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Old 08 June 2016, 22:40   #21
volvo_0ne
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Location: Sheffield UK
Posts: 360
Code:
Screen Open 0,320,200,32,Lowres
Flash Off : Curs Off : Cls 0
Double Buffer 

AM$="A: Let R0=J1; If R0=1 Jump C; If R0=2 Jump D; "
AM$=AM$+"If R0=4 Jump E; If R0=8 Jump F; Pause; Jump A; "
AM$=AM$+"C: Let Y=Y-1; Pause; Jump A; " : Rem UP 
AM$=AM$+"D: Let Y=Y+1; Pause; Jump A; " : Rem DOWN 
AM$=AM$+"E: Let X=X-1; Pause; Jump A; " : Rem LEFT 
AM$=AM$+"F: Let X=X+1; Pause; Jump A; " : Rem RIGHT

Bob 1,160,100,1 : Rem Place the bob near centre of screen


Channel 1 To Bob 1
Amal 1,AM$
Amal On 1
Wait Key
Try this for an AMAL Joystick test routine, It's very basic (well AMAL actually)
but it can easily be expanded on.

It also works in DIRECT mode

You must have at least 1 BOB in the bob bank (pref 32x32 Pixels but not important.)

Hope this gives you some ideas.

V1

PS: The CASE of the lettering in the strings is VERY IMPORTANT.....
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Old 08 June 2016, 23:06   #22
idrougge
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Quote:
Originally Posted by Retro1234 View Post
I also dont think Amos is much slower than other options once compiled
Underlined it for you.
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Old 09 June 2016, 12:16   #23
Brick Nash
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Posts: 211
Quote:
Originally Posted by volvo_0ne View Post
Code:
Screen Open 0,320,200,32,Lowres
Flash Off : Curs Off : Cls 0
Double Buffer 

AM$="A: Let R0=J1; If R0=1 Jump C; If R0=2 Jump D; "
AM$=AM$+"If R0=4 Jump E; If R0=8 Jump F; Pause; Jump A; "
AM$=AM$+"C: Let Y=Y-1; Pause; Jump A; " : Rem UP 
AM$=AM$+"D: Let Y=Y+1; Pause; Jump A; " : Rem DOWN 
AM$=AM$+"E: Let X=X-1; Pause; Jump A; " : Rem LEFT 
AM$=AM$+"F: Let X=X+1; Pause; Jump A; " : Rem RIGHT

Bob 1,160,100,1 : Rem Place the bob near centre of screen


Channel 1 To Bob 1
Amal 1,AM$
Amal On 1
Wait Key
Try this for an AMAL Joystick test routine, It's very basic (well AMAL actually)
but it can easily be expanded on.

It also works in DIRECT mode

You must have at least 1 BOB in the bob bank (pref 32x32 Pixels but not important.)

Hope this gives you some ideas.

V1

PS: The CASE of the lettering in the strings is VERY IMPORTANT.....
Excellent thanks I'll give it a try, it's just what I've been looking for. My joystick routine is a bit clunky right now as shifting from a horizontal or vertical to a diagonal doesn't work that well so I was planning on re-writing it anyway.

Oh and for anyone else who may read this in the future I solved my bob sync problem.

Turns out it was just a case of writing - Bob 2,X Bob(1),Y Bob(1),8 and that made Bob 2 appear at Bob 1's co-ordinates nicely!
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Old 09 June 2016, 12:41   #24
idrougge
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Now I see where the communication didn't work between me and Brick Nash. I didn't know AMAL had its own X and Y variables.
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Old 09 June 2016, 13:05   #25
Brick Nash
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Quote:
Originally Posted by idrougge View Post
Now I see where the communication didn't work between me and Brick Nash. I didn't know AMAL had its own X and Y variables.
It's a bit of a pain in the arse that Amal and Amos don't talk to each other that way. I had some real smooth movement going on in all directions using the Amos X & Y but having to switch to STOS Move X/Y (which I assume it shares with Amal X/Y) to get it to work with the animations presents even more problems in that stuff needs to be turned on and off. (I'm assuming!)

Either way I appreciate all the help!

Last edited by Brick Nash; 09 June 2016 at 13:31.
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Old 09 June 2016, 21:55   #26
volvo_0ne
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Location: Sheffield UK
Posts: 360
Quote:
Originally Posted by Brick Nash View Post
Excellent thanks I'll give it a try, it's just what I've been looking for. My joystick routine is a bit clunky right now as shifting from a horizontal or vertical to a diagonal doesn't work that well so I was planning on re-writing it anyway.

Oh and for anyone else who may read this in the future I solved my bob sync problem.

Turns out it was just a case of writing - Bob 2,X Bob(1),Y Bob(1),8 and that made Bob 2 appear at Bob 1's co-ordinates nicely!
To add diagonals it's simply a matter of adding another four or five lines to the AMAL string.

I'll leave you to sort that one out if needed

If you need any help msg me

V1
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