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Welcome to the fifth in the series of CU supplements As you have already noticed, this one is dedicated to the superb Amiga gramming utility AMOS, given away on last month's coverdisk (if you don’t have it. Con the back issues department immediately on 0858 410510) and aims to show you how to get the most from it. Everyone has wanted to write their own games and utilities at some point Perhaps you remember playing Le Mans on your old Commodore 64 and would love to play it again, only can't find a version of it anywhere on PD. Or you might want an address book database but can never find one to suit your needs. Until now. The only options have been to wait for the right package to appear ofj get the next best thing. With AMOS, however, you'll be able to create the package you want,1 to your specifications and with all the extras and bonuses you need. Sounds too good to be true? Not at all. One thing to bear in mind is that AMOS can’t do everything. Because it’s a high level programming language (see pages 4-5 for more information), programs written in AMOS will never run as fast as machine code programs. Being the thoughtful bunch that we are. Though, we were kind enough to include the AMOS compiler on last month's disk too. Which helps speed up the running of your selfwritten software no end. Page 24 explains in more detail how the compiler works and what it can do for you. If you're a beginner to programming, or the Amiga in general, don't break into a sweat at the sight of all the listings and technical terms used in this guide AMOS is the perfect tool fa the beginner, giving you enough power to create some seriously impressive stuff, while at the same time keeping things simple enough for you to understand what you’re doing.

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CONTENTS Editorial 1265 V 1266 A 1267 T 1268 L 1269 P 1270 1271 F 1272 B 1273 C 1274 9 1275 T 1302 Ii 1303 E 1316 F.
1. 309 A 1319 Si ASIU 1 No doubt you’ve already been
experimenting with last month’s fabulous coverdisk giveaway,
In this supplement, we show you exactly what the program is capable of and how to get the ¦ best out it.
Welcome to the fifth in the series of CU supplements As you have already noticed, this one is dedicated to the superb Amiga gramming utility AMOS, given away on last month's coverdisk (if you don’t have it. Con the back issues department immediately on 0858 410510) and aims to show you how to get the most from it.
Everyone has wanted to write their own games and utilities at some point Perhaps you remember playing Le Mans on your old Commodore 64 and would love to play it again, only can't find a version of it anywhere on PD. Or you might want an address book database but can never find one to suit your needs. Until now. The only options have been to wait for the right package to appear ofj get the next best thing. With AMOS, however, you'll be able to create the package you want,1 to your specifications and with all the extras and bonuses you need. Sounds too good to be true? Not at all.
One thing to bear in mind is that AMOS can’t do everything. Because it’s a high level programming language (see pages 4-5 for more information), programs written in AMOS will never run as fast as machine code programs. Being the thoughtful bunch that we are. Though, we were kind enough to include the AMOS compiler on last month's disk too.
Which helps speed up the running of your selfwritten software no end. Page 24 explains in more detail how the compiler works and what it can do for you.
If you're a beginner to programming, or the Amiga in general, don't break into a sweat at the sight of all the listings and technical terms used in this guide AMOS is the perfect tool fa the beginner, giving you enough power to create some seriously impressive stuff, while at the same time keeping things simple enough for you to understand what you’re doing.
In this guide, we'll take you through the basics of good game design, including a checklist of things to do before you start programming. We’ll look at program construction and some of the data handling commands needed by every program. Once you’ve worked through those two. We can start doing some really interesting stuff, including AMOS’J powerful graphic and sound commands.
You’ll learn how to add control routines to your programs, and how to achieve a whole host of unusual effects. And if all that isn’t enough, we'll even show you how to turn your programs into standalone files, ready to be released onto the PD market, or even onto a CU coverdisk if they’re good enough.
Programming is no longer purely the domain of the highly qualified expert. It's an exciting hobby that can often throw more challenges your way than Monkey Island 2 No 0oubt you can’t wait to start, so let’s go!
AMIGA GUIDE 3 CONTENTS AIIOS I 1 L-l C-l Fiai Low a up Fiai Hurt f iii 1m 0f»* All Clan AH| Chip-;B72?6 Ftft-25124!
Ft tat 1.
Tpplatf Alii tot Ttol HOS All the Important Instructions can be found In the menu bars at the top of the screen. See page 6 lor more details.
4 INTRODUCTION TO AMOS What's AMOS all about? How does it work? What does it do? How do I use it? All is revealed on these pages.
6 THE MENU BARS The menu bars hold 40 different options. Do you really need that many? We show you what they all do.
8 DESIGN Before you start programming anything, you’ve got to figure out what you want to program. CU’s checklist shows you how to create a game design.
10 YOUR FIRST STEP Within 10 minutes you too can be writing some fairly impressive stuff, using AMOS BASIC commands.
12 THE WRITING ON THE WALL Correct text handling is the first step to professionalism.
Lettering in a variety of colours and styles is in your grasp, thanks to AMOS.
14 INTERACTION Mouse, joystick and keyboard control can all be incorporated in your programs with the minimum of fuss, thanks to some very simple instructions.
EDITOR Tony Dillon COMPUTER GRAPHICS Paul Fleet WRITTEN BY Tony Dillon 16 REMEMBER YOUR UNES Lines, boxes, windows and circles can all be used to great effect if you want to create an Intuition style interface. You won’t believe how easy it all is.
18 SPRITES One of the best things about the Amiga is its sprite handling capabilities. AMOS makes full use of them.
20 SCREENS You can have your own eight-way scrolling backdrop, using a handful of commands - find out how here.
Garry Williams AMIGA GUIDE CU AMIGA EMAPIMAGES 30-32 FARRINGDON LANE LONDON EC1R3AU This issue of the Amiga Guide is free with the May 1993 issue of CU Amiga and must not be sold separately.
© 1993 EMAP Images.
All rights reserved. No part of this publication may be reproduced in any form without prior permission from the publisher.
22 SOUND What your program needs is a really jazzy soundtrack, or some effective spot effects. We show you how to stop your programs being aurally challenged.
TOTALL Y AMOS 24 COMPILER So you’ve finished your program, and you want to release it into the public domain. This page shows you how.
AMOS is a very expandable package, and there’s a lot more to it than meets the eye. If you want to know more, or fancy upgrading, then here’s a look at the next step.
27 TOTALLY AMOS We take a look at one husband and wife team who have turned their interest in AMOS into a much-needed service.
28 GOING PUBUC AMOS has been put to good use in an amazing variety of PD games. Just to show you what the package really is capable of. We take a look at the best of the bunch.
30 AMOS USER GROUPS Want to get in touch with other AMOS users? Here’s a rundown of groups worldwide - and your chance to win a pile of software.
Now that you’ve got AMOS loaded, you’re probably wondering exactly what it is and what it’s capable of. Here’s the place to find out... 19 Iext-38398 r i Indent Owxrite Fast-263824 Blocks Menu Search Menu Fold Unfold Line Insert Edit: Vers ion 5. AXIS ' AtOS Versions tisvlayer ' By Francois Li wet ' AXOS ic) E«hq ?*ss Software 1848-1991 E This snail rro.|ran nil explore all the AXIS file and look fw tie eersio* nuHker thin then.
INTRODUCTIO 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1302 1303 1316 1309 1319 ASIU Din FS(18B) Set »ir 68 Scree* Open 8,648,288,2,111*05 I Colour 1,STFF : Curs Off Centre AU.i)*" WiS Versions " Print : Print PstFs»15 *flH»H',",Tleise select pdut "*PenS(3)t‘ »10r*PenS(2),"interpreter IF FS=” : Edit : End If written in The Quill and 3D Construction Kit a mile off. Some say you can spot a game written in AMOS a mile off, but this is untrue. With j AMOS, you can write anything you want, with only your imagination and experience shaping any barriers. To begin with, you probably
wont be able to make Midwinter 4, or Elite 3, but don’t let that stop you from trying.
PHRASE BOOK AMOS itself is a compilation of two program- ' ming languages, the AMOS BASIC interpreter and the AMAL command language. The interpreter handles almost all of your code, turning your English commands into machine language for the processor to run. AMAL is the sprite animation suite that handles all the sprite and Bob (Blitter Object) routines.
Together, they are capable of some fairly amazing things. But before you can use them, you need to understand how they work.
The interpreter is a derivative of BASIC (Beginners All-purpose Symbolic Instruction Code), the age-old language favoured by both schools and novices. Rather than try and worfc the processor directly, the interpreter provides you with a suite of over 500 English commands, which make for readable listings and a good understanding of what things do right AMOS is intended first and foremost as a game creation package, but it can be used for far more. Stepping around the usual problems associated with coding (tedious routine writing, masses of indecipherable codes and figures) AMOS uses an
English-based parser to give novices the tool to create anything they want.
A gateway to your Amiga's power, if you like.
THE FILE SELECTOR In the past, game creators have generally been extremely limiting. You can spot a game TABLE 1 PRINT “What Is your name?” INPUT Answers IF Answer$ =“Dan Slingsby” THEN PRINT "Hello Dan, Fancy meeting you here."
IF Answer$ o"Dan Slingsby" THEN PRINT “Have you seen Dan anywhere?"
INTRO It's probably worth your while getting to know the tile selector, as it's something you’ll be seeing a lot of. It works in much the same way as any other, with the slider bar on the left sliding through the list ol tiles, and the standard OK’, ‘Sort' and ’Quit’ buttons on the right. But how do you actually use it?
First, click on the ‘Load’ button on the main menu bar. The file selector appears, and after a moment the list of files appears. If the lile that you want is listed, fine, just double-click on its name to load it.
It, however, the file you want is in a directory, then you need to single-click on the directory name to open it, and then double-click on the name of the required file.
If your file is on a completely different disk, then remove the disk in the drive and insert the disk with your file on. Click on the small button above the slider arrows with the right mouse button to get a list of devices, and then click on the name of the newly inserted disk.
WHAT IS PD? AMIGA GUIDE 5 TO AMOS from the start. The listing shown in Table 1 is a good example. You can probably already tell what that program will do when you run it.
THE EDIT SCREEN Load up AMOS as shown last month (page
14) . And take a good look at the main screen, known as the Edit
Screen. This is where all the hard work happens. The strip at
the top is the menu bar, and we'll be looking at that in just
a moment. Below that is the information line, which tells you
various things about your system at a glance: I (Or O):
Whether the editor is in Insert or Overwrite mode.
L=1: Current line C=1: Current column Text=: The amount of memory assigned to the editor Chip=: The amount of chip memory free Fast=: The amount of fast memory tree Edit=: The name of the current program Along the side and bottom of the screen are the scroll bars, which allow you to move quickly and easily around your listing. These are used in exactly the same way as Workbench scroll bars. If you find them too fiddly, you can also move around using the cursor keys, so don't fret.
DIRECT MODE If you press the escape key, a completely new work screen will appear. This is called Direct Mode, and it acts on each command as you type it, rather than waiting for you to run the program. If you typed PRINT 12 17 in Edit mode, nothing would happen until you ran the program. If, however, you type it here, the command is executed immediately without affecting the listing in Edit mode.
Direct mode allows you to try out commands before they form part of your program, as well as carry out various house-keeping duties without disturbing the flow of your programming. If you wanted to see how many sprites or samples you had in memory, check how much disk space was available or see how two colours went together, this is the place to do it.
RUNNING A PROGRAM To load a program, you need to click on the ‘Load’ option in the menu bar. And then choose the file using the selector (see panel).
Once it has loaded you’ll be presented with the complete listing. Now, to run it, all you need to do is press F1, or click on ‘Run’ in the menu bar.
To stop a program in its tracks, without waiting for the logical end, you need to hold down the Control key and press the C key at the same time. This aborts the current program and returns you to the edit screen. To see what I mean, load the ‘Scrolling Text Demo’ from your AMOS program disk, run it and then abort it.
MEMORY BANKS AMOS is capable of some fairly nifty sprite and sample handling, but like any other program the data for these need to be in memory at all times, and saved with the basic program.
This is done by using the AMOS Memory banks, 15 blocks of RAM used specifically for resource data. Once something is loaded into a memory block, it is automatically saved with the program, so there’s no need to reload any of it the next time you load. To see how it all works, go to Direct mode, and load the sprite file on this month's coverdisk by typing: LOAD “Kittens.Abk" Once the file has loaded, jump back to edit mode. Notice how there's no listing? So how do you check if AMOS has loaded anything? Simple. Go back to direct mode and type: LISTBANK A list of the currently used memory banks
appears, and there you should see bank 1 contains five sprites. To see them in action, enter: Sprite 1, 200, 200, 1 We'll deal with sprites in more detail later on in this booklet (page 18).
VARIABLES One ol the most important things to know about when using AMOS is variables. A variable is a named area ol memory used lor storing information. Such as a name, a number or any siring ol characters. In the case ol the lisling on this page.
Answers is the name of the variable. Think of it as a pigeon hole called Answers. The INPUT command tells the computer to pul whatever you type into the pigeon hole marked Answers, and whenever the computer looks back at lhat hole, It will be able lo read your answer. A variable can be called almost anything you like, as long as you follow these rules.
• A name by itsell means an integer variable (no decimal places).
A. Answer and Total can all be used as integer variable names
• A name with a alter it is a real number variable. The
command A=10 4 would mean that A=3.
A =10 4 would give the result 2.5
• A name with a S after it is a string variable, meaning lhat
the variable will only have characters.
• A variable can t have the same name as an AMOS command. PRINT.
NEXT and DIM can’t be variable names, but PRT. NXT and D can.
• Variables are reset every time the program is started, so don't
expect to see the same data the next lime you load your file.
• A variable will only work in the part ol the program it
belongs to. To make a variable available tor the entire
program, including procedures, you need to make il Global. At
the start ol your program. Include Ihe command GLOBAL, and
Ihen the names ol all Ihe variables you want lo use. Sepa
rated by commas. For example: GLOBAL Answers, A, Hello* Those
10 words that you can see at the top of the screen constitute
the menu bar, and that little box is going to make your pro
gramming life much easier, once you’ve got the hang of it. It
contains 40 useful commands that let you do all sorts of sys
tem management tasks without touching a key. To use each one,
all you need to do is move the mouse pointer so that it high
lights the option you want to select, and then single-click on
it with the left mouse button. Alternatively, you could just
press one of the function keys. The top five options are
selected using the keys F1 to F5, and the bottom row are
selected using the keys F6 to F10.
THE MENU BARS 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1302 1303 1316 1309 1319 AS1U Do you really know what ‘Block Hide’ and ‘Close All’ do? If you’re still a little confused by the mystic menu bars, then read on.
THE DEFAULT MENU This menu deals directly with the AMOS editor, and is on screen by default.
This is the menu that is on screen when the package loads, and when no keys are being pressed. It gives you access to two other menus, as well as giving you complete control over the editor. The commands are as follows: F1: RUN: An obvious one really, this option runs the program currently displayed on screen. Before it runs it, it will test it for typing errors and similar bugs. If it finds apy, it will alert you and abort the running.
F2: TEST: Like the Run option, this one checks the program for errors, alerting you as it finds them. As soon as it finds one. It stops the test and places the cursor next to the error.
F3: INDENT: To make your programs more readable, you might want to indent loops and procedures, making them easier to spot when scanning over the listing. Choosing this option automatically indents the program in memory.
F4: BLOCKS MENU: This option calls up the blocks menu, which we’ll look at later.
F5: SEARCH MENU: Another menu that can be called from the default one. Again, read all about it later.
F6: RUN OTHER: AMOS allows you to hold two programs in memory at the same time. To run the other one, for example a sprite editor, use this option.
F7: EDIT OTHER: This option simply switches over between the currently displayed listing and any others that you might have stored in memory.
F8: OVERWRITE: This switches between the two editing modes. ’Insert’ automatically makes room in the listing for anything you type, whereas ‘Overwrite' writes over the current listing, replacing existing text with the new characters.
1523 1276 1277 1279 1280 1281 1282 1283 12% 1297 1304 1307 1311 1313 1320 '.324 2 1284 1285 1299 F9: FOLD UNFOLD: This is used to hide procedures. If you have a particularly lengthy procedure which you find is slowing down your editing of the program, placing the cursor within it and pressing this key ‘folds’ it into memory, leaving only the title line of the procedure on display. To get your procedure back again, all you need to do is select this option again.
F10: LINE INSERT: This option creates a blank horizontal line at the current cursor position, making space for new lines.
THE SYSTEM MENU M Iwt-IIM CfcirH’W fai-ii-Jtt Ifct: k-.t.wci The System menu gives you access to the floppy, as well as use of any accessory programs you may have loaded.
The System menu gives you access to the disk drive, and is displayed by holding down the shift key. With the shift key held, the function keys work as before.
F1: LOAD: Again, this one is self-explanatory: it loads a file from disk. You can then select the file using the file selector.
F2: SAVE: The opposite of load. Saves the current file to disk.
F3: SAVE AS: Lets you save the current file under a different name.
F4: MERGE: Inserts a program at the current cursor position without erasing the previous listing. With this, programs can be written in modules and then added together at the end.
F5: MERGE ASCII: If you like, you can write your AMOS listings using your favourite word processor, remembering to keep the line format the same. Save your document as an ASCII file, and then use this option to load it THE BLOCKS MENU MENU BARS into the interpreter.
F6: ACC NEW LOAD: Clears all the current accessories from memory, and loads all files off disk that have the ‘.ACC’ extension.
F7: LOAD OTHER: This loads another program from disk and puts it in memory without displaying the listing. This is particularly useful for accessories such as the sprite designer, which it is always handy to have stored in memory.
F8: NEW OTHERS: Clears all accessories from memory. For accessories, read ‘Programs not displayed in the edit window’.
F9: NEW: Clears the current program from memory. If the program isn’t saved, the interpreter will ask you if you want to save it. Type ‘Y‘ or ‘N’ to answer.
F10: QUIT: Exits AMOS and returns to the
CLI. You will be prompted to save your program before the
system exits.
ALTERNATIVE KEY SHORTCUTS The AMOS edit window lealures a number ol other keyboard shortcuts lor menu selection. Here’s the full list.
Amiga*L: Load a program Amiga*S: Save a program Shitt*Amiga*S: Save As Control+B: Block Start ControUE: Block End Control+C: Block Cut Control+P: Block Paste Control+M: Block Move Control+S: Block Store Control+H: Block Hide ControUF: Find ControUN: Find Next Control+R: Replace Control+TAB: Set Tab If you’ve ever used a word processor, you’ll already be familiar with the principle behind ‘Cut and Paste’. The Blocks menu lets you lift large sections from your listings and move .
Them around using only a couple of mouse clicks. To show the blocks menu, hold down the Control key.
THE SEARCH MENU AMIGA GUIDE 7 F1: BLOCK START: Marks the start of the block you want to highlight. Move the cursor in front of the first character and select this option.
F2: BLOCK CUT: Removes the highlighted block from the listing and stores it in memory.
F3 BLOCK MOVE: Moves the highlighted block to the new cursor position and deletes it from the old position.
F4: BLOCK HIDE: Deselects a selected block.
F5: SAVE ASCII: Saves the selected block as an ASCII file, which can then be loaded into any standard word processor.
F6: BLOCK END: Marks the end of the block.
Move the cursor to the end of the block that you want to highlight and then select this.
F7: BLOCK PASTE: Places a block stored in memory at the current cursor position.
F8: BLOCK STORE: Copies the block into memory but doesn’t affect the listing.
F9: BLOCK SAVE: Saves the currently selected block to disk as an AMOS program file. The block can then be merged into another program.
The search menu does exactly what you would expect it to do. It hunts through your listing for a pre-set string of characters, such as a variable name, and then does one of a number of things. To display the Search menu, hold down the Alt key.
F1: FIND: This option prompts you for a string of characters, and then searches down from the current cursor position until it finds a perfect match.
F2: FIND NEXT: The Find option stops when it finds the first match. This option prompts it to look for another match further along.
F3: FIND TOP: This is exactly the same as the Find option, only this one searches from the top of the listing regardless of the current cursor position. , F4: REPLACE: Searches through your listing for a match, and then replaces it with a second string input at the start of the search. If you have a variable name that you want to change, using this option is the easiest way of doing it. You will be asked to confirm each replacement.
F5: REPLACE ALL: Changes all copies of a word in your listing.
F6: LOWoUP: Represents case sensitivity.
In this mode, the search routine differentiates between upper and lower case characters.
Clicking on this changes the mode to LOW=UP, in which upper and lower case letters are treated as identical.
F7: OPEN ALL: Opens all closed procedures in your program._ _ F8: CLOSE ALL: Closes all open procedures in your program.
F9: SET TEXT B: Lets you change the size of memory available for your listings. The more memory you have, the larger the programs you can fit into memory.
F10: SET TAB: This allows you to set the number of character spaces between each tabulation marker.
Design is the backbone of any program. With a good design, the whole programming experience becomes much easier to handle. Here’s what to look for.
GAME DESIGN Before any programmer can pul his or her fingers to the keyboard, they must put pen to paper. A solid game design Is the key to successful programming, as anyone who has tried to work without one will no doubt tell you. By figuring out right at the beginning how your program will work, whal it will do and what It will look like, you'll save yourself all sorts of hassle later on In the project.
But, you might be asking, how exactly do I make a design? The first thing you need to do is work out exactly what you want to create, and then sketch a couple of notes. II, lor example, you wanted to create a shoot 'em up. Then you might write something like: "Big Guns will scroll both ways over a dozen levels, each one set on a ditferent planet The aim will be to shoot a certain number ol alien eggs before they spawn alien ships. There will be lour difterenl weapon upgrades, ranging Irom a simple laser to homing missiles. At the end ol each level, you'll be able to buy the weapons with your
points - the higher your score, the better the weapons you can buy." • ON YOUR OWN TERMS OK, so that’s your brief. Now you need to think about that in programming terms. How will you make the game scroll both ways? How can you tell when the eggs are ready to gestate?
How are the diflerent weapons going to be represented9 All these decisions must be made early on, just lor the sake of practicality.
Some things might not be possible without a loss of speed or playability, and correct planning will ensure that you spot these things early on.
RUNNING ORDER Now comes the tricky part. You have to work out a running order lor the program listing itsell and begin to formulate the routines and patterns involved in making your program work the way you want it to. How are you going to get the ship and the backdrop scrolling? How many times a second should you read the joystick? That sod ol thing. It might seem daunting, So let’s break it down into smaller programs.
Figure out the various components of your game, and work on each separately. In the case ol the scrolling, your notes would look something like this: (Variable 0=Scrolling direction (1=left. 2=nght| display screen check D adjust screen position accordingly display screen again This may not sound much like a guideline for a game, but it’s only preparation lor a flowchart FLOWING NICELY As a rule, flowcharts are impossibly dull to create. However, they are also invaluable when writing a game. II you are creating an especially long listing, it’s handy to have a list to refer to in order to
stop you Irom getting lost.
A flowchart breaks a program down into single steps, making the entire challenge much easier to cope with. In a game like the one that we have referred to above, writing an engine that moved the backdrop and kept track ol all the sprites on screen at once from scratch would be too much lor the beginner.
Working Irom a wefl-wntten flowchart makes it simple enough for even a Megadrive owner to get to grips with.
To design your flowchart, you need to break your program down again, into the smallest lumps you can. Remember, the more you break it down now, the less you have to figure out later on.
OTHER POINTS TO CONSIDER The listing itsell isn’t the only thing that needs a lot ol thought put into it. You should also spend some time working out how the game will look and sound Can you draw well? Are you able to compose a suitable soundtrack lor the game?
It’s best to be honest with yoursell - it you don’t think you’re up to a certain task, then lind someone who is. It makes all the diflerence in the end.
FLOWCHART SYMBOLS Although you don’t have to follow the old-school flowchart style. It can make things a lot easier for yo« In the long ran. Here are the five main symbols TOO will find yourself working with
1) ACTION This represents anything done within the computer, such
as calculating variables, reading data or set ting up a screen
2) INPUT OUTPUT This represents an* lom ol mpet or output. Irom
displaying something to reading the joystick
3) START STOP This one is obvious -1 don't really need to tell
you what it is for
4) DECISION For those moments when the program can go one ol two
or more ways, a decision box shows the possi ble routes. Write
the question in the box. And label the exit arrows where
5) ARROWS The direction arrows show the flow ol the program and
it's vitally important that you mart the direction on them:
without them routines such as procedures GAME DESIGN PER DISK
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Each disk comes packed FULL of programs and routines which you can load into AMOS and see just how they work, also we have articles and tutorials on lots of AMOS related topics.
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BACK ISSUES ALWAYS All ARI F as APD Sample issue available 341 Price £2.00 Now that you understand how to transfer your design into a program flowchart, you’re ready to program.
Here we go... YOUR FIRST STE 1265 1266 1267 1268 1269 1270 1271 1272
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1. 309 1319 ASH' 1323 1276 1277 1279 1280 1281 1282 1283 1296
1297 1304 1307 1311 1313 1320 1324 2 1284 1285 1299 Before you
can really piece together an AMOS program, you need to spend a
little time familiarising yourself with the fundamental
components of the language and its construction. I know It
sounds like you need to do a degree course, but believe me it
isn't that bad. These pages outline the basics of AMOS
construction, which you'll need it you’re to turn your
flowchart into a fully functioning program.
VARIABLES Any piece of information which is stored and used again (a player's name, the number of ships left in a shoot ’em up etc.) is stored in memory and labelled. This is known as a variable, so called because the information can vary but the name remains the same. To assign information to a variable, we use the command Let, like this: Let MAGS = “CU Amiga" MagS is the name of our variable in this case, and we are filling it with the name ’CU Amiga’.
Now we have that information stored, anytime we want to use that name, we can call Mag$ .
Here’s an example: Let MAGS="CU Amiga” Print “My favourite magazine is ";Mag$ See how it works? You can change the information in a variable to almost anything you like - try it. Change the information, and run the program again. Now add these lines to the start of the program, before all the others.
Let MAG$ =“Homes And Gardens" FIRST STEP Let MAG$ =“MCN- Let MAGS=“Creative Cricket" What will happen if you run the program now?
Run it and see. The contents of a variable can be altered as many times as you like, but the program will always replace the old information with the new.
When naming a variable, a couple of rules need to be followed. Firstly, no two variables can have the same name. Secondly, a variable can’t contain the same letters as a program instruction (Print, Run, Draw). Thirdly, some variables need an extender on the end of the name. MagS, for example, is a String variable, denoted by the dollar sign ($ ) at the end of the name. You can put anything you like in a string variable, but bear in mind that any numbers you store here are stored as characters rather than mathematical symbols
- you won’t be able to use them in mathematical terms. All
strings are enclosed in quote marks (**"); without them you’ll
get an error message.
There are two other kinds of variable recognised by the system. The first are Integers (Whole numbers). These have no extender after the name, and only numbers can be stored in these. If you try to store a string of characters, you’ll get an error message. The other kind are Real numbers, which allow decimal places, unlike Integers. A real number is recognisable as having a hash ( ) after the name. With that in mind, can you tell which of* these are legal and which aren't? Try them and find out.
Ed$ =“Dan Slingsby" Age=“21” Time-12.50 Time$ =12 Run-50 Precise =3.14159 CONTROL ROUTINES AMOS contains a variety of different commands for controlling the flow of your program, which range from simple directions to condition testing and directing a program depending on the outcome of a variable. These will probably seem a little complicated at first, but try them out a few times, and you’ll find them a lot simpler to use than an equivalent program th doesn't use them!
F0R.~NEXT If you have a segment of program that needs to be repeated a certain number of times, a simple loop is the easiest way to do it, rather than write out the same piece of code over and over again. If you wanted to print your name 20 times, you could write: Print “My Name" Print “My Name” Print “My Name" and so on. But surely it would be far easier to use something like: For A=1 to 20 Print “My Name" Next A ’A’ is a variable, and can be anything you like.
See how it works?
D0~.L00P If you have a piece of program that you want repeated indefinitely, looping forever, then a Do...Loop loop is all you need. Do marks the start of the loop, and the Loop command tells the program to go back to the Do instruction.
Print A A: A* 1 Loop REPEAT...UNTIL Let’s assume with the program above that you ] want it to count to a present random number.
There are two ways to do this - one is to do a For Next loop with a random number in the For instruction. The other is to do a Repeat...Until, where the program will break the loop once a condition has been met. Try this: Z=Rnd(30000) A-1 Repeat IF...THEN...ELSE YOUR FIRST STEP AMIGA GUIDE 11 Condition testing is the heart of programming.
An If..Then instruction is the heart of decision making - we do it every day. IF it's warm ¦ THEN don’t wear a coat, that sort of thing. In the programming sense, it works in exactly the same way. Try this: z*0: B-Rnd(9)*1 Repeat Print "Give me a number between 1 and 10" Input A If A=B then print “Correctl":Z=1 If AoB then print “No, sorry" Until Z.1 Direct The three condition testing symbols are: ' Equal to V Less Than
• ’ Greater than ' ' Not equal to Combinations ot these can be
used (provided that they don't contradict each other - some
thing can't be equal and not equal!) In any of the condition
If you like, you can extend the instruction to include ‘Else’. This tells the machine what to do if the condition isn't true. With this, our new program would look something like: 2=0: B=Rnd(9) 1 Repeat Print “Give me a number between 1 and 10" Input A If A=B Then z=1 Else Print “Sorry, try again."
Until Z=1 Print “Well done!"
Direct WHILE...WEND A While...Wend loop is similar in principle to a Repeat. Until loop in that it waits for a condi- TABLE 1 Do Cis Print “1) Option 1” Print “2) Option 2” Print "3) Option 3” Print “4) Goto Editor” Print “5) Goto Direct" Input A On A 0P1,0P2,0P3,Edit,Direct Loop Procedure 0P1 Cis Print “You chose Option 1" Wait Key End proc Procedure 0P2 Cis Print "You chose Option 2" Wait Key End proc Procedure 0P3 Cis Print “You chose Option 3" Wait Key End proc tion to be met before it breaks the loop. The instruction While is followed by the condition, and Wend signals the end of the
loop. For example: x=o While x 20 locate x,0 print X-X.1 wend Direct END EDIT DIRECT These are used to end the program. The first.
End, just stops things in their tracks, and asks you which mode to go to. Edit ends the program and goes straight back to Edit mode, and Direct ends the program and goes straight to Direct mode. To see how they work, replace the 'Direct' command at the end of the last program with ‘End’ or ‘Edit’.
ON-PROC GOTO On... is a very powerful command indeed. It where the program should branch to. An example of this is a menu screen. If you wanted, you could just put: If a=1 than PROC1 If a.2 then PROC2 and so on. Or, you could use a command like: On « PROCt, PROC2, PR0C3, PROC4... Try the listing in Table 1 to see how it works.
Let s say you are dealing with a large set ol variables In the same format - as in a database, you could name each variable separately, (XI, X2, X3, X4, X5), but that wastes a lot ol memory and makes the program hard to follow. What you need Is an array - a kcollection ol shoe boxes stuck together. An array has a single name, and the contents are called using a co-ordinates system. Arrays can be in as many dimensions as you want, Irom two to 10 dimensions.
DIM Dim creales a new array ready lor lilting. DIM CU(10) creates an array with 10 spaces. OIM CU (10.101 creates an array with 10 main spaces broken imp 10 more, giving 100 spaces.
READ, DATA Filling an array by hand can be time-consuming, it you use Lei array(1)=XXX, Lei array (2)=XXX etc. The simplest way to do il is to set up a Read slafement and a collection ol data. Read reads the next item ol data and puts it in a preset position, as shown here: Dim STAFF$ (7,2) For nameal to 7 For place=1 to 2 Read StaffSfname, place) Next place Next Name Data “Dan",“Editor",“John",“Dep EdVNIckVTech Ed",“Gordon",“Design","Mat","Tech Advice",“Tony H",“Star Fighter",“Tony D",“Freelance" Run the program, and nothing will happen.
What you need to do now is check that the array has been filled. Add the following lines to the program: For Namesl to 7 Print StaffSfname,1 ),staffS(namef2) Next Name Handy, isn’t it?
To begin with, most of your programs will probably involve a lot of text manipulation, and there are few packages than can handle this better than AMOS.
WORKING WITH TEXT 1265 1266 1267 11268 1269 1270 1271 1272 1273 1274 1275 1302 1303 1316 1309 1319 ash: 1323 1276 1277 1279 1280 1281 1282 1283 1296 1297 1304 1307 1311 1313 1320 1324 2 1284 1285 1299 Practically every program you ever write will include some text, whether it’s just your name scrawled on the title page or a complex parser for an adventure game.
Working with text is one of the easiest things that you can do with AMOS, which is why most people’s first program involves writing their name in random colours all over the screen. Here are the main text commands used by AMOS and some examples of how to get the best out of them.
I A; I57 I Ai PRINT The first command you need is Print, which obviously prints something to the screen. It always prints at the current cursor location, and works in two ways. If the command is followed by a string of characters enclosed in quote marks ("), it will print the contents of the quote marks only. For example: Print "Hi Dan" will print Hi Dan.
Print "12"7” Will print 12-7.
Epson Epson F EpsonFJ Epson NEC P Panaso* TEXT e
S If you take away the speech marks, however, something totally different happens. Instead of printing the entered characters, the program will look for a variable in that name, or if you have entered a mathematical operation, it will print the answer. In our examples, the program would look for a variable called 'Hi Dan’, and would also print 84.
LOCATE So far, whenever you have used a print statement, it has always printed in the top left-hand corner of the screen or'down the left side. So what happens when you want to print in the middle of the screen? I'll give you a clue: the text always prints at the current cursor position. Give up? You move the cursor. There are two main ways to do this, the easiest being to use the Locate command.
To use the Locate command, all you need to do is specify where you want the cursor to move to, using two co-ordinates, the first to specify the X (across) position, and the second to specify the Y (down) position. For example: LOCATE 17, 10: PRINT ‘HI DAN" will print a message to the Ed. Slap bang in the middle of the screen.
CM0VE CMOVE is short for Cursor Movement and i§ the other main way of shifting the cursor position. Instead of nominating an absolute position via co-ordinates, CMOVE works by moving the cursor relative to its current position. Again it uses a set of co-ordinates, which are added to the current cursor co-ordinates.
Positive numbers move the cursor to the right and down, and negative numbers move the cursor left and up. Try this example: Locate 17,10 Print “HI D»H” Cmove -6,-I: Print "Above" Cmove -6, 4: Print “Below” See how it works? Experiment with different co-ordinates in the Locate command to see the benefits of the Cmove command.
PEN The Pen command changes the colour index of the text printed on screen. Depending on your screen mode the index numbers can run from 0 to 63. All subsequent text will be printed in the selected colour until another Pen ] command is used. Try this example: For P=0 to 15 Pen P Print “This is Pen" ;P Next P PAPER The Paper instruction works in the same way as the Pen command, only this time it changes the background colour beneath the text. If you imagine that each character is a letter on a typewriter, then you'll know that there is a square of metal around each letter.
It's this area that the Paper instruction changes. Try this program to see what I mean: | For P=0 to 15 Paper P Print “This is Paper" ;P Next P INVERSE, SHADE, UNDER Inverse mode is when the Pen and Paper colours are reversed, creating a negative of the text. This type would be white ink on black | paper when inverted. Shade mode darkens the text slightly to highlight it. Underline mode draws a line underneath your text. All three modes are switched on using XXX On, and switched off with XXX Off (replace XXX with the appropriate command). Try this program to 1 see how it works.
For P=0 to 13 Paper P: Ink P+2 Print “Text in normal mode."
Inverse On Print “Text in Inverse mode" Inverse Off Next P Replace the Inverse command with the S command, and then try it together with the Under command.
MOVING ON You now know enough to start writing your own programs. Try to write a program that asks you for your name, and then prints it all over the screen in a variety of styles and colours. Once you can do that, you're ready ti tackle the next stage.
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You already know one method of entering data from the keyboard - the Input com- .
Mand - but there are a variety of others which can be used to far greater effect.
INKEY$ INTERACTION 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1302
1. 303 1316 1309 1319 ash: A game often stands or falls on its
control method. On these pages we show you how to ensure that
yours is a winner.
1296 1297 1304 1307 1311 1313 1320 1324 2 1284 1285 1299 |£37. I A S IA IS InkeyS tests the keyboard to see if a key is being pressed, and enters it directly into a variable. Whereas input requires a ‘return’, InkeyS works immediately. If no key is pressed, the instruction leaves the variable blank and carries on. See Table 1.
TABLE 1 Do X$ =lnkey$ Print x$ ; Loop But what it you want the program to wait until you have pressed a key? One way to do this is to stick a small lf...Then line in the program.
See Table 2.
SCANC0DE Scancode is used to check the internal number for any of the keys on the Amiga keyboard, including the ones with no visible effect, such as ‘Help’ or the function keys. See the example in Table 3.
Once you have your Scancodes, you can use them in conjunction with the Key State command, which tests whether a key is currently being pressed. If the Key State test is true, it will return a result of True. To see what I mean, have a look at Table 4.
INPUTS Inputs is a different command to Input, so read this carefully. Inputs asks for a set number of characters, and places them in a nominated variable. See Table 5 for an example.
TABLE 2 Do z=0 Repeat x$ -lnkey$ If *$ “" then z=1 Until Z=1 Print x$ ; loop TABLE 3 Do While K$ ="" K$ =lnkey$ Wend If Asc(k$ )=0 Then Print “You Pressed A Key With No ASCII Code!” Print "The Scancode is “;Scancode K$ =“" Loop TABLE 4 Do If Key State (69)=True Then Print "You’ve Escaped!"
If Key State (95)=True Then Print "No I won't help you!” Loop WAIT KEY This instruction pauses the program until any key has been pressed.
STICK AROUND Reading the joystick in AMOS is something that you will inevitably be using a great deal, so you’ll be happy to know that there are a few simple commands that make this just as easy as printing your name. The commands are as follows: JLEFT, JRIGHT, JUP, JDOWN, FIRE These five commands check if the various directions (counting the fire button as a direction) are being used, returning a value of 1 if the test is true. The number in brackets which follows the instruction is the number of the port under test. See Table 6.
TABLE 5 Clear Key: Rem Clears keyboard buffer Print "Please type 10 letters" c$ =lnput$ (10): Print “You typed “;c$ TABLE 6 Do If Jup(1) Then Print “Up" If Jdown(1) Then Print "Down" If Fire(1) Then Print "Fire" Loop MOUSEY MOUSEY The Amiga is perfectly suited to mouse-controlled games, and AMOS is more than capable of creating those games.
HIDE SHOW These two commands are used to hide and redisplay the mouse pointer, for joystick controlled games such as shoot 'em ups. Use the command Hide On to remove the pointer, and Show On to redisplay it.
INTERACTION |054 a AMIGA GUIDE 15 INTERACTION CHANGE MOUSE This instruction lets you change the graphic used tor the mouse pointer. There are three pointers in memory at all times, so the command Change Mouse 1.2 or 3 changes the pointer to an arrow, a crosshair or a clock. Any number higher takes a graphic from the sprite bank. Your only limit is that the graphic can't be any more than 16 pixels wide or have more than four colours.
MOUSE KEY This checks the status ol the mouse buttons, and returns a bit-pattern. To see the bit patterns available, try the program in Table 7.
TABLE 7 Do Locate 0,0 M=Mouse Key: Print “Bit Pattern Number ";M Loop To do a one shot test ot the mouse buttons, to see it a button has been ‘clicked’, use the Mouse Click command instead.
X MOUSE, Y MOUSE These two commands fill double functions, depending on the way they are used. In the format ‘Variable=X Mouse', the current X hardware co-ordinate (which isn’t always the same as the screen co-ordinate) of the mouse is stored in a named variable. This is useful for testing where the mouse is.
By inverting the command, and using it in a different way (‘X Mouse = 100’), you can set the X hardware co-ordinate, thereby moving the mouse to a new position. See in Table 8.
LIMIT MOUSE Normally the mouse has the run of the screen, but you can limit its movements to a rectangular portion by defining the top lett and bottom right comers of the box ol hardware co-ordinates. Try this program: TABLE 10 Do If Choice and Choice(1)=1 and Choice(2)=1 Then Print "This is a menu option” If Choice and choice(1) =1 and choice(2)=2 Then Print “What do you want to know?"
Loop Wait Key TABLE 8 Do X=X Mouse: Y=Y Mouse Locate 0,0: Print “Xi”3C” Y:”;Y It Mouse Click then X Mouse=Rnd(320):Y Mouse=flnd(200| Loop MENUS Menu bars are something we all take for granted - anyone who has had more than a week with an Amiga knows that holding down the right mouse button makes a line of menu options appear. With that in mind, one of AMOS s strongest points is its ability to build large and complex menus with minimum fuss.
MENU ON Turns on the menu bar. Don’t bother doing it at the moment, because you haven’t defined a menu yet. To do so, you need to use the Menu$ () instruction. This works in two ways.
The first is to have a single figure within the brackets, which defines a title for the menu bar. Therefore: Menu$ (1)=“About" Me nuS| 2)-“Options” Menu On 6 Creates an active menu bar, but with no options. You need to create the options with the second use of the MenuSO instruction.
This time you use two or more figures between the bracket, separated by commas.
The first figure shows which menu heading the menu option appears under, the second is the order the item appears in, the third (if there is one) puts the option on a side branch menu. Add the lines shown in Table 9 to the program. Now run the program and see how it works.
CHOICE The Choice() instruction is used to see which menu option you have chosen. The instruction ’head=Choice’ will read the menu heading number into the variable ‘Head’. To read the menu option chosen, you need to number the Choice command. Add the lines in Table 10 to your listing to see what I mean.
TABLE 9 Menu$ (1,1)= About Menus" Menu$ (1,2)= About CU” MenuS(2,1)= New Game" MenuS(2,2)= Old Game" MenuS(2,3)= Quit” ON MENU PROC Instead of writing out a whole string of commands every time you want to read the menu, you can assign a procedure to each of the menu titles using the On Menu Proc instruction in conjunction with the On Menu On command. This system checks the menu bar 50 times a second without any programmed checks by you. So your program can continue as normal. Try the listing in Table 11.
Note: Once 'On Menu Proc' has been used, the On Menu On system stops, so remember to put an ‘On Menu On’ at the end ot each procedure.
Hardware co-ordinate* refer to the entire screen, not just what's visible, as this diagram shows.
TABLE 11 Menu$ (1)=”Mouse": Menu$ (2)=”Quit" Menu$ (1,1 )="Arrow":Menu$ (1,2)= Cross":Menu$ (1.3)="Clock” MenuS(2,1)="Editor":Menu$ (2,2)= Direct" Menu On On Menu Proc MSE, QWIT Rem: Do something Do For x=1 to 100 print X; Next X Loop Procedure MSE if Choice 2) then Change Mouse Choice(2) On Menu On End proc Procedure QWIT If Choice(2)=1 then Edit If Choice(2)=2 Then Direct On Menu On End Proc BASIC GRAPHICS 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1302 1303 1316 1309 1319 ASIU Before you dive headlong into the slightly difficult world of sprite and blitter objects, why not play
around with AMOS’s more fundamental graphic tools?
1323 1276 1277 1279 1280 1281 1282 1283 1296 1297 1304 1307 1311 1313 1320 1324 2 1284 1285 1299 DECIMAL HEX CONVERSION TABLE Decimal: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Hex: 1 23456-789A BCDEF To enter hex numbers in AMOS, you need to add the prefix ‘S'. For example, to enter the number 15 in hex, you would type $ F. In the colour index, the three digits correspond directly with the red, green and blue settings.
Therefore absolute red Is $ F00, a medium grey is $ 777 and white is SFFF. Got that?
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BASIC GRAPHIC AMOS has a large colleclion ol tools tor defining open and closed polygons and other geometric shapes. All are based on a simple co-ordinate system, with the first figure marking the position across from left
(0) to right (320) and the second figure marking the position
from the top (0) to the bottom (200 NTSC, 256 PAL).
Before you draw anything you need to choose your colours. AMOS has a few simple, but effective instructions for palette selection. One thing to note here is the colour index syntax.
This is the name given to the settings ol the individual colours.
A colour index is a three-tigure hexadecimal ligure which tells the processor how much red, green and blue should be mixed to create the colour - just like using the colour mixer on a program such as Deluxe Paint. Take a look at the quick decimal hex conversion table below.
INK The Ink command is used to set the colour for subsequent drawing operations, and works in exactly the same way as the Pen command.
See Table 1.
COLOUR This instruction sets a colour in Ih'e palette to a specified colour index. Add these lines to the start of the previous listing, and see if you can guess whaf colours will appear: Colour 4, SOFO Colour 5, $ 111 Colour 6, SOOD Colour 7, St 23 Colour 8, S4F0 Colour 9 S002 PALETTE Obviously, keying in all those Colour commands every time you want to change the palette is going to get very tiresome; with the Palette command you can change all the TABLE 1 1=4 For A = 10 to 100 Step 10 For B = 1 to 10 Ink I Draw 10. A+B to 180, A+B Next B 1=1+1 Next A colours at once by typing a string of
colour indexes separated by a comma. If you don’t want to change a particular colour, then just leave a space between that pair of commas.
PLOT Plot colours a single pixel on screen using the current Ink colour. For example: Ink 10 Plot 100,100 DRAW POLYLINE POLYGON The Draw command draws a straight line between two points. Both points can be set, or you can leave it to draw from Ihe current cursor position. To see what I mean, go to direct mode, clear Ihe screen using CLS and type the following liner Draw 100,100 to 200,100 Bingo, a line appears. Now try the next line: Draw to 50,50 See how the line has automatically been drawn from the end of the last one?
Incidentally, with irregular multiple line shapes, such as polygons, the Polyline command works like an extended Draw instruction, in that you can stick as many ‘to X.Y’s as you like on the end. To draw a filled polygon, use the Polygon command. For example: Polyline 20,20 to 100, 100, to 80, 150 to
20. 140 to 20,20 draws an empty polygon: Polygon 20,20 to 100,
100, to 80, 150 to
20. 140 to 20,20 draws a filled one. Easy!
BOX BAR If you want to draw a hollow box on screen, the easiest way to do it is to use the Box instruction. Like the Draw command, two sets of co-ordinates are used - these ones specify opposing comers of the box.
Unit 2 Millmead Business Centre Millmead Road ASTEINER mm Q0 AATARfv QrTBA PHILIPS Fax 081 885 1953 IIGA COMPUTERS HARD DRIVES MICE + TRACKBALL £269.00 £269.00 £465.00 £549.00 £379.00 £529.00 £599.00 £639.00 £679.00 £769.00 £2089.00 GASTEINER POWER
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SPRITES Q When was the last time you looked at the graphics in a game and thought, ‘I wish I could do that’? With AMOS you can!
1. 323 I’76 127?
12 9 1280 II"-- Attention ha* to be paid to the backdrop. Alter all. These spider* wouldn’t look quite the same if placed... ' 128S ...on a racetrack' See what I mean?
The Amiga is capable of displaying eight hardware sprites on screen at once. AMOS is capable of displaying up to 64 computer sprites, all Kept alive and healthy by the interpreter.
You might think that such a complicated business would require a complicated set of commands, but nothing could be further from the truth. AMOS Basic uses only seven commands to create and use spntes. And then hands over to AMAL to do the rest.
AMAL is the AMOS Animation Language, and is used to create smoothly animating and moving spntes which, once set. Can be left to go about their business. To show you how easy it is. We re going to load a sprite and animate it.
First, load up a spnte bank - either your own or the Spidy.Abk' file on the coverdisk. (Go to direct mode to do this).
Now return to the Editor window, and type the commands: SPRITE 8, 200,100,1 DIRECT Q Now run it. That was easy, and getting it moving is just as simple. Enter these lines: 1281 1282 1283 1296 1297 130-1 130?
1311 1313 1320 1324 2 U ,-i!
A$ ”"Anim 8,(1,8)12,8);" a$ -a$ *Loop:Move 320,0,100; Move - 320,0,100; Jump Loop" AMAL 8,at: AMAL On Can you guess what the mysterious AMAL commands are? You’ll have to wait until later to see if you’re right.
SPRITE CONTROL Here are all the AMOS Sprite commands, complete with syntax and examples.
SPRITE This command simply creates a sprite and displays it on screen. The instruction is followed by four vanables. Namely the index number of the spnte. Which can be anything between 0 and 63, the X and Y co-ordinates of the sprite and the sprite image which is to be taken from the sprite bank.
GET SPRITE PALETTE It always happens You have everything set.
You load your spntes and when you display them ..they look awful. The spnte bank holds the correct colours for the sprites, but unless stated otherwise the sprites take the palette from the current screen, which generally speaking is wrong. So. By sticking this command at the start of your program, you can correct this little problem.
SPRITE OFF The Sprite Off command can be used in two ways. On its own, if turns off all sprite activity and removes all sprites from the screen.
However, by adding a number to the end of the instruction you can specify a sprite to disable. Try the example in Table 1 (with a sprite bank in memory).
SPRITES X When designing your sprites, a handy hint i* to draw a bo* two pixels larger than the sprite size (a 34*34 bo* around 32*32 spntes) This makes life lar easier when grabbing SPRITES AMIGA GUIDE 19 TABLE 1 For a=1 lo 8 sprite a,a*25,10Ota,1 next a locate 0,0: Print "Enter number ol sprite to disable Input a sprite off a direct SPRITE UPDATE Sprite Update is an automatic process that tries to move all sprites during a vertical blank, creating smooth movement. However, if you have a lot of sprites on screen at once, it can’t handle them and you end up with some noticeably jerky
movements. Use the instruction Sprite Update Off to turn off the automatic process in situations like this, and Sprite Update On to switch it back on.
X SPRITE, Y SPRITE X Sprite and Y Sprite are used to find the X and Y co-ordinates of a nominated sprite - useful when using AMAL Movement commands which don't tell a sprite to stop moving when it reaches the edge. The X Sprite and Y Sprite commands allow you to keep a check on all sprites using the syntax: variable=X Sprite (Sprite number) GET SPRITE The Get Sprite instruction does the same job as the sprite grabber in the Sprite Editor program, and allows you to take sprites directly from a screen image. If you know the co-ordinates of the images you want to grab, this is much faster.
Load an IFF image to the current screen, and try these commands.
Get Sprite 1,200,100 to 232,132 Get Sprite 2,150,100 to 200,150 Now display the sprites using the Sprite command, and see which areas you’ve grabbed.
TABLE 3 Sprite 8,100,50,1 a$ =“Move 100,0,50;Move 0,100,50;Move -100,0,50;Move 0,-100,50;" Amal 8,a$ :Amal on KEEP ON MOVING AMAL has been developed for those people who really don't want to be bogged down with animating and moving sprites by hand, who would rather go without than track every single AMAL has been developed for everyone! It allows you to set movement and animation instructions to a sprite, and then go off and do other things. Load in the ‘Spidy.Abk’ sprite bank, and try the program in Table 2.
TABLE 2 ® Sprite 8,100,100,1 a$ ="Anim 0,(1.8)(2,8);” a$ =a$ +"Loop:Move 150,0,10; Move
- 150,0,10; Jump Loop" Amal 8,a$ : Amal on 8 do Print "Enter a
word" Input z$ Print z$ loop AMAL SYNTAX AMAL works using
string variables - sets of instructions enclosed in quotation
Unlike standard AMOS commands, the program doesn’t correct case or spacing, so you have to be very careful when entering your * AMAL strings. If you entered the program above and got the error message ‘Error in animation string', check that all the commands start with a capital letter, and that the semicolons (;) are in the correct spaces.
Once you have created your AMAL string, it has to be assigned to an available sprite with the command AMAL (sprite number),(String variable name), and then switched on with the command AMAL On.
MOVE The most basic ot all AMAL commands is the Move instruction. As you might guess, it simply moves a sprite in a certain direction relative to its current position, at a set speed. Note: The co-ordinates you specify in the instruction tell the sprite how far to go, not which co-ordinate to move to. Co-ordinates of 100,100 will move the sprite 100 pixels to the right and 100 pixels down from its present position. The third variable denotes the number of movement steps allocated. An instruction that moves the sprite 100 pixels using 50 steps will move the sprite two pixels at a time, giving
quite smooth movement. Load the sprite bank from the disk and try the example in Table 3.
ANIM Anim animates a sprite at a set speed through a pre-determined series of frames. To tell the program how to animate, pairs of numbers need to be entered into your stnng to tell the program which frames to display and for how long. Load the 'Spidy.Abk’ sprite bank and try the example in Table 4.
TABLE 4 Sprite 8,100,100,1 a$ ="Anim 0, (1,8)(2.8)(3.8)(4.8):" Amal 8,a$ :Amal on Experiment with different speeds and orders to see how it works.
PLAY The Play instruction tells the program to play an animation path defined in the AMAL editor.
The command is followed by a number, which tells the interpreter which animation path from the AMAL memory bank to use. On the coverdisk is an AMAL bank called ’Fly.Abk’. Load this from direct mode, and view the various flight patterns using the Play instruction.
AMAL ON, OFF, FREEZE These three instructions cause all AMAL paths to start, stop, or pause until started again unless a specific sprite number is included.
Enter the program in Table 5 and use the keys 1 to 4 to pause and restart the spiders.
TABLE 5 Global a1,a2.a3.a4,x$ , a$ Sprite 8,100,50,1 Sprite 9,140,50,1 Sprite 10,180,50,1 Sprite 11,240,50,1 a$ =“Anlm 0, (1,8)(2,8);" aS=aS+"Loop: Move 0,100,50: Move 0, -100, 50; Jump Loop;” Amal 8, a$ Amal 9, a$ Amal 10, aS ' Amal 11, aS a1=0:a2=0:a3=0:a4=0 amal on do x=0 x$ =inkey$ itx$ o‘‘"Then PSE Loop Procedure PSE 8 itxfc-r and a1=0 then Amal Freeze 8: a1=1 Goto RTURN if x$ =‘T and a1=1 then Amal On 8: a1=0 if x$ ="2" and a2=0 then Amal Freeze 9: a2=1 Goto RTURN it x$ =“2" and a2=1 then Amal On 9: a2=0 it x$ ="3" and a3=0 then Amal Freeze 10: a3=1: Goto RTURN ilxfc'T and a3=1 then Amal On 10:
a3=0 it x$ =“4" and a4=0 then Amal Freeze 11: 34=1: Goto RTURN it x$ ="4" and a4=1 then Amal On 11:a4=0 RTURN: End Proc SCREENS 1265 I** 1267 126H 1269 1270 1271 1272 I27J 12'I 1273 1302 ,33 1309 1319 AMI The Amiga’s multiple screen modes make it a very versatile machine. However, Intuition - the software that controls the Workbench interface - is a pain to work with. AMOS screen control, on the other hand, makes light work of scrolling, flipping, animating, windows and a whole host of other functions.
1323 1276 1277 1279 12X2 12X3 1296 1297
1. 304 I ST. 054 a SCREENS Before you can display any graphics,
text or other images, a screen has to be defined and
displayed. When you first run It. AMOS has already done this
for you, opening a 320x200 low-resolutlon screen, but what
happens when you want more, such as a PAL display. HAM colours
or high resolution? Simple - you create a new screen!
SCREEN OPEN, CLOSE The Screen Open command defines a new screen and brings it to the front of the stack, making it the one currently displayed and written to. To open a screen, use the formal: Screen Open (Screen Number), (Width), (Height), (Colours), (Resolution) So, to open a PAL. Low-resolution screen with 64 colours, you would use the instruction: Screen Open 1, 320, 256, 64, Lowres To open the same size screen in high resolution mode with 16 colours, you would enter: Screen Open 1, 320, 256, 16, Hires To close any screen, use the Screen Close instruction This can be followed by a
number, which denotes the screen to close, or closes the current window if left without.
SCREEN DISPLAY With the Screen Display instruction, you can position your screen wherever you like on the monitor display, letting you create interesting SCREENS SCREEN OFFSET The Screen Offset instruction lets you do all sorts of clever scrolling. It works by displaying the current screen from a specific point - but not necessarily the top left comer. This instruction works best if you have an extra large screen, and can be used to great effect.
Try the routine in Table 2.
See how easy it is to smoothly scroll a screen? In case you aren't sure, the program is displaying the screen from X-position ‘X’.
And reads the joystick in an endless loop. As the joystick is moved, ‘X’ is increased or decreased, and the screen is redisplayed.
Once you’ve got your screens up and running. There’s a lot you can do with them without actually doing much at all. These screen effects contain most of the features and functions used in commercial games, but with none of the fuss.
DUAL PLAYFIELD Parallax scrolling can really add something to your games, and the easiest way to create it a to use the Dual Playfield (screen one), (screen TABLE 1 Screen Open 1, 320.200,32,Lowres Forc=1 to 100 rUrnd(300):y1=rnd(200):lnk rnd(32) Bar x1,y1 to rU50.y1+50 Next c For c=90 to 150 Screen display 1. C..,. Wait Vbl Nextc bouncing screen1 demos. The command is followed by five vanables, which mark the screen number, the x position, the y position, the width of screen shown and height of screen shown respectively. See Table 1.
TABLE 2 Screen Openl, 960,200,16,Lowres For c=1 to 200 X1=rnd(960):y1=rnd(200):lnk rnd (15) Bar x1 ,y1 to x1+rnd(50)+1, y1+rnd(50)+1 Next C x=0 Do Screen offset 1,x,0 If Jleft(l) and x 1 then x=x-1 II Jright(1) and x 640 then x=x+1 II Fire(1) then Direct Wait Vbl Loop two) instruction. This takes two previously defined screens of the same resolution and overlays them, using the transparent colour (generally O) to see through the top screen.
The first screen is usually the one on top. But you can switch them around using the Dual Priority instruction. See the example given in Table 3.
TABLE 3 Screen Open 1, 540,200,16, Lowres Screen Open 2, 640,200,16, Lowres Screen 1 For A=1 to 501 Step 50 Bar a,0 to a+25, 200 Next A Screen 2 For a=1 to 601 Step 25 Ink Rnd(16) Bar a,0 to a+10,20: Bar a,180 to a+10,200 Next A Dual Playtield 2,1 x1=0:x2=0 Do Screen Offset 1,x1,0 Screen Offset 2,x2,0 II Jrlght(l) and x1 250 and x2 500 then x1=x1+1:x2=x2+2 If Jleft(1) and x1 0 and x2 0 then x1=x1-1:x2=x2-2 if flre(1) then Direct Wait Vbl Loop Fade 15 to 1 SCREEN COPY The Screen Copy command is the easiest way to duplicate an area of a screen and transfer it to another screen, or another area
of the same screen. The format used is: Screen Copy (Screen Number), X1,Y1,X2,Y2 To (Screen Number), *3,y3 X1,Y1,X2,Y2 describe the rectangular area of the screen to be copied, and X3.Y3 mark the position where the top, left corner of the block will be pasted. Load the ‘Copydemo’ file from’ the coverdisk, go to direct mode, and try these examples.
Screen Copy 1,0,0,160,100 to 1,161,0 Screen Copy 1,0,0,320,100 to 1,0,101 APPEAR This instruction lets you move smoothly between two pictures in a variety of ways - perfect for clearing the intro screen of a game!
The instruction works by first identifying the source and destination screens, and then the effect, which can vary from one to the total number of pixels in your screen. Try the example in Table 4.
TABLE 4 Screen open 1, 320,256, 32,Lowres Load IFF "(Your screen)",1 Screen open 2, 320,256,32,Lowres Load IFF “(Your Screen)’’,2 Appear 2 to 1,81920 Wait 200 Direct FADE The Fade command can be used in a variety of ways. In its most basic use, it fades all the colour registers to 0 (black) at a set speed, as in: Fade 15 Or you can use it to change the colour registers to a new palette, as in: Fade 15, $ 1,$ 2,$ 3,$ 4 Finally you can Fade the colours to a palette taken from another screen. Load two IFF files, and enter: If you have screen 2 displayed, this will change the palette to that of
screen 1.
SHIFT UP, DOWN Colour cycling can be used to great effect, as anyone who has ever messed about with Deluxe Paint will tell you. Shift Up moves the colours in a certain range up a step at a time through that range, and Shift Down does the opposite. The last number in the instruction tells the interpreter what to do with the end colour in the range. Try this program: Load Iff “Waterfall”,1 Shift Up 10,5,10,1 Direct See how impressive it can be?
PAINT THE WHOLE WORLD... Copper rainbows are commonly used to create complex colour backdrops to games, allowing you to have far more colours on screen than you have in your palette. The instruction is laid out like this: Set Rainbow number, colour, length, red, green, blue The number of your rainbow can be between 0 and 4. Colour is the colour index the rainbow will be based on. The length is the size of the table used to store your colour, ranging between 16 and 65500. The Red, Green and Blue indexes tell the program how to alter the basic colour index. The information for these is held in
brackets, using the format (Number Of Lines. Amount to be added in a single step.
Number of times to repeat the operation).
See table 5.
TABLE 5 Set Rainbow 0,1,64,"(8,2,8)’’,’’(8,1,8)”,”” Rainbow 0,56,1,255 Wail Key .
Notice how the Rainbow instruction is needed to display your set Rainbow. The syntax for this instruction is: RAINBOW Number, first colour, vortical position, height.
There are essentially two torms o( sound in AMOS - samples and music. Each ot these are held in their own designated memory banks and can be played across any sound channel. Samples are exactly that - raw sound that can be played at a reguested rate. Music, however, is AMOS's version ot a tracker module. All sounds and patterns are saved as one block, and accessed using a single command. Unfortunately.
AMOS can only read AMOS music tiles, so you can't play your favourite tracker modules directly, but you can covert them to AMOS music tiles using a handy utility (see panel).
BELL, BOOM, SHOOT SOUND AMOS has three sounds in memory at all times - a bell, a gunshot and an explosion effect. These are played using the commands Bell, Shoot and Boom respectively. Try the example in Table t. TABLE 1 For A=1 to 5 Bell: Wail 5 Next A For A=1 to 50 Shoot: Wait 5 Next A Boom: Wait 5: Boom OK. So they may not be the most incredible effects that you have ever heard, but they’ll certainty do until you start bringing in your own sounds.
SAM PLAY Provided you have a sample bank in memory, you can play any ot the sounds within It with the Sam Play command. The command is followed by three variables, the first is the number of the sample to play, the second is the sound channel it is to be played through (0 to 3), and the third is the playback rate SAM BANK It’s possible to hold more than one sample bank in memory at a time, and this command switches between them. To use it, simply type the command, followed by the number of the bank you want to switch to. If you aren’t sure of the bank numbers, go to direct mode by pressing
escape and type Listbank.
SAM LOOP This command turns all samples into looping ones. To enable it, type SAM LOOP ON. To disable it again, type SAM LOOP OFF.
MUSIC To play AMOS music files, you merely need to type the word Music followed by the number of the piece you want to hear. A music file can contain numerous pieces of music - one for each level of your game if you want - so including the number is vital. Without it, the command will play the first piece of music it comes across.
MUSIC OFF Stops all music pronto. If you have more than one piece playing, and you only want to stop one track, then use the Music Stop command TEMPO The Tempo command is used to alter the speed of any piece of AMOS music. The comHOW TO MAKE A SAMPLE BANK To make a sample bank, you need to load the Sample Bank Maker' program on your AMOS Program disk and run it. You'll be shown a black screen with a menu bar. Using the right mouse button. Select the Load Sample' option, and a lilt requester appears.
1265 1266 1267 1268 1269 1270 1271 1272 1273 12-4 12'S 1 V»2 1303 1316 1309 1319 AMI Insert your disk ol samples, and select the lust one you .ant to include in the bank The program trill ask you lor the sampling rate and then store It in memory The sample will now be loaded and listed at the top of the screen. Repeal the process as many times as memory allows (watch the Memory Spare' Indicator). Now just select the 'Save Bank' option trom the menu, and the program does the rest.
How good would your favourite game be without sound effects or music? Think about it - the sound really sets the atmosphere so you’d best get familiar with AMOS’s set of sonic commands.
1323 1276 1277 1279 1280 1281 1282 1283 1296 1297 1304 1307 1311 1313 1320 1324 2 128« £37. mand is followed by a number which dictates the new tempo - the higher the number, the faster the music is played.
MVOLUME Mvolume is short for Music Volume, and that's precisely what it is used to set. Ranging from 0 to 63. The command changes the volume of the entire piece, not just single tracks, but used with a loop can create some useful music and sound effects. Load the demo tune (spidy.abk) on this month’s coverdisk and try the listing in Table 2.
TABLE 2 Load IN "Title”,1 Music Wail Key Fade 15 For a=63 to 0 step -2 Mvolume A wait 5 next a Professional looking, isn't it? That is exactly | how easy it is to combine sound and graphics I for stunning looking presentations, opening 4 your AMOS world to more than jusl games.
HOW TO USE A TRACKER MODULE Before AMOS can play a tracker module (Noisetracker Soundtracker etc), it needs to be converted to a lormat which AMOS understands - AMOS Music This couldn I be easier it it was done lor you On your AMOS Program disk, you II find a SOUND nEcp Load this and run it. And a file requester will ask you for your tracker module Insert the disk with the module on it and select it. The rest is done tor you - all you have to do is specify a file name To load the new file, go to direct mode and type Load (Filename} Abk and the (He will automatically be loaded Into memory.
SPECIAL AMOS AND AMOS COMPILER Get the most from your free AMOS and Compiler with the official user documentation.
You’ve marvelled at the power and speed of AMOS and AMOS Compiler. You've tinkered with the demo programs, and maybe even created a few little routines of your own. But what now? If you really want to get the best from this stunning package, there’s no substitute for the official instruction manuals.
For starters, the AMOS manual explains in simple terms how the system works. As well as this, every command is listed in detail, with clear examples and descriptions of each to get you up and running within minutes. Extensive technical appendices are also included for detailed information on the more obscure points.
Once you’ve got to grips with the basic AMOS language, you'll probably want to get things running even faster with the Compiler.
The Compiler is available fully packaged, giving you a home for your disks and full instructions in one hit!
To complete your AMOS set. Fill in the coupon below (or telephone your order on 0625 859333 quoting reference CU Amiga), indicating whether you require the AMOS manual, the Compiler manual and box, or both. The AMOS manual and Compiler set are each priced at £14.99. Cheques should be made payable to Europress Software Ltd.
Alternatively, quote your Access Visa card number, and the amount will be debited from your account.
I ------ NAME ...... ADDRESS ...... POSTCODE.
PLEASE SEND ME: O 1 AMOS manual @ E14.99 O 1 AMOS Compiler manual with box @ £14.99 ? 1 each of AMOS manual and Compiler manual with box @ £24.99 ? I enclose a cheque for £ , made payable to Europress Software Ltd.
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Signature: ..... Send to: Europress Software, Europa House, Adlington Park, Macclesfield, SK10 4NP. Please allow 14 days for delivery.
AMOS COMPILER AMOS COMPILER For your Amiga to run an AMOS program, it has to run it first through the AMOS interpreter, which converts it into machine code, and then into the processor. This procedurel takes time, which is where pure machine code programs have the edge. Or do they?
You know already that you’re fortunate enough to have the AMOS Compiler thrown in with your free copy of AMOS, but do you know how to get the best out of it?
The AMOS Compiler is a handy accessory that takes your (sometimes) plodding AMOS files and converts them into pure machine code. The practical upshots of this are (a) it runs directly from disk, with no need to load the AMOS program and (b) with all conversion already done, the programs are vastly accelerated. Typically, compiled programs run at twice the speed of their BASIC counterparts.
How do you take advantage of this fabulous aid in your quest to get a game onto the shelves9 The simplest way is to load the Compiler program from your main AMOS disk and compile from there, but there are other ways. The easiest is to compile from direct mode. Press escape to enter direct mode, and enter the compile command using this syntax: £37.'
NlA nj ?
P] A E Compile “(Program name) -(disks) -(typo)” The (disks) and (type) refer to the way the program is compiled and the type of file created.
The complete list of settings is: DISKS
• D00: Compiles Irom Ram Disk lo Ram Disk.
The fastest way to compile.
• D01: Compiles Irom Ram Disk to floppy disk TABLE 1 Screen Open
0,320,250,64,Lowres For C=0 To 100 Ink
Rnd(64|:X1=Rnd(320):X2=Rnb(320):Y1=Rnd|200|: Y2=Rnd(200)
Bar«t.y1|to(i2.y2| Next C SM0S To Front Wait Key
• D10: Compiles Irom disk to RAM It's last, Pul it uses a lot ol
• D11: Compiles Irom floppy to floppy. Very slow, but only holds
70K ol memory.
• TO: Creates a Workbench friendly, standalone file complete
with icon.
¦ T1: Creates a CLI-lriendly program, executable Irom the CLI.
• T2: Not the film, a CLI program that can run In the background
using Amiga multi-tasking.
• T3: Creates a compiled AMOS program that has to be run Irom
within AMOS So, to compile a program completely in RAM that can
run as a CLI multitasking program. You would enter: Compile
“(Program name) -DOO -T2" Alter that, just follow the on-screen
prompts OTHER OPTIONS There are a couple of olher lines you can
add to your Compile command, which give you more control over
how the program will run ' when loaded independently. The first
sets the default opening screen.
You’ll find that AMOS compiled programs automatically open Screen 0 on loading, before running your program, which can cause a nasty flash. To get rid of this, use the extender -SO in your instruction.
You can also choose to keep the Workbench or CLI screen intact while your AMOS program sets itself up if you wish to, which will have the effect of making everything look far more professional.
To keep the Workbench screen up, use the extender -W1. Remember to put the line AMOS To Front' when your program is ready to display itself. Try the example in Table 1 on the left, compiling it as: Compile "Test.AMOS -D01 -T2 SO -W1” HOW TO COMPILE For those who don't really leel like messing about with extenders and CLI-style commands, the Compiler AMOS program on your AMOS program disk provides a useful alternative Without any programming knowledge, you can compile your programs into lull machine code files faster than it lakes lo read this box! Here, in three easy stages, is the
hassle-free compiling experience mm Load the compiler Irom the AMOS Program disk using the load Others option from the menu bar and then click on Run Others Select the Compiler Irom the tile selector and you II be greeted with this menu screen. Here you select how the file Is compiled. And what hardware is used Along the top ol the screen you U see three icons These represent the From. To and Type selectors Cbck on each a couple of times to see how you can change the Irom and to between Ram and floppy disk The Type icon allows you lo choose a WB compatible file, a Cll multitasking compatible
file or an AMOS file Choose the set-up that suits you. And cHcfc on the £ & rc The first ol two hie selectors appears Select the AMOS hie you want to compile, click on OK . And type the name you want the compiled lile lo be saved under This file doesn't need to have an AMOS extender COMPILER Fpson Eptonl £5 Pan**.
054 3 WHERE 10 HOW?
AMOS 3D Any programmer will tell you that working with 3D polygon graphics can be a nightmare. Any programmer who hasn't used AMOS 3D, that is. This extension to your AMOS interpreter lets you create and manipulate 30 objects as simply as moving a sprite, and that isn't all. The 3D Object Modeller lets you build objects in a way that 3D Construction Kit could only dream ol, allowing you to texture map surface detail onto the polygons, and then load them into AMOS and shift them around any way you like using 30 new commands. In BASIC, the graphics are last enough, but compile them, and you’ve
got speeds to rival commercial software!
Price: £34.99. From: Europress Software. Tel: 0625 859333.
Europress used to have a rule that any commercial software written in AMOS had to credit it, as well as display the AMOS logo within the game and on the packaging. As a result a lot of commercial publishers simply wouldn’t take software written in AMOS.
Not any more. Now, no mention need be made of your back-door into quality software writing. All Europress ask is that you notify them of the release beforehand and send them a copy ol the finished game when it's released. Europress Software reserve the right to release the information alter two months shelflife.
You think you’ve seen all that AMOS has to offer? You ain’t seen nothing yet! This is just the beginning - your first steps into an exciting new world. Just check out what AMOS has to offer you!
AMOS AMOS 1.35 is lar different from the original version.
Europress have made a point of sporadically releasing update disks lor the system, comprising of new commands, friendlier accessories and more programming power than Frangois Lionet ever imagined. The best thing about them, though, is that they are free! When one is available, it is instantly released to all PD libraries, not just the AMOS POL, as well as on bulletin boards and available direct from Europress. At the moment, we’re up to vl.35 A1200 compatibility, but already we've seen improvements such as sprite Hipping, full control over multi-tasking and an AMOS assembler!
Roll on version 1.36!
If the regular updates aren't enough for you. Then why not lork out for a copy of AMOS Pro - this is not so much a game creator, more of a product development kit. With over 750 commands, a full debugging suite, innovative WIMP driven user interface, and with a new update disk, which is compatible with AMOS 3D and the AMOS Compiler, you can't go lar wrong.
Price: £69.99 From: Europress Software. Tel: 0625 859333 AMOS PRO UPDATES rf OMAIN NOW ALSO AVAILABLE FROM HARGWARE 11 YORK PLACE, NR BRANDON HILL, HOTWELLS, BRISTOL BS1 5UT IN AUSTRALIA 1265 1266 1267 1268 1269 1270 1271 12'2 12'3 I2"4 I2"5 1502 1503 1516 1509 1519 AMI Strictly pd - guaranteed to make you meny this Christmas!
LATEST UTILITIES ¦ GAMES & EDUCATION ¦ VIDEO PRODUCTION UU028 B«e (4 asks 1 The corptata Kmg James B«Ne UU029 Ta ot II read your own start U384 Cyclops vl.O-an creedon package - create ptaaroat elc • U527 Professional D-Copy v3.0 - at good as most commerce copers U524 mtroMakors tot - make own r*ro AS! 6 ASI 7 ASI 8 ASI 9 AS110 AS111 AS112 AS113 1 AS114 ASI 15 AS116 AS117 AS118 1323 1276 1277 1279 12X0 12X1 1282 1283 1296 1297 1304 1307 1311 1313 1320 1324 2 1284 1283 1299 H 19
• N01J BACK TALK - Omueee* common Ower
* *s-naa w* CR009 AUDS8R0T VI 1 A) - Tha updaB haa even mom
taaait s-J-chMAtia 0130 0129 0470 0316 0170 Be rac yours* M379
NEW WAVE-alp on you sip c* and boogie (»wn M406 EXPRESSIONS 3 -
3 tracks wSh 27 rrmutes worB d bdliant housprave music M365
ALCATRAZ - mo-e than music, ftgbly ongnal tixistc and demos
M3S2 CHART TECHNO 1 - 25 rwnula d aRanv* reruee S6 3ANGING
RAVES-Be 2nccommg i in tie great rsmo iRSYNTHS VOL 162 11MB) -
great graphcs and music = ¦ K CD mlhe making DEMO 1 ? Cheques
P.O's payable lo STRICTLY PD ? Buy 30 or more disks lor just
75p each ? Over 21 disks ONLY 85p EACH ? Only 99p per disk when
you order 11 or more* ? Orders of 10 or less pay £1.25 per disk
? Please add £1 to all UK orders for first class ¦ postage
Oders trom Europe please add 25p per I disk and Rest of World
add 50p per disk for extra f postage costs.
? Catalogue disk available only El. Reviews of a over 1000 disks - loads more g DEPT CU, 11 YORK PUCE, NR BRANDON HILL, ?The complete Strictly P.D. library is now a in Australia. To order a catalogue please send a J HOTWELLS, BRISTOL Bsl 5UT We now have ¦ We now have FRED FISH 1-750 I T-BAG 1-61 a ¦ The dp art «ttve cedecton e «Ngh ojasty ¦ Kjge tvtmapa. Many grealer than an Amiga Hires screen.
¦ For use in DpalnvOTP packages ¦ Each d*k autoboots as a sititshow allowng you B new the erava bitmap by movng the mouse ARTD1 WedtVgs dp art (2 dsks • ART02 Houses - pekres ol mansions (2 daks) * ARTQ3 Retgrous - tui ot holy dp an (3 dsks) .
ART04 WW1 Aircraft (1 dsks) - ART05 Men 2 disks Ml ol men at work .
ART06 Women 2 disks full of women) .
ART07 Kids Clp art (2 disks! * ART08 Business - oftice dp an (2 disks) • ART09 Ortte - more ol the same - ART 10 Suwts dp art .
ART 11 seaern - ueeU sadi me togoe .
ART 12 Xmaa - a Wof Xmas cheer |3 daM) • ART13 Punch - cartoons etc (3 disks) - ART14 Animals - v high quality pics - ART15 Cats - 12 labna pics * ART16 Silhouettes - 18 pcs .
ART17 Schools (2 disks) .
ART 18 Bades - ART19 Sports - (2 disks) • ART20 CW - more spuing St* (2 dsks) .
ART21 Madcai dp art (2 dsks) - ART22 S-raMe - m deeo dp an .
ART23 DacoraSve months - pc for every month.
ART24 Wacky comedy dip art • ART25 Holidays - ART26 Banners (2 disks) - ART27 An Nouveau - Huai art .
ART28 BuDerfies • ART29 Food - cutnary dps (2 dafcsi • AHT30 CoBcrmg Book - CoBir m Dpamt • ART31 Bcvdars - Br use *1 OTP (2 dshs) .
ART32 Mac Clp - quality macart (2 dsksi - ART33 Homoacfc - scene dip art - ART34 Teddy Bears (2 disks) .
ART35 Vanity Fair - fashion dps (2 dsks) - ART36 Haloween dip art - ART37 Showtme - danongsngmg etc - ART39 Floral - 14 pcs .
ART40 Mywcw - stars and zodaca .
ART41 Dog woodcuts • ART42 Cat woodcuts * ART43 Atrcan woodcuts - more amma* 4 ART44 American woodcuts * ART45 Arctic woodcuts 4 ART46 Farm woodcuts .
ART47 Mied animal wootKuts • ART48 B*ds woodcuts • AHT49 Mcro arwwats .
ART50 Aomai mean .
ART51 Botanical In art .
ART52 Family Scenes (2 disks) 4 ART53 Gelt humour (2 disks) .
ART54 Span and Iransporl 4 ART55 Sottscere2 - rural dip art 4 ART56 Sports 3 - ARTS 7 Navy - ota ot navy type pea .
ART58 Travel (2 daks) .
ART59 Bcnler end etiheoet c»pa .
ART60 Accents end "ashes- Wastelands Mission X and PacMan .
Tomcat, Dmmda. Jelman BugtXasier .
Henry in Panic Skyllyer Omega ran Growth, FrantcFreddy and mors1 Revenge Dor Croak 3d maze .
Another mega collection - Buy it' .
SanrPacMan w Smash TV Aahtio • Amceve card games -Very good1 • Doooy OrMeno Tvadors2 UadDomper; Rati. Go looiy ana ReaiuBr • PaeAtan and four more Mooodai. Tn» and kAghtworki Arace2. Hmii and more ?
BaWopong and Bizzard .
Escape. Pipesne and P *oul.
Dad. Conner Reversi- Tnppn 4 Uamaaon. Car. Po*arpong T«nM. Many more game* ChnaCneaengti & Amga coBrww • ASI 27 ASI 28 ASI 29 ASI 30 U 1)015 AMIGA PUNT horse will win I UU016 JR COMM VI.
Uaekii iTtidem program .
UU017 BEATRIX POTTER CUPART - An uatef cotecacn ot dp art B any DTP program or D-Part • UU019 PLOTTING ANO GRAPtaCS (2 OtSKS) - Contans a lull lealured p«mng prog and a Mr aided dialling prog I OB - A database war ol about 1.2 mtlon *
1) 1)020 HOME MANAGER- A great aN m one aMrest book w«i an
mveraary database - B do ML - UUB21 ASTRO PRO ASTROLOGY-Tha
best uu 22 Anvgadnves can read 1MB daks * U0024 TEXT PLUS
V4.0(E| - Latest update ol B* oicelenl word processor pogram
Now compatible with TeX tha prolesuonal rype- taflmg prog.
Found m Be Feh Collecbon -
1) 0025 AMOS LESSON 1 - Find oj! How B get Be moat odd AMOS
Hadgoodrovww .
U0026 E DWORD 22-Best te.i edap ptxrt • U0027 MEGACCL.OUR Vi 0 - A program which varaBrms a bw screen Mo M coBu - UU0O5 DtSKOPTMSER-fr*ardyamp* Any dd Bads vpB 15 mes taster Mag rasng of 93% - U1)006 A SCO PLUS EMULATOR - Emulate the Amiga Plus on your 1.3 Amga (IMG Req) UU007 FREECOPYVI. 1-Removespasswtrd proledon to albw copyng .
UUO08 CURSOR VI 0 - CompSer lor Amiga UU009 BROWS V An iamauve B SC Some may trti 4 easier arti beaar .
UU010 PC TASK v 04 - Powertj mu* taper* PcemdaBr supportsCGA graphics. MS DOS "oppes and even you* hard drwe • UU011 N* V2 0 - Removes protacBon and U 1)012 G TORS i GAaERY - E-ampias and siep by step tutorials on how B create jirotesdorW logos m ones UU013 FISH TASK SAI - SavuMMa UU0I4 ANALTICALE SPREAO (2 CHSKS)- Thu is (he best spea0sl*et pogram B U528 Mu*pteyer - oanti » oe the moat powerful versatile music payer lor the Amga ?
U517 Kefrens Fom EdrtoriBooi Menu Maker U325 Label Maker - make your own labels UU030 Underolandng Amos - tutorial - U508 175 Utwties-the moat on onadsk
1) 533 ThraKound - contain apeAchecA vi 3 end Eurrvner *1.0 wtedi
help you B teem and tests you on Brwgn words U38S
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UU032 TDH Vol 1 - Amos users magazine .
U306 Stnclly PD essanlial collecBon 4 disks) packed with uDttbes. Gaems. Mute creators and printer uWMa • U534 The mam event - calendar 6 alarm dock.
1) 531 Powerbese v3 2 - powerful and user- friendly database .
I) 535 Wordpower vi .3 - spell checking.
Croetwords, anagram solving - U514 PC EmuMBr - nr* most pc business USEFUL UTILITIES Amiga. - VT PROGRAM - Pridct which UU001 A GRAPH - Vary a U1)003 MESSYSK) V2 - Reads a daks Gwen magazvw rslng ol 95% - UU004 POOLS PREDICTOR-
- Increase your N001 TOTAL CONCEPTS (2 DISKS) - Sbry books about
astronomy arti dnosau* - 002 AMERCAN FOOTBALL COACH - Play
fterda d an Amencan F00M coach .
83 BATTLEMENTS - SenMr B Hunchbad on the SoeckV" arti C64 .
N004 OTHELLO - The best P D verson ol Bis classic board game .
N005 CRAZY SUE - The best PD ptattpm SUPERLEAGUE MANAGER - Foolbel management game .
87 METRO-Mm sen cay • SMASH TV THE Rd OFF - Great a* - » tdTY M PAMC - Jet set Wdy done • MISTER . USSiS - Amuang arti am platform arcade adveroure .
DUNGEONS Of AVALON - Compares B Ikes ot Dungeon Mailer Stunning given Uses deueed pcs snm N014 TRAINING LOG - Br "tness » N015 SPANISH.FRENCH.GERMAN.SPANISH TUTORS -4 great tutors - N016 A VISIT TO THE RED PLANET - Guded Bu of Mars, lasoisbng .
G396 FORMULA ONE CHALLENGE-4 people 0397 TANK ATTACK - Aaerrpt B sBrm HQ avudng enemy tarws - good shod em ip • 0388 TOP SECRET - great tail adventu e wtii cute graphes given 100% n mag renew .
0399 TOMCAT- Ity you F15 aganst enemy planes, shps and gun lowers ?
FIGHTER PILOT - 0390 CARDBOARD 6 A 0490 FRACTALE - excellent Nstory ot tracials 0493 ALACfTRAZ ODYSSEY (4 dsks) - pobabty the years best demo 0447 WWF Pcs - Be dearest hi-ras pcs ive D499 RAUNCHY SUOES-pcs d peey gms D507 SCHWARZTOONStldaksl-packed supert, earBon dsmos by Erie Schwarz MARIA WHITTAKER IllOESHOW KATHY LLOYD SLIDESHOW MARIA WHITTAKER ANIMATION GIRLS OF SPORTS ILLUSTRATED DIGITAL DAMSELS HARDCORE Mi ECHNC4AAMA91 - m* CROOI AABGAVENTURE a ADVSYS-Make you own ten gan*s w«i these pogs • CR002 PRWT STUOO - Eroeaant Br pnreng pctures w teat » CR003 ANIMATION STUOIO - A brihani Annt
creator Ip you to make you own ammatons - CR004 VERTEX MOOELLING-Alow* you B cease 3D obyects without usng the X Y a 2 news Loads scuOt 3D40 a Tirto Sever . I CR005 MDOElLWG OBJECTS-Corsansomr 20 ¦ VIOEOAAWM VCEO06-Keepsredid you vtiso tape ccaecaon RTAP lees you nn large Ann* on small MEM macNnes - IMAGE LAB - Lke a mm art oept Tools on tap »es fades, cowur bars 4 grey bars - VIDEO. STILSTORE - Used 10 oeale over the strodder Graphic inserts ike the 9 O'Cixkrews .
SHADES A FADES ANIMFADER - A uMty B taae soeens n and cut • ANOROOS BACK VOEO GROUNDS - SeMcbon d BG pctues. .
HARLEOUW VIOEO ART a FONT DISKS (3 DISKS) - Alter *s reviews in Cu Amga shot B No 1 in sales chart Excellent .
DESK TOP VIDEO PACK - CoHectcn Ip video producers mousing Rdmg Credits Sideshow Vtieo Bxkgrounds Spec*) Ebeca PaBem Generosp and more-' .
S-MOvi€ - SmooB scroang wdso Msr .
Turooaaer - Add subsaes B you vdsos .
TV & VIOCO GRAPHICS (8 DISKS) - Packed wan background screens for you video prodjcltons - VIDEO PRODUCTION (2 D*SKS) - Pe*ed with vdeo A Gierkxk u*tmes - VIOEO SCREENS 1 - Backflrouti ppsues use with CR004 • CR006 MAGNETIC PAGES V 1 » - Create you own disk magazine Received iG'IOin review by Amqa shopper mag. - CR007 STRATA VI 0 - landscape generator w»Kh I aloes pmtmg d them trom any angla any JLTIMATE ICONS - includes Icon Lab M Maslw 6 Icon Meistp - sptondd Oak .
U321 SUPA FONTS-Fpusa with D-PaWaBe U079 ELECTROCAD - U078 MCAD
1) 331 LAN0BUK.0 3 colecton me Ktnery V1.0. Landscape.
Landbuiti V3 2 Cbud 9. Genesis demo - U241 FONTSLOGOS Fp use with 0-PaM. - U237 PROFESSIONAL DEMO MAKER - Dean you own demo maswrptoces • U299 SLOESHOW MAKER-Shows how B U084 SPEECH TOY-Getyou Amga U082 VOCES-Add weechB you* U312 MANOLEBROTS - The best Mandlebrot
1) 315 U346 UlTRAPAJNT - . .
U364 SCREEN MOO - Customise Be way it and screens a) CREATIVE UTILITIES and screens appear - DEMO MAKET - 3 Brihenl pea* I CREATOR PACK f6 D'SKSi Gal 1 U491 DKB TRACE - t AMIGA GUIDE 27 TOTALLY AMOS TOTALLY AMOS The Totally AMOS main menu. Options can be selected with the keyboard or by clicking on the numbers with the mouse.
When you start using AMOS, you’re doing more than just using a programming language.
Before you know it, you could find yourself with a new circle of friends!
Tutorials like this one are all well and good, but what happens when you come across a problem that you just can't solve? This booklet doesn't cover everything AMOS has to offer, and unfortunately neither does the manual. Basically, beginners can get a really hard time of it, but where can they turn for help?
To the husband and wife team of Len and Anne Tucker, that's where. These two have offered strong support for AMOS right from the very start, with Anne heading up the AMOS PD Library and Len offering technical support, as well as writing educational software such as Europress’s Spelling Fair and Jumping Bean s Noddy's Playtime. Eighteen months ago, they put together the first issue of Totally AMOS. The disk magazine for the beginner.
'We saw a need for some sort of set-up to help the complete novice,’ Len explains. ‘We looked around at the time, and couldn't find anything that was subject specific. Everything seemed to assume that people knew what a For Next loop was, or what a While Wend was. We set up Totally AMOS to help people who needed it. Write to us, and we’ll do a tutorial on it, that sort of thing. Another aim behind Totally AMOS was to set up connections between programmers and artists, artists and musicians and so on. Both things were what we saw was needed, and we tried to create this environment - something
like a beginners' club. What we really want is for members to feed off each other's knowledge.'
For the record, the entire thing was Anne’s idea, and consequently she does most of the work in terms of putting the magazine together. Len is mainly responsible for the magazine driver, which is being continually enhanced. But before I go any further, let’s take a look at the product itself.
Totally AMOS works from an interactive menu and displays text pages and illustrations at your command - a cross between Multimedia and teletext in that sense. Everything is controlled from the mouse or numeric keys, so there’s no confusion from the start. But that isn't going to sell it.
What will, though, is the editorial content.
Broken into 10 main sections, each broken down further, the disk contains reviews of AMOS PD and AMOS support titles, comprehensive news and letters pages, a debating corner - where readers can slag each other and the editorial team off as much as they want - and, of course, the help pages.
Help comes in two different ways. The first is from a Question and Answer session, where the smallest and simplest problems are solved. Other help comes in the form of complete tutorials, covering all aspects of a problem. Subjects covered in tutorials in past issues include AMOS 3D. How To Get The Most Out Of The AMOS Compiler, AMAL and a guide to the AMOS commands not mentioned in the manual.
One other feature is a spotlight on leading AMOS programmers - those who have created the most impressive public domain software and routines. If there's no other reason to work hard at your coding, the promise of an interview feature must be enough to entice most to submit work.
At the moment, Totally AMOS sells around 150 copies, but that looks set to change thanks to a new distribution deal that will see the magazine on sale in Canada and the USA, and then Australia.
Totally AMOS costs £2.50 per issue, and back issues cost £3.00 each. If you subscribe, you become eligible for a 10 per cent discount on all disks from the AMOS PDL. If you want to try it out. There is a PD issue available from the AMOS PDL for £2.00. Whatever space on the disk isn’t taken up with the magazine is filled with useful routines and programs, making it a serious bargain. For more information, contact Len or Anne on (0792) 588156.
AMOS IN ACTION As well as running the AMOS PDL. Writing Totally AMOS and various educational packages, Len and Anne are also responsible ' for a new AMOS book simply titled AMOS In Action. The book is essentially a guide on how to write an arcade game in AMOS Basic, taking you from the sort of set-up you really need to write a game, right up to completing the project. A disk is included, containing a complete version of the demonstration game in question - Marvin The Martian - and costs a mere £12.95. If you buy it from the AMOS PD Library, it costs an even merer £10.35. For more
information, call Len or Anne on (0792)588156.
TOTALLY AMOS AMOS PUBLIC DOMAIN So what exactly can be done with AMOS? One place to start looking is in the various public domain libraries, where dozens of disks containing AMOS programs and routines can be found.
1269 1270 1271 1272 1273 1273 12"*» ivi2 CARD GAMES 2 card and another to put it down again. The presentation isn't much, but it’s such a great version that I haven't any time left to write this article!
Disk No: APD448. From: AMOS PDL, 1 Penmynydd Road, Swansea, SA5 7EH. Tel: 0792 588156. Price: £2.00. Compatibility: All machines. Memory: 512K ¦ ggJfAU SPEEDY gams Football ts possibly the most pointless man- agement game around, and that’s what's so great about it. Take something like Tracksuit Manager, remove all traces of management so that all you have left is the results screen, and you've got Football. It sounds like a strange idea, but you do find yourself clicking through game Everyone has those moments when you want to do nothing other than sit down with a pack of cards, and deal a
quick hand of Patience.
Or at least David Lorner seems to think so. Or he wouldn't have come up with Card Games 2, a collection of nine different Patience variants. Being on your own needn't be a chore any more!
In case you’re not the kind of person who enjoys spending long evenings alone.
Patience is a card game for one Generally it involves a number of card stacks, which have to be rearranged using a senes of set rules to reach a certain position - four rows of ascending cards of individual suits, for example.
On the whole the game isn't particularly taxing - it depends on the luck of the deal more than anything else - but it does while away the time.
£37.1 All nine games are accessed from a single menu screen, and to be honest there isn't a great deal of difference between them. Each game is displayed on the same blank backdrop with the same set of cards and an identical control method involving two clicks with the left mouse button - one to pick up a nnnn e I II I ' II IMHH* nnnnei p n
• m n m w m n 180 AMOS the screens just to see who wins the
No playability or gameplay, but fun.
Speedy Reedy, however, is playable Playable and a lot of fun. In this PacMan-style maze game, the aim is to eat the power pills as they appear while staying out of the clutches of the evil ghost. It's all rather unfair, as the ghost can float through walls and you can’t, but help is at hand. Collect a speed-up, and you can race all over the shop without fear of being caught. Superb samples and music really make the game stand out - they just have to be heard to be believed.
Disk No: APD462. From: AMOS PDL, 1 Penmynydd Road. Swansea, SA5 7EH. Tel: 0792 588156. Price: £2.00. Compatibility: All machines. Memory: 512K U-TILITIES utilities Just to show that AMOS isn't solely for making games, Tony Swanwick's dynamic duo of applications far outclass a lot of the more commercial PD utilities aroqnd. The first program.
U-File, is a fully comprehensive file editor, allowing you to load individual files from disk and tailor them to your own desires. If you would rather have your name than Mike Singleton’s on the title screen of Midwinter 2, , then this is the gizmo to do it with. To be used carefully.
The other program. U-Zone, is an AMOS help application that lets you define screen zones for an IFF graphic. Anyone who has created a menu screen, and then spent hours trying to get the positioning of the buttons pixel perfect will know how much of a struggle it can be. This package is dedicated to you. Thanks to a few icons and some very well-written code, you’ll be able to define every screen zone as easily as drawing a box on DeluxePaint. A must for all AMOS owners.
Disk no: APD454. From: AMOS PDL. 1 Penmynydd Road, Penlan. Swansea. SA5 7EH. Tel: 0792 588156 Price: £2.00. Compatibility: All machines. Memory: 512K.
A bit late tor Valentine’s Day, but fast nonetheless. A shot from Digital Orgasm. ; DIGITAL ORGASM demo Despite the somewhat dubious title this demo, which comes from coders Cubic, is suitable for all the family and serves to prove that AMOS is just as good at creating light sourced vector objects and dot flags as most other programming utilities are.
The nicest thing about it is that it’s the latest in a long line of demos flying back and forth in a friendly competition between Cubic and coding rivals Fanatix, and they just get better and better. Every time one team comes up with something new. The other has to reply by doing the same thing, only bigger, better and faster.
If you are a collector of megademos, then you probably won’t find much to impress you here. After all, machine code routines will always be faster than AMOS, but if you take into account that these routines are written in a version of BASIC, you can’t help but be impressed.
All in all, though, this isn’t a very entertaining demo. I would have liked to have seen a lot more visual effects and a lot less text on the screen, or even some more entertaining text. Still, it shows what AMOS is capable of so far.
Disk no: APD456. From: AMOS PDL, 1 Penmynydd Road, Penlan, Swansea, SA5 7EH. Tel: 0792 588156 Price: £2.00. Compatibility: All machines.
Memory: 512K.
TURBO TEXT text editor The mysteriously named Harbinder Ghag is responsible for this handy AMOS word processor. The screen layout is more or less the same as most others (ruler bar at the top of the screen, most options selected from a menu bar) but that's where most of the similarity ends.
All the usual options are included, such as loading and saving ASCII files (which makes this perfect for writing your AMOS routines on), and various formatting controls - which are, incidentally, perfectly arranged. They do exactly what you would expect, unlike many PD word processors, which seem to have more than a few unpredictable results. On top of these are a few options not normally seen.
For a start, you can set the word processor to read your text as you type. Unfortunately it uses the Amiga speech synthesis which everyone knows is about as decipherable as the old Spectrum Currah Speech unit, but it works well in allowing you to keep your eyes off the screen if you should so desire. You can also get the program to read the entire document back to you, which gives you an excellent way of looking over what you’ve written if you don’t like reading your own work.
Disk no: GPD145. From: AMOS PDL, 1 Penmynydd Road, Penlan, Swansea, SA5 7EH. Tel: 0792 588156 Price: £2.00. Compatibility: A500, A500+, A600.
Memory: 512K.
TfjpA A must lor any guitar player, Tab Master will solve those Tabulature blues and let you get back to playing them instead.
0 IMECT,C miscellaneous There are three cool programs written by one David Meager included on this disk. He may be only 14 years of age, but he's already creating professional looking software! Tab Master is a must for any guitar owner, allowing you to enter musical notation on a stave, which is then converted into guitar tabulature instantly and, if you want, is marked out on a fretboard. No more messing around with mne- nomics for me. Next time I want to transcribe Mendelssohn, I’ll just use this.
Alongside it on the disk is Hectic 2, an interesting tile-based puzzle game which involves picking up numbered tiles to get the highest score possible. Some tiles take points off your score, and somq add to it.
This might seem a little on the easy side, but when you add to that the fact that the first player can only move the cursor horizontally on the board and the second player can only move it vertically, you realise that you’ve actually got yourself a real challenge.
The diary program, which is simply titled Dear Diary, is really nothing to write home about I’m afraid, but when put on a disk with two great programs like these, you can’t really complain.
Disk no: GPD180. From: AMOS PDL, 1 Penmynydd Road, Penlan, Swansea, SA5 7EH. Tel: 0792 588156 Price: £2.00. Compatibility: All machined. Memory: 512K IIBLIC DOMAIN AMOS USER GROUPS Being an AMOS user can boost your social life! This is the claim we make based on the sheer number of AMOS User groups there are in Europe alone. Here’s a complete list of who to write to.
AMOS User Club UK Aaron Fothergill 1 Lower Moor Whiddon Valley Barnstaple North Devon EX32 8NW AMOS Programmer's Exchange 7 Majestic Road Hatch Warren Basingstoke Hampshire RG22 4XD Klub AMOS France BP 133 18003 Bourges Cedex, France Tom Poulsen Danish AMOS Group Stenmollen 28 2640 Hedehusene Denmark AMOS Club Nederland Kerkeind 8a 5293 AB Gemonde (NB) Holland Belgium Club Johan Francois Wilgenpark 7 9900 EEKLO Belgium AMOS Club USA Mark H. Budziszewski & Mark A. Shultz PO Box 11434 Milw.
WIS 53211.
USA AMOS NTSC Club David Lazarek 516 E 11th Street Michigan City IN 46360.
USA Aaron Wald 201-19 Tonnele Avenue Jersey City NJ 07306.
USA Deutsche Carsten Bernhard Asternweg 4 6229 Wallul Germany Portugal Eduardo David Rua Nina Marques Pereira N 9 2 - Esq 1500 Lisboa Portugal WIN A STACK OF DISKS How do you fancy putting your new found knowledge lo the test? How would you like to win 30 - yes THIRTY disks ot your choice Irom the AMOS PD Library? Like the sound ol that? Here's what you have to do. On the coverdisk is a program called Spidy.AMOS'. This Is a very basic program based on a Mac program called Amo. At the moment, all that you do is tease a spider with the mouse pointer, trying to keep It out ol its grasp while
at the same time keeping it interested enough lo chase What we want you to do is soup it up.
Yes, you have the basic program, now see what you can do with it! Maybe the Spider should carry a rocket launcher? Maybe the screen should scroll? What do you think? You have complete Ireedom to do whatever you like The best entry wins. It's as simple as that. So what are you waiting tor! Gel it together, and stick your entry on a disk and pop it oil to us at CU with a covering letter explaining the changes made.
Remember lo mart your envelope Magnetic Media - Do Not Xray' Send your disks to: I WANT ALL THAT LOVELY PD, CU Amiga. Priory Court, 30-3? Farringdon Lane, London EC1R 3AU. Closing date is 30th June. The editor's decision is linal and no correspondence will be entered Into. Employees ol EMAP Images or the AMOS PO Library are not allowed to enter, although we can't figure out who Irom the AMOS PO Library would want to. Alter all. They've already got the disks, haven’t they?
99 V700 PERM CHECK: £8.99 I-10 £1.25 EACH II-20 £1.15 EACH 21*
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Elsewhere in this issue we’ve printed a CCJ AMIGA questionnaire. This is a survey to find exactly what you think of the mag. It’s not intended to be a. space filler - we really want i one of you to fill it in and send it off to us. YOGR views on CG AMIGA couldn’t be more ir tant, as it’s only through your input that we can get an idea about what you want to see i You’ve probably noticed a lot of changes to CG AMIGA over the last few months, were a direct result of your responses to last year’s survey. For instance, Art Galler Club Call were both included because you asked for them. The same
goes for Graphics!
Amiga Profiles and our expanded letters pages. So don’t just sit there thinking it doesn’t | ter, grab a pen and start filling in that questionnaire now! Ta.
GAMES PROGRAMMERS AND GRAPHIC ARTISTS WANTEI A new games company urgently seeks innovative new games to publish! If you’ve alv wanted to break into the software industry, we’re here to help. We might be a new comp we’ve got years of experience in the field of computer entertainment, so if you’ve gc game that you think could make waves in the computer press, why not drop us a lir show us how good you really are. We offer the best royalty payment scheme of any sof and will endeavour to promote your game to the best of our abilities through abov below the line promotions. Send your demos to:
METRO GAMES, c o CG AMIGA, 30-32 Farringdon Lane, Farringdon, London, EC1R .
A500 O A500.
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Pa.toj.vj | A2000 3 A1000 3 NO OF DISKS i A 4000 D TOTAL INCLOSED C J 3 CUIS Foil Ft CLR UTILITY SOFTWARE 3 CIUD' V*oM« 3 CIUD2 FaK kW 3 CUX0 'yp.sq T,*x 3 0104 AfehiGrah O CUM MSMoeuMcto 3 CWQ6 Smpeoxndll 3 CU07 Flo 3 CULM Wed Fnders. D 3 0.1X9 tb. Ad Em Ip 3 QUIO Fc-w Aaosrtt 3 QUII CAUC 3 QUI2 WtolVfedo-t 3 aul3 Dn CLR GAMES SOFTWARE 3 QG01 Nona 3 CIGC2 CdrtTV.tgs 3CIG03 Ftvae 2 3 OG04 3QG0S b«fo'o*2|?«iU UCJOtHW CLR EDUCATIONAL S 3 CKO' Mgseapti: Db.
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