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 1 
 on: January 16, 2018, 10:48:13 PM 
Started by Volvo_0ne - Last post by SamuraiCrow
You're welcome but please put your next question in another thread.  Otherwise it will result in off-topic remarks.

 2 
 on: January 16, 2018, 06:27:34 PM 
Started by Volvo_0ne - Last post by Volvo_0ne
Thanks SamuraiCrow

Next question.....

Is there a way to read the Track &/Or Sector number being accessed by a Disk In realtime?

TIA
V1

 3 
 on: January 10, 2018, 01:45:53 PM 
Started by Kaligon75 - Last post by Kaligon75
Thanks for your suggestions. Now i don't know how to shoot from the ship of player 1. I grabbed a part of code from another example program and put it in my game but there are some difference. I'm using Amal instructions to do this (movement and fire of player 1).

 4 
 on: January 09, 2018, 08:33:17 PM 
Started by Voljega - Last post by Voljega
Yes clearly, thank you both :)

 5 
 on: January 09, 2018, 12:08:31 PM 
Started by Kaligon75 - Last post by jimwon2016
Hello,

If you are currently using bobs I suggest you stick with them, they are much easier to work with.

Here are some rules I follow when using Hardware Sprites. I have a game on AmiNET called Oubliette where you can see how the sprites look:

1 - Draw your sprite images on a 32 colour screen and make sure you only use colours 16-31 on your sprites. This is the only range of colours sprites can use and there are more rules if you want to have 3 colour sprites. I used the object grabber program in AMOS to create a sprite bank.

2 - At the start of your program, make sure you hide the mouse pointer and run command: Set Sprite Buffer 256. This increases the height of the hardware sprites used to make computed sprites to maximum.

3 - When opening a screen for sprites, run command: Get Sprite Palette. This makes sure you will use the right colours.

4 - For computed sprites, make sure your sprites are numbered in the range 8 - 62 and do not use odd numbered sprites. This is important because you have no control over which hardware sprites are used to generate computed ones and having odd numbered sprites can cause problems.

5 - When positioning a sprite onscreen use the following command: Sprite NUMBER,X Hard(X Co-Ord),Y Hard(Y Co-Ord),IMAGE. The functions X Hard() and Y Hard() are important because they convert the hardware co-ordinate of the sprite into a screen co-ordinate, otherwise the sprite will not display in the location you want it too.

Limitations of sprites mean that for every horizontal or vertical line on the screen display there can only be 64 pixels of sprite. If there are more pixels in a line then the sprite switches off. In a moving action game this appears as sprite flicker but in a static display they will not show up if aligned in a grid.

Hope this helps.

 6 
 on: January 08, 2018, 06:37:48 PM 
Started by Kaligon75 - Last post by KevG
Hi there.

Sprites use hardware coordinates where as bobs use screen coordinates.

Regards Kev G

 7 
 on: January 08, 2018, 12:32:18 PM 
Started by Kaligon75 - Last post by Kaligon75
Hi guys I have a problem with AmosPro. I wrote a routine for an horizontal scrolling game with an iff background and I put a ship to control with joystick and it works. If I change the Sprite command with the Bob command, the ship doesn't appear on the screen.

 8 
 on: January 03, 2018, 05:15:19 PM 
Started by Hungry Horace - Last post by Hungry Horace
Hi, and thank you for the help. Sadly I'm unable to get it to work.

I looked in the .lha-archive and the file is named ExtendedLevels.Slave, so I changed the WHDload-arguments from Bloodwych.slave PRELOAD to ExtendedLevels.slave PRELOAD. I get an error saying "Did not find the specified WHDLoad slave...."

Any ideas?

Hmm. Normally i would say to check that it isnt case-sensitive (.Slave not .slave) , but on Windows, this is unlikely.

I will have to take a look this with FSUAE myself to work it out

 9 
 on: January 02, 2018, 05:59:39 PM 
Started by Hungry Horace - Last post by Borgelin
Hi, and thank you for the help. Sadly I'm unable to get it to work.

I looked in the .lha-archive and the file is named ExtendedLevels.Slave, so I changed the WHDload-arguments from Bloodwych.slave PRELOAD to ExtendedLevels.slave PRELOAD. I get an error saying "Did not find the specified WHDLoad slave...."

Any ideas?

 10 
 on: January 01, 2018, 09:02:01 PM 
Started by Hungry Horace - Last post by Hungry Horace
Hi

I assume the data pack you have has a .slave file for the extended levels? Something like BloodwychExt.slave?

Have a look at the attached screenshot of FS-UAE Launcher. You should be able to change the WHDLoad options to match the extended levels slave file, save as a new 'setup' and then just launch FS-UAE

Let us know how you get on :)

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