03 June 2015, 20:29 | #181 | ||
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Also it would be nice if the syntax for procedure calls were the same as for built-in/extension functions. There are a lot of odd design decisions like that in it. btw AMOS isn't an "Extensible Programming Language". It has an extensible interpreter, but that's not the same thing. You can't extend the language from within the language itself, and the things you can do in an extension are quite limited. The best thing AMOS could possibly get is a way to extend it by providing more data types. You only get integers, strings and floats. Composite data types are really a basic essential in modern programming. I've thought about ways to rewrite AMOS to address these issues while maintaining compatibility of Ascii-exported programs. Having such a monolithic programming environment has its drawbacks. The other thing i encountered recently is the problem that there are only 26 slots for extensions, but there are a lot more than 26 different extensions out there. Something more like a Python module would be much better, so at the start of the program you could IMPORT the extensions that you used. Quote:
It doesn't just save typing. It makes it easier to read, understand and maintain, and structure makes it easier to reason about. If you want something so simple as a bunch of sprites wandering around, each one has an X co-ordinate and a Y co-ordinate and an image number, and you'd really prefer to store those in three separate arrays? Because that's what we've got to do without any composite data types. The type system also guards against programmer mistakes. Also you can add commands to pretty much any language, especially C++, it's called a library. Pretty much none of the high-level functionality of C++ is built in. You can't add control structures, but then you can't do that with an AMOS extension, either. "Alternate-text" sums up the problem right there, treating blind people as second-class users. They have to use the back entrance. Last edited by Mrs Beanbag; 03 June 2015 at 20:45. |
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04 June 2015, 05:51 | #182 | |
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Look at games that are designed for the console and the PC. They get limited to what the console players can handle, and what the console platform allows, and the PC users get a sub-par experience. The way to ameliorate these sorts of problems is time and money. But who has it in sufficient quantities? |
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04 June 2015, 05:52 | #183 |
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I see you've posted over at ultimateamiga forums, on further AmosPro related development efforts. Is there an open source repository where everyone can help out?
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04 June 2015, 06:53 | #184 | |||
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In fact, when I came to the Amiga from the C64, I started with BASIC (AMOS), and within months moved on to assembly language because it's just so much more powerful and faster. |
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04 June 2015, 10:36 | #185 | ||
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Umm. Err. Ah. Maybe i could use banks and have lists of bank numbers stored in strings or something. But... yeah... So i'll probably do it in Asm instead, but that means creating an entire environment for it. |
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04 June 2015, 15:46 | #186 |
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Do it in C. Writing your main software in ASM is fine, but C is great for utilities such as this. Simply use SASC 6.58 and write it to be OS friendly. It doesn't produce the best code possible, but it's easy, compiles reasonably fast and it's proper C89. Saves lots of time, and you don't have to wrestle with Amos' deficiencies.
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04 June 2015, 16:30 | #187 |
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To be honest if we need to find out how to expand AMOS speak to Francois Lionet of Clickteam after all he created it.
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04 June 2015, 17:01 | #188 |
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04 June 2015, 18:15 | #189 | |
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On UltimateAmiga, I am a moderator. If you wish to join the team just run it by the team members. There's a hidden forum for AmosPro 3 related documents. Speaking of AmosPro 3, more powerful data structures are definitely in order and being planned. Last edited by Samurai_Crow; 04 June 2015 at 18:20. |
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04 June 2015, 20:00 | #190 |
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Theres gonna be a Amos Pro 3 ?
That woulve be cool.. as I think is a wonderful tools pack for programming.. and really really fun. |
04 June 2015, 20:59 | #191 |
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AmosPro 2.1 will come first with bug fixes so find all the bugs you can. Then come the features.
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04 June 2015, 21:29 | #192 |
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i think i know of a few bugs but don't remember if they were AMOS 1.3 or AMOS Pro, will have to try. One was that when using Gr Writing to draw in XOR mode to do "rubber banding", the Box command used to leave pixels from the corners all over the screen, unpredictably.
I could "fix" the music extension to play tracker modules properly since i already wrote my own extension for that tbh i think AMOS 3.0 should be a complete rewrite, i know it's a big project but there's too much legacy. also do you know if there is a way to load a different 8x8 font? It came with an 8x8 font editor, but there doesn't seem to be any way to use a different one. |
04 June 2015, 23:01 | #193 | |
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These days, having a public git repository, and the ability to submit pull requests and an integrated issue tracker, make development so much easier. And helps attract new developers. It's a pity that's been decided against, I think I saw some complicated system of tracking changes based on Excel spreadsheets. That said the last repo that had OSI licensing restrictions was Google Code, these days github or bitbucket and most others don't care what license you use and let you have private repos and public repos and the way they make money is from commercial efforts who need support. From what I read there compiling amos pro is pretty simple, just get devpac2 and change a few options, and you can get it to compile byte for byte identical. |
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05 June 2015, 11:35 | #194 | |
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The most annoying fault of AmosPro is next: - In DualPlayfield mode, Screen Offset command steps 16 pixels when moving horizontally. That prevented me of doing a RastanSaga clone =( |
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05 June 2015, 16:28 | #195 |
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The music extension and dual playfield bugs are already fixed, the latter of which is in the latest beta already as well as some documentation bugs.
After checking the forum for hidden ones, I found that many hidden ones are empty and waiting for use. |
05 June 2015, 18:16 | #196 |
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Those are great news!
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05 June 2015, 19:01 | #197 |
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@Mrs Beanbag
If you want less legacy, try Hollywood 6.0. It has so little legacy that it currently doesn't support the Amiga chipsets at all! A friend and I tried to make a new compiler as a sequel for Amos codenamed "Mattathias" that would support custom operators and be able to build extensions for itself. It would be basically a self compiled Ruby substitute. The two of us could not finish it even though we tried for 8 years. Thankfully we now have access to the AmosPro source code so we don't have to try that again! |
05 June 2015, 20:44 | #198 |
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ok, well, once bitten...
AMOS really is an impressive feat for one man, i must admit, hats off to Francois for such a comprehensive product. Rather too comprehensive, i might add. So many features i never found a use for in all my years of using it. i do intend to write my own language at some point, and i intend to make a library for it to assist migration of projects from AMOS. if any of that ever happens, you are of course welcome to that source code, too. but i'm still umming and ahhing over the syntax. for about 8 years. |
05 June 2015, 21:28 | #199 |
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For use in the editor or in program? I think the default font is stored in the APSystem directory in an .abk file or something like that... though I rarely change fonts. In recent AMOS projects (my own tools, previously mentioned in this thread) I just used a 3x5 font, with Plot used to draw it onscreen!
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05 June 2015, 21:35 | #200 | |
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Using plot would surely be very slow! If i were to do it manually i would store it in a screen and use Screen Copy to copy each character. But i fee like i'd be re-inventing the wheel here. I did find the default 8x8 font, i could of course just edit that but then it would be used by ALL my projects, it's not very convenient if i have to rename files every time i want to run or compile a different program. |
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