To all the amiga lovers I wish you a great 2021, hopefully better that 2020. Amiga lives forever 😀
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Hi All
So I decided to do what I wanted to do 30 years ago and make a game in Amos Pro.
I have understanding of modern scripting languages, GML, BlitzMax etc. so I am not starting from scratch, just putting together a few test programs to get used to things but I've come unstuck with the understanding of screens.
I've been using the excellent https://www.ultimateamiga.co.uk/HostedProjects/AMOSFactory/AMOSProManual/14/1446.html as a ref to all commands.
My issue; with the code below I would expect my BOB to be visible on both screens when I switch between them but it's only visible on the screen that was active when the BOB was grabbed\created. There does not seem to be any commands to move a BOB to a screen so I guess I have a fundamental miss-understanding of how screens or bobs work?
I'd assume I could use screens as a way to pre-prepare menus in a game, i.e
Screen#0 = Title screen.
Screen#1 = Game play.
Screen#2 = Options screen.
Screen #3 = Game over.
Is it recommend to use screens in this sort of way?
Rem *** create screens Screen Open 0,320,200,32,Lowres : Curs Off Screen Open 1,320,200,32,Lowres : Curs Off Rem *** draw a box on screen 0 and grab\make a BOB Screen 0 Ink 2 : Box 0,0 To 10,10 : Get Bob 1,0,0 To 11,11 Cls Rem *** make sure screen 0 is at the front Screen To Front 0 Rem *** main loop Do Text 0,16,"screen #:"+Str$(Screen) Bob 1,32,32,1 K$=Inkey$ If K$="1" Then _SHOW_SCREEN[0] If K$="2" Then _SHOW_SCREEN[1] If Key State(69) Then Edit Loop Procedure _SHOW_SCREEN[NUM] Screen NUM : Rem *** set draw operations to this screen Screen To Front NUM : Rem *** bring this screen to front to be viewed End Proc
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Subject: A simple real time clock (RTC) for the Amiga 500 and Amiga 1000 Computer
Hey all. I got my first Amiga in December of 1985 and stopped using Amigas in the early 1990s, when CBM was dead.
I wrote several apps on the Fred Fish disks, including a nice system level debugger called mykesbug.
I wrote several games for the Amiga, including Dark Castle, Beyond Dark Castle, Budokan, and Marble Madness.
I knew RJ Mical and Sam Dicker from their days at Williams Electronics when I was at Vid Kidz. I still keep somewhat in touch - RJ is a games director at Google and Sam is an audio engineer at Apple. I threw a party at my house and almost the entire Amiga team came. It was a great time, and I got to meet Jay Miner for the first time.
I used the OS to implement Dark Castle, I drank the kool aid! But when 1.3 came out, the OS used more of the 512K and the game no longer fit. I wrote the rest of the games in pure assembly language, without the OS.
I used the Amiga as a workstation to build Amiga and other 680x0 based programs.
I did a lot of the reverse engineering of the Sega Genesis for Electronic Arts using the Amiga. I worked in a clean room, disassembled Shinobi ROMs and stepped through the code until I identified enough of the hardware registers to recognize the video processor as an enhanced version of the TI 99/a that was in the ColecoVision. I wrote a Z80 assembler and emulator on the Amiga to reverse engineer the audio portion of the Genesis (it had a Z80 to do the sound).
EA wouldn’t let me do any Sega work because they feared that some algorithm I saw in the Shinobi code might make its way into a Sega product I made and be the source of a lawsuit.
My work for EA then was Bodokan, which Ray Tobey programmed on the PC. I did the whole thing in 2 weeks by simply opening the x86 assembly source in one split of cygnusEd while translating to 68K, line by line. It was a record for fast port by anyone at EA at the time, and also set a record for QA, passengers with just one minor issue.
EA cut a deal with Sega and I was allowed to make Genesis games. I ported Marble Madness from the Amiga to the Sega in 8 weeks total. It was written in C. I stepped through the code until it crashed, then stubbed out the routine so it could execute further. Eventually it ran without crashing, but didn’t display anything or make sounds. I then coded up the stubs to make it display. My buddy Steve Hayes added the sounds and music.
I knew all the people from the mid 1980s to about 1992 at EA. I was good friends with Dan Silva, who wrote DPaint. It was one of the few commercial tools I used - I wrote my own assemblers and debuggers and graphics tools and compression.
I later worked for Sega and made most of Dick Tracy. I then went to Accolade where I did a huge chunk of Bubsy, compressing 64MB of data down to 640K, so we had lots of room for digitized sounds and music. That was one of the first games done by a large team (about 15 of us).
I also wrote the debugger for Matt Dillon’s Dice C compiler.
Also wrote the mouse, keyboard, display, and audio drivers for the first NetBSD port to the Amiga (by Markus Wild). A lot of us used to hang out on IRC together - it was a tight community.
If any of you know me, or want to ask questions, feel free to jump in!
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Subject: 2.5-inch IDE 44-pin to dual compact flash adapter
Will this would in an Amiga?
https://www.amazon.ca/gp/product/B0036DDXUM/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1
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Subject: Preparing an A600 for WHDLoad - Turbocard recommended?
So I purchased an A600 a while ago and am now planning to
- Recap the board (won't do this myself as my soldering skills are somewhat limited)
- Add 1MB chip ram expansion
- Add IDE SD adapter
- Add PCMCIA CF adapter
- Add FASTRAM expansion
When looking for components I stumbled upon the Furia 68020 Turbocard. Would this card be suitable for my purpose (by decreasing loading times) or is the fast ram expansion enough? Difference would be about 70 € which I could afford if recommended.
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I have an A2000 that has a 3.1.4 ROM in it now. This my first time using the Gotek drive, how do I get my WB 3.1.4 adf files onto my Gotek drive and set it up so I can do a installation of WB 3.14 on my Amiga?
And what size of flash drive do I need to get? Will a 32GB work or do I need a smaller one?
Thanks,
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Is such a thing possible, easily, without needing to be able to do the header pinouts or any PCB/component work yourself?
I've got two Amiga 1200s, both without any sort of upgrades, 3.0 ROM I'm sure rather than 3.1 (if that's even a factor, doubt it - one I'm not sure of the age, the other is of the Desktop Dynamite packaged release that came with Oscar as the main game). Ideally I'd want to hook one up to a VGA monitor (flatscreen, not CRT), just because as charming as it looks, that background whine from a 1084 is a bit much for extended periods.
Is there any sort of converter that can go on either the large video output plug (the one that goes to a 5/6 pin plug for the 1084 monitor) or the RCA output to convert to VGA? I understand some sort of active changer is needed due to refresh rates?
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Subject: Amiga "Big Run" Crack Intro (by Crystal, Melon, Tronic)
Subject: PSA: you need a USB Blaster, *not a Blaster V2*, to flash a Vampire V2. Drove myself nuts last week
Subject: Not into retrobrite or beige computers. Alas, the old girl needs a new coat of paint. I kinda like the aggressively 90s style of the 3rd edition ref manuals.
Hi folks. I recently downloaded the emulator created by Dirk W Hoffmann but I can not get it to load any of the games I have.
Any helpful hints from users of the software would be gratefully received and appreciated.
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I've been collating a bunch of my older tunes, and stumbled upon this one which left me scratching my head. It's probably from around 92/93 when I was working at Ocean, and it sounds like a football game. I did write the music for European Championship around then, but this wasn't used in that game. Does anyone recognize it ? Was it used in a game ? TIA..
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Subject: Finally got the Vampire V4 Stand-alone up and running with the AROS based ApollOs. I must say it
Subject: This game was actually more fun than I thought it would be, I managed to get to the end of world one and will endeavour to have a crack at the second world which looks interesting. Any support for my channel is mostly appreciated. I have rendered the footage in 4K YouTube is still processing.
Subject: Batman Vuelve corruption with TF534/A500 and WHDLoad.
I'm getting corruption in the demo that starts after batman drops diagonally with the lightning backdrop. When it gets to the wormhole dots it gets worse and just shows the dots for the rest of the song until it's over. I assume it's a 030 compatibility issue. At first I thought it was an ECS problem as I first encountered it on my newly repaired corroded A500+.
Is there a trick to get it to run successfully? I have tried every option in the "expert" preload menu, nommu, noautovec, nomemreverse and more options but nothing changes the behaviour. I'm using the newest slave version.
TF534 running at 40 MHz 68030 with MMU
KS3.1
Workbench 3.1
It shows similar corruption with my A500 1MB, A2000 1MB and my ESC A500+ 2MB, all runing TF534's.
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Subject: Did You Know: "Boot Hill" was originally an angsty 80's love song by a much younger Jon Hare? (I guess a lot of you do know this, but I didn't til recently, and it's an awesome factoid).