffer (or something similar).  I wrote an 
ATOMS 
clone once, and occasionally it would get about 3 or 4 thousand 
levels 
deep. :)

> BTW, why would you want to use recursion for this Mines-clone. 
You 
> could just check the array, could you not?

You could, but recursion makes it MUCH easier...  Just do this :

Procedure SHOWMINES[X,Y]

If GRID(X-1,Y)=0
  SHOWMINES[X-1,Y]
End If
If GRID(X,Y-1)=0
  SHOWMINES[X,Y-1]
End If
If GRID(X+1,Y)=0
  SHOWMINES[X+1,Y]
End If
If GRID(X,Y+1)=0
  SHOWMINES[X,Y+1]
End If
GRID(X,Y)=5

End Proc

I'm assuming an empty unchecked square contains 0, and that an 
empty 
checked square contains 5.

Ain't recursion great?  :)

--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       
http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there 
you are."





From amos-request@svcs1.digex.net Sat Feb  4 14:26:57 1995
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Date: Sat,  4 Feb 95 03:09:31 +0200
From: Ted_Jonsson@sprida.bbs.bad.se (Ted Jonsson)
Subject: UNSUBSCRIBE
Content-Type: text/plain; charset=iso-8859-1
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To: amos-request@access.digex.net
Reply-To: Ted_Jonsson@sprida.bbs.bad.se (Ted Jonsson)
Resent-Date: Sat, 4 Feb 1995 08:58:58 -0500 (EST)
Resent-From: Michael Cox of EDS <mcox>
Resent-To: AMOS Mailing List <amos-list@access.digex.net>
Resent-Message-Id: <Pine.SUN.3.91.950204085858.19533B@access1.digex.net>
Status: RO
X-Status: 

Sorry to say about this, i haven't afford to pay the mailing so all who is
interested to be penpal with me att want change ideas and good
program-listings can write to me: Ted Jonsson, Byalagsgatan 6J, S-703 60
OREBRO, Sweden.
Bye and thank you for the interresting artikles.


From amos-request@svcs1.digex.net Sun Feb  5 02:06:39 1995
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To: amos-list@access.digex.net
From: p.reece@trumpet.com.au (Paul Reece)
Subject: Re: Med Volume.
Date: Fri, 3 Feb 1995 09:05:56 GMT +1000
Message-Id: <p.reece.223.0DFEF2D7@trumpet.com.au>
Status: RO
X-Status: 

In article  aldo@di.unito.it ( Magoga - Borsista CSI ) writes:
>From: aldo@di.unito.it ( Magoga - Borsista CSI )
>Subject: Med Volume.
>To: amos-list@access.digex.net
>Date: Thu, 2 Feb 1995 12:14:42 +0100 (MET)

>Hi all,

>AMOS Pro has some commands to play med moduleS But it hasn't
>a command to change med volume. Some of you can tell me if
>is possible to change it in an other way or if exist an
>extension that can help me? I think EME do this but i'm not
>so sure...

EME doesn't support it, mainly because medplayer.library doesn't.  In the 
future I may attempt to put the MED routines inside the extension so I can add 
volume control.

 - Paul


--
Paul Reece, Technical Support - Trumpet Software International
p.reece@trumpet.com.au                    Phone: +61 02 450220
                                          Fax:   +61 02 450210

For Tech-Support: tech-support@trumpet.com.au

From amos-request@svcs1.digex.net Sat Feb  4 18:51:59 1995
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Organization: Fortune Software
X-Mailviewer: Mail 1.15
From: Dominic Ramsey <amos@dynamo.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: Which Is The Best AMOS Book?
Status: RO
X-Status: 

Simon Blake <sab@mfltd.co.uk>
   wrote:
> 
> 
> 
> Hi,  a long time ago I used to write stuff under STOS basic
>      (anybody remember that!) on a now defunct machine, when I got
>      my 'ol 500 several hundred years ago I missed it. Well now I'm
>      back on the Amiga scene with a 1200 and AMOS Pro from last months
>      Amiga Format and Easy Amos from another mag and would like to
>      know which is the best book to get to get me going.
> 
>      I don't need a book on how to program, heck, after all I help write a
>      language for my job. What I'm really after is a good refence book with
>      nice examples!
> 
>     So what do you recommend to be the best?

Actually, the Easy AMOS and AMOS Pro manuals are quite good for getting
started. I don't think there are any really good AMOS books.

Converting STOS stuff is quite easy, as well. AMOS Pro does everything
that STOS does, and a lot more. (I actually bought an ST to do
some conversions to AMOS, but didn't need it and ended up selling it
within weeks).

Dom

--
Dominic Ramsey      email: dom@dynamo.demon.co.uk
http://www.gate.net/user/play/people/dramsey.html

From amos-request@svcs1.digex.net Sat Feb  4 19:58:47 1995
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From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Please help with AMOS Pro
Reply-To: achurch@goober.mbhs.edu
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> Where Paul used "If START_TIME" I used "If BEGIN_TIME<>0".
> Are these If's testing the same thing? (notwithstanding my change
> of variable name)

  Yes.  If you don't include a relational operator, "<>0" is assumed.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/

From amos-request@svcs1.digex.net Sat Feb  4 22:10:27 1995
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From: Kimmo Veijalainen <Kimmo.Veijalainen@lut.fi>
Message-Id: <199502042120.XAA01286@liero.cc.lut.fi>
Subject: Re: Please help with AMOS Pro 
To: amos-list@access.digex.net
Date: Sat, 4 Feb 1995 23:20:07 +0200 (EET)
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Forwarded message:

> If _START_TIME
> is the same as
> If _START_TIME = True
> is the same as
> If _START_TIME = -1
> (is the same as If Not _START_TIME = False {EVIL GRIN}).

Actually,
If _START_TIME
is the same as
If _START_TIME <>0

At least in AmosPro 2.0


From amos-request@svcs1.digex.net Sun Feb  5 11:50:24 1995
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From: ibeverid@cs.strath.ac.uk (Ian Beveridge CS94)
Newsgroups: comp.sys.amiga.programmer
Subject: AMOS Pro bug
Date: 3 Feb 1995 14:59:31 GMT
Organization: Computer Science Dept., Strathclyde University., Glasgow, Scotland.
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I think I have found a bug in AMOS Pro v2 which crashes the system
when you try to save an IFF file and an error occurs (Even if 
that error was a write protect on the disk!). Has anyone found a
way of getting round this?

Help!

    Bevvy.






From amos-request@svcs1.digex.net Sun Feb  5 12:49:12 1995
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Date: Sun, 5 Feb 1995 06:25:07 -0500 (EST)
From: Michael Cox of EDS <mcox>
Cc: amos-list@access.digex.net
Subject: Re: Which Is The Best AMOS Book?
In-Reply-To: <9502041747.AA00ey2@dynamo.demon.co.uk>
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On Sat, 4 Feb 1995, Dominic Ramsey wrote:
> Actually, the Easy AMOS and AMOS Pro manuals are quite good for getting
> started. I don't think there are any really good AMOS books.
I do have the STOS to AMOS converter if anyone is interested.  I have never
tried it so I have no idea how well it works, if it does.
I assume it converts banks and evrything.

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Sun Feb  5 18:08:41 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Amos Tips
Status: RO
X-Status: 

Theres been some talk lately about making a bug list for amos (sorry
Paul!).
I'll offer my services (since I've just gotten another 500meg drive I need
somthing to fill it :-)  ) in collecting these and other interesting amos
facts and tips.
I won't call it a bug list, but a Hint and Tip list (does that make you
happy paul? :-)). 
I intend it to be similar to a FAQ, and will update it regularly as more
people add to it. I may even use Garth Edwards hyper media progam to
display them, if Garth agrees.
If you have any interesting tips, such as an amos program runs faster if
comments are removed, etc, send them to me. Also if you have any 'bugs',
send them to me, NOT TO THE AMOS LIST!
Make the Subject :Amos Tips
Send them in the following format in the body of the message:

Your Name:
Net address:
Description of Hint/Tip/Problem:
Solution or workaround: Others may come up with a solution and add it here.
System: ie A500 A2000 A3000 , WB1.3 Wb2.0 WB3.0 , Memory , extensions
loaded.

When I get a good collection, I'll send out a beta version of the list for
everyones comments and (hopefully) solutions!

Cheers
Darryl



-- Via DLG Pro v1.0


From amos-request@svcs1.digex.net Sun Feb  5 18:44:48 1995
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Date: Sun, 5 Feb 1995 11:51:23 -0700 (MST)
From: Mike Sikorsky <sikorsky@ee.ualberta.ca>
To: Flint <Mathieu.Dhondt@rug.ac.be>
Cc: AMOS <amos-list@access.digex.net>
Subject: Re: Paint, et all.
In-Reply-To: <Pine.SOL.3.91.950131110551.11437A-100000@eduserv.rug.ac.be>
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On Tue, 31 Jan 1995, Flint wrote:

[...]
> 
> How does recursive programming work? 
>

	Basically many problems can be solved by having some subtask call
  itself as part of the sol'n.  This is recursion, ie. programs that call
  themselves are recursive programs.  Why use recursion ?  Some recursive
  solutions can be very short and simple compared to other iterative
  solutions.  As an example consider the problem of a 'Flooding' Algorithm.
  You know the 'paint' command in Amos (Note: Amos uses the OS to do its
  flooding).  You can code it many different ways, and most use some
  explicit use of some stack, but the simplest and most elegant (subjective)
  is just to use recursion.  The disadvantage is that this simple method
  is less effecient.  Here is an simple recursive algorithm for flooding
   ar area: (pseudo Amos :) )


	procedure Flood( x , y , color )

		if( Point(x,y) <> color ) 

			Ink color : Plot x,y

			Flood( x+1 , y   , color )
			Flood( x-1 , y   , color )
			Flood( x   , y+1 , color )
			Flood( x   , y-1 , color )

		end if

	end proc


   This works, by calling itslef on the 4 neighbouring pixels around
   the pixel (x,y).  You just have to call it the first time with the
   start pixel (x,y).

> Suppose I wanted to make a 
> MineSweeper clone, how would I let the computer show all the fields 
> that aren't surrounded by a bomb whenever I hit a field which is not 
> surrounded by a bomb? 
> Mind, I'm not trying to make a clone here, I just thought it's the best 
> way to illustrate whatever I try to... well, er, try, really :)
> 

	This is very much like the 'Flood' algorirthm above ( coincedence 
  :) )...


	Procedure Show_Mines( mine_x , mine_y )

		if( Number_of_Mines( mine_x, mine_y ) = 0 )
			' surrounded by no mines
			
			' do whatever code you have to do to
			' actually show that this mine co-ordinate (x,y)
			' has actually been turned up/tested/etc...

			For y = -1 to 1
			    For x = -1 to 1
			      if( x<>0 and y<>0) 
			          Show_Mines( mine_x + x , mine_y + y ) 
			      endif
			    Next
			Next

		end if
	end procedure



	I hope this helps...

						Michael Sikorsky..

> Flint.
> 
> 
> "My boy, if ever you are lost at sea, drop right in and think of me."
> - J. Heller
> 
> 

From amos-request@svcs1.digex.net Sun Feb  5 18:47:17 1995
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From: Mike Sikorsky <sikorsky@ee.ualberta.ca>
To: Mike Crowl <mcrowl@earthlight.co.nz>
Cc: amos-list@access.digex.net
Subject: Re: A tetris clone
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On Thu, 2 Feb 1995, Mike Crowl wrote:

> Giday all,
> 
> just looking for some help in writing a tetris game. The bit I'd like 
> some help with is how you would check to see if the block had hit another 
> block and so on.
>

	Keep an internal representation of the board in an Array... 
  initialize it to 0 to mean all spots on the board are empty and make
  a 1 mean that the spot is filled...

	ie. a 5x5 tetris board...

	00000  --> Dim Board(4,4) 
	00000
	00000
	00000
	00000


	So know you must also conceptual move the tetris piece inside
   the Array... this will let you know where you can move... when you
   find that you can't move.. set the board spots to ones...

	There are many different ways you can handle moving the piece
   inside the Array... 


						mike
 
> Any help would be much appreciated.
> 
> Ben Crowl
> 
> 

From amos-request@svcs1.digex.net Sun Feb  5 19:48:04 1995
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From: Steven Babyar <jtw@usis.com>
Message-Id: <199502052110.PAA29722@usis.com>
Subject: Risk Games
To: amos-list@access.digex.net
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Would anyone happen to have a source code of Amos Game of the Risk type 
fashion, that has 2-8 player options allowing humans or computers? 
Anything would be helpful in doing my arrays, dims, and variables. Could 
you please send it to me, bec I have a awesome game in the works, 
actually 3, but some code is needed to help...


From amos-request@svcs1.digex.net Mon Feb  6 00:15:43 1995
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Date: Sun, 5 Feb 1995 17:32:24 -0800 (PST)
From: Yarg Niquoj <doctorx@rain.org>
To: Steven Babyar <jtw@usis.com>
Cc: amos-list@access.digex.net
Subject: Re: Risk Games
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On Sun, 5 Feb 1995, Steven Babyar wrote:

> Would anyone happen to have a source code of Amos Game of the Risk type 
> fashion, that has 2-8 player options allowing humans or computers? 
> Anything would be helpful in doing my arrays, dims, and variables. Could 
> you please send it to me, bec I have a awesome game in the works, 
> actually 3, but some code is needed to help...

Hey, cool. I like risk games. What is it specifically you need help with?
I have learned all sorts of tricks with arrays n' stuff over the 7 years 
that I've been programming.

Let me know..

doctorx@rain.org


From amos-request@svcs1.digex.net Mon Feb  6 08:22:54 1995
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From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: Re: An Idea...
To: GREGORY@ekefe.gel.ariadne-t.gr
Cc: amos-list@access.digex.net
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On Thu, 2 Feb 1995 GREGORY@ekefe.gel.ariadne-t.gr wrote:

>     What about creating a project list? I think this would be 
> useful.The only have to do is send out cuurent projects.
>                                     Gregory

Yes, I agree.

And start....

M&F Software Corp. is working on a graphical interface for POV-Ray.
Anyone interested in helping me contact:
		mberetta@varano.ing.unico.it

Thanks.


From amos-request@svcs1.digex.net Mon Feb  6 09:07:36 1995
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Subject: Equates
To: amos-list@access.digex.net (amos list)
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	Has someone ever used "Set Equate Bank"?
   in my 1.0 version of AmosPro it doesn't exist at all! Does it in >=1.12?

			Andy - naimoli@cli.di.unipi.it

From amos-request@svcs1.digex.net Mon Feb  6 09:27:13 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
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Subject: AMOS Pro Compiler
To: amos-list@access.digex.net
Date: Mon, 6 Feb 1995 11:48:58 +0100 (MET)
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Last week (or two weeks ago, i don't remember so well!) Michael 
Cox wrote about a way to load all extension in AMOS Pro Compiler.
I tried to change in procedure COPYRAMLIBS number 26 to 37.
Well, this way works fine but only two extensions were loaded (stars.lib
and easylife.lib). JD.lib and Prt.lib weren't loaded in RAM. So
i think this way works fine for only few extensions.
Must i change 37 to  48 to load all others extensions?

Luca (aldo@di.unito.it)
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From amos-request@svcs1.digex.net Mon Feb  6 12:38:03 1995
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Date: Mon, 6 Feb 1995 08:36:29 +0500
From: marty@cs.hope.edu (Ben Marty)
Message-Id: <9502061336.AA04340@sauron.cs.hope.edu>
To: amos-list@access.digex.net, mcrowl@earthlight.co.nz, sab@mfltd.co.uk
Subject: Re: A tetris clone
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> Ben, a couple of years ago "TTWNN" (a very small codeing group)
>      did a two player one, you can have the sources if you want to see how
>      we did it.

	I'm not the one who requested it, but at least this message HAS been
copied to the AMOS-LIST right?  Or is there another Ben on the list now?

				- Ben Marty
				WWW:  http://www.cs.hope.edu/~marty/

From amos-request@svcs1.digex.net Mon Feb  6 13:22:03 1995
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Date: Mon, 6 Feb 1995 08:53:57 +0500
From: marty@cs.hope.edu (Ben Marty)
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To: mcrowl@earthlight.co.nz, T.R.Matthews@bradford.ac.uk
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> > Ben Crowl
> 
> Gday Ben (and all you others)

	Oh, I see there is another Ben.  Hello.  We may have to start using
last names then.
			-Ben Marty
			WWW:  http://www.cs.hope.edu/~marty/

From amos-request@svcs1.digex.net Mon Feb  6 16:39:46 1995
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Subject: Collisions..
To: amos-list@access.digex.net
Date: Mon, 6 Feb 1995 16:29:33 +0000 (GMT)
From: "Agent Fox Mulder" <pl@soton.ac.uk>
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I'm writing a top-down racing game, which involves x number of cars
racing around a track, with inertia etc. Each car has two velocities, X
and Y, which can be positive or negative, to indicate direction (ie X=4,
Y=4 vehicle going South East). I want to get some sort of "bounce"
effect when two cars collide, making it as realistic as possible, rather
than just throwing both cars off a bit and slowing them down. To do this
i have to recognise which way the cars are facing (easy), what speed
they are going in that direction (easy), which car hit which car (dunno
how to do) and what the consequences are (Erk!). For example, if car 1
which is going South at speed 4, hits Car 2 going East at Speed 3, what
happens to both cars? Realistically, Car 1 should slow down a bit, and
car 2 should accelerate briefly southwards, perhaps slowing down is
speed in the other directions. I really want to do this to give th
eplayer the option of "Ramming" the other cars into obstacles etc. I've
got the inertia, background collisions, pick ups, power ups, artificial intelligence, and just
about everything else done, its just the car/car collisions that i cant
seem to get my head round. Has anyone got any ideas on how to tackle the
problem? I suppose their really should be some sort of Newtonian Equasion
that should solve it..help!  

The game itself is based around a certain UK TV program, and features 2
megs of samples, 1 meg of anims and 2 megs of digitised pics..at the
moment! Its HD and 2 meg only at the moment, but a cut down A500 version
will be availble..hopefully!

Any help appreciated!

Lud.

pl@soton.ac.uk
 

From amos-request@svcs1.digex.net Mon Feb  6 22:35:10 1995
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Date: Mon, 6 Feb 1995 18:10:33 -0500 (EST)
From: Chris Wysocki <am851@freenet.toronto.on.ca>
Subject: Re: C/Assembler Programmer needed
To: AMOS list <amos-list@access.digex.net>
In-Reply-To: <9502061344.AA02449@hel.ethz.ch>
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On Mon, 6 Feb 1995, Christian Mumenthaler wrote:

> Hi Chris!
> 
> As I had stated in my mail, it depends strongly on WHAT you
> are trying to make faster through your assembler code.
> My sort routine was 40 times faster in Assembler than in compiled
> basic because it's a simple comparison task which can be coded
> much more efficiently in assembler than in basic.
> On the other hand, an assembler routine which draws 10000 lines
> on a screen will hardly be faster than a basic equivalent for the
> good reason that both are 99% of the CPU time in the same 
> OS library routine (drawline)!
> For cryptic reasons the AMOS drawline command seems not to use
> the OS library function, but it will if you use the Turbo extension.
> The same program translated into BB2 will *NEVER* be 5 times faster.
> You may easily get a speed-up of 5 with calculations, data manipulation
> etc., but not with graphical output.
> By the way: what kind of programs have you translated into BB2?
> Any long programs? Do you have a translator or did you do it
> by hand? I would be interested as I might switch to BB2 one day.
> However, I doubt very much that ALL (or even a part) of 
> *real* programs (not just benchmarks!) will run 5 times faster
> with BB2.
> 
> 
> Greetings,
> 
> 	Chris
> 
> 
Dear Chris,
Yes, your right, programs which deal with graphical operations should not 
be 5 times as fast.  The progs which I translated were mostly 
calculations and structure type (a lot of loops, ifs, jumps) and after 
QUANTITATIVE observations I noticed increase in speed factor 5. 
As far as the translator, I was planning to actually write a thing like 
that but dont have enough time on my hands. Maybe in the future...

Chris Wysocki

From amos-request@svcs1.digex.net Mon Feb  6 23:48:51 1995
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From: MenTaT - !Productions <mentat@sefl.satelnet.org>
Message-Id: <199502070136.UAA18335@sefl.satelnet.org>
Subject: Re: Collisions..
To: pl@soton.ac.uk (Agent Fox Mulder)
Date: Mon, 6 Feb 1995 20:36:33 -0500 (EST)
Cc: amos-list@access.digex.net
In-Reply-To: <199502061629.QAA00921@willow.soton.ac.uk> from "Agent Fox Mulder" at Feb 6, 95 04:29:33 pm
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[...]

> seem to get my head round. Has anyone got any ideas on how to tackle the
> problem? I suppose their really should be some sort of Newtonian Equasion
> that should solve it..help!  

To work out who hit who you need to have two "strike zones" for the cars 
- one at the front, and one that covers the rest of the car.  When a 
collision occurs, the car whose front zone was hit is the "ramming" car, 
and the other is the victim.  If both cars' front zones were hit, it was 
a head on collision.  Ok, now you know who hit whom, you need to modify 
the cars velocities a bit.  There is a Newtonian equation to do this, and 
it's pretty simple - each object has a coefficient of elasticity which 
dictates how much of their energy is lost and how much is transferred in 
a collision.  Put simply, you just subtract a bit of the ramming cars 
forward velocity and add it to the victim.  For example:

Car A has a horizontal velocity of 3m/s and a vertical velocity of 0m/s.
Car B has a horizontal velocity of 1m/s and a vertical velocity of -1m/s.

Car A strikes Car B and the resultant velocities are :

Car A has a horizontal velocity of 2m/s and a vertical velocity of 
   -0.125m/s.
Car B has a horizontal velocity of 1.75m/s and a vertical velocity of 
   -0.75m/s.

So, what happened?  Well, Car A transferred 25% of its velocities to Car 
B and lost 8.33% to friction, heat, etc.  Car B transferred 12.5% of its 
vertical velocity to Car B, but because Car A's horizontal component was 
greater than Car B's, there was no return transfer.  (Also note that I 
made these percentages up - increase or reduce them depending on how 
bouncy you want the cars to be...)

Confused?  Tough. :)  Go get an A-Level Maths with Mechanics text book - 
they give you the real-life equations...

(Actually, this reminds me I never finished my Newtonian extension that 
 had all this stuff in it...  Maybe I'll get round to it one day.)

(Oh, and what TV show is this based on?  I don't remember any shows about 
 crashing into cars last time I was there... :)  And how's Southampton 
 doing?  Are there any shops in The Marlands yet?  Is The Joiner's Arms 
 still there?  Has Diamond finally closed?  (I hope so...  Bunch of 
 bastards.)  Is Game still in the Bargate Centre?  I miss the old dump...  
 *sigh*  I guess I should've worked harder.  Can you believe I flunked 
 out of SIHE of all places?   Oops, got a bit carried away...)

--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."


From amos-request@svcs1.digex.net Tue Feb  7 10:02:14 1995
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From: naimoli@cli.di.unipi.it (Andrea_eugenio Naimoli)
Newsgroups: comp.sys.amiga.programmer
Subject: Blitz&Amos
Date: 6 Feb 1995 09:54:10 GMT
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	Can someone post the real differences between them?
   I mean a list of the instructions available just in one, etc...
   (no comments on which is the best or the faster, please.)



From amos-request@svcs1.digex.net Tue Feb  7 09:43:03 1995
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From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: Re: Collisions..
To: MenTaT - !Productions <mentat@sefl.satelnet.org>
Cc: amos-list@access.digex.net
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> To work out who hit who you need to have two "strike zones" for the cars 
> - one at the front, and one that covers the rest of the car.  When a 
> collision occurs, the car whose front zone was hit is the "ramming" car, 
> and the other is the victim.  If both cars' front zones were hit, it was 
> a head on collision.  Ok, now you know who hit whom, you need to modify 
> the cars velocities a bit.  There is a Newtonian equation to do this, and 
> it's pretty simple - each object has a coefficient of elasticity which 
> dictates how much of their energy is lost and how much is transferred in 
> a collision.  Put simply, you just subtract a bit of the ramming cars 
> forward velocity and add it to the victim.  For example:

[things deleted]

> So, what happened?  Well, Car A transferred 25% of its velocities to Car 
> B and lost 8.33% to friction, heat, etc.  Car B transferred 12.5% of its 
> vertical velocity to Car B, but because Car A's horizontal component was 
> greater than Car B's, there was no return transfer.  (Also note that I 
> made these percentages up - increase or reduce them depending on how 
> bouncy you want the cars to be...)

Well, it is not realistic at all...
If you have patience i will go home and look on my books...

Sure there is an equation (or two) which can describe every collision you 
want...
If I remember right it was quite long... but not very complex.

I think you want elastic collision, that are collisions were total energy 
is conserved. They are more simple... note that  the previous description 
of loss of energy was completely false.
There is not energy loss during collision but the heat produced by the hit.

If you simply want the two machine bouncing back with relative velocity 
it is very simple (I think... I have to check the equations) and you can 
forget the energy loss (which is minimal with repect to the energy 
involved in the collision).

See you soon

M&F

From amos-request@svcs1.digex.net Tue Feb  7 13:50:40 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502071458.AA20626@pianeta>
Subject: New Input routines
To: amos-list@access.digex.net
Date: Tue, 7 Feb 1995 15:58:09 +0100 (MET)
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Hi all.

Last month i got frpm Aminet Proclib30 for AMOS and AMOS Pro.
I found some very interesting input routines for real and integer
numbers and for strings. So i modified these procedures for
binary an hexadecimal numbers.
These are the modified procedures:


Procedure B_INPUT[L]
   '
   ' INPUT ROUTINE FOR BINARY NUMBERS 
   '
   ' L   : Length of field (Default character % exclused).  
   '
   '
   ' This routine accepts only the numbers 0 and 1  
   ' (Plus RETURN to end and BACKSPACE to delete the last character.) 
   ' Characters "%"(for binary numbers) is for default. 
   ' It is therefore more fool-proof than the normal INPUT command. 
   '
   '
   '
   ' Basic routine written in 1994 by Christian Mumenthaler 
   ' Revisioned for Binary Numbers by Luca Ferraris - 02/95 
   ' This routine is Public Domain. Use it wherever you want to.  
   '
   '
   NA$="%"
   Z=Len(NA$)
   L1=L-Z
   Print NA$+Space$(L1);
   Cmove -L1,0
   Curs On 
   A1=Asc("0") : A2=Asc("1")
   Repeat 
      A$=Inkey$
      A$=Upper$(A$)
      A=Asc(A$)
      If((A>=A1 and A<=A2)) and Z<=L
         Print A$;
         NA$=NA$+A$
         Inc Z
      End If 
      If A$=Chr$(8) and Z>0
         Z=Z-1
         Cmove -1,0 : Print " "; : Cmove -1,0
         NA$=Left$(NA$,Len(NA$)-1)
      End If 
   Until A$=Chr$(13)
   Curs Off 
   A#=Val(NA$)
End Proc[A#]


Procedure H_INPUT[L]
   '
   ' INPUT ROUTINE FOR HEXADECIMAL NUMBERS  
   '
   ' L   : Length of field (Default character "$" exclused).  
   '
   '
   ' This routine accepts only the numbers from 0 to 9 and characters 
   ' from A to F.   
   ' (Plus RETURN to end and BACKSPACE to delete the last character.) 
   ' Characters "$"(for binary numbers) is for default. 
   ' It is therefore more fool-proof than the normal INPUT command. 
   '
   '
   '
   ' Basic routine written in 1994 by Christian Mumenthaler 
   ' Revisioned for Hexadecimal Numbers by Luca Ferraris - 02/95  
   ' This routine is Public Domain. Use it wherever you want to.  
   '
   '
   NA$="$"
   Z=Len(NA$)
   L1=L-Z
   Print NA$+Space$(L1);
   Cmove -L1,0
   Curs On 
   A1=Asc("0") : A2=Asc("F")
   Repeat 
      A$=Inkey$
      A$=Upper$(A$)
      A=Asc(A$)
      If((A>=A1 and A<=A2)) and Z<=L
         Print A$;
         NA$=NA$+A$
         Inc Z
      End If 
      If A$=Chr$(8) and Z>0
         Z=Z-1
         Cmove -1,0 : Print " "; : Cmove -1,0
         NA$=Left$(NA$,Len(NA$)-1)
      End If 
   Until A$=Chr$(13)
   Curs Off 
   A#=Val(NA$)
End Proc[A#]

Hallo from Luca Ferraris (aldo@di.unito.it)
-------------------------------------------


From amos-request@svcs1.digex.net Tue Feb  7 11:08:36 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Tue, 7 Feb 1995 15:14:30 
Subject:       FFP format
Priority: normal
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    Hi there.
        Passing integers to assembly procedures is easy.But passing 
floating point numbers (eg A# etc) is somewhat complicated.We have to 
use Fast Floating Point format(FFP). This means :
MMMMMMMMMMMMMMMMMMMMMMMMSEEEEEEE where M is the 24bit mantissa, S is 
the sign and E is the exponent.Can anyone tell me how a number (let's 
say 32) is represented in this format? Is it 32 1E0?
                    Thanks,
                               Gregory. 



From amos-request@svcs1.digex.net Tue Feb  7 11:49:17 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Tue, 7 Feb 1995 15:21:35 
Subject:       Question
Priority: normal
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    What do you use more for your games guys? AMAL or just Bob ,Update 
etc?
                                Gregory.

From amos-request@svcs1.digex.net Tue Feb  7 12:30:11 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Tue, 7 Feb 1995 15:28:14 
Subject:       Scrollbars.
Priority: normal
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    I wonder why Amos Pro has Hslider and Vslider commands despite 
the lack of the appropriate commands to get the position of the 
slider! See in the help files! The slider manipulation is done 
manually. So, we have to use Interface with the subsequent 
disadvantages...
                                    Gregory.
                                    

From amos-request@svcs1.digex.net Tue Feb  7 12:12:34 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Tue, 7 Feb 1995 15:29:40 
Subject:       Unlock procedures
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    Is there any program for unlocking loced procedures? 
                                    Gregory.

From amos-request@svcs1.digex.net Tue Feb  7 13:05:33 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Tue, 7 Feb 1995 15:39:02 
Subject:       Inside AMOS
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    I think that AMOS' "datas" are held in a stack pointed by A5 
register; is this correct? I'd like to know the AMOS's datas 
structure. Is there anyone who can help me with this? 
    Another question.I want to include in my extension a swith()... 
case ... EndCase statement.If a switch exist, an EndCase must exist 
too.How can I check it? I tried to disassemble amospro lib in order 
to see how for ... next check is done, but that's an extremly time 
consuming task to do.Please help!
                                            Gregory
                                             



From amos-request@svcs1.digex.net Tue Feb  7 15:30:30 1995
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Date: Tue, 7 Feb 1995 10:57:34 -0500
From: Begust@aol.com
Message-Id: <950207105732_15189695@aol.com>
To: amos-list@access.digex.net
Subject: 4 button code.
Status: RO
X-Status: 

For all who asked.  Here's the 4 button code.

The program is very simple and should be self explanatory.
I added some extra comments to help with the harder points.

The modification to the sega joypad are very simple, just cross
the 5 and 7 pins.  If you want to open the joypad and perform a 
solder job fine.  But the best thing to do is to run down to Radio Shack
and get the parts to build an adapter, you will need:
 1 Male 9 Pin kit
 1 Female 9 Pin kit
 2 plastic shielding covers
 wire

Cut the shielding covers in half and glue the two covers together 
and glue the two bottoms together.  Assemble the plugs remembering
to cross 5 on one end with 7 on the other.  The pin out should look
like this:

  1---------1
6-------------6
  2---------2
7---\     /---7
  3--\---/--3
8-----\-/-----8
  4----x----4
9-----/-\-----9
  5--/   \--5

Solder no two wires together. Place the shielding covers on and tape
shut.  You can glue the covers shut once your sure it works ok.

The code is based on a article in Amiga Format that came out last
summer, I don't remember the exact issue but the assembly version
of this code was on the cover disk.

The code could be shortened in many different ways, but for 
simplicity heres the long version.

/------Cut and remove commments, but not the procedure header------\

Do 
   Proc SEGAFIRE[0]
   Print Bin$(Param,4)
   Proc SEGAFIRE[1]
   Print Bin$(Param,4)
Loop 

Procedure SEGAFIRE[BUTTON]
   '  Amiga 4-button joystick code... 
   '
   '  Stick discovery by Ed Bamber
   '  Code created by Anthony Ball
   '  Converted to AMOS by Brad Gust
   '
   '  (C)1992 Anthony Ball & Edmund Bamber
   '  (C)1994 Brad Gust 
   '
   '  Requires a SEGA joystick with wires 5 & 7 swapped 
   '
   REG=$0
   If BUTTON
      If Fire(1)                         Read normal button one port 1
         REG=REG+$4                      Set status bit
      End If 
      If Not Btst(6,$DFF016)             Read normal button Two port 1
         REG=REG+$2                      Set status bit
      End If 
      Doke $DFF034,$E000            Force port 1 into a different mode.
      If Fire(1)                    Reading button 1 again gives different
answer
         REG=REG+$8                 Set status bit
      End If 
      If Not Btst(6,$DFF016)        Read button 2 again, different answer
         REG=REG+$1                 Set status bit
      End If 
   Else 
      If Fire(0)                         Read normal button one port 0
         REG=REG+$4                      Set status bit
      End If 
      If Not Btst(2,$DFF016)             Read normal button Two port 0
         REG=REG+$2                      Set status bit
      End If 
      Doke $DFF034,$E00            Force port 0 into a different mode.
      If Fire(0)                   ....
         REG=REG+$8                ....
      End If 
      If Not Btst(2,$DFF016)       ....
         REG=REG+$1                ....
      End If 
   End If 
End Proc[REG]

From amos-request@svcs1.digex.net Tue Feb  7 14:15:20 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502071612.AA22343@pianeta>
Subject: Re: Question
To: GREGORY@ekefe.gel.ariadne-t.gr
Date: Tue, 7 Feb 1995 17:12:06 +0100 (MET)
Cc: amos-list@access.digex.net
In-Reply-To: <718FE7F2909@ekefe.gel.ariadne-t.gr> from "GREGORY@ekefe.gel.ariadne-t.gr" at Feb 7, 95 03:21:35 pm
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> 
>     What do you use more for your games guys? AMAL or just Bob ,Update 
> etc?
>                                 Gregory.
>
Actually i use more Bob with routines to update them every TOT vbls,
but i'm thinking to use AMAL for my next game Dark Ages (don't ask me
if it will come PD,shareware or commercial...i don't know).

Luca(aldo@di.unito.it)
-----------------------




From amos-request@svcs1.digex.net Tue Feb  7 14:51:27 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502071621.AA22707@pianeta>
Subject: Amos Sprite banks
To: amos-list@access.digex.net
Date: Tue, 7 Feb 1995 17:21:26 +0100 (MET)
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I'm programming with a friend of mine an arcade game called
Dark Ages. Five levels including different places and dif-
ferent enemies to fight. But during programming i had some
problems. Amos Pro doesn't allow user to use differents
sprite or bob banks at the same time. There are no commands
like SPRITE BANK n or USE SPRITE BANK n and so i would like
to know if i'm wrong and if there are others ways to
use more bob banks in a game.

Bye.
Luca (aldo@di.unito.it)
-----------------------


From amos-request@svcs1.digex.net Tue Feb  7 22:36:32 1995
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Date: Tue, 7 Feb 95 17:28:39 GMT
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From: James Andrews <James_Andrews@o14amiga.demon.co.uk>
To: amos-list@access.digex.net
Subject: HI
Status: RO
X-Status: 

Hello everyone on the Amos mailing list!!! 
I'm back again, if you dont remember me then dont worry, I just thought I'd
say hello!
 
I've been making a mull-modem link in the last few months which I may
release sometime (although I wont personally be uploading it to the AmiNet
'cos I dont have access but I can do it via the BBS I'm on ;).
 
I'm going to try and do a hydra-like transfer protocol for it, unfortunatly
I'm not sure on how to do error checking... if its as simple as sending and
checksum at the end of each data packet then it should be that *hard* to
implement but any suggestions would be appreciated.
 
BTW, I have my own thought's on how a checksum works with standard
protocols, but does anyone know the actual "dictionary" definition?
 
Thanks,       

  Jam.

-- Via DLG Pro v0.995


From amos-request@svcs1.digex.net Tue Feb  7 16:31:36 1995
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Date: Tue, 7 Feb 1995 12:54:45 -0500 (EST)
From: "M.D.I." <mtdesert@saturn.caps.maine.edu>
Subject: AGA
To: amos-list@access.digex.net
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  Is there anything out there that will allow me to open up 256/HAM-8 
screens?  I just find HAM-6 a bit to ugly.


From amos-request@svcs1.digex.net Tue Feb  7 16:45:36 1995
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Date: Tue, 7 Feb 1995 18:21:26 --100
From: mumi@mol.biol.ethz.ch (Christian Mumenthaler)
Message-Id: <9502071721.AA03364@hel.ethz.ch>
To: amos-list@access.digex.net
Subject: Re: Collisions..
X-Sun-Charset: US-ASCII
Content-Length: 2149
Status: RO
X-Status: 

> 
> > So, what happened?  Well, Car A transferred 25% of its velocities to Car 
> > B and lost 8.33% to friction, heat, etc.  Car B transferred 12.5% of its 
> > vertical velocity to Car B, but because Car A's horizontal component was 
> > greater than Car B's, there was no return transfer.  (Also note that I 
> > made these percentages up - increase or reduce them depending on how 
> > bouncy you want the cars to be...)
> 
> Well, it is not realistic at all...

Who cares if it's 100% realistic or not as long as it looks
and feels ok? We are talking about a game, and not a complex
car crash simulator.
Personally, I think the idea of just transferring some of the other cars
velocity (vector) to the other car might give good results as
a rough approximation. This simple approach has also the advantage
that you can add only a certain percentage of what you've taken
away from the other car to simulate some of the kinetic energy
losses.

> If you have patience i will go home and look on my books...
> 
> Sure there is an equation (or two) which can describe every collision you 
> want...
> If I remember right it was quite long... but not very complex.

Realistic inelastic collision handling would be bejond good and evil.
Even the formula for the elastic collision are long.

> 
> I think you want elastic collision, that are collisions were total energy 
> is conserved. They are more simple... note that  the previous description 
> of loss of energy was completely false.
> There is not energy loss during collision but the heat produced by the hit.
> 

I think 100% elastic collision will look bad in a car racing game. The
"bouncing" effect would be much too strong.
The formula can be optained with equations for kinetic energy and
impulse (sp?) conservation. Transformation in the center of mass
makes it easier to solve these equations. The result can be found in
any physics book, I guess.
BTW, the description about the energy loss given by the original
poster wasn't that wrong. You will notice that in real car crashs
MOST of the kinetic energy is lost through the irreversible deformation
of the cars!

Greetings,

	Chris

From amos-request@svcs1.digex.net Tue Feb  7 17:15:53 1995
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Date: Tue, 7 Feb 1995 10:43:27 -0800 (PST)
From: Yarg Niquoj <doctorx@rain.org>
To: GREGORY@ekefe.gel.ariadne-t.gr
Cc: amos-list@access.digex.net
Subject: Re: Question
In-Reply-To: <718FE7F2909@ekefe.gel.ariadne-t.gr>
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On Tue, 7 Feb 1995 GREGORY@ekefe.gel.ariadne-t.gr wrote:

>     What do you use more for your games guys? AMAL or just Bob ,Update 
> etc?
>                                 Gregory.

It depends. Usually, I use AMAL for objects that have simple paths 
(coins, enemies, etc) and I use the Bob commands for updating players.

x

From amos-request@svcs1.digex.net Tue Feb  7 18:15:48 1995
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From: MenTaT - !Productions <mentat@sefl.satelnet.org>
Message-Id: <199502071955.OAA26276@sefl.satelnet.org>
Subject: Re: Amos Sprite banks
To: aldo@di.unito.it (Magoga - Borsista CSI)
Date: Tue, 7 Feb 1995 14:55:06 -0500 (EST)
Cc: amos-list@access.digex.net
In-Reply-To: <9502071621.AA22707@pianeta> from "Magoga - Borsista CSI" at Feb 7, 95 05:21:26 pm
Content-Type: text
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Status: RO
X-Status: 

> 
> I'm programming with a friend of mine an arcade game called
> Dark Ages. Five levels including different places and dif-
> ferent enemies to fight. But during programming i had some
> problems. Amos Pro doesn't allow user to use differents
> sprite or bob banks at the same time. There are no commands
> like SPRITE BANK n or USE SPRITE BANK n and so i would like
> to know if i'm wrong and if there are others ways to
> use more bob banks in a game.

Nope - sprites, bobs and icons always come from bank 1.  You could 
display a bob then swap banks and display another, but it won't work with 
sprites.  (I don't actually know if it'll work at all, but you could try. :)

--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."


From amos-request@svcs1.digex.net Tue Feb  7 16:59:18 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: starwars scroll
Status: RO
X-Status: 

OK here is a routine to do a starwars scroll.
It needs it's scroll direction changed, so that it rises from the bottom,
not the top. Change the 1 to -1 .
It currently prints only 1 character, so you need to make it print a text
$. The code is mostly there for it already.
You will also have to put the text at x,250, not at x,16.
Play around with the scroll zones, until you get a nice smooth transition
from botttom to top.
I could have finished it off, but hey, I wanted to get back to my own
programming :-)
I'm sure that others out there on the list will add to this and improve it.
If you do, please send me a copy.

STARWARS_SCROLL[200,"MESSAGE"]

Procedure STARWARS_SCROLL[Y,MESSAGE$]
'By Darryl Lewis  (Darryl_lewis@comlink.mpx.com.au)
   B=0
   Screen Open 1,320,256,4,Lowres : Rem Flash
1,"(A11,4)(C33,4)(E55,4)(F66,4)(E55,6)(C33,6)" 
   Curs Off : Hide 
   Rem   number,x1,y1 to x2, y2,horizontal value,vert value   
   Def Scroll 1,150,0 To 180,256,0,1
   Def Scroll 2,150,32 To 180,256,0,1
   Def Scroll 3,150,64 To 180,256,0,1
   Def Scroll 4,150,96 To 180,256,0,1
   Def Scroll 5,150,128 To 180,256,0,1
   Def Scroll 6,150,160 To 180,256,0,1
   Def Scroll 7,150,192 To 180,256,0,1
   Def Scroll 8,150,224 To 180,256,0,1
   MX_LETTER=Len(MESSAGE$)
   LETTER=1
   Repeat 
      Scroll 1
      Scroll 2
      Scroll 3
      Scroll 4
      Scroll 5
      Scroll 6
      Scroll 7
      Scroll 8
      Add COUNT,1
'use the follow to zoom a section of the screen ie blow up the characters
'Zoom 1,150,112,180,144 To 1,50,96,100,160 
      'Screen Display 1,,Y Mouse,, 
      If COUNT=9
         COUNT=0
         ' work the way thru the message 1 character at a time
'         Text 160,16,Mid$(MESSAGE$,LETTER,1)
         'Add LETTER,1,1 To MX_LETTER 
         A$="12"

         Text 160,16,A$
      End If 
      Wait Vbl 

   Until Mouse Click
   
   'Fade 3
   'Wait 35 
   Screen Close 1
End Proc

CUL8R
Darryl

-- Via DLG Pro v1.0


From amos-request@svcs1.digex.net Tue Feb  7 19:35:17 1995
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From: Max Monahan <mxm@bom.gov.au>
Message-Id: <9502072142.AA13090@aviation1.ho.bom.gov.au>
To: amos-list@access.digex.net, Begust@aol.com
Subject: Re: 4 button code.
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>For all who asked.  Here's the 4 button code.
> etc...

Will this procedure work on any other 4 button joypad?

I have a cd32 joypad, can this routine detect the 4 buttons?

-Max Monahan

From amos-request@svcs1.digex.net Wed Feb  8 07:39:11 1995
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Date: Wed, 8 Feb 1995 09:49:07 +0100 (MET)
From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: Re: Collisions..
To: Christian Mumenthaler <mumi@mol.biol.ethz.ch>
Cc: amos-list@access.digex.net
In-Reply-To: <9502071721.AA03364@hel.ethz.ch>
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> > Well, it is not realistic at all...
> 
> Who cares if it's 100% realistic or not as long as it looks
> and feels ok? We are talking about a game, and not a complex
> car crash simulator.
> Personally, I think the idea of just transferring some of the other cars
> velocity (vector) to the other car might give good results as
> a rough approximation. This simple approach has also the advantage
> that you can add only a certain percentage of what you've taken
> away from the other car to simulate some of the kinetic energy
> losses.

Well, it asked for realistic routines if i am not wrong... 
And doing a percentage appoximation will cause troubles as there are many 
ways the two car can collise that some collision case would be too 
innatural to be true.

> > If you have patience i will go home and look on my books...
> > 
> > Sure there is an equation (or two) which can describe every collision you 
> > want...
> > If I remember right it was quite long... but not very complex.
> 
> Realistic inelastic collision handling would be bejond good and evil.
> Even the formula for the elastic collision are long.

You're right, but the final solution is very simple!

> > I think you want elastic collision, that are collisions were total energy 
> > is conserved. They are more simple... note that  the previous description 
> > of loss of energy was completely false.
> > There is not energy loss during collision but the heat produced by the hit.
> > 
> 
> I think 100% elastic collision will look bad in a car racing game. The
> "bouncing" effect would be much too strong.

If you want you can add friction to the cars.

> The formula can be optained with equations for kinetic energy and
> impulse (sp?) conservation. Transformation in the center of mass
> makes it easier to solve these equations. The result can be found in
> any physics book, I guess.

You're right.

> BTW, the description about the energy loss given by the original
> poster wasn't that wrong. You will notice that in real car crashs
> MOST of the kinetic energy is lost through the irreversible deformation
> of the cars!

Yes... but do you know how much energy is involved in a car collision?
What percentage of the energy do you think will be dissipated by heat and 
plastic deformations?

M&F

P.S. Formulae coming soon!!!


From amos-request@svcs1.digex.net Wed Feb  8 08:01:01 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502080947.AA02123@pianeta>
Subject: Re: AMOS Pro Compiler
To: jtw@usis.com (Steven Babyar)
Date: Wed, 8 Feb 1995 10:47:56 +0100 (MET)
Cc: amos-list@access.digex.net
In-Reply-To: <199502061409.IAA21655@usis.com> from "Steven Babyar" at Feb 6, 95 08:09:31 am
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> 
> Is your JD lib english? If so where may I find it? Mines German...
> 
>
No, i have german version too... and i think there is only one
version of JD lib.

Luca (aldo@di.unito.it)
------------------------



From amos-request@svcs1.digex.net Wed Feb  8 09:08:34 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502080957.AA02751@pianeta>
Subject: Re: Amos Sprite banks
To: mumi@mol.biol.ethz.ch ((Christian Mumenthaler))
Date: Wed, 8 Feb 1995 10:58:03 +0100 (MET)
Cc: amos-list@access.digex.net
In-Reply-To: <9502080727.AA03499(a)hel.ethz.ch> from "(Christian Mumenthaler)" at Feb 7, 95 04:27:25 am
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 > 
 > I'm programming with a friend of mine an arcade game called
 > Dark Ages. Five levels including different places and dif-
 > ferent enemies to fight. But during programming i had some
 > problems. Amos Pro doesn't allow user to use differents
 > sprite or bob banks at the same time. There are no commands
 > like SPRITE BANK n or USE SPRITE BANK n and so i would like
 > to know if i'm wrong and if there are others ways to
 > use more bob banks in a game.
 > 
 > Bye.
 > Luca (aldo@di.unito.it)
 > -----------------------
 > 
 
 Hello Luca!
 
> Why not use only one bank? If it's because you have different sprites
> at different levels of the game, you could just save the sprites
> at position 100*level+spritenum in your bank (if you have less than 100
> sprites per level) and get them back easily.
> 
> Another possibility is simply to load the other bank over the old
> one. This takes 0.1 seconds from harddisk and is okay if you switch
> only at the end of the levels.
> 
> Maybe I just don't understand the real problem...? 
> 
> Greetings,
> 
> 	Chris
> 
> 
>
You understanded the real problem!If your method works fine, well, i'll try it
soon,but my other problem is this:
in my game, player can choose from 3 or for different warriors. I think that
every warrior will be composed by 20-30 frames. Total is of 80-120 frames only
for your warriors. I think Amos Sprite bank contains only 256 sprites, so
i have to copy all main warriors in every sprite bank (one for level) and
put others sprites in the others cells of the sprite bank (>120..).In this way
i will get five sprite banks,every one with more then 200 sprite's images!!!!!

It's too hard.....

However, thanks a lot....

Luca (aldo@di.unito.it)
----------------------


From amos-request@svcs1.digex.net Wed Feb  8 10:51:08 1995
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Date: Wed, 8 Feb 1995 11:13:10 +0100 (MET)
From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: Collisions... formulae.
Cc: Agent Fox Mulder <pl@soton.ac.uk>, amos-list@access.digex.net
In-Reply-To: <199502070136.UAA18335@sefl.satelnet.org>
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Sorry for my english... but I'll try to make things clear.

After an intensive discussion with other two physicist i found the answer 
to the elastic collision question.
I assume that the masses of the cars are all equal for semplicity.

Avoiding friction forces and however every kind of dissipative forces, 
what really is important is the momentum conservation and the kinetics 
energy.
Now the result is that after an elastic collision between two boby of the 
same mass, their velocity is simply exchanged. You can see this with a 
billiard ball which strikes a static ball. After the collision the first 
"incoming" ball come to rest while the second escape with the velocity of 
the first ball. On a head on collision where both the ball move the 
second ball return with the velocity of the first and the first with the 
velocity of the second.
So it mat all seem simple... but... what happen if it is not a head on 
collision? This is the problem (to be or not to be... ehmm...). 

The problem is more evident if your car are rectangular. In this case 
(excluding rotation movement, in which case you would need a second of 
your computer power to calculate the resulting movements!) the machines 
can collide also on sides.

You should have four lines on each car which detect where the collision  
happens. This way you can easily calculate the relative velocity (that 
on axe X or on axe Y depending on the point of collision) which the car 
takes from the other car.

So if you have a car which is moving north (1) and one which is moving west 
(2) and they collide you have to decide which is the "incoming" and which is 
the "target". This is easy... the "incoming" car is that which hits with 
the front of the car, while the "target" is that which is hit on the 
side or the back. 

Assume the car (2) is the "incoming" car and collide with (1).
(1) is hit on the right side, while (2) hit with the front.
Now car (2) stops moving completely (as there is not X velocity coming 
from car (1) ) while car (1) acquires the x velocity of car (2).

You can apply friction after the collision which simply slow down car (1) 
skidding.

The base formula of the collision is:

		V1i+V2i = V1f+V2f

This means that the sum of the velocity before the collision and the 
sum of the resulting velocities after the collision are the same.

All the example I have made follow this rule.

Now friction.
It is very simple as a formula, but i think it is quite complicated to 
insert in your game.
If the cars are not subjected to an acceleration in a determined 
direction they must slow down on that direction. So after a head-side 
collision car (2) must slow down it's velocity on axe X.

Friction formula is:
			F=-kM 
where M is the mass of the car and K a coefficient which determines the 
strenght of the force. 
You should have two friction forces. One for the back-front direction of 
the car  and one for the left-right side direction of the car. 
The former should be smaller than the latter as the wheels help the car 
while the side movement are much more "dumped".
The side force can be 20 times stronger than the back-head force.

You can easily use the collision formulae for a car against a wall 
(letting the wall be completely rigid). The car simply is "reflected" by 
the wall. This follows the energy conservation rule.

If you want to include car deformation you have to add a coefficient to 
the equations exchanging the velocity of the colliding objects.
The coefficient should be a number < 1.

This seems quite complicated, but I think it is not. Maybe the most 
difficult things is to trace the 4 lines on the cars which control 
collisions.

Hope this vill help.

M&F

P.S. Sorry for my english, but if you could not understand something tell 
me. I will try to make it clearer.


From amos-request@svcs1.digex.net Wed Feb  8 08:10:33 1995
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Date: Wed, 8 Feb 1995 11:20:49 +0100 (MET)
From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: Re: Question
To: GREGORY@ekefe.gel.ariadne-t.gr
Cc: amos-list@access.digex.net
In-Reply-To: <718FE7F2909@ekefe.gel.ariadne-t.gr>
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On Tue, 7 Feb 1995 GREGORY@ekefe.gel.ariadne-t.gr wrote:

>     What do you use more for your games guys? AMAL or just Bob ,Update 
> etc?
>                                 Gregory.

I use Bob update. Amal is quite difficult to use and it is not very 
friendly. And though rough programming you can obtain much more complex 
movement. Moreover there is not a great improvement in speed execution if 
you make things running uder AMAL or from AMOS BASIC.
The only advantege for me is that there is execution independance.

M&F

From amos-request@svcs1.digex.net Wed Feb  8 09:30:51 1995
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From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: Re: Amos Sprite banks
To: Magoga - Borsista CSI <aldo@di.unito.it>
Cc: amos-list@access.digex.net
In-Reply-To: <9502071621.AA22707@pianeta>
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> I'm programming with a friend of mine an arcade game called
> Dark Ages. Five levels including different places and dif-
> ferent enemies to fight. But during programming i had some
> problems. Amos Pro doesn't allow user to use differents
> sprite or bob banks at the same time. There are no commands
> like SPRITE BANK n or USE SPRITE BANK n and so i would like
> to know if i'm wrong and if there are others ways to
> use more bob banks in a game.

Why you need it? You can put all your images in the BANK 1 and access 
them as you want...

But if what you need are bank which have nothing in common with other 
you can simply swap them as BANK 1.

M&F

From amos-request@svcs1.digex.net Wed Feb  8 11:48:51 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Wed, 8 Feb 1995 14:59:25 
Subject:       Inside AMOS 2
Priority: normal
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    Hi guys, Here's a question for you:)
    Is there a way to find the address of a variable without using 
VarPtr? Maybe using A5 register?
                                        Gregory.

From amos-request@svcs1.digex.net Wed Feb  8 11:37:01 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Wed, 8 Feb 1995 15:01:28 
Subject:       Sort command
Priority: normal
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    I think that Sort doesn't work with multi-dimensional arrays.Is 
that true?
                                    Gregory.

From amos-request@svcs1.digex.net Wed Feb  8 13:14:58 1995
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From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: Amos Sprite banks
To: Magoga - Borsista CSI <aldo@di.unito.it>
Cc: amos-list@access.digex.net
In-Reply-To: <9502071621.AA22707@pianeta>
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On Tue, 7 Feb 1995, Magoga - Borsista CSI wrote:

> I'm programming with a friend of mine an arcade game called
> Dark Ages. Five levels including different places and dif-
> ferent enemies to fight. But during programming i had some
> problems. Amos Pro doesn't allow user to use differents
> sprite or bob banks at the same time. There are no commands
> like SPRITE BANK n or USE SPRITE BANK n and so i would like
> to know if i'm wrong and if there are others ways to
> use more bob banks in a game.

You can always use the Bank Swap instruction... 

-Petri H{kkinen
 mystic@tlti.tokem.fi

> 
> Bye.
> Luca (aldo@di.unito.it)
> -----------------------
> 
> 


From amos-request@svcs1.digex.net Wed Feb  8 12:52:01 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Wed, 8 Feb 1995 15:09:33 
Subject:       HotSpot
Priority: normal
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    Let's say we have a bob like this:
                    __
        --------- /    \  
hand<- |  ++    |  **  |  ----> body
        ---------\  -- /
  
 (gly eh?).We have placed the hot spot where the ateriscs are(to 
the body).But we want to check if the point ++ (hand) has been 
collided with another bob.Does Col command return us the correct 
value?
                    Thanks, Gregory.

From amos-request@svcs1.digex.net Wed Feb  8 14:50:40 1995
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From: "Richard Stitson (Genetics)" <rnms@mole.bio.cam.ac.uk>
Subject: Re: Collisions..
To: Marco Beretta <mberetta@varano.ing.unico.it>
Cc: Christian Mumenthaler <mumi@mol.biol.ethz.ch>, amos-list@access.digex.net
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How about just varying the amount of energy lost until you arrive at a 
value that gives you a collision that looks right for your game!!

Richard



From amos-request@svcs1.digex.net Wed Feb  8 16:01:53 1995
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From: "Video-room antr. (606)" <bcollin@mpi.nl>
Subject: Re: Amos Sprite banks
To: Magoga - Borsista CSI <aldo@di.unito.it>
Cc: amos-list@access.digex.net
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On Wed, 8 Feb 1995 10:58:03 +0100 (MET) Magoga - Borsista CSI wrote:

>  > I'm programming with a friend of mine an arcade game called
>  > Dark Ages. Five levels including different places and dif-
>  > ferent enemies to fight. But during programming i had some
>  > problems. Amos Pro doesn't allow user to use differents
>  > sprite or bob banks at the same time. There are no commands
>  > like SPRITE BANK n or USE SPRITE BANK n and so i would like
>  > to know if i'm wrong and if there are others ways to
>  > use more bob banks in a game.
>  > 

[Chris Mumenthal said something like swop banks]

> You understanded the real problem!If your method works fine, well, i'll try it
> soon,but my other problem is this:
> in my game, player can choose from 3 or for different warriors. I think that
> every warrior will be composed by 20-30 frames. Total is of 80-120 frames only
> for your warriors. I think Amos Sprite bank contains only 256 sprites, so
> i have to copy all main warriors in every sprite bank (one for level) and
> put others sprites in the others cells of the sprite bank (>120..).In this way
> i will get five sprite banks,every one with more then 200 sprite's images!!!!!
> 

Usually when people have problems with the spritebank, it is because they want to 
read or write the images from it directly. Why they would want to do that is beyond 
me. However (this is not relevant, I hear you cry!), their real problem is that the 
spritebank does not store the sprite/bob-images, but pointers to those images. 
Now, that would seem to be your solution, as you would only have to change some 
pointers. I might well be talking complete gibberish here though, so if the real Amos 
buffs (Andy, Dominic, any Mike or Paul) could get cracking... Please!

Branko Collin
bcollin@mpi.nl



From amos-request@svcs1.digex.net Thu Feb  9 00:14:37 1995
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From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: FFP format
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>    Hi there.
>        Passing integers to assembly procedures is easy.But passing 
>floating point numbers (eg A# etc) is somewhat complicated.We have to 
>use Fast Floating Point format(FFP). This means :
>MMMMMMMMMMMMMMMMMMMMMMMMSEEEEEEE where M is the 24bit mantissa, S is 
>the sign and E is the exponent.Can anyone tell me how a number (let's 
>say 32) is represented in this format? Is it 32 1E0?

  The exponent is biased by 65; in other words, you subtract 65 from the
exponent field to get the actual exponent.  So 32 (1 * 2^5) would be:

10000000 00000000 00000000 01000110

The mantissa is 1.000000... (there's an assumed binary point after the
first digit), the sign bit is zero (positive), and the exponent is 5
(70-65).

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Thu Feb  9 06:48:37 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502090742.AA24845@pianeta>
Subject: Amos Sprite Banks
To: amos-list@access.digex.net
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Thanks at all,
I will try with the Bank Swap istruction!

Luca (aldo@di.unito.it)
-----------------------


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On Wed, 8 Feb 1995 GREGORY@ekefe.gel.ariadne-t.gr wrote:

>     I think that Sort doesn't work with multi-dimensional arrays.Is 
> that true?
Yes, it is.



From amos-request@svcs1.digex.net Thu Feb  9 12:05:59 1995
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Subject: Answers to 4 recent questions
In-Reply-To: Your message of "Tue, 07 Feb 1995 12:54:45 EST." <Pine.3.89.9502071223.B56418-0100000@saturn.caps.maine.edu>
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From: "M.D.I." <mtdesert@saturn.caps.maine.edu>
Subject: AGA  

>Is there anything out there that will allow me to open up 256/HAM-8 
>screens?  I just find HAM-6 a bit to ugly.

Andy churches intuition extension will allow you open Intuition screens in
any mode that your monitor supports, however you won't be able to use some
AMOS features (e.g. Bobs) on them. For HAM8 title screens, it should do the
job.




From: GREGORY <GREGORY@ekefe.gel.ariadne-t.gr>
Subject: Sort command

>I think that Sort doesn't work with multi-dimensional arrays.Is 
>that true?
>                                    Gregory.

Yes it is, but I wrote a quicksort procedure which is in the procedure
library on aminet that will sort anything you like with some small
modificiation (Indicated in comments in the code). 



>Hi guys, Here's a question for you:)
>Is there a way to find the address of a variable without using 
>VarPtr? Maybe using A5 register?
>                                        Gregory.

Not as far as I know. Remember the address of strings is likely to
change with garbage collection, but integers / reals are allocated
a static memory address. However garbage collection will only
occur when you assign to a string varaible, or use an AMOS function which
returns/modifies a string variable.




From: "Video-room antr. (606)" <bcollin@mpi.nl>
Subject: Re: Amos Sprite banks

> for your warriors. I think Amos Sprite bank contains only 256 sprites, so
> i have to copy all main warriors in every sprite bank (one for level) and
> put others sprites in the others cells of the sprite bank (>120..).In this way
> i will get five sprite banks,every one with more then 200 sprite's images!!!!!
> 

This is a hypothesis, but worth a try. The sprite bank contains a pointer to
the sprite image, and to it's mask. When you use a command to display a
sprite, AMOS will either:

	- Copy the pointers from the sprite bank into the Amiga OS sprite
	  image structure, or an interal structure to represent the image
	  of each hardware sprite.

	- Put the address / number of the entry of sprite bank in the
	  internal structure.

If the first method is used, you can setup the first sprite, then swap the
bank and setup the second without the display to the first being corrupted.
I suggest you try it and see. However AMAL animations may complicate things,
but if when compiling the AMAL program AMOS jsut creates a list of pointers
to the actually images instead of the list of sprite bank numbers you type
in, it will still be OK.


I've never heard of this 256 sprite limit before, and looking at the 
internal structure of the bank, I can see no reason why 65535 sprites
is not possible. This is a limit to the vertical size of each sprite,
the number of sprites on the screen, and the number of bobs on the
screen (The first and last of these can be edited from the AMOSPro 
configuration editor). It may be that the bob editor limits you to
256 sprites.





+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Thu Feb  9 14:55:13 1995
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From: Begust@aol.com
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Subject: Re: Re: 4 button code.
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>For all who asked.  Here's the 4 button code.
> etc...

>Will this procedure work on any other 4 button joypad?

>I have a cd32 joypad, can this routine detect the 4 buttons?

I don't know.  I hav'nt had access to a cd32 yet.  Just give it a 
try.  I might be able to get my hands on a pad soon,   untill then
I have no idea if it will work or not.  When I can test it I'll
let you know.

Brad G.

From amos-request@svcs1.digex.net Fri Feb 10 02:02:11 1995
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          9 Feb 95 21:27 GMT
Date: Sun, 29 Jan 1995 21:24:26 GMT
From: John Carpenter <john@beckmann.demon.co.uk>
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Hello..

Thanks to everyone who replied to my message about Aminet - I will try it out 
ASAP!

Next... (sorry about this)...

I have just got a hard drive (hoorah!), and have installed Amos Pro 
(obviously).  BUT, when I try to install the compiler (using the installer!) I 
have to select the nationality of my keyboard and then it says "Updating system 
configuration" or something similar and then hangs.  The bad news is that it is 
doing it to my ORIGINAL compiler disk - and I can't get it to work.

Has anyone else had this or knows what on earth is going on?

ALSO!

Does anyone know how to use EQUATES?  Every time I try to use them it says it 
can't find the equates file?  Where is it supposed to be and how to I use it?  
I'd like to write some Amos Editor things, but it won't let me.  Grumble, 
grumble.

Oh, and finally, to anyone wanting the Amos Unlocker program - I haven't 
forgotten you, I'm just looking for the damn thing!  If anyone else has it 
actually to hand, then perhaps they'd like to step in?  Otherwise, I'll keep my 
eye out.  I found a disk with "Unlock.Amos" on the label, but it didn't have it 
at all!  I'm sure I must have copied it somewhere else...  Sorry!  Will find it 
one day!

Thanks... 

------------------------------------------------------
Just lost the last thought in my head,..
                             john@beckmann.demon.co.uk
------------------------------------------------------

From amos-request@svcs1.digex.net Thu Feb  9 15:59:31 1995
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From: Begust@aol.com
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To: amos-list@access.digex.net
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>    Is there any program for unlocking loced procedures? 
>                                    Gregory.

Pro's & Cons.

Pro's
    Yes there is a procedure for nulocking a locked procedure.
I Think it is some were on the MR.AMOS 7 disk set.  I'll look and 
see if I can find it again.

Cons
    Why do you want to unlock a locked procedure.  A programmer
may spend weeks cooking his brain to come up with some really 
cool piece of code, and may not be ready to give away the source.

   Some procedures are locked for a reason, some by mistake :)

Brad G.



From amos-request@svcs1.digex.net Thu Feb  9 17:32:43 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
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Subject: Re: Answers to 4 recent questions
To: ph@doc.ic.ac.uk (Paul Hickman)
Date: Thu, 9 Feb 1995 17:14:50 +0100 (MET)
Cc: amos-list@access.digex.net
In-Reply-To: <"fulmar.doc.810:09.01.95.11.43.38"@doc.ic.ac.uk> from "Paul Hickman" at Feb 9, 95 11:43:28 am
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> Subject: Re: Amos Sprite banks
> 
>  for your warriors. I think Amos Sprite bank contains only 256 sprites, so
>  i have to copy all main warriors in every sprite bank (one for level) and
>  put others sprites in the others cells of the sprite bank (>120..).In this way
>  i will get five sprite banks,every one with more then 200 sprite's images!!!!!
>  
> 
> This is a hypothesis, but worth a try. The sprite bank contains a pointer to
> the sprite image, and to it's mask. When you use a command to display a
> sprite, AMOS will either:
> 
> 	- Copy the pointers from the sprite bank into the Amiga OS sprite
> 	  image structure, or an interal structure to represent the image
> 	  of each hardware sprite.
> 
> 	- Put the address / number of the entry of sprite bank in the
> 	  internal structure.
> 
> If the first method is used, you can setup the first sprite, then swap the
> bank and setup the second without the display to the first being corrupted.
> I suggest you try it and see. However AMAL animations may complicate things,
> but if when compiling the AMAL program AMOS jsut creates a list of pointers
> to the actually images instead of the list of sprite bank numbers you type
> in, it will still be OK.
> 
> 
> I've never heard of this 256 sprite limit before, and looking at the 
> internal structure of the bank, I can see no reason why 65535 sprites
> is not possible. This is a limit to the vertical size of each sprite,
> the number of sprites on the screen, and the number of bobs on the
> screen (The first and last of these can be edited from the AMOSPro 
> configuration editor). It may be that the bob editor limits you to
> 256 sprites.
> 
> 
I think this method can work fine and i think swapping banks is a good
method too, but i have a question for you and everyone who is on
amos-list: swapping banks makes program running slower?

> 
> 
> 
> +-------------------------+------------------------------------+
> |                         |    _____                           |
> | PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
> | (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
> | DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
> | IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
> |                         |   \_____/                          |
> +-------------------------+------------------------------------+
> Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
>           Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.
> 
> 
	Luca (aldo@di.unito.it)
	-----------------------




From amos-request@svcs1.digex.net Fri Feb 10 02:26:32 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
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Subject: Turbo extension.
To: amos-list@access.digex.net
Date: Thu, 9 Feb 1995 17:34:16 +0100 (MET)
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Hi all.
I think my problem about sprite banks is a far story.
Now i would like to know more about Turbo extension for Amos Pro.
Where i can find it? How much does it cost? What features it includes?

I know that it has some very interesting scroll related routines.

  Luca (aldo@di.unito.it)
  -----------------------



From amos-request@svcs1.digex.net Fri Feb 10 03:50:58 1995
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From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Answers to 4 recent questions
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>I think this method can work fine and i think swapping banks is a good
>method too, but i have a question for you and everyone who is on
>amos-list: swapping banks makes program running slower?

  Technically, yes.  For all practical purposes, no.  You lose about
25-50 microseconds, maybe more or less depending on the speed of your
processor.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Fri Feb 10 06:31:45 1995
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To: aldo@di.unito.it (Magoga - Borsista CSI)
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> I think this method can work fine and i think swapping banks is a good
> method too, but i have a question for you and everyone who is on
> amos-list: swapping banks makes program running slower?

AMOS Pro stores the bank numbers as a linked list, so swapping the banks 
requires writing 4 bytes which doesn't take all that long. :)  Regular 
AMOS has to write 8 bytes, but again, that's not TOO slow. :)

--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."


From amos-request@svcs1.digex.net Fri Feb 10 11:48:44 1995
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From: naimoli@cli.di.unipi.it
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Subject: Re: Bank Swap timeout
To: amos-list@access.digex.net (amos list)
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   The Bank Swap command is performed changing only the pointers to the two bank structures involved, so isn't a huge amount of time. Then consider that if u need to do it, any other way to cope with it couldn't use less time, apart from using just one bank... but hell! we're speaking of 10ths of second!

			Andy - naimoli@cli.di.unipi.it

From amos-request@svcs1.digex.net Fri Feb 10 11:54:54 1995
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Subject: Equates!!!
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   Ive read a John too has this problem!!!

    I know to use equates we need Set Equate Bank, so I put it in the code n... it doesn't exist! Now... Im thinking... maybe does it have another (wrong) syntax? I haven't looked around to see if I find the correct one... or is there another answer?

From amos-request@svcs1.digex.net Fri Feb 10 12:27:47 1995
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Subject: Re: Re: 4 button code.
To: Begust@aol.com
Date: Fri, 10 Feb 1995 09:38:07 +0000 (GMT)
From: "Ludwig" <pl@soton.ac.uk>
Cc: amos-list@access.digex.net
In-Reply-To: <950209100854_17014962@aol.com> from "Begust@aol.com" at Feb 9, 95 10:08:57 am
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> >Will this procedure work on any other 4 button joypad?
> 
> >I have a cd32 joypad, can this routine detect the 4 buttons?
> 
> I don't know.  I hav'nt had access to a cd32 yet.  Just give it a 
> try.  I might be able to get my hands on a pad soon,   untill then
> I have no idea if it will work or not.  When I can test it I'll
> let you know.
> 
> Brad G.
> 
I checked out the code yesterday. It reads two buttons off my
Competition Pro CD32 Pad connected to my A1200.

Lud

-- 
(*-*-*-*-*-*-*- Email: pl@soton.ac.uk -*-*-*-*-*-*-*)
(*-    "If you want to Immortalise - Digitise"    -*)
(*-                   -Apollo 440                 -*)
(*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*)    
  

From amos-request@svcs1.digex.net Fri Feb 10 12:42:21 1995
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Date: Fri, 10 Feb 1995 11:52:41 +0100 (MET)
From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: Re: Turbo extension.
To: Magoga - Borsista CSI <aldo@di.unito.it>
Cc: amos-list@access.digex.net
In-Reply-To: <9502091634.AA03557@pianeta>
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> Hi all.
> I think my problem about sprite banks is a far story.
> Now i would like to know more about Turbo extension for Amos Pro.
> Where i can find it? How much does it cost? What features it includes?
> 
> I know that it has some very interesting scroll related routines.

Well, it is on Aminet under dev/amos
It is called turbo19.lha and include docs.
It is the last freeware version of the extension, don't know if there is 
a commercial version though.
It is very powerful... but if you want to have easy life when programming 
take EasyLife extension. It is very good and the last version includes 
XPK and PP packer support and also MUI and lots of other useful things.

M&F

From amos-request@svcs1.digex.net Fri Feb 10 14:42:28 1995
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Date: Fri, 10 Feb 1995 08:10:04 -0500 (EST)
From: Michael Cox of EDS <mcox>
To: AMOS Mailing List <amos-list@access.digex.net>
Subject: More New Files on AmiNet
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This new game on Aminet was brought to my attention:

Atoms3.lha           game/misc   66K+Faster, more options, AI opponents, etc.
Atoms3a.lha          game/misc   68K+Binary for AGA machines *sigh*
atoms3b.lha          game/misc   68K+Binary for PAL AGA machines *sigh*

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Fri Feb 10 16:19:06 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
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Subject: Turbo Extension
To: amos-list@access.digex.net
Date: Fri, 10 Feb 1995 15:39:47 +0100 (MET)
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Hi all.

I tried to find turbo19.lha on Aminet but it doesn't exist. There is only
a turbo1.lha, but it's a demo showing some scrolling features of the Turbo
Plus extension.
I found also Turbo15.lha but not in AMinet (i think in directory Amiga
on nic.funet.fi).
If someone can send me the last freeware version....well,it's well accepted!

And the last version of Easylife? I have version 14b, but on manual there
are no words about MUI.

 Luca (aldo@di.unito.it)
 -----------------------





From amos-request@svcs1.digex.net Fri Feb 10 18:26:25 1995
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Date: Fri, 10 Feb 1995 09:46:44 -0800
From: Jedon Thompson <jvt@acctrep.sannet.gov>
To: aldo@di.unito.it, mberetta@varano.ing.unico.it
Cc: amos-list@access.digex.net
Subject:  Re: Turbo extension. -Reply
Status: RO
X-Status: 

> Well, it is on Aminet under dev/amos
> It is called turbo19.lha and include docs.
> It is the last freeware version of the extension, don't know if there is  a
> commercial version though.
> It is very powerful... but if you want to have easy life when
> programming  take EasyLife extension. It is very good and the last
> version includes  XPK and PP packer support and also MUI and lots of
> other useful things.
> 
> M&F

That version of Turbo does not work with Pro. The Turbo+ registered
extension has lot's of cool things like a great map editor, fast drawing
commands, zone checking, tileing, some 3d stuff, plane commands etc. I
really liked it.

To those who want the iff anim -> bob routines, sorry about the delay, I
have been vacationing on the moon. (well actually, Civilization AGA has
converted me into a mindless zombie! ) I will post them ASAIPC. :-)

							-Jedon


From amos-request@svcs1.digex.net Fri Feb 10 21:54:40 1995
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          10 Feb 95 23:06 GMT
Date: Fri, 10 Feb 1995 22:01:17 GMT
From: John Carpenter <john@beckmann.demon.co.uk>
Reply-To: john@beckmann.demon.co.uk
Message-Id: <2278@beckmann.demon.co.uk>
To: Pettersson@beckmann.demon.co.uk, Jan@beckmann.demon.co.uk,
        mberetta@varano.ing.unico.it
Cc: amos-list@access.digex.net
Subject: Re: Re: Star Wars Scroll
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In your message dated Tuesday 31, January 1995 you wrote :

> 
> 
> > Does anyone know how the do a star wras scroll in Amos (the kind thata goes
> > into the screen) i tried to do it with the Zoom command but that went to
> > slow. Maybe somone knows where the get such a program?
> 
> Why not using the turbo extension? it has very good features and a very
> powerfull star scrolling command.
> 
> You can find it on Aminet under dev/amos and it is called turbo19.lha
> It includes docs.

I found that (I think) although it said Turbo DEMO - and when I loaded it I 
just got a really crap demo (well, it was interesting because it showed the 
potential of turbo but it wasn't exactly what I was after).  Is the full Turbo 
library on aminet - did I just miss it?  I really couldn't find it.  I presumed 
the demo was just a "reduced" version and it would tell me how to get the rest 
in the program!

------------------------------------------------------
Just lost the last thought in my head,..
                             john@beckmann.demon.co.uk
------------------------------------------------------

From amos-request@svcs1.digex.net Sat Feb 11 05:15:56 1995
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Date: Fri, 10 Feb 1995 22:53:07 -0800 (PST)
From: Norman Edwards <normedw@netcom.com>
Subject: Easy Amos Manual.
To: John Carpenter <john@beckmann.demon.co.uk>
Cc: Pettersson@beckmann.demon.co.uk, Jan@beckmann.demon.co.uk,
        mberetta@varano.ing.unico.it, amos-list@access.digex.net
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Anyone has one of these they want to part with for around 10 bucks?





normedw@netcom.com
	


From amos-request@svcs1.digex.net Mon Feb 13 01:38:07 1995
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Date: Sun, 12 Feb 1995 23:03:13 -0500 (EST)
From: sfmcnally@BIX.com
Subject: Re: Amos Sprite banks
To: amos-list@access.digex.net
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Luca,

There's NO limit on the number of sprites in a bank (at least not in
Creator), so if you can spare the memory you can hold ALL your sprites
in one bank.  Or, you could load in the Player sprites you need first,
then Append the Level sprite bank to the end of the bank in ram.  You just
put a ,1 after the Load command to make the sprite bank be added to the
bank already loaded.

Seumas @ Dark Unicorn Productions
(sfmcnally@bix.com)

From amos-request@svcs1.digex.net Mon Feb 13 05:34:25 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502130724.AA09307@pianeta>
Subject: Re: Amos Sprite banks
To: sfmcnally@BIX.com
Date: Mon, 13 Feb 1995 08:24:22 +0100 (MET)
Cc: amos-list@access.digex.net
In-Reply-To: <9502122303.memo.30970@BIX.com> from "sfmcnally@BIX.com" at Feb 12, 95 11:03:13 pm
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> 
> Luca,
> 
> There's NO limit on the number of sprites in a bank (at least not in
> Creator), so if you can spare the memory you can hold ALL your sprites
> in one bank.  Or, you could load in the Player sprites you need first,
> then Append the Level sprite bank to the end of the bank in ram.  You just
> put a ,1 after the Load command to make the sprite bank be added to the
> bank already loaded.
> 
> Seumas @ Dark Unicorn Productions
> (sfmcnally@bix.com)
>

This is a great new! Thanks a lot!




From amos-request@svcs1.digex.net Mon Feb 13 08:20:23 1995
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Date: Mon, 13 Feb 1995 10:53:02 +0100 (MET)
From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: TURBO EXTENSION
Cc: amos-list@access.digex.net
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1) turbo extension v 1.9 WORKS with AMOS pro and also with Amos the 
creator as the archive includes both versions! Moreover I HAVE AMos Pro 
and i use Turbo Extension v1.9 so...

2) Version 1.9 includes 3D stuff and fast drawing tools as well. I don't 
know about the commercial version. Someone wants to write CLEAR the 
differences between the two versions? 

3) Turbo extension 1.9 IS ON AMINET!

If you are interested please send a mail to me which says...

	Please send TURBO Extension 1.9 to me.

And I will email the extension as soon I have uuencoded it (which means 
tomorrow as I can't uuencode on this infernat RISC + UNIX machine!).

Hope this will help

M&F

From amos-request@svcs1.digex.net Mon Feb 13 08:58:51 1995
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To: amos-list@access.digex.net
Subject: Easylife Plug & Answers to recent questions
X-Mailer: Oingo Boingo Mailer
Date: Mon, 13 Feb 1995 10:10:02 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Message-Id: <"fulmar.doc.222:13.01.95.10.10.23"@doc.ic.ac.uk>
Status: RO
X-Status: 


The latest version of easylife is V1.09, but this has not been uploaded
to aminet, as it is a beta version. I do have version 1.10 almost ready for
release, but as it contains an amigaguide conversion of the AMOSPro on-line
help, I am going to write to europress for permission to include it first.

The version numbering for easylife is a little confusing as I changed to
commodore style numbering half way through. In ascending order, versions are
1.0,1.1,1.2,1.3,1.31,1.32,1.4,1.41,1.42,1.43,1.5,1.06,1.07,1.08,1.09,1.10.


V1.09 can be downloaded as follows:

ftp to:    gate.net
login:     ftp
password:  <your e-mail address>
directory: /pub/amos/software/extensions

To install easylife & any other extension, you can't just pick random
extension numbers - each extension must go in a specific slot. Easylife
must be number 16, and I think AMOS Turbo is 8 or 12 depending on which
version you have. This is clearly stated in the documentation of both
packages.

Version 1.10 has these additional features over V1.09:

	- Bugs fixed in various commands.

	- Constants & Enumerations better supported in structured variables

	- Replacement for the AMOSPro help system using amigaguide files for
	  help on AMOSPro, easylife commands & other extensions.

	- More structured variable tutorials including queues, priority queues
	  delay queues, and binary trees.




+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Mon Feb 13 09:28:50 1995
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To: amos-list@access.digex.net
Subject: Request to extension authors
X-Mailer: Oingo Boingo Mailer
Date: Mon, 13 Feb 1995 10:20:28 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Message-Id: <"fulmar.doc.776:13.01.95.10.20.42"@doc.ic.ac.uk>
Status: RO
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As I stated in my last message, I have written an amigaguide help system
for AMOSPro. This means that it will be possible to access help pages for
your extension commands by pressing the help key over the command in the
AMOSPro editor, just like the current system for builting AMOSPro commands.

However, for this to work, it is important that the following convention is
used to name the nodes of your help file:


	- Each node that describes a command should have the name 
	  C_<commandname> including any $ or # that is part of the
	  name, but with spaces removed. (Style unashamedly cribbed
	  from andy churches intution extension guide).


	- If a node describes more than one command, add an additional
	  line beneath the @node line for each other command described
	  of the form:

		@AKA C_<othercommandname>

	  All other amigaguide viewers will ignore these lines.


	- As an extra feature, you may generate a hypertext link that when
	  pressed loads a program into a new window in the AMOSPro editor,
	  and exits help, like the original AMOSPro help did. The format
	  is:

		@{"<textlabel>" amos <filename>}

	  where textlabel is the text to appear on screen as the link, and
	  filename is name of the file to load, which should be a complete
	  path, and not relative to the current directory.

	  Such a link will be drawn by other amigaguide viewers, but will
	  have no effect when pressed.


Please adjust you documentation to follow this style, as it will allow the
user to integrate it into the new AMOSPro help system simply by copying it to
the appropriate directory.


+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Mon Feb 13 10:03:53 1995
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From: Marco Beretta <mberetta@varano.ing.unico.it>
Sender: Marco Beretta <mberetta@varano.ing.unico.it>
Reply-To: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: TURBO EXTENSION Last news
Cc: amos-list@access.digex.net
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I have searched the Turbo19.lha on aminet but it doesn't exist anymore.
It is possible that it has been removed from all the Aminet sites?

It was there... I have dowloaded it more than once... but suddenly it has 
been removed. 
However I have the AmosPro extension and the docs.
I know I can't obtain the original archive anymore, but can I still 
distribute the extension if I pack the binary and the docs?

I someone is interested can E-Mail me.

If someone still has the original archive in a corner of its HD or at the 
bottom of a drawer... can please send it to me?

BTW: Does anyone know why the extension has been removed?

M&F


From amos-request@svcs1.digex.net Mon Feb 13 13:22:40 1995
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Subject: Re: Easylife Plug & Answers to recent questions
To: ph@doc.ic.ac.uk (Paul Hickman)
Date: Mon, 13 Feb 1995 14:14:50 +0000 (GMT)
From: "Ludwig" <pl@soton.ac.uk>
Cc: amos-list@access.digex.net
In-Reply-To: <"fulmar.doc.222:13.01.95.10.10.23"@doc.ic.ac.uk> from "Paul Hickman" at Feb 13, 95 10:10:02 am
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<SNIP>

> V1.09 can be downloaded as follows:
> 
> ftp to:    gate.net
> login:     ftp
> password:  <your e-mail address>
> directory: /pub/amos/software/extensions

I get access denied when i try to log on as ftp..perhaps its just me.

Hmmmmm.

Does anyone know where i can get the latest version on the D-Sam
library and documentation? I'm having problems compiling programs with
D-Sam commands.

Lud.

(*-*-*-*-*-*-*- Email: pl@soton.ac.uk -*-*-*-*-*-*-*)
(*-    "If you want to Immortalise - Digitise"    -*)
(*-                   -Apollo 440                 -*)
(*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*)    
  

From amos-request@svcs1.digex.net Mon Feb 13 13:46:21 1995
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Date: 13 Feb 95 15:50 +0100
From: Angel Alvarez <angel@labein.es>
To: amos-list@access.digex.net
Cc: mberetta@varano.ing.unico.it
Message-Id: <223*angel@labein.es>
Subject: Re: TURBO EXTENSION Last news
Status: RO
X-Status: 

Marco Beretta wrote:

> I have searched the Turbo19.lha on aminet but it doesn't exist anymore.
> It is possible that it has been removed from all the Aminet sites?
>
> It was there... I have dowloaded it more than once... but suddenly it has
> been removed.
> However I have the AmosPro extension and the docs.
> I know I can't obtain the original archive anymore, but can I still
> distribute the extension if I pack the binary and the docs?
>
> I someone is interested can E-Mail me.
>
> If someone still has the original archive in a corner of its HD or at the
> bottom of a drawer... can please send it to me?
>
> BTW: Does anyone know why the extension has been removed?
>
> M&F

You can fiud the Turbo Extension v1.9 in ftp.gate.net. It is located in the
/pub/amos/software/extensions directory. This is the actual content of this
directory

-rwxrwxr-x   1 1640     user1     303490 Sep 28 12:28 EasyLife107.lha
-rwxr-xr-x   1 1640     user1      10435 Sep  6 14:49 EasyLife14b.lha
-rwxrwxr-x   1 1640     user1     135931 Oct 13 15:32 Easylife108_P1.lha
-rwxrwxr-x   1 1640     user1     236284 Oct 13 15:37 Easylife108_P2.lha
-rwxr-xr-x   1 1640     user1      26080 Sep  6 14:51 jdlib4_6.lha
-rwxr-xr-x   1 1640     user1      18833 Sep  6 14:51 ldosv25d.lha
-rwxr-xr-x   1 1640     user1       9453 Sep  6 14:52 lserv25d.lha
-rwxr-xr-x   1 1640     user1       7255 Sep  6 14:53 stars.lha
-rwxr-xr-x   1 1640     user1      34743 Sep  6 14:54 turbo19.lha

You can find more stuff AMOS-related in /pub/amos/software.

===============================================================================
                     _/_/_/ _/     _/_/   _/_/_/    _/_/_/ _/_/_/ _/_/_/ _/_/_/
 Angel Alvarez      _/  _/ _/     _/  _/   _/      _/     _/  _/ _/       _/   
  (Aldi Soft)      _/_/_/ _/     _/  _/   _/      _/_/_/ _/  _/ _/_/     _/    
angel@labein.es   _/  _/ _/     _/  _/   _/          _/ _/  _/ _/       _/     
                 _/  _/ _/_/_/ _/_/   _/_/_/    _/_/_/ _/_/_/ _/       _/      
===============================================================================
             | Note: Aldi Soft isn't a software company. It's me. |
             ======================================================

From amos-request@svcs1.digex.net Mon Feb 13 14:56:57 1995
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Date: Mon, 13 Feb 1995 10:21:30 -0500
From: "Jason C. Portwood" <woody@dragon.ham.muohio.edu>
Subject: AMOS 3-D
To: amos-list@access.digex.net
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I'm new to the list so first off a quick hello to everyone!

A while back I saw the demo disk for Amos 3d and I thought it was pretty 
neat.  I saw amos 3d in my local amiga store the other day and I wanted 
to buy it, but one question.

It says on the Amos 3d box that it requires Amos the creator.  I have 
Amos Pro with the compiler extentions.  Will I be able to use it?


--------------------------------------------------------------------------
Jason Portwood --- Woody     almost only counts in horse shoes, hand   ///
woody@dragon.ham.muohio.edu  grenades, and thermo nuclear devices    \XX/
--------------------------------------------------------------------------

From amos-request@svcs1.digex.net Tue Feb 14 07:58:19 1995
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          10 Feb 95 23:00 GMT
Date: Fri, 10 Feb 1995 21:46:49 GMT
From: John Carpenter <john@beckmann.demon.co.uk>
Reply-To: john@beckmann.demon.co.uk
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To: Mumenthaler@beckmann.demon.co.uk
Mmdf-Warning:  Parse error in original version of preceding line at post.demon.co.uk
Cc: amos-list@access.digex.net
Subject: Re: Re: Amos Sprite banks
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X-User: X-User: Alpha Test Version Of FI-Mail
Lines: 28
Status: RO
X-Status: 

> >
> You understanded the real problem!If your method works fine, well, i'll try 
it
> soon,but my other problem is this:
> in my game, player can choose from 3 or for different warriors. I think that
> every warrior will be composed by 20-30 frames. Total is of 80-120 frames 
only
> for your warriors. I think Amos Sprite bank contains only 256 sprites, so
> i have to copy all main warriors in every sprite bank (one for level) and
> put others sprites in the others cells of the sprite bank (>120..).In this 
way
> i will get five sprite banks,every one with more then 200 sprite's 
images!!!!!
> 
> It's too hard.....
> 
> However, thanks a lot....
> 
> Luca (aldo@di.unito.it)
> ----------------------
> 
Could you perhaps just load them in separately?  Maybe put them in RAM first?  
Yeah, it's a cop out solution, but- 

------------------------------------------------------
Just lost the last thought in my head,..
                             john@beckmann.demon.co.uk
------------------------------------------------------

From amos-request@svcs1.digex.net Tue Feb 14 10:34:18 1995
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From: Steven Babyar <jtw@usis.com>
Message-Id: <199502140833.CAA24442@usis.com>
Subject: My Risk Game...
To: amos-list@access.digex.net
Date: Tue, 14 Feb 1995 02:33:30 -0600 (CST)
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I've made notes of all those have offered to help in someway. I've been 
kinda quiet about it because I dont think anyone has made such a project 
before. I hadnt worked on it up until recently for 4-5mths, but got back 
to work on it. I'm still in the beginning stage of the setup of the game.
I've found a array method to create random maps, with over 200 
territories, with 6 types, up to 10 players allowed to be played, human 
or computer, while there is a single kingsmen. Wants I get the setup 
stage finished which should be soon, then I'll move to the needing help 
stage. I designed this on paper before I ever began, and when you do a 
big project its best you new programmers learn to do it on paper first a 
outline. Not really much to it really. Title screen, fancy fonts, with a 
cool mod music intro, a credits screen or scrolls with fancy fonts. Then 
your game configuration phase. Which I skip the intro part bec its the 
easiest to do. I've got game war sound effects already. Paul Hickman 
suggested I try out his Easylife for my variables, which soon I'll see if 
it will work or needed. I finished the loops of setups it takes for the 
players. Wants the game play starts it will be the fun part of keeping up 
with all that data & being able to read it in & change it as fast as 
possible, bec I have 200 zones & 200 buttons wrote in already. I got the 
idea from a game written on the 64 called War of the Crown II, written by 
German Design Group, which I've never heard of. Its max territorys was 66 
& only 3 computer players & Kingmen. Amos Pro and having a Amiga is 
making it possible. M. Berret sorry if I miss spelled his name, gave me 
the 8 way scroll routine for using Turbo Extension from aminet, for a 
future versions of it. Turbo Plus would have been the better method to truely
do this all in, but I cannot afford it as this time, but I'll get it for
future projects. Most of this is nonimportant info but I figured 
something may be of interest to others. 

Now the bad news, currently the game is in a HiRes Laced version, do to me 
not being able to program zones outside the view on Low-Res.

From amos-request@svcs1.digex.net Tue Feb 14 12:02:30 1995
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Date: Tue, 14 Feb 1995 03:35:46 -0500 (EST)
From: sfmcnally@BIX.com
Subject: Re: Amos Sprite banks
To: amos-list@access.digex.net
Message-Id: <9502140335.memo.36520@BIX.com>
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Mike,

Fine, technically there's a limit of 65,000 sprites, but why don't you try
fitting 65k 256 byte sprites (small sprites) into even 2 Megs of Chip ram on
an AGA Amiga.  ;)  There's no PRACTICAL limit to the number of sprites in
a bank.

Seumas @ Dark Unicorn Productions
(sfmcnally@bix.com)

From amos-request@svcs1.digex.net Tue Feb 14 12:31:23 1995
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From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Re: Star Wars Scroll
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>> Why not using the turbo extension? it has very good features and a very
>> powerfull star scrolling command.
>> 
>> You can find it on Aminet under dev/amos and it is called turbo19.lha
>> It includes docs.
>
>I found that (I think) although it said Turbo DEMO - and when I loaded it I 
>just got a really crap demo (well, it was interesting because it showed the 
>potential of turbo but it wasn't exactly what I was after).  Is the full Turbo 
>library on aminet - did I just miss it?  I really couldn't find it.  I presumed 
>the demo was just a "reduced" version and it would tell me how to get the rest 
>in the program!

  You got the wrong file.  turbo19.lha may well have been deleted from
AmiNet, but you can still get it off the AMOS web site (see my signature).

  Also, regarding your problem with extensions - you *can't* just install
an extension in a random slot; you have to install the extension in the
slot it was programmed to use, which should be stated in the documentation.
(EasyLife uses slot 16, I think.)

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Tue Feb 14 14:06:53 1995
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Date: Sat, 11 Feb 1995 06:15:33 -0500 (EST)
From: Michael Cox of EDS <mcox>
To: John Carpenter <john@beckmann.demon.co.uk>
Cc: amos-list@access.digex.net
Subject: Re: Aminet
In-Reply-To: <2274@beckmann.demon.co.uk>
Message-Id: <Pine.SUN.3.91.950211061351.14584B-100000@access2.digex.net>
Mime-Version: 1.0
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Status: RO
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On Fri, 10 Feb 1995, John Carpenter wrote:
> 1) I have download the EasyLife extension but when I try to use it it won't 
> work.  What I do is load Amos Pro, SET INTERPRETER, SET LOADED EXTENSIONS and 
> then enter it in a random place (for now) - eg number 10 as the filename (even
It should be in slot 16
TURBO PLUS goes in slot 12

> 2) Also, are there any help files for them?
Just what comes in the archives.

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Tue Feb 14 13:16:10 1995
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To: amos-list@access.digex.net
Subject: Re: Easylife Plug - ftp to gate.net
In-Reply-To: Your message of "Mon, 13 Feb 1995 14:14:50 GMT." <199502131414.OAA15145@oak.soton.ac.uk>
X-Mailer: Oingo Boingo Mailer
Date: Tue, 14 Feb 1995 11:55:42 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
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> > V1.09 can be downloaded as follows:
> > 

Slight error on my part here - I never released V1.09 - V1.08 is at
the locate below though.


> > ftp to:    gate.net
> > login:     ftp
> > password:  <your e-mail address>
> > directory: /pub/amos/software/extensions
> 
> I get access denied when i try to log on as ftp..perhaps its just me.
> 
> Hmmmmm.
> 

It is not just you, as someone else had the same problems. However I tried
it again this afternoon, and it worked OK. Maybe there were too many users
at the time you tried.



+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Tue Feb 14 15:38:57 1995
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Date: Tue, 14 Feb 1995 14:05:44 +0100 (MET)
From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: Turbo Extension
Cc: amos-list@access.digex.net
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Ok.

I will send the Turvo extension as soon I have uuencoded it.

The access to the gate.net is VERY VERY slow....

So have patience. Two days and you'll have the extension.

M&F

From amos-request@svcs1.digex.net Tue Feb 14 19:22:10 1995
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Sender: CRSO.Amos@canrem.com
Subject: AMOS 3-D
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.1731.6587.0C1CFEEB@canrem.com>
In-Reply-To: <Pine.3.89.9502131008.A2934-0100000@dragon.ham.muohio.edu>
Date: Tue, 14 Feb 1995 10:21:00 -0500
Organization: CRS Online  (Toronto, Ontario)
Status: RO
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>A while back I saw the demo disk for Amos 3d and I thought it was pretty
>neat.  I saw amos 3d in my local amiga store the other day and I wanted
>to buy it, but one question.
>
>It says on the Amos 3d box that it requires Amos the creator.  I have
>Amos Pro with the compiler extentions.  Will I be able to use it?

Yes, but you will have to be careful.  There are some files for it (just like
for the compiler) that have to be moved, you know, the AmosPro_3D.lib to
replace the regular 3D.lib.

Also, whenever you compile a 3D prg, you must include the file c3D.Lib with the
compiled program or it will not work.  I have done quite a bit of 3D work (I
use APro2.0 and Compiler Pro) and it works fine for me.

Well met and godspeed,
                      Giark

From amos-request@svcs1.digex.net Tue Feb 14 19:47:23 1995
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Subject: AmBk?
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.1732.6587.0C1CFEEC@canrem.com>
Date: Tue, 14 Feb 1995 10:23:00 -0500
Organization: CRS Online  (Toronto, Ontario)
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Hi, I am looking for the file AmBk.  I have a game that requires it but it is
not on the disk.  Anyone have it or at least know what it is for?

Well met and godspeed,
                      Giark

From amos-request@svcs1.digex.net Tue Feb 14 19:02:34 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502141535.AA04442@pianeta>
Subject: Easylife Extension.
To: amos-list@access.digex.net
Date: Tue, 14 Feb 1995 16:35:22 +0100 (MET)
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Hi all.
Finally, yesterday i got EasyLife extension 108. It's really great (i had also Easylife14b 
but this is greater..). The only problem is that Amos and Amos Pro don't have a command
to get arguments of a CLI running program and so i think that Easylife is a good extension
which this command can be included. Hey Paul! Have you got any idea about this?

 Luca (aldo@di.unito.it)
 -----------------------



From amos-request@svcs1.digex.net Wed Feb 15 10:42:14 1995
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From: Nick Waterman <nick@cimio.co.uk>
Subject: Re: Amos/Game Programmers - I need help!
In-Reply-To: <9502131022.AA10795@cimio.co.uk>; from "Peter Custerson" at Feb
              13, 95 10:20 am
Lines: 119
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Peter Custerson spake thus:
> Could somebody please explain the theory of 4 way scrolling maps
> to me.
> At the moment we have a physical screen 320 x 200 Lowres 32 col
> And a Screen Display (Viewport) of 256 x 192 offset to the
> center of the screen leaving a block of 32 all the way around
> the screen.  We can scroll all the way around the physical
> screen, smoothly no trouble at all.  How can we make the scrolling
> area bigger without creating a huge physical screen eating up all
> our memory?
>
> We have tried various methods including -
> when we reach the end of the physical screen - copy all the
> relevant blocks to the centre and resetting the viewport, but of
> course this is very SLOOOOOOW.
>
> Could somebody tell me the correct way of doing this, and perhaps
> provide a piece of AMOS code.  If there an AMOS archive somewhere
> on the net?
>
> Thanks in Advance
>
>        Pete.

OK... sorry I've taken longer than usual to reply to this.

Right, I've done this before, and basically, what I had to do is create
a screen which is 2x2 times the size of the bit you actually see... then
you'll have to maintain 4 copies of the bit you're looking at. This
allows you to gradually scroll further and further to the right, then
suddenly jump back one screen width without noticable effects. I'll give
a 2-way scrolling example, because it's more brief, but you can easily
extend this to 4-way (which is almosy identical to 8-way - I suspect you
mean 8-way, actually - most people do.)

Right. You have a large screen, and for some odd reason, you want to
scroll smoothly all the way through large letters of the alphabet
without creating a screen wide enough for all 26. These are BIG letters,
and only 4 can fit on the screen at once. You DO NOT want to do it this
way:

+-------+>>>
|A B C D|E F G H I J K L M N O P Q R S T U V W X Y Z
|A B C D|E F G H I J K L M N O P Q R S T U V W X Y Z
+-------+>>>

You don't want to do it like that, because it would need a huge screen.
If you, however, create a screen which is JUST OVER twice the width, you
can do something like this:

+-------+>>>
|A B C D|E A B C D E
|A B C D|E A B C D E
+-------+>>>

You gradually scroll the screen until the "E" has finished appearing,
then you prepare the next column of the screen:

  +-------+>>>
 F|B C D E|F B C D E
 F|B C D E|F B C D E
  +-------+>>>

Note that I'm keeping 2 identical copies of an identical screen. Now,
keep going, scrolling and preaparing TWO COPIES of the next column,
until you reach this point:

          +-------+>>>                  +-------+
 F G H I J|F G H I|J            Player  |F G H I|
 F G H I J|F G H I|J            sees:   |F G H I|
          +-------+>>>                  +-------+

Now, if you suddenly jump back a screen-width, the stuff you see on the
screen is IDENTICAL, so you never notice the change:

+-------+>>>                            +-------+
|F G H I|J F G H I J            Player  |F G H I|
|F G H I|J F G H I J            sees:   |F G H I|
+-------+>>>                            +-------+

Now you're basically back where you started. You can continue to scroll
to the right, updating BOTH COPIES of the screen.

Now, I won't repeat all of that for 8-directional scrolling, but
basically you'll need FOUR copies of the stuff you're seeing, like this:

+-------+
|A B C D|E A B C D E
|F G H I|J F G H I J
+-------+O K L M N O
 A B C D E A B C D E
 F G H I J F G H I J
 K L M N O K L M N O

Now... Something that you may have noticed... In Amos, and a lot of
other environments... If you scroll OFF THE RIGHT-HAND SIDE of the
screen, you start seeing the left-hand side again, only shifted up by a
pixel. When you think about the way screen memory works, this is
blindingly obvious. In *SOME* circumstances, this single-pixel "jump" is
unimportant to the game, and you're never going to need to draw anything
half-way across the gap. *IF* you don't mind these restrictions, you
don't even need to make your screen twicxe the width - you can just
scroll into the "next copy" of the same screen, and occasionally jump up
a pixel to compensate. In most cases, you'll have to put up with a 2x2
size screen though.

Note! This trick only works HORIZONTALLY! You can scroll off the right
and "sort of" back on the left, but you absolutely CANNOT do the same
off the top or bottom... You *WILL* need twice the height.

If you have problems with the above, let me know, but I'm quite busy,
and off on a skiing holiday soonish, so don't be surprised if I take
ages replying.

Definite sense of Deja Vu here... Don'tcha reckon, M+F?   ;-)


  Nick Waterman - inet nick@cimio.co.uk - ax25 G7RZQ @ GB7DEO.#32.GBR.EU
"Go to Red Alert!"... "Sir, are you sure? It DOES mean changing the bulb!"
      None of the opinions above belong to anybody at all, probably.



From amos-request@svcs1.digex.net Wed Feb 15 09:33:16 1995
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From: Marco Beretta <mberetta@VARANO.ING.UNICO.IT>
Subject: Re: Amos/Game Programmers - I need help!
In-Reply-To: <9502141228.AA05759@cimio.co.uk>
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Status: RO
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> Right, I've done this before, and basically, what I had to do is create
> a screen which is 2x2 times the size of the bit you actually see... then
> you'll have to maintain 4 copies of the bit you're looking at. This
> allows you to gradually scroll further and further to the right, then
> suddenly jump back one screen width without noticable effects. I'll give
> a 2-way scrolling example, because it's more brief, but you can easily
> extend this to 4-way (which is almosy identical to 8-way - I suspect you
> mean 8-way, actually - most people do.)


> Definite sense of Deja Vu here... Don'tcha reckon, M+F?   ;-)

Yes, I remember...
This is good for a bitmap scrolling.
I have some little and efficiet routines for tiled-map scrolling. They
works very fast with turbo extension but can be used also without the
extension.
If someone is interested just e-mail me.

M&F



From amos-request@svcs1.digex.net Wed Feb 15 15:59:51 1995
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Date: Tue, 14 Feb 1995 14:24:26 -0700 (MST)
From: Mike Sikorsky <sikorsky@ee.ualberta.ca>
To: sfmcnally@BIX.com
Cc: amos-list@access.digex.net
Subject: Re: Amos Sprite banks
In-Reply-To: <9502140335.memo.36520@BIX.com>
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On Tue, 14 Feb 1995 sfmcnally@BIX.com wrote:

> Mike,
> 
> Fine, technically there's a limit of 65,000 sprites, but why don't you try
> fitting 65k 256 byte sprites (small sprites) into even 2 Megs of Chip ram on
> an AGA Amiga.  ;)  There's no PRACTICAL limit to the number of sprites in
> a bank.
>

	I agree with you.... practically it's not likely you could currently
  even fit any 'real' 65k of sprites into memory... but there still is a
  limit... :)
 
							mike

> Seumas @ Dark Unicorn Productions
> (sfmcnally@bix.com)
> 

From amos-request@svcs1.digex.net Wed Feb 15 08:43:30 1995
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From: Fred van Dijk <FRED@utelscin.el.utwente.nl>
Organization:  EE Study Association 'Scintilla'
To: amos-list@access.digex.net
Date:          Tue, 14 Feb 1995 22:57:03 +0100
Subject:       HELP, GAP  (General Amiga Problem.......)
Priority: normal
X-Mailer: Pegasus Mail v3.22
Message-Id: <23C706323E@utelscin.el.utwente.nl>
Status: RO
X-Status: 

I've really got a very BIG problem. I've posted this message to 
newsnet too, but I'm desperate so I hope you don't mind this mail and 
will have some time to take a look at this too.

>>>>>


   H  H EEEE L   PPPP    !!
   H  H E    L   P   P   !!
   HHHH EE   L   PPPP    !!
   H  H E    L   P
   H  H EEEE LLL P       !!    

If anybody knows what's going on in my computer please help. I've had
an Amiga for five years but this something I really can't understand.

Two days ago my Workbench locked up when I activated an icon. The 
mouse won't move anymore, the computer doesn't respond to the 
keyboard, etc.
It looks as if the system guru's, but when you reset there is no guru
message.

Describing the problem exactly:
I double-click on icons, i.e. a disk icon or a drawer icon and after 
a few icon-clicking-actions 0<x<20 (if I'm lucky) nothing happens 
anymore.
I can still move the mouse but when I click on a drawer for example 
the drawer won't open(the drawer icon stays in the 'pressed' 
position). 
At this position the system semi-hangs. When I move the mouse to 
something else (a depth-gadget a window-bar or something else 
intuition like the screen really freezes(the workbench screen) and 
nothing responds to any input at all.

Here is the frightening part:
* Everything works well when I activate programms using tools-daemon, 
  toolmanager or 'execute command' in the workbench menu. The shell 
  works fine too.
* All my programs run, Amos, Amiga-E, Ed, shell, dir, list, you name 
  it. Even from the Workbench if the icon problem doesn't show up to 
  fast.
* The games I've got work as well, all of them.
* When I empty my WB-startup-drawer and start wb completely 'naked' it 
  still hangs after some time.
* When I run a music tracker on a different screen the music will 
  play on.
  The screen output on this screen also continues, but I can't click  
  in this screen(system hangs)  

Conclusion: The Workbench Software doesn't work, screen output on the 
Workbench screen is locked and all input from keyboard is locked 
either.
When I insert a floppy-disk the computer will scan it. If the same 
disk(icon) was already present on the workbench screen the drive-led 
will go off after scanning, if it wasn't the drive led stays on.

* My configuration is:
  A500 rev 5. Kickstart 2.04. Workbench 2.1 1 meg CHIP, 2 meg FAST
  GVP A500HD8 52 meg harddisk with a GVP AT286 hardware emulator,
  processor 68010, 512kb chip intern, 512kb chipmemexpansion trapdoor.

  I have stripped all the add-ons, Harddisk, AT286, 68010, fast-ram
  512 kb chipram-extension, etc., doesn't help. I have started WB 
2.04 from floppy disk, no harddisk and still it doesn't work.
  I've put the Kickstart 1.3 ROM back and started WB 1.3. Guess 
  what:it also happens! (No add-ons at all)

Conclusion: something is wrong with the hardware.

As you can see, the experiments contradict each other. It can't be 
the hardware, it can't be the software. Is it me? (It isn't me, when 
someone else operates the computer it also happens :<<<  )


My only conlusion from these conclusions can be:

A virus
B corrupt memory

(B can't be true because I've run a mem-checker three times.)

Has anybody had the same problem?, knows what it could be, has a 
suggestion where to look at?

If you know something or have an further question please mail or post,
I'm really getting sick of this.
Remember: All the software works, except Workbench Icons, On 2.1 2.04 
and 1.3. 


Fred van Dijk

----------------------------____
fred@utelscin.el.utwente.nl     _____
f.vandijk@student.utwente.nl         -----
------------------------------------------------

From amos-request@svcs1.digex.net Wed Feb 15 08:55:56 1995
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From: Kimmo Veijalainen <Kimmo.Veijalainen@lut.fi>
Message-Id: <199502150024.CAA12681@cc.lut.fi>
Subject: easylife
To: amos-list@access.digex.net
Date: Wed, 15 Feb 1995 02:24:35 +0200 (EET)
X-Mailer: ELM [version 2.4 PL23]
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Status: RO
X-Status: 

I can't login to gate.net ! 
some1 please upload this extension to aminet...-


From amos-request@svcs1.digex.net Wed Feb 15 11:35:34 1995
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From: Jurgen Valks <J.VALKS@hsbos.nl>
Organization:  Hogeschool 's-Hertogenbosch
To: amos-list@access.digex.net
Date:          Wed, 15 Feb 1995 08:33:27 GMT-1DFT
Subject:       Calling Libs...
X-Pmrqc:       1
Priority: normal
X-Mailer:     Pegasus Mail v3.1 (R1a)
Message-Id: <1488FD297E@ms2.hsbos.nl>
Status: RO
X-Status: 

Hi all,

Has somebody some experience with calling libraries, like ASL?? The
problem is that the computer crashed when we try to call a function
in a library. We are using Lib Open etc..

Please give me some information....


Greetings from,

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\  Jurgen Valks  email: j.valks@hsbos.nl                   /
/  Blitz User Group Nederland (BUG N.L.)                   \
\  Kerkeind 8a, 5293 AB, Gemonde (NB), The Netherlands     /
/  Phone +31 4105-12466, +31 73-295341                     \
\                                                          /
/  Member of: SToopID (demo coder)                         \
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

From amos-request@svcs1.digex.net Wed Feb 15 14:41:06 1995
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To: amos-list@access.digex.net
Cc: ph@doc.ic.ac.uk
Subject: Re: Easylife Extension.
In-Reply-To: Your message of "Tue, 14 Feb 1995 16:35:22 +0100." <9502141535.AA04442@pianeta>
X-Mailer: Oingo Boingo Mailer
Date: Wed, 15 Feb 1995 10:01:54 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Message-Id: <"fulmar.doc.211:15.01.95.10.02.05"@doc.ic.ac.uk>
Status: RO
X-Status: 

> Hi all.
> Finally, yesterday i got EasyLife extension 108. It's really great (i had also Easylife14b 
> but this is greater..). The only problem is that Amos and Amos Pro don't have a command
> to get arguments of a CLI running program and so i think that Easylife is a good extension
> which this command can be included. Hey Paul! Have you got any idea about this?

I think what you are looking for is the AMOS/AMOSPro command "Command Line$"
which contains the CLI command line arguments of a compiled AMOS program,
and can be set to the arguments you want to give another AMOS program that
you Prun.



+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Wed Feb 15 19:51:40 1995
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Date: Wed, 15 Feb 1995 07:25:05 -0800 (PST)
From: Greg Cox <gcox@cts.com>
To: amos-list@access.digex.net
Subject: ppACCESSORY v1.1 UPDATE !
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!! UPDATE !!
~~~~~~~~~~~~
I have almost completed the next update to my ppAccessories program which 
is on Aminet (dev/amos). This version has undergone a total re-write. 
This version does not support XPK, but I do intend to add it some time in 
the near future. However I have made major changes to this program as 
listed here:

- No longer two seperate accessory programs. NOW has it's own graphic 
  interface which makes it alot more user friendly. Just point and click !
- No longer requires the CRUNCH and DECRUNCH commands, but does require the
  powerpacker.library (v35) in your LIBS: folder.
- Documentation is now gonna be in AmigaGuide format.

I should have this program ready within the next week or so, but hopefully
sooner. Look for it on Aminet (dev/amos) under the name: ppACC11.lha

Greg
gcox@ctsnet.cts.com



From amos-request@svcs1.digex.net Wed Feb 15 19:05:46 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Wed, 15 Feb 1995 15:28:25 
Subject:       Two Tips...
Priority: normal
X-Mailer:     Pegasus Mail v3.1 (R1)
Message-Id: <7D921D1771A@ekefe.gel.ariadne-t.gr>
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Status: RO
X-Status: 

    When you want to copy two arrays use the following:
    
        Dim a(n),b(n)
        Copy Varptr(a(0)),Varptr(a(0))+n*4 to varptr(b(0))
        
        Try it.It's ultra fast.Try to compare it with:
        For x=1 to n
            b(x)=a(x)
        Next
        
        When you want to initialize an array just use:
            Fill varptr(a(0)) to varptr(a(0))+n*4,0 ; fill it with 0
       
        You will notice the difference!
        
        Also deek(varptr(a(0))-4) gives N!
                                            Gregory.

From amos-request@svcs1.digex.net Wed Feb 15 20:42:28 1995
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To: amos-list@access.digex.net
Reply-To: CRSO.Amos@canrem.com
Sender: CRSO.Amos@canrem.com
Subject: Re: AmBk
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.1746.6587.0C1D0215@canrem.com>
Date: Wed, 15 Feb 1995 10:30:00 -0500
Organization: CRS Online  (Toronto, Ontario)
Status: RO
X-Status: 

No, AmBk is not a bank, it's a command file of some sort.  That is the problem.
 I have all the sprite, picture and sound banks and all the code, but every
program calls AmBk which the bozo who made the gaame neglected to put on the
disks.

Well met and godspeed,
                      Giark

From amos-request@svcs1.digex.net Fri Feb 17 02:22:58 1995
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Date: Wed, 15 Feb 1995 19:36:30 +1300 (NZDT)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: Ludwig <pl@soton.ac.uk>
Cc: Paul Hickman <ph@doc.ic.ac.uk>, amos-list@access.digex.net
Subject: Re: Easylife Plug & Answers to recent questions
In-Reply-To: <199502131414.OAA15145@oak.soton.ac.uk>
Message-Id: <Pine.SUN.3.91.950215193436.2554B-100000@earthlight.co.nz>
Mime-Version: 1.0
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Status: RO
X-Status: 

Hey Ludwig,

> Does anyone know where i can get the latest version on the D-Sam
> library and documentation? I'm having problems compiling programs with
> D-Sam commands.

I've seen a version of this D-Sam thing on a local BBS I can uuencode it 
and mail it if you like?

Ben  

From amos-request@svcs1.digex.net Fri Feb 17 05:35:51 1995
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Date: Wed, 15 Feb 1995 09:56:13 +0100 (MET)
From: Marco Beretta <mberetta@varano.ing.unico.it>
Subject: Turbo Extension saga....
To: amos-list <amos-list@access.digex.net>
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Sorry to bother you another time...

To all those who wanted turbo extension... I have it but is is INCOMPLETE 
due the fact that the version on the net is corrupted.
I have it directly uuencoded by the ftpmail server. I have uudecoded it 
and tested... but there are some errors in the lha files.

However the test shows that the core of the extension (the binary code) 
is intact. At least the AmosPro version of the turbo extension.

The process of dearchiving suddenly stops half way from the beginning 
while dearchiving the Demos.... so no docs!

If you are interested I will send you the code today and then I will go 
home and search the docs.

However... the package is not complete. 

Sorry. I think Amos the Creator owners will be disappointed. Sorry again.

M&F

From amos-request@svcs1.digex.net Thu Feb 16 13:33:17 1995
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          id <22765-0@fulmar.doc.ic.ac.uk>; Thu, 16 Feb 1995 09:38:37 +0000
To: amos-list@access.digex.net
Subject: Re: Two Tips...
In-Reply-To: Your message of "Wed, 15 Feb 1995 15:28:25." <7D921D1771A@ekefe.gel.ariadne-t.gr>
X-Mailer: Oingo Boingo Mailer
Date: Thu, 16 Feb 1995 09:38:34 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Message-Id: <"fulmar.doc.767:16.01.95.09.38.39"@doc.ic.ac.uk>
Status: RO
X-Status: 

>     When you want to copy two arrays use the following:
>     
>         Dim a(n),b(n)
>         Copy Varptr(a(0)),Varptr(a(0))+n*4 to varptr(b(0))
>         
>         Try it.It's ultra fast.Try to compare it with:
>         For x=1 to n
>             b(x)=a(x)
>         Next
>         
>         When you want to initialize an array just use:
>             Fill varptr(a(0)) to varptr(a(0))+n*4,0 ; fill it with 0
>        
>         You will notice the difference!
>         
>         Also deek(varptr(a(0))-4) gives N!
>                                             Gregory.

However, don't do this if your arrays contain more than 65535 elements in
total, as then AMOS doesn't always store them in continous memory addresses.

Also, you might have trouble doing this with string arrays, as AMOS will lose
pointers to its strings, or gain duplicate pointers it doesn't know about.


+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Thu Feb 16 14:07:21 1995
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Date: Thu, 16 Feb 1995 10:20:18 GMT
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From: Nick Waterman <nick@cimio.co.uk>
Subject: Re: Amos/Game Programmers - I need help!
In-Reply-To: <9502160404.AA02869@cimio.co.uk>; from "Joost Brugman" at Feb 15,
              95 12:43 pm
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Status: RO
X-Status: 

Joost Brugman spake thus:
> > Peter Custerson spake thus:
> > > Could somebody please explain the theory of 4 way scrolling maps
> > > to me.
> > Nick Waterman added:
> > Note! This trick only works HORIZONTALLY! You can scroll off the right
> > and "sort of" back on the left, but you absolutely CANNOT do the same
> > off the top or bottom... You *WILL* need twice the height.
> >
> > and off on a skiing holiday soonish, so don't be surprised if I take
>
> I've done antoher way once wich took (for low-res) just one screen, 16
> additional lines (as the screen was built of 16x16 bricks) and 40 extra
> bytes at the end:
[ blah blah ]
> * Vertical scrolling *
>
> Vertical scrolling can be achieved by placing the screen on a 'roll' by
> linking the lower and upper screenline together:
[ blah blah ]
> Basicly, moving down means incrementing the screen pointer by sizeof(line)
> and moving up means decrementing the pointer. Using the copper you can place
> the upper part of the screen below the lower part in a raster-split.
> Ofcourse, you need 16 extra lines below of your screen for built-buffering.

This guy was talking about AMOS though. Is it possible to do this trick
in AMOS? You can certainly place 2 copies of the screen above each
other, but I think there's an annoying blank line left between them. In
Assembly, or even C, I'd agree with you, but AMOS... hmmmmmm...

> By the way, Nick... Have fun on vacation...

I hope to! I'm off in just over a week's time, skiing. Never been skiing
before - should be a laugh!


  Nick Waterman - inet nick@cimio.co.uk - ax25 G7RZQ @ GB7DEO.#32.GBR.EU
"Go to Red Alert!"... "Sir, are you sure? It DOES mean changing the bulb!"
      None of the opinions above belong to anybody at all, probably.



From amos-request@svcs1.digex.net Thu Feb 16 16:09:25 1995
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Date: Thu, 16 Feb 1995 10:26:00 +0000 (GMT)
From: David Hollway <dmh11@tmphost.york.ac.uk>
X-Sender: dmh11@tower.york.ac.uk
To: Fred van Dijk <FRED@utelscin.el.utwente.nl>
Cc: amos-list@access.digex.net
Subject: Re: HELP, GAP (General Amiga Problem.......)
In-Reply-To: <23C706323E@utelscin.el.utwente.nl>
Message-Id: <Pine.SGI.3.91.950216095902.28996B-100000@tower.york.ac.uk>
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On Tue, 14 Feb 1995, FRED wrote:

> I've really got a very BIG problem. I've posted this message to 
>...
> Two days ago my Workbench locked up when I activated an icon. The 
> mouse won't move anymore, the computer doesn't respond to the 
> keyboard, etc.
>...
> Describing the problem exactly:
> I double-click on icons, i.e. a disk icon or a drawer icon and after 
> a few icon-clicking-actions 0<x<20 (if I'm lucky) nothing happens 
> anymore.
[snip]

OK, from your description I think it could be either:

1) a damaged CIA chip (CIA-A or CIA-B)
2) a virus

Try running Virus_Checker v6.51 over the system.. see if it picks up 
anything nasty. Failing that, try replacing one or both CIA chip(s).

> * My configuration is:
>   A500 rev 5. Kickstart 2.04. Workbench 2.1 1 meg CHIP, 2 meg FAST
>   GVP A500HD8 52 meg harddisk with a GVP AT286 hardware emulator,
>   processor 68010, 512kb chip intern, 512kb chipmemexpansion trapdoor.

Could be a power-overload problem?
>   I have stripped all the add-ons, Harddisk, AT286, 68010, fast-ram
>   512 kb chipram-extension, etc., doesn't help. I have started WB 
> 2.04 from floppy disk, no harddisk and still it doesn't work.
>   I've put the Kickstart 1.3 ROM back and started WB 1.3. Guess 
>   what:it also happens! (No add-ons at all)

I still think it could be a problem with CIA/A or CIA/B. Maybe one of 
your expansions shorted the CIA chips?
 Are you still using the standard A500 Power-Supply? It could be that all 
this extra stuff you've got overloaded the PSU, and shorted the CIAs?

> Conclusion: something is wrong with the hardware.
If it isn't a virus, I'd agree with this.

> As you can see, the experiments contradict each other. It can't be 
> the hardware, it can't be the software. Is it me? (It isn't me, when 
  ^^^^ well, the CIA chips are about the only part of your system you 
haven't replaced :-)
> someone else operates the computer it also happens :<<<  ) > 

> B corrupt memory
That's another alternative.
> (B can't be true because I've run a mem-checker three times.)
Unless it's an intermittent connection fault on a memory-board, for 
example a "dry joint" at a solder point.

> Has anybody had the same problem?, knows what it could be, has a 
> suggestion where to look at?
> 
I hope this helps you!

regards,
 David Hollway.

-----------------------------------------------------------------------------
David Hollway (dmh11@tower.york.ac.uk)   |   //Amiga 4000-040-SCSI-CDROM-PII-
Dept. of Computer Science, University of | \X/840MB "Amiga - Why Compromise?"
York, York YO1 5DD, ENGLAND.             | In Basel, Switzerland until 06/95
WWW Home: http://www.york.ac.uk/~dmh11/  | Tel: (010) (+41) 61 6975460
-----------------------------------------------------------------------------


From amos-request@svcs1.digex.net Thu Feb 16 14:27:04 1995
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To: amos-list@access.digex.net
Subject:  FTP SITE
Status: RO
X-Status: 

Is there a FTP site for amos source (Apart from Aminet)?
I need to get my hands on 4 & 8 way scrolling routines, as mine
is failing baddly!  If anybody here has some routines that they
would not mind letting me have a look at could they mail em to
me.  Thanks to Nick Waterman and M&F for there help so far, I
used there routine ideas, but my code is slow.

From amos-request@svcs1.digex.net Thu Feb 16 18:14:30 1995
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Subject: Protection?
To: amos-list@access.digex.net
Date: Thu, 16 Feb 1995 16:59:57 +0000 (GMT)
From: "Ludwig" <pl@soton.ac.uk>
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Is there anyway to and a non-dos boot block to a disk, which will run an
executable file on the disk? I just want to make my amos games non-dos
disks (partly so i can DMS em on to aminet!)


Lud.

-- 
(*-*-*-*-*-*-*- Email: pl@soton.ac.uk -*-*-*-*-*-*-*)
(*-    "If you want to Immortalise - Digitise"    -*)
(*-                   -Apollo 440                 -*)
(*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*)    
  

From amos-request@svcs1.digex.net Fri Feb 17 05:42:01 1995
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Date: Thu, 16 Feb 1995 20:43:02 -0700 (MST)
From: Dave May <may_d@cc.dixie.edu>
To: Ludwig <pl@soton.ac.uk>
Cc: amos-list@access.digex.net
Subject: Re: Protection?
In-Reply-To: <199502161659.QAA19148@oak.soton.ac.uk>
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On Thu, 16 Feb 1995, Ludwig wrote:

> Is there anyway to and a non-dos boot block to a disk, which will run an
> executable file on the disk? I just want to make my amos games non-dos
> disks (partly so i can DMS em on to aminet!)
> 
I believe the Aminet doesn't welcome .DMS files, only .LHA - and most 
users nowadays don't welcome non-dos disks either.

I have an Amiga 4000.  Many good games turn up on non-dos disks, and I 
can't install these on my hard drive.  Guaranteed I will return them or 
junk them or find someone who hacked away on it enough to make it 
HD-installable.  Part of the reason the Amiga has failed a lot lately in 
the games category has 
been due to the ignorance of large game developers in this respect.  

I will not play your game if it won't install on my hard drive.  I 
program in AMOS (look for /game/2play/airTaxi.lha on the Aminet) and my 
games will always be HD-installable (though it seems not always 
system-friendly).

In short, you can still protect your work before storing it in an .LHA 
archive.  I assume you want to use a non-dos disk to protect your work, 
but users will not be so accepting of your game unless it installs.

You should ask on the amos-list for ways to protect your work, rather 
than insulting other Amiga users.

---

One last thing:  large game developers use non-dos disks and other disk 
corruption schemes to protect against illegal duplication and to protect 
their work.  I can guarantee to you that the hundreds of groups of 
software pirates in the Amiga community will only be slightly delayed in 
altering commercial software to be more easily distributed when these 
techniques are used.  And this usually happens before the game is even 
released to the masses.

Does anyone else share these views?

> 
> Lud.
> 
> -- 
> (*-*-*-*-*-*-*- Email: pl@soton.ac.uk -*-*-*-*-*-*-*)
> (*-    "If you want to Immortalise - Digitise"    -*)
> (*-                   -Apollo 440                 -*)
> (*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*)    
>   
> 

From amos-request@svcs1.digex.net Fri Feb 17 08:07:19 1995
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Date: Fri, 17 Feb 95 04:20:23 GMT
From: Max Monahan <mxm@bom.gov.au>
Message-Id: <9502170420.AA24196@aviation1.ho.bom.gov.au>
To: amos-list@access.digex.net
Subject: car racing games,inertia,collisions,etc...
Cc: M.Monahan@bom.gov.au
Status: RO
X-Status: 

Firstly, thanks to the people that helped me with my query a while back 
on moving a car around the screen with a better feel (of inertia) to it.
It was suggested that I read the Inertia tutorial which I promptly did.
I also found an example program of a Lunar Lander style code.

I have since got it feeling reasonably good  with sliding around corners,
acceleration, etc. and introduced gears, and 2 cars controlled by 2 joysticks. 
I tried out some of the recent suggestions on car collisions of just simply
transferring the speed of one car to the other and adding in some friction.
When the cars collide a boom sound is played and they reflect off each 
other and I turned it into a sort of "smash-up-derby" where you start with
5 lives, each life consisting of a certain amount of damage. Once one player
has lost all his lives the other is declared the winner. The graphics are
pretty crude and there is just a still background.

  Now I want the cars to have some interaction with the background. I would 
like to have a track, or perhaps just some obstacles to avoid which would
cause damage also. What is the best way of going about achieving collision
detection with the background and with various objects around the track.
e.g. a grandstand or fence or an oil slick.
   The cars are currently bobs but there is probably no reason why they 
cannot be sprites. 
   Should I just draw the background in a certain colour range and check
for collision with certain colours( I think this method was used in the
space ship shoot em up game which came with AMOS,-its name escapes me)
or create the background using bobs and use bob collision techniques.
   Any suggestions?

Also there is a small amount of flicker which I would like to get rid of.
Any suggestions on removing that. i.e. Should I be using autoback 0 with 
the bob update off and bob clear,bob draw techniques?  I had a go at it
but couldn't get it working. Any suggestions on that one also would be
appreciated.

-thanks in advance
Max 

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From: naimoli@cli.di.unipi.it
Message-Id: <9502171022.AA04001@helen.cli.di.unipi.it>
Subject: Menus&Buttons
To: amos-list@access.digex.net (amos list)
Date: Fri, 17 Feb 1995 11:22:46 +0100 (MET)
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	I need a(n assembly) routine to let menus stay on screen until RMB is pressed, I mean: u press RMB and menus appear, but I need they stay even if u leave the button, to work u should press the button again.

	Also Id like to know what kind of problems a menu can cause: if I have animations, will they go? (either by Anim or within Amal... etc.) Have u find problems with music or other "background tasks"?

					Thankx in advance!

			Andy - naimoli@cli.di.unipi.it

From amos-request@svcs1.digex.net Fri Feb 17 12:27:13 1995
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To: Fred van Dijk <FRED@utelscin.el.utwente.nl>
From: gravis@euronet.nl (Charlo_Cobben)
Subject: Re: HELP, GAP  (General Amiga Problem.......)
Cc: amos-list@access.digex.net
X-Mailer: <PC Eudora Version 1.4>
Status: RO
X-Status: 

>I've really got a very BIG problem. I've posted this message to 
>newsnet too, but I'm desperate so I hope you don't mind this mail and 
>will have some time to take a look at this too.

{SKIPPED PART}


Ha Fred,

I'm also dutch, but I'll better write in English, so we don't get any
"fan"mail...

The problem you have, as others already mentioned, has to do with your CIA
8520.
If you'r a bit technical you can open up your Amiga (gentle) and exchane the 
two 8520. 
My guess will be that you can't print anymore, your Parallel port will be 
disfunctional,
but your workbench will work just fine. If not, then it can also be that 
both your 8520
are gone. In any case, get two new 8520 and replace them both at the same 
time, otherwise
you will just loose them again after a while.

A three-five years ago, those chips cost about Fl 50,= a piece, so you'll 
have an idea about 
the price..

Ik hoop dat je hier voldoende aan hebt, anders moet je me het maar even 
laten weten, misschien
kan ik nog iets voor je doen..


Charlo Cobben
>
>
>Fred van Dijk
>
>----------------------------____
>fred@utelscin.el.utwente.nl     _____
>f.vandijk@student.utwente.nl         -----
>------------------------------------------------
>
>



----------------------------------------------------------------------------
----------------------
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Date: Fri, 17 Feb 1995 10:44:39 +0000
From: ryan nicholas d <91211448@brookes.ac.uk>
Message-Id: <9502171044.AA13892@csmail>
To: amos-list@access.digex.net
Subject: Re: Protection? (Forward) (Forward)
Content-Length: 1751
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[Blah-blah]
 
>I have an Amiga 4000.  Many good games turn up on non-dos disks, and I
>can't install these on my hard drive.  Guaranteed I will return them or
>junk them or find someone who hacked away on it enough to make it
>HD-installable.  Part of the reason the Amiga has failed a lot lately in
>the games category has
>been due to the ignorance of large game developers in this respect.
>
>I will not play your game if it won't install on my hard drive.  I
>program in AMOS (look for /game/2play/airTaxi.lha on the Aminet) and my
>games will always be HD-installable (though it seems not always
>system-friendly).
>
>In short, you can still protect your work before storing it in an .LHA
>archive.  I assume you want to use a non-dos disk to protect your work,
>but users will not be so accepting of your game unless it installs.
>
>You should ask on the amos-list for ways to protect your work, rather
>than insulting other Amiga users.
>
>---
>
>One last thing:  large game developers use non-dos disks and other disk
>corruption schemes to protect against illegal duplication and to protect
>their work.  I can guarantee to you that the hundreds of groups of
>software pirates in the Amiga community will only be slightly delayed in
>altering commercial software to be more easily distributed when these
>techniques are used.  And this usually happens before the game is even
>released to the masses.
>
>Does anyone else share these views?
 
 
Yep, Spot on, but programs that also annoy me enough to remove them from my HD
are those that don't let me QUIT back to Workbench or whatever without
rebooting. Unfortunately many Amos programs suffer from this problem.
 
 
Nick (91211448@Brookes.Ac.Uk)
 
 
 
(Mail Server Knackered AGAIN)
 
 
 
 

From amos-request@svcs1.digex.net Fri Feb 17 12:57:31 1995
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To: amos-list@access.digex.net
Cc: ph@doc.ic.ac.uk
Subject: Re: Protection?
In-Reply-To: Your message of "Thu, 16 Feb 1995 16:59:57 GMT." <199502161659.QAA19148@oak.soton.ac.uk>
X-Mailer: Oingo Boingo Mailer
Date: Fri, 17 Feb 1995 10:45:15 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Message-Id: <"fulmar.doc.004:17.01.95.10.45.27"@doc.ic.ac.uk>
Status: RO
X-Status: 

> Is there anyway to and a non-dos boot block to a disk, which will run an
> executable file on the disk? I just want to make my amos games non-dos
> disks (partly so i can DMS em on to aminet!)
> 

Is this so you can annoy the hell out of anyone with a harddrive? The only
reason for using non-dos disks is for copy protection, and that usually
fails anyway. 

You can DMS dos disks anyway.



+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Fri Feb 17 13:34:27 1995
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Message-Id: <199502171002.KAA28309@willow.soton.ac.uk>
Subject: Re: Protection?
To: may_d@cc.dixie.edu (Dave May)
Date: Fri, 17 Feb 1995 10:02:28 +0000 (GMT)
From: "Ludwig" <pl@soton.ac.uk>
Cc: amos-list@access.digex.net
In-Reply-To: <Pine.ULT.3.90.950216202325.20680B-100000@cc.dixie.edu> from "Dave May" at Feb 16, 95 08:43:02 pm
X-Mailer: ELM [version 2.4 PL23]
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> On Thu, 16 Feb 1995, Ludwig wrote:
> 
> > Is there anyway to and a non-dos boot block to a disk, which will run an
> > executable file on the disk? I just want to make my amos games non-dos
> > disks (partly so i can DMS em on to aminet!)
> > 
> I believe the Aminet doesn't welcome .DMS files, only .LHA - and most 
> users nowadays don't welcome non-dos disks either.

Yes it does. Aminet DOES welcome DMS files ONLY if the disk has a
non-dos Bootblock. However, there does seem to be quite a few .DMS
uploads that have normal Dos disks..but lets not get into that..
> 
> I have an Amiga 4000.  Many good games turn up on non-dos disks, and I 
> can't install these on my hard drive.  Guaranteed I will return them or 
> junk them or find someone who hacked away on it enough to make it 
> HD-installable.  Part of the reason the Amiga has failed a lot lately in 
> the games category has 
> been due to the ignorance of large game developers in this respect.  
> 

Lately? In the past year yes, but a hell of alot of games are becoming HD
installable, or have patches..everything from T17, Mortal Kombat II,
everything from Microprose and Ocean.

> I will not play your game if it won't install on my hard drive.  

Did I ever say it wouldnt? 

>I program in AMOS (look for /game/2play/airTaxi.lha on the Aminet) and my 
> games will always be HD-installable (though it seems not always 
> system-friendly).
> 
> In short, you can still protect your work before storing it in an .LHA 
> archive.  I assume you want to use a non-dos disk to protect your work, 
> but users will not be so accepting of your game unless it installs.
> 
> You should ask on the amos-list for ways to protect your work, rather 
> than insulting other Amiga users.
 
Yes, ok Good point. "IS tehre any other way to protect the work?".
Insulting other Amiga Users? Getoutahere..

> 
> One last thing:  large game developers use non-dos disks and other disk 
> corruption schemes to protect against illegal duplication and to protect 
> their work.  I can guarantee to you that the hundreds of groups of 
> software pirates in the Amiga community will only be slightly delayed in 
> altering commercial software to be more easily distributed when these 
> techniques are used.  And this usually happens before the game is even 
> released to the masses.

Right, lets get this straight. The reasons i asked for the "protection"
were simple. 

1) So i can upload the disks as, well disks. It's a bit of pain getting
an LHA archive, decrompressing it to floppy and finding libraries etc
missing, having to rename disks etc. DMS is quicker and easier for
Multi-disk software. As my game is currently residing on Four disks, id
rather use DMS. But thats just my preference.

2) It would protect the sound, gfx etc. Yes, i know you can get rippers
and bits and pieces to grab the Gfx and samples, and if you can be
bothered to spend time doing this, then I think thats fine. It doesnt
bother me. What does bother me is me relasing a game wich, say loads up
Iff Screens, which someone can quite easily load into D-Paint and mess a
round with the re-release as there own "version". 

> Does anyone else share these views?
> 

Yes. Sort Of. And calm down! Good grief, I only asked a simple question,
i didnt expect the Spainish Inquisition ("No One Expects the Spainish
Inquisition" - Everyone) about it. Lets face it, the Amiga today is a
two tier computer. You have the A500/600/unexpanded 1200 crew who are
happy playing there games from floppy, doing the odd bit of tracking on
med, Dpainting etc, and the Expanded A1200/4000 crew, who DEMAND
everything should be HD JUST COS THEY HAVE ONE. Everything should be AGA
and everything should use extra memory. If you only play games that are
HD installable, you are missing a lot of good games. Everything from
Core and Virgin, for a start. Right ive finished now. Apologies to all
the other Amos-Listers. I'll shut up now.

Ludwig (the Non-Amiga-Insulting-Hard-Drive-Owning A1200 Owner)


From amos-request@svcs1.digex.net Fri Feb 17 14:00:55 1995
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Date: Fri, 17 Feb 1995 06:10:28 -0500 (EST)
From: sfmcnally@BIX.com
Subject: Re: HELP, GAP (General Amiga Problem.......)
To: amos-list@access.digex.net
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Before doing anything major, try re-intalling first your "loadwb" command
from a floppy, and if that fails re-install your whole Workbench.
I've heard sometimes things can get corrupted.  (They get corrupted on a
weekly basis in a Mac)

Seumas @ Dark Unicorn Productions
(sfmcnally@bix.com)

From amos-request@svcs1.digex.net Fri Feb 17 14:08:57 1995
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Date: Fri, 17 Feb 1995 06:10:44 -0500 (EST)
From: sfmcnally@BIX.com
Subject: Re: Protection?
To: amos-list@access.digex.net
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Lud,

One question:  WHY?!?!?

I very rarely download DMS archives as they usually hide non-Hard Drive
installable things like you would be wanting to do.  DMS archives won't
get around the major online networks as fast as LHA ones, ESPECIALLY if they
are non-dos disks.

Putting a game in a NON-DOS disk AND a DMS archive is just plain stupid
in this day and age IMHO.

Seumas @ Dark Unicorn Productions
(sfmcnally@bix.com)

From amos-request@svcs1.digex.net Fri Feb 17 14:54:37 1995
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Date: Fri, 17 Feb 1995 12:25:03 +0100 (MET)
From: Vega <mberetta@varano.ing.unico.it>
Subject: Turbo Extension
To: amos-list <amos-list@access.digex.net>
In-Reply-To: <Pine.HPP.3.91.950214142033.28105A-100000@nyquist.ee.ualberta.ca>
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Rumble... Rumle... TADA!!!!

Surprise surprise... guess what?
I HAVE THE COMPLETE TURBO EXTENSION ARCHIVE!!!!!

Yes, i have found it on a old disk at the bottom of a 100 disk stack!
The archive was decrunched, but I have recrunched it with LHA. 
I hope I didn't delete anything when I decrunched it month ago.
If so, well, apologies, but you'll never obtain it!

If something has been deleted are the little README files which always
come with LHA archive and the Germany docs (if they existed) as this
is a standard routine for me when I decrunch things on my little HD.

So people, here the archive to all those who have asked for it.

I will send it to someone to be uploaded to gate.net.

However here some hints for AMOS:

- Always use XPK compressor to crunch your code. It is reduced even to
1/5 with the fast NUKE and a little more with the slow(est) Shrink.

- Don't bother about making backups before compressing the code. XPK
is very reliable. Use XDrop if you are searching a easy to use compressor.

- Use xData to automatically decompress the code when loaded.
  Xdata can be used also for other programs and is very powerfull.

- Install Easylife extension! It is VERY VERY POWERFULL and helps you
spending less time building complex routines as it has many new
commands (and direct support for XPK and PowerPacker).

- As you can see I am a Crunch maniac (nothing to do with Crunchmania though!).
I love spare space on my little HD. I have compressed all my executables
(commands and library included) and this allows me to store near twice
the amounts of data my HD would allow me. I never had problems with
packed programs. On a floppy based system a good packer as XPK can be
VERY VERY useful! My old WB floppy contains near 1.6 MB of uncrunched data!
And that was possible with NUKE, RAKE, SHRI and all the good
compressors XPK offers you.

There is not mean you should not use XPK. It is completely safe!
But not use XFH. It is very complex to install and if you make a
mistake ... zzzack! You'll your drawer! (Just try to compress a XPK
file twice!). I think its better to use XData together with XDrop.
So you can decide what to compress and what to leave unchanged every time.


End of suggestion.

This is more intended to new Amiga users and AMOS programmers which
could be in trouble with lots of disks full of their programs...
This way they can spare space but be able to read the compressed
programs when needed.

M&F

From amos-request@svcs1.digex.net Fri Feb 17 16:54:37 1995
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From: MenTaT - !Productions <mentat@sefl.satelnet.org>
Message-Id: <199502171526.KAA03026@sefl.satelnet.org>
Subject: Re: Protection?
To: may_d@cc.dixie.edu (Dave May)
Date: Fri, 17 Feb 1995 10:15:57 -0500 (EST)
Cc: pl@soton.ac.uk, amos-list@access.digex.net
In-Reply-To: <Pine.ULT.3.90.950216202325.20680B-100000@cc.dixie.edu> from "Dave May" at Feb 16, 95 08:43:02 pm
Content-Type: text
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> One last thing:  large game developers use non-dos disks and other disk 
> corruption schemes to protect against illegal duplication and to protect 
> their work.  I can guarantee to you that the hundreds of groups of 
> software pirates in the Amiga community will only be slightly delayed in 
> altering commercial software to be more easily distributed when these 
> techniques are used.  And this usually happens before the game is even 
> released to the masses.
> 
> Does anyone else share these views?

Yup.  What one person can create, another can break.  No protection is 
100%, and most games are cracked within hours of being released.  
Software houses need to realise this and stop attempting to protect the 
games, as all it does is serve to frustrate legitimate users of their 
products.  (I HATE manual protection and codewheels especially.  They're 
easy to defeat (have programmers not heard of photocopiers?) and are just 
annoying as hell!)

And re: DMS, we've been having a heated debate about it on alt.sys.amiga.
demos, and have decided that anyone who uses NDOS disks and DMS should be 
shot, especially since the idiotic PanCom software released a not- 
entirely-compatible-with-1.11 version.  Trackloaders are for lamers.

(As we speak I'm working on a registration-key routine so that if someone 
DOES copy your program you can tell where the copy originated.  I'll 
stick it on Aminet as soon as it's done.)

--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."


From amos-request@svcs1.digex.net Fri Feb 17 16:43:14 1995
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Date: Fri, 17 Feb 1995 08:18:36 -0700 (MST)
From: Dave May <may_d@cc.dixie.edu>
To: Ludwig <pl@soton.ac.uk>
Cc: amos-list@access.digex.net
Subject: Re: Protection?
In-Reply-To: <199502171002.KAA28309@willow.soton.ac.uk>
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If your non-dos disk will install on my hard drive (strange), I would 
have no problem with it!  I know a couple of games that do this.

By the way, the Mortal Kombat II patch for HD installation was created by 
software PIRATES.  Acclaim picked the wrong developers (Probe I think) to 
reproduce their MK series.  There is no AGA version, and I doubt there 
will ever be.  It does not install on a hard drive without the patch, and 
those without internet access will have difficulty getting it.  It takes 
forever to load from floppy.  And the game SUCKS on the Amiga.

I have a framegrabber, and I have dabbled with digitizing myself, 
and have come up with some pretty keen demos.  I want to make a game
soon to prove that a good fighting game can be accomplished on the Amiga.

And I'll make the AGA version first :)

Nothing compares to Prince of Persia fights.  They are simple, and in a 
different type of environment, but fluid and realistic.

What do you think of MKI/II?

*
Cardinal!?  Beat him with the soft cushion!  Put him in the comfy chair!
*

Dave May

From amos-request@svcs1.digex.net Fri Feb 17 17:38:36 1995
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Message-Id: <199502171542.KAA03808@sefl.satelnet.org>
Subject: Re: car racing games,inertia,collisions,etc...
To: mxm@bom.gov.au (Max Monahan)
Date: Fri, 17 Feb 1995 10:32:30 -0500 (EST)
Cc: amos-list@access.digex.net, M.Monahan@bom.gov.au
In-Reply-To: <9502170420.AA24196@aviation1.ho.bom.gov.au> from "Max Monahan" at Feb 17, 95 04:20:23 am
Content-Type: text
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>    Should I just draw the background in a certain colour range and check
> for collision with certain colours( I think this method was used in the
> space ship shoot em up game which came with AMOS,-its name escapes me)
> or create the background using bobs and use bob collision techniques.
>    Any suggestions?

I suggest that you use bobs for things like oil slicks etc., and checking 
colours for detecting when the car is off the track.

> Also there is a small amount of flicker which I would like to get rid of.
> Any suggestions on removing that. i.e. Should I be using autoback 0 with 
> the bob update off and bob clear,bob draw techniques?  I had a go at it
> but couldn't get it working. Any suggestions on that one also would be
> appreciated.

I ALWAYS use Autoback 0 and Bob Clear/Draw...  Here's how it goes.

Screen Open 0,320,200,8,Lowres
Curs Off : Flash Off : Paper 0
Cls : Double Buffer : Autoback 0 : Bob Update Off
'
' Main Loop
'
Do

  Bob Clear
  '
  ' Move your Bobs and do all the other stuff here.
  '
  Bob Draw
  Screen Swap
  Wait Vbl

Loop



--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."


From amos-request@svcs1.digex.net Fri Feb 17 20:22:28 1995
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To: amos-list@access.digex.net
Subject: Extension Slot Numbers?
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Can somebody mail me a list of extension slot numbers please....
(I know Intuition is 14).....this is for AMOSPro by the way.

Thanks
JOE

From amos-request@svcs1.digex.net Fri Feb 17 19:49:39 1995
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From: Kimmo Veijalainen <Kimmo.Veijalainen@lut.fi>
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Subject: Extensionzen
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I made a little amigaguide help system for AmosPro.

But it uses LDos, MakeLib and EasyLife extensions.

If I distribute it as compiled .AMOS-program,
does the amos the accessory is used with need these extensions installed? 
Or is the needed code in the extensions  included in the compiled .AMOS 
program?

-----
Another question: is there a fast way to do a case-insensitive forward 
Hunt()?

-----
I have now used the help accessory for some days.
Works fine, is fast, accepts multiple .guide files, is very small and 
works better than the AmosPro 2.0 help program (you can press HELP even 
if cursor is in the middle of a command/function name and it will find 
the amigaguide node). I call the program "MultiHelp" and it should be on 
aminet soon.


From amos-request@svcs1.digex.net Fri Feb 17 19:49:12 1995
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Date: Fri, 17 Feb 1995 18:02:20 +0000
From: ryan nicholas d <91211448@brookes.ac.uk>
Message-Id: <9502171802.AA05196@csmail>
To: amos-list@access.digex.net
Subject: Menus&Buttons (Forward)
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>	I need a(n assembly) routine to let menus stay on screen until RMB is pressed,
>I mean: u press RMB and menus appear, but I need they stay even if u leave the
>utton, to work u should press the button again.
>
>	Also Id like to know what kind of problems a menu can cause: if I have animati
>ns, will they go? (either by Anim or within Amal... etc.) Have u find problems
>ith music or other "background tasks"?
>
>					Thankx in advance!
>
>			Andy - naimoli@cli.di.unipi.it
 
Hi,
 
  If I understand your problem correctly, you want a menu to drop down and
present a list of options, and for the main program to continue running
regardless of whether the RMB has been pressed again or not. Unless the Amos
menu system is OS/Magic-Menu (or other program) compliant, which it almost
certainly isn't, you will have to write your own routine to draw a box, border
it, list the options, and then check for mouse click within the "menu". This
isn't really very difficult, and you can periodically check from within the
main program for a menu action.
 
  However if what you want is for the main program to update the screen *under*
the menu bar, then life suddenly becomes very interesting indeed. (I'd
recommend redesigning the interface, it would take much less time to do, and
wouldn't slow the program down). Alternatively use windows, but these really
suck when used with AMAL.
 
  Nick
 
------------------------------------
"Lurk, Lurk, Lurk!" said the Lurker.
 
 
 

From amos-request@svcs1.digex.net Fri Feb 17 16:01:39 1995
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Date: Fri, 17 Feb 1995 14:46:08 PST
From: studass <bcollin@mpi.nl>
Subject: Re: Protection?
To: amos mailing list <amos-list@access.digex.net>
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On Thu, 16 Feb 1995 16:59:57 +0000 (GMT) Ludwig wrote:


> Is there anyway to and a non-dos boot block to a disk, which
> will run an executable file on the disk? I just want to make my
> amos games non-dos disks (partly so i can DMS em on to aminet!)
> 

I have something against DMS. Undoubtedly, it is very practical 
for floppy-only users (when they still existed, last century), 
but for me it means a lot of extra unnecessary work.

Branko Collin
bcollin@mpi.nl




From amos-request@svcs1.digex.net Fri Feb 17 16:13:57 1995
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Date: Fri, 17 Feb 1995 14:48:45 PST
From: studass <bcollin@mpi.nl>
Subject: Re: Protection?
To: amos mailing list <amos-list@access.digex.net>
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On Thu, 16 Feb 1995 16:59:57 +0000 (GMT) Ludwig wrote:

 
> Is there anyway to and a non-dos boot block to a disk, which
> will run an executable file on the disk? I just want to make my
> amos games non-dos disks (partly so i can DMS em on to aminet!)
> 

I meant to add I believe there is such software, somewhere on the 
Fish disks. Get a search utility (Aquarium, Kingfisher) to look 
for it.

Branko.



From amos-request@svcs1.digex.net Sat Feb 18 01:09:25 1995
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Date: Fri, 17 Feb 1995 15:58:28 -0700 (MST)
From: Mike Sikorsky <sikorsky@ee.ualberta.ca>
To: Max Monahan <mxm@bom.gov.au>
Cc: amos-list@access.digex.net, M.Monahan@bom.gov.au
Subject: Re: car racing games,inertia,collisions,etc...
In-Reply-To: <9502170420.AA24196@aviation1.ho.bom.gov.au>
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On Fri, 17 Feb 1995, Max Monahan wrote:

[...]
> 
>   Now I want the cars to have some interaction with the background. I would 
> like to have a track, or perhaps just some obstacles to avoid which would
> cause damage also. What is the best way of going about achieving collision
> detection with the background and with various objects around the track.
> e.g. a grandstand or fence or an oil slick.
>    The cars are currently bobs but there is probably no reason why they 
> cannot be sprites. 
>    Should I just draw the background in a certain colour range and check
> for collision with certain colours

   I don't think this is the "best" way...

> ( I think this method was used in the
> space ship shoot em up game which came with AMOS,-its name escapes me)
> or create the background using bobs and use bob collision techniques.
>    Any suggestions?

  WHat I would suggest is a Background collision lookup table... this also
  works especially well if you plan to render the course from a set of
  tile primitives.. 

  Basically you just look up the 'collision' status for whatever 'tile' the
  car is on... So you have to compute which tile your on by examing the
  game map... Example:

  Tiles:        Description         Collison Status            
         1 -> a piece of track           0  (ie. no collision status)
         2 -> grass                      0
         3 -> tree                       1  (ie. collision)

     Tiles are 16x16 pixels for example.

  Race Track Map:

      2222222222  --> This would give you a (160,96) race track 
   |  2222332222      (ie. grass on the side of the track with 3 trees)
   +  1111111111
   y  1111111111  Of course in your game you will need more tiles and
   |  2222222232  a bigger map but the idea is exactly the same.
   V  2222222222
       ---+x-->  
    
    You can compute at what (xm,ym) in the map (ie. map co-ordinates) your
    car is at from its pixel co-ordinates (xp,yp) using:

		xm = xp / (tile width) = xp / 16
                ym = yp / (tile height)= yp / 16
    
    Tile Under Car = Map(xm,ym)

    Now that you know what tile your on you just use it to look up the
    collision status...

    if Collsion(Map(xm,ym))=1
       ** collison **
    else
       ** no collisn **

    For speed you should make the 'divisions' in the pixel->map co-ordinate
    formulas either shifts or just pre-calculated.  Depdending on how
    you decide to implement the Game Map (ie. array/memory bank/etc..)
    you can do the same things.

    One other thing that could make it fast is caching current tile lookups
    but I have never bothered to do this... 

    In your case you would probably want to set up most of the screen as
    the race track so you would need a (320/16)x(192/16) or 20x19 tile
    map.
  
    I hope this helps... if you need any clarifications just ask.. me 
    english not good.

> 
> Also there is a small amount of flicker which I would like to get rid of.
> Any suggestions on removing that. i.e. Should I be using autoback 0 with 
> the bob update off and bob clear,bob draw techniques?  I had a go at it
> but couldn't get it working. Any suggestions on that one also would be
> appreciated.
> 

  I use this technique... but I can't check any code right now.. but
  basically you turn off automatic bob update then you must expiclity
  say when to update your bob's... 

	.
        .
        .
        Bob Update
        Screen Swap
        Wait Vbl
        .  
  
   							mike   
> -thanks in advance
> Max 
> 

From amos-request@svcs1.digex.net Sat Feb 18 00:12:54 1995
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From: Mike Sikorsky <sikorsky@ee.ualberta.ca>
Cc: amos-list@access.digex.net
Subject: Re: Protection?
In-Reply-To: <199502171002.KAA28309@willow.soton.ac.uk>
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On Fri, 17 Feb 1995, Ludwig wrote:

>   = Ludwig
DM> = Dave May

[..]
DM> I will not play your game if it won't install on my hard drive.  
> 
> Did I ever say it wouldnt? 
> 

   But will it come back to OS ? 

DM> You should ask on the amos-list for ways to protect your work, rather 
DM> than insulting other Amiga users.
>  
> Yes, ok Good point. "IS tehre any other way to protect the work?".
>
  ya lots... 

   1. Save it will the Amos File.. not very good but it will stop the
      person that knows nothing except how to 'load' the files into
      Dpain or whatever

   2. Use a simple encryption scheme... ie. XOR all the 'data' with some
      passwd... 

   As you know you can never stop people from stealing your work but 
   by doing simple things you cut out 90% of the people anyway.

   I have an Amiga Action Replay so unless you prevent your program
   from booting if it detects the replay there is not much you can
   do to stop me... not that I would :)  its that you should just try to
   cut out the 'casual' ripper... because if somebody wants to rip
   your stuff they will...

> Insulting other Amiga Users? Getoutahere..
> 
  It is kinda insulting to have to reboot just to play a game... :)
  Or maybe annoying is a better word.

[...]
> 
> 2) It would protect the sound, gfx etc. Yes, i know you can get rippers
> and bits and pieces to grab the Gfx and samples, and if you can be
> bothered to spend time doing this, then I think thats fine. It doesnt
> bother me. What does bother me is me relasing a game wich, say loads up
> Iff Screens, which someone can quite easily load into D-Paint and mess a
> round with the re-release as there own "version". 
> 
  just an aside but you can stop a lot of people from saying loading up 
  your pictures by just removing the 4-byte FORM chunk... :)

							mike

From amos-request@svcs1.digex.net Sat Feb 18 06:41:48 1995
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Date: Fri, 17 Feb 1995 22:54:50 -0800
From: thought@eskimo.com (Jesse McClusky)
Message-Id: <199502180654.AA23126@eskimo.com>
To: 91211448@brookes.ac.uk, amos-list@access.digex.net
Subject: Re:  Menus&Buttons (Forward)
Status: RO
X-Status: 

Nick writes...
>  However if what you want is for the main program to update the screen *under*
>the menu bar, then life suddenly becomes very interesting indeed. 

Haven't you ever heard of dual playfields?  (:
Simply leave the top one open for the menus, and on the bottom one
do all your nifty stuff.  

Jesse McClusky

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Date: Fri, 17 Feb 1995 15:18:54 -0700 (MST)
From: Mike Sikorsky <sikorsky@ee.ualberta.ca>
To: Ludwig <pl@soton.ac.uk>
Cc: amos-list@access.digex.net
Subject: Re: Protection?
In-Reply-To: <199502161659.QAA19148@oak.soton.ac.uk>
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On Thu, 16 Feb 1995, Ludwig wrote:

> Is there anyway to and a non-dos boot block to a disk, which will run an
> executable file on the disk? I just want to make my amos games non-dos
> disks (partly so i can DMS em on to aminet!)
>

  Yes... but if you make it non-dos then that means that Hard Drive users
  won't like you.. :) ... I for example won't even try something if I
  can't run it from my HD and then quit...  and to DMS a disk it 
  doesn't have to be non-dos... it can be dos...  

  There are programs that will do this for you.. I believe one uses
  Slayer/HunkWizard...  

						mike

 
> 
> Lud.
> 
> -- 
> (*-*-*-*-*-*-*- Email: pl@soton.ac.uk -*-*-*-*-*-*-*)
> (*-    "If you want to Immortalise - Digitise"    -*)
> (*-                   -Apollo 440                 -*)
> (*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*)    
>   
> 

From amos-request@svcs1.digex.net Sat Feb 18 16:15:42 1995
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Date: Sat, 18 Feb 1995 10:47:58 -0600
From: Christopher C Burke <cb7388@coewl.cen.uiuc.edu>
Message-Id: <199502181647.AA15205@cehpx9.cen.uiuc.edu>
To: 91211448@brookes.ac.uk, amos-list@access.digex.net,
        root@coewl.cen.uiuc.edu
Subject: Re:  Menus&Buttons (Forward)
Status: RO
X-Status: 

>Nick writes...
>> However if what you want is for the main program to update the screen *under*
>> the menu bar, then life suddenly becomes very interesting indeed. 
>
>Haven't you ever heard of dual playfields?  (:
>Simply leave the top one open for the menus, and on the bottom one
>do all your nifty stuff.  

That won't work for menus.  The menus won't drop down onto the second screen.
Unless you meant that he should have the top playfield extend to the lowest
point any one of his menus can go to, but that could look a little silly.

- Christopher Burke
  cb7388@coewl.cen.uiuc.edu



From amos-request@svcs1.digex.net Sat Feb 18 19:57:45 1995
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From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re:  Menus&Buttons (Forward)
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>>Nick writes...
>>> However if what you want is for the main program to update the screen *under*
>>> the menu bar, then life suddenly becomes very interesting indeed. 
>>
>>Haven't you ever heard of dual playfields?  (:
>>Simply leave the top one open for the menus, and on the bottom one
>>do all your nifty stuff.  
>
>That won't work for menus.  The menus won't drop down onto the second screen.
>Unless you meant that he should have the top playfield extend to the lowest
>point any one of his menus can go to, but that could look a little silly.

  Why?  If the menu screen is left blank, everything from the other screen
will show through anyway.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From svcs1.digex.net!amos-request Sat Feb 18 05:43:57 1995 remote from cristal
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Date: Fri, 17 Feb 1995 06:10:44 -0500 (EST)
From: sfmcnally@BIX.com
Subject: Re: Protection?
To: amos-list@access.digex.net
Message-Id: <9502170610.memo.49231@BIX.com>
Content-Transfer-Encoding: 7BIT
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Status: RO
X-Status: 

Lud,

One question:  WHY?!?!?

I very rarely download DMS archives as they usually hide non-Hard Drive
installable things like you would be wanting to do.  DMS archives won't
get around the major online networks as fast as LHA ones, ESPECIALLY if they
are non-dos disks.

Putting a game in a NON-DOS disk AND a DMS archive is just plain stupid
in this day and age IMHO.

Seumas @ Dark Unicorn Productions
(sfmcnally@bix.com)

From svcs1.digex.net!amos-request Sun Feb 19 13:25:11 1995 remote from cristal
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From: MenTaT - !Productions <mentat@sefl.satelnet.org>
Message-Id: <199502171542.KAA03808@sefl.satelnet.org>
Subject: Re: car racing games,inertia,collisions,etc...
To: mxm@bom.gov.au (Max Monahan)
Date: Fri, 17 Feb 1995 10:32:30 -0500 (EST)
Cc: amos-list@access.digex.net, M.Monahan@bom.gov.au
In-Reply-To: <9502170420.AA24196@aviation1.ho.bom.gov.au> from "Max Monahan" at Feb 17, 95 04:20:23 am
Content-Type: text
Content-Length: 1328      
Status: RO
X-Status: 

>    Should I just draw the background in a certain colour range and check
> for collision with certain colours( I think this method was used in the
> space ship shoot em up game which came with AMOS,-its name escapes me)
> or create the background using bobs and use bob collision techniques.
>    Any suggestions?

I suggest that you use bobs for things like oil slicks etc., and checking 
colours for detecting when the car is off the track.

> Also there is a small amount of flicker which I would like to get rid of.
> Any suggestions on removing that. i.e. Should I be using autoback 0 with 
> the bob update off and bob clear,bob draw techniques?  I had a go at it
> but couldn't get it working. Any suggestions on that one also would be
> appreciated.

I ALWAYS use Autoback 0 and Bob Clear/Draw...  Here's how it goes.

Screen Open 0,320,200,8,Lowres
Curs Off : Flash Off : Paper 0
Cls : Double Buffer : Autoback 0 : Bob Update Off
'
' Main Loop
'
Do

  Bob Clear
  '
  ' Move your Bobs and do all the other stuff here.
  '
  Bob Draw
  Screen Swap
  Wait Vbl

Loop



--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."


From amos-request@svcs1.digex.net Mon Feb 20 09:26:01 1995
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To: amos-list@access.digex.net
Subject: Protecting your graphics / sound files
X-Mailer: Oingo Boingo Mailer
Date: Mon, 20 Feb 1995 10:16:29 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Message-Id: <"lorikeet.d.162:20.01.95.10.16.37"@doc.ic.ac.uk>
Status: RO
X-Status: 


Here is a simple way - crunch them with an XPK cruncher that encrypts them,
then use the easylife XPK bank load command to reload them. Then for others
to get at your graphics, they'll have to hunt throught the compiled program
code for the password, and if you build it up from several strings at runtime
rather than using a literal string in the source program, they probably won't
find it.

Not only are your files then protected, they take up less space!




+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Mon Feb 20 12:21:48 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Mon, 20 Feb 1995 14:44:35 
Subject:       Re: Extensionzen
Priority: normal
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> -----
> Another question: is there a fast way to do a case-insensitive forward 
> Hunt()?
> 

    You have to write an assembly routine on your own.
                                                Gregory.

From amos-request@svcs1.digex.net Mon Feb 20 12:28:12 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Mon, 20 Feb 1995 14:56:15 
Subject:       Tips II
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> Also, you might have trouble doing this with string arrays, as AMOS will lose
> pointers to its strings, or gain duplicate pointers it doesn't know about.
> 
    Of course this method cannot be used with strings due to the 
garbage collection etc.

    For extensions' creators: I think that the address of the screen's 
rastport structure is Leek(Areg(5)-$18c0) or            
move.l -$18c0(a5),...  Use it for graphics operations.

    P.S I'm at the university right now.So I hope I'm not wrong... 
I'll send you the correct address  if this one is wrong.  

                                            Gregory.

From amos-request@svcs1.digex.net Mon Feb 20 13:38:02 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502201555.AA04315@pianeta>
Subject: Protection
To: amos-list@access.digex.net
Date: Mon, 20 Feb 1995 16:55:43 +0100 (MET)
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Hi all.

I saw that someone has the same problem i had before programming
my game. But, during programming, i thinked that there are no
ways to protect well your work because pirates crack all.
So i decide to protect graphics and sound in other way. Currently
i'm using easylife extension, which supports xpk compressions.
If you  need some protection for your work you simply have to
compress what do you want with an xpk tool and a password.
After, you can write a routine to read an xpk compressed file in
a bank. To do this, simply use easylife command Elxpk Load.It's
useful and it works fine. Try it!

However, if you haven't xpk user pack, you can find it on Aminet in
directory util/pack. It is called xpk25usr.lha. You can find alsO Some
others xpk libraries that there aren't in this pacK.

	Luca (aldo@di.unito.it)
	-----------------------

	  

From amos-request@svcs1.digex.net Mon Feb 20 14:27:48 1995
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Date: Mon, 20 Feb 1995 11:22:02 -0500 (EST)
From: Michael Cox of EDS <mcox>
To: Paul Hickman <ph@doc.ic.ac.uk>
Cc: amos-list@access.digex.net
Subject: Re: Protecting your graphics / sound files
In-Reply-To: <"lorikeet.d.162:20.01.95.10.16.37"@doc.ic.ac.uk>
Message-Id: <Pine.SUN.3.91.950220112135.11037E-100000@access1.digex.net>
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Status: RO
X-Status: 

Please post an example, Paul, of using XPK, and EasyLife.  Thanks.

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Mon Feb 20 15:39:40 1995
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Subject: Re: Protection?
To: sfmcnally@BIX.com
Date: Mon, 20 Feb 1995 17:16:15 +0000 (GMT)
From: "Ludwig" <pl@soton.ac.uk>
Cc: amos-list@access.digex.net
In-Reply-To: <9502170610.memo.49231@BIX.com> from "sfmcnally@BIX.com" at Feb 17, 95 06:10:44 am
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Alright alright alright! I get the message! It was just a simple
question OK? I think my mail box has crashed ten times with all the
comments ive been sent! End of Subject! Kaput! I get the idea, OK?
Thanks for all the helpful advice on encryption..goodnight!

(Phew)

Lud.



From amos-request@svcs1.digex.net Mon Feb 20 16:46:21 1995
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To: amos-list@access.digex.net
Subject: AMOSPro Compiler
Date: Mon, 20 Feb 95 13:21:42 EST
From: Daithi Padraig Ocuinn <U9435409@queens-belfast.ac.uk>
Sender: U9435409@queens-belfast.ac.uk
Status: RO
X-Status: 

I have written a program in Amos which involves a `laser beam`
being fired from one part of the screen to another.
To do this I just work out dy and dx ( one of these values
will be 1) and add them to the original points until the
destination is reached or it hits something.

It works fine when run through the editor, yet when compiled...
does not. Why???  I use real numbers for dx and dy - maybe
the compiler cannot deal with these or something?
The beam does not go in the right direction at all.

Has anyone got a list of inconsistencies in compiler/interpreter
operation? This is driving me up the wall.

D.O`Cuinn

From amos-request@svcs1.digex.net Mon Feb 20 18:42:57 1995
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Date: Mon, 20 Feb 1995 13:24:06 -0700 (MST)
From: Dave May <may_d@cc.dixie.edu>
To: amos-list@access.digex.net
Subject: Protecting your work
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Could someone explain in some depth what ways one can protect his/her work
legally?  ie Copyright etc.  AmigaWorld seems to say that by merely
creating something it is "copyrighted", but one should show "Copyright (C)
<year> by <name>.  All Rights Reserved.", and inform the user what rights
they have if any to distribute or otherwise abuse the program code.  How
does this protection serve one internationally also? 

Dave May

From amos-request@svcs1.digex.net Mon Feb 20 21:10:31 1995
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From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: AMOSPro Compiler
Reply-To: achurch@goober.mbhs.edu
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>I have written a program in Amos which involves a `laser beam`
>being fired from one part of the screen to another.
>To do this I just work out dy and dx ( one of these values
>will be 1) and add them to the original points until the
>destination is reached or it hits something.
>
>It works fine when run through the editor, yet when compiled...
>does not. Why???  I use real numbers for dx and dy - maybe
>the compiler cannot deal with these or something?
>The beam does not go in the right direction at all.
>
>Has anyone got a list of inconsistencies in compiler/interpreter
>operation? This is driving me up the wall.

  I was going to say "sounds like the old division bug" before I noticed
that you're using floating point numbers.  Try using Set Double Precision,
or stop using it if you already are - I recall that one or the other had
problems in the compiler.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Mon Feb 20 22:01:14 1995
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	id AA07753; Mon, 20 Feb 1995 15:25:43 -0700
Date: Mon, 20 Feb 1995 15:25:42 -0700 (MST)
From: Dave May <may_d@cc.dixie.edu>
To: Daithi Padraig Ocuinn <U9435409@queens-belfast.ac.uk>
Cc: amos-list@access.digex.net
Subject: Re: AMOSPro Compiler
In-Reply-To: <9502201321.AA04362@bot30.causeway.qub.ac.uk>
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On Mon, 20 Feb 1995, Daithi Padraig Ocuinn wrote:

> I have written a program in Amos which involves a `laser beam`
> being fired from one part of the screen to another.
> To do this I just work out dy and dx ( one of these values
> will be 1) and add them to the original points until the
> destination is reached or it hits something.
> 
> It works fine when run through the editor, yet when compiled...
> does not. Why???  I use real numbers for dx and dy - maybe
> the compiler cannot deal with these or something?
> The beam does not go in the right direction at all.

Try not to use anything but integers for games.  Many may disagree, but 
it is simply the only way to go.  Especially since the compiler doesn't 
work well with floats and not always with math functions.  In airTaxi, I 
had a purple sphere magnet that would pull all the cars toward itself.  
This involved some basic vector and magnetism functions, but I used all 
integers to do it.  Simply have an X value that represents 1/100th of a 
pixel, same with Y.  Then set dx or dy to 100 and the other to cos/sin * 100.
Your routine will perform faster too.  If you need more accuracy, use 256 
or more instead of 100.  Just divide by the number to get the real pixel 
position.

In my game, I also had to abort at the beginning if SQR(4)<>2.  Why?  
Because the compiler would 20% of the time not include the math libraries 
or something like this.  My purple sphere would not attract anything at 
all - this is how I noticed the problem.

Hope this helps - Dave May

> 
> Has anyone got a list of inconsistencies in compiler/interpreter
> operation? This is driving me up the wall.
> 
> D.O`Cuinn
> 

From amos-request@svcs1.digex.net Tue Feb 21 00:29:55 1995
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To: amos-list@access.digex.net
Subject: AMOS screenmode promotion 
Date: Mon, 20 Feb 95 17:29:39 -0600
From: jhf@d0xs2.fnal.gov
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	Does anyone out there know how to get AMOS to honor screenmode
promotion so it will come up in dblNTSC instead of NTSC.  I'm using a
multiscan monitor that won't go down to 15kHz, the WB is in "multiscan"
screenmode and mode promotion is turned on (and honored by other programs)
but AMOS won't.  I've tried the ForceMon commodity, it doesn't help either.
	Thanks,
	John

From amos-request@svcs1.digex.net Tue Feb 21 10:47:57 1995
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Date: Mon, 20 Feb 1995 19:38:20 -0500 (EST)
From: Michael Cox of EDS <mcox>
To: Daithi Padraig Ocuinn <U9435409@queens-belfast.ac.uk>
Cc: amos-list@access.digex.net
Subject: Re: AMOSPro Compiler
In-Reply-To: <9502201321.AA04362@bot30.causeway.qub.ac.uk>
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On Mon, 20 Feb 1995, Daithi Padraig Ocuinn wrote:
> It works fine when run through the editor, yet when compiled...
> does not. Why???  I use real numbers for dx and dy - maybe
If you mean real as in floats (#), try placing an dummy variable in the
very beginning of your source:

DUMMY#=0.0

The compiler has trouble with floats sometimes and this usually fixes it.

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Tue Feb 21 12:53:56 1995
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From: MenTaT - !Productions <mentat@sefl.satelnet.org>
Message-Id: <199502210116.UAA03128@sefl.satelnet.org>
Subject: Re: Protecting your work
To: may_d@cc.dixie.edu (Dave May)
Date: Mon, 20 Feb 1995 20:06:37 -0500 (EST)
Cc: amos-list@access.digex.net
In-Reply-To: <Pine.ULT.3.90.950220132314.6742A-100000@cc.dixie.edu> from "Dave May" at Feb 20, 95 01:24:06 pm
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> Could someone explain in some depth what ways one can protect his/her work
> legally?  ie Copyright etc.  AmigaWorld seems to say that by merely
> creating something it is "copyrighted", but one should show "Copyright (C)
> <year> by <name>.  All Rights Reserved.", and inform the user what rights
> they have if any to distribute or otherwise abuse the program code.  How
> does this protection serve one internationally also? 

Technically anything you create is automatically copyrighted, but the 
burden of proof lies with the copyrighter, not the copier, so the best 
thing to do to ensure that you are protected is to seal it in an envelope 
and have it stamped by a notary public and then kept by a lawyer, banker, 
etc.  The copyright is international except (I think) in the case of 
books, where the US has a different set of laws.

--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."


From amos-request@svcs1.digex.net Tue Feb 21 21:00:10 1995
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From: MenTaT - !Productions <mentat@sefl.satelnet.org>
Message-Id: <199502210210.VAA05782@sefl.satelnet.org>
Subject: An ugly program. :)
To: amos-list@access.digex.net
Date: Mon, 20 Feb 1995 21:00:22 -0500 (EST)
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Well, I was bored, so I cooked up the bare bones for a text adventure 
game.  It may not look pretty, but what's here works so far.  Here's a 
breakdown of the variables and procedures...

NW	Number of words per command (max).
W$()	Holds command and its parameters.  W$(1) is the command,
	and W$(2) is its first parameter.  A "###" in an element
	means that there are no more parameters to follow.
RD$()	Holds room descriptions.
OB$()	Holds object descriptions.  OB$(x,0) is the object's name,
	OB$(x,1) is it's description for EXAMINE[], and OB$(x,2) is
	reserved for future expansion.
OB()	Holds object information.  OB(x,0) is the room that the object
	is in.  A 0 indicates that the player is holding the object.  The
	other elements are unused, but are for things like score, weight,
	and special attributes.
RM()	Holds room information.  RM(x,0) contains the number of objects in
	a room.  RM(x,1) to RM(x,10) indicate which rooms are accessible
	in which direction.  (See D$())
D$()	Directions corresponiding to RM(x,1) - RM(x,10).
DD$()	Abbreviations of directions for moving.
CD$	Moves the cursor to the left of the screen and down one line for
	formatting data strings.

BRKSENTENCE[]	Breaks A$ down into words and stores them in W$().
SROOM[]		Displays current room, showing exits and objects.
CMD[]	Displays a prompt and reads a command.  If a null is entered
	a "Huh?" is displayed, and if the word "again" is entered, it
	repeats the last command (passed as a parameter).  The command
	is returned in Param$.
TAKE	Picks up objects and stores in player's inventory.  Objects can be
	specified as "all" (picks up all objects in current room) or as a
	list (with "and" and "the" being ignored).
DROP	The antithesis to TAKE.
INV	Displays the player's inventory.
EXAMINE		Allows the player to examine an object if they are holding
	it.  If the object is not held by the player but is in the room,
	a message will be displayed telling them to pick it up.  If the
	object isn't in the room, it tells you there isn't one.
HELP	Hah!
TME	Displays the game time.  Each turn takes a "minute" excluding
	invalid commands.
DUMP	A debugging aid - displays the contents of W$().

Current commands:

n, s, e, w, ne, se, nw, sw, up, down : Move in the desired direction.
get, take : Pick up objects.
time : Show game time.
help : Display a sarcastic message.
drop : Drop objects.
quit : Exit game.
again : Repeat last command.
look : Show room description, exits, and objects.
inv, inventory : Show objects held by player.
exam, examine : Look closely at an object.

I'm working on containers (objects which can contain other objects), and 
functions for helping plot development, like DOES_HOLD, HAS_HELD, 
HAS_BEEN_TO, IS_IN, etc., plus things like automapping, et al.  I also 
may turn it into an adventure creator, but that looks like hard work. :)  
(I'm also working on a multi-player version for people running TCP/IP, 
but I'm not even going to ATTEMPT that in AMOS - that's a job for C! :)  
Anyone recommend a decent PD or shareware C compiler?  I'm using an 
ancient version of DICE at the moment....

Anyway, here it is - sorry for the length of my posting and rambling, but 
it's been a slow day at work. :)

(Oh, and I had to post raw ASCII 'cause I'm on a (hack, cough) PC at the 
moment.)

********************************
Set Buffer 100

Screen Open 0,640,200,4,Hires

 

 

NW=20

 

Dim W$(NW)

Global W$()

 

Dim RD$(64),OB$(256,2),OB(256,10),RM(64,15),D$(10)

Global RD$(),OB$(),OB(),RM(),D$(),NW,TM

Dim DD$(10)

NAMEO=0

DESCO=1

NUMOB=0

CURRM=1

OBRM=0

 

For OO=0 To 256

   OB(OO,0)=-1

Next 

 

Global NAMEO,DESCO,NUMOB,CURRM,CD$,OBRM

CD$=Chr$(27)+"X"+Chr$(48)+Cdown$

 

D$(1)="north"

D$(2)="south"

D$(3)="east"

D$(4)="west"

D$(5)="north-east"

D$(6)="south-east"

D$(7)="north-west"

D$(8)="south-west"

D$(8)="up"

D$(9)="down"

DD$(1)="n" : DD$(2)="s" : DD$(3)="e" : DD$(4)="w"

DD$(5)="ne" : DD$(6)="se" : DD$(7)="nw" : DD$(8)="sw"

DD$(9)="up" : DD$(10)="down"

RD$(1)="Starting point"+CD$+CD$+"Not a lot to say about this room, really."

RD$(1)=RD$(1)+CD$+"Pretty bare as far as these things go."

RD$(2)="The other room"+CD$+CD$+"This room isn't much more exciting, I'm afraid."+CD$

RD$(2)=RD$(2)+"You'll really have to wait until the game is finished."

OB$(0,0)="knife"

OB$(0,1)="A razor sharp kitchen knife."

OB$(1,0)="egg"

OB$(1,1)="A regular, common or garden, ordinary hen's egg."

OB$(2,0)="box"

OB$(2,1)="This box is too small to contain anything.  (Actually I just haven't got"+CD$

OB$(2,1)=OB$(2,1)+"round to implementing that yet. :)"

OB$(3,0)="sock"

OB$(3,1)="Pheew!  That STINKS!"

OB(0,0)=1

OB(1,0)=1

OB(2,0)=1

OB(3,0)=2

RM(1,0)=3

RM(1,1)=2

RM(2,2)=1

RM(2,0)=1

 

Q$=""

SROOM[CURRM]

Do 

   SUCC=False

   CMD[Q$]

   Q$=Param$

   BRKSENTENCE[Q$]

   CM$=W$(1)

   If CM$="look"

      Print 

      SROOM[CURRM]

      SUCC=True

   End If 

   If CM$="quit"

      Edit 

   End If 

   For QQ=1 To 10

      If CM$=DD$(QQ)

         SUCC=True

         If RM(CURRM,QQ)>0

            CURRM=RM(CURRM,QQ)

            Print 

            SROOM[CURRM]

         Else 

            Print "You can't go that way!"

         End If 

      End If 

   Next 

   If CM$="time"

      SUCC=True

      TME

   End If

   If CM$="get" or CM$="take"

      SUCC=True

      TAKE

   End If 

   If CM$="drop"

      SUCC=True

      DROP

   End If 

   If CM$="inv" or CM$="inventory"

      SUCC=True

      INV

   End If 

   If CM$="exam" or CM$="examine"

      SUCC=True

      EXAMINE

   End If 

   If CM$="help"

      SUCC=True

      HELP

   End If 

   If CM$="wait"

      SUCC=True

      Print "Time passes..."

   End If

   

   If Not SUCC

      Print "I don't know how to ";CM$;"."

   Else

      Inc TM

   End If 

   

Loop

 

' *** Procedures *** 

 

Procedure BRKSENTENCE[A$]

   

   T$=Lower$((A$-".")-",")

   

   For J=1 To NW

      If Instr(T$," ")=0

         If Not SW

            W$(J)=T$

            SW=True

         Else 

            W$(J)="###"

         End If 

      Else 

         If Not SW

            I=Instr(T$," ")

            W$(J)=Left$(T$,I-1)

            T$=Right$(T$,(Len(T$)-I))

         End If 

      End If 

   Next 

   

End Proc

Procedure DUMP

   

   For J=1 To NW

      Print W$(J);"  ";

   Next 

   

End Proc

Procedure SROOM[N]

   

   Print RD$(N)

   Print 

   If RM(CURRM,NUMOB)>0

      Print "You see";

      Q=RM(N,NUMOB)

      V=Q

      For R=0 To 256

         If OB(R,0)=N

            If Q<>V and Q>1

               Print ",";

            End If 

            If Q>1

               Print " a";

            Else 

               If Q<>V

                Print " and a";

               Else 

                  Print " a";

               End If 

            End If 

            Q=Q-1

            O$=OB$(R,NAMEO)

            If Instr("aeiouAEIOU",Left$(O$,1))<>0

               Print "n ";

            Else 

               Print " ";

            End If 

            Print O$;

         End If 

      Next 

      Print "."

   End If 

   

   Print 

   Print "Exits :";

   For Q=1 To 10

      If RM(N,Q)>0

         EX=True

         Print " ";D$(Q);

      End If 

   Next Q

   If Not EX

      Print " None!  Contact the author and quote error : $400";

      Print Str$(N)-" ";

   End If 

   Print "."

   

End Proc

Procedure CMD[L$]

   

   C$=""

   While C$=""

      Print 

      Input "> ";C$

      If C$=""

         Print "Huh?"

      End If 

   Wend 

   If Lower$(C$)="again"

      C$=L$

   End If 

   

End Proc[C$]

Procedure TAKE

   

   If W$(2)="all"

      

      If RM(CURRM,NUMOB)>0

         FRST=True

         For OO=0 To 256

            If OB(OO,OBRM)=CURRM

               OB(OO,OBRM)=0

               If FRST

                  Print Upper$(Left$(OB$(OO,0),1));

                  Print Right$(OB$(OO,0),Len(OB$(OO,0))-1);

                  FRST=False

               Else 

                  Print ", ";OB$(OO,0);

               End If 

            End If 

         Next 

         RM(CURRM,NUMOB)=0

         Print " taken."

      Else 

         Print "Nothing to take!"

      End If 

      

   Else If W$(2)="###"

      

      Print "Take what?"

      

   Else 

      FRST=True

      AFO=False

      For QQ=2 To NW

         CO$=W$(QQ)

         If CO$<>"###" and CO$<>"the" and CO$<>"and"

            FO=False

            For OO=0 To 256

               If OB$(OO,0)=CO$

                  If OB(OO,OBRM)=CURRM

                     OB(OO,OBRM)=0

                     RM(CURRM,NUMOB)=RM(CURRM,NUMOB)-1

                     FO=True

                     AFO=True

                     If FRST

                        Print Upper$(Left$(CO$,1));

                        Print Right$(CO$,Len(CO$)-1);

                        FRST=False

                     Else 

                        Print ", ";OB$(OO,0);

                     End If 

                  End If 

               End If 

            Next 

            If Not FO

               If AFO

                  Print " taken, but you don't see any ";CO$"."

               Else

                  Print "You don't see any ";CO$;"."

               End If

               FO=False

               AFO=False

               FRST=True

            End If

         End If 

      Next 

      If FO

         Print " taken."

      End If

   End If 

End Proc

Procedure DROP

   

   FRST=True

   DR=False

   If W$(2)="all"

      

      For OO=0 To 256

         If OB(OO,OBRM)=0

            OB(OO,OBRM)=CURRM

            If FRST

               Print Upper$(Left$(OB$(OO,0),1));

               Print Right$(OB$(OO,0),Len(OB$(OO,0))-1);

               FRST=False

            Else 

               Print ", ";OB$(OO,0);

            End If 

            DR=True

         End If 

      Next 

      OC=0

      For OO=0 To 256

         If OB(OO,0)=CURRM

            Inc OC

         End If 

      Next 

      RM(CURRM,NUMOB)=OC

      

      

      If Not DR

         Print "Nothing to drop!"

      Else 

         Print " dropped."

      End If 

      

   Else If W$(2)="###"

      

      Print "Drop what?"

      

   Else 

      FRST=True

      ADR=False

      For QQ=2 To NW

         CO$=W$(QQ)

         If CO$<>"###" and CO$<>"the" and CO$<>"and"

            DR=False

            For OO=0 To 256

               If OB$(OO,0)=CO$

                  If OB(OO,OBRM)=0

                     OB(OO,OBRM)=CURRM

                     RM(CURRM,NUMOB)=RM(CURRM,NUMOB)+1

                     DR=True

                     ADR=True

                     If FRST

                        Print Upper$(Left$(OB$(OO,0),1));

                        Print Right$(OB$(OO,0),Len(OB$(OO,0))-1);

                        FRST=False

                     Else 

                        Print ", ";OB$(OO,0);

                     End If 

                     

                  End If 

               End If 

            Next 

            If Not DR

               If ADR

                  Print " dropped, but don't have a ";CO$;"."

               Else 

                  Print "You don't have a ";CO$;"."

               End If 

               DR=False

               ADR=False

               FRST=True

            End If 

         End If 

      Next 

      If DR

         Print " dropped."

      End If 

   End If 

   

End Proc

Procedure INV

   

   CAR=False

   Print "You are carrying :"

   For OO=0 To 256

      If OB(OO,OBRM)=0

         Print "  ";OB$(OO,0)

         CAR=True

      End If 

   Next 

   If Not CAR

      Print "  nothing."

   End If 

   

End Proc

Procedure EXAMINE

   

   If W$(2)="###"

      

      Print "Examine what?"

      

   Else 

      

      For OO=0 To 256

         

         If OB$(OO,0)=W$(2)

            

            If OB(OO,OBRM)=CURRM

               Print "You'll need to pick it up first!"

               EX=True

            End If 

            

            If OB(OO,OBRM)=0

               EX=True

               Print OB$(OO,1)

            End If 

            

         End If 

         

      Next 

      

      If Not EX

         Print "No ";W$(2);" to examine!"

      End If 

      

   End If 

   

   

   

End Proc

Procedure HELP

   

   Print "Hah!  You must be kidding!  Work it out yourself."

   

End Proc

Procedure TME

 

   Print "It's";(TM div 60);":";

   QQQ$=Str$((TM Mod 60))-" "

   Print QQQ$;" since you started."

 

End Proc

 
--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."



From amos-request@svcs1.digex.net Tue Feb 21 20:23:18 1995
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Date: Mon, 20 Feb 1995 22:29:44 -0500
Message-Id: <9502210329.AA26129@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: AMOSPro Compiler
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>Try not to use anything but integers for games.  Many may disagree, but 
>it is simply the only way to go.  Especially since the compiler doesn't 
>work well with floats and not always with math functions.  In airTaxi, I 
>had a purple sphere magnet that would pull all the cars toward itself.  
>This involved some basic vector and magnetism functions, but I used all 
>integers to do it.  Simply have an X value that represents 1/100th of a 
>pixel, same with Y.  Then set dx or dy to 100 and the other to cos/sin * 100.
>Your routine will perform faster too.  If you need more accuracy, use 256 
>or more instead of 100.  Just divide by the number to get the real pixel 
>position.

  Right - this offers lots of speed.  But then you have to watch out for
the compiler's division bug - if you use negative numbers in division, it
rounds the wrong way.  Having a separate "direction" variable can fix this,
bug it's still annoying.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Wed Feb 22 13:42:38 1995
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From: H.M.Taqui@aeromech.salford.ac.uk
Date: 21 Feb 95 11:49
To: amos-list@access.digex.net
Subject: Amos!
X-Mailer: University of Salford cc:Mail/SMTP gateway 1.72
Encoding: 20 TEXT
Status: RO
X-Status: 

Hello All!
     I have been out of the Amos scene for a while so I was wondering if
somebody could help me.

     1) Is AmosPro fully compatible with the A1200? (Does it support the AGA
        chip set and advanced graphic modes?)

     2) Are large programs written in Amos V1.34 fully compatible with AmosPro?
        (I wrote an Ascii Screen Designer that I want to convert)

     3) Does AmosPro run faster on the A1200?

     4) Finally, aside Amos, Is a 3.5" IDE reliable for use on Amiga 1200? And
        if so, can I use the IDE drives advertised in PC magazines on the A1200
        with an appropriate cable?

     Thanks to those who read
                         Hamid.

                         (e-mail: H.M.Taqui@AeroMech.ac.uk)


From amos-request@svcs1.digex.net Wed Feb 22 09:41:20 1995
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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Tue, 21 Feb 1995 14:17:33 
Subject:       Oops...
Priority: normal
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    Sorry guys... The correct rastport's address is 
    leek(areg(5)-$18ca).
    And something about tips I.If you have used Set Double Precision, 
change *4 -> *8.
                                        Gregory

From amos-request@svcs1.digex.net Wed Feb 22 16:51:22 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502211610.AA10557@pianeta>
Subject: XPK & protection...
To: amos-list@access.digex.net
Date: Tue, 21 Feb 1995 17:10:30 +0100 (MET)
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Hi all, i'm Luca.
For everyone who want to protect his work with xpk:

If you want to protect Modules & Sounds you have to use DLTA library + another
library (ex. imploder IMPL). This is a standard xpk library and it is in the 
xpk pack. If you want a library to compress Protracker modules, well, i think
you have to get xpkSMPL library from AMINET in directory util/pack.
If you want to compress and protect an image or a text, well, i think you have
to use CMBR xpk library. This library is useful for datas not compressed. Don't
try to use it with a packed file!
If you want a fast compression/decompression, well, FAST xpk library is what you
need but you can use also FLSH xpk library (you can find it on AMINET in directory
util/pack).It's faster than HUFF library but it has a lower compression ratio.
There are a lot of xpk library, everyone with a special data support and you can
try to use them with a moltitude of files. On Aminet there are others xpk library
(they are new!) and they are xpkMASH,xpkRAKE and xpkSQHI. I think that the number 
of xpk libraries will grow...

   Luca (aldo@di.unito.it)
   ----------------------

		// /||\/|||---|   /| 
               // /-||  |||  _   /-| 
            \\// /  ||  |||___| /  |















From amos-request@svcs1.digex.net Thu Feb 23 05:12:39 1995
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Date: Tue, 21 Feb 1995 21:35:34 -0500 (EST)
From: "M. Jeremy Trammell" <NOVALIS@delphi.com>
Subject: Simultaneous I/O and AMAL
To: amos-list@access.digex.net
Message-Id: <01HNBQQBZJS69AQFKW@delphi.com>
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X-Status: 

Ok, here's one that should keep you all busy for a while :-)....

	I'm trying to execute an AMAL program while I'm accessing the disk drive
. Basically I'm doing a loading screen that has some animation on it. So far, I
can't get my machine to do both at the same time! Here's my setup-

			A2000 @ 7.14
			Amos the creator v 1.34
			AmosPro compiler

PLEASE help!

From amos-request@svcs1.digex.net Thu Feb 23 20:13:49 1995
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Date: Tue, 21 Feb 1995 08:40:53 --100
From: mumi@mol.biol.ethz.ch (Christian Mumenthaler)
Message-Id: <9502210740.AA07634@hel.ethz.ch>
To: amos-list@access.digex.net
Subject: Re: AMOSPro Compiler
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Status: RO
X-Status: 

> I have written a program in Amos which involves a `laser beam`
> being fired from one part of the screen to another.
> To do this I just work out dy and dx ( one of these values
> will be 1) and add them to the original points until the
> destination is reached or it hits something.
> 
> It works fine when run through the editor, yet when compiled...
> does not. Why???  I use real numbers for dx and dy - maybe
> the compiler cannot deal with these or something?
> The beam does not go in the right direction at all.
> 
> Has anyone got a list of inconsistencies in compiler/interpreter
> operation? This is driving me up the wall.
> 
> D.O`Cuinn
> 

Hi!

I would recommend you to follow Andy Churchs advice and
only use integers in your game.
You (and probably others on this list) may be interested
to know that there is an efficiently programmed AMOS
procedure for 100% integer line drawing in the AMOS
procedure library on Aminet. This procedure can be integrated
in your games very easily and modified to plot dotted
lines or lines drawn with icons/bobs/blocks by replacing
the "Plot x,y" command by "Paste Icon x,y,icon".
The procedure works well once compiled too.

Regards,
	Chris


From amos-request@svcs1.digex.net Thu Feb 23 21:54:08 1995
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From: "Beretta M." <mberetta@varano.ing.unico.it>
Subject: Turbo extension and scrolling routines
To: amos-list <amos-list@access.digex.net>
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OUFF, COUGH, COFF...
I have send the programs to all those who have asked for them...
I was tempted to mail all to the list...

But I have not more the addresses of the people who asked for the 
MapCreator and Icon Cutter. I have them here... who wants them?

M&F

From amos-request@svcs1.digex.net Thu Feb 23 19:30:12 1995
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Date: Tue, 21 Feb 1995 05:51:18 -0500
Message-Id: <9502211051.AA18732@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: AMOS screenmode promotion 
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>	Does anyone out there know how to get AMOS to honor screenmode
>promotion so it will come up in dblNTSC instead of NTSC.  I'm using a
>multiscan monitor that won't go down to 15kHz, the WB is in "multiscan"
>screenmode and mode promotion is turned on (and honored by other programs)
>but AMOS won't.  I've tried the ForceMon commodity, it doesn't help either.

  Nope - AMOS doesn't use Intuition screens.  You're out of luck.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Thu Feb 23 22:39:55 1995
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Organization: Fortune Software
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From: Dominic Ramsey <amos@dynamo.demon.co.uk>
To: amos-list@access.digex.net
Subject: Pipes
Status: RO
X-Status: 

I think it's been discussed here before, but is it possible to pipe
data to a compiled program?

If it's not directly possible, would it be possible to take the piped
data, write it to a temporary file, and the pass the file name to
the compiled AMOS program in the command line?

Dom


--
Dominic Ramsey   -  email: dom@dynamo.demon.co.uk
http://www.gate.net/amos/play/people/dramsey.html

From amos-request@svcs1.digex.net Thu Feb 23 15:15:37 1995
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Subject: Re: AMOS screenmode promotion
To: jhf@d0xs2.fnal.gov
Date: Tue, 21 Feb 1995 18:09:48 -0500 (EST)
Cc: amos-list@access.digex.net
In-Reply-To: <9502202329.AA04591@d0xs2.fnal.gov> from "jhf@d0xs2.fnal.gov" at Feb 20, 95 05:29:39 pm
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Content-Length: 1121      
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> 	Does anyone out there know how to get AMOS to honor screenmode
> promotion so it will come up in dblNTSC instead of NTSC.  I'm using a
> multiscan monitor that won't go down to 15kHz, the WB is in "multiscan"
> screenmode and mode promotion is turned on (and honored by other programs)
> but AMOS won't.  I've tried the ForceMon commodity, it doesn't help either.

Sadly you're out of luck, as all the Mode Promotion commodities intercept 
Intuition calls to open screens, and AMOS and Intuition have only a 
nodding acquaintance.  Your best bet is to edit all your programs with a 
regular text editor, open all your screens with the Intuition extension, 
and then compile them, as there is no way in hell that AMOS Pro's editor 
will open on a DblPAL screen.  (Actually your best bet is to dump AMOS 
altogether and go for Blitz2, 'cause that'll do it no problem.)

--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."


From amos-request@svcs1.digex.net Fri Feb 24 00:30:22 1995
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	  for  on Tue, 21 Feb 1995 22:57:41 -0800
Date: Tue, 21 Feb 1995 22:57:40 -0800 (PST)
From: Yarg Niquoj <doctorx@rain.org>
To: MenTaT - !Productions <mentat@sefl.satelnet.org>
Cc: amos-list@access.digex.net
Subject: Re: An ugly program. :)
In-Reply-To: <199502210210.VAA05782@sefl.satelnet.org>
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On Mon, 20 Feb 1995, MenTaT - !Productions wrote:
> NW	Number of words per command (max).
hoh?

> W$()	Holds command and its parameters.  W$(1) is the command,
> 	and W$(2) is its first parameter.  A "###" in an element
> 	means that there are no more parameters to follow.
Um, it'd be easier to parse the input string (say ST$) directly to a 
integer array with the numbers of words (say you have an array VB$()
which contains the list of possible verbs, directly parse the number of 
the verb into w(). For nouns, just OR 128 them (so that object# 5 would 
be (5 or 128)=133) then after parsing the whole string to the integer 
array, you can simply search through for verbs, etc.).)

> RD$()	Holds room descriptions.
This'll work, but it might be better to have all the descritions in a 
text file. Easier to type up (no RD$(3)="lskjdglskjdf" over and over)
and save RD$() for the room names to have at the top of the screen.

> OB$()	Holds object descriptions.  OB$(x,0) is the object's name,
> 	OB$(x,1) is it's description for EXAMINE[], and OB$(x,2) is
> 	reserved for future expansion.
Perfect. Maybe use OB$(x,2) for a list of alternate words that could be 
used to refer to that object.

> OB()	Holds object information.  OB(x,0) is the room that the object
> 	is in.  A 0 indicates that the player is holding the object.  The
> 	other elements are unused, but are for things like score, weight,
> 	and special attributes.
Go man, go! :)

> RM()	Holds room information.  RM(x,0) contains the number of objects in
> 	a room.  RM(x,1) to RM(x,10) indicate which rooms are accessible
> 	in which direction.  (See D$())
Essentially, yah, but why store number of objects? To see any objects in 
a room:    PRINT"Things that are here:" : FOR T=1 to <num of object> : IF 
OB(T,0)=CURRENT_ROOM THEN PRINT OB$(t,0);" "; : NEXT T

> D$()	Directions corresponiding to RM(x,1) - RM(x,10).
Poifect

> DD$()	Abbreviations of directions for moving.
Aw Yeah

> CD$	Moves the cursor to the left of the screen and down one line for
> 	formatting data strings.
CD$=CHR$(13)

> BRKSENTENCE[]	Breaks A$ down into words and stores them in W$().
Yer string parser, token based (put 'em intah W() instead)

> SROOM[]		Displays current room, showing exits and objects.
Sup sup

> CMD[]	Displays a prompt and reads a command.  If a null is entered
> 	a "Huh?" is displayed, and if the word "again" is entered, it
> 	repeats the last command (passed as a parameter).  The command
> 	is returned in Param$.
..

> TAKE	Picks up objects and stores in player's inventory.  Objects can be
> 	specified as "all" (picks up all objects in current room) or as a
> 	list (with "and" and "the" being ignored).
"all" isn't good 'cuz if you have hidden objects you probably want the 
player to spend a little more work finding 'em.

> EXAMINE		Allows the player to examine an object if they are holding
> 	it.  If the object is not held by the player but is in the room,
> 	a message will be displayed telling them to pick it up.  If the
> 	object isn't in the room, it tells you there isn't one.

IF OB(x,0)=0 OR OB(x,0)=CURRENTROOM THEN PRINT OB$(x,1)

> I'm working on containers (objects which can contain other objects), and 
> functions for helping plot development, like DOES_HOLD, HAS_HELD, 
> HAS_BEEN_TO, IS_IN, etc., plus things like automapping, et al.  I also 
OB(x,4) = flags
OB(x,5) = parent
OB(x,6) = child

where flags: 1 <- This object is in object pointed to by the parent int.
             2 <- This object is locked and needs child int to unlock
             4 <- This object is blocking movement to parent (direction)
                  and requires object child to unlock
etc..

> may turn it into an adventure creator, but that looks like hard work. :)  
Too hard. you have to write a programming language of some sort to make
it really work well.

> (I'm also working on a multi-player version for people running TCP/IP, 
> but I'm not even going to ATTEMPT that in AMOS - that's a job for C! :)  
> Anyone recommend a decent PD or shareware C compiler?  I'm using an 
> ancient version of DICE at the moment....
I'm using Sozobon (ZC) but I bet DICE is better.

> Anyway, here it is - sorry for the length of my posting and rambling, but 
> it's been a slow day at work. :)
No problem.

> 
> (Oh, and I had to post raw ASCII 'cause I'm on a (hack, cough) PC at the 
> moment.)
Ack! :)

Later. If you want I can send you one of mine.

> ********************************
> Set Buffer 100
> 
> Screen Open 0,640,200,4,Hires
> 
>  
> 
>  
> 
> NW=20
> 
>  
> 
> Dim W$(NW)
> 
> Global W$()
> 
>  
> 
> Dim RD$(64),OB$(256,2),OB(256,10),RM(64,15),D$(10)
> 
> Global RD$(),OB$(),OB(),RM(),D$(),NW,TM
> 
> Dim DD$(10)
> 
> NAMEO=0
> 
> DESCO=1
> 
> NUMOB=0
> 
> CURRM=1
> 
> OBRM=0
> 
>  
> 
> For OO=0 To 256
> 
>    OB(OO,0)=-1
> 
> Next 
> 
>  
> 
> Global NAMEO,DESCO,NUMOB,CURRM,CD$,OBRM
> 
> CD$=Chr$(27)+"X"+Chr$(48)+Cdown$
> 
>  
> 
> D$(1)="north"
> 
> D$(2)="south"
> 
> D$(3)="east"
> 
> D$(4)="west"
> 
> D$(5)="north-east"
> 
> D$(6)="south-east"
> 
> D$(7)="north-west"
> 
> D$(8)="south-west"
> 
> D$(8)="up"
> 
> D$(9)="down"
> 
> DD$(1)="n" : DD$(2)="s" : DD$(3)="e" : DD$(4)="w"
> 
> DD$(5)="ne" : DD$(6)="se" : DD$(7)="nw" : DD$(8)="sw"
> 
> DD$(9)="up" : DD$(10)="down"
> 
> RD$(1)="Starting point"+CD$+CD$+"Not a lot to say about this room, really."
> 
> RD$(1)=RD$(1)+CD$+"Pretty bare as far as these things go."
> 
> RD$(2)="The other room"+CD$+CD$+"This room isn't much more exciting, I'm afraid."+CD$
> 
> RD$(2)=RD$(2)+"You'll really have to wait until the game is finished."
> 
> OB$(0,0)="knife"
> 
> OB$(0,1)="A razor sharp kitchen knife."
> 
> OB$(1,0)="egg"
> 
> OB$(1,1)="A regular, common or garden, ordinary hen's egg."
> 
> OB$(2,0)="box"
> 
> OB$(2,1)="This box is too small to contain anything.  (Actually I just haven't got"+CD$
> 
> OB$(2,1)=OB$(2,1)+"round to implementing that yet. :)"
> 
> OB$(3,0)="sock"
> 
> OB$(3,1)="Pheew!  That STINKS!"
> 
> OB(0,0)=1
> 
> OB(1,0)=1
> 
> OB(2,0)=1
> 
> OB(3,0)=2
> 
> RM(1,0)=3
> 
> RM(1,1)=2
> 
> RM(2,2)=1
> 
> RM(2,0)=1
> 
>  
> 
> Q$=""
> 
> SROOM[CURRM]
> 
> Do 
> 
>    SUCC=False
> 
>    CMD[Q$]
> 
>    Q$=Param$
> 
>    BRKSENTENCE[Q$]
> 
>    CM$=W$(1)
> 
>    If CM$="look"
> 
>       Print 
> 
>       SROOM[CURRM]
> 
>       SUCC=True
> 
>    End If 
> 
>    If CM$="quit"
> 
>       Edit 
> 
>    End If 
> 
>    For QQ=1 To 10
> 
>       If CM$=DD$(QQ)
> 
>          SUCC=True
> 
>          If RM(CURRM,QQ)>0
> 
>             CURRM=RM(CURRM,QQ)
> 
>             Print 
> 
>             SROOM[CURRM]
> 
>          Else 
> 
>             Print "You can't go that way!"
> 
>          End If 
> 
>       End If 
> 
>    Next 
> 
>    If CM$="time"
> 
>       SUCC=True
> 
>       TME
> 
>    End If
> 
>    If CM$="get" or CM$="take"
> 
>       SUCC=True
> 
>       TAKE
> 
>    End If 
> 
>    If CM$="drop"
> 
>       SUCC=True
> 
>       DROP
> 
>    End If 
> 
>    If CM$="inv" or CM$="inventory"
> 
>       SUCC=True
> 
>       INV
> 
>    End If 
> 
>    If CM$="exam" or CM$="examine"
> 
>       SUCC=True
> 
>       EXAMINE
> 
>    End If 
> 
>    If CM$="help"
> 
>       SUCC=True
> 
>       HELP
> 
>    End If 
> 
>    If CM$="wait"
> 
>       SUCC=True
> 
>       Print "Time passes..."
> 
>    End If
> 
>    
> 
>    If Not SUCC
> 
>       Print "I don't know how to ";CM$;"."
> 
>    Else
> 
>       Inc TM
> 
>    End If 
> 
>    
> 
> Loop
> 
>  
> 
> ' *** Procedures *** 
> 
>  
> 
> Procedure BRKSENTENCE[A$]
> 
>    
> 
>    T$=Lower$((A$-".")-",")
> 
>    
> 
>    For J=1 To NW
> 
>       If Instr(T$," ")=0
> 
>          If Not SW
> 
>             W$(J)=T$
> 
>             SW=True
> 
>          Else 
> 
>             W$(J)="###"
> 
>          End If 
> 
>       Else 
> 
>          If Not SW
> 
>             I=Instr(T$," ")
> 
>             W$(J)=Left$(T$,I-1)
> 
>             T$=Right$(T$,(Len(T$)-I))
> 
>          End If 
> 
>       End If 
> 
>    Next 
> 
>    
> 
> End Proc
> 
> Procedure DUMP
> 
>    
> 
>    For J=1 To NW
> 
>       Print W$(J);"  ";
> 
>    Next 
> 
>    
> 
> End Proc
> 
> Procedure SROOM[N]
> 
>    
> 
>    Print RD$(N)
> 
>    Print 
> 
>    If RM(CURRM,NUMOB)>0
> 
>       Print "You see";
> 
>       Q=RM(N,NUMOB)
> 
>       V=Q
> 
>       For R=0 To 256
> 
>          If OB(R,0)=N
> 
>             If Q<>V and Q>1
> 
>                Print ",";
> 
>             End If 
> 
>             If Q>1
> 
>                Print " a";
> 
>             Else 
> 
>                If Q<>V
> 
>                 Print " and a";
> 
>                Else 
> 
>                   Print " a";
> 
>                End If 
> 
>             End If 
> 
>             Q=Q-1
> 
>             O$=OB$(R,NAMEO)
> 
>             If Instr("aeiouAEIOU",Left$(O$,1))<>0
> 
>                Print "n ";
> 
>             Else 
> 
>                Print " ";
> 
>             End If 
> 
>             Print O$;
> 
>          End If 
> 
>       Next 
> 
>       Print "."
> 
>    End If 
> 
>    
> 
>    Print 
> 
>    Print "Exits :";
> 
>    For Q=1 To 10
> 
>       If RM(N,Q)>0
> 
>          EX=True
> 
>          Print " ";D$(Q);
> 
>       End If 
> 
>    Next Q
> 
>    If Not EX
> 
>       Print " None!  Contact the author and quote error : $400";
> 
>       Print Str$(N)-" ";
> 
>    End If 
> 
>    Print "."
> 
>    
> 
> End Proc
> 
> Procedure CMD[L$]
> 
>    
> 
>    C$=""
> 
>    While C$=""
> 
>       Print 
> 
>       Input "> ";C$
> 
>       If C$=""
> 
>          Print "Huh?"
> 
>       End If 
> 
>    Wend 
> 
>    If Lower$(C$)="again"
> 
>       C$=L$
> 
>    End If 
> 
>    
> 
> End Proc[C$]
> 
> Procedure TAKE
> 
>    
> 
>    If W$(2)="all"
> 
>       
> 
>       If RM(CURRM,NUMOB)>0
> 
>          FRST=True
> 
>          For OO=0 To 256
> 
>             If OB(OO,OBRM)=CURRM
> 
>                OB(OO,OBRM)=0
> 
>                If FRST
> 
>                   Print Upper$(Left$(OB$(OO,0),1));
> 
>                   Print Right$(OB$(OO,0),Len(OB$(OO,0))-1);
> 
>                   FRST=False
> 
>                Else 
> 
>                   Print ", ";OB$(OO,0);
> 
>                End If 
> 
>             End If 
> 
>          Next 
> 
>          RM(CURRM,NUMOB)=0
> 
>          Print " taken."
> 
>       Else 
> 
>          Print "Nothing to take!"
> 
>       End If 
> 
>       
> 
>    Else If W$(2)="###"
> 
>       
> 
>       Print "Take what?"
> 
>       
> 
>    Else 
> 
>       FRST=True
> 
>       AFO=False
> 
>       For QQ=2 To NW
> 
>          CO$=W$(QQ)
> 
>          If CO$<>"###" and CO$<>"the" and CO$<>"and"
> 
>             FO=False
> 
>             For OO=0 To 256
> 
>                If OB$(OO,0)=CO$
> 
>                   If OB(OO,OBRM)=CURRM
> 
>                      OB(OO,OBRM)=0
> 
>                      RM(CURRM,NUMOB)=RM(CURRM,NUMOB)-1
> 
>                      FO=True
> 
>                      AFO=True
> 
>                      If FRST
> 
>                         Print Upper$(Left$(CO$,1));
> 
>                         Print Right$(CO$,Len(CO$)-1);
> 
>                         FRST=False
> 
>                      Else 
> 
>                         Print ", ";OB$(OO,0);
> 
>                      End If 
> 
>                   End If 
> 
>                End If 
> 
>             Next 
> 
>             If Not FO
> 
>                If AFO
> 
>                   Print " taken, but you don't see any ";CO$"."
> 
>                Else
> 
>                   Print "You don't see any ";CO$;"."
> 
>                End If
> 
>                FO=False
> 
>                AFO=False
> 
>                FRST=True
> 
>             End If
> 
>          End If 
> 
>       Next 
> 
>       If FO
> 
>          Print " taken."
> 
>       End If
> 
>    End If 
> 
> End Proc
> 
> Procedure DROP
> 
>    
> 
>    FRST=True
> 
>    DR=False
> 
>    If W$(2)="all"
> 
>       
> 
>       For OO=0 To 256
> 
>          If OB(OO,OBRM)=0
> 
>             OB(OO,OBRM)=CURRM
> 
>             If FRST
> 
>                Print Upper$(Left$(OB$(OO,0),1));
> 
>                Print Right$(OB$(OO,0),Len(OB$(OO,0))-1);
> 
>                FRST=False
> 
>             Else 
> 
>                Print ", ";OB$(OO,0);
> 
>             End If 
> 
>             DR=True
> 
>          End If 
> 
>       Next 
> 
>       OC=0
> 
>       For OO=0 To 256
> 
>          If OB(OO,0)=CURRM
> 
>             Inc OC
> 
>          End If 
> 
>       Next 
> 
>       RM(CURRM,NUMOB)=OC
> 
>       
> 
>       
> 
>       If Not DR
> 
>          Print "Nothing to drop!"
> 
>       Else 
> 
>          Print " dropped."
> 
>       End If 
> 
>       
> 
>    Else If W$(2)="###"
> 
>       
> 
>       Print "Drop what?"
> 
>       
> 
>    Else 
> 
>       FRST=True
> 
>       ADR=False
> 
>       For QQ=2 To NW
> 
>          CO$=W$(QQ)
> 
>          If CO$<>"###" and CO$<>"the" and CO$<>"and"
> 
>             DR=False
> 
>             For OO=0 To 256
> 
>                If OB$(OO,0)=CO$
> 
>                   If OB(OO,OBRM)=0
> 
>                      OB(OO,OBRM)=CURRM
> 
>                      RM(CURRM,NUMOB)=RM(CURRM,NUMOB)+1
> 
>                      DR=True
> 
>                      ADR=True
> 
>                      If FRST
> 
>                         Print Upper$(Left$(OB$(OO,0),1));
> 
>                         Print Right$(OB$(OO,0),Len(OB$(OO,0))-1);
> 
>                         FRST=False
> 
>                      Else 
> 
>                         Print ", ";OB$(OO,0);
> 
>                      End If 
> 
>                      
> 
>                   End If 
> 
>                End If 
> 
>             Next 
> 
>             If Not DR
> 
>                If ADR
> 
>                   Print " dropped, but don't have a ";CO$;"."
> 
>                Else 
> 
>                   Print "You don't have a ";CO$;"."
> 
>                End If 
> 
>                DR=False
> 
>                ADR=False
> 
>                FRST=True
> 
>             End If 
> 
>          End If 
> 
>       Next 
> 
>       If DR
> 
>          Print " dropped."
> 
>       End If 
> 
>    End If 
> 
>    
> 
> End Proc
> 
> Procedure INV
> 
>    
> 
>    CAR=False
> 
>    Print "You are carrying :"
> 
>    For OO=0 To 256
> 
>       If OB(OO,OBRM)=0
> 
>          Print "  ";OB$(OO,0)
> 
>          CAR=True
> 
>       End If 
> 
>    Next 
> 
>    If Not CAR
> 
>       Print "  nothing."
> 
>    End If 
> 
>    
> 
> End Proc
> 
> Procedure EXAMINE
> 
>    
> 
>    If W$(2)="###"
> 
>       
> 
>       Print "Examine what?"
> 
>       
> 
>    Else 
> 
>       
> 
>       For OO=0 To 256
> 
>          
> 
>          If OB$(OO,0)=W$(2)
> 
>             
> 
>             If OB(OO,OBRM)=CURRM
> 
>                Print "You'll need to pick it up first!"
> 
>                EX=True
> 
>             End If 
> 
>             
> 
>             If OB(OO,OBRM)=0
> 
>                EX=True
> 
>                Print OB$(OO,1)
> 
>             End If 
> 
>             
> 
>          End If 
> 
>          
> 
>       Next 
> 
>       
> 
>       If Not EX
> 
>          Print "No ";W$(2);" to examine!"
> 
>       End If 
> 
>       
> 
>    End If 
> 
>    
> 
>    
> 
>    
> 
> End Proc
> 
> Procedure HELP
> 
>    
> 
>    Print "Hah!  You must be kidding!  Work it out yourself."
> 
>    
> 
> End Proc
> 
> Procedure TME
> 
>  
> 
>    Print "It's";(TM div 60);":";
> 
>    QQQ$=Str$((TM Mod 60))-" "
> 
>    Print QQQ$;" since you started."
> 
>  
> 
> End Proc
> 
>  
> --
> GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
> v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
> K+ !W--- M-- V po- Y+ t++ 5+ jx G?
> R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."
> 
> 
> 

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From: <GREGORY@ekefe.gel.ariadne-t.gr>
Organization:  Grammateia Eidikoy Logariasmoy
To: amos-list@access.digex.net
Date:          Wed, 22 Feb 1995 15:09:30 
Subject:       Extensions
Priority: normal
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    I think that AmosPro "extension" (AmosPro.Lib) doesn't use the 
same logic that Lionet describes in |Music.s.The token table is ok 
but there are very few move.l (a3)+,... How do the the parameters 
pass?
    What about -4(a5) address? What's in it?
                                    Gregory
                                    

From amos-request@svcs1.digex.net Thu Feb 23 15:55:27 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502221548.AA03247@pianeta>
Subject: Amos!
To: amos-list@access.digex.net
Date: Wed, 22 Feb 1995 16:49:09 +0100 (MET)
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Hi all!

I would like to answer at a question about Amos, sended on Thursday Feb 22.

1) Amos works now on AGA machine too but it doesn't support AGA chipset.
   If you want to open AGA screen, well, ask about intuition extension
   (copyright Andy Church...)

3) Depends on program (or games...). I think that graphic commands run faster
   on an A1200  because MC68020 is faster than MC68000.

4) Yes, IDE hard-disks work fine on A1200. IDE 2"5 are for internal use and you
can buy an IDE PC hard-disk. IDE 3"5 are for external use and you need an
external controller (ex. Overdrive....) and a cable......

	   Luca (aldo@di.unito.it)
	   -----------------------



		// /||\/|||---|   /| 
               // /-||  |||  _   /-| 
            \\// /  ||  |||___| /  |





From amos-request@svcs1.digex.net Thu Feb 23 15:53:59 1995
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Date: Wed, 22 Feb 1995 17:21:03 --100
From: mumi@mol.biol.ethz.ch (Christian Mumenthaler)
Message-Id: <9502221621.AA08269@hel.ethz.ch>
To: amos-list@access.digex.net
Subject: AMOS and APro compiler speed differences:
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Hello everybody!

Like many others on this list I have recently switched to
AMOS Pro thanks to the coverdisk of the Amiga Format
magazine. I have also directly ordered the AMOS Pro
compiler which I have received a few days ago. As the
AP compiler manual stated that the compiler had been
optimized compared to the AMOS Creator compiler, I have made
a few simple benchmarks to test that. They are by no way
extensive or very meaningful, but they might interest you anyway.

The benchmarks have been tested in the following way:

T=Timer
For H=1 to 200000
  A=B*16
Next H
PRINT Timer-T

The result is therefore the number of 1/50th seconds on
my PAL Amiga 4000/40 25 MHz.

The most interesting thing is probably that the AP interpreter
is about 10% slower than the AMOS interpreter, probably due to
the higher number of commands it has to check all the time.
You'll also see that the AP compiler is indeed faster than
the AMOS Creator compiler, but the difference is only really
significant in a few cases that have been specially optimized
(A=B*16 is translated with the assembler shift commands as
shown in the AP Compiler manual and the A#=B#^4 statement
has probably been simplified to A#=B#*B#*B#*B#).

		 UNCOMPILED	COMPILED CODE
		AMOS	APro	A Comp	AP Comp

A=B*16		114	124	30	13
A=B*C		123	133	31	30
A=B/C		134	141	45	39
A#=B#*C#	126	148	36	34
A#=B#^4		318	296	222	147
A#=Sin(B#)	135	139	54	50


By the way: I would be interested to know the correspnding times
on other Amiga machines (A1200, A500, 68030 systems etc.)
Maybe some of you can check that...

Cheers,

	Chris

From amos-request@svcs1.digex.net Fri Feb 24 00:48:56 1995
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To: amos-list@access.digex.net
Subject: Just Arrived
Date: Wed, 22 Feb 95 14:50:16 EST
From: Stan DodgyGeezer <U9031715@queens-belfast.ac.uk>
Sender: U9031715@queens-belfast.ac.uk
Status: RO
X-Status: 

Hello amos users.

Ive just subscribed so I thought I'd introduce myself.
I'm in my final year studying computer science at Queens univ.,
Belfast and I'm into AMOS cos you can do in 20-100 lines of code 
the sort of things that take hundreds of lines of C. Opening a screen
being the prime example. As for coding interrupt driven,
 double buffered sprite animation in C, I wouldnt have a notion
where to start. But in AMOS - its a piece of pith (as you all know.)

Anyways, I have a couple of questions which someone might care to 
help me with...

1. Is there any way at all to do dynamic memory  allocation
 and deallocation in AMOS? I'm using AMOS creator at the moment,
perhaps switching to AMOS Pro would solve this one?

2. How do I extend the limit on the number of 3d objects in AMOS 3D
beyond the default 20? Also, how do I erase a 3d object for reuse?
These two are probably easy to answer if you have the manual. (I
got the programs, library etc. off a magazive coverdisk way back)

Cheers.

Stan Hoben.
 

From amos-request@svcs1.digex.net Fri Feb 24 08:36:20 1995
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Date: Wed, 22 Feb 1995 14:10:00 -0700 (MST)
From: Rob Bolton <rbolton@orbital.online.edmonton.ab.ca>
To: MenTaT - !Productions <mentat@sefl.satelnet.org>
Cc: Dave May <may_d@cc.dixie.edu>, amos-list@access.digex.net
Subject: Re: Protecting your work
In-Reply-To: <199502210116.UAA03128@sefl.satelnet.org>
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On Mon, 20 Feb 1995, MenTaT - !Productions wrote:

> > Could someone explain in some depth what ways one can protect his/her work
> > legally?  ie Copyright etc.  AmigaWorld seems to say that by merely
> > creating something it is "copyrighted", but one should show "Copyright (C)
> > <year> by <name>.  All Rights Reserved.", and inform the user what rights
> > they have if any to distribute or otherwise abuse the program code.  How
> > does this protection serve one internationally also? 
> 
> Technically anything you create is automatically copyrighted, but the 
> burden of proof lies with the copyrighter, not the copier, so the best 
> thing to do to ensure that you are protected is to seal it in an envelope 
> and have it stamped by a notary public and then kept by a lawyer, banker, 
> etc.  The copyright is international except (I think) in the case of 
> books, where the US has a different set of laws.
> 
> --
> GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
> v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
> K+ !W--- M-- V po- Y+ t++ 5+ jx G?
> R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."
> 
Another method is to put the software or whatever is being copyrighted in 
a sealed envelope and mail it to yourself, (don't open when it arrives to 
you tho'), this way it is dated proof that it is copyright to you on the 
date stamped by the post office, sorry if I'm not making sense, but the 
day after surgery pone can't be expected to make much sense. =->
 
   ~~~  |\     |\   \  e-mail: rbolton@orbital.online.edmonton.ab.ca   ~~~
   @ @  | \    | \   \  There exists no separation between gods and    @ @
    |   |\/    |\/    \  men; one blends softly casual into the other   |
   \_/  | \ob  |/olton \  -Proverbs of Muad'dib (Frank Herbert)        \_/

From amos-request@svcs1.digex.net Fri Feb 24 06:16:16 1995
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Date: Wed, 22 Feb 1995 13:33:23 PST
From: studass <bcollin@mpi.nl>
Subject: Re: Protecting your work
To: amos mailing list <amos-list@access.digex.net>
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On Mon, 20 Feb 1995 20:06:37 -0500 (EST) MenTaT - !Productions 
wrote:

> > Could someone explain in some depth what ways one can protect
> > his/her work legally?  ie Copyright etc.  AmigaWorld seems to
> > say that by merely creating something it is "copyrighted",
> > but one should show "Copyright (C) <year> by <name>.  All
> > Rights Reserved.", and inform the user what rights they have
> > if any to distribute or otherwise abuse the program code. 
> > How does this protection serve one internationally also? 
> 
> Technically anything you create is automatically copyrighted,
> but the burden of proof lies with the copyrighter, not the
> copier, so the best thing to do to ensure that you are
> protected is to seal it in an envelope and have it stamped by a
> notary public and then kept by a lawyer, banker, etc.  The
> copyright is international except (I think) in the case of
> books, where the US has a different set of laws.
> 

Yeah, what he says! But seriously now. The two main things to 
keep in mind are that anything you create is your intellectual 
property and that you have to prove yourself that you created it 
in the first place. I think in America you can have it officially 
copyrighted, which relieves you of the burden of proof. I guess 
you should better ask this to a lawyer or something (do they have 
free legal aid in America?). 
Everything else follows from the two main things mentioned. 
Before you start sealing stuff in envelopes think about what 
exactly you want to copyright. If your game is played according 
to a whole new concept, you may want to copyright the concept 
also. If you don't, Nintendo's lawyers will play and win a nice 
cat and mouse game with you (well, in theory). So describe what's 
so great and new about about your gameplay and put that 
description in the sealed envelope also. 
OTOH, if you just want hAkZz from turning your game 
(hypothetically, it could be a spreadsheet) into waIRz, it's 
enough to just include the game. Remember to put some screenshots 
in there too, as magnetic media are less reliable than paper 
ones.
You could just send a sealed and dated envelope to yourself, 
saving you a lot of money.
Internationally, I would first see if you can take any action 
against illegal copying. It probably is very expensive to hire a 
lawyer 'abroad' to represent you, so why bother.

Could you tell us what exactly you are going to copyright (in as 
vage as possible terms of cours :-) ), and what or whom you want 
to protect it from, because I am hypothesizing a lot here.

Branko Collin
bcollin@mpi.nl



From amos-request@svcs1.digex.net Thu Feb 23 16:51:41 1995
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Date: Wed, 22 Feb 1995 14:54:22 -0700 (MST)
From: Mike Sikorsky <sikorsky@ee.ualberta.ca>
To: Dave May <may_d@cc.dixie.edu>
Cc: amos-list@access.digex.net
Subject: Re: Protecting your work
In-Reply-To: <Pine.ULT.3.90.950220132314.6742A-100000@cc.dixie.edu>
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On Mon, 20 Feb 1995, Dave May wrote:

> Could someone explain in some depth what ways one can protect his/her work
> legally?  ie Copyright etc.  AmigaWorld seems to say that by merely
> creating something it is "copyrighted", 

	yes this is true...

> but one should show "Copyright (C)
> <year> by <name>.  All Rights Reserved.", 

	this just makes it easier for you... if you ever need to go to 
  court..

> and inform the user what rights
> they have if any to distribute or otherwise abuse the program code.  How
> does this protection serve one internationally also? 
> 

	I only know a very little so you should not take what I say as in
  anyway legal advice... its just merely what I have found out which may
  or may not be correct... but their is
  something to do with the "Berne" (sp?) copyright law or something... it is
  upheld by many countries...  There is a copyright WWW or faq out their
  read 'misc.legal.computing' for a couple days to find out.. I used to
  know but I forgot.

	You should be careful of 'software patents'... I used
  to think that these were not that serious but they are... for example
  if you created a 'cursor' in a program of yours using the 'XOR' operation
  then you are violating a patent... the guy who patented this gets
  royalties for using the 'XOR' cursor technique... apperently a whole bunch
  of these trivial patents were granted because the patent office didn't
  have any computer experts to examine the patent claims... IBM/Micrsoft
  were even offering bonuses for every patent obtained by their employees.
  THey did this because they know that they can't get all of them but what
  they want to do is get as many as possible so that it would be improbable
  that you could code a program without using one of their patents... so
  now they can swap patent usage with other big companies and charge
  royalties from smaller companies...  Basically it's probable that your
  program already has at least 1 patent violation... but this was for the
  U.S.... I'm not sure about other countries.. but I beleive it includes
  Canada/Mexico... something to do with GATT... so you may not have to
  worry about software patents yet in your country but if you plan to
  distribute in the U.S. then you do... 
	

	I had to stop reading 'misc.legal.computing' because it was 
  starting to piss me off too much... There is some League for 
  Programming Freedom (LPF) that you can join to try to help stop
  software patents..

								mike

> Dave May
> 

From amos-request@svcs1.digex.net Fri Feb 24 11:22:35 1995
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Date: Thu, 23 Feb 1995 08:55:01 +0100 (MET)
From: Flint <Mathieu.Dhondt@rug.ac.be>
To: AMOS <amos-list@access.digex.net>
Subject: ReDIMming variables
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Is this possible?



From amos-request@svcs1.digex.net Thu Feb 23 17:53:32 1995
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To: H.M.Taqui@aeromech.salford.ac.uk
Cc: amos-list@access.digex.net, ph@doc.ic.ac.uk
Subject: Re: Amos!
In-Reply-To: Your message of "21 Feb 1995 11:49:00." <199502211305.AA23346@nfs1.digex.net>
X-Mailer: Oingo Boingo Mailer
Date: Thu, 23 Feb 1995 08:33:14 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Message-Id: <"fulmar.doc.593:23.01.95.08.33.25"@doc.ic.ac.uk>
Status: RO
X-Status: 

> Hello All!
>      I have been out of the Amos scene for a while so I was wondering if
> somebody could help me.
> 
>      1) Is AmosPro fully compatible with the A1200? (Does it support the AGA
>         chip set and advanced graphic modes?)
> 
It runs on an A1200, but does not support the AGA chip set, unless you are
using Andy Churches Intuition extension.

>      2) Are large programs written in Amos V1.34 fully compatible with AmosPro?
>         (I wrote an Ascii Screen Designer that I want to convert)

Almost - There are a few minor changes. The only major problems you might
have are with the Prun command which has changed quite a lot.
> 
>      3) Does AmosPro run faster on the A1200?
> 
That what. It runs faster than on an A500, but not faster than on an A4000 :-).
It is also not any faster (If anything a little slower) than AMOS V1.36

>      4) Finally, aside Amos, Is a 3.5" IDE reliable for use on Amiga 1200? And
>         if so, can I use the IDE drives advertised in PC magazines on the A1200
>         with an appropriate cable?
> 

Pass.


+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From amos-request@svcs1.digex.net Thu Feb 23 17:59:01 1995
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          Thu, 23 Feb 1995 11:46:37 +0000
From: H.M.Taqui@aeromech.salford.ac.uk
Date: 23 Feb 95 11:08
To: amos-list@access.digex.net
Subject: Amos-JPEG/GIF
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Hello!
     Has anybody figured out how to display JPEG or GIF f8iles in amos yet? If
so I would like to know please!

                    Hamid
                    (e-mail: H.M.Taqui@AeroMech.ac.uk)


From amos-request@svcs1.digex.net Thu Feb 23 17:54:45 1995
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Date: Thu, 23 Feb 1995 06:22:50 -0500 (EST)
From: Michael Cox of EDS <mcox>
To: "M. Jeremy Trammell" <NOVALIS@delphi.com>
Cc: amos-list@access.digex.net
Subject: Re: Simultaneous I/O and AMAL
In-Reply-To: <01HNBQQBZJS69AQFKW@delphi.com>
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On Tue, 21 Feb 1995, M. Jeremy Trammell wrote:
> 			Amos the creator v 1.34
This probably won't fix it, but AMOS Creator is upto v1.36.  The updater
disc is on AmiNet and will be on the WWW sites soon.

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Fri Feb 24 08:14:20 1995
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Date: Thu, 23 Feb 1995 13:02:28 --100
From: mumi@mol.biol.ethz.ch (Christian Mumenthaler)
Message-Id: <9502231202.AA08558@hel.ethz.ch>
To: amos-list@access.digex.net
Subject: AMOS and AmosPro compiler speed differences:
X-Sun-Charset: US-ASCII
Content-Length: 1768
Status: O
X-Status: 

I have posted the following message to the list
yesterday, but it has not appeared. I'm sending it
again and hope you won't get it twice.
----------------------------------------------------
Hello everybody!

Like many others on this list I have recently switched to
AMOS Pro thanks to the coverdisk of the Amiga Format
magazine. I have also directly ordered the AMOS Pro
compiler which I have received a few days ago. As the
AP compiler manual stated that the compiler had been
optimized compared to the AMOS Creator compiler, I have made
a few simple benchmarks to test that. They are by no way
extensive or very meaningful, but they might interest you anyway.

The benchmarks have been tested in the following way:

T=Timer
For H=1 to 200000
  A=B*16
Next H
PRINT Timer-T

The result is therefore the number of 1/50th seconds on
my PAL Amiga 4000/40 25 MHz.

The most interesting thing is probably that the AP interpreter
is about 10% slower than the AMOS interpreter, probably due to
the higher number of commands it has to check all the time.
You'll also see that the AP compiler is indeed faster than
the AMOS Creator compiler, but the difference is only really
significant in a few cases that have been specially optimized
(A=B*16 is translated with the assembler shift commands as
shown in the AP Compiler manual and the A#=B#^4 statement
has probably been simplified to A#=B#*B#*B#*B#).

		 UNCOMPILED	COMPILED CODE
		AMOS	APro	A Comp	AP Comp

A=B*16		114	124	30	13
A=B*C		123	133	31	30
A=B/C		134	141	45	39
A#=B#*C#	126	148	36	34
A#=B#^4		318	296	222	147
A#=Sin(B#)	135	139	54	50


By the way: I would be interested to know the correspnding times
on other Amiga machines (A1200, A500, 68030 systems etc.)
Maybe some of you can check that...

Cheers,

	Chris

From amos-request@svcs1.digex.net Thu Feb 23 19:15:30 1995
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From: "Marco Eberhardt" <SA437@utb.shv.hb.se>
Organization:  University of Boras
To: amos-list@access.digex.net
Date:          Thu, 23 Feb 1995 13:16:23 MET-1MEST
Subject:       AGA extension?
Priority: normal
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Message-Id: <1CB46E14FA@utb.shv.hb.se>
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HI all AMOS freaks!

Is there any AGA extension for AmosPro? 

I haven't seen or heard anything. Is there anyone ho knows?

Do anyone knows what have happend to Mandarin? And is there comming 
another new version of AmosPro, or do we have to write our own 
librarys in the rest of the future?

How many extension is there for AmosPro, and where can I get them?

Please let me know!

Thanx

Marco E. 
----------------------------------------------------------------------
Email: SA437@UTB.SHV.HB.SE
----------------------------------------------------------------------

From amos-request@svcs1.digex.net Thu Feb 23 19:20:25 1995
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Date: Thu, 23 Feb 1995 12:52:31 -0800 (PST)
From: Yarg Niquoj <doctorx@rain.org>
To: amos-list@access.digex.net
Subject: Amiga Publication
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I'm working on creating a bi-monthly amiga magazine (which is viewed with 
a special program I'm working on) to talk about various things. If anyone 
wants to take part in the graphic elements, music (background music for 
each one) or actual writing, please email me (doctorx@rain.org.) It'll be 
something like LOADSTAR for the C= 64, except I doubt I'll include 
programs unless they're small.  

The main reason I'm doing this is becaues Amiga World is becoming thinner 
every day. It's really sad, but I do know that there are a lot of Amiga
users out there so maybe this will help bring them together. 

The reason I put this messaege in this mailing list is because I am using 
AMOS to write the file interpreter (viewer/reader/whatever.) It's going 
to be graphics/music/interactive. Like those "multi-media CD-ROM" thingos.


Let me know.
 ---
   __| __  __ _||_ __  __  _ _
  (' |(' )('-|-||-(' )('r' >|<          (Yarg Niquoj (doctorx@rain.org))
   ~~  ~~  ~~  ~~  ~~  ~   ~ ~
                   http://www.rain.org/~doctorx/
 "I found my friends, they're in my head"      --       Kurt Cobain
     "Are You Wearing Panties?"                --    Howard Stern
             "Freedom is the choice to work or starve"


From amos-request@svcs1.digex.net Fri Feb 24 02:42:53 1995
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 23 Feb 1995 21:39:29 -0500 (EST)
Date: Thu, 23 Feb 1995 21:39:28 -0500 (EST)
From: sfmcnally@BIX.com
Subject: Mathtrans.library
To: amos-list@access.digex.net
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Hiya folks,

Anyone know for sure what causes a compiled Amos program to require the
Mathtrans.library in libs: to run?  I'd like my program to run without
ANY external C= libraries like it has before, but now for some reason
it needs mathtrans.  What does mathtrans do anyway?

Seumas @ Dark Unicorn Productions
(sfmcnally@bix.com)

From amos-request@svcs1.digex.net Fri Feb 24 06:04:23 1995
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Date: Thu, 23 Feb 1995 22:30:12 -0800 (PST)
From: Greg Cox <gcox@cts.com>
To: amos-list@access.digex.net
Subject: ppACC
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Look for it on Aminet ! (dev/amos)

What is it ?
~~~~~~~~~~~~
Well it is an accessory program/utility for AMOS Professional that will
allow you to crunch your source code using the powerpacker.library and
any memory banks that might be attached to your source code. This
program will also decrunch your crunched source and load it into AMOSPro's
editor.

What is the latest version ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
v1.2 - added program auto-detection routine.

Note: I have just uploadeed this version tonight 2/23 @ 22:26pm so look 
      for it within the next day or so ...

Greg
EMail: gcox@ctsnet.cts.com


From amos-request@svcs1.digex.net Fri Feb 24 07:07:48 1995
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  (5.67b8/IDA-1.5 for <amos-list@access.digex.net>); Fri, 24 Feb 1995 02:44:33 -0500
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	id AA22326; Fri, 24 Feb 95 08:39:17 +0100
From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502240739.AA22326@pianeta>
Subject: XPK & Protection (corrections..)
To: amos-list@access.digex.net
Date: Fri, 24 Feb 1995 08:39:16 +0100 (MET)
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X-Status: 

In my last letter, i wrote about differents xpk libraries.
Some xpk names are wrong...
So these are the real names:

 - CBR0   for uncompressed file...
 - SMPL   only for samples...
 - SQSH   for samples & modules (PT/NT/ST)
 - FAST   very fast compression with this library (i called it FLSH...)

 To compress a file use command XPK:


    Ex.  xpk -s -p "password" -m "method"  FILES

	 xpk -s -p topsecret -m HUFF.50 text1.asc image.gif ....

	 PS: Not all the libraries support password!


	 Luca (aldo@di.unito.it)
	 -----------------------

	 README
	 ------
	 I'm bulding a new amos web site....



		// /||\/|||---|   /| 
               // /-||  |||  _   /-| 
            \\// /  ||  |||___| /  |





From amos-request@svcs1.digex.net Thu Feb 23 22:09:16 1995
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Subject: Re: Amos!
In-Reply-To: <9502221548.AA03247@pianeta>
	     (from aldo@di.unito.it ( Magoga - Borsista CSI ))
	     (at Wed, 22 Feb 1995 16:49:09 +0100 (MET))
X-Mailer: //\\miga Electronic Mail (AmiElm 5.42)
From: p.reece@trumpet.com.au (Paul Reece)
Reply-To: p.reece@trumpet.com.au
To: amos-list@access.digex.net
Date: Fri, 24 Feb 95 09:55:58 
Status: RO
X-Status: 

Luca wrote:

> Hi all!
> 
> I would like to answer at a question about Amos, sended on Thursday Feb 22.
> 
> 1) Amos works now on AGA machine too but it doesn't support AGA chipset.
>    If you want to open AGA screen, well, ask about intuition extension
>    (copyright Andy Church...)
> 
> 3) Depends on program (or games...). I think that graphic commands run faster
>    on an A1200  because MC68020 is faster than MC68000.
> 
> 4) Yes, IDE hard-disks work fine on A1200. IDE 2"5 are for internal use and you
> can buy an IDE PC hard-disk. IDE 3"5 are for external use and you need an
> external controller (ex. Overdrive....) and a cable......


WRONG!  The Amiga IDE Interface (like all others) can support 2 drives - a
Master and a Slave. (kinky 'eh?)

I have a 3.5" HD hooked up to my A1200 along with the 2.5" Internal one..

Be sure that you buy a SEAGATE 3.5" drive too..  Most others will only
give you trouble, and Seagate is on C='s list of approved drives (apparently)

All you need to do is make a cable..

see (on Aminet): hard/ide2ami4.lha  (I think thats right)
which has details.


 - Paul
 



From amos-request@svcs1.digex.net Fri Feb 24 10:48:52 1995
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          id <29400-0@swan.doc.ic.ac.uk>; Fri, 24 Feb 1995 12:05:07 +0000
To: amos-list@access.digex.net
Subject: Re: Pipes
In-Reply-To: Your message of "Tue, 21 Feb 1995 20:53:10 GMT." <9502212053.AA00hbf@dynamo.demon.co.uk>
X-Mailer: Oingo Boingo Mailer
Date: Fri, 24 Feb 1995 12:04:57 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Message-Id: <"swan.doc.i.406:24.01.95.12.05.12"@doc.ic.ac.uk>
Status: O
X-Status: 

> I think it's been discussed here before, but is it possible to pipe
> data to a compiled program?
> 
> If it's not directly possible, would it be possible to take the piped
> data, write it to a temporary file, and the pass the file name to
> the compiled AMOS program in the command line?
> 
> Dom

Easylife has commands to read a single character, or whole from the
standard input, which should allow you to pipe to the program, however
I did get one report that the single character read was broken, but I
haven't got around to fixing it yet.




+-------------------------+------------------------------------+
|                         |    _____                           |
| PAUL HICKMAN            |   /     \   ON A HOT SUMMER NIGHT  |
| (ph@doc.ic.ac.uk)       |  /  O O  \  WOULD YOU  OFFER YOUR  |
| DEPARTMENT OF COMPUTING | |    _    | THROAT  TO  THE  WOLF  |
| IMPERIAL COLLEGE LONDON |  \  / \  /  WITH THE RED  ROSES ?  |
|                         |   \_____/                          |
+-------------------------+------------------------------------+
Machines: Amiga 500  WB1.3 - 1mb Memory - External Disk Drive.
          Amiga 1200 WB3.0 - 6mb Memory - 200Mb Hard Disk.


From H.M.Taqui@aeromech.salford.ac.uk Fri Feb 24 08:39:33 1995
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From: H.M.Taqui@aeromech.salford.ac.uk
Date: 24 Feb 95 13:00
To: amos-request@svcs1.digex.net
Subject: Re: Amiga Publication
X-Mailer: University of Salford cc:Mail/SMTP gateway 1.72
Encoding: 9 TEXT
Status: O
X-Status: 

Re: Magazine.

     I will be glad to help. I am currently getting back into programming on
amiga (AMOS, C possibly assembler) so if there is anything you want doing, just
give me a mail!
     Unfortunately Im hopeless at music!

                    Hamid
                    H.M.Taqui@AeroMech.ac.uk


From H.M.Taqui@aeromech.salford.ac.uk Fri Feb 24 08:40:06 1995
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From: H.M.Taqui@aeromech.salford.ac.uk
Date: 24 Feb 95 13:02
To: amos-request@svcs1.digex.net
Subject: Re: Turbo extension and scrolling routines
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ME! ME!
H.M.Taqui@AeroMech.ac.uk

Cheers!


From amos-request@svcs1.digex.net Fri Feb 24 12:28:28 1995
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From: MenTaT - !Productions <mentat@sefl.satelnet.org>
Message-Id: <199502230809.DAA03261@sefl.satelnet.org>
Subject: Re: Protecting your work
To: rbolton@orbital.online.edmonton.ab.ca (Rob Bolton)
Date: Thu, 23 Feb 1995 03:09:26 -0500 (EST)
Cc: mentat@sefl.satelnet.org, may_d@cc.dixie.edu, amos-list@access.digex.net
In-Reply-To: <Pine.LNX.3.91.950222140758.26541A-100000@orbital.online.edmonton.ab.ca> from "Rob Bolton" at Feb 22, 95 02:10:00 pm
Content-Type: text
Content-Length: 984       
Status: RO
X-Status: 

> Another method is to put the software or whatever is being copyrighted in 
> a sealed envelope and mail it to yourself, (don't open when it arrives to 
> you tho'), this way it is dated proof that it is copyright to you on the 
> date stamped by the post office, sorry if I'm not making sense, but the 
> day after surgery pone can't be expected to make much sense. =->

You'll have a hard time making that stand in court, which is why you 
should have a lawyer (or similar) hold it for you.  Envelopes can be 
steamed open, stamps can be forged, etc., so you need an (almost) 
unimpeachable witness...

(And hope your surgery went ok! :)

>    \_/  | \ob  |/olton \  -Proverbs of Muad'dib (Frank Herbert)        \_/

A great man!

--
GCS -d+ H+ s++:- g+ p? !au a- w+++            !Productions 1995
v* C+++ UB+++A++++ P++ L++ E+ N+++       http://satelnet.org/~mentat/
K+ !W--- M-- V po- Y+ t++ 5+ jx G?
R tv++ D- B--- e+ u** h f r++ !n y+ "No matter where you go, there you are."


From amos-request@svcs1.digex.net Fri Feb 24 12:55:05 1995
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Date: Thu, 23 Feb 1995 09:35:12 +0100
To: H.M.Taqui@aeromech.salford.ac.uk
From: pumm10@skelleftea.se (Jan Pettersson)
Subject: Re: Amos!
Cc: amos-list@access.digex.net
Status: RO
X-Status: 

>Hello All!
>     I have been out of the Amos scene for a while so I was wondering if
>somebody could help me.
>
>     1) Is AmosPro fully compatible with the A1200? (Does it support the AGA
>        chip set and advanced graphic modes?)

1: Its not fully compatible as i does not support the aga chipset but it
will work fine on
   on an Amiga 1200. But i saw an advertisment from a Swedish PD-library
that had a AGA-extension
   for amos, i dont know if it work but i have just ordered a copy.
>
>     2) Are large programs written in Amos V1.34 fully compatible with AmosPro?
>        (I wrote an Ascii Screen Designer that I want to convert)

2: Yes the work fine!

>
>     3) Does AmosPro run faster on the A1200?

3:  Yes it does!
>
>     4) Finally, aside Amos, Is a 3.5" IDE reliable for use on Amiga 1200? And
>        if so, can I use the IDE drives advertised in PC magazines on the A1200
>        with an appropriate cable?

4: Yes i have one myself. The only thing you need is a cable and maybe a
box to have the harddisk in because it wont fit inside the 1200.
>
>     Thanks to those who read
>                         Hamid.
>
>                         (e-mail: H.M.Taqui@AeroMech.ac.uk)


******************************************************************
|                                                                |
| Only the stupid man is sure the wise will keep on guessing...  |
|                                                                |
|                          Janne P PUMM                          |
|                                                                |
******************************************************************



From amos-request@svcs1.digex.net Fri Feb 24 14:06:13 1995
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Date: Thu, 23 Feb 1995 08:20:17 -0700 (MST)
From: Dave May <may_d@cc.dixie.edu>
To: Mike Sikorsky <sikorsky@ee.ualberta.ca>
Cc: amos-list@access.digex.net
Subject: Re: Protecting your work
In-Reply-To: <Pine.HPP.3.91.950222143630.27203A-100000@nyquist.ee.ualberta.ca>
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On Wed, 22 Feb 1995, Mike Sikorsky wrote:


> 	You should be careful of 'software patents'... I used
>   to think that these were not that serious but they are... for example
>   if you created a 'cursor' in a program of yours using the 'XOR' operation
>   then you are violating a patent... the guy who patented this gets
>   royalties for using the 'XOR' cursor technique... apperently a whole bunch
>   of these trivial patents were granted because the patent office didn't
>   have any computer experts to examine the patent claims... IBM/Micrsoft
>   were even offering bonuses for every patent obtained by their employees.
>   THey did this because they know that they can't get all of them but what
>   they want to do is get as many as possible so that it would be improbable
>   that you could code a program without using one of their patents... so
>   now they can swap patent usage with other big companies and charge
>   royalties from smaller companies...  Basically it's probable that your
>   program already has at least 1 patent violation... but this was for the
>   U.S.... I'm not sure about other countries.. but I beleive it includes
>   Canada/Mexico... something to do with GATT... so you may not have to
>   worry about software patents yet in your country but if you plan to
>   distribute in the U.S. then you do... 
> 	
> 
> 	I had to stop reading 'misc.legal.computing' because it was 
>   starting to piss me off too much... There is some League for 
>   Programming Freedom (LPF) that you can join to try to help stop
>   software patents..
> 
> 								mike
> 
Amazing what you have said has already pissed me off.  I don't know to 
what extent these intel programmers can effect the Amiga community - has 
there been any situations of paying royalties to the clone front?

Has this cursor guy really collected from this?  Who holds this patent 
now, andare they still causing a problem?

Dave May

From amos-request@svcs1.digex.net Fri Feb 24 12:58:06 1995
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Date: Fri, 24 Feb 1995 07:21:55 -0800 (PST)
From: Greg Cox <gcox@cts.com>
To: jtw@usis.com
Cc: amos-list@access.digex.net
Subject: Re: ppACC
In-Reply-To: <199502241200.GAA23701@usis.com>
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X-Status: 

On Fri, 24 Feb 1995, Steven Babyar wrote:

> Have you thought about implenting that encryption password protection 
> routine simialar to the way xpk does? I'm a diehard powerpacker user, 
> have been for 4yrs, I just dont trust the xpk method for long term use, 
> especially since I've found pp very dependable.

Since you are such a die hard PowerPacker ... I will try to implement 
encrypted password into the next version (1.3). Thanx for the suggestion. I
am also going to implement the option for the user to change the effeciency
at which powerpacker crunches your source code as well.

Greg
EMail: gcox@ctsnet.cts.com
 

From amos-request@svcs1.digex.net Fri Feb 24 16:21:36 1995
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Date: Fri, 24 Feb 1995 14:09:40 +0500
From: marty@cs.hope.edu (Ben Marty)
Message-Id: <9502241909.AA06653@smeagol.cs.hope.edu>
To: amos-list@access.digex.net, sfmcnally@BIX.com
Subject: Re: Mathtrans.library
Content-Length: 805
Status: RO
X-Status: 

	You asked about mathtrans.library being required in compiled AMOS
programs.  I'm not sure, but my guess is that any work with floating point
numbers (which includes all floating point functions such as sin & cos and
maybe even division) would require mathtrans.library... that's just a guess
though.  Maybe you can still do floating point math without it, but require
it only when using mathematical functions such as sin and cos (this situation
would be suggested by AMOS Pro's pathetic floating point math... mathtrans
sure wouldn't do that).  The name, however, suggests translation of numbers,
perhaps between floating point and integer... or simply translation of any
number in that darn complicated IEEE format (that's probably mathieee???
though).  I'll stop babbling now.  There are my thoughts.

From amos-request@svcs1.digex.net Fri Feb 24 19:14:42 1995
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Date: 24 Feb 95 17:18:18 EST
From: "Malcolm O'Brien" <76703.4243@compuserve.com>
To: <amos-list@access.digex.net>
Subject: Supposed to work
Message-Id: <950224221818_76703.4243_CHN36-1@CompuServe.COM>
Status: RO
X-Status: 

> 4) Yes, IDE hard-disks work fine on A1200. IDE 2"5 are for internal use 
Well, the Quantum GO AT-80 I got prevents the A1200 from booting! Still
don't know why. May have to get something else.

Malcolm

            //
 Malcolm  \X/



From amos-request@svcs1.digex.net Fri Feb 24 21:56:20 1995
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Date: Fri, 24 Feb 1995 16:58:14 -0800
From: Jedon Thompson <jvt@acctrep.sannet.gov>
To: amos-list@access.digex.net, astephan@presby.edu
Subject:  Please help me with AMOS problem -Reply
Status: RO
X-Status: 

> I'm having some trouble with AMOS and the manual doesn't seem to
> explain  this.  Basically, I'm trying to write program code like this:
> 
> IF blah=blah
>  blah
>  blah
>  IF blah=blah
>   blah
>   GOSUB blah
>   GOTO blah
>  ENDIF
>  IF blah=blah
>   blah
>   GOSUB blah
>   GOTO blah
>  ENDIF
> ENDIF
> 
> I've put the relevant stuff in capitals to make it easier to read.
> I have a lot of structures like or similar to this.  AMOS, unfortunately, 
> doesn't seem to like having IF THEN ENDIF statements inside of other IF 
> THEN ENDIF's.  This is a pretty big problem because I really need to be 
> able to use this kind of logic.  When I try to run it (or just plain test  it, it
> tests before it runs), it'll tell me that I need a THEN statement  after the
> IF.  If I put that THEN statement in there, it tells me that I  don't need an
> ENDIF since there's no IF!  Apparently if you try
> 
> IF blah=blah THEN
>  etc.
>  IF blah=blah THEN
>   etc.
>  ENDIF
> ENDIF
> 
> it thinks that the first line is self-contained in the sense that the  second
> line, etc, is not inside the IF THEN statement started in the  first line.  If I
> do this
> 
> SUB1:
>  IF blah=blah
>   gosub SUB2
>  ENDIF
>  GOTO blah
> SUB2:
>  IF blah=blah
>   blah
>  ENDIF
>  RETURN 
> 
> it doesn't give me errors.  Doing this, though, is a real pain and makes  it
> harder to follow what's going on (especially if you have four or five 
> nested IF THEN ENDIF's for example).  Can anyone suggest something?
>  How  can I get it to stop doing this?  Please help!  Thanks in advance,
> 
> 
> 
> Andrew
> 

You have to use the THEN statement when embedding conditionals ie

If A=B
   If b=c Then c=d Endif
Endif

-Jedon



From amos-request@svcs1.digex.net Fri Feb 24 21:13:50 1995
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Date: Sat, 25 Feb 1995 02:32:20 +0200 (EET)
From: Tumu / BFB <tumu@janus.otol.fi>
To: sfmcnally@BIX.com
Cc: amos-list@access.digex.net
Subject: Re: Mathtrans.library
In-Reply-To: <9502232139.memo.78490@BIX.com>
Message-Id: <Pine.SUN.3.90.950225022408.26081B-100000@janus>
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I had a same kinds of problems with Amos Pro and when I saw one Amiga 
book when I was visiting my friend, I looked what instructions were in 
mathtrans.library. Sin, Cos, Tan and all trigonometry functions were 
there. So if you want to do progs that doesn't require mathtrans.library, 
but you'll need those functions, precalc them into a bank and save it 
with your prog.
		
	Tumu / Big Fat Brothers <tumu@janus.otol.fi>


From amos-request@svcs1.digex.net Sat Feb 25 10:06:01 1995
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Path: news1.digex.net!news2.digex.net!howland.reston.ans.net!pipex!sunic!news.lth.se!efd.lth.se!d94djo
From: d94djo@efd.lth.se (Daniel Joensson)
Newsgroups: comp.sys.amiga.programmer
Subject: Re: Please help me with AMOS problem
Date: 23 Feb 1995 17:24:34 GMT
Organization: Lund Institute of Technology, Sweden
Lines: 50
Message-Id: <3iigci$nnc@nic.lth.se>
References: <D3t1Fn.D55@presby.edu>
Nntp-Posting-Host: pluto-3.efd.lth.se
Nntp-Posting-User: d94djo
To: astephan@presby.edu (Andrew Stephan)
Resent-Date: Sat, 25 Feb 1995 06:58:43 -0500 (EST)
Resent-From: Michael Cox of EDS <mcox>
Resent-To: AMOS Mailing List <amos-list@access.digex.net>
Resent-Message-Id: <Pine.SUN.3.91.950225065843.20067B@access3.digex.net>
Status: RO
X-Status: 

In article <D3t1Fn.D55@presby.edu>, astephan@presby.edu (Andrew Stephan) writes:
> I'm having some trouble with AMOS and the manual doesn't seem to explain 
> this.  Basically, I'm trying to write program code like this:
> 
   < cut - cut - cut >

I'm not totaly sure bu if I'm not mistaken there is two types of if statments.

There is the 

  IF <condition> THEN <statment> [ ELSE <statement> ]

and the
 
  IF <condition>
    <statements>
[ ELSE
    <statements> ]
  ENDIF

and you are not allowed to put a IF - THEN inside a IF - ENDIF

The folowing part is not correct:

  IF a=2
     IF b=4 THEN print "A" ELSE print "B"
  ELSE
     print "C"
  ENDIF

replace it with:

  IF a=2
     IF b=4
        print "A"
     ELSE
        print "B"
     ENDIF
  ELSE
     print "C"
  ENDIF

/Daniel 

*----------------------------------------------+------------------------------*
| Daniel Jnsson                               | "To iterate is human,        |
| Student of Computer Science and Technology   |  to recurse is divine"       |
|                                              |          - Unknown           |
| E-Mail: d94djo@efd.lth.se                    |                              |
*----------------------------------------------+------------------------------*



From amos-request@svcs1.digex.net Sat Feb 25 08:07:15 1995
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From: aldo@di.unito.it ( Magoga - Borsista CSI )
Message-Id: <9502250850.AA05915@pianeta>
Subject: EasyLife problem?
To: amos-list@access.digex.net
Date: Sat, 25 Feb 1995 09:50:22 +0100 (MET)
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Hi all.

I tried to unpack some xpk packed files under Amos Pro with xpk commands
of Easylife extension. Unpacking works fine but there are problems with the
Amos editor after.

EX.
This is a simple example of what i did.

Elxpk Load "df1:songs/module.med","HUFF" to 1
Med Play 1
Wait key
Edit

When program returns to editor, if i press one of the function keys, Amos
crashes.... 
I had the same problem also with an amos packed picture. So, i think it's
not a problem of file Type (module,text,image...) but it's a problem
of easylife (i used version 108...).

Someone had this problem too?

It could be a problem of the easylife beta version....

   Luca (aldo@di.unito.it)
   -----------------------


		// /||\/|||---|   /| 
               // /-||  |||  _   /-| 
            \\// /  ||  |||___| /  |



From amos-request@svcs1.digex.net Sat Feb 25 15:06:27 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: Turbo Extension on Gate corrupted
Status: RO
X-Status: 


 MB> I have downloaded turbo19.lha 4 times by ftp and 1 by ftpmail and all
 MB> the 
 MB> times the file was corrupted while testing it with LHA.
 MB> If I remember right it was longer than 34K...

 MB> So can you put another time turbo19.lha on the net? 

 MB> I hope you have a backup

 MB> M&F

I dug through my harddisks and found that I have a copy of turbo_19.
Is there a later version than this?
IF every one agrees I'll encode the version I have and post it to the list
if it's the latest.

Darryl

-- Via DLG Pro v1.0


From amos-request@svcs1.digex.net Sat Feb 25 14:23:34 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: Turbo Extension on Gate corrupted
Status: RO
X-Status: 

Opps, I forgot somthing!
Does anyone have a copy of Easylife they could send me?
Darryl

-- Via DLG Pro v1.0


From amos-request@svcs1.digex.net Sat Feb 25 13:17:50 1995
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To: amos-list@access.digex.net
Reply-To: CRSO.Amos@canrem.com
Sender: CRSO.Amos@canrem.com
Subject: 3D objects
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.1861.6587.0C1D201F@canrem.com>
In-Reply-To: <9502221450.AA19675@qe2.causeway.qub.ac.uk>
Date: Sat, 25 Feb 1995 11:52:00 -0500
Organization: CRS Online  (Toronto, Ontario)
Status: RO
X-Status: 

3D command summary

Td Screen Height n   sets height of 3D screen (has to be on 320 16 col screen)

Td Redraw            draw all currently visible 3D objects

Td Cls               clears the 3D screen


Td Dir Path$         where Path$ is exact path to 3D objects

Td Load file$        load file$ object into memory

Td Clear All         remove all loaded objects

Td Keep On           make objects resident for programming session

Td Keep Off          clear objects before each run of the program


Td Kill n       remove object n


Td Quit         release all 3D memory

As far as I know, there is no way to get past the 20 object limit.  Remember
that object 0 is your viewpoint and can be acted on like any other object.  The
commands listed are just the maintenance type commands.  Let me know if you
need the complete list.  I can write up a file and email it to you.

Well met and godspeed,
                      Giark

From amos-request@svcs1.digex.net Sat Feb 25 19:32:22 1995
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Date: Sat, 25 Feb 1995 18:10:19 -0500
Message-Id: <9502252310.AA38381@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Please help me with AMOS problem
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>I'm having some trouble with AMOS and the manual doesn't seem to explain 
>this.  Basically, I'm trying to write program code like this:
>
>IF blah=blah
> blah
> blah
> IF blah=blah
>  blah
>  GOSUB blah
>  GOTO blah
> ENDIF
> IF blah=blah
>  blah
>  GOSUB blah
>  GOTO blah
> ENDIF
>ENDIF

[...above doesn't work...]

  Maybe your version of AMOS is buggy - I've used Creator 1.3 and all
versions of Pro, and none have any trouble with those constructs.  What
version of AMOS are you using?

  Regarding another reply on this topic:

IF blah
   IF blah THEN blah ELSE blah
END IF

will work just fine - you can put anything you want inside a block IF
(except a procedure definition :) ).

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Sat Feb 25 20:07:39 1995
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Date: Sat, 25 Feb 1995 18:22:44 -0500
Message-Id: <9502252322.AA35508@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Just Arrived
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>1. Is there any way at all to do dynamic memory  allocation
> and deallocation in AMOS? I'm using AMOS creator at the moment,
>perhaps switching to AMOS Pro would solve this one?

  In AMOs Pro, you can use banks - you're not limited to 16 banks as
in Creator.  (There is still a limit - 65535 - but that's so high that
you're not likely to hit it.)

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Sat Feb 25 20:17:13 1995
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Date: Sat, 25 Feb 1995 18:45:18 -0500
Message-Id: <9502252345.AA30029@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: My Scrolling routines
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>I will send them with tile and map creators attached to all who have 
>asked. Better would be upload them on Aminet or gate.net.

  Mail them to me and I'll put them on the web site.

>P.S. But in the end, is still there a complete archive of turbo19.lha?

  Yup - the version on the goober.mbhs.edu web site is intact.  (Well,
*almost* intact - the last file in the archive, VECTORS/amos_and_amospro2.vec,
was cut off halfway through, so I deleted it from the archive.  The rest of
the original archive is in there and fine, however.)

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Sat Feb 25 20:35:51 1995
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Date: Sat, 25 Feb 1995 18:49:59 -0500
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From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Extensions
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>    I think that AmosPro "extension" (AmosPro.Lib) doesn't use the 
>same logic that Lionet describes in |Music.s.The token table is ok 
>but there are very few move.l (a3)+,... How do the the parameters 
>pass?

  Lionet uses a lot of hacks in there (and throughout AMOS).  In fact, he
didn't even bother to update the Music.s documentation for Pro 2.0, which
has some extra extension features.  Don't expect to get anything useful
out of AMOSPro.Lib.

>    What about -4(a5) address? What's in it?

  A pointer to a branch table for some (presumably) commonly used
routines.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Sat Feb 25 20:44:21 1995
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Date: Sat, 25 Feb 1995 19:01:33 -0500
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From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: EasyLife problem?
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>I tried to unpack some xpk packed files under Amos Pro with xpk commands
>of Easylife extension. Unpacking works fine but there are problems with the
>Amos editor after.
>
>EX.
>This is a simple example of what i did.
>
>Elxpk Load "df1:songs/module.med","HUFF" to 1
>Med Play 1

  Well, there's your problem!  You have to use "Med Load" to load a MED
module, because the MED format requires some relocations to be done.  (In
other words, there are some pointers in the module that have to be changed
depending on where in memory the module is loaded.)  Also, MED modules have
to be loaded to chip memory, which the normal Load command (and Elxpk Load
as well) don't to.  What you can do instead is:

Elxpk Load "df1:songs/module.med","HUFF" To 1
Bsave "T:module.temp",Start(1) To Start(1)+Length(1)
Erase 1
Med Load "T:module.temp",1
Kill "T:module.temp"
Med Play 1

which is slightly more roundabout but works correctly. :)

>I had the same problem also with an amos packed picture.

  Again, the packed picture bank format has some pointers that have to be
relocated, at least according to the AMOS Pro manual.  Do something like
the above code, but use "Load" instead of "Med Load".

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Sun Feb 26 15:32:44 1995
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Message-Id: <199502261659.AA24028@nfs2.digex.net>
Date:    Sun, 26 Feb 95 11:59 EST
From: "Brian Malik" <BMM128@PSUVM.PSU.EDU>
Subject: Fellow Amiga users
To: amos-request@access.digex.net
Resent-Date: Sun, 26 Feb 1995 13:43:52 -0500 (EST)
Resent-From: Michael Cox of EDS <mcox>
Resent-To: AMOS Mailing List <amos-list@access.digex.net>
Resent-Message-Id: <Pine.SUN.3.91.950226134352.27305A@access4.digex.net>
Status: RO
X-Status: 

Hello. I'm an Amiga user. I own an Amiga 4000. I have AMOS PRO but I just opene
d it so I'm not familiar with any commands yet. However I would like a place
where I could ask questions when I get stuck on something. I would like to know
more about this AMOS club. Also if there is any one who has programmed games
with AMOS PRO, let me know what type. I'm going to be developing video games of
the space shooting type, street fighting type, mario/sonic side scroller type,
Castlevania type adv. side scrolling, Fantasy RPG type and I could sure use a
game as an example & reference to help me with my coding. If any would like to
e-mail me their coding of any type games that I have mention above I would real
ly appreciate it very much. Thanks in advance.


From amos-request@svcs1.digex.net Sun Feb 26 20:06:22 1995
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Date: Sun, 26 Feb 1995 18:13:06 -0500
Message-Id: <9502262313.AA22009@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Procedure Library on WWW
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

  The Procedure Library is now available through the AMOS Web Site.  Sorry
it's taken me so long, but I've been busy lately.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/

From amos-request@svcs1.digex.net Mon Feb 27 06:46:34 1995
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Date: Mon, 27 Feb 1995 11:40:15 +0200 (EET)
From: PeTrI pIeTiKaInEn <tecnic@tlti.tokem.fi>
Subject: Creating a musicdisk...HELP! :)
To: mailing amos <amos-list@access.digex.net>
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Hello all :)

Me and our crew are working on a musicdisk now and i thought it would be 
nice to make it with AMOS but i am a beginner in AMOS, so here's a question:

Is there any way to get all stuff (mods, graphics..etc..) in one file? 
And if it's possible, what extensions do i need?

Greetz...

Jay Fx/BlacKOuT - email: tecnic@tlti.tokem.fi : "Be merry, be bright"
 \\\\AmIgA////  - IRC:   JayFx		      :           - Carbon D





From amos-request@svcs1.digex.net Mon Feb 27 07:54:02 1995
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Date: Mon, 27 Feb 1995 10:58:45 +0100 (MET)
From: "Beretta M." <mberetta@varano.ing.unico.it>
Subject: Re: Oops...
To: GREGORY@ekefe.gel.ariadne-t.gr
Cc: amos-list@access.digex.net
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On Tue, 21 Feb 1995 GREGORY@ekefe.gel.ariadne-t.gr wrote:

>     Sorry guys... The correct rastport's address is 
>     leek(areg(5)-$18ca).
>     And something about tips I.If you have used Set Double Precision, 
> change *4 -> *8.
>                                         Gregory
> 

You tip works only for arrays larger than 2. Otherwise it is slower than 
the FOR... NEXT loop.
I'm saying this as it does not help me in my POV-GUI development! SOB!

M&F

From amos-request@svcs1.digex.net Mon Feb 27 08:24:25 1995
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Date: Mon, 27 Feb 1995 11:13:20 +0100
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From: pumm10@skelleftea.se (Jan Pettersson)
Subject: Re: Amos!
Status: RO
X-Status: 

>> 1: Its not fully compatible as i does not support the aga chipset but it
>> will work fine on
>>    on an Amiga 1200. But i saw an advertisment from a Swedish PD-library
>> that had a AGA-extension
>>    for amos, i dont know if it work but i have just ordered a copy.
>
>Please keep us informed about this new extension...

The extension they had was downloaded from Aminet.
It seems like the AGA-extension the promised only was the
Starspro.lib-extension that gives a 24-bit rainbow background.

******************************************************************
|                                                                |
| Only the stupid man is sure the wise will keep on guessing...  |
|                                                                |
|                          Janne P PUMM                          |
|                                                                |
******************************************************************



From amos-request@svcs1.digex.net Mon Feb 27 09:07:10 1995
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Date: Mon, 27 Feb 1995 12:43:16 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: oh no, bug again
To: Amos list <amos-list@access.digex.net>
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Greetz!

I wonder if anyone of you can solve this problem...
MED playing routines seem to tilt the sam playing system in amos.
No matter if you use Med commands in amos or some external module
player (SmartPlay for example), with the Sam Play command they cause
the following problem:

Samples are looped even if the Sam Loop Off is used!


Example:

Med Load "blabla",15
Med Play 15
Wait Key
Med Stop
Erase 15

Load "samples.abk",5
Sam Bank 5
(Sam Loop Off)  <- doesn't help really
Sam Play 1
...

Try that yourself and see what happens.


               ??????????????????????????????????????????????
               ??  Petri Hakkinen       |   A1200/2M/210M  ??
               ??  mystic@tlti.tokem.fi |   C64/64k        ??
               ??????????????????????????????????????????????



From amos-request@svcs1.digex.net Mon Feb 27 23:28:36 1995
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Message-Id: <199502261249.MAA02711@alder.soton.ac.uk>
Subject: Cannot Load Editor?
To: amos-list@access.digex.net
Date: Sun, 26 Feb 1995 12:49:36 +0000 (GMT)
From: "Ludwig" <pl@soton.ac.uk>
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Hmm.. For some reason, my copy of Amos Pro running off my Hard Drive has
stopped working. I get "Cannot Load Editor" eror messages. Ive tried
copying across the Editor file, but it doesnt seem to help. I gues its
something to do with the config file...any ideas?

Lud

-- 
(*-*-*-*-*-*-*- Email: pl@soton.ac.uk -*-*-*-*-*-*-*)
(*-    "If you want to Immortalise - Digitise"    -*)
(*-                   -Apollo 440                 -*)
(*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*)    
  

From amos-request@svcs1.digex.net Mon Feb 27 10:09:33 1995
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Date: Mon, 27 Feb 1995 13:02:14 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: EasyLife problem?
To: Amos list <amos-list@access.digex.net>
In-Reply-To: <9502260001.AA20080@goober.mbhs.edu>
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               ??????????????????????????????????????????????
               ??  Petri Hakkinen       |   A1200/2M/210M  ??
               ??  mystic@tlti.tokem.fi |   C64/64k        ??
               ??????????????????????????????????????????????

On Sat, 25 Feb 1995, Andy Church wrote:

> >I tried to unpack some xpk packed files under Amos Pro with xpk commands
> >of Easylife extension. Unpacking works fine but there are problems with the
> >Amos editor after.
> >
> >EX.
> >This is a simple example of what i did.
> >
> >Elxpk Load "df1:songs/module.med","HUFF" to 1
> >Med Play 1
> 
>   Well, there's your problem!  You have to use "Med Load" to load a MED
> module, because the MED format requires some relocations to be done.  (In
> other words, there are some pointers in the module that have to be changed
> depending on where in memory the module is loaded.)  Also, MED modules have
> to be loaded to chip memory, which the normal Load command (and Elxpk Load
> as well) don't to.  What you can do instead is:
> 
> Elxpk Load "df1:songs/module.med","HUFF" To 1
> Bsave "T:module.temp",Start(1) To Start(1)+Length(1)
> Erase 1
> Med Load "T:module.temp",1
> Kill "T:module.temp"
> Med Play 1
> 
> which is slightly more roundabout but works correctly. :)

A better way would be to call RelocModule() in the medplayer.library...
I have an example how to do this written in Amos, in the case somebody 
wants it. (with it you can even save medmodules with an amos program)

-Pete



> 
> >I had the same problem also with an amos packed picture.
> 
>   Again, the packed picture bank format has some pointers that have to be
> relocated, at least according to the AMOS Pro manual.  Do something like
> the above code, but use "Load" instead of "Med Load".
> 
>   --Andy Church (achurch@goober.mbhs.edu)
>     WWW: http://www.mbhs.edu/~achurch/
>     AMOS Web Site: http://www.mbhs.edu/~achurch/amos/
> 


From amos-request@svcs1.digex.net Mon Feb 27 10:10:16 1995
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From: "Beretta M." <mberetta@varano.ing.unico.it>
Subject: Re: Simultaneous I/O and AMAL
To: "M. Jeremy Trammell" <NOVALIS@delphi.com>
Cc: amos-list@access.digex.net
In-Reply-To: <01HNBQQBZJS69AQFKW@delphi.com>
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> Ok, here's one that should keep you all busy for a while :-)....
> 
> 	I'm trying to execute an AMAL program while I'm accessing the disk drive
> . Basically I'm doing a loading screen that has some animation on it. So far, I
> can't get my machine to do both at the same time! Here's my setup-

The manual says to turn off AMAL when doing disk access!

M&F

From amos-request@svcs1.digex.net Mon Feb 27 11:14:15 1995
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From: "Beretta M." <mberetta@varano.ing.unico.it>
Subject: Re: Turbo Extension on Gate corrupted
To: Darryl Lewis <Darryl_Lewis@comlink.mpx.com.au>
Cc: amos-list@access.digex.net
In-Reply-To: <9502252230.AA01dg4@comlink.mpx.com.au>
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> I dug through my harddisks and found that I have a copy of turbo_19.
> Is there a later version than this?
> IF every one agrees I'll encode the version I have and post it to the list
> if it's the latest.

I have sent the archives to Andy Church who will upload them to the net.

M&F

From amos-request@svcs1.digex.net Mon Feb 27 11:39:05 1995
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Date: Mon, 27 Feb 1995 07:21:33 -0500 (EST)
From: Michael Cox of EDS <mcox>
To: PeTrI pIeTiKaInEn <tecnic@tlti.tokem.fi>
Cc: mailing amos <amos-list@access.digex.net>
Subject: Re: Creating a musicdisk...HELP! :)
In-Reply-To: <Pine.3.87.9502271115.A24848-0100000@tlti>
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On Mon, 27 Feb 1995, PeTrI pIeTiKaInEn wrote:
> Is there any way to get all stuff (mods, graphics..etc..) in one file? 
Well, you could use banks.  But, if you have AMOS Creator, you canonly have
16 banks.  AMOS Pro supports many more (65535).

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Mon Feb 27 12:21:51 1995
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From: "Marco Eberhardt" <SA437@utb.shv.hb.se>
Organization:  University of Boras
To: amos-list@access.digex.net, tecnic@tlti.tokem.fi
Date:          Mon, 27 Feb 1995 14:57:38 MET-1MEST
Subject:       Re: Creating a musicdisk...HELP! :)
Priority: normal
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Message-Id: <7E6738340F@utb.shv.hb.se>
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On mon, 27 Feb 1995 PeTrI pIeTiKaInEn wrote:

> Me and our crew are working on a musicdisk now and i thought it would be 
> nice to make it with AMOS but i am a beginner in AMOS, so here's a question:
> 
> Is there any way to get all stuff (mods, graphics..etc..) in one file? 
> And if it's possible, what extensions do i need?

HI!

Well, first of all you don't need any extension! 
Second, You use the banks wich is included in Amos and AmosPro!
(If you're using Amos, then you only have 16 banks to use, if you're
using AmosPro then you have 65535 banks to use!:-))

You can use which bank you want, but the first three are always used 
by Amos! I don't remember in wich order but the first is used by 
sprites, second ??? and if im not wrong the 3:rd is for amos music 
extension...

For use amos music ext. then you'll have to use amos music converter!

Ok here we go:

1) Load all your graphics, mods etc. into Amos Banks and compile the 
amosprogram with all banks included
Then you'll have an file with all graphics, mods etc. in it!! :-)
OBS!!!
Don't use ERASE ALL in direct mode before you're saveing you're 
amosprogram, If you do, then amos saves without any load gfx, mods etc

2) You can load all gfx from disk with load command and put them to 
wich bank you want!

Here's an little ex:

Screen open 0,320,256,32,L : Rem 32 colourd lowres screen...

Curs off: flash off: cls 0 

Load Iff "<Gfx name>",0 (Depending on wich screens are open)

Rem If you want, you can pack screens to a bank!

Spack 0 to 6 (=bank 6, or what bank you'll want after bank three)
(This is if you're not using any extension!)

Unpack 6 to 0 (Now you have the gfx in bank 6)
Now you have unpacked the pic to screen 0
If you want more pic in you're banks, go up to load iff and change
Spack 0 to <another bank number>.

Load "<music name>",3 (Amos music bank)

(If there are music, put them want bank you'll like, and use 
Swap Bank (new amos music bank),3 

Music 1: rem Turn on music.



This is just an simple way to go.... hope you'll understand what i 
wrote! If not, mail me, and i try to spell it in another way!


Amos is making programing fun!

Marco E.






*********************************************************************
* Email: SA437@UTB.SHV.HB.SE   !When you are mad, count to 10! :-)) * 
*********************************************************************

From amos-request@svcs1.digex.net Mon Feb 27 14:51:55 1995
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Date: Mon, 27 Feb 1995 09:38:58 -0700 (MST)
From: Mike Sikorsky <sikorsky@ee.ualberta.ca>
To: Stan DodgyGeezer <U9031715@queens-belfast.ac.uk>
Cc: amos-list@access.digex.net
Subject: Re: Just Arrived
In-Reply-To: <9502221450.AA19675@qe2.causeway.qub.ac.uk>
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On Wed, 22 Feb 1995, Stan DodgyGeezer wrote:

[...]
> 
> 1. Is there any way at all to do dynamic memory  allocation
>  and deallocation in AMOS? I'm using AMOS creator at the moment,
> perhaps switching to AMOS Pro would solve this one?
> 

	Yes... but you have to do it yourself using Exec.  You just
  have to Alloc() and Free()... If anyone is intrested I can post
  the 2 small procedures to Alloc and Free memory.

							mike

From amos-request@svcs1.digex.net Mon Feb 27 15:20:15 1995
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Date: Mon, 27 Feb 1995 09:51:35 -0700 (MST)
From: Mike Sikorsky <sikorsky@ee.ualberta.ca>
To: Ben Marty <marty@cs.hope.edu>
Cc: amos-list@access.digex.net, sfmcnally@BIX.com
Subject: Re: Mathtrans.library
In-Reply-To: <9502241909.AA06653@smeagol.cs.hope.edu>
Message-Id: <Pine.HPP.3.91.950227095102.8778D-100000@nyquist.ee.ualberta.ca>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

On Fri, 24 Feb 1995, Ben Marty wrote:

> 	You asked about mathtrans.library being required in compiled AMOS
> programs.  I'm not sure, but my guess is that any work with floating point
> numbers (which includes all floating point functions such as sin & cos and
> maybe even division) would require mathtrans.library... that's just a guess
> though.  Maybe you can still do floating point math without it, but require
> it only when using mathematical functions such as sin and cos (this situation
> would be suggested by AMOS Pro's pathetic floating point math... mathtrans
> sure wouldn't do that).  The name, however, suggests translation of numbers,
> perhaps between floating point and integer... or simply translation of any
> number in that darn complicated IEEE format (that's probably mathieee???
> though).  I'll stop babbling now.  There are my thoughts.
> 

	just my thought but I think the 'trans' is for transcendental
  functions like sin & cos..

						mike

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Date: Mon, 27 Feb 1995 09:13:50 -0800
From: Jedon Thompson <jvt@acctrep.sannet.gov>
To: amos-list@access.digex.net
Subject:  Anim5 to BOB Procedure
Status: RO
X-Status: 

Modify to suit your needs, but it works for me...

Procedure CAPTURE_ANIM[FILENAME$]
   Screen Open 0,320,200,64,Lowres
   F$="Amos_Pro:"
   Open In 1,F$+FILENAME$
   MEMORY=Frame Length(1,999)
   NOF=Frame Load(1 To 10,999)
   Close 1
   FLAG=Frame Play(10,1,0)
   Double Buffer 
   For T=2 To NOF
      FLAG=Frame Play(FLAG,1)
      Screen Swap 
      Wait Frame Param+1
      Get Bob 0,T-1,145,63 To 206,116
   Next T
   End 
End Proc



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Date: Mon, 27 Feb 1995 12:08:53 -0800
From: Jedon Thompson <jvt@acctrep.sannet.gov>
To: amos-list@access.digex.net
Subject:  Fighting Game Source
Status: RO
X-Status: 

Here is the code of a fighting type game I was making. It illustrates some
interesting techniches, like AMAL BOBs animated with data banks and
BOB grabs from Anim5's.  It won't run without the graphics though, but I
suppose you could make some. Have Fun!

Goto HELL
Procedure INIT_CRAP
   SPIN_KICK=69
   HIGH_KICK=16
   MID_KICK=32
   LOW_KICK=49
   HIGH_PUNCH=17
   MID_PUNCH=33
   LOW_PUNCH=50
   BOW=53
   WALKING_LEFT=79
   WALKING_LEFT_2=179
   WALKING_RIGHT=78
   WALKING_RIGHT_2=178
   HURT=100
   STANDING=101
   SHUFFLE_LEFT=102
   SHUFFLE_RIGHT=103
   ABORT_WALK_LEFT=104
   ABORT_WALK_RIGHT=105
   DEAD=106
   STILL_WALKING_RIGHT=57
   STILL_WALKING_LEFT=56
   WALK_PUNCH_HIGH=18
   WALK_PUNCH_MID=34
   WALK_PUNCH_LOW=51
   WALK_KICK_HIGH=19
   WALK_KICK_MID=35
   WALK_KICK_LOW=52
   FOOT_SWEEP=111
   BLOCK=68
   JUMP=666
End Proc
Procedure INIT_ENEMYPAT
'   Bell 
   For A=1 To 5
    For B=1 To 5
     Read A$
     PATTERN$(A,B)=A$
'     Print PATTERN$(A,B)
    Next B
   Next A
Data "kh","sr","km","sl","ee"
Data "kl","sl","ph","pm","ee"
Data "km","kh","ks","sr","ee"
Data "sr","sr","sr","sr","ee"
Data "ks","sl","kl","ph","ee"
A=0 : B=0
End Proc
Procedure INIT
   Close Editor 
'   Multi No 
   Screen Open 2,320,200,64,Lowres
   Screen Display 2,128,42,,
   Curs Off : Cls 0 : Flash Off 
   F$="wolfpics:"
   Screen Open 0,350,232,64,Lowres
   Screen Display 0,128,42,,
'   Load F$+"karateka.abk" 
   Get Icon Palette 
   Flash Off : Curs Off 
'   Scene Load F$+"karateka.Scene",6 
   Scene Bank 6
   Scene 16 View 0,0,0 To 320,232
   Scene 16 Do X,Y
   Double Buffer 
   Bob Update Off 
   Update Off 
   Flash Off 
   Curs Off 
   Hide On 
   Autoback 0
   Paper 17
   X_OFFSET=0
   Y_OFFSET=0
   Screen Open 1,320,60,8,Lowres
   Screen Display 1,,200,,60
   Curs Off : Cls 0 : Flash Off 
   Screen 2
   Get Icon Palette 
   Screen 0
   Key Speed 10,10
   Reserve As Work 20,100
   Reserve As Work 1001,2000
   Reserve As Work 1002,2000
   Poke Start(1001),0
   Poke Start(1002),0
   S=Start(20)
   COUNT=0
   INIT_MEN
   INIT_CRAP
   INIT_POSITIONS
   INIT_ENEMYPAT
   INIT_MOVES
   INIT_STATUS
   INIT_SOUNDS
End Proc
Procedure INIT_MEN
   F$="wolfpics:"
'   Load F$+"DetectMoves.Abk"
'   Bank Swap 1,8
'   Load F$+"KarateMoves3.Abk" 
   IMAGE=28
   X(1)=200 : Y(1)=100
   X(2)=100 : Y(2)=100
   Bob 1,X(1),Y(1),Hrev(IMAGE)
   Bob 2,X(2),Y(2),IMAGE
   STAND=False
   LIVES1=1
   LIVES2=1
   For T=1 To 56
      Hot Spot T,$11
   Next T
   ENEMY=1
   HERO=2
   Proc STATS
   ENEMY_HIT_X=1000
   ENEMY_HIT_Y=1000
   HERO_HIT_X=1000
   HERO_HIT_Y=1000
End Proc
Procedure INIT_POSITIONS
   For P=1 To 5
      Read L$
      LOCATION$(P)=L$
   Next P
   Data "Head/Neck","Torso","Arms/Hands","Groin","Legs/Feet"
End Proc
Procedure INIT_MOVES

SPEED=12
WALK_SPEED=5
WALK_DIST=25

'SPIN_KICK:
   Reserve As Work SPIN_KICK,56
   S=Start(SPIN_KICK)
   Loke S,6
   For T=4 To(13*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 17,-18,-17,-18,3,6,SPEED
   Data 4,5,6,7,8,9
'HIGH_KICK:
   Reserve As Work HIGH_KICK,44
   S=Start(HIGH_KICK)
   Loke S,3
   For T=4 To(10*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 14,-10,-14,-10,1,11,SPEED
   Data 10,11,14
'MID_KICK: 
   Reserve As Work MID_KICK,44
   S=Start(MID_KICK)
   Loke S,3
   For T=4 To(10*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 16,0,-16,0,1,12,SPEED
   Data 10,12,14
'LOW_KICK: 
   Reserve As Work LOW_KICK,44
   S=Start(LOW_KICK)
   Loke S,3
   For T=4 To(10*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 8,14,-8,14,1,11,SPEED
   Data 10,13,14
'HIGH_PUNCH: 
   Reserve As Work HIGH_PUNCH,48
   S=Start(HIGH_PUNCH)
   Loke S,4
   For T=4 To(11*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 14,-15,-14,-15,1,21,SPEED
   Data 20,21,22,23
'MID_PUNCH:
   Reserve As Work MID_PUNCH,52
   S=Start(MID_PUNCH)
   Loke S,5
   For T=4 To(12*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 15,-5,-15,-5,1,16,SPEED
   Data 15,16,17,18,19
'LOW_PUNCH:
   Reserve As Work LOW_PUNCH,48
   S=Start(LOW_PUNCH)
   Loke S,4
   For T=4 To(11*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 12,0,-12,0,1,25,SPEED
   Data 24,25,26,27
'STANDING: 
   Reserve As Work STANDING,36
   S=Start(STANDING)
   Loke S,1
   For T=4 To(8*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,255,255,1
   Data 28
'HURT: 
   Reserve As Work HURT,36
   S=Start(HURT)
   Loke S,1
   For T=4 To(8*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,255,38,20
   Data 38
'BOW:
   Reserve As Work BOW,52
   S=Start(BOW)
   Loke S,5
   For T=4 To(12*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,3,0,SPEED
   Data 1,2,3,2,1
' Walking Left 1 
   Reserve As Work WALKING_LEFT,60
   S=Start(WALKING_LEFT)
   Loke S,3
   For T=4 To(14*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,0,0,WALK_SPEED
   Data 34,56,33
   Data -10,10,-10,10
' Walking Left 2 
   Reserve As Work WALKING_LEFT_2,64
   S=Start(WALKING_LEFT_2)
   Loke S,4
   For T=4 To(15*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,0,0,WALK_SPEED
   Data 32,31,30,29
   Data -15,15,-15,15
' Walking Right 1  
   Reserve As Work WALKING_RIGHT,60
   S=Start(WALKING_RIGHT)
   Loke S,3
   For T=4 To(14*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,0,0,WALK_SPEED
   Data 29,30,31
   Data 10,10,10,10
' Walking Right 2  
   Reserve As Work WALKING_RIGHT_2,64
   S=Start(WALKING_RIGHT_2)
   Loke S,4
   For T=4 To(15*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,0,0,WALK_SPEED
   Data 32,33,56,34
   Data 15,15,15,15
' Shuffle Left 
   Reserve As Work SHUFFLE_LEFT,60
   S=Start(SHUFFLE_LEFT)
   Loke S,3
   For T=4 To(14*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,0,0,SPEED
   Data 36,37,36
   Data -8,8,-8,8
' Shuffle Right
   Reserve As Work SHUFFLE_RIGHT,60
   S=Start(SHUFFLE_RIGHT)
   Loke S,3
   For T=4 To(14*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,0,0,SPEED
   Data 36,37,36
   Data 8,8,8,8
'Abort Walk Left 
   Reserve As Work ABORT_WALK_LEFT,60
   S=Start(ABORT_WALK_LEFT)
   Loke S,3
   For T=4 To(14*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,0,0,SPEED
   Data 29,30,31
   Data -10,10,-10,10
'Abort Walk Right  
   Reserve As Work ABORT_WALK_RIGHT,60
   S=Start(ABORT_WALK_RIGHT)
   Loke S,3
   For T=4 To(14*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,0,0,SPEED
   Data 31,30,29
   Data 10,10,10,10
'Dead  
   Reserve As Work DEAD,52
   S=Start(DEAD)
   Loke S,5
   For T=4 To(12*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,255,0,SPEED
   Data 38,39,40,41,42
' Still Walking Left 
   Reserve As Work STILL_WALKING_LEFT,76
   S=Start(STILL_WALKING_LEFT)
   Loke S,7
   For T=4 To(18*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,0,0,WALK_SPEED
   Data 35,34,56,33,32,31,30
   Data -30,30,30,30
' Still Walking Right  
   Reserve As Work STILL_WALKING_RIGHT,76
   S=Start(STILL_WALKING_RIGHT)
   Loke S,7
   For T=4 To(18*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,0,0,WALK_SPEED
   Data 30,31,32,33,56,34,35
   Data 30,30,-30,30
'Walk Punch High 
   Reserve As Work WALK_PUNCH_HIGH,76
   S=Start(WALK_PUNCH_HIGH)
   Loke S,7
   For T=4 To(18*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 14,-15,-14,-15,0,16,SPEED
   Data 29,30,31,44,45,46,47
   Data 15,15,-15,15
'Walk Punch Mid  
   Reserve As Work WALK_PUNCH_MID,76
   S=Start(WALK_PUNCH_MID)
   Loke S,7
   For T=4 To(18*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 12,-5,-12,-5,0,16,SPEED
   Data 29,30,31,50,51,52,47
   Data 15,15,-15,15
'Walk Punch Low  
   Reserve As Work WALK_PUNCH_LOW,76
   S=Start(WALK_PUNCH_LOW)
   Loke S,7
   For T=4 To(18*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 11,1,-11,1,0,16,SPEED
   Data 29,30,31,53,54,55,47
   Data 15,15,-15,15
'Walk Kick High  
   Reserve As Work WALK_KICK_HIGH,68
   S=Start(WALK_KICK_HIGH)
   Loke S,5
   For T=4 To(16*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 14,-10,-14,-10,0,12,SPEED
   Data 29,30,31,14,11
   Data 15,15,-15,15
'Block 
'Walk Kick Mid   
   Reserve As Work WALK_KICK_MID,68
   S=Start(WALK_KICK_MID)
   Loke S,5
   For T=4 To(16*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 16,0,-16,0,0,12,SPEED
   Data 29,30,31,14,12
   Data 15,15,-15,15
'Block 
'Walk Kick Low   
   Reserve As Work WALK_KICK_LOW,68
   S=Start(WALK_KICK_LOW)
   Loke S,5
   For T=4 To(16*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 8,14,-8,14,0,12,SPEED
   Data 29,30,31,14,13
   Data 15,15,-15,15
'Block 
   Reserve As Work BLOCK,36
   S=Start(BLOCK)
   Loke S,1
   For T=4 To(8*4) Step 4
      Read DAT
      Loke S+T,DAT
   Next T
   Data 1000,1000,1000,1000,1,46,SPEED
   Data 46

' form of banks is   
' 0 anim length
' 1,2 hero hit x,y or if walking the hero direction & distance 
' 3,4 enemy hit x,y or if walking the enemy direction & distance 
' 5 move counter 
' 6 detect frame 
' 7 anim speed 
' 8  to 8+anim length : anim data  

End Proc
Procedure INIT_STATUS
   Reserve As Work 2001,100
   Reserve As Work 2002,100

   ' 0,1 x,y pos
   ' 2 walking
   ' 3 move # 
   ' 4 damage 
   ' 5,6 hit x,y
   ' 7 hit
   ' 8 Anim Frame 
   ' 9 missed 
   ' 10 Jumping 

   S1=Start(2001)
   S2=Start(2002)

   ' Enemy
   Poke S1,200
   Poke S1+1,100
   Poke S1+2,0
   Poke S1+3,0
   Poke S1+4,100
   Poke S1+5,255
   Poke S1+6,255
   Poke S1+7,0
   Poke S1+8,28
   Poke S1+9,0
   Poke S1+10,0

   ' Hero 
   Poke S2,100
   Poke S2+1,100
   Poke S2+2,0
   Poke S2+3,0
   Poke S2+4,100
   Poke S2+5,255
   Poke S2+6,255
   Poke S2+7,0
   Poke S2+8,28
   Poke S2+9,0
   Poke S2+10,0
End Proc
Procedure INIT_SOUNDS
   Load "wolf:sounds.abk",5
   Sam Bank 5
   S_PUNCH=1
   S_KICK=2
   S_KNOCKDOWN=3
   S_2HIT=4
   S_BIG2HIT=5
   S_BIGHIT=6
   S_MISS=7
   SOUNDS=True
End Proc
Procedure RENEW_AMREG
   Poke Start(2001)+8,Amreg(0)
   Poke Start(2002)+8,Amreg(1)
   Screen 1
   Locate 1,1
   Cline 
   Print Peek(Start(2002)+8)
   Screen 0
End Proc
Procedure MAIN
   TWO_PLAYER=True
   INIT
   Repeat 
      While Chanan(2) or Chanan(1)
         If Chanan(2)=False Then Proc _CHECK_MAN[2]
         If Chanan(1)=False
            If TWO_PLAYER
               Proc _CHECK_MAN[ENEMY]
            Else 
               Proc ENEMY_AI[1]
            End If 
         End If 
         Proc SOUND[1]
         Proc SOUND[2]
         Proc STICK_CHECK
         Proc RENEW_AMREG
         Proc _DO_SCREEN_UPDATE
      Wend 
      Proc _CHECK_MAN[2]
      If TWO_PLAYER
         Proc _CHECK_MAN[1]
      Else 
         Proc ENEMY_AI[ENEMY]
      End If 
      Proc RENEW_AMREG
      Proc SOUND[1]
      Proc SOUND[2]
      Proc _DO_SCREEN_UPDATE
   Until Left Click : Rem MONKEYS_FLY_OUT_OF_MY_ASS
   PROGRAM_END
End Proc
Procedure PROGRAM_END
'   Erase 1
'   Erase 2
'   Erase 6
'   Multi Yes  
   Edit 
End Proc
Procedure _CHECK_MAN[MAN]
   MOVE=Joy(MAN-1)
   If MOVE=0
      K$=Inkey$
      MOVE=Scancode
   Else 
      ' Convert Joystick codes into key codes for use as bank pointers 
      If MOVE=4 : MOVE=WALKING_RIGHT : End If 
      If MOVE=8 : MOVE=WALKING_LEFT : End If 
      If MOVE=2 : Poke Start(2000+MAN),1 : End If 
      If MOVE=1 : MOVE=SPIN_KICK : End If 
      If MOVE=25 : MOVE=HIGH_KICK : End If 
      If MOVE=24 : MOVE=MID_KICK : End If 
      If MOVE=26 : MOVE=LOW_KICK : End If 
      If MOVE=21 : MOVE=HIGH_PUNCH : End If 
      If MOVE=20 : MOVE=MID_PUNCH : End If 
      If MOVE=22 : MOVE=LOW_PUNCH : End If 
   End If 
   LAST_MOVE=Peek(Start(2000+MAN)+3)
   If MOVE<>0 and Chanan(MAN)=False
      ' Determine walking direction and shuffling or walking 
      If MOVE=WALKING_LEFT
         If LAST_MOVE=STANDING
            If MAN=1 : MOVE=SHUFFLE_RIGHT : Else :
MOVE=SHUFFLE_LEFT : End If 
         Else 
            If MAN=1 : MOVE=WALKING_RIGHT : Else :
MOVE=WALKING_LEFT : End If 
         End If 
         If LAST_MOVE=WALKING_LEFT : MOVE=WALKING_LEFT_2 : End
If 
      End If 
      If MOVE=WALKING_RIGHT
         If LAST_MOVE=STANDING
            If MAN=1 : MOVE=SHUFFLE_LEFT : Else :
MOVE=SHUFFLE_RIGHT : End If 
         Else 
            If MAN=1 : MOVE=WALKING_LEFT : Else :
MOVE=WALKING_RIGHT : End If 
         End If 
         If LAST_MOVE=WALKING_RIGHT : MOVE=WALKING_RIGHT_2 :
End If 
      End If 
      ' Determine walk punch and walk kick 
      If LAST_MOVE=WALKING_LEFT or LAST_MOVE=WALKING_RIGHT
         If MOVE=PUNCH_HIGH : MOVE=WALK_PUNCH_HIGH : End If 
         If MOVE=PUNCH_MID : MOVE=WALK_PUNCH_MID : End If 
         If MOVE=PUNCH_LOW : MOVE=WALK_PUNCH_LOW : End If 
         If MOVE=KICK_HIGH : MOVE=WALK_KICK_HIGH : End If 
         If MOVE=KICK_MID : MOVE=WALK_KICK_MID : End If 
         If MOVE=KICK_LOW : MOVE=WALK_KICK_LOW : End If 
      End If 
   End If 
   If MAN=2 Then ENEMY_REPORT[MOVE]
   Proc STICK_STRIKE[MAN,MOVE]
   Clear Key 
End Proc
Procedure _DEBUG
   Screen 1
   Locate 0,1
   Cline 20
   Print "Enemy= ",ENEMY_STATUS$," Hero= ",HERO_STATUS$
   Locate 0,2
   Cline 20
   Print "Dist:";DISTANCE
   Locate 0,4
   Cline 10
   Print "X=";ENEMY_HIT_X;"Y=";ENEMY_HIT_Y
   Screen 0
End Proc
Procedure STICK_CHECK
   DISTANCE=X Bob(1)-X Bob(2)
   If Bob Col(1)
      If ENEMY_STATUS$="WALKING" and DISTANCE<5
         STICK_STRIKE[1,ABORT_WALK_LEFT]
      Else 
         MOVE=Peek(Start(2001)+3) : Rem     find then move the man is in 
         L1=Leek(Start(MOVE)+(6*4)) : Rem   find the detect frame of that
move 
         L2=Peek(Start(2001)+8) : Rem       find the anim frame you are on 
         PATTERN_REPORT[L1,L2]
         If L1=L2 : Rem                     if anim frame = detect frame then
            Proc STICK_HIT[2]
         End If 
      End If 
   End If 
   If Bob Col(2)
      If HERO_STATUS$="WALKING" and DISTANCE<5
         STICK_STRIKE[2,ABORT_WALK_LEFT]
      Else 
         MOVE=Peek(Start(2002)+3)
         L1=Leek(Start(MOVE)+(6*4))
         L2=Peek(Start(2002)+8)
         PATTERN_REPORT[L1,L2]
         If L1=L2
            Proc STICK_HIT[1]
         End If 
      End If 
   End If 
End Proc
Procedure STICK_HIT[MAN]
   HUE=0
   Screen 2
   If MAN=1 : Rem * The Hero Hits!"
      If HERO_HIT_X=1000 : Screen 0 : Pop Proc : End If 
      Bank Swap 8,1
      FRAME=Peek(Start(2001)+8)
      FLIPPED=32
      WHY=26
      Paste Bob X Bob(1)-FLIPPED,Y Bob(1)-WHY,Hrev(FRAME)
      For T=1 To 5
         Screen 2
         If T=1 : HUE=Point(X Bob(2)+HERO_HIT_X,Y Bob(2)+HERO_HIT_Y) :
End If 
         If T=2 : HUE=Point(X Bob(2)+HERO_HIT_X+1,Y
Bob(2)+HERO_HIT_Y-2) : End If 
         If T=3 : HUE=Point(X Bob(2)+HERO_HIT_X+1,Y
Bob(2)+HERO_HIT_Y+2) : End If 
         If T=4 : HUE=Point(X Bob(2)+HERO_HIT_X-1,Y
Bob(2)+HERO_HIT_Y-1) : End If 
         If T=5 : HUE=Point(X Bob(2)+HERO_HIT_X-1,Y
Bob(2)+HERO_HIT_Y+1) : End If 
         If HUE<>0 : DAMAGED[1,HUE] : T=6 : End If 
      Next T
      If HUE=0 : Poke Start(2001)+9,1 : End If 
      HERO_HIT_X=1000 : HERO_HIT_Y=1000
      Screen 2 : Rem * Dont ask me why I have to do this! AMOS seems to
forget
      Cls 0 : Rem    * that I was already on Screen 2 and clears Screen 0!?
      Bank Swap 1,8
   End If 
   If MAN=2 : Rem *  The Enemy Strikes!
      If ENEMY_HIT_X=1000 : Screen 0 : Pop Proc : End If 
      Bank Swap 8,1
      FRAME=Peek(Start(2002)+8)
      FLIPPED=32
      WHY=26
      Paste Bob X Bob(2)-FLIPPED,Y Bob(2)-WHY,FRAME
      For T=1 To 5
         Screen 2
         If T=1 : HUE=Point(X Bob(1)+ENEMY_HIT_X,Y
Bob(1)+ENEMY_HIT_Y) : End If 
         If T=2 : HUE=Point(X Bob(1)+ENEMY_HIT_X+1,Y
Bob(1)+ENEMY_HIT_Y-2) : End If 
         If T=3 : HUE=Point(X Bob(1)+ENEMY_HIT_X+1,Y
Bob(1)+ENEMY_HIT_Y+2) : End If 
         If T=4 : HUE=Point(X Bob(1)+ENEMY_HIT_X-1,Y
Bob(1)+ENEMY_HIT_Y-1) : End If 
         If T=5 : HUE=Point(X Bob(1)+ENEMY_HIT_X-1,Y
Bob(1)+ENEMY_HIT_Y+1) : End If 
         If HUE<>0 : DAMAGED[2,HUE] : T=6 : End If 
      Next T
      If HUE=0 : Poke Start(2002)+9,1 : End If 
      ENEMY_HIT_X=1000 : ENEMY_HIT_Y=1000
      Screen 2
      Bank Swap 1,8
      Cls 0
   End If 
   Screen 0
End Proc
Procedure SOUND[MAN]
   S1=Start(2001)
   S2=Start(2002)
   If MAN=1
      MOVE=Peek(S2+3)
      If MOVE=17 or MOVE=33 or MOVE=50 or MOVE=18 or MOVE=31 or
MOVE=51
         If Peek(S1+6)>0
            Sam Play S_PUNCH
            Poke S1+6,0
         End If 
         If Peek(S1+9)=1
'            Sam Play S_MISS 
            Poke S1+9,0
         End If 
      End If 
      If MOVE=69 or MOVE=16 or MOVE=32 or MOVE=49 or MOVE=19 or
MOVE=35 or MOVE=52
         If Peek(S1+6)>0
            Sam Play S_KICK
            Poke S1+6,0
         End If 
         If Peek(S1+9)=1
'            Sam Play S_MISS 
            Poke S1+9,0
         End If 
      End If 
   Else 
      MOVE=Peek(S1+3)
      If MOVE=17 or MOVE=33 or MOVE=50 or MOVE=18 or MOVE=31 or
MOVE=51
         If Peek(S2+6)>0
            Sam Play S_PUNCH
            Poke S2+6,0
         End If 
         If Peek(S2+9)=1
'            Sam Play S_MISS 
         End If 
      End If 
      If MOVE=69 or MOVE=16 or MOVE=32 or MOVE=49 or MOVE=19 or
MOVE=35 or MOVE=52
         If Peek(S2+6)>0
            Sam Play S_KICK
            Poke S2+6,0
         End If 
         If Peek(S2+9)=1
'            Sam Play S_MISS 
         End If 
      End If 
   End If 
End Proc
Procedure STICK_STRIKE[MAN,MOVE]
   If MOVE=0 : M=STANDING : OTHER$="STANDING" : End If 
   If MOVE=79 : M=WALKING_LEFT : OTHER$="WALKING" : End If 
   If MOVE=78 : M=WALKING_RIGHT : OTHER$="WALKING" : End If 
   If MOVE=179 : M=WALKING_LEFT_2 : OTHER$="WALKING" : End If 
   If MOVE=178 : M=WALKING_RIGHT_2 : OTHER$="WALKING" : End If 
   If MOVE=53 : M=BOW : OTHER$="BOW" : End If 
   If MOVE=69 Then M=SPIN_KICK
   If MOVE=16 Then M=HIGH_KICK
   If MOVE=32 Then M=MID_KICK
   If MOVE=49 Then M=LOW_KICK
   If MOVE=17 Then M=HIGH_PUNCH
   If MOVE=33 Then M=MID_PUNCH
   If MOVE=50 Then M=LOW_PUNCH
   If MOVE=100 : OTHER$="HURT" : M=HURT : End If 
   If MOVE=102 : M=SHUFFLE_LEFT : OTHER$="WALKING" : End If 
   If MOVE=103 : M=SHUFFLE_RIGHT : OTHER$="WALKING" : End If 
   If MOVE=104 : M=ABORT_WALK_LEFT : OTHER$="WALKING" : End If 
   If MOVE=105 : M=ABORT_WALK_RIGHT : OTHER$="WALKING" : End If

   If MOVE=106 Then M=DEAD
   If MOVE=56 : M=STILL_WALKING_LEFT : OTHER$="WALKING" : End If 
   If MOVE=57 : M=STILL_WALKING_RIGHT : OTHER$="WALKING" : End If

   If MOVE=18 Then M=WALK_PUNCH_HIGH
   If MOVE=34 Then M=WALK_PUNCH_MID
   If MOVE=51 Then M=WALK_PUNCH_LOW
   If MOVE=19 Then M=WALK_KICK_HIGH
   If MOVE=35 Then M=WALK_KICK_MID
   If MOVE=52 Then M=WALK_KICK_LOW
   If MOVE=68 Then M=BLOCK
   If M=0 Then M=STANDING

   ' Preceding section exists almost solely to prevent errant keypresses
   ' from crashing the program. Idealy MOVE would just be passed the
Go_Anim  

   If M<>STANDING and M<>0
      S=Start(MAN+1000)
      If COUNT>1999 : COUNT=0 : End If 
      Inc COUNT
      Poke S+COUNT,M
   End If 

   S=Start(M)
   If MAN=2
      If Leek(Start(1001)+(6*4))=46
         HERO_HIT_X=1000
         HERO_HIT_Y=1000
      Else 
         HERO_HIT_X=Leek(S+(1*4))
         HERO_HIT_Y=Leek(S+(2*4))
      End If 
      If OTHER$=""
         HERO_STATUS$="STRIKE"
      Else 
         HERO_STATUS$=OTHER$
      End If 
   Else 
      If Leek(Start(1002)+(6*4))=46
         ENEMY_HIT_X=1000
         ENEMY_HIT_Y=1000
      Else 
         ENEMY_HIT_X=Leek(S+(3*4))
         ENEMY_HIT_Y=Leek(S+(4*4))
      End If 
      If OTHER$=""
         ENEMY_STATUS$="STRIKE"
      Else 
         ENEMY_STATUS$=OTHER$
      End If 
   End If 
   S=Start(2000+MAN)
   Poke S+3,M
   Proc GO_ANIM[MAN,M]
End Proc
Procedure ENEMY_AI[MAN]
   DISTANCE=X Bob(1)-X Bob(2)
   DIST=Abs(DISTANCE)
   If DIST<120 and DIST>=30 and DISTANCE>0 Then
MOVE=WALKING_RIGHT
   If DIST<30 and A=0
      A=Rnd(4)+1
      B=0
   End If 
   If DIST<30 and A<>0 and Chanan(1)=0
      B=Range(B+1,1 To 5)
      If PATTERN$(A,B)="ks" : MOVE=SPIN_KICK : End If 
      If PATTERN$(A,B)="kl" : MOVE=LOW_KICK : End If 
      If PATTERN$(A,B)="km" : MOVE=MID_KICK : End If 
      If PATTERN$(A,B)="kh" : MOVE=HIGH_KICK : End If 
      If PATTERN$(A,B)="pl" : MOVE=LOW_PUNCH : End If 
      If PATTERN$(A,B)="pm" : MOVE=MID_PUNCH : End If 
      If PATTERN$(A,B)="ph" : MOVE=HIGH_PUNCH : End If 
      If PATTERN$(A,B)="sl" : MOVE=SHUFFLE_LEFT : End If 
      If PATTERN$(A,B)="sr" : MOVE=SHUFFLE_RIGHT : End If 
      If PATTERN$(A,B)="ee" : A=0 : End If 
   End If 
   If Chanan(1)=False Then STICK_STRIKE[1,MOVE]
End Proc
Procedure PATTERN_REPORT[A1,B1]
   Screen 1
   Locate 15,3
   Cline 15
   Print "Pattern:",A1,B1
   Screen 0
End Proc
Procedure ENEMY_REPORT[MOVE]
   Screen 1
   Locate 0,0
   Cline 5
   Print MOVE
   Screen 0
End Proc
Procedure STATS
   HERO_HEALTH=100
   ENEMY_HEALTH=100
End Proc
Procedure REPORT_STATS
   Screen 1
   Locate 0,3
   Cline 15
   Print HERO_HEALTH,ENEMY_HEALTH;
   Screen 0
End Proc
Procedure GOTCHA[MAN]
   Screen 0
   If MAN=2
      Channel 3 To Bob 3
      Bob 3,X Bob(1)+ENEMY_HIT_X,Y Bob(1)+ENEMY_HIT_Y,48
      A$="Anim 1,(48,20)"
      Amal 3,A$
      Amal On 3
   Else 
      Channel 4 To Bob 4
      Bob 4,X Bob(2)+HERO_HIT_X,Y Bob(2)+HERO_HIT_Y,49
      A$="Anim 1,(49,20)"
      Amal 4,A$
      Amal On 4
   End If 
End Proc
Procedure DAMAGED[MAN,LOCATION]
   If LOCATION=1 Then OUCH=Rnd(10)+10
   If LOCATION=2 Then OUCH=Rnd(10)+5
   If LOCATION=3 Then OUCH=1
   If LOCATION=4 Then OUCH=Rnd(10)+8
   If LOCATION=5 Then OUCH=Rnd(5)+2
   If LOCATION>5 Then OUCH=Rnd(10)+2
   S=Start(HURT)
   BOOY=Range(OUCH,10 To 20)
   Loke S+7,BOOY
   Poke Start(2000+MAN)+6,1
   Proc STICK_STRIKE[MAN,HURT]
   If MAN=2 Then Add HERO_HEALTH,-OUCH
   If MAN=1 Then Add ENEMY_HEALTH,-OUCH
   Proc REPORT_STATS
   If HERO_HEALTH<=0 Then Proc DIE[2]
   If ENEMY_HEALTH<=0 Then Proc DIE[1]
   Poke Start(2002)+4,HERO_HEALTH
   Poke Start(2001)+4,ENEMY_HEALTH
End Proc
Procedure DIE[MAN]
   Bank Swap 8,1
   If MAN=2 Then QUOTE$="Our Hero is Vanguished"
   If MAN=1 Then QUOTE$="Our Hero Wins!"
   STICK_STRIKE[MAN,DEAD]
   Sam Play S_KNOCKDOWN
   Screen 1
   Locate 0,4
   Cline 
   Print QUOTE$;
   Screen 0
   While Chanan(1) or Chanan(2)
      _DO_SCREEN_UPDATE
   Wend 
   Wait Key 
   PROGRAM_END
End Proc
Procedure GO_ANIM[MAN,MOVE]
   Channel MAN To Bob MAN
   If MAN=1 Then F$="$8000+" Else F$=""
   A$="Anim 1,"
   S=Start(MOVE)
   S$=Str$(Leek(S+(7*4)))
   For T=(8*4) To(8*4)+(Leek(S)-1)*4 Step 4
      A$=A$+"("+F$+Str$(Leek(S+T))+","+S$+")"
   Next T
   If Leek(S+(5*4))=0
      F$=Str$(Leek(S+(Leek(S)+(8+(MAN*2)-2))*4))
      G$=Str$(Leek(S+(Leek(S)+(9+(MAN*2)-2))*4))
      A$=A$+"; M "+F$+",0,"+G$
   End If 
   If Peek(Start(2000+MAN)+10)=1
      If MAN=1 : A$=A$+"; M -8,-15,10; M -8,15,10" : End If 
      If MAN=2 : A$=A$+"; M 8,-15,10; M 8,15,10" : End If 
   End If 
   If MAN=1 Then A$=A$+"; K: Let RA=A Jump K" Else A$=A$+";K: Let
RB=A Jump K"
   Amal MAN,A$
   Amal On MAN
End Proc
Procedure CAPTURE_ANIM[FILENAME$]
   Screen Open 0,320,200,64,Lowres
   F$="dh2:amos_pro/wolf/pictures/"
   Open In 1,F$+FILENAME$
   MEMORY=Frame Length(1,999)
   NOF=Frame Load(1 To 10,999)
   Close 1
   FLAG=Frame Play(10,1,0)
   Double Buffer 
   For T=2 To NOF
      FLAG=Frame Play(FLAG,1)
      Screen Swap 
      Wait Frame Param+1
      Get Bob 0,T-1,145,63 To 206,116
   Next T
   End 
End Proc
Procedure _DO_SCREEN_UPDATE
   Bob Draw 
   Screen Swap 
   Wait Vbl 
   Bob Clear 
End Proc

HELL:

Dim X(2),Y(2),LOCATION$(5),AREA_X(12),AREA_Y(12),PATTERN$(6,6)

Global PATTERN$(),A,B,DISTANCE
Global X(),Y(),F$,LOCATION$(),AREA_X(),AREA_Y()
Global IMAGE,X_OFFSET,LIVES1,LIVES2,WALKING
Global ENEMY,PUNCH_COUNTER,KICK_COUNTER,SHUFFLE_COUNTER
Global ENEMY_HEALTH,HERO_HEALTH,HERO_MOVES,ENEMY_MOVES
Global HERO_STATUS$,ENEMY_STATUS$,ENEMY_HIT_X,ENEMY_HIT_Y
Global HERO_HIT_X,HERO_HIT_Y,HERO,ENEMY,S,COUNT

Global
SPIN_KICK,HIGH_KICK,MID_KICK,LOW_KICK,HIGH_PUNCH,MID_PUNCH,LOW_PUNCH
Global
BOW,STANDING,HURT,WALKING_LEFT,WALKING_RIGHT,SHUFFLE_LEFT,SHUFFLE_RIGHT
Global
DEAD,ABORT_WALK_LEFT,ABORT_WALK_RIGHT,STILL_WALKING_LEFT
Global
STILL_WALKING_RIGHT,WALK_PUNCH_HIGH,WALK_PUNCH_MID,WALK_PUNCH_LOW
Global
WALK_KICK_HIGH,WALK_KICK_MID,WALK_KICK_LOW,FOOT_SWEEP,BLOCK
Global WALKING_LEFT_2,WALKING_RIGHT_2,JUMP

Global
SOUNDS,S_PUNCH,S_KICK,S_KNOCKDOWN,S_2HIT,S_BIG2HIT,S_BIGHIT,S_MISS
Global S_COUNT

'Proc CAPTURE_ANIM["detect.anim"]
Proc MAIN



From amos-request@svcs1.digex.net Mon Feb 27 18:49:54 1995
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   with BSMTP id 2571; Mon, 27 Feb 95 16:02:30 EST
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Date:    Mon, 27 Feb 95 16:02 EST
From: "Brian Malik" <BMM128@PSUVM.PSU.EDU>
Subject: Re: Creating a musicdisk...HELP! :)
To: tecnic@tlti.tokem.fi
Cc: amos-list@access.digex.net
In-Reply-To:  tecnic AT tlti.tokem.fi -- Mon, 27 Feb 1995 11:40:15 +0200 (EET)
Status: RO
X-Status: 

I think so, but I am a beginner also so I am not sure how to do it. As soon as
I figure out how I will definitely let you know.

From amos-request@svcs1.digex.net Tue Feb 28 02:49:02 1995
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  (5.67b8/IDA-1.5 for <amos@svcs1.digex.net>); Mon, 27 Feb 1995 22:50:19 -0500
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  (5.67b8/IDA-1.5 for <amos-list@access.digex.net>); Mon, 27 Feb 1995 22:50:17 -0500
Received: by crash.cts.com (Smail3.1.28.1 #18)
	id m0rjIwx-0001QHC; Mon, 27 Feb 95 19:50 PST
Date: Mon, 27 Feb 1995 19:50:14 -0800 (PST)
From: Greg Cox <gcox@cts.com>
To: amos-list@access.digex.net
Subject: ppACC v1.3
Message-Id: <Pine.SCO.3.91.950227194350.10607A-100000@crash.cts.com>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

I have sent the most current version of ppACC to Aminet and I believe it 
is NOW available for downloading. What's new in 1.3 you say ... not a 
whole lot with the exception that I have revamped the crunch and decrunch 
routines and the overall accessory is now over 5k smaller in size and 
also removed the LED flash during the crunching process. 

If you do not have FTP access let me know and I will try to send you a 
uuencoded copy of it as soon as I can, thanx :)

Greg
Email: gcox@ctsnet.cts.com


From amos-request@svcs1.digex.net Tue Feb 28 08:29:08 1995
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          id AA23901; Tue, 28 Feb 1995 03:36:12 -0500
Date: Tue, 28 Feb 1995 03:36:12 -0500
Message-Id: <9502280836.AA23901@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: oh no, bug again
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>I wonder if anyone of you can solve this problem...
>MED playing routines seem to tilt the sam playing system in amos.
>No matter if you use Med commands in amos or some external module
>player (SmartPlay for example), with the Sam Play command they cause
>the following problem:
>
>Samples are looped even if the Sam Loop Off is used!

  Right - the music extension is badly written (then again, what part of
AMOS isn't?).  If anything takes over the audio interrupts for its own
purpose - including medplayer.library, or a music-playing program - AMOS
never tries to get them back again, so after that, it can't tell when a
sample ends.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Tue Feb 28 09:17:14 1995
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Date: Tue, 28 Feb 1995 03:45:25 -0500
Message-Id: <9502280845.AA23960@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Cannot Load Editor?
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>Hmm.. For some reason, my copy of Amos Pro running off my Hard Drive has
>stopped working. I get "Cannot Load Editor" eror messages. Ive tried
>copying across the Editor file, but it doesnt seem to help. I gues its
>something to do with the config file...any ideas?

  Make sure your APSystem directory is in the right place.  If it moved,
AMOS Pro may not be able to find it.  Normally, that right place is in
the same directory as AMOS Pro itself.  The Editor program
(AMOSPro_Editor) should be in the APSystem directory.  If that doesn't
work, try replacing your S:AMOSPro_Interpreter_Config file with the
original from the AMOS Pro System disk.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Tue Feb 28 12:13:52 1995
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Date: Tue, 28 Feb 1995 07:17:21 -0500 (EST)
From: Michael Cox of EDS <mcox>
To: AMOS Mailing List <amos-list@access.digex.net>
Subject: New (unlisted) file on AmiNet
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This AMOS game (a damn good one too) is on AmiNet but I did not have it in
the list in the FAQ:

airTaxi.lha          game/2play 486K+AirTaxi, SpaceTaxi clone for 25MHz+, 1m+ ch

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Tue Feb 28 12:07:13 1995
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To: amos-list@access.digex.net
Subject: Loading variables
Date: Tue, 28 Feb 95 11:12:53 EST
From: Daithi Padraig Ocuinn <U9435409@queens-belfast.ac.uk>
Sender: U9435409@queens-belfast.ac.uk
Status: RO
X-Status: A



  Thanks to everyone who helped me out with my compiler/real number
problem, I changed it to integers only and it works fine.

  I have one other small problem (more an annoyance, really) in that
I use Input #1 at the start of the game to load in the 
level data which takes the form of several arrays of dimensions 
(40,40) or so, and it takes absolutely *ages*. Is there
any quicker way of loading variables from disk?  I have tried
moving the files to ram: first but this makes no substantial
speed difference from the hard drive. I dread to think
what it would be like off floppies.

  Thanks in advance,
		D.P.O`Cuinn.


From amos-request@svcs1.digex.net Tue Feb 28 13:57:12 1995
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Date: Tue, 28 Feb 95 10:49:38 GMT
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In-Reply-To: <sf51c07c.002@smtpgate.sannet.gov>
Organization: Fortune Software
X-Mailviewer: Mail 1.15
From: Dominic Ramsey <amos@dynamo.demon.co.uk>
To: jvt@acctrep.sannet.gov, amos-list@access.digex.net
Subject: Re: Fighting Game Source
Status: RO
X-Status: 

Jedon Thompson <jvt@acctrep.sannet.gov>
   wrote:
> 
> Here is the code of a fighting type game I was making. It illustrates some
> interesting techniches, like AMAL BOBs animated with data banks and
> BOB grabs from Anim5's.  It won't run without the graphics though, but I
> suppose you could make some. Have Fun!

PLEASE! Please, please don't post listings this long, especially ones
that won't work without graphics. Either upload it to Aminet in a
working form, or offer to send it privately by e-mail.

Some of us have dial-up accounts, and have rather large phone bills
to pay already.

Thanks,

Dominic

--
Dominic Ramsey   -  email: dom@dynamo.demon.co.uk
http://www.gate.net/amos/play/people/dramsey.html

From amos-request@svcs1.digex.net Tue Feb 28 14:42:26 1995
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Date: Tue, 28 Feb 1995 15:38:32 +0100
From: Bjoern Nilsson <pi92bn@jupiter.pt.hk-r.se>
Message-Id: <199502281438.PAA09818@jupiter.pt.hk-r.se>
To: amos-list@access.digex.net
Subject: Cannot load extension (?)
Status: RO
X-Status: 

Hi all!

"Ludwig" <pl@soton.ac.uk> wrote:
> 
> Hmm.. For some reason, my copy of Amos Pro running off my Hard Drive has
> stopped working. I get "Cannot Load Editor" eror messages. Ive tried
> copying across the Editor file, but it doesnt seem to help. I gues its
> something to do with the config file...any ideas?
> 
> Lud
> 

_cut_

I've also had this problem. That was when I tried to use the turbo extension
without any fastmem. It just couldn't load the editor.

And as Andy precisely commented: "The Editor program
(AMOSPro_Editor) should be in the APSystem directory.  If that doesn't
work, try replacing your S:AMOSPro_Interpreter_Config file with the
original from the AMOS Pro System disk."

I use to have a backup on the S:AMOSPro_Interpreter_Config file.

+-----------------------------+-------------------------------+
| Name: Bjoern Nilsson        |                               |
| Email: pi92bn@pt.hk-r.se    |        //  Only Amiga makes   |
| Equip: A1200/128/28Mhz/6    |      \X/   it possible...     |
+-----------------------------+-------------------------------+


From amos-request@svcs1.digex.net Tue Feb 28 18:55:46 1995
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From: Kimmo Veijalainen <Kimmo.Veijalainen@lut.fi>
Message-Id: <199502281735.TAA03462@liero.cc.lut.fi>
Subject: Loading variables 
To: amos-list@access.digex.net
Date: Tue, 28 Feb 1995 19:35:45 +0200 (EET)
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Forwarded message:

>   I have one other small problem (more an annoyance, really) in that
> I use Input #1 at the start of the game to load in the 
> level data which takes the form of several arrays of dimensions 
> (40,40) or so, and it takes absolutely *ages*. Is there
> any quicker way of loading variables from disk?  I have tried

I would do it this way:

First install MakeLib extension and LDos extension.
Both are on aminet.
Then just

_LEVELDATA=Ma Malloc(40*40*_ITEM_SIZE*_NUMBER_OF_LEVELS,$1)
Lopen 1,_FILENAME$,0
If LLoad(1,_LEVELDATA,Fsize(_FILENAME$)>-1
	'The level data is now in mem. Takes 0 seconds :-)
Else
	'An error occurred
Endif
Lclose 1 

LDos and Makelib revolutionize disk access in Amos IMO.
I've never used the shitty slow Line Input# or Input# commands after 
installing these two wonder extensions :-)

As a bonus, the levels take _MUCH_ less disk space if saved just as 
unformatted blocks of data instead of Print#ing them to an ascii file.

From amos-request@svcs1.digex.net Tue Feb 28 19:16:58 1995
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Date: Tue, 28 Feb 1995 13:27:08 -0500
From: marty@cs.hope.edu (Ben Marty)
Message-Id: <9502281827.AA19714@smeagol.cs.hope.edu>
To: amos-list@access.digex.net, U9435409@queens-belfast.ac.uk
Subject: Re: Loading variables
X-Sun-Charset: US-ASCII
Content-Length: 1291
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>   I have one other small problem (more an annoyance, really) in that
> I use Input #1 at the start of the game to load in the 
> level data which takes the form of several arrays of dimensions 
> (40,40) or so, and it takes absolutely *ages*. Is there
> any quicker way of loading variables from disk?  I have tried
> moving the files to ram: first but this makes no substantial
> speed difference from the hard drive. I dread to think
> what it would be like off floppies.

	Oh yeah, there are MUCH better ways.  There's a whole lot of translation
involved in the way you're doing it.  To store the values, poke them into a
memory bank and BSave the bank's memory.  To retrieve it, Bload the file
into a bank.  If you want to put the values back into variables, just use
peek, deek or leek (depending on the size of your numbers) and put the values
back into variables.  This storage reduces size and translation steps.  You
could also use random access files which would probably be better yet.  If
you have an array of integers, you can load and save REALLY fast by saving
the block of memory directly to disk from the array (with BSAVE) and loading
from disk into the arrays memory (with BLOAD).  I'm in quite a hurry now so
if you need more explanation just let me know.
						-- Ben

From amos-request@svcs1.digex.net Wed Mar  1 02:00:11 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: find what CPU you use.
Status: RO
X-Status: 

I've discovered a way of finding out what CPU your program is running on.
NO it's not the make a "for loop" method and see how long it takes.
This actually checks the system and the system will tell you.
How ever I'm not sure how to implement it in AMOS, only assembler. So if
someone can tell me, let me know.

this is what I'm having trouble with:

move.l 4.w, a6
move.l LIB_VERSION(a6),d0

any ideas?

Also, BUGS!
So far I've only had 1 response to my offer of compiling a bug list. Does
this mean that there is only 1 bug. I think not.
Take the time to send me your bug, or I won't bother in the future.

Darryl

-- Via DLG Pro v1.0


From amos-request@svcs1.digex.net Tue Feb 28 23:29:17 1995
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Date: Tue, 28 Feb 1995 12:54:40 -0500 (EST)
From: Michael Cox of EDS <mcox>
To: Daithi Padraig Ocuinn <U9435409@queens-belfast.ac.uk>
Cc: amos-list@access.digex.net
Subject: Re: Loading variables
In-Reply-To: <9502281112.AA02384@bot38.causeway.qub.ac.uk>
Message-Id: <Pine.SUN.3.91.950228125345.25506A-100000@access1.digex.net>
Mime-Version: 1.0
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Status: RO
X-Status: 

On Tue, 28 Feb 1995, Daithi Padraig Ocuinn wrote:
> (40,40) or so, and it takes absolutely *ages*. Is there
> any quicker way of loading variables from disk?  I have tried
Well, you could load all of your data into a Data bank using pokes.  Then,
in your game you just use Peeks to read the data into arrays.

Michael
--
Michael Cox                                Work:   mcox@access.digex.net
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play:   aj639@Cleveland.FreeNet.EDU
             For info on the AMOS Mailing List, contact me!
	       AMOS WWW:  http://www.gate.net/~play/


From amos-request@svcs1.digex.net Tue Feb 28 20:52:54 1995
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Date: Tue, 28 Feb 1995 14:07:36 -0700 (MST)
From: Mike Sikorsky <sikorsky@ee.ualberta.ca>
To: Amos <amos-list@access.digex.net>
Subject: Re: New Procedures..
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X-Status: 



   Just a note, I sent the procedures for Dynamic Memory Allocation
   and to perform Cohen-Sutherland line Clipping to Andrew Church
   today for inclusion in the Procedure Library.

							mike

From amos-request@svcs1.digex.net Tue Feb 28 21:26:12 1995
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Date: Tue, 28 Feb 1995 17:08:15 -0500
Message-Id: <9502282208.AA14456@goober.mbhs.edu>
From: achurch@dragon.mbhs.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Loading variables
Reply-To: achurch@goober.mbhs.edu
X-Mailer: MMail v4.11
Status: RO
X-Status: 

>  I have one other small problem (more an annoyance, really) in that
>I use Input #1 at the start of the game to load in the 
>level data which takes the form of several arrays of dimensions 
>(40,40) or so, and it takes absolutely *ages*. Is there
>any quicker way of loading variables from disk?  I have tried
>moving the files to ram: first but this makes no substantial
>speed difference from the hard drive. I dread to think
>what it would be like off floppies.

  Use Ssave, i.e.

Dim ARRAY(X,Y)
..
Ssave 1,Varptr(ARRAY(0,0)) To Varptr(ARRAY(X,Y)+4)

and later:

Sload 1 To Varptr(ARRAY(0,0)),(X+1)*(Y+1)*4

  Alternatively, use Copy to copy the arrays to a memory bank, and
then just Save the entire bank.

  --Andy Church (achurch@goober.mbhs.edu)
    WWW: http://www.mbhs.edu/~achurch/
    AMOS Web Site: http://www.mbhs.edu/~achurch/amos/

From amos-request@svcs1.digex.net Wed Mar  1 00:41:43 1995
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Date: Tue, 28 Feb 1995 17:29:56 -0800 (PST)
From: Greg Cox <gcox@cts.com>
To: pi92bn@jupiter.pt.hk-r.se
Cc: amos-list@access.digex.net
Subject: Re: Cannot load extension (?)
In-Reply-To: <199502281438.PAA09818@jupiter.pt.hk-r.se>
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Status: RO
X-Status: 

On Tue, 28 Feb 1995, Bjoern Nilsson wrote:

> Hi all!
> 
> "Ludwig" <pl@soton.ac.uk> wrote:
> > 
> > Hmm.. For some reason, my copy of Amos Pro running off my Hard Drive has
> > stopped working. I get "Cannot Load Editor" eror messages. Ive tried
> > copying across the Editor file, but it doesnt seem to help. I gues its
> > something to do with the config file...any ideas?
> > 
> > Lud
> > 
> 
> _cut_
> 
> I've also had this problem. That was when I tried to use the turbo extension
> without any fastmem. It just couldn't load the editor.
> 
> And as Andy precisely commented: "The Editor program
> (AMOSPro_Editor) should be in the APSystem directory.  If that doesn't
> work, try replacing your S:AMOSPro_Interpreter_Config file with the
> original from the AMOS Pro System disk."
> 
> I use to have a backup on the S:AMOSPro_Interpreter_Config file.

I have had this same problem until I have finally figured out what the 
problem was exactly and it is the JD Extension that is causing the 
problem. Since I have removed it my AMOSPro works great from the hard 
drive and I did test all the other extension combinations and it was the JD
extension for some strange reason, must be a small bug.

Does anyone know if there ever was LSerial or LDos for AMOSPro ?

It would be nice if there were commands that allowed you to make 
terminals and bbs programs alot easier such as: (examples)

- Commands for XModem, ZModem, YModem tranfers
- ANSI Graphics
- RIP posibbly

Any extension programmers out there ... this would make for a great 
add-on to AMOSPro.

Greg
Email: gcox@ctsnet.cts.com
 

