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#1 |
Registered User
Join Date: Nov 2010
Location: Invercargill, New Zealand
Posts: 176
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Amiga Basic & loading images
I have written a puzzle sliding game in Amiga Basic and it is working but I have created some nicer numbered tiles (8 tiles 60x60 pixels each) for it in Deluxe Paint 3 that I want to use and I cannot figure out how to get them to work in my code.
I have tried to convert them to a compatible format with IFF Translator by Michael Barron from Compute's Second Book of Amiga and LoadILBM-SaveACBM from the Extras disk but I can't get them to convert. Is there a paint program that directly saves into ACBM format or a better convertor than the ones I have tried ? any help is appreciated I can provide the code and the images tomorrow. |
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#2 |
Coder/webmaster/gamer
Join Date: Oct 2001
Location: Canberra/Australia
Posts: 2,676
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Yes, Personal Paint 6.4, at least, can save as IFF ACBM.
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#3 |
Registered User
Join Date: Nov 2010
Location: Invercargill, New Zealand
Posts: 176
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I'll have to try that then. I did manage to convert the images I had used the wrong colour for the background that was why the convertor didn't work.
![]() Uploaded with ImageShack.us I have uploaded the updated adf containing the compiled game to the zone Puzzle Slide (2011)(Lee Hurley Productions).zip EDIT: Updated version uploaded to http://www..com/?dapy7ek2k5sq6kx Last edited by Ze Emulatron; 11 June 2011 at 01:45. |
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#4 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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thank you
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#5 |
Registered User
Join Date: Nov 2010
Location: Invercargill, New Zealand
Posts: 176
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I found a small bug, the game didn't end when the time was up, I didn't write the while loop properly.
I had WHILE INKEY$ <> "Q" AND SPEED(2) > 0 SPEED(2) is set to TIMER when placing the tiles and doesn't change anywhere else in the program. I fixed it with WHILE INKEY$ <> "Q" AND SPEED(2) + 300 - TIMER > 0 I have replaced the adf containing the compiled game in the zone with the updated one. The ADF on and in the Zone are the updated versions Last edited by Ze Emulatron; 11 June 2011 at 01:47. |
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#6 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
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and why would we want to use the fixed version when we can have endless time?!
![]() I do hate finding major bugs after releasing software. Regards, Lonewolf10 |
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#7 | |
Registered User
Join Date: Nov 2010
Location: Invercargill, New Zealand
Posts: 176
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Quote:
The newer adf contains 2 versions of the Puzzle Slide program, the old version with the time fix and another one that loads the images from RAM instead of the floppy disk. The Startup-Sequence copys the images to RAM and starts the slightly newer version which loads the images from there instead of from the floppy each time the game is restarted from the play again screen. The old version with the time fix is still on the disk if the commands to copy the images to RAM don't work or you want to put it on your hard drive and I think I also added some kind of maker logo thing that is shown before the game starts too. Working on recreating Game & Watch Gallery (Europe) Gameboy Game in Amiga Basic, I think I am about 1/2 way through creating Manhole now. Last edited by Ze Emulatron; 14 June 2011 at 00:44. |
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#8 |
Registered User
Join Date: Nov 2010
Location: Invercargill, New Zealand
Posts: 176
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Amiga Basic clear Keyboard buffer
I am coding Manhole in Amiga Basic and one of my testers asked me if I could add keyboard support. I have used the INKEY$ for certain letters 'P' for pause, 'Q' for quit , etc. but I have noticed if I hold down 'P' to pause the game and then press fire on the joystick to resume the game it only goes through the code once (WHILE loop) and repauses and does that several times depending on how long I held the 'P' key for.
Is there a command I can use to clear the keyboard buffer ? I want to get this right before I add the arrow keys and spacebar as controls. I have a solution that works for pause and quit as they are not time sensitive, SAMPLE CODE: ABC$ = "P" WHILE ABC$ <> "" ABC$ = INKEY$ WEND but if I use similar code in the controls and the key is still pressed the game won't continue until after the key is released. |
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#9 |
Coder/webmaster/gamer
Join Date: Oct 2001
Location: Canberra/Australia
Posts: 2,676
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There's no command to clear the buffer, but something like this:
WHILE INKEY$<>"" WEND should work. |
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#10 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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Kalaha is another puzzle game in Amiga Basic. You can find this game on EAB server in TOSEC/PD. Use 512KB of chip RAM only.
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#11 |
A3000-Fan
Join Date: Sep 2008
Location: Germany
Posts: 321
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#12 |
Registered User
Join Date: Nov 2010
Location: Invercargill, New Zealand
Posts: 176
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AC-Basic Compiler v1.2
I got it off an ADF called AC-Basic Compiler v1.2 (1987)(AbSoft)[h Doctor][v Lamer Exterminator 2] from http://www.theoldcomputer.com/roms/i...Applications/a and I used some program to install a different bootblock over the virus one. I think it was Amiga Bootblock reader 1.40 (for windows) to install a standard OFS 1.3 Bootblock. |
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#13 |
A3000-Fan
Join Date: Sep 2008
Location: Germany
Posts: 321
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Thanks!
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#14 |
Registered User
Join Date: Feb 2009
Location: Moon
Posts: 17
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Does anyone know a program which can save IFF ACBM files in HAM6/HAM8 mode without byterun compression? PersonalPaint seems to create IFF ACBM files only with byterun compression (I can't find the option to disable it), so these files are not readable by anything else than PersonalPaint :/
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#15 |
Registered User
Join Date: Feb 2009
Location: Moon
Posts: 17
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Actually I can turn the compression off by unswitching compression gadget in the IFF ILBM saver, so it looks like a bug, but I still don't know how to create IFF ACBM files in HAM6/8 modes, because PP doesn't support them.
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#16 |
Local Moderator
Join Date: Oct 2009
Location: Lancashire, UK
Age: 48
Posts: 1,635
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^ Have you tried Brilliance 2.0 (also known as TrueBrilliance) ??
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#17 | |
Registered User
Join Date: Feb 2009
Location: Moon
Posts: 17
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Quote:
Since CyberShow and some other software supports displaying of IFF ACBM in HAM modes, I guess there must be some way to create them? :P "16) ACBM (IFF-ACBM: 1 to 8Bit, EHB, HAM6, HAM8) " http://home.arcor.de/helmuthoffmann/.../index_gb.html Last edited by ami_stuff; 22 November 2011 at 19:07. |
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