From mystic@tlti.tokem.fi Thu Feb  1 08:42:18 1996
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Date: Thu, 1 Feb 1996 13:49:35 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: OS-Devkit - Review II!
To: Ben Wyatt <bwyatt@paston.co.uk>
Cc: amos-list@conan.eds-ms.com
In-Reply-To: <9601311651.AA004zi@paston.co.uk.uucp>
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> Greetings Petri, you wrote some text on the subject Re: OS-Devkit -
> Review II!, and now I'm going to answer it
> 
> PH> > Wouldn't it be possible to write a program that scans through a compiled
> PH> > AMOS program, recognise where the coding has been un-optimised and then
> PH> > optimise it?
> PH> 
> PH> Yes, it would be, but it would be hard, as you have to recalc the 
> PH> branches and the stuff when you modify the code a bit. Maybe it would be
> PH> easier to rewrite the Amos Compiler, oh well, maybe not.
> 
> Hmm, yes I thought the JMPs etc would cause problems. So I came up with
> these two possible alternatives :
> 
>    Use a disassembler that can save it as ASCII. Then write a program
>    to optimise this. By then assembling it in something like DevPac,
>    all the branches would automatically be handled, and pointed to the
>    right place.
> 

Yes this probably works.

> Or, alternatively
> 
>    Pad out the optimised bits with NOP instructions, so branches would
>    still lead to the right place. I'm not actually sure if this would
>    make it any faster though...

Not very good idea IMO

> 
> Would it be possible now?

Sure, I never said it's impossible B-)
But it would be a pretty large project, don't you think?

> 
> PH> > Even if it's very tiny things like that multiplication stuff, it would
> PH> > be useful.
> PH> 
> PH> Sure it would be useful, but if you want that speed try to add sum machine 
> PH> code procedures, it's easy (that is if you know how to program in asm).
> 
> Of course, but this method would make it much easier. ;-)

Hmmm... but asm procedures are more efficient. B-)

> 
> Bye _________________________________
>    /                                 \
>    > Ben Wyatt - bwyatt@paston.co.uk <
>    \_________________________________/ (c)1995 Very Interesting Signatures
> 

Pete
mystic@tlti.tokem.fi


From amos-request@svcs1.digex.net Thu Feb  1 13:20:27 1996
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From: joseph bolin <jbolin@info.niacc.cc.ia.us>
Message-Id: <199602011445.IAA09999@info.niacc.cc.ia.us>
Subject: Procedure library
To: amos-list@access.digex.net
Date: Thu, 1 Feb 1996 08:45:48 -0600 (CST)
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Content-Length: 353       
Status: RO
X-Status: 

    Hi everyone!   I've just uploaded a collection of AMOS/AMOSPRO
procedures to Aminet.  You can find it under:  dev/amos/PowerProcedure.lha


-- 
*--------------------------------*--------------------------------*
|           Joseph Bolin         |   jbolin@info.niacc.cc.ia.us   |
*--------------------------------*--------------------------------*


From matottsd@sc341-11.dw.clarkson.edu Thu Feb  1 11:49:43 1996
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Date: Thu, 1 Feb 1996 10:02:50 -0500
From: matottsd@sc341-11.dw.clarkson.edu (Scott D. Matott)
Message-Id: <9602011502.AA11989@sc341-11.dw.clarkson.edu>
To: amos-list@conan.eds-ms.com
Subject: Chris Evans
Status: RO
X-Status: 

	Sorry everbody I hate to do this but..
		Would Chris Evans please mail me, I wanted to pick up some disks from you
	but My mail has been repeatadly sent back, I even tried your work address
	but it was rejected after two days of trying.  I don't know what's up
	but perhaps you do.
				Thanks,
					Scott Matott sXe
		PS
			Thanks to everybody's feedback on the Point command
		sorry I couldn't mail all of you back I've been having some real
		problems mailing lately.

From bwyatt@paston.co.uk Mon Jan 22 14:23:12 1996
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Date: 	Sat, 2 Feb 02 02:13:10 GMT
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In-Reply-To: <9601221155.AA01181@sara.ITU.LiU.SE>
             (from k5claah@ITU.LiU.SE (Claes Ahlberg))
             (on Mon, 22 Jan 96 12:55:10)
Lines: 25
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Execute commands
Status: RO
X-Status: 

Greetings Claes, you wrote some text on the subject Execute commands,
and now I'm going to answer it

CA> Help me somebody!
CA>=20
CA> I've got an id=E9a about a quite handy tool but to be able to code =
it I have=20
CA> to ask for help.
CA> It's not hard to lauch a command from within AmosPro, but how shoul=
d I do to=20
CA> read the result this command returns?
CA>=20
CA> In example: Let's say I want to run Date (it's not it, but I won't =
reveal my=20
CA> id=E9a) and want the reply stored in a string-variable. How should =
I do this?

In the Date example, try :

"Date > Ram:Temp"

This will save the return string in ram under the filename Temp. You
can then load this into an AMOS bank or something, and then read into
a string.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatu=
res

From bwyatt@paston.co.uk Thu Feb  1 22:24:48 1996
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In-Reply-To: <Pine.3.87.9602011335.B3249-0100000@tlti>
             (from Petri Hakkinen <mystic@tlti.tokem.fi>)
             (on Thu, 01 Feb 96 13:49:35)
Lines: 69
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: OS-Devkit - Review II!
Status: RO
X-Status: 

Greetings Petri, you wrote some text on the subject Re: OS-Devkit -
Review II!, and now I'm going to answer it

PH> > Greetings Petri, you wrote some text on the subject Re: OS-Devkit -
PH> > Review II!, and now I'm going to answer it
PH> > 
PH> > PH> > Wouldn't it be possible to write a program that scans through a compiled
PH> > PH> > AMOS program, recognise where the coding has been un-optimised and then
PH> > PH> > optimise it?
PH> > PH> 
PH> > PH> Yes, it would be, but it would be hard, as you have to recalc the 
PH> > PH> branches and the stuff when you modify the code a bit. Maybe it would be
PH> > PH> easier to rewrite the Amos Compiler, oh well, maybe not.
PH> > 
PH> > Hmm, yes I thought the JMPs etc would cause problems. So I came up with
PH> > these two possible alternatives :
PH> > 
PH> >    Use a disassembler that can save it as ASCII. Then write a program
PH> >    to optimise this. By then assembling it in something like DevPac,
PH> >    all the branches would automatically be handled, and pointed to the
PH> >    right place.
PH> > 
PH> 
PH> Yes this probably works.
PH> 
PH> > Or, alternatively
PH> > 
PH> >    Pad out the optimised bits with NOP instructions, so branches would
PH> >    still lead to the right place. I'm not actually sure if this would
PH> >    make it any faster though...
PH> 
PH> Not very good idea IMO

No, it's a bit clumsey. :^)

PH> > Would it be possible now?
PH> 
PH> Sure, I never said it's impossible B-)

Ok, more possible? ;-)

PH> But it would be a pretty large project, don't you think?

No, I think it would be comparitively simple. All the program would need
to do is search for certain blocks of coding and merge them accordingly.
Surely this can't be that hard. I've written many similar programs
myself.

Once you (not necessaryly you ;) ) have written the main converting code,
it should be quite easy to keep adding blocks to replace.

I'm sure someone with enough knowledge in assembler could do it.

PH> > PH> > Even if it's very tiny things like that multiplication stuff, it would
PH> > PH> > be useful.
PH> > PH> 
PH> > PH> Sure it would be useful, but if you want that speed try to add sum machine 
PH> > PH> code procedures, it's easy (that is if you know how to program in asm).
PH> > 
PH> > Of course, but this method would make it much easier. ;-)
PH> 
PH> Hmmm... but asm procedures are more efficient. B-)

So is writing the whole thing in asm in the first place. :-b

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From dyaj@mfltd.co.uk Fri Feb  2 09:35:59 1996
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From: Dylan Jones <dyaj@mfltd.co.uk>
To: "'amos-list@conan.eds-ms.com'" <amos-list@conan.eds-ms.com>
Subject: input "I am fine" but look for "am fine"
Date: Fri, 02 Feb 96 13:07:00 GMT
Message-Id: <31120CB8@smtpgw.mfltd.co.uk>
Encoding: 17 TEXT
X-Mailer: Microsoft Mail V3.0
Status: RO
X-Status: 


Just a really,  really simple question (I've just started getting back   
into Amos) -

I want to read in an input from the keyboard and store it in a string.   
 No problem.  I then want to look in that string for certain words.

i.e.

INPUT : 'Hello I am fine today' and I want Amos to look for 'I am fine'

in hm english :

If 'Hello I am fine today' contains 'I am fine' print 'you are fine'
else print 'you are not fine'.

Any replies welcome > Thanks all.  

From Michele_Berionne@amp.flashnet.it Fri Feb  2 11:48:46 1996
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        id AA01; Fri, 2 Feb 96 16:29:00 CET
Subject: OS DevKit
From: Michele_Berionne@amp.flashnet.it (Michele Berionne)
Date: Fri, 2 Feb 96 16:29:00 CET
Organization: AMP-BBS
Message-Id: <19960202.753CA58.E801@amp.flashnet.it>
To: amos-list@conan.eds-ms.com
Status: RO
X-Status: 

Hello,

I've just received OS DevKit: IT'S GREAT!

I'm sorry for Andy, but it seems far better than Intuition extension.
It's made of over 630 REAL commands with a normal extension (slot 20), but
there also are a lot of extensions created to make programming easier.

The manual is in AmigaGuide format and isn't very good (available in French
and in English), but the whole package seems ok.
As soon as I can test it, I'll lee you more.

For now, let me enjoy it!


Bye

P.S.: BTW, Andy, I want to continue to be registered to your Intuition
extensions: these are very different, but now I'm on line: I'll tell you
more another time

Michele

-- Via DLG Pro v1.0



From ph@doc.ic.ac.uk Fri Feb  2 22:00:29 1996
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          Fri, 2 Feb 1996 12:43:14 +0000
X-Mailer: exmh version 1.6.5 12/11/95
To: amos-list@conan.eds-ms.com
Subject: Run AMOS (Or any amiga program) on UNIX!
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Date: Fri, 02 Feb 1996 12:43:04 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Status: RO
X-Status: 


Do you have:

	- any unix system
	- A 256/65536 colour X windows display of 800x600 or
                 greater ON THE LOCAL
                 MACHINE (not an xterm)
	- An amiga to copy the kickstart rom/generate disk
                 images from.

Then visit:

	http://www-users.informatik.rwth-aachen.de/~crux/uae.html

And get the Useable amiga emulator! You can then run Amos/AmosPro
on your unix machine (I've tested the emulator with WB3.0, Frontier
and a compiled AMOS program).

P.s. Although this sounds more unlikely than a certain extension
making AMOSpro run faster than C, I assure you it isn't a hoax.


               M  I  C  R  O  S  O  F  T
         +------------------------------------+
         |  What do you want to crash today?  |
         +------------------------------------+
Paul Hickman - ph@doc.ic.ac.uk - Imperial College Student



From <@mail.uunet.ca:joehick@waterloo.net> Fri Feb  2 12:52:30 1996
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	id m0tiNsF-0005P5C; Fri, 2 Feb 96 10:58 EST
Date: Fri, 2 Feb 1996 10:58:07 -0500
From: Mark Coles <joehick@ophelia.waterloo.net>
To: Dylan Jones <dyaj@mfltd.co.uk>
Cc: "'amos-list@conan.eds-ms.com'" <amos-list@conan.eds-ms.com>
Subject: Re: input "I am fine" but look for "am fine"
In-Reply-To: <31120CB8@smtpgw.mfltd.co.uk>
Message-Id: <Pine.LNX.3.91.960202105649.15061A-100000@ophelia.waterloo.net>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

Use the Mid$(String$,Position,Length) function to search through your 
string.  Also, try using the Upper$(String$) so you don't have to worry 
about case while searching.

Well met and godspeed,
                      Giark
                                     joehick@ophelia.waterloo.net
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !       on A2000 28MHz (519)579-0173       !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From secb2%teach@dcs.shef.ac.uk Fri Feb  2 14:15:06 1996
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Date: Fri, 2 Feb 96 17:00:33 GMT
From: secb2%teach@dcs.shef.ac.uk (Allatt MD)
Message-Id: <9602021700.AA18753@teach.dcs.shef.ac.uk>
To: amos-list@conan.eds-ms.com
Subject: OS Devkit and the Intuition extension
Status: RO
X-Status: 

How can I get my hands on a copy of OS Devkit, and where is the Intuition
that was promised to me????

Matt

From u5o83@cc.keele.ac.uk Fri Feb  2 21:59:11 1996
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Date: Fri, 02 Feb 1996 17:34:27 +0000
To: Dylan Jones <dyaj@mfltd.co.uk>,
        "'amos-list@conan.eds-ms.com'" <amos-list@conan.eds-ms.com>
From: u5o83@cc.keele.ac.uk (Paul HEALD)
Subject: Re: input "I am fine" but look for "am fine"
Cc: amos-list@conan.eds-ms.com
Status: RO
X-Status: 

At 13:07 02/02/96 GMT, Dylan Jones wrote:
>
>Just a really,  really simple question (I've just started getting back   
>into Amos) -
>
>I want to read in an input from the keyboard and store it in a string.   
> No problem.  I then want to look in that string for certain words.
>
>i.e.
>
>INPUT : 'Hello I am fine today' and I want Amos to look for 'I am fine'
>
>in hm english :
>
>If 'Hello I am fine today' contains 'I am fine' print 'you are fine'
>else print 'you are not fine'.


Input A$
A$=Upper$(A$)
A=Instr (A$,"I AM FINE")
If A<>0
        ? "You Are Fine"
Else
        ? "You are not fine, oh I do feel so sorry for you, but"
        ? "we all have problems you know. Would you like to talk"
        ? "About this???"
End If


Should do it!!

>
>Any replies welcome > Thanks all.  
>
--
	     (|||)
	    ( o o ) 
   +--ooooO---(_)-- Ooooo-------------------------------+
   |						       	|
   |	Paul HEALD <u5o83@cc.keele.ac.uk>	       	|
   |						  	|
   | "Foolproof way to sculpt an elephant...		|
   |  Take a block of marble, and chisel away at 	|
   |  anything that doesn't look like an elephant."     |
   |							|
   +----------------------------------------------------+


From uv334@freenet.victoria.bc.ca Fri Feb  2 21:24:39 1996
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Date: Fri, 2 Feb 1996 12:58:35 -0800 (PST)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: Crossover Programming
To: Amos List <amos-list@tarkan.eds-ms.com>
Message-Id: <Pine.3.89.9602021257.A15362-0100000@vifa1>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

I've begun to delve into C for the IBM.  Big deal.

I want to know if its possible to combine C and Amos routines somehow.  
I've found that I'm pretty good at C and its a heck of a lot faster than 
Amos, but I don't want to lose the Amos stuff, like the fast graphics or 
the Copper routines or the blah blah blah...

John C. Bintz - * uv334@freenet.victoria.bc.ca *
WWW:  http://www.lookup.com/Homepages/10794/home.html

Now Surfing the 'Net on his Amiga!!

"Marge, Marge, Marge...
 When kids today say 'bad', they mean 'good'...
 And to 'shake your booty' means to wiggle one's butt...
 Permit me to demonstrate..."
                                    -Homer Simpson                           


From S93044370@ACS.SAULTC.ON.CA Sat Feb  3 00:59:30 1996
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Date: Sat, 03 Feb 1996 00:18:48 -0500 (EST)
From: Cori Skagen <S93044370@ACS.SAULTC.ON.CA>
Subject: help with bobs!?! please
To: amos-list@conan.eds-ms.com
Message-Id: <01I0R9DGW91U000KE8@ACS.SAULTC.ON.CA>
Mime-Version: 1.0
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Status: RO
X-Status: 

Does anyone know how to have a bob display only over a single colour on the screen???  for example as a bob moves across the screen it is only seen where colour 0 is present, so it apears to move behind whatever is on the screen...  

						Thanx...

							Cori Skagen

From S93044370@ACS.SAULTC.ON.CA Sat Feb  3 01:08:17 1996
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Date: Sat, 03 Feb 1996 00:25:24 -0500 (EST)
From: Cori Skagen <S93044370@ACS.SAULTC.ON.CA>
Subject: dualplayfield
To: amos-list@conan.eds-ms.com
Message-Id: <01I0R9M373WS000KE8@ACS.SAULTC.ON.CA>
Mime-Version: 1.0
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Status: RO
X-Status: 

Does anyone know how to create a dualplayfield effect without the colour        restraints of the dualplayfield screen mode??  I tried to use bobs but they are too slow...

From amos-list@sneech.demon.co.uk Sat Feb  3 05:09:02 1996
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	id AA000qf; Sat, 3 Feb 96 06:25:20 GMT
Date: Sat, 3 Feb 96 06:25:20 GMT
Message-Id: <9602030625.AA000qe@sneech.demon.co.uk>
Organization: None
X-Mailviewer: Mail 1.15
From: Paul Burkey <amos-list@sneech.demon.co.uk>
To: amos-list@conan.eds-ms.com
Subject: Re: input "I am fine" but look for "am fine" (fwd)
Status: RO
X-Status: 

Dylan Jones wrote:-

>I want to read in an input from the keyboard and store it in a string.   
>No problem.  I then want to look in that string for certain words.
>
>INPUT : 'Hello I am fine today' and I want Amos to look for 'I am fine'
>
>If 'Hello I am fine today' contains 'I am fine' print 'you are fine'
>else print 'you are not fine'.

This is an Instr() one again ie,

If Instr("Hello I am fine today","I am fine")

remeber to use Upper$() if you don't care about case problems ie,

If Instr(Upper(phrase$),"I AM FINE") 
If Instr(Upper(phrase$),Upper$(find$))

Instr$() returns the place of the find ie

place=Instr$("Paul","a")

would return '2'

Chearz!


--
,-------------------------, There will be rumours of things going
|Paul Burkey      \|/     | astray, and a great confusion as to where
|IRC: shoecake    O^O     | things really are, and nobody will really
+-------------oOo-(_)-oOo-+ know where lieth those little things with
|paulb@sneech.demon.co.uk | the sort of raffia work base, that has an
'-------------------------' attachment that will not be there.

From u5o83@cc.keele.ac.uk Sat Feb  3 07:22:42 1996
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Date: Sat, 03 Feb 1996 11:47:53 +0000
To: John Bintz <uv334@freenet.victoria.bc.ca>
From: u5o83@cc.keele.ac.uk (Paul HEALD)
Subject: Re: Crossover Programming
Cc: amos-list@conan.eds-ms.com
Status: RO
X-Status: 

>I've begun to delve into C for the IBM.  Big deal.
>
>I want to know if its possible to combine C and Amos routines somehow.  
>I've found that I'm pretty good at C and its a heck of a lot faster than 
>Amos, but I don't want to lose the Amos stuff, like the fast graphics or 
>the Copper routines or the blah blah blah...

Yep. You must compile the code, then chain it, with an exec command, or if
your compiler only produces one hunk, you can Pload the file, or insert it
into a procedure!

>
>John C. Bintz - * uv334@freenet.victoria.bc.ca *
>WWW:  http://www.lookup.com/Homepages/10794/home.html
>
>Now Surfing the 'Net on his Amiga!!
>
>"Marge, Marge, Marge...
> When kids today say 'bad', they mean 'good'...
> And to 'shake your booty' means to wiggle one's butt...
> Permit me to demonstrate..."
>                                    -Homer Simpson                           
>
>
--
	     (|||)
	    ( o o ) 
   +--ooooO---(_)-- Ooooo-------------------------------+
   |						       	|
   |	Paul HEALD <u5o83@cc.keele.ac.uk>	       	|
   |						  	|
   | "Foolproof way to sculpt an elephant...		|
   |  Take a block of marble, and chisel away at 	|
   |  anything that doesn't look like an elephant."     |
   |							|
   +----------------------------------------------------+


From amos-list@sneech.demon.co.uk Sat Feb  3 01:58:19 1996
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	id AA000pg; Mon, 11 Aug 08 07:35:10 GMT
Date: Mon, 11 Aug 08 07:35:10 GMT
Message-Id: <0808110735.AA000pf@sneech.demon.co.uk>
Organization: None
X-Mailviewer: Mail 1.15
From: Paul Burkey <amos-list@sneech.demon.co.uk>
To: amos-list@conan.eds-ms.com
Subject: Sneech
Status: RO
X-Status: 

Hi,

I got some nice emails after I made the offer for a free copy of Sneech
and I must have sent out 20 or more reg copies. The only problem is that
2 of them have been returned un-delivered so if anyone ordered a copy
and didn't get it I'm sorry!!!!

If you are missing a copy post me at <paulb@sneech.demon.co.uk> and
I'll get another copy sent to you. If you could give me your fav.
email box address that would be good because it looks like the one on
return path didn't work. 

I'm sorry I don't have any specific names, and sorry for wasting the
amos-lists lime :)

Cheers,

Paul Burkey

From cubic.xg.com!chrisevans@multiboard.com Sat Feb  3 16:12:07 1996
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Date: Fri, 02 Feb 96 12:57:00 EST5
From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <01151592@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: message for Scott
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

Scott,
Saw your List message that your messages to me were bumped back ... make
sure you're using the new address ... ChrisEvans@cubic.xg.com     The
other work address should be OK too ... had a system crash early in the
week but OK now. They lost "thousands" of messages.  Don't ask how happy
the campers were.
If all else fails try the "family" one below.
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Family:  BobEvan@village.ca
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 44 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From uv334@freenet.victoria.bc.ca Sat Feb  3 18:55:02 1996
Received: from conan.eds-ms.com (conan.eds-ms.com [204.240.136.11]) by mail1.access.digex.net (8.6.12/8.6.12) with SMTP id SAA29202;  for <mcox@access.digex.net> ; Sat, 3 Feb 1996 18:55:00 -0500
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	id AA06137; Sat, 3 Feb 1996 18:21:59 -0500
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Date: Sat, 3 Feb 1996 14:50:47 -0800 (PST)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: RPGEditor is on Aminet!!
To: Amos List <amos-list@conan.eds-ms.com>
Message-Id: <Pine.3.89.9602031414.A13470-0100000@vifa1>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

Finally!  After many long weeks of brain-wracking work and hours of 
testing, my RPG Creator is finally finished, and on Aminet!  Its under 
game/role and is called RPGEdito.lzh (why is the name clipped?  Think Big 
Blue...)  Please download, create, play, give feedback, and register!!

John C. Bintz - * uv334@freenet.victoria.bc.ca *
WWW:  http://www.lookup.com/Homepages/10794/home.html

Now Surfing the 'Net on his Amiga!!

"Marge, Marge, Marge...
 When kids today say 'bad', they mean 'good'...
 And to 'shake your booty' means to wiggle one's butt...
 Permit me to demonstrate..."
                                    -Homer Simpson                           


From cubic.xg.com!chrisevans@multiboard.com Sun Feb  4 06:08:27 1996
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Date: Sat, 03 Feb 96 22:44:00 EST5
From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <02F1F1D4@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: AGA Ext scam
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

Hi Everyone,

I wanted to alert you to what appears to be a scam ... a guy selling an
AGA extension in the UK, advertising in the UK mags.  Maybe this has been
covered here but I haven't seen anything yet.

advertising the extension for 10 UKP.  Some people including the editor
sent this guy the money and have not received anything, even though
they've reached him on the phone and got vague promises.

If anyone can shed any more light on this thing would you tell us what's
up?
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 46 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From ph@doc.ic.ac.uk Sun Feb  4 08:15:21 1996
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X-Mailer: exmh version 1.6.5 12/11/95
To: John Bintz <uv334@freenet.victoria.bc.ca>
Cc: Amos List <amos-list@tarkan.eds-ms.com>, ph@doc.ic.ac.uk
Subject: Re: Crossover Programming 
In-Reply-To: Your message of "Fri, 02 Feb 1996 12:58:35 PST."             <Pine.3.89.9602021257.A15362-0100000@vifa1> 
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Date: Sun, 04 Feb 1996 12:13:18 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Status: RO
X-Status: 

> I've begun to delve into C for the IBM.  Big deal.
> 
> I want to know if its possible to combine C and Amos routines somehow.  
> I've found that I'm pretty good at C and its a heck of a lot faster than 
> Amos, but I don't want to lose the Amos stuff, like the fast graphics or 
> the Copper routines or the blah blah blah...

You could use C (Or any language that supports it eg. Amiga E) to create a
shared library file, then write assembler stubs to be made to to Amos asm
procedures that extract the parameters from the A3 stack and call the library
routine, or use the LibCall function.



               M  I  C  R  O  S  O  F  T
         +------------------------------------+
         |  What do you want to crash today?  |
         +------------------------------------+
Paul Hickman - ph@doc.ic.ac.uk - Imperial College Student



From bwyatt@paston.co.uk Sun Feb  4 06:45:51 1996
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	id AA0052g; Tue, 6 Jun 06 18:55:05 GMT
Date: 	Tue, 6 Jun 06 18:55:05 GMT
Message-Id: <0606061855.AA0052f@paston.co.uk.uucp>
Lines: 37
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Knockout 2
Status: RO
X-Status: 

I'm currently programming Knockout 2, but I need some help. Not with
the programming but with ideas and music.

Does anyone have any (or could write) good music for Knockout 2, either
whilst playing, during the options screen or in the intro sequence.
Something like the music in Terminator 2 would do very nicely, I think.

Features in Knockout 2 currently includes :

- different vehicles
- name tags floating above the cars as you play
- friction control
- variable start circle size
- team games (play in pairs)
- 8 sets of controls, so 8 human players can play at once!
- play first to "n" wins
- save configuration setup
- brand new options menu

To come :

- different graphics for the platform depending on the friction setting
  eg ice, tarmac, gravel, etc.
- vehicle editor, where you can actually design your own vehicles.
  You'll only need to draw the car facing in one direction and the
  program does everything else for you.
- animated intro sequence (maybe)

Do you have other ideas? (don't suggest guns/powerups - it'd distract
from the simplicity of the game) ;-)

Many thanks, and sorry for the lack of AMOS content in this mail. ;-)

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From mcox@access.digex.net Sun Feb  4 10:22:20 1996
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Path: news3.digex.net!news2.digex.net!howland.reston.ans.net!gatech!usenet.eel.ufl.edu!warwick!clyde.open.ac.uk!adminmbx
From: Jonathan Warner <J.A.Warner@open.ac.uk>
Newsgroups: comp.sys.amiga.programmer
Subject: AMOS CRAFT extension (upgrades?)
Date: 31 Jan 1996 17:02:18 GMT
Organization: Open University
Lines: 7
Message-Id: <4eo7aq$526@clyde.open.ac.uk>
Nntp-Posting-Host: uu-ja-warner.open.ac.uk
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Resent-Date: Sun, 4 Feb 1996 09:25:18 -0500 (EST)
Resent-From: "World Cup 2002 in Japan! (I hope!)" <mcox@access.digex.net>
Resent-To: AMOS Mailing List <amos-list@conan.eds-ms.com>
Resent-Message-Id: <Pine.SUN.3.91.960204092518.7087C@access2.digex.net>
Apparently-To: AMOS Mailing List <amos-list@conan.eds-ms.com>
Status: RO
X-Status: 

Were there any upgrades for this beyond version 1.00? I the manual there 
were instructions for upgrading, including a special disc label 
supposedly in the ox which was to be sent to Finland for an upgrade. 
Howeve, no such label was to be found in my brand new recently bought 
copy...





From mcox@access.digex.net Sun Feb  4 10:22:18 1996
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From: plastic@vipunen.hut.fi (Janne Kalliola)
Newsgroups: comp.sys.amiga.programmer
Subject: Re: AMOS CRAFT extension (upgrades?)
Date: 4 Feb 96 09:55:47 GMT
Organization: Helsinki University of Technology
Lines: 19
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Jonathan Warner <J.A.Warner@open.ac.uk> writes:

>Were there any upgrades for this beyond version 1.00? I the manual there 
>were instructions for upgrading, including a special disc label 
>supposedly in the ox which was to be sent to Finland for an upgrade. 
>Howeve, no such label was to be found in my brand new recently bought 
>copy...

Thera are no upgrades available. We, Hannu and I, have done one upgrade
(v1.1) which has some new commands, but nothing very serious. Black
Legend concentrated on games and PC-stuff, so we decided not to make
upgrades. In fact, there are some other extensions, like EasyLife and
AFCAM, which have a lot of commands like CRAFT and we didn't like to
start compete with these, as we have to tackle with our studies too...
--
Janne Kalliola
Janne.Kalliola@hut.fi
[erutangis oN]




From DM9200@conrad.appstate.edu Sun Feb  4 14:11:16 1996
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 Sun, 04 Feb 1996 10:35:48 -0400 (EDT)
Date: 	Sun, 04 Feb 1996 10:35:48 -0400 (EDT)
Subject: RPGEditor on Aminet
To: amos-list@conan.eds-ms.com
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I checked out John Bintz' RPGEditor but haven't delved into it beyond
the sample game:

 It's interesting. What is that weird loader interface? I keep seeing it,
  like on the HERO 2600 clone on aminet.
 I think it would be better if you could create standalone executables
  instead of loading some script through a loader. Can you?
 Seems like a neat little cute game creator with good music. An unusual
  thing to have created entirely in AMOS. Was it?

-----------------------------------------------------------------------------
   From the Desk of Daniel Miller: "as I run through November's leaves..."
-----------------------------------------------------------------------------

From mveldman@pobox.eds-ms.com Sun Feb  4 16:15:26 1996
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From: "M.C. Veldman" <mveldman@pobox.LeidenUniv.NL>
Organization:  Leiden University
To: amos-list@conan.eds-ms.com
Date:          Sun, 4 Feb 1996 20:48:55 +0100
Subject:       Buying Amos Compiler
Priority: normal
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Small question:
where can I buy Amos Pro 2.0 (compiler)
and / or upgrade from Amos Pro 1.12 to 2.0 (interpreter)?

Don't tell me to contact steve@dcandy.demon.co.uk 
because I don't get any response.

Help! I desperately need the compiler!

Thanks,

Marco Veldman (mveldman@POBox.LeidenUniv.NL)

From uv334@freenet.victoria.bc.ca Sun Feb  4 18:58:35 1996
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Date: Sun, 4 Feb 1996 14:28:38 -0800 (PST)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: Re: RPGEditor on Aminet
To: Amos List <amos-list@conan.eds-ms.com>
In-Reply-To: <01I0T8Z0678OAZT8W9@conrad.appstate.edu>
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On Sun, 4 Feb 1996 DM9200@conrad.appstate.edu wrote:

> I checked out John Bintz' RPGEditor but haven't delved into it beyond
> the sample game:

YAY!

>  It's interesting. What is that weird loader interface? I keep seeing it,
>   like on the HERO 2600 clone on aminet.

Do you mean the bar graphs?  Sorry...I'm addicted to them...

>  I think it would be better if you could create standalone executables
>   instead of loading some script through a loader. Can you?

If the files are small enough, I could cram them all into a single file, 
with some tricky programming.  I'll have to think about it.

>  Seems like a neat little cute game creator with good music. An unusual
>   thing to have created entirely in AMOS. Was it?

I've been wanting a decent game creator, as I detest reprogramming 
everything for new games.  RPGs and adventures are the easiest, as there 
are very few moving parts, and by using an editor, I could standardize 
everything, and make upgrades a lot easier.  And, because Amos could 
compress images so well, it was the best choice for graphical 2D adventures.

One question:  How fast does it run?  What computer are you running it 
on, and is the animation smooth?  Its a bit jerky on my 68000.

John C. Bintz - * uv334@freenet.victoria.bc.ca *
WWW:  http://www.lookup.com/Homepages/10794/home.html

Check these out on Aminet:
  game/role/RPGEdito.lzh    RPG Editor Version 1.0


From DM9200@conrad.appstate.edu Sun Feb  4 23:54:40 1996
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 Sun, 04 Feb 1996 23:07:48 -0400 (EDT)
Date: 	Sun, 04 Feb 1996 23:07:48 -0400 (EDT)
Subject: That & This
To: amos-list@conan.eds-ms.com
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I would like to incorporate a font into an AMOS file so I don't have to
worry if the user has that font. Outside of <groan> puuting the font in
the archive and enclosing a script file to install the font in user's
FONTS directory is ther a way to do this?

How much is an 1/8 page ad in Amiga Format and do they have classifieds? 

In this arcade style game I was working on I found that when I PRINTed
to update the score that it would slow the program down with an irritating
and unacceptable jerk in the motion of the bobs on-screen. Is there an
easy way around this?

Has anyone on the list written a pac-man style game; I would like to check 
out your source.

-----------------------------------------------------------------------------
   From the Desk of Daniel Miller: "as I run through November's leaves..."
-----------------------------------------------------------------------------

From Branko.Collin@mpi.nl Mon Feb  5 10:50:29 1996
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From: Branko Collin <Branko.Collin@mpi.nl>
Date: Mon, 5 Feb 1996 15:15:50 +0100 (MET)
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To: DM9200@conrad.appstate.edu
Cc: amos-list@conan.eds-ms.com
Subject: Re: That & This
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On Sun, 4 Feb 1996 DM9200@conrad.appstate.edu wrote:

> 
> I would like to incorporate a font into an AMOS file so I don't have to
> worry if the user has that font. Outside of <groan> puuting the font in
> the archive and enclosing a script file to install the font in user's
> FONTS directory is ther a way to do this?
> 
> In this arcade style game I was working on I found that when I PRINTed
> to update the score that it would slow the program down with an irritating
> and unacceptable jerk in the motion of the bobs on-screen. Is there an
> easy way around this?

Different questions, same answer: Store all the letters as icons in an 
iconbank. Pasting icons onto the screen may also be faster than 
printing the hiscore. 

.......................................................................
.       Branko Collin          .                                      .
.                              .                                      .
.   //  u249026@vm.uci.kun.nl  .                                      .
. \X/   bcollin@mpi.nl         .                                      .
.......................................................................


From dyaj@mfltd.co.uk Mon Feb  5 11:07:29 1996
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From: Dylan Jones <dyaj@mfltd.co.uk>
To: "'amos-list@conan.eds-ms.com'" <amos-list@conan.eds-ms.com>
Subject: PC to AMIGA
Date: Mon, 05 Feb 96 14:30:00 GMT
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Hi - what do I need to have to be able to >

Download amos demo's off the internet to pc,  put them on a disk and load   
them up at home on my Amiga ???

Many Thanks,  

From Branko.Collin@mpi.nl Mon Feb  5 12:46:57 1996
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From: Branko Collin <Branko.Collin@mpi.nl>
Date: Mon, 5 Feb 1996 16:26:21 +0100 (MET)
X-Sender: bcollin@mpih19
To: Dylan Jones Dylan Jones<dyaj@mfltd.co.uk>
Cc: amos-list@conan.eds-ms.com
Subject: Re: PC to AMIGA
In-Reply-To: <311614A7@smtpgw.mfltd.co.uk>
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On Mon, 5 Feb 1996, Dylan Jones wrote:

> Download amos demo's off the internet to pc,  put them on a disk and load   
> them up at home on my Amiga ???

You can mount a device that will look at a PC disk in your Amigadrives as 
if it were an Amigadisk and subsequently perform all functions (reading, 
writing) that you would do with an Amigadisk.

The OS from version 2.04 onwards comes with such a device driver for PC 
disks. Look in your manual for where to find it and how to use it.

If you don't have any of the modern OSes, check old Fish disks for 
something called MessyDos. It is a bit harder to install, but works 
virtually the same as the official driver.

Two things that you should watch out for: PCs usually handle only 
filenames that are 8 characters long and have an extension of 3 
characters. You knew that of course, but take care that your ftp-program 
doesn't mess things up. For instance, if you download 
Verynicegamepart1.lha and then Verynicegamepart2.lha, be sure the second 
doesn't overwrite the first (as the PC might turn it into Verynice.lha or 
Verynice.gam).
The other thing is that on most Amigas (except some A4000s) you cannot 
use High Density disks. Use DD/DS disks instead.

Good luck!

.......................................................................
.       Branko Collin          .                                      .
.                              .                                      .
.   //  u249026@vm.uci.kun.nl  .                                      .
. \X/   bcollin@mpi.nl         .                                      .
.......................................................................


From matottsd@sc341-12.dw.clarkson.edu Mon Feb  5 15:28:15 1996
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Date: Mon, 5 Feb 1996 14:05:02 -0500
From: matottsd@sc341-12.dw.clarkson.edu (Scott D. Matott)
Message-Id: <9602051905.AA11694@sc341-12.dw.clarkson.edu>
To: amos-list@conan.eds-ms.com
Subject: Message For Chris Evans..
Status: RO
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	Chris,
		I really don't know what's up, I got a few of your contact messages
	and understand about the system crash, as well as the address change but fro 
	for some reason all my mail to you is still being rejected.  I use this
	crummy Unix Mailer (ie Mail) because with aliases set up it's very easy to use
	but a Unix junkie friend of mine tells me that Unix Mailer is very buggy
	and that's why i've been having trouble.  He's going to hook me up with a 
	copy of the mailer Elm later this week so maybe then I can start mailing
	to your regular address, but for now I'll have to use this mailing list 
	(sorry everyone)   Chris I am ver interested in those disks you mentioned,
	Amos 3D and Deluxe Music in particular, mail me wiht a more complete list
	and pricing policy and I'll give you my Mailing address so we can do
	business.  Again, sorry for all the mailing trouble, if only Unix was
	as user friendly as AmigaOS, but oh well.
			Thanks,
				Scott Matott sXe
.,

From S93044370@ACS.SAULTC.ON.CA Mon Feb  5 15:47:14 1996
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Date: Mon, 05 Feb 1996 14:51:15 -0500 (EST)
From: Cori Skagen <S93044370@ACS.SAULTC.ON.CA>
Subject: Help with paralax scrolling Please!! :)
To: amos-list@conan.eds-ms.com
Message-Id: <01I0UWRZJYNA000R4N@ACS.SAULTC.ON.CA>
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I'm trying to write a game that uses paralax scrolling, with a forground and
background scrolling part.  I've tried using Dual playfield, but it has bugs
like when either screen hits a 16 pixel boundry, the other jerks really bad. 
Also 8 colours(actually 7 because colour 0 is transparent), is just not enough.

I've tried to use bobs, but this is way too slow and jerky.  One solution to
this would be to allow the foreground to be the screen and the background
be a bob, but there doesn't seem to be a way to put graphics over top of a
bob.  Is there a way to restrict a bob to only one colour (ie colour 0)?

Anyone have any ideas on how I might do this?

If someone could give me a real solution, I'd be more than happy to give credit
to them in the game.  Any help would be appreciated.

Cori Skagen
cd556@torfree.net


From aylin.dinet.com!ZINOCAVE.wind.dbn.dinet.com!FRANK@mail.shlink.de Mon Feb  5 20:17:53 1996
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To: amos-list@conan.eds-ms.com
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From: FRANK@ZINOCAVE.wind.dbn.dinet.com (Frank Otto)
Path: dbs.dbn.dinet.com!zinocave.wind.dbn.dinet.com
Organization: MicroDot 1.10 []
Subject: Re: Lost On Parrot Island
Date: Fri, 02 Feb 1996 00:00:00 +0100
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Andre Koch wrote on 21.01.1996 under the subject
"Re: Lost On Parrot Island":

AK> Hi Frank,
AK> 
AK> FO> Hi,
AK> FO>
AK> FO> I just uploaded my new AMOS-game to Aminet. It's shareware and an
AK> FO> adventure like Monkey Island or Indiana Jones. You'll find it under
AK> FO> game/demo/ParrotIsland.lha
AK> 
AK> Yeah!! This game is really great!

Thanx :-)



Frank


From aylin.dinet.com!ZINOCAVE.wind.dbn.dinet.com!FRANK@mail.shlink.de Mon Feb  5 20:23:10 1996
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Message-Id: <xEM94MD0aRz1@frosch.zinocave.wind.dbn.dinet.com>
From: FRANK@ZINOCAVE.wind.dbn.dinet.com (Frank Otto)
Path: dbs.dbn.dinet.com!zinocave.wind.dbn.dinet.com
Organization: MicroDot 1.10 []
Subject: Re: Parrot Island
Date: Thu, 01 Feb 1996 00:00:00 +0100
X-Mailer: MicroDot 1.10 [UNREGISTRIERT]
References: <01I0JGKFRHDKAELOUE@conrad.appstate.edu>
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Status: RO
X-Status: 

D0> Frank Otto had responded to my comments about his Monkey Island style RPG:
D0> 
D0> FO: The amiga (500/NTSC) crashes when the man falls in the water? 
D0> 
D0>  Well, no, but the program crashes and ends. 

The reason for this *must* be not enough memory. The game needs about 700
KByte of free memory. You should play it from harddisk and not from RAM:.

D0> FO: The palette doesn't have enough colours, so the man had to be yellow.
D0> 
D0>  You could go 32 colours for this, couldn't you? The game currently seems
D0>  to have a limited brown/yellow/green palette.

32 colours are used. 16 for the game figure and all the other objects and
16 for the background.

D0>  As for the NTSC support, I am getting more used to Chris Hames' Degrader
D0>  program, and have found this is not a big problem. If you used Amos's
D0>  detect NTSC command, and Screen Displayed at what, 128,20,352,240?, you 
D0>  might be able to make this NTSC friendly though. I did this for the
D0>  replacement version of Rocko.lha (aminet game/misc after tomorrow) but
D0>  actually, I have no idea if it worked for PAL systems. 

It can't be run from NTSC as far as I know because the screen uses
vertically 256 lines (that's PAL) and in NTSC AMOS cuts every line
from 201 to 256.
Anyone knowing how to stop AMOS in cutting these lines? If there's a
possibility I'll release a patch.

D0>  Another suggestion: Have the pointer change to show if the man can change
D0>  screens to the left or right. Instead of requiring the pointer to be at
D0>  the very edge of the screen to go right or left, make a narrow zone that
D0>  can be clicked in to do this.

If the game sells well, I would maybe make features like this. But
unfortunately it doesn't sell well (only 2 copies sold by now) :-(


bye,

Frank
EMail: Frank@Zinocave.Wind.DBN.Dinet.Com (Frank Otto)



From T.Lewis@bton.ac.uk Tue Feb  6 01:03:36 1996
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9602051558.AA00291@diamond.bton.ac.uk>
Subject: Newsgroup
To: amos-list@conan.eds-ms.com
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Status: RO
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About alt.religion.amos

Everyone who's on the Janet network (ie academics in UK) will probably not be
able to access this newsgroup 'cos of the religion bit.  Part of the JANET
contract states that the network cannot be used for religious discussions!
Perhaps the newsgroup name should be changed a little!

Just an idea,
--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*                                   *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From amos-list@sneech.demon.co.uk Mon Feb  5 23:07:07 1996
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Organization: None
X-Mailviewer: Mail 1.15
From: Paul Burkey <amos-list@sneech.demon.co.uk>
To: amos-list@conan.eds-ms.com
Subject: Re: AGA Ext scam (fwd)
Status: RO
X-Status: 

Chris Evans said:-

>I wanted to alert you to what appears to be a scam ... a guy selling an
>AGA extension in the UK, advertising in the UK mags.  Maybe this has been
>covered here but I haven't seen anything yet.
>
>advertising the extension for 10 UKP.  Some people including the editor
>sent this guy the money and have not received anything, even though
>they've reached him on the phone and got vague promises.
>
>If anyone can shed any more light on this thing would you tell us what's
>up?

I thought we had sorted this out ages ago? Maybe this article has been
delayed for weeks but everyone should already know that the AGA extension
is now only available from F1 Licenceware for under 4 UKP!!! So anyone
who wants to send 10 UKP to that guy when F1 have had it for a few months
now for under 4 UKP can please themselves. 

We've also had many an article discussing the said AGA extension with
steve bye from F1 so if anyone out there still doesn't know where to get
this extension from and also the AMOS Pro Compiler get in touch with
F1 licenceware now!!!!
          _
       D   \
ChEErs   O  )
       D  _/

P.S. Sorry but I don't have their email address handy :(


--
,-------------------------, There will be rumours of things going
|Paul Burkey      \|/     | astray, and a great confusion as to where
|IRC: shoecake    O^O     | things really are, and nobody will really
+-------------oOo-(_)-oOo-+ know where lieth those little things with
|paulb@sneech.demon.co.uk | the sort of raffia work base, that has an
'-------------------------' attachment that will not be there.

From U9435409@Queens-Belfast.AC.UK Mon Feb  5 23:58:20 1996
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To: amos-list@conan.eds-ms.com
Subject: Scrolling
Date: Mon, 05 Feb 96 15:50:50 EST
From: Daithi Padraig Ocuinn <U9435409@Queens-Belfast.AC.UK>
Status: RO
X-Status: 

I am programming a game in AMOS which involves the use
of the scroll command, and I am not impressed by the
smoothness or speed. Is there any extension commands that
handle this better? I know that the Turbo extension
has a multi blit command for stuff like this, but I
don`t know how to use it! Can anyone help?

And also when I use the SpriteCol() command to check
for a collision and then the Col() command to find
the colliding sprite, it sometimes gives the wrong
sprite number!! Any reason for this?

T

From amos-request@svcs1.digex.net Mon Feb  5 20:59:08 1996
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Message-Id: <199602052359.AAA07272@mail.tripnet.se>
Date: Tue, 06 Feb 96 01:00:14 0100
From: Glenn Johansson <glenn@tripnet.se>
Organization: Surf them!
X-Mailer: Mozilla 1.22 (Windows; I; 16bit)
MIME-Version: 1.0
To: amos-list@access.digex.net
Subject: Cyberspace Communication Base
Content-Transfer-Encoding: 7bit
Content-Type: text/plain; charset=us-ascii
Status: RO
X-Status: 

Just found this list and subscribed to it, and wanted to tell fellow Amos 
enthusiasts about the project I've been working on for five years:

Cyberspace Communication Base (current Amos code size: 400K + 180K)

Description:
An easy-to-use Fidonet point program for "e-mail" and "newsgroup" use,  
with built-in mailer, word processor (built-in TypeNice and communicates 
with Ispell for spellchecking), and of course the reader. (A "point" 
program is basically like a lousy offline-reader except it is much 
better in all ways, not ugly, and doesn't have to be configured. Well, 
not this point program, anyway).

The many features unique among Fidonet "point" programs, include 
single-click "areafixing", global fidouserlist creation, automatic 
reply-link repairs and much, much, much more.

The huge number of bugs in Amos Pro 2.00 has been a major problem but I 
hope to find the time to release this as shareware soon (code won't be 
released - sorry). Hopefully there will be some people that won't be 
scared off by the Amos look.

Glenn Johansson
User interface designer
glenn.johansson@spacebase.ct.se
Sweden




From amos-list@sneech.demon.co.uk Tue Feb  6 04:12:47 1996
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Message-Id: <9602060605.AA000tl@sneech.demon.co.uk>
Organization: None
X-Mailviewer: Mail 1.15
From: Paul Burkey <amos-list@sneech.demon.co.uk>
To: amos-list@conan.eds-ms.com
Subject: Re: Newsgroup
Status: RO
X-Status: 

T.Lewis@bton.ac.uk (Eddie) said

>About alt.religion.amos
>
>Everyone who's on the Janet network (ie academics in UK) will probably not be
>able to access this newsgroup 'cos of the religion bit.  Part of the JANET
>contract states that the network cannot be used for religious discussions!
>Perhaps the newsgroup name should be changed a little!
>
>Just an idea,

Anyone here on that network? If so I'm willing to change the name. But
only if there are a few.  We might not even be able to change the name
maybe another group could be set up and all articles can be cross
posted to both? Then we'd get double (sort of) the chance of people
getting in the group.

Anyone else having problems accessing it? Well you all missed a loverly
picture of Tori AMOS that someone posted :)

ChEEsE Toasie!


--
,-------------------------, There will be rumours of things going
|Paul Burkey      \|/     | astray, and a great confusion as to where
|IRC: shoecake    O^O     | things really are, and nobody will really
+-------------oOo-(_)-oOo-+ know where lieth those little things with
|paulb@sneech.demon.co.uk | the sort of raffia work base, that has an
'-------------------------' attachment that will not be there.

From bwyatt@paston.co.uk Mon Feb  5 22:50:57 1996
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Date: 	Thu, 8 Jun 06 05:43:49 GMT
Message-Id: <0606080543.AA0053o@paston.co.uk.uucp>
In-Reply-To: <01I0TYZN6DTUATK8VH@conrad.appstate.edu>
             (from DM9200@conrad.appstate.edu)
             (on Sun, 04 Feb 96 23:07:48)
Lines: 26
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: That & This
Status: RO
X-Status: 

Greetings DM9200@conrad.appstate.edu, you wrote some text on the subject
That & This, and now I'm going to answer it

D> I would like to incorporate a font into an AMOS file so I don't have to
D> worry if the user has that font. Outside of <groan> puuting the font in
D> the archive and enclosing a script file to install the font in user's
D> FONTS directory is ther a way to do this?

Use the AMCAF extension.

D> How much is an 1/8 page ad in Amiga Format and do they have classifieds? 

I heard somewhere that it's about 80 pounds.

D> In this arcade style game I was working on I found that when I PRINTed
D> to update the score that it would slow the program down with an irritating
D> and unacceptable jerk in the motion of the bobs on-screen. Is there an
D> easy way around this?

The easy way is to only update it when the score is updated and use the
TEXT command which I think is slightly quicker.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Mon Feb  5 23:10:21 1996
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In-Reply-To: <Pine.3.89.9602041446.A17452-0100000@vifa1>
             (from John Bintz <uv334@freenet.victoria.bc.ca>)
             (on Sun, 04 Feb 96 14:28:38)
Lines: 21
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: RPGEditor on Aminet
Status: RO
X-Status: 

Greetings John, you wrote some text on the subject Re: RPGEditor on
Aminet, and now I'm going to answer it

JB> >  Seems like a neat little cute game creator with good music. An unusual
JB> >   thing to have created entirely in AMOS. Was it?
JB> 
JB> I've been wanting a decent game creator, as I detest reprogramming 
JB> everything for new games.  RPGs and adventures are the easiest, as there 
JB> are very few moving parts, and by using an editor, I could standardize 
JB> everything, and make upgrades a lot easier.  And, because Amos could 
JB> compress images so well, it was the best choice for graphical 2D adventures.

If you like game creators, you should try out my Point And Click Adventure
Creator when I eventually finish it. Everything you need to create graphic
adventures with hardly any programming involved at all. Almost all of it
is mouse controlled.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From u5ral@csc.liv.ac.uk Tue Feb  6 10:17:17 1996
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	(8.7.3/LUCS-DTS-2.1D) id NAA19661; Tue, 6 Feb 1996 13:03:01 GMT
Date: Tue, 6 Feb 1996 13:03:01 +0000 (GMT)
From: "R.A. Lawrence" <u5ral@csc.liv.ac.uk>
To: amos-list@conan.eds-ms.com
Subject: Copy command anyone?
Message-Id: <Pine.HPP.3.91.960206125958.18539A-100000@loire.csc.liv.ac.uk>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: A

Does anyone have any code to copy a file (any type of file) without having
to resort to using the Exec("") command?

I don't have any money so please don't send me vasts amounts of mail about
if i buy so-and-so extension theres a command on there that does just that.

I know this is possible without an extension as the Diskmanager program
copies files - but i can't "rip" out the code.

Any code?

Rich.

       ___   ___
===   /___\ /___\  ========================================================
     |   o |   o |                                         Richard Lawrence
      \___/ \___/                               The University of Liverpool
         /   \                               Department of Computer Science
    \___|     |___/        E-mail: u5ral@csc.liv.ac.uk / cs0u5110@liv.ac.uk
     \   \___/   /                          http://www.csc.liv.ac.uk/~u5ral
===   \_________/ =========================================================


From S93044370@ACS.SAULTC.ON.CA Tue Feb  6 14:32:10 1996
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 id <01I0W7ABNKDC000UVF@ACS.SAULTC.ON.CA>; Tue, 06 Feb 1996 13:16:48 -0500 (EST)
Date: Tue, 06 Feb 1996 13:13:02 -0500 (EST)
From: Cori Skagen <S93044370@ACS.SAULTC.ON.CA>
Subject: RE: Help with parallax scrolling Please! :)
To: amos-list@conan.eds-ms.com
Message-Id: <01I0W7FS0UYS000UVF@ACS.SAULTC.ON.CA>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; CHARSET=US-ASCII
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Status: RO
X-Status: 

I wrote:

>>I'm trying to write a game that uses paralax scrolling, with a forground
>>background scrolling part.  I've tried using Dual playfield, but it has 
>>like when either screen hits a 16 pixel boundry, the other jerks really 
>>Also 8 colours(actually 7 because colour 0 is transparent), is just not
>>enough for each screen.

Then u5o83@cc.keele.ac.uk (Paul HEALD) replied:

>One way to get around this, is to stick a coloured copperlist in the
>background, (a.s.i. Shadow of the Beast II) Then the back screen is only 
>colours, and the rest of the colours can go on the front screen!

actually I'm already using a rainbow in the background of my background! (for
a total of three layers :) incidentally anyone know why the background screen
also uses its first colour as transparent? the manual says you get 8 colours
for the background, but becuase of this you only get 7, becuase this
transparent colour is now actually colour 0 for the front screen and makes
this colour usless on the back screen.


>>
>>I've tried to use bobs, but this is way too slow and jerky.  I've also tried
>>make the background a bob, and the foreground just a regular screen, is there
a way to put graphics over top of a bob?  another thought; is
>>there a way to restrict a bob to only one colour (ie colour 0)?



Cori Skagen
cd556@torfree.net
s93044370@acs.saultc.on.ca

From comlink.mpx.com.au!Darryl_Lewis@cristal.mpx.com.au Tue Feb  6 14:32:27 1996
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Date: Tue, 6 Feb 96 23:19:50 1100
Message-Id: <9602070519.AA02fsl@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@tarkan.eds-ms.com
Subject: help for this source
Status: RO
X-Status: 

I need some help for the following bit of code. I've stripped it down to
the bare bones so it's easier and smaller to fix. I'm hopeing that some one
here might be able to help.
The finished game has raytraced graphics. I just can't fix up this bit :-(

The idea is that the ship (you) must fly through the circles (flight path).
I have stars as well, but removed them so that it doesn't confuse the
issue. I just can't get the circles to look evenly spaced or in the correct
bob order.

--------------------cut----------------------------------------

Erase All 
Palette $0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$0,$888,$0,$0

Gr Writing 2
R#=2.0
Repeat 
   R#=R#*1.1
   Inc COUNT
   R=Int(R#)
   Circle Screen Width/2,Screen Height/2,R
   'Box Screen Width/2-R,Screen Height/2-R To Screen Width/2+R,Screen
Height/2+R
   If R<8
      Get Bob 0,COUNT,Screen Width/2-8,Screen Height/2-R To Screen
Width/2+8+1,Screen Height/2+R+1
   Else 
      Get Bob 0,COUNT,Screen Width/2-R,Screen Height/2-R To Screen
Width/2+R+1,Screen Height/2+R+1
   End If 
   Hot Spot COUNT,$11
   If R>2
      Circle Screen Width/2,Screen Height/2,R
   End If 
Until R>60
Cls 
NP=20
Dim XX(NP),YY(NP),PX(NP),PY(NP),PZ(NP)
Global CS#,SN#
Global XX(),YY(),PX(),PY(),PZ(),NP
Global D,DY,DDY,DZ,DDZ,DX,DDX
INIT : DISP
Procedure INIT
   Screen Open 0,320,245,4,Lowres : Cls 0 : Flash Off : Hide On 
 '  Palette 0,0,0,0 
   Double Buffer : Autoback 0 : Update Off 
   '
   ' Pre-calculated SIN & COS values for 1 degree roation 
   CS#=0.9993902*1.0006 : SN#=0.0348995*1.0006
   '
   ' Speed & acceleration in 3D.
   D=25000 : DDX=-3 : DDY=3 : DDZ=8
   DX=0 : DY=0 : DZ=0
   '
   For T=1 To NP
      ' Random starting position 
      PX(T)=Screen Width/2
      PY(T)=Screen Height/2
      PZ(T)=Rnd(62000)-20000
   Next 
'   Fade 10,0,$FFF,$999,$444 
   '
End Proc
Procedure DISP
   '
   Repeat 
      '  
      For A=1 To NP
         ' Calc screen co-ords from 3D co-ords
         TEMP=PX(A)*D
         PZ=(PZ(A)+D)*8
         XX(A)=TEMP/PZ
         '  
         TEMP=PY(A)*D
         YY(A)=TEMP/PZ
         
         ' translation to middle of screen. 
         Add XX(A),160
         Add YY(A),128
         S=1+(PZ(A)+2000)/700
         '  
         Add PZ(A),DZ,-20000+R To 42000
         Add PY(A),DY,-1200-R To 1200
         Add PX(A),DX,-1400-R To 1400
         '    
         Bob A,XX(A),YY(A),S
         '
      Next 
      '  
      Update : Wait Vbl 
      '    
      Add DZ,DDZ
      If DZ>3500 or DZ<-3500
         DDZ=-DDZ
      End If 
      '
'      Add DY,DDY
'      If DY>R+50 or DY<-140 
'         DDY=-DDY 
'      End If  
      '
'      Add DX,DDX
'      If DX>130 or DX<-150
'         DDX=-DDX 
'      End If  
      '
   Until Mouse Key
   '
End Proc

-- Via DLG Pro v1.0

--
Darryl

 IMAGINE INFO  #####\             _             /#####    AMOS INFO
Amiga 2000     #( )# |          _( )__         | #( )#  AmosPro + Compiler
Amiga 3000T    ##### |         /_    /         | #####  APME (Get it!)
486DX2-66      #" "# |     ___m/I_ //_____     | #" "#  Turbo extension
Imagine 3.0    # O # |____#-x.\ /++m\ /.x-#____| # O #  3D extension
Intermediate   #m.m# |   /" \ ///###\\\ / "\   | #m.m#  BBS extension
               #####/    ######/     \######    \#####
                      Profession-  Disk Jockey
                       WWW page opening soon

From u5o83@cc.keele.ac.uk Tue Feb  6 21:05:27 1996
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Date: Tue, 06 Feb 1996 10:46:30 +0000
To: Cori Skagen <S93044370@ACS.SAULTC.ON.CA>
From: u5o83@cc.keele.ac.uk (Paul HEALD)
Subject: Re: Help with paralax scrolling Please!! :)
Cc: amos-list@conan.eds-ms.com
Status: RO
X-Status: 

>I'm trying to write a game that uses paralax scrolling, with a forground and
>background scrolling part.  I've tried using Dual playfield, but it has bugs
>like when either screen hits a 16 pixel boundry, the other jerks really bad. 
>Also 8 colours(actually 7 because colour 0 is transparent), is just not enough.

One way to get around this, is to stick a coloured copperlist in the
background, (a.s.i. Shadow of the Beast II) Then the back screen is only 2
colours, and the rest of the colours can go on the front screen!

>
>I've tried to use bobs, but this is way too slow and jerky.  One solution to
>this would be to allow the foreground to be the screen and the background
>be a bob, but there doesn't seem to be a way to put graphics over top of a
>bob.  Is there a way to restrict a bob to only one colour (ie colour 0)?
>
>Anyone have any ideas on how I might do this?
>
>If someone could give me a real solution, I'd be more than happy to give credit
>to them in the game.  Any help would be appreciated.
>
>Cori Skagen
>cd556@torfree.net
>
>
--
	     (|||)
	    ( o o ) 
   +--ooooO---(_)-- Ooooo-------------------------------+
   |						       	|
   |	Paul HEALD <u5o83@cc.keele.ac.uk>	       	|
   |						  	|
   | "Foolproof way to sculpt an elephant...		|
   |  Take a block of marble, and chisel away at 	|
   |  anything that doesn't look like an elephant."     |
   |							|
   +----------------------------------------------------+


From mcox@access.digex.net Tue Feb  6 18:38:36 1996
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Newsgroups: comp.sys.amiga.programmer
Path: news3.digex.net!news2.digex.net!howland.reston.ans.net!gatech!newsfeed.internetmci.com!news.dacom.co.kr!usenet.seri.re.kr!news.cais.net!xara.net!peer-news.britain.eu.net!strath-cs!info!DJDavies
From: DJDavies@exeter.ac.uk (D.J.Davies)
Subject: Amos Compiler Help - A1230 IV
Message-Id: <DMCwJ8.KzE@exeter.ac.uk>
Organization: University of Exeter, UK
Date: Tue, 6 Feb 1996 13:37:55 GMT
Lines: 34
Resent-Date: Tue, 6 Feb 1996 17:33:06 -0500 (EST)
Resent-From: "World Cup 2002 in Japan! (I hope!)" <mcox@access.digex.net>
Resent-To: AMOS Mailing List <amos-list@conan.eds-ms.com>
Resent-Message-Id: <Pine.SUN.3.91.960206173306.12503C@access2.digex.net>
Apparently-To: AMOS Mailing List <amos-list@conan.eds-ms.com>
Status: RO
X-Status: 

I have a problem compiling software with Amos 1.35 + Compiler,
with my 030 card active (blizzard) Amos runs in interpreter
mode, the compiler works, compiles the file, but when the file
is run the machine crashes with an illigal instruction. 

If I turn the accelorator off (hold down the number 2 on boot
up) then the programs compile correctly. I've tried this with
lots of software I've written.

even 

Print "plop"
Repeat
Until False


Is there a patch to the acmp software that makes the compiler
happy with my 030/50 board. Oh I've also tried it from the
shell as well - same result.


Thanks if anyone can help - 

Does the Amos Pro compiler do this? I've got Amos pro from a
cover disk but not the compiler.

Cheers
-- 
  ____    __    ____  ____  ____  _  _    ____    __  _  _  ____  ____  ___ 
 (  _ \  /__\  (  _ \(  _ \( ___)( \( )  (  _ \  /__\( \/ )(_  _)( ___)/ __)
  )(_) )/(__)\  )   / )   / )__)  )  (    )(_) )/(__)\\  /  _)(_  )__) \__ \
 (____/(__)(__)(_)\_)(_)\_)(____)(_)\_)  (____/(__)(__)\/  (____)(____)(___/

 I.T. Technician, School of Education - Exeter University /\/\/\/\/\/\///OO,



From Branko.Collin@mpi.nl Tue Feb  6 23:15:03 1996
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 	id AA176015032; Tue, 6 Feb 1996 14:57:13 +0100
From: Branko Collin <Branko.Collin@mpi.nl>
Date: Tue, 6 Feb 1996 14:57:48 +0100 (MET)
X-Sender: bcollin@mpih19
To: "R.A. Lawrence" "R.A. Lawrence"<u5ral@csc.liv.ac.uk>
Cc: amos-list@conan.eds-ms.com
Subject: Re: Copy command anyone?
In-Reply-To: <Pine.HPP.3.91.960206125958.18539A-100000@loire.csc.liv.ac.uk>
Message-Id: <Pine.HPP.3.91.960206144854.5086A-100000@mpih19>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

On Tue, 6 Feb 1996, R.A. Lawrence wrote:

> Does anyone have any code to copy a file (any type of file) without having
> to resort to using the Exec("") command?
> 
> I don't have any money so please don't send me vasts amounts of mail about
> if i buy so-and-so extension theres a command on there that does just that.
> 
> I know this is possible without an extension as the Diskmanager program
> copies files - but i can't "rip" out the code.
> 
> Any code?

Let's try:

INNAME$=Fsel$("")
OUTNAME$=Fsel$("")
BUF=1024
Open In 1, INNAME$
FL=Lof(1)
Close 1
If FL<BUF Then BUF=FL
Reserve as Work 5, BUF
'' Following is not real code. Consult your manual for how to do this
' Bload INNAME$, 5, BUF
' Bappend OUTNAME$, 5
'' You could use a stringbuffer instead, reading with A$=Input$(1,BUF).
'' If you have got enough memory, you could probably try something like:
' INNAME$=Fsel$("")
' OUTNAME$=Fsel$("")
' Open In 1, INNAME$: Reserve As Work 5, BUF: Close 1
' Bload INNAME$,5
' Bsave OUTNAME$,5

Good luck,

.......................................................................
.       Branko Collin          .                                      .
.                              .                                      .
.   //  u249026@vm.uci.kun.nl  .                                      .
. \X/   bcollin@mpi.nl         .                                      .
.......................................................................


From calendin@massilia.univ-mrs.fr Tue Feb  6 22:12:09 1996
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Date: Tue, 6 Feb 1996 15:49:06 +0100 (MET)
From: calendin <calendin@massilia.univ-mrs.fr>
X-Sender: calendin@MASSILIA
To: AMOS List <amos-list@conan.eds-ms.com>
Subject: Sprites
Message-Id: <Pine.ULT.3.91.960206154505.23777A-100000@MASSILIA>
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Status: RO
X-Status: 


Hi ! 

I need some nice sprites, but I realised that I deleted all the one I had.

So, does anyone still have the sprites collection that was given with 
AMOS the Creator (with spaceships, monsters, canons, and other stuff) ?

I yes, could you send me an uuencoded version of this disk (DMS format 
would be perfect). 

Thank you !


*****************************************************
*                                                   *
*  Fred. Calendini :  calendin@massilia.univ-mrs.fr *
*                                                   *
*****************************************************

From C.Jackson@dcs.hull.ac.uk Tue Feb  6 21:05:58 1996
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          id <26870-0@mailhub1.hull.ac.uk>; Tue, 6 Feb 1996 16:16:09 +0000
Date: Tue, 6 Feb 1996 16:16:02 +0000 (GMT)
From: "C.Jackson" <C.Jackson@dcs.hull.ac.uk>
X-Sender: cs7cj1@humus
Reply-To: C.Jackson@dcs.hull.ac.uk
To: MailList Amos <amos-list@conan.eds-ms.com>
Subject: IntOS lost in a Blizzard?
Message-Id: <Pine.SUN.3.91.960206161108.29381A-100000@humus>
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Sender: C.Jackson@dcs.hull.ac.uk
Status: RO
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Hello All,

    I was wondering if any one else out there who has IntOS (I got mine 
from Amiga Shopper) has experienced problems running it on an Amiga 1200 
with the Blizzard III board. My copy will not run, or only EXTREMLY 
slowly with the board plugged in, but runs perfectly with it removed. Is 
there anybody out there that can explain this or even knows how the fix 
it without having to remove my board to run programs with IntOS. Help Please!

Full Setup:
AmosPRO V2.0
Amiga 1200 WB3.0
Blizzard III 50Mhz 68030+MMU 68882 Fpu
8 Meg Fast Ram

Thanks in advance

Chris

From WA549@greenwich.ac.uk Tue Feb  6 21:42:38 1996
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From: Alex Walker <WA549@greenwich.ac.uk>
Organization: the University of Greenwich
To: amos-list@conan.eds-ms.com
Date: Tue, 6 Feb 1996 17:21:48 GMT
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Subject: Re: Copy command anyone? and PLAYTESTERS,RCURRIE read this pleas
Return-Receipt-To: "Alex Walker" <WA549@greenwich.ac.uk>
Priority: normal
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Status: RO
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> From:          "R.A. Lawrence" <u5ral@compsci.liverpool.ac.uk>
> Subject:       Copy command anyone?

> Does anyone have any code to copy a file (any type of file) without having
> to resort to using the Exec("") command?
> 
> I don't have any money so please don't send me vasts amounts of mail about
> if i buy so-and-so extension theres a command on there that does just that.
> 
> I know this is possible without an extension as the Diskmanager program
> copies files - but i can't "rip" out the code.
> 
> Any code?
> 
> Rich.
> 
Hi, I don't have a manual infront of me right now(so i can't give an 
example with an accurate syntax) but I reckon that 
you could open the file your trying to copy as a sequential text file 
load into a string and save with a different file name.

Pseudo Code Example (BEWARE the syntax of this code is probably 
 very inaccurate)

' *** Copy file ***
' ** Load the file **
' Open the source file on channel one for input(Reading)
open in "NAME_OF_SOURCE_FILE",1

' Read the contents into a string variable
DATA$ = input(lof(1))

' Close the file
Close 1

' ** Save the file **
' Open the destination file on channel one for output
open out "NAME_OF_DESTINATION_FILE",1

' Write the contents
print DATA$,1

' Close the file
Close 1

End

P.S. The syntax of the above code is probably not right, look the 
commands up in an AMOS manual to get the exact syntax (I don't have a 
manual handy right now)

PLAYTESTING
** R.A.Lawrence and anyone else interested ** I can mail a compiled 
copy of my latest game to anyone who wants to playtest it.

GRAPHICS
** RCurrie ** I've downloaded your iff files but i haven't had a look 
at them yet, I'll do so as soon as possible. Are you interested in 
creating graphics for RPGs?
-Alex 
WA549@GREENWICH.AC.UK


From WA549@greenwich.ac.uk Tue Feb  6 21:41:08 1996
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From: Alex Walker <WA549@greenwich.ac.uk>
Organization: the University of Greenwich
To: amos-list@conan.eds-ms.com
Date: Tue, 6 Feb 1996 17:34:50 GMT
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Subject: Re: Buying Amos Compiler
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> From:          "M.C. Veldman" <mveldman@pobox.LeidenUniv.NL>
> Organization:  Leiden University
> To:            amos-list@conan.eds-ms.com
> Date:          Sun, 4 Feb 1996 20:48:55 +0100
> Subject:       Buying Amos Compiler
> Priority:      normal

> Small question:
> where can I buy Amos Pro 2.0 (compiler)
> and / or upgrade from Amos Pro 1.12 to 2.0 (interpreter)?
> 
> Don't tell me to contact steve@dcandy.demon.co.uk 
> because I don't get any response.
> 
> Help! I desperately need the compiler!
From what I've heard 'F1 Licenceware' sell the compiler for 20 pounds, 
I don't have the address on me right now though.
-Alex 
WA549@GREENWICH.AC.UK


From DM9200@conrad.appstate.edu Tue Feb  6 19:57:11 1996
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From: DM9200@conrad.appstate.edu
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 id <01I0WD5XB62OBB1IY2@conrad.appstate.edu> for amos-list@conan.eds-ms.com;
 Tue, 06 Feb 1996 16:06:54 -0400 (EDT)
Date: 	Tue, 06 Feb 1996 16:06:54 -0400 (EDT)
Subject: PACMAN style of gameplay
To: amos-list@conan.eds-ms.com
Message-Id: <01I0WD5XBZ0IBB1IY2@conrad.appstate.edu>
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X-Status: 


Someone named Alex was heard to ask:

"Until then is there anything in particular that you wanted to know about
coding games that use the PACMAN style of gameplay."

Yeah, what do you use for the little dots that the funny mouth man eats,
bobs, sprites or background graphics. I've found that simply PLOTting the
dots is too slow when you have to erase 'em as he eats 'em and also you 
run into problems when you have about 80 little bobs onscreen.

-----------------------------------------------------------------------------
   From the Desk of Daniel Miller: "as I run through November's leaves..."
-----------------------------------------------------------------------------

From DM9200@conrad.appstate.edu Tue Feb  6 18:28:00 1996
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Date: 	Tue, 06 Feb 1996 16:15:17 -0400 (EDT)
Subject: Parallax Scrolling
To: amos-list@conan.eds-ms.com
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Cori Skagen was asking about solutions to some problems he was having
with dual playfields and parallax scrolling and such. I can't really help
with that but I should point out:

There is an amos program which is a knockoff of Shadow of the Beast. I
remember seeing screen shots about the time I first bought amos. So if you
can find that code you might be able to learn from it.


From gamesrme@ix.netcom.com Wed Feb  7 00:02:25 1996
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From: Joe Bedard <gamesrme@ix.netcom.com>
To: "amos-list@conan.eds-ms.com" <amos-list@conan.eds-ms.com>
Subject: RE: Buying Amos Compiler
Date: Tue, 6 Feb 1996 23:11:21 -0500
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----------
From: 	Alex Walker[SMTP:WA549@greenwich.ac.uk]
Sent: 	Tuesday, February 06, 1996 12:34 PM
To: 	amos-list@conan.eds-ms.com
Subject: 	Re: Buying Amos Compiler

> From:          "M.C. Veldman" <mveldman@pobox.LeidenUniv.NL>
> Organization:  Leiden University
> To:            amos-list@conan.eds-ms.com
> Date:          Sun, 4 Feb 1996 20:48:55 +0100
> Subject:       Buying Amos Compiler
> Priority:      normal

> Small question:
> where can I buy Amos Pro 2.0 (compiler)
> and / or upgrade from Amos Pro 1.12 to 2.0 (interpreter)?
> 
> Don't tell me to contact steve@dcandy.demon.co.uk 
> because I don't get any response.
> 
> Help! I desperately need the compiler!
>From what I've heard 'F1 Licenceware' sell the compiler for 20 pounds, 
I don't have the address on me right now though.
-Alex 
WA549@GREENWICH.AC.Uk

Same here I need the AMOS Pro Compiler V2.0 ...Is it true that F1 Licenceware sells it....If not then who?

Thanks,
Joe


From k5claah@itu.liu.se Wed Feb  7 14:22:45 1996
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From: k5claah@itu.liu.se (Claes Ahlberg)
Subject: Re: Copy command anyone?
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>Rich wrote:
>
>Does anyone have any code to copy a file (any type of file) without having
>to resort to using the Exec("") command?
>
>
I've always done like this:

Open In 1,"Name of Sourcefile"
LONG=Lof(1) : Rem  'Get length of open file'
Close 1
'
Reserve as Work 9,LONG
Bload "Name of Sourcefile",9 : Rem 'Load file into bank 9'
A=Start(9) : Rem Memoryadress of bank 9'
Bsave "Name and path of Destinationfile",A To A+LONG
Rem 'Saves the contents of bank 9 as destinationfile'

I hope this helped!

- Claes


From cm4bcans@bs47c.staffs.ac.uk Wed Feb  7 11:09:28 1996
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Date: Wed, 7 Feb 1996 14:37:28 +0000 (GMT)
From: "A.N.Smith" <cm4bcans@bs47c.staffs.ac.uk>
Subject: RE: Buying Amos Compiler
To: Joe Bedard <gamesrme@ix.netcom.com>
Cc: "amos-list@conan.eds-ms.com" <amos-list@conan.eds-ms.com>
In-Reply-To: <01BAF4E8.71720DC0@ix-prv2-16.ix.netcom.com>
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The address to get the compiler is...

F1 Licenceware,
31 Wellington Road,
Exeter,
Devon,
EX2 9DU
England.

I hope this helps.


-------------------------------------------------------------------------------
Andy Smith                        
Staffordshire University

       "I never forget a face, but in your case I'll make an exception"
-------------------------------------------------------------------------------


From cm4bcans@bs47c.staffs.ac.uk Wed Feb  7 14:18:48 1996
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From: "A.N.Smith" <cm4bcans@bs47c.staffs.ac.uk>
Subject: Re: Buying Amos Compiler
To: Eddie <T.Lewis@bton.ac.uk>
Cc: amos-list@conan.eds-ms.com
In-Reply-To: <9602071657.AA28322@diamond.bton.ac.uk>
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On Wed, 7 Feb 1996, Eddie wrote:

> >
> > The address to get the compiler is...
> >
> > F1 Licenceware,
> > 31 Wellington Road,
> > Exeter,
> > Devon,
> > EX2 9DU
> > England.
> >
> > I hope this helps.
> 
>     How much is it?  I might just be forced to buy it :-)
> 
I think it is about 14 pounds, I think, so don't quote me on that.


-------------------------------------------------------------------------------
Andy Smith                        
Staffordshire University

       "I never forget a face, but in your case I'll make an exception"
-------------------------------------------------------------------------------


From S93044370@ACS.SAULTC.ON.CA Wed Feb  7 20:18:35 1996
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Date: Wed, 07 Feb 1996 10:19:16 -0500 (EST)
From: Cori Skagen <S93044370@ACS.SAULTC.ON.CA>
Subject: Re: parallax scrolling
In-Reply-To: Your message <065E5EE2@cubic.xg.com>
To: chrisevans@cubic.xg.com
Cc: amos-list@conan.eds-ms.com
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chrisevans@cubic.xg.com (chrisevans) Wrote:

>Saw your post on the AMOS-List looking for info on parallax scrolling, and
>thought I'd mention a great program from one of the AMOS Club disks that I
>have called Beast Scroll ... nice and smooth, multi-layer, but a bit of a
>memory hog.  Dual Playfield is not such a mem hog but has the color
>restriction.
>Anyway, if you want to see this code let me know ... I'm in Canada, where
>are you?

Yes most definitely I would like to see this code, thanks.
I'm from Sault Ste. Marie, Ontario, I also use my Freenet address for
E-mail cuz its nice n' short compared to my school adress :)

Cori Skagen
 - Computer Engineering @ Sault College Of Applied Arts & Technology

| E-Mail Me:                 |   A.K.A. `TASL'
| ~~~~~~~~~~                 |          -The Nicest Guy On the IRC!
| cd556@torfree.net          |
| s93044370@acs.saultc.on.ca |


From cubic.xg.com!chrisevans@multiboard.com Thu Feb  8 06:49:19 1996
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From: chrisevans@cubic.xg.com (chrisevans)
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To: amos-list@conan.eds-ms.com
Subject: Parallax Scrolling
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

                              
> Cori Skagen was asking about solutions to some problems he was
> having
> with dual playfields and parallax scrolling and such. I can't
> really help
> with that but I should point out:

> There is an amos program which is a knockoff of Shadow of the
> Beast. I
> remember seeing screen shots about the time I first bought
> amos. So if you

, but at least it doesn't have the color restriction of Dual Playfield.

BTW, my vote for the best AMOS engines to do specific jobs are:

Pac Man type maze - Pac Man Clone by David May
Hand-to-hand combat like St. Fighter - Space Fighter by MAC Club
Overhead Vert Scroll like Battle Sqdn - Galaz from Pro Comp Extras disk
Dungeon Halls walkthrough like Doom - 3D Dungeon by G. Crook
Platform mapping game - Charlie Chimp on Mega-MAC-Map
Horiz Scene Scroll - Dizzy II on MAC

No use re-inventing the wheel :-)
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 49 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From currie@cpsc.ucalgary.ca Wed Feb  7 18:25:49 1996
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From: "Robert Currie" <currie@zh.eds-ms.com>
Message-Id: <9602071126.ZM11295@zh>
Date: Wed, 7 Feb 1996 11:26:03 -0700
In-Reply-To: "R.A. Lawrence" <u5ral@csc.liv.ac.uk>
        "Copy command anyone?" (Feb  6,  1:03pm)
References: <Pine.HPP.3.91.960206125958.18539A-100000@loire.csc.liv.ac.uk>
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To: amos-list@conan.eds-ms.com
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On Feb 6,  1:03pm, R.A. Lawrence wrote:
> Subject: Copy command anyone?
> Does anyone have any code to copy a file (any type of file) without having
> to resort to using the Exec("") command?
>
> I don't have any money so please don't send me vasts amounts of mail about
> if i buy so-and-so extension theres a command on there that does just that.
>
> I know this is possible without an extension as the Diskmanager program
> copies files - but i can't "rip" out the code.
>
> Any code?
>
> Rich.
>
>        ___   ___
> ===   /___\ /___\  ========================================================
>      |   o |   o |                                         Richard Lawrence
>       \___/ \___/                               The University of Liverpool
>          /   \                               Department of Computer Science
>     \___|     |___/        E-mail: u5ral@csc.liv.ac.uk / cs0u5110@liv.ac.uk
>      \   \___/   /                          http://www.csc.liv.ac.uk/~u5ral
> ===   \_________/ =========================================================
>
>-- End of excerpt from R.A. Lawrence

	If you want to copy a file without using exec functions, the easiest
way is to create a small buffer in a bank or somewhere like that(fast ram would
be best), open the file for reading, open another for writing. Read in <size of
buffer> characters into the buffer and then write <size of buffer> characters
to the output file. Use the Input$ command to read in the characters so that
you
don't run into problems with unprintable control characters. A buffer of 512
bytes is probably a good size(that is a single sector, 1 side I believe)
because the diskdrive has buffered reading and writing and that buffer will
automatically read in chunks of a certain size... basically it will optimize
the speed and memory. Once the EOF marker has been set then the copy has
finished.



-- 

--------------------------------------------------------				                   Robert Currie
	     currie@cpsc.ucalgary.ca
---------------------------------------------------------

From mystic@tlti.tokem.fi Thu Feb  8 06:30:51 1996
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Date: Thu, 8 Feb 1996 11:36:24 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: Copy command anyone? and PLAYTESTERS,RCURRIE read this pleas
To: Alex Walker <WA549@greenwich.ac.uk>
Cc: amos-list@conan.eds-ms.com
In-Reply-To: <303758C7D58@gre-techb.greenwich.ac.uk>
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> Pseudo Code Example (BEWARE the syntax of this code is probably 
>  very inaccurate)
> 
> ' *** Copy file ***
> ' ** Load the file **
> ' Open the source file on channel one for input(Reading)
> open in "NAME_OF_SOURCE_FILE",1
> 
> ' Read the contents into a string variable
> DATA$ = input(lof(1))
...

Uh oh, not a very good idea... Strings can handle only upto 65536 bytes,
and Amos string handling is really crap... and slow!

A better way would be something like this:

reserve as work 10,70000

open in 1,"sourcefile"
fl=lof(1)
open out 2,"destinationfile"

do

if fl<65536
	sload 1,start(10),fl : 
        ' I'm not sure was the syntax: sload channel,adr,length
	' (check out the manual)
	ssave 2,start(10),fl
	exit 1
else
	sload 1,start(10),65536
	add fl,-65536
	ssave 2,start(10),65536
end if

loop

close 1
close 2
erase 10

or if the files are short (under 100000 bytes or so) you could just

open in 1,"sourcefile":l=lof(1):close 1
reserve as work 10,l
bload "sourcefile",start(10)
bsave "destinationfile",start(10),start(10)+l
erase 10

or if you have AMCAF:

wload "sourcefile",10
wsave "destinationfile",10
erase 10

(or was there a File Copy command too in the amcaf extension? ;-) )


Hope these bits of code work!

Pete
mystic@tlti.tokem.fi


From C.Jackson@dcs.hull.ac.uk Thu Feb  8 09:25:18 1996
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Date: Thu, 8 Feb 1996 10:34:32 +0000 (GMT)
From: "C.Jackson" <C.Jackson@dcs.hull.ac.uk>
X-Sender: cs7cj1@lever
Reply-To: C.Jackson@dcs.hull.ac.uk
To: MailList Amos <amos-list@conan.eds-ms.com>
Subject: Re: PACMAN style of gameplay
In-Reply-To: <01I0WD5XBZ0IBB1IY2@conrad.appstate.edu>
Message-Id: <Pine.SUN.3.91.960208103217.9335C-100000@lever>
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Status: RO
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On Tue, 6 Feb 1996 DM9200@conrad.appstate.edu wrote:

> 
> Someone named Alex was heard to ask:
> 
> "Until then is there anything in particular that you wanted to know about
> coding games that use the PACMAN style of gameplay."
> 
> Yeah, what do you use for the little dots that the funny mouth man eats,
> bobs, sprites or background graphics. I've found that simply PLOTting the
> dots is too slow when you have to erase 'em as he eats 'em and also you 
> run into problems when you have about 80 little bobs onscreen.

Why do you need 80 Bobs? You can just use small blocks for the white 
dots. Then when pacman eats them either Cls that small part of the screen 
or Paste Block(Bob) a blank background piece. 
> 
> -----------------------------------------------------------------------------
>    From the Desk of Daniel Miller: "as I run through November's leaves..."
> -----------------------------------------------------------------------------
> 

From cs922069@red.ariel.cs.yorku.ca Thu Feb  8 15:37:59 1996
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Date: Thu, 8 Feb 1996 12:52:58 -0500 (EST)
From: The Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: Hello
Message-Id: <Pine.SOL.3.91.960208125150.24678B-100000@red>
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Hello.  I finally got around to joining the list.  At this time there was
no mail from the list waiting for me so I'm going to jump right in with a
brief background about myself as well as posing a few questions for you
more experienced coders.  I will try to be brief and apologize now if the 
text is too lengthy.

I'm a computer science major at York University, Toronto, Canada.

My current setup is as follows: 2000 w/1M chip & WB 2.04
                                Gvp 030-33 w/8M
                                52M Hd :(  (I hoping to get a Gig)
                                AmosPro V2 w/compiler
                                following extensions:   EasyLife
                                                        Craft (CU Amiga)
                                                        Jd4.x (just got 5.x)
                                testing the following:  Amcaf
                                                        Powerbobs

Interests: most things sci-fi & fantasy related, programming, avid comic 
collector (mostly Wildstorm/Image).

Top 5 tv shows: X-Files, Babylon 5, ST:DS9, Reboot (incredible 3D 
animation), Xena.

Favourite authors: Salvatore (TSR's Dark Elf Trilogy), Crighton (any of 
his sci-fi books)

Current project: RPG game master's aid.  I'd seen several adverts for PC 
versions and none for the Amiga, so I finally decided to put one 
together.  I will allow the GM to design maps with full area 
descriptions, look-up tables, dice value generator for any die type, map 
tile editor, character dbase.  A lot of stuff eh.  I keep revising it, 
for the past 1 1/2 years, but hopefully I will be able to release it this 
summer.  I hope there's a market for it.  Suggestions for features would 
be greatly appreciated. 

Now for some questions:
1) Do all ECS machines come with 1M chip as standard?  I think so, but am 
not completely sure.

2) Is the Jd extension shareware?  I can't read German (I had to use an 
English/German dictionary to translate the command syntax) and cannot see 
anything that might be stating shareware fees.  I have checked the 
English docs in the current version.

3) Is there anyway for the screen copy command to make colour 0 
transparent?  Amcaf does but only for individual bitplanes (I could be 
wrong though).  I have tried the various mask combinations to no avail.  
I think its because it doesn't use blitter area A.  Currently I'm 
grabbing selecting areas with  the get sprite command, then pasting over 
selected areas.

4) Is it possible to save a portion of the screen to a bank without 
compression? I'm asking this because it would be faster on '000 machines 
than if I used packed images which I am currently doing.  I cannot 
degrade to '000 anymore at home.

I have a few more questions but I think I'll keep them for latter.  I'm 
getting close to that 4K limit.  I'll keep my postings short in the 
future if there are any complaints.

"The truth is out there!  Watch out or it might hit you in the face", The 
Tick

aka: Grifter,		electronic pen name ;)
e-mail: cs922069@ariel.cs.yorku.ca


From u5o83@cc.keele.ac.uk Thu Feb  8 22:30:20 1996
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Date: Thu, 08 Feb 1996 19:21:39 +0000
To: amos-list@conan.eds-ms.com
From: u5o83@cc.keele.ac.uk (Paul HEALD)
Subject: Re: PACMAN style of gameplay
Status: RO
X-Status: 

>On Tue, 6 Feb 1996 DM9200@conrad.appstate.edu wrote:
>
>> 
>> Someone named Alex was heard to ask:
>> 
>> "Until then is there anything in particular that you wanted to know about
>> coding games that use the PACMAN style of gameplay."
>> 
>> Yeah, what do you use for the little dots that the funny mouth man eats,
>> bobs, sprites or background graphics. I've found that simply PLOTting the
>> dots is too slow when you have to erase 'em as he eats 'em and also you 
>> run into problems when you have about 80 little bobs onscreen.
>
>Why do you need 80 Bobs? You can just use small blocks for the white 
>dots. Then when pacman eats them either Cls that small part of the screen 
>or Paste Block(Bob) a blank background piece. 

Even easier...

Simply set the bob redrawing to clear the background, which is not only
faster, but it allevaites the whole problem (unless you have a complicated
background!)

>> 
>> -----------------------------------------------------------------------------
>>    From the Desk of Daniel Miller: "as I run through November's leaves..."
>> -----------------------------------------------------------------------------
>> 
>
--
	     (|||)
	    ( o o ) 
   +--ooooO---(_)-- Ooooo-------------------------------+
   |						       	|
   |	Paul HEALD <u5o83@cc.keele.ac.uk>	       	|
   |						  	|
   | "Foolproof way to sculpt an elephant...		|
   |  Take a block of marble, and chisel away at 	|
   |  anything that doesn't look like an elephant."     |
   |							|
   +----------------------------------------------------+


From bwyatt@paston.co.uk Thu Feb  8 21:26:42 1996
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	id AA0056w; Thu, 8 Feb 96 20:37:40 GMT
Date: 	Thu, 8 Feb 96 20:37:40 GMT
Message-Id: <9602082037.AA0056v@paston.co.uk.uucp>
In-Reply-To: <Pine.SOL.3.91.960208125150.24678B-100000@red>
             (from The Grifter <cs922069@ariel.cs.yorku.ca>)
             (on Thu, 08 Feb 96 12:52:58)
Lines: 57
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Hello
Status: RO
X-Status: 

Greetings The, you wrote some text on the subject Hello, and now I'm
going to answer it

TG> Current project: RPG game master's aid.  I'd seen several adverts for PC 
TG> versions and none for the Amiga, so I finally decided to put one 
TG> together.  I will allow the GM to design maps with full area 
TG> descriptions, look-up tables, dice value generator for any die type, map 
TG> tile editor, character dbase.  A lot of stuff eh.  I keep revising it, 
TG> for the past 1 1/2 years, but hopefully I will be able to release it this 
TG> summer.  I hope there's a market for it.  Suggestions for features would 
TG> be greatly appreciated. 

Am I right in thinking this is a RPG game creator?

TG> Now for some questions:
TG> 1) Do all ECS machines come with 1M chip as standard?  I think so, but am 
TG> not completely sure.

They don't sell ECS machines anymore. Anyway, most people now have at
least 1Mb.

TG> 2) Is the Jd extension shareware?  I can't read German (I had to use an 
TG> English/German dictionary to translate the command syntax) and cannot see 
TG> anything that might be stating shareware fees.  I have checked the 
TG> English docs in the current version.

No idea.

TG> 3) Is there anyway for the screen copy command to make colour 0 
TG> transparent?  Amcaf does but only for individual bitplanes (I could be 
TG> wrong though).  I have tried the various mask combinations to no avail.  
TG> I think its because it doesn't use blitter area A.  Currently I'm 
TG> grabbing selecting areas with  the get sprite command, then pasting over 
TG> selected areas.

This would be /very/ useful. I've been meaning to ask for such a routine
for ages. Any ideas anyone?

TG> 4) Is it possible to save a portion of the screen to a bank without 
TG> compression? I'm asking this because it would be faster on '000 machines 
TG> than if I used packed images which I am currently doing.  I cannot 
TG> degrade to '000 anymore at home.

I expect it's possible to save portions of screens to banks by lots
of Mem Copy commands, but it's beyond me. Besides, what's wrong with
just packing them?!

TG> I have a few more questions but I think I'll keep them for latter.  I'm 
TG> getting close to that 4K limit.  I'll keep my postings short in the 
TG> future if there are any complaints.

No complaints here. ;-)

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From matottsd@logic.camp.clarkson.edu Thu Feb  8 18:22:52 1996
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Date: Thu, 8 Feb 1996 16:23:37 -0500
From: matottsd@logic.camp.clarkson.edu (Scott D. Matott)
Message-Id: <9602082123.AA31128@logic.camp.clarkson.edu>
To: amos-list@conan.eds-ms.com
Subject: Screen Scrolling and Memory
Status: RO
X-Status: 

	Hello,
		First thanks to all who have written me in the past
	my mailer has been on the ropes lately so I've been able
	(that's unable) to respond to many letters, if yours was 
	one I apologize and will got through my files to find
	responses and follow up on them.  
		Next, I have recently discoverd the marvels
	of Physic/Logic Screen swapping, something which 
	the AmosPro and 1.3 manuals leave rather vague. 
	At any rate, the code I've written does this,
	creates two screens, one small one big, hides
	the big screen, double buffers the small screen
	now I channel all bob and sprite activity to the
	big screen, and scroll about it by swapping
	a chunk of it into the small screen using
	the Screen Copy and Logic Physic commands.
	Is this the rright way to go about doing it??
	It seems to yield very smooth scrolling and a 
	lot of speed, but my real question is this,
	Does this method save me any memory?  I know
	a fair chunk is saved in that only the 
	little chunk is double buffered but that's
	not enough, if I want to create really big
	level ect. I'll need to create a very big 
	Big screen, if this screen still takes up
	alot of chip ram this simply won't be possible,
	if it can reside in Fast, I'm better but still
	not perfect, since a very big level (say
	30-50 screens) will still consume way too 
	much memory.  Al of this leads me to 
	conclude that their must be a better way,
	if so do any of you know what it is??
				Thanks all,
					Scott Matott sXe

From S93044370@ACS.SAULTC.ON.CA Thu Feb  8 23:29:21 1996
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Date: Thu, 08 Feb 1996 17:31:29 -0500 (EST)
From: Cori Skagen <S93044370@ACS.SAULTC.ON.CA>
Subject: Dual Playfield Demo
To: amos-list@conan.eds-ms.com
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Status: RO
X-Status: 

Several people have mentioned a Shadow Of The Beast like demo that was
made in Amos, I was wondering if anyone has it, and if they could send it 
to me??

Cori Skagen
 - Computer Engineering @ Sault College Of Applied Arts & Technology

| E-Mail Me:                 |   A.K.A. `TASL'
| ~~~~~~~~~~                 |          -The Nicest Guy On the IRC!
| cd556@torfree.net          |
| s93044370@acs.saultc.on.ca |


From mystic@tlti.tokem.fi Fri Feb  9 04:13:27 1996
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Date: Fri, 9 Feb 1996 09:55:59 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: amos compiled optimization (was: OS devkit...)
To: Ben Wyatt <bwyatt@paston.co.uk>
Cc: amos-list@conan.eds-ms.com
In-Reply-To: <9602011315.AA0050r@paston.co.uk.uucp>
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> 
> PH> But it would be a pretty large project, don't you think?
> 
> No, I think it would be comparitively simple. All the program would need
> to do is search for certain blocks of coding and merge them accordingly.
> Surely this can't be that hard. I've written many similar programs
> myself.

I meant pretty large projects if you'd like to have some serious gain 
from it. A lot of miscellaneous optimizations must be done to actually 
"see" the speed incresement. (sorry my English is a bit rusty today ;-) )
I mean some calculation optimizations won't speed up most programs a 
lot... Most programs use graphics which is a weak point in amos (too slow
for serious effects), and you cannot optimize these...

> 
> Once you (not necessaryly you ;) ) have written the main converting code,
> it should be quite easy to keep adding blocks to replace.
> 
> I'm sure someone with enough knowledge in assembler could do it.

Sure, it's not hard to do, but to make the programs significantly faster
by just optimizing the calculations and the stuff.....
 
> 
> PH> > PH> > Even if it's very tiny things like that multiplication stuff, it would
> PH> > PH> > be useful.
> PH> > PH> 
> PH> > PH> Sure it would be useful, but if you want that speed try to add sum machine 
> PH> > PH> code procedures, it's easy (that is if you know how to program in asm).
> PH> > 
> PH> > Of course, but this method would make it much easier. ;-)
> PH> 
> PH> Hmmm... but asm procedures are more efficient. B-)
> 
> So is writing the whole thing in asm in the first place. :-b

Sure, but it's not neccessary in most cases. You can have x2-10 speed 
improvement with just a small amount of machine code. Usually my machine
code procedures are only about 10-30 assembler instructions, and the speed
increasement is incredible! IMO

With amos + some machine code you can actually do very well, and it isn't
at all hard when you now the basics of machine code programming. IMO
But if you want to optimize your programs, you should first try to improve
the *technique* not the actual commands used. Then if you need some extra
speed use assembler. B-)

But I agree with you that this kind of automatic optimization program 
would be very useful and an easy way (after the optimizator is finished)
to give some extra speed to your programs.

If you or someone else starts this project, I'd like to wish you good luck
(and good nerves when disassembling the mad French's code)!

Pete
mystic@tlti.tokem.fi


From mystic@tlti.tokem.fi Fri Feb  9 04:30:59 1996
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Date: Fri, 9 Feb 1996 10:38:08 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: PACMAN style of gameplay
To: DM9200@conrad.appstate.edu
Cc: amos-list@conan.eds-ms.com
In-Reply-To: <01I0WD5XBZ0IBB1IY2@conrad.appstate.edu>
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> 
> Someone named Alex was heard to ask:
> 
> "Until then is there anything in particular that you wanted to know about
> coding games that use the PACMAN style of gameplay."
> 
> Yeah, what do you use for the little dots that the funny mouth man eats,
> bobs, sprites or background graphics. I've found that simply PLOTting the
> dots is too slow when you have to erase 'em as he eats 'em and also you 
> run into problems when you have about 80 little bobs onscreen.
> 

I used icons in PucmanWorlds (aminet: game/misc/PucmanWorlds.lha).

Pete
mystic@tlti.tokem.fi


From mystic@tlti.tokem.fi Fri Feb  9 05:20:52 1996
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Date: Fri, 9 Feb 1996 10:49:05 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: Hello
To: Ben Wyatt <bwyatt@paston.co.uk>
Cc: amos-list@conan.eds-ms.com
In-Reply-To: <9602082037.AA0056v@paston.co.uk.uucp>
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> TG> 3) Is there anyway for the screen copy command to make colour 0 
> TG> transparent?  Amcaf does but only for individual bitplanes (I could be 
> TG> wrong though).  I have tried the various mask combinations to no avail.  
> TG> I think its because it doesn't use blitter area A.  Currently I'm 
> TG> grabbing selecting areas with  the get sprite command, then pasting over 
> TG> selected areas.
> 
> This would be /very/ useful. I've been meaning to ask for such a routine
> for ages. Any ideas anyone?

I'm not sure if this is possible with Screen Copy but the idea is
to use blitter channel A for the source, B for the mask and D as
destination. Then use D=A and B blitter operation.

Pete
mystic@tlti.tokem.fi


From Branko.Collin@mpi.nl Fri Feb  9 06:42:17 1996
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 	id AA034870618; Fri, 9 Feb 1996 11:10:18 +0100
From: Branko Collin <Branko.Collin@mpi.nl>
Date: Fri, 9 Feb 1996 11:11:05 +0100 (MET)
X-Sender: bcollin@mpih19
To: Ben Wyatt Ben Wyatt<bwyatt@paston.co.uk>
Cc: amos-list@conan.eds-ms.com
Subject: Re: Hello
In-Reply-To: <9602082037.AA0056v@paston.co.uk.uucp>
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On Thu, 8 Feb 1996, Ben Wyatt wrote:

> Greetings The, you wrote some text on the subject Hello, and now I'm
> going to answer it
> 
> TG> Current project: RPG game master's aid.  I'd seen several adverts for PC 
> TG> versions and none for the Amiga, so I finally decided to put one 
> TG> together.  I will allow the GM to design maps with full area 
> TG> descriptions, look-up tables, dice value generator for any die type, map 
> TG> tile editor, character dbase.  A lot of stuff eh.  I keep revising it, 
> TG> for the past 1 1/2 years, but hopefully I will be able to release it this 
> TG> summer.  I hope there's a market for it.  Suggestions for features would 
> TG> be greatly appreciated. 
> 
> Am I right in thinking this is a RPG game creator?

:-)

This may come as a surprise to you, but there is something called RPG 
outside the realm of computers (so now you know what the off button is 
for). If you play RPGs with just people, someone, called the master (or 
Dungeon Master, or ...) has to take care of the administrative tasks. A 
lot of these tasks cannot be automated, but some can. For instance, it 
would be usefull to have a rules database handy, and character and items 
databases. Normally, the master has to look these up in large books, 
which takes time and that may distract from the gameplay.

TG (I forgot your name): Something I always felt would be useful is a 
guard-tracker. Certainly if you automate the mapbuilding, this shouldn't 
be too hard. A guardtracker keeps track (as the name implies) of where 
the bad guys are. These need not necessarily be guards, but can be any 
NPC that follows some kind of route. I have designed a very small routine 
that does this. It reads strings of the type:
"1 1 1 2 3 4 5 6 5 4 7 8 9 L"

And interprets them as:
-Stay the first three rounds in room number 1.
-The next ten rounds, visit room 2, 3, 4, 5, 6, 5, 4, 7, 8, 9 in that order.
-Start over again with the first action.

I know it's horribly simple, but it would seem effective to me. Of course 
you will want to implement something like if the bad guys are in hearing 
range of your adventurers, then they will leave their route and go and track 
the adventurers.

Good luck with your program.

.......................................................................
.       Branko Collin          .                                      .
.                              .                                      .
.   //  u249026@vm.uci.kun.nl  .                                      .
. \X/   bcollin@mpi.nl         .                                      .
.......................................................................


From achurch@dragon.res.cmu.edu Fri Feb  9 12:48:18 1996
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From: Andy Church <achurch@dragon.res.cmu.edu>
To: amos-list@tarkan.eds-ms.com
Subject: Re: amos compiled optimization (was: OS devkit...)
Date: Fri Feb 09 10:01:17 1996
Message-Id: <199602091001.AA19852@dragon.res.cmu.edu>
X-Mailer: MMail v4.41
Status: RO
X-Status: 

>PH> I meant pretty large projects if you'd like to have some serious gain 
>PH> from it. A lot of miscellaneous optimizations must be done to actually 
>PH> "see" the speed incresement. (sorry my English is a bit rusty today ;-) )
>PH> I mean some calculation optimizations won't speed up most programs a 
>PH> lot... Most programs use graphics which is a weak point in amos (too slow
>PH> for serious effects), and you cannot optimize these...
>
>The slow part of my programs often seem to be the calculations. And loops.
>Can loops be optimized at all?

  Well, just for reference:  In my Columns game, I use an assembly routine
to check the board for rows of three identical blocks after each piece is
dropped.  That routine basically consists of a couple of nested loops and
a bunch of comparisons of array elements.  I initially wrote an AMOS
version, just for testing, and while I never did any actual speed
comparisons, the increase in speed when switching to the assembler version
seemed to be on the order of a factor of ten.

  --Andy Church (achurch@cmu.edu)
    WWW: http://mmm.mbhs.edu/cgi-bin/achurch/
    AMOS Web Site: http://mmm.mbhs.edu/cgi-bin/achurch/amos/

From mcox@access.digex.net Fri Feb  9 08:28:57 1996
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Date: Fri, 9 Feb 1996 07:18:02 -0500 (EST)
From: "World Cup 2002 in Japan! (I hope!)" <mcox@access.digex.net>
To: AMOS Mailing List <amos-list@conan.eds-ms.com>
Subject: Message from Manuel Andre
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Manuel wrote TURBO Plus and PowerBOBs

        - Amos users who wrote to Manuel will have to wait about 2 weeks
        for PowerBobs to be sent to them on disk.

        - Manuel has rewritten the opal library.

Michael
AMOS List:       amos-list@conan.eds-ms.com
AMOS Bug Form:      http://tarkan.eds-ms.com/amiga/
--
Michael Cox                                Work: michaelc@gsg.eds.com 
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play: mcox@access.digex.net
             For info on the AMOS Mailing List, contact me!
	  AMOS WWW: http://mmm.mbhs.edu/cgi-bin/achurch/amos/


From DM9200@conrad.appstate.edu Fri Feb  9 10:39:15 1996
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Date: 	Fri, 09 Feb 1996 08:56:51 -0400 (EDT)
Subject: PacMan Style of Gameplay
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Someone whose name scrolled off the cheap terminal screen commented:

 "Simply set the bob redrawing to clear the background [to clean up the
 little dots the funny mouthman eats]"

Oh, good idea! That should work, I didn't know you could do that. Thanks!

From bwyatt@paston.co.uk Fri Feb  9 16:00:42 1996
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In-Reply-To: <9602082123.AA31128@logic.camp.clarkson.edu>
             (from matottsd@logic.camp.clarkson.edu (Scott D. Matott))
             (on Thu, 08 Feb 96 16:23:37)
Lines: 51
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Screen Scrolling and Memory
Status: RO
X-Status: 

Greetings Scott, you wrote some text on the subject Screen Scrolling and
Memory, and now I'm going to answer it

SDM> 	Hello,
SDM> 		First thanks to all who have written me in the past
SDM> 	my mailer has been on the ropes lately so I've been able
SDM> 	(that's unable) to respond to many letters, if yours was 
SDM> 	one I apologize and will got through my files to find
SDM> 	responses and follow up on them.  
SDM> 		Next, I have recently discoverd the marvels
SDM> 	of Physic/Logic Screen swapping, something which 
SDM> 	the AmosPro and 1.3 manuals leave rather vague. 
SDM> 	At any rate, the code I've written does this,
SDM> 	creates two screens, one small one big, hides
SDM> 	the big screen, double buffers the small screen
SDM> 	now I channel all bob and sprite activity to the
SDM> 	big screen, and scroll about it by swapping
SDM> 	a chunk of it into the small screen using
SDM> 	the Screen Copy and Logic Physic commands.
SDM> 	Is this the rright way to go about doing it??
SDM> 	It seems to yield very smooth scrolling and a 
SDM> 	lot of speed, but my real question is this,
SDM> 	Does this method save me any memory?  I know
SDM> 	a fair chunk is saved in that only the 
SDM> 	little chunk is double buffered but that's
SDM> 	not enough, if I want to create really big
SDM> 	level ect. I'll need to create a very big 
SDM> 	Big screen, if this screen still takes up
SDM> 	alot of chip ram this simply won't be possible,
SDM> 	if it can reside in Fast, I'm better but still
SDM> 	not perfect, since a very big level (say
SDM> 	30-50 screens) will still consume way too 
SDM> 	much memory.  Al of this leads me to 
SDM> 	conclude that their must be a better way,
SDM> 	if so do any of you know what it is??

The better way (and only way unless you have Gigabytes of ram :) ) is to
draw part of the map as you scroll. The actual map definition is stored
in an array or memory bank. This tends to take loads of CPU time,
and as of yet, I don't think anyone's managed to get it to work in 1/50
of a second.

However, I have. It requires the Turbo Plus extension and the icons
(tiles) have to be 32x32 pixels in size, but apart from that, it's very
fast. I'll upload it to aminet just as soon as I fix a tiny bug that
seems to occur very rarely.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From cosmo@sci.fi Fri Feb  9 10:03:35 1996
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Date: Fri, 9 Feb 1996 15:14:37 +0200 (EET)
From: Ville Ranki <cosmo@sci.fi>
X-Sender: cosmo@borg
To: amos-list@conan.eds-ms.com
Subject: AmosPro 2.0 & stuff
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Hi!

I've been a bit outside of Amos-scene for a while, and i'd like to know=20
some things:

What's new in AmosPro 2.0, and where can i get it (i've got AmosPro 1.12)?

Is the Amos Pro 3d released / will it ever be released?

Has the Amos support from Europress software really ended?

Has anyone done a Polygon-command fix (it crashes machine 95% sure when=20
drawing outside screen)?

Any plans on AGA-extension?


I have coded in Amos(pro) for about 3 years now, and i'm trying to learn=20
E, but Amos still feels much better for creating big games.=20


I can send somekind of list of games/utils/demos/stuff i've mede if=20
anyone's interested.


,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'

From bwyatt@paston.co.uk Fri Feb  9 13:09:55 1996
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In-Reply-To: <Pine.HPP.3.91.960209105827.23223B-100000@mpih19>
             (from Branko Collin <Branko.Collin@mpi.nl>)
             (on Fri, 09 Feb 96 11:11:05)
Lines: 40
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Hello
Status: RO
X-Status: 

Greetings Branko, you wrote some text on the subject Re: Hello, and now
I'm going to answer it

BC> > TG> Current project: RPG game master's aid.  I'd seen several adverts for PC 
BC> > TG> versions and none for the Amiga, so I finally decided to put one 
BC> > TG> together.  I will allow the GM to design maps with full area 
BC> > TG> descriptions, look-up tables, dice value generator for any die type, map 
BC> > TG> tile editor, character dbase.  A lot of stuff eh.  I keep revising it, 
BC> > TG> for the past 1 1/2 years, but hopefully I will be able to release it this 
BC> > TG> summer.  I hope there's a market for it.  Suggestions for features would 
BC> > TG> be greatly appreciated. 
BC> > 
BC> > Am I right in thinking this is a RPG game creator?
BC> 
BC> :-)

:^)

BC> This may come as a surprise to you, but there is something called RPG 
BC> outside the realm of computers (so now you know what the off button is 
BC> for).

Ah, right. My off button is gathering dust. ;-)

I was aware of "real" RPG games, but I've never tried them myself. I
don't like the "virtual" RPG games much. Are they similar?

BC> If you play RPGs with just people, someone, called the master (or 
BC> Dungeon Master, or ...) has to take care of the administrative tasks. A 
BC> lot of these tasks cannot be automated, but some can. For instance, it 
BC> would be usefull to have a rules database handy, and character and items 
BC> databases. Normally, the master has to look these up in large books, 
BC> which takes time and that may distract from the gameplay.

Aha, I see.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From C.Jackson@dcs.hull.ac.uk Fri Feb  9 20:46:26 1996
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From: "C.Jackson" <C.Jackson@dcs.hull.ac.uk>
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Reply-To: C.Jackson@dcs.hull.ac.uk
To: MailList Amos <amos-list@conan.eds-ms.com>
Subject: Re: Hello
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On Thu, 8 Feb 1996, Ben Wyatt wrote:

> Greetings The, you wrote some text on the subject Hello, and now I'm
> going to answer it
> 
> TG> 4) Is it possible to save a portion of the screen to a bank without 
> TG> compression? I'm asking this because it would be faster on '000 machines 
> TG> than if I used packed images which I am currently doing.  I cannot 
> TG> degrade to '000 anymore at home.
> 
> I expect it's possible to save portions of screens to banks by lots
> of Mem Copy commands, but it's beyond me. Besides, what's wrong with
> just packing them?!
> 
Why not use the built in Get bob command? This cuts a portion of the 
screen and saves it into the bob bank as a bob.
 
> Bye _________________________________
>    /                                 \
>    > Ben Wyatt - bwyatt@paston.co.uk <
>    \_________________________________/ (c)1995 Very Interesting Signatures
> 

From C.Jackson@dcs.hull.ac.uk Fri Feb  9 20:48:43 1996
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From: "C.Jackson" <C.Jackson@dcs.hull.ac.uk>
X-Sender: cs7cj1@lloyd
Reply-To: C.Jackson@dcs.hull.ac.uk
To: MailList Amos <amos-list@conan.eds-ms.com>
Subject: Re: PACMAN style of gameplay
In-Reply-To: <725.199602081919@potter.cc.keele.ac.uk>
Message-Id: <Pine.SUN.3.91.960209134539.15208D-100000@lloyd>
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On Thu, 8 Feb 1996, Paul HEALD wrote:

> >On Tue, 6 Feb 1996 DM9200@conrad.appstate.edu wrote:
> >
> >> 
> >> Someone named Alex was heard to ask:
> >> 
> >> "Until then is there anything in particular that you wanted to know about
> >> coding games that use the PACMAN style of gameplay."
> >> 
> >> Yeah, what do you use for the little dots that the funny mouth man eats,
> >> bobs, sprites or background graphics. I've found that simply PLOTting the
> >> dots is too slow when you have to erase 'em as he eats 'em and also you 
> >> run into problems when you have about 80 little bobs onscreen.
> >
> >Why do you need 80 Bobs? You can just use small blocks for the white 
> >dots. Then when pacman eats them either Cls that small part of the screen 
> >or Paste Block(Bob) a blank background piece. 
> 
> Even easier...
> 
> Simply set the bob redrawing to clear the background, which is not only
> faster, but it allevaites the whole problem (unless you have a complicated
> background!)

Of course! never thought of that. Thanks.
> 
> >> 
> >> -----------------------------------------------------------------------------
> >>    From the Desk of Daniel Miller: "as I run through November's leaves..."
> >> -----------------------------------------------------------------------------
> >> 
> >
> --
> 	     (|||)
> 	    ( o o ) 
>    +--ooooO---(_)-- Ooooo-------------------------------+
>    |						       	|
>    |	Paul HEALD <u5o83@cc.keele.ac.uk>	       	|
>    |						  	|
>    | "Foolproof way to sculpt an elephant...		|
>    |  Take a block of marble, and chisel away at 	|
>    |  anything that doesn't look like an elephant."     |
>    |							|
>    +----------------------------------------------------+
> 
> 

From bwyatt@paston.co.uk Fri Feb  9 11:13:17 1996
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In-Reply-To: <Pine.3.87.9602090958.C6038-0100000@tlti>
             (from Petri Hakkinen <mystic@tlti.tokem.fi>)
             (on Fri, 09 Feb 96 09:55:59)
Lines: 65
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: amos compiled optimization (was: OS devkit...)
Status: RO
X-Status: 

Greetings Petri, you wrote some text on the subject amos compiled
optimization (was: OS devkit...), and now I'm going to answer it

PH> > PH> But it would be a pretty large project, don't you think?
PH> > 
PH> > No, I think it would be comparitively simple. All the program would need
PH> > to do is search for certain blocks of coding and merge them accordingly.
PH> > Surely this can't be that hard. I've written many similar programs
PH> > myself.
PH> 
PH> I meant pretty large projects if you'd like to have some serious gain 
PH> from it. A lot of miscellaneous optimizations must be done to actually 
PH> "see" the speed incresement. (sorry my English is a bit rusty today ;-) )
PH> I mean some calculation optimizations won't speed up most programs a 
PH> lot... Most programs use graphics which is a weak point in amos (too slow
PH> for serious effects), and you cannot optimize these...

The slow part of my programs often seem to be the calculations. And loops.
Can loops be optimized at all?

PH> > PH> > PH> > Even if it's very tiny things like that multiplication stuff, it would
PH> > PH> > PH> > be useful.
PH> > PH> > PH> 
PH> > PH> > PH> Sure it would be useful, but if you want that speed try to add sum machine 
PH> > PH> > PH> code procedures, it's easy (that is if you know how to program in asm).
PH> > PH> > 
PH> > PH> > Of course, but this method would make it much easier. ;-)
PH> > PH> 
PH> > PH> Hmmm... but asm procedures are more efficient. B-)
PH> > 
PH> > So is writing the whole thing in asm in the first place. :-b
PH> 
PH> Sure, but it's not neccessary in most cases. You can have x2-10 speed 
PH> improvement with just a small amount of machine code. Usually my machine
PH> code procedures are only about 10-30 assembler instructions, and the speed
PH> increasement is incredible! IMO

I can never think which parts of a program to convert to assembler. My
calculations always seem to be interweaved with the graphics commands.

PH> With amos + some machine code you can actually do very well, and it isn't
PH> at all hard when you now the basics of machine code programming. IMO
PH> But if you want to optimize your programs, you should first try to improve
PH> the *technique* not the actual commands used. Then if you need some extra
PH> speed use assembler. B-)

IMO, I do write optimized code, it's just AMOS dragging it's heals. ;-)

PH> But I agree with you that this kind of automatic optimization program 
PH> would be very useful and an easy way (after the optimizator is finished)
PH> to give some extra speed to your programs.
PH> 
PH> If you or someone else starts this project, I'd like to wish you good luck
PH> (and good nerves when disassembling the mad French's code)!

I'd do it if someone told me what parts can be optimized and to what.

I also need a decent disassembler. I can't seem to get Devpac3 to create
re-compilable code, and although ADis (from aminet) almost does it, it
doesn't quite work. Does anyone have any ideas?

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From u5o83@cc.keele.ac.uk Fri Feb  9 20:39:01 1996
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Date: Fri, 09 Feb 1996 16:23:40 +0000
To: matottsd@logic.camp.clarkson.edu (Scott D. Matott)
From: u5o83@cc.keele.ac.uk (Paul HEALD)
Subject: Re: Screen Scrolling and Memory
Cc: amos-list@conan.eds-ms.com
Status: RO
X-Status: 

>	Hello,
>		First thanks to all who have written me in the past
>	my mailer has been on the ropes lately so I've been able
>	(that's unable) to respond to many letters, if yours was 
>	one I apologize and will got through my files to find
>	responses and follow up on them.  
>		Next, I have recently discoverd the marvels
>	of Physic/Logic Screen swapping, something which 
>	the AmosPro and 1.3 manuals leave rather vague. 
>	At any rate, the code I've written does this,
>	creates two screens, one small one big, hides
>	the big screen, double buffers the small screen
>	now I channel all bob and sprite activity to the
>	big screen, and scroll about it by swapping
>	a chunk of it into the small screen using
>	the Screen Copy and Logic Physic commands.
>	Is this the rright way to go about doing it??
>	It seems to yield very smooth scrolling and a 
>	lot of speed, but my real question is this,
>	Does this method save me any memory?  I know
>	a fair chunk is saved in that only the 
>	little chunk is double buffered but that's
>	not enough, if I want to create really big
>	level ect. I'll need to create a very big 
>	Big screen, if this screen still takes up
>	alot of chip ram this simply won't be possible,
>	if it can reside in Fast, I'm better but still
>	not perfect, since a very big level (say
>	30-50 screens) will still consume way too 
>	much memory.  Al of this leads me to 
>	conclude that their must be a better way,
>	if so do any of you know what it is??
>				Thanks all,
>					Scott Matott sXe

I tend to use maps, which is the only real way of saving memory. The map
then decompresses to a screen slightly bigger than my playscreen, but not
much bigger. Then I use a similar trick of copying the right section onto
the little screen, and that's it!

>
--
	     (|||)
	    ( o o ) 
   +--ooooO---(_)-- Ooooo-------------------------------+
   |						       	|
   |	Paul HEALD <u5o83@cc.keele.ac.uk>	       	|
   |						  	|
   | "Foolproof way to sculpt an elephant...		|
   |  Take a block of marble, and chisel away at 	|
   |  anything that doesn't look like an elephant."     |
   |							|
   +----------------------------------------------------+


From D.J.Davies@exeter.ac.uk Fri Feb  9 14:35:07 1996
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From: D.J.Davies@exeter.ac.uk
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Message-Id: <9808.199602091702@educ>
Subject: Can anyone help with 030/compiler prob?
To: amos-list@conan.eds-ms.com (Amos List)
Date: Fri, 9 Feb 1996 17:02:11 +0000 (GMT)
X-Mailer: ELM [version 2.4 PL23]
Content-Type: text
Status: RO
X-Status: 

I've had a great deal of trouble compiling, my software with Amos 1.35
+ compiler (I have an A1200 with Blizzard 030/50 4mg) the compiler
actually works, but introduces problems in the compiled code.

When I try to run the compiled code, it hangs/crashes with an illigal 
instruction error. If I turn off the Blizzard when rebooting, the compiled
program runs fine... I can also reboot again with the 030 active and the
software is quite happy to work with the 030....It just does'nt like compiling
with 030....

arhagarhgrahhh!

This is starting to piss me off!

I've got a copy of Amos Pro (from a cover disk!) but not the compiler!
does anyone have a Blizzard 030 IV 50 and Amos pro that works?

Also how would I go about adding some Tmapping + C2P commands to Amos
I need a command to render a x, y, z,  poly to a C2P buffer and a number 
of times, and issue a C2PDraw command (simmilar to bob draw!)

I can probably get good C2P code that uses blitter passes etc.... But 
I don't know any Tmap source.

Or maybee even something that would go with amos 3d....

Cheers fellow Amos coders.......

Oh I am also running in dblpal workbench, if it makes any difference.

bye
-- 
  ____    __    ____  ____  ____  _  _    ____    __  _  _  ____  ____  ___ 
 (  _ \  /__\  (  _ \(  _ \( ___)( \( )  (  _ \  /__\( \/ )(_  _)( ___)/ __)
  )(_) )/(__)\  )   / )   / )__)  )  (    )(_) )/(__)\\  /  _)(_  )__) \__ \
 (____/(__)(__)(_)\_)(_)\_)(____)(_)\_)  (____/(__)(__)\/  (____)(____)(___/

 I.T. Technician, School of Education - Exeter University /\/\/\/\/\/\///OO,

From <@mail.uunet.ca:joehick@waterloo.net> Fri Feb  9 16:27:22 1996
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	id m0tkzG1-0005doC; Fri, 9 Feb 96 15:17 EST
Date: Fri, 9 Feb 1996 15:17:24 -0500
From: Mark Coles <joehick@ophelia.waterloo.net>
To: Ville Ranki <cosmo@sci.fi>
Cc: amos-list@conan.eds-ms.com
Subject: Re: AmosPro 2.0 & stuff
In-Reply-To: <Pine.sol.3.90.960209150436.3013A-100000@borg>
Message-Id: <Pine.LNX.3.91.960209151631.13084A-100000@ophelia.waterloo.net>
Mime-Version: 1.0
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Status: RO
X-Status: 

The Amos 3d for creator will work under APro 2.0.  You just need the 
APro3d.lib that is on one of the disks moved into APSystem ans such.

Well met and godspeed,
                      Giark
                                     joehick@ophelia.waterloo.net
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !       on A2000 28MHz (519)579-0173       !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From uv334@freenet.victoria.bc.ca Fri Feb  9 21:26:46 1996
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Date: Fri, 9 Feb 1996 12:43:57 -0800 (PST)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: RayCasters anyone?
To: Amos List <amos-list@conan.eds-ms.com>
Message-Id: <Pine.3.89.9602091222.A1191-0100000@vifa1>
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Does anyone out there has a very easy-to-understand yet complete set of 
instructions for writing a raycasting engine?  I tried "Tricks of the 
Game Programming Gurus", which is supposed to prime you for writing 3D 
games for the IBM, but it really created a vacuum.  I need to know the 
math to do it...I know HOW it works, just not how to MAKE it work.  ANy 
takers?  Thanks.

John C. Bintz - * uv334@freenet.victoria.bc.ca *
WWW:  http://www.lookup.com/Homepages/10794/home.html

Check these out on Aminet:
  game/role/RPGEdito.lzh    RPG Editor Version 1.0


From DM9200@conrad.appstate.edu Fri Feb  9 19:49:57 1996
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 id <01I10N5M0L1CBV0RX1@conrad.appstate.edu> for amos-list@conan.eds-ms.com;
 Fri, 09 Feb 1996 17:41:17 -0400 (EDT)
Date: 	Fri, 09 Feb 1996 17:41:17 -0400 (EDT)
Subject: Ben Wyatt's Point and Click Adventure Creator in Progress
To: amos-list@conan.eds-ms.com
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BW> "If you like game creators, you should try out my Point and Click
    Adventure Creator when I eventually finish it. Everything you need
    to create graphic adventures with hardly any programming at all. 
    Almost all of it is mouse controlled."

Well Ben if it is up to the standard of your other efforts I certainly look
forward to having a go with it. A suggestion: make sure the RPGs you can 
create run as stand-alones. I imagine this will be difficult for an AMOS
only programmer but we all get by with a little help from our friends.

Or maybe you can swing that yourself. Dunno.

I remember Electronic Arts put out a creator for their Bard's Tale system
but I have yet to see a single game from it. Though I'd like to, anyone?

The only things of this variety I've seen are those cruddy, jerky efforts
made possible through SEUCK. Though maybe even those are OK on 68020 plus,
dunno.

-----------------------------------------------------------------------------
   From the Desk of Daniel Miller: "as I run through November's leaves..."
-----------------------------------------------------------------------------

From DM9200@conrad.appstate.edu Fri Feb  9 19:50:04 1996
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 Fri, 09 Feb 1996 18:01:56 -0400 (EDT)
Date: 	Fri, 09 Feb 1996 18:01:56 -0400 (EDT)
Subject: Ten Fold Increase in Speed
To: amos-list@conan.eds-ms.com
Message-Id: <01I10O1FY844BV0RX1@conrad.appstate.edu>
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Andy Church commented:

"...while I never did any actual speed comparisons, the increase... when
switching to the assembler version seem to be... factor of ten."

This on your Tetris style game, if I understand?! Who cares if you can get
a ten fold increase on a @#$#@ Tetris game. Compiled amos is %100 up to this
task.

Tell us about something speedy you've done in assembler that _couldn't_ be
done in AMOS if you want us to be impressed Andy!

-----------------------------------------------------------------------------
   From the Desk of Daniel Miller: "as I run through November's leaves..."
-----------------------------------------------------------------------------

From cosmo@sci.fi Fri Feb  9 18:42:44 1996
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Date: Sat, 10 Feb 1996 00:35:41 +0200 (EET)
From: Ville Ranki <cosmo@sci.fi>
X-Sender: cosmo@borg
To: D.J.Davies@exeter.ac.uk
Cc: Amos List <amos-list@conan.eds-ms.com>
Subject: Re: Can anyone help with 030/compiler prob?
In-Reply-To: <9808.199602091702@educ>
Message-Id: <Pine.sol.3.90.960210003329.28579A-100000@borg>
Organization: Scifi Communications International Oy
Mime-Version: 1.0
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Status: RO
X-Status: 

On Fri, 9 Feb 1996 D.J.Davies@exeter.ac.uk wrote:

> I've got a copy of Amos Pro (from a cover disk!) but not the compiler!
> does anyone have a Blizzard 030 IV 50 and Amos pro that works?

I've got.. they work quite fine on my machine (A1.2k 030/50/PAL).

> Also how would I go about adding some Tmapping + C2P commands to Amos
> I need a command to render a x, y, z,  poly to a C2P buffer and a number=
=20
> of times, and issue a C2PDraw command (simmilar to bob draw!)

Texture mapping on Amos?? Huh..

> Oh I am also running in dblpal workbench, if it makes any difference.

That might be the reason.


,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From cosmo@sci.fi Fri Feb  9 18:43:10 1996
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Date: Sat, 10 Feb 1996 00:43:38 +0200 (EET)
From: Ville Ranki <cosmo@sci.fi>
X-Sender: cosmo@borg
To: Mark Coles <joehick@ophelia.waterloo.net>
Cc: amos-list@conan.eds-ms.com
Subject: Re: AmosPro 2.0 & stuff
In-Reply-To: <Pine.LNX.3.91.960209151631.13084A-100000@ophelia.waterloo.net>
Message-Id: <Pine.sol.3.90.960210004127.28579B-100000@borg>
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On Fri, 9 Feb 1996, Mark Coles wrote:

> The Amos 3d for creator will work under APro 2.0.  You just need the=20
> APro3d.lib that is on one of the disks moved into APSystem ans such.

Yes, i've got Amos 3d working with APro 1.12, but will there be a Pro 3d=20
Extension (better version of the old 3d)?


,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From dejong@cpt6.stm.tudelft.nl Sat Feb 10 05:43:57 1996
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	(1.38.193.4/16.2) id AA07367; Sat, 10 Feb 1996 11:06:38 +0100
From: "Maarten D. de Jong" <dejong@cpt6.stm.tudelft.nl>
Subject: Re: Ten Fold Increase in Speed
To: amos-list@conan.eds-ms.com
Date: Sat, 10 Feb 96 11:06:38 MET
In-Reply-To: from "Mail Delivery Subsystem" at Feb 10, 96 11:01 am
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

Andy Church commented:
 
> "...while I never did any actual speed comparisons, the increase... when
> switching to the assembler version seem to be... factor of ten."
> 
> This on your Tetris style game, if I understand?! Who cares if you can get
> a ten fold increase on a @#$#@ Tetris game. Compiled amos is %100 up to this
> task.
> 
> Tell us about something speedy you've done in assembler that _couldn't_ be
> done in AMOS if you want us to be impressed Andy!

Highly illegal, but still very useful if you know what you are doing: self
modifying code. Or what about specific 68010+ instructions? 

I admit, these examples are far-fetched, but they are still things you can't
do with compiled AMOS programs... Whether they're speedy is another matter.
Besides, compare the speed of a compiled AMOS-demo with that of a `true'
democoder: you'll have to admit that the true demos are very often much
smoother in movement than their AMOS counterparts.

Maarten

--
******************************************************************************
*      We learn from history that we never learn anything from history.      *
******************************************************************************
                              |
  Maarten D. de Jong          |   
  dejong@cpt6.stm.tudelft.nl  |
                              |
------------------------------------------------------------------------------


From mips.pfalz.de!dog.pfalz.de!kiste.pfalz.de!sixpack.pfalz.de!chris@phoenix.inka.de Sat Feb 10 08:27:23 1996
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X-Zc-Via: 19960209223359W+1@kiste.pfalz.de
X-Zc-Via: 19960209072847W+1@sixpack.pfalz.de
From: chris@sixpack.pfalz.de (Chris Hodges)
Subject: Re: Amiga Basic SOUND Command in AMOS
Message-Id: <xGaosMD261aRz1@p22.sixpack.pfalz.de>
Date: Thu, 8 Feb 96 07:45:48 CET
X-Zc-Telefon: V+49-89/8005856
X-Zc-Post: Kennedystrasse 8; D-82178 Puchheim; Germany
X-Mailer: MicroDot 1.10 [REGISTERED 000261] via Connectline-CLMSortin 2.25
X-Gateway: ZConnect CL kiste.pfalz.de [Connectline/AmigaOS]
To: amos-list@conan.eds-ms.com
References: <199601310824.JAA24710@chaos.kulnet.kuleuven.ac.be>
Status: RO
X-Status: 

PASCAL.FELIQUE@student.kuleuven.ac.be (PASCAL.FELIQUE) wrote on 31.01.1996
some text under the subject Amiga Basic SOUND Command in AMOS. I can't
leave this uncommentated ;-)

PA> Is there somebody who still remembers the SOUND command of AmigaBasic ?

Try out 'Play' with different waveforms and envelopes...

PA> I can't find a command that matches the features of the old - but good-
PA> sound routine in Amos.

Warning! The AMOS Music Extension is the cause of many system crashes on
faster machines. I'm sure for about 97%!

Bye, Chris Hodges <chris@sixpack.pfalz.de>       __   __
A4000/60/11MB/420HD/CD; AMOS Extension-Coder__  ///  / / _____
GCS d H s-:++ !g p? !au a19 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Ainsworth (n.)
  The length of time it takes to get served in a camera shop.
  Hence, also, how long we will have to wait for the abolition of
  income tax or the Second Coming.
(from: "The Deeper Meaning of Liff")

From mips.pfalz.de!dog.pfalz.de!kiste.pfalz.de!sixpack.pfalz.de!chris@phoenix.inka.de Sat Feb 10 08:40:15 1996
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From: chris@sixpack.pfalz.de (Chris Hodges)
Subject: Re: PC to AMIGA
Message-Id: <xGar+MD261aez2@p22.sixpack.pfalz.de>
Date: Thu, 8 Feb 96 07:49:18 CET
X-Zc-Telefon: V+49-89/8005856
X-Zc-Post: Kennedystrasse 8; D-82178 Puchheim; Germany
X-Mailer: MicroDot 1.10 [REGISTERED 000261] via Connectline-CLMSortin 2.25
X-Gateway: ZConnect CL kiste.pfalz.de [Connectline/AmigaOS]
To: amos-list@conan.eds-ms.com
References: <9602060539.AA07307@conan.eds-ms.com>
Status: RO
X-Status: 

dejong@cpt6.stm.tudelft.nl (Maarten D. de Jong) wrote on 05.02.1996 some
text under the subject Re: PC to AMIGA. I can't leave this uncommentated
;-)

MJ> > The other thing is that on most Amigas (except some A4000s) you cannot 
MJ> > use High Density disks. Use DD/DS disks instead.
MJ> 
MJ> Make that *all* 4000s. Every 4000 has a HD disk drive built in.

Incorrect. The new A4ks (the AT ones) have only DD drives!

MJ> Only problem: you cannot format a HD-disk to a LD format using the regular
MJ> format commands -- very annoying now and then.

Yes, and there's no workaround because when you insert a HD disk, the
drive is set to half the speed as normal by hardware. There's no way to
change it within the OS.

Bye, Chris Hodges <chris@sixpack.pfalz.de>       __   __
A4000/60/11MB/420HD/CD; AMOS Extension-Coder__  ///  / / _____
GCS d H s-:++ !g p? !au a19 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Aird of Sleat (n.)
  (Archaic) Ancient Scottish curse placed from afar on the stretch of
  land now occupied by Heathrow Airport.
(from: "The Deeper Meaning of Liff")

From bwyatt@paston.co.uk Sat Feb 10 08:28:03 1996
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	id AA0058k; Fri, 9 Feb 96 19:56:14 GMT
Date: 	Fri, 9 Feb 96 19:56:14 GMT
Message-Id: <9602091956.AA0058j@paston.co.uk.uucp>
In-Reply-To: <199602091001.AA19852@dragon.res.cmu.edu>
             (from Andy Church <achurch@dragon.res.cmu.edu>)
             (on Mon, 25 Oct 60 12:32:45)
Lines: 30
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: amos compiled optimization (was: OS devkit...)
Status: RO
X-Status: 

Greetings Andy, you wrote some text on the subject Re: amos compiled
optimization (was: OS devkit...), and now I'm going to answer it

AC> >PH> I meant pretty large projects if you'd like to have some serious gain 
AC> >PH> from it. A lot of miscellaneous optimizations must be done to actually 
AC> >PH> "see" the speed incresement. (sorry my English is a bit rusty today ;-) )
AC> >PH> I mean some calculation optimizations won't speed up most programs a 
AC> >PH> lot... Most programs use graphics which is a weak point in amos (too slow
AC> >PH> for serious effects), and you cannot optimize these...
AC> >
AC> >The slow part of my programs often seem to be the calculations. And loops.
AC> >Can loops be optimized at all?
AC> 
AC>   Well, just for reference:  In my Columns game, I use an assembly routine
AC> to check the board for rows of three identical blocks after each piece is
AC> dropped.  That routine basically consists of a couple of nested loops and
AC> a bunch of comparisons of array elements.  I initially wrote an AMOS
AC> version, just for testing, and while I never did any actual speed
AC> comparisons, the increase in speed when switching to the assembler version
AC> seemed to be on the order of a factor of ten.

Well, just for reference: I've written a clone of Dr Robotniks Mean Bean
Machine on the Sega Mega Drive/Genesis (it's like a two player version of
Columns). To find where a set of four colours are together, I simply
used a recursive procedure. It's extremely quick - virtually instant.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From mveldman@pobox.eds-ms.com Sat Feb 10 10:23:26 1996
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Message-Id: <199602101435.AA07785@pobox>
Comments: Authenticated sender is <mveldman@pobox.LeidenUniv.NL>
From: "M.C. Veldman" <mveldman@pobox.LeidenUniv.NL>
Organization:  Leiden University
To: amos-list@conan.eds-ms.com
Date:          Sat, 10 Feb 1996 15:21:13 +0100
Subject:       Extensions
Priority: normal
X-Mailer: Pegasus Mail for Windows (v2.01)
Status: RO
X-Status: 

Everyone on the list talkes about extension 
this, extension that. Great! But there seem to 
be millions (OK, tens) of extensions for AMOS.
 - Which one does what and is it share/freeware?
 - AGA-extension: does it give me AGA on AMOS? 
   and can it be used be non-extension users 
   after compiling? (and yes, I own a 1200)
 - Turbo-Plus / AMCAF / JD...something/ PowerBOBs: 
   does it enhance AMOS in speed and utility? Is 
   there a comparison somewhere?
 - Which extension is best suited for strategy
   games and 'non-graphic' simulations (that is:
   simulations of bargaining, gaming as in the
   university language, NOT flight simulators
   or racing sims)?
Could you pro's start a 'discussion'-comparison 
about this subject? And to the programmers of these 
extensions: no comments yet please, I could use 
some objectivity. (comment when someone lies objectively)

Thanks!

Marco
Marco Veldman
mveldman@POBOX.LeidenUniv.NL

You may not be interested in war,
but war is certainly interested in you. 
- Trotski -

From cs922069@red.ariel.cs.yorku.ca Sat Feb 10 14:26:35 1996
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Date: Sat, 10 Feb 1996 13:15:14 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: RPG GM's aid confusion
Message-Id: <Pine.SOL.3.91.960210123611.22386A-100000@red>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

Sorry about the confusion regarding my rpg aid.  I should have mentioned 
that it applied to non-computer rpgs.  I'll make sure my postings are 
clearer in the future.

I just installed Turbo1.9 last night.  It's an improved version of the 
Craft Turbo gien away with CU Amiga.  I highly recommend it.  I've also come 
to the conclusion that the Jd lib extension is free (download it! It's 
very useful).

when I asked about storing screen graphics, C.Jackson wrote:
> Why not use the built in Get bob command?
Because bobs use 3x the memory as compared to icons.  Packed images use 
even less but you get a slight delay during unpacking which is why I am 
worried about performance loss on '000 machines.  I'm still deciding 
between the later two or maybe a combination of both now that I have the 
Turbo extension, but thanks for the input.

Q: I would like to insert some asm code into my progam but the routine 
would require me to call some Amos routines such as Screen copy.  How 
would I go about calling them and where can I find out the parameter 
requirements as well as what register to put them in?  Would this code 
still be relocatable since I'm assuming a jump would be issued?

Before I finish, I'd just to compliment the author of Knights for 
creating an excellent game.

"The truth is out there"
Grifter,  cs922069@ariel.cs.yorku.ca
A2000, '030-33, 8MF 1MC, 52M hd

From bwyatt@paston.co.uk Sat Feb 10 17:02:42 1996
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Date: 	Sat, 10 Feb 96 19:54:55 GMT
Message-Id: <9602101954.AA0059s@paston.co.uk.uucp>
In-Reply-To: <01I10N5M0UOIBV0RX1@conrad.appstate.edu>
             (from DM9200@conrad.appstate.edu)
             (on Fri, 09 Feb 96 17:41:17)
Lines: 37
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Ben Wyatt's Point and Click Adventure Creator in Progress
Status: RO
X-Status: 

Greetings DM9200@conrad.appstate.edu, you wrote some text on the subject
Ben Wyatt's Point and Click Adventure Creator in Progress, and now I'm
going to answer it

D> BW> "If you like game creators, you should try out my Point and Click
D>     Adventure Creator when I eventually finish it. Everything you need
D>     to create graphic adventures with hardly any programming at all. 
D>     Almost all of it is mouse controlled."
D> 
D> Well Ben if it is up to the standard of your other efforts I certainly look
D> forward to having a go with it. A suggestion: make sure the RPGs you can 
D> create run as stand-alones. I imagine this will be difficult for an AMOS
D> only programmer but we all get by with a little help from our friends.
D> 
D> Or maybe you can swing that yourself. Dunno.

With a graphic adventure, it would be virtually impossible to put it all
in one file as it can be spread across several disks. However, the PACAC
compiler puts everything on to disk (in a logical order to avoid excessive
disk swapping) so it will load and run automatically.

D> I remember Electronic Arts put out a creator for their Bard's Tale system
D> but I have yet to see a single game from it. Though I'd like to, anyone?

Never heard of it...

D> The only things of this variety I've seen are those cruddy, jerky efforts
D> made possible through SEUCK. Though maybe even those are OK on 68020 plus,
D> dunno.

I *hate* SEUCK games. >:-( They all play exactly the same, and they're
all as boring as each other. ;-)

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Sun Feb 11 07:42:44 1996
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X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Changing the masks of sprites
Status: RO
X-Status: 

How can I make a sprite use the mask (generated by Make Mask) of another
sprite?

Erm that's it. Thanks for any help!

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Sun Feb 11 07:54:56 1996
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X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Optimisation tips
Status: RO
X-Status: 

Here are a few optimisation tips for those of you trying to squeeze that
little bit more speed out of code. With the follow examples, the speed
increase may not be noticable, but they will all make it that little bit
faster.

Note : Some of these speed increases only work when compiled!

1. Don't use Sgn(n), use n<0 and n>0 instead.

   Eg.
      Don't use :
         If Sgn(n)=-1 Then blah blah
         If Sgn(n)=1 Then blah de blah
      Use this instead :
         If n<0 Then blah blah
         If n>0 Then blah de blah

2. For your most used array of 8 (or less) elements, use Dreg() instead of it.

   Eg.
      Don't use :
         Dim n(7)
         For a=0 to 7:Print n(a):Next a
      Use this instead :
         For a=0 To 7:Print Dreg(a):Next a

3. Use Abs(n)<v instead of n>-v and n<v.

   Eg.
      Don't use :
         If n>-5 and n<5 Then blah
      Use this instead :
         If Abs(n)<5 Then blah

4. The obvious one : Whenever possible use powers of 2 when multiplying
   or dividing.

   Eg.
      Don't use :
         n=a*30
      Use this instead :
         n=a*32

5. Another obvious one : Predefine as much as possible.

   Eg.
      Don't use :
         Repeat
            If Sqr(x*x+y*y)=10 Then blah blah blah
         Until Something
      Use this instead :
         xmax=Maximum value of x : ymax=Maximum value of y
         Dim QUICKSQR(xmax,ymax)
         For x=0 to xmax
            For y=0 to ymax
               QUICKSQR(x,y)=SQR(x*x+y*y)
            Next y
         Next x
         Repeat
            If QUICKSQR(Abs(x),Abs(y))=10 Then blah blah blah
         Until Something

6. Get yourself a fast extension, such as AMCAF or Turbo Plus.

7. Use < and > instead of <= and >= whenever possible.

   Eg.
      Don't use :
         If n<=10 Then blah
      Use this instead :
         If n<11 Then blah

8. Don't do stuff like If n=True, If n=False, or If n<>0

   Eg.
      Don't use :
         If a=True or b=False or c<>0 Then blah blah
      Use this instead :
         If a or Not(b) or c Then blah blah

9. Obvious one : Never use floating points. Use integers multiplied by
   a power of 2.

   Eg.
      Don't use :
         x#=x#*1.5
         Plot x#,100
      Use this instead :
         x=x*(3*128) : Rem Same as x=x*(1.5*256)
         Plot X/256,100

Well I hope they're of use to someone. Please feel free to add new ones or
disagree with these. ;)

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From Branko.Collin@mpi.nl Sun Feb 11 11:42:14 1996
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 	id AA135853013; Sun, 11 Feb 1996 16:36:54 +0100
From: Branko Collin <Branko.Collin@mpi.nl>
Date: Sun, 11 Feb 1996 16:37:10 +0100 (MET)
X-Sender: bcollin@mpih19
To: Ben Wyatt Ben Wyatt<bwyatt@paston.co.uk>
Cc: amos-list@conan.eds-ms.com
Subject: Re: Optimisation tips
In-Reply-To: <9602111150.AA005ar@paston.co.uk.uucp>
Message-Id: <Pine.HPP.3.91.960211163307.27946A-100000@mpih19>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

On Sun, 11 Feb 1996, Ben Wyatt wrote:

> Here are a few optimisation tips for those of you trying to squeeze that
> little bit more speed out of code. With the follow examples, the speed
> increase may not be noticable, but they will all make it that little bit
> faster.
>

Handy list. Maybe we all should try and add to it and then you could 
upload it to Aminet!

[snip]

> 2. For your most used array of 8 (or less) elements, use Dreg() instead of it.
> 
>    Eg.
>       Don't use :
>          Dim n(7)
>          For a=0 to 7:Print n(a):Next a
>       Use this instead :
>          For a=0 To 7:Print Dreg(a):Next a

I assume the value of the elements may not be larger than 255?

[snip]

I heard a rumour once that comparissons should be avoided as much as 
possible. Is this true, and if so, how do you avoid them?

.......................................................................
.       Branko Collin          .                                      .
.                              .                                      .
.   //  u249026@vm.uci.kun.nl  .                                      .
. \X/   bcollin@mpi.nl         .                                      .
.......................................................................


From Branko.Collin@mpi.nl Sun Feb 11 14:38:15 1996
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 	id AA138053331; Sun, 11 Feb 1996 19:28:51 +0100
From: Branko Collin <Branko.Collin@mpi.nl>
Date: Sun, 11 Feb 1996 19:29:08 +0100 (MET)
X-Sender: bcollin@mpih19
To: "Scott D. Matott" "Scott D. Matott"<matottsd@logic.camp.clarkson.edu>
Cc: amos-list@conan.eds-ms.com
Subject: Re: AS for All this RPG stuff...
In-Reply-To: <9602111709.AA24842@logic.camp.clarkson.edu>
Message-Id: <Pine.HPP.3.91.960211191324.28035A-100000@mpih19>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

On Sun, 11 Feb 1996, Scott D. Matott wrote:

> 	As for making a data base for RPG rules ect. This doesn't
> 	seem like too bad an idea, esp. for chart intensive games
> 	like Middle Earth Role Playing, however I've found that
> 	in general good role players opt. to wing rules or
> 	accept the GM's judgement when an incident occurs,
> 	rather than dig through a manual for often vague
> 	and useless rules.  

As I told Martijn Wehrens through private e-mail, I have actually very 
little experience with RL RPGs (and none with the virtual ones). I have 
been master a few times in Het Oog des Meesters, the Dutch version of 
Das Schwarze Auge.

Of course a computerised book of rules should be just as exact or loose 
as a paper one would be. The fact that you store the rules or whatever in 
a computer instead of in a book doesn't mean that the nature of the rules 
have to change. If you and your GM are used to winging it then do so, 
despite the medium the rules are stored in. 

I feel however that if you want easy access to something, a computer can 
be handy in some cases. The part of the rules was of the top of my head 
though. What I think might be handy is to store objects and Non-Playing 
Characters (NPCs) in a database. These have often some special qualities 
that you need to know, and so it would be easy to retrieve them by typing 
in the name of the object or NPC instead of leafing through a pile of 
books.

I specifically mentioned a guard-tracker in my previous post, as that is 
something that I miss even with my limited experience of RPGs. Of course, 
as master you can always introduce a guard whenever you want, and the 
players will never notice the difference. But I am the kind of master 
that doesn't want everything to be in his control. So when players stay a 
little too long in one place, they seriously risk getting damaged, even 
when I don't want them to.

.......................................................................
.       Branko Collin          .                                      .
.                              .                                      .
.   //  u249026@vm.uci.kun.nl  .                                      .
. \X/   bcollin@mpi.nl         .                                      .
.......................................................................

From bwyatt@paston.co.uk Sun Feb 11 14:43:58 1996
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Lines: 15
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Best rotation direction
Status: RO
X-Status: 

I'm currently reprogramming the AI in Knockout 2, where the computer
cars turn round to head for the centre of the circle, but I have run
into a problem.

There are two angles, one for the current direction (called CANG) and
one for the direction it should be pointing in to get to the centre
of the circle (called DANG).

How can I get it to tell me the quickest way to rotate from angle
CANG to DANG. ie which direction to rotate in.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Sun Feb 11 18:03:38 1996
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X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: AS for All this RPG stuff...
Status: RO
X-Status: 

Greetings Scott, you wrote some text on the subject AS for All this RPG
stuff..., and now I'm going to answer it

SDM> 	As for Ben, you can learn alot about what makes a good
SDM> 	RPG by checking out some of these computerless RPG's.
SDM> 	The feel of one is much more loose and free than that
SDM> 	of any Computer RPG I've encountered, and often,
SDM> 	as is the case with the Call of Chuthulu adventures,
SDM> 	the plots and time lines are scheduled very well.
SDM> 	If your interested in making the Ultimate Point and
SDM> 	Click RPG editor you should definately sample some
SDM> 	computerless RPGs first.

It's not a RPG editor. It's a graphic adventure creator, for making
games like Monkey Island, Beneath a Steel Sky and Flight of the
Amazon Queen.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Sun Feb 11 17:47:08 1996
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In-Reply-To: <Pine.HPP.3.91.960211163307.27946A-100000@mpih19>
             (from Branko Collin <Branko.Collin@mpi.nl>)
             (on Sun, 11 Feb 96 16:37:10)
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X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Optimisation tips
Status: RO
X-Status: 

Greetings Branko, you wrote some text on the subject Re: Optimisation
tips, and now I'm going to answer it

BC> > Here are a few optimisation tips for those of you trying to squeeze that
BC> > little bit more speed out of code. With the follow examples, the speed
BC> > increase may not be noticable, but they will all make it that little bit
BC> > faster.
BC> 
BC> Handy list. Maybe we all should try and add to it and then you could 
BC> upload it to Aminet!

Good idea! I'll take a note of any added.

BC> [snip]
BC> 
BC> > 2. For your most used array of 8 (or less) elements, use Dreg() instead of it.
BC> > 
BC> >    Eg.
BC> >       Don't use :
BC> >          Dim n(7)
BC> >          For a=0 to 7:Print n(a):Next a
BC> >       Use this instead :
BC> >          For a=0 To 7:Print Dreg(a):Next a
BC> 
BC> I assume the value of the elements may not be larger than 255?

As far as I know, the data registers can hold any value an array.

BC> [snip]
BC> 
BC> I heard a rumour once that comparissons should be avoided as much as 
BC> possible. Is this true, and if so, how do you avoid them?

This is true as they are quite slow, but it's not easy.

One suggestion I have is this. Instead of something like this :

   Procedure _SOMETHING
      If c=1
         code1
      Else If c=2
         code2
      Else If c=3
         code3
      Else If c=4
         etc...
      Endif
   End Proc

You can do :

   Procedure _SOMETHING
      Gosub 0+c
      Pop Proc
      '
      1 Rem code for If c=1
      code1
      Return
      '
      2 Rem code for If c=2
      code2
      Return
      '
      3 Rem code for If c=3
      code3
      Return
      '
      etc...
   End Proc

BUT, I think this is only efficent if there are a lot of comparisions.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From mystic@tlti.tokem.fi Mon Feb 12 03:53:25 1996
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Date: Mon, 12 Feb 1996 10:05:04 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
To: Amos List <amos-list@conan.eds-ms.com>
Subject: tmapping on amos (was: Can ... 030/compiler prob?)
In-Reply-To: <Pine.sol.3.90.960210003329.28579A-100000@borg>
Message-Id: <Pine.SUN.3.90.960212095955.11584C-100000@tlti>
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> > Also how would I go about adding some Tmapping + C2P commands to Amos
> > I need a command to render a x, y, z,  poly to a C2P buffer and a number 
> > of times, and issue a C2PDraw command (simmilar to bob draw!)
> 
> Texture mapping on Amos?? Huh..

I've a working texture mapping engine in amos, not quite fast yet, but I'll
be optimizing it with some machine code routines.

Have you seen My3dEngine (aminet: demo/aga/my3dengine.lha) ?
(this isn't actually a texturemapping engine but a raycasting engine)

Pete
mystic@tlti.tokem.fi

From D.J.Davies@exeter.ac.uk Mon Feb 12 04:48:42 1996
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Subject: Anyone know the file format of Amos 3D
To: amos-list@conan.eds-ms.com (Amos List)
Date: Mon, 12 Feb 1996 08:48:24 +0000 (GMT)
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er.... Anyone know the file format of Amos 3D?


The editor is enormously bad...... no one has made a Dem to Amos 3D
converter have they? or an Imagine 3 converter......

CHeers Chickens

-- 
  ____    __    ____  ____  ____  _  _    ____    __  _  _  ____  ____  ___ 
 (  _ \  /__\  (  _ \(  _ \( ___)( \( )  (  _ \  /__\( \/ )(_  _)( ___)/ __)
  )(_) )/(__)\  )   / )   / )__)  )  (    )(_) )/(__)\\  /  _)(_  )__) \__ \
 (____/(__)(__)(_)\_)(_)\_)(____)(_)\_)  (____/(__)(__)\/  (____)(____)(___/

 I.T. Technician, School of Education - Exeter University /\/\/\/\/\/\///OO,

From T.Lewis@bton.ac.uk Mon Feb 12 05:01:29 1996
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9602120900.AA10817@diamond.bton.ac.uk>
Subject: Re: As 4 all this RPG ..
To: amos-list@conan.eds-ms.com
Date: Mon, 12 Feb 1996 09:00:58 +0000 (GMT)
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Forwarded message:
> From matottsd@logic.camp.clarkson.edu Sun Feb 11 18:52:53 1996
> Date: Sun, 11 Feb 1996 12:09:47 -0500
> From: matottsd@logic.camp.clarkson.edu (Scott D. Matott)
> Message-Id: <9602111709.AA24842@logic.camp.clarkson.edu>
> To: amos-list@conan.eds-ms.com
> Subject: AS for All this RPG stuff...
>
> 	Hello,
> 		I see Ben Wyatt and one of you fella's got int quite the
> 	tussle over RPG related stuff, and I just thought I'd add
> 	my two sense.
> 			(two cents)
> 	As for making a data base for RPG rules ect. This doesn't
> 	seem like too bad an idea, esp. for chart intensive games
> 	like Middle Earth Role Playing, however I've found that
> 	in general good role players opt. to wing rules or
> 	accept the GM's judgement when an incident occurs,
> 	rather than dig through a manual for often vague
> 	and useless rules.

	You think MERP is bad.  Try Rolemaster!

> 	Also I've found that the use of computers in real RPG's
> 	often ruins the feel, Charcter Generators especailly,
> 	part of the fun of playing the game is inventing your
> 	character, and part of the fun of that is throwing
> 	the dice and seeing what comes up!  I don't know
> 	if a rules data base would have the same effect but
> 	I suspect it might.

	Yeh, I'd go for that.  I could se the use handy if you can get the set-up
right though!

> 	As for Ben, you can learn alot about what makes a good
> 	RPG by checking out some of these computerless RPG's.
> 	The feel of one is much more loose and free than that
> 	of any Computer RPG I've encountered, and often,
> 	as is the case with the Call of Chuthulu adventures,
> 	the plots and time lines are scheduled very well.
> 	If your interested in making the Ultimate Point and
> 	Click RPG editor you should definately sample some
> 	computerless RPGs first.
> 				Well That's al lfor now,
> 						Scott Matott sXe
>
	True, it depends what type of thing everyone wants to do.  AMOS is pretty
well suited for a GM aid development however.  I'm still waiting to see one
that is worth using however :-)

--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*                                   *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From T.Lewis@bton.ac.uk Mon Feb 12 05:25:47 1996
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9602120917.AA11529@diamond.bton.ac.uk>
Subject: Re: Optimisation tips
To: bwyatt@paston.co.uk (Ben Wyatt)
Date: Mon, 12 Feb 1996 09:17:08 +0000 (GMT)
Cc: amos-list@conan.eds-ms.com
In-Reply-To: <9602111150.AA005ar@paston.co.uk.uucp> from "Ben Wyatt" at Feb 11, 96 11:50:13 am
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Content-Type: text
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>
> Here are a few optimisation tips for those of you trying to squeeze that
> little bit more speed out of code. With the follow examples, the speed
> increase may not be noticable, but they will all make it that little bit
> faster.
>
> Note : Some of these speed increases only work when compiled!
>
> 1. Don't use Sgn(n), use n<0 and n>0 instead.
>
>    Eg.
>       Don't use :
>          If Sgn(n)=-1 Then blah blah
>          If Sgn(n)=1 Then blah de blah
>       Use this instead :
>          If n<0 Then blah blah
>          If n>0 Then blah de blah
>
> 2. For your most used array of 8 (or less) elements, use Dreg() instead of it.
>
>    Eg.
>       Don't use :
>          Dim n(7)
>          For a=0 to 7:Print n(a):Next a
>       Use this instead :
>          For a=0 To 7:Print Dreg(a):Next a
>
> 3. Use Abs(n)<v instead of n>-v and n<v.
>
>    Eg.
>       Don't use :
>          If n>-5 and n<5 Then blah
>       Use this instead :
>          If Abs(n)<5 Then blah
>
> 4. The obvious one : Whenever possible use powers of 2 when multiplying
>    or dividing.
>
>    Eg.
>       Don't use :
>          n=a*30
>       Use this instead :
>          n=a*32
>
    If you can yes.  Then if you do this use bit shifting instead!  This will
make things evebn quicker.  ie. *2 = Bit shift left by 1
                                *4 = Bit shift Left by 2
                                /8 = Bit shift right by 3
                                etc.

> 5. Another obvious one : Predefine as much as possible.
>
>    Eg.
>       Don't use :
>          Repeat
>             If Sqr(x*x+y*y)=10 Then blah blah blah
>          Until Something
>       Use this instead :
>          xmax=Maximum value of x : ymax=Maximum value of y
>          Dim QUICKSQR(xmax,ymax)
>          For x=0 to xmax
>             For y=0 to ymax
>                QUICKSQR(x,y)=SQR(x*x+y*y)
>             Next y
>          Next x
>          Repeat
>             If QUICKSQR(Abs(x),Abs(y))=10 Then blah blah blah
>          Until Something
>
    Especially useful for Sin and Cos etc.

> 6. Get yourself a fast extension, such as AMCAF or Turbo Plus.
>
    Use c!  ;-)

> 7. Use < and > instead of <= and >= whenever possible.
>
>    Eg.
>       Don't use :
>          If n<=10 Then blah
>       Use this instead :
>          If n<11 Then blah
>
> 8. Don't do stuff like If n=True, If n=False, or If n<>0
>
>    Eg.
>       Don't use :
>          If a=True or b=False or c<>0 Then blah blah
>       Use this instead :
>          If a or Not(b) or c Then blah blah
>
> 9. Obvious one : Never use floating points. Use integers multiplied by
>    a power of 2.
>
>    Eg.
>       Don't use :
>          x#=x#*1.5
>          Plot x#,100
>       Use this instead :
>          x=x*(3*128) : Rem Same as x=x*(1.5*256)
>          Plot X/256,100
>
    Yep.  You can actually decide what sort of precision you want in your
decimal places and then multiply them out.  For example, if you decide on just
2 point accuracy, you can multiply all your values by 100 and then do the
calculations.  When you have the results simply divide by 100 to get the
required result.

> Well I hope they're of use to someone. Please feel free to add new ones or
> disagree with these. ;)
>
    Good stuff!   I cant think of anything more at this stage.
--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*                                   *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From SIEDLARZ@beta.seatech.tuniv.szczecin.pl Mon Feb 12 05:38:15 1996
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From: "MIROSLAW SIEDLARZ" <SIEDLARZ@beta.seatech.tuniv.szczecin.pl>
Organization:  Instytut Informatyki
To: amos-list@conan.eds-ms.com
Date:          Mon, 12 Feb 1996 10:26:47 GMT+1
Subject:       Hello!
Priority: normal
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Status: RO
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    Hi to everybody!
    
        Finally i have joined amos-list so i want say HELLO
        to everyone who got this message.
        
        I'm a student of Technical University of Szczecin 
        (Ocean Technic not Informatic profile).
        Currently on sixth semester.
        
        I'm using Amiga 1200, 4MB Fast, 850HD and of course
        AMOSPro 2.0 + some extensions.
        
        Last week i heve uploaded to Aminet my two programs
        and two procedures taken from these programs.
        There are:
        
            biz/dbase/Liga.lha - for soccer matches
            game/think/Puzle.lha - 10x8 game + converter + xpk mods ..
            
            dev/amos/isms.lha - how to use max of memory to 
                                kepp max of screens from Liga
                                
            dev/amos/gtt.lha - how to reads tooltypes whithout
                               calling to the system routines.
                               
        If you would, I want you to get these programs and say
        what do you think. I will be very gratefull.
        
        If you have no time then tell me so i can send to you files.
        
        
                                        -   Mirek
                                
                             alias siedlarz@felix.univ.szczecin.pl
                                         
                                    
           

From ph@doc.ic.ac.uk Mon Feb 12 09:25:47 1996
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To: amos-list@conan.eds-ms.com
Subject: Re: Optimisation tips 
In-Reply-To: Your message of "Mon, 12 Feb 1996 09:17:08 GMT."             <9602120917.AA11529@diamond.bton.ac.uk> 
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Date: Mon, 12 Feb 1996 12:19:19 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Status: RO
X-Status: 

> 2. For your most used array of 8 (or less) elements, use Dreg() instead of it.
>
>    Eg.
>       Don't use :
>          Dim n(7)
>          For a=0 to 7:Print n(a):Next a
>       Use this instead :
>          For a=0 To 7:Print Dreg(a):Next a
>
Just to point out - this does *not* store values in the processor registers - 
Dreg()
is simply an internal array of the main internal AMOS data structure. Also, it 
may be
overwritten if you use machine node procedures. If may still be faster than 
normal
arrays though - I haven't tested.


> 4. The obvious one : Whenever possible use powers of 2 when multiplying
>    or dividing.
>
>    Eg.
>       Don't use :
>          n=a*30
>       Use this instead :
>          n=a*32
>

I don't think the AMOS compiler is that smart - and the interpreter definitly 
isn't.
Best to use the bit shift operations.


> 5. Another obvious one : Predefine as much as possible.
>
Using the Def Fn and Fn statements may also be faster (Although not as faster 
as
building a table).

> 6. Get yourself a fast extension, such as AMCAF or Turbo Plus.
>
This will only speed things up where an extension command replaces an internal
command with a faster one - Easylife & AMCAF will do this for many string 
operations.

> 7. Use < and > instead of <= and >= whenever possible.
>
>    Eg.
>       Don't use :
>          If n<=10 Then blah
>       Use this instead :
>          If n<11 Then blah

If this really is an optimisation, then the AMOS compiler is even more stupid 
than I
thought - the MC68000 family of processors have both BLT and BLE instructions 
which
execute equally fast.

> > 8. Don't do stuff like If n=True, If n=False, or If n<>0
> >
> >    Eg.
> >       Don't use :
> >          If a=True or b=False or c<>0 Then blah blah
> >       Use this instead :
> >          If a or Not(b) or c Then blah blah
But ONLY do this if you are sure a,b and c are boolean values. Not simply 
bitflips
an integer so Not -1 is 0, but Not 2 is $FFFFFFFE. There is a speed difference 
between using True/False and -1/0 but I can't remember which is faster. I 
think it
was the True/False.


Some more....

10. Use assembler procedures for inner loops.

11. Use 'copper off' to disable the screen while doing intense communication. 
The copper
then stops stealing clock cycles from the processor (Unlke Multi No and such 
instructions,
this really does work).

12. Move invarient statement outside loops (Standard optimsing compiler stuff) 
e.g. 

Repeat
   If x < a * 2 then ....
Until something

If rest of the loop does not modify a,  this can become:

temp=a*2
Repeat
   If  x < temp then...
Until something


A long time ago I wrote an optimiser for AMOS programs, but it was unreliable 
- and I
could never figure out why. I'll see if I can find it.


               M  I  C  R  O  S  O  F  T
         +------------------------------------+
         |  What do you want to crash today?  |
         +------------------------------------+
Paul Hickman - ph@doc.ic.ac.uk - Imperial College Student



From cosmo@sci.fi Mon Feb 12 11:10:14 1996
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To: Petri Hakkinen <mystic@tlti.tokem.fi>
Cc: Amos List <amos-list@conan.eds-ms.com>
Subject: Re: tmapping on amos (was: Can ... 030/compiler prob?)
In-Reply-To: <Pine.SUN.3.90.960212095955.11584C-100000@tlti>
Message-Id: <Pine.sol.3.90.960212155915.19490B-100000@borg>
Organization: Scifi Communications International Oy
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On Mon, 12 Feb 1996, Petri Hakkinen wrote:

> I've a working texture mapping engine in amos, not quite fast yet, but I'=
ll
> be optimizing it with some machine code routines.

Wow.. i'm having speed problems doing linevectors in amos, but i guess=20
those assembler parts will help it..

> Have you seen My3dEngine (aminet: demo/aga/my3dengine.lha) ?
> (this isn't actually a texturemapping engine but a raycasting engine)

Nope, hoing to check it out.

> Pete
> mystic@tlti.tokem.fi

Btw, do you know lots about 3D-programming? I'm a great flight simulator=20
fan, and i've done many myself, but the 3d maths are not right.


,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From ferraril@educ.di.unito.it Mon Feb 12 12:35:38 1996
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Date: Mon, 12 Feb 1996 16:14:03 +0100 (MET)
From: 9414576 Ferraris Luca sc1196 <ferraril@ercole.educ.di.unito.it>
To: MIROSLAW SIEDLARZ <SIEDLARZ@beta.seatech.tuniv.szczecin.pl>
Cc: amos-list@conan.eds-ms.com
Subject: Re: Hello!
In-Reply-To: <951A869D8@beta.seatech.tuniv.szczecin.pl>
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On Mon, 12 Feb 1996, MIROSLAW SIEDLARZ wrote:

> 
>     Hi to everybody!
>     
>         Finally i have joined amos-list so i want say HELLO
>         to everyone who got this message.
>         
>         I'm a student of Technical University of Szczecin 
>         (Ocean Technic not Informatic profile).
>         Currently on sixth semester.
>         
>         I'm using Amiga 1200, 4MB Fast, 850HD and of course
>         AMOSPro 2.0 + some extensions.
>         
>         Last week i heve uploaded to Aminet my two programs
>         and two procedures taken from these programs.
>         There are:
>         
>             biz/dbase/Liga.lha - for soccer matches

Not downloaded...sorry

>             game/think/Puzle.lha - 10x8 game + converter + xpk mods ..
>
Same as above...             
>             dev/amos/isms.lha - how to use max of memory to 
>                                 kepp max of screens from Liga
>               

Interesting...
                  
>             dev/amos/gtt.lha - how to reads tooltypes whithout
>                                calling to the system routines.
>

Very usefull...
                                
>         If you would, I want you to get these programs and say
>         what do you think. I will be very gratefull.
>         
>         If you have no time then tell me so i can send to you files.
>         
>         
>                                         -   Mirek
>                                 
>                              alias siedlarz@felix.univ.szczecin.pl
>                                          
>                                     
>            
> 

                               Luca Ferraris
                    e-mail: ferraril@educ.di.unito.it
       http://www.di.unito.it/pub/WWW/www_student/amiga/LucaFerraris/
       **************************************************************
       * Author of: ShowFont                     text/font          *
       *            Scrypter                     util/crypt         *
       *            Bitmania                     misc/math          * 
       **************************************************************


From cs922069@red.ariel.cs.yorku.ca Mon Feb 12 19:27:19 1996
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Date: Mon, 12 Feb 1996 13:32:51 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: saving banks
Message-Id: <Pine.SOL.3.91.960212132844.1275B-100000@red>
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I have a question regarding the AP Save.. command.
My problem is that I only want to save a certain range of banks but the 
Save command only saves 1 or all of them.  Is there anyway around this.  
Perhaps someone could explain how the Save command determines whether a 
bank is to be saved.


"In space, no one can here you screem" ->It's true you know!
Aliens rule!!

Grifter,	cs922069@ariel.cs.yorku.ca
A2000 w/'030-33, 8MF, 1MC


From matottsd@logic.camp.clarkson.edu Mon Feb 12 16:44:18 1996
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From: matottsd@logic.camp.clarkson.edu (Scott D. Matott)
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To: amos-list@conan.eds-ms.com
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>From MAILER-DAEMON Sun Feb 11 21:53:12 1996
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  --- The transcript of the session follows ---
421 paston.co.uk.tcp... Deferred: A system call received a parameter that is not valid.
550 bwyatt@paston.co.uk... Host unknown: A system call received a parameter that is not valid.

  --- The unsent message follows ---
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From: matottsd (Scott D. Matott)
Message-Id: <9602120253.AA48250@logic.camp.clarkson.edu>
To: bwyatt@paston.co.uk
Subject: Re: AS for All this RPG stuff...

	Oh,
	   Graphic Adventure Creator, sounds interesting
	I'll have to check it out.  Though I'd say my 
	advice still holds true, since the general problem
	with computer RPG's and even GAGs is that they
	tend to lean a little on the venture form point
	to point side.  Computerless RPG's by contrast 
	C of C in particular, tend to work more on a time 
	line-esque scheme, where things occur at certain
	times, depending on, and even irregardless of what 
	the players do.  This sort of scheme seems to
	emulate real life a little better, and makes for 
	games that equate to more than just a list of things
	to do, ie goto the water fall, get key, kil dragon, open
	door, pick up rope, climb mountain, win.
	These sort of affairs, though for some reason
	emmensly popular, witness the kings quest line,
	seem rather dry to me.
			Well that's just my two cents,
				Scott Matott sXe


From ACA95AKS@sheffield.ac.uk Tue Feb 13 04:11:09 1996
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From: "A.K.Short" <ACA95AKS@sheffield.ac.uk>
To: amos-list@conan.eds-ms.com
Date:          Mon, 12 Feb 1996 11:43:42 +0000
Mime-Version:  1.0
Content-Type: text/plain; charset=US-ASCII
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Subject:       Re: Best rotation direction
X-Confirm-Reading-To: "A.K.Short" <ACA95AKS@Barbrook.shef.ac.uk>
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In reply to Ben's problem

>I'm currently reprogramming the AI in Knockout 2, where the computer
>cars turn round to head for the centre of the circle, but I have run
>into a problem.

>There are two angles, one for the current direction (called CANG) and
>one for the direction it should be pointing in to get to the centre
>of the circle (called DANG).

>How can I get it to tell me the quickest way to rotate from angle
>CANG to DANG. ie which direction to rotate in.

One way to approach this is to imagine a 360 degree compass with the 
car in the centre. The DANG is the angle from the centre of this 
circle to the centre of the board
(use angle=arctan(opposite/adjacent)). 
Make sure this is converted into the correct angle for the `compass`.

Do the same for finding CANG but using the vertical axis as the angle 
rather than the centre of the board.

To determine the shortest distance, I think this could work (though I 
think there maybe a more efficient way):

If DANG<>CANG : Rem no change needed if already in correct direction
    Rem find number of degrees between two angles
    If DANG>=CANG
        CLOCKWISE_GAP=DANG-CANG
    Else
        CLOCKWISE_GAP=CANG-DANG
    Endif
    
    Rem choose which way to go
    If CLOCKWISE_GAP<360-CLOCKWISE_GAP
        <rotate clockwise procedure>
    ELSE
        <rotate anticlockwise>
    ENDIF
ENDIF

e.g. DANG=315, CANG=90, CLOCKWISE_GAP is 225,
CLOCKWISE_GAP>360-CLOCKWISE_GAP - Therefore turn anti-clockwise.
e.g. DANG=5, CANG=100, CLOCKWISE_GAP IS 95
CLOCKWISE_GAP<360-CLOCKWISE_GAP - Therefore turn clockwise.

I hope this has helped (E-Mail me if clarifications are needed).

Anthony Short.

From C.Jackson@dcs.hull.ac.uk Tue Feb 13 03:07:34 1996
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Date: Mon, 12 Feb 1996 14:37:58 +0000 (GMT)
From: "C.Jackson" <C.Jackson@dcs.hull.ac.uk>
X-Sender: cs7cj1@marsh
Reply-To: C.Jackson@dcs.hull.ac.uk
To: MailList Amos <amos-list@conan.eds-ms.com>
Subject: Re: Can anyone help with 030/compiler prob?
In-Reply-To: <9808.199602091702@educ>
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On Fri, 9 Feb 1996 D.J.Davies@exeter.ac.uk wrote:

> I've had a great deal of trouble compiling, my software with Amos 1.35
> + compiler (I have an A1200 with Blizzard 030/50 4mg) the compiler
> actually works, but introduces problems in the compiled code.

I`ve a Blizzard 030 III board and it works fine with the compiler but not 
with IntOS!
 > 
> When I try to run the compiled code, it hangs/crashes with an illigal 
> instruction error. If I turn off the Blizzard when rebooting, the compiled
> program runs fine... I can also reboot again with the 030 active and the
> software is quite happy to work with the 030....It just does'nt like compiling
> with 030....
> 
> arhagarhgrahhh!
> 
> This is starting to piss me off!
I know the feeling!
> 
> I've got a copy of Amos Pro (from a cover disk!) but not the compiler!
> does anyone have a Blizzard 030 IV 50 and Amos pro that works?
> 
> Also how would I go about adding some Tmapping + C2P commands to Amos
> I need a command to render a x, y, z,  poly to a C2P buffer and a number 
> of times, and issue a C2PDraw command (simmilar to bob draw!)
> 
Texture mapping? Amos? HA HA HA HA HA HA HA HA!!!!

> I can probably get good C2P code that uses blitter passes etc.... But 
> I don't know any Tmap source.
> 
> Or maybee even something that would go with amos 3d....
> 
> Cheers fellow Amos coders.......
> 
> Oh I am also running in dblpal workbench, if it makes any difference.
> 
> bye
> -- 
>   ____    __    ____  ____  ____  _  _    ____    __  _  _  ____  ____  ___ 
>  (  _ \  /__\  (  _ \(  _ \( ___)( \( )  (  _ \  /__\( \/ )(_  _)( ___)/ __)
>   )(_) )/(__)\  )   / )   / )__)  )  (    )(_) )/(__)\\  /  _)(_  )__) \__ \
>  (____/(__)(__)(_)\_)(_)\_)(____)(_)\_)  (____/(__)(__)\/  (____)(____)(___/
> 
>  I.T. Technician, School of Education - Exeter University /\/\/\/\/\/\///OO,
> 

From bwyatt@paston.co.uk Tue Feb 13 01:53:59 1996
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             (from Paul Hickman <ph@doc.ic.ac.uk>)
             (on Mon, 12 Feb 96 12:19:19)
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X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Optimisation tips
Status: RO
X-Status: 

Greetings Paul, you wrote some text on the subject Re: Optimisation tips,
and now I'm going to answer it

PH> > 2. For your most used array of 8 (or less) elements, use Dreg() instead of it.
PH> >
PH> >    Eg.
PH> >       Don't use :
PH> >          Dim n(7)
PH> >          For a=0 to 7:Print n(a):Next a
PH> >       Use this instead :
PH> >          For a=0 To 7:Print Dreg(a):Next a
PH> >
PH> Just to point out - this does *not* store values in the processor registers - 
PH> Dreg()
PH> is simply an internal array of the main internal AMOS data structure. Also, it 
PH> may be
PH> overwritten if you use machine node procedures. If may still be faster than 
PH> normal
PH> arrays though - I haven't tested.

Yes, I read in the AP manual that it simply transfers from the internal
AMOS array in the data registers just before m/c procs. Anyway, it is
still slightly faster.

PH> > 4. The obvious one : Whenever possible use powers of 2 when multiplying
PH> >    or dividing.
PH> >
PH> >    Eg.
PH> >       Don't use :
PH> >          n=a*30
PH> >       Use this instead :
PH> >          n=a*32
PH> >
PH> 
PH> I don't think the AMOS compiler is that smart - and the interpreter definitly 
PH> isn't.

The AP compiler turns powers of 2 stuff into lsl and lsrs. Or, at least
that's what it says in the manual. It seems to work with my programs.

PH> Best to use the bit shift operations.

The compiler *should* automatically do that. ;-)

PH> > 5. Another obvious one : Predefine as much as possible.
PH> >
PH> Using the Def Fn and Fn statements may also be faster (Although not as faster 
PH> as
PH> building a table).

Is this what you mean :

   Def Fn _SIN(a)=Sin(a)
   Print Fn _SIN(a)

is faster than :

   Print Sin(a)

???

PH> > 7. Use < and > instead of <= and >= whenever possible.
PH> >
PH> >    Eg.
PH> >       Don't use :
PH> >          If n<=10 Then blah
PH> >       Use this instead :
PH> >          If n<11 Then blah
PH> 
PH> If this really is an optimisation, then the AMOS compiler is even more stupid 
PH> than I
PH> thought - the MC68000 family of processors have both BLT and BLE instructions 
PH> which
PH> execute equally fast.

Strange eh? But true.

PH> > > 8. Don't do stuff like If n=True, If n=False, or If n<>0
PH> > >
PH> > >    Eg.
PH> > >       Don't use :
PH> > >          If a=True or b=False or c<>0 Then blah blah
PH> > >       Use this instead :
PH> > >          If a or Not(b) or c Then blah blah
PH> But ONLY do this if you are sure a,b and c are boolean values. Not simply 
PH> bitflips
PH> an integer so Not -1 is 0, but Not 2 is $FFFFFFFE. There is a speed difference 
PH> between using True/False and -1/0 but I can't remember which is faster. I 
PH> think it
PH> was the True/False.

Yes, I just tried it out. =True/=False is faster than =-1/=0.

PH> Some more....

Great!

<snip Some more...>

Thanks, I've added them to the list.

PH> A long time ago I wrote an optimiser for AMOS programs, but it was unreliable 
PH> - and I
PH> could never figure out why. I'll see if I can find it.

I would think an AMOS optimiser would be pretty hard to do.

(unless it just removes comments!) ;-))

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Tue Feb 13 01:59:50 1996
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In-Reply-To: <9602120917.AA11529@diamond.bton.ac.uk>
             (from T.Lewis@bton.ac.uk (Eddie))
             (on Mon, 12 Feb 96 09:17:08)
Lines: 50
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Optimisation tips
Status: RO
X-Status: 

Greetings Eddie, you wrote some text on the subject Re: Optimisation
tips, and now I'm going to answer it

E> > 4. The obvious one : Whenever possible use powers of 2 when multiplying
E> >    or dividing.
E> >
E> >    Eg.
E> >       Don't use :
E> >          n=a*30
E> >       Use this instead :
E> >          n=a*32
E> >
E>     If you can yes.  Then if you do this use bit shifting instead!  This will
E> make things evebn quicker.  ie. *2 = Bit shift left by 1
E>                                 *4 = Bit shift Left by 2
E>                                 /8 = Bit shift right by 3
E>                                 etc.

But this should be done automatically with the AP compiler.

E> > 5. Another obvious one : Predefine as much as possible.
E> >
E>     Especially useful for Sin and Cos etc.

Indeed it is.

E> > 9. Obvious one : Never use floating points. Use integers multiplied by
E> >    a power of 2.
E> >
E> >    Eg.
E> >       Don't use :
E> >          x#=x#*1.5
E> >          Plot x#,100
E> >       Use this instead :
E> >          x=x*(3*128) : Rem Same as x=x*(1.5*256)
E> >          Plot X/256,100
E> >
E>     Yep.  You can actually decide what sort of precision you want in your
E> decimal places and then multiply them out.  For example, if you decide on just
E> 2 point accuracy, you can multiply all your values by 100 and then do the
E> calculations.  When you have the results simply divide by 100 to get the
E> required result.

Better to multiply by 128 (2^7) so it will be optimised furthur when
compiled.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From cubic.xg.com!chrisevans@multiboard.com Tue Feb 13 06:43:26 1996
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Date: Mon, 12 Feb 96 12:08:00 EST5
From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <0E3E3E2D@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: best engines
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

                                   
> From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)

[Chris Evans]> > BTW, my vote for the best AMOS engines to do specific
jobs are:

> > Pac Man type maze - Pac Man Clone by David May
> > Hand-to-hand combat like St. Fighter - Space Fighter by MAC Club
> > Overhead Vert Scroll like Battle Sqdn - Galaz from Pro Comp Extras
disk
> > Dungeon Halls walkthrough like Doom - 3D Dungeon by G. Crook
> > Platform mapping game - Charlie Chimp on Mega-MAC-Map
> > Horiz Scene Scroll - Dizzy II on MAC

[DL]> Are these games PD? If so where can I find them? Do they come
> with source,
> or are they compiled(or locked procedures)?

Yes they're all PD, from dearly departed AMOS clubs, except Galax on the
Pro Compiler Extras disk I suppose, but can you imagine Europress caring
if anyone adapts some code from there? ... now that they've washed their
hands of AMOS? 
The club disks all say each whole disk issue is not PD, but the individual
progs in the disks are PD.  They aren't compiled and the source is there. 
I don't know if they are on a net site anywhere, but if you pay for
postage and a disk I'd be glad to send them.

If you want a second opinion on how good they are, ask Greg Cox, I've sent
them to him recently:

gcox@cts.com

[Sorry Greg, now you're a reviewer :-)]
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 54 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From cs922069@red.ariel.cs.yorku.ca Mon Feb 12 21:03:09 1996
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Date: Mon, 12 Feb 1996 13:27:55 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: Angles, Mult', Bug Report
Message-Id: <Pine.SOL.3.91.960212132209.1275A-100000@red>
Mime-Version: 1.0
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In responce to Ben's posting:
>There are two angles, one for the current direction (called CANG) and
>one for the direction it should be pointing in to get to the centre
>of the circle (called DANG).

>How can I get it to tell me the quickest way to rotate from angle
>CANG to DANG. ie which direction to rotate in.

I am assuming you want to calc the shortest rotation angle from CANG to
DANG.  If this is the case you could try:

	RANG=CANG-DANG
	If RANG>180 then RANG=360-RANG

This should give you the smallest rotation angle of the possible 2.


Paul Hickman wrote:
>
>> 4. The obvious one : Whenever possible use powers of 2 when
>> multiplying
>>    or dividing.
>>
>>    Eg.
>>       Don't use :
>>          n=a*30
>>       Use this instead :
>>          n=a*32
>>
>I don't think the AMOS compiler is that smart

The compiler for AP v2 will convert power of 2 multiplications to lsl 
format.  At least that's what the documentation says.


Bug Report:
	I'd also like to report a bug in Jd Lib.
The Jd Distance function subtracts an extra 1 if the differance is a 
multiple of ten.
ie.	X=Jd Distance(1,0 to 20,0) -> X=19 {ok}
	X=Jd Distance(1,0 to 21,0) -> X=19 {should be 20}

"In space, no one can here you screem" ->It's true you know!
Aliens rule!!

Grifter,	cs922069@ariel.cs.yorku.ca
A2000 w/'030-33, 8MF, 1MC


From WA549@greenwich.ac.uk Tue Feb 13 04:01:45 1996
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From: Alex Walker <WA549@greenwich.ac.uk>
Organization: the University of Greenwich
To: amos-list@conan.eds-ms.com
Date: Mon, 12 Feb 1996 21:01:57 GMT
Mime-Version: 1.0
Content-Type: text/plain; charset=US-ASCII
Content-Transfer-Encoding: 7BIT
Subject: Re: PACMAN style of gameplay
Priority: normal
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Message-Id: <397247264EC@gre-techb.greenwich.ac.uk>
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> Someone named Alex was heard to ask:
> 
> "Until then is there anything in particular that you wanted to know about
> coding games that use the PACMAN style of gameplay."
> 
> Yeah, what do you use for the little dots that the funny mouth man eats,
> bobs, sprites or background graphics. I've found that simply PLOTting the
> dots is too slow when you have to erase 'em as he eats 'em and also you 
> run into problems when you have about 80 little bobs onscreen.
> 
> -----------------------------------------------------------------------------
>    From the Desk of Daniel Miller: "as I run through November's leaves..."
> -----------------------------------------------------------------------------
>

At the begginning of each maze I paste a bob image of a dot/pip onto the 
screen, I then pack the screen into a data bank using the PACK 
command, at the end of each level i unpack the bank onto the screen, 
this takes less time than redrawing the dots all over again.
The funny mouth man is a displayed using a sprite. I erase the dots 
by pasting a blank bob of the correct size and colour. When 
uncompiled this method of deleting the dots slows things down, but 
when compiled it doesn't make that much difference, I'm sure that 
there are faster ways to do it, but the method I have been using 
doesn't interfere with the smoothness of the gameplay.

Don't use bobs for the Dots, you can use the plot command and delete
the dots as the player sprite eats them, when the program is compiled 
the speed of the process will increase.
-Alex 
WA549@GREENWICH.AC.UK


From mips.pfalz.de!dog.pfalz.de!kiste.pfalz.de!sixpack.pfalz.de!chris@phoenix.inka.de Tue Feb 13 02:08:23 1996
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X-Zc-Via: 19960212214450W+1@sixpack.pfalz.de
From: chris@sixpack.pfalz.de (Chris Hodges)
Subject: Re: Copy command anyone?
Message-Id: <xH7R$MD261aaz6@p22.sixpack.pfalz.de>
Date: Mon, 12 Feb 96 21:43:27 CET
X-Zc-Telefon: V+49-89/8005856
X-Zc-Post: Kennedystrasse 8; D-82178 Puchheim; Germany
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X-Gateway: ZConnect CL kiste.pfalz.de [Connectline/AmigaOS]
To: amos-list@conan.eds-ms.com
References: <Pine.3.87.9602081123.B21248-0100000@tlti>
Status: RO
X-Status: 

mystic@tlti.tokem.fi (Petri Hakkinen) wrote on 08.02.1996 some text under
the subject Re: Copy command anyone? and PLAYTESTERS,RCURRIE read this
pleas. I can't leave this uncommentated ;-)

PH> or if you have AMCAF:
PH> 
PH> wload "sourcefile",10
PH> wsave "destinationfile",10
PH> erase 10
PH> 
PH> (or was there a File Copy command too in the amcaf extension? ;-) )

Yes, there is a File Copy command in the AMCAF extension. It even copies
larger files than available memory.

Yes, there are some nice font commands in there as well. And even Tool
Types can be read. Oh, and watch out for the Turbo Plot/Turbo Point/Turbo
Draw commands! There is some kind of Word$ command too.

All in all, there about 123 functions (139 different syntaxes) and 146
commands (193 different tokens).

There a lot of people who think the JD manual is insufficient. I've
written a 220 KB manual, which should be really enough for anyone, and
even then, nobody reads it :-(

It's really frustrating :-(

Bye, Chris Hodges <chris@sixpack.pfalz.de>       __   __
A4000/60/11MB/420HD/CD; AMOS Extension-Coder__  ///  / / _____
GCS d H s-:++ !g p? !au a19 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Anjozorobe (n.)
  A loose, coloured garment someone brings you back from their
  travels which they honestly expect you to wear.
(from: "The Deeper Meaning of Liff")

From exet0007@sable.ox.ac.uk Tue Feb 13 02:24:37 1996
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From: Mark Carter <exet0007@sable.ox.ac.uk>
To: amos-list <amos-list@conan.eds-ms.com>
Subject: Re: Optimisation tips 
In-Reply-To: <9602121222.AA10338@conan.eds-ms.com>
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I find using "Not" to be very unpredictable - dont ask me why, but I have 
had some VERY weird bugs crop up because of it.  When I replace "Not" 
with "=False" the bug disappears!

You have been warned! - do not use "Not"!

Cheers,

Mark

From cs922069@red.ariel.cs.yorku.ca Mon Feb 12 22:01:25 1996
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Date: Mon, 12 Feb 1996 20:44:40 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: angle correction
Message-Id: <Pine.SOL.3.91.960212203845.10202A-100000@red>
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Sorry, in my hast to post an answer to Ben's question I wrote the code 
incorrectly.  It should have read.
        RANG=CANG-DANG
        If RANG>180 then RANG=RANG-360   or  if RANG>180 then Add RANG,-360

The incorrect listing would have rotated in the wrong direction.
You can think of this as a clock.  If the object is facing say 12 and the 
centre is towards 8 then you would want to rotate counter-clockwise 
instead of clockwise which would take longer.  Sorry about this.

Grifter,	cs922069@ariel.cs.yorku.ca

From lmcgahey@net-link.eds-ms.com Tue Feb 13 01:36:06 1996
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From: lmcgahey@net-link.eds-ms.com (Larry McGahey)
Date: Feb 13 1996 00:20:21 AM
To: AMOS-LIST@CONAN.eds-ms.com
Subject: Uploads
X-Mailer: Air Mail V2.1 (Unregistered) -- Amiga Mailer by Danny Y. Wong
Status: RO
X-Status: 

I confess I uploaded 2 files, I created with AMOSPro, to Aminet.

rgallery.lha    pix/misc      Random Gallery
bab101.lha      game/demo     Born Again Bad (a work in progress)

I have noticed a few strange things happening, when I emulate PAL, with
Born Again Bad but I don't know if this would happen on a real PAL
machine. Sometimes the top half of the little guy's head leaves an
impression on the ground.



From martijn@tc6.chem.ruu.nl Tue Feb 13 06:05:29 1996
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	(1.37.109.4/16.2) id AA01077; Tue, 13 Feb 96 10:49:47 +0100
Subject: Re: saving banks
To: amos-list@conan.eds-ms.com (Discussion list)
Date: Tue, 13 Feb 96 10:49:44 MET
From: m.g.d.wehrens@chem.ruu.nl (Martijn Wehrens)
Organisation: Utrecht University
Reply: m.g.d.wehrens@chem.ruu.nl
Reply-To: m.g.d.wehrens@chem.ruu.nl
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

Grifter wrote:

>I have a question regarding the AP Save.. command.
>My problem is that I only want to save a certain range of banks but the 
>Save command only saves 1 or all of them.  Is there anyway around this.  
>Perhaps someone could explain how the Save command determines whether a 
>bank is to be saved.

Well, I suppose you would want to save pictures, sprites and music ?
Anyway: if you, before you save to program, erase the not-wanted
banks, they won't be saved.
Also, banks with data may be reserved as data or as work. The work-bank
will not be saved whereas the data one will.

I Hope this helps ?
---------------------------------------------------------------
Martijn Wehrens, Theoretical Chemistry Group Utrecht University
email m.g.d.wehrens@chem.ruu.nl          
---------------------------------------------------------------

From bwyatt@paston.co.uk Tue Feb 13 09:25:52 1996
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Date: 	Mon, 12 Feb 96 21:48:47 GMT
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In-Reply-To: <9602121908.AA45154@logic.camp.clarkson.edu>
             (from matottsd@logic.camp.clarkson.edu (Scott D. Matott))
             (on Mon, 12 Feb 96 14:08:53)
Lines: 32
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re:
Status: RO
X-Status: 

Greetings Scott, you wrote some text on the subject  , and now I'm going
to answer it

SDM> 	Oh,
SDM> 	   Graphic Adventure Creator, sounds interesting
SDM> 	I'll have to check it out.  Though I'd say my 
SDM> 	advice still holds true, since the general problem
SDM> 	with computer RPG's and even GAGs is that they
SDM> 	tend to lean a little on the venture form point
SDM> 	to point side.  Computerless RPG's by contrast 
SDM> 	C of C in particular, tend to work more on a time 
SDM> 	line-esque scheme, where things occur at certain
SDM> 	times, depending on, and even irregardless of what 
SDM> 	the players do.  This sort of scheme seems to
SDM> 	emulate real life a little better, and makes for 
SDM> 	games that equate to more than just a list of things
SDM> 	to do, ie goto the water fall, get key, kil dragon, open
SDM> 	door, pick up rope, climb mountain, win.
SDM> 	These sort of affairs, though for some reason
SDM> 	emmensly popular, witness the kings quest line,
SDM> 	seem rather dry to me.

You will be pleased to know that PACAC (Point and Click Adventure
Creator) can handle real life time scales. Not only this, but you
can build up character reputations/personalities/AI and characters
can go about their daily business, regardless of what the player is
up to.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From cm5isajn@cr47c.staffs.ac.uk Tue Feb 13 07:39:54 1996
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Date: Tue, 13 Feb 1996 10:55:06 +0100
Message-Id: <96021310550628@cr47c.staffs.ac.uk>
From: cm5isajn@cr47c.staffs.ac.uk (If god made anything better than bed, he kept it to himself.)
To: AMOS-LIST@conan.eds-ms.com
Subject: ambitious but futile amos efforts
X-Vms-To:  AMOS-LIST@CONAN.EDS-MS.COM 
Status: RO
X-Status: 

 Alright guys,
	I'm wondering if anyone can help with a really major
problem. I'm currently writing two pretty complicated games, but I've
reached a complete dead end.
	I'm writing a beat em up, similar (but inferior to) mortal
Kombat, and a flash back style arcade adventure, and both games
require the program to load two or more separate bob banks and
combine them. Is there any way to do this using the original AMOS?
	Cheers,
		Spender

From philhy@innotts.co.uk Tue Feb 13 08:22:38 1996
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To: amos-list@conan.eds-ms.com
From: philhy@innotts.co.uk (Phil Hacker Young)
Subject: Scrolling
X-Mailer: <PC Eudora Version 1.4>
Status: RO
X-Status: 

Hello fellow amos list people!

I'm trying to write a top view racing game using the original AMOS and 
compiler on an A500.

I'm pretty experienced at using AMOS, but I just can't get a scrolling 
rountine that is fast will retaining a playable level of smoothness.

Can anyone give me any tips on how to make cool scrolling?

I know everyone will say buy this extension, program it in machine code etc. 
 but I'm just a poor student who isn't very good at assembler.  I could 
probably afford some sort of shareware extension like 'The missing Link' for 
STOS.(AMOS on the ST).

Anyone got any advice?

Thanks,

Pete


From p.j.hutchison@hud.ac.uk Tue Feb 13 10:53:49 1996
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From: Peter Hutchison <p.j.hutchison@hud.ac.uk>
To: mcox <mcox@access.digex.net>
Subject: RE: Amos Compiler Help - A1230 IV
Date: Tue, 13 Feb 96 14:22:00 gmt
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>I have a problem compiling software with Amos 1.35 + Compiler,
>with my 030 card active (blizzard) Amos runs in interpreter
>mode, the compiler works, compiles the file, but when the file
>is run the machine crashes with an illigal instruction.
>
>If I turn the accelorator off (hold down the number 2 on boot
>up) then the programs compile correctly. I've tried this with
>lots of software I've written.
>
>even
>
>Print "plop"
>Repeat
>Until False
>
>
>Is there a patch to the acmp software that makes the compiler
>happy with my 030/50 board. Oh I've also tried it from the
>shell as well - same result.
>
>
Have you tried to use the new AmosPro Compiler which can compile Amos, 
EasyAmos AND AmosPro
programs! This may get round some of the problems you are having. Its 
available from F1 Licenseware.

Peter

>Thanks if anyone can help -
>
>Does the Amos Pro compiler do this? I've got Amos pro from a
>cover disk but not the compiler.
>
>Cheers
>--
>  ____    __    ____  ____  ____  _  _    ____    __  _  _  ____  ____  ___ 

> (  _ \  /__\  (  _ \(  _ \( ___)( \( )  (  _ \  /__\( \/ )(_  _)( ___)/ 
__)
>  )(_) )/(__)\  )   / )   / )__)  )  (    )(_) )/(__)\\  /  _)(_  )__) \__ 
\
> (____/(__)(__)(_)\_)(_)\_)(____)(_)\_)  (____/(__)(__)\/ 
 (____)(____)(___/
>
> I.T. Technician, School of Education - Exeter University 
/\/\/\/\/\/\///OO,
>
>
>

From SIEDLARZ@beta.seatech.tuniv.szczecin.pl Tue Feb 13 10:07:54 1996
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From: "MIROSLAW SIEDLARZ" <SIEDLARZ@beta.seatech.tuniv.szczecin.pl>
Organization:  Instytut Informatyki
To: amos-list@conan.eds-ms.com
Date:          Tue, 13 Feb 1996 14:27:05 GMT+1
Subject:       New download in dev/amos
Priority: normal
X-Mailer: Pegasus Mail v3.22
Message-Id: <167D072833@beta.seatech.tuniv.szczecin.pl>
Status: RO
X-Status: 

Hi! Res!
        
I have downloaded to Aminet source code for game like Beholder.
Only walking in dungeons is posibble. I write this code about two 
years age. I was very exciting playing games like EOB and DM so I
wanted to write similiar game. I hang up writing because of graphician
which don't know how two draw good looking walls. Now I put this code
to public. Maybe someone wants to continue this game. ?

                                        -  Mirek

From cs922069@red.ariel.cs.yorku.ca Tue Feb 13 12:55:35 1996
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Date: Tue, 13 Feb 1996 10:39:17 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: Re:Saving Banks Comment
Message-Id: <Pine.SOL.3.91.960213103029.16732A-100000@red>
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Actually Martijn, it's the sprite bank that I don't want saved.  I have 
several packed images which I'd like to save together but the sprite bank 
will get in the way.  I know, I could save to Ram:, erase it, and then 
reload it, but I'd like to see if there's a way around this first.  I 
might also be incorporating samples at a latter date and I don't want to 
have to reload those.

Thanks for the bit about work banks not being saved.  I'd forgotten about 
that.  I'll have to change some of my data banks to that format.

Grifter,	cs922069@ariel.cs.yorku.ca


From cs922069@red.ariel.cs.yorku.ca Tue Feb 13 13:05:52 1996
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Date: Tue, 13 Feb 1996 10:52:59 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: Combining bob banks
Message-Id: <Pine.SOL.3.91.960213103933.16732B-100000@red>
Mime-Version: 1.0
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Regarding Spender's posting:
>        I'm writing a beat em up, similar (but inferior to) mortal
>Kombat, and a flash back style arcade adventure, and both games
>require the program to load two or more separate bob banks and
>combine them. Is there any way to do this using the original AMOS?

As I have APro, I don't know which instructions are not available but I'll 
give your problem a go anyway.

If all the bobs which you are going to display are located in a single 
bank then a Bank Swap command should work.  (If it's implemented in Amos)

If you require images from both banks then there's more work involved.
I don't think you can combine bob banks, unless there's an extension that 
can.  If not you might have to swap banks, paste the bobs you want, then 
swap back and use Get Bob..

Sorry if this isn't any help but it's all I can think of at the moment.  
maybe I'll come up with something later.

If you do end up doing this, you might consider storing the bob images as 
packed data.  Then you could simply unpack to a hidden screen and use the 
Get Bob.. with your current bank.  This will also use up less memory and 
since the grabbing will occur before the action starts it shouldn't 
effect game play.

Grifter,	cs922069@ariel.cs.yorku.ca


From cs922069@red.ariel.cs.yorku.ca Tue Feb 13 14:06:21 1996
Received: from conan.eds-ms.com (conan.eds-ms.com [204.240.136.11]) by mail1.access.digex.net (8.6.12/8.6.12) with SMTP id OAA03145;  for <mcox@access.digex.net> ; Tue, 13 Feb 1996 14:06:18 -0500
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Date: Tue, 13 Feb 1996 11:07:22 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: Smooth scrolling
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Pete, with regards to your scrolling Q.
I usually paste tiles to a double buffered screen to achieve scrolling.
Here are some tips:

1) Keep the screen colours to a minimum.

2) When using double buffer.  Disable the Sprite and Bob Updates and call 
them as needed.  ie. after you've scrolled or after movement.  You may 
have to play around with the bobs to ensure that the backgrounds are 
identical because bob update causes a screen swap.

3) use autoback 0 to restrict graphic operations to the logical screen 
and call screen swap.  Remember to use Wait Vbl.  I get a flicker if I don't.

4) The smaller the play area the faster since there's less tiles to paste

5) Only draw the edge required.  Screen copy the remaining area over.

6) Compile your code if possible.

Hope this helps.  I'm sure someone can think of something better.

Grifter,	cs922069@ariel.cs.yorku.ca

From cs922069@red.ariel.cs.yorku.ca Tue Feb 13 14:06:42 1996
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Date: Tue, 13 Feb 1996 11:44:35 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: 32 or HB colour mode
Message-Id: <Pine.SOL.3.91.960213112759.16732I-100000@red>
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I seem to be sending a lot of postings today.  Well here's another.

This really isn't important but I'd like to see where most of you stand 
on this.  My current project is using a 32 colour display, however, I 
would like to use the Half-brite mode (I realize this will mean a speed 
decrease when scrolling).  Is ECS considered the minimum now 
or should I maintain the 32 colours to ensure that I reach as many users 
as possible.  The colours will mainly be used by users to create tiles 
and I'd like them to have the best possible selection to work with.
	Also, how popular are non-computer RPGs in Europe.
Any comments appreciated.

Grifter,	cs922069@ariel.cs.yorku.ca

From aylin.dinet.com!ZINOCAVE.wind.dbn.dinet.com!FRANK@mail.shlink.de Wed Feb 14 15:42:21 1996
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To: amos-list@conan.eds-ms.com
Message-Id: <xH2vBMD0aez2@frosch.zinocave.wind.dbn.dinet.com>
From: FRANK@ZINOCAVE.wind.dbn.dinet.com (Frank Otto)
Path: dbs.dbn.dinet.com!zinocave.wind.dbn.dinet.com
Organization: MicroDot 1.10 []
Subject: Re: Lost On Parrot Island
Date: Mon, 12 Feb 1996 00:00:00 +0100
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Andre Koch wrote on 21.01.1996 under the subject
"Re: Lost On Parrot Island":

AK> Hi Frank,
AK>
AK> FO> Hi,
AK> FO>
AK> FO> I just uploaded my new AMOS-game to Aminet. It's shareware and an
AK> FO> adventure like Monkey Island or Indiana Jones. You'll find it under
AK> FO> game/demo/ParrotIsland.lha
AK>
AK> Yeah!! This game is really great!

Thanks!



Frank



From bwyatt@paston.co.uk Wed Feb 14 09:59:05 1996
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In-Reply-To: <Pine.SOL.3.91.960212132844.1275B-100000@red>
             (from Grifter <cs922069@ariel.cs.yorku.ca>)
             (on Mon, 12 Feb 96 13:32:51)
Lines: 19
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: saving banks
Status: RO
X-Status: 

Greetings Grifter, you wrote some text on the subject saving banks, and
now I'm going to answer it

G> I have a question regarding the AP Save.. command.
G> My problem is that I only want to save a certain range of banks but the 
G> Save command only saves 1 or all of them.  Is there anyway around this.  
G> Perhaps someone could explain how the Save command determines whether a 
G> bank is to be saved.

Of the ones you DON'T want to save, save them into RAM: and delete them
from memory. Then a normal Save command will save all the remaining
banks, and the ones in RAM: can be reloaded.

Clumsey, but I think it's the only way.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Wed Feb 14 09:59:03 1996
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In-Reply-To: <Pine.OSF.3.91.960212232556.6668A-100000@sable.ox.ac.uk>
             (from Mark Carter <exet0007@sable.ox.ac.uk>)
             (on Mon, 12 Feb 96 23:28:29)
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X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Optimisation tips
Status: RO
X-Status: 

Greetings Mark, you wrote some text on the subject Re: Optimisation tips
, and now I'm going to answer it

MC> I find using "Not" to be very unpredictable - dont ask me why, but I have 
MC> had some VERY weird bugs crop up because of it.  When I replace "Not" 
MC> with "=False" the bug disappears!

The command works fine and as expected, but it's the intepreter that
seems to have problems. Sometimes, in large IF statements, it says
there's an error on the line with the NOT in it. This can normally be fixed
by rearranging the IF statement or putting a variable equal to Not(value).

However, your problems could be caused by NOTing a number which is not
0 or -1. :-?

MC> You have been warned! - do not use "Not"!

No, do use NOT! It's faster! ;-)

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Wed Feb 14 10:04:09 1996
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In-Reply-To: <96Feb13.101425-0000gmt.22810-2+138@red.paston.co.uk>
             (from Paul Hickman <ph@doc.ic.ac.uk>)
             (on Tue, 13 Feb 96 10:11:38)
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X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Optimisation tips
Status: RO
X-Status: 

Greetings Paul, you wrote some text on the subject Re: Optimisation tips
, and now I'm going to answer it

PH> > Is this what you mean :
PH> > 
PH> >    Def Fn _SIN(a)=Sin(a)
PH> >    Print Fn _SIN(a)
PH> > 
PH> > is faster than :
PH> > 
PH> >    Print Sin(a)
PH> > 
PH> > ???
PH> 
PH> No, but Def Fn SC(a)=Sin(a)*Sin(a)+Cos(a)*Cos(a) may be - I honestly can't
PH> remember.

Well I've just tried it out, and the non-Fn version is fractionally faster.

PH> > I would think an AMOS optimiser would be pretty hard to do.
PH> > (unless it just removes comments!) ;-))
PH> I did remove comments, but it also replaced -1 with True, 0 with False, 4 with Laced,
PH> $8000 with Hires etc., and maybe a little more. I think it also shortened all your
PH> variable names to unintelligible 2-3 character names as a space optimisation.

The only bug with that could be the replacing of -1 with True. True can
hold any value other than 0.

So something like this would be completely messed up :

   Dim a(10)
   B=10
   Repeat
      a(B)=Rnd(10)
      Dec B
   Until B=-1

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Wed Feb 14 10:00:37 1996
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In-Reply-To: <96021310550628@cr47c.staffs.ac.uk>
             (from cm5isajn@cr47c.staffs.ac.uk (If god made anything better than bed, he kept it to himself.))
             (on Tue, 13 Feb 96 10:55:06)
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X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: ambitious but futile amos efforts
Status: RO
X-Status: 

Greetings If, you wrote some text on the subject ambitious but futile
amos efforts, and now I'm going to answer it

Igma>  Alright guys,
Igma> 	I'm wondering if anyone can help with a really major
Igma> problem. I'm currently writing two pretty complicated games, but I've
Igma> reached a complete dead end.
Igma> 	I'm writing a beat em up, similar (but inferior to) mortal
Igma> Kombat, and a flash back style arcade adventure, and both games
Igma> require the program to load two or more separate bob banks and
Igma> combine them. Is there any way to do this using the original AMOS?

Load "Sprites.abk",1 will add it to the existing bank.

Load "Sprites.abk" would overwrite the existing bank.

I *think* that's the right way round.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From cubic.xg.com!chrisevans@multiboard.com Wed Feb 14 07:19:04 1996
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Date: Tue, 13 Feb 96 12:25:00 EST5
From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <0F8F8F62@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: Flight sim code for Ville
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

                
> Btw, do you know lots about 3D-programming? I'm a great flight
> simulator
> fan, and i've done many myself, but the 3d maths are not
> right.

Have you seen that flight sim code from one of the AMOS club disks, green
scenery and blue sky, and you control the cockpit view with the joystick? 
I liked it so much I added some colorful explosions, but didn't take it
any further.
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 55 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From cosmo@sci.fi Tue Feb 13 15:45:20 1996
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Date: Tue, 13 Feb 1996 20:14:47 +0200 (EET)
From: Ville Ranki <cosmo@sci.fi>
X-Sender: cosmo@borg
To: MIROSLAW SIEDLARZ <SIEDLARZ@beta.seatech.tuniv.szczecin.pl>
Cc: amos-list@conan.eds-ms.com
Subject: Re: New download in dev/amos
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On Tue, 13 Feb 1996, MIROSLAW SIEDLARZ wrote:

> Hi! Res!
>        =20
> I have downloaded to Aminet source code for game like Beholder.
> Only walking in dungeons is posibble. I write this code about two=20
> years age. I was very exciting playing games like EOB and DM so I
> wanted to write similiar game. I hang up writing because of graphician
> which don't know how two draw good looking walls. Now I put this code
> to public. Maybe someone wants to continue this game. ?

No i don't want to continue it, but if you still are interested, i could=20
draw the walls wor you.


,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From cosmo@sci.fi Tue Feb 13 15:53:49 1996
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From: Ville Ranki <cosmo@sci.fi>
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To: amos-list@conan.eds-ms.com
Subject: My Games list
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Hi!

This is LIST of games i've made with Amos. Anybody want anything?

---------
Raketx  -  A roketz / turboraketti clone. Best weapons ever seen,
           lots of levels.
           ****                     80% done

Rescue  -  A rocket game where you pick up little men from caverns.
           Many ships AND levels.
           ***                      95% done

Auton_ohjaus_kilpailu - A car race like Super Sprint/Rally speedway
                        on 64. 2-25 cars. fUN =3D)
                        **          30% DONE

The incredible cannon game - Puzzle game like THe Incredible
                             Machine on PC.
                             ****    99% done.

Dogfight - 2 player space combat simulation, Done in Amos 3D.
           Tested with friends - great fun.
           ****     70% done

Lander - A space strategy/trading game.
         ***   60% Done

LennoCAD - A R/C model design program.. Not very useful.
           *    10% done

Lennokki-dezigner - A horizontal scrolling R/C model flying program.
           *    20% done

RC-trainer - R/C model flying program done in Amos 3D.
           **   10% done

Paskamato ]I[ - A worm game
           **   80% done

Psycho-hunter - A mad op-wolf style shooting game FOR relaxation.
           ***  60% done

Rakettipeli - A old 'lander' (not my lander, the C64 one) style game.
           Lotsa levels.
           **    60% done

FMVk=E4hy     - A fantasy role playing game's battle engine. Lots of
              functions, great animated graphics (like the battles
              in Lord Of The Rings the Movie). A bit like
              Phantasie 3.

              IF someone is making a RPG, better check this out!

              ***** 75% done

Rope   - A Finnish Text (multichoice) Rpg with graphics..
         *       1% done

Rope2  - Even simplier.. no gfx, 'herja'.
                 0.2% done

Taas1Rope - A simple Moria style game
            *     1.1% done

RPG-adventure Part one, escape from Tulgar's dungeon -
              A test game TO use my 'Frazup' RPG-game engine.

              'the next generation of text adventures'

              Tries TO emulate a real RPG. The gamemaster's
              speech comes in as text, AND you can choose
              what you DO with mouse. Even the battles
              are verbal, no hitpoint-numbers!

              Nice gui AND status-display. The adventure is
              complete, BUT quite short AND easy. Many
              weapons AND enemies. You can even chat
              with ...something =3D)

              *****   95% done   ..very nice indeed =3D)

Soaring sims - I've made lots of sailplane simulators
               (flight sims FOR thise who don't know)..

     Suomalaiset katsokaa http://www.sci.fi/~cosmo/pl/

Splatter - A bird's view splatter (survival game, paintball,
           you know) game.. nice gfx.

            ***   90% done

Underwater - A Submarine simulation like the excellent
             red storm rising. Rendered FMV animations
             AND stuff..

             ****   50% done

wms - A worms-clone

             ***   5% done

startrek-storygenerator - Generates (Finnish) star trek-TNG
                          stories.

                          ****   100% done

zoom&rot8 - A Zoom AND rotate effect in Amos!

            * 100% done

----------

This was not ALL.. i've made many minor Games, Intros, utils
AND fun-programs not mentioned here.


Bonus: A small rotating starfield-effect

-- clip -

Screen Open 0,320,256,2,Lowres
Flash Off=20
Curs Off=20
Cls 0
Double Buffer=20
Autoback 0
Colour 1,$448

Degree=20

'
' / // /// Rotating starfield /// // /  =20
'
'        -+  by cosmo 1995  +-=20
'
'
'-----Number of stars
NE=3D30

'----Rotationspeed=20
RS=3D4

'----Speed=20
SP=3D2


Dim SX(NE)
Dim SY(NE)
Dim SZ(NE)


For Z=3D1 To NE
SX(Z)=3DRnd(10000)-5000
SY(Z)=3DRnd(10000)-5000
SZ(Z)=3DRnd(100)
Next Z

Do=20
ZK=3DZK+Sin(Timer)*RS
For Z=3D1 To NE
SZ(Z)=3DSZ(Z)-SP
If SZ(Z)=3D<0 Then SZ(Z)=3D100

LX=3DCos(ZK)*SX(Z)+Sin(ZK)*SY(Z)
LY=3DCos(ZK)*SY(Z)-Sin(ZK)*SX(Z)
Plot 160+LX/SZ(Z),128+LY/SZ(Z)
Next Z
Screen Swap=20
Wait Vbl=20
Ink 0
Bar 0,0 To 320,256
Ink 1
Loop=20

- clip -



,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From DM9200@conrad.appstate.edu Wed Feb 14 10:20:30 1996
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 Tue, 13 Feb 1996 16:35:34 -0400 (EDT)
Date: 	Tue, 13 Feb 1996 16:35:34 -0400 (EDT)
Subject: ECS the Minimum?
To: amos-list@conan.eds-ms.com
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A Amos-Lister by the handle of Grifter asked:

 "Is ECS considered the minimum now or should I maintain the 32 colours to ensur I reach as many users as possible."

64 colour mode ie half-brite can be used by ALL amiga computers, as can HAM.
The problem you might run into though, is that half-brite generates similar
graphic artifacting to HAM. This would only be a problem if you have AMOS
bobs moving around over the half-brite graphic.

So if it's a static graphic screen you are displaying, go ahead with half-brite
or better HAM! Note that you can't use hires (more than 352 vertical columns
of on-screen resolution) if you want ECS/OCS users to run your program.

Of course since AMOS doesn't support AGA you can't do greater than ECS/OCS
graphic modes anyway. So what are we talking about? :')

-----------------------------------------------------------------------------
   From the Desk of Daniel Miller: "as I run through November's leaves..."
-----------------------------------------------------------------------------

From amos-request@svcs1.digex.net Tue Feb 13 19:47:09 1996
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To: amos-list@access.digex.net
From: spatial@dircon.co.uk (Jeff Robb)
Subject: Holograms
Status: RO
X-Status: 

I make holograms from computer generated images.

Problem:
I have a need to log the colour values of any 256 colour image. This is
what I have done:

1. In Amos Pro the LDOS extension is installed to use ADPro's AREXX
commands from within Amos

2. Run ARREX

3. Run ADPro (V.2.5)

4. Load any 640x512 pixel image into ADPro

5. Run my program

The program asks ADPro to look at each pixel of a 640x512 image and pass
the colour value to ADPRO_RESULTS$

The question is why does this program use up RAM?

I need to do this with a 640x512 image but soon run out of memory.

Each loop uses 24 bytes of RAM for a colour image.

The program is:

**********************Program

Screen open 0,320,256,32,Lowres : Curs Off : Cls 0 : Palette $0,$FFF :
Ink 1,0

RAM=FAST Free

For Y=1 To 512
    For X=1 To 640

ADPRO_RESULTS$=Lrexx send Msg("ADPro"+Chr$(0),"PIXELPEEK " + Str$(X)+" 1
1"+Chr$(0),1)

Text 10,80,"Fast memory left:" +Str$(Fast Free)
Text 10,100,"Fast memory used:"+Str$(RAM-Fast Free)
Text 10,120,"Pixel colour value is: "+ADPRO_RESULT$
Wait 30

   Next
Next


******************************************

******FREE HOLOGRAM TO THE FIRST CORRECT ANSWER!!!!!******


Jeff @ spatial
      ,,,
      (o o)
 -oOO--(_)--OOo-----------------------------------
                     
   VISIT OUR WEB SITE: http://www.dircon.co.uk/spatial/

   // Jeffrey Robb                               \\
  //  Spatial Imaging Ltd.                        \\
 //  Tel/Fax 01932 564 899                         \\
 --------------------------------------------------





From DM9200@conrad.appstate.edu Wed Feb 14 10:12:48 1996
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Date: 	Tue, 13 Feb 1996 20:42:24 -0400 (EDT)
Subject: Welcome Eastern Europe!
To: amos-list@conan.eds-ms.com
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Since the list has apparently just picked up at least two Poles, I thought
I would extend a hearty "hi!" and say that we sure look forward to their 
input. Things _do_ get slow here and the more vried and diverse the 
viewpoints, the better the reading and learning value of the list.

So how do Amigas, Macs, and IBM clones fare in Poland and how did you people
luck ;) into AMOS?

On another subject, my AMOS effort on aminet, games/misc/Rocko.lha , is 
listed at about #14 (with a bullet!) on the most downloaded from aminet 
list in the latest Amiga Report at http://www.omnipresence.com. So if there
are still some deprived amos-listers who haven't enjoyed the pleasure of
being blown away by this, ermm, great game (yeah that's the ticket) then
run don't walk to your nearest ftp and get it. And someone let me know
if it works on more advanced Amigas.

-----------------------------------------------------------------------------
   From the Desk of Daniel Miller: "as I run through November's leaves..."
 "In our old colonial home, we drank our bitters while the empire fell" -WZ
-----------------------------------------------------------------------------

From amos-request@svcs1.digex.net Tue Feb 13 23:38:07 1996
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	id sma012273; Wed Feb 14 01:12:54 1996
Message-Id: <31213692.77CE@dircon.co.uk>
Date: Wed, 14 Feb 1996 01:10:42 +0000
From: Jeffrey Robb <spatial@dircon.co.uk>
Organization: Spatial Imaging Ltd
X-Mailer: Mozilla 2.0b6a (Win95; I)
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To: amos-list@access.digex.net
Subject: Amos question - holograms
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PLESASE E-MAIL THE ANSWER TO spatial@dircon.co.uk/spatial/

I make holograms from computer generated images.

Problem:
I have a need to log the colour values of any 256 colour image. This is
what I have done:

1. In Amos Pro the LDOS extension is installed to use ADPro's AREXX
commands from within Amos

2. Run ARREX

3. Run ADPro (V.2.5)

4. Load any 640x512 pixel image into ADPro

5. Run my program

The program asks ADPro to look at each pixel of a 640x512 image and pass
the colour value to ADPRO_RESULTS$

The question is why does this program use up RAM?

I need to do this with a 640x512 image but soon run out of memory.

Each loop uses 24 bytes of RAM for a colour image.

The program is:

**********************Program

Screen open 0,320,256,32,Lowres : Curs Off : Cls 0 : Palette $0,$FFF :
Ink 1,0

RAM=FAST Free

For Y=1 To 512
    For X=1 To 640

ADPRO_RESULTS$=Lrexx send Msg("ADPro"+Chr$(0),"PIXELPEEK " + Str$(X)+" 1
1"+Chr$(0),1)

Text 10,80,"Fast memory left:" +Str$(Fast Free)
Text 10,100,"Fast memory used:"+Str$(RAM-Fast Free)
Text 10,120,"Pixel colour value is: "+ADPRO_RESULT$
Wait 30

   Next
Next


******************************************

******FREE HOLOGRAM TO THE FIRST CORRECT ANSWER!!!!!******

PLESASE E-MAIL THE ANSWER TO spatial@dircon.co.uk/spatial/


Jeff @ spatial

From mcrowl@phoenix.earthlight.co.nz Wed Feb 14 00:07:50 1996
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Date: Wed, 14 Feb 1996 16:22:16 +1300 (NZDT)
From: Mike & Ben Crowl <mcrowl@phoenix.earthlight.co.nz>
To: Grifter <cs922069@red.ariel.cs.yorku.ca>
Cc: amos-list@conan.eds-ms.com
Subject: Re: Combining bob banks
In-Reply-To: <Pine.SOL.3.91.960213103933.16732B-100000@red>
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On Tue, 13 Feb 1996, Grifter wrote:

> Regarding Spender's posting:
> >        I'm writing a beat em up, similar (but inferior to) mortal
> >Kombat, and a flash back style arcade adventure, and both games
> >require the program to load two or more separate bob banks and
> >combine them. Is there any way to do this using the original AMOS?
> 
> As I have APro, I don't know which instructions are not available but I'll 
> give your problem a go anyway.
> 
> If all the bobs which you are going to display are located in a single 
> bank then a Bank Swap command should work.  (If it's implemented in Amos)
> 
> If you require images from both banks then there's more work involved.
> I don't think you can combine bob banks, unless there's an extension that 
> can.  If not you might have to swap banks, paste the bobs you want, then 
> swap back and use Get Bob..
> 
> Sorry if this isn't any help but it's all I can think of at the moment.  
> maybe I'll come up with something later.
> 
> If you do end up doing this, you might consider storing the bob images as 
> packed data.  Then you could simply unpack to a hidden screen and use the 
> Get Bob.. with your current bank.  This will also use up less memory and 
> since the grabbing will occur before the action starts it shouldn't 
> effect game play.
> 
> Grifter,	cs922069@ariel.cs.yorku.ca
> 

I think you're wrong.

What you do is once you've got the first bob bank loaded, simply type 
load "blahblah.abk",1  This will append bank "blahblah.abk" to the bank 
already loaded.  It's the ",1" that does the trick!!

Later

BEN CROWL



From Branko.Collin@mpi.nl Wed Feb 14 07:19:42 1996
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From: Branko Collin <Branko.Collin@mpi.nl>
Date: Wed, 14 Feb 1996 11:26:51 +0100 (MET)
X-Sender: bcollin@mpih19
To: Grifter Grifter<cs922069@red.ariel.cs.yorku.ca>
Cc: amos-list@conan.eds-ms.com
Subject: Re: 32 or HB colour mode
In-Reply-To: <Pine.SOL.3.91.960213112759.16732I-100000@red>
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On Tue, 13 Feb 1996, Grifter wrote:

> I seem to be sending a lot of postings today.  Well here's another.
> 
> This really isn't important but I'd like to see where most of you stand 
> on this.  My current project is using a 32 colour display, however, I 
> would like to use the Half-brite mode (I realize this will mean a speed 
> decrease when scrolling).  Is ECS considered the minimum now 
> or should I maintain the 32 colours to ensure that I reach as many users 
> as possible.  The colours will mainly be used by users to create tiles 
> and I'd like them to have the best possible selection to work with.

I don't know what ECS has to do with it. HB has always been possible, AFAIK.

.......................................................................
.       Branko Collin          .                                      .
.                              .                                      .
.   //  u249026@vm.uci.kun.nl  .                                      .
. \X/   bcollin@mpi.nl         .                                      .
.......................................................................


From mystic@tlti.tokem.fi Wed Feb 14 08:05:33 1996
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Date: Wed, 14 Feb 1996 13:09:39 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
To: Ville Ranki <cosmo@sci.fi>
Cc: Amos List <amos-list@conan.eds-ms.com>
Subject: Re: tmapping on amos (was: Can ... 030/compiler prob?)
In-Reply-To: <Pine.sol.3.90.960212155915.19490B-100000@borg>
Message-Id: <Pine.SUN.3.90.960214130532.6867F-100000@tlti>
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> > I've a working texture mapping engine in amos, not quite fast yet, but I'll
> > be optimizing it with some machine code routines.
> 
> Wow.. i'm having speed problems doing linevectors in amos, but i guess 
> those assembler parts will help it..

Yes they surely do! The weakest part in amos is probably it's screen system
being so sloooow, and therefore I use my custom copperlists to speed up
my routines.

> 
> > Have you seen My3dEngine (aminet: demo/aga/my3dengine.lha) ?
> > (this isn't actually a texturemapping engine but a raycasting engine)
> 
> Nope, hoing to check it out.
> 
> > Pete
> > mystic@tlti.tokem.fi
> 
> Btw, do you know lots about 3D-programming? I'm a great flight simulator 

I can do rotations, flatshading, gourad shading, texture mapping
and the usual stuff...

> fan, and i've done many myself, but the 3d maths are not right.

I've never done a flight sim probably coz I'm not much into math like 
that ;)

Pete
mystic@tlti.tokem.fi


From calendin@massilia.univ-mrs.fr Wed Feb 14 09:27:09 1996
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From: calendin <calendin@massilia.univ-mrs.fr>
X-Sender: calendin@MASSILIA
To: AMOS List <amos-list@conan.eds-ms.com>
Subject: Intuition screen address
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Hi !


I need a procedure that returns the address of an already open Intuition 
screen by transmitting its name...

something like :

get_address[intuition_screen_name$]


and param would contain the address of the intuition screen...


Can somebody help me, please ?


Thanks in advance !


*****************************************************
*                                                   *
*  Fred. Calendini :  calendin@massilia.univ-mrs.fr *
*                                                   *
*****************************************************

From currie@cpsc.ucalgary.ca Wed Feb 14 15:29:57 1996
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From: "Robert Currie" <currie@zg.eds-ms.com>
Message-Id: <9602141106.ZM29898@zg>
Date: Wed, 14 Feb 1996 11:06:35 -0700
In-Reply-To: DM9200@conrad.appstate.edu
        "ECS the Minimum?" (Feb 13,  4:35pm)
References: <01I1660L04HUBR9WQ4@conrad.appstate.edu>
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To: amos-list@conan.eds-ms.com
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On Feb 13,  4:35pm, DM9200@conrad.appstate.edu wrote:
> Subject: ECS the Minimum?
>
> A Amos-Lister by the handle of Grifter asked:
>
>  "Is ECS considered the minimum now or should I maintain the 32 colours to
ensur I reach as many users as possible."
>
> 64 colour mode ie half-brite can be used by ALL amiga computers, as can HAM.
> The problem you might run into though, is that half-brite generates similar
> graphic artifacting to HAM. This would only be a problem if you have AMOS
> bobs moving around over the half-brite graphic.
>
> So if it's a static graphic screen you are displaying, go ahead with
half-brite
> or better HAM! Note that you can't use hires (more than 352 vertical columns
> of on-screen resolution) if you want ECS/OCS users to run your program.
>
> Of course since AMOS doesn't support AGA you can't do greater than ECS/OCS
> graphic modes anyway. So what are we talking about? :')
>
> -----------------------------------------------------------------------------
>    From the Desk of Daniel Miller: "as I run through November's leaves..."
> -----------------------------------------------------------------------------
>-- End of excerpt from DM9200@conrad.appstate.edu


	An ECS computer is required to do half-brite mode(meaning any one with
more than an Amiga1000). Just thought I would add that since believe it or not
some people still have and use 1000's. Also, unless it happens to be the bob
routines that generate artifacts, EHB shouldn't be making any.




-- 

--------------------------------------------------------				                   Robert Currie
	     currie@cpsc.ucalgary.ca
---------------------------------------------------------

From aylin.dinet.com!ZINOCAVE.wind.dbn.dinet.com!FRANK@mail.shlink.de Wed Feb 14 16:42:46 1996
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To: amos-list@conan.eds-ms.com
Message-Id: <xH2uVMD0aRz1@frosch.zinocave.wind.dbn.dinet.com>
From: FRANK@ZINOCAVE.wind.dbn.dinet.com (Frank Otto)
Path: dbs.dbn.dinet.com!zinocave.wind.dbn.dinet.com
Organization: MicroDot 1.10 []
Subject: Re: Parrot Island
Date: Mon, 12 Feb 1996 00:00:00 +0100
X-Mailer: MicroDot 1.10 [UNREGISTRIERT]
X-Gateway: ZCONNECT aylin.dinet.com [UNIX/Connect v0.74b]
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Status: RO
X-Status: 

D0> Frank Otto had responded to my comments about his Monkey Island style RPG:
D0>
D0> FO: The amiga (500/NTSC) crashes when the man falls in the water?
D0>
D0>  Well, no, but the program crashes and ends.

The reason for this *must* be not enough memory. The game needs about 700
KByte of free memory. You should play it from harddisk and not from RAM:.

D0> FO: The palette doesn't have enough colours, so the man had to be yellow.
D0>
D0>  You could go 32 colours for this, couldn't you? The game currently seems
D0>  to have a limited brown/yellow/green palette.

32 colours are used. 16 for the game figure and all the other objects and
16 for the background.

D0>  As for the NTSC support, I am getting more used to Chris Hames' Degrader
D0>  program, and have found this is not a big problem. If you used Amos's
D0>  detect NTSC command, and Screen Displayed at what, 128,20,352,240?, you
D0>  might be able to make this NTSC friendly though. I did this for the
D0>  replacement version of Rocko.lha (aminet game/misc after tomorrow) but
D0>  actually, I have no idea if it worked for PAL systems.

It can't be run from NTSC as far as I know because the screen uses
vertically 256 lines (that's PAL) and in NTSC AMOS cuts every line
from 201 to 256.
Anyone knowing how to stop AMOS in cutting these lines? If there's a
possibility I'll release a patch.

D0>  Another suggestion: Have the pointer change to show if the man can change
D0>  screens to the left or right. Instead of requiring the pointer to be at
D0>  the very edge of the screen to go right or left, make a narrow zone that
D0>  can be clicked in to do this.

If the game sells well, I would maybe make features like this. But
unfortunately it doesn't sell well (only 2 copies sold by now) :-(


bye,

Frank
EMail: Frank@Zinocave.Wind.DBN.Dinet.Com (Frank Otto)



From T.Lewis@bton.ac.uk Thu Feb 15 04:05:53 1996
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From: T.Lewis@bton.ac.uk (Eddie)
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Subject: Re: Scrolling
To: philhy@innotts.co.uk (Phil Hacker Young)
Date: Tue, 13 Feb 1996 15:48:37 +0000 (GMT)
Cc: amos-list@conan.eds-ms.com
In-Reply-To: <199602131139.LAA13149@carlton.innotts.co.uk> from "Phil Hacker Young" at Feb 13, 96 11:39:25 am
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>
> Hello fellow amos list people!
>
> I'm trying to write a top view racing game using the original AMOS and
> compiler on an A500.
>
Cool!

> I'm pretty experienced at using AMOS, but I just can't get a scrolling
> rountine that is fast will retaining a playable level of smoothness.
>
> Can anyone give me any tips on how to make cool scrolling?
>
    If you find out, let me know 'cos I'm desperate to find the same solution!
AMOS just cannot scroll very well, especially in 32 colours.

> I know everyone will say buy this extension, program it in machine code etc.
>  but I'm just a poor student who isn't very good at assembler.  I could
> probably afford some sort of shareware extension like 'The missing Link' for
> STOS.(AMOS on the ST).
>
    Yeh, I know that feeling.  Life is hard as a student!  Ho hum.  Come on
guys, give us a break :-)


--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*                                   *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From <@greenwich.ac.uk:WA549@greenwich.ac.uk> Thu Feb 15 02:07:02 1996
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          id <06046-0@odin.greenwich.ac.uk>; Tue, 13 Feb 1996 19:16:43 +0000
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From: Alex Walker <WA549@greenwich.ac.uk>
Organization: the University of Greenwich
To: amos-list@conan.eds-ms.com
Date: Tue, 13 Feb 1996 19:14:29 GMT
Mime-Version: 1.0
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Subject: Re: PACMAN (lazy) DOT Handling
Priority: normal
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Status: RO
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> > Someone named Alex was heard to ask:
> > 
> > "Until then is there anything in particular that you wanted to know about
> > coding games that use the PACMAN style of gameplay."
> > 
> > Yeah, what do you use for the little dots that the funny mouth man eats,
> > bobs, sprites or background graphics. I've found that simply PLOTting the
> > dots is too slow when you have to erase 'em as he eats 'em and also you 
> > run into problems when you have about 80 little bobs onscreen.

 At the begginning of each maze I paste a bob image of a dot/pip onto the 
 screen, I then pack the screen into a data bank using the PACK 
 command, at the end of each level i unpack the bank onto the screen, 
 this takes less time than redrawing the dots all over again.
 The funny mouth man is a displayed using a sprite. I erase the dots 
 by pasting a blank bob of the correct size and colour. When 
 uncompiled this method of deleting the dots slows things down, but 
 when compiled it doesn't make that much difference, I'm sure that 
 there are faster ways to do it, but the method I have been using 
 doesn't interfere with the smoothness of the gameplay.
 
 Don't use bobs for the Dots, you can use the plot command and delete
 the dots as the player sprite eats them, when the program is compiled 
 the speed of the process will increase.
 
 
-Alex 
WA549@GREENWICH.AC.UK


From bwyatt@paston.co.uk Thu Feb 15 01:19:03 1996
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Date: 	Tue, 13 Feb 96 21:42:51 GMT
Message-Id: <9602132142.AA005fc@paston.co.uk.uucp>
In-Reply-To: <Pine.sol.3.90.960213201536.22841C-100000@borg>
             (from Ville Ranki <cosmo@sci.fi>)
             (on Tue, 13 Feb 96 20:16:49)
Lines: 35
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: My Games list
Status: RO
X-Status: 

Greetings Ville, you wrote some text on the subject My Games list, and
now I'm going to answer it

VR> This is LIST of games i've made with Amos. Anybody want anything?

<SNIP>

I'd really like ALL of them! As soon as you finish any of them, upload
them to aminet and tell me!

VR> zoom&rot8 - A Zoom AND rotate effect in Amos!
VR> 
VR>             * 100% done

Pah! That's easy! The hard bit is getting it to run fast! ;-)

Why not upload it to aminet?!

VR> This was not ALL.. i've made many minor Games, Intros, utils
VR> AND fun-programs not mentioned here.

Upload them all to aminet!

VR> Bonus: A small rotating starfield-effect

<SNIP>

Excellent! I'll try it out!

(and then you could upload it to aminet?) ;-)

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From martijn@tc6.chem.ruu.nl Thu Feb 15 01:25:43 1996
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	(1.37.109.4/16.2) id AA19255; Wed, 14 Feb 96 10:08:38 +0100
Subject: Re: 32 or HB colour mode
To: cs922069@red.ariel.cs.yorku.ca (Grifter)
Date: Wed, 14 Feb 96 10:08:35 MET
Cc: amos-list@conan.eds-ms.com (Discussion list)
In-Reply-To: <Pine.SOL.3.91.960213112759.16732I-100000@red>; from "Grifter" at Feb 13, 96 11:44 am
From: m.g.d.wehrens@chem.ruu.nl (Martijn Wehrens)
Organisation: Utrecht University
Reply: m.g.d.wehrens@chem.ruu.nl
Reply-To: m.g.d.wehrens@chem.ruu.nl
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

Grifter wrote:> 
> 
> My current project is using a 32 colour display, however, I 
> would like to use the Half-brite mode (I realize this will mean a speed 
> decrease when scrolling).  Is ECS considered the minimum now 
> or should I maintain the 32 colours to ensure that I reach as many users 
> as possible.  The colours will mainly be used by users to create tiles 
> and I'd like them to have the best possible selection to work with.
> 	Also, how popular are non-computer RPGs in Europe.
> Any comments appreciated.
> 
The only computers unable to display EHB are the very first
Amiga 1000. 
Since there are not very many of those, I would think you
can go for EHB without trouble.
That is: mind the chip-mem consumption!!!
(reserve work and data banks as fast mem!)
EHB is officialy part of the OCS.
Maybe the Amiga 1000's chipset should be called 'ancient
chip set'

As to RPGs: I happen to take part in two sessions.(RolemasteR)
            I think it is a lot of fun. I also think
            it is difficult to say anything about 'popular'
            many people I know don't realy get it, they mostly
            don't play computer-based RPGs either.
Most RPGs are too difficult for the MSdumb-crowd. :-/

---------------------------------------------------------------
Martijn Wehrens, Theoretical Chemistry Group Utrecht University
email m.g.d.wehrens@chem.ruu.nl          
---------------------------------------------------------------

From dejong@cpt6.stm.tudelft.nl Thu Feb 15 01:25:48 1996
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	(1.38.193.4/16.2) id AA25381; Wed, 14 Feb 1996 15:03:44 +0100
From: "Maarten D. de Jong" <dejong@cpt6.stm.tudelft.nl>
Subject: Re: 32 or HB colour mode
To: amos-list@conan.eds-ms.com
Date: Wed, 14 Feb 96 15:03:44 MET
In-Reply-To: <Pine.HPP.3.91.960214112545.10657B-100000@mpih19>; from "Branko Collin" at Feb 14, 96 11:26 am
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

> 
> On Tue, 13 Feb 1996, Grifter wrote:
> 
> > I seem to be sending a lot of postings today.  Well here's another.
> > 
> > This really isn't important but I'd like to see where most of you stand 
> > on this.  My current project is using a 32 colour display, however, I 
> > would like to use the Half-brite mode (I realize this will mean a speed 
> > decrease when scrolling).  Is ECS considered the minimum now 
> > or should I maintain the 32 colours to ensure that I reach as many users 
> > as possible.  The colours will mainly be used by users to create tiles 
> > and I'd like them to have the best possible selection to work with.
> 
> I don't know what ECS has to do with it. HB has always been possible, AFAIK.

Except on very early A1000's, EHB is not possible. But I think noone on this
list is using those old models anyway (are you?)

Maarten

--
******************************************************************************
*      We learn from history that we never learn anything from history.      *
******************************************************************************
                              |
  Maarten D. de Jong          |   
  dejong@cpt6.stm.tudelft.nl  |
                              |
------------------------------------------------------------------------------

From cubic.xg.com!chrisevans@multiboard.com Thu Feb 15 06:52:44 1996
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From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <10E1E156@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: message for Morris
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

                       
Hi Morris,

I tried replying to your @xs4all.com   address but it got bumped back to
me.

[Best AMOS Engines]

> Can't you send the engines by UUencoded Email
> can you mail them to me, i am in desperate need for some good
> game engines.
> I've got lots of graphics and ideas but no useable code.

> I am waiting eagerly for your reply

I'd be glad to try but I never have much luck doing that ... I think my
Encoder is retarded.  There have been several replies about this and I
just sent a message to Internet guru and List member Andy Church to see if
he would put these up somewhere ... maybe the AMOS WWW site or the Aminet.
 So do you want to hang on a day or two till we hear back from him? ...
(post your reply on the List, Andy).
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 56 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From uv334@freenet.victoria.bc.ca Wed Feb 14 18:51:35 1996
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Date: Wed, 14 Feb 1996 12:48:46 -0800 (PST)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: RayCasting Code ???
To: Amos List <amos-list@conan.eds-ms.com>
Message-Id: <Pine.3.89.9602141239.A25531-0100000@vifa1>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

I'm not sure if this is really great raycasting code.  If it isn't, or if 
you can fix the "fishbowl" effect I get in 3D mode, please tell me.

--Amos The Creator Code V1.36, everyone, so no sneaky AmosPro things--

Screen Open 0,320,200,4,Lowres : Curs Off 
Randomize Timer
Dim GSIN(359),GCOS(359),INVCOS(60),MAP(7,7)
Global GSIN(),GCOS(),INVCOS()
Global MAP(),BSIZE
BSIZE=16
For I=0 To 7
  For J=0 To 7
    Read MAP(I,J)
  Next 
Next 
MAKETRIG
CX=90 : CY=70 : ANG=270
MAPDRAW
Do 
  Cls 0,160,0 To 320,200
  Add RINK,1,1 To 3
  SX=0 : Z=0
  For I=-30 To 30
    Ink RINK
    RAYCAST[CX,CY,ANG+I,2]
    EZ=(Z*160)/60 : YZ=Param
    '
    'Unfixed Raycaster 
    '
    DX=YZ : DZ=50-(DX/4)
    Cls 2,160+SZ,50-DZ To 160+EZ,50+DZ
    '
    'My attempt to cancel Sinusoidal Effect
    'Inverse Cosine? 
    'Unfortunately, it produces the EXACT SAME NUMBERS AS ABOVE! 
    '
    'DY=YZ*(1/Cos(I)) : DZ=50-(DY/4) 
    'Cls 2,160+SZ,150-DZ To 160+EZ,150+DZ
    '
    SZ=EZ
    Inc Z
  Next 
  Repeat 
    A$=Inkey$
  Until A$<>""
  If A$=Cleft$ : Add ANG,-16 : End If 
  If A$=Cright$ : Add ANG,16 : End If 
  ANG=(ANG+360) mod 360
  If A$=Cup$
    ZX=CX+((GSIN(ANG)*8)/256)
    ZY=CY-((GCOS(ANG)*8)/256)
    If MAP(ZX/BSIZE,ZY/BSIZE)<>0
      If MAP(CX/BSIZE,ZY/BSIZE)=0
        CY=ZY
      End If 
      If MAP(ZX/BSIZE,CY/BSIZE)=0
        CX=ZX
      End If 
    Else 
      CX=ZX : CY=ZY
    End If 
  End If 
Loop 
'
'
'
Data 1,1,1,1,1,1,1,1
Data 1,0,0,0,0,1,0,1
Data 1,1,1,0,0,1,0,1
Data 1,0,0,0,0,1,0,1
Data 1,1,1,1,0,1,0,1
Data 1,0,0,0,0,0,0,1
Data 1,0,0,0,0,0,0,1
Data 1,1,1,1,1,1,1,1
'
'
Procedure MAKETRIG
  Degree 
  For I=0 To 359
    GSIN(I)=Sin(I)*256
    GCOS(I)=Cos(I)*256
    If I<61
      INVCOS(I)=(1.0/Cos(I-30))*256
    End If 
  Next 
End Proc
Procedure MAPDRAW
  Cls 0
  For I=0 To 7
    DI=I*16
    For J=0 To 7
      DJ=J*16
      Cls MAP(I,J),DI,DJ To DI+16,DJ+16
    Next 
  Next 
End Proc
Procedure RAYCAST[X,Y,ANGLE,ACC]
  '
  'You can see how the raycaster works on the map screen 
  '
  ANG=(ANGLE+360) mod 360
  CASTING=True
  DEPTH=0
  Repeat 
    DX=X+((GSIN(ANG)*DEPTH)/256)
    DY=Y-((GCOS(ANG)*DEPTH)/256)
    MX=DX/BSIZE
    MY=DY/BSIZE
    If MAP(MX,MY)<>0
      Draw X,Y To DX,DY
      CDEPTH=DEPTH
      CASTING=False
    End If 
    Add DEPTH,ACC
  Until Not CASTING
End Proc[CDEPTH]

John C. Bintz - * uv334@freenet.victoria.bc.ca *
WWW:  http://dragon.res.cmu.edu/JohnBintz/HOME.HTM
      NetScape Friendly!!

Check these out on Aminet:
  game/role/RPGEdito.lzh    RPG Editor Version 1.0


From matottsd@logic.camp.clarkson.edu Thu Feb 15 06:02:39 1996
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Date: Wed, 14 Feb 1996 16:16:38 -0500
From: matottsd@logic.camp.clarkson.edu (Scott D. Matott)
Message-Id: <9602142116.AA31235@logic.camp.clarkson.edu>
To: amos-list@conan.eds-ms.com
Subject: Screen Scroll and Tiles
Status: RO
X-Status: 

	Hello all,
		A while ago I posted a question about Logi/Physi
	screen swapping and a nimber of you wrote to me advising
	the use of tiles to create srceen scrolling, Well naturally
	I've a few questions about all this,
	First, how can such a sytem of pasting tiles at the edge of
		the screen as others are scrolling off be done 
		within one Vertical Blank, or at least
		a reaonable number of them.
	Second, How can such a sytem be manipulated to
		produce 8-way scrolling, that is simeltaneous
		x and y scrolling?
	And lastly,
		How to set up or get a tile map editor capable
		of pasting chunks of a map on the fly?

		As always thanks for all the advice,
				Scott Matott sXe

From matottsd@logic.camp.clarkson.edu Thu Feb 15 01:58:52 1996
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Date: Wed, 14 Feb 1996 16:19:34 -0500
From: matottsd@logic.camp.clarkson.edu (Scott D. Matott)
Message-Id: <9602142119.AA30229@logic.camp.clarkson.edu>
To: amos-list@conan.eds-ms.com
Subject: BOUNCE?
Status: RO
X-Status: 

	Hello,
		Recently I took a program off the Aminet entitled
	Bounce, which was evidently written in Amos and even
	was nice enough to include the source code.  The problem
	is everytime i run the Compiled version of the game it
	fails, and running the source code generates a Dual 
	Playfield faliure error.  I can't recall the game's
	auther off hand and thought maybe one of you
	might have written it, if so perhaps you can tell
	me what's wrong.
			Thanks,
				Scott Matott sXe

From fer007@freenet.scri.fsu.edu Wed Feb 14 19:08:37 1996
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Date: Wed, 14 Feb 1996 17:40:23 -0500 (EST)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: Flight sim code for Ville
To: chrisevans <chrisevans@cubic.xg.com>
Cc: amos-list@conan.eds-ms.com
In-Reply-To: <0F8F8F62@cubic.xg.com>
Message-Id: <Pine.3.89.9602141740.A6689-0100000@freenet3.scri.fsu.edu>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 



On Tue, 13 Feb 1996, chrisevans wrote:

>                 
> > Btw, do you know lots about 3D-programming? I'm a great flight
> > simulator
> > fan, and i've done many myself, but the 3d maths are not
> > right.
> 
> Have you seen that flight sim code from one of the AMOS club disks, green
> scenery and blue sky, and you control the cockpit view with the joystick? 
> I liked it so much I added some colorful explosions, but didn't take it
> any further.
> -Chris.
     No, haven't seen it but would like to :)
     Is it in Amos PC cd v1 ?
        Fernando Bartra

> 
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Work:  Chris.Evans@onlinesys.com
> Play:  ChrisEvans@cubic.xg.com
> Fido:  Chris Evans 1:2401/302
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> 
> ... This copy of GEdit has been unregistered for 55 days.
> 
> 
> 
> /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
> 
> |  The views of the author are of their own and not the originating system
>  |
> 
> \_________________________________________________________________________/
> 
> 
>    Email: chrisevans@cubic.xg.com <Chrisevans>
> 

From comlink.mpx.com.au!Darryl_Lewis@cristal.mpx.com.au Thu Feb 15 01:01:54 1996
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Date: Wed, 14 Feb 96 23:25:39 1100
Message-Id: <9602150525.AA02ggc@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@tarkan.eds-ms.com
Subject: Re: Anyone know the file format of Amos 3D
Status: RO
X-Status: 

 DJD> From: D.J.Davies@exeter.ac.uk
 DJD> Subject: Anyone know the file format of Amos 3D

 DJD> er.... Anyone know the file format of Amos 3D?


 DJD> The editor is enormously bad...... no one has made a Dem to Amos 3D
 DJD> converter have they? or an Imagine 3 converter......

If anyone has any information on the fromat of the amos 3D files, I'll
attempt to create a conversion program. It probably would convert TDDD
files (that's the format of Imagine) to amos 3D. 
     If I do write it, it would have quite a few limitations. The objects
converted would have to be fairly simple, otherwise poor little amos would
not be able to move thousand surfaced objects. But , I still think it's
worth looking into. I'd probably have a good deal of it already written in
my anim2bob (version 2) converter.
So, if anyone can give me some info on amos 3D file structures, I'll take a
bash at it.


-- Via DLG Pro v1.0

--
Darryl

 IMAGINE INFO  #####\             _             /#####    AMOS INFO
Amiga 2000     #( )# |          _( )__         | #( )#  AmosPro + Compiler
Amiga 3000T    ##### |         /_    /         | #####  APME (Get it!)
486DX2-66      #" "# |     ___m/I_ //_____     | #" "#  Turbo extension
Imagine 3.0    # O # |____#-x.\ /++m\ /.x-#____| # O #  3D extension
Intermediate   #m.m# |   /" \ ///###\\\ / "\   | #m.m#  BBS extension
               #####/    ######/     \######    \#####
                      Profession-  Disk Jockey
                       WWW page opening soon

From comlink.mpx.com.au!Darryl_Lewis@cristal.mpx.com.au Thu Feb 15 01:14:44 1996
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Date: Wed, 14 Feb 96 23:44:24 1100
Message-Id: <9602150544.AA02ggm@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@tarkan.eds-ms.com
Subject: code help
Status: RO
X-Status: 

I'm still in need of help with that code I sent earlier last week.
Has anyone looked at it?
Any help appreciated.

Another topic:
On the amiga we have snoopdos. Is there a similar program on the PC?
I need to see what files a windoze program is accessing. Any ideas?

Another topic: I'll send my raycaster (aka Doom clone) to John Bintz this
weekend. It works on a PC, written in C++. As this is an Amos list, maybe
no one else is interested, but if no one objects, and there are enough (and
I mean lots) of requests, I might post it here. If anyone objects, I won't.

Last topic: I'm putting the finishing touches on my web page, and have
included an amos file section. I have a few links to other amos pages, such
as Andys, but if there are anyothers on the list who have pages, let me
know, so I can include yours in the list.
oh yes, the file section will include English versions of the instructions
to the Turbo extension. Sorry, no nude pictures :-)

-- Via DLG Pro v1.0

--
Darryl

 IMAGINE INFO  #####\             _             /#####    AMOS INFO
Amiga 2000     #( )# |          _( )__         | #( )#  AmosPro + Compiler
Amiga 3000T    ##### |         /_    /         | #####  APME (Get it!)
486DX2-66      #" "# |     ___m/I_ //_____     | #" "#  Turbo extension
Imagine 3.0    # O # |____#-x.\ /++m\ /.x-#____| # O #  3D extension
Intermediate   #m.m# |   /" \ ///###\\\ / "\   | #m.m#  BBS extension
               #####/    ######/     \######    \#####
                      Profession-  Disk Jockey
                       WWW page opening soon

From amos-list@sneech.demon.co.uk Thu Feb 15 01:38:56 1996
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Date: Thu, 15 Feb 96 03:03:55 GMT
Message-Id: <9602150303.AA000zg@sneech.demon.co.uk>
Organization: None
X-Mailviewer: Mail 1.15
From: Paul Burkey <amos-list@sneech.demon.co.uk>
To: amos-list@conan.eds-ms.com
Subject: Re: 32 or HB colour mode
Status: RO
X-Status: 

Hi,

> grifter wrote:-
>This really isn't important but I'd like to see where most of you stand 
>on this.  My current project is using a 32 colour display, however, I 
>would like to use the Half-brite mode (I realize this will mean a speed 
>decrease when scrolling).  Is ECS considered the minimum now 
>or should I maintain the 32 colours to ensure that I reach as many users 
>as possible.  The colours will mainly be used by users to create tiles 
>and I'd like them to have the best possible selection to work with.

Well 64 colours EHB mode has been around now for 11 years so I would
guess thats some sort of standard ;)

I don't think its possible to write a game in AMOS that isn't compatable
with the original A500. "Appart from some things" so don't give me a list
of examples :)

As for 64 colours ECS or AGA mode, can you use 64 colours without EHB?
I think you can but not with AMOS!

32 colours for a game is just about minimum really these days. We all
moan about not having real AGA support with AMOS and then write 16 colour
games with it. I saw an scrolling Shoot'em'up the other day that was
written in AMOS and I was quite impressed with the speed but after looking
close I had a good reason to think it was in 8 colour only :( I mean
you can do better than that with 'SEUCS' YEUK!!


--
,-------------------------, There will be rumours of things going
|Paul Burkey      \|/     | astray, and a great confusion as to where
|IRC: shoecake    O^O     | things really are, and nobody will really
+-------------oOo-(_)-oOo-+ know where lieth those little things with
|paulb@sneech.demon.co.uk | the sort of raffia work base, that has an
'-------------------------' attachment that will not be there.

From HHYLCPD@hhn1.hughall.nottingham.ac.uk Thu Feb 15 05:36:05 1996
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From: Me <HHYLCPD@hhn1.hughall.nottingham.ac.uk>
Organization:  HSH, University of Nottingham
To: T.Lewis@bton.ac.uk (Eddie), amos-list@conan.eds-ms.com
Date:          Thu, 15 Feb 1996 09:05:48 GMT0BST
Subject:       Re: Scrolling
Priority: normal
X-Mailer: Pegasus Mail v3.22
Message-Id: <262441362F@hhn1.hughall.nottingham.ac.uk>
Status: RO
X-Status: 

> >
> > Hello fellow amos list people!
> >
> > I'm trying to write a top view racing game using the original AMOS and
> > compiler on an A500.
> >
> Cool!
> 
Indeed!

> > I'm pretty experienced at using AMOS, but I just can't get a scrolling
> > rountine that is fast will retaining a playable level of smoothness.
> >
> > Can anyone give me any tips on how to make cool scrolling?
> >
>     If you find out, let me know 'cos I'm desperate to find the same solution!
> AMOS just cannot scroll very well, especially in 32 colours.
> 
Why not try hardware scrolling?  Open a screen bigger than the 
physical screen and use screen offset?  The scroller for this is 
f**king fast, so you wouldn't have any problems.  Well, except the 
fact that you'll be limited to the size of the tracks (1023x1023 
pixels) but that's not too bad.  The only drawback is memory, but top-
down racing games are fairly easy on memory apart from the track.  
This is the method I used, and it worked fine for me!

> > I know everyone will say buy this extension, program it in machine code etc.
> >  but I'm just a poor student who isn't very good at assembler.  I could
> > probably afford some sort of shareware extension like 'The missing Link' for
> > STOS.(AMOS on the ST).
> >
>     Yeh, I know that feeling.  Life is hard as a student!  Ho hum.  Come on
> guys, give us a break :-)
> 
Yeah!
         ___     _,.--.,_
      .-~   ~--"~-.   ._ "-.
     /      ./_    Y    "-. \       Love Carl Drinkwater, xxx
    Y       :~     !         Y
    lq p    |     /         .|      Long list of E-Mail addresses :-
 _   \. .-, l    /          |j
()\___) |/   \_/";          !       hhylcpd@hhn1.nott.ac.uk
 \._____.-~\  .  ~\.      ./        cpd@cs.nott.ac.uk
            Y_ Y_. "vr"~  T         cpd@oblivion.nott.ac.uk
            (  (    |L    j         dermot@nether.net
            [nn[nn..][nn..]     
        ~~~~~~~~~~~~~~~~~~~~~~~

From aashg@public.sta.net.cn Thu Feb 15 05:21:15 1996
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Subject: AMOS Pro and Kickstart 3.1
To: achurch@goober.mbhs.edu, adt@clare.tased.edu.au, achurch@goober.mbhs.edu,
        chris@surprise.rhein-ruhr.de, chris@sixpack.pfalz.org,
        frank@zinocave.wind.dbn.sub.org, mcox@access.digex.net,
        paul.hickman@ecl.etherm.co.uk, ph@doc.ic.ac.uk,
        steve@dcandy.demon.co.uk
X-Mailer: SPRY Mail Version: 04.00.06.17
Status: RO
X-Status: 

Dear fellow AMOS programmer,

It is with great regret that I am reaching out for assistance
in a desperate time with a very short time frame to complete
my current project.

The situation is this, I am using hires interlaced screens
on an A1200 with Kickstart V3.0 (39.106) and AMOS Pro V2
with no problems at all, but with Kickstart V3.1 (40.68) I am
unable to display hires interlaced screens properly, they
appear to open correctly but are simply not laced and so
every second line is missing!!

Is there any known fix for this, is there some way to do
a poke etc. to force the screen into lace mode ? Any
help will be greatly appreciated :-(

Paul Wilsher e-mail aashg@public.sta.net.cn

From amos-list@sneech.demon.co.uk Thu Feb 15 08:33:16 1996
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Date: Wed, 14 Feb 96 03:29:02 GMT
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X-Mailviewer: Mail 1.15
From: Paul Burkey <amos-list@sneech.demon.co.uk>
To: amos-list@conan.eds-ms.com
Subject: Re: Appending Sprites/Bobs
Status: RO
X-Status: 

Hi there!

I managed to delete all my amos-list messages just 5 mins ago but just
before doing so I noticed some strange goings on.

Joining two sprite/bob banks?

Well if you look in the manual for 'Load' it says:-
---------------------------------------------------------------------
LOAD "Filename"[,n]

If 'n' is omitted or is assigned a zero, the current bank will be
completely overwritten by the new sprites. Any other value for 'n'
forces the new sprites to be appended to this bank. This allows you
to combine several sprite files into the same program.
---------------------------------------------------------------------

If this is what your after, then bob's your uncle!

I just love the AMOS manual, I just wish the Blitz manual was this good!

Any more manual quotes, needed?

Cheers,


--
,-------------------------, There will be rumours of things going
|Paul Burkey      \|/     | astray, and a great confusion as to where
|IRC: shoecake    O^O     | things really are, and nobody will really
+-------------oOo-(_)-oOo-+ know where lieth those little things with
|paulb@sneech.demon.co.uk | the sort of raffia work base, that has an
'-------------------------' attachment that will not be there.

From cm5isajn@cr47c.staffs.ac.uk Thu Feb 15 08:36:15 1996
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Date: Thu, 15 Feb 1996 12:07:34 +0100
Message-Id: <96021512073379@cr47c.staffs.ac.uk>
From: cm5isajn@cr47c.staffs.ac.uk (If god made anything better than bed, he kept it to himself.)
To: AMOS-LIST@conan.eds-ms.com
Subject: cheers
X-Vms-To: AMOS-LIST@CONAN.EDS-MS.COM
Status: RO
X-Status: 

Thanks go out to Grifter and Ben Crowl,
	but I think Ben Crowl's method is the one which cuts it.
	Cheers man, now I can maybe get the game finished :)

P.S. Anyone know how to read 2 button/CD32 joypad buttons? 

	Spender

From bwyatt@paston.co.uk Thu Feb 15 14:42:51 1996
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Date: 	Thu, 15 Feb 96 13:46:55 GMT
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In-Reply-To: <9602142119.AA30229@logic.camp.clarkson.edu>
             (from matottsd@logic.camp.clarkson.edu (Scott D. Matott))
             (on Wed, 14 Feb 96 16:19:34)
Lines: 24
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: BOUNCE?
Status: RO
X-Status: 

Greetings Scott, you wrote some text on the subject BOUNCE?, and now I'm
going to answer it

SDM> 	Hello,
SDM> 		Recently I took a program off the Aminet entitled
SDM> 	Bounce, which was evidently written in Amos and even
SDM> 	was nice enough to include the source code.  The problem
SDM> 	is everytime i run the Compiled version of the game it
SDM> 	fails, and running the source code generates a Dual 
SDM> 	Playfield faliure error.  I can't recall the game's
SDM> 	auther off hand and thought maybe one of you
SDM> 	might have written it, if so perhaps you can tell
SDM> 	me what's wrong.

Tis my game.

What's your amiga set up?

I wrote it on a A600 with 1Mb, WB2.04 and it works fine.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From cm4bcans@bs47c.staffs.ac.uk Thu Feb 15 11:46:19 1996
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Date: Thu, 15 Feb 1996 14:30:40 +0000 (GMT)
From: "A.N.Smith" <cm4bcans@bs47c.staffs.ac.uk>
Subject: MENU BANKS
To: amos list <amos-list@conan.eds-ms.com>
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Status: RO
X-Status: 

Hello everyone on the list.  What I would like to know is does anyone 
have the memory bank structure of menu banks??  All the structures of the 
other banks were included in the AMOS PRO manual but for some reason they 
left the Menu format out!!

If anyone knows the EXACT structure or knows where I can get it then I 
would be extremely grateful.

Thanks in advance.

-------------------------------------------------------------------------------
Andy Smith                        
Staffordshire University

       "I never forget a face, but in your case I'll make an exception"
-------------------------------------------------------------------------------


From cm4bcans@bs47c.staffs.ac.uk Thu Feb 15 11:30:08 1996
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Date: Thu, 15 Feb 1996 14:32:47 +0000 (GMT)
From: "A.N.Smith" <cm4bcans@bs47c.staffs.ac.uk>
Subject: New accessories
To: amos list <amos-list@conan.eds-ms.com>
Message-Id: <Pine.3.89.9602151453.B18836-0100000@bs47c.staffs.ac.uk>
Mime-Version: 1.0
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Status: RO
X-Status: 

I am currently writing a set of new accessories for Amos Pro.  I am 
rewriting all the old ones and updating them to include consistent user 
interfaces.  What I would like to know is there any accessory that 
anybody would like writing, something that they feel would be really 
useful? Hopefully, I shall release the set as licenceware when its 
finished.  Is there a market for this do you think?  Ideas and 
suggestions would be welcome.

Thanks.


-------------------------------------------------------------------------------
Andy Smith                        
Staffordshire University

       "I never forget a face, but in your case I'll make an exception"
-------------------------------------------------------------------------------


From bwyatt@paston.co.uk Thu Feb 15 14:41:39 1996
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Lines: 85
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: More optimisation tips
Status: RO
X-Status: 

Here are some more tips for squeezing speed out of AMOS code, continuing
from the previous tips (Paul Hickman's included)...

13. Use global variables to return parameters from procedures, rather than
    Param.

14. Use Cls col,x1,y1 To x2,y2 instead of Bar x1,y1 To x2,y2.
    Note : Use R Bar in Turbo instead if possible.

15. Use Polyline to draw boxes instead of Box.
    Note : Use R Box in Turbo instead if possible.

    Eg.
       Don't use :
          Box 10,10 To 10,10
       Use this instead :
          Polyline 10,10 To 20,10 To 20,20 To 10,20

16. Use single dimensional arrays instead of two dimensional ones if
    possible.

    Eg.
       Don't use :
          Dim A(2,100)
       Use this instead :
          Dim A0(100),A1(100),A2(100)

17. Use N=N+A instead of using Inc, Dec or Add. Although the manual claims
    they are faster, when using the AMOSPro Compiler, they actually turn
    out slightly slower.

    Eg.
       Don't use :
          Inc a : Dec b : Add c,10
       Use this instead :
          a=a+1 : b=b-1 : c=c+10

    Note : Although Add is slower in it's short form, the full version
    Add variable,n,base To top is faster than the equivilant code.

18. Use a Repeat / Until loop instead of a For / Next loop.

    Eg.
       Don't use :
          For n=0 to 10
             (code)
          Next n
       Use this instead :
          n=0
          Repeat
             (code)
             n=n+1
          Until n=11 : Rem MUST be one more than with the original For

19. Use Peek(Varptr(a$)+x) instead of Asc(Mid$(a$,x,1)) and
    Poke Varptr(a$)+x,Asc(b$) instead of Mid$(a$,x,1)=b$.

    Eg.
       Don't use :
          A=Asc(Mid$(a$,3,1))
          Mid$(a$,6,1)=b$
       Use this instead :
          A=Peek(Varptr(a$)+3)
          Poke Varptr(a$)+6,Asc(b$) : Rem Asc(b$) should be predefined

    Note : This is just under three times faster!

20. Use Fill to clear an array to a certain value, rather than the
    equivilant For / Next loop.

    Eg.
       Don't use :
          For n=0 to 1000
             A(n)=27
          Next n
       Use this instead :
          Fill Varptr(A(0)) To Varptr(A(1000)),27

I'll be uploading this list to Aminet soon, so if you have any tips to add,
let me know QUICKLY!

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From cs922069@red.ariel.cs.yorku.ca Thu Feb 15 13:18:39 1996
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Date: Thu, 15 Feb 1996 11:32:55 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: reading Joypads
Message-Id: <Pine.SOL.3.91.960215113109.22239A-100000@red>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

I  believe the Amcaf ext. has commands which can read joypads as well as 
joysticks connected via the parallel port.

p.s.
Thanks for the info regarding HB mode (I didn't realize it had been 
around for that long), as well as the correcting me on bank combining.  
Next time I'll wait a day before posting and check the manual first. (I 
have a bad habit of not checking the it)

Grifter,	cs922069@ariel.cs.yorku.ca

From cosmo@sci.fi Thu Feb 15 14:35:22 1996
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Date: Thu, 15 Feb 1996 19:37:36 +0200 (EET)
From: Ville Ranki <cosmo@sci.fi>
X-Sender: cosmo@borg
To: Ben Wyatt <bwyatt@paston.co.uk>
Cc: amos-list@conan.eds-ms.com
Subject: Re: My Games list
In-Reply-To: <9602132142.AA005fc@paston.co.uk.uucp>
Message-Id: <Pine.sol.3.90.960215193246.28686B-100000@borg>
Organization: Scifi Communications International Oy
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Status: RO
X-Status: 

On Tue, 13 Feb 1996, Ben Wyatt wrote:

> I'd really like ALL of them! As soon as you finish any of them, upload
> them to aminet and tell me!

You'll get the best soon..

> Why not upload it to aminet?!

Because it's not so good that anyone would like to see it.. and i could=20
do better!

> Upload them all to aminet!

THey're not ready for it! I don't want any crap on Aminet. Maybe later.

> VR> Bonus: A small rotating starfield-effect
> Excellent! I'll try it out!

Have fun with it!

> (and then you could upload it to aminet?) ;-)

No, no, no! It's not good enough!

=20
,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From cosmo@sci.fi Thu Feb 15 14:29:25 1996
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Date: Thu, 15 Feb 1996 19:41:31 +0200 (EET)
From: Ville Ranki <cosmo@sci.fi>
X-Sender: cosmo@borg
To: Eddie <T.Lewis@bton.ac.uk>
Cc: Phil Hacker Young <philhy@innotts.co.uk>, amos-list@conan.eds-ms.com
Subject: Re: Scrolling
In-Reply-To: <9602131548.AA21116@diamond.bton.ac.uk>
Message-Id: <Pine.sol.3.90.960215193957.28686C-100000@borg>
Organization: Scifi Communications International Oy
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X-Status: 

On Tue, 13 Feb 1996, Eddie wrote:

> > Can anyone give me any tips on how to make cool scrolling?

Make a huge (1024*1024) screen, and use Screen Offset. It eats lots of=20
memory, and the track can't be more than 1024*1024pixels big, but it's fast=
.


,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From cosmo@sci.fi Thu Feb 15 14:52:39 1996
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From: Ville Ranki <cosmo@sci.fi>
X-Sender: cosmo@borg
To: amos-list@conan.eds-ms.com
Subject: Games on my list
Message-Id: <Pine.sol.3.90.960215202444.5096A-100000@borg>
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Status: RO
X-Status: 


   Hi ALL!

Many people have asked me TO send them my Amos-games. So i have
made a pack of the most wanted ones. You have two ways TO get it:

WWW: You can find it in address:
     http://www.sci.fi/~cosmo/stuff.lha

Mail: Send me a message AND ask FOR it. Apologies FOR those
i have promised TO send it via mail, but it's much easier for me (and=20
probably for you too) to send it via WWW. But if you haven't got WWW access=
,=20
send me another message.

The archive is 1.8Mb big, and it's contents are:

 Directories (10) ...
  AOK  dogfight  escape  FMVKahy  Raketx  rescue  splatter  Stooped =20
Underwater=20

 Files (4) ...
  README 164 TICG.DMS 291193  Zoom&Rot82.Amos 1392

Have fun with them!


,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From cubic.xg.com!chrisevans@multiboard.com Fri Feb 16 01:04:26 1996
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Date: Wed, 14 Feb 96 12:18:00 EST5
From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <123434E6@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: Flight Sim code - reply
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

                
> From: Ville Ranki <cosmo@sci.fi>

(CE)> > Have you seen that flight sim code from one of the AMOS club
disks, (CE)green
(CE)> > scenery and blue sky, and you control the cockpit view with the
joystick?

> Nope, can you get it to me possibly? I'd really like to see
> it.

Sure, where are you? ... I'm in Canada.
I can try UUEncoding, but it usually crashes my stuff :-(
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 57 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From cubic.xg.com!chrisevans@multiboard.com Fri Feb 16 01:04:26 1996
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Date: Thu, 15 Feb 96 12:27:00 EST5
From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <123434E8@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: Flight Sim code
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

                               
> > Have you seen that flight sim code from one of the AMOS club disks,
green
> > scenery and blue sky, and you control the cockpit view with the
joystick?

>      No, haven't seen it but would like to :)
>      Is it in Amos PC cd v1 ?
>         Fernando Bartra

e who pays for a disk and stamp.  But there may be a reply soon from Andy
Church about getting these on a WWW site.
TTYL,
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 57 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From bwyatt@paston.co.uk Fri Feb 16 01:18:29 1996
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Date: 	Thu, 15 Feb 96 18:14:18 GMT
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In-Reply-To: <Pine.3.89.9602151453.B18836-0100000@bs47c.staffs.ac.uk>
             (from "A.N.Smith" <cm4bcans@bs47c.staffs.ac.uk>)
             (on Thu, 15 Feb 96 14:32:47)
Lines: 23
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: New accessories
Status: RO
X-Status: 

Greetings A.N.Smith, you wrote some text on the subject New accessories,
and now I'm going to answer it

A> I am currently writing a set of new accessories for Amos Pro.  I am 
A> rewriting all the old ones and updating them to include consistent user 
A> interfaces.  What I would like to know is there any accessory that 
A> anybody would like writing, something that they feel would be really 
A> useful? Hopefully, I shall release the set as licenceware when its 
A> finished.  Is there a market for this do you think?  Ideas and 
A> suggestions would be welcome.

The AMOSPro apps suit my purposes fine. I'm not sure people would want to
BUY another set of apps that are simply updates of programs they already
have.

The only app that would be useful is a decent compression utility, that
can compress (and password encode) normal banks as well as sprite and
icon banks.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From DM9200@conrad.appstate.edu Fri Feb 16 01:05:34 1996
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 Thu, 15 Feb 1996 15:59:07 -0400 (EDT)
Date: Thu, 15 Feb 1996 15:59:07 -0400 (EDT)
Subject: Whatever
To: amos-list@conan.eds-ms.com
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X-Status: 


Spender said:
 "Anyone know how to read 2 button/cd32 joypad buttons?"

You can do it but as soon as you incorporate into your program you cut off
about 98% of the amiga-users out there.

For most arcade things couldn't just the <space bar> be used for the 2nd
button function?

-Daniel Miller

From ph@doc.ic.ac.uk Fri Feb 16 06:09:45 1996
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To: amos-list@conan.eds-ms.com
Subject: Re: Whatever 
In-Reply-To: Your message of "Thu, 15 Feb 1996 15:59:07 -0400."             <01I18XLTHK9EC509XG@conrad.appstate.edu> 
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Date: Fri, 16 Feb 1996 09:46:24 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Status: RO
X-Status: 

> 
> Spender said:
>  "Anyone know how to read 2 button/cd32 joypad buttons?"
I believe there is a sticks extension, but it's not on aminet.

> 
> You can do it but as soon as you incorporate into your program you cut off
> about 98% of the amiga-users out there.
> 
> For most arcade things couldn't just the <space bar> be used for the 2nd
> button function?

You can always give users a choice of control mechanism so those with 2/3 
button
joysticks can use them, and those without can press space.


               M  I  C  R  O  S  O  F  T
         +------------------------------------+
         |  What do you want to crash today?  |
         +------------------------------------+
Paul Hickman - ph@doc.ic.ac.uk - Imperial College Student



From K.L.Lo-94@student.lut.ac.uk Fri Feb 16 07:55:55 1996
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From: "K.L.Lo-94" <K.L.Lo-94@student.lut.ac.uk>
Date: Fri, 16 Feb 1996 11:19:57 +0000 (GMT)
Subject: Two button pads
To: amos-list@conan.eds-ms.com
In-Reply-To: <01I18XLTHK9EC509XG@conrad.appstate.edu>
Message-Id: <Pine.3.05.9602161156.A21198-a100000@hpl.lut.ac.uk>
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Status: RO
X-Status: 

On Thu, 15 Feb 1996 DM9200@conrad.appstate.edu wrote:

> 
> Spender said:
>  "Anyone know how to read 2 button/cd32 joypad buttons?"
> 
> You can do it but as soon as you incorporate into your program you cut off
> about 98% of the amiga-users out there.
> 
> For most arcade things couldn't just the <space bar> be used for the 2nd
> button function?
> 
> -Daniel Miller

IMHO, a better approach would be to handle all the possibly combinations
of control so the game would cater for both punters with normal sticks and
those with sega pads (oops, I swore, sorry).

Would be nice if you could support analogue ones too if it applies to
your game, not many of those are around, I know, but then, it would
make the game 'future-proof'.


Ling - "I've managed to land my ZeeWolf with a mouse!  Yahoo!"



From amos-request@svcs1.digex.net Fri Feb 16 08:44:09 1996
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Date: Fri, 16 Feb 1996 11:20:46 --100
Message-Id: <9602161020.AA13965@kouwenaar.si.hhs.nl>
To: amos-list@access.digex.net
Subject: Dreg() : Too slow!
X-Sun-Charset: US-ASCII
content-length: 430
Status: RO
X-Status: 

Hello. I have a simple(?) question:

I use some assembly programs in my amos program and I pass the correct data-registers on with Dreg(i). The problem is that this is a very slow sollution, since it makes the process last nearly as long when I would not use assembly at all. Is there any faster way to get that data into the data-registers?

Thanx in advance,

Jeroen Knoester. -=Breakout ought to be ready REALLY soon now....=-

From u5o83@cc.keele.ac.uk Fri Feb 16 07:59:09 1996
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Date: Fri, 16 Feb 1996 11:34:07 +0000
To: DM9200@conrad.appstate.edu
From: u5o83@cc.keele.ac.uk (Paul HEALD)
Subject: Re: Whatever
Cc: amos-list@conan.eds-ms.com
Status: RO
X-Status: 

>
>Spender said:
> "Anyone know how to read 2 button/cd32 joypad buttons?"
>
>You can do it but as soon as you incorporate into your program you cut off
>about 98% of the amiga-users out there.
>
>For most arcade things couldn't just the <space bar> be used for the 2nd
>button function?

Or even use both, so if you have the second button, you can use it!!

>
>-Daniel Miller
>
--
	     (|||)
	    ( o o ) 
   +--ooooO---(_)-- Ooooo-------------------------------+
   |						       	|
   |	Paul HEALD <u5o83@cc.keele.ac.uk>	       	|
   |						  	|
   | "Foolproof way to sculpt an elephant...		|
   |  Take a block of marble, and chisel away at 	|
   |  anything that doesn't look like an elephant."     |
   |							|
   +----------------------------------------------------+


From cdrisco@BLDGSVCS.LAN1.UMANITOBA.CA Fri Feb 16 11:42:29 1996
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From: "Driscoll, Chris" <cdrisco@BLDGSVCS.LAN1.UMANITOBA.CA>
To: AMOS-All <amos-list@conan.eds-ms.com>
Subject: Virtual mem
Date: Fri, 16 Feb 96 09:11:00 CST
Message-Id: <31249EB3@BLDGSVCS.LAN1.UMANITOBA.CA>
Encoding: 5 TEXT
X-Mailer: Microsoft Mail V3.0
Status: RO
X-Status: 

     Does anyone know away to use virtual memory with amos? My program has 
many bobs, and pictures, and I would like to use the Hard Drive as memory if 
possible.



From Braneloc@mirex.demon.co.uk Sat Feb 17 01:57:48 1996
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Message-Id: <2217d294.u7t150e.bcdac-Braneloc@mirex.demon.co.uk>
In-Reply-To: <96021512073379@cr47c.staffs.ac.uk>
	     (from cm5isajn@cr47c.staffs.ac.uk (If god made anything better than bed, he kept it to himself.))
	     (at Thu, 15 Feb 1996 12:07:34 +0100)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: cm5isajn@cr47c.staffs.ac.uk, "he kept it to himself.)"@mirex.demon.co.uk
Cc: AMOS-LIST@conan.eds-ms.com
Subject: Re: cheers
Status: RO
X-Status: 

To the one known as If,

> P.S. Anyone know how to read 2 button/CD32 joypad buttons? 

Yes.

 _   _   _        _     _   _     |  "It seems to me that censors are a silly 
|_> |_| |_| |\ | |_ |  | | /   |  |  breed.  In fact, I wonder how they breed
|_> | \ | | | \| |_ |_ |_| \_  .  |  at all" - Max Headroom
                                  |  
'
'    CD32 Joypad 
'
'    (c) K.Hill, Jan 1996
'        
'
'structures begin
'
'Const JPF_BUTTON_FORWARD=$80000 
'Const JPF_LEFT  = 2 
'Const JPF_JOY_UP  = 8   
'Const JPF_BUTTON_REVERSE  =  $40000 
'Const JPF_DOWN  = 4   
'Const JPF_JOY_RIGHT  = 1    
'Const JPF_JOY_LEFT  = 2 
'Const JPF_BUTTON_GREEN  =  $100000  
'Const JPF_BUTTON_YELLOW  =  $200000 
'Const JPF_JOY_DOWN  = 4 
'Const JPF_BUTTON_BLUE  =  $800000 
'Const JPF_UP  = 8 
'Const JPF_BUTTON_PLAY  =  $20000  
'Const JPF_BTN1  =  $800000  
'Const JPF_BTN2  =  $400000  
'Const JPF_BTN3  =  $200000  
'Const JPF_BTN4  =  $100000  
'Const JPF_BTN5  =  $80000 
'Const JPF_RIGHT  = 1  
'Const JPF_BTN6  =  $40000 
'Const JPF_BTN7  =  $20000 
'Const JPF_BUTTON_RED  =  $400000  
'
'Structures Constants

Global __JPF_BUTTON_FORWARD,__JPF_LEFT,__JPF_JOY_UP
__JPF_BUTTON_FORWARD=524288 : __JPF_LEFT=2 : __JPF_JOY_UP=8
Global __JPF_BUTTON_REVERSE,__JPF_DOWN,__JPF_JOY_RIGHT
__JPF_BUTTON_REVERSE=262144 : __JPF_DOWN=4 : __JPF_JOY_RIGHT=1
Global __JPF_JOY_LEFT,__JPF_BUTTON_GREEN,__JPF_BUTTON_YELLOW
__JPF_JOY_LEFT=2 : __JPF_BUTTON_GREEN=1048576 : __JPF_BUTTON_YELLOW=2097152
Global __JPF_JOY_DOWN,__JPF_BUTTON_BLUE,__JPF_UP
__JPF_JOY_DOWN=4 : __JPF_BUTTON_BLUE=8388608 : __JPF_UP=8
Global __JPF_BUTTON_PLAY,__JPF_BTN1,__JPF_BTN2
__JPF_BUTTON_PLAY=131072 : __JPF_BTN1=8388608 : __JPF_BTN2=4194304
Global __JPF_BTN3,__JPF_BTN4,__JPF_BTN5,__JPF_RIGHT
__JPF_BTN3=2097152 : __JPF_BTN4=1048576 : __JPF_BTN5=524288 : __JPF_RIGHT=1
Global __JPF_BTN6,__JPF_BTN7,__JPF_BUTTON_RED
__JPF_BTN6=262144 : __JPF_BTN7=131072 : __JPF_BUTTON_RED=4194304

'structures end
Lib Open 1,"lowlevel.library",40

Dreg(0)=1
While 1
   Z=Lib Call(1,-30)
   If Z and __JPF_BUTTON_BLUE Then Print "Blue"
   If Z and __JPF_BUTTON_RED Then Print "Red"
   If Z and __JPF_BUTTON_GREEN Then Print "Green"
   If Z and __JPF_BUTTON_YELLOW Then Print "Yellow"
   If Z and __JPF_BUTTON_PLAY Then Print "Play"
   If Z and __JPF_BUTTON_FORWARD Then Print "FF"
   If Z and __JPF_BUTTON_REVERSE Then Print "Rew"
   If Z and __JPF_JOY_DOWN Then Print "Down"
   If Z and __JPF_JOY_UP Then Print "Up"
   If Z and __JPF_JOY_LEFT Then Print "Left"
   If Z and __JPF_JOY_RIGHT Then Print "Right"
Wend 


From fer007@freenet.scri.fsu.edu Fri Feb 16 12:37:10 1996
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Date: Fri, 16 Feb 1996 10:59:09 -0500 (EST)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: Flight Sim code
To: chrisevans <chrisevans@cubic.xg.com>
Cc: amos-list@conan.eds-ms.com
In-Reply-To: <123434E8@cubic.xg.com>
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Status: RO
X-Status: 

    Chris, was it on AMOS USA club?
  
   Fernando Bartra
   A4000+A1200+A500+still a poor student


From bwyatt@paston.co.uk Fri Feb 16 17:49:59 1996
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In-Reply-To: <9602161020.AA13965@kouwenaar.si.hhs.nl>
             (from v942360@si.hhs.nl)
             (on Fri, 16 Feb 96 11:20:46)
Lines: 15
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Dreg() : Too slow!
Status: RO
X-Status: 

Greetings v942360@si.hhs.nl, you wrote some text on the subject Dreg() :
Too slow!, and now I'm going to answer it

v> Hello. I have a simple(?) question:
v> 
v> I use some assembly programs in my amos program and I pass the correct data-registers on with Dreg(i). The problem is that this is a very slow sollution, since it makes the process last nearly as long when I would not use assembly at all. Is there an
 faster way to get that data into the data-registers?

A better way altogether would be to enter parameters in assembler procedures,
and read them off the stack in your assembler program with the Move.l (a3)+
commands.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From C.J.Coulson@newcastle.ac.uk Fri Feb 16 13:56:27 1996
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From: "Chris Coulson" <C.J.Coulson@newcastle.ac.uk>
Organization: You must be joking!
To: John Bintz <uv334@freenet.victoria.bc.ca>
Date: Fri, 16 Feb 1996 17:16:17 GMT0BST
Subject: Re: RayCasting Code ???
Cc: amos-list@conan.eds-ms.com
Priority: normal
X-Mailer: Pegasus Mail for Windows (v2.23)
Message-Id: <6E000592B64@TOWN4.ncl.ac.uk>
Status: RO
X-Status: 

>I'm not sure if this is really great raycasting code.  If it isn't, 
or if
>you can fix the "fishbowl" effect I get in 3D mode, please tell me.
>
>--Amos The Creator Code V1.36, everyone, so no sneaky AmosPro 
things--

I don't know whether your raycasting routine is good, bad or just
plain iffy, but I have sorted your fishbowl problem (a good clean 
every
now and then does the trick...:-)

I'm at least 2% sure I didn't add any Pro stuff, but the Pro editor 
is 100% sure, so I guess we're still 1.36 compatible...


Regards
Chris

-----------------------------------------------------------------------
Chris Coulson				| A4000-060/CV64 - 20MB/530MB
Robotics Postgraduate			| Pentium60 - 16MB/1.4GB/CDROM
University of Newcastle upon Tyne	| A500 - 1MB
					| Sinclair Spectrum - 48KB
E-Mail:					| Sinclair ZX81 - 1KB
c.j.coulson@ncl.ac.uk			| "The times are a'changing..."

-----------------------------------------------------------------------


---8<-----

'
' Modified RayCasting example
'
' Two modifications, plus a few tweaks for my own benefit. 
'
' Chris Coulson - 16.02.96 
'
Screen Open 0,320,200,4,Lowres
Curs Off : Flash Off 
Randomize Timer
Palette $0,$F00,$F0,$FFF
Dim GSIN(359),GCOS(359),INVCOS(60),MAP(7,7)
Global GSIN(),GCOS(),INVCOS()
Global MAP(),BSIZE
Global CDEPTH
BSIZE=16
For I=0 To 7
   For J=0 To 7
      Read MAP(I,J)
   Next 
Next 
MAKETRIG
CX=90 : CY=70 : ANG=270
WALL_HEIGHT=1000 : EYE_LEVEL=700
Do 
   Cls 0,160,0 To 320,200
   SX=0
   Z=0
   MAPDRAW
   For I=-30 To 30
      '
      ' Note the new parameter...
      '
      RAYCAST[CX,CY,ANG+I,2,I]
      EZ=(Z*160)/60
      '
      ' *****
      ' MOD 1
      ' *****
      '
      ' Determine the Screen Y position for the top and bottom
      ' of the current wall strip.  Take the 3D Y locations for
      ' the top and bottom of the wall and divide through by the
      ' 3D Z value (cdepth) to account for perspective.  This
      ' alone solves 99% of the fishbowling, but check inside
      ' raycast for the final 1%.  
      '
      WALL_TOP=(WALL_HEIGHT-EYE_LEVEL)/CDEPTH
      WALL_BOTTOM=EYE_LEVEL/CDEPTH
      Ink 2
      Plot 160+SZ,50-WALL_TOP : Plot 160+SZ,50+WALL_BOTTOM
      SZ=EZ
      Inc Z
      A$=Lower$(Inkey$)
      If A$="a" and EYE_LEVEL>=10
         Add EYE_LEVEL,-10
      End If 
      If A$="q" and EYE_LEVEL<=WALL_HEIGHT-10
         Add EYE_LEVEL,10
      End If 
   Next 
   Repeat 
      A$=Inkey$
   Until A$<>""
   If A$=Cleft$
      Add ANG,-5
   End If 
   If A$=Cright$
      Add ANG,5
   End If 
   ANG=(ANG+360) mod 360
   If A$=Cup$
      ZX=CX+((GSIN(ANG)*8)/256)
      ZY=CY-((GCOS(ANG)*8)/256)
      If MAP(ZX/BSIZE,ZY/BSIZE)<>0
         If MAP(CX/BSIZE,ZY/BSIZE)=0
            CY=ZY
         End If 
         If MAP(ZX/BSIZE,CY/BSIZE)=0
            CX=ZX
         End If 
      Else 
         CX=ZX
         CY=ZY
      End If 
   End If 
Loop 
'
'
'
Data 1,1,1,1,1,1,1,1
Data 1,0,0,0,0,1,0,1
Data 1,1,1,0,0,1,0,1
Data 1,0,0,0,0,1,0,1
Data 1,1,1,1,0,1,0,1
Data 1,0,0,0,0,0,0,1
Data 1,0,0,0,0,0,0,1
Data 1,1,1,1,1,1,1,1
'
'
Procedure MAKETRIG
  Degree 
  For I=0 To 359
    GSIN(I)=Sin(I)*256 : GCOS(I)=Cos(I)*256
    If I<61
      INVCOS(I)=(1.0/Cos(I-30))*256
    End If 
  Next 
End Proc
Procedure MAPDRAW
  Cls 0
  For I=0 To 7
    DI=I*16
    For J=0 To 7
      DJ=J*16
      Cls MAP(I,J),DI,DJ To DI+16,DJ+16
    Next 
  Next 
End Proc
Procedure RAYCAST[X,Y,ANGLE,ACC,CAST_ANGLE]
   '
   ' Additional parameter, CAST_ANGLE, holds the
   ' angle relative to the viewpoint of the current ray.
   '
   '
   'You can see how the raycaster works on the map screen 
   '
   ANG=(ANGLE+360) mod 360
   CASTING=True
   DEPTH=0
   Repeat 
      DX=X+((GSIN(ANG)*DEPTH)/256)
      DY=Y-((GCOS(ANG)*DEPTH)/256)
      MX=DX/BSIZE
      MY=DY/BSIZE
      If MAP(MX,MY)<>0
         Draw X,Y To DX,DY
         CDEPTH=DEPTH
         CASTING=False
      End If 
      Add DEPTH,ACC
      '
      ' *****
      ' MOD 2
      ' *****
      '
      ' The returned depth should be the distance along the
      ' Z axis (into/out of the screen) from the viewpoint to
      ' the strip of wall the ray has reached.  However, since 
      ' the ray is cast at an angle to the viewpoint, the length 
      ' of the ray is NOT the depth of the wall, except in the
      ' special case where the cast angle is zero. 
      '
      ' e.g. 
      '
      '  
      ' | <- Wall
      ' |
      ' |
      ' *-----*----           ---
      ' |\    |                | 
      ' | \ O_| O=Cast Angle   |   
      ' |  \/ |                | Depth of wall strip   
      ' |  ^\ |                | 
      ' |  | \|                | 
      '    |  O <- Viewpoint  ---
      '    | 
      '    +-- Ray cast
      '
      ' As we can see from this most excellent diagram :-), the value
      ' obtained for CDEPTH from the loop above is the length of the 
      ' cast ray, which is the hypotenuse of the right angled 
triangle 
      ' where the Z depth is the adjacent side.  For those of you
      ' whos brains have temporarily stopped functioning, a reminder 
      ' that cos(x)=adjacent/hypotenuse, and therefore the Z depth is
      ' simply the ray length divided by the cosine of the cast 
angle. 
      '  
      ' Phew!
      '
      ' Without this correction, the resultant 2D representation of 
the
      ' maze looks OK most of the time, but when you are in a 
situation
      ' where the viewer is looking perpendicularly at a wall, the 
wall
      ' appears to bend away at either side of the view.
      '
      ' Here we go again...
      '
      '     *-------------------*    <-- Wall
      '      \                 /
      '       \               /
      '        \             /
      '         \           /
      '          \         /
      '           \       /
      '            \  ^  /
      '             \ | /
      '              \|/
      '               O    <-- Viewpoint
      '
      ' would look, in the 2D render, as if the wall was shaped thus
      '
      '     -                   -
      '      --               --
      '        ----       ----
      '            -------
      '
      ' Since this is probably not at all clear from my diagrams (!),
      ' comment out the CDEPTH= line and see for yourself what the 
walls
      ' look like without the correction. 
      '
   Until Not CASTING
   CDEPTH=(CDEPTH*(Cos(CAST_ANGLE)*256))/256
End Proc


From C.J.Coulson@newcastle.ac.uk Fri Feb 16 13:58:07 1996
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From: "Chris Coulson" <C.J.Coulson@newcastle.ac.uk>
Organization: You must be joking!
To: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
Date: Fri, 16 Feb 1996 17:18:27 GMT0BST
Subject: Re: code help
Cc: amos-list@conan.eds-ms.com
Priority: normal
X-Mailer: Pegasus Mail for Windows (v2.23)
Message-Id: <6E009836B9A@TOWN4.ncl.ac.uk>
Status: RO
X-Status: 

> I'm still in need of help with that code I sent earlier last week.
> Has anyone looked at it?
> Any help appreciated.

OK, so I was going to look at the code the day it arrived here, 
but you know what life is like...

Anyway, I've fiddled, twiddled, and diddled, and the circle spacing
is now more even, and a few other things have been modified too.

Is this what you had in mind?

Regards
Chris

-----------------------------------------------------------------------
Chris Coulson				| A4000-060/CV64 - 20MB/530MB
Robotics Postgraduate			| Pentium60 - 16MB/1.4GB/CDROM
University of Newcastle upon Tyne	| A500 - 1MB
					| Sinclair Spectrum - 48KB
E-Mail:					| Sinclair ZX81 - 1KB
c.j.coulson@ncl.ac.uk			| "The times are a'changing..."

-----------------------------------------------------------------------


---8<-----

'
' Modified Circle Tunnel code
'
' 4 major modifications were made to get the effect looking
' right (or at least looking the way I've interpreted the
' idea *should* look). 
'
' Additionally, various other tweaks have been made, primarily 
' for my own benefit - I hate looking at source code that isnt 
' formatted the way I like...
'
' Chris Coulson - 16.02.96 
'

NP=20
Dim XX(NP),YY(NP),PX(NP),PY(NP),PZ(NP)
Global CS#,SN#
Global XX(),YY(),PX(),PY(),PZ()
Global D,DY,DDY,DZ,DDZ,DX,DDX,COUNT,RMAX,NP
INIT
RENDER
DISP
Procedure INIT
   Screen Open 0,320,245,16,Lowres
   Cls 0 : Flash Off : Hide On : Erase All 
   For PAL=0 To 15
      Colour PAL,PAL+PAL*16+PAL*256
   Next PAL

   RMAX=60
   ' Speed & acceleration in 3D.
   D=25000
   DDX=-3 : DDY=3 : DDZ=8
   DX=0 : DY=0 : DZ=0
   '
   For T=1 To NP
      ' Random starting position 
      PX(T)=0
      PY(T)=0
      '
      ' *****
      ' MOD 1
      ' *****
      '
      ' To get evenly spaced circles, define them as being evenly 
spaced 
      ' in 3D space, not randomly scattered along the Z axis 
      '
      'PZ(T)=Rnd(62000)-20000
      PZ(T)=-20000+T*(62000/NP)
   Next 
End Proc
Procedure DISP
   Double Buffer : Autoback 0 : Update Off 
   '  
   Repeat 
      '  
      For A=1 To NP
         ' Calc screen co-ords from 3D co-ords
         TEMP=(PX(A)+DX)*D
         '
         ' *****
         ' MOD 2
         ' *****
         '
         ' You had the depth reversed, so the 3D->2D mapping was 
screwed up.
         ' Since the larger circles appear at lower values of PZ, 
this implies
         ' that the lowest value of PZ corresponds to the nearest 
point to the  
         ' viewer, and vice versa.
         '
         'PZ=(PZ(A)+D)*8
         PZ=(42000-PZ(A)+D)*8
         XX(A)=TEMP/PZ
         '  
         TEMP=(PY(A)+DY)*D
         YY(A)=TEMP/PZ
         
         ' translation to middle of screen. 
         Add XX(A),160
         Add YY(A),128
         '
         ' *****
         ' MOD 3
         ' *****
         '
         ' You had PZ(A)+2000, whereas the lowest possible value for 
PZ(A)
         ' is -20000 
         '
         'S=1+(PZ(A)+2000)/700
         S=(PZ(A)+20000)/(62000/(COUNT-1))
         '  
         Add PZ(A),DZ,-20000+R To 42000
         'Add PY(A),DY,-1200-R To 1200
         'Add PX(A),DX,-1400-R To 1400
         '    
         Bob A,XX(A),YY(A),S
         '    
      Next 
      '
      '    
      Add DZ,DDZ
      If DZ>3500 or DZ<-3500
         DDZ=-DDZ
      End If 
      '
      Add DY,DDY
      If DY>1200 or DY<-1200
         DDY=-DDY
      End If 
      '
      Add DX,DDX
      If DX>1400 or DX<-1400
         DDX=-DDX
      End If 
      '  
      Update : Wait Vbl 
   Until Mouse Key
   '
End Proc
Procedure RENDER
   COUNT=1
   SW2=Screen Width/2
   SH2=Screen Height/2
   R#=2.0
   Repeat 
      R#=R#*1.1
      R=Int(R#)
      Ink((10*R)/RMAX)+5
      Circle SW2,SH2,R
      If R<SH2
         Get Bob COUNT,SW2-R,SH2-R To SW2+R+1,SH2+R+1
      Else 
         Get Bob COUNT,SW2-R,0 To SW2+R+1,SH2*2
      End If 
      
      ' *****
      ' MOD 4
      ' *****
      '
      ' Hot Spot n,$m has never seems to work in my experience, so I 
always 
      ' calculate the offset to wherever I want the hotspot to go
      '
      'Hot Spot COUNT,$11
      Hot Spot COUNT,R-2,R
      Inc COUNT
      Cls 0
   Until R>RMAX
End Proc


From bwyatt@paston.co.uk Fri Feb 16 14:23:39 1996
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	id AA005jo; Fri, 16 Feb 96 17:23:22 GMT
Date: 	Fri, 16 Feb 96 17:23:22 GMT
Message-Id: <9602161723.AA005jn@paston.co.uk.uucp>
In-Reply-To: <31249EB3@BLDGSVCS.LAN1.UMANITOBA.CA>
             (from "Driscoll, Chris" <cdrisco@BLDGSVCS.LAN1.UMANITOBA.CA>)
             (on Fri, 16 Feb 96 09:11:00)
Lines: 31
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Virtual mem
Status: RO
X-Status: 

Greetings Driscoll,, you wrote some text on the subject Virtual mem, and
now I'm going to answer it

DC>      Does anyone know away to use virtual memory with amos? My program has 
DC> many bobs, and pictures, and I would like to use the Hard Drive as memory if 
DC> possible.

I put VM in all "serious" programs I write. The easiest way is to simply
save banks when they are not being used and reload them when necassary.

Something like this should do :

Procedure _CLEARRAM
  For N=1 To 100
    If Length(N)>0 Then Save "Temp:"+(Str$(N)-" "),N : Erase N
  Next N
End Proc

Procedure _RESTORE[N]
  FILE$="Temp:"+(Str$(N)-" ")
  Load FILE$,N
  Kill FILE$
End Proc

Then, whenever you know you'll need to use a certain bank, just do
_RESTORE[banknum], and _CLEARRAM afterwards.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From dejong@cpt6.stm.tudelft.nl Fri Feb 16 12:52:25 1996
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From: "Maarten D. de Jong" <dejong@cpt6.stm.tudelft.nl>
Subject: Re: Virtual mem
To: amos-list@conan.eds-ms.com
Date: Fri, 16 Feb 96 17:31:26 MET
In-Reply-To: <31249EB3@BLDGSVCS.LAN1.UMANITOBA.CA>; from "Driscoll, Chris" at Feb 16, 96 9:11 am
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

> 
>      Does anyone know away to use virtual memory with amos? My program has 
> many bobs, and pictures, and I would like to use the Hard Drive as memory if 
> possible.

I would not rely on virtual memory fot this. I simply load, load and load 
again whenever I need some new graphics. With virtual memory, you take up
a huge amount of HD-space (allright, not that huge, butlarge in comparison with
the RAM in your Amiga), for data that is not commonly used.

Anyway, do you have a MMU-equipped CPU? It *must* be a full 68030, 68040, 
68060 or a 68020+68851. If you own a A4000/030, forget it. The newer A4000's
sold before Commodore went bankrupt did not have full 68040's as well.

Regards,
Maarten


--
******************************************************************************
*      We learn from history that we never learn anything from history.      *
******************************************************************************
                              |
  Maarten D. de Jong          |   
  dejong@cpt6.stm.tudelft.nl  |
                              |
------------------------------------------------------------------------------

From mveldman@pobox.eds-ms.com Fri Feb 16 15:03:34 1996
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Message-Id: <199602161856.AA14821@pobox>
Comments: Authenticated sender is <mveldman@pobox.LeidenUniv.NL>
From: "M.C. Veldman" <mveldman@pobox.LeidenUniv.NL>
Organization:  Leiden University
To: amos-list@conan.eds-ms.com
Date:          Fri, 16 Feb 1996 19:39:58 +0100
Subject:       Extensions
Priority: normal
X-Mailer: Pegasus Mail for Windows (v2.01)
Status: RO
X-Status: 

I asked a while back about extensions,
but no-one responded, so I ask again:

What extensions are good for what?
Is AMCAF less well suited than Turbo when 
it comes to speeding up a non-graphical
program?

Etc.

Thanks,

Marco.

From DM9200@conrad.appstate.edu Fri Feb 16 17:46:53 1996
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The author of situp.lzh (aminet games/misc I think) commented on my first
aminet upload Rocko.lha (aminet games/misc):

 "Rocko works on an A3000T"

Thanks. I had this sinking feeling that the delays (I actually use WAIT X or 
similar) would get all screwed up on 68020 plus. As for Rocko's appearing on
the most-downloaded list in Amiga Report, I think that's mostly from people
who routinely cruise the "recent uploads" directory. And the phrase "digitized
boxing game" in the short description probably doesn't hurt either.

By the way you might check the AR from the time you first ul'd situp.lzh.
What was your digitizer for that anyhow? And do you use PAL?

Thanks!

-----------------------------------------------------------------------------
   From the Desk of Daniel Miller: "as I run through November's leaves..."
-----------------------------------------------------------------------------
 "In our old colonial home, we drank our bitters while the empire fell." -WZ
-----------------------------------------------------------------------------

From DM9200@conrad.appstate.edu Fri Feb 16 18:08:39 1996
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I had hoped to pick up Amos Pro and ditch Creator but I just received the
latest Amazing Amiga magazine and Amos Pro is listed for sale nowhere.
(a few extensions are listed in some ads though)

I am really disinclined to try to order a product from tax and duty heavy
Great Britain but if the price is super low and someone who has purchased
internationally can give me some tips I will give it a try. And oh yeah
it doesn't have to have a box but it must have a nice manual.

Also would consider buying a used Amos Pro package in good shape for very
super low price.

-----------------------------------------------------------------------------
   From the Desk of Daniel Miller: "as I run through November's leaves..."
-----------------------------------------------------------------------------
"Iael Shub-Niggurath! The Black Goat of the Woods with a Thousand Young!"-HPL
-----------------------------------------------------------------------------

From matottsd@craft.camp.clarkson.edu Sat Feb 17 13:44:07 1996
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Date: Sat, 17 Feb 1996 12:48:23 -0500
From: matottsd@craft.camp.clarkson.edu (Scott D. Matott)
Message-Id: <9602171748.AA120986@craft.camp.clarkson.edu>
To: amos-list@conan.eds-ms.com
Subject: Virual Memory
Status: RO
X-Status: 

	AAAAHHHH!
		What are you guys talking about, why on earth 
	would you want to use Virtual Mem.  Ben's suggestion
	to save banks ect. occasionally wasn't too bad,
	assuming of course everyone running the program is
	an HD user, but then Virtual MEm without an HD is
	even more ludicrous.  But as fro just plain wnating
	wanting more memory, Virtual Mem is nto the answer
	For one thing it can't get you any extra Chip Ram,
	so it won't help with screens, sounds ect.  And 
	what's more it's ridiculously slow! if you're
	having trouble getting your game working on
	1 meg, you probly just need to optimize it 
	more, you know crack down on wasted colour registers
	shorten up sound files, ect.  If this still doesn't
	work, you could always just increase the system
	requirements, granted that's how the PC world
	got into it's memory, processor speed, crazed state
	but honestly, asking for an extra meg of ram or so
	isn't that much these days.   Well I hope you 
	guys don't take this as a flame or anything, I guess
	I just get a little reactionary when it comes to 
	virtual mem.  (try running windows on the "required"
	4 megs of ram, and you'll know why, HD light never
	shuts off)    Ah actually forget I ever wrote this,
	if you guys say you need Virtual Memory it's probly
	for a dam good reason, and I jsut don't know
	enough about it oh well.
					Sorry,
						Scott Matott sXe

From mystic@tlti.tokem.fi Sat Feb 17 13:57:55 1996
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Date: Sat, 17 Feb 1996 19:58:38 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
To: Amos List <amos-list@conan.eds-ms.com>
Subject: Re: More optimisation tips
In-Reply-To: <9602151518.AA005hk@paston.co.uk.uucp>
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Just one more to the list ;)

I know everybody knows the old silly x*128, x*64 etc. trick
but how about:
 
x=x*160 -> x=x*(128+32) -> x=x*128+x*32 (tadaa)

Also x=x*192 -> x=x*128+x*64 etc.


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



From JP.de.Jong@inter.nl.net Sat Feb 17 15:43:36 1996
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Date: Sat, 17 Feb 1996 20:50:04 +0100 (MET)
From: "JP.de.Jong" <JP.de.Jong@inter.nl.net>
To: amos-list@conan.eds-ms.com
Subject: speed
Message-Id: <Pine.SUN.3.91.960217204814.21199A-100000@hatert.nijmegen.inter.nl.net>
Mime-Version: 1.0
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I saw all those nice optimalisation tips and I thought
"let's add some of mine to them". So here they are,
my own collection :-)

1) This routine is for making the string 1 character shorter.
   This may be helpfull in an program to replace the input
   command. But the question is if you need that speed in
   such a routine ;-)
   My routine is uncompiled 6 times faster and
   compiled 35 faster !!!! %-))) (Getting dizzy of the speed)

   S$=Space$(1001)

   ' Normal way
   Timer=0
   For X=1 To 1000
      S$=Left$(S$,Len(S$)-1)
   Next X
   T1=Timer : Print T1

   S$=Space$(1001)

   ' My way
   Timer=0
   For X=1 To 1000
      S=Varptr(S$)-1
      Poke S,Peek(S)-1
   Next X
   T2=Timer : Print T2

   Print "My routine is";T1/T2;" times faster !!!"

2) Don't use Start(BANK) in a routine that must be fast

   BANK=10
   Reserve As Work BANK,1000

   X=Start(BANK)
   Timer=0
   For X=1 To 1500
      PE=Peek(X)
   Next X
   Print Timer

   Timer=0
   For P=1 To 1500
      PE=Peek(Start(BANK))
   Next P
   Print Timer

3) The same as 2 is also for Screen Height and Screen Width.
   Don't use them in routines that need to be fast.

4) Don't use Chr$(0) in routines but replace them with a string

   Don't use:
      I=Instr(ST$,Chr$(0))

   But use:
      C0$=Chr$(0)      in the beginning of your prog
      I=Instr(ST$,C0$) in the routine

5) And now... the fastest way to display a map...

   ' This is the slow way, that I've seen in multiple sources
   ' of games.
   For Y=0 To FHV
      For X=0 To FWV
         Paste Icon 16+X*16,16+Y*16,Peek((FPOSY+Y)*FW+Start(BLS1)+FPOSX)+1
      Next X
   Next Y

   ' Now my quick version... Note that the start(bank)
   ' is placed in front of the routine.
   ' FHV   = Field Height View
   ' FHV   = Field Width  View
   ' FPOSX = Field POSition X (Where the player is looking in the map)
   ' FPOSY = Field POSition Y
   POS=Start(BLS1)+FPOSX
   For Y=0 To FHV
      MPY=(FPOSY+Y)*FW+POS
      SPY=16+Y*16
      For X=0 To FWV
         F Paste Icon 16+X*16,SPY,Peek(MPY+X)+1
      Next X
   Next Y



This message was written by   A2000/00 / 1MB Chip / 4MB Fast / 540 MEG HD
(-:     Mark de Jong    :-)   Press any key... no, no, no, NOT THAT ONE !


From cubic.xg.com!chrisevans@multiboard.com Sun Feb 18 05:58:36 1996
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Date: Sat, 17 Feb 96 12:58:00 EST5
From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <14DFDF12@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: Flight Sim code
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

                               
[Flight Sim code]
>     Chris, was it on AMOS USA club?
>
>    Fernando Bartra

Yes, it was on disk issue 2.

Are you a Club USA subscriber?  Did you get issue 3 and was is OK?  Mine
was burnt toast, not even formatted.  So was another guy's.  Mark says
he's sending replacements but nothing yet.
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 59 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From cubic.xg.com!chrisevans@multiboard.com Sun Feb 18 05:58:32 1996
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Date: Sat, 17 Feb 96 13:10:00 EST5
From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <14DFDF14@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: AMOS Pro maybe for sale
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

                              
> I had hoped to pick up Amos Pro and ditch Creator but I just
> received the
> latest Amazing Amiga magazine and Amos Pro is listed for sale
> nowhere.

In the fall these big mail order places in the USA had some AMOS Pros ...
if you don't have their 800 numbers I can look them up:

Software Hut, $45.00
Safe Harbour, $58.00
DeVine Computers, $45.00

Good luck,
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 59 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From cubic.xg.com!chrisevans@multiboard.com Sun Feb 18 05:58:50 1996
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From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <14E0E02C@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: AMOS Engines descriptions
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

Hi dudes,

Engine Sources
~~~~~~~~~~~~
 The "Best AMOS Engines" described below are from these sources:

- the Nothing But AMOS club disks (which quit about 2 years ago).

- Totally AMOS, which ended in April 1995 after 21 issues, with the
editors declaring that all issues are to be considered PD as of May 1,
1995.

- Mr. AMOS Club, edited by the Brian Bell group, which quit a couple years
ago when all their equipment was stolen.  This was the premiere club, with
huge well-written code tutorials on game design, and some of the best
engines.

- Australian AMOS Club, Francois declared this the largest group in the
world, over 2000 members at it's peak, 15 issues ending in 1995.

- Whitby AMOS Club, edited by Paul Gumsley, 6 issues, none since summer of
1995, interesting series of RPG code tutorials.

- AMOS Club USA, publishes intermittently.

- AMOSzine, probably the last steady AMOS disk mag in the world, created
by F1
Licenceware owner Steve Bye, current editor is Andy Gibson.   All the UK
AMOS stars are involved in AZ, 3 disks per issue, issue 10 released Dec
95.  No e-mail; for current issue send 2.50 UKP to:

Andy Gibson
c/o L. Cruikshanks
Top Flat 2/2,  75 Dunira St.
Tollcross, Glasgow
Scotland    G32  8PQ


AMOS ENGINE DESCRIPTIONS
~~~~~~~~~~~~~~~~~~~~~~~~~~

1.  "Beast Scroll", on Mr. AMOS Club disk 5, no author given.  "Shadow of
the Beast" clone, horizontal parallax scroll, three levels of well-drawn
scenery and a fairly cool purple beast.  Smooth and fast.  Bit of a memory
hog, but avoids the Dual Playfield 8 color limit in lores.

2.  "3D Dungeon" on Totally AMOS issue 5, by G. Crook.  Dungeon
walkthrough,
well-drawn 3D stone-walled dungeons, click on directional arrows to move
in
increments, "oomph" sounds if you walk into a wall, user interface for
expansion of features.  Ask Greg about it at: gcox@cts.com ... he's
messing around with it.

3.  "Dizzy Clone", a tutorial series on Mr. AMOS Club disks 3-6, by Brian
Bell and others.  Smooth side scroller, 3D scenery, designed like the
"Dizzy" UK game hits.  Lots of enemies.  Very thorough tutorial comments
in the code.

4.  "Space Fighter", a tutorial series on Mr. AMOS Club disks 3-6, by
Brian Bell and others.  A Mortal Kombat/Street Fighter clone, 3D
background scenery. The character is 4 inches (10 cm) high, with nice
smooth fight movements via joystick control.

5.  "Alien Breed III Clone" on Mr. AMOS Club disks 4-6, by N. Kennedy. 
Two enemy tanks, good smooth movement and collision, lots of comments.

6.  "Astro Wars" on Totally AMOS issue 3, by S. Bennett.  Stardust clone,
2 player, tons of code, great procs.

7.  "Pac Man Clone" on Mr. AMOS Club issue 1, by David May, author of
Space Taxi.   Just like the original, good  movement and collision.

8.  "Killer Eel" on Nothing But AMOS disk 5B.  Shows how to create a huge
enemy several inches long and high, and coordinate his movements by
animating different sections.  Smooth and realistic, 3D.

End of descriptions.

If anyone wants to volunteer to put these on the Aminet (I'm bad at that)
I'll donate a disk and stamp and mail these to that person ... USA or
Canada would be cheapest for me.  For the Aminet descriptor you can use
what I wrote above it you want, add to it if you want.  It's probably best
to put these each in their own dir on the Aminet rather than all in one
"Best Engines" dir whcih would slow down a search.

L8R,
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

... This copy of GEdit has been unregistered for 59 days.



/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From ph@doc.ic.ac.uk Sun Feb 18 07:51:29 1996
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          Sun, 18 Feb 1996 11:57:10 +0000
X-Mailer: exmh version 1.6.5 12/11/95
To: amos-list@conan.eds-ms.com
Subject: Re: speed (More optimisations)
In-Reply-To: Your message of "Sat, 17 Feb 1996 20:50:04 +0100."             <Pine.SUN.3.91.960217204814.21199A-100000@hatert.nijmegen.inter.nl.net> 
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Date: Sun, 18 Feb 1996 11:57:02 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Status: RO
X-Status: 

> 
> I saw all those nice optimalisation tips and I thought
> "let's add some of mine to them". So here they are,
> my own collection :-)
> 
> 1) This routine is for making the string 1 character shorter.
>    This may be helpfull in an program to replace the input
>    command. But the question is if you need that speed in
>    such a routine ;-)
>    My routine is uncompiled 6 times faster and
>    compiled 35 faster !!!! %-))) (Getting dizzy of the speed)

This is faster because it doesn't involve making a copy of the string - the
larger the string you use, the faster it gets.

>    ' My way
>       S=Varptr(S$)-1
>       Poke S,Peek(S)-1

This will only work reliably for strings 255 characters or less - the string
length is stored in a word, not a byte, so it should be:

S=Varptr(S$)-2
Doke S,Deek(S)-1

If you ran the original code on a string 256 characters long, it
would make the new length 511. Also note if you are removing more
than one character, the string buffer memory released won't be reusable
until the garbage collector is next called.

> 2) Don't use Start(BANK) in a routine that must be fast
> 3) The same as 2 is also for Screen Height and Screen Width.
> 4) Don't use Chr$(0) in routines but replace them with a string

These are all the same optimisation - move any functions that will
return a constant value outside of a loop. (It called code motion of
loop invarient statements - optimising compilers do it for you). This is
an especially important optimisation when the function called is an
AMOS procedure instead of a built in function.


Here's another quasi-optimisation: Use X=Free at points where you don't
care about the speed to reduce the chances of the garbage collector being
called where you do care about the speed. Of course it can only ever be
called in an instruction that involves strings.


               M  I  C  R  O  S  O  F  T
         +------------------------------------+
         |  What do you want to crash today?  |
         +------------------------------------+
Paul Hickman - ph@doc.ic.ac.uk - Imperial College Student



From comlink.mpx.com.au!Darryl_Lewis@cristal.mpx.com.au Sun Feb 18 13:09:39 1996
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Message-Id: <9602182117.AA02gxp@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@tarkan.eds-ms.com
Subject: Re: New accessories
Status: RO
X-Status: 

A> I am currently writing a set of new accessories for Amos Pro.  I am 
A> rewriting all the old ones and updating them to include consistent user 

 BW> The AMOSPro apps suit my purposes fine. I'm not sure people would
 BW> want to
 BW> BUY another set of apps that are simply updates of programs they
 BW> already
 BW> have.

I hate to agree with this, but I do. I personally would like to see some
improvements, but don't think people will buy them. I know this from
personal experience.
Personal experience:
     I coded the anim2bob converter. It allows you to convert anims (mode 5
from Dpaint) to bob banks. I put the orginal version (1.0) on aminet, with
the note saying that version 2.0 will only be made available to registered
users. Even though 2.0 fixed many of the small bugs, gave a GUI interface,
allowed conversion from more than just anims (Imagine, TDDD), gave
different conversion options, memory optimisations, and the kitchen sink, I
didn't receive one cent.
Only one copy of 2.0 has ever gone out, and that was for a playtester who
found a major bug ( it wouldn't work on A1200- now fixed).

So if your thinking of making money from it, I doubt you will. 
Sorry to burst your bubble, but after sending 7 months coding Anim2bob, I'm
slightly disheartened. Oh well, I'll just have to sell the children off for
medical experimentation to make money.

I'd actually be interested to know how many registerations AMCAF has
gotten.

-- Via DLG Pro v1.0

--
Darryl

 IMAGINE INFO  #####\             _             /#####    AMOS INFO
Amiga 2000     #( )# |          _( )__         | #( )#  AmosPro + Compiler
Amiga 3000T    ##### |         /_    /         | #####  APME (Get it!)
486DX2-66      #" "# |     ___m/I_ //_____     | #" "#  Turbo extension
Imagine 3.0    # O # |____#-x.\ /++m\ /.x-#____| # O #  3D extension
Intermediate   #m.m# |   /" \ ///###\\\ / "\   | #m.m#  BBS extension
               #####/    ######/     \######    \#####
                      Profession-  Disk Jockey
                       WWW page opening soon

From u5ral@csc.liv.ac.uk Sun Feb 18 14:13:57 1996
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Date: Sun, 18 Feb 1996 18:24:19 +0000 (GMT)
From: "R.A. Lawrence" <u5ral@csc.liv.ac.uk>
To: Amos List <amos-list@conan.eds-ms.com>
Subject: Anim2Bob convertor
In-Reply-To: <9602182117.AA02gxp@comlink.mpx.com.au>
Message-Id: <Pine.HPP.3.91.960218181753.16418B-100000@loire.csc.liv.ac.uk>
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Status: RO
X-Status: 

On Sun, 18 Feb 1996, Darryl Lewis wrote:

> Personal experience:
>      I coded the anim2bob converter. It allows you to convert anims (mode 5
> from Dpaint) to bob banks. I put the orginal version (1.0) on aminet, with
> the note saying that version 2.0 will only be made available to registered
> users. Even though 2.0 fixed many of the small bugs, gave a GUI interface,
> allowed conversion from more than just anims (Imagine, TDDD), gave
> different conversion options, memory optimisations, and the kitchen sink, I
> didn't receive one cent.
> Only one copy of 2.0 has ever gone out, and that was for a playtester who
> found a major bug ( it wouldn't work on A1200- now fixed).

Sorry to burst your bubble - but maybe the fact you didn't get one cent
was becuase the program you posted to the aminet was a pile of cack. A
friend of mine uploaded it and hated every bit of the code.

Not that i'm saying that it is or anything (becuase i haven't seen it)
but by the sounds of it, the original posted program was far from inspiring
enough for people to want to cough up for v2.0

Most people these days wont touch a program (pd or not) which hasn't got a
GUI - even if the program is the greatest thing since sliced bread.

Just a thought :)

Rich

       ___   ___
===   /___\ /___\  ========================================================
     |   o |   o |                                         Richard Lawrence
      \___/ \___/                               The University of Liverpool
         /   \                               Department of Computer Science
    \___|     |___/        E-mail: u5ral@csc.liv.ac.uk / cs0u5110@liv.ac.uk
     \   \___/   /     http://www.csc.liv.ac.uk/~u5ral (Cream Website too!)
===   \_________/ =========================================================


From bwyatt@paston.co.uk Sun Feb 18 07:56:10 1996
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In-Reply-To: <9602171748.AA120986@craft.camp.clarkson.edu>
             (from matottsd@craft.camp.clarkson.edu (Scott D. Matott))
             (on Sat, 17 Feb 96 12:48:23)
Lines: 57
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Virual Memory
Status: RO
X-Status: 

Greetings Scott, you wrote some text on the subject Virual Memory, and
now I'm going to answer it

SDM> 	AAAAHHHH!
SDM> 		What are you guys talking about, why on earth 
SDM> 	would you want to use Virtual Mem.  Ben's suggestion
SDM> 	to save banks ect. occasionally wasn't too bad,
SDM> 	assuming of course everyone running the program is
SDM> 	an HD user, but then Virtual MEm without an HD is
SDM> 	even more ludicrous.

As far as I'm concerned, anyone without a HD, I don't really care about.
Any "serious" computer user should have a HD installed!

SDM>    But as fro just plain wnating
SDM> 	wanting more memory, Virtual Mem is nto the answer
SDM> 	For one thing it can't get you any extra Chip Ram,
SDM> 	so it won't help with screens, sounds ect.

It can if you save the screens, sounds, sprites, etc.

SDM>    And 
SDM> 	what's more it's ridiculously slow! if you're
SDM> 	having trouble getting your game working on
SDM> 	1 meg, you probly just need to optimize it 
SDM> 	more, you know crack down on wasted colour registers
SDM> 	shorten up sound files, ect.  If this still doesn't
SDM> 	work, you could always just increase the system
SDM> 	requirements, granted that's how the PC world
SDM> 	got into it's memory, processor speed, crazed state
SDM> 	but honestly, asking for an extra meg of ram or so
SDM> 	isn't that much these days.

VM is useful though if you want your program to be multitasking - then
you'll be able to run other programs as well with the memory saved.

SDM>    Well I hope you 
SDM> 	guys don't take this as a flame or anything, I guess
SDM> 	I just get a little reactionary when it comes to 
SDM> 	virtual mem.  (try running windows on the "required"
SDM> 	4 megs of ram, and you'll know why, HD light never
SDM> 	shuts off)    Ah actually forget I ever wrote this,
SDM> 	if you guys say you need Virtual Memory it's probly
SDM> 	for a dam good reason, and I jsut don't know
SDM> 	enough about it oh well.

My Point And Click Adventure Creator uses virtual memory. If it didn't,
memory requirements would be pretty large, depending on how big the
adventure is. That's my damn good reason, anyway.

Besides, if the user has pots of ram, they can simply define the VM
storage place to RAM:

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From cosmo@sci.fi Sun Feb 18 16:38:01 1996
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Date: Sun, 18 Feb 1996 22:32:04 +0200 (EET)
From: Ville Ranki <cosmo@sci.fi>
X-Sender: cosmo@borg
To: Darryl Lewis <Darryl_Lewis@comlink.mpx.com.au>
Cc: amos-list@tarkan.eds-ms.com
Subject: Re: New accessories
In-Reply-To: <9602182117.AA02gxp@comlink.mpx.com.au>
Message-Id: <Pine.sol.3.90.960218222916.23721C-100000@borg>
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Status: RO
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On Sun, 18 Feb 1996, Darryl Lewis wrote:

>  BW> The AMOSPro apps suit my purposes fine. I'm not sure people would
>  BW> want to
>  BW> BUY another set of apps that are simply updates of programs they
>  BW> already
>  BW> have.

> the note saying that version 2.0 will only be made available to registere=
d
> users. Even though 2.0 fixed many of the small bugs, gave a GUI interface=
,

> different conversion options, memory optimisations, and the kitchen sink,=
 I
> didn't receive one cent.

> So if your thinking of making money from it, I doubt you will.=20

> I'd actually be interested to know how many registerations AMCAF has
> gotten.


I think it's LAME to even try to make money with this kind of Amos stuff.=
=20
I have never done anything shareware, and i hope i'll never have to. Get=20
a real job, if you need money!



,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From bwyatt@paston.co.uk Sun Feb 18 19:13:52 1996
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Lines: 53
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: MORE optimisation tips
Status: RO
X-Status: 

I still keep finding them! Here are a few more...

1. Adding to the one about using powers of 2 with multiplying and
   dividing... DON'T use the lsl/lsr commands in extensions. They are
   over TWICE as slow!

2. Use subroutines instead of procedures. They are several times faster!

   Eg.
      Don't use :
         _SOMETHING
         Procedure _SOMETHING
            Code
         End Proc
      Use this instead :
         Gosub _SOMETHING
         _SOMETHING:
            Code
         Return

3. Don't use parameters in Def Fns. As functions are local to procedures,
   any variables used, will be known in the function.

   Eg.
      Don't use :
         Def Fn C(x,y)=(x*y*y+x) MOD 16
         For x=0 To 10
            For y=0 To 10
               Plot x,y,Fn C(x,y)
            Next y
         Next x
      Use this instead :
         Def Fn C=(x*y*y+x) MOD 16
         For x=0 To 10
            For y=0 To 10
               Plot x,y,Fn C
            Next y
         Next x

4. Use as few brackets in equations and If structures as possible.

   Eg.
      Don't use :
         A=(B*C)-(D*E)+(F*G)
         If (A=2) or (B=100) Then blah blah
      Use this instead :
         A=B*C-D*E+F*G
         If A=2 or B=100 Then blah blah

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Sun Feb 18 18:57:10 1996
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X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Copying masks of sprites
Status: RO
X-Status: 

I've asked this question before, but didn't get a response.

How can I copy the mask from one sprite to another sprite?

Surely someone must know...

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From T.Lewis@bton.ac.uk Mon Feb 19 05:25:27 1996
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9602190941.AA06207@diamond.bton.ac.uk>
Subject: HTML
To: amos-list@conan.eds-ms.com
Date: Mon, 19 Feb 1996 09:41:16 +0000 (GMT)
X-Mailer: ELM [version 2.4 PL22]
Content-Type: text
Status: RO
X-Status: 

Hi guys,

I was thinking of writing an HTML editor/producer etc.  Any call for such a
package?  Lots of shortcuts to add tags etc.  GUI, whatever.  I shall also
include a lot of the new HTML stuff.  Perhaps even set up a Macro system where
you can default to new settings in the future.

Any comments?

Also - jumping the gun I know, but I'm also thinking of writing a simple Java
Token recognising Text Editor.  Although the Amiga Version isn't out yet, It
would be quite useful, I think.

Let me know what you think :-)
--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*                                   *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From p.j.hutchison@hud.ac.uk Mon Feb 19 05:24:45 1996
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          Mon, 19 Feb 96 09:48:51 gmt
From: Peter Hutchison <p.j.hutchison@hud.ac.uk>
To: "'amos-list@tarkan.eds-ms.com'" <amos-list@tarkan.eds-ms.com>
Subject: RE: AmosPro 2.0 Compiler Details
Date: Mon, 19 Feb 96 09:56:00 gmt
Message-Id: <31284783@ariel.hud.ac.uk>
Encoding: 9 TEXT
X-Mailer: Microsoft Mail V3.0
Status: RO
X-Status: 


For those who may ask:-

The price for AmosPro Compiler is ?14.99 + 50p p&p from F1 Licenseware or if 
you
want the AGA Extension to its ?16.99 + 50p p+p.


Peter

From p.j.hutchison@hud.ac.uk Mon Feb 19 05:02:30 1996
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From: Peter Hutchison <p.j.hutchison@hud.ac.uk>
To: amos-request <amos-request@svcs1.digex.net>
Subject: RE: Holograms
Date: Mon, 19 Feb 96 10:09:00 gmt
Message-ID: <31284A9C@ariel.hud.ac.uk>
Encoding: 46 TEXT
X-Mailer: Microsoft Mail V3.0
Status: RO
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>Problem:
>I have a need to log the colour values of any 256 colour image. This is
>what I have done:
>
>1. In Amos Pro the LDOS extension is installed to use ADPro's AREXX
>commands from within Amos
>
>2. Run ARREX
>
>3. Run ADPro (V.2.5)
>
>4. Load any 640x512 pixel image into ADPro
>
>5. Run my program
>
>The program asks ADPro to look at each pixel of a 640x512 image and pass
>the colour value to ADPRO_RESULTS$
>
>The question is why does this program use up RAM?

Well lets see:

Chip RAM:
1) Workbench screen
2) AdPro Screen <-- More hungrey for memory this one
3) Amos Screen

Fast RAM:
1) Workbench
2) Amos
3) RexxMast
4) AdPro

As you can see a huge amount of ram is being used by all the programs and 
various screens, the
biggest cuplrit would be AdPro which can take huge chunks out of Fast & Chip 
ram. You could save
a lot of memory by dumping Amos and sticking to Arexx to to what you want or 
a C/Assembler
program.
BTW how much does you system ram you have?

Peter
 

From plesurf@cix.compulink.co.uk Mon Feb 19 06:52:43 1996
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Date: Mon, 19 Feb 96 10:44 GMT
From: plesurf@cix.compulink.co.uk (Paul Lesurf)
Subject: AMOS PRO OS DevKit - New Price
To: amos-list@conan.eds-ms.com
Reply-To: plesurf@cix.compulink.co.uk
Message-Id: <memo.887665@cix.compulink.co.uk>
Status: RO
X-Status: 

Hello all AMOS users!

Blittersoft are pleased to announce a new pricing policy for the new  
AMOS Pro OS DevKit.

The package is now available at a cost of 29.95 UKP +p&p

Orders can be placed on +44 (0)1908 261466 or faxed on +44 (0)1908 261488

Credit cards accepted.

Thanks,




Paul Lesurf
(Blittersoft)


From martijn@tc6.chem.ruu.nl Mon Feb 19 08:27:45 1996
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	(1.37.109.4/16.2) id AA26347; Mon, 19 Feb 96 13:09:36 +0100
Subject: Re: HTML
To: T.Lewis@bton.ac.uk (Eddie) (Eddie)
Date: Mon, 19 Feb 96 13:09:33 MET
Cc: amos-list@conan.eds-ms.com (Discussion list)
In-Reply-To: <9602190941.AA06207@diamond.bton.ac.uk>; from "Eddie" at Feb 19, 96 9:41 am
From: m.g.d.wehrens@chem.ruu.nl (Martijn Wehrens)
Organisation: Utrecht University
Reply: m.g.d.wehrens@chem.ruu.nl
Reply-To: m.g.d.wehrens@chem.ruu.nl
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

> Hi guys,
> 
> I was thinking of writing an HTML editor/producer etc.  Any call for such a
> package?  Lots of shortcuts to add tags etc.  GUI, whatever.  I shall also
> include a lot of the new HTML stuff.  Perhaps even set up a Macro system where
> you can default to new settings in the future.
[] 
> Also - jumping the gun I know, but I'm also thinking of writing a simple Java
> Token recognising Text Editor.  Although the Amiga Version isn't out yet, It
> would be quite useful, I think.

Well, I think there is quite a market out there interested in this!
I myself am not such a 'webber' but I know a lot people who are and
who want above all to make their 'homepage' as nice and great as 
possible.
To do so: you need to know a lot about HTML to do something nice.
The tables and stuff are not all *that* easy to make. For someone who
did some programming: all right, but not everyone's a programmer, right ?

Anyway: I think with amos you can make a good headstart because
(I feel) it is great for development!
About the java-thing: why not? But do plan your work and be very
elaborate in your program (this would become a big project!)
However take notice of the programs like GoldEd and a few others
that also allow for 'keyword recogition', no need to reinvent the
wheel: use arexx instead !

---------------------------------------------------------------
Martijn Wehrens, Theoretical Chemistry Group Utrecht University
email m.g.d.wehrens@chem.ruu.nl          
---------------------------------------------------------------

From u5o83@cc.keele.ac.uk Mon Feb 19 09:10:00 1996
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Date: Mon, 19 Feb 1996 12:56:40 +0000
To: T.Lewis@bton.ac.uk (Eddie)
From: u5o83@cc.keele.ac.uk (Paul HEALD)
Subject: Re: HTML
Cc: amos-list@conan.eds-ms.com
Status: RO
X-Status: 

>Hi guys,
>
>I was thinking of writing an HTML editor/producer etc.  Any call for such a
>package?  Lots of shortcuts to add tags etc.  GUI, whatever.  I shall also
>include a lot of the new HTML stuff.  Perhaps even set up a Macro system where
>you can default to new settings in the future.

Yep! I write all my web pages on my Amiga using ED! An HTML writer would be
brillaint. All the PC progs that I've used have been crap. At the mo, I just
use a standard layout, then type everything in by hand!

>
>Any comments?
>
>Also - jumping the gun I know, but I'm also thinking of writing a simple Java
>Token recognising Text Editor.  Although the Amiga Version isn't out yet, It
>would be quite useful, I think.
>
>Let me know what you think :-)
>--
>***************************************************************************
>*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
>*                                   *  You wouldn't know what crazy was   *
>*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
>*                                   *  your front porch eating fruit      *
>*  No Car, No money, No prospects   *                             loops!" *
>*        NO WORRIES!!!              *    You can't bring me down -        *
>*                                   *                Suicidal Tendancies  *
>***************************************************************************
>
--
	     (|||)
	    ( o o ) 
   +--ooooO---(_)-- Ooooo-------------------------------+
   |						       	|
   |	Paul HEALD <u5o83@cc.keele.ac.uk>	       	|
   |						  	|
   | "Foolproof way to sculpt an elephant...		|
   |  Take a block of marble, and chisel away at 	|
   |  anything that doesn't look like an elephant."     |
   |							|
   +----------------------------------------------------+


From mcox@access.digex.net Mon Feb 19 10:39:54 1996
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Date: Mon, 19 Feb 1996 08:59:21 -0500 (EST)
From: "World Cup 2002 in Japan! (I hope!)" <mcox@access.digex.net>
Cc: amos-list@conan.eds-ms.com
Subject: Re: HTML
In-Reply-To: <9602190941.AA06207@diamond.bton.ac.uk>
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Mime-Version: 1.0
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Status: RO
X-Status: 

On Mon, 19 Feb 1996, Eddie wrote:
> I was thinking of writing an HTML editor/producer etc.  Any call for such a
> package?  Lots of shortcuts to add tags etc.  GUI, whatever.  I shall also
Definitely.  The more WYSIWYG the better.

Michael
AMOS List:       amos-list@conan.eds-ms.com
AMOS Bug Form:      http://tarkan.eds-ms.com/amiga/
--
Michael Cox                                Work: michaelc@gsg.eds.com 
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play: mcox@access.digex.net
             For info on the AMOS Mailing List, contact me!
	  AMOS WWW: http://mmm.mbhs.edu/cgi-bin/achurch/amos/


From cosmo@sci.fi Mon Feb 19 11:06:50 1996
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Date: Mon, 19 Feb 1996 16:16:03 +0200 (EET)
From: Ville Ranki <cosmo@sci.fi>
X-Sender: cosmo@borg
To: amos-list@conan.eds-ms.com
Subject: Optimizer program
In-Reply-To: <9602182217.AA005lb@paston.co.uk.uucp>
Message-Id: <Pine.sol.3.90.960219155236.11797A-100000@borg>
Organization: Scifi
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Status: RO
X-Status: 


About the optimizing hints.. how about making an program thet searches=20
Amos program for anything that could be optimized, and tell the user how=20
the optimizing should be done.=20

It shouldn't need to be a real automated optimizig program, because they=20
don't seem to work well and are difficult to write.=20

First we should compile all the hints to a single list, and then for=20
example i could write the program and import the list in it.=20

Example:

-- User has program in amospro:

Do
   x=3Dx+1
If x>100 then Exit
Loop

-- He selects 'Amos Mailing List Optimizer v1.0' from pull-down menu.

-- A requester appears:

---------------------------------------------+
> x=3Dx+1                                      |
                                             |
You could use 'Inc x' for faster speed.      |
                                             |
[ Edit ]  [ Ignore ]     [ Stop optimizing ] |
---------------------------------------------+

-- Also, there would be a requester about that Do - Exit - Loop could be=20
replaced with Repeat - Until..

Now you should understand what i mean.. gimme the list so i can start=20
coding it!


,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'



From cosmo@sci.fi Mon Feb 19 11:23:09 1996
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Date: Mon, 19 Feb 1996 16:32:39 +0200 (EET)
From: Ville Ranki <cosmo@sci.fi>
X-Sender: cosmo@borg
To: Eddie <T.Lewis@bton.ac.uk>
Cc: amos-list@conan.eds-ms.com
Subject: Re: HTML
In-Reply-To: <9602190941.AA06207@diamond.bton.ac.uk>
Message-Id: <Pine.sol.3.90.960219162915.14000D-100000@borg>
Organization: Scifi Communications International Oy
Mime-Version: 1.0
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Status: RO
X-Status: 

On Mon, 19 Feb 1996, Eddie wrote:

> Hi guys,
>=20
> I was thinking of writing an HTML editor/producer etc.  Any call for such=
 a
> package?

Yes, yes, if it is better than anything else (i use HTML-Heaven with GED).

>  Lots of shortcuts to add tags etc.  GUI, whatever.  I shall also
> include a lot of the new HTML stuff.  Perhaps even set up a Macro system =
where
> you can default to new settings in the future.

Sounds nice..  how about preview/wysiwyg option?=20

Note: At least preview could be done with Amosaic's Arexx..

> Any comments?

Send me a preview! I can also code something if needed and do GFX.

> Also - jumping the gun I know, but I'm also thinking of writing a simple =
Java
> Token recognising Text Editor.  Although the Amiga Version isn't out yet,=
 It
> would be quite useful, I think.

Dunno..

> Let me know what you think :-)

Just do it (and don't forget to send me a preview =3D)

,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From u5o83@cc.keele.ac.uk Mon Feb 19 11:36:14 1996
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Date: Mon, 19 Feb 1996 14:55:13 +0000
To: amos-list@conan.eds-ms.com
From: u5o83@cc.keele.ac.uk (Paul HEALD)
Subject: Optimisation Tip!
Status: RO
X-Status: 

Only got one! Sorry...

Use the value of extpressions, rather than testing what they mean...

        ie... Not..

        If Jup(1)=True
                Dec Y
        End If

        If Jdown(1)=True
                Inc Y
        End If

        ...

        But...

        Y=Y+Jup(1)-Jdown(1)
        X=X+Jleft(1)-Jright(1)
--
	     (|||)
	    ( o o ) 
   +--ooooO---(_)-- Ooooo-------------------------------+
   |						       	|
   |	Paul HEALD <u5o83@cc.keele.ac.uk>	       	|
   |						  	|
   | "Foolproof way to sculpt an elephant...		|
   |  Take a block of marble, and chisel away at 	|
   |  anything that doesn't look like an elephant."     |
   |							|
   +----------------------------------------------------+


From C.J.Coulson@newcastle.ac.uk Mon Feb 19 13:58:53 1996
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From: "Chris Coulson" <C.J.Coulson@newcastle.ac.uk>
Organization: You must be joking!
To: amos-list@conan.eds-ms.com
Date: Mon, 19 Feb 1996 17:37:22 GMT0BST
Subject: Am I getting through?
Priority: normal
X-Mailer: Pegasus Mail for Windows (v2.23)
Message-Id: <7285B8475C6@TOWN4.ncl.ac.uk>
Status: RO
X-Status: 

Sorry to go off topic, but after getting
a LOT of error messages after my last
two postings to the list, I`m wondering if
anyone other than myself has received the
mails.

They were replies to the code help requests
from Darryl Lewis (flying through circles)
and John Bintz (fishbowling raycaster).

Also, to Darryl and John, did either of you
receive my replies directly, as I Cc`d them
to you as well.

Thanks
Chris

-----------------------------------------------------------------------
Chris Coulson				| A4000-060/CV64 - 20MB/530MB
Robotics Postgraduate			| Pentium60 - 16MB/1.4GB/CDROM
University of Newcastle upon Tyne	| A500 - 1MB
					| Sinclair Spectrum - 48KB
E-Mail:					| Sinclair ZX81 - 1KB
c.j.coulson@ncl.ac.uk			| "The times are a'changing..."

-----------------------------------------------------------------------

From viking@freenet.edmonton.ab.ca Tue Feb 20 01:02:19 1996
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Date: Mon, 19 Feb 1996 21:53:24 -0700 (MST)
From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
To: Eddie <T.Lewis@bton.ac.uk>
Cc: amos-list@conan.eds-ms.com
Subject: Re: HTML
In-Reply-To: <9602190941.AA06207@diamond.bton.ac.uk>
Message-Id: <Pine.A32.3.91.960219215108.38080A-100000@freenet.edmonton.ab.ca>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

On Mon, 19 Feb 1996, Eddie wrote:

> Hi guys,
> 
> I was thinking of writing an HTML editor/producer etc.  Any call for such a
> package?  Lots of shortcuts to add tags etc.  GUI, whatever.  I shall also
> include a lot of the new HTML stuff.  Perhaps even set up a Macro system where
> you can default to new settings in the future.
> 
> Any comments?

Yes, do it, as long as it's done as WYSIWYG. I could make my own util, 
but I'm going to be lazy and let you do it. *8^>

> Also - jumping the gun I know, but I'm also thinking of writing a simple Java
> Token recognising Text Editor.  Although the Amiga Version isn't out yet, It
> would be quite useful, I think.
> 
> Let me know what you think :-)
> --

The more, the merrier! *8^)

Vance

*******************************************
*    Vance Schowalter >>Image Master<<    *
*                                         *
* Internet: viking@freenet.edmonton.ab.ca *
*                                         *
*     "Affable little snow creature."     *
*******************************************


From cubic.xg.com!chrisevans@multiboard.com Tue Feb 20 10:33:27 1996
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Date: Mon, 19 Feb 96 13:18:00 EST5
From: chrisevans@cubic.xg.com (chrisevans)
Message-Id: <178282C6@cubic.xg.com>
To: amos-list@conan.eds-ms.com
Subject: Best Engines uploader found
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

Cori in Canada has agreed to upload to the Aminet the Best Engines
described on my message from a day or two ago ... I'm getting them
together hopefully Wed the 21, and so he'll get them after the weekend
about the 26th.

His e-address is:  cd556@torfree.net

If anyone wants them on a disk, I'll mail you a disk if you send me a
dollar to cover the disk and stamps.  Normally I'm a big spender :-) and
would send if for free, but I don't want to promise that and then get a
whole bunch of replies, and wipe out my beer budget.
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\

|  The views of the author are of their own and not the originating system
 |

\_________________________________________________________________________/


   Email: chrisevans@cubic.xg.com <Chrisevans>

From cs922069@red.ariel.cs.yorku.ca Tue Feb 20 13:39:37 1996
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Date: Tue, 20 Feb 1996 11:42:47 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: Sprite masks
Message-Id: <Pine.SOL.3.91.960220113205.1357A-100000@red>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

Before I start, I'd like to mention that I've had delivery problems with 
my mail to the list.  If this is causing any problems for the list ie. 
error messages being forwarded, please let me know directly and I'll try 
to rectify the situation.

Now, there was a posting inquiring as to whether different sprites could 
have the same mask.  Sorry, I don't know who posted it.

Anyway here's my theory, and I emphasize the word theory since I've not 
had the time to check this for myself so corrections would be appriaciated.

I assume that the mask is created around the sprite, including any 
tranparent pixels on its border.  (This is the part I'm not sure about).

If this is the case, and the mask is created around even the transparent 
pixels then it's simply a matter of creating a background solid region 
and drawing the visible image centred in it.  All the sprites should then 
conform to the same outline and thus have the same mask.

Once again, I'm not absolutely sure, so either check it if you have the 
time or correct me.

Grifter,	cs922069@ariel.cs.yorku.ca


From cs922069@red.ariel.cs.yorku.ca Tue Feb 20 13:37:34 1996
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Date: Tue, 20 Feb 1996 11:52:06 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: Asm calls
Message-Id: <Pine.SOL.3.91.960220114317.1357B-100000@red>
Mime-Version: 1.0
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Status: RO
X-Status: 

I posted this earlier but got no responce.  I'm not sure it got thru.

I want to be able to call AP instructions from an asm routine.  I know 
that the parameters are stored in the stack and in order of occurance 
(left to right, with the leftmost at the bottom) -I hope-.

If someone could conferm this and possibly state the format with which to 
call the instruction, it would be greatly appreciated.  All I have is one 
example listed in the AP compiler manual regarding Screen Display..

Grifter,	cs922069@ariel.cs.yorku.ca

From bwyatt@paston.co.uk Tue Feb 20 14:53:53 1996
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In-Reply-To: <Pine.SOL.3.91.960220113205.1357A-100000@red>
             (from Grifter <cs922069@ariel.cs.yorku.ca>)
             (on Tue, 20 Feb 96 11:42:47)
Lines: 30
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Sprite masks
Status: RO
X-Status: 

Greetings Grifter, you wrote some text on the subject Sprite masks, and
now I'm going to answer it

G> Now, there was a posting inquiring as to whether different sprites could 
G> have the same mask.  Sorry, I don't know who posted it.

It was me!

G> Anyway here's my theory, and I emphasize the word theory since I've not 
G> had the time to check this for myself so corrections would be appriaciated.
G> 
G> I assume that the mask is created around the sprite, including any 
G> tranparent pixels on its border.  (This is the part I'm not sure about).
G> 
G> If this is the case, and the mask is created around even the transparent 
G> pixels then it's simply a matter of creating a background solid region 
G> and drawing the visible image centred in it.  All the sprites should then 
G> conform to the same outline and thus have the same mask.
G> 
G> Once again, I'm not absolutely sure, so either check it if you have the 
G> time or correct me.

Sorry! But I didn't explain the problem correctly. What I wanted was to
use the /collision/ mask from another sprite, not the "see-through"
mask.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From J.M.Jones@dl.ac.uk Wed Feb 21 05:10:44 1996
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Subject: Dos call library functions
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Can anyone give me the functions of the dos call library as I want to set=20
the time, date and other functions??
Stuart Jones

From cosmo@sci.fi Wed Feb 21 09:21:53 1996
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From: Ville Ranki <cosmo@sci.fi>
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To: amos-list@conan.eds-ms.com
Subject: My games
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Hi!

Has anyone tried those games yet, i'd like to get some feedback! =3D)

Get them from http://www.sci.fi/~cosmo/stuff.lha before i delete it!


P.S. I'm planning to make a new game, something like Frontier in Star=20
Trek TNG universe. It will be a realistic adventure/strategy/trading game,=
=20
with some action parts. I'd need some coders and graphicians for the job,=
=20
because it will definately be a major project. For more info, reply!

,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From DM9200@conrad.appstate.edu Wed Feb 21 12:16:48 1996
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Date: 	Wed, 21 Feb 1996 10:18:39 -0400 (EDT)
Subject: Cosmo's Program at his Web-page
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Was going to check out your stuff Cosmo, but that archive at your page
is a whopping 1.8 megs. Why not break it down and put the best of it on
aminet?

-Daniel Miller

From synth@io.org Wed Feb 21 12:28:49 1996
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Date: Wed, 21 Feb 1996 10:42:15 -0500 (EST)
From: Chris Wysocki <synth@io.org>
To: List Amos <amos-list@conan.eds-ms.com>
Subject: kernel help
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Hi all,

Throughout my experience with Amos I have found many instances where its 
speed left much to be desired.  From time to time I was able to write 
small assembler routines to speed up critical tasks.  
Now, I would like to slowly migrate to programming in C and assem.  To 
do that I need to have access to a kernel reference manual.  I have a 
good C++ compiler but it lacks any descriptions of Amiga's libraries.  
Is there anything on Aminet that might help me?

Ps. I will never fully abandon AMOS.  It is far to good for prototyping 
ideas.


Chris "Synth" Wysocki <synth@io.org> Toronto, Canada

This messy was Synthesized by Synth.
Things that rule: Yanni, Jarre, AMIGA. (end of official entries)


From J.M.Jones@dl.ac.uk Wed Feb 21 13:05:13 1996
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To: amos-list@conan.eds-ms.com
Subject: Amos professional V2
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Hello out there

I've been desperately seeking a copy of amos pro version 2 without any=20
success!  No supplier seems to have it and I'm getting desperate - I may=20
need to resort to piracy!!  Please can anybody help??

Stuart Jones

From cosmo@sci.fi Wed Feb 21 13:59:33 1996
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From: Ville Ranki <cosmo@sci.fi>
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To: amos-list@conan.eds-ms.com
Subject: How to make editor to go to a specified line?
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How can i make editor to go on a specified line?
Check the manual at 13.01.02 - Ask Editor. It is done with that, but i=20
can't find Procedure_list example on productiviyy 2.

Also, i'd like to know where to find a list for Call Editor command on=20
previous page. Nothing at the help.

Current state of the Optimizer program (finds only 'x=3Dx+1'):
Load as an accessory!

-- clip --
Set Accessory=20
'SIMUL8=3DTrue=20
'   Call Editor 89 : Rem Equ("AEd_UnfoldAll") =20
'   Call Editor 17 : Rem Top Of Text  =20
'
'   Ask Editor 5 : NLINES=3DParam : NFOLD=3D0
'   =20
'   For LINE=3D1 To NLINES=20
'      Ask Editor 1,LINE : LINE$=3DParam$
'
'
'
'         If CHANGE
'            Call Editor 76,LINE=20
'            Call Editor 71,,LINE$ : Rem Replace Line & Tokenise=20
'         End If=20
'      End If =20
'   Next=20
'

Screen Open 0,640,156,8,Hires
Flash Off=20
Curs Off=20

Palette $0,$AA,$FFF,$44,$DD
Screen Display 0,140,70,640,156
Cls 1

Pen 2
Paper 1

BORD[1,1,639,155]
BORD[60,4,550,35]
BORD[4,38,636,150]

Locate 22,2
Print "Optimizer 0.1 by Ville Ranki"

Locate 3,5
Pen 0
Print "Scanning line........."


If SIMUL8=3DTrue Then Goto SIMUL8


Call Editor 17
Ask Editor 5
LINES=3DParam
For Z=3D1 To LINES
Ask Editor 1,Z
Locate 25-Len(Str$(Z)),5
Pen 2
Print Z
LINE$=3DParam$+" :"
Gosub CHECK

Next Z

BORD[100,70,500,100]
Pen 2
Locate 30,10
Print "End Of Program"
Wait 50

Screen Close 0

End=20

SIMUL8:


Wait Key=20
Screen Close 0
End=20


CHECK:

TESTINC[LINE$]
A=3DParam
If A=3D1 Then TELL[Z,"x =3D x + 1","Inc x"]


Return=20

Procedure TESTINC[A$]


X=3DInstr(A$,"=3D")
If X=3D0 Then Goto BYE
Y=3DInstr(A$,"+1 :")
If Y<X Then Goto BYE

MSG=3D1


BYE:
End Proc[MSG]


Procedure TELL[L,L1$,L2$]
Ask Editor 1,L
LINE$=3DParam$
Ink 2
Locate 5,7
Centre "Line "+Str$(L)+": "+LINE$
Locate 5,9
Centre "'"+L1$+"'"
Locate 5,10
Centre "Should be replaced with"
Locate 5,11
Centre "'"+L2$+"'"


Pen 2
Locate 6,17
Print "Edit"

BORD[15,132,113,146]

Locate 40,17
Print "Continue scan"
BORD[300,132,440,146]

Reserve Zone 2
Set Zone 1,15,132 To 113,146
Set Zone 2,300,132 To 440,146


SEPALUS:

Repeat=20
Until Mouse Key=3D1

MZ=3DMouse Zone
If MZ=3D0 Then Goto SEPALUS
If MZ=3D1 Then Goto ERIT



Ink 1
Bar 4,38 To 636,150
BORD[4,38,636,150]

Locate 3,5
Pen 0
Print "Scanning line........."

Goto LOPPI
ERIT:

'Ask Editor 76,5=20
Edit=20

LOPPI:
End Proc

Procedure BORD[X1,Y1,X2,Y2]
Ink 4
Box X1,Y1 To X2,Y2
Box X1+1,Y1 To X2-1,Y2
Ink 3
Draw X1,Y2 To X2,Y2
Draw X2,Y1 To X2,Y2
Draw X2-1,Y1 To X2-1,Y2
Ink 2
Plot X1+2,Y1+1
Plot X1+3,Y1+1
Ink 4
Plot X1+4,Y1+1
Plot X1+2,Y1+2

STD=3DX2-X1

ST1=3D(STD/4)*2

EP1=3DST1+(STD/6)

Set Line %101010101010101

Ink 2,4
Draw X1+ST1,Y1 To X1+EP1,Y1

Set Line %1111111111111111

Ink 2
Draw X1+ST1+(STD/26),Y1 To X1+EP1-(STD/26),Y1
End Proc




,----- -- -         - -- ------- --------.-S-- ---------------.
|     =AB Ville Ranki =BB               =B7::::| n Ville Ranki  =B7:::|
:  - E-Mail: cosmo@sci.fi              =B7:: A Mansikkakuja 6  :|
:  - WWW:    http://www.sci.fi/~cosmo/  =B7: i 33960 Pirkkala  =B7|
|  - IRC:    CoSMo @ #Amiga              | L    Finland       |
`-------------- -- -         - -- -------'-------------- --- -'


From amos-request@svcs1.digex.net Wed Feb 21 21:42:27 1996
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From: rbanksto@whale.st.usm.edu (Robert Ofarrell Bankston)
Message-Id: <9602212118.AA69382@whale.st.usm.edu>
Subject: AMOS disks
To: amos-list@access.digex.net
Date: Wed, 21 Feb 1996 15:18:58 -0600 (CST)
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Can any of you tell me where I can find Totally Amos and Mr. Amos Club
disks?  I am primarily interested in accessing them via Internet sources
(ftp, WWW, etc.).  Thanks for the info.
Robert
rbanksto@whale.st.usm.edu


From uv334@freenet.victoria.bc.ca Wed Feb 21 22:24:15 1996
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Date: Wed, 21 Feb 1996 15:29:36 -0800 (PST)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: More Raycasting...
To: Amos List <amos-list@conan.eds-ms.com>
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I finally have written a decent raycaster with pretty good speed, but I 
have one small problem--it won't detect the corners of blocks when the 
rays are cast.  Can anyone try to fix this problem?

************************************************************

Screen Open 0,320,200,16,Lowres : Flash Off : Curs Off : Cls 0
For I=0 To 15
  Colour I,I*$111
Next 
'
Dim SLCTS(61),FCOS(60)
Global TRIGNUM,BSIZE,HALFBSIZE,MAPSIZE,WALLHEIGHT,CORNER
Global SLCTS(),FCOS()
TRIGNUM=512 : BSIZE=10 : MAPSIZE=16 : WALLHEIGHT=400
HALFBSIZE=BSIZE/2
Dim MAP(MAPSIZE-1,MAPSIZE-1)
Global MAP()
'
MAPDIG
MAKETRIG
RNBW
CX=(MAPSIZE/2)*BSIZE+HALFBSIZE
CY=CX : ANG=0
Pen 15
'
Do 
  CANG=ANG-30
  Cls 0
  'MAPDRAW 
  For I=0 To 60
    RAYCAST[CX,CY,CANG+I]
    SLIVDRAW[I,Param]
  Next 
  Repeat 
    J=Joy(1)
  Until J>0
  If Jleft(1) : ANG=ANG-15 : End If 
  If Jright(1) : ANG=ANG+15 : End If 
  If Jup(1)
    DX=CX+(Sin(ANG)*HALFBSIZE)
    DY=CY-(Cos(ANG)*HALFBSIZE)
    If MAP(DX/BSIZE,DY/BSIZE)=0
      CX=DX : CY=DY
    End If 
  End If 
  ANG=(ANG+360) mod 360
Loop 
'
Procedure SLIVDRAW[SX,DEPTH]
DEPTH=(DEPTH*FCOS(SX))/TRIGNUM+1
WALL=WALLHEIGHT/DEPTH
If WALL>100 : WALL=100 : End If 
CLR=15-(DEPTH/6)
If CLR<0 : CLR=0 : End If 
If CORNER : CLR=1 : End If 
Cls CLR,SLCTS(SX),100-WALL To SLCTS(SX+1),100+WALL
End Proc
'
Procedure MAPDRAW
For Y=0 To 15
  For X=0 To 15
    If MAP(X,Y)>0
      Cls 15,(X*BSIZE),(Y*BSIZE) To(X+1)*BSIZE,(Y+1)*BSIZE
    End If 
  Next 
Next 
End Proc
'
Procedure MAPDIG
Randomize Timer
'
Z=MAPSIZE-1
For Y=0 To Z
  For X=0 To Z
    MAP(X,Y)=1
  Next 
Next 
'
MAP(MAPSIZE/2,MAPSIZE/2)=0
For DIGS=1 To 4
  DX=MAPSIZE/2 : DY=DX
  For TIMES=1 To 25
    DR=Rnd(3)
    If DR=0 and DX>1 : Dec DX : End If 
    If DR=1 and DX<Z-1 : Inc DX : End If 
    If DR=2 and DY>1 : Dec DY : End If 
    If DR=3 and DY<Z-1 : Inc DY : End If 
    MAP(DX,DY)=0
  Next 
Next 
End Proc
'
Procedure MAKETRIG
Reserve As Work 14,1440
Reserve As Work 15,1440
Degree 
C=Start(14)
S=Start(15)
For I=0 To 359
  Loke C+(I*4),Cos(I)*TRIGNUM
  Loke S+(I*4),Sin(I)*TRIGNUM
  If I<61
    FCOS(I)=Cos(I-30)*TRIGNUM
    SLCTS(I+1)=((I+1)*320)/61
  End If 
Next 
End Proc
'
Procedure RNBW
Set Rainbow 0,0,200,"","",""
For I=0 To 99
  Rain(0,I)=((I*16)/99)*$F
Next 
For I=0 To 99
  Rain(0,I+100)=((I*16)/99)*$F00
Next 
Rainbow 0,0,50,200
End Proc
'
Procedure RAYCAST[X,Y,ANG]
ANGLE=(ANG+360) mod 360
CORNER=False
GCOS=Leek(Start(14)+(ANGLE*4))
GSIN=Leek(Start(15)+(ANGLE*4))
'
'Prepare Block Read Adjustments
'
If ANG>90 and ANG<=270
  YADJ=HALFBSIZE : YC=1
Else 
  YADJ=-HALFBSIZE : YC=-1
End If 
If ANG>0 and ANG<=180
  XADJ=HALFBSIZE : YC=1
Else 
  XADJ=-HALFBSIZE : YC=-1
End If 
'
'The X Cast Comes First
'
If Cos(ANGLE)=0
  XDEPTH=$FFFF
Else 
  If ANG>90 and ANG<=270
    YBOUND=(Y/BSIZE)*BSIZE+BSIZE
    YDELTA=BSIZE
  Else 
    YBOUND=(Y/BSIZE)*BSIZE
    YDELTA=-BSIZE
  End If 
  CASTING=True
  Repeat 
    YDIST=YBOUND-Y
    DEPTH=(YDIST*TRIGNUM)/GCOS
    XDIST=(DEPTH*GSIN)/TRIGNUM
    DX=(X-XDIST)/BSIZE
    ZY=(YBOUND+YADJ)/BSIZE
    If DX>-1 and DX<MAPSIZE
      If MAP(DX,ZY)>0
        CASTING=False
        XDEPTH=Abs(DEPTH)
        XSLIV=Abs(X-XDIST) mod BSIZE
        ZXDIST=XDIST
      Else 
        YBOUND=YBOUND+YDELTA
      End If 
    Else 
      CASTING=False
      XDEPTH=$FFFF
    End If 
  Until Not CASTING
End If 
'
'Now, The Y Cast Is Done...
'
If Sin(ANGLE)=0
  YDEPTH=$FFFF
Else 
  If ANG>0 and ANG<=180
    XBOUND=(X/BSIZE)*BSIZE+BSIZE-1
    XDELTA=BSIZE
  Else 
    XBOUND=(X/BSIZE)*BSIZE
    XDELTA=-BSIZE
  End If 
  CASTING=True
  Repeat 
    XDIST=XBOUND-X
    DEPTH=(XDIST*TRIGNUM)/GSIN
    YDIST=(DEPTH*GCOS)/TRIGNUM
    DY=(Y-YDIST)/BSIZE
    ZX=(XBOUND+XADJ)/BSIZE
    If DY>-1 and DY<MAPSIZE
      If MAP(ZX,DY)>0
        CASTING=False
        YDEPTH=Abs(DEPTH)
        YSLIV=Abs(Y-YDIST) mod BSIZE
        ZYDIST=YDIST
      Else 
        XBOUND=XBOUND+XDELTA
      End If 
    Else 
      CASTING=False
      YDEPTH=$FFFF
    End If 
  Until Not CASTING
End If 
If XDEPTH<YDEPTH
  CDEPTH=XDEPTH
  If XSLIV=0 : CORNER=True : End If 
Else 
  CDEPTH=YDEPTH
  If YSLIV=0 : CORNER=True : End If 
End If 
End Proc[CDEPTH]

John C. Bintz - * uv334@freenet.victoria.bc.ca *
WWW:  http://dragon.res.cmu.edu/JohnBintz/HOME.HTM
      NetScape Friendly!!

Check these out on Aminet:
  game/role/RPGEdito.lzh    RPG Editor Version 1.0


From ACA95AKS@sheffield.ac.uk Thu Feb 22 05:13:44 1996
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Message-Id: <4058C126AD0@Barbrook.shef.ac.uk>
Status: RO
X-Status: 

 
> I've been desperately seeking a copy of amos pro version 2 without any 
> success!  No supplier seems to have it and I'm getting desperate - I may 
> need to resort to piracy!!  Please can anybody help??
> 
> Stuart Jones
>

You can only get version 2 with Amos Pro Compiler, which should still 
be in stock.

Anthony Short.
 

From bwyatt@paston.co.uk Thu Feb 22 07:23:03 1996
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Date: 	Wed, 21 Feb 96 19:09:23 GMT
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In-Reply-To: <01I1GZG9R9MABV1SA7@conrad.appstate.edu>
             (from DM9200@conrad.appstate.edu)
             (on Wed, 21 Feb 96 10:18:39)
Lines: 13
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Cosmo's Program at his Web-page
Status: RO
X-Status: 

Greetings DM9200@conrad.appstate.edu, you wrote some text on the subject
Cosmo's Program at his Web-page, and now I'm going to answer it

D> Was going to check out your stuff Cosmo, but that archive at your page
D> is a whopping 1.8 megs. Why not break it down and put the best of it on
D> aminet?

I agree. There's no WAY I'm going to dl a file of that size.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From bwyatt@paston.co.uk Thu Feb 22 07:29:06 1996
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Message-Id: <9602211931.AA005ql@paston.co.uk.uucp>
In-Reply-To: <Pine.sol.3.90.960221190626.13948D-100000@borg>
             (from Ville Ranki <cosmo@sci.fi>)
             (on Wed, 21 Feb 96 19:14:51)
Lines: 27
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: How to make editor to go to a specified line?
Status: RO
X-Status: 

Greetings Ville, you wrote some text on the subject How to make editor
to go to a specified line?, and now I'm going to answer it

VR> How can i make editor to go on a specified line?
VR> Check the manual at 13.01.02 - Ask Editor. It is done with that, but i 
VR> can't find Procedure_list example on productiviyy 2.
VR> 
VR> Also, i'd like to know where to find a list for Call Editor command on 
VR> previous page. Nothing at the help.

No idea...

VR> Current state of the Optimizer program (finds only 'x=x+1'):

Why do you need to find "x=x+1"?

Inc x is "optimised" to x=x+1. It's actually faster when using the pro
compiler!

VR> If SIMUL8=True Then Goto SIMUL8
       ^^^^^^^^^^^
Better optimise this! ;-)

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From angel@labein.es Thu Feb 22 07:49:57 1996
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Date: 22 Feb 96 12:41 +0100
From: Angel Alvarez <angel@labein.es>
To: <amos-list@conan.eds-ms.com>
Message-Id: <394*angel@labein.es>
Subject: Re: How to make editor to go to a specified line?
Status: RO
X-Status: 

On Thu Feb 22 12:32:16 1996, <bwyatt@paston.co.uk> wrote:

> Inc x is "optimised" to x=x+1. It's actually faster when using the pro
> compiler!

This means that "x=x+1" is faster than "Inc x" with the compiler? With
typical (C or C++) compilers "i++" is faster than "i=i+1". Well, everybody
knows that AMOS compiler is not a "typical compiler" ;-)

==============================================================================
                     _/_/_/ _/     _/_/  _/_/_/    _/_/_/ _/_/_/ _/_/_/ _/_/_/
 Angel Alvarez      _/  _/ _/     _/ _/   _/      _/     _/  _/ _/       _/
  (Aldi Soft)      _/_/_/ _/     _/  _/  _/      _/_/_/ _/  _/ _/_/     _/
angel@labein.es   _/  _/ _/     _/ _/   _/          _/ _/  _/ _/       _/
                 _/  _/ _/_/_/ _/_/  _/_/_/    _/_/_/ _/_/_/ _/       _/
==============================================================================

From amos-request@svcs1.digex.net Thu Feb 22 10:33:14 1996
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Date: Thu, 22 Feb 1996 07:03:19 -0500 (EST)
From: "World Cup 2002 in Japan! (I hope!)" <mcox@access.digex.net>
To: Robert Ofarrell Bankston <rbanksto@whale.st.usm.edu>
cc: amos-list@access.digex.net
Subject: Re: AMOS disks
In-Reply-To: <9602212118.AA69382@whale.st.usm.edu>
Message-ID: <Pine.SUN.3.91.960222070247.26564A-100000@access5.digex.net>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

On Wed, 21 Feb 1996, Robert Ofarrell Bankston wrote:
> Can any of you tell me where I can find Totally Amos and Mr. Amos Club
> disks?  I am primarily interested in accessing them via Internet sources
Some of the Totally AMOS are on the AMOS PD CD that I have.  I'll check
wheich ones when I get home tonight (Thursday).

Michael
AMOS List:       amos-list@conan.eds-ms.com
AMOS Bug Form:      http://tarkan.eds-ms.com/amiga/
--
Michael Cox                                Work: michaelc@gsg.eds.com 
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play: mcox@access.digex.net
             For info on the AMOS Mailing List, contact me!
	  AMOS WWW: http://mmm.mbhs.edu/cgi-bin/achurch/amos/


From cs922069@red.ariel.cs.yorku.ca Thu Feb 22 11:38:44 1996
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Date: Thu, 22 Feb 1996 10:07:35 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: Collision Masks
Message-Id: <Pine.SOL.3.91.960222100114.6330A-100000@red>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

Don't worry about the clarity of the question, Ben.

With regards to using another sprites collision mask, I'm not sure it's 
possible, but then I don't use collision routines very much.  Perhaps you 
could simply check if a given object has come in contact with the test 
object object by comparing the difference in their hot spots.  Of course, 
I'm assuming all the objects in question would conform to the same 
dimensions.

Sorry if this isn't any help.

Grifter,	cs922069@ariel.cs.yorku.ca


From cs922069@red.ariel.cs.yorku.ca Thu Feb 22 11:54:01 1996
Received: from conan.eds-ms.com (conan.eds-ms.com [204.240.136.11]) by mail1.access.digex.net (8.6.12/8.6.12) with SMTP id LAA09029;  for <mcox@access.digex.net> ; Thu, 22 Feb 1996 11:53:58 -0500
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Date: Thu, 22 Feb 1996 10:11:47 -0500 (EST)
From: Grifter <cs922069@red.ariel.cs.yorku.ca>
To: amos-list@conan.eds-ms.com
Subject: Time DOS calls
Message-Id: <Pine.SOL.3.91.960222100816.6330B-100000@red>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

Stuart, the Jd lib ext. has a complete set of instructions dealing with 
time & date.  It allows you to read/set them as well as converting to seconds 
and vise versa.  You can dl v4.6 from aminet.

Grifter,	cs922069@ariel.cs.yorku.ca

From Braneloc@mirex.demon.co.uk Fri Feb 23 03:33:14 1996
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Message-Id: <221fd664.u7t150e.0-Braneloc@mirex.demon.co.uk>
In-Reply-To: <199602210859.IAA16286@mserv1.dl.ac.uk>
	     (from J.M.Jones@dl.ac.uk)
	     (at Wed, 21 Feb 1996    9:03:00  GMT+0)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Mime-Version: 1.0
Content-Type: text/plain
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: J.M.Jones@dl.ac.uk
Cc: amos-list@conan.eds-ms.com
Subject: Re: Dos call library functions
Status: RO
X-Status: 

-----BEGIN PGP SIGNED MESSAGE-----

To the one known as J.M.Jones,

> Can anyone give me the functions of the dos call library as I want to=
=20set=20
> the time, date and other functions??

Yes.

=20                                 |  "A stasis leak, to put it into y=
our
=20_   _   _        _     _   _     |  basic laymans terms, is a leak, =
right,
|_> |_| |_| |\ | |_ |  | | /   |  |  IN stasis, hence the term, a stasi=
s
|_> | \ | | | \| |_ |_ |_| \_  .  |  leak." - Holly
=20                                 |  "You don't know do you 'Hol ?"
=20                                 |  "No I don't." - Holly

offset:   30...xOpen (d1, d2)
offset:   36...xClose (d1)
offset:   42...xRead (d1, d2, d3)
offset:   48...xWrite (d1, d2, d3)
offset:   54...xInput ()
offset:   60...xOutput ()
offset:   66...Seek (d1, d2, d3)
offset:   72...DeleteFile (d1)
offset:   78...Rename (d1, d2)
offset:   84...Lock (d1, d2)
offset:   90...UnLock (d1)
offset:   96...DupLock (d1)
offset:  102...Examine (d1, d2)
offset:  108...ExNext (d1, d2)
offset:  114...Info (d1, d2)
offset:  120...CreateDir (d1)
offset:  126...CurrentDir (d1)
offset:  132...IoErr ()
offset:  138...CreateProc (d1, d2, d3, d4)
offset:  144...xExit (d1)
offset:  150...LoadSeg (d1)
offset:  156...UnLoadSeg (d1)
offset:  162...dosPrivate1 ()
offset:  168...dosPrivate2 ()
offset:  174...DeviceProc (d1)
offset:  180...SetComment (d1, d2)
offset:  186...SetProtection (d1, d2)
offset:  192...DateStamp (d1)
offset:  198...Delay (d1)
offset:  204...WaitForChar (d1, d2)
offset:  210...ParentDir (d1)
offset:  216...IsInteractive (d1)
offset:  222...Execute (d1, d2, d3)
offset:  228...AllocDosObject (d1, d2)
offset:  234...FreeDosObject (d1, d2)
offset:  240...DoPkt (d1, d2, d3, d4, d5, d6, d7)
offset:  246...SendPkt (d1, d2, d3)
offset:  252...WaitPkt ()
offset:  258...ReplyPkt (d1, d2, d3)
offset:  264...AbortPkt (d1, d2)
offset:  270...LockRecord (d1, d2, d3, d4, d5)
offset:  276...LockRecords (d1, d2)
offset:  282...UnLockRecord (d1, d2, d3)
offset:  288...UnLockRecords (d1)
offset:  294...SelectInput (d1)
offset:  300...SelectOutput (d1)
offset:  306...FGetC (d1)
offset:  312...FPutC (d1, d2)
offset:  318...UnGetC (d1, d2)
offset:  324...FRead (d1, d2, d3, d4)
offset:  330...FWrite (d1, d2, d3, d4)
offset:  336...FGets (d1, d2, d3)
offset:  342...FPuts (d1, d2)
offset:  348...VFWritef (d1, d2, d3)
offset:  354...VFPrintf (d1, d2, d3)
offset:  360...Flush (d1)
offset:  366...SetVBuf (d1, d2, d3, d4)
offset:  372...DupLockFromFH (d1)
offset:  378...OpenFromLock (d1)
offset:  384...ParentOfFH (d1)
offset:  390...ExamineFH (d1, d2)
offset:  396...SetFileDate (d1, d2)
offset:  402...NameFromLock (d1, d2, d3)
offset:  408...NameFromFH (d1, d2, d3)
offset:  414...SplitName (d1, d2, d3, d4, d5)
offset:  420...SameLock (d1, d2)
offset:  426...SetMode (d1, d2)
offset:  432...ExAll (d1, d2, d3, d4, d5)
offset:  438...ReadLink (d1, d2, d3, d4, d5)
offset:  444...MakeLink (d1, d2, d3)
offset:  450...ChangeMode (d1, d2, d3)
offset:  456...SetFileSize (d1, d2, d3)
offset:  462...SetIoErr (d1)
offset:  468...Fault (d1, d2, d3, d4)
offset:  474...PrintFault (d1, d2)
offset:  480...ErrorReport (d1, d2, d3, d4)
offset:  492...Cli ()
offset:  498...CreateNewProc (d1)
offset:  504...RunCommand (d1, d2, d3, d4)
offset:  510...GetConsoleTask ()
offset:  516...SetConsoleTask (d1)
offset:  522...GetFileSysTask ()
offset:  528...SetFileSysTask (d1)
offset:  534...GetArgStr ()
offset:  540...SetArgStr (d1)
offset:  546...FindCliProc (d1)
offset:  552...MaxCli ()
offset:  558...SetCurrentDirName (d1)
offset:  564...GetCurrentDirName (d1, d2)
offset:  570...SetProgramName (d1)
offset:  576...GetProgramName (d1, d2)
offset:  582...SetPrompt (d1)
offset:  588...GetPrompt (d1, d2)
offset:  594...SetProgramDir (d1)
offset:  600...GetProgramDir ()
offset:  606...SystemTagList (d1, d2)
offset:  612...AssignLock (d1, d2)
offset:  618...AssignLate (d1, d2)
offset:  624...AssignPath (d1, d2)
offset:  630...AssignAdd (d1, d2)
offset:  636...RemAssignList (d1, d2)
offset:  642...GetDeviceProc (d1, d2)
offset:  648...FreeDeviceProc (d1)
offset:  654...LockDosList (d1)
offset:  660...UnLockDosList (d1)
offset:  666...AttemptLockDosList (d1)
offset:  672...RemDosEntry (d1)
offset:  678...AddDosEntry (d1)
offset:  684...FindDosEntry (d1, d2, d3)
offset:  690...NextDosEntry (d1, d2)
offset:  696...MakeDosEntry (d1, d2)
offset:  702...FreeDosEntry (d1)
offset:  708...IsFileSystem (d1)
offset:  714...Format (d1, d2, d3)
offset:  720...Relabel (d1, d2)
offset:  726...Inhibit (d1, d2)
offset:  732...AddBuffers (d1, d2)
offset:  738...CompareDates (d1, d2)
offset:  744...DateToStr (d1)
offset:  750...StrToDate (d1)
offset:  756...InternalLoadSeg (d0, a0, a1, a2)
offset:  762...InternalUnLoadSeg (d1, a1)
offset: %65021...NewLoadSeg () =09
offset:  774...AddSegment (d1, d2, d3)
offset:  780...FindSegment (d1, d2, d3)
offset:  786...RemSegment (d1)
offset:  792...CheckSignal (d1)
offset:  798...ReadArgs (d1, d2, d3)
offset:  804...FindArg (d1, d2)
offset:  810...ReadItem (d1, d2, d3)
offset:  816...StrToLong (d1, d2)
offset:  822...MatchFirst (d1, d2)
offset:  828...MatchNext (d1)
offset:  834...MatchEnd (d1)
offset:  840...ParsePattern (d1, d2, d3)
offset:  846...MatchPattern (d1, d2)
offset:  852...dosPrivate3 ()
offset:  858...FreeArgs (d1)
offset:  870...FilePart (d1)
offset:  876...PathPart (d1)
offset:  882...AddPart (d1, d2, d3)
offset:  888...StartNotify (d1)
offset:  894...EndNotify (d1)
offset:  900...SetVar (d1, d2, d3, d4)
offset:  906...GetVar (d1, d2, d3, d4)
offset:  912...DeleteVar (d1, d2)
offset:  918...FindVar (d1, d2)
offset:  924...dosPrivate4 ()
offset:  930...CliInitNewcli (a0)
offset:  936...CliInitRun (a0)
offset:  942...WriteChars (d1, d2)
offset:  948...PutStr (d1)
offset:  954...VPrintf (d1, d2)
offset:  966...ParsePatternNoCase (d1, d2, d3)
offset:  972...MatchPatternNoCase (d1, d2)
offset:  978...dosPrivate5 ()
offset:  984...SameDevice (d1, d2)
offset:  990...ExAllEnd (d1, d2, d3, d4, d5)
offset:  996...SetOwner (d1, d2)



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From Braneloc@mirex.demon.co.uk Fri Feb 23 01:40:10 1996
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Date: Thu, 22 Feb 96 07:15:20 GMT 0
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Message-Id: <221fd8fb.u7t150e.30d41-Braneloc@mirex.demon.co.uk>
In-Reply-To: <01I18XLTHK9EC509XG@conrad.appstate.edu>
	     (from DM9200@conrad.appstate.edu)
	     (at Thu, 15 Feb 1996 15:59:07 -0400 (EDT))
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: DM9200@conrad.appstate.edu
Cc: amos-list@conan.eds-ms.com
Subject: Re: Whatever
Status: RO
X-Status: 

-----BEGIN PGP SIGNED MESSAGE-----

To the one known as DM9200,

> Spender said:
>  "Anyone know how to read 2 button/cd32 joypad buttons?"

He did indeed.
 
> You can do it but as soon as you incorporate into your program you cut off
> about 98% of the amiga-users out there.

......

> For most arcade things couldn't just the <space bar> be used for the 2nd
> button function?

Strongly disagree..!  I write CD32 stuff, and anyone can go out and get a
CD32 compatable joypad, just the same as they can a regular joystick. 

Spookily, it costs about the same..  Actually, which joystick was supplied
with your Amiga.. ?   ;-)  More joypads supplied than that methinks..

I know that for my stuff, I allow both, so CD32 people have a much enhanced
gameplay, and the people without can fumble with their keyboard happily.

BTW, to you who havn't got a CD32 joypad, they are nice !!  I hope you'll be
incorporating support for it in your code, particularly after the source I
recently posted.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  | "One will come.  He will be blonde of
|_> | \ | | | \| |_ |_ |_| \_  .  |  hair, blue of eye, and thick as a brick"
                                  |  

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From Braneloc@mirex.demon.co.uk Fri Feb 23 04:04:12 1996
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Date: Thu, 22 Feb 96 07:24:58 GMT 0
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Message-Id: <221fdb3c.u7t150e.8d9a0-Braneloc@mirex.demon.co.uk>
In-Reply-To: <2217d240.u7t150e.d88d6-Braneloc@mirex.demon.co.uk>
	     (from Braneloc@mirex.demon.co.uk (Keith Hill))
	     (at Fri Feb 16 07:08:20 1996)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: AMOS-LIST@conan.eds-ms.com
Subject: Reading CD32 joypad.
Status: RO
X-Status: 

-----BEGIN PGP SIGNED MESSAGE-----

> P.S. Anyone know how to read 2 button/CD32 joypad buttons? 

Yes.

 _   _   _        _     _   _     |  "If we survive, I shall dedicate my life
|_> |_| |_| |\ | |_ |  | | /   |  |   to eliminating the gene that makes you
|_> | \ | | | \| |_ |_ |_| \_  .  |   so obnoxious."
                                  |  

'
'    CD32 Joypad 
'
'    (c) K.Hill, Jan 1996
'        
'
'structures begin
'
'Const JPF_BUTTON_FORWARD=$80000 
'Const JPF_LEFT  = 2 
'Const JPF_JOY_UP  = 8   
'Const JPF_BUTTON_REVERSE  =  $40000 
'Const JPF_DOWN  = 4   
'Const JPF_JOY_RIGHT  = 1    
'Const JPF_JOY_LEFT  = 2 
'Const JPF_BUTTON_GREEN  =  $100000  
'Const JPF_BUTTON_YELLOW  =  $200000 
'Const JPF_JOY_DOWN  = 4 
'Const JPF_BUTTON_BLUE  =  $800000 
'Const JPF_UP  = 8 
'Const JPF_BUTTON_PLAY  =  $20000  
'Const JPF_BTN1  =  $800000  
'Const JPF_BTN2  =  $400000  
'Const JPF_BTN3  =  $200000  
'Const JPF_BTN4  =  $100000  
'Const JPF_BTN5  =  $80000 
'Const JPF_RIGHT  = 1  
'Const JPF_BTN6  =  $40000 
'Const JPF_BTN7  =  $20000 
'Const JPF_BUTTON_RED  =  $400000  
'
'Structures Constants

Global __JPF_BUTTON_FORWARD,__JPF_LEFT,__JPF_JOY_UP
__JPF_BUTTON_FORWARD=524288 : __JPF_LEFT=2 : __JPF_JOY_UP=8
Global __JPF_BUTTON_REVERSE,__JPF_DOWN,__JPF_JOY_RIGHT
__JPF_BUTTON_REVERSE=262144 : __JPF_DOWN=4 : __JPF_JOY_RIGHT=1
Global __JPF_JOY_LEFT,__JPF_BUTTON_GREEN,__JPF_BUTTON_YELLOW
__JPF_JOY_LEFT=2 : __JPF_BUTTON_GREEN=1048576 : __JPF_BUTTON_YELLOW=2097152
Global __JPF_JOY_DOWN,__JPF_BUTTON_BLUE,__JPF_UP
__JPF_JOY_DOWN=4 : __JPF_BUTTON_BLUE=8388608 : __JPF_UP=8
Global __JPF_BUTTON_PLAY,__JPF_BTN1,__JPF_BTN2
__JPF_BUTTON_PLAY=131072 : __JPF_BTN1=8388608 : __JPF_BTN2=4194304
Global __JPF_BTN3,__JPF_BTN4,__JPF_BTN5,__JPF_RIGHT
__JPF_BTN3=2097152 : __JPF_BTN4=1048576 : __JPF_BTN5=524288 : __JPF_RIGHT=1
Global __JPF_BTN6,__JPF_BTN7,__JPF_BUTTON_RED
__JPF_BTN6=262144 : __JPF_BTN7=131072 : __JPF_BUTTON_RED=4194304

'structures end
Lib Open 1,"lowlevel.library",40

Dreg(0)=1
While 1
   Z=Lib Call(1,-30)
   If Z and __JPF_BUTTON_BLUE Then Print "Blue"
   If Z and __JPF_BUTTON_RED Then Print "Red"
   If Z and __JPF_BUTTON_GREEN Then Print "Green"
   If Z and __JPF_BUTTON_YELLOW Then Print "Yellow"
   If Z and __JPF_BUTTON_PLAY Then Print "Play"
   If Z and __JPF_BUTTON_FORWARD Then Print "FF"
   If Z and __JPF_BUTTON_REVERSE Then Print "Rew"
   If Z and __JPF_JOY_DOWN Then Print "Down"
   If Z and __JPF_JOY_UP Then Print "Up"
   If Z and __JPF_JOY_LEFT Then Print "Left"
   If Z and __JPF_JOY_RIGHT Then Print "Right"
Wend 

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From achurch@dragon.res.cmu.edu Thu Feb 22 19:15:52 1996
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From: Andy Church <achurch@dragon.res.cmu.edu>
To: amos-list@conan.eds-ms.com
Subject: Intuition Extension v1.3b
Date: Thu Feb 22 18:28:06 1996
Message-Id: <199602221828.AA10194@dragon.res.cmu.edu>
X-Mailer: MMail v4.41
Status: RO
X-Status: 

  Well, I've finally taken the Intuition Extension to a mostly stable
state, which I'm releasing as version 1.3b.  If I hadn't had one thing
after another go wrong over the last four or five months, I'd've spent more
time testing the extension than I did.  But at this point, I just want to
get a new version out that includes a few new commands, squashes a few old
bugs, and (hopefully) doesn't introduce too many new ones.

  As a way to at least partially compensate for this excessive delay, I
will be distributing free copies of the registered version of the extension
via E-mail through 2 March, 23:59 UTC - i.e. for the next eight days.  Send
E-mail to achurch@cmu.edu if you want a copy.  And please keep in mind that
this doesn't make the Intuition Extension a `freeware' product - you're
still not allowed to redistribute it.

  --Andy Church (achurch@cmu.edu)
    WWW: http://mmm.mbhs.edu/cgi-bin/achurch/

From exet0007@sable.ox.ac.uk Fri Feb 23 14:01:57 1996
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Date: Fri, 23 Feb 1996 17:03:46 +0000 (GMT)
From: Mark Carter <exet0007@sable.ox.ac.uk>
To: amos-list <amos-list@conan.eds-ms.com>
Subject: Re: Optimisation tips
In-Reply-To: <9602131330.AA005e3@paston.co.uk.uucp>
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On Tue, 13 Feb 1996, Ben Wyatt wrote:

> Greetings Mark, you wrote some text on the subject Re: Optimisation tips
> , and now I'm going to answer it
> 
> MC> I find using "Not" to be very unpredictable - dont ask me why, but I have 
> MC> had some VERY weird bugs crop up because of it.  When I replace "Not" 
> MC> with "=False" the bug disappears!
> 
> The command works fine and as expected, but it's the intepreter that
> seems to have problems. Sometimes, in large IF statements, it says
> there's an error on the line with the NOT in it. This can normally be fixed
> by rearranging the IF statement or putting a variable equal to Not(value).


No, it does NOT work as expected - so there ;-)  However, I cannot 
remember if I the problems also occur with the compiler - but they 
certainly do with the interpreter.  I have had spent hours and hours 
debugging over some mysterious error and eventually finding out that it 
was the "Not"'s fault all along.  The fact of the matter is:
Not(A) is not EXACTLY the same as A=False

(where A=0 or -1)

> 
> However, your problems could be caused by NOTing a number which is not
> 0 or -1. :-?

I'm not that stupid - although I come pretty close ;-)

> MC> You have been warned! - do not use "Not"!
> 
> No, do use NOT! It's faster! ;-)
> 

No , do NOT use Not! It's crap! ;-)

Cheers,

Mark

From exet0007@sable.ox.ac.uk Fri Feb 23 13:39:55 1996
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From: Mark Carter <exet0007@sable.ox.ac.uk>
To: amos-list <amos-list@conan.eds-ms.com>
Subject: Re: Optimisation tips
In-Reply-To: <9602131422.AA005ex@paston.co.uk.uucp>
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On Tue, 13 Feb 1996, Ben Wyatt wrote:

> Greetings Paul, you wrote some text on the subject Re: Optimisation tips
> , and now I'm going to answer it
> 
> PH> > Is this what you mean :
> PH> > 
> PH> >    Def Fn _SIN(a)=Sin(a)
> PH> >    Print Fn _SIN(a)
> PH> > 
> PH> > is faster than :
> PH> > 
> PH> >    Print Sin(a)
> PH> > 
> PH> > ???
> PH> 
> PH> No, but Def Fn SC(a)=Sin(a)*Sin(a)+Cos(a)*Cos(a) may be - I honestly can't
> PH> remember.
> 
> Well I've just tried it out, and the non-Fn version is fractionally faster.

Of course, you could use:
Def Fn SC(a)=1
:-)
Sorry, but being as sad Mathematician, I just had to point that one out!

Cheers,

Mark

From ph@doc.ic.ac.uk Fri Feb 23 15:24:13 1996
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X-Mailer: exmh version 1.6.5 12/11/95
To: amos-list@conan.eds-ms.com
Subject: Re: Optimisation tips 
In-Reply-To: Your message of "Fri, 23 Feb 1996 17:03:46 GMT."             <Pine.OSF.3.91.960223165703.27618B-100000@sable.ox.ac.uk> 
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Date: Fri, 23 Feb 1996 19:11:48 +0000
From: Paul Hickman <ph@doc.ic.ac.uk>
Status: RO
X-Status: 

>
> No, it does NOT work as expected - so there ;-)  However, I cannot 
> remember if I the problems also occur with the compiler - but they 
> certainly do with the interpreter. 

The AMOS creator compiler falls over if you write a since such as

	If Not point(x,y)

I.E. a bare not on the result of a function call. If OK on:

	If point(x,y) <> 0


> > No, do use NOT! It's faster! ;-)
> No , do NOT use Not! It's crap! ;-)

I agree on the faster point, but I think this optimisations lark is being taken
too far - only one of any of the optimisations so far give a really significant
speed-up, and that is moving invarient statements out of loops (Of which
building tables of Sin() results is an example).

I don't think it is worth doing any of these optimisations which make your code
less readable except in the most critical of loops. For 90% of most programs,
it is not that important they run really fast.



               M  I  C  R  O  S  O  F  T
         +------------------------------------+
         |  What do you want to crash today?  |
         +------------------------------------+
Paul Hickman - ph@doc.ic.ac.uk - Imperial College Student



From bwyatt@paston.co.uk Fri Feb 23 17:59:16 1996
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             (from Paul Hickman <ph@doc.ic.ac.uk>)
             (on Fri, 23 Feb 96 19:11:48)
Lines: 26
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@conan.eds-ms.com
Subject: Re: Optimisation tips
Status: RO
X-Status: 

Greetings Paul, you wrote some text on the subject Re: Optimisation tips
, and now I'm going to answer it

PH> > > No, do use NOT! It's faster! ;-)
PH> > No , do NOT use Not! It's crap! ;-)

No, do use Not! When it works! ;-)

PH> I agree on the faster point, but I think this optimisations lark is being taken
PH> too far - only one of any of the optimisations so far give a really significant
PH> speed-up, and that is moving invarient statements out of loops (Of which
PH> building tables of Sin() results is an example).

And some Poking and Peeking tricks.

PH> I don't think it is worth doing any of these optimisations which make your code
PH> less readable except in the most critical of loops. For 90% of most programs,
PH> it is not that important they run really fast.

I agree. These optimisation tips are only for gaining a bit more speed in
those critical sections.

Bye _________________________________
   /                                 \
   > Ben Wyatt - bwyatt@paston.co.uk <
   \_________________________________/ (c)1995 Very Interesting Signatures

From multib!cubic.xg.com!chrisevans@lightning.mgl.ca Sat Feb 24 18:09:08 1996
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From: chrisevans@cubic.xg.com
Date: 24 Feb 1996 17:30:41 +0500
Subject: Club disks - reply
To: amos-list@conan.eds-ms.com
Message-Id: <1996022417304139_00000021@multiboard.com>
Organization: Cubic BBS
Status: RO
X-Status: 

                             
> Can any of you tell me where I can find Totally Amos and Mr.
> Amos Club
> disks?  I am primarily interested in accessing them via
> Internet sources
> (ftp, WWW, etc.).  Thanks for the info.
> Robert
> rbanksto@whale.st.usm.edu

Hi Robert,
I don't think either of these sets are on the Internet anywhere, but TA
should be put there.  Anne and Len Tucker, the editors of Totally AMOS,
declared all their 21 issues became PD when they quit TA last summer.  They
still maintain the AMOS PD Library.  I don't have an e-address for them, but
you could write them for the disks at:

Anne Tucker
17 Wick Farm Rd.
St. Lawrence Bay
Southminster, Essex
United Kingdom  CM0  7PF

I have 12 TA's which I'll copy and snail mail you if you pay for postage and
disks.

Mr. AMOS Club, edited by Brian Bell and others, folded after 6 excellent
issues in 1994, huge tutorials on different game designs.  I don't know what
the copyright status is of the whole disks ... the individual progs on them
are PD, but all disk mags ask that the whole disk not be copied.  Anyone have
an opinion of this matter?  If he's still willing to sell these back issues I
guess we shouln't copy them, but if they're not available that's different. 
I have all 6 issues.

Bell is still active, and has an ad in the UK mags faily frequently for the
software he currently publishes via Future Software.  The ad offers 20 top
games for 19.99 UK pounds plus 2 UKP shipping.  The address is the same as
when he did MAC:

Future Software
Dept A
8 Magnolia Park
Dunmurry, Belfast
Ireland  BT17 0DS

No e-address is listed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|  The views of the author are of their own and not the originating system  |
 \_________________________________________________________________________/

   Email: chrisevans@cubic.xg.com <Chrisevans> 

From multib!cubic.xg.com!chrisevans@lightning.mgl.ca Sat Feb 24 18:12:27 1996
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From: chrisevans@cubic.xg.com
Date: 24 Feb 1996 17:30:41 +0500
Subject: for Fernando
To: amos-list@conan.eds-ms.com
Message-Id: <1996022417304122_00000020@multiboard.com>
Organization: Cubic BBS
Status: RO
X-Status: 

                               
Hi Fernando,

>      Yes, Chris, I did get that messge and I sent you one I
> guess you did
> not receive.  I am not subscriber to AMOS USA club but I  have

OK, I'll try replying on the List

> Long time ago I subscribed to Playfield and only got one
> issue
> after  paying for a year :(  So Im not very trusty of all this
> Amos
> Clubs, I hope you get your disk fixed.

Yes many were ripped off by Playfield, he just dropped it with no word to any
of the members, no class at all.  When Brian Bell quit the Mr. AMOS Club he
put a goodbye on the last issue and told everyone what had happened, and
returned members money for issues not received.

But AMOSzine doesn't take memberships and you just pay for each issue one at
a time.  Each issue is 3 disks, and quite impressive, the contributors are
all AMOS stars.  And it looks like it's the last real one in the world.

> I'll wait till engines
> code is
> uploaded to aminet to check them out.  I guess you also didnt
> get my mail
> offering to upload.

Yup, got your offer, and Cori Skagen is going to UL Engines, I'll post a note
to everyone about that.
L8R,
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|  The views of the author are of their own and not the originating system  |
 \_________________________________________________________________________/

   Email: chrisevans@cubic.xg.com <Chrisevans> 

From multib!cubic.xg.com!chrisevans@lightning.mgl.ca Sat Feb 24 18:19:14 1996
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From: chrisevans@cubic.xg.com
Date: 24 Feb 1996 17:30:41 +0500
Subject: AMOS Pro wanted - reply
To: amos-list@conan.eds-ms.com
Message-Id: <1996022417304100_0000001F@multiboard.com>
Organization: Cubic BBS
Status: RO
X-Status: 

                      
> I've been desperately seeking a copy of amos pro version 2
> without any
> success!  No supplier seems to have it and I'm getting
> desperate - I may
> need to resort to piracy!!  Please can anybody help??

> Stuart Jones

When Europress gave up I could see it coming to this.

There were a few available here in No American through the big mail order
places ... if you'd consider ordering from them I can find out their
e-addresses for you.
-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|  The views of the author are of their own and not the originating system  |
 \_________________________________________________________________________/

   Email: chrisevans@cubic.xg.com <Chrisevans> 

From aylin.dinet.com!ZINOCAVE.wind.dbn.dinet.com!FRANK@mail.shlink.de Sun Feb 25 21:47:09 1996
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To: amos-list@conan.eds-ms.com
Message-Id: <xH2uVMD0aRz1@frosch.zinocave.wind.dbn.dinet.com>
From: FRANK@ZINOCAVE.wind.dbn.dinet.com (Frank Otto)
Path: dbs.dbn.dinet.com!zinocave.wind.dbn.dinet.com
Organization: MicroDot 1.10 []
Subject: Re: Parrot Island
Date: Mon, 12 Feb 1996 00:00:00 +0100
X-Mailer: MicroDot 1.10 [UNREGISTRIERT]
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Status: RO
X-Status: 

D0> Frank Otto had responded to my comments about his Monkey Island style RPG:
D0>
D0> FO: The amiga (500/NTSC) crashes when the man falls in the water?
D0>
D0>  Well, no, but the program crashes and ends.

The reason for this *must* be not enough memory. The game needs about 700
KByte of free memory. You should play it from harddisk and not from RAM:.

D0> FO: The palette doesn't have enough colours, so the man had to be yellow.
D0>
D0>  You could go 32 colours for this, couldn't you? The game currently seems
D0>  to have a limited brown/yellow/green palette.

32 colours are used. 16 for the game figure and all the other objects and
16 for the background.

D0>  As for the NTSC support, I am getting more used to Chris Hames' Degrader
D0>  program, and have found this is not a big problem. If you used Amos's
D0>  detect NTSC command, and Screen Displayed at what, 128,20,352,240?, you
D0>  might be able to make this NTSC friendly though. I did this for the
D0>  replacement version of Rocko.lha (aminet game/misc after tomorrow) but
D0>  actually, I have no idea if it worked for PAL systems.

It can't be run from NTSC as far as I know because the screen uses
vertically 256 lines (that's PAL) and in NTSC AMOS cuts every line
from 201 to 256.
Anyone knowing how to stop AMOS in cutting these lines? If there's a
possibility I'll release a patch.

D0>  Another suggestion: Have the pointer change to show if the man can change
D0>  screens to the left or right. Instead of requiring the pointer to be at
D0>  the very edge of the screen to go right or left, make a narrow zone that
D0>  can be clicked in to do this.

If the game sells well, I would maybe make features like this. But
unfortunately it doesn't sell well (only 2 copies sold by now) :-(


bye,

Frank
EMail: Frank@Zinocave.Wind.DBN.Dinet.Com (Frank Otto)



From mips.pfalz.de!dog.pfalz.de!kiste.pfalz.de!sixpack.pfalz.de!chris@phoenix.inka.de Sun Feb 25 11:00:31 1996
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X-Zc-Via: 19960224010010W+1@sixpack.pfalz.de
From: chris@sixpack.pfalz.de (Chris Hodges)
Subject: Re: More optimisation tips
Message-Id: <xLmHAMD261aHzB@p22.sixpack.pfalz.de>
Date: Sat, 24 Feb 96 00:54:24 CET
X-Zc-Telefon: V+49-89/8005856
X-Zc-Post: Kennedystrasse 8; D-82178 Puchheim; Germany
X-Mailer: MicroDot 1.10 [REGISTERED 000261] via Connectline-CLMSortin 2.25
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To: amos-list@conan.eds-ms.com
References: <9602151518.AA005hk@paston.co.uk.uucp>
Status: RO
X-Status: 

bwyatt@paston.co.uk (Ben Wyatt) wrote on 15.02.1996 some text under the
subject More optimisation tips. I can't leave this uncommentated ;-)

BW> 19. Use Peek(Varptr(a$)+x) instead of Asc(Mid$(a$,x,1)) and
BW>     Poke Varptr(a$)+x,Asc(b$) instead of Mid$(a$,x,1)=b$.
BW> 
BW>     Eg.
BW>        Don't use :
BW>           A=Asc(Mid$(a$,3,1))
BW>           Mid$(a$,6,1)=b$
BW>        Use this instead :
BW>           A=Peek(Varptr(a$)+3)
BW>           Poke Varptr(a$)+6,Asc(b$) : Rem Asc(b$) should be predefined

Just a *slight* mistake... should be 'Varptr(a$)+x-1' because Mid$ uses
offset 1 for the first letter whereas for the Varptr version, you need
offset 0 for the first one.

Otherwise it's a great list! Keep those tips coming! ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.de>       __   __
A4000/60/11MB/420HD/CD; AMOS Extension-Coder__  ///  / / _____
GCS d H s-:++ !g p? !au a19 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Boseman (n.)
  One who spends all day loafing about near pedestrian crossings
  looking as if he's about to cross.
(from: "The Deeper Meaning of Liff")

From mips.pfalz.de!dog.pfalz.de!kiste.pfalz.de!sixpack.pfalz.de!chris@phoenix.inka.de Sun Feb 25 10:46:20 1996
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From: chris@sixpack.pfalz.de (Chris Hodges)
Subject: Re: New accessories
Message-Id: <xLmJXMD261aezC@p22.sixpack.pfalz.de>
Date: Sat, 24 Feb 96 00:56:55 CET
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To: amos-list@conan.eds-ms.com
References: <9602182117.AA02gxp@comlink.mpx.com.au>
Status: RO
X-Status: 

Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis) wrote on 18.02.1996 some
text under the subject Re: New accessories. I can't leave this
uncommentated ;-)

DL> I'd actually be interested to know how many registerations AMCAF has
DL> gotten.

13 shareware registrations, about 30 full price registrations anno 94/95.

Decide yourself it was worth the 3 years of development...

Bye, Chris Hodges <chris@sixpack.pfalz.de>       __   __
A4000/60/11MB/420HD/CD; AMOS Extension-Coder__  ///  / / _____
GCS d H s-:++ !g p? !au a19 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Botley (n.)
  The prominent stain on a man's trouser crotch seen on his return
  from the lavatory. A botley proper is cuased by an accident with
  the push taps, and should not be confused with any strain caused by
  insufficent waggling of the willy (see piddletrenthide).
(from: "The Deeper Meaning of Liff")

From mcox@access.digex.net Sun Feb 25 07:29:50 1996
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From: brian@helix.net (Brian Gusko)
Newsgroups: comp.sys.amiga.programmer
Subject: Looking for Amos Programmers
Date: 24 Feb 1996 08:26:26 GMT
Organization: Helix Internet
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Resent-From: "World Cup 2002 in Japan! (I hope!)" <mcox@access.digex.net>
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Status: RO
X-Status: 

I am looking for 4 contract Amiga programmers for a 2 month assignment starting
in March.

Inquiries or resumes should be e-mailed to
Brian Gusko
Project Manager
WC Tel



From multib!cubic.xg.com!chrisevans@lightning.mgl.ca Sun Feb 25 13:23:01 1996
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From: chrisevans@cubic.xg.com
Date: 25 Feb 1996 12:04:25 +0500
Subject: Best Engines update
To: amos-list@conan.eds-ms.com
Message-Id: <1996022512042539_00000038@multiboard.com>
Organization: Cubic BBS
Status: RO
X-Status: 

I snail mailed the Best Engines to Cori Skagen (cd556@torfree.net) who has
offered to UL them to the Aminet, I expect in the Dev/AMOS dir, but he can
confirm that.  We live in the same area of Canada so he should have them
easily by the end of the month.

Here's what I sent him (all with complete source code):

1.  "Beast Scroll" - the best ever 3-layered parallax scroll, 3D scenery,
fast and smooth just like Shadow of the Beast.  Bit of a memory hog.  PAL.

2.  "Space Fighter" - Street Fighter clone, 4 inch high 3D fighter, fast
smooth fight moves, the best I've ever seen done.  This is the final of a
tutorial series on the MAC disks on creating a hand-to-hand combat game, 
lots of comments.  PAL.

3.  "Dizzy Clone" - smooth side scroller arcade, running along a street-scape
avoiding the baddies and getting points, final of a MAC tutorial series on
creating this type of game.  Name is taken from the super popular commercial
Dizzy series made in the UK.  Hangs the Pro on exiting.  PAL.

4.  "Galax" - Battle Squadron clone, vertical arcade scroller, top view, lots
of smooth enemies and missiles.  Demo from the AMOS Pro Compiler Extras disk.

5.  Monster Enemies - "Killer Eel" and "Robot", 2 demos from NBA and MAC,
large animated "main boss" enemies, several inches large, moving and
shooting.

6.  "Alien Breed 3" - clone of the same name, top down view of 2 tanks, 1
tank is player controlled, the other is computer controlled with
intelligence. Smooth, fast movement.  One of a "A-Breed" tutorial series on
the MAC disks.

7.  "3D Dungeon" - 3D Wolfenstein clone, 3D rock-walled dungeons, move in
increments by clicking on directional arrows, "oomph" sound if you walk into
a wall.  Interface for other game features to be added.  From Totally AMOS
disk 5.

-Chris.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work:  Chris.Evans@onlinesys.com
Play:  ChrisEvans@cubic.xg.com
Fido:  Chris Evans 1:2401/302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|  The views of the author are of their own and not the originating system  |
 \_________________________________________________________________________/

   Email: chrisevans@cubic.xg.com <Chrisevans> 

From tcp@imaginet.fr Mon Feb 26 06:31:15 1996
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Date: Mon, 26 Feb 1996 11:10:44 +0100
From: tcp@imaginet.fr (TCP Reseaux Multimedia)
To: amos-list@conan.eds-ms.com
Subject: OS DevKit AMOS Pro
Message-Id: <759.6630T673T1717@imaginet.fr>
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Hi to everyone,


        We are proud to present you the OS DevKit AMOS Pro V1.20, the author,
Brice Fromentin, broke the 32K limitation of AMOS exensions in a safe way (
Yes, really safe ), near than 700 commands to get full Intuition, Exec, Asl,
Graphics, RTG, TAG lists, Workbench, Icons, DOS, localization, datatypes and
full MULTITASKING !!!

        Provided with lot of help procs for fast access programming.

        In the UK, call BlitterSoft : 01908 261 477

        In other countries call us.




--
  TCP  Reseaux Multimedia     -    Quartz Informatique
  2 bis, avenue de Brogny      Tel/Fax : (+33) 50.52.83.31
     F-74000 ANNECY                  tcp@imaginet.fr
         FRANCE


From D.J.Davies@exeter.ac.uk Mon Feb 26 06:45:23 1996
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From: D.J.Davies@exeter.ac.uk
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Message-Id: <3829.199602261019@cen>
Subject: Texture/Raycast
To: amos-list@conan.eds-ms.com (Amos List)
Date: Mon, 26 Feb 1996 10:19:23 +0000 (GMT)
X-Mailer: ELM [version 2.4 PL23]
Content-Type: text
Status: RO
X-Status: 

Hello all Amos users.......

Could somone let me know if there is an AMOS basic listing available 
anyware that shows how Texture/raycast is done (with no mcode)

Just so that I could see the methods used.... I don't care if it's slow

Or alternativly is there a programmers FAQ for this.... i.e. this maths
needs doing for your blocks to map them..... etc.

Cheers

Basically I could do with a routine that plots a texture to a square plane
in x,y,z....

If anyone feels like writing one in assembler and a c2p redraw using blitter
passes as a command like, bobdraw?  ;-) (big cheeck right?) no copper please

-- 
  ____    __    ____  ____  ____  _  _    ____    __  _  _  ____  ____  ___ 
 (  _ \  /__\  (  _ \(  _ \( ___)( \( )  (  _ \  /__\( \/ )(_  _)( ___)/ __)
  )(_) )/(__)\  )   / )   / )__)  )  (    )(_) )/(__)\\  /  _)(_  )__) \__ \
 (____/(__)(__)(_)\_)(_)\_)(____)(_)\_)  (____/(__)(__)\/  (____)(____)(___/

 I.T. Technician, School of Education - Exeter University /\/\/\/\/\/\///OO,

From SA9437@ida.utb.hb.se Mon Feb 26 10:45:22 1996
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From: "Marco Eberhardt" <SA9437@ida.utb.hb.se>
Organization:  University of Boras, Sweden
To: Amos-list@conan.eds-ms.com
Date:          Mon, 26 Feb 1996 15:25:29 +0100
Mime-Version:  1.0
Content-Type: text/plain; charset=US-ASCII
Content-Transfer-Encoding: 7BIT
Subject:       Re: New accessories
Priority: normal
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Status: RO
X-Status: 

Chris Hodges wrote:

> DL> I'd actually be interested to know how many registerations AMCAF has
> DL> gotten.
> 
> 13 shareware registrations, about 30 full price registrations anno 94/95.
> 
> Decide yourself it was worth the 3 years of development...
It sure was! Thx. Chris!


Regards to you all out there on the list!

/Marco.                                                     

*********************************************************************
* Martial Arts makes life worth living  :-))                        *  
*********************************************************************
* The Place To Be Happy Is Here                                     *
* The Time To Be Happy Is Now                                       *
* The Way To Be Happy Is To Make Others So                          *
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* E-MAIL ME: SA9437@IDA.UTB.HB.SE                                   *  
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From leadernl@xs4all.com Mon Feb 26 11:31:55 1996
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From: Morris <leadernl@xs4all.com>
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To: TCP Reseaux Multimedia <tcp@imaginet.fr>
Cc: amos-list@conan.eds-ms.com
Subject: Re: OS DevKit AMOS Pro
References: <759.6630T673T1717@imaginet.fr>
Content-Type: text/plain; charset=us-ascii
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Status: RO
X-Status: 

TCP Reseaux Multimedia wrote:
> 
> Hi to everyone,
> 
>         We are proud to present you the OS DevKit AMOS Pro V1.20, the author,
> Brice Fromentin, broke the 32K limitation of AMOS exensions in a safe way (
> Yes, really safe ), near than 700 commands to get full Intuition, Exec, Asl,
> Graphics, RTG, TAG lists, Workbench, Icons, DOS, localization, datatypes and
> full MULTITASKING !!!
> 
>         Provided with lot of help procs for fast access programming.
> 
>         In the UK, call BlitterSoft : 01908 261 477
> 
>         In other countries call us.
> 
> --
>   TCP  Reseaux Multimedia     -    Quartz Informatique
>   2 bis, avenue de Brogny      Tel/Fax : (+33) 50.52.83.31
>      F-74000 ANNECY                  tcp@imaginet.fr
>          FRANCE

Hi there,

Thank you for your message to the AMOS list , i am a dutch amos 
programmer and very interested in de OS Devkit, but i have some
questions and i hope you can answer them:

1. Has it got AGA sprite,bob bitplane commands ?
   (for game development or is it an option for an update)

2. Do you have a better specification of the OS devkit
   commands ,then the one advertised by Blittersoft.
   I want to see if it's worth the asked price.

3. I think lot's of AMOS programmers want to buy OS Devkit
   but find the price to high, maybe if there will be a
   30 day trial version that expires the people who have doubts
   can test it in the full way. 

4. Will there be a visual designer for intuition friendly
   layouts. (LIKE GADGETDTOOLS) will it be part of the package.

5. If i want to order, how much is the price for me , and  
   what must I do to get it.
 
I am eagerly awaiting your reply,


Morris

leadernl@xs4all.nl


P.s. it is good to see that people still develop for the Amiga,
     in my opinion it is to quiet on the AMIGA front.
     Bring in the POWER AMIGA. 
     People from the AMOS list how do you think about this ??
     Let me know.

From cm5isajn@cr47c.staffs.ac.uk Mon Feb 26 12:57:56 1996
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Date: Mon, 26 Feb 1996 16:12:00 +0100
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From: cm5isajn@cr47c.staffs.ac.uk (Spender)
To: amos-list@conan.eds-ms.com
Subject: Lowlevel.library
X-Vms-To: SMTP%"amos-list@conan.eds-ms.com"
Status: RO
X-Status: 

	MAny thanx to Braneloc for the CD32 joypad code,
but I have a problem. After typing it in, i discovered that my version
of AMOS does not have the "Lowlevel.library" file. Does anyone know
where I can get this file?
			Spender ( The incomparably inept)

From exet0007@sable.ox.ac.uk Mon Feb 26 21:29:49 1996
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Date: Tue, 27 Feb 1996 01:27:42 +0000 (GMT)
From: Mark Carter <exet0007@sable.ox.ac.uk>
To: amos-list <amos-list@conan.eds-ms.com>
Subject: Re: Optimisation tips 
In-Reply-To: <9602231905.AA17449@conan.eds-ms.com>
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On Fri, 23 Feb 1996, Paul Hickman wrote:

> 
> > Of course, you could use:
> > Def Fn SC(a)=1
> > :-)
> > Sorry, but being as sad Mathematician, I just had to point that one out!
> > 
> Go away :-) 
> 
> I knew that formula didn't just spring into my head from thin air, and I'd
> seen it before somewhere! Now you've reminded me that I did a maths A
> level, and generaly ruined my day.
> 
> Mark, may you be forced to accept a season ticket for the 
> audience of the girle show (And I'll my modify my signature to

Hmmn, that's harsh...
Paul, may you be forced to TAKE PART IN "God's Gift" or even "Carnal 
Knowledge"!!!! Now, they really are even worse...you dont believe me??, 
well theyre on at about 3 or 4am, so check 'em out for yourself! (not 
that I stay up most nights watching stuff like that all the time - honest 
govenor...)

> insult anyone who dares to start a thread on that subject
> (Applogies to those who don't get UK television - believe me -
> you *don't* want to know (Only a programmer would nest
> brackets like this ( (The previous but one bracket was to
> compensate for the forthcomming smilely (Damm! I've spent
> too many hours programming perl today - time to go home (If I'm
> unlucky british rail (or whatever their called this week) might even
> get me there in time for the girle show ( (Now I have 2 smileys to
> match the brackets on - I wish I'd never started this sentence
> (If it still qualifies on that criteria!) !) :-) )) :-)))).

Your madder than me!

> buffer full.
> brain dumped.
> 

Just to make this a little bit like AMOS...
Like the optimisation tips....However, how about some more general ideas, 
like the fastest way to scroll a screen, or move the mouse pointer with 
the joystick (oh didnt we have fun with that one not so long ago ;-))...

Anyway...

Cheers,

Mark

From angel@labein.es Tue Feb 27 05:54:22 1996
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Date: 27 Feb 96 10:08 +0100
From: Angel Alvarez <angel@labein.es>
To: <amos-list@conan.eds-ms.com>
Message-Id: <397*angel@labein.es>
Subject: Re: Lowlevel.library
Status: RO
X-Status: 

On Mon Feb 26 17:59:03 1996, cm5isajn@cr47c.staffs.ac.uk wrote

>         MAny thanx to Braneloc for the CD32 joypad code,
> but I have a problem. After typing it in, i discovered that my version
> of AMOS does not have the "Lowlevel.library" file. Does anyone know
> where I can get this file?
>                         Spender ( The incomparably inept)

The Lowlevel.library is not an AMOS library, but a system library, like
icon.library or diskfont.library. I don't know if this library is PD (I
think it was included only with the CD32). But there are some replacements
for it. Recently, Nico Schmidt has uploaded to AMINET (finally working again :)
the ROS.library. This is the main part of the readme file 

> Short:    ROS V1.21 - an enhanced lowlevel.library
> Author:   TIK/RETIRE
> Uploader: Nico.Schmidt@Student.Uni-Magdeburg.de
> Type:     dev/misc
> 
> RETIRE OPERATING SYSTEM - The enhanced lowlevel library!
> 
> The ros.library is an enhanced lowlevel.library. It's compatible with
> currently all available machines and CPU's (upto '060) and OS1.3 compatible
> too! The ROS provides additional functions to take over the entire system so
> it should be useful for demo & game coders.
> Another advantage is the ability to call important system functions (memory
> allocation, read, write) from a killed system.
> ROS offers a way to run your hardware bashing application within multitasking.
> And finally a ROS prefs file is provided to support custom settings.

BTW, let's talk about optimisation tips. If you use system libraries like

FastMath405.lha    util/libs   18K  61+Replaces the original math libraries
fastsincos2.lha    util/libs   13K  66+Sin & cos functions,11 times faster than
FMath406.lha       util/libs   18K  43+Fast Math Libraries

instead of the original one, you can gain speed with AMOS, or it don't use the
system libraries for float computations?

==============================================================================
                     _/_/_/ _/     _/_/  _/_/_/    _/_/_/ _/_/_/ _/_/_/ _/_/_/
 Angel Alvarez      _/  _/ _/     _/ _/   _/      _/     _/  _/ _/       _/
  (Aldi Soft)      _/_/_/ _/     _/  _/  _/      _/_/_/ _/  _/ _/_/     _/
angel@labein.es   _/  _/ _/     _/ _/   _/          _/ _/  _/ _/       _/
                 _/  _/ _/_/_/ _/_/  _/_/_/    _/_/_/ _/_/_/ _/       _/
==============================================================================

From dons@olympus.net Wed Feb 28 00:20:21 1996
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From: dons@olympus.net (Don Schmelling)
Message-Id: <22272e13.u8t20e.62f39-dons@olympus.net>
Subject: IntOS HELP!!!
Reply-To: dons@olympus.net
Date: Tue, 27 Feb 96 20:44:06 PST
To: amos-list@conan.eds-ms.com
Status: RO
X-Status: 

I just got around to looking at IntOS.

Could someone help me to understand why the following
snippit of code gurus my computer when I insert it in
the "IntOS_All_Procs.amos" code.

IN_SCREEN_[1,0,640,400,4,$8000,"Hello"]
IN_S_SHOW_[1]
Wait 50
IN_WINDOW_[0,0,10,640,390,$1000+$8,"Hi",-1]
IN_WINDOW_[1,0,20,100,100,$1000+$800,"",-1]
wait 100


-------------------------------------   -------------------------------
Don Schmelling   Port Angeles, WA USA | Paradox - Microsoft engineering
    A1200/540/CD + A1230 50/50/8      |           elegant software.
           OMNIA EXTARES              |
-------------------------------------   -------------------------------



From spatial@dircon.co.uk Tue Feb 27 20:01:55 1996
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From: spatial@dircon.co.uk (Jeff Robb)
Subject: Pixel values
Status: RO
X-Status: 

>From Jeff Robb in London;


Using Amos I need to read the RGB colour value of each pixel of a 256 colour
or grey scale 640x512 (Hires) image

Ideally I would do it using an AGA AMOS extension that enables AMOS to load
and display 256 colour images and then get the pixel colour values by using
an AGA equivalent of the =Point command. I am not aware of the existance of
an extension that will enable this.

Failing this, it may be possible to write code that will load a 256 colour
IFF image into a data bank and then, knowing the IFF file structure, peek
the pixel data out of memory and into AMOS as a variable. This unfortunately
is beyond my capabilities.   Can you help???


Jeff Robb
      ,,,
      (o o)
 -oOO--(_)--OOo-----------------------------------
                     
   VISIT OUR WEB SITE: http://www.dircon.co.uk/spatial/

   // Jeffrey Robb                               \\
  //  Spatial Imaging Ltd.                        \\
 //  Tel/Fax 01932 564 899                         \\
 --------------------------------------------------





From tcp@imaginet.fr Wed Feb 28 07:33:59 1996
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Date: Wed, 28 Feb 1996 12:35:33 +0100
From: tcp@imaginet.fr (TCP Reseaux Multimedia)
To: amos-list@conan.eds-ms.com
Subject: Re: OS DevKit AMOS Pro
Message-Id: <984.6631T1213T2863@imaginet.fr>
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>> 1. Has it got AGA sprite,bob bitplane commands ?

Not now, but it will be included in a future update ( The author is
developping games too ).

>> 2. Do you have a better specification of the OS devkit commands
>> 3. I think lot's of AMOS programmers want to buy OS Devkit...

A full demonstration version with protected compilation option will be
available soon.

>> 4. Will there be a visual designer for intuition friendly

It is not included for the moment but someone is working on it presently.

>> 5. If i want to order, how much is the price for me..

If you are living in UK to have to order to BlitterSoft, otherwise you can
order to us, just send your order with a 300 french francs postal money order
to the address below

--
  TCP  Reseaux Multimedia     -    Quartz Informatique
  2 bis, avenue de Brogny      Tel/Fax : (+33) 50.52.83.31
     F-74000 ANNECY                  tcp@imaginet.fr
         FRANCE


From tcp@imaginet.fr Wed Feb 28 08:21:21 1996
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Date: Wed, 28 Feb 1996 13:24:04 +0100
From: tcp@imaginet.fr (TCP Reseaux Multimedia)
To: amos-list@conan.eds-ms.com
Subject: Re: OS DevKit 1.20
In-Reply-To: <995.6632T795T2256@imaginet.fr>
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>>I've jusr read a message on the Amos mailing list about the newest version
>>(1.20) of the OS DevKit.
>>I bought it about a month ago: I would like to know if the upgrade is free
>>and I can receive it, or if I have to pay just a little fee or to pay the
>>whole package. I hope the first was your choice!! :-))

>>Thank you very much.

In order to receive the update it's absolutely free, you just have to send us
back the original disks and an envelope with your address written on it and
correctly stamped for your country from France.

>>I would also like to know if it's possible to have the address (snail o
>>elettronic) of the author to contact him.

You can easily join the author at our address : tcp@imaginet.fr

--
  TCP  Reseaux Multimedia     -    Quartz Informatique
  2 bis, avenue de Brogny       Tel/Fax : (33) 50.52.83.31
     F-74000 ANNECY              E-Mail : tcp@imaginet.fr
         FRANCE


From D.Voogd@caiw.nl Wed Feb 28 07:31:51 1996
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From: D.Voogd@caiw.nl (Donald Voogd)
Message-Id: <3134a1e6@caiw.nl>
Subject: GUI-Designer for AMOS Pro?
Date: 28 Feb 96 12:41:42 CET
Organization: Artwave's UserNet gate
To: amos-list@conan.eds-ms.com
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Hello everybody. :)

I saw the latest version of GadToolsBox. The really great GUI-designer for=
 C
and Assembly programmers. And here is my question: Will there be an
GUI-designer for AMOS Pro? That supports Andy Church's Intuition Extension
and/or the AMOS Pro Interface language? I'm really would appreciate such a
tool, because I'm getting crazy with al those co=F6rdinates flipping throug=
h
my mind! :)

Greetings,

Donald Voogd



From ferraril@educ.di.unito.it Thu Feb 29 14:19:32 1996
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Date: Thu, 29 Feb 1996 19:05:41 +0100 (MET)
From: Ferraris Luca <ferraril@cicladi.educ.di.unito.it>
To: Donald Voogd <D.Voogd@caiw.nl>
Cc: amos-list@conan.eds-ms.com
Subject: Re: GUI-Designer for AMOS Pro?
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On 28 Feb 1996, Donald Voogd wrote:

> Hello everybody. :)
>=20
> I saw the latest version of GadToolsBox. The really great GUI-designer fo=
r C
> and Assembly programmers. And here is my question: Will there be an
> GUI-designer for AMOS Pro? That supports Andy Church's Intuition Extensio=
n
> and/or the AMOS Pro Interface language? I'm really would appreciate such =
a
> tool, because I'm getting crazy with al those co=F6rdinates flipping thro=
ugh
> my mind! :)
>=20
> Greetings,
>=20
> Donald Voogd
>=20
>=20
>=20

I'm developing my AIDesigner (Amtuition Interface Designer) for AMOS/AMOS=
=20
Pro. It's a tool to create intuition-like interfaces to use with=20
AMOS/AMOS Pro programs. At the moment it supports only Amtuition=20
procedures' set but next version will support Andy's intuition extension to=
o.

AIDesigner V1.0 will be uploaded on Aminet and it will be free.


                               Luca Ferraris
                    e-mail: ferraril@educ.di.unito.it
       http://www.di.unito.it/pub/WWW/www_student/amiga/LucaFerraris/
       **************************************************************
       * Author of: ShowFont                     text/font          *
       *            Scrypter                     util/crypt         *
       *            Bitmania                     misc/math          *=20
       **************************************************************


From sewards@jinxster.demon.co.uk Fri Mar  1 11:55:54 1996
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Subject: Hi all
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Hi all,

I'm new to this mailing list so you'll have to excuse me
if I ask some dumb questions. I've been using AMOSPro for
about 3 years now so I should know what I'm talking about. :)

Anyway, I have something to ask of all you lot out there :

ATM, I'm in the process of writing an RPG game which will
have a fantasy theme. (Goblins, Swordfights etc.) I hope to
make it a good quality game and in the end sell it for a small
price. :) However, what I need to know is, will there be a 
market for such a game? i.e. Would you lot be willing to pay 
a small fee for it? Like I say, I intend to make it of the 
highest quality and spend a lot of my time on it. I can't
really say much about it ATM because the code is very rough
and in many different parts, but I'd also like you lot to 
give me some ideas about what to include in the game. It is
being developed as a Fantasy game so I wouldn't want to stray
too far from the main idea, but I would be willing to consider
any ideas you have. i.e. Ideas for monsters, locations, objects,
puzzles etc.

BTW, does anyone know what has happened to Paul Gumsley? (Of WAC)
I've sent him a letter ages ago, but have had no reply yet. :(

Thanks for listening,

CS

