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Old 20 August 2015, 15:38   #81
jayminer
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Quote:
Originally Posted by Etze View Post
May I ask how you did this with Amos?
Well, AMOS has the ability to open libraries so I basically just opened and used nonvolatile.library. It wasn't very hard to do and I could post some example code if you're interested?
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Old 20 August 2015, 15:58   #82
Etze
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oh, yes. That would be great. I'm writing a game right now and already thought about a CD32 Version. Not sure though if it will ever be finished and released...
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Old 20 August 2015, 16:36   #83
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Okay, here's my first quick and dirty test to save in NVRAM, I couldn't find a good way to copy/paste directly from AMOS - AMOS doesn't seem to use Workbench clipboard and I didn't find a "Save ASCII"-option (which I thought existed) so I typed it in manually, hope I didn't screw anything up:

Code:
Reserve As Work 10, 200

MEMBANK=Start(10)
Poke$ MEMBANK,"AppNm"
Poke MEMBANK+5,0
Poke$ MEMBANK+6,"ItemN"
Poke MEMBANK+11,0
Poke$ MEMBANK+12,"TestingNVRAMSave!!"

Areg(0)=MEMBANK
Areg(1)=MEMBANK+6
Areg(2)=MEMBANK+12
Dreg(0)=2
Dreg(1)=True

Lib Open 1,"nonvolatile.library",0
LIB=Lib Call(1,-42)
Lib Close 1

Print LIB
A little explanation (from what I remember, I wrote this in 2011 or 2012 so it's all a bit hazy, but the first thing to do is just to reserve some memory (as a bank) to write the data to be saved into NVRAM into, then I poke in the string for Application Name and Item Name and the string to be saved into memory and set the adress to these strings (Null-terminated) into the adress-registers, I can't exactly remember what the Data registers was for but this can be checked by looking at the documentation for nonvolatile.library.

Then just open the library with Lib Open, Call it at offset -42 (I'm guessing that's StoreNVRAM) and close the library, the final Print LIB prints the return code from the library call so if something went wrong you get some sort of information about what.
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Old 21 August 2015, 08:28   #84
Etze
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Thank you very much! I will try it in the near future.
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Old 05 April 2018, 15:01   #85
Hacky
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Nice game.
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Old 05 April 2018, 21:01   #86
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I love to see AMOS still being used, it brings back warm fuzzy memories of programming after school.

I still have the giant AMOS pro manual.

I do wonder if it would be feasible to write an AMOS interpreter in HTML5...
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Old 06 April 2018, 07:39   #87
Samurai_Crow
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I love to see AMOS still being used, it brings back warm fuzzy memories of programming after school.

I still have the giant AMOS pro manual.

I do wonder if it would be feasible to write an AMOS interpreter in HTML5...
Francøis Lionet is working on a JavaScript version now.
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Old 12 November 2018, 14:28   #88
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Hi! By accident I discovered this game now. The engine from this game would be perfect for the Insidia game port. How can I contact the author of the game? Thanks
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Old 12 November 2018, 15:44   #89
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Hi! You can PM me here
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Old 13 November 2018, 19:01   #90
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Hey Jayminer is it possible you can write a full construction set for the game so people can build their own levels and share it with other people and play other people's level? Like if I want to build 100 levels, then I can compile it and make even password so no one can edit it...and then distribute my module with other people so they can play my levels and I can play theirs?

Like.....(repeats the same thing over and over and over....)
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Old 13 November 2018, 20:21   #91
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Wow, cool game

...and yet another thread that I missed when AWOL for 6 years

Anyway, have downloaded TheGame0.95.lha & TheGame_095_CD32.zip but neither have the title screen shown below; only writing?

Quote:
Originally Posted by jayminer View Post


New titlescreen! Not much left to fix now...!
Do you possibly still have the new "data/titlescreen.data" file that you could use in say a new "v0.96" set of archives; which also contain the fixes you've mentioned in the thread after the "v0.95" release?

Last edited by DamienD; 14 November 2018 at 01:30.
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Old 22 November 2018, 00:26   #92
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Heya jayminer,

I'm sure you've read my post above by now... not possible or?

Adding the above would be appreciated and maybe even finish this game as it's quite cool, shame not too
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Old 23 November 2018, 12:24   #93
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Hi, I have been meaning to dig out my latest code, and updating the game to use the very last version I worked on, still not 100% complete though, a few rough edges but playable all the way through.

Haven't really gotten around to it yet, mostly due to me being lazy and forgetful. I am going to be releasing the code for free aswell so that everyone can do whatever they want with it, since I don't have any plans at the moment to do anything more with this myself!
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Old 23 November 2018, 12:45   #94
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Hello

Quote:
Originally Posted by jayminer View Post
I couldn't find a good way to copy/paste directly from AMOS - AMOS doesn't seem to use Workbench clipboard and I didn't find a "Save ASCII"-option (which I thought existed)
Amos Pro does have an export to ascii, but you'll have to select a block, to store it and then to save it as ascii.

All this is under the Block menue.
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Old 17 January 2019, 11:59   #95
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Just a minor update, I'm not sure if there ever will be an update to this, since I can't seem to find the latest version of my code. Sloppy of me I know, but I could only find somewhat older versions on various harddrives, not the latest one I worked on.
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Old 17 January 2019, 12:36   #96
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Not good news; that's a real shame

Is it possible to at least somehow insert the cool title screen into v0.95 though?

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Old 17 January 2019, 14:21   #97
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I'll look into it
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Old 17 January 2019, 14:32   #98
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Coolio
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Old 13 October 2019, 17:54   #99
Shatterhand
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Has anyone made an ADF of this?
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Old 13 October 2019, 17:59   #100
DamienD
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Has anyone made an ADF of this?
I have

Take a look in The Zone!

...as it works better on an A1200, but ok on an A500, the disk is for an A1200 and copies everything to RAM in order to speed up loading between screens (as suggested by jayminer in the "ReadMe"):

Quote:
Originally Posted by jayminer View Post
The reason development sort of died of was in part by there being an odd bug that I have only ever seen on my A1200 when I disabled my Blizzard 1230 and ran as an unexpanded A1200. There are some minor flickering on one of the sprites and I have no idea why, and never managed to fix this bug. It doesn't occur on any other machine I have tried it on. Another thing was that it runs a bit slow on a 68000 machine, and I really tried to keep the system requirements down since I wanted it to run on a A500 but unfortunately it runs a bit slow in most rooms.
Actually, I also created a "non-RAM" disk... in The Zone! also

...but requires KS 2.x to work on an A500 (game limitation unfortunately).

Quote:
Originally Posted by DamienD View Post
Not good news; that's a real shame

Is it possible to at least somehow insert the cool title screen into v0.95 though?

Quote:
Originally Posted by jayminer View Post
I'll look into it
I know jayminer can't seem to find the latest v0.97 of his code

I'd still love the above title screen added to v0.95 though if possible

Last edited by DamienD; 13 October 2019 at 20:21.
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