From amos-request@svcs1.digex.net Thu May  1 07:32:21 1997
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Message-Id: <245b0716.u8t20e.8e155-Braneloc@mirex.demon.co.uk>
In-Reply-To: <1.5.4.32.19970430091017.002ceefc@pop.dial.pipex.com>
	     (from Peter Storey <he31@dial.pipex.com>)
	     (at Wed, 30 Apr 1997 09:10:17 +0000)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
MIME-Version: 1.0
Content-Type: text/plain
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: he31@dial.pipex.com
Cc: amos-list@access.digex.net
Subject: Re: of '030s and AMOS
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Status: RO
X-Status: 

To the one known as Peter,
> 1) 1230/25Mhz MMU FPU 16Meg Memory 
>    Advantages:     Possibility of virtual memory   
>    Disadvantages:  Slower than 2)
> 
> 2) 1230/50Mzh NoMMU FPU 8Meg Memory
>    Advantages:     Faster than 1)
>    Disadvantages:  Less Memory, No Virtual Memory capability.

..since you highlight it, the question is, do you really want VMM ?  Amos
doesn't really care, but some big programs really like VMM.  Most come with
a non-mmu version, but not all.  Do you have a copy of Lightwave ?  The
other question is do you need 16 megs of memory ?  8 megs fastmem is
normally enough for most people.  Which one is slightly cheaper..?   Check
out the stuff you need an MMU for, decide if you really need it, then decide
if everything would run better at 'twice' the speed..  Good luck, let us
know which you choose !


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Who is number one ?" - Number 6
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk
If you have the 'Daggers' episode of SeaQuest on video, please contact me !

From amos-request@svcs1.digex.net Thu May  1 21:11:56 1997
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In-Reply-To: <48D36629A8@mail-gw.uclan.ac.uk>
	     (from "Lee." <l.a.atkins@uclan.ac.uk>)
	     (at Thu, 1 May 1997 08:57:48 GMT+0)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
From: Keith Hill <braneloc@mirex.demon.co.uk>
To: l.a.atkins@uclan.ac.uk
Cc: amos-list@access.digex.net
Subject: Re: Anims in Amos.
Status: RO
X-Status: 

To the one known as Lee.,

> 'elo
> I need some help (not psychiatric yet ;). I can play IFF anims from
> Amos OK but is there a way of creating them?
> Lets say for example I have a program that draws a bouncing ball on 
> the screen and I want to make this into an animation.  Is there a way 
> of adding each frame into an anim without saving each frame as a 
> seperate IFF piccie.
> Hope that made sence.

..do you have dpaint, or any other drawing package ??  Set the number of
frames loaded to quite high, and click on the first frame to load.  Then
save it out as an anim.  From amos, not sure off hand.



 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Slide show boring - losing conciousness"
|_> | \ | | | \| |_ |_ |_| \_  .  |    - The Tick
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk
If you have the 'Daggers' episode of SeaQuest on video, please contact me !

From amos-request@svcs1.digex.net Thu May  1 23:23:17 1997
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Message-ID: <33694781.6D4@ozemail.com.au>
Date: Fri, 02 May 1997 09:46:41 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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Subject: -O- Star Fighter News#2
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Status: RO
X-Status: 

Hello all, 

Hey, what`s going on?  There are plenty of people downloading my game or
at least visiting my site, but no one`s telling me how the game`s going?
Except Eric of course :o)

I need some advice on the following...
A)  Adding CD32 joystick to my game via AMOS
B)  Anyone know how to overcome the limitations of Voodoo3d axis
problems, ie ruddering turns into rolling as you change pitch.
C)  A fast 200+ starfield with 4 colours in 3d(using Voodoo3D coord
system or others).
D)  Better keyboard scanning that using Multi No, than =Raw(scancode)

Seeya.
Andy
GEOSYNC
  -O-
 MEDIA

From amos-request@svcs1.digex.net Fri May  2 03:20:51 1997
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Date: Fri, 2 May 1997 01:34:53 -0400 (EDT)
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To: Andrew Hawkins <geosync@ozemail.com.au>, amos-list@access.digex.net
From: Mush <mpd@mushy-pd.demon.co.uk>
Subject: Re: -O- Star Fighter News#2
Message-ID: <862550934.0529373.0@[208.7.248.174]>
Status: RO
X-Status: 

At 09:46 AM 5/2/97 +0800, Andrew Hawkins wrote:
>Hello all, 
>
>Hey, what`s going on?  There are plenty of people downloading my game or
>at least visiting my site, but no one`s telling me how the game`s going?
>Except Eric of course :o)
>
>I need some advice on the following...
>A)  Adding CD32 joystick to my game via AMOS

Look in my library in the SOURCE CODE section

>B)  Anyone know how to overcome the limitations of Voodoo3d axis
>problems, ie ruddering turns into rolling as you change pitch.

Voodoo axis?

>C)  A fast 200+ starfield with 4 colours in 3d(using Voodoo3D coord
>system or others).

Have you tried J G Doigs stars extension? That is on my page too.

>D)  Better keyboard scanning that using Multi No, than =Raw(scancode)
>

Umm, I$=Inkey$?   ;)   I havent a clue!!

Mush


  --------******( Extreme AMOS )******--------
Marriage date - Friday May 2nd, 1997 (Eek, what am I doing???)

            AMOS Raycater completion [####----------------] - 20%

The best AMOS homepages around, full of downloads, and my AMOS disk
magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
http://members.tripod.com/~mushypd for more information, and
                                   info on my raycaster game!!

      Email: mpd@mushy-pd.demon.co.uk      mpd@computer4u.com
                                  mushy_pd@hotmail.com

                   Look for Andy Kellett on VDOphone online!
                              ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Fri May  2 16:18:07 1997
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Date: Fri, 02 May 1997 12:47:16 -0400
To: amos-list@access.digex.net
From: Donna J Lancaster <polyestr@redrose.net>
Subject: Orders on hold
Status: RO
X-Status: 

This is Mush, using my G/F`s account as mine is busy sending orders out. Im
away from the system till sunday, my account is sending out a load of
orders, but there are still a few left which I wont have time to send. I
will send them out to all those who need them as soon as I get back.

In the meantime, its off to get married in Maryland...EEk, signing my life
away like this. hehe

All the best

Mush


   **********************************************************
   *   polyestr@redrose.net is Donna J. Lancaster           *
   ********************************************************** 
   * What we need is more people who specialize in the      *
   * impossible.                                            *
   *                 Theodore Roethke                       * 
   ********************************************************** 
                                   


From amos-request@svcs1.digex.net Fri May  2 11:39:07 1997
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From: "Chris Coulson" <C.J.Coulson@newcastle.ac.uk>
Organization: is something alien to me...
To: amos-list@access.digex.net
Date: Fri, 2 May 1997 13:37:52 GMT0BST
Subject: Re: -O- Star Fighter News#2
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.23)
Message-ID: <35A12C30F6@TOWN4.ncl.ac.uk>
Status: RO
X-Status: 

Mush replied to Andrew Hawkins thusly:

> >B)  Anyone know how to overcome the limitations of Voodoo3d axis
> >problems, ie ruddering turns into rolling as you change pitch.
> 
> Voodoo axis?

Yeah, Voodoo being the people behind the AMOS 3D extension.

IIRC this rotation thing is a bug in the extension.

You could write your own equations to figure out the correct
roll/pitch angles and then simply orient the object/viewpoint
accordingly.

Alternatively, though I haven`t tried it myself (yet), you
might be able to get the rotations correct if you reset the
orientation of the object so that it`s not rotated at all,
then do the rotation about the vertical axis, and then
re-rotate the object back so that it`s pointing in the
direction it originally was...

...if you see what I mean!


Hmm, I can see I`m going to be coding tonight :-)


> >C)  A fast 200+ starfield with 4 colours in 3d(using Voodoo3D coord
> >system or others).
> 
> Have you tried J G Doigs stars extension? That is on my page too.

How fast is fast?  I`ve got some 16 colour starfield stuff
using the 3D extension, that I think managed about 5 fps
on my 030/25 (these days it rarely, if ever, drops below
25 fps :-)

If you`re remotely interested, I`ll stick a copy of this code
on my website next week, along with any solution I may come
across for the 3D rotation problem.


Chris
+- The Best of Both Worlds...
|Amiga 4000/060 50MB/1.2GB/CV64  P150 32MB/1.7GB/Stealth64VRAM |
| CyberSCSI/Zip/Vlab YC/4xCDROM  8xCDROM/Zip/TM PFCS+WCS2/AWE32|
                                 http://www.tornado.pair.com/ -+

From amos-request@svcs1.digex.net Sat May  3 03:45:18 1997
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	id sma012301; Sat May  3 00:10:08 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Sat, 03 May 1997 01:13:38 +0500
Message-ID: <yam7062.1922.2805800@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Questions and comments.
MIME-Version: 1.0
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Status: RO
X-Status: 

On 03-May-97, Adam Parrott wrote:

 
>The biggest help, though, was "Amazing 3-D Games Adventure
>Construction Set", a great book by Larry Myers, which explains
>raycasting and comes enclosed with a CD packed full of examples
>and source, including the ACK-3D engine (Adventure Construction
>Set). Very nice, easy to read.


   Yes, this is a great book which really goes into very good detail.
   We should note however that it is written for C programmers on
   the IBM platform but, it is packed full of valuable information
   which can by used by anyone!!


   Another GOOD book you may want to check out is called "BLACK
   ART OF MACINTOSH GAME PROGRAMMING: Programming 3D games in
   MACINTOSH C".

   This book is packed full of useful information on 3d polygon
   graphics programming (almost 800 pages). It takes you from 
   simple 2d-vectors right up to filled filled polygon objects with
   texture-mapping. Full chapters are also devoted to subjects such
   as polygon clipping and hidden surface removal.


      Garfield
 
   
 


From amos-request@svcs1.digex.net Fri May  2 20:49:24 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Fri, 2 May 1997 17:11:46 -0600
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Subject: Questions and comments.
Reply-to: parrottsoft@geocities.com
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Status: RO
X-Status: 

Greetings.

Another week, more knowledge gained, alas, back to programming..

For those of you curious on the progress of my raycaster, well, here 
it is: I'm almost finished with my studies (2 weeks as of today!), 
which means when I am finished I'll have the summer to program, 
(although I have had some time on weekends and during the week), when 
summer arives, as I said, I'll have all the time I need. I've soaked 
up all the flavor I can on raycasting and the whole nine yards. The 
biggest help, though, was "Amazing 3-D Games Adventure Construction 
Set", a great book by Larry Myers, which explains raycasting and 
comes enclosed with a CD packed full of examples and source, 
including the ACK-3D engine (Adventure Construction Set). Very nice, 
easy to read. Many thanks go to Andy (Mush) for referring me to it.

On the subject of NTSC/PAL:
>>Can they use programs with PAL screens on NTSC or what?
>>Should I make things with a maximum height or 200 rather than 256?

> Make your screen 234 lines high. Have your program sense the type of
> computer (PAL/NTSC) as per my EA4 article. 

I'm not sure, but with most Amiga's, you can use an NTSC/PAL switcher 
program (there are several, I use to tiny little serperate ones that 
run from CLI, both under 4k I think). Not sure if any of the newer 
Amiga's will agree with this or not..

While I'm on the subject of Amiga's, I would like to put out a 
request to anyone that may have a used A1200, in GOOD condition 
please, that would be interesting in selling, please contact me. I am 
willing to pay a reasonable price for one, just to tide me over for 
testing and also for breaking out some of the AGA programs I have 
that I haven't been able to run on my A3000. All I need, I believe, 
is the computer, a power supply/cord, and a mouse (unless my old 
A3000 mouse will work). If I missed anything, just tell me.

I guess that's about it. Be sure and check out my Webpage this 
weekend as I'm going to be finishing up the "under construction" 
areas and updating my raycaster info. Thanks again for reading.

         ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
        ||P |||a |||r |||r |||o |||t |||t |||s |||o |||f |||t ||
        ||__|||__|||__|||__|||__|||__|||__|||__|||__|||__|||__||
        |/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|

                               Adam Parrott
                    General Manager and Lead Programmer

                     http://www.parrottsoft.base.org
                    http://www.parrottsoft.home.ml.org
           http://www.geocities.com/SiliconValley/Heights/6116

                     mailto: parrottsoft@geocities.com

         ______________________________________________________

             At Parrottsoft, we specialize in Amiga software,
         using Amos and the latest Graphics and Sound software. 

           Our current project: A 3D gaming engine similar to 
         Build and leaner than Quake. Check out the Parrottsoft 
                       website for more details!

           Cafe Engine completion: #####--------------- 25%

                        Now there's an idea. (r)

From amos-request@svcs1.digex.net Mon May  5 02:34:05 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Sun, 05 May 1996 00:31:42 +0500
Message-ID: <yam6699.2103.131150504@mail.airmail.net>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Star Fighter D'Yammen for 1200 only?
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Content-Type: text/plain
Status: RO
X-Status: 

Does anyone with an ECS or OCS machine use this game yet?  I just don't want
to download everything without checking, as the website only says for 1200.

Thanks in advance!

Schitso

A3000UX 040/25 18MB PicassoII/96


From amos-request@svcs1.digex.net Mon May  5 04:32:26 1997
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From: AW@null.net (Adam Wilkinson)
Reply-To: AW@null.net (Adam Wilkinson)
Subject: Re: Anims in Amos. (fwd)
Lines: 28
X-Mailer: ADMail 1.7 Copyright 1995 S.T.Brown
To: amos-list@access.digex.net
Date: Fri, 2 May 1997 22:42:01 
Message-ID: <19970502.85BF228.13F6C@club.aristocrat.com.au>
Status: RO
X-Status: 

On Fri, 02 May 97, Keith Hill wrote:
>To the one known as Lee.,
>
>> 'elo
>> I need some help (not psychiatric yet ;). I can play IFF anims from
>> Amos OK but is there a way of creating them?
>> Lets say for example I have a program that draws a bouncing ball on 
>> the screen and I want to make this into an animation.  Is there a way 
>> of adding each frame into an anim without saving each frame as a 
>> seperate IFF piccie.
>> Hope that made sence.
>
>..do you have dpaint, or any other drawing package ??  Set the number of
>frames loaded to quite high, and click on the first frame to load.  Then
>save it out as an anim.  From amos, not sure off hand.
>

>From Amos, you'd have to know the IFF Anim format.

Headers, deltas and compression.
Much better to leave this to Dpaint.

That said, most file format specs (iff included) are freely available on
the net.
If you are crazy enough to code an anim saver in Amos, I'd sure like a copy.

-- 
Adam.



From amos-request@svcs1.digex.net Sun May  4 23:43:07 1997
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	id sma012279; Sun May  4 21:45:59 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Sun, 04 May 1997 22:51:03 +0500
Message-ID: <yam7063.161.2805800@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Control Via Amos
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 04-May-97, Andrew Hawkins wrote:



>I need some help on the following.

>A) Eric gave me some stuff on reading the second joystick fire
>button but it`s written for AmosPro & mines using 1.36.  What are
>some Peeks to find the second button being pressed.  Please note
>I`ve already used Peek(14675990) but that just returns 5 no
>matter what I press.


   Really??  I always use $DFF016 to read the second firebutton like
   this:

   FB2=(Peek($DFF016) And 64) Xor 64

   If the 2nd firebutton is NOT pressed then FB2 will equal 0
   If the 2nd firebutton IS PRESSED then FB2 will equal 64



   This is how I'm reading the 2nd firebutton in StarStrike2000 as 
   well so, you mean that you actually can't drop the bombs on your
   system?  


   The above method SHOULD work fine. However, try adding this
   line JUST BEFORE that one... 

   Doke $DFF034,$C000  which should "activate" pin 9 so you will
   be able to detect the 2nd firebutton.




         Hope this helps!!



                  Garfield



From amos-request@svcs1.digex.net Sun May  4 21:34:55 1997
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Message-ID: <336D29D8.5539@ozemail.com.au>
Date: Mon, 05 May 1997 08:29:13 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
X-Mailer: Mozilla 3.0Gold (Win95; I)
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To: amos-list@access.digex.net
Subject: Control Via Amos
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Hello everyone,

Geosync Media 1997 proudly presents Star Fighter D'Yammen's Reign.

Now showing at...

           http://www.ozemail.com.au/~geosync

...Check it out.

Thanks for the quick replies as to who has my game so far.  I`m working
on some new stuff for Star Fighter. I`ve fixed that dreaded 'Please
Insert Hd0' problem, all the screens have had the palettes brightened or
recoloured, the AI has been improved and the bad guys are a bit easier
to find now.  I`ll keep you posted when I upload the new version but I`m
working on the control and pretty soon the spacecraft will respond more
like -well a spacecraft (to a limit).

I need some help on the following.

A) Eric gave me some stuff on reading the second joystick fire button
but it`s written for AmosPro & mines using 1.36.  What are some Peeks to
find the second button being pressed.  Please note , I`ve already used
Peek(14675990) but that just returns 5 no matter what I press.

B) Additions to my game.  Any support will be credited.  Don`t worry
Eric, you`re being put down as a Beta-tester & Technical Assistant. 
Anyone who feels I should put their name in please let me know.  If I
get the game to a commercial form, I am thinking about paying those who
have helped me, a small amount from the profits, as it will only be
fair.

Seeya,
Andy
GEOSYNC
  -O-
 MEDIA

From amos-request@svcs1.digex.net Tue May  6 06:49:28 1997
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Date: Tue, 06 May 1997 10:45:04 +0000
To: amos-list@access.digex.net
From: Peter Storey <he31@dial.pipex.com>
Subject: 030's again...
Status: RO
X-Status: 

Thanks to everyone who replied to my query about 030's...

I'm just back from a couple of days of holiday, and just now read all the
replies - wow! Ok. I made a goof in my original message: I was option 2 was
a 33Mhz processor... Never mind - I've now got on order an 030/50/8Meg.

Well, actually, I've already got it, but it was broke, and I'm waiting for a
replacement :-(

Thanks to everyone who replied!

The "Power Amiga" I refered to was not a PPC based one, but a new machine
I've seen advertised - I forget by who - which is basically an A1200 in a
tower case, with a 24-Bit graphics card, 060 processor, CD drive 22 Megs
(and a Monitor?) as standard, all for about 1500 Uk Pounds.

Does this sound good to everyone else, or are we all still waiting for a
PPC-Based Amiga?

Thanks all. Bye.

Peter.


From amos-request@svcs1.digex.net Wed May  7 17:45:02 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Tue, 07 May 1996 14:39:33 +0500
Message-ID: <yam6701.1659.125051888@mail.airmail.net>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: DCTV + AMOS
MIME-Version: 1.0
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Status: RO
X-Status: 


I recently dug up some old source for DCTV use in AMOS 1.36.  I almost forgot
about it, but now I would like to continue and possibly find someone to help
develop the idea.  I like the fact that I can use highcolor graphics on a
hires 3 or 4 bitplane screen at normal AMOS speeds.  I am however, having
trouble moving objects over background graphics.  So as of now, I am limited
to a black background.

The only working demo I have is of a large Enterprise 1701-D flying across the
screen, with a nebula in the background (they don't touch each other).  As of
yet, this is a ROUGH demo, with NO speed optimizations.  Only very basic bob
movement with doublebuffer.  I am working on a scroll text routine to go with
it also.  

If you would like a copy of the demo (currently 42k uncompressed), let me know
and I will email it to you.  I have nowhere to upload it, and can't get it to
Aminet.  Any suggestions or comments are welcome!

Schitso

A3000UX 040/25 16MB PicassoII/P96 DCTV


From amos-request@svcs1.digex.net Thu May  8 17:18:26 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Wed, 08 May 1996 13:10:41 +0500
Message-ID: <yam6702.2089.124921616@mail.airmail.net>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: RE: AMOS 3D
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

     This may seem kind of off the wall, and please don't flame me.  I bought
my original AMOS and Compiler.  I had quit programming for awhile and now I
don't have a supported product.  Where do we get support except here?  If
someone wanted a copy of my software, yes, I woud let them have one.  You have
very limited use without the manual anyway.
      How much do you think they care about the program anymore?  They made
their profit and they are gone.  Why spend money to prevent piracy when you
wont even produce the product?
      I have absolutely nothing against Europress.  They seemed to be a good
company.  I payed them for everything I used.  If they are watching for
piracy, maybe the renewed interest will prompt them to go back into
production. (LONG shot)
      Back to the subject, it seems to me that Murray HAS the 3D modeler, but
his version crashes on his machine.  Wouldn't a corrective upgrade be free
anyway?

Schitso
 


From amos-request@svcs1.digex.net Fri May  9 22:27:52 1997
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Message-ID: <3192A05D.75F@ozemail.com.au>
Date: Fri, 10 May 1996 09:48:13 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
X-Mailer: Mozilla 3.0Gold (Win95; I)
MIME-Version: 1.0
To: amos-list@access.digex.net
Subject: New Product In Development
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: RO
X-Status: 

Hello all,

I am working today on the guts of a program that will become Command &
Conquer on the Amiga.  Entitled H.A.R.D. Corps, I hope all those
interested will support the development of this product.

I will eventually need help with...
1)  AI
2)  Sorting hundreds of objects in memory (because you should be able to
manufacture as many troops as you can afford)
3)  Serial communications
4)  Internet comms (for Net games)

Okay, I`ll keep you updated.  Check my site under Coming Soon in about
24 hours for an update on GFX and the starting engine.

http://www.ozemail.com.au/~geosync

Cheers buddies,

Andy
GEOSYNC
  -O-
 MEDIA

From amos-request@svcs1.digex.net Tue May  6 12:57:28 1997
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From: Benjamin Asen <Lonestar@kulmbach.baynet.de>
Reply-To: Lonestar@kulmbach.baynet.de
To: AoD <amos-list@access.digex.net>
Date: Mon, 05 May 1997 06:20:04 +0100
Message-ID: <yam7064.220.4417144@www.kulmbach.baynet.de>
In-Reply-To: <yam7063.161.2805800@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Organization: ODIN Entertainment Productions
Subject: Re: Control Via Amos
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On 05-Mai-97 Garfield Benjamin wrote:

>>   Really??  I always use $DFF016 to read the second firebutton like
>>   this:

>>   FB2=(Peek($DFF016) And 64) Xor 64

>>   If the 2nd firebutton is NOT pressed then FB2 will equal 0
>>   If the 2nd firebutton IS PRESSED then FB2 will equal 64

>>                  Garfield

Is there a list with all these important Peeks and Pokes anywhere
on the net? Not a book! An Amigaguide or something else!

     Lonestar.

-- 
############################################################################
# +--------------------------------+ # +---------------------------------+ #
# | ODIN ENTERTAINMENT PRODUCTIONS | # |      WWW.LONESTAR.BASE.ORG      | #
# +-+----------------------------+-+ # +-+-----------------------------+-+ #
# | | HARD & SOFTWARE PRODUCTION | | # | | LONESTAR@KULMBACH.BAYNET.DE | | #
# | +----------------------------+ | # | +-----------------------------+ | #
# +--------------------------------+ # +---------------------------------+ #
############################################################################


From amos-request@svcs1.digex.net Tue May  6 13:17:39 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Tue, 06 May 1997 09:32:36 -0500
Message-ID: <yam7065.1820.4082528@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: New address
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Would people on the list please take note of my new email address
mushypd@redrose.net as this is an american provider, and allows me to download
my mails quicker.

I also have my amiga back online (yipee!!!!) now, so I can send out archives
and stuff a lot faster.

Note, that the mpd@mushy-pd.demon.co.uk is still active, and stuff sent to it
will still get to me, but any archives that you wish to send please send them
to the redrose account.

One last thing, I have updated my pages again, and added a load of game music,
from games like shadow of the beast 1,2, and 3, Turrican 1 and 2, plus a few
more. I also have all the mods from Jesus on E's, but they will be placed iin
the next update.

All the best!!

Mush

-- 

               --------******( Extreme AMOS )******--------

           AMOS Raycater completion [####----------------] - 20%

    The best AMOS homepages around, full of downloads, and my AMOS disk
 magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
       http://members.tripod.com/~mushypd for more information, and
                        info on my raycaster game!!

                        Email: mushypd@redrose.net

                 Look for Andy Kellett on VDOphone online!
                      ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Tue May  6 11:31:00 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 06 May 1997 09:49:43 -0500
Message-ID: <yam7065.2190.3793120@pop.golden.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Files!
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Just in case you were wondering, my WWW site is now up to speed. The amiga
files can be found in the FBN section. Don't forget to check out the Rogues
Gallery for actual pictures of people on the net!
 
Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Tue May  6 16:18:16 1997
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From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: ghizzo@agonet.it
To: Amos-List <amos-list@access.digex.net>, Steve <steeevc@ndirect.co.uk>,
        "John C. Bintz" <uv334@freenet.victoria.bc.ca>,
        Leigh Russ <leigh@micks-cupboard.demon.co.uk>
Date: Tue, 06 May 1997 20:10:11 +0100
Message-ID: <yam7065.558.2014844224@mail.agonet.it>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
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Subject: GUI Extension Update
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Hi!

Now the GUI Extension 1.62 is available on Aminet! All the GUI ext. users
MUST upgrade to this version, since the v1.61 maybe unstable in some
situations (...expecially on 68000 systems)

I've fixed all the knowed bugs, and i've updated the font sensitivity
routines too. Get it on dev/amos/GuiExt162.lha

-- 


Bye!


                                     !!!
                                     o o
   +-----------------------------oOO-(_)-OOo----------------------------+
   |                                                                    |
   |  Pietro Ghizzoni - Dairymen Soft              __  /// Amiga 12OO   |
   |     E-Mail:  ghizzo@agonet.it                 \\\/// 'O3O  5OMhz   |
   |            Team AMIGA                          \/// 1OMB - CD4x    |
   |                                                                    |
   | Amos Professional Team Coordinator               AMIGA RULEZ!!     |
   |                                                                    |
   +--------------------------------------------------------------------+


From amos-request@svcs1.digex.net Wed May  7 03:52:51 1997
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	id sma024918; Wed May  7 01:36:26 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Wed, 07 May 1997 02:35:57 +0500
Message-ID: <yam7066.2860.2658688@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Control Via Amos
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On 06-May-97, Benjamin Asen wrote:


>>>Is there a list with all these important Peeks and Pokes
>>>anywhere on the net? Not a book! An Amigaguide or something
>>>else!


   Hmmm... no books, eh?


> Okay, for anyone looking for a good book...

   Most of my hardware knowledge (and I am my no means a master
   of the subject) comes from the study of the following two books:

   MAPPING the AMIGA  (c)1993 COMPUTE Ltd.
   Amiga Graphics Inside & Out  (c)1989 Abacus - A Data Becker Book


   Of the two, MAPPING the AMIGA is the closest thing I have found to
   "complete" internal documentation of the Amiga in a single
   volume.

   It covers all OS calls & data-structures as well as all hardware
   registers.

   Should be able to find a used copy cheap as I'm sure it is "out of
   print" now.
   


> And for the rest, who do NOT want a book...

   Have you tried the "AGA.Guide"?

   This is a documentation of the AGA Chipset in AmigaGuide format.
   Should be on Aminet, under DEV I assume.
   


   I know this wasn't much, but I hope it is of some help,


            Garfield




From amos-request@svcs1.digex.net Tue May  6 21:41:50 1997
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Message-ID: <336FBEFC.4B77@ozemail.com.au>
Date: Wed, 07 May 1997 07:30:04 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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To: amos-list@access.digex.net
Subject: Re: Amos 3D
References: <55BA7856F3D@pmn1.maths.nottingham.ac.uk>
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--==MURRAY==-- wrote:
> 
> Does anyone knoe if there is an object modeller for AMOS 3D that
> works ok on an A1200?
> On mine, the screen all messes up.

Yeah, I`ve got version 1.3 or something.  You have to go into the
configuration settings and change the gparams around but other than that
it works fine on an A1200.  I could send you a copy but then I`d have to
kill you (just kidding).  Is it legal for me to send a copy to MURRAY
people?

Check out my site...

     http://www.ozemail.com.au/~geosync

...cmon.  You know you want to.  More sounds!  More colours!  More
everything!  No cost!

Bye
Andy 
GEOSYNC
  -O-
 MEDIA

From amos-request@svcs1.digex.net Tue May  6 18:46:37 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net
Date:          Tue, 6 May 1997 20:19:19 GMT0BST
Subject:       Amos 3D
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Status: RO
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Does anyone knoe if there is an object modeller for AMOS 3D that 
works ok on an A1200?
On mine, the screen all messes up.

-Murray



           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |          Ginger Women/Pictures/Messages) |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2 (much better)  |
|    dev/amos/keystate   | >Kill Em All (shoot em up)  >Hanger 18   |
|    dev/amos/picpack    | >Skool Daze (type of game)    (update)   |
|                        | >Scrolling Game Creator >BananaIs(update)|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


From amos-request@svcs1.digex.net Wed May  7 00:02:55 1997
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	(1.40.112.4/16.2) id AA159879790; Wed, 7 May 1997 01:49:50 GMT
Date: Wed, 7 May 1997 01:49:50 GMT
From: Max Monahan <mxm@seek.bom.gov.au>
To: amos-list@access.digex.com, HHYLCPD@hhn1.hughall.nottingham.ac.uk
Subject: Re: New BASIC Language ...
Cc: M.Monahan@bom.gov.au
Mime-Version: 1.0
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Status: RO
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Please include me in your list of testers.

> 
> Hello!
> 
> If anyone wants to beta test a new programming language for the PC 
> which is heavily influenced by AMOS then let me know.  It's going to 
> be about a week before a version is available, but I want to build a 
> list of testers now, before I release anything.
> 
> Thanks,
> Carl.
> 

Max Monahan
Email:M.Monahan@bom.gov.au
Phone: (03) 9669 4276
Fax  : (03) 9669 4128

From amos-request@svcs1.digex.net Tue May  6 19:55:14 1997
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From: ".iMMersE your soUL in LOVE" <HHYLCPD@hhn1.hughall.nottingham.ac.uk>
Organization:  HSH, University of Nottingham
To: amos-list@access.digex.com
Date:          Tue, 6 May 1997 23:54:49 GMT0BST
Subject:       New BASIC Language ...
Priority: normal
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Message-ID: <1532133458C@hhn1.hughall.nottingham.ac.uk>
Status: RO
X-Status: 

Hello!

If anyone wants to beta test a new programming language for the PC 
which is heavily influenced by AMOS then let me know.  It's going to 
be about a week before a version is available, but I want to build a 
list of testers now, before I release anything.

Thanks,
Carl.

....-----=====*********************************************=====-----....
       "I need to wash myself again, to hide all the dirt and pain,
	   'Cos I'll be scared that there's nothing underneath,
        But who are my real friends?  Have they all got The Bends,
		      Am I really sinking this low?"
                                                   - The Bends, Radiohead
....-----=====*********************************************=====-----....


From amos-request@svcs1.digex.net Tue May  6 21:32:17 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net
Date:          Wed, 7 May 1997 00:21:00 GMT0BST
Subject:       Extensions
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Alot of the amos extension are quite old, correct?
Well is it now impossible to get the registered versions?
I know someone who's been trying and failed to contact any of the 
authors.

Could someone give me details of what to do about it all?

Thanks,
-Murray


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |          Ginger Women/Pictures/Messages) |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2 (much better)  |
|    dev/amos/keystate   | >Kill Em All (shoot em up)  >Hanger 18   |
|    dev/amos/picpack    | >Skool Daze (type of game)    (update)   |
|                        | >Scrolling Game Creator >BananaIs(update)|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Wed May  7 22:43:00 1997
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From: Chris Hodges <platon@cum.de>
To: amos-list@access.digex.net
Date: Wed, 07 May 1997 07:58:24 +0100
Message-ID: <yam7066.1204.137128272@cu.cu-muc.de>
In-Reply-To: <tcppop3.434426@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
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PMYMAGM@pmn1.maths.nott.ac.uk wrote on 07-Mai-97:

> Alot of the amos extension are quite old, correct?

Yup.

> Well is it now impossible to get the registered versions?

At least not with AMCAF. Registered versions are still available!

http://www.cum.de/user/platon/

> |game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |

I checked that out and after solving a few problems  (I  doesn't  run  from
drives  with  a  space character in the name), I really enjoyed playing it.
Keep that stuff coming.

However, I advise you to use the Ppload command  instead  of  the  external
PowerPacker decruncher...

-- 
Best Regards,
 _____    __   _  __  ______    ___  __  __   __
|"("  \()/" ) (_)/" )("     \()/\" \(__)/" ) /" )
|  )   )/  /    /  /| \______)/" \  \  /  /|/  /
| (___//  /    /  /"|   |" | (  (_\__)/  /"/  /
|  |  /  /"\  /  /  | _ |  | _\  /  //  /|/  /__
|__| (__/___)(__/|__|(_)|__|(_)\/__/(__/ (__/(MM)




From amos-request@svcs1.digex.net Wed May  7 17:11:21 1997
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From: chrisevans@cubic.xg.com
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Subject: Extensions - reply
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Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
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> From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
> Alot of the amos extension are quite old, correct?
> Well is it now impossible to get the registered versions?
> I know someone who's been trying and failed to contact any of
> the authors.

Yup, most of them have disappeared.  If you want Turbo Plus 2.0 and Craft 1.0
let me know.

-Chris.

--------------------------------
Work:  CEvans@bbs.multiboard.com
Play:  ChrisEvans@cubic.xg.com
--------------------------------



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|    The views of the author are not of the originating system    |
 \_______________________________________________________________/

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

From amos-request@svcs1.digex.net Wed May  7 22:38:47 1997
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Message-ID: <337128D4.688B@ozemail.com.au>
Date: Thu, 08 May 1997 09:13:56 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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Subject: Re: Amos 3D
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chrisevans@cubic.xg.com wrote:
> 
> > > Does anyone knoe if there is an object modeller for AMOS 3D that
> [snip]
> > From: Andrew Hawkins <geosync@ozemail.com.au>
> > it works fine on an A1200.  I could send you a copy but then
> > I`d have to
> > kill you (just kidding).  Is it legal for me to send a copy to
> > MURRAY people?
> 
> Probably not, but who in the world is going to care :-)  Certainly not
> Europress.
> -Chris.
Hey look, piracy is not dead, and won`t be a part of it.  It`s so easy
to just pack a disk and email as an attachment, but I ain`t gonna do
that until I see some proof that it`s okay to give Murray a copy. 
Anyone know how I can verify this with Europress?

Andy.

From amos-request@svcs1.digex.net Thu May  8 00:37:21 1997
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Message-ID: <33713C3A.2FA2@ozemail.com.au>
Date: Thu, 08 May 1997 10:36:43 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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Subject: ** Radio Star Fighter Top 5 **
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Howdy pardners,

Radio Hits (see below)   Game Playing tips (see below)

NEW UPDATE  8/5/97 

Star Fighter D'Yammen' Reign is online at...

          http://www.ozemail.com.au/~geosync

...I`ve just uploaded the latest version of my space combat simulator. 
New colours, new sounds, new playability.  Disks SF_BOOT.ZIP &
SF_DISK1.ZIP have been modified so you`ll need to download them, and
unpack them in your current Star Fighter Directory like so...

       Unpack to... Hd0:Games/Star  using LHA/LHA-GUI  where
<mydir>=Hd0:Games/Star

...Remember to rename them .LHA instead of .ZIP when you have them.

You can change this to suit your system.  If you haven't got the first 7
disks they can NOW be downloaded.  Of course running the Geosync_install
program over any downloaded disks into your current directory will do
the job too, but it will add a new set of assigns to your
Sys:s/user-startup, which wont cause a problem, except that your
Sys:s/user-startup will start to get bigger. 

Installation problems?  Contact me on...geosync@ozemail.com.au

RADIO STAR FIGHTER TOP 5

Full of lots of goodies, Star Fighter can now play disk-streamed music.
The way I have designed it, it is now possible to have your favourite
music playing in the background while you pummel D'Yammen's ships into
oblivion.  No matter how long...(7 minutes max I reckon).

As as special offer I want to get a favorite hit list from those
interested.  Give me a request for music you want to hear, I`ll track it
down, compile a top 5, and upload the music every 2 days so you have
chance to download your favourite songs to listen to during play. 
(Please note - Metallica suits this game whereas Nana Miskorie doesn`t
but if everyone like Nana then that`s what you`ll get)

GAME PLAY TIPS

GETTING LOST? The control system is enough to get even the most seasoned
pilots lost.  At any time you are lost hit 'C' to have the spaceship
auto-recentre.   Check the dialogue box at the bottom of the screen to
verify it says 'Auto-recentre on'.  Hit 'C' at any time to cancel it, or
it will cancel itself once you are recentered.
Press 'H' to have the HUD appear.  0' is straight ahead and turning left
or right rudders the ship around. 90' & 270' is pointing up or down
respectively.  Left or right turns roll the ship.  180' is upside down
and turning causes ruddering.

TOO MANY BAD GUYS?  Get your allies to take out the motherships. 
Motherships spawn more stunt fighters if left to their own devices.  Hit
'G' until a D'Yammen Cruiser is selected as your current target (or 'T'
for closest target if you are flying past a cruiser).  Hit 'I' to open
an INTERCOM channel and immediately press '1' to get any free allies to
attack your selected target.  Hit 'F' to cancel the target and continue
on.  If no ships are available or they're too aggressive to follow
orders try again until you get a confirmation of your orders...ie
'Affirmative' or 'Request Confirmed'

NEED FIRE SUPPORT?  Hit 'I' to open a channel, and press '2' to get all
available allies to form on your wing.  It may take time for distant
allies to come in so make sure you`re close to some before you do this
effectively.  Once they are formed up (yellow radar blips near the
centre of the radar) select an enemy target, hit 'I' and then '1' and
the formation ships will attack a common target.  Hit 'I' then '0' to
cancel any orders and they will continue on their old mission)  Also
hitting 'I' then '0' will clear any orders, making allies ready for new
commands.

RADAR CONFUSING?  It's based on the ELITE style of radar.  The radar
looks directly down on your ship.  Anything ahead appears in the top
quarter of the radar and is somewhere in front.  As you spin around the
radar blips circle the other way.  A blip with a stalk below it is above
your current height, and a blip with stalk above it is below you.  Red
blips are the enemy,  yellow blips are the allies, orange blips are
neutral, which usually need protecting. (Check out Blue Sky Mine in the
Campaign game for an example) And blue blips are ejected pilots who are
hard to target visually.  Press 'T' to target the closest enemy when a
pilot is nearby.

EJECTED PILOTS?  On harder SKILL levels pilots eject when their ship
blows.  If an enemy gets too close, which usually happens because you
have to get close to destroy stunt ships,  the pilot will attempt to
attach a limpet mine to the base of your ship (with an animation).  The
explosion kills the pilot but does you alot of damage.  Avoid them!!! 
Ejected allied pilots should be picked up, because even though they can
fight, their armour is low.  Picking up a pilot automatically beams him
back to a mother ship if available and launches a new allied stunt ship.


I`ll paste these and more tips on the GEOSYNC MEDIA homepage soon.

           http://www.ozemail.com.au 

Anyway,  nice to have a receptive audience.

This is Andy signing off Radio Star Fighter.

GEOSYNC
  -O-
 MEDIA

From amos-request@svcs1.digex.net Thu May  8 08:04:02 1997
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From: "Chris Coulson" <C.J.Coulson@newcastle.ac.uk>
Organization: is something alien to me...
To: amos-list@access.digex.net
Date: Thu, 8 May 1997 10:27:11 GMT0BST
Subject: Re: -O- Star Fighter News#2
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[Amos3D rotations]
> How are you going with this?  Let me know.

Tried the latter, and it fails miserably - 3D still rotates 
the object around the world axes.  In fact, looking at the 
test proggy I wrote, it seems like the extension can only 
rotate about one object axis, the other two always act as 
world axes, no matter what the object orientation.

As to the former, it started to look promising right up to
the point where it fell apart :-|  I think it`s related to
the point above about 2 world axes/1 object axis - with only
one object axis you don`t seem to have sufficient control
over the object orientation to compensate for the two
world axis rotations.


> > If you`re remotely interested, I`ll stick a copy of this code
> > on my website next week, along with any solution I may come
> > across for the 3D rotation problem.
> 
> I`ll be waiting...

Well, maybe next week :-)  I`ve remembered something about the
starfield code that needs changing, and there`s one other thing
I want to try for the object rotation problem.  But I`ll certainly
have something on the site by next Tuesday.


Chris
+- The Best of Both Worlds...
|Amiga 4000/060 50MB/1.2GB/CV64  P150 32MB/1.7GB/Stealth64VRAM |
| CyberSCSI/Zip/Vlab YC/4xCDROM  8xCDROM/Zip/TM PFCS+WCS2/AWE32|
                                 http://www.tornado.pair.com/ -+

From amos-request@svcs1.digex.net Thu May  8 21:50:35 1997
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Message-ID: <33726854.6733@ozemail.com.au>
Date: Fri, 09 May 1997 07:57:08 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
X-Mailer: Mozilla 3.0Gold (Win95; I)
MIME-Version: 1.0
To: amos-list@access.digex.net
Subject: Re:  Star Fighter Min. Req`s
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: RO
X-Status: 

Mr. Giark To You wrote:
> 
> On 08-May-97, Andrew Hawkins wrote:
> >Star Fighter D'Yammen' Reign is online at...
> >          http://www.ozemail.com.au/~geosync
> 
> What are the minumum requirements for this game?
> 
> Eg, chip, fast, processor?


Star Fighter D`Yammen`s Reign runs on the follow. (that I can tell)
1.   1200/2000/3000
2.   ECS or AGA
3.   need 40mg HDD ( game takes about 15mg when installed and 500-800k
per disk to download )You can erase these after the installation
4.   2meg chip ram / 4meg fast.  (1.8meg chip is used when the ANIM
disks are available, and about 2meg fast is used...I think)
5.   Joystick
6.   68020 or better (need to set the Machine Cyle Delay to suit faster
processors).   You can change this in the Configuration setting during
the game.
7.   Amiga hooked into GOOD STEREO SYSTEM.
8.   BIG TV !!! 68cm if you can do it.  I`ve tried it on 56cm TV, thats
pretty good.
9.   Avid belief that you can hear sounds in outer space. (which of
course you can`t)
10.  Desire to destroy anything that moves.

Please let me know how you go.

Andy
GEOSYNC
  -O-
 MEDIA

From amos-request@svcs1.digex.net Fri May  9 04:11:43 1997
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Date: 09 May 97 00:10:16 CET
Organization: Karkis BBS, Stockholm, Sweden
X-Mailer: AmiGate 1.6a (22.12.95)
From: grok@karkis.canit.se (Hakan Venderlof)
To: amos-list@access.digex.net
Subject: highlight
Status: RO
X-Status: 

>>>amos-list@access.digex.net

I would like to see some suggestions how to highlight a word printed on screen
when the mouse pointer is over it. 
Say i've printed

Pen 1
locate 1,1 : Print"AAA"
locate 1,2 : Print"BBB"


Now I want the text to be rewritten with Pen 2
only when the pointer is over it.

I did find some ways to do it but the text always flickers...

I guess there is some way to get a steady highlight... 
---------------------------------------------------------------------
      greets      grok@karkis.canit.se  
--------------------------------------------------------------------- 

From amos-request@svcs1.digex.net Fri May  9 13:53:07 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: Andrew Hawkins <geosync@ozemail.com.au>,
        AMOS List <amos-list@access.digex.net>
Date: Fri, 09 May 1997 10:01:38 -0500
Message-ID: <yam7068.1913.3749832@pop.golden.net>
In-Reply-To: <3371EA60.8E2@ozemail.com.au>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Radio Star Fighter Top 5
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 08-May-97, Andrew Hawkins wrote:
>> What are the minumum requirements for this game?
>Star Fighter D`Yammen`s Reign runs on the follow. (that I can tell)
>1.   1200/2000/3000

If it will run on a 2000, it will run on a 500.

>2.   ECS or AGA

ECS means it does NOT need 2megs CHIP since ECS doesn't have it.

>3.   need 40mg HDD ( game takes about 15mg when installed and 500-800k
>per disk to download )You can erase these after the installation

How much of this is needed for the GAME, and how much is extra music, anims,
etc.?

>4.   2meg chip ram / 4meg fast.  (1.8meg chip is used when the ANIM
>disks are available, and about 2meg fast is used...I think)

Like I said, if it runs on ECS, it does NOT need 2meg CHIP.

>5.   Joystick

Easy enough.

>6.   68020 or better (need to set the Machine Cyle Delay to suit faster
>processors).   You can change this in the Configuration setting during
>the game.

Got that too.

>7.   Amiga hooked into GOOD STEREO SYSTEM.

Done.

>8.   BIG TV !!! 68cm if you can do it.  I`ve tried it on 56cm TV, thats
>pretty good.

I'm sure my monitor will suffice. Q:-{)

>9.   Avid belief that you can hear sounds in outer space. (which of
>course you can`t)

Suspension of disbelief engaged.

>10.  Desire to destroy anything that moves.

Alright!

>Please let me know how you go.

What I would like to see form you is a down and dirty quick version (as in the
bare bones, no firlls) so I won't be downloading for so long.

Also, I can give you the CD32 Pad code.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Fri May  9 12:30:15 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: Hakan Venderlof <grok@karkis.canit.se>,
        AMOS List <amos-list@access.digex.net>
Date: Fri, 09 May 1997 10:03:45 -0500
Message-ID: <yam7068.2293.3749832@pop.golden.net>
In-Reply-To: <33726b68@karkis.canit.se>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: highlight
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 09-May-97, Hakan Venderlof wrote:
>I would like to see some suggestions how to highlight a word printed on
screen
>when the mouse pointer is over it. 
>Say i've printed
>Pen 1
>locate 1,1 : Print"AAA"
>locate 1,2 : Print"BBB"
>Now I want the text to be rewritten with Pen 2
>only when the pointer is over it.
>I did find some ways to do it but the text always flickers...

You need to add a check into your highlight code that checks to see if the
text is currently highlighted and, if so, jumps out of the code before it
redoes it.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Fri May  9 14:34:36 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Fri, 09 May 1997 11:00:46 -0500
Message-ID: <yam7068.2301.2668720@mail.redrose.net>
In-Reply-To: <33726b68@karkis.canit.se>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: highlight
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Greetings to the one known as Hakan, who also is allegidley babbled this on
08-May-97 :
> >>>amos-list@access.digex.net

> I would like to see some suggestions how to highlight a word printed on
screen
> when the mouse pointer is over it. 
> Say i've printed

> Pen 1
> locate 1,1 : Print"AAA"
> locate 1,2 : Print"BBB"


> Now I want the text to be rewritten with Pen 2
> only when the pointer is over it.

> I did find some ways to do it but the text always flickers...

> I guess there is some way to get a steady highlight... 

There are a few ways that you can do it. You could use the MOUSE ZONE command
(which would mean having to set zones for each word) and have a routine like:

top:
Locate 1,1 : ink 1 : print "highlight"

repeat
if mouse zone=1
locate 1,1: ink 2 : print "highlight"
endif

if mouse zone=2
locate 1,2 : ink 2 : print "another highlight"
endif

if mouse zone=0
goto top
endif
until false


This means, that the routine will only refresh itself, if no parts are
selected. If you dont do a CLS command in the start of the text, you will then
not get any flicker, as you are not adding anything new, or removing anything,
just making the existing text a different colour.

Mush

               --------******( Extreme AMOS )******--------

           AMOS Raycater completion [####----------------] - 20%

    The best AMOS homepages around, full of downloads, and my AMOS disk
 magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
       http://members.tripod.com/~mushypd for more information, and
                        info on my raycaster game!!

                        Email: mushypd@redrose.net

                 Look for Andy Kellett on VDOphone online!
                      ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Fri May  9 16:52:44 1997
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From: chrisevans@cubic.xg.com
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Received: by bbs.multiboard.com (IG 1.0+ sn 1) via UUCP id AD337; 09 May 1997 13:55:52 EST5
Date: 09 May 97 13:04:00 EST5
Subject: it's either piracy or death
To: amos-list@access.digex.net
Message-ID: <08631861520025d337@bbs.multiboard.com>
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

> From: Schitso <johnp2@mail.airmail.net>
> I bought my original AMOS and Compiler.  I had quit programming for
> awhile and now I don't have a supported product.  Where do we get support
> except here?  If someone wanted a copy of my software, yes, I woud let them
> have one.  You have very limited use without the manual anyway.
>       How much do you think they care about the program
> anymore?  They made their profit and they are gone.  Why spend money to >
prevent piracy when you won't even produce the product?

Exactly.

If we don't pirate forgetten software, it dies anyway because it can't be
obtained.  And no one gets hurt from doing it.  It's a victimless crime.  The
classy thing for Europress to do would have been to make their discontinued
stuff PD, like some other companies.

But we should continure to fully support current authors, who are still making
extensions and other progs.

-CE.



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|    The views of the author are not of the originating system    |
 \_______________________________________________________________/

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

From amos-request@svcs1.digex.net Fri May  9 16:26:53 1997
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Date: Fri, 9 May 1997 12:21:15 -0500 (CDT)
From: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
X-Sender: sdmatott@kimbark.uchicago.edu
Reply-To: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
To: "Mr. Giark To You" <joehick@golden.net>
cc: Hakan Venderlof <grok@karkis.canit.se>,
        AMOS List <amos-list@access.digex.net>
Subject: Re: highlight
In-Reply-To: <yam7068.2293.3749832@pop.golden.net>
Message-ID: <Pine.GSO.3.95.970509121924.12183A-100000@kimbark.uchicago.edu>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

	Hey why not go all out and use the Resource editor code
	thing, you know the GUI language, it should handle this
	stuff for you, or maybe your using the text for something
	else?  
			Thanks,
				Scott Matott sXe


From amos-request@svcs1.digex.net Fri May  9 14:40:56 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net
Date:          Fri, 9 May 1997 16:26:15 GMT0BST
Subject:       GFX cards
X-Confirm-Reading-To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
X-pmrqc:       1
Priority: normal
X-mailer: Pegasus Mail v3.2 (R0)
Message-ID: <59FCDBD4464@pmn1.maths.nottingham.ac.uk>
Status: RO
X-Status: 

I've had a letter from a graphics card user who can't play one of my 
games because it requires 2 Meg Chip RAM.
Now he has about 64 Meg or something which can be used as Chip RAM 
but AMOS doesn't seem to recognize this.
The only solution that I could think was to load some banks (graphics 
sound) into Fast ram and only move it to chip when needed. Now this 
isn't much of a solution, is it? It would result in all sorts of 
problems.
Does anyone know of a better solution?

-Murray


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2 (much better)  |
|    dev/amos/keystate   | >Kill Em All (shoot em up)  >Hanger 18   |
|    dev/amos/picpack    | >Skool Daze (type of game)    (update)   |
|                        | >Scrolling Game Creator >BananaIs(update)|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Sat May 10 00:16:52 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: AMOS Mailing List <amos-list@access.digex.net>
Date: Sat, 10 May 1997 12:56:08 +1200
Message-ID: <yam7069.402.131758312@smtp.ihug.co.nz>
In-Reply-To: <199705091939.PAA19016@mail1.access.digex.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: Re: GFX cards
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 10-May-97, Maarten D. de Jong wrote:

>Why isn't it much of a solution? There is no other solution, save for
>reducing the number of graphics and sounds. When your programs require
>this much Chip memory, you should always check if the computer has enough
>FastRAM to act as a buffer -- it helps to conserve the ChipRAM and speeds
>up the program on AGA-Amiga's with a 68020+ installed.

I remember hearing of a routine that stored samples in FAST memory, and only
used a tiny little bit of chip memory to play the current bit of the sample.
Anyone else remember this? (It was assembler)
-- 
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&                                                                      &
&   ####  ##  #     ##   ##  #  #                                      &
&   #    #  # #    #  # #  # ## #                                      &
&   #### #### #    #    #  # ## #   -=   S  O  F  T  W  A  R  E  =-    &
&   #    #  # #    #  # #  # # ##                                      &
&   #    #  # ####  ##   ##  #  #                                      &
&                                                                      &
&          http://www.geocities.com/siliconvalley/lakes/6291/          &
&                        falcons@ihug.co.nz                            &
&                                                                      &
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&


From amos-request@svcs1.digex.net Fri May  9 18:15:39 1997
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From: "Maarten D. de Jong" <dejong@cpt6.stm.tudelft.nl>
Subject: Re: GFX cards
To: amos-list@access.digex.net
Date: Fri, 9 May 97 21:36:43 METDST
In-Reply-To: <59FCDBD4464@pmn1.maths.nottingham.ac.uk>; from "--==MURRAY==--" at May 9, 97 4:26 pm
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

> 
> I've had a letter from a graphics card user who can't play one of my 
> games because it requires 2 Meg Chip RAM.
> Now he has about 64 Meg or something which can be used as Chip RAM 
> but AMOS doesn't seem to recognize this.

No, that's not true. The maximum is still 2 MB ChipRAM. The rest is
always Fast. Anyway, if he can afford 64 MB of memory, than I wonder why
he can't afford the extra MB (with an Amiga 1200 attached) :-). And he
also owns a gfx-card... Mymy..

> The only solution that I could think was to load some banks (graphics 
> sound) into Fast ram and only move it to chip when needed. Now this 
> isn't much of a solution, is it? It would result in all sorts of 
> problems.
> Does anyone know of a better solution?

Why isn't it much of a solution? There is no other solution, save for
reducing the number of graphics and sounds. When your programs require
this much Chip memory, you should always check if the computer has enough
FastRAM to act as a buffer -- it helps to conserve the ChipRAM and speeds
up the program on AGA-Amiga's with a 68020+ installed.

Maarten

--
******************************************************************************
*    "Shell to DOS... Shell to DOS... DOS, do you copy? Shell to DOS..."     *
******************************************************************************

From amos-request@svcs1.digex.net Fri May  9 22:51:44 1997
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Message-Id: <199705100137.SAA18443@geocities.com>
Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Fri, 9 May 1997 20:39:53 -0600
MIME-Version: 1.0
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Content-transfer-encoding: 7BIT
Subject: Some weekly highlights.
Reply-to: parrottsoft@geocities.com
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: RO
X-Status: 

Greetings.

I've decided that when I do weekly comments, to refer to the mailing 
as "Weekly highlights." Sounds okay to me.

To anyone that does not know and has mailed me of a late, up until 
now (due to my studies) I have only been able to check my mail every 
weekend, the reason for these weekly highlights and comments. 
However, I will be finishing my studies this coming Wednesday (or 
before hopefully :) and will be free for the summer. Sorry to anyone 
that mailed me directly and has not received a prompt reply through 
the week. This shouldn't happen over the summer as I now have time to 
check my mail daily (+ weekends). Also, I will be addressing comments 
in a small highlight segment each week. Any replies to questions or 
helps I wish to send will now be mailed individually as small 
seperate mailings addressing that subject.

Please be sure and stop by the Parrottsoft website over the weekend, 
as I am going to be finishing up the About area and adding a *NEW* 
area: the Projects area, where I will put all information on the 
current projects (of course) that are under work including 
screenshots and specs (this will include the moving of Eventuator (my 
3-D Doom-er, remember?) and the addition of the Cafe engine to that 
page.) Thanks for the patience whilst I work on these areas.

Also, one more thing, thanks to everyone who has stopped by during 
the past couple of weeks, *and*, to anyone that has not sent a link 
to their homepage in the past, please do so by tommorrow night, as I 
will not be updating the links page for a couple of days there after. 
I currently have the following:

Falconsoft, Mushroom pd, Fly-by-night (Giark), --Murray--, Bob 
Ackerburg, Lonestar (Ben Wyatt), Braneloc @ mirex (Keith Hill), 
Daryll Lewis, and John Bintz.

*Note: Like I said, if you want your name on this list, submit your 
link to me (with a link to a graphic as well if you have one and want 
your link represented WITH a graphic, such as a logo).

Thanks for reading.
Long live the Amiga!

         ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
        ||P |||a |||r |||r |||o |||t |||t |||s |||o |||f |||t ||
        ||__|||__|||__|||__|||__|||__|||__|||__|||__|||__|||__||
        |/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|

                               Adam Parrott
                    General Manager and Lead Programmer

                     http://www.parrottsoft.base.org
                    http://www.parrottsoft.home.ml.org
           http://www.geocities.com/SiliconValley/Heights/6116

                     mailto: parrottsoft@geocities.com

         ______________________________________________________

             At Parrottsoft, we specialize in Amiga software,
         using AMOS and the latest Graphics and Sound software. 

           Our current project: A 3D raycasting engine that
         includes many features from Wolfenstein and DOOM and
         come complete with floor, wall, and ceiling texture-
         mapping. Check out the Parrottsoft website for more!

           Cafe Engine completion: ######-------------- 30%

                        Now there's an idea. (r)

From amos-request@svcs1.digex.net Fri May  9 23:41:44 1997
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Message-Id: <199705100154.SAA25234@geocities.com>
Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Fri, 9 May 1997 20:56:40 -0600
MIME-Version: 1.0
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Subject: AMOS 3-D
Reply-to: parrottsoft@geocities.com
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: RO
X-Status: 

Greetings.

Murray asked:
> Does anyone knoe if there is an object modeller for AMOS 3D that 
> works ok on an A1200? On mine, the screen all messes up.

Well, I don't have a 1200, but I do have a 3000 which I use for 
programming (and the Object Modeller too) and there does seem to be 
some flicker. I'm not sure, but I think the flickering is due to 
my '030, or it could be the Workbench (2.1), as I don't think OM was 
designed under to specifically run error-free under a 2.1 Workbench, 
not to mention an 030. Anyhow, anyone have any ideas on this?

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Fri May  9 18:41:25 1997
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	(1.38.193.4/16.2) id AA15192; Fri, 9 May 1997 23:12:03 +0200
From: "Maarten D. de Jong" <dejong@cpt6.stm.tudelft.nl>
Subject: Re: it's either piracy or death
To: amos-list@access.digex.net
Date: Fri, 9 May 97 23:12:03 METDST
In-Reply-To: <08631861520025d337@bbs.multiboard.com>; from "chrisevans@cubic.xg.com" at May 09, 97 1:04 pm
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

> 
> > From: Schitso <johnp2@mail.airmail.net>
> > I bought my original AMOS and Compiler.  I had quit programming for
> > awhile and now I don't have a supported product.  Where do we get support
> > except here?  If someone wanted a copy of my software, yes, I woud let them
> > have one.  You have very limited use without the manual anyway.
> >       How much do you think they care about the program
> > anymore?  They made their profit and they are gone.  Why spend money to >
> prevent piracy when you won't even produce the product?

The reaction when I asked Europress about the omission of STOS and AMOS
on the page outlining the company's history really says it all: 'We don't
see any reason to put the names of those programs there -- why don't you
switch to something like Klick'n'Play if you want support?'

Muhaha. That load of junk? (I wonder how much money they made with all
copies of STOS, AMOS and the extensions like 3D, compilers, and so on. Man-
darin and Europress would be absolutely nowhere if it wasn't for these two.)

I know it's been asked before here, but what happened to all the guys of
the first hour? Francois? The Fothergills? Richard Vanner? Peter Hickman?
Sandra Sharkey?

> Exactly.
> 
> If we don't pirate forgetten software, it dies anyway because it can't be
> obtained.  And no one gets hurt from doing it.  It's a victimless crime.  The
> classy thing for Europress to do would have been to make their discontinued
> stuff PD, like some other companies.
> But we should continure to fully support current authors, who are still making

I guess asking Europress to do so can't hurt. At least your stuff is 'legal'
then :-).

> extensions and other progs.
> 


Definitely.

Maarten

--
******************************************************************************
*    "Shell to DOS... Shell to DOS... DOS, do you copy? Shell to DOS..."     *
******************************************************************************

From amos-request@svcs1.digex.net Sat May 10 05:36:00 1997
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From: Benjamin Asen <Lonestar@kulmbach.baynet.de>
Reply-To: Lonestar@kulmbach.baynet.de
To: AoD <amos-list@access.digex.net>
Date: Sat, 10 May 1997 08:26:12 +0100
Message-ID: <yam7069.580.4291872@www.kulmbach.baynet.de>
In-Reply-To: <33726b68@karkis.canit.se>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Organization: ODIN Entertainment Productions
Subject: Re: highlight
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 10-Mai-97 Hakan Venderlof wrote:

>>Pen 1
>>locate 1,1 : Print"AAA"
>>locate 1,2 : Print"BBB"
>>Now I want the text to be rewritten with Pen 2
>>only when the pointer is over it.
>>I did find some ways to do it but the text always flickers...

Try:

Reserve Zone 2

Pen 1
Locate 1,1 : Print Zone$("AAA",1)
Locate 1,2 : Print Zone$("BBB",2)

Do
  MZ=Mouse Zone

  If MZ=1
    Pen 2 : Locate 1,1 : Print Zone$("AAA",1)
    Repeat
      If Mouse Key=1 Then DO-ANYTHING
    Until Mouse Zone<>MZ
    Pen 1 : Locate 1,1 : Print Zone$("AAA",1)
  End If

  If MZ=2
    Pen 2 : Locate 1,2 : Print Zone$("BBB",2)
    Repeat
      If Mouse Key=1 Then DO-ANYTHING-ELSE
    Until Mouse Zone<>MZ
    Pen 1 : Locate 1,2 : Print Zone$("BBB",2)
  End if
Loop


Greets, Lonestar.

-- 
-------------------------------------------------------------------------
# #### #   # #####  ########### #   ####   ODIN ENTERTAINMENT PRODUCTIONS
# #  # ##  #       #       #   # #  #   #
# #### # # # #####  ###    #  #   # ####       STAR FILM PRODUCTIONS
#      #  ##           #   #  ##### #   #
###### #   # ##### ####    #  #   # #   #    STAR BBS  +49/09225/95332
-------------------------------------------------------------------------
EMAIL: LONESTAR@KULMBACH.BAYNET.DE -- WEB: WWW.KULMBACH.BAYNET.DE/~KX0010
-------------------------------------------------------------------------


From amos-request@svcs1.digex.net Sat May 10 12:57:22 1997
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From: chrisevans@cubic.xg.com
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Date: 10 May 97 10:46:00 EST5
Subject: Europress/Francois/others
To: amos-list@access.digex.net
Message-ID: <08632620110025e362@bbs.multiboard.com>
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

> From: "Maarten D. de Jong" <dejong@cpt6.stm.tudelft.nl>
> I know it's been asked before here, but what happened to all the guys of
> the first hour? Francois? The Fothergills? Richard Vanner?
> Peter Hickman? Sandra Sharkey?

One Lister said on the List several weeks ago that he traded e-mail with
Francois, and F. said he still retained the AMOS rights, but had no plans.

> I guess asking Europress to do so can't hurt. At least your
> stuff is 'legal' then :-).

Can't hurt, but several have talked to Europress and got nowhere.

The Fothergills (Aaron) etc have disappeared many years ago, his AMOS club
hadits extensions authorization removed about 4 years ago, and no further word.

Brian Bell from Mr. AMOS Club still sells AMOS shareware in the UK, his ad
appears from time to time in the UK coverdisk mags.  If IRD recall, all his
products, Space Fighter, Charlie Chimp II, etc are in one package for about
10UK pounds.

Mark Schultz, editor of AMOS Club USA is doing peecee stuff.  When he folded
the club many months ago he followed Bell's classy act, and returned any unused
membership money.  Good on yer, Mark.

Jason Hutchins, Code Clinic editor and general wiz from Aussie AMOS club is
doing mostly Amiga C and E, and will not touch a PC until "hell freezes over." 
He sent a cool dungeon engine (Wolfenstein clone) done in E.

The Tuckers, editors of Totallly AMOS, declared all past issues of TA were
hence PD when they folded (like Europress should do), still maintain the
Library as far as I know.  But they have moved to St. Lawrence Bay ... if you
want their complete address let me know.  Great job Annie ... love ya.

The fantastic AMOSzine folded many months ago, and although the last editors
have quit, the foundvFing editor, Steve at F1, still maintains control. He
sells the Pro Compiler with AMOS Pro upgrade for about 15 UKP.  Lee Bamber, the
main code wiz and wild man, took his portfolio of stuff to an interview at
Europress, and landed a full time coding job on PC's.  His departing article
was a great laugh at the multitude of coding hassles on miserable PC's.

Well, Gateway, who now owns the Amiga rights, is saying little about
development, but they have a blurb on their web site at:
 http://biz.yahoo.com/news/gate.html

Ah, the good ol' days ... are we now destined to become just a hobby group like
the Atari guys?  or will the Amiga reclaim the niche in graphics that it
deserves?

-Chris.

--------------------------------
Work:  CEvans@bbs.multiboard.com
Play:  ChrisEvans@_cubic.xg.com
--------------------------------



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|    The views of the author are not of the originating system    |
 \_______________________________________________________________/

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

From amos-request@svcs1.digex.net Sat May 10 11:39:44 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: Adam Parrott <parrottsoft@geocities.com>,
        AMOS List <amos-list@access.digex.net>
Date: Sat, 10 May 1997 10:09:34 -0500
Message-ID: <yam7069.1717.3762088@pop.golden.net>
In-Reply-To: <199705100154.SAA25234@geocities.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: AMOS 3-D
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 09-May-97, Adam Parrott wrote:
>Well, I don't have a 1200, but I do have a 3000 which I use for 
>programming (and the Object Modeller too) and there does seem to be 
>some flicker. I'm not sure, but I think the flickering is due to 
>my '030, or it could be the Workbench (2.1), as I don't think OM was 
>designed under to specifically run error-free under a 2.1 Workbench, 
>not to mention an 030. Anyhow, anyone have any ideas on this?

I've found that the modeler update (on a coverdisk) would work properly on wb
2.1 but I have not found one that works with wb3.1 at all.
 
Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Sat May 10 13:42:02 1997
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Date: Sat, 10 May 1997 09:43:38 -0700 (PDT)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: WebView Testers?
To: amos-list@access.digex.net
Message-ID: <Pine.3.89.9705100905.A4468-0100000@vifa1>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

I need people with direct Internet connections to try out WebView 2.1i.  
I turned the off-line page viewer into an online page viewer, A.K.A. a 
browser.  I also built in an SMTP mailer (rather cheesy looking, but it 
works).  Any takers?

#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@
        John C. Bintz - * uv334@freenet.victoria.bc.ca *
@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#
Come Visit Internext Software - the home of great Amiga software!
    http://www.dragonfire.net/~JohnBintz/inext/inextsoft.html
*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#


From amos-request@svcs1.digex.net Sat May 10 16:00:02 1997
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From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: Pietro Ghizzoni <ghizzo@agonet.it>
To: "Maarten D. de Jong" <dejong@cpt6.stm.tudelft.nl>,
        Amos-List <amos-list@access.digex.net>
Date: Sat, 10 May 1997 20:02:44 +0100
Message-ID: <yam7069.2218.2014671520@mail.agonet.it>
In-Reply-To: <199705092114.RAA03631@mail1.access.digex.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: it's either piracy or death
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 10-Mag-97, Maarten D. de Jong wrote: Re: it's either piracy or death


>I know it's been asked before here, but what happened to all the guys of
>the first hour? Francois? The Fothergills? Richard Vanner? Peter Hickman?
>Sandra Sharkey?

Hi!

I've the e-mail address of Jean Baptiste Bolcato... the co-author of the
AmosPro compiler shell and compiler examples:

starsky@club-internet.fr


-- 


Bye!


                                     !!!
                                     o o
   +-----------------------------oOO-(_)-OOo----------------------------+
   |                                                                    |
   |  Pietro Ghizzoni - Dairymen Soft              __  /// Amiga 12OO   |
   |     E-Mail:  ghizzo@agonet.it                 \\\/// 'O3O  5OMhz   |
   |            Team AMIGA                          \/// 1OMB - CD4x    |
   |                                                                    |
   | Amos Professional Team Coordinator               AMIGA RULEZ!!     |
   |                                                                    |
   +--------------------------------------------------------------------+


From amos-request@svcs1.digex.net Sat May 10 15:34:43 1997
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Message-Id: <199705101808.LAA07789@geocities.com>
Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: chrisevans@cubic.xg.com
Date: Sat, 10 May 1997 13:11:26 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Re: Europress/Francois/others
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <08632620110025e362@bbs.multiboard.com>
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: RO
X-Status: 

Greetings.
 
> One Lister said on the List several weeks ago that he traded e-mail
> with Francois, and F. said he still retained the AMOS rights, but
> had no plans.

I belive that Lister was Andy (Mush).
 
[On talking to Europress about legal stuff]
> Can't hurt, but several have talked to Europress and got nowhere.

I agree, however, if several have tried, and failed, that should be a 
readily obvious sign that it doesn't matter and that Europress does 
not even give a flip.

> Ah, the good ol' days ... are we now destined to become just a hobby
> group like the Atari guys?  or will the Amiga reclaim the niche in
> graphics that it deserves?

We can always hope not :)

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Sat May 10 16:21:33 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: Lonestar@kulmbach.baynet.de
Date: Sat, 10 May 1997 13:34:50 -0600
MIME-Version: 1.0
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Subject: Re: Some weekly highlights.
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7069.1814.4291872@www.kulmbach.baynet.de>
References: <199705100137.SAA18443@geocities.com>
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: RO
X-Status: 

Greetings.
 
Mr. Asen recently wrote to moi:
> Em...you know that my English isnt very good...
> I easily dont understand the sentence-structure of the
> following: 
> 
> >>Also, one more thing, thanks to everyone who has stopped by during
> >> the past couple of weeks, *and*, to anyone that has not sent a
> >>link to their homepage in the past, please do so by tommorrow
> >>night, as I will not be updating the links page for a couple of
> >>days there after. I currently have the following:
> 
> I understood this:
> 
> Thanks to everyone who stopped at my homepage (our homepage ;-)
> during the last weeks *and* to anyone that doesnt made a link going
> to my  (our :-) homepage!
> 
> Is that right?

No it is not. Sorry about that. It was a typo, so let me clear up 
the confusion here and now. What I meant was "thanks goes to 
everybody who has visited my site recently." Now, different subject: 
" I also need anyone that has not sent me a link to their page in the 
past that would like to see posted on my site, please e-mail it to 
me." I was thanking everyone that had visited my site, then I meant 
to change the subject and put out a call for anyone that wanted a 
link to their site on my links page to e-mail me. Sorry.

> Falconsoft, Mushroom pd, .. Lonestar (Ben Wyatt)
> By the way: I am not Ben Wyatt ;-)) Lonestar = Benjamin Asen!

Sorry about the confusion. Two Ben's :)

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Sun May 11 05:40:53 1997
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From: Benjamin Asen <Lonestar@kulmbach.baynet.de>
Reply-To: Lonestar@kulmbach.baynet.de
To: AoD <amos-list@access.digex.net>
Date: Sun, 11 May 1997 09:12:52 +0100
Message-ID: <yam7070.2593.3590600@www.kulmbach.baynet.de>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Organization: ODIN Entertainment Productions
Subject: Anim 5 player
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 


Is there any possibility to play Anim-5 format animations?
Not these standard one-palette-iff-animations! I mean
the new iff-animations with a single palette for each picture in
the animation!

Greetings, Lonestar.

-- 
-------------------------------------------------------------------------
# #### #   # #####  ########### #   ####   ODIN ENTERTAINMENT PRODUCTIONS
# #  # ##  #       #       #   # #  #   #
# #### # # # #####  ###    #  #   # ####       STAR FILM PRODUCTIONS
#      #  ##           #   #  ##### #   #
###### #   # ##### ####    #  #   # #   #    STAR BBS  +49/09225/95332
-------------------------------------------------------------------------
EMAIL: LONESTAR@KULMBACH.BAYNET.DE -- WEB: WWW.KULMBACH.BAYNET.DE/~KX0010
-------------------------------------------------------------------------


From amos-request@svcs1.digex.net Sun May 11 08:57:13 1997
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From: "Rune J. Keller" <keller@vip.cybercity.dk>
To: Benjamin Asen <Lonestar@kulmbach.baynet.de>,
        AMOS List <amos-list@access.digex.net>
Date: Sun, 11 May 1997 13:08:48 +0100
Message-ID: <yam7070.2400.137421504@vip.cybercity.dk>
In-Reply-To: <yam7070.2593.3590600@www.kulmbach.baynet.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Anim 5 player
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 11-May-97, Benjamin Asen wrote:

>Is there any possibility to play Anim-5 format animations?
>Not these standard one-palette-iff-animations! I mean
>the new iff-animations with a single palette for each picture in
>the animation!

I don't think so, but I wanted the same thing and solved it by storing the
palette for each frame in a bank and then changed the colours for each frame
directly in AMOS. Works fine.

-- 
rune j. keller - sporuplundsvej 105 - dk-8472 sporup - keller@vip.cybercity.dk
- that's it man! game over, man, game over! what the fuck are we gonna do now?


From amos-request@svcs1.digex.net Sun May 11 10:23:36 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Sun, 11 May 1997 06:48:22  -0700
Subject: Re: Radio Star Fighter Top 5
Status: RO
X-Status: 



> 
> On 08-May-97, Andrew Hawkins wrote:

> 
> >2.   ECS or AGA
> 
> ECS means it does NOT need 2megs CHIP since ECS doesn't have it.

> >4.   2meg chip ram / 4meg fast.  (1.8meg chip is used when the ANIM
> >disks are available, and about 2meg fast is used...I think)
> 
> Like I said, if it runs on ECS, it does NOT need 2meg CHIP.
> 

I just wanted to clear this up. ECS has up to 2MB chip ram.  Most machines
only came with hardware to support 1MB though.  My 3000 came with 2MB chip
ram.  If you got a DKB megachip or similar product you can have 2MB on both
your 2000 and 500.  As far as I know, the only ECS machines capable of 2MB
without such extra hardware were the A500+, A600(?), and A3000.  I could be
wrong about those, but my ECS A3000 definately has 2MB chip and 14MB fast.

Schitso


From amos-request@svcs1.digex.net Sun May 11 09:56:06 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Sun, 11 May 1997 06:55:29  -0700
Subject: IRC?
Status: RO
X-Status: 


     I have been looking for you guys on IRC but I never find anyone!  I
might be looking at the wrong time, or mabe the channel changed.  If it has
died down, lets start it up again.  I would love to chat with all of you!

Also, why are the so many TORI Amos channels?

Schitso
(Ab)Normally on Dalnet #Amirc


From amos-request@svcs1.digex.net Sun May 11 11:43:42 1997
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From: chrisevans@cubic.xg.com
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Date: 11 May 97 09:57:00 EST5
Subject: Europress attitude
To: amos-list@access.digex.net
Message-ID: <08633448360025ef18@bbs.multiboard.com>
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

                             
> [On talking to Europress about legal stuff]
> > Can't hurt, but several have talked to Europress and got nowhere.

> I agree, however, if several have tried, and failed, that
> should be a
> readily obvious sign that it doesn't matter and that Europress
> does not even give a flip.

Yes, the bottom line with any company is money, and with money no longer being
an issue regarding AMOS, what's in it for them to worry about the matter.
-C.



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|    The views of the author are not of the originating system    |
 \_______________________________________________________________/

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

From amos-request@svcs1.digex.net Sun May 11 12:21:30 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: Schitso <johnp2@mail.airmail.net>, AMOS List <amos-list@access.digex.net>
Date: Sun, 11 May 1997 10:39:42 -0500
Message-ID: <yam7070.2134.3785992@pop.golden.net>
In-Reply-To: <m0wQY3k-00007rB@mail.airmail.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: ECS
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 11-May-97, Schitso wrote:
>I just wanted to clear this up. ECS has up to 2MB chip ram.

No, it does not. The 3000, which is actually AGA without the new display
modes, has 2 Megs of chip. ECS machines do not. The DKB megachip will expand
your CHIP memory to 2 megs, true, but I know of no one who has one.

>Most machines
>only came with hardware to support 1MB though.

Because that's what ECS is.

>My 3000 came with 2MB chip
>ram.

Which is not real ECS. It's a hybrid.

>If you got a DKB megachip or similar product you can have 2MB on both
>your 2000 and 500.  As far as I know, the only ECS machines capable of 2MB
>without such extra hardware were the A500+, A600(?), and A3000.  I could be
>wrong about those, but my ECS A3000 definately has 2MB chip and 14MB fast.

All those machines were the ECS hybrid machines. Normal ECS machines don't
have 2meg chip capability.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Sun May 11 13:05:07 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Sun, 11 May 1997 09:28:42  -0700
Subject: RE:ECS
Status: RO
X-Status: 



> 
> On 11-May-97, Schitso wrote:
> >I just wanted to clear this up. ECS has up to 2MB chip ram.
> 
> No, it does not. The 3000, which is actually AGA without the new display
> modes, has 2 Megs of chip. ECS machines do not. The DKB megachip will
expand
> your CHIP memory to 2 megs, true, but I know of no one who has one.
> 
> >Most machines
> >only came with hardware to support 1MB though.
> 
> Because that's what ECS is.
> 
> >My 3000 came with 2MB chip
> >ram.
> 
> Which is not real ECS. It's a hybrid.
> 

The 3000 was the first machine to introduce ECS.  It was years later that AGA
was produced in the 4000.  Are you thinking about OCS?

 
> All those machines were the ECS hybrid machines. Normal ECS machines don't
> have 2meg chip capability.
> 

OCS- Original Chip Set- Resolutions 320x200-640x400 upto 512k chip, used in
A1000, early A500,A2000
ECS- Enhanced Chip Set- Resolutions as OCS plus the productivity modes, upto
2 megs chip ram, used in later A500,A2000, A500+,A600,CDTV, introduced in
the A3000.  ECS could be seen as a kind of hybrid of OCS and AGA.
AGA- Advanced Graphics Archetecture- ECS modes plus all the good stuff!  used
in A1200,A4000,CD32

There are both 1MB and 2MB capable ECS Agnus chips.  Both can use less than
the maximum. Alot of the A500's with only 512k really have an ECS Agnus. 
The ECS Denice is not required for 1MB chip ram, only for the ECS screen
modes.

The reason an A2000, or A500 can't get 2MB of chip ram is that the
motherboards were designed before ECS.  There aren't enough address lines on
the board to use more than 1MB of chip ram.  The MagaChip puts the extra
chip ram on a board with a 2MB capable Agnus chip.

I'm not trying to be a d*ck, I'm just trying to clear up why he said ECS.:) 
The people with OCS can't play the game because they CAN'T get 2 megs of
chip ram.

Schitso


From amos-request@svcs1.digex.net Sun May 11 14:15:30 1997
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From: Chris Hodges <platon@cum.de>
To: amos-list@access.digex.net
Date: Sun, 11 May 1997 18:27:12 +0100
Message-ID: <yam7070.632.140045016@cu.cu-muc.de>
In-Reply-To: <tcppop3.437363@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Anim 5 player
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Lonestar@kulmbach.baynet.de wrote on 11-Mai-97:

> Is there any possibility to play Anim-5 format animations?
> Not these standard one-palette-iff-animations! I mean
> the new iff-animations with a single palette for each picture in
> the animation!

I solved this by reading out the palette from the CMAP chunk by  hand  each
frame.

This is how the anim-playing routine could look like...

Procedure blah
  Wload "b1.anim",10
  Wload "b2.anim",11
  Wload "b3.anim",12
  Screen 7 : For A=0 To 31 : Colour A,0 : Next 
  ST=Start(10) : LE=Length(9) : ED=ST+LE
  ST=Frame Play(ST+12,1,0)
  Double Buffer : Autoback 0
  For A=0 To 653
    Gosub DRAFRAME
  Next 
  ST=Start(11)+12
  For A=0 To 366
    Gosub DRAFRAME
  Next 
  ST=Start(12)+12
  For A=0 To 250
    Gosub DRAFRAME
  Next 
  Erase 10
  Erase 11
  Erase 12
  Screen Close 0
Pop Proc
DRAFRAME:
  NST=Frame Play(ST,1)
  AD=Hunt(ST To NST,"CMAP")
  If AD
    Add AD,8
    For AA=0 To 31
      C0=Peek(AD)/16 : C1=Peek(AD+1)/16 : C2=Peek(AD+2)/16 : Add AD,3
      Colour AA,Glue Colour(C0,C1,C2)
    Next 
  End If 
  Screen Swap : Wait Vbl 
  ST=NST
Return 

-- 
Best Regards,
 _____    __   _  __  ______    ___  __  __   __
|"("  \()/" ) (_)/" )("     \()/\" \(__)/" ) /" )
|  )   )/  /    /  /| \______)/" \  \  /  /|/  /
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|  |  /  /"\  /  /  | _ |  | _\  /  //  /|/  /__
|__| (__/___)(__/|__|(_)|__|(_)\/__/(__/ (__/(MM)




From amos-request@svcs1.digex.net Sun May 11 18:56:42 1997
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From: Sara Alavioon <sara@kcs.com.au>
Newsgroups: comp.sys.amiga.programmer
Subject: AmosPro Programm
Date: Wed, 07 May 1997 10:01:13 +1000
Organization: KCS Australia Pty Ltd
Lines: 22
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Hello,
Can anybody please help me on this

I have an AmosPro program, and trying to change one of its screens. The
original screen file is an iff file sizing 352X256. This size should be
kept because of its dependence to the rest of the program.
I edited the file with dpaint (version 4) and kept the original picture
size in its screen format and saved the file.
When I load this new iff file in AmosPro, The screen is shifted to the
left.
If I change the screen size to the standard size in screen format, I
won't get the shifting, but the screen is smaller (320X256). The screen
format does not gives any option for setting the screen size to 352X256.

Can anybody please tell me, How can I avoid this shifting or shift the
screen to the right in dpaint before saving.



Thanks
Sara
sara@kcs.com.au



From amos-request@svcs1.digex.net Wed May  7 00:30:30 1997
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Date: Tue, 6 May 1997 23:31:05 -0400 (EDT)
From: Eric Hyland <a007193t@bc.seflin.org>
Subject: Re: 030's again...
To: Peter Storey <he31@dial.pipex.com>
cc: amos-list@access.digex.net
In-Reply-To: <1.5.4.32.19970506104504.002ba79c@pop.dial.pipex.com>
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On Tue, 6 May 1997, Peter Storey wrote:

> Thanks to everyone who replied to my query about 030's...
> 
>SNIP
> 
> The "Power Amiga" I refered to was not a PPC based one, but a new machine
> I've seen advertised - I forget by who - which is basically an A1200 in a
> tower case, with a 24-Bit graphics card, 060 processor, CD drive 22 Megs
> (and a Monitor?) as standard, all for about 1500 Uk Pounds.
> 
> Does this sound good to everyone else, or are we all still waiting for a
> PPC-Based Amiga?
> 
> Thanks all. Bye.
> 
> Peter.
> 
No $ 2475 US does not sound good to me for that kind of money I can by a very
fast PC. The Amiga must break the triple digit barrier bring on the PPC-Based
Amigs, and let the megahertz fly.

Eric Hyland
a007193t@bc.seflin.org


From amos-request@svcs1.digex.net Sun May 11 19:16:26 1997
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From: maarten@cpt6.stm.tudelft.nl (Maarten D. de Jong)
Newsgroups: comp.sys.amiga.programmer
Subject: Re: AmosPro Programm
Date: 8 May 1997 18:27:06 GMT
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Sara Alavioon (sara@kcs.com.au) wrote:
: Hello,
: Can anybody please help me on this
: 
: I have an AmosPro program, and trying to change one of its screens. The
: original screen file is an iff file sizing 352X256. This size should be
: kept because of its dependence to the rest of the program.
: I edited the file with dpaint (version 4) and kept the original picture
: size in its screen format and saved the file.
: When I load this new iff file in AmosPro, The screen is shifted to the
: left.

What do you mean with 'is shifted to the left'? That the left part of your
picture disappears, and only the right 'side' of the picture is visible?
Have you tried opening up your own screen with the dimensions 352x256, and
restricting the display size with Screen Display? Then you should be able
to load your picture without the 'shifting' effect -- but in order to view
the picture you'd have to scroll the screen manually. I've done it scores
of times with a Monopoly game.

: If I change the screen size to the standard size in screen format, I
: won't get the shifting, but the screen is smaller (320X256). The screen
: format does not gives any option for setting the screen size to 352X256.

Aha -- like I said: open up a screen the size of your picture, and then
narrow the width of the view using Screen Display.

Maarten



From amos-request@svcs1.digex.net Sun May 11 19:05:33 1997
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From: Johan Eriksson <johane@lysator.liu.se>
Newsgroups: comp.sys.amiga.programmer
Subject: Re: AmosPro Programm
Date: Sat, 10 May 1997 18:33:11 +0200
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On Wed, 7 May 1997, Sara Alavioon wrote:

> Hello,
> Can anybody please help me on this

(Johan comes rushing)

> I have an AmosPro program, and trying to change one of its screens. The
> original screen file is an iff file sizing 352X256. This size should be
> kept because of its dependence to the rest of the program.
> I edited the file with dpaint (version 4) and kept the original picture
> size in its screen format and saved the file.
> When I load this new iff file in AmosPro, The screen is shifted to the
> left.

It was some time since I did any AMOS stuff but if I'm not completely
insane, that's because the screen opened by AMOS wants to be centered on
the display. the function to deal with this is Screen Display with this
syntax: Screen Display number,x,y,width,height.
Just the thing to fix it all.

/Johan Eriksson (Rides off into the sunset)





From amos-request@svcs1.digex.net Sun May 11 19:36:54 1997
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From: Branko Collin <collin@xs4all.nl>
To: Amos Discussion List <amos-list@access.digex.net>
Date: Sun, 11 May 1997 03:29:29 +0100
Message-ID: <yam7070.1464.2990216@smtp.xs4all.nl>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Appropriate texture mapping routine?
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I don't know if I saw it here or on a newsgroup, but I remember someone asking
for a routine that maps the contents of a square bitmap into a trapezium (or
trapezoid for the Americans out there).

I came across an old message by Andy Church in the list's archives that
explains it all.

I hope it is appropriate to remail it here.

(stuff after the .sig best viewed with a non-proportional font).

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..

:From: achurch@dragon.mbhs.edu (Andy Church)
:To: amos-list@access.digex.net
:Subject: Re: 3D Mapping
:Date: Sun Aug 13 01:44:54 1995

>Greetings one and all
>
>I want to map a picture of 320x320 pixels onto a polygon of horizontal
>top and bottom edges, kinda like this:
>
>     X1_________________X2        Y1
>      /                 \
>     /                   \
>    /                     \
>   /                       \
> X3~~~~~~~~~~~~~~~~~~~~~~~~~X4    Y2
>
>If you know the four x,y coords, (X1,Y1 X2,Y1 X3,Y2 X4,Y2) how can 
>this be best achieved? I've tried for an hour or so, but I can't get 
>it to work :( and I'm doing A level maths! I bet I'm missing 
>something really obvious ;)

  Wow.  I remember this stuff from graphics class.  Real messy for the
general case, at least as far as I got in it... I never actually finished
implementing it.  I'll try to explain as best I can... but it's going to
use some advanced math.  (Anyone else who has time and knows this, feel
free to explain further, or correct me as necessary, or write up code.  I'm
way too busy for any of that. <sigh>)

  First off, you have the mapping direction backwards.  Although it's
counter-intuitive at first, you have to map *from* the polygon *to* the
320x320 bitmap.  This is so that you draw each pixel on the polygon exactly
once.  If you go the other way, then you'll either draw the same pixel
multiple times (if the polygon is smaller than the bitmap) or you'll have
spaces between pixels (if the polygon is larger).

  Second, those have to be 3D coordinates, not 2D.  You'll need a Z
coordinate to go with each of the Y coordinates.  I usually have Z increase
going away from the viewer, with the screen being a plane of the form z=c (c
is a constant).

  Anyway, this is the algorithm:

- Pick one corner of the polygon to be your origin.  (Let's use X1,Y1,Z1.)

- Let the two edges containing the origin be vectors p and q.  (I told you
this was going to use advanced math...)  Keep in mind that these will be 3D
vectors.  For this example, p is (X1,Y1,Z1)-(X2,Y1,Z1) and q is
  (X1,Y1,Z1)-(X3,Y2,Z2).

- Let the two edges containing the matching corner of the bitmap be vectors p'
and q'.  Ugh, that was a messy sentence.  Let me use a diagram:

       ________p________             __p'__
      /.................\           |......|
   q /.    .......       \          |..    |
    /.            ......  \       q'|. .   |
   /.                   ...\        |.  .  |
   ~~~~~~~~~~~~~~~~~~~~~~~~~        |.   . |
                                    |.    .|
                                     ~~~~~~
- For each point M:

    - Find values of a and b such that ap + bq = M.  For the general case,
this gets tricky; if you know that one of the vectors is horizontal, though,
it becomes easier.  Smething like this should work:

A#=((M(x)-X1)*1.0)/(X2-X1)
B#=((M(y)-Y1)*1.0)/(Y2-Y1)

      That may look like it won't work because X3-X4 seems longer than
      X1-X2.  But in 3D coordinates, those are actually the same size.
      Those two lines are obviously not the most efficient way of doing
      things; they're merely pseudocode.  (I use the M(x) notation to
      mean "the x component of M".)

    - Find the corresponding point M' on the bitmap; M' = ap' + bq'.

    - Get the color of that pixel on the bitmap and plot it in the
      polygon.


  It's late at night, so I might have missed something, gotten something
completely wrong, etc... again, anyone else who knows this stuff, just
correct me as necessary. <yawn>

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



From amos-request@svcs1.digex.net Sun May 11 18:15:09 1997
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Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Sun, 11 May 1997 15:05:40 -0600
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Subject: Those graphics chips.
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Greetings.

Thought I would throw my two cents worth on the table about this 
little arguement on the Chip set in the Miggie:

It started with Schitso:
> I just wanted to clear this up. ECS has up to 2MB chip ram.  Most
> machines only came with hardware to support 1MB though.  My 3000 
> came with 2MB chip ram.  If you got a DKB megachip or similar 
> product you can have 2MB on both your 2000 and 500.  As far as I 
> know, the only ECS machines capable of 2MB without such extra 
> hardware were the A500+, A600(?), and A3000.  I could be wrong about 
> those, but my ECS A3000 definately has 2MB chip and 14MB fast.

I own and program on my 3000 as well. When I got mine, it came with 
the 2M Agnus in it, only with 1M currnetly installed (and this is 
still the case). I still have yet to add an extra 1M (even though 
I've seriously considered it. If anyone knows, btw, where I could 
locate some extra memory for it, mail me. I cannot recall at the 
moment what type of memory it needs).

Anyhow, Giark retorted:
> I just wanted to clear this up. ECS has up to 2MB chip ram.

No, it does not. The 3000, which is actually AGA without the new
display modes, has 2 Megs of chip. ECS machines do not. The DKB
megachip will expand your CHIP memory to 2 megs, true, but I know
of no one who has one.

> Most machines only came with hardware to support 1MB though.
Because that's what ECS is.

> My 3000 came with 2MB chip ram.
Which is not real ECS. It's a hybrid.

[about the Megachip]
All those machines were the ECS hybrid machines.
Normal ECS machines don't have 2meg chip capability.

> The 3000 was the first machine to introduce ECS.  It was years later
> that AGA was produced in the 4000.  Are you thinking about OCS?

Obviously he was. Now, here's Schitso's reply to Giark's retort
(with my own comments included and ">>" is Giark, ">" is Schitso)..

>> All those machines were the ECS hybrid machines. Normal ECS
>> machines don't have 2meg chip capability.

> OCS- Original Chip Set- Resolutions 320x200-640x400
> upto 512k chip, used in A1000, early A500, A2000

I've heard it also "Old", too.

> ECS- Enhanced Chip Set- Resolutions as OCS plus the productivity
> modes, upto 2 megs chip ram, used in later A500, A2000, A500+, A600,
> CDTV, introduced in the A3000. ECS could be seen as a kind of hybrid
> of OCS and AGA.

That last comment: "ECS could be seen as a kind of hybrid of OCS and 
AGA." can be true, it can be seen as one, but its NOT. ECS is a steup 
up from OCS and a steup below AGA.

> AGA- Advanced Graphics Archetecture-
> ECS modes plus all the good stuff! used in A1200,A4000,CD32

> There are both 1MB and 2MB capable ECS Agnus chips.  Both can use
> less than the maximum. Alot of the A500's with only 512k really have
> an ECS Agnus. The ECS Denice is not required for 1MB chip ram, only
> for the ECS screen modes.
 
> The reason an A2000, or A500 can't get 2MB of chip ram is that the
> motherboards were designed before ECS.  There aren't enough address
> lines on the board to use more than 1MB of chip ram.  The MagaChip
> puts the extra chip ram on a board with a 2MB capable Agnus chip.

>From my understanding of the Chipset, this is true.
 
> I'm not trying to be a d*ck..
Neither am I..

> I'm just trying to clear up why he said ECS.:) The people with OCS
> can't play the game because they CAN'T get 2 megs of chip ram.

My thoughts exactly. It's also true.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Sun May 11 17:33:53 1997
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Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: Schitso <johnp2@mail.airmail.net>
Date: Sun, 11 May 1997 15:13:00 -0600
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Subject: The Irc Mystery.
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
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Greetings.

> I have been looking for you guys on IRC but I never find anyone! I
> might be looking at the wrong time, or mabe the channel changed. If
> it has died down, lets start it up again. I would love to chat with
> all of you!
 
My IRC nick is "Axianator". Everyone knows Andy's nick here I think 
(Mush, of course). Chris (Hodges, Amcaf man) is on as "Platon42" (any 
other nicks you use Chris?). Both me and Andy chat alot amongst 
ourselves via IRC for just a bit during the evenings, usually on 
Fridays a little longer. I'm previously have not been on during the 
day, however, since the arrival of summer, I'll have the opportunity 
for more time during the day. Here's some answers in case youre lost:

1. I'm on as Axianator.
2. It's usually Andy (he's on all day), sometimes me.
3. I'm usually on during evenings and Fridays.
4. The channel has not changed, it's still #Amoslist.
5. It's not dead, just a little vacant. :)
6. Come on and chat with us (if you can find one of us!)

> Also, why are the so many TORI Amos channels?
Well, she used to be (may still be) quite popular.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Sun May 11 21:11:13 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Sun, 11 May 1997 18:39:47 -0500
Message-ID: <yam7070.2377.4297928@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: alt.religion.amos
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Well, howdy hi there once more, AMOS pop-pickers!!

Im not sure if all of you know yet (although Mr. Parrotsoft and Mr. Hodges do)
I have begun deliberating bringing the alt.religion.amos newsgroup to the
united states, from the dingy little Demon Internet server it lies upon, doing
 nothing of any use to anyone, except getting annoying little people posting
"Is this a Tori Amos group?"

Well, it isnt.

Its the roiginal AMOS newsgroup set up by Paul Burkey, and a former co-ed Carl
Drinkwater, who later abandoned the newsgroup and left Paul in the shite also.

I have received a conformation for the alt.irc.peacefull newsgroup (also from
the UK, an IRC channel I like to hang out on in IRCnet) and I specifically put
in the booster to send a CC: directly back to this list, but havent seen
diddley squat yet.

According to some chap who monitors all these stuff, both my groups have been
confirmed, and all we have to do now is hope that each mailserver decides to
add this adorable little group onto their list. I had a nice long argument
with our Redrose Tech support bloke, who didnt even know what a booster was,
or what it did, and didnt even know the parent servers there news is channeled
from.

So, re-load in your newsgroup lists and look for alt.religion.amos, after all,
it should be there any time now (probbbly monday afternoon).

My address is in the thing, meaning that I will probbably have to do an FAQ,
so any ideas/suggestions then please give me a buzz on the ol'
you-know-whatter, or find me on #AMOSList or #AMOS on IRCNet.

All the best

Mush

-- 

               --------******( Extreme AMOS )******--------

           AMOS Raycater completion [####----------------] - 20%

    The best AMOS homepages around, full of downloads, and my AMOS disk
 magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
       http://members.tripod.com/~mushypd for more information, and
                        info on my raycaster game!!

                        Email: mushypd@redrose.net

                 Look for Andy Kellett on VDOphone online!
                      ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Sun May 11 20:56:05 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Sun, 11 May 1997 18:51:30 -0500
Message-ID: <yam7070.1526.4297928@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: IRC Nicks
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OK, I suggest that everyone on IRC on this list should submit their nick (as
they would be on IRC) and any servers that they might be found on, this way we
can create a new section in our NOTIFY lists, to look out for these boys and
girls.

Mush

Nick                  Server
-----------------------------------------------------
Mush (me)             irc.stealth.net, irc.webbernet.net
Axianator (parrotsoft) irc.stealth.net
Platon42 (C. Hodges)   irc.stealth.net
GTE (Greg sikorsky)    irc.stealth.net
EMBWBAM (Lee atkins)   irc.stealth.net
DrFonk (NOL)           irc.stealth.net
Melee (NOL)            irc.stealth.net
Citrone (NOL)          irc.stuttgart.de
Promax (NOL)           irc.stealth.net

NOL = Not on AMOS Mailing list

These are just some of the guys who i talk to in the daytime on #AMOS or
#AMOSList. Please feel free to add your names, and send them to the list.

Mush




-- 

               --------******( Extreme AMOS )******--------

           AMOS Raycater completion [####----------------] - 20%

    The best AMOS homepages around, full of downloads, and my AMOS disk
 magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
       http://members.tripod.com/~mushypd for more information, and
                        info on my raycaster game!!

                        Email: mushypd@redrose.net

                 Look for Andy Kellett on VDOphone online!
                      ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Sun May 11 20:36:53 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Sun, 11 May 1997 18:54:11 -0500
Message-ID: <yam7070.591.4297928@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Aimed at chris Hodges (Platon42)
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Whats your new email address so I can change the AmCAF docs?

Mush

-- 

               --------******( Extreme AMOS )******--------

           AMOS Raycater completion [####----------------] - 20%

    The best AMOS homepages around, full of downloads, and my AMOS disk
 magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
       http://members.tripod.com/~mushypd for more information, and
                        info on my raycaster game!!

                        Email: mushypd@redrose.net

                 Look for Andy Kellett on VDOphone online!
                      ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Mon May 12 08:18:02 1997
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Message-Id: <246ab8ec.u8t20e.afa27-braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7070.1526.4297928@mail.redrose.net>
	     (from Andrew "Mushroom" Kellett <mushypd@redrose.net>)
	     (at Sun, 11 May 1997 18:51:30 -0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
MIME-Version: 1.0
Content-Type: text/plain
From: Keith Hill <braneloc@mirex.demon.co.uk>
To: mushypd@redrose.net
Cc: amos-list@access.digex.net
Subject: Re: IRC Nicks
Content-Transfer-Encoding: 8bit
X-MIME-Autoconverted: from quoted-printable to 8bit by svcs1.digex.net id GAA26136
Status: O
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To the one known as Andrew,

> OK, I suggest that everyone on IRC on this list should submit their nick (as
> they would be on IRC) and any servers that they might be found on, this way we
> can create a new section in our NOTIFY lists, to look out for these boys and
> girls.
> Nick                  Server
> -----------------------------------------------------
> Mush (me)             irc.stealth.net, irc.webbernet.net
> Axianator (parrotsoft) irc.stealth.net
> Platon42 (C. Hodges)   irc.stealth.net
> GTE (Greg sikorsky)    irc.stealth.net
> EMBWBAM (Lee atkins)   irc.stealth.net
> DrFonk (NOL)           irc.stealth.net
> Melee (NOL)            irc.stealth.net
> Citrone (NOL)          irc.stuttgart.de
> Promax (NOL)           irc.stealth.net
  Braneloc 		 irc.demon.co.uk

 _   _   _        _     _   _     |  "Given that God is infinate, 
|_> |_| |_| |\ | |_ |  | | /   |  |   and the universe is infinate,
|_> | \ | | | \| |_ |_ |_| \_  .  |   would you like a toasted tea cake ?"
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk
If you have the 'Daggers' episode of SeaQuest on video, please contact me !

From amos-request@svcs1.digex.net Mon May 12 10:05:44 1997
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Message-Id: <246ab8ec.u8t20e.afa27-braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7070.1526.4297928@mail.redrose.net>
	     (from Andrew "Mushroom" Kellett <mushypd@redrose.net>)
	     (at Sun, 11 May 1997 18:51:30 -0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
MIME-Version: 1.0
Content-Type: text/plain
From: Keith Hill <braneloc@mirex.demon.co.uk>
To: mushypd@redrose.net
Cc: amos-list@access.digex.net
Subject: Re: IRC Nicks
Content-Transfer-Encoding: 8bit
X-MIME-Autoconverted: from quoted-printable to 8bit by svcs1.digex.net id GAA26069
Status: O
X-Status: 

To the one known as Andrew,

> OK, I suggest that everyone on IRC on this list should submit their nick (as
> they would be on IRC) and any servers that they might be found on, this way we
> can create a new section in our NOTIFY lists, to look out for these boys and
> girls.
> Nick                  Server
> -----------------------------------------------------
> Mush (me)             irc.stealth.net, irc.webbernet.net
> Axianator (parrotsoft) irc.stealth.net
> Platon42 (C. Hodges)   irc.stealth.net
> GTE (Greg sikorsky)    irc.stealth.net
> EMBWBAM (Lee atkins)   irc.stealth.net
> DrFonk (NOL)           irc.stealth.net
> Melee (NOL)            irc.stealth.net
> Citrone (NOL)          irc.stuttgart.de
> Promax (NOL)           irc.stealth.net
  Braneloc 		 irc.demon.co.uk

 _   _   _        _     _   _     |  "Given that God is infinate, 
|_> |_| |_| |\ | |_ |  | | /   |  |   and the universe is infinate,
|_> | \ | | | \| |_ |_ |_| \_  .  |   would you like a toasted tea cake ?"
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk
If you have the 'Daggers' episode of SeaQuest on video, please contact me !

From amos-request@svcs1.digex.net Mon May 12 09:14:05 1997
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Message-ID: <01BC5ECD.6BF29D60@aa094.du.pipex.com>
From: Rob Sibley <Rob.Sibley@dial.pipex.com>
To: "'Amos List'" <amos-list@access.digex.net>
Subject: RE: GFX Cards
Date: Mon, 12 May 1997 12:02:40 +0100
MIME-Version: 1.0
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Maarten D. de Jong wrote:

>> I've had a letter from a graphics card user who can't play one of my 
>> games because it requires 2 Meg Chip RAM.
>> Now he has about 64 Meg or something which can be used as Chip RAM 
>> but AMOS doesn't seem to recognize this.

> No, that's not true. The maximum is still 2 MB ChipRAM. The rest is
> always Fast. Anyway, if he can afford 64 MB of memory, than I wonder why
> he can't afford the extra MB (with an Amiga 1200 attached) :-). And he
> also owns a gfx-card... Mymy..

Is this true?  I always thought that with a graphics card, such as the Piccasso IV, then you could have extra CHIP RAM installed on it.  Has anybody got one who would like to set me straight?

Rob.


From amos-request@svcs1.digex.net Mon May 12 12:47:45 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: Sara Alavioon <sara@kcs.com.au>, AMOS List <amos-list@access.digex.net>
Date: Mon, 12 May 1997 10:29:04 -0500
Message-ID: <yam7071.230.3785976@pop.golden.net>
In-Reply-To: <336FC649.B36@kcs.com.au>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: AmosPro Programm
MIME-Version: 1.0
Content-Type: text/plain
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On 07-May-97, Sara Alavioon wrote:
>Can anybody please help me on this
>If I change the screen size to the standard size in screen format, I
>won't get the shifting, but the screen is smaller (320X256). The screen
>format does not gives any option for setting the screen size to 352X256.

Load the Screen into AMOS.

Save it. It will now be 352X256. 

Go into DPaint. Load the picture. Select the brush tool. Press F10 to remove
the title bar and tools. Use the RIGHT mouse button to pick up the screen.
Centre it and press the LEFT mouse button to paste it. Save that.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Mon May 12 14:40:15 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: Andrew "Mushroom" Kellett <mushypd@redrose.net>,
        AMOS List <amos-list@access.digex.net>
Date: Mon, 12 May 1997 10:35:12 -0500
Message-ID: <yam7071.646.3785976@pop.golden.net>
In-Reply-To: <yam7070.1526.4297928@mail.redrose.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: IRC Nicks
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 11-May-97, Andrew "Mushroom" Kellett wrote:
>Nick                  Server
>-----------------------------------------------------
>Mush (me)             irc.stealth.net, irc.webbernet.net
>Axianator (parrotsoft) irc.stealth.net
>Platon42 (C. Hodges)   irc.stealth.net
>GTE (Greg sikorsky)    irc.stealth.net
>EMBWBAM (Lee atkins)   irc.stealth.net
>DrFonk (NOL)           irc.stealth.net
>Melee (NOL)            irc.stealth.net
>Citrone (NOL)          irc.stuttgart.de
>Promax (NOL)           irc.stealth.net
Giark                          hendrix.huron.net irc.hicksville.dyn.ml.org

>NOL = Not on AMOS Mailing list

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Mon May 12 10:27:16 1997
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From: "Chris Coulson" <C.J.Coulson@newcastle.ac.uk>
Organization: is something alien to me...
To: amos-list@access.digex.net
Date: Mon, 12 May 1997 13:13:25 GMT0BST
Subject: Re: AMOS 3-D
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.23)
Message-ID: <4046E4654@TOWN4.ncl.ac.uk>
Status: O
X-Status: 

On 10th May, Mr Giark wrote:
> I've found that the modeler update (on a coverdisk) would work properly on wb
> 2.1 but I have not found one that works with wb3.1 at all.

Sounds like either 3.1 or something else in your setup
is the problem then, because the coverdisk OM works
nicely here on 3.0


And to whoever wanted that Amos3D starfield example, it
(along with a few other bits of code I dug out of the
disk box) are now on my website.


Chris
+- The Best of Both Worlds...
|Amiga 4000/060 50MB/1.2GB/CV64  P150 32MB/1.7GB/Stealth64VRAM |
| CyberSCSI/Zip/Vlab YC/4xCDROM  8xCDROM/Zip/TM PFCS+WCS2/AWE32|
                                 http://www.tornado.pair.com/ -+

From amos-request@svcs1.digex.net Mon May 12 11:29:23 1997
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From: "Chris Coulson" <C.J.Coulson@newcastle.ac.uk>
Organization: is something alien to me...
To: amos-list@access.digex.net
Date: Mon, 12 May 1997 13:33:54 GMT0BST
Subject: RE: GFX Cards
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.23)
Message-ID: <45BBF2082@TOWN4.ncl.ac.uk>
Status: O
X-Status: 

On Mon, 12 May, Rob Sibley wrote:

> Is this true?  I always thought that with a graphics card, 
> such as the Piccasso IV, then you could have extra CHIP RAM 
> installed on it.  Has anybody got one who would like to set 
> me straight?

Ok, where`s that sledgehammer and set of G-clamps...

You can add extra graphics memory to gfx cards, but only
for the onboard gfx chip to use.  Now, there are some
patches that`ll allow unused gfx card memory to be seen
as Fast RAM by the system, but adding Chip RAM like this
is out of the question.


Chris
+- The Best of Both Worlds...
|Amiga 4000/060 50MB/1.2GB/CV64  P150 32MB/1.7GB/Stealth64VRAM |
| CyberSCSI/Zip/Vlab YC/4xCDROM  8xCDROM/Zip/TM PFCS+WCS2/AWE32|
                                 http://www.tornado.pair.com/ -+

From amos-request@svcs1.digex.net Mon May 12 18:10:15 1997
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Date: Mon, 12 May 1997 22:21:26 +0300 (EET DST)
From: Joona I Palaste <palaste@cc.helsinki.fi>
X-Sender: palaste@klaava
To: "Mr. Giark To You" <joehick@golden.net>
cc: Sara Alavioon <sara@kcs.com.au>, AMOS List <amos-list@access.digex.net>
Subject: Re: AmosPro Programm
In-Reply-To: <yam7071.230.3785976@pop.golden.net>
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On Mon, 12 May 1997, Mr. Giark To You wrote:

> On 07-May-97, Sara Alavioon wrote:
> >Can anybody please help me on this
> >If I change the screen size to the standard size in screen format, I
> >won't get the shifting, but the screen is smaller (320X256). The screen
> >format does not gives any option for setting the screen size to 352X256.

Surely all DPaint versions since 4.5 allow the user to choose any screen
size (>=320*256) he/she wishes? I use DPaint V and I think I could use a
screen size of 352*256 anytime I so desire. Use the "Custom" option in
DPaint's "screen size" gadget to do this.

/----------------------------------------------------------------------\
| Joona Palaste                             |      |  |                |
| palaste@cc.helsinki.fi                    |      |  |                |
| G++ FR FW+ M- #20 D+ ADA N+++ W++ B OP+   |-------  -----------------|
|                                           |-------  -----------------|
|                                           |      |  |                |
| Finland rules! =>                         |      |  |                |
\----------------------------------------------------------------------/


From amos-request@svcs1.digex.net Mon May 12 22:00:28 1997
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From: Branko Collin <collin@xs4all.nl>
To: Amos Discussion List <amos-list@access.digex.net>
Date: Tue, 13 May 1997 01:49:11 +0100
Message-ID: <yam7072.599.2983136@smtp.xs4all.nl>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Future of Amos Homepage update
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The subject line is a bit misleading. I have hardly had the time to do
anything about my Future of Amos Homepage.

I added a little to the AMOS list archive's digest. You can now read the
history of the future of AMOS until september 1994. Nothing exciting has
happened in the updated period, though.

I also fixed some minor things.

BTW, does anyone know if the links to Francois Lionet's email address actually
work, and if this is _the_ Francois?

The updated pages are:
http://www.xs4all.nl/~collin/amiga/foah.html (the FoA Homepage)
http://www.xs4all.nl/~collin/amiga/foahlinks.html (the links)
http://www.xs4all.nl/~collin/amiga/amoslist-digest.html (the digest)

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..


From amos-request@svcs1.digex.net Mon May 12 23:50:11 1997
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Message-ID: <3196A45C.519F@ozemail.com.au>
Date: Mon, 13 May 1996 10:54:20 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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To: amos-list@access.digex.net
Subject: Re:  GFX card support Star Fighter.
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Status: RO
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Hi all,

I had a few requests to enhance the graphics of my game to suit
GFX-CARDS.  Is this possible through AMOS?
I have also added a GamesTips link to my page for all of you wanting to
get more out of the game.
Check out the latest screenshots of my new game H.A.R.D. Corps under the
Coming Soon section.

http://www.ozemail.com.au/~geosync

Andy
GEOSYNC
  -O-
 MEDIA

From amos-request@svcs1.digex.net Tue May 13 00:40:00 1997
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From: Richard Griffith <ragriffi@sprynet.com>
Reply-To: Richard Griffith <ragriffi@sprynet.com>
To: AMOS mailing list <amos-list@access.digex.net>
Date: Mon, 12 May 1997 23:12:55 +0500
Message-ID: <yam7071.2784.119647840@m6.sprynet.com>
In-Reply-To: <336FC649.B36@kcs.com.au>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: AmosPro Programm
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

My original post of this missed the list. Bleary-eyed stupidity
on my part I believe. Anyway, it is quite interesting that one
question invokes so many varied responses. Perhaps the question
could be clarified?
---------------------------------------------------------------

On 07-May-97, Sara Alavioon wrote:
>I have an AmosPro program, and trying to change one of its screens. The
...
>When I load this new iff file in AmosPro, The screen is shifted to the
>left.

Just a thought, when AMOS saves out an IFF ILBM, it adds a few
extra chunks to re-establish the screen offsets in use at the time
it was saved. To 'fix' a picture that requires this, you have to
save it from AMOS after setting the appropriate offsets. You should
also be able to adjust the program to compensate.

-Richard



From amos-request@svcs1.digex.net Mon May 12 22:53:10 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: Andrew "Mushroom" Kellett <mushypd@redrose.net>
To: amos-list@access.digex.net
Date: Mon, 12 May 1997 19:32:09 -0500
Message-ID: <yam7071.465.2536400@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Mushroom PD - Updated files
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Status: RO
X-Status: 

Well, folks. Its that time of the week again. To usubscribe from this list,
send email to mushypd@redrose.net entitled UNSUBSCRIBE with you email address.
Thank-you.

Additions
---------

MUSIC

I have added more music modules to my collection due to popular demand. I have
added modules such as that of Jesus on E's, budbrain and themes from games
like Silkworm, to keep all you module nutta's out there all nice and relaxed.
Jesus on E's is in 3 parts, as the entire demo was split up into 15 odd tunes,
and is an excellent techno/rave tune to appease any music fan.

The budbrain archive contains the musics from the first budbrain demo release,
including the excellent Kaosmodule, which again is another great techno tune.

AMOS ACCESSORIES

I've been scouting about on Aminet, and have added a few cool AMOS utils, one
of which is supposed to hack compiled AMOSPro executables, and make them more
like multitasking programs. this can be found in Accessories/AMOS_Patch.Lha
and I havent tried it yet, so dont know if it works.

Other accessories include a new sprite/bob editor, an Intuitive editor using
the resource bank systems in AMOS for ease of use, rather than having long and
complex source to do the simplist of GUI interfaces. I also have a system file
which shows how to use reqtools operationd from within AMOS.

EXTENSIONS

I have added the latest AMOS GUI extension (now V1.62) and the AMOS P61
extension. I haven't added the Falcon extension at thsi time, as there is
currently a new demo version underway and so I wont probbaly add it till
during the week.

SOURCE CODE

A few source code files this time. I have added an update to some procedures
which allow you to draw full WB-type windows in AMOS, like the standard WB
would do them. Very handy at times. There are also lots of AMOS game source
code in there too, which you can find more information about if you go into
the SOURCE CODE boxes.


AND WHAT WAS ORDERED IN THE LAST FORTNIGHT?

Rather than bore you with every individual title that was ordered from the
library, I will just put down the total number of orders I have received for
each section of the library. Note that starting next week, I shall be adding
graphs etc. to my homepages to show these results in a nicer form.

Week commencing April 21st to May 4th

   Accessories: 5
Disk Magazines: 3
    Extensions: 18
        Source: 19
         Games: 37
      Graphics: 3
     Utilities: 2
       Samples: 66  *
         Music: 44  *
          Docs: 2

Total of 77 individual orders

* - I made postings to all usenet newsgroups over the period of 3 days
advertising these sections of my library, in order to bring visitors from all
computer formats to the site and learn more about AMOS


Week commencing May 5 to May 11 1997

       Samples: 35
         Music: 82
        Source: 30
         Games: 16
     Utilities: 8
      Graphics: 15
    Extensions: 7
          Docs: 3
   Accessories: 1
Disk Magazines: 4

Total of 34 individual orders.

Thank-you
Andrew "Mushroom" Kellett

-- 

               --------******( Extreme AMOS )******--------

           AMOS Raycater completion [####----------------] - 20%

    The best AMOS homepages around, full of downloads, and my AMOS disk
 magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
       http://members.tripod.com/~mushypd for more information, and
                        info on my raycaster game!!

                        Email: mushypd@redrose.net

                 Look for Andy Kellett on VDOphone online!
                      ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Tue May 13 03:00:50 1997
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From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: ghizzo@agonet.it
To: Keith Hill <Braneloc@mirex.demon.co.uk>, mushypd@redrose.net
CC: amos-list@access.digex.net
Date: Tue, 13 May 1997 06:55:21 +0100
Message-ID: <yam7072.1057.2014575728@mail.agonet.it>
In-Reply-To: <246ab8ec.u8t20e.afa27-braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: IRC Nicks
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 12-Mag-97, Keith Hill wrote: Re: IRC Nicks

>To the one known as Andrew,

>> OK, I suggest that everyone on IRC on this list should submit their nick
(as
>> they would be on IRC) and any servers that they might be found on, this way
>we
>> can create a new section in our NOTIFY lists, to look out for these boys
and
>> girls.
>> Nick                  Server
>> -----------------------------------------------------
>> Mush (me)             irc.stealth.net, irc.webbernet.net
>> Axianator (parrotsoft) irc.stealth.net
>> Platon42 (C. Hodges)   irc.stealth.net
>> GTE (Greg sikorsky)    irc.stealth.net
>> EMBWBAM (Lee atkins)   irc.stealth.net
>> DrFonk (NOL)           irc.stealth.net
>> Melee (NOL)            irc.stealth.net
>> Citrone (NOL)          irc.stuttgart.de
>> Promax (NOL)           irc.stealth.net
>  Braneloc               irc.demon.co.uk

 Ghizzo (Pietro Ghizzoni) irc.ccii.unipi.it


-- 


Bye!


                                     !!!
                                     o o
   +-----------------------------oOO-(_)-OOo----------------------------+
   |                                                                    |
   |  Pietro Ghizzoni - Dairymen Soft              __  /// Amiga 12OO   |
   |     E-Mail:  ghizzo@agonet.it                 \\\/// 'O3O  5OMhz   |
   |            Team AMIGA                          \/// 1OMB - CD4x    |
   |                                                                    |
   | Amos Professional Team Coordinator               AMIGA RULEZ!!     |
   |                                                                    |
   +--------------------------------------------------------------------+


From amos-request@svcs1.digex.net Tue May 13 09:42:31 1997
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From: "Chris Coulson" <C.J.Coulson@newcastle.ac.uk>
Organization: is something alien to me...
To: amos-list@access.digex.net
Date: Tue, 13 May 1997 12:30:38 GMT0BST
Subject: Re: Graphics Cards
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.23)
Message-ID: <1B4E2E1BC9@TOWN4.ncl.ac.uk>
Status: RO
X-Status: 

> > You can add extra graphics memory to gfx cards, but only
> > for the onboard gfx chip to use.
> 
> Aha!  Cheers for that.
> 
> Would that have a similar effect to adding more chip ram, as 
> the stuff that normally eats it up for gfx would use the ram 
> on the board, or have I got that wrong too?

It depends on what`s currently eating Chip RAM.  For instance,
before I added the gfx card to my setup, I used to go through
a well rehearsed routine when I wanted to run a Chip RAM
hungry bit of software from Workbench:

Close all the windows
Remove the backdrop images
Reduce the screen to 1 bitplane
Reduce the resolution (only in extreme cases)
Run the software

Now I just:

Run the software

because whereas originally my Workbench screen was sitting in
Chip RAM, now it`s sitting on the gfx card, and therefore
consumes approximately zero Chip RAM (after WB has finished
loading, I have 1.9MB free Chip RAM, compared to approximately
1.2MB free without the gfx card).


But note that I still only have 2MB of Chip RAM in total,
the gfx card does nothing to alter that limit.  All it does
is let certain well behaved bits of software run on the
card instead of the AGA hardware, which frees up Chip RAM for
those programs that absolutely MUST have it.  But it doesn`t
extend the Chip RAM limit beyond that imposed by the
custom chipset, so a 1MB Chip RAM Amiga will still be a 1MB
Chip RAM Amiga, gfx card or no gfx card.


Chris
+- The Best of Both Worlds...
|Amiga 4000/060 50MB/1.2GB/CV64  P150 32MB/1.7GB/Stealth64VRAM |
| CyberSCSI/Zip/Vlab YC/4xCDROM  8xCDROM/Zip/TM PFCS+WCS2/AWE32|
                                 http://www.tornado.pair.com/ -+


From amos-request@svcs1.digex.net Tue May 13 15:56:14 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net
Date:          Tue, 13 May 1997 18:27:28 GMT0BST
Subject:       Turbo Extension
X-Confirm-Reading-To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
X-pmrqc:       1
Priority: normal
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Message-ID: <601DFEC6EE2@pmn1.maths.nottingham.ac.uk>
Status: RO
X-Status: 

Is there anything better in the registered version of Turbo then 
there is on the latest PD Aminet version?

I don't really use it at the moment but may if anything was newer.

-Murray


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2 (much better)  |
|    dev/amos/keystate   | >Kill Em All (shoot em up)  >Hanger 18   |
|    dev/amos/picpack    | >Skool Daze (type of game)    (update)   |
|                        | >Scrolling Game Creator >BananaIs(update)|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Tue May 13 07:11:23 1997
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	for <amos-list@access.digex.net>; Tue, 13 May 1997 04:54:26 -0500 (CDT)
From: bobal@avalon.net (Bob Akerberg  Team *AMIGA*)
Date: 13 May 97 05:01:08 -0600
To: amos-list@access.digex.net
Message-ID: <minimail_337849f4_65ba3@sioux-city-dial3.avalon.net>
Subject: Re: IRC Nicks
Organization: SMAUG & Team *AMIGA*
X-Mailer: MiniMail 1.4b (2.7.96) (c) 1996 by Pelle Claesson of TheEnd Amiga
 (http://www.lls.se/~volley)
Status: RO
X-Status: 

>> OK, I suggest that everyone on IRC on this list should submit their
>> nick
(as
>> they would be on IRC) and any servers that they might be found on,
>> this way
>we
>> can create a new section in our NOTIFY lists, to look out for these
>> boys
and
>> girls.
>> Nick                  Server
>> -----------------------------------------------------
>> Mush (me)             irc.stealth.net, irc.webbernet.net
>> Axianator (parrotsoft) irc.stealth.net
>> Platon42 (C. Hodges)   irc.stealth.net
>> GTE (Greg sikorsky)    irc.stealth.net
>> EMBWBAM (Lee atkins)   irc.stealth.net
>> DrFonk (NOL)           irc.stealth.net
>> Melee (NOL)            irc.stealth.net
>> Citrone (NOL)          irc.stuttgart.de
>> Promax (NOL)           irc.stealth.net
>> Braneloc               irc.demon.co.uk

> Ghizzo (Pietro Ghizzoni) irc.ccii.unipi.it

Bobal                     irc.stealth.net

-- 


From amos-request@svcs1.digex.net Wed May 14 00:13:59 1997
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Message-ID: <3197EB60.41E@ozemail.com.au>
Date: Tue, 14 May 1996 10:09:36 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
X-Mailer: Mozilla 3.0Gold (Win95; I)
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To: amos-list@access.digex.net
Subject: Re: Screenmodes & Sound
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Status: O
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Hi all,

I need some help.  I got an email from a publisher about my game.  But I
don`t know what he`s talking about.  Heres the snippet.  Can anyone
explain?

> ...can these games be played in any screenmode (Like Nemac IV or
> Myst?). This is about the most important thing to Amiga game-buyers
> right now. If people can't run it on their 31-khz-only monitor, then
> they won't buy it. Does the sound use AHI?

Please help,
Andy.
GEOSYNC
  -O-
 MEDIA

From amos-request@svcs1.digex.net Tue May 13 21:20:15 1997
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Message-Id: <199705132056.NAA23109@geocities.com>
Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Tue, 13 May 1997 15:58:40 -0600
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Subject: Irc nicknames..
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Greetings.

Whilst on the subject of IRC nicks, thought I might add:

1. I use stealth.net's server most of the time. I used to run Efnet 
via netcom, but since everyone on the list uses and Ircnet server, I 
quit using Efnet servers.

2. Like I said, my nick is "Axianator" and my real name is Adam, btw.

For those wondering, Demon's server (irc.demon.co.uk), Netcom in the 
UK (irc.netcom.net.uk), Stealth's (irc.stealth.net) are all Ircnet 
servers and you'll find someone using a server of the like using any 
of these. Don't be concerned though, there are PLENTY of other Ircnet 
servers around. Those were just a few to name.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Tue May 13 20:01:05 1997
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Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Date: Tue, 13 May 1997 16:02:34 -0600
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Subject: Re: Turbo Extension
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <601DFEC6EE2@pmn1.maths.nottingham.ac.uk>
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
X-Status: 

Greetings.

> Is there anything better in the registered version of Turbo then
> there is on the latest PD Aminet version?

> I don't really use it at the moment but may if anything was newer.

I don't think there is. The lastest version of the REGISTERED Turbo 
is 2.0, which I have. I don't think there is anything later than 
that. I haven't been to Aminet to check, so you'll have to let me 
know if there is anything later than that.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Tue May 13 19:23:02 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Tue, 13 May 1997 16:21:56 -0600
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Subject: Some highlights.
Reply-to: parrottsoft@geocities.com
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Greetings.

Acutally, it's bi-weekly hightlights to be technical.

Just thought I would let everyone know that I finally finished my 
studies today and that I'm free for the summer! Look for me on Irc 
during the day at about Noon to Evening (-0500 GMT).

Also, check on my site this week and coming weekend. I'll be burning 
up the computer trying to slap these pages up on my site!

Thanks for reading. Long live the Miggie!

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Wed May 14 01:31:28 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Andrew Hawkins <geosync@ozemail.com.au>
CC: amos-list@access.digex.net
Date: Wed, 14 May 1997 00:30:35 -0500
Message-ID: <yam7073.1782.4564784@mail.redrose.net>
In-Reply-To: <3197EB60.41E@ozemail.com.au>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Screenmodes & Sound
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Greetings to the one known as Andrew, who also is allegidley babbled this on
13-May-96 :
> Hi all,

> I need some help.  I got an email from a publisher about my game.  But I
> don`t know what he`s talking about.  Heres the snippet.  Can anyone
> explain?

> > ...can these games be played in any screenmode (Like Nemac IV or
> > Myst?). This is about the most important thing to Amiga game-buyers
> > right now. If people can't run it on their 31-khz-only monitor, then
> > they won't buy it. Does the sound use AHI?


What he is trying to say, is do your games run literally in different
screenmodes, like DblPAL etc. for VGA only monitors and stuff. The guy thinks
that the project or whatever is not written in AMOS, but maybe C \or ASM, and
wants you tell him if you can make it run in any other screen lace modes.

Example

If you hit your prefs/screenmode, you can change the screenmode your monitor
is displayed in. If you try and select productivity with a 1084 monitor and
hit USE it totally messes up the display, as it runs at a much higher Hz rate.
This is the kind of screenmmodes he is asking about, so people with PC
monitors who need these ridiculous screenmodes can play your games.

Dont do that productivity thing, as it might toast your monitor, and I dont
want to be responsible!!

Mush


-- 

               --------******( Extreme AMOS )******--------

           AMOS Raycater completion [####----------------] - 20%

    The best AMOS homepages around, full of downloads, and my AMOS disk
 magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
       http://members.tripod.com/~mushypd for more information, and
                        info on my raycaster game!!

                        Email: mushypd@redrose.net

                 Look for Andy Kellett on VDOphone online!
                      ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Wed May 14 04:02:48 1997
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From: COCO2LARRY@delphi.com
Received: from delphi.com by delphi.com (PMDF V5.1-8 #22009)
 id <01IIUCL0PLKG9EL7BZ@delphi.com> for amos-list@access.digex.net; Wed,
 14 May 1997 02:00:45 EDT
Date: Wed, 14 May 1997 02:00:45 -0400 (EDT)
Subject: A3000?
To: amos-list@access.digex.net
Message-id: <01IIUCL0PLKI9EL7BZ@delphi.com>
X-VMS-To: INTERNET"amos-list@access.digex.net"
MIME-version: 1.0
Content-type: TEXT/PLAIN; CHARSET=US-ASCII
Status: O
X-Status: 

I am a diehard Amos user who has a chance to buy an A3000.  I was
wondering about the machine's compatability with AmosPro.  Can anyone
please help?  What about a 25mhz A3000 with a Picasso (II+) (IV) board?

Thanks,
Larry Podwoski

From amos-request@svcs1.digex.net Wed May 14 07:15:33 1997
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Date: Wed, 14 May 1997 11:17:05 +0300 (EET DST)
From: Joona I Palaste <palaste@cc.helsinki.fi>
X-Sender: palaste@kruuna.Helsinki.FI
To: COCO2LARRY@delphi.com
cc: amos-list@access.digex.net
Subject: Re: A3000?
In-Reply-To: <01IIUCL0PLKI9EL7BZ@delphi.com>
Message-ID: <Pine.SOL.3.96.970514111550.12380A-100000@kruuna.Helsinki.FI>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

On Wed, 14 May 1997 COCO2LARRY@delphi.com wrote:

> I am a diehard Amos user who has a chance to buy an A3000.  I was
> wondering about the machine's compatability with AmosPro.  Can anyone
> please help?  What about a 25mhz A3000 with a Picasso (II+) (IV) board?
> 
> Thanks,
> Larry Podwoski

An A3000 is _definitely_ compatible with AMOSpro. I used AMOSpro a lot
on my A500 with 1 MB memory, and it worked fine. You only need a 7 MHz
68000 processor and no graphics boards to run it. In fact, you could be
better off without the graphics board. I think.
 

/----------------------------------------------------------------------\
| Joona Palaste                             |      |  |                |
| palaste@cc.helsinki.fi                    |      |  |                |
| G++ FR FW+ M- #20 D+ ADA N+++ W++ B OP+   |-------  -----------------|
|                                           |-------  -----------------|
|                                           |      |  |                |
| Finland rules! =>                         |      |  |                |
\----------------------------------------------------------------------/


From amos-request@svcs1.digex.net Wed May 14 12:04:02 1997
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Date: Wed, 14 May 1997 08:24:23 -0500 (CDT)
From: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
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Reply-To: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
To: COCO2LARRY@delphi.com
cc: amos-list@access.digex.net
Subject: Re: A3000?
In-Reply-To: <01IIUCL0PLKI9EL7BZ@delphi.com>
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	Larry,
	Maybe the guys from the list can correct mif I'm wrong here,
there's been all kinds of postings about Amos and 030's lately. but I own
two A3000's and run Amos on one of them and have never had a problem with
it, I doubt you could get it to support a Piaccasso board, but if I recall
right that board has a vidoe pass-thru for using normal Amiga modes
anyway.  I think all the postings about 030 problems proble stemmed from
incompatible accelerator boards since that's not an unheard of story.  So
I guess the moral of the story is if you've got the money don't pass up
the oppurtunity, the 3000 is a buetiful machine, easily the best number
commodore ever made, honestly tossing aside Motorola's incompetance (and
even still an 030 isn't all that slow for an Amiga) I'd wager to say the
3000 is still a good machine even by today's crazy PC standards, and for a
machine made in 1990 that's saying quite a bit. 
			Thanks,
				Scott Matott sXe


From amos-request@svcs1.digex.net Wed May 14 13:34:38 1997
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Date: Wed, 14 May 1997 08:46:31 -0500 (CDT)
From: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
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Reply-To: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
To: Andrew Hawkins <geosync@ozemail.com.au>
cc: amos-list@access.digex.net
Subject: Re: Screenmodes & Sound
In-Reply-To: <3197EB60.41E@ozemail.com.au>
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> 
> > ...can these games be played in any screenmode (Like Nemac IV or
> > Myst?). This is about the most important thing to Amiga game-buyers
> > right now. If people can't run it on their 31-khz-only monitor, then
> > they won't buy it. Does the sound use AHI?

	Andy,
	Looks to me like this guy is reffering to say A1200 and
A4000 owners who only have VGA monitors and not C= 1080s, you see this is
how it works, normal Amiga screen modes (all those available to a 500,
600, 2000, 1000, ect.) are sent out of the Amiga as 15 htz (that's
the refresh rate) video.  But 15 htz is too slow to handle deep screens
that's why anything over 200 (256 PAL)  pixels in height will flicker like
mad, these are the interlace screen modes and I've always been of the
opinion that their utterly worthless but maybe somebody out there knows
better than i.  At any rate, AGA machines can put out two types of video,
15 htz for normal Amiga video modes, and 31 htz for flicker-free output of
video modes with more than 200/256 pixels of height.  Now this 31 htz
video out is the kind of thing you'd hook up to a VGA monitor, whereas the
15 htz would go to say a C= 1080.  Now the 31 htz out will output
normal Amiga modes, but on AGA machines it'll actually do it in 15 htz, 
The problem is that a 31 htz monitor needs to recieve 31 htz signal,
so-called multisync monitors can take signals from several htz ranges but
most (even some of Commodores) won't sync to 15 htz (mainly because it's
insanely low for a refresh rate, most PCs get aroun 60-90 htz these days,
as do Amiga gfx boards)  So the trick is alot of Amiga A1200 owners
have monitors that will only take 31 htz output, so when there amiga trys
to display a 15 htz Normal Amiga Video mode screen, they'll jsut get crap,
fuzz and such from there monitor.  Now the solution to this is to a) buy a
harware flicker fixer which will double the 15 htz signal to 31 htz before
it leaves the Amiga make it safe for 31 htz monitors, (the A3000 has one 
of these built in, so if you're listening Larry one more reason to buy!) 
or b) to run the software flicker fixer that comes with AGA machines, this
program will do the same thing as the Hardware flicker fixer, but the
trick is it must be run first, so if your game runs from WB your fine
since the user can just run the flicker fixer before opening your game,
but if your game has it's own boot disk then you're effectively screwed, I
guess there maybe some way around this but I don't know for sure, and I
reckon it's probly a pain in the ass for the user.
		Well that covers it good luck,
			Scott Matott sXe
		PS
		I have no clue what the sound comment meant,
		anyone?



From amos-request@svcs1.digex.net Wed May 14 16:39:00 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Wed, 14 May 1997 16:39:31 +0100
Message-ID: <yam7073.1577.137696344@cu.cu-muc.de>
In-Reply-To: <tcppop3.431117@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: -O- Star Fighter News#2
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Warning: This is a message in MIME format. Your mail reader does not
support MIME. Some parts of this message will be readable as plain text.
To see the rest, you will need to upgrade your mail reader.

This message was composed on an Amiga using the YAM mailer.
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--BOUNDARY.7073.1577.137696344.2
Content-Type: text/plain

geosync@ozemail.com.au wrote on 02-Mai-97:

> C)  A fast 200+ starfield with 4 colours in 3d(using Voodoo3D coord
> system or others).

I've started an extension long time ago, but never got anywhere, but  there
are two starfields implemented (pretty fast though).

Here's the extension and a demo program. Extension Slot is #15.  Sorry,  no
docs  available.  The NUMST variable in the demo program defines the number
of stars to appear.

-- 
Best Regards,
 _____    __   _  __  ______    ___  __  __   __
|"("  \()/" ) (_)/" )("     \()/\" \(__)/" ) /" )
|  )   )/  /    /  /| \______)/" \  \  /  /|/  /
| (___//  /    /  /"|   |" | (  (_\__)/  /"/  /
|  |  /  /"\  /  /  | _ |  | _\  /  //  /|/  /__
|__| (__/___)(__/|__|(_)|__|(_)\/__/(__/ (__/(MM)


--BOUNDARY.7073.1577.137696344.2
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From amos-request@svcs1.digex.net Wed May 14 14:45:18 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Wed, 14 May 1997 17:16:07 +0100
Message-ID: <yam7073.375.137696344@cu.cu-muc.de>
In-Reply-To: <tcppop3.437630@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: The Irc Mystery.
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

parrottsoft@geocities.com wrote on 12-Mai-97:

> Chris (Hodges, Amcaf man) is on as "Platon42" (any
> other nicks you use Chris?).

In very few cases I use Platon43 or higher ;)

-- 
Best Regards,
 _____    __   _  __  ______    ___  __  __   __
|"("  \()/" ) (_)/" )("     \()/\" \(__)/" ) /" )
|  )   )/  /    /  /| \______)/" \  \  /  /|/  /
| (___//  /    /  /"|   |" | (  (_\__)/  /"/  /
|  |  /  /"\  /  /  | _ |  | _\  /  //  /|/  /__
|__| (__/___)(__/|__|(_)|__|(_)\/__/(__/ (__/(MM)




From amos-request@svcs1.digex.net Wed May 14 15:47:16 1997
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From: chrisevans@cubic.xg.com
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Received: by bbs.multiboard.com (IG 1.0+ sn 1) via UUCP id A1BDE; 14 May 1997 13:05:34 EST5
Date: 14 May 97 12:56:00 EST5
Subject: A3000
To: amos-list@access.digex.net
Message-ID: <086361513400261bde@bbs.multiboard.com>
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

> From: COCO2LARRY@delphi.com
> I am a diehard Amos user who has a chance to buy an A3000.  I
> was
> wondering about the machine's compatability with AmosPro.  Can
> anyone
> please help?  What about a 25mhz A3000 with a Picasso (II+)
> (IV) board?

The Pro works fine on my A3000 ... don't know about the Picasso board.
Here the 3000's sell for about $500 Can. with monitor = $350 U.S.

-Chris.

--------------------------------
Work:  CEvans@bbs.multiboard.com
Play:  ChrisEvans@cubic.xg.com
--------------------------------



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|    The views of the author are not of the originating system    |
 \_______________________________________________________________/

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

From amos-request@svcs1.digex.net Wed May 14 13:18:25 1997
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From: "Chris Coulson" <C.J.Coulson@newcastle.ac.uk>
Organization: is something alien to me...
To: amos-list@access.digex.net
Date: Wed, 14 May 1997 15:03:36 GMT0BST
Subject: Re: Screenmodes & Sound
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.23)
Message-ID: <35DBC34CD9@TOWN4.ncl.ac.uk>
Status: RO
X-Status: 

Andy H wrote:

> I need some help.  I got an email from a publisher about my game.  But I
> don`t know what he`s talking about.  Heres the snippet.  Can anyone
> explain?
> 
> > ...can these games be played in any screenmode (Like Nemac IV or
> > Myst?). This is about the most important thing to Amiga game-buyers
> > right now. If people can't run it on their 31-khz-only monitor, then
> > they won't buy it. Does the sound use AHI?

Well, Mush has already dealt with the screenmode thing, although
I`ll just add my 0.02p and say I think this publisher is
perhaps taking things a little far when they suggest people
won`t buy games if they don`t promote.  How many Amiga users
who buy games don`t have either a 15KHz capable display OR
a 31+KHz monitor and a scandoubler?

As to the AHI thing, that`s a newish retargettable audio
system, which means you can write your audio routines without
needing to know what sort of audio hardware the Amiga has
got.  Don`t forget, Paula is no longer the only option...
It probably won`t surprise you to learn that the AMOS audio
routines have as much awareness of AHI as the graphics
routines do of CyberGfx.

In either case, you could write your own routines to
support both 31+KHz screenmodes and AHI, but it won`t be
a walk in the park.  


In my case, the most important things to me when looking
at a new game are:

Is it HD installable, will it work on my setup without me
having to degrade, degrade, degrade.  And most importantly.
is it the sort of game I would want to buy.

I don`t really care if a game doesn`t make full use of my
Amiga, the CV64, 060 and all that memory was added to
make my serious Amiga life more enjoyable.  If a game makes
use of the extras, then that`s a bonus, but that`s all.

The last game I bought was Worms DC.  No gfx card support,
no 31KHz screenmode support, no AHI support.  But it
installs, it runs without any hassle from my patched and
hacked Workbench setup and when I quit, I get the system
back in exactly the same state that I left it.  Plus, it`s
damn good fun.  What more do I want from a game?


Chris
+- The Best of Both Worlds...
|Amiga 4000/060 50MB/1.2GB/CV64  P150 32MB/1.7GB/Stealth64VRAM |
| CyberSCSI/Zip/Vlab YC/4xCDROM  8xCDROM/Zip/TM PFCS+WCS2/AWE32|
                                 http://www.tornado.pair.com/ -+

From amos-request@svcs1.digex.net Wed May 14 10:27:10 1997
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From: Denver Miller <dmiller@msw0.attnet.or.jp>
To: amos-list@access.digex.net
Date: Wed, 14 May 1997 20:10:29 JST-9
Message-ID: <yam7073.1466.121162888@msw0.attnet.or.jp>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Organization: USAF, but opinions are mine alone...
Subject: Recent purchase
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Due to a purchase of an A3000 (buyout) I have some Amos stuff for sale.

Original disks, books, box:
Amos Professional
Amos Professional Compiler

Books:
AMOS In Education by Anne & Len Tucker
Ultimate AMOS by Jason Holborn (Amiga Format book)
Mastering Amiga AMOS by Phil South

No reasonable offer refused.

Thanks in advance!
Denver
-- 
/Denver & Editha Miller (& Baby Janelle!)/      Member Team AMIGA
dmiller@msw0.attnet.or.jp              (USAF, Misawa Air Base, Japan)
Mr & Mrs ('Kano 'n' Pinay!)          Ice/Rollerskater/Blader, Monoskier
Government Warning: Intel inside, can't divide!           *CyberGfx/Spectrum*
Amiga does it better.    *A3000/OS 3.1/68040@25/18mb/1gig(Quantum Fireball!)*


From amos-request@svcs1.digex.net Thu May 15 13:34:40 1997
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Message-Id: <199705151402.QAA05155@star.flashnet.it>
From: M.Berionne@ppp-137.flashnet.it (Berionne)
Date: Gio, 15 Mag 97 15:55:35
Reply-To: berionne@flashnet.it
X-Mailer: Bomb! 2.0
To: amos-list@access.digex.net
Subject: Re: Turbo Extension
Status: O
X-Status: 


Hi there!

 > I don't think there is. The lastest version of the REGISTERED Turbo
 > is 2.0, which I have. I don't think there is anything later than
 > that. I haven't been to Aminet to check, so you'll have to let me
 > know if there is anything later than that.

I have got Turbo extension version 2.15 and that's the latest varsion as long
as I know.

Bye


    berionne@flashnet.it                        >>Bomb!2.0<<
  +--------------------------ON AMINET----------------------------+
  | game/think/VenusTris.lha         game/misc/SnailRace.lha      |
  | game/shoot/fantasy.lha           util/time/MReminder.lha      |
  | game/think/Atoms31.lha           util/misc/Dialer2.lha        |
  | game/think/navalbattle.lha       game/think/Manos.lha         |
  | game/shoot/in_the_target.lha     dev/lang/Logo1_4.lha         |
  | gfx/show/PhotoCDAGA_GUI.lha      dev/lang/Logo1_4Eng.lha      |
  +---------------------------------------------------------------+
  |BASIC programmers never die, they GOSUB and don't RETURN.   |
  +---------------------------------------------------------------+






From amos-request@svcs1.digex.net Thu May 15 18:20:10 1997
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           id aa0002810; 15 May 97 21:59 MET DST
Date: 15 May 97 00:08:00 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Hiya!
To: All <amos-list@access.digex.net>
Message-ID: <1271.7074T8T38@lobster.demon.nl>
MIME-Version: 1.0
Content-type: text/plain; charset=us-ascii
Content-transfer-encoding: 7bit
X-Mailer: THOR 2.4 (Amiga;TCP/IP) *UNREGISTERED*
Status: O
X-Status: 

Hello, this my first post on the ML, and I'll start off with a small
announcement/question ;-

We are currently putting the finishing touches on our new Amos Aga Library,
and we'd like to know if there is anything you would like to see included.

Current features of Amos Aga Library:

- Total hardware AGA screens, including 24 bit screens.
- Whole new Sprite/Bob engine, MUCH faster than amos' original.
- Supports most music formats.
- Own animation system, WITH realtime 2*2/4*4/2*4/4*2 zooming.
- Hardware scrolling, including 24 bit QUAD scrolling.
- Complete Zone and Mouse support.
- And much MUCH more....

In future there will also be support for graphic cards and many more cool
things!

Look out for the first demo release soon! The price is not yet definitive
but will probably be around 12 UKP.

If you'd like anything else to be included then mail me and I'll pass your
suggestions on to the coder. I am not the coder of the library, he is not
connected to the 'net, but I'll pass all your comments on to him.

Stay fresh.

- -- ------------------------------------------------------------------ -- -
The Rhythm Syndicate                                    Music for the Masses
- -- ------------------------------------------------------------------ -- -


From amos-request@svcs1.digex.net Thu May 15 20:34:56 1997
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Date: Fri, 16 May 1997 00:23:27 +0200 (MET DST)
From: Branko Collin <collin@xs4all.nl>
To: Evert-Jan Slypen <jazz@lobster.demon.nl>
cc: All <amos-list@access.digex.net>
Subject: Re: Hiya!
In-Reply-To: <1271.7074T8T38@lobster.demon.nl>
Message-ID: <Pine.SUN.3.93.970516002201.20583B-100000@xs2.xs4all.nl>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 

On 15 May 1997, Evert-Jan Slypen wrote:

> Hello, this my first post on the ML, and I'll start off with a small
> announcement/question ;-
> 
> We are currently putting the finishing touches on our new Amos Aga Library,
> and we'd like to know if there is anything you would like to see included.
> 
> Current features of Amos Aga Library:
> 
> - Total hardware AGA screens, including 24 bit screens.
> - Whole new Sprite/Bob engine, MUCH faster than amos' original.
> - Supports most music formats.
> - Own animation system, WITH realtime 2*2/4*4/2*4/4*2 zooming.
> - Hardware scrolling, including 24 bit QUAD scrolling.
> - Complete Zone and Mouse support.
> - And much MUCH more....

At first I thought "drool", then I realised we have seen most of it
before. The big question is: Does it do Bobs on the Aga screen?

-- 
Branko Collin       http://www.xs4all.nl/~collin
collin@xs4all.nl    http://www.kun.nl/undans/members/branko.html
       "Iedereen vraagt naar de zin van het leven
           Niemand naar die van de rivier" - La Bande Dessinee


From amos-request@svcs1.digex.net Thu May 15 20:55:49 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Thu, 15 May 1997 18:17:49  -0700
Subject: Re:Hiya! (AGA Extention)
Status: O
X-Status: 


     I would like to see video card support.  I got a Picasso card instead
of AGA, so otherwise the extention has no use to me.  Also, it would be best
to make both versions work with the same commands or atleast ignore some
commands without giving an error, so programs would work on AGA or RTG.

There I go wishing to have everything again....

Schitso


From amos-request@svcs1.digex.net Fri May 16 00:07:41 1997
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Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: COCO2LARRY@delphi.com
Date: Thu, 15 May 1997 20:57:03 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Re: A3000?
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <01IIUCL0PLKI9EL7BZ@delphi.com>
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
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Greetings.

> I am a diehard Amos user who has a chance to buy an A3000.  I was
> wondering about the machine's compatability with AmosPro.  Can
> anyone please help?  What about a 25mhz A3000 with a Picasso (II+)
> (IV) board?

I am also a diehard Amos user as well!

Getting to the point, I own several (3) Amigas and one of them I use 
to program/test is on my A3000 (25mz '030). Both Pro and the Compiler 
work great on all my Amigas, including the 3000.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Fri May 16 00:51:43 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Evert-Jan Slypen <jazz@lobster.demon.nl>
CC: amos-list@access.digex.net
Date: Thu, 15 May 1997 22:01:52 -0500
Message-ID: <yam7074.2639.2539632@mail.redrose.net>
In-Reply-To: <1271.7074T8T38@lobster.demon.nl>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Hiya!
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Greetings to the one known as Evert-Jan, who also is allegidley babbled this
on 15-May-97 :
# Hello, this my first post on the ML, and I'll start off with a small
# announcement/question ;-

# We are currently putting the finishing touches on our new Amos Aga Library,
# and we'd like to know if there is anything you would like to see included.

Well, lets have a shufty...

# Current features of Amos Aga Library:

# - Total hardware AGA screens, including 24 bit screens.
# - Whole new Sprite/Bob engine, MUCH faster than amos' original.
# - Supports most music formats.
# - Own animation system, WITH realtime 2*2/4*4/2*4/4*2 zooming.
# - Hardware scrolling, including 24 bit QUAD scrolling.
# - Complete Zone and Mouse support.
# - And much MUCH more....

OOOH this looks good. I hope that you have some sort of demo available now, or
very soon in the future. The closest AGA extension that i have seen only
displays an AGA screen with a PPMore-type command. This indeed, sounds very
nice!

# In future there will also be support for graphic cards and many more cool
# things!

I hope so. AMOS needs a real good AGA extension to really give our projects
that extra bit of kick that they neeed.

# Look out for the first demo release soon! The price is not yet definitive
# but will probably be around 12 UKP.

That sounds reasonable. When the demo version is released, please email it to
me also with a Readme file, and I will upload it to my AMOS homepages right
away.

# If you'd like anything else to be included then mail me and I'll pass your
# suggestions on to the coder. I am not the coder of the library, he is not
# connected to the 'net, but I'll pass all your comments on to him.

If i'll think of anything, ill let you know!!

# Stay fresh.

=)

Mush

-- 

               --------******( Extreme AMOS )******--------

           AMOS Raycater completion [####----------------] - 20%

    The best AMOS homepages around, full of downloads, and my AMOS disk
 magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
       http://members.tripod.com/~mushypd for more information, and
                        info on my raycaster game!!

                        Email: mushypd@redrose.net

                 Look for Andy Kellett on VDOphone online!
                      ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Fri May 16 02:34:54 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Fri, 16 May 1997 00:11:40  -0700
Subject: Sorta AMOS related :-P
Status: O
X-Status: 


  Ok, one more weird post from Schitso....

Is there a PC program which relays input from one com port to output on
another?  There is a PC program for everything, so this has to have been
done, either for this purpose or to relay long distance serial connections.

My problem is that at the moment I have only an internal PC modem.  I hate
PC's.  Slow PC's for sure.  I want to hook my Amiga up to a PC with a null
modem cable.  The program would read the input from com A and write it out
to com B,the modem.  Then read from com B and write it out to com A, the one
connected to the Amiga.  Would this not make the PC the worlds most costly
external modem?  The transfer rate is not all that high in my case, as it is
only a 14.4 modem, although a higher rate could be useful later.

And finally, how it relates to AMOS....

This PC is a 8MB 486 SX40.  It is a real pain to browse on and my mailbox
gets so full the machine cannot handle it and I loose acces to my mail.  I
have to borrow a modem long enough to check it on the Amiga.  Without
something like this I loose access to the AMOS list and sources on the
internet.

If someone knows where to get it or how to write it let me know! PLEASE! I am
too broke to buy a modem right now and have no PC programming knowledge.

Thanks in advance,

Schitso


From amos-request@svcs1.digex.net Fri May 16 08:09:31 1997
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Date: Fri, 16 May 1997 06:52:05 -0400 (EDT)
From: Eric Hyland <a007193t@bc.seflin.org>
Subject: Re: Hiya!
To: Evert-Jan Slypen <jazz@lobster.demon.nl>
cc: All <amos-list@access.digex.net>
In-Reply-To: <1271.7074T8T38@lobster.demon.nl>
Message-ID: <Pine.3.89.9705160613.C9118-0100000@bc>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
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On 15 May 1997, Evert-Jan Slypen wrote:

> Hello, this my first post on the ML, and I'll start off with a small
> announcement/question ;-
> 
>[snip]
> 
> If you'd like anything else to be included then mail me and I'll pass your
> suggestions on to the coder. I am not the coder of the library, he is not
> connected to the 'net, but I'll pass all your comments on to him.
> 
> Stay fresh.
> 
> - -- ------------------------------------------------------------------ -- -
> The Rhythm Syndicate                                    Music for the Masses
> - -- ------------------------------------------------------------------ -- -
> 
Ok heres my wish list

Bob & sprite rotate any angle command (0-360), and scaling command.
The ability to use IFF brushes like bob & sprites.
3D bobs & sprites. 
The ability to use Imagine 4.0 3D objects.
Structured drawing support.
All new 3D drawing command rotation on all axes, and scalable( box,
draw,polyline,etc...).
3D vector graphics commands.(rotation, and scaling) 
3D shaded polygon textured bit map commands.
light source command.
Commands for drawing, and printing on the borders.
New 3D bob sprite editor.
New 2D object editor capable of working on the full screen, and with
Objects that are bigger then the screen.
New font, and color font editor.
3D vector graphics editor.
New better Amos3D. (more colors,easier to use,bent faces,IFF bit 
mapping)2D map maker.
3D map maker.
I wont all objects to use the same screen priority.

100 present OS friendly screen if I run a PAL game on a NTSC overscan 
WB the game screen should adjust to the WB screen, and I should be 
able to use New Mode to autoscroll the screen.
Multiple 256 color Translucent screens, and the ability to set border
color, and translucency.
The ability to move the screen one line at a time horizontally like 
you can vertically.
The ability to rotated screens.
The ability to open more screens.
To be able to use Super High Res Interlaced screens.

Icon tool type reading command.
Program variable bank save read commands.(save all program variables 
to external bak file).
External read data file bak command.
Multi-firing button combination CD32 JoyPad read command.
Read mouse in Joystick port.
Ascii color text file read command.

                                Well that all I can think of for now. 
Eric Hyland
a007193t@bc.seflin.org
 

From amos-request@svcs1.digex.net Fri May 16 15:50:40 1997
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From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: Pietro Ghizzoni <ghizzo@agonet.it>
To: Evert-Jan Slypen <jazz@lobster.demon.nl>,
        Amos-List <amos-list@access.digex.net>
Date: Fri, 16 May 1997 18:14:30 +0100
Message-ID: <yam7075.1532.2014545112@mail.agonet.it>
In-Reply-To: <1271.7074T8T38@lobster.demon.nl>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: Hiya!
MIME-Version: 1.0
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Status: RO
X-Status: 

On 15-Mag-97, Evert-Jan Slypen wrote: Hiya!

>Hello, this my first post on the ML, and I'll start off with a small
>announcement/question ;-

Hi!

>We are currently putting the finishing touches on our new Amos Aga Library,
>and we'd like to know if there is anything you would like to see included.

Yes..

1- does the extension supports datatypes??
2-  ...and AGA Load/Save Iff commands?


>Current features of Amos Aga Library:

>- Total hardware AGA screens, including 24 bit screens.

but does these screens are AMOS fake screens or intuition?


>- Whole new Sprite/Bob engine, MUCH faster than amos' original.

faster than PowerBobs?

>- Supports most music formats.
>- Own animation system, WITH realtime 2*2/4*4/2*4/4*2 zooming.
>- Hardware scrolling, including 24 bit QUAD scrolling.
>- Complete Zone and Mouse support.
>- And much MUCH more....

>In future there will also be support for graphic cards and many more cool
>things!

Very good!

>Look out for the first demo release soon! The price is not yet definitive
>but will probably be around 12 UKP.

The price is very nice.... i hope to see the demo as soon as possible :-)


>If you'd like anything else to be included then mail me and I'll pass your
>suggestions on to the coder. I am not the coder of the library, he is not
>connected to the 'net, but I'll pass all your comments on to him.

Who's the coder?

-- 


Bye!


                                     !!!
                                     o o
   +-----------------------------oOO-(_)-OOo----------------------------+
   |                                                                    |
   |  Pietro Ghizzoni - Dairymen Soft              __  /// Amiga 12OO   |
   |     E-Mail:  ghizzo@agonet.it                 \\\/// 'O3O  5OMhz   |
   |            Team AMIGA                          \/// 1OMB - CD4x    |
   |                                                                    |
   | Amos Professional Team Coordinator               AMIGA RULEZ!!     |
   |                                                                    |
   +--------------------------------------------------------------------+


From amos-request@svcs1.digex.net Sat May 17 04:33:18 1997
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Date: Sat, 17 May 1997 01:34:53 -0400 (EDT)
From: Eric Hyland <a007193t@bc.seflin.org>
Sender: Eric Hyland <a007193t@bc.seflin.org>
Reply-To: Eric Hyland <a007193t@bc.seflin.org>
Subject: Re: Hiya!
To: WireWalkr@aol.com
cc: AMOSList <amos-list@access.digex.net>, jazz@lobster.demon.nl
In-Reply-To: <Pine.3.89.9705170104.C13961-0100000@bc>
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On Fri, 16 May 1997 WireWalkr@aol.com wrote:
 
> > In a message dated 97-05-16 07:45:16 EDT, Eric Hyland wrote:
> > 
> >  Bob & sprite rotate any angle command (0-360), and scaling command.
> >  The ability to use IFF brushes like bob & sprites.
> >  3D bobs & sprites. 
> >  The ability to use Imagine 4.0 3D objects.
> >  Structured drawing support.
> >  All new 3D drawing command rotation on all axes, and scalable( box,
> >  draw,polyline,etc...).
> >  3D vector graphics commands.(rotation, and scaling) 
> >  3D shaded polygon textured bit map commands.
> >  light source command.
> >  Commands for drawing, and printing on the borders.
> >  New 3D bob sprite editor.
> >  New 2D object editor capable of working on the full screen, and with
> >  Objects that are bigger then the screen.
> >  New font, and color font editor.
> >  3D vector graphics editor.
> >  New better Amos3D. (more colors,easier to use,bent faces,IFF bit 
> >  mapping)2D map maker.
> >  3D map maker.
> >  I wont all objects to use the same screen priority.
> >  
> >  100 present OS friendly screen if I run a PAL game on a NTSC overscan 
> >  WB the game screen should adjust to the WB screen, and I should be 
> >  able to use New Mode to autoscroll the screen.
> >  Multiple 256 color Translucent screens, and the ability to set border
> >  color, and translucency.
> >  The ability to move the screen one line at a time horizontally like 
> >  you can vertically.
> >  The ability to rotated screens.
> >  The ability to open more screens.
> >  To be able to use Super High Res Interlaced screens.
> >  
> >  Icon tool type reading command.
> >  Program variable bank save read commands.(save all program variables 
> >  to external bak file).
> >  External read data file bak command.
> >  Multi-firing button combination CD32 JoyPad read command.
> >  Read mouse in Joystick port.
> >  Ascii color text file read command.
> >  
> >                                  Well that all I can think of for now. 
> >  Eric Hyland
> >  a007193t@bc.seflin.org
> >
>  Wow what a list but wouldn't it be nice to be able to use Imagine 5.0 since
>  it has been release now and is the latest and greatest from them also maybe a
>  translator to import any 3d package pic not just imagine, real 3d they have
>  so really good work that is done with this package and not to forget
>  Cinema4D... 
>  just a thought :-)
> 

                          Sounds like a good idea to me.
Eric Hyland
a007193t@bc.seflin.org



From amos-request@svcs1.digex.net Sat May 17 03:47:25 1997
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Date: Sat, 17 May 1997 01:48:32 -0400 (EDT)
From: Eric Hyland <a007193t@bc.seflin.org>
Subject: Re: -O- Star Fighter News#2
To: Chris Hodges <platon@cu-muc.de>
cc: amos-list@access.digex.net
In-Reply-To: <yam7073.1577.137696344@cu.cu-muc.de>
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  This message is in MIME format.  The first part should be readable text,
  while the remaining parts are likely unreadable without MIME-aware tools.

--BOUNDARY.7073.1577.137696344.2
Content-Type: TEXT/PLAIN; CHARSET=US-ASCII


On Wed, 14 May 1997, Chris Hodges wrote:

> geosync@ozemail.com.au wrote on 02-Mai-97:
> 
> > C)  A fast 200+ starfield with 4 colours in 3d(using Voodoo3D coord
> > system or others).
> 
>[snip] 
> Here's the extension and a demo program. Extension Slot is #15.  Sorry,  no
> docs  available.  The NUMST variable in the demo program defines the number
> of stars to appear.
>[snip] 

                    What other extensions does demo need?

Eric Hyland
a007193t@bc.seflin.org

--BOUNDARY.7073.1577.137696344.2--

From amos-request@svcs1.digex.net Sat May 17 09:11:42 1997
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On 17-mei-97 Eric Hyland wrote:
>On Fri, 16 May 1997 WireWalkr@aol.com wrote:
>> > In a message dated 97-05-16 07:45:16 EDT, Eric Hyland wrote:
[snip]
>> Wow what a list but wouldn't it be nice to be able to use Imagine 
>> 5.0 since it has been release now and is the latest and greatest 
>> from them also maybe a translator to import any 3d package pic not
>> just imagine, real 3d they have so really good work that is done 
>> with this package and not to forget Cinema4D... 

(I missed the original mail)

I take it you mean the objects, as the (rendered) pictures are either in IFF,
or can be converted to IFF by the program itself.

But a generic 3D-format for AMOS would be nice. It should be made in such a
way, that loss of detail makes things speedier. So people with slow computers
can still play games made with this format.

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..


From amos-request@svcs1.digex.net Sat May 17 16:24:58 1997
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From: M.Berionne@ppp-332.flashnet.it (Berionne)
Date: Sab, 17 Mag 97 17:39:25
Reply-To: berionne@flashnet.it
X-Mailer: Bomb! 2.0
To: amos-list@access.digex.net
Subject: Re:      Re: Turbo Extension
Status: RO
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Hi!

 >> I have got Turbo extension version 2.15 and that's the latest varsion as
 >> long as I know.

 > Do you know what differences there are to V2.0 ?

I don't know it since there isn't any history file and I have never had
v2.0. BTW it probably has just some bug-fixes.

 > Where did you get it from?

I got it directly from the author and it's the registered version, so please,
don't ask me to send.
I had to wait for a LONG while before having it since Manuel is not used to
reply mail very often... I waited for over a year! :-(

Bye


    berionne@flashnet.it                        >>Bomb!2.0<<
  +--------------------------ON AMINET----------------------------+
  | game/think/VenusTris.lha         game/misc/SnailRace.lha      |
  | game/shoot/fantasy.lha           util/time/MReminder.lha      |
  | game/think/Atoms31.lha           util/misc/Dialer2.lha        |
  | game/think/navalbattle.lha       game/think/Manos.lha         |
  | game/shoot/in_the_target.lha     dev/lang/Logo1_4.lha         |
  | gfx/show/PhotoCDAGA_GUI.lha      dev/lang/Logo1_4Eng.lha      |
  +---------------------------------------------------------------+
  |BASIC programmers never die, they GOSUB and don't RETURN.   |
  +---------------------------------------------------------------+






From amos-request@svcs1.digex.net Sat May 17 20:44:52 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Eric Hyland <a007193t@bc.seflin.org>,
        Evert-Jan Slypen <jazz@lobster.demon.nl>
CC: All <amos-list@access.digex.net>
Date: Fri, 16 May 1997 13:03:24 -0500
Message-ID: <yam7075.1211.3392032@mail.redrose.net>
In-Reply-To: <Pine.3.89.9705160613.C9118-0100000@bc>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Hiya!
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Greetings to the one known as Eric, who also is allegidley babbled this on
16-May-97 :

# > If you'd like anything else to be included then mail me and I'll pass your
# > suggestions on to the coder. I am not the coder of the library, he is not
# > connected to the 'net, but I'll pass all your comments on to him.
# > 
# > Stay fresh.
# > 
# > - -- ------------------------------------------------------------------ --
-
# > The Rhythm Syndicate                                    Music for the
Masses
# > - -- ------------------------------------------------------------------ --
-
# > 
# Ok heres my wish list

< A rather large, and bandwidth-saving SNIP>

#                                 Well that all I can think of for now. 

I would also love to see a heck of a lot of those things in the extension
also. Good thing my friend typed them all before I did, saved me the trouble!!
 ;)

I would also like to see (as far as GFX systems see) A nice and fast way of a
C2P extension, and some texture mapping commands, as the routines I am working
on in AMOS at the moment is rather slow. We should be able to assign the
command, a tile no in memory (of the original image), and the coords for all 4
corners of the object. The ASM in the extension should then do the t/map
instantaneuously.

I would also like to be able to see the use of different screenmodes. Like the
above gentleman wanted the use of Super-Hires screens, well, I would like to
be able to use screens defined in DEVS/MONITORS such as maybe productivity and
Euro72.

Mush


-- 

               --------******( Extreme AMOS )******--------

           AMOS Raycater completion [####----------------] - 20%

    The best AMOS homepages around, full of downloads, and my AMOS disk
 magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
       http://members.tripod.com/~mushypd for more information, and
                        info on my raycaster game!!

                        Email: mushypd@redrose.net

                 Look for Andy Kellett on VDOphone online!
                      ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Sun May 18 05:44:05 1997
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Comments: Authenticated sender is <rd@mail.enterprise.net>
From: rd@enterprise.net
To: amos-list@access.digex.net
Date: Sat, 17 May 1997 10:47:03 +0000
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Subject: Power bobs?, tome
Priority: normal
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Hi,

Just two questions, well ones more of a request..

Some person was talking about an AGA extesnsion he was writing and
and  Pietro Ghizzoni asked if it's bobs were faster than power bobs

>>>- Whole new Sprite/Bob engine, MUCH faster than amos' original.
>>faster than PowerBobs?

What are powerbobs? and where can I get the extension. Are they much 
faster than amos own?

And does anyone want to sell me a fairly cheap copy of TOME, preferably
someone in the UK to save getting money converted etc..
I was told that the guy who used to sell it has run of or something.

thanks,

Rd

From amos-request@svcs1.digex.net Sun May 18 05:28:41 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Sun, 18 May 1997 02:08:18  -0700
Subject: Re: Sorta AMOS related :-P
x-IntergoDate: 19970518020818
x-DeleteDate: 19970518
Status: RO
X-Status: 

Sorry Mush, I replied to you instead of the list.  Now addressed to the
list....


Mush wrote:

> Hmm, not quite sure I get the gist of you here. You want to write stuff
> directly thru the modem, to speed things up by routing it through another
comm
> port. Hmm. Not heard of that. I tried to get my amiga to write/read thru
the
> PC modem, but failed.
> 

I just want to connect the Amiga to one of the PC's comm ports and have
access to the internal modem.  The Amiga would react asif the PC were just
an external modem.  The PC would route data to/from the comm port and the
internal modem.  Absolutely no software would be needed on the Amiga side
other than the normal online software.

You are the first I have heard of to try this.  How did you attempt to do it?
 How did it fail?  It seems to me you could just have a program read the
input of the comm port(the Amiga's commands) and write it to the modem. 
Then read the modem's info(incomming data) and send it out through the comm
port to the Amiga.

Are there timing problems?It seems to me you could perform all the copy
commands in the program as fast as possible as long as no data was repeated.



> Sounds like the settings could be shite on the PC. On my 14K, I used to be
> able to get large mail, browse the web and also I had the FTP setup on my
> library, and I would often get people FTP'ing into my hard drives. Check
all
> your settings, and check the baudrate on the modem settings are 19200
 
Thanks for the help, but everything is set fine, it is the hardware limiting
my software choice and the software is no good.  I have Twin Express to get
downloaded software to the Amiga, but I want use of that darn modem.

I used to have a P133/32MB with a 33.6 but I traded it for my current Amiga
after my other Amiga died.  This is a spare parts computer with no floppy
and no CD.  I happened to have a drive with DOS 6.22, Windoze 3.11 and old
internet softs on it.  I downloaded Netscape 3.01 but it was too memory
hungry, and crashed constantly.  My IP said this can be a problem with only
8MB.  So I am now useing the old buggy Intergo dialer, TCP, and mail with
Internet Explorer for a browser.  If I had this program I could put it in
the autoexec.bat and just turn on the PC, no PC monitor or other crap, when
I was going online with my wonderful Amiga, just as if it were a modem

I know the obvious thing is to upgrade the PC or buy another modem for the
Amiga but I have no money!  I WILL NOT buy anything for a PC.  I plan to buy
a very nice modem for the Amiga, but that will have to wait, as my children
need to eat for some strange reason. :-P

Also, wouldn't this help alot of people with both PC's and Amiga's who would
rather only buy one modem?  Internal modems are quite cheap compared to
externals.  It could help get more Amiga's on the net.

I know that on a mailing list full of programmers, SOMEBODY can pull this
off.



Schitso  (I only build PC's, I don't write for them)


Oh yea, the AMOS part - I love AMOS Pro!

From amos-request@svcs1.digex.net Sun May 18 18:38:24 1997
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Date: 18 May 97 01:23:32 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Hiya!
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7074.2639.2539632@mail.redrose.net>
Message-ID: <1913.7077T83T1626@lobster.demon.nl>
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On 15-May-97 22:01:52 Andrew "Mushroom" Kellett wrote something about Re: Hiya!.

># We are currently putting the finishing touches on our new Amos Aga Library,
># and we'd like to know if there is anything you would like to see included.

>Well, lets have a shufty...

Erm... yes. Whatever. :)

># - And much MUCH more....

>OOOH this looks good. I hope that you have some sort of demo available now,
>or very soon in the future. The closest AGA extension that i have seen only
>displays an AGA screen with a PPMore-type command. This indeed, sounds very
>nice!

Thanks! And YES, it supports AGA bobs and sprites on AGA screens too!

># In future there will also be support for graphic cards and many more cool
># things!

>I hope so. AMOS needs a real good AGA extension to really give our projects
>that extra bit of kick that they neeed.

That's why we made it. :) Amos is a fine language but it could use a kick
up the backside :)

># Look out for the first demo release soon! The price is not yet definitive
># but will probably be around 12 UKP.

>That sounds reasonable. When the demo version is released, please email it to
>me also with a Readme file, and I will upload it to my AMOS homepages right
>away.

Righto. As I said, it's currently in debugging stages; we may add anything
we can throw at it, but it's as good as finished.

># If you'd like anything else to be included then mail me and I'll pass your
># suggestions on to the coder. I am not the coder of the library, he is not
># connected to the 'net, but I'll pass all your comments on to him.

>If i'll think of anything, ill let you know!!

Yes please! Like, routines to do your own Quake in Amos etc ;)


               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Sun May 18 16:21:15 1997
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Date: 18 May 97 01:24:45 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Hiya!
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <Pine.GSO.3.95.970515221316.26737B-100000@murdrum>
Message-ID: <508.7077T84T2261@lobster.demon.nl>
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On 15-May-97 23:13:46 Technomancer wrote something about Re: Hiya!.

>AGA AMOS?!?

Yep!

>cool

Thanks :))

>how bout a demo for Aminet!?

Just wait a little longer... it's in debugging stage right now. A demo will
be available soon. Hope it will be worth the small wait :)



               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Sun May 18 18:39:23 1997
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Date: 18 May 97 01:33:22 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Hiya!
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7075.1532.2014545112@mail.agonet.it>
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On 16-May-97 12:14:30 Pietro Ghizzoni wrote something about Re: Hiya!.

>Hi!

Hi there!

>>We are currently putting the finishing touches on our new Amos Aga Library,
>>and we'd like to know if there is anything you would like to see included.

>Yes..

>1- does the extension supports datatypes??

This wouldn't be too difficult to add. I'll suggest it.

>2-  ...and AGA Load/Save Iff commands?

You can load AGA screens if that's what you mean. Not too sure about saving
though. I'll ask.

>>- Total hardware AGA screens, including 24 bit screens.

>but does these screens are AMOS fake screens or intuition?

They're 'real' in the sense that you can use and manipulate them just as
you would normal Amos screens.

>>- Whole new Sprite/Bob engine, MUCH faster than amos' original.

>faster than PowerBobs?

I'm afraid I'm not familiar with PowerBobs... sorry.

>>In future there will also be support for graphic cards and many more cool
>>things!

>Very good!

Yep :) There's much demand for gfx card compatible software nowadays...

>>Look out for the first demo release soon! The price is not yet definitive
>>but will probably be around 12 UKP.

>The price is very nice.... i hope to see the demo as soon as possible :-)

Thanks! And the demo will be available very soon!

>>If you'd like anything else to be included then mail me and I'll pass your
>>suggestions on to the coder. I am not the coder of the library, he is not
>>connected to the 'net, but I'll pass all your comments on to him.

>Who's the coder?

Erm, Thomas Verduin, alias Protonic. A member of Jolly, if you know them.
(Ooh, and I'm a member of them too, so don't go slagging them off :))


               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Sun May 18 17:22:24 1997
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Date: 18 May 97 01:35:18 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Hiya!
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <970515192825_285246964@emout15.mail.aol.com>
Message-ID: <939.7077T95T929@lobster.demon.nl>
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On 15-May-97 18:28:28 WireWalkr wrote something about Re: Hiya!.

> Current features of Amos Aga Library:
> 
> - Total hardware AGA screens, including 24 bit screens.
> - Whole new Sprite/Bob engine, MUCH faster than amos' original.
> - Supports most music formats.
> - Own animation system, WITH realtime 2*2/4*4/2*4/4*2 zooming.
> - Hardware scrolling, including 24 bit QUAD scrolling.
> - Complete Zone and Mouse support.
> - And much MUCH more....
>  >>

>hello !
>please keep me posted as I have just begun to code in AMOS and am looking for
>AGA stuff!! the more the better..

Will do! I hope you'll be happy with it when it arrives. Most of the
commands are MUCH faster than the standard Amos ones.


               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Sun May 18 17:00:42 1997
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Date: 18 May 97 01:37:09 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re:Hiya! (AGA Extention)
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <m0wS9nF-0002xpB@mail.airmail.net>
Message-ID: <814.7077T97T476@lobster.demon.nl>
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On 15-May-97 20:17:49 Schitso wrote something about Re:Hiya! (AGA Extention).

>     I would like to see video card support.  I got a Picasso card instead

It most probably will be included, so don't worry.

>of AGA, so otherwise the extention has no use to me.  Also, it would be best
>to make both versions work with the same commands or atleast ignore some
>commands without giving an error, so programs would work on AGA or RTG.

>There I go wishing to have everything again....

That's what I asked for.. so the people we are programming it for can
suggest more new things ;)


               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Sun May 18 17:48:25 1997
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Date: 18 May 97 01:40:28 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Hiya!
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <19970516.83B5488.11108@club.aristocrat.com.au>
Message-ID: <998.7077T100T1401@lobster.demon.nl>
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On 16-May-97 13:57:33 Adam Wilkinson wrote something about Re: Hiya!.

>> Hello, this my first post on the ML, and I'll start off with a small
>> announcement/question ;-

>If thats a small anouncement, I cant wait till you give us a BIG one :)

Hehe :)

>It all sounds very good.

Thanks.

>This is something most of us Amos users have been desperately wanting. 

Yes, that is the general idea why we made it.

>> In future there will also be support for graphic cards and many more cool
>> things!

>What I'd like to see is AGA support SOON, please don't make us all wait for
>the gfx card version, or at least release a beta while the extras are being
>worked on. 

AGA support is already included... so don't worry about that... graphic
cards will come later.



               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Sun May 18 18:19:15 1997
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Date: 18 May 97 01:46:23 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Hiya!
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <1.5.4.32.19970516132342.002c2c1c@pop.dial.pipex.com>
Message-ID: <1695.7077T106T1190@lobster.demon.nl>
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On 16-May-97 08:23:42 Peter Storey wrote something about Re: Hiya!.

>>- Total hardware AGA screens, including 24 bit screens.
>>- Whole new Sprite/Bob engine, MUCH faster than amos' original.
>   
>How about 64/128 colour bobs on 256 colour screens?

Yes.

>AGA Dual playfield screens?

Yes.

>>- Supports most music formats.

>Does it support Octamed Sound Studion (MMD2) format? S3M? XM?

Yes. Yes. Yes.

>>In future there will also be support for graphic cards and many more cool
>>things!

>Cool!

Yes. :))

I'm sounding rather positive today... might be all the drinks I've had :)

>>Look out for the first demo release soon! The price is not yet definitive
>>but will probably be around 12 UKP.

>Great! I'm in....

Yep! Very reasonable prize if you ask me. But, er, you didn't. So I'll shut
up. :)

>>If you'd like anything else to be included then mail me and I'll pass your
>>suggestions on to the coder. I am not the coder of the library, he is not
>>connected to the 'net, but I'll pass all your comments on to him.

>Thanks
>One heartfelt plea: Don't choose an extension number that clashes with
>another major extension (like Falcon extension clashes with CRAFT - both use
>the same extension number) Between this AGA Extension and AMCAF it looks
>like AMOSPro is going to seriously rock!

Don't worry about that. :) We consider ourselves to be slightly more
intelligent than your average kitchen appliance.

>>Stay fresh.

>Likewise :-}

I will :)

               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Sun May 18 12:42:33 1997
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From: chrisevans@cubic.xg.com
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Date: 18 May 97 09:18:00 EST5
Subject: Turbo still being sold?
To: amos-list@access.digex.net
Message-ID: <086394960200265568@bbs.multiboard.com>
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

                        
[Turbo Plus 2.0]
> From: M.Berionne@ppp-332.flashnet.it (Berionne)
> I got it directly from the author and it's the registered
> version,
> I had to wait for a LONG while before having it since Manuel
> is not used to
> reply mail very often... I waited for over a year! :-(

Do you mean Manuel Andre in Belgium is still selling Turbo Plus 2.0?  If so do
you have his e-address?  Thx,
-Chris.

--------------------------------
Work:  CEvans@bbs.multiboard.com
Play:  ChrisEvans@cubic.xg.com
--------------------------------



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|    The views of the author are not of the originating system    |
 \_______________________________________________________________/

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

From amos-request@svcs1.digex.net Sun May 18 17:51:26 1997
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From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: ghizzo@agonet.it
To: rd@enterprise.net, Amos-List <amos-list@access.digex.net>
Date: Sun, 18 May 1997 20:33:16 +0100
Message-ID: <yam7077.826.2014544144@mail.agonet.it>
In-Reply-To: <199705180822.JAA17867@mail.enterprise.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: Power bobs?, tome
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 17-Mag-97, rd@enterprise.net wrote: Power bobs?, tome

>Hi,

>Just two questions, well ones more of a request..

>Some person was talking about an AGA extesnsion he was writing and
>and  Pietro Ghizzoni asked if it's bobs were faster than power bobs

>>>>- Whole new Sprite/Bob engine, MUCH faster than amos' original.
>>>faster than PowerBobs?

>What are powerbobs? and where can I get the extension. Are they much 
>faster than amos own?

The extension is available on aminet in the dev/amos directory, and it's
much faster than Amos. It's shareware, and the author is manuel andre!
Argghh... i've sent him the registration 1 year and 2 months ago, but i
haven't received the registered version yet!!!! Very lame.....

-- 


Bye!


                                     !!!
                                     o o
   +-----------------------------oOO-(_)-OOo----------------------------+
   |                                                                    |
   |  Pietro Ghizzoni - Dairymen Soft              __  /// Amiga 12OO   |
   |     E-Mail:  ghizzo@agonet.it                 \\\/// 'O3O  5OMhz   |
   |            Team AMIGA                          \/// 1OMB - CD4x    |
   |                                                                    |
   | Amos Professional Team Coordinator               AMIGA RULEZ!!     |
   |                                                                    |
   +--------------------------------------------------------------------+


From amos-request@svcs1.digex.net Sun May 18 17:41:41 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Sun, 18 May 1997 15:16:00  -0700
Subject: Falcon Extension?
Status: RO
X-Status: 


     Has anyone tried the Falcon Extension yet?  I had never heard of it. 
They wrote me a responce about the modem problem I have and included their
homepage address.

www.geocities.com/siliconvalley/lakes/6291

It looks interesting, but I have yet to try it.  I still have to ship it over
to the Amiga.

Schitso


From amos-request@svcs1.digex.net Mon May 19 01:32:23 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: AMOS Mailing List <amos-list@access.digex.net>
Date: Mon, 19 May 1997 16:27:54 +1200
Message-ID: <yam7078.2736.131904016@smtp.ihug.co.nz>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: List game!?!
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Why don't we all get together and create a game? I don't know if it's been
tried before, but I'm sure we could give it a good try! We'll have no trouble
finding web sites to host it, and with the knowledge spread through this list
we could really do a good job! What do YOU think?

-- 
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
& ####  ##  #     ##   ##  #  #                                        &
& #    #  # #    #  # #  # ## #    -=   S  O  F  T  W  A  R  E  =-     &
& #### #### #    #    #  # ## #                                        &
& #    #  # #    #  # #  # # ##          falcons@ihug.co.nz            &
& #    #  # ####  ##   ##  #  #                                        &
&                                                                      &
& Laurie Curwood    http://www.geocities.com/siliconvalley/lakes/6291/ &
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&


From amos-request@svcs1.digex.net Mon May 19 03:42:26 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Laurie Curwood <falcons@ihug.co.nz>
CC: amos-list@access.digex.net
Date: Mon, 19 May 1997 01:50:22 -0500
Message-ID: <yam7078.1106.3964640@mail.redrose.net>
In-Reply-To: <yam7078.2736.131904016@smtp.ihug.co.nz>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: List game!?!
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

The guy known as Laurie Curwood spoke out of his bottom on 18-May-97:
> Why don't we all get together and create a game? I don't know if it's been
> tried before, but I'm sure we could give it a good try! We'll have no
trouble
> finding web sites to host it, and with the knowledge spread through this
list
> we could really do a good job! What do YOU think?

Sure. Could be a good idea, but the only problem is:

a) deciding on an actual game
b) deciding who wants to code what
c) sorting out the arguments of who codes what
d) some people dont like sending archives about the list

Apart from all that, im sure it would be fine. Count me in.

Mush

-- 

               --------******( Extreme AMOS )******--------

           AMOS Raycater completion [####----------------] - 20%

    The best AMOS homepages around, full of downloads, and my AMOS disk
 magazine. Order games and utilities  directly from the library, for FREE.

          See my homepages at http://www.mushy-pd.demon.co.uk or
       http://members.tripod.com/~mushypd for more information, and
                        info on my raycaster game!!

                        Email: mushypd@redrose.net

                 Look for Andy Kellett on VDOphone online!
                      ICQ No. - 778243 (talk to me!!)


From amos-request@svcs1.digex.net Mon May 19 04:33:21 1997
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Date: Mon, 19 May 1997 15:12:28 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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To: AMOS Mailing List <amos-list@access.digex.net>
Subject: Re: List game!?!
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Hello all,

>Laurie Curwood wrote:
> 
> Why don't we all get together and create a game? I don't know if it's been
> tried before, but I'm sure we could give it a good try! We'll have no trouble
> finding web sites to host it, and with the knowledge spread through this list
> we could really do a good job! What do YOU think?
> 

Well I`m all for it.  You can count me in!!!!

Andy, GEOSYNC -0- MEDIA

From amos-request@svcs1.digex.net Mon May 19 18:29:18 1997
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Date: Wed, 14 May 1997 14:28:32 -0700
From: Manuel Tonatiuh Moreno <hugor@foreigner.class.udg.mx>
Reply-To: hugor@foreigner.staff.udg.mx
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To: amos-list@access.digex.net
Subject: Re: Hiya!
References: <1271.7074T8T38@lobster.demon.nl>
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Evert-Jan Slypen wrote:
> 
> Hello, this my first post on the ML, and I'll start off with a small
> announcement/question ;-
> 
> We are currently putting the finishing touches on our new Amos Aga Library,
> and we'd like to know if there is anything you would like to see included.
> 
> Current features of Amos Aga Library:
> 
> - Total hardware AGA screens, including 24 bit screens.
> - Whole new Sprite/Bob engine, MUCH faster than amos' original.
> - Supports most music formats.
> - Own animation system, WITH realtime 2*2/4*4/2*4/4*2 zooming.
> - Hardware scrolling, including 24 bit QUAD scrolling.
> - Complete Zone and Mouse support.
> - And much MUCH more....
> 
> In future there will also be support for graphic cards and many more cool
> things!
> 
> Look out for the first demo release soon! The price is not yet definitive
> but will probably be around 12 UKP.
> 
> If you'd like anything else to be included then mail me and I'll pass your
> suggestions on to the coder. I am not the coder of the library, he is not
> connected to the 'net, but I'll pass all your comments on to him.
> 
> Stay fresh.

What about Dual Playfield with more than eight colors in each screen?
And Aga rainbows would be cool, too.

-- 
*******************************
Be excellent to each other!
*******************************

From amos-request@svcs1.digex.net Mon May 19 18:05:58 1997
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Date: Wed, 14 May 1997 15:17:46 -0700
From: Manuel Tonatiuh Moreno <hugor@foreigner.class.udg.mx>
Reply-To: hugor@foreigner.staff.udg.mx
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Subject: Re: List game!?!
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Peter Storey wrote:

> Good idea - but why stop at only one game? We could have a platform project
> and a 3d-dungeon type project going at the same time?
> 
> Count me IN.
> 
> Peter.

There are not original ideas in this list?
Everybody, including myself, wants to do the same games (mario-like,
doom-like, lemmings-like)
Lets think on something really new!

-- 
*******************************
Be excellent to each other!
*******************************

From amos-request@svcs1.digex.net Mon May 19 10:29:51 1997
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Message-Id: <2472fbbf.u8t20e.8e1b-braneloc@mirex.demon.co.uk>
In-Reply-To: <Pine.SOL.3.91.970515155235.21704A-100000@artemis>
	     (from Mr Mad <ga.mccall@dcs.napier.ac.uk>)
	     (at Thu, 15 May 1997 15:57:10 +0100 (BST))
Organization: Mirex Software
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To the one known as Mr,

> Sorry this is not AMOS related, but it is programming related (C++):
> Can ANYONE tell me how to implement a list of strings usuing linked 
> chains (ie not arrays) in C++ ??

Get hold of the, errm, I think its the easylife extension on aminet.
It has lots of features and full docs.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Can the people on TV see me, or am I
|_> | \ | | | \| |_ |_ |_| \_  .  |   just paranoid ?"
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk
If you have the 'Daggers' episode of SeaQuest on video, please contact me !

From amos-request@svcs1.digex.net Mon May 19 19:56:51 1997
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From: rd@enterprise.net
To: amos-list@access.digex.net
Date: Mon, 19 May 1997 00:01:13 +0000
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Subject: Re: PC AMOS (Oh dear)
Priority: normal
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Heyth,

Well actually there may be a sort of AMOS clone soon to be released to 
the PC world as (very cheap) shareware later this year. DOS based
NO amal, NO multi screens though (the PC hardware is completely useless)
The compiler bit is a bit different to say the least.

The reason it was written was if  you  ever write something on the PC 
converting to the AMIGA is as easy as cross-dosing the files 
over and using paintshop pro to convert the graphics. So it means you
never have to leave the amiga behind
(and it's hard to make money out of AMIA software these days)

I'm still not sure on weither it should be finished, as I don't want
to be involved in anything betraying the AMIGA. I made that mistake
last time with the spectrum.

I would like to hear everyones comments or suggestions about it. 
And should it be threw into the nearest bin?

Rd,

From amos-request@svcs1.digex.net Mon May 19 20:07:48 1997
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           id aa0014102; 19 May 97 23:12 MET DST
Date: 18 May 97 20:11:11 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Hiya!
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7075.1211.3392032@mail.redrose.net>
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On 16-May-97 13:03:24 Andrew "Mushroom" Kellett wrote something about Re: Hiya!.

>I would also like to see (as far as GFX systems see) A nice and fast way of a
>C2P extension, and some texture mapping commands, as the routines I am
>working on in AMOS at the moment is rather slow. We should be able to assign
>the command, a tile no in memory (of the original image), and the coords for
>all 4 corners of the object. The ASM in the extension should then do the
>t/map instantaneuously.

>I would also like to be able to see the use of different screenmodes. Like
>the above gentleman wanted the use of Super-Hires screens, well, I would like
>to be able to use screens defined in DEVS/MONITORS such as maybe productivity
>and Euro72.

I will suggest all this to the coder. Stay tuned. :)


               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Mon May 19 07:23:17 1997
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Date: Mon, 19 May 1997 19:29:00 +1000 (EST)
From: Cameron James Bonde <cbonde@lawson.appcomp.utas.edu.au>
To: amos-list@access.digex.net
Subject: PC AMOS (Oh dear)
Message-ID: <Pine.SOL.3.91.970519191614.5931A-100000@lawson.appcomp.utas.edu.au>
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I own multiple Amigas, but unfortunatly I also own SATAN`s computer. I 
was just wondering if anything like amos exists on the PC. Because I 
can`t imagine how many intelligent people are missing out on the whole 
creative side to computers. Now, it seems everyone I know can only talk 
about processor speeds and Quake. I think the PC does need a nice friendly 
PROGRAMMING LANGUAGE (not that frigging point and klick stuff). I know 
KLIK and PLAY is about, but really, whats the point. I usually never 
finish anything because I only really do it for the mental challenge of 
the game code!

ps If the Vectrex can survive, Amiga`s will definately NEVER DIE!

CAMERON BONDE
"DONGLE"
cbonde@lawson.appcomp.utas.edu.au


From amos-request@svcs1.digex.net Mon May 19 08:38:11 1997
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Date: Mon, 19 May 1997 20:08:19 +1000 (EST)
From: Cameron James Bonde <cbonde@lawson.appcomp.utas.edu.au>
To: amos-list@access.digex.net
Subject: Ignoring everything!
Message-ID: <Pine.SOL.3.91.970519200233.5931D-100000@lawson.appcomp.utas.edu.au>
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I while back I wrote a cool game, but it got pretty big. Then for no 
reason ALL the jump/looping/procedure commands couldn`t find their 
destination/connected command! eg Do without loop. No setup defined. This 
was done in 1.3 but I tried it with pro and still nothing. Was this just 
a faulty/corrupt file or is this a genuine problem. The code seems fine 
and very close to older, working versions.

CAMERON BONDE
"DONGLE"
Australia, Tasmania
cbonde@lawson.appcomp.utas.edu.au

From amos-request@svcs1.digex.net Mon May 19 09:36:34 1997
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Date: Mon, 19 May 1997 11:12:07 +0000
To: amos-list@access.digex.net
From: Peter Storey <he31@dial.pipex.com>
Subject: Sources Archive
Status: RO
X-Status: 

Hi there folks!

I've uploaded my sources archive as promised (some lomg while ago). Some of
the programs are a couple of years old, but hopefully there is something
there for everyone. The archive is a lot smaller than I'd anticipated,
beacuse I wasn't happy with a few of the trackplayers etc. so they'll be
released later and non-buggy rather than now and bug-ridden.

The sources archive can be found on the Aminet as dev/amos/ps-sources-1.lha

Cheers


Peter.


From amos-request@svcs1.digex.net Mon May 19 09:32:21 1997
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Date: Mon, 19 May 1997 11:15:44 +0000
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From: Peter Storey <he31@dial.pipex.com>
Subject: Re: List game!?!
Status: RO
X-Status: 

At 16:27 19/05/97 +1200, Laurie wrote:
>Why don't we all get together and create a game? I don't know if it's been
>tried before, but I'm sure we could give it a good try! We'll have no trouble
>finding web sites to host it, and with the knowledge spread through this list
>we could really do a good job! What do YOU think?
>
m/siliconvalley/lakes/6291/ &
>&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&

Good idea - but why stop at only one game? We could have a platform project
and a 3d-dungeon type project going at the same time?

Count me IN.

Peter.


From amos-request@svcs1.digex.net Mon May 19 16:00:07 1997
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From: "Fegan, Michael" <mfegan@msmail.bfsec.bt.co.uk>
To: amos-list <amos-list@access.digex.net>
Subject: Re: List game!?!
Date: Mon, 19 May 97 15:08:00 gmt
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>Sure. Could be a good idea, but the only problem is:

>a) deciding on an actual game
>b) deciding who wants to code what
>c) sorting out the arguments of who codes what
>d) some people dont like sending archives about the list

>Apart from all that, im sure it would be fine. Count me in.

I have to disagree.  The theory behind the idea is excellent.  Stands to   
reason that the amount of Amos expertise on this list could easily blow   
everyones' mind if it were all put into one super game but I can't see it   
becoming a reality very easily.  Mush highlighted the problems above and   
I don't think the first three are that easily dismissed.  Well, OK the   
first can be worked out.  But B & C are the snags.  Imagine the scene...   
 You've spent 3 weeks perfecting your  chunk of the 'list supergame'.  As   
far as you are concerned, it's perfect.  You give it the person   
responsible for the whole source (another problem?), a few other people   
look at it, then proceed to take your code to pieces pointing out   
everything that could be improved upon.  Sure, you accept their   
criticisms gracefully, hey some of 'em might even be valid!, you change   
it and give it back.  This loop will continue until the code is how   
someone else wants it.  Then you get the feeling that it's not actually   
your code, and it isn't.  You've been demoted to a typist...  Another   
scene:-
Your code is perfect.  You hand it to the list. It doesn't work with   
someone elses code.  Who changes their code. Is it you code that doesn't   
fit with their code or vice versa.
OK, I can see the worst case situation where all the coders have the hump   
and are coding away secretly on the whole game themselves just to prove   
everyone wrong...
Now I'm not trying to depress anyone nor judge anyone.  I'm just going by   
experience. ( I work in a software engineering company and it even   
happens here with everyone in the same building!)
Right, it's not impossible.  But a team structure will have to be worked   
out first and from then on, it should be stuck to rigidly.  Obviously a   
leader should be nominated to manage all the code segments etc. and   
he/she should have the final word on what is going in to the game and   
what gets left out and of course they should be completely impartial!
Gawd, sorry about the length of this. I'll finish off by saying that I'd   
recommend Mush as the project leader.  Reason? Well, I don't know him   
personally but I've read every mail since Feb sometime when I joined this   
list and he's always come across as a pretty fair and stable kinda guy.   
 So there!
I'll just finish off the finishing off by saying that I won't be vying   
for a place in this project (I don't even have an Amiga anymore!) and I'm   
still on the list as it keeps me abreast of any developments on the Amiga   
scene.  I'm just waiting for a nice new Amiga to come up and beat the   
crap out of my PC...
Good luck,
Mikro.

From amos-request@svcs1.digex.net Mon May 19 14:45:44 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Mon, 19 May 1997 10:29:15 -0500
Message-ID: <yam7078.764.4551232@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: New Amiga project I am doing
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X-Status: 

Hi there. Just plain old me here. I am working on a cool new project, and
seeing that everyone here is an Amiga user, I would like to know some of
your input.

Im writing a new project, which connects to a global server when your amiga
goes online. Unfortunately, I will be writing it in Blitz basic, as I think
a few people would be using AMOS whilst it is running.

It has the ability to be able to notify you when users which you add to a
list come online. For example, say I was added to some guy's list, I would
be sent a conformation telling me that I have been put on the list. Then,
whenever I go online and have my program running, the server would notify
him, and all other people with my info on it, that I am now online.

I am also going to have a WWW pager, which is issued to every user, and
anyone with a WWW browser can send them a message directly from the pages.
Its very handy, as the messages are delivered to you almost as soon as you
go online.

It can also handle online messaging, and also a DCC Chat type scenario,
which enables you to be able to chat to a user without having to run IRC
and use loads of memory for the MUI part of it. The program is being
written with the help of GadToolsBox 2.0 and incorporated into Blitz Basic
by myself.

I am proposing this here, as I would like to hear all of your comments and
suggestions. Before you blast me off for using Blitz, I intend to use this
project to bring all of us AMOS coders together with our Amiga's, as we can
all be in each others notify list etc. If you have any suggestions as to
features which should be added, then please inform me of them.

I intend to use CGI scripting to control all of the server options. I am
currently in deliberations with my redrose provider about getting me some
space so I can do my own CGI scripting. I also will be incorporating an
option for the Amiga browsers, to call them through their AREXX port for
various different options and stuff.

Anyone out there had any experience with Blitz? Im having problems actually
calling a URL (with a CGI script in the command) and actually getting the
reply back from the CGI script. Help would be nice.

Well, hope you enjoy!!

Mush

--
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%  Mushroom PD  %  http://www.mushy-pd.demon.co.uk   %  AMOS PD Supplier!!! %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
      Email: Andy Kellett <mushypd@redrose.net>          Team *AMIGA*

   Lots of games/utilities/demos/samples/music for all your Amiga needs !!

                               COMING SOON!
                               ************
New Amiga online system, featuring on and offline messaging, own WWW pager,
         real-time chat, own users online lists, plus lots more!!


From amos-request@svcs1.digex.net Mon May 19 10:58:15 1997
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To: amos-list@access.digex.net
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From: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
Subject: Re: List game!
Date: Mon, 19 May 97 09:09:11 PDT
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> >Laurie Curwood wrote:
> > 
> > Why don't we all get together and create a game? I don't know if it's
been
> > tried before, but I'm sure we could give it a good try! We'll have no
> trouble
> > finding web sites to host it, and with the knowledge spread through this
> list
> > we could really do a good job! What do YOU think?

I would love to do any digitized sound or speech samples
for the game...
I have a nice library of sound effects that were made by
myself, all under 10,000 bytes each...
And I can create any other speech or effect that would be
needed....

Robert W. Benjamin
rwbenjamin@sosbbs.com

From amos-request@svcs1.digex.net Mon May 19 15:22:54 1997
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Date: Tue, 20 May 1997 02:17:38 +1000 (EST)
From: Cameron James Bonde <cbonde@lawson.appcomp.utas.edu.au>
To: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
cc: amos-list@access.digex.net
Subject: Re: Ignoring everything!
In-Reply-To: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
Message-ID: <Pine.SOL.3.91.970520020931.17731A-100000@lawson.appcomp.utas.edu.au>
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AH! That would explain it! My main loop is MASSIVE!!! It was quite 
awhile ago :) But amazingly it still runs at 25fps

CAMERON BONDE
"DONGLE" Australia, Tasmania
cbonde@lawson.appcomp.utas.edu.au

> 
> Cameron James Bonde wrote:
> ----------
> > I while back I wrote a cool game, but it got pretty big. Then for no 
> > reason ALL the jump/looping/procedure commands couldn`t find their 
> > destination/connected command! eg Do without loop. No setup defined. This 
> > was done in 1.3 but I tried it with pro and still nothing. Was this just 
> > a faulty/corrupt file or is this a genuine problem. The code seems fine 
> > and very close to older, working versions.
> 
> Be careful with the size of your 'Do-Loops', etc... if they get too big
> you will get a bunch of weird errors. I even have gotten:
>  'Wait for disk access to stop' errors because of 'Do-Loop' lengths.
>  And I have also gotten the usual 'Software Failure' errors, because
>  of 'Do-Loop' lengths, you can get the same problems with too many
>  goto's ,etc...
> Use gosubs, and shorten the 'Do-Loops' as much as possible.
> 
> Robert W. Benjamin
> rwbenjamin@sosbbs.com 


From amos-request@svcs1.digex.net Mon May 19 12:05:39 1997
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Cameron James Bonde wrote:
----------
> I while back I wrote a cool game, but it got pretty big. Then for no 
> reason ALL the jump/looping/procedure commands couldn`t find their 
> destination/connected command! eg Do without loop. No setup defined. This 
> was done in 1.3 but I tried it with pro and still nothing. Was this just 
> a faulty/corrupt file or is this a genuine problem. The code seems fine 
> and very close to older, working versions.

Be careful with the size of your 'Do-Loops', etc... if they get too big
you will get a bunch of weird errors. I even have gotten:
 'Wait for disk access to stop' errors because of 'Do-Loop' lengths.
 And I have also gotten the usual 'Software Failure' errors, because
 of 'Do-Loop' lengths, you can get the same problems with too many
 goto's ,etc...
Use gosubs, and shorten the 'Do-Loops' as much as possible.

Robert W. Benjamin
rwbenjamin@sosbbs.com 


From amos-request@svcs1.digex.net Mon May 19 13:31:04 1997
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From: "Rune J. Keller" <keller@vip.cybercity.dk>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 19 May 1997 17:24:09 +0100
Message-ID: <yam7078.473.138593008@vip.cybercity.dk>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: AMOS List Game
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About this AMOS List Game thing... Something I've always wanted to play on my
Amiga is a game in the style of Zelda from the Nintendo. We do have Legends
and this one from Team17 (can't remember the name) but I'll tell you: Zelda on
the Gameboy is ten times the fun!
Just a thought...
-- 
rune j. keller - sporuplundsvej 105 - dk-8472 sporup - keller@vip.cybercity.dk
                   - it's not a good day to be a bad guy...


From amos-request@svcs1.digex.net Mon May 19 15:10:38 1997
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X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Ignoring everything!
MIME-Version: 1.0
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Status: RO
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cbonde@lawson.appcomp.utas.edu.au wrote on 19-Mai-97:

> I while back I wrote a cool game, but it got pretty big. Then for no 
> reason ALL the jump/looping/procedure commands couldn`t find their 
> destination/connected command! eg Do without loop. No setup defined. This 
> was done in 1.3 but I tried it with pro and still nothing. Was this just 
> a faulty/corrupt file or is this a genuine problem. The code seems fine 
> and very close to older, working versions.

Try to save it out as ascii (save the banks aswell, if  any)  and  new  and
merge it again, if the had been something corrupt in the file it now should
be gone.

-- 
Best Regards,
 _____    __   _  __  ______    ___  __  __   __
|"("  \()/" ) (_)/" )("     \()/\" \(__)/" ) /" )
|  )   )/  /    /  /| \______)/" \  \  /  /|/  /
| (___//  /    /  /"|   |" | (  (_\__)/  /"/  /
|  |  /  /"\  /  /  | _ |  | _\  /  //  /|/  /__
|__| (__/___)(__/|__|(_)|__|(_)\/__/(__/ (__/(MM)




From amos-request@svcs1.digex.net Mon May 19 13:47:28 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: falcons@ihug.co.nz, amos-list@access.digex.net
Date:          Mon, 19 May 1997 14:11:50 GMT0BST
Subject:       Re: List game!?!
X-Confirm-Reading-To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
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> Why don't we all get together and create a game? I don't know if it's been
> tried before, but I'm sure we could give it a good try! We'll have no trouble
> finding web sites to host it, and with the knowledge spread through this list
> we could really do a good job! What do YOU think?

Yeah. I'd probably be in as well! 

By the way. I keep downloading the latest Falcon Extension but the 
example programs do not work (although they did with the earlier 
versions).
Are your commands all mixed up from earlier versions or something?

-Murray


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2 (much better)  |
|    dev/amos/keystate   | >Kill Em All (shoot em up)  >Hanger 18   |
|    dev/amos/picpack    | >Skool Daze (type of game)    (update)   |
|                        | >Scrolling Game Creator >BananaIs(update)|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Mon May 19 17:58:13 1997
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Date: Mon, 19 May 1997 21:46:27 +0300 (EET DST)
From: Joona I Palaste <palaste@cc.helsinki.fi>
X-Sender: palaste@kruuna.Helsinki.FI
To: amos-list@access.digex.net
Subject: AGA extension?
Message-ID: <Pine.SOL.3.96.970519214524.17869A-100000@kruuna.Helsinki.FI>
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Status: RO
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I have read in this list about an AGA AMOS extension. Does it indeed
exist? If so, where can I get a copy? What can this AGA extension do?
Is it a normal AMOS extension like CRAFT? Thanks in advance.


/----------------------------------------------------------------------\
| Joona Palaste                             |      |  |                |
| palaste@cc.helsinki.fi                    |      |  |                |
| G++ FR FW+ M- #20 D+ ADA N+++ W++ B OP+   |-------  -----------------|
|                                           |-------  -----------------|
|                                           |      |  |                |
| Finland rules! =>                         |      |  |                |
\----------------------------------------------------------------------/


From amos-request@svcs1.digex.net Mon May 19 18:36:40 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net
Date:          Mon, 19 May 1997 21:10:24 GMT0BST
Subject:       AGA AMOS Games
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Just an enquiry. I was wondering on what the speed of AGA games made 
on AMOS (when this new extension comes along.....and if it's what it 
claims to be).  I generally make scrolling games. Now I have trouble 
getting a good speed up with half intelligent baddies, with 
only 16 colours.
Now if I tried this in 128 or 256 colours, wouldn't it be a HELL of a lot 
slower?
Also, I find AMOS use of memory to be a bit of a bastard. The amount 
of Graphics and Sound that you'd expect to see on any fair sized game 
can easily eat up 2 Meg of Chip RAM in AMOS.
Now what would this be like with 256 colours????
To be honest, although I am desperately anting to try out this new 
AGA extension. I get the feeling I won't make much use of it unless 
the outlined problems are solved.
OK. Maybe the extension will be faster than AMOS and that problem 
will be solved.
But unless anyone knows of some great ways of memory saving without 
slowing things down. (storing in FAST RAM slows it down way too much 
due to transferring make and forth), then any game is going to be 
alot smaller than the ones I make.
I have to admit, the vast majority of AMOS games I see are 
significantly smaller than mine (though no less good), how can you be 
expected to produce commercial quality with it?

Also, a thing that has REALLY been annoying me later is compatibility 
problems.
I know AMOS has problems with GFX cards etc. But could someone also 
tell me some good way of getting around using librarys?
The Compiled games always need certain librarys (arp, mathtrans 
etc.) but for one, these cannot be put on AMINET and secondly 
(although they should have) lots of people don't seem to have many 
basic librarys...or even C commands. I got someone saying they 
couldn't run my game because they didn't have the RUN command that 
the startup-script uses!!!
He was using wb3.1 , isn't run in ROM?
Ideally, I'd like to send out a game with one main file and a few 
extras that need to be loaded. Abk's and IFF pictures etc.
I don't want to fiddle with Libs, Fonts, C etc.
Anyone know how to help??

-Murray


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Mon May 19 22:09:00 1997
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From: Ben Wyatt <bwyatt@paston.co.uk>
To: AMOS Mailing List <amos-list@access.digex.net>
Date: 	Mon, 19 May 1997 22:11:33 -0000
Message-ID: <yam7078.1672.3750976@194.129.188.3>
In-Reply-To: <yam7078.2736.131904016@smtp.ihug.co.nz>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: List game!?!
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 19-May-97, Laurie Curwood sat on a keyboard and produced this mess:

> Why don't we all get together and create a game? I don't know if it's been
> tried before, but I'm sure we could give it a good try! We'll have no trouble
> finding web sites to host it, and with the knowledge spread through this list
> we could really do a good job! What do YOU think?

We tried this about a year ago, and nothing became of it. I really don't
know what happened - it just kind of fizzled away. I would love to be part
of such an effort - I just hope it takes off this time.

Bye ____________________________________________________
   /                                                    \
  / Ben Wyatt - bwyatt@paston.co.uk or b.wyatt@uea.ac.uk \
  \   http://www.paston.co.uk/users/bwyatt/index.html    /
   \____________________________________________________/
        (c)1995-97 Very Interesting Signatures Ltd.


From amos-request@svcs1.digex.net Mon May 19 22:47:20 1997
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From: Ben Wyatt <bwyatt@paston.co.uk>
To: AMOS Mailing List <amos-list@access.digex.net>
Date: 	Mon, 19 May 1997 22:21:50 -0000
Message-ID: <yam7078.2505.3750976@194.129.188.3>
In-Reply-To: <Pine.SOL.3.91.970519200233.5931D-100000@lawson.appcomp.utas.edu.au>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Ignoring everything!
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 19-May-97, Cameron James Bonde sat on a keyboard and produced this mess:

> I while back I wrote a cool game, but it got pretty big. Then for no 
> reason ALL the jump/looping/procedure commands couldn`t find their 
> destination/connected command! eg Do without loop. No setup defined. This 
> was done in 1.3 but I tried it with pro and still nothing. Was this just 
> a faulty/corrupt file or is this a genuine problem. The code seems fine 
> and very close to older, working versions.

Has the code been chopped off at the bottom? This happened to me once and
I haven't been able to continue development on the program ever since! It
sometimes worked for me if I copied it over to a floppy disk!!! I think
the problem may be because the MaxTransferRate on your HD is set too high.
I don't know... I could easily be totally wrong!

Bye ____________________________________________________
   /                                                    \
  / Ben Wyatt - bwyatt@paston.co.uk or b.wyatt@uea.ac.uk \
  \   http://www.paston.co.uk/users/bwyatt/index.html    /
   \____________________________________________________/
        (c)1995-97 Very Interesting Signatures Ltd.


From amos-request@svcs1.digex.net Mon May 19 23:35:53 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: --==MURRAY==-- <PMYMAGM@pmn1.maths.nott.ac.uk>, amos-list@access.digex.net
Date: Mon, 19 May 1997 19:35:46 -0500
Message-ID: <yam7078.2341.2606712@mail.redrose.net>
In-Reply-To: <68DAF054A6B@pmn1.maths.nottingham.ac.uk>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: List game!?!
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

--==MURRAY==-- scrawled on the wall on 19-May-97 with his own bodily fluids:
> > Why don't we all get together and create a game? I don't know if it's been
> > tried before, but I'm sure we could give it a good try! We'll have no
> trouble
> > finding web sites to host it, and with the knowledge spread through this
> list
> > we could really do a good job! What do YOU think?

> Yeah. I'd probably be in as well!

> By the way. I keep downloading the latest Falcon Extension but the
> example programs do not work (although they did with the earlier
> versions).
> Are your commands all mixed up from earlier versions or something?

try saving the file as an ASCII text, and merge it in. If i remember
rightly, he switched some of the commands about.

Mush

--
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%  Mushroom PD  %  http://www.mushy-pd.demon.co.uk   %  AMOS PD Supplier!!! %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
      Email: Andy Kellett <mushypd@redrose.net>          Team *AMIGA*

   Lots of games/utilities/demos/samples/music for all your Amiga needs !!

                               COMING SOON!
                               ************
New Amiga online system, featuring on and offline messaging, own WWW pager,
         real-time chat, own users online lists, plus lots more!!


From amos-request@svcs1.digex.net Mon May 19 23:35:10 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: "Fegan, Michael" <mfegan@msmail.bfsec.bt.co.uk>
CC: amos-list@access.digex.net
Date: Mon, 19 May 1997 19:41:28 -0500
Message-ID: <yam7078.1409.2606712@mail.redrose.net>
In-Reply-To: <33806D72@msmail.bfsec.bt.co.uk>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: List game!?!
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Fegan, Michael scrawled on the wall on 19-May-97 with his own bodily fluids:

> >Sure. Could be a good idea, but the only problem is:

> Gawd, sorry about the length of this. I'll finish off by saying that I'd
> recommend Mush as the project leader.  Reason? Well, I don't know him
> personally but I've read every mail since Feb sometime when I joined this
> list and he's always come across as a pretty fair and stable kinda guy.
>  So there!

EEk! Me, stable? I cant even balance on a bicicle with stabilizers,
cemented to the ground. hehe.

I would like to resign as project leader, as I am too tied up in existing
projects and this latest project (see sig) to be able to listen and settle
everyones arguments.

If I had a mass of votes, then maybe I could do something, but im sure that
someone else out there would like a go.

Mush

--
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%  Mushroom PD  %  http://www.mushy-pd.demon.co.uk   %  AMOS PD Supplier!!! %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
      Email: Andy Kellett <mushypd@redrose.net>          Team *AMIGA*

   Lots of games/utilities/demos/samples/music for all your Amiga needs !!

                               COMING SOON!
                               ************
New Amiga online system, featuring on and offline messaging, own WWW pager,
         real-time chat, own users online lists, plus lots more!!


From amos-request@svcs1.digex.net Mon May 19 23:13:37 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: "Rune J. Keller" <keller@vip.cybercity.dk>
CC: amos-list@access.digex.net
Date: Mon, 19 May 1997 19:44:07 -0500
Message-ID: <yam7078.355.2606712@mail.redrose.net>
In-Reply-To: <yam7078.473.138593008@vip.cybercity.dk>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
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Rune J. Keller scrawled on the wall on 19-May-97 with his own bodily fluids:
> About this AMOS List Game thing... Something I've always wanted to play on
my
> Amiga is a game in the style of Zelda from the Nintendo. We do have Legends
> and this one from Team17 (can't remember the name) but I'll tell you: Zelda
on
> the Gameboy is ten times the fun!
> Just a thought...
> -- 
> rune j. keller - sporuplundsvej 105 - dk-8472 sporup -
keller@vip.cybercity.dk
>                    - it's not a good day to be a bad guy...

I tried to emulate that game in AMOS a couple of months back, and it got
pushed to the back of the hard drive as usual. One day, ill get to finish
writing it, as the gameboy version is an ace game.

Mush


-- 
--
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%  Mushroom PD  %  http://www.mushy-pd.demon.co.uk   %  AMOS PD Supplier!!! %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
      Email: Andy Kellett <mushypd@redrose.net>          Team *AMIGA*

   Lots of games/utilities/demos/samples/music for all your Amiga needs !!

                               COMING SOON!
                               ************
New Amiga online system, featuring on and offline messaging, own WWW pager,
         real-time chat, own users online lists, plus lots more!!


From amos-request@svcs1.digex.net Mon May 19 22:29:00 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Mon, 19 May 1997 19:52:36 -0600
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Subject: Some weekly highlights.
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Greetings.

Thought I would just inform everyone that the finishing touches for 
my Web pages are being completed at this moment. I've finally 
finished rendering all the graphics and touching them up in Paint 
Shop, and Lord willing the remaining pages should be completed by the 
end of this week. I think you'll all be quite amazed (I am myself!).

Just be sure and stop by Friday I'd say, and mail me on any 
comments-suggestions you'd like to see added/improved to the site. 
Also, everyone that uses a Miggie browser (sorry to say that I don't, 
unfortunately I use Netscrape), tell me if you have any problems 
viewing any of my pages. Give me the specific problem, and I'll try 
to remedy it and fix the page. Thanks again.

Long live the Amiga (over the PC)!

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Mon May 19 23:47:06 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Mon, 19 May 1997 20:00:33 -0600
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Subject: This PC-AMOS language thing.
Reply-to: parrottsoft@geocities.com
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Greetings.

On the subject of this port of AMOS to the PC:

Rd started: 
> The reason it was written was if  you  ever write something on the 
> PC converting to the AMIGA is as easy as cross-dosing the files over 
> and using paintshop pro to convert the graphics. So it means you 
> never have to leave the amiga behind (and it's hard to make money 
> out of AMIGA software these days)

This is true (about selling Amiga software.) The only place it seems 
to have any hope of selling would be 1.) The UK., 2.) Australia, 3.) 
The States. Kinda sad, isn't it?

> I'm still not sure on weither it should be finished, as I don't want 
> to be involved in anything betraying the AMIGA. I made that mistake 
> last time with the spectrum.

I would encourage you to finish/continue it. It sounds like an 
excellent idea, although I already know someone on this list that is 
near releasing an AMOS-PC language, Pentos, by Mr. Card D. (sorry 
Carl, I can't recall your last name :) Maybe you two should 
collaborate a little bit. I think anything like AMOS on the PC that 
could has a chance of catching on or worthy of getting attention 
would be a nice wake-up call to the PC world.

> And should it be threw into the nearest bin?
If you mean a "garbage bin", by all means NO!

> If the Vectrex can survive, Amiga`s will definately NEVER DIE!
I have to agree with that statement 100%.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Tue May 20 00:05:04 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Mon, 19 May 1997 20:16:08 -0600
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Subject: Mailing list project-game.
Reply-to: parrottsoft@geocities.com
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Greetings.

Let me start out this little (ha) piece of mail by recalling the 
statement that started this little debate, from Laurie Curwood:

> Why don't we all get together and create a game? I don't know if 
> it's been tried before, but I'm sure we could give it a good try! 
> We'll have no trouble finding web sites to host it, and with the 
> knowledge spread through this list we could really do a good job! 
> What do YOU think?

Well, little did Laurie probably know that this call would recieve a 
HUGE response (I recieved 35 messages from the List ALONE TODAY, most 
of them being dedicated to this subject). Let me include some the 
replies that were sent to the List:

Mr. Michael Fagan:
> I have to disagree. The theory behind the idea is excellent. Stands 
> to reason that the amount of Amos expertise on this list could easily
> blow everyones' mind if it were all put into one super game but I
> can't see it becoming a reality very easily. Mush highlighted the
> problems above and I don't think the first three are that easily 
> dismissed. Well, the first can be worked out. But B & C are the snags. 

The idea is an excellent one, but it does pose some problems, and the 
last three are the holders.

> Right, it's not impossible. But a team structure will have to be
> worked out first and from then on, it should be stuck to rigidly.
> Obviously a leader should be nominated to manage all the code
> segments etc. and he/she should have the final word on what is going
> in to the game and what gets left out and of course they should be
> completely impartial!

Well, first of all, the idea is not impossible to pull off, as 
mentioned, but the rest of what was said IS. You know how difficult 
it COULD pose (not saying that it would) to organize a team 
structure, namely the head of the team, from this LIST?

> I'll finish off by saying that I'd recommend Mush as the project
> leader. Reason? Well, I don't know him personally but I've read every
> mail since Feb sometime when I joined this list and he's always come
> across as a pretty fair and stable kinda guy. So there!

Well, I think I'll recommend myself for the position, but who said I 
wanted the position? I know I could handle it, but I don't think I 
would WANT to.

I will say that I am interested in the idea, and that if this idea 
ever becomes a reality, that I would love to be a part of it. While 
I'm at it, I would like to vy for the leader position, (yes, I'm 
recommending myself), but I have to give first place 
(programming-wise) to my current project, me Cafe engine.

One more thing on my project, I'd like to include something Mr. Peter 
Storey wrote in:

> Good idea - but why stop at only one game? We could have a platform
> project and a 3d-dungeon type project going at the same time?

Well, for one thing, one game is enough for this list at the moment, 
secondly, why would we need another 3D-dungeon style game for the 
Amiga when 1.) they're are some good ones out there, but most 
importantly, I'm writing a raycasting texture-mapping engine in AMOS 
FOR the Amiga that is 10x better that a dungeon style game anyways!?

Thanks for reading. Long live the Miggie!

         ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
        ||P |||a |||r |||r |||o |||t |||t |||s |||o |||f |||t ||
        ||__|||__|||__|||__|||__|||__|||__|||__|||__|||__|||__||
        |/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|

                               Adam Parrott
                    General Manager and Lead Programmer

                     http://www.parrottsoft.base.org
                    http://www.parrottsoft.home.ml.org
           http://www.geocities.com/SiliconValley/Heights/6116

                     mailto: parrottsoft@geocities.com

         ______________________________________________________

             At Parrottsoft, we specialize in Amiga software,
         using AMOS and the latest Graphics and Sound software. 

           Our current project: A 3D raycasting engine that
         includes many features from Wolfenstein and DOOM and
         come complete with floor, wall, and ceiling texture-
         mapping. Check out the Parrottsoft website for more!

           Cafe Engine completion: ######-------------- 30%

                        Now there's an idea. (r)

From amos-request@svcs1.digex.net Tue May 20 00:16:50 1997
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Date: Tue, 20 May 1997 10:39:41 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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To: amos-list@access.digex.net
Subject: Re: List game!?!
References: <yam7078.1106.3964640@mail.redrose.net>
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Hi all,

GEOSYNC -O- MEDIA notice:  New Install & Boot disks now available.

> RE:  Amos List games.Sure. Could be a good idea, but the only problem is:
> 
> a) deciding on an actual game
> b) deciding who wants to code what
> c) sorting out the arguments of who codes what
> d) some people dont like sending archives about the list
> 
> Apart from all that, im sure it would be fine. Count me in.
We`re all adults.  These issues seem easy enough to solve.  We should
just get stuck in and begin a project.

Cheers,
Andy GEOSYNC -O- MEDIA

From amos-request@svcs1.digex.net Tue May 20 01:37:28 1997
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Date: Mon, 19 May 1997 23:36:49 -0400 (EDT)
From: Eric Hyland <a007193t@bc.seflin.org>
Subject: Re: AMOS List Game
To: "Rune J. Keller" <keller@vip.cybercity.dk>
cc: AMOS List <amos-list@access.digex.net>
In-Reply-To: <yam7078.473.138593008@vip.cybercity.dk>
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On Mon, 19 May 1997, Rune J. Keller wrote:

> About this AMOS List Game thing... Something I've always wanted to play on my
> Amiga is a game in the style of Zelda from the Nintendo. We do have Legends
> and this one from Team17 (can't remember the name) but I'll tell you: Zelda on
> the Gameboy is ten times the fun!
> Just a thought...
> -- 
> rune j. keller - sporuplundsvej 105 - dk-8472 sporup - keller@vip.cybercity.dk
>                    - it's not a good day to be a bad guy...
> 
Zelda is kid stuff all that jumping up over little rolling things if you want
a Nintendo type RPG game then Final Fantasy II is it. You could all work on
your own little parts of the story and then fuse them all together.

"Just a thought..."

Eric Hyland
a007193t@bc.seflin.org


From amos-request@svcs1.digex.net Tue May 20 01:31:50 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Mon, 19 May 1997 23:41:13  -0700
Subject: Re:List-game!?!
Status: RO
X-Status: 


As far as the game goes, I am not much of a programmer yet, but I can help
with the graphics and planning.  I was going to suggest Mush or Adam Parrot
to head it up until I read their previous letters.  If no one wants it I
will do my best to keep it together, but I am sure others would be better
suited to the task.  How about Laurie Curwood?

Schitso

Reason #467848 to use Amiga:
     8MB Amiga - Uses extra RAM as disk space
     32MB PC   - Uses extra disk space as RAM


From amos-request@svcs1.digex.net Tue May 20 18:21:07 1997
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From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Tue, 20 May 1997 13:18:15 +0500
Message-ID: <yam7079.748.2807856@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: List game!!
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On 20-May-97, Fegan, Michael wrote:


>...The theory behind the idea is excellent. Stands to reason that
>the amount of Amos expertise on this list could easily blow
>everyones' mind if it were all put into one super game...

   Most definitely!! The mere thought of what such a collaboration
   could produce is StAgGeRiNg...



>You've spent 3 weeks perfecting your  chunk of the 'list
>supergame'.  As far as you are concerned, it's perfect.  You give it
>the person responsible for the whole source (another problem?), a
>few other people look at it, then proceed to take your code to
>pieces pointing out everything that could be improved upon. 

   Well, there really should not be a "few other people" looking at
   it. If the person handling the integration of the modules does not
   have sufficient time to handle the task the appropriate thing to
   do would be to ask for an assistant or even a new leader. This
   would certainly be more professional then to pass the sources
   around to two or three friends...
  
   

>Sure, you accept their criticisms gracefully, hey some of 'em
>might even be valid!, you change it and give it back.  This loop will
>continue until the code is how someone else wants it.  Then you
>get the feeling that it's not actually your code, and it isn't. 
>You've been demoted to a typist...  

   Yes, that would be a bit unsatisfying. The project leader/module
   integrator will need to be the most open-minded he/she has
   ever been. To accept someones module and judge it solely on
   how well the module performs it's "job", not on how well it is
   progammed, could be a tremendous challenge but, also a
   rewarding experience...



>Another scene:-
>Your code is perfect.  You hand it to the list. It doesn't work with   
>someone elses code.  Who changes their code. Is it your code that
>doesn't fit with their code or vice versa.

   Again, in my opinion, this would be determined by the project
   leader/module integrator. Anyone in that position should be
   prepared to spend time resolving variable-conflicts, etc.


   
>Obviously a leader should be nominated to manage all the code
>segments etc. and he/she should have the final word on what is
>going in to the game and what gets left out and of course they
>should be completely impartial!

   Very true!!

   
   This "List SuperGame" is a great idea and it is certainly possible
   to achieve as long as the necessary time is taken in the design
   stage to create a program-structure as clear and "solid" as
   possible.

   Many of the module conflicts could be avoided by setting up
   standards in this design stage. Perhaps, all modules variables
   could begin with a key letter or two, etc.

   
   I am currently involved in an on-line programming project and
   this works in the following fashion:

   The project leader creates the overall program-structure in as
   much detail as possible.

   This program-structure is then used to determine the necessary
   components and componet-parts, which are listed on a
   Web-page under the "NEEDED" heading.

   Each module is listed along with it's status, which can be
   "OPEN", "PROGRAMMING", or "INTEGRATION".

   Now, we just browse through the "OPEN" modules and select one.
   After receiving confirmation from the project leader, the coding
   of the module begins.

   Now, this module is updated, on the Web-page, with the name of
   the programmer/artist working on it and the status is changed to
   "PROGRAMMING".

   Once the module is completed, it is e-mailed to the project leader
   who performs the integration of the module into the main
   program-structure.

   Now, the module' status is updated, on the Web-page, to 
   "INTEGRATION".


   Anyway, the point is this has all been working quite well and I
   would suggest a similiar strategy be used in this project...

  
   So, these are all some important things to consider.

   In the meantime, why don't we commence with the actual game
   concept!! It seems like the best way to do this would be to have
   the nominations and voting right here in the list so, here goes...

   This is not a specific game-style but, I strongly suggest we
   choose a simple game such as PacMan, Arkanoid, etc.

   Now, before you all flame me let me explain why!!

   If we are going to do this, it makes more sense to choose a simpler
   game so we can gain experience in working together. Better to
   work out the problems in a small project before diving into a 
   mega project and having the challenge of both the supergame
   itself as well as the coordination of the development.

   Also, I think a simpler game would be better as we don't want our
   first project to take many months or years, or do we?

   Remember, small successes first, then go for the big ones as you
   gain experience...

   What do YOU think? How about a "List Game" then after we see
   how well that works out, we can go for the "List SuperGame"??

  



                  Take care,

                  Garfield





From olystany@glo.be Tue May 20 15:33:57 1997
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From: Van Rompaey Stany <olystany@glo.be>
To: amos-request@access.digex.net
Date: Tue, 20 May 1997 14:06:11 +0100
Message-ID: <yam7079.527.2015816760@smtp.z03.glo.be>
X-Mailer: YAM 1.3.1 - Amiga Mailer by Marcel Beck
Subject: Serial.device
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   I have the Modem wihth hyperCOM1.device
 AmosPro 2.0 Use the Default Serial.device an the old serialport.
   Hou can I use the new HyperCOM1 serialkarte with the device hyperCOM1.device into the AmosPro Proggamme ?????
                Tanks  E-Mail olystany@glo.be


From amos-request@svcs1.digex.net Tue May 20 18:20:32 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Tue, 20 May 1997 20:03:00 +0500
Message-ID: <yam7079.6.2014193032@gpo.iol.ie>
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1.I have heard of a Music Extention for AMOS Pro called EME (Ehanced Music
Extention).
  Where can I get this extention (by WWW if possible) ?
  How much does it cost ?


2.Where can the AGA extention for AMOS Pro be obtained ?
  Does it allow SuperHighRes screens to be used ?


Please reply to cahill4@iol.ie


From amos-request@svcs1.digex.net Tue May 20 13:02:56 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: Manuel Tonatiuh Moreno <hugor@foreigner.staff.udg.mx>,
        AMOS List <amos-list@access.digex.net>
Date: Tue, 20 May 1997 10:35:41 -0500
Message-ID: <yam7079.2072.4675704@pop.golden.net>
In-Reply-To: <337A313C.103C@foreigner.class.udg.mx>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: List Game Slots
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X-Status: 

On 14-May-97, Manuel Tonatiuh Moreno wrote:
>Laurie Curwood wrote:
>> Why don't we all get together and create a game?
>I sign as graphic artist, if you want ;)

Call me Mr. Sounds and mods!

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Tue May 20 15:33:39 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: Evert-Jan Slypen <jazz@lobster.demon.nl>,
        AMOS List <amos-list@access.digex.net>
Date: Tue, 20 May 1997 10:55:29 -0500
Message-ID: <yam7079.1494.4720072@pop.golden.net>
In-Reply-To: <939.7077T95T929@lobster.demon.nl>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
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On 18-May-97, Evert-Jan Slypen wrote:
>Will do! I hope you'll be happy with it when it arrives. Most of the
>commands are MUCH faster than the standard Amos ones.

Will there be 020 specific libraries, or just a standard 68000 one? Will it
also allow us non AGA users to get super hires and such? Will it be much less
buggy than the intuition extension by andy church?

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Tue May 20 23:22:09 1997
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From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Tue, 20 May 1997 21:10:37 +0500
Message-ID: <yam7079.1849.2805800@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
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On 20-May-97, --==MURRAY==-- wrote:


>> This is not a specific game-style but, I strongly suggest we
>>  choose a simple game such as PacMan, Arkanoid, etc.

>Simple but not that simple!
>I can't see many people taking a huge interest in coding ANOTHER 
>version of one of them games.
>We'd probably run out of modules to hand out, they're so simple.


   Well, okay, maybe I was being a bit too cautious but, even with
   a simple game, the execution can do wonders. Check out Deluxe
   Pacman for example...

   The real challenge is getting the actual development in motion.
   So, it's not that we would just be building another Pacman, 
   MORE IMPORTANTLY we would be establishing the "development-
   system" which will enable us to tackle much larger and more
   complex projects in the future...

   Having said that, I do AGREE WITH YOU, it would be better to come
   up with a game that doesn't have quite so many clones as
   Pacman and Arkanoid!!!!


   Well, Laurie, this was YOUR idea so, did you have a game in mind?





                     Take care,

                     Garfield




From amos-request@svcs1.digex.net Tue May 20 15:40:36 1997
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From: chrisevans@cubic.xg.com
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Date: 20 May 97 12:33:00 -0500
Subject: PC AMOS (Oh dear)
To: amos-list@access.digex.net
Message-ID: <086413350800266fee@bbs.multiboard.com>
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
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> From: Cameron James Bonde <cbonde@lawson.appcomp.utas.edu.au>
> was just wondering if anything like amos exists on the PC.
[snip]
> I know
> KLIK and PLAY is about, but really, whats the point.

I agree.  And I haven't seen a PC clone.  I've been doing both for several
years, and it's REAL important to choose a 32-bit compiler for flat memory
(DJGPP is free and well supported), and a good sprite lib (Allegro or WGT or
Fastgraph), and a good music lib that autoconfigs to the user's sound card
(MikMod or Sound System 3 or Sound Dev Kit).  The best newsgroup is
rec.games.programmer.

-Chris.

--------------------------------
Work:  CEvans@bbs.multiboard.com
Play:  ChrisEvans@cubic.xg.com
--------------------------------



 /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|    The views of the author are not of the originating system    |
 \_______________________________________________________________/

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

From amos-request@svcs1.digex.net Tue May 20 13:40:52 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net
Date:          Tue, 20 May 1997 14:21:31 GMT0BST
Subject:       Bobs
X-Confirm-Reading-To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
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I'm having a problem with Bobs, and if anyone is not too wrapped up 
in AGA extension or list games then I'd appreciate any help please.

I've often had a problem with using 
Bob Off N
and then shortly after redefining the Bob
Bob N,X,Y,I

If some unknown amount of time has not passed between the two 
commands, then the Bob doesn't get displayed when I call

Bob Clear
Bob Draw
Screen Swap
Wait Vbl

(or similar)
Now this causes bobs to flash on and off at times which looks pretty 
awful.
I've tried several solutions.
Instead of Bob Off N, I used Bob N,-100,-100,I. I can't use this 
because of my scrolling system which will get corrupted. (Not my 
programs fault! It's to do with AMOS not replacing the background to 
Bobs correctly when they are moved)
I've also tried Bob Off N and then immediately redefining the Bob off 
screen in the hope that when I redefine it again on screen, it'll 
draw OK. But it doesn't.
I've tried other things as well which I can't recall.

Basically the whole problem came about because I put a split screen 
two player mode in my game and AMOS doesn't allow the same bobs on 
different screens so I had to do all sorts of changes ..... but thats 
another LONG story.

Thanks,
-Murray


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: Pietro Ghizzoni <ghizzo@agonet.it>
To: Amos-List <amos-list@access.digex.net>
Date: Tue, 20 May 1997 19:51:17 +0100
Message-ID: <yam7079.861.2014543024@mail.agonet.it>
In-Reply-To: <yam7078.2736.131904016@smtp.ihug.co.nz>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: List game!?!
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 19-Mag-97, Laurie Curwood wrote: List game!?!

>Why don't we all get together and create a game? I don't know if it's been
>tried before, but I'm sure we could give it a good try! We'll have no trouble
>finding web sites to host it, and with the knowledge spread through this list
>we could really do a good job! What do YOU think?

Nice idea. Include me in the list :)

-- 


Bye!


                                     !!!
                                     o o
   +-----------------------------oOO-(_)-OOo----------------------------+
   |                                                                    |
   |  Pietro Ghizzoni - Dairymen Soft              __  /// Amiga 12OO   |
   |     E-Mail:  ghizzo@agonet.it                 \\\/// 'O3O  5OMhz   |
   |            Team AMIGA                          \/// 1OMB - CD4x    |
   |                                                                    |
   | Amos Professional Team Coordinator               AMIGA RULEZ!!     |
   |                                                                    |
   +--------------------------------------------------------------------+


From amos-request@svcs1.digex.net Tue May 20 18:17:11 1997
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From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: Pietro Ghizzoni <ghizzo@agonet.it>
To: Amos-List <amos-list@access.digex.net>
Date: Tue, 20 May 1997 19:54:29 +0100
Message-ID: <yam7079.1464.2014543024@mail.agonet.it>
In-Reply-To: <1895.7077T93T1110@lobster.demon.nl>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: Hiya!
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 18-Mag-97, Evert-Jan Slypen wrote: Re: Hiya!


Hi!

>>1- does the extension supports datatypes??

>This wouldn't be too difficult to add. I'll suggest it.

Good :)


>>but does these screens are AMOS fake screens or intuition?

>They're 'real' in the sense that you can use and manipulate them just as
>you would normal Amos screens.

But...are they a standard-intuition-OS friendly screens??? ..or i must
press Amiga-A like the Amos ones?


>>The price is very nice.... i hope to see the demo as soon as possible :-)

>Thanks! And the demo will be available very soon!

Good :) 


>>Who's the coder?

>Erm, Thomas Verduin, alias Protonic. A member of Jolly, if you know them.
>(Ooh, and I'm a member of them too, so don't go slagging them off :))

Hehehehehe :) Jolly the best!


-- 


Bye!


                                     !!!
                                     o o
   +-----------------------------oOO-(_)-OOo----------------------------+
   |                                                                    |
   |  Pietro Ghizzoni - Dairymen Soft              __  /// Amiga 12OO   |
   |     E-Mail:  ghizzo@agonet.it                 \\\/// 'O3O  5OMhz   |
   |            Team AMIGA                          \/// 1OMB - CD4x    |
   |                                                                    |
   | Amos Professional Team Coordinator               AMIGA RULEZ!!     |
   |                                                                    |
   +--------------------------------------------------------------------+


From amos-request@svcs1.digex.net Tue May 20 19:08:30 1997
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From: Ben Wyatt <bwyatt@paston.co.uk>
To: AMOS Mailing List <amos-list@access.digex.net>
Date: 	Tue, 20 May 1997 19:57:55 -0000
Message-ID: <yam7079.2768.4485648@194.129.188.3>
In-Reply-To: <6A5DB5437FD@pmn1.maths.nottingham.ac.uk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Bobs
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 20-May-97, --==MURRAY==-- sat on a keyboard and produced this mess:

> I'm having a problem with Bobs,
> [snip!]

Yes, I've had this problem as well. It could be another bug of AMOS.

Bye ____________________________________________________
   /                                                    \
  / Ben Wyatt - bwyatt@paston.co.uk or b.wyatt@uea.ac.uk \
  \   http://www.paston.co.uk/users/bwyatt/index.html    /
   \____________________________________________________/
        (c)1995-97 Very Interesting Signatures Ltd.


From amos-request@svcs1.digex.net Tue May 20 21:23:39 1997
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From: Branko Collin <collin@xs4all.nl>
To: Joona I Palaste <palaste@cc.helsinki.fi>,
        Amos Discussion List <amos-list@access.digex.net>
Date: Tue, 20 May 1997 21:31:38 +0100
Message-ID: <yam7079.1912.3075304@smtp.xs4all.nl>
In-Reply-To: <Pine.SOL.3.96.970519214524.17869A-100000@kruuna.Helsinki.FI>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: AGA extension?
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 19-mei-97 Joona I Palaste wrote:

>I have read in this list about an AGA AMOS extension. Does it indeed
>exist? If so, where can I get a copy? What can this AGA extension do?
>Is it a normal AMOS extension like CRAFT? Thanks in advance.

There is indeed such a thing, although I have never heard of anyone using it.
Steve Bye at F1 Licenceware used to sell it. His homepage is:
http://www.f1lw.demon.co.uk/.

>From what he told two years ago I gathered that it was underpowered compared
to the other AMOS AGA-like extensions that were floating about at the time.

Also, a new AGA extension will appear soon, so keep reading this list.

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..


From amos-request@svcs1.digex.net Tue May 20 19:41:07 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Schitso <johnp2@mail.airmail.net>
CC: amos-list@access.digex.net
Date: Tue, 20 May 1997 16:10:22 -0500
Message-ID: <yam7079.1143.2756360@mail.redrose.net>
In-Reply-To: <m0wTCNn-0001LSB@mail.airmail.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Falcon Extension?
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Schitso scrawled on the wall on 18-May-97 with his own bodily fluids:

>      Has anyone tried the Falcon Extension yet?  I had never heard of it.
> They wrote me a responce about the modem problem I have and included their
> homepage address.

> www.geocities.com/siliconvalley/lakes/6291

> It looks interesting, but I have yet to try it.  I still have to ship it
over
> to the Amiga.

> Schitso

Ive tried the Falcon extension. Its quite good actually. Has a few
interesting commands up its sleeve. The best command I think, is its Multi
Plot command, which will draw a full 320x200 screen of individual pixels in
less than a second. Very handy for a C2P routine

Mush

--
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%  Mushroom PD  %  http://www.mushy-pd.demon.co.uk   %  AMOS PD Supplier!!! %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
      Email: Andy Kellett <mushypd@redrose.net>          Team *AMIGA*

   Lots of games/utilities/demos/samples/music for all your Amiga needs !!

                               COMING SOON!
                               ************
New Amiga online system, featuring on and offline messaging, own WWW pager,
         real-time chat, own users online lists, plus lots more!!


From amos-request@svcs1.digex.net Tue May 20 20:22:32 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: John Bintz <uv334@freenet.victoria.bc.ca>
CC: amos-list@access.digex.net
Date: Tue, 20 May 1997 16:14:21 -0500
Message-ID: <yam7079.1061.2756360@mail.redrose.net>
In-Reply-To: <Pine.3.89.9705191221.A26427-0100000@vifa1>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: New Amiga project I am doing
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

John Bintz scrawled on the wall on 19-May-97 with his own bodily fluids:
> Well, once you get it working, I know a browser that could work REALLY 
> WELL with that WWW Pager.  You might have heard about it 
> before...Web-Something...WebLook?  WebPeruse?  Eh, I don't know.  8^)

Cool. Wouldn't be the one you are currently manufacturing with AMOS would
it??? When you gonna send me a testers version of it? Does it have a REXX
port or something I can communicate with it externally?

> Sounds nifty, like that PC thingie that lets you know when others come on
> and allows direct chats w/o IRC.  I'd gladly try it when its done.

Sure. Probbly wont get anywhere near a demo for at least a month. Im just
trying to get blitz to hook up to a URL and receive data from a CGI script
at the moment, once I have done that, then I am getting a new homepage for
the program only, with full CGI options, then I shall release a beta demo
to a few testers to have some fun with.

All the chat etc. will come in shortly after. The first will just be a set
notify list to try out that bit of the program.

Ill upload some info and screenshots to my homepage as i go along with it

All the best

Mush

--
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%  Mushroom PD  %  http://www.mushy-pd.demon.co.uk   %  AMOS PD Supplier!!! %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
      Email: Andy Kellett <mushypd@redrose.net>          Team *AMIGA*

   Lots of games/utilities/demos/samples/music for all your Amiga needs !!

                               COMING SOON!
                               ************
New Amiga online system, featuring on and offline messaging, own WWW pager,
         real-time chat, own users online lists, plus lots more!!


From amos-request@svcs1.digex.net Tue May 20 20:21:40 1997
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From: Andrew "Mushroom" Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: --==MURRAY==-- <PMYMAGM@pmn1.maths.nott.ac.uk>, amos-list@access.digex.net
Date: Tue, 20 May 1997 16:34:12 -0500
Message-ID: <yam7079.648.2872520@mail.redrose.net>
In-Reply-To: <6AA2D913D81@pmn1.maths.nottingham.ac.uk>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Falcon
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

--==MURRAY==-- scrawled on the wall on 20-May-97 with his own bodily fluids:
> > > By the way. I keep downloading the latest Falcon Extension but the
> > > example programs do not work (although they did with the earlier
> > > versions).
> > > Are your commands all mixed up from earlier versions or something?
> > 
> > try saving the file as an ASCII text, and merge it in. If i remember
> > rightly, he switched some of the commands about.

> No no no.
> What I mean is the provided example programs seem to have been 
> written in an earlier version and are AMOS format so you can't save 
> it as ASCII. Well you can, but it doesn't help. You just get exactly 
> the same thing back.

hehe.

What *I* mean, is if you re-install the version of Falcon which the
software works with, *then* save the programs as ASCII you should be able
to merge the ASCII into the newer extension.

Mr Falcon extension writer dude, think its about time you started
distributing example programs in ASCII format.
hehe

Mush

--
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%  Mushroom PD  %  http://www.mushy-pd.demon.co.uk   %  AMOS PD Supplier!!! %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
      Email: Andy Kellett <mushypd@redrose.net>          Team *AMIGA*

   Lots of games/utilities/demos/samples/music for all your Amiga needs !!

                               COMING SOON!
                               ************
New Amiga online system, featuring on and offline messaging, own WWW pager,
         real-time chat, own users online lists, plus lots more!!


From amos-request@svcs1.digex.net Tue May 20 19:44:24 1997
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From: Rod Whiteley <rwhiteley@magnet.com.au>
Reply-To: rwhiteley@magnet.com.au
To: amos-list@access.digex.net
Date: Wed, 21 May 1997 08:35:00 +1000
Message-ID: <yam7080.17.268964808@mail01.mel.magnet.com.au>
In-Reply-To: <1.5.4.32.19970519111207.002dcb40@pop.dial.pipex.com>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Mitchell & Whiteley Physiotherapy
Subject: Re: GadToolsBox, GUIExt, & AMOSPro
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Quick question:
   I've been using Pietro Ghizzoni's wonderful GUI Extension with the
GadToolsBox, and am having a slight problem. Any window I define in
GadToolsBox ends up being only about 80% of the width I specify when it comes
to using it from the GUIExt (v1.61). What have I overlooked?
Thanks in advance
Rod

P.S. With the advent of GUIExt, and the talk of AGA/Graphics board support; if
we could just have neat integrated support of MUI, AMOS would be the best
environment to write the best software. Can someone talk P.Hickman into
updating his AMOS & Mui code?
-- 
Mitchell & Whiteley Physiotherapy.



From amos-request@svcs1.digex.net Tue May 20 18:14:19 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: mushypd@redrose.net, amos-list@access.digex.net
Date:          Tue, 20 May 1997 18:40:42 GMT0BST
Subject:       Falcon
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> > By the way. I keep downloading the latest Falcon Extension but the
> > example programs do not work (although they did with the earlier
> > versions).
> > Are your commands all mixed up from earlier versions or something?
> 
> try saving the file as an ASCII text, and merge it in. If i remember
> rightly, he switched some of the commands about.

No no no.
What I mean is the provided example programs seem to have been 
written in an earlier version and are AMOS format so you can't save 
it as ASCII. Well you can, but it doesn't help. You just get exactly 
the same thing back.


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Tue May 20 21:57:13 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Tue, 20 May 1997 19:17:18 -0600
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Subject: This List game.
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Greetings.

Well, I thought I would add some more of my thoughts on this idea of 
a group-list game/project (hard choice of words, eh?)

Let me start with Garfield (Benjamin). He had several good points:
> In the meantime, why don't we commence with the actual game 
> concept!! It seems like the best way to do this would be to have the 
> nominations and voting right here in the list so, here goes...

That would be a good idea. I think we've all thrown our 2c worth in, 
so let's stop arguing about whether it's going to happen, get 
together, and organize it if you're (we all are :) GOING to DO IT.

> This is not a specific game-style but, I strongly suggest we choose 
> a simple game such as PacMan, Arkanoid, etc.

That would be a good idea, but read on..

> If we are going to do this, it makes more sense to choose a simpler
> game so we can gain experience in working together. Better to work 
> out the problems in a small project before diving into a mega 
> project and having the challenge of both the supergame itself as 
> well as the coordination of the development.

> Also, I think a simpler game would be better as we don't want our 
> first project to take many months or years, or do we? Remember, small
> successes first, then go for the big ones as you gain experience...

I must agree with this totally.

However, Murray replied:
>> This is not a specific game-style but, I strongly suggest we
>> choose a simple game such as PacMan, Arkanoid, etc.

> Simple but not that simple! I can't see many people taking a huge
> interest in coding ANOTHER version of one of them games. We'd
> probably run out of modules to hand out, they're so simple.

YEs, begin simple. If someone on this list wants to take on a large 
project like Murray suggested, LET THEM do it by themselves! Trust me 
on this one. Btw, I think we can apply the "promotion motion" analogy 
to this one. You don't start out afresh at a company (if your young 
and inexperienced, at a first job) working in a high management
position. You work your way UP the corporate ladder from the BOTTOM. 
You can apply this to beginning a team project like mentioned.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Tue May 20 21:39:50 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Tue, 20 May 1997 19:26:40 -0600
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Subject: Re: Falcon Extension?
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Greetings.

Giark wrote:
> Nope. What is it? (The Falcon Extension)
Umm, I think it's an extension for Amos with some neat commands.
 
> (Never heard of it).. Me either.
Talk to the author of it, Laurie Curwood (falcon@ihug.co.nz)

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Tue May 20 20:08:50 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: gbenjam@ix.netcom.com, amos-list@access.digex.net
Date:          Tue, 20 May 1997 23:22:52 GMT0BST
Subject:       Re: List game!!
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>    This is not a specific game-style but, I strongly suggest we
>    choose a simple game such as PacMan, Arkanoid, etc.

Simple but not that simple!
I can't see many people taking a huge interest in coding ANOTHER 
version of one of them games.
We'd probably run out of modules to hand out, they're so simple.

 

           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Tue May 20 20:48:51 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: Peter Cahill <cahill4@iol.ie>, amos-list@access.digex.net
Date:          Tue, 20 May 1997 23:24:12 GMT0BST
Subject:       Re: Extentions
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> 1.I have heard of a Music Extention for AMOS Pro called EME (Ehanced Music
> Extention).
>   Where can I get this extention (by WWW if possible) ?

Never heard of it.
 
> 2.Where can the AGA extention for AMOS Pro be obtained ?
>   Does it allow SuperHighRes screens to be used ?

Not out yet. First release should be soon apparently.


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Wed May 21 00:28:03 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Tue, 20 May 1997 22:05:24  -0700
Subject: List game ballot
Status: RO
X-Status: 


I'll start the voting here and will attempt to keep a record of votes.  Feel
free to vote for more than one style of game.  If anyone has a better idea
for a  ballot, let me know!
-----------------------------------------------------------------

(X only one)
Simple game [ ] 
Super game  [ ] 

(Please put atleast one of each style)
If we do simple, what style(s)?


If we do super, what style(s)?


(One only, runner up will reign if winner declines)
Who should be our fearless leader?

(Multitasking people welcome :-)
What can you contribute?


Other comments:




-------------------------------------------------------------------

I will try to keep daily updates posted.


Schitso

Reason #467848 to use Amiga:
     8MB Amiga - Uses extra RAM as disk space
     32MB PC   - Uses extra disk space as RAM


From amos-request@svcs1.digex.net Wed May 21 02:43:03 1997
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Message-ID: <3382894D.6DB9@ozemail.com.au>
Date: Wed, 21 May 1997 13:34:05 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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Hi all (Andy Hawkins here),

>Schitso wrote:
> 
> I'll start the voting here and will attempt to keep a record of votes.  Feel
> free to vote for more than one style of game.  If anyone has a better idea
> for a  ballot, let me know!
> -----------------------------------------------------------------
> 
> (X only one)
 Simple game [X]
 Super game  [ ]
> 
> (Please put atleast one of each style)
> If we do simple, what style(s)?
       Robotron/Joust/TailGunner/Boskonian (old games with technical
brilliance)
> If we do super, what style(s)?
       CD-ROM/Big HDD style adventure/murder-mystery/ OR, MDK-style
Arcade/Adventure
> (One only, runner up will reign if winner declines)
> Who should be our fearless leader?
       I don`t want to burden someone with the responsibilty-(bench
sitter..sorry)
> (Multitasking people welcome :-)
> What can you contribute?
       3d/2d Animations, 3d/2d Sprites, SoundFX, Disk-stream music,
Disk-stream anims, Rendered 3d backdrops
> Other comments:
       I think we should keep it simple for the first project to get the
team dynamics & logistics worked 
       out.  A Super game as a follow-up is a great idea.  Hopefully
we`ll kick butt!!!
> -------------------------------------------------------------------
> 
And, some humorous ACRONYMS for all to enjoy...
PCMCIA     People Can`t Memorize Computer Industry Acronyms
ISDN       It Still Does Nothing
SCSI       System Can`t See It
DOS        Defective Operating System
BASIC      Bill`s Attempt To Seize Industry Control
IBM        I Blame Microsoft
DEC        Do Expect Cuts
CD-ROM     Consumer Device, Rendered Obselete In Months
OS/2       Obsolete Soon, Too
WWW        World Wide Wait
MACINTOSH  Most Applications Crash; If Not, The Operating System Hangs
(sorry MAC people!!! AH :)
PENTIUM    Produces Erroneous Numbers Thru Incorrect Understanding Of
Mathematics
COBOL      Completely Obselete Business Orientated Language
AMIGA      A Merely Insignificant Game Addiction (sorry about that one
!!!AH :o)
LISP       Lots Of Infuriating & Silly Parenthesis
MIPS       Meaningless Indication of Processor Speed
WINDOWS    Will Install Needless Data On Whole System
MICROSOFT  Most Intelligent Customers Realize Our Software Only Fools
Teenagers
RISC       Reduced Into Silly Code

Death to the PC, Long live the Amiga!!!!

Cheers,
Andrew Hawkins (Lead Developer) GEOSYNC -O- MEDIA 1997
   ______________
  /  ____/TAR___/
 /____  /  __/
/______/__/IGHTER 
"100 Years In The Future, Mankind Is On The Brink Of Destruction,
 YOU Can Make A Difference."

From amos-request@svcs1.digex.net Wed May 21 09:14:11 1997
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From: M.Berionne@ppp-160.flashnet.it (Berionne)
Date: Mer, 21 Mag 97 12:42:54
Reply-To: berionne@flashnet.it
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To: amos-list@access.digex.net
Subject: Re:Power bobs?, tome
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X-Status: 


Hi!!

 > What are powerbobs? and where can I get the extension. Are they much
 > faster than amos own?

PowerBobs is an extension by Manuel Andre, the same author of Turbo.
It has a new set of commands to display bobs and sprite much faster and to
allow up to 64 amal channels without Synchro Off command under interrupts.

There's a demo version on Aminet in dev/amos.

BTW it's a bit buggy, so use it carefully!!

Bye


    berionne@flashnet.it                        >>Bomb!2.0<<
  +--------------------------ON AMINET----------------------------+
  | game/think/VenusTris.lha         game/misc/SnailRace.lha      |
  | game/shoot/fantasy.lha           util/time/MReminder.lha      |
  | game/think/Atoms31.lha           util/misc/Dialer2.lha        |
  | game/think/navalbattle.lha       game/think/Manos.lha         |
  | game/shoot/in_the_target.lha     dev/lang/Logo1_4.lha         |
  | gfx/show/PhotoCDAGA_GUI.lha      dev/lang/Logo1_4Eng.lha      |
  +---------------------------------------------------------------+
  |BASIC programmers never die, they GOSUB and don't RETURN.   |
  +---------------------------------------------------------------+






From amos-request@svcs1.digex.net Wed May 21 10:26:56 1997
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Message-Id: <199705211049.MAA12860@star.flashnet.it>
From: M.Berionne@ppp-160.flashnet.it (Berionne)
Date: Mer, 21 Mag 97 12:42:57
Reply-To: berionne@flashnet.it
X-Mailer: Bomb! 2.0
To: amos-list@access.digex.net
Subject: Re:Turbo still being sold?
Status: RO
X-Status: 


Hello!

 c> Do you mean Manuel Andre in Belgium is still selling Turbo Plus 2.0?  If
 c> so do you have his e-address?  Thx,

I don't know if he's still selling it, but you can try.

Unfortunatel I don't have his email because he has not got one, so you have
to write him or call by telephone.

Manuel Andre
Arbeidersstraat Nr. 9
2600 Berchem
BELGIUM

Tel: 32-3-230.66.10 (country number for Belgium included)

Bye


    berionne@flashnet.it                        >>Bomb!2.0<<
  +--------------------------ON AMINET----------------------------+
  | game/think/VenusTris.lha         game/misc/SnailRace.lha      |
  | game/shoot/fantasy.lha           util/time/MReminder.lha      |
  | game/think/Atoms31.lha           util/misc/Dialer2.lha        |
  | game/think/navalbattle.lha       game/think/Manos.lha         |
  | game/shoot/in_the_target.lha     dev/lang/Logo1_4.lha         |
  | gfx/show/PhotoCDAGA_GUI.lha      dev/lang/Logo1_4Eng.lha      |
  +---------------------------------------------------------------+
  |BASIC programmers never die, they GOSUB and don't RETURN.   |
  +---------------------------------------------------------------+






From amos-request@svcs1.digex.net Wed May 21 11:13:24 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: Andrew "Mushroom" Kellett <mushypd@redrose.net>,
        --==MURRAY==-- <PMYMAGM@pmn1.maths.nott.ac.uk>,
        amos-list@access.digex.net
Date: Wed, 21 May 1997 20:46:13 +1200
Message-ID: <yam7080.671.131905448@smtp.ihug.co.nz>
In-Reply-To: <yam7079.648.2872520@mail.redrose.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: Re: Falcon
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 21-May-97, Andrew "Mushroom" Kellett wrote:

>What *I* mean, is if you re-install the version of Falcon which the
>software works with, *then* save the programs as ASCII you should be able
>to merge the ASCII into the newer extension.

>Mr Falcon extension writer dude, think its about time you started
>distributing example programs in ASCII format.
>hehe

I can't help it! AMOS Extensions have to be designed to take a specific number
of commands, and if you add more they have to be tacked on to the end of the
list.. Anyway, I hate sloppy code like that, so I designed my extension with
plenty of `spare' slots to put commands it. The problem is, I keep running out
of spare slots. Most versions interact with each other nicely, you only get
problems with a new `phase' (after I've created more spaces here and there).
I'm not sure, but I think the Easylife extension uses a similar method.

However I realise it is a problem, but is ASCII really the solution? How would
people to react to loading in ASCII extension files? Also, does anyone want to
be able to read tooltypes? I'm thinking of doing it but if noone's interested
I won't bother.



-- 
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
& ####  ##  #     ##   ##  #  #                                        &
& #    #  # #    #  # #  # ## #    -=   S  O  F  T  W  A  R  E  =-     &
& #### #### #    #    #  # ## #                                        &
& #    #  # #    #  # #  # # ##          falcons@ihug.co.nz            &
& #    #  # ####  ##   ##  #  #                                        &
&                                                                      &
& Laurie Curwood    http://www.geocities.com/siliconvalley/lakes/6291/ &
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&


From amos-request@svcs1.digex.net Wed May 21 08:58:06 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: Adam Parrott <parrottsoft@geocities.com>,
        "Mr. Giark To You" <joehick@golden.net>
CC: amos-list@access.digex.net
Date: Wed, 21 May 1997 20:48:07 +1200
Message-ID: <yam7080.375.131905448@smtp.ihug.co.nz>
In-Reply-To: <199705210023.RAA22737@geocities.com>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: Re: Falcon Extension?
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 21-May-97, Adam Parrott wrote:
>Greetings.

>> Nope. What is it? (The Falcon Extension)
>Umm, I think it's an extension for Amos with some neat commands.

Does things with the EHB screenmode, darkened windows, etc. Also does really
fast plot commands, stores palettes in banks, and can read in `.info' files
(from Workbench) and display them on screen.


>Talk to the author of it, Laurie Curwood (falcon@ihug.co.nz)

Please note the `s'! falcons@ihug.co.nz

-- 
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
& ####  ##  #     ##   ##  #  #                                        &
& #    #  # #    #  # #  # ## #    -=   S  O  F  T  W  A  R  E  =-     &
& #### #### #    #    #  # ## #                                        &
& #    #  # #    #  # #  # # ##          falcons@ihug.co.nz            &
& #    #  # ####  ##   ##  #  #                                        &
&                                                                      &
& Laurie Curwood    http://www.geocities.com/siliconvalley/lakes/6291/ &
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&


From amos-request@svcs1.digex.net Wed May 21 07:25:35 1997
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Message-ID: <01BC65D0.848BF920@aa052.du.pipex.com>
From: Rob Sibley <Rob.Sibley@dial.pipex.com>
To: "'Amos List'" <amos-list@access.digex.net>
Subject: Re: AGA extension?
Date: Wed, 21 May 1997 09:53:50 +0100
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Status: RO
X-Status: 

Branko Collin wrote:

>>I have read in this list about an AGA AMOS extension. Does it indeed
>>exist? If so, where can I get a copy? What can this AGA extension do?
>>Is it a normal AMOS extension like CRAFT? Thanks in advance.

>There is indeed such a thing, although I have never heard of anyone using it.
>Steve Bye at F1 Licenceware used to sell it. His homepage is:
>http://www.f1lw.demon.co.uk/.

>From what he told two years ago I gathered that it was underpowered compared
>to the other AMOS AGA-like extensions that were floating about at the time.

I've got that extension.  It allows you to display a lo-res 256 colour screen (from within AMOS), but you can't do a lot else.  There are a few other AGA functions too, but the screen handling is pretty poor and VERY slow.

>Also, a new AGA extension will appear soon, so keep reading this list.

This new extension sounds cool.  Definitely wait for that.

Rob.


From amos-request@svcs1.digex.net Wed May 21 11:24:26 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: AMOS Mailing List <amos-list@access.digex.net>
Date: Wed, 21 May 1997 21:26:41 +1200
Message-ID: <yam7080.2089.131905448@smtp.ihug.co.nz>
In-Reply-To: <yam7079.1849.2805800@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: Re: List game!!
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 21-May-97, Garfield Benjamin wrote:
>On 20-May-97, --==MURRAY==-- wrote:

>   Well, okay, maybe I was being a bit too cautious but, even with
>   a simple game, the execution can do wonders. Check out Deluxe
>   Pacman for example...

I remember Deluxe Pacman I think. I definately liked the savable score boards!
People: We need to include modem support! And maybe even internet! Wouldn't it
be great to play against each other worldwide in the game we all created
together?

>   The real challenge is getting the actual development in motion.
>   So, it's not that we would just be building another Pacman, 
>   MORE IMPORTANTLY we would be establishing the "development-
>   system" which will enable us to tackle much larger and more
>   complex projects in the future...

That's the way we're practising for the group work in the programming
competition. Is anyone else here entered in it? From what I am reading here,
it's called `The Computer Programming Competition' (original!) and it's run by
the South East Asia Regional Computer Confederation. To enter, you have to
have been programming for at least a year, although we have to use QBasic for
the actual competitions, as everyone has it.
I may see you in New Delhi! (Although it's unlikely people in America and such
will make it to the national team!)

>   Well, Laurie, this was YOUR idea so, did you have a game in mind?

I did, actually :) I thought about a Moria-clone, as it is a real classic, but
I haven't seen any new clones for years. That is relatively simple, and it
could be segmented neatly. If the group doesn't go along with this, I'll be
coding it separately, but I'll be in no matter what people do!

-- 
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
& ####  ##  #     ##   ##  #  #                                        &
& #    #  # #    #  # #  # ## #    -=   S  O  F  T  W  A  R  E  =-     &
& #### #### #    #    #  # ## #                                        &
& #    #  # #    #  # #  # # ##          falcons@ihug.co.nz            &
& #    #  # ####  ##   ##  #  #                                        &
&                                                                      &
& Laurie Curwood    http://www.geocities.com/siliconvalley/lakes/6291/ &
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&


From amos-request@svcs1.digex.net Wed May 21 11:53:11 1997
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Date: Wed, 21 May 1997 12:08:50 +0100 (BST)
From: Mr Mad <ga.mccall@dcs.napier.ac.uk>
To: Schitso <johnp2@mail.airmail.net>
cc: amos-list@access.digex.net
Subject: Re: List game ballot
In-Reply-To: <m0wU1jA-0006U2B@mail.airmail.net>
Message-ID: <Pine.SOL.3.91.970521120012.21906A-100000@artemis>
MIME-Version: 1.0
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Content-Transfer-Encoding: 8bit
X-MIME-Autoconverted: from QUOTED-PRINTABLE to 8bit by svcs1.digex.net id HAA02574
Status: RO
X-Status: 

On Tue, 20 May 1997, Schitso wrote:

> 
> I'll start the voting here and will attempt to keep a record of votes.  Feel
> free to vote for more than one style of game.  If anyone has a better idea
> for a  ballot, let me know!
> -----------------------------------------------------------------
> 
> (X only one)
> Simple game [X] 
> Super game  [ ] 
> 
> (Please put atleast one of each style)
> If we do simple, what style(s)?
>
> Breakout, pacman - something with MEGA playability
> 
> If we do super, what style(s)?
>
> Adventure walkaround (Zelda style) for high spec Amigas. Maybe something
> like the valhalla games.
>
> (One only, runner up will reign if winner declines)
> Who should be our fearless leader?
>
> I haven't been on this list long enough to know !?
>
> (Multitasking people welcome :-)
> What can you contribute?
> Samples, ideas, small rendered logos/sprites, 
> some, not too complex, coding !
> 
> Other comments:
> Should make use of higher spec amigas (020+/4Megs/HD at least).
> 
> 
> -------------------------------------------------------------------
> 
> I will try to keep daily updates posted.
> 
> 
> Schitso
> 
> Reason #467848 to use Amiga:
>      8MB Amiga - Uses extra RAM as disk space
>      32MB PC   - Uses extra disk space as RAM
> 
> 

+----------------------+----------------------------------------+----------+
|   Graeme McCall      |  "...actually, I am a mouse in the     |     /| m |
|                      |   early stages of an elaborate scheme  |    /|| i |
| |\/||) |\/| /\ |\  |        to take over the world."        |   / || g |
| |  ||\ |  |/\|_/  |                                        |  /|| a |
| Gurgle, blub, wahh ! |    email: ga.mccall@dcs.napier.ac.uk   |    |
+----------------------+----------------------------------------+----------+


From amos-request@svcs1.digex.net Wed May 21 10:10:18 1997
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From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: Pietro Ghizzoni <ghizzo@agonet.it>
To: cahill4@iol.ie, Amos-List <amos-list@access.digex.net>
Date: Wed, 21 May 1997 12:47:39 +0100
Message-ID: <yam7080.1952.2014575688@mail.agonet.it>
In-Reply-To: <yam7079.6.2014193032@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: Extentions
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 20-Mag-97, Peter Cahill wrote: Extentions


>1.I have heard of a Music Extention for AMOS Pro called EME (Ehanced Music
>Extention).
>  Where can I get this extention (by WWW if possible) ?

Aminet :) dev/amos directory.. there is a demo version

>  How much does it cost ?

I don't remember....


>2.Where can the AGA extention for AMOS Pro be obtained ?
>  Does it allow SuperHighRes screens to be used ?

Not available yet....

>Please reply to cahill4@iol.ie

-- 


Bye!


                                     !!!
                                     o o
   +-----------------------------oOO-(_)-OOo----------------------------+
   |                                                                    |
   |  Pietro Ghizzoni - Dairymen Soft              __  /// Amiga 12OO   |
   |     E-Mail:  ghizzo@agonet.it                 \\\/// 'O3O  5OMhz   |
   |            Team AMIGA                          \/// 1OMB - CD4x    |
   |                                                                    |
   | Amos Professional Team Coordinator               AMIGA RULEZ!!     |
   |                                                                    |
   +--------------------------------------------------------------------+


From amos-request@svcs1.digex.net Wed May 21 12:15:51 1997
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From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: Pietro Ghizzoni <ghizzo@agonet.it>
To: Rod Whiteley <rwhiteley@magnet.com.au>,
        Amos-List <amos-list@access.digex.net>
Date: Wed, 21 May 1997 12:47:57 +0100
Message-ID: <yam7080.2862.2014575688@mail.agonet.it>
In-Reply-To: <yam7080.17.268964808@mail01.mel.magnet.com.au>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: GadToolsBox, GUIExt, & AMOSPro
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 20-Mag-97, Rod Whiteley wrote: Re: GadToolsBox, GUIExt, & AMOSPro

>Quick question:
>   I've been using Pietro Ghizzoni's wonderful GUI Extension with the
>GadToolsBox, and am having a slight problem. Any window I define in
>GadToolsBox ends up being only about 80% of the width I specify when it comes
>to using it from the GUIExt (v1.61). What have I overlooked?
>Thanks in advance
>Rod

1- Maybe do you have a small Wb font?.... xen/8?? With the GUI Extension 1.6x
the font sensitivity is switched on by default. Using a small  font (less
than 8 pixels) your GUI will be strached :)

2- do you have used the topaz.font 8 when you have created your GUI?

3- don't use the version 1.61! It's bugged! Download the v1.62 from aminet

>P.S. With the advent of GUIExt, and the talk of AGA/Graphics board support;
if
>we could just have neat integrated support of MUI, AMOS would be the best
>environment to write the best software. Can someone talk P.Hickman into
>updating his AMOS & Mui code?

OK... i've added the MUI/MUI Builder support in the future planes of my
extension.... but actually i'm working on other hard projects
(TCP/IP, AGA, screens, etc.)


>-- 
>Mitchell & Whiteley Physiotherapy.


-- 


Bye!


                                     !!!
                                     o o
   +-----------------------------oOO-(_)-OOo----------------------------+
   |                                                                    |
   |  Pietro Ghizzoni - Dairymen Soft              __  /// Amiga 12OO   |
   |     E-Mail:  ghizzo@agonet.it                 \\\/// 'O3O  5OMhz   |
   |            Team AMIGA                          \/// 1OMB - CD4x    |
   |                                                                    |
   | Amos Professional Team Coordinator               AMIGA RULEZ!!     |
   |                                                                    |
   +--------------------------------------------------------------------+


From amos-request@svcs1.digex.net Wed May 21 12:09:24 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 21 May 1997 10:18:53 -0500
Message-ID: <yam7080.2701.4809672@pop.golden.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: The List Game Proposal
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

This message may seem a bit dictatorish, but I've seen this all before. There
is a whole bunch of enthusiasm for a list collaboration, then the anal `lets
vote on it' goofs come along and soon the whole project dies. I am tired of
all your blathering. It's time to put your programming skills where your mouth
is.

AMOS List Game
I propose, and will organize, a combination of the SuperGame and the
SimpleGame. A storyline can be developed after the code is begun. The code is
this:

Each coder writes a small game of his own choosing. The code must comply to
the following rules:

Use NO extension commands
(We could spend the next two years arguing over what extensions each person
has and why the rest of us should register it. That would defeat the project.
If you are willing, however, to send a copy of the extension to all coders...
But piracy is wrong.)

The graphics and sound for your game must not exceed 500k CHIP
(There are too many differing configs out there and not all of them are AGA.
If we want to get our game on the aminet most downloaded list, it must be
playable by ALL amigans.)

Define all variables at the start of your code
(To integrate all the different bits, we will need to be able to see your
code's variables.)

If you are having trouble with any section of your code, sound or graphics,
tell the list RIGHT AWAY
(We have a vast array of coders, artists and sound techs. We can quickly help
you get over the problems you are having.)

The final game will be released as an AMOS List game. All the coders, artists,
sound techs, beta testers, will be listed in the credits. It will have
multiple stages (each stage being a separate simplegame). Once your game code
has been submitted to me (email, I don't have a problem with that), I will
redistribute it to our coders, one at a time. Each coder will have a chance to
optimize the code of every other programmer. This is a LIST game, not your
PERSONAL game. We are looking for speedy, tight code.

I know, you're saying that I'm getting a bit pushy, but if you want into the
list game (hopefully only the first of many) you should join up with me. I can
get the game out!

Imagine a game where the first stage is a pacman clone, the second a
platformer, the third a shootemup, etc. Imagine it was coded by the cream of
AMOS programmers. Imagine it was out there and everyone was playing it. With
your help, you won't have to imagine it. We have the technology. We have the
ability. We can make the first AMOS list game!

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Wed May 21 13:44:16 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Wed, 21 May 1997 10:42:36  -0700
Subject: List Game Page?
Status: RO
X-Status: 


As mentioned earlier, I like the idea of haveing a www page to list what
parts of the project are available, done, screenshots, downloads, etc.  I am
willing to host a page, but I have never done it before.  Also, if you have
seen my earlier posts on my modem situation, I am in a bad situation to be
sending a web page.  I can, however, put it on disks and take it to several
friend's houses and use their computers.  Is someone willing to help me set
it up?  I have never done a page before.  I would even let someone else do
the page and I will give the address and pay for the page.  I reserve the
right to change the page at will, however.  Eventually, it will be my
homepage.

As far as the votes for "fearless leader", I am good at 2D graphics,
organization and motivation.  Not my programming skills.  I have recieved a
few votes, and I wanted to clear this up.  If I had to put all of the pieces
together, the program probably wouldn't run! :-)  We want the best people in
the right places.  If the position is to organize then I have no problem
with that and would love to do it.
 

Schitso

Reason #467848 to use Amiga:
     8MB Amiga - Uses extra RAM as disk space
     32MB PC   - Uses extra disk space as RAM


From amos-request@svcs1.digex.net Wed May 21 16:13:56 1997
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From: "Rune J. Keller" <keller@vip.cybercity.dk>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 21 May 1997 20:21:10 +0100
Message-ID: <yam7080.531.138585864@vip.cybercity.dk>
In-Reply-To: <m0wU1jA-0006U2B@mail.airmail.net>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: List game ballot
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 21-May-97, Schitso wrote:

>-----------------------------------------------------------------

>(X only one)
>Simple game [ ] 
>Super game  [X] 

A simple game wouldn't be a good project for multiple coders!

>(Please put atleast one of each style)
>If we do simple, what style(s)?

Eventually a Bubble-Bobble style of game. Not that simple, but just bloody
fun.

>If we do super, what style(s)?

I'ld still like a Zelda type of game. This leaves space open for multiple
people to work on it:

Plot
Level design: Huge maps
Music: Different modules for different places
Graphics
Coding: Zelda has a lot of sub-games, which have to be coded individually.
Savegame-system. Random dungeon map generators (like Diablo). Character
developing (like Diablo...) AI for monsters, friendly people and other
characters. Fast 8-way scrolling routine. Fast map-display and so on and so
on...

>(One only, runner up will reign if winner declines)
>Who should be our fearless leader?

I've got no idea.

>(Multitasking people welcome :-)
>What can you contribute?
Coding (why is it, that most people on this AMOS-LIST will contribute with
music and gfx? Are you coders or not?)

-- 
rune j. keller - sporuplundsvej 105 - dk-8472 sporup - keller@vip.cybercity.dk
                   - it's not a good day to be a bad guy...


From amos-request@svcs1.digex.net Wed May 21 17:54:18 1997
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Message-Id: <24770f3e.u8t20e.b1bc-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7080.2701.4809672@pop.golden.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Wed, 21 May 1997 10:18:53 -0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
MIME-Version: 1.0
Content-Type: text/plain
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: joehick@golden.net
Cc: amos-list@access.digex.net
Subject: Re: The List Game Proposal
Content-Transfer-Encoding: 8bit
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Status: RO
X-Status: 

To the one known as Mr.,

Phew, a CIA chip blows, and the list goes crazy when I'm not looking !  A
list game huh ?

> Each coder writes a small game of his own choosing. The code must comply to
> the following rules:

..well, after reading all the other stuff, this seems like the most sensible
idea.. 

> Use NO extension commands

Hmmmm.

> (We could spend the next two years arguing over what extensions each person
> has and why the rest of us should register it. That would defeat the project.
> If you are willing, however, to send a copy of the extension to all coders...
> But piracy is wrong.)

Not sure about this, there are a lot of good PD extensions around that most
people have installed, and that others can install for no money.  How about
only using free extensions that your project cannot do without ??

> The graphics and sound for your game must not exceed 500k CHIP
> (There are too many differing configs out there and not all of them are AGA.
> If we want to get our game on the aminet most downloaded list, it must be
> playable by ALL amigans.)

..I only partly agree with this.  I don't think many people with access to
aminet only have 500k chip.  Perhaps 1meg chip and a bit of fast..  But keep
it down, certainly.  With the ammount of graphics and sound a mega-game
would use, it'll push things way over the limit.  

Additional sound/graphics rule:
	Have a seperate load sound/graphics part in your code.
	Have a seperate release sound/graphics in your code.

Additional rule for coding compatability:
	Keep most (preferably all) of your code in procedures..  If you use
	a goto, you will certainly be killed mercilessly.

<hint>
	...have a flag to load graphics when in game mode, and to keep them
	in memory on programming mode.

<hint>
	Keep most of your data/graphics/sound in a sub-directory related to
	your bit.   (see below)

<hint>
	Make sure your code doesn't make any assumptions on devices
	connected to the machine.  If you start accessing df0: I'll scream.
	Keep your files local.  (see above)

<hint>
	Allow as many control systems as possible, 'cos everyone else may
	be using joystick/keyboard/mouse/joypad..

<hint>
	When initialising screens, make sure you don't make any assumptions
	about the screens that may already exist.  If we combine, your
	assumtions will go haywire.  Same goes for sound and stuff.
	
<giark>
	> Define all variables at the start of your code

<giark>
	> If you are having trouble with any section of your code, sound or
	> graphics, tell the list RIGHT AWAY

Solid.  I'm available for any programming required.

> I know, you're saying that I'm getting a bit pushy, but if you want into the
> list game (hopefully only the first of many) you should join up with me. I can
> get the game out!

Ok...
 
> Imagine a game where the first stage is a pacman clone, the second a
> platformer, the third a shootemup, etc. Imagine it was coded by the cream of
> AMOS programmers. Imagine it was out there and everyone was playing it. With
> your help, you won't have to imagine it. We have the technology. We have the
> ability. We can make the first AMOS list game!

Sounds cool.  I'll kick off with a quick project that I've always been
meaning to write, a nice Space Harrier clone, but it would probably be more
than one stage in length.  I need graphics and preferably sound.  Any
takers ?  


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Red Alert !"
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk


From amos-request@svcs1.digex.net Wed May 21 16:04:16 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Wed, 21 May 1997 12:37:03  -0700
Subject: RE:The List Game Proposal
Status: RO
X-Status: 


I did it again... the original went to the sender and not the list.
Here's one for the list

Mr. Giark To You wrote:
> 
> This message may seem a bit dictatorish, but I've seen this all before.
There
> is a whole bunch of enthusiasm for a list collaboration, then the anal
`lets
> vote on it' goofs come along and soon the whole project dies. I am tired of
> all your blathering. It's time to put your programming skills where your
mouth
> is.


I was trying to get things moving.  All we have heard is "yes a game would be
cool", but not one person had seemed to do anything yet.  I guess doing
nothing would make it program itself?  I'll take that as one vote for Mr.
Giark :-)


> 
> AMOS List Game
> I propose, and will organize, a combination of the SuperGame and the
> SimpleGame. A storyline can be developed after the code is begun. The code
is
> this:
> 
> Each coder writes a small game of his own choosing. The code must comply to
> the following rules:
> 
> Use NO extension commands
> (We could spend the next two years arguing over what extensions each person
> has and why the rest of us should register it. That would defeat the
project.
> If you are willing, however, to send a copy of the extension to all
coders...
> But piracy is wrong.)


I totally agree.  My only question is, wouldn't it be kind of distracting
playing a game where every board is a different game?  You would never feel
as if you finished anything.  For this to work, we would have to have some
kind of connection between the games.  At least the main characters and some
plot for you to actually be in all these different situations.

How about just putting out a disk of Amos List games?  That is the same
effect.  The idea was to use each person's tallents to make one great game. 
Not a compilation like Assassins.


> 
> The graphics and sound for your game must not exceed 500k CHIP
> (There are too many differing configs out there and not all of them are
AGA.
> If we want to get our game on the aminet most downloaded list, it must be
> playable by ALL amigans.)


Well, AMOS(pro) doesn't support AGA anyway, so that is no problem.
(flame on)
How much chip memory do you have?  Your 2000/060 must have 1MB as your 500
does.  Personally, I have no sympathy for people with stock A500's.  If more
people had upgraded their Amiga we would have better games and productivity
software.  If we write a game for PC's someday(never, I hope) we should
write it for CGA or MDA, since it will work on all machines, right?

If we limit it to 1MB chip, I think it would be a reasonable limit.  This
would allow better effects than 512K while only A1000's and people stuck in
the 80's would be left out.

BTW, several "anal goofs" have already stated they want to use those new hard
drive thingies and "mainframe on a chip" 68020's!


> 
> Define all variables at the start of your code
> (To integrate all the different bits, we will need to be able to see your
> code's variables.)
> 
> If you are having trouble with any section of your code, sound or graphics,
> tell the list RIGHT AWAY
> (We have a vast array of coders, artists and sound techs. We can quickly
help
> you get over the problems you are having.)
> 
> The final game will be released as an AMOS List game. All the coders,
artists,
> sound techs, beta testers, will be listed in the credits. It will have
> multiple stages (each stage being a separate simplegame). Once your game
code
> has been submitted to me (email, I don't have a problem with that), I will


(or whoever heads up the list)


> redistribute it to our coders, one at a time. Each coder will have a chance
to
> optimize the code of every other programmer. This is a LIST game, not your
> PERSONAL game. We are looking for speedy, tight code.
> 


Exactly what I had thought.


> I know, you're saying that I'm getting a bit pushy, but if you want into
the
> list game (hopefully only the first of many) you should join up with me. I
can
> get the game out!


A little too pushy for me, chill out and I will be glad to help! :-)


> 
> Imagine a game where the first stage is a pacman clone, the second a
> platformer, the third a shootemup, etc. Imagine it was coded by the cream
of
> AMOS programmers. Imagine it was out there and everyone was playing it.
With
> your help, you won't have to imagine it. We have the technology. We have
the
> ability. We can make the first AMOS list game!
> 
> Well met and godspeed,
>                       Giark
>                                            joehick@golden.net
>                              http://www.golden.net/~joehick/fbn/index.html
>      ______  ______    _____  .------------------------------------------.
>     / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
>    / /__   / /_/ /   / /  / / !                                          !
>   / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
>  / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
> /_/     /______/  /_/  /_/    !                                          !
>    Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
>                               `------------------------------------------'




Just one of the "anal goof's" you need cooperation from,
Schitso

Reason #467848 to use Amiga:
     8MB Amiga - Uses extra RAM as disk space
     32MB PC   - Uses extra disk space as RAM

From amos-request@svcs1.digex.net Wed May 21 15:10:44 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: falcons@ihug.co.nz, amos-list@access.digex.net
Date:          Wed, 21 May 1997 16:49:45 GMT0BST
Subject:       Re: Falcon
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> However I realise it is a problem, but is ASCII really the solution? How would
> people to react to loading in ASCII extension files? Also, does anyone want to
> be able to read tooltypes? I'm thinking of doing it but if noone's interested
> I won't bother.

I'd react better to loading ASCII than to loading AMOS files that 
don't work....

I'm not interested in tooltypes. Get a move on with Multi paste  :)


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Thu May 22 04:33:23 1997
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From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Thu, 22 May 1997 02:11:38 +0500
Message-ID: <yam7081.1887.2807176@smtp.ix.netcom.com>
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Subject: Re: The List Game Proposal
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On 21-May-97, Mr. Giark To You wrote:

>AMOS List Game
>I propose, and will organize, a combination of the SuperGame and
>the SimpleGame:

   Okay, after giving this some thought, it seems like a brilliant idea
   and would probably be the easiest method of:

   A)Gaining a bit of experience in overall list-development and
        integration of the modules (games/stages in this case) 
   B)Producing a mega-game very quickly

   Well done...
 

>Each coder writes a small game of his own choosing. The code
>must comply to the following rules:

>Use NO extension commands
   Never use them.


>The graphics and sound for your game must not exceed 500k CHIP

   No problem...


>Define all variables at the start of your code

   Common sense...


>If you are having trouble with any section of your code, sound or
>graphics, tell the list RIGHT AWAY

   No problem...


>Once your game code has been submitted to me I will redistribute
>it to our coders, one at a time.
>Each coder will have a chance to optimize the code of every
>other programmer. This is a LIST game, not your PERSONAL game.
>We are looking for speedy, tight code.

   Let me make sure I have this right. Each of us programmers will be
   going over the code of every other programmer?

   Obviously, it all depends on how many programmers and stages
   there will be but, this could be pretty time-consuming...

   Okay, if the number of "passes" is within reason...
 

>I know, you're saying that I'm getting a bit pushy, but if you want
>into the list game (hopefully only the first of many) you should
>join up with me. I can get the game out!

   Great strategy, particularly the bit about putting your 
   programming where your mouth is...

   COUNT ME IN!! I am doing a side-view, scrolling shooter.
 



   There are a few things which you need to define from your
   new position, most notably HOW MUCH TIME IS AVAILABLE? Do we
   have two weeks, four weeks, six months, etc?



   There is something else which needs to be taken care of. Many
   people are designers, artists, musicians, or even programmers
   that might not feel like tackling an entire stage.


   These people need to be included, should they desire.


    So, doing my bit... any designers, graphicians, musicians,
    etc. interested in the shooter, please contact me.
   
    Same for programmers, if you don't feel like tackling your
    own stage but, would like to code a few bits get in touch.

    Let's have some fun!!
  


            Take care,

            Garfield



From amos-request@svcs1.digex.net Wed May 21 19:14:39 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: Schitso <johnp2@mail.airmail.net>
Date: Wed, 21 May 1997 15:40:57 -0600
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Subject: Re: List game ballot
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Greetings.
 
Here's my vote to Murray (I guess).
 
> (X only one)
Simple game [X]
Super game  [ ] 
 
> (Please put atleast one of each style)
> If we do simple, what style(s)?
An overhead or side-scrolling shoot-em-up 
(anything from a vintage system, NES or SNES).

> If we do super, what style(s)?
A CDROM or large HD space 3Der with cenematic scenes
and digitized/sampled sound w/some .MODs.
(Hey, you said "super" didn't you?) 
 
> Who should be our fearless leader?
Giark seems to want to get this thing off the ground, but at the 
moment, I can't say for sure since no one will speak up. I WOULD,
but I'm quite busy with my current project. :)
 
> (Multitasking people welcome :-)
I think I consider myself as one.

> What can you contribute?
Plenty. Rendered 3D graphics and images, any type of animated Bobs 
and/or Sprites (All rendered in a Lightwave and/or a similar 3D 
modeler on the PC). I can also provide you with some music (.mods) 
and I think I can find time to contribute code where needed.

> Other comments:
Start simple. Once organized and we have some demos going, then we 
can move up to bigger and better things.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Wed May 21 19:12:06 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
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To: falcons@ihug.co.nz
Date: Wed, 21 May 1997 15:44:20 -0600
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Greetings.
 
> Please note the `s'! falcons@ihug.co.nz
Sorry about that. Just a typo.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Wed May 21 19:43:11 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: Rob Sibley <Rob.Sibley@dial.pipex.com>
Date: Wed, 21 May 1997 15:50:17 -0600
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Subject: Re: This List game.
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Greetings.

> Adam Parrott wrote:
> 
>> ...Btw, I think we can apply the "promotion motion" analogy 
>> to this one. You don't start out afresh at a company (if your
>> young and inexperienced, at a first job) working in a high
>> management position. You work your way UP the corporate ladder
>> from the BOTTOM. You can apply this to beginning a team project
>> like mentioned.
> 
> Nice theory, but how are you gonna tell how experienced someone is
> if they haven't published anything?  Personally I haven't released
> anything written in AMOS for over three years, but I still use it
> all the time.  The only fair way is to take people's word for it,
> and let them take on whatever they think they can handle.

I was referring to the ENTIRE List in general. I wasn't saying that 
everyone coder had to start out simple. I meant that the entire 
project should start out simple. If experienced programmers want to 
write or contribute complex or bigger code to the project, let them! 
By all means, let them code what they think they can handle.
 
> Do we know who's managing this project yet?  As far as I can tell
> only Schitso has offered his services so far, and he didn't sound
> too keen.  Somebody's going to have to come in and put their foot
> down, otherwise it will never get off the ground.  All votes for
> Schitso then?  Everybody say "Aye".
 
How about Laurie? As I recall, this was HIS idea, and he WAS the one 
that made the announcement to everybody. I would nominate myself for 
the leader position, but I'm a bit to busy right now with my current 
project to head a project as big as this. Maybe another time.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Wed May 21 21:25:39 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Wed, 21 May 1997 16:00:03 -0600
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Subject: Re: The List Game Proposal
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Greetings.
 
> This message may seem a bit dictatorish, but I've seen this all
> before. There is a whole bunch of enthusiasm for a list
> collaboration, then the anal `lets vote on it' goofs come along and
> soon the whole project dies. I am tired of all your blathering. It's
> time to put your programming skills where your mouth is.

Well, it's not until someone gets up and takes charge of the 
situation that anything gets done, would you not agree?
 
> AMOS List Game
> I propose, and will organize, a combination of the SuperGame and the
> SimpleGame. A storyline can be developed after the code is begun.

If you really wish. You must have ALOT of spare time on your hands :)

> The code is this:
> 
> Each coder writes a small game of his own choosing. The code must
> comply to the following rules:
> 
> Use NO extension commands
> (We could spend the next two years arguing over what extensions each
> person has and why the rest of us should register it. That would
> defeat the project. If you are willing, however, to send a copy of
> the extension to all coders... But piracy is wrong.)

Hmm, well, this may be a good idea if we're going to start out with a 
simple game, but it's NOT a good idea for when/if we move up to a/the 
"super" or bigger game. If it's a SUPER game you want, you're gonna 
have to use every bit of technology that's at your hands. Remeber the 
old computer addage: "Garbage in, garbage out." Modify it to say:
"Big things in, big things out." Of course there should be a limit on 
this, but, when we start aiming for a super game, we're going to have 
to use ALL the extensions (if we can) to get a super game out.

> The graphics and sound for your game must not exceed 500k CHIP
> (There are too many differing configs out there and not all of them
> are AGA. If we want to get our game on the aminet most downloaded
> list, it must be playable by ALL amigans.)

Good idea. Should be easy for a small or moderately sized game.
 
> Define all variables at the start of your code
> (To integrate all the different bits, we will need to be able to see
> your code's variables.)

This is good practice. Most languages require you to do this, C and 
C++ being the most obvious. Helps you outline your program ahead of 
time in a logical manner.
 
> If you are having trouble with any section of your code, sound or
> graphics, tell the list RIGHT AWAY (We have a vast array of coders,
> artists and sound techs. We can quickly help you get over the
> problems you are having.)

Sounds pretty accurate.
 
> The final game will be released as an AMOS List game. All the
> coders, artists, sound techs, beta testers, will be listed in the
> credits. It will have multiple stages (each stage being a separate
> simplegame). Once your game code has been submitted to me (email, I
> don't have a problem with that), I will redistribute it to our
> coders, one at a time. Each coder will have a chance to optimize the
> code of every other programmer. This is a LIST game, not your
> PERSONAL game. We are looking for speedy, tight code.

That's gonna be one LONG list (I think).
 
> I know, you're saying that I'm getting a bit pushy, but if you want
> into the list game (hopefully only the first of many) you should
> join up with me. I can get the game out!

I'm sure you can. If we're all going to be in this, we're all going 
to have to help each other.
 
> Imagine a game where the first stage is a pacman clone, the second a
> platformer, the third a shootemup, etc. Imagine it was coded by the
> cream of AMOS programmers. Imagine it was out there and everyone was
> playing it. With your help, you won't have to imagine it. We have
> the technology. We have the ability. We can make the first AMOS list
> game!

We can, and if everyone will finish talking a QUIT spittin fire, then 
I think we'll get somewhere. I know there are many competent coders 
on this List, and with their help (for those who havent spoke up yet)
I'm sure we can get this project up and moving, organized, and 
finished (eventually).

Just think, if this project ever turns out as big as some of us are 
invisioning it to be, then it would sure be the wake-up call that the 
Amiga needs and would give it the needed attention it needs to get 
back on its feet (possibly, with the help of Gateway now :)

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Wed May 21 20:32:52 1997
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Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: Schitso <johnp2@mail.airmail.net>
Date: Wed, 21 May 1997 16:08:53 -0600
MIME-Version: 1.0
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Subject: Re: List Game Page?
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <m0wUDXu-0003i6B@mail.airmail.net>
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Status: RO
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Greetings.

> As mentioned earlier, I like the idea of haveing a www page to list
> what parts of the project are available, done, screenshots,
> downloads, etc.  I am willing to host a page, but I have never done
> it before.  Also, if you have seen my earlier posts on my modem
> situation, I am in a bad situation to be sending a web page.  I can,
> however, put it on disks and take it to several friend's houses and
> use their computers.  Is someone willing to help me set it up?  I
> have never done a page before.  I would even let someone else do the
> page and I will give the address and pay for the page.  I reserve
> the right to change the page at will, however.  Eventually, it will
> be my homepage.

Well, to start, I consider myself to be a pretty good Web page 
designer (actually, I know I am, and if you've ever visited my site, 
you'll agree with me and know what I mean). Not to say I'm the only 
one here, NO, but that's what I devote most of my time on the 
computer to (besides my coding) is Webpage development (my site). I 
could host those pages (for free) on my site in the Projects area 
(just as long as they don't eat up alot of space) and you could 
modify it whenever you wanted. If you wanted me to do it, I would be 
more than happy to. It would be no problem, really.

> As far as the votes for "fearless leader", I am good at 2D graphics,
> organization and motivation.  Not my programming skills.  I have
> recieved a few votes, and I wanted to clear this up.  If I had to
> put all of the pieces together, the program probably wouldn't run!
> We want the best people in the right places.  If the position is to
> organize then I have no problem with that and would love to do it.

If you've already read my vote slip, I've already stated what I'm 
able to contribute. The highest point would be graphics (I could 
render just about anything you can think of, I'm typing from a 
Multimedia PC powerhouse. The word Lightwave ring a bell to anyone? I 
use it to render the graphics for my pages, with help from ol'
Paint Shop). The next would be coding, and then anything extra, such 
as sounds or music (I am a musician, pianist to be exact) so I could 
crank out some tunes or locate some on the Web somewhere easily.

As far as the Leader position, I don't think so (for me) at the 
moment. My current project already takes up most of my time, so I 
don't have time to head up a project like this at the moment.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Wed May 21 22:36:22 1997
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Message-ID: <338394E0.3778@ozemail.com.au>
Date: Thu, 22 May 1997 08:35:44 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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Hello All,

Okay, everyone is still talking about the construction of this game and
I think I may have the solution.  First of all we go with Mr Giark`s
plan, lots of simple game-types tied together.  Secondly, we choose
two(2) characters, say a guy & a girl.  These characters allow
2-player-simultaneous play like beat-em-ups, sonic-style race to the
other end of the screen, SpyVsSpy maze/run-around shooting each other, &
split screen adventure/collect-em-up style games.  
As a script writer I realise we need an over-arching story to bind the
games together.  Something as simple as 'You have been warped over to
this strange land.  With the help of your friend, or by yourself, get to
the portal at the end with the gems(or any items) to warp back home'.
Now you could add a bit of 'dynamism' by having the two players hate
each other, so that that the games are kill or be killed by the other
player, but as a final word to kids (god bless `em & I know you all have
friends or relatives with `em) make the final stages of the game
'cooperative' to say to the younger audience, 'Great things can be
achieved if we work together'.  You know it`s kind of an underlying
theme to this whole Amos-list discussion.
Okay there`s some more food for thought.  I think this kind of structure
will allow modular programming, a slick storyline, continuity, and
political correctness.

Flame on if you must.

Cheers, Andy, GEOSYNC -O- MEDIA

From amos-request@svcs1.digex.net Wed May 21 21:08:37 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Wed, 21 May 1997 17:43:47  -0700
Subject: RE:List game ballot
Status: RO
X-Status: 



Just for your info:

> 
> (X only one)
> Simple game [X] 
> Super game  [ ] 
> 
> (Please put atleast one of each style)
> If we do simple, what style(s)?

80's style mabe MULE, or Spy Hunter

> 
> 
> If we do super, what style(s)?

Super? How about a Tekken type game with less polygons?

> 
> 
> (One only, runner up will reign if winner declines)
> Who should be our fearless leader?

Mr. Giark if he starts drinking decaf :-)

> 
> (Multitasking people welcome :-)
> What can you contribute?

Graphics, my code is harmful or fatal if taken internally :-P

 
> 
> Other comments:

We need to start small, so we learn to incorporate our efforts.  We don't
want to rewrite a huge game when the parts don't come together. 
 
 
> -------------------------------------------------------------------


Schitso

Reason #467848 to use Amiga:
     8MB Amiga - Uses extra RAM as disk space
     32MB PC   - Uses extra disk space as RAM


From amos-request@svcs1.digex.net Wed May 21 22:13:18 1997
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X-ROUTED: Thu, 22 May 1997 02:03:24 -0500
X-TCP-IDENTITY: Platon
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Thu, 22 May 1997 01:59:50 +0100
Message-ID: <yam7081.2524.139642280@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: TOME Pro
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Status: RO
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Hi AMOS-Users!

I  think  somebody  wanted  TOME  for  AMOS  Pro...  I've  just  added  the
Crossupdate to my homepage, if you want to update from AMOS Creator TOME to
AMOS Pro TOME it. But  be  warned:  you  need  the  original  Creator  TOME
extension. I'm not supporting pirate copies in any way.

URL: http://home.pages.de/~platon
  or http://www.cum.de/user/platon/
  or http://www.cu-muc.de/user/platon/

There's some other AMOS stuff floating around there  too  :)  Have  a  look
please.

Bye,ChrisHodges (http://www.cum.de/user/platon/) ____
A4000/60, 24MB, 420HD, CD-ROM, CV64, FliFix   __/////_____
GCSdHs-:++!gp?!aua20w++v?C+++   \\\/////_/___/LOGOUT
E----N++K-W-------po+t++@!5j--R+G?   \XX/\__/__/FASCISM!
tv-b+D--B?e+(++)*u++h!f!rn+!y+   AMIGARULEZ! \/


From amos-request@svcs1.digex.net Wed May 21 21:10:46 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Wed, 21 May 1997 18:18:48  -0700
Subject: Game Votes Today
Status: RO
X-Status: 


Ok, here is what I have so far. I think most of the regulars have voted, but
how long should we leave it open?


-----------------------------------------------------------------------
Simple game: 7
Super game : 2
Don't care : 1


This was the hard part.  Multiple games were allowed, and hardly anyone said
the same games.  I did what I could to put them into genres.  Atleast this
gives some idea what we want!

Simple style games:

80's type arcade: 11
Strategy/think  : 2
Olympics        : 1
Bubble Bobble   : 1

Boskonian?: 1
Super Puzzle Fighter?: 1
I have never seen these two, so I have no idea where to put them.



Super style games:

3D action/adventure: 2
2D adventure       : 5
3D action in space : 1
Mystery            : 1
Olympic            : 1
3D Fighting        : 1


Leader:

Adam Parrott: 1 (He is too busy with other projects, has declined)
Mr. Giark   : 3 (Will overthrow the winner, anyway :-)
Schitso     : 2 (This anal goof voted for Mr. Giark)
Don't care  : 4



Contributions:

Coders : 5
GFX    : 4
Music  : 2
----------------------------------------------------------------------------

Schitso

Reason #467848 to use Amiga:
     8MB Amiga - Uses extra RAM as disk space
     32MB PC   - Uses extra disk space as RAM


From amos-request@svcs1.digex.net Wed May 21 23:00:16 1997
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Date: Wed, 21 May 1997 21:49:07 -0400
From: Michael Drummond <miked@mhv.net>
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Subject: List game ballot
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Status: RO
X-Status: 

(X only one)
Simple game [X] 
Super game  [ ] 

(Please put at least one of each style)
If we do simple, what style(s)?
   Chase Maze

If we do super, what style(s)?
   3D Battle Chess

(One only, runner up will reign if winner declines)
Who should be our fearless leader?
   MrGiark2u
(Multitasking people welcome :-)
What can you contribute?
   Music, code

Other comments:

Mr. G - what formats for music? Amos banks? MED? Protracker?
   Anybody interested in algorithmic MIDI?

Mike Drummond

From amos-request@svcs1.digex.net Thu May 22 00:14:08 1997
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Date: Wed, 21 May 1997 21:19:26 -0500 (CDT)
From: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
X-Sender: sdmatott@kimbark.uchicago.edu
Reply-To: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
To: Keith Hill <Braneloc@mirex.demon.co.uk>
cc: joehick@golden.net, amos-list@access.digex.net
Subject: List Game Idea, 3D platformer?
In-Reply-To: <9705211934.AA006w6@mirex.demon.co.uk>
Message-ID: <Pine.GSO.3.95.970521204827.26841A-100000@kimbark.uchicago.edu>
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Status: RO
X-Status: 

	Hello,
	I've been reading all these list game proposals and I have to
admit I'm kind of thrilled, who ever came up with this idea I think we all
owe you a good pat on the back!

	My idea for a game is one that's been floating around in my head
for awhile now, ever since writing a Wolf-3D clone in C this past summer.
Why not take the traditional Ray-Caster abd turn it on it's side,
literally!
	You see Wolf is really just based on a 2-D map, infact for my
clone I used ASCII text and DOS edit to make my levels, you know the
routine:

	############   This would be a little room or something
	#   #      # 	and the #'s are walls.
	#   #      #	the @ goobie is you and all Wolf does is
	# ###  #####	give you a 3-d view of this 2d map.
	#    @     #	In Reality this isn't anything too different
	#          #	From Hack or even the orignal Castle WolfenStien
	############    Also Zelda, and all other top down maze games

	Well it occurred to me while writing a DonkeyKong (Chtulhu
Kong) clone that same summer that our favorite old Platform games
eg. Mario Bros., Beast Zool, Sonic, ect.  aren't anything different
they're based on the same 2d maps their just viewed in 2d, for example:

             ##########             ###             If I'm right the
						    First level of 
   ###      #                      #####	    Super Mario Bros.
 @                     ###			    Looks something like
##########################   ###################    this.

	Well hopefully by now you see it, why not just take the RayCasting
idea and apply it to these games, by turning the code on it's side so
it draws horizontal lines instead of vertical ones, eg. cielings and
floors instead of walls, get it? the #'s become platforms, we can use the
same jump, fall, run, ect. routines as our platform games do, (this fall I
wrote what I think was a pretty tight and generic piece of code for this
kind of thing it's all based on a preset map and not anything on screen)
The only thing that would change would be the view, you'd
see from behind Mario's back instead of from his side.  Obviously weren't
not talking Mario64 or anything here, but it could be a very slick port of
the platform genere into the third dimension.  Has anyone played Crash for
Palystation?  I reckon a platformer in this style would play out somehting
like the 3-d stages from this game, except our hero'd be able to jump
up and and onto different platforms and heights, in this sense though
obviously graphically inferior, unless we got somre artists out
there, a game like this would be better than crash, which actually works
off an almost strictly 1d map.  well did anyone understand this?  Any
ideas?  Unfortuneatley I don't have a copy of Amos on my machine right
now, I jsut bought a new A3000 and my Amos disks are stended back home :(
Actually I know Piracy has been a big issue on the list lately so please
nobody take this wrong, but is Amos 1.3 PD?  I know it was given away w/
alot of magazines but was it officially made PD?  well anyway, I'd be
really interested in what you all think of this idea so let me know if
you've go the time, it seems like a good list project to me because it's
something new, at least as far as I know, it's pretty exciting, 3d games
are all the rage these days, and it really inly involves combing alot of
pre-existing knowledge just in a new way.  Well I'm dying to start work
on the thing myself, so maybe I'll go call home and have those disks sent
to me. 

			Thanks,
				Scott Matott sXe


From amos-request@svcs1.digex.net Wed May 21 18:00:54 1997
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From: Rob Sibley <Rob.Sibley@dial.pipex.com>
To: "Mr. Giark To You" <joehick@golden.net>
CC: AMOS Mailing List <amos-list@access.digex.net>
Date: Wed, 21 May 1997 21:31:13 -0500
Message-ID: <yam7080.680.1745156440@smtp.dial.pipex.com>
In-Reply-To: <yam7080.2701.4809672@pop.golden.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: The List Game Proposal
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On 21-May-97, Mr. Giark To You wrote:

>This message may seem a bit dictatorish...

No, really?

Actually, I agree with most of what you said, but the game idea could do with
some more thought.  Possibly having the simple games as variations of a theme
rather than being totally separate, otherwise the game just won't flow.

Rob.


From amos-request@svcs1.digex.net Wed May 21 21:51:14 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net
Date:          Thu, 22 May 1997 00:19:47 GMT0BST
Subject:       Re: List game ballot
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Murray's turn....

> Simple game [ ] 
> Super game  [X] Simple is for individual programmers working alone.

    (Simple on the outside but more complex on the inside would 
probably be good too)
 
> If we do simple, what style(s)?

Biplanes but with more players and computer controlled players.
(its an OLD PD game but great fun)
True it is simple. I could do it myself in about 3 days, but that is 
what some of you seem to want.
I'm sure we could turn a 3 day easy game into a 2 month mess with 
loads of programmers doing alsorts.....

> If we do super, what style(s)?

Syndicate Wars.
Well, almost. A 2D version with depth created through graphics style. 
i.e. Viewed from the side and a bit from the above.
Loads of weapons. Interesting plot. Artificial intelligence.
Vehicles. Loads of Weapons. Entering buildings. Talking to people. 
Loads of Weapons. 

OR

Monkey Island style adventure. There are a LOT of people who can draw 
good graphics and create good music for it. I know, some of them have 
started doing stuff for me.
If we made it comical like Monkey Island, I'm sure between us, with 
ALL the ideas we have it could be hilarious a great fun.
Plot would be a problem. We could decide by discussion the basic idea 
but we'd need someone willing to create a storyline and then let 
others contribute changes/ideas etc.

> Who should be our fearless leader?

Well, no one has really said that they REALLY want to do it yet so I 
can't really say...
 
> What can you contribute?

Programming. Especially AI or Storyline elements. 
 
> Other comments:
 
I'll be in for (almost) anything but I still can't see how a too 
simple game will work. OK. Simply on the outside, bit more complex on 
the inside is OK. But some of the ideas being suggested, most 
programmers could do in no time on their own and outside help would 
just get in the way.

-Murray

           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Wed May 21 23:05:06 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net, Andrew Hawkins <geosync@ozemail.com.au>
Date:          Thu, 22 May 1997 00:56:23 GMT0BST
Subject:       Re: Bobs
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> >--==MURRAY==-- wrote:
> > 
> > I'm having a problem with Bobs. I've often had a problem with using
> > Bob Off N and then shortly after redefining the Bob; Bob N,X,Y,I 
> > If some unknown amount of time has not passed between the two
> > commands, then the Bob doesn't get displayed when I call
> > Bob Clear
> > Bob Draw
> > Screen Swap
> > Wait Vbl
> > Now this causes bobs to flash on and off at times which looks pretty
> > awful.
> > Basically the whole problem came about because I put a split screen
> > two player mode in my game and AMOS doesn't allow the same bobs on
> > different screens so I had to do all sorts of changes ..... but thats
> > another LONG story.
> 
> Also, I`ve had that problem when you reach the edge of a large defined
> screen say 512*512 which is only visible at 320*256, and I use Screen
> Offset to scroll & paste icons as the player advances over the map. 
> When the edge of the screen is met I call Bob off, reset the offset to
> 0,0, screen copy the current viewport images to the new offset & the use
> Bob n,x,y,i.  Some bob`s flicker.

Sounds something like what I had in a scrolling system but different .
(?)
I've got a vague feeling that this worked, although it sounds funny. 
I'll check my program to be sure what I'm saying is right.
But try:
Screen Copy before you Clear Any Bobs
Redefine Bobs to new position without Bob Off
Bob Clear
Bob Draw
Screen Swap
etc.

This may be totally wrong, I know it doesn't sound too good but the 
solution I had (if it is the same problem) didn't seem right either, 
but it worked.

-Murray


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Thu May 22 04:34:32 1997
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Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: sdmatott@midway.uchicago.edu
Date: Thu, 22 May 1997 00:10:02 -0600
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Subject: Re: List Game Idea, 3D platformer?
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CC: amos-list@access.digex.net
Priority: normal
References: <9705211934.AA006w6@mirex.demon.co.uk>
In-reply-to: <Pine.GSO.3.95.970521204827.26841A-100000@kimbark.uchicago.edu>
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Greetings.

Scott Matott wrote:
>  I've been reading all these list game proposals and I have to
> admit I'm kind of thrilled, who ever came up with this idea I think
> we all owe you a good pat on the back!

I believe that that person is Laurie Curwood. (falcons@ihug.co.nz)

>  My idea for a game is one that's been floating around in my head
> for awhile now, ever since writing a Wolf-3D clone in C this past
> summer. Why not take the traditional Ray-Caster abd turn it on it's
> side, literally!

That would be an idea, but, if your going to build on a traditional 
raycaster, why not just wait until I get mine finished?? (If you 
don't know about it, you should either pay more careful attention to 
the mail you get from the List (not that much) or just check out my 
pages in the new Projects area at the end of the week, when they'll 
be uploaded :) I've got a huge book-manual on raycasting, and I've 
been reading up on the concept. I already knew alot about the 
subject, and had had the idea to do one for quite some time, so Mush 
went and referred me to a great book that came with source on a CD. 
I'm getting finished with it, and hope to have my engine finished by 
the end of the Summer (which, believe me, WILL be MUCH sooner than 
this List will finish this List game, the way it's going). I now know 
more about and am versed in the subject of raycasting (or at least 
I'm getting there).

I originally had decided that I would release my Engine in source 
form, and probably still won't, however, if I see that my engine does 
good, and that the game (on the List) is going good itself (assuming 
we use your idea), I may release portions/all of it for modifying to 
certain experienced coders on the team. We'll see.. I just wondered 
why you would want to waste your time on a project THAT BIG 
eventually for the reason that I'm doing something like that already. 
The only difference between my engine and the game in your idea is a 
few modifications (view, graphics, story). Don't get me wrong, the 
idea is great, but why not wait? You'll have to anyways, because 
we're not going to start out with a big project anyways, I can 
guarantee it. I would hold on to that idea, though.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Thu May 22 03:25:56 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Thu, 22 May 1997 00:50:25  -0700
Subject: RE:List Game Idea, 3D platformer?
Status: RO
X-Status: 



> 

> 	Well hopefully by now you see it, why not just take the RayCasting
> idea and apply it to these games, by turning the code on it's side so
> it draws horizontal lines instead of vertical ones, eg. cielings and
> floors instead of walls, get it? the #'s become platforms, we can use the
> same jump, fall, run, ect. routines as our platform games do, (this fall I
> wrote what I think was a pretty tight and generic piece of code for this

This sounds like THE idea to me!  I like it very much.  I haven't seen this
done on Amiga yet.  Why not show off AMOS a little and do it here?  It would
get the public responce we would like.  Much better than another Doom/Quake
clone.  But can we work together?  That part still makes me want to do a
small game.


  Unfortuneatley I don't have a copy of Amos on my machine right
> now, I jsut bought a new A3000 and my Amos disks are stended back home :(
> Actually I know Piracy has been a big issue on the list lately so please
> nobody take this wrong, but is Amos 1.3 PD?  I know it was given away w/
> alot of magazines but was it officially made PD?

No, it is still not PD.  Just thought I would tell you nicely. :-)
You might think about finding AMOS Pro though.  I just got it myself, and
most people here SEEM to have pro.  Also, when I upgraded to my 3000, the
1.35 compiler failed.  The pro compiler works.

Schitso

Reason #467848 to use Amiga:
     8MB Amiga - Uses extra RAM as disk space
     32MB PC   - Uses extra disk space as RAM


From amos-request@svcs1.digex.net Thu May 22 09:24:42 1997
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From: rgormley@netspace.net.au (rgormley)
Newsgroups: comp.sys.amiga.applications
Subject: wanted amos pro with compliler
Date: Wed, 21 May 97 20:57:21 GMT
Organization: Netspace Online Systems
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Hello i`m wondering if somebody has the above for sale or can point me in the 
dirrection of a software seller in Australia.

Email to "rgormley@netspace.net.au



From amos-request@svcs1.digex.net Fri May 23 04:50:17 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: amos-list@access.digex.net
Date: Thu, 22 May 1997 21:38:41 +1200
Message-ID: <yam7081.2093.131906896@smtp.ihug.co.nz>
In-Reply-To: <199705212057.NAA27724@geocities.com>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: Re: The List Game Proposal
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On 22-May-97, Adam Parrott wrote:
>Greetings.

>> Use NO extension commands
>> (We could spend the next two years arguing over what extensions each
>> person has and why the rest of us should register it. That would
>> defeat the project. If you are willing, however, to send a copy of
>> the extension to all coders... But piracy is wrong.)

>Hmm, well, this may be a good idea if we're going to start out with a 
>simple game, but it's NOT a good idea for when/if we move up to a/the 
>"super" or bigger game. If it's a SUPER game you want, you're gonna 
>have to use every bit of technology that's at your hands. Remeber the 
>old computer addage: "Garbage in, garbage out." Modify it to say:
>"Big things in, big things out." Of course there should be a limit on 
>this, but, when we start aiming for a super game, we're going to have 
>to use ALL the extensions (if we can) to get a super game out.

I agree. For a good game in AMOS, we *must* use extensions as much as we
possibly can. I'm willing to put out a special version of the Falcon Extension
with the used commands in, and I think (hope!) other extension coders will
agree with me.

>> coders, one at a time. Each coder will have a chance to optimize the
>> code of every other programmer. This is a LIST game, not your
>> PERSONAL game. We are looking for speedy, tight code.

I agree totally. We can't have coders who refuse to let others speed up their
code, and especially don't let them lock up their procedures.

>> Imagine a game where the first stage is a pacman clone, the second a
>> platformer, the third a shootemup, etc. Imagine it was coded by the
>> cream of AMOS programmers. Imagine it was out there and everyone was
>> playing it. With your help, you won't have to imagine it. We have
>> the technology. We have the ability. We can make the first AMOS list
>> game!

I think that would be too confusing myself!

-- 
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
& ####  ##  #     ##   ##  #  #                                        &
& #    #  # #    #  # #  # ## #    -=   S  O  F  T  W  A  R  E  =-     &
& #### #### #    #    #  # ## #                                        &
& #    #  # #    #  # #  # # ##          falcons@ihug.co.nz            &
& #    #  # ####  ##   ##  #  #                                        &
&                                                                      &
& Laurie Curwood    http://www.geocities.com/siliconvalley/lakes/6291/ &
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&


From amos-request@svcs1.digex.net Thu May 22 10:39:12 1997
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From: Richard WHEELDON <R.Wheeldon@cs.ucl.ac.uk>
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To: --==MURRAY==-- <PMYMAGM@pmn1.maths.nott.ac.uk>
CC: falcons@ihug.co.nz, amos-list@access.digex.net
Subject: Re: Falcon
References: <6C056D62278@pmn1.maths.nottingham.ac.uk>
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--==MURRAY==-- wrote:
> > Also, does anyone want to
> > be able to read tooltypes? I'm thinking of doing it but if noone's interested

I assume you mean Icon tooltypes. That would be very useful.

So would some decent env and prefs handling.

From STREETJJ@prtm62.agw.bt.co.uk Thu May 22 08:34:23 1997
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From: "Street, Jason STREETJJ" <STREETJJ@prtm62.agw.bt.co.uk>
To: amos-request <amos-request@svcs1.digex.net>
Subject: RE: List game ballot
Date: Thu, 22 May 97 12:42:00 GMT
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I'll start the voting here and will attempt to keep a record of votes.   
 Feel
free to vote for more than one style of game.  If anyone has a better   
idea
for a  ballot, let me know!
 -----------------------------------------------------------------

(X only one)
Simple game [x ]
Super game  [ ]

(Please put atleast one of each style)
If we do simple, what style(s)?

some thing like moria.

If we do super, what style(s)?

something rollplayish doom but with swords.

(One only, runner up will reign if winner declines)
Who should be our fearless leader?

I dono (Ive only been on the list 4 weeks and my mail server has been   
down for 3)

(Multitasking people welcome :-)
What can you contribute?
2d graphics

Other comments:
start small, get organized then knock out a stonker of a game



 -------------------------------------------------------------------

I will try to keep daily updates posted.


Schitso

Reason #467848 to use Amiga:
     8MB Amiga - Uses extra RAM as disk space
     32MB PC   - Uses extra disk space as RAM



Jason Street
IT battle group, BT GS&S

http://www.cybercity.hko.net/london/streetj/index.html


From amos-request@svcs1.digex.net Thu May 22 16:34:19 1997
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From: Branko Collin <collin@xs4all.nl>
To: Amos Discussion List <amos-list@access.digex.net>
Date: Thu, 22 May 1997 14:10:25 +0100
Message-ID: <yam7081.1271.3109552@smtp.xs4all.nl>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
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Well, I wasn't going to say anything, as I do not have the time to join.

But seeing all that enthusiasm...

As I wrote earlier, a similar project stranded in 1995. That was because the
coordinator became
very quiet after he was appointed. The lesson to be learnt is two-fold:
-If you volunteer to be the coordinator, be prepared to:
   a) Spend a lot of time on the project
   b) Think of something new to report every 3 or 4 days
-If you join the project, and you do not hear very often from the coordinator,
then keep bugging him.

Also, if the coordinator finds out that the work is more than he expected, and
he cannot cope with it anymore, he should have the guts to tell the list ASAP.
No one will hold it against you if you cannot go on, but it isn't fair to let
everyone else in the dark about it.

A webpage outlining the timeline of the project, and how much has been done,
and in what stage the sub-projects are, is a very good idea. Assuming of
course that everybody has some form of web access.

The webpage should not only function as a blackboard for planning data, but
also for game data. Artists should upload their stuff, so that a uniform look
and feel can be created. The webmaster must protect these pages with
passwords, so that people that pass by the pages cannot rip off the graphics,
sound and ideas.

The project idea that I had one and a half year ago was an Olympics based
game, like the ones you used to have on the C64. The reason for such a project
is simple: All the sub-games are modules that can be programmed by one person.
The only thing one needs to keep track of is the scores. Of course, for such a
game you also need to appoint coordinators for graphics, sound and
gameplay/interface, so that the look and feel of the project stays the same in
every module.

One final note: There are list members, working on their own projects, who can
always use help. Specifically, Murray, 
http://www.cs.nott.ac.uk/~agm/amiga.html mentions on his page he could use
some help. Joining such projects may not be as satisfying as a list game, but
you stand a much bigger chance of actually seeing your work on Aminet in the
end.

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..


From amos-request@svcs1.digex.net Thu May 22 15:10:39 1997
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From: Ben Wyatt <bwyatt@paston.co.uk>
To: AMOS Mailing List <amos-list@access.digex.net>
Date: 	Thu, 22 May 1997 15:23:10 -0000
Message-ID: <yam7081.536.3878336@194.129.188.3>
In-Reply-To: <Pine.GSO.3.95.970521204827.26841A-100000@kimbark.uchicago.edu>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: List Game Idea, 3D platformer?
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On 22-May-97, Scott Douglas Matott sat on a keyboard and produced this mess:

> I've been reading all these list game proposals and I have to
> admit I'm kind of thrilled, who ever came up with this idea I think we all
> owe you a good pat on the back!

> My idea for a game is one that's been floating around in my head
> for awhile now, ever since writing a Wolf-3D clone in C this past summer.
> Why not take the traditional Ray-Caster abd turn it on it's side,
> literally!
> [snip!]

It's a good idea for a game - I attempted something similar with the 3D
extension a few years ago but got nowhere (mainly because the extension
is so crap). :-(

The problem with doing this for the AMOS list project is the amount of 3D
and maths in it. It takes it out of the realm of the average programmers
on this list. We don't want to isolate people.

Personally, I think the best game for the list would be a strategy game.
Maybe something like Command and Conquer, Syndicate, Settlers, etc. These
kind of games aren't too demanding of AMOS, yet they can be very impressive
and deep, and can easily be split into parts for programmers to do.

Bye ____________________________________________________
   /                                                    \
  / Ben Wyatt - bwyatt@paston.co.uk or b.wyatt@uea.ac.uk \
  \   http://www.paston.co.uk/users/bwyatt/index.html    /
   \____________________________________________________/
        (c)1995-97 Very Interesting Signatures Ltd.


From amos-request@svcs1.digex.net Thu May 22 16:34:30 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 22 May 1997 10:25:00 -0500
Message-ID: <yam7081.12.4702064@pop.golden.net>
In-Reply-To: <m0wUFIQ-0000RNB@mail.airmail.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: RE:The List Game Proposal
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On 21-May-97, Schitso wrote:
>> If you are willing, however, to send a copy of the extension to all
>>coders...
>> But piracy is wrong.
>I totally agree.  My only question is, wouldn't it be kind of distracting
>playing a game where every board is a different game?  You would never feel
>as if you finished anything.  For this to work, we would have to have some
>kind of connection between the games.  At least the main characters and some
>plot for you to actually be in all these different situations.

As I said, once we get the little bits started, we can come up with a plot to
tie them together.

>How about just putting out a disk of Amos List games?  That is the same
>effect.  The idea was to use each person's tallents to make one great game. 
>Not a compilation like Assassins.

Then, why bother with a list game if everyone is writing their own?

>Well, AMOS(pro) doesn't support AGA anyway, so that is no problem.
>(flame on)
>How much chip memory do you have?  Your 2000/060 must have 1MB as your 500
>does.  Personally, I have no sympathy for people with stock A500's.  If more
>people had upgraded their Amiga we would have better games and productivity
>software.  If we write a game for PC's someday(never, I hope) we should
>write it for CGA or MDA, since it will work on all machines, right?
>If we limit it to 1MB chip, I think it would be a reasonable limit.  This
>would allow better effects than 512K while only A1000's and people stuck in
>the 80's would be left out.

Yes, but you can't play the game from WB if you use 1Meg if CHIP, thus the
600k limit, as most people should hve at least that much free.

>BTW, several "anal goofs" have already stated they want to use those new hard
>drive thingies and "mainframe on a chip" 68020's!

I already said that I would do the HD install script and such.

>(or whoever heads up the list)

Are you kidding? Remember the whining about 10k messages? We can't be
uploading 50k + of code to the list.

>> redistribute it to our coders, one at a time. Each coder will have a chance
>>to
>> optimize the code of every other programmer. This is a LIST game, not your
>> PERSONAL game. We are looking for speedy, tight code.
>Exactly what I had thought.

Good. What game module are you writing?

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Thu May 22 14:55:16 1997
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Date: Thu, 22 May 1997 23:28:44 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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Hello everyone,

>Schitso wrote:
> Simple style games:
> 
> 80's type arcade: 11
> Strategy/think  : 2
> Olympics        : 1
> Bubble Bobble   : 1
> 
> Boskonian?: 1
> Super Puzzle Fighter?: 1
> I have never seen these two, so I have no idea where to put them.
Boskonian was a top-down asteroid-style shoot-em-up.  You had a scanner
with a formation of enemy motherships to destroy, all protected by pesky
stunt ships & laser turrets.  The idea was to destroy all the
motherships in a given time.  There were also Galaxian style waves where
the enemy would attack from all sides.  There was even a slalom course
through tumbling asteroids.
I thought of another good game to clone-SiniStar.  Cool game, by
Williams, 32direction joystick, ingame speech, and a cabinet to sit in. 
The enemy was constructed by little worker droids who would bump into
asteroids to release gems. They would take the gems back to an area of
space where, when gelled together, the SiniStar would form.  But you had
to shoot the asteroids as well to collect gems to make smart bombs; the
only weapons that would harm the fully constructed SiniStar.  Berating
the player with comments like, "Beware, I Live" & "Run Coward" & the
evil roar as it closed in for the kill, SiniStar was a vicious game to
come to terms with.  Both of these games haven`t been touched on by the
industry and contain some addictive gameplay.
'Course there`s also Tutankhamen, Turkey Shoot & Blaster to think about.
I can offer my services in 3D Rendering, Sequencer-music, Coding &
SoundFX.

Cheers, Andy.

From amos-request@svcs1.digex.net Thu May 22 15:05:26 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 22 May 1997 10:32:28 -0500
Message-ID: <yam7081.1443.4702064@pop.golden.net>
In-Reply-To: <199705212057.NAA27724@geocities.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: The List Game Proposal
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On 21-May-97, Adam Parrott wrote:
>Well, it's not until someone gets up and takes charge of the 
>situation that anything gets done, would you not agree?

That's why I started.

>If you really wish. You must have ALOT of spare time on your hands :)

Yup.

>Hmm, well, this may be a good idea if we're going to start out with a 
>simple game, but it's NOT a good idea for when/if we move up to a/the 
>"super" or bigger game. If it's a SUPER game you want, you're gonna 
>have to use every bit of technology that's at your hands. Remeber the 
>old computer addage: "Garbage in, garbage out." Modify it to say:
>"Big things in, big things out." Of course there should be a limit on 
>this, but, when we start aiming for a super game, we're going to have 
>to use ALL the extensions (if we can) to get a super game out.

Fine. Are you going to send me copies of all your extensions?

Remember, all: 500k CHIP is not the limit for the WHOLE game, just your little
game/stage.

>That's gonna be one LONG list (I think).

Ya, I'll set up an attact mode. From the main screen, if no input for 30
seconds, it will go to the credits. Easy as pie.

>We can, and if everyone will finish talking a QUIT spittin fire, then 
>I think we'll get somewhere. I know there are many competent coders 
>on this List, and with their help (for those who havent spoke up yet)
>I'm sure we can get this project up and moving, organized, and 
>finished (eventually).

>Just think, if this project ever turns out as big as some of us are 
>invisioning it to be, then it would sure be the wake-up call that the 
>Amiga needs and would give it the needed attention it needs to get 
>back on its feet (possibly, with the help of Gateway now :)

Damned straight!

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Thu May 22 16:35:59 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 22 May 1997 10:42:20 -0500
Message-ID: <yam7081.1037.4702064@pop.golden.net>
In-Reply-To: <24770f3e.u8t20e.b1bc-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: The List Game Proposal
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 21-May-97, Keith Hill wrote:
>> Each coder writes a small game of his own choosing. The code must comply to
>> the following rules:
>..well, after reading all the other stuff, this seems like the most sensible
>idea.. 

I try.

>Not sure about this, there are a lot of good PD extensions around that most
>people have installed, and that others can install for no money.  How about
>only using free extensions that your project cannot do without ??

I'd go for that. I have easylife installed, myself.

>..I only partly agree with this.  I don't think many people with access to
>aminet only have 500k chip.  Perhaps 1meg chip and a bit of fast..  But keep
>it down, certainly.  With the ammount of graphics and sound a mega-game
>would use, it'll push things way over the limit.  

Remember, that's just for your little bit of code. I do have 1Meg CHIP, but
once WB is loaded, I have about 700K free. So, 500-600K of graphics and sound
for each level should be enough.

>Additional sound/graphics rule:
>Have a seperate load sound/graphics part in your code.
>Have a seperate release sound/graphics in your code.

Exactly!

>Additional rule for coding compatability:
>Keep most (preferably all) of your code in procedures..  If you use
>a goto, you will certainly be killed mercilessly.

I don't mind gotos, as long as you don't use many and they are to labels in
your program.

><hint>
>...have a flag to load graphics when in game mode, and to keep them
>in memory on programming mode.

Are you people writing this down?

><hint>
>Keep most of your data/graphics/sound in a sub-directory related to
>your bit.   (see below)

Yes. I can give you the code to find your graphics without doing assigns all
over the place.

><hint>
>Make sure your code doesn't make any assumptions on devices
>connected to the machine.  If you start accessing df0: I'll scream.
>Keep your files local.  (see above)

><hint>
>Allow as many control systems as possible, 'cos everyone else may
>be using joystick/keyboard/mouse/joypad..

I've got a setup that allows cd32pad, joystick and keyboard or just keyboard.
Just call the procedure for the one you want.

>Solid.  I'm available for any programming required.

>Sounds cool.  I'll kick off with a quick project that I've always been
>meaning to write, a nice Space Harrier clone, but it would probably be more
>than one stage in length.  I need graphics and preferably sound.  Any
>takers ?  

Excellent! I have about 12Megs of sounds, tell me what you need.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Thu May 22 13:57:27 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 22 May 1997 10:47:41 -0500
Message-ID: <yam7081.2057.4702064@pop.golden.net>
In-Reply-To: <yam7080.680.1745156440@smtp.dial.pipex.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: The List Game Proposal
MIME-Version: 1.0
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Status: O
X-Status: 

On 21-May-97, Rob Sibley wrote:
>>This message may seem a bit dictatorish...
>No, really?
>Actually, I agree with most of what you said, but the game idea could do with
>some more thought.  Possibly having the simple games as variations of a theme
>rather than being totally separate, otherwise the game just won't flow.

Until we get some people programming, the point is moot. I think we can tie
any number of games together with a few story pages between stages. Also, it
means a game that has something for everyone. If you like platformers and hate
shootemups, you can still play the list game, because it has both!
  
Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Thu May 22 15:45:32 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 22 May 1997 10:55:34 -0500
Message-ID: <yam7081.1748.4702064@pop.golden.net>
In-Reply-To: <yam7081.1887.2807176@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: The List Game Proposal
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 22-May-97, Garfield Benjamin wrote:
>>AMOS List Game
>>I propose, and will organize, a combination of the SuperGame and
>>the SimpleGame:
>   Okay, after giving this some thought, it seems like a brilliant idea
>   and would probably be the easiest method of:
>   A)Gaining a bit of experience in overall list-development and
>        integration of the modules (games/stages in this case) 
>   B)Producing a mega-game very quickly
>   Well done...

Thanks.

>   Let me make sure I have this right. Each of us programmers will be
>   going over the code of every other programmer?

Yes, but for a short time. We'll give the code to each coder and, if they
don't see any need for improvement, we'll pass it on to the next. If we are
going to make a list game, we might as well take advantage of all the
knowledge on the list.

>   Great strategy, particularly the bit about putting your 
>   programming where your mouth is...
>   COUNT ME IN!! I am doing a side-view, scrolling shooter.
>   There are a few things which you need to define from your
>   new position, most notably HOW MUCH TIME IS AVAILABLE? Do we
>   have two weeks, four weeks, six months, etc?

Let us say that first submissions should be in by the end of June. That gives
us all more than a month to get something together. It doesn't have to be
finished, but it should be something that demonstrates what your code will do.

>   There is something else which needs to be taken care of. Many
>   people are designers, artists, musicians, or even programmers
>   that might not feel like tackling an entire stage.
>   These people need to be included, should they desire.

Exactly. My next post will be a more comprehensive list of what we need.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Thu May 22 15:28:43 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 22 May 1997 11:07:16 -0500
Message-ID: <yam7081.809.4702064@pop.golden.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: List Game Update 22/5/97
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

The AMOS List Game #1

We need between three and five different modules. They will all be tied
together with an overall story that can be developed after we get the
modules set.

Graphics
Screens should be 320X234 or 640X234 (I know it's a bit smaller than the
PAL users are used to, but let's make it Cross Pond Compatible from the
start.)
right now, we need some `AMOS List' screens for the intro and for the
credits (anyone out there got a procedure to scroll text up the screen over
graphics?)

Sound
We need MODs! Whatever you can come up with should be submitted. I'll start
a web page once the submissions start rolling in. Try to keep them less
than 100K if you can.

Coding so far
Giark - Overall coordination, install script
Braneloc - Space Harrier clone stage
Garfield Benjamin - sideway shooter/scroller

June 30 first submission deadline

Game modules
Use procedures as often as possible.
Graphics and sound not to exceed 600K (for YOUR module)
Declare all variables, both global and otherwise
Keep your code to 50K maximum (remember, it will all be one big game and 5
modules makes it 250K without any fancy stuff added yet!)

Don't quote this message. Just send your requests, submissions, tips, etc.
directly to me. I will add them to this document as I get them.

We've started something here. Let's get on it and show the world the power
of the Amiga!

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Thu May 22 17:13:02 1997
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Date: Thu, 22 May 1997 11:32:55 -0500 (CDT)
From: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
X-Sender: sdmatott@kimbark.uchicago.edu
Reply-To: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
To: Adam Parrott <parrottsoft@geocities.com>
cc: amos-list@access.digex.net
Subject: Re: List Game Idea, 3D platformer?
In-Reply-To: <199705220507.WAA04639@geocities.com>
Message-ID: <Pine.GSO.3.95.970522105746.11763A-100000@kimbark.uchicago.edu>
MIME-Version: 1.0
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Status: O
X-Status: 

	Adam,
	Haha things are actually better than expected, you see if you are
so close to completion of a Raycaster, than the list's toughest job is
behind it and the rest of us can concentrate on simplier aspects of the
code.  You see part of the reason I think this would be something good for
us to do is that Raycasters of necessity emphasize the modular nature of
structured programming, and i think it would be a good lesson for us all
to see how we can right a chunk of code that doesn't produce anything but
outputs for another batch of code.  For example, one of us might right a
bit of code taking input from the joystick and outputing a status for our
hero, eg. running jumping, ect. Then someone else writes a bit of code
which takes the output of this code and uses it to move our hero around
the level map, then this code ouputs position information which your code
uses to render the final 3d view.  And wallah we're their!  You see the
core of these platform games is so simple writing them won't be hard, but
I see it as sort of a challange for each of us to somehow perform our
seperate task as efficiently as possible. This will learn us how to think
about our code theoretically, We'll have to ask ourselves questions like,
what's the minimum inputs I need to extrapolate these outputs?  Or better
yet what extra inputs might help speed things up?  The idea then is to
break the game up into a series of simple tasks which all of us are
capable of coding in one way or another, then we just try to optomize the
code as much as possible.  Alright I've said quite a bit already, and I
don't want to get into any flame match about what kind of game we should
do, I'm fine with letting this one be just a module I write myself for
inclusion in the SuperConglomeration game scheme, but I do want to add
this point, the best part about this sort of writing this sort of game via
the list in my mind is that the final product would truly be something
original, and hopefully somehting fun to play.  I don't think I've ever
seen this sort of idea implemented, it would certainly play different than
a traditional raycaster, and if all we're going to do is just make one or
a group of classic game clones than, while the doing might be fun, the end
result might not be much to show the world, whereas to work tegether and
produce something that hasn't been seen before, well then we'd really have
something to show off our beloved Amigas with wouldn't we?

			Thanks,
				Scott Matott sXe


From amos-request@svcs1.digex.net Thu May 22 16:11:23 1997
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X-ROUTED: Thu, 22 May 1997 19:04:32 -0500
X-TCP-IDENTITY: Platon
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Thu, 22 May 1997 18:55:39 +0100
Message-ID: <yam7081.1975.137887840@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: AMCAF again...
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Status: O
X-Status: 

Hello AMOS Users,

I've seen several people asking for the  same  things  all  the  time  (e.g
ToolTypes),  and  I  think  I  should just mention *some* highlights of the
AMCAF Extension again ;)

* Bank Manipulation and Encoding:

Bank Permanent, Bank Temporary, Bank To Fast, Bank To Chip,
Bank Code xxx.x, Bank Delta Decode, Bank Stretch, Bank Copy, Bank Name,
=Bank Name$, =Bank Checksum,

* Turbo graphics:

Turbo Plot, =Turbo Point, Turbo Draw, Blitter Fill, Blitter Clear,
Blitter Copy, Fellipse, Fcircle, Mask Copy, Bzoom, Bcircle, Shade Pix

* Shade Bobs, 3D Stars, Splinters

* Fonts-Stuff:

Loading fonts directly from disk, storing fonts in a bank, changing the
Print font

* Colour commands:

Red Val, Blue Val, Green Val, Mix Colour, Glue Colour, Best Pen, Ham
Colour, Ham Best, Ham Point, Pal Spread, Pal Get Screen, Pal Set Screen,
Ham Fade Out

* Rainbow commands:

Set Rain Colour, Rain Fade

* Disk access:

File Copy, Wload, Wsave, Protect Object, Set Object Comment, Set Object
Date, Examine Object etc, =Io Error$, =Pattern Match, Powerpacker and
Imploder support

* Time and Date Functions

* 4 Player Adapter, CD32 Joypad and Second Mouse support

* 3D Vector Rotation

* Full Protracker Support including CIA Timing and Sound Effects

* String Functions

String insertation, replacing and cuting, =Itemstr$

* Turbo Functions:

Quick Sin, Cos, Arc, Rnd and Sqr commands, range limiting and modulo
commands

* Misc:

Audio Lock, =Aga Detect, =Scanstr$, =Command Name$, =Tool Types$, =Cpu,
=Fpu.

In total there are 139 new functions and 197 new commands. AMCAF comes with
lots  of  example  programs and a complete manual. So why don't try it out?
There are lots of satisfied AMCAF Users out there, just ask them what  they
think of AMCAF ;)

Bye,ChrisHodges (http://www.cum.de/user/platon/) ____
A4000/60, 24MB, 420HD, CD-ROM, CV64, FliFix   __/////_____
GCSdHs-:++!gp?!aua20w++v?C+++   \\\/////_/___/LOGOUT
E----N++K-W-------po+t++@!5j--R+G?   \XX/\__/__/FASCISM!
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From amos-request@svcs1.digex.net Thu May 22 13:50:00 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net
Date:          Thu, 22 May 1997 15:21:27 GMT0BST
Subject:       Another List Game Idea
X-Confirm-Reading-To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
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How about a 90's Spy Vs Spy type game.
Now this is simple enough so the "simple" people can't complain.
But inside it could have plenty of routines and a bit of complexity 
for AI for the baddie (or even baddies) so that the "super" people :) 
(err....which is me and one other person, I think) can't complain 
either.

It's a great game and could be excellent with a lot of ideas thrown 
around. Anyone agree?

-Murray

           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Thu May 22 19:48:20 1997
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From: Ben Wyatt <bwyatt@paston.co.uk>
To: AMOS Mailing List <amos-list@access.digex.net>
Date: 	Thu, 22 May 1997 20:34:36 -0000
Message-ID: <yam7081.1816.3631456@194.129.188.3>
In-Reply-To: <6D6E0204493@pmn1.maths.nottingham.ac.uk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Another List Game Idea
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On 22-May-97, --==MURRAY==-- sat on a keyboard and produced this mess:

> How about a 90's Spy Vs Spy type game.
> Now this is simple enough so the "simple" people can't complain.
> But inside it could have plenty of routines and a bit of complexity 
> for AI for the baddie (or even baddies) so that the "super" people :) 
> (err....which is me and one other person, I think) can't complain 
> either.

> It's a great game and could be excellent with a lot of ideas thrown 
> around. Anyone agree?

Yes, I do. A spy game could be really good, with loads of missions and
a two player mode like Spy vs Spy.

Bye ____________________________________________________
   /                                                    \
  / Ben Wyatt - bwyatt@paston.co.uk or b.wyatt@uea.ac.uk \
  \   http://www.paston.co.uk/users/bwyatt/index.html    /
   \____________________________________________________/
        (c)1995-97 Very Interesting Signatures Ltd.


From amos-request@svcs1.digex.net Thu May 22 20:17:08 1997
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From: Ben Wyatt <bwyatt@paston.co.uk>
To: AMOS Mailing List <amos-list@access.digex.net>
Date: 	Thu, 22 May 1997 20:53:32 -0000
Message-ID: <yam7081.1604.3631400@194.129.188.3>
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Hello!

The one thing which seems to be very hard to achieve in AMOS is full screen,
multidirectional, map based scrolling SMOOTHLY. I would like to see this in
the new AGA extension (or any extension) more than anything else (apart from
AGA!). Perhaps similar to the Turbo (Plus) extension, with a Map bank and
Tile bank, but also commands to open and scroll the view port... just a few
examples:

Map Screen Open n,view_width,view_height,colours,mode,block_size
   Open the screen. (block_size = 16 or 32)

Map Offset n,x,y
   Move the view to x,y - Scroll the screen, or redraw it completely if
   it's totally off the current view.

Map Scroll n,dx,dy
   Relatively scroll the view by dx,dy pixels.

What do you all think? Would this be useful?

Bye ____________________________________________________
   /                                                    \
  / Ben Wyatt - bwyatt@paston.co.uk or b.wyatt@uea.ac.uk \
  \   http://www.paston.co.uk/users/bwyatt/index.html    /
   \____________________________________________________/
        (c)1995-97 Very Interesting Signatures Ltd.


From amos-request@svcs1.digex.net Thu May 22 20:28:14 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Thu, 22 May 1997 16:46:29 -0600
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Subject: Re: List Game Page?
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Greetings.

Murray wrote:
>> could host those pages (for free) on my site in the Projects area
>> (just as long as they don't eat up alot of space) and you could
>> modify it whenever you wanted. If you wanted me to do it, I would
>> be more than happy to. It would be no problem, really.

> I've been trying to look at your projects area for some time but it
> never seems to be there...?

If you mean my current projects, they're not up yet. As I have 
announced already, I have been working night and day on my pages this
week and will have them uploaded by Friday night.

If you are referring to the List project, no I don't have a page for
that for the following reasons:

1. No one has told me they want to see one (except you).
2. I haven't heard anyone say what they want on one.
3. I'm not sure I'll be a part of it, but, that shouldn't
   and doesn't really matter/apply in this situation.
4. The project STILL isn't fully organized and off the ground,
   so I wouldn't have or know what to put on it yet.
5. I'm busy at the moment anyhow, so if anyone wants me to do one up, 
   I'll be more than happy to take the time and do one, otherwise.. 

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Thu May 22 20:53:11 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: falcons@ihug.co.nz
Date: Thu, 22 May 1997 16:51:46 -0600
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Subject: Re: This List game.
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Greetings.

Laurie Curwood wrote:
> On 21-May-97, Adam Parrott wrote:
> 
> >> This is not a specific game-style but, I strongly suggest we
> >> choose a simple game such as PacMan, Arkanoid, etc.
> 
> >That would be a good idea, but read on..
> 
> I disagree. Many people would not get enough to do. Also, no one
> wants to play those games anymore!

I agree as well, in the fact that those games aren't exactly the 
demand in the market today, however I was using those TYPES of games 
to signify the simplicity of the game we should first start with.

However, if you really wanted to make those games popular again, we 
could always spruce them up in 3D! :)
 
> >position. You work your way UP the corporate ladder from the
> >BOTTOM. You can apply this to beginning a team project like
> >mentioned.
> 
> On average, the fastest promotions come in the first year of
> employment.

Yet again, someone else who misunderstood my application of that
analogy. I was referring to the fact that THIS LIST - AS A WHOLE - 
has not attempted a project of this size or difficulty before and 
that we - together - should organize the team and then start out 
simple for a bit of time. Then, after we've cranked out a few demos 
and we find we can work well together, THEN we move on up to bigger 
games from within the project. Catch my drift?

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Thu May 22 21:50:35 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Thu, 22 May 1997 17:17:55 -0600
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Subject: On the subject of raycasting..
Reply-to: parrottsoft@geocities.com
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Greetings.

Well, I've got ALOT to say on the subject of a raycasting in this 
project. Brace yourself and read on..

Let's start with Murray in response to Scott Matott's idea:
> This sounds like THE idea to me!  I like it very much.  I haven't 
> seen this done on Amiga yet.  Why not show off AMOS a little and do 
> it here?  It would get the public responce we would like.  Much 
> better than another Doom/Quake clone.  But can we work together?  
> That part still makes me want to do a small game.

Then Scott replied to a reply I had sent about his idea:
> Haha things are actually better than expected, you see if you
> are so close to completion of a Raycaster, than the list's toughest
> job is behind it and the rest of us can concentrate on simplier
> aspects of the code.

That was the aim of one of my points originally. Why bother with any 
type of raycasting when I've almost got mine finished, and the idea 
of and of my current project (Cafe Engine) was concieved MANY MONTHS 
before this idea for a List game came along. I also stated that if I 
see that we can crank out some good demos and Giark is doing a fine 
job as head-of-staff, then I'll probably construct a level using my 
raycaster. I'm not decided on this, but read on..

> I don't think I've ever seen this sort of idea implemented, it would 
> certainly play different than a traditional raycaster, and if all 
> we're going to do is just make one or a group of classic game clones 
> than, while the doing might be fun, the end result might not be much 
> to show the world, whereas to work tegether and produce something 
> that hasn't been seen before, well then we'd really have something 
> to show off our beloved Amigas with wouldn't we?

Again, this was the intent for my project from the begining, to show 
that it CAN and WILL be done on both AMOS and the Amiga. The list 
game, however, will be a corporate effort, and will incorporate many 
varieties of levels. The two projects are different in some ways.

Btw, for those of you that have forgotten, or haven't heard, my 
project is planned to be a TEam project, just a matter of when is the 
question. Probably when I have some demos ready and I have enlisted 
all the help I need, and I've gotten a page up on it.

One more thing that Giark said:
> Coding so far
> Giark - Overall coordination, install script
> Braneloc - Space Harrier clone stage
> Garfield Benjamin - sideway shooter/scroller

Put me down for a raycasting level. I'd like to donate coding and 
graphics, as I've decided in conjunction with my current project.

> June 30 first submission deadline
I'm not so sure about that deadline. If i DO decide to do a 
raycasting level, then I probably could have a demo (or the whole 
thing) ready by then or a little after.

Branko also mentioned that all the details and everything should be 
put up on a Webpage. Obviously, since Giark is the leader now and 
everything is being organized, and he HAS some Webpages, it should be 
HIM to do all of the suggested (I'm sure you agree, don't you Giark?)

To those that are curious, I still plan to continue working on my 
current projects (Cafe Engine and Eventuator, the 3D game that will 
use the engine) in conjunction WITH the List game. I can dontate some 
of my raycaster as a 3D level. More details on my Website when the 
pages have been uploaded on Friday night. Be looking!

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Thu May 22 22:07:14 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Thu, 22 May 1997 17:17:55 -0600
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Subject: On the subject of raycasting..
Reply-to: parrottsoft@geocities.com
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Greetings.

Well, I've got ALOT to say on the subject of a raycasting in this 
project. Brace yourself and read on..

Let's start with Murray in response to Scott Matott's idea:
> This sounds like THE idea to me!  I like it very much.  I haven't 
> seen this done on Amiga yet.  Why not show off AMOS a little and do 
> it here?  It would get the public responce we would like.  Much 
> better than another Doom/Quake clone.  But can we work together?  
> That part still makes me want to do a small game.

Then Scott replied to a reply I had sent about his idea:
> Haha things are actually better than expected, you see if you
> are so close to completion of a Raycaster, than the list's toughest
> job is behind it and the rest of us can concentrate on simplier
> aspects of the code.

That was the aim of one of my points originally. Why bother with any 
type of raycasting when I've almost got mine finished, and the idea 
of and of my current project (Cafe Engine) was concieved MANY MONTHS 
before this idea for a List game came along. I also stated that if I 
see that we can crank out some good demos and Giark is doing a fine 
job as head-of-staff, then I'll probably construct a level using my 
raycaster. I'm not decided on this, but read on..

> I don't think I've ever seen this sort of idea implemented, it would 
> certainly play different than a traditional raycaster, and if all 
> we're going to do is just make one or a group of classic game clones 
> than, while the doing might be fun, the end result might not be much 
> to show the world, whereas to work tegether and produce something 
> that hasn't been seen before, well then we'd really have something 
> to show off our beloved Amigas with wouldn't we?

Again, this was the intent for my project from the begining, to show 
that it CAN and WILL be done on both AMOS and the Amiga. The list 
game, however, will be a corporate effort, and will incorporate many 
varieties of levels. The two projects are different in some ways.

Btw, for those of you that have forgotten, or haven't heard, my 
project is planned to be a TEam project, just a matter of when is the 
question. Probably when I have some demos ready and I have enlisted 
all the help I need, and I've gotten a page up on it.

One more thing that Giark said:
> Coding so far
> Giark - Overall coordination, install script
> Braneloc - Space Harrier clone stage
> Garfield Benjamin - sideway shooter/scroller

Put me down for a raycasting level. I'd like to donate coding and 
graphics, as I've decided in conjunction with my current project.

> June 30 first submission deadline
I'm not so sure about that deadline. If i DO decide to do a 
raycasting level, then I probably could have a demo (or the whole 
thing) ready by then or a little after.

Branko also mentioned that all the details and everything should be 
put up on a Webpage. Obviously, since Giark is the leader now and 
everything is being organized, and he HAS some Webpages, it should be 
HIM to do all of the suggested (I'm sure you agree, don't you Giark?)

To those that are curious, I still plan to continue working on my 
current projects (Cafe Engine and Eventuator, the 3D game that will 
use the engine) in conjunction WITH the List game. I can dontate some 
of my raycaster as a 3D level. More details on my Website when the 
pages have been uploaded on Friday night. Be looking!

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Thu May 22 21:33:30 1997
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Message-Id: <199705222218.PAA04037@geocities.com>
Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Thu, 22 May 1997 17:20:40 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Re: List Game Update 22/5/97
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7081.809.4702064@pop.golden.net>
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
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Greetings Giark.

> We need between three and five different modules. They will all be
> tied together with an overall story that can be developed after we
> get the modules set.

Put me down for one. Confused? Read on..
 
> Graphics
> Screens should be 320X234 or 640X234 (I know it's a bit smaller than
> the PAL users are used to, but let's make it Cross Pond Compatible
> from the start.) right now, we need some `AMOS List' screens for the
> intro and for the credits (anyone out there got a procedure to
> scroll text up the screen over graphics?)

So it's a screen wipe you need, eh? I've got every type of screen 
wipe-effect-roll-scroll you can think of.
 
> Coding so far
> Giark - Overall coordination, install script
> Braneloc - Space Harrier clone stage
> Garfield Benjamin - sideway shooter/scroller

Put me down for a raycasting level. I'd like to donate coding and
graphics, as I've decided in conjunction with my current project.

> June 30 first submission deadline
I'm not so sure about that deadline. If i DO decide to do a 
raycasting level, then I probably could have a demo (or the whole
thing) ready by then or a little after.
 
> We've started something here. Let's get on it and show the world the
> power of the Amiga!

I plan to do this with my current two personal projects and the 
little bit I contribute to the List game! :)

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Thu May 22 21:23:33 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Date: Thu, 22 May 1997 17:22:53 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
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Subject: Re: List Game Page?
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <6DE874B60D6@pmn1.maths.nottingham.ac.uk>
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
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Greetings.

>> If you mean my current projects, they're not up yet. As I have
>> announced already, I have been working night and day on my pages
>> this week and will have them uploaded by Friday night.
 
> I did. Sorry I thought you said over a week ago it would be up.
I announced this past week they would be finished by Friday night.
 
>> If you are referring to the List project, no I don't have a page
>> for that for the following reasons:
 
> No I didn't.
Sorry. Wasn't sure. No hard feelings I hope.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Thu May 22 23:23:17 1997
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Message-Id: <9705230039.AA006xm@mirex.demon.co.uk>
Message-Id: <2478a83d.u8t20e.b47e6-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7081.1037.4702064@pop.golden.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Thu, 22 May 1997 10:42:20 -0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
MIME-Version: 1.0
Content-Type: text/plain
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: List Game, Space Harrier clone project.
Content-Transfer-Encoding: 8bit
X-MIME-Autoconverted: from quoted-printable to 8bit by svcs1.digex.net id VAA22330
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> >Sounds cool.  I'll kick off with a quick project that I've always been
> >meaning to write, a nice Space Harrier clone, but it would probably be more
> >than one stage in length.  I need graphics and preferably sound.  Any
> >takers ?  
> Excellent! I have about 12Megs of sounds, tell me what you need.

Sound required: Shoot em up type sounds, notably different from the real
space harrier, and a few cool bits of digitized speech commenting on your
gameplay skills, you probably know the kind of thing.

Graphics required: ....errrm, a complete set at the moment !!

For those who haven't seen it, the original space harrier game had a bloke
with a big gun flying though a set of increasingly surreal backgrounds with
things flying at him in 3D at high speed shooting him with unfriendly
weapons, like mushrooms, giant three eyed robots with guns the size of
submarines, that sort of thing.  If it moves, shoot it, if it doesn't, shoot
it anyway.  If it's coming towards you, move out the way.  It used 2D
sprites to simulate 3D, and is quite a nice game.  Oh yeah, it was also the
first game with a motor driven seat..

Any helpfull hints out there folks ?  Improved gameplay, graphics styling,
not getting sued, that sort of thing.

To save time, how about someone writing a nice high score routine, with
space for plug in graphics, custom fonts, that sort of thing.  I feed it a
score, it does the rest..   While I'm at it, how about some custom fonts and
plug-inable graphics...... 

While I'm throwing ideas for modules about, how about someone writing a
'select module' module, with space for plug in graphics, and custom font
handling..   If we do combine sucessfully, these will become pretty damn
important.

(I don't necessarily mean real fonts, just something that will behave like a
 real font graphics guys.)

Send selected interesting code/graphic/sound fragments to uu@mirex.demon.co.uk
but keep the size down.  Fragments no bigger than 100k at the most. 
Preferably compressed files.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "The Crime of the Century ?  Cool !"
|_> | \ | | | \| |_ |_ |_| \_  .  |     - The Tick
                                  | 
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Thu May 22 22:56:56 1997
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Message-Id: <9705230115.AA006y1@mirex.demon.co.uk>
Message-Id: <2478b09a.u8t20e.70abc-Braneloc@mirex.demon.co.uk>
In-Reply-To: <Pine.GSO.3.95.970522105746.11763A-100000@kimbark.uchicago.edu>
	     (from Scott Douglas Matott <sdmatott@midway.uchicago.edu>)
	     (at Thu, 22 May 1997 11:32:55 -0500 (CDT))
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
MIME-Version: 1.0
Content-Type: text/plain
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: Autoconfig screen for listgame.
Content-Transfer-Encoding: 8bit
X-MIME-Autoconverted: from quoted-printable to 8bit by svcs1.digex.net id VAA22025
Status: O
X-Status: 

..heres a bit of code for you to play with.  Feel free to make it
graphically pretty, or user friendly.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  Quoth the raven, "Eat my shorts."
|_> | \ | | | \| |_ |_ |_| \_  .  |   - Edger Allen Poe/Bart Simpson
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk


begin 644 screenconfig.amos
M04U/4R!"87-I8R!V,3,T(```!$X"`0```@$``!8!`!+_ZA"`8V]N9FEG=7)E\
M7W-C<F5E;@"$`#X``````%P`/@```"``C````@$``"<!`W8```0$`!@````&Q
M```0@&-O;F9I9W5R95]S8W)E96X`A``&```,`'-C<FY?;G5M8F5R``!<``8`'
M!@P`;G5M7V-O;&]U<G,``(P```0$!E(`````#@0&4@`4("`@0V]N9FEG=7)ET
M(%-C<F5E;B````0$!E(`````$`0&4@`8("`@*&,I($LN2&EL;"P@36%Y(#$YW
M.3<@```$!`92`````"<$!E(`1B`@($EN:71I86QI<V4@<V-R965N('5S:6YG*
M('1H:7,@<F]U=&EN92P@<V5T<R!T;R!N='-C(&9R:65N9&QY(&QO=W)E<R``]
M`"8$!E(`1"`@('EO=2!C:&]O<V4@<V-R965N(&YU;6)E<BP@86YD(&YU;6)EC
M<B!O9B!C;VQO=7)S+B`@270@875T;R!S971S('5P```G!`92`$8@("!C;VYF%
M:6=S(&9I<G-T('1I;64@:70@:7,@=7-E9"P@86YD(')E<V5T<R!S8W)E96YSL
M('1O('1H;W-E(&-O;W)D<RX@```$!`92`````"`$">H`!@``#`!S8W)N7VYU_
M;6)E<@``7``^```!0`!<`#X```#J`%P`!@`&#`!N=6U?8V]L;W5R<P``7`R0G
M```#!!1&```3!`*^`9H`G!=.`'0`)@`1<SIL:7-T9V%M92YC;VYF:6<``'P`B
M`",'"[@`/@````(`5!/<`#X````"`%03T@`^````$`!4!DH`("!B;&%C:R!OG
M;B!W:&ET92!D969A=6QT(&-O;&]U<G,N```*!Q-X`#X``````%P`/@````H`'
M`!@'!'8`)@`F36]V92!S8W)E96X@=VET:"!M;W5S92P@:&ET(&QE9G0@;6]U.
M<V4```T'!'8`)@`0=&\@<V%V92!S971T:6YG<P``#0<>%O^B`#X```!\`%0>T
M)/^B`#X````W```)!P)H`%8>,O]F`#X````!```/"@`&``P"`'@`_Z(>%@!4,
M``8`$@(`>0#_HAXD```2"@H8`#X``````%P`!@`,`@!X``!<``8`$@(`>0``)
M7`!<```#!P)T```2!QC,`#X````!`%P`)@`1<SIL:7-T9V%M92YC;VYF:6<`N
M```+!P1J`#X````!`%P`!@`,`@!X````"P<$:@`^`````0!<``8`$@(`>0``5
M``8'&0P`/@````$```0$`M``E@``$@<8O``^`````0!<`"8`$7,Z;&ES=&=A1
M;64N8V]N9FEG````"P<$L@`^`````0!<``8`#`(`>`````L'!+(`/@````$`L
M7``&`!("`'D````8!PH8``8```P`<V-R;E]N=6UB97(``%P`!@`,`@!X``!<D
M``8`$@(`>0``7`!<```&!QD,`#X````!```#!`+:```#`0.0```"`0``06U"I
#<P``S
``
end
size 1128


From amos-request@svcs1.digex.net Fri May 23 04:14:19 1997
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Date: Fri, 23 May 1997 00:18:15 -0400 (EDT)
From: Eric Hyland <a007193t@bc.seflin.org>
Subject: Re: AGA extension suggestion
To: Ben Wyatt <bwyatt@paston.co.uk>
cc: AMOS Mailing List <amos-list@access.digex.net>
In-Reply-To: <yam7081.1604.3631400@194.129.188.3>
Message-ID: <Pine.3.89.9705230029.A22598-0100000@bc>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 

On Thu, 22 May 1997, Ben Wyatt wrote:

> Hello!
> 
> The one thing which seems to be very hard to achieve in AMOS is full screen,
> multidirectional, map based scrolling SMOOTHLY. I would like to see this in
> the new AGA extension (or any extension) more than anything else (apart from
> AGA!). Perhaps similar to the Turbo (Plus) extension, with a Map bank and
> Tile bank, but also commands to open and scroll the view port... just a few
> examples:
> 
> Map Screen Open n,view_width,view_height,colours,mode,block_size
>    Open the screen. (block_size = 16 or 32)
> 
> Map Offset n,x,y
>    Move the view to x,y - Scroll the screen, or redraw it completely if
>    it's totally off the current view.
> 
> Map Scroll n,dx,dy
>    Relatively scroll the view by dx,dy pixels.
> 
> What do you all think? Would this be useful?
> 
> Bye ____________________________________________________
>    /                                                    \
>   / Ben Wyatt - bwyatt@paston.co.uk or b.wyatt@uea.ac.uk \
>   \   http://www.paston.co.uk/users/bwyatt/index.html    /
>    \____________________________________________________/
>         (c)1995-97 Very Interesting Signatures Ltd.
> 

W H A T    A B O U T    R O T A T I O N ! ! ! ! ! ! ! ! ! ! ! ! ! ! etc....

Eric Hyland
a007193t@bc.seflin.org



From amos-request@svcs1.digex.net Fri May 23 05:34:01 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: AMOS Mailing List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 16:57:15 +1200
Message-ID: <yam7082.763.131905656@smtp.ihug.co.nz>
In-Reply-To: <199705212047.NAA24745@geocities.com>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: Re: This List game.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 22-May-97, Adam Parrott wrote:
>Greetings.

>How about Laurie? As I recall, this was HIS idea, and he WAS the one 
>that made the announcement to everybody. I would nominate myself for 
>the leader position, but I'm a bit to busy right now with my current 
>project to head a project as big as this. Maybe another time.

Sorry, but I just don't have the time required! I am already involved in:

1. My extension
2. My Map Editor
3. Amiga port of QBasic (For the Programming Competition)
4. StarQuest
5. Moria-clone
6. WarCraft-II clone.

-- 
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
& ####  ##  #     ##   ##  #  #                                        &
& #    #  # #    #  # #  # ## #    -=   S  O  F  T  W  A  R  E  =-     &
& #### #### #    #    #  # ## #                                        &
& #    #  # #    #  # #  # # ##          falcons@ihug.co.nz            &
& #    #  # ####  ##   ##  #  #                                        &
&                                                                      &
& Laurie Curwood    http://www.geocities.com/siliconvalley/lakes/6291/ &
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&


From amos-request@svcs1.digex.net Fri May 23 06:33:11 1997
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From: "James Brown" <amigogcc@hotmail.com>
To: amos-list@svcs1.digex.net
Subject: Isometric Maps in Amos?
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The subject said it all...
Is there a way to do Isometric Maps in amos??

Thanks in advance,
                   Amigo



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From amos-request@svcs1.digex.net Fri May 23 19:59:09 1997
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Date: 19 May 97 23:41:18 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Power bobs?, tome
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7077.826.2014544144@mail.agonet.it>
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On 18-May-97 14:33:16 Pietro Ghizzoni wrote something about Re: Power bobs?, tome.

>>>>>- Whole new Sprite/Bob engine, MUCH faster than amos' original.
>>>>faster than PowerBobs?

I talked to the coder : he said yes.

               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Fri May 23 21:04:26 1997
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Date: 19 May 97 23:48:04 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Hiya!
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7078.1289.131904016@smtp.ihug.co.nz>
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On 18-May-97 23:19:25 Laurie Curwood wrote something about Re: Hiya!.

>>>1- does the extension supports datatypes??
>>This wouldn't be too difficult to add. I'll suggest it.

>Definately... We need more than just an AGA extension for AMOS, we need as
>`OS
>3.x' extension!

It will probably be included yes.

>>>>- Total hardware AGA screens, including 24 bit screens.
>>>but does these screens are AMOS fake screens or intuition?
>>They're 'real' in the sense that you can use and manipulate them just as
>>you would normal Amos screens.

>But can you open intuition requestors? Or define them as public screens?

Hmmmm. I thought there were Intuition extensions that already did this?

>>Yep :) There's much demand for gfx card compatible software nowadays...

>It has to mode-promote! And take screenmode info from the display database. I
>think support for EGS, CyberGFX and Pisacco96 will do for now though :)

It will be added later. We are now primarily focussing on AGA.

>>>>but will probably be around 12 UKP.

>Great value!

Yep! We'll try to keep it as low as possible. It'll probably be cracked
anyway, so this is prolly a good incentive for people to still register.

>>Erm, Thomas Verduin, alias Protonic. A member of Jolly, if you know 

>Sorry, never heard of Jolly. Past projects? Country of origin?

Look on the Aminet. We made a couple of demos... there's Definitely Baby,
Opaque #1 (music pack), and a X-Mas-tro. All these demos were coded in
Amos, I did the music for them ;) They weren't coded by Thomas though. He
uses ASM or even Blitz.


               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Fri May 23 20:16:27 1997
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Date: 21 May 97 23:59:32 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: List game!?!
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7078.1672.3750976@194.129.188.3>
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On 19-May-97 17:11:33 Ben Wyatt wrote something about Re: List game!?!.

>On 19-May-97, Laurie Curwood sat on a keyboard and produced this mess:

>We tried this about a year ago, and nothing became of it. I really don't
>know what happened - it just kind of fizzled away. I would love to be part
>of such an effort - I just hope it takes off this time.

Yeah, most people don't realize how hard it actually is to organize things.
I joined a team that wanted to make a Warcraft II clone but it just died
out...

Anyway, I'd be happy to help though. I can help out in the Music
department.


               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Fri May 23 20:36:24 1997
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Date: 22 May 97 00:02:22 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: AGA extension?
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <Pine.SOL.3.96.970519214524.17869A-100000@kruuna.Helsinki.FI>
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On 19-May-97 13:46:27 Joona I Palaste wrote something about AGA extension?.

>I have read in this list about an AGA AMOS extension. Does it indeed

I think that would be our AGA extension :)

>exist? If so, where can I get a copy? What can this AGA extension do?

A beta release will soon be, er, released. We'll throw it on Aminet so
you'll probably have no problem getting it. Also, I'll post a message here
when it is available. About what it can do, there's a list of that in the
mailing list somewhere.

>Is it a normal AMOS extension like CRAFT? Thanks in advance.

Yep. And no problem. :)


               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Fri May 23 20:12:11 1997
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Date: 22 May 97 00:08:03 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Hiya!
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7079.1494.4720072@pop.golden.net>
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On 20-May-97 10:55:29 Mr. Giark To You wrote something about Re: Hiya!.

>also allow us non AGA users to get super hires and such? Will it be much less
>buggy than the intuition extension by andy church?

About that intuition thing... we are maybe planning to do a seperate
Intuition extension. Would that be a good idea?


               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Fri May 23 13:05:41 1997
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From: Branko Collin <collin@xs4all.nl>
To: Ben Wyatt <bwyatt@paston.co.uk>,
        Amos Discussion List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 03:00:24 +0100
Message-ID: <yam7082.1228.3226288@smtp.xs4all.nl>
In-Reply-To: <yam7081.1604.3631400@194.129.188.3>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: AGA extension suggestion
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On 22-mei-97 Ben Wyatt wrote:

>The one thing which seems to be very hard to achieve in AMOS 
>is full screen, multidirectional, map based scrolling 
>SMOOTHLY. I would like to see this in the new AGA extension 
>(or any extension) more than anything else (apart from AGA!). 
>Perhaps similar to the Turbo (Plus) extension, with a Map bank 
>and Tile bank, but also commands to open and scroll the view 
>port... just a few examples:

>Map Screen Open n,view_width,view_height,colours,mode,block_size
>   Open the screen. (block_size = 16 or 32)

>Map Offset n,x,y
>   Move the view to x,y - Scroll the screen, or redraw it completely if
>   it's totally off the current view.

>Map Scroll n,dx,dy
>   Relatively scroll the view by dx,dy pixels.

>What do you all think? Would this be useful?

If it would really make things faster, this would be _very_ useful.

Maybe add some analytical functions, like =Map Screen, etc. (I don't know of
any use for those, but you can be sure that someday, someone will need them).

Another thing: I read on this list some time ago an optimisation tip for map
based games, which was to store the map as many times as there are directions
you can scroll in. The advantage being, that you can then lay out the map in
memory in such a way that you have only to increase the pointer to read the
next tile.

So a scroll to the left would be done
PTR=??? 'position on the map
For Y=1 To HEIGHT
  Inc PTR
  TILE=Peek(PTR)
  _PASTE_TILE(X,Y,TILE)
Next Y

Rather than:
For Y=1 To HEIGHT
  TILE=Peek(_START+X+Y*WIDTH)
  _PASTE_TILE(X,Y,TILE)
Next Y

The optimisation bit lies in the fact that you don't have much of a
calculation to determine where to read the next tile from. I don't know if it
works, as I have never tried it, but it seems genuine enough.

How would you deal with such things in your proposed extension?

(I bet it is all already in AMCAF :-) )

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..


From amos-request@svcs1.digex.net Fri May 23 07:21:04 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: AMOS Mailing List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 16:53:49 +1200
Message-ID: <yam7082.2475.131905656@smtp.ihug.co.nz>
In-Reply-To: <6C7D7576870@pmn1.maths.nottingham.ac.uk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: Re: List game ballot
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> Simple game [ ] 
> Super game  [X] Simple is for one programmer!.

A Simple game will be over in seconds, and would probably be needlessly
complicated anyway, with everyone enlarging their tiny portion of code so they
can say they did a reasonable amount.

> If we do simple, what style(s)?

Don't like simple games much. Umm.

> If we do super, what style(s)?

One of those almost-top down view games. Either RPG, or RT. Syndicate Wars is
a good example.

> Who should be our fearless leader?

The best leaders are those who are called by the masses WITHOUT wanting to
actually do it. I.E. Not putting themselves forward, but being suggested by
others. I think Adam Parrott would be a good choice, all the better if he says
it wouldn't be his first priority. The worst thing you could possibly do is
elect someone obsessed with getting the game out, as invariably it will be put
out *THEIR WAY*. Someone calm and responsible, who shows mild interest at
being elected, and if he/she is not chosen, they will retire gracefully,
rather than attempting a bouycott and make their own game. A division of the
list is not what I had in mind when I suggested this! 

> What can you contribute?

Some coding, but mainly development tools. A map-editor that is second to none
(it mops the floor with Atlantis anyway, and TOME is best left forgotten).


> Other comments:

I don't want to get morbid, but I am seriously wondering if it was a good idea
to suggest this! It seems to have brought out the best in certain members, but
some not so good sides to others. I don't believe it is worth insulting or
arguing with other members of the list for the position of leader!

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& ####  ##  #     ##   ##  #  #                                        &
& #    #  # #    #  # #  # ## #    -=   S  O  F  T  W  A  R  E  =-     &
& #### #### #    #    #  # ## #                                        &
& #    #  # #    #  # #  # # ##          falcons@ihug.co.nz            &
& #    #  # ####  ##   ##  #  #                                        &
&                                                                      &
& Laurie Curwood    http://www.geocities.com/siliconvalley/lakes/6291/ &
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From amos-request@svcs1.digex.net Fri May 23 07:53:29 1997
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X-Authentication-Warning: kruuna.Helsinki.FI: palaste owned process doing -bs
Date: Fri, 23 May 1997 11:24:39 +0300 (EET DST)
From: Joona I Palaste <palaste@cc.helsinki.fi>
X-Sender: palaste@kruuna.Helsinki.FI
To: amos-list@access.digex.net
Subject: Help me with arithmetic evaluation routines
Message-ID: <Pine.SOL.3.96.970523112107.18284A-100000@kruuna.Helsinki.FI>
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Hello.

I am thinking of programming an AMOS game with robots that you can
actually program in a BASIC-type language. Unfortunately I don't know
how to write a decent arithmetic evaluation routine in AMOS. It should
evaluate expressions in the correct order, e.g. "2+(3+4)*5" is 37. I've
only managed to write an evaluation routine which doesn't care about
calculation orders, e.g. "2+3*4" would be 20, not 14. I need your help
here! Write me a routine that reads an expression as a string variable
and stores the result in a number variable. If you do this I will
eventually include your name in the game's documentation. Thanks in
advance.


/----------------------------------------------------------------------\
| Joona Palaste                             |      |  |                |
| palaste@cc.helsinki.fi                    |      |  |                |
| G++ FR FW+ M- #20 D+ ADA N+++ W++ B OP+   |-------  -----------------|
|                                           |-------  -----------------|
|                                           |      |  |                |
| Finland rules! =>                         |      |  |                |
\----------------------------------------------------------------------/


From amos-request@svcs1.digex.net Fri May 23 09:48:15 1997
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From: Rob Sibley <Rob.Sibley@dial.pipex.com>
To: "'Amos List'" <amos-list@access.digex.net>
Subject: Re: List Game, Space Harrier clone project.
Date: Fri, 23 May 1997 10:05:08 +0100
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Keith Hill wrote:

> To save time, how about someone writing a nice high score routine, with
> space for plug in graphics, custom fonts, that sort of thing.  I feed it a
> score, it does the rest..

I'll volunteer for this, but surely it will have to be for the whole list-game, not just for the Space Harrier section?  It also means that every section of code (sub-game) will have to return a score either on completion or when the player dies and someone's going to have to keep a running total of the score through each level.  Who'd have thought the score could through up so many examples of the need for good structuring.

If our glorious leader Giark wants to give me the nod for this section I'll make sure it's ready for the June 30th deadline.  I can handle all graphics and code, but I'll need a small tune, unless it's going to use the same tune as the intro/menu screens.

Rob.



From amos-request@svcs1.digex.net Fri May 23 08:31:13 1997
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From: OKling@aol.com
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Date: Fri, 23 May 1997 06:29:54 -0400 (EDT)
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To: amos-list@access.digex.net
Subject: Searching for Compiler
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Hi, i'm a german AMOS-Fan and ...

I'm searching for the AMOS Pro Compiler (Amiga).

Please eMail me:  OKling@aol.com

Greetings to all AMOS- and Amiga-Fans.


From amos-request@svcs1.digex.net Fri May 23 10:49:54 1997
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Date: Fri, 23 May 1997 14:07:28 +0300 (EET DST)
From: Joona I Palaste <palaste@cc.helsinki.fi>
X-Sender: palaste@kruuna.Helsinki.FI
To: James Brown <amigogcc@hotmail.com>
cc: amos-list@svcs1.digex.net
Subject: Re: Isometric Maps in Amos?
In-Reply-To: <199705230706.AAA07675@f21.hotmail.com>
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On Fri, 23 May 1997, James Brown wrote:

> The subject said it all...
> Is there a way to do Isometric Maps in amos??
> 
> Thanks in advance,
>                    Amigo

There isn't one as a standard, but it can be created with a little
programming ingenuity (sp?). One method, which I intend to use someday,
is to draw each row separately on one screen, and then paste them all
together using the Get Block and Put Block commands on another screen.
This is a bit time-consuming, but it is quite easy to do. More information
is available on request.

/----------------------------------------------------------------------\
| Joona Palaste                             |      |  |                |
| palaste@cc.helsinki.fi                    |      |  |                |
| G++ FR FW+ M- #20 D+ ADA N+++ W++ B OP+   |-------  -----------------|
|                                           |-------  -----------------|
|                                           |      |  |                |
| Finland rules! =>                         |      |  |                |
\----------------------------------------------------------------------/


From amos-request@svcs1.digex.net Fri May 23 12:17:13 1997
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From: Michael Fegan <mfegan@bfsec.bt.co.uk>
To: amos-list <amos-list@access.digex.net>
Subject: More List Game
Date: Fri, 23 May 1997 13:10:10 +0100
Encoding: 21 TEXT
Status: O
X-Status: 

Just a few thoughts on the List Game...

>Just think, if this project ever turns out as big as some of us are
>invisioning it to be, then it would sure be the wake-up call that the
>Amiga needs and would give it the needed attention it needs to get
>back on its feet (possibly, with the help of Gateway now :)
Erm, look.  I'm not criticising or anything but a 320x234x32 or 640x234x16 
game won't exactly get the Amiga back on it's feet, regardless of the 
gameplay. I mean, an AGA machine would hardly be used to it's full 
potential with such a thing...  I think you should use as many extensions 
as you can if your goal with this game is to get the Amiga noticed. 
 Something that a slightly expanded 500 could run isn't exactly 
awe-inspiring.  If however, your goal is a more internal one (internal 
being the Amiga community) well then yes, things would be fine.

>We've started something here. Let's get on it and show the world the power
>of the Amiga!
Not with an extensionless Amos you won't, because intrinsically, Amos 
itself doesn't nearly show the power of the Amiga...  (OK, I guess I'm 
asking for a flame or two...)



From amos-request@svcs1.digex.net Fri May 23 11:26:58 1997
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From: Branko Collin <collin@xs4all.nl>
To: Amos Discussion List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 13:19:10 +0100
Message-ID: <yam7082.508.3054952@smtp.xs4all.nl>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
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O.K., so I really wasn't going to be drawn into this discussion... :-)

Another game idea:

There are two things that I have always wanted see in simulation games, no
matter how perfect they were (as in Sim City or The Settlers):

1. More detail! I like to see little sub-plots like the disasters in Sim City,
or the newspapers that keep bugging the player. Good gameplay makes a game
addictive, and once you're addicted you need those little things that cause a
smile to break through that grim, determined face.

2. Step in the action. Example: I have a wargame in which I plan battle
between the Romans and the Carthags. When that battle begins, I want to switch
my uniform from that of the general to that of one of the soldiers. Switch
from a strategic game to a action game. I know it's a nonsensical wish,
but I am a control freak. If we lose the battle, it won't be my fault 
for sure.

Why am I sharing my decline into full crazyness with you? Well, I think the
kind of game I envision would be perfect for a team project like the one you
guys are planning. :-)

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..


From amos-request@svcs1.digex.net Fri May 23 16:36:34 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 10:08:20 -0500
Message-ID: <yam7082.1009.4700104@pop.golden.net>
In-Reply-To: <199705222215.PAA03186@geocities.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: On the subject of raycasting..
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 22-May-97, Adam Parrott wrote:
> I also stated that if I 
>see that we can crank out some good demos and Giark is doing a fine 
>job as head-of-staff, then I'll probably construct a level using my 
>raycaster. I'm not decided on this, but read on..

Well, I'll put your level down as one so far, but if you find it to be too
much work, let me know.

>One more thing that Giark said:
>> Coding so far
>> Giark - Overall coordination, install script
>> Braneloc - Space Harrier clone stage
>> Garfield Benjamin - sideway shooter/scroller
>Put me down for a raycasting level. I'd like to donate coding and 
>graphics, as I've decided in conjunction with my current project.

Okay.

>> June 30 first submission deadline
>I'm not so sure about that deadline. If i DO decide to do a 
>raycasting level, then I probably could have a demo (or the whole 
>thing) ready by then or a little after.

Do what you can.

>Branko also mentioned that all the details and everything should be 
>put up on a Webpage. Obviously, since Giark is the leader now and 
>everything is being organized, and he HAS some Webpages, it should be 
>HIM to do all of the suggested (I'm sure you agree, don't you Giark?)

I'll start a webpage once I actually have some things SUBMITTED to me.
(Graphics, mods?)

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Fri May 23 15:11:22 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 10:10:32 -0500
Message-ID: <yam7082.1649.4700104@pop.golden.net>
In-Reply-To: <199705222218.PAA04037@geocities.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List Game Update 22/5/97
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 22-May-97, Adam Parrott wrote:
>> Graphics
>> Screens should be 320X234 or 640X234 (I know it's a bit smaller than
>> the PAL users are used to, but let's make it Cross Pond Compatible
>> from the start.) right now, we need some `AMOS List' screens for the
>> intro and for the credits (anyone out there got a procedure to
>> scroll text up the screen over graphics?)
>So it's a screen wipe you need, eh? I've got every type of screen 
>wipe-effect-roll-scroll you can think of.

No. A picture in the background, using 3 bitplanes, the text scrolling over in
the fourth or something.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Fri May 23 14:34:21 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 10:16:50 -0500
Message-ID: <yam7082.2535.4700104@pop.golden.net>
In-Reply-To: <3384662C.2D22@ozemail.com.au>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: 80`s Games Revival !
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 22-May-97, Andrew Hawkins wrote:
>I can offer my services in 3D Rendering, Sequencer-music, Coding &
>SoundFX.

This isn't just to Andy, but he brought the point to mind. You've all read the
update, so unless you are offering to code a module, please don't offer bits
and pieces - send them! If you have some cool game mods, send them to me and I
will put them up. If you've done a spiffy AMOS List rendered pic, send it.

I'll add you, Andy, as a graphics guy.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Fri May 23 15:58:48 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 10:24:04 -0500
Message-ID: <yam7082.229.4700104@pop.golden.net>
In-Reply-To: <01BC6760.EC6FC300@aa067.du.pipex.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List Game, Space Harrier clone project.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 23-May-97, Rob Sibley wrote:
>> To save time, how about someone writing a nice high score routine, with
>> space for plug in graphics, custom fonts, that sort of thing.  I feed it a
>> score, it does the rest..
>I'll volunteer for this, but surely it will have to be for the whole
>list-game, not just for the Space Harrier section?  It also means that every
>section of code (sub-game) will have to return a score either on completion
or
>when the player dies and someone's going to have to keep a running total of
>the score through each level.  Who'd have thought the score could through up
>so many examples of the need for good structuring.
>If our glorious leader Giark wants to give me the nod for this section I'll
>make sure it's ready for the June 30th deadline.  I can handle all graphics
>and code, but I'll need a small tune, unless it's going to use the same tune
>as the intro/menu screens.

Go for it.

All: The variable SCORE will be global and can be handled by Rob's procedure.
Also, the four variables XPOS, YPOS, XSIZ, YSIZ will define the position of
the screen (XPOS,YPOS) and the size (XSIZ,YSIZ). They will also be global.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Fri May 23 15:43:50 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 10:28:40 -0500
Message-ID: <yam7082.2015.4700104@pop.golden.net>
In-Reply-To: <yam7082.2475.131905656@smtp.ihug.co.nz>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List game ballot
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 23-May-97, Laurie Curwood wrote:
>The best leaders are those who are called by the masses WITHOUT wanting to
>actually do it.

Personally, I think the best leaders are the ones who stop farting around and
get things done. Q:-{)

>I don't want to get morbid, but I am seriously wondering if it was a good
idea
>to suggest this! It seems to have brought out the best in certain members,
but
>some not so good sides to others. I don't believe it is worth insulting or
>arguing with other members of the list for the position of leader!

I haven't seen any insults or arguments.

Also, the decision was made. The project advances and I've already begun
receiving code.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Fri May 23 16:46:14 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 10:33:27 -0500
Message-ID: <yam7082.1356.4700104@pop.golden.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: LGU 23/5/97
MIME-Version: 1.0
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Status: O
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The AMOS List Game #1

Guys:
Some of you had some great suggestions about the modules and programming.
Unfortunately, A dopey friend of mine slipped in from the net and deleted my
saved mail. Send your programming/organization tips again.

We need between three and five different modules. They will all be tied
together with an overall story that can be developed after we get the
modules set.

Variables
SCORE - global score
XPOS - screen pos x
YPOS - screen pos y
XSIZ - screen width
YSIZ - screen height

Graphics
Screens should be 320X234 or 640X234 (I know it's a bit smaller than the
PAL users are used to, but let's make it Cross Pond Compatible from the
start.)
right now, we need some `AMOS List' screens for the intro and for the
credits (anyone out there got a procedure to scroll text up the screen over
graphics?)

Sound
We need MODs! Whatever you can come up with should be submitted. I'll start
a web page once the submissions start rolling in. Try to keep them less
than 100K if you can.

Coding so far
Giark - Overall coordination, install script
Braneloc - Space Harrier clone stage
Garfield Benjamin - sideway shooter/scroller
Adam Parrott - raycasting level

Graphics Guys
Andrew Hawkins

June 30 first submission deadline

Game modules
Use procedures as often as possible.
Graphics and sound not to exceed 600K (for YOUR module)
Declare all variables, both global and otherwise
Keep your code to 50K maximum (remember, it will all be one big game and 5
modules makes it 250K without any fancy stuff added yet!)

Don't quote this message. Just send your requests, submissions, tips, etc.
directly to me. I will add them to this document as I get them.

We've started something here. Let's get on it and show the world the power
of the Amiga!
 
Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Fri May 23 17:00:31 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Fri, 23 May 1997 17:46:08 +0100
Message-ID: <yam7082.431.138894272@cu.cu-muc.de>
In-Reply-To: <tcppop3.447944@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Help me with arithmetic evaluation routines
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

palaste@cc.helsinki.fi wrote on 23-Mai-97:

> how to write a decent arithmetic evaluation routine in AMOS.

I've written some slow evaluation routine a long time  ago,  but  it  works
quite well. You're able to use +, -, *, /, and ^ as operators, brakets, and
varables, but no functions like sin() or cos().

Dim ELM#(30),CAL(30),PRI(30),VAR$(30),VAR#(30)
DEZ$="."
Input CAL$
For X=0 To 320
  VAR$(0)="x" : VAR#(0)=X
  Gosub CALC
  Plot X,RES#,1
Next 
End 
CALC:
  R$=Lower$(CAL$)+"="
  COR=0 : ELM=0 : REC=0 : VOZ=1 : NUM=1 : KOM#=1.0
  PRIBAS=0
  For A=1 To Len(R$)
    ER$=""
    A$=Mid$(R$,A,1)
    If COR
      If REC=0
        If A$=")"
          Add PRIBAS,-20
          If PRIBAS<0 : ER$="Too many closing brakets" : End If 
        End If 
        If Instr("+-*:/^=",A$)
          If NUM
            ELM#(ELM)=ELM#(ELM)*VOZ
            VOZ=1
          Else 
            For V=0 To 30
              If Instr(VAR$(V),VAR$)
                ELM#(ELM)=VAR#(V)
                Exit 
              End If 
            Next 
            If V=31 : ELM#(ELM)=0 : ER$="Variable not found" : End If 
            ELM#(ELM)=ELM#(ELM)*VOZ
            VOZ=1
          End If 
        End If 
        If A$="+" : CAL(ELM)=1 : End If 
        If A$="-" : CAL(ELM)=1 : VOZ=-VOZ : End If 
        If(A$>="a") and(A$<="z") and NUM=1
          CAL(ELM)=2 : Add PRI(ELM),10
          ELM#(ELM)=ELM#(ELM)*VOZ
          VOZ=1
          Inc ELM : REC=1 : COR=0
        End If 
        If A$="*" : CAL(ELM)=2 : Add PRI(ELM),10 : End If 
        If A$="/" : CAL(ELM)=3 : Add PRI(ELM),10 : End If 
        If A$="^" : CAL(ELM)=4 : Add PRI(ELM),15 : End If 
        If Instr("+-*:/^",A$)
          Inc ELM : REC=1 : COR=0
        End If 
      Else 
        If A$="-" : VOZ=-VOZ : End If 
        If Instr("*:/^",A$) : ER$="Unexpected operand!" : End If 
      End If 
    Else 
      If A$="(" : Add PRIBAS,20 : End If 
      If A$="-" : VOZ=-VOZ : End If 
      If Instr("*:/^",A$) : ER$="Unexpected operand!" : End If 
    End If 
    If(A$>="a" and A$<="z")
      If COR=0
        VAR$=A$ : COR=1 : REC=0 : PRI(ELM)=PRIBAS : NUM=0
      Else 
        VAR$=VAR$+A$
      End If 
    End If 
    If(A$>="0") and(A$<="9")
      If COR=0
        ELM#(ELM)=(Asc(A$)-48) : COR=1 : REC=0 : KOM#=1.0 : PRI(ELM)=PRIBAS
        NUM=1
      Else 
        If NUM=0
          VAR$=VAR$+A$
        Else 
          If KOM#=1.0
            ELM#(ELM)=ELM#(ELM)*10+(Asc(A$)-48)
          Else 
            ELM#(ELM)=ELM#(ELM)+(Asc(A$)-48)/KOM#
            KOM#=KOM#*10.0
          End If 
        End If 
      End If 
    End If 
    If A$=DEZ$
      If NUM
        If KOM#=1.0
          KOM#=10.0
          If COR=0
            ELM#(ELM)=0.0 : COR=1 : REC=0
          End If 
        Else 
          ER$="Decimal point error!"
        End If 
      Else 
        VAR$=VAR$+A$
      End If 
    End If 
    If ER$<>"" Then Print ER$
  Next 
  ELM#(ELM)=ELM#(ELM)*VOZ
  E=ELM
  While ELM>0
    For A=0 To ELM
      If PRI(A)>=PRI(A+1)
        If CAL(A)=1 : ELM#(A)=ELM#(A)+ELM#(A+1) : End If 
        If CAL(A)=2 : ELM#(A)=ELM#(A)*ELM#(A+1) : End If 
        If CAL(A)=3 : ELM#(A)=ELM#(A)/Max(ELM#(A+1),0.001) : End If 
        If CAL(A)=4 : ELM#(A)=ELM#(A)^ELM#(A+1) : End If 
        PRI(A)=0 : CAL(A)=CAL(A+1)
        If A<ELM
          For B=A+1 To ELM
            ELM#(B)=ELM#(B+1) : CAL(B)=CAL(B+1) : PRI(B)=PRI(B+1)
          Next 
        End If 
        Dec ELM
        Exit 
      End If 
    Next 
  Wend 
  RES#=ELM#(0)
Return 

-- 
Best Regards,
 _____    __   _  __  ______    ___  __  __   __
|"("  \()/" ) (_)/" )("     \()/\" \(__)/" ) /" )
|  )   )/  /    /  /| \______)/" \  \  /  /|/  /
| (___//  /    /  /"|   |" | (  (_\__)/  /"/  /
|  |  /  /"\  /  /  | _ |  | _\  /  //  /|/  /__
|__| (__/___)(__/|__|(_)|__|(_)\/__/(__/ (__/(MM)




From amos-request@svcs1.digex.net Sat May 24 10:27:43 1997
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From: Ben Wyatt <bwyatt@paston.co.uk>
To: AMOS Mailing List <amos-list@access.digex.net>
Date: 	Fri, 23 May 1997 16:47:20 -0000
Message-ID: <yam7082.1023.3878792@194.129.188.3>
In-Reply-To: <yam7082.1228.3226288@smtp.xs4all.nl>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: AGA extension suggestion
MIME-Version: 1.0
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Status: O
X-Status: 

On 23-May-97, Branko Collin sat on a keyboard and produced this mess:

> Another thing: I read on this list some time ago an optimisation tip for map
> based games, which was to store the map as many times as there are directions
> you can scroll in. The advantage being, that you can then lay out the map in
> memory in such a way that you have only to increase the pointer to read the
> next tile.

> So a scroll to the left would be done
> PTR=??? 'position on the map
> For Y=1 To HEIGHT
>   Inc PTR
>   TILE=Peek(PTR)
>   _PASTE_TILE(X,Y,TILE)
> Next Y

> Rather than:
> For Y=1 To HEIGHT
>   TILE=Peek(_START+X+Y*WIDTH)
>   _PASTE_TILE(X,Y,TILE)
> Next Y

> The optimisation bit lies in the fact that you don't have much of a
> calculation to determine where to read the next tile from. I don't know if it
> works, as I have never tried it, but it seems genuine enough.

Yeah, that's possible... but it could also work as:

PTR=Position on map
For Y=1 To HEIGHT
   Add PTR,MAP_WIDTH
   TILE=Peek(PTR)
   _PASTE_TILE[X,Y,TILE]
Next Y

...and then I think it only needs ONE map bank.

> How would you deal with such things in your proposed extension?

However it is handled, it should be handled internally!

Bye ____________________________________________________
   /                                                    \
  / Ben Wyatt - bwyatt@paston.co.uk or b.wyatt@uea.ac.uk \
  \   http://www.paston.co.uk/users/bwyatt/index.html    /
   \____________________________________________________/
        (c)1995-97 Very Interesting Signatures Ltd.


From amos-request@svcs1.digex.net Fri May 23 15:32:19 1997
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Reply-To: mushypd@redrose.net
To: Schitso <johnp2@mail.airmail.net>
CC: amos-list@access.digex.net
Date: Fri, 23 May 1997 12:26:05 -0500
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Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Game Votes Today
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Schitso scrawled on the wall on 21-May-97 with his own bodily fluids:

> Ok, here is what I have so far. I think most of the regulars have voted, but
> how long should we leave it open?

I vote to do a Barbarian, or Bubble Bobble clone myself.  =)

> Leader:

> Adam Parrott: 1 (He is too busy with other projects, has declined)
> Mr. Giark   : 3 (Will overthrow the winner, anyway :-)
> Schitso     : 2 (This anal goof voted for Mr. Giark)
> Don't care  : 4

I got asked to do it to, and declined also. remember?

> Contributions:

> Coders : 5
> GFX    : 4
> Music  : 2

Stick me down as another coder

Mush
--
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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   Lots of games/utilities/demos/samples/music for all your Amiga needs !!

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From amos-request@svcs1.digex.net Fri May 23 21:04:16 1997
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Message-Id: <24799f94.u8t20e.e8b75-Braneloc@mirex.demon.co.uk>
In-Reply-To: <01BC6760.EC6FC300@aa067.du.pipex.com>
	     (from Rob Sibley <Rob.Sibley@dial.pipex.com>)
	     (at Fri, 23 May 1997 10:05:08 +0100)
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: Rob.Sibley@dial.pipex.com
Cc: amos-list@access.digex.net
Subject: Re: List Game, Space Harrier clone project.
Status: O
X-Status: 

To the one known as Rob,
> > To save time, how about someone writing a nice high score routine, with
> > space for plug in graphics, custom fonts, that sort of thing.  I feed it a
> > score, it does the rest..
> I'll volunteer for this, but surely it will have to be for the whole

Cool.

> list-game,  not just for the Space Harrier section?  It also means that

Absolutely correct..

> every section of code (sub-game) will have to return a score either on
> completion or when the player dies and someone's going to have to keep a
> running total of the score through each level.  Who'd have thought the score
> could through up so many examples of the need for good structuring.

Have fun... ;-)

> If our glorious leader Giark wants to give me the nod for this section 
> I'll make sure it's ready for the June 30th deadline.  I can handle all 
> graphics and code, but I'll need a small tune, unless it's going to use
> the same tune as the intro/menu screen


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |   insert clever quote here 
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Fri May 23 16:36:29 1997
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From: Branko Collin <collin@xs4all.nl>
To: Joona I Palaste <palaste@cc.helsinki.fi>,
        Amos Discussion List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 19:28:10 +0100
Message-ID: <yam7082.503.3054712@smtp.xs4all.nl>
In-Reply-To: <Pine.SOL.3.96.970523112107.18284A-100000@kruuna.Helsinki.FI>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Help me with arithmetic evaluation routines
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Status: O
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On 23-mei-97 Joona I Palaste wrote:
>I am thinking of programming an AMOS game with robots that you can
>actually program in a BASIC-type language. Unfortunately I don't know
>how to write a decent arithmetic evaluation routine in AMOS. It should
>evaluate expressions in the correct order, e.g. "2+(3+4)*5" is 37. I've
>only managed to write an evaluation routine which doesn't care about
>calculation orders, e.g. "2+3*4" would be 20, not 14. I need your help
>here! Write me a routine that reads an expression as a string variable
>and stores the result in a number variable. If you do this I will
>eventually include your name in the game's documentation. Thanks in
>advance.

Well, the way you do it now is easier to program and possibly faster than the
way you want it, so why don't stick with it?

But that wasn't what you asked.

Why don't you use recursion? (Asuming that nobody uses more than, say, ten
levels of brackets).

So any time you encounter an open bracket, you call the same routine with the
tail of the string, and a close bracket will return to the calling routine.

Say:
Procedure KALK(EXPR$,PTR)
  A$=Mid$(EXPR$,PTR,1)
  If A$="("
    KALK(EXPR$,PTR+1)
    RESULT=RESULT+Param
  End If
  If A$<>")"
    'Do your evaluation here'
  End If
End Proc[RESULT]

Of course, this only solves one part of your problem. The rest could be solved
by
putting brackets around the expressions that need to be evaluated first.

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..


From amos-request@svcs1.digex.net Fri May 23 19:55:28 1997
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From: Branko Collin <collin@xs4all.nl>
To: OKling@aol.com, Amos Discussion List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 19:49:53 +0100
Message-ID: <yam7082.2668.3062168@smtp.xs4all.nl>
In-Reply-To: <970523062954_-62248509@emout08.mail.aol.com>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Searching for Compiler
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On 23-mei-97 OKling@aol.com wrote:

>Hi, i'm a german AMOS-Fan and ...

>I'm searching for the AMOS Pro Compiler (Amiga).

Try: Steve Bye <steve@f1lw.demon.co.uk>

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..


From amos-request@svcs1.digex.net Fri May 23 20:41:41 1997
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In-Reply-To: <yam7081.809.4702064@pop.golden.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Thu, 22 May 1997 11:07:16 -0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
MIME-Version: 1.0
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: List Game - Contrived plot-links..
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> Giark - Overall coordination, install script
> Braneloc - Space Harrier clone stage
> Garfield Benjamin - sideway shooter/scroller

..ok, so perhaps the same bloke (or girl ?) from the space 
harrier clone climbs into the vessel thats shooting sideways..
In-between animations anyone ??


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Mice ??" - Arthur Dent
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk


From amos-request@svcs1.digex.net Fri May 23 15:49:39 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: Rob Sibley <Rob.Sibley@dial.pipex.com>, amos-list@access.digex.net
Date:          Fri, 23 May 1997 15:41:52 GMT0BST
Subject:       Re: List Game, Space Harrier clone project.
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Message-ID: <6EF396639E2@pmn1.maths.nottingham.ac.uk>
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> I'll volunteer for this, but surely it will have to be for the 
whole list-game, not just for the Space Harrier section?  It also means that every section of code (sub-game) will have to return a sco 
> If our glorious leader Giark wants to give me the nod for this section I'll make sure it's ready for the June 30th deadline.  I can handle all graphics and code, but I'll need a small tune, unless i

Just a quick note to say that some of us have to use lame PC mail 
programs and if you don't press Enter a few times, I can't read half 
og your letters....


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Fri May 23 20:45:34 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 23 May 1997 16:16:03 -0500
Message-ID: <yam7082.156.4864888@pop.golden.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: List Game Page
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Okay, the list game page is up and running. As a security measure, I am not
posting it on the list. If you want access to the list page, send me mail.
This will keep anyone from ripping the graphics and sounds and the code.

Also, I won't be putting the update on the list anymore, as it was getting
big. I'll just post the new points here. The entire update is on the page,
available for download, as is the startup config code. Can a PAL user grab it
and give me the proper default values for the screen position?

Feel free to use the code in your games as well. Credits are in the code.
 
Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Fri May 23 17:33:54 1997
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From: Rob Sibley <Rob.Sibley@dial.pipex.com>
To: --==MURRAY==-- <PMYMAGM@pmn1.maths.nott.ac.uk>
CC: amos-list@access.digex.net
Date: Fri, 23 May 1997 19:04:45 -0500
Message-ID: <yam7082.2254.1747093496@smtp.dial.pipex.com>
In-Reply-To: <6EF396639E2@pmn1.maths.nottingham.ac.uk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: List Game, Space Harrier clone project.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 23-May-97, --==MURRAY==-- wrote:

>Just a quick note to say that some of us have to use lame PC mail 
>programs and if you don't press Enter a few times, I can't read half 
>og your letters....

Erm, I wrote that message from work using Microsoft Windows Messaging for
Windows 95.
Dunno what happened with the return characters, but they must have been there
when I
sent it.

Anybody got any ideas?

Rob.


From amos-request@svcs1.digex.net Sat May 24 05:23:10 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: James Brown <amigogcc@hotmail.com>
CC: amos-list@svcs1.digex.net
Date: Sat, 24 May 1997 12:38:53 +1200
Message-ID: <yam7083.2692.130940120@smtp.ihug.co.nz>
In-Reply-To: <Pine.SOL.3.96.970523140528.950A-100000@kruuna.Helsinki.FI>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: Re: Isometric Maps in Amos?
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 23-May-97, Joona I Palaste wrote:
>On Fri, 23 May 1997, James Brown wrote:

>> The subject said it all...
>> Is there a way to do Isometric Maps in amos??
>> 
>> Thanks in advance,
>>                    Amigo

>There isn't one as a standard, but it can be created with a little
>programming ingenuity (sp?). One method, which I intend to use someday,

It can certainly be done! It is VERY easy to set up a routine to redraw the
entire screen, but if you want to update only parts it gets a little tougher.
My map editor allows the creation of isometric maps, and as with all other
types of map, it includes the facility to write the sourcecode to display it. 
Anyway, to draw an entire screenful of isometric tiles:

1. Draw them in a paint package or whatever.
2. Cut them out as icons (make sure your background colour is 0)
3. Use the `Set Icon Mask' command from AMOS (Use a loop to mask all the
tiles)
4. Set up a for next loop, to decrement half of Y for each X.
E.G: This routine draws a 10x10 map on the screen (using a highly inefficient
array, but you get the picture)

For Y=0 To 9
   For X=0 To 9
      Paste Icon X*8-(Y mod 2)*8,Y*8+X*8,Tile(X,Y)
   Next X
Next Y

Don't have the source to hand, but I'm pretty sure that is the basic way to do
it.

To update just a bit of the screen requires another screen and nine draw
operations (or alpha-channel masking, which AMOS doesn't have). It is too
complex to explain here.

-- 
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
& ####  ##  #     ##   ##  #  #                                        &
& #    #  # #    #  # #  # ## #    -=   S  O  F  T  W  A  R  E  =-     &
& #### #### #    #    #  # ## #                                        &
& #    #  # #    #  # #  # # ##          falcons@ihug.co.nz            &
& #    #  # ####  ##   ##  #  #                                        &
&                                                                      &
& Laurie Curwood    http://www.geocities.com/siliconvalley/lakes/6291/ &
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&


From amos-request@svcs1.digex.net Fri May 23 23:26:19 1997
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Date: Fri, 23 May 1997 19:47:23 -0500 (CDT)
From: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
X-Sender: sdmatott@kimbark.uchicago.edu
Reply-To: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
To: James Brown <amigogcc@hotmail.com>
cc: amos-list@svcs1.digex.net
Subject: Re: Isometric Maps in Amos?
In-Reply-To: <199705230706.AAA07675@f21.hotmail.com>
Message-ID: <Pine.GSO.3.95.970523193717.29190A-100000@kimbark.uchicago.edu>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 

	James,
	One way to do it is simply to have your normal square Icons wrap
isometrically, that is if you take isometric icons paste a few together
manually and then if ya cut square out of them right you'll get a sqaure
icon that, if used to fill a section of the screen, will look isometric.
This would work well with the normal fake isometric view that alot of
games employ, the one that looks tilted but doesn't actually scale in
anyway.  Actually scaling things Isometrically will require alot of work 
If you want to add depth eg. Hills  to the ground itself ala Populs, et
al. that'll also take a more work.  But in general for a flat
surface you can fake isometric just by having your objects drawn
isometrically, and then having the ground texture look slightly isometric 
Well hope that's some help.  

			Thanks,
				Scott Matott sXe


From amos-request@svcs1.digex.net Fri May 23 22:04:13 1997
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Message-Id: <199705232344.QAA07961@geocities.com>
Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Fri, 23 May 1997 18:47:34 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: One more game donation.
Reply-to: parrottsoft@geocities.com
CC: "Mr. Giark To You" <joehick@golden.net>
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
X-Status: 

Greetings.

One more thing you can put me down for, Giark.

> Coding so far
> Giark - Overall coordination, install script
> Braneloc - Space Harrier clone stage
> Garfield Benjamin - sideway shooter/scroller
> Adam Parrott - raycasting level

>Put me down for a raycasting level. I'd like to donate coding and
>graphics, as I've decided in conjunction with my current project.

Also, put me down for a graphics developer (as well as coder). I'd 
like to donate my graphics services (rendering and creation of) for 
the List game. Once this is all organized, be sure and please e-mail 
me on the specifics on the level and graphics you need. IF you have 
any questions please e-mail me.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Fri May 23 22:57:24 1997
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From: Schitso <johnp2@mail.airmail.net>
To: amos-list@access.digex.net
Date: Fri, 23 May 1997 19:24:20  -0700
Subject: Re: Game Votes Today
Status: O
X-Status: 




Mush wrote:

> > Leader:
> 
> > Adam Parrott: 1 (He is too busy with other projects, has declined)
> > Mr. Giark   : 3 (Will overthrow the winner, anyway :-)
> > Schitso     : 2 (This anal goof voted for Mr. Giark)
> > Don't care  : 4
> 
> I got asked to do it to, and declined also. remember?
> 
> > Contributions:
> 
> > Coders : 5
> > GFX    : 4
> > Music  : 2
> 
> Stick me down as another coder
> 
> Mush
> --
> 


I didn't mean to leave you (Mush) out of the list, it's just that you
declined before I got a ballot with a vote for you.  The only ones on the
list had a formal ballot.

I have to be at the hospital with family for a little while, so I am not able
to check my mail regularly.  I guess thats ok, since it doesn't seem we are
going to use the votes anyway.  Well, I tried,  I have about 4 more ballots,
but no time to update anything.

I'll be back soon!


Schitso

From amos-request@svcs1.digex.net Fri May 23 22:27:13 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: Rob Sibley <Rob.Sibley@dial.pipex.com>, amos-list@access.digex.net
Date:          Sat, 24 May 1997 00:25:47 GMT0BST
Subject:       Re: List Game, Space Harrier clone project.
X-Confirm-Reading-To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
X-pmrqc:       1
Priority: normal
X-mailer: Pegasus Mail v3.2 (R0)
Message-ID: <6F7F4ED2D39@pmn1.maths.nottingham.ac.uk>
Status: O
X-Status: 

> >Just a quick note to say that some of us have to use lame PC mail 
> >programs and if you don't press Enter a few times, I can't read half 
> >og your letters.... 
> Erm, I wrote that message from work using Microsoft Windows Messaging for
> Windows 95.
> Dunno what happened with the return characters, but they must have been there
> when I
> sent it.

Sorry.
You did press enter but just not enough. When you go off the end of a 
line I don't think your program presses enter for you (pegasus mail 
does)

 


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Sat May 24 07:35:05 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: AMOS Mailing List <amos-list@access.digex.net>
Date: Sat, 24 May 1997 19:46:50 +1200
Message-ID: <yam7083.2518.130900280@smtp.ihug.co.nz>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: Assigned Devices
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

I am writing my own file requestor (the AMOS ones are horrible, and the
extension requestors are a bit crappy), but I have discovered a problem: How
do I read assigns?

At the moment, when looking at drives, I use Dev First$ and Dev Next$, but
this only reads proper devices. Sometimes, when used from direct mode, it
reads the assigns, but never from interpreted/compiled.

Has anyone else had this problem, and how did they get around it?
-- 
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
& ####  ##  #     ##   ##  #  #                                        &
& #    #  # #    #  # #  # ## #    -=   S  O  F  T  W  A  R  E  =-     &
& #### #### #    #    #  # ## #                                        &
& #    #  # #    #  # #  # # ##          falcons@ihug.co.nz            &
& #    #  # ####  ##   ##  #  #                                        &
&                                                                      &
& Laurie Curwood    http://www.geocities.com/siliconvalley/lakes/6291/ &
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&


From amos-request@svcs1.digex.net Sat May 24 13:43:22 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 24 May 1997 09:12:35 -0500
Message-ID: <yam7083.1790.4694592@pop.golden.net>
In-Reply-To: <yam6733.756.2807856@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Sideshooter
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 08-Jun-96, Garfield Benjamin wrote:
>   Second, my side scrolling-shooter's scroll routine will be based on
>   a 480 width (maybe less). The design I've created is the only way
>   I will be able to have an intense shooter running at 50fps in AMOS!!
>   So, is this 320 width just for the graphics-screens being rendered
>   by the artists? 

It's just a convention, really, rather than saying low res by 234. Wider is
fine.
   
>   Speaking of the scrolling shooter, I actually have a bit of the
>   engine created as it was five days in development before your
>   proposal came through.
>   My aim was to create a GOOD scrolling-shooter to show that AMOS
>   was indeed capable of such a game WITHOUT any extensions.
>   As I only planned on making one stage anyway it seemed like a
>   perfect match for your List-Game proposal.
>   Anyway, if you would like (for the web-page?) to see the current
>   version I'll email the Lha archive over (about 50K)...

Yes.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Sat May 24 13:05:06 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 24 May 1997 09:20:24 -0500
Message-ID: <yam7083.1212.4694592@pop.golden.net>
In-Reply-To: <01BC677A.A6A910A0@kango.bfsec.bt.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Extensions
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 23-May-97, Michael Fegan wrote:
>Not with an extensionless Amos you won't, because intrinsically, Amos 
>itself doesn't nearly show the power of the Amiga...  (OK, I guess I'm 
>asking for a flame or two...)

This discussion is getting to be quite pointless. Either we only use pd
extensions and nothing else, we all buy several extensions, or someone pirates
all the extensions we need.

I'm not willing to shell out cash for a bunch of extensions I don't
particularly want to satisfy someone else. I doubt anyone else is either. You
also have to look at availability of the extensions.

You're right that extension could make some parts of the game better - it just
isn't feasable. Unless you are offering to buy all the coders all the
extensions we need?
 
Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Sat May 24 13:37:27 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 24 May 1997 09:23:33 -0500
Message-ID: <yam7083.1702.4694592@pop.golden.net>
In-Reply-To: <yam7082.508.3054952@smtp.xs4all.nl>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: The List Game
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 23-May-97, Branko Collin wrote:
>2. Step in the action. Example: I have a wargame in which I plan battle
>between the Romans and the Carthags. When that battle begins, I want to
switch
>my uniform from that of the general to that of one of the soldiers. Switch
>from a strategic game to a action game. I know it's a nonsensical wish,
>but I am a control freak. If we lose the battle, it won't be my fault 
>for sure.

You see why I suggest a multi stage game that has different types of game. It
isn't quite what you are looking for, but it does vary the action. Hopefully,
the storyline will make it even more interesting.

Graphic Guys:
Space harrier clone would have a guy with a jetpack, right? Can we use a side
view of the same guy (smaller bob) for the sideways shooter scroller?

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Sat May 24 12:34:13 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 24 May 1997 09:32:00 -0500
Message-ID: <yam7083.41.4694592@pop.golden.net>
In-Reply-To: <33863ECB.361D@mhv.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Tunes
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 23-May-97, Michael Drummond wrote:
>Also, what do you think about AMOS banks vs.
>MEDS
>vs. MODS?

I don't care what you use. (do we need an extension for meds? is it pd?) As
long as it works, use whatever format you like.
 
Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Sat May 24 09:39:14 1997
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From: "Carl D." <HHYLCPD@hhn1.hughall.nottingham.ac.uk>
Organization:  HSH, University of Nottingham
To: Scott Douglas Matott <sdmatott@midway.uchicago.edu>,
        amos-list@access.digex.net
Date:          Sat, 24 May 1997 12:37:03 GMT0BST
Subject:       Re: PC AMOS (Oh dear)
Priority: normal
X-mailer: Pegasus Mail v3.22
Message-ID: <1532201D07@hhn1.hughall.nottingham.ac.uk>
Status: O
X-Status: 

>     There are various C libraries available, in particular Fast Graph
> is really good, you can get a demo version off the web, just look it up
> with Yahoo, also there are plenty of free libs posted although they maybe
> hard to find since PC software is so decentralized on the web.  But if
> you're looking for a Basic prog like Amos forget about it, it's all C on
> PCs.

Or try Pentos, my new programming language ... Available including 
shoddy manual from my web page, at the address below!  All C!  Pah!


-----------------------------------------------------------------
              Pentos - The New Programming Language
                    
              http://www.cs.nott.ac.uk/~cpd/pentos/
                    
If you are fed up with QBasic on the PC, and can't be bothered with 
the complexity of learning C, then you'd love Pentos.  See the above 
webpage for more details.

From amos-request@svcs1.digex.net Sat May 24 17:21:33 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: "Mr. Giark To You" <joehick@golden.net>
CC: amos-list@access.digex.net
Date: Sat, 24 May 1997 14:15:14 -0500
Message-ID: <yam7083.700.3228928@mail.redrose.net>
In-Reply-To: <yam7083.41.4694592@pop.golden.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Tunes
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Mr. Giark To You scrawled on the wall on 24-May-97 with his own bodily fluids:
> On 23-May-97, Michael Drummond wrote:
> >Also, what do you think about AMOS banks vs.
> >MEDS
> >vs. MODS?

> I don't care what you use. (do we need an extension for meds? is it pd?) As
> long as it works, use whatever format you like.

Nope, MED mods will play fine with the crappy normal Music extension. You
would use:

Med Load "Module",3
Med Play 3


However, you can only use MMD0 and MMD1 modules, and you MUST have
Mdeplay.Library in your LIBS: drawer.

If you go to my homepages at http://www.mushy-pd.demon.co.uk/ and hit the
TUTORIALS button, you can download the 2 tracker tutorials, the second one
especially covers this subject in great detail.

Also, if you go to http://www.mushy-pd.demon.co.uk/music.htm I have about 7
megs of music which you can choose from to have sent to you and include in
the game, as it is all PD music.

All the best

Mush

(Hmmmmm, the .sig has gone missing)


From amos-request@svcs1.digex.net Sat May 24 22:42:51 1997
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From: Ben Crowl <bcrowl@es.co.nz>
To: Schitso <johnp2@mail.airmail.net>,
        The Amos List <amos-list@access.digex.net>
Date: Tue, 03 Jan 1978 00:45:58 +0500
Message-ID: <yam2.2909.3340432@mail.es.co.nz>
In-Reply-To: <m0wU1jA-0006U2B@mail.airmail.net>
X-Mailer: YAM 1.3.4 - Amiga Mailer by Marcel Beck
Subject: Re: List game ballot
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 21-May-97, Schitso wrote:

>I'll start the voting here and will attempt to keep a record of votes.  Feel
>free to vote for more than one style of game.  If anyone has a better idea
>for a  ballot, let me know!
>-----------------------------------------------------------------

>(X only one)
>Simple game [ ] 
>Super game  [ ] 

Simple game [x]

>(Please put atleast one of each style)
>If we do simple, what style(s)?

Something like Puzzle Bobble or Magical Drop..

>If we do super, what style(s)?

We don't.. yet..

>(One only, runner up will reign if winner declines)
>Who should be our fearless leader?

Mr Giark.. he seems to have his act together..

>(Multitasking people welcome :-)
>What can you contribute?

Graphics - I can send example work if anyone wants to see
Code     - Not my worst quality
Ideas    
Mathematical Stuff

>Other comments:

I was here when the first listgame started up.. and IMO it failed because
of the leader..  so when we do choose our, Mr Leader guy or girl..  lets
make sure they're the one who's gonna see it through.

L8r & Thanks..
Ben Crowl
             .
             !
         *-<=|============>-*
           # | +_)--|\ || #
           # | (_ --||\|| #
           # |_+_)--|| \| #
         *-<=========|====>-*
                     :
 
      ==(<= bcrowl@es.co.nz =>)==


From amos-request@svcs1.digex.net Sat May 24 18:28:51 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Sat, 24 May 1997 21:08:02 +0100
Message-ID: <yam7083.125.138934056@cu.cu-muc.de>
In-Reply-To: <tcppop3.448130@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: AGA extension suggestion
MIME-Version: 1.0
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Status: O
X-Status: 

collin@xs4all.nl wrote on 24-Mai-97:

> For Y=1 To HEIGHT
>   TILE=Peek(_START+X+Y*WIDTH)
>   _PASTE_TILE(X,Y,TILE)
> Next Y

> (I bet it is all already in AMCAF :-) )

Nope, this time, it's not in AMCAF ;)

There's only one command to paste a 16x16 icon at 16x16 pixel boundaries.

-- 
Best Regards,
 _____    __   _  __  ______    ___  __  __   __
|"("  \()/" ) (_)/" )("     \()/\" \(__)/" ) /" )
|  )   )/  /    /  /| \______)/" \  \  /  /|/  /
| (___//  /    /  /"|   |" | (  (_\__)/  /"/  /
|  |  /  /"\  /  /  | _ |  | _\  /  //  /|/  /__
|__| (__/___)(__/|__|(_)|__|(_)\/__/(__/ (__/(MM)




From amos-request@svcs1.digex.net Sat May 24 19:14:31 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Sat, 24 May 1997 21:16:16 +0100
Message-ID: <yam7083.803.138934056@cu.cu-muc.de>
In-Reply-To: <tcppop3.448813@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Extensions
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joehick@golden.net wrote on 25-Mai-97:

> This discussion is getting to be quite pointless. Either we only use pd
> extensions and nothing else, we all buy several extensions, or someone
pirates
> all the extensions we need.

> I'm not willing to shell out cash for a bunch of extensions I don't
> particularly want to satisfy someone else. I doubt anyone else is either.
You
> also have to look at availability of the extensions.

The demo version of e.g AMCAF is fully usable,  and  you  can  compile  the
programs  in  the  Editor  for  testing purpose aswell. I think there is at
least one person on this list involved with the listgame who could  compile
the final version.

I think there's no reason for not using  extensions  in  the  game.  You're
missing out a lot without extension, no matter which one.

-- 
Best Regards,
 _____    __   _  __  ______    ___  __  __   __
|"("  \()/" ) (_)/" )("     \()/\" \(__)/" ) /" )
|  )   )/  /    /  /| \______)/" \  \  /  /|/  /
| (___//  /    /  /"|   |" | (  (_\__)/  /"/  /
|  |  /  /"\  /  /  | _ |  | _\  /  //  /|/  /__
|__| (__/___)(__/|__|(_)|__|(_)\/__/(__/ (__/(MM)




From amos-request@svcs1.digex.net Sat May 24 19:10:55 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 24 May 1997 15:21:44 -0500
Message-ID: <yam7083.2210.5463432@pop.golden.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: graphics and sound
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

I saw a lot of volunteers. Why have no graphics or sounds showed up in my
mailbox?

We need pics, lr or hr, 234 pixels high, showing AMOS List in a funky way. We
need tunes of all kinds, slow, fast, everything.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Sat May 24 21:11:02 1997
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From: Branko Collin <collin@xs4all.nl>
To: Laurie Curwood <falcons@ihug.co.nz>,
        Amos Discussion List <amos-list@access.digex.net>
Date: Sat, 24 May 1997 22:47:11 +0100
Message-ID: <yam7083.560.3056432@smtp.xs4all.nl>
In-Reply-To: <yam7083.2518.130900280@smtp.ihug.co.nz>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Assigned Devices
MIME-Version: 1.0
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Status: O
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On 24-mei-97 Laurie Curwood wrote:

>I am writing my own file requestor (the AMOS ones are 
>horrible, and the extension requestors are a bit crappy), 
>but I have discovered a problem: How do I read assigns?

>At the moment, when looking at drives, I use Dev First$ 
>and Dev Next$, but this only reads proper devices. 
>Sometimes, when used from direct mode, it reads the 
>assigns, but never from interpreted/compiled.

>Has anyone else had this problem, and how did they get around it?

Well, I just I tried it myself and it works fine: Both mounts and assigns are
displayed. I tried it interpreted in Creator 1.36 and Pro 1.12 and compiled
with the Creator compiler. (My, that's a lot of coverdisks :-).)

I also used two filters: "" and "*".

All these versions did the same, which was display all devices.

This is the test program I used:

Print Dev First$("*")              'Or Print Dev First$("")
TELLER = 1
Repeat
  A$ = Dev Next$
  If TELLER = 15
    Wait Key
    TELLER = 0
  Endif
  Inc TELLER
  Print A$
Until A$ = ""

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..


From amos-request@svcs1.digex.net Sat May 24 20:21:20 1997
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From: "Rune J. Keller" <keller@vip.cybercity.dk>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 24 May 1997 22:59:41 +0100
Message-ID: <yam7083.2070.138439704@vip.cybercity.dk>
In-Reply-To: <yam7083.41.4694592@pop.golden.net>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Tunes
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On 24-May-97, Mr. Giark To You wrote:
>On 23-May-97, Michael Drummond wrote:
>>Also, what do you think about AMOS banks vs.
>>MEDS
>>vs. MODS?

>I don't care what you use. (do we need an extension for meds? is it pd?) As
>long as it works, use whatever format you like.

As long as no extension is used (this means AMCAF, which is far superior
concerning music commands) MED is the best, as the Protracker replay in AMOS
is too poor. AMOS banks is probably the worst!

-- 
rune j. keller - sporuplundsvej 105 - dk-8472 sporup - keller@vip.cybercity.dk
                   - it's not a good day to be a bad guy...


From amos-request@svcs1.digex.net Sun May 25 04:15:15 1997
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Message-Id: <199705250500.WAA07666@geocities.com>
Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Sun, 25 May 1997 00:03:01 -0600
MIME-Version: 1.0
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Subject: New webpages up.
Reply-to: parrottsoft@geocities.com
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
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Greetings.

Just thought I would inform everyone that I uploaded the remainder of 
my new site's Webpages last night (Friday), or early this morning you 
might say. Be sure and go check them out and tell me what you think. 

For those of you using Amiga browsers, if you have any problems 
viewing any of the pages, beit the images' colors or the HTML itself, 
be sure and tell me so I can fix it.

I'm also going to be adding an update page (no, nothing as intense as 
Giark's) somewhere on the site for updates on the List game further 
bulletins warrant (hehe). Giark has given me the o.k. on this, so no 
complaints about it (there'll be nothing to rip etc.).

Some of the areas (i.e. the About area and the News area) on the site 
are halfway finished, as far as the main "entryway" as you might call 
it, but the "sub-areas" (i.e. in the About area, the "About 
Parrottsoft" and "About AMOS" pages) have not been finished. For any 
pages that you come across that you can't find, rest assured that 
they are being completed as fast as they can and will be up as SOON 
as possible. There's even this notice on the Parrottsoft frontpage 
main area. Please be patient in this matter.

Thanks for reading and supporting Amos AND the Amiga.

         ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
        ||P |||a |||r |||r |||o |||t |||t |||s |||o |||f |||t ||
        ||__|||__|||__|||__|||__|||__|||__|||__|||__|||__|||__||
        |/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|/__\|

                               Adam Parrott
                    General Manager and Lead Programmer

                     http://www.parrottsoft.base.org
                    http://www.parrottsoft.home.ml.org
           http://www.geocities.com/SiliconValley/Heights/6116

                     mailto: parrottsoft@geocities.com

         ______________________________________________________

             At Parrottsoft, we specialize in Amiga software,
         using AMOS and the latest Graphics and Sound software. 

           Our current project: A 3D raycasting engine that
         includes many features from Wolfenstein and DOOM and
         come complete with floor, wall, and ceiling texture-
         mapping. Check out the Parrottsoft website for more!

           Cafe Engine completion: #######------------- 35%

                        Now there's an idea. (r)

From amos-request@svcs1.digex.net Sun May 25 20:54:35 1997
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From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Sun, 25 May 1997 17:22:53 +0500
Message-ID: <yam7084.2629.2816488@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Scrolley problem
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On 25-May-97, --==MURRAY==-- wrote:

>Say for a horizontal scrolling system. Using offset to move along
>and then every 16 or 32 pixels, it copys the screen across to the
>left, draws the side, resets the screen offset and continues.

   Okay, you realize this is never going to be very fast. Transfering
   such a huge block of ChipRAM via the blitter is a BIG bottleneck...


>My problem is that I need the screen swap and screen offset to
>happen at the same time, because otherwise there is a flicker as
>either the screen offset moves across before the screen has been
>swapped OR the screen is swapped before the screen offset is
>reset.

   I assume you have the auto Bob Updates & Screen Swapping
   deactivated (Bob Update Off), right?


>I've tried Wait Vbl and Vbl Wait X and Wait Raster in all possible 
>positions to try and get the commands to have been executed
>before the next cycle is drawn.

>I can only think that as soon as either of these commands are
>called, it must immediately draw the screen.

   Right!! You are having a bit of trouble which is really more AMOS's
   fault (sometimes it tries too hard to be "friendly")...

   To avoid these problems you need to go "low level" in your AMOS
   programming:

   Deactivate the automatic Bob Updates, Screen Swapping, etc.

   Bob Update Off : Autoback 0

   and the MAIN culprit which most people overlook...

   Auto View Off


   Now, using a structure such as:

   Repeat
      Bob Clear
      Some_Code_Doing_Many_Complex_Things 
      Some_More_Code_Handling_The_Scrolling
      Bob Draw
      
      Screen Swap : View : Wait Vbl
   Until STAGECOMPLETE


   The View will cause EVERYTHING to be updated "at once" which
   will allow you to gain control similiar to that found in BLITZ or
   Assembler.

   It will certainly be almost impossible to have this updated in 1 Vbl,
   but this structure should prevent the "glitches".



            Hope that helps...

            Garfield





From amos-request@svcs1.digex.net Sun May 25 13:01:06 1997
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Message-Id: <247c135f.u8t20e.c5c62-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7083.1702.4694592@pop.golden.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Sat, 24 May 1997 09:23:33 -0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
MIME-Version: 1.0
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: The List Game
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Ok guys, discuss:
	What is the absolute fastest way to copy graphics to the screen in
	amos.  They must have an object mask..

cyagain.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Zap, Pow, Biff Bam, Holy Cow !"
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk


From amos-request@svcs1.digex.net Sun May 25 14:40:57 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 25 May 1997 10:13:20 -0500
Message-ID: <yam7084.1013.4687408@pop.golden.net>
In-Reply-To: <yam7083.803.138934056@cu.cu-muc.de>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Extensions
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On 24-May-97, Chris Hodges wrote:
>> This discussion is getting to be quite pointless.
>The demo version of e.g AMCAF is fully usable,  and  you  can  compile  the
>programs  in  the  Editor  for  testing purpose aswell. I think there is at
>least one person on this list involved with the listgame who could  compile
>the final version.

Okay, now can you find me one person, involved in the listgame, that has ALL
the extensions that are possible? We'll use extensions that everyone has. No
others.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Sun May 25 15:01:33 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 25 May 1997 10:16:45 -0500
Message-ID: <yam7084.2282.4687408@pop.golden.net>
In-Reply-To: <199705250454.VAA05642@geocities.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: graphics and sound
MIME-Version: 1.0
Content-Type: text/plain
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On 24-May-97, Adam Parrott wrote:
>I am a graphics person, and I told you to tell me what you wanted. If 
>it's a screen depicting the "AMOS List", this is okay. I can model it 
>in the 3D modeller I use for my pages, and whip up some raytraced 
>pics for you if you wish. Tell me more about the pic (what you want 
>the logo to look like, etc.)

You're the graphics guy. YOU decide. That's why this is a collaboration. I'm
not going to restrict your creativity. Why not design a few, then send them?
I'll put them on the page and the people involved can decide which one(s) we
will use.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Sun May 25 14:19:03 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 25 May 1997 10:23:25 -0500
Message-ID: <yam7084.1276.4687408@pop.golden.net>
In-Reply-To: <3387CED2.4043@ozemail.com.au>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Module
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 25-May-97, Andrew Hawkins wrote:
>I have a 3d polygon fighting engine that would suit this.  Would a
>simplified version as a sub game for the simple game be of use for this
>List Game project?

Sure. After Cap'n Bubba (or whatever his name is) flies through the galaxy
(sideways shooter) and assaults the evil castle (space harrier) he can battle
the evil minions of the Dreaded Florg (or whoever). Then he enters the dungeon
of the castle to find the Dazzling Frood Dude (3d platformer).

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Sun May 25 13:40:27 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 25 May 1997 10:28:59 -0500
Message-ID: <yam7084.2994.4687408@pop.golden.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Extensions Again
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Okay, here's what we do. Everyone involved in the Listgame, send me a list of
your extensions. Not the ones you want or can get, the ones you HAVE and USE.

EasyLife
Intuition (A Church)
Compiler Pro
Amos 3D

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
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 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
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From amos-request@svcs1.digex.net Sun May 25 11:16:32 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Sun, 25 May 1997 15:09:07 EST5
Message-ID: <yam7084.382.138609784@cu.cu-muc.de>
In-Reply-To: <tcppop3.448965@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Tunes
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keller@vip.cybercity.dk wrote on 25-Mai-97:

> >I don't care what you use. (do we need an extension for meds? is it pd?) As
> >long as it works, use whatever format you like.

> As long as no extension is used (this means AMCAF, which is far superior
> concerning music commands) MED is the best, as the Protracker replay in AMOS
> is too poor. AMOS banks is probably the worst!

You can't use Soundeffects together with  MEDs  and  after  playing  a  med
module, the AMOS Music Extension sample will totally go haywire.

-- 
Best Regards,
 _____    __   _  __  ______    ___  __  __   __
|"("  \()/" ) (_)/" )("     \()/\" \(__)/" ) /" )
|  )   )/  /    /  /| \______)/" \  \  /  /|/  /
| (___//  /    /  /"|   |" | (  (_\__)/  /"/  /
|  |  /  /"\  /  /  | _ |  | _\  /  //  /|/  /__
|__| (__/___)(__/|__|(_)|__|(_)\/__/(__/ (__/(MM)




From amos-request@svcs1.digex.net Sun May 25 19:07:29 1997
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From: "Rune J. Keller" <keller@vip.cybercity.dk>
To: amos-list@access.digex.net
Date: Sun, 25 May 1997 22:07:03 +0100
Message-ID: <yam7084.171.138440384@vip.cybercity.dk>
In-Reply-To: <720D16A57C2@pmn1.maths.nottingham.ac.uk>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Tunes
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On 25-May-97, --==MURRAY==-- wrote:
>> Nope, MED mods will play fine with the crappy normal Music extension. You
>> would use:
>> 
>> Med Load "Module",3
>> Med Play 3
>>  
>> However, you can only use MMD0 and MMD1 modules, and you MUST have
>> Mdeplay.Library in your LIBS: drawer.

>I've found a problem playing either Tracker or MED modules from AMOS 
>(or from anything else) that as soon as the librarys needed to play 
>them are loaded, any sound effects played in AMOS will go wrong. They 
>repeat the first second of sound over and over (this is without the 
>module playing) and sometimes even crashes.

Usa the tracker commands of the AMCAF extension and there will be no more
problems.

-- 
rune j. keller - sporuplundsvej 105 - dk-8472 sporup - keller@vip.cybercity.dk
                   - it's not a good day to be a bad guy...


From amos-request@svcs1.digex.net Sun May 25 16:09:06 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net
Date:          Sun, 25 May 1997 17:07:05 GMT0BST
Subject:       Scrolley problem
X-Confirm-Reading-To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
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I've come across a problem which I remember solving OK years and 
years ago but now I just can't seem to remember what I did.

Say for a horizontal scrolling system. Using offset to move along and 
then every 16 or 32 pixels, it copys the screen across to the left, 
draws the side, resets the screen offset and continues.

My problem is that I need the screen swap and screen offset to happen 
at the same time, because otherwise there is a flicker as either the 
screen offset moves across before the screen has been swapped OR the 
screen is swapped before the screen offset is reset.
I've tried Wait Vbl and Vbl Wait X and Wait Raster in all possible 
positions to try and get the commands to have been executed before 
the next cycle is drawn.

I can only think that as soon as either of these commands are called, 
it must immediately draw the screen.

-Murray


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Sun May 25 15:25:50 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net, mushypd@redrose.net
Date:          Sun, 25 May 1997 17:16:27 GMT0BST
Subject:       Re: Tunes
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> Nope, MED mods will play fine with the crappy normal Music extension. You
> would use:
> 
> Med Load "Module",3
> Med Play 3
>  
> However, you can only use MMD0 and MMD1 modules, and you MUST have
> Mdeplay.Library in your LIBS: drawer.

I've found a problem playing either Tracker or MED modules from AMOS 
(or from anything else) that as soon as the librarys needed to play 
them are loaded, any sound effects played in AMOS will go wrong. They 
repeat the first second of sound over and over (this is without the 
module playing) and sometimes even crashes.

-Murray

 




           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Mon May 26 01:08:50 1997
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Date: Mon, 26 May 97 02:56:30 GMT
Message-Id: <9705260256.AA006zl@mirex.demon.co.uk>
Message-Id: <247cbcdb.u8t20e.db8bf-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7084.1276.4687408@pop.golden.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Sun, 25 May 1997 10:23:25 -0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
MIME-Version: 1.0
Content-Type: text/plain
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: joehick@golden.net
Cc: amos-list@access.digex.net
Subject: Re: Game plot..
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To the one known as Mr.,

> On 25-May-97, Andrew Hawkins wrote:
> >I have a 3d polygon fighting engine that would suit this.  Would a
> >simplified version as a sub game for the simple game be of use for this
> >List Game project?
> Sure. After Cap'n Bubba (or whatever his name is) flies through the galaxy
> (sideways shooter) and assaults the evil castle (space harrier) he can battle
> the evil minions of the Dreaded Florg (or whoever). Then he enters the dungeon
> of the castle to find the Dazzling Frood Dude (3d platformer).

What a totally contrived and tenuous set of links for the modules.  I like
it !!  I just hope Cap'n Bubba doesn't look tooo different module to module.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "It's not dark, you must be going blind !"
|_> | \ | | | \| |_ |_ |_| \_  .  |   Sledge Hammer
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk


From amos-request@svcs1.digex.net Mon May 26 00:59:39 1997
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Message-Id: <199705260255.TAA01316@geocities.com>
Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Sun, 25 May 1997 21:58:09 -0600
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Subject: Re: Extensions Again
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
Priority: normal
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Greetings.

> Okay, here's what we do. Everyone involved in the Listgame, send me
> a list of your extensions. Not the ones you want or can get, the
> ones you HAVE and USE.
 
I (Adam Parrott) have the following extensions:

1. AMOS 3-D Extension (Voodo)
2. AMCAF Demo Extension (will register if needed)
3. Falconsoft extension (latest version)
4. All standard AMOS Pro accessories extensions

I USE the following: 2, 3, and 4.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Mon May 26 14:54:11 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 26 May 1997 10:51:58 -0500
Message-ID: <yam7085.2943.4685936@pop.golden.net>
In-Reply-To: <247c12ce.u8t20e.67325-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List Game, Space Harrier clone project.
MIME-Version: 1.0
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On 25-May-97, Keith Hill wrote:
>..just to let you know, the space harrier clone bit is under way.  I have
>a bit of code strung together with some bad gfx, but it is working so far.
>Did you mention a friendly multi-controller system ?  If it exists now, I
>won't bother writing one..

I'll get that code on the page today.

>Current ideas include picking up human escapees for powerups, (for some
>unknown reason ;-) and shooting everything that moves..

>Oh yeah, why not use screen 0 ??  It probably won't be multitasking..

Actually, it won't matter, as the config is the first thing we see. I just
didn't want anyone using the default screen, for the simple reason that, once
compiled, if you don't use the default screen, you can not open it (compiler)
and that orange screen never shows up.
 
>Is the high score guy going to write an in-game score system with lives
>and score displayed anywhere ?  Someone probably should.  

Mr. Sibley? You reading this?

>The central player(s) for the whole game should really be done by the same
gfx
>guy, assuming he is in the space harrier bit, the sideways bit, and the
>raycasting bit, the conspicuous by its absence platformer bit, and whatever
>bit mush comes up with.  Let it be known !!

Yes, or at least, the central character should be designed by one of our
graphic guys and sent to me so I can put it up. As long as they all look
similar...

>I think the list game may actually work this time.  (If we get a couple more
>gfx guys confirmed)

The demo for the sideways shooter is on the page.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Mon May 26 13:27:24 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 26 May 1997 10:53:24 -0500
Message-ID: <yam7085.1229.4685936@pop.golden.net>
In-Reply-To: <yam7084.382.138609784@cu.cu-muc.de>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Tunes
MIME-Version: 1.0
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Status: O
X-Status: 

On 25-May-97, Chris Hodges wrote:
>You can't use Soundeffects together with  MEDs  and  after  playing  a  med
>module, the AMOS Music Extension sample will totally go haywire.

True? Then, no MEDs.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Mon May 26 14:01:24 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 26 May 1997 10:56:08 -0500
Message-ID: <yam7085.437.4685936@pop.golden.net>
In-Reply-To: <720A9560669@pmn1.maths.nottingham.ac.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Scrolley problem
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On 25-May-97, --==MURRAY==-- wrote:
>I can only think that as soon as either of these commands are called, 
>it must immediately draw the screen.

Do you use autoback 0 to turn off all the amos updates?
also, wait vbl goes AFTER the screen swap command (I know, it makes no sense
to me either).

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Mon May 26 13:12:09 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 26 May 1997 11:05:54 -0500
Message-ID: <yam7085.2720.4685936@pop.golden.net>
In-Reply-To: <yam7085.1145.2014668872@mail.agonet.it>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List Game Update 22/5/97
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On 26-May-97, Pietro Ghizzoni wrote:
>I've created this routine for you... it's a nice procedure. The usage is
>very simple:
>_SCROLL[s,s1]

And it's on the page.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Mon May 26 14:27:05 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: gbenjam@ix.netcom.com, amos-list@access.digex.net
Date:          Mon, 26 May 1997 15:52:33 GMT0BST
Subject:       Re: Scrolley problem
X-Confirm-Reading-To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
X-pmrqc:       1
Priority: normal
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Status: O
X-Status: 

> >Say for a horizontal scrolling system. Using offset to move along
> >and then every 16 or 32 pixels, it copys the screen across to the
> >left, draws the side, resets the screen offset and continues.
> 
>    Okay, you realize this is never going to be very fast. Transfering
>    such a huge block of ChipRAM via the blitter is a BIG bottleneck...

How would you recommend then?
(It's actually 8 way scroller I'm talking about, just the example was 
horizontal)
  
>    and the MAIN culprit which most people overlook...
> 
>    Auto View Off

Hmmm. I tried this also. It didn't seem to work, but I'll check again. 
 
-Murray

 
           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Mon May 26 19:35:37 1997
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From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: PMYMAGM@pmn1.maths.nott.ac.uk, amos-list@access.digex.net
Date: Mon, 26 May 1997 17:17:15 +0500
Message-ID: <yam7085.751.2685264@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Scrolley problem
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 26-May-97, --==MURRAY==-- wrote:

>>>Say for a horizontal scrolling system. Using offset to move along
>>>and then every 16 or 32 pixels, it copys the screen across to the
>>>left, draws the side, resets the screen offset and continues.
 
>>Okay, you realize this is never going to be very fast. Transfering
>>such a huge block of ChipRAM via the blitter is a BIG bottleneck...

>How would you recommend then?
>(It's actually 8 way scroller I'm talking about, just the example
>was horizontal)

   
   Create a more optimized-design so you are never actually
   directly "scrolling" the screen.

   I can give you a general idea, but I need the specific
   requirements of the scroll/game.

   Now, do you need to update the (scrolling) background scenery,
   like blowing up buildings and such?

   Finally, can you work with the OCS/ECS Dual-Playfield mode?



   Alright, for now, here is the general design:

   1. Create your screen (buffered)with a scroll "buffer", the size of
      one tile, on each side.

      For a 320x240 visible game-area with 16hx16v tiles, you would
      open a 352hx272v screen.

   2. Initialize the stage-display
 
      As usual, build your first section of the stage by drawing the
      tiles into your 352hx272v screen and display the 320hx240v
      area in the center: Screen Offset ScreenNumber,16,16

   So far, so good. 

   3. Now, for the fun!!  The actual scrolling design is:

      we can hardware-scroll one tile (16 pixels) in any direction.

      While we are hardware-scrolling, we need to rebuild the bitmap
      with the entire screen "shifted" by one tile-block.

      Once the hardware-scroll is exhausted, we swap the new
      "shifted" stage into view and reset the Offset to x=16,y=16.


   In this example, you would need to draw (22h x 15v) 330 tiles in
   order to rebuild the screen, BUT you actually have 16 frames to
   do this in.
   An obvious method would be to draw one row of tiles in each
   frame, now you are only drawing 22 tiles at any one time.

   Note that by increasing the size of the scroll-border, you can
   stretch out the hardware scroll and reduce the number of tiles  
   blitted in one frame...

 
   Obviously, this is MUCH easier to use in Dual-playfield displays
   as you don't have to worry about your bobs getting in the way!!

   Hmmm... how to do it in AMOS without Dual-Playfield!! It has no
   direct support for bitmaps which makes the whole process a bit
   trickier. Working within AMOS you would need to actually create
   a second Game-screen.


   HA!HA! Well, are you confused now?

   I really need to do some work on the shooter, but I will have a go
   (time permitting) at implementing a non Dual-playfield version of
   this scroll-design.

   You may want to wait and try this method in the AGA extension.
   We're using AGA Dual-playfield in our BLITZ game for the scroll
   benefits as well as the fact that AGA DP has 16+16 colors!!



                              Take care,

                              Garfield



From amos-request@svcs1.digex.net Mon May 26 18:44:38 1997
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Date: Mon, 26 May 1997 17:55:41 -0400 (EDT)
Message-ID: <970526175541_-664073645@emout12.mail.aol.com>
To: amos-list@access.digex.net
Subject: Re: Tunes
Status: O
X-Status: 

In a message dated 97-05-26 12:59:40 EDT, you write:

<< >You can't use Soundeffects together with  MEDs  and  after  playing  a
 med
 >module, the AMOS Music Extension sample will totally go haywire.
 
 True? Then, no MEDs.
 
 Well met and godspeed,
                       Giark >>

Just a suggestion why don't you leave that to the user to play the game with
music
or listen to sound effects?  I have had plenty of games that allowed you to
do one
or the other.  Just personal prefs is all and would be nice to be able to
decide.


From amos-request@svcs1.digex.net Tue May 27 07:15:03 1997
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Message-ID: <01BC6A87.9E1162C0@aa056.du.pipex.com>
From: Rob Sibley <Rob.Sibley@dial.pipex.com>
To: "'Giark'" <joehick@golden.net>
Cc: "'Amos List'" <amos-list@access.digex.net>
Subject: Scores, Lives and stuff.
Date: Tue, 27 May 1997 09:54:15 +0100
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Mr. Giark To You wrote:

>>Is the high score guy going to write an in-game score system with lives
>>and score displayed anywhere ?  Someone probably should.  

>Mr. Sibley? You reading this?

Ohhh, thanks.

No problem, but do you actually want me to display the score and lives?  The easiest
way to do that would be using bobs, so they would have to use the same palette as
those used by the bobs in each section of the game, and that would be nasty.

Alternatively we could have a status bar in the same place on the screen for all games,
which could then just have text pasted to it.  That would work quite nicely, if you're all
willing to donate the bottom 12 pixels of your screen to me and give me three colours to
play with (they'd have to be the same three for all games).  It could show the score, lives,
level info and a little game/Amos logo or something.

Any thoughts?

Are all game parts going to use low res screens?

Rob.

PS.  The hi-score table stuff is coming along nicely, I should have something ready to
upload by the weekend.


From STREETJJ@prtm62.agw.bt.co.uk Tue May 27 05:47:54 1997
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From: "Street, Jason STREETJJ" <STREETJJ@prtm62.agw.bt.co.uk>
To: amos-request <amos-request@svcs1.digex.net>
Subject: RE: One more game donation.
Date: Tue, 27 May 97 10:44:00 GMT
Message-ID: <338ABB31@tlcgate.agw.bt.co.uk>
Encoding: 24 TEXT
X-Mailer: Microsoft Mail V3.0
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> Coding so far
> Giark - Overall coordination, install script
> Braneloc - Space Harrier clone stage
> Garfield Benjamin - sideway shooter/scroller
> Adam Parrott - raycasting level

>Put me down for a raycasting level. I'd like to donate coding and
>graphics, as I've decided in conjunction with my current project.

Giark, put me down for graphics and a bit of coding (only a bit coz Im   
not very good). Im OK at doing GUI`s and 2D graphics.

Jase


Jason Street
IT battle group
BT GS&S

http://www.cybercity.hko.net/london/streetj/index.html


From amos-request@svcs1.digex.net Tue May 27 15:50:38 1997
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From: Branko Collin <collin@xs4all.nl>
To: Rob Sibley <Rob.Sibley@dial.pipex.com>
CC: "'Amos List'" <amos-list@access.digex.net>
Date: Tue, 27 May 1997 14:28:48 +0100
Message-ID: <yam7086.2403.3038904@smtp.xs4all.nl>
In-Reply-To: <01BC6A87.9E1162C0@aa056.du.pipex.com>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Scores, Lives and stuff.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 27-mei-97 Rob Sibley wrote:
>Mr. Giark To You wrote:
>>>Is the high score guy going to write an in-game score system 
>>>with lives and score displayed anywhere ?  Someone probably should.  

>>Mr. Sibley? You reading this?

>Ohhh, thanks.

>No problem, but do you actually want me to display the score 
>and lives?  The easiest way to do that would be using bobs, 
>so they would have to use the same palette as those used by the 
>bobs in each section of the game, and that would be nasty.

I have a proc in the Procedure Library on Aminet that will calculate the
brightest, mid brightest and least brightest colour on a screen. This is
specifically for cases like this, where you need to allocate contrasting
colours without knowing what they are beforehand. 

>Alternatively we could have a status bar in the same place on 
>the screen for all games, which could then just have text pasted 
>to it.  That would work quite nicely, if you're all willing to 
>donate the bottom 12 pixels of your screen to me and give me 
>three colours to play with (they'd have to be the same three for 
>all games).  It could show the score, lives, level info and a 
>little game/Amos logo or something.

Will all modules have scores and lives? If so, will those scores be within a
uniform range (you cannot have one module giving a maximum score of 100 and
another one a score of 100,000,000.

If you want to be sure about the display, just open your own screen. Reserve
screen 7 for hi-scores. Then tell everyone that they have a statusline of X
characters wide that they can send data to. Give the proc that receives this
data a standard name (STATUS[DETA$]).

-- 
Branko Collin                                              . |. .
collin@xs4all.nl                                         . . || ...
http://www.xs4all.nl/~collin                          . ....||| .. ..


From amos-request@svcs1.digex.net Tue May 27 12:37:07 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 27 May 1997 10:07:04 -0500
Message-ID: <yam7086.212.4848152@pop.golden.net>
In-Reply-To: <970526175541_-664073645@emout12.mail.aol.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Tunes
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 26-May-97, WireWalkr@aol.com wrote:
>Just a suggestion why don't you leave that to the user to play the game with
>music
>or listen to sound effects?  I have had plenty of games that allowed you to
>do one
>or the other.  Just personal prefs is all and would be nice to be able to
>decide.

Good idea.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Tue May 27 13:13:43 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 27 May 1997 10:16:18 -0500
Message-ID: <yam7086.952.4848152@pop.golden.net>
In-Reply-To: <338A1A50.5B1D@ozemail.com.au>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List Game, Space Harrier clone project.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 27-May-97, Andrew Hawkins wrote:
>I know that I am one of the graphics guys.  I am working on the sprites
>for the space harrier project but could you also colate and then email a
>list of graphics required by me for the other projects, then I can churn
>the graphics sets out one by one.

Guys? Tell Andy what graphics you need.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Tue May 27 13:22:12 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 27 May 1997 10:21:47 -0500
Message-ID: <yam7086.2362.4848152@pop.golden.net>
In-Reply-To: <01BC6A87.9E1162C0@aa056.du.pipex.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Scores, Lives and stuff.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 27-May-97, Rob Sibley wrote:
>No problem, but do you actually want me to display the score and lives? 

Yes. The variables are in the update on the page.

>Alternatively we could have a status bar in the same place on the screen for
>all games,
>which could then just have text pasted to it.  That would work quite nicely,
>if you're all
>willing to donate the bottom 12 pixels of your screen to me and give me three
>colours to
>play with (they'd have to be the same three for all games).  It could show
the
>score, lives,
>level info and a little game/Amos logo or something.

I think we can all afford to give you 12 lines for the score. Try to make it
so that it will work equally well with low res or hi res screens. Or make a
version for each.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Tue May 27 17:38:30 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Tue, 27 May 1997 21:17:52 +0500
Message-ID: <yam7086.2611.2014745096@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Stars extention
MIME-Version: 1.0
Content-type: multipart/mixed; boundary="BOUNDARY.7086.2611.2014745096.4"
Status: O
X-Status: 

Warning: This is a message in MIME format. Your mail reader does not
support MIME. Some parts of this message will be readable as plain text.
To see the rest, you will need to upgrade your mail reader.

This message was composed on an Amiga using the YAM mailer.
YAM is available at http://bitcom.ch/~mbeck/

--BOUNDARY.7086.2611.2014745096.4
Content-Type: text/plain

Hi,

  I am having a huge problem with the stars extention for AMOS Pro. 

This extention is avilable on aminet "dev/amos/stars.lha. If I use the stars
on command while 
having double buffer turned on the background messes up.

Here is example source so you can check it out:

Thanks in advance,
Peter Cahill





--BOUNDARY.7086.2611.2014745096.4
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--BOUNDARY.7086.2611.2014745096.4--



From amos-request@svcs1.digex.net Tue May 27 14:04:03 1997
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From: Nikola Smolenski <smolensk@EUnet.yu>
To: amos-list@access.digex.net
Date: Tue, 27 May 1997 18:38:30 +0100
Message-ID: <yam7086.1535.614496@relay.eunet.yu>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Take a look at this. How could I draw a bob in e.g. red or green colour?

Screen Open 0,320,200,32,0 : Curs Off : Flash Off 
Screen Open 1,320,20,32,0 : Cls 0 : Curs Off : Colour 2,$F00 : Rem Screen Hide
1
Load Iff "hd1:data/pics/2unlimit.lbm",0 : Screen 1
Paper 0 : Ink 2 : Print : Centre "omfgjmdrjdmfrdmffmfmfnikola"
Screen 0
Get Bob 1,1,1,1 To 320,20 : Set Bob 1,0,%10000,%11100010
'No Mask 
Bob 1,0,0,1
Do 
Loop 

-- 
_        _  _         _  _          _                                   _
\--- :_ :_ :_::- --: : ::_) _: --- \/ ----------------------------------/
\\_: !_)!_,! !!_,  !,!_!! \(_! ::::..::::      nEVERmIND     :::'`::::_//
`\------------------------------------------------------------- /\ ----/'
  Nikola Smolenski - member of Team AMIGA             smolensk@eunet.yu


From amos-request@svcs1.digex.net Tue May 27 15:32:21 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Tue, 27 May 1997 11:47:30 -0600
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Subject: Re: List Game, Space Harrier clone project.
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7085.2943.4685936@pop.golden.net>
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Greetings.
 
Giark wrote:
> On 25-May-97, Keith Hill wrote:
> Actually, it won't matter, as the config is the first thing we see.
> I just didn't want anyone using the default screen, for the simple
> reason that, once compiled, if you don't use the default screen, you
> can not open it (compiler) and that orange screen never shows up.

Well, this is a good idea, but shouldn't the TITLE screen be the 
first thing we see (this includes any introductions and "brought to 
you by"'s before it)?

>> The central player(s) for the whole game should really be done by 
>> the same gfx guy, assuming he is in the space harrier bit, the 
>> sideways bit, and the raycasting bit, the conspicuous by its 
>> absence platformer bit, and whatever bit mush comes up with. Let 
>> it be known!!

Well, I am a graphics guy, so I would volunteer to do up some 
examples (sorry I haven't got those "AMOS List" pics to you yet, 
Giark, hold on, they're coming :). I could easily do all of the 
needed graphics for the main character (including all levels and 
aspects and angles of the character).

>> I think the list game may actually work this time.  (If we get a
>> couple more gfx guys confirmed)

Anyone ever heard of Lightwave before? I like to think of it as the 
most powerful weapon in my arsenal (I own it). Need graphics to be 
done? I can do them for you.
 
Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Tue May 27 14:44:23 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
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To: "Mr. Giark To You" <joehick@golden.net>
Date: Tue, 27 May 1997 11:47:56 -0600
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Subject: Re: Scrolley problem
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Greetings.
 
Mr. Giark replied to a plea from Murray:
> Do you use autoback 0 to turn off all the amos updates? also, wait 
> vbl goes AFTER the screen swap command (I know, it makes no sense to 
> me either).

Makes since to me. The time that is left after all screen operations 
have been performed is the amount of time that is left until the 
screen is updated.

That amount of time is also the amount of time you should wait before 
doing ANY MORE screen operations, thus ushering the need for a Wait 
Vbl (Vertical BLank).

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Tue May 27 11:17:41 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: "Mr. Giark To You" <joehick@golden.net>, amos-list@access.digex.net
Date:          Tue, 27 May 1997 14:22:44 GMT0BST
Subject:       Re: Scrolley problem
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> >I can only think that as soon as either of these commands are called, 
> >it must immediately draw the screen.
> 
> Do you use autoback 0 to turn off all the amos updates?
> also, wait vbl goes AFTER the screen swap command (I know, it makes no sense
> to me either).

I use autoback 0 and turn off amos updates and put the wait vbl after 
the screen swap.
Still doesn't work....

 

           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Tue May 27 12:31:04 1997
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From: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
Organization:  Maths, The University of Nottingham
To: amos-list@access.digex.net, gbenjam@ix.netcom.com
Date:          Tue, 27 May 1997 14:29:26 GMT0BST
Subject:       Re: Scrolley problem
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>    Now, do you need to update the (scrolling) background scenery,
>    like blowing up buildings and such?

My current scroll system allows any colours, (no Dual Playfield), 
Bobs to be anywhere, icons to be displayed OVER bobs, background 
icons to be animated (redrawing them each frame), scrolling in any 
direction.
 
>    Finally, can you work with the OCS/ECS Dual-Playfield mode?

No. 
 
>    1. Create your screen (buffered)with a scroll "buffer", the size of
>       one tile, on each side.
>       For a 320x240 visible game-area with 16hx16v tiles, you would
>       open a 352hx272v screen.

This is what I've got.
 
>    2. Initialize the stage-display
<snip>
>    In this example, you would need to draw (22h x 15v) 330 tiles in
>    order to rebuild the screen, BUT you actually have 16 frames to
>    do this in.
>    An obvious method would be to draw one row of tiles in each
>    frame, now you are only drawing 22 tiles at any one time.

Well, basically I'll have to use two screens, both double buffered I 
believe and will use up far too much memory!

Thanks,
-Murray


           \\|//     Alastair Murray
           (o o)       pmymagm@pmn1.maths.nott.ac.uk
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|     http://www.cs.nott.ac.uk/~agm/       |
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|                        | >Game Creator    >Banana Islands         |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Tue May 27 17:34:39 1997
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Message-Id: <247eff69.u8t20e.e3645-Braneloc@mirex.demon.co.uk>
In-Reply-To: <01BC6A87.9E1162C0@aa056.du.pipex.com>
	     (from Rob Sibley <Rob.Sibley@dial.pipex.com>)
	     (at Tue, 27 May 1997 09:54:15 +0100)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: Rob.Sibley@dial.pipex.com
Cc: amos-list@access.digex.net, joehick@golden.net
Subject: Re: Scores, Lives and stuff.
Status: O
X-Status: 

To the one known as Rob,

> >>Is the high score guy going to write an in-game score system with lives
> >>and score displayed anywhere ?  Someone probably should.  
> No problem, but do you actually want me to display the score and lives?  The easiest
> way to do that would be using bobs, so they would have to use the same palette as
> those used by the bobs in each section of the game, and that would be nasty.
> Alternatively we could have a status bar in the same place on the screen for all games,
> which could then just have text pasted to it.  That would work quite nicely, if you're all
> willing to donate the bottom 12 pixels of your screen to me and give me three colours to
> play with (they'd have to be the same three for all games).  It could show the score, lives,
> level info and a little game/Amos logo or something.
> Any thoughts?

..hows this.  You set your bob numbers way high, and paste to your own
custom 12 pixel screen.  I'd position it at the top meself....
 
> Are all game parts going to use low res screens?

Mine is.

> PS.  The hi-score table stuff is coming along nicely, I should have something ready to
> upload by the weekend.

cool. 


 _   _   _        _     _   _     |  Do security guards ever hold a party ?
|_> |_| |_| |\ | |_ |  | | /   |  |  ..And if they do, do they let each
|_> | \ | | | \| |_ |_ |_| \_  .  |  other in ?  - Max Headroom
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From amos-request@svcs1.digex.net Wed May 28 11:18:41 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 28 May 1997 09:37:35 -0500
Message-ID: <yam7087.1756.4859416@pop.golden.net>
In-Reply-To: <yam7086.2403.3038904@smtp.xs4all.nl>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Scores, Lives and stuff.
MIME-Version: 1.0
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Status: RO
X-Status: 

On 27-May-97, Branko Collin wrote:
>>No problem, but do you actually want me to display the score 
>>and lives?  The easiest way to do that would be using bobs, 
>>so they would have to use the same palette as those used by the 
>>bobs in each section of the game, and that would be nasty.
>I have a proc in the Procedure Library on Aminet that will calculate the
>brightest, mid brightest and least brightest colour on a screen. This is
>specifically for cases like this, where you need to allocate contrasting
>colours without knowing what they are beforehand. 
>Will all modules have scores and lives? If so, will those scores be within a
>uniform range (you cannot have one module giving a maximum score of 100 and
>another one a score of 100,000,000.

Well, the score will be carried from one stage to another, as will lives, so
yes.

>If you want to be sure about the display, just open your own screen. Reserve
>screen 7 for hi-scores. Then tell everyone that they have a statusline of X
>characters wide that they can send data to. Give the proc that receives this
>data a standard name (STATUS[DETA$]).

That seems best, Rob. Open a screen 640x12 or whatever you need. Have a
procedure to call your score update and make sure the position of the screen
can be defined.

Procedure SCORE[SCOREY]

Remember, both lives and score are gloabal, so you don't need to pass them in.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
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 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
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From amos-request@svcs1.digex.net Wed May 28 13:13:53 1997
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Message-Id: <24801693.u8t20e.ef0dd-Braneloc@mirex.demon.co.uk>
In-Reply-To: <199705271644.JAA01440@geocities.com>
	     (from "Adam Parrott" <parrottsoft@geocities.com>)
	     (at Tue, 27 May 1997 11:47:30 -0600)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: List Game, Space Harrier clone project.
Status: RO
X-Status: 

Why is it, that some amos graphics commands can write below the bottom of
the screen where there is no bitmap ?


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "He's dead Jim."
|_> | \ | | | \| |_ |_ |_| \_  .  |   
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Wed May 28 16:03:16 1997
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Date: Fri, 23 May 1997 11:05:06 -0700
From: Manuel Tonatiuh Moreno <hugor@foreigner.class.udg.mx>
Reply-To: hugor@foreigner.class.udg.mx
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X-Status: 

Hello everybody!

I think there's nothing wrong in making a simple game. But if we want to
make something that makes history, lets think on a really original
idea.
I -think- I have one myself (I already have some graphics and Im trying
to code it, but I guess Im too bad at programming).

Imagine a two legged, antropomorfic turtle with a helmet. He is a
Special Agent (or a mercenary) hired to perform very dangerous tasks
(rescuing kidnapped people, recovering treasures, killing nasty gang
leaders, and so on). Imagine him like a very cute-but-hard character, in
the style of worms or lemmings, but sized like a Cannon Fodder soldier.
The turtle is controlled in the style of Cannon Fodder (He looks in the
direction of the mouse pointer, then walks to that point if the left
button is clicked. Hes got limited ammunition that fires if the right
button is clicked.)
This agent has or can pick up different power ups: grenades, dynamite,
rockets, land mines, a jetpack, keys, an immovilizing fluid, shields and
so on; not only weapons. He can use these powers in a strategic way to
achieve his goals.
He obviously faces a great variety of nasties who attack him. When they
shoot him in a frontal attack, the turtle looses energy. But, if the
bullet gets his back, he receives no damage. Explosions (grenades or
land mines) damage him anyway.
It could be a two player option in a cooperative way (two turtles versus
the world) or in a confrontation (maybe using split-screen).
The themed missions (jungle, desert, arctic, city, dungeon, sewers) are
divided in levels that join a storyline (e.g. Mission III: recover the
ancient emerald of Ramses II. Level one: find the secret passage).

I think it wouldnt be too difficult to code, but very enjoyable...
What do you think?
-- 
*******************************
Be excellent to each other!
*******************************

From amos-request@svcs1.digex.net Wed May 28 15:12:50 1997
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From: Nikola Smolenski <smolensk@EUnet.yu>
To: amos-list@access.digex.net
Date: Tue, 27 May 1997 18:38:30 +0100
Message-ID: <yam7086.1535.614496@relay.eunet.yu>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
MIME-Version: 1.0
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Status: RO
X-Status: 

Take a look at this. How could I draw a bob in e.g. red or green colour?

Screen Open 0,320,200,32,0 : Curs Off : Flash Off 
Screen Open 1,320,20,32,0 : Cls 0 : Curs Off : Colour 2,$F00 : Rem Screen Hide
1
Load Iff "hd1:data/pics/2unlimit.lbm",0 : Screen 1
Paper 0 : Ink 2 : Print : Centre "omfgjmdrjdmfrdmffmfmfnikola"
Screen 0
Get Bob 1,1,1,1 To 320,20 : Set Bob 1,0,%10000,%11100010
'No Mask 
Bob 1,0,0,1
Do 
Loop 

-- 
_        _  _         _  _          _                                   _
\--- :_ :_ :_::- --: : ::_) _: --- \/ ----------------------------------/
\\_: !_)!_,! !!_,  !,!_!! \(_! ::::..::::      nEVERmIND     :::'`::::_//
`\------------------------------------------------------------- /\ ----/'
  Nikola Smolenski - member of Team AMIGA             smolensk@eunet.yu


From amos-request@svcs1.digex.net Wed May 28 21:41:26 1997
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Message-Id: <199705290015.RAA26752@geocities.com>
Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Wed, 28 May 1997 19:18:46 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Info on Parrottsoft site.
Reply-to: parrottsoft@geocities.com
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
X-Status: 

Greetings.

For those of you who haven't checked out the newly added-to 
Parrottsoft website, please be sure and do this. I have recently 
added/finished areas that have been previously "under construction". 

Please note that there are areas that are still under construction, 
so please be patient as they are being finished.

Also be sure and note that I will be putting up a page or two - in 
the Projects area - regarding the progress on the List game. It will 
not contain anything to rip (graphics or .mods) at the request of 
Giark, but will contain weekly updates on the status of the game.

I have yet to recieve any requests for link/banner submissions on the 
Links area! It's probably because I have most everyone that list, 
however, if you DO have a page that you would like listed on the 
Links page, or would like to have your link listed WITH a banner, 
please visit the page and read up on the official rules for 
submitting a banner. If you send a banner via mail, and it *happens* 
to bounce, just send me a notice and I'll give you some options on 
how we can remedy the small problem.

Adam Parrott, personal: parrotta@hotmail.com, work: parrottsoft@geocities.com

From amos-request@svcs1.digex.net Wed May 28 17:10:26 1997
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From: Rob Sibley <Rob.Sibley@dial.pipex.com>
To: "Mr. Giark To You" <joehick@golden.net>
CC: AMOS List <amos-list@access.digex.net>
Date: Wed, 28 May 1997 20:46:05 -0500
Message-ID: <yam7087.281.1745156440@smtp.dial.pipex.com>
In-Reply-To: <yam7087.1756.4859416@pop.golden.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Scores, Lives and stuff.
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On 28-May-97, Mr. Giark To You wrote:

>That seems best, Rob. Open a screen 640x12 or whatever you need. Have a
>procedure to call your score update and make sure the position of the screen
>can be defined.

>Procedure SCORE[SCOREY]

OK.  That sounds like a plan.

I probably won't get that bit done until the other hi-score stuff is ready, as
I've already started that.  Neither should take too long though.

Rob.


From amos-request@svcs1.digex.net Fri May 30 03:56:10 1997
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Date: Sat, 24 May 1997 04:34:57 -0700
From: Manuel Tonatiuh Moreno <hugor@foreigner.class.udg.mx>
Reply-To: hugor@foreigner.class.udg.mx
X-Mailer: Mozilla 3.01 (Win16; I)
MIME-Version: 1.0
To: amos-list@access.digex.net, "Mr. Giark To You" <joehick@golden.net>
Subject: Re: *Idea for List Game*
References: <yam7088.2999.4691168@pop.golden.net>
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Status: O
X-Status: 

Mr. Giark To You wrote:
> 
> On 23-May-97, Manuel Tonatiuh Moreno wrote:
> >Imagine a two legged, antropomorfic turtle with a helmet.
> >This agent has or can pick up different power ups: grenades, dynamite,
> >rockets, land mines, a jetpack, keys, an immovilizing fluid, shields and
> >so on; not only weapons. He can use these powers in a strategic way to
> >achieve his goals.
> >What do you think?
> 
> We'll keep it in mind for the NEXT project.
> 
Thanks for the offer. Im now working with Murray in that project.
-- 
*******************************
Be excellent to each other!
*******************************

From amos-request@svcs1.digex.net Thu May 29 12:05:03 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 29 May 1997 09:30:59 -0500
Message-ID: <yam7088.2999.4691168@pop.golden.net>
In-Reply-To: <3385DC52.25AB@foreigner.class.udg.mx>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: *Idea for List Game*
MIME-Version: 1.0
Content-Type: text/plain
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X-Status: 

On 23-May-97, Manuel Tonatiuh Moreno wrote:
>Imagine a two legged, antropomorfic turtle with a helmet.
>This agent has or can pick up different power ups: grenades, dynamite,
>rockets, land mines, a jetpack, keys, an immovilizing fluid, shields and
>so on; not only weapons. He can use these powers in a strategic way to
>achieve his goals.
>What do you think?

We'll keep it in mind for the NEXT project.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Thu May 29 11:06:54 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 29 May 1997 09:41:57 -0500
Message-ID: <yam7088.2861.4691168@pop.golden.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: new stuff
MIME-Version: 1.0
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Status: O
X-Status: 

Three title screens for the list are up. the space harrier demo code is up. I
don't know why the system is arguing about serving the shooter demo file.
 
Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Thu May 29 17:11:30 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 29 May 1997 14:31:46 -0500
Message-ID: <yam7088.2303.4430616@pop.golden.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: page
MIME-Version: 1.0
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Status: O
X-Status: 

Found the error. The server is case sensitive and lha was capitalized. Grab
the two demos, especially you graphic guys. Let's get to work on it. Some fine
programming there.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
    / ____/ / __  /   / ___ \ !     AMOS games, utilities, demos, etc.   !
   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       CyberSpace BBS (519)579-0072       !
 / /     / /__/ /  / /  / /   !     on A2000 060/50MHz (519)579-0173     !
/_/     /______/  /_/  /_/    !                                          !
   Fly By Nite Videe-Oh!      !  FBN Amiga 500 020 14MHz 1C/5F RAM 3.1OS !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Fri May 30 06:15:01 1997
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Date: Fri, 30 May 1997 18:29:03 +1000 (EST)
From: Cameron James Bonde <cbonde@lawson.appcomp.utas.edu.au>
To: "Mr. Giark To You" <joehick@golden.net>
cc: AMOS List <amos-list@access.digex.net>
Subject: Re: *Idea for List Game*
In-Reply-To: <yam7088.2999.4691168@pop.golden.net>
Message-ID: <Pine.SOL.3.91.970530172443.25493I-100000@lawson.appcomp.utas.edu.au>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status: 

A game like this would be a very worthwhile attempt.
I understand that the current game is on the way though. GOOD! Who needs
to stop at just one! :) OK, I think a strategy/action (eg C&C) game
should be considered for the NEXT project (Lets get some practice
in first!). REASONS - (prepare yourself ;))
Because it isn't to reliant on flashy graphics. Most of the suggested
games obviously wouldnt compete with a pc graphically, but with these
types of games (ie Command&Conquer/worms/lemmings etc) cool ideas are
THE ONLY thing which makes them good! You dont see a single damn
shaded/textured polygon in C&C! but it`s a huge seller! and a brilliant
game (MULTIPLAYER!!!). So unless you can make something with 'UNREAL' ;) 
graphics, the best option is a realtime strategy/action game. (that is
if you want to annoy PC owners and who doesnt!)
Graphically it`ll be possible to make it detailed WITHOUT heavy processor
strain. No need for scrolling either! I suggest a game with base building
(but something different from C&C) because you get that feeling of
ownership, and terror when its being destroyed!
But the most important thing is MULTIPLAYER! Thats what the Amiga
really lacks and thats why I also own SATAN'S computer. There needs 
to be atleast a 2 player/serial link, or 4 player split screen team thing.
Hell if you were real ambitious what about a network/internet game!
PEOPLE NEED TO THRASH OTHER PEOPLE! It's the human way :)

ALSO with a game like this, people who aren`t very good programmers/artists
/musicians can also contribute with map design for one player and
multiplayer missions. Not to mention loads of ideas which could be
implemented with alot less trouble. The rendering crazed people could
do the multiple angle sprites while others can do terrain/buildings.

WHEEEW!!! Big message! Anyway while the other game is being written,
have a think about how serial/network/internet routines could work.
Because even if the next project isnt like this, I really think
multiplayer is the only option left to make those PCing smug gits
want to play and appreciate WHY the Amiga was/is/WILL BE! a great
machine! :)
THANK YOU AND GOOD NIGHT!

CAMERON BONDE, Cambo
"DONGLE" Australia, Tasmania
cbonde@lawson.appcomp.utas.edu.au

On Thu, 29 May 1997, Mr. Giark To You wrote:

> On 23-May-97, Manuel Tonatiuh Moreno wrote:
> >Imagine a two legged, antropomorfic turtle with a helmet.
> >This agent has or can pick up different power ups: grenades, dynamite,
> >rockets, land mines, a jetpack, keys, an immovilizing fluid, shields and
> >so on; not only weapons. He can use these powers in a strategic way to
> >achieve his goals.
> >What do you think?
> 
> We'll keep it in mind for the NEXT project.
> 
> Well met and godspeed,
>                       Giark



From CGP.NEWS@wanadoo.fr Fri May 30 04:44:45 1997
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From: Claude Gindre <CGP.NEWS@wanadoo.fr>
Reply-To: CGP.NEWS@wanadoo.fr
To: eurosupport@usr.com
CC: eurosupport@usr.com
Date: Fri, 30 May 1997 09:57:38 +0100
Message-ID: <yam7089.1903.3071128@smtp.wanadoo.fr>
X-Mailer: YAM 1.3.2(unreg) - Amiga Mailer by Marcel Beck
Subject: Amiga-modem
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****************************************
  Claude GINDRE - DORDOGNE - FRANCE
  Email:        CGP.NEWS@wanadoo.fr
  Utilisateur AMIGA 1200/CD/8Mo
  Cherche contact programmeur AMOS-PRO
  musiciens - graphistes
  Recherche Jeux educatifs tous ages
  Diffuse ses propres productions en DP
*****************************************
Bonjour,
Possesseur d'un modem Sporter Voice
depuis plusieurs mois

je n'arrive pas  faxer ni a avoir
acces au mode minitel bien que
possdant plusieurs logiciels

au standard AMIGA

La documentation en francais n'
explique que pour les PC

Pourriez-vous m'indiquez les configurations
correctes pur minitel et fax, beaud, parit
etc... Je suis un client comme les autres
et je ne comprends pas ce parti pris
pour micro-soft

Merci de m'aider


From amos-request@svcs1.digex.net Fri May 30 08:33:32 1997
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From: "Rune J. Keller" <keller@vip.cybercity.dk>
To: joehick@golden.net
CC: AMOS List <amos-list@access.digex.net>
Date: Fri, 30 May 1997 12:31:35 +0100
Message-ID: <yam7089.1767.138105712@vip.cybercity.dk>
In-Reply-To: <Pine.SOL.3.91.970530172443.25493I-100000@lawson.appcomp.utas.edu.au>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
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On 30-May-97, Cameron James Bonde wrote:
>OK, I think a strategy/action (eg C&C) game
>should be considered for the NEXT project (Lets get some practice
>in first!).

Sounds like a good idea to me also!

>WHEEEW!!! Big message! Anyway while the other game is being written,
>have a think about how serial/network/internet routines could work.
>Because even if the next project isnt like this, I really think
>multiplayer is the only option left to make those PCing smug gits
>want to play and appreciate WHY the Amiga was/is/WILL BE! a great
>machine! :)

I certainly agree! Multiplayer games rule!

-- 
rune j. keller - sporuplundsvej 105 - dk-8472 sporup - keller@vip.cybercity.dk
                   - it's not a good day to be a bad guy...


From amos-request@svcs1.digex.net Sat May 31 02:20:14 1997
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	     (from "Rune J. Keller" <keller@vip.cybercity.dk>)
	     (at Fri, 30 May 1997 12:31:35 +0100)
Organization: Mirex Software
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Website: http://www.mirex.demon.co.uk
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: *Idea for List Game*
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To the one known as Rune,

> On 30-May-97, Cameron James Bonde wrote:
> >OK, I think a strategy/action (eg C&C) game
> >should be considered for the NEXT project (Lets get some practice
> >in first!).
> >Because even if the next project isnt like this, I really think
> >multiplayer is the only option left to make those PCing smug gits
> >want to play and appreciate WHY the Amiga was/is/WILL BE! a great
> >machine! :) 
> I certainly agree! Multiplayer games rule!

Sign me up, (after I finish the Space Harrier, errr, Castle Assault module).

Cyagain.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "He's dead Jim."
|_> | \ | | | \| |_ |_ |_| \_  .  |   
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Sat May 31 02:04:04 1997
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Message-ID: <338F970F.18@ozemail.com.au>
Date: Sat, 31 May 1997 11:12:15 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
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Hello All,

I have updated Star Fighter and included a GamesTips page for
users-including keyboard commands.  Could you please try these new
changes.  There`s no installer anymore(yay), and you just unpack all
files to a common directory.

You only need to download SF_BOOT.ZIP (Star Fighter Boot), erase the old
Star_Fighter_Boot/ drawer and unpack the SF_BOOT(rename to .LHA) into
the same Star Fighter directory.

I have documented the changes on the download page.

Cheers,
Andrew Hawkins (Lead Developer) GEOSYNC -O- MEDIA 1997
http://www.ozemail.com.au/~geosync
   ______________
  /  ____/TAR___/
 /____  /  __/
/______/__/IGHTER 
"100 Years In The Future, Mankind Is On The Brink Of Destruction,
  YOU Can Make A Difference."

From amos-request@svcs1.digex.net Sat May 31 09:49:05 1997
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X-Mailer: AEMAIL (Amiga eMail), Version 1.11 (October 14, 1996), (c) 1996 by John F. Zacharias
Date: Sat. 31 May 1997 19:44:11 -0500 (CDT)
From: a beagley <beagley@crystal.com.au>
To: amos-list@access.digex.net
Subject: amal mouse code
Mime-Version: 1.0
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Gday Amos People

I would like to use some amal code to
firstly click on a bob with the mouse to activate it
and then use the mouse to point only that bob in the direction
it is to travel, Plus I would like it to travel at a constant
speed.

I can already get the bob to follow the mouse that parts easy, 
but I am having trouble with the other parts.

Can anybody help me please ?



From amos-request@svcs1.digex.net Sun Jun  1 04:53:55 1997
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	Sun, 1 Jun 1997 08:06:11 +0200 (MET DST)
From: Nikola Smolenski <smolensk@EUnet.yu>
To: AMOS List <amos-list@access.digex.net>
CC: AMOS List <amos-list@access.digex.net>
Date: Sat, 31 May 1997 17:35:45 +0100
Message-ID: <yam7090.2287.2869672@relay.eunet.yu>
In-Reply-To: <Pine.SOL.3.91.970530172443.25493I-100000@lawson.appcomp.utas.edu.au>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: *Idea for List Game*
MIME-Version: 1.0
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On 30-Maj-97, Cameron James Bonde wrote:
>to stop at just one! :) OK, I think a strategy/action (eg C&C) game
>should be considered for the NEXT project (Lets get some practice
>in first!). REASONS - (prepare yourself ;))
>Because it isn't to reliant on flashy graphics. Most of the suggested
>games obviously wouldnt compete with a pc graphically, but with these
>types of games (ie Command&Conquer/worms/lemmings etc) cool ideas are
>THE ONLY thing which makes them good! You dont see a single damn

Why C&C then? Why not a static strategy aka Battle Isle?

>shaded/textured polygon in C&C! but it`s a huge seller! and a brilliant
>game (MULTIPLAYER!!!). So unless you can make something with 'UNREAL' ;) 
>graphics, the best option is a realtime strategy/action game. (that is

Again, why realtime?

>if you want to annoy PC owners and who doesnt!)
>Graphically it`ll be possible to make it detailed WITHOUT heavy processor
>strain. No need for scrolling either! I suggest a game with base building
>(but something different from C&C) because you get that feeling of
>ownership, and terror when its being destroyed!
>But the most important thing is MULTIPLAYER! Thats what the Amiga

And very important thing also is AI. It's VERY hard to make good AI,
especially on slow computer like A1200. Look how BI's AI is slow on larger
levels, and how stupid Dune2 AI is.

>really lacks and thats why I also own SATAN'S computer. There needs 
>to be atleast a 2 player/serial link, or 4 player split screen team thing.
>Hell if you were real ambitious what about a network/internet game!

And email gaming, if possible.

-- 
_        _  _         _  _          _                                   _
\--- :_ :_ :_::- --: : ::_) _: --- \/ ----------------------------------/
\\_: !_)!_,! !!_,  !,!_!! \(_! ::::..::::      nEVERmIND     :::'`::::_//
`\------------------------------------------------------------- /\ ----/'
  Nikola Smolenski - member of Team AMIGA             smolensk@eunet.yu


