From amos-request@svcs1.digex.net Tue Jul  1 07:54:46 1997
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Message-Id: <24ac3ad3.u8t20e.cd37e-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7120.1329.3269824@mail.redrose.net>
	     (from Andrew Kellett <mushypd@redrose.net>)
	     (at Mon, 30 Jun 1997 18:51:26 -0500)
Organization: Mirex Software
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: CB, Coppers.
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Anyone out there care to donate some copper effects to the listgame ??

   Set Rainbow 1,0,310,"","(12,0,15)(9,1,15)","(12,-1,15)(9,0,15)"

for size reference.  Top half sky-like, bottom half ground like.  Yes, the
copper is bigger than the screen.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Time paradoxes will have given me
|_> | \ | | | \| |_ |_ |_| \_  .  |   a headache" - Aria
                                  | 
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Tue Jul  1 13:19:26 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 01 Jul 1997 09:41:30 -0500
Message-ID: <yam7121.1510.4713304@huron.net>
In-Reply-To: <yam7120.285.2795904@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: CB_Chip Mem..
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On 30-Jun-97, Garfield Benjamin wrote:
>>Try to keep it at 500k or under.
>   Let's make sure this is crystal-clear. Is this 500k (actually, I
>   thought the web-page said 600k) for EXTERNAL data only (bob
>   images, tiles, samples, mods, etc.) or does it include the actual
>   ChipRAM used for our screens, internal Bob background-buffers,
>   etc.

Okay, 600. It's a limit (loose one) for how much chip your segment should use
maximum. You can have 50 Megs of data for CHIP memory, as long as non AGA
amigas can play the game. We don't want to make a game that ends up isolating
some of our target audience.

>   Anyway, do you want the new demo (with firing) or would you
>   rather wait until Phase One is done?

Right now, I'd prefer you concentrate on finishing.

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 Jul  1 11:50:43 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 01 Jul 1997 09:46:19 -0500
Message-ID: <yam7121.974.4713304@huron.net>
In-Reply-To: <yam7120.1329.3269824@mail.redrose.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: AMOS List Games
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On 30-Jun-97, Andrew Kellett wrote:
>> I think an amalgum of our own software `houses' plus the names of people
who
>> haven't got one... 
>Does this mean that each of the members can create a GFX logo of their own
>for this fade, with a limited palette and size, or are we to use a singular
>font type?

Your only limits are those put forth on the list page texts. At this point,
out entire game intro consists of an amos list screen.

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 Jul  1 14:27:18 1997
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From: Robert Ofarrell Bankston <rbanksto@whale.st.usm.edu>
Message-Id: <199707011528.PAA45089@whale.st.usm.edu>
Subject: Artwork needed
To: amos-list@access.digex.net
Date: Tue, 1 Jul 1997 10:28:34 -0500 (CDT)
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Hello,

This isn't AMOS related really but I thought some of the list members
might be interested in it.  

I am heading up a entertainment project for the Amiga which has a
PROPOSED release date of November 1.  I am writing to find out if there
are any graphics artists here that might be interested in doing some work
for our project. The type of artwork we need is full screen custom images
(no bobs, sprites, etc.) in the fantasy genre, but they must be original
creations. The artist will retain the copyright to his/her work, can include
a signature on the piece, and will be mentioned in the credits, but we will
have full rights to use this artwork in our projects and make some
minor modifications if the need arises.  Artists will receive compensation
for their work, but what form it takes is negotiable.  For example, you
might prefer a fixed royalty off of each program sold.  Others might prefer
a flat buy-out where they are paid a one time sum of money, and the purchaser
gains rights to use (not own) the particular piece of art.  I know that
lots of people are busy working on the list games but if you
might be interested in our offer, please contact us, and let us know your
prefered form and amount of payment you desire.  Feel free to
write if you simply have any questions.  We will consider all offers.

Thank you.

Robert





From amos-request@svcs1.digex.net Wed Jul  2 00:15:07 1997
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	id sma024873; Tue Jul  1 19:31:19 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Tue, 01 Jul 1997 20:40:34 +0500
Message-ID: <yam7121.1679.2798512@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: CB_Chip Mem..
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On 01-Jul-97, Mr. Giark To You wrote:

>Okay, 600. It's a limit (loose one) for how much chip your segment
>should use maximum. You can have 50 Megs of data for CHIP
>memory, as long as non AGA amigas can play the game. We don't
>want to make a game that ends up isolating some of our target
>audience.

   Understood. 600k MAXIMUM Total Run-time ChipRAM usage...


>>   Anyway, do you want the new demo (with firing) or would you
>>   rather wait until Phase One is done?
>Right now, I'd prefer you concentrate on finishing.

   Okay, will do. Since the weekends alone weren't enough time to
   make substantial progress on the Shooter, I have devoted a few
   weekdays in an attempt to accelerate the development!!

   Current version:
   - Bubba is firing and the enemies are blowing up
   - Power-ups are occasionally released
   - Phase One is now utilizing 33% of the full stage size

   Next:
1. Bubba needs to pick up the power-ups, gaining shields,
   firepower, etc.
2. Phase One needs to extend to use 60% of the stage...
3. Fine-tuning (must have good game-play)...
  --------------------
   = SideShooterDemo3 (fully-working Phase One)
   


   How are the other stages progressing? Any new demos going up
   soon?


 
      Take care,

       Garfield




From amos-request@svcs1.digex.net Tue Jul  1 15:04:23 1997
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Message-ID: <01BC8614.8E63BBE0@cindy2>
From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'a beagley'" <beagley@crystal.com.au>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: RE: amal mouse code
Date: Tue, 1 Jul 1997 11:47:24 -0500
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Did you still need help with this?  I can't remember if anyone responded.
I was a bit too busy at the time.  C-ya round the list, Ken
-----Original Message-----
From:	a beagley [SMTP:beagley@crystal.com.au]
Sent:	Saturday, May 31, 1997 7:44 PM
To:	amos-list@access.digex.net
Subject:	amal mouse code

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 Tue Jul  1 17:27:35 1997
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From: "Jacek Kubica" <kubica@ch.wssk.wroc.pl>
To: <amos-list@access.digex.net>
Subject: AmosOpal extension help needed
Date: Tue, 1 Jul 1997 19:01:57 +0200
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Hi 2 All :)

I need to use AmosOpal extension but on Aminet is only version for Amos 1.3.
Maybe someone have version recompiled for AmosPro ( they are on Aminet
C-sources for this extension but I`m not good in C).

Any help welcome !

Jacek
________________________________________________________________

                \\\\                    Jacek Kubica M.D
                 \\\\   ////      kubica@ch.wssk.wroc.pl
                  \\\\ ////     Regional Hospital Wroclaw
                   \\\X///  http://zdo.wssk.am.wroc.pl/~kubica     
                    =====    irc: SurGeoN on #lekmed #amigapl
_________________________________________________________________


From amos-request@svcs1.digex.net Tue Jul  1 16:11:18 1997
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From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'Evert-Jan Slypen'" <jazz@lobster.demon.nl>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: How'z it goin'?
Date: Tue, 1 Jul 1997 12:36:14 -0500
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-----Original Message-----
From:	Evert-Jan Slypen [SMTP:jazz@lobster.demon.nl]
Sent:	Monday, June 16, 1997 11:57 PM
To:	Ken Axsom
Subject:	Re: Adventure game 

Don't worry... I agree fully with you. Most of my ideas were based on
producing text-adventures as I think that's one of the best ways to tell a story... But I'd be more than happy to give my ideas to someone 
else so he can make something out of them...

Looks nice! :)

Evert? Haven't seen much of you lately?  If your offer for sending ideas
is still open,  I will always most graciously accept.  I've made an
advance in my parser and input handling.  C-Ya.  Ken
P.S. this e-mail might accidentally be sent to Mushy's address
        instead of the trash drawer...Is it a coincidence or does
        everyone have Mushy's e-mail address IN THEIR TRASH DRAWER?
    I hope he has a sense of humor. :)        


From amos-request@svcs1.digex.net Tue Jul  1 21:19:48 1997
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From: Hakan Venderlof <grok@canit.se>
To: amoslist <amos-list@access.digex.net>
Date: Tue, 01 Jul 1997 23:48:57 +0500
Message-ID: <yam7121.2852.3064560@mail.canit.se>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: <grok>
Subject: edit
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X-Status: 

When a compiled program is quitted with
the command Edit will that really quit the program?

A guy has told me that windows and screens are closed
but the program still runs.

-- 
----------------------------------------------------------------
      greets      grok@canit.se  
----------------------------------------------------------------


From amos-request@svcs1.digex.net Tue Jul  1 21:29:14 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Ken Axsom <kaxsom@comsol.tddc.net>,
        "'Evert-Jan Slypen'" <jazz@lobster.demon.nl>
CC: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Date: Tue, 01 Jul 1997 16:46:34 -0500
Message-ID: <yam7121.1721.4888640@mail.redrose.net>
In-Reply-To: <01BC861B.5DF4E220@cindy2>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: How'z it goin'?
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Ken Axsom scrawled this garbage in a text editor on 01-Jul-97 regarding the
subject of How'z it goin'?:


> -----Original Message-----
> From:Evert-Jan Slypen [SMTP:jazz@lobster.demon.nl]
> Sent:Monday, June 16, 1997 11:57 PM
> To:Ken Axsom
> Subject:Re: Adventure game 

> Don't worry... I agree fully with you. Most of my ideas were based on
> producing text-adventures as I think that's one of the best ways to tell a
> story... But I'd be more than happy to give my ideas to someone 
> else so he can make something out of them...

> Looks nice! :)

> Evert? Haven't seen much of you lately?  If your offer for sending ideas
> is still open,  I will always most graciously accept.  I've made an
> advance in my parser and input handling.  C-Ya.  Ken
> P.S. this e-mail might accidentally be sent to Mushy's address
>         instead of the trash drawer...Is it a coincidence or does
>         everyone have Mushy's e-mail address IN THEIR TRASH DRAWER?
>     I hope he has a sense of humor. :)        


-- 
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     AmILC Mailing  List - Email AmILC@geocities.com Subject=SUBSCRIBE
          AmILC Homepage - http://www.geocities.com/Eureka/1250/
             AMOS Homepages - http://www.mushy-pd.demon.co.uk


From amos-request@svcs1.digex.net Tue Jul  1 23:48:24 1997
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Date: Tue, 1 Jul 1997 19:11:55 -0400 (EDT)
From: fernando Bartra <fer007@freenet.tlh.fl.us>
To: amos-list@access.digex.net
Subject: amospro compiler needed
Message-ID: <Pine.OSF.3.95.970701190605.16736A-100000@fn5.freenet.tlh.fl.us>
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  Hi all:

  I'm glad to be back on the list after a long time without using amos.
  I have amos pro but never got the compiler (is not sold in the US)(I got
the 1.3 compiler but I need the Pro compiler :( ).
   Please somebody in the US reply to me to sell me the Pro compiler,
original or copy, as I can bear no longer not to have it.
  Also, is there any extension that lets you display ham hireslaced pics
in amospro? I got Intos but never could make it work.

   Thank you,

     Fernando Bartra



From amos-request@svcs1.digex.net Tue Jul  1 23:41:06 1997
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Date: Wed, 2 Jul 97 00:13:50 GMT
Message-Id: <9707020013.AA0003i@mirex.demon.co.uk>
Message-Id: <24ad5e3b.u8t20e.b25cc-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7120.1329.3269824@mail.redrose.net>
	     (from Andrew Kellett <mushypd@redrose.net>)
	     (at Mon, 30 Jun 1997 18:51:26 -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: Overlap.
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Has anyone got any overlapping rectangle code ?  I need something very fast.
Something along the lines of collision detection.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  How many spiders do I have to kill
|_> | \ | | | \| |_ |_ |_| \_  .  |  before I get tham all ?
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Wed Jul  2 03:26:16 1997
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From: "Templeton, Jeremy" <J.Templeton@cosgrove.tased.edu.au>
To: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: RE: My C&C clone - replies
Date: Wed, 2 Jul 1997 14:06:20 +1000
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>>Would you like it to be Tolkienian, and happen in ME (I'm not sure about
>>copyright), or to happen in some new world?
It's in a world of my own creation.

>
>>Are you telling that game will have two parts, like N&S: one where you would
>>make politics, move troops, trade etc. and other (battles, sieges etc.)
>>which
>>would be C&C strategy?
No, the game is all in one part, you just have more control over whats
>happening than in C&C.
>

From amos-request@svcs1.digex.net Wed Jul  2 17:19:31 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 02 Jul 1997 10:40:41 -0500
Message-ID: <yam7122.2074.4872360@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: page
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

I fixed the page. It was a couple typos in filenames that was causing the
difficulty.
 
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 Jul  2 20:00:51 1997
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Comments: Authenticated sender is <parrottsoft@emails.com>
From: "Adam Parrott" <parrottsoft@emails.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Wed, 2 Jul 1997 12:23:36 -0600
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Subject: I'm finally back.
Reply-to: parrottsoft@emails.com
Priority: normal
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Greetings.

Hello everyone. This is just a short message to say that I'm back, 
and I'm currently at the moment sifting through my 100+ messages. No, 
I haven't read ANY except for a couple, so don't any of you respond 
to this message. I'm going to catch up and finish reading all of my 
messages here, and then I'm off to download all of the new files and 
bits on Giark's game pages.

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

From amos-request@svcs1.digex.net Wed Jul  2 19:44:59 1997
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From: "Adam Parrott" <parrottsoft@emails.com>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Wed, 2 Jul 1997 13:29:13 -0600
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Subject: List game suggestions.
Reply-to: parrottsoft@emails.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7107.2609.4697888@huron.net>
References: <2498b8d2.u8t20e.925e8-Braneloc@mirex.demon.co.uk>
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Greetings.

Well, I came across this message from Giark, and haven't read down 
any further, so I don't know if there are any replies on it or not.

> 1. Save game position. Nothing worse than having
> to start from the beginning every time.

Yes, having to restart at the beginning of a level IS a pain. Most 
computer games (especially most 3D games) today have the 
option/function of saving your game where you are.

> 2. Home Computer Mode. We all bought home computers to get away from 
> the quarter feeding mentality, but so many games are still written 
> as if you need to shove a quarter in to continue. Maybe a menu 
> that will let you play any stage. You would not be able to complete 
> the game this way, but you could at least experience every level.

hehe. "Quarter feeding mentality". Good one. Anyhow, this is also a 
good idea, and I was going to ask you if you or any of the other 
coders had thought about implementing some cheat codes into the game?

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

From amos-request@svcs1.digex.net Wed Jul  2 21:46:40 1997
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From: "Adam Parrott" <parrottsoft@emails.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Wed, 2 Jul 1997 14:52:45 -0600
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Subject: Some graphics comments.
Reply-to: parrottsoft@emails.com
CC: Andrew Hawkins <geosync@ozemail.com.au>
Priority: normal
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Status: RO
X-Status: 

Greetings.

Well, found one thing I'm gonna comment on as far as the List game is
concerned: graphics (and the such).

Firstly, Andy Hawkins fumed. :)

> Hey who said I was out of the GFX scene?
No one as far as I know, and certainly not me. When I sent that last
graphics message to the list before I went on vacation about Schito
leaving and such, I forgot that you were also doing graphics as well
as a level (Giark hadn't told me anything or anyone on his pages).

> And the same goes for all you guys (coders et al).  I`m taking
> requests, I told Mr. Giark to send graphics requests to me but I
> guess you missed it. Anyway, so I`m here waiting.

I assume that since Schito is out of the graphics scene now that it's
just you and me (am I correct Giark)? I will take any graphics
requests as well, but please, don't send all of them to me.

> Anything you want? Cartoon gfx, renders, backdrops, scenery, 
> clouds, walls, anything. Just start sending the specs and I`ll start
> working. Adam Parrot you should be ashamed of your self :o)

I can do *all* of the above as well, which is a good thing.

I'm not trying to vy for neither competition nor the spotlight. I
would love to work as a team and have us both work on the graphics,
but as it is I'm working on my raycaster and it's enough to do some
graphics and coding at the same time (which I'm sure that you are well
aware of having worked on games like this before).

Most of my work is done in either Lightwave and/or 3D modelling on my
PC, as you may have observed from the 3 AMOS List iff/jpeg's.

Keith Hill commented on the amount of enemies:

> More than 20 or 30 enemies per level would probably break the 
> chip-mem limit...  ;-)  The current demo (3) has 12 enemies for
> reference. (including rampant amos lettering)

This *certainly* applies for my level. In my level, the CPU is 
already going to be loaded down enough namely because of 
calculations and everything else that goes into a raycaster in a 3D
stage like that, but, I'll do my best.

John Bintz also told me:

> Flattery will get you nowhere, Mr. Parrott.
This I know, I wasn't making an attempt at flatery, just commenting on
the quality of the graphic work I've seen in some of your games. It
was intended as a comment, and I figured we could use your help.

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

From amos-request@svcs1.digex.net Wed Jul  2 23:45:19 1997
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From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'Braneloc@mirex.demon.co.uk'" <Braneloc@mirex.demon.co.uk>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: Rectangle Overlap
Date: Wed, 2 Jul 1997 16:21:36 -0500
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-----Original Message-----
From:	Keith Hill [SMTP:Braneloc@mirex.demon.co.uk]
Sent:	Wednesday, July 02, 1997 11:34 AM
To:	kaxsom@comsol.tddc.net
Subject:	RE: Overlap.

To the one known as Ken,
I wanna know if two rectancles overlap, one corner, many corners, or
whatever.  Like collision detection.  Not sure how to explain better really.

Hmmm....Let me see if this is what you're trying to do:
Box (or Bar) x1,y1 to x2,y2    That puts the first rectangle down
I would sugget Zone-ing the area of the rectangle1.
Set Zone 1,x1,y1 to x2,y2
Now, overlap rectangle1 with rectangle2
Box x3,y3 to x4,y4 : Set Zone 2,x3,y3 to x4,y4
Zone 1 has priority: You can set overlapping zones, but
Zone(x,y) will return the zone number that was set first.
Let's say rectangle2's lower left corner was overlapping
rectangle1, as well as, Zone 2 overlapping Zone 1.
I would have 4 tests to see if each corner of the rectangle2
was overlapping:
  If Zone(x3,y3)  'upper-left            
        do something                     
  End If                                      
                                                            
  If Zone(x3,y4)  'lower-left           
  If Zone(x4,y3)  'upper-right
  If Zone(x4,y4)  'lower-right
Any positive value means there's overlap.

I hope this is what your after.  Ken

"Pansy, it's the problem.....I must have FRUIT!!!!"-John Cleese, Time Bandits  

From amos-request@svcs1.digex.net Wed Jul  2 23:24:22 1997
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From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'Keith Hill'" <Braneloc@mirex.demon.co.uk>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: FW: correction-Rectangle Overlap
Date: Wed, 2 Jul 1997 16:43:49 -0500
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Hmmm....Let me see if this is what you're trying to do:
Box (or Bar) x1,y1 to x2,y2    That puts the first rectangle down
I would sugget Zone-ing the area of the rectangle1.
Set Zone 1,x1,y1 to x2,y2
Now, overlap rectangle1 with rectangle2
Box x3,y3 to x4,y4 : Set Zone 2,x3,y3 to x4,y4

Actually I wouldn't Set Zone for rectangle 2 until
after the 4 corners are tested.  Zone 2 would've been 
detected if there were no overlap to occur.  So I repeat
don't Set a Zone for the rectangle that will overlap until
you check where its corners are.

"Pansy, it's the problem.....I must have FRUIT!!!!"-John Cleese, Time Bandits  

From amos-request@svcs1.digex.net Wed Jul  2 23:28:41 1997
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Comments: Authenticated sender is <parrottsoft@emails.com>
From: "Adam Parrott" <parrottsoft@emails.com>
Organization: Parrottsoft, Ltd.
To: Andrew Hawkins <geosync@ozemail.com.au>
Date: Wed, 2 Jul 1997 16:27:52 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
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Subject: Re: CB Update(Space Flight)
Reply-to: parrottsoft@emails.com
CC: amos-list@access.digex.net
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
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Greetings.

> When I hold the shift key and left click on the link it saves it,
> but when I try to unarchive it, it is corrupt. Why can`t I download
> it?

> What are you downloading with?
I had a similar problem downloading the files from my PC if you 
remember awhile back using Netscape. However I found that using IE
(amazingly!) that it downloaded the files correctly, corrupt-free.

If you don't have it, and you're using a PC, I'm not sure WHAT you
could use. Maybe someone else could recommend another browser (I'm not
sure what, though). All I can say is DON'T use Netscape for
downloading the files off of Giark's pages.

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

From amos-request@svcs1.digex.net Thu Jul  3 02:19:07 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: Wed, 2 Jul 1997 19:39:52 -0600
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Subject: Some news and crap.
Reply-to: parrottsoft@geocities.com
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Greetings.

hehe. Nice subject, hmm? emails.com has recently been so flooded with 
requests for accounts that obviously their servers can't handle all 
of the mail coming to and fro, so, since I still have my Geocities 
web and email accounts, I'm to reactivate my old Geocities e-mail 
account and have my List mail sent to there. Also, everyone that made 
note of my email change to parrottsoft@emails.com, please change it 
back to parrottsoft@geocities.com again. Sorry for any problems. The 
old one just didn't do (wasn't stable).

Also, because of this instability on my emails.com account, it seems 
that some of my mail from the List was deleted (I think). I had my 
mail checked this past Saturday, but, lo and behold that the last 
peice of mail was from Rune J. Keller dated last Wednesday, the 25th. 
My mail was checked on the 28th, this past Saturday. It seems that 
I've missed something, and ALL mail that was sent to my emails.com 
account (personal and business related, like the List) had been 
deleted lost. If you sent anything TO that address, then PLEASE 
resend it, and ANYONE out there that has ALL of the messages from 
last Wednesday till now (this past weeks worth), PLEASE send ALL of 
them to me in a .lha or .zip or something. I would be most grateful.

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

From amos-request@svcs1.digex.net Thu Jul  3 00:28:51 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net, Andrew Hawkins <geosync@ozemail.com.au>
Date: Wed, 2 Jul 1997 19:41:35 -0600
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Subject: Re: CB Update(Space Flight)
Reply-to: parrottsoft@geocities.com
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Greetings.

> When I hold the shift key and left click on the link it saves it,
> but when I try to unarchive it, it is corrupt. Why can`t I download
> it?

> What are you downloading with?
I had a similar problem downloading the files from my PC if you 
remember awhile back using Netscape. However I found that using IE
(amazingly!) that it downloaded the files correctly, corrupt-free.

If you don't have it, and you're using a PC, I'm not sure WHAT you
could use. Maybe someone else could recommend another browser (I'm not
sure what, though). All I can say is DON'T use Netscape for
downloading the files off of Giark's pages.

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

From amos-request@svcs1.digex.net Thu Jul  3 01:31:16 1997
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Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: Andrew Hawkins <geosync@ozemail.com.au>
Date: Wed, 2 Jul 1997 20:00:03 -0600
MIME-Version: 1.0
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Subject: Re: CB Update(Space Flight)
Reply-to: parrottsoft@geocities.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7110.470.4679080@huron.net>
References: <33A9C899.56B1@ozemail.com.au>
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Greetings.

>> When I hold the shift key and left click on the link it saves it,
>> but when I try to unarchive it, it is corrupt. Why can`t I 
>> download it?

> What are you downloading with?

Well, you may know that I had that problem some weeks ago when Giark 
first put his page up. I tried downloading with Netscape, but it 
didn't work, and I tried EVERYTHING to get the files to download 
correctly.

Many suggestions poured in, but only one that was suggested to me 
worked. "Have you tried IE?" I had not, so I did. And guess what? It 
worked. Now as to whether or not it will work for you, I don't know.
I don't know of any other browsers that you might have on your PC. IE 
and Netscape are the most popular and I have them both. Even though I 
use Netscape the most, IE is the ONLY one that I can find that will 
work and download Giark's files correctly, corrupt-free.

All I can say is DON'T use Netscape for it.

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

From amos-request@svcs1.digex.net Thu Jul  3 02:25:46 1997
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Message-Id: <24aef292.u8t20e.a1f78-Braneloc@mirex.demon.co.uk>
In-Reply-To: <199707021830.OAA23211@free.emails.com>
	     (from "Adam Parrott" <parrottsoft@emails.com>)
	     (at Wed, 2 Jul 1997 13:29:13 -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 suggestions.
Status: O
X-Status: 

> hehe. "Quarter feeding mentality". Good one. Anyhow, this is also a 
> good idea, and I was going to ask you if you or any of the other 
> coders had thought about implementing some cheat codes into the game?

Interesting..  (I'll finish the game first..)

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "You are number 6"	
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  | 
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Thu Jul  3 05:27:21 1997
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From: "James Brown" <amigogcc@hotmail.com>
To: amos-list@access.digex.net
Subject: Major Stufup (RESEND)
Content-Type: text/plain
Date: Wed, 02 Jul 1997 23:04:56 PDT
Status: O
X-Status: 

Hi,
   I have resent this email 4 times over the last week and hope it has
finally got through:

Hello,
      I have had a major problem to my CB bonus level,
When I loaded it up on the 29th to compile a demo my disk made some 
'orrible grinding noises and refused to find the file!
Unfortunatly while i'm in the usual habit of keeping backups I lost the 
disk the backup source file was on.   
Out came my copy of disksalv and about 10 mins later I had the file 
back.
I first checked it with an ascii editor and the file appeared to be 
intact but upon loading into amospro it stopped loading in the middle
on the 6th line.
No errr mesages, It just thought the file had ended!

Anyone got any suggestions? I have of course started rewriting but at 
this rate  wont get it finished for the June 30th deadline!


-- James


PS:  The deadline has now expired and the level is barely what it was!

_______________________________________________________
Get Private Web-Based Email Free http://www.hotmail.com

From amos-request@svcs1.digex.net Thu Jul  3 05:49:47 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Thu, 03 Jul 1997 02:00:10 -0500
Message-ID: <yam7123.501.4329864@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 report & announcements
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

#############################################################################
#Hi there. This is the usual Mushroom PD letter sent out every so often,    #
#telling you of the latest happeneings within the library. This mail is sent#
#to all those people on the Mushroom PD mailing list, and also sent to the  #
#AMOS mailing list. If you are on the private mailing list, and would like  #
#to be removed from this list, please send an email to mushypd@redrose.net  #
#with the subject being UNSUBSCRIBE [your email address].                   #
#############################################################################

Contents for this Email:

    ANNOUNCEMENT - Mushroom PD announces its new FTP server
  SPACE INCREASE - Library space increased by over 400%!!
HOMEPAGE CHANGES - Exciting new services available on the MPD Homepages


ANNOUNCEMENT
------------
    I would like to announce the official release of the Mushroom PD FTP
server. As people will know, before I moved to England I used to run
Mushroom PD with an FTP server so that the public could access the latest
AMOS warez quicker, as well as upload all their own projects for an
almost-immediate inclusion.

    Once again as before, the server is only active when I am online with
my Amiga. This is usually around 8 hours a day, from 8am till 5pm USA time
(UK time is 5 hours ahead) and the FTP site name is mushy-pd.dyn.ml.org

    When you log in to the server, you must send your password as your
email address. The server has been tested on most platforms and software,
and access can be granted from Netscape, IE, Ibrowse, AWEB, Voyager, AmFTP,
FTP2000 and a whole host of other FTP programs. When I get a third
phoneline in the start of September, the server will be hopefully online 24
hours a day.

SPACE INCREASE
--------------
    I have added a new 1Gb drive to the library in the past fortnight,
which has drastically increased the amount of space available from the
library. It used to be ran on an 80Mb partition of a 200Mb HD, and was
getting rather cramped. It is now installed and working, and so I have
downloaded and added all the pieces of PD I had URL's and Email address'
for, and most of it doesnt appear in the RECENT list, so you should have a
look around for it!!

HOMEPAGE CHANGES
----------------
    Over the weekend, I have been heavily working on the library and made
some substantial changes to both the PD witin it, and the Homepages on
www.mushy-pd.demon.co.uk.

    The format of the library has now changed from its old'style, to that
of an Aminet-like directory system. This allows for easier finding of
programs, and makes them easier to categorize (so I hope). If you have
bookmarks to old MPD pages, they will still work, but I suggest that you
clear them out of your cache to let the new-look pages load in. The
new-look pages allow you to download the titles from my FTP site (if it is
online) rather than have them sent via email, but the form is still there
if you would rather they were sent by email.

    The improvements see the removal of 4 of the old pages, and the major
increase of information on the new pages. the layout has been completely
changed, which I think you'll find for the better. You can now read the
.Readme files of each of the archives online, which is also a great
improvement.

    One way to check if my PD library is online, there is an image on the
bottom of the main index page (index.html) which says "mushy-pd.dyn.ml.org
- online". If this image loads from the WWW and not the browsers cache,
then the library is online. Also, if you click on the image, you can go
straight into the FTP site.

RECENT LIST
-----------
    This is a complete Recent list of my library, from what was in the
INCOMING drawer. If you uploaded a project here and it isnt, check the
drawer it should have gone too, and if it isnt their either, try sending it
again.

    Copies of this list can be emailed from my WWW pages at 
http://www.mushy-pd.demon.co.uk/recent.htm.


| Complete Recent Mushroom PD Index on Thursday 03-Jul-97 00:51:27
| The list is sorted by directory and file name
|
| This site, mushy-pd.dyn.ml.org, contains all files uploaded to
| Mushroom PD within the last 7 days. Files which didnt have a .Readme in
| them were discarded. If your upload isnt here, please look in the
| appropriate section of the library, and if you still cant find it, try
| to upload it once more.
|
| To visit the Mushroom PD homepages to get the latest version of this
| file, go to http://www.mushy-pd.demon.co.uk/index.html and follow
| the approriate links.
|
| You can also FTP into the library directly at mushy-pd.dyn.ml.org
| logging on as anonymous, sending your email address as your password, and
| download the first INDEX file in the /pub/amos/ drawer.
|
| If you experience any problems, please email the webmaster at
| mushypd@redrose.net and the problem will be resolved as soon as
| possible. Thank-you.
|
|File                     Dir            KBytes Description
|-----------------        ---            ------ -----------
 AMOSList-0195.lzh        docs/amoslst      183 Messages about AMOS during
January 1995
 AMOSList-0196.lzh        docs/amoslst      237 Messages about AMOS during
January 1996
 AMOSList-0295.lzh        docs/amoslst      198 Messages about AMOS during
February 1995
 AMOSList-0296.lzh        docs/amoslst      196 Messages about AMOS during
February 1996
 AMOSList-0395.lzh        docs/amoslst      101 Messages about AMOS during
March 1995
 AMOSList-0396.lzh        docs/amoslst      108 Messages about AMOS during
March 1996
 AMOSList-0495.lzh        docs/amoslst      100 Messages about AMOS during
April 1995
 AMOSList-0496.lzh        docs/amoslst      465 Messages about AMOS during
April 1996
 AMOSList-0595.lzh        docs/amoslst      122 Messages about AMOS during May
1995
 AMOSList-0596.lzh        docs/amoslst      104 Messages about AMOS during May
1996
 AMOSList-0694.lzh        docs/amoslst       39 Messages about AMOS during
June 1994
 AMOSList-0695.lzh        docs/amoslst      157 Messages about AMOS during
June 1995
 AMOSList-0696.lzh        docs/amoslst       77 Messages about AMOS during
June 1996
 AMOSList-0794.lzh        docs/amoslst      113 Messages about AMOS during
July 1994
 AMOSList-0795.lzh        docs/amoslst      155 Messages about AMOS during
July 1995
 AMOSList-0796.lzh        docs/amoslst       61 Messages about AMOS during
July 1996
 AMOSList-0894.lzh        docs/amoslst      178 Messages about AMOS during
August 1994
 AMOSList-0895.lzh        docs/amoslst      295 Messages about AMOS during
August 1995
 AMOSList-0896.lzh        docs/amoslst       61 Messages about AMOS during
August 1996
 AMOSList-0993.lzh        docs/amoslst      335 Archive of messages in
September 93 on the AMOS Mailing List
 AMOSList-0994.lzh        docs/amoslst      132 Messages about AMOS during
September 1994
 AMOSList-0995.lzh        docs/amoslst      332 Messages about AMOS during
September 1995
 AMOSList-0996.lzh        docs/amoslst       87 Messages about AMOS during
September 1996
 AMOSList-1094.lzh        docs/amoslst      161 Messages about AMOS during
October 1994
 AMOSList-1095.lzh        docs/amoslst      264 Messages about AMOS during
October 1995
 AMOSList-1096.lzh        docs/amoslst      777 Messages about AMOS during
October 1996
 AMOSList-1194.lzh        docs/amoslst      254 Messages about AMOS during
November 1994
 AMOSList-1195.lzh        docs/amoslst       90 Messages about AMOS during
November 1995
 AMOSList-1196.lzh        docs/amoslst      169 Messages about AMOS during
November 1996
 AMOSList-1294.lzh        docs/amoslst       97 Messages about AMOS during
December 1994
 AMOSList-1295.lzh        docs/amoslst      546 Messages about AMOS during
December 1995
 AMOSList-1296.lzh        docs/amoslst      108 Messages about AMOS during
December 1996
 AMOS-PD-CD.txt           docs/misc           6 Programmer: AMOS PD CD
 AMOS.txt                 docs/misc          14 Programmer: AMOS: The Creator
 AMOS3D.txt               docs/misc           9 Programmer: AMOS 3D and
Compiler
 AMOSProfession.txt       docs/misc           6 Programmer: Amos Professional
 amosopal.lha             extnsns/amos       12 AMOS Extension to access
Opal.library.
 Doom_Extension.Lzx       extnsns/amospro   446 AMOSPro DOOM Music Extension,
for over 130 new AMOS Music commands and formats
 mexx16.lha               games/2play       201 Small pairs game for up to 8
players. Lots of bonus GFX included.
 sf_anim1.lha             games/3d          497 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 sf_anim2.lha             games/3d          388 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 sf_anim3.lha             games/3d          545 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 sf_anim4.lha             games/3d          445 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 sf_boot.lha              games/3d          471 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 sf_disk1.lha             games/3d          575 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 sf_disk2.lha             games/3d          527 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 sf_disk3.lha             games/3d          444 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 sf_snd1.lha              games/3d          513 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 sf_snd2.lha              games/3d          589 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 sf_snd3.lha              games/3d          681 Starfighter - D'Yammens Reign.
Excellent 3D galactic battle game.
 als.lha                  games/misc         62 AMOS version of classic Speccy
game
 botss1.lha               games/shoot       211 AMOS Shoot-em-up
 botss2.lha               games/shoot       627 AMOS Shoot-em-up
 fantasy.lha              games/shoot       160 Nice shoot'em up made in Amos
 Amastermind.lha          games/think       125 Mastermind type game written
in AMOS. V1.1
 Auto.lha                 games/think       178 Quiz-Game in AMOS.
 bab101.lha               games/think        87 Born Again Bad Game Demo
w/AMOSPro 2.0
 cleptomania.lha          games/think       275 Cleptomania. Fun multi-level
game in which you musit collect treasures to progress
 Connect.lha              games/think        56 Simply think game in AMOS.
 Cyberdrone.lha           games/think       382 RPG game written in AmosPro
 Dome.lha                 games/think       184 Amos strategy game beta demo
version
 Exit16v2.lha             games/think       104 Simple puzzle game written in
AMOS.
 freeway.lha              games/think       124 AMOS Game simlar to Frogger or
croak
 2Channels.lha            music/mods        205 Demo mod by Dr Awesome       
*****
 Aciiiiid.lha             music/mods        125 Acid mod by Dr Awesome       
***+
 AirlineMemCut.lha        music/mods        100 Pop mod by Dr Awesome        
***+
 AlienAtmospher.lha       music/mods        120 Pop mod by Dr Awesome        
*****
 Arrangements.lha         music/mods        123 Jazz mod by Dr Awesome       
******
 BabyTalk.lha             music/mods         89 Demo mod by Dr Awesome       
****
 BudPeculiar.lha          music/mods        125 Funk mod by Dr Awesome       
*****
 ChristmasSpiri.lha       music/mods        118 Slow mod by Dr Awesome       
****+
 Drome15.lha              music/mods         97 Slow mod by Dr Awesome       
****+
 Exotic1.lha              music/mods         89 Slow mod by Dr Awesome       
****
 FatherNature.lha         music/mods        110 Slow mod by Dr Awesome       
****
 FinalOverCongr.lha       music/mods         97 Demo mod by Dr Awesome       
****
 GetTheFunk.lha           music/mods        171 Funk mod by Dr Awesome       
****
 Macabra.lha              music/mods        164 Synth mod by Dr Awesome      
****
 NowWhat1.lzh             music/mods         83 Synth mod by DR Awesome
 NowWhat3.lzh             music/mods        100 Slow mod by DR Awesome
 OceanLoaders.Lha         music/mods        137 Collection of the best
Ocean/Imagine loaders from C64 in various formats
 Prophet2001.lha          music/mods        141 Rock mod by Dr Awesome       
****+
 SexMachine.lha           music/mods        111 Rock mod by Dr Awesome       
****
 Sfinx.lha                music/mods        193 Synth mod by Dr Awesome      
****+
 ShootemUp.lha            music/mods        103 Demo mod by Dr Awesome       
****+
 Spacedeliria.lha         music/mods        108 Synth mod by Dr Awesome      
****+
 SportsIllustra.lha       music/mods        130 Slow mod by Dr Awesome       
****+
 StreetSwept.lha          music/mods        133 Rock mod by Dr Awesome       
****
 Suspense.lha             music/mods        184 Orchestra mod by Dr Awesome  
***+
 Synposium.lha            music/mods        146 Slow mod by Dr Awesome       
***+
 UponMe.lha               music/mods         97 Rock mod by Dr Awesome       
*****
 ZirkoniumTheme.lha       music/mods        145 Pop mod by Dr Awesome        
****+
 st-01.lha                music/sample      570 ST-01 - Sampledisk for
Trackerbased Composer Software
 st-02.lha                music/sample      533 ST-02 - Sampledisk for
Trackerbased Composer Software
 st-03.lha                music/sample      562 ST-03 - Sampledisk for
Trackerbased Composer Software
 st-04.lha                music/sample      563 ST-04 - Sampledisk for
Trackerbased Composer Software
 st-05.lha                music/sample      598 ST-05 - Sampledisk for
Trackerbased Composer Software
 st-06.lha                music/sample      469 ST-06 - Sampledisk for
Trackerbased Composer Software
 st-07.lha                music/sample      565 ST-07 - Sampledisk for
Trackerbased Composer Software
 st-08.lha                music/sample      576 ST-08 - Sampledisk for
Trackerbased Composer Software
 st-09.lha                music/sample      475 ST-09 - Sampledisk for
Trackerbased Composer Software
 st-10.lha                music/sample      502 ST-10 - Sampledisk for
Trackerbased Composer Software
 st-11.lha                music/sample      576 ST-11 - Sampledisk for
Trackerbased Composer Software
 st-12.lha                music/sample      587 ST-12 - Sampledisk for
Trackerbased Composer Software
 st-13.lha                music/sample      602 ST-13 - Sampledisk for
Trackerbased Composer Software
 st-14.lha                music/sample      585 ST-14 - Sampledisk for
Trackerbased Composer Software
 st-15.lha                music/sample      527 ST-15 - Sampledisk for
Trackerbased Composer Software
 st-16.lha                music/sample      606 ST-16 - Sampledisk for
Trackerbased Composer Software
 st-17.lha                music/sample      580 ST-17 - Sampledisk for
Trackerbased Composer Software
 st-18.lha                music/sample      616 ST-18 - Sampledisk for
Trackerbased Composer Software
 st-19.lha                music/sample      656 ST-19 - Sampledisk for
Trackerbased Composer Software
 st-20.lha                music/sample      614 ST-20 - Sampledisk for
Trackerbased Composer Software
 AMOS_games.lha           source/comp       156 Two AMOS games, about 2 1/2
years old
 amosFAME.lha             source/gfx         20 Nice amos procedures
 FixLock.lha              utils/disk          5 Fixes problems with eg. AMOS
and MuFS
 genindex.lha             utils/internet     62 Generates HTML WWW index
pages(v2.2)
 remail.lha               utils/internet     25 Edit emails after sending
easily(v1.2)
 faxgate.lha              utils/phone        47 Divert emails to fax number

Total of 31136081 New Bytes uploaded, with 342542848 Available upload space.

FAREWELL
--------
    Well, that just about covers it for this email. If you have any AMOS
material which isnt here, please upload it to the FTP site in
/pub/amos/incoming so I can add it as soon as possible.

    Thank-you for reading.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     AmILC Mailing  List - Email AmILC@geocities.com Subject=SUBSCRIBE
          AmILC Homepage - http://www.geocities.com/Eureka/1250/
             AMOS Homepages - http://www.mushy-pd.demon.co.uk


From amos-request@svcs1.digex.net Thu Jul  3 05:47:08 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Hakan Venderlof <grok@canit.se>
CC: amos-list@access.digex.net
Date: Thu, 03 Jul 1997 02:15:51 -0500
Message-ID: <yam7123.2553.4329864@mail.redrose.net>
In-Reply-To: <yam7121.2852.3064560@mail.canit.se>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: edit
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Hakan Venderlof scrawled this garbage in a text editor on 01-Jul-97 regarding
the subject of edit:
> When a compiled program is quitted with
> the command Edit will that really quit the program?

> A guy has told me that windows and screens are closed
> but the program still runs.

All the programs I have made in the past, and a few have used EDIT in them,
seem to quit fine.

Make 2 test compiles, one dies with Edit, and the other, END or SYSTEM.
Make a note of your memory, then run each in turn, and see if your mem
comes back to you. You'll lose the odd few K anyhow as the AMOS lib is
loaded.

Mush

-- 
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     AmILC Mailing  List - Email AmILC@geocities.com Subject=SUBSCRIBE
          AmILC Homepage - http://www.geocities.com/Eureka/1250/
             AMOS Homepages - http://www.mushy-pd.demon.co.uk


From amos-request@svcs1.digex.net Thu Jul  3 05:46:14 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: fernando Bartra <fer007@freenet.tlh.fl.us>
CC: amos-list@access.digex.net
Date: Thu, 03 Jul 1997 02:18:46 -0500
Message-ID: <yam7123.2344.4329864@mail.redrose.net>
In-Reply-To: <Pine.OSF.3.95.970701190605.16736A-100000@fn5.freenet.tlh.fl.us>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: amospro compiler needed
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Content-Type: text/plain
Status: O
X-Status: 

fernando Bartra scrawled this garbage in a text editor on 01-Jul-97 regarding
the subject of amospro compiler needed:

>   Hi all:

>   I'm glad to be back on the list after a long time without using amos.
>   I have amos pro but never got the compiler (is not sold in the US)(I got
> the 1.3 compiler but I need the Pro compiler :( ).
>    Please somebody in the US reply to me to sell me the Pro compiler,
> original or copy, as I can bear no longer not to have it.
>   Also, is there any extension that lets you display ham hireslaced pics
> in amospro? I got Intos but never could make it work.

Now living in the US, im trying to gather info on how to sell the compiler
here in the USA, as I have a few emails a week asking for it.

At the moment, its only available from Steve Bye at www.ware5d.demon.co.uk

Mush


-- 
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     AmILC Mailing  List - Email AmILC@geocities.com Subject=SUBSCRIBE
          AmILC Homepage - http://www.geocities.com/Eureka/1250/
             AMOS Homepages - http://www.mushy-pd.demon.co.uk


From amos-request@svcs1.digex.net Wed Jul  2 23:40:15 1997
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From: Nikola Smolenski <smolensk@EUnet.yu>
To: amos-list@access.digex.net
Date: Thu, 03 Jul 1997 22:21:09 +0100
Message-ID: <yam7123.476.3088712@relay.eunet.yu>
In-Reply-To: <c=AU%a=_edu%p=Tased%l=KANINA-970702040620Z-34@kanina.cosgrove.tased.edu.au>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: RE: My C&C clone - replies
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On 02-Jul-97, Templeton, Jeremy wrote:

>>>Are you telling that game will have two parts, like N&S: one where you
would
>>>make politics, move troops, trade etc. and other (battles, sieges etc.)
>>>which
>>>would be C&C strategy?
>No, the game is all in one part, you just have more control over whats
>>happening than in C&C.

Well I don't see how would you done it: there should be very big map for doing
things you described.

-- 
_        _  _         _  _          _                                   _
\--- :_ :_ :_::- --: : ::_) _: --- \/ ----------------------------------/
\\_: !_)!_,! !!_,  !,!_!! \(_! ::::..::::      nEVERmIND     :::'`::::_//
`\------------------------------------------------------------- /\ ----/'
  Nikola Smolenski - member of Team AMIGA             smolensk@eunet.yu


From amos-request@svcs1.digex.net Thu Jul  3 09:00:20 1997
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Date:     Thu, 3 Jul 1997 12:10 GMT
From: "SIMONC%MARS.decnet"@mcs.co.uk
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To: amos-list@access.digex.net
Subject:  Dual-mouse programming.
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To the Amos mailing list.

Hello all!

I am looking for an Amos Pro extension that will allow me to use
two mice - one in each port - to enable me to write a two player
mouse oriented game.

Does anyone know where I can find such a thing? Also, how easy
would it be to incorporate into existing programs?

Any help would be appreciated. Thanks!


  / |\   /
  \ | \ /
  / |_/ \_
(Simon Champion)

<simonc@mcs.co.uk> or <champion@vossnet.co.uk>


From amos-request@svcs1.digex.net Thu Jul  3 13:33:26 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: James Brown <amigogcc@hotmail.com>
CC: amos-list@access.digex.net
Date: Thu, 03 Jul 1997 08:16:15 -0500
Message-ID: <yam7123.796.4784576@mail.redrose.net>
In-Reply-To: <199707030604.XAA12278@f14.hotmail.com>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Major Stufup (RESEND)
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James Brown scrawled this garbage in a text editor on 03-Jul-97 regarding the
subject of Major Stufup (RESEND):

> Hello,
>       I have had a major problem to my CB bonus level,
> When I loaded it up on the 29th to compile a demo my disk made some
> 'orrible grinding noises and refused to find the file!
> Unfortunatly while i'm in the usual habit of keeping backups I lost the
> disk the backup source file was on.
> Out came my copy of disksalv and about 10 mins later I had the file
> back.
> I first checked it with an ascii editor and the file appeared to be
> intact but upon loading into amospro it stopped loading in the middle
> on the 6th line.
> No errr mesages, It just thought the file had ended!

> Anyone got any suggestions? I have of course started rewriting but at
> this rate  wont get it finished for the June 30th deadline!

Get out yer old copy of AMOS 1.3, and try loading it in with that. Dont
worry if you dont have the extensions, or if it isnt compatible, then
immediately resave it to another filename.

I often found that Classic AMOS could recover a corrupt AMOS file much
better than Pro.

Mush

-- 
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     AmILC Mailing  List - Email AmILC@geocities.com Subject=SUBSCRIBE
          AmILC Homepage - http://www.geocities.com/Eureka/1250/
             AMOS Homepages - http://www.mushy-pd.demon.co.uk


From amos-request@svcs1.digex.net Thu Jul  3 15:26:23 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 03 Jul 1997 09:59:06 -0500
Message-ID: <yam7123.323.4730632@huron.net>
In-Reply-To: <199707021830.OAA23211@free.emails.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
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On 02-Jul-97, Adam Parrott wrote:
>hehe. "Quarter feeding mentality". Good one. Anyhow, this is also a 
>good idea, and I was going to ask you if you or any of the other 
>coders had thought about implementing some cheat codes into the game?

Yes. Then we could do like the PSX channel and give out the codes after the
game has been released.

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 Jul  3 17:38:01 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 03 Jul 1997 10:02:42 -0500
Message-ID: <yam7123.2128.4730632@huron.net>
In-Reply-To: <199707021944.PAA00282@free.emails.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Some graphics comments.
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On 02-Jul-97, Adam Parrott wrote:
>> And the same goes for all you guys (coders et al).  I`m taking
>> requests, I told Mr. Giark to send graphics requests to me but I 
>> guess you missed it. Anyway, so I`m here waiting.
>I assume that since Schito is out of the graphics scene now that it's 
>just you and me (am I correct Giark)? I will take any graphics 
>requests as well, but please, don't send all of them to me.

That's why I put up the credits file. What you see there is what I know.
Graphics have been going directly between artists and programmers, so I have
no idea who is doing what. Check the credits. If you've done something for the
game and you aren't on the credits, tell me.

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 Jul  3 16:10:47 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 03 Jul 1997 10:07:36 -0500
Message-ID: <yam7123.1827.4730632@huron.net>
In-Reply-To: <199707030604.XAA12278@f14.hotmail.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Major Stufup (RESEND)
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On 02-Jul-97, James Brown wrote:
>I first checked it with an ascii editor and the file appeared to be 
>intact but upon loading into amospro it stopped loading in the middle
>on the 6th line.
>No errr mesages, It just thought the file had ended!
>Anyone got any suggestions? I have of course started rewriting but at 
>this rate  wont get it finished for the June 30th deadline!

If you can get the whole thing to ascii format, save it that way and them
import the ascii (merge ascii) again and the whole program will come back.

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 Jul  3 11:38:23 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, Ken Axsom <kaxsom@comsol.tddc.net>
Date:          Thu, 3 Jul 1997 13:59:22 GMT0BST
Subject:       Re: Rectangle Overlap
X-Confirm-Reading-To: "--==MURRAY==--" <PMYMAGM@pmn1.maths.nott.ac.uk>
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> I wanna know if two rectancles overlap, one corner, many corners, or
> whatever.  Like collision detection.  Not sure how to explain better really.

Easylife extension has commands to do that. I use them for collision 
detection and find they're great.

-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         |
|                        | >The Turtleminator                       |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Thu Jul  3 11:44:33 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, "SIMONC%MARS.decnet"@mcs.co.uk
Date:          Thu, 3 Jul 1997 14:18:15 GMT0BST
Subject:       Re: Dual-mouse programming.
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> I am looking for an Amos Pro extension that will allow me to use
> two mice - one in each port - to enable me to write a two player
> mouse oriented game.
> 
> Does anyone know where I can find such a thing? Also, how easy
> would it be to incorporate into existing programs?

AMCAF does exactly that and it works great.

-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         |
|                        | >The Turtleminator                       |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Thu Jul  3 22:53:03 1997
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From: Ben Wyatt <bwyatt@paston.co.uk>
To: Keith Hill <Braneloc@mirex.demon.co.uk>,
        AMOS Mailing List <amos-list@access.digex.net>
Date: 	Wed, 02 Jul 1997 23:54:50 -0000
Message-ID: <yam7122.2509.3440040@194.129.188.3>
In-Reply-To: <24ad5e3b.u8t20e.b25cc-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Overlap.
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On 02-Jul-97, Keith Hill sat on a keyboard and produced this mess:

> Has anyone got any overlapping rectangle code ?  I need something very fast.
> Something along the lines of collision detection.

Apart from writing it in assembler, this should be the best you'll get:

With two rectanges (x1,y1) to (x2,y2) and (x3,y3) to (x4,y4), with
coordinates as top-left to bottom-right...

If x2>x3 and y2>y3 and x4>x1 and y4>y1 Then overlapping

I *think* that's right.

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 Sat Jul  5 04:46:16 1997
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From: Laurie Curwood <falcons@ihug.co.nz>
Reply-To: falcons@ihug.co.nz
To: Jacek Kubica <kubica@ch.wssk.wroc.pl>,
        AMOS Mailing List <amos-list@access.digex.net>
Date: Thu, 03 Jul 1997 22:55:57 +1200
Message-ID: <yam7123.2870.132035440@smtp.ihug.co.nz>
In-Reply-To: <13CD9B452FC@ch.wssk.wroc.pl>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: IHUG
Subject: Re: AmosOpal extension help needed
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>Hi 2 All :)

Hello!

>I need to use AmosOpal extension but on Aminet is only version for Amos 1.3.

Sorry never heard of it, but I'm sure someone will have an answer for you!

>Maybe someone have version recompiled for AmosPro ( they are on Aminet
>C-sources for this extension but I`m not good in C).

Can't help you there either, I'm sorry. I only have an assembler. However, I
am very interested that you can code extensions in C! Someone told me
assembler only but obviously they were wrong!

-- 
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
& ####  ##  #     ##   ##  #  #                                        &
& #    #  # #    #  # #  # ## #    -=   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 Jul  4 14:50:16 1997
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From: Hakan Venderlof <grok@canit.se>
To: amoslist <amos-list@access.digex.net>
Date: Thu, 03 Jul 1997 19:33:13 +0500
Message-ID: <yam7123.660.3018480@mail.canit.se>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: <grok>
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Can Amosprograms be coded to start/quit differently if they are
ran from WB or Cli?
-- 
----------------------------------------------------------------
      greets      grok@canit.se  
----------------------------------------------------------------


From amos-request@svcs1.digex.net Fri Jul  4 03:11:16 1997
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	id sma020096; Fri Jul  4 00:23:01 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Fri, 04 Jul 1997 01:29:43 +0500
Message-ID: <yam7124.2127.3350656@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Overlap.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 04-Jul-97, Ben Wyatt wrote:

(Keith Hill originally wrote...)
>> Has anyone got any overlapping rectangle code ?  I need
>> something very fast.
>> Something along the lines of collision detection.


>Apart from writing it in assembler, this should be the best you'll
>get:
>With two rectanges (x1,y1) to (x2,y2) and (x3,y3) to (x4,y4), with
>coordinates as top-left to bottom-right...

>If x2>x3 and y2>y3 and x4>x1 and y4>y1 Then overlapping

>I *think* that's right.

   Yes, it is right.

   It's also the fastest method I know of using pure AMOS.

   Alternately, you could check for misses instead of hits:
   OVERLAPPING=False
   If X4<X1 Then exit(Return/Pop Proc)
   if Y4<Y1 Then exit(Return/Pop Proc)
   If X3>X2 Then exit(Return/Pop Proc)
   If Y3>Y2 Then exit(Return/Pop Proc)
   OVERLAPPING=True
   exit(Return/End Proc)

   But, it's the same thing in the end...



      Take Care,

       Garfield



From amos-request@svcs1.digex.net Thu Jul  3 22:43:34 1997
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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, 3 Jul 1997 19:13:11 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
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Subject: List game question.
Reply-to: parrottsoft@emails.com
CC: amos-list@access.digex.net, Andrew Hawkins <geosync@ozemail.com.au>
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
X-Status: 

Greetings.

Giark asked regarding the List game:
> Adam Parrott - Dungeon stage has not
> materialized as of yet. Will it be happening?

Yes it will. Please recall that I just returned from vacationing, and 
yesterday I finally finished reading up on all of my mail and 
responding to some, and I'm trying to dip back into my programming 
and development etc. It will be coming, I assure you. Btw, I need 
some specs as to what you want to see in the level (gfx, motif)?

> Andrew Hawkins - Combat stage may be stalled,
> all we've seen is a couple stills. Demo soon?

What type of level are you developing Mr. Hawkins? Just curious. Is 
it still raycasted images and interactive characters like you did 
your upcoming game (sorry, forget the name at the moment) with the 
screenshots up on your pages, or is it 3D? The 3D engine, game, and 
level for the List game I'm developing is a raycasting engine like 
Wolfenstein. Wondered what type "3D" your level is.

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

From amos-request@svcs1.digex.net Thu Jul  3 22:26:08 1997
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From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Thu, 3 Jul 1997 19:16:18 -0600
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Subject: Thanks for the help.
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Greetings.

Just wanted to say thank you for those that sent me the mail that I 
missed over the past week (actually, only one person, Magnus Sjoberg)

After I asked for help, I forgot that a digested version of all of 
the messages sent to the List for that month are .lzh'ed and sent to 
Aminet each month. Anyhow, thanks Magnus. I'm glad I didn't have to 
wait till the digest was posted (since June '97 isn't up yet).

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

From amos-request@svcs1.digex.net Fri Jul  4 02:08:02 1997
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From: Cori Skagen <cskagen@ican.net>
Reply-To: cskagen@ican.net
To: amos-list@access.digex.net
Date: Fri, 04 Jul 1997 06:42:45 +0500
Message-ID: <yam7124.2267.4775288@mail.ican.net>
X-Mailer: YAM 1.3.4 - Amiga Mailer by Marcel Beck
Organization: none
Subject: Palette Editor
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Hi Everyone, well I'm working on a  palette editor, I've got all the basic
functions like copy, paste, swap and sliders, and the sliders will have three
different modes of operation RGB, CMY and HSV, now the first two I have
working, but HSV I'm totally baffled on, anybody have any ideas or code on how
I could go between HSV (Hue, Saturation, Value) and say RGB)?

Ideally I want Hue to be a number between 0 and 360(degrees) 
and saturation and value to be between 0 - 100(percent), if your not sure how
this works take a look at a paint program like Brilliance or an Image
processing program like Adpro for an idea how they work.

By the way anybody interested in taking a look at it so far?
Its not in the finished state I want it, but it certainly works and looks
nice, but I got a whole bunch more ideas for it, which I will be implimenting
very soon.
-- 
~~~~~~~~~~~~~~~~~~~~~~~~~
Cori Skagen

cskagen@ican.net
Cori.Skagen@saultc.on.ca

~~~~~~~~~~~~~~~~~~~~~~~~~~


From amos-request@svcs1.digex.net Fri Jul  4 01:40:03 1997
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Message-Id: <199707040301.UAA27082@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: Thu, 3 Jul 1997 22:05:17 -0600
MIME-Version: 1.0
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Subject: Parrottsoft mailing list.
Reply-to: parrottsoft@emails.com
Priority: normal
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Status: O
X-Status: 

Greetings.

Through the inspiration of Mush's mailing list, I have decided to 
start my own mailing list (the Parrottsoft mailing list). The mailing 
list will discuss issues concerning AMOS and projects underway at 
Parrottsoft and things to come.

Right now, it's one-way, which means I send postings every so often, 
every week or so, like Mush, and if you're subscribed, then you'll be 
sent the posting via e-mail. However, soon, I hope to get a 
Majordomo (automated) and two-way system setup so you can 
interact like the AMOS list. Anyhow, it's very similar to Mush's.

This is the first invite to those who wish to subscribe to it (I 
thought I would give everyone here on the List a first hand 
subscription to it before I make it to my homepages).

If you want to subscribe to it, just send mail to psml@hotmail.com 
with the words "SBUSCRIBE <your e-mail address>" in the subject or 
body of the message. You'll be notified upon arrival of your request 
and will be mailed further instructions. Please be aware that I will 
only be sending out updates every week or two, and this list is not 
interactive as of yet, even though it may be soon.

E-mail me if you have any questions.

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

From amos-request@svcs1.digex.net Fri Jul  4 08:56:30 1997
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Message-ID: <33BCDAEA.7046@ozemail.com.au>
Date: Fri, 04 Jul 1997 19:13:46 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
Organization: GeoSync Media
X-Mailer: Mozilla 3.0Gold (Win95; I)
MIME-Version: 1.0
To: amos-list@access.digex.net
Subject: Re: List Questions Answered :=) 
References: <199707040009.RAA04345@geocities.com>
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Hello Adam & All,

> > Andrew Hawkins - Combat stage may be stalled,
> > all we've seen is a couple stills. Demo soon?
> 
> What type of level are you developing Mr. Hawkins? Just curious. Is
> it still raycasted images and interactive characters like you did
> your upcoming game (sorry, forget the name at the moment) with the
> screenshots up on your pages, or is it 3D? The 3D engine, game, and
> level for the List game I'm developing is a raycasting engine like
> Wolfenstein. Wondered what type "3D" your level is.

For the 3d Fighter stage I`m using raycasted images rendered with
3dsmax, and ported to the Amiga. Unfortunately I have to convert
16million colours down to just 16 and the image looks a bit worse for
wear.
The characters are polygons using the illustrious Voodoo extension, and
I`m just finishing the 3d points tool to animate the characters.  It`s
all hacked down and simplified because I`m working full-time in Perth as
well.
I`ll have a demo soon, maybe tommorow afternoon, but could someone
please send me a picture of the main character so I can match it for
continuity.
How`s the raycasting going Adam? Are you doing a Crash Badicoot style
game?  Do you have a demo?
Also I have got SoloTrekII and I love it but when some little animation
plays in the bottom right hand corner of the screen, it crashes out with
a "BOB NOT DEFINED" error or something.  Anyone had this problem?
Thanks for listening
Andy H.(GSM)

From amos-request@svcs1.digex.net Fri Jul  4 12:01:47 1997
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From: chrisevans@cubic.xg.com
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Date: 04 Jul 97 09:19:00 -0500
Subject: List moderator correction
To: amos-list@access.digex.net
Message-ID: <08680104100028db64@bbs.multiboard.com>
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

> From: Ken Axsom <kaxsom@comsol.tddc.net>
> The dude who runs the list is Giark, Mr. Giark To Us, I think.

Nope, it's Michael Cox, editor and publisher of AMOner, the AMOS disk mag. Thx
for keeping the List going Mike.
-Chris.



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

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

From amos-request@svcs1.digex.net Fri Jul  4 12:50:11 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 04 Jul 1997 10:43:57 -0500
Message-ID: <yam7124.2870.4703080@huron.net>
In-Reply-To: <yam7124.1238.2013950920@mail.talk-101.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: CB listgame
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 04-Jul-97, Anthony Sherratt wrote:
>Is it too late to get in on any of the list games, are all places being used?


Not too late.

>Is there a webpage?

Yes.

>Myself can do programming and gfx ???

We can always use more graphicians.

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 Jul  4 13:13:42 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 04 Jul 1997 10:46:54 -0500
Message-ID: <yam7124.2704.4703080@huron.net>
In-Reply-To: <33BCDAEA.7046@ozemail.com.au>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List Questions Answered :=)
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 04-Jul-97, Andrew Hawkins wrote:
>Also I have got SoloTrekII and I love it but when some little animation
>plays in the bottom right hand corner of the screen, it crashes out with
>a "BOB NOT DEFINED" error or something.  Anyone had this problem?

Nice to be able to contact the author, eh? After I had finished STII, the main
graphic file got munched. You can find a fix for it on aminet. If you can't,
let me know and I can mail the graphics to you directly.

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 Jul  4 14:31:05 1997
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Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: Andrew Hawkins <geosync@ozemail.com.au>
Date: Fri, 4 Jul 1997 10:48:56 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Re: List Questions Answered :=) 
Reply-to: parrottsoft@emails.com
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <33BCDAEA.7046@ozemail.com.au>
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: RO
X-Status: 

Greetings.

> Hello Adam & All,
Hi there.
 
> Unfortunately I have to convert 16million colours down to just 16 
> and the image looks a bit worse for wear.

Does sound like a tight squeeze alright.

> The characters are polygons using the illustrious Voodoo extension,
hehe. Who doesn't know/have that extension. :)

> I`ll have a demo soon, maybe tommorow afternoon,
Sounds good, good.

> but could someone please send me a picture of the main
> character so I can match it for continuity.

I don't have any as of yet, however, before I went on vacation I told 
Giark (and the List I think) that I would do up some images of a 3D 
rendered Bubba in Lightwave (trace the outline of his body and then 
make a 3D model out of it, adding textures and things). I haven't got 
to it yet, but I plan to here in the next couple of days.

> How`s the raycasting going Adam? Are you doing a Crash Badicoot 
> style game?  Do you have a demo?

It's coming along good. No, the first game I make with the Cafe 
engine won't be a Crash Bandicoot type of game, (Eventuator is the 
first, kind of like the Terminator in three-dee). However, after 
seeing Mario 64 for the Nintendo64, I would love to do a Bandicoot 
type game after Eventuator (even though it might not be as good, on 
an Amiga, because of speed limitations and the such). The Nintendo64 
itself could WELL out-perform my P200 EASILY.

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

From amos-request@svcs1.digex.net Fri Jul  4 15:28:10 1997
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From: <paul.hickman@mycom-media.com>
To: <amos-list@access.digex.net>
Subject: RE: Overlap.
Date: Fri, 4 Jul 1997 18:05:03 +0100
X-Mailer:  Microsoft Exchange Server Internet Mail Connector Version 4.0.993.5
Encoding: 7 TEXT
Status: O
X-Status: 

>> Has anyone got any overlapping rectangle code ?  I need something very
>>fast.
>> Something along the lines of collision detection.
>The easylife extension has an Eloverlap command that returns true if two
>rectangle overlap and then allows you to call other functions to obtain the
>co-ordinates of the overlapping region.
>

From avw@ncx.com Fri Jul  4 15:34:07 1997
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From: avw@ncx.com (allen)
To: amos-request@access.digex.net
Subject: Amos Rulz!
Reply-To: avw@ncx.com (allen)
Message-ID: <196.7124.IB.935.IB.1153@ncx.com>
MIME-Version: 1.0
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Date: Fri, 4 Jul 1997 15:34:38 -0400
Status: O
X-Status: 

I had named my one hard drive "Amos rulz!"
when i first started using it...
now im pushing amos to all limits
im just scared of my ideas of games getting
stolen!!! Help!

SUBSCRIBE 'AVW@ncx.com'



From amos-request@svcs1.digex.net Fri Jul  4 19:43:04 1997
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Date: Fri, 4 Jul 97 19:57:29 GMT
Message-Id: <9707041957.AA00068@mirex.demon.co.uk>
Message-Id: <24b116a6.u8t20e.581eb-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7123.660.3018480@mail.canit.se>
	     (from Hakan Venderlof <grok@canit.se>)
	     (at Thu, 03 Jul 1997 19:33:13 +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: grok@canit.se
Cc: amos-list@access.digex.net
Subject: Re: your mail
Content-Transfer-Encoding: 8bit
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Status: O
X-Status: 

To the one known as Hakan,

> Can Amosprograms be coded to start/quit differently if they are
> ran from WB or Cli?

Sure, as long as they are compiled.  You'll need a startup check or
something, possibly to see if you have any parameters passed to the proggie.

if command line$=""
	'probably workbench
else
	'probably cli
end if

I think there are some extension commands which'll give you a definate
answer, but I can't remember them !

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Stay Frosty."
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk


From amos-request@svcs1.digex.net Fri Jul  4 20:28:29 1997
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X-Sender: tecnopro@sp.dglnet.com.br
X-Mailer: Windows Eudora Pro Version 3.0 Demo (32)
Date: Fri, 04 Jul 1997 19:36:34 -0300
To: amos-list@access.digex.net
Subject: AMOS 3D stuff
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
Status: O
X-Status: 

	Helo list humans!

	I have a problem here I really would like somebody to help me out , it is
quite important for me.
	I happen to have that amos 3d stuff , which I got a long time ago , it is
that voodoo 3d extension.
	I have been thinking about adding 3d stuff to my games and making a racing
game a la stunt car racer (that means the same playability) , but the
problem comes on modeling , the OM (object moduler) that comes with the
package is a pain to run on my machine and it totally sucks , like , it is
a pain to modele using this tool. I wanna know if anybody knows of any way
I could module without that , I mean , module on some other package and
then convert the object file , any help , please? Is that possible at all?

	Also , is there any other 3d extension available?

	Also , is everybody unsubscribing because of vacation? It is winter here
in Brazil but as you may guess it is hot anyway.

	On another subject , I can make gfx (3d) and a whole lot of stuff , I'm
getting  in contact with some programmers to help them out where needed
(gfx) and I wanna know if anybody needs some too , if that is the case ,
please contact me.

	Thanks and see ya everybody!

	From Erico Patricio Monteiro	


From amos-request@svcs1.digex.net Fri Jul  4 19:36:07 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: chrisevans@cubic.xg.com
CC: amos-list@access.digex.net
Date: Fri, 04 Jul 1997 18:28:17 -0500
Message-ID: <yam7124.898.4468976@mail.redrose.net>
In-Reply-To: <08680104100028db64@bbs.multiboard.com>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: List moderator correction
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: A

chrisevans@cubic.xg.com scrawled this garbage in a text editor on 04-Jul-97
regarding the subject of List moderator correction:

> Nope, it's Michael Cox, editor and publisher of AMOner, the AMOS disk mag.
Thx
> for keeping the List going Mike.

AMOner? What is this magazine, ive never heard of it. Where can we take a
look at it?

Mush

-- 
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     AmILC Mailing  List - Email AmILC@geocities.com Subject=SUBSCRIBE
          AmILC Homepage - http://www.geocities.com/Eureka/1250/
             AMOS Homepages - http://www.mushy-pd.demon.co.uk


From amos-request@svcs1.digex.net Fri Jul  4 21:48:24 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: Andrew Kellett <mushypd@redrose.net>
To: amos-list@access.digex.net
Date: Fri, 04 Jul 1997 20:42:35 -0500
Message-ID: <yam7124.1750.4744136@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: AMOS 3D stuff
MIME-Version: 1.0
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Status: O
X-Status: 

tecnopro@dglnet.com.br scrawled this garbage in a text editor on 04-Jul-97
regarding the subject of AMOS 3D stuff:
> Helo list humans!

> I have a problem here I really would like somebody to help me out , it is
> quite important for me.
> I happen to have that amos 3d stuff , which I got a long time ago , it is
> that voodoo 3d extension.
> I have been thinking about adding 3d stuff to my games and making a racing
> game a la stunt car racer (that means the same playability) , but the
> problem comes on modeling , the OM (object moduler) that comes with the
> package is a pain to run on my machine and it totally sucks , like , it is
> a pain to modele using this tool. I wanna know if anybody knows of any way
> I could module without that , I mean , module on some other package and
> then convert the object file , any help , please? Is that possible at all?

Ahh, a man after my own heart. I someday hope to do a rather fine
stunt-car-racer clone, with more in it than the original. I will do it one
day.

Use polygons. Much nicer to use.

> Also , is there any other 3d extension available?

nope, voodoo is the only one around that I know of.

> Also , is everybody unsubscribing because of vacation? It is winter here
> in Brazil but as you may guess it is hot anyway.

Ive noticed this also

> On another subject , I can make gfx (3d) and a whole lot of stuff , I'm
> getting  in contact with some programmers to help them out where needed
> (gfx) and I wanna know if anybody needs some too , if that is the case ,
> please contact me.

Im working on a rather nice animated 3D intro for the list games. Should be
quite nice to see how I mess it up!

Mush

-- 
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     AmILC Mailing  List - Email AmILC@geocities.com Subject=SUBSCRIBE
          AmILC Homepage - http://www.geocities.com/Eureka/1250/
             AMOS Homepages - http://www.mushy-pd.demon.co.uk


From amos-request@svcs1.digex.net Sat Jul  5 00:53:44 1997
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Comments: Authenticated sender is <parrottsoft@mail.geocities.com>
From: "Adam Parrott" <parrottsoft@geocities.com>
Organization: Parrottsoft, Ltd.
To: "Parrottsoft mailing list" <psml@hotmail.com>
Date: Fri, 4 Jul 1997 22:23:34 -0600
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Subject: Welcome to the List!
Reply-to: "Parrottsoft mailing list" <psml@hotmail.com>
Priority: normal
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Status: O
X-Status: 

Greetings.

Welcome to the Parrottsoft mailing list. Please note that this is an 
automated response. Here's some information for you that might come 
in handy for you while you're subscribed to this list:

If you ever wish to *unsubscribe* from this list:

1. Send a message to psml@hotmail.com
2. with the words "UNSUBSCRIBE <e-mail address>" in the subject
3. You will receive notification of termination of your subscription.

If you or a friend wish to *subscribe* to the list:

1. Send a message to psml@hotmail.com
2. with the words "SUBSCRIBE <e-mail address>" in the subject
3. You will recieve verification of your request upon arrival.

Any questions? E-mail me at parrotta@hotmail.com. Enjoy!


From amos-request@svcs1.digex.net Sat Jul  5 02:10:59 1997
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Message-Id: <24b19c20.u8t20e.ef46-Braneloc@mirex.demon.co.uk>
In-Reply-To: <3.0.32.19970704193624.0079d100@sp.dglnet.com.br>
	     (from tecnopro@dglnet.com.br)
	     (at Fri, 04 Jul 1997 19:36:34 -0300)
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: Re: AMOS 3D stuff
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> 	I have been thinking about adding 3d stuff to my games and making a racing
> game a la stunt car racer (that means the same playability) , but the

Cool !

> problem comes on modeling , the OM (object moduler) that comes with the
> package is a pain to run on my machine and it totally sucks , like , it is
> a pain to modele using this tool. I wanna know if anybody knows of any way
> I could module without that , I mean , module on some other package and
> then convert the object file , any help , please? Is that possible at all?

Good luck on this one.  There is no known object modeller that doesn't suck.
You can move the points about yourself, but this isn't my idea of fun.
There was talk about converting imagine objects to voodoo objects, but I
think this disapeared into smoke.
 
> 	Also , is there any other 3d extension available?

One or two of the other extensions have 3D commands, but nothing close to
full solid polygon objects with limited texture mapping.  At least not yet.

cyagain.


                                  |  "A stasis leak, to put it into your
 _   _   _        _     _   _     |  basic laymans terms, is a leak, right,
|_> |_| |_| |\ | |_ |  | | /   |  |  IN stasis, hence the term, a stasis
|_> | \ | | | \| |_ |_ |_| \_  .  |  leak." - Holly
                                  |  "You don't know do you 'Hol ?"
                                  |  "No I don't." - Holly
                    --------------+---------------
                     http://www.mirex.demon.co.uk
~===========================================================================~
 Keith Hill - Braneloc@mirex.demon.co.uk (Mirex Software)
Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063
-- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! --

From amos-request@svcs1.digex.net Sat Jul  5 01:39:14 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: Fri, 4 Jul 1997 23:31:34 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
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Subject: Change of address.
Reply-to: parrottsoft@emails.com
CC: "Mr. Giark To You" <joehick@golden.net>
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: RO
X-Status: 

Greetings.

Well, it's come. There have been some change of addresses concerning 
my e-mail. Please take note and read below the changes:

Business and/or Parrottsoft related:
The old: parrottsoft@geocities.com
The new: parrottsoft@iname.com

Moi and/or personal related:
The old: parrotta@hotmail.com
The new: parrotta@iname.com

Parrottsoft mailing list:
The old: psml@hotmail.com
The new: parrottmail@iname.com

Please note that the last two (personal and psml addresses) still 
work and are functional, but I recommend using the iname.com 
addresses instead of any of the others to avoid confusion and to 
insure delivery of your messages.

iName is merely a redirection service (they're free and wonderful, 
check them out). All of my e-mail accounts are now on Homail.

Please also note that my Geocities e-mail account will be 
disappearing shortly as well, so PLEASE don't send ANY mail to it 
(just in case, so it won't bounce and I don't get it).

Please spread the word around about this change, and I'll be happy. 
I will also be putting word of this up on my site's pages.

Adam Parrott, personal: parrotta@iname.com, work: parrottsoft@iname.com

From amos-request@svcs1.digex.net Sat Jul  5 11:25:00 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Sat, 05 Jul 1997 15:10:22 +0500
Message-ID: <yam7125.1129.2014307864@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: A new extension
MIME-Version: 1.0
Content-Type: text/plain
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X-Status: 


Hello,

 I was thinking of writing a extension for AMOSPro but after I read some of
the source code for the Music Extension I tried to assemble it but a Huge
amount of errors came up from the "|Equ.s" file (I dont think that the
file is damaged though).

I tried to assemble this code on various assemblers:

Phxass  4.36
Phxass  3.xx
ASM-ONE 1.6
ASM-ONE (I cant remember the version of this one but it is the
         latest one on TFA's Homepage)
Barfly  1.31

All of the assemblers came up with the same errors in the "Iequ.s" file

Does anyone know how to solve this problem ?

What type of extension would you like to come out next ?






-- 



Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |                               | Current Projects: |
 |                               |                   |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Sat Jul  5 07:42:32 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Sat, 05 Jul 1997 10:45:16 EST5
Message-ID: <yam7125.805.138807072@cu.cu-muc.de>
In-Reply-To: <tcppop3.478140@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: <none>
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Status: RO
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grok@canit.se wrote on 05-Jul-97:

> Can Amosprograms be coded to start/quit differently if they are
> ran from WB or Cli?

The AMCAF Extension provides a function to  find  out  the  cli  number  or
returns zero in case the program was started from workbench.

-- 
Bye,ChrisHodges (http://home.pages.de/~platon/) ____
A4000/60, 24MB, 420HD, CD-ROM, CV64, FliFix __/////_____
GCS d s-:++ a20 C+++ E---- W++ N o? K-   \\\/////_/___/LOGOUT
w------ PS+ PE+ Y++ PGP++ t++@ 5++ X++      \XX/\__/__/FASCISM!
R+ tv- b+ ?DI D-- G e+>* h! !r-- !y+     AMIGARULEZ! \/




From amos-request@svcs1.digex.net Sat Jul  5 18:34:48 1997
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Message-Id: <199707052045.WAA08348@star.flashnet.it>
From: M.Berionne@ppp-327.flashnet.it (Berionne)
Date: Sab, 05 Lug 97 22:44:57
Reply-To: berionne@flashnet.it
X-Mailer: Bomb! 2.0
To: amos-list@access.digex.net
Subject: Re: Dual-mouse programming.
Status: O
X-Status: 


Hi!

 > I am looking for an Amos Pro extension that will allow me to use
 > two mice - one in each port - to enable me to write a two player
 > mouse oriented game.

AMCAF has commands to add a second mouse via the joystick port.
You can find it on Aminet in dev/amos.

 > Does anyone know where I can find such a thing? Also, how easy
 > would it be to incorporate into existing programs?

Really very easy.

Bye

    berionne@flashnet.it                        >>Bomb!2.0<<
  +--------------------------ON AMINET----------------------------+
  | game/think/VenusTris.lha         game/misc/SnailRace.lha      |
  | game/shoot/fantasy.lha           util/time/MReminder22.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 Jul  5 13:03:33 1997
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From: Cori Skagen <cskagen@ican.net>
Reply-To: cskagen@ican.net
To: Amos-list@access.digex.net
Date: Sat, 05 Jul 1997 17:02:08 +0500
Message-ID: <yam7125.425.4825968@mail.ican.net>
In-Reply-To: <yam7123.2870.132035440@smtp.ihug.co.nz>
X-Mailer: YAM 1.3.4 - Amiga Mailer by Marcel Beck
Organization: none
Subject: Re: AmosOpal extension help needed
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 03-Jul-97, Laurie Curwood wrote:
>>Hi 2 All :)

>Hello!

>>I need to use AmosOpal extension but on Aminet is only version for Amos 1.3.

>Sorry never heard of it, but I'm sure someone will have an answer for you!

>>Maybe someone have version recompiled for AmosPro ( they are on Aminet
>>C-sources for this extension but I`m not good in C).

>Can't help you there either, I'm sorry. I only have an assembler. However, I
>am very interested that you can code extensions in C! Someone told me
>assembler only but obviously they were wrong!

Actually the C source code on Aminet is the C equivilant of the extension, not
the source code for the extension.


~~~~~~~~~~~~~~~~~~~~~~~~~
Cori Skagen

cskagen@ican.net

~~~~~~~~~~~~~~~~~~~~~~~~~~


From amos-request@svcs1.digex.net Sat Jul  5 17:35:03 1997
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From: Anthony Sherratt <SHEZZOR@mail.talk-101.com>
To: Amos List <amos-list@access.digex.net>
Date: Sat, 05 Jul 1997 20:35:38 +0500
Message-ID: <yam7125.1940.2015702840@mail.talk-101.com>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: List game GFX
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Hello all AMOS users,

Right I hear you lot wont gfx for the list game ?????

Your questions have been answered, just send me some info or sample
gfx to my e-mail and I`ll help to do your gfx and help with the
list game.

Regards

Anthony Sherratt aka ShEzZoR/ASP

-- 
.--------------------.----------------------------------------- 
|     ASP DESIGN     | WWW: http://www.talk-101.com/users/asp/
:--------------------:----------------------------------------- 
|111 Broadbent ave,  | Email: SHEZZOR@mail.talk-101.com
|Latchford,          :----------------------------------------- 
|Warrington,         | A1200/030/50Mhz-10MEG-420MB-28.8-2xCDROM
|Cheshire,           :----------------------------------------- 
|WA4 1UW             | Monty the Wolf {################=--} 89%
|ENGLAND             | Demo: Aminet under game/jump/Monty.lha
                    



From amos-request@svcs1.digex.net Sat Jul  5 12:34:48 1997
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Date: Sat, 5 Jul 1997 11:56:45 -0400 (EDT)
From: AoD <mcox@access.digex.net>
To: Andrew Kellett <mushypd@redrose.net>
cc: AMOS Mailing List <amos-list@access.digex.net>
Subject: Re: List moderator correction
In-Reply-To: <yam7124.898.4468976@mail.redrose.net>
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On Fri, 4 Jul 1997, Andrew Kellett wrote:
> AMOner? What is this magazine, ive never heard of it. Where can we take a
> look at it?
It is old.  No longer being made.  Died a long time ago.  I think all
issues are on AmiNet.

Michael
--
Michael Cox                                Work: michaelc@gsg.eds.com 
A1200/465/CD + 1230XA 50/50/4 = SPEED!     Play: mcox@access.digex.net
             For info on the AMOS Mailing List, contact me!
	   AMOS WWW: http://www.dragonfire.net/~amos/


From amos-request@svcs1.digex.net Sat Jul  5 16:53:42 1997
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From: chrisevans@cubic.xg.com
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Subject: for Fernando - Compiler
To: amos-list@access.digex.net
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Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: O
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Fernando, you were looking for the Compiler, did you find one?
-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 Jul  5 17:44:42 1997
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Date: Sat, 5 Jul 1997 16:20:13 -0400 (EDT)
From: fernando Bartra <fer007@freenet.tlh.fl.us>
To: Peter Cahill <cahill4@iol.ie>
cc: amos-list@access.digex.net
Subject: Re: A new extension
In-Reply-To: <yam7125.1129.2014307864@gpo.iol.ie>
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On Sat, 5 Jul 1997, Peter Cahill wrote:

> What type of extension would you like to come out next ?
   
   I would like to see an extension that lets you load and display
a hires-laced ham screen (and ham-8 too if possible).
   I have Intos but never could make it work(it came as a coverdisk),
maybe i need to get the manual. I would pay for such an extension, but
then also, without the amospro compiler is worthless to me, is still not
sold in the US.

     Fernando Bartra/RedNova    USA



From amos-request@svcs1.digex.net Sat Jul  5 23:31:09 1997
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From: Cori Skagen <cskagen@ican.net>
Reply-To: cskagen@ican.net
To: amos-list@access.digex.net
Date: Sun, 06 Jul 1997 02:14:55 +0500
Message-ID: <yam7126.2788.5407184@mail.ican.net>
X-Mailer: YAM 1.3.4 - Amiga Mailer by Marcel Beck
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Subject: Making Windows
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Okay heres the problem:

I need a graphical window (eg a workbench type window), that I can modify
the contents and move around the new modified window, I need a solid moving
window, that is one that is solid as it moves, not an outline.

I've tried to make the window a bob, it can move around okay, but I can't
modify the contents, because when the bob moves, it just uses the original
image. The window is 110 x 139 pixels (Its a palette editor/requester).

Any ideas or code on how to do this?

Another thought on the same subject, is for example put a bob on screen,
modify the image(on screen) and move the new copy around, would it be possible
to do this? with no jerks or flicker?  Possibly using Double buffering, which
I must admit I still get confused about sometimes.

Anyways, any help would be appreciated

~~~~~~~~~~~~~~~~~~~~~~~~~
Cori Skagen

cskagen@ican.net

~~~~~~~~~~~~~~~~~~~~~~~~~~


From mushypd@redrose.net Sat Jul  5 18:32:55 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: AoD <mcox@access.digex.net>
Date: Sat, 05 Jul 1997 18:32:38 -0500
Message-ID: <yam7125.1909.4034408@mail.redrose.net>
In-Reply-To: <Pine.SUN.3.96.970705115603.4277A-100000@access5.digex.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
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AoD scrawled this garbage in a text editor on 05-Jul-97 regarding the subject
of Re: List moderator correction:
> On Fri, 4 Jul 1997, Andrew Kellett wrote:
> > AMOner? What is this magazine, ive never heard of it. Where can we take a
> > look at it?
> It is old.  No longer being made.  Died a long time ago.  I think all
> issues are on AmiNet.

OK, i'll have a look for it and add all the issues that I find to the PD
library. Thanks.

Mush
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul  5 23:56:45 1997
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Message-Id: <199707060024.UAA16343@ren.globecomm.net>
From: "Adam Parrott" <parrottsoft@iname.com>
Organization: Parrottsoft, Ltd.
To: berionne@flashnet.it
Date: Sat, 5 Jul 1997 19:24:14 -0600
MIME-Version: 1.0
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Subject: Re:Parrottsoft mailing list.
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Greetings.

>> Through the inspiration of Mush's mailing list, I have decided to
>> start my own mailing list (the Parrottsoft mailing list). The
>> mailing list will discuss issues concerning AMOS and projects
>> underway at Parrottsoft and things to come.
 
> Why others Amos mailing lists over the existing one? It sounds
> strange: we don't have to be split, but all together.

It's not "over" the exisiting one, and I'm not trying to *compete* 
with the AMOS list, I'm just creating my own list to inform people of 
the work I do and the latest information on that work and the Amiga 
world. I'm not attempting to split here. Mush does it. Why can't I?
 
>> If you want to subscribe to it, just send mail to psml@hotmail.com
>> with the words "SBUSCRIBE <your e-mail address>" in the subject..
>>                 ^^^^^^^^^
> Usaually you have to send SUBSCRIBE!! :-))))

hehe. Sorry about that. It was just a typo. I meant "SUBSCRIBE".

Adam Parrott, personal: parrotta@iname.com, work: parrottsoft@iname.com

From amos-request@svcs1.digex.net Sat Jul  5 22:46:52 1997
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Message-Id: <199707060028.UAA16895@ren.globecomm.net>
From: "Adam Parrott" <parrottsoft@iname.com>
Organization: Parrottsoft, Ltd.
To: Anthony Sherratt <SHEZZOR@mail.talk-101.com>
Date: Sat, 5 Jul 1997 19:28:19 -0600
MIME-Version: 1.0
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Subject: Re: List game GFX
Reply-to: parrottsoft@iname.com
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In-reply-to: <yam7125.1940.2015702840@mail.talk-101.com>
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X-Status: 

Greetings.

> Hello all AMOS users,
Hi there. or as I say, Greets.
 
> Right I hear you lot wont gfx for the list game ?????
Um, yeah, I think you heard right.
 
> Your questions have been answered, just send me some info or
> sample gfx to my e-mail and I`ll help to do your gfx and help
> with the list game.

Another graphics person? Yea! Only two of us originally. Welcome!

Adam Parrott, personal: parrotta@iname.com, work: parrottsoft@iname.com

From amos-request@svcs1.digex.net Sat Jul  5 21:49:38 1997
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Message-Id: <199707060032.UAA17427@ren.globecomm.net>
From: "Adam Parrott" <parrottsoft@iname.com>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Sat, 5 Jul 1997 19:31:46 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Capt. Bubba graphics.
Reply-to: parrottsoft@iname.com
CC: amos-list@access.digex.net
Priority: normal
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Greetings.

Giark, if you get this tonight or over the weekend, I just wanted to 
info you that I'm about the .zip up some Bubba graphics I just 
finished raytracing (I finally created and finished my Captain Bubba 
3D model. Yes!) Just tell me which shots (camera angle) you would 
like to see besides views from behind, in front, and the right side.

Adam Parrott, personal: parrotta@iname.com, work: parrottsoft@iname.com

From amos-request@svcs1.digex.net Sat Jul  5 23:08:13 1997
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Date: Sat, 5 Jul 1997 21:45:56 -0400 (EDT)
From: Eric Hyland <a007193t@bc.seflin.org>
Subject: Re: A new extension
To: Peter Cahill <cahill4@iol.ie>
cc: amos-list@access.digex.net
In-Reply-To: <yam7125.1129.2014307864@gpo.iol.ie>
Message-ID: <Pine.3.89.9707052118.A18129-0100000@bc>
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On Sat, 5 Jul 1997, Peter Cahill wrote:

> Hello,
[SNIP] 
> What type of extension would you like to come out next ?
>
> Peter Cahill
[SNIP]

I would like a New 3D ext. better, then Amos3D more easier to use, with more
colors, and a bob rotation command.

Eric Hyland
a007193t@bc.seflin.org



From amos-request@svcs1.digex.net Sat Jul  5 23:54:31 1997
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Date: Sun, 06 Jul 1997 10:07:34 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
Organization: GeoSync Media
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Hello all,

Berionne wanted to do dual mouse things, I checked out the Aminet for
the AMCAF ext but all I saw was the update. Is this the full extension
or do you have to buy it from somewhere then use the update.
As a free giveaway, you realise with have two mouse`s you can simulate
two arms in a 3d world environ for a sword fighting game or boxing or
whatever.  Anyone wanna make a game like this?  With the mouse keys
pressed down you could move the legs.  Even a BattleMech could be
simulated this way. 
I have some ideas for the following copies and would like to get a vote
on each of them for ideas for new games for the Amiga
-  Interstate76/Mad Max 3d car combat
-  Star Trek overhaul to 3d/ like old Sega arcade game or even Voyager
-  MechWarrior Amiga
Any takers, please send your votes or ideas to geosync@ozemail.com.au
Seeya, Andy H. GSM

From amos-request@svcs1.digex.net Sun Jul  6 04:48:12 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Adam Parrott <parrottsoft@iname.com>, berionne@flashnet.it
CC: amos-list@access.digex.net
Date: Sun, 06 Jul 1997 02:20:13 -0500
Message-ID: <yam7126.699.4218840@mail.redrose.net>
In-Reply-To: <199707060024.UAA16343@ren.globecomm.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re:Parrottsoft mailing list.
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Adam Parrott scrawled this garbage in a text editor on 05-Jul-97 regarding the
subject of Re:Parrottsoft mailing list.:

> >> Through the inspiration of Mush's mailing list, I have decided to
> >> start my own mailing list (the Parrottsoft mailing list). The
> >> mailing list will discuss issues concerning AMOS and projects
> >> underway at Parrottsoft and things to come.
>
> > Why others Amos mailing lists over the existing one? It sounds
> > strange: we don't have to be split, but all together.

> It's not "over" the exisiting one, and I'm not trying to *compete*
> with the AMOS list, I'm just creating my own list to inform people of
> the work I do and the latest information on that work and the Amiga
> world. I'm not attempting to split here. Mush does it. Why can't I?

My mailing list is totally different than the official list. My list just
distributes info on new software uploaded to the library, and info on new
extensions, lists etc. Hell, I even had one guy from the AMOS list complain
about it being spam, and im doing all AMOS users a favour by holding all
this PD.

Keep your list going, but be carefull on how you run it as you could cause
some wars between the different lists. For example, try to make it more
specific to your Parrotsoft group, rather than AMOS list related, if you
get my picture.

Mush
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sun Jul  6 03:54:18 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: Andrew Kellett <mushypd@redrose.net>
To: amos-list@access.digex.net
Date: Sun, 06 Jul 1997 02:26:28 -0500
Message-ID: <yam7126.1408.4218840@mail.redrose.net>
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Peter Cahill scrawled this garbage in a text editor on 05-Jul-97 regarding the
subject of A new extension:

> What type of extension would you like to come out next ?

There are several functions in an extension I would like to see. I would
like to see a much better version of the 3D extension. I have never used a
copy of it, only seen compiled demo versions, and heard stories it wasnt
very good, so never got a hold of it.

I would also like to see an extension which will open AMOS screens for
different types of screenmode, as I was about to sell one of my progs, and
had to cancel as the guy had a multisync which wouldnt go down low enuff =(

An extension which offered fast texturemapping and 3D raycaster rotation
type calculations would be nice, but I suppose we could only wish for all
this.

Mush
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sun Jul  6 11:43:37 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 06 Jul 1997 09:40:04 -0500
Message-ID: <yam7126.220.4720816@huron.net>
In-Reply-To: <199707060032.UAA17427@ren.globecomm.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Capt. Bubba graphics.
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On 05-Jul-97, Adam Parrott wrote:
>Giark, if you get this tonight or over the weekend, I just wanted to 
>info you that I'm about the .zip up some Bubba graphics I just 
>finished raytracing (I finally created and finished my Captain Bubba 
>3D model. Yes!) Just tell me which shots (camera angle) you would 
>like to see besides views from behind, in front, and the right side.

Just send what you got.

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 Jul  6 15:42:33 1997
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From: chrisevans@cubic.xg.com
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Date: 06 Jul 97 10:04:00 -0500
Subject: AMOner disk mag
To: amos-list@access.digex.net
Message-ID: <08681976110028ed12@bbs.multiboard.com>
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
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> From: Andrew Kellett <mushypd@redrose.net>
> AMOner? What is this magazine, ive never heard of it. Where
> can we take a look at it?

Mike did about 8 or 9 issues of AMOner, the last one ending about about 2-3
years ago.  It was a cool little mag with a few games, some chat, some raw
code, tutors, not to the extent that "AMOSzine" or "Nothing But AMOS" went, but
more like "Totally AMOS".  His co-editor was a guy in Isreal, can't recall his
name.  I'm sure it's PD by now, but I don't know where to get it.

Hey Mike why don't you post a note and tell us about your AMOner days ...when
AMOS (and the Amiga) ruled!

-Chris.



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

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

From amos-request@svcs1.digex.net Sun Jul  6 14:29:06 1997
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From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: ghizzo@agonet.it
To: Amos-List <amos-list@access.digex.net>
Date: Sun, 06 Jul 1997 18:23:23 +0100
Message-ID: <yam7126.1193.2014653192@mail.agonet.it>
In-Reply-To: <yam7125.1129.2014307864@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: A new extension
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On 05-Lug-97, Peter Cahill wrote: A new extension


>Hello,

Hi!

> I was thinking of writing a extension for AMOSPro but after I read some of
>the source code for the Music Extension I tried to assemble it but a Huge
>amount of errors came up from the "|Equ.s" file (I dont think that the
>file is damaged though).

What kind of errors?? Maybe the __RS symbol?


>I tried to assemble this code on various assemblers:

>Phxass  4.36
>Phxass  3.xx
>ASM-ONE 1.6
>ASM-ONE (I cant remember the version of this one but it is the
>         latest one on TFA's Homepage)
>Barfly  1.31

>All of the assemblers came up with the same errors in the "Iequ.s" file

>Does anyone know how to solve this problem ?

Use the DevPac :))) 

>What type of extension would you like to come out next ?

A FAASSST extension with c2p routines and texture mapping stuffs :)


-- 


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 Jul  6 20:32:15 1997
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From: "Templeton, Jeremy" <J.Templeton@cosgrove.tased.edu.au>
To: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: RE: My C&C clone - replies
Date: Mon, 7 Jul 1997 09:40:55 +1000
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>
>>>>Are you telling that game will have two parts, like N&S: one where you
>>would
>>>>>make politics, move troops, trade etc. and other (battles, sieges etc.)
>>>>>which
>>>>>would be C&C strategy?
>>>No, the game is all in one part, you just have more control over whats
>>>>happening than in C&C.
>
>>Well I don't see how would you done it: there should be very big map for
>>doing
>>things you described.
That's the idea. The game will have just one big map, no seperate
>missons.

 	- J. Templeton


From amos-request@svcs1.digex.net Mon Jul  7 15:09:42 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 07 Jul 1997 11:24:22 -0500
Message-ID: <yam7127.1149.4744280@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Cb Update
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I know what you're thinking: Hey, Giark! We're all plugging away at our bits
and pieces. Where's the overall coordinating code that you promised?

Well, my novel is almost completed, so I will soon have more time for coding.

The page is being updated all the time. I added a mailto feature so you can
send mail directly from the page to my address. You'll notice a few other
changes as well. I've done a bit of housecleaning of the files offered.

We need to come to a consensus on the final look of CB.

His suit is blue. His hair is orange. His gloves and boots are red. He's a
slightly overweight dude. If possible, can all the graphicians get your Bubba
in this colour scheme? So far, Bubba for the first two stages looks good
(color coordination aside).

EJ, can you put samples to your tunes. Both of them are very good. I'll be
working on the overall code next week or whenever I finish the novel,
whichever comes first.

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 Jul  7 06:58:56 1997
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Date:     Mon, 7 Jul 1997 10:55 GMT
From: "SIMONC%MARS.decnet"@mcs.co.uk
Message-Id: <009B6E4CBCF9A980.CB82@mcs.co.uk>
To: amos-list@access.digex.net
Subject:  How do I create a decent random landscape map?
X-VMS-To: MCSDEV::SMTP%"amos-list@access.digex.net"
Status: RO
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I'm trying to write a game along the lines of Civilization, SimCity,
et al. I'm using hexagonal map tiles (just to be different :)) and
I've got the display routines working nicely. Unfortunately, I'm
having some trouble coming up with a routine that will design the
map randomly so that it doesn`t look artificial, but is also not
just random snow (those extremes have proved to be very easy to do!).
The other trouble is generating the map at a reasonable speed. I
want a map that is bigger than civilisation, but I don't really
want to wait all afternoon for it to render! :)

All and any advice is appreciated.

At the same time, I've drawn all my map tiles, but I have to say
that I'm not really very happy with my best efforts. If there's
anyone out there who'd be interested in drawing some graphics,
feel free to mail me, and I'll mail you back what I've done so
far, so you can get an idea.

Later on, I'd probably need someone to do the sounds/music too,
if I'm going to have any, as my musical talents are even more
non-existant than my graphics!

For now though, thank you all!


PS:

Peter Cahill wrote: >What type of extension would you like...?

My answer: Please please please - new screen modes! Not just AGA, but
any supported by the OS, including Cybergraphix and Picasso, and any
others that would maybe be released in the future?
That would include higher numbers of colours as well. In fact, this
is maybe more important that higher resolution.


Bye now!


   / |\   /
   \ | \ /
   / |_/ \_
(Simon Champion)    <simonc@mcs.co.uk> or <champion@vossnet.co.uk>

From amos-request@svcs1.digex.net Mon Jul  7 18:13:45 1997
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Message-Id: <9707070253.AA00071@mirex.demon.co.uk>
Message-Id: <24b41b30.u8t20e.766-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7126.220.4720816@huron.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Sun, 06 Jul 1997 09:40:04 -0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
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: Capt. Bubba graphics.
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> On 05-Jul-97, Adam Parrott wrote:
> >Giark, if you get this tonight or over the weekend, I just wanted to 
> >info you that I'm about the .zip up some Bubba graphics I just 
> >finished raytracing (I finally created and finished my Captain Bubba 
> >3D model. Yes!) Just tell me which shots (camera angle) you would 
> >like to see besides views from behind, in front, and the right side.
> Just send what you got.

Whoah !  This guy is huge !  Great work Adam.


 _   _   _        _     _   _     |  "Who'd want to write a message in their
|_> |_| |_| |\ | |_ |  | | /   |  |  own blood and intestines ?" - Cat
|_> | \ | | | \| |_ |_ |_| \_  .  |  "Someone who BADLY needed a pen." - Lister
                                  |  (Red Dwarf; Psirens)
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Mon Jul  7 22:19:17 1997
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	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Sun, 06 Jul 1997 09:40:04 -0500)
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Great tune EJ, keep up the good work !!

Judging by what I've seen so far, this list game is gonna be excessively
cool.  

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Time and tide melts the snowman"
|_> | \ | | | \| |_ |_ |_| \_  .  |   (The 7th Doctor)
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Mon Jul  7 18:54:09 1997
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From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'chrisevans@cubic.xg.com'" <chrisevans@cubic.xg.com>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: RE: List moderator correction
Date: Mon, 7 Jul 1997 13:15:41 -0500
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-----Original Message-----
From:	chrisevans@cubic.xg.com [SMTP:chrisevans@cubic.xg.com]
Sent:	Friday, July 04, 1997 9:19 AM
To:	amos-list@access.digex.net
Subject:	List moderator correction

> From: Ken Axsom <kaxsom@comsol.tddc.net>
> The dude who runs the list is Giark, Mr. Giark To Us, I think.

Nope, it's Michael Cox, editor and publisher of AMOner, the AMOS disk mag. Thx
for keeping the List going Mike.
-Chris.

Well, I'll be damned.  I would've never guessed.
So, Chris, you do any AMOS programming?
Ken.



From amos-request@svcs1.digex.net Mon Jul  7 19:16:35 1997
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Date: Mon, 7 Jul 1997 17:50:41 -0230 (NDT)
From: Irene E Hewitt <ihewitt@calvin.stemnet.nf.ca>
To: amos-list@access.digex.net
Subject: AMOS Pro Compiler Crash
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Hi. I've recently had a serious problem with AMOS Pro, and was hoping
that someone out there would know how to help me...

When compiling a certain program, AMOS crashes with a 8000 0004 software
failure. I'm using an Amiga 4000/040 with 2 meg chip and 4 meg fast.
The source code for this program is ~200kb long and doesn't have any
graphics banks. It runs correctly under the interpreter, so I'm pretty
sure that it isn't the program per se which is causing the problem.
Every other program I've tried still seems to compile correctly.

I've thought that this might be a memory problem- the RPG I'm coding
is the largest source I've ever written in AMOS, and uses a 2 meg variable
buffer- but wouldn't the program just print a warning if this were the
case? I've also considered that my compiler, which was bought second
hand, might be corrupted somehow. This seems unlikely, though, since
as I've said every other program compiles correctly, and this program
used to compile correctly until just a short while ago.

If anyone out there has any idea what might be wrong, I'd appreciate
hearing about it.

				Joseph Hewitt

From amos-request@svcs1.digex.net Mon Jul  7 19:24:34 1997
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From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'parrottsoft@emails.com'" <parrottsoft@emails.com>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: Graphic requests
Date: Mon, 7 Jul 1997 17:08:27 -0500
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> I`m taking
> requests, I told Mr. Giark to send graphics requests to me but I 
> guess you missed it. Anyway, so I`m here waiting.

> Anything you want? Cartoon gfx, renders, backdrops, scenery, 
> clouds, walls, anything. Just start sending the specs and I`ll start 
> working. Adam Parrot you should be ashamed of your self :o)

> I can do *all* of the above as well, which is a good thing.
 
Are you referring to the list game or are you offering to anyone with a request?
Thanks, Ken

"You mean you're going to go and touch her on her..."-George Mcfly, Back to the Future.

From amos-request@svcs1.digex.net Mon Jul  7 19:51:38 1997
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From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'cskagen@ican.net'" <cskagen@ican.net>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: RE: Altered Bobs
Date: Mon, 7 Jul 1997 17:44:28 -0500
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Another thought on the same subject, is for example put a bob on screen,
modify the image(on screen) and move the new copy around, would it be possible
to do this? with no jerks or flicker?  Possibly using Double buffering, which
I must admit I still get confused about sometimes.

Anyways, any help would be appreciated

Open a Screen and Hide it.
Paste your Bob on it.
Alter/Modify the Bob.
Get Bob hidden_screen,x1,y1 to x2,y2.
Now you can use the your new modified Bob on the viewable screen.
Hope this idea helps, Ken

From amos-request@svcs1.digex.net Mon Jul  7 23:12:49 1997
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Message-ID: <33C1842D.1602@ozemail.com.au>
Date: Tue, 08 Jul 1997 08:05:02 +0800
From: Andrew Hawkins <geosync@ozemail.com.au>
Organization: GeoSync Media
X-Mailer: Mozilla 3.0Gold (Win95; I)
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Subject: RE: Fonts problems
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Hello all,

I`m still having problems with my Star Fighter fonts.  They should find
only my FONTS: set up using these commands.

cd$=dir$
EXEC["sys:c/assign Star_Fighter_Boot: "+cd$]
EXEC["sys:c/assign Fonts: Star_Fighter_Boot:fonts"]  

Get Disc Fonts
Set Font 1
Set Font 2
Set Font 3
Get Rom Fonts
For P=1 To 10
   If Font$(P)<>""
      If Upper$(Mid$(Font$(P),1,9))="HELVETICA"
        If Val(Mid$(Font$(P),30,32))=18
            _ONE=P
         End If 
         If Val(Mid$(Font$(P),30,32))=11
            _THRE=P
         End If 
         If Val(Mid$(Font$(P),30,32))=9
            _TWO=P
         End If 
      End If 
   End If 
Next P

Yet people still get problems. Can anyone give me some code that always
loads my fonts and not the system fonts.

Cheers, Andy H. GeoSync Media

From amos-request@svcs1.digex.net Tue Jul  8 01:41:29 1997
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From: "David A. East" <damar@enterprise.net>
Organization: Private User
Date: 8 Jul 97 04:31:07 +0100
Subject: UPGRADES-HELP
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Hi Every 1

There is a 60 year young NEWBIE sitting at this end, so please bear
with me for a moment.
I've have a cover disk version of AMOS Pro. V1.12 and I can get the
V 2.0 compiler but it won't upgrade my present version.
Does anybody know where I can get a later version of AMOS Pro that
will upgrade ?
Have tried, by snail mail, to get replies from sources listed in
~Ultimate Amos " but no luck.   Europress don't want to know so I'm
stuck.
Willing to purchase a second user version, BUT please no pirated
ones,with manual if possible.

I live in London in the U.K. but I can't seem to find the Home Page or
e-mail address of AMOSClub UK anybody help??

Why the long delay in asking ? Well I've only just got a modem so
finding anybody else was difficult. It wasn't until I ran a search
that I found out AMOS was alive and kicking.

My wife and I are both disabled after a Hit&Run accident and so the
'miggy is our easiest way to 'talk~ to PPL.(If you want to send a
private reply it would be most welcome)

If you can help Please let me know . I'm desperate ;-((

Thank U for your time in *reading* this, is that the right word ?

Cheers

Dave aka Ancient1

From amos-request@svcs1.digex.net Tue Jul  8 00:30:59 1997
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	     (from Andrew Hawkins <geosync@ozemail.com.au>)
	     (at Tue, 08 Jul 1997 08:05:02 +0800)
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: geosync@ozemail.com.au
Cc: amos-list@access.digex.net
Subject: RE: Fonts problems
Status: O
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To the one known as Andrew,

> Yet people still get problems. Can anyone give me some code that always
> loads my fonts and not the system fonts.

Try easylife or amcaf.  Both have font commands.  Alternatively, scan the
font list for the font name, if you must do it that way.  Also, the fonts
will not necessarily be in the right order when you bung them on disk.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  Zik-Zak: "We make everything you need
|_> | \ | | | \| |_ |_ |_| \_  .  |  and you need everything we make."
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Tue Jul  8 02:47:45 1997
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	     (from Andrew Hawkins <geosync@ozemail.com.au>)
	     (at Tue, 08 Jul 1997 08:05:02 +0800)
Organization: Mirex Software
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Website: http://www.mirex.demon.co.uk
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: geosync@ozemail.com.au
Cc: amos-list@access.digex.net
Subject: RE: Fonts problems
Status: O
X-Status: 

To the one known as Andrew,

> Yet people still get problems. Can anyone give me some code that always
> loads my fonts and not the system fonts.

Try easylife or amcaf.  Both have font commands.  Alternatively, scan the
font list for the font name, if you must do it that way.  Also, the fonts
will not necessarily be in the right order when you bung them on disk.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  Zik-Zak: "We make everything you need
|_> | \ | | | \| |_ |_ |_| \_  .  |  and you need everything we make."
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Mon Jul  7 22:04:59 1997
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Date: 08 Jul 97 00:22:59 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Cb Update
To: Amos ML <amos-list@access.digex.net>
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On 07-Jul-97 11:24:22 Mr. Giark To You wrote something about Cb Update.

>EJ, can you put samples to your tunes. Both of them are very good. I'll be

First I want to make the actual tunes without having to worry about any
samples. Don't worry, I will put them all in PT format when I've finished
all of them. You can run THX and PT simultaneously so anyone can do it
basically. But I want to concentrate on the actual tunes first (that and
the fact that I don't have that many samples to begin with).

Oh, and thanks. :)

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


From amos-request@svcs1.digex.net Tue Jul  8 09:55:37 1997
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Date: Tue, 08 Jul 1997 11:03:19 +0100
From: Richard WHEELDON <R.Wheeldon@cs.ucl.ac.uk>
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To: AMOS List <amos-list@access.digex.net>
Subject: Q: AMOS Problems: Ldos,Enforcer,etc.
References: <yam7121.1510.4713304@huron.net>
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A couple of small problems concerning an AMOS program I am writing:

1.	Why does AMOS generate so many enforcer hits? It just seems to
generate the same problem repeatedly. Is there any way of stopping this?

2.	An Amiga Shopper coverdisk gave away an extension called Ldos a few
years back. Does anybody have any documentation for this?

I am writing a Hex Editor for editing any binary or other files. Are
there any features anybody would like to be added to this? Would anybody
like a copy of a beta-test version?

With this editor I have incorporated the feature to allow identification
of various features using a simple Lisp expression. ( eg (= x 13) would
identify all those annoying CRs that MSDOS ascii save. To achieve some
speed with this, I have written a compiler which compiles the code into
memory and then executes it. However, this causes the computer to crash
if the CPU caches are enabled, does anybody have any suggestions as to
how to deal with this?

Any answers to these would be gratefully recieved,

Thanks

Richard Wheeldon <R.Wheeldon@cs.ucl.ac.uk>

From amos-request@svcs1.digex.net Tue Jul  8 08:14:33 1997
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To: "David A. East" <damar@enterprise.net>
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David A. East wrote:

Have you got a copy of the version 2 updater disk. This should have come
with the compiler and will update you copy of AMOSPro to version 2.
If not I can lha it and e-mail it to you. I believe all AMOS updates are
PD so this would not be piracy.

From amos-request@svcs1.digex.net Tue Jul  8 09:48:19 1997
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Date: Tue, 08 Jul 1997 11:37:33 +0100
From: Richard WHEELDON <R.Wheeldon@cs.ucl.ac.uk>
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To: cskagen@ican.net
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Subject: Re: Palette Editor
References: <yam7124.2267.4775288@mail.ican.net>
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Cori Skagen wrote:
> 
> Hi Everyone, well I'm working on a  palette editor, I've got all the basic
> functions like copy, paste, swap and sliders, and the sliders will have three
> different modes of operation RGB, CMY and HSV, now the first two I have
> working, but HSV I'm totally baffled on, anybody have any ideas or code on how
> I could go between HSV (Hue, Saturation, Value) and say RGB)?

Here is some rather kludged up code which takes values for h between 0
and 95 and s and v between 0 and 15

[p.s. I had to re-type these in, so don't expect perfection.]

[p.p.s I also have routines for YUV, colourwheel selectors, and those
three funny square type things that you used to get on photon paint -
which work rather well actually]

procedure setcol_hsv[cl,h,s,v]
if h >=0 and h<= 15: rem red to yellow
  r=15: g=h b=0
else if h>=16 and h<=31 : rem yellow to green
  g=15 : b=0 : r=31-h
else if h>=32 and h<=47 : rem green to cyan
  g=15 : b=h-32 : r=0
else if h>=48 and h<=63 : rem cyan to blue
  b=15 : g=63-h : r=0
else if h>=64 and h<=79 : rem blue to magenta
  b=15 : r=h-64 : g=0
else if h>=80 and h<=95 : rem magenta to red
  r=15 : b=95-h :g=0
endif

r=15-(((15-r)*s)/15)
g=15-(((15-g)*s)/15)
b=15-(((15-b)*s)/15)

r=(r*v)/15
g=(g*v)/15
b=(b*v)/15
endproc

[p.p.p.s see next e-mail for the other routine]

From amos-request@svcs1.digex.net Tue Jul  8 08:44:55 1997
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Date: Tue, 08 Jul 1997 11:44:55 +0100
From: Richard WHEELDON <R.Wheeldon@cs.ucl.ac.uk>
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[p.s I missed off the line colour cl,r*256+g*16+b from the last code.
But I guess you could have figured that out :-)]

[p.p.s If anybody does anything with these routines, I`m not totally
adverse to seeing my name in lights :-)]

procedure rgb_to_hsv[r,g,b]
v=max(r,max(g,b))
s=v-min(r,(min(g,b))

if s=0
  h=0
else
  r=(15*r)/v
  g=(15*g)/v
  b=(15*b)/v
   
  r=15-((15*(15-r))/s)
  g=15-((15*(15-g))/s)
  b=15-((15*(15-b))/s)

  if r>=g and r>=b
    if g>b
      h=g
    else if b>g
      h=95-b
    endif
  else if g>=r and g>=b
    if r>b
      h=32-r
    else if b>r
      h=31+b
    else
      h=32
    endif
  else if b>=r and b>=g
    if r>g
      h=64-r
    else if g>r
      h=64+g
    else
      h=64
    endif
  endif
endif
endproc

From amos-request@svcs1.digex.net Tue Jul  8 11:39:49 1997
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Date:     Tue, 8 Jul 1997 11:24 GMT
From: "SIMONC%MARS.decnet"@mcs.co.uk
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To: amos-list@access.digex.net
Subject:  Re: AMOS Pro compiler crash
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-----------------
To:	ihewitt@calvin.stemnet.nf.ca
Subj:	AMOS Pro Compiler Crash
-----------------

Joseph Hewitt headbutted the keyboard on 8-Jul-97, resulting in the following
text being send to the AMOS Mailing list....


>Hi. I've recently had a serious problem with AMOS Pro, and was hoping
>that someone out there would know how to help me...

I'll try....!

>When compiling a certain program, AMOS crashes with a 8000 0004 software
>failure. I'm using an Amiga 4000/040 with 2 meg chip and 4 meg fast.
>The source code for this program is ~200kb long and doesn't have any
>graphics banks. It runs correctly under the interpreter, so I'm pretty
>sure that it isn't the program per se which is causing the problem.
>....<snip>

>If anyone out there has any idea what might be wrong, I'd appreciate
>hearing about it.

Ok. Well, it sounds rather odd, and I don' think I'll be able to pinpoint
any problem without a *lot* more details, but here's how I'd try to find
out where it was happening:

I'd open a new program window, and cut-and-paste each procedure from the
crashing program into it, and try compiling each procedure seperately from
there. One of two things might happen:

Either you'll find the procedure that's causing problems, which will allow
you to narrow down your search, or else everything will compile, magically
without crashing. If this happens, then there's possibly a corruption of
some sort in your program source file - so cut-n-paste everything from the
first program to the new one. This will copy all the program lines (which
you would already know work ok) into a fresh program - hopefully without
copying the corruption. Try compiling that.

Hope that's helpful!

  / |\   /
  \ | \ /
  / |_/ \_
(Simon Champion)

<simonc@mcs.co.uk>

--------------------------------------------------
"Now is the Wintel of our discontent"


From amos-request@svcs1.digex.net Tue Jul  8 13:11:38 1997
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From: "Martin Karlsson" <Bobba@mailbox.hogia.net>
To: <amos-list@access.digex.net>
Subject: GFX for the C&C listgame?
Date: Tue, 8 Jul 1997 15:20:13 +0200
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If there still is any need for GFX for the C&C listgame maybe I can
contribute with some stuff? I prefer to work with bitmapp-gfx but I also
have some knowledge in 3D gfx. I would like to work with gfx for a
Warcraft/C&C, RPG or EOB type of game. So if someone need a helping hand,
just send me a mail!

Thanks

Martin Karlsson - bobba@mailbox.hogia.net



From amos-request@svcs1.digex.net Tue Jul  8 14:55:59 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 08 Jul 1997 09:15:36 -0500
Message-ID: <yam7128.1819.4877080@huron.net>
In-Reply-To: <199707072229.SAA01840@ren.globecomm.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Cb Update
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On 07-Jul-97, Adam Parrott wrote:
>What do you guys think of the shots I did of Bubba with the white 
>suit, blue jetpack, and green raygun (Giark and everyone else, 
>graphicians namely)?

I liked the style, though the jetpack wasn't very fire extinguisher-like, was
it? Q8-{)

>Personally, I liked the color set I had on him (the motif with the 
>white suit and all), but, Giark IS the coordiantor, and if he want's 
>orange hair and a blue suit (although that color set does clash a 
>little bit, I think), this I will do.

Of course it clashes! Cap'n bubba is not the best dresser.

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 Jul  8 14:52:22 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 08 Jul 1997 09:28:56 -0500
Message-ID: <yam7128.2827.4877080@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Sideways shooter
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Garf:

Great job on the shooter.

BUT!

The power ups are far too far apart. I played and got 1 kill all, 1 shield
power and 2 weapon power ups the whole stage! This is making it a bit
difficult to complete the stage, wot?
 
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 Jul  8 15:12:16 1997
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From: chrisevans@cubic.xg.com
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Date: 08 Jul 97 09:30:00 -0500
Subject: phantom moderator
To: amos-list@access.digex.net
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Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
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[List moderator]
> Nope, it's Michael Cox, editor and publisher of AMOner, the
> AMOS disk mag.

> From: Ken Axsom <kaxsom@comsol.tddc.net>
> Well, I'll be damned.  I would've never guessed.

Yeah, he's pretty quiet, but occasionally he surfaces.

> So, Chris, you do any AMOS programming?

I did an educational game for the local schls s called "Night Math Attack" on
the Aminet under MISC/EDU.

Now I've mostly switched to PC coding (hork).

CU,
-Chris.

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



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

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

From amos-request@svcs1.digex.net Tue Jul  8 16:55:09 1997
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From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'Martin Karlsson'" <Bobba@mailbox.hogia.net>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: RE: GFX for the C&C listgame?
Date: Tue, 8 Jul 1997 12:19:02 -0500
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-----Original Message-----
From:	Martin Karlsson [SMTP:Bobba@mailbox.hogia.net]
Sent:	Tuesday, July 08, 1997 8:20 AM
To:	amos-list@access.digex.net
Subject:	GFX for the C&C listgame?

If there still is any need for GFX for the C&C listgame maybe I can
contribute with some stuff? I prefer to work with bitmapp-gfx but I also
have some knowledge in 3D gfx. I would like to work with gfx for a
Warcraft/C&C, RPG or EOB type of game. So if someone need a helping hand,
just send me a mail!

Thanks

Martin Karlsson - bobba@mailbox.hogia.net

Martin,  If it's no trouble, I could always use some
gfx like Lure of the Temptress, Future Wars, Kings Quest,
Monkey Island, etc. My format is a 32 color picture, using
the first 22 colors only, and using the whole screen.
I really need forest, jungle, and beach/lagoon/lake type screens.
Thanks, Ken.


From amos-request@svcs1.digex.net Tue Jul  8 20:50:39 1997
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From: Anthony Sherratt <SHEZZOR@mail.talk-101.com>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 09 Jul 1997 01:00:08 +0500
Message-ID: <yam7129.444.2014108408@mail.talk-101.com>
In-Reply-To: <yam7128.2827.4877080@huron.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: List GFX
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After looking at a few demos on the list-game web site, I can 
say its coming on quite nicely. Loved Garfields shoot'em up, but
agree with Mr. Giarks comments on power-ups.

I`ve been waiting for any requests for gfx but I have not received
any. Is this because all the jobs have been taken ? Do Garfield or
Keith want any gfx for their shoot em ups ?

Just ask.

Regards

Anthony Sherratt 

-- 
.--------------------.----------------------------------------- 
|     ASP DESIGN     | WWW: http://www.talk-101.com/users/asp/
:--------------------:----------------------------------------- 
|111 Broadbent ave,  | Email: SHEZZOR@mail.talk-101.com
|Latchford,          :----------------------------------------- 
|Warrington,         | A1200/030/50Mhz-10MEG-420MB-28.8-2xCDROM
|Cheshire,           :----------------------------------------- 
|WA4 1UW             | Monty the Wolf {################=--} 88%
|ENGLAND             | Demo: Aminet under game/jump/Monty.lha
                    



From amos-request@svcs1.digex.net Tue Jul  8 19:39:32 1997
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Message-Id: <24b66205.u8t20e.59aa2-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7128.1819.4877080@huron.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Tue, 08 Jul 1997 09:15:36 -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: joehick@golden.net
Cc: amos-list@access.digex.net
Subject: Re: Cb Update
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Status: O
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To the one known as Mr.,

> On 07-Jul-97, Adam Parrott wrote:
> >What do you guys think of the shots I did of Bubba with the white 
> >suit, blue jetpack, and green raygun (Giark and everyone else, 
> >graphicians namely)?

Way cool.  The dude is huge.

> I liked the style, though the jetpack wasn't very fire extinguisher-like, was
> it? Q8-{)
> >Personally, I liked the color set I had on him (the motif with the 
> >white suit and all), but, Giark IS the coordiantor, and if he want's 
> >orange hair and a blue suit (although that color set does clash a 
> >little bit, I think), this I will do.

Hang on, blue suit, red boots, a big 'B' on his chest...  does this sound
familiar boys and girls ?  With the white suit ray-traced vsn, Bubba gets 
a modern, different look.  I'd have to see the other colour scheme first.

> Of course it clashes! Cap'n bubba is not the best dresser.

Depends on how it all looks when compressed to run on 32 colours
with all the other stuff going on really...  Bold is good though.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "When I say run, run." - The Doctor
|_> | \ | | | \| |_ |_ |_| \_  .  |  
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From amos-request@svcs1.digex.net Tue Jul  8 23:01:55 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Tue, 8 Jul 1997 19:38:27 -0600
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Subject: Here we go again.
Reply-to: parrottsoft@usa.net
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: RO
X-Status: 

Greetings.

Well, hopefully for the last time, I have some new e-mail addresses. 
I was with iName for all of my forwarding services, and they appeared 
to be going well, but today I tried to send some mail and they're 
server got all fussy, so I'm switching the Netaddress (@usa.net). I 
had looked at them before, but didn't think much of them before. Now, 
however, I've gone back to them, and I've made the switch (they offer 
everything iName did AND MORE). So, note the new e-mail addresses:

Parrottsoft's e-mail address:
The old: parrottsoft@iname.com
The new: parrottsoft@usa.net

Moi personal e-mail address:
The old: parrotta@iname.com
The new: parrotta@usa.net

Parrottsoft mailling list:
The old: parrottmail@iname.com
The new: parrottmail@usa.net

Note that you can send all mail to either usa.net or hotmail.com for 
ALL of the above new addresses. usa.net is merely a forwarding 
service just like iName. As far as my old e-mail addresses go, FORGET 
iName. Delete all of my old iName addresses.

Also, my Geocities e-mail account is still active. DON'T start 
sending or get the idea of sending *ANY* mail to my Geocities account 
just because it's still active. The ONLY two reasones I've left it on 
is just in case I have trouble with my present e-mail accounts, I'll 
have a back-up e-mail address. The other reason is that I couldn't 
get the AMOS List's server (amos-request@access.digex.net) to 
subscribe me to my ex-new Parrottsoft e-mail address 
(parrottsoft@iname.com). I'm going to go back and try it again with 
my new address (@usa.net) and see if it will work now. If it does, I 
will be deactivating my Geocities e-mail address. Now you see why I 
don't want you sending any mail to it unless I say so.

*phew*. Sorry about the length of the message. Just wanted to inform 
everyone of the change (again, hopefully for the last time. I'm 
pretty sure it will be this time. I never felt very comfortable with 
iName). Hope I haven't confused anyone. Thanks again.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Tue Jul  8 22:03:20 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: Braneloc@mirex.demon.co.uk
Date: Tue, 8 Jul 1997 19:44:02 -0600
MIME-Version: 1.0
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Subject: Re: Cb Update
Reply-to: parrottsoft@usa.net
CC: "Mr. Giark To You" <joehick@golden.net>, amos-list@access.digex.net
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
X-Status: 

Greetings.

>> I liked the style, though the jetpack wasn't very fire 
>> extinguisher-like, was it? Q8-{)

Not exactly. Wasn't sure what to put on him. There were a couple of
different style jetpacks I could have made. I like it anyhow.

> Hang on, blue suit, red boots, a big 'B' on his chest...  does this
> sound familiar boys and girls ?  With the white suit ray-traced vsn,
> Bubba gets a modern, different look.  I'd have to see the other
> colour scheme first.

Just check out the page. I think Giark has put it up. (If he hasn't,
wait for him to or just e-mail me and I'll mail you the .zip).

>> Of course it clashes! Cap'n bubba is not the best dresser.
hehe. I like that one. Bubba isn't a color-coordinated dude. :)

> Depends on how it all looks when compressed to run on 32 colours
> with all the other stuff going on really...  Bold is good though.

Well, for those who don't know (this should be a plus for the 
graphicians and level designers), ALL pictures included are in both
.jpeg AND .iff form. There are 4 shots of Bubba in 16.7million color
.jpeg's AND I scaled those shots down to 16 color .iff's. Now EVERYONE
should be happy. hehe.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Wed Jul  9 15:35:34 1997
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From: M.Berionne@ppp-226.flashnet.it (Berionne)
Date: Mer, 09 Lug 97 19:16:05
Reply-To: berionne@flashnet.it
X-Mailer: Bomb! 2.0
To: amos-list@access.digex.net
Subject: RE: Fonts problems
Status: O
X-Status: 


Hi there!

 > I`m still having problems with my Star Fighter fonts.  They should find
 > only my FONTS: set up using these commands.

 > Yet people still get problems. Can anyone give me some code that always
 > loads my fonts and not the system fonts.

The best solution is AMCAF extension: it has a set of font commands: you can
loadthem directly from disk or storing them in banks and save the banks with
your code.

Bye


    berionne@flashnet.it                        >>Bomb!2.0<<
  +--------------------------ON AMINET----------------------------+
  | game/think/VenusTris.lha         game/misc/SnailRace.lha      |
  | game/shoot/fantasy.lha           util/time/MReminder22.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 Jul  9 16:05:04 1997
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	id sma000629; Wed Jul  9 11:46:17 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Wed, 09 Jul 1997 02:54:25 +0500
Message-ID: <yam7129.1239.2656264@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: List GFX
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 09-Jul-97, Anthony Sherratt wrote:


>After looking at a few demos on the list-game web site, I can 
>say its coming on quite nicely.

   I think people will be surprised when they see the quality of
   this first AMOS-List game. I know I haven't been here long, so I 
   appreciate you all letting me "get in" on this... it's really a GREAT
   project to be involved in!!

   Looking forward to seeing demos of the Tekken, Doom and Bonus
   stages!!! (THAT WAS A HINT!!!! real subtle, eh?)
 

> Loved Garfields shoot'em up, but

   It is progressing, but it's not quite where I want it yet...
   Anyway, glad you guys liked it!! :-)

   Personally, I am eagerly awaiting the next version of Keith's
   3D-shooter!! Sounds like we'll all have nightmares after playing
   that one...  


>agree with Mr. Giarks comments on power-ups.

   Some of the fun is in discovering which enemies are carrying the
   powerups. Actually, there are already:

   5 "FirePower" increases
   4 "Shields" increases
   2 "Missiles" weapon changers
   2 "Plasma" weapon changers
   3 "Destructors"


   I do appreciate the feedback. If you still think it needs more
   powerups, I will throw some more in.

   I am also considering adding a few more powerup-types... which
   means I'll need a few more speech samples...

   BTW- the samples I sent to Mr. G, the credit goes to my brother,
   Robert, for without his sampler they would not exist!!

  
>I`ve been waiting for any requests for gfx but I have not received
>any. Is this because all the jobs have been taken ? Do Garfield or
>Keith want any gfx for their shoot em ups ?

   I have received some excellent rotating asteroids, for Phase
   Three (Asteroid Field), from Andrew Hawkins and I have started on
   the Mid-Boss gfx (Phase Two), but I could definitely use a nice
   HAND-DRAWN Super Boss for the Final Boss Battle.

   I'd like this creature to be around 96hx96v in size. This is just in
   terms of blitter-object size (speed reasons), so it can be anything
   in this range: 192hx48v, 48hx192v, 128hx72v, 72hx128v, etc.

   I have no idea for the actual Final Boss design at this time. If you
   want to take a shot at it then certainly feel free to!!!

   I'd like it to be in the standard multi-weak-spot tradition, where
   you have to blow-up one part then another and finally a third 
   and the beast falls...

   Boss Weapons:Lightning, homing missiles, small aliens, etc.
   Whatever you come up with are no problem as far as coding is
   concerned... so, BE CREATIVE!!!

   Try to keep the colours down, as ultimately I will be remapping to
   a very tiny palette.



      Take care,

       Garfield



From amos-request@svcs1.digex.net Wed Jul  9 14:54:11 1997
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	id sma011421; Wed Jul  9 11:44:45 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Wed, 09 Jul 1997 03:41:13 +0500
Message-ID: <yam7129.632.2656264@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Sideways shooter
MIME-Version: 1.0
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Status: O
X-Status: 

On 08-Jul-97, Mr. Giark To You wrote:


>Garf:

   Garf? HA!HA!


>Great job on the shooter.

      THANKS!! :-)


>BUT!

  Oh... :-(


>The power ups are far too far apart. I played and got 1 kill all, 1
>shield power and 2 weapon power ups the whole stage! This is
>making it a bit difficult to complete the stage, wot?

   Well, you are rusty. Need to spend less time in non-computer
   activities and more time playing shoot-em-ups... 

   HA! Seriously, I appreciate the feedback!! There are actually
   many more power-ups already in... just need to find them.

   If after giving it another go, you still think it needs more, then
   I'll gladly add them. Just want to keep it balanced, which is
   difficult.. you know, not too easy, not too hard, but just a bit
   of a stretch all the way to the end.

 
   BTW- GREAT idea in putting up a Beta Testers section on the web-
   page.  Now, you just need to recruit some people for it!!


   TO ALL: We NEED beta-testers!!

   Download the demos, play them to the hilt, write down all the
   things you hate and let us programmers know. We all want our
   parts to be the best they can possibly be BUT... WE NEED YOUR 
   HELP!!!!



         Take care,

          Garfield



From amos-request@svcs1.digex.net Wed Jul  9 09:52:58 1997
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Message-Id: <9707090505.AA0009f@mirex.demon.co.uk>
Message-Id: <24b6dcfa.u8t20e.4641c-Braneloc@mirex.demon.co.uk>
In-Reply-To: <199707090039.SAA10706@earth.usa.net>
	     (from "Adam Parrott" <parrottsoft@usa.net>)
	     (at Tue, 8 Jul 1997 19:38:27 -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: parrottsoft@usa.net
Cc: amos-list@access.digex.net
Subject: Re: Here we go again.
Status: O
X-Status: 

To the one known as Adam,
> Well, hopefully for the last time, I have some new e-mail addresses. 
> Note that you can send all mail to either usa.net or hotmail.com for 
> ALL of the above new addresses. usa.net is merely a forwarding 
> service just like iName. As far as my old e-mail addresses go, FORGET 
> pretty sure it will be this time. I never felt very comfortable with 
> iName). Hope I haven't confused anyone. Thanks again.

..maybe we should just email you at the list..  That seems to work.  ;-)
Ok, changes noted.

 _   _   _        _     _   _     |  "We can't watch this; this is
|_> |_| |_| |\ | |_ |  | | /   |  |  pornographic filth !" - Davina.
|_> | \ | | | \| |_ |_ |_| \_  .  |  "Yes, I know." - Hugo.
                                  |  (from MTV's "The End")
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Wed Jul  9 10:47:35 1997
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Message-Id: <24b74174.u8t20e.88f70-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7129.444.2014108408@mail.talk-101.com>
	     (from Anthony Sherratt <SHEZZOR@mail.talk-101.com>)
	     (at Wed, 09 Jul 1997 01:00:08 +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: SHEZZOR@mail.talk-101.com
Cc: amos-list@access.digex.net
Subject: Re: List GFX
Content-Transfer-Encoding: 8bit
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To the one known as Anthony,
> After looking at a few demos on the list-game web site, I can 
> say its coming on quite nicely. Loved Garfields shoot'em up, but
> agree with Mr. Giarks comments on power-ups.
> I`ve been waiting for any requests for gfx but I have not received
> any. Is this because all the jobs have been taken ? Do Garfield or
> Keith want any gfx for their shoot em ups ?

Yup..!  Can never have enough graphics.  (and this goes to any graphics guys
paying attention too..)  I would prefer a set of graphics in the same style,
so each graphics guy takes a level..  At the moment, feel free to design
sets of gfx, anything space harrier style is good, any ideas you have will
be greatly appreciated.  I did think of having different terrain types for
level basis..  jungle, city, artic.. you get the idea, but not sure how
that'd work.  

I'd actually REALLY <hint> like to see a many shades of white artic level..   
Lets blow the smeg out of penguins, igloos and polar bears !  Icebergs, ice
flows, enemy stealth aircraft (so white they almost match the background),
ICE dragon....   Maybe Bubba will get to wear that white suit again...

> Just ask.

Anything you can output can be put into the game.  Well, almost anything ! 
I need the graphics at 'closest to the player' size, preferably looking
forwards unless animated, or it looks wierd when flown.  If doing cartoon
style, keep the same palette throughout...  If doing ray-traced renderings :)
full colour please !  Then the whole lot can get crunched colour wise at the
same time.

Most usefull gfx missing at this point in time, explosions (the more the
merrier), rocks (well, can't have a game without lumps of rock somewhere),
weapon effects - enemy and Bubba (err, take your pick), enemy fighter
aircraft - front, back, rotating.  Think of the game design, and the best
way your gfx should appear.



PS: Anyone out there care to donate some copper effects to the listgame ??
   Set Rainbow 1,0,310,"","(12,0,15)(9,1,15)","(12,-1,15)(9,0,15)"
for size reference.  Top half sky-like, bottom half ground like.  Yes, the
copper is bigger than the screen.


 _   _   _        _     _   _     |  "Well, the thing about a black hole, it's main
|_> |_| |_| |\ | |_ |  | | /   |  |  distinguishing feature, is it's black, and the
|_> | \ | | | \| |_ |_ |_| \_  .  |  thing about space, the colour of space, your
                                  |  basic space colour, is it's black, so how you
                                  |  supposed to see 'em ?" - Holly.
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Wed Jul  9 17:15:50 1997
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Message-ID: <01BC8C71.38B7E460@cindy2>
From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'Garfield Benjamin'" <gbenjam@ix.netcom.com>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: Beta-testers
Date: Wed, 9 Jul 1997 14:05:51 -0500
MIME-Version: 1.0
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Sure thing, e-mail it to me, or, where do I get it?
Ken.
"Dispath war-rocket Ajax to bring back his body",Gen. <chick-in-black>, Flash Gordon

-----Original Message-----
From:	Garfield Benjamin [SMTP:gbenjam@ix.netcom.com]
Sent:	Tuesday, July 08, 1997 5:41 PM
To:	amos-list@access.digex.net
Subject:	Re: Sideways shooter

On 08-Jul-97, Mr. Giark To You wrote:


>Garf:

   Garf? HA!HA!


>Great job on the shooter.

      THANKS!! :-)


>BUT!

  Oh... :-(


>The power ups are far too far apart. I played and got 1 kill all, 1
>shield power and 2 weapon power ups the whole stage! This is
>making it a bit difficult to complete the stage, wot?

   Well, you are rusty. Need to spend less time in non-computer
   activities and more time playing shoot-em-ups... 

   HA! Seriously, I appreciate the feedback!! There are actually
   many more power-ups already in... just need to find them.

   If after giving it another go, you still think it needs more, then
   I'll gladly add them. Just want to keep it balanced, which is
   difficult.. you know, not too easy, not too hard, but just a bit
   of a stretch all the way to the end.

 
   BTW- GREAT idea in putting up a Beta Testers section on the web-
   page.  Now, you just need to recruit some people for it!!


   TO ALL: We NEED beta-testers!!

   Download the demos, play them to the hilt, write down all the
   things you hate and let us programmers know. We all want our
   parts to be the best they can possibly be BUT... WE NEED YOUR 
   HELP!!!!



         Take care,

          Garfield




From amos-request@svcs1.digex.net Wed Jul  9 17:43:27 1997
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Date: Thu, 10 Jul 1997 05:30:58 +1000 (EST)
From: Cameron James Bonde <cbonde@lawson.appcomp.utas.edu.au>
To: Garfield Benjamin <gbenjam@ix.netcom.com>
cc: amos-list@access.digex.net
Subject: Re: Sideways shooter
In-Reply-To: <yam7129.632.2656264@smtp.ix.netcom.com>
Message-ID: <Pine.SOL.3.91.970710052918.25676A-100000@lawson.appcomp.utas.edu.au>
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You bet, someone send me the url please! Is all the Capp'n Bubba stuff on 
the same page? I guess so
Cameron Bonde
cbonde@lawson.appcomp.utas.edu.au

>    BTW- GREAT idea in putting up a Beta Testers section on the web-
>    page.  Now, you just need to recruit some people for it!!
> 
> 
>    TO ALL: We NEED beta-testers!!
> 
>           Garfield

From amos-request@svcs1.digex.net Wed Jul  9 21:47:11 1997
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From: Cori Skagen <cskagen@ican.net>
Reply-To: Cori Skagen <cskagen@ican.net>
To: amos-list@access.digex.net
Date: Thu, 10 Jul 1997 00:49:40 +0500
Message-ID: <yam7130.2027.4465032@mail.ican.net>
X-Mailer: YAM 1.3.4 - Amiga Mailer by Marcel Beck
Organization: none
Subject: Bob problems
MIME-Version: 1.0
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I'm having some problems with some bobs that I hope someone could help me
with, heres the problem:

I'm making a palette-editor, and the three rgb sliders are three 7x7 bobs
anyways, at the end of the sliders I print the RGB values, now as the bob
moves to the end of the slider the bob's transparent part(which is 9 pixels
wide) covers up the numbers and I can't udpate them anymore 

Because Bobs have to be a minimum of 16 pixels wide, and when it redraws the
bob it redraws the old transparent part.

I don't want to use sprites because of the palette limitations.

any ideas on how I could fix this?
-- 
~~~~~~~~~~~~~~~~~~~~~~~~~
Cori Skagen

cskagen@ican.net
Cori.Skagen@saultc.on.ca

~~~~~~~~~~~~~~~~~~~~~~~~~~


From amos-request@svcs1.digex.net Wed Jul  9 19:24:30 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: Braneloc@mirex.demon.co.uk
Date: Wed, 9 Jul 1997 14:32:01 -0600
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CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <9707090505.AA0009f@mirex.demon.co.uk>
In-reply-to: <24b6dcfa.u8t20e.4641c-Braneloc@mirex.demon.co.uk>
References: <199707090039.SAA10706@earth.usa.net>	     (from "Adam Parrott" <parrottsoft@usa.net>)	     (at Tue, 8 Jul 1997 19:38:27 -0600)
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
X-Status: 

Greetings.
 
> ..maybe we should just email you at the list..
> hat seems to work. ;-) Ok, changes noted.

ha ha. Isn't he a scream? :)

Anyhow, I'm well assured that usa.net will do a better job with my 
e-mail this time. And, as I said, if you ever think that your mail 
isn't getting through, or it bounces, just send it to the addresses I 
gave you, only to hotmail.com, not usa.net (as I said they forward 
it). And of course, as a last resort, there's always Geocities.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Wed Jul  9 11:14:37 1997
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     What is the address for the List Game web site?

From amos-request@svcs1.digex.net Wed Jul  9 19:01:18 1997
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	     (from Declan_Gorman@modusmedia.com)
	     (at Wed, 9 Jul 1997 14:38:57 -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: Declan_Gorman@modusmedia.com
Cc: amos-list@access.digex.net
Subject: Re: List Game Web Site
Status: O
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To the one known as Declan_Gorman,
>      What is the address for the List Game web site?

For this, you have to email Mr.Giark personally for the details.  

...we need more beta testers..



 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  0x2b | ~0x2b
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Thu Jul 10 02:34:45 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, 10 Jul 1997 01:58:55 +0500
Message-ID: <yam7130.2760.2630560@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
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      TO ALL:


      I have started receiving feed-back on the SideShooter.

      I realize that you all want it to be running at 50/60fps so it is
      not blurry/jumpy.

      So do I.  

      Once the stage is fully-working I will concentrate on these
      technical issues. The coding is no trouble, what I need is feed-
      back on the actual game-play aspects...


      To help clarify what I need, I have prepared the following
      questionaire. After you download the demo and play it through
      a few times, please take the time to answer the following
      questions and e-mail it back to me at gbenjam@ix.netcom.com


------------------------------------------------------------------------

                      Beta Test of SideShooter Stage
    (Just x the little box next to your answer like so: [x] or [X])



     I. Responsiveness of Controls

        []  Does it feel too sluggish?
        []  Does it feel too responsive?
        Comments:    
   

   II.  Player Movement Speed

        []  Does Bubba move move too slow?
        []  Does Bubba move too fast?
        Comments:

     
  III. Enemies Movement Speeds  

        []  Do the enemies move too slow?
        []  Do the enemies move too fast?
        Comments:


  IV. Enemies Firing Delay

        []  Do the enemies fire too rarely?
        []  Do the enemies fire too often?
        Comments:


   V. Enemies Shot-Speeds

        []  Do the enemies' shots move too slow?
        []  Do the enemies' shots move too fast?
        Comments:

  
  VI. Besides joystick control, which of the following would you
      MOST like to see as an optional control-method?

      []  Keyboard
      []  Mouse



    *****   PLEASE ANSWER THE FOLLOWING, IF NOTHING ELSE!!!!   *****

  VII. What CPU does your Amiga have?

      []  68000 (in stock A1000/A500/600)
      []  68010
      []  68020 (in stock A1200 and perhaps A2000?)
      []  68030 (in stock A4000 and perhaps A3000?)
      []  68040
      []  68060


VIII. What speed is your CPU clocked at?

      []   7MHz
      []  14MHz
      []  25MHz
      []  28MHz
      []  33MHz
      []  40MHz
      []  50MHz
      []  OTHER- Please specify speed:  MHz

      
 IX.  How much ChipRAM do you have free upon Workbench
      boot-up? (Listed at top as graphics mem)

      []  Less than 1Megabyte
      []  1 Megabyte or more


  X.  How much FastRAM do you have free upon Workbench
      boot-up? (Listed at top as other mem)

      []  0k
      []  512k or less
      []  513k to 1Megabyte
      []  More than 1 Megabyte



 XI. What is your overall impression of the current demo?




       THANKS for taking the time to answer these questions.

      Now just send this to me at gbenjam@ix.netcom.com as soon as
      possible!!




From amos-request@svcs1.digex.net Wed Jul  9 19:50:25 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: <amos-list@access.digex.net>
Subject: Amos Pro: Med and Anim Problems
Date: Wed, 9 Jul 1997 17:05:53 -0400
X-MSMail-Priority: Normal
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HELP!!!

I have recently discovered that when playing a MED module then attempting
to use the Frame Load command the Med module just stops
playing!!!! the machine doesnt crash and AMOS doesnt detect a problem?

Is there any other way of getting around this problem, I do not want to use
the Anim play command (or whatever it is) as its crucial that I 
can keep x number of anims in memory and play them at will.

Dave Paterson 

From amos-request@svcs1.digex.net Thu Jul 10 07:46:09 1997
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From: Jens Vang Petersen <top_cat@post8.tele.dk>
To: amos-list@access.digex.net
Date: Wed, 09 Jul 1997 19:15:25 +0100
Message-ID: <yam7129.1263.1747150144@post8.tele.dk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Warning + PrinterDump
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Hi everybody.

First a warning, I'm new to the list, sorry for my incompleate english but I'm
from Denmark... (And 23 years old, just if you'd like to know...)

I'm generaly working on serious programs, among my work so far is a couple of
databases, one for Video-tapes one for music-collections, they are currently
NOT on the net, but the next versions will be posted to Aminet, If/When I get
them running...

I've also got plans for a tycoon-style game, but lack some time at this
moment, might be a winter-project, you know....
(If you got any ideas for souch a game, then let me know...)

-------
Now I'm seeking advice on a little problem I have...
 - PRINTER DUMP command crashes when used with all the parameters, I need a   
  
   dump that don't send FF and one that is capable of a scaling by my choice.
   Anybody got any Ideas or Code ???
 (I've come around it by copying my screen to a public screen, then dumped
that using GraphicDump with Exec, not cool at all)

-- 
Yours..
JENS VANG PETERSEN                                   top_cat@post8.tele.dk
--------------------------------------------------------------------------
Det er sknt at leve... <- If you can read this, you understand Danish :-)
                  INTERNET + AMIGA = POWER + TRUSTWORTHY
--------------------------------------------------------------------------


From amos-request@svcs1.digex.net Thu Jul 10 17:42:51 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, 10 Jul 1997 14:42:56 +0500
Message-ID: <yam7130.2808.2787248@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Sideways shooter
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 10-Jul-97, Mr. Giark To You wrote:


>>   HA! Seriously, I appreciate the feedback!! There are actually
>>   many more power-ups already in... just need to find them.
>>   If after giving it another go, you still think it needs more, then
>>   I'll gladly add them. Just want to keep it balanced, which is
>>   difficult.. you know, not too easy, not too hard, but just a bit
>>   of a stretch all the way to the end.

>Tried again. Still not enough.

   Okay, will add some more power-ups. Actually, it's all very early
   and I still need to do the actual game-play tweaking phase.

   
>And is CB currently invincible?

   Yes, the good Captain is currently invincible.


>Maybe a shield power indicator somewhere. 

   Well, like I said, it is all early, you know - a work in progress.

   I have an idea for the shield power indicator which will not
   require any space on the status-panel.

   Basically, Bubba's shield will start pulsing, fizzle, etc, the weaker
   it becomes.


>The power up problem could be got around by making the first
>few waves of aliens not take so many shots to kill.

   Okay. This is definitely on my agenda. I need to go through the
   entire stage and create the progressive difficulty.

   The current demo is really just an example of the enemies,
   firing and basic game-engine.

   I certainly don't consider it worthy of inclusion in the AMOS-List
   project at this point!!


   However, I'm working as fast as I can!! Have spent twenty days
   on the Side-Shooter project: drawing, mapping, designing, 
   sampling, coding and the EMD-tool...

   There is a solid foundation now, so the next demo should be very
   nice!!


>Well, we should actually have something playable soon, as all the
>programmers will be sending in demos real soon now (ANOTHER
>HINT!)

   I hope so as I am really looking forward to checking out these
   other stages. When all stage-demos are up on the web-page,
   the entire project will become much more solidified.



         Take care,

           Garfield



From amos-request@svcs1.digex.net Thu Jul 10 11:50:23 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 10 Jul 1997 09:47:54 -0500
Message-ID: <yam7130.2720.4719712@huron.net>
In-Reply-To: <yam7129.632.2656264@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Sideways shooter
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 09-Jul-97, Garfield Benjamin wrote:
>   HA! Seriously, I appreciate the feedback!! There are actually
>   many more power-ups already in... just need to find them.
>   If after giving it another go, you still think it needs more, then
>   I'll gladly add them. Just want to keep it balanced, which is
>   difficult.. you know, not too easy, not too hard, but just a bit
>   of a stretch all the way to the end.

Tried again. Still not enough. And is CB currently invincible? Maybe a shield
power indicator somewhere. The power up problem could be got around by making
the first few waves of aliens not take so many shots to kill.

>   BTW- GREAT idea in putting up a Beta Testers section on the web-
>   page.  Now, you just need to recruit some people for it!!

Well, we should actually have something playable soon, as all the programmers
will be sending in demos real soon now (ANOTHER HINT!)

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 Jul 10 16:49:13 1997
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	for <amos-list@access.digex.net>; Thu, 10 Jul 1997 14:50:30 -0400
From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 10 Jul 1997 14:50:52 -0500
Message-ID: <yam7130.2622.4720424@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Boom!
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Ask and ye shall receive!

Two different explosion pages (8 anim frames on each) are now on the web 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 Thu Jul 10 21:59:09 1997
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Message-Id: <199707102312.QAA10221@m9.sprynet.com>
From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: Demo Maker
Date: Thu, 10 Jul 1997 19:08:59 -0400
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X-Priority: 3
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This is a multi-part message in MIME format.

------=_NextPart_000_01BC8D64.B8EE4400
Content-Type: text/plain; charset=ISO-8859-1
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Im currently writing a demo maker, it allows multi med modules to be loaded
and played at will, animation file support (currently holds upto 21
in memory) various screen effects.

All this is performed by a point and click your way approach, selecting
different commands (events) and supplying the relevant information,
e.g. a filename or which MED module (in memory) should be played.

It currently has a windows95-ish interface (sorry die hards) and should be
about ready for beta by the end of August.

What do you think? Feedback or questions gladly accepted

Dave Paterson
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------=_NextPart_000_01BC8D64.B8EE4400--


From amos-request@svcs1.digex.net Thu Jul 10 23:04:25 1997
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From: "David A. East" <damar@enterprise.net>
Organization: Private User
Date: 11 Jul 97 01:28:37 +0100
Subject: UPGRADES-Update
Message-Id: <33C58C44.MD-0.193.damar@enterprise.net>
To: amos-list@access.digex.net
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
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X-Mailer: MicroDot-II/AmigaOS 0.193
Status: RO
X-Status: 

Hi Every1

Thanks to all those ppl who replied.

Have now got the complier and 3 Disks but still need a version of
Amos Pro to upgrade from.   Can any1 help me or know some1 who can ?

any replies welcome, I chase up any lead you can give me.

cheers

Dave aka Ancient1

From amos-request@svcs1.digex.net Thu Jul 10 23:25:12 1997
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From: "James Brown" <amigogcc@hotmail.com>
To: amos-list@access.digex.net
Subject: CB Listgame
Content-Type: text/plain
Date: Thu, 10 Jul 1997 18:26:07 PDT
Status: RO
X-Status: 

Hello,
      I've tryed everything to recover my old Bubble level for the 
listgame but to no avail.
I still want to have something of mine in the listgame so I am uploading 
a demo of a Pang style game to Giark.
I submit this to be used as the bonus level in replacement of the
Bubble bobble one.

When it is finished poping the smallest bubbles will reveal a bonus.
Suggestions on what bonus's I should use?


James Brown -- Amigogcc@hotmail.com -- Tasmania,Australia.
Member of Captian Bubba development team, President of Gcc Tasmania.



_______________________________________________________
Get Private Web-Based Email Free http://www.hotmail.com

From amos-request@svcs1.digex.net Fri Jul 11 03:21:38 1997
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Message-ID: <33C5A635.1BF4@virgin.net>
Date: Thu, 10 Jul 1997 20:19:17 -0700
From: --==Murray==-- <malcolm.murray@virgin.net>
X-Mailer: Mozilla 2.02E-VN006  (Win16; I)
MIME-Version: 1.0
To: AMOS List <amos-list@access.digex.net>
Subject: beta testing
References: <yam7129.632.2656264@smtp.ix.netcom.com>
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Status: RO
X-Status: 

>    TO ALL: We NEED beta-testers!!
> 
>    Download the demos, play them to the hilt, write down all the
>    things you hate and let us programmers know. We all want our
>    parts to be the best they can possibly be BUT... WE NEED YOUR
>    HELP!!!!

I'd like to beta test the list game please!
I don't have the URL of the page so can some one (Mr Giark is it?) either 
give me it or tell me where I can get a beta test version.

Thanks,
-Murray

From amos-request@svcs1.digex.net Fri Jul 11 03:08:57 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Thu, 10 Jul 1997 23:13:17 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: List game level update.
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7130.2720.4719712@huron.net>
References: <yam7129.632.2656264@smtp.ix.netcom.com>
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: RO
X-Status: 

Greetings.
 
>> BTW- GREAT idea in putting up a Beta Testers section on the web-
>> page. Now, you just need to recruit some people for it!!
 
> Well, we should actually have something playable soon, as all the
> programmers will be sending in demos real soon now (ANOTHER HINT!)

hehe. Well, I've sensed some pretty subtle hints (and some not so 
subtle) from you guys (namely Giark and Garfield) lately, so I 
decided to go ahead and give you guys an update on my engine and Doom 
level (remember my engine isn't quite finished yet, and it has to be 
for me to do my level!).

I've been busy converting and studying over pages of code from my 3D 
engine book. I assure you that my engine WILL be finished by the 
engine of the century (which in the computer world means soon). No 
really, I hope to have my engine finished and a demo ready by the end 
of the month (this thing is gonna be full-blown), and may be the 
largest level (chunk of code) in the entire game, so brace yourself 
Giark. It will happen soon enough (the level).

Btw, who else doesn't have their demos ready yet? (Not a hint, just 
wondering, as I forget right off who's doing what. I rembember Keith 
and Garfield are doing 2 of the levels, and James is doing the secret 
one, and Andy the Tekken stage.) I know Garfield's got some demos up, 
what about Keith and some of the others?

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Fri Jul 11 17:16:32 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: Fri, 11 Jul 1997 15:59:48 +0500
Message-ID: <yam7131.2400.2787248@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: ListGame#1 URL
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

   To ALL:

   I have received many e-mails asking for the ListGame's web-page
   address.

 
   You need to contact Mr. Giark (e-mail: joehick@golden.net)

   Tell him you are interested in signing on as a Beta-tester 
   (or whatever else you want to contribute) and would like to
   receive the URL for the List-Game.

   He will then process your request, updating the web-page
   accordingly, and sending the private URL directly to you.


   This whole AMOS-LIST GAME#1 is still early in the development
   stages (about six weeks) and we need a secured site where the
   project can mature and develop without the worry of
   "outsiders" nicking the gfx/music/sounds or the worse case 
   scenario of the early demos being spread around.

   Once the entire project has been completed, Mr. Giark (I assume)
   will then unleash it worldwide: Aminet, mags/cover-CDs, etc.



      Take care,

       Garfield



From amos-request@svcs1.digex.net Fri Jul 11 19:23:20 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Fri, 11 Jul 1997 17:22:15 +0500
Message-ID: <yam7131.771.2014290200@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Test Results
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Here is what I think about the list-game so far:


The Sideways Shooting Scroller:
-------------------------------

A Problem: It wont run after I load my HD (I have to load it from DOS to play)
           Im still trying to find out why

Except that I think its fantastic.




Good things that are in it:

Nice sfx and gfx
Good playability
Loads of Power-ups
Smooth Scrolling


Things that it needs:

Music playing during the game
A end-of-level enemy



The Castle Assault Stage:
-------------------------


I think its really good


Good things that are in it:

Nice scrolling effect
Good gfx
Good playability


Things that it needs:

A limited number of bullets (then you can get more bullets from power-ups).
  The way it is now you can just hold down the mouse button and you'll never
get hit

Power-ups
More soundfx


The Music Tunes:
----------------

I havent listened to them all yet but I like the ones Ive heard


The Graphics:
------------

The graphics I've seen are good.(Please see my other mail "Beta testing" for
why I
                                 havent seen it all)

-- 



Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |                               | Current Projects: |
 |                               |                   |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Fri Jul 11 10:16:22 1997
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Message-Id: <199707111237.OAA13485@mailbox.hogia.net>
From: "Martin Karlsson" <Bobba@mailbox.hogia.net>
To: <amos-list@access.digex.net>
Subject: Data solution?
Date: Fri, 11 Jul 1997 14:33:05 +0200
X-MSMail-Priority: Normal
X-Priority: 3
X-Mailer: Microsoft Internet Mail 4.70.1155
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X-Status: 

I have been working on a EOB type of game for a couple of years. My main
problem is to handle the levels. Im no expert coder, so if someone could
give me some advices I would be more than happy!

The problem is to handle large levels! Now Im using "Data 1,0,1,1.....". I
use 17x17 size standard levels. 0 is for floor, 1 for wall, 3 for open door
and so on. If I try with larger levels (25x25) I run out of memory. I took
a look at the game "Black Dawn II" and it seems to me like the coder, A.
Campell I think!?,use ASCII text for the levels. Do anyone know how you
could create a smart level handler??? (Bad english? I know!!!)

Thanks

Martin Karlsson 

From amos-request@svcs1.digex.net Fri Jul 11 18:35:14 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Fri, 11 Jul 1997 17:33:09 +0500
Message-ID: <yam7131.456.2014290200@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Beta Testing
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Giark,

 The last time I went to the games URL I went to the Beta testers list but
 my name wasnt there!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Some of the graphics is in ZIP format.How do I 'Unzip" the file on my AMIGA ?
If there is no way to Unzip the file could you Unzip it and then LHA it and
put it up on the games page ?


How come there is only 2 levels on the games page ?

Is there a list of level no's for each game ? (Eg. What level is the Shooting
Scroller
                                               going to be?)



-- 



Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |                               | Current Projects: |
 |                               |                   |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Fri Jul 11 14:45:11 1997
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From: Cori Skagen <cskagen@ican.net>
Reply-To: cskagen@ican.net
To: amos-list@access.digex.net
Date: Fri, 11 Jul 1997 17:47:37 +0500
Message-ID: <yam7131.1883.3558144@mail.ican.net>
X-Mailer: YAM 1.3.4 - Amiga Mailer by Marcel Beck
Organization: none
Subject: New Prob Problems
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Okay, I've fixed the first
problem with the bob interfering
with the drawing operations under the transparent part of the bob,

now, could someone explain to me, why when the the mask(transparent) is on the
right side of the bob, that graphics get screwed up on the right of the bob,
even know the bob never goes in this area?

Is this a bug, or something I didn't know about bobs.

Any help would be appreciated.
By the way, if anybody wants to take a look at the program(about 30k) I'd be
glad to mail it to them

~~~~~~~~~~~~~~~~~~~~~~~~~
Cori Skagen

cskagen@ican.net

~~~~~~~~~~~~~~~~~~~~~~~~


From amos-request@svcs1.digex.net Fri Jul 11 14:44:28 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 11 Jul 1997 11:13:17 -0500
Message-ID: <yam7131.859.4712072@huron.net>
In-Reply-To: <199707110413.WAA28710@earth.usa.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List game level update.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 10-Jul-97, Adam Parrott wrote:
>Btw, who else doesn't have their demos ready yet? (Not a hint, just 
>wondering, as I forget right off who's doing what. I rembember Keith 
>and Garfield are doing 2 of the levels, and James is doing the secret 
>one, and Andy the Tekken stage.) I know Garfield's got some demos up, 
>what about Keith and some of the others?

Stage 1 - sideshooter demo on the page
Stage 2 - space harrier demo on the page
Stage 3 - tekken clone a few pics, no demo yet
Stage 4 - doom clone nothing but words so far
Stage 5 - secret stage demo up today

That's what I've received so far.

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 Jul 11 17:54:16 1997
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From: Anthony Sherratt <SHEZZOR@mail.talk-101.com>
To: "Mr. Giark To You" <amos-list@access.digex.net>
Date: Fri, 11 Jul 1997 21:14:41 +0500
Message-ID: <yam7131.2098.2014143256@mail.talk-101.com>
In-Reply-To: <yam7131.416.4253272@huron.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Pang
MIME-Version: 1.0
Content-Type: text/plain; charset=iso-8859-1
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X-MIME-Autoconverted: from quoted-printable to 8bit by svcs1.digex.net id QAA16567
Status: O
X-Status: 

On 11-Jul-97, Mr. Giark wrote:
>The pang demo does not work for me. It says it is not executable when I 
>run it.

This is because the demo was packed using zip on a crappy PeeCee. The
way to make it executable is to click on 'Icons/Information` from
workbench and check the box named 'executeable`. Then save it.

Anyways, it worked for me. At looking on it, it does need a bit more
work.

Anthony Sherratt 
-- 
.--------------------.----------------------------------------- 
|     ASP DESIGN     | WWW: http://www.talk-101.com/users/asp/
:--------------------:----------------------------------------- 
|111 Broadbent ave,  | Email: SHEZZOR@mail.talk-101.com
|Latchford,          :----------------------------------------- 
|Warrington,         | A1200/030/50Mhz-10MEG-420MB-28.8-2xCDROM
|Cheshire,           :----------------------------------------- 
|WA4 1UW             | Monty the Wolf {################=--} 88%
|ENGLAND             | Demo: Aminet under game/jump/Monty.lha
                    



From amos-request@svcs1.digex.net Fri Jul 11 14:05:04 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 11 Jul 1997 11:39:08 -0500
Message-ID: <yam7131.416.4253272@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Pang
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

The pang demo does not work for me. It says it is not executable when I run
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 Jul 11 08:23:05 1997
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Date: Fri, 11 Jul 1997 11:07:57 -0600
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Subject: New kid on the block
To: amos-list@access.digex.net
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     Greetings,
     
        I am new to the list and must admit that I have not touched Amos in 
     over a year.  I do have a couple of years of Amos programming under my 
     belt so I am no novice (having said that I am no expert either).  
     Reading the mails on the list have kinda inspired me to resurrect the 
     game I was coding up to last year.  
     
        I have reinstalled Amos Pro onto my Amiga and loaded up the code.  
     To be honest I was a bit stumped when I went through it.  It's like I 
     am starting to learn Amos all over again.  Like I said, I do a bit of 
     coding and a bit of music also, graphics are my weak point.  I will 
     put a demo of my game on my web page as soon as I get it together.
     
        Up to now I did not have any other Amos contacts and I reckon that 
     was half of the reason I gave up on it.  Anyway, it's good to be a 
     part of the list and I hope to be able to contribute something soon.  
     Later.....
     
     
     Dec

From amos-request@svcs1.digex.net Fri Jul 11 09:42:16 1997
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From: Declan_Gorman@modusmedia.com
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  (IMA Internet Exchange 2.1 Enterprise) id 000055AF; Fri, 11 Jul 97 05:27:26 -0600
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Date: Fri, 11 Jul 1997 12:05:26 -0600
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Subject: IFF Viewer
To: AMOS List <amos-list@access.digex.net>
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     Does anyone know if an IFF viewer exists for windows '95?

From amos-request@svcs1.digex.net Fri Jul 11 19:35:39 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 11 Jul 1997 17:12:13 -0500
Message-ID: <yam7131.694.4446552@huron.net>
In-Reply-To: <yam7131.2400.2787248@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: ListGame#1 URL
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On 11-Jul-97, Garfield Benjamin wrote:
>   Once the entire project has been completed, Mr. Giark (I assume)
>   will then unleash it worldwide: Aminet, mags/cover-CDs, etc.

World wide media blitz! Start working on ads for sending to magazines, etc.

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 Jul 11 20:12:40 1997
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Message-Id: <24ba7795.u8t20e.38bbb-Braneloc@mirex.demon.co.uk>
In-Reply-To: <199707111237.OAA13485@mailbox.hogia.net>
	     (from "Martin Karlsson" <Bobba@mailbox.hogia.net>)
	     (at Fri, 11 Jul 1997 14:33:05 +0200)
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: Bobba@mailbox.hogia.net
Cc: amos-list@access.digex.net
Subject: Re: Data solution?
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To the one known as Martin,

> I have been working on a EOB type of game for a couple of years. My main
> problem is to handle the levels. Im no expert coder, so if someone could
> give me some advices I would be more than happy!
> 
> The problem is to handle large levels! Now Im using "Data 1,0,1,1.....". I
> use 17x17 size standard levels. 0 is for floor, 1 for wall, 3 for open door
> and so on. If I try with larger levels (25x25) I run out of memory. I took
> a look at the game "Black Dawn II" and it seems to me like the coder, A.
> Campell I think!?,use ASCII text for the levels. Do anyone know how you
> could create a smart level handler??? (Bad english? I know!!!)

You could indeed use layered ascii files for your data, which may be quite
straight forward.  How much memory does your machine have, and, are you
aware of the Set Buffer command ?  I wrote something similar a few years
back, I might be able to dig up the source if I'm lucky.  You'll need at
least two layers for your map, or you'll run out of chipmem.

Can you send me more details on what help you need please.

cyagain.

 _   _   _        _     _   _     |  "You get on my nerves, and I *don't* like
|_> |_| |_| |\ | |_ |  | | /   |  |   your hat, so put the gun down"
|_> | \ | | | \| |_ |_ |_| \_  .  |             -Ben Sisko, DS9
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Fri Jul 11 20:48:21 1997
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Message-Id: <24ba7795.u8t20e.38bbb-Braneloc@mirex.demon.co.uk>
In-Reply-To: <199707111237.OAA13485@mailbox.hogia.net>
	     (from "Martin Karlsson" <Bobba@mailbox.hogia.net>)
	     (at Fri, 11 Jul 1997 14:33:05 +0200)
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; charset=ISO-8859-1
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: Bobba@mailbox.hogia.net
Cc: amos-list@access.digex.net
Subject: Re: Data solution?
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To the one known as Martin,

> I have been working on a EOB type of game for a couple of years. My main
> problem is to handle the levels. Im no expert coder, so if someone could
> give me some advices I would be more than happy!
> 
> The problem is to handle large levels! Now Im using "Data 1,0,1,1.....". I
> use 17x17 size standard levels. 0 is for floor, 1 for wall, 3 for open door
> and so on. If I try with larger levels (25x25) I run out of memory. I took
> a look at the game "Black Dawn II" and it seems to me like the coder, A.
> Campell I think!?,use ASCII text for the levels. Do anyone know how you
> could create a smart level handler??? (Bad english? I know!!!)

You could indeed use layered ascii files for your data, which may be quite
straight forward.  How much memory does your machine have, and, are you
aware of the Set Buffer command ?  I wrote something similar a few years
back, I might be able to dig up the source if I'm lucky.  You'll need at
least two layers for your map, or you'll run out of chipmem.

Can you send me more details on what help you need please.

cyagain.

 _   _   _        _     _   _     |  "You get on my nerves, and I *don't* like
|_> |_| |_| |\ | |_ |  | | /   |  |   your hat, so put the gun down"
|_> | \ | | | \| |_ |_ |_| \_  .  |             -Ben Sisko, DS9
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Fri Jul 11 20:29:37 1997
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Message-Id: <24ba77be.u8t20e.c49f7-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7131.416.4253272@huron.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Fri, 11 Jul 1997 11:39:08 -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: Pang
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To the one known as Mr.,

> The pang demo does not work for me. It says it is not executable when I run
> it.

Same here.

 _   _   _        _     _   _    | "There are many mysteries in this universe
|_> |_| |_| |\ | |_ |  | | /   | | like, why do clowns make us laugh, why do
|_> | \ | | | \| |_ |_ |_| \_  . | we love puppy dogs, and why, why do blue
                                 | blue midgets hit me with fish ?" - The Tick
                    --------------+---------------
                     http://www.mirex.demon.co.uk
~===========================================================================~
 Keith Hill - Braneloc@mirex.demon.co.uk (Mirex Software)
Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063
-- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! --

From amos-request@svcs1.digex.net Fri Jul 11 21:42:10 1997
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To: AMOS List <amos-list@access.digex.net>
Subject: Re: IFF Viewer
References: <000055AF.@modusmedia.com>
From: Peter Bortas <peter@infovav.se>
Date: 12 Jul 1997 03:01:40 +0200
In-Reply-To: Declan_Gorman@modusmedia.com's message of Fri, 11 Jul 1997 12:05:26 -0600
Message-ID: <7667uhhymj.fsf@puck.infovav.se>
Lines: 10
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Declan_Gorman@modusmedia.com writes:

>      Does anyone know if an IFF viewer exists for windows '95?

Most bigger viewers does. My personal favourite is CPIC32.

-- 
Peter Bortas                   http://peter.bortas.org
Roxen webserver               http://www.roxen.com
The Amiga Gateway                \X/  http://www.lysator.liu.se/amiga


From amos-request@svcs1.digex.net Sat Jul 12 00:11:42 1997
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Message-Id: <24baa09c.u8t20e.38b71-Braneloc@mirex.demon.co.uk>
In-Reply-To: <9707112242.AA000d2@mirex.demon.co.uk>
	     (from Keith Hill <Braneloc@mirex.demon.co.uk>)
	     (at Fri, 11 Jul 97 22:42:08 GMT)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
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: Pang
Status: O
X-Status: 

To the one known as Keith,
> > The pang demo does not work for me. It says it is not executable when I run
> > it.
> Same here.

Hmm, not a usefull comment that one.  Try 'cant find SYS:palette.gfx' assign
no avail..


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |   insert clever quote here 
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Fri Jul 11 22:46:54 1997
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I have spent almost 1 year writing what could almost be called a "Point and
Click"
programming language.  

it allows the user to select an available command (event) and fill the
appropriate parameters, this command will then be executed at the
appropriate time (1/50 or 1/60 second) 

So far "Event Player" can store upto 4 MED modules, 21 Anim files and 7
screens in
memory and all of which can be manipulated!!!

Ever wanted to sample sounds at a higher sample rate and play an enormous
MED
module without worring about how much Chip memory is available?

Well... worry no more, by breaking up your music into several MED modules
this
software will load and play on request, playing module after module after
module
seamlessly (Remember those 13minute music demos)

Screen fading, melting, bouncing and colour cycling is all supported!!!

Feedback on this would be appreciated, this will be available xmas 97!! and
I would like
to know upfront how people are interested in developing demos without
writing any code.

Dave Paterson

From amos-request@svcs1.digex.net Fri Jul 11 23:11:48 1997
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In-Reply-To: <yam7131.771.2014290200@gpo.iol.ie>
	     (from Peter Cahill <cahill4@iol.ie>)
	     (at Fri, 11 Jul 1997 17:22:15 +0500)
Organization: Mirex Software
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: Test Results
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To the one known as Peter,
> The Sideways Shooting Scroller:
> A Problem: It wont run after I load my HD (I have to load it from DOS to play)
>            Im still trying to find out why

?  Worked first time for me.

> The Castle Assault Stage:
> I think its really good
 
;-)
 
> Good things that are in it:
> Good playability
 
;-)  It's even faster now.  (yes, really !)  I think I can shave a couple
more nano's off the main loop still though.  Maybe.

> Things that it needs:
> A limited number of bullets (then you can get more bullets from power-ups).
>   The way it is now you can just hold down the mouse button and you'll never
> get hit

..well, not never..  Just not very often.  Actually, a solid idea.  Consider
it in the next version (or there abouts)  I was wondering what to do with 
powerups.

> More soundfx
 
..yeah.  Well, actually any sound effects would be good.  Got some underway,
but anyone care to donate some more samples ?

<hint> Anyone want to generate gfx for an artic level ??  </hint>

 _   _   _        _     _   _     |  Ferengi Rule of Acquisition #60
|_> |_| |_| |\ | |_ |  | | /   |  |  
|_> | \ | | | \| |_ |_ |_| \_  .  |  Keep your lies consistent.
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk
~===========================================================================~
 Keith Hill - Braneloc@mirex.demon.co.uk (Mirex Software)
Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063
-- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! --

From amos-request@svcs1.digex.net Fri Jul 11 21:33:44 1997
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Date: 12 Jul 97 00:11:53 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Pang
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7131.2098.2014143256@mail.talk-101.com>
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On 11-Jul-97 11:14:41 Anthony Sherratt wrote something about Re: Pang.

>>The pang demo does not work for me. It says it is not executable when I 
>>run it.

>This is because the demo was packed using zip on a crappy PeeCee. The
>way to make it executable is to click on 'Icons/Information` from
>workbench and check the box named 'executeable`. Then save it.

Or to go to the directory it's unpacked in and do protect pang.exe +e

Anyway, it doesn't work on my machine. I get the orange screen and then it
dumps me back to WB?!


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


From amos-request@svcs1.digex.net Fri Jul 11 21:13:52 1997
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Date: 12 Jul 97 01:50:05 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Test Results
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7131.771.2014290200@gpo.iol.ie>
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On 11-Jul-97 07:22:15 Peter Cahill wrote something about Test Results.

>Things that it needs:

>Music playing during the game

Being worked on.

>The Music Tunes:
>----------------

>I havent listened to them all yet but I like the ones Ive heard

Whee! :) Thank you.

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


From amos-request@svcs1.digex.net Fri Jul 11 20:45:45 1997
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Date: 12 Jul 97 01:51:21 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Credits? Continue?
To: Amos ML <amos-list@access.digex.net>
Message-ID: <344.7132T111T1082@lobster.demon.nl>
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Is there a credits-system for the CB game? Just wanted to know in case I
need to make a small 'continue?' tune.

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


From amos-request@svcs1.digex.net Sat Jul 12 13:51:21 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: Sat, 12 Jul 1997 12:41:27 +0500
Message-ID: <yam7132.1352.2773224@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
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On 11-Jul-97, Peter Cahill wrote:


>Here is what I think about the list-game so far:
>The Sideways Shooting Scroller:
>----------------------------------
>A Problem: It wont run after I load my HD (I have to load it from
>DOS to play)
>I'm still trying to find out why
   Hmmm... this is very strange! What exactly happens after you
   double-click on the executable?

   Do you have SnoopDOS or DOStrace?
   These two excellent utilities provide valuable info on what's
   going on behind the scenes and I find them very useful in sorting
   out exactly why a program won't work.

   If you do not have either, I will gladly send you the DOStrace
   in an Lha-archive (6k before encoding), if you want?
 
>...I think its fantastic.
   THANKS!! It's great to know that someone appreciates your work!!

>Things that it needs:
>Music playing during the game
   Well, I haven't given this any thought at all. Perhaps after the
   stage is fully complete (I don't even have the first of the four
   phases done yet), I will add a background tune.
 
>An end-of-level enemy
   This is definitely in the works. The SideShooter stage actually
   consists of four phases:
   Phase One - Standard Shooter
               The current demo is Phase One.
   Phase Two - Mid-Boss Battle 
               This will be the first boss. It won't be huge or super-
               powerful, but it should give the player a good challenge.
   Phase Three - Asteroid Field 
                 Bubba must maneuver and blast his way through a dense
                 asteroid field.
   Phase Four - Final Boss Battle 
                The one you're waiting for!! This boss will be something
                special. Not sure myself exactly what, but I know I want
                it to be big, powerful, and semi-intelligent to the extent
                of reacting to Bubba's moving/firing.   

   I will get back to work on the SideShooter today. Giark will kill
   since I've only worked on it one day this past week!!

>The Castle Assault Stage:
>---------------------------
>I think its really good
   Me too!! For the size and quantity of the images, I think it is
   very fast and I particularly like those dragons flying by!!

>The Music Tunes:
>------------------
>I havent listened to them all yet but I like the ones Ive heard
   I've listened to the meds and mod. I think that MOD is excellent
   for the intro/credits!!
   The MEDS were very good as well. The one with wolves howling
   reminded me of Castlevania. Hmmm... maybe we should have had
   a Castlevania or GhoulsN'Ghosts style stage too. I suppose the
   memory is already maxxed with the current stages in this List-
   game, so maybe a good idea for the next one...

>The Graphics:
>--------------
>The graphics I've seen are good.
   I agree!! I am particularly impressed with Adam's huge bubba with
   the green ray-gun!!
   ABSOLUTELY EXCELLENT!!


         Take care,

           Garfield


From amos-request@svcs1.digex.net Sat Jul 12 16:19:18 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Sat, 12 Jul 1997 17:59:13 +0500
Message-ID: <yam7132.651.2014289120@gpo.iol.ie>
In-Reply-To: <24baac70.u8t20e.ebdcc-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
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On 12-Jul-97, Keith Hill wrote:
>To the one known as Peter,


>> The Castle Assault Stage:
>> I think its really good
> 
>;-)
> 
>> Good things that are in it:
>> Good playability
> 
>;-)  It's even faster now.  (yes, really !)  I think I can shave a couple
>more nano's off the main loop still though.  Maybe.

Faster ? I found it quite fast already (this might have been caused by
my BlizZard though)

Is the faster version up on the web page yet?





-- 



Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
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 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
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From amos-request@svcs1.digex.net Sat Jul 12 16:49:13 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Sat, 12 Jul 1997 18:31:30 +0500
Message-ID: <yam7132.1500.2014223608@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: The pang demo
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The Pang Bouns Stage:
---------------------


*************************************************************************************
HOW TO GET IT TO WORK: So many people couldnt get it to work so here
                       is how I did it

                       First Unzip it
                       Then change the 'Information' settings by putting a
                            tick in the executable box
                       Then copy all of the .gfx files to "hd0:"
                       run the file "pang.exe"
**************************************************************************************

First I'd like to ask about the gfx (Ronnio) Are the gfx are copyrighted
by europress already ?


Good things in it already:

The Main Idea of it is good
The fonts at the start are nice


Things needed to be added in to it:

Music
Sfx
THE IMAGES TO MOVE SMOOTHLY!!
Genral enhancements
More playability
More Images on screen (the dont have to move - the screen looks to
                       plane a the moment)




I know that the author of this lost the orignal one and is now behind :-(
If he wants I will help code Pang and help get it finished on time :-)






-- 



Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
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 |    game/patch/alfred.lha      |                   |
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 |                               |                   |
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 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Sat, 12 Jul 1997 18:43:24 +0500
Message-ID: <yam7132.1219.2014160584@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: The games gfx
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 



Hi,

In my "Test Results" mail I couldnt comment on the gfx due to zip
file problems (that are now solved)

I'd just like to say that the graphics are amazing
I think that there all brilliant :-)

In the shooter stage and the castle assault stage Bubbas body is a
Blue colour but in the really cool rendered images his body is white
Is it ment to be like this ?

Apart from this I like the gfx ALOT


-- 



Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |                               | Current Projects: |
 |                               |                   |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Sat Jul 12 10:54:04 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 12 Jul 1997 09:38:56 -0500
Message-ID: <yam7132.2839.4720904@huron.net>
In-Reply-To: <344.7132T111T1082@lobster.demon.nl>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Credits? Continue?
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 12-Jul-97, Evert-Jan Slypen wrote:
>Is there a credits-system for the CB game? Just wanted to know in case I
>need to make a small 'continue?' tune.

Not credits! We are trying to avoid the quarterfeeder idea of games. But,
making more tunes, perhaps one for the config screen, is always a 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 Sat Jul 12 11:45:38 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 12 Jul 1997 09:41:13 -0500
Message-ID: <yam7132.697.4720904@huron.net>
In-Reply-To: <24baac70.u8t20e.ebdcc-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Test Results
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 12-Jul-97, Keith Hill wrote:
>> More soundfx
>..yeah.  Well, actually any sound effects would be good.  Got some underway,
>but anyone care to donate some more samples ?
><hint> Anyone want to generate gfx for an artic level ??  </hint>

I'll archive up my weapon and explosion samples. Tell me what you need,
people, I have over 100Meg of samples, on floppy and CD.

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 Jul 12 18:44:06 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Sat, 12 Jul 1997 20:14:39 +0500
Message-ID: <yam7132.1965.2014469456@gpo.iol.ie>
In-Reply-To: <yam7132.1352.2773224@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Test Results
MIME-Version: 1.0
Content-type: multipart/mixed; boundary="BOUNDARY.7132.1965.2014469456.1"
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.7132.1965.2014469456.1
Content-Type: text/plain

On 12-Jul-97, Garfield Benjamin wrote:
>On 11-Jul-97, Peter Cahill wrote:


>>Here is what I think about the list-game so far:
>>The Sideways Shooting Scroller:
>>----------------------------------
>>A Problem: It wont run after I load my HD (I have to load it from
>>DOS to play)
>>I'm still trying to find out why
>   Hmmm... this is very strange! What exactly happens after you
>   double-click on the executable?

    Ok, First A arrow appears then the text appears at the end of the screen
    then Workbench comes back to the front

    After loading my floppy WB the same error occurs !

>   Do you have SnoopDOS or DOStrace?

    Of course ! I think that SnoopDos is one of my most improtant utilities

>   These two excellent utilities provide valuable info on what's
>   going on behind the scenes and I find them very useful in sorting
>   out exactly why a program won't work.

>   If you do not have either, I will gladly send you the DOStrace
>   in an Lha-archive (6k before encoding), if you want?

    Ok, I dont have DOStrace - please e-mail it to me it might help to
    solve my problem

    Please check out the end of this mail - there is a snoopdos.log file
    of what happens when I try to load the Shooter demo - I couldnt pick
    out the error !

    I should also tell you that the first shooter demo works fine !!
    The filename of the first shooter demo was "sideshooter.lha"







>>...I think its fantastic.
>   THANKS!! It's great to know that someone appreciates your work!!

>>Things that it needs:
>>Music playing during the game
>   Well, I haven't given this any thought at all. Perhaps after the
>   stage is fully complete (I don't even have the first of the four
>   phases done yet), I will add a background tune.
> 
>>An end-of-level enemy
>   This is definitely in the works. The SideShooter stage actually
>   consists of four phases:
>   Phase One - Standard Shooter
>               The current demo is Phase One.
>   Phase Two - Mid-Boss Battle 
>               This will be the first boss. It won't be huge or super-
>               powerful, but it should give the player a good challenge.
>   Phase Three - Asteroid Field 
>                 Bubba must maneuver and blast his way through a dense
>                 asteroid field.
>   Phase Four - Final Boss Battle 
>                The one you're waiting for!! This boss will be something
>                special. Not sure myself exactly what, but I know I want
>                it to be big, powerful, and semi-intelligent to the extent
>                of reacting to Bubba's moving/firing.   


    Sounds good,real good





-- 



Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |                               | Current Projects: |
 |                               |                   |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|

--BOUNDARY.7132.1965.2014469456.1
Content-Type: text/plain; name="SnoopDos.log"


SnoopDos logging started on Saturday, 12-Jul-97 at 19:56:14

 Count Process Name       Action     Target Name                 Options Res.
 ----- ------------       ------     -----------                 ------- ----
 1     WBL                OpenLib    workbench.library           Ver 0   OK  
 2     WBL                #COPY_DIR  1E04208A                    HD1     OK  
 3     WBL                #EXAM_OBJE 1E04213A, 1E04372C          HD1     OK  
 4     WBL                #PARENT    1E04213A                    HD1     OK  
 5     WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 6     WBL                #EXAM_OBJE 1E042142, 1E04372C          HD1     OK  
 7     WBL                #PARENT    1E042142                    HD1     OK  
 8     WBL                #FREE_LOCK 1E042142                    HD1     OK  
 9     WBL                #EXAM_OBJE 1E04213A, 1E04372C          HD1     OK  
 10    WBL                #PARENT    1E04213A                    HD1     OK  
 11    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 12    WBL                #EXAM_OBJE 1E042142, 1E04372C          HD1     OK  
 13    WBL                #PARENT    1E042142                    HD1     OK  
 14    WBL                #FREE_LOCK 1E042142                    HD1     OK  
 15    WBL                #EXAM_OBJE 1E04213A, 1E04372C          HD1     OK  
 16    WBL                #PARENT    1E04213A                    HD1     OK  
 17    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 18    WBL                #EXAM_OBJE 1E042142, 1E04372C          HD1     OK  
 19    WBL                #PARENT    1E042142                    HD1     OK  
 20    WBL                #FREE_LOCK 1E042142                    HD1     OK  
 21    WBL                #EXAM_OBJE 1E04213A, 1E04372C          HD1     OK  
 22    WBL                #PARENT    1E04213A                    HD1     Fail
 23    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 24    WBL                ChangeDir  HD1:Programming/AMOS_Pro/Li             
 25    WBL                #COPY_DIR  1E04208A                    HD1     OK  
 26    WBL                #EXAM_OBJE 1E04213A, 1E0436FA          HD1     OK  
 27    WBL                #PARENT    1E04213A                    HD1     OK  
 28    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 29    WBL                #EXAM_OBJE 1E042142, 1E0436FA          HD1     OK  
 30    WBL                #PARENT    1E042142                    HD1     OK  
 31    WBL                #FREE_LOCK 1E042142                    HD1     OK  
 32    WBL                #EXAM_OBJE 1E04213A, 1E0436FA          HD1     OK  
 33    WBL                #PARENT    1E04213A                    HD1     OK  
 34    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 35    WBL                #EXAM_OBJE 1E042142, 1E0436FA          HD1     OK  
 36    WBL                #PARENT    1E042142                    HD1     OK  
 37    WBL                #FREE_LOCK 1E042142                    HD1     OK  
 38    WBL                #EXAM_OBJE 1E04213A, 1E0436FA          HD1     OK  
 39    WBL                #PARENT    1E04213A                    HD1     OK  
 40    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 41    WBL                #EXAM_OBJE 1E042142, 1E0436FA          HD1     OK  
 42    WBL                #PARENT    1E042142                    HD1     OK  
 43    WBL                #FREE_LOCK 1E042142                    HD1     OK  
 44    WBL                #EXAM_OBJE 1E04213A, 1E0436FA          HD1     OK  
 45    WBL                #PARENT    1E04213A                    HD1     Fail
 46    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 47    WBL                Load       HD1:Programming/AMOS_Pro/Li         OK  
 48    WBL                *Open      HD1:Programming/AMOS_Pro/Li Read    OK  
 49    WBL                #FINDINPUT 1E04213B, 1E04208A, 1E04214 HD1     OK  
 50    WBL                #READ      78108570, 7810DF28,      40 HD1     OK  
 51    WBL                #READ      78108570, 7810E6F4,      73 HD1     OK  
 52    WBL                #READ      78108570, 7810DF28,      40 HD1     OK  
 53    WBL                #READ      78108570, 7810F224,    1600 HD1     OK  
 54    WBL                #READ      78108570, 7810DF28,      40 HD1     OK  
 55    WBL                #READ      78108570, 7812562C,      8E HD1     OK  
 56    WBL                #READ      78108570, 7810DF28,      40 HD1     OK  
 57    WBL                #READ      78108570, 7812630C,     6EA HD1     OK  
 58    WBL                #READ      78108570, 7810DF28,      40 HD1     OK  
 59    WBL                #READ      78108570, 7812D5B4,     100 HD1     OK  
 60    WBL                #READ      78108570, 7810DF28,      40 HD1     OK  
 61    WBL                #READ      78108570,    8C174,      4A HD1     OK  
 62    WBL                #READ      78108570, 7810DF28,      40 HD1     OK  
 63    WBL                #READ      78108570, 7812E9BC,      40 HD1     OK  
 64    WBL                #READ      78108570, 7810DF28,      40 HD1     OK  
 65    WBL                #READ      78108570, 7810DF28,      40 HD1     OK  
 66    WBL                #END       78108570                    HD1     OK  
 67    WBL                #COPY_DIR  1E04208A                    HD1     OK  
 68    WBL                #EXAM_OBJE 1E04213A, 1E0436F1          HD1     OK  
 69    WBL                #PARENT    1E04213A                    HD1     OK  
 70    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 71    WBL                #EXAM_OBJE 1E042142, 1E0436F1          HD1     OK  
 72    WBL                #PARENT    1E042142                    HD1     OK  
 73    WBL                #FREE_LOCK 1E042142                    HD1     OK  
 74    WBL                #EXAM_OBJE 1E04213A, 1E0436F1          HD1     OK  
 75    WBL                #PARENT    1E04213A                    HD1     OK  
 76    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 77    WBL                #EXAM_OBJE 1E042142, 1E0436F1          HD1     OK  
 78    WBL                #PARENT    1E042142                    HD1     OK  
 79    WBL                #FREE_LOCK 1E042142                    HD1     OK  
 80    WBL                #EXAM_OBJE 1E04213A, 1E0436F1          HD1     OK  
 81    WBL                #PARENT    1E04213A                    HD1     OK  
 82    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 83    WBL                #EXAM_OBJE 1E042142, 1E0436F1          HD1     OK  
 84    WBL                #PARENT    1E042142                    HD1     OK  
 85    WBL                #FREE_LOCK 1E042142                    HD1     OK  
 86    WBL                #EXAM_OBJE 1E04213A, 1E0436F1          HD1     OK  
 87    WBL                #PARENT    1E04213A                    HD1     Fail
 88    WBL                #FREE_LOCK 1E04213A                    HD1     OK  
 89    WBL                Lock       HD1:Programming/AMOS_Pro/Li Read    OK  
 90    WBL                *Lock      HD1:Programming/AMOS_Pro/Li Read    OK  
 91    WBL                #LOC_OBJEC 1E04208A, 1E043775, FFFFFFF HD1     OK  
 92    WBL                #PARENT    1E042140                    HD1     OK  
 93    WBL                #FREE_LOCK 1E042140                    HD1     OK  
 94    WBL                ChangeDir  SYS:                                    
 95    ShooterUpdate3b    FindTask    AMOS                               Fail
 96     AMOS              #COPY_DIR  1E02E71C                    HD1     OK  
 97     AMOS              #EXAM_OBJE 1E04208A, 1E043751          HD1     OK  
 98     AMOS              #PARENT    1E04208A                    HD1     OK  
 99     AMOS              #FREE_LOCK 1E04208A                    HD1     OK  
 100    AMOS              #EXAM_OBJE 1E042118, 1E043751          HD1     OK  
 101    AMOS              #PARENT    1E042118                    HD1     OK  
 102    AMOS              #FREE_LOCK 1E042118                    HD1     OK  
 103    AMOS              #EXAM_OBJE 1E04208A, 1E043751          HD1     OK  
 104    AMOS              #PARENT    1E04208A                    HD1     OK  
 105    AMOS              #FREE_LOCK 1E04208A                    HD1     OK  
 106    AMOS              #EXAM_OBJE 1E042118, 1E043751          HD1     OK  
 107    AMOS              #PARENT    1E042118                    HD1     OK  
 108    AMOS              #FREE_LOCK 1E042118                    HD1     OK  
 109    AMOS              #EXAM_OBJE 1E04208A, 1E043751          HD1     OK  
 110    AMOS              #PARENT    1E04208A                    HD1     OK  
 111    AMOS              #FREE_LOCK 1E04208A                    HD1     OK  
 112    AMOS              #EXAM_OBJE 1E042118, 1E043751          HD1     OK  
 113    AMOS              #PARENT    1E042118                    HD1     OK  
 114    AMOS              #FREE_LOCK 1E042118                    HD1     OK  
 115    AMOS              #EXAM_OBJE 1E04208A, 1E043751          HD1     OK  
 116    AMOS              #PARENT    1E04208A                    HD1     Fail
 117    AMOS              #FREE_LOCK 1E04208A                    HD1     OK  
 118    AMOS              ChangeDir  HD1:Programming/AMOS_Pro/Li             
 119    AMOS              OpenLib    graphics.library            Ver 0   OK  
 120    AMOS              OpenLib    intuition.library           Ver 37  OK  
 121    AMOS              FindTask   _Switcher AMOS_                     Fail
 122    AMOS              OpenDev    input.device                Unit 0  OK  
 123    AMOS              FindSem    MultiCX Patches                     OK  
 124    AMOS              FindSem    MultiCX Patches                     OK  
 125    AMOS              OpenFont   topaz.font                  Size 8  OK  
 126    AMOS              OpenFont   topaz.font                  Size 8  OK  
 127    AMOS              OpenFont   topaz.font                  Size 8  OK  
 128    AMOS              FindSem    MultiCX Patches                     OK  
 129    AMOS              FindSem    MultiCX Patches                     OK  
 130    AMOS              OpenFont   topaz.font                  Size 8  OK  
 131    AMOS              OpenFont   topaz.font                  Size 8  OK  
 132    AMOS              OpenLib    mathffp.library             Ver 0   OK  
 133    AMOS              #COPY_DIR  1E02E71C                    HD1     OK  
 134    AMOS              #EXAM_OBJE 1E04228A, 1E043702          HD1     OK  
 135    AMOS              #PARENT    1E04228A                    HD1     OK  
 136    AMOS              #FREE_LOCK 1E04228A                    HD1     OK  
 137    AMOS              #EXAM_OBJE 1E0422B4, 1E043702          HD1     OK  
 138    AMOS              #PARENT    1E0422B4                    HD1     OK  
 139    AMOS              #FREE_LOCK 1E0422B4                    HD1     OK  
 140    AMOS              #EXAM_OBJE 1E04228A, 1E043702          HD1     OK  
 141    AMOS              #PARENT    1E04228A                    HD1     OK  
 142    AMOS              #FREE_LOCK 1E04228A                    HD1     OK  
 143    AMOS              #EXAM_OBJE 1E0422B4, 1E043702          HD1     OK  
 144    AMOS              #PARENT    1E0422B4                    HD1     OK  
 145    AMOS              #FREE_LOCK 1E0422B4                    HD1     OK  
 146    AMOS              #EXAM_OBJE 1E04228A, 1E043702          HD1     OK  
 147    AMOS              #PARENT    1E04228A                    HD1     OK  
 148    AMOS              #FREE_LOCK 1E04228A                    HD1     OK  
 149    AMOS              #EXAM_OBJE 1E0422B4, 1E043702          HD1     OK  
 150    AMOS              #PARENT    1E0422B4                    HD1     OK  
 151    AMOS              #FREE_LOCK 1E0422B4                    HD1     OK  
 152    AMOS              #EXAM_OBJE 1E04228A, 1E043702          HD1     OK  
 153    AMOS              #PARENT    1E04228A                    HD1     Fail
 154    AMOS              #FREE_LOCK 1E04228A                    HD1     OK  
/155    AMOS              Lock       HD1:Programming/AMOS_Pro/Li Read        
 156    AMOS              *Lock      HD1:Programming/AMOS_Pro/Li Read    OK  
 157    AMOS              #LOC_OBJEC 1E02E71C, 1E04378A, FFFFFFF HD1     OK  
\155    AMOS              Lock       HD1:Programming/AMOS_Pro/Li Read    OK  
 158    AMOS              #PARENT    1E04228A                    HD1     OK  
 159    AMOS              #PARENT    1E0422B4                    HD1     OK  
 160    AMOS              #PARENT    1E0422F0                    HD1     OK  
 161    AMOS              #PARENT    1E04297C                    HD1     OK  
 162    AMOS              #PARENT    1E042A34                    HD1     OK  
 163    AMOS              #PARENT    1E042A8C                    HD1     OK  
 164    AMOS              #PARENT    1E042AA0                    HD1     Fail
 165    AMOS              #EXAM_OBJE 1E042AA0, 1E0494BA          HD1     OK  
 166    AMOS              #FREE_LOCK 1E042AA0                    HD1     OK  
 167    AMOS              #EXAM_OBJE 1E042A8C, 1E0494BA          HD1     OK  
 168    AMOS              #FREE_LOCK 1E042A8C                    HD1     OK  
 169    AMOS              #EXAM_OBJE 1E042A34, 1E0494BA          HD1     OK  
 170    AMOS              #FREE_LOCK 1E042A34                    HD1     OK  
 171    AMOS              #EXAM_OBJE 1E04297C, 1E0494BA          HD1     OK  
 172    AMOS              #FREE_LOCK 1E04297C                    HD1     OK  
 173    AMOS              #EXAM_OBJE 1E0422F0, 1E0494BA          HD1     OK  
 174    AMOS              #FREE_LOCK 1E0422F0                    HD1     OK  
 175    AMOS              #EXAM_OBJE 1E0422B4, 1E0494BA          HD1     OK  
 176    AMOS              #FREE_LOCK 1E0422B4                    HD1     OK  
 177    AMOS              #EXAM_OBJE 1E04228A, 1E0494BA          HD1     OK  
 178    AMOS              #FREE_LOCK 1E04228A                    HD1     OK  
 179    AMOS              FindTask   _Switcher AMOS_                     Fail
 180   ShooterUpdate3b    #FREE_LOCK 1E042148                    HD1     OK  

Closed SnoopDos log at 19:56:26

--BOUNDARY.7132.1965.2014469456.1--



From amos-request@svcs1.digex.net Sun Jul 13 06:37:08 1997
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Date: Sat, 12 Jul 1997 19:13:37 +0200
To: "Mr. Giark To You" <joehick@golden.net>
Cc: AMOS List <amos-list@access.digex.net>
From: Evert-Jan Slypen <Jazz@lobster.demon.nl>
Subject: Re: Credits? Continue?
In-Reply-To: <yam7132.2839.4720904@huron.net>
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In message <yam7132.2839.4720904@huron.net>, "Mr. Giark To You"
<joehick@golden.net> writes

>>Is there a credits-system for the CB game? Just wanted to know in case I
>>need to make a small 'continue?' tune.
>
>Not credits! We are trying to avoid the quarterfeeder idea of games. But,
>making more tunes, perhaps one for the config screen, is always a good idea.

More tunes are on the way. Any more left to do? So far there are still
the tunes for all the levels (with appropriate subtunes for bosses etc),
the game won tune, the config screen tune, maybe another hiscore tune,
and probably an extension to the intro tune.

-- 
Evert-Jan Slypen

From amos-request@svcs1.digex.net Sat Jul 12 14:50:03 1997
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Date: Sat, 12 Jul 1997 12:01:13 -0600
From: mordecai@freenet.edmonton.ab.ca (Me)
To: amos-list@access.digex.net
Subject: UFO type game
Message-Id: <334.7132.IB.722.IB.2873@freenet.edmonton.ab.ca>
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I've started work on a UFO type game (basically only perspective-wise).

So I have icons that will be used in it shaped like diamonds.

like so:/\
        \/

I am having trouble with the proper detection of  which icon the character is in.

Should I just use a grid concept? Or can somebody help me with a shorter method?

-Mordecai


From amos-request@svcs1.digex.net Sat Jul 12 21:09:22 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Sat, 12 Jul 1997 18:31:58 -0600
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Subject: Re: List game level update.
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Greetings.

> Stage 4 - doom clone nothing but words so far
hehe. I'm lobbying to change that. I'm thinking screenshots 
will be available within the next week. Sound good?

Btw, sorry for the laugh, but you worded it funny.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sat Jul 12 20:48:06 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: Declan_Gorman@modusmedia.com
Date: Sat, 12 Jul 1997 18:34:20 -0600
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Greetings.
 
> Does anyone know if an IFF viewer exists for windows '95?
Not sure about any smaller ones, but there is Paint Shop Pro (which I 
use on my PC, my personal favorite besides Deluxe Paint of course), 
which you can look into from Jasc, Inc. at http://www.jasc.com

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sat Jul 12 21:36:59 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Sat, 12 Jul 1997 18:36:19 -0600
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Subject: Worldwide media blitz!
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Greetings.

> World wide media blitz! Start working on ads for sending to
> magazines, etc.

So now what, do we need to hire on some reporters/columnists, too? :) 
No, seriously, once all is said and done, and I'm finished with my 
level, etc. I'll do an article for some mags if you want (preferably 
one of the US groups or mags).

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sat Jul 12 21:45:48 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: Peter Cahill <cahill4@iol.ie>
Date: Sat, 12 Jul 1997 18:41:12 -0600
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Subject: Re: The games gfx
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Greetings.
 
> In the shooter stage and the castle assault stage Bubbas body is a
> Blue colour but in the really cool rendered images his body is white
> Is it ment to be like this ?

The problem here is that I rendered TWO sets of shots of Bubba in 
both a white suit motif and a blue suit scheme. Giark didn't like the 
white (he wanted blue) so I did both. If Keith and Garfield are using 
the blue Bubba color scheme, it's because they want to or probably 
becuase Giark told them to. :)

> Apart from this I like the gfx ALOT
Well, for what I did, thanks.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sat Jul 12 22:05:00 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: gbenjam@ix.netcom.com
Date: Sat, 12 Jul 1997 18:55:16 -0600
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Subject: Re: List game level update.
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Greetings.
 
> HA!HA! Yes, I am looking forward to seeing your demo. It is a
> very formidable challenge you are undertaking and I am anxious
> to see the result.

hehe. Well, as I told Giark, I plan to have the engine half done 
by the end of this coming week and screenshots available.
Nice choice of words, btw. "formidable" fits well.

> This is the "Amazing 3D Games" book, right? A superb volume!!
Yes it is (youre correct about the book name), and yes, it is superb.

> I planned on converting the routines over to AMOS/BLITZ
> myself at some point.

Nice idea, as Mush also has this book, (he was the one that told me 
about it and referred me to a bookstore where I could get it). I 
think he was first converting to Blitz, then AMOS. I'm not sure how 
far he ever got on it though (you'll have to e-mail him).

> Seeing as you have already done this with AMOS, I won't bother with 
> an AMOS conversion myself (or at least put it on hold) and will 
> focus on the BLITZ conversion instead (not for a while though).

hehe. That would be a sensible idea, even though you're more than 
welcome to try if you wish. As everyone may or may not know, the 
level I give to Giark will contain a limited version of the engine 
(not limited in performance, just features), combined with all of the 
graphics and everything.

The reason is because I'm plan, after I finish writing my engine, 
will be using it to write my 3D game (Eventuator 3D, as you may 
know), and I won't be distributing the source of the engine except in 
limited form to Giark for my level and the List game. Even then I'm 
not going to give him or anyone else permission to distribute the 
source code by itself unless the source code to the entire List game 
itself is distributed in it's entirety.

I'm writing the engine, then the List game level, then my 3D game, 
then I'll probably make up a level editor packaged with the engine 
(as an executable) where you can make your own 3D game (maybe, I have 
decided on this product as of yet). Those are my current plans.

> How speedy is your CAFE engine at the moment?
> Got any kind of frame-rate spec?

Not yet, but I will, and when I do, you guys will be the first to 
know about it (and if I find the time, I will finally get around to 
finishing up my Cafe engine webpages on my site).

> Are you actually converting the C routines to pure AMOS or
> are you making extensive use of Assembler routines as well??

Yes to both. I am converting both the C AND Asm routines from the 
book and source to AMOS. I have a little help with the Asm from the 
book as he explains most of it.

> BTW- Your renderings of that huge Bubba-character were most 
> impressive. Very well done!

Thanks again. I always try to do more than what's needed.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sun Jul 13 07:03:54 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Sun, 13 Jul 1997 10:12:06 +0500
Message-ID: <yam7133.307.2014202856@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Shooting Scroller error - FOUND!
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Hi,

 I have found out the error in the sideways shooting scroller !! :-))
but I havent found out why it happens :-(

The error is that when the sideways shooting sroller loads files
(eg.the phaseone level files) IF the filename is to long it quits
and goes back into WB !!




On my HD if I have the shooter in the directory:

work:programming/amos_pro/list-game/shooterdemo3inside!!/

It doesnt work

       OR



If I have it in the directory:

work:programming/amos_pro/shooterdemo3inside!!/

It Works !!!

       OR



If I have it in any directory shorter than the one it works in
it will also work ! eg.

Work:shooterdemo3inside!!/

Also works !!


I dont know if this is another AMOS bug though

Also if I boot-with-no-startup-sequence and type in the filename
of the executeable in ANY directory it works fine !!

I think that this is a WB bug because the game runs fine from DOS
and if I type "loadwb" into DOS and then run the game
(with nothing else running but WB) It wont work



Although I have found the error I dont know how to solve it :-((




-- 



Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
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 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Sat Jul 12 21:29:01 1997
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Date: 13 Jul 97 01:21:56 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Test Results
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7132.1352.2773224@smtp.ix.netcom.com>
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On 12-Jul-97 02:41:27 Garfield Benjamin wrote something about Re: Test Results.

>>Things that it needs:
>>Music playing during the game
>   Well, I haven't given this any thought at all. Perhaps after the
>   stage is fully complete (I don't even have the first of the four
>   phases done yet), I will add a background tune.

Excuse me, but let's not forget who's Mr. Music around these parts :)
Music for all levels is underway. Patience please.


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


From amos-request@svcs1.digex.net Sat Jul 12 21:49:06 1997
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Date: 13 Jul 97 01:24:24 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Test Results
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7132.1352.2773224@smtp.ix.netcom.com>
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On 12-Jul-97 02:41:27 Garfield Benjamin wrote something about Re: Test Results.

>>The Music Tunes:
>>------------------
>>I havent listened to them all yet but I like the ones Ive heard
>   I've listened to the meds and mod. I think that MOD is excellent
>   for the intro/credits!!

I will take credit for this, thanks. :)

>   The MEDS were very good as well. The one with wolves howling
>   reminded me of Castlevania. Hmmm... maybe we should have had
>   a Castlevania or GhoulsN'Ghosts style stage too. I suppose the
>   memory is already maxxed with the current stages in this List-
>   game, so maybe a good idea for the next one...

Oh, well, the Meds weren't made by me, so they'll probably not be used
anyway... sorry :)


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


From amos-request@svcs1.digex.net Sat Jul 12 20:34:44 1997
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Date: 13 Jul 97 01:27:44 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: The pang demo
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7132.1500.2014223608@gpo.iol.ie>
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On 12-Jul-97 08:31:30 Peter Cahill wrote something about The pang demo.

>The Pang Bouns Stage:
>---------------------

>Things needed to be added in to it:

>Music

The music for the individual stages is being worked on. I'm working as hard
as I can.

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


From amos-request@svcs1.digex.net Sun Jul 13 07:29:46 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Sun, 13 Jul 1997 12:24:24 EST5
Message-ID: <yam7133.1236.137699024@cu.cu-muc.de>
In-Reply-To: <tcppop3.478855@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
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geosync@ozemail.com.au wrote on 06-Jul-97:

> Berionne wanted to do dual mouse things, I checked out the Aminet for
> the AMCAF ext but all I saw was the update.

There are two groups of files:

1. The full extension archives (demo version) with all the examples etc:

AMCAFExt140Exa.lha Full examples archive
AMCAFExt140InD.lha German installation disk
AMCAFExt140InE.lha English installation disk

2. The update to prior versions:

AMCAFUpd140Exa.lha Update of the examples
AMCAFUpd140InD.lha Update of the extension only (german)
AMCAFUpd140InE.lha Update of the extension only (english)

However, I would recommend to download the archives  from  my  homepage  as
they are a bit more up to date (obsolete stuff in the docs corrected).

> Is this the full extension
> or do you have to buy it from somewhere then use the update.

To use other updates like the V1.43 update, you need to be registered.

-- 
Bye,ChrisHodges (http://home.pages.de/~platon/) ____
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From amos-request@svcs1.digex.net Sun Jul 13 13:29:21 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, 13 Jul 1997 12:56:53 +0500
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On 13-Jul-97, Peter Cahill wrote:

>Hi,

   Hello!!

> I have found out the error in the sideways shooting scroller !! :-))
>but I havent found out why it happens :-(

   GREAT!! But, it's not actually an error in the code... ;-)


>The error is that when the sideways shooting sroller loads files
>(eg.the phaseone level files) IF the filename is to long it quits
>and goes back into WB !!


   Oh, of course!!  Yes, this is just the file-system. 

   If you have too many levels of directories, or simply long names,
   AMOS can't access a file.

   Could be a result of using AMOS v1.36, not sure. It may be a DOS-
   limit.
   


      Take care,

       Garfield


From amos-request@svcs1.digex.net Sun Jul 13 15:31:00 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, 13 Jul 1997 14:14:39 +0500
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      To All:


    I have sent Mr. Giark a small update to the SideShooter.

    There are only a few modifications:

    - I have added a slight progression of difficulty

    - The actual frame-rate is now displayed at the end of the demo

    - The enemies fire slightly more often and their shots are 
       slightly faster.

    - Bubba's Shield now takes damage and when depleted, the 
       demo will end.


      BTW- I think I neglected to mention that you can exit any of the
      demos by clicking the Left Mouse Button...


      Anyway, the MAJOR CHANGE is in the overall speed:

      The demo is no longer "locked" at 25/30 fps.

      For those of you who thought the last update was too slow,
      PRESS the 2ND Firebutton at the GetReady... prompt and you will
      be able to play at the MAXIMUM SPEED the game-engine can
      handle...

      PLEASE bear in mind that you will need a reasonably-powerful
      Amiga to play at 50/60 fps!! AMOS is working overtime just to
      draw all of the bobs!!

      Something like a 25MHz 68020 w/FastRam or better MAY allow
      you to play at 50/60fps, however even with faster Amigas,
      AMOS is still bogged down drawing all the bobs which do not rely
      on CPU-speed...


      If you would rather play "locked-in" at 25/30fps then just
      PRESS the 1ST Firebutton instead.



      Feedback is appreciated...

      Anybody with a 68030 or better, please let me know how it
      performs at maximum-rate. What CPU and at what clock-speed
      and also the FramesPerSecond displayed at the end of the
      demo.


      Take care,

       Garfield
 


From amos-request@svcs1.digex.net Sun Jul 13 20:13:31 1997
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In-Reply-To: <yam7132.651.2014289120@gpo.iol.ie>
	     (from Peter Cahill <cahill4@iol.ie>)
	     (at Sat, 12 Jul 1997 17:59:13 +0500)
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To the one known as Peter,
> >> The Castle Assault Stage:
> >;-)  It's even faster now.  (yes, really !)  I think I can shave a couple
> >more nano's off the main loop still though.  Maybe.
> Faster ? I found it quite fast already (this might have been caused by
> my BlizZard though)

Seriously, its a lot faster !  It'll be noticed on smaller machines most
though.  Bigger machines won't notice a thing..

> Is the faster version up on the web page yet?

..just my hard drive ATM.  Just getting it up to a new standard of
excellence b4 release.  I could dump it now, but I want it to show real
progress as well as speed !



 _   _   _        _     _   _     |  "Who'd want to write a message in their
|_> |_| |_| |\ | |_ |  | | /   |  |  own blood and intestines ?" - Cat
|_> | \ | | | \| |_ |_ |_| \_  .  |  "Someone who BADLY needed a pen." - Lister
                                  |  (Red Dwarf; Psirens)
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Sun Jul 13 10:40:41 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 13 Jul 1997 09:10:43 -0500
Message-ID: <yam7133.2158.4885816@huron.net>
In-Reply-To: <199707122332.RAA28506@earth.usa.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List game level update.
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On 12-Jul-97, Adam Parrott wrote:
>> Stage 4 - doom clone nothing but words so far
>hehe. I'm lobbying to change that. I'm thinking screenshots 
>will be available within the next week. Sound good?
>Btw, sorry for the laugh, but you worded it funny.

I'm glad you saw the humour. Keep us updated on your progress.

Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
     ______  ______    _____  .------------------------------------------.
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   / /__   / /_/ /   / /  / / !                                          !
  / ___/  / ___  |  / /  / /  !       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 Jul 13 11:18:46 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 13 Jul 1997 09:12:36 -0500
Message-ID: <yam7133.1816.4885816@huron.net>
In-Reply-To: <199707122336.RAA28618@earth.usa.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Worldwide media blitz!
MIME-Version: 1.0
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Status: O
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On 12-Jul-97, Adam Parrott wrote:
>> World wide media blitz! Start working on ads for sending to
>> magazines, etc.
>So now what, do we need to hire on some reporters/columnists, too? :) 
>No, seriously, once all is said and done, and I'm finished with my 
>level, etc. I'll do an article for some mags if you want (preferably 
>one of the US groups or mags).

And the Brits, and the others...

We could wind up on an Amiga Format CD!

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 Jul 13 10:57:13 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 13 Jul 1997 09:18:00 -0500
Message-ID: <yam7133.50.4885816@huron.net>
In-Reply-To: <683.7133T81T2831@lobster.demon.nl>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Test Results
MIME-Version: 1.0
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On 13-Jul-97, Evert-Jan Slypen wrote:
>>>Music playing during the game
>>   Well, I haven't given this any thought at all. Perhaps after the
>Excuse me, but let's not forget who's Mr. Music around these parts :)
>Music for all levels is underway. Patience please.

Don't be gettin' testy, Mr. Music. Get some tunes out. We are game developers.
Patience we have none of. Q8-{)

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 Jul 13 17:40:00 1997
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Date: Sun, 13 Jul 1997 17:17:45 +0200
To: "Mr. Giark To You" <joehick@golden.net>
Cc: AMOS List <amos-list@access.digex.net>
From: Evert-Jan Slypen <Jazz@lobster.demon.nl>
Subject: Re: Test Results
In-Reply-To: <yam7133.50.4885816@huron.net>
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In message <yam7133.50.4885816@huron.net>, "Mr. Giark To You"
<joehick@golden.net> writes

>:)
>>Music for all levels is underway. Patience please.
>
>Don't be gettin' testy, Mr. Music. Get some tunes out. We are game developers.
>Patience we have none of. Q8-{)

I know I know. :) Ill probably have some more for you tonight.

In the meantime, why dont all part-developers get in touch what kind of
music theyd want. For the shoot-em-upstage for example youll probably
need a couple of bosstunes aswell. For the 3d stage I was thinking about
some very ambient music/sounds with some heavy music when you get
attacked or something (like in Liberation). I dont really know what to
put in the beat-em-up part. Ive always hated music during beat-em-up
games, Id much rather hear the sound of cracking skulls etc :) But Im
sure I could fix up some unintruding upbeat music.

Do we need jingles?

-- 
Evert-Jan Slypen

From amos-request@svcs1.digex.net Sun Jul 13 13:41:18 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 13 Jul 1997 12:54:36 -0500
Message-ID: <yam7133.1848.4781784@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Menu
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As I said, once the novel was done, I would be doing more on the actual game
programming. Two more things have gone onto the page, courtesy of me:

Dir.lha
This is the directory structure for the game. Put all your stuff into the
appropriate dir. You can make as many more dirs inside as you need, but keep
all of level one in the level one dir, and so on.

Menu.lha
This is the main CB selection screen. It offers all the options we've
discussed and a couple that may be new to you. There's a brief doc file with
it to tell you what it does.

If you haven't been to the page in a while, go now. I notice none of you have
sent notes saying what graphics, sound, etc. you've supplied. I don't have any
information other than what's on the web page. If you look at the credits and
see that it's wrong or that you aren't listed, send me mail (there's a mailto
right in the page) about it. If you don't tell me about your efforts, you will
NOT get credit. I'm not a mindreader!

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 Jul 13 17:41:14 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: Evert-Jan Slypen <Jazz@lobster.demon.nl>
Date: Sun, 13 Jul 1997 14:31:14 -0600
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Subject: List game music.
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Greetings.

> More tunes are on the way. Any more left to do? So far there are
> still the tunes for all the levels (with appropriate subtunes for
> bosses etc), the game won tune, the config screen tune, maybe
> another hiscore tune, and probably an extension to the intro tune.

As far as the Doom stage goes, I think something kind of erie (not to 
scary, just kinda musty and toony at the same time) would be nice.
If you've ever played or own a copy of Wolfenstein you'll know what 
I'm talking about after listening to some of the later level.s

Btw, you wouldn't be interested in doing some music for my upcoming 
3D game, would you (it'll be finished AFTER the List game, of course)

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sun Jul 13 17:18:31 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Sun, 13 Jul 1997 14:36:33 -0600
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Subject: Re: Worldwide media blitz!
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Greetings.

>> No, seriously, once all is said and done, and I'm finished with
>> my level, etc. I'll do an article for some mags if you want
>> (preferably one of the US groups or mags).
 
> And the Brits, and the others...
What I meant by "US groups" was that I live in the States, and 
therefore it would be easier for ME to get in contact and write 
articles for groups HERE in the States, where I live.

> We could wind up on an Amiga Format CD!
That would be a good thing. We need to make sure that old
Billy Bob (Gates) sees it, too.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sun Jul 13 16:42:50 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Sun, 13 Jul 1997 14:37:36 -0600
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Subject: Re: Test Results
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Greetings.

> Don't be gettin' testy, Mr. Music. Get some tunes out. We are game
> developers. Patience we have none of. Q8-{)

hehe. Obviously some of us more than others. hahA! :)

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sun Jul 13 21:03:11 1997
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	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Sun, 13 Jul 1997 12:54:36 -0500)
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: joehick@golden.net
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To the one known as Mr.,
> Menu.lha
> This is the main CB selection screen. It offers all the options we've
> discussed and a couple that may be new to you. There's a brief doc file with
> it to tell you what it does.

Lovely !  ..but apart from what you know it needs ;-)  it also needs a
halfbrightness rendered Bubba in the background.  64 cols ?  Gopher it !
Get config working first, preferably with the file format I'm using..

 _   _   _        _     _   _     | 
|_> |_| |_| |\ | |_ |  | | /   |  | "Hey Beavis, does this suck ?"
|_> | \ | | | \| |_ |_ |_| \_  .  | 
                                  | 
                    --------------+---------------
                     http://www.mirex.demon.co.uk
~===========================================================================~
 Keith Hill - Braneloc@mirex.demon.co.uk (Mirex Software)
Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063
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From amos-request@svcs1.digex.net Sun Jul 13 19:44:24 1997
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Date: 14 Jul 97 00:07:45 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Test Results
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <JyxPqIAZGPyzIwP8@lobster.demon.nl>
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On 13-Jul-97 10:17:45 Evert-Jan Slypen wrote something about Re: Test Results.

>Ill

>dont
>theyd youll
>Im

I /do/ hate W95 keyboards.

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


From amos-request@svcs1.digex.net Sun Jul 13 20:27:57 1997
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Date: Sun, 13 Jul 1997 22:21:43 -0700
From: --==Murray==-- <malcolm.murray@virgin.net>
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To: AMOS List <amos-list@access.digex.net>
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OK. Now my mailing problems seem to be over, I've got a problem...

I've been making an amos program that needs to call the compiler program APCmp (using the Exec 
command) to compile an external program.
Now this was working fine normally but when I compile the original program, so that a compiled 
program running under AMOS Pro calls an exec call to run the APcmp program, it fails. That is, 
the APCmp fails to compile the external program.
I don't know why this is and can't really think of a way around it if there is no solution.
Any ideas?

Also, I've been digging through my cupboards full of old amiga magazines trying to locate my amos 
pro compiler manual hoping it would be of use. So far, I haven't located it but I doubt it would 
help anyway.
What I do need however is the command line syntax for the special functions, particularly the one 
so that an automatic screen is NOT created on startup.
So the call would be something like this from shell.
APCmp -s prog.AMOS To prog.Compiled

Where -s is the thing I'm looking for (obviously its not -s)
Anyone know the syntax?

Thanks,
-Murray


From amos-request@svcs1.digex.net Mon Jul 14 04:21:46 1997
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From: "James Brown" <amigogcc@hotmail.com>
To: amos-list@access.digex.net
Subject: Re: Pang
Content-Type: text/plain
Date: Sun, 13 Jul 1997 23:14:58 PDT
Status: O
X-Status: 

Hello,
        First thing:  Sorry for those who couldnt get the demo to work
 straight off. I am using a 1.3 :-( machine and 1.3 doesnt check the
 executable flag.

 >First I'd like to ask about the gfx (Ronnio) Are the gfx are 
 >copyrighted by europress already ?
 Probably, I was just using them until I got some Bubba graphics.

 >Good things in it already:
 >
 >The Main Idea of it is good
 >The fonts at the start are nice
 Thanks :-).

 >Things needed to be added in to it:
 >
 >Music
 >Sfx
 The problem is mixing the two.
 >THE IMAGES TO MOVE SMOOTHLY!!
 This is because of the timer, every second all action freezes to update 
 the clock.
 The code to do this is simple:
 * On timer(50) proc updatetime
 * Procedure updatetime
 * clock=clock-1
 * locate 0,0 : ? "Time: ";clock
 * end proc
 Anyone have a better way to do this?

 >Genral enhancements
 >More playability

 >I know that the author of this lost the orignal one and is now behind 
 >:-(
 >If he wants I will help code Pang and help get it finished on time 
>:-)
 Thanks, I'll send you the code I have tommorow so you can have a look.


 James Brown -- Tasmania, Australia -- amigogcc@hotmail.com
 Projects:  Ragis (AMIGA/IBM/MAC), Captian Bubba, Robotica.


_______________________________________________________
Get Private Web-Based Email Free http://www.hotmail.com

From amos-request@svcs1.digex.net Mon Jul 14 16:25:11 1997
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Date: Mon, 14 Jul 1997 13:29:50 +0200
To: James Brown <amigogcc@hotmail.com>
Cc: amos-list@access.digex.net
From: Evert-Jan Slypen <Jazz@lobster.demon.nl>
Subject: Re: Pang
In-Reply-To: <199707140615.XAA11185@f36.hotmail.com>
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In message <199707140615.XAA11185@f36.hotmail.com>, James Brown
<amigogcc@hotmail.com> writes

> >Music
> >Sfx
> The problem is mixing the two.

Music is 3 channels. I do not know what Amos you are using but I think
there is a command in Amos Pro to mask a channel so that it will be used
for SFX.

-- 
Evert-Jan Slypen

From amos-request@svcs1.digex.net Mon Jul 14 12:09:10 1997
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From: "Martin Karlsson" <Bobba@mailbox.hogia.net>
To: "Ken Axsom" <kaxsom@comsol.tddc.net>
Cc: <amos-list@access.digex.net>
Subject: Re: GFX for the C&C listgame?
Date: Mon, 14 Jul 1997 14:35:43 +0200
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> Martin,  If it's no trouble, I could always use some
> gfx like Lure of the Temptress, Future Wars, Kings Quest,
> Monkey Island, etc. My format is a 32 color picture, using
> the first 22 colors only, and using the whole screen.
> I really need forest, jungle, and beach/lagoon/lake type screens.
> Thanks, Ken.

Hi Ken!
Im sorry to tell you this, but Im working on the gfx for the C&C listgame
so I dont have very much time over! :-(. But I shall take a look to see if
I have som gfx I already have done. There is alot of older gfx on my HD and
maybe there is some you can use?

/Martin 

From amos-request@svcs1.digex.net Mon Jul 14 17:22:17 1997
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From: Jens Vang Petersen <top_cat@post8.tele.dk>
To: amos-list@access.digex.net
Date: Mon, 14 Jul 1997 14:15:33 +0100
Message-ID: <yam7134.1696.1748168016@post8.tele.dk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: New Extension
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

I've written the first version of my own extension "No-Kids", basicaly it's
generaly for more serious programs, Databases etc.. The prime part is a very
fast sort-routine, capable of several different types of sorting (Backwards,
A=a, A<>a, sorting special characters they way you'd like etc.)

Also included is some new string-formating commands, and an easy way of
localizing your programs with strings in memory-banks.

The extension including docs and exampels is about 17k and won't be released
onto the ami-net at this time. If you'd like to try it out then send me a
mail, and I'll get right back to you..

NB: The commands are NOT for the new-commer to AMOS and AMIGA programing, most
of them requires some skills in programing, and the docs are not the best in
the world..

BTW: If anyone have a home-page with spare space then feel free to include the
extension there, just let me know....

-- 
Happy greetings, Yours..
__________________________________________________________________________
 /_  __/ __  / __  /\  ___\  __ \__  _\           aka. JENS VANG PETERSEN
  / / / /_/ / ____/  \ \___\  __ \ \ \              top_cat@post8.tele.dk
 /_/ /_____/_/        \_____\_\ \_\ \_\             "The north will rise"
--------------------------------------------------------------------------
 It's no time to argue about time, we don't have the time..
                          -Deanna Troi (Drunk), Star Trek - First Contact
--------------------------------------------------------------------------



From amos-request@svcs1.digex.net Mon Jul 14 12:22:11 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 14 Jul 1997 09:47:43 -0500
Message-ID: <yam7134.2199.4721568@huron.net>
In-Reply-To: <33C90A2B.MD-0.193.damar@enterprise.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Worldwide media blitz!
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 13-Jul-97, David A. East wrote:
>> And the Brits, and the others...
>> We could wind up on an Amiga Format CD!
>A fate worse than Death, some ppl would say. Is UR version of AF the
>same as British version or do they just change the ads.   Choice this
>side limited to AF or CUAmiga, with AF the leading (easier to buy )
>mag.

All the same. Which is a bit annoying, having to convert from pounds.

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 Jul 14 13:30:39 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 14 Jul 1997 09:53:06 -0500
Message-ID: <yam7134.344.4721568@huron.net>
In-Reply-To: <24bd2dac.u8t20e.73012-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Menu
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 14-Jul-97, Keith Hill wrote:
>Lovely !  ..but apart from what you know it needs ;-)  it also needs a
>halfbrightness rendered Bubba in the background.  64 cols ?  Gopher it !
>Get config working first, preferably with the file format I'm using..

I'd love a halfbrite Bubba, but it's a hires screen. And I'm using 10 colours
for the fx. As for the config, we need to decide what goes in it first. I'll
get working on 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 Jul 14 19:54:39 1997
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	  Mon, 14 Jul 1997 20:16:31 +0100
From: Peter Cahill <cahill4@iol.ie>
To: Garfield Benjamin <gbenjam@ix.netcom.com>, amos-list@access.digex.net
Date: Mon, 14 Jul 1997 19:55:00 +0500
Message-ID: <yam7134.19.2014295016@gpo.iol.ie>
In-Reply-To: <yam7133.1952.2716360@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: TurboShooter
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On 13-Jul-97, Garfield Benjamin wrote:

>      To All:


>    I have sent Mr. Giark a small update to the SideShooter.

>    There are only a few modifications:

>    - I have added a slight progression of difficulty

>    - The actual frame-rate is now displayed at the end of the demo

>    - The enemies fire slightly more often and their shots are 
>       slightly faster.

>    - Bubba's Shield now takes damage and when depleted, the 
>       demo will end.


>      Feedback is appreciated...

>      Anybody with a 68030 or better, please let me know how it
>      performs at maximum-rate. What CPU and at what clock-speed
>      and also the FramesPerSecond displayed at the end of the
>      demo.

Hi,

 I have a BlizZard 1230-iv with 8Meg Fastram (about 10 MIPS and 50Mhz)

After playing the turbo version I was amazed in the speed increase :-)
The game is extremely fast now (about twice as fast as commercial
shoot-em-ups!)

How did you get the speed to increse so much ?

It might be a bit too *fast*  :-(

If you were to make the game start in normal mode and then add in a new
power-up which would speed up the game then maybe 5 speed power-ups
would be the same as the turbo version

And you could have a system-config check at the start of the code so if
someone is using a slower AMIGA it would exclude the speed power-ups.

I think that this would make the game even better !!


Also if there was a random power-up that when collected it would give the
effect of any other power-up it would make the game more riskey - if the
person is to collect the power-up or not.eg. If you have the Photon
power-up you wont want to collect Missiles but youll take a chance at
collecting the Random power-up because you might be low on energy or
something - its just a idea

I think that this would also make the game even better !!




seeya,

-- 

Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |    pix/icon/intel.lha         | Current Projects: |
 |                               |                   |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Mon Jul 14 13:49:47 1997
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From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'Dave Paterson'" <y2guru@sprynet.com>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: RE: Demo Maker
Date: Mon, 14 Jul 1997 09:56:08 -0500
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Most Intruiging, Kind-a like Klik-n-Play for the PC, by the same company responsble
for AMOS. A veritable Visual AMOS, if you will.    Ken

"MMMMMaybe it will!!!  MMMMaybe it won't!!!  BUT I Guess We'll never KNOW, Will WE?!!!!
  Because You're GOing to Guard it!!!" -Commander Hoeck, Space Madness

-----Original Message-----
From:	Dave Paterson [SMTP:y2guru@sprynet.com]
Sent:	Friday, July 11, 1997 8:54 PM
To:	Amiga E-mail List
Subject:	Demo Maker

I have spent almost 1 year writing what could almost be called a "Point and
Click"
programming language.  

it allows the user to select an available command (event) and fill the
appropriate parameters, this command will then be executed at the
appropriate time (1/50 or 1/60 second) 

So far "Event Player" can store upto 4 MED modules, 21 Anim files and 7
screens in
memory and all of which can be manipulated!!!

Ever wanted to sample sounds at a higher sample rate and play an enormous
MED
module without worring about how much Chip memory is available?

Well... worry no more, by breaking up your music into several MED modules
this
software will load and play on request, playing module after module after
module
seamlessly (Remember those 13minute music demos)

Screen fading, melting, bouncing and colour cycling is all supported!!!

Feedback on this would be appreciated, this will be available xmas 97!! and
I would like
to know upfront how people are interested in developing demos without
writing any code.

Dave Paterson


From amos-request@svcs1.digex.net Mon Jul 14 20:15:52 1997
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Message-Id: <24be2570.u8t20e.87574-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7133.1952.2716360@smtp.ix.netcom.com>
	     (from Garfield Benjamin <gbenjam@ix.netcom.com>)
	     (at Sun, 13 Jul 1997 14:14:39 +0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: gbenjam@ix.netcom.com
Cc: amos-list@access.digex.net
Subject: Re: TurboShooterUpdateNowOnWebPage
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To the one known as Garfield,
>     - I have added a slight progression of difficulty
>     - The actual frame-rate is now displayed at the end of the demo
>     - The enemies fire slightly more often and their shots are 
>        slightly faster.
>     - Bubba's Shield now takes damage and when depleted, the 
>        demo will end.
>       The demo is no longer "locked" at 25/30 fps.

Right.  Now.  Look here.  This thing is annoyinly good.  ARGH !  Gotta
finish the sucker..  

Nice one, well done.

 


 _   _   _        _     _   _     |  Ferengi Rule of Acquisition #218
|_> |_| |_| |\ | |_ |  | | /   |  |  
|_> | \ | | | \| |_ |_ |_| \_  .  |  Always know what you are buying.
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk
~===========================================================================~

From amos-request@svcs1.digex.net Mon Jul 14 19:31:32 1997
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In-Reply-To: <yam7133.1848.4781784@huron.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Sun, 13 Jul 1997 12:54:36 -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: Menu
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To the one known as Mr.,
> Menu.lha
> This is the main CB selection screen. It offers all the options we've
> discussed and a couple that may be new to you. There's a brief doc file with
> it to tell you what it does.

..you missed the 'credits' option.

 _   _   _        _     _   _     |  Ferengi Rule of Acquisition #82
|_> |_| |_| |\ | |_ |  | | /   |  |  
|_> | \ | | | \| |_ |_ |_| \_  .  |  The flimsier the product, the higher the
                                  |  price.
                    --------------+---------------
                     http://www.mirex.demon.co.uk
~===========================================================================~
 

From amos-request@svcs1.digex.net Tue Jul 15 06:06:43 1997
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In-Reply-To: <yam7134.344.4721568@huron.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Mon, 14 Jul 1997 09:53:06 -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: joehick@golden.net
Cc: amos-list@access.digex.net
Subject: Re: Menu
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To the one known as Mr.,
> >Lovely !  ..but apart from what you know it needs ;-)  it also needs a
> >halfbrightness rendered Bubba in the background.  64 cols ?  Gopher it !
> >Get config working first, preferably with the file format I'm using..
> I'd love a halfbrite Bubba, but it's a hires screen. And I'm using 10 colours
> for the fx. As for the config, we need to decide what goes in it first. I'll
> get working on that.

Ah, I see.  Still, it'd be nice.  Config needs screen hardware coords first,
then anything else.  I'm using xpos,ypos, probably xsiz,ysiz (though I don't
really care about them), err, followed by whatever anyone wants to store.



 _   _   _        _     _   _     |  Ferengi Rule of Acquisition #27
|_> |_| |_| |\ | |_ |  | | /   |  |  
|_> | \ | | | \| |_ |_ |_| \_  .  |  There's nothing more dangerous than an
                                  |  honest businessman.
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Mon Jul 14 21:48:18 1997
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Message-Id: <24be5146.u8t20e.22fd9-Braneloc@mirex.demon.co.uk>
In-Reply-To: <370.7134T7T2254@lobster.demon.nl>
	     (from Evert-Jan Slypen <jazz@lobster.demon.nl>)
	     (at 14 Jul 97 00:07:45 -0500)
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: jazz@lobster.demon.nl
Cc: amos-list@access.digex.net
Subject: Tunes.
Status: O
X-Status: 

..has anyone loaded one of the THX tunes into delitracker, loaded amos, then
exited amos, and heard the result ?  It's way wierd...

Try it ;-)

cyagain.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Red Alert !"
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
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From amos-request@svcs1.digex.net Tue Jul 15 03:22:35 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: Tue, 15 Jul 1997 01:59:27 +0500
Message-ID: <yam7135.1361.2663080@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: TurboShooter
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On 14-Jul-97, Peter Cahill wrote:


>Hi,

   Hello.


> I have a BlizZard 1230-iv with 8Meg Fastram (about 10 MIPS and
>50Mhz)

   Ah, a wickedly nice Amiga system...


>After playing the turbo version I was amazed in the speed
>increase :-)
>The game is extremely fast now (about twice as fast as
>commercial shoot-em-ups!)

   GREAT!! 


>How did you get the speed to increase so much ?

   Well, I actually did nothing EXCEPT adding a check to the
   "Repeat : Until Timer" delay in the main-loop...

   If Firebutton#1 is pressed SLOWFRAMERATE is set to true and the
   Timer-Delay code executes.

   If Firebutton#2 is pressed SLOWFRAMERATE is set to false and the
   Timer-Delay code is not executed, allowing the game to run as
   fast as the engine can handle.



>It might be a bit too *fast*  :-(

   Yes, I think you may well be right about that!!

   This was really just an experiment. In the final version, Bubba
   will be updated at 50/60fps while everything else is updated at
   25/30fps or less.


>Also if there was a random power-up that when collected it would
>give the effect of any other power-up it would make the game
>more riskey - if the person is to collect the power-up or not.eg. If
>you have the Photon power-up you wont want to collect Missiles
>but youll take a chance at collecting the Random power-up
>because you might be low on energy or something - its just a idea.

   Hmmm... Yes, I like this idea. I have another power-up I want to 
   add anyway, so I might as well go ahead and add the ? power-up
   as well. Great idea!!



   Am finally getting back into the game so, hopefully this week I
   can complete Phase One...

   The weather's just been too nice, and I have become addicted
   to the Scions demo (AFcdrom14).

   It's all early, but Scions is a very good Warcraft clone. Great fun!!
   About time someone made a cool Warcraft clone on the Amiga.
   I guess that means I can scratch it off my AMOS projects "to do"
   list...


 
      Take care,

        Garfield


From amos-request@svcs1.digex.net Mon Jul 14 19:29:52 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: Drawing Gui Windows and Buttons
Date: Mon, 14 Jul 1997 17:33:28 -0400
X-MSMail-Priority: Normal
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Did you know?

When creating your own gui interface in AMOS it is faster to use the CLS
command to create your 3d buttons and windows etc.  rather than using box,
draw, line etc....


Dave

From amos-request@svcs1.digex.net Mon Jul 14 20:20:24 1997
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From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'Jens Vang Petersen'" <top_cat@post8.tele.dk>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: RE: New Extension
Date: Mon, 14 Jul 1997 17:04:29 -0500
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-----Original Message-----
From:	Jens Vang Petersen [SMTP:top_cat@post8.tele.dk]
Sent:	Monday, July 14, 1997 8:16 AM
To:	amos-list@access.digex.net
Subject:	New Extension

I've written the first version of my own extension "No-Kids", basicaly it's
generaly for more serious programs, Databases etc.. The prime part is a very
fast sort-routine, capable of several different types of sorting (Backwards,

'More serious'...hmmm....yes...Does anyone here know if this
refers to a more complex program or what? please someone help me out here.
I think what Jens meant to type was 'it's generaly for snore-ware,etc.'   >:P
The code, I find in most games, is pretty darn serious.
BTW 'kids' what is the average age of AMOS artisans? 
Nothing personal, Jens, but let's rephrase it: 'for more business programs..'
and we'll call it even.   C-Ya.  Ken

"Ghed'up, ya sonuva bitch! Cuz Mickey loves ya!" -Burgess Meredith from Rocky.     

From amos-request@svcs1.digex.net Tue Jul 15 00:24:59 1997
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From: Cori Skagen <cskagen@ican.net>
Reply-To: cskagen@ican.net
To: amos-list@access.digex.net
Date: Tue, 15 Jul 1997 03:56:53 +0500
Message-ID: <yam7135.2692.4630400@mail.ican.net>
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Hey Everybody,

I'd like to thank all the people who were willing to help me with my graphic
problems, anyways, I was able to solve them myself, 

I decided not to use bobs or sprites for my sliders, I couldn't get either of
them to work properly(actually I did get sprites working, but with their
palette restrictions, I decided not to use them)

I actually just paste the slider on the screen and erase the original, since
they are only 7x7 bobs, it will do it 60fps no problem, and its silky smooth,
even on a stock 68000.

Anyways, for those who don't remember what I was working on, it was a palette
editor, its finished now, finally, this is actually V3, 

Anybody want to take a look at the  complete version?  I'll send it to you if
you want.  I'd like some feedback on it.

Its not terribly fancy, but I think after 3 versions I've got it where I want
it.

I'll be uploading it to aminet soon aswell.
-- 
~~~~~~~~~~~~~~~~~~~~~~~~~
Cori Skagen

cskagen@ican.net
Cori.Skagen@saultc.on.ca

~~~~~~~~~~~~~~~~~~~~~~~~~~


From amos-request@svcs1.digex.net Tue Jul 15 02:57:41 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Tue, 15 Jul 1997 07:27:20 EST5
Message-ID: <yam7135.1041.138277896@cu.cu-muc.de>
In-Reply-To: <tcppop3.484490@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Tunes.
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Braneloc@mirex.demon.co.uk wrote on 15-Jul-97:

> ..has anyone loaded one of the THX tunes into delitracker, loaded amos, then
> exited amos, and heard the result ?  It's way wierd...

Well, you just need to throw out the damn sucking music extension  and  all
the problems will be gone. :)

-- 
Bye,ChrisHodges (http://home.pages.de/~platon/) ____
A4000/60, 24MB, 420HD, CD-ROM, CV64, FliFix __/////_____
GCS d s-:++ a20 C+++ E---- W++ N o? K-   \\\/////_/___/LOGOUT
w------ PS+ PE+ Y++ PGP++ t++@ 5++ X++      \XX/\__/__/FASCISM!
R+ tv- b+ ?DI D-- G e+>* h! !r-- !y+     AMIGARULEZ! \/




From amos-request@svcs1.digex.net Tue Jul 15 11:23:08 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 15 Jul 1997 09:09:23 -0500
Message-ID: <yam7135.1179.4712688@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
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Go look at the game web page. And READ 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 Tue Jul 15 15:20:30 1997
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From: Ken Axsom <kaxsom@comsol.tddc.net>
To: "'Me'" <mordecai@freenet.edmonton.ab.ca>
Cc: "'amos-list@access.digex.net'" <amos-list@access.digex.net>
Subject: RE: UFO type game
Date: Tue, 15 Jul 1997 11:20:23 -0500
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I've started work on a UFO type game (basically only perspective-wise).
So I have icons that will be used in it shaped like diamonds.
like so:/\
        \/
I am having trouble with the proper detection of  which icon the character is in.

Should I just use a grid concept? Or can somebody help me with a shorter method?

-Mordecai

Icon detection?..hmmm..Keeping track of map & troop
info on a diamond-grid playfield (I assume scrollable, but 
not using the whole screen). I'll have to experiment.
Laters, Ken

From amos-request@svcs1.digex.net Wed Jul 16 04:34:27 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, 15 Jul 1997 02:23:57 +0500
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On 15-Jul-97, Keith Hill wrote:

>... Config needs screen hardware coords first, then anything else. 
>I'm using xpos,ypos, probably xsiz,ysiz (though I don't really care
>about them), err, followed by whatever anyone wants to store.

   First, let me say you did a great job on the Menu, Mr. Giark. Very
   nice indeed...

   As for the data needed in the Configuration-file, we need to 
   store the keyboard-configuration in there too.

   Can you implement this in a menu-option?

   Just need some way to allow the player to define keyboard
   controls for:

   Up, Down, Left and Right  (Default arrow-cursors)
   Fire  (Default space-bar)


   Also, how about three levels of difficulty(Easy/Normal/Hard)?
   

 
      Take care,

       Garfield
  
 


From amos-request@svcs1.digex.net Tue Jul 15 23:26:42 1997
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	     (from Garfield Benjamin <gbenjam@ix.netcom.com>)
	     (at Wed, 09 Jul 1997 03:41:13 +0500)
Organization: Mirex Software
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: gbenjam@ix.netcom.com
Cc: amos-list@access.digex.net
Subject: Re: Sideways shooter
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To the one known as Garfield,

Congratulations, Bubba survived, So Far.......   ;-)

Nice one.  The high-speed one has the difficulty about right.  Not sure the
firepower things work properly towards the end though, seemed to reach a
point where they stopped increasing level of destruction.  BTW, the slow
version totally sucks.  ;-)  Too slow.  I'd play it on fast mode all the
time. 

Still, the fast version is pretty damn cool though.  


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  0x2b | ~0x2b
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Tue Jul 15 17:56:21 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 15 Jul 1997 14:07:17 -0500
Message-ID: <yam7135.873.4758544@huron.net>
In-Reply-To: <24be27d6.u8t20e.75ef5-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Menu
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On 14-Jul-97, Keith Hill wrote:
>To the one known as Mr.,
>..you missed the 'credits' option.

And the High Score option. Well, it was only a first run. Other than that,
people like 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 Tue Jul 15 18:52:16 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 15 Jul 1997 14:10:26 -0500
Message-ID: <yam7135.1331.4758544@huron.net>
In-Reply-To: <yam7134.19.2014295016@gpo.iol.ie>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: TurboShooter
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X-Status: 

On 14-Jul-97, Peter Cahill wrote:
>And you could have a system-config check at the start of the code so if
>someone is using a slower AMIGA it would exclude the speed power-ups.

If you've played the castle assault stage, you'll see that I've already got
code to sense processor and coprocessor type. Anyone know how to read actual
machine MHz? There must be a way to do 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 Tue Jul 15 21:35:29 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: Turboshooter
Date: Tue, 15 Jul 1997 19:25:33 -0400
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Where can I obtain a test version of Turboshooter? Im using a 4000/040 (14
meg memory)
if that would aid in testing.

Dave Paterson

From amos-request@svcs1.digex.net Tue Jul 15 22:49:50 1997
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Message-Id: <9707160119.AA000h3@mirex.demon.co.uk>
Message-Id: <24bfe2ab.u8t20e.9469c-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7135.873.4758544@huron.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Tue, 15 Jul 1997 14:07:17 -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: Menu
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To the one known as Mr.,
> On 14-Jul-97, Keith Hill wrote:
> >To the one known as Mr.,
> >..you missed the 'credits' option.
> And the High Score option. Well, it was only a first run. Other than that,
> people like it?

..quite nice..  Specially if the text is synced to the music in the next
menu. 

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  Quoth the raven, "Eat my shorts."
|_> | \ | | | \| |_ |_ |_| \_  .  |   - Edger Allen Poe/Bart Simpson
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Wed Jul 16 01:32:20 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: "SIMONC%MARS.decnet"@mcs.co.uk
CC: amos-list@access.digex.net
Date: Wed, 16 Jul 1997 00:52:13 -0500
Message-ID: <yam7136.699.4294296@mail.redrose.net>
In-Reply-To: <009B6F19F76E05C0.BA9B@mcs.co.uk>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: AMOS Pro compiler crash
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"SIMONC%MARS.decnet"@mcs.co.uk scrawled this garbage in a text editor on
01-Jan-78 regarding the subject of Re: AMOS Pro compiler crash:

> Ok. Well, it sounds rather odd, and I don' think I'll be able to pinpoint
> any problem without a *lot* more details, but here's how I'd try to find
> out where it was happening:

> I'd open a new program window, and cut-and-paste each procedure from the
> crashing program into it, and try compiling each procedure seperately from
> there. One of two things might happen:

> Either you'll find the procedure that's causing problems, which will allow
> you to narrow down your search, or else everything will compile, magically
> without crashing. If this happens, then there's possibly a corruption of
> some sort in your program source file - so cut-n-paste everything from the
> first program to the new one. This will copy all the program lines (which
> you would already know work ok) into a fresh program - hopefully without
> copying the corruption. Try compiling that.


Does your program use a lot of DATA statements? Ive found that when I use a
lot of DATA lines, the compiler cant handle it very well.

One easy way is to use banks. I can explain how to convert DATA statements
to a bank, and save a heck of a lot of editor space if you want me to.

Mush

--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Wed Jul 16 02:53:26 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Adam Parrott <parrottsoft@iname.com>
CC: amos-list@access.digex.net
Date: Wed, 16 Jul 1997 01:16:15 -0500
Message-ID: <yam7136.756.4294296@mail.redrose.net>
In-Reply-To: <199707062054.QAA28938@ren.globecomm.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
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Adam Parrott scrawled this garbage in a text editor on 06-Jul-97 regarding the
subject of Re: Parrottsoft mailing list.:

> This is also my aim, only to notify everyone of the current software
> I'm developing and what I plan to do. It's also for feedback.

Cool. thats one of the reasons for my list. sorry for the delay, been on
holiday with some brits, hehe.

> > Hell, I even had one guy from the AMOS list complain about it being
> > spam, and im doing all AMOS users a favour by holding all this PD.

> You would think I would be to, which I am. I'm saving myself time
> from having to update my pages and waste space on what I could be
> putting on a mailing list. AND I'm saving EVERYBODY else a trip TO my
> website to read all of the information there.

I know, but you try and tell some of these guys that. I would rather send
an email out, as I dont know if you have been to my pages, but my counters
jumped 3,000 in a single day, and I got a rather nasty email from Demon
telling me I had 103Mb bandwidth in an afternoon, and I should cut down on
bandwidth otherwise I would lose my pages.

> > Keep your list going, but be carefull on how you run it as you could
> > cause some wars between the different lists. For example, try to
> > make it more specific to your Parrotsoft group, rather than AMOS
> > list related, if you get my picture.

> Like I said, mine WILL be Parrottsoft specific, hence the name
> "Parrottsoft mailing list". I will include some AMOS List tidbits
> every now and then, but, heck, I don't see a problem. I think Laurie
> Curwood does this thing as well (Falcon list, which, last I recall, I
> haven't heard much out of lately. What's the deal, Laurie?) :)

Hehe, thats what my list is about (my library) but just watch out as to
what you paste, as their are some *very* nasty flamers out there who piss
and moan about it being 1 byte over the 10K list limit. Keep up the list,
and send me some postings soon.

Mush
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Wed Jul 16 02:13:39 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Wed, 16 Jul 1997 01:47:47 -0500
Message-ID: <yam7136.2393.4784936@mail.redrose.net>
In-Reply-To: <yam7131.456.2014290200@gpo.iol.ie>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Beta Testing
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Can I also be listed as a beta tester?

Ive been on me hols, so could someonne tell me where to get demo versions
etc.

Mush

--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Wed Jul 16 04:04:14 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Keith Hill <Braneloc@mirex.demon.co.uk>, jazz@lobster.demon.nl
CC: amos-list@access.digex.net
Date: Wed, 16 Jul 1997 01:56:14 -0500
Message-ID: <yam7136.736.4784936@mail.redrose.net>
In-Reply-To: <24be5146.u8t20e.22fd9-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Tunes.
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Keith Hill scrawled this garbage in a text editor on 14-Jul-97 regarding the
subject of Tunes.:
> ..has anyone loaded one of the THX tunes into delitracker, loaded amos, then
> exited amos, and heard the result ?  It's way wierd...

AMOSPro pisses around with the sound channels on all mod players, except
with Smartplay, which repairs itself after a few seconds.

Hippoplayer is especially bad, as you cant even run a program with a MOD
going, yet other formats seem to be ok.

Mush

-- 
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Wed Jul 16 14:18:41 1997
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Date: 16 Jul 97 12:01:23 +0500
From: msveen@online.no (Magnar Sveen)
Subject: Re: Sideways shooter
To: amos-list@access.digex.net (Braneloc)
In-Reply-To: <9707151509.AA000gp@mirex.demon.co.uk>
Message-ID: <763.7136T721T1170@online.no>
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On 15-Jul-97 20:09:56, Keith Hill <Braneloc@mirex.demon.co.uk> wrote:
>Congratulations, Bubba survived, So Far.......   ;-)

>Nice one.  The high-speed one has the difficulty about right.  Not sure the
>firepower things work properly towards the end though, seemed to reach a
>point where they stopped increasing level of destruction.  BTW, the slow
>version totally sucks.  ;-)  Too slow.  I'd play it on fast mode all the
>time.

I have to agree. As I told Garfield in personal e-mail, the first version had
to get faster and harder. Later I read something about slowing it down again,
here on the list - please no! .. As Keith said; The difficulty is very good
right now.

Later,
--
Magnar Sveen - mARSH mELLOW - msveen@online.no
Everything you know is wrong.


From amos-request@svcs1.digex.net Wed Jul 16 17:25:57 1997
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From: Jens Vang Petersen <top_cat@post8.tele.dk>
To: amos-list@access.digex.net
Date: Wed, 16 Jul 1997 11:54:07 +0100
Message-ID: <yam7136.398.1747182608@post8.tele.dk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: New Extension Part II
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In danish we have a word 'krakiler' don't know the enghlish phrase, but it
refers to persons who has to comment on everything, even the smallest error,
to honor those members of this list I've chose to re-post this, with some
explinations on what I mean with the words :-), might be that I'm one of those
people too..
-
Here goes:
I've written the first version of my own extension "No-Kids" (the name becouse
I couldn't find a name that coveres what's included, and becouse the extension
needs great care in using), basicaly it's generaly for more serious programs
(not programing, but P R O G R A M S, but ofcourse you can use it if you need
to sort the Sucker/Soccer players in a manager-game, or in strategygames,
that's up to you, I've just written the Extension). 

The prime part (and reason to start in the first place) is a very fast
sort-routine, capable of several different types of sorting (Backwards, A=a,
A<>a, sorting special characters ( in DK,  in S, etc., etc.) they way
you'd like). The sort-routine is based on binary sorting (also known as
tree-sort), very fast, needs a lot of memory, and returns the results in an
offset-array, it dosn't change the original strings in any way so you can use
the offsets to align with other arrays.

Also included is some new string-formating commands to combine several strings
into one by fixing their length. (adding spaces or removing characters)
 
A message-bank-system much simular to the strings you can put into the
resourcebanks is also inside.. 

The extension including docs and exampels is about 17k and won't be released
onto the ami-net at this time. (Might be some bugs, and I think more exampels
are needed) If you'd like to try it out then send me a mail, and I'll get
right back to you..

NB: The commands are NOT for the new-commer to AMOS and AMIGA programing, most
of them requires some skills in programing, and the docs are not the best in
the world.. (Especialy the sort routines are very sensitive and has no
error-checking at all due to speed, point it to the wrong location in memory
and watch the GURU, the entire extension has only 1 (ONE !) error message
included.)

BTW: If anyone have a home-page with spare space then feel free to include the
extension there, just let me know....

Oh yeah: I hope none of you who has comented on my first posting takes this
personal... :-))))
(If anyone has an idea for a better name for the extension, just let me know,
I thought about Easylife, but that was taken, and 'sorting' dosn't cover it
very well)
-- 
Happy greetings, Yours..
__________________________________________________________________________
 /_  __/ __  / __  /\  ___\  __ \__  _\           aka. JENS VANG PETERSEN
  / / / /_/ / ____/  \ \___\  __ \ \ \              top_cat@post8.tele.dk
 /_/ /_____/_/        \_____\_\ \_\ \_\             "The north will rise"
--------------------------------------------------------------------------
 It's no time to argue about time, we don't have the time..
                          -Deanna Troi (Drunk), Star Trek - First Contact
--------------------------------------------------------------------------



From amos-request@svcs1.digex.net Wed Jul 16 09:23:33 1997
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Date: Wed, 16 Jul 1997 09:14:06 -0230 (NDT)
From: Irene E Hewitt <ihewitt@calvin.stemnet.nf.ca>
To: amos-list@access.digex.net
Subject: Re: AMOS Pro compiler crash
In-Reply-To: <yam7136.699.4294296@mail.redrose.net>
Message-ID: <Pine.OSF.3.91.970716090909.18666A-100000@calvin.stemnet.nf.ca>
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On Wed, 16 Jul 1997, Andrew Kellett wrote:

> Does your program use a lot of DATA statements? Ive found that when I use a
> lot of DATA lines, the compiler cant handle it very well.
> One easy way is to use banks. I can explain how to convert DATA statements
> to a bank, and save a heck of a lot of editor space if you want me to.

Yes, the program does use a lot of DATA statements, and yes I'd very
much like to hear how to move these into a bank... Of the 250k source,
probably 100k-150k is tied up in the data statements. I had planned to
move this information to disk when I was satisfied with its format.

				Joseph Hewitt


From amos-request@svcs1.digex.net Wed Jul 16 21:53:12 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: Wed, 16 Jul 1997 16:52:30 +0500
Message-ID: <yam7136.1501.3058584@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Sideways shooter
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On 15-Jul-97, Keith Hill wrote:


>Not sure the firepower things work properly towards the end
>though, seemed to reach a point where they stopped increasing
>level of destruction.

   I only have four levels of firepower for each weapon, so, once
   you've maxxed-out, any additional "Firepower!!" icons you
   collect have absolutely no effect...

   This will be remedied in the next update...


>BTW, the slow version totally sucks.  ;-)  Too slow.  

   THANKS!!



         Take care,

          Garfield



From amos-request@svcs1.digex.net Wed Jul 16 13:05:22 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 16 Jul 1997 08:54:19 -0500
Message-ID: <yam7136.983.3978280@huron.net>
In-Reply-To: <yam7135.2847.2663080@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Menu
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 15-Jul-97, Garfield Benjamin wrote:
>   First, let me say you did a great job on the Menu, Mr. Giark. Very
>   nice indeed...

I aims to please...

>   As for the data needed in the Configuration-file, we need to 
>   store the keyboard-configuration in there too.
>   Can you implement this in a menu-option?
>   Just need some way to allow the player to define keyboard
>   controls for:
>   Up, Down, Left and Right  (Default arrow-cursors)
>   Fire  (Default space-bar)

That would all be in the config, not the main menu. As to config the keys, I
had already planned on it. I'll finish up the mouse portion of the universal
input device procedure (are any of you using it?) which allows for joystick,
kbd, mouse, cd32pad and combinations thereof.

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 Jul 16 11:51:07 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 16 Jul 1997 08:57:40 -0500
Message-ID: <yam7136.2028.3978280@huron.net>
In-Reply-To: <199707152329.QAA22996@m9.sprynet.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Turboshooter
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On 15-Jul-97, Dave Paterson wrote:
>Where can I obtain a test version of Turboshooter? Im using a 4000/040 (14
>meg memory)

>From the super secret game developer's web page. Send mail to ME for access.

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 Jul 16 18:25:43 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Wed, 16 Jul 1997 19:21:09 +0500
Message-ID: <yam7136.472.2014292896@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Pang
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Hi,
 James, I thaught you were sending me the code for pang yesterday !

I cant help without the code 8(

If you did send it could you check where you sent it to and send it to me
again?
My e-mail address is *cahill4@iol.ie*


PS: I like to aplogise to the guy from Dairymen Soft - I was chating
    to him on IRC (my nickname was PAC (Peter A Cahill)) when Miami
    cut me off for been online for over a hour :( (Im unregestered)





-- 

Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |    pix/icon/intel.lha         | Current Projects: |
 |                               |                   |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Thu Jul 17 11:04:16 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 17 Jul 1997 09:09:16 -0500
Message-ID: <yam7137.852.4704480@huron.net>
In-Reply-To: <yam7136.1501.3058584@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Sideways shooter
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 16-Jul-97, Garfield Benjamin wrote:
>>BTW, the slow version totally sucks.  ;-)  Too slow.  

Allow me to remind you that this is only STAGE ONE of the game. It should not
be TOO hard. Are the firepower and shield values in variables that can be used
for cheat codes?

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 Jul 17 21:18:30 1997
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Message-Id: <24c226d7.u8t20e.83ebb-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7137.852.4704480@huron.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Thu, 17 Jul 1997 09:09:16 -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: Sideways shooter
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To the one known as Mr.,
> >>BTW, the slow version totally sucks.  ;-)  Too slow.  
> Allow me to remind you that this is only STAGE ONE of the game. It should not
> be TOO hard. 

I think the fast version is about right to bring people in at.  We want to
push the limits of amos programming, at least to impress people !  Plus, the
fast vsn is a hell of a lot more playable than the slow one.  It's actually
easier.. !  (more responsive, etc)

cyagain.

 _   _   _        _     _   _     |  Ferengi Rule of Acquisition #27
|_> |_| |_| |\ | |_ |  | | /   |  |  
|_> | \ | | | \| |_ |_ |_| \_  .  |  There's nothing more dangerous than an
                                  |  honest businessman.
                    --------------+---------------
                     http://www.mirex.demon.co.uk

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From: "Dave Paterson" <y2guru@sprynet.com>
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Subject: Demo Maker
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Would anyone be interested in Beta testing a demo maker knows as
EventPlayer?

Basically the interface is windows95-ish and creating demos is accomplished
by pointing and clicking through a series of pre-defined commands, Im also
developing it with multi
languages in mind even though translation hasnt been done yet, but it will
damn it!!!

Please let me know and I will Lha a compiled version out to you (not to the
e-mail list!!)

Many Thanks

Dave  

From amos-request@svcs1.digex.net Fri Jul 18 03:50:34 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: Fri, 18 Jul 1997 02:31:42 +0500
Message-ID: <yam7138.2081.2833912@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
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On 18-Jul-97, Keith Hill wrote (in reply to --==MURRAY==--):
>> Overall, being realistic, I'd say your progress has been a bit slow 
>> but definately very promising.

>It would be better working full time on the list game. Anyone care
>to pay me, and I'll speed up work on my bit.

   Excellent point!

   It's not like we can spend all of our time working on this list-
   game. At some point we actually need to go to work (otherwise,
   it's quite difficult paying rent, utilities and such), perform the
   general duties of living, eat, sleep, work on other projects, etc.

   I'm sure I'm not the only one of the List-game programmers who
   has to do these things!! I have devoted 21 days now to the
   SideShooter. By days I mean I worked on it, period. It might have
   been one hour or it might have been four hours depending on
   what else needed to be done...

   

      Take care,

        Garfield



From amos-request@svcs1.digex.net Fri Jul 18 04:38:16 1997
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	id sma022738; Fri Jul 18 01:28:56 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Fri, 18 Jul 1997 02:36:44 +0500
Message-ID: <yam7138.2178.2833912@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Sideways shooter
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On 18-Jul-97, Mr. Giark To You wrote:

>Allow me to remind you that this is only STAGE ONE of the game. It
>should not be TOO hard.

   Yes, I agree completely!! 

   In fact, here are my responses to the three biggest criticisms/
   suggestions I've received...

   IT'S TOO EASY:
   The current SideShooter demo is around 59% of the FIRST Phase.
   When I finally get a chance to complete it, the SideShooter will
   consist of Four Phases.
   Combined, these four Phases will provide 80 screens of scrolling,
   blasting, asteroid-dodging, Boss-battling action...
   The last demo (TurboShooter) is only a 28 screen-long section of
   Phase One...

   Also, as Mr. Giark has stated, the SideShooter itself is only ONE
   stage of the entire List-game:
   When you complete the SideShooter, you move on to Keith's
   3D-Shooting mayhem. After that, try your hand at a little one-
   on-one Tekken-style courtesy of Andy. Then, enter the world of
   Adam's 3d-engine where you will roam around a "real-time"
   3D-rendered environment. Also, at some point, you will access a
   Bonus Stage for even more variety, provided by James (and Peter
   Cahill I believe).
 
   So, not only are you playing a demo of a small portion of the
   SideShooter Stage, but you are in fact playing a demo of a very
   TINY piece of the full Multi-Stage List-Game project!!


   25/30FPS IS TOO SLOW:
   My goal is to have everything running at 50/60fps on A1200w/
   FastRAM (or better).
   This might not be possible, considering no one has been able to 
   do it yet (at least not to my knowledge).

   I haven't done any code-optimization yet and have relied on
   program design to obtain the current speed. Once the full stage
   is complete, I will focus on heavy code-opts to squeeze every bit
   of speed out of AMOS.

   Rest assured that the final stage will be as fast as it can possibly
   be using pure AMOS.


   THE ENEMIES ARE ALL GREEN AND THE BACKGROUND IS BORING:
   Yes, I realize the enemies are all green. After all I drew them that
   way myself, haha!
   Anyway, the enemies will remain the way they are now. Each
   phase will have it's own palette and in that way, the full stage
   will be quite colorful...

   The background graphics are a bit boring, I suppose. I'm not an
   artist and gfx take me a long time. I spend about 70% of the
   development time working on the gfx for my projects. This time,
   I have spent around 85% of my time and these are probably the
   best images I have done in Dual-Playfield mode.
   I don't know how those commercial developers made such
   incredible images in Dual-Playfield mode. They must have had
   some of the best artists ever...
 
   I do have several ideas to dress up the background, but I need to
   draw up the images and get them in the map.
   Will keep trying, perhaps the tenth planet I draw will be good
   enough to stick in the background...


   Anyway, THANKS to all that have supplied feedback...
   I am now going back into hiding. When I resurface, I will have a
   new demo...


>Are the firepower and shield values in variables that can be used
>for cheat codes?

   Yes, they are in variables... 



   Take care,

    Garfield




From amos-request@svcs1.digex.net Thu Jul 17 15:22:57 1997
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From: Declan_Gorman@modusmedia.com
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Date: Thu, 17 Jul 1997 15:41:23 -0600
Message-ID: <00005DF1.@modusmedia.com>
Subject: Map Maker
To: amos-list@access.digex.net
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     I'm curious to know what program you guys use to generate your maps.  
     I use MAC-MAP which I bought when I was subscribed to the Mr. Amos 
     Club disk magazine and am wondering if it is a bit out of date.  Have 
     you ever heard of the Mr. Amos Club magazine?
     
     
     Dec

From amos-request@svcs1.digex.net Thu Jul 17 19:53:10 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Declan_Gorman@modusmedia.com
CC: amos-list@access.digex.net
Date: Thu, 17 Jul 1997 17:03:16 -0500
Message-ID: <yam7137.827.2641600@mail.redrose.net>
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X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
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Declan_Gorman@modusmedia.com scrawled this garbage in a text editor on
17-Jul-97 regarding the subject of Map Maker:
>      
>      I'm curious to know what program you guys use to generate your maps.  
>      I use MAC-MAP which I bought when I was subscribed to the Mr. Amos 
>      Club disk magazine and am wondering if it is a bit out of date.  Have 
>      you ever heard of the Mr. Amos Club magazine?
>      
>      
>      Dec

I always create my own map methods, and never stick to the same one for
each game/project, as there are always tweaks to be made to suit it to the
particular game.

Mush

Are there any PD versions of Mr. AMOS around?

--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Thu Jul 17 17:01:33 1997
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Message-ID: <33CEB9B9.5B80@virgin.net>
Date: Thu, 17 Jul 1997 17:32:57 -0700
From: --==Murray==-- <malcolm.murray@virgin.net>
X-Mailer: Mozilla 2.02E-VN006  (Win16; I)
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Subject: List Game
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OK. I've only just got the list game URL and had a look at all your creations.
Up until now, I haven't really been paying attention to mail about it so forgive me if I'm 
ignorant about anything.
But anyway, here's my opinion on it.

The side shooter jetpack game thing:
I played both the slow and fast version.
Basically, I thought the slow version was FAR too easy. That doesn't been it HAS to be faster, 
although I think it should be a bit at least, but it needs to be harder. Maybe more aliens, 
faster bullets or something.
The fast version was better although on my A1200 6Meg it noticably slowed down now and again.
It managed a frame rate of 45fps.
It should be able to run smoothly on that system so I think it should be somewhere inbetween the 
slow and the fast, although nearer the fast.
I'd be interested in knowing the colour arrangments of it all. I don't know hoe permenant 
things are but the background looks very dull at the moment. Perhaps you only have a few colours 
to pick from, I don't know, but some variation would be nice.
Baddies are nice but I think you want some to be a bit wierder. So that they come on screen and 
you say "what the hell is that??!!" rather than "oh! another spaceship"
Anyway, it plays well which is the main thing. Just make sure you never have time to rest.
With the scrolling, maybe it could slow down and speed up and different times to add a bit of 
franticness to it (like that level on Turrican 2 did)

Most of the other things I looked at didn't seem to have much in the way of progress as of yet 
but I'll comment on Castle Assault briefly...

Castle Assault:
Well. It clearly needs some more interesting graphics to it.
It's EXTREMELY fast. Thats a good thing in that hopefully the movements can be very smooth but 
the actual speed needs to be replaced with smoothness as it was ridiculously fast. There was no 
hope of shooting or avoiding anything using anything but luck.

Oh. And the rendered images of bubba are AMAZING! Well done Adam!

Overall, being realistic, I'd say your progress has been a bit slow but definately very 
promising.
I'll continue to look at any new additions and try and provide some constructive critisism.

-Murray



From amos-request@svcs1.digex.net Thu Jul 17 21:57:17 1997
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Date: Fri, 18 Jul 97 00:41:44 GMT
Message-Id: <9707180041.AA000hw@mirex.demon.co.uk>
Message-Id: <24c27cc5.u8t20e.f547-Braneloc@mirex.demon.co.uk>
In-Reply-To: <33CEB9B9.5B80@virgin.net>
	     (from --==Murray==-- <malcolm.murray@virgin.net>)
	     (at Thu, 17 Jul 1997 17:32:57 -0700)
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
Status: O
X-Status: 

To the one known as --==Murray==--,
> Basically, I thought the slow version was FAR too easy.

I actually thougtht the slow version wsa harder.

> but I'll comment on Castle Assault briefly...

..sounds simple enuf..
 
> Castle Assault:
> Well. It clearly needs some more interesting graphics to it.

On the way, I promise.

> It's EXTREMELY fast. Thats a good thing in that hopefully the movements 
> can be very smooth but 
> the actual speed needs to be replaced with smoothness as it was
> ridiculously fast. There was no 
> hope of shooting or avoiding anything using anything but luck.

;-)  Ridiculously fast.  I like it !!!   ;-)  You should see it now...!
I can shoot down most of the objects every time and almost never get hit..

> Oh. And the rendered images of bubba are AMAZING! Well done Adam!

Definately.  

> Overall, being realistic, I'd say your progress has been a bit slow 
> but definately very promising.

It would be better working full time on the list game.  Anyone care to pay
me, and I'll speed up work on my bit.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "This is my universe.  I am God here"
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk


From amos-request@svcs1.digex.net Thu Jul 17 23:44:51 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: EventPlayer
Date: Thu, 17 Jul 1997 22:03:05 -0400
X-MSMail-Priority: Normal
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Im surprised by the lack of enthusiasm on this,  you all seem to be so
concerned in the AMOS games aspect (which has always been a daunting task,
Blitz2 has the upper hand there)

I feel that Ive written some rather neat procedures to make my interface
work fairly fluidly and after almost a year of working on it (off and on)
it would be nice to have some sort of feedback from someone other than my
wife.

Drop me a line someone

Dave

Y2Guru@Sprynet.com



From amos-request@svcs1.digex.net Thu Jul 17 19:46:25 1997
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Message-ID: <33CEE30B.6257@virgin.net>
Date: Thu, 17 Jul 1997 20:29:15 -0700
From: --==Murray==-- <malcolm.murray@virgin.net>
X-Mailer: Mozilla 2.02E-VN006  (Win16; I)
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To: AMOS List <amos-list@access.digex.net>
Subject: Sound Banks
Content-Type: text/plain; charset=us-ascii
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Status: O
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I want to put an option in a project I'm working on to allow the player to put in their own sound 
effects. This will involve loading raw or iff samples and putting them (or inserting them) into 
an amos sound bank.
Basically just like the Sample Bank Maker program works.
Can anyone give me some help as to how to do this? I've had a look at the Sam Bank program and 
will do again but appears to use ASM programs which it calls at certain times to add or delete 
samples from the banks.
I'd rather do something where I know what I'm doing, not just guessing at what it's supposed to 
be doing.
I think the banks are held with the samples sequentially one after another and I suppose there'd 
be a bit of data before each sample for it's length, frequency or whatever but I don't know the 
format of it all.

Thanks,
-Murray



From amos-request@svcs1.digex.net Fri Jul 18 00:50:56 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: Braneloc@mirex.demon.co.uk
Date: Thu, 17 Jul 1997 22:35:48 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Re: List Game
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net, "Mr. Giark To You" <joehick@golden.net>
Priority: normal
In-reply-to: <9707180041.AA000hw@mirex.demon.co.uk>
In-reply-to: <24c27cc5.u8t20e.f547-Braneloc@mirex.demon.co.uk>
References: <33CEB9B9.5B80@virgin.net>	     (from --==Murray==-- <malcolm.murray@virgin.net>)	     (at Thu, 17 Jul 1997 17:32:57 -0700)
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
X-Status: 

Greetings.
 
>> Overall, being realistic, I'd say your progress has been a bit
>> slow but definately very promising.
 
> It would be better working full time on the list game.  Anyone care
> to pay me, and I'll speed up work on my bit.

hehe. I think that Giark had orignally planned to pay us if we pulled 
down any money from sales and mags (not sure if this will happen, but 
it WAS metioned).

Note Giark: You don't have to pay me for my part, however, if we pull 
in alot or enough for the project, and/or you decide to pay everyone 
for their work, don't hesitate to count me in for a cut.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Fri Jul 18 02:06:05 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: gbenjam@ix.netcom.com
Date: Thu, 17 Jul 1997 23:16:40 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
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Subject: Test results on side-shooter.
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.53)
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Greetings.

Well, finally got around to downloading the new version of the (your) 
side-shooter, and it looks good. Thought I would turn in some test 
results, as I saw everyone else do.

I know I'm just a little late, but I had a little snit trying to 
download or find the file. Don't be concerned, I found it (right one) 
and I've played it. Anyhow, here it is:

I averaged about 52fps throughout the game, although I managed to 
pull down a good 60fps easy. I thought, on my config, it was a bit to 
fast and you should consider implementing some more configurable 
options concerning speed, such as one or both of the following:

1. Allowing the user to input the speed of his CPU and/or 
   model of his Miggie (i.e. A500, A3000, etc.)

2. Add a "double-locking" feature by modifying your "locked into 
   25-30fps" method. Do some system checks, and see what the system 
   is capable of obtaining (in fps). Then during slow areas of the 
   level when the gameplay starts to get choppy, speed up the engine 
   (if possible). Basically what I'm saying is add a new "locked" 
   feature that allows the program to see what fps it thinks the 
   computer can obtain, and then stick to that throughout the level.

The first would help if you wanted to get the information directly, 
without having to include any extra system includes and checks in 
your code, but it's not 100% reliable.

The second method may take a bit more coding, couple more includes, 
but I would say it would be worth it, to you and the player (user) 
during gameplay. Heck, if it works good, chop it up, .lha it, 
give it to Giark (so he can post it) and then give it to Keith! :)

Anyhow, the old version was pretty easy, not very manueverable, 
therefore I would have say the new-faster version is a big 
improvement and does run much faster, although the speed like I said 
varies at different points in the game, due to calculations and bob 
updates, which I realize, but if you implement both of the ideas 
which I gave about (or variations of), I think gameplay would go much 
better and/or smoother.

Btw, my configuration for reference is:

Model name:  A3000
CPU model:   68030, 25mzh
FPU and MMU: 68882, 68030

Memory:      1M chip, 8M fast
Storage:     2HDs, 2Flarpies

Workbench:   38.35 (v2.1)
Kickstart:   37.175 (v2.1)

All the nice extras, 3x CDROM, no graphics cards :( But, anyhow, I 
think you get the picture. This is also the Miggie I use to program 
and test everything else on, so.

I also have an A2000 '040 25 in storage, and haven't drug it out yet,
and my first A500 68000 (which still works!), which I have hooked up 
and use some for testing. So, as you can see, you can test on a 512k 
A500 or a fully loaded A2000, a broad range of testing platforms.

Always at your service. Thanks again.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Fri Jul 18 04:49:18 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: gbenjam@ix.netcom.com
Date: Fri, 18 Jul 1997 02:44:24 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Re: List Game
Reply-to: parrottsoft@usa.net
CC: "Mr. Giark To You" <joehick@golden.net>, amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7138.2081.2833912@smtp.ix.netcom.com>
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
X-Status: 

Greetings.
 
> It's not like we can spend all of our time working on this list- 
> game. At some point we actually need to go to work (otherwise, it's 
> quite difficult paying rent, utilities and such), perform the 
> general duties of living, eat, sleep, work on other projects, etc.

ya, same for me. I do devote some/alot of time to the list game, and 
I'm trying to get my level finished, but my life doesn't exactly 
revolve around this (no one said it did directly). I thought I would 
let everyone know that now. That doesn't mean that I'm not doing my 
part and/or working on my part, I AM, believe me.
 
> I'm sure I'm not the only one of the List-game programmers who
> has to do these things!! I have devoted 21 days now to the
> SideShooter. By days I mean I worked on it, period. It might have
> been one hour or it might have been four hours depending on what
> else needed to be done...

Of course, goes for most people on the List game.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sat Jul 19 04:28:56 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Robert Ofarrell Bankston <rbanksto@whale.st.usm.edu>
CC: amos-list@access.digex.net
Date: Sat, 28 Jun 1997 09:25:56 -0500
Message-ID: <yam7118.2807.5033520@mail.redrose.net>
In-Reply-To: <199707190422.EAA65173@whale.st.usm.edu>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: F1 Licenseware
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Robert Ofarrell Bankston scrawled this garbage in a text editor on 18-Jul-97
regarding the subject of F1 Licenseware:
> I've heard many good things about F1 and I'd like to talk to them about
> some ideas but I can't find their email or web site.  Anybody know.
> Thanks.

You want to contact Steve Bye at steve@f1lw.demon.co.uk, or go to his
homepages at http://www.f1lw.demon.co.uk

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 04:02:01 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Sat, 28 Jun 1997 09:28:12 -0500
Message-ID: <yam7118.632.5033520@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Sequential Files
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

How the heck do I open a sequential file in AMOS for both reading and
writing to?

Im trying to open a TCP: file on the net to look at POP3 mail, but I cant
figure out how to read and write to it.

Ive tried opening a read and write to the same file, but it doesnt work.
Anyone know a way, or will I have to use a library call with
bdsocket.library or Amarquee.library

(please, im getting very bald sat here tearing my hair out)

A worried Mush
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 14:46:00 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Sat, 28 Jun 1997 09:49:55 -0500
Message-ID: <yam7118.2799.5071104@mail.redrose.net>
In-Reply-To: <yam7139.2980.4714416@huron.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: URL
MIME-Version: 1.0
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> >Also can I send you some great menu art my friend did? & my small game.
> >If not who/where?

> Mush?

Yup, bundle it in an email with a small aminet-type .Readme, and i'll place
it in my AMOS PD library

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Fri Jul 18 07:55:40 1997
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Path: news2.digex.net!howland.erols.net!news-peer.sprintlink.net!news-pull.sprintlink.net!news-in-east.sprintlink.net!news.sprintlink.net!Sprint!208.216.0.2!news.miracle.net!news.apk.net!kraken!usenet
From: sales@sagsoft.ald.net
Subject: Sagittarius Software: Amos Compiler soon available
X-Newsreader: AWebNews 
Sender: usenet@kraken.aldhfn.org (Fool)
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--
This special release of the original Amos Compiler is coming to North
America for the very first time.  Capable of creating smaller, faster stand
alone programs, this package comes complete with a printed manual, AmosPro
Updater Disk, Compiler Disk, and the Compiler Extras Disk.

Availability of this title is scheduled for early August.

The package will retail for $29.99 USD / $42.99 CAD.

Pre-order sales are now being processed for the discount price of
$25.99 USD / $37.50 CAD.

Our products can be ordered online, by mail, by FAX, or by telephone.
(Mail orders, please add $2.50 USD / $3.50 CAD to total bill for shipping)

Checks, Money Orders, MC, Visa, and Discover are accepted methods of
payment.


Sagittarius Software
1706 Canton Road
Akron, OH  44312
USA

http://sagsoft.ald.net
E-Mail: sales@sagsoft.ald.net
FAX   : 1-330-794-2170 (10am - 6pm EST Mon-Sat)
Phone : 1-800-426-7687

                                                                              




From amos-request@svcs1.digex.net Fri Jul 18 12:54:17 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 18 Jul 1997 08:58:19 -0500
Message-ID: <yam7138.958.4704272@huron.net>
In-Reply-To: <199707180335.VAA23099@earth.usa.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List Game
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 17-Jul-97, Adam Parrott wrote:
>> It would be better working full time on the list game.  Anyone care
>> to pay me, and I'll speed up work on my bit.
>hehe. I think that Giark had orignally planned to pay us if we pulled 
>down any money from sales and mags (not sure if this will happen, but 
>it WAS metioned).

Doubtful. We'll be releasing the game PD and there's very little $$ involved
there. I think, unless its a large sum of money, any prizes for best game or
whatever should be funneled back to the mag that gave it to get an ad for the
game put in somewhere. If I got any money for the game, how would I divide it?
It would probably cost more to mail the cash to you than it would be worth.
Aside form exchange rates, there are only about 10 people listed in the
credits. I hve no idea who has done what, graphic and code wise. No one seems
willing to send me mail saying what they have done so far.

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 Jul 18 12:06:40 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 18 Jul 1997 09:02:25 -0500
Message-ID: <yam7138.1284.4704272@huron.net>
In-Reply-To: <199707180416.WAA01768@earth.usa.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Test results on side-shooter.
MIME-Version: 1.0
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Status: O
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On 17-Jul-97, Adam Parrott wrote:
>  Do some system checks, and see what the system 
>   is capable of obtaining (in fps). 

I keep saying that that will be in the config. I already hve code to find out
cpu type and coprocessor type, but not MHz. There must be a way to find the
MHz of a cpu! Too many programs do it. Someone find this bit of info out!

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 Jul 18 11:18:23 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Fri, 18 Jul 1997 09:09:49 -0500
Message-ID: <yam7138.2503.4704272@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Code and such
MIME-Version: 1.0
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So, anyone benefitted from my two sample files yet? One is bonks, yells, flips
and other cartoonish noises. The other is weapon sounds, from punches and
arrows to guns and zaps and explosions. I've also put two pages of explosion
graphics up on the page. Add to that the menu code, controller code and
maintaining the listpage.
 
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 Jul 18 13:28:43 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: AMOS and Blitz
Date: Fri, 18 Jul 1997 10:12:21 -0400
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Just to set the record straight, Im not a Blitz lover!!  Blitz is extremely
powerful when you
manage to figure out its strange command set.  The compiled code is
awesome, but the
editor stinks and lets face it,  you stay in the editor 80% of the time
anyway.

I just wish that AMOS Pro had the blitz2 compiler, then all our programs
would fly (also be alot smaller too)

How about writing an AMOS to Blitz converter?

Dave Paterson

y2guru@sprynet.com

From amos-request@svcs1.digex.net Fri Jul 18 16:10:06 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Fri, 18 Jul 1997 19:17:07 +0500
Message-ID: <yam7138.354.2016095416@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: 3D Extension
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Hi,


  Is there any where that I can get the Command list for the 3D extension ?

Ive got the 3d lib already  :o)  but I have NO commands  :o(





Thanks,


-- 

Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |    pix/icon/intel.lha         | Current Projects: |
 |                               |                   |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Fri Jul 18 14:00:42 1997
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Date: Fri, 18 Jul 1997 16:29:00 +0100
From: "Wayne O'Donnell" <wayneo@bacg.com>
Sender: "Wayne O'Donnell" <wayneo@bacg.com>
Organization: *
To: amos-list@access.digex.net (AMOS List)
Subject: Couple of programs.
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Hi all,
I have a Video database system which I coded a couple of years back and I am 
currently converting it to MUI (it used to use AMOS screens but I thought it 
would be nice if I could use it on WB!)

When I click on my BROWSE/SEARCH button within my application it brings me a 
list of all records (or all qualifying records for SEARCH).  In order to 
link the list numbers for the search to the actual database I am currently 
using an array as follows.

'Start prog.

DIM LIST(NUMBER_OF_RECORDS)+10
....
FOR N = 1 to NUMBER_OF_RECORDS
     IF TITLE$= "?????"
          LIST(N)=RECNO
     ENDIF
NEXT N
....
etc.

Basically the size of the database is determined at the start of the program 
and the array dimensioned with a bit of room for additional records then the 
array is used normally throughout.
The problem occurs when the user tried to add more additional records than I 
have allowed for because the array then starts trying to use invalid 
positions

Does anyone know of any way of either redimentioning arrays once they have 
been used or of any other method which would allow me to dynamically 
allocate.

Also, my application has a simple print routine which permorms some simple 
formatting on the records and then prints them using the LPRINT command. 
 This used to work fine on my STAR LC240-C but I have recently upgraded to a 
Canon BJC150 and this refuses to print when I use the LPRINT command.  Has 
anybody else experience print problems with any make of printer?

Any help would be most appreciated.

Thanks, Wayne.




From amos-request@svcs1.digex.net Fri Jul 18 16:32:25 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Fri, 18 Jul 1997 12:42:43 -0600
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Subject: Re: List Game
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Greetings.

> Doubtful. We'll be releasing the game PD and there's very little $$
> involved there. I think, unless its a large sum of money, any prizes
> for best game or whatever should be funneled back to the mag that
> gave it to get an ad for the game put in somewhere. If I got any
> money for the game, how would I divide it? It would probably cost
> more to mail the cash to you than it would be worth. Aside form
> exchange rates, there are only about 10 people listed in the
> credits. I hve no idea who has done what, graphic and code wise. No
> one seems willing to send me mail saying what they have done so far.

Understandable. There's always some kind of overhead and commission 
to any project like this. I didn't expect to be paid, and I don't 
have to, I was just curious as everyone else probably is if it would 
happen or not.

Btw, you know what I've done (or am doing). The raycasting level and 
the Bubba and some enemy graphics.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Fri Jul 18 15:49:34 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Fri, 18 Jul 1997 12:46:43 -0600
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Subject: Re: Test results on side-shooter.
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Greetings.

> I keep saying that that will be in the config.
Alright, alright. Sorry, it was my mistake. I forgot. I figured it 
would be beneficial to have individual procedures in every (or at 
least some, like Garfield's) level for controlling fps. As far as my 
stage goes, it may work, maybe not. We'll see.

> I already hve code to find out cpu type and coprocessor type, but 
> not MHz. There must be a way to find the MHz of a cpu! Too many 
> programs do it. Someone find this bit of info out!

hmm, well, Amcaf will do the job nicely (all of it minus the mHZ)! 
But, since we're not using extensions, then we'll have to conjure up 
some of our own code and improvise. I think I've got some code that 
Peek's and Poke's into the system to check the cpu, etc. (basically 
some routines like what you've got), but I don't know of any that 
will detect for MMU and/or speed of CPU in mHZ. You could ask around.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Fri Jul 18 15:06:29 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: gbenjam@ix.netcom.com
Date: Fri, 18 Jul 1997 12:51:24 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Re: Sideways shooter
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7138.2178.2833912@smtp.ix.netcom.com>
X-mailer: Pegasus Mail for Win32 (v2.53)
Status: O
X-Status: 

Greetings.

> 25/30FPS IS TOO SLOW:
> My goal is to have everything running at 50/60fps on A1200w/
> FastRAM (or better). This might not be possible, considering no
> one has been able to do it yet (at least not to my knowledge).

Acutally, I have. I obtained a good 60fps+ easy on my A3000 (w/only 
1meg of Chip, too!) I stated this an earlier message which I think 
you've gotten by now). Just thought I would remind you.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sat Jul 19 05:00:37 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: Sat, 19 Jul 1997 02:04:33 +0500
Message-ID: <yam7139.1631.2781840@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re:Sideways shooter AND Amos_and_Blitz
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

   Just as I was "leaving" for some intense SideShooter work, I
   glimpsed two e-mails which I thought I should reply to...

>> 25/30FPS IS TOO SLOW:
>> My goal is to have everything running at 50/60fps on A1200w/
>> FastRAM (or better). This might not be possible, considering no
>> one has been able to do it yet (at least not to my knowledge).
>Actually, I have. I obtained a good 60fps+ easy on my A3000 (w/
>only 1meg of Chip, too!) I stated this an earlier message which I
>think you've gotten by now). Just thought I would remind you.

   Haha! Yes, I received your letter, but I didn't write the above
   as clearly as I should have, what I should have said was:

   My goal is to have everything running at 50/60fps on 14MHz
   A1200w/FastRAM (or better systems). This might not be possible,
   considering no one has been able to create a similiar 50/60 fps
   shooter in AMOS yet (at least not to my knowledge).

   
   And now on to the second message...
>Just to set the record straight, Im not a Blitz lover!!  Blitz is
>extremely powerful when you manage to figure out its strange
>command set.  The compiled code is awesome, but the editor
>stinks and let's face it,  you stay in the editor 80% of the time
>anyway.

   Hmmm... actually, I am a Blitz-lover. Of course, now that I've
   openly admitted it, I'll probably be thrown off the list!!

   I have heard so many people say they hate the Blitz-editor and
   yet, I think it's one of the best editors I've ever used.

   Compared to Devpac3 or SAS/C (v6.51) it's excellent!!
   

>How about writing an AMOS to Blitz convertor?

   You'll be happy to hear that, after the SideShooter, my next
   project is indeed an AMOS-to-BLITZ source convertor.

   I was debating between the A2B Convertor or a BLITZ conversion
   of the ACK 3D-engine. So, thanks, you're interest in such a tool
   has greatly influenced my decision!

   Anyway, since both languages allow saving/loading of sources
   in ASCII format, it should be relatively easy, although quite
   time-consuming creating the CommandName conversion-tables
   and such.

   I hope to be able to start on the convertor next month or early
   September...

   
  
      Take care,

       Garfield


From amos-request@svcs1.digex.net Sat Jul 19 02:00:51 1997
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From: Robert Ofarrell Bankston <rbanksto@whale.st.usm.edu>
Message-Id: <199707190422.EAA65173@whale.st.usm.edu>
Subject: F1 Licenseware
To: amos-list@access.digex.net (Amos List)
Date: Fri, 18 Jul 1997 23:22:06 -0500 (CDT)
X-Mailer: ELM [version 2.4 PL23]
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I've heard many good things about F1 and I'd like to talk to them about
some ideas but I can't find their email or web site.  Anybody know.
Thanks.

Robert


From amos-request@svcs1.digex.net Sat Jul 19 04:38:29 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Irene E Hewitt <ihewitt@calvin.stemnet.nf.ca>
CC: amos-list@access.digex.net
Date: Sat, 19 Jul 1997 00:29:12 -0500
Message-ID: <yam7139.636.5571480@mail.redrose.net>
In-Reply-To: <Pine.OSF.3.91.970716090909.18666A-100000@calvin.stemnet.nf.ca>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: AMOS Pro compiler crash
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Status: O
X-Status: 

Irene E Hewitt scrawled this garbage in a text editor on 16-Jul-97 regarding
the subject of Re: AMOS Pro compiler crash:

> Yes, the program does use a lot of DATA statements, and yes I'd very
> much like to hear how to move these into a bank... Of the 250k source,
> probably 100k-150k is tied up in the data statements. I had planned to
> move this information to disk when I was satisfied with its format.

> Joseph Hewitt

OK, extremely simple. You would move all of the DATA into a seperate
program, and make it do something like:

Data 4,6,3,4,5,7,6,4,3,4,6,7,7,5,3,3,35,6,4,3,2,232,32,4,5,5
Data 4,6,7,8,9,6,4,3,3,3,3,4,5,7,8,8,7,5,4,3,4,5,64,5,3,3,77

Reserve As Data 16,(No. of DATA segments)

For N=1 To (No. of Segments)
Read BYTE: Poke Start(16)+(N-1),BYTE
Next N


This will read all of the DATA into the bank, which you can then save using
SAVE "File",start(16) to start(16)+length(16)    [RAW bank]
SAVE "File",16                                   [Header Bank]


To read it back in, you can use:

Load "File",16

For n=1 to length(16)
Read BYTE
' Do what you need to do with the number, place it in an array etc.
Next

Then delete the bank from memory. If the numbers are more than 255 then you
would need to use LOKE instead of POKE, and double the size of the bank and
skip 2 numbers each time you LOKE one into it, as it uses 2 bytes per
number.

Hope this helps!!


Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 02:55:06 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: Andrew Kellett <mushypd@redrose.net>
To: amos-list@access.digex.net
CC: joehick@golden.net
Date: Sat, 19 Jul 1997 00:35:18 -0500
Message-ID: <yam7139.916.5571480@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Hiscore Table
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Just been looking at some of the stuff on the AMOSList game, and I think I
can do a better version of the high score table, if thats all right.

I can add some life and animation into it without too much problem. Just
give me the go ahead to start.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 02:18:56 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Sat, 19 Jul 1997 00:45:37 -0500
Message-ID: <yam7139.1883.3396200@mail.redrose.net>
In-Reply-To: <33CEB9B9.5B80@virgin.net>
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: O
X-Status: 

Just been to the AMOS list game page and played the Knight_Demo game, and
from what I can see, its looking very very good.

I didnt think the 3D extension was capable of keeping up such a good speed.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 03:46:32 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
CC: braneloc@mirex.demon.co.uk
Date: Sat, 19 Jul 1997 00:47:54 -0500
Message-ID: <yam7139.2713.3396200@mail.redrose.net>
In-Reply-To: <33CEB9B9.5B80@virgin.net>
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: O
X-Status: 

--==Murray==-- scrawled this garbage in a text editor on 17-Jul-97 regarding
the subject of List Game:

> Castle Assault:
> Well. It clearly needs some more interesting graphics to it.
> It's EXTREMELY fast. Thats a good thing in that hopefully the movements can
be
> very smooth but
> the actual speed needs to be replaced with smoothness as it was ridiculously
> fast. There was no
> hope of shooting or avoiding anything using anything but luck.

I actually dont like braneloc's stage all that much in comparison with the
other stages (no offense mate), as by the time something appears on the
screen, it has hit you, and you cant really see what is in front of you,
like on them crap racing arcade games.

Is this going to change in the future?

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 04:40:16 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Dave Paterson <y2guru@sprynet.com>
CC: amos-list@access.digex.net
Date: Sat, 19 Jul 1997 00:58:01 -0500
Message-ID: <yam7139.64.3396200@mail.redrose.net>
In-Reply-To: <199707180206.TAA06411@m9.sprynet.com>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: EventPlayer
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Dave Paterson scrawled this garbage in a text editor on 17-Jul-97 regarding
the subject of EventPlayer:
> Im surprised by the lack of enthusiasm on this,  you all seem to be so
> concerned in the AMOS games aspect (which has always been a daunting task,
> Blitz2 has the upper hand there)

> I feel that Ive written some rather neat procedures to make my interface
> work fairly fluidly and after almost a year of working on it (off and on)
> it would be nice to have some sort of feedback from someone other than my
> wife.

I myself find AMOS rather terrible for games, as if anyone wants to check
my record, I have only ever released a couple of games (Twinz, NADS) and
written a lot of utilities, such as phonebooks etc.

Im writing my own GUI generator for use in my Mailinglist program, which
allows anyone to run any no. of mailing lists, and find the GUI aspect a
little difficult to grab, so I wrote my own procedures. They are very
basic, and emulate the WB more than anything, which is fine for me, as the
Win95 GUI is not acceptable on my list (being an Amiga user and all  ;))
hehe.

However, your GUI's look very nice from what ive seen, and would very much
like to see a compiled version, fully running, which is where the real
story is told. Please email me a compile directly at mushypd@redrose.net

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 04:26:27 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: --==Murray==-- <malcolm.murray@virgin.net>
CC: amos-list@access.digex.net
Date: Sat, 19 Jul 1997 01:00:45 -0500
Message-ID: <yam7139.2267.3396200@mail.redrose.net>
In-Reply-To: <33CEE30B.6257@virgin.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Sound Banks
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

--==Murray==-- scrawled this garbage in a text editor on 17-Jul-97 regarding
the subject of Sound Banks:
> I want to put an option in a project I'm working on to allow the player to
put
> in their own sound 
> effects. This will involve loading raw or iff samples and putting them (or
> inserting them) into 
> an amos sound bank.

Easily enough. I had this problem with Twinz.

> Basically just like the Sample Bank Maker program works.
> Can anyone give me some help as to how to do this? I've had a look at the
Sam
> Bank program and
> will do again but appears to use ASM programs which it calls at certain
times
> to add or delete
> samples from the banks.

Yes, it is a tad different than convential play. However, help is at hand.

> I'd rather do something where I know what I'm doing, not just guessing at
what
> it's supposed to
> be doing.
> I think the banks are held with the samples sequentially one after another
and
> I suppose there'd
> be a bit of data before each sample for it's length, frequency or whatever
but
> I don't know the
> format of it all.

What you can do, is have an array with the start positions of all your
samples (in memory) and also, their sample rate and length. Then, why not
use the SAM RAW and play them as RAW samples, rather than from the AMOS
.Abk sample bank.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 03:36:08 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Sat, 19 Jul 1997 01:04:33 -0500
Message-ID: <yam7139.1671.3396200@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: AMOSPro Compiler
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Hi there people, in light of Sagitarius staing their AMOS Compiler release,
I have some news to shed.

I myself, will soon be selling the AMOSPro Compiler V2.0 plus a few other
AMOS goodies. They will be sold from my homepages, and also with First
Virtual, a special transaction process which allows the buying and selling
of goods via the internet without having ever to email/send/speak your
credit card number.

For just 2 dollars a year, you can buy from first virtual as much as you
want!

Im currently awaiting information about a contract, and at the moment, I
only know of myself and steve bye who are supposed to sell it, i'll have to
check on Sagitarius. My prices will also be cheaper I hope, but im not sure
what the contract says.

Take care

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 03:54:32 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Adam Parrott <parrottsoft@usa.net>, Braneloc@mirex.demon.co.uk
CC: amos-list@access.digex.net, "Mr. Giark To You" <joehick@golden.net>
Date: Sat, 19 Jul 1997 01:12:04 -0500
Message-ID: <yam7139.227.3396200@mail.redrose.net>
In-Reply-To: <199707180335.VAA23099@earth.usa.net>
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: O
X-Status: 

Adam Parrott scrawled this garbage in a text editor on 17-Jul-97 regarding the
subject of Re: List Game:

> hehe. I think that Giark had orignally planned to pay us if we pulled
> down any money from sales and mags (not sure if this will happen, but
> it WAS metioned).

> Note Giark: You don't have to pay me for my part, however, if we pull
> in alot or enough for the project, and/or you decide to pay everyone
> for their work, don't hesitate to count me in for a cut.

If the full version of this list game (if only a demo is released) is for
sale, I will be willing to place it on my homepages and sell it on for you
with my first virtual accounts. I dont want any monies from the game, as it
is a joint effort. All I ask is an advert to my homepages from inside the
program.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 03:25:37 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, 19 Jul 1997 01:14:20 -0500
Message-ID: <yam7139.1003.3396200@mail.redrose.net>
In-Reply-To: <yam7138.2503.4704272@huron.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Code and such
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Mr. Giark To You scrawled this garbage in a text editor on 18-Jul-97 regarding
the subject of Code and such:
> So, anyone benefitted from my two sample files yet? One is bonks, yells,
flips
> and other cartoonish noises. The other is weapon sounds, from punches and
> arrows to guns and zaps and explosions. I've also put two pages of explosion
> graphics up on the page. Add to that the menu code, controller code and
> maintaining the listpage.

Most of these samples are from my Samples collection in my PD library.
However, I have since added 20 more disks, which I can go through and delve
out some more game-like samples, if anyone is interested, or does what is
currently there seem ok to everyone?

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 03:02:08 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Declan_Gorman@modusmedia.com
CC: amos-list@access.digex.net
Date: Sat, 19 Jul 1997 01:18:14 -0500
Message-ID: <yam7139.706.3396200@mail.redrose.net>
In-Reply-To: <00005F45.@modusmedia.com>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Map Maker
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Declan_Gorman@modusmedia.com scrawled this garbage in a text editor on
18-Jul-97 regarding the subject of Re[2]: Map Maker:
>      
>      I have not seen any PD versions available but I could give you the 
>      address of the author.

Please do, that would be great

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 04:26:31 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: "Wayne O'Donnell" <wayneo@bacg.com>
CC: amos-list@access.digex.net
Date: Sat, 19 Jul 1997 01:22:00 -0500
Message-ID: <yam7139.36.3396200@mail.redrose.net>
In-Reply-To: <7583D83001F73000@c2gate.tcom.co.uk>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Couple of programs.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Wayne O'Donnell scrawled this garbage in a text editor on 18-Jul-97 regarding
the subject of Couple of programs.:

> Does anyone know of any way of either redimentioning arrays once they have
> been used or of any other method which would allow me to dynamically
> allocate.

No, not that I know of. One way I often came around that, especially with
my Phonebook databases, is to store a lot of files on disk, and access them
that way. You would need to come up with a quick and easy indexing method.
The only downside, is that the software would then be tedious on
floppy-only users, but there arent many serious Amiga users without HD's
now, so try disk files.

> Also, my application has a simple print routine which permorms some simple
> formatting on the records and then prints them using the LPRINT command.
>  This used to work fine on my STAR LC240-C but I have recently upgraded to a
> Canon BJC150 and this refuses to print when I use the LPRINT command.  Has
> anybody else experience print problems with any make of printer?

Instead of usintg the lame LPRINT use OPEN PORT 1,"PRT:" or "PAR:" to open
the printer directly from the printer prefs file (PRT:) that way, the
printer will always with with PRINT #1,"Text"

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 04:04:20 1997
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From: Andrew Kellett <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Sat, 19 Jul 1997 01:43:40 -0500
Message-ID: <yam7139.2046.2643120@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 problems
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

I would like to apologize to everyone for 3 things:

1) Ive been on a bit of a holiday with 2 fellow UK chums, who came to stay
   with me and my wife here in the USA for 10 days. We have been out and
   about, and I haven't had the chance to complete the orders people sent
   etc. This should all now be taken care of.

   This also explains the large number of list postings I made, as I sorted
   through my masses of Emails.

2) One of the boys whilst installing stuff on my Amiga killed off my dyndns
   script, and replaced it with an unconfigured version, which I only
   noticed tonight, and will explain why the FTP site has been down. Sorry
   for any confusion this may have caused to anyone, it should now be
   fixed.

3. Ive been doing some advertising of my PD library, to the music groups,
   and other groups related to coding etc. and had a flock of nearly 3,000
   people to my pages in a single day, which caused Demon to move my pages
   to a slower server as it generated 103Mb of bandwidth, and they weren't
   happy about it!. I have also moved some of the images to my geocities
   pages, which should help things a little.

Hope you all forgive me!!

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Sat Jul 19 09:09:22 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Sat, 19 Jul 1997 11:52:28 +0500
Message-ID: <yam7139.1445.2014299616@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Dev Pac
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 


Hi,

  Has anyone on the list got Dev Pac ?

If they do could they please assemble the "|AMOS_Includes.s" file
with the create executeable function turned off. The AMOSIncludes
are freeware and are in the directory:

AMOSPro_Tutorial/extensions/|AMOS_Includes.s


If you will assemble them for me please send them to *cahill4@iol.ie*
and not the AMOS-LIST (There is a limit on the size of mails for the list)




Thanks,


-- 

Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |    pix/icon/intel.lha         | Current Projects: |
 |                               |                   |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Sat Jul 19 12:17:10 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 19 Jul 1997 09:24:02 -0500
Message-ID: <yam7139.129.4714416@huron.net>
In-Reply-To: <33CF6506.6AC1@ozemail.com.au>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Knight Problems
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 18-Jul-97, Andrew Hawkins wrote:
>I downloaded Nitedem2 from the list page and it was corrupted. 

That's what came.

> Please
>check the latest to make sure it runs.

Already did, it runs.

>  I noticed you only included a
>few files in the 2nd demo LHA file.  If you do this again for the 3rd
>demo, the SOUND drawer and contents must be include.

I didn't do it, that's how it came to me. Blame your mailer.

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 Jul 19 11:39:17 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 19 Jul 1997 09:26:19 -0500
Message-ID: <yam7139.992.4714416@huron.net>
In-Reply-To: <yam7139.916.5571480@mail.redrose.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Hiscore Table
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 19-Jul-97, Andrew Kellett wrote:
>Just been looking at some of the stuff on the AMOSList game, and I think I
>can do a better version of the high score table, if thats all right.
>I can add some life and animation into it without too much problem. Just
>give me the go ahead to start.

Go ahead given. I think the guy who was working on it lost net access 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 Sat Jul 19 11:24:41 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 19 Jul 1997 09:28:59 -0500
Message-ID: <yam7139.2980.4714416@huron.net>
In-Reply-To: <Pine.SOL.3.91.970719005303.4014A-100000@lawson.appcomp.utas.edu.au>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: URL
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 19-Jul-97, Cameron James Bonde wrote:
>Could I get the URL for Cappn Bubba? I'd love to play test it!

According to the list text, you ALREADY have been given the url.

>Also can I send you some great menu art my friend did? & my small game.
>If not who/where?

Mush?

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 Jul 19 12:16:23 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 19 Jul 1997 09:35:06 -0500
Message-ID: <yam7139.322.4714416@huron.net>
In-Reply-To: <yam7139.227.3396200@mail.redrose.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List Game
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 19-Jul-97, Andrew Kellett wrote:
>If the full version of this list game (if only a demo is released) is for
>sale, I will be willing to place it on my homepages and sell it on for you
>with my first virtual accounts.

If we all lived in the same area, it could be sold, then the monies collected
go for a party for the programmers/artists. As it is, I can't see any way
(without charging $100 a pop) to make money from the program and be able to
equitably split the profits. If Mush can come up with an option that will
allow all the contributors to go on a list and get profits distributed from
there, I guess we could do so. Personally, a cheque for $.50 once in a while
would not be a benefit to me. Thoughts?

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 Jul 19 16:18:01 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Sat, 19 Jul 1997 13:05:46 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
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Subject: Re: Knight Problems
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net, Andrew Hawkins <geosync@ozemail.com.au>
Priority: normal
In-reply-to: <yam7139.129.4714416@huron.net>
References: <33CF6506.6AC1@ozemail.com.au>
X-mailer: Pegasus Mail for Win32 (v2.54)
Status: O
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Greetings.

>> On 18-Jul-97, Andrew Hawkins wrote:
>> I downloaded Nitedem2 from the list page and it was corrupted. 
Same here. Couldn't get mine to unpack (.lha figetted).
 
>>Please check the latest to make sure it runs.
> Already did, it runs.

No, not exactly.  No threat though, I don't think, as I already had 
the first and the third downloaded and unpack fine (it was ok). Ifn' 
the second wasn't much different from the 3rd, I don't see much how 
it matters, since you would want everyone the see the latest one 
anyhow (the 3rd, not 2nd). :)

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sun Jul 20 11:56:11 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 20 Jul 1997 10:40:46 -0500
Message-ID: <yam7140.2303.4694448@huron.net>
In-Reply-To: <yam7139.2474.4177264@mail.canit.se>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
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On 19-Jul-97, Hakan Venderlof wrote:
>Hm I've got the URL for AMOSlistgame but there is another
>URL for BUBBA...?

Nope, what you see there is what is up so far.

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 Jul 20 14:37:44 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: EVentPlayer
Date: Sun, 20 Jul 1997 13:32:38 -0400
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I would also like some ideas on some screen effects, allowing a user to
load an Iff picture
of their choice and manipulating it in some way, I have fades and melt
instructions so far,
any others would be greatly appreciated.

Thankyou

Dave Paterson

From amos-request@svcs1.digex.net Sun Jul 20 15:41:37 1997
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	Sun, 20 Jul 1997 19:59:13 +0200
From: Pietro Ghizzoni <ghizzo@agonet.it>
Reply-To: Pietro Ghizzoni <ghizzo@agonet.it>
To: Andrew Kellett <mushypd@redrose.net>,
        Amos-List <amos-list@access.digex.net>
Date: Sun, 20 Jul 1997 20:00:00 +0100
Message-ID: <yam7140.35.2015613336@mail.agonet.it>
In-Reply-To: <yam7118.632.5033520@mail.redrose.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: Sequential Files
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 28-Giu-97, Andrew Kellett wrote: Sequential Files

>How the heck do I open a sequential file in AMOS for both reading and
>writing to?

You can't....

>Im trying to open a TCP: file on the net to look at POP3 mail, but I cant
>figure out how to read and write to it.

Try using the TCP commands set of the GUI Extension...


>Ive tried opening a read and write to the same file, but it doesnt work.
>Anyone know a way, or will I have to use a library call with
>bdsocket.library or Amarquee.library

>(please, im getting very bald sat here tearing my hair out)

You can do it using directly the dos.library for the reading/writing
operations.

-- 

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 Mon Jul 21 06:31:10 1997
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In-Reply-To: <yam7139.1003.3396200@mail.redrose.net>
	     (from Andrew Kellett <mushypd@redrose.net>)
	     (at Sat, 19 Jul 1997 01:14:20 -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: mushypd@redrose.net, amos-list@access.digex.net
Subject: Re: Code and such
Content-Transfer-Encoding: 8bit
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To the one known as Andrew,
> Mr. Giark To You scrawled this garbage in a text editor on 18-Jul-97 regarding
> the subject of Code and such:
> > So, anyone benefitted from my two sample files yet? One is bonks, yells,
> flips
> > and other cartoonish noises. The other is weapon sounds, from punches and
> > arrows to guns and zaps and explosions. I've also put two pages of explosion
> > graphics up on the page. Add to that the menu code, controller code and
> > maintaining the listpage.
> Most of these samples are from my Samples collection in my PD library.
> However, I have since added 20 more disks, which I can go through and delve
> out some more game-like samples, if anyone is interested, or does what is
> currently there seem ok to everyone?

Delve, delve, delve !!


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Can the people on TV see me, or am I
|_> | \ | | | \| |_ |_ |_| \_  .  |   just paranoid ?"
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Sun Jul 20 22:45:50 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Sun, 20 Jul 1997 23:18:37 EST5
Message-ID: <yam7140.1865.142605296@cu.cu-muc.de>
In-Reply-To: <tcppop3.494028@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Sequential Files
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ghizzo@agonet.it wrote on 21-Jul-97:

> >How the heck do I open a sequential file in AMOS for both reading and
> >writing to?

> You can't....

You CAN ;)

Procedure _MODEREADWRITE[CHAN]
  If CHAN<1 or CHAN>8 Then Error 23
  AD=Areg(5)+$8BC+(CHAN-1)*10
  If Leek(AD)<>0 Then Error 96
  Doke AD+4,$300
End Proc

I haven't tried this yet, but it should work. Well, if you  search  in  old
amos  list  archives,  you probably will find something, I've answered this
question before as far as I remember.

-- 
Bye,ChrisHodges (http://home.pages.de/~platon/)  ____
A4000/60, 24MB, 3.6GB HD, 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 Mon Jul 21 05:08:06 1997
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Date:     Mon, 21 Jul 1997 08:36 GMT
From: "SIMONC%MARS.decnet"@mcs.co.uk (Simon Champion - simonc@mcs.co.uk)
Message-Id: <009B7939A615E060.4B16@mcs.co.uk>
To: amos-list@access.digex.net
Subject:  Re: Amos and blitz
X-VMS-To: MCSDEV::SMTP%"amos-list@access.digex.net"
Status: O
X-Status: 

Subj:	re: AMOS and Blitz

Dave Paterson wrote the following....

>I just wish that AMOS Pro had the blitz2 compiler, then all our programs
>would fly (also be alot smaller too)

>How about writing an AMOS to Blitz converter?


Oddly enough, I suggested exactly the same thing about a week ago on a
web page I found on the Amiga Web Directory, called "No Amiga To Waste".
It's an 'ideas page', where people can put their ideas for programs they'd
like to see on the Amiga.

I've submitted several ideas there, and some ideas from this page have
been taken up by programmers.

If we're really lucky, someone might actually write an Amos to Blitz
converter. All we have to do is show that there's enough demand for it.

I think it would be a fairly tricky operation to get right - Both Amos
and Blitz have their own way of doing things, but we could at least get
the base of our code converted.

Cheers all


    / |\   /
    \ | \ /
    / |_/ \_
(Simon Champion)

   <simonc@mcs.co.uk>         (work - preferred contact address)
or <champion@vossnet.co.uk>   (home - not used so much nowadays)

--------------------------------------------------------------------
Why did the fly fly?    Because the spider spied her.

From amos-request@svcs1.digex.net Mon Jul 21 03:09:19 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Mon, 21 Jul 1997 07:32:47 EST5
Message-ID: <yam7141.2382.138188336@cu.cu-muc.de>
In-Reply-To: <tcppop3.494872@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: Sequential Files
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platon@cu-muc.de wrote on 21-Jul-97:

> > You can't....

> You CAN ;)

> Procedure _MODEREADWRITE[CHAN]
>   If CHAN<1 or CHAN>8 Then Error 23
>   AD=Areg(5)+$8BC+(CHAN-1)*10
>   If Leek(AD)<>0 Then Error 96
>   Doke AD+4,$300
> End Proc

Ooops! Should be:

> Procedure _MODEREADWRITE[CHAN]
>   If CHAN<1 or CHAN>8 Then Error 23
>   AD=Areg(5)+$8BC+(CHAN-1)*10
    If Leek(AD)=0 Then Error 97
>   Doke AD+4,$300
> End Proc

-- 
Bye,ChrisHodges (http://home.pages.de/~platon/)  ____
A4000/60, 24MB, 3.6GB HD, 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 Mon Jul 21 18:43:33 1997
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Message-Id: <24c4b412.u8t20e.9943f-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7139.1003.3396200@mail.redrose.net>
	     (from Andrew Kellett <mushypd@redrose.net>)
	     (at Sat, 19 Jul 1997 01:14:20 -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: mushypd@redrose.net, amos-list@access.digex.net
Subject: Re: Code and such
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To the one known as Andrew,
> Mr. Giark To You scrawled this garbage in a text editor on 18-Jul-97 regarding
> the subject of Code and such:
> > So, anyone benefitted from my two sample files yet? One is bonks, yells,
> flips
> > and other cartoonish noises. The other is weapon sounds, from punches and
> > arrows to guns and zaps and explosions. I've also put two pages of explosion
> > graphics up on the page. Add to that the menu code, controller code and
> > maintaining the listpage.
> Most of these samples are from my Samples collection in my PD library.
> However, I have since added 20 more disks, which I can go through and delve
> out some more game-like samples, if anyone is interested, or does what is
> currently there seem ok to everyone?

Delve, delve, delve !!


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Can the people on TV see me, or am I
|_> | \ | | | \| |_ |_ |_| \_  .  |   just paranoid ?"
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Mon Jul 21 19:54:15 1997
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Message-Id: <24c4b9be.u8t20e.c213c-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7139.2713.3396200@mail.redrose.net>
	     (from Andrew Kellett <mushypd@redrose.net>)
	     (at Sat, 19 Jul 1997 00:47:54 -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, mushypd@redrose.net
Subject: Re: List Game - Too Fast ?
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To the one known as Andrew,
> > Castle Assault:
> > It's EXTREMELY fast. Thats a good thing in that hopefully the movements can
> be
> > very smooth but
> > the actual speed needs to be replaced with smoothness as it was ridiculously
> > fast. There was no
> > hope of shooting or avoiding anything using anything but luck.
> I actually dont like braneloc's stage all that much in comparison with the

:(

> other stages (no offense mate), as by the time something appears on the
> screen, it has hit you, and you cant really see what is in front of you,
> like on them crap racing arcade games.

Hmmmm.  
 
> Is this going to change in the future?
 
Current flight paths for objects are slower + smoother, and you will
ALWAYS have at least a 25th of a second to see something as it hits you.  
This is consistant with the original.  Can't really see what it is ?  Hmm.  
With the exception of the bits I drew, they are all fairly clear.  Then
again, I already know exactly what they look like.  Or do you mean they fly
by too quickly ?  This is taken care of in the next vsn (well, on some
levels - the demo level is unchanged so far.)  You wait till they start
shooting back !  Oh, and as to being killed too easily, you now have a
shield, so you've got an entire 1/5th of a second to move out of the way,
more than enough.

Personally, my reaction times can handle the speed, but then again, I wrote
the damn thing, know exactly where all the objects are coming from, and can
complete the original on 50p, without losing a life before 15th level. 
Actually, if you know anyone selling a working original arcade machine, let
me know.

New version with slow movement paths and massive dragon sequence out soon.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Zap, Pow, Biff Bam, Holy Cow !"
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Mon Jul 21 19:43:15 1997
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Message-Id: <24c4bba4.u8t20e.3d98a-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7139.1631.2781840@smtp.ix.netcom.com>
	     (from Garfield Benjamin <gbenjam@ix.netcom.com>)
	     (at Sat, 19 Jul 1997 02:04:33 +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: gbenjam@ix.netcom.com
Cc: amos-list@access.digex.net
Subject: Re: Re:Sideways shooter AND Amos_and_Blitz
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To the one known as Garfield,
>    Hmmm... actually, I am a Blitz-lover. Of course, now that I've
>    openly admitted it, I'll probably be thrown off the list!!

..I've used blitz a few times.
 
>    I have heard so many people say they hate the Blitz-editor and
>    yet, I think it's one of the best editors I've ever used.

Argh !!  The blitz editor sucks probably more than any other editor I've
ever used.  Maybe with the exception of microsoft edlin.  The blitz
environment is one of the worst around, even though it produces pretty good
code, if you can stomach being able to write stuff in the wrong order (no
forward declaration, no multi-pass compile) and the absolutly useless
editor.  Amos has a nice environment.  It is completely stable, and crashes
about a thousand times LESS than blitz.  Blitz3, with PPC support, a proper
editor & multipass compiler will be good if its ever finished.

>    Compared to Devpac3 or SAS/C (v6.51) it's excellent!!

..but you don't HAVE to use their internal editors.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Mmmmmmmm, Soylent Green"
|_> | \ | | | \| |_ |_ |_| \_  .  |   - Future Homer Simpson
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk


From amos-request@svcs1.digex.net Mon Jul 21 07:22:25 1997
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Date:     Mon, 21 Jul 1997 09:07 GMT
From: "SIMONC%MARS.decnet"@mcs.co.uk (Simon Champion - simonc@mcs.co.uk)
Message-Id: <009B793E071B13E0.6563@mcs.co.uk>
To: amos-list@access.digex.net
Subject:  Re: Couple of programs
X-VMS-To: MCSDEV::SMTP%"amos-list@access.digex.net"
Status: O
X-Status: 

Subj:	re: Couple of programs.

Wayne O'Donnell wrote the following:

>Hi all,
>I have a Video database system which I coded a couple of years back and I am 
>currently converting it to MUI (it used to use AMOS screens but I thought it 
>would be nice if I could use it on WB!)

>When I click on my BROWSE/SEARCH button within my application it brings me a 
>list of all records (or all qualifying records for SEARCH).  In order to 
>link the list numbers for the search to the actual database I am currently 
>using an array as follows.

>'Start prog.

>DIM LIST(NUMBER_OF_RECORDS)+10
>....
>FOR N = 1 to NUMBER_OF_RECORDS
>     IF TITLE$= "?????"
>          LIST(N)=RECNO
>     ENDIF
>NEXT N
>....
>etc.

>Basically the size of the database is determined at the start of the program 
>and the array dimensioned with a bit of room for additional records then the 
>array is used normally throughout.
>The problem occurs when the user tried to add more additional records than I 
>have allowed for because the array then starts trying to use invalid 
>positions

>Does anyone know of any way of either redimentioning arrays once they have 
>been used or of any other method which would allow me to dynamically 
>allocate.

Ok. Basic is not the most elegant language to use for this, since it doesn't
support lists. These are the ways I'd try to get round it, though...

They may or may not work for you here - depends on how your code is set up
already.

Firstly, you could define the array inside the procedure it's being used in,
so that if you want to re-define it, you just exit the procedure, and then
re-enter it with a different value in the sizing variable.

  ie   <start of prog>
       Global SIZE
       SIZE=<num recs>
       ....
       Do
          Proc MAKE_LIST
          SIZE=<changed num recs>
       Loop
       ....
       Procedure MAKE_LIST
          Dim LIST_ARRAY(SIZE+1)       <- this is a local variable for this proc
          ...
          If <new record required>
              inc SIZE
              Pop Proc
          End If
          ...


An alternative idea would be to use a String rather than an array. If you
think of a string as an array of characters (the way C does), you could
keep your array in a string, and access it using Mid$().

I don't know what (if any) Amos' string length limit is. It would be worth
finding out if you consider using this idea.

I won't try to write the code here, as it would invovle changes all over
your program.


The third idea is to use a temporary file instead of the array. Some people
don't like this, since it can be slow, but it you use the Ram disk (or T:
which should be in ram anyway), you probably won't notice any speed difference.

If you use Amos's random access files for this, you should be able to use
it pretty much like an array. This is how we deal with lists at my work. We
don't use basic here, but the language we use has similar contraints.


Right. I hope those ideas help.


   / |\   /
   \ | \ /
   / |_/ \_
(Simon Champion)

   <simonc@mcs.co.uk>        (work - preferred contact address)
or <champion@vossnet.co.uk>  (home - not used so much nowadays)

----------------------------------------------------------------------------
If you are not confused by now, you obviously weren't paying attention

From amos-request@svcs1.digex.net Mon Jul 21 09:43:55 1997
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Date: Mon, 21 Jul 1997 05:17:47 -0700 (PDT)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: Re: Sequential Files
To: Andrew Kellett <mushypd@redrose.net>
cc: amos-list@access.digex.net
In-Reply-To: <yam7118.632.5033520@mail.redrose.net>
Message-ID: <Pine.3.89.9707210527.A25594-0100000@vifa1>
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When I wrote the routines for WebView, I used Dos.library calls, like this...

A$="tcp:www.yahoo.com/80"
dreg(1)=VarPtr(a$) :dreg(2)=$3ed
FH=DosCall(-30) [or whatever Open() is]

B$=Space$(80):Dreg(1)=FH
Dreg(2)=Varptr(b$):Dreg(3)=Len(b$)
B=DosCall(Read) [not sure what Read() is either...]

Try OFL 1.2 in the dev/asm drawer on Aminet.  They tell all the system 
functions and how to access them.

#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@
        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 Mon Jul 21 13:15:51 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 21 Jul 1997 10:35:01 -0500
Message-ID: <yam7141.98.4714520@huron.net>
In-Reply-To: <yam7140.1016.2014310080@gpo.iol.ie>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: The cool list game
MIME-Version: 1.0
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On 20-Jul-97, Peter Cahill wrote:
>Is the *final* deadline set for the List-Game ?

Deadlines don't mean much to this lot. I'm working on the menu interfaces.
I've got the main menu and the jukebox done. I've started on the config. I'd
like to see us hit a deadline, but I'm not going to set another one until the
dungeon level has at least a demo.

>I just thaught Id also tell you that the author of pang
>(James Brown) is MIA :O(

It was originally a bubble bobble secret level. JB said he `lost' that, so
sent pang instead. Feel free to take over the level yourself.

>1.Maybe he lost his net connection or something
>2.Maybe he is to busy working on PANG to read his mail

Or maybe he's one of the people who does other things in the summer.

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 Jul 21 15:20:23 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: Mon, 21 Jul 1997 17:48:42 +0100
Message-ID: <yam7141.2139.2014758536@mail.agonet.it>
In-Reply-To: <yam7140.1865.142605296@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Organization: Dairymen Soft
Subject: Re: Sequential Files
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On 21-Lug-97, Chris Hodges wrote: Re: Sequential Files

>You can't...
>
>You CAN ;)


Eheheheheh :)) Well... you can't without hacking the Amos structures :)


>Procedure _MODEREADWRITE[CHAN]
>  If CHAN<1 or CHAN>8 Then Error 23
>  AD=Areg(5)+$8BC+(CHAN-1)*10
>  If Leek(AD)<>0 Then Error 96
>  Doke AD+4,$300
>End Proc

Nice procedure ;)


-- 


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 Mon Jul 21 15:09:59 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "SIMONC%MARS.decnet"@mcs.co.uk (Simon Champion - simonc@mcs.co.uk)
Date: Mon, 21 Jul 1997 10:53:47 -0600
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Subject: Re: Amos and blitz
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net, mushypd@redrose.net
Priority: normal
In-reply-to: <009B7939A615E060.4B16@mcs.co.uk>
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Greetings.

On 21 Jul 97, SIMONC%MARS.decnet wrote concerning Re: Amos and blitz:
> Oddly enough, I suggested exactly the same thing about a week ago on
> a web page I found on the Amiga Web Directory, called "No Amiga To
> Waste". It's an 'ideas page', where people can put their ideas for
> programs they'd like to see on the Amiga.

I've seen a couple of these. May put one up on my pages after I 
finish my current projects just to get an idea of what type of 
programs/software you ppls want.
 
> If we're really lucky, someone might actually write an Amos to Blitz
> converter. All we have to do is show that there's enough demand for
> it.
 
> I think it would be a fairly tricky operation to get right - Both
> Amos and Blitz have their own way of doing things, but we could at
> least get the base of our code converted.

Well, Mush had at it (not a converter, I don't think, just converting 
actual code, although I think he is/did plan on doing a Amos to Blitz 
and vise versa convertor at one point, didn't you Mush?)

Anyhow, I know if I can convert C++ and pure PC Asm to AMOS (in a 3D 
engine format), someone can write a converter. (I've never used 
Blitz, seen some reviews on it, but never found much interest in it, 
therefore I wouldn't be game to write a converter, :)

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Mon Jul 21 17:24:25 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: Re-dimensioning Arrays!!!
Date: Mon, 21 Jul 1997 13:16:02 -0400
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You cannot re-dimension an array in AMOS or any other Basic language that
Ive seen, but
you can do one of two things:-

1.	Call a procedure that contains a DIM statement
2.	Use Memory Banks

I would go with using memory banks as a method of holding data as you would
not be required to define upfront how much memory you wish to reserve for
variable space. 
Also, the hunt command can be used (very very quickly) against such a
process

Dave

From amos-request@svcs1.digex.net Mon Jul 21 15:29:04 1997
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Date:     Mon, 21 Jul 1997 17:39 GMT
From: "SIMONC%MARS.decnet"@mcs.co.uk (Simon Champion - simonc@mcs.co.uk)
Message-Id: <009B7985746D8EE0.6E98@mcs.co.uk>
To: amos-list@access.digex.net
Subject:  Re: Amos and blitz
X-VMS-To: MCSDEV::SMTP%"amos-list@access.digex.net"
Status: O
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To:	parrottsoft@usa.net
From:	simonc@mcs.co.uk (Simon Champion - simonc@mcs.co.uk)
CC:	amos-list@access.digex.net
Subj:	Re: Amos and blitz


Hello!

Quoth Adam Parrott, while muttering about Amos and blitz....

>On 21 Jul 97, SIMONC%MARS.decnet wrote concerning Re: Amos and blitz:
>> Oddly enough, I suggested exactly the same thing about a week ago on
>> a web page I found on the Amiga Web Directory, called "No Amiga To
>> Waste". It's an 'ideas page', where people can put their ideas for
>> programs they'd like to see on the Amiga.

>I've seen a couple of these. May put one up on my pages after I 
>finish my current projects just to get an idea of what type of 
>programs/software you ppls want.

Yes. These "Ideas pages" are a good idea .... *BUT* .... I don't know
whether we need another one - if all us list people started using (for
example) the one I mentioned (which is at http://thunderstorms.org/NATW
in case you wanted to know), it would have the following benefits:
 - There's already a good stock of ideas waiting for us
 - We wouldn't be duplicating someone else's effort in setting up the page.
   Why tie up your web space/bandwidth/development time when someone else
   has already done so?
 - We would have ideas from outside this circle - lets face it, if we want
   to suggest ideas to the people on this list, we might as well send them
   to the list itself.

Don't take me wrong - I just think we could do just as well to look at
an existing page than building a whole new one. One of the objectives of
pages like these have been to cut down on duplication of effort :-)

Personally, I really like the design of the site I mentioned, as well :))

 
>> If we're really lucky, someone might actually write an Amos to Blitz
>> converter. All we have to do is show that there's enough demand for
>> it.

Just to prove the point, one of the other ideas I suggested on this
site (a script generator for the Installer) has already been taken up
for development by someone.
 

>> I think it would be a fairly tricky operation to get right - Both
>> Amos and Blitz have their own way of doing things, but we could at
>> least get the base of our code converted.

>Well, Mush had at it (not a converter, I don't think, just converting 
>actual code, although I think he is/did plan on doing a Amos to Blitz 
>and vise versa convertor at one point, didn't you Mush?)

>Anyhow, I know if I can convert C++ and pure PC Asm to AMOS (in a 3D 
>engine format), someone can write a converter. (I've never used 
>Blitz, seen some reviews on it, but never found much interest in it, 
>therefore I wouldn't be game to write a converter, :)

I'm sure someone out there can do it!! :)

From amos-request@svcs1.digex.net Mon Jul 21 16:50:52 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: Screen Effects
Date: Mon, 21 Jul 1997 14:34:51 -0400
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I am in need of some decent screen effects for my current program.

Dave Paterson

From amos-request@svcs1.digex.net Mon Jul 21 13:41:40 1997
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To: "Amos List" <amos-list@access.digex.net>
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From: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
Subject: Beta tester
Date: Mon, 21 Jul 97 11:39:24 PDT
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Mr.Giark

I would be very interested in being a beta tester for the
amos game project.
If you see fit, please send me the site address.

Sincerely,
Robert W. Benjamin
rwbenjamin@sosbbs.com

From amos-request@svcs1.digex.net Mon Jul 21 17:52:20 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 21 Jul 1997 14:43:40 -0500
Message-ID: <yam7141.2016.4724008@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: For all you prats and gimboids
MIME-Version: 1.0
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Hmm, too much Red Dwarf? Anyway, I've reorganized the game page for easier
access to the beta files. They are all listed first, by level, in a separate
section. Hope this helps you gits out.
 
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 Jul 22 03:55:37 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, 22 Jul 1997 01:55:34 +0500
Message-ID: <yam7142.1714.2633376@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re:Sideways shooter AND Amos_and_Blitz
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 21-Jul-97, Keith Hill wrote:

>Argh !!  The blitz editor sucks probably more than any other editor
>I've ever used.  Maybe with the exception of microsoft edlin. The
>blitz environment is one of the worst around, even though it 
>produces pretty good code, if you can stomach being able to
>write stuff in the wrong order (no forward declaration, no
>multi-pass compile) and the absolutly useless editor. 

   I don't have any problems with it. Works fine for anything I've
   ever done. 

   Are you sure you have the latest version (2.1)?

   In earlier versions (such as v1.4) of BLITZ, the editor was pretty
   shabby, but the new SuperTedv2.1 is very solid...
 

>Amos has a nice environment.  It is completely stable, and
>crashes about a thousand times LESS than blitz. 

   Crashes?? It sounds like you are using an old version. In v2.1, 
   I've never had a crash that wasn't a direct result of my own
   code. However, in contrast, my old Blitz v1.4 was quite crash-
   prone, regardless of the actual source.

   If you are using cover-disk versions, they are not good either.
   ACID crippled things a bit and sort of screwed up the editor in the
   process...


   Anyway, in V2.1, put Run-Time Error Checking on until you have 
   your program debugged, then create the final executable with
   RTEC off and watch it fly!!

   I'm not saying it's perfect, but I think BLITZ is a completely
   logical, speed/control-oriented language which can truly
   produce commercial-quality results in the right hands...


>Blitz3, with PPC support, a proper editor & multipass compiler
>will be good if its ever finished.


From amos-request@svcs1.digex.net Mon Jul 21 18:33:28 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Adam Parrott <parrottsoft@usa.net>,
        "Simon Champion - simonc@mcs.co.uk" <"SIMONC%MARS.decnet"@mcs.co.uk>
CC: amos-list@access.digex.net
Date: Mon, 21 Jul 1997 16:00:28 -0500
Message-ID: <yam7141.1425.4621416@mail.redrose.net>
In-Reply-To: <199707211554.JAA08547@earth.usa.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Amos and blitz
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Content-Type: text/plain
Status: O
X-Status: 

Adam Parrott scrawled this garbage in a text editor on 21-Jul-97 regarding the
subject of Re: Amos and blitz:

> Well, Mush had at it (not a converter, I don't think, just converting
> actual code, although I think he is/did plan on doing a Amos to Blitz
> and vise versa convertor at one point, didn't you Mush?)

Nope, wasnt me im afraid!

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Mon Jul 21 21:18:04 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "SIMONC%MARS.decnet"@mcs.co.uk (Simon Champion - simonc@mcs.co.uk)
Date: Mon, 21 Jul 1997 17:55:19 -0600
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Subject: Re: Amos and blitz
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net
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In-reply-to: <009B7985746D8EE0.6E98@mcs.co.uk>
X-mailer: Pegasus Mail for Win32 (v2.54)
Status: O
X-Status: 

Greetings.

On 21 Jul 97, SIMONC%MARS.decnet wrote concerning Re: Amos and blitz:
> Yes. These "Ideas pages" are a good idea..*BUT*.. I don't know 
> whether we need another one - if all us list people started using 
> the one I mentioned it would have the following benefits:

> - We wouldn't be duplicating someone else's effort in setting up
> the page. Why tie up your web space/bandwidth/development time when 
> someone  else has already done so?

What I meant *originally* was the pages I may create and put up on my 
website. I program and develop software, and being a programmer I 
have to know what people want to see on their desktop. This would be 
a page for people to give ideas to ME (or a team if it's a team 
project) on MY site (because I would be doing the programming).

I wouldn't want to compete either, because their are alot of other 
idea pages (for the Amiga namely), but to aim for people (using AMOS 
mainly). Besides, I design and maintain my own pages, and I like to 
think I don't do to bad a job on them.

> - We would have ideas from outside this circle - lets face it, if
> we want to suggest ideas to the people on this list, we might as 
> well send them to the list itself.

Goes without saying, just don't send a 100k file! :)

> Don't take me wrong - I just think we could do just as well to look
> at an existing page than building a whole new one. One of the
> objectives of pages like these have been to cut down on duplication
> of effort :-)

Well, if some people here on the list wanted to do this (sounds like 
your suggesting it is proposal enough), I wouldn't be against it, but 
it would probably have to wait until AFTER the list game (not that we 
need or anyone else want's to do another, but, no problem).

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Tue Jul 22 03:17:33 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Tue, 22 Jul 1997 00:04:25 -0600
MIME-Version: 1.0
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Subject: List game beta-testing.
Reply-to: parrottsoft@usa.net
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.54)
Status: O
X-Status: 

Greetings.

Thought I would let everyone know (this message is steered mainly 
towards the my fellow coders on the ALG project) that I stripped down 
my old '040 A2000 today, cleaned the contacts (with alcohol), 
vaccuumed it out, dusted it, and it works. So if you guys (or anyone 
else on the List) need some testing done on my '040, just give me a 
ring (not that I'm the only one with one, of course, but this goes 
mainly to the List game programmers that may need some beta-testing).

I have my old A500 68000 (who doesn't have a 68000 somewhere?), A3000 
68030 (with FPU and MMU) and A2000 68040 (complete with FPU and MMU 
too, of course). These are the three Amiga's that I own (they all 
work and are platforms that may be used for testing), fyi.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Tue Jul 22 09:17:23 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Mon, 21 Jul 1997 20:40:40 -0500
Message-ID: <yam7141.2007.3108744@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: FTP site
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Due to some problems with the ml.org dyndns server changes, my FTP library
has been affected, as i know have to go to their homepage to alter my IP.

The PD library is now open, and will be for the next *15* hours, so I
invite everyone in for a good look around, and to down/upload what they
please

Thank-you

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Tue Jul 22 14:14:23 1997
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	id sma029807; Tue Jul 22 11:33:59 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Tue, 22 Jul 1997 12:42:53 +0500
Message-ID: <yam7142.2632.2795888@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re:Sideways shooter AND Amos_and_Blitz
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

   YES, I'm resending this so the full message arrives...

On 21-Jul-97, Keith Hill wrote:

>Argh !!  The blitz editor sucks probably more than any other editor
>I've ever used.  Maybe with the exception of microsoft edlin. The
>blitz environment is one of the worst around, even though it 
>produces pretty good code, if you can stomach being able to
>write stuff in the wrong order (no forward declaration, no
>multi-pass compile) and the absolutly useless editor. 

   I don't have any problems with it. Works fine for anything I've
   ever done. 

   Are you sure you have the latest version (2.1)?

   In earlier versions (such as v1.4) of BLITZ, the editor was pretty
   shabby, but the new SuperTedv2.1 is very solid...
 

>Amos has a nice environment.  It is completely stable, and
>crashes about a thousand times LESS than blitz. 

   Crashes?? It sounds like you are using an old version. In v2.1, 
   I've never had a crash that wasn't a direct result of my own
   code. However, in contrast, my old Blitz v1.4 was quite crash-
   prone, regardless of the actual source.

   If you are using cover-disk versions, they are not good either.
   ACID crippled things a bit and sort of screwed up the editor in the
   process...

   Basically, the shabby versions can be identified by one thing
   (besides the shabbiness!): the appearance of a small animated
   clock during loading/saving. If you have this clock then you
   have a BAD version...
 

   Anyway, in V2.1, put Run-Time Error Checking on until you have 
   your program debugged, then create the final executable with
   RTEC off and watch it fly!!

   I'm not saying it's perfect, but I think BLITZ is a completely
   logical, speed/control-oriented language which can truly
   produce commercial-quality results in the right hands...


>Blitz3, with PPC support, a proper editor & multipass compiler
>will be good if its ever finished.

   I think they put that on hold. Last I read, RWE were working on
   BLITZv2.5, which might be out sometime in our lifetime...


>>    Compared to Devpac3 or SAS/C (v6.51) it's excellent!!
>..but you don't HAVE to use their internal editors.

   The only editor I know of which I would consider as good/better
   than BLITZ/SuperTED is the AMOS-editor.

   If you really don't like TED or SuperTED, then you can always use
   another ASCII editor to write the bulk of your program then 
   import it into BLITZ for clean-up/testing...

   
   Or, you can wait a few months and use the Amos2Blitz Source
   Convertor I mentioned in my last e-mail to the list.

   I'm not saying it will be a perfect conversion, but it will convert
   the majority of your AMOS code to BLITZ code.

   The only thing you should need to do is:
   -  Save out your AMOS source in ASCII-format
   -  Run the SourceConvertor
   -  Load in the AMOS-ASCII-Source
   -  Select BLITZ-mode code or AMIGA-mode code 
   -  Finally, save out the resulting BLITZ-ASCII-Source

   
   I might set up array-links so you can tie your seperate AMOS
   arrays into a BLITZ NewType Array-structure as well, but I'm not
   certain about this yet as I haven't given it much thought beyond
   the initial concept...


   Now, back at the List-Stage!!

      Take care,

       Garfield




From amos-request@svcs1.digex.net Tue Jul 22 08:54:26 1997
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Path: news2.digex.net!howland.erols.net!news.maxwell.syr.edu!pumpkin.pangea.ca!news.mira.net.au!news.netspace.net.au!news.mel.connect.com.au!news.mel.aone.net.au!usenet
From: "Dave J Robinson" <vader@c032.aone.net.au>
Newsgroups: comp.sys.amiga.programmer
Subject: Amiga BASIC or AMOS needed
Date: 22 Jul 1997 09:07:46 GMT
Organization: Customer of Access One Pty Ltd, Melbourne, Australia
Lines: 9
Message-ID: <01bc967f$0aaf39c0$45b90ccb@default>
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Status: O
X-Status: 

Hiya.

A friend of mine has an A600HD with no Amiga BASIC.  He would like either
AMOS or Amiga BASIC.

If anyone in the Melbourne area can help, then please reply.

Ta




From amos-request@svcs1.digex.net Tue Jul 22 21:10:34 1997
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From: mtl.wcp@vasteras.mail.telia.com
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Date: Wed, 23 Jul 1997 00:15:25 +0200
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Subject: extensions
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Where can i get an AGA extesion and that EME extension??

From amos-request@svcs1.digex.net Wed Jul 23 01:06:05 1997
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Date: Wed, 23 Jul 1997 14:02:30 +1000 (EST)
From: Cameron James Bonde <cbonde@lawson.appcomp.utas.edu.au>
To: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
cc: Amos List <amos-list@access.digex.net>
Subject: Re: Capt. Bubba URL
In-Reply-To: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
Message-ID: <Pine.SOL.3.91.970723135707.11715A-100000@lawson.appcomp.utas.edu.au>
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Content-Type: TEXT/PLAIN; charset=US-ASCII
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X-Status: 

Um, I've only got the URL for the C&C thing. I would still like to get 
the Capp'n Bubba one? Please? I swear I've never had it before!
As for the downloading thing, I had this problem with my web site & I've 
got a vauge idea it has something to do with the mime types on the server?

CAMERON BONDE
http://www.appcomp.utas.edu.au/students/cbonde/index.html
cbonde@lawson.appcomp.utas.edu.au

From amos-request@svcs1.digex.net Wed Jul 23 01:55:14 1997
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Message-Id: <24c947e8.u8t20e.e8e71-Braneloc@mirex.demon.co.uk>
In-Reply-To: <199707211719.KAA23430@m9.sprynet.com>
	     (from "Dave Paterson" <y2guru@sprynet.com>)
	     (at Mon, 21 Jul 1997 13:16:02 -0400)
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: y2guru@sprynet.com
Cc: amos-list@access.digex.net
Subject: Re: Re-dimensioning Arrays!!!
Status: O
X-Status: 

To the one known as Dave,

> You cannot re-dimension an array in AMOS or any other Basic language that
> Ive seen, but

Hmmm.  What about the redim command ?  HiSoft basic methinks.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "You are number 6"	
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  | 
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Wed Jul 23 02:32:12 1997
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In-Reply-To: <yam7142.1714.2633376@smtp.ix.netcom.com>
	     (from Garfield Benjamin <gbenjam@ix.netcom.com>)
	     (at Tue, 22 Jul 1997 01:55:34 +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: gbenjam@ix.netcom.com
Cc: amos-list@access.digex.net
Subject: Re: Re:Sideways shooter AND Amos_and_Blitz
Content-Transfer-Encoding: 8bit
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To the one known as Garfield,
> >Argh !!  The blitz editor sucks probably more than any other editor
>    I don't have any problems with it. Works fine for anything I've
>    ever done. 

Well, it WORKS...  Now, if I could redefine all the keys, including return..
 
>    Are you sure you have the latest version (2.1)?

Yep.

>    In earlier versions (such as v1.4) of BLITZ, the editor was pretty
>    shabby, but the new SuperTedv2.1 is very solid...

Yup, absolute latest version, + patches.
 
> >Amos has a nice environment.  It is completely stable, and
> >crashes about a thousand times LESS than blitz. 
>    Crashes?? It sounds like you are using an old version. In v2.1, 
>    I've never had a crash that wasn't a direct result of my own
>    code. However, in contrast, my old Blitz v1.4 was quite crash-
>    prone, regardless of the actual source.

I've had stuff go haywire, that wasn't my own code.  It did calm down for
later versions though.
 
>    If you are using cover-disk versions, they are not good either.
>    ACID crippled things a bit and sort of screwed up the editor in the
>    process...

Full version, with all the plug ins.  I was hoping for a LOT more on the RWE
BSS disks.  It did crash less often though.

>    I'm not saying it's perfect, but I think BLITZ is a completely
>    logical, speed/control-oriented language which can truly
>    produce commercial-quality results in the right hands...
 
..the way the blitz commands work is totally insane too.  They are listing
related, and not program flow related.  Flipping does my head in the way it
works.  Writing code out of sequence ?  Drives me up the wall.  One or two
improvements, and I'd recommend it to anyone.  A slightly upgraded editor,
and a multipass compiler would do.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  Yabba Dabba Doo !
|_> | \ | | | \| |_ |_ |_| \_  .  |                   - Fred Flintstone.
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Wed Jul 23 02:33:42 1997
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Message-Id: <24c94cb1.u8t20e.2436d-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7142.2632.2795888@smtp.ix.netcom.com>
	     (from Garfield Benjamin <gbenjam@ix.netcom.com>)
	     (at Tue, 22 Jul 1997 12:42:53 +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: gbenjam@ix.netcom.com
Cc: amos-list@access.digex.net
Subject: Re: Re:Sideways shooter AND Amos_and_Blitz
Content-Transfer-Encoding: 8bit
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To the one known as Garfield,

>    YES, I'm resending this so the full message arrives...

Ah, ok, and right after I'd answered the other one..
 
> >Blitz3, with PPC support, a proper editor & multipass compiler
> >will be good if its ever finished.
>    I think they put that on hold. Last I read, RWE were working on
>    BLITZv2.5, which might be out sometime in our lifetime...
 
Yeah, its on hold AFAIK, while the mess with blitz-pee-cee.  Ick.
 
> >>    Compared to Devpac3 or SAS/C (v6.51) it's excellent!!
> >..but you don't HAVE to use their internal editors.
>    The only editor I know of which I would consider as good/better
>    than BLITZ/SuperTED is the AMOS-editor.

Seriously ?  Yikes.  I've used a great deal of editors, and seriously,
superted is dire.  I've written better for school projects.
 
>    If you really don't like TED or SuperTED, then you can always use
>    another ASCII editor to write the bulk of your program then 
>    import it into BLITZ for clean-up/testing...

Trouble is, it's blitz's reliance on the editor thats part of the problem. 
I know it could be worse, but it's infuriating how (theoretically) little 
work it'd take.

>    I'm not saying it will be a perfect conversion, but it will convert
>    the majority of your AMOS code to BLITZ code.
>    The only thing you should need to do is:
>    -  Save out your AMOS source in ASCII-format
>    -  Run the SourceConvertor
>    -  Load in the AMOS-ASCII-Source

..sounds simple enough..

>    -  Select BLITZ-mode code or AMIGA-mode code 

Hmmm.  Good luck on this bit.  Blitz is completely insane the way it handles
this bit.

>    -  Finally, save out the resulting BLITZ-ASCII-Source

Question: Are you writing it in blitz, or amos ?  ;-b 
Question: How are you solving program flow problems ?
Request:  Don't use smegging slices.

>    I might set up array-links so you can tie your seperate AMOS
>    arrays into a BLITZ NewType Array-structure as well, but I'm not
>    certain about this yet as I haven't given it much thought beyond
>    the initial concept...

Hmmm..  Good luck.  Anyway, put me down on the test list for it, I'll crash
it for you..  ;-)

>    Now, back at the List-Stage!!

Indeed !  Enough blitz bashing.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Mmmmmmmm, Soylent Green"
|_> | \ | | | \| |_ |_ |_| \_  .  |   - Future Homer Simpson
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Wed Jul 23 03:13:51 1997
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Message-Id: <9707230455.AA000kx@mirex.demon.co.uk>
Message-Id: <24c94fb8.u8t20e.88d5b-Braneloc@mirex.demon.co.uk>
In-Reply-To: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
	     (from "Robert W. Benjamin" <rwbenjamin@sosbbs.com>)
	     (at Tue, 22 Jul 97 22:10:12 PDT)
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: Capt. Bubba Programmers! - Dload probs.
Status: O
X-Status: 

To the one known as Robert,
> strange reason my Internet Program refuses to download any
> of the beta files except (The Bonus level). I know that this file
> is zipped, but that should'nt be the only reason why the others

..its the smegging mime types supplied by the server that force your browser
into doing something it should know better.  This doesn't help, but there
may be a config there somewhere.   Shift is SUPPOSED to override them.

If it helps, and I remember(!), the next version of mine (coming soon, I
promise !)  will be zipped so everyone can dload it.

Actually, shall I send .lha, .lzx AND .zip, so you can take your pick ? 
Comments.. 

cyagain.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  Yabba Dabba Doo !
|_> | \ | | | \| |_ |_ |_| \_  .  |                   - Fred Flintstone.
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Tue Jul 22 23:59:21 1997
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Priority: Normal
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X-Priority: 3
To: "Amos List" <amos-list@access.digex.net>
MIME-Version: 1.0
From: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
Subject: Capt. Bubba Programmers!
Date: Tue, 22 Jul 97 22:10:12 PDT
Content-Type: text/plain; charset="ISO-8859-1"; X-MAPIextension=".TXT"
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Status: O
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I have been granted access to the game list site, but for some
strange reason my Internet Program refuses to download any
of the beta files except (The Bonus level). I know that this file
is zipped, but that should'nt be the only reason why the others
won't download. I use Internet Explorer 3.0. I have tried holding
down the shift key(s) and it does'nt do any difference.
I go to aminet everyday and always download lha and lzh files
just by clicking on the file name once. Then I transfer the file
to my AMIGA with cross-dos, and un-archive it.
Maybe it won't work on the game list site, because it's not an actual FTP
site?
If any of you want to, please E-Mail me your updated levels, that
way I can still be a beta tester...

Sincerely,
Robert W. Benjamin
rwbenjamin@sosbbs.com

From amos-request@svcs1.digex.net Wed Jul 23 04:54:26 1997
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Date: Wed, 23 Jul 1997 08:29:44 -0600
Message-ID: <0000669F.@modusmedia.com>
Subject: Re: Capt. Bubba Programmers!
To: "Amos List" <amos-list@access.digex.net>,
        "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
Content-Type: text/plain; charset=US-ASCII
Content-Transfer-Encoding: 7bit
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Status: O
X-Status: 

     
     Robert,
     
        Click the right mouse button over the file name and choose "Save 
     File" fromt the menu presented.  This should work for you.
     
     
     Dec


______________________________ Reply Separator _________________________________
Subject: Capt. Bubba Programmers!
Author:  "Robert W. Benjamin" <rwbenjamin@sosbbs.com> at Internet2
Date:    22/07/97 22:10


I have been granted access to the game list site, but for some 
strange reason my Internet Program refuses to download any
of the beta files except (The Bonus level). I know that this file 
is zipped, but that should'nt be the only reason why the others 
won't download. I use Internet Explorer 3.0. I have tried holding 
down the shift key(s) and it does'nt do any difference.
I go to aminet everyday and always download lha and lzh files 
just by clicking on the file name once. Then I transfer the file 
to my AMIGA with cross-dos, and un-archive it.
Maybe it won't work on the game list site, because it's not an actual FTP 
site?
If any of you want to, please E-Mail me your updated levels, that 
way I can still be a beta tester...
     
Sincerely,
Robert W. Benjamin
rwbenjamin@sosbbs.com
     

From amos-request@svcs1.digex.net Wed Jul 23 08:09:32 1997
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Subject: Subscribe
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Status: RO
X-Status: 

1. i want 2 subscribe to the amos mailing list!!

2. where can i get the EME extension

3. Are there any extension to support AGA gfx??


From amos-request@svcs1.digex.net Wed Jul 23 13:27:35 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: "Mr. Giark To You" <joehick@golden.net>
CC: amos-list@access.digex.net
Date: Wed, 23 Jul 1997 01:22:38 -0500
Message-ID: <yam7143.1921.4573816@mail.redrose.net>
In-Reply-To: <yam7143.878.4705136@huron.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Shut Up About Blitz
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Mr. Giark To You scrawled this garbage in a text editor on 23-Jul-97 regarding
the subject of Shut Up About Blitz:
> Like the subject says, shut the fuck up about blitz.

> Of the many blitz created programs I've seen, only ONE has ever actually
RAN.
> The others all die out as soon as they are started. As languages go, it
sucks
> and has no place on this list, so don't go defending it. This is not a blitz
> list.

Couldnt agree with you more!!

If you want to discuss Blitz, join the Blitz Basic mailing list!

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Wed Jul 23 15:30:20 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: ghizzo@agonet.it
CC: amos-list@access.digex.net
Date: Wed, 23 Jul 1997 02:04:59 -0500
Message-ID: <yam7143.2995.3167008@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: GUI extension 1.62
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Im trying to use the well-put together GUI extension to make my mailinglist
server program, so people with all monitors can use it when I finsh it. Im
having some troubles though:

First, i made my GUI in GadToolsBox and when I tried to use it in my
program, only the first window was there, and I couldnt open up any of the
5+ other windows I had created. Is there a way to store all my GUI windows
in one bank, or will I have to use seperate banks for each GUI.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Wed Jul 23 14:32:28 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Wed, 23 Jul 1997 02:40:49 -0500
Message-ID: <yam7143.2494.3134304@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: 

Does anyone have any objection to me mirroring this mailinglist to the
alt.religion.amos newsgroup, and vice versa (excluding all spam etc)?

I need an active way to test my mailinglist server, as well as the antispam
functions inside it, to stop newsgroup bots recovering email address' from
within article headers.

Comments, flames etc. welcome ;)

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Wed Jul 23 16:42:29 1997
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	id sma004312; Wed Jul 23 14:00:50 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Wed, 23 Jul 1997 15:08:18 +0500
Message-ID: <yam7143.882.2737344@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re:Shut Up About Blitz
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 


>> Like the subject says, shut the fuck up about blitz.

   I think I struck a nerve... it's funny but I consider your response
   a bit more offensive then mentioning BLITZ!


>> Of the many blitz created programs I've seen, only ONE has ever
>> actually RAN.
>> The others all die out as soon as they are started. As languages
>> go, it sucks and has no place on this list, so don't go defending
>> it. This is not a blitz list.

   Look, I certainly didn't intend to offend anyone on this List. I am
   simply relating my experiences with the language and am not
   going to make up a bunch of nonsense to intentionally make the
   language look bad. 

   You can hate the OTHER Basic and that's fine. But, someone
   mentioned an AMOS Convertor which I replied to and apparently,
   spoke too favourably about Blitz in the process...

   It was nothing personal. They are simply languages. I like AMOS,
   BLITZ, C's okay, Assembler is lean and mean, still looking to
   check out SECAL.

   
>Couldnt agree with you more!!
>If you want to discuss Blitz, join the Blitz Basic mailing list!

   Yes, I think I have finally located it and do intend to join.

   It will be interesting to see the response when I inevitably
   speak too favourably of AMOS over there...

   Anyway, I truly did not realize it would cause such intense
   feelings to arise...

   I APOLOGIZE FOR OFFENDING ANY PERSON ON THIS LIST BY SPEAKING
   FAVOURABLY ABOUT ANOTHER LANGUAGE (BLITZ).

   I will do my best to NEVER mention C, Blitz, Assembler, Arexx, or
   ANY LANGUAGE other than AMOS, ever again on this list.



         Take care,

          Garfield

 



From amos-request@svcs1.digex.net Wed Jul 23 11:56:48 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 23 Jul 1997 09:37:05 -0500
Message-ID: <yam7143.295.4705136@huron.net>
In-Reply-To: <yam7142.2530.2014318464@gpo.iol.ie>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: He's back from the dead....
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

On 22-Jul-97, Peter Cahill wrote:
>Me and him will do pang (ill mail Pietro and give him the news)
>Ill upgrade his code and make it playable  :O))
>Oh yea by any chance do you know Andy Church's e-mail address ?

Can't remember. Someone on the list will know.

>Ill have a playable demo of pang *soon*
>To get it on the page do I just mail the code to you ?

Yup.

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 Jul 23 10:54:30 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 23 Jul 1997 09:50:17 -0500
Message-ID: <yam7143.878.4705136@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Shut Up About Blitz
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Like the subject says, shut the fuck up about blitz.

Of the many blitz created programs I've seen, only ONE has ever actually RAN.
The others all die out as soon as they are started. As languages go, it sucks
and has no place on this list, so don't go defending it. This is not a blitz
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 Wed Jul 23 18:52:51 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Garfield Benjamin <gbenjam@ix.netcom.com>
CC: amos-list@access.digex.net
Date: Wed, 23 Jul 1997 07:23:38 -0500
Message-ID: <yam7143.1908.3133736@mail.redrose.net>
In-Reply-To: <yam7143.882.2737344@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re:Shut Up About Blitz
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Garfield Benjamin scrawled this garbage in a text editor on 23-Jul-97
regarding the subject of Re:Shut Up About Blitz:

>    I will do my best to NEVER mention C, Blitz, Assembler, Arexx, or
>    ANY LANGUAGE other than AMOS, ever again on this list.

Were not bothered that you mentioned blitz, but this is an AMOS mailing
list, and more mail should reflect the AMOS side rather than Blitz.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Wed Jul 23 18:26:43 1997
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Message-Id: <24ca31b9.u8t20e.7bb4b-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7143.1921.4573816@mail.redrose.net>
	     (from Mush <mushypd@redrose.net>)
	     (at Wed, 23 Jul 1997 01:22:38 -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: Re: Shut Up About Blitz
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Status: O
X-Status: 

To the one known as Mush,

> Mr. Giark To You scrawled this garbage in a text editor on 23-Jul-97 regarding
> the subject of Shut Up About Blitz:
> > Like the subject says, shut the fuck up about blitz.
> Couldnt agree with you more!!
> If you want to discuss Blitz, join the Blitz Basic mailing list!

Yikes...  I was glad to get OFF the Blitz list..  It's much nicer here !


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  | "One will come.  He will be blonde of
|_> | \ | | | \| |_ |_ |_| \_  .  |  hair, blue of eye, and thick as a brick"
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Wed Jul 23 18:31:09 1997
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          id AA28810; Wed, 23 Jul 1997 15:09:51 -0600
Date: Wed, 23 Jul 1997 15:09:51 -0600
From: mordecai@freenet.edmonton.ab.ca (Me)
To: amos-list@digex.net
Subject: Murray
Message-Id: <114.7143.IB.911.IB.7@freenet.edmonton.ab.ca>
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I sent an e-mail to the alternate address you gave me and I was wondering if you have recieved it yet?

-Mordecai


From amos-request@svcs1.digex.net Wed Jul 23 19:33:34 1997
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From: chrisevans@cubic.xg.com
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Date: 23 Jul 97 18:38:00 -0500
Subject: Andy Church's e-addresses
To: amos-list@access.digex.net
Message-ID: <0869684436002a0590@bbs.multiboard.com>
Organization: Cubic BBS - St. Thomas, Ontario +15196336357
Status: RO
X-Status: 

> >Oh yea by any chance do you know Andy Church's e-mail address ?

> Can't remember. Someone on the list will know.

Here's a few I have for him:
AChurch@dragon.res.cmu.edu
AChurch@cmu.edu
AChurch@goober.mbhs.edu
-Chris.

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

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

From amos-request@svcs1.digex.net Wed Jul 23 20:58:12 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
Date: Wed, 23 Jul 1997 18:37:55 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Re: Capt. Bubba Programmers!
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
X-mailer: Pegasus Mail for Win32 (v2.54)
Status: O
X-Status: 

Greetings.

Robert W. Benjamin wrote concerning Capt. Bubba Programmers!:
> I have been granted access to the game list site,
hehe. This is a good thing!

> but for some strange reason my Internet Program refuses to download 
> any of the beta files except (The Bonus level). I know that this 
> file is zipped, but that should'nt be the only reason why the others 
> won't download.

> I use Internet Explorer 3.0. I have tried holding down the shift 
> key(s) and it does'nt do any difference.

Here's a tip: I had this problem when Giark first put (or started) 
the List game page, and I was using Netscape (I prefer it MUCHOVER 
IE), but, as you'll see..

> I go to aminet everyday and always download lha and lzh files just 
> by clicking on the file name once. Then I transfer the file to my 
> AMIGA with cross-dos, and un-archive it.

Giark's server didn't serve up the files in a way that Netscape 
agreed with (as it's not a true FTP server which most browser's, 
namely Netscape, like, his were directly off of the webpage's server, 
as with most pages). Anyhow, I ended up having to use Internet 
Explorer to view/get files off of his pages properly.

> Maybe it won't work on the game list site, because it's not an 
> actual FTP site?

Like I said, it's not (to my knowledge). Some servers are just like 
that, even though Netscape usually download's everything as best it 
can (except for in this case).

Btw, the shift-download trick works in most cases on most browsers, 
but not always, but on IE this usually doesn't work (it's best to 
right-click and choose the option "Save file as..").

> If any of you want to, please E-Mail me your updated levels, that 
> way I can still be a beta tester...

Well, when I get my first demo done, it will be kinda large (I'm 
estimating anywhere between 400 to 500k or more, I'm not sure at the 
moment, but I will be sending .zip's to Giark, so..)

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Wed Jul 23 22:36:18 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: ghizzo@agonet.it
CC: amos-list@access.digex.net
Date: Wed, 23 Jul 1997 21:30:32 -0500
Message-ID: <yam7143.1628.3940968@mail.redrose.net>
In-Reply-To: <yam7143.2995.3167008@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: GUI extension 1.62
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Mush scrawled this garbage in a text editor on 23-Jul-97 regarding the subject
of GUI extension 1.62:
> Im trying to use the well-put together GUI extension to make my mailinglist
> server program, so people with all monitors can use it when I finsh it. Im
> having some troubles though:

> First, i made my GUI in GadToolsBox and when I tried to use it in my
> program, only the first window was there, and I couldnt open up any of the
> 5+ other windows I had created. Is there a way to store all my GUI windows
> in one bank, or will I have to use seperate banks for each GUI.

I managed to solve it, I didnt realize that only 1 GUI could be displayed
at once. Is there a way round this?

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Thu Jul 24 02:51:50 1997
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Message-ID: <33D6C496.7BB3@virgin.net>
Date: Wed, 23 Jul 1997 19:57:26 -0700
From: --==Murray==-- <malcolm.murray@virgin.net>
X-Mailer: Mozilla 2.02E-VN006  (Win16; I)
MIME-Version: 1.0
To: AMOS List <amos-list@access.digex.net>
Subject: GFX cards and AMOS
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O
X-Status: 

I'm having LOADS of people whining about my AMOS stuff not being able to run on GFX cards.
Now I don't know the first thing about what they do or anything but I do know AMOS doesn't 
support them.
Is there any way around this that any knows of?
Does this AGA extension (which I thought was due out over two weeks ago!) support it?

Thanks,
-Murray

-- 

           \\|//     Alastair Murray
           (o o)       malcolm.murray@virgin.net
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|http://freespace.virgin.net/malcolm.murray|
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|   game/shoot/traitor   | >Game Creator    >Banana Islands         |
|                        | >The Turtleminator                       |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


From amos-request@svcs1.digex.net Thu Jul 24 03:47:14 1997
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	(1.38.193.4/16.2) id AA16317; Thu, 24 Jul 1997 08:20:11 +0200
From: "Maarten D. de Jong" <dejong@cpt6.stm.tudelft.nl>
Subject: Re:Shut Up About Blitz
To: amos-list@access.digex.net
Date: Thu, 24 Jul 97 8:20:11 METDST
In-Reply-To: <yam7143.1908.3133736@mail.redrose.net>; from "Mush" at Jul 23, 97 7:23 am
Mailer: Elm [revision: 70.85]
Status: O
X-Status: 

> 
> Garfield Benjamin scrawled this garbage in a text editor on 23-Jul-97
> regarding the subject of Re:Shut Up About Blitz:
> 
> >    I will do my best to NEVER mention C, Blitz, Assembler, Arexx, or
> >    ANY LANGUAGE other than AMOS, ever again on this list.
> 
> Were not bothered that you mentioned blitz, but this is an AMOS mailing
> list, and more mail should reflect the AMOS side rather than Blitz.

I tend to agree -- a bit. I have missed the original messages which led to
this debate, but things like `shut the fuck up about Blitz' in previous
messages are _not_ the way to conduct discussions here. AMOS has strong
and weak points, and it is inevitable that when you are discussing weak
points, other languages creep up.

Speaking of other languages, there was someone here who told us he was working
on a PC-version of AMOS. Not Klick`n'Play (oops -- see how easy it is?), but
a real AMOS. How is that project getting along?

Maarten

--
******************************************************************************
*             Bad command. BAD command!! Sit! Stay! Staaayyy....             * 
******************************************************************************

From amos-request@svcs1.digex.net Thu Jul 24 08:56:19 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Keith Hill <Braneloc@mirex.demon.co.uk>
CC: amos-list@access.digex.net
Date: Thu, 24 Jul 1997 07:29:53 -0500
Message-ID: <yam7144.2681.4491592@mail.redrose.net>
In-Reply-To: <24ca527a.u8t20e.57f6-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: GUI extension 1.62
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Content-Type: text/plain
Status: O
X-Status: 

Keith Hill scrawled this garbage in a text editor on 23-Jul-97 regarding the
subject of Re: GUI extension 1.62:
> To the one known as Mush,
> > First, i made my GUI in GadToolsBox and when I tried to use it in my
> > program, only the first window was there, and I couldnt open up any of the
> > 5+ other windows I had created. Is there a way to store all my GUI windows
> > in one bank, or will I have to use seperate banks for each GUI.

> This is normal, you have to open each window seperately.  Gui Open 2,2 or
> Gui Open 3,3..  

I managed to solve the problem. What I was doing was trying to open all of
my windows at once, which didnt work as it only opened the first one. I
closed the old ones down before the new ones, and it worked just fine.

Is there any way to open a screen of its own on thw WB, or isnt that
incorporated into the extension fully just yet?

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Thu Jul 24 12:58:26 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 24 Jul 1997 10:25:31 -0500
Message-ID: <yam7144.1573.4701432@huron.net>
In-Reply-To: <yam7143.2494.3134304@mail.redrose.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: alt.religion.amos
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On 23-Jul-97, Mush wrote:
>Does anyone have any objection to me mirroring this mailinglist to the
>alt.religion.amos newsgroup, and vice versa (excluding all spam etc)?

Go for it. A.R.A is pretty much dead as it is.

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 Jul 24 13:16:38 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 24 Jul 1997 10:29:10 -0500
Message-ID: <yam7144.520.4701432@huron.net>
In-Reply-To: <yam7143.882.2737344@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re:Shut Up About Blitz
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On 23-Jul-97, Garfield Benjamin wrote:
>   simply relating my experiences with the language and am not
>   going to make up a bunch of nonsense to intentionally make the
>   language look bad. 

I didn't make it up. I could point you to all the blitz prgrams that fail to
work, but why bother?

>   mentioned an AMOS Convertor which I replied to and apparently,

You can mention blitz if you like. I am objecting to some 4k messages sent
about blitz versions, its editor, etc. You can see how that type of message
belongs elsewhere.

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 Jul 24 12:26:57 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 24 Jul 1997 10:32:12 -0500
Message-ID: <yam7144.634.4701432@huron.net>
In-Reply-To: <9707232103.AA000lm@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Icon.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
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On 23-Jul-97, Braneloc@mirex.demon.co.uk wrote:
>Don't mean to pick fault'n'all, but I sent you an 8 colour icon....

Didn't look 8 colour to me. I will correct 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 Thu Jul 24 12:58:43 1997
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Mime-Version: 1.0
Date: Thu, 24 Jul 1997 16:17:48 -0600
Message-ID: <00005D3B.@modusmedia.com>
Subject: The AMOS Web Site
To: amos-list@access.digex.net
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     I am having trouble with the AMOS web site located at 
     http://www.dragonfire.net/~amos/
     
     A lot of the links seem to lead nowhere and I cannot download and of 
     the updates.  Has anyone else encountered problems with this?
     
     
     Dec
     
     *8^)

From amos-request@svcs1.digex.net Thu Jul 24 17:04:02 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Declan_Gorman@modusmedia.com
CC: amos-list@access.digex.net
Date: Thu, 24 Jul 1997 14:32:58 -0500
Message-ID: <yam7144.2945.4491592@mail.redrose.net>
In-Reply-To: <00005D3B.@modusmedia.com>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: The AMOS Web Site
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Declan_Gorman@modusmedia.com scrawled this garbage in a text editor on
24-Jul-97 regarding the subject of The AMOS Web Site:
>      
>      I am having trouble with the AMOS web site located at 
>      http://www.dragonfire.net/~amos/
>      
>      A lot of the links seem to lead nowhere and I cannot download and of 
>      the updates.  Has anyone else encountered problems with this?

Its been dead since I came on the net last year. I dont think he bothers
with it anymore. Only the index pages seem to work.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Thu Jul 24 19:17:44 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: EventPlayer (Demomaker)
Date: Thu, 24 Jul 1997 17:42:08 -0400
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Has anyone actually used this yet?  Im still waiting for some kind of
feedback, good or bad.

Dave

From amos-request@svcs1.digex.net Thu Jul 24 22:43:41 1997
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Date: Thu, 24 Jul 1997 19:02:04 -0700 (PDT)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: Re: Andy Church's e-addresses
To: chrisevans@cubic.xg.com
cc: amos-list@access.digex.net
In-Reply-To: <0869684436002a0590@bbs.multiboard.com>
Message-ID: <Pine.3.89.9707241930.A29581-0100000@vifa1>
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Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

Try achurch@dragonfire.net  He moved to a new server independent of 
Carnegie Mellon's system, but the nae is still the same.

#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@
        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 Fri Jul 25 09:07:50 1997
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Message-ID: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
Priority: Normal
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X-Priority: 3
To: "Amos List" <amos-list@access.digex.net>
MIME-Version: 1.0
From: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
Subject: Bob Hot Spots
Date: Fri, 25 Jul 97 08:08:35 PDT
Content-Type: text/plain; charset="ISO-8859-1"; X-MAPIextension=".TXT"
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Help! Me...
I have lost a page out of my brother's amos manual (sorry garfield),
because it's falling apart.
I need to know the hot spot positions of BOBS.
Like one of them is: $11
I need the middle, the top middle and the bottom middle numbers ?
Also, when a BOB is first created with the sprite editor, what is
it's set hotspot position, ie. bottom middle, middle, etc?

Sincerely,
Robert W. Benjamin
rwbenjamin@sosbbs.com

AMIGA CD32, 14 mhz, 4 megs RAM, no Hard Drive, one Floppy which is
prone to disk errors, and an old tv instead of monitor. 

From amos-request@svcs1.digex.net Fri Jul 25 14:25:26 1997
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From: Ken Axsom <kaxsom@comsoltx.com>
Cc: amos-list@access.digex.net
Subject: FW: Bob Hot Spots
Date: Fri, 25 Jul 1997 12:26:33 -0500
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> Hi Robert,
>   The default Hot Spot is in the upper left corner.
>   You can assign preset Hot Spot postions using the
>   following:
>    
>    $00--------------$10-------------$20
>      |                                      |
>      |                                      |
>      |                                      |
>    $01              $11              $21
>      |                                      |
>      |                                      |
>      |                                      |
>     $02-------------$12--------------$22
> 
> Hot Spot bob_number,$xx   for any of the 9 preset postions
>  or
> Hot Spot bob_number,X,Y    for user defined position.
> 
> C-ya , Ken       
> 
> 
> Help! Me...
> I have lost a page out of my brother's amos manual (sorry garfield),
> because it's falling apart.
> I need to know the hot spot positions of BOBS.
> Like one of them is: $11
> I need the middle, the top middle and the bottom middle numbers ?
> Also, when a BOB is first created with the sprite editor, what is
> it's set hotspot position, ie. bottom middle, middle, etc?
> 
> Sincerely,
> Robert W. Benjamin
> rwbenjamin@sosbbs.com
> 
> AMIGA CD32, 14 mhz, 4 megs RAM, no Hard Drive, one Floppy which is
> prone to disk errors, and an old tv instead of monitor. 

------ =_NextPart_001_01BC98F5.FE601350
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Content-Transfer-Encoding: quoted-printable

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; =
charset=3Dus-ascii">
<META NAME=3D"Generator" CONTENT=3D"MS Exchange Server version =
5.0.1457.3">

</HEAD>
<BODY>
<P><FONT COLOR=3D"#0000FF" SIZE=3D2>Hi Robert,</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp; The default Hot Spot is in =
the upper left corner.</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp; You can assign preset Hot =
Spot postions using the</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp; following:</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;&nbsp;</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;&nbsp; =
$00--------------$10-------------$20</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;&nbsp;&nbsp;&nbsp; =
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp; |</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;&nbsp;&nbsp;&nbsp; =
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp; |</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;&nbsp;&nbsp;&nbsp; =
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp; |</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;&nbsp; =
$01&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb=
sp;&nbsp; =
$11&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb=
sp;&nbsp; $21</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;&nbsp;&nbsp;&nbsp; =
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp; |</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;&nbsp;&nbsp;&nbsp; =
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp; |</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;&nbsp;&nbsp;&nbsp; =
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp; |</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;&nbsp;&nbsp; =
$02-------------$12--------------$22</FONT>
<BR>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>Hot Spot =
bob_number,$xx&nbsp;&nbsp; for any of the 9 preset postions</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>&nbsp;or</FONT>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>Hot Spot =
bob_number,X,Y&nbsp;&nbsp;&nbsp; for user defined position.</FONT>
<BR>
<BR><FONT COLOR=3D"#0000FF" SIZE=3D2>C-ya , =
Ken&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</FONT>
<BR>
<BR>
<UL><P><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">Help! =
Me...</FONT>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">I have lost a page =
out of my brother's amos manual (sorry garfield),</FONT>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">because it's =
falling apart.</FONT>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">I need to know the =
hot spot positions of BOBS.</FONT>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">Like one of them =
is: $11</FONT>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">I need the middle, =
the top middle and the bottom middle numbers ?</FONT>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">Also, when a BOB is =
first created with the sprite editor, what is</FONT>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">it's set hotspot =
position, ie. bottom middle, middle, etc?</FONT>
<BR>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">Sincerely,</FONT>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">Robert W. =
Benjamin</FONT>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 =
FACE=3D"Arial">rwbenjamin@sosbbs.com</FONT>
<BR>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">AMIGA CD32, 14 mhz, =
4 megs RAM, no Hard Drive, one Floppy which is</FONT>
<BR><FONT COLOR=3D"#000000" SIZE=3D2 FACE=3D"Arial">prone to disk =
errors, and an old tv instead of monitor. </FONT>
</P>
</UL>
</BODY>
</HTML>
------ =_NextPart_001_01BC98F5.FE601350--

From amos-request@svcs1.digex.net Fri Jul 25 16:26:05 1997
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X-Authentication-Warning: kimbark.uchicago.edu: sdmatott owned process doing -bs
Date: Fri, 25 Jul 1997 14:16:13 -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: Amos List <amos-list@access.digex.net>
Subject: To Ben W. and the gang...
Message-ID: <Pine.GSO.3.95.970725140304.13845B-100000@kimbark.uchicago.edu>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

	Hello all,
	I know I've been kind of quiet on the list lately, but rest
assured my Amos work has continued, infact I'm nearly done with that mario
ray caster I was promising back in the day however before I finish and
pass it on to the list for you guys to ridicule, I'd just like to extend
some thanks to Ben Wyatt, Garfield Benjamin,  Paul Hickman, Tim Lewis,
 Petri Hakkinen, Mark de Jong, Paul Heald and anyone else who helped out
with the Amos Optimisation Tips on the Aminet, they've been a tremendous
help not only with this project but with several others as well, so thanks
a bundle, and here's hoping I'll be able to return the favor someday.

			Thanks,
				Scott Matott sXe


From amos-request@svcs1.digex.net Fri Jul 25 18:10:50 1997
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Message-ID: <33D96493.221C@virgin.net>
Date: Fri, 25 Jul 1997 19:44:35 -0700
From: --==Murray==-- <malcolm.murray@virgin.net>
X-Mailer: Mozilla 2.02E-VN006  (Win16; I)
MIME-Version: 1.0
To: AMOS List <amos-list@access.digex.net>
Subject: SQR
Content-Type: text/plain; charset=us-ascii
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Status: RO
X-Status: 

This is more specifically to Chris Hodges but I don't know his address and anyway, someone else 
may be able to help.

When using the QSqr command in AMCAF it crashes the computer if you do Qsqr(65536) 
Thats 256 squared.

Wierd...

Anyway. Basically I've just had to put checks in front of all the commands to make sure it 
doesn't crash but this sort of defeats the point of having a quick SQR command in the first 
place.

Any chance of a bug removal? Or even any better solutions?

-Murray

-- 

           \\|//     Alastair Murray
           (o o)       malcolm.murray@virgin.net
|~~~~~~oOOo~(_)~oOOo~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|         AMINET         |Web-Page (Amiga/Games/AMOS/trek/Music/    |
|     game/role/CHAOS    |                  +more)                  |
|game/jump/Banana Islands|http://freespace.virgin.net/malcolm.murray|
|   game/shoot/Hanger18  |Current Projects: >Chaos 2                |
|    dev/amos/keystate   | >Kill Em All     >Hanger 18 II           |
|    dev/amos/picpack    | >Skool Daze      >The Crow               |
|   game/shoot/traitor   | >Game Creator    >Banana Islands         |
|                        | >The Turtleminator                       |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


From amos-request@svcs1.digex.net Sat Jul 26 02:18:55 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Sat, 26 Jul 1997 00:21:15 -0600
MIME-Version: 1.0
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Subject: Doom stage update
Reply-to: parrottsoft@usa.net
CC: "Mr. Giark To You" <joehick@golden.net>
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.54)
Status: O
X-Status: 

Greetings.

Well, thanks, Giark, for the .lha with the 3.1 ROM and things (and 
the other guys that helped with my softkicking dilema).

I managed to find Mkick (recommended by Keith Hill I believe), which 
only runs under 1.3, but, fortunately for me, I've got my little ROM 
board on my A2000, which has 1.3 and 2.1 with a little switcher on 
it. I can use it to switch over to 1.3 and run Mkick via startup.

Btw, the Doom stage is coming along, and although I've been quite 
busy this past week (with cleaning and getting my Amigas networked), 
I will have a demo and screenshots available by mid-next week.

Remember: a penny saved is ridiculous.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sat Jul 26 08:13:46 1997
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Comments: Authenticated sender is <rd@mail.enterprise.net>
From: "Rd" <rd@enterprise.net>
To: amos-list@access.digex.net
Date: Sat, 26 Jul 1997 11:43:26 +0000
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Subject: help me slide
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.33)
Status: RO
X-Status: 

Hi,

First here's the question:
Can anyone tell me how a car sliding/skiding routine, you know when
you come to a corner and turn the car slides to the left/right a
little (like skidmarks etc) can be done, Thanks

While you here, just though I'd welcome you all to me finally updated
webpage. It's not up to much, but it now has an amos page. 
 http://homepages.enterprise.net/rd/amos.html
Go there and increase my web counter.

Up there you'll find some source stuff and a very simple mapeditor, viewer.
And my nowhere finished (and never will be) C&C clone, It'll gives anyone
writing such a clone a simple(?) way to do it so it'll handle (at almost the
same speed?) a single machine or a few hundred (sort of). No where near
finished though! With automatic smoke rising from those with little energy.
If you get it, mail me and tell me what you think. Oh, you can use the source
upthere for whatever you want.
If you have a PC and want a free assembler it's up there too.

Oh, and some guy Maarten was asking this
> Speaking of other languages, there was someone here who told us he was
> working on a PC-version of AMOS. Not Klick`n'Play (oops -- see how
> easy it is?), but a real AMOS. How is that project getting along?

Well, I'm one of the people out there  working on a PC AMOS clone, and it's 
getting there, slowly cause I want it to be as close to amos as possible.
Some guy has finished his already with a language called "Pentos"
 http://www.cs.nott.ac.uk/~cpd/pentos/
I haven't got it myself, so I can't tell you want it's like.

Finally, does anyone here know amigaC? And how to do a paste icon 
type command in it?

Rd,

From amos-request@svcs1.digex.net Sat Jul 26 11:16:40 1997
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	id AA000o5; Sat, 26 Jul 97 13:38:50 GMT
Date: Sat, 26 Jul 97 13:38:50 GMT
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Message-Id: <24cdbee6.u8t20e.8f529-Braneloc@mirex.demon.co.uk>
In-Reply-To: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
	     (from "Robert W. Benjamin" <rwbenjamin@sosbbs.com>)
	     (at Fri, 25 Jul 97 08:08:35 PDT)
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: Pang Demo.
Status: O
X-Status: 

Not bad..  	Still needs to get rid of the sys: problem.  Anyway, the
		amos version ran ok.  
Jerkiness: 	Put the timer display in every frame, lose the interupts,
		they're messing you up.  The screen will update slower,
		but you won't notice.
Speed:		Well, the controller is a tad too sensitive.  I'm half the
		way across the screen with one frame update.
Archiving:	Zip it up on your amiga, or use winzip if you have to.  The
		zip version you are using is horrible.  Maybe Mr Giark
		should put amiga zip/unzip on his web page in case anyone
		still hasn't got them.



 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  0x2b | ~0x2b
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Sat Jul 26 11:01:03 1997
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Date: Sat, 26 Jul 97 13:42:24 GMT
Message-Id: <9707261342.AA000o9@mirex.demon.co.uk>
Message-Id: <24cdbfbd.u8t20e.8c8f3-Braneloc@mirex.demon.co.uk>
In-Reply-To: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
	     (from "Robert W. Benjamin" <rwbenjamin@sosbbs.com>)
	     (at Fri, 25 Jul 97 08:08:35 PDT)
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: New Menu proggie.
Status: O
X-Status: 

Much nicer...  Except it seems to auto-fire, which is deeply wierd.
Get screen config working, and saving, and I can ditch it from my routines.

Hmm, I think for sanity it might be best if you included everyone's code
rather than inserting it.  My code is plug-in compliant ;-)    (well, apart
from that one line that does everything)

 _   _   _        _     _   _     |  "If we survive, I shall dedicate my life
|_> |_| |_| |\ | |_ |  | | /   |  |   to eliminating the gene that makes you
|_> | \ | | | \| |_ |_ |_| \_  .  |   so obnoxious."
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Sat Jul 26 10:20:51 1997
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Message-Id: <24cdc021.u8t20e.4890b-Braneloc@mirex.demon.co.uk>
In-Reply-To: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
	     (from "Robert W. Benjamin" <rwbenjamin@sosbbs.com>)
	     (at Fri, 25 Jul 97 08:08:35 PDT)
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: Castle Assault.
Status: O
X-Status: 

New demo(release 4) is on the list game page, if anyone hasn't noticed yet.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  | "One will come.  He will be blonde of
|_> | \ | | | \| |_ |_ |_| \_  .  |  hair, blue of eye, and thick as a brick"
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Sat Jul 26 12:33:06 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sat, 26 Jul 1997 10:22:35 -0500
Message-ID: <yam7146.1774.4703768@huron.net>
In-Reply-To: <24cdc021.u8t20e.4890b-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Castle Assault.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 26-Jul-97, Keith Hill wrote:
>New demo(release 4) is on the list game page, if anyone hasn't noticed yet.

I wonder how often people actually go to the list page. I put a more complete
version of the menu up, but no one said anything about it.

I suggest that you all check the page every day or two. As per your requests,
I put the post date after each file, so you can tell what is new and what is
not. I also put the size in k beside each downloadable file so you'll know
what you're getting and how big it should be.

I'd also like to say that the CB game has progressed farther already than any
list proposal in the last three years. From the look of some of the demos, it
may actually be finished soon.

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 Jul 27 06:33:34 1997
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Date: Sat, 26 Jul 97 16:12:35 UT
From: "SYLVIA SANCHEZ" <CHILDRENOFSUN@msn.com>
Message-Id: <UPMAIL02.199707270027260456@msn.com>
To: amos-list@access.digex.net
Subject: Using Bobs WITHOUT Double Buffer
Status: O
X-Status: 

Hi, my name is Rudy Sanchez.  I have worked some time with Chris Evans on a 
side scroller game, and I am new to AMOS List Group.  I have heard it said 
that it is possible to use bobs without using double buffer.  Why do I ask?  
Well, for personal reasons.  I just want to know if this is possible.

I think about the closest I could get to achieving this was to set AUTOBACK to 
0.  However the characters still looked abit hazy or ghost like.  Turning on 
and off the automatic BOB UPDATE did not seem to have any effect at all.

In a machine language programming demo they showed animated bobs without 
double buffer, which I thought was rather impressive.  At the time, I thought 
that maybe I could experiment with the machine language routine in an AMOS 
procedure to see if that would do the trick.  (Well, I actually never got 
around to doing this, as I miss-place the machine code routine).  However, I 
was thinking that this may be a back-ass-wards way of trying to achieve this.

Of course, the other option would be to use sprites in place of bobs which I 
am doing at this moment.  Your input would be greatly appreciated.

Rudy

If you would like to get in touch with me personally my e-mail address is
ChildrenOfSun@msn.com


From amos-request@svcs1.digex.net Sat Jul 26 15:16:10 1997
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From: Jens Vang Petersen <top_cat@post8.tele.dk>
To: amos-list@access.digex.net
Date: Sat, 26 Jul 1997 19:51:06 +0100
Message-ID: <yam7146.317.1747940552@post8.tele.dk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: PrinterDump
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

HELP !!!!!!

When I use PrinterDump cmd. in AMOS Pro with all the options, then the GURU
drops by, I don't like that, if I remove the custom printmode (the last 3
parameters) then all works well, problem is I need those, anyone got a way
around this ??
I've tried to debug the IO-extension source code but could not find the
problem....

-- 
Happy greetings, Yours..
__________________________________________________________________________
 /_  __/ __  / __  /\  ___\  __ \__  _\           aka. JENS VANG PETERSEN
  / / / /_/ / ____/  \ \___\  __ \ \ \  Nyvej 8, DK-4450 Jyderup, Denmark
 /_/ /_____/_/        \_____\_\ \_\ \_\             top_cat@post8.tele.dk
--------------------------------------------------------------------------
 Foolproof operation = All parameters are hard coded.
--------------------------------------------------------------------------


From amos-request@svcs1.digex.net Sun Jul 27 03:58:43 1997
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Message-Id: <199707261950.NAA26058@earth.usa.net>
Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: Peter Cahill <cahill4@iol.ie>
Date: Sat, 26 Jul 1997 14:49:48 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Re: Doom stage update
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7146.2067.2015349616@gpo.iol.ie>
References: <199707260522.XAA10345@earth.usa.net>
X-mailer: Pegasus Mail for Win32 (v2.54)
Status: O
X-Status: 

Greetings.
 
>> Btw, the Doom stage is coming along, and although I've been quite 
>> busy this past week (with cleaning and getting my Amigas 
>> networked), I will have a demo and screenshots available by 
>> mid-next week.
 
> Great ! More words - I thaught you said that a *few weeks ago*
This I did, yes, but just read on.
 
> Look - today is the 26th of july In just 4 more days your level will
> be *1 MONTH* late arriving

You have the right to point out that you told me so.
 
> I thaught that you went on holidays for a week around the end of
> june - and that was why you didnt make the *first deadline* but *4
> WEEKS* has passed since then

Thanks for all this constructive criticism, but, as far as I know you 
aren't in charge (Giark is), although I can understand you 
impatience (being a beta-tester and all wanting to test all of the 
levels), but, please, have some mercy, I *DID* go on vacation (and it 
was *TWO* weeks, not one) the last weeks in June, in which time I 
COULDN'T program (no computer, no programming).

I'm also trying to build this engine while in the *MEANTIME* working 
on adding everything needed for this level (textures and all). 

Considering this is the last chronological level in the game with the 
game's big boss the Tax Man (as well as this being one of the most 
difficult to construct), I'd say I'm doing good.

> I hope all of this extra time helps alot :O)
It will, belive me.

Dictatorship (n): a form of government under which
everything which is not prohibited is compulsory.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sun Jul 27 03:44:13 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Sat, 26 Jul 1997 14:53:20 -0600
MIME-Version: 1.0
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7BIT
Subject: Re: Castle Assault.
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7146.1774.4703768@huron.net>
References: <24cdc021.u8t20e.4890b-Braneloc@mirex.demon.co.uk>
X-mailer: Pegasus Mail for Win32 (v2.54)
Status: O
X-Status: 

Greetings.

> I wonder how often people actually go to the list page. I put a more
> complete version of the menu up, but no one said anything about it.

Just for your general information, I check it AT LEAST every day 
(sometimes twice a day). Great job on the pages, btw.

> I suggest that you all check the page every day or two. As per your
> requests, I put the post date after each file, so you can tell what
> is new and what is not. I also put the size in k beside each
> downloadable file so you'll know what you're getting and how big it
> should be.

This is a big help, thanks.
 
> I'd also like to say that the CB game has progressed farther already
> than any list proposal in the last three years. From the look of
> some of the demos, it may actually be finished soon.

Well, I've only been on the List for about a year now, so I don't 
remember any other proposals for projects similar to this, as this is 
the only one I've seen, but, it's going good.

Advertising (n): the science of arresting the human
intelligence for long enough to get money from it.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sun Jul 27 04:05:57 1997
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Message-Id: <199707270302.FAA12254@d1o10.telia.com>
From: "Mike Hiltunen" <mikael.hiltunen@ostersund.mail.telia.com>
To: "AMOS-list" <amos-list@access.digex.net>
Subject: BobClip
Date: Sun, 27 Jul 1997 05:02:44 +0200
MIME-Version: 1.0
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	charset="iso-8859-1"
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X-Mailer: Microsoft Outlook Express 4.71.1008.3
X-MimeOle: Produced By Microsoft MimeOLE Engine V4.71.1008.3
Status: O
X-Status: 

Hello Amos users!

Anyone out there tired of having to make some code to cut out those bobs for
your programs every single time you've made some graphics?
Well, at least I am, so I made a little program for this purpose which I
call BobClip.

Using BobClip you can easily cut out bobs (sprites) into the sprite bank
which then can be saved on to your harddrive and loaded into memory from
within your own program. Very easy and saves a LOT of time :)

If anyone's interested, go have a look at:
http://bobclip.home.ml.org
(http://hem1.passagen.se/central/index.htm)

or Aminet (should be there in a couple of days under dev/amos).

Thanks for your time,


Mike Hiltunen
mikael.hiltunen@ostersund.mail.telia.com



From amos-request@svcs1.digex.net Sun Jul 27 03:32:26 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Sat, 26 Jul 1997 23:11:03 -0600
MIME-Version: 1.0
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Subject: Re: Castle Assault
Reply-to: parrottsoft@usa.net
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.54)
Status: O
X-Status: 

Greetings.

> I wonder how often people actually go to the list page. I put a more
> complete version of the menu up, but no one said anything about it.

Just for your general information, I check it AT LEAST every day
(sometimes twice a day). Great job on the pages, btw.

> I suggest that you all check the page every day or two. As per your
> requests, I put the post date after each file, so you can tell what
> is new and what is not. I also put the size in k beside each
> downloadable file so you'll know what you're getting and how big it
> should be.

This is a big help, thanks.

> I'd also like to say that the CB game has progressed farther already
> than any list proposal in the last three years. From the look of
> some of the demos, it may actually be finished soon.

Well, I've only been on the List for about a year now, so I don't
remember any other proposals for projects similar to this, as this is
the only one I've seen, but, it's going good.

Advertising (n): the science of arresting the human
intelligence for long enough to get money from it.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sun Jul 27 06:28:32 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Sat, 26 Jul 1997 23:11:46 -0600
MIME-Version: 1.0
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Subject: Re: Doom level update
Reply-to: parrottsoft@usa.net
Priority: normal
X-mailer: Pegasus Mail for Win32 (v2.54)
Status: O
X-Status: 

Greetings.

>> Btw, the Doom stage is coming along, and although I've been quite
>> busy this past week (with cleaning and getting my Amigas
>> networked), I will have a demo and screenshots available by
>> mid-next week.

> Great ! More words - I thaught you said that a *few weeks ago*
This I did, yes, but just read on.

> Look - today is the 26th of july In just 4 more days your level will
> be *1 MONTH* late arriving

You have the right to point out that you told me so.

> I thaught that you went on holidays for a week around the end of
> june - and that was why you didnt make the *first deadline* but *4
> WEEKS* has passed since then

Thanks for all this constructive criticism, but, as far as I know you
aren't in charge (Giark is), although I can understand you impatience
(being a beta-tester and all wanting to test all of the levels), but,
please, have some mercy, I *DID* go on vacation (and it was *TWO*
weeks, not one) the last weeks in June, in which time I COULDN'T
program (no computer, no programming).

I'm also trying to build this engine while in the *MEANTIME* working
on adding everything needed for this level (textures and all). 

Considering this is the last chronological level in the game with the
game's big boss the Tax Man (as well as this being one of the most
difficult to construct), I'd say I'm doing good.

> I hope all of this extra time helps alot :O)
It will, belive me.

Dictatorship (n): a form of government under which
everything which is not prohibited is compulsory.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sun Jul 27 06:19:06 1997
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From: Chris Hodges <platon@cu-muc.de>
To: amos-list@access.digex.net
Date: Sun, 27 Jul 1997 11:11:50 EST5
Message-ID: <yam7147.2521.138233752@cu.cu-muc.de>
In-Reply-To: <tcppop3.500285@cu.cu-muc.de>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: Re: SQR
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malcolm.murray@virgin.net wrote on 27-Jul-97:

> This is more specifically to Chris Hodges but I don't know his address and anyway, someone else 
> may be able to help.

> When using the QSqr command in AMCAF it crashes the computer if you do Qsqr(65536) 
> Thats 256 squared.

Fixed. QSqr was only intended to take  numbers  between  0  and  65535  for
speed. Check out the update on my homepage, it isn't on aminet as yet because "Volume Aminet is full" ;)

-- 
Bye,ChrisHodges (http://home.pages.de/~platon/)  ____
A4000/60, 24MB, 3.6GB HD, 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 Sun Jul 27 12:12:49 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Sun, 27 Jul 1997 10:49:57 +0500
Message-ID: <yam7147.2859.2014938872@gpo.iol.ie>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Test Results
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Hello,


First Id like to say that all of my mails from now on which
are about Beta testing will be titled 'Test Results'

OK - Heres my views on everything so far:

The Menu:
---------

-Uses copyrighted sfx  :O(
-I like it alot - Brilliant :O)



Stage 1 - The Sideways shooting scroller
----------------------------------------

Good Things:
------------

-Playability
-Gfx
-Smooth Scrolling
-Sfx
-The Main engine

Bad Things:
-----------
-No music
-Along time since last demo
-Level one is too hard for the
 first level of the game


Stage 2 - The Castle assault
----------------------------

Good Things:
------------

-Playability
-Gfx in lev 2
-Energy bar
-Limited Bullets
-Fast
-Sfx are better
-A really cool Icon

Bad Things:
-----------

-No Dragon - YET!
-Gfx in lev 1 & 2 are different styles - lev2 has cartoonish Gfx (better than
lev1)
-Levels are too short


Stage 3 - The Knight level
--------------------------

Good Things:
------------

-The main engine
-gfx
-Playability

Bad Things:
-----------
-The movement ! - when left is pressed you dont move left - the opponent moves
right
-Sfx
-No Music


Stage 4 - The DooM Stage
------------------------

Good Things:
------------

-NONE - YET


Bad Things:
-----------

-1 Month passed 1st deadline
-Still no demo


The Bonus Level:
----------------

Good Things:
------------

-Playability
-Background

Bad Things:
-----------

-Very buggy
-Not smooth
-Cant run with timer

Ill have a much better demo *SOON*


The Music:
----------


I think that all of the music thats done is *Brilliant*


The Gfx:
--------

All of the Gfx are really good






-- 

Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\_/-oOo_
 |                               |                   |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |    pix/icon/intel.lha         | Current Projects: |
 |                               | Pang              |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Sun Jul 27 09:55:40 1997
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Message-Id: <24ceee6a.u8t20e.ca92b-Braneloc@mirex.demon.co.uk>
In-Reply-To: <199707270411.WAA22472@earth.usa.net>
	     (from "Adam Parrott" <parrottsoft@usa.net>)
	     (at Sat, 26 Jul 1997 23:11:03 -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: Castle Assault/Out of Memory.
Status: O
X-Status: 

Ok, a few people have emailed me saying the latest demo says 'out of memory'
or some such rubbish on multi-megabyte machines..

It seems I inadvertantly used an extension command from the easylife
extension (which I hereby recommend to everyone), and you need the
easylife.library to run it.  Ooops.

..anyway, work progresses well on the dragon, and yes I know that the disk
loading bit in the demo is hideous.  I'm working on it.

                                  |  "A stasis leak, to put it into your
 _   _   _        _     _   _     |  basic laymans terms, is a leak, right,
|_> |_| |_| |\ | |_ |  | | /   |  |  IN stasis, hence the term, a stasis
|_> | \ | | | \| |_ |_ |_| \_  .  |  leak." - Holly
                                  |  "You don't know do you 'Hol ?"
                                  |  "No I don't." - Holly
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Sun Jul 27 12:11:15 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 27 Jul 1997 09:40:59 -0500
Message-ID: <yam7147.2973.4869824@huron.net>
In-Reply-To: <24cdbfbd.u8t20e.8c8f3-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: New Menu proggie.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 26-Jul-97, Keith Hill wrote:
>Much nicer...  Except it seems to auto-fire, which is deeply wierd.

Odd. It doesn't do that for me.

>Get screen config working, and saving, and I can ditch it from my routines.

Will do. Then I'll release the code to red the config so everyone can use it.

>Hmm, I think for sanity it might be best if you included everyone's code
>rather than inserting it.

Huh?

>  My code is plug-in compliant ;-)    (well, apart
>from that one line that does everything)

Good. It's supposed to be.

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 Jul 27 11:40:16 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Sun, 27 Jul 1997 09:50:14 -0500
Message-ID: <yam7147.723.4869824@huron.net>
In-Reply-To: <24ceee6a.u8t20e.ca92b-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Castle Assault/Out of Memory.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 27-Jul-97, Keith Hill wrote:
>It seems I inadvertantly used an extension command from the easylife
>extension (which I hereby recommend to everyone), and you need the
>easylife.library to run it.  Ooops.

Now on the page. I suggest you go to aminet and get the whole thing instead,
as it IS freeware.

>..anyway, work progresses well on the dragon, and yes I know that the disk
>loading bit in the demo is hideous.  I'm working on it.

I'll be releasing my load procedure soon. It loads any type of file correctly
and handles the `insert disk' problem for you.

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 Jul 27 13:36:53 1997
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Message-Id: <24cf3595.u8t20e.97832-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7147.2973.4869824@huron.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Sun, 27 Jul 1997 09:40:59 -0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
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From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: joehick@golden.net
Cc: amos-list@access.digex.net
Subject: Re: New Menu proggie.
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To the one known as Mr.,

> On 26-Jul-97, Keith Hill wrote:
> >Much nicer...  Except it seems to auto-fire, which is deeply wierd.
> Odd. It doesn't do that for me.
For reference, it only did it once, then again, only loaded it twice, so
thats bad, and I think I was using the keyboard or mouse. Clear the kbd
buffer ?  Dunno really, it was wierd.

> >Get screen config working, and saving, and I can ditch it from my routines.
> Will do. Then I'll release the code to red the config so everyone can use it.

Lovely.
 
> >Hmm, I think for sanity it might be best if you included everyone's code
> >rather than inserting it.
> Huh?

..just thinking about hte final compile, half a dozen sets of source code on
the disk, and typing a lot of include statements instead of inserting the
code into the editor.  Makes things a lot easier.


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "Get Ready For Armageddon !"
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Sun Jul 27 13:52:23 1997
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In-Reply-To: <UPMAIL02.199707270027260456@msn.com>
	     (from "SYLVIA SANCHEZ" <CHILDRENOFSUN@msn.com>)
	     (at Sat, 26 Jul 97 16:12:35 UT)
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: Using Bobs WITHOUT Double Buffer
Status: O
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To the one known as SYLVIA,

> Hi, my name is Rudy Sanchez.  I have worked some time with Chris Evans on a 
> side scroller game, and I am new to AMOS List Group.  I have heard it said 
> that it is possible to use bobs without using double buffer.  Why do I ask?  
> Well, for personal reasons.  I just want to know if this is possible.

Well, yes, its possible, but I'm not sure why you'd want to, even if you
have very few bobs.  

> In a machine language programming demo they showed animated bobs without 
> double buffer, which I thought was rather impressive.  At the time, I thought 
> that maybe I could experiment with the machine language routine in an AMOS 
> procedure to see if that would do the trick.  (Well, I actually never got 
> around to doing this, as I miss-place the machine code routine).  However, I 
> was thinking that this may be a back-ass-wards way of trying to achieve this.

Try amal ?   Actually, all you need to do, is hang around for a vbl, clear
your bobs and redraw them before the next refresh.  This, more often than
not will leave you with a flickery display.  To get round the flicker
WITHOUT double buffer is extremly difficult.  Try syncing your bob updates
to right after a vbl, that might help with the flicker.  Alternatively,
don't clear the backgrounds of the bobs, then they won't flicker at all....
The thing that need to do is to draw the bobs in the nanosecond or two when
the screen isn't updating, which is the hard part.  Use double buffer, it
only takes up a screens worth of chipmem.

> Of course, the other option would be to use sprites in place of bobs which I 
> am doing at this moment.  Your input would be greatly appreciated.

Yes, you can do that, as long as you don't need many colours.

What ARE you doing ?  Just curious.


 _   _   _        _     _   _     |  I'm rather busy actually.  I've just
|_> |_| |_| |\ | |_ |  | | /   |  |  succeeded in computer generating a
|_> | \ | | | \| |_ |_ |_| \_  .  |  parrot onto the screen. - Bryce Lynch
                                  |  Whatever next ? - Grosberg
                                  |  It squarks. -Bryce.
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Sun Jul 27 23:14:41 1997
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Date: Sun, 27 Jul 97 16:44:42 UT
From: "SYLVIA SANCHEZ" <CHILDRENOFSUN@msn.com>
Message-Id: <UPMAIL02.199707280105370063@msn.com>
To: amos-list@access.digex.net
Subject: bobs WITHOUT double buffer update
Status: O
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This is Rudy (please disregard the Sylvia name as that is a mistake).

Thanks, Keith Hill, for your suggestions.

Well, I spent an afternoon playing around with bob clear and draw within the 
main loop of the program to see if I could eliminate the flicker without using 
double buffer, and this is what I discovered:

1.  I tried to see how the bobs were displayed in relation to the main loop.
refresh=0
main loop:
do
if refresh=3
  wait vbl
  bob clear
  bob draw
  if refresh=3: refresh=0: end if
end if
loop

I discovered that when I used a larger number like refresh = 20, there was a 
long period, when nothing displayed, then the bobs would be displayed briefly. 
 Refresh=3 seemed to give me the best results where the colors were bright and 
clear without much flickering.  However, there still was a slight flicker, but 
not like before.

2.  I wondered if wait vbl only needed to be done once, like just before 
entering the main loop, in order to synchronize the drawing opertion.  The Bob 
Clear and Bob Draw does not seem to have anything to do with the synchronizing 
or lack thereof.  I did notice though that if refresh=5, the bobs seem to 
appear as if moving slower (which I guess is an illusion but not the reality).

When does the drawing of the screen actually begins and ends?  Any further 
ideas on the subject?

The reason why the question interested me was how much memory would double 
buffering use, if a background pic was lets say 4 screens long?

Rudy
ChildrenOfSun@msn.com


From SAhn19@aol.com Sun Jul 27 15:14:44 1997
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unsubscribe

From amos-request@svcs1.digex.net Sun Jul 27 18:27:19 1997
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From: mtl.wcp@vasteras.mail.telia.com
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Subject: P61A-modules
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Does anybody have a program or asm source to convert PT-modules to
P61a-modules???

From amos-request@svcs1.digex.net Sun Jul 27 17:08:22 1997
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Date: 27 Jul 97 16:41:49 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Menu option?
To: amos-list@access.digex.net, joehick@golden.net
Message-ID: <454.7147T1001T2454@lobster.demon.nl>
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How bout a menu option to switch pal/ntsc display? Us Pal-users can enjoy
10% extra speed and bigger screen that way :)

(you switch with Doke $DFF1DC,0 for NTSC and Doke $DFF1DC,32 for PAL if
anyone didn't know this :)



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


From amos-request@svcs1.digex.net Sun Jul 27 19:01:28 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: amos-list@access.digex.net
Date: Sun, 27 Jul 1997 16:24:39 -0600
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Subject: Mail screw-up.
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Greetings.

Just wanted to say sorry for my previous two messages being sent to 
the list twice (even though I don't really think one is necessary 
since Keith's messages are usually sent twice to the List anyways :)

The reason this happened is that I was sending one to Giark and one 
to Peter Cahill (both CC'ed to go to the List), and the carbon copies 
were lost in transit (or so I thought). I resent them, and so both 
the original and resent copies reached this List.

Btw, Giark and Pete, I hope you've got and read the messages that I 
sent to the List (I don't think the originals reached you guys). They 
were the same thing (like I said, cc'ed).

`Remember: the only thing that hurts more than paying
income tax is not having to pay income tax.'

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Sun Jul 27 23:03:35 1997
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Date: Sun, 27 Jul 1997 19:24:36 -0600
From: mordecai@freenet.edmonton.ab.ca (Me)
To: amos-list@digex.net
Subject: Be gone for a month
Message-Id: <188.7147.IB.1165.IB.2133@freenet.edmonton.ab.ca>
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Just letting everyone know why I'm leaving the list.

It's because I'm currently moving and my Amiga is going to be packed up for a month.

Well, see you all again in September, -mordecai


From amos-request@svcs1.digex.net Sun Jul 27 17:47:09 1997
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Date: 27 Jul 97 22:00:13 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Test Results
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7147.2859.2014938872@gpo.iol.ie>
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On 27-Jul-97 00:49:57 Peter Cahill wrote something about Test Results.

>OK - Heres my views on everything so far:

>Stage 1 - The Sideways shooting scroller
>----------------------------------------

>Bad Things:
>-----------
>-No music

>Stage 3 - The Knight level
>--------------------------

>-No Music

Ummm... you forgot level 2 : no music ;) I've done some work for some other
bloke and now I'm working again on the ingame musics.

Garfield : How many stages/bosses will there be?

>The Music:
>----------

>I think that all of the music thats done is *Brilliant*

Thanks! It's comments like these that make me feel all warm and tingly
inside. :)

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


From amos-request@svcs1.digex.net Sun Jul 27 21:24:21 1997
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Date: 28 Jul 97 01:44:55 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: P61A-modules
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <33DBBAD5.1782@vasteras.mail.telia.com>
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On 27-Jul-97 16:17:09 mtl.wcp wrote something about P61A-modules.

>Does anybody have a program or asm source to convert PT-modules to
>P61a-modules???

It's on Aminet. mus/misc I believe. The program you want is The Player
(doh! :)

Hope this gets thru, I had a lot of failed mails recently. :/
               ________________________
              (                        )
               \_  Evert-Jan Slypen?  /
        \||||/  o\___________________/
        ([Oo]) .
         \()/            Grtz!
  ----oOo----oOo-----


From amos-request@svcs1.digex.net Mon Jul 28 05:45:24 1997
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Message-Id: <24d0169e.u8t20e.cf87f-braneloc@mirex.demon.co.uk>
In-Reply-To: <UPMAIL02.199707280105370063@msn.com>
	     (from "SYLVIA SANCHEZ" <CHILDRENOFSUN@msn.com>)
	     (at Sun, 27 Jul 97 16:44:42 UT)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
From: <braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: bobs WITHOUT double buffer update
Status: O
X-Status: 

To the one (not) known as SYLVIA,

> This is Rudy (please disregard the Sylvia name as that is a mistake).

Hmmm...  edit yer account ?  You're confusing the auto-replier !

> Thanks, Keith Hill, for your suggestions.

No probs.
 
> Well, I spent an afternoon playing around with bob clear and draw within the 

> When does the drawing of the screen actually begins and ends?  Any further 
> ideas on the subject?
 
Did you try putting the wait vbl AFTER the bob draw ?

> The reason why the question interested me was how much memory would double 
> buffering use, if a background pic was lets say 4 screens long?

Depends on the screen size.  Its a somehting like this:
	memory = ( screenwidth * screenheight * screenbitplanes ) / 8
	doublebufferedmemory = memory + memory

..its actually a couple dozen bytes bigger than that with the screenhandle,
and those pointers it stores to swap the screens, and the three or four
extra lines of amos.

Assume everyone has at least 1MB chip mem, or 850k with workbench loaded, I
don't think you'll get many people complaining about the usage of double
buffer.  In fact, most people will thank you for it in the end.  Is there
anyone who's still got 512k chip mem ???  Would an extra 32k kill them off ?


 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "In space no-one can hear you 
|_> | \ | | | \| |_ |_ |_| \_  .  |   cha-cha-cha"
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Mon Jul 28 05:12:02 1997
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Message-Id: <24d018ab.u8t20e.c3bd0-braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7147.2859.2014938872@gpo.iol.ie>
	     (from Peter Cahill <cahill4@iol.ie>)
	     (at Sun, 27 Jul 1997 10:49:57 +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: <braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: Test Results
Content-Transfer-Encoding: 8bit
X-MIME-Autoconverted: from quoted-printable to 8bit by svcs1.digex.net id EAA04550
Status: O
X-Status: 

To the one known as Peter,

> The Menu:
> -I like it alot - Brilliant :O)
 
> Stage 1 - The Sideways shooting scroller
> -Along time since last demo	
> -Level one is too hard for the
>  first level of the game

> Stage 2 - The Castle assault
> Good Things:
> -Playability				;-)
> -Gfx in lev 2				;-)
> -Energy bar				;-)
> -Limited Bullets			;-)
> -Fast					;-) ;-) ;-)
> -Sfx are better			;-)
> -A really cool Icon			;-)
 
> Bad Things:
> -No Dragon - YET!			Yeah, I know, it's on its way.
> -Gfx in lev 1 & 2 are different styles - lev2 has cartoonish Gfx (better than
> lev1)					Yeah, wave two is much nicer, and
					has nothing drawn by me in it, except
					the backdrop. 
> -Levels are too short			Yup.  For reference, if anyone wants
					to know, the levels only last err,
					550 frames, which is painfully short.
					This is dead easy to extend before
					anyone panics.  It's just
					doing all the flightpaths !
The dragon flightpath is taking ages, but I think I've got something that'll
work sorted out.


 _   _   _        _     _   _     |  Ferengi Rule of Acquisition #236
|_> |_| |_| |\ | |_ |  | | /   |  |  
|_> | \ | | | \| |_ |_ |_| \_  .  |  You can't buy fate.
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Mon Jul 28 11:49:31 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 28 Jul 1997 09:52:42 -0500
Message-ID: <yam7148.2125.4710904@huron.net>
In-Reply-To: <yam7147.2859.2014938872@gpo.iol.ie>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Test Results
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 27-Jul-97, Peter Cahill wrote:
>-Uses copyrighted sfx  :O(

How do you copyright the sound of a gun being cocked? You don't.

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 Jul 28 12:47:20 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 28 Jul 1997 09:55:44 -0500
Message-ID: <yam7148.2237.4710904@huron.net>
In-Reply-To: <24cf3595.u8t20e.97832-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: New Menu proggie.
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 27-Jul-97, Keith Hill wrote:
>> >Hmm, I think for sanity it might be best if you included everyone's code
>> >rather than inserting it.
>> Huh?
>..just thinking about hte final compile, half a dozen sets of source code on
>the disk, and typing a lot of include statements instead of inserting the
>code into the editor.  Makes things a lot easier.

Aha! I used insert or include in my text so you assumed that that was what I
was doing. I DO plan to put all the code into the source. That's why, way back
when we started, I said all you level makers had to make your level fully self
standing. I'll put each level into a procedure so I can call any level (hence
the play a level option).

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 Jul 28 12:21:42 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Mon, 28 Jul 1997 10:00:13 -0500
Message-ID: <yam7148.680.4710904@huron.net>
In-Reply-To: <454.7147T1001T2454@lobster.demon.nl>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Menu option?
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 27-Jul-97, Evert-Jan Slypen wrote:
>How bout a menu option to switch pal/ntsc display? Us Pal-users can enjoy
>10% extra speed and bigger screen that way :)

If you boot in PAL, the machine will be in PAL. Where's the problem? You won't
get a bigger screen at all, since we are keeping the game cross pond
compatible so all screens will be the same size on ANY machine.

>(you switch with Doke $DFF1DC,0 for NTSC and Doke $DFF1DC,32 for PAL if
>anyone didn't know this :)

That's not all you have to do for total PAL/NTSC switching. You also have to
put the timing (50/60) into another memory location.

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 Jul 28 07:44:10 1997
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Subject: Amiga Format
To: amos-list@access.digex.net
Content-Type: text/plain; charset=US-ASCII
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Status: RO
X-Status: 

     
     Amiga Format have a section in their magazine for readers to send in 
     their games.  There is some prize money for the best game and it is 
     sent on to a software publishing house for them to view it.  If it 
     doesn't win but is a good game, they will also forward it to the 
     publisher.  This maybe something to consider for the List Game.
     
     
     Dec
     
     *8^)

From amos-request@svcs1.digex.net Mon Jul 28 17:59:01 1997
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Message-ID: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
Priority: Normal
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X-Priority: 3
To: "Amos List" <amos-list@access.digex.net>
MIME-Version: 1.0
From: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
Subject: Castle-Assault Stage
Date: Mon, 28 Jul 97 12:35:11 PDT
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This level is better than the arcade game (of a different name).
It's got great playability, and the speed, etc.. seems just right.
I have not discovered the hidden power-ups yet, but I will!
The dragon zooming in is awesome.. The bats are cool, and the
hopping green creatures are really good.
Don't quit... When the graphics get polished and with very-little
(if any) fine tuning, this will be awesome.

Sincerely,
Robert W. Benjamin
rwbenjamin@sosbbs.com

From amos-request@svcs1.digex.net Mon Jul 28 16:23:45 1997
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To: "Amos List" <amos-list@access.digex.net>
MIME-Version: 1.0
From: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
Subject: Aminet Treasures!!
Date: Mon, 28 Jul 97 12:39:27 PDT
Content-Type: text/plain; charset="ISO-8859-1"; X-MAPIextension=".TXT"
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X-Status: 

I have written a few games in the past (not too distant)...
that some of you might enjoy trying, just in case you do,
their listed below by their aminet names.
They are all created with AMOS the creator, no extensions, etc.
Let me know what you think of them, flames, praises, etc .. are
all welcome.
Robert W. Benjamin
rwbenjamin@sosbbs.com

CAVCOM.LHA
POSIDEN.LHA
FREDFROG.LHA
TOADMTN.LHA
BOTSB.LHA
BETHZOO.LHA
SKIMSTR.LHA

From amos-request@svcs1.digex.net Mon Jul 28 17:06:20 1997
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From: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
Subject: Sideways Scrolling-Shooter Stage
Date: Mon, 28 Jul 97 12:42:53 PDT
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My favorite games are the space-shootem up's, and from
what i have seen so far, this is going to be a favorite!!
It's got more than enough different ships, etc.. to make it
interesting as you progress, and the graphics are cool.
The speed of the scrolling, ship movements, etc.. are
darn near perfect.
What I really like is the awesome fire-power...
Keep up the great work.

Robert W. Benjamin
rwbenjamin@sosbbs.com

From amos-request@svcs1.digex.net Tue Jul 29 18:02:55 1997
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From: Cori Skagen <cskagen@ican.net>
Reply-To: cskagen@ican.net
To: amos-list@access.digex.net
Date: Fri, 13 Jan 1978 14:00:45 +0500
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In-Reply-To: <UPMAIL02.199707290211280866@msn.com>
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Subject: Re: bobs w/o double buffer update 2
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On 28-Jul-97, SYLVIA SANCHEZ wrote:
>Please ignore name.  I am not Sylvia.  I am not woman.

>The other reason I was interested in this question was the slow down of the 
>animation or movement of bobs.  Double buffer seems to sacrifice
speed...alot.

> Am I wrong here or is it just my own perception?

It depends on what type of graphics your using, and which autoback you are
using, bobs don't suffer much slow down if any with double buffer but any
regular graphic routines might(draw, plot, text ect.) again this depends on
whether you use automatic double buffering or do it manually (much faster,
although can be tricky).,
>Again thanks for the suggestions.

>Rudy.
>ChildrenOfSun@msn.com

-- 
~~~~~~~~~~~~~~~~~~~~~~~~~
Cori Skagen

cskagen@ican.net
Cori.Skagen@saultc.on.ca

~~~~~~~~~~~~~~~~~~~~~~~~~~


From amos-request@svcs1.digex.net Mon Jul 28 23:41:31 1997
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Date: Mon, 28 Jul 97 17:59:45 UT
From: "SYLVIA SANCHEZ" <CHILDRENOFSUN@msn.com>
Message-Id: <UPMAIL02.199707290211280866@msn.com>
To: amos-list@access.digex.net
Subject: bobs w/o double buffer update 2
Status: O
X-Status: 

Please ignore name.  I am not Sylvia.  I am not woman.

Thanks again, Keith Hill, for your suggestions.

Well, I just learned that 

bob update off
main loop:
do
update on: wait vbl
loop

does pretty much the same as my counter routine for bob clear and draw which 
was:

do
refresh=refresh+1
if refresh=3
  bob clear: bob draw: wait vbl
  if refresh =3: refresh=0: end if
end if

However, to my eyes the counter routine gave better colours....not really sure 
if there was any different between them.  The flicker really was barely 
noticeable.

As for your formula, it is a very handy formula indeed.  I was reading the 
original AMOS manual, which warned that double buffer would consume twice the 
memory used by one screen.  Thus, if one screen was 320x200 with 32 colours, 
it would consume 40k and with double buffer 80k.  Four of these screens would 
use then 320k.  Am I wrong here or is that alot of memory?

The other reason I was interested in this question was the slow down of the 
animation or movement of bobs.  Double buffer seems to sacrifice speed...alot. 
 Am I wrong here or is it just my own perception?

Again thanks for the suggestions.

Rudy.
ChildrenOfSun@msn.com

From amos-request@svcs1.digex.net Mon Jul 28 20:04:52 1997
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Date: Mon, 28 Jul 97 19:39:51 GMT
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Message-Id: <24d0b684.u8t20e.ce32b-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7148.680.4710904@huron.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Mon, 28 Jul 1997 10:00:13 -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: Menu option?
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To the one known as Mr.,

> On 27-Jul-97, Evert-Jan Slypen wrote:
> >How bout a menu option to switch pal/ntsc display? Us Pal-users can enjoy
> >10% extra speed and bigger screen that way :)
> If you boot in PAL, the machine will be in PAL. Where's the problem? You won't
> get a bigger screen at all, since we are keeping the game cross pond
> compatible so all screens will be the same size on ANY machine.

Ahem.  Not quite.  In this country we can display both pal and ntsc.  The
poke stretches the screen to full height so we get a full size display. 
Also, due to the graphics bandwidth reducing, we get better speed running on
our machines.  The screen will be the same height in LINES either way, but
what he's talking about is the same PHYSICAL height on the television
compatable screen.  

..its not just the bottom of the screen.

Put the poke in.

 _   _   _        _     _   _     |  Ferengi Rule of Acquisition #34
|_> |_| |_| |\ | |_ |  | | /   |  |  Peace is good for business.
|_> | \ | | | \| |_ |_ |_| \_  .  |  Ferengi Rule of Acquisition #35
                                  |  War is good for business.
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Tue Jul 29 03:32:24 1997
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From: schitso@mail2.theonramp.net (John Perkins)
To: amos-list@access.digex.net
Date: Tue, 29 Jul 1997 00:59:52 +0500
Message-ID: <yam7149.2615.127123280@mail2.theonramp.net>
X-Mailer: YAM 1.3.4 [040] - Amiga Mailer by Marcel Beck
Subject: I'm back.....
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Hey guys!  I finally got an account!  I havent had time to look at everything
on the page yet, but I see MUCH work has been done!  Cool!

I am now working at MicroSearch.  Remember the Perfect Sound and Chroma Key? 
That's us!  I am the new Amiga tech/sales person!  We do alot of NT based
3D/non-linear editing now.  If you need a quick render, let me know.  I have
access to a rendering farm from hell!  LightWave, 3D Studio Max, Softimage...
you name it.

I don't know how long it will take the list server to add me again, so you
might reply direct to make sure I get it.

You just thought you were rid of me......

Schitso

P.S. - Adam, I will STILL send the chips :-P


From amos-request@svcs1.digex.net Mon Jul 28 20:15:59 1997
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Date: Mon, 28 Jul 1997 16:14:15 -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: "Robert W. Benjamin" <rwbenjamin@sosbbs.com>
cc: Amos List <amos-list@access.digex.net>
Subject: Re: Aminet Treasures!!
In-Reply-To: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
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	Rob,
	Could you pass us the complete Aminet path names?
	As in ~/aminet/game/2player/  ect.  
	I like to ftp stuff directly so it'd help.

			Thanks,
				Scott Matott sXe


From amos-request@svcs1.digex.net Tue Jul 29 17:18:05 1997
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	id sma020082; Tue Jul 29 13:46:11 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Tue, 29 Jul 1997 03:07:24 +0500
Message-ID: <yam7149.1198.2658432@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Test Results
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On 27-Jul-97, Peter Cahill wrote:


>Stage 1 - The Sideways shooting scroller
>--------------------------------------------

>-Along time since last demo

   Last night I sent a new demo to Mr. Giark...


>-Level one is too hard for the first level of the game

   Try the new demo... have fine-tuned several internal
   parameters and added DynamicPlayAdjustment... should play 
   better now and be a bit easier.



      Take care,

       GARFIELD


From amos-request@svcs1.digex.net Mon Jul 28 22:29:40 1997
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Date: Mon, 28 Jul 1997 20:30:10 -0400 (EDT)
From: Henry Sopko <henry.sopko@hwcn.org>
X-Sender: al575@james.freenet.hamilton.on.ca
To: AMOS List <amos-list@access.digex.net>
cc: AMOS List <amos-list@access.digex.net>
Subject: Artist needed
In-Reply-To: <yam7148.680.4710904@huron.net>
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   Hello.

       I'm in need of someone that is good at drawing or creating
images for a game I want to make in AMOS. The game needs asteroids
(rotating) somewhat like Cybernetix has or StarDust (Super?). If someone
has the time and is willing to help do this part of the graphics in the
game, I'd be very greatful! Since I plan on making a AGA and ECS version
of the game, the colors would be 256 on the AGA and 16 on the ECS.

Sincerely,

   Henry Sopko

henry.sopko@freenet.hamilton.on.ca




From amos-request@svcs1.digex.net Tue Jul 29 01:33:55 1997
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To: "Mr. Giark To You" <joehick@golden.net>
Cc: AMOS List <amos-list@access.digex.net>
Subject: Re: Test Results
References: <yam7148.2125.4710904@huron.net>
From: Peter Bortas <peter@infovav.se>
Date: 29 Jul 1997 05:56:15 +0200
In-Reply-To: "Mr. Giark To You"'s message of Mon, 28 Jul 1997 09:52:42 -0500
Message-ID: <76hgdepl40.fsf@cuckoo.infovav.se>
Lines: 15
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"Mr. Giark To You" <joehick@golden.net> writes:

> 
> On 27-Jul-97, Peter Cahill wrote:
> >-Uses copyrighted sfx  :O(
> 
> How do you copyright the sound of a gun being cocked? You don't.

Of course you do. The person that did the original sampling (be it on
tape or other medium) has the copyright. Not that anyone cares.

-- 
Peter Bortas                   http://peter.bortas.org
Roxen webserver               http://www.roxen.com
The Amiga Gateway                \X/  http://www.lysator.liu.se/amiga


From amos-request@svcs1.digex.net Tue Jul 29 18:46:55 1997
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Message-Id: <9707290825.AA000rk@mirex.demon.co.uk>
Message-Id: <24d169fb.u8t20e.30464-Braneloc@mirex.demon.co.uk>
In-Reply-To: <UPMAIL02.199707290211280866@msn.com>
	     (from "SYLVIA SANCHEZ" <CHILDRENOFSUN@msn.com>)
	     (at Mon, 28 Jul 97 17:59:45 UT)
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: bobs w/o double buffer, memory saving mode.
Status: O
X-Status: 

To the one NOT known as SYLVIA but actually known as Rudy,
> Please ignore name.  I am not Sylvia.  I am not woman.

Ok...  I get the point..  Why are you Sylvia if you are not Sylvia ?  Who is
Sylvia ?!

> As for your formula, it is a very handy formula indeed.  I was reading the 
> original AMOS manual, which warned that double buffer would consume twice the 
> memory used by one screen.  Thus, if one screen was 320x200 with 32 colours, 
> it would consume 40k and with double buffer 80k.  Four of these screens would 
> use then 320k.  Am I wrong here or is that alot of memory?

Depends how much memory you already have.  If you have 2megs chip, and a lot
of fast, its nothing.  If you have 1meg chip only, and no fast (yeah, right)
its a heck of a lot.  When the amos manual was printed, more than a meg was a
lot of memory.  Seriously though, depends what machine you are targeting.  
320k graphics isn't a huge amount, particularly by todays standards.  In
real terms, today, assume you have at least 850k of chip to play with (for
old machines) and about 1500k chip on AGA machines with workbench loaded. 
If there are people without any fast mem, well.  They really should have
upgraded by now.

> The other reason I was interested in this question was the slow down of the 
> animation or movement of bobs.  Double buffer seems to sacrifice speed...alot. 
>  Am I wrong here or is it just my own perception?

A lot ?  Hmm.  Wait vbl slows things down a LOT, but double buffer just a
little.  Its a couple of nanoseconds, really.  If you can't afford a couple
of nanoseconds for double buffering, you'll end up flickering all over the
place and having something unplayable and annoying.  Nearly every single
game uses double buffering, its pretty much essential.

Things that really take up time are:
	clearing the screen
	wait vbl
	drawing bobs/icons/graphics/anything
	collison detection
	anything with complex maths

If you get your bob flight paths sorted out, it'll feel a **LOT** faster. 
Assume you can draw the screen in a certain time, like one or two vbl's for
example, and make your bobs move in that time.  As for slowing down, the
human eye can see and identify about 24 frames a second, so more than that
is wasted.  The most important thing of your game is the response of the
controller, and time between making a movement with
joypad/mouse/keyboard/whatever and the update of the screen.  If its a
fraction too slow, it looks bad, so put your input routines before your
display routines.

Now, lets see if I can remember my old physics:
	velocity = distance / time
So, make sure they move the right distance per vbl to look cool.

Handy hint for wait vbl:
	main loop
		code that does stuff
		wait vbl
		graphics on screen
		screen swap
	end of loop
	
..this will allow you to use the time you waste with wait vbl to do some
computing.  If its straight after the gfx, you wait longer than necessary
before the code that does stuff.  

Oh, also make sure you are in full manual autoback mode.  Don't trust
auto-update !  Well, you can if you like, but its normally faster on manual.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "It's not dark, you must be going blind !"
|_> | \ | | | \| |_ |_ |_| \_  .  |   Sledge Hammer
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Tue Jul 29 20:19:44 1997
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Message-Id: <9707290840.AA000rp@mirex.demon.co.uk>
Message-Id: <24d16d77.u8t20e.a704a-Braneloc@mirex.demon.co.uk>
In-Reply-To: <MAPI.Id.0016.007762656e6a616d3030304130303041@MAPI.to.RFC822>
	     (from "Robert W. Benjamin" <rwbenjamin@sosbbs.com>)
	     (at Mon, 28 Jul 97 12:35:11 PDT)
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: Castle-Assault Stage
Status: O
X-Status: 

To the one known as Robert,

> This level is better than the arcade game (of a different name).

Wow !  Cool !  Phankx.

> It's got great playability, and the speed, etc.. seems just right.
> I have not discovered the hidden power-ups yet, but I will!

They are there..  but you won't see them.  You'll hear them if you find
them.  I'll give a hint, they are firepower and shield, but that won't help
a bit. You'll kick yourself when you find them.  I suppose I should put some
nice zooming visible ones in.  Yeah, alright then, I will.  Actually, I
think I'll hide them directly behind trees...  ;-)  ...oh, and if you (or
anyone else) does find them, don't tell anyone !  They are temporary !!

> The dragon zooming in is awesome.. The bats are cool, and the
> hopping green creatures are really good.

The full dragon version is starting to look excessively cool now.  Hey,
green thing graphics guy !  Are you out there ??  Still alive ?  Got your
account sorted yet ?

> Don't quit... When the graphics get polished and with very-little
> (if any) fine tuning, this will be awesome.

Thanks.  Take this as a hint graphics guys, need more !!  The main game
routine is just about finished now, it just all the support areas that
need finishing and cleaning up a bit.  More graphics are desperately needed,
plus any ideas for level design that people may have would come in really
handy.  Specs for graphics are on the list game page.



 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "We are your friends - do not run"
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Tue Jul 29 18:09:10 1997
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	id sma019292; Tue Jul 29 13:46:26 1997
From: Garfield Benjamin <gbenjam@ix.netcom.com>
Reply-To: Garfield Benjamin <gbenjam@ix.netcom.com>
To: amos-list@access.digex.net
Date: Tue, 29 Jul 1997 15:01:48 +0500
Message-ID: <yam7149.2388.2795960@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.2 - Amiga Mailer by Marcel Beck
Subject: Re: Sideways Scrolling-Shooter Stage
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 29-Jul-97, Declan_Gorman@modusmedia.com wrote:

     
>     Turboshooter crashes my system every time I try to run it.  The
>     screen goes black and the Amos mouse pointer is visible in the
>     top left hand corner.  Some text flashes at the bottom of the
>     screen and then....crash!!  I am using an A500+ with 1.5 Meg.

   Hmmm... sounds like TurboShooter can't find a file (or files).

   Did you copy the TurboShooter exectable into the MAIN-level
   drawer "ShooterDemo3inside!!"?

   TurboShooter needs to be in the same directory as the
   "ShooterStuff" drawer, but NOT actually in the "ShooterStuff"
   drawer...


   Also, it could be the location where you have the TurboShooter
   demo on your harddrive.

   It can't be too "deep" or AMOS will crash due to the size of the
   filepath+filenames becoming too large to handle...

   Probably due to using AMOSv1.36 as I don't recall having this
   trouble with other languages.  

   Try moving the "ShooterDemo3inside!!" drawer up to a higher
   level directory. Or better still, download the new SideShooter
   Demo#4.

   Unfortunately, I cannot test the stage on an A500. I finally
   upgraded from an A600 last year. I thought I was one of the last
   Amigans who was using a non-AGA machine.

   I can tell you, if you have an unaccelerated A500, the demo will
   not be TURBO in any way.


   Try running DOStrace. This will tell you what's going on, and
   after it crashes back to WB, DOStrace will tell you why.



   OUT OF CURIOSITY:
   Are there a lot of people still using A500's and such??

   I was under the impression the majority of Amiga-users not only
   have AGA machines, but also an accelerator...




      Take care,

       GARFIELD




From amos-request@svcs1.digex.net Tue Jul 29 04:26:52 1997
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Date: Tue, 29 Jul 1997 08:13:11 -0600
Message-ID: <00002771.@modusmedia.com>
Subject: Re: Sideways Scrolling-Shooter Stage
To: "Amos List" <amos-list@access.digex.net>
Content-Type: text/plain; charset=US-ASCII
Content-Transfer-Encoding: 7bit
Content-Description: cc:Mail note part
Status: O
X-Status: 

     
     Turboshooter crashes my system every time I try to run it.  The screen 
     goes black and the Amos mouse pointer is visible in the top left hand 
     corner.  Some text flashes at the bottom of the screen and 
     then....crash!!  I am using an A500+ with 1.5 Meg.
     
     Dec
     
     *8^)


______________________________ Reply Separator _________________________________
Subject: Sideways Scrolling-Shooter Stage
Author:  "Robert W. Benjamin" <rwbenjamin@sosbbs.com> at Internet
Date:    28/07/97 12:42


My favorite games are the space-shootem up's, and from 
what i have seen so far, this is going to be a favorite!!
It's got more than enough different ships, etc.. to make it 
interesting as you progress, and the graphics are cool.
The speed of the scrolling, ship movements, etc.. are 
darn near perfect.
What I really like is the awesome fire-power... 
Keep up the great work.
     
Robert W. Benjamin
rwbenjamin@sosbbs.com

From amos-request@svcs1.digex.net Tue Jul 29 19:51:38 1997
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From: Peter Cahill <cahill4@iol.ie>
To: Adam Parrott <parrottsoft@usa.net>
CC: amos-list@access.digex.net
Date: Tue, 29 Jul 1997 20:24:58 +0500
Message-ID: <yam7149.2940.2015346688@gpo.iol.ie>
In-Reply-To: <199707291725.LAA01688@earth.usa.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Doom stage update
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Somebody by the name of Adam Parrott scribbled this into there e-mail client
under the subject of Re: Doom stage update:


>> PS: Im not just a Beta tester anymore - Im making pang much better

>hehe, this is good. Btw, I can't get it to work (in the time I've had 
>to test most of the levels, like many others, I haven't been able to 
>get it to run, it just returns back to CLI after I say PANG.EXE). I'm 
>not sure if you ever gave a solution to this or not.

I wasnt coding PANG when this happened ! - Ive fixed all that now



Its OK now - I started the code about 1 week ago a new demo will be up soon

Ive fixed loads of bugs:

It now works
The timer works
the game is smooth
loads of small bugs removed
the controls now work
& loads of other stuff

Ive sent my latest code to James for him to add in his updates once
he sends me his updates it will be on the web page   :)



bye,

-- 

Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\ /-oOo_
 |                               |             V     |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |    pix/icon/intel.lha         | Current Projects: |
 |                               | Pang              |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Tue Jul 29 14:38:31 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 29 Jul 1997 10:31:22 -0500
Message-ID: <yam7149.1106.4707232@huron.net>
In-Reply-To: <24d0b684.u8t20e.ce32b-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Menu option?
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 28-Jul-97, Keith Hill wrote:
>> If you boot in PAL, the machine will be in PAL. Where's the problem? 
>Ahem.  Not quite.  In this country we can display both pal and ntsc.  The
>poke stretches the screen to full height so we get a full size display. 
>Also, due to the graphics bandwidth reducing, we get better speed running on
>our machines.  The screen will be the same height in LINES either way, but
>what he's talking about is the same PHYSICAL height on the television
>compatable screen.  

Bitch, bitch, bitch. You still haven't explained why your PAL amiga would be
booting in NTSC in the first place. We can also display both modes over here.

>Put the poke in.

Easy enough. I already have a switch mode procedure.

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 Jul 29 13:49:23 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Tue, 29 Jul 1997 10:36:18 -0500
Message-ID: <yam7149.918.4707232@huron.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Graphics NOW!
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Get the latest menu prg. Read the text for the intro etc. Do the cartoons
needed. We need to get this stuff done soon.
 
Well met and godspeed,
                      Giark
                                           joehick@golden.net
                             http://www.golden.net/~joehick/fbn/index.html
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From amos-request@svcs1.digex.net Tue Jul 29 15:27:36 1997
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From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: Peter Cahill <cahill4@iol.ie>
Date: Tue, 29 Jul 1997 12:24:35 -0600
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Subject: Re: Doom stage update
Reply-to: parrottsoft@usa.net
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In-reply-to: <yam7147.670.2014297456@gpo.iol.ie>
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Greetings.
 
> Sorry about all of the 'constructive criticism' - I do realise
> that Im not in charge and that a DooM type level requires *alot* of
> work

It's no problem, all of us level designers need some every now and 
then, especially on what we can improve upon.
 
> Ill look forward to seeing the Screen shots  8)
> Will a demo be up with the screen shots aswell ?
 
I'm hoping so, I'm still a little over half of converting code for 
the engine itself, so getting textures and enemies should be much of 
a problem, doing a couple of maps (or one big one) will take a little 
time (have you ever done map editing in Wolfenstein?)

Btw, I know I said I'd have a demo by mid-week (a day or two 
from now), but it may be the end of this week (it's been raining a 
storming like heck all day today and it's finally let up), so, I 
haven't had alot of time to program, although I'm getting right to it 
here directly after it stops. :)

> Oh! - I didnt know that the first demo would have all of that  8)
> Great! - Ill look forward to seeing it  8)

Thanks. I hope you like seeing it as much as I've liked doing it.
 
> Im sorry for being so grumpy - Id thaught that the 1st demo would be
> without any texture mapping or final enemys or anything like that -
> I was expecting the 1st demo to be really simple - without enemys

No problem. I've gotta apologize for being testy as well. I didn't 
know that you thought I was putting out just a simple level.

> PS: Im not just a Beta tester anymore - Im making pang much better

hehe, this is good. Btw, I can't get it to work (in the time I've had 
to test most of the levels, like many others, I haven't been able to 
get it to run, it just returns back to CLI after I say PANG.EXE). I'm 
not sure if you ever gave a solution to this or not.

Dictatorship (n): a form of government under which
everything which is not prohibited is compulsory.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Tue Jul 29 19:27:27 1997
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Date: Tue, 29 Jul 1997 16:00:59 -0500 (CDT)
From: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
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To: Amos List <amos-list@access.digex.net>
Subject: Raycaster Code
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	Hello everybody,
	I finished up the raw casting code this weekend, all told only 8
1/2 hrs of coding so far, trouble is this thing is apparently too slow,
and I really have no clue why.  I set it up to precalculate everything,
and I mean everything!  My basic idea is to precalculate things for a
small map/world, say one 16x16 squares, calculate all the possible Deltas
and Depths for this map and then remap the numbers the caster gives for
map squares into a much larger map, so the visible world will only be
16x16, giving 8 squares depth in any direction, but the actually world
will be much larger, just like a 2D scroller sliding the visible screen
around a much larger screen by pasting tiles all the time.  
Anyhow, this works well I'd say since my main loop now does nothing but
additions, and a few divides by powers of 2 to avoid FP math.  
Moreover the number of If's in my main loop is alot smaller this way.
But still even after all this, running the loop 160 times ( my idea is for
a vertical caster, ie ceilling and floor) takes about 3-4 50ths of a
second compiled, even on my 25 mhz 030 A3000.  Why?  I have no idea, 
So I was hoping maybe one of the gurus out there might take a look at my
main loop, (I could pass the whole code but all the precalculation stuff
is pretty long and doesn't tell me why my main loop would be slow)

So here's the loop with a touch of explaination...
esp. of all the tables and Consatants 

Set Buffer 720
' See I've Traded Space for time, ie memory for speed, I figure most
' folks
' have at least 1 meg of ram, but few more than an 020 cpu
' SET UP THE ANGLE/ Screen LINE SETTINGS 
DEGR_IN_VIEW=120 ' This is the number of actuall trig degrees in your view
LINES_IN_VIEW=160 ' This is the number of screen lines to render
ANGLES_IN_CIRCLE=(360.0*LINES_IN_VIEW)/DEGR_IN_VIEW
QUARTER_TURN=ANGLES_IN_CIRCLE/4.0
HALF_VIEW=LINES_IN_VIEW/2.0
' Setup The MAp
' These hold how big the map squares are and how many their are
MAP_X_ASPECT=16
MAP_Y_ASPECT=16
MAP_X_SIZE=16
MAP_Y_SIZE=16
Dim MAP(MAP_X_SIZE,MAP_Y_SIZE)
Global MAP(),MAP_X_SIZE,MAP_Y_SIZE,MAP_X_ASPECT,MAP_Y_ASPECT

' Set up Real Space stuff
' This is how big the map really is
REAL_X_SIZE=(MAP_X_ASPECT*MAP_X_SIZE)-1 : Rem The Minus ones here
REAL_Y_SIZE=(MAP_Y_ASPECT*MAP_Y_SIZE)-1 : Rem Take car of arrays starting at 0 


' Set Percision and Infinity     
PERCISION=1024 : Rem This is 2^10, Keep it a Multiple of 2    
INFINITY=Sqr(((MAP_X_ASPECT*MAP_X_SIZE)^2)+((MAP_Y_ASPECT*MAP_Y_SIZE)^2))-1

Global PERCISION,INFINITY
' Set up some Percision multiplies which I'l use in the caster 
REAL_X_SIZE_TIMES_PERCISION=REAL_X_SIZE*PERCISION
REAL_Y_SIZE_TIMES_PERCISION=REAL_Y_SIZE*PERCISION
Global REAL_X_SIZE_TIMES_PERCISION,REAL_Y_SIZE_TIMES_PERCISION

' Set Up Precalculated Tables
' First since all the final calculations of distances are
' Independent of our angles sign set up a reference angle chart
Dim REFERENCE_ANGLE_TABLE(ANGLES_IN_CIRCLE)

' These Two are our Delta tables,
' To use Them Plug in your angle 
' And your delta Y/X value (ie. Horz/Vert Distance to Horz/Vert collision) 
' and out pops the Change in X/Y associated with that change in y/x
' for your angle, ie. your  delta y/x times the slope of your angle
Dim DELTA_X_TABLE(ANGLES_IN_CIRCLE,MAP_Y_ASPECT+1)
Dim DELTA_Y_TABLE(ANGLES_IN_CIRCLE,MAP_X_ASPECT+1)

' These next tables are for precalculating where all our real 
' point fall on the map, sure it makes for a big array but it saves
' two divides per loop in our raycast
Dim REAL_X_TO_MAP_X_TABLE(REAL_X_SIZE+1)
Dim REAL_Y_TO_MAP_Y_TABLE(REAL_Y_SIZE+1)
' set up map_to_real charts, same idea save multiplies during loop
Dim MAP_X_TO_REAL_X_TABLE(MAP_X_SIZE)
Dim MAP_Y_TO_REAL_Y_TABLE(MAP_Y_SIZE)

' Now These Tables are really contraversial, what they do
' is precalculate all the possible Distances to the Walls
' I'll see how big it makes the program, dam if i had C
' I could make it just the size I wanted, but noooo  
' O.K. here's the deal on how this bad boy's gonna work, 
' You plug in the X_Dist to the Wall and 
' The Reference anlge for Your Casting Anlge   
' Out Pops A distance Value, length of your casting ray
' Chunk this in with the Angle between Your Center Angle, e.g. Eye Level angle 
' and Your Casting Angle and then it gives you   
' back the distance from your center of vision that your wall is 
' E.g it tells you what depth the wall is form you, NOT jsut the 
' The distance between you and the wall, ie. Length of the Ray 
' Notice that using the X-Dist, means it is now required that your 
' X_aspect and map_x_size be larger than their y equivalents, this 
' small cheat saves needing two tables     
Dim RAY_LENGTH_TABLE(QUARTER_TURN+1,REAL_X_SIZE+1)

M_RAY_LENGTH=Sqr(((MAP_X_ASPECT*MAP_X_SIZE)^2)+((MAP_Y_ASPECT*MAP_Y_SIZE)^2))+1
' this is a dumby variable, it tells me what the maxium  
' possible lenghth of a Ray is 
Dim DEPTH_TABLE(HALF_VIEW+1,M_RAY_LENGTH)


' Set Up Map Info for caster, These avoid IF Thens in Caster 
' These Are either 1,-1 for up,right down,left They basically tell 
' The direction on the map that the Ray is moving
Dim MAP_RAY_X_ADD(ANGLES_IN_CIRCLE)
Dim MAP_RAY_Y_ADD(ANGLES_IN_CIRCLE)
' These Tell the caster where to look to find the right wall, either 
' in the Ray's map square (0) or ahead or above it (1) 
' This needs to be done because in case of looking down or left
' the square you want to look at for your wall is actually the one
' behind the line your intersecting with
Dim MAP_INTERCEPT_X_ADD(ANGLES_IN_CIRCLE)
Dim MAP_INTERCEPT_Y_ADD(ANGLES_IN_CIRCLE)

> Here's the proc

Procedure CASTER[BASE_X,BASE_Y,ANGLE]
   ' Variables
   ' This Batch Holds The x/Y values we test for intersections
   ' Y_AT_HOR_WALL_INTERCEPT  
   ' X_AT_HOR_WALL_INTERCEPT  
   ' Y_AT_VER_WALL_INTERCEPT  
   ' X_AT_VER_WALL_INTERCEPT  
   
   ' These two hold the real/map position of the ray as we cast it  
   ' RAY_MAP_X,RAY_MAP_Y  
   ' This jubee holds the value of map(ray_map_x,ray_map_y) get it? 
   ' RAY_MAP_VALUE
   
   ' These Next two hold the depth of the walls hit   
   '   HOR_WALL_DPETH,VER_WALL_DEPTH  
   ' Set_up stuff, multiply by Percision mostly     
   
   BASE_X_TIMES_PERCISION=PERCISION*BASE_X
   BASE_Y_TIMES_PERCISION=PERCISION*BASE_Y
   
   ' Cast up down rays, look for horz walls 
   ' haha notice all we do is look up on charts, no math!!! 
   ' Alright except for Percision, I could make a Percision chart,        
   ' but since Percision is a multiple of two, (ie. will end up Lsr, ect.)    
   ' It doesn't matter
   ' and better yet NO If ands or Buts!! No logic either just some
   ' Structure and a lot of tables!!      
   
   
   For ANGLE_TO_MIDLINE=-1*HALF_VIEW To HALF_VIEW
      
      CASTING_ANGLE=ANGLE+ANGLE_TO_MIDLINE
      
      If CASTING_ANGLE>ANGLES_IN_CIRCLE-1 Then CASTING_ANGLE=CASTING_ANGLE-ANGLES_IN_CIRCLE
      If CASTING_ANGLE<0 Then CASTING_ANGLE=CASTING_ANGLE+ANGLES_IN_CIRCLE
      
      ' Here's the first pass, working on a way around this so only have one set loop
      
      Y_AT_HOR_WALL_INTERCEPT=BASE_Y
      X_AT_HOR_WALL_INTERCEPT=BASE_X_TIMES_PERCISION
      RAY_MAP_Y=REAL_Y_TO_MAP_Y_TABLE(Y_AT_HOR_WALL_INTERCEPT)+MAP_RAY_Y_ADD(CASTING_ANGLE)
      Y_AT_HOR_WALL_INTERCEPT=MAP_Y_TO_REAL_Y_TABLE(RAY_MAP_Y+MAP_INTERCEPT_Y_ADD(CASTING_ANGLE))
      X_AT_HOR_WALL_INTERCEPT=X_AT_HOR_WALL_INTERCEPT+DELTA_X_TABLE(CASTING_ANGLE,Abs(BASE_Y-Y_AT_HOR_WALL_INTERCEPT))
      
      ' alright so some Ifs creeped in here, but hey trust me compared to  
      ' what I could've had it's nothing   
      If X_AT_HOR_WALL_INTERCEPT<0 Then Goto HIT_HOR_WALL
      If X_AT_HOR_WALL_INTERCEPT>REAL_X_SIZE_TIMES_PERCISION Then Goto HIT_HOR_WALL
      
      RAY_MAP_X=REAL_X_TO_MAP_X_TABLE(X_AT_HOR_WALL_INTERCEPT/PERCISION)
      RAY_MAP_VALUE=MAP(RAY_MAP_X,RAY_MAP_Y)
      If RAY_MAP_VALUE<>0 Then Goto HIT_HOR_WALL
      
      Repeat 
         RAY_MAP_Y=RAY_MAP_Y+MAP_RAY_Y_ADD(CASTING_ANGLE)
         Y_AT_HOR_WALL_INTERCEPT=MAP_Y_TO_REAL_Y_TABLE(RAY_MAP_Y+MAP_INTERCEPT_Y_ADD(CASTING_ANGLE))
         X_AT_HOR_WALL_INTERCEPT=X_AT_HOR_WALL_INTERCEPT+DELTA_X_TABLE(CASTING_ANGLE,MAP_Y_ASPECT)
         
         If X_AT_HOR_WALL_INTERCEPT>REAL_X_SIZE_TIMES_PERCISION Then Goto HIT_HOR_WALL
         If X_AT_HOR_WALL_INTERCEPT<0 Then Goto HIT_HOR_WALL
         
         RAY_MAP_X=REAL_X_TO_MAP_X_TABLE(X_AT_HOR_WALL_INTERCEPT/PERCISION)
         RAY_MAP_VALUE=MAP(RAY_MAP_X,RAY_MAP_Y)
      Until RAY_MAP_VALUE<>0
      
      HIT_HOR_WALL:
      If RAY_MAP_VALUE<>0
         X_DIST=Abs(BASE_X-(X_AT_HOR_WALL_INTERCEPT/PERCISION))
         HOR_WALL_DEPTH=DEPTH_TABLE(ANGLE_TO_MID_LINE,RAY_LENGTH_TABLE(REFERENCE_ANGLE_TABLE(CASTING_ANGLE),X_DIST))
      Else 
         HOR_WALL_DEPTH=INFINITY
      End If 
      
      ' Do Vertical Wall Intercept 
      X_AT_VER_WALL_INTERCEPT=BASE_X
      Y_AT_VER_WALL_INTERCEPT=BASE_Y_TIMES_PERCISION
      RAY_MAP_X=REAL_X_TO_MAP_X_TABLE(X_AT_VER_WALL_INTERCEPT)+MAP_RAY_X_ADD(CASTING_ANGLE)
      X_AT_VER_WALL_INTERCEPT=MAP_X_TO_REAL_X_TABLE(RAY_MAP_X+MAP_INTERCEPT_X_ADD(CASTING_ANGLE))
      Y_AT_VER_WALL_INTERCEPT=Y_AT_VER_WALL_INTERCEPT+DELTA_Y_TABLE(CASTING_ANGLE,Abs(BASE_X-X_AT_VER_WALL_INTERCEPT))
      
      If Y_AT_VER_WALL_INTERCEPT<0 Then Goto HIT_VER_WALL
      If Y_AT_VER_WALL_INTERCEPT>REAL_Y_SIZE_TIMES_PERCISION Then Goto HIT_VER_WALL
      
      RAY_MAP_Y=REAL_Y_TO_MAP_Y_TABLE(Y_AT_VER_WALL_INTERCEPT/PERCISION)
      RAY_MAP_VALUE=MAP(RAY_MAP_X,RAY_MAP_Y)
      If RAY_MAP_VALUE<>0 Then Goto HIT_VER_WALL
      
      Repeat 
         RAY_MAP_X=RAY_MAP_X+MAP_RAY_X_ADD(CASTING_ANGLE)
         X_AT_VER_WALL_INTERCEPT=MAP_X_TO_REAL_X_TABLE(RAY_MAP_X+MAP_INTERCEPT_X_ADD(CASTING_ANGLE))
         Y_AT_VER_WALL_INTERCEPT=Y_AT_VER_WALL_INTERCEPT+DELTA_Y_TABLE(CASTING_ANGLE,MAP_X_ASPECT)
         
         If Y_AT_VER_WALL_INTERCEPT<0 Then Goto HIT_VER_WALL
         If Y_AT_VER_WALL_INTERCEPT>REAL_Y_SIZE_TIMES_PERCISION Then Goto HIT_VER_WALL
         
         RAY_MAP_Y=REAL_Y_TO_MAP_Y_TABLE(Y_AT_VER_WALL_INTERCEPT/PERCISION)
         RAY_MAP_VALUE=MAP(RAY_MAP_X,RAY_MAP_Y)
      Until RAY_MAP_VALUE<>0
      
      HIT_VER_WALL:
      If RAY_MAP_VALUE<>0
         ' This chart always takes the X value
         X_DIST=Abs(BASE_X-(X_AT_VER_WALL_INTERCEPT))
         VER_WALL_DEPTH=DEPTH_TABLE(ANGLE_TO_MID_LINE,RAY_LENGTH_TABLE(REFERENCE_ANGLE_TABLE(CASTING_ANGLE),X_DIST))
         
      Else 
         VER_WALL_DEPTH=INFINITY
      End If 
      
      If VER_WALL_DEPTH<HOR_WALL_DEPTH
         Ink 6
         Draw BASE_X,200-BASE_Y To X_AT_VER_WALL_INTERCEPT,200-(Y_AT_VER_WALL_INTERCEPT/PERCISION)
      Else 
         Ink 4
         Draw BASE_X,200-BASE_Y To X_AT_HOR_WALL_INTERCEPT/PERCISION,200-Y_AT_HOR_WALL_INTERCEPT
      End If 
      RAY_MAP_VALUE=0
   Next ANGLE_TO_MIDLINE
   
End Proc


	See all the main loop is is looking up stuff in these arrays and
adding them, no multiplies by TAN or COS tables, just plug and chug, it
all works fine, in case you were wondering that it was possible, but the
trick is it isn't quite fast enough, and why I don't know, I count about
13-20 adds per loop and I reckon that at nothing, maybe it's the if's but
really I've cut them down perhaps you all know of a way to cut them down
further still?  I tried using Max/Min statements to get rid of the border
checks, it worked, but even compiled it didn't seem to speed things up.
Well any help would be thoroughly appreciated.
			Thanks,
				Scott Matott sXe


From amos-request@svcs1.digex.net Tue Jul 29 18:32:06 1997
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           id ab0024822; 29 Jul 97 22:12 MET DST
Date: 29 Jul 97 21:57:02 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Menu option?
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <yam7149.1106.4707232@huron.net>
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On 29-Jul-97 10:31:22 Mr. Giark To You wrote something about Re: Menu option?.

>>> If you boot in PAL, the machine will be in PAL. Where's the problem? 
>>Ahem.  Not quite.  In this country we can display both pal and ntsc.  The
>>poke stretches the screen to full height so we get a full size display. 

Which was the point I was trying to make.

I thought (now don't jump on me for this if I'm wrong just because I don't
know the developer text by heart) the game would be NTSC screen, ie less
height than a normal PAL screen. Now, if PAL users were to use an NTSC
screenmode the screen would be stretched to fullscreen (with a little
speed gain in the bargain). So you boot in PAL, and put the game in NTSC.

...and I looked it up ;-

 - Screens should be 320X234 or 640X234

So, if you modeswitch within the game us PAL users could have a 'normal'
(if slightly 'enlarged') screen.

Now I hope I'm not talking a load of rubbish here. :)

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


From amos-request@svcs1.digex.net Tue Jul 29 17:20:27 1997
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Date: 29 Jul 97 22:01:00 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Eh?
To: Amos ML <amos-list@access.digex.net>
Message-ID: <659.7149T1321T16@lobster.demon.nl>
MIME-Version: 1.0
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X-Mailer: THOR 2.4 (Amiga;TCP/IP)
Status: RO
X-Status: 

Hi, sorry to waste all your time, but I've been having trouble reaching the
Amos ML lately. I can receive messages alright but when I try to send I get
a "[005] The mail retry count was exceeded sending to BTNOR/AREAHUB03."
with the original message back. Which is slightly worrying.

So, er, is anyone getting this?

To the peep looking for P6.1a ;if my original message didn't get through
here ; it's on Aminet in mus/misc.


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


From amos-request@svcs1.digex.net Wed Jul 30 19:20:48 1997
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From: Cori Skagen <cskagen@ican.net>
Reply-To: cskagen@ican.net
To: amos-list@access.digex.net
Date: Sat, 14 Jan 1978 15:37:17 +0500
Message-ID: <yam13.885.3540576@mail.ican.net>
X-Mailer: YAM 1.3.4 - Amiga Mailer by Marcel Beck
Organization: none
Subject: List Game Betas
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Hi everyone, I'm having a few probs with some of the levels of the list game.

1.  The castle assault level says, I don't have enough memory, I have 1 meg
chip and 4 fast, so I should have enough memory. I have tried running this
from WB and from CLI without workbench loaded and still the same problem.

2. The bonus level 'Pang' just tells me that it isn't an executable file so I
can't run it.

3.  The previous two files are zipped, why?  Hey folks, I don't think I should
have to say this, but LHA or even LZX are far more standard on the Amiga, and
are available on Aminet.
 
any help for these problems?
-- 
~~~~~~~~~~~~~~~~~~~~~~~~~
Cori Skagen

cskagen@ican.net

~~~~~~~~~~~~~~~~~~~~~~~~~~


From amos-request@svcs1.digex.net Wed Jul 30 18:35:53 1997
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Message-ID: <Y4irYQAKR11zIw16@lobster.demon.nl>
Date: Thu, 24 Jul 1997 15:10:34 +0200
To: --==Murray==-- <malcolm.murray@virgin.net>
Cc: AMOS List <amos-list@access.digex.net>
From: Evert-Jan Slypen <Jazz@lobster.demon.nl>
Subject: Re: GFX cards and AMOS
In-Reply-To: <33D6C496.7BB3@virgin.net>
MIME-Version: 1.0
X-Mailer: Turnpike Version 3.03a <CHSsSE8A4FiTFIbytgVhrAfJ$P>
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X-Status: 

In message <33D6C496.7BB3@virgin.net>, --==Murray==--
<malcolm.murray@virgin.net> writes

>Is there any way around this that any knows of?
>Does this AGA extension (which I thought was due out over two weeks ago!) 
>support it?

Main programmer is on vacation. Well, he is only human after all.

Surely you can wait a little longer, it will be finished. I have a beta
version here that is working perfectly, just some tiny things missing.

-- 
Evert-Jan Slypen

From amos-request@svcs1.digex.net Wed Jul 30 20:43:50 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: Evert-Jan Slypen <jazz@lobster.demon.nl>
Date: Wed, 30 Jul 1997 00:29:44 -0600
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Subject: Re: Eh?
Reply-to: parrottsoft@usa.net
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Priority: normal
In-reply-to: <659.7149T1321T16@lobster.demon.nl>
X-mailer: Pegasus Mail for Win32 (v2.54)
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X-Status: 

Greetings.

> Hi, sorry to waste all your time, but I've been having trouble
> reaching the Amos ML lately. I can receive messages alright but when
> I try to send I get a "[005] The mail retry count was exceeded
> sending to BTNOR/AREAHUB03." with the original message back. Which
> is slightly worrying.

Well, to add to this, I've also been having the same problem (the 
EXACT same "BTNOR/AREAHUB03" error, thru Pegasus). At first I thought 
it was my SMTP's server problem, but alas, it is not! My messages are 
obviously getting through (the ones that I send to the List) as I 
get and see them when I download my messages.

All I can say is it must be the server's problem on Michael's (Cox) 
end, with the List's majordomo server or something of that sort.

> So, er, is anyone getting this?
I think therefore I am, so, yes, I am. :)

 
Concerto (n): a fight between a piano and a pianist.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Wed Jul 30 09:28:10 1997
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Date: Wed, 30 Jul 1997 05:24:40 -0700 (PDT)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: Re: Raycaster Code
To: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
cc: Amos List <amos-list@access.digex.net>
In-Reply-To: <Pine.GSO.3.95.970729152841.17853A-100000@kimbark.uchicago.edu>
Message-ID: <Pine.3.89.9707300523.A12345-0100000@vifa1>
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[After repeatedly hitting his head upon the 1084S that provides those 
wondeful 4096 color graphics, John is ready to reply to Scott's very long 
letter about raycasting...]

Uh...OK.

That's...interesting.

If you want to speed up a raycaster, here's what I always do...

1.  Used Fixed Point Math
2.  Don't cast as many rays
3.  Write the draw routines in assembler
4.  Write the whole darn thing in assembler and use Amos for the screens.

#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@
        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 Wed Jul 30 17:19:31 1997
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	  Wed, 30 Jul 1997 20:03:42 +0100
From: Peter Cahill <cahill4@iol.ie>
To: Evert-Jan Slypen <Jazz@lobster.demon.nl>
CC: Adam Parrott <parrottsoft@usa.net>, amos-list@access.digex.net
Date: Wed, 30 Jul 1997 20:00:05 +0500
Message-ID: <yam7150.265.2015358976@gpo.iol.ie>
In-Reply-To: <XqWIcFATb33zIwEi@lobster.demon.nl>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: Doom stage update
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Somebody by the name of Evert-Jan Slypen scribbled this into there e-mail
client under the subject of Re: Doom stage update:
>In message <yam7149.2940.2015346688@gpo.iol.ie>, Peter Cahill
><cahill4@iol.ie> writes
>>>hehe, this is good. Btw, I can't get it to work (in the time I've had 
>>>to test most of the levels, like many others, I haven't been able to 
>>>get it to run, it just returns back to CLI after I say PANG.EXE). I'm 
>>>not sure if you ever gave a solution to this or not.

>Try bunging it all onto a disk. It only worked from disk on my computer,
>from HD the exact same thing happened.

>>Ive fixed loads of bugs:
>>
>>It now works
>>The timer works
>>the game is smooth
>>loads of small bugs removed
>>the controls now work
>>& loads of other stuff

>On my computer (blizzard 030/50) when you just as much as look at the
>joystick the little man zooms off to pastures unknown. The character
>moves waaaay to faast.

Ive a BlizZard to and that is now fixed   8O)

>Oh, and I think the bubbles should bounce :) (this way the player is
>actually in danger)

OK Ill consider it !   8O)




-- 

Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\ /-oOo_
 |                               |             V     |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |    pix/icon/intel.lha         | Current Projects: |
 |                               | Pang              |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Wed Jul 30 13:26:28 1997
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Date: Wed, 30 Jul 1997 10:01:34 -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: SYLVIA SANCHEZ <CHILDRENOFSUN@msn.com>
cc: amos-list@access.digex.net
Subject: Re: bobs WITHOUT double buffer update
In-Reply-To: <UPMAIL02.199707280105370063@msn.com>
Message-ID: <Pine.GSO.3.95.970730095319.8315B-100000@kimbark.uchicago.edu>
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X-Status: 

	Rudy,
	I was looking at your routine and I didn't see any
physical/logical screen swapping going on.  Now maybe I'm getting into
this late but what you want to do is update the bobs without the Double
Buffering system all together or without Amos automatic Double Buffering?
If you want to forgo Double Buffering all together I'd say your in big
trouble because you'll always be drawing directly to the screen that's
being viewed, thus you'll almost always get a flicker because your writing
to the memory as it is being read for the display, thus unless you make
all your screen draws in between passes of your monitors little photon
picture tube ray thing (which is impossible since it never stops moving)
you'll always get flickering.  Well at least that's my understanding of
the situation, perhaps other folks know better. 

			Thanks,
				Scott Matott sXe


From amos-request@svcs1.digex.net Wed Jul 30 14:57:45 1997
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X-Mailer: Windows Eudora Light Version 3.0.1 (32)
Date: Wed, 30 Jul 1997 15:36:04 +0000
To: amos-list@access.digex.net
From: "James A. Ramsden" <becket@globalnet.co.uk>
Subject: Fastmem problem
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
Status: RO
X-Status: 

hiya! i'm new to the list!

does anyone know how to detect the memory locations of
fastmem? i've tried this before, but different models of
memory/accelerator boards seem to use different memory
locations for the fastmem.. i need to know how to find:
a) the memory location of the start of the fastmem
b) and the amount of fastmem (or the end address!).

can anyone help me??

Sam Becket.

* Author of RiPIT and JetSetWilly '97 both availble from:
* http://www.users.globalnet.co.uk/~becket

From amos-request@svcs1.digex.net Wed Jul 30 13:56:01 1997
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Date: Wed, 30 Jul 1997 10:36:45 -0500 (CDT)
From: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
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Reply-To: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
To: John Bintz <uv334@freenet.victoria.bc.ca>
cc: Amos List <amos-list@access.digex.net>
Subject: Re: Raycaster Code
In-Reply-To: <Pine.3.89.9707300523.A12345-0100000@vifa1>
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On Wed, 30 Jul 1997, John Bintz wrote:

> [After repeatedly hitting his head upon the 1084S that provides those 
> wondeful 4096 color graphics, John is ready to reply to Scott's very long 
> letter about raycasting...]

	Oh sorry, I get my email across ethernet so sometimes I forget
that most everybody else has to 28.8 it.
> 

	Actually John you were sort some of my inspiration to start this
project because your game The Hunt claims to get 12 fps on a bare 68000,
or at least I thought it did, but actually I should say I never got the
thing to de-Arc properly, I grabbed it several times and tried Unix,Dos
and Amiga LHA on it and every time it'd chunk up on the first file.  But
I'd really like to see it work some time.  Any way my question is this,
 how does one
3.  Write the draw routines in assembler?
I know Amos can take asssembler as procedures, but do you need an
Assembler compiler or such to write such a thing and make sure it works?
Also I have the Turbo Extension so maybe it's draws are fast enough as it
is, anybody know?
			Thanks,
			Scott Matott sXe



From amos-request@svcs1.digex.net Wed Jul 30 16:00:37 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 30 Jul 1997 10:58:07 -0500
Message-ID: <yam7150.365.4707656@huron.net>
In-Reply-To: <yam7149.2388.2795960@smtp.ix.netcom.com>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Sideways Scrolling-Shooter Stage
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On 29-Jul-97, Garfield Benjamin wrote:
>   Are there a lot of people still using A500's and such??
>   I was under the impression the majority of Amiga-users not only
>   have AGA machines, but also an accelerator...

Yup. I run on a 500.

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 !
                              `------------------------------------------'


From amos-request@svcs1.digex.net Wed Jul 30 13:55:51 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 30 Jul 1997 11:04:57 -0500
Message-ID: <yam7150.2894.4707656@huron.net>
In-Reply-To: <1174.7149T1317T104@lobster.demon.nl>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Menu option?
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On 29-Jul-97, Evert-Jan Slypen wrote:
> - Screens should be 320X234 or 640X234
>So, if you modeswitch within the game us PAL users could have a 'normal'
>(if slightly 'enlarged') screen.

I said 640x234 because 234 is the maximum size a NTSC user can display. When
you boot your amiga, it will be in PAL mode (if you hve a PAL amiga). The game
will not switch you to NTSC, just will hve screens 234 pixels high. I don't
understand why you think your amiga would be booting in NTSC mode.

On the menu option subject, are any of you using the controller type variable?
So far, the levels use two different controller methods and that seems to be a
problem. If you want to code your own controller routine, fine, but let's get
together on it. Grab my controller code and make sure your portion will
support multiple controller types. It will be a bit difficult, but it IS
necessary. We don't want to hve to switch from joystick to mouse to keyboard
during game play.

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 Jul 30 13:11:52 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Wed, 30 Jul 1997 11:08:13 -0500
Message-ID: <yam7150.675.4707656@huron.net>
In-Reply-To: <24d2f4fb.u8t20e.e1b4c-Braneloc@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
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On 30-Jul-97, Keith Hill wrote:
>..the link for nitedemo3 is still broken.  It has the wrong capitalisation. 

I'll check that.

>BTW, the menu proggie saves the config file OK, but ignores the screen
>position in the file, and also won't allow screen offset setting from
>within the menu thing, complains about screen not opened.  

I have no idea what you are talking about.

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 Jul 30 14:44:52 1997
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Date: Wed, 30 Jul 1997 11:18:56 -0500 (CDT)
From: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
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Reply-To: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
To: Amos List <amos-list@access.digex.net>
Subject: Amos and Powers of Two math...
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	Hello everybody,
	Listen I was just thinking and wondering and know I've got some
questions,  so here goes:

Does the Amos compiler do any kind of Constant replacement, that is if you
fix a variable at the beginning of your code and never change it, will the
compiler go through and replace it with it's numerical equivalent, ala
define in C?  The reason I ask is that in writing my ray caster I used all
sorts of Constants like this and in particular one which was a power of
two (2^10) for my fixed point math, and when I went through and replaced
this variable with it's actuall number value (1024) I got no speed
increase.   Which brings me to my 2nd question,
Inorder to take advantage of the compilers automatic replacement of
multiplication by powers of 2 with lsr,lsl,  does the given math have to
be in an equal statement, ie. STUFF=JUNK/16, or can the math be embedded
in another instruction, ala Draw STUFF/8,JUNK*16 to GARBAGE*4,TRASH/64
Becuase all my uses of power of 2 math are embedded in this manner and I
don't seem to get much speed out of it, infact will complex equals be
optimised, eg. STUFF=JUNK/16+TRASH*64, what if they have none power of 2
numbers in their, STUFF=JUNK/16+3 will this still be sped up?  Well I'll
probly test al this stuff out myself but since it will involve compiling
all this junk I was hoping maybe one of you knew already.

			Thanks,
				Scott Matott sXe


From amos-request@svcs1.digex.net Wed Jul 30 16:03:25 1997
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Date: Wed, 30 Jul 1997 11:41:02 -0500 (CDT)
From: Scott Douglas Matott <sdmatott@midway.uchicago.edu>
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To: SYLVIA SANCHEZ <CHILDRENOFSUN@msn.com>
cc: amos-list@access.digex.net
Subject: Re: bobs w/o double buffer update 2
In-Reply-To: <UPMAIL02.199707290211280866@msn.com>
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> 
> The other reason I was interested in this question was the slow down of the 
> animation or movement of bobs.  Double buffer seems to sacrifice speed...alot. 
>  Am I wrong here or is it just my own perception?

	Rudy just dug up this old message to see catch up on what you were
talking about, I don't think double buffering slows things down, it's jsut
Amos's Automatic double buffering slows things down, primarily beacuse
it's not necessarily timed right to your program, but if you turn off
Amos's auto double buffer and swap the screens yourself you can easily get
50 fps, provided the rest of your program is quick enough, of you wanto
know how this is done, ask and I'll dig up some code of mine that handles
such a scheme, it's not always as simple as the manual suggests. 
Also I think your memory math is right, hence the big chip mem crisis in
the Amiga world.
			Thanks,
			Scott Matott sXe



From amos-request@svcs1.digex.net Wed Jul 30 15:33:41 1997
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Date: Wed, 30 Jul 1997 19:16:03 +0200
To: Peter Cahill <cahill4@iol.ie>
Cc: Adam Parrott <parrottsoft@usa.net>, amos-list@access.digex.net
From: Evert-Jan Slypen <Jazz@lobster.demon.nl>
Subject: Re: Doom stage update
In-Reply-To: <yam7149.2940.2015346688@gpo.iol.ie>
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In message <yam7149.2940.2015346688@gpo.iol.ie>, Peter Cahill
<cahill4@iol.ie> writes
>>hehe, this is good. Btw, I can't get it to work (in the time I've had 
>>to test most of the levels, like many others, I haven't been able to 
>>get it to run, it just returns back to CLI after I say PANG.EXE). I'm 
>>not sure if you ever gave a solution to this or not.

Try bunging it all onto a disk. It only worked from disk on my computer,
from HD the exact same thing happened.

>Ive fixed loads of bugs:
>
>It now works
>The timer works
>the game is smooth
>loads of small bugs removed
>the controls now work
>& loads of other stuff

On my computer (blizzard 030/50) when you just as much as look at the
joystick the little man zooms off to pastures unknown. The character
moves waaaay to faast.

Oh, and I think the bubbles should bounce :) (this way the player is
actually in danger)


-- 
Evert-Jan Slypen

From amos-request@svcs1.digex.net Thu Jul 31 03:45:29 1997
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Date: Wed, 30 Jul 97 17:54:04 UT
From: "SYLVIA SANCHEZ" <CHILDRENOFSUN@msn.com>
Message-Id: <UPMAIL02.199707310205540920@msn.com>
To: amos-list@access.digex.net
Subject: bobs w/o double buffer WHY?
Status: O
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To all AMOS Auto-repliers

Sorry for the confusion.  I can not get rid of the name, as it belongs to my 
wife, as you all probably will understand.  Well, maybe not.  Its a long 
story.

Again, thanks for the suggestions, Keith Hill, and Scott Douglas Matoff.

As far as memory, the problem is not my machine, as it has slightly over 2 
megs, but I wanted to make sure that the program would work on a 1 meg 
machine.  Sorry, no AGA.

Well, you all have some very good points, so for now I will try double buffer, 
but I still thought it was an interesting problem just the same.  Regarding 
the flicker, I wanted to let Scott know that I actually got rid of the flicker 
on a test program, however it did not work on the main program.  Oh well!

Keith was once into physics!  Well, there is no way that I am going to get 
into discussions about physics.  The only stuff I know is what goes in must 
come out, and what goes up must come down and neat stuff like that.

Thanks again for the suggestions and interesting bits of related info.

>From the one NOT known as SYLVIA but is actually Rudy.
ChildrenOfSun@msn.com

From amos-request@svcs1.digex.net Thu Jul 31 03:45:33 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: Menu Option?
Date: Wed, 30 Jul 1997 20:19:26 -0400
X-MSMail-Priority: Normal
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Ok,  I think this subject has been flogged to death. Lets change the
subject PLEASE.

Dave



Greetings.

> On 29-Jul-97, Evert-Jan Slypen wrote:
>> So, if you modeswitch within the game us PAL users could have a 
>> 'normal' (if slightly 'enlarged') screen.

> I said 640x234 because 234 is the maximum size a NTSC user can
> display. When you boot your amiga, it will be in PAL mode (if you
> hve a PAL amiga). The game will not switch you to NTSC, just will
> hve screens 234 pixels high. I don't understand why you think your
> amiga would be booting in NTSC mode.

I've refrained from saying this, but I think it's about time I did 
say something. I think what EJ means is that NTSC users can only see 
about 220 lines or so (depending on the vertical orientation of your 
monitor/TV) in NTSC mode, and that NTSC users might want a NTSC/PAL 
switcher (if you haven't already included one) from within the game, 
so as to see the entire screen in PAL (better hopefully).

From amos-request@svcs1.digex.net Thu Jul 31 03:46:02 1997
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Comments: Authenticated sender is <parrottsoft@hotmail.com>
From: "Adam Parrott" <parrottsoft@usa.net>
Organization: Parrottsoft, Ltd.
To: "Mr. Giark To You" <joehick@golden.net>
Date: Wed, 30 Jul 1997 18:26:44 -0600
MIME-Version: 1.0
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Subject: Re: Menu option?
Reply-to: parrottsoft@usa.net
CC: amos-list@access.digex.net
Priority: normal
In-reply-to: <yam7150.2894.4707656@huron.net>
References: <1174.7149T1317T104@lobster.demon.nl>
X-mailer: Pegasus Mail for Win32 (v2.54)
Status: O
X-Status: 

Greetings.

> On 29-Jul-97, Evert-Jan Slypen wrote:
>> So, if you modeswitch within the game us PAL users could have a 
>> 'normal' (if slightly 'enlarged') screen.

> I said 640x234 because 234 is the maximum size a NTSC user can
> display. When you boot your amiga, it will be in PAL mode (if you
> hve a PAL amiga). The game will not switch you to NTSC, just will
> hve screens 234 pixels high. I don't understand why you think your
> amiga would be booting in NTSC mode.

I've refrained from saying this, but I think it's about time I did 
say something. I think what EJ means is that NTSC users can only see 
about 220 lines or so (depending on the vertical orientation of your 
monitor/TV) in NTSC mode, and that NTSC users might want a NTSC/PAL 
switcher (if you haven't already included one) from within the game, 
so as to see the entire screen in PAL (better hopefully).

Dictatorship (n): a form of government under which
everything which is not prohibited is compulsory.

Adam Parrott, personal: parrotta@usa.net, work: parrottsoft@usa.net

From amos-request@svcs1.digex.net Thu Jul 31 00:49:43 1997
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From: "Dave Paterson" <y2guru@sprynet.com>
To: "Amiga E-mail List" <amos-list@access.digex.net>
Subject: Screen Effects
Date: Wed, 30 Jul 1997 22:41:10 -0400
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Dear everyone on this list,

I am in dire need of small graphical routines (AMOS or other) that can be
inserted into
my demomaker program (EVentPlayer) to be more specific, effects that do not
require
bobs/sprites (unless the effects are awesome) to be loaded/stored inside
the saved program, the kind of effects in mind are various melt routines,
zoom in/out and rotation
of IFF pictures.

Also,

1. I've heard rumours of an AGA extension, is this true? how compliant is
it?
Does it/will it handle AGA anims?

2. Are there any extensions or routines that can play animation files
better than the
frame play command? IFF ANIM is crap and therefore I will not use it.


So If anyone can help with any/all of the above, please let me know or send
example
source or compiled objects of any effects as I would be most happy


NOTE.

Do not send messages referring me to other products out there, Im
interested in ideas
and example code, referring me to a package does not help anyone.



From SAhn19@aol.com Wed Jul 30 22:57:35 1997
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To: amos-request@svcs1.digex.net
Subject: Re: Raycaster Code
Status: O
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unsubscribe

From amos-request@svcs1.digex.net Thu Jul 31 03:45:26 1997
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Subject: Hpmf!
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I NEED, I WANT & I could DIE for that AGA extension!!!

/MtL

From amos-request@svcs1.digex.net Thu Jul 31 04:41:46 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: amos-list@access.digex.net
Date: Thu, 31 Jul 1997 02:22:37 -0500
Message-ID: <yam7151.1855.5100200@mail.redrose.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Newsgroup Update
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X-Status: 

Hi, just me here with an update to let you know how my Mail2News is going.
The program is written and ready, and how convinient for my crap ISP to
suddenly purchase a load of gear, like a new machine for the newsserver,
when it comes to testing this baby.

Im already queueing entries to be posted (started with all 17 from today)
and will see if my server is trying to post them out tomorrow, and various
parts of the day.

Only problem i had was John Bintz's sig, drove my antispammer crazy!!
Still, its sorted now.

I would like someone to check up on the news getting there (on the Usenet
group) and to reply to the odd posting or two, just to see if it works
correctly.

Thanks

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Thu Jul 31 03:32:05 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: Cori Skagen <cskagen@ican.net>
CC: amos-list@access.digex.net
Date: Thu, 31 Jul 1997 02:28:25 -0500
Message-ID: <yam7151.1269.5100200@mail.redrose.net>
In-Reply-To: <yam13.885.3540576@mail.ican.net>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: List Game Betas
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Status: O
X-Status: 

Cori Skagen scrawled this garbage in a text editor on 14-Jan-78 regarding the
subject of List Game Betas:
> Hi everyone, I'm having a few probs with some of the levels of the list
game.

> 2. The bonus level 'Pang' just tells me that it isn't an executable file so
I
> can't run it.

Look at its protection bits, and see if the "Executable" bit is ticked. I
wouldnt mind seeing this pang demo myself, where is it exactly?

> 3.  The previous two files are zipped, why?  Hey folks, I don't think I
should
> have to say this, but LHA or even LZX are far more standard on the Amiga,
and
> are available on Aminet.
>

Because of Bill Gates and his world-dominating powers and stuff with lame
computers, he managed to make it so that most WWW servers wont support Lha
extensions, and so need to use ZIP. If it was a Lha file, it would be
downloaded corrupt, so a lot of people pack with Lha, and just rename the
files as .ZIP and say somewhere, to rename it.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Thu Jul 31 04:25:21 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: mtl.wcp@vasteras.mail.telia.com
CC: amos-list@access.digex.net
Date: Thu, 31 Jul 1997 02:30:10 -0500
Message-ID: <yam7151.548.5100200@mail.redrose.net>
In-Reply-To: <33E000F6.6118@vasteras.mail.telia.com>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Hpmf!
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Status: O
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mtl.wcp@vasteras.mail.telia.com scrawled this garbage in a text editor on
30-Jul-97 regarding the subject of Hpmf!:
> I NEED, I WANT & I could DIE for that AGA extension!!!

Chances are, the demo version cant compile, and so would be useless unless
registered.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Thu Jul 31 15:29:31 1997
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Message-Id: <24d37827.u8t20e.eb4ee-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam7150.2894.4707656@huron.net>
	     (from "Mr. Giark To You" <joehick@golden.net>)
	     (at Wed, 30 Jul 1997 11:04:57 -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: Menu option?
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Status: O
X-Status: 

To the one known as Mr.,
> On 29-Jul-97, Evert-Jan Slypen wrote:
> > - Screens should be 320X234 or 640X234
> >So, if you modeswitch within the game us PAL users could have a 'normal'
> >(if slightly 'enlarged') screen.
> I said 640x234 because 234 is the maximum size a NTSC user can display. When

Yes.

> you boot your amiga, it will be in PAL mode (if you hve a PAL amiga). The game

Yes.

> will not switch you to NTSC, just will hve screens 234 pixels high. I don't

Hmmmmmmmmmmm.

> understand why you think your amiga would be booting in NTSC mode.

It won't.  What he means is when we boot in pal, we have about 283 vertical
pixels, and that covers 100% of the vertical screen.  When loading the game
in NTSC mode, the 234 vertical pixels covers 100% of the vertical screen,
and when loading the game in PAL mode, the 234 vertical pixels cover 82.6%
of the vertical screen.  When the game switches to NTSC mode with the poke,
we PAL users can see the game with 100% vertical usage, AND gain an extra
10% - 17.4% or thereabouts CPU bandwidth, with the reduced load on the
graphics refresh rate.  The poke DOES switch PAL amigas to NTSC, which the
display screen can handle, and cannot be recorded onto video tape.

 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "When I say run, run." - The Doctor
|_> | \ | | | \| |_ |_ |_| \_  .  |  
                                  |  
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Thu Jul 31 18:58:20 1997
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Date: 30 Jul 97 18:02:29 -0500
From: Evert-Jan Slypen <jazz@lobster.demon.nl>
Subject: Re: Eh?
To: Amos ML <amos-list@access.digex.net>
In-Reply-To: <659.7149T1321T16@lobster.demon.nl>
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On 29-Jul-97 22:01:00 Evert-Jan Slypen wrote something about Eh?.

>To the peep looking for P6.1a ;if my original message didn't get through
>here ; it's on Aminet in mus/misc.

Which brings on another thing. Does anyone know if you can play SFX next to
a P61a module in Amos? If you can, I'll be using P61a to pack my Bubba
modules (and make them next to impossible to rip >:) which can be played
with the freeware Doom music extension.


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


From amos-request@svcs1.digex.net Thu Jul 31 10:30:02 1997
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Date:     Thu, 31 Jul 1997 09:43 GMT
From: "SIMONC%MARS.decnet"@mcs.co.uk (Simon Champion - simonc@mcs.co.uk)
Message-Id: <009B811EAA914200.0553@mcs.co.uk>
To: amos-list@access.digex.net
Subject:  Re: Fastmem problem
X-VMS-To: MCSDEV::SMTP%"amos-list@access.digex.net"
Status: O
X-Status: 

A certain Sam Becket spouted forth as follows, regarding Fastmem problem.

  >hiya! i'm new to the list!

Hello there!

  >does anyone know how to detect the memory locations of
  >fastmem? i've tried this before, but different models of
  >memory/accelerator boards seem to use different memory
  >locations for the fastmem.. i need to know how to find:
  >a) the memory location of the start of the fastmem
  >b) and the amount of fastmem (or the end address!).

Well, I'm not going to be able to give you a direct answer, but
I hope my mutterings here will help in the right direction :-)

Firstly, why _not_ to do this:  :)

One thing that comes out very strongly in most Amiga programming
guides (the Rom Kernel Manuals, for example) is that you shouldn't
read directly from addresses in memory - because, as you say, it's
likely to be different on different machines. This is one of the
biggest reasons why a lot of old software (ie games) doesn't work
on newer machines.
Different ram boards do use different memory addresses for their
ram, so you can never be sure where you'll find the memory. Even
boards that use the same slot can differ from one another, and if
they're decent boards, they'll dynamically allocate their memory
addresses, so the same board may have different locations depending
what machine it's in. It can be even more complex if a user has more
than one memory expansion (for example, a PCMCIA card plus a card
in the A1200's trapdoor, or maybe an A4000 with fastmem on the
motherboard plus more fastmem onboard the processor board [ie a
cyberstorm or whatever]). In cases like this, the fast memory may
even have gaps in the middle, where the end of the first fastmem
node does not neccesarily signify the end of the all fastmem.
You can be sure also that even on the same machine, the data you're
looking for will be in different places on different days.

If you still want to do this, I know that Amos has a command for
finding the quantity of Fast Mem (and chip mem), or the amount left.
I Don't remember the command name/syntax atm - I'm at work now (there
aren't any Amos manuals here :) but it's a fairly well used command.

I don't think there's a standard method for finding the start or end
addresses of a memory block, but I shouldn't think it would be too
difficult a task - probably a single poke command?

I hope this lot helps :)

Cheers,

   / |\   /
   \ | \ /
   / |_/ \_
(Simon Champion)   <simonc@mcs.co.uk>

-------------------------------------------------------------------------------
"If time heals all wounds, how come belly buttons don't fill in?"

From amos-request@svcs1.digex.net Thu Jul 31 09:16:04 1997
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Date: Thu, 31 Jul 97 10:22:48 GMT
Message-Id: <9707311022.AA000td@mirex.demon.co.uk>
Message-Id: <24d4286d.u8t20e.c215d-Braneloc@mirex.demon.co.uk>
In-Reply-To: <yam13.885.3540576@mail.ican.net>
	     (from Cori Skagen <cskagen@ican.net>)
	     (at Sat, 14 Jan 1978 15:37:17 +0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
Priority: Urgent
MIME-Version: 1.0
Content-Type: text/plain
From: <Braneloc@mirex.demon.co.uk>
To: cskagen@ican.net
Cc: amos-list@access.digex.net
Subject: Re: List Game Betas
Content-Transfer-Encoding: 8bit
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Status: O
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To the one known as Cori,
> Hi everyone, I'm having a few probs with some of the levels of the list game.
> 1.  The castle assault level says, I don't have enough memory, I have 1 meg
> chip and 4 fast, so I should have enough memory. I have tried running this
> from WB and from CLI without workbench loaded and still the same problem.

Yup.  People have 'run out of memory' with 34megs and above.....   Snoopdos
(or another command checker thingy) will tell you you need the
easylife.library which is on the page.  Go install snoopdos anyway.  Then
install the full easylife extension to amos.
 
> 2. The bonus level 'Pang' just tells me that it isn't an executable file so I
> can't run it.

Yep, 'cos it's zipped on a pee-cee, which can't tell what an amiga
executable is.  Either: Edit the icon, and tell it its executable, or in the
directory, type 'protect #? rwed'
 
> 3.  The previous two files are zipped, why?  Hey folks, I don't think I should
> have to say this, but LHA or even LZX are far more standard on the Amiga, and
> are available on Aminet.

Why ?  Well, 'cos loads of people on the list are using pee-cee's, and
Giarks web server doesn't send the right mime codes to the computer, so the
file is unable to send to the people at home who want it.  I started
archiving in zip format again to help the poor misguided people who are
unfortunate enough to be using pee-cees instead of their amigas on the
internet.  Early demos were lha'd, but people complained they couldn't
dload it.  This one is zip, and people have complained its not amiga
standard, and can't unarchive it.  I can't win !!
  
> any help for these problems?

Yep, go back to the list page, and download the zips.lha and easylife.lha,
which contain the easylife.library which'll get rid of the useless error
message, and zips, which contains both zip and unzip, in amiga-native code,
which is also, BTW, 100% winzip compatable.



 _   _   _        _     _   _     |  
|_> |_| |_| |\ | |_ |  | | /   |  |  "This product has been cruelly tested
|_> | \ | | | \| |_ |_ |_| \_  .  |   on cute little furry animals"
                                  |   
                    --------------+---------------
                     http://www.mirex.demon.co.uk

From amos-request@svcs1.digex.net Thu Jul 31 10:21:34 1997
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From: Mush <mushypd@redrose.net>
Reply-To: mushypd@redrose.net
To: SIMONC@mcs.co.uk
CC: amos-list@access.digex.net
Date: Thu, 31 Jul 1997 07:04:52 -0500
Message-ID: <yam7151.2642.3106880@mail.redrose.net>
In-Reply-To: <009B811EAA914200.0553@mcs.co.uk>
X-Mailer: YAM 1.3.3a [020] - Amiga Mailer by Marcel Beck
Organization: Mushroom PD - AMOS Public Domain Library
Subject: Re: Fastmem problem
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Simon Champion - simonc@mcs.co.uk scrawled this garbage in a text editor on
31-Jul-97 regarding the subject of Re: Fastmem problem:

> If you still want to do this, I know that Amos has a command for
> finding the quantity of Fast Mem (and chip mem), or the amount left.
> I Don't remember the command name/syntax atm - I'm at work now (there
> aren't any Amos manuals here :) but it's a fairly well used command.

The commands are Chip Free and Fast Free.

Oh, simon, you really should fix your Reply-to field, as it comes out
really wrong when you hit the Reply button, and looks wrong sat in my
mailbox.

Andrew "Mushroom" Kellett
--
         Email: Andy Kellett <mushypd@redrose.net>   Team *AMIGA*

     World's Largest AMOS Homepages - http://www.mushy-pd.demon.co.uk

         Massive FTP site with AMOS/C64 and Mods/Samples + more at
                            mushy-pd.dyn.ml.org


From amos-request@svcs1.digex.net Fri Aug  1 00:20:22 1997
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From: Peter Cahill <cahill4@iol.ie>
To: amos-list@access.digex.net
Date: Thu, 31 Jul 1997 19:56:37 +0500
Message-ID: <yam7151.1885.2014309176@gpo.iol.ie>
In-Reply-To: <yam7151.1269.5100200@mail.redrose.net>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Re: List Game Betas
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

Somebody by the name of Mush scribbled this into there e-mail client under the
subject of Re: List Game Betas:
>Cori Skagen scrawled this garbage in a text editor on 14-Jan-78 regarding the
>subject of List Game Betas:
>> Hi everyone, I'm having a few probs with some of the levels of the list
>game.

>> 2. The bonus level 'Pang' just tells me that it isn't an executable file so
>I
>> can't run it.

Only few people can  8(

Ive fixed all that and *alot* more   8)
It will be in the next version (which will hopefully be out on friday)




>> 3.  The previous two files are zipped, why?  Hey folks, I don't think I
>should
>> have to say this, but LHA or even LZX are far more standard on the Amiga,
>and
>> are available on Aminet.

The next pang demo *will* be in lha

PS: Why does Keith Hill *ALWAYS* send his mail twice (reading it once is
enough)

bye,
-- 

Peter Cahill                                |||||||
                                            \ o o /
http://www.iol.ie/~cahill4/peter/index.html /\ _ /\
 _________________________________________oOo-\ /-oOo_
 |                               |             V     |
 |            AMINET:            |      e-mail:      |
 |                               |   cahill4@iol.ie  |
 |    game/patch/alfred.lha      |                   |
 |    pix/icon/intel.lha         | Current Projects: |
 |                               | Pang              |
 |                               | Independence      |
 |---------------------------------------------------|
 |                                                   |
 |   A1200 030/50Mhz/10Meg/4xCDRom/850MegHD/2 FD     |
 |___________________________________________________|


From amos-request@svcs1.digex.net Thu Jul 31 18:23:10 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 31 Jul 1997 13:32:53 -0500
Message-ID: <yam7151.2663.4816464@huron.net>
In-Reply-To: <yam13.885.3540576@mail.ican.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List Game Betas
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 14-Jan-78, Cori Skagen wrote:
>1.  The castle assault level says, I don't have enough memory

This is a false error. The true error should read `EasyLife.library not
found'.

>2. The bonus level 'Pang' just tells me that it isn't an executable file so I
>can't run it.

Run the uncompiled code.

>3.  The previous two files are zipped, why?  Hey folks, I don't think I
should
>have to say this, but LHA or even LZX are far more standard on the Amiga, and
>are available on Aminet.

Not all the listers are calling the net with their amiga. You can get zip from
the page if you don't have it. If you do, what are you whinging on about?

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 Jul 31 17:12:21 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 31 Jul 1997 13:37:45 -0500
Message-ID: <yam7151.2284.4816464@huron.net>
In-Reply-To: <3.0.1.32.19970730153604.0079d230@mail.globalnet.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Fastmem problem
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 30-Jul-97, James A. Ramsden wrote:
>does anyone know how to detect the memory locations of
>fastmem? 

Use SysInfo. The ram or boards page will give you start addresses and lengths
of memory.

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 Jul 31 18:28:19 1997
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	for <amos-list@access.digex.net>; Thu, 31 Jul 1997 13:57:48 -0400
From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 31 Jul 1997 13:44:09 -0500
Message-ID: <yam7151.461.4816464@huron.net>
In-Reply-To: <199707302328.RAA02955@earth.usa.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Menu option?
MIME-Version: 1.0
Content-Type: text/plain
Status: O
X-Status: 

On 30-Jul-97, Adam Parrott wrote:
>> I said 640x234 because 234 is the maximum size a NTSC user can
>> display.
>I think what EJ means is that NTSC users can only see 
>about 220 lines or so

234 lines. Contrary to popular belief, I DO know what I am doing.

> NTSC users might want a NTSC/PAL 
>switcher (if you haven't already included one) from within the game, 
>so as to see the entire screen in PAL (better hopefully).

Adding the switcher is not a problem, but, on either screen type, you will see
234 lines of GAME screen, because that is the maximum NTSC users can display,
so we limit it so PAL users will have 22 lines of blank screen. The actual
screen graphics WON'T change from mode to mode. That's the idea behind cross
pond compatibility. With our screen pos config, you will be able to centre the
viewable screen vertically on a PAL machine. On an NTSC machine, the 234 lines
completely fill the available screen.

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 Jul 31 18:54:58 1997
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From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 31 Jul 1997 13:52:31 -0500
Message-ID: <yam7151.1594.4816464@huron.net>
In-Reply-To: <24d37b29.u8t20e.9e38b-Zen@mirex.demon.co.uk>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: Menu option?
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On 30-Jul-97, Braneloc@mirex.demon.co.uk wrote:
>> On the menu option subject, are any of you using the controller type
>variable?
>The code on the webpage seems to only have joypad support ??

Actually, it is set up to allow emulation as follows:
CD32 Pad
Joystick + KBD
KBD
Mouse + KBD (Still working on that bit)

It returns the eleven buttons of a cd32 pad in any emulation mode, so you can
base you level on 11 buttons. It returns the same value for joystick up, kbd
up, cd32pad up, mouse up. So, once the proc is called to get the input, it
translates any format to the standard 11 button mode. I'm working on a bit of
code to allow you to configure the KBD portions to any keys you wish.

So, you can program your level and use

CD32[TYPE] : PAD=Param
if PAD and 1 do this
etc.

And it will work with whatever type of input emulation the user has selected.
The procedure has all types of input implemented and returns the same data for
each button with any input type. 

so CD32[1] returns the buttons based on cd32 pad input
   CD32[2] returns the buttons based on joystick and kbd
   etc.

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 Jul 31 18:00:18 1997
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	for <amos-list@access.digex.net>; Thu, 31 Jul 1997 13:57:58 -0400
From: "Mr. Giark To You" <joehick@golden.net>
To: AMOS List <amos-list@access.digex.net>
Date: Thu, 31 Jul 1997 13:55:58 -0500
Message-ID: <yam7151.2925.4816464@huron.net>
In-Reply-To: <yam7151.1269.5100200@mail.redrose.net>
X-Mailer: YAM 1.3.3 - Amiga Mailer by Marcel Beck
Subject: Re: List Game Betas
MIME-Version: 1.0
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On 31-Jul-97, Mush wrote:
>Because of Bill Gates and his world-dominating powers and stuff with lame
>computers, he managed to make it so that most WWW servers wont support Lha
>extensions, and so need to use ZIP. If it was a Lha file, it would be
>downloaded corrupt, so a lot of people pack with Lha, and just rename the
>files as .ZIP and say somewhere, to rename it.

My server does not corrupt lha files. If it says zip, it is. I rename all lha
files before putting them up. You just have to remember to tell your browser
to dl in `stupid' mode and not try to make sense of the file, just save 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 Thu Jul 31 19:06:36 1997
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From: Jens Vang Petersen <top_cat@post8.tele.dk>
To: amos-list@access.digex.net
Date: Thu, 31 Jul 1997 20:31:49 +0100
Message-ID: <yam7151.2453.1747945464@post8.tele.dk>
X-Mailer: YAM 1.3.4 [020] - Amiga Mailer by Marcel Beck
Subject: Wanna Test ??
MIME-Version: 1.0
Content-Type: text/plain
Status: RO
X-Status: 

Hi

I've got a save-game editor for PremierManager 3-AGA ready, If there are
anyone outhere who'd like to check it out, then please drop me a note..

The Editor is capable of changing the players and your money without affecting
your improvements (unlike the official editor)......
-- 
Happy greetings, Yours..
__________________________________________________________________________
 /_  __/ __  / __  /\  ___\  __ \__  _\           aka. JENS VANG PETERSEN
  / / / /_/ / ____/  \ \___\  __ \ \ \  Nyvej 8, DK-4450 Jyderup, Denmark
 /_/ /_____/_/        \_____\_\ \_\ \_\             top_cat@post8.tele.dk
--------------------------------------------------------------------------
 Avoid temporary variables and strange women.
--------------------------------------------------------------------------


From amos-request@svcs1.digex.net Thu Jul 31 18:34:45 1997
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From: mtl.wcp@vasteras.mail.telia.com
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Date: Thu, 31 Jul 1997 22:51:14 +0200
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Subject: cruncher!!
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does anybody have titanics cruncher?? if u have it please mail it 2 me!

/MtL

From amos-request@svcs1.digex.net Thu Jul 31 21:38:54 1997
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From: Declan_Gorman@modusmedia.com
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Date: Thu, 31 Jul 1997 15:30:23 -0600
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Subject: Demo
To: amos-list@access.digex.net
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     A rolling demo of the game I have been working on is now available to 
     download from http://members.tripod.com/~Declan/amos.htm
     
     Let me know what you think, your ideas, improvements etc.  Anyone 
     interested in doing graphics?  I am really desperate for decent 
     graphics, when you look at the demo you will see why.
     
     
     Dec
     
     *8^)

