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 on: Today at 05:24:22 PM 
Started by MichaelVParent - Last post by Sidewinder
I'm not an expert in AMOS audio, but I've never heard of such a command, nor of an extension that implements something similar.  The AMOS Pro manual says it is able to play samples from a CD, but my understanding is that these samples must be in an 8-bit Amiga format, not the standard CDDA 16-bit PCM.

This would certainly be a good addition to AMOS.  I'll add it to the to-do list.

 on: December 17, 2017, 01:55:30 PM 
Started by MichaelVParent - Last post by MichaelVParent
Is there a way in Amos Pro to play a CD music track from a CD drive?

 on: December 04, 2017, 08:29:23 PM 
Started by Voljega - Last post by Voljega
Hello everyone, well I don't know if this is the right section, but after carefully seeing all of them I couldn't find one which seemed more suited.
The forum seems a little dead, and I was told there was a facebook group, but even after managing against my will to drag myself there, I couildn't find it !

I'm Voljega, I have been interested in Amiga for the past two years, well I was already in the eighties but back then I had an Amstrad CPC so Amiga was just an (expensive) dream !

So in the past two years I have been developing a custom solution to launch Amiga games in ADF and WHDLoad on Recalbox, kinda like what Horace is doing with Retropie

But today I am here to ask questions for myself.

I have a carefully sorted and scraped collection of amiga games in WHDL format which dates to at least two years, and so is the WHDLoad 'package' used to launch the game, so looking at the whdload.de page I can see I'm a few years behind.
I'm totally unsure about somethings regarding upgrading all that so I wanted to ask the following questions :
- How do you upgrade the WHDLoad package (I mean the one in 18.3 right now) from my old version ?
- This is the most crucial point for me : Is it guaranteed that all my games in WHDL dumped for a previous version of the package will still work ? Is it 100% retrocompatible ?
- Finally, is it possible to upgrade a game in WHDL format from say two years ago with the corrections done today. For instance, if I want to update Hero Quest for which a new whdload thing was uploaded last friday, can I just get the archive and use it to upgrade my previous WHDL version of Hero Quest ?
If yes how can I do that ? Just copy the newly released archive over my game ?

Thank you for youre response

 on: December 02, 2017, 07:43:40 PM 
Started by nrhod - Last post by Hungry Horace
I would say discovering which objects do what would be a good part of the fun of the game if you are new enough to it!

But since you want it.... here are a few tips;

- The 'strength' of an object is usully apparent from when you find it in the game - i.e. you will find a short sword early on, a battle axe later, and a Troll's Axe much further in.
- Special (one-off) objects may be better used by certain characters (look at the colours)
- Swords are lighter than Axes, and so may be favoured by Adventurers if you wish for them to also for front-row fighting
- most objects, such as the ones you have mentioned, need to be help in the 'hand' of a specific champion type.
- There is no apparent benefit to using two similar weapon types in each hand - take advantage of two hands to hold two objects with different benefits (e.g. a sword and a wand)

Wands and Rings both relate to how spells are cast, so are best used by Wizards, or Adventurers, but do not need to be those only. For example, Warpower is a Serpent (green) spell which is best used by a Warrior, but could be boosted by also holding the Serpent wand.

The Cutpurses are high in agilty, but lack strength, so they tend to need small objects, and they are particularly adept at using these when attacking an enemy from behind. It should be no surprise that Roseanne even has the surname 'Swifthand' .... They are also capable at using the speed when armed with a bow and arrow.

Staffs, as you guessed, help wizards with spell casting, and again you should look out for improved ones later in the game, which will have different names.

 on: December 02, 2017, 03:29:45 PM 
Started by adrazar - Last post by adrazar
Reading your other post on EAB about Bob clipping must this patch be used if we go outside the screen size after using the fix you found of Doke Screen Base+76,NEW_SCREEN_WIDTH ?
After a bit more thinking yesterday night, I suddenly realised Limit Bob maybe could be used as a key part to make bob handling easy also in a corkscrew scroller. Increasing the screen width alone doesn't solve all problems, because one still has to find a way to manage bobs coming in and out of the visible screen (failing to do so would result in revealing every bob on the map because of the wrapover).

Well the idea I got was to use Limit Bob the same way as Screen Offset for managing the bobs. That is, only increase the x-coordinates of Limit Bob (keep the y-coordinates fixed). Today I made a program to see if this would work, and it did! :D I have attached a small demonstration to show how it works.

As long as the screen is high enough it should with this method be perfectly safe to send bobs out of the screen in any direction. Both things I put into the patch are necessary to make this method work.

 on: December 01, 2017, 06:47:49 PM 
Started by nrhod - Last post by nrhod
Items! What do they do?

Rings and wands?
Stealth blade, dagger or sword?
Staves, do they do anything for the wizzys?
How do you rank the weapons showing during the game?

Have of course been looking around for the info but for some reason the web isn't loaded with texts about this fancy subject.

 on: November 30, 2017, 07:14:26 PM 
Started by adrazar - Last post by adrazar
I think the answer is no. The patch is really only useful in situations where one actually allows the automatic bob-clipping to kick in. I don't know how safe it is to send bobs through the top and bottom of the screen after increasing the screen width, so if this is out of question only the left and right edges of the map remains possible as candidates. If a bob can return into the screen after passing either of these the patch could become necessary. Otherwise, if it can't return, the bob might just as well be turned off to prevent the problems from not using the patch.

 on: November 30, 2017, 04:53:11 PM 
Started by adrazar - Last post by BooBoo
Reading your other post on EAB about Bob clipping must this patch be used if we go outside the screen size after using the fix you found of Doke Screen Base+76,NEW_SCREEN_WIDTH ?

 on: November 30, 2017, 02:48:24 PM 
Started by adrazar - Last post by adrazar
Here is a new version of amos.library. It features an improvment of the Bob Clear instruction.

What was wrong with the original?

Good question! Imagine we have a bob that we want to move around the screen. First we decide its location using the Bob instruction, next we reveal it using Bob Draw. Bob Draw basically does two things: first it saves a copy of the area right underneath where the bob is going, then it draws the image. When we later move the bob to a new location, we must first erase it from its previos location using Bob Clear. This instruction does what one would expect it to do; it redraws the previously stored background.

So far there is no problem, and that is because the problem only occurs when the bob moves entirely off screen. What happens when calling Bob Draw in this case is firstly that no new background is saved, and secondly that nothing is being drawn. In this situation it would be fair to assume that Bob Clear also didn't redraw any background either, but surprisingly it does. The background that is redrawn is the last stored from when the bob was on-screen, and it keeps redrawing this until the bob is moved back into the screen. The consequence is that graphics operations in the affected areas will get corrupted. The improved version stops the redrawing while the bob is off the screen.

Nice! However, is this really useful?

Maybe? Certainly I will make good use of it in the tilemap-scrolling platformer I'm making. Bobs regularly move off the screen, and tiles in the background needs redrawing when the screen scrolls. This combination causes corrupted background graphics and a lot of grief finding ways to compensate. Undoubtly the most efficient solution was to fix AMOS, and now that has been done.

The new version of amos.library also contains a minor change in the Limit Bob instruction such that it works as intended. This fix has been done before by others, but not in the latest unofficial version on this forum. The other fixes that were already present includes the must-have Dual Playfield fix and a couple of less significant ones that I'm unfamiliar with.

First install and upgrade AMOS Pro to verison 2.0. Then download the attachment which consists two files: amos.library and +w.s. Move "amos.library" into the directory "System:Libs/" and installation is complete.

The file +w.s is the modified source code. I had to make changes at several places because I redefined three existing variables to hold additional data. The section at the top describing latest added features has not been updated.

 on: November 28, 2017, 05:45:05 PM 
Started by nrhod - Last post by nrhod
Thank you guys, will try it out. Also noticed trying to sell an item results in a curse. Not very kind. My guys are starving in a minute as well :D

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