From amos-request@svcs1.digex.net Thu Aug 31 17:35:04 1995
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Date: Fri, 1 Sep 1995 08:35:59 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: Eddie <T.Lewis@bton.ac.uk>
cc: amos-list@access.digex.net
Subject: Re: Thanks
In-Reply-To: <9508311454.AA15935@diamond.bton.ac.uk>
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On Thu, 31 Aug 1995, Eddie wrote:

> ON TOPIC:
>     This may sound a little crazy, BUT .........
>     I have this idea for a rather storming program concept!  Personally I
> don't have a great deal of time to spend on AMOS programming and, I susspect,
> neither do quite a few of you out there. So ..... why don't we all get
> together and come up with a good game concept, then assign little bits of it
> to everyone.  This would then allow us to produce a large game, quickly!
>     I know this is not going to be as easy as I've made it out to be - alot of
> managing would have to be done.  But people could be assigned tasks to their
> strengths etc.  We couls all uuencode our individual procs and mail them to
> whoever the central manager for the project will be then she/he can then put
> them together.
> 
> crazy idea? .. anyone got any views on this?

I think this is a possible idea if a lot of people wanted to help. Only 
thing is people on this list have their own games, demos and projects 
which they are already doing, and may not be able to find the time even 
for a wee bit of extra programming. I don't know. Personally, I have 
quite a lot of time and would be interested - if there was some more support 
by others.

               ???????????????????
               ?    ??     ? ??  ?
               ? ?? ??  ????  ?  ?
               ?     ?    ??     ?  <-- (BLUR YOUR EYES
               ? ??? ?  ????  ?  ?          AT THIS)
               ?    .?     ?  ?? ?
               ???????????????????


                 B  ?  E  ?  N

                C ? R ? O ? W ? L

         EMAIL : mcrowl@earthlight.co.nz

From amos-request@svcs1.digex.net Thu Aug 31 23:51:30 1995
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Date: Fri, 1 Sep 1995 14:08:32 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: S93044370@acs.saultc.on.ca
cc: amos-list@access.digex.net
Subject: Re: 8 way scrolling
In-Reply-To: <01HUQF0W8IO20006G2@ACS.SAULTC.ON.CA>
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On Thu, 31 Aug 1995 S93044370@acs.saultc.on.ca wrote:

> When I previously wrote about 8 way scrolling, I may have forgot to mention
> I mean smooth 8 way scrolling and fast(I forgot to mention that too)
> I tried the sample program written by Robert Currie, and on my computer
> it flickers alot, does it do this on anybody elses computer?( I have a 1 meg
> 500 with a supra 28 accelerator)I could do what Robert Currie did and have
> (and much simpler, sorry Robert)done it in the past, but I'd rather have
> smooth movement opposed to chunky.

Can't agree more on the smoothness. I also tried Robert Curries program. 
It didn't flicker (I think) on my 1 meg 500, But it was the chunky effect 
I didn't like also.

If anyone has any code for a fast 8 or 4 way scroll that goes smoothly, I 
and I think the person who wrote this message above, would like to see it.

No doubt a lot of others.

Later,
               ???????????????????
               ?    ??     ? ??  ?
               ? ?? ??  ????  ?  ?
               ?     ?    ??     ?  <-- (BLUR YOUR EYES
               ? ??? ?  ????  ?  ?          AT THIS)
               ?    .?     ?  ?? ?
               ???????????????????


                 B  ?  E  ?  N

                C ? R ? O ? W ? L

         EMAIL : mcrowl@earthlight.co.nz


From amos-request@svcs1.digex.net Fri Sep  1 06:21:48 1995
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Date: Fri, 1 Sep 95 09:55:28 +0200
From: jp_dejong@hgl.signaal.nl (Jong J.P. de)
Message-Id: <9509010755.AA21673@suns8c2.signaal>
To: amos-list@access.digex.net
Subject: Re: APME BUG
Classification: Unclassified
Reply-To: jp_dejong@hgl.signaal.nl
Status: RO
X-Status: 


PH> Personally , I don't like the AMOS file requestor much, and also the 
PH> E program loads quicker. If you fix it in whatever language, feel 
PH> free to release a new version. 
PH> --------------------------------------------------------
PH>  WORK: Eurotherm Controls, Worthing                     
PH>  Email: paul.hickman@controls.eurotherm.co.uk           
Thanks Paul !

> Well, using the patch that Mark de Jong wrote seems to work. Since Paul has
> agreed to a new release, if Mark also agrees, I'll tidy up his code,
> compile it and add it to the APME archive on aminet.

You are welcome to change my program

This message was written by
(-:     Mark de Jong    :-)

 Joop  de Jong              department: R&D-Systems/IF
 jp_dejong@hgl.signaal.nl   Hollandse Signaalapparaten B.V.
======================[ Unclassified ]======================

From amos-request@svcs1.digex.net Fri Sep  1 06:21:22 1995
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From: jp_dejong@hgl.signaal.nl (Jong J.P. de)
Message-Id: <9509010816.AA21685@suns8c2.signaal>
To: amos-list@access.digex.net, chris@sixpack.pfalz.org
Subject: AMCAF extension
Classification: Unclassified
Reply-To: jp_dejong@hgl.signaal.nl
Status: RO
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Chris,
As you didn't respond to a message I sent to you
personally on wednesday, I'm trying it via the list:

I want to say that I like the AMCAF extension very
much and I would like to know how to order it !

This message was written by
(-:     Mark de Jong    :-)

and sent by:
 Joop  de Jong              department: R&D-Systems/IF
 jp_dejong@hgl.signaal.nl   Hollandse Signaalapparaten B.V.
======================[ Unclassified ]======================

From amos-request@svcs1.digex.net Fri Sep  1 05:24:09 1995
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	(1.37.109.4/16.2) id AA21156; Fri, 1 Sep 95 09:26:24 +0200
Subject: Re: Hello There!
To: gmoon@blaze.bc.ca (Garrett Moon)
Date: Fri, 1 Sep 95 9:26:23 METDST
Cc: amos-list@access.digex.net (Amos-Mailing-List)
In-Reply-To: <Pine.LNX.3.91.950831112145.5081A-100000@flame.blaze.bc.ca>; from "Garrett Moon" at Aug 31, 95 11:22 am
From: m.g.d.wehrens@chem.ruu.nl (Martijn Wehrens)
Organisation: Utrecht University
Reply: m.g.d.wehrens@chem.ruu.nl
Reply-To: m.g.d.wehrens@chem.ruu.nl
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

> I'm not real
> good with Amal, but I can make him move, I can animate his movement, but I
> can't make him stop animating when the walk is done.  
> 	Anone out there done this? Have any good ideas?
You should make the channel for animation do a loop. So you should not
use an 'anim-for-ever'-style.
The loop for the animation could check an external AMAL-variabele and
this must be checked to see if the animation should be done.
The movement channel should set the external amal-var to a true or a
false depending on movement due or not.

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

From amos-request@svcs1.digex.net Fri Sep  1 07:15:05 1995
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 	id AA23921; Fri, 1 Sep 1995 10:53:18 +0200
Date: Fri, 1 Sep 1995 10:53:17 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Brilliance on Amiga Format?!
In-Reply-To: <9508310644.AA00102@paston.co.uk.uucp>
Message-Id: <Pine.HPP.3.91.950901104438.23734A-100000@mpih17>
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On Thu, 31 Aug 1995, Ben Wyatt wrote:

> Greetings DM9200@conrad.appstate.edu, you wrote some text on the subject
> Brilliance on Amiga Format?!, and now I'm going to answer it.
> 
> > I am surprised to hear that the Brilliance paint program that got such
> > heavy advertising last year will be on a Format coverdisk.
> 
> Brilliance 2 is out now... they'll probably have an upgrade offer in the
> magazine:
> 
>     Upgrade your Brilliance coverdisk version to Brilliance 2.01
>     for only [lots of money] This is [tiny amount of money] less
>     than the normal price. Buy now. This offer only lasts until
>     the end of the week.
> 
> > I will have to track a copy down... hope they do not do a cripple job on
> > it though. That's what they did with the Amos coverdisk, I heard they
> > inhibited the saved source from being compiled.
> 
> I hope they're actually telling the truth. They have often advertised
> a great thing the month before and then not put it on the coverdisk :(
> 
> The Amos Pro coverdisk was very limited - I don't think it allowed any
> extensions to be added... but I'm not sure :-\
> 

I only have the coverdisk version of Pro and Easylife works wonderfully 
well with it.

Nevertheless, the quality of a lot of 'commercial' coverdisk software is 
often so way below par that I have a hard time believing it once was 
being sold for hundreds of guilders. A program like Pixel Pro, how did 
that ever manage to be sold?
There's a DTP program out there that would make great coverdisk material.

BTW, one of the reasons I bought Amos Creator was because there was 
nothing wrong with the coverdisk version.

Also, I have PPaint v.2.0 from the Amiga Plus magazine. Not so long ago a 
British mag gave away v.4.0. The difference? The latter can use RTG 
screenmodes. Does anybody know what is going on here? I mean, you do not 
up the version counter by two points if there is only one thing different 
from the previous version, do you?

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..

From amos-request@svcs1.digex.net Fri Sep  1 08:32:43 1995
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 	id AA24518; Fri, 1 Sep 1995 12:22:13 +0200
Date: Fri, 1 Sep 1995 12:22:13 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Animations/IFF Corruption
In-Reply-To: <Pine.3.89.9508310907.A26649-0100000@freenet3.scri.fsu.edu>
Message-Id: <Pine.HPP.3.91.950901121342.24481A-100000@mpih17>
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On Thu, 31 Aug 1995, fernando Bartra wrote:

>     Well I don't really think bobs measure up to the name of animations
> eveb though you could call them like that.  I have Aladdin 4d and did
> a few IFF animations that really kick (over 2meg though) but since I have
> not AMOSPRO (got amos 1.3) I cannot incorporate them in a program, I think
> they would make nice demos.  

I do not agree with you about animating bobs not making up 'real' 
animation. This is the method that professionial animators use, including 
Eric Schwartz. I do not know the name of the program Eric's using, but it 
also uses 'bobs' on a static background. You could call this interpreted 
animation, as the program only makes the animation just before it is 
viewed, while 'compiled' animations (IFF) contain the full animation.

Of course this is absolutely of no use in your case because Aladdin only 
outputs 'compiled' animation (as does most of the animation producing 
software).
For character animation the 'interpreted' method is very useful though, 
because you can make changes without having to render a whole scene again.

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..


From amos-request@svcs1.digex.net Fri Sep  1 09:26:36 1995
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From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Thanks
In-Reply-To: <9508311454.AA15935@diamond.bton.ac.uk>
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On Thu, 31 Aug 1995, Eddie wrote:
>     This may sound a little crazy, BUT .........
>     I have this idea for a rather storming program concept!  Personally I
> don't have a great deal of time to spend on AMOS programming and, I susspect,
> neither do quite a few of you out there. So ..... why don't we all get
> together and come up with a good game concept, then assign little bits of it
> to everyone.  This would then allow us to produce a large game, quickly!
>     I know this is not going to be as easy as I've made it out to be - alot of
> managing would have to be done.  But people could be assigned tasks to their
> strengths etc.  We couls all uuencode our individual procs and mail them to
> whoever the central manager for the project will be then she/he can then put
> them together.

Damn. :-). You beat me to it. No, honest, if I had not been so busy the last 
two weeks I would have suggested it already. My plan was the following:

In a little less than a year there will be Olympic games. Those of you 
that owned 8-bit computers may remember the hugely succesful computer 
games based on the Olympics. Usually they involved some 8 sports in which 
you could compete against friends or the computer. These games were not 
very complex. If they contained any scrolling it was sideways and on the 
whole only a few sprites were moved and animated. Gameplay: wiggle the 
joystick. Despite their simplicity they apparently involved a lot of 
programming, animating and composing. I remember reading that large teams 
worked on them.

Of course, that was their strength. Lots of programmers and artists got 
assigned a relatively simple task that they could implement relatively 
indepently.

If, say, we could gather about 20 programmers, we could make the biggest 
Olympics based computer game ever!

The other reason why I had not proposed this yet (besides being busy) is 
that my account at work expires at the end of the year. I'll still be 
able to exchange email, but software will be a bit harder (yes, I know, 
it's the ninetees, but I can't help it either).

So I propose:
-That the subscribers of the Amos discussion list form a group with the 
purpose of having a computer game based on the 1996 Olympic Games of 
Atlanta ready at the 1st of May 1996.
-That this group consists of at least a coordinator, a graphics artist, a 
sound artist and several programmers.
-That the coordinator takes care of (or appoints a programmer to) 
programming the main program.
-That the graphics artist develops guidelines for the looks of the 
different modules.
-That the sound artist develops guidelines for the sound of the different 
modules.
-That the programmers have a vote in making guidelines for the feel 
(mostly the gameplay) of the modules.
-That the programmers develop the different modules.
-That the program contists of a main program that succesively calls the 
game and other modules (start and end ceremonies, commercials, price 
ceremonies, etc.)

I have been thinking a lot about this modular approach and it seems to be 
the easiest for the programmers: this way they only have to 'obey' the 
guidelines. This will eliminate a lot of the bugs expected from other 
approaches. With a modular approach I mean this: All the modules and the 
main program are separate, compiled Amos programs, only sharing one 
graphics bank and one sound/music bank (and of course using proprietary 
banks for each module).

Obviously this method has a few drawbacks. The first that springs to mind 
is that with twenty expected modules the whole programme may be over 2 
Meg! I do not think that at the moment this is a problem we should 
concern ourselves with. There are undoubtedly methods with which we can 
bring this back to a manageble amount.
Another problem is the communication between the modules. Although Amos 
can start (execute) other programs, I have found as yet no way of testing 
wether a program has ended or not. Also we need to find a safe way to 
transfer scoring data to and from the main program (and/or to and from a 
possible score keeping module).

Well, I'll wrap it up for now. Before you start commenting on my proposal 
I would like to hear if the people that want to develop a game as Eddie 
has proposed would like it to be this game. I feel that my game as I see 
it has got a lot of potential but is still relatively easy to produce. In 
the old days it was required that programmers came to work, but now with 
Internet and all that one can start projects like this.
People might feel that this program will have no edge over the countless 
other games that will undoubtedly be based on the next Olympics. If there 
are enough programmers though (like my estimated 20), the sheer size will 
be the thing we have going for us. Otherwise we can always come up with 
something later. Classic Olympics for instance, set in ancient Greece 
(the game might even be banned in some countries if we used the 
traditional sportswear :-) ).

I really must stop talking now, because I could go on and on and on... I 
am really interested to know what you all think about my (and Eddie's of 
course) plan.

Oh, one last thing and then I will really shut up :-): If my proposal is 
chosen as the 'joint game to be made' I will be happy to be coordinator 
for the next few months. I will have to let go at a certain point, though.

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..

From amos-request@svcs1.digex.net Fri Sep  1 15:55:21 1995
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Date: Fri, 1 Sep 1995 13:47:04 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: Scrotax II - extra bit
To: Semprini <semprini@enterprise.net>
cc: amos-list@access.digex.net
In-Reply-To: <199508312204.WAA06065@mail.enterprise.net>
Message-ID: <Pine.3.89.9509011344.B10789-0100000@freenet3.scri.fsu.edu>
MIME-Version: 1.0
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X-Status: 

    Well I downloaded your game scrotax2 but sadly it won't work on my 
machine. I have an A1200+4megram+2meggraphics+hd, I installed game in my hd
and when I doubleclik icon it loads for a while and then crashes, showing
the red message SOFTWARE FAILURE. I unpacked to floppy then, I said maybe 
it works fine on the disk, NOpe, same thing, I have one disk now with 
scrotax 2 when u double clik it carshes and shows software failure msg,
if I reboot computer with disk in it doesnt load game, it getsAmiga Dos 
instead(yes I installed the disk as instructed),
    I'd like to hear suggestions on how to see game working

     Fernando Bartra
    (spent over 30mins trying to get scrotax2 to work :(


From amos-request@svcs1.digex.net Fri Sep  1 15:18:10 1995
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Date: Fri, 1 Sep 1995 13:54:33 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: Animations/IFF Corruption
To: Branko Collin <bcollin@mpi.nl>
cc: Amos Discussion List <amos-list@access.digex.net>
In-Reply-To: <Pine.HPP.3.91.950901121342.24481A-100000@mpih17>
Message-ID: <Pine.3.89.9509011321.C10789-0100000@freenet3.scri.fsu.edu>
MIME-Version: 1.0
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Status: RO
X-Status: 

    Well I guess I stand corrected this time, I like the Schwarz 
animations very much myself, hey since I don't have Amospro maybe I can 
try small anims in the creator w bobs and iff graphics :)

   Fernando Bartra
    A1200+Amos the Creator1.3



From amos-request@svcs1.digex.net Fri Sep  1 16:39:56 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: wishlist extension
Status: RO
X-Status: 


 B>   This is my wishlist for an extension that works with Amos 1.3 (the 
 B> Creator):

Creator is (lets face it) dead. So is Pro (for that matter) from the way
Europress treat us.

 B>   - AGA support

 B>   - Iff animations playback

 B>   - ability to load large sound samples with one command
Get Pro.


 B>   - a way to move icons across screen if possible
Use BOBs.

Darryl


-- Via DLG Pro v1.0

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               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Fri Sep  1 16:43:44 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Amos 3D coverdisk
Status: RO
X-Status: 


Ok, I've located a few boards with Amiga computing coverdisks on them.

I now need to know what issue of Amiga Computing it is on.

ie issue 20 1992
issue 34 '93
etc


Darryl

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From amos-request@svcs1.digex.net Fri Sep  1 16:43:15 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Fri, 1 Sep 1995 18:58:40 +0000
Subject:       Re: Scrotax II - extra bit
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: RO
X-Status: 

>     Well I downloaded your game scrotax2

THANK YOU!

> but sadly it won't work on my 
> machine. I have an A1200+4megram+2meggraphics+hd, I installed game in my hd
> and when I doubleclik icon it loads for a while and then crashes, showing
> the red message SOFTWARE FAILURE. I unpacked to floppy then, I said maybe 
> it works fine on the disk, NOpe, same thing, I have one disk now with 
> scrotax 2 when u double clik it carshes and shows software failure msg,
> if I reboot computer with disk in it doesnt load game, it getsAmiga Dos 
> instead(yes I installed the disk as instructed),
>     I'd like to hear suggestions on how to see game working
> 
>      Fernando Bartra
>     (spent over 30mins trying to get scrotax2 to work :(

Oohh noo! I'm sorry about that!  I've got absolutely no idea why it 
doesn't work.  There is absolutely no reason why it shouldn't.  All 
it needs is the one icon file (the one you double click).  The only 
other external files it uses are SCROTAX.DATA and DEFAULT.DATA, but 
neither of these are necessary and the game will load without them.  
It doesn't even use fonts, so it doesn't need to look for anything 
like that.

Unless, of course, it has somehow been corrupted on upload, although 
I doubt this?  Has anyone else got it to work OK after downloading it 
from Aminet?

The system I used to write it (by the way) is an Amiga 1200, 
absolutely bog standard.  No other features (except hard drive).  
Only 2mb memory etc etc.  I don't know exactly what software failure 
means!?

I did try very hard to get Scrotax to work with no need for 
installing or any fiddling at all.  I thought it was just plain and 
simple, easy... but then again, I suppose nothing is.

If anyone else downloads Scrotax, please let me know if it works 
ASAP!  I'll be away on holiday for a week from Sunday, but I'm going to keep 
subscribed to the Amos mailing list anyway, so I should read all 
comments!

Again, very sorry you had trouble and thank you for trying for so 
long to get it to work!  I'll see what everyone else says and get 
back to you.

:-(
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Fri Sep  1 18:59:50 1995
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From: mcgahey@dcpro.com (Larry Mcgahey)
To: amos-list@access.digex.net
Subject: StopWalking
Status: RO
X-Status: 


Garret Moon ask if anyone could suggest how to make a character stopwalking.
This is how I make a walking character stop walking.I am using a FRAMEDELAY in
the Loop. SPEED=1 : FRAMEDELAY=1 If FRAMEDELAY>20-Speed :FRAMEDELAY=1:End
IfInc FRAMEDELAY J=Joy(1) Procedure_MOVERIGHT If FRAMEDELY>0 And
<6FRAME=22Else If FRAMEDELAY>4 And<11FRAME=23Else If FRAMEDELAY>9
And<16FRAME=24Else If FRAMEDELAY>14 And<21FRAME=25End If End Proc
Procedure_STOPRIGHT If J=16:FRAME=1:End If : Rem *** FRAME 1 shows the
character facing right. End Proc

From amos-request@svcs1.digex.net Fri Sep  1 23:04:42 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Wishlist for Amos
Date: Fri, 01 Sep 1995 09:33:07 +0200
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References: <9508301833.AA000xu@paston.co.uk.uucp>
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Status: RO
X-Status: 

bwyatt@paston.co.uk (Ben Wyatt) wrote on 30.08.1995 some text under
the subject Re: Wishlist for Amos. I can't leave this uncommentated
;-)

BW> I'm using various sizes, I can't actually remember the last time I tried
BW> to program it (I gave up a long time ago), but the biggest was probably
BW> 320x256x16. Hard to explain my method, but it basically uses a double
BW> width and height screen, and draws the tites along the edges in the
BW> direction that you scroll, then copying them to the opposite side of the
BW> screen - sound familiar? I've tried a few other ways, but this was the
BW> fastest... but still too slow :(

I also used this type of scroller... it's really fast, but it gets
totally useless if you want to use bobs on it, because you need four
times the buffer of the visible screen and you have to buffer all
drawing operations for the logical screen...

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Bures (pl.n.)
  (Medical) The scabs on the knees and elbows formed by a compulsion
  to make love on cheap floor-matting.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Fri Sep  1 23:27:49 1995
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From: mcgahey@dcpro.com (Larry Mcgahey)
To: amos-list@access.digex.net
Subject: PLAYFIELD
Status: RO
X-Status: 

I noticed this week the the Florida BBS that had the PLAYFIELD files is gone.

From amos-request@svcs1.digex.net Fri Sep  1 23:02:12 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: sources
Date: Fri, 01 Sep 1995 09:41:26 +0200
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D.Michels@dia.eur.nl (Dennis) wrote on 30.08.1995 some text under the
subject Re: sources. I can't leave this uncommentated ;-)

De> > Take a leaf out of this chaps book... upload your mouldy old source code
De> > to Aminet. As he says, we all like to look at it. :)

Anyone looked at the PrgCollection.lha? ;-))

De> I uploaded three small programs a few day s ago, and send a message 
De> through this list with the request that people dl it. I haven't heard 
De> a thing afterwards, guess noone is interested in the work of an 
De> absolute beginner..

I'm sure a lot of people downloaded it... I will be doing so, IF I
get into by AmiNet-BBS (which has over 600 users and now only one
line left -> 24h busy).

De> I beg everyone to dl my work afterall and flame
De> me about releasing such crap, or maybe give a few hints on how to do 
De> it better.

Sure ;-))

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Burlingjobb (n.)
  (Archaic) A seventeenth-century crime by which excrement is thrown
  into the street from a ground-floor window.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Fri Sep  1 23:22:11 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Animations/IFF Corruption
Date: Fri, 01 Sep 1995 10:02:50 +0200
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DM9200@conrad.appstate.edu wrote on 30.08.1995 some text under the
subject Animations/IFF Corruption. I can't leave this uncommentated
;-)

D0> I don't know exactly what an IFF animation is. Is that some format that
D0> saves a data file and then you have to read it with some special reader?

IFF animation are animations, which base on the
InterchangeFileFormat. These files contain a standard-ilbm picture in
the first frame and then only the different parts to the previous
image (DeLTA-frames).

On Amiga, the most popular formats are Anim5, Anim7_16, Anim7_32,
Anim8_16 and Anim8_32.

AMOS supports the Anim5-IFF format so some extend. However, multiple
palettes are not supported (why?).

D0> When I do an animation (I've done a few with a rather primitive DigiView
D0> and a clunky VCR) I simply: LOAD IFF the iff pic
D0>                             ZOOM the wanted portion (or all of it) into
D0>                                  another screen which I have 
D0>                             FADE d to the palette of the source iff and

Get Palette would be quicker?

D0>                             GET  the bob which has been resized to my
D0>                                  preferences.
D0> 
D0> And so on. I actually did something like a 48 frame animation this way
D0> which wasn't so tedious actually; I just procedured everything up.

But these images are uncompressed ;-)

D0> This way you can just BOB 1,x,y,t and it goes really fast.

Not as fast as it could be ;-))

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Burton Coggles (pl.n.)
  The bunch of keys found in a drawer whose purpose has long been
  forgotten, and which can therefore now be used only for dropping
  down people's backs as a cure for nose-bleeds.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Fri Sep  1 21:46:58 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: AMCAF V1.30
Date: Fri, 01 Sep 1995 17:17:27 +0200
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Hi to all AMOS coders!

I'm proud to announce the update to AMCAF V1.30. The 150 KB archive
will be uploaded to AmiNet soon. If you can't wait, I'll send it you
the archive directly.

New commands include fast block zooming, second mouse and joypad
support. The update is for registered users only.

Best regards
	    Chris Hodges <chris@sixpack.pfalz.org>

Aberystwyth (n.)
  A nostalic yearning which is in itself more pleasent than the thing
  being yearned for.
(from "The Deeper Meaning of Liff" by Douglas Adams & John Lloyd)


From amos-request@svcs1.digex.net Fri Sep  1 17:08:44 1995
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Date: Fri, 1 Sep 1995 13:42:03 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: Thanks
To: Mike Crowl <mcrowl@earthlight.co.nz>
cc: Eddie <T.Lewis@bton.ac.uk>, amos-list@access.digex.net
In-Reply-To: <Pine.SUN.3.91.950901083237.11305A-100000@sol.earthlight.co.nz>
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On Fri, 1 Sep 1995, Mike Crowl wrote:

> 
> On Thu, 31 Aug 1995, Eddie wrote:
> 
> > ON TOPIC:
> >     This may sound a little crazy, BUT .........
> >     I have this idea for a rather storming program concept!  Personally I
> > don't have a great deal of time to spend on AMOS programming and, I susspect,
> > neither do quite a few of you out there. So ..... why don't we all get
> > together and come up with a good game concept, then assign little bits of it
> > to everyone.  This would then allow us to produce a large game, quickly!
> >     I know this is not going to be as easy as I've made it out to be - alot of
> > managing would have to be done.  But people could be assigned tasks to their
> > strengths etc.  We couls all uuencode our individual procs and mail them to
> > whoever the central manager for the project will be then she/he can then put
> > them together.
> > 
> > crazy idea? .. anyone got any views on this?
  FB:  not crazy, but smart, that's how the best games are made, not by 
one person but by a whole  team of people working together. \> 
> I think this is a possible idea if a lot of people wanted to help. Only 
> thing is people on this list have their own games, demos and projects 
> which they are already doing, and may not be able to find the time even 
> for a wee bit of extra programming. I don't know. Personally, I have 
> quite a lot of time and would be interested - if there was some more support 
> by others.
> 
    It's a great idea, just think: one guy may be good at music, one can 
assemble a nice sound bank, one is good at graphics, one is a good coder,
instead of being on their own and do a demo of one thing put them together
and get a mega-game!!!!!!!!!!!!
     I'm interested, maybe we could all get a great game going.
        Fernando Bartra
 
>                ??????????????????? >                ?    ??     ? ??  ?
>                ? ?? ??  ????  ?  ?
>                ?     ?    ??     ?  <-- (BLUR YOUR EYES
>                ? ??? ?  ????  ?  ?          AT THIS)
>                ?    .?     ?  ?? ?
>                ???????????????????
> 
> 
>                  B  ?  E  ?  N
> 
>                 C ? R ? O ? W ? L
> 
>          EMAIL : mcrowl@earthlight.co.nz
> 

From amos-request@svcs1.digex.net Fri Sep  1 17:03:22 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Group game design.
Status: RO
X-Status: 

 TLE> neither do quite a few of you out there. So ..... why don't we all
 TLE> get
 TLE> together and come up with a good game concept, then assign little
 TLE> bits of it
 TLE> to everyone.  This would then allow us to produce a large game,

I tried this by sending some of my unfinished code out to a few people.
None of them have ever replied back to me ( the code wasn't that bad!).

 TLE> managing would have to be done.  But people could be assigned tasks
 TLE> to their
 TLE> strengths etc.  
each person does a procedure, laid out to certain rules. What parameters
will be passed etc. This is the way we do it at work. Lay out the skeleton
of ideas, what's required, pseudo code it, the give each person a task or
procedure to code.

 TLE> crazy idea? .. anyone got any views on this?

count me in. 
Darryl

-- Via DLG Pro v1.0

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From amos-request@svcs1.digex.net Fri Sep  1 17:21:25 1995
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From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Fri, 1 Sep 1995 20:37:21 +0000
Subject:       Re: Thanks
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: RO
X-Status: 

>     This may sound a little crazy, BUT .........
>     I have this idea for a rather storming program concept!  Personally I
> don't have a great deal of time to spend on AMOS programming and, I susspect,
> neither do quite a few of you out there. So ..... why don't we all get
> together and come up with a good game concept, then assign little bits of it
> to everyone.  This would then allow us to produce a large game, quickly!
>     I know this is not going to be as easy as I've made it out to be - alot of
> managing would have to be done.  But people could be assigned tasks to their
> strengths etc.  We couls all uuencode our individual procs and mail them to
> whoever the central manager for the project will be then she/he can then put
> them together.
> 
> crazy idea? .. anyone got any views on this?

It's not a bad idea.  However, the only problems I can see is that 
everyone has a certain way of going about things.  When I write a 
program I like to make it very "me" and do lots of personal silly 
bits that amuse and entertain me (if no one else).  If we all got 
together it would have to be quite organised and therefore not quite 
so much a "bunging together" of random ideas that eventually takes 
shape into something quite fun and unique (Like Scrotax 2 - available 
on Aminet NOW! (Zzzz..)) but more a standard format of contrasting 
personalities etc and weird things.

Also, it'll be an absolute bugger to assign who does what!  How will 
you decide?

However, being as negative as that, I don't think it's such a good 
idea.  Although, I personally am not sure I'd be able to offer all 
that much assistance, I'll still keep an eye out for developments on 
the mailing list if there are any, and perhaps try to contribute 
ideas?
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Sat Sep  2 00:31:50 1995
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Date: Sat, 2 Sep 1995 14:56:25 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: fernando Bartra <fer007@freenet.scri.fsu.edu>
cc: Eddie <T.Lewis@bton.ac.uk>, amos-list@access.digex.net
Subject: Re: Thanks
In-Reply-To: <Pine.3.89.9509011327.A10789-0100000@freenet3.scri.fsu.edu>
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On Fri, 1 Sep 1995, fernando Bartra wrote:

> > On Thu, 31 Aug 1995, Eddie wrote:
> > 
> > > ON TOPIC:
> > >     This may sound a little crazy, BUT .........
> > >     I have this idea for a rather storming program concept!  Personally I
> > > don't have a great deal of time to spend on AMOS programming and, I susspect,
> > > neither do quite a few of you out there. So ..... why don't we all get
> > > together and come up with a good game concept, then assign little bits of it
> > > to everyone.  This would then allow us to produce a large game, quickly!
> > >     I know this is not going to be as easy as I've made it out to be - alot of
> > > managing would have to be done.  But people could be assigned tasks to their
> > > strengths etc.  We couls all uuencode our individual procs and mail them to
> > > whoever the central manager for the project will be then she/he can then put
> > > them together.
> > > 
> > > crazy idea? .. anyone got any views on this?
>   FB:  not crazy, but smart, that's how the best games are made, not by 
> one person but by a whole  team of people working together. \> 
> > I think this is a possible idea if a lot of people wanted to help. Only 
> > thing is people on this list have their own games, demos and projects 
> > which they are already doing, and may not be able to find the time even 
> > for a wee bit of extra programming. I don't know. Personally, I have 
> > quite a lot of time and would be interested - if there was some more support 
> > by others.
> > 
>     It's a great idea, just think: one guy may be good at music, one can 
> assemble a nice sound bank, one is good at graphics, one is a good coder,
> instead of being on their own and do a demo of one thing put them together
> and get a mega-game!!!!!!!!!!!!
>      I'm interested, maybe we could all get a great game going.
>         Fernando Bartra

Ok, I'd be interested in doinbg some graphics for a game of some sort. I 
don't mind drawing any kind of graphics really. I can also program, 
fairly competently. So if anybody wants to share what they can or want to 
do we may be able to get started soon. There is also someone else who was 
suggesting the same idea with a winter olympiad game. I think this could 
be a good start. So people share what you can do, and lets get this going 
somewhere.

See ya round

               ???????????????????
               ?    ??     ? ??  ?
               ? ?? ??  ????  ?  ?
               ?     ?    ??     ?  <-- (BLUR YOUR EYES
               ? ??? ?  ????  ?  ?          AT THIS)
               ?    .?     ?  ?? ?
               ???????????????????


                 B  ?  E  ?  N

                C ? R ? O ? W ? L

         EMAIL : mcrowl@earthlight.co.nz

From amos-request@svcs1.digex.net Sat Sep  2 04:26:49 1995
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Subject: Garbled graphics
To: chris@sixpack.pfalz.org (Chris Hodges)
Date: Sat, 2 Sep 95 0:29:35 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
Cc: amos-list@access.digex.net
In-Reply-To: <wRt6KMD261aez2@p22.sixpack.pfalz.org>; from "Chris Hodges" at Sep 1, 95 9:20 am
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Regarding the screw up in your graphics, I have experience
similar problems when compressing data. I have been compressing
my graphical data and on one(only one) of my images, there is a
distortion. I was able to correct it by changing some of the
pixel values. Forsome reason the compression does not like
certain patterns of numbers. 

			Robert Currie

From amos-request@svcs1.digex.net Sat Sep  2 04:49:43 1995
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Subject: Re: Thanks
To: fer007@freenet.scri.fsu.edu (fernando Bartra)
Date: Sat, 2 Sep 95 0:38:45 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
Cc: amos-list@access.digex.net
In-Reply-To: <Pine.3.89.9509011327.A10789-0100000@freenet3.scri.fsu.edu>; from "fernando Bartra" at Sep 1, 95 1:42 pm
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Regarding the idea to create a shared game:

	I think it is a wonderful idea. I personally am very
strong in the graphics and coding area(although I do admit that I
don't know as much about the hardware/software workings as some
of you people do). Perhaps someone should make a list of what
individuals have what strengths and what sort of game we would
want to create.

			Robert Currie

		(graphic artist extraordinaire)


From amos-request@svcs1.digex.net Sat Sep  2 10:12:50 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
To: amos-list@access.digex.net
Date:          Fri, 1 Sep 1995 20:14:47 +0000
Subject:       Re: Wishlist for Amos
Priority: normal
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> In a message dated Sun 27 Aug 95  6:16, Mark Carter 
<Mark@westmead.demon.co.uk> wrote:
> 
> > 2) A way of making radio buttons (interface language) unselectable if
> it's
> > the only one pressed. For example you can deselect radio buttons by
> > clicking on it again.
> > Darryl
> 
>  MCM> There is an easy way round this (although not ideal).  The button 
>  MCM> definition below should explain it:
> 
>  MCM> BU1,xpos,ypos,xsize,ysize,startval,0,1;[UN0,0,imageBP+;][BC1,0;BR1;]
>  MCM> and repeat for other radio buttons...
> 
> No, that's not it. You can still deselect all radio buttons. There should
> be a way of only deselecting a button if another is pressed.
> Darryl
> 

Oh yes it does ;-)...
... or maybe, on the other hand, we have our wires crossed.

I assume you want a group of buttons where only one
can be selected at once - no more, no less.  If this is the 
case then the above code WILL work - if you click on the selected 
button, it will temporarily become deselected and then return to its 
selected state as soon as the mouse button is released.  (IMHO this 
temporary deselection of the button is important to let the user know 
that his click on the button has been registered).
[The "BR1" bit does this part]

However, if you want any number (except none) of the buttons
to be selected then it is more complicated, but by no means 
impossible:

If you begin with x buttons selected then set 0VA to the 
value x (do this when buttons are defined).
Then configure each button so that:
1. If a deselected button is clicked on then increase 0VA by 1 and
   select the button
2. If a selected button is clicked on, AND
if   a) 0VA is greater than 1 (it must be at least 1 because at least 
        this button is selected) then decrease 0VA by 1 and deselect 
        the button
else   b) (0VA equals 1) then do nothing - this must be the last 
button selected.

In fact, this method could be adapted so that at least y 
buttons remain selected (where y <= x).

The End.

Cheers,

Mark

From amos-request@svcs1.digex.net Sat Sep  2 15:35:15 1995
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From: Andy Church <achurch@binx.mbhs.edu>
Message-Id: <199509021809.OAA01318@binx.mbhs.edu>
To: amos-list@access.digex.net
Subject: No, I'm not dead
Date: Sat Sep  2 14:09:15 1995
X-Mailer: MMail v4.31
Status: RO
X-Status: 

  If anyone's been wondering where I am, I've been quite busy with starting
my freshman year at Carnegie Mellon University.  I know I have three or
four outstanding requests for the Intuition Extension demo - if any of the
requesters (no pun intended) are here, I'll get back to you as soon as I
get a chance, but it may be a few days.  Also, I plan to finish v1.3b of
the extension shortly (again, when my schedule isn't 120% full like it is
now).

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

From amos-request@svcs1.digex.net Sat Sep  2 11:40:51 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
To: amos-list@access.digex.net
Date:          Sat, 2 Sep 1995 14:39:42 +0000
Subject:       Easylife and AMCAF Font handling
Priority: normal
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I may be wrong, but it seems that the font commands for Easylife and 
AMCAF are completely useless when it comes to changing fonts within 
interface programs (because the font number has been replaced by a 
font pointer) and so I can't do the "SF0VA;" type of command.

Am I wrong? If not, can I get round it?

I like the idea of the Make Font Bank in AMCAF, since this gives the 
possibility of creating a completely stand alone executable not 
relying on any external files (except a mathtrans library) - this, 
IMHO is the neatest, most reliable way.

Cheers,

Mark

From amos-request@svcs1.digex.net Sat Sep  2 12:16:42 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Sat, 2 Sep 1995 15:43:17 +0000
Subject:       Re: Animations/IFF Corruption
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: O
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> I do not agree with you about animating bobs not making up 'real' 
> animation. This is the method that professionial animators use, including 
> Eric Schwartz. I do not know the name of the program Eric's using, but it 

Moviesetter, I think.  Actually, I think that was free on a coverdisk 
ages ago too.
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Sat Sep  2 12:56:49 1995
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From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Sat, 2 Sep 1995 16:36:28 +0000
Subject:       Re: Amos crashes! - Also Re: Scrotax
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: RO
X-Status: 

> Hi,
> 
> I'm currently struggling to make Amos Pro work on a 4Mb A1200. It works fine on 
> the unexpanded machine, but crashes randomly when the memory is installed. 
> There also seems to be a problem with Amos compiled programmes running with the 
> memory expansiion installed.
> 
> It is very important that I get Amos Pro running with the extra memory because 
> I currently have a very large program written in Amos which could benefit from 
> the use of extra memory. For this reason using C or assembler is not an option. 
> 
> I've never heard of anyone else complaining about this problem, would it be 
> solved by using a 4Mb expansion instead of the two, with proper 32-bit memory?
> 
> Is it possible that there is a patch to fix this problem? Europress are not 
> producing any further upgrades to Amos or Amos Pro.
> 

Ahh! Could this also be the case for compiled programs in Amos Pro?  
Do you get a SOFTWARE ERROR with it?  If so, then that could very 
well be the problem with Scrotax 2!
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Sat Sep  2 13:28:55 1995
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From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Sat, 2 Sep 1995 16:36:28 +0000
Subject:       Re: Thanks
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: RO
X-Status: 

> In a little less than a year there will be Olympic games. Those of you 
> that owned 8-bit computers may remember the hugely succesful computer 
> games based on the Olympics. Usually they involved some 8 sports in which 
> you could compete against friends or the computer. These games were not 
> very complex. If they contained any scrolling it was sideways and on the 
> whole only a few sprites were moved and animated. Gameplay: wiggle the 
> joystick. Despite their simplicity they apparently involved a lot of 
> programming, animating and composing. I remember reading that large teams 
> worked on them.

I suppose with something like that, there will always be various 
different events, so perhaps different people could arrange the 
different events?  Something like that isn't a bad idea, actually..
 
> Of course, that was their strength. Lots of programmers and artists got 
> assigned a relatively simple task that they could implement relatively 
> indepently.
> 
> If, say, we could gather about 20 programmers, we could make the biggest 
> Olympics based computer game ever!

The only problem with an Olympics based computer game is... what 
can you do with the idea that hasn't already been done?
 
> 
> So I propose:
> -That the subscribers of the Amos discussion list form a group with the 
> purpose of having a computer game based on the 1996 Olympic Games of 
> Atlanta ready at the 1st of May 1996.

> Another problem is the communication between the modules. Although Amos 
> can start (execute) other programs, I have found as yet no way of testing 
> wether a program has ended or not. Also we need to find a safe way to 
> transfer scoring data to and from the main program (and/or to and from a 
> possible score keeping module).

I thought if you PRUN a program from within AMOS (if PRUN is what you 
mean) it comes back to the original program only when the other has 
finished?  Mind you, not sure what happens there when everything is 
compiled?

As for transferring the score, you could either do it using COMMAND 
LINE$ (probably the best idea) or just create a temporary file in 
RAM containing all the variables needing to be passed.  The advantage 
with that method is that it would be very easy to add new ones onto 
the list etc.

> People might feel that this program will have no edge over the countless 
> other games that will undoubtedly be based on the next Olympics. If there 
> are enough programmers though (like my estimated 20), the sheer size will 
> be the thing we have going for us. Otherwise we can always come up with 
> something later. Classic Olympics for instance, set in ancient Greece 
> (the game might even be banned in some countries if we used the 
> traditional sportswear :-) ).

I think this is a much better idea.  Specific olympics games have 
been done to death, I feel, but if we brought in original, less 
serious ideas for the game it could be both fun, original and 
entertaining.  That way we could also come up with our own personal 
ideas and it would be a good source for a variety of different senses 
of humour.  If you do something to rigidly (like conforming to an 
Olympics game) it can become a bit too characterless, I feel.

Also, it could then involve lots of other people in it.  For example, 
I'm not a great programmer, artist or musician, but I can 
occasionally come up with some original ideas (incidentally, did I 
mention Scro... oh, yes, I did, didn't I?)  People who don't want to 
have to work really hard at it could occasionally chip in tiny ideas, 
little quirks or strange hidden bits., so that the more you play the 
game, the more you discover.  I like games like that.
> 
> I really must stop talking now, because I could go on and on and on... I 
> am really interested to know what you all think about my (and Eddie's of 
> course) plan.

My opinion of it has changed a bit since my first thoughts.  It's not 
a bad idea!
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Sat Sep  2 16:03:26 1995
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Date: Sat, 2 Sep 1995 11:02:24 -0700 (PDT)
From: Garrett Moon <gmoon@blaze.bc.ca>
To: mcrowl@earthlight.co.nz
Cc: amos-list@access.digex.net
Subject: Game idea
Message-Id: <Pine.LNX.3.91.950902105905.3387A-100000@flame.blaze.bc.ca>
Mime-Version: 1.0
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Hey Mike, I mean BEN...
	Here's an idea that would work well in an overhead view game. I 
remember reading a review in Amigaworld about a game called Murder! in
which you played a detective in an enourmous mansion full of interresting
characters and clues. Of course, there's a murder and you have to 
interview
everyone, investigate all the clues, and solve it with proof.  The best
part about this idea is that you can randomize just about everything.  You
could even have the house or the environment randomly created for each
game.  I don't know if this is the sort of thing you were thinking of, but
I thought its something I'd like to see done in Amos.  But, if you don't 
do
it, i will. 
	Were you thinking of doing a sort of RPG-ish game? I think it would
be fun to take the Valhalla idea and move it into the future, too.
 
Well, Good luck with your plans! 
 
		Garrett Moon (gmoon@blaze.bc.ca)


From amos-request@svcs1.digex.net Sat Sep  2 18:50:55 1995
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Date: Sat, 2 Sep 1995 14:22:39 -0700 (PDT)
From: Greg Cox <gcox@cts.com>
To: amos-list@access.digex.net
Subject: ATARI 2600 Game Conversions
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How 'bout a few of the old games on the Atari 2600 converted over to the 
Amiga like: - Adventure
            - Haunted House
            - Demon Attack
            - Wizard of Wor

Re-live old memories :) The list could go on and on ... many of which 
can't be all that hard to be converted over.

Greg


From amos-request@svcs1.digex.net Sat Sep  2 20:52:08 1995
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Subject: sound compression
To: amos-list@access.digex.net
Date: Sat, 2 Sep 95 17:19:06 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
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	I am having a problem with sound compression. Currently I
am trying to create a routine that will load in any size sample
stored in my own format and play it in the background. To do
this, I am using the Squash/Unsquash routines as well as the
SLoad, Sam Swapped and Sam Swap commands. The format I am using
for my samples is:

Frequency(2),Load Length(2),Final Size(2), Sample Data,
	    ,Load Length(2)...

The routine would get the frequency of the sample, and then get
the load length and final size. I would then use the load length
to Sload the Sample Data into my first buffer of 5k. If the load
length is less than the final size then I would proceed to
unsquash it with OK=UnSquash(Start(bufferno),Load Length). I
would then play the sample data stored in bufferno as a raw
sample. I would then estimate the time of play for that segment
and use the Every x Proc command to start the multitasking
loop. In the loop the next segment would be loaded using the same
technique as above and when Sam Swapped(voice no) is true I then
us the Sam Swap command to switch buffers to the new one so that
the sound sample would continue playing on that buffer.

The problem I am having occurs when the Load Length and Final
Size are the same(Squash was unable to compress the data). When
it reaches one of these segments it plays some garbage data that
sounds like an out of tune vocal ladder. The segments that got
compressed work perfectly. What is happening?!?

			Robert Currie


From amos-request@svcs1.digex.net Sat Sep  2 21:25:52 1995
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From: PKEENE@delphi.com
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Date: Sat, 02 Sep 1995 19:49:26 -0400 (EDT)
Subject: Pal to NTSC
To: amos-list@access.digex.net
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Hi all

I've got the amos pd-cd and have noticed that a lot of the programs are in 
PAL mode.  I've tried to boot my machine into PAL but have had no luck.

I looked up the Proc "_to_ntsc" but I haven't been able to get it to work
either.

Can someone out there show me how to get the PAL programs to run in NTSC??

Thanks

Pam

From amos-request@svcs1.digex.net Sat Sep  2 22:35:57 1995
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From: hhuntley@ix.netcom.com (Howard Huntley)
Subject: Amos The Creator
To: amos-list@access.digex.net
Status: RO
X-Status: 

I have purchased Amos the creator v1.2 with updates. My problem is that 
I can not get it to install on my Amiga 2000 WB/2.1 hard drive and I 
can not change the screen mode from PAL to NCTS from with in the 
software. Can you tell me how to solve this problem or direct me to a 
source of help?

From amos-request@svcs1.digex.net Sun Sep  3 00:28:07 1995
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Date: Sat, 2 Sep 1995 20:36:35 -0700
Message-Id: <199509030336.UAA26388@ix5.ix.netcom.com>
From: gamesrme@ix.netcom.com (Joe Bedard )
Subject: Re: ATARI 2600 Game Conversions
To: amos-list@access.digex.net
Status: RO
X-Status: 

You wrote: 
>
>
>How 'bout a few of the old games on the Atari 2600 converted over to 
the 
>Amiga like: - Adventure
>            - Haunted House
>            - Demon Attack
>            - Wizard of Wor
>
>Re-live old memories :) The list could go on and on ... many of which 
>can't be all that hard to be converted over.

Demon Attack!!!! YEESSSS!!!!!
Adventure...NOOOOOOO!!!!!!

How about Raiders of the Lost Ark...Now there's a 2600 adventure 
game...


From amos-request@svcs1.digex.net Sat Sep  2 23:54:25 1995
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Message-Id: <9509030258.AA32006@acs3.acs.ucalgary.ca>
Subject: Re: Amos The Creator
To: hhuntley@ix.netcom.com (Howard Huntley)
Date: Sat, 2 Sep 95 20:58:12 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
Cc: amos-list@access.digex.net
In-Reply-To: <199509030130.SAA14386@ix3.ix.netcom.com>; from "Howard Huntley" at Sep 2, 95 6:30 pm
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> 
> I have purchased Amos the creator v1.2 with updates. My problem is that 
> I can not get it to install on my Amiga 2000 WB/2.1 hard drive and I 
> can not change the screen mode from PAL to NCTS from with in the 
> software. Can you tell me how to solve this problem or direct me to a 
> source of help?
>

	Make sure that the Amos_System directory is in the root
of your hard drive partition. Also make sure that all .Lib files
are in the Amos_System directory. To change to an NTSC
environment you must run the Config1_?.AMOS program and select
the NTSC mode from the menu. At least that's what I had to go
through to get my Amos Creator working. I have version 1.3x, the
U.S. version and so I am not sure wether 1.2 is compatable at all
with NTSC.

				Robert Currie



From amos-request@svcs1.digex.net Sun Sep  3 01:12:50 1995
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Date: Sat, 2 Sep 1995 21:02:41 -0700
Message-Id: <199509030402.VAA19261@ix9.ix.netcom.com>
From: gamesrme@ix.netcom.com (Joe Bedard )
Subject: Re: 8 way scrolling
To: amos-list@access.digex.net
Status: RO
X-Status: 

You wrote: 
>
>When I previously wrote about 8 way scrolling, I may have forgot to 
mention
>I mean smooth 8 way scrolling and fast(I forgot to mention that too)
>I tried the sample program written by Robert Currie, and on my 
computer
>it flickers alot, does it do this on anybody elses computer?( I have a 
1 meg
>500 with a supra 28 accelerator)I could do what Robert Currie did and 
have
>(and much simpler, sorry Robert)done it in the past, but I'd rather 
have
>smooth movement opposed to chunky.

I have that 8 way scrolling program....I can UUE a demo if you like...
The only problem is not explained....

Let me know,
Joe


From amos-request@svcs1.digex.net Sun Sep  3 00:11:08 1995
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          id AA38354; Sat, 2 Sep 1995 21:10:45 -0600
Message-Id: <9509030310.AA38354@acs3.acs.ucalgary.ca>
Subject: Re: Pal to NTSC
To: PKEENE@delphi.com
Date: Sat, 2 Sep 95 21:10:44 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
Cc: amos-list@access.digex.net
In-Reply-To: <01HUT9AJU1368Y5MQ1@delphi.com>; from "PKEENE@delphi.com" at Sep 2, 95 7:49 pm
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> 
> Hi all
> 
> I've got the amos pd-cd and have noticed that a lot of the programs are in 
> PAL mode.  I've tried to boot my machine into PAL but have had no luck.
> 
> I looked up the Proc "_to_ntsc" but I haven't been able to get it to work
> either.
> 
> Can someone out there show me how to get the PAL programs to run in NTSC??
> 
> Thanks
> 
> Pam
> 
	Usually, unless the programmer put in code for NTSC,
there is no clear cut way to go about it. You should be able to
run the PAL programs but you won't be able to view about an inch
of the screen that a normal PAL monitor would display. This is no
concern unless there happens to be buttons or information that
(invariably) is put there. Some programs have commented out
portions of their source code that can be used by NTSC users. The
Sprite Editor is one example of that. For the Sprite Editor, you
simply have to remove the commenting symbol from one line and it
will work for NTSC. Many of the North American users of Amos have
difficulties with all of the PAL software that emerges and is
inoperable by us because the programmer has placed buttons or
information out of sight of the user. There are some programmers
that have compesated for this by creating screens that scroll up
and down when the mouse reaches the top or bottom edge of the
screen and this is acceptable. As far as your problem is
concerned, the only alternative you have is to change the source
code and hope that the author is good at internal documentation.

			Robert Currie


From amos-request@svcs1.digex.net Sun Sep  3 01:27:41 1995
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          id AA37918; Sat, 2 Sep 1995 22:21:10 -0600
Message-Id: <9509030421.AA37918@acs3.acs.ucalgary.ca>
Subject: 8-way scroller
To: amos-list@access.digex.net
Date: Sat, 2 Sep 95 22:21:09 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
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In reply to someones response to my 8-way scroller:

Do in part to the mail daemon falling on its face, I couldn't
quote the message so this is simply my reply.

	Yes, I myself could have done it many many years ago(no
offense taken) and in fact this I threw together in 30 minutes
from scratch. Personally though I have not ever timed my efforts
so I was not aware of the speed barrier in doing this routine. I
definitely see now the challenge of getting it under 1 vbl and
with bobs and sprites active at the same time thatt could be a
big challenge. But if you simply want an 8-way scroller, I think I
have given some good ideas to a few people who may not be as
advanced as you are. I fiddled about with scrollers for awhile
until I decided to do my game in 3D so I thought someone might
benefit from the effort at least.

			Robert Currie
 

From amos-request@svcs1.digex.net Sun Sep  3 03:56:06 1995
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Date: Sun, 3 Sep 1995 18:55:03 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: Joe Bedard <gamesrme@ix.netcom.com>
cc: amos-list@access.digex.net
Subject: Re: 8 way scrolling
In-Reply-To: <199509030402.VAA19261@ix9.ix.netcom.com>
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On Sat, 2 Sep 1995, Joe Bedard wrote:
> I have that 8 way scrolling program....I can UUE a demo if you like...
> The only problem is not explained....
> 
> Let me know,
> Joe
> 

Giday Joe,
I'd like a UUE demo of this 8 way scrolling program please.
Thanks for the trouble.

               ???????????????????
               ?    ??     ? ??  ?
               ? ?? ??  ????  ?  ?
               ?     ?    ??     ?  <-- (BLUR YOUR EYES
               ? ??? ?  ????  ?  ?          AT THIS)
               ?    .?     ?  ?? ?
               ???????????????????


                 B  ?  E  ?  N

                C ? R ? O ? W ? L

         EMAIL : mcrowl@earthlight.co.nz 

From amos-request@svcs1.digex.net Sun Sep  3 04:29:18 1995
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From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Sun, 3 Sep 1995 08:17:43 +0000
Subject:       Re: Scrotax II - extra bit
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: RO
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>     Well I downloaded your game scrotax2 but sadly it won't work on my 
> machine. I have an A1200+4megram+2meggraphics+hd, I installed game in my hd
> and when I doubleclik icon it loads for a while and then crashes, showing
> the red message SOFTWARE FAILURE. I unpacked to floppy then, I said maybe 
> it works fine on the disk, NOpe, same thing, I have one disk now with 
> scrotax 2 when u double clik it carshes and shows software failure msg,
> if I reboot computer with disk in it doesnt load game, it getsAmiga Dos 
> instead(yes I installed the disk as instructed),
>     I'd like to hear suggestions on how to see game working


Oh God, I have just discovered the problem and all I can say is I'm 
very sorry - it is entirely my fault!

I forgot (eek!) to include the amos library in the compiled code.  It 
tooks for your AMOS.LIBRARY, probably finds the old Amos library and 
then crashes in desperation as it doesn't know what to do!!

As I said before, I'm off on holiday now, but the moment I get back I 
will compile the current version 2.01 and upload it instead.  It's 
not much different, but it should work!!!!  (and it's got proper 
gravity)

If you would like me to email it to you uuencoded, then please ask - 
it'll save you having to go look for it on Aminet.

Again, very sorry about this!!
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Sun Sep  3 14:17:00 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
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Subject: Re: "Klik'n'Play?!" [Sic!]
Date: Sat, 02 Sep 1995 15:31:13 +0200
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jokivuori@joyl.joensuu.fi wrote on 31.08.1995 some text under the
subject Re: "Klik'n'Play?!" [Sic!]. I can't leave this uncommentated
;-)

ji> > OFFTOPIC: Has anyone encountered problems on saving/loading IFF
ji> > pictures? Regularily I get corrupted iff files when I use Save Iff...
ji> 
ji> Yep, small ham pictures (212*170, converted with Imagestudio) did
ji> show some strange "color leeks",... about 1/3 of pictures showed that.

That was when loading... I know about /these/ problems... but I asked
for bugs in the /Save/ /Iff/ routine...

ji> Other programs showed these pictures OK.

I've written a program, which loads 256 colour iff pictures (single
pictures of an animation) and then converts them either to HAM6, 32
colours or 16 colours grey scale. But sometimes the source pictures
seem to be corrupt, and then I load them again and everythings ok?!
:-??

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Acle (n.)
  The rogue pin which shirtmakers conceal in a hidden fold of a new
  shirt. Its function is to stab you when you done the garment.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Sun Sep  3 13:45:10 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: 8-way scrolling
Date: Sat, 02 Sep 1995 15:34:16 +0200
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m.g.d.wehrens@chem.ruu.nl (Martijn Wehrens) wrote on 31.08.1995 some
text under the subject Re: 8-way scrolling. I can't leave this
uncommentated ;-)

MW> tile-height. You'd need 4*screen+extra strip!

Multiple it with factor 2 to get the amount of memory required for
double buffering, if you want to use bobs on it... :-(

So a 320*256*32 colours display will take about
(352/8)*288*5*4*2=506880 Bytes of CHIPMEM :-(

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Addis Ababa (n.)
  The torrent of incomprehensible gibberish which emanates from the
  loudspeakers on top of cars covered in stickers.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Sun Sep  3 14:01:47 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: wishlist extension
Date: Sat, 02 Sep 1995 15:43:46 +0200
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fer007@freenet.scri.fsu.edu (fernando Bartra) wrote on 31.08.1995
some text under the subject wishlist extension. I can't leave this
uncommentated ;-)

fB>   This is my wishlist for an extension that works with Amos 1.3 (the 
fB> Creator):
fB> 
fB>   - AGA support

Erm... :-)

fB>   - Iff animations playback

Get AmosPro ;-)

fB>   - ability to load large sound samples with one command

Get DSAM.

fB>   - a way to move icons across screen if possible

Use Bobs ;-)

fB>    If you can get this in an extension I'll BUY it !!!!!!

;-)))) Hardly anybody still writes extension for the creator ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Adrigole (n.)
  The centre piece of a merry-go-round on which the man with the
  tickets stands unnervingly still.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Sun Sep  3 14:08:06 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Thanks
Date: Sat, 02 Sep 1995 16:15:45 +0200
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T.Lewis@bton.ac.uk (Eddie) wrote on 31.08.1995 some text under the
subject Thanks. I can't leave this uncommentated ;-)

Ed>     I know this is not going to be as easy as I've made it out to be - alot of
Ed> managing would have to be done.  But people could be assigned tasks to their
Ed> strengths etc.  We couls all uuencode our individual procs and mail them to
Ed> whoever the central manager for the project will be then she/he can then put
Ed> them together.

Sounds very mad, but I like it ;-)))) However, I only got a very
limited amount of time left due to many other projects and... school
;-(

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Ainderby Quernhow (n.)
  One who continually bemoans the 'loss' of the word 'gay' to the
  English language, even though they had never used the word in any
  context at all until the started complaining that they couldn't use
  it any more.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Sun Sep  3 14:22:23 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Amos Pro Sound Editor
Date: Sat, 02 Sep 1995 17:01:10 +0200
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semprini@enterprise.net ("Semprini") wrote on 31.08.1995 some text
under the subject Amos Pro Sound Editor. I can't leave this
uncommentated ;-)

Se> Anyway, does anyone know why Amos Pro Sample Editor puts an annoying 
Se> little click at the beginning of every single sample in my sample 
Se> bank when I just load it up!?  It's really odd!

It's probably the IFF-Header of your samples that has not been cut
off correctly... load and resave your samples as raw/binary file with
any of your sampling software.

Se> Also, on the same subject, are there any good PD sample editors 
Se> available (I can't find anything really good and PD on Aminet) that 
Se> allow me just to cut out things like the Amos Pro one?  Possibly one 
Se> that adds fades and things too?

I like the sample-editor of the Protracker 2.2 and from Protracker
3.15 very much... :-)

Se> And finally, what is the command in Amos to add an IFF sample to a 
Se> bank?  Say I have 4 samples in a bank, how would I load up a new 
Se> sample 5 straight in without using the horrible Amos Pro Sample 
Se> Editor?

Due to the stupid bank structure there's no way to add a sample
directly without some bank resizing etc.

Se>  And would the same method work if I also wanted to load up a
Se> new sample 2?

That would be a *little* bit easier, I think ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Ainderby Steeple (n.)
  One who asks you a question with the apparent motive of wanting to
  hear your answer, but who cuts short your opening sentence by
  leaning forward and saying 'and I'll tell you why I ask...' and
  then talking solidly for the next hour.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Sun Sep  3 14:34:19 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: HotAir.AMOS
Date: Sat, 02 Sep 1995 17:48:29 +0200
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X-Status: 

begin 644 HotAir.AMOS
M04U/4Ra"87-I8RaV,3,T(```$>(B`092`cP@2fDA(e1H:7,@:7,@:G5S=baA
M(fQI=g1L92aP<F]G<F%M(g1O(g-H;W<L(fAO=RaT:fES(g-U<f5R(b```aX!
M!E(`-baS;V9T(g-C<F]L;fEN9RaW;W)K<RaW:71H;W5T(f%N>2aB;fET=f5R
M(f-O<gEI;F<N+BX``a,!!E(`'BaO;FQY(g1W;RaD:7)E8W1I;VYS(g1H;W5G
M:bXN+@``!`$&4@`````6`0GJ`cX````!`eP`/@```3``7``^````"`a<`cX`
M```$`eP`/@````````\!%d8`5`TT`e03W``^``````a4"[@`/@```````aP!
M`CP`-``&```"`f$`_Z(`/@``````E``^````'Pa4#1P`!@```@aA``a<`cX`
M`````e0"1@``$@$,_``^``````a<`c8```\``eP`-@``#X``7``V````\```
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``
end


From amos-request@svcs1.digex.net Sun Sep  3 13:10:11 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
To: amos-list@access.digex.net
Date:          Sat, 2 Sep 1995 20:27:39 +0000
Subject:       Ultimatum Problems
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509031434.aa20911@post.demon.co.uk>
Status: RO
X-Status: 

I can't remember if the problems with Ultimatum (1.2, I think) 
crashing at the end of the intro sequence were solved or not, but 
I have found the following "cures" it:

After you press any key at the start of the intro, send Amos to back 
with the Amiga "A" combination, then wait for the intro to finish. 
Then flip Amos to front and you will find yourself at the menu page - 
it didn't crash! I can't possibly think why this could be - has 
anyone had any similar spooky experiences?

Cheers,

Mark

From amos-request@svcs1.digex.net Mon Sep  4 01:17:19 1995
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Message-Id: <wSX6SMD261aez2@p22.sixpack.pfalz.org>
From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Thanks
Date: Sun, 03 Sep 1995 09:08:18 +0200
X-Mailer: MicroDot 1.10 [REGISTERED 000261] via Connectline-CLMSortin 2.22
References: <Pine.HPP.3.91.950901122324.24481B-100000@mpih17>
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Status: RO
X-Status: 

bcollin@mpi.nl (Branko Collin) wrote on 01.09.1995 some text under
the subject Re: Thanks. I can't leave this uncommentated ;-)

BC> If, say, we could gather about 20 programmers, we could make the biggest 
BC> Olympics based computer game ever!

!!! 20 programmers?!?! Even 4-6 coders would be more than enough
;-)))

IMHO a team of about 30 people would be impossible to organize...
arguments are pre-coded ;-)

BC> I have been thinking a lot about this modular approach and it seems to be 
BC> the easiest for the programmers: this way they only have to 'obey' the 
BC> guidelines. This will eliminate a lot of the bugs expected from other 
BC> approaches. With a modular approach I mean this: All the modules and the 
BC> main program are separate, compiled Amos programs, only sharing one 
BC> graphics bank and one sound/music bank (and of course using proprietary 
BC> banks for each module).

I wouldn't do seperate compiled programs, I would simply use
procedures with a few global variables but the rest is completely
autarc.

BC> Obviously this method has a few drawbacks. The first that springs to mind 
BC> is that with twenty expected modules the whole programme may be over 2 
BC> Meg!

And it would switch to workbench after every module for a short
time...

BC> Another problem is the communication between the modules. Although Amos 
BC> can start (execute) other programs, I have found as yet no way of testing 
BC> wether a program has ended or not.

Because only ONE Amos program can run at a time, the other must have
already ended, if you gonna do a checking routine...

BC> Also we need to find a safe way to
BC> transfer scoring data to and from the main program (and/or to and from a 
BC> possible score keeping module).

T:Tempfile? ;)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Aldclune (n.)
  One who collects ten-year-old telephone directories.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep  4 01:47:37 1995
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Message-Id: <wSX8CMD261aLz3@p22.sixpack.pfalz.org>
From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: AMCAF extension
Date: Sun, 03 Sep 1995 09:10:10 +0200
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jp_dejong@hgl.signaal.nl (Jong J.P. de) wrote on 01.09.1995 some text
under the subject AMCAF extension. I can't leave this uncommentated
;-)

Jd> As you didn't respond to a message I sent to you
Jd> personally on wednesday, I'm trying it via the list:

I did, but probably the mail hasn't reached you yet... :-\

Jd> I want to say that I like the AMCAF extension very
Jd> much and I would like to know how to order it !

Just look in the manual:

**************************************************************************
*                                                                        *
* The demo version is a fully functional demo, but the commands cannot   *
* be compiled and there is an annoying alert box at the start of         *
* AMOS Pro. The full registered version costs $25 or 30 DM. Please do    *
* not send coins, nor foreign checks, nor postal money orders except     * 
* cash orders. Supply a valid and fully qualified address for shipment   *
* including your country name.                                           *
*                                                                        *
* If you want to get your registered version even faster, send me an     *
* email message (containing your full address, if there are problems to  *
* send it to you by email) and please wait for a notification before you *
* transfer the money to my bank account.                                 *
*                                                                        *
* Please tell me, if you like to have the english or the german version  *
* of AMCAF.                                                              *
*                                                                        *
**************************************************************************
 
Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Alltami (n.)
  The ancient art of being able to balance the hot and cold shower
  taps.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep  4 01:46:54 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Scrotax II - extra bit
Date: Sun, 03 Sep 1995 09:34:30 +0200
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semprini@enterprise.net ("Semprini") wrote on 01.09.1995 some text
under the subject Re: Scrotax II - extra bit. I can't leave this
uncommentated ;-)

Se> The system I used to write it (by the way) is an Amiga 1200, 
Se> absolutely bog standard.  No other features (except hard drive).  
Se> Only 2mb memory etc etc.  I don't know exactly what software failure 
Se> means!?

Could that be the problem? Are allocating memory banks, that should
have been in Chip-Memory but are not definately asking for chip-mem
(so perhaps you get fastmem instead on other amigas?).

A software failure is the 'Multitasking-Guru' of the Amiga. If a
program goes wrong, it could call up some illegal assembly command or
use an invalid address. The AmigaOS exeception handler then 'traps'
this error and opens a requester that's called 'Software Failure'
(with english locale settings). There it shows the error number and
the task name. You may then suspend the error (the task will be
halted, but no system resources will be freed, and there's the risk
that the program has already overwritten important data of other
programs), or you can reboot the machine immediately.

The guru-number is a hex longword. It's uppermost bit 31 tells you if
it is a recoverable alert (bit set) or a deadend alert. Only
recoverable alerts are shown in software failure requesters, deadends
will reset immediately.

The uppermost byte holds the library number. If it's zero, it's a
processor trap. Common numbers are:

00000000 processor trap
01000000 exec.library
02000000 graphics.library
03000000 layers.library
04000000 intuition.library
05000000 math.library
06000000 clist.library (obsolete)
07000000 dos.library
08000000 ram.library
09000000 icon.library
0A000000 expansion.library
10000000 audio.device
11000000 console.device
12000000 gameport.device
13000000 keyboard.device
14000000 trackdisk.device
15000000 timer.device

Always remember to add '8' to the first digit if it's a recoverable
alert.

The last two bytes of the code contains the error code. Here are some
of the common error codes:

Processor trap codes:

00000002 bus error
00000003 address error (uneven address, occurs more often on MC68000)
00000004 illegal instruction
00000005 division by zero
00000006 'chk' instruction
00000007 'trapv' instruction
00000008 privilege violation (using supervisor-instructions in user-mode)
00000009 trace (may only be caused by debuggers)
0000000A line a emulation (FPU instruction)
0000000B line f emulation (MMU instruction)

exec.library

81000005 corrupted memory list
81000009 memory freed twice
8100000C sanity check on memlist failed
8100000F memory list insane

(I hope you and the others on the list don't mind my little excursion
;-) )

Which extensions do you use?

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Ambatolampy (n.)
  The bizarre assortment of objects collected by a sleepwalker.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Sun Sep  3 11:20:20 1995
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Date: Sun, 3 Sep 1995 10:21:03 -0400 (EDT)
From: Michael Cox of EDS <mcox@access.digex.net>
To: PKEENE@delphi.com
cc: amos-list@access.digex.net
Subject: Re: Pal to NTSC
In-Reply-To: <01HUT9AJU1368Y5MQ1@delphi.com>
Message-ID: <Pine.SUN.3.91.950903102009.2220A-100000@access5.digex.net>
MIME-Version: 1.0
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Status: RO
X-Status: 

On Sat, 2 Sep 1995 PKEENE@delphi.com wrote:
> I've got the amos pd-cd and have noticed that a lot of the programs are in 
> PAL mode.  I've tried to boot my machine into PAL but have had no luck.
I have the CD also.  I have an A1200 and I make it boot into PAL and can
run the programs and boot off of the CD just fine.  What system do you
have?

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


From amos-request@svcs1.digex.net Sun Sep  3 11:02:17 1995
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Date: Sun, 3 Sep 1995 10:30:35 -0400 (EDT)
From: Michael Cox of EDS <mcox@access.digex.net>
To: AMOS Mailing List <amos-list@access.digex.net>
Subject: Messages from August 95
Message-ID: <Pine.SUN.3.91.950903102941.3274A-100000@access5.digex.net>
MIME-Version: 1.0
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Status: RO
X-Status: 

I have uploaded the archive of the messages.  It is on AmiNet under
dev/amos and is called AMOSList-0895.lzh

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


From amos-request@svcs1.digex.net Sun Sep  3 12:28:11 1995
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Date: Sun, 3 Sep 1995 08:19:11 -0700 (PDT)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: Re: Thanks
To: fernando Bartra <fer007@freenet.scri.fsu.edu>
cc: Amos List <amos-list@access.digex.net>
In-Reply-To: <Pine.3.89.9509011327.A10789-0100000@freenet3.scri.fsu.edu>
Message-ID: <Pine.3.89.9509030843.A13814-0100000@vifa1>
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On Fri, 1 Sep 1995, fernando Bartra wrote:

> 
> 
> On Fri, 1 Sep 1995, Mike Crowl wrote:
> 
> > 
> > On Thu, 31 Aug 1995, Eddie wrote:
> > 
> > > ON TOPIC:
> > >     This may sound a little crazy, BUT .........
> > >     I have this idea for a rather storming program concept!  Personally I
> > > don't have a great deal of time to spend on AMOS programming and, I susspect,
> > > neither do quite a few of you out there. So ..... why don't we all get
> > > together and come up with a good game concept, then assign little bits of it
> > > to everyone.  This would then allow us to produce a large game, quickly!
> > >     I know this is not going to be as easy as I've made it out to be - alot of
> > > managing would have to be done.  But people could be assigned tasks to their
> > > strengths etc.  We couls all uuencode our individual procs and mail them to
> > > whoever the central manager for the project will be then she/he can then put
> > > them together.
> > > 
> > > crazy idea? .. anyone got any views on this?
>   FB:  not crazy, but smart, that's how the best games are made, not by 
> one person but by a whole  team of people working together. \> 
> > I think this is a possible idea if a lot of people wanted to help. Only 
> > thing is people on this list have their own games, demos and projects 
> > which they are already doing, and may not be able to find the time even 
> > for a wee bit of extra programming. I don't know. Personally, I have 
> > quite a lot of time and would be interested - if there was some more support 
> > by others.
> > 
>     It's a great idea, just think: one guy may be good at music, one can 
> assemble a nice sound bank, one is good at graphics, one is a good coder,
> instead of being on their own and do a demo of one thing put them together
> and get a mega-game!!!!!!!!!!!!
>      I'm interested, maybe we could all get a great game going.
>         Fernando Bartra

I'm not working on anything big right now.  Count me in!

John C. Bintz - uv334@freenet.victoria.bc.ca
WWW:  http://www.lookup.com/Homepages/10794/home.html
"If at first you don't succeed, blame it on your parents!"
                                                 -Yakko Warner


From amos-request@svcs1.digex.net Sun Sep  3 15:44:31 1995
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Date: Sun, 3 Sep 95 15:33:15 1100
Message-Id: <9509032133.AA0243x@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Group Effort Game
Status: RO
X-Status: 

OK, since a few people are interested in programming a group effort game,
I'll offer something.
I started coding a lunar lander game (come on, stop groaning!). It uses a
lot of different techniques. Unfortunatly, I then decided to 3D render the
graphics for it. Designing, gererating, rendering, and learning to use a 3D
package has now taken over from the game. In fact I wrote the Anim2bob
converter to make converting the images easier - a huge program in it's
self.

As a result the Lunar Lander game has been put on the back burner. I'll put
out the code to what I've already done, so a group of us can work on it.

Let's start simple to see if a group effort approach will work.

Anyone interested?

Darryl

-- Via DLG Pro v1.0

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From amos-request@svcs1.digex.net Sun Sep  3 15:11:07 1995
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Date: Sun, 3 Sep 95 16:00:33 1100
Message-Id: <9509032200.AA0244h@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: "Klik'n'Play?!" [Sic!]
Status: RO
X-Status: 


 CH> Ha! I've managed to write a short looping animation player using the
 CH> old AMOS commands ;-)

How about uploading it to the list?????!!!!!!!!!!!!

Darryl

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From amos-request@svcs1.digex.net Sun Sep  3 15:47:31 1995
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Message-Id: <9509032206.AA0244m@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: Wishlist for Amos
Status: RO
X-Status: 


 MCM> Oh yes it does ;-)...
 MCM> ... or maybe, on the other hand, we have our wires crossed.

the wires are crossed :-)

 MCM> I assume you want a group of buttons where only one
 MCM> can be selected at once - no more, no less.  If this is the 
 MCM> case then the above code WILL work - if you click on the selected 

Yeah, but that is not what I meant. 

 MCM> However, if you want any number (except none) of the buttons
 MCM> to be selected then it is more complicated, but by no means 
 MCM> impossible:

This is it!

 MCM> If you begin with x buttons selected then set 0VA to the 
 MCM> value x (do this when buttons are defined).
 MCM> Then configure each button so that:
 MCM> 1. If a deselected button is clicked on then increase 0VA by 1 and
 MCM>    select the button
 MCM> 2. If a selected button is clicked on, AND
 MCM> if   a) 0VA is greater than 1 (it must be at least 1 because at
 MCM> least 
 MCM>         this button is selected) then decrease 0VA by 1 and deselect
 MCM> 
 MCM>         the button
 MCM> else   b) (0VA equals 1) then do nothing - this must be the last 
 MCM> button selected.

 MCM> In fact, this method could be adapted so that at least y 
 MCM> buttons remain selected (where y <= x).

How about coming up with the actual code for this? A few buttons and the
like.

Darryl

-- Via DLG Pro v1.0

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               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Sun Sep  3 15:28:44 1995
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Date: Sun, 3 Sep 95 16:08:19 1100
Message-Id: <9509032208.AA0244r@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: Animations/IFF Corruption
Status: RO
X-Status: 


> I do not agree with you about animating bobs not making up 'real' 
> animation. This is the method that professionial animators use, including

> Eric Schwartz. I do not know the name of the program Eric's using, but it


 S> Moviesetter, I think.  Actually, I think that was free on a coverdisk 
 S> ages ago too.

It was on Amiga Format. Eric's animations are done using it.

Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
               #( )# |          _( )__         | #( )# 
               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Sun Sep  3 14:28:09 1995
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Date: Sun, 3 Sep 1995 10:25:43 -0700
Message-Id: <199509031725.KAA15266@ix4.ix.netcom.com>
From: gamesrme@ix.netcom.com (Joe Bedard )
Subject: Car Demo
To: amos-list@access.digex.net
MIME-Version: 1.0
Content-Type: multipart/mixed;boundary="knufrxvtlklkundduxpmhtmwioqqby"
Status: RO
X-Status: 


This is multipart MIME message.


--knufrxvtlklkundduxpmhtmwioqqby
Content-Type:text/plain; charset=US-ASCII; name="NCZ290D.TMP"

Ok here it is...Let me know if it works or not....I had to Lha it on 
AMIGA then xfer it to IBM via nul modem then UUE it with Wincode for 
windows...(phew!!) I just hope this works... Here's some info about the 
UUE from Wincode report....


--knufrxvtlklkundduxpmhtmwioqqby
Content-Type:text/plain; charset=US-ASCII; name="wc_e_001.rpt"

Wincode v2.6.1 Encode Report File:
----------------------------------

Original File: c:\car.lha
Original File Size: 16693
Approximate Encoded File Size (total): 23541
Code Type: UUE
Text File Type: MS-DOS
Encoding File: c:\wincode\encode\car.uue
Total Number Encoded Files: 1
sum -r/size 325/16693
---------------------------------



--knufrxvtlklkundduxpmhtmwioqqby--


From amos-request@svcs1.digex.net Sun Sep  3 14:53:33 1995
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Date: Sun, 3 Sep 1995 10:27:15 -0700
Message-Id: <199509031727.KAA28343@ix3.ix.netcom.com>
From: gamesrme@ix.netcom.com (Joe Bedard )
Subject: CAR.uue
To: amos-list@access.digex.net
MIME-Version: 1.0
Content-Type: multipart/mixed;boundary="kqwkmbltilaobnnolsgammtmiqilvu"
Status: RO
X-Status: 


This is multipart MIME message.


--kqwkmbltilaobnnolsgammtmiqilvu
Content-Type:text/plain; charset=US-ASCII; name="NCZ1C5D.TMP"

8-way scrolling demo.



--kqwkmbltilaobnnolsgammtmiqilvu
Content-Type:text/plain; charset=US-ASCII; name="car.uue"

section 1/1   file car.lha   [ Wincode v2.6.1 ]

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`
end
sum -r/size 325/16693

section 1/1   file car.lha   [ Wincode v2.6.1 ]


--kqwkmbltilaobnnolsgammtmiqilvu--


From amos-request@svcs1.digex.net Sun Sep  3 20:29:07 1995
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	id AA29763; Sun, 3 Sep 95 19:34:05 EDT
Date: Sun, 3 Sep 1995 19:34:05 -0400 (EDT)
From: Tim Wright <tewright@mailbox.syr.edu>
X-Sender: tewright@mothra.syr.edu
To: AMOS list <amos-list@access.digex.net>
Subject: Re: 8-way scrolling
In-Reply-To: <Pine.SUN.3.91.950904083933.24563B-100000@sol.earthlight.co.nz>
Message-Id: <Pine.SUN.3.91.950903192120.28570B@mothra.syr.edu>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

On Mon, 4 Sep 1995, Mike Crowl wrote:
> On Sat, 2 Sep 1995, Chris Hodges wrote:
> > So a 320*256*32 colours display will take about
> > (352/8)*288*5*4*2=506880 Bytes of CHIPMEM :-(
> I was up the other night trying to think of a way to do 8 way scrolling, 
> when I got an idea. (NOTE: I haven't tried this yet) 
> For 32x32 tiles -
> What about getting a screen 320 x 256 with four strips on it
> #####1######
> #..........#
> 3..........2
> #..........#
> #..........#
> #####4######
> # = strips
> .. = viewable screen
> Ok, now paste your tiles in the direction you are scrolling and then,
> Just use the pd turbo ext's fast interrupt scrolling to scroll the 
> required piece into view. (understand?)
> If anybody has any comments on this I'd love to hear them,
> Flaws, problems, praise, anything,
> Seeya later,

   I've tried this myself, but even with my 030 it's slow (or too jerky 
using large increments) for full-size, 16+ color screens.  Have to cut 
down the size and colors to make it look more 'professional.'  I thought 
of a 2 screen screen-offset/screen-copy method a while back that might 
just work to create a silky-smooth display (at the cost of more memory of 
course).  Not sure how easily it would work with objects on it.  I'll try 
it in the next week and if successful I'll upload an example.

,---------------------------------------------------------------------------.
| Tim Wright                                       tewright@mailbox.syr.edu |
| "Argh!"                                              tewright@usa.nai.net |
| BFA Art Media Studies, Computer Graphics    http://www.nai.net/~tewright/ |
`---------------------------------------------------------------------------'


From amos-request@svcs1.digex.net Sun Sep  3 17:46:11 1995
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Date: Mon, 4 Sep 1995 08:45:40 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: Chris Hodges <chris@sixpack.pfalz.org>
cc: amos-list@access.digex.net
Subject: Re: 8-way scrolling
In-Reply-To: <wSIeIMD261aaz6@p22.sixpack.pfalz.org>
Message-ID: <Pine.SUN.3.91.950904083933.24563B-100000@sol.earthlight.co.nz>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 



On Sat, 2 Sep 1995, Chris Hodges wrote:

> 
> So a 320*256*32 colours display will take about
> (352/8)*288*5*4*2=506880 Bytes of CHIPMEM :-(
> 
I was up the other night trying to think of a way to do 8 way scrolling, 
when I got an idea. (NOTE: I haven't tried this yet) 

For 32x32 tiles -
What about getting a screen 320 x 256 with four strips on it

#####1######
#..........#
3..........2
#..........#
#..........#
#####4######

# = strips
. = viewable screen

Ok, now paste your tiles in the direction you are scrolling and then,

Just use the pd turbo ext's fast interrupt scrolling to scroll the 
required piece into view. (understand?)

If anybody has any comments on this I'd love to hear them,

Flaws, problems, praise, anything,
Seeya later,

               ???????????????????
               ?    ??     ? ??  ?
               ? ?? ??  ????  ?  ?
               ?     ?    ??     ?  <-- (BLUR YOUR EYES
               ? ??? ?  ????  ?  ?          AT THIS)
               ?    .?     ?  ?? ?
               ???????????????????


                 B  ?  E  ?  N

                C ? R ? O ? W ? L

         EMAIL : mcrowl@earthlight.co.nz

From amos-request@svcs1.digex.net Sun Sep  3 21:42:43 1995
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From: S93044370@acs.saultc.on.ca
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Date: Sun, 03 Sep 1995 20:29:35 -0400 (EDT)
Subject: Re: 8-way smooth scrolling
To: amos-list@access.digex.net
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In regards to Mike Crowl's idea, I've thought of this also, but I don't
think that the turbo extension can scroll up and down, only left and right,
which I think was very stupid on the programmer's part. Now I don't know about
the turbo plus extension but I think it still suffers from the same problem
since its demo on aminet only scrolls left and right(although very fast and
smooth). Now if I'm wrong someone please tell me so, I'd love to be, this
would solve all our problems it I was.

PS what extension number is the Amos pro version of TURBO, I've lost my instr.
and my disk crashed and I have to re-install it.

Cori Skagen
(s
93044370@acs.saultc.on.ca)


From amos-request@svcs1.digex.net Mon Sep  4 05:25:42 1995
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From: Paul Hickman <paul.hickman@ecl.etherm.co.uk>
Organization: Eurotherm Controls Limited
To: amos-list@access.digex.net
Date: Mon, 4 Sep 1995 08:48:32 0
Subject: Re: Amos Pro Sound Editor
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> And finally, what is the command in Amos to add an IFF sample to a 
> bank?  Say I have 4 samples in a bank, how would I load up a new 
> sample 5 straight in without using the horrible Amos Pro Sample 
> Editor?  And would the same method work if I also wanted to load up a 
> new sample 2?

There's not one -I put a SampleBankEditor program for AMOS1.3
on aminet years ago which will let you do this - it won't let you 
alter the individual samples, but you can merge banks, insert &
rearrange samples and it loads IFF files correctly without the click.
If you want to edit the samples, OctaMed is on loads of coverdisks
and has an integrated sample editor that does all the basics.

P.s. The volume of traffic on this list seems to be on the up - maybe
its time to suggest the dreaded word "Newsgroup" again - There can't
be that many people out there who still have E-Mail only access can 
there - I mean even compurserve have WWW browsers now...
--------------------------------------------------------
 WORK: Eurotherm Controls, Worthing                     
 Email: paul.hickman@controls.eurotherm.co.uk           
                                                        
 UNIVERSITY: Imperial College, London                      
 Email: ph@doc.ic.ac.uk                                 
--------------------------------------------------------
The opinions expressed above to not represent the views of
Eurotherm Controls plc, or Imperial College, or in fact Paul
Hickman, but are in fact the views of a small furry alien from
the planet zorg (called fred), so if you don't like them, sue 
him/her/whatever. Death to all tennis players.

From amos-request@svcs1.digex.net Mon Sep  4 06:40:47 1995
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Subject: Big Project
To: chris@sixpack.pfalz.org (Chris Hodges)
Date: Mon, 4 Sep 95 1:51:26 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
Cc: amos-list@access.digex.net
In-Reply-To: <wSX6SMD261aez2@p22.sixpack.pfalz.org>; from "Chris Hodges" at Sep 3, 95 9:08 am
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	If we are going to create a program by splitting it up
into little procedures there are a few things that must be taken
into account:

1) All procedures must leave the system in the same condition
as when they were initially called. For example you would have to
remember which screen was active and return activeness to that
screen before leaving your procedure. If this is not followed
then one person will be spending many many hours trying to figure
out how to mesh together a bunch of procedures that won't
cooperate--this will not be fun.

2) All procedures will have there own predefined variable or
storage space that only they can access. This will prevent others
from corrupting data. For example one procedure should handle all
sound effects and/or music and be responsible for maintaining the
data space as well as the assosciated variables. In essence it
should resemble object oriented programming except we will be the
only ones enforcing this restriction. Certain public variables
can be changed outside the procedure and these should be declared
as global, all others should be shared within the procedure.

3) An agreed upon documentation standard should be created and
upheld in case there are any small changes that need to be
made. This will also encompass the creation of a procedure list,
maybe daily, which will show the parameters of each completed
procedure--just in case slight changes must be made due to design
flaws or language shortcomings.

There are probably more but I can't think at this time. If we
follow the guidelines above then we should emerge with a slightly
robust game engine which may require more memory and be a slight bit
slower than a game designed by an individual but it should allow
us to create a larger game in a much shorter time span.

One thing that I have discovered(at least with Amos Creator) is
that mimicing object oriented programming in Amos makes the
program much smaller and less memory hungry. In order to fake
object oriented language, I use only one paramter in my call to
the procedure:

Procedure SOUND[REQUEST$]
Shared CURRENT_VOL,CURRENT_SAM,SOUND_ON
If REQUEST$="Load Sample"
------
------
End If
If REQUEST$="Play Sample"
------
------
End If
End Proc

This not only makes code very readable but it also solidifies
data because only one procedure accesses that data area. If data
must be passed into the procedure then a global variable is
used-- the equivalent of a public variable. Anyways, I sound like
I'm preaching now so I'll shut up and let everyone say what they
think. :)

			Robert Currie



From amos-request@svcs1.digex.net Mon Sep  4 13:45:16 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Easylife and AMCAF Font handling
Date: Mon, 04 Sep 1995 10:42:08 +0200
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Mark@westmead.demon.co.uk (Mark Carter) wrote on 02.09.1995 some text
under the subject Easylife and AMCAF Font handling. I can't leave this
uncommentated ;-)

MC> I may be wrong, but it seems that the font commands for Easylife and 
MC> AMCAF are completely useless when it comes to changing fonts within 
MC> interface programs (because the font number has been replaced by a 
MC> font pointer) and so I can't do the "SF0VA;" type of command.

*If* I can track down the font-list documentation and structure, I
probably *could* add a self created font name into it... Otherwise I don't
see a chance... :-(

MC> I like the idea of the Make Font Bank in AMCAF, since this gives the 
MC> possibility of creating a completely stand alone executable not 
MC> relying on any external files (except a mathtrans library) - this, 
MC> IMHO is the neatest, most reliable way.

You even don't need the mathtrans library if you're avoiding sin/cos/tan
etc. (the qsin, qcos, qsqr routines don't need the mathtrans libary
though). ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Articlave (n.)
  A clever architectural construction designed to give the illusion
  from the top deck of a bus that is far to big for the road.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep  4 06:50:45 1995
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9509040851.AA07478@diamond.bton.ac.uk>
Subject: Oh my .....
To: amos-list@access.digex.net
Date: Mon, 4 Sep 1995 09:51:50 +0100 (BST)
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Hello all,
    When I mailed up the message for the group game idea on Thursday, I did
not expect to get such a huge response!  I've just read my mail box (Monday
morning).  There were 100 messages in it!!!!!

    Right, I will sift through all the replies when I get some time and then
post the initial results to the list.

    It looks like this may actually happen.  If people could actually let
everyone know what their strengths and weaknesses are etc. we can start to
think about who can do what!  Also, original game designs would be helpful!

Cheers,
--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      *   "You think I'm crazy!             *
*      tl14@diamond.bton.ac.uk      *    You wouldn't know what crazy was *
*      T.Lewis@bton.ac.uk           *    if Charles Manson was eating     *
*                                   *    fruit loops on your front porch!"*
*  No Car, No money, No prospects   *                                     *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From amos-request@svcs1.digex.net Mon Sep  4 06:03:17 1995
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Date: Mon, 4 Sep 1995 18:59:52 +1000 (GMT+1000)
From: Stuart Matthews <co314519@student.uq.edu.au>
To: Mark Carter <Mark@westmead.demon.co.uk>
cc: amos-list@access.digex.net
Subject: Re: Ultimatum Problems
In-Reply-To: <9509031434.aa20911@post.demon.co.uk>
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On Sat, 2 Sep 1995, Mark Carter wrote:

> I can't remember if the problems with Ultimatum (1.2, I think) 
> crashing at the end of the intro sequence were solved or not, but 
> I have found the following "cures" it:
> 
> After you press any key at the start of the intro, send Amos to back 
> with the Amiga "A" combination, then wait for the intro to finish. 
> Then flip Amos to front and you will find yourself at the menu page - 
> it didn't crash! I can't possibly think why this could be - has 
> anyone had any similar spooky experiences?

I haven't heard that particular one before, but I've been told that by 
pressing a key during the intro sequence (to skip the intro) sometimes 
cures the problem.

*wave*
Stuart.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~   
          |\     Stuart Matthews : co314519@student.uq.edu.au     
      /\__| \    Brisbane, Queensland, AUSTRALIA.
     /       \
     \  __   /   Programmer & Musician
      \/  \_/    (Games on Aminet are ULTIMATUM & AMIGA WARS).
     


From amos-request@svcs1.digex.net Mon Sep  4 08:47:15 1995
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 	id AA04299; Mon, 4 Sep 1995 12:09:23 +0200
Date: Mon, 4 Sep 1995 12:09:23 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Chris Hodges <chris@sixpack.pfalz.org>
Cc: amos-list@access.digex.net
Subject: Re: sources
In-Reply-To: <wRuNWMD261aiz8@p22.sixpack.pfalz.org>
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On Fri, 1 Sep 1995, Chris Hodges wrote:

> D.Michels@dia.eur.nl (Dennis) wrote on 30.08.1995 some text under the
> subject Re: sources. I can't leave this uncommentated ;-)
> 
> De> > Take a leaf out of this chaps book... upload your mouldy old source code
> De> > to Aminet. As he says, we all like to look at it. :)
> 
> Anyone looked at the PrgCollection.lha? ;-))
> 
> De> I uploaded three small programs a few day s ago, and send a message 
> De> through this list with the request that people dl it. I haven't heard 
> De> a thing afterwards, guess noone is interested in the work of an 
> De> absolute beginner..

I dl'ed two of the three recent source archives: Dennis' Morbith and 
Ben's Proclectius (or what was it again }-) ?). I have not actually 
studied the source, just looked at what the progs did. Dennis, try and 
include a bit more documentation for those who do not know who Andre van 
Duin and Jacques d'Ancona are. Some nice idead but the gameplay is not 
that special (maybe I don't know what I should do, so include more 
documentation).
Ben's stuff looks very useful and if you do not mind I might want to use 
some of it in the future.

If either of you want more a detailed reply, let me know.

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..

From amos-request@svcs1.digex.net Mon Sep  4 08:54:46 1995
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From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Thanks
In-Reply-To: <wSX6SMD261aez2@p22.sixpack.pfalz.org>
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On Sun, 3 Sep 1995, Chris Hodges wrote:

> bcollin@mpi.nl (Branko Collin) wrote on 01.09.1995 some text under
> the subject Re: Thanks. I can't leave this uncommentated ;-)
> 
> BC> If, say, we could gather about 20 programmers, we could make the biggest 
> BC> Olympics based computer game ever!
> 
> !!! 20 programmers?!?! Even 4-6 coders would be more than enough
> ;-)))
> 
> IMHO a team of about 30 people would be impossible to organize...
> arguments are pre-coded ;-)
> 
> BC> I have been thinking a lot about this modular approach and it seems to be 
> BC> the easiest for the programmers: this way they only have to 'obey' the 
> BC> guidelines. This will eliminate a lot of the bugs expected from other 
> BC> approaches. With a modular approach I mean this: All the modules and the 
> BC> main program are separate, compiled Amos programs, only sharing one 
> BC> graphics bank and one sound/music bank (and of course using proprietary 
> BC> banks for each module).
> 
> I wouldn't do seperate compiled programs, I would simply use
> procedures with a few global variables but the rest is completely
> autarc.
> 
> BC> Obviously this method has a few drawbacks. The first that springs to mind 
> BC> is that with twenty expected modules the whole programme may be over 2 
> BC> Meg!
> 
> And it would switch to workbench after every module for a short
> time...
> 
> BC> Another problem is the communication between the modules. Although Amos 
> BC> can start (execute) other programs, I have found as yet no way of testing 
> BC> wether a program has ended or not.
> 
> Because only ONE Amos program can run at a time, the other must have
> already ended, if you gonna do a checking routine...
> 
> BC> Also we need to find a safe way to
> BC> transfer scoring data to and from the main program (and/or to and from a 
> BC> possible score keeping module).
> 
> T:Tempfile? ;)

Others mentioned using procedures too, and in that case it would indeed 
be wiser to use only five or so programmers. That is why I suggest that 
the programmers all deliver complete stand-alone products. This way the 
only thing they have to know is the format of the scoring and player data 
(i.e. Name, country, etc.). Of course there also needs to be a shared 
look and feel, but implementation of it will not cause any bugs (I hope).

The control program can probably be written in another program, as it 
does not need any fancy graphics or so.

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..

From amos-request@svcs1.digex.net Mon Sep  4 07:52:28 1995
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	(1.37.109.4/16.2) id AA20517; Mon, 4 Sep 95 11:54:14 +0200
Subject: Re: Easylife and AMCAF Font handling
To: Mark@westmead.demon.co.uk (Mark Carter)
Date: Mon, 4 Sep 95 11:54:12 METDST
Cc: amos-list@access.digex.net (Amos-Mailing-List)
In-Reply-To:  <9509021508.aa29491@post.demon.co.uk>; from "Mark Carter" at Sep 2, 95 2:39 pm
From: m.g.d.wehrens@chem.ruu.nl (Martijn Wehrens)
Organisation: Utrecht University
Reply: m.g.d.wehrens@chem.ruu.nl
Reply-To: m.g.d.wehrens@chem.ruu.nl
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

> 
> I may be wrong, but it seems that the font commands for Easylife and 
> AMCAF are completely useless when it comes to changing fonts within 
> interface programs (because the font number has been replaced by a 
> font pointer) and so I can't do the "SF0VA;" type of command.
> 
> Am I wrong? If not, can I get round it?
> 
I had a look a the 'procedure library' (suggested by Paul Hickman :-)
and it contains a procedure to set a font by first loading it via
the 'intuition-fonts-commands-stuff' and then doing a 'Get Rom Fonts'
This should work with amcaf and Easylife too. I think.
So you set the font. And do a get rom fonts and scan though the font-list
for the name of the font. Try it.


---------------------------------------------------------------
Martijn Wehrens, Theoretical Chemistry Group Utrecht University
email m.g.d.wehrens@chem.ruu.nl          
---------------------------------------------------------------

From amos-request@svcs1.digex.net Mon Sep  4 18:45:42 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
To: amos-list@access.digex.net
Date:          Mon, 4 Sep 1995 12:30:32 +0000
Subject:       Re: Ultimatum Problems
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509041525.aa20065@post.demon.co.uk>
Status: RO
X-Status: 

> On Sat, 2 Sep 1995, Mark Carter wrote:
> 
> > I can't remember if the problems with Ultimatum (1.2, I think) 
> > crashing at the end of the intro sequence were solved or not, but 
> > I have found the following "cures" it:
> > 
> > After you press any key at the start of the intro, send Amos to back 
> > with the Amiga "A" combination, then wait for the intro to finish. 
> > Then flip Amos to front and you will find yourself at the menu page - 
> > it didn't crash! I can't possibly think why this could be - has 
> > anyone had any similar spooky experiences?
> 
> I haven't heard that particular one before, but I've been told that by 
> pressing a key during the intro sequence (to skip the intro) sometimes 
> cures the problem.

Yes, this also (always) cures the problem for me aswell.

Cheers,

Mark 

From amos-request@svcs1.digex.net Mon Sep  4 10:51:40 1995
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          by osprey.controls.eurotherm.co.uk; Mon, 4 Sep 95 11:31:36 GMT
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          Mon, 4 Sep 95 11:31:30 GMT
Comments: Authenticated sender is <paulhi@pop3serv>
From: Paul Hickman <paul.hickman@ecl.etherm.co.uk>
Organization: Eurotherm Controls Limited
To: amos-list@access.digex.net
Date: Mon, 4 Sep 1995 12:34:22 0
Subject: Re: Big Project - Mimicing Objects
Reply-To: paul.hickman@ecl.etherm.co.uk
Priority: normal
X-Mailer: Pegasus Mail for Windows (v2.01)
Status: RO
X-Status: 


> One thing that I have discovered(at least with Amos Creator) is
> that mimicing object oriented programming in Amos makes the
> program much smaller and less memory hungry. In order to fake
> object oriented language, I use only one paramter in my call to
> the procedure:
> 
> Procedure SOUND[REQUEST$]
> Shared CURRENT_VOL,CURRENT_SAM,SOUND_ON
> If REQUEST$="Load Sample"
> ------
> ------
> End If
> If REQUEST$="Play Sample"
> ------
> ------
> End If
> End Proc
> 
A better technique of mimicing object orientation is to have seperate
procedures and call them OBJECTNAME_PROCEDURE name,
and then make the first argument of each always be the 'this' 
pointer. (Or pseudo pointer anyway). Then you don't have the
string processing overhead, but do have an object!
 
--------------------------------------------------------
 WORK: Eurotherm Controls, Worthing                     
 Email: paul.hickman@controls.eurotherm.co.uk           
                                                        
 UNIVERSITY: Imperial College, London                      
 Email: ph@doc.ic.ac.uk                                 
--------------------------------------------------------
The opinions expressed above to not represent the views of
Eurotherm Controls plc, or Imperial College, or in fact Paul
Hickman, but are in fact the views of a small furry alien from
the planet zorg (called fred), so if you don't like them, sue 
him/her/whatever. Death to all tennis players.

From amos-request@svcs1.digex.net Mon Sep  4 17:07:20 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
To: amos-list@access.digex.net
Date:          Mon, 4 Sep 1995 12:38:31 +0000
Subject:       Re: Easylife and AMCAF Font handling
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509041525.aa20036@post.demon.co.uk>
Status: RO
X-Status: 

> > 
> > I may be wrong, but it seems that the font commands for Easylife and 
> > AMCAF are completely useless when it comes to changing fonts within 
> > interface programs (because the font number has been replaced by a 
> > font pointer) and so I can't do the "SF0VA;" type of command.
> > 
> > Am I wrong? If not, can I get round it?
> > 
> I had a look a the 'procedure library' (suggested by Paul Hickman :-)
> and it contains a procedure to set a font by first loading it via
> the 'intuition-fonts-commands-stuff' and then doing a 'Get Rom Fonts'
> This should work with amcaf and Easylife too. I think.
> So you set the font. And do a get rom fonts and scan though the font-list
> for the name of the font. Try it.

Yes, but this really defeats the object of using the El...Font 
commands, since they are intended to remove the need to search 
through the fonts to open a specific font.  What I would have liked 
to have seen is a Elopen Font command which gives a value that can be 
used within interface programs instead of a "font pointer".  As 
things stand at the moment, I am better off using the old system 
which is a bit shite.

Cheers,

Mark

From amos-request@svcs1.digex.net Mon Sep  4 12:40:37 1995
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From: Mikko Makela <mmmakela@cc.helsinki.fi>
Message-Id: <199509041522.SAA18961@karhu.Helsinki.FI>
Subject: Executing program from AMOS
To: amos-list@access.digex.net
Date: Mon, 4 Sep 1995 18:22:59 +0300 (EETDST)
MIME-Version: 1.0
Content-Type: text/plain; charset=ISO-8859-1
Content-Transfer-Encoding: 8bit
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Hi,
I would need to "link" to games together. The other one
is written in AMOS and the "subgame" in Blitz. Because
I don't really have much time to concentrate in this
nowadays & I hate "pointless" work, I though that instead
of translating the Amos code to blitz, I could maybe
launch the subgame (robot battle) from Amos part.
Amos part should wait until the Blitz part has finished
and then continue. 

Has anyone been doing something like this ? If so, could
you please send me the example of that (I'm not subscribed to
the amos-list currently) ?

-- 
 Mikko Makela, University of Helsinki, Computer Science
 email: mmmakela@cc.helsinki.fi
 I model chaostheory on my desk.


From amos-request@svcs1.digex.net Mon Sep  4 14:00:54 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
To: amos-list@access.digex.net
Date:          Mon, 4 Sep 1995 15:26:04 +0000
X-pmuue:       radiobut.lha
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Subject:       Re: Wishlist for Amos
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 * This message contains the file 'radiobut.lha', which has been
 * uuencoded. If you are using Pegasus Mail, then you can use
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end

From amos-request@svcs1.digex.net Mon Sep  4 18:25:32 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
To: amos-list@access.digex.net
Date:          Mon, 4 Sep 1995 15:26:06 +0000
Subject:       Re: Wishlist for Amos
Priority: normal
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A number of people seem to be having problems with radio buttons.
This demo shows how radio buttons can keep a minimum number of 
buttons selected (usually 1).

Play around with the parameters.

Cheers,

Mark

From amos-request@svcs1.digex.net Mon Sep  4 13:20:01 1995
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9509041541.AA27398@diamond.bton.ac.uk>
Subject: progress
To: amos-list@access.digex.net
Date: Mon, 4 Sep 1995 16:41:08 +0100 (BST)
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X-Status: 

OK,
    So far about 10 people have expressed a definite interest in producing a
group game.  Now comes the difficult part of having to wade through everyones
ideas.  To help, it would be handy to recieve all the information in a
standard form - 'cos plowing through huge mail messages is not my idea of
fun!!

    I think the best way to tackle this is to first of all see what everyone
can do, the amount of time they can spare and then any ideas.  Try and keep
this as concise as possible.  My mail manager is probably having a cow as it
is!!! :-))))
    My own personal abilities are included - please comment out :-)

1: Coding - What specialities do you have / what do you like doing!?
    [My best side - I'm q-good with most aspects inc. data storage + maths
stuff, as long as its not too heavy! :-))) ]

2: Graphics - Are you any good?  Pics, bobs, icons etc.
    [No good at all :-( Working graphics at best]

3: Sound - Can you create good effects, music etc.
    [Good muscian in real life - inexperienced with trackers on the whole tho]

4: Ideas - What game shall we produce? (It may be an idea to try a simpler one
           to start with!!)
    [Perhaps a conversion of an old 8-bit game to start with! {Chaos :-)))} ]

5: Time - Do you have any spare?
    [I have some spare but not a Great deal!]

6: Any other comments!
    [Lets just see how this goes to start with :-) ]

    The best way to tackle a large problem like this is to design the whole
thing modular.  Most people agree with this.  It would be wise to have a good
discussion on which game idea to go with and how to implement it before any
work is done.  A story line should be thought up as well to help the more
artistic members of the team to get a 'feel' for the idea!!!

OK - lets have those ideas coming in.......
--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*      tl14@diamond.bton.ac.uk      *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

PS - I'm well pleased with the response to this and I don't mind organising
the initial stages.  It might be better if someone else does the central
collation later on though as my hardware setup is somewhat limited!

From amos-request@svcs1.digex.net Mon Sep  4 13:16:52 1995
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Date: Mon, 4 Sep 95 17:53:40 GMT
Message-Id: <9509041753.AA0010h@paston.co.uk.uucp>
In-Reply-To: <199508311848.SAA02339@mail.enterprise.net>
             (from semprini@enterprise.net)
             (on Thu, 31 Aug 95 18:32:48)
Lines: 19
X-Mailer: ADMail version 1.04 (c) 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@ACCESS.DIGEX.NET
Subject: Re: Brilliance on Amiga Format?!
Status: RO
X-Status: 

Greetings Semprini, you wrote some text on the subject Re: Brilliance on
Amiga Format?!, and now I'm going to answer it.

> > > I am surprised to hear that the Brilliance paint program that got such
> > > heavy advertising last year will be on a Format coverdisk.
> 
> What month is it going out?  I don't usually look at compy mags, but 
> I'd quite like to have Brilliance.

It wasn't on AF ;'( ;,( <contineous crying>

It seems that it never will be - there wasn't anything about it in the
magazine. However, next month, they -=>SAY<=- Real 3D (complete version)
will be given away. :) I hope this is true.

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

From amos-request@svcs1.digex.net Mon Sep  4 15:08:55 1995
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Subject: Group Effort Game
To: amos-list@access.digex.net
Date: Mon, 4 Sep 95 11:58:10 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
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	Someone asked for ideas for games. I would like to see if
it is possible to create a fantasy doom-like adventure. Instead
of guns and ammo, the players would use swords and sorcery. We
could include a multiple player modem or network mode. The engine
for the display would probably have to be written in c or
assembler and called from within amos and we might have to make
certain restrictions for it so that the game does not bog down
but overall I think it is certainly possible.

	What does everyone else think?

			Robert Currie

From amos-request@svcs1.digex.net Mon Sep  4 15:32:35 1995
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Date: Mon, 4 Sep 95 18:14:39 1100
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: 8 way scrolling
Status: RO
X-Status: 

>(and much simpler, sorry Robert)done it in the past, but I'd rather 
 JB> have
>smooth movement opposed to chunky.

 JB> I have that 8 way scrolling program....I can UUE a demo if you
 JB> like...
 JB> The only problem is not explained....

 JB> Let me know,
 JB> Joe
 Please upload it to the list!!!!

Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
               #( )# |          _( )__         | #( )# 
               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Mon Sep  4 14:18:50 1995
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In-Reply-To: <Pine.HPP.3.91.950901122324.24481B-100000@mpih17>
             (from Branko Collin <bcollin@mpi.nl>)
             (on Fri, 01 Sep 95 13:14:40)
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X-Mailer: ADMail version 1.04 (c) 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@ACCESS.DIGEX.NET
Subject: Re: Thanks
Status: RO
X-Status: 

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

> >     This may sound a little crazy, BUT .........
> >     I have this idea for a rather storming program concept!  Personally I
> > don't have a great deal of time to spend on AMOS programming and, I susspect,
> > neither do quite a few of you out there. So ..... why don't we all get
> > together and come up with a good game concept, then assign little bits of it
> > to everyone.  This would then allow us to produce a large game, quickly!
> >     I know this is not going to be as easy as I've made it out to be - alot of
> > managing would have to be done.  But people could be assigned tasks to their
> > strengths etc.  We couls all uuencode our individual procs and mail them to
> > whoever the central manager for the project will be then she/he can then put
> > them together.

Sounds like a great idea... as many have said, you can count me in...

> In a little less than a year there will be Olympic games. Those of you 
> that owned 8-bit computers may remember the hugely succesful computer 
> games based on the Olympics. Usually they involved some 8 sports in which 
> you could compete against friends or the computer. These games were not 
> very complex. If they contained any scrolling it was sideways and on the 
> whole only a few sprites were moved and animated. Gameplay: wiggle the 
> joystick. Despite their simplicity they apparently involved a lot of 
> programming, animating and composing. I remember reading that large teams 
> worked on them.

There are quite a few sports games available... there would have to be
something different about it, like what you've described below. Do we
*have* to have the wobbling of the joystick from left to right!?!!?

I prefer the Winter Olympics games though, because of the stupid stunts
that can be done on the ramp events. ;-)

> Well, I'll wrap it up for now. Before you start commenting on my proposal 
> I would like to hear if the people that want to develop a game as Eddie 
> has proposed would like it to be this game. I feel that my game as I see 
> it has got a lot of potential but is still relatively easy to produce. In 
> the old days it was required that programmers came to work, but now with 
> Internet and all that one can start projects like this.
> People might feel that this program will have no edge over the countless 
> other games that will undoubtedly be based on the next Olympics. If there 
> are enough programmers though (like my estimated 20), the sheer size will 
> be the thing we have going for us. Otherwise we can always come up with 
> something later. Classic Olympics for instance, set in ancient Greece 
> (the game might even be banned in some countries if we used the 
> traditional sportswear :-) ).

How about Space/Future Olympics? Then there could be loads of new events
eg. Ski-ing with jets, tobbogganing going down a black hole, etc.

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

From amos-request@svcs1.digex.net Mon Sep  4 19:02:48 1995
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Date: Mon, 4 Sep 1995 14:46:23 -0700 (PDT)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: Re: Group Effort Game
To: Darryl Lewis <Darryl_Lewis@comlink.mpx.com.au>
cc: amos-list@access.digex.net
In-Reply-To: <9509032133.AA0243x@comlink.mpx.com.au>
Message-ID: <Pine.3.89.9509041452.A759-0100000@vifa1>
MIME-Version: 1.0
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Status: RO
X-Status: 

On Sun, 3 Sep 1995, Darryl Lewis wrote:

> OK, since a few people are interested in programming a group effort game,
> I'll offer something.
> I started coding a lunar lander game (come on, stop groaning!). It uses a
> lot of different techniques. Unfortunatly, I then decided to 3D render the
> graphics for it. Designing, gererating, rendering, and learning to use a 3D
> package has now taken over from the game. In fact I wrote the Anim2bob
> converter to make converting the images easier - a huge program in it's
> self.
> 
> As a result the Lunar Lander game has been put on the back burner. I'll put
> out the code to what I've already done, so a group of us can work on it.
> 
> Let's start simple to see if a group effort approach will work.
> 
> Anyone interested?
> 
> Darryl
> 
> -- Via DLG Pro v1.0
> 
>                #####\             _             /#####
>                #( )# |          _( )__         | #( )# 
>                ##### |         /_    /         | #####
>                #" "# |     ___m/I_ //_____     | #" "#
>                # O # |____#-x.\ /++m\ /.x-#____| # O #
>                #m.m# |   /" \ ///###\\\ / "\   | #m.m#
>                #####/    ######/     \######    \#####
> 
Love to.  Send a copy UUEd to me and I'll take a look.

John C. Bintz - uv334@freenet.victoria.bc.ca
WWW:  http://www.lookup.com/Homepages/10794/home.html
"If at first you don't succeed, blame it on your parents!"
                                                 -Yakko Warner


From amos-request@svcs1.digex.net Mon Sep  4 19:11:16 1995
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Date: Mon, 4 Sep 1995 14:55:18 -0700 (PDT)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: Re: Group Effort Game
To: Robert Andrew Currie <racurrie@acs.ucalgary.ca>
cc: amos-list@access.digex.net
In-Reply-To: <9509041758.AA39288@acs3.acs.ucalgary.ca>
Message-ID: <Pine.3.89.9509041446.A759-0100000@vifa1>
MIME-Version: 1.0
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Status: RO
X-Status: 

On Mon, 4 Sep 1995, Robert Andrew Currie wrote:

> 	Someone asked for ideas for games. I would like to see if
> it is possible to create a fantasy doom-like adventure. Instead
> of guns and ammo, the players would use swords and sorcery. We
> could include a multiple player modem or network mode. The engine
> for the display would probably have to be written in c or
> assembler and called from within amos and we might have to make
> certain restrictions for it so that the game does not bog down
> but overall I think it is certainly possible.
> 
> 	What does everyone else think?
> 
> 			Robert Currie
> 
Methinks you want to redo Heretic. 8^)  And almost all of the
game functions would have to be in C.  My A500 has enough
trouble doing 3D line grafx, let alone texture-mapped
grafx, which are about three times slower!

Of course, I've never used C or ASM, so I wouldn't know
how fast it could possibly get.  But it would seem
that AMOS wouldn't even be needed because the engine
would be the core of the program.  It sounds like
a neat idea, if you could get it fast enough.  Need someone
to draw the blood? 8^)

John C. Bintz - uv334@freenet.victoria.bc.ca
WWW:  http://www.lookup.com/Homepages/10794/home.html
"If at first you don't succeed, blame it on your parents!"
                                                 -Yakko Warner


From amos-request@svcs1.digex.net Mon Sep  4 21:12:54 1995
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 Mon, 04 Sep 1995 19:35:42 -0400 (EDT)
Date: Mon, 04 Sep 1995 19:35:42 -0400 (EDT)
Subject: Olympics 1996
To: amos-list@access.digex.net
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I like the idea of a common effort based on the upcoming Olympics in
Fernando's state. (Save us a room in your home for then Fernando! ;) )

Outside of the facts that any number of things could go wrong, no money
is likely ever to be made, and a coherent program has about a 30% chance
of emerging, I give the amos-list project a thumbs-up and am happy to offer
my services as a strictly amateur coder.

I would like to do a cross-country runner event. I envision a animated
bob of a runner in the center of the screen with trees and stuff coming
at the screen. Dunno if this would correspond to an olympics event though.

-Daniel


From amos-request@svcs1.digex.net Mon Sep  4 20:56:34 1995
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Date: Mon, 4 Sep 1995 16:38:04 -0700 (PDT)
From: Garrett Moon <gmoon@blaze.bc.ca>
To: Ben Wyatt <paston.co.uk!bwyatt@blaze.bc.ca>
Cc: amos-list@access.digex.net
Subject: Re: Hello There!
In-Reply-To: <9509041758.AA0010m@paston.co.uk.uucp>
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Thanx for your response Ben, I hope to see your PACAC soon. Well, as gfor 
my interface, I'm afraid there isn't much too it yet, as I'm still 
tryinbg to get it working well..
 
Garrett Moon
gmoon@blaze.bc.ca


From amos-request@svcs1.digex.net Mon Sep  4 20:32:48 1995
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X-Mailer: ADMail version 1.04 (c) 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Aga extension
Status: RO
X-Status: 

Greetings all,

Amiganuts (who are distrubuting the aga extension) are now available via
email at:
            amiganuts@aladdin.co.uk

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

From amos-request@svcs1.digex.net Tue Sep  5 01:13:35 1995
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To: amos-list@access.digex.net
Message-Id: <wS3AYMD261aRz1@p22.sixpack.pfalz.org>
From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: 8-way scrolling
Date: Mon, 04 Sep 1995 20:31:04 +0200
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mcrowl@earthlight.co.nz (Mike Crowl) wrote on 03.09.1995 some text under
the subject Re: 8-way scrolling. I can't leave this uncommentated ;-)

MC> For 32x32 tiles -
MC> What about getting a screen 320 x 256 with four strips on it
MC> 
MC> #####1######
MC> #..........#
MC> 3..........2
MC> #..........#
MC> #..........#
MC> #####4######
MC> 
MC> # = strips
MC> . = viewable screen
MC> 
MC> Ok, now paste your tiles in the direction you are scrolling and then,
MC> 
MC> Just use the pd turbo ext's fast interrupt scrolling to scroll the 
MC> required piece into view. (understand?)

I'm afraid this won't work fullscreen in one vbl... :-(

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Balemartine (n.)
  The look which says, 'Stop talking to that woman at once.'
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Tue Sep  5 01:53:13 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: sound compression
Date: Mon, 04 Sep 1995 20:35:27 +0200
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racurrie@acs.ucalgary.ca ("Robert Andrew Currie") wrote on 02.09.1995 some
text under the subject sound compression. I can't leave this uncommentated
;-)

RC> The problem I am having occurs when the Load Length and Final
RC> Size are the same(Squash was unable to compress the data). When
RC> it reaches one of these segments it plays some garbage data that
RC> sounds like an out of tune vocal ladder. The segments that got
RC> compressed work perfectly. What is happening?!?

I think M. Lionet has messed it up again. Probably the same decrunching
will require an at least four bytes smaller data packed to decrunch... I
could be wrong of course, but it wouldn't be surprising, if this is the
fault... so don't use the compressed data on that file, even if it has
showed that it would compress to the same size. Moreover, to increase the
crunching efficiency, I would use 8-delta encoding. AMCAF provides
commands to do such an encoding :)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Ballycumber (n.)
  One of the six half-read books lying somewhere in your bed.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Tue Sep  5 01:39:58 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: "Klik'n'Play?!" [Sic!]
Date: Mon, 04 Sep 1995 21:05:25 +0200
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Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis) wrote on 03.09.1995 some
text under the subject Re: "Klik'n'Play?!" [Sic!]. I can't leave this
uncommentated ;-)

DL>  CH> Ha! I've managed to write a short looping animation player using the
DL>  CH> old AMOS commands ;-)
DL> 
DL> How about uploading it to the list?????!!!!!!!!!!!!

Here it is...

F$="data/AMCAF.anim"
SPEED=2
Examine Object F$
OS=Object Size
Reserve As Work 9,OS+12
Bload F$,9
ST=Start(9)
Loke ST+OS,Asc.l("FORM")
Loke ST+OS+4,0
Loke ST+OS+8,Asc.l("DLTA")
ST=Start(9)+12
ST=Frame Play(ST,1,0)
Double Buffer : Autoback 0
Wait Vbl 
SX=Screen Width : SY=Screen Height
FR=0
Repeat 
  Screen Swap 
  Repeat : Multi Wait : Until Timer>=SPEED : Timer=0
  If FR=1 Then REST=ST
  ST=Frame Play(ST,1) : Inc FR
  If ST+12>=Start(9)+OS Then ST=REST : FR=1
Until Inkey$=Chr$(27) or Mouse Key<>0
Screen Close 0
End 

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Balemartine (n.)
  The look which says, 'Stop talking to that woman at once.'
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep  4 23:56:02 1995
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From: S93044370@acs.saultc.on.ca
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Date: Mon, 04 Sep 1995 22:41:42 -0400 (EDT)
Subject: HELP!?!
To: amos-list@access.digex.net
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Hi everyone, I was wondering if anyone could help me with this piece of code.
Its still in rough form, but the idea is there, what I need is a scrolling
screen, as you'll see from the program, you first grab the screen with
the mouse, and while holding the mouse button, then when you let go the
screen will scroll or spin, like I want it too. I have figured out the speed
of the screen(in pixels per second) when you let go of the button, but
have a real problem trying to figure out the delay for the scroll after you
let go. I've figured out that the speed and delay are a curve when graphed
and I have not a clue how to program this.
  One thing, make the modification shown below to get the speed at certain
delays, this is how I made the graph, it helped me a bit, but made the job
even harder since I figured that the speed to delay ratio would be a straight
line, but instead its a curve sort of like to top right part of a hyperbola.
If only I could get the formula for a curve from its graph, then this would
all be so simple.

So can anyone help me with this, this is for a game I'm making, its sort
of a wheel of fortune type game, I'd gladly give you credit in the game.
I'm also trying to make realistic deceleration of the screen as well, which
has also gave me some grief as well.

Feel free to modify the code at will, and make any suggestions that would be
helpful. YOu'd also have to sincere gratitude.
 
----- CUT HERE ----
Screen Open 0,320,200,32,Lowres
Auto View Off 
Paper 0 : Flash Off : Curs Off 
Gr Writing 0
For I=1 To 30
   Cls Rnd(30)+1
   Ink Rnd(30)+1 : P=Rnd(33)+1 : Set Pattern P
   Bar 0,0 To 15,47
   Ink 2 : Box 0,0 To 15,47
   Ink 2,0 : Text 1,20,Right$(Str$(I),Len(Str$(I))-1)
   Get Icon I,0,0 To 16,48
Next 
Cls 0
Auto View On 
Screen Open 1,960,48,32,Lowres
Screen Display 1,140,40,320,48
Screen Offset 1,320,0
Curs Off : Flash Off : Paper 1 : Cls 
CP=Rnd(29)+1
For I=0 To 59
   Paste Icon I*16,0,CP
   Add CP,1,1 To 30
Next 
CP=20 : SO=320
While MC=0
   MC=Mouse Click
   If MC<>0
      X=X Mouse : Limit Mouse 
      While Mouse Key<>0
         If Timer>10
            If X Mouse>X1
               DIS=Abs(X Mouse-X1)
               D$="right"
            Else If X Mouse<X1
               D$="left"
               DIS=Abs(X Mouse-X1)
            Else 
               D$="none"
            End If 
            X1=X Mouse
            Timer=0
         End If 
         S=SO-(X Mouse-X)
         Screen Offset 1,S,0
         Wait Vbl 
      Wend 
      
      SPEED=DIS/0.166667

      'SPEED is the speed in pixels per second that the screen is scrolling when 
      'the mouse button is let go

      SO=S : SP=SO+320
   End If 
Wend 

Timer=0

Repeat 

   ' here is where DELAY should be defined

   Paste Icon SP,0,CP
   
   For I=SO+1 To SO+16
      Inc NP
      Screen Offset 1,I,0
      For D=1 To DELAY : Next 

'      if timer=60
'          default : print np : exit
'      end if

'  use the above three lines and change the bottom until timer to 60
'  and where the delay is supposed to be put a for next loop, this will
'  give you the pixels per second speed at that delay, if this will help

   Next 
   
   Add SO,16 : Add SP,16 : Add CP,1,1 To 30
   
   If SO=640
      Screen Copy 1,640,0,959,48 To 1,0,0
      SO=0 : SP=320
   End If 
   
Until Timer>=320:rem change this to 60 for a speed test

---- CUT HERE -----

Cori Skagen
(s93044370@acs.saultc.on.ca)




From amos-request@svcs1.digex.net Tue Sep  5 02:34:34 1995
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Date: Tue, 5 Sep 1995 14:43:35 +0930
From: James McArthur <jamesm@it.ntu.edu.au>
Message-Id: <199509050513.OAA08630@nutmeg.cs.ntu.edu.au>
To: amos-list@access.digex.net
Subject: AMOS for AGA?
Status: RO
X-Status: 

	Does anybody know if AMOS has/will support AGA? I read about
some Pokes (BPokes?) that tricks AMOS into using 256col screens. Does
anybody know these? If so could they please print them again? Thanks

	James




From amos-request@svcs1.digex.net Tue Sep  5 05:29:41 1995
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Subject: Re: sound compression
To: chris@sixpack.pfalz.org (Chris Hodges)
Date: Tue, 5 Sep 95 0:36:11 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
Cc: amos-list@access.digex.net
In-Reply-To: <wS3EfMD261aez2@p22.sixpack.pfalz.org>; from "Chris Hodges" at Sep 4, 95 8:35 pm
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> 
> racurrie@acs.ucalgary.ca ("Robert Andrew Currie") wrote on 02.09.1995 some
> text under the subject sound compression. I can't leave this uncommentated
> ;-)
> 
> RC> The problem I am having occurs when the Load Length and Final
> RC> Size are the same(Squash was unable to compress the data). When
> RC> it reaches one of these segments it plays some garbage data that
> RC> sounds like an out of tune vocal ladder. The segments that got
> RC> compressed work perfectly. What is happening?!?
> 
> I think M. Lionet has messed it up again. Probably the same decrunching
> will require an at least four bytes smaller data packed to decrunch... I
> could be wrong of course, but it wouldn't be surprising, if this is the
> fault... so don't use the compressed data on that file, even if it has
> showed that it would compress to the same size. Moreover, to increase the
> crunching efficiency, I would use 8-delta encoding. AMCAF provides
> commands to do such an encoding :)
> 
> Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
> A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
> GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
> E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
> tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/
> 
> Ballycumber (n.)
>   One of the six half-read books lying somewhere in your bed.
> (from: "The Deeper Meaning of Liff")
> 
>

	Actually I finally got it to work. It seems that when the
Squash routine fails to compress data, it does not clean itself
up. The data that was unsuccessfully squashed is garbled. I
corrected for this in my conversion program by first making a
duplicate of the data and then attempting to squash it. The
routine now plays samples of any size up to a frequency of 15000
off of a harddrive with the sample segments being compressed. The
total memory usage is 10K. In total I can only get about 25%
compression which is not bad for large samples but pitiful for
smaller ones. What is delta-8 compression? Does AMCAF work on
Creator? I have theorized that for sound data, because of it's
sinusoidal nature, you might be able to get away with only
storing the differences between each sample byte. The difference
should be far smaller than the entire sample range -128 to 127
and might be representable by only 3 or 4 bits which could
theoretically save you 50%-62%. Has anyone thought of this or am
I totally off base? I am assuming that each sample is represented
by a single byte which seems to correspond with the play time for
each sample.

			Robert Currie



From amos-request@svcs1.digex.net Tue Sep  5 04:47:15 1995
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Date: Tue, 5 Sep 1995 18:42:16 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: Chris Hodges <chris@sixpack.pfalz.org>
cc: amos-list@access.digex.net
Subject: Re: 8-way scrolling
In-Reply-To: <wS3AYMD261aRz1@p22.sixpack.pfalz.org>
Message-ID: <Pine.SUN.3.91.950905183854.3919A-100000@sol.earthlight.co.nz>
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On Mon, 4 Sep 1995, Chris Hodges wrote:

> mcrowl@earthlight.co.nz (Mike Crowl) wrote on 03.09.1995 some text under
> the subject Re: 8-way scrolling. I can't leave this uncommentated ;-)
> 
> MC> For 32x32 tiles -
> MC> What about getting a screen 320 x 256 with four strips on it
> MC> 
> MC> #####1######
> MC> #..........#
> MC> 3..........2
> MC> #..........#
> MC> #..........#
> MC> #####4######
> MC> 
> MC> # = strips
> MC> . = viewable screen
> MC> 
> MC> Ok, now paste your tiles in the direction you are scrolling and then,
> MC> 
> MC> Just use the pd turbo ext's fast interrupt scrolling to scroll the 
> MC> required piece into view. (understand?)
> 
> I'm afraid this won't work fullscreen in one vbl... :-(
> 
Giday Chris,

I today programmed this with a 224 x 224 screen and it worked with the 
AMOS scroll command. 
<- 160->    ^
 #####------| 32 
#     #     V
#     #
#     #
#     #
#     #
 #####

Thanks to all who replied about this. But I've finally got it scrolling 
without a jerk or a flicker. And it can go reasonably fast too.

And it has an animating bob on the screen too.

Seeya later

               ???????????????????
               ?    ??     ? ??  ?
               ? ?? ??  ????  ?  ?
               ?     ?    ??     ?  <-- (BLUR YOUR EYES
               ? ??? ?  ????  ?  ?          AT THIS)
               ?    .?     ?  ?? ?
               ???????????????????


                 B  ?  E  ?  N

                C ? R ? O ? W ? L

         EMAIL : mcrowl@earthlight.co.nz

From amos-request@svcs1.digex.net Tue Sep  5 04:46:38 1995
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Subject: Wheel of Fortune
To: amos-list@access.digex.net
Date: Tue, 5 Sep 95 1:08:01 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
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To the person with the accelleration problem:

	It seems that the solution is related to a simple physics
equation(or dynamics for those engineers). What you need is the
distance equation for an object experiencing deceleration.

	d=d`+v`*t+0.5*a`*t^2

Where d` is your initial position-- the position of release of
the wheel. v` is the initial velocity-- the pixel velocity that
you calculated. a' is some deceleration value which reflects the
friction of the ticker on the side of the wheel and the effects
of gravity(and of course air friction). t is the time in
second(or 50'ths of a second if that's what your velocity is
in). So to determine what the wheel looks at any one time, all
you have to know is which number was grabbed. Calulate the
distance that that number has traveled in the current
time. mod that value with the circumferance of the wheel to
obtain your offset and then draw the wheel accordingly. You
should do this in a repeating loop that exits as soon as the
velocity drops below a certain amount. Velocity is calulated as
follows:

	v=v`+a`*t 

which uses the same values as above. You will have to figure out
the deceleration value for yourself. Just choose a value that
seems to work correctly--there are too many variables for me to
make an accurate guess.

The reason this works is becuase you are dealing with the
tangential acceleration of a rotating object. The plot of your
curve probably closely resembles the deceleration curve.


			Robert Currie




From amos-request@svcs1.digex.net Wed Sep  6 02:48:13 1995
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To: amos-list@access.digex.net
Message-Id: <wS3q6MD261alz7@p22.sixpack.pfalz.org>
From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Amos Pro Sound Editor
Date: Mon, 04 Sep 1995 21:16:26 +0200
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paul.hickman@ecl.etherm.co.uk (Paul Hickman) wrote on 04.09.1995 some text
under the subject Re: Amos Pro Sound Editor. I can't leave this
uncommentated ;-)

PH> There can't
PH> be that many people out there who still have E-Mail only access can 
PH> there - I mean even compurserve have WWW browsers now...

:'(((((((((((((((((((( I'm one of these :'((((((((((((

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Balzan (n.)
  The noise of a dustbin lid coming off in the middle of the night.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Wed Sep  6 03:18:13 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Big Project
Date: Mon, 04 Sep 1995 21:30:36 +0200
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racurrie@acs.ucalgary.ca ("Robert Andrew Currie") wrote on 04.09.1995 some
text under the subject Big Project. I can't leave this uncommentated ;-)

RC> Procedure SOUND[REQUEST$]
RC> Shared CURRENT_VOL,CURRENT_SAM,SOUND_ON
RC> If REQUEST$="Load Sample"
RC> ------
RC> ------
RC> End If
RC> If REQUEST$="Play Sample"
RC> ------
RC> ------
RC> End If
RC> End Proc

I'd prefer a command /number/ instead of a string. This would make the
code much faster (On x Gosub command!) but you'll have to take more care
of your calls...

The other suggestions are quite sensible, though ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Banteer (n.)
  (Archaic) A lusty and raucous old ballad sung after a particularly
  spectacular araglin (q.v) has been pulled off.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Tue Sep  5 09:35:03 1995
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 	id AA14216; Tue, 5 Sep 1995 13:39:40 +0200
Date: Tue, 5 Sep 1995 13:39:40 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: sound compression
In-Reply-To: <9509050636.AA38504@acs3.acs.ucalgary.ca>
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On Tue, 5 Sep 1995, Robert Andrew Currie wrote:


[earlier problems deleted]
> 	Actually I finally got it to work. It seems that when the
> Squash routine fails to compress data, it does not clean itself
> up. The data that was unsuccessfully squashed is garbled. I
> corrected for this in my conversion program by first making a
> duplicate of the data and then attempting to squash it. The
> routine now plays samples of any size up to a frequency of 15000
> off of a harddrive with the sample segments being compressed. The
> total memory usage is 10K. In total I can only get about 25%
> compression which is not bad for large samples but pitiful for
> smaller ones. What is delta-8 compression? Does AMCAF work on
> Creator? I have theorized that for sound data, because of it's
> sinusoidal nature, you might be able to get away with only
> storing the differences between each sample byte. The difference
> should be far smaller than the entire sample range -128 to 127
> and might be representable by only 3 or 4 bits which could
> theoretically save you 50%-62%. Has anyone thought of this or am
> I totally off base? I am assuming that each sample is represented
> by a single byte which seems to correspond with the play time for
> each sample.
> 

It should work and it is a known way of compressing sound (provided that 
there is not too much noise in it, like drum samples). I wouldn't know 
how to implement it though.

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..


From amos-request@svcs1.digex.net Tue Sep  5 21:03:18 1995
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From: "C.J.COULSON" <C.J.Coulson@newcastle.ac.uk>
To: amos-list@access.digex.net
Date:          Tue, 5 Sep 1995 18:24:49 GMT0BST
Subject:       Re: Brilliance on Amiga Format?!
Priority: normal
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Status: RO
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bwyatt@paston.co.uk wrote on the subject of Brilliance coverdisks:
> It wasn't on AF ;'( ;,( <contineous crying>
> 
> It seems that it never will be - there wasn't anything about it in the
> magazine. However, next month, they -=>SAY<=- Real 3D (complete version)
> will be given away. :) I hope this is true.
> 

What AF have you been reading then?
In my copy, there is a short piece explaining why Brilliance wasn`t
on the coverdisk (something to do with Digital Creations or whatever
they`re called now not coming up with the coverdisk version _yet_).

As to Real3D, remember what happened last time AF said they were
putting it on a coverdisk......yes, that`s right folks, we got 
Imagine2 instead (and I for one was delighted with that change).
Maybe next month we`ll get something even jucier, or maybe AF
_really_ do have Real3D for us.  We shall see.

Regards
Chris

---------------------------------------------------------------------
Chris Coulson			| A4000/EC030/882 - 18MB/530MB
Robotics Postgraduate		| Pentium 60 - 16MB/1.4GB/CD-ROM
				| 
E-Mail:				|    The Best of Both Worlds
c.j.coulson@ncl.ac.uk		|
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From amos-request@svcs1.digex.net Tue Sep  5 21:02:03 1995
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Date: Tue, 5 Sep 1995 16:16:42 -0700
Message-Id: <199509052316.QAA18456@ix4.ix.netcom.com>
From: gamesrme@ix.netcom.com (Joe Bedard )
Subject: Re: 8 way scrolling
To: amos-list@access.digex.net
Status: RO
X-Status: 

You wrote: 
>
>>(and much simpler, sorry Robert)done it in the past, but I'd rather 
> JB> have
>>smooth movement opposed to chunky.
>
> JB> I have that 8 way scrolling program....I can UUE a demo if you
> JB> like...
> JB> The only problem is not explained....
>
> JB> Let me know,
> JB> Joe
> Please upload it to the list!!!!

I have its CAR.uue ...Sorry I should have said 8-way scroller 
instead... I sent it as an attachment....Let me know if it works....

Later...
Joe


From amos-request@svcs1.digex.net Tue Sep  5 21:31:21 1995
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Date: Tue, 5 Sep 1995 16:34:17 -0700
Message-Id: <199509052334.QAA15094@ix5.ix.netcom.com>
From: gamesrme@ix.netcom.com (Joe Bedard )
Subject: Re: Group Effort Game (Doom-like adventure)
To: amos-list@access.digex.net
Status: RO
X-Status: 

You wrote: 
>
>	Someone asked for ideas for games. I would like to see if
>it is possible to create a fantasy doom-like adventure. Instead
>of guns and ammo, the players would use swords and sorcery. We
>could include a multiple player modem or network mode. The engine
>for the display would probably have to be written in c or
>assembler and called from within amos and we might have to make
>certain restrictions for it so that the game does not bog down
>but overall I think it is certainly possible.
>
>	What does everyone else think?
>
>			Robert Currie
>

Sound good ....but could we use AMOS 3d??? (have it but never use)
How fast is it....at least with drawing flat planes with a surface on 
it....(maybe you see where my ideas are headed)
We could create walls as flat planes and use an Iff screen as the map 
for them...
I have a random maze generator (code will follow)...
Anyone familiar enough with AMOS 3d to shoot my idea down?  :)

Later,
Joe
(I gotta make a better closer....) :)


From amos-request@svcs1.digex.net Tue Sep  5 22:36:12 1995
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Date: Tue, 5 Sep 1995 17:31:28 -0700
Message-Id: <199509060031.RAA01001@ix5.ix.netcom.com>
From: gamesrme@ix.netcom.com (Joe Bedard )
Subject: Maze.AMOS
To: amos-list@access.digex.net
Status: RO
X-Status: 

This code draws a maze on an IFF screen.
The size of the maze can change by variables MX and MY
just don't make it too small (under 15x15 I think)
This code was converted from an old C=64 routine I found in an old book 
of mine...(Great sources for ideas, and easy to convert)
Hope you like, let me know what you think.....
Joe


-c-u-t---h-e-r-e------------
Screen Open 1,640,200,16,Hires
Cls 5
Flash Off 
MX=639 : MY=199 : Ink 15 : Bar 1,1 To MX-1,MY-1
RN=0
'RN=Rnd(MX/2)
If RN>0
   Dim CX(RN),CY(RN)
   For T=1 To RN
      Ink 5
      X=2*Rnd((MX-4)/2)+2 : Y=2*Rnd((MY-4)/2)+2
      CX(T)=X : CY(T)=Y
      Bar X,Y To X+4,Y+4
   Next T
End If 
Dim DX(4),DY(4)
DX(0)=-2 : DX(1)=0 : DX(2)=2 : DX(3)=0
DY(0)=0 : DY(1)=-2 : DY(2)=0 : DY(3)=2
X=2*Rnd((MX-4)/2)+2 : Y=2*Rnd((MY-4)/2)+2 : SX=X : SY=Y
Plot X,Y,4
LUP:
J=Rnd(3) : TJ=J
If S>SMAX Then SMAX=S : EX=X : EY=Y
L1:
TX=X+DX(J) : TY=Y+DY(J)
If Point(TX,TY)=15
   Plot TX,TY,J
   TDX=X+(DX(J)/2)
   TDY=Y+(DY(J)/2)
   Plot TDX,TDY,13
   X=TX
   Y=TY
   S=S+1
   Goto LUP
End If 
J=(J+1) and 3
If J<>TJ Then Goto L1
J=Point(X,Y)
Plot X,Y,13
S=S-1
If J<4
   X=X-DX(J)
   Y=Y-DY(J)
   Goto LUP
End If 
Ink 15 : Box 0,0 To MX,MY
For T=1 To Sqr(MX*MY)
   L2:
   X=Rnd(MX-4)+2 : Y=Rnd(MY-4)+2
   P=Point(X,Y)
   LP=Point(X-1,Y) : RP=Point(X+1,Y)
   UP=Point(X,Y-1) : DP=Point(X,Y+1)
   T1=LP=13 and RP=13
   T2=UP=13 and DP=13
   T3=LP=15 and RP=15
   T4=UP=15 and DP=15
   If P=15 and((T1 and T3) or(T1 and T4) or(T2 and T3) or(T2 and T4))
      Plot X,Y,13
   Else 
      Goto L2
   End If 
Next T
If RN>0
   For T=1 To RN
      Ink 15
      Bar CX(T),CY(T) To CX(T)+4,CY(T)+4
   Next T
End If 
Colour 3,$FFF
Plot SX,SY,3
Plot EX,EY,5
End 


From amos-request@svcs1.digex.net Wed Sep  6 06:34:19 1995
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 	id AA18400; Wed, 6 Sep 1995 08:58:19 +0200
Date: Wed, 6 Sep 1995 08:58:19 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: 8 way scrolling
In-Reply-To: <199509052316.QAA18456@ix4.ix.netcom.com>
Message-Id: <Pine.HPP.3.91.950906085238.18364A-100000@mpih17>
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Status: RO
X-Status: 

On Tue, 5 Sep 1995, Joe Bedard wrote:

> Someone wrote: 
> >>(and much simpler, sorry Robert)done it in the past, but I'd rather 
> > JB> have
> >>smooth movement opposed to chunky.
> > JB> I have that 8 way scrolling program....I can UUE a demo if you
> > JB> like...
> > JB> The only problem is not explained....
> > Please upload it to the list!!!!
> I have its CAR.uue ...Sorry I should have said 8-way scroller 
> instead... I sent it as an attachment....Let me know if it works....
> 

And it looks like a convincing demo too (and short). It works well on my 
A1200 with Fast Ram. Only scrolling to the right is a bit jerky (well, 
maybe I am hallucinating).

The only niggle I have is that you send such a large archive through 
email. Some of us have limits to what they can receive. I believe the FAQ 
mentions the maximum size an included prog should be.

There was another demo called HotAir.amos. However, Amos is talking about 
an I/O error upon trying to load it and AmosPro gives a similar error. 
Could the author send it to me again, PRIVATELY? Many thanx in advance.

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..


From amos-request@svcs1.digex.net Wed Sep  6 10:09:47 1995
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          by ow40.fwi.uva.nl (sendmail 8.6.12/config 5.12).
          id NAA06031; Wed, 6 Sep 1995 13:43:40 +0200
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Date: Wed, 6 Sep 1995 13:43:40 +0200
From: jlubbers@fwi.uva.nl (Jan Lubbers)
X-Organisation: Faculty of Mathematics, Computer Science, Physics & Astronomy
                University of Amsterdam
                Plantage Muidergracht 24
                NL-1018 TV Amsterdam
                The Netherlands
X-Phone:        +31 20 525 5200
X-Fax:          +31 20 525 5101
To: amos-list@access.digex.net
Content-Length: 1516
Status: RO
X-Status: 

>Hello all,
>    When I mailed up the message for the group game idea on Thursday, I did
>not expect to get such a huge response!  I've just read my mail box (Monday
>morning).  There were 100 messages in it!!!!!
>
>    Right, I will sift through all the replies when I get some time and then
>post the initial results to the list.
>
>    It looks like this may actually happen.  If people could actually let
>everyone know what their strengths and weaknesses are etc. we can start to
>think about who can do what!  Also, original game designs would be helpful!
>
>Cheers,
>--

[signature of T.Lewis (Eddie) deleted]

Please count me in too!
I'm very much interested, I'll postpone my current project in favour of this.
I'm available as:
 * coder
 * co-projectmanager
 * gameplay designer (mechanics & algorithms and basic plot)

What you can't expect me to do:
 * compose music
 * animations and other gfx
 
I opt for a simple game, which can easily be enhanced with more levels/features.
As mentioned earlier by someone else, an old 8bit game could be a perfect
choice. (I personally loooooove the concepts of wizball and popeye (popeye eats
spinach and brutus starts running around like a crazy fool.)

First we could start with flick-screen method, and maybe we can add scrolling
later. I would like to point out that there exists an Amos game which
_presumably_  (I read it in AF) does a decent 8-way tile scroll. I haven't seen
it yet but it's called Hi(gh) Octane and is on Aminet games/shoot/

-Jan Lubbers


From amos-request@svcs1.digex.net Wed Sep  6 10:47:50 1995
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From: "Mark W Young" <CEPMY@scri.sari.ac.uk>
To: amos-list@access.digex.net
Date:          Wed, 6 Sep 1995 14:01:56 GMT
Subject:       MIDI code
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID: <13CD0276E0C@law.scri.sari.ac.uk>
Status: RO
X-Status: 

Hi,  I'm new to this list (and AMOS programming as well) and I 
was wondering if anyone had any share/free ware MIDI (musical 
instrument digital interface, sorry to all who know what MIDI 
stands for) AMOS programs.

Thanks in advance.  Mark
*******************************************
* Mark W Young  -  cepmy@scri.sari.ac.uk  *
* Scottish Crop Research Institute        *
* Invergowrie                             *
* Dundee DD2 5DA                          *
* Tel +44 01382 562731                    *
* Fax +44 01382 562426                    *
*******************************************

From amos-request@svcs1.digex.net Wed Sep  6 12:09:32 1995
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 Wed, 06 Sep 1995 10:46:39 -0400 (EDT)
Date: Wed, 06 Sep 1995 10:46:36 -0400 (EDT)
Subject: Re: Theme of Group Project
To: amos-list@access.digex.net
Message-id: <01HUYB95IBGE9X54FM@conrad.appstate.edu>
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I really liked the Olympics idea as a group effort. The different events
make it modular. The upcoming Olympics make it topical. The variety makes
it interesting.

 A Doom style game is probably not technically possible and as a group
                   effort would collapse of its own weight. (My two cents)
 Popeye has been done before (and quite well) by Bignonia. It's even free.
 Wizard of Wor, actually, I have a prototype version of this which I will
                   upload as soon as my amiga is back on line

I logged on to an Amiga BBS via telnet yesterday and was amazed to have
ANSI graphics pop up via my internet line. If anybody else has TELNET (and
I imagine everyone does) try TELNET RAGTIME.COM .

-Daniel


From amos-request@svcs1.digex.net Wed Sep  6 14:58:40 1995
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Date: Wed, 6 Sep 1995 13:29:25 -0400 (EDT)
From: Tim Wright <tewright@mailbox.syr.edu>
X-Sender: tewright@mothra.syr.edu
To: AMOS list <amos-list@access.digex.net>
Subject: Group project
In-Reply-To: <9509041541.AA27398@diamond.bton.ac.uk>
Message-Id: <Pine.SUN.3.91.950906122837.23053A-100000@mothra.syr.edu>
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   Well, I'd like to help out if I can.  I really don't know how much time I 
can give, but I do want to be part of whatever we do...

1) Coding:  I'd say I'm pretty good with most aspects.  I'm best with 
            BASIC and C, but only have BASIC (AMOS) for my Amiga.

2) Graphics:  I certainly hope I'm good here! =)  I'm best at 3D and 
              other pre-rendered FX, not as strong with real-time FX.

3) Sound:  Used to play keyboard, only minor experience with trackers 
           though.

4) Ideas:  I was never a big fan of those Olympic computer games (sorry).  
           I'm not sure a 3D texture-mapped game would be possible in 
           AMOS.  An unpractical amount would probably have to be written 
           in another language.  I'm sure something like Space Hulk would 
           be possible though.  I'd like to try something as original as 
           possible, but of course I have no other ideas right now. :}

5) Time:  Not a lot, I'm working on my portfolio for work right now, but I 
          should be able to do a little work at least.

6) Comments:  I agree, maybe we should try an easier project first, see how 
              things work, and then come up with ideas for a mind-blowing, 
              ground-breaking, Earth-shattering... well you get the idea.


*** Two new bits of info that are probably important ***

7) System info:  Amiga 2000, 030/882, 8Mb Fast/1Mb Chip, 185Mb HD, OS 2.1

8) Software: AMOS:  AMOSPro 1.12, AMOS the Creator 1.3 / AMOS Compiler
            Paint:  Deluxe Paint 4.0, Digipaint 3.0
          Imaging:  ADPro 2.0, HamLabPlus (demo)
               3D:  Imagine 3.0, Forge, VistaPro 3.0
            Audio:  OctaMED 4.0


,---------------------------------------------------------------------------.
| Tim Wright                                       tewright@mailbox.syr.edu |
| "Argh!"                                              tewright@usa.nai.net |
| BFA Art Media Studies, Computer Graphics    http://www.nai.net/~tewright/ |
`---------------------------------------------------------------------------'


From amos-request@svcs1.digex.net Wed Sep  6 16:30:14 1995
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Date: Wed, 6 Sep 1995 14:20:46 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: Group Effort Game
To: Robert Andrew Currie <racurrie@acs.ucalgary.ca>
cc: amos-list@access.digex.net
In-Reply-To: <9509041758.AA39288@acs3.acs.ucalgary.ca>
Message-ID: <Pine.3.89.9509061430.A4733-0100000@freenet3.scri.fsu.edu>
MIME-Version: 1.0
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Status: RO
X-Status: 

   I do like the idea of making a fantasy game(group game) because I love
this kind of games.  I actually have the original code of the old 
'adventure'game so it will be easy to port it, but I finally decided on 
making my own rpg, just found out that it will take me forever to do it 
though because I need a new graphic for each room and so it is a lot of work.
  I can draw but my graphics are not something extraordinaire, still I can
prob manage to make my own standalone procedure with gra[phics and code.
  I will be uploading to aminet soon 3 demo games I made just to learn 
amos, since I started working in it recently.
  I downloaded "colpectius', I really liked the plasma code (be nice if 
the screen copies itself to fill up all and then autochange) and the 
explosion.

   Fernando Bartra


From amos-request@svcs1.digex.net Thu Sep  7 03:02:29 1995
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Date: Wed, 6 Sep 1995 14:28:28 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: Olympics 1996
To: DM9200@conrad.appstate.edu
cc: amos-list@access.digex.net
In-Reply-To: <01HUW143HNTEA0URYR@conrad.appstate.edu>
Message-ID: <Pine.3.89.9509061408.A8013-0100000@freenet3.scri.fsu.edu>
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    Whatever you guys decide to start working on as group effort 
(olympics, or other) count me in :)
  I'm also an amateur coder but I can draw a litlle, I'm sure we can all
 come up with a nice game.

  Fernando Bartra

 PS:  save a room?? wowow I only have one room for myself in my apartment :)


From amos-request@svcs1.digex.net Wed Sep  6 16:06:49 1995
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Date: Wed, 6 Sep 1995 14:44:55 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: ATARI 2600 Game Conversions
To: Greg Cox <gcox@cts.com>
cc: amos-list@access.digex.net
In-Reply-To: <Pine.SCO.3.91.950902141815.11095A-100000@crash.cts.com>
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On Sat, 2 Sep 1995, Greg Cox wrote:

> 
> How 'bout a few of the old games on the Atari 2600 converted over to the 
> Amiga like: - Adventure
>             - Haunted House
>             - Demon Attack
>             - Wizard of Wor
> 
> Re-live old memories :) The list could go on and on ... many of which 
> can't be all that hard to be converted over.
> 
> Greg
> 
> 
   I found the code of 'adventure' in an old magazine at the library :), 
it shouldn't be hard to convert it to amos.

  Fernando Bartra


From amos-request@svcs1.digex.net Wed Sep  6 17:32:42 1995
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Subject: Lost Mail
To: amos-list@access.digex.net
Date: Wed, 6 Sep 95 14:21:09 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
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Status: RO
X-Status: 

	Could anyone re-mail me the messages from the last two
days. For some reason the Universities routers weren't behaving
and as a consequence internet access was lost for the last couple
days. My address is racurrie@acs.ucalgary.ca. Thanks,

			Robert Currie

From amos-request@svcs1.digex.net Wed Sep  6 20:10:28 1995
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Subject: Easylife
To: amos-list@access.digex.net
Date: Wed, 6 Sep 95 17:01:42 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
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Status: RO
X-Status: 

	I just realized that I don't (supposedly) have the most
up to date version of Easylife for AMOS Creator. In the
documentation for 1.10 AMOS Pro Version it states that there was
at least a version 1.3x of Easylife for AMOS Creator. Not only
can I not find that on Aminet but I can't find the one I got
either(1.0). Does anyone know where I might get this version(1.3x)? My
version doesn't say anything about registering so I don't think
it's a registered users only thing. Supposedly Aminet has every
file ever created for the Amiga in it's archives. How do you
access these? If anyone knows anything, let me know.

	Also I've been fiddling with the 1.12 Amos Pro program
recently( I don't use it because I can't compile). It states in
the help file that you can use the AMOS Creator 1.3x compiler
with Amos Pro if you have the AMOSPro_Compiler.Lib which is
supposed to be on the productivity disk... which they did not
include. If I was able to get this library, would I be able to
use the commands from the extensions of AmosPro in my program and
then compile(and have it work)? If this is possible, where could
I get the AMOSPro_Compiler.Lib or is it still copyrighted even
though they aren't developing or managing their product?

			Robert Currie

From amos-request@svcs1.digex.net Wed Sep  6 16:36:38 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: newsgroup (again)
Status: RO
X-Status: 

 PH> P.s. The volume of traffic on this list seems to be on the up - maybe
 PH> its time to suggest the dreaded word "Newsgroup" again - There can't
 PH> be that many people out there who still have E-Mail only access can 
 PH> there - I mean even compurserve have WWW browsers now...
 PH> --------------------------------------------------------
 PH>  WORK: Eurotherm Controls, Worthing                     
 PH>  Email: paul.hickman@controls.eurotherm.co.uk           

I have a full net account at work (anything other than work related
business is frowned upon) and my own personal account(this one) which is
email only.
Whilst I'm not up on how to start a newsgroup, isn't is possible to link
this mail list to a group and visa versa. That way people (like me ;-)  )
can still participate, and the wider audience of a newsgroup can also be
involved.

Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
               #( )# |          _( )__         | #( )# 
               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Thu Sep  7 08:50:48 1995
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Lines: 16
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Colpectius
Status: RO
X-Status: 

Thanks to all who downloaded Colpectius1... there is/will be a new version
soon, with bugs fixed, things which people have hinted at and er... some
other stuff.

The new version is called "Colpectius1.lha", same as before. The new
archive should (?) wipe over the original. So, how will you know when
this is done? The new size is 26,428 bytes and the SHORT message is
different. That should make it identifable. :-)

If anyone wants this, who doesn't have Aminet access, tell me and I'll
UUEncode it to you. :)

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

From amos-request@svcs1.digex.net Thu Sep  7 07:59:42 1995
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From: Paul Hickman <paul.hickman@ecl.etherm.co.uk>
Organization: Eurotherm Controls Limited
To: amos-list@access.digex.net
Date: Thu, 7 Sep 1995 09:04:13 0
Subject: Re: Easylife
Reply-To: paul.hickman@ecl.etherm.co.uk
Priority: normal
X-Mailer: Pegasus Mail for Windows (v2.01)
Status: RO
X-Status: 


> 	I just realized that I don't (supposedly) have the most
> up to date version of Easylife for AMOS Creator. In the
> documentation for 1.10 AMOS Pro Version it states that there was
> at least a version 1.3x of Easylife for AMOS Creator. Not only
> can I not find that on Aminet but I can't find the one I got
> either(1.0). Does anyone know where I might get this version(1.3x)? My
> version doesn't say anything about registering so I don't think
> it's a registered users only thing. Supposedly Aminet has every
> file ever created for the Amiga in it's archives. How do you
> access these? If anyone knows anything, let me know.

Firstly, not all aminet mirrors carry all the files. 
wustl.wuarchive.edu & src.doc.ic.ac.uk are complete along with two
or three others. Secondly when a later version of a program they
already have is uploaded, they usually delete the earlier version, so
when I uploaded the AMOSPro versions, the old ones probably got
removed. 

Andy may have an old version on his WWW site - If not, I can upload
one (not to aminet - don't want them removing the AMOSPro version)
in a few weeks when I get back home. I think 1.44 was the last
released AMOS Creator version.
 
             +----------------------------+
             |     M I C R O S O F T      |
             +----------------------------+
            What do you want to crash today? 
=========================================================
Eurotherm Controls: paul.hickman@controls.eurotherm.co.uk
Imperial College: ph@doc.ic.ac.uk

From amos-request@svcs1.digex.net Thu Sep  7 08:10:24 1995
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From: Paul Hickman <paul.hickman@ecl.etherm.co.uk>
Organization: Eurotherm Controls Limited
To: amos-list@access.digex.net
Date: Thu, 7 Sep 1995 09:14:14 0
Subject: Re: newsgroup (again) - A Solution?
Reply-To: paul.hickman@ecl.etherm.co.uk
Priority: normal
X-Mailer: Pegasus Mail for Windows (v2.01)
Status: RO
X-Status: 


> Whilst I'm not up on how to start a newsgroup, isn't is possible to link
> this mail list to a group and visa versa. That way people (like me ;-)  )
> can still participate, and the wider audience of a newsgroup can also be
> involved.

Not with a standard usenet comp.sys.... newsgroup (As far as I know)
however, you can now create psuedo newsgroups when run on a
WWW server using cgi scripts where this is probably possible.

In fact it would probably work best the other way around - create an
new E-Mail account on a UNIX machine, and  subscribe it to the list,
then have the WWW cgi-script parse its .mail file and display it as
a threaded subject listing.

Then anyone can read the mailing list without subscribing, and
the WWW site can contain a form for sending mail to the list. This
would also allow us to perform the rather neat trick netscape does
for news and make any URL in the mail messages into a 
hypertext link.

I would try seting this up myself except I don't have a machine which
I can create E-Mail accounts on, and that has a WWW server where
I can create cgi scripts. If anyone out there is master of their own 
machine or in a position to get this sort of thing setup, I'd be more
than willing to write the cgi program.

P.s. Please E-Mail me as ph@doc.ic.ac.uk  - I'm leaving eurotherm soon.
             +----------------------------+
             |     M I C R O S O F T      |
             +----------------------------+
            What do you want to crash today? 
=========================================================
Eurotherm Controls: paul.hickman@controls.eurotherm.co.uk
Imperial College: ph@doc.ic.ac.uk

From amos-request@svcs1.digex.net Thu Sep  7 07:21:25 1995
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Received: by tc6.chem.ruu.nl
	(1.37.109.4/16.2) id AA11243; Thu, 7 Sep 95 11:30:59 +0200
Subject: who has OM ?
To: amos-list@access.digex.net (Amos-Mailing-List)
Date: Thu, 7 Sep 95 11:30:56 METDST
From: m.g.d.wehrens@chem.ruu.nl (Martijn Wehrens)
Organisation: Utrecht University
Reply: m.g.d.wehrens@chem.ruu.nl
Reply-To: m.g.d.wehrens@chem.ruu.nl
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

Hi all,

I just decided not to use 1.3 anymore.
Now I am faced with a problem regarding the OM program.
I alsways used it under 1.3 and it worked ok.
Now -you guessed it- nothing goes.
I tried the hints stated in the manual regarding the settingsfile
in the om-directory to make OM 68000/68020 useable. Didn't work.
Is there anyone willing to uuencode me a copy of their working 
(under 2.0) OM-program ?

I would be much obliged.
---------------------------------------------------------------
Martijn Wehrens, Theoretical Chemistry Group Utrecht University
email m.g.d.wehrens@chem.ruu.nl          
---------------------------------------------------------------

From amos-request@svcs1.digex.net Thu Sep  7 13:14:48 1995
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Date: Thu, 7 Sep 1995 23:59:41 +1000 (EST)
From: Tim Gunn <timg@wonderland.apana.org.au>
To: amos-list@access.digex.net
Subject: Group Project
Message-ID: <Pine.LNX.3.91.950907234338.20881A-100000@wonderland.apana.org.au>
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I am willing to help out if i can with this gropu project idea, I think 
all the people willing to support it should fill out a similar form as 
below. The extensions and versions of amos is one of the most critical 
aspects of this project.

1) Coding: Not bad in most areas, programmed in C,Pascal,AmigaE and 
of course Amos

2) Graphics: Okay with stills and small things, but terrible at animations.

3) Sound: Gastly, keep me away from musical instruments!

4) Ideas: Something simple to start with, if people are desperate for 
this doom type thing, why not do it in Robocop3 fasion without all the fancy
texture mapping. That way it may be possible to have it full screen and 
without huge ugly pixels like gloom or ab3d. Plus it could run ok on less 
powerfull computers!

5) Time: I could probibably manager 4 hours a week fairly easily.

6) Comments: Like i said above, something small to start with.

7) System info: A1200 2mb chip, 40mb HD. The Bog standard 1200
		Pentium 60 pc (used for graphics don't flame me!)

8) Amos Info: AmosPro2.0 + Compiler / Extensions : Amcaf,Easylife

9) Software: Graphics: Brilliance (amiga) Corel 5, FD Painter (pc)
	     Sound: Octamed 5
	     Languages: Amos(obveously) + SAS C++ 6.5


 __________________________________________________________
|Tim Gunn        | email: timg@wonderland.apana.org.au    |
|AMIGA 1200 2MB  |        timgunn@eastwind.livewire.com.au|
|PENTIUM 60 8MB  |                                        |
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From amos-request@svcs1.digex.net Thu Sep  7 12:44:40 1995
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Date: Thu, 7 Sep 1995 10:25:42 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: sound in amos
To: amos-list@access.digex.net
Message-ID: <Pine.3.89.9509071032.B13445-0100000@freenet3.scri.fsu.edu>
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   Thanx for your program to load sounds, Robert Curry, unfortunately I 
have the creator 1.3 and command Sload is not supported, so the program 
won't work,

   Fernando Bartra


From amos-request@svcs1.digex.net Thu Sep  7 13:38:22 1995
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Message-Id: <9509071443.AA48054@acs3.acs.ucalgary.ca>
Subject: Re: Easylife
To: paul.hickman@ecl.etherm.co.uk
Date: Thu, 7 Sep 95 8:43:39 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
Cc: amos-list@access.digex.net
In-Reply-To: <9019.9509070801@osprey.controls.eurotherm.co.uk>; from "Paul Hickman" at Sep 7, 95 9:04 am
X-Mailer: ELM [version 2.3 PL11B]
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Status: RO
X-Status: 

> 
> 
> > 	I just realized that I don't (supposedly) have the most
> > up to date version of Easylife for AMOS Creator. In the
> > documentation for 1.10 AMOS Pro Version it states that there was
> > at least a version 1.3x of Easylife for AMOS Creator. Not only
> > can I not find that on Aminet but I can't find the one I got
> > either(1.0). Does anyone know where I might get this version(1.3x)? My
> > version doesn't say anything about registering so I don't think
> > it's a registered users only thing. Supposedly Aminet has every
> > file ever created for the Amiga in it's archives. How do you
> > access these? If anyone knows anything, let me know.
> 
> Andy may have an old version on his WWW site - If not, I can upload
> one (not to aminet - don't want them removing the AMOSPro version)
> in a few weeks when I get back home. I think 1.44 was the last
> released AMOS Creator version.
>  
>              +----------------------------+
>              |     M I C R O S O F T      |
>              +----------------------------+
>             What do you want to crash today? 
> =========================================================
> Eurotherm Controls: paul.hickman@controls.eurotherm.co.uk
> Imperial College: ph@doc.ic.ac.uk
>

	I checked on Andy's site and all he has is your AMOS Pro
version. You can simply mail it to me if that is simpler. I will
be moving to my new account this week so if you want to do this
then I will send you my new address as soon as I find out what it
is. Thanx,

			Robert Currie











From amos-request@svcs1.digex.net Thu Sep  7 14:12:54 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
To: amos-list@access.digex.net
Date:          Thu, 7 Sep 1995 15:44:22 +0000
Subject:       Bugs in Interface Language
Reply-to: amos-list@access.digex.net
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509071542.aa29285@post.demon.co.uk>
Status: RO
X-Status: 

There's a very annoying bug that seems to randomly surface every now 
and then with the amospro interface language:

It happens when I use a command like "Vdialog$(1,10)=NAME$" from 
within the Basic program and then try to print 10VA from within the 
interface program. Very occasionally instead of NAME$ being printed, 
I just get a long line of "junk" characters. On closer inspection I 
found that the contents of Vdialog$(1,10) contained these "junk" 
characters directly after the "Vdialog$(1,10)=..." Basic command. 
Therefore, the problem lies with this command and not specifically 
the interface language. The only way I can get round this problem is 
by doing something like...

Repeat
   Vdialog$(1,10)=NAME$
Until Vdialog$(1,10)=NAME$

...which is far from ideal.
I often find that using this method means that all the other 
Vdialog$(1,?)=... commands carried out afterwards for that channel 
work perfectly (there is no need to do it for every string - phew!).

I would like to hear if anyone alse has had this problem and maybe 
found a neater way to get round it.

Cheers,

Mark

From amos-request@svcs1.digex.net Thu Sep  7 18:03:46 1995
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Date: Thu, 7 Sep 95 18:45:09 1100
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: Group Effort Game (Doom-like adventure)
Status: RO
X-Status: 

> Someone asked for ideas for games. I would like to see if
>it is possible to create a fantasy doom-like adventure. Instead

I found (somewhere, aminet?) a game already written in amos (with source!)
that is basically a doom type game. It uses bobs for textures. Works Ok. If
interested I will dig it up and give you the name of it. Don't ask for it
to be uuencoded-it's too big!

Can some one get a modem to modem game working with amos. I'd like to get
something like that working.

Darryl

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From amos-request@svcs1.digex.net Thu Sep  7 17:27:30 1995
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Date: Thu, 7 Sep 95 18:59:03 1100
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: radio buttons
Status: RO
X-Status: 

Well, Mark Carters demo of radio buttons is just what I was looking for. It
works exactly like we needed.
Congratulations and thanks.


Darryl

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From amos-request@svcs1.digex.net Thu Sep  7 17:42:29 1995
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Date: Thu, 7 Sep 95 19:10:06 1100
Message-Id: <9509080110.AA024e1@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: hot spot
Status: RO
X-Status: 

 Still working on Anim2bob. It's list of features is growing.

Now, the question:

1. Has anyone written a point and click type hotspot setter code?

2. Has anyone written any code that moves the hotspot of bobs?

3. When we grab a bob, how does the 16 bit boundary affect it. Does it grab
it in 16 bit increments from the first x co-ordinate, or does it find the
closest 16 bit spot and use it?

Darryl

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From amos-request@svcs1.digex.net Thu Sep  7 14:11:21 1995
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Date: Thu, 7 Sep 95 19:34:09 GMT
Message-Id: <9509071934.AA0016v@paston.co.uk.uucp>
In-Reply-To: <9558.9509070811@osprey.controls.eurotherm.co.uk>
             (from paul.hickman@ecl.etherm.co.uk)
             (on Thu, 07 Sep 95 09:14:14)
Lines: 39
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: newsgroup (again) - A Solution?
Status: RO
X-Status: 

Greetings Paul, you wrote some text on the subject Re: newsgroup (again)
- A Solution?, and now I'm going to answer it.

PH> > Whilst I'm not up on how to start a newsgroup, isn't is possible to link
PH> > this mail list to a group and visa versa. That way people (like me ;-)  )
PH> > can still participate, and the wider audience of a newsgroup can also be
PH> > involved.
PH> 
PH> Not with a standard usenet comp.sys.... newsgroup (As far as I know)
PH> however, you can now create psuedo newsgroups when run on a
PH> WWW server using cgi scripts where this is probably possible.
PH> 
PH> In fact it would probably work best the other way around - create an
PH> new E-Mail account on a UNIX machine, and  subscribe it to the list,
PH> then have the WWW cgi-script parse its .mail file and display it as
PH> a threaded subject listing.
PH> 
PH> Then anyone can read the mailing list without subscribing, and
PH> the WWW site can contain a form for sending mail to the list. This
PH> would also allow us to perform the rather neat trick netscape does
PH> for news and make any URL in the mail messages into a 
PH> hypertext link.

Netscape isn't available on amiga, so that would leave a lot of us
stuck (inc. me) :(

PH> I would try seting this up myself except I don't have a machine which
PH> I can create E-Mail accounts on, and that has a WWW server where
PH> I can create cgi scripts. If anyone out there is master of their own 
PH> machine or in a position to get this sort of thing setup, I'd be more
PH> than willing to write the cgi program.

No. Let's stick to the current method - it works and that's all that
matters! :)

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

From amos-request@svcs1.digex.net Thu Sep  7 18:36:43 1995
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Subject: Re: sound in amos
To: fer007@freenet.scri.fsu.edu (fernando Bartra)
Date: Thu, 7 Sep 95 14:41:37 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
Cc: amos-list@access.digex.net
In-Reply-To: <Pine.3.89.9509071032.B13445-0100000@freenet3.scri.fsu.edu>; from "fernando Bartra" at Sep 7, 95 10:25 am
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> 
>    Thanx for your program to load sounds, Robert Curry, unfortunately I 
> have the creator 1.3 and command Sload is not supported, so the program 
> won't work,
> 
>    Fernando Bartra
> 
>
	You can replace Sload with the command

SOUND$=Input$(Port#,5000)   'places 5000 characters of
			    'the sound file into string
			    'SOUND$

Copy Varptr(SOUND$),Varptr(SOUND$)+5000 To Start(CUR_BANK)
			    'Copies the data from the string 
			    'into the sound bank

	I'm not sure of the speed of this though because Input$
along with Copy might be slower than a simple Sload. These two
commands can be made into one line if you have the Easylife
extension. 

Mem Input$(Port#,5000),Start(CUR_BANK)

			Robert Currie
 


From amos-request@svcs1.digex.net Thu Sep  7 23:47:38 1995
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Date: Thu, 7 Sep 1995 19:00:15 -0700
Message-Id: <199509080200.TAA06761@ix6.ix.netcom.com>
From: gamesrme@ix.netcom.com (Joe Bedard )
Subject: Re: Maze.AMOS
To: amos-list@access.digex.net
Status: RO
X-Status: 

You wrote: 
>
>
>Hi Joe !
>It was a very cool program !
>But I didn't quite figure out what it did after the maze was drawn.
>
> - Hawkeye
>
Sorry...Thats all it does...just draws a maze...use it as you like.

Later,
Joe


From amos-request@svcs1.digex.net Fri Sep  8 00:20:45 1995
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From: gamesrme@ix.netcom.com (Joe Bedard )
Subject: Re: Group Project
To: amos-list@access.digex.net
Status: RO
X-Status: 

I'm all for this group project...Here's my strong and weak points...

1) Coding: Good in AMOS and ummmm thats about it... 

2) Graphics: Excellent in 2d backgounds, multi-frame animation( the 
more the better of course ) and character design.

3) Sound: Music?!?! You can make music on an Amiga?!?!?!  ;)

4) Ideas: I would like to see some sort of Graphic Adventure game 
engine...like Lucas Arts games...i.e. Maniac Mansion....or maybe a good 
Sidewinder type game (with lots of secret stuff ie 
bonuses,bosses,levels ect.) must have kickin' music like Sidewinder 
(since this project will be PD maybe we could sample some Offspring, 
Stone Temple Pilot or something else)

5) Time: 6 hrs a week...(that would be some paycheck :D ) could give 
more if I really get into it...

6) Comments: 

7) System info: A1200 2mb chip, 40mb HD, Squirrel SCSI interface w/ 
CD-ROM
486DX2 66mhz Multimedia system		

8) Amos Info: AmosPro1.3 (where can i get an upgrade and the compiler?)

9) Software: Graphics: Brilliance, Digiview (digitalizer)
	     Sound:
	     Languages: Amos



From amos-request@svcs1.digex.net Fri Sep  8 00:21:36 1995
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          id AA123030; Thu, 7 Sep 1995 20:16:21 -0600
Message-Id: <9509080216.AA123030@acs3.acs.ucalgary.ca>
Subject: Re: Group Effort Game (Doom-like adventure)
To: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
Date: Thu, 7 Sep 95 20:16:21 MDT
From: "Robert Andrew Currie" <racurrie@acs.ucalgary.ca>
Cc: amos-list@access.digex.net
In-Reply-To: <9509080045.AA024dr@comlink.mpx.com.au>; from "Darryl Lewis" at Sep 7, 95 6:45 pm
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> 
> > Someone asked for ideas for games. I would like to see if
> >it is possible to create a fantasy doom-like adventure. Instead
> 
> I found (somewhere, aminet?) a game already written in amos (with source!)
> that is basically a doom type game. It uses bobs for textures. Works Ok. If
> interested I will dig it up and give you the name of it. Don't ask for it
> to be uuencoded-it's too big!
> 
> Can some one get a modem to modem game working with amos. I'd like to get
> something like that working.
> 
> Darryl
> 
> -- Via DLG Pro v1.0
> 
>                #####\             _             /#####
>                #( )# |          _( )__         | #( )# 
>                ##### |         /_    /         | #####
>                #" "# |     ___m/I_ //_____     | #" "#
>                # O # |____#-x.\ /++m\ /.x-#____| # O #
>                #m.m# |   /" \ ///###\\\ / "\   | #m.m#
>                #####/    ######/     \######    \#####
> 

	Yes, I think I saw that. I believe that it is a little
bit memory hungry and limited for what I had proposed. Besides I
think I was ruled out on that one and we are going ahead with an
Olympics type of game.

			Robert Currie


From amos-request@svcs1.digex.net Fri Sep  8 00:50:12 1995
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Date: Fri, 8 Sep 95 02:52:19 GMT
From: mxm@bom.gov.au (Max Monahan)
Message-Id: <9509080252.AA08213@aviation1.ho.BoM.GOV.AU>
To: M.Monahan@bom.gov.au
Subject: Re: Group Effort Game
Cc: amos-list@access.digex.net
Status: RO
X-Status: 

> On Sun, 3 Sep 1995, Darryl Lewis wrote:
> 
> > OK, since a few people are interested in programming a group effort game,
> > I'll offer something.
> > I started coding a lunar lander game (come on, stop groaning!). It uses a
> > lot of different techniques. Unfortunatly, I then decided to 3D render the
> > graphics for it. Designing, gererating, rendering, and learning to use a 3D
> > package has now taken over from the game. In fact I wrote the Anim2bob
> > converter to make converting the images easier - a huge program in it's
> > self.
> > 
> > As a result the Lunar Lander game has been put on the back burner. I'll put
> > out the code to what I've already done, so a group of us can work on it.
> > 
> > Let's start simple to see if a group effort approach will work.
> > 
> > Anyone interested?
> > 
> > Darryl
> > 
> > 
> Love to.  Send a copy UUEd to me and I'll take a look.
> 
> John C. Bintz - uv334@freenet.victoria.bc.ca


ditto, please send me a copy of your lunar lander game code.

I think Darryl makes a good point in keeping it simple for a first project.
Has anybody been keeping a list of interested people?
Lunar lander sounds like a good candidate. We need a project in which many people could
get involved. In this case different people could be involved in different levels of the game.

With an Olympics game different people can get involved with different events.

I have another idea for a theme:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 We could do something along similar lines to the kid's educational Noddy series. 
This was actually written in AMOS (or at least in part) and looks and plays well.
My two young children love it.

It has an initial screen where you can select any of the sub-games or you can drive Noddy
around in his car to a specific part of Noddy-town and then play the sub-game. One of the
sub-"games" is a painting and drawing program for example, where you can paste pictures of
the characters on the screen, or load a background picture and fill it in with different
colours and patterns.

  Anyway, Noddy is similar in design to the Olympics game, is colourful, has reasonable
sound effects and runs in 1 Meg, plus there is an untapped market for educational games.
Each module appears to be an executable and the controlling program is written in AMOS and 
the source for the controlling program is viewable. 

Our aim though is to have fun and enjoy doing something as a group. 

Somebody mentioned a marathon event in the Olympics game. We could use the marathon man/woman
to move around the Olympic village to choose an event or just have the ability to choose an
event by point and click and then the marathon man runs to that event.
(just like the Noddy game (except Noddy drives his car)).

My 5 cents worth (2 cents isn't legal tender anymore in Australia)

Max Monahan
Melbourne,Australia
M.Monahan@bom.gov.au 

From amos-request@svcs1.digex.net Fri Sep  8 05:30:32 1995
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To: amos-list@access.digex.net
Subject: Group Project
From: jeff.webb@the-matrix.com (JEFF WEBB)
Message-ID: <8B0B077.000504DCF8.uuout@the-matrix.com>
Date: Fri, 08 Sep 95 01:59:00 -0600
Organization: The MATRIX, Birmingham, AL (205) 252 9888
Reply-To: jeff.webb@the-matrix.com (JEFF WEBB)
X-Mailreader: PCBoard Version 15.21
X-Mailer: PCBoard/UUOUT Version 1.10
Status: RO
X-Status: 

 At the moment I don't have the time to join the group thing but it
could be real great. As for what the group should do why dont all of you
each come up with a unique idea for a game and then vote on it. That is
of course after someone starts controling the group and people really
sign up and commit themselfs to it.
 After what I have seen on this list and Aminet I think the Amos Group
could do what Vulcan did. Who's Vulcan?, you ask. Have any of you seen
Valhala, Valahala II or Time Keepers? All three of these COMERCIAL games
was writen by a small group of AMOS coders. If you dont belive it run
the disk thru ViruZII v1.16 or higher... AmosBank File... AmosSample...
and on ect... Well if they can do it so could this group. Thier main
draw was the game was simple AND if you look at them easy to do in Amos.
But the big thing was they were ORIGINAL ideas. Who knows? The members
of the group might even become Published Commercial Authors if it can do
what those seven or eight people did.

From amos-request@svcs1.digex.net Fri Sep  8 05:02:49 1995
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From: Paul Hickman <paul.hickman@ecl.etherm.co.uk>
Organization: Eurotherm Controls Limited
To: amos-list@access.digex.net
Date: Fri, 8 Sep 1995 08:27:05 0
Subject: Re: upload
Reply-To: paul.hickman@ecl.etherm.co.uk
Priority: normal
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>    I have my file ready to upload to aminet, pls anyone tell me
> exactly in what drawer I need to upload, I tried uploading to dev/amos
> and permision to upload was denied
>  
You have to upload to /pub/aminet/new, but only a few aminet
sites permit uploads (wuarchive.wustl.edu is one). You specify
the directory where the file will go in the readme file header -
something like:

Short: My Program Decsription
Type: dev/amos

Look a README_BEFORE_UPLOAD in the aminet root directory
for full information.
 
             +----------------------------+
             |     M I C R O S O F T      |
             +----------------------------+
            What do you want to crash today? 
=========================================================
Eurotherm Controls: paul.hickman@controls.eurotherm.co.uk
Imperial College: ph@doc.ic.ac.uk

From amos-request@svcs1.digex.net Fri Sep  8 06:53:55 1995
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From: Paul Hickman <paul.hickman@ecl.etherm.co.uk>
Organization: Eurotherm Controls Limited
To: amos-list@access.digex.net
Date: Fri, 8 Sep 1995 08:37:39 0
Subject: Re: newsgroup (again) - A Solution?
Reply-To: paul.hickman@ecl.etherm.co.uk
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> PH> Then anyone can read the mailing list without subscribing, and
> PH> the WWW site can contain a form for sending mail to the list. This
> PH> would also allow us to perform the rather neat trick netscape does
> PH> for news and make any URL in the mail messages into a 
> PH> hypertext link.
> 
> Netscape isn't available on amiga, so that would leave a lot of us
> stuck (inc. me) :(
> 
Firstly, Netscape would not be required - any browser that supports
forms e.g. Amiga Mosaic 2.0 will be OK. My comment on netscape
was that if you read news in it, it turns any URL's into links. For 
this system, the URL's would be turned into links at the server so
would appear that way on any browser.

Secondly, this proposal won't affect the current mailing list - it 
would still operate as it does now. The WWW system will provide a
method for reading all the messages on the list without subscribing
to it, and for posting messages from a WWW form.

It is also possible to setup a login system to the site that goes 
like this:

 - On your first visit, you fill in a form giving you name, E-Mail 
   address and mail signature, you are then returned a private URL
   for the actual list which contains a pointer to the information 
   you just entered.

 - You add this URL to your hotlist, and on subsequent visits you  
   get straight to the actual list without having to re-enter the 
   user information.

 - When you go to the form to post the message, it can automatically
   insert your name, reply-to E-Mail address and signature into the
   message.

See the Electronic Telegraph (An on-line version of a UK newspaper)
for an example of this technique:  http://www.telegraph.co.uk/
             +----------------------------+
             |     M I C R O S O F T      |
             +----------------------------+
            What do you want to crash today? 
=========================================================
Eurotherm Controls: paul.hickman@controls.eurotherm.co.uk
Imperial College: ph@doc.ic.ac.uk

From amos-request@svcs1.digex.net Fri Sep  8 06:17:27 1995
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9509080902.AA01632@diamond.bton.ac.uk>
Subject: The Group ... (so far)
To: amos-list@access.digex.net
Date: Fri, 8 Sep 1995 10:02:21 +0100 (BST)
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X-Status: 

Hello all,
    Here is the list of names interested in a group project.  If I have missed
someone off, I appologise.  This is only a list of names, I haven't had any
time to compile a list of everyones ideas as well.  Sorry - I've got a mad
rush on at the moment :-(((

Any way, heres the list:-
Branco Collin
Ben Wyatt
Chris Hodges
Darryl Lewis
Daniel (DM9200@conrad.appstate.edu)
Fernando Bartra
Joe Bedard
Garrett Moon
Ben Crowl
Jan Lubbers
Max Monohan
Dimitris Panagopoulos
Paul Hickman
Robbert Currie
Semprini
Tim Wright
Tim Gunn
John C. Bintz
& myself Tim Lewis

    I hope I've spelled all you're names correctly!!  Everyone in the above
list, has expressed an opinion on the original idea.
    The main consensus of opinion seems to be for an Olympics based game.  I
think this is a good idea as everyone knows what the Olympics are about etc.
It's also a good reflection as the Olympics are about global co-operation and
friendship, and this group we have here is about as global as it gets -
fitting huh!

Any way, enough of this idle banter.  I will post more details as and when I
get time to do so....  Keep the ideas coming in!
--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*      tl14@diamond.bton.ac.uk      *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From amos-request@svcs1.digex.net Fri Sep  8 07:37:08 1995
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	id AA13385; Fri, 8 Sep 95 12:08:49 +0200
Date:  8 Sep 95 12:08 +0200
From: Angel Alvarez <angel@labein.es>
To: <amos-list@access.digex.net>
Message-Id: <340*angel@labein.es>
Subject: Re: Group Project 
Status: RO
X-Status: 

Hello everybody

I've come back from holydays this week, and I'm willing to join to the group
project if it is not too late. 

1) Coding: Not bad in most areas, programmed in C, C++, Fortran and AMOS of
course)

2) Graphics: I can ask my brother to make me some backgrounds.

3) Sound: I only can digitize some samples

4) Ideas: I'm agree with the idea of porting an old game (like Wizard of Wor,
Revenge of the Muntant Camels, etc).

5) Time: 5 hrs a week without difficulty (mostly the week-end)

6) Comments: If there are a lot of people interested in the global idea, we can
make some subgroups for working in different projects.

7) System info: A500 0.5Mb chip, 2.5Mb fast, OS 1.3
                A4000/40 2Mb chip, 8Mb fast, 170Mb + 250Mb HD, OS 3.0

8) Amos Info: AMOSPro 2.0, AMOS the Creator 1.36 / AMOS Pro Compiler
   Extensions : Turbo 1.9, Easylife 1,10, JD Extension 5.3

9) Software: Languages: SAS C++ 6.5
              Graphics: Deluxe Paint IV AGA, ADPro, Lightwave

==============================================================================
                     _/_/_/ _/     _/_/  _/_/_/    _/_/_/ _/_/_/ _/_/_/ _/_/_/
 Angel Alvarez      _/  _/ _/     _/ _/   _/      _/     _/  _/ _/       _/
  (Aldi Soft)      _/_/_/ _/     _/  _/  _/      _/_/_/ _/  _/ _/_/     _/
angel@labein.es   _/  _/ _/     _/ _/   _/          _/ _/  _/ _/       _/
                 _/  _/ _/_/_/ _/_/  _/_/_/    _/_/_/ _/_/_/ _/       _/
==============================================================================

From amos-request@svcs1.digex.net Fri Sep  8 09:07:38 1995
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 	id AA215148135; Fri, 8 Sep 1995 13:02:15 +0200
Date: Fri, 8 Sep 1995 13:02:14 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: The Group ... (so far)
In-Reply-To: <9509080902.AA01632@diamond.bton.ac.uk>
Message-Id: <Pine.HPP.3.91.950908124609.19831B-100000@mpih17>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

On Fri, 8 Sep 1995, Eddie wrote:

> Hello all,
>     Here is the list of names interested in a group project.  If I have missed
> someone off, I appologise.  This is only a list of names, I haven't had any
> time to compile a list of everyones ideas as well.  Sorry - I've got a mad
> rush on at the moment :-(((
> 
> Any way, heres the list:-
> Branco Collin

That is Branko with a 'k'. Sorry if I seem a little nitpicky about this, 
but sometimes it seems that the whole world has decided to spell my name 
wrong :-).

> Ben Wyatt
> Chris Hodges
> Darryl Lewis
> Daniel (DM9200@conrad.appstate.edu)
> Fernando Bartra
> Joe Bedard
> Garrett Moon
> Ben Crowl
> Jan Lubbers
> Max Monohan
> Dimitris Panagopoulos
> Paul Hickman
> Robbert Currie
> Semprini
> Tim Wright
> Tim Gunn
> John C. Bintz
> & myself Tim Lewis
> 

Impressive.

>     The main consensus of opinion seems to be for an Olympics based game.  I
> think this is a good idea as everyone knows what the Olympics are about etc.
> It's also a good reflection as the Olympics are about global co-operation and
> friendship, and this group we have here is about as global as it gets -
> fitting huh!
> 

Erm... I think it would be wise to present all the ideas you have 
collected so far and let us discuss about it. Although as the proposer of 
an Olympics type game I would very much like to see my idea be chosen for 
the project, it would not be fair to chose it without discussion and 
voting. I was fairly vocal about my idea, mostly because I had thought of 
making it a shared project before, and thus people might not have looked
at other ideas and agreed with me directly. Also, I was one of the few to 
post my idea to the list instead of privately to you.

So, my suggestion is that those who came up with an idea for a game send 
a ten line (70 chars wide for easy commenting) description (propaganda or 
as objective as possible :-) ) to Eddie <T.Lewis@bton.ac.uk> and that 
after a while Eddie sends a complete list of suggestions to the mailing 
list. We can then all comment on and add to the ideas. The ideas will be 
'recompiled' and the voted on.

Any comments so far?

> Any way, enough of this idle banter.  I will post more details as and when I
> get time to do so....  Keep the ideas coming in!

I was thinking: Shouldn't we take this to a separate list? Or maybe the 
describers that don't join the group project do not mind the discussion 
here? 

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..

From amos-request@svcs1.digex.net Fri Sep  8 08:14:08 1995
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 	id AA215498468; Fri, 8 Sep 1995 13:07:48 +0200
Date: Fri, 8 Sep 1995 13:07:48 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Group Effort Game (Doom-like adventure)
In-Reply-To: <9509080045.AA024dr@comlink.mpx.com.au>
Message-Id: <Pine.HPP.3.91.950908130339.19831C-100000@mpih17>
Mime-Version: 1.0
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Status: RO
X-Status: 

On Thu, 7 Sep 1995, Darryl Lewis wrote:

> > Someone asked for ideas for games. I would like to see if
> >it is possible to create a fantasy doom-like adventure. Instead
> 
> I found (somewhere, aminet?) a game already written in amos (with source!)
> that is basically a doom type game. It uses bobs for textures. Works Ok. If
> interested I will dig it up and give you the name of it.

Yes, very much so. I have always toyed with doing a doom-like game in 
Amos just to scare the pants of the R3aL k3Wl dooDZ who say it just 
cannot be done on an Amiga. Anyone remember a game called Narco Police? 

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..


From amos-request@svcs1.digex.net Fri Sep  8 15:16:55 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
To: amos-list@access.digex.net
Date:          Fri, 8 Sep 1995 11:33:23 +0000
Subject:       Re: radio buttons
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509081551.aa17689@post.demon.co.uk>
Status: RO
X-Status: 

> Well, Mark Carters demo of radio buttons is just what I was looking for. It
> works exactly like we needed.
> Congratulations and thanks.
> 
> 
> Darryl

Glad you liked it!

One thing I forget to mention:  Vdialog(1,0) always holds the current number 
of buttons selected, so there is no longer any need to search througn 
all the buttons to work this out.

Cheers,

Mark

From amos-request@svcs1.digex.net Fri Sep  8 11:37:38 1995
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	(1.37.109.4/16.2) id AA00781; Fri, 8 Sep 95 15:46:13 +0200
Subject: Re: The Group ... (so far)
To: bcollin@mpi.nl (Branko Collin)
Date: Fri, 8 Sep 95 15:46:12 METDST
Cc: amos-list@access.digex.net (Amos-Mailing-List)
In-Reply-To: <Pine.HPP.3.91.950908124609.19831B-100000@mpih17>; from "Branko Collin" at Sep 8, 95 1:02 pm
From: m.g.d.wehrens@chem.ruu.nl (Martijn Wehrens)
Organisation: Utrecht University
Reply: m.g.d.wehrens@chem.ruu.nl
Reply-To: m.g.d.wehrens@chem.ruu.nl
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

About the joined game:
> I was thinking: Shouldn't we take this to a separate list? Or maybe the 
> describers that don't join the group project do not mind the discussion 
> here? 

I don't mind.

---------------------------------------------------------------
Martijn Wehrens, Theoretical Chemistry Group Utrecht University
email m.g.d.wehrens@chem.ruu.nl          
---------------------------------------------------------------

From amos-request@svcs1.digex.net Fri Sep  8 13:31:41 1995
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	id AA00176; Fri, 8 Sep 95 20:12:15 GMT
Date: Fri, 8 Sep 95 20:12:15 GMT
Message-Id: <9509082012.AA00175@paston.co.uk.uucp>
In-Reply-To: <29470.9509080734@osprey.controls.eurotherm.co.uk>
             (from paul.hickman@ecl.etherm.co.uk)
             (on Fri, 08 Sep 95 08:37:39)
Lines: 29
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: newsgroup (again) - A Solution?
Status: RO
X-Status: 

Greetings Paul, you wrote some text on the subject Re: newsgroup (again) -
A Solution?, and now I'm going to answer it.

PH> > PH> Then anyone can read the mailing list without subscribing, and
PH> > PH> the WWW site can contain a form for sending mail to the list. This
PH> > PH> would also allow us to perform the rather neat trick netscape does
PH> > PH> for news and make any URL in the mail messages into a 
PH> > PH> hypertext link.
PH> > 
PH> > Netscape isn't available on amiga, so that would leave a lot of us
PH> > stuck (inc. me) :(
PH> > 
PH> Firstly, Netscape would not be required - any browser that supports
PH> forms e.g. Amiga Mosaic 2.0 will be OK. My comment on netscape
PH> was that if you read news in it, it turns any URL's into links. For 
PH> this system, the URL's would be turned into links at the server so
PH> would appear that way on any browser.
PH> 
PH> Secondly, this proposal won't affect the current mailing list - it 
PH> would still operate as it does now. The WWW system will provide a
PH> method for reading all the messages on the list without subscribing
PH> to it, and for posting messages from a WWW form.

That's okay then ;-). It's a good idea and it gets my approval. :-)

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

From amos-request@svcs1.digex.net Fri Sep  8 16:23:22 1995
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Date: Fri, 8 Sep 1995 14:10:18 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: group game
To: amos-list@access.digex.net
Message-ID: <Pine.3.89.9509081434.A29458-0100000@freenet3.scri.fsu.edu>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

      I like the idea of the Olympics game (for group) because then each 
one of us can work on one event and make his code a procedure of the main 
program, then all send their event/procedure and manager finishes up the 
game :)

  Coding:  Basic, Dbase 3, and Amos now.
  Sound:  got a sound digitizer if you want some speech in the game.  Maybe
          I can get my brother to do a song in Med, he makes beautiful songs.
  Amos:  Amos (the creator)1.3+compiler
  machine: A1200+6megram+40meg hd
  graphics software: Deluxe Paint 4, Aladdin 4d

     Fernando Bartra


From amos-request@svcs1.digex.net Fri Sep  8 17:33:33 1995
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Message-Id: <9509090159.AA024fv@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: group game
Status: RO
X-Status: 

We'll it looks like a number of people are interested in a group effort.
So far there have been 3 suggestions for the sort of game.
1- Olympics
2- AMOS DOOM
3- Lunar Lander

I think we should start off small, just to see if it is possible to do
something with it. That's why I'm in favor of Lunar Lander.
I suggest that we break off into groups to pursue the idea that most
appeals to you. Why be stuck coding something you don't like (jeez, I get
enough of that at work). If people want to change groups, then that's OK,
no restrictions, just work on the bits of code you want to.

I'll co-ordinate anyone who wants to help code Lunar Lander. I hope it will
eventually be an entire game from take off from earth to the moon and
return. (OK, so I've seen Apollo 13 a few times).
If anyone is interested, (one person has already shown interest) email me.

Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
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               ##### |         /_    /         | #####
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               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Fri Sep  8 18:03:56 1995
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Date: Fri, 8 Sep 1995 14:01:25 -0600 (MDT)
From: Vance Schowalter <viking@freenet.edmonton.ab.ca>
To: Mark Carter <Mark@westmead.demon.co.uk>
Cc: amos-list@access.digex.net
Subject: AmiNet uploads
In-Reply-To: <9509081551.aa17689@post.demon.co.uk>
Message-Id: <Pine.A32.3.91.950908135720.56868A-100000@fn1.freenet.edmonton.ab.ca>
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Actually, this is directed to everyone.

I'd like to upload a new AMOS game to AmiNet. The file is over 600K. 
Anyone here have some explicit directions on properly sending the file to 
the site? I access the Internet via FreeNet and it will be my first 
attempt at uploading.

Thanks for any help.

*******************************************
*    Vance Schowalter >>Image Master<<    *
*                                         *
* Internet: viking@freenet.edmonton.ab.ca *
*                                         *
*     "Affable little snow creature."     *
*******************************************


From amos-request@svcs1.digex.net Fri Sep  8 20:59:30 1995
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Date: Fri, 8 Sep 1995 16:16:54 -0700 (PDT)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Sender: John Bintz <uv334@freenet.victoria.bc.ca>
Reply-To: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: BIG! Project
To: Amos List <amos-list@access.digex.net>
Message-ID: <Pine.3.89.9509071727.A28560-0100000@vifa1>
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Well, here's my pros'n'cons list.  Enjoy!

1)  Coding:  Been doing it since I was 9, and I love to
work on AMOS.  Haven't learned C yet, but I'll soon start learning
for the IBM (sheesh!).

2) Grafx: Love to draw, mostly cartoonie stuff, but I'm handy with
a ray tracer, too.  Got a piece'o'crap program, though.

3) Music: Can play the guitar farily well, but never touched a Tracker in 
my life.

4) Time: Still in high-school and I run after school, so weekends and 
winter-spring are my most open times.

5) Ideas: Got a faboo idea now.  Remember Hacker?  Let's try throwing it 
into the 21st century, with live (fake) Internet connections and WWW 
(fake) access and BBS (fake).   An Intuition game like this would be great.

6) Comments:  I start a project and have only followed through once.  A 
little help would be great.

7) Sys Info:  Amiga 500, 2 floppy drives, 1 meg

8) AMOS Info: Amos Creator 1.36, AmosPro Compiler 2.0, Intuition 
Extension 1.3a, Turbo 1.9, LDos & LSerial (both unregistered)

9) Software:  AMOS (duh!)
              DP:TAS
              3D Master (a raytracer)

Hope you enjoyed it.  Thanx!

John C. Bintz - uv334@freenet.victoria.bc.ca
WWW:  http://www.lookup.com/Homepages/10794/home.html
"If at first you don't succeed, blame it on your parents!"
                                                 -Yakko Warner





From amos-request@svcs1.digex.net Sat Sep  9 07:31:24 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Fri, 8 Sep 1995 23:33:51 +0000
Subject:       Re: The Group ... (so far)
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509091054.aa27822@post.demon.co.uk>
Status: RO
X-Status: 

> About the joined game:
> > I was thinking: Shouldn't we take this to a separate list? Or maybe the 
> > describers that don't join the group project do not mind the discussion 
> > here? 
> 
> I don't mind.

IMHO I think this would be a good idea, especially when you 
consider many design ideas are going to be put forward and votes are 
going to be made - none of which have anything whatsoever to do with 
Amos.

I'm all in favour of using this group to help with any Amos related 
problems that the "joined game" will encounter but 90% of messages 
about this game so far have had no relation to Amos at all :-(

Sorry if I sound like an old fart, but this needs to be said.


Cheers,

Mark

From amos-request@svcs1.digex.net Fri Sep  8 23:04:02 1995
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Date: Sat, 9 Sep 1995 13:30:01 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: amos-list@access.digex.net
Subject: the group project 
Message-ID: <Pine.SUN.3.91.950909132423.29326C-100000@sol.earthlight.co.nz>
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Since everybody else is saying what they can do,
I thought it must be my turn.

1) Coding: Amos, been programming since I was 10.

2) Grafx: Good at 2d & 3d handdrawn pictures.

3) Music: don't mention music please. :-)

4) Time: About 15 hours a week max

5) Ideas: ??, but interested in Lunar type game

6) Comments: none.

7) Sys INfo: Amiga 500, 2 floppy drives, 1meg

8) Amos info: amos creator 1.36, amos compiler v?.?, Turbo_plus_ 
(commercial version, just found it the other day, ha) 

9) other programs: Dpaint 4, Octamed 4, ?


From amos-request@svcs1.digex.net Sat Sep  9 00:43:43 1995
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From: achurch@dragon.res.cmu.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Just for the record...
Date: Wed Sep 08 23:12:47 1999
Message-ID: <199909082312.AA04063@dragon.res.cmu.edu>
X-Mailer: MMail v4.31
Status: RO
X-Status: 

  I like this group project idea.  Unfortunately, I don't have any time
available that I'd be able to devote to it - I'm already involved in
several projects of my own - so I can't really help out.  But for the
curious:

1) Coding: Since I was 5; standard BASIC, AMOS, Fortran (sort of), Lisp,
           Pascal, C/C++, assembly (680x0, 6502, 65816, 80x86).

2) Graphics: Well, I can draw tiles, but I wouldn't suggest actually using
             them. :)

3) Music: Like #2.

4) Time: Zero. (see top)

5) Ideas: None, sorry.

6) Comments: That Olympic thing sounded like it could work, but it may be a
             bit ambitious.  I think that with the Lunar Lander type game,
             though, a lot of people would end up being bored.

7) Sys info: Amiga 2000, 030/25, 5.5MB RAM (don't ask), 1.5GB HD, Ethernet
             card

8) AMOS info: Creator 1.3, Pro/Compiler 2.0

  --Andy Church (.sig under reconstruction)

From amos-request@svcs1.digex.net Sat Sep  9 15:23:38 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: anim help
Status: RO
X-Status: 

A few days ago, Chris sent me the following code to play anims. Since he's
upgrading to a '060 ($#@%$@%$#&^@!) and won't be around for a few days,
perhaps someone else can help further.
Can anyone convert the following into Amos code, as I don't yet have AMCAF
(stupid car repairs have just set me back $200!).



[From    ] Chris@sixpack.pfalz.org (chris H [REC'D] [MSG 504 OF 517]
[To      ] Darryl Lewis                     
[Date    ] Wed  6 Sep 95  4:37
[Subject ] Re: "Klik'n'Play?!" [Sic!]

F$="data/AMCAF.anim"
SPEED=2
Examine Object F$
OS=Object Size :Rem Whats this in standard Amos
Reserve As Work 9,OS+12
Bload F$,9
ST=Start(9)
Loke ST+OS,Asc.l("FORM"):Rem What's Asc.l in standard Amos
Loke ST+OS+4,0
Loke ST+OS+8,Asc.l("DLTA")
ST=Start(9)+12
ST=Frame Play(ST,1,0)
Double Buffer : Autoback 0
Wait Vbl 
SX=Screen Width : SY=Screen Height
FR=0
Repeat 
  Screen Swap 
  Repeat : Multi Wait : Until Timer>=SPEED : Timer=0
  If FR=1 Then REST=ST
  ST=Frame Play(ST,1) : Inc FR
  If ST+12>=Start(9)+OS Then ST=REST : FR=1
Until Inkey$=Chr$(27) or Mouse Key<>0
Screen Close 0
End 


Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
               #( )# |          _( )__         | #( )# 
               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Sat Sep  9 17:05:05 1995
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From: achurch@dragon.res.cmu.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: anim help
Date: Sat Sep 09 15:35:54 1995
Message-ID: <199509091535.AA01522@dragon.res.cmu.edu>
X-Mailer: MMail v4.31
Status: RO
X-Status: 

>Can anyone convert the following into Amos code, as I don't yet have AMCAF

[...]

>Examine Object F$

  This would be the DOS Examine() call, and this:

>OS=Object Size :Rem Whats this in standard Amos

would get the size of the file.  Instead of those two lines, you can use:
Open In 1,F$ : OS=Lof(1) : Close 1

>Loke ST+OS,Asc.l("FORM"):Rem What's Asc.l in standard Amos

  Just use Poke$ ST+OS,"FORM".

  --Andy Church (.sig under reconstruction)

From amos-request@svcs1.digex.net Mon Sep 11 01:29:39 1995
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Date: Mon, 11 Sep 1995 16:04:25 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: amos-list@access.digex.net
Subject: Scroll command
Message-ID: <Pine.SUN.3.91.950911160206.21263A-100000@sol.earthlight.co.nz>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

Giday I'm currently trying to do some scrolling stuff with amos, and have 
come across something really annoying. When you use the scroll commmand 
in amos to move something about it works fine, but when you compile it, 
it gets this really bad flicker, which is not present when run from amos.
I need to be able to compile my programs, but still use this command.

Can ANYBODY help?!?

Thanks,

               ???????????????????
               ?    ??     ? ??  ?
               ? ?? ??  ????  ?  ?
               ?     ?    ??     ?  <-- (BLUR YOUR EYES
               ? ??? ?  ????  ?  ?          AT THIS)
               ?    .?     ?  ?? ?
               ???????????????????


                 B  ?  E  ?  N

                C ? R ? O ? W ? L

         EMAIL : mcrowl@earthlight.co.nz

From amos-request@svcs1.digex.net Mon Sep 11 06:50:33 1995
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From: hakan.ehrsson@frn.se
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Message-ID: <199509110919.LAA23539@sunic.sunet.se>
Date:  Mon, 11 Sep 1995   11:09:36  +0200
To: amos-list@access.digex.net
Subject: Computer-players in games
MIME-version: 1.0 (Created by TFS)
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Status: RO
X-Status: 

Hi everybody !
Does anybody know a good way to make the computer think !!
I mean in a game. I have two projects going on now, a cardgame and a=20
Monopoly game, and I'm not sure how I shall program the computer-player.
Take Monopoly for example: I guess I just have to use some random routines=20
to decide if he's gonna buy a street or not. But when should he ask another=
=20
player if he can buy a street he needs from him, and how much should he pay=
=20
for it. When should he buy buildings and where shall he place them. And so=20
on, and so on, and so on.
I'm open for any suggestions, Thanx !!
 - Hawkeye (hakan.ehrsson@frn.se)
A1230-50MHz/50MHz FPU, 2Mb Chip, 8Mb Fast, 350Mb HD
AMOS Pro 2.00

From amos-request@svcs1.digex.net Mon Sep 11 07:50:50 1995
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Date:  Mon, 11 Sep 1995   11:09:35  +0200
To: amos-list@access.digex.net
Subject: Menus & Double Buffered Screen
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Hi everybody !
I have some problems using menus in my game.
I'm using the On Menu Proc command but it doesn't work.
My screen is double buffered, and when I removed the double buffering, the=20
menus worked... But the screen must be double buffered !! What do I do wron=
g=20
??
The game is a cardgame, where you use a card on your hand pressing the left=
=20
mousebutton and discards it pressing the right mousebutton.
The cards are defined as zones. My mainloop look something like this:
Do
   M=3DMouse Zone
   If M>0 And Mouse Key=3D1 Then PLY
   If M>0 And Mouse Key=3D2 Then DISCARD
Loop
But when I use menus, the program never goes to the DISCARD procedure when=20=
I=20
press the right mousebutton. What's the solution to that ??
I use AMOS Pro 2.00.
 - Hawkeye (hakan.ehrsson@frn.se)

From amos-request@svcs1.digex.net Mon Sep 11 08:07:45 1995
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X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Knockout
Status: RO
X-Status: 

Greets to all,

I've uploaded yet another program of mine to Aminet (more to come). It's
in game/2play and it's called Knockout.lha.

It involves chasing around in a little car, trying to knock other cars
off the edge of a shrinking circle. And it's very addictive.

Slightly impressive technical facts about the game:
   8 cars running in a vbl without using Amal, including full collision
      detection and computer controlled (AI)!
   Each car is a different colour!
   The dual playfield is used without it jerking ('cos it doesn't scroll)!
   Screens fading into each other (sort of).
   Two games for the price of one (sort of).
   Amos source included!

Most of these will fail to impress once you play the game and look at
the source. ;-)

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

From amos-request@svcs1.digex.net Mon Sep 11 13:06:37 1995
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From: "Webb, Nick, WEBBNC" <WebbNC@btlip04.bt.co.uk>
To: amos-list <amos-list@access.digex.net>
Subject: RE: Computer-players in games
Date: Mon, 11 Sep 95 15:33:00 BST
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Hawkeye,

My advice is keep it simple.  Start off without the complicated things like 
bartering for streets.

It is always more satisfying to get something simple to work rather than 
fail with something complex.

Regards,

Nick Webb  :-D
A600, WB2.05
Unix:               webbnc@btlip04.bt.co.uk(@unet if sending from WEB)

From amos-request@svcs1.digex.net Mon Sep 11 14:25:21 1995
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Sender: CRSO.Amos@canrem.com
Subject: My printer!!!
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.3467.6587.0C1F4145@canrem.com>
In-Reply-To: <Pine.SUN.3.91.950905184356.4031A-100000@sol.earthlight.co.n
Date: Mon, 11 Sep 1995 11:51:00 -0400
Organization: CRS Online  (Toronto, Ontario)
Status: RO
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Re: Dollars to donuts printing ;-)

Try checking which driver you were using on your 1.3 disk (in devs:printers)
against the one in 2.1.  You may want to even copy the old driver across if you
can't find a 2.1 one that does the job.  Only use generic as a last resort.

Well met and godspeed,
                      Giark

From amos-request@svcs1.digex.net Mon Sep 11 13:38:56 1995
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Sender: CRSO.Amos@canrem.com
Subject: who has OM ?
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.3468.6587.0C1F4146@canrem.com>
In-Reply-To: <199509070926.FAA01785@mail1.access.digex.net>
Date: Mon, 11 Sep 1995 12:00:00 -0400
Organization: CRS Online  (Toronto, Ontario)
Status: RO
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RE: OM

And, if someone (perhaps one of the Australians who got it on a coverdisk)
does, can you also send a 2.0 compatible om to joehick@ophelia.waterloo.net

Thanks muchly.

Well met and godspeed,
                      Giark

From amos-request@svcs1.digex.net Mon Sep 11 20:34:20 1995
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          11 Sep 95 16:12 +0100
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          11 Sep 95 16:09 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Mon, 11 Sep 1995 16:11:35 +0000
Subject:       Bits and Pieces
Priority: normal
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Message-ID:  <9509111609.aa16204@post.demon.co.uk>
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Has anyone found a way of using a joystick in place of a mouse in 
conjunction with interface programs - I have tried several methods 
and failed :-(  I want to be able to move my joystick so that the 
mouse pointer moves (that bits easy) and then when I press fire over 
a button I want the interface program to recognise that that button 
has been clicked - any ideas?

Now on to a completely different theme...

Can any of you clever extension writer come up with a command which 
ties Dim ARRAYNAME(X,Y) and Global ARRAYNAME() together in one 
command. It would be especially useful for those of us who have 
hundreds of arrays.

Now someting else...

What has happened to this mailing list - I'm only getting a few 
messages a day.

Has there been a mass suicide effort among amos users...?
Has the mafia mistaken the amos subscribers list as their next hit 
list...?
Or have lots of people started a new year at school...?

Cheers,

Mark

P.S Long live the amos mailing list :-)

From amos-request@svcs1.digex.net Mon Sep 11 15:54:50 1995
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Sender: CRSO.Amos@canrem.com
Subject: Re: Group Effort Game (Doom-like adventure)
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.3469.6587.0C1F4197@canrem.com>
In-Reply-To: <9509080045.AA024dr@comlink.mpx.com.au>
Date: Mon, 11 Sep 1995 12:13:00 -0400
Organization: CRS Online  (Toronto, Ontario)
Status: RO
X-Status: 

re: modem to modem on AMOS

What kind of game were you looking for?

Presently, FBN (that's me when programming) is working on three.

1. ModemTrek  Over the modem play in the star trek genre with graphics,
   digitized sounds, lots of options.
   Release Date:  Late November

2. Dungeon II  Only you need this one.  All your opponent needs is an ANSI term
   prg.  It hearkens back to the days of text based adventure games and so far
   has two dungeon modules completed, a third on the way.
   Release Date:  Late October

3. Sub Challenge  Over the modem again, using Amos 3d.  Several different subs
   can be bought and customized while you hunt down your opponent.
   Release Date:  January `96

I have been concentrating on modem games as much as possible as we all enjoy
them so much more.  I've been refining my real time two player routines and am
getting some very promising results.

Unfortunately, FBN will be off the amos list after Sept. 25.  (my account here
expires).  You can get FBN games and utilities from CyberSpace BBS in the
Kitchener area. (I'd put them on aminet if I could figure out how to go about
that.  If someone would like to post how to upload to a site...)

I may be back a few times before then, but for now:

Goodbye to all of you.  It's been very productive being on this list.

Well met and godspeed,
                      Giark
CyberSpace BBS CoSys
(519)579-0072
(519)579-0173
C-Link! and Shareware Heaven member
also can be mailed at:
joehick@ophelia.waterloo.net

From amos-request@svcs1.digex.net Mon Sep 11 14:18:20 1995
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Date: Mon, 11 Sep 1995 13:00:38 -0400 (EDT)
Subject: Re:Monopoly Game
To: amos-list@access.digex.net
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...Hawkeye, right? Hawkeye:

I agree with Nick about your monopoly game. Keep it simple- that's the way
to go for now.

Bartering in Monopoly is dependent on the player's personality. Y'know, like
those idjits who'll trade away anything to get the Railroads. So to program
that sort of thing right, you'd need different computer personalities.

Get the program functional. Then do these sorts of extras.

my two cents, -Daniel Miller


From amos-request@svcs1.digex.net Mon Sep 11 16:24:18 1995
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Date: Mon, 11 Sep 1995 14:33:16 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: amosPro compiler
To: amos-list@access.digex.net
Message-ID: <Pine.3.89.9509111418.A23186-0100000@freenet3.scri.fsu.edu>
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   Today I ordered AmosPro, they didn't have the Pro-compiler on stock
(what a weird coincidence, that people buy more compilers than the 
amospro, I think is because
 many owners of the craetor use pro compiler).
  Anyway can anyone pls print again that place where you can get the 
amosPro compiler.

     Fernando Bartra :D
     100% amiganut


From amos-request@svcs1.digex.net Mon Sep 11 17:05:26 1995
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Date: Mon, 11 Sep 1995 14:49:57 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: upload
To: amos-list@access.digex.net
Message-ID: <Pine.3.89.9509111454.A27458-0100000@freenet3.scri.fsu.edu>
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     I use an IBMdisk and Ibm's at computer lab to download from aminet, 
now i got an LHA file to upload to aminet (3games in amos)buty the ibm disk
only accept 3 letters as extension after period (REA instead of readme). 
Shall I upload the file with the .rea file or they wont implement it because
instead of .readme Ihave a .rea file? or can I just make a readme file 
and put it inside the archive and will they accept that?

   Fernando Bartra
   100% amiganut


From amos-request@svcs1.digex.net Mon Sep 11 18:47:38 1995
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Message-Id: <199509112015.UAA22897@mail.enterprise.net>
Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Mon, 11 Sep 1995 19:56:44 +0000
Subject:       Re: Amos Pro Sound Editor
Reply-to: semprini@enterprise.net
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X-Status: 

> 
> > And finally, what is the command in Amos to add an IFF sample to a 
> > bank?  Say I have 4 samples in a bank, how would I load up a new 
> > sample 5 straight in without using the horrible Amos Pro Sample 
> > Editor?  And would the same method work if I also wanted to load up a 
> > new sample 2?
> 
> There's not one -I put a SampleBankEditor program for AMOS1.3
> on aminet years ago which will let you do this - it won't let you 
> alter the individual samples, but you can merge banks, insert &
> rearrange samples and it loads IFF files correctly without the click.
> If you want to edit the samples, OctaMed is on loads of coverdisks
> and has an integrated sample editor that does all the basics.

Yeah I have OctaMed (God knows what version), but no instructions so 
I've never really got very far with it.

As for your sample editor, I think I've seen it.  Will it work OK 
with Amos Pro then?
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Mon Sep 11 17:34:49 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Mon, 11 Sep 1995 19:59:08 +0000
Subject:       Re: Oh my .....
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: RO
X-Status: 

> 
>     It looks like this may actually happen.  If people could actually let
> everyone know what their strengths and weaknesses are etc. we can start to
> think about who can do what!  Also, original game designs would be helpful!

Well, let's start easily.... weaknesses:

* Not very good at using AMOS
* Not very good at graphics
* Can't compose music at all
* No sample or nice equipment
* Anything else
* Time (work almost all of it)

Strengths:

Hmm... I'll get back to you!
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Mon Sep 11 18:39:08 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Mon, 11 Sep 1995 20:08:05 +0000
Subject:       Re: Brilliance on Amiga Format?!
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: RO
X-Status: 

> > 
> > What month is it going out?  I don't usually look at compy mags, but 
> > I'd quite like to have Brilliance.
> 
> It wasn't on AF ;'( ;,( <contineous crying>

Ah, that explains it then... (why I couldn't find it)
> 
> It seems that it never will be - there wasn't anything about it in the
> magazine. However, next month, they -=>SAY<=- Real 3D (complete version)
> will be given away. :) I hope this is true.

Is Real 3D good then?  What is it?  Like Imagine? 
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Mon Sep 11 18:23:46 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Mon, 11 Sep 1995 20:10:09 +0000
Subject:       Re: Executing program from AMOS
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: RO
X-Status: 

> Hi,
> I would need to "link" to games together. The other one
> is written in AMOS and the "subgame" in Blitz. Because
> I don't really have much time to concentrate in this
> nowadays & I hate "pointless" work, I though that instead
> of translating the Amos code to blitz, I could maybe
> launch the subgame (robot battle) from Amos part.
> Amos part should wait until the Blitz part has finished
> and then continue. 

I may have got muddle up once more, but could the Amos program do 
something similar when waiting for the Blitz one to end:

Repeat
Until Exist ("RAM:FINISHED")
Kill "RAM:FINISHED"

Then, when the Blitz one has finished, it simply creates a file 
called FINISHED in (wait for it...) the RAM DISK and... erm... how 
about that?
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Mon Sep 11 17:45:29 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Mon, 11 Sep 1995 20:13:35 +0000
Subject:       Re: Thanks
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: RO
X-Status: 

> 
> How about Space/Future Olympics? Then there could be loads of new events
> eg. Ski-ing with jets, tobbogganing going down a black hole, etc.

Purple Saturn Day isn't it?

Mind you, I agree.  It's got to be something different and original.  
It would also allow the useless person (people?) like me to churn out 
increasingly useless ideas for it.

Or maybe that isn't an advantage?!
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Mon Sep 11 18:47:14 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Mon, 11 Sep 1995 20:32:26 +0000
Subject:       Re: Group Project
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.0-WB3)
Status: RO
X-Status: 

> 4) Ideas: I would like to see some sort of Graphic Adventure game 
> engine...like Lucas Arts games...i.e. Maniac Mansion....or maybe a good 
> Sidewinder type game (with lots of secret stuff ie 
> bonuses,bosses,levels ect.) must have kickin' music like Sidewinder 
> (since this project will be PD maybe we could sample some Offspring, 
> Stone Temple Pilot or something else)

I think a Graphic Adventure game is quite a good idea, although we 
wouldn't need very many coders for it, it would allow lots of people 
to design graphics, write "music", come up with ideas and a plot etc.

The only problem with sampling Offspring or Stone Temple Pilots (or 
anything for that matter, really) is that it'll be very difficult to 
find music that we all like.  No matter what we say, they'll always 
be someone who thinks it's crap.  (probably me)
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Mon Sep 11 18:08:35 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date:          Mon, 11 Sep 1995 20:34:22 +0000
Subject:       Re: Group Project
Reply-to: semprini@enterprise.net
Priority: normal
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Status: RO
X-Status: 

> 4) Ideas: Something simple to start with, if people are desperate for 
> this doom type thing, why not do it in Robocop3 fasion without all the fancy
> texture mapping. That way it may be possible to have it full screen and 
> without huge ugly pixels like gloom or ab3d. Plus it could run ok on less 
> powerfull computers!

Robocop 3 was good, wasn't it?

Perhaps we should have a separate mailing list for this joint game?  
Would be easier to wade through everything then!
--
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

From amos-request@svcs1.digex.net Tue Sep 12 05:34:27 1995
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 	id AA096232103; Tue, 12 Sep 1995 09:48:23 +0200
Date: Tue, 12 Sep 1995 09:48:23 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: upload
In-Reply-To: <Pine.3.89.9509111454.A27458-0100000@freenet3.scri.fsu.edu>
Message-Id: <Pine.HPP.3.91.950912094510.9392C-100000@mpih17>
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On Mon, 11 Sep 1995, fernando Bartra wrote:

>      I use an IBMdisk and Ibm's at computer lab to download from aminet, 
> now i got an LHA file to upload to aminet (3games in amos)buty the ibm disk
> only accept 3 letters as extension after period (REA instead of readme). 
> Shall I upload the file with the .rea file or they wont implement it because
> instead of .readme Ihave a .rea file? or can I just make a readme file 
> and put it inside the archive and will they accept that?

I believe this was discussed a few weeks ago. Some CLI-based FTP programs 
will allow you to upload the program under a different name, like 
'put PROGRAM.REA Program.readme'. But I seem to remember that during the 
uploading session you can change the name of the files you already uploaded.
Has your FTP software, if it is GUI based, a rename button/menu?

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..


From amos-request@svcs1.digex.net Tue Sep 12 06:22:41 1995
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Date: Tue, 12 Sep 1995 11:28:50 +0300 (EET DST)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: Theme of Group Project (doom clone impossible?)
To: DM9200@conrad.appstate.edu
cc: amos-list@access.digex.net
In-Reply-To: <01HUYB95IBGE9X54FM@conrad.appstate.edu>
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> 
> I really liked the Olympics idea as a group effort. The different events
> make it modular. The upcoming Olympics make it topical. The variety makes
> it interesting.
> 
>  A Doom style game is probably not technically possible and as a group

I don't know about doom style, but wolfenstein like texturemapping
can be done with amos. I have a working engine where you can move around.
Everything texturemapped. And it does have monsters. Someday I'll release
a demo version of the engine. But first I'll convert the innerloops to
68k.

- Pete

>                    effort would collapse of its own weight. (My two cents)
>  Popeye has been done before (and quite well) by Bignonia. It's even free.
>  Wizard of Wor, actually, I have a prototype version of this which I will
>                    upload as soon as my amiga is back on line
> 
> I logged on to an Amiga BBS via telnet yesterday and was amazed to have
> ANSI graphics pop up via my internet line. If anybody else has TELNET (and
> I imagine everyone does) try TELNET RAGTIME.COM .
> 
> -Daniel
> 
> 


From amos-request@svcs1.digex.net Tue Sep 12 07:45:20 1995
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	id AA16357; Tue, 12 Sep 95 12:09:15 +0200
Date: 12 Sep 95 12:09 +0200
From: Angel Alvarez <angel@labein.es>
To: <amos-list@access.digex.net>
Message-Id: <342*angel@labein.es>
Subject: Trasparencies in AMOS
Status: RO
X-Status: 

Hi everybody:

A short question. Anyone knows how to do trasparencies in AMOS?

==============================================================================
                     _/_/_/ _/     _/_/  _/_/_/    _/_/_/ _/_/_/ _/_/_/ _/_/_/
 Angel Alvarez      _/  _/ _/     _/ _/   _/      _/     _/  _/ _/       _/
  (Aldi Soft)      _/_/_/ _/     _/  _/  _/      _/_/_/ _/  _/ _/_/     _/
angel@labein.es   _/  _/ _/     _/ _/   _/          _/ _/  _/ _/       _/
                 _/  _/ _/_/_/ _/_/  _/_/_/    _/_/_/ _/_/_/ _/       _/
==============================================================================

From amos-request@svcs1.digex.net Tue Sep 12 10:35:01 1995
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Comments: Authenticated sender is <paulhi@pop3serv>
From: Paul Hickman <paul.hickman@ecl.etherm.co.uk>
Organization: Eurotherm Controls Limited
To: amos-list@access.digex.net
Date: Tue, 12 Sep 1995 13:53:40 0
Subject: Re: Amos Pro Sound Editor
Reply-To: paul.hickman@ecl.etherm.co.uk
Priority: normal
X-Mailer: Pegasus Mail for Windows (v2.01)
Status: RO
X-Status: 


> Yeah I have OctaMed (God knows what version), but no instructions so 
> I've never really got very far with it.
The most recent coverdisk version (5 I think - 6 is still commerical)
comes with on-line amigaguide help.
> 
> As for your sample editor, I think I've seen it.  Will it work OK 
> with Amos Pro then?
Probably. A few of my old programs cause AMOSPro to crash because
of their menus - it this happens, remove all the command strings from
in the menu item names (All the LO 0,0 : BO 0,3 : LO 0,8 type stuff). 
This is due to a bug in the AMOS Pro menu commands.

P.s. To all those who think they can write DOOM in AMOS - Maybe
on chris hodges 68060, if he had 6 running in parallel! (P.s. AMOS 
3D's interpretation of the word texture mapping doesn't count - It 
just draws smaller vector objects on the surface, and looks crap). 
             +----------------------------+
             |     M I C R O S O F T      |
             +----------------------------+
            What do you want to crash today? 
=========================================================
Eurotherm Controls: paul.hickman@controls.eurotherm.co.uk
Imperial College: ph@doc.ic.ac.uk

From amos-request@svcs1.digex.net Tue Sep 12 12:23:31 1995
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From: Tommie Nygren <tommie-n@dsv.su.se>
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Forwarded: T.Lewis@bton.ac.uk (Eddie) amos-list@access.digex.net
To: T.Lewis@bton.ac.uk (Eddie)
cc: amos-list@access.digex.net
Subject: Re: The Group ... (so far)  
In-reply-to: 
             <9509080902.AA01632@diamond.bton.ac.uk> 
Date: Tue, 12 Sep 95 16:01:00 +0200
X-Mts: smtp
Status: RO
X-Status: 

Well, this looks good, I must say. Chances though, are that the group will never 
be able to dedicate themslves to just one of the great ideas that are being 
displayed here. To make things even more confusing I wish to announce my 
interest in this group, if I can find the time(I study).
My special abilities
1: I don't know what to compare with, but I suppose you could say I'm a little 
above medium in AMOS. I've also done C and Pascal but forgotten all about it

2: Graphics. Now we're talking! Maybe not. I raytrace, I draw, animate and move 
bobs and sprites around, but I don't think I'm up there with the kings.

3: Err...I have used samples, crappy on music.

4: Now we're definetly talking. I had in mind something in the style of 
Syndicate, adding elements of RPG's. You should be able to walk around talk to 
people(displaying a small pic of these characters), go into buildings trade. On 
bars for instance you could post messages and hire people. There you could also 
find small missions and stuff. The setting would be a large futuristic city of 
such size that you never can travel it all. It would be mouse controlled with a 
button interface at the bottom of the screen. Well, the potential is endless if 
you add...Multiplayer-capability via Internet or perhaps via some BBS. This can 
be done, I'm certain of it, they do play AirWarrior via modem. Think about 
running around in a large city, realtime, with other players running around in 
realtime. Interaction, trade, conversation, you name it!
	I have coded a program where you can walk around with a character, use 
different weapons(with different accuracy and sound effects), pick up ammo, 
walk, run and show a small picture in the bottom right corner of the interface 
screen. I'm currently working on the map-editor to construct 
background-graphics. I could upload this to Aminet or something I suppose, but I 
don't know how. Should Lha it? What rules exist? I have full Internet acces from 
the University I study at. Please give me a hint and some suggestions and other 
feedback.

5: I have perhaps 5-10 hrs a week.

6: I will return with more questions and problems in the days to come. Whatever 
project people settle with, I hope all things fare well.
I have: A1200 w 210 Mb HD 2 Mb chip. AmosPro 1.11

All Amos coders in Sweden could perhaps drop me a line and we could maybe do 
this locally?

Tommie "RepoMan" Nygren 
tommie-n@dsv.su.se

From amos-request@svcs1.digex.net Tue Sep 12 08:24:57 1995
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Date: Tue, 12 Sep 95 15:33:44 GMT
Message-Id: <9509121533.AA0018y@paston.co.uk.uucp>
Lines: 20
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Bounce
Status: RO
X-Status: 

Hi all,

My next upload is now visible on Aminet, it's called Bounce and it's in
game/jump. (Even more to come...)

It has no technically impressive programming feats, it's just a damn
fine game! It also happens to be my first proper Amos game, but don't
let that put you off! ;-)

It has very colourful, cartoony graphics and it mighty good fun to play.
You control a continually bouncing ball in his quest to collect jems,
get pulled through pipes, swim underwater and to get to the end of level
25!

Amos source code is included as well as a map editor.

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

From amos-request@svcs1.digex.net Tue Sep 12 16:34:28 1995
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Date: Tue, 12 Sep 95 18:18:11 1100
Message-Id: <9509130018.AA024ml@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: Computer-players in games
Status: RO
X-Status: 

 > Take Monopoly for example: I guess I just have to use some random
 > routines=20
 > to decide if he's gonna buy a street or not. But when should he ask
 > another=
 > =20
 > player if he can buy a street he needs from him, and how much should he
 > pay=
 > =20
 > for it. When should he buy buildings and where shall he place them. And
 > so=20
 > on, and so on, and so on.

Try using weights. Each option is given a weight depending on whats
happened. ie, If the computer owns 1 street out of 3 then give it a weigth
of 1. if the computer owns 2 streets give it a weight of 2. Then use a
random number generator to get a number (say between 1 and 3) if the number
is less than the weight, then the computer will buy the street.

This is a simple example, but I'm sure you can get the idea. You can
simulate different players by giving different weights for certain things,
such as one player who likes to buy railroads, another who buys anything,
and another who buys expensive streets, etc

Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
               #( )# |          _( )__         | #( )# 
               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Tue Sep 12 16:07:36 1995
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From: dons@olympus.net (Don Schmelling)
Message-Id: <21492dec.u7t157e.a2a13-dons@olympus.net>
Subject: Re: Menus & Double Buffered Screen
In-Reply-To: <199509110916.LAA23394@sunic.sunet.se>
	     (from hakan.ehrsson@frn.se)
	     (at Mon, 11 Sep 1995   11:09:35  +0200)
Reply-To: dons@olympus.net
To: hakan.ehrsson@frn.se
Cc: amos-list@access.digex.net
Date: Tue, 12 Sep 95 11:20:19 PDT
Status: RO
X-Status: 

Hi hakan.ehrsson,

> I have some problems using menus in my game.
> I'm using the On Menu Proc command but it doesn't work.
> My screen is double buffered, and when I removed the double buffering, the 
> menus worked... But the screen must be double buffered !! What do I do wrong 
Hm, Well I wrote a card game in Amos then upgraded to Amos Pro.  My card game
uses menus, almost extensively, including On Menu Proc.  I however, only use
a regular screen no double buffering for me.  I just had a idea snap into my
mind though.  If you use a double buffered screen would you have to set
the menus for both screens?  It sounds to me like this might be the case.
> The game is a cardgame, where you use a card on your hand pressing the left 
> mousebutton and discards it pressing the right mousebutton.
I thought of creating my GUI like this but I figured that it would be easier
to just use menus.
> The cards are defined as zones. My mainloop look something like this:
> Do
>    M=Mouse Zone
>    If M>0 And Mouse Key=1 Then PLY
>    If M>0 And Mouse Key=2 Then DISCARD
> Loop
> But when I use menus, the program never goes to the DISCARD procedure when I 
> press the right mousebutton. What's the solution to that ??



-------------------------------------
Don Schmelling   Port Angeles, WA USA
    A1200/540/CD + A1230 50/50/8
           OMNIA EXTARES
-------------------------------------



From amos-request@svcs1.digex.net Wed Sep 13 08:42:16 1995
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From: rgormley@netspace.net.au (richard gormley)
Newsgroups: comp.sys.amiga.applications
Subject: wanted amos pro compiler
Date: 12 Sep 1995 11:40:03 GMT
Organization: netspace
Lines: 10
Message-ID: <435b1e$7ps_006@mel.netspace.net.au>
NNTP-Posting-Host: dialup-a4.mel.netspace.net.au
X-Newsreader: News Xpress Version 1.0 Beta #3
ReSent-Date: Wed, 13 Sep 1995 07:01:17 -0400 (EDT)
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Status: O
X-Status: 

Wanted amiga amos proffesional compiler. Original or copy, since it is no 
longer being produced. (not available in Australia)
Send email with any responces / (attached files!!!) to         
rgormley@netspace.net.au
thanks.....

Cheers....
      Richard Gormley
      rgormley@netspace.net.au
      melbourne,victoria,australia



From amos-request@svcs1.digex.net Wed Sep 13 12:03:21 1995
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From: achurch@dragon.res.cmu.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Bits and Pieces
Date: Wed Sep 13 10:11:53 1995
Message-ID: <199509131011.AA07476@dragon.res.cmu.edu>
X-Mailer: MMail v4.31
Status: RO
X-Status: 

>I had a few days over the weekend where I only received a couple of 
>messages each day - have I missed out on interesting conversation ;-)

  Nope - it's just that some people have lives outside of AMOS. :)

  --Andy Church (achurch@binx.mbhs.edu)

From amos-request@svcs1.digex.net Wed Sep 13 10:16:21 1995
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          13 Sep 95 12:44 +0100
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          13 Sep 95 12:41 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Wed, 13 Sep 1995 12:00:56 +0000
Subject:       Re: Bits and Pieces
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509131241.aa15434@post.demon.co.uk>
Status: RO
X-Status: 

> > Has anyone found a way of using a joystick in place of a mouse in 
> > conjunction with interface programs - I have tried several methods 
> > and failed :-(  I want to be able to move my joystick so that the 
> > mouse pointer moves (that bits easy) and then when I press fire over 
> > a button I want the interface program to recognise that that button 
> > has been clicked - any ideas?
> 
> Hmmm.. there's a command that you can use in interface that will tell 
> you which interface zone the mouse pointer is over (something like 
> ZDIALOG, but I'd have to check).  I think it was released AFTER Amos 

Yeah, I know about this one - and its VERY useful.  No more need for Set 
Zone commands...

This is definitely the right and only command to be used to find out 
which button the user is pressing with the fire button, but my main 
problem is emulating the actual click.

> Pro v1.00 (not sure which version - but the update disks are free) so 
> it's not in the manual, but it is in the LATEST NEWS (or whatever) 
> bit on one of the updates.
> 
> You could make the joystick move the mouse (say with AMAL to be 

Hmmn, can anyone confirm this?  I know the manual keeps on going on 
about AMAL being much faster than their basic equivalents - but from 
my own personal experience this is not true. I don't know.

> quick) and then when the joystick button is pressed and the mouse is 
> over the button it DIALOG UPDATEs the button to its pressed state and 
> when you release it it DIALOG UPDATEs it back and continues.
> 
> Is this any help?

Thanks for your help.

I remember trying DIALOG UPDATE before but then I rejected it and I 
cant remember why.  One reason may be the inability of the function 
to cope with radio buttons (but I dont mind this TOO much).

Another reason may have been that I thought that the command does not
execute the "Button Change" code, but instead just the first bit of code 
which usually draws the button in whatever state its currently in - 
understand...?

However, today I found out that this clearly is not the case.  
Is it true that calling the DIALOG UPDATE (1,BUT,1-RDIALOG(1,BUT)) 
command when the fire button is pressed and then the same command 
when the fire button is released will EXACTLY emulate the clcik of a 
mouse button on a button which features the BR0 command so that it 
returns to its original position.

I hope this makes some sense!

> > Now someting else...
> > 
> > What has happened to this mailing list - I'm only getting a few 
> > messages a day.
> > 
> > Has there been a mass suicide effort among amos users...?
> > Has the mafia mistaken the amos subscribers list as their next hit 
> > list...?
> > Or have lots of people started a new year at school...?
> 
> Hmmmm..I've been getting loads!
> --
> "hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

I had a few days over the weekend where I only received a couple of 
messages each day - have I missed out on interesting conversation ;-)

Cheers,


Mark
 

From amos-request@svcs1.digex.net Thu Sep 14 02:02:46 1995
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          12 Sep 95 21:28 +0100
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In-Reply-To: <199509112017.UAA22940@mail.enterprise.net>
	     (from Semprini <semprini@enterprise.net>)
	     (at Mon, 11 Sep 1995 19:59:08 +0000)
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From: Bryn Reeves <fishguar@fishguar.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: Communal game writing
Status: RO
X-Status: 

Someone, I can't remember who suggested writing a game in a group,
this is a idea I've had for some time, and I would be very interested
in taking part in a project like this. Sorry I can't remember who it
is, but my (nice purr purr) .net system (24kbaud, full web access don't
you know) has been taken away by the ( nasty, unspirited, unfriendly, cruel,
evil, twisted, horid) person from who I borrowed it, and I had do delete
by back catalogue of mail. But never mind, I'm back on my own system now,
2400baud, no Web (no WB3.0), curses...
Now I think I'll go and make a coffee, nay a three course dinner while NOS
tries to mail this, (I can't get AmiTCP 3 to work, and I can't afford to
download v4...CURSES :-)). 
Any way, if anyones still interested in the communal programming, 
I've got a 500+ with 2mb & a 420mb HD, midi'd to a Roland Sound Canvas 155,
with OctaMedPro and MusicX 1.1, I can also write AmosPro code,(keep an eye
out for Chunky, an MUI file chunker written in Amos, currently on some
Aminet mirrors and the Demon ftp site) and am especially interested in 3d
gfx, (anyone got any code? ;-)). E-Mail me at:

cdes@Fishguar.Demon.Co.Uk 

try not to use fishguar@fishguar.demon.co.uk, but if theres no reply from
Cdes@fishguar.... try fishguar@....

 Bryn Reeves
(Lifetime chairman of the boring E-Mail signature file assosciation)

-------------------------------------------------------------------------.
!Email fishguar@fishguar.demon.co.uk
!Mail Sent Via Demon Internet Services                                    !
!Full Internet Conection For 10/Month Fixed. Tel: 0181 371 1234          !
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From amos-request@svcs1.digex.net Wed Sep 13 15:36:00 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: APME version 1.4
Status: RO
X-Status: 

I'll be uploading a modified version of Paul Hickmans APME1.3 to aminet
today, called APME14.

It should fix up the bugs that occured on some versions of AMOSPro when
patching.

Try it out.

Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
               #( )# |          _( )__         | #( )# 
               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
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From amos-request@svcs1.digex.net Wed Sep 13 14:03:10 1995
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From: dons@olympus.net (Don Schmelling)
Message-Id: <214a61ec.u7t157e.bf97d-dons@olympus.net>
Subject: Re: Computer-players in games
In-Reply-To: <199509110919.LAA23539@sunic.sunet.se>
	     (from hakan.ehrsson@frn.se)
	     (at Mon, 11 Sep 1995   11:09:36  +0200)
Reply-To: dons@olympus.net
MIME-Version: 1.0
Content-Type: text/plain
Content-Transfer-Encoding: quoted-printable
To: hakan.ehrsson@frn.se
Cc: amos-list@access.digex.net
Date: Wed, 13 Sep 95 09:14:26 PDT
Status: RO
X-Status: 

Hi hakan.ehrsson,

> Hi everybody !
> Does anybody know a good way to make the computer think !!
> I mean in a game. I have two projects going on now, a cardgame and a=20
> Monopoly game, and I'm not sure how I shall program the computer-play=
er.
> Take Monopoly for example: I guess I just have to use some random rou=
tines=20
> to decide if he's gonna buy a street or not. But when should he ask a=
nother=20
> player if he can buy a street he needs from him, and how much should =
he pay=20
> for it. When should he buy buildings and where shall he place them. A=
nd so=20
> on, and so on, and so on.
> I'm open for any suggestions, Thanx !!
This is always very difficult.  I have tried very hard to get my comput=
er
players to think in my Uno clone.  One of the methods I have had the mo=
st
success with is weighted numbers.  That is I give differnent possible l=
egal
moves different weights defined by how effective I think they are.

AI is basically the search to make computers think and they have come u=
p
with some interesting approaches.  So you might look in an AI book, but
it will probably be dry reading.

-------------------------------------
Don Schmelling   Port Angeles, WA USA
=20   A1200/540/CD + A1230 50/50/8
=20          OMNIA EXTARES
-------------------------------------



From amos-request@svcs1.digex.net Wed Sep 13 18:57:25 1995
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Message-Id: <199509132258.WAA03088@mail.enterprise.net>
Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Wed, 13 Sep 1995 22:39:02 +0000
Subject: Re: Bits and Pieces
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> >I had a few days over the weekend where I only received a couple of 
> >messages each day - have I missed out on interesting conversation ;-)
> 
>   Nope - it's just that some people have lives outside of AMOS. :)

Surely not?  I thought everyone was just waiting until I got back 
from holiday...

humph... well that shatters all my illusions then..
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(not quite ready yet, but have a look anyway if you're bored)

From amos-request@svcs1.digex.net Thu Sep 14 05:12:37 1995
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Date: Thu, 14 Sep 95 09:21:39 +0200
From: jp_dejong@hgl.signaal.nl (Jong J.P. de)
Message-Id: <9509140721.AA10149@suns8c2.signaal>
To: amos-list@access.digex.net
Subject: Transparencies in AMOS
Classification: Unclassified
Reply-To: jp_dejong@hgl.signaal.nl
Status: RO
X-Status: 

On Sep 12 Angel Alvarez asked if anyone knew how to do
transparencies in AMOS. I'm now going to answer that question.

Making a screen with a picture and transparent text on it is
easy. Just make use of the fact that the Amiga uses bitmaps.
For example if you want a picture with transparent text on it
place the picture in the first bitmap(s) and then put the text
in the last bitmap.

This is a example of how to do this in AMOS:

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

SCRW=320
SCRH=200

Screen Open 0,SCRW,SCRH,16,Lowres
Curs Off : Flash Off : Cls 0
Palette $0,$444,$555,$666,$777,$888,$999,$AAA,$976,$A87,$B98,$CA9,$DBA,$ECB,$FDC,$FED

PB=Phybase(3)

For P=1 To 100
   X=Rnd(319)
   Y=Rnd(199)
   XS=Rnd(50)+1
   YS=Rnd(50)+1
   Ink Rnd(6)+1
   Bar X,Y To X+XS,Y+YS
Next P

Screen Open 7,SCRW,SCRH,2,Lowres
Screen Hide 7
Curs Off : Flash Off : Cls 0

Text 50,50,"Just an example"
Text 80,80,"to show a transparent"
Text 100,30,"effect in AMOS"

Copy Phybase(0),Phybase(0)+(SCRW/8)*SCRH To PB

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

This message was written by
(-:     Mark de Jong    :-)


and sent by:
 Joop  de Jong              department: R&D-Systems/IF
 jp_dejong@hgl.signaal.nl   Hollandse Signaalapparaten B.V.
======================[ Unclassified ]======================

From amos-request@svcs1.digex.net Thu Sep 14 05:41:10 1995
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9509140830.AA23186@diamond.bton.ac.uk>
Subject: Group
To: amos-list@access.digex.net
Date: Thu, 14 Sep 1995 09:30:50 +0100 (BST)
X-Mailer: ELM [version 2.4 PL22]
Content-Type: text
Content-Length: 1165      
Status: RO
X-Status: 

Hello all,
    Just a quick note to say that I am compiling all the messages that have
come in about the group project idea.  This will take a bit of time.  I have
not done it yet due to being away on Business!!!!  I actually have to work for
a living :-(

    Keep the ideas coming in.  More detailed info. will be supplied soon.

Some people have suggested setting up a dedicated mailing list.  How do you do
this, and is anyone prepared to run it?  How do you do it Michael?
--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*      tl14@diamond.bton.ac.uk      *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From amos-request@svcs1.digex.net Thu Sep 14 07:56:04 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Thu, 14 Sep 1995 10:53:06 +0000
Subject:       Re: Bits and Pieces
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509141052.aa15665@post.demon.co.uk>
Status: RO
X-Status: 

> > >I had a few days over the weekend where I only received a couple of 
> > >messages each day - have I missed out on interesting conversation ;-)
> > 
> >   Nope - it's just that some people have lives outside of AMOS. :)
> 
> Surely not?  I thought everyone was just waiting until I got back 
> from holiday...
> 
> humph... well that shatters all my illusions then..
> .oOo.
> "hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

Yeah, man, what more could a human being want other than sitting in 
front of an Amiga (it doesn't even have to be a '060, Chris ;-)) 
running a copy of Amos Professional.  I thought this was every 
Amos-List members' fantasy ;-).

Don't we all check our mail every five minutes just in case there's 
another fascinating stumbling block a fellow amos geaser has 
encountered?

Well, all I can say is Andy cannot be the dedicated amos user we all 
thought he once was - shame on you ;-)

Sorry, for the pointless message.

Cheers,

Mark


P.S Anyone have any thoughts about setting up a different list for 
the group game?

From amos-request@svcs1.digex.net Thu Sep 14 14:57:05 1995
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To: amos-list@access.digex.net
Message-Id: <wU0l9MD261aez4@p22.sixpack.pfalz.org>
From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: sound compression
Date: Sun, 10 Sep 1995 19:24:29 +0200
X-Mailer: MicroDot 1.10 [REGISTERED 000261] via Connectline-CLMSortin 2.22
References: <9509050636.AA38504@acs3.acs.ucalgary.ca>
X-Gateway: ZCONNECT US shlink.shlink.de [UNIX/Connect v0.71]
MIME-Version: 1.0
Content-Type: text/plain; charset=ISO-8859-1
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X-Z-VIA: 19950914083308W+1@alcatraz.org
X-Z-VIA: 19950913102629W+1@sixpack.pfalz.de
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Lines: 74
Status: RO
X-Status: 

racurrie@acs.ucalgary.ca ("Robert Andrew Currie") wrote on 04.09.1995 some
text under the subject Re: sound compression. I can't leave this
uncommentated ;-)

RC>     Actually I finally got it to work. It seems that when the
RC> Squash routine fails to compress data, it does not clean itself
RC> up. The data that was unsuccessfully squashed is garbled. I
RC> corrected for this in my conversion program by first making a
RC> duplicate of the data and then attempting to squash it.

Aha! ;-) That's a known problem though ;-)

RC> The
RC> routine now plays samples of any size up to a frequency of 15000
RC> off of a harddrive with the sample segments being compressed. The
RC> total memory usage is 10K.

Bigger chunky yield better compression rates ;)

RC> In total I can only get about 25%
RC> compression which is not bad for large samples but pitiful for
RC> smaller ones.

Depending on the sample, rates of about 50% can be achieved though ;-)

RC> What is delta-8 compression?

The next byte in the sequence is added to the old one, so only the
differences to the values before are saved and that mostly gives better
compression rates.

Delta-4 compression uses 4 bits to calculate the next byte. However, this
only sounds acceptable on specific samples.

RC> Does AMCAF work on Creator?

No.

RC> I have theorized that for sound data, because of it's
RC> sinusoidal nature, you might be able to get away with only
RC> storing the differences between each sample byte.

That's the principle of delta (=difference) encoding ;-)

RC> The difference
RC> should be far smaller than the entire sample range -128 to 127
RC> and might be representable by only 3 or 4 bits which could
RC> theoretically save you 50%-62%.

Correct. And this is still without compression. ;-)

RC> Has anyone thought of this or am I totally off base?

The Player 6, an optimized module replayer, already compresses it's sample
by choice with delta-4 or delta-8 compression.

RC> I am assuming that each sample is represented
RC> by a single byte which seems to correspond with the play time for
RC> each sample.

Correct. One sample byte is a 8 bit signed integer from -128 to +127. The
length of the sample in seconds is bytelength/frequency.

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Belper (n.)
  A knob of someone else's chewing gum which you unexpectedly find
  your hand resting on under the passenger seat of your car or on
  somebody's tight under their skirt.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Thu Sep 14 17:53:44 1995
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From: wraith@WOM.gun.de (Marco Smetz)
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Subject: Re: Amos Pro Sound Editor
Date: 13 Sep 1995 14:24:00 +0200
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PH> P.s. To all those who think they can write DOOM in AMOS - Maybe
PH> on chris hodges 68060, if he had 6 running in parallel! (P.s. AMOS 
PH> 3D's interpretation of the word texture mapping doesn't count - It 
PH> just draws smaller vector objects on the surface, and looks crap). 
 
That`s right.Even if one would code an extension function wich `maps` the
polygons (maybe 3d-calculated with AMCAF 3d-Commands) it would be
possible to make a doom-like game wich would run compiled as fast as
FEARS on a standard A1200 (that would be a good result for a basic !!)
But 3d-texture-mapping with AMOS only without any asm routines is impossible
(if you do not want to wait a few seconds from frame to frame :-( )

PH>              +----------------------------+
PH>              |     M I C R O S O F T      |
PH>              +----------------------------+
PH>             What do you want to crash today?
                ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ MAYBE Bill Ga(y)tes ??
  

From svcs1.digex.net!amos-request  Thu Sep 14 12:48:53 1995 remote from shiva
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From: shiva!sixpack.pfalz.org!chris (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: sound compression
Date: Sun, 10 Sep 1995 19:24:29 +0200
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X-Status: 

racurrie@acs.ucalgary.ca ("Robert Andrew Currie") wrote on 04.09.1995 some
text under the subject Re: sound compression. I can't leave this
uncommentated ;-)

RC>     Actually I finally got it to work. It seems that when the
RC> Squash routine fails to compress data, it does not clean itself
RC> up. The data that was unsuccessfully squashed is garbled. I
RC> corrected for this in my conversion program by first making a
RC> duplicate of the data and then attempting to squash it.

Aha! ;-) That's a known problem though ;-)

RC> The
RC> routine now plays samples of any size up to a frequency of 15000
RC> off of a harddrive with the sample segments being compressed. The
RC> total memory usage is 10K.

Bigger chunky yield better compression rates ;)

RC> In total I can only get about 25%
RC> compression which is not bad for large samples but pitiful for
RC> smaller ones.

Depending on the sample, rates of about 50% can be achieved though ;-)

RC> What is delta-8 compression?

The next byte in the sequence is added to the old one, so only the
differences to the values before are saved and that mostly gives better
compression rates.

Delta-4 compression uses 4 bits to calculate the next byte. However, this
only sounds acceptable on specific samples.

RC> Does AMCAF work on Creator?

No.

RC> I have theorized that for sound data, because of it's
RC> sinusoidal nature, you might be able to get away with only
RC> storing the differences between each sample byte.

That's the principle of delta (=difference) encoding ;-)

RC> The difference
RC> should be far smaller than the entire sample range -128 to 127
RC> and might be representable by only 3 or 4 bits which could
RC> theoretically save you 50%-62%.

Correct. And this is still without compression. ;-)

RC> Has anyone thought of this or am I totally off base?

The Player 6, an optimized module replayer, already compresses it's sample
by choice with delta-4 or delta-8 compression.

RC> I am assuming that each sample is represented
RC> by a single byte which seems to correspond with the play time for
RC> each sample.

Correct. One sample byte is a 8 bit signed integer from -128 to +127. The
length of the sample in seconds is bytelength/frequency.

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Belper (n.)
  A knob of someone else's chewing gum which you unexpectedly find
  your hand resting on under the passenger seat of your car or on
  somebody's tight under their skirt.
(from: "The Deeper Meaning of Liff")



From amos-request@svcs1.digex.net Fri Sep 15 15:18:37 1995
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Date: Thu, 14 Sep 1995 15:08:30 -0700 (PDT)
From: Garrett Moon <gmoon@blaze.bc.ca>
To: amos-list@access.digex.net
Subject: AMCAF + EASYLIFE
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Until joining this mailing list I had little contact with other Amos 
users, however, I've heard of these two things a lot, but I have no idea 
what they are.  Can anyone please explain to me?  Thanx
 
Garrett Moon
gmoon@blaze.bc.ca


From amos-request@svcs1.digex.net Fri Sep 15 16:11:21 1995
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Date: Thu, 14 Sep 1995 19:47:07 -0400 (EDT)
Subject: is anybody out there?
To: amos-list@access.digex.net
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wow traffic really dropped off.

though i had come to find a lot of the posts rather trite, banal, pedestrian
and bland i am still somehow disappointed to log on after a while and find
no amos messages for me to read.

what is wrong with you people... hmm... i have purchased a new amiga through
C.S.A.M. and once i transplant the hard drive i will have to post some of
my programming to generate some criticism.

it's mostly but not all games including a pirates sort of thing, my arcade
attempt _vizhier of vor_, and whatever else, what?


From amos-request@svcs1.digex.net Fri Sep 15 17:46:18 1995
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Date: Fri, 15 Sep 1995 10:22:55 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Amos Pro Sound Editor
In-Reply-To: <wVwWgMD38BaRz1@wraith.wom.gun.de>
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On 13 Sep 1995, Marco Smetz wrote:

> PH> P.s. To all those who think they can write DOOM in AMOS - Maybe
> PH> on chris hodges 68060, if he had 6 running in parallel! (P.s. AMOS 
> PH> 3D's interpretation of the word texture mapping doesn't count - It 
> PH> just draws smaller vector objects on the surface, and looks crap). 
>  
> That`s right.Even if one would code an extension function wich `maps` the
> polygons (maybe 3d-calculated with AMCAF 3d-Commands) it would be
> possible to make a doom-like game wich would run compiled as fast as
> FEARS on a standard A1200 (that would be a good result for a basic !!)
> But 3d-texture-mapping with AMOS only without any asm routines is impossible
> (if you do not want to wait a few seconds from frame to frame :-( )

We are, of course, not completely daft. I think most of the Amos coders 
realise that it will not work the way the RiEL k3WL DoOdZ do it. That's 
why we code in Amos, and not in Asm, because we can look beyond the 
bloody obvious (as texture mapping polygons is).

Of course this does not mean that I actually know how it can be done ;-).

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..


From amos-request@svcs1.digex.net Fri Sep 15 17:07:27 1995
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Date: Fri, 15 Sep 1995 14:38:39 +0300 (EET DST)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: Amos Pro Sound Editor (Doom in AMOS)
To: Marco Smetz <wraith@WOM.gun.de>
cc: amos-list@access.digex.net
In-Reply-To: <wVwWgMD38BaRz1@wraith.wom.gun.de>
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- Petri H{kkinen / mystic@tlti.tokem.fi -


On 13 Sep 1995, Marco Smetz wrote:

> PH> P.s. To all those who think they can write DOOM in AMOS - Maybe
> PH> on chris hodges 68060, if he had 6 running in parallel! (P.s. AMOS 
> PH> 3D's interpretation of the word texture mapping doesn't count - It 
> PH> just draws smaller vector objects on the surface, and looks crap). 
>  
> That`s right.Even if one would code an extension function wich `maps` the
> polygons (maybe 3d-calculated with AMCAF 3d-Commands) it would be
> possible to make a doom-like game wich would run compiled as fast as
> FEARS on a standard A1200 (that would be a good result for a basic !!)
> But 3d-texture-mapping with AMOS only without any asm routines is impossible
> (if you do not want to wait a few seconds from frame to frame :-( )

Not at all, if you use chunkycopper display. The mapping isn't 
"3d texture mapping" at all, if you know what I mean. It's just image 
scaling. For every column of the texture the image is rescaled and that 
is just some additions.

You are right about that the 3d polygon mapping is slow, but that isn't 
what Doom does. Wolfenstein & doom use raycasting method which is
(usually) much faster than polygon based approach.

- Pete       (Braindead/MellowChips)    email: mystic@tlti.tokem.fi - 



> 
> PH>              +----------------------------+
> PH>              |     M I C R O S O F T      |
> PH>              +----------------------------+
> PH>             What do you want to crash today?
>                 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ MAYBE Bill Ga(y)tes ??
>   
> 


From amos-request@svcs1.digex.net Fri Sep 15 17:41:17 1995
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	Fri, 15 Sep 1995 10:14:14 -0600
From: currie@cpsc.ucalgary.ca (Robert Currie)
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To: wraith@WOM.gun.de
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In-reply-to: <wVwWgMD38BaRz1@wraith.wom.gun.de>
Subject: DOOM in Amos
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   PH> P.s. To all those who think they can write DOOM in AMOS - Maybe
   PH> on chris hodges 68060, if he had 6 running in parallel! (P.s. AMOS 
   PH> 3D's interpretation of the word texture mapping doesn't count - It 
   PH> just draws smaller vector objects on the surface, and looks crap). 

   That`s right.Even if one would code an extension function wich `maps` the
   polygons (maybe 3d-calculated with AMCAF 3d-Commands) it would be
   possible to make a doom-like game wich would run compiled as fast as
   FEARS on a standard A1200 (that would be a good result for a basic !!)
   But 3d-texture-mapping with AMOS only without any asm routines is impossible
   (if you do not want to wait a few seconds from frame to frame :-( )

   PH>              +----------------------------+
   PH>              |     M I C R O S O F T      |
   PH>              +----------------------------+
   PH>             What do you want to crash today?
		   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ MAYBE Bill Ga(y)tes ??
--

	I don't believe I said anything about using only AMOS to code the
    game. I belive I said that the graphic portion of the game would have
    to be done in assembler. Perhaps I will attempt it after I finish
    my 68000 assembler course and my graphics course. Really I think some
    people should get their facts straight before they go shooting
    around accusations like that--> I am not a crackpot! :)

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

From amos-request@svcs1.digex.net Fri Sep 15 18:14:46 1995
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X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Knockout
Status: RO
X-Status: 

Greets all

Thanks to everyone who's dl'd Knockout and Bounce - and thanks for all the
feedback! A few people have been having problems running knockout on
slower amigas. It's a A1200 only game (or fast processor). I tried to
degrade it a bit for lesser computers but obviously it didn't work. Sorry!

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

From amos-request@svcs1.digex.net Sat Sep 16 00:15:03 1995
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 15 Sep 1995 21:27:34 -0400 (EDT)
Date: Fri, 15 Sep 1995 21:27:34 -0400 (EDT)
Subject: Text Version of D00M
To: amos-list@digex.net
Message-id: <01HVBI8P0Z7MCXQ3NP@conrad.appstate.edu>
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Status: RO
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Hey guys, we could attempt a text version of the IBM 3d blockbuster.
You know, it'd be just like Return to Zork where they made a graphic
interactive version of the Infocom classic except we'd be, like, going
the other way and stuff.

You see a green pond filled with acid. 
     > go north
There is a creature here hacking at you.
     >hit the creature
The creature hits you and you feel weaker. The creature hits you.
     > go west
There is a wall in that direction. The creature hits you.

How bumf*cking innovative! I must confess though, I never really enjoyed
the Apogee game and really got sick of hearing about it. It's kind of fun
to watch a pro play it though.



From amos-request@svcs1.digex.net Fri Sep 15 20:57:00 1995
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In-Reply-To:  <9509150222.aa13716@post.demon.co.uk>
             (from Mark Carter <Mark@westmead.demon.co.uk>)
             (on Fri, 15 Sep 95 02:19:40)
Lines: 36
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Using the joystick in interface.
Status: RO
X-Status: 

Greetings Mark, you wrote some text on the subject Re: I'm off for some
days, and now I'm going to answer it.

MC> Hey, Chris (or anyone else for that matter) - is it possible to to 
MC> emulate mouse movements/buttons by using a joystick in such a way 
MC> that AMOS cannot tell the difference. You see the problem is, I want 
MC> to get interface programs working fully by using a joystick.

Try this, it *might* work:
-----------------------------------------------------------------------
Every 1 Proc _JOYTEST
Every On
'
' Interface stuff and main loop
'
Procedure _JOYTEST
   Every On
   If Jleft(1) Then Xmouse=Xmouse-1
   If Jright(1) Then Xmouse=Xmouse+1
   If Jup(1) Then Ymouse=Ymouse-1
   If Jdown(1) Then Ymouse=Ymouse+1
Endproc
-----------------------------------------------------------------------

Don't know about the Fire/Left mouse button though! A tricky/damn-near-
impossible one.

MC> P.S How about a command which combines Dim X(?) and Global X()

That would be useful (but only to make messy amos code look slightly less
messy). ;-)

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

From amos-request@svcs1.digex.net Fri Sep 15 20:06:09 1995
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In-Reply-To: <Pine.LNX.3.91.950914150654.17221A-100000@flame.blaze.bc.ca>
             (from Garrett Moon <gmoon@blaze.bc.ca>)
             (on Thu, 14 Sep 95 15:08:30)
Lines: 15
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: AMCAF + EASYLIFE
Status: RO
X-Status: 

Greetings Garrett, you wrote some text on the subject AMCAF + EASYLIFE,
and now I'm going to answer it.

GM> Until joining this mailing list I had little contact with other Amos 
GM> users, however, I've heard of these two things a lot, but I have no idea 
GM> what they are.  Can anyone please explain to me?  Thanx

Amcaf and Easylife are two damn fine extensions to amos pro, which add
loads of new commands to the original amos ones. They are both on aminet
which, I think you once mentioned, you don't have access to. :(

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

From svcs1.digex.net!amos-request  Wed Sep 13 23:54:28 1995 remote from shiva
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In-Reply-To: <199509112017.UAA22940@mail.enterprise.net>
	     (from Semprini <semprini@enterprise.net>)
	     (at Mon, 11 Sep 1995 19:59:08 +0000)
X-Mailer: //\\miga Electronic Mail (AmiElm 4.159)
From: Bryn Reeves <shiva!fishguar.demon.co.uk!fishguar>
To: shiva!access.digex.net!amos-list
Subject: Re: Communal game writing
Status: O
X-Status: 

Someone, I can't remember who suggested writing a game in a group,
this is a idea I've had for some time, and I would be very interested
in taking part in a project like this. Sorry I can't remember who it
is, but my (nice purr purr) .net system (24kbaud, full web access don't
you know) has been taken away by the ( nasty, unspirited, unfriendly, cruel,
evil, twisted, horid) person from who I borrowed it, and I had do delete
by back catalogue of mail. But never mind, I'm back on my own system now,
2400baud, no Web (no WB3.0), curses...
Now I think I'll go and make a coffee, nay a three course dinner while NOS
tries to mail this, (I can't get AmiTCP 3 to work, and I can't afford to
download v4...CURSES :-)). 
Any way, if anyones still interested in the communal programming, 
I've got a 500+ with 2mb & a 420mb HD, midi'd to a Roland Sound Canvas 155,
with OctaMedPro and MusicX 1.1, I can also write AmosPro code,(keep an eye
out for Chunky, an MUI file chunker written in Amos, currently on some
Aminet mirrors and the Demon ftp site) and am especially interested in 3d
gfx, (anyone got any code? ;-)). E-Mail me at:

cdes@Fishguar.Demon.Co.Uk 

try not to use fishguar@fishguar.demon.co.uk, but if theres no reply from
Cdes@fishguar.... try fishguar@....

 Bryn Reeves
(Lifetime chairman of the boring E-Mail signature file assosciation)

-------------------------------------------------------------------------.
!Email fishguar@fishguar.demon.co.uk
!Mail Sent Via Demon Internet Services                                    !
!Full Internet Conection For 10/Month Fixed. Tel: 0181 371 1234          !
`-------------------------------------------------------------------------'


From amos-request@svcs1.digex.net Sat Sep 16 10:20:59 1995
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          16 Sep 95 12:24 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Sat, 16 Sep 1995 11:46:29 +0000
Subject:       Re: Using the joystick in interface.
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509161224.aa21152@post.demon.co.uk>
Status: RO
X-Status: 

> Date:          Sat, 16 Sep 95 03:03:20 GMT
> From:          Ben Wyatt <bwyatt@paston.co.uk>
> To:            amos-list@access.digex.net
> Subject:       Using the joystick in interface.

> Greetings Mark, you wrote some text on the subject Re: I'm off for some
> days, and now I'm going to answer it.
> 
> MC> Hey, Chris (or anyone else for that matter) - is it possible to to 
> MC> emulate mouse movements/buttons by using a joystick in such a way 
> MC> that AMOS cannot tell the difference. You see the problem is, I want 
> MC> to get interface programs working fully by using a joystick.
> 
> Try this, it *might* work:
> -----------------------------------------------------------------------
> Every 1 Proc _JOYTEST
> Every On
> '
> ' Interface stuff and main loop
> '
> Procedure _JOYTEST
>    Every On
>    If Jleft(1) Then Xmouse=Xmouse-1
>    If Jright(1) Then Xmouse=Xmouse+1
>    If Jup(1) Then Ymouse=Ymouse-1
>    If Jdown(1) Then Ymouse=Ymouse+1
> Endproc
> -----------------------------------------------------------------------

Hey, thats the easy bit.

> 
> Don't know about the Fire/Left mouse button though! A tricky/damn-near-
> impossible one.

Thats what I need to know!

I need to emulate the mouse button exactly so that the joystick can 
be used to control interface programs.
 
> MC> P.S How about a command which combines Dim X(?) and Global X()
> 
> That would be useful (but only to make messy amos code look slightly less
> messy). ;-)

If you've got over a hundred arrays at the start of a program (like I 
have) it would make the program look a LOT less messy - I've got 
about 3 pages of Dim();Global commands before I get to my code!

Cheers,

Mark

From amos-request@svcs1.digex.net Sat Sep 16 11:42:24 1995
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Message-Id: <9509161847.AA001do@paston.co.uk.uucp>
In-Reply-To:  <9509161224.aa21152@post.demon.co.uk>
             (from Mark Carter <Mark@westmead.demon.co.uk>)
             (on Sat, 16 Sep 95 11:46:29)
Lines: 25
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Using the joystick in interface.
Status: O
X-Status: 

Greetings Mark, you wrote some text on the subject Re: Using the joystick
in interface., and now I'm going to answer it.

MC> I need to emulate the mouse button exactly so that the joystick can 
MC> be used to control interface programs.

Why? Everyone has a mouse and no-one is quite mad enough to use a joystick
instead...

MC> > MC> P.S How about a command which combines Dim X(?) and Global X()
MC> > 
MC> > That would be useful (but only to make messy amos code look slightly less
MC> > messy). ;-)
MC> 
MC> If you've got over a hundred arrays at the start of a program (like I 
MC> have) it would make the program look a LOT less messy - I've got 
MC> about 3 pages of Dim();Global commands before I get to my code!

That can be reduced if you use some local arrays - I used to have pages of
them as well. But maybe you already are ;-P

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

From amos-request@svcs1.digex.net Sat Sep 16 20:28:16 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Sat, 16 Sep 1995 21:02:11 +0000
Subject:       Re: Using the joystick in interface.
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509162102.aa17102@post.demon.co.uk>
Status: O
X-Status: 

> Greetings Mark, you wrote some text on the subject Re: Using the joystick
> in interface., and now I'm going to answer it.
> 
> MC> I need to emulate the mouse button exactly so that the joystick can 
> MC> be used to control interface programs.
> 
> Why? Everyone has a mouse and no-one is quite mad enough to use a joystick
> instead...

The thing is I'm writing a very large game which is split 
into 2 parts - Serious bit (mouse controlled) and Arcade bit (mouse 
and joystick controlled).  However, there is a 2-player option for 
the arcade section only and so since the amiga does not have 4 
joystick/mouse ports (and many people dont have 2 joysticks AND 2 
mice) I need to restrict the arcade section to the use of either the 
mouse or the joystick. Using the mouse only in the arcade section 
would be shite - so the joystick it is!

Therefore, I need to be able to use the joystick to control the few 
interface programs I have in the Arcade section. Do you understand...?

> MC> > MC> P.S How about a command which combines Dim X(?) and Global X()
> MC> > 
> MC> > That would be useful (but only to make messy amos code look slightly less
> MC> > messy). ;-)
> MC> 
> MC> If you've got over a hundred arrays at the start of a program (like I 
> MC> have) it would make the program look a LOT less messy - I've got 
> MC> about 3 pages of Dim();Global commands before I get to my code!
> 
> That can be reduced if you use some local arrays - I used to have pages of
> them as well. But maybe you already are ;-P
[nice smiley!]

All the arrays I'm talking about, need to be shared among ALL 
procedures - so there ;+)
 
Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Sun Sep 17 01:39:08 1995
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Date: Sun, 17 Sep 1995 16:10:11 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: amos-list@access.digex.net
Subject: "The Amiga Game Makers Manual"
Message-ID: <Pine.SUN.3.91.950917160232.20798A-100000@sol.earthlight.co.nz>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

Giday everyone,

I bought this book the other day, and have found it very useful in the 
design and programming of games. It contains a whole chapter on design, 
which for me, was really good. (Because, before I read this book, I would 
just sit down and try and start programming) It takes you through all the 
steps of making a game, right up to getting it Published. The book is 
amos specific, which really helps a person new to the amos commands. It 
also tells about some stuff which was not in the manual, but is in amos 
1.36, like the Follow command, which I didn't know about. 

Anyway, if anybody else has got or read this book then I'd like to hear 
what they thought about it.

Seeya

               ???????????????????
               ?    ??     ? ??  ?
               ? ?? ??  ????  ?  ?
               ?     ?    ??     ?  <-- (BLUR YOUR EYES
               ? ??? ?  ????  ?  ?          AT THIS)
               ?    .?     ?  ?? ?
               ???????????????????


                 B  ?  E  ?  N

                C ? R ? O ? W ? L

         EMAIL : mcrowl@earthlight.co.nz	


From amos-request@svcs1.digex.net Sat Sep 16 22:58:19 1995
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In-Reply-To:  <9509162102.aa17102@post.demon.co.uk>
             (from Mark Carter <Mark@westmead.demon.co.uk>)
             (on Sat, 16 Sep 95 21:02:11)
Lines: 25
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Using the joystick in interface.
Status: RO
X-Status: 

Greetings Mark, you wrote some text on the subject Re: Using the joystick
in interface., and now I'm going to answer it.

MC> > Why? Everyone has a mouse and no-one is quite mad enough to use a joystick
MC> > instead...
MC> 
MC> The thing is I'm writing a very large game which is split 
MC> into 2 parts - Serious bit (mouse controlled) and Arcade bit (mouse 
MC> and joystick controlled).  However, there is a 2-player option for 
MC> the arcade section only and so since the amiga does not have 4 
MC> joystick/mouse ports (and many people dont have 2 joysticks AND 2 
MC> mice) I need to restrict the arcade section to the use of either the 
MC> mouse or the joystick. Using the mouse only in the arcade section 
MC> would be shite - so the joystick it is!
MC> 
MC> Therefore, I need to be able to use the joystick to control the few 
MC> interface programs I have in the Arcade section. Do you understand...?

I think so... but, if it's so important, why don't you just create your
own interface? I do this and find it far more flexible...

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

From amos-request@svcs1.digex.net Sun Sep 17 08:07:48 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Sun, 17 Sep 1995 11:37:48 +0000
Subject:       Re: Using the joystick in interface.
Priority: normal
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> Greetings Mark, you wrote some text on the subject Re: Using the joystick
> in interface., and now I'm going to answer it.
> 
> MC> > Why? Everyone has a mouse and no-one is quite mad enough to use a joystick
> MC> > instead...
> MC> 
> MC> The thing is I'm writing a very large game which is split 
> MC> into 2 parts - Serious bit (mouse controlled) and Arcade bit (mouse 
> MC> and joystick controlled).  However, there is a 2-player option for 
> MC> the arcade section only and so since the amiga does not have 4 
> MC> joystick/mouse ports (and many people dont have 2 joysticks AND 2 
> MC> mice) I need to restrict the arcade section to the use of either the 
> MC> mouse or the joystick. Using the mouse only in the arcade section 
> MC> would be shite - so the joystick it is!
> MC> 
> MC> Therefore, I need to be able to use the joystick to control the few 
> MC> interface programs I have in the Arcade section. Do you understand...?
> 
> I think so... but, if it's so important, why don't you just create your
> own interface? I do this and find it far more flexible...

Yeah, I guess this is the only solution :''-(.

You see, normally I like to stick everything away in resource banks 
so that the program can be more easily updated. All I would need to 
do is upload some updated resource banks to the aminet and people 
would be able to download and stick 'em in to my program - the core 
code remains unchanged.

Oh well....

Away from Amos - can I read an aminet CD in the CD rom drive I have 
stuck in my PeaSea?

And...Is there any way I can make a disk NDOS (so that it is 
unreadable by Workbench) but still bootable? - I've tried many times 
and failed :''-(

Ben, are we the only people on this mailing list? - is this list going 
downhill with the the Amiga? :'''''-(
(I'm being very emotional today!)

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Mon Sep 18 04:16:11 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Group Project
Date: Sun, 17 Sep 1995 10:00:01 +0200
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timg@wonderland.apana.org.au (Tim Gunn) wrote on 07.09.1995 some text
under the subject Group Project. I can't leave this uncommentated ;-)

So here are my infos, only for completeness reasons. I'm afraid I
currently don't have any spare time left... :-(

1) Coding: Rather good in pure code routines, graphical effects, GUIs,
	   hardware coding, optimized assembly routines. I think I program
	   rather structured and my code looks quite clean (at least, the
	   newer ones ;-))) ).

2) Graphics: Do'in some graphics for my games and productions, I'm not bad
	     at tile graphics and logos, but everything natural like
	     persons and so on, are impossible to draw for me. I'm very
	     familiar to DPaint and I know nearly every function ;-). I'm
	     currently making some experience in raytracing ;-)

3) Sound: Sound effects I've got a lot (with all directories, it's about
	  1200 instruments/sfx). Music however, is another topic. Although
	  I know a lot about Protracker and similar, the results often can
	  only be heard with ear-flaps ;-)

4) Ideas: There are so many old and great games that need some updating.
	  Let's start with one of them first. It doesn't has to be an huge
	  adventure nor a bloody and meaty Doom clone first ;-)

5) Time: Less than 4 hours a week.

6) Comments: Hmmm... none I think. Keep up the good work! ;-)

7) System info: previously A4000/40 5MB, currently A4000/30 3MB, gonna be
		  A4000/60 9 MB soon. 420 MB HD (plus some other SCSI-HDs
		  in reserve, got no host adapter on my A4000), AT-CD-ROM
		  and a SCSI-CD ROM connected to my brothers A1200.
		  AGA-FlickerFixer (required for my 17" monitor).
		A500/30 1 MB Chip, 5MB Fast, 292 MB HD, CD-ROM.
		access to: A1200/30 50Mhz, 6 MB, 400 MB HD, host adapter,
			     CD-ROM (brother)
			   A1200/20, 6 MB, 370 MB HD (sister)
			   CD32 bog standard ;-) (brother)

8) Amos Info: AMOS Creator 1.36+Compiler; DSam, Tome, 3D.
	      AMOS Pro V2.0+Compiler; AMIPS, Tome, 3D, AMCAF, (+Effects-
	      Extension)

9) Software: Graphics: DPaint 4.5, CineMa 4D Pro (raytracer), MainActor,
		       misc gfx-tools.
	     Sound: Protracker 2.2 and 3.15, Sound-Sampler, over 30 MB
		    modules ;-)
	     Languages: (AMOS) Basic, Z80 (hehe), MC680xx, a few lines C.

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/420HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Broats (pl.n.)
  A pair of trousers with a career behind them. Broats are most
  commonly seen on elderly retired army officers. Originally the
  broats were part of their best suit back in the thirties; then in
  the fifties they were demoted and used for gardening. Recently,
  pensions not being what they were, the broats have been called out
  of retirement and reinstated as part of the best suit again.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep 18 02:14:40 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Scroll command
Date: Sun, 17 Sep 1995 10:31:28 +0200
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mcrowl@earthlight.co.nz (Mike Crowl) wrote on 11.09.1995 some text under
the subject Scroll command. I can't leave this uncommentated ;-)

MC> Giday I'm currently trying to do some scrolling stuff with amos, and have 
MC> come across something really annoying. When you use the scroll commmand 
MC> in amos to move something about it works fine, but when you compile it, 
MC> it gets this really bad flicker, which is not present when run from amos.

Your display consistency is very timing dependent. If you're using single
buffer displays, you have to wait for a specific raster line, so the
display doesn't gets updated while you're scrolling. Otherwise, try to
move your scrolling routine around in your main loop ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/420HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Brough Sowerby (n.)
  One who has been working at the same desk in the same office for
  fifteen years and has very much his own ideas about why he is
  continually passed over for promotion.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep 18 02:54:05 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Bits and Pieces
Date: Sun, 17 Sep 1995 10:35:39 +0200
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Mark@westmead.demon.co.uk (Mark Carter) wrote on 11.09.1995 some text
under the subject Bits and Pieces. I can't leave this uncommentated ;-)

MC> Can any of you clever extension writer come up with a command which 
MC> ties Dim ARRAYNAME(X,Y) and Global ARRAYNAME() together in one 
MC> command. It would be especially useful for those of us who have 
MC> hundreds of arrays.

You shouldn't use hundreds of arrays ;-) And even if you did, why do you
want all of them to be global? ;-)

MC> What has happened to this mailing list - I'm only getting a few 
MC> messages a day.

I'm getting a lot of mails each netcall... :-?

MC> Has there been a mass suicide effort among amos users...?

I'm still among the living... but that could change very quickly ;-)

MC> Has the mafia mistaken the amos subscribers list as their next hit 
MC> list...?

<caboom> ;-)

MC> Or have lots of people started a new year at school...?

That's it! ;-((((

MC> P.S Long live the amos mailing list :-)

Yeah! ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
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tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Brumby (n.)
  The fake antique plastic seal on a pretentious whisky bottle.
(from: "The Deeper Meaning of Liff")


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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Amos Pro Sound Editor
Date: Sun, 17 Sep 1995 10:39:29 +0200
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paul.hickman@ecl.etherm.co.uk (Paul Hickman) wrote on 12.09.1995 some text
under the subject Re: Amos Pro Sound Editor. I can't leave this
uncommentated ;-)

PH> P.s. To all those who think they can write DOOM in AMOS

You could use Asm-Code procedures... then you wouldn't need...

PH> on chris hodges 68060, if he had 6 running in parallel!

AlienBreed 3D runs really smooth on a 68040 already ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Brymbo (n.)
  The single unappetizing bun left in a baker's shop after four p.m.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep 18 02:56:47 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Amos Pro Sound Editor (Doom in AMOS)
Date: Sun, 17 Sep 1995 10:45:53 +0200
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mystic@tlti.tokem.fi (Petri Hakkinen) wrote on 15.09.1995 some text under
the subject Re: Amos Pro Sound Editor (Doom in AMOS). I can't leave this
uncommentated ;-)

PH> Not at all, if you use chunkycopper display. The mapping isn't 
PH> "3d texture mapping" at all, if you know what I mean. It's just image 
PH> scaling. For every column of the texture the image is rescaled and that 
PH> is just some additions.

It's more than just only scaling. It's MUCH more. The gfx has to be mapped
(!) perspectively on a trapezoid. Before that, the walls have to be
rotated, a line-of-sight operation has to be called, and the walls have to
be sorted by distance. Don't forget light calculation and clipping.

PH> You are right about that the 3d polygon mapping is slow, but that isn't 
PH> what Doom does. Wolfenstein & doom use raycasting method which is

Wolfenstein doesn't. Doom II uses raycasting I think. ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Bude (n.)
  A polite joke reserved for use in the presence of vicars.
(from: "The Deeper Meaning of Liff")


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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: AMCAF + EASYLIFE
Date: Sun, 17 Sep 1995 11:07:14 +0200
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gmoon@blaze.bc.ca (Garrett Moon) wrote on 14.09.1995 some text under the
subject AMCAF + EASYLIFE. I can't leave this uncommentated ;-)

GM> Until joining this mailing list I had little contact with other Amos 
GM> users, however, I've heard of these two things a lot, but I have no idea 
GM> what they are.  Can anyone please explain to me?  Thanx

Easylife is Andy Church's Extension for AMOS/AMOS Pro. Ask him about it
;-)

Short:    A shareware version of the AMCAF ext
Author:   Chris@sixpack.pfalz.org (Chris Hodges)
Uploader: Chris@surprise.rhein-ruhr.de (Chris Hodges)
Type:     dev/amos

AMCAF - the next generation in AMOS programming!

At last, the new and powerful AMCAF (i.e "Amos Miscellaneous Commands
And Functions) extension is available for AMOS Professional. The main
extension file is more than 40 KB long and contains more than 200 new
commands and functions  for every day programming  with AMOS Pro. The
package consists of two disks which can be installed on harddisk very
easily  using the  supplied  installation  software. The  manual is a
200KB amiga guide document  and can be adapted to the AMOS Pro online
help (pressing  the  help-key  in  the  editor will  pop up  the full
description  of  the command). Moreover a  program to  read the guide
with kickstart 1.3 is also  supplied. Every AMCAF  user will  get the
required support and help he needs by either email or snail mail.

AMCAF contains commands for:

- Bank manipulation and encoding
- Turbo graphics
- Blitter control
- Shade Bobs/3D Stars/Splinters
- Fonts (e.g to put a normal text font into a bank and vice versa)
- Colour handling
- Rainbow fading
- Disk access (dir reading, filecopying etc.)
- Pattern matching
- Powerpacker and FileImploder support
- Time and date functions
- 4 player adapter, second mouse and joypad support
- 3D vector rotation
- Protracker support (including CIA-timing and sfx commands etc.)
- Even more various commands.

The registered version of AMCAF is available for only 25 US$.
A german version is also available on request.

Download the archive to see the real power of AMCAF ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Buldoo (n.)
  A virulent red-coloured pus which generally accompanies clonmult
  (q.v.) and sadberge (q.v.).
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep 18 03:27:46 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: I'm off for some days
Date: Sun, 17 Sep 1995 11:40:34 +0200
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Mark@westmead.demon.co.uk (Mark Carter) wrote on 15.09.1995 some text
under the subject Re: I'm off for some days. I can't leave this
uncommentated ;-)

MC> > So I'm still sitting here with my old 68030. And even worse: I only got 1
MC> > MB fast mem, because I had sent in the other two MB for testing reasons...
MC> > :-((
MC> 
MC> Oh dear. Not a crappy old 68030 - just think how bad life would be 
MC> with....dare I say it....a 68020 (which I am the proud owner of).

Uahhhh... I even know how bad life's with a 68000... I still got one
inside my A500 (beside my 68030 ;-)

MC> What a shame about your `060 though - we're all thinking of you....NOT!
MC> 
MC> Ha, Ha Ha, Hee Hee....

:'((((((((((((((((((((((((((((((((((((((( ;-)

MC> Hey, Chris (or anyone else for that matter) - is it possible to to 
MC> emulate mouse movements/buttons by using a joystick in such a way 
MC> that AMOS cannot tell the difference.

No. AMOS gets the mouse button with hardware hacking. This register cannot
be changed by software. :-(

However, it seems as if AMOS buffers the mouse buttons in a special data
zone... but it's nearly impossible to find that offset because of Francois
limited documentation...

MC> You see the problem is, I want
MC> to get interface programs working fully by using a joystick.

I C ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Burwash (n.)
  The pleasureable cool sloosh of puddle water over the toes of your
  gumboots.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep 18 03:38:08 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: bug in Pt Sam Play?
Date: Sun, 17 Sep 1995 12:41:17 +0200
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mystic@tlti.tokem.fi (Petri Hakkinen) wrote on 12.09.1995 some text under
the subject bug in Pt Sam Play?. I can't leave this uncommentated ;-)

PH> Yesterday I converted my rpg adventure game which uses an amos sample bank
PH> to use amcaf Pt Sam Play instructions and notices a high frequency "beep"
PH> sometimes after the sample was played. The beep was continuos and barely
PH> audible. I'll try to locate the exact reason for it and send you the
PH> piece of code soon.

I checked this, and you were right. Normally, every sample starts with two
null-bytes, so you can set the sample loop to this two bytes. The AMOS
SampleBankMaker, however, doesn't do this. It sets the null-loop to
another memory area.

Here's a program to fix this:

' *************************************
' *                                   *
' *        Sam Bank Fixer V1.0        *
' *      Written by Chris Hodges      *
' *                                   *
' *************************************
'
' Removes the annoying beep at the end of a sample when replaying it
' with Pt Sam Play.
'
Do 
  F$=Fsel$("*.abk","","Select an AMOS Sample-Bank","")
  Exit If F$=""
  Load F$,5
  ST=Start(5)
  NUMSAM=Deek(ST)
  Pt Sam Bank 5
  For A=1 To NUMSAM
    SAMAD=ST+Leek(ST+A*4-2)
    Print Lsstr$(A,2);": ";Peek$(SAMAD,8);"; Freq: ";
    Print Lsstr$(Deek(SAMAD+8),5);" Len: "+Lsstr$(Leek(SAMAD+10),5)
    Doke SAMAD+14,0
    Pt Sam Play A
    Wait Key 
  Next 
  Save F$,5
  Erase 5
Loop 
End

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Aasleagh (n.)
  A liqueur made only for drinking at the end of a revoltingly long
  bottle party when all the drinkable drink has been drunk.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep 18 03:54:31 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Trasparencies in AMOS
Date: Sun, 17 Sep 1995 12:44:08 +0200
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angel@labein.es (Angel Alvarez) wrote on 12.09.1995 some text under the
subject Trasparencies in AMOS. I can't leave this uncommentated ;-)

AA> A short question. Anyone knows how to do trasparencies in AMOS?

What kind of transparencies? Normally, it's quite easy to do if you just
write into single bitplanes. The following example program will explain
the technique:

' *************************************  
' *                                   *  
' *     Bitplane Overlay Demo V1.0    *  
' *        Written by C. Hodges       *  
' *                                   *  
' *************************************  
'
Randomize Timer
Hide 
Screen Open 0,320,256,8,0
Curs Off : Flash Off : Paper 0 : Pen 1 : Cls 
Palette 0,$F00,$F0,$FF0,$F,$F0F,$FF,$FFF
Ink 1 : Circle 31,31,31 : Paint 31,31,1
Get Bob 1,0,0 To 64,64 : Hot Spot 1,31,31
Ink 2 : Circle 31,31,31 : Paint 31,31,1
Get Bob 2,0,0 To 64,64 : Hot Spot 2,31,31
Ink 4 : Circle 31,31,31 : Paint 31,31,1
Get Bob 3,0,0 To 64,64 : Hot Spot 3,31,31
' This will tell amos only to draw in specific bitplanes.
Set Bob 1,1,1,%11100010
Set Bob 2,1,2,%11100010
Set Bob 3,1,4,%11100010
Cls 
Double Buffer 
Autoback 0
Bob Update Off 
Dim D(2,5)
For A=0 To 2
  D(A,0)=Rnd(288)+32
  D(A,1)=Rnd(50)+32
  D(A,4)=D(A,0) : D(A,5)=D(A,1)
  Repeat 
    D(A,2)=Rnd(10)-5
  Until D(A,2)
  D(A,3)=0
Next 
Do 
  For A=0 To 2
    Cls 0,D(A,4)-32,D(A,5)-32 To D(A,4)+32,D(A,5)+32
    D(A,4)=D(A,0) : D(A,5)=D(A,1)
    If D(A,0)+D(A,2)>288 Then D(A,2)=-Rnd(4)-1
    If D(A,0)+D(A,2)<32 Then D(A,2)=Rnd(4)+1
    If D(A,1)+D(A,3)>224 Then D(A,3)=-D(A,3)+1
    Add D(A,0),D(A,2) : Add D(A,1),D(A,3) : Inc D(A,3)
  Next 
  For A=0 To 2
    Bob A+1,D(A,0),D(A,1),A+1
  Next 
  Bob Draw 
  Screen Swap 
  Wait Vbl 
Loop 

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Aberbeeg (vb.)
  Of amateur actors, to adopt a Mexican accent when called upon to
  play any variety of foreigner (except Pakistanis - for whom a Welsh
  accent is considered sufficient).
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Sun Sep 17 11:30:07 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Sun, 17 Sep 1995 14:50:18 +0000
Subject: New Aminet upload!
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

SCROTAX VERSION 2.01 IS NOW ON AMINET!

Feautring a revolutionary concept to the original Scrotax idea 
(meaning it now WORKS!!).

Features "realistic" gravity, farting bounces, few more bonusses and 
the all important bug fix!

In directory "game/shoot" filename "scrotax2.lha" - go and get it 
now!

(please)
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Sun Sep 17 11:06:03 1995
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	id AA001ey; Sun, 17 Sep 95 18:17:42 GMT
Date: Sun, 17 Sep 95 18:17:42 GMT
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In-Reply-To:  <9509171143.aa08280@post.demon.co.uk>
             (from Mark Carter <Mark@westmead.demon.co.uk>)
             (on Sun, 17 Sep 95 11:37:48)
Lines: 15
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Using the joystick in interface.
Status: RO
X-Status: 

Greetings Mark, you wrote some text on the subject Re: Using the joystick
in interface., and now I'm going to answer it.

MC> Ben, are we the only people on this mailing list? - is this list going 
MC> downhill with the the Amiga? :'''''-(
MC> (I'm being very emotional today!)

I guess so :( Everyone's gone back to school (inc. me :( )

Either that, or everyone's playing Knockout ;-)))

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

From amos-request@svcs1.digex.net Sun Sep 17 16:41:19 1995
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Message-Id: <199509172101.VAA10045@mail.enterprise.net>
Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Sun, 17 Sep 1995 20:40:49 +0000
Subject: Re: Using the joystick in interface.
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> S> > MC> Ben, are we the only people on this mailing list? - is this list going 
> S> > MC> downhill with the the Amiga? :'''''-(
> S> 
> S> (Erm... hello?  Helloooo!?)
> 
> Did you just hear something Mark? I guess it's just the wind ;-)

Yeah, sorry about that, I think it's that cauliflower cheese...

> S> Incidentally, if anyone's interested, some of us don't have to go to 
> S> school anymore.
> 
> Luckly s*d! ;-)

Well, not really considering the size of the holidays you get.


Hmm.. I'm sure I was going to reply to more bits than this, but I 
seem to have run out of message... oh well
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Sun Sep 17 15:27:34 1995
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             (from semprini@enterprise.net)
             (on Sun, 17 Sep 95 18:33:49)
Lines: 49
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Using the joystick in interface.
Status: RO
X-Status: 

Greetings Semprini, you wrote some text on the subject Re: Using the
joystick in interface., and now I'm going to answer it.

S> > MC> Ben, are we the only people on this mailing list? - is this list going 
S> > MC> downhill with the the Amiga? :'''''-(
S> 
S> (Erm... hello?  Helloooo!?)

Did you just hear something Mark? I guess it's just the wind ;-)

S> > MC> (I'm being very emotional today!)
S> > 
S> > I guess so :( Everyone's gone back to school (inc. me :( )
S> > 
S> > Either that, or everyone's playing Knockout ;-)))
S> 
S> Fair point... 

I'm not... I'm programming my next masterpiece... ;-)

S> Incidentally, if anyone's interested, some of us don't have to go to 
S> school anymore.

Luckly s*d! ;-)

S> ;-)
S> 
S> Actually, I'm here quite a bit, but that's mainly because I can only 
S> really write properly on the PC (I haven't got any decent w/ps for 
S> the Ami) and I suffer from apalling writer's block.

Get GoldEd off Aminet if you want a good w/p. (Called something like
GED135.lha)

S> Still, don't worry, we can go through all this again in another 
S> couple of days when someone else puts a message up saying how 
S> desolate this mailing list.

It's just the weekend I reckon...

S> When I'd got back from holiday, there were about 140 odd messages 
S> left for me to read, which is more than enough for me.

I like coming home from holidays to find loads of msgs too... ;-)

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

From amos-request@svcs1.digex.net Mon Sep 18 04:17:04 1995
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Date: Mon, 18 Sep 1995 09:05:47 +0200
From: Dennis <D.Michels@dia.eur.nl>
Subject: Re: Using the joystick in interface.
To: Mark Carter <Mark@westmead.demon.co.uk>, amos-list@access.digex.net
Reply-to: d.michels@dia.eur.nl
Message-id: <841BCAC7735@NS1.uca.imb.eur.nl>
Organization: Erasmus Universiteit Rotterdam (NL)
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Hi Mark,

> Away from Amos - can I read an aminet CD in the CD rom drive I have 
> stuck in my PeaSea?

It's possible to read the CD in your PeeSee, but if names are larger 
than the 8.3 principle you can copy them to disk. unless you're using 
os/2 or w95, which are able to use longer filenames..

> And...Is there any way I can make a disk NDOS (so that it is 
> unreadable by Workbench) but still bootable? - I've tried many times 
> and failed :''-(

Use trackdos, it's somewhere on aminet. Don't expect it to be easy, 
because you need to know some asm.

> Ben, are we the only people on this mailing list? - is this list 
> going  downhill with the the Amiga? :'''''-(
> (I'm being very emotional today!)

Don't cry, I'm here too  

> Cheers,
  Cheers,
      Dennis
      
                                           * De smalter paskharen *  
   Ze smelten de paashaas!   .--------------------------------------.
.---------------------------<' Talk to me on IRC in #amiga          |
| I write between the lines `|                                      |
| I deal with fantasy        | Aminet/dev/amos/morbith.lha          |
| I am the PRESSMAN          | Aminet/pix/misc/pressman.lha         |
| acknowledge me.            | Aminet/pix/misc/pressman2.lha        |
`------------///------------<' Aminet/pix/misc/morbith1.lha         | 
            ///             `| Aminet/games/misc/pressman_seuck.lha |
       \\. ///               | Aminet/pix/irc/pressman.lha          | 
        \\\//                `--------------------------------------' 
         \\/ When watching StarTrek look for yourself, 
                                                   You will be there.  
                       

From amos-request@svcs1.digex.net Mon Sep 18 04:58:32 1995
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Date: 18 Sep 95  9:32 +0200
From: Angel Alvarez <angel@labein.es>
To: <amos-list@access.digex.net>
Message-Id: <345*angel@labein.es>
Subject: Re: Transparencies in AMOS
Status: RO
X-Status: 

On Thu Sep 14 10:38:29 1995 On Sep 12 <jp_dejong@hgl.signaal.nl> answered a
short question I asked. Thanks for the quick response.

However, I expressed bad my idea. What i wanted to really know is how I can do
TRASLUCENCIES in AMOS, as in DPaint (see Menu Color)

It is possible to load an iff-screen with full overscan?. I tried to load a
big screen, move from (0,0) to (x,y) the screen display without any luck.

Congratulations Ben, I finally downloaded Bounce and Knockout, and I liked
them, specially the first one. Who said that it is impossible to make good
games in AMOS? (see AirTaxi as another example).

Perhaps it is impossible to make games like Sega Rally or Virtual Fighter
with AMOS, but sometimes a simple idea is more addictive and better than
a very complex game

==============================================================================
                     _/_/_/ _/     _/_/  _/_/_/    _/_/_/ _/_/_/ _/_/_/ _/_/_/
 Angel Alvarez      _/  _/ _/     _/ _/   _/      _/     _/  _/ _/       _/
  (Aldi Soft)      _/_/_/ _/     _/  _/  _/      _/_/_/ _/  _/ _/_/     _/
angel@labein.es   _/  _/ _/     _/ _/   _/          _/ _/  _/ _/       _/
                 _/  _/ _/_/_/ _/_/  _/_/_/    _/_/_/ _/_/_/ _/       _/
==============================================================================
"When we get there gonna jump in the air. No one'll see us 'cause there's nobody
 there. After all, you know we really don't care. Hold on, I'm gonna take you
 there" - from "Hard To Say I'm Sorry/Get Away" (Chicago)

From amos-request@svcs1.digex.net Mon Sep 18 06:47:19 1995
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Date: 18 Sep 95 10:08 +0200
From: Angel Alvarez <angel@labein.es>
To: <amos-list@access.digex.net>
Message-Id: <346*angel@labein.es>
Subject: Re: AMCAF + EASYLIFE 
Status: RO
X-Status: 

On Mon Sep 18 09:53:18 1995, <chris@sixpack.pfalz.org> (Chris Hodges) wrote:

> gmoon@blaze.bc.ca (Garrett Moon) wrote on 14.09.1995 some text under the
> subject AMCAF + EASYLIFE. I can't leave this uncommentated ;-)
>
> GM> Until joining this mailing list I had little contact with other Amos
> GM> users, however, I've heard of these two things a lot, but I have no idea
> GM> what they are.  Can anyone please explain to me?  Thanx
>
> Easylife is Andy Church's Extension for AMOS/AMOS Pro. Ask him about it ;-)

You are wrong, Chris. The author of the wonderful EasyLife extension (actual
version 1.10) is Paul Hickman, the person who hates all the tennis players
;-). (this gives me an idea for a game for the group. Why not a tennis game?).
Andy Church wrote the Intuition Extension.

Thanks for the trasparency program Chris, but I really wanted is how to do
traslucencies in AMOS.

==============================================================================
                     _/_/_/ _/     _/_/  _/_/_/    _/_/_/ _/_/_/ _/_/_/ _/_/_/
 Angel Alvarez      _/  _/ _/     _/ _/   _/      _/     _/  _/ _/       _/
  (Aldi Soft)      _/_/_/ _/     _/  _/  _/      _/_/_/ _/  _/ _/_/     _/
angel@labein.es   _/  _/ _/     _/ _/   _/          _/ _/  _/ _/       _/
                 _/  _/ _/_/_/ _/_/  _/_/_/    _/_/_/ _/_/_/ _/       _/
==============================================================================

From amos-request@svcs1.digex.net Mon Sep 18 05:43:12 1995
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From: "Webb, Nick, WEBBNC" <WebbNC@btlip04.bt.co.uk>
To: amos-list <amos-list@access.digex.net>
Subject: Problem running Bounce
Date: Mon, 18 Sep 95 09:09:00 BST
Message-ID: <305D296F@smtpgate.comnet.bt.co.uk>
Encoding: 16 TEXT
X-Mailer: Microsoft Mail V3.0
Status: RO
X-Status: 


I have downloaded Bounce from Aminet and put it on disk, but when I try to 
run it, I get a message complaining that "xec.library" can't be found.  I 
have checked the archive and it's not in there, does anyone (Ben the author 
of Bounce in particular) know where I can get it from?  Is the implication 
that if I don't have this library, I am not going to be able to run it 
anyway?

If it's an AMOS library, that would explain why I can't run it, I am 
struggling with an A600 in single floppy configuration, and did not have the 
AMOS disk in!

Regards,

Nick Webb  :-D      A600, WB2.05
Unix:               webbnc@btlip04.bt.co.uk

From amos-request@svcs1.digex.net Mon Sep 18 07:38:51 1995
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Date: Mon, 18 Sep 1995 12:25:24 +0300 (EET DST)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: Amos Pro Sound Editor (Doom in AMOS)
To: Chris Hodges <chris@sixpack.pfalz.org>
cc: amos-list@access.digex.net
In-Reply-To: <wXApxMD261aezA@p22.sixpack.pfalz.org>
Message-ID: <Pine.3.87.9509181224.C20301-0100000@tlti>
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- Petri H{kkinen / mystic@tlti.tokem.fi -


On Sun, 17 Sep 1995, Chris Hodges wrote:

> mystic@tlti.tokem.fi (Petri Hakkinen) wrote on 15.09.1995 some text under
> the subject Re: Amos Pro Sound Editor (Doom in AMOS). I can't leave this
> uncommentated ;-)
> 
> PH> Not at all, if you use chunkycopper display. The mapping isn't 
> PH> "3d texture mapping" at all, if you know what I mean. It's just image 
> PH> scaling. For every column of the texture the image is rescaled and that 
> PH> is just some additions.
> 
> It's more than just only scaling. It's MUCH more. The gfx has to be mapped
> (!) perspectively on a trapezoid. Before that, the walls have to be
> rotated, a line-of-sight operation has to be called, and the walls have to
> be sorted by distance. Don't forget light calculation and clipping.

Are we talking about the same subject? I meant *wolfenstein* like raycasting,
which is pretty fast and easy to do. I've made a simple engine which
will draw walls and objects and monsters *texturemapped*
And it doesn't have to sort walls at all. And don't have to "rotate" walls either.
What my engine does, is only simple raycasting and texture scaling.
Nothing more, nothing less. And it works. So there. 8-) 

I've also done light calculations, but i cannot use
moving lightsources... yet. And forget clipping, because 
of the raycasting only the visible part is drawn.
 
And by all means do it as you wish, (with wall distance sorting, 3d polygon 
texture filling...) but it's way too slow with AMOS then.
I'll do it my way.

No offence 8-)

> 
> PH> You are right about that the 3d polygon mapping is slow, but that isn't 
> PH> what Doom does. Wolfenstein & doom use raycasting method which is
> 
> Wolfenstein doesn't. Doom II uses raycasting I think. ;-)

And I *think* that wolfenstein uses raycasting, IMO. :-)
At least they should have used. Or do you (or somebody else?) know a faster 
technique, perhaps?

- Pete

> 
> Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
> A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
> GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
> E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
> tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/
> 
> Bude (n.)
>   A polite joke reserved for use in the presence of vicars.
> (from: "The Deeper Meaning of Liff")
> 
> 


From amos-request@svcs1.digex.net Mon Sep 18 07:02:14 1995
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          18 Sep 95 11:39:28 -0100
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From: "LIEBERGEN MARTIJN VAN" <HEA27584@heo.rhij.nl>
Organization:  Rijkshogeschool IJselland HEO
To: amos-list@access.digex.net
Date:          Mon, 18 Sep 1995 11:38:57 +0100
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Subject:       Intuition extension
Priority: normal
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X-Status: 

Hello everybody,

I'm new to this list. On my FAQ list i see that there is an intuition 
extension for amos called intuition v1.3, could somebody give me some 
info about that. Like where can i get it? is it PD ? how much does it 
cost, and if possible a feature list.

Greetings,

Martijn van Liebergen (HEA27584@heo.rhij.nl)

PS Does anybody when the Amiga 1200 will be back in the shops, since 
i am still using an ancient A500 with only 1mb of memory.

From amos-request@svcs1.digex.net Mon Sep 18 10:58:32 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Mon, 18 Sep 1995 11:58:27 +0000
Subject:       Re: Using the joystick in interface.
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509181223.aa02504@post.demon.co.uk>
Status: RO
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> > S> > MC> Ben, are we the only people on this mailing list? - is this list going 
> > S> > MC> downhill with the the Amiga? :'''''-(
> > S> 
> > S> (Erm... hello?  Helloooo!?)
> > 
> > Did you just hear something Mark? I guess it's just the wind ;-)
> 
> Yeah, sorry about that, I think it's that cauliflower cheese...
> 
> > S> Incidentally, if anyone's interested, some of us don't have to go to 
> > S> school anymore.
> > 
> > Luckly s*d! ;-)
> 
> Well, not really considering the size of the holidays you get.
 
Actually, us university students get 28 weeks holiday a year - even 
better eh?!!!! But then again I am now a finalist :'''-((
 
> Hmm.. I'm sure I was going to reply to more bits than this, but I 
> seem to have run out of message... oh well
> .oOo.
       ^
That's disgusting!

Hmmn, seems to me that this thread has gone slightly off-topic. Has 
no one got any more suggestions for my Joystick in interface query?

I now have an inferiority complex (can't think of a smiley for this) 
having read Chris' message on programming skills, hardware and software 
collection.  I'm sure this group thing is just an excuse for people 
to brag about how good there system is ;-)

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Mon Sep 18 10:54:34 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Mon, 18 Sep 1995 12:24:27 +0000
Subject:       Re: Bits and Pieces
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509181223.aa02503@post.demon.co.uk>
Status: RO
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> Mark@westmead.demon.co.uk (Mark Carter) wrote on 11.09.1995 some text
> under the subject Bits and Pieces. I can't leave this uncommentated ;-)
> 
> MC> Can any of you clever extension writer come up with a command which 
> MC> ties Dim ARRAYNAME(X,Y) and Global ARRAYNAME() together in one 
> MC> command. It would be especially useful for those of us who have 
> MC> hundreds of arrays.
> 
> You shouldn't use hundreds of arrays ;-) And even if you did, why do you
> want all of them to be global? ;-)

The game I am writing is about 550K long - about 350K of that is amos 
basic code and about 50K interface code. The rest is mainly 
compressed pics and raw data (I haven't added the samples yet!). 
There are over 150 procedures and many of them need access to all 
arrays since most of these arrays store player stats/data/skills etc.

In total, my arrays take up about 60K - I've linked arrays together 
as much as possible: I have lots of 3 and 4 dimensional arrays.

Does this answer your question? Or should I be using a few 
arrays of size like X(712,300,412,63)....?  :-P

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Mon Sep 18 12:00:19 1995
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Date: Mon, 18 Sep 1995 15:15:39 +0200
From: jlubbers@fwi.uva.nl (Jan Lubbers)
X-Organisation: Faculty of Mathematics, Computer Science, Physics & Astronomy
                University of Amsterdam
                Plantage Muidergracht 24
                NL-1018 TV Amsterdam
                The Netherlands
X-Phone:        +31 20 525 5200
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The Amos Game Group (TAGG = suggested name)

Hello fellow members of the group!

I would like to discuss some aspects of group coding with you. I have just
noticed this text has become increasingly large, I hope I don't break any
mail-limits ;-)

I'll try and write something about the organisation/management of the
group. Some things may sound familiar, but I've just included them here for
a good overview, so please hang on. At the end of the text I've supplied a
short info about my Amiga and my skills.

I have asked myself the following questions and have come up with some
answers too, but if you have the same or a different opinion on a subject, you couldn't please me more if you commented on it.

- Why did we form a group?
  When Ben Wyatt suggested we could form a group, many persons on the
  list loved that idea and consequently joined the group. Working together
  we could make a big, polished and high quality game, which none of us
  could ever make on his own.

- What possible advantages does a group have?
  In the early days, games looked and sounded awfull (with a few
  exceptions). The reason for this was that the programmer often had to
  draw the gfx and compose the music himself. Nowadays, software houses
  employ skilled and talented artists to do just this.
  Lone wolf developers however, (I think most people on the Amos list fall
  into this category)- albeit being very persistant and creative- simply
  cannot be expected to be an expert coder as well as a talented artist.
  Neither can they be expected to code a full engine in their spare time,
  although sometimes this is done.
  The most succesfull "bedroom programmers" are "utility coders", because
  they focus all their efforts to develop a highly specialised, but limited
  (in the sense of restricted to one particular use) product. Often they
  keep updating and enhancing their program through the years.
  Just think of the numerous Amos extensions for example: it's the coding
  that counts, not the absent music or gfx.
  Also, think of the famous demo groups, some persons in it are brilliant
  when it comes to algorithms but can't draw any better than the average   kindergarten kid (I can, but that makes my musicality even worse! :-),
  yet together with their artistic members, they make a brilliant demos!

- What disadvantages could a group have?
  The biggest problem in all cooperation is communication!
  Communication should always be clear and I think everyone should express
  their feelings any time, _whatever_ they are.
  Somewhere, sometime everyone will have to compromise a little.
  I shall try and explain what this could mean for our game. For quality
  sake, we'll want CONTINUITY in our game. This is a _very_ important
  aspect: the game (whatever it will be) should be conceived as a whole,
  and not just some brilliant ideas/modules/(sub)games/gfx/musix/sfx thrown
  together. Sometimes, something just doesn't "fit in".
  So interpersonal *giggle* communication plays a large role in group
  efforts. We should communicate as much as possible, especially now,
  in the beginning of our embarkment. I propose that we'll do some wild and
  provocative brainstorming about everything for at least a couple of
  weeks.

  Note also that language may become a slight problem
  if people can't express themselves as much and as precise as they want
  to. I think people should be given the freedom to talk -in detail- about
  a spectacular new and breathtaking DOOM-like game. The game may or may
  not be implemented eventually (probably not, because it's next to
  impossible to do - even in assembly), but THINKING about that or any
  other _type_ of game offers a different view at gameplay aspects.
  For instance, many of the ideas used in one type of game can INDEED
  effectively be exploited in a totally different type of game!

  Furthermore, we have the problem of exponential complexity. Exponential?
  Yes. Because all information has to go from each member of the group to
  each other member. Each member may have a totally distinct opinion of
  any other member, and it wouldn't be more than normal if he gave his
  comments too.

- How do we organise our group?
  Well, this depends of lot on what kind of game we're going to make.
  If we'll make a graphical adventure, we'll need good plot writers too,
  but if we'll make an action game we'll be more in need of people who
  know how to optimise their code. Other (less experienced) coders could
  learn a lot from constructing less time-critical programs like the
  development tools (eg: advanced map editors with attribute-tiles).
  People who want to, may be able to work under supervision of an
  experienced coder, etc.

- How do we appoint tasks to members?
  Golden rule: never do anything you pertinently don't like!
  Maybe it's better to do nothing at all, than to work on something for
  weeks/months without getting _any_ satisfaction from it. After all, we're
  supposed to have a lot of fun participating in this group, otherwise why
  bother?

- Who has experience with working in groups?
  Anyone who has any relevant experience, please inform us.

- Who has management experience?
  Managing our group may become a difficult and time consuming task.

- How many persons do we need?
  Theoretically speaking at least two, otherwise we wouldn't be a group :-)
  On a more practical view, I think we could get away with as little as
  four people (design/coding/music/gfx). This really depends a lot on the
  type of game we're going to make, so while thinking about this, let's
  not commit to anything YET.
  Another important bound is the maximum number of participants. Too many
  persons make a project unwieldy, especially if they're not professionally
  organised. Let's face it: we're not a company. I estimate the maximum
  number of active members for ONE game to lie in the range of 6-12.
  I don't remember how many persons are actually in the group, was it 18 or
  so? This is obviously too much for one game, so we could opt for a split.

- What kind of talent do we need?
  I'm just listing possible subjects:
  Game concept / Game design / Mechanics / Research & Ideas / Plot
  Overall design / Continuity & Style
  Algorithm design / Pseudo Code / Prototyping / Module definition
  Coding / Optimising / Embedded assembly / Debugging *yuck* / Testing
  GFX / Animation / Level design
  Music / SFX
  Any suggestions?

- Who do we plan a schedule?
  This will be of later concern, but we mustn't forget it, so I'll mention
  it now.

- What development machine?
  We need at least one person with a big harddisk and a lot of memory,
  let's call him the PRODUCER.
  IMPORTANT:
  I suggest that the producer keeps all latest versions of all files.
  Whenever someone is in need of some gfx, algorithm, etc. he can contact
  the producer, who will then give it to him. Of course, all latest
  versions should be given to the producer too.
  In the end, the game can (but does not have to) be put together on his
  machine.

- Which target (machine/processor/memory)?
  68000/1mb or better (remember it's a game, not an application)

GAME:
- What game-type should we choose?
  What do WE like and what do OTHER amiga gamers like?
  What can we actually achieve? What is best suited for group development?
  How do we vote?

- A bored idea:
  Let's make an ESCOM/AT game. No, don't laugh, I'm serious. What I just
  thought of is that AT may need some promotion. A promotional game,
  something new, something wild. Something to celebrate the Amiga's
  rebirth! Uh.. never mind, the game will not be finished within the next
  few months anyway.

SYSTEM:
amiga 2000 / 1mb chip / ks1.3 (old, eh? not to mention obsolete)
stereomaster sampler

SOFTWARE:
octamed v3
amos 1.36 / compiler
amos pro 1.12 AF coverdisk

TIME:
As much as I can afford to spend, which will vary from week to week.
Currently, this will be around 7 hours a week.

SKILLS:
assembly, basic, c, modula, pascal, prolog, amiga-dos, ms-dos, unix

I like/am good at:
  Game concept / Game design & Mechanics / Overall design
  Algorithm design & Pseudo Code / Prototyping (Hey, that's what Amos is
  made for :-)

Big no-no's (ANTI-SKILLS):
  Music
  Animation

A bit off topic:
I'll now tell something about a group project I've been involved in.
I hope this case description can help us.
I'm a student of Artificial Intelligence at the University of Amsterdam in
the Netherlands. Last year I've implemented a module of a full controller
for a 6 DOF robot that had to play a game of chess against a human.
This module was concerned with planning the movement path, the conversion
of board to real-world coordinates and updating the board.
This was my first big C (pun not intended :-) project and the results were
surprisingly good, in particular because of the modular approach we used.

The robot control was divided into three sub-groups, each consisting of
two programmers.
1. image processing (video camera grabs a picture of the board)
   module: isolate the human chess-move made, pass-thru to path-planner

2. path-planner
   module: plan path for computer move, calculate path
   pass-thru the path in real world coordinates to inverse kinematics

3. inverse kinematics
   module: from a given path, calculate the sequence of joint angles
   for each of the joints.
These joint angles were fed to the robot, which in turn moved the pieces.

The groups worked independly(!) of each other for a period of 3 months,
after having agreed on the information-flow between the modules in the
first week. During the last week, all three modules were brought together
and needed only minimal (cosmetic) changes.

Thanks for reading this somewhat tedious text (I'm not a novelist, you
know ;-)

-Jan Lubbers (member of TAGG, or whatever you prefer to call it ;-)



From amos-request@svcs1.digex.net Mon Sep 18 12:54:52 1995
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Date: Mon, 18 Sep 1995 10:59:09 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: demos
To: Chris Hodges <chris@sixpack.pfalz.org>
cc: amos-list@access.digex.net
In-Reply-To: <wVqIYMD261aLz11@p22.sixpack.pfalz.org>
Message-ID: <Pine.3.89.9509181032.A17080-0100000@freenet3.scri.fsu.edu>
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  I just realized that all this cool demos I have in my hard drive (turrican
sprite demo, scrolly demos, dual playfield demo) were all written by chris
Hodges!!!!!  I enjoyed your demos Chris  :)

    Fernando Bartra
    100% amiganut


From amos-request@svcs1.digex.net Mon Sep 18 13:08:14 1995
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Date: Mon, 18 Sep 1995 11:07:30 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: "The Amiga Game Makers Manual"
To: Mike Crowl <mcrowl@earthlight.co.nz>
cc: amos-list@access.digex.net
In-Reply-To: <Pine.SUN.3.91.950917160232.20798A-100000@sol.earthlight.co.nz>
Message-ID: <Pine.3.89.9509181123.B17080-0100000@freenet3.scri.fsu.edu>
MIME-Version: 1.0
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Status: RO
X-Status: 

  Pls tell us if this book covers AmosPro programming of games, then I 
might buy it

   Fernando Bartra
   100%amiganut
  currently enjoying the AmosPro that came in the mail last weekend


From amos-request@svcs1.digex.net Mon Sep 18 15:49:26 1995
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From: "Robert Currie" <currie@zd>
Message-Id: <9509181122.ZM15753@zd>
Date: Mon, 18 Sep 1995 11:22:40 -0600
In-Reply-To: jlubbers@fwi.uva.nl (Jan Lubbers)
        "" (Sep 18,  3:15pm)
References: <199509181315.PAA00340@ow40.fwi.uva.nl>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: jlubbers@fwi.uva.nl (Jan Lubbers)
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On Sep 18,  3:15pm, Jan Lubbers wrote:
> Subject:
> The Amos Game Group (TAGG = suggested name)
>
> Hello fellow members of the group!
>
> I would like to discuss some aspects of group coding with you. I have just
> noticed this text has become increasingly large, I hope I don't break any
> mail-limits ;-)
>
> I'll try and write something about the organisation/management of the
> group. Some things may sound familiar, but I've just included them here for
> a good overview, so please hang on. At the end of the text I've supplied a
> short info about my Amiga and my skills.
>
(Cut)

	In response to your message, I would like to say that a group of
about 10 people is about the size we should be looking for. More than that and
the communication requirements beocme unbearable--less than that, we don't have
a sufficient pool of talent and ideas to pull from. I have had much experience
with groups(both good and bad) and find that the approach you mentioned
(splitting the program into distinct modules that handle completely separate
aspects of the game) is the one most likely to succeed. If we simply give
modules to each and every member then the overall game looks patchworky or the
person putting it all together must spend hours working out the specific quirks
of each and every module. If we try and keep the game all together then the
task of organizing 10+ individuals will become the main focus of the
project(not good). I also think now(that the response is so overwhelming) that
each person should perhaps pick a desired area of expertise rather than having
a group of jack-of-all-trades. Remember, that is why software houses are
successful, because they use their members to the best advantage. I would like
to say now that I am an extremely good graphics artist(stills mostly) and I
will dedicate myself to that area and forego any programming to people who are
much more familiar with Amos. Hopefully we can get a group of idea people, a
group of programmers, a groups of graphic artists and musicians.

				Robert Currie


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

From amos-request@svcs1.digex.net Mon Sep 18 15:42:47 1995
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Date: Mon, 18 Sep 95 20:51:23 1100
Message-Id: <9509190251.AA024yt@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: Group
Status: RO
X-Status: 


 TLE> Some people have suggested setting up a dedicated mailing list.  How
 TLE> do you do
 TLE> this, and is anyone prepared to run it?  How do you do it Michael?

I don't think we should start another list. Lets keep amos related
questions coming to the list. Specific things that only relate to the group
effort should be done privately, such as general chitchat, etc. I've keep a
list of all those who espressed interest in the Lunar Lander and will mail
them code directly (yeah, I know I said I'd post the uuencoded version out
tonight, but like Windoze 95, I'm running later), as well as a list of the
others doing the same project. 

I'd still like to see code related problem being posted to the list, for 2
reasons.
1)Someone out there probably knows the answer (100 heads are better than 5)
2)Perhaps someone else has the same problem.


My 2 cents.
Darryl

-- Via DLG Pro v1.0

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               ##### |         /_    /         | #####
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From amos-request@svcs1.digex.net Mon Sep 18 15:17:25 1995
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	id AA001hq; Mon, 18 Sep 95 21:16:44 GMT
Date: Mon, 18 Sep 95 21:16:44 GMT
Message-Id: <9509182116.AA001hp@paston.co.uk.uucp>
In-Reply-To: <345*angel@labein.es>
             (from Angel Alvarez <angel@labein.es>)
             (on Tue, 28 Dec 27 09:17:04)
Lines: 26
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Transparencies in AMOS
Status: RO
X-Status: 

Greetings Angel, you wrote some text on the subject Re: Transparencies in
AMOS, and now I'm going to answer it.

AA> Congratulations Ben, I finally downloaded Bounce and Knockout, and I liked
AA> them, specially the first one. Who said that it is impossible to make good
AA> games in AMOS? (see AirTaxi as another example).

Thanx :)

AA> Perhaps it is impossible to make games like Sega Rally or Virtual Fighter
AA> with AMOS,

I doubt it could be done on an amiga anyway... :(

AA> but sometimes a simple idea is more addictive and better than
AA> a very complex game

Hey! Are you calling my games simple ;-))))) ;-)

I might be uploading some more stuff soon - but first I'll have to
improve their graphics/sound a bit.

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

From amos-request@svcs1.digex.net Mon Sep 18 15:17:25 1995
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Message-Id: <9509182116.AA001hp@paston.co.uk.uucp>
In-Reply-To: <345*angel@labein.es>
             (from Angel Alvarez <angel@labein.es>)
             (on Tue, 28 Dec 27 09:17:04)
Lines: 26
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Transparencies in AMOS
Status: RO
X-Status: 

Greetings Angel, you wrote some text on the subject Re: Transparencies in
AMOS, and now I'm going to answer it.

AA> Congratulations Ben, I finally downloaded Bounce and Knockout, and I liked
AA> them, specially the first one. Who said that it is impossible to make good
AA> games in AMOS? (see AirTaxi as another example).

Thanx :)

AA> Perhaps it is impossible to make games like Sega Rally or Virtual Fighter
AA> with AMOS,

I doubt it could be done on an amiga anyway... :(

AA> but sometimes a simple idea is more addictive and better than
AA> a very complex game

Hey! Are you calling my games simple ;-))))) ;-)

I might be uploading some more stuff soon - but first I'll have to
improve their graphics/sound a bit.

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

From amos-request@svcs1.digex.net Mon Sep 18 15:04:29 1995
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Message-Id: <9509182124.AA001hu@paston.co.uk.uucp>
In-Reply-To: <305D296F@smtpgate.comnet.bt.co.uk>
             (from "Webb, Nick, WEBBNC" <WebbNC@btlip04.bt.co.uk>)
             (on Mon, 18 Sep 95 09:09:00)
Lines: 28
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Problem running Bounce
Status: RO
X-Status: 

Greetings Webb,, you wrote some text on the subject Problem running Bounce,
and now I'm going to answer it.

WNW> I have downloaded Bounce from Aminet and put it on disk, but when I try to 
WNW> run it, I get a message complaining that "xec.library" can't be found.  I 
WNW> have checked the archive and it's not in there, does anyone (Ben the author 
WNW> of Bounce in particular) know where I can get it from?  Is the implication 
WNW> that if I don't have this library, I am not going to be able to run it 
WNW> anyway?

Iek! I've never heard of the xec.library (I certainly don't have it!)...
try copying your WB disk and putting Bounce on that...

It doesn't need the amos library - I included it when compiling...

I've given a copy of it to someone with a A500 with a single floppy and he
didn't report any probs...

WNW> If it's an AMOS library, that would explain why I can't run it, I am 
WNW> struggling with an A600 in single floppy configuration, and did not have the 
WNW> AMOS disk in!

Cripes! Nasty set-up! ;-)

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

From amos-request@svcs1.digex.net Mon Sep 18 16:40:58 1995
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Date: Mon, 18 Sep 95 21:35:15 1100
Message-Id: <9509190335.AA024zn@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: Using the joystick in interface.
Status: RO
X-Status: 

> MC> that AMOS cannot tell the difference. You see the problem is, I want 
> MC> to get interface programs working fully by using a joystick.
> 
> -----------------------------------------------------------------------
> Every 1 Proc _JOYTEST
> Every On
> '
> ' Interface stuff and main loop
> '
> Procedure _JOYTEST
>    Every On
>    If Jleft(1) Then Xmouse=Xmouse-1
>    If Jright(1) Then Xmouse=Xmouse+1
>    If Jup(1) Then Ymouse=Ymouse-1
>    If Jdown(1) Then Ymouse=Ymouse+1
> Endproc
> -----------------------------------------------------------------------

 MCM> Hey, thats the easy bit.

> 
> Don't know about the Fire/Left mouse button though! A tricky/damn-near-
> impossible one.

 MCM> Thats what I need to know!

Time for an ex-hacker to rise from the dead again.....

Hit the Hardware!!!!

The buttons are pins 7 and 9 on the connector. Theses are bits 6 and 7 of
CIAAPRA ($BFE001) A zero means that the switch is closed.
Therefore try, 

Peek($BFE001) and %1100000. (?)

or something like that, This is off the top of my head. I might have the
bit order backwards, but that is basically the way to do it.

So no complaints about hitting the hardware guys, if theres another way,
let us know.
Darryl

-- Via DLG Pro v1.0

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               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Mon Sep 18 14:26:24 1995
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	id AA001i5; Mon, 18 Sep 95 21:39:01 GMT
Date: Mon, 18 Sep 95 21:39:01 GMT
Message-Id: <9509182139.AA001i4@paston.co.uk.uucp>
In-Reply-To:  <9509181223.aa02503@post.demon.co.uk>
             (from Mark Carter <Mark@westmead.demon.co.uk>)
             (on Mon, 18 Sep 95 12:24:27)
Lines: 19
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Bits and Pieces
Status: RO
X-Status: 

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

MC> > You shouldn't use hundreds of arrays ;-) And even if you did, why do you
MC> > want all of them to be global? ;-)
MC> 
MC> The game I am writing is about 550K long - about 350K of that is amos 
MC> basic code and about 50K interface code. The rest is mainly 
MC> compressed pics and raw data (I haven't added the samples yet!). 
MC> There are over 150 procedures and many of them need access to all 
MC> arrays since most of these arrays store player stats/data/skills etc.

Use banks to store data like that... it'll take less memory and will be
much neater...

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

From amos-request@svcs1.digex.net Mon Sep 18 16:52:50 1995
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Message-Id: <199509182032.UAA12942@mail.enterprise.net>
Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Mon, 18 Sep 1995 20:11:58 +0000
Subject: Re: 
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

If we're still trying to decide what sort of a game to write...

Has anyone seen Neuromancer (on the Ami)?  It's programmed 
atrociously, but has got some quite good ideas (I think).  It's a 
graphic adventure (sort of) but involves hacking into BBs and jacking 
into Cyberspace (and other things ending in acking no doubt).

Mind you, the main bit of fun in it was because it was easy to cheat 
and change the data file so you had lots of money.  I suppose that's 
irrelevant, though.

But it had 3 distinct sections - the graphic adventure, the 
monochrome (and quite boring - would need to be spiced up) bulletin 
board bits where you wander round, hacking bank accounts, talking to 
other people on it and so on, and Cyberspace which I, personally, 
hated due to being useless.

Anyone else seen this?
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Mon Sep 18 16:53:25 1995
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	id AA024zj; Mon, 18 Sep 95 21:21:08 1100
Date: Mon, 18 Sep 95 21:21:08 1100
Message-Id: <9509190321.AA024zi@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: Amos Pro Sound Editor (Doom in AMOS)
Status: RO
X-Status: 

> PH> P.s. To all those who think they can write DOOM in AMOS - Maybe
> PH> on chris hodges 68060, if he had 6 running in parallel! (P.s. AMOS 
> PH> 3D's interpretation of the word texture mapping doesn't count - It 
> PH> just draws smaller vector objects on the surface, and looks crap). 

 PH> You are right about that the 3d polygon mapping is slow, but that
 PH> isn't 
 PH> what Doom does. Wolfenstein & doom use raycasting method which is
 PH> (usually) much faster than polygon based approach.

I still think your best bet is to look for that maze game that I got from
aminet. I'll try and find it and tell every one the name. It uses bobs to
draw the screen components. It needs some work, but the basics are there.
Till 
then...if you are really that interested in how doom works look at the tmap
demo on aminet or read this:


1:  Definition of Terms
======================

     Throughout this document I will be making use of many graphical terms
using my understanding of them as they apply to this algorithm. I will
explain all the terms below. Feel free to skip this part....

Texture:
     A texture for the purpose of this is a square image.

U and V:
     U and V are the equivelants of x and y but are in texture space.
ie They are the the two axies of the two dimensional texture.

Screen:
     For my purposes 'screen' is the window we wish to fill: it doesn't
have to be the whole screen.

Affine Mapping:
     A affine mapping is a texture map where the texture is sampled
in a linear fashion in both U and V.

Biquadratic Mapping:
     A biquadratic mapping is a mapping where the texture is sampled
along a curve in both U and V that approximates the perspective transform.
This gives almost proper forshortening.


Projective Mapping:
     A projective mapping is a mapping where a changing homogenous
coordinated is added to the texture coordinateds to give (U,V,W) and
a division is performed at every pixel. This is the mathematically and
visual correct for of texture mapping for the square to quadrilateral
mappings we are using.
     (As an aside it is possible to do a projective mapping without
the divide (or 3 multiplies) but that is totally unrelated to the matter
in hand...)

Ray Casting:
     Ray Casting in this context is back-firing 'rays' along a two
dinesional map. The rays do however follow heights... more on that later

Sprite:
     A Sprite is a bitmap that is either a monster or an object. To
put it another way it is anything that is not made out of wall or
floor sectins.

Sprite Scaling:
     By this I mean scaling a bitmap in either x or y or both.

Right... Now thats over with onto the foundation:

2:   Two Dimensional Ray Casting Techniques
===========================================

     In order to make this accessible to anyone I will start by
explaining 2d raycasting as used in Wolfenstein 3d style games.

  2.1: Wolfenstien 3D Style Techniques...
  =======================================

       Wolfenstein 3d was a game that rocked the world (well me anyway!).
  It used a technique where you fire a ray accross a 2d grid based map to
  find all its walls and objects. The walls were then drawn vertically
  using sprite scaling techniques to simulate texture mapping.

       The tracing accross the map looked something like this;


     =============================================
     =   =   =   =   =   =  /=   =   =   =   =   =
     =   =   =   =   =   = / =   =   =   =   =   =
     =   =   =   =   =   =/  =   =   =   =   =   =
     ====================/========================
     =   =   =   =   =  /=   =   =   =   =   =   =
     =   =   =   =   = / =   =   =   =   =   =   =
     =   =   =   =   =/  =   =   =   =   =   =   =
     ================/============================
     =   =   =   =  /#   =   =   =   =   =   =   =
     =   =   =   = / #   =   =   =   =   =   =   =
     =   =   =   =/  #   =   =   =   =   =   =   =
     ============/===#########====================
     =   =   =  /=   =   =   #   =   =   =   =   =
     =   =   = / =   =   =   #   =   =   =   =   =
     =   =   =/  =   =   =   #   =   =   =   =   =
     ========/===============#====================
     =   =  /=   =   =   =   #   =   =   =   =   =
     =   = P =   =   =   =   #   =   =   =   =   =
     =   =  \=   =   =   =   #   =   =   =   =   =
     ========\===============#====================
     =   =   =\  =   =   =   #   =   =   =   =   =
     =   =   = \ =   =   =   #   =   =   =   =   =
     =   =   =  \=   =   =   #   =   =   =   =   =
     ============\=======#####====================
     =   =   =   =\  =   #   =   =   =   =   =   =
     =   =   =   = \ =   #   =   =   =   =   =   =
     =   =   =   =  \=   #   =   =   =   =   =   =
     ================\===#========================
     =   =   =   =   =\  #   =   =   =   =   =   =
     =   =   =   =   = \ #   =   =   =   =   =   =
     =   =   =   =   =  \#   =   =   =   =   =   =
     =============================================

     (#'s are walls, = is the grid....)

     This is just a case of firing a ray for each vertical
  line on the screen. This ray is traced accross the map to
  see where it crosses a grid boundry. Where it crosses a
  boundry you cjeck to see if there is a wall there we see how
  far away it it and draw a scaled vertical line from the texture
  on screen. The line we draw is selected from the texture by
  seeing where the line has intersected on the side of the square it
  hit.
     This is repeated with a ray for each vertical line on the
  screen that we wish to display.
     This is a very quick explaination of how it works missing
  out how the sprites are handled. If you want a more detailed 
  explaination then I suggest getting acksrc.zip from
  ftp.funet.fi in /pub/msdos/games/programming

     This is someone's source for a Wolfenstien engine written
  in Borland C and Assembly language on the Pc.
     Its is not the fastest or best but has good documentation
  and solves similiar sprite probelms, distance probelms and has
  some much better explaination of the tracing technique tahn I have
  put here. I recommend to everyone interested taht you get a copy
  and have a thorough play around with it.
  (Even if you don't have a Pc: Everything but the drawing and video
   mode setting is done in 'C' so it should not be too hard to port
   ....)

 
  2.2 Ray Casting in the Doom Environment
  =======================================

     When you look at a screen from Doom you see floors, steps
  walls and lots of other trappings.
     You look out of windows and accross courtyards and you
  say WOW! what a great 3d game!!
     Then you fire your gun a baddie who's in line with you but
  above you and bang! he's a corpse.
     Then you climb up to the level where the corpse is and look
  out the window to where you were and you say Gosh! a 3d game!!

     Hmmm....

     Stop gawping at the graphics for a minute and look at the map
  screen. Nice line vectors. But isn't the map a bit simple???
     Notice how depite colours showing you that there are different
  heights. Then notice that despite the fact that there is NEVER a
  place where you can exist on two different levels. Smelling a little
  2d yet???
     Look where there are bridges (or sort of bridges) : managed to
  see under them yet??

     The whole point to this is that Doom is a 2D games just like
  its ancestor Wolfenstein but it has rather more advanced raycasting
  which does a very nice job of fooling the player into thinking its a
  3d game that shifting loads of polygons and back-culling, depth
  sorting etc... 

     Right the explaination of how you turn a 2d map into the 3d
  doom screen is complex so if you are having difficulty try reading
  it a few times and if all else fails mail me....


  2.3 What is actually done!
  ==========================

     Right to start with the raycasting is started in the same
  way as Wolfenstien. That is find out where the player is in the 2d
  map and get a ray setup for the first vertical line on the screen.

     Now we have an extra stage from the Wolfenstein I described
  whcih involves a data srtucture that we will use later to actually
  draw the screen.

     In this data structure we start the ray off as at the bottom
  of the screen. This is shown in the diagram below;

     =================================
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =*                  =
     =================================


     Where the '=' show the boundry of the screen and '*' is the virtual
  position of the ray.

     Note: the Data structure is really two structures:
     One which is a set of list for each vertical 'scanline' and
     One which is a corresponding list for horizontal scanlines.

     Now we start tracing the ray. We skip accross the 2d map until
  we hit something interesting. By something interesting I mean something
  that is an actual wall or florr section edge.
     Right we have hit the edge of either a floor or wall section.
  We have several things to do know. These are;

     If it was a wall we hit:

  1: Find out how 'high' of screen this section of wall should be
     due to the distance it is accross the 2d map.
  2: Find out at what 'virtual height' it is: This is so that we can see
     where in the vertical scanline in comes for testing where to insert
     it and for clipping it.
  3: Test in our structure to see if you draw it or not.
     (This is done so that you can look through windows : how this works
      will become apparent later.)
  4: If any of the wall segment is visible then we find out where along
     the texture we have hit it and write into the structure the area of
     the screen it takes up as well as the texture, the point where we
     have hit the texture and the size it should be on screen. (This is
     so that we can draw it correctly even if the whole span is not on
     screen.


     If it was a floor section that we hit:

  1: Find out where on the vertical line we are working the floor section
     that the ray has hit is. (We know the height of the the floor in the
     virtual map (2d) and we know the height of the player and the distance
     of the floor square from the player so it is easy).
     As a side effect of this we now know the U,V value where the ray has
     hit the floor square.

  2: Trace Accross the floor square till we hit the far edge of the floor
     square : we then workout where this is on the vertical scanline using
     the same technique as above. We now know the vertical span of the
     floor section, and where on the span it is.

  3: We check to see if the span is visible on the vertical span.
     If it is or part of it is used then we mark that part of the vertical
     scanline as used.
     We also have to make use of the horizontal buffer I mentioned. We
     insert into this in 2 places. The first is the x coordinate of where
     we hit the floor square into the y line where we where on the screen.
     Phew got that bit?? We also insert here the U,V value which we knew 
     from the tracing. (I told you we'd need it later....)                 



     As you can see there's a little more to hiting a floor segment than
a wall segment. Also note that a you exit a floor segment you may also hit
a wall segment.

     Tracing the individual ray is continued until we hit a special kind
of wall. This wall is marked as a wall that connects to the ceiling.
This is one place to stop tracing this ray. However we can stop tracing
early
if we have found enough to fill the whole vertical scanline then we can
stop
whenevr we have done this.

     Next come a trick. I said we were tracing along a 2d map. Well I
lied a bit. There are (In my implementation at least..) TWO 2d maps. One is
basically from the floor along including all the 'floor' walls and
everything
up to and including the walls that join onto the ceiling. The other map
is basically the ceiling (with anything coming down from the ceiling on it
if you are doing this: this makes life a little more complex as I'll
explain
below..)
     Now when we have traced along the bottom map and hit a wall that 
connects to the ceiling then we go back and trace along the ceiling from
the start to fill in the gaps. There is a problem with this however.
The problem is when you have things like a monolith or something else built
out of walls jutting down from the ceiling. you have to decide whether to
draw it or draw whatever was already in the scanline structure. This means
either storing extra information in the buffer ie z coordinates or tracing
along both the ceiling and floor at the same time.... for most people I
would
suggest just not having anything jutting down from the ceiling.
     Also you could trace backwards instead of starting a new ray. This 
would be fasterfor many cases as you wouldn't be tracing through lots
of floor squares that aren't on screen. By tracing backwards you can keep
going up the vertical scanline and you know that you are on the screen. As
soon as something goes off the top of the screen you can handle that and
then
stop tracing.

     Phew. has everyone got that???

     Now we just go back and fire rays up the rest of the vertical
scanlines. Easy!!???

     At the end of this lot we have the necessary data in the two buffers
to go back and draw the screen background.
(There is one more thing done while tracing but I'll explain that later...)


     Oh... one other thing... you have may want to change the raycasting
a bit to subdivide the map... it helps with speed.
     And don't forget the added complexity that walls aren't all at
90 degrees to each other...

3: Drawing the walls and Why it works!!
=======================================

     If you are familiar with Wolfenstein then please still read this
as it is esential background to understanding the floor routine.


     As all of you probably know the walls are drawn by scaling the line
of the texture to the correct size for the screen. The information in the
vertical buffer makes this easy. What you probably don't know is why this
creates texture mapping that is good enough to fool us.

     The wall function is a Affine texture mapping. (well almost)
Now affine texture mappings look abysmal unless you do quite a lot of
subdivision (The amount needed varies according to the angle the projected
square is at.). So why does the Doom technique work??

     Well when we traced the rays we found out exactly where along the
side of the square we hit we were in relation to the width of the texture.
This means that the top and bottom pixels of the scaled wall piece are
calculated correctly. This means that we have effecively subdivided the
texture along vertical scanlines and as the effective subdidvisons are
calculated exactly with proper forshortening as a result of the tracing.
So the ray casting has made the texture mapping easy for us.
     (We have enough subdivision by this scanline effect as the wall
only rotates about one axis and we have proper foreshortening.)

     This knowlege helps us understand how to do the floors and why
that works.

     We can now draw all the wall segments by just looking at the buffer
and drawing the parts marked as walls.(Skiping where we put in the bits
used
by the floor/ceiling bits: we draw them later.)

4:  Drawing the Floor/Ceiling and why it works!
===============================================

     If you have grasped why the walls work then you have just about
won for the floors.
     We have the information needed to draw the floors from the horizontal
buffer.
     All we have to do is look at the horizontal spans in the buffer
and draw them in all.
     Each of these spans has 2 end coordinates for which we have
exact texture coorinates. This tells us which line across the texture
we have to step along to do an Affine or linear mapping.
     This is shown below;


     =================================
     =                   =
     =                   =
     =                   =
     =                   = U1,V1 (exit)
     =                     **
     =                  ***   =
     =               *** =
     =               ***      =
     =            ***         =
     =         ***       =
     =         ***            =
     =      ***               =
     =    **             =
     =     **            =
     =   **                   =
     = **                =
  U0,V0   **                  =
(entry)   =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =                   =
     =================================

(apologies for the wonky line: it should be straight!!)

     Now...as the end coordinates are correct and the axis along
which forshortening takes place is not involved (this is a fudge)
we can step linearly along this line across the texture to approximate
the mapping. (This is far easier than a proper texture map).
     This is effectivly a wall lying on its side which works as the
texture coordinates at the ends of the span have been calculated correctly.
This is a benefit of the raycasting we used to find everything.
     Easy huh??


5: Sprites
==========

     The Sprites are really quite easy to do. The basic technique is the
same as used in Wolfenstein 3d.
     This is done as follows:

When you enter a 'square' on the floor map you test to see if there are
any sprites in the square. If there are you flag that sprite as visible
and add it to a list of visible sprites.

When you have finished tracing and drawing the walls and floor you
depth sort the sprites and draw them from the back to the front. (painters
algorithm). The only complication in drawing them is that you have to check

buffer that has the walls in, in order to clip the sprites correctly.

     (If you're interested in Doom you can occasionally see large 
explosions (ie BFG) slip partially behind a wall segment.)

     On possibly faster way of handling the sprites would be to mark
them like wall segments as you find them in the buffer. The only (ONLY!)
complication to this approach is that sprites can have holes in them. By
this I mean things like the gap between an arm and a leg which should be 
the background colour.


6: Lighting and Depth Cueing
============================

     Lighting and Depth Cueing fits nicely in with the way that we have
prepared the screen ready for drawing.
     All we have to do is see how far away we are when we found either
the floor or wall section and set the light level according to the
distance.
     The other thing that is applied is a light level. This is taken from
the map at the edges where you have hit something. As the map is 2D it is
easy to manage lighting, flickering etc.
     For things like pools of light on the floor all you have to do
is subdivide that patch of floor so that you can set the bit under the 
skylight to a lighter colour. Its also very easy to frig this for the
lighting goggles.


7: Controlling the Baddies
==========================
     

     This is pretty easy: all you have to think about is moving and
reacting on a 2d map. the only complications are things like the monsters
looking through windows and seeing a player but this all degenerates into
a simple 2d problem. Things like deciding whether the player has been hit
or
has he/she hit a monster is just another case of firing a ray. (Or do it
another way...)


8: Where next???
================

     Thats all folks... hopefully a useful and intersting insight into
my Doom engine works.
     As to the question where next... well I already have some enhancements
to my Doom enigine and others are in the works...

Some of what you may eventually see are:

     Proper lighting (I have done this already...its easier than you
               think)
     Non-Vertical walls (i.e. Aliens style corridors...)
     Orgranic Walls (i.e. Curved like the Aliens nest...)
     Fractal Landscapes (This one is still very much a theory but how
               about being able to go outside and walk up and down
               hills etc??)

     If there are bits people are really shaky about I may post a new
version of this... but I cannot get into implimentation issues as all
implementation work is under copyright...

     By the way if anyone out there implements this I'd love to here
how you get on...

     Anyone got any comments or any other interesting algorithms???
-- 

Now lets do Lunar Lander, OK

Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
               #( )# |          _( )__         | #( )# 
               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Tue Sep 19 02:11:37 1995
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To: amos-list@access.digex.net
Message-Id: <wXdAcMD261aRz1@p22.sixpack.pfalz.org>
From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Knockout
Date: Mon, 18 Sep 1995 19:01:32 +0200
X-Mailer: MicroDot 1.10 [REGISTERED 000261] via Connectline-CLMSortin 2.22
References: <9509111418.AA0017p@paston.co.uk.uucp>
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bwyatt@paston.co.uk (Ben Wyatt) wrote on 11.09.1995 some text under the
subject Knockout. I can't leave this uncommentated ;-)

BW> I've uploaded yet another program of mine to Aminet (more to come). It's
BW> in game/2play and it's called Knockout.lha.

I downloaded it and it's stunning! Great fun for multiple players! Is the
game type your own idea? ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Abinger (n.)
  One who washes up everything except the frying pan, the cheese-grate
  and the saucepan which the chocolate sauce has been made in.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Mon Sep 18 20:41:14 1995
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Date: Mon, 18 Sep 1995 18:42:16 -0400 (EDT)
From: Chris Wysocki <synth@io.org>
To: Ben Wyatt <bwyatt@paston.co.uk>
cc: amos-list@access.digex.net
Subject: Re: Problem running Bounce
In-Reply-To: <9509182124.AA001hu@paston.co.uk.uucp>
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On Mon, 18 Sep 1995, Ben Wyatt wrote:

> Greetings Webb,, you wrote some text on the subject Problem running Bounce,
> and now I'm going to answer it.
> 
> WNW> I have downloaded Bounce from Aminet and put it on disk, but when I try to 
> WNW> run it, I get a message complaining that "xec.library" can't be found.  I 
> WNW> have checked the archive and it's not in there, does anyone (Ben the author 
> WNW> of Bounce in particular) know where I can get it from?  Is the implication 
> WNW> that if I don't have this library, I am not going to be able to run it 
> WNW> anyway?
> 
> Iek! I've never heard of the xec.library (I certainly don't have it!)...
> try copying your WB disk and putting Bounce on that...
I think it's one of some sublibraries of certain common AmigaDOS lib.  I 
came across this problem when a boot disk with compiled amos code did 
not contain the standard libs dir.  I haVEn't figured out which 
particular lib is needed thou :)



Chris "Synth" Wysocki <synth@io.org> Toronto, Canada

This messy was Synthesized by Synth.
Things that rule: Yanni, Jarre, AMIGA. (end of official entries)


From amos-request@svcs1.digex.net Tue Sep 19 02:59:04 1995
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Date: Tue, 19 Sep 1995 16:47:33 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: fernando Bartra <fer007@freenet.scri.fsu.edu>
cc: amos-list@access.digex.net
Subject: Re: "The Amiga Game Makers Manual"
In-Reply-To: <Pine.3.89.9509181123.B17080-0100000@freenet3.scri.fsu.edu>
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On Mon, 18 Sep 1995, fernando Bartra wrote:

>   Pls tell us if this book covers AmosPro programming of games, then I 
> might buy it
> 
>    Fernando Bartra
>    100%amiganut
>   currently enjoying the AmosPro that came in the mail last weekend
> 
> 
Sorry Fernando, it isn't at all AmosPro. But it's not so much the 
language it's all the design and ways of doing things that it covers it 
wouldn't matter if you were using amos pro because it's just so good.
It covers:- design, arcade games, adventure games, RPG games, simulation 
(pretty crap), animation, scrolling, (<- Very good) and sound. It's good 
quality!!

I'd recommend buying it!!
Seeya


               ???????????????????
               ?    ??     ? ??  ?
               ? ?? ??  ????  ?  ?
               ?     ?    ??     ?  <-- (BLUR YOUR EYES
               ? ??? ?  ????  ?  ?          AT THIS)
               ?    .?     ?  ?? ?
               ???????????????????


                 B  ?  E  ?  N

                C ? R ? O ? W ? L

         EMAIL : mcrowl@earthlight.co.nz

From amos-request@svcs1.digex.net Tue Sep 19 04:26:31 1995
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Date: Tue, 19 Sep 1995 09:59:41 +0300 (EET DST)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: Amos Pro Sound Editor (Doom in AMOS)
To: Darryl Lewis <Darryl_Lewis@comlink.mpx.com.au>
cc: amos-list@access.digex.net
In-Reply-To: <9509190321.AA024zi@comlink.mpx.com.au>
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- Petri H{kkinen / mystic@tlti.tokem.fi -


On Mon, 18 Sep 1995, Darryl Lewis wrote:

> > PH> P.s. To all those who think they can write DOOM in AMOS - Maybe
> > PH> on chris hodges 68060, if he had 6 running in parallel! (P.s. AMOS 
> > PH> 3D's interpretation of the word texture mapping doesn't count - It 
> > PH> just draws smaller vector objects on the surface, and looks crap). 
> 
>  PH> You are right about that the 3d polygon mapping is slow, but that
>  PH> isn't 
>  PH> what Doom does. Wolfenstein & doom use raycasting method which is
>  PH> (usually) much faster than polygon based approach.
> 
> I still think your best bet is to look for that maze game that I got from
> aminet. I'll try and find it and tell every one the name. It uses bobs to
> draw the screen components. It needs some work, but the basics are there.
> Till 
> then...if you are really that interested in how doom works look at the tmap
> demo on aminet or read this:

[*lots* of doom & wolf technique documentation snipped]

Thanks, but I think I know how DOOM & WOLF works. And I'm not going
to fake by using stencil mapping (the bob pasting method) as in the maze. 
Thought I'm very interested in seeing the maze game, why I should
do it like that anywayz, if it's already done? I think raycasting with 
texturemapping looks much cooler :)

Pete


From amos-request@svcs1.digex.net Tue Sep 19 06:04:53 1995
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Date: Tue, 19 Sep 1995 11:19:17 +0300 (EET DST)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Just uploaded an AMOS game to Aminet
To: Amos list <amos-list@access.digex.net>
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Hi!

If you're interested, I just uploaded my game, MachoKillers into aminet.
It should be in the game/shoot directory (hope so).

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




From amos-request@svcs1.digex.net Tue Sep 19 06:36:05 1995
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Subject: This & That
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1. Thanks to Darryl Lewis for his article (Or should I say thesis) on
raycasting - I'd never heard of that before. 

2. Why has the length of the average paragraph in messages on
this list suddenly expanded to around 3 screens?

3. Whoever was asked about NDOS disks - you're beneath tennis
players. If you programs going to be P.D. why try to prevent people
copying it. If its going to be commercial, use manual password -
its more effective. If you want to protect your sprites / sounds use a
encrypting compressor e.g. XPK. NDOS disks simply exist to annoy
people with harddrives. 

4. I noticed when scanning the 63 new messages this morning (Who
said the list was dying?) that some poor soul had left the confirm
reading switch on - thats a mistake you don't make twice! 

5 Nobody else seems interested in WWW / Newsgroup access to
this list, so I'll shut up now. (I might go ahead and implement it
while shut up of course :-)

6. I'm leaving Eurotherm to go back to college this week, so I will
be slow reading mail until the first week of October (Start of term), 
and this address will cease to work. Use ph@doc.ic.ac.uk instead.

7. The tennis season appears to be over - Hurrah! I'm already working
on plans for next year - how about if I air-droped a squadron of
para-moles over the wimbledon area?
             +----------------------------+
             |     M I C R O S O F T      |
             +----------------------------+
            What do you want to crash today? 
=========================================================
Eurotherm Controls: paul.hickman@controls.eurotherm.co.uk
Imperial College: ph@doc.ic.ac.uk

From amos-request@svcs1.digex.net Tue Sep 19 07:16:08 1995
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 	id AA273519843; Tue, 19 Sep 1995 10:37:23 +0200
Date: Tue, 19 Sep 1995 10:37:23 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Problem running Bounce
In-Reply-To: <9509182124.AA001hu@paston.co.uk.uucp>
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On Mon, 18 Sep 1995, Ben Wyatt wrote:

> Greetings Webb,, you wrote some text on the subject Problem running Bounce,
> and now I'm going to answer it.
> 
> WNW> I have downloaded Bounce from Aminet and put it on disk, but when I try to 
> WNW> run it, I get a message complaining that "xec.library" can't be found.  I 
> WNW> have checked the archive and it's not in there, does anyone (Ben the author 
> WNW> of Bounce in particular) know where I can get it from?  Is the implication 
> WNW> that if I don't have this library, I am not going to be able to run it 
> WNW> anyway?
> 
> Iek! I've never heard of the xec.library (I certainly don't have it!)...
> try copying your WB disk and putting Bounce on that...

Isn't this the Exec.library? That's one of the Amiga's system libraries. 
I suggest WNW does try and run it from a workbench disk.

Ben, I played your game. Nice concept, very colourful and cute. And it 
scrolls in the direction of my favourite cutesy game too (Rainbow 
Islands, of course).
But where would I be if I hadn't a few minor niggles?

-I don't know how to escape from the hiscore screen. It seemed as if I 
had to wait until they had all scrolled past. Anyway, I am already better 
than John Major at this game :-). And what a nice looking hi-score screen 
it is. You should become the credits person in films :-).
-The game just exited at one point, I don't know why.
-I like README files. I like to read how a game came to be, how 
girlfriends left and cats got kittens and the CD-player finally gave up 
after playing Dark Side of the Moon for the 512,932th time. Also, it 
would give you a chance to tell how to exit the hi-score screen and why 
the game sometimes unexpectedly exits :-).
-What I find becoming annoying very quickly is how the screen keeps 
bouncing along with the main character. You would probably call it a feature 
and would go on saying it is why the game is called 'Bounce' in the 
first place, but I feel that the mark of a good game is the distribution 
of action and rest. Look at the classics: Deluxe Galaga, Frogger, Rainbow 
Islands, they've all got points where the player can have a few seconds 
breathing time. A screen wiggling continuously doesn't help.

Mind you, as I said, these are all minor problems. Keep up the good work!

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..


From amos-request@svcs1.digex.net Tue Sep 19 12:07:26 1995
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From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Amigaguide
Status: RO
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Greetings,

Does anyone know of a way to run the amigaguide/multiview program via
Amos? And maybe even return (Amos To Front) to amos when the user selects
the close gadget...

BTW, I don't want to use one of the amigaguide programs written in amos
because the user might/will want to try things out in the program whilst
the guide is displayed, if you see what I mean...

It can use any of the following extensions:
Amcaf, Easylife, Turbo plus, Craft, 3D(?) and Ldos

Thanks for any help...

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

From amos-request@svcs1.digex.net Tue Sep 19 07:28:04 1995
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 	id AA272438746; Tue, 19 Sep 1995 10:19:06 +0200
Date: Tue, 19 Sep 1995 10:19:05 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Jan Lubbers <jlubbers@fwi.uva.nl>
Cc: amos-list@access.digex.net
Subject: TAGG
In-Reply-To: <199509181315.PAA00340@ow40.fwi.uva.nl>
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This is a continuation of an originaly nameless thread that I gave a name 
for clarity's sake.


On Mon, 18 Sep 1995, Jan Lubbers wrote:

> The Amos Game Group (TAGG = suggested name)
> 
> Hello fellow members of the group!
> 
> I would like to discuss some aspects of group coding with you. I have just
> noticed this text has become increasingly large, I hope I don't break any
> mail-limits ;-)

[just a snipped away a huge block of text :-)] 
 
> - What disadvantages could a group have?
>   The biggest problem in all cooperation is communication!
>   Communication should always be clear and I think everyone should express
>   their feelings any time, _whatever_ they are.
>   Somewhere, sometime everyone will have to compromise a little.
>   I shall try and explain what this could mean for our game. For quality
>   sake, we'll want CONTINUITY in our game. This is a _very_ important
>   aspect: the game (whatever it will be) should be conceived as a whole,
>   and not just some brilliant ideas/modules/(sub)games/gfx/musix/sfx thrown
>   together. Sometimes, something just doesn't "fit in".
>   So interpersonal *giggle* communication plays a large role in group
>   efforts. We should communicate as much as possible, especially now,
>   in the beginning of our embarkment. I propose that we'll do some wild and
>   provocative brainstorming about everything for at least a couple of
>   weeks.

I don't mind the brainstorming, and agree on the free exchange of ideas. 
However, to keep some continuity there also should be a coordinator, who 
can make decisions when the discussion is still going on. I know this 
sounds contradictory, but so do 'finished game' and 'endless discussion'.

[snip]

> - How do we organise our group?
>   Well, this depends a lot on what kind of game we're going to make.
>   If we'll make a graphical adventure, we'll need good plot writers too,
>   but if we'll make an action game we'll be more in need of people who
>   know how to optimise their code. Other (less experienced) coders could
>   learn a lot from constructing less time-critical programs like the
>   development tools (eg: advanced map editors with attribute-tiles).
>   People who want to, may be able to work under supervision of an
>   experienced coder, etc.

I think that when it comes down to the actual low-level work, you should 
have groups of two people (whether they be two coders, or two 
artists...). On top of that you should have a coordinator and supervisors 
for graphics, sound, design and gameplay. Of course these people can be 
coders and artists too, but when it's decision time they should have the 
final vote. To avoid conflict of interest, they should not do anything in 
the area they supervise, i.e. the graphics supervisor should not also be 
the main provider of the graphics. Also the 'producer' that you mentioned 
below (which I unfortunately snipped away) should not be involved with 
the actual production of the game.

Maybe what I say sounds like a complete waste of resources, but tasks may 
overlap. Marie X can be coder in one group and artist in another. This 
way you can make from the 20 persons that showed interest about 3 groups 
of ten people each, or even three groups of 20 people. Of course, a 
coordinator might feel more involved in project A than in project B, 
where he is a measly coder, but that's only good. You cannot expect 
people to be enthusiastic about all the projects.

[snip]

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..

From amos-request@svcs1.digex.net Tue Sep 19 08:53:43 1995
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Date: Tue, 19 Sep 1995 12:34:57 +0200
From: Dennis <D.Michels@dia.eur.nl>
Subject: Re: This & That
To: amos-list@access.digex.net
Reply-to: d.michels@dia.eur.nl
Message-id: <85D3A335C7D@NS1.uca.imb.eur.nl>
Organization: Erasmus Universiteit Rotterdam (NL)
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Hi All,

> 1. Thanks to Darryl Lewis for his article (Or should I say thesis) on
> raycasting - I'd never heard of that before. 

Me neither.
 
> 2. Why has the length of the average paragraph in messages on
> this list suddenly expanded to around 3 screens?

The average IQ of this list is rising.
 
> 3. Whoever was asked about NDOS disks - you're beneath tennis
> players. If you programs going to be P.D. why try to prevent people
> copying it. If its going to be commercial, use manual password -
> its more effective. If you want to protect your sprites / sounds use a
> encrypting compressor e.g. XPK. NDOS disks simply exist to annoy
> people with harddrives. 

Amen.
 
> 4. I noticed when scanning the 63 new messages this morning (Who
> said the list was dying?) that some poor soul had left the confirm
> reading switch on - thats a mistake you don't make twice! 

I'm such a poor soul, I allways forget to turn it off.
:(
I'll probably forget it now..
 
> 5 Nobody else seems interested in WWW / Newsgroup access to
> this list, so I'll shut up now. (I might go ahead and implement it
> while shut up of course :-)

I'm interested..
 
> 6. I'm leaving Eurotherm to go back to college this week, so I will
> be slow reading mail until the first week of October (Start of term), 
> and this address will cease to work. Use ph@doc.ic.ac.uk instead.

Okay.
 
> 7. The tennis season appears to be over - Hurrah! I'm already working
> on plans for next year - how about if I air-droped a squadron of
> para-moles over the wimbledon area?

Can you also send these moles to all soccer fields, especially the 
dutch ones?


From amos-request@svcs1.digex.net Tue Sep 19 12:52:01 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Tue, 19 Sep 1995 10:58:54 +0000
Subject:       Re: Bits and Pieces
Priority: normal
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> Date:          Mon, 18 Sep 95 21:39:01 GMT
> From:          Ben Wyatt <bwyatt@paston.co.uk>
> To:            amos-list@access.digex.net
> Subject:       Re: Bits and Pieces

> Greetings Mark, you wrote some text on the subject Re: Bits and Pieces, and
> now I'm going to answer it.
> 
> MC> > You shouldn't use hundreds of arrays ;-) And even if you did, why do you
> MC> > want all of them to be global? ;-)
> MC> 
> MC> The game I am writing is about 550K long - about 350K of that is amos 
> MC> basic code and about 50K interface code. The rest is mainly 
> MC> compressed pics and raw data (I haven't added the samples yet!). 
> MC> There are over 150 procedures and many of them need access to all 
> MC> arrays since most of these arrays store player stats/data/skills etc.
> 
> Use banks to store data like that... it'll take less memory and will be
> much neater...
> 

Hmmn, I'm not so sure ;-)

The difference in memory would be about 20K - and I'm willing to 
sacrafice that for what I think is the neater method.

At the moment I read in all the stats (at the begining of the 
program) from a data bank that I have set up.  

Say, I have 10 teams with 20 players in each and each player has 10 
stats (assume all 2 byte integers). Reading a stat from the Data 
Bank, I would have to do something like:

      Result=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)

Actually, it would be much worse this because I have so many 
different types of stats that I would need to store pointers for 
where each type of stat is in the bank - this would take up even more 
memory and would be very untidy.

Compare this to loading all data from the bank into arrays. Then all 
I would have to do to access a stat is

     Result=Statistic(Player,Team,Statnum)

Much nicer, dont you agree.....?

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Tue Sep 19 10:42:55 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Tue, 19 Sep 1995 11:10:08 +0000
Subject:       Re: Using the joystick in interface. -Reply
Priority: normal
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> About those dims, do what I did, put a gosub at the start of the program
> and put the dims at the bottom!
> -Jedon
> 

Spot on!

In fact, since nearly all my code is in procedures and I have over 
150 of them, Ive now put all of my procedures before those nasty dims 
and globals - much, much better :-)

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Tue Sep 19 11:30:51 1995
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Date: Tue, 19 Sep 1995 15:06:50 +0200
From: Dennis <D.Michels@dia.eur.nl>
Subject: Re: Hello.
To: M.Berionne@agora.stm.it
Cc: amos-list@access.digex.net
Reply-to: d.michels@dia.eur.nl
Message-id: <85FC2562DF9@NS1.uca.imb.eur.nl>
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Hi Michele,

> I'm a new user and I've just entered this mailing list.
> I love AMOS and Amos Pro and I've programmed them for over 5 years.
> I made seven or eight games and three utilities.
> Now I'm working on a language in AMOS. It's Logo, do you know it??
> It's quite finished; I hope to end it before Xmas.

I love LOGO, is it going to be on aminet when it's finished?
How about your other games/utilities?
What kind of games?
What do your utilities do?


Enjoy,
   Dennis
   
                                        * De smalter paskharen *  
   Ze smelten de paashaas!   .--------------------------------------.
.---------------------------<' Talk to me on IRC in #amiga          |
| I write between the lines `|                                      |
| I deal with fantasy        | Aminet/dev/amos/morbith.lha          |
| I am the PRESSMAN          | Aminet/pix/misc/pressman.lha         |
| acknowledge me.            | Aminet/pix/misc/pressman2.lha        |
`------------///------------<' Aminet/pix/misc/morbith1.lha         | 
            ///             `| Aminet/games/misc/pressman_seuck.lha |
       \\. ///               | Aminet/pix/irc/pressman.lha          | 
        \\\//                `--------------------------------------' 
         \\/ When watching StarTrek look for yourself, 
                                                   You will be there.  
                       

From amos-request@svcs1.digex.net Tue Sep 19 11:25:07 1995
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Date: Tue, 19 Sep 1995 09:29:26 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: your mail
To: Robert Currie <currie@zd>
cc: Jan Lubbers <jlubbers@fwi.uva.nl>, amos-list@access.digex.net
In-Reply-To: <9509181122.ZM15753@zd>
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      Mr Currie:

     I finally got AmosPro and now the program you posted
using command sload to load the sound in buts, works perfectly!!!! I 
enjoyed it, thank you

   Fernando Bartra
   99%amiganut


From amos-request@svcs1.digex.net Tue Sep 19 10:02:00 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Joystick for interface
Date: Tue,  19 Sep 95 13:44:40 GMT
Message-ID:  <9509191345.aa16254@agora.stm.it>
Status: RO
X-Status: 


Did you ask:

MC> You see the problem is, I want
MC> to get interface programs working fully by using a joystick.

Of course, you can do it. Simply do a loop and at the beginning read the
joystick, then move the mouse pointer. Saving the positions into 2
variables, the user will not be able to move the pointer by the mouse.
Easy, isn't it???

Bye.



----*          Bomb!    Versione non registrata !!           *----


From amos-request@svcs1.digex.net Tue Sep 19 09:22:35 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Hello.
Date: Tue,  19 Sep 95 13:44:41 GMT
Message-ID:  <9509191345.aa16261@agora.stm.it>
Status: RO
X-Status: 


Hello everybody,

I'm a new user and I've just entered this mailing list.
I love AMOS and Amos Pro and I've programmed them for over 5 years.
I made seven or eight games and three utilities.
Now I'm working on a language in AMOS. It's Logo, do you know it??
It's quite finished; I hope to end it before Xmas.

I hope to enjoy the list.

Michele




----*          Bomb!    Versione non registrata !!           *----


From amos-request@svcs1.digex.net Tue Sep 19 10:05:03 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Intuition
Date: Tue,  19 Sep 95 13:44:43 GMT
Message-ID:  <9509191345.aa16269@agora.stm.it>
Status: RO
X-Status: 



 > Hello everybody,

Hello.

 > I'm new to this list. On my FAQ list i see that there is an intuition
 > extension for amos called intuition v1.3, could somebody give me some
 > info about that. Like where can i get it? is it PD ? how much does it
 > cost, and if possible a feature list.

Intuition is an extension by A.Church (achurch@goober.mbhs.edu)

Contact him for more news.
Bye.


----*          Bomb!    Versione non registrata !!           *----

@@@

From amos-request@svcs1.digex.net Tue Sep 19 13:06:10 1995
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Date: Tue, 19 Sep 1995 16:19:21 +0200
From: Dennis <D.Michels@dia.eur.nl>
Subject: Re: This & That
To: amos-list@access.digex.net
Reply-to: d.michels@dia.eur.nl
Message-id: <860F73C68AA@NS1.uca.imb.eur.nl>
Organization: Erasmus Universiteit Rotterdam (NL)
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Hi all,

> > The average IQ of this list is rising.
> 
> What you mean we're now so intelligent that pressing the enter key
> twice is demeaning?

YEP! Don't ever dare touching that enter key twice
 
> > I'm such a poor soul, I allways forget to turn it off.
> > :(
> > I'll probably forget it now..
> >  
> Guess What!

I won't forget it this time.
 
> > I'm interested..
> 
> I'll probably implement it when I get back to college, and find a way
> around their policy of not letting anyone near cgi scripts.

I might be moving to another department here in a few weeks, one that 
manages their own ftp-site, gopher page, and wwwpage..maybe I'm able 
to get some private space...maybe.
 
> > > 7. The tennis season appears to be over - Hurrah! I'm already working
> > > on plans for next year - how about if I air-droped a squadron of
> > > para-moles over the wimbledon area?
> > 
> > Can you also send these moles to all soccer fields, especially the 
> > dutch ones?
> 
> Would that make much difference to your average football match?

It would if you'd instruct them to place mines, I'd definitely be 
watching..
Let's see how good John de Wolf explodes... 

Have fun,
      Dennis
      
                                          * De smalter paskharen *  
   Ze smelten de paashaas!   .--------------------------------------.
.---------------------------<' Talk to me on IRC in #amiga          |
| I write between the lines `|                                      |
| I deal with fantasy        | Aminet/dev/amos/morbith.lha          |
| I am the PRESSMAN          | Aminet/pix/misc/pressman.lha         |
| acknowledge me.            | Aminet/pix/misc/pressman2.lha        |
`------------///------------<' Aminet/pix/misc/morbith1.lha         | 
            ///             `| Aminet/games/misc/pressman_seuck.lha |
       \\. ///               | Aminet/pix/irc/pressman.lha          | 
        \\\//                `--------------------------------------' 
         \\/ When watching StarTrek look for yourself, 
                                                   You will be there.  
                       

From amos-request@svcs1.digex.net Tue Sep 19 12:37:38 1995
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	id AA001k3; Tue, 19 Sep 95 17:48:55 GMT
Date: Tue, 19 Sep 95 17:48:55 GMT
Message-Id: <9509191748.AA001k2@paston.co.uk.uucp>
In-Reply-To: <Pine.HPP.3.91.950919102034.26734C-100000@mpih17>
             (from Branko Collin <bcollin@mpi.nl>)
             (on Tue, 19 Sep 95 10:37:23)
Lines: 71
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Problem running Bounce
Status: RO
X-Status: 

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

BC> Ben, I played your game. Nice concept, very colourful and cute. And it 
BC> scrolls in the direction of my favourite cutesy game too (Rainbow 
BC> Islands, of course).

I've only ever played Rainbow Islands on the Speccy... :-(

BC> But where would I be if I hadn't a few minor niggles?

;-)))

BC> -I don't know how to escape from the hiscore screen. It seemed as if I 
BC> had to wait until they had all scrolled past. Anyway, I am already better 
BC> than John Major at this game :-). And what a nice looking hi-score screen 
BC> it is. You should become the credits person in films :-).

I thought I made the hiscores escapable with a jab on the fire button or
escape... but it was a long time ago and my memory could be failing me...

Have a look at the source - it shouldn't be too hard to find the problem...
it's messy though (very old code)

BC> -The game just exited at one point, I don't know why.

It's done that to me once or twice... try to ignore it and hope it goes
away (ie I have no idea why it does that) ;-)

BC> -I like README files. I like to read how a game came to be, how 
BC> girlfriends left and cats got kittens and the CD-player finally gave up 
BC> after playing Dark Side of the Moon for the 512,932th time. Also, it 
BC> would give you a chance to tell how to exit the hi-score screen and why 
BC> the game sometimes unexpectedly exits :-).

Hehe ;-)

I've left the story-line to the players imagination, therefore they
are guaranteed to like it... ;-)

BC> -What I find becoming annoying very quickly is how the screen keeps 
BC> bouncing along with the main character.

It's a feature - why d'you think it's called Bounce?

BC> You would probably call it a feature 
BC> and would go on saying it is why the game is called 'Bounce' in the 
BC> first place,

Gasp! How did you know? ;-)

BC> but I feel that the mark of a good game is the distribution 
BC> of action and rest. Look at the classics: Deluxe Galaga, Frogger, Rainbow 
BC> Islands, they've all got points where the player can have a few seconds 
BC> breathing time. A screen wiggling continuously doesn't help.

Sorry! If you want a bit of breathing time, press "P" ;-)

BC> Mind you, as I said, these are all minor problems. Keep up the good work!

Thanks! ;-)

Sorry these are such cheesy excuses! ;-)

If anyone else has any queeries/problems for me to fix, I'll upload an
updated version...

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

From amos-request@svcs1.digex.net Wed Sep 20 03:00:20 1995
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Date: Mon, 18 Sep 1995 11:25:56 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: AmosPro:
To: Semprini <semprini@enterprise.net>
cc: amos-list@access.digex.net
In-Reply-To: <199509171510.PAA02920@mail.enterprise.net>
Message-ID: <Pine.3.89.9509181150.B21124-0100000@freenet3.scri.fsu.edu>
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X-Status: 

   Last friday I got a package on the mail, I knew what it was I just 
opened it
 when I saw it sitting on the table, It was AMOSPRO!!!!!  (without the 
compiler) I spent all weekend trying the tutorials and having fun with it!!!
  Now I can also use amcaf and easylife  :)

   Fernando Bartra
   what a wonderful weekend


From amos-request@svcs1.digex.net Tue Sep 19 14:23:56 1995
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Date: Tue, 19 Sep 1995 09:48:49 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: mygames
To: amos-list@access.digex.net
Message-ID: <Pine.3.89.9509190941.A28318-0100000@freenet3.scri.fsu.edu>
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  I just uploaded my first try at amos 1.3, 3games in source form that 
need a whole lot of work, pls check them in dev/amos/demo3.lha
  These are really testgames or skeleton I know, but I'm just a begginer 
and that is the first thing I came out with.  Observe that in the ninja 2 
game the sprites change colors as they move around.  Pls tell me what 
would you like to see so I can ultra-upgrade that code and get a decent 
game out.  Thank you

   Fernando Bartra
   amiga rules!!!!


From amos-request@svcs1.digex.net Tue Sep 19 17:31:07 1995
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          19 Sep 95 14:30 +0100
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          19 Sep 95 14:28 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Tue, 19 Sep 1995 14:28:46 +0000
Subject:       Re: This & That
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509191428.aa28350@post.demon.co.uk>
Status: RO
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> 1. Thanks to Darryl Lewis for his article (Or should I say thesis) on
> raycasting - I'd never heard of that before. 
> 
> 2. Why has the length of the average paragraph in messages on
> this list suddenly expanded to around 3 screens?

What an interesting question  |-O
 
> 3. Whoever was asked about NDOS disks - you're beneath tennis
> players. If you programs going to be P.D. why try to prevent people
> copying it. If its going to be commercial, use manual password -
> its more effective. If you want to protect your sprites / sounds use a
> encrypting compressor e.g. XPK. NDOS disks simply exist to annoy
> people with harddrives. 

Well, since all members of the amos-list were asked about it, I guess 
you're talking about all of us - including yourself!  Well, it was me 
who asked about the NDOS disks. I am going to tyr to make ny game 
commercial and I thought maybe if I make it NDOS, it will take the 
evaluating company just that bit longer to realize its written in 
Amos. So, swivel on that one ;-)
[sorry I can't make this paragraph any longer  |-O ]

Anyway, I guess no one knows how to do it.....
 
> 4. I noticed when scanning the 63 new messages this morning (Who
> said the list was dying?) that some poor soul had left the confirm

Yes, I said that too!  Hey, man, just maybe the traffic was so light 
over the weekend that I thought I would send a short, light-hearted 
message to keep some interest alive.....

> reading switch on - thats a mistake you don't make twice! 

Now that wasn't me (I think..........)
 
> 5 Nobody else seems interested in WWW / Newsgroup access to
> this list, so I'll shut up now. (I might go ahead and implement it
> while shut up of course :-)

I'm not interested.  I like the shut-up bit though!
 
> 6. I'm leaving Eurotherm to go back to college this week, so I will
> be slow reading mail until the first week of October (Start of term), 
> and this address will cease to work. Use ph@doc.ic.ac.uk instead.
[sure I'll use it all the time........NOT!]

Imperial College eh?  Guffaw, guffaw, guffaw :-)))))))))
 
> 7. The tennis season appears to be over - Hurrah! I'm already working
> on plans for next year - how about if I air-droped a squadron of
> para-moles over the wimbledon area?

Dont take my message too seriously - I'm just a bit pissed off at the 
moment......:-(

I'll take the piss out of Easylife later......;-)

 
Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Tue Sep 19 14:11:41 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Tue, 19 Sep 1995 16:10:56 +0000
Subject:       Re: Joystick for interface
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509191609.aa22298@post.demon.co.uk>
Status: RO
X-Status: 

> 
> Did you ask:
> 
> MC> You see the problem is, I want
> MC> to get interface programs working fully by using a joystick.
> 
> Of course, you can do it. Simply do a loop and at the beginning read the
> joystick, then move the mouse pointer. Saving the positions into 2
> variables, the user will not be able to move the pointer by the mouse.
> Easy, isn't it???

Not at all!

There's no problem with getting the joystick to make the mouse 
pointer move - that bits easy.

There's also no problem recognizing which button the mouse pointer is 
positioned over - thats also easy.

The problem is getting the interface program to believe that a mouse 
button has been clicked when in fact fire on the joystick (not in the mouse 
port) has been pressed. Dialog Update is not good enough to get round 
this problem.

However, all I need is something which will make Amos think that the 
mouse is in the other port - and then the solution would be easy.

Anyone got any ideas?

Otherwise, I'll have to start hardware hacking..... :-(

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Tue Sep 19 15:45:26 1995
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From: Paul Hickman <paul.hickman@ecl.etherm.co.uk>
Organization: Eurotherm Controls Limited
To: amos-list@access.digex.net
Date: Tue, 19 Sep 1995 18:52:08 0
Subject: Re: Bits and Pieces
Reply-To: paul.hickman@ecl.etherm.co.uk
Priority: normal
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Status: RO
X-Status: 


> > MC> > You shouldn't use hundreds of arrays ;-) And even if you did, why do you
> > MC> > want all of them to be global? ;-)
> > MC> 
> > MC> The game I am writing is about 550K long - about 350K of that is amos 
> > MC> basic code and about 50K interface code. The rest is mainly 
> > MC> compressed pics and raw data (I haven't added the samples yet!). 
> > MC> There are over 150 procedures and many of them need access to all 
> > MC> arrays since most of these arrays store player stats/data/skills etc.
> > 
> > Use banks to store data like that... it'll take less memory and will be
> > much neater...

Better still, use Easylife structured variables (plug,plug) - then you
could have arrays of 2 byte integers with bounds checking on each 
element.

Or you could have arrays of objects which contain several fields of
data. Or even use linked lists/trees instead of arrays. 
             +----------------------------+
             |     M I C R O S O F T      |
             +----------------------------+
            What do you want to crash today? 
=========================================================
Eurotherm Controls: paul.hickman@controls.eurotherm.co.uk
Imperial College: ph@doc.ic.ac.uk

From amos-request@svcs1.digex.net Tue Sep 19 16:46:48 1995
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Date: Tue, 19 Sep 1995 14:57:51 -0400 (EDT)
From: Tim Wright <tewright@mailbox.syr.edu>
X-Sender: tewright@kong.syr.edu
To: AMOS list <amos-list@access.digex.net>, Ben Wyatt <bwyatt@paston.co.uk>
Subject: Bounce
In-Reply-To: <9509191748.AA001k2@paston.co.uk.uucp>
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Cool game!  Got a few comments...

1) I think pressing that fire button DOES escape from the high score table, 
but I found you sometimes had to hold it down until it did.

2) The game seems to exit whenever you bounce through an outer wall 
   (which prolly isn't supposed to happen ;)

3) The screen bouncing was killing me too.  I'd have prefered the screen 
   to follow the bounce height midpoint (um... the average of the high 
   and low points of a bounce that I'm feebly trying to give a name).  
   The screen would then still bounce while you were moving around, but 
   would slow down and stop as your bouncing slowed down. (avoiding the 
   vertigo)

4) I need an NTSC mode!  I can't see the bottom of the screen!  Whine 
   whine... :} 

5) Damn it's fast! (kinda too fast to play... of course I could just be 
   a bad player ;)  Is that my 030 at work, or is the game like that on a 
   68000? (must be painful on a 040+ then)

6) Playing some of the levels seems to require a very pixel-accurate 
   approach to get past some parts.  That's pretty severe considering how 
   fast the game moves. :(

Um... that is all...

,---------------------------------------------------------------------------.
| Tim Wright                                       tewright@mailbox.syr.edu |
| "Argh!"                                              tewright@usa.nai.net |
| BFA Art Media Studies, Computer Graphics    http://www.nai.net/~tewright/ |
`---------------------------------------------------------------------------'


From amos-request@svcs1.digex.net Tue Sep 19 17:51:25 1995
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	Tue, 19 Sep 1995 13:26:32 -0600
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From: "Robert Currie" <currie@zc>
Message-Id: <9509191326.ZM989@zc>
Date: Tue, 19 Sep 1995 13:26:29 -0600
In-Reply-To: bwyatt@paston.co.uk (Ben Wyatt)
        "Re: Bits and Pieces (fwd)" (Sep 19,  9:32pm)
References: <9509192132.AA001kr@paston.co.uk.uucp>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: bwyatt@paston.co.uk (Ben Wyatt)
Subject: Re: Bits and Pieces (fwd)
Cc: amos-list@access.digex.net
Mime-Version: 1.0
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On Sep 19,  9:32pm, Ben Wyatt wrote:
> Subject: Re: Bits and Pieces (fwd)
> Greetings Mark, you wrote some text on the subject Re: Bits and Pieces, and
> now I'm going to answer it.
>
> MC> > Use banks to store data like that... it'll take less memory and will be
> MC> > much neater...
> MC> >
> MC>
> MC> Hmmn, I'm not so sure ;-)
> MC>
> MC> The difference in memory would be about 20K - and I'm willing to
> MC> sacrafice that for what I think is the neater method.
> MC>
> MC> At the moment I read in all the stats (at the begining of the
> MC> program) from a data bank that I have set up.
> MC>
> MC> Say, I have 10 teams with 20 players in each and each player has 10
> MC> stats (assume all 2 byte integers). Reading a stat from the Data
> MC> Bank, I would have to do something like:
> MC>
> MC>       Result=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)
> MC>
> MC> Actually, it would be much worse this because I have so many
> MC> different types of stats that I would need to store pointers for
> MC> where each type of stat is in the bank - this would take up even more
> MC> memory and would be very untidy.
> MC>
> MC> Compare this to loading all data from the bank into arrays. Then all
> MC> I would have to do to access a stat is
> MC>
> MC>      Result=Statistic(Player,Team,Statnum)
> MC>
> MC> Much nicer, dont you agree.....?
>
> I guess so... but how about this:
>
> Def fn
_RESULT(Player,Team,Statnum)=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)
> Result=Fn_RESULT(Player,Team,Statnum)
>

	I tried using definitions like that for my game, but it seems(at least
on my version of Amos) that there is no way to globalize that definition. That
means that if you are using procedures, each procedure that uses that
definition would have to have it included at the beginning of the procedure.
This raises problems with error checking(you'll have to change every instance
of the definition if you change your mind) and speed(due to redefining of
fuctions).




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

From amos-request@svcs1.digex.net Wed Sep 20 02:34:32 1995
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Message-Id: <wX0Y0MD261agz5@p22.sixpack.pfalz.org>
From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: "The Amiga Game Makers Manual"
Date: Tue, 19 Sep 1995 21:37:40 +0200
X-Mailer: MicroDot 1.10 [REGISTERED 000261] via Connectline-CLMSortin 2.22
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mcrowl@earthlight.co.nz (Mike Crowl) wrote on 17.09.1995 some text under
the subject "The Amiga Game Makers Manual". I can't leave this
uncommentated ;-)

MC> Anyway, if anybody else has got or read this book then I'd like to hear 
MC> what they thought about it.

I got this book too, but never really read it (it was a prize at a
competition), but for beginners, it's a really great book. Some tecniques
and information were new even for me ;-))

It's a good book for all AMOS Creator coders, especially for beginners ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Absecon (n.)
  An annual conference held at the Dragonara Hotel, Leeds, for people
  who haven't got any other conferences to go to.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Wed Sep 20 02:41:50 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Using the joystick in interface.
Date: Tue, 19 Sep 1995 21:40:25 +0200
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Mark@westmead.demon.co.uk (Mark Carter) wrote on 17.09.1995 some text
under the subject Re: Using the joystick in interface.. I can't leave this
uncommentated ;-)

MC> Away from Amos - can I read an aminet CD in the CD rom drive I have 
MC> stuck in my PeaSea?

I don't think you could. PCs with their stupid file name limitations won't
let you enter the sub directories of the CD. ;-)

MC> And...Is there any way I can make a disk NDOS (so that it is 
MC> unreadable by Workbench) but still bootable? - I've tried many times 
MC> and failed :''-(

Sure you can, but I would discourage the usage of trackloaders. I don't
even know if AMOS programs will load without a dos environment.

MC> Ben, are we the only people on this mailing list? - is this list going 
MC> downhill with the the Amiga? :'''''-(

I don't think you are the only ones ;-)

MC> (I'm being very emotional today!)

Me too ;-(

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Abwong (vb.)
   To bounce cheerfully on a bed.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Tue Sep 19 17:15:24 1995
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Message-Id: <199509192041.UAA17433@mail.enterprise.net>
Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Tue, 19 Sep 1995 20:19:18 +0000
Subject: Re: Problem running Bounce
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> BC> -I don't know how to escape from the hiscore screen. It seemed as if I 
> BC> had to wait until they had all scrolled past. Anyway, I am already better 
> BC> than John Major at this game :-). And what a nice looking hi-score screen 
> BC> it is. You should become the credits person in films :-).
> 
> I thought I made the hiscores escapable with a jab on the fire button or
> escape... but it was a long time ago and my memory could be failing me...

I think you have to really hold down the fire button for a bit before 
it recognises it.
 
> BC> -The game just exited at one point, I don't know why.
> 
> It's done that to me once or twice... try to ignore it and hope it goes
> away (ie I have no idea why it does that) ;-)

Best solution for it. ;-)

> I've left the story-line to the players imagination, therefore they
> are guaranteed to like it... ;-)

I have to say I think most story-lines are quite embarrassing because 
they quite clearly are not what they say they are.  So, if you're 
going to write a story-line, for God's sake don't take it seriously!  
I like Readmes (which is why the Amigaguide with Scrotax is about 4 
million pages) but not storylines, unless they're good.  I'd rather 
just have a good game.
 
> BC> -What I find becoming annoying very quickly is how the screen keeps 
> BC> bouncing along with the main character.
> 
> It's a feature - why d'you think it's called Bounce?

Actually, I quite liked that.  Am I in a minority?

> BC> but I feel that the mark of a good game is the distribution 
> BC> of action and rest. Look at the classics: Deluxe Galaga, Frogger, Rainbow 
> BC> Islands, they've all got points where the player can have a few seconds 
> BC> breathing time. A screen wiggling continuously doesn't help.

Mind you, Rainbow Islands is commercial and not on Aminet, Frogger is 
a bit boring by now and I don't know Deluxe Galaga so I can't make a 
sarcastic remark about it.  Sorry.

> Sorry these are such cheesy excuses! ;-)

Nothing wrong with a good dollop of cheese, surely?
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Tue Sep 19 17:58:05 1995
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From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Tue, 19 Sep 1995 21:11:23 +0000
Subject: Extensions Wishlist
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: O
X-Status: 

Oh yes, one thing I've always wanted to see in AMOS is the old BBC 
FNs.  They aren't the ones in Amos which I personally have never used 
(am I missing out?), but are more or less a different format of 
PROCs.

In a procedure you have...

defining it with PROCEDURE <NAME>[params]
ending it with ENDPROC

in an FN you have:

defnining it with DEF FN <NAME>[params]
ending it with =<variable>

Basically how you use it is you do <variable>=FN<name>.  It's a 
simplified version of:

PROC <NAME>: <VARIABLE>=PARAM but it makes the programming a lot 
smoother and smarter.  Sorry, I've always been crap at describiing 
things like this.

Say you've got PROCEDURE LEN[L$,L] which takes your string L$ and 
then reduces or expands it so it is L characters long.  It then does 
ENDPROC[L], right?  So, to call it you do:

LEN["Test String",20] : PRINT PARAM$
"Test String       "

OK?

If you have an FN you just do

PRINT FN["Test String",20]

I know it's not a huge difference really, but it's just a bit less 
fiddly, makes things look much nicer.  You could also use it in a 
similar way to those horrible FNs that AMOS uses it, but with proper 
routines inside rather than just one lined nonsense that you only put 
in once.

Sorry, going on a bit now!
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Tue Sep 19 14:59:54 1995
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Lines: 44
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Bits and Pieces (fwd)
Status: O
X-Status: 

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

MC> > Use banks to store data like that... it'll take less memory and will be
MC> > much neater...
MC> > 
MC> 
MC> Hmmn, I'm not so sure ;-)
MC> 
MC> The difference in memory would be about 20K - and I'm willing to 
MC> sacrafice that for what I think is the neater method.
MC> 
MC> At the moment I read in all the stats (at the begining of the 
MC> program) from a data bank that I have set up.  
MC> 
MC> Say, I have 10 teams with 20 players in each and each player has 10 
MC> stats (assume all 2 byte integers). Reading a stat from the Data 
MC> Bank, I would have to do something like:
MC> 
MC>       Result=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)
MC> 
MC> Actually, it would be much worse this because I have so many 
MC> different types of stats that I would need to store pointers for 
MC> where each type of stat is in the bank - this would take up even more 
MC> memory and would be very untidy.
MC> 
MC> Compare this to loading all data from the bank into arrays. Then all 
MC> I would have to do to access a stat is
MC> 
MC>      Result=Statistic(Player,Team,Statnum)
MC> 
MC> Much nicer, dont you agree.....?

I guess so... but how about this:

Def fn _RESULT(Player,Team,Statnum)=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)
Result=Fn_RESULT(Player,Team,Statnum)

Which would be neat-ish...

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

From amos-request@svcs1.digex.net Tue Sep 19 20:04:51 1995
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Date: Tue, 19 Sep 1995 14:44:12 -0700 (PDT)
From: John Bintz <uv334@freenet.victoria.bc.ca>
Subject: Re: Amigaguide
To: Amos List <amos-list@access.digex.net>
In-Reply-To: <9308181946.AA001k7@paston.co.uk.uucp>
Message-ID: <Pine.3.89.9509191456.A6109-0100000@vifa1>
MIME-Version: 1.0
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On Wed, 18 Aug 1993, Ben Wyatt wrote:

> Does anyone know of a way to run the amigaguide/multiview program via
> Amos? And maybe even return (Amos To Front) to amos when the user selects
> the close gadget...
> 
[SNIP!]
> 
> It can use any of the following extensions:
> Amcaf, Easylife, Turbo plus, Craft, 3D(?) and Ldos

Why not use the EXEC[file$] Procedure?  It came with
Amos 1.36 and can let you run the program you select
(your AmigaGuide viewer) Multitasking or not...I think.
If you want, I can take a look at it and tell you
what it can and can't do.

John C. Bintz--uv334@freenet.victoria.bc.ca
WWW:  http://www.lookup.com/Homepages/10794/home.html
"If at first you don't succeed, blame it on your parents!"
						-Yakko Warner

From amos-request@svcs1.digex.net Tue Sep 19 19:21:09 1995
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Date: Tue, 19 Sep 1995 14:59:18 -0700 (PDT)
From: Garrett Moon <gmoon@blaze.bc.ca>
To: Ben Wyatt <bwyatt@paston.co.uk>
Cc: amos-list@access.digex.net
Subject: Re: AMCAF + EASYLIFE
In-Reply-To: <9509160307.AA001d9@paston.co.uk.uucp>
Message-Id: <Pine.LNX.3.91.950919145830.4175B-100000@flame.blaze.bc.ca>
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Thanx for letting me in on Amcaf+Easy;life.  BTW - I do have access to 
aminet, but I just had to figure out how to work it! 
 
gmoon@blaze.bc.ca
Garrett Moon

From amos-request@svcs1.digex.net Tue Sep 19 22:53:57 1995
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Date: Tue, 19 Sep 1995 20:31:09 -0400 (EDT)
From: Tim Wright <tewright@mailbox.syr.edu>
X-Sender: tewright@mothra.syr.edu
To: AMOS list <amos-list@access.digex.net>
Subject: Re: Amigaguide
In-Reply-To: <Pine.3.89.9509191456.A6109-0100000@vifa1>
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   Anyone know why the Easylife AmigaGuide routine would crash every time I 
click on any button/link?  It seems like a great proggy but sadly I can't 
use it. :(

,---------------------------------------------------------------------------.
| Tim Wright                                       tewright@mailbox.syr.edu |
| "Argh!"                                              tewright@usa.nai.net |
| BFA Art Media Studies, Computer Graphics    http://www.nai.net/~tewright/ |
`---------------------------------------------------------------------------'


From amos-request@svcs1.digex.net Tue Sep 19 20:04:51 1995
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In-Reply-To: <Pine.SUN.3.91.950919143104.7413A-100000@kong.syr.edu>
             (from Tim Wright <tewright@mailbox.syr.edu>)
             (on Tue, 19 Sep 95 14:57:51)
Lines: 55
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Bounce
Status: RO
X-Status: 

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

TW> Cool game!  Got a few comments...

:-)

TW> 1) I think pressing that fire button DOES escape from the high score table, 
TW> but I found you sometimes had to hold it down until it did.

Oh yes, I remember now... it only checked every now and again... ;-)

TW> 2) The game seems to exit whenever you bounce through an outer wall 
TW>    (which prolly isn't supposed to happen ;)

Don't go into walls ;-)

TW> 3) The screen bouncing was killing me too.  I'd have prefered the screen 
TW>    to follow the bounce height midpoint (um... the average of the high 
TW>    and low points of a bounce that I'm feebly trying to give a name).  
TW>    The screen would then still bounce while you were moving around, but 
TW>    would slow down and stop as your bouncing slowed down. (avoiding the 
TW>    vertigo)

Is there enough interest for an updated version...?

TW> 4) I need an NTSC mode!  I can't see the bottom of the screen!  Whine 
TW>    whine... :} 

Damn! My Ntsc routines obviously didn't work, I'm sure I programmed it to
check for that! :(

TW> 5) Damn it's fast! (kinda too fast to play... of course I could just be 
TW>    a bad player ;)  Is that my 030 at work, or is the game like that on a 
TW>    68000? (must be painful on a 040+ then)

There is a speed option in the menus somewhere... I think...

I'm sure I set it to a certain frame rate...

TW> 6) Playing some of the levels seems to require a very pixel-accurate 
TW>    approach to get past some parts.  That's pretty severe considering how 
TW>    fast the game moves. :(

That only happens in the last few levels - probably the speed you're playing
it at affects the difficulty...

TW> Um... that is all...

Phew! ;-)

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

From amos-request@svcs1.digex.net Tue Sep 19 16:33:22 1995
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Date: Wed, 20 Sep 95 00:47:53 1100
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Knockout
Status: RO
X-Status: 

MC> Ben, are we the only people on this mailing list? - is this list going 
MC> downhill with the the Amiga? :'''''-(
MC> (I'm being very emotional today!)

 BW> I guess so :( Everyone's gone back to school (inc. me :( )

 BW> Either that, or everyone's playing Knockout ;-)))

Well, I finally got knockout to work. It needs 2 megs of chip ram, so my
trusty old A2000 (otherwise known as the "Virus buffer") won't run it. It
runs fine on the 3000 though.
Note: We should all check in our programs to insure that the machine that
it is being run on has enough memory. If it doesn't, print something to let
the user know. If it's compiled, include the "amos error messages".

What an annoying game! The idea is simple, the graphics lousy, has no
relation the the real world. It is as interesting as tetris. I love it! :-)
It's now 1am in the morning, and I finally won a game! :-)

There have been some real quaility Amos games uploaded to aminet lately,
Moosedrive - move over skidmarks
Knockout   - great playability
Warstar    - Bastards! My trek game has now been taken back to the drawing 
board, as it does what I wanted to acheive (except for my                  
raytraced graphics). It rivals Tobias's Trek game.

Keep up the good work!

Q)Has anyone gotten the Amos game Hyperdrive off aminet (wustle)? Each time
I dl it, the archive is corrupted. Any ideas? I dl'ed using the WWW link.

Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
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               ##### |         /_    /         | #####
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               # O # |____#-x.\ /++m\ /.x-#____| # O #
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From amos-request@svcs1.digex.net Tue Sep 19 20:24:33 1995
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	id AA001lm; Wed, 20 Sep 95 02:33:55 GMT
Date: Wed, 20 Sep 95 02:33:55 GMT
Message-Id: <9509200233.AA001ll@paston.co.uk.uucp>
In-Reply-To: <9509200647.AA0252t@comlink.mpx.com.au>
             (from Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis))
             (on Wed, 20 Sep 95 00:47:53)
Lines: 41
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Knockout
Status: RO
X-Status: 

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

DL> Well, I finally got knockout to work. It needs 2 megs of chip ram, so my
DL> trusty old A2000 (otherwise known as the "Virus buffer") won't run it. It
DL> runs fine on the 3000 though.
DL> Note: We should all check in our programs to insure that the machine that
DL> it is being run on has enough memory. If it doesn't, print something to let
DL> the user know. If it's compiled, include the "amos error messages".

I had no idea it needed 2mb of chip! I've only got a bog-standard (if you
can call it that!) A1200 to test it on...

I will include such messages in the future...

DL> What an annoying game! The idea is simple, the graphics lousy, has no
DL> relation the the real world. It is as interesting as tetris. I love it! :-)
DL> It's now 1am in the morning, and I finally won a game! :-)

Thanx, you are too kind ;-)

DL> There have been some real quaility Amos games uploaded to aminet lately,
DL> Moosedrive - move over skidmarks
DL> Knockout   - great playability
DL> Warstar    - Bastards! My trek game has now been taken back to the drawing 
DL> board, as it does what I wanted to acheive (except for my                  
DL> raytraced graphics). It rivals Tobias's Trek game.
DL> 
DL> Keep up the good work!
DL> 
DL> Q)Has anyone gotten the Amos game Hyperdrive off aminet (wustle)? Each time
DL> I dl it, the archive is corrupted. Any ideas? I dl'ed using the WWW link.

Is it that game that goes really fast down a tunnel? It worked fine with
me (I was using FTP)... I didn't like it though - I prefered it as the
Project-X bonus stage (which had more to do in it)

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

From amos-request@svcs1.digex.net Wed Sep 20 01:04:49 1995
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Date: Wed, 20 Sep 1995 15:36:02 +1200 (NZST)
From: Mike Crowl <mcrowl@earthlight.co.nz>
To: Darryl Lewis <Darryl_Lewis@comlink.mpx.com.au>
cc: amos-list@access.digex.net
Subject: Re: Knockout
In-Reply-To: <9509200647.AA0252t@comlink.mpx.com.au>
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On Wed, 20 Sep 1995, Darryl Lewis wrote:

> MC> Ben, are we the only people on this mailing list? - is this list going 
> MC> downhill with the the Amiga? :'''''-(
> MC> (I'm being very emotional today!)
> 
>  BW> I guess so :( Everyone's gone back to school (inc. me :( )
> 
>  BW> Either that, or everyone's playing Knockout ;-)))
> 
> Well, I finally got knockout to work. It needs 2 megs of chip ram, so my
> trusty old A2000 (otherwise known as the "Virus buffer") won't run it. It
> runs fine on the 3000 though.
> Note: We should all check in our programs to insure that the machine that
> it is being run on has enough memory. If it doesn't, print something to let
> the user know. If it's compiled, include the "amos error messages".
> 
> What an annoying game! The idea is simple, the graphics lousy, has no
> relation the the real world. It is as interesting as tetris. I love it! :-)
> It's now 1am in the morning, and I finally won a game! :-)
> 
> There have been some real quaility Amos games uploaded to aminet lately,
> Moosedrive - move over skidmarks
> Knockout   - great playability
> Warstar    - Bastards! My trek game has now been taken back to the drawing 
> board, as it does what I wanted to acheive (except for my                  
> raytraced graphics). It rivals Tobias's Trek game.
> 
> Keep up the good work!
> 
> Q)Has anyone gotten the Amos game Hyperdrive off aminet (wustle)? Each time
> I dl it, the archive is corrupted. Any ideas? I dl'ed using the WWW link.
> 
Yeah, I got it, and it worked fine? I'd love to see the scrolling routine 
for the game it's really fast!!

Try downloading it via ftp, (if you have it?) that's how I got it and it 
was fine!

I can send you a copy via email if you want?

Seeya,

               ???????????????????
               ?    ??     ? ??  ?
               ? ?? ??  ????  ?  ?
               ?     ?    ??     ?  <-- (BLUR YOUR EYES
               ? ??? ?  ????  ?  ?          AT THIS)
               ?    .?     ?  ?? ?
               ???????????????????


                 B  ?  E  ?  N

                C ? R ? O ? W ? L

         EMAIL : mcrowl@earthlight.co.nz

From amos-request@svcs1.digex.net Wed Sep 20 04:58:22 1995
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 	id AA051933160; Wed, 20 Sep 1995 09:46:00 +0200
Date: Wed, 20 Sep 1995 09:46:00 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Extensions Wishlist
In-Reply-To: <199509192132.VAA18507@mail.enterprise.net>
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X-Status: 

On Tue, 19 Sep 1995, Semprini wrote:

> Oh yes, one thing I've always wanted to see in AMOS is the old BBC 
> FNs.  They aren't the ones in Amos which I personally have never used 
> (am I missing out?), but are more or less a different format of 
> PROCs.
> 
> In a procedure you have...
> 
> defining it with PROCEDURE <NAME>[params]
> ending it with ENDPROC
> 
> in an FN you have:
> 
> defnining it with DEF FN <NAME>[params]
> ending it with =<variable>
> 
> Basically how you use it is you do <variable>=FN<name>.  It's a 
> simplified version of:
> 
> PROC <NAME>: <VARIABLE>=PARAM but it makes the programming a lot 
> smoother and smarter.  Sorry, I've always been crap at describiing 
> things like this.
> 
> Say you've got PROCEDURE LEN[L$,L] which takes your string L$ and 
> then reduces or expands it so it is L characters long.  It then does 
> ENDPROC[L], right?  So, to call it you do:
> 
> LEN["Test String",20] : PRINT PARAM$
> "Test String       "
> 
> OK?
> 
> If you have an FN you just do
> 
> PRINT FN["Test String",20]
> 
> I know it's not a huge difference really, but it's just a bit less 
> fiddly, makes things look much nicer.  You could also use it in a 
> similar way to those horrible FNs that AMOS uses it, but with proper 
> routines inside rather than just one lined nonsense that you only put 
> in once.

You're right.

When I sent in my registration card for Amos years ago, this was the only 
improvement I could think of, and it's still high on my wishlist. It can 
make progs so much more readable.

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..


From amos-request@svcs1.digex.net Thu Sep 21 04:56:09 1995
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Message-Id: <wX0seMD261aezC@p22.sixpack.pfalz.org>
From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Problem running Bounce
Date: Tue, 19 Sep 1995 21:58:38 +0200
X-Mailer: MicroDot 1.10 [REGISTERED 000261] via Connectline-CLMSortin 2.22
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Status: RO
X-Status: 

synth@io.org (Chris Wysocki) wrote on 18.09.1995 some text under the
subject Re: Problem running Bounce. I can't leave this uncommentated ;-)

CW> > WNW> run it, I get a message complaining that "xec.library" can't be found.  I 
CW> > 
CW> > Iek! I've never heard of the xec.library (I certainly don't have it!)...
CW> I think it's one of some sublibraries of certain common AmigaDOS lib.  I 
CW> came across this problem when a boot disk with compiled amos code did 
CW> not contain the standard libs dir.  I haVEn't figured out which 
CW> particular lib is needed thou :)

IMHO it's simply the exec.library, so only the first letter is missing.
Perhaps something's wrong again with the AMOS startup-code, so it does not
print out the right library name ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Affcot (n.)
  The sort of fart you hope people will talk after.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Wed Sep 20 09:05:15 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Wed, 20 Sep 1995 11:28:25 +0000
Subject:       Re: Bits and Pieces (fwd)
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509201209.aa07464@post.demon.co.uk>
Status: RO
X-Status: 

> Greetings Mark, you wrote some text on the subject Re: Bits and Pieces, and
> now I'm going to answer it.
> 
> MC> > Use banks to store data like that... it'll take less memory and will be
> MC> > much neater...
> MC> > 
> MC> 
> MC> Hmmn, I'm not so sure ;-)
> MC> 
> MC> The difference in memory would be about 20K - and I'm willing to 
> MC> sacrafice that for what I think is the neater method.
> MC> 
> MC> At the moment I read in all the stats (at the begining of the 
> MC> program) from a data bank that I have set up.  
> MC> 
> MC> Say, I have 10 teams with 20 players in each and each player has 10 
> MC> stats (assume all 2 byte integers). Reading a stat from the Data 
> MC> Bank, I would have to do something like:
> MC> 
> MC>       Result=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)
> MC> 
> MC> Actually, it would be much worse this because I have so many 
> MC> different types of stats that I would need to store pointers for 
> MC> where each type of stat is in the bank - this would take up even more 
> MC> memory and would be very untidy.
> MC> 
> MC> Compare this to loading all data from the bank into arrays. Then all 
> MC> I would have to do to access a stat is
> MC> 
> MC>      Result=Statistic(Player,Team,Statnum)
> MC> 
> MC> Much nicer, dont you agree.....?
> 
> I guess so... but how about this:
> 
> Def fn _RESULT(Player,Team,Statnum)=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)
> Result=Fn_RESULT(Player,Team,Statnum)
> 
> Which would be neat-ish...

Nice idea - I like it!..... although I hate using Def fn - you cant 
hide them away like normal procedures.

But (and theres always a but), as I said earlier I have lots of different 
types of stats ans skills - it would be too awkward to lump all the 
strings in one array and all the integers in another.  Therefore, I 
need to stick with using the 30 arrays - which translates to 30 Def 
fns - yuk :-(

I could just use it for the big arrays I only use now and again, 
though - thanx Ben.

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Wed Sep 20 12:39:28 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Wed, 20 Sep 1995 11:37:09 +0000
Subject:       Re: Bits and Pieces (fwd)
Priority: normal
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> On Sep 19,  9:32pm, Ben Wyatt wrote:
> > Subject: Re: Bits and Pieces (fwd)
> > Greetings Mark, you wrote some text on the subject Re: Bits and Pieces, and
> > now I'm going to answer it.
> >
> > MC> > Use banks to store data like that... it'll take less memory and will be
> > MC> > much neater...
> > MC> >
> > MC>
> > MC> Hmmn, I'm not so sure ;-)
> > MC>
> > MC> The difference in memory would be about 20K - and I'm willing to
> > MC> sacrafice that for what I think is the neater method.
> > MC>
> > MC> At the moment I read in all the stats (at the begining of the
> > MC> program) from a data bank that I have set up.
> > MC>
> > MC> Say, I have 10 teams with 20 players in each and each player has 10
> > MC> stats (assume all 2 byte integers). Reading a stat from the Data
> > MC> Bank, I would have to do something like:
> > MC>
> > MC>       Result=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)
> > MC>
> > MC> Actually, it would be much worse this because I have so many
> > MC> different types of stats that I would need to store pointers for
> > MC> where each type of stat is in the bank - this would take up even more
> > MC> memory and would be very untidy.
> > MC>
> > MC> Compare this to loading all data from the bank into arrays. Then all
> > MC> I would have to do to access a stat is
> > MC>
> > MC>      Result=Statistic(Player,Team,Statnum)
> > MC>
> > MC> Much nicer, dont you agree.....?
> >
> > I guess so... but how about this:
> >
> > Def fn
> _RESULT(Player,Team,Statnum)=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)
> > Result=Fn_RESULT(Player,Team,Statnum)
> >
> 
> 	I tried using definitions like that for my game, but it seems(at least
> on my version of Amos) that there is no way to globalize that definition. That
> means that if you are using procedures, each procedure that uses that
> definition would have to have it included at the beginning of the procedure.
> This raises problems with error checking(you'll have to change every instance
> of the definition if you change your mind) and speed(due to redefining of
> fuctions).

Is this true? I always assumed all Def fns were global - but then 
again I never used them before.

 
Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Wed Sep 20 11:13:02 1995
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Date: Wed, 20 Sep 1995 09:17:46 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: Hello.
To: M.Berionne@agora.stm.it
cc: AMOS-LIST@access.digex.net
In-Reply-To: <9509191345.aa16261@agora.stm.it>
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On Tue, 19 Sep 1995 M.Berionne@agora.stm.it wrote:

> 
> Hello everybody,
  Hello there :)
> 
> I'm a new user and I've just entered this mailing list.
   Welcome to the list,
> I love AMOS and Amos Pro and I've programmed them for over 5 years.
> I made seven or eight games and three utilities.
How about posting your games on aminet?
> Now I'm working on a language in AMOS. It's Logo, do you know it??
> It's quite finished; I hope to end it before Xmas.
> 
> I hope to enjoy the list.
  I hope you enjoy it as much as I do
> 
> Michele
> 
  Yessss the list is getting biggger!!!!
      Fernando Bartra

> 
> 
> 
> ----*          Bomb!    Versione non registrata !!           *----
> 
> 

From amos-request@svcs1.digex.net Thu Sep 21 04:55:53 1995
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Date: Wed, 20 Sep 1995 09:32:36 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: scrotax2
To: amos-list@access.digex.net
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   I finally made it to level 4 of scrotax2!!!!! It is the green slimy 
aliens that get me time after time,
  this is what I like about scrotax2: sounds, bobs,the bounce, to be able 
to fire, and I love your fonts!!!specially when you have to enter your 
name, it looks very professional (I know, it was made in amospro :)
  I dont like: the green slimy aliens!!!!!
   Anyone else out there is playing scrotax2 also?

   Good game, keep it up Semprini( and thanks for including my name on 
the thank-you-readme file)

  Fernando Bartra
  100%amiganut


From amos-request@svcs1.digex.net Wed Sep 20 08:31:23 1995
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In-Reply-To: <Pine.HPP.3.91.950920094308.5106A-100000@mpih17>
             (from Branko Collin <bcollin@mpi.nl>)
             (on Wed, 20 Sep 95 09:46:00)
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From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Extensions Wishlist
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Greetings Branko, you wrote some text on the subject Re: Extensions
Wishlist, and now I'm going to answer it.

<SNIP> Pooey amos functions

BC> You're right.
BC> 
BC> When I sent in my registration card for Amos years ago, this was the only 
BC> improvement I could think of, and it's still high on my wishlist. It can 
BC> make progs so much more readable.

It would be difficult for an extension writer to do proper functions as
they are very much a part of the amos system... (I'm guessing)

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

From amos-request@svcs1.digex.net Wed Sep 20 10:23:14 1995
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             (on Wed, 20 Sep 95 11:28:25)
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From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Bits and Pieces
Status: RO
X-Status: 

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

MC> > MC> Compare this to loading all data from the bank into arrays. Then all 
MC> > MC> I would have to do to access a stat is
MC> > MC> 
MC> > MC>      Result=Statistic(Player,Team,Statnum)
MC> > MC> 
MC> > MC> Much nicer, dont you agree.....?
MC> > 
MC> > I guess so... but how about this:
MC> > 
MC> > Def fn _RESULT(Player,Team,Statnum)=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)
MC> > Result=Fn_RESULT(Player,Team,Statnum)
MC> > 
MC> > Which would be neat-ish...
MC> 
MC> Nice idea - I like it!..... although I hate using Def fn - you cant 
MC> hide them away like normal procedures.

Don't forget you have to include them in every procedure it is used in -
something which I didn't realise for ages... yet another flaw in amos
functions... ;-)

MC> But (and theres always a but), as I said earlier I have lots of different 
MC> types of stats ans skills - it would be too awkward to lump all the 
MC> strings in one array and all the integers in another.  Therefore, I 
MC> need to stick with using the 30 arrays - which translates to 30 Def 
MC> fns - yuk :-(

Ouch! ;-)

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

From amos-request@svcs1.digex.net Thu Sep 21 03:09:00 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: demos
Date: Wed, 20 Sep 1995 20:07:39 +0200
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fer007@freenet.scri.fsu.edu (fernando Bartra) wrote on 18.09.1995 some
text under the subject demos. I can't leave this uncommentated ;-)

fB>   I just realized that all this cool demos I have in my hard drive (turrican
fB> sprite demo, scrolly demos, dual playfield demo) were all written by chris
fB> Hodges!!!!!  I enjoyed your demos Chris  :)

Nice to hear ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/40/5MB/400HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Affpuddle (n.)
  A puddle which is hidden under a pivoted paving stone. You only
  know it's there when you step on the paving stone and the puddle
  shoots up your leg.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Thu Sep 21 05:42:59 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Amos Pro Sound Editor (Doom in AMOS)
Date: Wed, 20 Sep 1995 20:10:58 +0200
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mystic@tlti.tokem.fi (Petri Hakkinen) wrote on 18.09.1995 some text under
the subject Re: Amos Pro Sound Editor (Doom in AMOS). I can't leave this
uncommentated ;-)

PH> > It's more than just only scaling. It's MUCH more. The gfx has to be mapped
PH> > (!) perspectively on a trapezoid. Before that, the walls have to be
PH> > rotated, a line-of-sight operation has to be called, and the walls have to
PH> > be sorted by distance. Don't forget light calculation and clipping.
PH> 
PH> Are we talking about the same subject? I meant *wolfenstein* like raycasting,
PH> which is pretty fast and easy to do. I've made a simple engine which
PH> will draw walls and objects and monsters *texturemapped*
PH> And it doesn't have to sort walls at all. And don't have to "rotate" walls either.
PH> What my engine does, is only simple raycasting and texture scaling.
PH> Nothing more, nothing less. And it works. So there. 8-) 

Okay okay ;-)) I don't know too much of Texture-Mapping Engine to argue
with you ;-)))

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/60/5MB/420HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
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tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Aigburth (n.)
  Any piece of readily identifiable anatomy found amongst cooked meat.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Thu Sep 21 06:13:07 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: AMCAF + EASYLIFE 
Date: Wed, 20 Sep 1995 20:19:00 +0200
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angel@labein.es (Angel Alvarez) wrote on 18.09.1995 some text under the
subject Re: AMCAF + EASYLIFE . I can't leave this uncommentated ;-)

AA> > GM> Until joining this mailing list I had little contact with other Amos
AA> > GM> users, however, I've heard of these two things a lot, but I have no idea
AA> > GM> what they are.  Can anyone please explain to me?  Thanx
AA> >
AA> > Easylife is Andy Church's Extension for AMOS/AMOS Pro. Ask him about it ;-)
AA> 
AA> You are wrong, Chris.

Argl... I ALWAYS mix them up ;-( I knew I would be wrong again ;-)))

AA> The author of the wonderful EasyLife extension (actual
AA> version 1.10) is Paul Hickman, the person who hates all the tennis players

That's nothing special ;-) I think many of us hate tennis ;-)

AA> ;-). (this gives me an idea for a game for the group. Why not a tennis game?).

Good suggestion... the last tennis game, I enjoyed (in fact I haven't
played it once, but my brother enjoyed it alot), had been Great Courts...
;-)

AA> Andy Church wrote the Intuition Extension.

Sure ;-)

AA> Thanks for the trasparency program Chris, but I really wanted is how to do
AA> traslucencies in AMOS.

The same way ;-) Use a picture with 16 colours and show it on a 32 colours
screen. Copy the slightly modified version of the first sixteen colours to
the other one and then draw your shape into the fifth bitplane ;-)

Or use the Mix Colour function in conjunction with the new Best Pen
command. Rather slow, but it works ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/60/5MB/420HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

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


From amos-request@svcs1.digex.net Thu Sep 21 06:05:06 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Using the joystick in interface.
Date: Wed, 20 Sep 1995 20:30:34 +0200
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Mark@westmead.demon.co.uk (Mark Carter) wrote on 18.09.1995 some text
under the subject Re: Using the joystick in interface.. I can't leave this
uncommentated ;-)

MC> > Well, not really considering the size of the holidays you get.
MC>  
MC> Actually, us university students get 28 weeks holiday a year - even 
MC> better eh?!!!! But then again I am now a finalist :'''-((

Congratulations! ;-)

MC> That's disgusting!
MC> 
MC> Hmmn, seems to me that this thread has gone slightly off-topic.

'Slightly' is a little bit underestimated ;-)

MC> Has
MC> no one got any more suggestions for my Joystick in interface query?

Well... If I had more spare time, I would have a deep look into the amos
data structure...

MC> I now have an inferiority complex (can't think of a smiley for this) 

You shouldn't have one, really... you got skills I could only dream of...

For more adequate information ask Eliza ;-)

MC> having read Chris' message on programming skills, hardware and software 
MC> collection.

Despite I don't have any other hobbies than computing, I spent my money on
computer equipment. I neither have my room filled with train models nor
collections of stamps or coke tins. I never did other investments than
into my amiga. I don't have a big cd collection, nor a CD-player or a
walkman. You should really be happy that you've been enjoying your life to
full extent ;-)

MC> I'm sure this group thing is just an excuse for people
MC> to brag about how good there system is ;-)

It doesn't matter how much horsepower you have: The only thing that
counts, is what /you/ do with it.

And my hint for today: Seize the day and your computer ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/60/5MB/420HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

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


From amos-request@svcs1.digex.net Thu Sep 21 05:19:53 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Bits and Pieces
Date: Wed, 20 Sep 1995 20:38:39 +0200
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Mark@westmead.demon.co.uk (Mark Carter) wrote on 18.09.1995 some text
under the subject Re: Bits and Pieces. I can't leave this uncommentated
;-)

MC> > MC> Can any of you clever extension writer come up with a command which 
MC> > MC> ties Dim ARRAYNAME(X,Y) and Global ARRAYNAME() together in one 
MC> > MC> command. It would be especially useful for those of us who have 
MC> > MC> hundreds of arrays.
MC> > 
MC> > You shouldn't use hundreds of arrays ;-) And even if you did, why do you
MC> > want all of them to be global? ;-)
MC> 
MC> The game I am writing is about 550K long - about 350K of that is amos 
MC> basic code and about 50K interface code. The rest is mainly 
MC> compressed pics and raw data (I haven't added the samples yet!). 
MC> There are over 150 procedures and many of them need access to all 
MC> arrays since most of these arrays store player stats/data/skills etc.

If this is the case, you should use a memory bank for storing them. This
would make it even easier to save a game to disk.

MC> In total, my arrays take up about 60K - I've linked arrays together 
MC> as much as possible: I have lots of 3 and 4 dimensional arrays.

Euh? What's that kind of game you're writing? ;-)

MC> Does this answer your question? Or should I be using a few 
MC> arrays of size like X(712,300,412,63)....?  :-P

You couldn't anyway... that array would take up about 21 GB ;-)))) Just
kidding ;-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/60/5MB/420HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Albacete (n.)
  A single surprisingly long hair growing in the middle of nowhere.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Thu Sep 21 04:15:30 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Using the joystick in interface.
Date: Wed, 20 Sep 1995 21:09:08 +0200
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Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis) wrote on 18.09.1995 some
text under the subject Re: Using the joystick in interface.. I can't leave
this uncommentated ;-)

DL> Time for an ex-hacker to rise from the dead again.....
DL> 
DL> Hit the Hardware!!!!

Ouch! That hurts ;-)

DL> So no complaints about hitting the hardware guys, if theres another way,
DL> let us know.

I'm afraid you missed the actual problem. The question was, how to emulate
a mouse button click for the use with an interface program. So the
joystick button press would be indicated as a mouse click.

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/60/5MB/420HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Amlwch (n.)
  A British Rail sandwich which has been kept soft by being regularly
  washed and resealed in clingfilm.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Wed Sep 20 18:29:46 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Amigaguide
Date: Wed,  20 Sep 95 22:48:47 GMT
Message-ID:  <9509202250.aa12750@agora.stm.it>
Status: RO
X-Status: 



 > Does anyone know of a way to run the amigaguide/multiview program via
 > Amos? And maybe even return (Amos To Front) to amos when the user

selects
 > the close gadget...

I did it in the past in a program to have the help "on-line". You can use
the command Exec$ if you're using AMOS Pro; otherwise, from AMOS you must
use the "Lrun" command of the Ldos extension. But read careful the manual
about how to use it!!

 > BTW, I don't want to use one of the amigaguide programs written in amos
 > because the user might/will want to try things out in the program whilst
 > the guide is displayed, if you see what I mean...

This could be much difficult: the Ldos command stops the Amos program until
the close gadget is clicked.

 > It can use any of the following extensions:
 > Amcaf, Easylife, Turbo plus, Craft, 3D(?) and Ldos

I don't think the 3D could be useful    ;-))))

 > Thanks for any help...

Bye!


----*          Bomb!    Versione non registrata !!           *----


From amos-request@svcs1.digex.net Thu Sep 21 03:49:40 1995
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 21 Sep 1995 09:27:31 GMT+2
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Date: Thu, 21 Sep 1995 09:27:30 GMT+2
From: jokivuori@joyl.joensuu.fi
Subject: Overscan problem!
Sender: JOKIVUORI@joyl.joensuu.fi
To: amos-list@access.digex.net
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I'm doing some program that needs full video overscan size screen.
BUT, amos dont do that, no matter what i try,.. max x resolution
seems to be 670 pixels... yet all "good" programs allow real
>730 pix resolution....is there any thing i can do to increase
amos overscan?? Some neat pokes to amos copperlist perhaps?

Jari Jokivuori


From amos-request@svcs1.digex.net Thu Sep 21 06:30:27 1995
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In-Reply-To: <Pine.3.89.9509200945.A15202-0100000@freenet3.scri.fsu.edu>
             (from fernando Bartra <fer007@freenet.scri.fsu.edu>)
             (on Wed, 20 Sep 95 09:32:36)
Lines: 31
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: scrotax2
Status: RO
X-Status: 

Greetings fernando, you wrote some text on the subject scrotax2, and now
I'm going to answer it.

fB>    I finally made it to level 4 of scrotax2!!!!! It is the green slimy 
fB> aliens that get me time after time,

It's much better/easier with "realistic" gravity.

fB>   this is what I like about scrotax2: sounds, bobs,the bounce, to be able 
fB> to fire, and I love your fonts!!!specially when you have to enter your 
fB> name, it looks very professional (I know, it was made in amospro :)

It's a very good hiscore entering thing! ;-)

fB>   I dont like: the green slimy aliens!!!!!

They're a doddle! ;-)

fB>    Anyone else out there is playing scrotax2 also?

Me.

fB>    Good game, keep it up Semprini( and thanks for including my name on 
fB> the thank-you-readme file)

And mine... ;-)

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

From amos-request@svcs1.digex.net Thu Sep 21 09:04:42 1995
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From: MXAZTURVEYA@CLUSTER.NORTH-LONDON.AC.UK
Message-Id: <199509211043.GAA24256@mail1.access.digex.net>
Via: uk.ac.north-london.cluster; Thu, 21 Sep 1995 11:42:21 +0100
Date: Thu, 21 Sep 95 11:43 BST
To: AMOS-LIST <AMOS-LIST@access.digex.net>
Subject: This is not strictly AMOS but...
Status: RO
X-Status: 

There was a couple of notes about SEGA joypads - does anyone know if these can be converted to CD32 joypads, or are they actually the same, and can they be used on CD32 joypad compatible games like Jetstrike AGA ?

From amos-request@svcs1.digex.net Thu Sep 21 12:31:08 1995
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From: "Jacek Kubica  " <KUBICA@ch.wssk.am.wroc.pl>
To: jokivuori@joyl.joensuu.fi, amos-list@access.digex.net
Date:          Thu, 21 Sep 1995 16:56:14 0100
Subject:       Re: Overscan problem!
X-Pmrqc:       1
Priority: normal
X-Mailer:     Pegasus Mail v3.1 (R1)
Message-Id: <754C8DC4E7F@ch.wssk.am.wroc.pl>
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> 
> I'm doing some program that needs full video overscan size screen.
> BUT, amos dont do that, no matter what i try,.. max x resolution
> seems to be 670 pixels... yet all "good" programs allow real
> >730 pix resolution....is there any thing i can do to increase
> amos overscan?? Some neat pokes to amos copperlist perhaps?
> 
> Jari Jokivuori
> 
 So, I open in my programs for tvstation screens 800/512 Hires+Laced
 16 colours ,without any problems. Maybe your RAM is insufficient.
 I have A3000+2chip+9fast ram.
 
 What a error msg you get if you try open oversacn screen ?
______________________________________________________________________

                \\\\                Jacek Kubica
                 \\\\   ////  kubica@ch.wssk.am.wroc.pl
                  \\\\ ////    Regional Hospital Wroclaw
                   \\\X///             POLAND
                    =====
______________________________________________________________________

From amos-request@svcs1.digex.net Thu Sep 21 11:53:03 1995
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X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Internet games
Status: RO
X-Status: 

Greetings all

Does anyone have a clue about making multiplayer games that play over
the internet?

There was a whisper about a DuneII type game for playing over the net, a
while ago... did this ever happen? Are there any good net games?

Wouldn't it be great(ish) to have an eight player knockout game against
each other?

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

From amos-request@svcs1.digex.net Thu Sep 21 14:16:22 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Wed, 20 Sep 1995 20:00:48 +0000
Subject:       Re: Bits and Pieces
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509210852.aa14713@post.demon.co.uk>
Status: RO
X-Status: 

> Greetings Mark, you wrote some text on the subject Re: Bits and Pieces, and
> now I'm going to answer it.
> 
> MC> > MC> Compare this to loading all data from the bank into arrays. Then all 
> MC> > MC> I would have to do to access a stat is
> MC> > MC> 
> MC> > MC>      Result=Statistic(Player,Team,Statnum)
> MC> > MC> 
> MC> > MC> Much nicer, dont you agree.....?
> MC> > 
> MC> > I guess so... but how about this:
> MC> > 
> MC> > Def fn _RESULT(Player,Team,Statnum)=Deek(Start(Bank)+400*Team+20*Player+2*Statnum)
> MC> > Result=Fn_RESULT(Player,Team,Statnum)
> MC> > 
> MC> > Which would be neat-ish...
> MC> 
> MC> Nice idea - I like it!..... although I hate using Def fn - you cant 
> MC> hide them away like normal procedures.
> 
> Don't forget you have to include them in every procedure it is used in -
> something which I didn't realise for ages... yet another flaw in amos
> functions... ;-)

Shame.  With 150 procedures and 30 arrays, that means up to 4500 Def 
fns - Ouch, Ouch, Ouch!  :-(((

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Thu Sep 21 17:07:04 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Thu, 21 Sep 1995 14:01:56 +0000
Subject:       Re: Bits and Pieces
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
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> MC> Does this answer your question? Or should I be using a few 
> MC> arrays of size like X(712,300,412,63)....?  :-P
> 
> You couldn't anyway... that array would take up about 21 GB ;-)))) Just
> kidding ;-)

Only an '060 would be suited to that sort of memory, eh Chris ;-)

 
Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Thu Sep 21 16:55:13 1995
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Date: Thu, 21 Sep 1995 14:38:31 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: educational games
To: amos-list@access.digex.net
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     Well, doesn't the amos manual says that it was created to make 
educational programs?  Anyway I will probably try my hand at educational 
games later on, as I am a spanish education major :)

    Fernando Bartra


From amos-request@svcs1.digex.net Thu Sep 21 15:43:23 1995
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From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: This & That
Status: RO
X-Status: 

> 3. Whoever was asked about NDOS disks - you're beneath tennis
> players. If you programs going to be P.D. why try to prevent people
> copying it. If its going to be commercial, use manual password -
> its more effective. If you want to protect your sprites / sounds use a
> encrypting compressor e.g. XPK. NDOS disks simply exist to annoy
> people with harddrives. 

 MCM> me 
 MCM> who asked about the NDOS disks. I am going to tyr to make ny game 
 MCM> commercial and I thought maybe if I make it NDOS, it will take the 
 MCM> evaluating company just that bit longer to realize its written in 
 MCM> Amos. So, swivel on that one ;-)
 MCM> [sorry I can't make this paragraph any longer  |-O ]

 MCM> Anyway, I guess no one knows how to do it.....

I know how to make NDOS disc's. Don't. They cause havoc on certain
machines, make the game unHard disk instalable (thus they end up in my
trash bin - I have 500 floppies lying around here, I don't need any more).
     If you don't want people to know it's written in amos ( but you should
at least tell us one the mailing list so we can check it out) there are a
few things you can do.
1. LOCK  -look it up in the manual
2. Multi on/off
3. rename all banks from .abk to somthing else. I ommit the .ext
alltogether. You can rename if .bin , .sex, anything
4. Change fonts. Amos standard fonts stand out a mile.

Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
               #( )# |          _( )__         | #( )# 
               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Thu Sep 21 17:57:57 1995
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Message-Id: <199509212040.UAA24070@mail.enterprise.net>
Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Thu, 21 Sep 1995 20:20:05 +0000
Subject: Re: Internet games
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> Greetings all
> 
> Does anyone have a clue about making multiplayer games that play over
> the internet?

God knows, do you have to have a telnet site or something like that?  
The communications part is easy (ish) but I suppose it's where to put 
it?

> There was a whisper about a DuneII type game for playing over the net, a
> while ago... did this ever happen? Are there any good net games?

Dune II is a great game, isn't it?

> Wouldn't it be great(ish) to have an eight player knockout game against
> each other?

Ooh, that's cunning!  I wish I got manage to scrape in SCROTAX II 
every time I leave a message...

;-)
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Thu Sep 21 18:02:13 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Thu, 21 Sep 1995 20:23:29 +0000
Subject: Re: scrotax2
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> fB>    I finally made it to level 4 of scrotax2!!!!! It is the green slimy 
> fB> aliens that get me time after time,
> 
> It's much better/easier with "realistic" gravity.

Well, you would say that since it was your idea!  I still find it 
easier without.  Mind you, I suppose I've been playing it for about 2 
years without, so I would... ;-)

> fB>   this is what I like about scrotax2: sounds, bobs,the bounce, to be able 
> fB> to fire, and I love your fonts!!!specially when you have to enter your 
> fB> name, it looks very professional (I know, it was made in amospro :)
> 
> It's a very good hiscore entering thing! ;-)

Flickers a bit though.  When I put it in Double Buffer it didn't seem 
to like doing it.  :-(

> fB>    Good game, keep it up Semprini( and thanks for including my name on 
> fB> the thank-you-readme file)
> 
> And mine... ;-)

Heh!  No problem.
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Thu Sep 21 17:37:51 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Thu, 21 Sep 1995 20:25:23 +0000
Subject: Re: Using the joystick in interface.
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> DL> Time for an ex-hacker to rise from the dead again.....
> DL> 
> DL> Hit the Hardware!!!!
> 
> Ouch! That hurts ;-)
> 
> DL> So no complaints about hitting the hardware guys, if theres another way,
> DL> let us know.
> 
> I'm afraid you missed the actual problem. The question was, how to emulate
> a mouse button click for the use with an interface program. So the
> joystick button press would be indicated as a mouse click.

If you've got a joystick in the mouse port, the fire button acts the 
same way as the left mouse button doesn't it?  Or isn't that true 
with Amos ?
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Thu Sep 21 19:06:49 1995
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	id AA001p8; Fri, 22 Sep 95 02:25:49 GMT
Date: Fri, 22 Sep 95 02:25:49 GMT
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In-Reply-To: <199509212046.UAA24207@mail.enterprise.net>
             (from semprini@enterprise.net)
             (on Thu, 21 Sep 95 20:25:23)
Lines: 18
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Using the joystick in interface.
Status: RO
X-Status: 

Greetings Semprini, you wrote some text on the subject Re: Using the
joystick in interface., and now I'm going to answer it.

S> > I'm afraid you missed the actual problem. The question was, how to emulate
S> > a mouse button click for the use with an interface program. So the
S> > joystick button press would be indicated as a mouse click.
S> 
S> If you've got a joystick in the mouse port, the fire button acts the 
S> same way as the left mouse button doesn't it?  Or isn't that true 
S> with Amos ?

Will AMCAF 2nd mouse commands work with interface? If they do, this
joystick button thing could be possible... but they probably won't. :-(

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

From amos-request@svcs1.digex.net Thu Sep 21 19:42:18 1995
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             (on Thu, 21 Sep 95 20:20:05)
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X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Internet games
Status: RO
X-Status: 

Greetings Semprini, you wrote some text on the subject Re: Internet games,
and now I'm going to answer it.

S> Dune II is a great game, isn't it?

Yes

I love it

S> > Wouldn't it be great(ish) to have an eight player knockout game against
S> > each other?
S> 
S> Ooh, that's cunning!  I wish I got manage to scrape in SCROTAX II 
S> every time I leave a message...

It takes quite a bit of planning... ;-)

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

From amos-request@svcs1.digex.net Thu Sep 21 23:02:16 1995
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From: "Jacek Kubica  " <KUBICA@ch.wssk.am.wroc.pl>
To: amos-list@access.digex.net
Date:          Fri, 22 Sep 1995 03:27:38 0100
Subject:       Re: This & That
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Derryl wrote :
> I know how to make NDOS disc's. Don't. They cause havoc on certain
> machines, make the game unHard disk instalable (thus they end up in my
> trash bin - I have 500 floppies lying around here, I don't need any more).
>      If you don't want people to know it's written in amos ( but you should
> at least tell us one the mailing list so we can check it out) there are a
> few things you can do.
> 1. LOCK  -look it up in the manual
> 2. Multi on/off
> 3. rename all banks from .abk to somthing else. I ommit the .ext
> alltogether. You can rename if .bin , .sex, anything
> 4. Change fonts. Amos standard fonts stand out a mile.
>

Also:

5. Brak off
6. Request WB or request off ( to full error control)


 
______________________________________________________________________

                \\\\                Jacek Kubica
                 \\\\   ////  kubica@ch.wssk.am.wroc.pl
                  \\\\ ////    Regional Hospital Wroclaw
                   \\\X///             POLAND
                    =====
______________________________________________________________________

From amos-request@svcs1.digex.net Fri Sep 22 02:56:40 1995
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Date: Fri, 22 Sep 1995 08:42:58 GMT+2
From: jokivuori@joyl.joensuu.fi
Subject: Re: Overscan problem!
In-reply-to: <754C8DC4E7F@ch.wssk.am.wroc.pl>
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To: Jacek Kubica <KUBICA@ch.wssk.am.wroc.pl>
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On Thu, 21 Sep 1995, Jacek Kubica wrote:

> > I'm doing some program that needs full video overscan size screen.
> > BUT, amos dont do that, no matter what i try,.. max x resolution
> > seems to be 670 pixels... yet all "good" programs allow real
> > >730 pix resolution....is there any thing i can do to increase
> > amos overscan?? Some neat pokes to amos copperlist perhaps?
> > 
> > Jari Jokivuori
> > 
>  So, I open in my programs for tvstation screens 800/512 Hires+Laced
>  16 colours ,without any problems. Maybe your RAM is insufficient.
>  I have A3000+2chip+9fast ram.

I have A1200-2chip-4fast so it is not memory problem. 
  
>  What a error msg you get if you try open oversacn screen ?

No error messages, screen opens just fine, but in Tv and monitor
there is narrow (0.5-1cm) border in right. 
Can there be something wrong in the way i use "overscan"?
I just open screen big enough, and adjust it with "screen display"
command...

Hmm...if this is some AGA feature?!?!?!....... :(

btw. I use Amos Pro, Wb and Ks is v3.0......if its any help...



From amos-request@svcs1.digex.net Fri Sep 22 06:05:26 1995
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From: "Jacek Kubica  " <KUBICA@ch.wssk.am.wroc.pl>
To: jokivuori@joyl.joensuu.fi, amos-list@access.digex.net
Date:          Fri, 22 Sep 1995 10:04:15 0100
Subject:       Re: Overscan problem!
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On Thu, 21 Sep 1995, Jari Jokivuori wrote

> I have A1200-2chip-4fast so it is not memory problem. 
>> What a error msg you get if you try open oversacn screen ?
> No error messages, screen opens just fine, but in Tv and monitor
> there is narrow (0.5-1cm) border in right. 

... also on monitor connected via RGB cable ?? or only if you are 
connected via TV modulator ???

> Can there be something wrong in the way i use "overscan"?
> I just open screen big enough, and adjust it with "screen display"
> command...

> Hmm...if this is some AGA feature?!?!?!....... :(

Sorry, I have not experiance with A1200 Modulator but on A4000 with 
genlock all works fine


______________________________________________________________________

                \\\\                Jacek Kubica
                 \\\\   ////  kubica@ch.wssk.am.wroc.pl
                  \\\\ ////    Regional Hospital Wroclaw
                   \\\X///             POLAND
                    =====
______________________________________________________________________

From amos-request@svcs1.digex.net Fri Sep 22 06:39:36 1995
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X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Overscan problem!
Status: RO
X-Status: 

Greetings jokivuori@joyl.joensuu.fi, you wrote some text on the subject
Re: Overscan problem!, and now I'm going to answer it.

j> >  What a error msg you get if you try open oversacn screen ?
j> 
j> No error messages, screen opens just fine, but in Tv and monitor
j> there is narrow (0.5-1cm) border in right. 
j> Can there be something wrong in the way i use "overscan"?
j> I just open screen big enough, and adjust it with "screen display"
j> command...

This has happened to me as well... I didn't find a way around it though :(

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

From amos-request@svcs1.digex.net Fri Sep 22 08:38:39 1995
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9509221044.AA10165@diamond.bton.ac.uk>
Subject: Update me....
To: amos-list@access.digex.net
Date: Fri, 22 Sep 1995 11:44:39 +0100 (BST)
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Hi all (& a big hello to all the new members! :-))
    My office Mac's DNS server & router has been screwed up beyond all
recognition for the last few days.  Thats networks for you.  Anyway, it's all
finally working again.

    What I want to know is ......
Whats going on with the group idea?  Has anyone started anything yet?  Is
their a separate mailing list for this purpose?

    Also, the AF coverdisk of AMOSPro.  Is AMCAF useable with it? what about
other extensions?

    There has been a lot of discussions about functions recently.  AMOS really
does need some proper function commands (ala c)  You can emulate this sort of
idea by using the SHARED property and variable passing with procedures.  It's
no where nearly as elegant though.

    To Mark Carter (I think!).  Its the problem with the arrays.  Using arrays
does make code easier to read and follow through.  For memory requirements and
saving information to disk you're better off using the (P/D/L)oke - (P/D/L)eek
alternative.  It is slightly harder to use initially, but you will save a hell
of a lot of memory and data access will be a hell of a lot quicker.  I know
this from past experience with large arrays.  If arrays are too large
(100,100) for example, then AMOS Creator crashes.  I don't know with AMOS Pro.
It is definitely worth perservering with the data banks way.

I think that about covers it for now,
--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*      tl14@diamond.bton.ac.uk      *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From amos-request@svcs1.digex.net Fri Sep 22 10:11:55 1995
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Date: Fri, 22 Sep 1995 14:25:29 +0200 (METDST)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Update me....
In-Reply-To: <9509221044.AA10165@diamond.bton.ac.uk>
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On Fri, 22 Sep 1995, Eddie wrote:

>     What I want to know is ......
> Whats going on with the group idea?  Has anyone started anything yet?  Is
> their a separate mailing list for this purpose?

We're all, no, I am waiting for you to push things along, you being the 
initiator and all. Could you make a summary of game ideas and a voting 
form. As people seem to agree on splitting the group in order to let 
everyone work on a project they can enjoy, I suggest you make it 
something like this:

"I will work on plan                                            [ ]
 If they need me there, I will also participate in plan         [ ]
 Plans I like further                                 [ , , , , , ]
 Plans I will not participate in 	            [ , , , , , , ]"
 
There is no separate mailing list yet.

>     Also, the AF coverdisk of AMOSPro.  Is AMCAF useable with it? what about
> other extensions?

Andy's Intuition Extension is not useable with that version.
 
> *      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *

...................................     Lots of people talking     ....
.       Branko Collin          .        Very few of them know         .
.                              .       That the soul of a woman       .
.   //  u249026@vm.uci.kun.nl  .           Was created below          .
. \X/   bcollin@mpi.nl         .                                      .
................................. Led Zeppelin - Dazed and Confused  ..


From amos-request@svcs1.digex.net Fri Sep 22 07:11:36 1995
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Date: Fri, 22 Sep 1995 12:49:09 GMT+2
From: jokivuori@joyl.joensuu.fi
Subject: Re: Overscan problem!
In-reply-to: <765EBF862E3@ch.wssk.am.wroc.pl>
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To: Jacek Kubica <KUBICA@ch.wssk.am.wroc.pl>
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On Fri, 22 Sep 1995, Jacek Kubica wrote:

> > I have A1200-2chip-4fast so it is not memory problem. 
> >> What a error msg you get if you try open oversacn screen ?
> > No error messages, screen opens just fine, but in Tv and monitor
> > there is narrow (0.5-1cm) border in right. 
> 
> ... also on monitor connected via RGB cable ?? or only if you are 
> connected via TV modulator ???

Yep, on monitor too...via RGB.....

And with Tv i use A1200 video output...

Right edge of display is same place as AmosPro:s editor right edge,
and also i cant move editor screen more right...   

> > Can there be something wrong in the way i use "overscan"?
> > I just open screen big enough, and adjust it with "screen display"
> > command...
> 
> > Hmm...if this is some AGA feature?!?!?!....... :(
> 
> Sorry, I have not experiance with A1200 Modulator but on A4000 with 
> genlock all works fine

With Amos "overscan"??

Jari Jokivuori


From amos-request@svcs1.digex.net Fri Sep 22 16:35:14 1995
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          22 Sep 95 15:00 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Fri, 22 Sep 1995 14:56:33 +0000
Subject:       Re: Update me....
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509221500.aa25126@post.mail.demon.net>
Status: RO
X-Status: 

>     To Mark Carter (I think!).  Its the problem with the arrays.  Using arrays
> does make code easier to read and follow through.  For memory requirements and
> saving information to disk you're better off using the (P/D/L)oke - (P/D/L)eek
> alternative.  It is slightly harder to use initially, but you will save a hell
> of a lot of memory and data access will be a hell of a lot quicker.  I know
> this from past experience with large arrays.  If arrays are too large
> (100,100) for example, then AMOS Creator crashes.  I don't know with AMOS Pro.
> It is definitely worth perservering with the data banks way.

The memory saving I would achieve in my program would be about 30k, 
which I dont think is that much considering I am writing it for a 2 
meg machine.  I already use the P/D/L(oke/eek) to save/read info from 
disk - its just that at the start of the proggie I load them all into 
memory wasteful arrays.

Here's why I'm not so sure reading directly from a bank is the "nice" 
way to do things:

Say, I have 10 teams (20 players each) with data - one component is a 
25 character long string giving the player name.

Array method:
At start of prog, load in names from bank into NAME$(20,10), etc
During prog,
NAME$=NAME$(Player(1 to 20),Team(1 to 10))
.....[occurs lots of times in progs]
If I make a change to the format of the bank (e.g need to allow for 
longer player names) all I need to do is change the start of the prog 
where data is read in from the bank.

Bank method:
Nothing at start of prog (except smaller Set Buffer size :-))
During prog,
NAME$=Peek$(Start(Bank Num)+1000*Team+50*Player,25,Chr$(0))
....[occurs lots of times]
(Note - is this really that much faster than arrays considering the 
calculations to find the address of the string?)

Now, if I make changes to the bank I need to change every occurence 
of where I access player names etc, and there is no search which 
would do this. Therefore, I would manually need to search through the 
whole program - which would not be pleasant if the code is over 300K 
long and not only do I have to access names, but other data too!
The bank method would also be more prone to mistyping errors due to 
its more complicated format.

-------
I think the jury is still out on this one.

Of course one solution (similar to the one Ben suggested) would be to 
define a procedure:

Procedure _GET_NAME[Player,Team]
End Proc[Peek$(Start(Bank Num)+1000*Team+50*Player,25,Chr$(0))]

During prog,
_GET_NAME$[Player,Team]
NAME$=Param$

IMHO this would be the best compromise (but still messy)

Why shouldn't Amos interpret the line:
NAME$=_GET_NAME$[Player,Team]
in exactly the same way?.... it would solve all (or most) of our 
problems.

But (yes another but) with all the different types of stats I use, I 
would need to have lots of these procedures messing up my flawless 
code ;-) (although I could only use this method on the more important 
arrays...)

Gimme some feedback............................please!

Gotta go - my fingers are starting to hurt!

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Fri Sep 22 15:12:19 1995
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          22 Sep 95 15:04 +0100
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          22 Sep 95 15:00 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Fri, 22 Sep 1995 15:02:43 +0000
Subject:       Joystick 2 Mouse
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509221500.aa25125@post.mail.demon.net>
Status: RO
X-Status: 

Whats the best method for making the joystick move the mouse pointer?  :

1.  At the start of each "main loop" have something like

Xmouse=Xmouse + (Jleft(Port) - Jright(Port))
Ymouse=Ymouse + (Jup(Port) - Jdown(Port))

(why doesnt Add work?)

or

2.  Use Amal (in a similar way)


----

Which is faster?

I think Amal is the "proper" way because normally the mouse pointer 
moves "in the background" and so Amal is the closest thing to 
emulating this - but then again, what would I know?

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Fri Sep 22 13:10:28 1995
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Reply-To: CRSO.Amos@canrem.com
Sender: CRSO.Amos@canrem.com
Subject: Re: Overscan problem!
From: mike.pelletier@canrem.com (Mike Pelletier)
Message-Id: <60.3648.6587.0C1F5E4D@canrem.com>
In-Reply-To: <Pine.PMDF.3.91.950922082554.574721815A-100000@JOYL.JOENSUU.
Date: Fri, 22 Sep 1995 11:59:00 -0400
Organization: CRS Online  (Toronto, Ontario)
Status: RO
X-Status: 

Re: border on right

Do you open the screen as follows?

Screen Open 1,672,468,16,Hires+Laced
Screen Display 1,112,26,672,468

The second command positions the screen at the top left to give a bit more
room.  So far, I've managed to get a 672x468 screen to be totally on the
screen.

Well met and godspeed,
                      Giark

From amos-request@svcs1.digex.net Fri Sep 22 19:48:27 1995
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Date: Sat, 23 Sep 95 03:12:56 GMT
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In-Reply-To:  <9509221500.aa25126@post.mail.demon.net>
             (from Mark Carter <Mark@westmead.demon.co.uk>)
             (on Fri, 22 Sep 95 14:56:33)
Lines: 48
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Update me....
Status: RO
X-Status: 

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

MC> The memory saving I would achieve in my program would be about 30k, 
MC> which I dont think is that much considering I am writing it for a 2 
MC> meg machine.  I already use the P/D/L(oke/eek) to save/read info from 
MC> disk - its just that at the start of the proggie I load them all into 
MC> memory wasteful arrays.

Does it have to be for 2Mb? Or is it A1200 only...

MC> Of course one solution (similar to the one Ben suggested) would be to 
MC> define a procedure:
MC> 
MC> Procedure _GET_NAME[Player,Team]
MC> End Proc[Peek$(Start(Bank Num)+1000*Team+50*Player,25,Chr$(0))]
MC> 
MC> During prog,
MC> _GET_NAME$[Player,Team]
MC> NAME$=Param$

I like that! ;-)

MC> IMHO this would be the best compromise (but still messy)
MC> 
MC> Why shouldn't Amos interpret the line:
MC> NAME$=_GET_NAME$[Player,Team]
MC> in exactly the same way?.... it would solve all (or most) of our 
MC> problems.

Because if you want a function that has no parameters (for some strange
reason), AMOS would decipher it as a variable.

MC> But (yes another but) with all the different types of stats I use, I 
MC> would need to have lots of these procedures messing up my flawless 
MC> code ;-) (although I could only use this method on the more important 
MC> arrays...)

Yeah, just use it on the big ones...

MC> Gimme some feedback............................please!

In exchange for telling us what you're actually writing...

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

From amos-request@svcs1.digex.net Sat Sep 23 13:47:50 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Sat, 23 Sep 1995 16:29:01 +0000
Subject: Re: Joystick 2 Mouse
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> Whats the best method for making the joystick move the mouse pointer?  :
> 
> 1.  At the start of each "main loop" have something like
> 
> Xmouse=Xmouse + (Jleft(Port) - Jright(Port))
> Ymouse=Ymouse + (Jup(Port) - Jdown(Port))
> 
> (why doesnt Add work?)
> 
> or
> 
> 2.  Use Amal (in a similar way)
> 
> 
> ----
> 
> Which is faster?
> 
> I think Amal is the "proper" way because normally the mouse pointer 
> moves "in the background" and so Amal is the closest thing to 
> emulating this - but then again, what would I know?


I agree, AMAL is a better way, if only for tidiness sake.  You can 
have your AMAL string defined right at the start, do an AMAL ON and 
never have to think of it again.  Otherwise, absolutely every loop 
would either need a call to a procedure to do the movement or have 
tedious IF JLEFT(1) THEN blah de blah de blah  - actually, just 
looked at your method and I must admit that's quite good.  But even 
so, you still need your PROC call or your 2 lines above, which is a 
bit messy.

Don't know about speed, though.  If it's just moving the mouse 
pointer over say an options screen or something relatively simple 
like that, does it actually matter?
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Sat Sep 23 13:16:10 1995
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From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Sat, 23 Sep 1995 16:32:15 +0000
Subject: Re: Update me....
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> >     To Mark Carter (I think!).  Its the problem with the arrays.  Using arrays
> > does make code easier to read and follow through.  For memory requirements and
> > saving information to disk you're better off using the (P/D/L)oke - (P/D/L)eek
> > alternative.  It is slightly harder to use initially, but you will save a hell
> > of a lot of memory and data access will be a hell of a lot quicker.  I know
> > this from past experience with large arrays.  If arrays are too large
> > (100,100) for example, then AMOS Creator crashes.  I don't know with AMOS Pro.
> > It is definitely worth perservering with the data banks way.

<etc etc - you know the story by now>

To be honest, unless you're really short on memory, you might as well 
just use the arrays (in my opinion) - it is just a little bit simpler, really.  I 
mean, do you REALLY need that minute extra burst of speed?  (I'm sure 
this conversation just started with a really innocent, tiny 
question?)

;-)
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Sat Sep 23 19:48:10 1995
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To: amos-list@access.digex.net
Subject: Ultimate Amos
From: jeff.webb@the-matrix.com (JEFF WEBB)
Message-ID: <8B1A3F0.0005053879.uuout@the-matrix.com>
Date: Sat, 23 Sep 95 16:48:00 -0600
Organization: The MATRIX, Birmingham, AL (205) 252 9888
Reply-To: jeff.webb@the-matrix.com (JEFF WEBB)
X-Mailreader: PCBoard Version 15.21
X-Mailer: PCBoard/UUOUT Version 1.10
Status: RO
X-Status: 

 Does anyone here have Ultimate Amos by Amiga Format? I saw a add for it
and was thinking of getting it. If you have it let me know what you
think of it.

From amos-request@svcs1.digex.net Sun Sep 24 02:53:13 1995
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Date: Sat, 23 Sep 1995 21:56:08 -0700 (PDT)
From: Greg Cox <gcox@cts.com>
To: JEFF WEBB <jeff.webb@the-matrix.com>
cc: amos-list@access.digex.net
Subject: Re: Ultimate Amos
In-Reply-To: <8B1A3F0.0005053879.uuout@the-matrix.com>
Message-ID: <Pine.SCO.3.91.950923215342.15047A-100000@crash.cts.com>
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Status: RO
X-Status: 

On Sat, 23 Sep 1995, JEFF WEBB wrote:

>  Does anyone here have Ultimate Amos by Amiga Format? I saw a add for it
> and was thinking of getting it. If you have it let me know what you
> think of it.

I have it and it is very good if your wanting to know how to write games 
using AMOS. Comes with excellent examples and 4 game engines on disk as well.
I liked it ... much better than Mastering Amiga AMOS book.

Greg


From MXAZTURVEYA@CLUSTER.NORTH-LONDON.AC.UK Mon Sep 25 12:12:07 1995
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From: MXAZTURVEYA@CLUSTER.NORTH-LONDON.AC.UK
Message-Id: <199509251612.MAA24398@mail1.access.digex.net>
Via: uk.ac.north-london.cluster; Mon, 25 Sep 1995 16:53:07 +0100
Date: Mon, 25 Sep 95 16:53 BST
To: AMOS-REQUEST <AMOS-REQUEST@ACCESS.DIGEX.NET>
Subject: Im trying to write a routine that turns the mouse pointer into a 
         little footbal that rolls in the direction of movement - I have the 
         graphics (16frames), just nned a few code ideas...?
Status: RO
X-Status: 


From amos-request@svcs1.digex.net Mon Sep 25 17:45:46 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Not by Church!!
Date: Mon,  25 Sep 95 21:12:28 GMT
Message-ID:  <9509252115.aa12918@agora.stm.it>
Status: RO
X-Status: 



>>     Also, the AF coverdisk of AMOSPro.  Is AMCAF useable with it? what
>> about other extensions?

 > Andy's Intuition Extension is not useable with that version.

That's NOT by Church. It's the 3rd time that someone says thet AMCAF is by
A.Church.   Andrew made Intuition extension!!!

Bye.

Michele.





----*          Bomb!    Versione non registrata !!           *----


From amos-request@svcs1.digex.net Mon Sep 25 18:43:33 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Help me!
Date: Mon,  25 Sep 95 21:13:0 GMT
Message-ID:  <9509252115.aa12946@agora.stm.it>
Status: RO
X-Status: 


Hello guys,

I have to solve a problem in AMOS Pro programming: is there anyone who can
help me??
I explain the problem.
I must (or better, I want to) do a procedure to draw on a screen a part of

a
circle. Is there any extension to do it??
Otherwise I have to use sin() and cos() function, but these are relly very
slow.
The procedure should be like:

Procedure PART_OF_CIRCLE[R,A,B]
     where R is the radius, A the value of the angle in degree
     and B is how many degrees the line is long
     (sorry for my English, can you understand me? :-(( )
End Proc

Unfortunately, becouse of all the structure of the program, the screen is
in
Hi resolution, but you have just to use R/2 in the sin() part.
But the biggest matter is that the 0 degree must be at 12 o'clock, 90
degrees at 3 o'clock and so on in clockwise (instead the trig functions
work
in the other direction.).
Finally, it must be fast enough, even if not just like the Circle command
(or Fcircle by Turbo extension!).

Why don't you make an extension with the command for drawing just a part of
a circle??

Thank you very much.

P.S.:If you haven't understood anything, don't worry: it's not you're out,
but it means that this year I'll fail my English exam.

Bye.

Michele                         M.Berionne@agora.stm.it





----*          Bomb!    Versione non registrata !!           *----

@@@

From amos-request@svcs1.digex.net Tue Sep 26 01:23:43 1995
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Date: Mon, 25 Sep 1995 20:29:23 -0700 (PDT)
From: Garrett Moon <gmoon@blaze.bc.ca>
To: amos-list@access.digex.net
Subject: 3D Game
Message-Id: <Pine.LNX.3.91.950925202726.12490A-100000@flame.blaze.bc.ca>
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Anyone out there good with Amos 3D programming, or want to work on a 3D 
Spaceflight game?  I don't see why it couldn't be done.  Something like 
Epic or Frontier? 
 
Garrett Moon 
gmoon@blaze.bc.ca


From amos-request@svcs1.digex.net Mon Sep 25 20:25:08 1995
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             (from M.Berionne@agora.stm.it)
             (on Mon, 25 Sep 95 21:12:28)
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X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Not by Church!!
Status: RO
X-Status: 

Greetings M.Berionne@agora.stm.it, you wrote some text on the subject Not
by Church!!, and now I'm going to answer it.

M> >>     Also, the AF coverdisk of AMOSPro.  Is AMCAF useable with it? what
M> >> about other extensions?
M> 
M>  > Andy's Intuition Extension is not useable with that version.
M> 
M> That's NOT by Church. It's the 3rd time that someone says thet AMCAF is by
M> A.Church.   Andrew made Intuition extension!!!

Read it again... I'm not too sure where the confusion is...

M>  > Andy's Intuition Extension is not useable with that version.

Surely that means Andrew Church made the Intuition Extension... :-\

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

From amos-request@svcs1.digex.net Tue Sep 26 04:30:09 1995
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From: jokivuori@joyl.joensuu.fi
Subject: Re: Overscan problem!
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On Fri, 22 Sep 1995, Mike Pelletier wrote:

> Re: border on right
> 
> Do you open the screen as follows?
> 
> Screen Open 1,672,468,16,Hires+Laced
> Screen Display 1,112,26,672,468
> 
> The second command positions the screen at the top left to give a bit more
> room.  So far, I've managed to get a 672x468 screen to be totally on the
> screen.

Yep, thats about it, any bigger than that is not visible...
...hardly real overscan...



From amos-request@svcs1.digex.net Tue Sep 26 06:03:36 1995
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Date: Tue, 26 Sep 1995 09:59:05 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: My 3D Engine
To: Amos list <amos-list@access.digex.net>
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Hi!

I just uploaded my raycasting engine to aminet, just in case some
would like to see it. If it's possible, I'd like to hear your
comments about it, so I'd know which way to develop it.=20
Especially I want to know how slow it is on your Amiga...=20
(don't forget to mention your CPU & RAM)

(rating: 1) it's disgusting... I want never see it agin!
         2) deadly slow
         3) painfully slow
         4) awful
         5) just slow...   8-))))))) )

And how would you like to have the final version? I mean should
it be a fantasy RPG with spells & swords or more scifi like
those many doom variations???

Now, grab your keyboard %-o and mail! 8-)


The filename is My3DEngine.lha and it *should* be in gfx/aga
directory in aminet. Oh btw. it needs AGA chipset.

Pete


  Posecenu (-% ------------Petri H=E4kkinen------------ %-) heesiahe
  enuposec (-% ---------mystic@tlti.tokem.fi--------- %-) aheesiah
  secenupo (-% Amigafanatik & Braindead / MellowChips %-) iaheesia      =20
  uposecen (-% -Bloodfest,MachoKillers,Pucman Worlds- %-) siaheesi
  cenupose (-% -----Amiga Rulez & PesuCone SUXX!----- %-) esiahees






From amos-request@svcs1.digex.net Tue Sep 26 07:04:55 1995
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Date: Tue, 26 Sep 1995 10:42:46 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: 3D Game
To: Garrett Moon <gmoon@blaze.bc.ca>
cc: amos-list@access.digex.net
In-Reply-To: <Pine.LNX.3.91.950925202726.12490A-100000@flame.blaze.bc.ca>
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> Anyone out there good with Amos 3D programming, or want to work on a 3D 
> Spaceflight game?  I don't see why it couldn't be done.  Something like 
> Epic or Frontier? 

What about this....

I think that Wing Commander style game would be relatively easy to
do, if you'd draw the crafts from all possible viewing angles and
then only scale them to the display. Crafts could be raytraced,
so all the angles could be just rotated and rendered. Of course
it would take lots of memory, but that's just what wing commander does 8)

Anyone more crazed persons like me who think this is possible ? 8-)

This could be also a proper group project... 
as it needs lots of graphicians, designers, musicians, articial
intelligence programmers, system programmers, tee and time. 8)

Pete

>  
> Garrett Moon 
> gmoon@blaze.bc.ca
> 
> 


From amos-request@svcs1.digex.net Tue Sep 26 07:41:27 1995
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Date: Tue, 26 Sep 95 09:49:50 +0100
From: jp_dejong@hgl.signaal.nl (Jong J.P. de)
Message-Id: <9509260849.AA01436@suns8c2.signaal>
To: amos-list@access.digex.net
Subject: amos-list mail
Classification: Unclassified
Reply-To: jp_dejong@hgl.signaal.nl
Status: RO
X-Status: 

Since wednesday last week I didn't receive any mail from
the list (and things were going pretty well lately).

In the unlikely case that the list was out of business
last week, just forget this message.

The last message I received was:

> From amos-request@svcs1.digex.net Wed Sep 20 15:01:38 1995
> Date: Wed, 20 Sep 95 15:28:13 GMT
> Lines: 18
> X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
> From: bwyatt@paston.co.uk (Ben Wyatt)
> To: amos-list@access.digex.net
> Subject: Re: Extensions Wishlist
> Content-Length: 688
> X-Lines: 18
> Status: RO
> 
> Greetings Branko, you wrote some text on the subject Re: Extensions
> Wishlist, and now I'm going to answer it.
> 
> <SNIP>

Most likely there is something wrong locally (at this site).

If someone has last weeks mail, I would appreciate it if
you send it to me. But I would be happy with a message
telling me what the state of the list is.

	Thanks in advance,
			  Joop.


 Joop  de Jong              department: R&D-Systems/IF
 jp_dejong@hgl.signaal.nl   Hollandse Signaalapparaten B.V.
======================[ Unclassified ]======================

From amos-request@svcs1.digex.net Tue Sep 26 05:11:23 1995
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In-Reply-To:  <9509252115.aa12946@agora.stm.it>
             (from M.Berionne@agora.stm.it)
             (on Mon, 25 Sep 95 21:13:00)
Lines: 53
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Help me!
Status: RO
X-Status: 

Greetings M.Berionne@agora.stm.it, you wrote some text on the subject Help
me!, and now I'm going to answer it.

M> I have to solve a problem in AMOS Pro programming: is there anyone who can
M> help me??
M> I explain the problem.
M> I must (or better, I want to) do a procedure to draw on a screen a part of
M> 
M> a
M> circle. Is there any extension to do it??
M> Otherwise I have to use sin() and cos() function, but these are relly very
M> slow.
M> The procedure should be like:
M> 
M> Procedure PART_OF_CIRCLE[R,A,B]
M>      where R is the radius, A the value of the angle in degree
M>      and B is how many degrees the line is long
M>      (sorry for my English, can you understand me? :-(( )
M> End Proc
M> 
M> Unfortunately, becouse of all the structure of the program, the screen is
M> in
M> Hi resolution, but you have just to use R/2 in the sin() part.
M> But the biggest matter is that the 0 degree must be at 12 o'clock, 90
M> degrees at 3 o'clock and so on in clockwise (instead the trig functions
M> work
M> in the other direction.).
M> Finally, it must be fast enough, even if not just like the Circle command
M> (or Fcircle by Turbo extension!).

AT LAST! An interesting problem!

This should do it:

Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
   Gr Locate X+Sin(A)*R,Y-Cos(B)*R
   For N=A+STP To A+B Step STP
      Draw To X+Sin(N)*R,Y-Cos(N)*R
   Next N
EndProc

Where:
  R=Radius
  A=Start angle
  B=Degrees to rotate
X+Y=Centre of circle
STP=Accuracy (small=slow but accurate, large=fast but less accurate)
    Use about 4-5, depending on the size of the circle.

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

From amos-request@svcs1.digex.net Tue Sep 26 08:15:45 1995
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9509260834.AA02134@diamond.bton.ac.uk>
Subject: Re: 3D Game
To: gmoon@blaze.bc.ca (Garrett Moon)
Date: Tue, 26 Sep 1995 09:34:10 +0100 (BST)
Cc: amos-list@access.digex.net
In-Reply-To: <Pine.LNX.3.91.950925202726.12490A-100000@flame.blaze.bc.ca> from "Garrett Moon" at Sep 25, 95 08:29:23 pm
X-Mailer: ELM [version 2.4 PL22]
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>
> Anyone out there good with Amos 3D programming, or want to work on a 3D
> Spaceflight game?  I don't see why it couldn't be done.  Something like
> Epic or Frontier?
>
> Garrett Moon
> gmoon@blaze.bc.ca
>
>
    I would absolutely love to do a 3D game.  I don't think AMOS 3D would be
up to the task in hand though.  I do have a storming game idea/design for a
game that will need a 3D section.  It will completely blow away Elite/Frontier
etc.  It's BIG.......
    Let me know if you want more details.

    As for the 3D stuff.  I used to know the basics of 3D vectors.  However,
I'm really rusty and would have to look it up.  The 3D section would
definately have to be done in 68000.  No two ways about it.

cheers,
--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*      tl14@diamond.bton.ac.uk      *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From amos-request@svcs1.digex.net Tue Sep 26 09:17:06 1995
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 	id AA085185859; Tue, 26 Sep 1995 09:57:39 +0100
Date: Tue, 26 Sep 1995 09:57:39 +0100 (MET)
From: Branko Collin <bcollin@mpi.nl>
X-Sender: bcollin@mpih17
To: Amos Discussion List <amos-list@access.digex.net>
Subject: Re: Help me!
In-Reply-To: <9509261223.AA001x9@paston.co.uk.uucp>
Message-Id: <Pine.HPP.3.91.950926095107.8381B-100000@mpih17>
Mime-Version: 1.0
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Status: RO
X-Status: 

On Tue, 26 Sep 1995, Ben Wyatt wrote:

> Greetings M.Berionne@agora.stm.it, you wrote some text on the subject Help
> me!, and now I'm going to answer it.
> 
> M> I have to solve a problem in AMOS Pro programming: is there anyone who can
> M> help me??
> M> I explain the problem.
> M> I must (or better, I want to) do a procedure to draw on a screen a part of
> M> 
> M> a
> M> circle. Is there any extension to do it??
> M> Otherwise I have to use sin() and cos() function, but these are relly very
> M> slow.
> M> The procedure should be like:
> M> 
> M> Procedure PART_OF_CIRCLE[R,A,B]
> M>      where R is the radius, A the value of the angle in degree
> M>      and B is how many degrees the line is long
> M>      (sorry for my English, can you understand me? :-(( )
> M> End Proc
> M> 
> M> Unfortunately, becouse of all the structure of the program, the screen is
> M> in
> M> Hi resolution, but you have just to use R/2 in the sin() part.
> M> But the biggest matter is that the 0 degree must be at 12 o'clock, 90
> M> degrees at 3 o'clock and so on in clockwise (instead the trig functions
> M> work
> M> in the other direction.).

I missed the original message due to problems with our mail-system last 
night, so I'll answer to this post. The answer is simple. Yes, there does 
exist such a procedure, I wrote it, it's in the Procedure Library (v3.0 I 
believe) which can be downloaded from Aminet or Andy's website. It's 
called SimpleArc and the good part is that with bigger circles (i.e. an 
arc with 360 degrees length) it is faster than the Amos 'Circle' command!

The trick I used to make it faster is to build the arc from lines instead 
of single dots. If anyone feels like making it even faster, be my guest.

.......................................................................
.       Branko Collin          .  'Heineken is een harddrugsdealer'   .
.                              .                                      .
.   //  u249026@vm.uci.kun.nl  .                       -Joop Visser   .
. \X/   bcollin@mpi.nl         .                                      .
.......................................................................


From amos-request@svcs1.digex.net Tue Sep 26 09:31:33 1995
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Date: Tue, 26 Sep 1995 10:59:39 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: Help me!
To: Ben Wyatt <bwyatt@paston.co.uk>
cc: amos-list@access.digex.net
In-Reply-To: <9509261223.AA001x9@paston.co.uk.uucp>
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MIME-Version: 1.0
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Status: RO
X-Status: 





On Tue, 26 Sep 1995, Ben Wyatt wrote:

> Greetings M.Berionne@agora.stm.it, you wrote some text on the subject Hel=
p
> me!, and now I'm going to answer it.
>=20
> M> I have to solve a problem in AMOS Pro programming: is there anyone who=
 can
> M> help me??
> M> I explain the problem.
> M> I must (or better, I want to) do a procedure to draw on a screen a par=
t of
> M>=20
> M> a
> M> circle. Is there any extension to do it??
> M> Otherwise I have to use sin() and cos() function, but these are relly =
very
> M> slow.
> M> The procedure should be like:
> M>=20
> M> Procedure PART_OF_CIRCLE[R,A,B]
> M>      where R is the radius, A the value of the angle in degree
> M>      and B is how many degrees the line is long
> M>      (sorry for my English, can you understand me? :-(( )
> M> End Proc
> M>=20
> M> Unfortunately, becouse of all the structure of the program, the screen=
 is
> M> in
> M> Hi resolution, but you have just to use R/2 in the sin() part.
> M> But the biggest matter is that the 0 degree must be at 12 o'clock, 90
> M> degrees at 3 o'clock and so on in clockwise (instead the trig function=
s
> M> work
> M> in the other direction.).
> M> Finally, it must be fast enough, even if not just like the Circle comm=
and
> M> (or Fcircle by Turbo extension!).
>=20
> AT LAST! An interesting problem!
>=20
> This should do it:
>=20
> Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
>    Gr Locate X+Sin(A)*R,Y-Cos(B)*R
>    For N=3DA+STP To A+B Step STP
>       Draw To X+Sin(N)*R,Y-Cos(N)*R
>    Next N
> EndProc

If you want speed you should put Sin & Cos into arrays. Floating point
calculations are really sssslllooooowwwwww.....

Example:

dim si(360),co(360)
for t=3D0 to 360:si(t)=3Dsin(t)*256:co(t)=3Dcos(t)*256:next

and the draw part should be:
Draw To X+(SI(N)*R)/256,Y-(CO(N)*R)/256
                               =20
the /256 is done with bitshifting so it don't take much of time,
at least when compiled. Btw. isn't AMCAF's Turbo draw much faster?
If you have AMCAF (or Turbo extension) use it instead of amos!

Or even better, you can precalculate Sin(N)*R values with every possible
N and R but it takes lots of memory... If you really want the speed...=20

Pete

- Petri H{kkinen / mystic@tlti.tokem.fi -
=20
>=20
> Where:
>   R=3DRadius
>   A=3DStart angle
>   B=3DDegrees to rotate
> X+Y=3DCentre of circle
> STP=3DAccuracy (small=3Dslow but accurate, large=3Dfast but less accurate=
)
>     Use about 4-5, depending on the size of the circle.
>=20
> Bye  _________________________________
>     /                                 \
>     > Ben Wyatt - bwyatt@paston.co.uk <
>     \_________________________________/ =A91995 Very Interesting Signatur=
es
>=20


From amos-request@svcs1.digex.net Tue Sep 26 08:44:18 1995
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	id AA17759; Tue, 26 Sep 95 10:28:07 +0100
Date: 26 Sep 95 10:28 +0100
From: Angel Alvarez <angel@labein.es>
To: <amos-list@access.digex.net>
Message-Id: <349*angel@labein.es>
Status: RO
X-Status: 

On Tue Sep 26 09:44:50 1995, Ben Wyatt wrote a procedure to draw a part of a
circle. This one:

BW> Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
BW>   Gr Locate X+Sin(A)*R,Y-Cos(B)*R
BW>   For N=A+STP To A+B Step STP
BW>      Draw To X+Sin(N)*R,Y-Cos(N)*R
BW>   Next N
BW> EndProc
BW> Where:
BW>   R=Radius
BW>   A=Start angle
BW>   B=Degrees to rotate
BW> X+Y=Centre of circle
BW> STP=Accuracy (small=slow but accurate, large=fast but less accurate)

I think it is better to avoid sinus and cosinus computations. Reserve an array
(or a bank ;-)) with a table of sinus and cosinus values

   Dim S_VAL#(360), C_VAL#(360)

and compute the sinus and cosinus in each degree from 0 to 360

   Degree
   For A=0 To 360 : S_VAL#(A) = Sin(A) : C_VAL#(A) = Cos(A) : Next

Then, the Ben's procedure can be modified for better performance

   Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
      Shared S_VAL#(), C_VAL#()
      Gr Locate X+S_VAL#(A)*R,Y-C_VAL#(B)*R
      For N = A+STP To A+B Step STP
         Draw To X+S_VAL#(N)*R,Y-C_VAL#(N)*R
      Next N
   EndProc

Some mistakes are possibles (and very probables). I don't have my Amiga here,
at work.

==============================================================================
                     _/_/_/ _/     _/_/  _/_/_/    _/_/_/ _/_/_/ _/_/_/ _/_/_/
 Angel Alvarez      _/  _/ _/     _/ _/   _/      _/     _/  _/ _/       _/
  (Aldi Soft)      _/_/_/ _/     _/  _/  _/      _/_/_/ _/  _/ _/_/     _/
angel@labein.es   _/  _/ _/     _/ _/   _/          _/ _/  _/ _/       _/
                 _/  _/ _/_/_/ _/_/  _/_/_/    _/_/_/ _/_/_/ _/       _/
==============================================================================
"When we get there gonna jump in the air. No one'll see us 'cause there's
 nobody there. After all, you know we really don't care. Hold on, I'm gonna
 take you there" - from "Hard To Say I'm Sorry/Get Away" (Chicago)

From amos-request@svcs1.digex.net Tue Sep 26 10:12:32 1995
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	id AA001xp; Tue, 26 Sep 95 17:16:51 GMT
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Message-Id: <9509261716.AA001xo@paston.co.uk.uucp>
In-Reply-To: <Pine.3.87.9509261046.F6249-0100000@tlti>
             (from Petri Hakkinen <mystic@tlti.tokem.fi>)
             (on Tue, 26 Sep 95 10:42:46)
Lines: 35
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: 3D Game
Status: RO
X-Status: 

Greetings Petri, you wrote some text on the subject Re: 3D Game, and now
I'm going to answer it.

PH> > Anyone out there good with Amos 3D programming, or want to work on a 3D 
PH> > Spaceflight game?  I don't see why it couldn't be done.  Something like 
PH> > Epic or Frontier? 

What? Use AMOS 3D to write a 3D game? You must be mad... it wasn't designed
to make games - it was designed to show how bad an extension for amos could
be ;-)

PH> What about this....
PH> 
PH> I think that Wing Commander style game would be relatively easy to
PH> do, if you'd draw the crafts from all possible viewing angles and
PH> then only scale them to the display. Crafts could be raytraced,
PH> so all the angles could be just rotated and rendered. Of course
PH> it would take lots of memory, but that's just what wing commander does 8)
PH> 
PH> Anyone more crazed persons like me who think this is possible ? 8-)

I don't think AMOS would be able to handle the scaling... it would be too
slow on my A1200 anyway...

PH> This could be also a proper group project... 
PH> as it needs lots of graphicians, designers, musicians, articial
PH> intelligence programmers, system programmers, tee and time. 8)

I think we'd lose quite a few people because of all the maths involved...
I'd certainly enjoy doing the AI though...

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

From amos-request@svcs1.digex.net Tue Sep 26 11:50:33 1995
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Message-Id: <9509261708.AA001xj@paston.co.uk.uucp>
In-Reply-To: <Pine.3.87.9509261038.A7411-0100000@tlti>
             (from Petri Hakkinen <mystic@tlti.tokem.fi>)
             (on Tue, 26 Sep 95 10:59:39)
Lines: 64
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Help me!
Status: RO
X-Status: 

Greetings Petri, you wrote some text on the subject Re: Help me!, and now
I'm going to answer it.

PH> > M> Unfortunately, becouse of all the structure of the program, the screen is
PH> > M> in
PH> > M> Hi resolution, but you have just to use R/2 in the sin() part.

Opps, I missed that bit, but if it's in hires, wouldn't the cos have to be
R/2 or the sin be R*2 ?

PH> > M> But the biggest matter is that the 0 degree must be at 12 o'clock, 90
PH> > M> degrees at 3 o'clock and so on in clockwise (instead the trig functions
PH> > M> work
PH> > M> in the other direction.).
PH> > M> Finally, it must be fast enough, even if not just like the Circle command
PH> > M> (or Fcircle by Turbo extension!).
PH> > 
PH> > This should do it:
PH> > 
PH> > Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
PH> >    Gr Locate X+Sin(A)*R,Y-Cos(B)*R
PH> >    For N=A+STP To A+B Step STP
PH> >       Draw To X+Sin(N)*R,Y-Cos(N)*R
PH> >    Next N
PH> > EndProc
PH> 
PH> If you want speed you should put Sin & Cos into arrays. Floating point
PH> calculations are really sssslllooooowwwwww.....
PH> 
PH> Example:
PH> 
PH> dim si(360),co(360)
PH> for t=0 to 360:si(t)=sin(t)*256:co(t)=cos(t)*256:next

I usually (virtually always) do

PH> and the draw part should be:
PH> Draw To X+(SI(N)*R)/256,Y-(CO(N)*R)/256
PH>                                 
PH> the /256 is done with bitshifting so it don't take much of time,
PH> at least when compiled. Btw. isn't AMCAF's Turbo draw much faster?
PH> If you have AMCAF (or Turbo extension) use it instead of amos!

AMCAF can also be used for the precalculated Sines and Cosines (QSin, QCos)
It uses 0-1023 as 0-359 degrees, so triple (approx.) STP.

PH> Or even better, you can precalculate Sin(N)*R values with every possible
PH> N and R but it takes lots of memory... If you really want the speed... 

Put it in a bank...

So, the revised version...

Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
   Gr Locate X+QSin(A,R),Y-QCos(B,R/2)
   For N=A+STP To A+B Step STP
      Turbo Draw To X+QSin(N,R),Y-QCos(N,R/2)
   Next N
End Proc

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

From amos-request@svcs1.digex.net Tue Sep 26 11:44:49 1995
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In-Reply-To: <Pine.HPP.3.91.950926095107.8381B-100000@mpih17>
             (from Branko Collin <bcollin@mpi.nl>)
             (on Tue, 26 Sep 95 09:57:39)
Lines: 46
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Help me!
Status: RO
X-Status: 

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

BC> > M> I have to solve a problem in AMOS Pro programming: is there anyone who can
BC> > M> help me??
BC> > M> I explain the problem.
BC> > M> I must (or better, I want to) do a procedure to draw on a screen a part of
BC> > M> 
BC> > M> a
BC> > M> circle. Is there any extension to do it??
BC> > M> Otherwise I have to use sin() and cos() function, but these are relly very
BC> > M> slow.
BC> > M> The procedure should be like:
BC> > M> 
BC> > M> Procedure PART_OF_CIRCLE[R,A,B]
BC> > M>      where R is the radius, A the value of the angle in degree
BC> > M>      and B is how many degrees the line is long
BC> > M>      (sorry for my English, can you understand me? :-(( )
BC> > M> End Proc
BC> > M> 
BC> > M> Unfortunately, becouse of all the structure of the program, the screen is
BC> > M> in
BC> > M> Hi resolution, but you have just to use R/2 in the sin() part.
BC> > M> But the biggest matter is that the 0 degree must be at 12 o'clock, 90
BC> > M> degrees at 3 o'clock and so on in clockwise (instead the trig functions
BC> > M> work
BC> > M> in the other direction.).
BC> 
BC> I missed the original message due to problems with our mail-system last 
BC> night, so I'll answer to this post. The answer is simple. Yes, there does 
BC> exist such a procedure, I wrote it, it's in the Procedure Library (v3.0 I 
BC> believe) which can be downloaded from Aminet or Andy's website. It's 
BC> called SimpleArc and the good part is that with bigger circles (i.e. an 
BC> arc with 360 degrees length) it is faster than the Amos 'Circle' command!

I reckon mine would be faster with a big step (STP)

BC> The trick I used to make it faster is to build the arc from lines instead 
BC> of single dots. If anyone feels like making it even faster, be my guest.

The only way of making it any faster is to use extension commands...

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

From amos-request@svcs1.digex.net Wed Sep 27 04:54:14 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Sat, 23 Sep 1995 10:06:56 +0000
Subject:       Re: Bits and Pieces
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509231006.aa05877@post.mail.demon.net>
Status: RO
X-Status: 

> Hi again!  Just found this message stuck here, I've been meaning to 
> get back to it for ages!!
> 
> > > > Has anyone found a way of using a joystick in place of a mouse in 
> > > > conjunction with interface programs - I have tried several methods 
> > > > and failed :-(  I want to be able to move my joystick so that the 
> > > > mouse pointer moves (that bits easy) and then when I press fire over 
> > > > a button I want the interface program to recognise that that button 
> > > > has been clicked - any ideas?
> 
> <bit bit about ZDIALOG cut out>

Yes, I've been using this one ever since it was included in amos :-||
 
> > > You could make the joystick move the mouse (say with AMAL to be 
> > 
> > Hmmn, can anyone confirm this?  I know the manual keeps on going on 
> > about AMAL being much faster than their basic equivalents - but from 
> > my own personal experience this is not true. I don't know.
> 
> AMAL may not be any quicker, but it does mean you can make your 
> routine for moving the mouse using the joystick, stick it in at the 
> beginning and it'll run quite happily in the background.  Avoids 
> having to constantly call a procedure or insert extra commands 
> everywhere.  Can just be controlled with AMAL UNFREEZE and AMAL 
> FREEZE.
> 
> It doesn't sound as if speed is that vital for this particular 
> example?

That's true - its just a matter of taste :-6
  
> > > quick) and then when the joystick button is pressed and the mouse is 
> > > over the button it DIALOG UPDATEs the button to its pressed state and 
> > > when you release it it DIALOG UPDATEs it back and continues.
> > > 
> > > Is this any help?
> > 
> > Thanks for your help.
> > 
> > I remember trying DIALOG UPDATE before but then I rejected it and I 
> > cant remember why.  One reason may be the inability of the function 
> > to cope with radio buttons (but I dont mind this TOO much).
> 
> Yeah, I'm sure it doesn't work with these as radio buttons are all 
> assigned the same button number, aren't they?  (major pain!)
> 
> > Another reason may have been that I thought that the command does not
> > execute the "Button Change" code, but instead just the first bit of code 
> > which usually draws the button in whatever state its currently in - 
> > understand...?
> 
> I'm sure it does... oh, then again, all my interface code has used 
> the first bit which then is dependent on the ButtonPosition, I think. 
>  What have you got in your button change bit?  Anything that can just 
> be emulated in normal Amos?
>  
> > However, today I found out that this clearly is not the case.  
> > Is it true that calling the DIALOG UPDATE (1,BUT,1-RDIALOG(1,BUT)) 
> > command when the fire button is pressed and then the same command 
> > when the fire button is released will EXACTLY emulate the clcik of a 
> > mouse button on a button which features the BR0 command so that it 
> > returns to its original position.
> 
> Not sure.  I would think it should, but I could be wrong.
> 

I wonder....
If you have a button which automatically returns to its default 
status when you release the mouse button (using BR0;), would you get 
the same result if you try to emulate this in amos by calling the 
Dialog Update (1,BUT,1) followed by Dialog Update(1,BUT,0). (phew, 
that was a long sentance!)  I've got a feeling that the Button Change 
code would be executed twice - and this would be wrong.

I'm gonna test this out today - once and for all.
 
> 
> --
> Sorry it took me so long to reply, I think I first read it when I was 
> drunk and there was one bit I couldn't get my head around!

Well, sorry`s not good enough ;-)
 
> Sorry if it's come too late!

You`re ok.
 
> How are you getting on with it?

95% done - but still a long way to go!

Slow going at the moment - motivation is the problem.  I've done all 
the interesting bits - its mainly gameplay left.

 
Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Wed Sep 27 04:14:18 1995
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          25 Sep 95 18:41 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Mon, 25 Sep 1995 18:37:42 +0000
Subject:       Things to remember while compiling
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509251841.aa01503@post.mail.demon.net>
Status: RO
X-Status: 

Why dont we produce an FAQ on things to remember when compling an 
amos program.

This would involve tips on how to make sure no one finds out that the 
program was originally written in Amos as well as ideas on how to 
speed things up (eg Comp Test Off and multiplying/dividing by powers 
of 2....)

Here's a start on some tips:

1.  Send Amos to Back on booting and then flip it to front when all 
initialisations have finished - this gets rid of that nasty flash.

2. If its a game or there is no need to use workbench while the 
program is running, lock the Amos screen to front.  Otherwise, make 
sure Amiga "A" has been changed to Amiga "M", for cycling through 
screens (Amos Pro only).

3. Turn off Amos requesters by removing the extension - this will 
make the code smaller as well (I think)

4. Comp Test Off at the start of the program.  Only include a Comp 
Test command at the begining of major loops (if at all). 
Note - "Synchro" calls Comp Test anyway.

5. Change the mouse pointer colours.  Change the mouse pointer  if 
using Amos!

6. Try to save as many banks as possible with the program - otherwise 
people could load the banks directly into Amos.  Any external banks 
should have their traditional ".abk" extensions removed

7. Include the Amos library in the compiled program - this is a must!

8. Dont "Squash" the program - use powerpacker etc instead.

9. Dont use floating point expressions inside Max or Min expressions.
eg. Max(Sqr(4),0) wont work when compiled

10. Dont call your game "Amos [Game Name ]" - as some people might 
get suspicious that it wasnt written in assembler!!

Actually, if you do write a game in assembler then it would be a 
really good idea to call the game "Amos [Game Name]" because then 
everyone will think Amos is a superb, fast, fantastic programming 
language (which it is) ;-)

Please try and add to this list - I think lots of people would find 
this very useful.

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Wed Sep 27 04:16:22 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Mon, 25 Sep 1995 18:39:44 +0000
Subject:       Silly Question
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID:  <9509251841.aa01473@post.mail.demon.net>
Status: RO
X-Status: 

I know this is a silly question, but I'm not all that experienced 
with when exactly to use Wait Vbl.

Should I put a Wait Vbl before or after a Synchro command?

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Wed Sep 27 03:23:24 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Mon, 25 Sep 1995 18:41:43 +0000
Subject:       Names and Addresses
Priority: normal
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Message-ID:  <9509251841.aa01472@post.mail.demon.net>
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Can anyone tell me (or point me to where I can find) the addresses of 
software houses I can send me new game to for evaluation?

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Tue Sep 26 14:59:17 1995
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Lines: 102
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Help me!
Status: RO
X-Status: 

> BC> > M> I have to solve a problem in AMOS Pro programming: is there anyone who can
> BC> > M> help me??
> BC> > M> I explain the problem.
> BC> > M> I must (or better, I want to) do a procedure to draw on a screen a part of
> BC> > M>
> BC> > M> a
> BC> > M> circle. Is there any extension to do it??
> BC> > M> Otherwise I have to use sin() and cos() function, but these are relly very
> BC> > M> slow.
> BC> > M> The procedure should be like:
> BC> > M>
> BC> > M> Procedure PART_OF_CIRCLE[R,A,B]
> BC> > M>      where R is the radius, A the value of the angle in degree
> BC> > M>      and B is how many degrees the line is long
> BC> > M>      (sorry for my English, can you understand me? :-(( )
> BC> > M> End Proc
> BC> > M>
> BC> > M> Unfortunately, becouse of all the structure of the program, the screen is
> BC> > M> in
> BC> > M> Hi resolution, but you have just to use R/2 in the sin() part.
> BC> > M> But the biggest matter is that the 0 degree must be at 12 o'clock, 90
> BC> > M> degrees at 3 o'clock and so on in clockwise (instead the trig functions
> BC> > M> work
> BC> > M> in the other direction.).
> BC>
> BC> I missed the original message due to problems with our mail-system last
> BC> night, so I'll answer to this post. The answer is simple. Yes, there does
> BC> exist such a procedure, I wrote it, it's in the Procedure Library (v3.0 I
> BC> believe) which can be downloaded from Aminet or Andy's website. It's
> BC> called SimpleArc and the good part is that with bigger circles (i.e. an
> BC> arc with 360 degrees length) it is faster than the Amos 'Circle' command!
>
> I reckon mine would be faster with a big step (STP)
>
> BC> The trick I used to make it faster is to build the arc from lines instead
> BC> of single dots. If anyone feels like making it even faster, be my guest.
>
> The only way of making it any faster is to use extension commands...
>

	I'm sorry but that is inherently not true. I happen to be learning
of many faster ways of creating circles or arcs without using sin's cos's,
floating numbers and the like. There are many algorithms available that will
generate circles faster than a line approximation(and much more circle like
as well).

void circle(int x, int y,int r, Color c)
{
  int E,d_inc,r_inc,x1,x2,x3,x4,y1,y2,y3,y4;

  E=2*r-3;
  d_inc=4*r-10;
  r_inc=-6;
  for(x1=x,y1=y+r,x2=x,y2=y-r,x3=x-r,y3=y,x4=x+r,y4=y;
      (x4-x1)>0 ;x1++, x2--, y3++, y4--)
    {
      plot(x1,y1,c);
      plot(x1,y2,c);
      plot(x2,y2,c);
      plot(x2,y1,c);
      plot(x3,y3,c);
      plot(x3,y4,c);
      plot(x4,y4,c);
      plot(x4,y3,c);

      if(E<0)
	{
	  E+=d_inc;
	  d_inc-=8;
	  y1--;
	  y2++;
	  x3++;
	  x4--;
	}
      else
	{
	  E+=r_inc;
	  d_inc-=4;
	}
      r_inc-=4;
    }
}

This is an example of real working circle routine that does not use a
single cos, sin or float number. It can easily be modified to make ellipses
and with a little thought, probably arcs as well. Basically the loop
calculates the upper right hand 1/8th of a circle and the  other portions
of the circle are mirrored. The 1/8th is created by maintaining an Error
variable that determines when to draw diagonally other than the normal
horizontal draw. My stopping condition is set up for circles and checks
to see when the original and mirrored sections meet.

Check out some books on the subject and I'm sure you will see that there
are many ways to draw arcs.

				Robert Currie

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

From amos-request@svcs1.digex.net Wed Sep 27 00:18:16 1995
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Date: Tue, 26 Sep 1995 19:01:33 -0700 (PDT)
From: Garrett Moon <gmoon@blaze.bc.ca>
To: Ben Wyatt <bwyatt@paston.co.uk>
Cc: amos-list@access.digex.net
Subject: Jetstrike
In-Reply-To: <9509211657.AA001nt@paston.co.uk.uucp>
Message-Id: <Pine.LNX.3.91.950926190021.25283A-100000@flame.blaze.bc.ca>
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X-Status: 

I've heard the name of this game before, but never seen it.  What type of 
game is it? Is it good ? How does it do AGA in Amos? 
 
Garrett Moon
gmoon@blaze.bc.ca


From amos-request@svcs1.digex.net Tue Sep 26 23:38:05 1995
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Date: Wed, 27 Sep 1995 10:55:00 +1000 (GMT+1000)
From: Stuart Matthews <co314519@student.uq.edu.au>
To: Discussion List <amos-list@access.digex.net>
Subject: Re: 3D Game
In-Reply-To: <9509261716.AA001xo@paston.co.uk.uucp>
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X-Status: 

On Tue, 26 Sep 1995, Ben Wyatt wrote:

> What? Use AMOS 3D to write a 3D game? You must be mad... it wasn't designed
> to make games - it was designed to show how bad an extension for amos could
> be ;-)

I agree that Amos3d is pretty bad, but if you're aware of its 
limitations, and don't try something too ambitious, I still think its 
possible to write a decent game with it.  I think a Frontier/Epic style 
game is definitely possible.  If you want to have a look at my efforts 
with 3d games, you can find "Ultimatum_1.25.lha" on aminet in the 
game/shoot directory.  Its a Battlezone sort of game.

*wave*
Stuart.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~   
          |\     Stuart Matthews : co314519@student.uq.edu.au     
      /\__| \    Brisbane, Queensland, AUSTRALIA.
     /       \
     \  __   /   Programmer & Musician
      \/  \_/    (Games on Aminet are ULTIMATUM & AMIGA WARS).
     


From amos-request@svcs1.digex.net Wed Sep 27 22:29:32 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Amigaguide
Date: Thu, 21 Sep 1995 18:37:09 +0200
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bwyatt@paston.co.uk (Ben Wyatt) wrote on 18.08.1993 some text under the
subject Amigaguide. I can't leave this uncommentated ;-)

BW> Does anyone know of a way to run the amigaguide/multiview program via
BW> Amos? And maybe even return (Amos To Front) to amos when the user selects
BW> the close gadget...

Amos To Front
If Exist("SYS:Utilities/AmigaGuide")
  Exec 'AmigaGuide "'+F$+'"'
Else
  If Exist("SYS:Utilities/MultiView")
    Exec 'Multiview "'+F$+'"'
  EndIf
EndIf
Amos To Back

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/60/5MB/420HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Ahenny (adj.)
  The way people stand when examining other people's bookshelves.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Wed Sep 27 21:55:16 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Wanted!
Date: Fri, 22 Sep 1995 05:46:39 +0200
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Hello everybody!

I'm seeking for Regina Acikalin, who has transferred me the AMCAF
registration fee onto my account. I don't have her address, and if I don't
get it within one week, I'll have to deny the money and send it back.

So Regina, please send me a mail, if you are reading this now.

Best regards
	    Chris Hodges <chris@sixpack.pfalz.org>

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


From amos-request@svcs1.digex.net Wed Sep 27 11:33:09 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Fri, 22 Sep 1995 07:41:19 +0000
Subject:       Re: Using the joystick in interface.
Priority: normal
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> > DL> Time for an ex-hacker to rise from the dead again.....
> > DL> 
> > DL> Hit the Hardware!!!!
> > 
> > Ouch! That hurts ;-)
> > 
> > DL> So no complaints about hitting the hardware guys, if theres another way,
> > DL> let us know.
> > 
> > I'm afraid you missed the actual problem. The question was, how to emulate
> > a mouse button click for the use with an interface program. So the
> > joystick button press would be indicated as a mouse click.
> 
> If you've got a joystick in the mouse port, the fire button acts the 
> same way as the left mouse button doesn't it?  Or isn't that true 
> with Amos ?

Yes, but since most people would like to keep the mouse in the mouse 
port and the joystick in the other port (and not have to keep 
swapping them over), this doesn't help much..... :-(

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Thu Sep 28 06:28:49 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Sat, 23 Sep 1995 18:34:27 +0000
Subject:       Re: Update me....
Priority: normal
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> > >     To Mark Carter (I think!).  Its the problem with the arrays.  Using arrays
> > > does make code easier to read and follow through.  For memory requirements and
> > > saving information to disk you're better off using the (P/D/L)oke - (P/D/L)eek
> > > alternative.  It is slightly harder to use initially, but you will save a hell
> > > of a lot of memory and data access will be a hell of a lot quicker.  I know
> > > this from past experience with large arrays.  If arrays are too large
> > > (100,100) for example, then AMOS Creator crashes.  I don't know with AMOS Pro.
> > > It is definitely worth perservering with the data banks way.
> 
> <etc etc - you know the story by now>
> 
> To be honest, unless you're really short on memory, you might as well 
> just use the arrays (in my opinion) - it is just a little bit simpler, really.  I 
> mean, do you REALLY need that minute extra burst of speed?  (I'm sure 
> this conversation just started with a really innocent, tiny 
> question?)

I agree, although I think its an important point to explore - 
especially for anyone using very large arrays - totalling more than, 
say, 100k in memory...... 

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Thu Sep 28 00:21:30 1995
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X-Mailer: //\\miga Electronic Mail (AmiElm 4.159)
From: Stefan Holmes <StefanH@skittles.demon.co.uk>
To: amos-list@access.digex.net
Subject: Hello there.
Status: RO
X-Status: 

    Hi, I'm new to the list so I thought I'd say hello.

    I've been using Amos and Amos Pro since they were released and have
written a few bits and bobs, nother ever reached a stage of completion
though :-)

    I can't remember where I read it, but I recall something about a
group of Amos users developing a new language/development system based
on the Amos language. It was a while ago and I've heard nothing since,
is the project still underway, or has it been scrapped?

    I gotta say a quick hello to Steve from the co-op. He's a subscriber
to the Aminet CD series and will undoubtedly make a sarcy comment about
every one of my messages to the list :-)

    ttfn.


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From amos-request@svcs1.digex.net Wed Sep 27 23:40:58 1995
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From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Just uploaded an AMOS game to Aminet
Date: Tue, 26 Sep 1995 05:54:48 +0100
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mystic@tlti.tokem.fi (Petri Hakkinen) wrote on 19.09.1995 some text under
the subject Just uploaded an AMOS game to Aminet. I can't leave this
uncommentated ;-)

PH> If you're interested, I just uploaded my game, MachoKillers into aminet.
PH> It should be in the game/shoot directory (hope so).

I had a look at it... And I have to say, that I didn't really like the
'gameplay' ;-))

But the technical side is not bad I think ;))))

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/60/5MB/420HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Badachonacher (n.)
  An on-off relationship which never gets resolved.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Wed Sep 27 11:13:54 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Tue, 26 Sep 1995 10:45:35 +0000
Subject:       Re: Help me!
Priority: normal
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Status: RO
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> M> circle. Is there any extension to do it??
> M> Otherwise I have to use sin() and cos() function, but these are relly very
> This should do it:
> 
> Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]

Insert here:  STP=Min(STP,B)
Otherwise you get a never ending loop!

>    Gr Locate X+Sin(A)*R,Y-Cos(B)*R

I thought he meant not to use sin/cos....

>    For N=A+STP To A+B Step STP
>       Draw To X+Sin(N)*R,Y-Cos(N)*R
>    Next N
> EndProc
> 
> Where:
>   R=Radius
>   A=Start angle
>   B=Degrees to rotate
> X+Y=Centre of circle
> STP=Accuracy (small=slow but accurate, large=fast but less accurate)
>     Use about 4-5, depending on the size of the circle.

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Wed Sep 27 10:25:45 1995
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          27 Sep 95 3:05 GMT
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Tue, 26 Sep 1995 16:25:44 +0000
Subject:       Help Me!
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
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Status: RO
X-Status: 

Did nayone receive my message about an FAQ for compiling 
tips/problems?

Ive been having loads of problems with my mail recently - so I dont 
know whats been going on.

I think Ive sent about 4 or 5 messages which haven't shown up on the 
list :'''''-(((((((((

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Wed Sep 27 10:37:07 1995
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Date: Tue, 26 Sep 1995 19:14:39 -0700 (PDT)
From: Garrett Moon <gmoon@blaze.bc.ca>
To: Petri Hakkinen <mystic@tlti.tokem.fi>
Cc: amos-list@access.digex.net
Subject: Re: 3D Game
In-Reply-To: <Pine.3.87.9509261046.F6249-0100000@tlti>
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On Tue, 26 Sep 1995, Petri Hakkinen wrote:

> 
> 
> 
> > Anyone out there good with Amos 3D programming, or want to work on a 3D 
> > Spaceflight game?  I don't see why it couldn't be done.  Something like 
> > Epic or Frontier? 
> 
> What about this....
> 
> I think that Wing Commander style game would be relatively easy to
> do, if you'd draw the crafts from all possible viewing angles and
> then only scale them to the display. Crafts could be raytraced,
> so all the angles could be just rotated and rendered. Of course
> it would take lots of memory, but that's just what wing commander does 8)
> 
> Anyone more crazed persons like me who think this is possible ? 8-)
> 
> This could be also a proper group project... 
> as it needs lots of graphicians, designers, musicians, articial
> intelligence programmers, system programmers, tee and time. 8)
> 
> Pete
> 
> >  
> > Garrett Moon 
> > gmoon@blaze.bc.ca
> > 
> > 
> 
 
Sure this could be done.. My only question is, how do you do the scaling 
in realtime? (Or do you mean that they are pre-scaled?)
 
I was drawing up some ideas based on an idea like this too.
 
Garrett Moon
gmoon@blaze.bc.ca


From amos-request@svcs1.digex.net Wed Sep 27 13:09:47 1995
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To: amos-list@access.digex.net
Subject: Sample clicks
From: jeff.webb@the-matrix.com (JEFF WEBB)
Message-ID: <8B1D592.00050549E0.uuout@the-matrix.com>
Date: Tue, 26 Sep 95 23:46:00 -0600
Organization: The MATRIX, Birmingham, AL (205) 252 9888
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 Some time back someone posted a example of how to remove the click from
a sample bank. If anyone still has this could you please repost it. I
lost it due to a QWK mail error.. <- read delete packet. :(

From amos-request@svcs1.digex.net Wed Sep 27 11:56:07 1995
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          27 Sep 95 3:23 GMT
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Wed, 27 Sep 1995 10:30:48 +0000
Subject:       Re: Names and Addresses
Priority: normal
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> > Can anyone tell me (or point me to where I can find) the addresses 
> > of software houses I can send me new game to for evaluation?
> 
> You shouldn't send a complete game to software houses, instead send a 
> videotape that shows the game...or a small demo.
> But don't send them complete finished games..
> 
> Why don't you also put a demo on Aminet?
> 
> Greets,
>    Dennis

Has anyone tried "selling" a game to a software house?  I would very 
much like to hear from you if you have.

The problem with sending a videotape is the evaluator gets no idea of 
gameplay.

Is it really a bad idea to send away completed games? - I thought all 
you needed to do was send you game to yourself so that the postmark 
proves when you wrote it.

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Wed Sep 27 14:21:55 1995
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Date: Wed, 27 Sep 1995 15:11:01 +0200
From: Dennis <D.Michels@dia.eur.nl>
Subject: Re: Help Me!
To: Mark Carter <Mark@westmead.demon.co.uk>, amos-list@access.digex.net
Reply-to: d.michels@dia.eur.nl
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> Did nayone receive my message about an FAQ for compiling 
> tips/problems?

I received it.. 
 
> I think Ive sent about 4 or 5 messages which haven't shown up on the 
> list :'''''-(((((((((

Don't cry...here, have some candy..
 

Greets,
   Dennis
   
    

From amos-request@svcs1.digex.net Wed Sep 27 11:55:48 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Re: Help Me!!
Date: Wed,  27 Sep 95 13:52:11 GMT
Message-ID:  <9509271355.aa19267@agora.stm.it>
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 > AT LAST! An interesting problem!

Thank you!!   :-))

 > This should do it:

 > Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
 >   Gr Locate X+Sin(A)*R,Y-Cos(B)*R
 >   For N=A+STP To A+B Step STP
 >     Draw To X+Sin(N)*R,Y-Cos(N)*R
 >   Next N
 > EndProc

 > Where:
 > R=Radius
 > A=Start angle
 > B=Degrees to rotate
 > X+Y=Centre of circle
 > STP=Accuracy (small=slow but accurate, large=fast but less accurate)
 >     Use about 4-5, depending on the size of the circle.

Thank you very much!!
It works very well, but please: REMEMBER "DEGREE"!!
Otherwise Amos will use Radian angles and... I tried it: it produces a very
nice and funny thing: like a star!!
It could be another nice proc...

Bye

P.S.:I want to thank also all the other people who replied, telling me how
to make it faster and faster!!




----*          Bomb!    Versione non registrata !!           *----


From amos-request@svcs1.digex.net Wed Sep 27 12:44:21 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Re: Help me!
Date: Wed,  27 Sep 95 13:52:12 GMT
Message-ID:  <9509271355.aa19275@agora.stm.it>
Status: RO
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>PH> > This should do it:
>PH> >
>PH> > Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
>PH> >    Gr Locate X+Sin(A)*R,Y-Cos(B)*R
>PH> >    For N=A+STP To A+B Step STP
>PH> >       Draw To X+Sin(N)*R,Y-Cos(N)*R
>PH> >    Next N
>PH> > EndProc
>PH>
>PH> If you want speed you should put Sin & Cos into arrays. Floating point
>PH> calculations are really sssslllooooowwwwww.....
>PH>
>PH> Example:
>PH>
>PH> dim si(360),co(360)
>PH> for t=0 to 360:si(t)=sin(t)*256:co(t)=cos(t)*256:next

>PH> and the draw part should be:
>PH> Draw To X+(SI(N)*R)/256,Y-(CO(N)*R)/256
>PH>
>PH> the /256 is done with bitshifting so it don't take much of time,
>PH> at least when compiled. Btw. isn't AMCAF's Turbo draw much faster?
>PH> If you have AMCAF (or Turbo extension) use it instead of amos!

Why do you use *256 and then /256?? Does it give extra speed??

 > AMCAF can also be used for the precalculated Sines and Cosines (QSin,
 > QCos)
 > It uses 0-1023 as 0-359 degrees, so triple (approx.) STP.

But I'm not registered to AMCAF and then I couldn't compile it!!

>PH> Or even better, you can precalculate Sin(N)*R values with every
>PH> possible
>PH> N and R but it takes lots of memory... If you really want the speed...

 > Put it in a bank...

 > So, the revised version...

 > Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
 > Gr Locate X+QSin(A,R),Y-QCos(B,R/2)
 > For N=A+STP To A+B Step STP
 > Turbo Draw To X+QSin(N,R),Y-QCos(N,R/2)
 > Next N
 > End Proc

Extra speed is important, but it's too much for me!!!  ;-))

Bye.


----*          Bomb!    Versione non registrata !!           *----


From amos-request@svcs1.digex.net Wed Sep 27 13:15:39 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Help me!!
Date: Wed,  27 Sep 95 13:52:33 GMT
Message-ID:  <9509271355.aa19290@agora.stm.it>
Status: RO
X-Status: 



PH> > M> Finally, it must be fast enough, even if not just like the
PH> > Circle command
PH> > M> (or Fcircle by Turbo extension!).

Unluckly, Turbo extension (F Draw) doesn't work on double buffered screens.
To display the line you must enter: Screen Swap, and I can't do it in my
program!

PH> If you want speed you should put Sin & Cos into arrays. Floating point
PH> calculations are really sssslllooooowwwwww.....
PH>
PH> Example:
PH>
PH> dim si(360),co(360)
PH> for t=0 to 360:si(t)=sin(t)*256:co(t)=cos(t)*256:next

 > I usually (virtually always) do

I tried more that once: it's INCREDIBLE but the functions are as fast as

the
arrays (or as slow as...!) at least in the uncompiled version. do the
arrays
improve in the compiled version more than the functions??

PH> and the draw part should be:
PH> Draw To X+(SI(N)*R)/256,Y-(CO(N)*R)/256
PH>
PH> the /256 is done with bitshifting so it don't take much of time,
PH> at least when compiled. Btw. isn't AMCAF's Turbo draw much faster?
PH> If you have AMCAF (or Turbo extension) use it instead of amos!

Sorry, but I have alreasy said the I can't use Turbo. What about AmCaf??
Do you know a way to solve the problem??

 > So, the revised version...
 > Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
 > Gr Locate X+QSin(A,R),Y-QCos(B,R/2)
 > For N=A+STP To A+B Step STP
 > Turbo Draw To X+QSin(N,R),Y-QCos(N,R/2)
 > Next N
 > End Proc

Ehi, there an ERROR!! In the first line, it must NOT be ...,Y-QCos(B,R/2)
but must be ...,Y-QCos(A,R/2)
                       -

It was present even in the other version of this proc: check them!!

Bye.


----*          Bomb!    Versione non registrata !!           *----

@@@

From amos-request@svcs1.digex.net Wed Sep 27 14:01:24 1995
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Date: Wed, 27 Sep 1995 07:11:30 -0700 (PDT)
From: Greg Cox <gcox@cts.com>
To: amos-list@access.digex.net
Subject: Atari 2600 Games
Message-ID: <Pine.SCO.3.91.950927070135.5366A-100000@crash.cts.com>
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I would love to see some of the old Atari 2600 games converted over and 
written in AMOS couldn't be all that hard for alot of 'em. I especially 
liked the games written by Activision such as Kaboom, Stampede, Barnstorming,
MegaMania, ect... 

Instead of an Emulator which would be no doubt slow on a standard 500, Could
just convert them over and even make them better more so ... call it 
something like a Atari 2600 (Games Simulator) Series.

How 'bout  that idea for all you AMOS game programmers. Just another idea
what could be done with AMOS.

Greg

From amos-request@svcs1.digex.net Wed Sep 27 15:37:35 1995
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Date: Wed, 27 Sep 1995 16:44:41 +0200
From: Dennis <D.Michels@dia.eur.nl>
Subject: Re: Names and Addresses
To: amos-list@access.digex.net
Reply-to: d.michels@dia.eur.nl
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> Has anyone tried "selling" a game to a software house?  I would very 
> much like to hear from you if you have.

I'd love to do it once, so if you succeed, tell us everything about 
it.
 
> The problem with sending a videotape is the evaluator gets no idea of 
> gameplay.

That's true, but you could also visit them to show the 
game...although that would become a bit expensive if you go to a 
lot of different software houses. 

> Is it really a bad idea to send away completed games? - I thought all 
> you needed to do was send you game to yourself so that the postmark 
> proves when you wrote it.

I personally wouldn't send a completed game to a software 
house...even if I had a postmarked version lying around. I think that 
postmarks can be forged to easely.. 
Also, do you think all companies releasing software realy send 
themselfs a copy of everything they release before they release it?
I think you need some declaration signed by a notary or something..


Greets,
   Dennis
   
   

From amos-request@svcs1.digex.net Wed Sep 27 15:13:50 1995
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From: MXAZTURVEYA@CLUSTER.NORTH-LONDON.AC.UK
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Via: uk.ac.north-london.cluster; Wed, 27 Sep 1995 17:16:29 +0100
Date: Wed, 27 Sep 95 17:17 BST
To: AMOS-LIST <AMOS-LIST@access.digex.net>
Subject: Challenge
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I need a routine that changes the mouse pointer into a little football that rolls in the direction of movement - Ive done the graphics, any ideas ??

From amos-request@svcs1.digex.net Thu Sep 28 05:10:15 1995
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Date: Wed, 27 Sep 1995 14:45:29 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: Things to remember while compiling
To: Mark Carter <Mark@westmead.demon.co.uk>
cc: amos-list@access.digex.net
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X-Status: 

   Why all this big deal about hiding that a game was made in AMOS?
  If the game was good enough, who cares in what language was it written?
  Actually I don't believe that a company will turn a good game down 
because it was made in amos? will they?

   Fernando Bartra


From amos-request@svcs1.digex.net Wed Sep 27 14:39:53 1995
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In-Reply-To: <Pine.LNX.3.91.950926190021.25283A-100000@flame.blaze.bc.ca>
             (from Garrett Moon <gmoon@blaze.bc.ca>)
             (on Tue, 26 Sep 95 19:01:33)
Lines: 20
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Jetstrike
Status: RO
X-Status: 

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

GM> I've heard the name of this game before, but never seen it.  What type of 
GM> game is it?

Horizontal scrolling jet flying game with massive, satifying explosions.

GM> Is it good ?

Aparently it's quite good.

GM> How does it do AGA in Amos? 

It doesn't, I think it just uses the extra memory of a A1200...

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

From amos-request@svcs1.digex.net Wed Sep 27 15:49:39 1995
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In-Reply-To: <Pine.ULT.3.91.950927105050.25049A-100000@student.uq.edu.au>
             (from Stuart Matthews <co314519@student.uq.edu.au>)
             (on Wed, 27 Sep 95 10:55:00)
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X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: 3D Game
Status: RO
X-Status: 

Greetings Stuart, you wrote some text on the subject Re: 3D Game, and now
I'm going to answer it.

SM> > What? Use AMOS 3D to write a 3D game? You must be mad... it wasn't designed
SM> > to make games - it was designed to show how bad an extension for amos could
SM> > be ;-)
SM> 
SM> I agree that Amos3d is pretty bad, but if you're aware of its 
SM> limitations, and don't try something too ambitious, I still think its 
SM> possible to write a decent game with it.  I think a Frontier/Epic style 
SM> game is definitely possible.

To do a good game you have to be an *expert* at using OM. Really, it's
easier to write a 3D game without using the extension... the only good
thing about it is the sheer speed that it draws at.

SM> If you want to have a look at my efforts 
SM> with 3d games, you can find "Ultimatum_1.25.lha" on aminet in the 
SM> game/shoot directory.  Its a Battlezone sort of game.

Seen it - I found it a bit slow, there should have been an option to
simplify the objects or remove the surface detail. But it was quite fun
anyway... kinda like Trex Warrior (anyone heard of that one?)

Would you want to write another game using AMOS 3D?

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

From amos-request@svcs1.digex.net Wed Sep 27 15:13:49 1995
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In-Reply-To:  <9509251841.aa01472@post.mail.demon.net>
             (from Mark Carter <Mark@westmead.demon.co.uk>)
             (on Mon, 25 Sep 95 18:41:43)
Lines: 19
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Names and Addresses
Status: RO
X-Status: 

Greetings Mark, you wrote some text on the subject Names and Addresses,
and now I'm going to answer it.

MC> Can anyone tell me (or point me to where I can find) the addresses of 
MC> software houses I can send me new game to for evaluation?

There was a message on the amiga.programmer newsgroup from OTM (a new
software company) which is asking for games suitable for publication.
Their email address is:

otm@otmltd.demon.co.uk

If you want any other addresses, they'll be listed in commercial games
documentation.

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

From amos-request@svcs1.digex.net Wed Sep 27 17:06:27 1995
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In-Reply-To:  <9509271355.aa19275@agora.stm.it>
             (from M.Berionne@agora.stm.it)
             (on Wed, 27 Sep 95 13:52:12)
Lines: 33
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Help me!
Status: RO
X-Status: 

Greetings M.Berionne@agora.stm.it, you wrote some text on the subject
Re: Help me!, and now I'm going to answer it.

M> >PH> and the draw part should be:
M> >PH> Draw To X+(SI(N)*R)/256,Y-(CO(N)*R)/256
M> >PH>
M> >PH> the /256 is done with bitshifting so it don't take much of time,
M> >PH> at least when compiled. Btw. isn't AMCAF's Turbo draw much faster?
M> >PH> If you have AMCAF (or Turbo extension) use it instead of amos!
M> 
M> Why do you use *256 and then /256?? Does it give extra speed??

256=2^8, numerical work involving powers of 2 are optimised (with the
pro compiler) by shifting the variable in memory however many bits. If
you don't understand this, then all you need to know is that it's much
faster and can be used instead of very slow floating point numbers.

M>  > AMCAF can also be used for the precalculated Sines and Cosines (QSin,
M>  > QCos)
M>  > It uses 0-1023 as 0-359 degrees, so triple (approx.) STP.
M> 
M> But I'm not registered to AMCAF and then I couldn't compile it!!

Here's a solution:

     Register

:-)

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

From amos-request@svcs1.digex.net Wed Sep 27 17:51:11 1995
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             (from M.Berionne@agora.stm.it)
             (on Wed, 27 Sep 95 13:52:33)
Lines: 68
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: Help me!!
Status: RO
X-Status: 

Greetings M.Berionne@agora.stm.it, you wrote some text on the subject
Help me!!, and now I'm going to answer it.

M> PH> > M> Finally, it must be fast enough, even if not just like the
M> PH> > Circle command
M> PH> > M> (or Fcircle by Turbo extension!).
M> 
M> Unluckly, Turbo extension (F Draw) doesn't work on double buffered screens.
M> To display the line you must enter: Screen Swap, and I can't do it in my
M> program!

If you're working on double buffered screens, draw it first on a single
buffered one and copy it over. It should be much faster...

M> PH> If you want speed you should put Sin & Cos into arrays. Floating point
M> PH> calculations are really sssslllooooowwwwww.....
M> PH>
M> PH> Example:
M> PH>
M> PH> dim si(360),co(360)
M> PH> for t=0 to 360:si(t)=sin(t)*256:co(t)=cos(t)*256:next
M> 
M>  > I usually (virtually always) do
M> 
M> I tried more that once: it's INCREDIBLE but the functions are as fast as
M> 
M> the
M> arrays (or as slow as...!) at least in the uncompiled version. do the
M> arrays
M> improve in the compiled version more than the functions??

You *must* use a multiple which is a power of 2 so the AMOS Pro compiler
optimises it. If you have the original compiler, there probably won't
be any difference between that and the sin/cos functions.

M> PH> and the draw part should be:
M> PH> Draw To X+(SI(N)*R)/256,Y-(CO(N)*R)/256
M> PH>
M> PH> the /256 is done with bitshifting so it don't take much of time,
M> PH> at least when compiled. Btw. isn't AMCAF's Turbo draw much faster?
M> PH> If you have AMCAF (or Turbo extension) use it instead of amos!
M> 
M> Sorry, but I have alreasy said the I can't use Turbo. What about AmCaf??
M> Do you know a way to solve the problem??

This proc only uses AMCAF...

M>  > So, the revised version...
M>  > Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
M>  > Gr Locate X+QSin(A,R),Y-QCos(B,R/2)
M>  > For N=A+STP To A+B Step STP
M>  > Turbo Draw To X+QSin(N,R),Y-QCos(N,R/2)
M>  > Next N
M>  > End Proc
M> 
M> Ehi, there an ERROR!! In the first line, it must NOT be ...,Y-QCos(B,R/2)
M> but must be ...,Y-QCos(A,R/2)
M>                        -
M> 
M> It was present even in the other version of this proc: check them!!

Sorry! A and B look very similar on my interlace screen! You're right, it
should be an "A".

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

From amos-request@svcs1.digex.net Thu Sep 28 07:33:14 1995
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9509280820.AA20249@diamond.bton.ac.uk>
Subject: Re: Names and Addresses
To: amos-list@access.digex.net
Date: Thu, 28 Sep 1995 09:20:27 +0100 (BST)
X-Mailer: ELM [version 2.4 PL22]
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> > Has anyone tried "selling" a game to a software house?  I would very
> > much like to hear from you if you have.
>
    Not as yet!

> I'd love to do it once, so if you succeed, tell us everything about
> it.
>
> > The problem with sending a videotape is the evaluator gets no idea of
> > gameplay.
>
> That's true, but you could also visit them to show the
> game...although that would become a bit expensive if you go to a
> lot of different software houses.
>
> > Is it really a bad idea to send away completed games? - I thought all
> > you needed to do was send you game to yourself so that the postmark
> > proves when you wrote it.
>
> I personally wouldn't send a completed game to a software
> house...even if I had a postmarked version lying around. I think that
> postmarks can be forged to easely..
> Also, do you think all companies releasing software realy send
> themselfs a copy of everything they release before they release it?
> I think you need some declaration signed by a notary or something..

    One of the best ways to protect your copyright is to place a copy of your
game + documentation in an envelope, date seal it and put it a banks safety
deposit box.  They should automatically record the date you placed the
envelope in there.  If you then need to prove copyright, only remove the
deposit box when you definitely need to and get someone to witness that you
have not tampered with the contents in any way.

This is the best way I know of protection.  A good friend of mine uses this
method when copyrighting his music.

--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*      tl14@diamond.bton.ac.uk      *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From amos-request@svcs1.digex.net Thu Sep 28 07:36:05 1995
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Date: Thu, 28 Sep 1995 19:03:41 +1000 (GMT+1000)
From: Stuart Matthews <co314519@student.uq.edu.au>
To: Discussion List <amos-list@access.digex.net>
Subject: Re: 3D Game
In-Reply-To: <9509272012.AA001yx@paston.co.uk.uucp>
Message-ID: <Pine.ULT.3.91.950928190035.8105C-100000@student.uq.edu.au>
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Status: RO
X-Status: 


On Wed, 27 Sep 1995, Ben Wyatt wrote:

> Seen it - I found it a bit slow, there should have been an option to
> simplify the objects or remove the surface detail. But it was quite fun
> anyway... kinda like Trex Warrior (anyone heard of that one?)

It wasn't feasible to have a "downgrade" option because firstly the 
objects were pretty simple as it was, and secondly removing surface 
detail wouldn't make that much of difference. I haven't heard of Trex 
Warrior - is it PD or commercial?

> Would you want to write another game using AMOS 3D?

Probably not :)  But the problem is, I like 3d so much!

*wave*
Stuart.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~   
          |\     Stuart Matthews : co314519@student.uq.edu.au     
      /\__| \    Brisbane, Queensland, AUSTRALIA.
     /       \
     \  __   /   Programmer & Musician
      \/  \_/    (Games on Aminet are ULTIMATUM & AMIGA WARS).
     


From amos-request@svcs1.digex.net Thu Sep 28 09:02:04 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Thu, 28 Sep 1995 10:31:01 +0000
Subject:       Re: Things to remember while compiling
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
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Status: RO
X-Status: 

>    Why all this big deal about hiding that a game was made in AMOS?
>   If the game was good enough, who cares in what language was it written?
>   Actually I don't believe that a company will turn a good game down 
> because it was made in amos? will they?
> 
>    Fernando Bartra

In theory you're right but in practise......perlease!

There is a bit of a social stigma against games being written in 
Basic - its just not a  "professional" way of writing games :-(

I bet you, if you send a game to a software house with the Amos logo 
on the title screen it will be thrown in the bin straight away.  
Whats more the evaluator will probably be taken to hospital to have 
his sides sown back together!

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Thu Sep 28 09:33:16 1995
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From: Michael Cox of EDS <mcox@access.digex.net>
To: AMOS Mailing List <amos-list@access.digex.net>
Subject: AMOS & Modems
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(I hope that this will reach the mailing list if not then please tell me
   what I am doing wrong.)

    I have the following problem [and I hope that someone has a solution to
it
   :-) ]

     I wanted to make a program wich would be able to transim and receive
data
   to and from the modem so I made something like this:
   open port 1,"ser:"
   print #1,"atz"
   input #1,a$
   print a$

   The first two commands worked fine but when the program reached to the
third
   line it stopped waiting for an entry that is my problem: I don't want
the
   program to stop waiting for an entry> I want it to check if there are
any
data coming from the serial port and
   then print them or store them in a variable and if there are no data
   continue the execution. 

    Can anyone help me (I have amos the creator and the amospro coverdisk
which
   AF gave away but I would appreciate it if the code could run on amos the
  creator)

                                                Thank you
                                            Dimitris Panagopoulos
                                                panagop@eexi.gr
--HAA01429.812201029/access5.digex.net--

From amos-request@svcs1.digex.net Thu Sep 28 10:04:25 1995
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From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Thu, 28 Sep 1995 10:22:28 +0000
Subject:       Re: Help me!
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID: <9509281034.aa19133@relay-3.mail.demon.net>
Status: RO
X-Status: 

> M> Why do you use *256 and then /256?? Does it give extra speed??
> 
> 256=2^8, numerical work involving powers of 2 are optimised (with the
> pro compiler) by shifting the variable in memory however many bits. If
> you don't understand this, then all you need to know is that it's much
> faster and can be used instead of very slow floating point numbers.

I think its time to draw up an anlaogy to explain this:

If I asked anyone to calculate "10 times 23" or "100 times 47" etc in 
their heads they would give me the result in pretty quick time. 
However, if I asked the same person to calculate "7 times 23" or "83 
time 47" etc it would take them much much longer (maybe 10 times as 
long....).

You see here's what happens when we calculate 10*47 in our heads:

We recognise 10 as a power of 10 (10=10^1).
We see there is ONE zero in this power.
Then we simply join the ONE zero to the right hand side of the number 
we are multiplying it by. eg. 10*47=470 <- theres that new zero!

Processors operate in a similar way except thay use powers of 2 
(there are 2 states: 0 and 1) instead of powers of 10 (we use 10 
states: 0,1,2,3,4,5,6,7,8 and 9).

Easy, eh?


I'm sure everyone on this list understands this anyway, but if you 
come across any poor soul who cannot comprehend such trivialities 
then this is a good way to explain it ;-)

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Thu Sep 28 11:03:14 1995
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From: T.Lewis@bton.ac.uk (Eddie)
Message-Id: <9509281031.AA25149@diamond.bton.ac.uk>
Subject: TAGG
To: amos-list@access.digex.net
Date: Thu, 28 Sep 1995 11:31:49 +0100 (BST)
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X-Status: 

Hi all,
    I've finally managed to sift through some of the mail concerning the group
project.  Unfortunately quite a bit of it was lost due to our UNIX system!

    I have prepared a type of registration form (BETA Version) that people
who are interested in doing some group work can fill in.  It has been
suggested that this work should be done on a seperate list.  If you want all
the Group Project work can go via my UNIX account and I will forward messages
on to everyone concerned.  If this is the case you must clearly state that the
mail is for the group project (preferably in the subject heading) and what
group it's for (when we get that far)
    For all the other people in the AMOS list, I am more than willing to post
progress reports every so often - if required.

OK - this form is only an initial idea.  If you think of any other information
I should be collecting then let me know.

GAME IDEAS - this heading is for you to vote in order of preference for the
type of game you want to work on.  I think I have included all the ideas that
were suggested.  If not, I'm sorry & let me know ASAP.  If you really dislike
a game idea rate it as a 0.

WORK AREAS - this heading is designed to let you choose the sort of areas you
would like to participate in.  Again rate as above (0 - noway!)

    When everyone has filled in the form I can then compile the results and
see who wants to do what and when etc.  NB.  It is highly unlikely that you
will be able to do exactly what you want in every detail.  I will endevour to
make sure everyone is doing what they want/like to do.
    Communication is a big issue (as Branko says) and everyone should always
bounce their ideas of other people.  Lets take it from here for now and see
how things progress.

----------------------------------snip here----------------------------------

Name:

Email:

Hardware Spec.

Relevant software:

Available Time:
Game ideas - in order of preference
    Olympics sim.           [ ]
    Olympics futuristic     [ ]
    Lunar Lander            [ ]
    Doom type game          [ ]
    8 bit conversion        [ ]
    Frontier/Elite type     [ ]

Like to work in - order of preference
    Graphics                [ ]
    SFX                     [ ]
    Music                   [ ]
    Presentation (GUI)      [ ]
    Coding - AI             [ ]
    Coding - Graphics/Sound
                handling    [ ]
    Coding - Game mechanics [ ]

Any other game ideas?

Any other info./cvomments I have forgotten to ask about....!

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

    Thanks for filling everything out.  If I've been crap and forgotten
something let me know.  It would probably be a better idea to return the forms
directly to me rather than the list ;-)

--
***************************************************************************
*      Tim Lewis (a.k.a Eddie)      * "You think I'm crazy!               *
*      tl14@diamond.bton.ac.uk      *  You wouldn't know what crazy was   *
*      T.Lewis@bton.ac.uk           *  if Charles Manson was sitting on   *
*                                   *  your front porch eating fruit      *
*  No Car, No money, No prospects   *                             loops!" *
*        NO WORRIES!!!              *    You can't bring me down -        *
*                                   *                Suicidal Tendancies  *
***************************************************************************

From amos-request@svcs1.digex.net Thu Sep 28 09:59:59 1995
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          28 Sep 95 10:46 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Thu, 28 Sep 1995 10:45:53 +0000
Subject:       Re: Amigaguide
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID: <9509281046.aa21380@relay-3.mail.demon.net>
Status: RO
X-Status: 

> bwyatt@paston.co.uk (Ben Wyatt) wrote on 18.08.1993 some text under the
> subject Amigaguide. I can't leave this uncommentated ;-)
> 
> BW> Does anyone know of a way to run the amigaguide/multiview program via
> BW> Amos? And maybe even return (Amos To Front) to amos when the user selects
> BW> the close gadget...
> 

I'll just change this slightly ;-)

> Amos To Front
If Exist("SYS:Utilities/PPGuide")
Exec "SYS:Utilities/PPGuide "+F$
Else
> If Exist("SYS:Utilities/AmigaGuide")
>   Exec 'AmigaGuide "'+F$+'"'
> Else
>   If Exist("SYS:Utilities/MultiView")
>     Exec 'Multiview "'+F$+'"'
>   EndIf
> EndIf
> Amos To Back
> 
> Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __

I think PPGuide should be used as much as possible and Guides should 
be pp'd as much as possible too!

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Thu Sep 28 10:24:24 1995
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Subject: Re: Update me....
To: Mark@westmead.demon.co.uk (Mark Carter)
Date: Thu, 28 Sep 95 12:08:45 MET
Cc: amos-list@access.digex.net (Amos-Mailing-List)
In-Reply-To:  <9509241119.aa01957@post.mail.demon.net>; from "Mark Carter" at Sep 23, 95 6:34 pm
From: m.g.d.wehrens@chem.ruu.nl (Martijn Wehrens)
Organisation: Utrecht University
Reply: m.g.d.wehrens@chem.ruu.nl
Reply-To: m.g.d.wehrens@chem.ruu.nl
Mailer: Elm [revision: 70.85]
Status: RO
X-Status: 

On the discussion of arrays vs. banks,
I'd like to add something to it.

> If arrays are too large
> (100,100) for example, then AMOS Creator crashes.  I don't know with AMOS Pro.
> It is definitely worth perservering with the data banks way.

> I think its an important point to explore - 
> especially for anyone using very large arrays - totalling more than, 
> say, 100k in memory...... 

Does anyone have ideas about using banks (with *fixed* width arrays)
vs. arrays in basic that can contains non-fixed length data.
In the case of storing a lot of personal data that has various widths
one might prefer the use arrays over banks because often the fields
(elements) are not filled and thus memory is 'wasted'

I try to get over this by choosing a width for the array that fits more
than 75% of the data. If data goes beyond the field-length specified
you can add a certain character which shows that there is more information
somewhere else. This 'somewhere' may be a sequential file on disk.
This is a way to save *much* memory, as I have calculated in a certain
case for myself (from 600 Kb buffer to 300 Kb !!!)
Also, once the array is fixed in width it can be converted to a bank
easily. This is however a lot of programming (not very fun to do:(
Speed is not too great either because the amos-arrays are fairly quick
in my opinion and experience (someone can prove me wrong, I'm interested
to hear about it)
How fast are the easylife structures ?

---------------------------------------------------------------
Martijn Wehrens, Theoretical Chemistry Group Utrecht University
email m.g.d.wehrens@chem.ruu.nl          
---------------------------------------------------------------

From amos-request@svcs1.digex.net Thu Sep 28 10:08:17 1995
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From: "Jacek Kubica  " <KUBICA@ch.wssk.am.wroc.pl>
To: amos-list@access.digex.net
Date:          Thu, 28 Sep 1995 12:25:02 0100
Subject:       Re: Things to remember while compiling
Priority: normal
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>    Why all this big deal about hiding that a game was made in AMOS?
>   If the game was good enough, who cares in what language was it written?

It is also my own opinion Fernando !!!

>   Actually I don't believe that a company will turn a good game down 
> because it was made in amos? will they?
 
>    Fernando Bartra
 
                 Not quite Fernando !

It is brutal thrue that many users/game players tell about games :
" good game but in Amos ... ". I'm writing programs (not games)
for TV studios and also must hide this fact (amos language)

So, I mean that "Things to remember ..." its very good idea

(sorry for my poor english)
                                                Jacek
______________________________________________________________________

                \\\\                Jacek Kubica
                 \\\\   ////  kubica@ch.wssk.am.wroc.pl
                  \\\\ ////    Regional Hospital Wroclaw
                   \\\X///             POLAND
                    =====
______________________________________________________________________

From amos-request@svcs1.digex.net Thu Sep 28 11:06:17 1995
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From: "Jacek Kubica  " <KUBICA@ch.wssk.am.wroc.pl>
To: Mark Carter <Mark@westmead.demon.co.uk>, amos-list@access.digex.net
Date:          Thu, 28 Sep 1995 12:41:00 0100
Subject:       Re: Help Me!
Priority: normal
X-Mailer:     Pegasus Mail v3.1 (R1)
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> Did nayone receive my message about an FAQ for compiling 
> tips/problems?
> 
> Ive been having loads of problems with my mail recently - so I dont 
> know whats been going on.
> 
> I think Ive sent about 4 or 5 messages which haven't shown up on the 
> list :'''''-(((((((((
> 

                         Yes Mark !

Your interisting mail about "Compiling.FAQ..." was succesfull 
delivered to me from Amos List. It is very good idea !

ad.point about banks

Is not quite good to adde all banks to source code, because
the copmpiled code in very,very long.
In my experiance is better using bsave and bload to save and load
amos banks. It also hide fact that is part of amos program.

                                        With greetings !! 
                                            
                                            Jacek
______________________________________________________________________

                \\\\                Jacek Kubica
                 \\\\   ////  kubica@ch.wssk.am.wroc.pl
                  \\\\ ////    Regional Hospital Wroclaw
                   \\\X///             POLAND
                    =====
______________________________________________________________________

From amos-request@svcs1.digex.net Thu Sep 28 10:50:12 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Challenge
Date: Thu,  28 Sep 95 13:8:10 GMT
Message-ID:  <9509281310.aa28408@agora.stm.it>
Status: RO
X-Status: 



 > I need a routine that changes the mouse pointer into a little football
 > that rolls in the direction of movement - Ive done the graphics, any
 > ideas ??

Use AMAL!!

Is it enough??
ok... you need to write an Amal program that allows the sprite to follow

the
pointer (but before enter Hide On).
For the moviments of the ball: some time ago I did a very simple thing like
that, but using just 2 images: "stand-by" position, and moving. Even if it
wasn't as good as the one you can see in Goal or Sensible Soccer, it worked
properly.

BTW, I'm sure you'll receive better ideas.

Bye.





----*          Bomb!    Versione non registrata !!           *----


From amos-request@svcs1.digex.net Thu Sep 28 11:33:40 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Expensive?? Too much..
Date: Thu,  28 Sep 95 13:8:12 GMT
Message-ID:  <9509281310.aa28415@agora.stm.it>
Status: RO
X-Status: 



>> Has anyone tried "selling" a game to a software house?  I would very
>> much like to hear from you if you have.

 > I'd love to do it once, so if you succeed, tell us everything about
 > it.

So would I: I'm doing now a VERY good thing: probably in the next
months...if I'll be VERY lucky, I could sell it.
....Michele!! Michele!! Wake up... it's late!! You must go to school...
Ooops, it was a dream!

>> Is it really a bad idea to send away completed games? - I thought all
>> you needed to do was send you game to yourself so that the postmark
>> proves when you wrote it.

 > I personally wouldn't send a completed game to a software
 > house...even if I had a postmarked version lying around. I think that
 > postmarks can be forged to easely..
 > Also, do you think all companies releasing software realy send
 > themselfs a copy of everything they release before they release it?
 > I think you need some declaration signed by a notary or something..

Writing your own name at the beginning isn't enough??
I mean: when a program is compiled, you cannot (shouldn't be able...) to

get
the code back, can it??

Bye.


----*          Bomb!    Versione non registrata !!           *----

@@@

From amos-request@svcs1.digex.net Thu Sep 28 12:52:16 1995
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From: Daniel Bryde <danielb@ifi.uio.no>
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Date: Thu, 28 Sep 1995 15:03:57 +0100
Message-Id: <199509281403.5948.baugi.ifi.uio.no@ifi.uio.no>
To: amos-list@access.digex.net
Subject: Opinions, please!
Status: RO
X-Status: 

I have uploaded something I made to aminet, called MegaDemo1.
It should be found under dev/amos. I would like to have
opinions on this one, if anyone should be interested in downloading it.
(There are not really that many uploads to dev/amos on aminet every day..)

I would also like to know if there are any good PD-extensions to amospro
available from aminet. I don't have time to test all myself, and have
just subscribed to this list.

Daniel

From amos-request@svcs1.digex.net Thu Sep 28 13:44:16 1995
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          28 Sep 95 15:47 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Thu, 28 Sep 1995 15:44:54 +0000
Subject:       Re: Names and Addresses
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID: <9509281547.aa11570@relay-3.mail.demon.net>
Status: RO
X-Status: 

> > > Is it really a bad idea to send away completed games? - I thought all
> > > you needed to do was send you game to yourself so that the postmark
> > > proves when you wrote it.
> 
>     One of the best ways to protect your copyright is to place a copy of your
> game + documentation in an envelope, date seal it and put it a banks safety
> deposit box.  They should automatically record the date you placed the

When you say date seal it, do you mean by postmark?

> envelope in there.  If you then need to prove copyright, only remove the
> deposit box when you definitely need to and get someone to witness that you
> have not tampered with the contents in any way.

Is this good enough?

You see, I thought that with a safe deposit box in a bank you can 
view the contents of your box (ooer!) at any time and they dont 
bother to record when you do this - ie by viewing the contents I 
could be tampering with the evidence..........

Is this true?
 
> This is the best way I know of protection.  A good friend of mine uses this
> method when copyrighting his music.

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Thu Sep 28 13:40:41 1995
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Date: Thu, 28 Sep 95 18:46:59 GMT
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In-Reply-To: <Pine.ULT.3.91.950928190035.8105C-100000@student.uq.edu.au>
             (from Stuart Matthews <co314519@student.uq.edu.au>)
             (on Thu, 28 Sep 95 19:03:41)
Lines: 26
X-Mailer: ADMail 1.5 Copyright 1995 S.T.Brown
From: bwyatt@paston.co.uk (Ben Wyatt)
To: amos-list@access.digex.net
Subject: Re: 3D Game
Status: RO
X-Status: 

Greetings Stuart, you wrote some text on the subject Re: 3D Game, and now
I'm going to answer it.

SM> > Seen it - I found it a bit slow, there should have been an option to
SM> > simplify the objects or remove the surface detail. But it was quite fun
SM> > anyway... kinda like Trex Warrior (anyone heard of that one?)
SM> 
SM> It wasn't feasible to have a "downgrade" option because firstly the 
SM> objects were pretty simple as it was, and secondly removing surface 
SM> detail wouldn't make that much of difference. I haven't heard of Trex 
SM> Warrior - is it PD or commercial?

It was on a coverdisk about 2 years ago, I don't know if it was PD or
commercial. It was the full game.

SM> > Would you want to write another game using AMOS 3D?
SM> 
SM> Probably not :)  But the problem is, I like 3d so much!

It's great, programming with 3D, but I find AMOS 3D just makes it harder
than it actually is...

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

From amos-request@svcs1.digex.net Thu Sep 28 20:45:39 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Thu, 28 Sep 1995 20:59:35 +0000
Subject: Re: Update me....
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> > > >     To Mark Carter (I think!).  Its the problem with the arrays.  Using arrays
> > > > does make code easier to read and follow through.  For memory requirements and
> > > > saving information to disk you're better off using the (P/D/L)oke - (P/D/L)eek
> > > > alternative.  It is slightly harder to use initially, but you will save a hell
> > > > of a lot of memory and data access will be a hell of a lot quicker.  I know
> > > > this from past experience with large arrays.  If arrays are too large
> > > > (100,100) for example, then AMOS Creator crashes.  I don't know with AMOS Pro.
> > > > It is definitely worth perservering with the data banks way.
> > 
> > <etc etc - you know the story by now>
> > 
> > To be honest, unless you're really short on memory, you might as well 
> > just use the arrays (in my opinion) - it is just a little bit simpler, really.  I 
> > mean, do you REALLY need that minute extra burst of speed?  (I'm sure 
> > this conversation just started with a really innocent, tiny 
> > question?)
> 
> I agree, although I think its an important point to explore - 
> especially for anyone using very large arrays - totalling more than, 
> say, 100k in memory...... 

Yes, I can see your point.  ;-)

Is there a maximum limit to arrays?  I've written a text "adventure" 
which loads everything into Arrays, but it has "unexpected" results.  
The arrays are all pretty big!

If uncompiled, it just crashes after a while (ie computer resets).

If it's compiled, well, that's weirder. The verbose descriptions are 
all in one array, but any ones longer than just a few characters, it 
inserts a seemingly set string from the lsat location in the array.  
So, you'll end up with:

The Start

This is the start of the game.  All around you are things that make 
it look like the stThis is the last location of the gamart of the 
game.  All in all, you feel rather at the beginning.

etc...

Is this problem related or is it completely irrelevant?
 
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Thu Sep 28 19:23:55 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Thu, 28 Sep 1995 20:59:36 +0000
Subject: Re: Things to remember while compiling
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

>    Why all this big deal about hiding that a game was made in AMOS?

>   If the game was good enough, who cares in what language was it written?
>   Actually I don't believe that a company will turn a good game down 
> because it was made in amos? will they?
> 
>    Fernando Bartra
> 
> 
> 
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Thu Sep 28 19:55:13 1995
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Message-Id: <199509282123.VAA26000@mail.enterprise.net>
Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Thu, 28 Sep 1995 20:59:36 +0000
Subject: Re: Things to remember while compiling
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

>    Why all this big deal about hiding that a game was made in AMOS?

Fair point, I suppos.

>   If the game was good enough, who cares in what language was it written?
>   Actually I don't believe that a company will turn a good game down 
> because it was made in amos? will they?

Well, they're hardly going to think you're the world's best 
programmer and assign you to lead their coding teams, are they?  I 
mean, I think they might take your game on if it was really good, but 
they're not going to be all that impressed with your abilities.

Games that look too AMOSsy don't look that professional really.

Mind you, they may be impressed that you've written a game good 
enough to be commercial in AMOS.  I would be.
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Thu Sep 28 20:21:57 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Thu, 28 Sep 1995 20:59:36 +0000
Subject: Re: AMOS & Modems
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> (I hope that this will reach the mailing list if not then please tell me
>    what I am doing wrong.)

(Nothing)

>     I have the following problem [and I hope that someone has a solution to
> it
>      I wanted to make a program wich would be able to transim and receive
> data
>    to and from the modem so I made something like this:
>    open port 1,"ser:"
>    print #1,"atz"
>    input #1,a$
>    print a$
> 
>    The first two commands worked fine but when the program reached to the
> third
>    line it stopped waiting for an entry that is my problem: I don't want
> the
>    program to stop waiting for an entry> I want it to check if there are
> any
> data coming from the serial port and
>    then print them or store them in a variable and if there are no data
>    continue the execution. 
> 
>     Can anyone help me (I have amos the creator and the amospro coverdisk
> which
>    AF gave away but I would appreciate it if the code could run on amos the
>   creator)

Well, not too sure what you mean by the problem, but, as I understand 
it, there are a few fiddly bits with the serial port.  Well, I found 
them fiddly anyway.  I have written a really small, very simple 
program for using the modem (ie for accessing non-internet BBs in 
ASCII).  It does use the Serial Open and Serial Send commands from 
Amos Pro, but I can send it to you if you like?
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Thu Sep 28 20:22:05 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: AMOS-LIST@access.digex.net
Date: Thu, 28 Sep 1995 20:59:36 +0000
Subject: Re: Challenge
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

>  > I need a routine that changes the mouse pointer into a little football
>  > that rolls in the direction of movement - Ive done the graphics, any
>  > ideas ??
> 
> Use AMAL!!
> 
> Is it enough??
> ok... you need to write an Amal program that allows the sprite to follow
> 
> the
> pointer (but before enter Hide On).
> For the moviments of the ball: some time ago I did a very simple thing like
> that, but using just 2 images: "stand-by" position, and moving. Even if it
> wasn't as good as the one you can see in Goal or Sensible Soccer, it worked
> properly.

I think the main problem (at a guess) is for making the ball appear 
to roll left when you move the mouse left and so on, but also moving 
diagonally up/left or down/left etc etc

A slightly less fiddly way of saying it is - I think the ball is 
supposed to roll in the direction of the mouse.  With 2 images, you 
wouldn't get that effect.
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Thu Sep 28 20:33:27 1995
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Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: AMOS-LIST@access.digex.net
Date: Thu, 28 Sep 1995 20:59:36 +0000
Subject: Re: Expensive?? Too much..
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> >> Has anyone tried "selling" a game to a software house?  I would very
> >> much like to hear from you if you have.
> 
>  > I'd love to do it once, so if you succeed, tell us everything about
>  > it.
> 
> So would I: I'm doing now a VERY good thing: probably in the next
> months...if I'll be VERY lucky, I could sell it.
> ....Michele!! Michele!! Wake up... it's late!! You must go to school...
> Ooops, it was a dream!
> 
> >> Is it really a bad idea to send away completed games? - I thought all
> >> you needed to do was send you game to yourself so that the postmark
> >> proves when you wrote it.
> 
>  > I personally wouldn't send a completed game to a software
>  > house...even if I had a postmarked version lying around. I think that
>  > postmarks can be forged to easely..
>  > Also, do you think all companies releasing software realy send
>  > themselfs a copy of everything they release before they release it?
>  > I think you need some declaration signed by a notary or something..
> 
> Writing your own name at the beginning isn't enough??
> I mean: when a program is compiled, you cannot (shouldn't be able...) to
> get
> the code back, can it??

They may not be able to get the code back specifically, but they 
might be able to edit the program either using a text editor (OK, so 
your code would have to be pretty sloppy if you could actually 
succeed with that) or some other manipulator.  Alternatively, they 
could steal the game ideas etc etc

Best not to risk it, really.  If it's good enough to be sold 
commercially, it's good enough for a bit of extra effort to keep your 
copywright.

(Although that's just my opinion)

.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Thu Sep 28 19:47:30 1995
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From: M.Berionne@agora.stm.it
To: AMOS-LIST@access.digex.net
Subject: Things to remember...
Date: Thu,  28 Sep 95 22:0:10 GMT
Message-ID:  <9509282205.aa15688@agora.stm.it>
Status: RO
X-Status: 



 > Why all this big deal about hiding that a game was made in AMOS?
 > If the game was good enough, who cares in what language was it written?
 > Actually I don't believe that a company will turn a good game down
 > because it was made in amos? will they?

They will!!

They don't like programs made with "Games Creator" and they still think

that
Amos is a game creator. How could you explain them that it's much more
powerful??
However, I heard about an italian software house (LindaSoft) that make just
programs done by Amos. Unfortunately, I don't know any other thing.

Bye.


@@@

From amos-request@svcs1.digex.net Fri Sep 29 21:15:10 1995
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Message-Id: <wa6EwMD261aHzB@p22.sixpack.pfalz.org>
From: chris@sixpack.pfalz.org (Chris Hodges)
Path: alcatraz.org!sixpack.pfalz.de!chris
Subject: Re: Help Me!
Date: Fri, 29 Sep 1995 06:33:04 +0100
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References: <9509270305.aa10346@relay-2.mail.demon.net>
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Status: RO
X-Status: 

Mark@westmead.demon.co.uk (Mark Carter) wrote on 26.09.1995 some text
under the subject Help Me!. I can't leave this uncommentated ;-)

MC> Did nayone receive my message about an FAQ for compiling 
MC> tips/problems?

Sure ;-)

MC> I think Ive sent about 4 or 5 messages which haven't shown up on the 
MC> list :'''''-(((((((((

Just resend them, if you're not sure... :-)

Bye, Chris Hodges <chris@sixpack.pfalz.org>      __   __
A4000/60/5MB/420HD/CD; AMOS Extension-Coder __  ///  / / _____
GCS d H s-:++ !g p? !au a18 w++ v? C+++     \\\///  / /_/ ___/ LOGOUT
E---- N++ K- W------ -po+ t++@ !5 j-- R+ G?  \XX/   \__/ __/  FASCISM!
tv- b+ D-- B? e+(++)* u++ h! f !r n+ !y+ AMIGA RULEZ!  \/

Botusfleming (n.)
  (Medical) A small, long-handled steel trowel used by surgeon to
  remove the contents of a patient's nostrils prior to a sinus
  operation.
(from: "The Deeper Meaning of Liff")


From amos-request@svcs1.digex.net Fri Sep 29 12:50:57 1995
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Date: Fri, 29 Sep 1995 16:11:19 +0200 (EET)
From: Petri Hakkinen <mystic@tlti.tokem.fi>
Subject: Re: Help me!
To: M.Berionne@agora.stm.it
cc: AMOS-LIST@access.digex.net
In-Reply-To: <9509271355.aa19275@agora.stm.it>
Message-ID: <Pine.3.87.9509291619.G18433-0100000@tlti>
MIME-Version: 1.0
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Status: RO
X-Status: 



> 
> >PH> > This should do it:
> >PH> >
> >PH> > Procedure _PART_OF_CIRCLE[R,A,B,X,Y,STP]
> >PH> >    Gr Locate X+Sin(A)*R,Y-Cos(B)*R
> >PH> >    For N=A+STP To A+B Step STP
> >PH> >       Draw To X+Sin(N)*R,Y-Cos(N)*R
> >PH> >    Next N
> >PH> > EndProc
> >PH>
> >PH> If you want speed you should put Sin & Cos into arrays. Floating point
> >PH> calculations are really sssslllooooowwwwww.....
> >PH>
> >PH> Example:
> >PH>
> >PH> dim si(360),co(360)
> >PH> for t=0 to 360:si(t)=sin(t)*256:co(t)=cos(t)*256:next
> 
> >PH> and the draw part should be:
> >PH> Draw To X+(SI(N)*R)/256,Y-(CO(N)*R)/256
> >PH>
> >PH> the /256 is done with bitshifting so it don't take much of time,
> >PH> at least when compiled. Btw. isn't AMCAF's Turbo draw much faster?
> >PH> If you have AMCAF (or Turbo extension) use it instead of amos!
> 
> Why do you use *256 and then /256?? Does it give extra speed??

to get rid of the floating points!   If you don't do it like that
you have to use SI#() and CO#() which take more memory and are much
slower!

Pete

Petri Hakkinen
mystic@tlti.tokem.fi

> 
>  > AMCAF can also be used for the precalculated Sines and Cosines (QSin,
>  > QCos)
>  > It uses 0-1023 as 0-359 degrees, so triple (approx.) STP.
> 
> But I'm not registered to AMCAF and then I couldn't compile it!!

Then you should register! :)))



From amos-request@svcs1.digex.net Fri Sep 29 17:52:27 1995
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From: achurch@dragon.res.cmu.edu (Andy Church)
To: amos-list@access.digex.net
Subject: Re: Not about Amos at all
Date: Fri Sep 29 14:58:00 1995
Message-ID: <199509291458.AA05720@dragon.res.cmu.edu>
X-Mailer: MMail v4.31
Status: RO
X-Status: 

>I was thinking:

  On a Friday afternoon?  Why? :)

>"Wouldn't it be nice if someone (ie myself) wrote a program that 
>converted the Aminet Index into a directory structure on your hard 
>disk that exactly mirrors the aminet archive.  Each file would be 
>empty and commented with the 20 or 30 character comment that comes 
>with the index?"

  Well, IMO, it's not really worth it, since (a) it would use up 10+ megs
of space just for the file headers and (b) it's just as easy to grep
through the index file for interesting things (which will probably find
more things, too).

  So there's my two off-topic cents...

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

From amos-request@svcs1.digex.net Fri Sep 29 15:50:59 1995
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          29 Sep 95 16:33 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Fri, 29 Sep 1995 16:13:39 +0000
Subject:       Re: Names and Addresses
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID: <9509291633.aa28348@relay-3.mail.demon.net>
Status: RO
X-Status: 

> Greetings Mark, you wrote some text on the subject Names and Addresses,
> and now I'm going to answer it.
> 
> MC> Can anyone tell me (or point me to where I can find) the addresses of 
> MC> software houses I can send me new game to for evaluation?
> 
> There was a message on the amiga.programmer newsgroup from OTM (a new
> software company) which is asking for games suitable for publication.
> Their email address is:
> 
> otm@otmltd.demon.co.uk

Thanx for the info.

Strangely enough, I received a letter from OTM2000 (I guess they are 
the same people) back in April.  They were asking for any software I 
might have written.

You see, the thing is, I used to right a game or two for the PeaSea 
back in the early ninties.  I released two biggish games as shareware 
and they were very succesful - by shareware standards.

Before you all call me a traitor, all the money I gained from it (ie 
all the money I squeezed out of sad PeaSea users) has been spent on 
Amiga hardware/software (or saved away in my "listening" bank).  
Therefore, PeaSea users are funding the Amiga - hohohohohohohoho ;-)

Amiga 1  PeaSea 0
 
> If you want any other addresses, they'll be listed in commercial games
> documentation.

Sadly, I dont buy many games - those I have bought seem to keep their 
addresses secret so that annoying spotty kids dont keep on asking 
them how to get past the grotesque walrus on level 381 of world 49 
and universe 3.

Methinks there isnt much Amos in this message.

Well, I'll have to do something about that then!

Wouldn't it be good if you could cut and paste between Direct and 
Editor modes?

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Fri Sep 29 15:05:51 1995
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          29 Sep 95 16:33 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Fri, 29 Sep 1995 16:18:34 +0000
Subject:       Not about Amos at all
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID: <9509291633.ab28355@relay-3.mail.demon.net>
Status: RO
X-Status: 

I was thinking:

"Wouldn't it be nice if someone (ie myself) wrote a program that 
converted the Aminet Index into a directory structure on your hard 
disk that exactly mirrors the aminet archive.  Each file would be 
empty and commented with the 20 or 30 character comment that comes 
with the index?"

Do you understand?

Since I am less intelligent than a sack of potatoes, I can only 
program in Amos - so thats how I'll have to write it.

I wont bother if this has already been done (in Arexx for example).

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Fri Sep 29 13:45:39 1995
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          29 Sep 95 16:33 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Fri, 29 Sep 1995 16:32:01 +0000
Subject:       Joystick in Interface
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID: <9509291633.aa28358@relay-3.mail.demon.net>
Status: RO
X-Status: 

I cant remember if I've posted this before - but I cant remember 
seeing it on the list.

A while back I said I'd look into the compatibility of clicking on a 
button in an interface program and using the Dialog Update command to 
achieve the same results.

It seems that Dialog Update calls the Button Draw code followed by 
the Button Change code.  However, if the Button Change code includes 
a BR0 type of command then Dialog Update completely ignores it.  On 
the other hand, a simple SV0,0VA1+; command in the Dialog Change code 
is recognised by Dialog Update.

Therefore, if you have a BR0; type command in the Button 
Change definition then you are unable to perfectly emulate the button 
with the Dialog Update command (which is the command used to 
make the joystick work in interface programs) :-(

The closest way to emulate a BR0; type button is to call the Dialog 
Update command twice, but this falls down if and only if there are 
any other commands within the Button Change definition.

Shame...................:-(

Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

From amos-request@svcs1.digex.net Fri Sep 29 18:09:45 1995
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Message-Id: <9509292350.AA025nl@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Re: Just uploaded an AMOS game to Aminet
Status: RO
X-Status: 


PH> If you're interested, I just uploaded my game, MachoKillers into
aminet.
PH> It should be in the game/shoot directory (hope so).

 CH> I had a look at it... And I have to say, that I didn't really like
 CH> the
 CH> 'gameplay' ;-))

 CH> But the technical side is not bad I think ;))))


I'd like to be able to use my light gun with it. Write a piece of code that
replaces the mouse for a light gun and it'd be good!

Darryl

-- Via DLG Pro v1.0

               #####\             _             /#####
               #( )# |          _( )__         | #( )# 
               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Fri Sep 29 18:32:08 1995
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Date: Fri, 29 Sep 95 18:15:27 1100
Message-Id: <9509300015.AA025nv@comlink.mpx.com.au>
From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis)
To: amos-list@access.digex.net
Subject: Optimise this?
Status: RO
X-Status: 

Simce the recent "arc of a circle" challenge, where people removed (or sped
up) the floating point sin and cos functions, can any one make this code
faster?


'number of stars
NP=20
'
Dim XX(NP),YY(NP),PX(NP),PY(NP),PZ(NP)
Global CS#,SN#
Global XX(),YY(),PX(),PY(),PZ(),NP
Global D,DY,DDY,DZ,DDZ,DX,DDX
INIT : DISP
Procedure INIT
   Close Workbench : Close Editor 
   Screen Open 0,320,245,4,Lowres : Cls 0 : Flash Off : Hide On 
   Palette 0,0,0,0
   Double Buffer : Autoback 0 : Update Off 
   '
   ' Pre-calculated SIN & COS values for 1 degree roation 
   CS#=0.9993902*1.0006 : SN#=0.0348995*1.0006
   '
   ' Speed & acceleration in 3D.
   D=25000 : DDX=-3 : DDY=3 : DDZ=-8
   DX=0 : DY=0 : DZ=0
   '
   For T=1 To NP
      ' Random starting position 
      PX(T)=Rnd(2500)-1250
      PY(T)=Rnd(2500)-1250
      PZ(T)=Rnd(62000)-20000
   Next 
   Fade 10,0,$FFF,$999,$444
   '
End Proc
Procedure DISP
   '
   Repeat 
      '  
      For A=1 To NP
         ' Calc screen co-ords from 3D co-ords
         TEMP=PX(A)*D
         PZ=(PZ(A)+D)*8
         XX(A)=TEMP/PZ
         '  
         TEMP=PY(A)*D
         YY(A)=TEMP/PZ
         
         ' translation to middle of screen. 
         Add XX(A),160
         Add YY(A),128
         S=1+(PZ(A)+20000)/10000
         '  
         ' Remove the 'quotes' from next for lines
         ' to add some rotation.  
         '   If DY>0
         '     PX(A)=PX(A)*CS#-PY(A)*SN#
         '     PY(A)=PY(A)*CS#+PX(A)*SN#
         '  End If  
         '
         ' R=Rnd(100)+50
         Add PZ(A),DZ,-20000+R To 42000
         Add PY(A),DY,-1200-R To 1200
         Add PX(A),DX,-1400-R To 1400
         '    
         Bob A,XX(A),YY(A),S
         '
      Next 
      '  
      Update : Wait Vbl 
      '    
      Add DZ,DDZ
      If DZ>3500 or DZ<-3500
         DDZ=-DDZ
      End If 
      '
      Add DY,DDY
      If DY>R+50 or DY<-140
         DDY=-DDY
      End If 
      '
      Add DX,DDX
      If DX>130 or DX<-150
         DDX=-DDX
      End If 
      '
   Until Mouse Key
   '
End Proc

-- Via DLG Pro v1.0

               #####\             _             /#####
               #( )# |          _( )__         | #( )# 
               ##### |         /_    /         | #####
               #" "# |     ___m/I_ //_____     | #" "#
               # O # |____#-x.\ /++m\ /.x-#____| # O #
               #m.m# |   /" \ ///###\\\ / "\   | #m.m#
               #####/    ######/     \######    \#####

From amos-request@svcs1.digex.net Fri Sep 29 17:12:02 1995
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Date: Fri, 29 Sep 1995 14:39:13 -0400 (EDT)
From: fernando Bartra <fer007@freenet.scri.fsu.edu>
Subject: Re: Things to remember while compiling
To: Jacek Kubica <KUBICA@ch.wssk.am.wroc.pl>
cc: amos-list@access.digex.net
In-Reply-To: <7F9597C0EC1@ch.wssk.am.wroc.pl>
Message-ID: <Pine.3.89.9509291451.A26325-0100000@freenet3.scri.fsu.edu>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: RO
X-Status: 

      Well I guess now that I have been illustrated on how people don't 
like to see amos stuff as professional, maybe now I can start hiding my 
compiled progs so no one knows it was made in Amos :)

    Fernando Bartra


From amos-request@svcs1.digex.net Fri Sep 29 18:13:27 1995
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Message-Id: <199509292022.UAA27989@mail.enterprise.net>
Comments: Authenticated sender is <semprini@mail.enterprise.net>
From: "Semprini" <semprini@enterprise.net>
To: amos-list@access.digex.net
Date: Fri, 29 Sep 1995 19:59:58 +0000
Subject: Re: Joystick in Interface
Reply-to: semprini@enterprise.net
Priority: normal
X-mailer: Pegasus Mail for Windows (v2.10)
Status: RO
X-Status: 

> I cant remember if I've posted this before - but I cant remember 
> seeing it on the list.
> 
> A while back I said I'd look into the compatibility of clicking on a 
> button in an interface program and using the Dialog Update command to 
> achieve the same results.
> 
> It seems that Dialog Update calls the Button Draw code followed by 
> the Button Change code.  However, if the Button Change code includes 
> a BR0 type of command then Dialog Update completely ignores it.  On 
> the other hand, a simple SV0,0VA1+; command in the Dialog Change code 
> is recognised by Dialog Update.

What's SV?  Sorry, I can never remember all these embedded commands 
(I always have to pad them out a bit).

> Therefore, if you have a BR0; type command in the Button 
> Change definition then you are unable to perfectly emulate the button 
> with the Dialog Update command (which is the command used to 
> make the joystick work in interface programs) :-(
 
> The closest way to emulate a BR0; type button is to call the Dialog 
> Update command twice, but this falls down if and only if there are 
> any other commands within the Button Change definition.

Presumably you need the SV bits then?
 
> Shame...................:-(

Close, though... :-(
Guess that doesn't make it any better.. .heh
.oOo.
"hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)

http://www.catalog.com/buttle/semprini/
(for Semprini and Scrotax)

From amos-request@svcs1.digex.net Sat Sep 30 07:46:41 1995
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          30 Sep 95 11:10 +0100
From: Mark Carter <Mark@westmead.demon.co.uk>
Organization:  None Whatsoever
To: amos-list@access.digex.net
Date:          Sat, 30 Sep 1995 10:08:59 +0000
Subject:       Re: Joystick in Interface
Priority: normal
X-mailer: Pegasus Mail/Windows (v1.22)
Message-ID: <9509301110.aa16215@relay-3.mail.demon.net>
Status: RO
X-Status: 

> > I cant remember if I've posted this before - but I cant remember 
> > seeing it on the list.
> > 
> > A while back I said I'd look into the compatibility of clicking on a 
> > button in an interface program and using the Dialog Update command to 
> > achieve the same results.
> > 
> > It seems that Dialog Update calls the Button Draw code followed by 
> > the Button Change code.  However, if the Button Change code includes 
> > a BR0 type of command then Dialog Update completely ignores it.  On 
> > the other hand, a simple SV0,0VA1+; command in the Dialog Change code 
> > is recognised by Dialog Update.
> 
> What's SV?  Sorry, I can never remember all these embedded commands 
> (I always have to pad them out a bit).

Set Variable (I think).
 
> > Therefore, if you have a BR0; type command in the Button 
> > Change definition then you are unable to perfectly emulate the button 
> > with the Dialog Update command (which is the command used to 
> > make the joystick work in interface programs) :-(
>  
> > The closest way to emulate a BR0; type button is to call the Dialog 
> > Update command twice, but this falls down if and only if there are 
> > any other commands within the Button Change definition.
> 
> Presumably you need the SV bits then?

It gets much more complex than that :-(
  
> > Shame...................:-(
> 
> Close, though... :-(
> Guess that doesn't make it any better.. .heh
> .oOo.
> "hello" (c) 1995 semprini@enterprise.net (All Rights Reserved)
> 
> http://www.catalog.com/buttle/semprini/
> (for Semprini and Scrotax)

 
Cheers,

Mark

Mark Carter
e-mail: mark@westmead.demon.co.uk,   exet0007@sable.ox.ac.uk

