30 May 2006, 14:47 | #1 |
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Flight of the Amazon Queen - AMOS
Hi,
If Flight of the Amazon Queen was programmed using AMOS, it is possible to see the code used? because I'm interested in programming games. Thanks, |
30 May 2006, 15:12 | #2 |
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I doubt FOTAQ was coded in AMOS, more likely it's coded in C and use some SCUMM-like (Lucas' scripting language for Adventure games) script language (if not SCUMM).
Anyway when a program is compiled into a binary file (executable) there's no way to get the source code back in the language it was written with. All you can see if the ASM code (wich won't help you too much if you are a newbie and code only in Basic). To create point and click adventure game I think there is some software that allow you to create this kind of games without much programming knowledge. I've seen some on Windows but I'm pretty sure there was also on Amiga. I don't know what they worth tho. You may also want to look at BlitzBasic or why not Flash... |
30 May 2006, 15:15 | #3 |
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Wikipedia says it was coded using AMOS
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30 May 2006, 15:25 | #4 |
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normally you can read "AMOS" anywhere if you do a hexview on a game coded with Amos, but i did not found this on FOTAQ...
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30 May 2006, 16:02 | #5 |
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I can't imagine a professional game like FOTAQ was coded in Amos... no way
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30 May 2006, 16:59 | #6 |
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Why not? Commercial AMOS games aren't that rare.
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30 May 2006, 17:10 | #7 | |
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30 May 2006, 17:54 | #8 |
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You can add the shortgrey !!! it's an AMOS game.
And hell yes, FOTAQ use a C coded engine like Indy 4 have ! |
30 May 2006, 18:11 | #9 |
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greatest amiga game coded in Basic ever (Blitz) : Worms!!! i can't believe another world was coded in GFA ...are you sure about this one ? as far as i can remember there were not any instructions/routine favoring games development in GFA like in AMOS and Blitz...also AMOS cannot handle AGA screemodes (even if some extensions exist it's really difficult to implement) and FOTQ is AGA...the fact that is was a multiplatform adventure game also favors the idea that it was coded in C....
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30 May 2006, 19:35 | #10 |
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My mistake, I read some comments Eric Chahi made about the making of Another World a few weeks ago and I only remembered he used GFA. But in fact he mades the display engine in ASM (DevPac) and the editors and script interpreter in GFA. So the game use GFA for the skeleton and design tools and ASM for the display. I think it's like in Skidmarks where inline ASM where used along with BlitzBasic.
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30 May 2006, 20:25 | #11 |
CaptainM68K-SPS France
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FOTAQ is 32 colors, it's an ECS game. Not an aga game ^^
check HOL. |
30 May 2006, 20:46 | #12 |
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GFA is a popular language on ST and often used by demomaker too to precalculated or do some tools, a bit as for Another World.
if you want to code some games then perhaps you can find some sources code on www.aminet.net I think BlitzBasic or AmigaE have a better support. |
30 May 2006, 21:12 | #13 | |
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fotaq is scummvm supported game, it wasnt created in amos for sure |
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30 May 2006, 22:07 | #14 | |
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Talking about GFA, do you peoples know it was ported to x86/Win32? I remember I tested a nice 3D world / meshes authoring program (Cybermotion 3D Designer) not so long ago and it's coded entirely in GFA. The apps is really amazing and I almost fall off my chair when I realised it's coded in this language.
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30 May 2006, 22:24 | #15 | |
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and in my memory French FOTAQ demo seemed coded in amos .... but final game ????? |
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30 May 2006, 22:59 | #16 |
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also... FOTAQ was also 'ported' to PC or the other way around... doing that all in AMOS seems a bit of a gigantic overhaul
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30 May 2006, 23:56 | #17 | |
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31 May 2006, 13:10 | #18 | |
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I emailed John Passfield who was one of the Amazon Queen developers:
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31 May 2006, 14:27 | #19 | |
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Can you ask to John Passfield if french amiga version was finished (but not released)? I had played to french demo included in french issue.... |
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31 May 2006, 16:03 | #20 |
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This makes very interesting reading and has certainly surprised me that this game was originally written in AMOS and then converted into C. When AMOS Compiler was released, I had to adjust parameters within any programs I did to slow it down!
Makes you wonder how many other games were coded in AMOS first?! |
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