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Amiga Computing - Commodore Is Awesome

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OTCHA. its me again, here to<br />

update you on the wonderful<br />

world of AMOS. Since our last<br />

meeting so much has happened it's<br />

hard to know where to start.<br />

Probably the most important thing is<br />

that a new version of AMOS is now<br />

available, so get a copy from the AMOS<br />

PD library (phone Sandra Sharkey on<br />

0942 495 261 for more details. The<br />

improved V1.2 has a vast number of<br />

bug fixes. including those listed below.<br />

LDIR<br />

sof HARD<br />

SC IN<br />

VAL<br />

PLOT<br />

110<br />

. INT<br />

I SPRITE I BOB<br />

op,<br />

Amos It1_2 Bug Fixes<br />

Now works properly<br />

Returns the correct<br />

value<br />

Does not return<br />

hidden screens<br />

Works with negative<br />

floating point<br />

numbers<br />

Works with large<br />

floating point<br />

expressions<br />

<strong>Is</strong> now corrected<br />

Both are now<br />

tokenised (comput<br />

erese for recognised)<br />

AMAL OR Corrected<br />

UNPACK W o r k s properly now<br />

with portions of<br />

.screens<br />

,<br />

4<br />

1<br />

1<br />

1<br />

1<br />

6<br />

1<br />

1<br />

i<br />

4<br />

AMOS V1.2 also includes a new file<br />

selector and a number of new commands,<br />

most important being the new<br />

BOB and SPRITE flipping routines,<br />

These commands allow you to reverse<br />

the image of a bob both horizontally and<br />

vertically and are completely compatible<br />

with AMAL.<br />

Available in your shops now are some<br />

of the first products written with AMOS,<br />

all of which are published by Database<br />

Software. The software is Fun School 3<br />

and consists of three separate packages<br />

aimed at the under 5s. 5 to 7s and<br />

over 7s. Each package uses very high<br />

quality graphics (better than a lot of<br />

games) and adheres closely to the<br />

much publicised national curriculum. I<br />

strongly recommend you go out and<br />

buy all three, not only because they are<br />

excellent products. but because I wrote<br />

them! I might as well get my plug in now<br />

'cos I didn't get a mention in the first<br />

draft of the manuals.<br />

Lastly in this little news file is some<br />

4<br />

'<br />

1<br />

information for comms users. <strong>Amiga</strong><br />

Connection BBS and Big Bang Burger<br />

Bar BBS run a joint AMOS section<br />

containing quite a few programs to<br />

download. It also gives you access to<br />

other AMOS users and because they<br />

are both just a local phone call away<br />

from me, I can be found routing around<br />

on both at weekends. The two Sysops<br />

are big AMOS fans and use it regularly,<br />

so Hi to Paul Roffey and Paul Robert. I'll<br />

upload some more stuff when I get back<br />

from my holiday.<br />

OK, lets do some work. AMAL — the<br />

AMos Animation Language — is the<br />

most advanced feature of AMOS. With<br />

it you can move or animate SPRITEs.<br />

BOBs, Rainbows and even whole<br />

screens.<br />

Its use is not limited to games, you<br />

could do shop demos, fun demos or<br />

produce animated titles for your videos.<br />

We will start by loading a sprite file to<br />

play with, so press Escape to go to<br />

direct mode, insert your AMOS Data<br />

Disk — the one with all of the games on<br />

it — and type this<br />

LOAD 'AMOS...DATA :MAGIC JORESIVIESPRITES ARK'<br />

This will load the sprites from Magic<br />

Forest into bank number one. You may<br />

wonder why we are doing this in direct<br />

mode. It's mainly because we need to<br />

be able to see immediate results and it<br />

is not too important to save the files on<br />

to disk.<br />

Now we need to set up a nice clean<br />

screen display<br />

FLASH OFF : CLS 0 I GET SPRITE pALETTE<br />

DOUBLE WEER<br />

Right now to display a bob and set up<br />

its AMAL channel<br />

BOB 1,50,50,1 : CHANNEL I TO BOB 1<br />

We have our little geezer displayed<br />

on the screen,but we want to move him.<br />

The first thing to remember when<br />

dealing with AMOS is that unless you<br />

are converting a ST program never use<br />

the STOS compatible MOVE X or<br />

AMOS 3D - coming to an <strong>Amiga</strong> neat you<br />

MOVE Y commands. They are<br />

nowhere near as flexible as AMAL and<br />

you will quite often end up with some<br />

very tacky movement.<br />

To move this funny little creature we<br />

have to define an AMAL program.<br />

AMAL is quite simple to use, a lot of<br />

people have told me they found the<br />

manual explanation quite daunting, so I<br />

won't rush and we'll go through each<br />

command step by step.<br />

The first thing to remember is that<br />

AMAL is a case dependant sublanguage<br />

— more compterese for<br />

saying that it can tell if you have typed<br />

in capitals or lowercase letters. Any<br />

commands that we enter into our AMAL<br />

string will have at least one letter in<br />

upper case and the rest in lowercase.<br />

Of course this isn't quite true for all<br />

AMAL commands, because a very few<br />

require two uppercase letters but we<br />

won't worry about those for the time<br />

being.<br />

To move an object we have to use a<br />

command called Move (surprised<br />

huh?), which uses three parameters.<br />

The first is the number of pixels the<br />

object should move in the X direction,<br />

that is across the screen. The second<br />

is the number of pixels we wish to<br />

move up (or down) the screen, remembering<br />

that both these parameters can<br />

be positive or negative numbers for<br />

backwards or forwards movement.<br />

The very last parameter controls the<br />

amount of steps that AMAL will take to<br />

move your object in the X or Y direc-

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