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#21 |
Banned
Join Date: May 2011
Location: Spain
Posts: 519
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Hello,
this thread is very interesting and is exactly what I'm looking, I have the same problem with the scroll in Amos, I have an image of 1024 pixels in length and reaches the end offset occurs when the image is distorted, someone has managed to repeat the scroll without distortion appears? to scroll VERTICAL horizontal scroll offset no problem with. would be very grateful for someone to help me. can see my project here [ Show youtube player ] |
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#22 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,224
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The maximum scrolling width for AmosPro is the one supported by Kickstart 1.3: 1024 pixels. It wasn't until Kickstart 2.0 that scrolling beyond that distance was supported by the Kickstart. AmosPro, being written for a Kickstart 1.3 based system doesn't have the facilities to do that.
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#23 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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But VERTICAL you can open a screen of 1024 but BOBs become distorted after about 500 I dont think this is just an AMOS problem.
using one image/iff instead of tiles is unusual in games instaed of using tiles/Maps. probably best to use Wrap around like described. Also Pasting a Tile at the same point as a enemie/BOB I get graphics error any ideas? But even so using one large screen would make life easyier for reasonable sized screens can anyone name some Commercial games using one large screen insted of Wrap around? Last edited by Retro1234; 09 September 2011 at 13:19. |
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#24 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
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Chris Sorrell said that James Pond used a single large screen for all the levels.
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#25 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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Thanks
"JP1 the scrolling system is actually fairly low tech - I just allocated enough screen memory to contain the entire play area. That's why some levels are wide but shallow and others are less wide but deeper" None of the Maps seem that big below 1024*1024 |
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#26 | |
Posts: n/a
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![]() Quote:
![]() I'm quite a newbie at Amos so I can't figure out what's wrong with that line of yours. ![]() What could I change that into? I've made a map of some tiles using TOME IV and I just started to try to figure out how to view it. Screen offset is the way to go so I would really like to be able to use that before anything else. Thank you! |
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#27 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
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AMOS converts
Code:
MAXX=Deek(T) Code:
MaxX=Deek(T) Code:
_MAXX=Deek(T) |
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#28 |
Posts: n/a
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OK. Thank you very much! :-) I'll try that.
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#29 |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,761
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Moved this thread to the Coders.Languages.AMOS forum. Please post in the designated forums in future! Carry on
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#30 |
Registered User
Join Date: Jul 2011
Location: UK
Posts: 341
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From what I can remember from my AMOS days screen offset basically did a hardware scroll around a large bitmap by just altering the screen pointer/hardware position. This is effectively cost free compared to the scroll command which basically did a bitmap copy. I never managed to get an infinite scroll working with more than around 8 colours as AMOS is just not quick enough. This and AMOS being interpreted not compiled was one of many reasons why I moved onto Blitz Basic 2. The AMOS compiler that came out later was terrible compared to BB2 but at least gave a moderate speed boost.
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#31 |
Banned
Join Date: May 2011
Location: Spain
Posts: 519
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Reading this post again , the cuestion are:
¿is posible to have a bigger scroll (Tiles one) than 1024 pixel in amos pro 2.0? if yes please tell us how to... all the best amiten |
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#32 |
Registered User
Join Date: Jul 2008
Location: Samsun / Turkey
Posts: 68
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Maybe a little too late of a reply but, take a look at this:
https://aminet.net/package/dev/amos/PlatformGameEngine |
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#33 | |
Registered User
Join Date: May 2023
Location: Christchurch, New Zealand
Posts: 33
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Quote:
Last edited by Inner200k; 24 October 2023 at 19:05. |
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