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Amiga Computing - Commodore Is Awesome

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• AMOS Simple sprite<br />

plotter instructions •<br />

THIS program is a simple utility that<br />

allows you to take AMOS sprites and<br />

paste them onto an IFF screen ready<br />

for loading into Deluxe Paint, or<br />

porting over to another computer -<br />

1 (such MIPas<br />

the Atari ST)_ The program<br />

also draws a border around the sprite..<br />

iiThe controls are pretty simple — oncel<br />

you have loaded a sprite bank that ist<br />

, KEY USE<br />

+ Moves to next sprite in<br />

bank.<br />

Moves back one sprite,<br />

Changes the sprite border<br />

colour register (adds one),<br />

Changes the sprite border<br />

colour register (decs one).<br />

Loads a new sprite bank<br />

(but does not clear the 0<br />

screen).<br />

Saves the picture in IFF<br />

format.<br />

Clears the screen.<br />

A simple undo feature. Be<br />

careful, once pressed there<br />

is no way of going back.<br />

o Quits back to AMOS.<br />

If you press left and right mouse<br />

button (in that order) the current bot?<br />

Lill be pasted ACEMMLonto<br />

the screen. 411<br />

tions.<br />

I know it sounds a little complex but it<br />

really is flexible. Let's try an example —<br />

remember to type this EXACTLY as<br />

shown here:<br />

ANAL 14ove 16,0,1" ANAL ON 1<br />

You will see that the geezer we set up<br />

earlier has moved smoothly from his<br />

origin (50,50) across 16 pixels in one<br />

pixel increments. Try this one:<br />

ANAL 1.•5ove 16,0,4* : ANAL ON 1<br />

It moved a little faster this time<br />

because we changed the last parameter<br />

in the Move command. It is a little like<br />

saying "Move the object 16 pixels, but<br />

want it done in four separate goes."<br />

OK, last example for this bit :<br />

ANAL 1,"Mwe 16,0,16' : ANAL CN 1<br />

If you have managed to follow what I<br />

have been saying you will realise that<br />

our little geezer has just moved 16<br />

pixels in increments of 16 pixels.<br />

I hope you have now mastered the<br />

simple techniques required to produce<br />

fun moving characters. Remember that,<br />

as my mate Aaron Fothergill (editor of<br />

the AMOS club magazine), always<br />

says: "No program is fixed, you should<br />

1<br />

always get lots of people to try it out<br />

and tweak it accordingly."<br />

Now we are running out of room for<br />

this issue, so lets cover a little animation.<br />

The animation command in AMAL<br />

has a very simple structure. Type this in<br />

direct mode:<br />

AMAL 1, 'Anim 0, (1,4)12,41 (3,4) (2,4) (1,0 •<br />

ANAL ON I<br />

Our little geezer should be waving his<br />

dinky legs like there is no tomorrow. As<br />

you can see, we first put an Anim<br />

command in the string (with its first<br />

letter in capitals) followed immediately<br />

by the amount of times you wish to<br />

repeat the animation. If you put a zero<br />

the animation will repeat indefinitely.<br />

The next parameters are the actual<br />

animation numbers, these are stored in<br />

brackets and consist of the image<br />

number of the frame stored in the<br />

SPRITE/BOB bank followed by a<br />

comma and then the time you wish to<br />

elaps before the next animation frame is<br />

displayed.<br />

Well,' hope that hasn't put you off<br />

AMAL 'cos next time we are going to<br />

tackle joystick—controlled animation_<br />

The programs on the Cover Disk this<br />

month are slightly more advanced<br />

versions of the routines we have been<br />

looking at here, containing a mixture of<br />

animation and movement commands.<br />

Also on there is the moving rainbow<br />

for our game background (all done<br />

using AMAL). I didn't quite have room to<br />

fit it into this month's column so it will<br />

have to wait.<br />

As if that wasn't enough for people<br />

who have got the V1.2 upgrade, there is<br />

a little program on the cover disk which<br />

will show you how to save memory by<br />

using the new SPRITE flipping routines.<br />

See if you can produce some good<br />

little demo between now and the next<br />

issue, if you do why not put then into<br />

the public domain so that all AMOS<br />

users can see them?<br />

Before I go, if anybody from the<br />

RSPCA is reading this column I would<br />

just like to report Richard \tanner of<br />

Database Software for not feeding his<br />

cat until he got home at 2 o'clock on<br />

Tuesday September llth.<br />

This was due to a few last minute<br />

bugs (now corrected) in the Over 7s<br />

part of Fun School 3!<br />

Peter Hickman<br />

irons out a<br />

few bugs and<br />

takes a look<br />

at the unique<br />

animation<br />

language<br />

which makes<br />

AMOS so<br />

special<br />

Next month we will cover some of<br />

the intermediate level features of<br />

AMAL, including joystick control<br />

and synchronised movement and<br />

animation.

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